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		<id>https://gswiki.play.net/index.php?title=Research:The_Rift_(planes)&amp;diff=212092</id>
		<title>Research:The Rift (planes)</title>
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		<updated>2024-01-03T20:54:13Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: /* Nebulous Sphere */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a research page for studying [[The Rift]] in terms of its content rather than hunting properties. It is related to the [[Research:Temporal rift]] page will be related to a future page [[Research: The Vvrael Quest]]. The Rift was released in April 1998 at the end of the [[Vvrael]] quest, when [[Terate]] sacrificed himself to prevent the Rift from expanding to swallow up the world. The Vvrael is a corruption within it, and wishes to feed on our magic and souls. Vvrael family creatures are [[extraplanar|extraplanar beings]] mechanically, but the ghost of Malaphor said they were corrupted servants of this world, who had wandered into the rift over thousands of years. The Vvrael itself is a collective sentient awareness of [[anti-mana]]. The nebulous sphere was called the [[Eye of the Drake]], whose &amp;quot;circles&amp;quot; [[Lorminstra]] claimed led to &amp;quot;worlds unknown.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For the purposes of this page the concern is trying to &#039;&#039;&#039;interpret&#039;&#039;&#039; the source material in terms of its original context. In the event such an interpretation were correct in its comparative mythology and hidden references, it would not mean that it should be considered &amp;quot;correct&amp;quot; presently, especially for cryptic meanings. Things from the late 1990s do not necessarily gel that well with later lore development.&lt;br /&gt;
&lt;br /&gt;
=The Great Drake=&lt;br /&gt;
There are numerous things suggesting that the &amp;quot;Great Drake&amp;quot; (heavily implied to be [[Koar]]) morphed into the mountain to slumber in non-corporeal form and that &amp;quot;The Rift&amp;quot; is literally inside him. In this view the Eye is the one eye Koar supposedly keeps open while he sleeps and the Rift&#039;s &amp;quot;circles&amp;quot; are astral planes in his mind. The following are examples of things insinuating the Rift is inside his magical &amp;quot;body&amp;quot;. The Drake&#039;s Shrine, Castle Anwyn, and most of Pinefar were primarily created by GM Talairi, including the design and concept, and she was also the pilot of the Terate character in the Vvrael quest.&lt;br /&gt;
===The Eye of the Drake===&lt;br /&gt;
In the Vvrael quest the &amp;quot;Eye of the Drake&amp;quot; was an ancient artifact sealed away in Mount Aenatumgana. In the end it was clear that this was a dragonsbreath sapphire floating over an ornate pedestal, which shattered revealing a nebulous sphere pulsing throughout the color spectrum. Lorminstra continued to refer to this as the Eye of the Drake after the gem shattered. &amp;quot;The Rift&amp;quot; is inside &amp;quot;the Eye.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Artifact:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You hear the quiet whisper of a young woman, &amp;quot;The time is upon us my Chosen, the Rift tears at the very fabric of our reality...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Breach, Cavern of Ages]&lt;br /&gt;
The chamber&#039;s walls are modulated with the same large recesses that pocket the walls of the chamber to the north. Inside each, the red stone is polished to an indulgent surface that highlights the striations in the rock. On the cavern&#039;s eastern wall however, something went horribly wrong. The undulating niches are blasted into shambles around a central oval just behind a golden pedestal. There, the rock looks like it has melted, running down the side of the cavern in eddies of molten stone. You also see a golden pedestal with a &#039;&#039;&#039;flawless dragonsbreath sapphire&#039;&#039;&#039; hovering above it.&lt;br /&gt;
Also in the room: Lord Berr, Lord Beldin, Lord Jala, Lord Krackenstar, Lady Merry, Lady Nyte, Lord Terate who is lying down, Lady Heathyr, Lady Risper&lt;br /&gt;
Obvious exits: north.&lt;br /&gt;
&lt;br /&gt;
Merry reaches towards the floating sapphire. It bobbles in the air as it evades her, rotating slightly.&lt;br /&gt;
&lt;br /&gt;
Beldin seems to be trying to figure out how to turn a golden pedestal with a flawless dragonsbreath sapphire hovering above it. &lt;br /&gt;
&lt;br /&gt;
Suddenly, the sapphire drops. Just as it is about to strike the pedestal beneath it, it stops, then slowly levitates back to its previous position. &lt;br /&gt;
&lt;br /&gt;
&amp;gt;l at sapp&lt;br /&gt;
Amazingly, the dragonsbreath sapphire hovers in mid-air over a golden pedestal near the center of the room. It has been cut with precision, forming it into a perfectly symmetrical octagonal sphere. Colored a pale, watery blue, the stone bears no blemishes to mar its beauty. Tiny sparks play within its core, kindling a soft light that illuminates the room. &lt;br /&gt;
&lt;br /&gt;
Before it can evade her, Risper grasps the dragonsbreath sapphire and gives it a good spin. It rotates freely in the air, quickly gathering momentum until it is nothing but a blur. A soft luminescence begins to emmanate from the spinning gem, bathing the room in light.&lt;br /&gt;
&lt;br /&gt;
Without warning, the sapphire explodes with a brilliant flash, leaving you momentarily blinded! As your vision returns, you can no longer see the sapphire. Where it once was, a small nebulous sphere now hovers in mid-air. &lt;br /&gt;
&lt;br /&gt;
Terate exclaims, &amp;quot;ha!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Beldin tries to manipulate the sphere.&lt;br /&gt;
&lt;br /&gt;
The sphere flares, sending brilliant blue sparks arcing across the room! As the sparks flicker out, you notice that the sphere has shrunk a little. The nebulous sphere pulses with a red light. &lt;br /&gt;
&lt;br /&gt;
The sphere flares, sending brilliant blue sparks arcing across the room! As the sparks flicker out, you notice that the sphere has grown in size considerably.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Nebulous Sphere:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The sphere after the sapphire was destroyed. Terate called the sphere in this form &amp;quot;the Eye.&amp;quot; Note that the [[ICE gods#Koar|archaic lore]] for Koar described him as having grey eyes. This may or may not be intentional.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Breach, Cavern of Ages]&lt;br /&gt;
The chamber&#039;s walls are modulated with the same large recesses that pocket the walls of the chamber to the north.  Inside each, the red stone is polished to an indulgent surface that highlights the striations in the rock.  On the cavern&#039;s eastern wall however, something went horribly wrong.  The undulating niches are blasted into shambles around a central oval just behind a golden pedestal with a nebulous sphere hovering above it.  There, the rock appears to have melted, running down the cavern wall in eddies of molten stone. &lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look pedestal&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look sphere&lt;br /&gt;
Glowing softly with a subtle radiance, the sphere hovers above a golden pedestal near the center of the chamber.  Formed of a wispy cloud-like mass, it does not appear to have any solid structure.  Looking into its depths, you can only see a &#039;&#039;&#039;swirling grey ether.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eye of Koar Emeralds:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition to the &amp;quot;Eye of the Drake&amp;quot;, there are Rift gems called &amp;quot;Eye of Koar&amp;quot; emeralds with magical properties. The gist of the silver tithes is dragons sleeping in treasure hordes.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;10,000+ Silver (inside Rift, teleports group to the Drake&#039;s Shrine)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;raise emerald&lt;br /&gt;
You close your eyes and concentrate as you raise your Eye-of-Koar emerald.&lt;br /&gt;
The emerald flickers brightly, and the natural navette shape of the gem makes it &#039;&#039;&#039;resemble the blinking eye of a great wyrm.&#039;&#039;&#039;  Your skin begins to tingle as the &#039;&#039;&#039;eerie feeling of being watched&#039;&#039;&#039; steals over you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You get the pleasant feeling that one of life&#039;s burdens has been lifted from you.&lt;br /&gt;
&lt;br /&gt;
The surroundings ripple, tinted with a vibrant green light, and your vision begins to fade as you feel yourself being pulled away.&lt;br /&gt;
[Altar of the Elder]&lt;br /&gt;
The ledge is more generous than it appeared from the lower stone platform, which now looks extremely narrow and far below.  The view from here of the monumental ice sculpture reveals its top to be as superbly detailed as its other aspects.   Incongruously, a pool of clear, sapphire-colored water lies between the ledge and an immense statue of a sleeping drake, its recumbent body curled around a large throne on the pool&#039;s northern edge.  You also see a flight of steps.&lt;br /&gt;
Obvious exits: up&lt;br /&gt;
The Eye-of-Koar emerald in your hand crumbles into fine, sparkling dust.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20,000+ Silver (anywhere, grants anyone in group with 20k silvers 1 deed)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;raise my emerald&lt;br /&gt;
You close your eyes and concentrate as you raise your Eye-of-Koar emerald.&lt;br /&gt;
The emerald flickers brightly, and the natural navette shape of the gem makes it &#039;&#039;&#039;resemble the blinking eye of a great wyrm.&#039;&#039;&#039;  Your skin begins to tingle as the &#039;&#039;&#039;eerie feeling of being watched&#039;&#039;&#039; steals over you.&lt;br /&gt;
&lt;br /&gt;
You get the feeling that the gods are pleased with you, and a heavy burden has been lifted from your shoulders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(note: does not crumble, unless used inside Rift which activates teleport power as well)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lorminstra:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The [[ICE materials#Vaanum|archaic lore]] for [[vaalin]] was that it only existed on the moon of the dark gods, though this was never in official documentation. Its use in the Drake&#039;s Shrine could be implying the time preceding the Liabo/Lornon split. The contemporary metals lore was not released until a few years after the Vvrael quest, but vaalin may merely have been meant to imply a rare and expensive metal.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A young lass glances at the sphere.&lt;br /&gt;
&lt;br /&gt;
A young lass says, &amp;quot;But...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A young lass says, &amp;quot;The Vvrael still exist...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A young lass says, &amp;quot;This sphere...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A young lass says, &amp;quot;Leads to worlds unknown.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A young lass says, &amp;quot;Only the bravest and strongest should even dare attempt to enter the Eye of the Drake&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A young lass says, &amp;quot;Many have crossed the circles only to go mad&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A young lass puts a clear vaalin orb pendant in its black satchel.&lt;br /&gt;
&lt;br /&gt;
A young lass says, &amp;quot;I will leave you now to explore this most magnificent Shrine. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
A young lass touches a large set of golden keys.&lt;br /&gt;
&lt;br /&gt;
A young lass says, &amp;quot;Be careful through the sphere...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A young lass curtsies.&lt;br /&gt;
&lt;br /&gt;
A young lass just went north.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Cavern of Ages===&lt;br /&gt;
The Cavern of Ages itself is described as having red stone throughout, with one room comparing it to &amp;quot;an immense rib cage.&amp;quot; The Great Drake in the Book of Revelation is the &amp;quot;Great Red Dragon.&amp;quot; (The Drake&#039;s Shrine contains several references to the Book of Revelation and possibly Dante&#039;s &amp;quot;Divine Comedy&amp;quot; as well.) The Cavern of Ages itself is likely also a reference to the &amp;quot;Wisdom of Ages&amp;quot;, with the Lake of Tears as the Well of Urd at the roots of the World Tree (the first room on Planes 1 through 3), which is when Odin gained cosmic knowledge by sacrificing one of his eyes to drink from the water. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Heated Sands, Cavern of Ages]&lt;br /&gt;
After the bitter, numbing cold of outside, the luxuriousness of warm air is all encompassing.  Then the surroundings creep upon one&#039;s consciousness, like a panoramic view emerging as fog lifts.  &#039;&#039;&#039;Red stone walls arch in ridges overhead, reminiscent of an immense rib cage.&#039;&#039;&#039;  The cavern&#039;s higher regions are remote and dark, however, soft light radiates from a fine, ivory-colored carpet of sand that stretches from wall to wall.  Heat rises from the sand as well, lending a shimmering quality to the air.  You also see a dark lake bordering the cavern&#039;s southern expanse.&lt;br /&gt;
Obvious exits: northeast, southeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Chosen Orbs===&lt;br /&gt;
Lorminstra gave these orbs to the Chosen. There is one on the throne in the Drake&#039;s Shrine. The Arkati &amp;quot;facing each of the four compass directions&amp;quot; is probably a Book of Revelation allusion.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Dragon Sleeps]&lt;br /&gt;
An elaborate throne sits before the swirling water of the pool.   The thing is so large it would dwarf the tallest giantman.  However, the huge shape of the stone drake behind it makes the chair look small and fragile.  It seems to be made of the same stone as that of the wyrm, and its ornamentation is a mantle of carved, interlocking sigils.  Incised upon the throne&#039;s backrest is a [[Gods of Elanthia#Koar, King of the Gods|crown within a circle]].&lt;br /&gt;
Obvious exits: up, down&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look throne&lt;br /&gt;
The workmanship is breathtaking, every minutiae carved with precision.  On the chair&#039;s seat rests a stone pillow, embossed with an overall pattern of small crowns.  The water of the pool laps at the feet of the throne like an obeisant supplicant.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on throne&lt;br /&gt;
On the stone throne:&lt;br /&gt;
Special [1]: a clear vaalin orb&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look orb&lt;br /&gt;
You see a long, veil iron chain, each heavy link obviously hand-forged and intricately etched with a scale pattern.  Carried on the chain is an orb made of crystal-clear vaalin.  The sphere appears to be hollow, for inside you see a minute cosmos, with twinkling stars and tiny planets surrounded by their orbiting moons.  &#039;&#039;&#039;In the center of the amazing conglomeration floats an eye with a serpentine pupil, golden in color as a yellow sun.&#039;&#039;&#039;  It hangs like an anchor in the midst of the surrounding firmament.&lt;br /&gt;
&lt;br /&gt;
Loresong: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your eyes cloud over as a vision begins to flood in, cascading out of the small orb like a tidal wave. You see an immense mountain encased in vicious cold and savaged by roaming storms that carry death in their howling song. At the top of the peak, huge slabs of granite rise slowly up out of the snow, lifted by the mind power of a group of four individuals. The tall, lithe beings stand back to back, facing each of the [https://biblehub.com/revelation/7-1.htm four compass directions with a globe] of power encircling them like a glowing sphere. Their faces are set in concentration. They stand motionless as a huge shrine rises into the clouds, granite slab settling on top of granite slab. Finally, the magic pulses a last time throwing reflections into the clouds, and as light settles back into the grey overcast sky, a monumental shrine stands majestically, topping the mountain like a gem.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your eyes cloud over as a vision begins to flood in, shooting out a snaking finger of images, which spread themselves across your sight like a panorama. A vast shrine sits atop a blizzard-wracked mountain, piercing the shifting clouds disdainfully. A group of four individuals stands before the temple, as silent and rigid as the building&#039;s ramparts. They send out an unwavering stream of power, which flickers over the structure like static electricity. &#039;&#039;&#039;Suddenly, immense wings descend from out of the clouds supporting a drake so large, it dwarfs the mountaintop. The energy immediately stops and the four entities nod, in perfect unison, to the leviathan crouched over them. Snow and wind then seem to pause motionless in the air, and in the next heartbeat, the dragon melts down into the shrine in a blurred funnel as the elements resume their onslaught.&#039;&#039;&#039; Four shapes silently fold into flat images and fade into nothing.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dragon Skeleton===&lt;br /&gt;
The bottom of Lorminstra&#039;s &amp;quot;Lake of Tears&amp;quot; in the Drake&#039;s Shrine has a dragon skeleton. This is circumstantial but suggestive with the above loresong. It is consistent with the Odin / Well of Urd subtext.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lake of Tears]&lt;br /&gt;
The currents kick up sand into a shifting curtain.  Light from above barely intrudes, splicing into the gloom in weak shafts, which flicker as the currents assault them.  An array of curved spines rises out of the sands on the lake&#039;s floor, looking like a huge arching fan in the wavering shadows.&lt;br /&gt;
Obvious exits: up&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;look spine&lt;br /&gt;
As you swim closer to the spines, a bleached collection of bones becomes visible.  The skull is immense, tapering from a wide forehead down a long muzzle to flaring nostril ridges.  Behind the skull, a long vertebra is curled in repose, ending in a barbed tail which circles the lake&#039;s floor.  The bones of a wing lie fanned across the sand in a graceful triangle, while its partner rests buried beneath the huge flare of the ribs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Koar===&lt;br /&gt;
The following is the wording of the Koar documentation at the time of the Vvrael quest. It is the same [[Gods of Elanthia#Koar, King of the Gods|now]] except for the &amp;quot;chuckle-headed&amp;quot; line, which now says it cannot be confirmed by anyone living.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Koar&lt;br /&gt;
Greater God, King of the Gods&lt;br /&gt;
Spheres of Power: Justice, Loyalty, Law&lt;br /&gt;
Humanoid Manifestation: A huge man upon a throne, &#039;&#039;&#039;contemplating fate of all things.&#039;&#039;&#039; Flowing grey hair and beard, shaggy brows, a deeply creased forehead, and weary eyes. Koar wears a golden crown.&lt;br /&gt;
Manner: commanding, detached, weary&lt;br /&gt;
&lt;br /&gt;
Koar is the King of the Gods. Once he ruled all the Arkati and he is still the titular head of both the Light and Dark Gods. In practice, however, his direct control is only over the Gods of Light. Not since the fall of the Drakes in the Ur-Daemon War has Koar rallied all the gods too him, and none knows for sure if he could unify the Arkati now, no matter what the cause. Still, it is said that as long as Koar lives, the Gods of Light and Dark will never face each other in open war.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legend holds that Koar sits on a great throne carved from the stone heart of the world extending up through the tallest mountain in Elanthia. He rarely leaves his throne, and spends most of his time slumbering or brooding. Even when he sleeps, one eye is always slightly open, and while Koar may not intervene in the affairs of gods or mortals often, there is little that escapes his notice.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The sages say that the mountains of Elanthia rise and fall as Koar&#039;s brow furrows. One day, it is said, when the Gods of Darkness no longer vex their king, and when mortals no longer wage petty wars, the mountains [https://biblehub.com/bsb/revelation/6.htm mountains will sink] back into the ground and all the world will be a fertile plain. Earthquakes are attributed to Koar shifting restlessly, and before Koar&#039;s brow is smoothed, legend holds he will rise from his throne in wrath, shaking the greatest fortresses to rubble. The prophecy is silent as to who or what will be the object of his ire.&lt;br /&gt;
&lt;br /&gt;
Some common folk believe that Koar is not an Arkati, but actually the last of the Great Drakes. No respected scholar actually believes such nonsense, obviously born of chuckle-headed nostalgia.&lt;br /&gt;
&lt;br /&gt;
Koar&#039;s blessing is often invoked during coronation ceremonies, and it is not uncommon for rulers to claim that their particular right to reign bears Koar&#039;s approval.&lt;br /&gt;
&lt;br /&gt;
Koar&#039;s symbol is a golden crown, often set on a circle of white. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Exiting The Rift===&lt;br /&gt;
When you are carrying more than 10,000 silvers, they are taken from you and your mana is restored. The messaging strongly implies you are inside the Great Drake.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You feel the presence of the Great Drake folding you into himself.  Pleased that you have brought a tithe, the Great Drake restores your power unto you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heart of the Rift===&lt;br /&gt;
Plane 5 is literally an enormous worm-ridden diseased heart. This presumably represents the Vvrael and its anti-mana corruption of The Rift within him.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Rift]&lt;br /&gt;
A mass of pulsing and twitching tissue sits to the west.  At first, the booming that rolls through the air sounds like thunder, but a moment of listening proves it to be too regular and rhythmic to be a storm.  Thump-thump... thump-thump....  All at once the source comes to you, and as you gaze at the tissue you realize it is a giant heart.  Grey-green worms chew through the flesh, and listening to the beating it becomes obvious that &#039;&#039;&#039;they are killing the heart, and whatever creature it belongs to.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maw===&lt;br /&gt;
There is a &amp;quot;gaping maw&amp;quot; on Plane 1 that swallows people, and &amp;quot;fangs&amp;quot; made of precious metals. These are at least vaguely draconic motifs. There is also a &amp;quot;Maw of the Drake&amp;quot; in the Drake&#039;s Shrine. You pass through the &amp;quot;Maw&amp;quot; of the dragon to the &amp;quot;Lake of Tears&amp;quot; to &amp;quot;the Eye.&amp;quot; These are all suggesting an &amp;quot;anthropomorphic&amp;quot; (except for dragons) interpretation of the shrine as a body in the mountain itself.&lt;br /&gt;
&lt;br /&gt;
;Plane 1&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXXX walks into a gaping maw.  A moment later the gaping maw closes and a giant slobbery tongue slips out and licks its lips.&lt;br /&gt;
&lt;br /&gt;
The gaping maw opens wider for a moment then closes in upon itself.  &lt;br /&gt;
Within moments, it&#039;s gone!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Drake&#039;s Shrine&amp;lt;br&amp;gt;&lt;br /&gt;
There are numerous anachronistic details in the Drake&#039;s Shrine, such as the ancient-but-modern writing, that make no sense unless the creators could see the future.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Chamber of the Maw, Ice Shrine]&lt;br /&gt;
The chamber&#039;s center aisle is spanned by an impressive pointed barrel-vault, emphasizing the ceiling&#039;s lofty height.  Light falls at the north end, illuminating a twisted form of ice so large, it reaches to the ceiling, as if lifting arms of ice in supplication.  Where the massive ice form begins, side aisles branch to the northwest and northeast.  Curiously, the frozen formation resembles a gigantic dragon&#039;s head, its mouth open to reveal curved teeth taller than a giantman.  You also see a carved flagstone.&lt;br /&gt;
Obvious exits: northeast, southeast, southwest, northwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look ice&lt;br /&gt;
The curious formation boasts intricate detail, as delicate and precise as the finest statue.  However, the immense size of it disputes the possibility that mortal hands could have yielded such a work.  As you peer within the depths of the striated colossus, admiring the swirl of color running through its frozen heart, you begin to make out forms caught within it.  You see figures out of the past, primordial creatures now regarded as more legend than fact.  The idea of such antiquity is staggering!  Yet -- if you can believe what you&#039;re seeing -- there they are, caught in twisted postures of death within the ice.  At the foot of [https://en.wikipedia.org/wiki/Leviathan the leviathan], words are carved into one of the flagstones.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look flag&lt;br /&gt;
The stone is sheathed in ice, as is most of this frigid structure.  Yet there, in archaic letters that are remarkably discernible, a legend is carved into the rock floor.  It reads, &#039;Maw of the Drake&#039;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Rift=&lt;br /&gt;
When entering the nebulous sphere your body is ultimately ripped apart and dematerialized into nothingness. It is reformed inside The Rift. This allows the possibility that inside the Rift the adventurer is a kind of astral body within the Great Drake who is sleeping in the heart of the world with its mind dreaming upon &amp;quot;worlds unknown.&amp;quot; Koar is in this sense brooding and contemplating the fate of all things. There is a great deal of comparative mythology which will be addressed in [[Research:The Vvrael Quest]]. This is particularly relevant given its potential cryptic &amp;quot;[[purgatory]]&amp;quot; references and the game&#039;s death mechanics.&lt;br /&gt;
&lt;br /&gt;
==Entering==&lt;br /&gt;
Every direction except East and West lead to Plane 1. The first movement determines the destination. &amp;quot;Out&amp;quot; only works on the first movement.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Nebulous Sphere Direction || Destination Plane&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;North&#039;&#039;&#039;&lt;br /&gt;
|Plane 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;West&#039;&#039;&#039;&lt;br /&gt;
|Plane 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;East&#039;&#039;&#039;&lt;br /&gt;
|Plane 3&lt;br /&gt;
|-&lt;br /&gt;
|South&lt;br /&gt;
|Plane 1&lt;br /&gt;
|-&lt;br /&gt;
|Northwest&lt;br /&gt;
|Plane 1&lt;br /&gt;
|-&lt;br /&gt;
|Northeast&lt;br /&gt;
|Plane 1&lt;br /&gt;
|-&lt;br /&gt;
|Southwest&lt;br /&gt;
|Plane 1&lt;br /&gt;
|-&lt;br /&gt;
|Southeast&lt;br /&gt;
|Plane 1&lt;br /&gt;
|-&lt;br /&gt;
|Up&lt;br /&gt;
|Plane 1&lt;br /&gt;
|-&lt;br /&gt;
|Down&lt;br /&gt;
|Plane 1&lt;br /&gt;
|-&lt;br /&gt;
|Out&lt;br /&gt;
|Plane 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Astral Projection==&lt;br /&gt;
This is a particularly interesting set of messages because the rarer one overtly speaks of the mind being stretched across time and space in the nebulous sphere.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Person: (ending up in The Rift)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
A black tendril of anti-mana reaches towards you...&lt;br /&gt;
&lt;br /&gt;
You feel drained!&lt;br /&gt;
You feel your soul twisted up and spit out by anti-mana!&lt;br /&gt;
You are surrounded by an ethereal fog.&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
You feel &#039;&#039;&#039;every shred of yourself torn to tiny pieces and reformed&#039;&#039;&#039;...&lt;br /&gt;
&#039;&#039;&#039;Bodyless and mindless you float&#039;&#039;&#039;...waiting for some semblance of normality...&lt;br /&gt;
&amp;gt;look&lt;br /&gt;
[Heart of Black Nothingness]&lt;br /&gt;
You are within the black heart of nothingness.&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
You can do nothing... you can feel nothing... you are nothing...&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You open your eyes and blink twice to find yourself hovering about six feet off the ground.  As soon as you become cognizant of where you are, you drop hard like a sack of potatoes.&lt;br /&gt;
[The Rift]&lt;br /&gt;
A cold, grey mist swirls around you, making it difficult to gain any sense of what is here.  Through the haze a huge, gnarled hand stretches upward reaching grimly for something past your vision.  As you move closer, it turns out to be only a dead tree, the bent and gnarled limbs twisting toward a blood eagle hovering just out of reach.&lt;br /&gt;
Obvious paths: east&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Person: (returned to the Cavern of Ages)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You are surrounded by an ethereal fog.&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
You close your eyes as &#039;&#039;&#039;your mind stretches out over time and space&#039;&#039;&#039;, but when you open your eyes, a sense of normalcy returns.&lt;br /&gt;
[Birthing Sands, Cavern of Ages - 2635]&lt;br /&gt;
This part of the cavern seems intimate after the expansiveness just around a bend of the red stone.  Recesses all along the east wall give the rock a filigreed appearance which belies the vast size of each enclosure.  The fine sand is a constant carpet, however, the light it expends is much dimmer here, fading to a soft twilight within the eastern niches.  To the south, the walls swirl to create an oval passageway into another cavern where more of the recesses can be glimpsed.  You also see a jagged stone ledge with some stuff on it, a narrow fissure and a stiff sandy pack.&lt;br /&gt;
Obvious exits: south, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Person: (exiting the sphere, seen from the Rift)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You see a black speck appear high in the sky above you.  It comes hurtling down at an alarming rate.  Right as it is about to smash into the ground, it stops.  Suspended in midair for a moment you identify XXXXX before she comes tumbling to the ground.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ash and Fog:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both inside the nebulous sphere and &amp;quot;The Rift&amp;quot; itself, jumping and sneezing reveals a prevalence of &amp;quot;ash.&amp;quot; This may refer to the world tree, symbolically represented by the first room on the three entry planes, having supposedly been an ash tree. The Rift rooms as symbols of cosmic knowledge in this context likely refers to the runes of Odin. The Rift being in the Eye may be implied by the ubiquitous fog in both.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lost in an Ethereal Fog]&lt;br /&gt;
An ethereal fog all surrounds you.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;jump&lt;br /&gt;
You leap high into the air and come crashing back down to the ground with both feet firmly planted.  A large cloud of ash billows around you!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sneeze&lt;br /&gt;
You sneeze, raising a small cloud of ash from your face.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;yell&lt;br /&gt;
You open your mouth and immediately it fills with the dense fog that surrounds you and you close your mouth quickly to avoid breathing the fog in...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Rift changes the third-person view on some verbs. Chuckle is seen as chuckles menacingly, laughing is laughing maniacally.&lt;br /&gt;
&lt;br /&gt;
==The Planes==&lt;br /&gt;
The word &amp;quot;planes&amp;quot; was not used in the context of The Rift. Lorminstra referred to them as &amp;quot;circles.&amp;quot; One possible meaning of this is the arguable presence of allusions to Dante&#039;s &amp;quot;Divine Comedy&amp;quot; in the Vvrael quest. However, given the astral messaging along with the implications of watching or permeating throughout the solar system, these could be planes in the mind of Koar. The &amp;quot;planes of existence&amp;quot; in esoteric cosmology are often represented as concentric circles existing throughout the world. The first three planes are ideal solid geometric shapes. Plane 1 is a triangle, Plane 2 is a square, Plane 3 is circular.&lt;br /&gt;
&lt;br /&gt;
These are a sequence of directional constraints through the same places, arriving at them in different orders. However, when viewed from the top down as a holistic shape, these places are all in the same order. When the planes shift causing the adventurer to be &amp;quot;rifted&amp;quot;, they end up in the &#039;&#039;&#039;same place&#039;&#039;&#039; on a &#039;&#039;&#039;different layout.&#039;&#039;&#039; These rooms predominantly or perhaps almost entirely correspond to Tarot cards. The pattern of a nested circle, square, and triangle has occurred in multiple contexts in Tarot occultism, so it is difficult to discern the more specific significance if it exists due to the lack of uniqueness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifted:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When &amp;quot;rifted&amp;quot; there is always a regularity in which planes drop into which planes. Plane 1 rifts to Plane 2. Plane 2 rifts to Plane 3. Plane 3 rifts to Plane 2. Plane 4 rifts to Plane 5.  (It is unclear if it always worked this way, or was changed when the creatures were moved around and new ones were added in October 2009.) Creatures that would ordinarily only exist on one plane end up on the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Plane 3 to Plane 2&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Rift - 12226]&lt;br /&gt;
A wide stretch of forest opens before you, the huge border of trees giving the impression of stoic guards protecting their land and secrets.  Packs of ghostly dogs run toward you at the will of a huge, antlered man commanding them at the forest border.  His bony finger points to you, and the dark gleam in his eye tells you he will not allow passage further into the woods.&lt;br /&gt;
Obvious paths: southeast, northwest&lt;br /&gt;
&amp;gt;&lt;br /&gt;
Suddenly you feel sick and queasy, and your world seems blurry and indistinct.  You fight an intense vertigo for a moment before the sensation leaves you.  You regain your senses, blink once and look around.&lt;br /&gt;
[The Rift - 12150]&lt;br /&gt;
A wide stretch of forest opens before you, the huge border of trees giving the impression of stoic guards protecting their land and secrets.  Packs of ghostly dogs run toward you at the will of a huge, antlered man commanding them at the forest border.  His bony finger points to you, and the dark gleam in his eye tells you he will not allow passage further into the woods.&lt;br /&gt;
Obvious exits: east, west&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Later:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is no reason to think that later developments would be consistent with this mythological view of the Great Drake and coexistent (perhaps emanationist) esoteric planes. The Scatter is not likely to fit into the mold that applies to the original Rift planes. Likewise, in the [[Ta&#039;Illistim Crystal storyline|Ta&#039;Illistim crystal]] storyline, the Rift was referred to as an &amp;quot;outer plane.&amp;quot; That might be considered a misleading phrase if this view is correct.&lt;br /&gt;
&lt;br /&gt;
==Temporal Rifts==&lt;br /&gt;
The Rift itself is not overtly &amp;quot;temporal&amp;quot; in flavor, other than rare messaging in the nebulous sphere. It is instead based very heavily on Tarot decks, which are used for divination and prophecy. The [[temporal rift]] mechanics were made more violent and anti-magical around the time of the Vvrael quest. It implicitly explained the time gap of Malaphor, a refugee royal mage of House Ashrim, opening a [[Familiar Gate (930)]] for his apprentice Tindal who arrived in Wehnimer&#039;s Landing. The following are the twelve exit points for the temporal rift inside The Rift. There is no obvious discernible pattern to the room choices.&lt;br /&gt;
&lt;br /&gt;
[[Image:TheRift-TemporalRifts.png|750px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Room || Region || Hazards || Lich Number&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Ten Swords&lt;br /&gt;
|Plane 1&lt;br /&gt;
|[[Raving lunatic]], [[seraceris]], [[naisirc]], [[Vvrael witch]]&lt;br /&gt;
|2584&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Antlered Man&lt;br /&gt;
|Plane 1&lt;br /&gt;
|[[Raving lunatic]], [[seraceris]], [[naisirc]], [[Vvrael witch]]&lt;br /&gt;
|2632&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Many Stair&lt;br /&gt;
|Plane 1&lt;br /&gt;
|[[Raving lunatic]], [[seraceris]], [[naisirc]], [[Vvrael witch]]&lt;br /&gt;
|2604&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Man in Storm Clouds&lt;br /&gt;
|Plane 1&lt;br /&gt;
|[[Raving lunatic]], [[seraceris]], [[naisirc]], [[Vvrael witch]]&lt;br /&gt;
|2613&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Metal Rod Pit&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[[Caedera]], [[raving lunatic]], [[csetairi]], [[Vvrael warlock]]&lt;br /&gt;
|12123&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Giant On Poles&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[[Caedera]], [[raving lunatic]], [[csetairi]], [[Vvrael warlock]]&lt;br /&gt;
|12104&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Couple Sinking Boat&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[[Caedera]], [[raving lunatic]], [[csetairi]], [[Vvrael warlock]]&lt;br /&gt;
|12089&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Half-Angel Half-Demon&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[[Caedera]], [[raving lunatic]], [[csetairi]], [[Vvrael warlock]]&lt;br /&gt;
|12109&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Trolls Giants Sled&lt;br /&gt;
|Plane 3&lt;br /&gt;
|[[Aivren]], [[n&#039;ecare]], [[Vvrael warlock]], [[enormous rift crawler]]&lt;br /&gt;
|20878&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Blood Geyser&lt;br /&gt;
|Plane 3&lt;br /&gt;
|[[Aivren]], [[n&#039;ecare]], [[Vvrael warlock]], [[enormous rift crawler]]&lt;br /&gt;
|12185&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Boy vs. Six Men&lt;br /&gt;
|Plane 4&lt;br /&gt;
|[[Enormous rift crawler]], [[fallen crusader]], [[glistening cerebralite]]&lt;br /&gt;
|12145&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Worms Cover Walls &amp;amp; Floor&lt;br /&gt;
|Plane 5&lt;br /&gt;
|[[Vaespilon]], [[lost soul]], [[enormous rift crawler]]&lt;br /&gt;
|12209&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rift Appearance:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Temporal Rift]&lt;br /&gt;
You are trapped in a time rift!  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specific Locations==&lt;br /&gt;
With the same locations existing on Planes 1, 2, and 3, you discern which plane you are on by the available paths. These planes arguably coexist with each other in the same places, so things from other hidden dimensions are spontaneously appearing. In some sense, however, they were already present. Every fifth room is a unique description. The following are their Lich # on each plane:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Room || Plane 1 || Plane 2 || Plane 3 || Plane 4 || Tarot&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|World Tree&lt;br /&gt;
|2579&lt;br /&gt;
|12118&lt;br /&gt;
|12093&lt;br /&gt;
|X&lt;br /&gt;
|The World&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Death&lt;br /&gt;
|2580&lt;br /&gt;
|12102&lt;br /&gt;
|12174&lt;br /&gt;
|X&lt;br /&gt;
|Death&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Summoning Circle&lt;br /&gt;
|2581&lt;br /&gt;
|12120&lt;br /&gt;
|12175&lt;br /&gt;
|X&lt;br /&gt;
|Ace of Pentacles&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Ten Swords&lt;br /&gt;
|2584&lt;br /&gt;
|12121&lt;br /&gt;
|12176&lt;br /&gt;
|X&lt;br /&gt;
|Ten of Swords&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;5&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Varies&#039;&#039;&#039;&lt;br /&gt;
|2583&lt;br /&gt;
|2619&lt;br /&gt;
|12177&lt;br /&gt;
|X&lt;br /&gt;
|The Fool, Justice&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Metal Rod Pit&lt;br /&gt;
|2582&lt;br /&gt;
|12123&lt;br /&gt;
|12178&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Rolaren Chains&lt;br /&gt;
|2585&lt;br /&gt;
|12101&lt;br /&gt;
|12179&lt;br /&gt;
|X&lt;br /&gt;
|Eight of Swords&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Asylum&lt;br /&gt;
|2586&lt;br /&gt;
|12116&lt;br /&gt;
|12180&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Lava Pool&lt;br /&gt;
|2587&lt;br /&gt;
|12135&lt;br /&gt;
|12181&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Varies&#039;&#039;&#039;&lt;br /&gt;
|2588&lt;br /&gt;
|2634&lt;br /&gt;
|12182&lt;br /&gt;
|X&lt;br /&gt;
|The Magician, The Hanged Man&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Ghost Girl&lt;br /&gt;
|2593&lt;br /&gt;
|12131&lt;br /&gt;
|12183&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Killer Boy&lt;br /&gt;
|2592&lt;br /&gt;
|12129&lt;br /&gt;
|12184&lt;br /&gt;
|X&lt;br /&gt;
|The Lovers [maybe]&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Blood Geyser&lt;br /&gt;
|2591&lt;br /&gt;
|12127&lt;br /&gt;
|12185&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Screaming Colossus&lt;br /&gt;
|2590&lt;br /&gt;
|12124&lt;br /&gt;
|12186&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;15&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Varies&#039;&#039;&#039;&lt;br /&gt;
|2589&lt;br /&gt;
|12112&lt;br /&gt;
|12187&lt;br /&gt;
|X&lt;br /&gt;
|High Priestess, Death&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Statue Graveyard&lt;br /&gt;
|2594&lt;br /&gt;
|12134&lt;br /&gt;
|12188&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Many Doors&lt;br /&gt;
|2595&lt;br /&gt;
|12132&lt;br /&gt;
|20882&lt;br /&gt;
|X&lt;br /&gt;
|The Universe (The World) [maybe]&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Gouged Wall&lt;br /&gt;
|2596&lt;br /&gt;
|12130&lt;br /&gt;
|20881&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Undead Giantman&lt;br /&gt;
|2597&lt;br /&gt;
|12128&lt;br /&gt;
|20880&lt;br /&gt;
|X&lt;br /&gt;
|The Green Knight (The Devil) [maybe]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Varies&#039;&#039;&#039;&lt;br /&gt;
|2598&lt;br /&gt;
|12126&lt;br /&gt;
|12189&lt;br /&gt;
|X&lt;br /&gt;
|The Empress, Temperance&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Burned Hamlet&lt;br /&gt;
|2599&lt;br /&gt;
|12167&lt;br /&gt;
|12190&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Dance of Death&lt;br /&gt;
|2606&lt;br /&gt;
|12115&lt;br /&gt;
|12191&lt;br /&gt;
|X&lt;br /&gt;
|Four of Spears (Wand) [maybe]&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Sinking Couple&lt;br /&gt;
|2605&lt;br /&gt;
|12089&lt;br /&gt;
|12192&lt;br /&gt;
|X&lt;br /&gt;
|Two (or Six) of Cups&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Endless Stairways&lt;br /&gt;
|2604&lt;br /&gt;
|12136&lt;br /&gt;
|12193&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Varies&#039;&#039;&#039;&lt;br /&gt;
|2603&lt;br /&gt;
|12113&lt;br /&gt;
|12194&lt;br /&gt;
|X&lt;br /&gt;
|The Emperor, The Devil&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Icemule Dark Elf&lt;br /&gt;
|2602&lt;br /&gt;
|12158&lt;br /&gt;
|12195&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|Falling Trees&lt;br /&gt;
|2601&lt;br /&gt;
|12166&lt;br /&gt;
|12196&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Conquered City&lt;br /&gt;
|2600&lt;br /&gt;
|12168&lt;br /&gt;
|12197&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|Outpost Under Siege&lt;br /&gt;
|2607&lt;br /&gt;
|12144&lt;br /&gt;
|12198&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Varies&#039;&#039;&#039;&lt;br /&gt;
|2608&lt;br /&gt;
|12137&lt;br /&gt;
|12199&lt;br /&gt;
|X&lt;br /&gt;
|The Hierophant, The Tower&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|Shifting Skull&lt;br /&gt;
|2609&lt;br /&gt;
|2643&lt;br /&gt;
|12200&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|Hovering Ship&lt;br /&gt;
|2610&lt;br /&gt;
|12105&lt;br /&gt;
|12201&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|Giant On Poles&lt;br /&gt;
|2611&lt;br /&gt;
|12104&lt;br /&gt;
|20879&lt;br /&gt;
|X&lt;br /&gt;
|Prometheus (The Hanged Man)&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|Pitch Black Hiss&lt;br /&gt;
|2612&lt;br /&gt;
|12169&lt;br /&gt;
|12202&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;35&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Varies&#039;&#039;&#039;&lt;br /&gt;
|2613&lt;br /&gt;
|12100&lt;br /&gt;
|12203&lt;br /&gt;
|X&lt;br /&gt;
|The Lovers, The Star&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|Impaled Bodies Cliff&lt;br /&gt;
|2614&lt;br /&gt;
|12147&lt;br /&gt;
|12204&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|Skull Castle&lt;br /&gt;
|2623&lt;br /&gt;
|12111&lt;br /&gt;
|12205&lt;br /&gt;
|X&lt;br /&gt;
|Temperance&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|Gargoyles&lt;br /&gt;
|2622&lt;br /&gt;
|12142&lt;br /&gt;
|12212&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|Immense Tapestry&lt;br /&gt;
|2621&lt;br /&gt;
|12155&lt;br /&gt;
|12213&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;40&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Varies&#039;&#039;&#039;&lt;br /&gt;
|2620&lt;br /&gt;
|12107&lt;br /&gt;
|12214&lt;br /&gt;
|X&lt;br /&gt;
|The Chariot, The Moon&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|Trolls Giants Sled&lt;br /&gt;
|2617&lt;br /&gt;
|12163&lt;br /&gt;
|20878&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|Bounty&lt;br /&gt;
|2618&lt;br /&gt;
|12171&lt;br /&gt;
|20877&lt;br /&gt;
|X&lt;br /&gt;
|Four of Swords&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|Morphing Ooze&lt;br /&gt;
|12090&lt;br /&gt;
|12114&lt;br /&gt;
|12216&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|Huge Dead Giant&lt;br /&gt;
|2616&lt;br /&gt;
|12143&lt;br /&gt;
|20876&lt;br /&gt;
|X&lt;br /&gt;
|The Green Knight (The Devil)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;45&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Varies&#039;&#039;&#039;&lt;br /&gt;
|2615&lt;br /&gt;
|12154&lt;br /&gt;
|12094&lt;br /&gt;
|X&lt;br /&gt;
|Strength, The Sun&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|Headless Statue&lt;br /&gt;
|2624&lt;br /&gt;
|12108&lt;br /&gt;
|12218&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|Krolvin Scimitar Cell&lt;br /&gt;
|2625&lt;br /&gt;
|12117&lt;br /&gt;
|12091&lt;br /&gt;
|X&lt;br /&gt;
|Eight of Swords&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|Two Mirrors&lt;br /&gt;
|2626&lt;br /&gt;
|12172&lt;br /&gt;
|12092&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|Immense Boulder&lt;br /&gt;
|2627&lt;br /&gt;
|12164&lt;br /&gt;
|12221&lt;br /&gt;
|X&lt;br /&gt;
|Atlas (King of Wands)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;50&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Varies&#039;&#039;&#039;&lt;br /&gt;
|2628&lt;br /&gt;
|12109&lt;br /&gt;
|12222&lt;br /&gt;
|X&lt;br /&gt;
|The Hermit, Judgement&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|Winged Humanoid Beach&lt;br /&gt;
|2629&lt;br /&gt;
|12088&lt;br /&gt;
|12223&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|Rat Ship&lt;br /&gt;
|2630&lt;br /&gt;
|12148&lt;br /&gt;
|12224&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|Scale of Blood&lt;br /&gt;
|2631&lt;br /&gt;
|12149&lt;br /&gt;
|12225&lt;br /&gt;
|X&lt;br /&gt;
|Justice&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|Antlered Man&lt;br /&gt;
|2632&lt;br /&gt;
|12150&lt;br /&gt;
|12226&lt;br /&gt;
|X&lt;br /&gt;
|The Horned God (The Devil)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;55&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Varies&#039;&#039;&#039;&lt;br /&gt;
|2633&lt;br /&gt;
|12110&lt;br /&gt;
|12227&lt;br /&gt;
|X&lt;br /&gt;
|Wheel of Fortune, The World&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|Impaled Snake&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12095&lt;br /&gt;
|Page of Swords&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|Glass Room&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12096&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|Courtyard Blood Basin&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12156&lt;br /&gt;
|The Hanged Man&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|Black Sands&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12097&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|Raining Upwards&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12098&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|Walls Under Siege&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12151&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|Lonely Spirits&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12133&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|Two Harps&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12152&lt;br /&gt;
|Nine of Spears (Wands)&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|Ambush Camp&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12248&lt;br /&gt;
|Seven of Swords&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|Lava Bodies&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12139&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|Ash&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12106&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|Skeletons Drinking Blood&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12138&lt;br /&gt;
|Nine of Cups&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|Crippled Men Church&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12146&lt;br /&gt;
|Five of Coins (Pentacles)&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|Dead Flower Bed&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12153&lt;br /&gt;
|Ace of Coins (Pentacles)&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|Dead Koar&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12122&lt;br /&gt;
|Four of Swords&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|Blindfolded Woman Gauntlet&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12157&lt;br /&gt;
|Eight of Swords&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|Boy vs. Six Men&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12145&lt;br /&gt;
|Seven of Wands&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|Wax God Statues&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12125&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|Desert Plants&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12141&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Crystalline Blocks&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12140&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|Black Knight Riding&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12119&lt;br /&gt;
|Six of Wands&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|Skull Walls&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12252&lt;br /&gt;
|Four of Shields (Coins/Pentacles)&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|Dead Wedding&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|12103&lt;br /&gt;
|Two of Cups&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;(Note: The &amp;quot;varies&amp;quot; rooms have almost two dozen unambiguous Tarot cards. The other rooms are more stylized and harder to identify.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are exactly 100 unique room descriptions on Planes 1 through 4. This may be meaningless, or it might have been intentional. In the context of Lorminstra&#039;s &amp;quot;circles&amp;quot; it could be matching the 100 Cantos of Dante&#039;s &amp;quot;Divine Comedy&amp;quot;, which include: the circles of Inferno, the terraces of Purgatory, and the spheres of Paradise. Plane 5 has 14 rooms, 13 regular and a hidden room, which is inside the heart. The significance of these numbers is that there are 78 cards in a Tarot deck (22 Major and 56 Minor Arcana), with 14 cards in a suit. Plane 5 is shaped like a heart with maybe a pentacle in the center.&lt;br /&gt;
&lt;br /&gt;
=Tarot=&lt;br /&gt;
The Vvrael quest had a number of subtle references to prophecy. The Rift is not overtly temporal in nature, but its rooms heavily correspond to Tarot cards. The [https://en.wikipedia.org/wiki/Rider-Waite_tarot_deck Rider-Waite] and Arthurian [https://www.youtube.com/watch?v=OSWBJBRzfdk &amp;quot;Legend&amp;quot;] deck are unquestionably present. Others may be as well, such as [http://www.tarotpassages.com/arthurianlegendlb.htm &amp;quot;Arthurian Tarot&amp;quot;], and the Mythic deck. The last is a Greek mythology deck. There is a room that seems to represent Atlas, and another with a Prometheus (or perhaps Loki) figure as Hanging Man. It is difficult in general to identify specific decks as influences, because of the high overlap of similar imagery for the corresponding cards. It is cases where rooms are almost identical to very specific versions that allow you to be certain, such as the &amp;quot;Wind Harps of War&amp;quot; imagery for the Nine of Spears card from the Legend deck on Plane 4. &lt;br /&gt;
&lt;br /&gt;
There were a great many subtle allusions to Grail legends throughout the Vvrael quest, and there is an old association with the legend objects (Grail cup, Grail sword, etc.) and the suits of Tarot decks. The extent to which the latter point was self-consciously intended is ambiguous. All of the Major Arcana cards are present in the Rift and many of the Minor Arcana are as well. (This is not purely OOC. [[Finvale&#039;s Crystals]] are not only an Elanthian tarot script, some of the imagery is taken from the Rider-Waite deck. It is fair for a divination oriented character to recognize Tarot in The Rift.)&lt;br /&gt;
&lt;br /&gt;
Many of these are strikingly the same as the corresponding Tarot card in a given deck. Others are adaptations that take more effort to recognize, or are references to some as yet unidentified deck. Not all of the rooms are necessarily part of this thread. Some might simply by mythological or other references tossed together. The room painting of the Rift was primarily GM Varevice and GM Ursus. It is important to be cautious against reading too much continuity of subtext or meaning into related areas that were created by different persons. The styles of the Drake&#039;s Shrine and The Rift are entirely different.&lt;br /&gt;
&lt;br /&gt;
==Planes 1, 2, and 3==&lt;br /&gt;
The rooms of the first three planes are all laid out in a regular sequential pattern. When rifted you end up in the same room on the adjacent plane, or the unique room in the same order. The fifth room of every plane when properly sequenced is a unique room description. For Plane 1 and 2 each represents a Major Arcana card in order of its trump. The other rooms appear in the same order on all three planes. The fact that the assortment is non-random helps identify the cards in ambiguous cases, though it is possible they could be hybridized representations (e.g. Tombstone Elanthia is &amp;quot;Death&amp;quot; and not &amp;quot;World.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
It might be argued that since each plane of the Rift is the same deck, the paths between rooms on each plane amount to drawing different hands of cards, since only the third plane is entirely straight. The planes themselves seemingly imply filled-in, solid areas of ideal geometric shapes: triangle, square, and circle. The fourth and fifth planes are more twisted, maybe more corrupted by the rift.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordered Map&#039;&#039;&#039;&lt;br /&gt;
[[Image:Rift-Planes1-2-3-Numbered.png|750px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Room || Description || Plane || Tarot || Arcana || Deck&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|World Tree&lt;br /&gt;
|A cold, grey mist swirls around you, making it difficult to gain any sense of what is here.  Through the haze a huge, gnarled hand stretches upward reaching grimly for something past your vision.  As you move closer, it turns out to be only a dead tree, the bent and gnarled limbs twisting toward a blood eagle hovering just out of reach.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|World Tree (The World)&lt;br /&gt;
&lt;br /&gt;
The Seeker (Fool)&lt;br /&gt;
|Major Arcana (#21)&lt;br /&gt;
&lt;br /&gt;
Major Arcana (#0)&lt;br /&gt;
|[https://divineguidancewithkaira.files.wordpress.com/2014/04/21worldtree.jpg Sacred Circle]&lt;br /&gt;
&lt;br /&gt;
Legend&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Death&lt;br /&gt;
|The sound of hoofbeats approaches rapidly.  When you whirl around, a white horse emerges from the surrounding mist with a black robed figure on its back.  As the horse gallops by, the sound of a blade cutting the air fills your ears, and a burst of wind brushes your neck.  The horseman quickly fades into the mist before you, a scythe the last thing you see as it disappears.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Death_(Tarot_card) Death]&lt;br /&gt;
|Major Arcana (#13)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Rider-Waite_tarot_deck#/media/File:RWS_Tarot_13_Death.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Summoning Circle&lt;br /&gt;
|Your wandering brings you to a small clearing.  The ground is dry and parched, and there are large lines scratched into the surface and coated in a red, sticky substance.  Following the lines a moment, you realize they make a rune covered circle, and that you are standing in the center of it.  A cold wind whips around you at that point, and you hear howls in the distance.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|Ace of Pentacles&lt;br /&gt;
|Minor Arcana, Coins (#1)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Rider-Waite_tarot_deck#/media/File:Pents01.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Ten Swords&lt;br /&gt;
|Mist swirls and flows around a small monument here.  A man lies on the ground face down, quite dead.  There are ten longswords protruding from his back, from the tip of the neck to the back of the knees.  Small rivulets of blood have dried as they left the body, forming an unusual pattern in the dirt.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Ten_of_Swords Ten of Swords]&lt;br /&gt;
|Minor Arcana, Swords (#10)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Rider-Waite_tarot_deck#/media/File:Swords10.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Skeletal Dog&lt;br /&gt;
|A jagged chasm opens up nearly beneath your feet.  Before you can step into it, a sharp barking sound startles you, catching your attention and bringing you to a halt.  Looking down, you see a small skeletal dog at your feet.  He dances nimbly before you, halting your forward progress into the pit.  Blinking, you look again, and both the dog and the chasm are gone.&lt;br /&gt;
|Plane 1&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Fool_(Tarot_card) The Fool]&lt;br /&gt;
|Major Arcana (#0)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Fool_(Tarot_card)#/media/File:RWS_Tarot_00_Fool.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Hung Jury&lt;br /&gt;
|The courtroom is packed with shambling corpses, filling the jury box and judge seat.  A living person sits in the spot reserved for the defendant, chained to the desk with thick irons.  He looks nervous, glancing around at the dead surrounding him with a wild look in his eyes.  At the back of the courtroom hangs a blindfolded woman, head lolling grotesquely to the side as if the noose had broken her neck.  Her dead fingers clutch a set of balance scales.&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Justice_(Tarot_card) Justice] &lt;br /&gt;
|Major Arcana (#11)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Rider-Waite_tarot_deck#/media/File:RWS_Tarot_11_Justice.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Iridescent Slime&lt;br /&gt;
|Iridescent grey slime crawls over the walls, ceiling and floor, seeming to pulsate and almost breathe.  The air is heavy with moisture, and thick with the scents of jasmine and decay.  Your head swims with the conflicting scents, too sweet to inhale easily and too strong to clear from your lungs fully.&lt;br /&gt;
|Plane 3&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Metal Rod Pit&lt;br /&gt;
|A small wooden sign sits before you, ancient writing scrawled across the surface.  Just behind it, a huge pit extends deep into the ground.  An unusual silence hangs heavily over the area, broken occasionally by a metallic squeak from the pit.  Looking inside, you see thousands of small, grooved metal rods imbedded in the walls rotating slowly.  The further down the pit extends, the more narrow it becomes until you can see no more.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|The Fool (maybe)&lt;br /&gt;
|Major Arcana (#0)&lt;br /&gt;
|Arbitrary&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Rolaren Chains&lt;br /&gt;
|Chains creak and strain under the load they are holding in the center of this stone-walled room.  Eight rolaren chains reach up, entangle, and reach down to the ground on the opposite side of the large shadowy mass hovering just above the floor.  It shifts and moves, as if alive and seeking an escape from the bindings.  The chains glow slightly in the dim light, throwing unusual shadows on the walls while keeping the mass from growing too much.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Eight_of_Swords Eight of Swords]&lt;br /&gt;
|Minor Arcana, Swords (#8)&lt;br /&gt;
|Arbitrary&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Asylum&lt;br /&gt;
|A large, decrepit building stands on the top of a small hillock here.  Vines cover most of the building, avoiding only the dark stains running from the windows and roof.  The stains are a dark red or brown, giving the appearance the building has been sweating blood.  A weathered metal sign hangs just above the entryway, creaking in the non-existant breeze.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Lava Pool&lt;br /&gt;
|A volcano erupts in the distance, spewing molten lava and ash all over.  The lava flies high into the air, carrying with it chunks of mountain and clouds of ash.  In the large crater the eruption created, you see figures moving about in the lava itself.  They splash in it and throw it on each other, howling and laughing.  Above the mountain, dark red birds of some kind dodge flying lava and debris, screeching in contentment.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|Six of Cups&lt;br /&gt;
|Minor Arcana, Cups&lt;br /&gt;
|Legend (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Infinity Symbol&lt;br /&gt;
|In the distance walks a tall man.  His robe is grey and tattered, but the frame beneath it remains strong.  Above his head floats the symbol of infinity, black and tarnished as the path he walks.  No matter how rapidly you proceed towards him, you cannot seem to catch him, although he moves no faster than a saunter.&lt;br /&gt;
|Plane 1&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Magician_(Tarot_card) The Magician]&lt;br /&gt;
|Major Arcana (#1)&lt;br /&gt;
|[http://www.aeclectic.net/tarot/cards/_img/legend-arthurian-05076.jpg Legend] (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Hanging Man&lt;br /&gt;
|The path you travel upon winds its way through the scrubby ground.  Amid the bushes hangs a man, suspended from his ankle.  His face is a purple crimson from the blood pooled within, and his eyes have rolled back into his head.  While this is not uncommon, perhaps more remarkable is the fact that the rope is anchored in the ground, and the man hangs upwards.&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Hanged_Man_(Tarot_card) The Hanged Man]&lt;br /&gt;
|Major Arcana (#12)&lt;br /&gt;
|Arbitrary&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Eternal Battle&lt;br /&gt;
|The battlefield is carpeted in bodies, littering the rolling hills and making it nearly impossible to walk.  Still the battle rages on, with men in bloodstained black plate mail battling against a struggling band of warriors in silver.  Waves of the dark knights ride over the field on immense ebon steeds, herding the argent-clad fighters into certain death.  A feeling of hopelessness permeates the area as those in shining armor forever fight a battle they cannot win.&lt;br /&gt;
|Plane 3&lt;br /&gt;
|Gwyn ap Nudd (Death) (May Day Battle)&lt;br /&gt;
&lt;br /&gt;
Ten of Swords (Camlann Battle)&lt;br /&gt;
|Major Arcana (#13)&lt;br /&gt;
&lt;br /&gt;
Minor Arcana, Swords&lt;br /&gt;
|Legend (maybe)&lt;br /&gt;
&lt;br /&gt;
Legend (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Ghost Girl&lt;br /&gt;
|A dilapidated yellow house sits just to the west of you.  It is surrounded by a small, white fence, and a pebble walkway flanked by withered flowers leads to the old domicile.  Sitting in the windowsill is a large, orange cat that looks at you with spectral eyes.  Just behind it is a small, ghostly girl with her hair in pigtails, stroking the fur of her long departed friend. She looks at you with large eyes, seeming to see through you into some other realm altogether.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Killer Boy&lt;br /&gt;
|Before you stands a large green house, with smoke billowing out the chimney and the windows broken out.  In front of the worn domicile, an older man and woman lie dead, chests slashed open and eyes staring sightlessly into the sky.  Above them stands a young man, resembling them.  He regards you in a cold, calculating manner, hand clenching and unclenching a bloody blade.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Lovers The Lovers]&lt;br /&gt;
|Major Arcana (#6)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Lovers#/media/File:RWS_Tarot_06_Lovers.jpg Rider-Waite] (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Blood Geyser&lt;br /&gt;
|A huge fountain of blood erupts from the ground here, gushing hundreds of feet into the air and raining back down hard.  At its apex, the thick fluid holds the pattern of a pair of eyes, watching your movements as you pass through.  The eyes hold your own a moment, and a wave of nausea passes over you. When it fades, they have wavered and fallen with their medium.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Screaming Colossus&lt;br /&gt;
|Screaming wind tears through this area, filling the air with a dreadful howling.  Just ahead a cavern looms, offering a bit of solace from the biting wind.  As you move closer to the safehaven, you see that the cavern is actually the open mouth of a massive, long-fallen statue - the wind, an eternal scream.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|Stone Eight&lt;br /&gt;
|Minor Arcana, Pentacles&lt;br /&gt;
|Arthurian (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Footless Dead Queen&lt;br /&gt;
|An immense structure stands before you, built of now-ruined white marble columns.  In the center sits a crumbling throne, flanked by two pillars.  Each may have had a symbol at one time, but ages of decay have erased any decoration.  Upon the throne sits a rotting zombie.  Her sightless eyes stare out into nothingness, and her feet have fallen into the bowl of the stone crescent at the base of her seat.&lt;br /&gt;
|Plane 1&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_High_Priestess The High Priestess]&lt;br /&gt;
|Major Arcana (#2)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_High_Priestess#/media/File:RWS_Tarot_02_High_Priestess.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Tombstone Elanthia&lt;br /&gt;
|Headstones of grey marble seem to grow from the ground, placed in neat rows.  A pall of silence hangs over the graveyard, and not even a breath of wind disturbs the serenity.  Set slightly apart from the rest of the graves is a large black tomb.  Carved upon the face of the stone, in the place reserved for the identity of the departed, is the name &amp;quot;Elanthia.&amp;quot;&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Death_(Tarot_card) Death]&lt;br /&gt;
|Major Arcana (#13)&lt;br /&gt;
|Arbitrary&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Unfamiliar Constellations&lt;br /&gt;
|Above you the sky is black, dotted with shimmering stars.  The constellations hold no familiar patterns, creating a strangely eerie feeling of disorientation and aloneness.  Beneath your feet crumbles brown-red dirt the consistency of coarse flour.  Around you the air is thin, barely breathable and reeking strongly of sulphur.&lt;br /&gt;
|Plane 3&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Statue Graveyard&lt;br /&gt;
|A graveyard lies before you.  Unlike a normal graveyard, however, the things that now rest here never were alive.  Hundreds of broken statues litter the field, some gazing sightlessly off into the distance, others reaching with stone hands up to whatever salvation waits for them beyond.  The forgotten relics&#039; final resting place gives an eerie air to the surrounding areas, as if you could share their unfortunate fate.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|Ozymandias?&lt;br /&gt;
|King card?&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Many Doors&lt;br /&gt;
|A long field stretches before you, covered by dark clouds.  The field is lined with rows and rows of long metal poles, each of which is situated near a stone door.  While you look over the field, lightning flashes down from the clouds and strikes one of the poles.  As the pole absorbs the burst of energy, the door nearest to it slowly swings open, revealing a black stone passage behind.  The door stays open a few seconds, then slowly swings closed again.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|The Universe (The World)&lt;br /&gt;
&lt;br /&gt;
The Round Table&lt;br /&gt;
|Major Arcana (#21)&lt;br /&gt;
|[https://www.youtube.com/watch?v=OSWBJBRzfdk&amp;amp;t=01m10s Legend] (maybe)&lt;br /&gt;
&lt;br /&gt;
Arthurian (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Gouged Wall&lt;br /&gt;
|The granite wall before you is covered in a huge mural of gouges and scratches.  The pattern spreads from the bottom of the wall upwards, branching much like a tree into various parts.  Studying the damage a bit more, you realize it was all very carefully planned, although why isn&#039;t immediately apparent.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|Stone Seven&lt;br /&gt;
|Minor Arcana, Pentacles&lt;br /&gt;
|Arthurian (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Undead Giantman&lt;br /&gt;
|Climbing a small hill, you now look over a long valley filled with warriors.  A huge giantman in plate-mail stands at the front of the vanguard, holding a battle axe in each hand.  His skin is rotted and mildewed, and the hollow eye sockets drop bits of goo and small bugs.  The entire host of undead soldiers shifts anxiously behind him, as if waiting for a command from their chieftain.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|[http://www.tarotpassages.com/arthurianlegendlb.htm The Green Knight] (Devil)&lt;br /&gt;
&lt;br /&gt;
Chariot&lt;br /&gt;
|Major Arcana (#15)&lt;br /&gt;
|[http://www.tarotpassages.com/images/ArthurianXV.jpg Arthurian] (maybe)&lt;br /&gt;
&lt;br /&gt;
Legend (maybe, Battle of Badon)&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Flowers Dead Queen&lt;br /&gt;
|A throne sits in the middle of an open field.  Dead and dried flower bushes grow over it, lacing thistles through the hair and bones of the half-rotted woman sitting within it.  Enough flesh remains to identify her gender, but the rest is gone, devoured by the plants and elements.&lt;br /&gt;
|Plane 1&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Empress_(Tarot_card) The Empress]&lt;br /&gt;
|Major Arcana (#3)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Rider-Waite_tarot_deck#/media/File:RWS_Tarot_03_Empress.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Winged Mummy&lt;br /&gt;
|Rows of sarcophagi line the rough stone walls of the corridor.  They remain tightly shut, although hopeless moans emanate from within the sealed boxes.  At the head of the hallway leans a mummy.  His arms are crossed over his chest, bound by the shrouds that cover the large frame.  From his back sprout two wings, also wrapped within the bandages.  Although perhaps a trick of the dim light, you could swear you saw one of the wings move.&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Temperance_(Tarot_card) Temperance]&lt;br /&gt;
|Major Arcana (#14)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Temperance_(Tarot_card)#/media/File:RWS_Tarot_14_Temperance.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Medic Tent&lt;br /&gt;
|Moans and shrieks of agony fill the large brown canvas tent.  Chirurgeons walk between the cots, attempting to tend the wounds of those who lay bleeding on the rude beds.  Suddenly, the flap of the tent is torn down, revealing a knight in bloody black armor.  He raises his gargantuan claidhmore...and the scene fades, leaving you standing on the crumbling red earth.&lt;br /&gt;
|Plane 3&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Burned Hamlet&lt;br /&gt;
|Despair and desolation hang heavy in the air over the small plain before you.  Off in the distance, near the coast, what was once a small city lies smouldering in ruins.  The thick, black smoke from the razed hamlet lies heavy near the building tops, as if the weight of the carnage held it fast.  A huge stack of bodies is piled near the western gate, some of which almost look familiar.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Dance of Death&lt;br /&gt;
|A small, faded festival tent has been set up in a patch of grass here.  The tent covers several long tables with cakes and pastries arranged on them.  Behind and to the sides of the tent, couples dance together, completely oblivious to your presence.  The crowd of revelers moves stiffly, like puppets under the hand of a new master.  Slowly they all turn and look at you, lifeless eyes pleading for release from this grim masquerade, then return to their partners in resignation as the dance continues.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|Four of Spears&lt;br /&gt;
|Minor Arcana, Wands (#4)&lt;br /&gt;
|[https://www.youtube.com/watch?v=OSWBJBRzfdk&amp;amp;t=01m26s Legend] (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Sinking Couple&lt;br /&gt;
|The path is flanked on both sides by black water, thick and sluggish with salt.  A tiny boat is beached on the shore, but the waves and tide still reach beyond its bow.  As the waves break around it, the dinghy rocks slightly and shifts in the swirling, bubbling sand.  Two people relax in the boat, a young man and woman, talking and laughing. While they sit, however, the boat lurches sickeningly and begins to take on water.  They look sad, and stare into each other&#039;s eyes as the sea claims them.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Six_of_Swords Six of Cups]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Two_of_Cups Two of Cups]&lt;br /&gt;
|Minor Arcana, Cups (#6)&lt;br /&gt;
Minor Arcana, Cups (#2)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Six_of_Swords#/media/File:Swords06.jpg Rider-Waite]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=OSWBJBRzfdk&amp;amp;t=02m04s Legend]&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Endless Stairways&lt;br /&gt;
|The fog you wander through parts to reveal thousands of stairways surrounding you.  Sets of stairs lead to unknown destinations around you, up and down, horizontal and vertical.  The bizarre monument fills your vision as far as you can see, none of the stairs really appear to be going anywhere except to other stairs.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Relativity_(M._C._Escher)#/media/File:Escher%27s_Relativity.jpg M.C. Escher?]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Kill Them All&lt;br /&gt;
|Crimson veins run through the black marble of the walls of the throne room.  The streaks seem to pulse, as if it they were not streamers of red lacing the black stone, but actual arteries carrying blood through the rock.  Upon a massive, corroded silver throne sits a man whose eyes are pools of black essence.  They seem to pull the light into themselves, allowing no spark of brightness or hope to escape.  &amp;quot;Slaughter them,&amp;quot; he is saying.  &amp;quot;Kill them all and leave their corpses for the maggots.&amp;quot; &lt;br /&gt;
|Plane 1&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Emperor_(Tarot_card) The Emperor]&lt;br /&gt;
|Major Arcana (#4)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Emperor_(Tarot_card)#/media/File:RWS_Tarot_04_Emperor.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Horned Gold Pile&lt;br /&gt;
|The sounds of battle cut through the air.  Melee rages around you, threatening to draw you in.  People, dressed only in shreds of clothing, beat each other into the ground, climbing over the bodies of their fallen comrades in an attempt to reach a pile of gold and gems at the far side of the field.  From this distance, the pile seems to be shaped like a mocking horned head, looking on at the destruction with evil glee.&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Devil_(Tarot_card) The Devil]&lt;br /&gt;
|Major Arcana (#15)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Devil_(Tarot_card)#/media/File:RWS_Tarot_15_Devil.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Stairway to Heaven&lt;br /&gt;
|A set of stairs carved from the purest white marble spirals up...into nothingness.  No landing, no floor, simply a darkness so deep it seems to consume the light around it.  The stairs rest on a floor of dark black onyx, making the twisting white column the only spot of light in the area.&lt;br /&gt;
|Plane 3&lt;br /&gt;
|The Spiral Tower (The Tower)&lt;br /&gt;
|Major Arcana (#16)&lt;br /&gt;
|Arthurian (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Icemule Dark Elf&lt;br /&gt;
|Four banks of mist flow together, a distant scene forming within them.  A bustling town comes together in the square.  Halflings dressed in old style clothing stand about, some yelling angrily, others slain as they lay on their cloaks on the ground.  One ancient dark elf leans against the base of the large frozen statue of a pack animal, smirking arrogantly.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|Falling Trees&lt;br /&gt;
|Deep in the forest rests what was once a small shrine carefully carved of the butchered haon wood that surrounds you.  Screams and the violent falling of trees fill the air with a strong sense of destruction.  From somewhere nearby, the angry sound of a river rapids completes the unusual symphony.  Little else alters the disquiet save for an occasional muted plea drifting in on the breeze.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Conquered City&lt;br /&gt;
|A battered wooden gate rests against the pitted stone walls surrounding a small city.  Mail-clad guards with pikes and heavy crossbows pace back and forth atop the walls.  Members of an invading force, beasts of burden, and captives travel the broken street leading into the remnants of town.  A bestial military squad drills on the rocky parade ground just inside the gate.  Fog obscures them as they march to and fro, and the gruff barks of their sergeant blend in with the din of the prisoners at the gate.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|Outpost Under Siege&lt;br /&gt;
|The horizon is scrutinized by cautious sentries as you arrive at the wide gateway guarding the land route to a wildland outpost.  The frantic preparations of the citizens to the south are a far cry from the deceptive calm of the mists around you.  Two charred and beaten towers survey the countryside and hold silent vigil over the town, flanking the road to the east and west.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Despairing Priest&lt;br /&gt;
|The immense cathedral is dark.  The candles have melted to their holders in deformed blobs, and the torches have long since burned out.  At the pulpit kneels a high man of the church.  He faces the splintered and destroyed pews, the desecrated place of worship, and weeps brokenheartedly, staff on the ground before him. &lt;br /&gt;
|Plane 1&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Hierophant The Hierophant]&lt;br /&gt;
|Major Arcana (#5)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Hierophant#/media/File:RWS_Tarot_05_Hierophant.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Lightning Tower&lt;br /&gt;
|You stand at the base of an immense tower.  The spire seeks to pierce the heart of the heavens, reaching into the center of a horrible lightning storm.  Bolts play over the black stone surface, illuminating it with a blinding blue light.  Winds howl about the structure, and the screams of those it throws from the top of the tower barely rise above the sound of the tempest.  Rain pours from the sky, as if the world wept at the wound created by the stabbing spire.&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Tower_(Tarot_card) The Tower]&lt;br /&gt;
|Major Arcana (#16)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Tower_(Tarot_card)#/media/File:RWS_Tarot_16_Tower.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Thousands Black Wings&lt;br /&gt;
|Thousands upon thousands of black wings cover the walls, moving restlessly in an almost deafening whisper of feathers.  Eyes wink out from beneath the ebon pinions, glaring malevolently at you before being covered once again.&lt;br /&gt;
|Plane 3&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|Shifting Skull&lt;br /&gt;
|A circular marble pillar sits in the middle of a room with thick grey tapestries for walls.  Above this pillar floats a large skull that appears to be serpentine or lizardlike in nature, slowly rotating in a sphere of blue energy.  The skull rotates, morphing into an elven one, then gently spinning again and changing into a human one, then a krolvin skull, then a giant one, and finally back to the serpent one.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|32&lt;br /&gt;
|Hovering Ship&lt;br /&gt;
|A huge three-masted ship floats in midair here just above the ground, sails rippling gently in the slight breeze.  Deck hands from on board make noise as they move about, adjusting cargo and preparing for voyage.  From the crow&#039;s nest high above, you can see the ship&#039;s falconer directing large hunting hawks through aerial warm-up exercises.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|33&lt;br /&gt;
|Giant On Poles&lt;br /&gt;
|A giant hangs on an elaborate set of poles and straps here.  Two thick poles set crossing each other are framed by two vertical and two horizontal ones.  Violet eyes shrouded in shadow float near the giant&#039;s head, watching the expressions that pass there with great interest.  A pair of winged snakes hover near the giant, flying idly about and occasionally striking him.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|Prometheus (The Hanged Man; in some decks this card has snakes, it could represent Loki)&lt;br /&gt;
|Major Arcana (#12) &lt;br /&gt;
|[http://2.bp.blogspot.com/-wnpN6bZGpJw/VYo1sylDffI/AAAAAAAAEJY/JPlOKYHt-5c/s1600/Image1-234.jpg Mythic Tarot] (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|34&lt;br /&gt;
|Pitch Black Hiss&lt;br /&gt;
|The fog parts revealing a pitch black area.  Blackness wraps around you like a velvety greatcloak as you step tenatively into the dark.  A slithering hiss surrounds you, circling you several times before retreating into the heavy silence and darkness.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Storm Cloud Man&lt;br /&gt;
|The sky boils with dark black clouds.  Lightning flashes across the sky,  and wind howls across the barren landscape.  Within the clouds, you can see the form of a man, standing in the center of the tempest.  He stares down upon the ruins of an old shrine, where a man and woman huddle in a corner, cleaving to each other for comfort.&lt;br /&gt;
|Plane 1&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Lovers The Lovers]&lt;br /&gt;
|Major Arcana (#6)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Lovers#/media/File:RWS_Tarot_06_Lovers.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Women Treading Water&lt;br /&gt;
|A line of women walks through here, moaning and weeping softly to themselves as they dip the jugs they carry into the waters of the river to the east.  As they walk back to the well south of you their jars begin to leak, water streaming onto the ground until there is none left in the containers.  Still the women trudge on, going through the motions of pouring the liquid into the well before returning to the river for a refill.&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Star_(Tarot_card) The Star]&lt;br /&gt;
|Major Arcana (#17)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Star_(Tarot_card)#/media/File:RWS_Tarot_17_Star.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|35&lt;br /&gt;
|Men Bound Trees&lt;br /&gt;
|A forest of large trees stretches in all directions.  Their bark is an ashen grey, and their leaves almost glow crimson in the dim light.  Tied to each tree is a man, arms over his head and bound tightly against the rough bark.  Each man is alive, if only barely, emaciated and weak from lack of food or water.  Every head is bowed, awaiting the sacrifice each knows he must make.&lt;br /&gt;
|Plane 3&lt;br /&gt;
|Castle Perilous (The Hanged Man; also refers to Odin acquiring the runes)&lt;br /&gt;
|Major Arcana (#12)&lt;br /&gt;
|Legend&lt;br /&gt;
|-&lt;br /&gt;
|36&lt;br /&gt;
|Impaled Bodies Cliff&lt;br /&gt;
|A huge cliff looms before you, stretching far into the sky above.  About halfway up the face an immense red-skinned man rides the air currents, flapping his leathery wings to hold his position.  On the wall next to him are crude columns made of bodies impaled to the wall, each column topped off with a different type of weapon resting on rough hooks.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|Sword Nine&lt;br /&gt;
|Minor Arcana, Swords&lt;br /&gt;
|Arthurian (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|37&lt;br /&gt;
|Skull Castle&lt;br /&gt;
|A long line of robed monks walks solemnly, fading off into the distance.  They seem to be traveling toward the largest mountain of a set which runs across the distant horizon.  Two bursts of flame shoot up from an opening in the mountain occasionally, illuminating a skull-shaped castle and a line of supplicants several miles long moving towards it.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Temperance_(Tarot_card) Temperance]&lt;br /&gt;
|Major Arcana (#14)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Temperance_(Tarot_card)#/media/File:RWS_Tarot_14_Temperance.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|38&lt;br /&gt;
|Gargoyles&lt;br /&gt;
|Gargoyles hover above a huge, dark pit in the ground a small distance off.  They occasionally swoop into it, then shoot out on a burst of air, screaming with excitement.  All manner of bugs and small creatures swarm around the lip of the hole, the thick ring oozing slowly outward from its point of origin.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|39&lt;br /&gt;
|Immense Tapestry&lt;br /&gt;
|An immense tapestry hangs here in midair.  Thin magical threads create the shimmering cloth, almost seeming to move and adjust themselves as they hang.  Several long, shadowy outlines hover near the tapestry, attending to the minor knots and slips.  At this position you are too close to see the entire work of art, but it does seem somehow familiar.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|Chariot&lt;br /&gt;
|A chariot sits in the center of the path.  The horses pulling it run hard, sweat and foam flying off their bodies as their hooves churn.  The driver whips them on, leaning into the wind.  He occasionally glances over his shoulder, as if watching for some threat from behind.  Despite the running horses or windblown driver, the chariot is going nowhere, simply spinning its wheels in the middle of the road.&lt;br /&gt;
|Plane 1&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Chariot_(Tarot_card) The Chariot]&lt;br /&gt;
|Major Arcana (#7)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Chariot_(Tarot_card)#/media/File:RWS_Tarot_07_Chariot.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|The Moon&lt;br /&gt;
|An immense moon the color of drying blood dominates the sky.  It sheds ruddy crimson light over the broken world, seeming to swallow every other color in its red glow.  Horrible beasts crawl over the ground, looking like giant lobsters which raise their claws in tribute to the lunar glow, while man-wolves raise their eerie voices in a primal tribute.&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Moon_(Tarot_card) The Moon]&lt;br /&gt;
|Major Arcana (#18)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Moon_(Tarot_card)#/media/File:RWS_Tarot_18_Moon.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|Road of Headstones&lt;br /&gt;
|The road beneath your feet is made of grey stone, polished smooth and slick save several deep gouges in each cobble.  Looking more closely, the scratches form words...names of those beloved to you.  With a start, you realize the cobbles are not paving stones after all, but headstones, laid flat to create a path of the dead.&lt;br /&gt;
|Plane 3&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|41&lt;br /&gt;
|Trolls Giants Sled&lt;br /&gt;
|A large snow-filled valley with rough sloping sides opens up before you.  On the ridge tops from one end to the other stand two main groups of creatures.  The north ridge holds huge clans of ice trolls standing ready with large slabs of ice, while on the south ridge groups of frost giants mutter at each other, holding equally large slabs.  In the center of the valley a lone storm giant stands, arms up to signal the racers.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|Chariot&lt;br /&gt;
|Major Arcana&lt;br /&gt;
|Arbitrary&lt;br /&gt;
|-&lt;br /&gt;
|42&lt;br /&gt;
|Bounty&lt;br /&gt;
|A stout wooden wall impedes your progress forward.  In the center of the wall, on a large yellowed parchment, is a poster.  The poster is a side view of a man laying in a coffin or box of some kind.  Small arrows point to parts of the picture, and in an unknown language describe some of the things in it.  A second, older poster next to the first has the picture of an old, one-eyed dark elf with the number &amp;quot;12000&amp;quot; below it.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Four_of_Swords Four of Swords]&lt;br /&gt;
|Minor Arcana, Swords (#4)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Four_of_Swords#/media/File:Swords04.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|43&lt;br /&gt;
|Morphing Ooze&lt;br /&gt;
|Thick mist covers the ground in this small cemetery.  Moss-covered headstones and graves placed in a chaotic order stretch as far as the eye can see.  Several tombs rest on a small hill in the center of the quiet graves, on which three shapeless collections of ooze gather.  As you watch them, they morph into various shapes and sizes, speaking amongst themselves in some deep, flowing tongue.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|44&lt;br /&gt;
|Huge Dead Giant&lt;br /&gt;
|Even for a giant, the body laying on the ground before you is huge.  It lies face down, a pool of blood widening slowly around it.  The giant&#039;s outstretched arms clutch a battle axe in one hand and a thin veil iron circlet in the other, as if to keep hold of them even in death.  Fortunately, the pack of wild dogs ripping at the body doesn&#039;t seem to care about them, only about their dinner.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|[http://www.tarotpassages.com/arthurianlegendlb.htm The Green Knight] (Devil)&lt;br /&gt;
|Major Arcana (#15)&lt;br /&gt;
|[http://www.tarotpassages.com/images/ArthurianXV.jpg Arthurian]&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|Three-Headed Lion&lt;br /&gt;
|Rows of cages line the walkways, bars rusting away in the damp air.  Within each is a deformed and horrible creature, stalking behind the metal grills.  The cage in the center contains a three-headed lion, frothing and drooling in snarling rage.  A woman stands within it, desperately attempting to hold the maws of the lion&#039;s heads shut, but her chances look slim at best.&lt;br /&gt;
|Plane 1&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Strength_(Tarot_card) Strength]&lt;br /&gt;
|Major Arcana (#8)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Rider-Waite_tarot_deck#/media/File:RWS_Tarot_08_Strength.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|Skeleton Horses&lt;br /&gt;
|A herd of horses plays in the dead grass of the meadow.  They frolic in the thin light that filters through the clouds, bending their heads to graze or simply standing with their herdmates.  Upon the back of the leader sits a small child whose giggles seem to brighten the day.  With a second look, the skin melts from the horses to leave nothing more than equine skeletons playing in the sun.&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Sun_(Tarot_card) The Sun]&lt;br /&gt;
|Major Arcana (#19)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Rider-Waite_tarot_deck#/media/File:RWS_Tarot_19_Sun.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|45&lt;br /&gt;
|Blinding Snow&lt;br /&gt;
|All the world is white, covered in a snow so pure and crystalline that any light that strikes it is reflected back one-thousandfold.  The reflections are then reflected back, magnifying and growing in intensity until anyone unfortunate enough to wander in could possibly be struck blind.  Unfortunately, the sun is shining.&lt;br /&gt;
|Plane 3&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|46&lt;br /&gt;
|Headless Statue&lt;br /&gt;
|An immense statue stands before you towering hundreds of feet high, giving you an excellent view of its ankle.  The statue has a large, muscular frame, and is resting his hands on the pommel of a two-handed sword.  As you look up the statue&#039;s length, you realize it has one fatal flaw - it&#039;s headless.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|Stone Eight&lt;br /&gt;
|Minor Arcana, Pentacles&lt;br /&gt;
|Arthurian (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|47&lt;br /&gt;
|Krolvin Scimitar Cell&lt;br /&gt;
|The sound of blades violently whipping through the air fills your ears.  As you move a bit further, the fog churning around you parts, and you see an unusual type of cell before you.  Scimitars whirl through the air of their own volition, holding a roughly circular pattern.  Inside the cell sits an old Krolvin warlord missing a few chunks of flesh, probably from attempted escapes.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Eight_of_Swords Eight of Swords]&lt;br /&gt;
|Minor Arcana, Swords (#8)&lt;br /&gt;
|Arbitrary&lt;br /&gt;
|-&lt;br /&gt;
|48&lt;br /&gt;
|Two Mirrors&lt;br /&gt;
|A white pillar stretches up into the vast reaches of the dark sky here.  On either side of the enruned pillar are two full length mirrors, slowly rotating horizontally.  One mirror is lined with a white haon frame, the other with a black thanot one.  A small pool of blood has coagulated around the white pillar, and while something appears to be written in it, the letters are too messy to make out.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|The Spiral Tower (The Tower)&lt;br /&gt;
|Major Arcana (#16)&lt;br /&gt;
|Arthurian (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|49&lt;br /&gt;
|Immense Boulder&lt;br /&gt;
|A portrait rests against an immense boulder here.  The boulder seems to have a vaguely familiar shape, but exactly what is too difficult to place.  Leaning against the base of the boulder is a modwir-framed picture, depicting an incredibly strong man wrestling with a heavy burden.  The rock he holds appears to grow heavier, and he looks tired and pained by the weight of it.  At the base of the painting before you are two footprints imbedded deeply into the ground.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|Atlas (King of Wands)&lt;br /&gt;
|Minor Arcana, Wands&lt;br /&gt;
|[http://www.tarotpassages.com/olympus.htm Mythic Tarot] (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Huge Skeleton&lt;br /&gt;
|Mountains rise on either side of you, black peaks reaching for an angry red sky.  The ground beneath your feet is broken and rocky, making you stumble uncomfortably.  On the western side of the path stands a skeleton at least thirty feet tall.  His bony hands clutch a staff from which hangs a lantern, filled with odd stones that glow in the dim light.  The ripped remains of a black robe hang from the bones, fluttering in a slight breeze.&lt;br /&gt;
|Plane 1&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Hermit_(Tarot_card) The Hermit]&lt;br /&gt;
|Major Arcana (#9)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_Hermit_(Tarot_card)#/media/File:RWS_Tarot_09_Hermit.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Half-Angel Half-Demon&lt;br /&gt;
|A woman stands at the head of the huge cavern.  The right half of her is perhaps the most beautiful woman you have seen.  Her skin is the color of milk, and blonde hair streams down over one feathered wing.  The other half of her body is the opposite.  The skin is rough, with matted hair tangled with a wing like leather.  In her right hand she holds a staff of light, with which she gestures towards a field of surpassing beauty.  Her left bears a scythe, pointing towards a pit of angry flames.&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Judgement_(Tarot_card) Judgement]&lt;br /&gt;
|Major Arcana (#20)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Rider-Waite_tarot_deck#/media/File:RWS_Tarot_20_Judgement.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|50&lt;br /&gt;
|Mirrors of Death&lt;br /&gt;
|Fragments of fine glass mirrors line the walls, floor and ceiling here.  Each reflects back your face and form, but no two images are the same.  To your left you lie dead, body broken and mangled.  To your right you hang from a gallows, struggling for your last breath before the noose steals it from you.  No mirror grants reprieve from the horrific reflections, and it seems you cannot look in any direction without seeing yourself frighteningly deceased.&lt;br /&gt;
|Plane 3&lt;br /&gt;
|Judgement, Justice, or Hanged Man&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|51&lt;br /&gt;
|Winged Humanoid Beach&lt;br /&gt;
|A shoreline stretches before you, the sea dark and thick with salt.  Just a small way up the beach, an unusual sight catches your eye.  A small child walks the beach, holding hands with a large winged humanoid.  One of its reddish wings is wrapped protectively around the child, and her small hand is tightly clutching one of his large fingers. She appears to be talking, although what she is saying is too difficult to understand to any except her unusual companion.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|52&lt;br /&gt;
|Rat Ship&lt;br /&gt;
|A beached ship lies in the middle of the field here, no clues or explanation as to how it arrived.  The once shiny maoral wood has dulled now with age, and the ship&#039;s ribs and masts have split and fallen.  The only passengers of the vessel are the rats, which number in the thousands.  It&#039;s almost as if the boat itself writhes with their movements.  High above, on the one remaining mast, flies a flag bearing a rat skull and crossbones.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|53&lt;br /&gt;
|Scale of Blood&lt;br /&gt;
|A marble wall stretches for some distance to either side of you.  In the center of the wall hangs a golden scale, with a small shelf on either side of it.  On each of the shelves lies a shiny razor and a white towel.  The bowls of the scales are spotless, although they have a slight coppery odor.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|Justice&lt;br /&gt;
|Major Arcana (#11)&lt;br /&gt;
|Arbitrary&lt;br /&gt;
|-&lt;br /&gt;
|54&lt;br /&gt;
|Antlered Man&lt;br /&gt;
|A wide stretch of forest opens before you, the huge border of trees giving the impression of stoic guards protecting their land and secrets.  Packs of ghostly dogs run toward you at the will of a huge, antlered man commanding them at the forest border.  His bony finger points to you, and the dark gleam in his eye tells you he will not allow passage further into the woods.&lt;br /&gt;
|Plane 1, 2, 3&lt;br /&gt;
|[http://www.tarotpassages.com/arthurianlegendlb.htm The Horned One] (Devil)&lt;br /&gt;
|Major Arcana (#15)&lt;br /&gt;
|[http://www.tarotpassages.com/images/LegendXV.jpg Legend]&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|Wheel of Fortune&lt;br /&gt;
|A line of people empties out of a pass to the north, too clogged for you to use as a route away.  They all await their turn at spinning a wheel, at least twenty feet across and lying flat on the ground.  Upon the wheel stand various figures: a reaper with a scythe, a being made entirely of light, and other oddities.  Each person spins the wheel in turn, and each in turn receives their fate according to the figure chosen on the wheel.&lt;br /&gt;
|Plane 1&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Wheel_of_Fortune_(Tarot_card) Wheel of Fortune]&lt;br /&gt;
|Major Arcana (#10)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Wheel_of_Fortune_(Tarot_card)#/media/File:RWS_Tarot_10_Wheel_of_Fortune.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|Stars Devoured&lt;br /&gt;
|A sphere of delicate glass encases you, moving as you do.  Outside the sphere sits the wide, starry universe.  Stars and galaxies stretch before you, spinning in the deep silence of space.  At the edge of your vision, something nags.  Looking, you see a dark shadow passing over the stars, the worlds, creeping and devouring all it touches.  It does not seem to have intentions of stopping, and far too rapidly for comfort, it will overtake all of the glittering motes of space before you.&lt;br /&gt;
|Plane 2&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_World_(Tarot_card) The World]&lt;br /&gt;
[http://www.tarotpassages.com/olympus.htm Uranus] (maybe)&lt;br /&gt;
|Major Arcana (#21)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/The_World_(Tarot_card)#/media/File:RWS_Tarot_21_World.jpg Rider-Waite]&lt;br /&gt;
[http://www.tarotpassages.com/images2/OlyWorld.jpg Mythic Tarot] (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|55&lt;br /&gt;
|Burning Darkness&lt;br /&gt;
|The darkness seems to wrap about you, seeking to hold you and bind you to it.  But the darkness is cold, burning and scalding you with its icy touch.  Too alien to be the comfortable darkness of the night, too hungry to be the peace of a room with curtains drawn, it leeches and draws the strength from you, threatening to leave you a dried husk.&lt;br /&gt;
|Plane 3&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;(Note: Blank spots in these tables might be force fitted to some Tarot cards, but they are only listed when there is a clear basis.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Fool in the Arthurian deck is called The Seeker, representing Percival who is at the center of the Grail quest subtext of the Vvrael quest. [[Seeker]]s are undead on Mount Aenatumgana who foolishly sought the Eye of the Drake themselves. The Eye pulses through the color spectrum. The Seeker card has Percival stepping on a rainbow leading off a cliff, with birds flying over a tree behind him. It is similarly possible that this is the first room on Planes 1 through 3, since you start in the Eye which pulses through the rainbow and plummet from high up, landing by a dead tree with a bird hovering above it. &lt;br /&gt;
&lt;br /&gt;
This could be partial, or coincidental. The imagery might instead refer to Norse mythology, which has an unnamed eagle perched on the world tree Yggdrasil, whose roots are being gnawed by the dragon Nidhogg. It is not likely that &#039;&#039;every&#039;&#039; feature is related to Tarot. The interdimensional portals on Planes 1 through 3, the plain windows and sturdy wooden doors, could easily be Twilight Zone references.&lt;br /&gt;
&lt;br /&gt;
==Plane 4==&lt;br /&gt;
Each room in Plane 4 is a unique description and many have Tarot correspondences. These are often Minor Arcana cards. When rifted on Plane 4, you end up on Plane 5, which has a smaller number of rooms. The fourth plane seems to be a [https://en.wikipedia.org/wiki/Celtic_knot Celtic knot] pattern if drawn the right way, where the [https://en.wikipedia.org/wiki/Celtic_cross#/media/File:Ccross.svg Celtic Cross] is the layout for the Legend deck. It symbolizes the World Tree, Room #1 on other planes. There are 23 rooms on Plane 4. This number is not significant in itself. It brings the 55 rooms (not unique descriptions) on Planes 1, 2, and 3 up to 78 total. This is the total number of cards in a Tarot deck.&lt;br /&gt;
&lt;br /&gt;
The Celtic knot image is a non-ideal force fit to illustrate the general idea of Plane 4 as interlaced. The distance of the directionals, the extent to which they stay straight, and whether or when they cross over and under each other is not pinned down. The zig-zag quality of the paths, rounded curves, and sharp inflections can easily be drawn as interlaced &amp;quot;knots.&amp;quot; Unconnected rooms may be on the same tubes. In contrast to the Tarot thesis, say if the shape were chosen for entirely different reasons, it might resemble a Chutes and Ladders game board as this is the plane with the chute for dead bodies on it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordered Map&#039;&#039;&#039; [[Image:Rift-Plane4-Numbered.png|300px]] [[Image:Plane4-CelticKnot.png|200px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Room || Description || Plane || Tarot || Arcana || Deck&lt;br /&gt;
|-&lt;br /&gt;
|56&lt;br /&gt;
|Impaled Snake&lt;br /&gt;
|Mountains surround you, stretching high into the bright green sky.  Before you, towering at least thirty feet into the air, is a giant snake.  It has been impaled on a pike, blood trickling down the pole and seeping into the grain of the wood.  The tip of its tail still twitches, as if its death were a recent happening.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|Page of Swords&lt;br /&gt;
|Minor Arcana&lt;br /&gt;
|[https://www.youtube.com/watch?v=OSWBJBRzfdk&amp;amp;t=03m24s Legend]&lt;br /&gt;
|-&lt;br /&gt;
|57&lt;br /&gt;
|Glass Room&lt;br /&gt;
|The ground beneath you is white, strangely grainy and light.  Tunnels lead off to the northeast and southwest, winding erratically through the odd earth.  Walls made of a hard, transparent material close about you, distorting the images beyond them.  Looking carefully, it almost seems that a small human sits just beyond the glass, staring at you with great interest.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|58&lt;br /&gt;
|Courtyard Blood Basin&lt;br /&gt;
|A stone basin sits in the center of the castle courtyard.  Standing within it is a man, badly wounded, up to his knees in blood.  The crimson liquid pours from his cuts, trickling into the pool with a happy sound reminiscent of a burbling fountain.  He holds his hands above his head, as if bound by an invisible cord, although his face registers no emotion at all.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|The Wounded King (Hanged Man)&lt;br /&gt;
|Major Arcana (#12)&lt;br /&gt;
|Arthurian Tarot&lt;br /&gt;
|-&lt;br /&gt;
|59&lt;br /&gt;
|Black Sands&lt;br /&gt;
|Black sand dunes stretch out to infinity.  No plants grow from the ebon ground, and you can hear no small animals or insects going about their business nearby.  In the distance, a triangular shape moves along the ground, breaking the surface of the sand and winding its way towards you before disappearing beneath the surface once again.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|60&lt;br /&gt;
|Raining Upwards&lt;br /&gt;
|Rain pours from the ground.  It falls upwards, drenching the clouds with moisture and forming small puddles in the sky.  The occasional bolt of lightning strikes upwards, and thunder rolls through the air, bouncing off distant mountains to echo back with a faint roar.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|61&lt;br /&gt;
|Walls Under Siege&lt;br /&gt;
|The smell of fresh mortar is in the air, thick and moist.  Rough brick walls surround you, each roughly four feet wide and as high as a giantman&#039;s head.  From behind the structures come muffled cries, and one blockade trembles with the rhythmic pounding it is taking from within.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|62&lt;br /&gt;
|Lonely Spirits&lt;br /&gt;
|Spectres crowd around you.  Their ghostly hands reach out to touch you, seeking the warmth and vitality only the living have.  But as each grasping figure makes contact it draws back, wailing in pain as if burned.  Still the others seek to feel you, expressions of hunger on their haunted faces.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|63&lt;br /&gt;
|Two Harps&lt;br /&gt;
|Rain pours from the molten lead sky, and winds whip the ocean into a froth of vicious foam.  The waves crash against the rocky shore, upon which rest two immense harps.  Entrails take the place of strings, and with each crash of the waves, the harps sing out in a wail of anguish and pain. &lt;br /&gt;
|Plane 4&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Nine_of_Wands Nine of Spears]&lt;br /&gt;
|Minor Arcana, Wands (#9)&lt;br /&gt;
|[https://www.tarotforum.net/attachment.php?s=d6a8afaba9f09c1975a403ee8ccef973&amp;amp;attachmentid=3506&amp;amp;stc=1&amp;amp;d=1111975922 Legend]&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|Ambush Camp&lt;br /&gt;
|The camp slumbers.  All the soldiers rest soundly in their tents, and even the night sentries have dozed off, chins resting against their chests.  As the seven guardsmen sleep, a man clad in a cloak bearing the symbol of the slumbering army creeps outside the camp, bearing the seven swords of the watchmen.  He gives a nod towards a copse of trees, and out rides a raiding party, thundering into the unprotected camp.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Seven_of_Swords Seven of Swords]&lt;br /&gt;
|Minor Arcana, Swords (#7)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Seven_of_Swords#/media/File:Swords07.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|65&lt;br /&gt;
|Lava Bodies&lt;br /&gt;
|Lava boils over the ground, leaving you only narrow trails to walk between the streams of molten stone.  Sticking out from the liquid rock are grasping hands, seeking assistance although surely the people they are attached to are dead.  Suddenly, a body erupts from the magma.  A scream of agony tears from its lips before the roiling river drags it back under.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|Arthur&#039;s Dream (Wheel of Fortune)&lt;br /&gt;
|Major Arcana (#10)&lt;br /&gt;
|Legend&lt;br /&gt;
|-&lt;br /&gt;
|66&lt;br /&gt;
|Ash&lt;br /&gt;
|Ash covers the ground, deep as a halfling&#039;s waist.  For miles around, all there is to see is grey dust.  The air is full of the smell of sulphur and decaying flesh.  In the distance sits a large mountain, belching smoke and grey flakes like the ones beneath you.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|67&lt;br /&gt;
|Skeletons Drinking Blood&lt;br /&gt;
|The dining hall is full of shadows, lit only dimly by guttering candles.  Around the table sit nine skeletons, each holding a golden cup.  The undead seem to be chatting, drinking from their chalices only to have the liquid flow out and over their ribcages.  With a wave of disgust, you realize that the skeletons are drinking blood.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Nine_of_Cups Nine of Cups]&lt;br /&gt;
|Minor Arcana, Cups (#9)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Nine_of_Cups#/media/File:Cups09.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|68&lt;br /&gt;
|Crippled Men Church&lt;br /&gt;
|Two crippled men, limbs horribly deformed and faces covered in pox, hobble past a grand cathedral.  All about them the street is littered with the dead and dying, moaning and writhing in pain as the epidemic wracks their bodies.  Glittering from the eaves of the church are five gold coins, casting golden motes of light upon the diseased men as if mocking their tortured existence. &lt;br /&gt;
|Plane 4&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Suit_of_coins#Card_images_in_the_Rider-Waite_tarot_deck Five of Coins]&lt;br /&gt;
|Minor Arcana, Pentacles (#5)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Suit_of_coins#/media/File:Pents05.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|69&lt;br /&gt;
|Dead Flower Bed&lt;br /&gt;
|The garden about you is dead, as dead as the rubble of the castle it sits behind.  Dead branches overhang the paths, their bark scorched and marred by deep gashes.  Flowerbeds contain dried blossoms, trampled beneath a multitude of uncaring booted feet.  Upon a cracked and battered pedestal resting in one of the flowerbeds rests a gold coin, still strangely bright.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Suit_of_coins#Cards_in_the_suit_of_coins Ace of Coins]&lt;br /&gt;
|Minor Arcana, Pentacles (#1)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Suit_of_coins#/media/File:Pents01.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|70&lt;br /&gt;
|Dead Koar&lt;br /&gt;
|A white bier rests in the center of a copse of dead trees.  Four swords stand about it, one at each corner.  Resting upon the cold stone bed is a man.  His grey hair is held back by a golden crown, and his beard flows down his broad chest.  Upon the side of the stone is carved a set of characters.  Most of the letters have been lost to time, leaving only &amp;quot;---r, K--g of -h- -od-.&amp;quot;&lt;br /&gt;
|Plane 4&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Four_of_Swords Four of Swords]&lt;br /&gt;
|Minor Arcana, Swords (#4)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Four_of_Swords#/media/File:Swords04.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|71&lt;br /&gt;
|Blindfolded Woman Gauntlet&lt;br /&gt;
|A woman in a tattered shift, bound by strips of cloth and blindfolded tightly, staggers wearily up the beach.  She walks a path lined by swords, four on each side.  With each step she trips and fumbles, bouncing against the blades and cutting herself badly.  Still she staggers on, seemingly unable to find her way out of the deadly steel trail.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Eight_of_Swords Eight of Swords]&lt;br /&gt;
|Minor Arcana, Swords (#8)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Eight_of_Swords#/media/File:Swords08.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|72&lt;br /&gt;
|Boy vs. Six Men&lt;br /&gt;
|A fair-haired boy stands upon the battleground.  His wounds are grievous, coating him in blood and gore.  In his hands he holds a staff, fighting valiantly to hold off six men also armed with sharply pointed sticks.  In a sweeping movement he overextends, falling to the ground with a cry of pain and frustration.  As the first staff descends upon his head the scene fades, leaving you alone upon the field of war.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Seven_of_Wands Seven of Wands]&lt;br /&gt;
|Minor Arcana, Wands (#7)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Seven_of_Wands#/media/File:Wands07.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|73&lt;br /&gt;
|Wax God Statues&lt;br /&gt;
|The chapel walls are lined with statues, one for each of the Lords of Liabo and Lornon.  The statues seem to have been carved from wax, detailed to the long eyelashes of Ivas and the polished claws of Andelas.  It is impossible to see the detail of the Gods of Light, for the wax has melted, turning them into misshapen and twisted replicas of what they once were.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|74&lt;br /&gt;
|Desert Plants&lt;br /&gt;
|The surroundings are harsh, dusty and dry.  Strange plants with spines like thick sewing needles cover the ground, their pads oddly segmented and waxy.  The air is unbearably hot, stealing all moisture from your body and driving all thoughts from your mind.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75&lt;br /&gt;
|Crystalline Blocks&lt;br /&gt;
|Crystalline blocks of some unknown substance float in the air, providing passage to the northwest and southeast.  They ring like bells of flawless glass when stepped upon, filling the air with a light, musical sound.  In the center of the area sits a small field of them, gleaming strangely in the light.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|Stone Hallow (Ace)&lt;br /&gt;
|Minor Arcana, Pentacles&lt;br /&gt;
|Arthurian (maybe)&lt;br /&gt;
|-&lt;br /&gt;
|76&lt;br /&gt;
|Black Knight Riding&lt;br /&gt;
|A knight in black armor rides through a crowd, his black steed prancing with ringing steps.  In his hand he holds a staff, topped with the head of a vanquished foe.  Five footsoldiers march beside him, holding similarly adorned staves.  Despite the hard and cruel expression on the knight&#039;s face, the crowd seems to adore him, cheering and throwing dead roses in his path.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Six_of_Wands Six of Wands]&lt;br /&gt;
|Minor Arcana, Wands (#6)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Six_of_Wands#/media/File:Wands06.jpg Rider-Waite]&lt;br /&gt;
|-&lt;br /&gt;
|77&lt;br /&gt;
|Skull Walls&lt;br /&gt;
|Walls comprised of stacked skulls rise into the starless black sky.  The ground below seems to cradle you as you move, and a quick glance downward explains the reason.  Skeletal hands make up the floor, reflexively clutching and releasing as the weight they carry shifts.  In the center of the room stand three staves of tall femurs, bound together by still-bloody veins.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|Four of Shields&lt;br /&gt;
|Minor Arcana, Pentacles (#4)&lt;br /&gt;
|[https://www.youtube.com/watch?v=OSWBJBRzfdk&amp;amp;t=03m48s Legend]&lt;br /&gt;
|-&lt;br /&gt;
|78&lt;br /&gt;
|Dead Wedding&lt;br /&gt;
|The wedding revel is in full swing.  Men and women clad in bright attire swirl over the floor in a breathless dance beneath fluttering ribbons and sweet smelling flowers.  Foods with mouthwatering aromas line the walls, served by smiling butlers in finely tailored clothing.  At the head of the table sit the bride and groom, holding a golden cup to each other&#039;s lips.  By the advanced stages of decay, you estimate that the happy couple has been dead for several hundred years.&lt;br /&gt;
|Plane 4&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Two_of_Cups Two of Cups]&lt;br /&gt;
|Minor Arcana, Cups (#2)&lt;br /&gt;
|[https://en.wikipedia.org/wiki/Two_of_Cups#/media/File:Cups02.jpg Rider-Waite]&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;(Note: Blank spots in these tables might be force fitted to some Tarot cards, but they are only listed when there is a clear basis.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Plane 5==&lt;br /&gt;
Plane 5 is an enormous heart that is diseased with worms. When the weird directions are ignored and only the straight-forward ones are mapped, Plane 5 is shaped like a heart. This is represented in solid black lines. The strange directions can be looped somewhat arbitrarily. However, if the paths are curved through the middle of the heart, it is trivial to construct a pentacle out of them. There is a hidden room in the heart of the rift where the only exit direction is &amp;quot;out.&amp;quot; There is not much to say about this level of The Rift in the context of Tarot. Pentacles are a whole suit in the Tarot deck, making these Minor Arcana. &lt;br /&gt;
&lt;br /&gt;
There are fourteen cards in a suit, and there are fourteen rooms on Plane 5, including the hidden one in the center. This was written many years prior to there being [[enormous rift crawler]] creatures in The Rift. The symbolism is that the heart of the Great Drake is diseased by the rift. This is consonant with Koar and ailing Grail King subtexts. The Rift in this sense is a [https://en.wikipedia.org/wiki/Dolorous_Stroke &amp;quot;Dolorous Stroke&amp;quot;] except in his heart. If the pentacle shape is an unintended coincidence, the twisting paths might instead represent arteries in three dimensions. The suit of hearts corresponds to cups in Tarot, so this could symbolize the Grail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordered Map&#039;&#039;&#039; [[Image:TheRift-Plane5-HeartPentacle.png|400px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Description || Lich &lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Purple blood flows over the floor, making footing hazardous and slick.  As it moves to the south, it slowly turns red, brought to life by the breeze flowing through.  The walls squeeze in and out, forcing the blood to move south and east.  The floor ripples beneath your feet as worms burrow through, tooth-filled maws breaking the surface violently then diving back below. &lt;br /&gt;
|12215&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Worms practically cover the walls and floor.  The rhythmically collapsing walls shake some from the ceiling as well, dropping them around you to chew their way into the floor.  A disconcerting, whistling wheeze sounds throughout the area, as wind howls through the holes in the chamber.  Blood oozes over the floor northward.&lt;br /&gt;
|12209&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The river of blood moves through a hole to the east.  Your feet squelch and squish with each step, and you are forced to place them carefully for fear of slipping.  The walls are crawling with worms, greenish grey and horrible, slowly weakening the structure.  The squeezing of the walls is not as strong here as in other places, as if the creepers had already damaged them.&lt;br /&gt;
|12170&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|The corridor is narrow, difficult for anyone taller than the average human to make their way through.  Very little light filters in to illuminate your path.  Your feet splash with each footstep, and the floor is slick, made not of stone or soil, or anything else you have likely encountered before.  A low pulsing sound fills your ears, rhythmic and oddly familiar.&lt;br /&gt;
|12207&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|The walls are a deep red color, pulsating and constricting.  At times you wonder if they will crush you, but you are only soundly squeezed between them as they contract and release, over and over.  Blood flows in rivers over the floor, forced out of the chamber by the movement of the walls and into a corridor to the north.&lt;br /&gt;
|12162&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Grey-green worms tunnel in and out of the crimson walls of the chamber.  In their wake pour miniature waterfalls of blood which sluice north with the liquid running over the floor.  The walls squeeze in on you, in predictable rhythm, but it almost seems that each constriction is less forceful than the last, as if whatever force is driving them weakens with each push.&lt;br /&gt;
|12210&lt;br /&gt;
|-&lt;br /&gt;
|1&#039;&lt;br /&gt;
|A group of worms has created a large hole in the ceiling.  Through it pours a torrent of blood, washing over the room and flooding the already overworked walls.  The smell is horrible, although you cannot tell if it comes from the worms or the decaying flesh.&lt;br /&gt;
|12160&lt;br /&gt;
|-&lt;br /&gt;
|2&#039;&lt;br /&gt;
|The floor beneath you gives way, nearly trapping your foot in the stringy substance.  Looking down, you see a pocket of blackened tissue, destroyed by the hungry mouths of the worms.  Black ooze wells up from it, and the smell is horrible, making you choke and gag.&lt;br /&gt;
|12173&lt;br /&gt;
|-&lt;br /&gt;
|3&#039;&lt;br /&gt;
|A nest of worms writhes in a pocket to the south.  They seem to be breeding here, then moving into other parts of the area to eat and destroy.  The walls hardly constrict here, although the loud thump-thump from the other chambers is still loud and strong.  Blood moves over the floor, forced northward by the weak contractions of the walls.&lt;br /&gt;
|12206&lt;br /&gt;
|-&lt;br /&gt;
|4&#039;&lt;br /&gt;
|Slime and liquid drip from the close walls of the circular tunnel.  Your footing is precarious, as a rivulet runs through the area.  Low, regular thudding fills your ears, and a smell not unlike a slaughterhouse drifts in on a breeze.&lt;br /&gt;
|12165&lt;br /&gt;
|-&lt;br /&gt;
|5&#039;&lt;br /&gt;
|Blood pours in from the corridor to the northeast.  Unlike the blood you are used to seeing, this blood is blue, the color of suffocation and death.  Indeed suffocation is a good metaphor, for the walls close in on you in regular constrictions, only to move back out and repeat the process.  The azure slime is forced southward, turning a deep violet as it moves.&lt;br /&gt;
|12159&lt;br /&gt;
|-&lt;br /&gt;
|6&#039;&lt;br /&gt;
|Purple liquid oozes over the floor, moving southward as the walls contract in on you and out again.  Slowly, it dawns on you that this is blood, turning from indigo to a more healthy red.  Worms an unwholesome shade of grey-green play in the liquid, drilling through the pulsing scarlet walls with sharp teeth.&lt;br /&gt;
|12211&lt;br /&gt;
|-&lt;br /&gt;
|6&#039;&#039;&lt;br /&gt;
|A mass of pulsing and twitching tissue sits to the west.  At first, the booming that rolls through the air sounds like thunder, but a moment of listening proves it to be too regular and rhythmic to be a storm.  Thump-thump... thump-thump....  All at once the source comes to you, and as you gaze at the tissue you realize it is a giant heart.  Grey-green worms chew through the flesh, and listening to the beating it becomes obvious that they are killing the heart, and whatever creature it belongs to.&lt;br /&gt;
|12208&lt;br /&gt;
|-&lt;br /&gt;
|666&lt;br /&gt;
|A mass of pulsing and twitching tissue sits to the west.  At first, the booming that rolls through the air sounds like thunder, but a moment of listening proves it to be too regular and rhythmic to be a storm.  Thump-thump... thump-thump....  All at once the source comes to you, and as you gaze at the tissue you realize it is a giant heart.  Grey-green worms chew through the flesh, and listening to the beating it becomes obvious that they are killing the heart, and whatever creature it belongs to. &#039;&#039;&#039;Obvious exits: out&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|*&lt;br /&gt;
|[Inside, Organ Grinder] The interior of the box is heavily shadowed, however, the gloom isn&#039;t sufficient to hide the grisly environs. Slime covers the sides, punctuated with bits of gore too hideous to contemplate. Odorous pieces of cadavers have been left within, deserted by the previous owners to pursue a solitary decay. Obvious exits: none.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;(Note: Strictly speaking, the polished modwir box is a room with a wandering entry point, but it is an organ grinder only accessed by dead bodies.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In spite of appearances Plane 5 is actually highly symmetric, with most rooms having exactly three exits. The left and right sides are almost mirrors of each other. The central axis of knot rooms are also symmetric with each other in where and how they branch. This becomes clear when the rooms on both sides are numbered in parallel with each other and the knot rooms are separated out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordered Map&#039;&#039;&#039; [[Image:TheRift-Plane5-Symmetry.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==The Scatter==&lt;br /&gt;
The Scatter was released 11 years later in 2009. There was a story of Master Hierophant Haukragg from Icemule&#039;s Cleric Guild delving into its &amp;quot;planes&amp;quot; and &amp;quot;dimensions&amp;quot; (not &amp;quot;circles&amp;quot;), because of increased chaos and the threat of the rift expanding once again and consuming the Drake&#039;s Shrine. The Rift was called a &amp;quot;world between worlds.&amp;quot; He was lost for some time with notes being found, describing the then unfamiliar monsters he was encountering. In the end some of these spilled over into Plane 4, and the previous residents were no longer present. Haukragg was rescued by adventurers led by Quiggan.&lt;br /&gt;
&lt;br /&gt;
The details of this storyline are found here: [[Rift expansion preview (storyline)]]. It happened along with the alchemy for the lichbane talismans. The Scatter&#039;s rooms do not seem to follow the internal logic of Planes 1 through 4 in terms of hidden subtext. The Scatter was described as a &amp;quot;new bleeding wound&amp;quot; in the scar of a hallowed place. Haukragg was trying to seal it with a ward and nullify the dark power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordered Map:&#039;&#039;&#039; [[Image:TheRift-Scatter-Numbered.png|500px]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Description || Lich&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A plain of porous black rock stretches out as far as the eye can see.  The sky is an angry red near the horizon, fading into washed out pinks and blues overhead.  Steam rises out of the ground, hissing violently as some of the larger pockets of superheated vapor are released from below.&lt;br /&gt;
|12240&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Dull, grey stone is slick with dampness underfoot.  Someone or something flits around in the distant shadows, with only a faint whirring indicating its presence.  A bower crafted of sticks and twine stands in the cavern&#039;s center, singed black.&lt;br /&gt;
|12232&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Thick, perfectly clear glass forms the ceiling, walls, and floor of this small room.  Beyond the transparent enclosure is a sea of water that boils violently from an unknown source of heat.  The lifeless bodies of fish swirl chaotically throughout the briny deep.&lt;br /&gt;
|12235&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Ambient heat emanates from the crypt&#039;s marble walls, steam rising from the seams between the stones.  Pillars of ice stand at the corners of a giant square pit in the middle of the floor.  Within the depression, silvery grey rats clamor upon each other in a sea of squeaks and hissing, slavering with bloodlust.  Several arrows have been imbedded into a nearby arch&#039;s keystone.&lt;br /&gt;
|12229&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Overturned desks lie in disarray on the bloody floor of an old classroom.  All along the weathered walls, school books have had their pages stabbed through with daggers, securing them to the wooden panels beneath.  The scorching wind rushes in through an open window, howling and moaning like a spirit possessed.&lt;br /&gt;
|12230&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|A white-washed baby&#039;s crib stands alone in a circle of glowing coals, illuminated with a reddish hue against the darkness.  The tortured cries and wails of an infant can be heard clearly, though there is no child to be found anywhere.&lt;br /&gt;
|12236&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Countless variety and number of tattered sock puppets have been impaled upon steel pikes planted in a burnt field.  Only a few patches of the once lush wildflowers remain; islands upon the sea of scorched earth.  Button eyes and some of the stitching have been torn forcefully from the toys, lying scattered around the barren ground.&lt;br /&gt;
|12228&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Mirrors upon mirrors crowd the stone floor, with barely enough room to navigate around the obstacles.  Each mirrored surface shows a hellish inferno with flames of brilliant red; the fiery environment is not visible within the physical room.  A shadowy figure flits between the mirrors, though its form is not visible in any of the other countless reflections.&lt;br /&gt;
|12220&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|An enormous pile of candlesticks and service ware has been fused together through some source of incredible heat; though the entire room has been scorched save for the three feet space surrounding the clump.  Reaching out of the floor is a bleached skeletal hand, clutching a warped, silver serving tray.&lt;br /&gt;
|12231&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Curved black iron walls rise up all around in a very large circle.  The metal floor glistens with oil and grows increasingly hotter as time passes.  An immense forked shadow looms overhead, never drawing nearer.&lt;br /&gt;
|12234&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Oak crates riddled with scorch marks have been stacked precariously high around a cramped stock room.  Several of the teetering piles threaten to collapse with the slightest movement.  While the cast iron furnace in the back of the room appears empty, the air is ripe with heat and humidity.&lt;br /&gt;
|12238&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Petrified black trees enclose a quiet grove within a dead forest.  A dry, hot breeze wends its way through the stone-like flora.  Hoof prints occasionally emerge out of nothingness upon the ash-covered ground, tracks that remain only for moments before fading out of existence once again.&lt;br /&gt;
|12219&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Skeletal birds circle a giant black marble statue depicting a winged demon.  The earth at the feet of the statuary has been scorched of all life, both plant and animal.  A reddish mist lingers in the air, ebbing and flowing like the tide over time.&lt;br /&gt;
|12217&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Reinforced steel walls glow red hot, enclosing this spacious storage area for meats.  Large animal carcasses hang upon shiny hooks from the ceiling, dripping blood and fluids onto the slightly warped floor with distinct sizzling sounds.  The intense heat and overwhelming scent of cooking meat threatens to overpower the senses.&lt;br /&gt;
|12233&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|A thin layer of white ash coats the ground as far as the eye can see.  Piercing the horizon is an erupting volcano.  A dark cloud of debris hangs in the sky, causing ash to rain down upon the plain in every single direction.&lt;br /&gt;
|12237&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|A brilliant purple stone formation with veins of orange towers overhead.  Desiccated humanoid corpses lie around the base of the formation in supplicated positions.  Tiny bright red insect-like creatures surrounded by a subtle, yet distinct flame scavenge the dead, skittering to and fro from an unseen nest.&lt;br /&gt;
|12239&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|Stretching as far as the eye can see are dunes of stark white sand.  Discarded windows, violently ripped from their frames, are littered across the bleak landscape.  Some of the shattered glass takes flight in the harsh wind, glittering across the grey sky.  The air wavers like water in the presence of great heat.&lt;br /&gt;
|12249&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|Tall, glass-tiled spires crumble under the mighty grasp of a multi-eyed creature wreaking havoc upon a city beyond the nearby forest.  Even from this distance, terrified screams can be heard, oddly as loud as if they were originating from a few feet away.  A searing hot wind rushes from the direction of the city, carrying with it the sounds of destruction.&lt;br /&gt;
|12256&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|Humanoid shadows float across the otherwise empty alleyways of a desolate marketplace.  The fruit in stands are rotten, and several of shop fronts have been burnt down to ashes.  An eerie silence pervades the area, occasionally broken by soft mumbling.&lt;br /&gt;
|12254&lt;br /&gt;
|-&lt;br /&gt;
|B&#039;&lt;br /&gt;
|Steam rises from crevices in the dark earth, making the air swelter and the leaves on the ironwood here withered.  The air ripples with the heat, creating a dizzying distortion.  From the tree hangs an elf, his arms splayed and affixed to branches, his weight left to bear on his ribcage.  Nearby is an emaciated man in a jester&#039;s suit of black and purple.  His thin lips stretch in a raucous grin of crooked teeth.  A long knife in the merryman&#039;s spidery digits jabs at the elf as the jester sways and giggles.&lt;br /&gt;
|12247&lt;br /&gt;
|-&lt;br /&gt;
|C&#039;&lt;br /&gt;
|A giant pair of stone hands clasped together forms the immense platform underfoot.  In the distance, a blazing red sun illuminates the rocky landscape, glistening off the crimson water of a magnificent cascade from a cliff to the east.  Hot steam drifts from the base of the waterfall towards the hands, coating everything in a thin layer of sweat-like mist.&lt;br /&gt;
|12241&lt;br /&gt;
|-&lt;br /&gt;
|1&#039;&lt;br /&gt;
|Burning white sand assaults any exposed skin in a shower of abrasive grittiness.  The storm obscures everything around, making visibility even a few feet away impossible.&lt;br /&gt;
|12246&lt;br /&gt;
|-&lt;br /&gt;
|2&#039;&lt;br /&gt;
|Underfoot, the ground is slippery, slopped with a sort of brown goo -- it resembles a heavy sort of gravy.  Beneath the sludge are strips of meat, the smell of which wafts upward in waves of warmth.  Looking over the edge of this platform of meat finds a crust of bread all around, and instead of a sky above, there is the color of wheat on a substance that looks soft and porous.&lt;br /&gt;
|12245&lt;br /&gt;
|-&lt;br /&gt;
|3&#039;&lt;br /&gt;
|Eyes of various shapes and sizes peer out from the soft pink ceiling above, blinking and following every movement within the room.  Hands from different beasts and humanoids protrude from the walls, grasping for anything within reach.  The floor is composed of molten rock, with only a few slightly raised stones providing safe passage from one end to the other.&lt;br /&gt;
|12244&lt;br /&gt;
|-&lt;br /&gt;
|9&#039;&lt;br /&gt;
|Crumbling stone walls that appear ready to topple at a moment&#039;s notice rise taller than a mighty oak&#039;s height in myriad directions.  An old teddy bear has been impaled by a rusty dagger in the shadow of a nearby corner.  Sparks flit through the air, dancing aimlessly across the field of view.&lt;br /&gt;
|12251&lt;br /&gt;
|-&lt;br /&gt;
|12&#039;&lt;br /&gt;
|An array of yarn crisscrosses throughout the entire area, making navigation and travel difficult.  Razor sharp shrapnel lies hidden beneath much of the tangled web, their presence only evident from the many blood stains that mar the strands.  A charred body has become trapped within a cocoon of ash-covered string only several feet away.&lt;br /&gt;
|12253&lt;br /&gt;
|-&lt;br /&gt;
|13&#039;&lt;br /&gt;
|Every hint of green is gone from the landscape and brown blades of grass are all that can be seen stretching to the horizon.  From the darkness of that line, the sky opens up in shades of crimson and orange, streaked with clouds of saffron.  Against the sky, small figures flit to and fro, back and forth, some huddling in groups so large they blot out the sunset hues.  Closer to the ground, sprites flitter by, their wings ragged, their bodies deformed, and their tiny mouths full of needle-like teeth.&lt;br /&gt;
|12255&lt;br /&gt;
|-&lt;br /&gt;
|14&#039;&lt;br /&gt;
|Blackened and charred, an assortment of wooden chairs and tables sit upon the ceiling in this disorienting dining hall.  A full banquet has been set, though none of the settings or food succumb to gravity&#039;s pull.  Tangled in the enormous crystal chandelier immediately ahead, a yellowed skeleton wears a macabre grin while clutching a rusty saber.&lt;br /&gt;
|12250&lt;br /&gt;
|-&lt;br /&gt;
|15&#039;&lt;br /&gt;
|Peaks rise into the sky, and valleys fall low between, while the foreground stretches out in a sea of mismatched socks.  The mounds in the distance are made of the same, and occasionally, a spark will flare from the sky, setting a sock aflame.  It will burn away, and others tumble to the valley in its wake.  There are woolen socks and cotton socks, some with designs and some without.  Some have holes, while others have been carefully darned.  But, nowhere in sight are two that match.&lt;br /&gt;
|12242&lt;br /&gt;
|-&lt;br /&gt;
|16&#039;&lt;br /&gt;
|Grizzly animal skeletons in polished silver cages moan in pain along a narrow corridor.  Tiles of slippery ice compose the floor, with small spikes rising out from several of them.&lt;br /&gt;
|12243&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Scatter flips from &amp;quot;hot&amp;quot; to &amp;quot;cold.&amp;quot; There does not appear to be any symbolic content in the Scatter, though some rooms resemble others on Plane 4. Its navette shape with slit down the middle could be read as similar to the Eye-of-Koar emeralds. However, there is no real reason for thinking this possibility is intentional, and if it were it would make more sense if rotated 90 degrees. There are three vertical paths. There are 30 rooms in the Scatter; 16 on the north side, 14 on the south. The central row counts as the southern half. There are partial horizontal and bilateral symmetries, but the southern side is missing several rooms needed for true symmetry. The map imposes a row with no corresponding rooms to keep the overall shape. The number scheme in the following map highlights the parallel rooms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordered Map:&#039;&#039;&#039; [[Image:TheRift-Scatter-Symmetry.png|500px]]&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
The creatures in The Rift are largely based on words in other languages. GM Aephir confirmed he used archaic languages and comparative mythology in the Vvrael quest design. &lt;br /&gt;
&lt;br /&gt;
The following are best guesses at the root words of the Rift creatures:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Creature || Language || Best Guess || Meaning&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|seraceris&lt;br /&gt;
|Latin&lt;br /&gt;
|sera + ceris&lt;br /&gt;
|Bound wax seal. (Seraceris are two dimensional undead.)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|csetairi&lt;br /&gt;
|Latin&lt;br /&gt;
|ceteri (as in &amp;quot;et cetera&amp;quot;)&lt;br /&gt;
|And so on. (Csetairi are constantly waving their hands.)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Vvrael&lt;br /&gt;
|&lt;br /&gt;
|Vrtra + Veil?&lt;br /&gt;
|World serpent. Comparative mythology reasons.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|n&#039;ecare&lt;br /&gt;
|Latin&lt;br /&gt;
|necare&lt;br /&gt;
|Kill&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|caedera&lt;br /&gt;
|Latin&lt;br /&gt;
|caedere&lt;br /&gt;
|Cut/kill.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|vaespilon&lt;br /&gt;
|Latin&lt;br /&gt;
|vespillo&lt;br /&gt;
|Ghoul, grave robber, undertaker of paupers.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|naisirc&lt;br /&gt;
|Latin&lt;br /&gt;
|nais + iris&lt;br /&gt;
|Naisirc are green clouds forming bodies. Wrathful nymph, the &amp;quot;c&amp;quot; read as soft. (Naisi is also a figure in Celtic mythology.)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|aivren&lt;br /&gt;
|Latin&lt;br /&gt;
|aevum + ren&lt;br /&gt;
|Eternal + kidney. Aivren swoop down and claw you. May be implying Prometheus and his liver endlessly torn out by eagles. (Aivrin is also an obscure word for port.) This may simply be overthinking it, as aivren is evocative of &amp;quot;avian&amp;quot; and &amp;quot;raven.&amp;quot;)&lt;br /&gt;
|}&lt;br /&gt;
Numbers 7 and 8 are probably wrong. The messaging on the creatures themselves, such as attacks and ambients, might be a safer basis for speculating intent than the describe verb. Assuming they are unchanged. Sometimes creature descriptions were not implemented until after the fact. The Vvrael witches and warlocks, for example, did not have them yet two years after the Rift was released.&lt;br /&gt;
&lt;br /&gt;
=Messaging=&lt;br /&gt;
&lt;br /&gt;
==Common Messaging==&lt;br /&gt;
;Room Changes&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Message || Action&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Suddenly, the shadows cloaking the area in darkness fray into nothing, releasing the light like a prisoner freed from a dank cell.&lt;br /&gt;
|Indoor -&amp;gt; Outdoor (Some rooms seem inherently indoors or outdoors. e.g. #12166)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A haze of shadow descends, cloaking the area in a twilight that obscures sight.&lt;br /&gt;
|Outdoor -&amp;gt; Indoor &lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|A burst of ethereal light above your head brightens the area considerably.&lt;br /&gt;
|Hiding Penalty?&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A spectral fog rolls through the area.&lt;br /&gt;
|Increases DS&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|The spectral fog blanketing the area slowly drifts away.&lt;br /&gt;
|Decreases DS&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|An unearthly moaning echoes around you, dispelling any sense of peace and security from the area.&lt;br /&gt;
|Sanct breaking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Wind&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Message || Action&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A blast of wind whips through the area!&lt;br /&gt;
|Dispels clouds&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A swirling breeze blows through the area!&lt;br /&gt;
|Dispels clouds&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|A flurry of air blows by you!&lt;br /&gt;
|Dispels clouds&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|A strong gust of wind blows by you!&lt;br /&gt;
|Dispels clouds&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|A swirling wind blows through the area!&lt;br /&gt;
|Dispels clouds&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|You feel a gentle breath of fresh air brush across your face.&lt;br /&gt;
|Dispels clouds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Dispels&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Message || Action&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Black tendrils of anti-mana climb over you as you sense your mana being drained away!&lt;br /&gt;
|Dispels non-native spells, Drains mana&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|An ethereal light washes over you as you sense mana collecting around and in you! &lt;br /&gt;
|Dispels non-native spells, Gives mana&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The air undulates with a dizzying intensity!&lt;br /&gt;
|Dispels non-native spells&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|The air crackles with potent energy!&lt;br /&gt;
|Dispels non-native spells&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|The air ripples in sickening waves, distorting the surroundings!&lt;br /&gt;
|Dispels non-native spells&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|The air shakes and twists as waves of irreality wash through the area! &lt;br /&gt;
|Dispels non-native spells&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Waves of black anti-mana wash through the area.&lt;br /&gt;
|Nothing&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Spectral bursts of energy erupt in the air!&lt;br /&gt;
|Dispels non-native spells&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|The air crackles with ethereal energy!&lt;br /&gt;
|Dispels non-native spells&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|The atmosphere crackles and sparks of energy snap across the area(/room)!&lt;br /&gt;
|Dispels non-native spells&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Quakes&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Message || Action&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|The ground shudders and shakes, jostling everything furiously!&lt;br /&gt;
|Knock down?&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The ground roils tumultuously beneath your feet, jolting everything wildly!&lt;br /&gt;
|Knock down?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Mobiles&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Message&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|You hear a loud *POP* as a mirror enlarges before you!&lt;br /&gt;
&lt;br /&gt;
The softly glowing mirror begins to shrink.  Steadily the mirror shrinks down to the size of your palm.  Then with a loud *POP* it&#039;s gone!&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|You hear a loud *POP* as a door unfolds before you!&lt;br /&gt;
&lt;br /&gt;
The door suddenly tips on end and flattens like a two-dimensional rendering.  It begins spinning faster and faster, as though it were a madly rotating pinwheel.  Abruptly, it collapses into a thin, fine line that folds in on itself in segments until it is scarcely more than a black pinhole.  The dot of darkness disappears with a near-silent *POP*.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|You hear a loud *POP* as a silvery thread appears suspended in the air before you!&lt;br /&gt;
&lt;br /&gt;
The silvery thread drops to the ground suddenly.  The thread writhes and twists for a moment, then slithers off!&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|The black void is a jagged tear in the fabric of space.  You can see nothing but blackness beyond the threshold.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Messaging==&lt;br /&gt;
The Rift has a number of rare ambient effects which only happen in certain places.&lt;br /&gt;
&lt;br /&gt;
===Nebulous Sphere===&lt;br /&gt;
These happen when you are mindless and bodyless in the blackness, after being ripped into tiny shreds.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Message&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Multi-colored dots appear before you as you blink back your confusion...&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[the shadow that passes by you]&lt;br /&gt;
|-&lt;br /&gt;
|3 &lt;br /&gt;
|A cloud of red dust moves purposely towards your nose and mouth...&lt;br /&gt;
|-&lt;br /&gt;
|4 &lt;br /&gt;
|A bolt of pure white mana goes sizzling by your left ear...&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|You are suddenly covered in tiny luminescent spiders...&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|You see a twisted reflection of yourself melting like hot wax...&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Black tendrils of anti-mana crawl slowly towards you...&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|A swirling apparition glides towards you, its mouth opened in a neverending scream...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plane 1===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Message&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|You hear the sound of a distant lyre being plucked slowly.  The tune reminds you of something from your childhood, but as you strain to make it out it fades away.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plane 2===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Message || Action&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Ethereal energies buffet the surrounds shoving a wall of air before it!&lt;br /&gt;
|Dispels non-native spells?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plane 3===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Message&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Brilliantly coloured ribbons stream by you in slow motion, fluttering off into the distance.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Far overhead you see a single winged humanoid, his massive feathered wings slowly beating.  His arms are folded across his chest and his eyes are closed, but you can hear a soft humming coming from that direction.  As you strain to hear, the humming and the image fade away.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plane 4===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Message&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A bloodthirsty-red sun rises above the horizon, it quickly scales the heights to high noon and then disappears, leaving the world in blackness once again.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|A large red bubble floats by you and fades into the horizon.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|A deep indigo cloud coalesces above you.  Moments later, a shower of glowing yellow rain begins to fall.  Then, as suddenly as it started, the rain stops and the cloud disperses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Plane 5===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Number || Message&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|A tune that&#039;s more of a screech than a melody cuts through the air like a knife.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* There is what appears to be a modern mechanical car/automobile that zooms by and hits you.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;A fine red mist rolls through the area covering everything with a sticky red goo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Research]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Research:The_Broken_Lands&amp;diff=211831</id>
		<title>Research:The Broken Lands</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Research:The_Broken_Lands&amp;diff=211831"/>
		<updated>2023-12-30T01:06:38Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: mountains of madness, another excerpt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ICE}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This is a research page for interpreting [[The Broken Lands|the Broken Land]] in its original historical context. It is impossible to understand the Broken Land without the [[Shadow World]] source books, as its basic premise is elaborating relationships from that world setting. However, it was also made with its own specific lore texts which were unique to GemStone III, which would be considered non-canonical in Shadow World. It becomes a matter of interpreting and guessing at the intent. The Broken Land most likely also has more cryptic symbolic meaning relating it to the archaic death theology and mechanics of [[Purgatory]], and should probably be interpreted as a spin-off story of [[The Graveyard]].&lt;br /&gt;
&lt;br /&gt;
The Broken Land was introduced by GM Kygar in the [[ICE age|I.C.E. Age]] in a few phases between 1992 and 1994, with the exception of the Sheruvian monastery, which was instead after the De-ICE by GM Sayzor in late 1997. What is now called the [[Lysierian Hills]] was built to be an idyllic contrast around a hidden portal to an exotic locale, which was then chosen to have an &amp;quot;Unlife invasion&amp;quot; theme, elaborating on the relationship between the servants of the Unlife with the Dark Gods in the [[Wars of Dominion]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archaic GemStone III Documentation:&#039;&#039;&#039;&lt;br /&gt;
* [[A Popular History of the Broken Lands]] (1993)&lt;br /&gt;
* [[The Temple of Darkness Poem]] (1994)&lt;br /&gt;
* [http://web.archive.org/web/20010412164311/http://www.se.mediaone.net/~kulbaen/lang.html Iruaric Language Notes] (1994)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related Projects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following research pages are interrelated with the subject of this one:&lt;br /&gt;
&lt;br /&gt;
* [[Research:The Graveyard]]&lt;br /&gt;
* [[Research:Shadow Valley]]&lt;br /&gt;
* [[ICE gods]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Heretic&#039;s Guide: Historical Exploration Series&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are YouTube videos covering the subject of this research page as documentaries:&lt;br /&gt;
&lt;br /&gt;
* Episode 1: History of the Broken Lands - https://www.youtube.com/watch?v=xzYGXwLucMU&amp;amp;t=0s&lt;br /&gt;
* Episode 2: I.C.E. Age Context - https://www.youtube.com/watch?v=IvzIuvGSFEc&amp;amp;t=0s&lt;br /&gt;
* Episode 3: Allegorical Interpretation (Half is Only Audio) - https://www.youtube.com/watch?v=QeMwlGn_6BA&amp;amp;t=0s&lt;br /&gt;
&lt;br /&gt;
=Shadow World=&lt;br /&gt;
The world setting of GemStone III in the I.C.E. Age (Dec. 1989 - Sept. 1995) was set on [[Kulthea]] rather than [[Elanthia]]. This is the archaic [[Shadow World]] historical timeline, in contrast to the modern [[History of Elanthia]]. The story for the Broken Lands is &amp;quot;The Broken Land&amp;quot;, but on the Wiki is labeled &amp;quot;[[A Popular History of the Broken Lands]]&amp;quot; (1993), and it is set in the context of Shadow World. (The pluralization into &amp;quot;Broken Lands&amp;quot; is a De-I.C.E. distortion.) This means the details and areas associated with the story must be interpreted in terms of the contemporary Shadow World source books. More subtly, it must be interpreted using books of an early enough date, as details first existing in later books would be apocryphal.&lt;br /&gt;
&lt;br /&gt;
==Methodology==&lt;br /&gt;
The Broken Land was developed late enough for Shadow World Master Atlas, 2nd Edition (May 1992) to potentially be relevant. However, the specific [[Iruaric]] glossary that was adapted and Iloura&#039;s shrine must have been from earlier books, coming instead from Shadow World Master Atlas Addendum (1990). The Master Atlas Addendum in particular has some vestigial admixtures of the Unlife on Charôn, the moon of the Dark Gods, before that language was removed from later books. (This page uses the spelling Charôn, but it most commonly appears as Charón in the books.) For explanations of paleo-history, crypto-history, and potential weaknesses of methodology, see [[Research:The Graveyard#Paleo-History|Research:The Graveyard]].&lt;br /&gt;
===I.C.E. Source Books===&lt;br /&gt;
These books are especially likely to have some degree of relevance to the story. The Uthex Kathiasas story is unique to GemStone, it does not exist in the source books.&lt;br /&gt;
&lt;br /&gt;
* Shadow World Master Atlas, 1st Edition (1989)&lt;br /&gt;
* Shadow World Master Atlas Addendum (1990)&lt;br /&gt;
* Demons of the Burning Night (1989)&lt;br /&gt;
* Quellbourne: Land of the Silver Mist (1989)&lt;br /&gt;
* Creatures &amp;amp; Treasures II (1989)&lt;br /&gt;
&lt;br /&gt;
===Authorial Intent===&lt;br /&gt;
Some information is recorded on the authorial intent of the Broken Land, which helps constrain the range of possible interpretations. GM Kygar did an interview in the [[List of newsletters|Kulthea Chronicle]], Volume I Issue V, which was the September/October issue of 1994. In this he describes how the whole concept was formed before any of it was created, and even the history was apparently written before any of it was built. The Seolfar Strake is north of the [[High Plateau]] on the [[Quellbourne]] maps, unlike the post-I.C.E. Age maps which place the Lysierian Hills south of Glatoph. Kygar describes making this region as a contrast for the Monastery, and describes earlier in the interview that the Kral (Modern: [[Krolvin]]) were only added after the fact to the Seolfar Strake in 1994 because of combat mechanics needs, as opposed to the &amp;quot;natural-growth&amp;quot; approach that was used for the original parts.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The second approach is to come up with a concept or a &#039;main thread&#039; and then to allow an area and the creatures to grow up around that concept. I think of this as a &#039;natural-growth&#039; design, rather than addressing some specific need. Most of the Seolfar Strake, Monastery and areas beyond the Monastery are of this design concept. Because they are &#039;natural-growth&#039; design, they do not always address the needs of every character class or type. I don&#039;t see a problem with that, and make no apologies for it. If there are &#039;gaps&#039; in the area or creatures, then those gaps can be filled by other areas and other creatures.&lt;br /&gt;
&lt;br /&gt;
When I started on the Seolfar Strake, I decided to have a natural sylvan setting in the foothills of a mountain, along with some buried ruins that contained a gate to a more remote and exotic locale. After looking at the [[Quellbourne|Quellbourn]] map, I decided on Seolfar Strake as the location, since that was a previously untouched area of the island. Having a general idea of the setting and situation, I then had to search for a theme to justify it all. &#039;&#039;&#039;I read through a lot of background material about Kulthea,&#039;&#039;&#039; looking for a good plot to have it all revolve around. &#039;&#039;&#039;I settled on an Unlife invasion theme,&#039;&#039;&#039; but wanted to &#039;&#039;&#039;add a twist that had not yet been explored.&#039;&#039;&#039; The &#039;&#039;&#039;background material made it clear that the Unlife and the Lords of Charôn had worked together during the Wars of Dominion.&#039;&#039;&#039; I selected that as the theme.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), page 18&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This &amp;quot;background material&amp;quot; has no modern analog in the world setting of Elanthia, so the &amp;quot;theme&amp;quot; of the Broken Land is highly archaic. In the following paragraph he describes the additional background material that is not canon in Shadow World or Rolemaster. These include the [[A Popular History of the Broken Lands|legend]] of [[Uthex Kathiasas]] itself, the modified [[Iruaric]] glossary (1994), and the [[Temple of Darkness Poem]] (1994). The purpose of the Monastery in preventing the servants of the  Unlife from &#039;&#039;exiting&#039;&#039; the Broken Land is particularly interesting, because the story might have been read as the monastery and portal being hidden so that it could not be found.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Anyone who has not read the additional background material about the Monastery and areas beyond that are in the [[Tomes of Kulthea]] should do that. The legends and information that I came up with are &#039;&#039;&#039;not official RM material,&#039;&#039;&#039; so the only place you will find them is in the Tomes. Reading those should explain the exact history and plot of the area, &#039;&#039;&#039;though it does not give you every possible detail.&#039;&#039;&#039; Only &#039;&#039;&#039;after I have written a history and background foundation&#039;&#039;&#039; for an area like this, do I &#039;&#039;&#039;actually start building.&#039;&#039;&#039; I think the effect in the Seolfar Strake works. The approach is quiet and sylvan, with nary a hint of the dark struggle that takes place within the mountain. The Monastery itself fits the historical purpose for which it was designed, and that was &#039;&#039;&#039;to guard against intrusions of the Unlife through the gate that is located there.&#039;&#039;&#039; By reading the history and then really exploring and looking at the Monastery itself you can easily get a feel for the centuries of dedicated labor that the monks served. You can understand how their increased isolation from the rest of the world made them lonely and restless. In the end, they succumbed to the very powers that they were set to guard against and became servants of the very powers that they opposed. It&#039;s a tragic tale I guess.&amp;quot; Kygar smiled a little.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In any event, given that tale it was easy for the creatures to develop themselves. The wild creatures in the outer Strake are natural for that setting. The spectral monks and monastic liches in the Monastery are a very natural result of the history of the place. The general abilities of all these creatures are pretty natural.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), pages 18 &amp;amp; 24&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kygar then went on to explain that the Broken Land itself is designed as an extension of the Monastery story, and that there is unifying theme and purpose behind all of it. He explicitly says that there is more to it than its surface meaning, and that you have to dig into the background to understand what it all means. Though part of what he is talking about is the dome puzzle, which most likely had some functionality that has since been removed. There is notably a weird cryptic tower that is somehow connected to the Monastery sewer, which may have once been connected in some puzzle way to the crystal dome. It may have once been possible to transport to this tower through the dome, and then physically access the sewer through some kind of portal in the tower.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;The area beyond the Monastery is an extension of the story.&#039;&#039;&#039; It was all developed in the same way. There is &#039;&#039;&#039;a theme and tale behind all of it&#039;&#039;&#039;, and &#039;&#039;&#039;in light of that theme it all makes sense.&#039;&#039;&#039; I don&#039;t want to go into Man&#039;Ta Pn&#039;Tairken in too much detail because there are some (hopefully) neat things there for people to discover on their own. I can only encourage people to &#039;&#039;&#039;look beyond the surface.&#039;&#039;&#039; Dig into the Tomes and &#039;&#039;&#039;find the stories that give it all meaning.&#039;&#039;&#039; My areas and creatures are more than simple conglomerates of game mechanics. &#039;&#039;&#039;They have purpose and reason behind them,&#039;&#039;&#039; well most of them anyway, and by understanding that reason you should be better able to discover how to deal with them.&amp;quot; He chuckled to himself. &amp;quot;Hmm, that was a pretty long answer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), page 24&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The most parsimonious approach is to take Kygar on face value that &amp;quot;the Unlife and the Lords of Charôn had worked together during the Wars of Dominion.&amp;quot; In this way the relatively modern alphabetic writing of Iruaric in the Broken Land would have been written in the Second Era, and the Loremasters were at least somewhat knowledgeable of Iruaric. The creatures would have been named in Iruaric in the Second Era. The simplest explanation for the time paradoxes mentioned on this page would be for the statue of Morgu to not actually be a statue, but instead Morgu himself hibernating much as the gogor (vruul) do in their tall stone jars. In this way there would be Unlife cultists working with Morgu in the Second Era and seducing Uthex while Morgu was asleep. Morgu would then be taken to have been made as a servant of Empress Kadaena in the First Era, and so himself a native First Era speaker of Iruaric.&lt;br /&gt;
&lt;br /&gt;
==Empress Kadaena==&lt;br /&gt;
[[Empress Kadaena]] is at the heart of the hidden meaning of the Broken Land. In the [[First Era]] of the Shadow World history, the Lords of Essaence weakened the barriers between worlds with their portals, including Portals on the moon Charôn. Many thousands of years later these dormant portals on the moon interacted with the comet [[Sa&#039;kain]]. This was what allowed the Dark Gods to first enter, or perhaps return, to this plane of existence in the [[Second Era]]. It was also what allowed the servants of the Unlife to begin appearing on Charôn. These dark forces eventually unleash the Wars of Dominion.&lt;br /&gt;
&lt;br /&gt;
The actual &amp;quot;name&amp;quot; of the Broken Land is the Man&#039;Ta Pn&#039;Tairken, which is Iruaric for the &amp;quot;Home of Broken Lore&amp;quot;. This would be the name given to it by the Loremasters in the Second Era. Iruaric was the language of Kadaena&#039;s servants, an extended family known as the K&#039;ta&#039;viiri or &amp;quot;Lords of Essaence&amp;quot;. The monsters in the Broken Land were originally named in Iruaric, and it is the language used in the Dark Shrine. It was also used originally in the crypt in The Graveyard.&lt;br /&gt;
&lt;br /&gt;
===Charôn===&lt;br /&gt;
The Wars of the Dominion and the Unlife are mentioned all the way back in The Iron Wind source book of 1980. &amp;quot;Empress Kadena&amp;quot; and the &amp;quot;Lords of Essence&amp;quot; exist in the 1984 books, but they were not wedded yet to the &amp;quot;K&#039;ta&#039;viir&amp;quot; of Spacemaster or a language called Iruaric. In the Shadow World Master Atlas, 1st Edition (1989) the Dark Lords of Charôn are not defined yet as a pantheon, where the moon Charôn is instead associated with servants of the Unlife. There is reference to underground caves and tunnels, but the relevant details are not given until the Master Atlas Addendum in 1990.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Charôn is considered an evil presence by most Kultheans, who believe that the orb is a haven of strange, otherworldly beings and presences. Once again, superstition is not without a basis in fact, for Charôn is indeed a gate-world which hovers on the boundary between dimensions. Beneath the shining icy surface are myriad caves and tunnels - hiding places for the unspeakable. It is shunned by the Lords of Orhan. When Charôn passes close the inhabitants of the Great Moon are especially vigilant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 17&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 20&lt;br /&gt;
- Tomes of Kulthea #1046&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Jaiman source book of 1989 these evil otherworldly beings are &amp;quot;servants of the Unlife.&amp;quot; These servants were able to leave Charôn on the Night of the Third Moon in the 1989 books. It is an idiosyncratic point in the 1989 books that Kadaena, in spite of having been dead for over a hundred thousand years, is sometimes still described as the leader of the forces of Unlife in the Wars of Dominion.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Dark cults worship Charôn. They consider the zenith to be a time of particular importance, a time when &#039;&#039;&#039;servants of the Unlife are able to leave their home on Charôn&#039;&#039;&#039; and come to the Shadow World. ... The Amulet of Charôn is listed as an NPC because it has schemes, goals, and powers of its own, and should be treated like an NPC by the GM. This device is an ancient artifact dating back to the Wars of Dominion at the end of the Second Era. It was a tool created by the servants of Kadæna as one of their many plots of subversion - the prelude to all-out war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Jaiman: Land of Twilight (1989); page 46-47&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dark cults worship Charôn. They consider the zenith to be a time of particular importance, a time when &#039;&#039;&#039;servants of the Unlife are able to leave their home on Charôn&#039;&#039;&#039; and come to the Shadow World.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 37&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 113&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the vestigial text which survives in the Master Atlas Addendum from earlier versions of I.C.E. books, where servants of the Unlife are still associated with Charôn, whereas there is now also a pantheon known as the Dark Lords of Charôn. The Dark Lords were the ones primarily responsible for the Wars of Dominion, whereas it was the servants of the Unlife who were in the books prior to 1990. This is the context for Kygar&#039;s theme of the two factions working together in the Wars of Dominion. Of special note is that in the Master Atlas Addendum the forces of Unlife are &amp;quot;imprisoned&amp;quot; on Charôn instead of banished off-world into &amp;quot;the Void.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
2,000 SE - First appearance of servants of the Unlife.&lt;br /&gt;
&lt;br /&gt;
6,450 - 6,825 SE - Wars of Dominion. Even the Lords of Orhan come to Kulthea to join in combat against the legions of the Unlife. After centuries of strife, the dark forces are destroyed or rendered ineffective, and the &#039;&#039;&#039;the Unlife is driven back into the Void.&#039;&#039;&#039; Unfortunately, there is no way to ensure that it cannot re-enter the World at some future time. Enchanted, immortal Guardians are set at the &#039;&#039;&#039;Gates of the Void.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 9&lt;br /&gt;
- Tomes of Kulthea #1015&lt;br /&gt;
- Tomes of Kulthea #1016&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even the Lords of Orhan descend to Kulthea to combat the legions of the Darkness. &#039;&#039;&#039;The Unlife is driven back and imprisoned on Charôn,&#039;&#039;&#039; all of its powerful servants destroyed. Many valiant Loremasters and Sages are killed, however. Unfortunately, there is no way to ensure that the Unlife cannot re-enter the world at some future time. Enchanted, immortal Guardians are set at &#039;&#039;&#039;the Portals.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Masters of Emer are revealed in their full majesty as Titans and join the forces of the Light. Even the Lords of Orhan descend to Kulthea to combat the legions of Darkness. &#039;&#039;&#039;The Dark Gods are driven back and imprisoned on Charôn,&#039;&#039;&#039; their powerful servants destroyed. Many valiant Loremasters and Sages are killed, however. Enchanted, immortal Guardians are set at the Portals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 131&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;The Void&amp;quot; is discussed in more detail on [[Research:The Graveyard]]. The shift to replacing it with the word &amp;quot;Portals&amp;quot; is emphasizing the origins of the gates in the Lords of Essaence.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;c. -15,000 - -10,000:&#039;&#039;&#039; Althan civilization begins to evolve into a unique combination of technology and &#039;magic&#039; (the Essaence power). Society also polarizes, with the Essaence aepts (mostly the K&#039;ta&#039;viiri) becoming a privileged upper class. A number of &#039;&#039;Portals&#039;&#039; are constructed on Kulthea &#039;&#039;&#039;(and several on Charôn)&#039;&#039;&#039;; these gateways allow direct access to a selected few of the parallel dimensions. Althan scientists master techniques for &#039;&#039;&#039;opening and closing such gateways,&#039;&#039;&#039; sometimes &#039;&#039;&#039;using artifacts such as powerful crystals.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. -14,500:&#039;&#039;&#039; First reappearance of the comet &#039;&#039;Sa&#039;kain&#039;&#039;. It returns every 1500 years, though the proximity to Kulthea varies dramatically with each pass: sometimes brighter than Orhan in the night sky, sometimes all but invisible to the unaided eye. Its presence coincides with violent Flow-storms and &#039;&#039;&#039;serious disruption of the Portals.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. -250 - 0:&#039;&#039;&#039; ... Indeed, large areas of Kulthea are laid waste as the Uruths destroy the remaining K&#039;ta&#039;viiri, using channels of raw Essaence. The backlash from this power destroys or damages many of the ancient Portals, leaving them &#039;open&#039; without control. Strange creatures and destructive demons of the Void begin to &#039;&#039;&#039;enter this universe through the broken Portals.&#039;&#039;&#039; ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. 0:&#039;&#039;&#039; The final conflict of Utha and Kadaena takes place on Kulthea. Kadaena is beheaded by Utha himself, wielding a weapon known as the &#039;&#039;Soulsword.&#039;&#039; By a last effort of Utha, the Flows of Essence are altered to imprison the intruders: by placing the &#039;Eyes of Utha&#039; at the poles, he prevents further influx of the strange and hideous creatures. While it was always believed that Utha caused the Flows to shift dividing the world into hemispheres, that was merely a side-effect of the crystals which he placed at the two poles of the planet. Their real effect was to insulate Kulthea from the radiations of the interdimensional rift, and thus &#039;&#039;&#039;inhibit Demonic incursions from the Void.&#039;&#039;&#039; ... A secret cabal is formed at this time; led by none other than Utha&#039;s son Daenku, it is made up of eight surviving rebels and calls itself the Ahrenreth (Ir. &amp;quot;Secret Circle&amp;quot;). Their mission is to ensure the safety of the Eyes of Utha and to continue &#039;&#039;&#039;to close errant Portals (or &#039;Shadowgates&#039;). These Portals, though severely limited by the Eyes of Utha, still allow demonic beings limited access to Kulthea.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 10-11&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The comet Sa&#039;kain returns in 1900 Second Era, interacting with those same portals on Charôn. Thus, the Dark Gods arrive in this universe through the broken ancient Lord of Essaence portals on Charôn, which were opened and closed with powerful crystals. This is highly suggestive for the Broken Land, where a shrine of Morgu uses Iruaric, which naively makes no sense as a severe anachronism. The Lords of Essaence and Dark Lords should be from entirely different time periods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
1900: The Comet &#039;&#039;Sa&#039;kain&#039;&#039; returns, passing very close to Kulthea. The Third Moon (Charôn) passes through the long, fiery tail of the comet, and the Essaence of the comet&#039;s tail interacts with &#039;&#039;&#039;the gates of the moon.&#039;&#039;&#039; New creatures and beings (they are eventually called the &#039;&#039;Dark Gods&#039;&#039;) are transported into the Kulthean universe - and a presence of unspeakable evil arrives on Charôn.&lt;br /&gt;
&lt;br /&gt;
c. 2000: First appearance of servants of the Unlife on Kulthea.&lt;br /&gt;
&lt;br /&gt;
c. 4000 - 6450: The Dark Gods begin systematically gathering evil creatures into a host of darkness.&lt;br /&gt;
&lt;br /&gt;
c. 6450: Another close passage of the comet provides the &#039;&#039;&#039;necessary energy to open the way for hordes of demonic servants.&#039;&#039;&#039; Volcanic eruptions, flow storms, and earth tremors rock the planet, destroying fortresses and cities. The Dark Forces are ready.&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 12-13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: These are Second Era dates. There is a 100,000 year Interregnum between the First Era negative dates and these dates.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Imprisoned&amp;quot; in the Third Era must be interpreted loosely, though some were more literally imprisoned. The Dark Lords are able to travel to the world below for a matter of hours every 24 days when Charôn is closest to Kulthea (page 38), though &amp;quot;certain gods&amp;quot; (unspecified) can do so during the &amp;quot;Night of the Third Moon&amp;quot;, which is instead a zenith event. This may be a retcon of the vestigial language about &amp;quot;servants of the Unlife&amp;quot; on that subject on page 37. The Dark Lords may also send themselves for 10 hours through very powerful Gates, or indefinitely through a ritual summoning with continual sacrifices. What it really means is probably that at the end of the Wars of Dominion, the Lords of Orhan set &amp;quot;Guardians&amp;quot; at the major portals, so that the Dark Gods would be unable to use them without tripping a kind of alarm. Later Shadow World books clarified this by stating that the Dark Lords were able to escape Charôn again in the 3000s Third Era, so the rules on their transportation restrictions in the books are meant to be interpreted as how things are &amp;quot;now&amp;quot; in the 6000s Third Era. Since that is the present of the world setting.&lt;br /&gt;
&lt;br /&gt;
The Emer (1990) book on page 8 does not necessarily say the Dark Gods first arrived in 1900 Second Era, but rather they gained &amp;quot;easy access&amp;quot; to the world because Charôn &amp;quot;acquires a special access to the negative planes&amp;quot; (i.e. Chaos planes), and later Shadow World books have them first arriving instead in 450 Second Era which causes the Lords of Orhan to reveal themselves. Later books also refer to the souls of their followers being sent through portals on Charôn to the Pales, but this was not established early enough to be relevant, though a similar concept might be involved with older text on the Void.&lt;br /&gt;
&lt;br /&gt;
===Vruul===&lt;br /&gt;
[[Empress Kadaena]] was the &amp;quot;Queen of Evil&amp;quot; who invented the gogor, which were re-named &amp;quot;vruul&amp;quot; after the I.C.E. Age in GemStone III. These were one of several examples of Kadaena making malevolent artificial constructs as servants. Gogor are essentially gargoyles made of flesh. They can be considered leathery statues, similar to the Morgu statue in the Dark Shrine, which is likely what woke up and caused the damages to the shrine (and for which the huge stairwell is used in the Dark Grotto.) They slumbered for thousands of years in tall stone jars of foul dark fluid until dark priests woke them up in the Second Era. There is a typographical error on page 37 of the Master Atlas Addendum that says &amp;quot;See Parts IV &amp;amp; V (Demons)&amp;quot; for minions lurking below Charôn, but Part V is actually the section containing Kadaena&#039;s constructs.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Once the skies were blackened with thousands of these winged beasts, but that was &#039;&#039;&#039;in the First Era, when Kadaena ruled.&#039;&#039;&#039; It was thought that those few Gogor who survived the Conflict had perished over the stretch of time, but the world is not so fortunate. Guided by hints millennia old, the dark priests searched deep in lost caverns and the ruins of ancient citadels. They found crypts, and within them row upon row of stone jars, seven feet tall, their lids sealed. Sleeping within each, submerged in a foul but nutritive fluid, was an unspeakable &#039;&#039;&#039;beast-servant of the Queen of Evil&#039;&#039;&#039;, waiting through the long years until needed again. Some did not survive the eternity of suspension, but many darken the skies of Kulthea again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas (1990), Part V; page 34&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Gogor are &amp;quot;black as midnight&amp;quot; with tough hides and leathery wings. They have green glowing eyes allowing them to see in complete darkness, powerful claws, and have an extremely good sense of smell. It is not included in their GemStone creature description, but they have long poisonous prehensile tails. This is depicted on the statue in the Dark Shrine, though oddly those gogor have blood red eyes. Minor gogor of the Dark Shrine might not have tails.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Lo thal ta shin.]&lt;br /&gt;
&lt;br /&gt;
You feel a tingling sensation run through your body and suddenly you see...&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, &#039;&#039;&#039;ghastly&#039;&#039;&#039; statue that dominates the center of the chamber, the sense of evil is a palpable force that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dark Spirit Morgu (Modern: Marlu) looked exactly like an enormous gogor, and collected them as his favored pets, but the reason why is never explained in the source books. (His statue in the Dark Shrine notably has the Orhan deity enlarged avatar height of 12 feet.) The invoking elements for the gateway in his shrine being Iruaric are strongly implying an ancient relationship with the Lords of Essaence. &amp;quot;Thro dyar K&#039;mur&amp;quot; in particular is implying he was made to guard Empress Kadaena. The statue itself (importantly in this context) has to be touched to trigger the Iruaric command for returning to the Dark Grotto.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Fire-demons are associated with destruction and typically serve the forces of terror. The mightiest of these creatures, the Flamesouls, are corrupted demigods in the service, whose avarice and hunger for hegemony led to their fall from grace. &#039;&#039;&#039;These vile, vengeful Demons serve Kadæna,&#039;&#039;&#039; although most were imprisoned on other planes at the end of the &#039;&#039;&#039;Wars of Dominion&#039;&#039;&#039;, or were utterly destroyed. The few survivors retreated into the depths of the underworld in order to survive until they could regain strength and exploit new opportunities. They repose like a dormant curse upon the world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas: Inhabitants Guide (1989), page 34&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire-demons are associated with destruction and typically are summoned by the forces of evil. Their power comes from the depths of the earth and the energy of the sun; they love the day and fiery caverns. Driven by avarice for power and death, they are among the most fearsome of demons. &#039;&#039;&#039;The favored guardsmen of Kadaena,&#039;&#039;&#039; most were banished forever in the &#039;&#039;&#039;Final Conflict&#039;&#039;&#039;. But some were actually imprisoned within deep caverns, unable to return to their planes and yet unslain. They await the unwary who might free them and find death as a reward.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990), page 18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The citadel of &#039;&#039;Ahrenraax&#039;&#039; (Ir. the &amp;quot;Secret Claw&amp;quot;) was located in the cool waters southwest of Emer. Stewardship of this volcanic island fortress was given to the Lord Ordainer &#039;&#039;Morloch&#039;&#039; (once known as Shuraax the Fire Claw, &#039;&#039;&#039;bodyguard of Kadaena)&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 63&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This has some precedence in other books, such as the Inhabitants Guide (1989), where she has fire demons as bodyguards. In the Emer (1990) book she had an Ordainer bodyguard. It might also pertain to the vestigial text about her followers having fashioned the first of the Great Demons, which is a holdover from older I.C.E. source books where the demonic were created artificially by the Lords of Essence.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The coming of the Unlife, a vast power which feeds upon destruction, brought to light (and to darkness!) cults and orders dedicated to evil; &#039;&#039;&#039;Great Demons were fashioned by the most powerful of the Lords who had fallen under the influence of the Unlife, led by the Empress Kadæna.&#039;&#039;&#039; Wise but twisted in spirit, &#039;&#039;&#039;the servants of the Shadow&#039;&#039;&#039; offered knowledge beyond that which the Loremasters deigned to give such &amp;quot;lesser beings,&amp;quot; and the power of the Unlife grew unfettered in the Second Era. The 300-year-long Wars of Dominion concluded the Second Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Theories regarding the origins and creation of Demons are plentiful and contradictory, but the most commonly accepted explanation is that &#039;&#039;&#039;they were created by the Lords of Essence out of that force itself,&#039;&#039;&#039; and they exist on some other plane, waiting to be called forth. &#039;&#039;&#039;Now, most serve the Unlife.&#039;&#039;&#039; Whether Demons are intrinsically evil in nature or not is another matter open to speculation, and it is doubtful that the answer is soon forthcoming, since few users of Essence who are not already servants of the Unlife are willing to risk summoning one of these terrors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Cloudlords of Tanara (1984); page 8&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These excerpts are particularly important because the story of the Broken Land is that Uthex Kathiasas discovered what he believed was a new source of power, and he was trying to give &amp;quot;physical form&amp;quot; to that power. In other words, the story very strongly implies that Uthex was attempting to forge entities out of the essence, and his work was corrupted under the subtle influence of forces of the Unlife. The Dark Shrine raises the question of whether the Dark Lords originated in Lord of Essaence experiments in the First Era, and were merely banished in the Final Conflict rather than first arriving in 1900 Second Era.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
From the Book of Dark Tales...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once &#039;&#039;&#039;She&#039;&#039;&#039; whispered and &#039;&#039;&#039;life was death&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gogur&#039;&#039;&#039; arose, his wide wings spread&lt;br /&gt;
Talons to tear and fangs to feed&lt;br /&gt;
The skies were darkened with &#039;&#039;&#039;dread.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Andraax]] &lt;br /&gt;
&#039;&#039;&#039;SE 1782&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum, Part V (1990); page 31&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master. Guard the &#039;&#039;&#039;Dark Queen.&#039;&#039;&#039;&lt;br /&gt;
Spirit &#039;&#039;&#039;born of death.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- [[The Temple of Darkness Poem]] (1994)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Lyxatis&amp;quot; could be parsed as a glottalization and pronunciation of &amp;quot;lyx arulis&amp;quot;, meaning &amp;quot;dread seer&amp;quot;, so figuratively &amp;quot;Morgu lyxatis kort&amp;quot; would mean: &amp;quot;Morgu, gogor master.&amp;quot; (This is by no means obvious. It might be that &amp;quot;atis&amp;quot; is invoking unspecified language rules, and was just a handwave out of a limited glossary to mean &amp;quot;cruel&amp;quot;.) It seems highly likely that the use of &amp;quot;lyx&amp;quot;, meaning &amp;quot;dread&amp;quot;, is playing off the poem at the beginning of the constructs section. &amp;quot;Spirit born of death&amp;quot; would be playing off &amp;quot;life was death&amp;quot; in the lines where Empress Kadaena is implied to have made a high leader of the gogor. &amp;quot;Gogur&amp;quot; in turn is conspicuously similar to &amp;quot;Morgu.&amp;quot; &amp;quot;Thro dyar K&#039;mur&amp;quot; literally means &amp;quot;Guard dark Lady&amp;quot;, which is &amp;quot;Dark Queen&amp;quot; in the poem. There is no Queen of the Dark Gods in Shadow World.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Once Sentinels guarded all of the &#039;&#039;&#039;Dark Queen&#039;s&#039;&#039;&#039; palaces and holds, their inimical gaze unwavering as they scrutinized every being who passe their gates. Many were destroyed in the great conflict which ended the First Era, but some survived and now guard other portals to dark fortresses. These constructs are not unlike golems in some ways, fashioned out of stone or other adamantine substance, but they are more intelligent, an even possess a perverse arrogance to match their formidable powers of guardianship. For the Sentinels were designed to do one thing only: guard the entries to &#039;&#039;&#039;Kadaena&#039;s&#039;&#039;&#039; holds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum, Part V (1990); page 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is the page and entry immediately before the Gogor section.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Though the term &amp;quot;dyar K&#039;mur&amp;quot; could be interpreted as &amp;quot;Dark Lord (of Charôn who is a woman)&amp;quot;, which would most likely imply guarding Orgiana, it would not explain the translation of &amp;quot;Dark Queen&amp;quot; in the Temple of Darkness poem. In contrast the phrase &amp;quot;Dark Queen&amp;quot; is used for Kadaena&#039;s sentinels who guard her palaces. Unless Kadaena in death became a Dark Lord, perhaps Orgiana herself. It is worth noting that another of her constructs are called [[Kaeden]], organized around &amp;quot;queens&amp;quot;, where Kadaena herself was &amp;quot;high queen.&amp;quot; Kadaena itself could arguably be translated as Iruaric for Empress.&lt;br /&gt;
&lt;br /&gt;
===Dark Lords===&lt;br /&gt;
The Dark Lords of Charôn are not really a &amp;quot;pantheon&amp;quot;, they are an uneasy alliance of rivals. They were first introduced in the 1990 books as the most singularly powerful of the forces of darkness, and Unlife adjacent without actually being immediate &amp;quot;servants of the Unlife.&amp;quot; The Unlife is the most corrupted degree of the Essaence, which is called Anti-Essaence, inherently contradictory to the rest of Existence. The Dark Lords are manifestations of the chaotic aspects of the Anti-Essaence, similar to how the Lords of Orhan are manifestations of the Essaence. Avatars of deities are power given physical form.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Individually, the Dark Gods are the most intrinsically powerful of the &#039;evil&#039; factions. They are not driven by one will like the Unlife, and they are not fully independent like the Dragonlords. These masters of dark power are not even life in the biological sense, but &#039;&#039;&#039;energy beings: manifestations of the chaotic power of the Anti-Essaence.&#039;&#039;&#039; Most are less than complete personalities, driven by specific needs and goals. As a result, they seem two-dimensional and are often predictable in their reactions. Vindictive, violent and wantonly destructive, their methods are most often the antithesis of the artful minions of the pure Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Master Atlas, 2nd Edition (1992), changes &amp;quot;chaotic power of the Anti-Essaence&amp;quot; to &amp;quot;chaotic aspects of the Anti-Essaence&amp;quot;. [[Research:The Graveyard#Apocrypha|Research:The Graveyard]] details the edition changes on matters of the Unlife and demonic categories.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World Master Atlas Addendum (1990) further specifies that the Dark Gods originated in the Chaos planes, where the Unlife is the furthest ultimate extreme of it. However, this book also states the Dark Gods are &amp;quot;related&amp;quot; to the Demons of the Pale, which are entities of the Void. This language is retained in the Master Atlas, 2nd Edition (1992). Both imply relation to the &amp;quot;fallen demigod&amp;quot; Great Demons.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;So named because they stand for the opposite of order and Existence, the Unlife itself originates in the heart of Chaos. &#039;&#039;&#039;The Dark Gods entered the Kulthean universe from the Chaos Planes,&#039;&#039;&#039; though they are not the pure antithesis of existence that the Unlife is. ... &#039;&#039;&#039;Demons of the Essaence originate in the Chaos Planes,&#039;&#039;&#039; their form becoming more discordant the further their origins within Chaos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&amp;quot;These are the more familiar and lesser demons known as &#039;&#039;Outsiders.&#039;&#039; &#039;Outsider&#039; is a general classification referring to all demons of the &#039;Planar&#039; or &#039;Inner&#039; Void. Demons of the Pale are categorized according to their home plane. Of those within the Pale, First Pale Demons are the weakest; Demons of the Sixth Pale are the strongest. These demons &#039;&#039;&#039;are related&#039;&#039;&#039; to the Dark Gods of Charôn, and serve those evil masters (when summoned from their homes in the Planes).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 23&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is important given the premise of the Uthex Kathiasas story of giving physical form to his new source of power, which plays off [[Research:The Graveyard#The Dark Path|the text]] for how Evil spells are perceived. If the crystal dome in the Broken Lands is able to fashion entities from pure energy, which is implied to be a Lord of Essaence artifact, and the Lords of Essaence fashioned &amp;quot;Great Demons&amp;quot;, it stands to reason that the Dark Gods who are related to demons might have originated in the same way. This allows the idea of Morgu guarding Empress Kadaena to make sense, as the Dark Spirits are created by the Dark Lords as servants. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;4. Immortality:&#039;&#039;&#039; Unlike the greater deities, the Dark Spirits are not exactly immortal, as they are &#039;&#039;&#039;really little more than manifestations of their master&#039;s will.&#039;&#039;&#039; The destruction of their chosen mortal form (as indicated by a killing critical or other catastrophe) results in the body (though not personal items - those are left in a heap) vanishing in a ball of fire or other showy end. The &#039;soul&#039; of the Dark Spirit flees to Charôn if his master wills it - and he has the energy; many Spirits are unable to make the trip and are dispersed forever. If he makes it, he will either be permitted to reform, or the angry God may dissolve him anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 45&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In later Shadow World books it is explicitly postulated that the Dark Gods may have originated as Lord of Essaence experiments with creating non-corporeal life, but the earliest available reference to that seems to be &amp;quot;Emer Atlas I: Haestra&amp;quot; in 1997. The Dark Grotto and Dark Shrine were introduced in GemStone III no later than early 1994. It is worth mentioning later sources because material first appearing in books of a given copyright date might have been available in some other form at earlier dates. &amp;quot;Haalkitaine&amp;quot; (1998) is the earliest available reference to 6521 Second Era being the year Lorgalis conquered Saralis with the Ordainer Kharuugh. It is one of the only specific dates mentioned for the Wars of Dominion, and it is the same year Uthex Kathiasas was killed immediately next door in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Second Era&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;450:&#039;&#039;&#039; First Loremaster-recorded appearance of the comet Sa’kain, a burning mass that hangs in the Kulthean sky for weeks. As it passes near the planet, it disrupts the function of the Eyes of Utha, and opens a door into a multitude of universes—including the Void. The comet returns every 1500 years. Soon after this event the Dark Gods begin to appear on Kulthea. To counter this, the Lords of Orhan create manifestations of themselves and accept followings. The &#039;&#039;&#039;origins of the Dark Gods remain unclear,&#039;&#039;&#039; though some suspect they are actually former Lords of Orhan who turned from the benign ways of their brethren. Others hold that they are early manifestations of the Unlife, or even &#039;&#039;&#039;‘failed’ experiments by the Althans to create non-corporeal life.&#039;&#039;&#039; Perhaps only Andraax knows the truth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer Atlas I: Haestra (1997); page 18&lt;br /&gt;
- Haalkitaine (1998); page 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: By Shadow World Master Atlas, 3rd Edition (2001), page 166, this adds a possibility of having escaped an &amp;quot;inter-dimensional prison.&amp;quot;)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These happen to be the same possibilities that are likely for GemStone III. The story for the Graveyard was most likely written in a context where the Dark Lords were not defined yet, so Empress Kadaena is treated as a Lord of Orhan who was the first of them to follow the Unlife. The idea that the &amp;quot;Althan&amp;quot; scientists were attempting to forge non-corporeal life, which is to say energy beings, is consistent with the overt premise of Uthex&#039;s work and earlier Shadow World books where the Lords of Essaence artificially made demons. The demons of the Black Hel were also made as servants by those dark gods.&lt;br /&gt;
&lt;br /&gt;
This research page is typically speaking of Empress Kadaena as having been dead, which is to say not an active power or force of darkness, since the First Era which was over 100,000 years before the Wars of Dominion. The paradoxes of this issue go away if the Dark Gods are actually &amp;quot;ascended&amp;quot; Lords of Essaence, which would effectively mean Iruaric is still their native language, and it is written in alphabetic form in the Second Era. The difficulty is that the Shadow World context and the Lovecraft subtexts allow the issue to be resolved either with time travel or prophetic powers. It would raise the question of why Kadaena, the Dark Queen, is not mentioned in the Temple of Darkness poem. The simplest explanation for that would be to assume she is actually Orgiana, and that they are really a &amp;quot;dead&amp;quot; goddess. It might also be that the scale model of Morgu in the Dark Shrine is not actually a statue, but Morgu himself hibernating, much as the gogor do in their stone jars.&lt;br /&gt;
===Iruaric===&lt;br /&gt;
[[Iruaric]] is the (mostly) dead language of the Lords of Essaence, and the ancestor of most languages in the Shadow World setting. It is only understood by relatively few, though in much later books its word-parts overlap with [[Iylari]] and [[Dragonlord|Kugor]]. The Loremasters are among the few who know it. The language is partly telepathic, so most races cannot speak it properly. It was first mentioned in the Shadow World Master Atlas, 1st Edition (1989), where some word parts are defined through place names. The first Iruaric glossary is in the Shadow World Master Atlas Addendum (1990), page 94, which is the one the GemStone III specific version modified. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There are fourteen areas which might classify as true continents or continental groupings on Western Kulthea . . . These names are the ancient Lords of Essence titles (like those of the moons), and in many cases the inhabitants are unaware of the original name of their continent.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The seas of the western hemisphere were named by the Lords of Essence as follows . . . Interestingly, though the &#039;&#039;&#039;original Iruaric names&#039;&#039;&#039; have been lost to nearly all but Loremasters, the ocean names in local tongues correspond in translation in almost every case.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); pages 10 and 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Iruaric:&#039;&#039;&#039; The language of the Lords of Essence. In its &#039;true&#039; form, it was partially telepathic and powerful. It can be learned in a relatively innocuous form by other races. It is related to the Primal Essaence; the extent of its true power can only be guessed at.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 93&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was also defined in the Inhabitants Guide (1989), which specified the common origin of all humanoid races, along with the recurring premise that the Lords of Essence altered life into novel forms. This is a relevant theme as Kadaena herself was the creator of many monsters. These races are also often named in Iruaric. This is important because several of the Broken Lands creatures had Iruaric names.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In some tales they are referred to as the &#039;&#039;K&#039;ta&#039;viiri&#039;&#039; - which means literally &#039;Lords of Essence&#039; in the &#039;&#039;&#039;Iruaric tongue&#039;&#039;&#039; (K = lord, viir = essence or power, i = plural). These beings were of the original race of Kulthea, but whether they were actually native to this world is a question yet unanswered. The whole of this race was known as the &#039;&#039;Altha&#039;&#039;, a curious word which has no meaning in Iruaric or any other Kulthean language. It is important to make the distinction between the Althan peoples and the K&#039;ta&#039;viiri, as only the latter people became Lords of Essence. The Althans constitute all of the original humanoid inhabitants of the Shadow World during the First Era. They formed the &#039;raw material&#039; if you will for the myriad races to follow, whether they evolved naturally through the course of time and the mutating effects of the Flows, or were the result of &#039;&#039;&#039;direct manipulation through K&#039;ta&#039;viir experimentation.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas: Inhabitants Guide (1989); page 44&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The most important thing to understand about the use of Iruaric in the Broken Lands is that it is highly anachronistic. The Lords of Essaence were destroyed, and Empress Kadaena decapitated, in a civil war over 100,000 years before the Dark Gods arrived on Charôn. The modified Iruaric glossary made by Kygar is almost identical, except it has several paragraphs of background lore added to it. Kygar has early Iruaric being glyphical or hieroglyphic, rather than &amp;quot;phonetic&amp;quot;, by which he really means alphabets. This would imply that the wording on the Dark Shrine entrance should have been written in the Second Era. That is assuming &amp;quot;modern day languages&amp;quot; frames the word &amp;quot;modern&amp;quot; for modern Iruaric, which could be interpreted very differently, referring instead to the end of the First Era. This requires speculation.&lt;br /&gt;
&lt;br /&gt;
Hieroglyphics were actually &amp;quot;phonetic&amp;quot; after all and were deciphered as a result in the 19th century. What Kygar seems to be saying is that these glyphs are like ideograms, and that slight differences in the symbol conveyed many aspects of meaning, and that these variants could have very different pronunciations. In a phonetic script like our alphabet they would be rendered quite differently, because that would be encoding the way it sounds, rather than the visual similarity of the original glyphs with their common family of meaning. &amp;quot;Translating&amp;quot; ancient Iruaric into &amp;quot;modern&amp;quot; Iruaric could refer to language drift, or the incompleteness other races have with it. But Kygar seems to be speaking of converting the written forms, which is really &amp;quot;transliteration&amp;quot;, not translating as if between modern English and Old English.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A Glossary of Iruaric Terms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The following is a brief glossary of words and word-parts in the ancient language of the Lords of Essaence. As with nearly all languages, Iruaric is not entirely consistent and is at times contradictory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Translation of ancient Iruaric to modern day languages is difficult at best.&#039;&#039; &#039;&#039;&#039;Even translations from ancient Iruaric to modern forms of that same language will, at time, fail to represent the original ideas accurately. This is due mainly to the glyphical, or hieroglyphical form that early written Iruaric took. Often, similar symbols would represent many aspects of the same idea or word, with only minor changes in the glyph that differentiated the meanings. Often, however, these similar written forms had widely varying pronunciations. The use of phonetic representations of Iruaric as a written form are a fairly recent development, historically, and again vary widely from one culture to the next.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following list of terms is not meant to be a comprehensive dictionary of the Iruaric language. Indeed, such a work would fill many volumes of text. Instead, this list of terms represents many of the most commonly used Iruaric terms and word-parts that were employed in naming places, people and things. The representations of Iruaric terms are phonetic, and are not indicative of the language syntax.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The incorporation of &amp;quot;is,&amp;quot; &amp;quot;er&amp;quot; or &amp;quot;aer&amp;quot; into a verb typically converts that verb to indicate &amp;quot;one who does&amp;quot; that action instead. For example, the verb sing is &amp;quot;lina,&amp;quot; singer is formed by adding &amp;quot;aer&amp;quot; to the verb. The addition of these modifiers may be as a prefix or suffix, but in most cases they are added as a suffix.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most plural forms are achieved by adding &amp;quot;i&amp;quot;. In many cases, &amp;quot;ri&amp;quot; is added to make a term plural, but the form &amp;quot;ri&amp;quot; typically signifies a very large quantity or an increase, and most often signifies a total plurality such as when referring to a whole group of things. For example, the High Elves are known as &amp;quot;&#039;&#039;&#039;Ilyari&#039;&#039;&#039;,&amp;quot; a pluralization of the term &amp;quot;&#039;&#039;&#039;Ilar&#039;&#039;&#039;.&amp;quot;&#039;&#039; &#039;&#039;&#039;When referring to a particular chain of mountains, the term typically used would be &amp;quot;thosi,&amp;quot; but when referring to all of the mountains of the world, or to mountains in general, the term typically used would be &amp;quot;thosri.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The term &amp;quot;ta&amp;quot; is used to indicate a relationship or correlation. For example, a place that is the home to a race of giants might be referred to as &amp;quot;man&#039;ta hori,&amp;quot; home of giants.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;most ancient forms of the language, before the glottal stops employed in the early forms developed fully into vowels.&#039;&#039;&#039; &#039;&#039;In some later forms of the language, apostrophes are used to indicate two or more word-parts that have been incorporated into a single glyph.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Note: Italics are relatively unaltered Shadow World text, bold is Kygar original text. The truncation of the last paragraph is in all available copies, and this is very unfortunate, because that paragraph is probably very important for interpreting the intent.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
However, Kygar has the most ancient forms of the language being glottalized, meaning sounds were dropped compared to later forms. If the sound for &amp;quot;t&amp;quot; were a glottal stop, for instance, &amp;quot;butter&amp;quot; would be pronounced &amp;quot;buh&#039;er.&amp;quot; This is important because the Iruaric used in the Broken Lands drops &amp;quot;phonetic&amp;quot; letters from its words (e.g. &amp;quot;thro&amp;quot; instead of &amp;quot;throk&amp;quot;). This suggests the words or phrases may have originated in a First Era native speaker. The premise that apostrophe forms are indicative of later Iruaric is a retcon specific to GemStone III, in Shadow World canon the later forms instead smoothed words together.&lt;br /&gt;
&lt;br /&gt;
The idea that the early spoken Iruaric had widely varying pronunciations, and that many meanings were in similar symbols that are lost in transliteration, amounts to the Iruaric in the Broken Land having to be interpreted creatively. While &amp;quot;lyx&amp;quot; is a word part, for instance, &amp;quot;atis&amp;quot; is not. The sound &amp;quot;ul&amp;quot; is dropped in the &amp;quot;lug&#039;shuk traglaakh&amp;quot;, however, and this allows &amp;quot;atis&amp;quot; to be read as a variant pronunciation of &amp;quot;arulis.&amp;quot; It is still dangerous to interpret missing letters this way, since the paragraph is truncated. It might instead reflect the Second Era phonetic system variation, and &amp;quot;atis&amp;quot; or &amp;quot;shuk&amp;quot; may involve undefined rules. But the inclusion of the premise of &amp;quot;translating&amp;quot; ancient Iruaric into &amp;quot;modern&amp;quot; Iruaric being difficult is probably framing the Dark Shrine as a case of ancient Iruaric re-expressed imprecisely into its modern form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Dark Shrine Inscription&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dark Shrine inscription is the most conceptually important part of the Broken Lands, and interestingly was never De-ICE&#039;d, while the creature names of the Broken Lands were stripped of their Iruaric and so was the analogous voice command puzzle in the Graveyard. &amp;quot;Lyxatis&amp;quot; is translated as &amp;quot;Cruel&amp;quot; in the Temple of Darkness poem. The possibility of &amp;quot;atis&amp;quot; encoding &amp;quot;arulis&amp;quot; through glottal stops and variant pronunciation is given earlier. Another way of parsing it is to interpret &amp;quot;lyxat&amp;quot; separately from &amp;quot;is&amp;quot;, and treat that as the &amp;quot;-is&amp;quot; suffix meaning &amp;quot;place (noun).&amp;quot; The term &amp;quot;at&amp;quot; may be a letter swap for &amp;quot;ta&amp;quot;, meaning &amp;quot;of&amp;quot; (similar to how Kygar modifies his made up &amp;quot;Ilar&amp;quot; for Ilyari verus Iylari), or a variant pronunciation of &amp;quot;az&amp;quot; for &amp;quot;dwell&amp;quot; or &amp;quot;home.&amp;quot; It might even encode multiple meanings, like how &amp;quot;dyar K&#039;mur&amp;quot; might.&lt;br /&gt;
&lt;br /&gt;
Lyxatis could then mean something to the effect of Morgu whom in dread dwells or the personification of dread. This might be supported with the palpable, smothering feeling of evil in his shrine, which appears to be his dwelling. If this &amp;quot;dread&amp;quot; were instead taken as a verb, the &amp;quot;-is&amp;quot; modifier on verbs gives the meaning &amp;quot;one who does that action&amp;quot;. This could mean Morgu he who is the act of dread. This might be translated as &amp;quot;cruel&amp;quot;, as in the Temple of Darkness poem, but might also refer to the gogor &amp;quot;darkening the skies with dread&amp;quot; as in the Andraax poem. &amp;quot;atis&amp;quot; might even have no intended interpretation or explicit rules basis, only a handwave for using &amp;quot;lyx&amp;quot; to make the translated word &amp;quot;cruel.&amp;quot; It is impossible to know the intent for certain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Monsters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minions that Uthex made were named in Iruaric, except for the giant fog beetles. It is dubious that &#039;&#039;he&#039;&#039; named them. It might be their ancient Iruaric names, either to the crystal which may have been involved in making them, or the names the cultists used for them by way of Morgu himself:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Kiskaa raax:&#039;&#039;&#039;&#039;&#039; The myklian were called &amp;quot;kiskaa raax&amp;quot;, which is Iruaric for &amp;quot;cold/chilling claw.&amp;quot; This is a clean translation with nothing to parse or guess. It simply refers to their cold flaring property.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Dyar rakul:&#039;&#039;&#039;&#039;&#039; The dark vorteces were called &amp;quot;dyar rakul&amp;quot;, where &amp;quot;rakul&amp;quot; must stem from a composite glyph. &amp;quot;Rakul&amp;quot; is most likely a double meaning. Morphing together &amp;quot;rak&amp;quot; and &amp;quot;kul&amp;quot; makes dyar rakul mean &amp;quot;dark cold shadow&amp;quot;, referring to their coldness and appearing as a mass of shadows. &amp;quot;Rakul&amp;quot; may also be parsed as &amp;quot;ra kul&amp;quot; meaning &amp;quot;power shadow&amp;quot;, which refers to their ability to drain power (&amp;quot;mana&amp;quot; in modern terms) from their victims. These might be based on the Nycorac and Blacar, as explained elsewhere, but could also be darkness elementals (like dark wisplings, now called [[dark vysan]]s.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Lug&#039;shuk Traglaakh:&#039;&#039;&#039;&#039;&#039; The magru were called &amp;quot;lug&#039;shuk traglaakh&amp;quot;, which is a complicated mixing of words. &amp;quot;Shuk&amp;quot; is not a word. &amp;quot;Shu&amp;quot; means &amp;quot;fire&amp;quot; or &amp;quot;flame&amp;quot;, &amp;quot;shulu&amp;quot; means &amp;quot;wet&amp;quot;, and &amp;quot;hulk&amp;quot; could be read as a contracted &amp;quot;hulkanen&amp;quot; for &amp;quot;barren&amp;quot; or &amp;quot;empty.&amp;quot; &amp;quot;Laakh&amp;quot; is an unusual case because Kygar&#039;s modified glossary has it meaning both &amp;quot;lost&amp;quot; and &amp;quot;maker&amp;quot;, whereas the canon glossary has &amp;quot;lavan&amp;quot; being the word for maker. These are right next to each other in the glossary, and seems very unlikely to be unintentional. &amp;quot;Trag&amp;quot; is presumably a variant pronunciation or orthography for &amp;quot;trog&amp;quot; meaning &amp;quot;cave&amp;quot;, but as will be explained elsewhere might also refer to cave dwelling extraplanar entities called Traag. The overall meaning is something to the effect of &amp;quot;ugly fiery-wet emptying cave makers/losers&amp;quot;, because they are highly caustic and burn their way through the rocks. If the magru were supposed to be extraplanar entities called Absorbers, they reproduce by devouring flesh. This would explain their deep bone pit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apocrypha:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The modified glossary is missing the words for &amp;quot;pillar&amp;quot; and &amp;quot;god&amp;quot;, where the [[Pillar of the Gods]] is related to the origins of the Lords of Orhan, but this is most likely coincidental. While the Pillar of the Gods is defined in Iruaric as Luor&#039;ka&#039;tai in the first edition of Master Atlas (1989), page 11, &amp;quot;luor&amp;quot; and &amp;quot;tai&amp;quot;  were only added to the Iruaric glossary in the second edition of Master Atlas (1992). The term &amp;quot;Luor&#039;ka&#039;tai&amp;quot; was likewise omitted in the Master Atlas Addendum (1990) section for the Pillar of the Gods on page 73. Consequently the omission of those word from our modified glossary is probably meaningless. The Pillar is in legend the source of the Shadowstone, see page 57, which in theory would have absorbed Kadaena&#039;s soul when she was killed. This is a question mark for any Kadaena as goddess interpretation.&lt;br /&gt;
&lt;br /&gt;
===Dark Races===&lt;br /&gt;
While the Lords of Essaence were responsible for mutating life forms however it suited them, such as the various hybrid races and those with Iruaric names, Empress Kadaena herself was responsible for warped travesties of life and dark races. This is in addition to the malevolent constructs she made in the futile attempt to fashion artificial life that reproduced itself. It is this (and perhaps the vestigial 1989 text regarding her surviving followers fashioning Great Demons) that gives context to a First Era artifact in the Broken Land through which Uthex Kathiasas is making minions out of the essence itself.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;-10,000 - -6,000:&#039;&#039;&#039; Also, many peoples and creatures from other planets are brought to Kulthea and experimented with. Masters of genetics, the &#039;&#039;&#039;Lords of Essaence alter plants, animals, and races to suit their whim.&#039;&#039;&#039; These unusual races include the &#039;&#039;[[Kiramon|Krylites]]&#039;&#039;, the &#039;&#039;Saurkur&#039;&#039;, and the &#039;&#039;Kuluku.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; Unknown. Krylites may have been &#039;&#039;&#039;another of Kadaena&#039;s experiments,&#039;&#039;&#039; though they are able to reproduce themselves (unlike her constructs). They may be a perversion of a natural race, though they are a bizarre fusion of humanoid and insectile attributes. It is quite possible that their origins are extraterrestrial.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;GM Note:&#039;&#039;&#039; Krylites - like the Lords of Essaence technology discussed in the Atlas Addendum book - are somewhat of a divergence from standard fantasy fare. While they differ radically from other races on Kulthea, they are just one example of the strange extraterrestrials who might have been imported by the K&#039;ta&#039;viiri in the First Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 44&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Contrast the krylites with [[Kaeden]], who are organized around &amp;quot;queens&amp;quot;, where Kadaena herself is &amp;quot;high queen.&amp;quot;)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
By implication the lugroki (orcs) and trogli originated in the Lords of Essaence in the First Era as dark races. Lugrôki is Iruaric for &amp;quot;ugly stupids&amp;quot;, and trogli might be translated as &amp;quot;cave growths&amp;quot;. In later books the orcs originated in Kadaena and her lieutenants interbreeding men and elves with demons of the Pales (e.g. Master Atlas, 3rd Ed. (2001); page 123), but in early books this Tolkienesque motif is only left cryptic, saying their origins are very different from goblins in legend. Trolls were also slaves of the Lords of Essaence, but this detail is relatively buried. Murlogi (goblins) are presumed to have originated similarly.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The strange creations of the Lords of Essaence survived: Lugrôki, Trogli and Krylites, all capable of living underground - the only haven in a tortured world.&amp;quot; ([[Interregnum]])&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; The [Charn] Raiders are humanoid, but with grotesque faces and clawed hands. Some Loremaster research indicated that they are related to Lugrôki, bred by the K&#039;ta&#039;viir instead to survive the bright sun of the wastes, to serve some long-lost purpose. . . . &#039;&#039;&#039;Worship:&#039;&#039;&#039; The Raiders worship Morgu, a Dark Spirit of Charôn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 39&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; While vaguely humanoid in appearance, the Murlogi have several important differences from men (see racial description, Part III). They are likely an other &#039;&#039;&#039;mutation experiment by the Lords of Essaence&#039;&#039;&#039; from the First Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 41&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Racial Origins: &#039;&#039;&#039;Trolls originated as slaves of the Lords of Essence, adapted for strength and endurance.&#039;&#039;&#039; They were brought to the area of Quellbourne by the Sorcerer Zenon during his overthrow of the Wizard&#039;s Council. They have since settled in the high country around Claedesbrim Bay.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Quellbourne: Land of the Silver Mist (1989); page 10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The corruption of &amp;quot;dark essence&amp;quot; or the Unlife is the context for how the servants of the Unlife were able twist the works of Uthex into more perilous forms. His sense of having discovered a new source of power is probably playing off the Master Atlas section on how spell users experience evil spell lists. This power is of a fundamentally different source, and cannot be used without corrupting the wielder.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Children of the Moss: The Locharion are another sinister group of stalkers. Born of Dark Essence, they are mutated, sinewy creatures with the face of crying children. Locharrion move in large groups under the heavy moss of the Wyr Forest and attack by surprise, dragging their victim under the moss to suffocate him. These bandy-legged monsters have three long fingers on each limb and crawl in a low crouch under the moss. &#039;&#039;&#039;Their faces are an illusion created by Kadaena&#039;&#039;&#039; to elicit sympathy from potential victims.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1990); page 9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is sufficient for making the point that Kadaena herself made warped travesties of life, and perverted the living with dark essence or &amp;quot;the Unlife&amp;quot; as such. In the story of Uthex Kathiasas the &amp;quot;forces of the Unlife&amp;quot; were able to use subtle influence to twist Uthex down the path of their madness. Since this dark magic is of an entirely different nature, even a Loremaster would not necessarily realize the mistake they were making. Uthex may have instead conceived of it in terms of the ancient knowledge of the Lord of Essaence. But the most powerful manifestations of &amp;quot;anti-essence&amp;quot; are demons and the Dark Gods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In the year 6521 of the Second Era, during the early years of the Wars of Dominion, Loremaster Uthex Kathiasas was among the greatest researchers and theorists of the time. His research into what he called &#039;&#039;&#039;&amp;quot;a new source of power&amp;quot;&#039;&#039;&#039; was soon twisted and perverted into perilous forms by the subtle influence of the forces of the Unlife.&lt;br /&gt;
&lt;br /&gt;
Uthex Kathiasas had used his powerful influence to gain control over a small and remote natural gate leading to another plane of existence. It was in that place that the Loremaster conducted &#039;&#039;&#039;secret experiments designed to provide his new power with physical form&#039;&#039;&#039; that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- The Broken Land (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are a number of spell lists - and even entire professions - in Spell Law and the Rolemaster Companions (e.g., Sorcerer, Warlock, etc.) which some might consider to be &#039;evil&#039; because of the nature of the spell lists. However, while it is possible for an &#039;evil&#039; spell user to have access to these professions (or any other, for that matter), they are not by their nature &#039;evil&#039; in the absolute sense. Some cultures may find them objectionable, yet they are not evil for system purposes. &#039;&#039;&#039;Most users of the Essence will not even be aware of the nature of the Evil lists, much less how to use them.&#039;&#039;&#039; Every so often, however, an ambitious apprentice may gain access to &#039;&#039;&#039;books or a tutor of uncertain motives.&#039;&#039;&#039; In the process of learning an Evil list, there should be no question that &#039;&#039;&#039;the spell caster is turning to a new power source&#039;&#039;&#039; for his energies: &#039;&#039;&#039;the Unlife.&#039;&#039;&#039; Once the first spell is cast, he starts down a &#039;&#039;&#039;Dark Path.&#039;&#039;&#039; It may take years, but eventually he will reach the end: submission to utter and complete Evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Dark Path is capitalized in the 1st &amp;amp; 2nd editions of the Master Atlas. It is lower case in later versions. This is the name given to Bandur Etrevion&#039;s theocracy of Kadaena, which was contemporaneous with Uthex Kathiasas in the adjacent lands.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a reasonable case to be made, which will be done below, that the Iruaric named creatures are really some of the non-demonic other extraplanar entities from Creatures &amp;amp; Treasures II (1989). These include the Dictics (giant fog beetles), Nycorac and [[Blacar]] (dark vorteces), and Absorbers (magru). In this same vein the crystal forest could be [[Crystyl]]s and the boiling sea of mud could be [[Hoard]], and could implicitly be part of the crystal dome&#039;s transplanar mechanism. [[Traag]] may be implicitly relevant. [[Research:The Graveyard]] addresses the concept of &amp;quot;souls&amp;quot; of this world and others, and demons which originated as souls of this world. Twisting his works from this basis is straight forward, moving towards the demonic and even Dark Gods. Interestingly the &amp;quot;hooded figures&amp;quot; are also referred to as &amp;quot;perverted beings&amp;quot; in the original Broken Land background story.&lt;br /&gt;
===Curse of Kabis===&lt;br /&gt;
The &amp;quot;Curse of Kabis&amp;quot; (1995) is an I.C.E. module that was considered non-canonical by Terry Amthor, the primary author of the Shadow World source books. It involves an extremely powerful manifestation of the Unlife named Kabis who was imprisoned (p.3-4), along with other servants of the Unlife, within Charôn in a &amp;quot;prison plane&amp;quot; at the end of the Wars of Dominion by the Lords of Orhan. It retcons much of the meaning of the parts of the books that concern us. While it should be too late to matter to the Broken Land, it is important to mention it, because if it did it elaborates Empress Kadaena working on Charôn itself.&lt;br /&gt;
&lt;br /&gt;
In this book the Empress Kadaena was manipulating life and making warped monsters underground in a secret laboratory. Kadaena made an artificial demi-plane that was coexistent with Charôn, a parallel Charôn in the same space and time but a different planar state, with gravity similar to Kulthea from rotating. It was formed as a hollow shell of rock from tons of material gutted from within Charôn. This is what led to the civil war which ended with her death. Over the millennia various extraplanar entities were trapped within it, and became a prison when the Lords of Orhan sealed the gate to it on Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Kadaena&#039;s workers managed to produce a &#039;&#039;&#039;twin discorporeal Charon that coexists in the same time-space but in a different planar state.&#039;&#039;&#039; It is a forced bubble of temporal reality and law upon the lowest ethereal medium, but separated from it by a tangible, 300-mile-diameter, luminescent energy sphere. The material pulled into the new plane was splattered across the interior surface, a micro-world turned outside-in. A dim solitary point of light hangs in the center of this altered, divergent or parallel Charon, a calculated side effect of the machines that enabled the entire plan. &#039;&#039;&#039;Only one entrance exists to the plane from the physical Charon;&#039;&#039;&#039; this gate is powered by a single device that is heavily shielded and withstood the dimensional blast 112 millennia ago. According to plan, the semi-ethereal world uses the gate not only as a planar anchor but also as a polar axis. Through this gate, Kadaena&#039;s sages introduced more air, water, dirt, and rocks into the experimental plane. &#039;&#039;&#039;Plants, creatures, and other life-forms were brought in and tampered with.&#039;&#039;&#039; Kadaena&#039;s true goal was then quickly attempted before the outbreak of war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Curse of Kabis (1995); page 23&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The &amp;quot;true goal&amp;quot; was to unify essaence and machine into an intelligent inter-dimensional entity called the Shadow Hold. The plane was made to have an impenetrable laboratory closer in nature to the Essaence realm.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is probably not relevant to the Broken Land because of the 1995 copyright date and the whole concept having first been worked out as early as 1992. However, it would provide a very different way of interpreting the Broken Land, which might actually fit it remarkably well. It would be one way of resolving the paradox, for example, of involving both Charôn and &amp;quot;another plane of existence&amp;quot;. It would explain why the Dark Gods are seemingly not present (unless the Morgu statue is not really a statue), but servants of Unlife are, and possibly First Era gogor. It would also make a literal interpretation of &amp;quot;the broken land&amp;quot;, though a cavern collapse below Charôn would as well.&lt;br /&gt;
&lt;br /&gt;
==Black Hel==&lt;br /&gt;
The Black Hel is an Outer Plane where a pantheon of Dark Gods is imprisoned, as they were banished by the Lords of Orhan during the Wars of Dominion. They are ruled by the dark goddess Orgiana (Modern: Eorgina), who unlike in the modern world setting of Elanthia, is not the &amp;quot;Queen&amp;quot; or &amp;quot;leader&amp;quot; of the Dark Gods. While there is some contradictory text about Orgiana having escaped to Charôn, she was actually banished with her surviving servants in the Black Hel. These would implicitly be other Dark Lords, but Demons of the Burning Night (1989) pre-dates the Dark Lords of Charôn concept.&lt;br /&gt;
&lt;br /&gt;
In other words, Orgiana is not even present in the Third Era, having only been involved in the Second Era. The author of Shadow World included her in the Dark Lords of Charôn as a retcon of the earlier book. In the Shadow World Master Atlas Addendum (1990), page 9, it is implied that the Lords of Orhan did not intervene in the Wars of Dominion until near the very end. This is all problematic for our purposes.&lt;br /&gt;
===Theocracy===&lt;br /&gt;
The theocracy of the Black Hel was ruled in the Second Era by V&#039;rama Vair, the surviving mortal daughter of Empress Kadaena. The symbol of Orgiana in her theocracy was an image of a powerful artifact known as the Helm of Kadaena, which retains part of Kadaena&#039;s consciousness. In terms of only the 1989 books one could plausibly assume Kadaena was wearing it when she was decapitated. There is no explanation for why Orgiana helped V&#039;rama Vair or what relationship Kadaena herself might have had with the Black Hel. [[Research:The Graveyard]] explores the issue of conflations of Orgiana and Kadaena.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Orgiana, Mother of Darkness&lt;br /&gt;
&#039;&#039;&#039;Repose&#039;&#039;&#039; in &#039;&#039;&#039;silent waiting&#039;&#039;&#039;,&lt;br /&gt;
With revanche to come.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Crypt of Kadæna (V&#039;rama&#039;s Mother). A curse is written in Low Nureti across the top of this crypt&#039;s entryway. It reads:&lt;br /&gt;
&amp;quot;Who disturbeth the &#039;&#039;&#039;sleeping queen&#039;&#039;&#039;&lt;br /&gt;
Thy luck lose, they skills fail&lt;br /&gt;
And join thy tormentor in the Black Hel!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 46&lt;br /&gt;
(Fake sarcophagus of Kadaena where the Helm of Kadaena was once stored. Next to the portal to Black Hel where Orgiana imprisons you.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An inscription is marked in white letters on the face of the Heartstone. It is written in Black Nureti and reads:&lt;br /&gt;
&amp;quot;By coward Utha &#039;&#039;&#039;cruelly slain&#039;&#039;&#039;&lt;br /&gt;
She &#039;&#039;&#039;sleeps&#039;&#039;&#039;, who &#039;&#039;&#039;spurns death&#039;&#039;&#039;&lt;br /&gt;
And awaits the hero shining-clad...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 42&lt;br /&gt;
(Where the Helm of Kadaena is actually kept, in the Temple of Burning Night below the idol of Orgiana.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: These are the same excerpts that [[Research:The Graveyard]] argues might have been used for the crypt in the Graveyard.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is no guarantee that Kygar was even looking at Demons of the Burning Night (1989). But it is conceivable it is relevant, especially if it was used in the crypt of the Graveyard, and if there was a spin-off or continuity intent with that story. Bonespear Tower is a memorial for Kygar. It is haunted by an I.C.E. Ordainer demon named [[Maleskari]], who Bonespear intended on trapping within a sword. This is highly likely to be playing off the dark saw-toothed scimitar that was sold at auction, which had a slayer demon of the Black Hel embedded within it who spoke to the wielder of acquiring souls together for Maleskari.&lt;br /&gt;
&lt;br /&gt;
Orgiana has the title &amp;quot;Mistress of the Dark&amp;quot; or &amp;quot;Goddess of Darkness&amp;quot;. In Iruaric this would be plausibly given by the phrase &amp;quot;dyar K&#039;mur&amp;quot;, which literally means &amp;quot;dark Lord-female&amp;quot;, where word-part order is not indicative of the grammar. It is possible the Dark Shrine is saying that Morgu was &amp;quot;born&amp;quot; to be the guard of the &amp;quot;mother&amp;quot; Orgiana, and when rendered in Iruaric, this is conflating Orgiana with the Dark Queen, Empress Kadaena. Aside from their similarities and cryptic relationships, Dark Spirits are manifestations of the will of Dark Lords, so it makes no sense for Morgu to be guarding Empress Kadaena. Meanwhile the Legend of the Necropolis of Etrevion (1990) speaks of Kadaena as if she were the leader of a faction of the Lords of Orhan who turned to the Unlife, and then the Graveyard frames her as a rival death goddess to Eissa.&lt;br /&gt;
&lt;br /&gt;
===Temple of Darkness===&lt;br /&gt;
The [[Temple of Darkness Poem]] includes the Dark Lords of Charôn, but refers to conditions that did not exist until after the Wars of Dominion. This is implied more directly by being from &amp;quot;the ruins&amp;quot; of the &amp;quot;Temple of Darkness.&amp;quot; The way several of the Dark Gods are depicted is unusual. One of these is Orgiana possibly described as if she were dead, and indeed the Black Hel deities are called &amp;quot;the dead gods&amp;quot; of Aranmor, emphasizing her waiting for revenge which is actually stated in Demons of the Burning Night (1989). What is more strange is calling her &amp;quot;Mother&amp;quot; of Darkness, given her hatred of males.&lt;br /&gt;
&lt;br /&gt;
Her description in Master Atlas Addendum (1990) says &amp;quot;she alone escaped back to Charôn&amp;quot;, implying these &amp;quot;Dark Godlings&amp;quot; of the Black Hel were of Charôn, but this is contradicted by Demons of the Burning Night (1989) where this is only a rumor and she is actually in the Black Hel. Later books confirmed she was actually banished in spite of retaining that escape wording. It does contain the line &amp;quot;rebuilding her power, and prepares for the day when she will return to the Shadow World.&amp;quot; But silent repose is not her demeanor. Only Demons of the Burning Night (1989) states she is the ruler of the Black Hel gods.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Orgiana, Mother of Darkness&lt;br /&gt;
&#039;&#039;&#039;Repose&#039;&#039;&#039; in &#039;&#039;&#039;silent&#039;&#039;&#039; waiting,&lt;br /&gt;
With &#039;&#039;&#039;revanche&#039;&#039;&#039; to come.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Burial Vault]&lt;br /&gt;
Dark skeletal figures lie in &#039;&#039;&#039;silent repose&#039;&#039;&#039;, stacked one upon the other in tiers of niches carved out of the stone walls.  Their musty odor assails your senses, and adds to the oppressiveness of the chamber.  A low stone slab occupies the center of the chamber, like a raised dais, but there is nothing on it except for a thick layer of dust.  You also see a large bronze door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Silent repose&amp;quot; is used in the Dark Shrine itself to mean death, rather than sleeping or kept in place.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Z&#039;tarr (Modern: V&#039;tull) is called a &amp;quot;vengeful warrior&amp;quot;, which is perhaps consistent, given he uses his sword with &amp;quot;grim vengeance&amp;quot; in his canon description. But then Omir (Modern: Onar) is associated with &amp;quot;vengeance&amp;quot; and &amp;quot;righteous retribution&amp;quot;, when he is actually emotionless. Akalatan or Akaltan (Modern: Amasalen) is bizarrely described as a grim reaper figure, though he has a psychopomp role in the theocracy of Klysus in later Emer books. Zania (Modern: Zelia) was originally a Dark Spirit and supposedly the chariot driver of Charôn. &amp;quot;We watch for your return&amp;quot; is probably a broader, more loaded meaning.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Akaltan, Dark Watcher&lt;br /&gt;
Grim reaper,&lt;br /&gt;
Gathering the tares.&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master&lt;br /&gt;
Guard the Dark Queen,&lt;br /&gt;
Spirit born of death.&lt;br /&gt;
&lt;br /&gt;
Zania, Keeper of the Moon&lt;br /&gt;
Fair charioteer,&lt;br /&gt;
We watch for your return.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Temple of Darkness&amp;quot; is suggestive of being Orgiana focused. The order of gods and spirits is not meaningful, it is the same as the source book. It does not include the Dancers of Inis, any of the Black Hel gods, or any other dark god from the 1989 modules. Later Shadow World books define other Charôn gods and spirits. The Master Atlas Addendum itself has always called its list only &amp;quot;a selection&amp;quot; of the evil entities inhabiting Charôn.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Morgu is &amp;quot;wantonly cruel&amp;quot; in his demeanor, similar to Orgiana being &amp;quot;cruel beyond belief&amp;quot;, which lends itself to &amp;quot;cruel master&amp;quot; in the poem. However, &amp;quot;guard the dark queen&amp;quot; has nothing at all to do with his canonical description, nor does &amp;quot;spirit born of death.&amp;quot; Orgiana could be interpreted as dead Mother. It is possible &#039;&#039;our&#039;&#039; Morgu was banished with Orgiana. Which explains his absence if this is Charôn and the statue in the Dark Shrine is not him.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;One popular account claims that &#039;&#039;&#039;Kadæna, dark mistress&#039;&#039;&#039; of the First Era, has risen again on Aranmor and prepares her resurrected armies for some final, shocking &#039;&#039;&#039;revenge.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The PC enters the Black Hel in person through a door hidden in the crypt of Kadaena on the Royal Estate (part X-9-3) in Tarek Nev. Once there, he is stripped of all weapons and armor and taken before the court of the gods of the Black Hel. The Gods sit in massive black thrones and are quite horrifying. Orgiana presides. The fate of the PCs rests entirely on the humor of Orgiana. Most gods will want to enslave, torture, or kill the PCs. Orgiana tells the PCs that they are doomed to stay in the Black Hel for eternity unless they can &amp;quot;amuse her&amp;quot; &#039;&#039;&#039;by helping to destroy Kulthea. The gods of the Black Hel have a great hatred for the planet of Kulthea,&#039;&#039;&#039; but they are banished from ever returning. They offer great recompense to PCs who will work to &#039;&#039;&#039;destroy the White Essence users (Loremaster) and blacken Kulthea&#039;s heart.&#039;&#039;&#039; PCs who refuse to help Orgiana and her cronies are kept prisoner in the Black Hel until they change their minds, undergoing a daily regimen of abuse and neglect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Most importantly, the Morgu stanza is present in this poem that only makes sense after the Wars of Dominion, except it is written in Iruaric on the Dark Shrine in the Broken Land. Uthex Kathiasas was killed in 6521 Second Era, which was early in the Wars of Dominion. The Loremasters sealed the portal with Runes of Warding, and were probably the ones who destroyed the library in the Dark Shrine, whose entrance is arguably a Lord of Essaence style gateway like the crypt in the Graveyard. These pose severe chronological questions, such as &#039;&#039;when&#039;&#039; the Broken Land is, or if Kadaena knew future events. This is relevant to [[Research:The Graveyard]] questions over Kadaena during the Wars of Dominion. The Temple of Darkness poem is itself &amp;quot;translated&amp;quot;, possibly also from Iruaric, with the same timing issues. These paradoxes are not a problem if the statue in the Dark Shrine is Morgu himself, waking up and hibernating in long cycles.&lt;br /&gt;
&lt;br /&gt;
==Wars of Dominion==&lt;br /&gt;
The [[Wars of Dominion]] were a 375 year conflict against civilization by the Dark Lords of Charôn and the forces of the Unlife. In the 1989 books before the former were defined, the latter were sometimes characterized as servants of (the long dead) Kadaena. It was fought against by the Loremasters, the Titans of Emer, and eventually the Lords of Orhan themselves. In the Shadow World Master Atlas Addendum (1990) it is strongly implied that the Lords of Orhan did not intervene until near the very end, though the intervention begins several decades earlier in later Shadow World books. &lt;br /&gt;
&lt;br /&gt;
When taken on face value the presence of an Iruaric inscription describing the Dark Gods using a Second Era alphabet, with a place seemingly associated with Charôn or Charôn itself, would lend itself to the interpretation that &amp;quot;the forces of the Unlife&amp;quot; include surviving followers of Empress Kadaena. There are passages in the 1989 books supporting it. These would be working with the Dark Lords in the build up to the Wars of Dominion, or possibly even be the Dark Lords themselves. The more complex issues come from the close reading of what the inscription means, as it is insinuating a relationship between them and Kadaena herself in the Second Era.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Without fanfare beyond a silvery luminescence, a presence materialized between me and Scalu. Golden skin bare but for a tunic of azure, a simple youth bearing only a spear had appeared to stand before the Dark God. Before the youth ,the Jackal halted, and his mouth opened in a human exclamation of surprise. &amp;quot;Cay!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And even as the youth seemed to grow in size to match Scalu in height, he held aloft his his gleaming spear and spoke with a voice like music, yet it carried over the tumult: &#039;&#039;&#039;&amp;quot;Take heart, people of Kulthea! Orhan has joined the fray!&amp;quot;&#039;&#039;&#039; And I took heart, &#039;&#039;&#039;for at last&#039;&#039;&#039; the very heavens had come to our aid.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Battle of Meagris&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;SE 6825&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Andraax&lt;br /&gt;
The Wars of Dominion, Vol 7&lt;br /&gt;
(&#039;&#039;&#039;The last days&#039;&#039;&#039; of the Second Era)&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The typos are in the original. Scalu really is described as the Jackal, in spite of having a hyena head in his ICE form.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Lords of Orhan are more powerful than the Dark Gods individually and would be able to isolate and overpower the individual Dark Gods. In the earlier Demons of the Burning Night (1989) book they intervened out of anger at the Black Hel pantheon. Some of the Black Hel gods were destroyed utterly, some banished to the Black Hel, and a few were imprisoned in meteoric eog (ora) by Iorak (Eonak). &lt;br /&gt;
&lt;br /&gt;
Unfortunately, this book has that happening during the Wars of Dominion but in the year 6200 Second Era which was before the Wars of Dominion, so there is no canonical date for this event that makes sense. It is mostly important for making sense of the Temple of Darkness Poem. The stated &amp;quot;theme&amp;quot; of the Broken Land is the Dark Gods working with the Unlife during the Wars of Dominion. So it is important to try to figure out the chronology of things in the Broken Land. What was there in the First Era? What was there when the dark priests arrived? What was there when Uthex arrived? What was not there until after the portal was warded by the Loremasters? Is there a way for this to make sense, other than the Dark Shrine statue being Morgu himself, without having to assume the kinds of time travel or prophecy implied by the Lovecraft parallels?&lt;br /&gt;
===The Dark Path===&lt;br /&gt;
[[The Dark Path]] is the theocracy of Empress Kadaena that was established and ruled by [[Bandur Etrevion]] of [[The Graveyard]]. This was established at some point during the early years of the Wars of Dominion, which took place between the years 6450 and 6825 Second Era. The original version of the [[Uthex Kathiasas]] story has Uthex slain by his fellow Loremasters in 6521 Second Era, which is 71 years into the 375 year war. This makes him essentially contemporary with The Dark Path in the immediately adjacent lands. This is most likely not a coincidence since both of these areas are playing off the same Lovecraft.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The Legend of the Necropolis of Etrevion is numbered among the tales that emerged from the devastating Wars of Dominion that ended the Second Era of Kulthea. Two brothers from the eastern region of Jaiman set off to join the struggle and seek their fame and fortune in &#039;&#039;&#039;the early days of the Wars.&#039;&#039;&#039; Of undistinguished lineage, the brothers realized that the quickest means to power and wealth was to cast their lot in with &#039;&#039;&#039;the forces of the Unlife&#039;&#039;&#039;. The elder brother, Bandur Etrevion, was obsessed with the pursuit of esoteric lore and forbidden knowledge. The younger, Kestrel Etrevion, was a more practical and carefree sort, a man of action.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[The Legend of the Necropolis of Etrevion]]&amp;quot; (1990)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Man&#039;Ta Pn&#039;Tairken translates literally to The Home of Broken Lore. In the year 6521 of the Second Era, &#039;&#039;&#039;during the early years of the Wars of Dominion&#039;&#039;&#039;, Loremaster Uthex Kathiasas was among the greatest researchers and theorists of the time. His research into what he called &amp;quot;a new source of power&amp;quot; was soon twisted and perverted into perilous forms by the &#039;&#039;&#039;subtle influence of the forces of the Unlife.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The capitalized term &amp;quot;Dark Path&amp;quot; and the phrase &amp;quot;new source of power&amp;quot; probably both come from the same paragraph of text in the Master Atlas, concerning what happens when casters begin tapping the Unlife for spells.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Bandur Etrevion was recognized by the Loremasters of the College of Karilon for his studies which helped them in their fight in the Wars of Dominion. Given his special interest in the Empress Kadaena, and his apparent understanding of Lord of Essaence style portals in the Graveyard, it is highly likely that Bandur is the reason Uthex knew about this portal and had the &amp;quot;influence&amp;quot; to gain access to it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The history of the cult deserves some discussion here. Early in his servitude to the Unlife, &#039;&#039;&#039;Bandur had pledged himself to the Empress Kadaena&#039;&#039;&#039;, the &#039;&#039;&#039;first Lord of Orhan&#039;&#039;&#039; to &#039;&#039;&#039;follow the ways of the Unlife.&#039;&#039;&#039; He turned his own bondage to her into the state cult, which he called The Dark Path. Followers of The Dark Path engaged in many heinous ritual practices beneath a &#039;&#039;&#039;genteel facade of prayer&#039;&#039;&#039;. They were ostentatious in their devotions, carrying around long rosaries of modwir beads and reciting out loud the Iylari phrase &amp;quot;&#039;&#039;&#039;Kadaena Throk Farok&#039;&#039;&#039;.&amp;quot; True followers of the &#039;&#039;&#039;cult of Kadaena&#039;&#039;&#039; who recited the phrase with fervor and dedication were promised everlasting existence by Bandur, and after death were transformed by him into various levels of undead creatures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[The Legend of the Necropolis of Etrevion]]&amp;quot; (1990)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Uthex Kathiasas had &#039;&#039;&#039;used his powerful influence to gain control&#039;&#039;&#039; over a small and remote natural gate leading to another plane of existence. It was in that place that the Loremaster conducted secret experiments designed to provide his new power with physical form that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
While Uthex would not have been deceived by worshippers of the Dark Lords, the servants of the Unlife are typically illustrated as deceptively civilized. It is quite plausible that he would have been able to interact with cultists of the Dark Path without knowing they were evil. On the other hand, if the Broken Land were Charôn itself, the servants of the Unlife could have originated in the Broken Land. But this would give no explanation for how Uthex knew about the portal or used &amp;quot;his powerful influence&amp;quot; to &amp;quot;gain control&amp;quot; of it. Since it is an &amp;quot;Unlife invasion&amp;quot; theme, the hooded figures may be Dark Path cultists.&lt;br /&gt;
&lt;br /&gt;
The question is how much of a continuity of intent there is between the Graveyard and the Broken Land, since the original parts of the Graveyard were made before Kygar became a GameMaster. It is also complicated by the Graveyard story having not been designed in the context of the 1990 books. It refers to Empress Kadaena as a &amp;quot;Lord of Orhan&amp;quot;, implying she became an actual death goddess who was the first to turn to the Unlife, the &amp;quot;guardian of the forbidden&amp;quot; in contrast to Eissa as Guardian of Oblivion. This is especially important since Morgu, a Dark Spirit, is implied to be the bodyguard of Kadaena.&lt;br /&gt;
===Lorgalis===&lt;br /&gt;
Uthex Kathiasas was killed in the exact year 6521 Second Era in the original version of the Broken Land story. In the later Shadow World books this is the year [[Lorgalis]] conquered Saralis with an [[Kharuugh|Ordainer]], where the mountain range leading up to the High Plateau next to what we call the Lysierian Hills (Seolfar Strake) is the northern border of Saralis. There are very few events with dates in the 375 year Wars of Dominion, so it would be a bizarre coincidence for this to have happened at random. It might have been an established fact in some kind of Shadow World supplementary material, but otherwise we have to assume it is apocryphal. In the 1989 books when Lorgalis is first introduced, he is the most powerful force of the Unlife, with a modus operandi similar to the Priests Arnak. Later he is only Unlife adjacent, not one of its true followers.&lt;br /&gt;
&lt;br /&gt;
This is important because Lorgalis in the 1989 books is a surviving servant of Kadaena from the First Era. In the 1990 books only his father is one of her Lord of Essaence followers, and he reluctantly works with the forces of the Unlife and the Dark Gods in the Wars of Dominion. The monastery might be interpreted as hiding it from him after he conquers the region. It is still possible the monastery was intended to guard against Dark Path or other Unlife invasions from both sides of the portal. The portal was dormant when the Monastery was introduced in 1992. The hooded figures showed up in 1993.&lt;br /&gt;
&lt;br /&gt;
The difficulty with interpreting GemStone III locations and stories in terms of Lorgalis, such as during the Wars of Dominion, is that it is not clear the surrounding Shadow World setting was actually that important. Lorgalis was also not the only evil surviving (partial) Lord of Essaence in the Wars of Dominion. There is also the Master of Malice who was killed in 6825 Second Era, who drove Andraax insane in their final battle, though this might not have been established until later books. Empress Kadaena&#039;s daughter ruled the theocracy of Orgiana in southwest Jaiman. But for the most part the surviving followers of Empress Kadaena are very few in numbers. It was mostly vague wording in some passages that made it sound like all the forces of the Unlife in the Second Era are servants of Kadaena. This includes the weird text with the &amp;quot;servants of the Shadow&amp;quot; line making the two sides sound descended from the Lords of Orhan. If there were Lords of Essaence in the Broken Land in the Wars of Dominion, the Loremasters and monastery monks would not have been able to fight them.&lt;br /&gt;
===Morgu===&lt;br /&gt;
Uthex Kathiasas would not have been working at first in the Broken Land if Morgu was flying around with gogor. The Dark Shrine would not have been accessible prior to the lug&#039;shuk traaglaakh (magru) dissolving away the tunnels opening up into the huge cavern. It would seem to only be plausible that the shrine was abandoned by his time, if only because the Dark Lords were gone to conquer Kulthea, but possibly since the First Era or the early Second Era. The question is whether it has been long abandoned by the present 6050 Third Era, perhaps implied by the running water and stalagmites in the dark cavern, or if we are supposed to read it as ongoing cultist activity in service of Morgu. Remarkably, the crypt in the Dark Shrine was a locked door when it was first discovered, implying someone locked the corpses inside it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The muted gurgle of &#039;&#039;&#039;running water&#039;&#039;&#039; is an odd intrusion into the quietude of the cavern.  A weak flow of water emerges from a small crack high up on the western cavern wall and cascades down over the stone to collect in a &#039;&#039;&#039;small rivulet&#039;&#039;&#039; that runs off to the east.  The stream presents no barrier to passage, being only a foot or two wide, and it is only the shallow stone channel, etched into the floor of the cavern by the flow of water over uncounted years, that keeps it from simply spreading out.&lt;br /&gt;
Obvious exits: north, south, east, northeast, southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a small stream that winds its way through &#039;&#039;&#039;the tall stone spires&#039;&#039;&#039;, creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a sweet, but slightly fetid odor.  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.  You also see a red myklian.&lt;br /&gt;
Obvious exits: north, south, east, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Kulthea Chronicle newsletter it was noticed that Morgu has a special weakness for running water, and Trachten speculates that the Loremasters made the stream to keep Morgu out. This is not really logical since it is six thousand years later, and Morgu clearly enters through the windows of the Dark Shrine. What has been missed is that the huge stalagmites imply water is dripping from the cavern roof. Morgu is damaged by rainfall and flees it. This might have something to do with why the [[Call Lightning (125)]] spell originally did not work on the Jagged Plain of the Broken Land even though it is apparently outdoors.&lt;br /&gt;
&lt;br /&gt;
This is figuratively suggesting that Morgu has not been around in millennia. That the magru and myklian had Iruaric names suggests they were there with Uthex. However, it is worth noting that while the word &amp;quot;stalagmite&amp;quot; is used in the Broken Land, the spires in the huge cavern are never called stalagmites. (In fact, even where the word is used near Uthex&#039;s abode, the seemingly natural &amp;quot;stalagmite&amp;quot; is actually an artificial mechanism.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;Weakness&#039;&#039;: Morgu &#039;&#039;&#039;dislikes running water&#039;&#039;&#039;, and &#039;&#039;&#039;rainfall is his greatest bane&#039;&#039;&#039;. Rainfall delivers hits to Morgu, 5-50 per round in a downpour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 46&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It is not plausible that the Loremasters would have known he has this weakness.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Morgu is described as having found hundreds of gogor &amp;quot;hidden away in ancient crypts on Kulthea&amp;quot;, which is the root of the modern text of Marlu delving into crypts, and &amp;quot;has succeeded in awakening them from their log hibernation after the Great Conflict at the end of the First Era.&amp;quot; The text for the gogor itself has &amp;quot;dark priests&amp;quot; searching &amp;quot;deep in lost caverns and the ruins of ancient citadels&amp;quot;, where they were &amp;quot;guided by hints millennia old&amp;quot;, and &amp;quot;found crypts&amp;quot; with &amp;quot;row upon row of stone jars&amp;quot;. The huge throne and corridor is not necessarily contemporaneous with the dark priests represented in the shrine. Though the tapestry insinuates Morgu himself may have been present.&lt;br /&gt;
&lt;br /&gt;
The theme of the Unlife and the Dark Gods working together in the Wars of Dominion raises the question of the identity of the priests. They could specifically be Morgu cultists. They might be &amp;quot;forces of the Unlife&amp;quot;, perhaps members of the Dark Path, which is a theocracy of Kadaena and may thus naturally have interest in Morgu. It is unclear if they are distinct from the hooded figure &amp;quot;minions&amp;quot; of Uthex. In principle they could be the same cult.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls &#039;&#039;&#039;have been smashed.&#039;&#039;&#039;  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an &#039;&#039;&#039;ancient tapestry&#039;&#039;&#039; which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of &#039;&#039;&#039;sycophants, dressed in long black robes&#039;&#039;&#039; surround a low stone altar similar to the one in this room.  The figure of &#039;&#039;&#039;a man, twisted and broken&#039;&#039;&#039;, lies on the surface of the stone table while another dark shape &#039;&#039;&#039;pours some foul looking fluid from a small urn&#039;&#039;&#039; out over the &#039;&#039;&#039;tortured man&#039;s body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
[Dark Shrine, Secret Room]&lt;br /&gt;
&#039;&#039;&#039;Row upon row&#039;&#039;&#039; of tall stone jars stand against the walls of this room.  A strong odor hangs in the air, sickeningly sweet with a subtle bitter, acidic quality.  The fetid odor makes your bile rise, and it is hard to breathe.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look jar&lt;br /&gt;
Dozens, &#039;&#039;&#039;perhaps a hundred tall&#039;&#039;&#039; stone jars stand in rows along the walls.  The jars have been capped with stone disks, and sealed with a substance resembling common stone mason&#039;s mortar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Row upon row&amp;quot; is a direct quote from the Gogor section of the Shadow World source material about what the dark priests found in the First Era crypts. &amp;quot;Hundred&amp;quot; comes from the line about Morgu&#039;s own collecting.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Storage Room]&lt;br /&gt;
Several tall stone jars lie on their sides in a heap along one wall next to a stack of heavy stone disks.  Along the opposite wall is a collection of large ceramic urns, which reek with a fetid sweet odor.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in jar&lt;br /&gt;
There is nothing in there.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look urn&lt;br /&gt;
The lid of the ceramic urn has been broken, and part of it has fallen away.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in urn&lt;br /&gt;
In the ceramic urn you see some dark fluid.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look fluid&lt;br /&gt;
A bitter, pungent odor rises from the dark, disgusting fluid that fills the ceramic urn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It is interesting that there are a hundred sealed jars in the secret room, but these several near the crypt of the priests are emptied of their gogor. Combined with &amp;quot;minor gogor&amp;quot; this might be hinting that these were created in the Second Era using First Era knowledge. But it might only mean these were the ones woken with the ritual.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This allows three possibilities: Morgu himself brought the stone jars to this place in the Second Era; Morgu found the stone jars there in the Second Era and it was turned into a shrine for him; Morgu dwelled here with his gogor in the First Era and dark priests in the Second Era woke things up. The Iruaric invoking element on the dark cavern entrance is no older than the statue of Morgu in the Dark Shrine, and the other side is Iruaric written in an alphabetic form rather than hieroglyphs. The destruction of the library and graven images might suggest the Loremasters raided this temple in 6521 Second Era, though another possibility will be given below.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
&#039;&#039;&#039;Fire has destroyed most of this room.&#039;&#039;&#039;  Charred shelves filled with ashes and the remains of countless volumes of books and scrolls line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Few records of the battle against Uthex Kathiasas and his minions have survived the ages, but it is generally accepted that the Loremasters easily gained access to his secret workshop. Uthex Kathiasas was destroyed during the ensuing battle, and while the Loremasters were not able to &#039;&#039;&#039;completely destroy&#039;&#039;&#039; his experiments, they &#039;&#039;&#039;removed what records&#039;&#039;&#039; and equipment that they could, and sealed the gate leading to that location with Runes of Warding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Broken Land&amp;quot; (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The alternative of the awoken gogor, probably the dark priests themselves, destroying their own things is possible but less intuitive.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rituals performed in the Dark Shrine are not Shadow World canon. They seem to either be the human sacrifice ritual for waking up existing gogor, or the process for making gogor out of tortured and sacrificed bodies by placing them in the jars and transforming them. If it is the latter case it might explain why they were only &amp;quot;minor gogor&amp;quot;, and would imply that the library had texts pertaining to the methods Empress Kadaena used to fashion the gogor in the First Era. It seems implausible the humanoid priests could have moved the material to the Dark Shrine to make the Morgu statue themselves. It is part of the mechanism for teleporting into the huge cavern using a spoken Iruaric phrase, and the other side would be as old, so the &#039;&#039;voice&#039;&#039; aspect and &#039;&#039;relief&#039;&#039; may be older than &#039;&#039;the inscription&#039;&#039; in its Second Era alphabet. But the spoken dialect seems ancient and the statue is part of the mechanism.&lt;br /&gt;
&lt;br /&gt;
The problem with this loophole in the anachronism is that it is a chicken and the egg problem. Without the clue to transfer yourself into the Dark Shrine, how do you know what to say in the first place to make the inscription? With the Lovecraftian subtexts it might simply be an unavoidable contradiction as a horror motif. Lord of Essaence portals are capable of reaching other times, for example, or there are various premises for seeing or reaching into the future or past. Morgu is still being described in relation with Kadaena, and then somehow, this stanza in Iruaric ends up in the Temple of Darkness after the Wars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A &#039;&#039;&#039;gargantuan stairway descends&#039;&#039;&#039; from the landing here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, &#039;&#039;&#039;an engineering feat of unparalleled proportions&#039;&#039;&#039;.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down.&lt;br /&gt;
Round time: 7 sec.&lt;br /&gt;
&lt;br /&gt;
You lie there for a moment, trying to catch your breath.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is a huge relief carved into the wall at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(puzzle)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch relief&lt;br /&gt;
You place one hand on the huge relief.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;quot;Lo thal ta shin&lt;br /&gt;
The room dissolves around you.  You feel a tingling sensation run through your body and suddenly you see...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The &#039;&#039;&#039;Lords of Essence&#039;&#039;&#039; have created a network of Portals (or &#039;Gates&#039; as they are sometimes called) linking points on the globe. These doorways allow someone who enters to instantly be transported to another location, exiting at another Portal. The manner of operation of these gateways is unknown; while some are very predictable two-way corridors between points, others seem random, transporting the unwary &#039;&#039;&#039;not only across vast distances but through time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many take the form of crude trilithons isolated in the wilderness, while others appear as gleaming silvery ovals on ornate pedestals. &#039;&#039;&#039;Some are concealed underground&#039;&#039;&#039;, or are even disguised as normal doors in ancient structures. Some are always &#039;active&#039; - meaning that should someone step through one, they will be instantly teleported to the other end of the portalway - while &#039;&#039;&#039;others must be activated by a magical phrase&#039;&#039;&#039; or item. Generally, active Portals are easily noticeable by a strange, &#039;substantial&#039; darkness covering the entire opening; looking at the darkness for too long a time can cause queasiness. These also give off a barely audible thrumming sound/vibration. There is an occasional Portal, however, that appears completely normal, and is instantly activated as one walks through it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 55&lt;br /&gt;
- Tomes of Kulthea #1123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It is dubious to try to interpret historical chronology into scenery that is allegorical in origin, as explained in the Lovecraft section under &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;. But this stairwell makes no sense unless something of that size were present to walk down it. It makes no sense to have Iruaric named creatures without reference to the Lords of Essaence, and of course the stone jars with the gogor ought to have originated in the First Era. In theory the huge stairwell should have been &amp;quot;engineered&amp;quot; in the First Era, quite probably with controlled magru dissolving the rock. But this alphabetic script should not have pre-dated the Second Era without knowledge of the future, even though the command &amp;quot;thro dyar K&#039;mur&amp;quot; most likely refers to Empress Kadaena. The language implies it should be a Lord of Essaence portal.&lt;br /&gt;
&lt;br /&gt;
The relief should thus be as old, except that script would not exist yet. The dark priests would have needed to learn the spoken phrase, perhaps from Morgu himself, which only makes sense if the Dark Gods were present in the First Era. Other cultists must be familiar with the phrase for it to appear elsewhere in the ruins of the Temple of Darkness. That poem arguably does not make sense until after the Wars of Dominion, especially the Orgiana part, but the Morgu lines in isolation are not problematic. If the Dark Lords are avatars for the Lords of Essaence, including Kadaena, the modern script is not a problem.&lt;br /&gt;
&lt;br /&gt;
The simplest way to resolve these issues is to interpret the statue of Morgu in the Dark Shrine as being Morgu himself. (This is also a Lovecraftian horror motif.) Morgu would then be present at any necessary time period, but also hibernating like a gogor whenever it would seem inconsistent for him to have been awake for something. Morgu would then be the Lord of Essaence creation and servant of Empress Kadaena who speaks the First Era dialect of Iruaric, while interacting with cultists of Kadaena who are servants of the Unlife in the Second Era and Third Era. The &amp;quot;minor gogor&amp;quot; may then be created by sacrificing dark priests with a ritual under Morgu&#039;s supervision, while other stone jars could be much older. The heavy damages to the Dark Shrine would then be interpreted as Morgu waking up and being enraged.&lt;br /&gt;
===Loremasters===&lt;br /&gt;
The Loremasters destroyed or removed what records and equipment they could, but were not able to destroy all of Uthex&#039;s creations. This might be because the crystal dome summons or reincarnates more of them and could not be permanently shut off. The hooded figures are implied in the wording to be among these minions. The portal to the Broken Land has to be blocked to prevent invasions by these forces of the Unlife. In the Shadow World Master Atlas it says the Loremasters tried to close the Portals at the end of the Wars of Dominion, but found that it was too dangerous and disruptive so they stopped.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The most powerful (and dangerous) of the Portals on Kulthea serve a dual purpose: as &#039;&#039;Major Portals&#039;&#039; they exist also as passages to other worlds, dimensions, or planes. These are one method by which the forces of the Unlife gain entry to the world - though they are not the only means of access. &#039;&#039;There is usually no way to differentiate between a Major portal and a Minor one (a portal which merely transports one from one place on Kulthea to another), without careful magical analysis. Some can even change their destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Towards &#039;&#039;&#039;the end&#039;&#039;&#039; of the Wars of Dominion, some Loremasters and other powerful users of Essence decided to attempt to close all the Major Portals. They soon found, however, that attempting to close the Gateways only disrupted the Balance of Essaence and created major Flow disturbances.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 57&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 183&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The italicized lines at the end of the first paragraph are only in the 2nd Edition.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The publication date of the second edition of the Master Atlas, May 1992, might be just barely early enough to be relevant to the Monastery. It first appears as recently discovered in [[Kelfour Edition volume III number II]] dated July 1992. However, these dates are very close to each other, and the later Iruaric glossary came from the Master Atlas Addendum (1990) rather than Master Atlas, 2nd Edition. This text might be coincidental rather than intentional for Uthex taking it to be a small portal. In the Uthex Kathiasas story from 1993 the Loremasters used &amp;quot;Runes of Warding&amp;quot; so only the powerful could return. &lt;br /&gt;
&lt;br /&gt;
When the Monastery was discovered in mid-1992 there was a &amp;quot;rune-covered stone which seems to ward off the Unlife&amp;quot;, which is simply referring to the misty chamber being a safe room. It is not described in detail. (It was common back then to call undead creatures &amp;quot;Unlife.&amp;quot;) At first there was no backstory explaining the monastery, though Kygar said he worked it all out before building. The portal did not become active with hooded figures coming through and attacking until March or April 1993 in [[Kelfour Edition volume III number XI]]. In the Master Atlas Addendum (1990) there is a special Warding spell list with a powerful Enchant Stone spell that might be relevant.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;60) &#039;&#039;&#039;Enchant Stone&#039;&#039;&#039; (F) &#039;&#039;&#039;D&#039;&#039;&#039;: P &#039;&#039;&#039;R&#039;&#039;&#039;: T &lt;br /&gt;
Note: This spell &#039;&#039;&#039;requires special materials&#039;&#039;&#039; and a powerful ritual; Caster may only enchant one stone per day. Caster is able, through a ritual lasting one hour, to imbue one large &#039;&#039;&#039;immobile&#039;&#039;&#039; stone with a permanent &#039;&#039;Warding&#039;&#039; power. Stone must weigh at least 100 lbs and if moved from its spot the spell is broken. Warding level of the stone is &#039;&#039;&#039;equal to Caster level&#039;&#039;&#039;. Caster may link a series of stones (no more than 10&#039; apart from each other) into a &#039;&#039;&#039;Circle&#039;&#039;&#039; no larger in diameter than 1&#039; per Caster level. Creatures attempting to enter Circle &#039;&#039;&#039;or touch the stones&#039;&#039;&#039; must make a successful RR vs 1/2 caster level at or suffer an &amp;quot;A&amp;quot; Disruption Critical and &#039;&#039;&#039;be thrown back&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 84&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 191&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Compare this to the rune-covered stone circle that is &#039;&#039;rotating&#039;&#039; around the now active portal in the misty chamber. It includes fine details like taking minor damage for touching it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A damp mist seems to seep from the very walls of this vast chamber casting the walls in an eerie green pallor.  A &#039;&#039;&#039;large round stone&#039;&#039;&#039; stands upright in the center of the room, rotating like a coin that has been stood on edge &#039;&#039;&#039;and spun&#039;&#039;&#039;.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A &#039;&#039;&#039;low steady hum&#039;&#039;&#039; emanates from the stone, and the sound soothes your tired nerves.  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a &#039;&#039;&#039;strange dark rock that you have not seen before&#039;&#039;&#039;. There are runes carved on the stone all around the center opening.  The opening is &#039;&#039;&#039;pitch black&#039;&#039;&#039; and you cannot see through it to the other side.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look runes&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&lt;br /&gt;
XXXXX points at some strange runes on a large stone.&lt;br /&gt;
As XXXXX &#039;&#039;&#039;touches the runes&#039;&#039;&#039;, he &#039;&#039;&#039;receives a mild electrical jolt!&#039;&#039;&#039;&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Light shock to right leg.  That stings!&lt;br /&gt;
&lt;br /&gt;
XXXXX stands in front of the &#039;&#039;&#039;spinning stone&#039;&#039;&#039; with his arms spread wide.  He mutters a few words under his breath and suddenly disappears!&lt;br /&gt;
There is a &#039;&#039;&#039;high-pitched hum&#039;&#039;&#039; from the stone, and XXXXX suddenly appears in the room!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You focus hard on the runes, but without the proper skill, they soon become a maddening, writhing jumble of markings! You struggle to tear your eyes away, and &#039;&#039;&#039;fall back into a heap on the floor&#039;&#039;&#039; as you do!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
XXXXX focuses hard on the runes.  A look of sheer panic suddenly spreads over her face and she struggles to turn away from them!  With a gasp, she &#039;&#039;&#039;falls to the floor&#039;&#039;&#039;, looking rather shaken!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Uthex Kathiasas story calls this a small and remote natural gate to another plane of existence. However, this fits the description of some kinds of Lord of Essaence Portals from the First Era, so the possibility has to be held that this is a Major Portal made by the Lords of Essaence or someone like Bandur Etrevion who understands their gate magic as demonstrated in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The Lords of Essence have created a network of Portals (or &#039;Gates&#039; as they are sometimes called) linking points on the globe. These doorways allow someone who enters to instantly be transported to another location, exiting at another Portal. The manner of operation of these gateways is unknown; while some are very predictable two-way corridors between points, others seem random, transporting the unwary not only across vast distances but through time.&lt;br /&gt;
&lt;br /&gt;
Many take the form of crude trilithons isolated in the wilderness, while others appear as gleaming silvery ovals on ornate pedestals. &#039;&#039;&#039;Some are concealed underground&#039;&#039;&#039;, or are even disguised as normal doors in ancient structures. Some are always &#039;active&#039; - meaning that should someone step through one, they will be instantly teleported to the other end of the portalway - while others must be activated by a magical phrase &#039;&#039;&#039;or item&#039;&#039;&#039;. Generally, &#039;&#039;&#039;active Portals are easily noticeable by a strange, &#039;substantial&#039; darkness covering the entire opening&#039;&#039;&#039;; looking at the darkness for too long a time&#039;&#039;&#039; can cause queasiness&#039;&#039;&#039;. These also give off a &#039;&#039;&#039;barely audible thrumming sound/vibration&#039;&#039;&#039;. There is an occasional Portal, however, that appears completely normal, and is instantly activated as one walks through it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 55&lt;br /&gt;
- Tomes of Kulthea #1123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World Master Atlas gives context to how long Uthex Kathiasas could have been out working on his own without oversight by his fellow Loremasters. They had come to suspect something was wrong, presumably from the contents (or absence) of his report to his superiors, required only once a year. They intervened under the suspicion he had gone mad and succumbed to the Unlife.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;They will &#039;&#039;&#039;not interfere directly unless to the peace and stability of the world would be jeopardized by their inaction&#039;&#039;&#039;. Almost never prominent personalities, yet so often to be found operating beneath the colorful facade of a realm&#039;s government, Loremasters are the great meddlers of the world. Lurking behind thrones and in council chambers, they whisper a word here, over hear a rumor there. Information is their trade and the substance of their lives. With the acquisition and careful dissemination of knowledge, they keep the Free Races of Kulthea alert to the scheming of the Unlife&#039;s servants. Without them the world would be a &#039;&#039;&#039;desolate planet&#039;&#039;&#039; with only &#039;&#039;&#039;small pockets of life&#039;&#039;&#039; under the &#039;&#039;&#039;cruel domination of creatures unspeakable, servants of the Unlife&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Loremasters rarely take sides, unless one faction is &#039;&#039;&#039;clearly operating according to the wishes of the Unlife&#039;&#039;&#039;. He never condones aggression against other governments or peoples (unless in defence or &#039;&#039;&#039;when assaulting a Dark Realm&#039;&#039;&#039;). Loremasters operate more freely than Navigators, &#039;&#039;&#039;often not contacting superiors at Karilon more than once or twice a year&#039;&#039;&#039;. Navigators are on more of a tight reign, returning to Nexus between journeys to report.&lt;br /&gt;
&lt;br /&gt;
The Loremasters are in fact a fairly sophisticated organization. They are controlled by a council of twelve elder Loremasters charged with coordinating the actions of their agents around the world. All of the members of the Council are elected for life or 100 years, whichever ends first. Six are immortals, the balance being saged mortals. The only exception is Kirin Tethan, the only surviving Founder of the Order, who holds a permanent seat. The Council &#039;&#039;&#039;rarely intervenes in specific &#039;field&#039; situations unless specifically asked by the Loremaster involved&#039;&#039;&#039;. This group meets in a guarded chamber atop the Tower of Winds - the highest pinnacle of the hidden citadel of Karilon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 36&lt;br /&gt;
- Tomes of Kulthea #1098&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Loremasters gathered in the hills of a small island to the far north to face a new threat. They had, for some time, suspected that their fellow Loremaster, Uthex Kathiasas, had gone quite mad and succumbed to the dark power of the Unlife. Responding to increasingly frequent reports of strange happenings, powerful and mysterious hooded figures, and fell beasts, the Loremasters now prepared for the worst.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===The Monastery===&lt;br /&gt;
The Monastery itself is not obviously based on a &#039;&#039;specific&#039;&#039; historical or fictional place, aside from a vaguely eastern flavor in the ki-lin and the meditation chamber. The cells and abbot are historically consistent for a western monastery. This will be explored more fully in the subtexts section. These were monks of Cay, most likely, and Orhan more generally. This is perhaps even &amp;quot;monk&amp;quot; in a similar profession sense as the Monk class in GemStone IV, except in the Shadow World setting they use the Essence realm instead of Mentalism. The monastery itself gives the flavor of their living centuries below ground, dedicated in the struggle to prevent the forces of the Unlife from invading through the portal.&lt;br /&gt;
&lt;br /&gt;
The records of the existence of the monastery were lost or destroyed with time, and the monks eventually succumbed to the corruption of the Unlife. Whether this is from prolonged exposure to dark essence is unclear. It is possible some of the texts removed from the Broken Land were kept in their own library. Kygar has them first suffering from loneliness and increasing isolation for centuries, so if there was an active &amp;quot;dark struggle&amp;quot;, they may have eventually bonded with the hooded figures who in turn taught them dark magic. What is unusual about the monastic liches is the hole in their chests where they removed their own heart. This is possibly meant to imply the Ritual of Black Eternity, one of the most evil of all spells. It is from the Classic Liches in Rolemaster Companion I (1986), pages 35 and 75, a tighter fit than D&amp;amp;D phylacteries.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;describe lich&lt;br /&gt;
Garbed in the tattered finery of his lost faith, this monastic lich is a decomposing humanoid of indiscernable heritage. Standing as high as a human, his distinguishing features have skin wrapped about a thin skeletal frame. Held together by nothing more than smouldering malice and some long forgotten curse, the monastic lich&#039;s flesh falls off in stinking bits as he shudders in agonizing ecstasy. In the center of his chest is a ragged hole, as if his heart had been ripped from its body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Monastic Lich:&#039;&#039;&#039; &#039;&#039;Class VI; (-)-EN#-9; fear on sight (RR); touch delivers a &amp;quot;C&amp;quot; cold critical; touch drains 5 Con pts; Monk base spells (4xlvl PP); use Large creature critical table.&#039;&#039;&lt;br /&gt;
Few Monks discover the rituals and spells which enable Evil Clerics, Magicians and Sorcerers to become liches, and fewer still decide to cross the threshold into the unlife. The Monks that do so become an extremely rare undead type known as the monastic lich. These men were obviously very twisted and evil in life, and appear as robed, animate skeletons in death. Monastic liches retain all of their martial arts abilities and Monk spells, and gain the claws which deliver extra slash attacks plus their cold, soul-numbing touch. A hit from one of these horrors can be devastating. They are often found in abandoned monasteries or other ruined structures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Treasures II (1989); page 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Classic &amp;quot;Lich&amp;quot; monsters are Evil Clerics, Evil Mages, or Sorcerers. See page 42 of Creatures &amp;amp; Treasures I.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the 1999 edition of Creatures &amp;amp; Monsters on page 118, standard liches are transformed over a year with the Ritual of Twilight, while classic liches use the more rare and dangerous Ritual of Black Eternity where the organs are put into a special container and hidden. (In the 1995 edition of Creatures &amp;amp; Monsters this is on page 187.) These texts reference them having red light in their eyes. This is not included in the monastic lich section on page 131 (or page 190 in the 1995 edition), but is part of the ambient messaging on the monastic liches. The lich description of &amp;quot;fine, although unkempt and tattered, clothing or robes&amp;quot; is significantly closer to the GemStone description than their monastic lich entry. These rituals were not given until the 1995 version of Spell Law, before which the phylactery-like concept was only in Rolemaster Companion 1. The important point of the monastic liches is that, as monks rather than pure spellcasters, they could only have done this by possessing texts on necromancy. This only makes sense if it came from the Dark Shrine.&lt;br /&gt;
&lt;br /&gt;
There is some reason to suspect this is a later period admixture, presumably from the 1995 edition of this book, especially since the Monastery pre-dates the Describe verb by half a year. The creature description for the ki-lin on the Play.net website is inconsistent with the Rolemaster version with the glowing red horn, but it is consistent with the Rolemaster description of the ki-rin which is more consistent with the mythological qilin. It is important to be cautious with creature descriptions because they were often added later. The spectral monks are presumably the monks who failed to become liches.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Imagine a creature with the head of a dragon, the mane of a lion, the body of a stag and the tail of an ox. Add a solitary horn upon its forehead and the form of the ki-lin is complete. Sightings of this magical and dangerous beast are very rare and thus trophy hunters are said to pay a high price for the horn of the legendary beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Play.net website&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By day, the sun bounces from the golden fur covering a deer&#039;s body, leaps from the deeper gold of a lion&#039;s mane an an ox&#039;s tail, and gleams on the rose pearl of a unicorn&#039;s horn as the Ki-rin gallops across the heavens; the Ki-rin possesses no wings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Monsters (1999); page 72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The dragon head feature still has to come from mythology rather than Rolemaster. The mythological qilin has numerous variations, but these specifically match up.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the monastic liches still having rotting flesh in their description, rather than being purely skeletal, we might think it was only relatively recently that they fell to the Unlife. This would be consistent with the timing of the hooded figures appearing, though it puts too much weight on a possibly apocryphal creature description. In any event they would have fallen into madness first, perhaps indicated by the emotive faces above the doorways downstairs. The painting upstairs referring to the &amp;quot;Undead Wars&amp;quot; probably said &amp;quot;Wars of Dominion&amp;quot; originally. The phylacteries are most likely sealed away in the sewers under the monastery, but again, Rolemaster liches did not use these yet when the Monastery was built. The sewers originally had ratsnakes in them. This potentially supports interpreting the cave itself as an allegory for Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot;, detailed below in the Major Sub-Texts section.&lt;br /&gt;
&lt;br /&gt;
It is unclear if the action of reaching into the holes in their chests dates back to 1992 or was added later. It is possible that this connection to the Ritual of Black Eternity, which first appears in Rolemaster Companion in 1986 but not in the creatures bestiaries or Spell Law until 1995, is not the intention behind the liches having holes in their chests. In the Major Sub-Texts section another theory will be given in terms of the monastery&#039;s meditation room and astral projection esotericism that would still work for 1992.&lt;br /&gt;
=Death=&lt;br /&gt;
The major sub-texts category addresses the parallel the Broken Lands has with H.P. Lovecraft&#039;s &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; and possibly other related stories. The within GemStone significance of this is that the same story appears to be used in the messaging that occurs when bodies decay and need to be reincarnated by Eissa (Modern: Lorminstra). This is illustrated in [[Research:The Graveyard#Lovecraft|Research:The Graveyard]]. The soul is in a limbo that was once called [[Purgatory]]. That research page argues for various reasons that the Graveyard is symbolically a dark mirror of Purgatory and the temple of Eissa in the Landing. &lt;br /&gt;
&lt;br /&gt;
Instead of the Lord High Cleric, who is probably the old man on the dais, Bandur is the Lord High Sorceror. There are a number of points of commonality, and they were both built in early 1990. The throne room under the Graveyard is &amp;quot;a madman&#039;s travesty of a throne room in purgatory&amp;quot;, with a throne of human bones on a dais and a tapestry covering a storage room. The huge pile of bodies next to it are thus argued to symbolically represent the souls who could not choose, and the only path was darkness, as the only exit was a result of people clawing their way up to the surface until someone finally made it.&lt;br /&gt;
&lt;br /&gt;
===Reincarnation===&lt;br /&gt;
&lt;br /&gt;
The decay or [[spirit death]] messaging is mostly the same as it was twenty or thirty years ago, except a few lines were removed seemingly around the time of the GemStone IV conversion. The death mechanics have undergone a few forms over the years, and that was around when Death&#039;s Sting in its modern form was introduced. When the body decays into compost the world dissolves into &amp;quot;a grainy montage of color&amp;quot;, and the soul experiences a timeless void between light and darkness. This is unique to GemStone as the early Shadow World books provided no description of the other side of the Gates of Oblivion. &lt;br /&gt;
&lt;br /&gt;
It is accompanied by some surreal messaging about the dreams you once held, and hopelessness washing over them &amp;quot;like the creeping tide of doom.&amp;quot; Eissa then spoke to you in archaic English about your right of intercession because of your deeds to her, which [[Research:The Graveyard#Death|Research:The Graveyard]] argues for various reasons is likely playing off the medieval rites of homage to a liege lord. When the soul is reincarnated it describes &amp;quot;the world of your past&amp;quot; returning to your memory. These premises do not originate in the Shadow World material. They appear to be based on stories from H.P. Lovecraft&#039;s Dream Cycle.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color... &lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels &#039;&#039;torn between two prophecies, each vying for your loyalty.&#039;&#039;&lt;br /&gt;
Also in the room: All the spirits of those who could not choose.&lt;br /&gt;
Obvious exits: light and darkness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time seems to have no meaning&#039;&#039;&#039; as you wander aimlessly amidst the uncomfortable &#039;&#039;tugging for your attention&#039;&#039;. &#039;&#039;&#039;Hopelessness washes over dreams you once held&#039;&#039;&#039; like the &#039;&#039;&#039;creeping tide of doom.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In time the Goddess Lorminstra finds you wandering the endlessness of Purgatory and says, &amp;quot;For thy deed, my promise to intercede shall be fulfilled.&amp;quot; Taking you by the hand, the Goddess leads you back to mortality... &lt;br /&gt;
&lt;br /&gt;
Suddenly you feel an intense pain scorching your very soul! The &#039;&#039;&#039;world of your past suddenly comes rushing back into your memory&#039;&#039;&#039;. You are quite bewildered by what has transpired, but alive... &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is from the late 1990s. The original would have said the &amp;quot;Goddess Eissa&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is mostly referring to the end of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; when Nyarlathotep is trying to trick the protagonist, Randolph Carter, into flying into the heart of Chaos at the center of the universe. Carter is in another dimension called the Dreamlands. When he realizes his impending doom he remembers he is only dreaming and leaps into the void between dreamlands. He experiences vast cosmic aeons pass before him, until the waking world of his own memories rushes back to him. [[Research:The Graveyard#Lovecraft|Research:The Graveyard]] argues that Bandur is our analog for Nyarlathotep for mythological reasons.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Thick though the rushing nightmare that clutched his senses, Randolph Carter could turn and move. He could move, and if he chose he could leap off the evil shantak that bore him &#039;&#039;&#039;hurtlingly doomward&#039;&#039;&#039; at the orders of Nyarlathotep. He could leap off and dare those depths of night that yawned interminably down, those depths of fear whose terrors yet could not exceed the &#039;&#039;&#039;nameless doom&#039;&#039;&#039; that lurked waiting at chaos’ core. He could turn and move and leap—he could—he would—he would—&lt;br /&gt;
     Off that vast hippocephalic abomination leaped &#039;&#039;&#039;the doomed and desperate dreamer&#039;&#039;&#039;, and down through &#039;&#039;&#039;endless voids of sentient blackness&#039;&#039;&#039; he fell. &#039;&#039;&#039;Aeons reeled, universes died and were born again, stars became nebulae and nebulae became stars&#039;&#039;&#039;, and still Randolph Carter fell through those endless voids of sentient blackness.&lt;br /&gt;
     Then in the &#039;&#039;&#039;slow creeping course of eternity&#039;&#039;&#039; the utmost cycle of the cosmos churned itself into another &#039;&#039;&#039;futile&#039;&#039;&#039; completion, and all things became again as they were unreckoned kalpas before. Matter and light were born anew as space once had known them; and comets, suns, and worlds sprang flaming into life, though nothing survived to tell that they had been and gone, been and gone, always and always, back to no first beginning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World tie-in is that Eissa transports souls around in an artifact called the Staff of Doom. The wording is strikingly similar, and as explained below, the Broken Lands turns out to tightly parallel an earlier section of this same Lovecraft story. The wording about the world of the past returning to you is most likely referring to the premise that Randolph Carter is returning to the world of his childhood memories. His dream-quest had turned out to be him seeking his own youthful memories of Boston. In the Graveyard this might be hinted at by recalling prayers from youth when looking at Bandur.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;And there was a firmament again, and a wind, and a glare of purple light in the eyes of the falling dreamer. &#039;&#039;There were gods and presences and wills; beauty and evil&#039;&#039;, and the shrieking of noxious night robbed of its prey. For through the unknown ultimate cycle had lived a thought and &#039;&#039;&#039;a vision of a dreamer’s boyhood, and now there were re-made a waking world and an old cherished city to body&#039;&#039;&#039; and to justify these things. Out of the void S’ngac the violet gas had pointed the way, and archaic Nodens was bellowing his guidance from unhinted deeps.&lt;br /&gt;
     Stars swelled to dawns, and dawns burst into fountains of gold, carmine, and purple, and still the dreamer fell. Cries rent the aether as ribbons of light beat back the fiends from outside. And hoary Nodens raised a howl of triumph when Nyarlathotep, close on his quarry, stopped baffled by a glare that seared his formless hunting-horrors to grey dust. Randolph Carter had indeed descended at last the wide marmoreal flights to his marvellous city, &#039;&#039;&#039;for he was come again to the&#039;&#039;&#039; fair New England &#039;&#039;&#039;world that had wrought him.&#039;&#039;&#039;&lt;br /&gt;
     So to the organ chords of morning’s myriad whistles, and dawn’s blaze thrown dazzling through purple panes by the great gold dome of the State House on the hill, Randolph Carter leaped shoutingly awake within his Boston room.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lost to the Demonic===&lt;br /&gt;
&lt;br /&gt;
In the early death mechanics there were five &amp;quot;free deaths&amp;quot; at level 1, and five that had to be paid back with deeds before making level 2. It was not possible for a character under level 2 to have permanent character loss from death. Eissa would intervene to prevent it, and later the Great Spirit Vult (Modern: Voln) did as well. (I remember seeing special messaging for it in the late 1990s, but there is no log proof it existed.) Generally, there was a cost of only 1 deed for a death if a cleric resurrected the body, but 2 deeds if the body decayed. If there was a spirit death it cost 2 deeds. Spirit was originally called &amp;quot;life levels&amp;quot;, with instant death at zero, and weakness at thresholds. This is a supplementary mechanic from Rolemaster Companion II, page 20, not Shadow World itself. In the later years of GemStone III there was experience point loss as a result of departing or spirit death instead of damage to stat points.&lt;br /&gt;
&lt;br /&gt;
In the event of a decay or spirit death, &#039;&#039;or&#039;&#039; resurrection if having zero deeds, there was originally a counter for number of death at that level, where at the next level there was a cumulative risk of statistic point loss that increased with severity with the number of deaths. This was essentially like a harsher form of Death&#039;s Sting. The Purgatory messaging was slightly different for a spirit death, as Eissa puts the tattered pieces of your soul back together. This is the variant still included in the contemporary messaging for decaying. The [[Council of Light|Sign of Hopelessness]] used to refer to this messaging, ripping the soul up in black flames.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;sign of hopelessness&lt;br /&gt;
&#039;&#039;&#039;As you make the sign, the forces of darkness rip your soul from your body!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You realize you have called upon your powers without due caution and have made your affiliation plainly obvious to all nearby.&lt;br /&gt;
&lt;br /&gt;
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color...&lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels torn between two prophecies, each vying for your loyalty.&lt;br /&gt;
Also in the room: &#039;&#039;&#039;&#039;&#039;All the spirits of those who could not choose&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
Obvious exits: light and darkness.&lt;br /&gt;
&lt;br /&gt;
Time seems to have no meaning as you wander aimlessly amidst the uncomfortable tugging for your attention. Hopelessness washes over dreams you once held like the creeping tide of doom.&lt;br /&gt;
&lt;br /&gt;
In time the Goddess Lorminstra finds you wandering the endlessness of Purgatory and says, &amp;quot;For thy deeds, my promise to intercede shall be fulfilled.&amp;quot; She &#039;&#039;&#039;gently reassembles the pieces of your tattered soul&#039;&#039;&#039;, and then, taking you by the hand, the Goddess leads you back to mortality...&lt;br /&gt;
&lt;br /&gt;
Suddenly you feel an intense pain scorching your very soul! The world of your past suddenly comes rushing back into your memory. You are quite &#039;&#039;&#039;&#039;&#039;bewildered&#039;&#039;&#039;&#039;&#039; by what has transpired, but alive...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Compare the bold italics above to the bold italics in the excerpt below from &amp;quot;Through the Gates of the Silver Key&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is some indication in the Kelfour Editions, such as [[Kelfour Edition volume I number VII]] page 24, that the soul might have been destroyed utterly if this happened without deeds. That someone has &amp;quot;lost their soul to the demonic&amp;quot; &#039;&#039;might&#039;&#039; have originally only happened in this case, and if it did it is unclear if there was different messaging for it. The messaging was the same seemingly in any case later. It illustrates the soul losing its memory and sense of identity regardless of whether it chose the light or the darkness. The player was then given the option of either retiring the individual character or the whole family.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color...  &lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels torn between two prophecies, each vying for your loyalty.&lt;br /&gt;
&lt;br /&gt;
Also in the room: All the spirits of those who could not choose.&lt;br /&gt;
&lt;br /&gt;
Obvious exits: light and darkness.&lt;br /&gt;
&lt;br /&gt;
Time seems to have no meaning as you wander aimlessly amidst the uncomfortable tugging for your attention. Hopelessness washes over dreams you once held like the creeping tide of doom.&lt;br /&gt;
&lt;br /&gt;
In time your soul finds a home, be it in the light or the darkness, but not again in the mortal world. &#039;&#039;&#039;As the last memories of your existence fade&#039;&#039;&#039;, an image of the Goddess Lorminstra, who guards the &#039;&#039;&#039;Gates of Oblivion&#039;&#039;&#039;, tempts your hindsight.&lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
&lt;br /&gt;
It appears that your mortal life has ended once and for all, and that Lorminstra shall be embracing you shortly. This Purgatory is here to provide you with information about what to expect as you move on to the next stage of your existence. Before you is The Afterlife. You will need to enter it in order to create a new character for yourself.  ---&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
You can LOOK AT THE AFTERLIFE to get information about what to expect now that your character has died permanently. When you are ready, simply RETIRE.&lt;br /&gt;
&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;look at the afterlife&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon entering The Afterlife you will be given two options:&lt;br /&gt;
&lt;br /&gt;
1. Retire Kadaena only (keeping the K&#039;ta&#039;viiri family)&lt;br /&gt;
&lt;br /&gt;
2. Retire the K&#039;ta&#039;viiri family (loosing all family fame)&lt;br /&gt;
&lt;br /&gt;
Selecting the first option will result in asking you for a new first name for your new character, while the second option will result in asking you for a new first and last name. In either case you can reselect your old names, but your family fame will only transfer to your new character if you select the first option.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As for up to the point of making your choices, it is the same routine as if you just started a new character. If you RETIRE the family, you will lose your character entirely. If you choose to RETIRE the first name only, You will be able to keep the same family name as well as the same first name if you wish to keep it.&lt;br /&gt;
&lt;br /&gt;
If you choose the same first name and family name, you must remember, when you went demonic, you lost everything except the name. You will not have any items, character fame, stats, skills, age or trainings as you did when you died, including any coins you had in the bank or on your person. In keeping the family name, you WILL still have your FAMILY fame but not the character fame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This would have said Goddess Eissa originally, the &amp;quot;Gates of Oblivion&amp;quot; is the I.C.E. term. Lorminstra guards the Ebon Gate.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The grainy montage of color and the dissolution of identity and memory into oblivion does not come from the Shadow World material. It is probably based on Oblivion from Lovecraft&#039;s Dream Cycle stories, which is illustrated in detail in his prose poem [http://www.hplovecraft.com/writings/texts/fiction/eo.aspx &amp;quot;Ex Oblivione&amp;quot;]. Randolph Carter himself mentions it and the potion in some stories, such as considering taking the oblivion potion in &amp;quot;The Silver Key&amp;quot;. The last line refers to waking life as the &amp;quot;daemon&amp;quot; being escaped.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When the last days were upon me&#039;&#039;&#039;, and the ugly trifles of existence began to drive me to madness like the small drops of water that torturers let fall ceaselessly upon one spot of their victim’s body, I loved the &#039;&#039;&#039;irradiate refuge of sleep&#039;&#039;&#039;. In my dreams I found a little of the beauty I had vainly sought in life, and wandered through old gardens and enchanted woods.&lt;br /&gt;
     Once when the wind was soft and scented I heard the south calling, and sailed endlessly and languorously under strange stars.&lt;br /&gt;
     Once when the gentle rain fell I glided in a barge down a sunless stream under the earth till I reached another world of purple twilight, iridescent arbours, and undying roses.&lt;br /&gt;
     And once I walked through a golden valley that led to shadowy groves and ruins, and ended in a mighty wall green with antique vines, and pierced by a little gate of bronze.&lt;br /&gt;
     Many times I walked through that valley, and longer and longer would I pause in the spectral half-light where the giant trees squirmed and twisted grotesquely, and the grey ground stretched damply from trunk to trunk, sometimes disclosing the mould-stained stones of buried temples. And always the goal of my fancies was the mighty vine-grown wall with the little gate of bronze therein.&lt;br /&gt;
     After a while, as &#039;&#039;&#039;the days of waking became less and less bearable from their greyness and sameness&#039;&#039;&#039;, I would often drift in opiate peace through the valley and the shadowy groves, and &#039;&#039;&#039;wonder how I might seize them for my eternal dwelling-place&#039;&#039;&#039;, so that I need no more crawl back to a dull world &#039;&#039;&#039;stript of interest and new colours&#039;&#039;&#039;. And as I looked upon &#039;&#039;&#039;the little gate&#039;&#039;&#039; in the mighty wall, I felt that &#039;&#039;&#039;beyond it lay a dream-country from which, once it was entered, there would be no return&#039;&#039;&#039;.&lt;br /&gt;
     So each night in sleep I strove to find the hidden latch of the gate in the ivied antique wall, though it was exceedingly well hidden. And I would tell myself that the realm beyond the wall was not more lasting merely, but more lovely and &#039;&#039;&#039;radiant&#039;&#039;&#039; as well.&lt;br /&gt;
     Then one night in the dream-city of Zakarion I found a yellowed papyrus filled with the thoughts of dream-sages who dwelt of old in that city, and who were too wise ever to be born in the waking world. Therein were written many things concerning the world of dream, and among them was lore of a golden valley and a sacred grove with temples, and a high wall pierced by a little bronze gate. When I saw this lore, I knew that it touched on the scenes I had haunted, and I therefore read long in the yellowed papyrus.&lt;br /&gt;
     Some of the dream-sages wrote gorgeously of the wonders beyond &#039;&#039;&#039;the irrepassable gate&#039;&#039;&#039;, but others told of horror and disappointment. I knew not which to believe, yet longed more and more to &#039;&#039;&#039;cross forever&#039;&#039;&#039; into the unknown land; for doubt and secrecy are the lure of lures, and no new horror can be more terrible than the daily torture of the commonplace. So when I learned of the drug which would unlock the gate and drive me through, I resolved to take it when next I awaked.&lt;br /&gt;
     Last night I swallowed the drug and floated dreamily into the golden valley and the shadowy groves; and when I came this time to the antique wall, I saw that the &#039;&#039;&#039;small gate of bronze&#039;&#039;&#039; was ajar. From &#039;&#039;&#039;beyond came a glow&#039;&#039;&#039; that weirdly lit the giant twisted trees and the tops of the buried temples, and I drifted on songfully, expectant of the glories of the land from whence &#039;&#039;&#039;I should never return&#039;&#039;&#039;.&lt;br /&gt;
     But as the gate swung wider and the sorcery of drug and dream pushed me through, &#039;&#039;&#039;I knew that all sights and glories were at an end&#039;&#039;&#039;; for in that new realm was &#039;&#039;&#039;neither land nor sea&#039;&#039;&#039;, but only the white &#039;&#039;&#039;void of unpeopled and illimitable space&#039;&#039;&#039;. So, happier than I had ever dared hoped to be, I &#039;&#039;&#039;dissolved again into that native infinity of crystal oblivion&#039;&#039;&#039; from which &#039;&#039;&#039;the daemon Life&#039;&#039;&#039; had called me for one brief and desolate hour.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Ex Oblivione&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is the full text, not an excerpt.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Key to the Void===&lt;br /&gt;
&lt;br /&gt;
In the Graveyard the Empress Kadaena is represented as a death goddess, and as some rival of Eissa who is providing a &amp;quot;forbidden&amp;quot; alternative to Oblivion. The Shadow World premise for this is probably the Key of the Void, the one key to the Gates of Oblivion that is never used. This is something that presumably leads to the demonic realities associated with the Unlife. [[Research:The Graveyard]] explores this concept more deeply. For our purposes it is noteworthy that the Dark Shrine is shaped like an antique key, and the portal to the Broken Land may come from the Randolph Carter stories of the Silver Key.&lt;br /&gt;
&lt;br /&gt;
Through the Gates of the Silver Key he encounters Yog-Sothoth, the guardian and gateway of forbidden knowledge. He witnesses many other versions of himself in the timeless void beyond oblivion. This results in transforming his immaterial being into the body of an otherworldly race in the distant past. In the context of the Broken Land this can be interpreted as a forbidden &amp;quot;dark path&amp;quot; toward reincarnating the soul into otherworldly entities including the demonic or even the Dark Gods, which gives a natural and literal interpretation to the line &amp;quot;spirit born of death&amp;quot; in the Temple of Darkness poem.&lt;br /&gt;
[[File:DarkShrine-SkeletonKey.jpg|300px|thumb|right|Skeleton keys are masters for opening warded locks]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Faced with this realisation, Randolph Carter reeled in the clutch of supreme horror—horror such as had not been hinted even at the climax of that hideous night when two had ventured into an ancient and abhorred necropolis under a waning moon and only one had emerged. &#039;&#039;&#039;No death, no doom, no anguish can arouse the surpassing despair which flows from a loss of identity&#039;&#039;&#039;. Merging with nothingness is &#039;&#039;&#039;peaceful oblivion&#039;&#039;&#039;; but to be &#039;&#039;&#039;aware of existence and yet to know that one is no longer a definite being distinguished from other beings&#039;&#039;&#039;—that one no longer has a self—that is the nameless summit of agony and dread.&lt;br /&gt;
     He knew that there had been a Randolph Carter of Boston, yet could not be sure whether he—the fragment or facet of an earthly entity beyond the Ultimate Gate—had been that one or some other. His &#039;&#039;&#039;self had been annihilated&#039;&#039;&#039;; and yet he—if indeed there could, in view of that utter nullity of individual existence, be such a thing as he—was equally &#039;&#039;&#039;&#039;&#039;aware of being in some inconceivable way a legion of selves&#039;&#039;&#039;&#039;&#039;. It was as though his body had been suddenly transformed into one of those many-limbed and many-headed effigies sculptured in Indian temples, and he contemplated the aggregation in a &#039;&#039;&#039;&#039;&#039;bewildered&#039;&#039;&#039;&#039;&#039; attempt to discern which was the original and which the additions—if indeed (supremely monstrous thought) there were any original as distinguished from other embodiments.&lt;br /&gt;
     Then, in the midst of these devastating reflections, Carter’s beyond-the-gate fragment was hurled from what had seemed the nadir of horror to black, clutching pits of a horror still more profound. This time it was largely external—a force or personality which at once confronted and surrounded and pervaded him, and which in addition to its local presence, seemed also to be a part of himself, and likewise to be &#039;&#039;&#039;coexistent with all time and coterminous with all space&#039;&#039;&#039;. There was no visual image, yet the sense of entity and the awful concept of combined localism, identity, and infinity lent a paralysing terror beyond anything which any Carter-fragment had hitherto deemed capable of existing.&lt;br /&gt;
     In the face of that awful wonder, the quasi-Carter forgot the horror of destroyed individuality. It was an All-in-One and One-in-All of limitless being and self—not merely a thing of one Space-Time continuum, but allied to the ultimate animating essence of existence’s whole unbounded sweep—the last, utter sweep which has no confines and which outreaches fancy and mathematics alike. It was perhaps that which certain secret cults of earth have whispered of as &#039;&#039;&#039;YOG-SOTHOTH&#039;&#039;&#039;, and which has been a deity under other names; that which the crustaceans of Yuggoth worship as the Beyond-One, and which the vaporous brains of the spiral nebulae know by an untranslatable Sign—yet in a flash the Carter-facet realised how slight and fractional all these conceptions are.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Nor is it to be thought,” ran the text as Armitage mentally translated it, “that man is either the oldest or the last of earth’s masters, or that the common bulk of life and substance walks alone. The Old Ones were, the Old Ones are, and the Old Ones shall be. Not in the spaces we know, but between them, They walk serene and primal, undimensioned and to us unseen. &#039;&#039;&#039;Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth.&#039;&#039;&#039; He knows where the Old Ones broke through of old, and where They shall break through again. He knows where They have trod earth’s fields, and where They still tread them, and why no one can behold Them as They tread. By Their smell can men sometimes know Them near, but of Their semblance can no man know, saving only in the features of those They have begotten on mankind; and of those are there many sorts, differing in likeness from man’s truest eidolon to that shape without sight or substance which is Them. They walk unseen and foul in lonely places where the Words have been spoken and the Rites howled through at their Seasons. The wind gibbers with Their voices, and the earth mutters with Their consciousness. They bend the forest and crush the city, yet may not forest or city behold the hand that smites. &#039;&#039;&#039;Kadath in the cold waste hath known Them, and what man knows Kadath?&#039;&#039;&#039; The ice desert of the South and the sunken isles of Ocean hold stones whereon Their seal is engraven, but who hath seen the deep frozen city or the sealed tower long garlanded with seaweed and barnacles? Great Cthulhu is Their cousin, yet can he spy Them only dimly. Iä! Shub-Niggurath! As a foulness shall ye know Them. Their hand is at your throats, yet ye see Them not; and Their habitation is even one with your guarded threshold. &#039;&#039;&#039;Yog-Sothoth is the key to the gate, whereby the spheres meet&#039;&#039;&#039;. Man rules now where They ruled once; They shall soon rule where man rules now. After summer is winter, and after winter summer. They wait patient and potent, for here shall They reign again.”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dunwich Horror&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Compare the bold italics to the Purgatory messaging above with the bold italics.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Since there is a shared relation to the Purgatory subtext of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, and historical simultaneity in the Shadow World timeline, the Graveyard and the Broken Lands are probably related stories and both playing off the death mechanics. Since the Gates of Oblivion are located on Orhan, the moon of the light gods, this is figuratively or literally making the Lord of Essaence crystal(s) on Charôn the forbidden key to immortality. This would explain why the Loremasters were unable to destroy Uthex&#039;s creations. There is also a &amp;quot;hooded figure&amp;quot; guarding the tapestry to the deed ceremony.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Temple, Tapestry Room]&lt;br /&gt;
A large candle burns with a steady flame in each corner of this room.  Various forms of artwork adorn the walls of this chamber, each &#039;&#039;&#039;representing one of the Gods of Elanthia&#039;&#039;&#039;.  One particular object, &#039;&#039;&#039;a long black tapestry&#039;&#039;&#039;, attracts your attention.  A small chair sits next to the tapestry and seated in this chair is &#039;&#039;&#039;the hooded figure&#039;&#039;&#039; of a man.  You also see a large acorn and a black arch.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
The tapestry is intricately embroidered to depict a large gate. It appears to be covering a portal of some kind.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
As you approach the black velvet tapestry, the &#039;&#039;&#039;hooded figure&#039;&#039;&#039; stands and steps in front of you.  In a quiet but firm voice the hooded figure says, &amp;quot;May Lorminstra grant you even more deeds, XXXXX.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;hooded figure&#039;&#039;&#039; bows slightly and pulls back the heavy bolt of black cloth.  He then motions to the corridor beyond.  You respectfully acknowledge his bow and enter the temple.  Immediately upon entering, two acolytes appear next to you to assist you in your consultation.&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;a brilliant flash of light&#039;&#039;&#039; and a puff of smoke as a hooded figure suddenly appears!&lt;br /&gt;
&amp;gt;describe figure&lt;br /&gt;
It is hard to see much of the hooded figure because of the voluminous hooded cloak. However, the figure does appear to be that of a young human, or humanoid, male. His skin is very pale, almost an opalescent white in color and his eyes are an ominous dull grey. You can see a few locks of curly black hair streaked with stark white tufts concealed by the hood of his cloak. When he glances in your direction, you can feel his gaze almost as a physical blow. He holds himself erect, a tall and imposing figure giving evidence of great pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They came to face the corrupt Uthex in the Great Hall of his hidden keep. Uthex called forth the &#039;&#039;&#039;fruit of his efforts&#039;&#039;&#039; to do battle with the Loremasters, and while they were engaged with these &#039;&#039;&#039;powerful perverted beings&#039;&#039;&#039;, Uthex made his escape. The Loremasters soon defeated &#039;&#039;&#039;the hooded figures&#039;&#039;&#039; that &#039;&#039;&#039;had come to Uthex&#039; aid&#039;&#039;&#039;, but noted the absence of the powerful Mage. A detailed search of the keep revealed the secret passage that Uthex had used to make good his escape.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Few records of the battle against Uthex Kathiasas and his minions have survived the ages, but it is generally accepted that the Loremasters easily gained access to his secret workshop. Uthex Kathiasas was destroyed during the ensuing battle, and while the Loremasters were &#039;&#039;&#039;not able to completely destroy his experiments&#039;&#039;&#039;, they removed what records and equipment that they could, and sealed the gate leading to that location with Runes of Warding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Broken Land&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Notice how the hooded figures themselves are the &amp;quot;perverted beings&amp;quot;, seemingly human or humanoid, not the fog beetles or other monsters. Much as [[Research:The Graveyard]] argues for a dark mirror of this in the throne room under the Graveyard, this might be symbolized in the Dark Shrine as well where the human sacrifices were done to waken or make the gogor. The cracked gong corresponds to the chimes that have to be rung to call the high priestess. The tapestry corresponds to the tapestry, and the secret room behind it to the storage room, where deed offerings are taken by the acolytes after the ritual.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Temple, &#039;&#039;&#039;Black Altar&#039;&#039;&#039;]&lt;br /&gt;
The smoke of scores of incense burners fills the air of this room with a thick, acrid haze.  Through this haze can be seen the faint outline of a large, black altar of obsidian surrounded by a high rail.  Behind the altar is an arch leading to a blackened passage. Hanging nearby is a brass tube, or chime, suspended from the ceiling by a thong of leather.  Next to this chime hangs a small mallet.  The two acolytes that greeted you as you entered are standing nearby.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ring chime with mallet&lt;br /&gt;
You strike the &#039;&#039;&#039;hollow brass chime&#039;&#039;&#039; with the small mallet and the room is filled with a rich, mellow tone.  The two acolytes nod slightly and step back to a position slightly behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the &#039;&#039;&#039;hideous faces and figures carved into the stone walls&#039;&#039;&#039; have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an &#039;&#039;&#039;ancient tapestry&#039;&#039;&#039; which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the &#039;&#039;&#039;rim of the huge corroded disk to the center&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with dark stains, and one corner has been broken off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These beings would be ultimately indestructible because the power draining crystal dome is implicitly reincarnating their souls. This would be the forbidden work around to Eissa, who is the only deity with that power. Their spawn messaging is suggestive of this possibility. Without a tie-in to the death theology it would make little sense for the Broken Land and Purgatory to just happen to be referencing the same obscure H.P. Lovecraft story. It is the natural way of interpreting &amp;quot;giving physical form&amp;quot; to power in that context, along with the shared premise of Empress Kadaena and the early Wars of Dominion in the Graveyard. The Broken Land might even be interpreted as a dark analog of purgatory, its own anachronistic dreamland in another dimension, for foul reincarnation of spirits in association with Charôn.&lt;br /&gt;
&lt;br /&gt;
=Major Sub-Texts=&lt;br /&gt;
The Broken Land seems to have an allegorical layer of meaning that is a combination of mythology and horror stories of H.P. Lovecraft. This is the same argument made for The Graveyard and Shadow Valley. These three are all in the Shadow World setting as well, but the relative weights are different. Shadow World seems to have only minor significance to Shadow Valley. Mythology seems to be of minor relevance to the Broken Lands, though there may be some bits in the Lysierian Hills. This involves Charôn itself directly in Iloura&#039;s shrine and otherwise involves death, sleep, or the Underworld.&lt;br /&gt;
==Mythology==&lt;br /&gt;
There are some minor mythological elements worth noting around the Broken Lands. The most immediate is that the moon Charôn in Shadow World was named after the ferryman of the Underworld in Greek mythology, and was used as the boat driver of the river Acheron in Dante&#039;s &#039;&#039;Inferno&#039;&#039;. Since the Dark Grotto and Shrine segment pulls off the Underworld of Lovecraft&#039;s Dreamlands, and Charôn is only habitable underground, it is conceivable the use of Charôn to enter the Jagged Plain is metaphorical and a dark mirror of the River of Life on Orhan. This is incidental as there are other usages of Charôn. The Broken Land on a subtextual level in particular is likely to be relevant to Purgatory, under the assumption that the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot; was used for both the Broken Land and the [[Purgatory]] death messaging. The dark mirror may be playing Charôn off the Gates of Oblivion being physically located on Orhan.&lt;br /&gt;
&lt;br /&gt;
It is possible that Dante&#039;s &#039;&#039;Inferno&#039;&#039; is more directly relevant. In [[Research:The Graveyard]] it is argued that the Graveyard is loosely parallel to &#039;&#039;Inferno&#039;&#039;. This involves a deep descent into the earth, where Bandur Etrevion is frozen in a block of ice like Satan. The ascent from this location would correspond to climbing up to the base of Purgatory. This starts as a cliff. The climb up within the hollow Huge Cavern within the cliffs could be read analogously, inverting the climb of Purgatorio with Paradiso and Inferno. The Morgu statue interpreted as Morgu himself becomes the direct analog of Satan frozen at the bottom of Inferno and Bandur in the Graveyard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Iloura&#039;s Shrine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the Shadow World Master Addendum (1990), pages 70-71, Iloura has hundreds of shrines just like the one on Lake Marliese. This is presumably the island referenced in the Uthex Kathiasas story. These are holy places which are used to make hallucinogenic incense out of &amp;quot;certain herbs&amp;quot; for a special smokestone in the altar. The worshipper of Iloura sleeps in the shrine overnight and may be granted a dream vision. In the I.C.E. Age it was common for Iloura to speak here to her followers. The shrine itself is not so much mythological as it is the release event for it may have had mythological elements.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Iloura&#039;s shrines are always dug at lest partway into the ground, but there is usually a small roof-vent to let in &#039;&#039;&#039;a small amount of light&#039;&#039;&#039; and allow smoke to escape. &#039;&#039;&#039;Always above the entrance is the symbol of Iloura: three leaves in a branch.&#039;&#039;&#039; The altar itself a round stone with &#039;&#039;&#039;a large circular depression&#039;&#039;&#039; in the center and a small depression on either side. Set in each of the side depressions is an unusual material called &#039;&#039;smokestone&#039;&#039;. It looks like rock but is organic, and can be soaked in a liquid steeped in certain herbs. When dried, it can be lit and smolders for about eight hours before going out. (After cooling or ten or so hours, it can be lit again, and re-used in this manner almost indefinitely.) The smoke from the stones released an incense which allows one who is a follower of Iloura to have visions - should the Lady Iloura wish it. The stones are lit and the center depression is filled with fresh water. The adherent must be alone in the shrine and spend the night. Whether they have a vision or not (requires a successful &#039;&#039;Meditation&#039;&#039; roll) they will awake rested in the morning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 71&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The shrine was released at the end of the storyline that introduced the Kral (krolvin) in the next valley. It involved rescuing a girl named Marliese who shapeshifted into a puma and breaking the curse on her necklace. This involved putting crystal &amp;quot;tears&amp;quot; into the shrine, which was making the Iloura symbol, and having the light of a rare lunar conjunction shine through it. It was when Charôn is blocked from the sky by Orhan, which could only happen if Orhan (with an average orbital distance of 250,000 miles) was at its closest, and Charôn which averages 190,000 miles was at its most distant (230,000 miles). &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Small Island]&lt;br /&gt;
Towering pines ring the edge of this small island, their fragrance wafting about you on each wisp of a breeze.  Wildflowers, their colors washed away by the greying moonlight, carpet the ground, and mingle with honeysuckle to creep up the stone walls of a small shrine that stands in the center of the circle of trees.  From somewhere nearby, an owl calls out its strange song, and is answered by another deeper in the forest.  You also see some shallow water along the bank of the island.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;gt;look shrine&lt;br /&gt;
Beneath the fragrant blanket of wildflowers and honeysuckle, dark green marble, streaked with deep brown rises to a height of just ten feet or so.  A carefully constructed roof of wooden slats is woven through &#039;&#039;&#039;with herbs&#039;&#039;&#039; and dark green ivy, providing shelter from the elements, and welcome to even the weariest of travelers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go shrine&lt;br /&gt;
[Lysierian Hills, A Small Shrine]&lt;br /&gt;
Though there is no door to shut out the world beyond, a feeling of utter tranquility envelops you here.  The soothing reminders of the forests are everywhere, wrapping you in a blanket of calm and serenity.  Heavy woven rugs cover the floors, and nestle against walls lined with polished mahogany.  In the center of the room, a simple stone altar rises up from the midst of a &#039;&#039;&#039;tiny garden of carefully tended, sweetly scented herbs&#039;&#039;&#039;.  You also see a simple stone altar with a small carving on it, a jeweled skylight and some ancient tapestries.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
This altar of &#039;&#039;&#039;deep green bloodstone is set into the middle of a tiny herb garden&#039;&#039;&#039;.  Light filtering through a jeweled skylight overhead gleams softly against a &#039;&#039;&#039;small carving&#039;&#039;&#039; mounted on the smooth surface.&lt;br /&gt;
&amp;gt;look carving&lt;br /&gt;
Carefully carved from forest green marble flecked with brown is the serene image of the goddess Imaera.  In her right hand, she holds a tall, shifting staff, and a garland of living leaves and herbs surrounds her head.&lt;br /&gt;
&amp;gt;look skylight&lt;br /&gt;
Pale light filters through the tinted crystals and prisms that form the image of the &#039;&#039;&#039;Flower of Imaera&#039;&#039;&#039;.  Brilliant light shines through three prisms at the center of the flower, illuminating the altar.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestries&lt;br /&gt;
You look at the fifth, and last tapestry in the series.&lt;br /&gt;
&lt;br /&gt;
Many years must have passed, for now the valley is showing signs of rejuvenation.  Once more, the hills are covered with green, and a lake has begun to form around the spot where Imaera and the children stood.  A few people stand just inside the doorway of a small three-sided structure, bathed in brilliant golden light.  Examining the threads more closely, you see a jeweled skylight in the ceiling, with three crystal prisms set into the center.&lt;br /&gt;
&lt;br /&gt;
In the skies above the valley, a large moon glows with power and just barely visible behind it is &#039;&#039;&#039;a much smaller, silvery grey moon, which was probably completely obscured a few seconds before&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
From the grounds around the shrine, wildflowers and honeysuckle have begun to sprout and creep toward the building, as if drawn by some strange, magnetic force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This does not use the smokestone depression, but keeps the entrance symbol and is the context of the herb garden.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This premise of the moonlight through the symbol does not come from the Shadow World material, though lunar conjunctions have special magical power, as illustrated at the top of Melgorehn&#039;s Reach. The mythological element that might be drawn from here is that shamans shapeshifting into pumas or jaguars (though other animals are also possible) is the heart of Central American folklore. These are called nahuals in the Aztec language of Nahuatl, and each day of the calendar system has an associated nahual. The Mayan version of the calendar includes a lunar cycle. Nahuals are spirit animals discovered in dreams similar to the meditation ritual for Iloura&#039; shrines. While it is possible this mythological basis is a coincidence, the fire cat cave insinuates some human shapeshifting with its carved niches as well.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Cavern]&lt;br /&gt;
You are in a huge, irregularly shaped cavern.  It appears as if shallow hollows have been &#039;&#039;&#039;carved from the stone walls&#039;&#039;&#039; all around the cavern.  Each of the hollows is &#039;&#039;&#039;approximately 7 feet long&#039;&#039;&#039;, 4 feet high and 4 feet deep, and all appear to be empty.  All surfaces are covered with a fine black grit.  &lt;br /&gt;
Obvious exits: northeast, southeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) Faeries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The forest outside the Snake-Den in Lovecraft&#039;s &amp;quot;Silver Key&amp;quot; stories is likened to a fey forest with fauns and dryads. &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; in particular is one of Lovecraft&#039;s &amp;quot;Dunsany&amp;quot; tales, written in the style of Lord Dunsany (who invented &amp;quot;gnolls&amp;quot; among other things), who wrote elven and fey stories. This influence is seen in the night-gaunts who serve the god Nodens, for example, which draw off the myth of kidnapping fairies. In the folklore it is said you can be kidnapped into the Otherworld by faeries if you fall asleep in a &amp;quot;faerie ring&amp;quot;, which takes the form of a circular growth of mushrooms.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Clearing]&lt;br /&gt;
You find yourself in a small open clearing.  At the center of the clearing is an &#039;&#039;&#039;odd ring of multicolored mushrooms&#039;&#039;&#039;.  Disturbingly, a hushed silence seems to have fallen over the entire area.  You also see a path.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is one of the original rooms of the Seolfar Strake, located near the Smokey Cave with the fire cats and fire rats. It is older than the Broken Lands and Monastery. In the Vvrael quest in late 1997, Castle Anwyn was added to the Lysierian Hills, which very directly references faerie mythology. This was made by GM Talairi and there can be no assumption of mythological continuity. Nodens is the father of Gwyn ap Nudd in Welsh mythology, the King of Anwyn who leads the Wild Hunt. [[Terate]] the Prince of Anwyn wore a shoulder satchel clasped with a ki-lin horn. This last point probably has no deeper meaning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Ki-Lin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[ki-lin]] is a mythological creature from Chinese folklore, though this is a dubious point to make as many fantasy game monsters came from mythology. The ki-lin is supposed to appear with the birth or death of great sages, which might be intentional with the &amp;quot;Home of Broken Lore&amp;quot; premise with the death of Uthex Kathiasas. They are supposed to be benevolent creatures who protect the pure, which is essentially the opposite of the monastic liches in the Monastery. This symbolic use of the ki-lin would have to be derived from mythology, as this is not how they are represented in Creatures &amp;amp; Treasures I (1985).&lt;br /&gt;
&lt;br /&gt;
The ki-lin of Rolemaster is actually evil, associated with ice, and resembles a greyhound with a stag&#039;s head. The Play.net description of the ki-lin fits the mythological version, corresponding to the ki-rin from later Rolemaster bestiaries, which is a benevolent aerial creature that avoids the land. The &amp;quot;describe&amp;quot; verb does not actually give a creature description if used on the ki-lin when they appear in GemStone. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Imagine a creature with the head of a dragon, the mane of a lion, the body of a stag and the tail of an ox. Add a solitary horn upon its forehead and the form of the ki-lin is complete. Sightings of this magical and dangerous beast are very rare and thus trophy hunters are said to pay a high price for the horn of the legendary beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GemStone IV&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hints of careless seafoam, glacial ice, and serene moonlight illumine the snowy hide of the ki-lin. The fluid elegance of its greyhound&#039;s loins, limbs, and stature combines with the nobility of its stag&#039;s face to evoke chilled awe rather than wondering delight. The &#039;&#039;&#039;thin spire of a horn burns like a star&#039;&#039;&#039; from its forehead. Oft-mistaken for the unicorn, the ki-lin shares nothing of that beast&#039;s gentle virtue. A virgin who awaits the savage ki-lin&#039;s submission discovers herself bloodily rent by the starlit horn when its head bows to lie in her lap.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Treasures I (1985); page 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The describe verb was introduced in early 1993, and the ki-lin were in mid-1992. The hot burning horn comes from Rolemaster, though mythological qilin sometimes are described as breathing fire from their mouths.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is possible the association with moonlight or even dark humor about their being monks is the motivation for the ki-lin rather than mythology. However, if it was mythological in intent, the qilin first appeared to the Yellow Emperor. This is almost certainly reaching too far into both subtexts, but the yellow masked high priest not to be named in the &amp;quot;nameless monastery&amp;quot; in Lovecraft&#039;s Dreamlands is often interpreted to be Hastur, who is known as the &amp;quot;King in Yellow&amp;quot;. Since his monastery is above the vaults of Zin, Uthex&#039;s abode could be read as in analogous position to the huge cavern, but this is probably unintentional.&lt;br /&gt;
&lt;br /&gt;
==Religious Architecture==&lt;br /&gt;
&lt;br /&gt;
While the Monastery does not seem to be based on a specific historical or fictional place, even if the cave itself may be based on Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot;, the Monastery does have clear indications of being based on real-world historical architectures. This is more than a vague similarity to the concept of a monastery or church. There are specific elements and etymological subtexts implicitly invoked. There is a pattern of historical architectures being apparently intentionally backwards from their real-world versions, which is something that [[Research:The Graveyard]] argues was also done in the Graveyard.&lt;br /&gt;
&lt;br /&gt;
===Western===&lt;br /&gt;
Though cave monasteries exist in various places from Europe through Asia, there are some specifically Western Christian elements in the Monastery. These refer to the historical architecture of Western monasteries and the Eucharist rituals. Monastic cloisters existed in various sizes. Abbeys were no smaller than [https://www.newadvent.org/cathen/01015c.htm 12 monks] under an abbot, which is reflected in the 12 monastic cells and abbot&#039;s bedroom. The abbot has significantly more posh living standards than the other monks, which may regarded as historically accurate. There is notably an extra chair in the refectory, which is the communal dining room. &lt;br /&gt;
&lt;br /&gt;
There is an ASCII map in the [[Kelfour Edition volume III number II|Kelfour Edition]] from July 1992 depicting a (now missing) wing above the abbot&#039;s room, which could have had another bedroom, but it is unclear if this area ever actually existed or if it was a map making error. In favor of it once existing is noting that it bothered to correctly map out the sewer using a familiar, and it would be weird to accidentally map a whole set of non-existent rooms above the marked portal.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
          Monastery Map  (First and lower level accessible by all)&lt;br /&gt;
          &lt;br /&gt;
                   1   1          Notes:  Rooms marked 1 are small chambers&lt;br /&gt;
                    \ /                   containing a cot and a spike at&lt;br /&gt;
                1--- O ---1               head level. Nothing else found.&lt;br /&gt;
                    /|\&lt;br /&gt;
                  1/ | \1                 A to B, B to A: Go door. (If door&lt;br /&gt;
                     |                    is not open, the only way in is&lt;br /&gt;
                     |                    a or someone who has a ring set&lt;br /&gt;
                   1 | 1                  for interior. If you are outside,&lt;br /&gt;
                    \|/                   Pull Lever to open door.)&lt;br /&gt;
                1--- O ---1    (Next&lt;br /&gt;
                    /|\         Map)      C to D: Go arch.&lt;br /&gt;
                   1 | 1          \&lt;br /&gt;
                     |             \      E to F: Turn brazier; secret door.&lt;br /&gt;
                     O----I----J----K&lt;br /&gt;
                    /                     F to E: Open door.&lt;br /&gt;
                   /    O----B&lt;br /&gt;
                  /     |    |            G to H: Go Opening. It&#039;s hidden&lt;br /&gt;
     F-----E-----D      |    |            but I did not need to see it.&lt;br /&gt;
     |            \     |    A----O&lt;br /&gt;
     O             \    |         |       H: A room with a rune-covered&lt;br /&gt;
     |              \   |         L       stone which seems to ward off the&lt;br /&gt;
O----O----G----H     \  |                 Unlife. Good resting place.&lt;br /&gt;
     |                \ |&lt;br /&gt;
     O                 \|                 F: A stairway that goes to lower&lt;br /&gt;
             O-----O----C----O            level where stone is located.&lt;br /&gt;
             |          |   /&lt;br /&gt;
             |          |  /              I to J: Go privy.&lt;br /&gt;
             O          | /&lt;br /&gt;
             |          |/                J to K: Go Hole. Only a familiar&lt;br /&gt;
             |          O                 can enter this hole now. Hafling&lt;br /&gt;
       O-----O-----O                      volunteers with strict diet/exer-&lt;br /&gt;
             |                            cise training should contact a&lt;br /&gt;
             O                            Lord/Lady immediately!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Kelfour Edition volume III number II (Lord Whilder Planrathe; July 1992)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cenobitic monasteries began by using the rooms in [https://en.wikipedia.org/wiki/Domus#Interior ancient Roman &amp;quot;domus&amp;quot;] villas, with their [https://en.wikipedia.org/wiki/Peristyle peristyle] court layouts around an open-air central atrium, with an &amp;quot;impluvium&amp;quot; draining water into an underground cistern. (This is effectively the pool that is instead outside the Monastery, which is fed by the waterfall underground, instead of filling from above like a compluvium.) Peristyle is likewise the precise opposite style of colonnade from a [https://en.wikipedia.org/wiki/Portico portico], whose entryway or entry hall is known as a gallery. There are up to several different definitions of &amp;quot;gallery&amp;quot; present. The entrance or vestibule (vestibulum) to the Monastery is a portico:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Huge Cavern]&lt;br /&gt;
The floor of this huge featureless cavern is covered with clean white sand.  Wisps of steam rise off a small underground pool nearby.  Bright luminescent mosses and lichens cling to walls of the cavern, providing a dim but steady light.  Far to the west end of the cavern, you can see what looks like a massive stone structure.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;w&lt;br /&gt;
[Huge Cavern]&lt;br /&gt;
A large stone structure rises up out of the sandy cavern floor.  It appears as if the face of this building has been carved from the very rock of the cavern, since you can see neither joint nor seam where the structure meets the cavern wall.  &#039;&#039;&#039;Six massive stone columns support a narrow roof which juts out&#039;&#039;&#039; over the few steps in front of a huge set of stone doors.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&amp;gt;look door&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The doors seem to have been carved from the rock face of the cavern wall itself.  You cannot see any seams where the stones may have been fitted together.  They appear to be stuck in the open position, solid and immovable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The importance of this is that the [https://en.wikipedia.org/wiki/Cavaedium &amp;quot;atrium&amp;quot;] of Roman doma was where various household features were displayed. The entryway would often have a marble table known as a [http://ancientrome.ru/art/artworken/img.htm?id=4534 cartibulum], whose base was carved with mythological animals. (The Monastery pre-dates Shadow Valley by a few years, but Silver Valley was probably meant to be in the Seolfar Strake, so the wild horses here could be a continuated concept.) This is precisely what is seen in the entrance of the Monastery, which is called an &amp;quot;atrium&amp;quot; even though it is inside a cave. Atrium is the word used to refer to the entryway of [https://en.wikipedia.org/wiki/Cloister medieval monasteries] and Christian basilicas for this historical reason.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Atrium]&lt;br /&gt;
This large room appears to have been carved from solid rock.  The walls, floor, and ceiling are totally seamless, leaving no evidence that stones have been fitted together to form this structure.  There are several high-backed chairs, also carved from solid stone, and several low stone tables.  Each of the heavy-looking pieces of furniture resembles a piece of art, having its own unique pattern of mineral deposits.  You also see some stone doors and a lever.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
This large stone chair probably weighs several tons, having been carved from a single huge slab of granite.  The arms and legs of the chair have been styled to resemble wild horses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
This low stone table is polished to a mirror finish.  The legs of the table have been carved to resemble wild horses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look door&lt;br /&gt;
The doors seem to have been carved from the rock face of the cavern wall itself.  You cannot see any seams where the stones may have been fitted together.  They appear to be stuck slightly ajar -- the space between them is too small for you to fit through, in any case.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lever&lt;br /&gt;
The lever appears to be seated somewhat shakily in the wall.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;pull lever&lt;br /&gt;
As you pull the lever, you hear a loud racheting sound, as of gears turning.&lt;br /&gt;
Suddenly, the stone doors swing silently open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Ratchets are gears that prevent reverse motion. It is the correct usage of a word that explains how the door gets held open.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There would typically be a marble bust of a prominent family member and bronze statues in an ancient Roman domus, especially a statue to the household gods, which was kept in a portico-shaped [https://en.wikipedia.org/wiki/Lares#Lararia &amp;quot;lararium&amp;quot;] altar for the household gods where coming of age items for family members were kept and displayed. (They might also be [https://www.vroma.org/images/scaife_images/062b.jpg depicted above] the altar --- typically standing above a snake, an agathodaemon which is essentially a familiar, associated with land fertility --- whereas in the Monastery there are actual ratsnakes below in the sewer. Interpreting the whole gallery as the lararium, this might motivate the tapestry depicting the moon of the Light Gods.) This keeping of familial items is analogous to a modern shadowbox, which are often used to display military achievements. &lt;br /&gt;
&lt;br /&gt;
These objects are represented in the &amp;quot;gallery&amp;quot; past the atrium of the Monastery, which is a straight hallway instead of a central court with surrounding rooms. There is an actual shadowbox, but it only depicts leaves. Lares were generally minor gods, but could have broader roles, such as guarding environs and food. The ceilings are implied to be high and rooms wide in most of the Monastery, because of how the monastic cell hallway is described in contrast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Monastery, Gallery]&lt;br /&gt;
A magnificent modwir armoire and long tapestry dominate this room, which is lined with various pieces of artwork.  Among other pieces of note are an exceptionally well-crafted shadowbox and an elegant oil painting.  Off in a corner of the room stand a stone bust and a bronze statue, each on their own marble pedestal.&lt;br /&gt;
Obvious exits: east, south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look armoire&lt;br /&gt;
This elegant piece of furniture is constructed from the rare Black Modwir wood.  The deep luster of the reddish-black wood is enhanced by the fine filigree inlay of gold vines and lapis lazuli flowers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
This classic scene is superbly executed in fine, colorful metallic threads.  The Great Moon of Liabo rises over a tranquil sea -- a standard theme throughout the history of Elanthian art.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look shadowbox&lt;br /&gt;
Leaves seem to be the theme of this large shadowbox construction.  Hundreds of varieties of leaves have been painstakingly overlaid in gold and silver, and arranged in the many sections of the shadowbox.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look painting&lt;br /&gt;
This painting would be dreadful were it not for the skill and expertise with which it was done.  The scene is that of the open countryside during the end of the Undead Wars.  The earth is cracked and burnt, and the trees and plants withered and dying.  The whole scene is depressing and awful, but somehow appealing in a bizarre sort of way.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bust&lt;br /&gt;
You have seen the image of the man portrayed in this stone bust before, but you can&#039;t seem to place a name with the famous face.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
This bronze statue of a noblewoman riding upon an elegant horse is covered in a fine green patina.  The work is gracefully executed, and the statue is probably extremely valuable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other objects represent later historical periods. Oil paintings and art &amp;quot;galleries&amp;quot; in this sense follow the Renaissance, while &amp;quot;armoires&amp;quot; as elaborately ornate wooden cabinets are from later Europe. The etymological root of armoire, however, is &amp;quot;armarium&amp;quot;, which is where religious vestments were stored. It is remarkable that the tapestry is historically informed enough to mention using metallic threads, though this could reflect any number of time periods. The repeated use of [https://en.wikipedia.org/wiki/Lapis_lazuli lapis lazuli] in the Monastery is notable as this was a very rare and expensive material in medieval Europe, as it was imported from Afghanistan through the Silk Road. It was used in monasteries for deep blue pigment in religious works such as portraying the Virgin Mary. The bronze statue in the Roman frame ought to be of a god, while the marble bust would be of an aristocrat, so this might be inverted on purpose in the Monastery.&lt;br /&gt;
&lt;br /&gt;
The wide range of historical periods represented could be significant on a purely allegorical level and was likely intentional. Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot; is a bridge for simultaneous existence of the same things in other forms in various points of history. The theory would be that these elements were chosen to represent things in anachronistic forms based on their real-world historical etymology. This has essentially nothing to do with Shadow World.&lt;br /&gt;
&lt;br /&gt;
The concept in the gallery is likely invoking the communal ownership of crafted works in medieval monasteries. This was a form of accumulated wealth, which helped spur the itinerant mendicant &amp;quot;friar&amp;quot; practice in reaction. The earliest &amp;quot;automatic door&amp;quot; was hydraulic and built by Heron of Alexandria for colonnade [https://www.artefacts-berlin.de/portfolio-item/heron-of-alexandira-automated-temple-doors/ temple doors] in the first century. It was steam powered with a portico entrance, and made use of fires and a counterweight mechanism. The Monastery has an underground &amp;quot;counterweight&amp;quot; mechanism, with some unknown drive mechanism for the door. It could be steam or otherwise thermally powered, as the water off the mountain is cold, but inside the Monastery there is a hot spring. It could also be driven by water wheels in the underground river, or even a single water wheel with flow falling on alternating sides, switched on a timer with a five minute [https://en.wikipedia.org/wiki/Water_clock water clock.]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This room apparently contains the &#039;&#039;&#039;counterweight&#039;&#039;&#039; for a rather large, heavy mechanism. Dangling from a series of chains, pulleys and gears is a big metal basket, with some dust gathered on it. The dust, however, appears to have been disturbed lately, perhaps by something scuttling about these tunnels.&lt;br /&gt;
Obvious exits: northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was most likely inspired by the medieval Cistercian monasteries. They [https://en.wikipedia.org/wiki/Cistercians#Commercial_enterprise_and_technological_diffusion made use] of hydraulics and water wheels as central heating, baths, and sewage systems. The bath is represented in the privy, which is a cross of a [https://en.wikipedia.org/wiki/Lavatorium lavatorium] and necessarium or [https://en.wikipedia.org/wiki/Reredorter reredorter], and the bath would be called a [https://en.wikipedia.org/wiki/Piscina piscina] in Latin. The towels would be kept in an [https://en.wikipedia.org/wiki/Ambry ambry], which also derives from &amp;quot;armarium&amp;quot;. The Cistercians were severely ascetic Benedectine monks and prayed in a meditative practice known as [https://en.wikipedia.org/wiki/Lectio_Divina#Formalization_during_the_late_12th_century &amp;quot;lectio divina&amp;quot;] or &amp;quot;divine reading.&amp;quot; This is reflected in the meditation room in the abbot&#039;s wing of the Monastery. &lt;br /&gt;
&lt;br /&gt;
The monastic cells are notably along a straight hallway rather than around an atrium in a peristyle court. The chapel has its chancel oriented toward [https://en.wikipedia.org/wiki/Liturgical_east_and_west liturgical west], which is also backwards from the real world. It has an [https://en.wikipedia.org/wiki/Altar_rail altar rail] separating the [https://en.wikipedia.org/wiki/Chancel chancel], and what is probably meant to be a [https://en.wikipedia.org/wiki/Church_tabernacle tabernacle] and [https://en.wikipedia.org/wiki/Olive_oil#Religious_use vigil lamp] or mounted [https://en.wikipedia.org/wiki/Thurible thuribel] censer. Thuribel descends from Latin for &amp;quot;incense&amp;quot;, but ultimately from Greek for &amp;quot;sacrifice.&amp;quot; (The entrance to a Roman domus, before the vestibule, was also a shop front known as a tabernae.) The emotive faces in the abbot&#039;s wing also suggest the ancient Muses, where the exaggerated theatre [https://www.onstageblog.com/editorials/comedy-and-tragedy-masks-of-theatre tragedy and comedy] faces come from Melpomene and Thalia. Other than being disturbing and symbolizing a descent into madness, the only &amp;quot;theatre&amp;quot; in the ancient Greco-Roman sense is in the Dark Grotto, with terraces around a platform.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen &#039;&#039;&#039;a drain in the bottom curve of what, from all appearances, was once a sacrificial altar.&#039;&#039;&#039; Black stains course down the walls and spot the floor, old enough to be little more than dust now. Near the west wall hangs an iron ring, apparently to raise and lower the door in times of emergency. You also see an iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The other side of the iron door, when open, shows a cryptic tower with curved walls and floor. The &amp;quot;iron ring&amp;quot; may be noteworthy in the Lovecraft framework, as the trapdoor out of the Underworld at the top of the huge stairwell in the Dream-Quest has an iron ring.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are [https://en.wikipedia.org/wiki/Eucharist Eucharist] ritual features in Western church design. The monks have burned their own altar in desecration. Notably, within the sewer level there is a drainage pipe from the ruined sacrificial altar, with dark stains down it. Within this context the drain is what is known as a [https://en.wikipedia.org/wiki/Piscina sacrarium], which is what empties the altar piscina (which is instead the ecclesiastical usage of the word) in the [https://en.wikipedia.org/wiki/Sacristy sacristy]. The whole point of the sacrarium is for holy materials, such as holy oils or water, to be sent directly into the earth instead of the sewer. This is another point that appears to be intentionally backwards, but a highly specific motif with historical meaning. &lt;br /&gt;
&lt;br /&gt;
In the parallel world section it will be argued that the Dark Shrine is implying a Satanic [https://en.wikipedia.org/wiki/Black_Mass &amp;quot;black mass&amp;quot;] analog of the Eucharist ceremony. It has nothing to do with the Shadow World source material for gogor (vruul). Other medieval and ancient European terminology will also be looked at for the Broken Land. One notable example will be the [https://en.wikipedia.org/wiki/Amphora amphorae] used for storing the holy oils. The ceramic urns in the Dark Shrine may be meant to double as the [https://en.wikipedia.org/wiki/Acoustic_jar acoustic jars] used in ancient theaters and medieval churches. Knowledge of these descends from Vitruvius, who was also along with Heron of Alexandria the ancient source of knowledge about hydraulics.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
The cramped closeness of this area is quite a contrast to the open airy rooms throughout the rest of the monastery. The low ceiling and close walls give the place a prisonlike atmosphere. The six squat wooden doors that lead off the hallway reach from ceiling to floor. The stones in the walls, floor and ceiling here are ill-fitted and uneven.&lt;br /&gt;
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
This narrow cramped hallway is just an extension of that to the south. The stones in the walls, floor and ceiling continue to be ill-fitted and uneven. The prisonlike quality of this area is heightened by the drab bare wall which abruptly ends the hallway to the north. Six identical wooden doors lead off this hallway.&lt;br /&gt;
Obvious exits: northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Monastery, Monk&#039;s Cell]&lt;br /&gt;
This small stone alcove contains nothing more than a small wooden cot and a single iron spike protruding from the wall at head level.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The hallway directionals are misleading. The doors are horizontally sequential along a straight hallway. The sewer map is aligned with the map of the level above it. There are gratings in the floor, not shown in the room description on the top level.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The monastic cells themselves are individual isolates, and suggestive of [https://en.wikipedia.org/wiki/Anchorite anchorites] rather than [https://en.wikipedia.org/wiki/Cenobitic_monasticism cenobites.] Anchorites live a Eucharist centered life and would be locked into a cell, similar to a hermit, with a funeral style rite of consecration making them dead to the world. Though notably other features such as a window, garden, or &amp;quot;squint&amp;quot; to view the altar are not present. Food would be brought to the cells by a servant, which is one possible explanation for the fourteenth chair in the [https://en.wikipedia.org/wiki/Refectory refectory], and assuming the monks became recluses later. The spike in the monastic cell is presumably meant for hanging the vestments, rather than having a [https://en.wikipedia.org/wiki/Sacristy vestry.]&lt;br /&gt;
&lt;br /&gt;
The holes in the chests of the liches can be interpreted in this framework as [https://en.wikipedia.org/wiki/Mortification_of_the_flesh mortification of the flesh], which often refers to practices such as fasting, but can be more physical such as self-flagellation. Whether the monks impaled themselves on the spikes in the cells is unclear. These are purely &amp;quot;allegorical&amp;quot; notions as there is nothing in Shadow World representing these kinds of practices or religion in general.&lt;br /&gt;
&lt;br /&gt;
===Eastern===&lt;br /&gt;
Some of the features of the Monastery do not derive from Western monasticism. There seems to be a mixture of the notions of &amp;quot;Western monks&amp;quot; and &amp;quot;Eastern monks.&amp;quot; The most obviously Eastern element is that the monks summon [https://en.wikipedia.org/wiki/Qilin ki-lin], which is a Chinese or Buddhist mythological creature. In the Dungeons &amp;amp; Dragons or Rolemaster Companion context, as opposed to the Rolemaster Creatures &amp;amp; Treasures bestiary, these creatures can travel in the ethereal or astral planes. There is arguably an [https://en.wikipedia.org/wiki/Astral_projection &amp;quot;astral projection&amp;quot;] esotericism subtext encoded in the Monastery, entirely independent of the Lovecraft dimension. This is fairly blatant with the Misty Chamber portal messaging.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
This short hallway is quite plain in comparison to the intricate artistry and craftmanship of the other rooms.  Several doors line the hallway, each well fitted and free from any signs of the passage of time, and a low broad archway opens to the northwest appearing incongruously like &#039;&#039;&#039;the mouth of a giant carp.&#039;&#039;&#039;  You also see a monastic lich and a monastic lich.&lt;br /&gt;
Obvious exits: north, east, south, west&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One architectural feature that is notably incongruous is the archway that resembles &amp;quot;[https://strikeandcatch.com/wp-content/uploads/2020/09/120534221_2667956023455723_509255692846605860_n.jpg the mouth] of a giant carp.&amp;quot; This is a very distinct shape pattern, which is prevalent in Buddhist temples. It is known as a &amp;quot;chaitya arch&amp;quot; or [https://www.wikiwand.com/en/Gavaksha gavaksha] or chandrashala. The earliest representatives of it were in [https://en.wikipedia.org/wiki/Rock-cut_architecture rock-cut architecture] caves such as the Lomas Rishi Cave in India. ([[Research:Shadow Valley]] has entirely independent arguments for the influence of Vedic mythology in that story.) India has a high prevalence of rock-cut architecture, which is how the entryway and atrium of the Monastery are portrayed. The Broken Land also makes heavy implications of rock-cut architecture. The monastic cell layout is more consistent with [https://www.wikiwand.com/en/Vihara vihara] in Buddhist cave monasteries. Though in the Monastery this section is fitted stone rather than rock-cut.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Meditation Room]&lt;br /&gt;
This small room is quiet and restful.  A beautiful geometric pattern has been inlaid in the west wall, with four plain stone benches facing it.  You also see a monastic lich.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look pattern&lt;br /&gt;
The &#039;&#039;&#039;complicated geometric design&#039;&#039;&#039; has been worked directly into the polished stone wall using various precious metals and gemstones.  The whole mural seems to draw the eye towards a large lapis &#039;&#039;&#039;triangle at the center.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look triangle&lt;br /&gt;
The &#039;&#039;&#039;multihued&#039;&#039;&#039; iridescence of this triangle, crafted from lapis lazuli, is almost hypnotic in its beauty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another remarkable point is the top-level meditation room, which is arguably more Buddhist or Hindu than the bottom-level meditation room. This has a geometric meditation symbol on the wall. When read more closely, there is a colored triangle in the center of it, with a complicated design around it. This is most likely supposed to refer to the chakras. The chakras are meditation symbols associated with the color specturm and focal points up the torso of the body, which is related to the [https://en.wikipedia.org/wiki/Subtle_body &amp;quot;subtle bodies&amp;quot;] of astral projection in Hindu esotericism. This is the most parsimonious explanation for why the monastic liches have holes cut into their chests, as [https://www.wikiwand.com/en/Chakra#The_seven_chakra_system the chakras] around the chest resemble this symbol in the meditation room. (Especially if the creature description or ambient referring to the hole pre-dates the 1995 edition of Creatures &amp;amp; Monsters, which introduced the Ritual of Black Eternity in the bestiaries along with the Evil Cleric base list in Spell Law of 1995. However, the Classic Lich description did use it earlier, in Rolemaster Companion 1 of 1986.)&lt;br /&gt;
&lt;br /&gt;
It is possible that the monks were struggling with the hooded figures in some astral way in spiritual warfare as part of the theme or high concept. The portal to the Broken Land notably dematerializes the body from this reality. The crystal dome may have once allowed transportation involving the Vibration Chant and Piercing Gaze spells. It would be interesting if it put the character in some kind of dematerialized state in the cryptic tower, which might then have allowed access to the monastery through the sewer. But this is highly speculative. The portal was dormant in 1992, up until 1993. If it was sealed off for thousands of years, the monks were struggling with the dark forces in some other way.&lt;br /&gt;
&lt;br /&gt;
==Lovecraft==&lt;br /&gt;
There is a strong case to be made that the landscape of the Broken Lands itself is based on H.P. Lovecraft&#039;s [http://www.hplovecraft.com/writings/texts/fiction/dq.aspx &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;]. In this story the narrator Randolph Carter is a dream walker who is accessing a parallel dimension called the Dreamlands. This is a fantastic version of the Earth in another universe, along with all the other corresponding moons and planets. Much of the terrain of the Broken Land is scene-for-scene analogous to the Underworld of the Dreamland. It might also be using a Randolph Carter sequel titled [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] or other stories, though the case for other stories is significantly weaker.&lt;br /&gt;
&lt;br /&gt;
There is a separate argument made on [[Research:The Graveyard]] that the spirit death mechanics messaging, once called [[Purgatory]], was also partly based on the end of the Dream-Quest. This was discovered first by searching Lovecraft for the wording used in it, because of the heavily Lovecraftian &amp;quot;throne room in purgatory&amp;quot; under the Graveyard. In studying the story it was discovered by accident that the Broken Land was probably drawing from the same well. There are some reasons to think the two stories are meant to be related. The Death section above thus argues both the Graveyard and the Broken Lands are dark mirrors of the GemStone III death mechanics and theology.&lt;br /&gt;
===Dream-Quest of Unknown Kadath===&lt;br /&gt;
&amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; is the story of Randolph Carter having dreams of a marvelous city, and wishing to find it by asking the gods of Earth who reside in Earth&#039;s Dreamland. When he prays to them he stops having dreams of it, so he sets off on a quest to find them in the dream world. They once dwelled in the mountain Ngranek, but now reside instead in Kadath. The trouble is the location of Kadath is unknown. In the story he has to find his way to Ngranek in order to see the huge forbidden face carved into the mountain, so he will be able to recognize which race of Earth&#039;s Dreamland is most closely miscegenated with the gods. When he finally does so he is kidnapped by night-gaunts into the Underworld. This is the handful of contiguous pages which strongly mirrors the Broken Land. &lt;br /&gt;
&lt;br /&gt;
When he makes his way to unknown Kadath, beyond the plateau of Leng, he discovers they are missing. This may be important allegorically, because the Dark Gods seem to be missing from the Broken Land (unless there were in-game story events that were not recorded), and were not on the moon in the Wars of Dominion because they were invading the world. Nyarlathotep informs him they went to his marvelous city, which turns out to be his own childhood memories of Boston. The escape from malevolent Nyarlathotep is argued to be the basis of the spirit death messaging in [[Research:The Graveyard]], which ends with Carter waking up and the gods imprisoned again in Kadath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) The Underworld&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mostly underground expansion from late 1993 or early 1994, which includes the Dark Grotto and Dark Shrine, strongly resembles the journey through the Underworld of the Dreamlands. The Jagged Plains might be inspired from it as well, but it is possible it refers to other locations or stories. It is less clear the &#039;&#039;whole&#039;&#039; of the Broken Land is Underworld themed. This relates to the meaning of Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Then Carter did a wicked thing, offering his guileless host so many draughts of the moon-wine which the zoogs had given him that the old man became irresponsibly talkative. Robbed of his reserve, poor Atal babbled freely of forbidden things; telling of &#039;&#039;&#039;a great image reported by travellers as carved on the solid rock of the mountain Ngranek,&#039;&#039;&#039; on the isle of Oriab in the Southern Sea, and hinting that it may be &#039;&#039;&#039;a likeness which earth’s gods once wrought of their own features&#039;&#039;&#039; in the days when they danced by moonlight on that mountain. And he hiccoughed likewise that the features of that image are very strange, so that one might easily recognise them, and that they are &#039;&#039;&#039;sure signs of the authentic race of the gods.&#039;&#039;&#039;&lt;br /&gt;
     Now the use of all this in finding the gods became at once apparent to Carter. It is known that in disguise the younger among the Great Ones often espouse the daughters of men, so that around the borders of the cold waste wherein stands Kadath the peasants must all bear their blood. This being so, &#039;&#039;&#039;the way to find that waste must be to see the stone face on Ngranek&#039;&#039;&#039; and mark the features; then, having noted them with care, to search for such features among living men. Where they are plainest and thickest, there must the gods dwell nearest; and whatever stony waste lies back of the villages in that place must be that wherein stands Kadath.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Dark Shrine in the Broken Land serves as the analog of Ngranek, which has a huge cave in it that is actually a hole into the Underworld. It is in the Shadow World canon for gogor that they swoop down and carry men off, just as the night-gaunts who guard Ngranek. They strongly resemble each other. The Dark Shrine has a huge throne and large corridors, with its western end being a large chamber, which Morgu and the gogor would use to enter and exit by flying. This aspect is more likely based on castle on top of Kadath, and possibly the Leng monastery. The chamber has two huge eye shaped windows. This is insinuating that there is a huge stone face on the mountain, presumably of Morgu himself, hidden from view because it is too difficult to scale the sheer vertical cliff. There is a ledge far below it where the room description says it feels like something is watching. The language appears borrowed.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     He felt from &#039;&#039;&#039;the chill&#039;&#039;&#039; that he must be near the snow line, and looked up to see what glittering pinnacles might be shining in that late ruddy sunlight. Surely enough, there was &#039;&#039;&#039;the snow uncounted thousands of feet above,&#039;&#039;&#039; and below it a great beetling crag like that he had just climbed; hanging there forever in bold outline, black against the white of the frozen peak. And when he saw that crag he gasped and cried out aloud, and clutched at the jagged rock in awe; for the titan bulge had not stayed as earth’s dawn had shaped it, but gleamed red and stupendous in the sunset with the carved and polished features of a god.&lt;br /&gt;
     Stern and terrible shone that face that the sunset lit with fire. &#039;&#039;&#039;How vast it was no mind can ever measure, but Carter knew at once that man could never have fashioned it. It was a god chiselled by the hands of the gods,&#039;&#039;&#039; and it looked down haughty and majestic upon the seeker. Rumour had said it was strange and not to be mistaken, and Carter saw that it was indeed so; for those long narrow eyes and long-lobed ears, and that thin nose and pointed chin, all spoke of a race that is not of men but of gods. He clung overawed in that lofty and perilous eyrie, even though it was this which he had expected and come to find; for there is in a god’s face more of marvel than prediction can tell, and &#039;&#039;&#039;when that face is vaster than a great temple&#039;&#039;&#039; and seen looking down at sunset in the cryptic silences of that upper world from whose dark lava it was divinely hewn of old, the marvel is so strong that none may escape it.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
&#039;&#039;&#039;Like a huge pair of eyes, two large, round windows&#039;&#039;&#039; look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains&#039;&#039;&#039; rise up all around, &#039;&#039;&#039;snow capped peaks high above ice covered slopes,&#039;&#039;&#039; strewn with large boulders.  The cold wind that blows in through the openings bears as much desolation as the view.  There is &#039;&#039;&#039;no scent of green trees and running sap, no odor of wildlife&#039;&#039;&#039; rising from the slopes outside.&lt;br /&gt;
Obvious exits: east.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But dusk was now thick, and &#039;&#039;&#039;the great carven face looked down&#039;&#039;&#039; even sterner in shadow. &#039;&#039;&#039;Perched on that ledge&#039;&#039;&#039; night found the seeker; and in the blackness he might neither go down nor go up, but only stand and cling and shiver in that narrow place till the day came, praying to keep awake lest sleep loose his hold and send him down the dizzy miles of air to &#039;&#039;&#039;the crags and sharp rocks of the accursed valley.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Jagged Plains, &#039;&#039;&#039;High Ledge&#039;&#039;&#039;]&lt;br /&gt;
&#039;&#039;&#039;Perched here, high above&#039;&#039;&#039; the quietude of the rock and boulder strewn expanse of the &#039;&#039;&#039;jagged plains below,&#039;&#039;&#039; the stillness holds an almost palpable tension.  The strained feeling of expectancy has you poised and alert, and you &#039;&#039;&#039;cannot escape the feeling that someone, or something, is watching you.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look up&lt;br /&gt;
You can&#039;t see the sky from here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is followed by a description of the sheer vertical cliffs that have to be scaled to reach the hidden side of Ngranek with the forbidden face of the gods. It mentions &amp;quot;lava&amp;quot; and the &amp;quot;olden wrath of the Great Ones&amp;quot;, whereas in the Broken Land there is a boiling sea of mud and huge boulders (possibly from the Loremaster battle but also from a history of falling rocks), but it also describes its barrenness of life as does the view from the Dark Shrine. The sheer vertical cliffs have analogous wording on the Jagged Plain. The &amp;quot;imperceptible foot-holds&amp;quot; correspond to the &amp;quot;featureless&amp;quot; cliff face, which is &amp;quot;clean and straight, as if cut with some gargantuan knife.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
At last, in the fearsome iciness of upper space, he came round fully to the hidden side of Ngranek and saw in infinite gulfs below him the lesser crags and sterile abysses of lava which marked the olden wrath of the Great Ones. There was unfolded, too, &#039;&#039;&#039;a vast expanse of country to the south; but it was a desert land without fair fields or cottage chimneys,&#039;&#039;&#039; and seemed to have no ending. No trace of the sea was visible on this side, for Oriab is a great island. Black caverns and odd crevices were still numerous on &#039;&#039;&#039;the sheer vertical cliffs,&#039;&#039;&#039; but none of them was accessible to a climber. There now loomed aloft a great beetling mass which hampered the upward view, and Carter was for a moment shaken with doubt lest it prove impassable. Poised in windy insecurity miles above earth, with only space and death on one side and only slippery walls of rock on the other, he knew for a moment the fear that makes men shun Ngranek’s hidden side. He could not turn round, yet the sun was already low. If there were no way aloft, the night would find him crouching there still, and the dawn would not find him at all.&lt;br /&gt;
     But there was a way, and he saw it in due season. &#039;&#039;&#039;Only a very expert dreamer could have used those imperceptible foot-holds,&#039;&#039;&#039; yet to Carter they were sufficient. Surmounting now the outward-hanging rock, he found the slope above much easier than that below, since a great glacier’s melting had left a generous space with loam and ledges. To the left a &#039;&#039;&#039;precipice dropped straight from unknown heights to unknown depths,&#039;&#039;&#039; with a cave’s dark mouth just out of reach above him. Elsewhere, however, the mountain slanted back strongly, and even gave him space to lean and rest. &lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
Huge boulders and jagged rocks are the predominant features on the vast plain that stretches out to the east.  The &#039;&#039;&#039;high, sheer cliff&#039;&#039;&#039; which looms above you to the west and southwest is &#039;&#039;&#039;clean and straight, as if cut with some gargantuan knife.&#039;&#039;&#039;  The cliff face is &#039;&#039;&#039;featureless,&#039;&#039;&#039; except for a small, jagged opening at the base of the cliff.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A &#039;&#039;&#039;high, sheer cliff&#039;&#039;&#039; rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  You also see a jumble of rocks.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The high ledge scene is the moment when the night-gaunts swoop down and carry Randolph Carter into the Underworld. These are all black and have no faces, unlike the gogor, who have eerie glowing green eyes. Otherwise the night-gaunts and the gogor look essentially the same as each other. They are mistakenly thought to serve Nyarlathotep, but they actually serve the real world Brythonic god Nodens.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
But dusk was now thick, and the great carven face looked down even sterner in shadow. &#039;&#039;&#039;Perched on that ledge&#039;&#039;&#039; night found the seeker; and in the blackness he might neither go down nor go up, but only stand and cling and shiver in that narrow place till the day came, praying to keep awake lest sleep loose his hold and send him down the dizzy miles of air to the crags and sharp rocks of the accursed valley. The stars came out, but save for them there was only black nothingness in his eyes; nothingness leagued with death, against whose beckoning he might do no more than cling to the rocks and lean back away from an unseen brink. The last thing of earth that he saw in the gloaming was a condor soaring close to the westward precipice beside him, and darting screaming away when it came near the cave whose mouth yawned just out of reach.&lt;br /&gt;
     Suddenly, without a warning sound in the dark, Carter felt his curved scimitar drawn stealthily out of his belt by some unseen hand. Then he heard it clatter down over the rocks below. And between him and the Milky Way he thought he saw &#039;&#039;&#039;a very terrible outline of something noxiously thin and horned and tailed and bat-winged.&#039;&#039;&#039; Other things, too, had begun to blot out patches of stars west of him, &#039;&#039;&#039;as if a flock of vague entities were flapping thickly and silently out of that inaccessible cave in the face of the precipice.&#039;&#039;&#039; Then a sort of cold rubbery arm seized his neck and something else seized his feet, and he was lifted inconsiderately up and swung about in space. Another minute and &#039;&#039;&#039;the stars were gone,&#039;&#039;&#039; and Carter knew that &#039;&#039;&#039;the night-gaunts&#039;&#039;&#039; had got him.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Underworld itself is dimly lit with a &amp;quot;grey phosphorescence&amp;quot; called death-fire, and &amp;quot;reeks of the primal mists of the pits at earth&#039;s core.&amp;quot; The Jagged Plain itself is fog covered in its southern half, and the Broken Lands has a sour smell in a number of its locations. The Underworld has a whole subterranean mountain range called the Peaks of Thok, or &amp;quot;Throk&amp;quot; in other [https://books.google.com/books?id=4AKkDAAAQBAJ&amp;amp;pg=PA382&amp;amp;lpg=PA382&amp;amp;dq=%22peaks+of+throk%22&amp;amp;source=bl&amp;amp;ots=xTwMk_tPpW&amp;amp;sig=ACfU3U376kEZJ2UbYZNrpSnjVHa3zjIjgA&amp;amp;hl=en&amp;amp;ppis=_c&amp;amp;sa=X&amp;amp;ved=2ahUKEwisg57utMboAhWdHjQIHZdFCzUQ6AEwA3oECAgQAQ#v=onepage&amp;amp;q=%22peaks%20of%20throk%22&amp;amp;f=false versions], which is remarkable given the use of the Iruaric &amp;quot;throk&amp;quot; rendered as &amp;quot;thro&amp;quot;. This may be interpreted allegorically as implying the Broken Lands, in spite of its mountains, is located below the surface of Charôn as it would need to be if consistent. But there is a stronger case for it being a nightmare parallel of the Seolfar Strake.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
They bore him breathless into that cliffside cavern and through monstrous labyrinths beyond. When he struggled, as at first he did by instinct, they tickled him with deliberation. They made no sound at all themselves, and even their membraneous wings were silent. They were frightfully cold and damp and slippery, and their paws kneaded one detestably. Soon they were plunging hideously downward through inconceivable abysses in a whirling, giddying, sickening rush of dank, tomb-like air; and Carter felt they were shooting into the ultimate vortex of shrieking and daemonic madness. He screamed again and again, but whenever he did so the black paws tickled him with greater subtlety. Then he saw a sort of grey phosphorescence about, and guessed they were coming even to that &#039;&#039;&#039;inner world of subterrene horror of which dim legends tell, and which is litten only by the pale death-fire&#039;&#039;&#039; wherewith reeks the ghoulish air and the &#039;&#039;&#039;primal mists&#039;&#039;&#039; of the pits at earth’s core.&lt;br /&gt;
&lt;br /&gt;
At last far below him he saw faint lines of grey and ominous pinnacles which he knew must be the fabled &#039;&#039;&#039;Peaks of Thok.&#039;&#039;&#039; Awful and sinister they stand in the haunted dusk of sunless and eternal depths; &#039;&#039;&#039;higher than man may reckon, and guarding terrible valleys&#039;&#039;&#039; where the bholes crawl and burrow nastily. But Carter preferred to look at them than at his captors, which were indeed shocking and uncouth black beings with smooth, oily, whale-like surfaces, unpleasant horns that curved inward toward each other, bat-wings whose beating made no sound, ugly prehensile paws, and &#039;&#039;&#039;barbed tails&#039;&#039;&#039; that lashed needlessly and disquietingly. And worst of all, they never spoke or laughed, and never smiled because they had no faces at all to smile with, but only a suggestive blankness where a face ought to be. All they ever did was clutch and fly and tickle; that was the way of night-gaunts.&lt;br /&gt;
     As the band flew lower the &#039;&#039;&#039;Peaks of Thok rose grey and towering on all sides,&#039;&#039;&#039; and one saw clearly that nothing lived on that austere and impassive granite of the endless twilight. At still lower levels the death-fires in the air gave out, and one met only the primal blackness of the void save aloft where the thin peaks stood out goblin-like. Soon the peaks were very far away, and nothing about but great rushing winds with the dankness of &#039;&#039;&#039;nethermost grottoes&#039;&#039;&#039; in them. Then in the end the night-gaunts landed on a floor of unseen things which felt like layers of bones, and left Carter all alone in that black valley. To bring him thither was the duty of the night-gaunts that guard Ngranek; and this done, they flapped away silently. When Carter tried to trace their flight he found he could not, since even the Peaks of Thok had faded out of sight. There was nothing anywhere but blackness and horror and silence and bones.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The night-gaunts kidnap trespassers of Ngranek and fly them down into the Underworld, leaving them to die in a vast deep bone pit called the Vale of Pnath. These are infested with huge roa&#039;ter-like worms called bholes, similar to the dholes in the material world. The bones come from ghouls tossing them down when they finish eating. Randolph Carter has to call out to the ghouls to help by throwing down a ladder. In the Broken Land the bone pit can be climbed out of (though it was a relatively hard climbing skill check), and is implicitly what the magru leave behind after dissolving away the flesh. There are no roa&#039;ter type monsters in the bone pit. There are no ghouls in the Broken Land, but there are in the Graveyard&#039;s tunnels.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Now Carter knew from a certain source that he was in the vale of Pnath, where crawl and burrow the enormous bholes; but he did not know what to expect, because no one has ever seen a bhole or even guessed what such a thing may be like. Bholes are known only by dim rumour, from the rustling they make amongst &#039;&#039;&#039;mountains of bones&#039;&#039;&#039; and the slimy touch they have when they wriggle past one. They cannot be seen because they creep only in the dark. Carter did not wish to meet a bhole, so listened intently for any sound in &#039;&#039;&#039;the unknown depths of bones about him.&#039;&#039;&#039; Even in this fearsome place he had a plan and an objective, for whispers of Pnath and its approaches were not unknown to one with whom he had talked much in the old days. In brief, it seemed fairly likely that this was &#039;&#039;&#039;the spot into which all the ghouls of the waking world cast the refuse of their feastings;&#039;&#039;&#039; and that if he but had good luck he might stumble upon that mighty crag taller even than Thok’s peaks which marks the edge of their domain. Showers of bones would tell him where to look, and once found he could call to a ghoul to let down a ladder; for strange to say, he had a very singular link with these terrible creatures.&lt;br /&gt;
     A man he had known in Boston—a painter of strange pictures with a secret studio in an ancient and unhallowed alley near a graveyard—had actually made friends with the ghouls and had taught him to understand the simpler part of their disgusting meeping and glibbering. This man had vanished at last, and Carter was not sure but that he might find him now, and use for the first time in dreamland that far-away English of his dim waking life. In any case, he felt he could persuade a ghoul to guide him out of Pnath; and it would be better to meet a ghoul, which one can see, than a bhole, which one cannot see.&lt;br /&gt;
     So Carter walked in the dark, and ran when he thought he heard something &#039;&#039;&#039;among the bones underfoot.&#039;&#039;&#039; Once he bumped into a stony slope, and knew it must be the base of one of Thok’s peaks. Then at last he heard a monstrous rattling and clatter which reached far up in the air, and became sure he had come nigh the crag of the ghouls. He was not sure he could be heard from this valley miles below, but realised that the inner world has strange laws. As he pondered he was struck by a flying bone so heavy that it must have been a skull, and therefore realising his nearness to the fateful crag he sent up as best he might that meeping cry which is the call of the ghoul.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;&#039;Dark Grotto&#039;&#039;&#039;, Cavern]&lt;br /&gt;
A broad ledge runs all the way around the edge of this cavern, circling a huge pit at the center.  The ledge is smooth and even, with plenty of room for you to walk around.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb pit&lt;br /&gt;
You carefully make your way down into the pit.&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;&#039;Deep Pit&#039;&#039;&#039;]&lt;br /&gt;
A &#039;&#039;&#039;deep layer of old bones&#039;&#039;&#039; forms the floor of this deep pit. The high straight walls are rough and irregular, riddled with cracks and sharp protrusions of stone.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bones&lt;br /&gt;
Bones of all sizes and shapes are collected here, ranging from the tiny skulls of common mice to &#039;&#039;&#039;huge thigh bones from some unrecognizable creature.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look wall&lt;br /&gt;
The walls are high and straight, and riddles with shallow cracks and sharp protrusions of stone.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb wall&lt;br /&gt;
You carefully start to make your way up the wall, but you only manage to make it about half way up before you loose your grip and fall!&lt;br /&gt;
&lt;br /&gt;
You land in the &#039;&#039;&#039;midst of the bones&#039;&#039;&#039; with a crash!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Strike to the chest breaks a rib!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
He climbs for hours until being pulled over the edge of the crag by a ghoul. He emerges on a dim-litten plain strewn with boulders, which may correspond to the boulder strewn Jagged Plain, where most every room looks the same in all directions. The ghouls bring him to his artist friend Pickman, who was in another Lovecraft story, and became a ghoul in the Dreamlands after death. When he follows them he has to crawl through tunnels of mold, which is akin to the Dark Grotto. The relative positions of these analogous features are swapped around somewhat in the Broken Land. The Jagged Plain was released earlier than the Dark Grotto and Dark Shrine.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
For hours he climbed with aching arms and blistered hands, seeing again the grey death-fire and Thok’s uncomfortable pinnacles. At last he discerned above him the projecting edge of the great crag of the ghouls, whose vertical side he could not glimpse; and hours later he saw a curious face peering over it as a gargoyle peers over a parapet of Notre Dame. This almost made him lose his hold through faintness, but a moment later he was himself again; for his vanished friend Richard Pickman had once introduced him to a ghoul, and he knew well their canine faces and slumping forms and unmentionable idiosyncrasies. So he had himself well under control when that hideous thing pulled him out of the dizzy emptiness over the edge of the crag, and did not scream at the partly consumed refuse heaped at one side or at the squatting circles of ghouls who gnawed and watched curiously.&lt;br /&gt;
     He was now on &#039;&#039;&#039;a dim-litten plain whose sole topographical features were great boulders and the entrances of burrows.&#039;&#039;&#039; The ghouls were in general respectful, even if one did attempt to pinch him while several others eyed his leanness speculatively. Through patient glibbering he made inquiries regarding his vanished friend, and found he had become a ghoul of some prominence in abysses nearer the waking world. A greenish elderly ghoul offered to conduct him to Pickman’s present habitation, so despite a natural loathing he followed the creature &#039;&#039;&#039;into a capacious burrow and crawled after him for hours in the blackness of rank mould.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
You are going to have &#039;&#039;&#039;to crawl&#039;&#039;&#039; to go in that direction.&lt;br /&gt;
&amp;gt;kneel&lt;br /&gt;
You kneel down.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel twists and turns, undulating through the surrounding rock.  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The &#039;&#039;&#039;dim green light given off by patches of glowing lichen&#039;&#039;&#039; shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: north, northeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  A strange, gritty substance covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The &#039;&#039;&#039;grey-white caps of mushrooms&#039;&#039;&#039; poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is further reinforced by the exit back to the Jagged Plain. Glowing fungus or lichen is a Lovecraftian motif often used in the game for lighting.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a narrow crack, which looks promising.&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go crack&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel is small and cramped.  It is wider than it is tall, and the floor, walls and ceiling are fairly smooth.  &#039;&#039;&#039;Patches of lichen&#039;&#039;&#039; dotting the area give off an &#039;&#039;&#039;eerie, dim light&#039;&#039;&#039; that casts a green hue over everything.  A subdued, slightly bitter odor nags at your senses.  Though not strong, it is pervasive and seems to irritate your eyes.  You also see a narrow crack.&lt;br /&gt;
Obvious exits: southeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Randolph Carter wishes to travel to the enchanted woods on the surface, but the way is through a forbidden trap door in the city of the gugs, huge beasts who worship Nyarlathotep past the ghasts in the terrible vaults of Zin. Pickman advises him against it. He wants Carter to travel up to the plateau of Leng, or wake up, but Carter does not know the way from Leng and could forget the face and the race he is seeking if he wakes up. Carter convinces them to travel through the gug kingdom while they are sleeping, and make their way to the trap door which the gugs are forbidden to cross by the Great Ones.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
After much persuasion the ghoul consented to guide his guest inside the great wall of the gugs’ kingdom. There was one chance that Carter might be able to steal through that twilight realm of circular stone towers at an hour when the giants would be all gorged and snoring indoors, and reach the central tower &#039;&#039;&#039;with the sign of Koth upon it, which has the stairs leading up&#039;&#039;&#039; to that stone trap-door in the enchanted wood. Pickman even consented to lend three ghouls to help with a tombstone lever in raising the stone door; for of ghouls the gugs are somewhat afraid, and they often flee from their own colossal graveyards when they see feasting there.&lt;br /&gt;
     He also advised Carter to disguise as a ghoul himself; shaving the beard he had allowed to grow (for ghouls have none), wallowing naked in the mould to get the correct surface, and &#039;&#039;&#039;loping&#039;&#039;&#039; in the usual slumping way, with his clothing carried in a bundle as if it were a choice morsel from a tomb. They would reach the city of the gugs—which is coterminous with the whole kingdom—through the proper burrows, emerging in a cemetery &#039;&#039;&#039;not far from the stair-containing Tower of Koth.&#039;&#039;&#039; They must beware, however, of a &#039;&#039;&#039;large cave&#039;&#039;&#039; near the cemetery; for this is &#039;&#039;&#039;the mouth of the vaults of Zin,&#039;&#039;&#039; and the vindictive ghasts are always on watch there murderously for those denizens of the upper abyss who hunt and prey on them. The ghasts try to come out when the gugs sleep, and they attack ghouls as readily as gugs, for they cannot discriminate. They are very primitive, and eat one another. The gugs have a sentry at a narrow place in the vaults of Zin, but he is often drowsy and is sometimes surprised by a party of ghasts. Though ghasts cannot live in real light, they can endure the grey twilight of the abyss for hours.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The gogor [vruul] have messaging where they &amp;quot;lope&amp;quot; between rooms.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The huge bones in the bone pit do not correspond to existing creatures in the Broken Lands, and quite probably allegorically refer to the gugs. The huge cavern with the myklian corresponds to the mouth of the vaults of Zin. It is at the base of huge, enormous stairs leading up the Tower of Koth, with its forbidding sign. These stairs are so large, made for the gait of the gugs, that they must be climbed over. This corresponds to the huge stairs in the cavern leading up to the Dark Shrine. The &amp;quot;vast lichened monoliths&amp;quot;, acting as gravestones of the gugs, correspond to the lichen covered stalagmites.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
So at length &#039;&#039;&#039;Carter crawled through endless burrows&#039;&#039;&#039; with three helpful ghouls bearing the slate gravestone of Col. Nehemiah Derby, obiit 1719, from the Charter Street Burying Ground in Salem. When they came again into open twilight they were in a forest of &#039;&#039;&#039;vast lichened monoliths&#039;&#039;&#039; reaching nearly as high as the eye could see and forming the modest gravestones of the gugs. On the right of the hole out of which they wriggled, and seen through aisles of monoliths, was a stupendous vista of Cyclopean round towers mounting up illimitable into the grey air of inner earth. This was the great city of the gugs, whose doorways are thirty feet high. Ghouls come here often, for a buried gug will feed a community for almost a year, and even with the added peril it is better to burrow for gugs than to bother with the graves of men. &#039;&#039;&#039;Carter now understood the occasional titan bones he had felt beneath him in the vale of Pnath.&#039;&#039;&#039; Straight ahead, and just outside the cemetery, rose a sheer perpendicular cliff at whose base an immense and forbidding cavern yawned. This the ghouls told Carter to avoid as much as possible, since it was the entrance to the unhallowed vaults of Zin where gugs hunt ghasts in the darkness.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go crack&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern&#039;&#039;&#039;]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an &#039;&#039;&#039;eerie, other-worldly vista, filled with tall spires of stone&#039;&#039;&#039; and crystal, and &#039;&#039;&#039;dotted with growths of giant mushrooms and huge fans of lichen.&#039;&#039;&#039;  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of &#039;&#039;&#039;mold, moss, lichen and fungi&#039;&#039;&#039; fill the underground landscape, some of them &#039;&#039;&#039;glowing with pale unearthly light&#039;&#039;&#039; that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: east, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Carter and the ghouls then watch the ghasts swarm upon and attack the gug sentry to the vaults of Zin. When the noise of that recedes into the blackness, they move forward, until reaching the Tower of Koth. The entrance is marked by a bas relief of the symbol of Koth, which corresponds to the bas relief at the entrance of the Dark Shrine. This has Iruaric that makes one shudder without knowing its meaning.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Then the most alert of the ghouls gave the signal for all to advance, and Carter followed the loping three out of the forest of monoliths and into the dark noisome streets of that awful city whose rounded towers of Cyclopean stone soared up beyond the sight. Silently they shambled over that rough rock pavement, hearing with disgust the abominable muffled snortings from great black doorways which marked the slumber of the gugs. Apprehensive of the ending of the rest hour, the ghouls set a somewhat rapid pace; but even so the journey was no brief one, for distances in that town of giants are on a great scale. At last, however, they came to a somewhat open space before a tower even vaster than the rest, above whose colossal doorway was fixed &#039;&#039;&#039;a monstrous symbol in bas-relief which made one shudder without knowing its meaning. This was the central tower with the sign of Koth,&#039;&#039;&#039; and those &#039;&#039;&#039;huge stone steps&#039;&#039;&#039; just visible through the dusk within were the beginning of the &#039;&#039;&#039;great flight leading to upper dreamland&#039;&#039;&#039; and the enchanted wood.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then he noticed a small door at the farther end of the room, and calmed himself enough to approach it and examine the crude sign chiselled above. It was only a symbol, but it filled him with vague spiritual dread; for a morbid, dreaming friend of his had once drawn it on paper and told him a few of the things it means in the dark abyss of sleep. It was &#039;&#039;&#039;the sign of Koth&#039;&#039;&#039;, that dreamers see fixed above the archway of a certain black tower standing alone in twilight—and Willett did not like what his friend Randolph Carter had said of its powers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Case of Charles Dexter Ward&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is &#039;&#039;&#039;a huge relief carved into the wall&#039;&#039;&#039; at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a &#039;&#039;&#039;dark beast with leathery wings and blood red claws.&#039;&#039;&#039;  The inscription below the image is &#039;&#039;&#039;in a strange language,&#039;&#039;&#039; and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Dream-Quest the stairs are climbed to reach a trap-door rather than the relief with the horrible symbol without knowing its meaning. These stairs are enormous, gug sized, and are struggled over. They have to kill a ghast which comes up the stairway after them, and its body later falls down making noise, ending the intent of the ghouls to return the same way. They manage to pry open the trap door before gugs can rush up the stairs after them out of the darkness, and that is the end of being in the Underworld. Almost the whole text of Carter in the Underworld has been included. Most places match up.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There now began a &#039;&#039;&#039;climb of interminable length in utter blackness&#039;&#039;&#039;; made almost impossible by the &#039;&#039;&#039;monstrous size of the steps,&#039;&#039;&#039; which were fashioned for gugs, and were therefore &#039;&#039;&#039;nearly a yard high.&#039;&#039;&#039; Of their number Carter could form no just estimate, for he soon &#039;&#039;&#039;became so worn out that the tireless and elastic ghouls were forced to aid him.&#039;&#039;&#039; All through the &#039;&#039;&#039;endless climb&#039;&#039;&#039; there lurked the peril of detection and pursuit; for though no gug dares lift the stone door to the forest because of the Great Ones’ curse, there are no such restraints concerning the tower and the steps, and escaped ghasts are often chased even to the very top. So sharp are the ears of gugs, that the bare feet and hands of the climbers might readily be heard when the city awoke; and it would of course take but little time for the striding giants, accustomed from their ghast-hunts in the vaults of Zin to seeing without light, to overtake their smaller and slower quarry on those Cyclopean steps. It was very depressing to reflect that the silent pursuing gugs would not be heard at all, but would come very suddenly and shockingly in the dark upon the climbers.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Suddenly their desperation was magnified a thousandfold by a sound on the steps below them. It was only the thumping and rattling of the slain ghast’s hooved body as it rolled down to lower levels; but of all the possible causes of that body’s dislodgment and rolling, none was in the least reassuring. Therefore, knowing the ways of gugs, the ghouls set to with something of a frenzy; and in a surprisingly short time had the door so high that they were able to hold it still whilst Carter turned the slab and left a generous opening. They now helped Carter through, letting him climb up to their rubbery shoulders and later guiding his feet as he clutched at the blessed soil of the upper dreamland outside. Another second and they were through themselves, knocking away the gravestone and closing the great trap-door while a panting became audible beneath. Because of the Great Ones’ curse no gug might ever emerge from that portal, so with a deep relief and sense of repose Carter lay quietly on the &#039;&#039;&#039;thick grotesque fungi of the enchanted wood&#039;&#039;&#039; while his guides squatted near in the manner that ghouls rest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go stair&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Long Stairway&#039;&#039;&#039;]&lt;br /&gt;
The &#039;&#039;&#039;gargantuan stairway&#039;&#039;&#039; rises from the landing here, reaching up along the wall of the cavern &#039;&#039;&#039;farther than you can see.&#039;&#039;&#039;  The stair is a marvel, an &#039;&#039;&#039;engineering feat of unparalleled proportions.&#039;&#039;&#039;  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about &#039;&#039;&#039;three feet high.&#039;&#039;&#039;  You also see a huge cavern that spreads out to the south in an eerie, other-worldly vista of tall stone spires and giant fungi.&lt;br /&gt;
Obvious exits: up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb up&lt;br /&gt;
You struggle to climb up over several of the huge steps.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  &#039;&#039;&#039;No creature that you have ever seen has had the size or length of leg&#039;&#039;&#039; to negotiate stairs of this size.  The floor of the cavern is far below, and anyone who &#039;&#039;&#039;fell over the unprotected edge of the stairway would surely die in the fall.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
Round time: 7 sec.&lt;br /&gt;
&lt;br /&gt;
You lie there for a moment, trying to catch your breath.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  No creature that you have ever seen has had the size or length of leg to negotiate stairs of this size.  Looking out over the cavern far below, you can see &#039;&#039;&#039;tall spires of stone that look like small splinters of rock from this distance.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  No creature that you have ever seen has had the size or length of leg to negotiate stairs of this size.  &#039;&#039;&#039;Details of the cavern floor far below are lost in the shadowy distance.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A gargantuan stairway descends from the landing here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  &#039;&#039;&#039;The floor of the huge cavern lies so far below that all detail is lost in the distance.&#039;&#039;&#039;  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is where vruul [gogor] and dark vorteces begin. Though the dark vorteces can wander into the cavern and dissipate gradually. The other side at the top is a &amp;quot;ghastly&amp;quot; statue of Morgu. Originally the gogor were only in the Dark Shrine, not on the huge stairway.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is worth noting at this point that the great trap-door in the Tower of Koth in the Dreamland has an iron ring. The Monastery sewer uses iron rings for its flood gates, specifically for the outermost and innermost trap doors. Pulling the rings raises and lowers the doors. When inside the first doorway, there is a bug, if the iron door is open. Instead of &amp;quot;iron door&amp;quot; it gives the room description of the entry corridor of a cryptic tower that is inaccessible to player characters. The non-Euclidean geometry of the tower&#039;s architecture is a Lovecraftian motif. The bug suggests there used to be more to the Broken Land puzzles, and it seems likely the crystal dome was once able to be used to access this tower.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The gugs, hairy and gigantic, once reared stone circles in that wood and made strange sacrifices to the Other Gods and the crawling chaos Nyarlathotep, until one night an abomination of theirs reached the ears of earth’s gods and they were banished to caverns below. Only a &#039;&#039;&#039;great trap-door of stone with an iron ring&#039;&#039;&#039; connects the abyss of the earth-ghouls with the enchanted wood, and this the gugs are afraid to open because of a curse. That a mortal dreamer could traverse their cavern realm and leave by that door is inconceivable; for mortal dreamers were their former food, and they have legends of the toothsomeness of such dreamers even though banishment has restricted their diet to the ghasts, those repulsive beings which die in the light, and which live in the vaults of Zin and leap on long hind legs like kangaroos.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen a drain in the bottom curve of what, from all appearances, was once a sacrificial altar. Black stains course down the walls and spot the floor, old enough to be little more than dust now. Near the west wall hangs &#039;&#039;&#039;an iron ring,&#039;&#039;&#039; apparently to raise and lower the door in times of emergency. You also see an open iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell familiar to go door&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Hanging from the ceiling are three rings -- of steel, copper, and bronze -- apparently used to control the doors in times of flood or emergency. You also see &#039;&#039;&#039;You stand at the far end of the sweeping entry corridor of this cryptic tower. Smooth, highly polished concavities form both walls and floors, their rounded curves and smooth edges almost drawing you along as you gaze at them. The surfaces gleam, gemlike, with their own inner radiance.&#039;&#039;&#039; and an open steel door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) The Dreamlands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These gods or otherworldly &amp;quot;daemonic&amp;quot; horrors, such as Nyarlathotep and Azathoth, are not limited to the waking world or the Dreamlands. When Morgu is imagined as a Lovecraftian horror, and GM Varevice once said &amp;quot;The Call of Cthulhu&amp;quot; is the right way to interpret Marlu, the gogor (vruul) are sleep themed and may be considered the analog of the night-gaunts. Randolph Carter is sleeping in the waking world throughout the quest, as time runs at a different speed in the Dreamlands. Those who die there really die, but those who die in the waking world can continue to live there, including as monstrous races like the ghouls. The Dreamlands often has its own version of places that exist in the material world in other Lovecraft stories. This allows interpretations like transplanar coexistence or [[isles of transfer]] effects. It is possible to physically cross between the dimensions in a few places.&lt;br /&gt;
&lt;br /&gt;
There may be pieces from other parts of the story that were also used in the Broken Lands, but most of the terrain comes from a contiguous section of pages. In the dream quest Randolph Carter is brought to the moon as a slave at one point, which is controlled by moon-beasts, which are horrible toad-like things who worship Nyarlathotep. This may be the root of the myklian and toad brazier in the Dark Shrine, and some of the magru messaging. The Men of Leng are the miscegenated race that Carter recognizes from the carved face on Ngranek, having disguised themselves as traders earlier, who are enslaved by moon-beasts and serve Nyarlathotep.&lt;br /&gt;
&lt;br /&gt;
There are also hemispherical domes on the plateau of Leng when Carter flies over it with night-gaunts, who follow him up the huge stairwell of Kadath with its &amp;quot;vortices of cold wind.&amp;quot; There is a Nameless Monastery with a hooded and masked figure, the High Priest Not To Be Named, next to the plateau of Leng and directly over the vaults of Zin. These are all potential references also in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;At dusk they reached the jagged grey peaks that form the barrier of Inganok, and hovered about those strange caves near the summits which Carter recalled as so frightful to the shantaks. At the insistent meeping of the ghoulish leaders there issued forth from each lofty burrow a stream of horned black flyers; with which the ghouls and night-gaunts of the party conferred at length by means of ugly gestures. It soon became clear that the best course would be that over the cold waste north of Inganok, for &#039;&#039;&#039;Leng’s northward reaches&#039;&#039;&#039; are full of unseen pitfalls that &#039;&#039;&#039;even the night-gaunts&#039;&#039;&#039; dislike; abysmal influences centring in certain white &#039;&#039;&#039;hemispherical buildings&#039;&#039;&#039; on curious knolls, which common folklore associates unpleasantly with the Other Gods and their crawling chaos Nyarlathotep.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A &#039;&#039;&#039;large crystal dome rises above&#039;&#039;&#039; the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that &#039;&#039;&#039;the dome is man-made&#039;&#039;&#039; and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome pulses with a dim, multicolored light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The case for other parts of the Dreamlands mattering to the Broken Land is generally weaker than the Underworld parallel. The trouble is that when you can cherry-pick language from wherever in a lot of text, it increases the likelihood that an influence is only coincidental. But given the strength of the Underworld parallel, it is still highly plausible that the rest of the story may matter in various ways, as well as other Dream Cycle stories and those of Randolph Carter especially. The Graveyard story may or may not lean into any given Lovecraft story, but the Broken Land clearly does lean into the Dream-Quest.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The slant-eyed merchant had now prodded Carter into a great domed space whose walls were carved in shocking bas-reliefs, and whose &#039;&#039;&#039;centre held a gaping circular pit&#039;&#039;&#039; surrounded by six malignly stained stone altars in a ring. There was no light in this vast and evil-smelling crypt, and the small lamp of the sinister merchant shone so feebly that one could grasp details only little by little. At the farther end was a &#039;&#039;&#039;high stone dais&#039;&#039;&#039; reached by five steps; and there on a golden &#039;&#039;&#039;throne&#039;&#039;&#039; sat a lumpish figure robed in yellow silk figured with red and having a yellow silken mask over its face. To this being the slant-eyed man made certain signs with his hands, and the lurker in the dark replied by raising a disgustingly carven flute of ivory in silk-covered paws and blowing certain loathsome sounds from beneath its flowing yellow mask. This colloquy went on for some time, and to Carter there was something &#039;&#039;&#039;sickeningly familiar&#039;&#039;&#039; in the sound of that flute and the stench of &#039;&#039;&#039;the malodorous place.&#039;&#039;&#039; It made him think of a frightful red-litten city and of the revolting procession that once filed through it; of that, and of an awful climb &#039;&#039;&#039;through lunar countryside beyond,&#039;&#039;&#039; before the rescuing rush of earth’s friendly cats. He knew that the creature on the dais was without doubt &#039;&#039;&#039;the high-priest not to be described&#039;&#039;&#039;, of which legend whispers such fiendish and abnormal possibilities, but he feared to think just what that abhorred high-priest might be.&lt;br /&gt;
     Then the figured silk slipped a trifle from one of the greyish-white paws, and Carter knew what the noisome high-priest was. And in that hideous second stark fear drove him to something his reason would never have dared to attempt, for in all his shaken consciousness there was room only for one frantic will to escape from what squatted on that golden throne. He knew that &#039;&#039;&#039;hopeless labyrinths of stone lay betwixt him and the cold table-land outside&#039;&#039;&#039;, and that even on that table-land the noxious shantak still waited; yet in spite of all this there was in his mind only the instant need to get away from that wriggling, silk-robed monstrosity.&lt;br /&gt;
     The slant-eyed man had set his curious lamp upon one of the high and wickedly stained altar-stones by the pit, and had moved forward somewhat to talk to the high-priest with his hands. Carter, hitherto wholly passive, now gave that man a terrific push with all the wild strength of fear, so that the victim toppled at once into that &#039;&#039;&#039;gaping well which rumour holds to reach down to the hellish Vaults of Zin&#039;&#039;&#039; where gugs hunt ghasts in the dark. In almost the same second he seized the lamp from the altar and darted out into the frescoed labyrinths, racing this way and that as chance determined and trying not to think of the stealthy padding of shapeless paws on the stones behind him, or of the silent wrigglings and crawlings which must be going on back there in lightless corridors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A broad ledge runs all the way around the edge of this cavern, &#039;&#039;&#039;circling a huge pit at the center.&#039;&#039;&#039;  The ledge is smooth and even, with plenty of room for you to walk around.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the &amp;quot;nameless monastery&amp;quot; on the edge of the plateau of Leng, where the sinister hemispherical buildings associated with Nyarlathotep are, as well as the miscegenated Men of Leng who hide their horns under turbans. It is not known who the High Priest Not To Be Named is for certain. Some think it is the Yellow King, others think it is a manifestation of Nyarlathotep. The monastery is located high above the Vaults of Zin. The entrance to the deep bone pit in the Dark Grotto, rather than the bone pit itself, resembles this hole more than the Vale of Pnath. The Dark Shrine has hideous &amp;quot;frescoes&amp;quot; as well.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The solid rock now gave place to the &#039;&#039;&#039;giant foundations of the monstrous castle&#039;&#039;&#039;, and it seemed that the speed of the party was somewhat abated. Vast walls shot up, and there was a glimpse of a &#039;&#039;&#039;great gate&#039;&#039;&#039; through which the voyagers were swept. All was night in the titan courtyard, and then came the deeper blackness of inmost things as a huge arched portal engulfed the column. &#039;&#039;&#039;Vortices of cold wind&#039;&#039;&#039; surged dankly through sightless labyrinths of onyx, and Carter could never tell what &#039;&#039;&#039;Cyclopean stairs&#039;&#039;&#039; and corridors lay silent along the route of his endless aërial twisting. Always upward led the terrible plunge in darkness, and never a sound, touch, or glimpse broke the dense pall of mystery. Large as the army of ghouls and &#039;&#039;&#039;night-gaunts&#039;&#039;&#039; was, it was lost in the prodigious voids of that more than earthly castle. And when at last there suddenly dawned around him the lurid light of that single tower room whose lofty window had served as a beacon, it took Carter long to discern the far walls and high, distant ceiling, and to realise that he was indeed not again in the boundless air outside.&lt;br /&gt;
     Randolph Carter had hoped to come into &#039;&#039;&#039;the throne-room of the Great Ones&#039;&#039;&#039; with poise and dignity, flanked and followed by impressive lines of ghouls in ceremonial order, and offering his prayer as a free and potent master among dreamers. He had known that the Great Ones themselves are not beyond a mortal’s power to cope with, and had trusted to luck that the Other Gods and their crawling chaos Nyarlathotep would not happen to come to their aid at the crucial moment, as they had so often done before when men sought out earth’s gods in their home or on their mountains. And with his hideous escort he had half hoped to defy even the Other Gods if need were, knowing as he did that ghouls have no masters, and that night-gaunts own not Nyarlathotep but only archaick Nodens for their lord. But now he saw that supernal Kadath in its cold waste is indeed girt with dark wonders and nameless sentinels, and that the Other Gods are of a surety vigilant in &#039;&#039;&#039;guarding the mild, feeble gods of earth.&#039;&#039;&#039; Void as they are of lordship over ghouls and night-gaunts, the mindless, shapeless blasphemies of outer space can yet control them when they must; so that it was not in state as a free and potent master of dreamers that Randolph Carter came into the Great Ones’ throne-room with his ghouls. Swept and herded by nightmare tempests from the stars, and dogged by unseen horrors of the northern waste, all that army floated captive and helpless in the lurid light, dropping numbly to the onyx floor when by some voiceless order the winds of fright dissolved.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
In long ages past, &#039;&#039;&#039;some dark, evil priest once sat&#039;&#039;&#039; upon the &#039;&#039;&#039;large stone chair&#039;&#039;&#039; that occupies this part of the chamber &#039;&#039;&#039;like a throne.&#039;&#039;&#039;  Or perhaps one of the &#039;&#039;&#039;Dark Lords&#039;&#039;&#039; themselves, or one of &#039;&#039;&#039;their dark servants&#039;&#039;&#039;, presided over the evil that was performed here.&lt;br /&gt;
Obvious exits: southeast, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When Randolph Carter reaches the castle of the Great One&#039;s, earth&#039;s gods, on Kadath he expected to be able to leverage them with his army that did not answer to them or the Outer Gods and Nyarlathotep. But this turns out to be folly, and his army is instantly powerless. He discovers that the gods are not there at all. His forces suddenly disappear on him and a &amp;quot;daemonic&amp;quot; procession appears in Kadath, where Nyarlathotep arrives in his human guise as a pharaoh. Nyarlathotep then explains that the gods abandoned the dreamlands for Carter&#039;s marvelous city, from his own childhood memories, and he feigns to spare Carter for his forbidden trespassing because only he can exile the gods back to Kadath from his own half-waking dreamland. Nyarlathotep is trying to trick him into going to the ultimate chaos at the center of the universe - the daemon-sultan Azathoth, which for us could be considered the analog of the Unlife - but Carter leaps into void to escape and in the process of waking up Nyarlathotep has once again imprisoned the earth gods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Before no golden dais had Randolph Carter come, nor was there any august circle of crowned and haloed beings with narrow eyes, long-lobed ears, thin nose, and pointed chin whose kinship to the carven face on Ngranek might stamp them as those to whom a dreamer might pray. Save for that one tower room the onyx castle atop Kadath was dark, and &#039;&#039;&#039;the masters were not there.&#039;&#039;&#039; Carter had come to unknown Kadath in the cold waste, but he &#039;&#039;&#039;had not found the gods.&#039;&#039;&#039; Yet still the lurid light glowed in that one tower room whose size was so little less than that of all outdoors, and whose distant walls and roof were so nearly lost to sight in thin, curling mists. &#039;&#039;&#039;Earth’s gods were not there,&#039;&#039;&#039; it was true, but of &#039;&#039;&#039;subtler and less visible presences there could be no lack.&#039;&#039;&#039; Where the mild gods are absent, the &#039;&#039;&#039;Other Gods are not unrepresented&#039;&#039;&#039;; and certainly, the onyx castle of castles was &#039;&#039;&#039;far from tenantless.&#039;&#039;&#039; In what outrageous form or forms terror would next reveal itself, Carter could by no means imagine. He felt that his visit had been expected, and wondered &#039;&#039;&#039;how close a watch had all along been kept upon him&#039;&#039;&#039; by the crawling chaos Nyarlathotep. It is Nyarlathotep, horror of infinite shapes and &#039;&#039;&#039;dread soul&#039;&#039;&#039; and messenger of the Other Gods, that the &#039;&#039;&#039;fungous moon-beasts&#039;&#039;&#039; serve; and Carter thought of the black galley that had vanished when the tide of battle turned against the &#039;&#039;&#039;toad-like abnormalities&#039;&#039;&#039; on the jagged rock in the sea.&lt;br /&gt;
     Reflecting upon these things, he was staggering to his feet in the midst of his nightmare company when there rang without warning through that pale-litten and limitless chamber the hideous blast of a daemon trumpet. Three times pealed that frightful brazen scream, and when the echoes of the third blast had died chucklingly away Randolph Carter saw that he was alone. &#039;&#039;&#039;Whither, why, and how the ghouls and night-gaunts had been snatched&#039;&#039;&#039; from sight was not for him to divine. He knew only that he was suddenly alone, and that &#039;&#039;&#039;whatever unseen powers lurked mockingly around him&#039;&#039;&#039; were no powers of earth’s friendly dreamland.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force&#039;&#039;&#039; that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the shape of &#039;&#039;&#039;a huge toad&#039;&#039;&#039;, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;desc myklian&lt;br /&gt;
The myklian is a fearsome beast, some form of large lizard &#039;&#039;&#039;or amphibian&#039;&#039;&#039; that usually travels on four legs, but sometimes stands upright on two legs. It has a short, stubby tail which is triangular in shape and covered with a &#039;&#039;&#039;luminescent&#039;&#039;&#039;, chitinous plate. Hard scales cover the rest of the beast&#039;s body, except for the soft underbelly. Bony spikes and knobs guard the beast&#039;s joints. The coloration of the myklian species ranges the entire spectrum, red, orange, yellow, green, blue and purple.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else to consider is that in the Dream-Quest the exit of the Underworld, at the top of those huge stairs, is not a dark temple but rather the &amp;quot;enchanted wood&amp;quot; which consists of a forest covered with glowing fungi. The bas relief is at the top of the stairs instead of the bottom, and arguably the fungal forest is at the bottom instead of the top. This might suggest the lizards of the cave survive by eating the fungal growths. The relationship between the glowing myklian and the lizards is ambiguous. It is self-consciously weird that they remain, but the magru apparently stripped away all the other animals. This will be explored more in the ecological interpretation.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In the tunnels of that twisted wood, whose low prodigious oaks twine groping boughs and shine dim with &#039;&#039;&#039;the phosphorescence of strange fungi&#039;&#039;&#039;, dwell the furtive and secretive zoogs; who know many obscure secrets of the dream-world and a few of the waking world, since the wood at two places touches the lands of men, though it would be disastrous to say where. Certain unexplained rumours, events, and vanishments occur among men where the zoogs have access, and it is well that they cannot travel far outside the world of dream. But over the nearer parts of the dream-world they pass freely, flitting small and brown and unseen and bearing back piquant tales to beguile the hours around their hearths in the forest they love. Most of them live in burrows, but some inhabit the trunks of the great trees; and although they &#039;&#039;&#039;live mostly on fungi&#039;&#039;&#039; it is muttered that they have also a slight taste for meat, either physical or spiritual, for certainly many dreamers have entered that wood who have not come out. Carter, however, had no fear; for he was an old dreamer and had learnt their fluttering language and made many a treaty with them; having found through their help the splendid city of Celephaïs in Ooth-Nargai beyond the Tanarian Hills, where reigns half the year the great King Kuranes, a man he had known by another name in life. Kuranes was the one soul who had been to the star-gulfs and returned free from madness.&lt;br /&gt;
     Threading now the low &#039;&#039;&#039;phosphorescent aisles&#039;&#039;&#039; between those gigantic trunks, Carter made fluttering sounds in the manner of the zoogs, and listened now and then for responses. He remembered one particular village of the creatures near the centre of the wood, where a circle of great mossy stones in what was once a clearing tells of older and more terrible dwellers long forgotten, and toward this spot he hastened. He traced his way by &#039;&#039;&#039;the grotesque fungi&#039;&#039;&#039;, which always seem better nourished as one approaches the dread circle where elder beings danced and sacrificed. Finally &#039;&#039;&#039;the greater light of those thicker fungi&#039;&#039;&#039; revealed a sinister green and grey vastness pushing up through the roof of the forest and out of sight. This was the nearest of the great ring of stones, and Carter knew he was close to the zoog village. Renewing his fluttering sound, he waited patiently; and was at length rewarded by an impression of many eyes watching him. It was the zoogs, for one sees their weird eyes long before one can discern their small, slippery brown outlines.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
Making your way among the spires of stone that rise from the cavern floor is &#039;&#039;&#039;like traveling through a strange and exotic forest.&#039;&#039;&#039;  Instead of vines and bushes, &#039;&#039;&#039;long growths of stringy moss and huge mushrooms and toadstools&#039;&#039;&#039; provide an undergrowth that chokes the way.  The small creatures of a sylvan setting, mice, squirrels and other small furry beasts are not present.  Instead, the pale bulging eyes of small lizards blink at you silently before the owners scurry away through the growths of fungi.&lt;br /&gt;
Obvious exits: north, east, west, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One other point to consider is that the moon-beasts in the Dream-Quest reside on the Moon and not the Underworld. However, in a later part of the story Carter rescues the ghouls who helped him from some moon-beasts, and enlists the aid of night-gaunts with a secret password he learned from the ghouls. In this fight the night-gaunts lift some moon-beasts and drop them into the Underworld. This refers to the moon-beasts as &amp;quot;quivering&amp;quot; and &amp;quot;jelly&amp;quot;, which is the same wording used in the magru death messaging.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The final swoop of the night-gaunts and mounted ghouls was very sudden, each of the greyish toad-like blasphemies and their almost-human slaves being seized by a group of night-gaunts before a sound was made. The moon-beasts, of course, were voiceless; and even the slaves had little chance to scream before rubbery paws choked them into silence. Horrible were the writhings of those great &#039;&#039;&#039;jellyish&#039;&#039;&#039; abnormalities as the sardonic night-gaunts clutched them, but nothing availed against the strength of those black prehensile talons. When a moon-beast &#039;&#039;&#039;writhed too violently,&#039;&#039;&#039; a night-gaunt would seize and pull its &#039;&#039;&#039;quivering&#039;&#039;&#039; pink tentacles; which seemed to hurt so much that the victim would cease its struggles. Carter expected to see much slaughter, but found that the ghouls were far subtler in their plans. They glibbered certain simple orders to the night-gaunts which held the captives, trusting the rest to instinct; and soon the hapless creatures were borne silently away into the Great Abyss, to be distributed impartially amongst the bholes, gugs, ghasts, and other dwellers in darkness whose modes of nourishment are not painless to their chosen victims. Meanwhile the three bound ghouls had been released and consoled by their conquering kinsfolk, whilst various parties searched the neighbourhood for possible remaining moon-beasts, and boarded the evil-smelling black galley at the wharf to make sure that nothing had escaped the general defeat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
A magru &#039;&#039;&#039;pulsates violently&#039;&#039;&#039; and a stream of dark fluid shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way but you are struck by the stream of fluid!&lt;br /&gt;
Hit for 5 concussion points.&lt;br /&gt;
... 22 points of damage!&lt;br /&gt;
Acid dissolves the skin on the neck exposing the windpipe!&lt;br /&gt;
You are stunned for 6 rounds!&lt;br /&gt;
&lt;br /&gt;
You gesture at a magru.&lt;br /&gt;
You stare at a magru.&lt;br /&gt;
  CS: +542 - TD: +136 + CvA: +25 + d100: +82 == +513&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The magru looks at you in utter terror!&lt;br /&gt;
The magru lets out a blood curdling scream!&lt;br /&gt;
The magru collapses into a heap of &#039;&#039;&#039;quivering jelly.&#039;&#039;&#039;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
K&amp;gt;loot&lt;br /&gt;
You reach out to search the magru.&lt;br /&gt;
As soon as you make contact with it, you feel an intense burning sensation!  You are injured!&lt;br /&gt;
You do not find anything in the disgusting &#039;&#039;&#039;pile of jelly.&#039;&#039;&#039;&lt;br /&gt;
The remains of a magru evaporate away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Through the Gates of the Silver Key===&lt;br /&gt;
&amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; was chronologically the earliest Randolph Carter story, though not in the order they were written and published. When Carter is a bit older he loses his ability to dream vividly, due to the dulling effects of logic and reason, replacing the fantastical with irony and satire and allegory. In [http://www.hplovecraft.com/writings/texts/fiction/sk.aspx &amp;quot;The Silver Key&amp;quot;] he has spent decades trying to partially recover his youthful imagination, until he is finally able to recall his grandfather telling him about an antique silver key in his family estate with occult properties. When he brings this into a cave called the Snake-Den he is somehow returned in time to his youth. Now young again, Randolph Carter does not wholly remember his old life as such, but has a gift of prophecy where he has a way of remembering things that have not happened yet.&lt;br /&gt;
&lt;br /&gt;
This is important because of the timeline issues with the Iruaric in the Dark Shrine and the Wars of Dominion. It is worth noting that the Dark Shrine itself is shaped like a [[Research:Shadow Valley#The Mound|skeleton key]]. This is obscured on the Tsoran map, which arbitrarily places a &amp;quot;go arch&amp;quot; on a north wall, when it is probably intended to be the south wall. It is possible the waterfall and the series of caves ending in the misty chamber is based on the Snake-Den. It would not explain the monastery itself, only the hidden deep cave leading to a natural gateway. Fortifed cave monasteries such as [https://en.wikipedia.org/wiki/Vardzia Vardzia] exist historically, but it might not be so direct. It seems to instead be inspired by historical religious architectures.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Then, when he was free, he felt in his blouse pocket for the key; and being reassured, skipped off across the orchard to the rise beyond, where the wooded hill climbed again to heights above even the treeless knoll. The floor of the forest was mossy and mysterious, and great lichened rocks rose vaguely here and there in the dim light like Druid monoliths among the swollen and twisted trunks of a sacred grove. Once in his ascent Randolph crossed a rushing stream &#039;&#039;&#039;whose falls a little way off sang runic incantations&#039;&#039;&#039; to the lurking fauns and aegipans and dryads.&lt;br /&gt;
     Then he came to the &#039;&#039;&#039;strange cave in the forest slope&#039;&#039;&#039;, the dreaded “snake-den” which country folk shunned, and away from which Benijah had warned him again and again. It was deep; far deeper than anyone but Randolph suspected, for the boy had found a fissure in the farthermost black corner that led to &#039;&#039;&#039;a loftier grotto beyond&#039;&#039;&#039;—a haunting sepulchral place whose granite walls held a curious illusion of conscious artifice. On this occasion he crawled in as usual, lighting his way with matches filched from the sitting-room match-safe, and &#039;&#039;&#039;edging through the final crevice&#039;&#039;&#039; with an eagerness hard to explain even to himself. He could not tell why he approached the farther wall so confidently, or why he instinctively drew forth the great silver key as he did so. But on he went, and when he danced back to the house that night he offered no excuses for his lateness, nor heeded in the least the reproofs he gained for ignoring the noontide dinner-horn altogether.&lt;br /&gt;
&lt;br /&gt;
Now it is agreed by all the distant relatives of Randolph Carter that something occurred to heighten his imagination in his tenth year. His cousin, Ernest B. Aspinwall, Esq., of Chicago, is fully ten years his senior; and distinctly recalls a change in the boy after the autumn of 1883. Randolph had looked on scenes of fantasy that few others can ever have beheld, and stranger still were some of the qualities which he shewed in relation to very mundane things. He seemed, in fine, to have picked up an &#039;&#039;&#039;odd gift of prophecy&#039;&#039;&#039;; and reacted unusually to things which, though at the time without meaning, were later found to justify the singular impressions. In subsequent decades as new inventions, new names, and new events appeared one by one in the book of history, people would now and then recall wonderingly how Carter had years before let fall some careless word of &#039;&#039;&#039;undoubted connexion with what was then far in the future.&#039;&#039;&#039; He did not himself understand these words, or know why certain things made him feel certain emotions; but fancied that some unremembered dream must be responsible. It was as early as 1897 that he turned pale when some traveller mentioned the French town of Belloy-en-Santerre, and friends remembered it when he was almost mortally wounded there in 1916, while serving with the Foreign Legion in the Great War.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story ends with Carter, once again an adult, having gone to the cave and disappeared. The family is then wondering about dividing up his estate, which is the setting of its sequel. In [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] he has gone to the Snake-Den with the silver key and vanished in thin air into a higher reality. This is how the portal to the Broken Land works when the runes of warding are overpowered.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Next morning he was up early, and out through the twisted-boughed apple orchard to the upper timber-lot where the mouth of the Snake-Den lurked black and forbidding amongst grotesque, overnourished oaks. A nameless expectancy was upon him, and he did not even notice the loss of his handkerchief as he fumbled in his blouse pocket to see if the queer Silver Key was safe. He crawled through the dark orifice with tense, adventurous assurance, lighting his way with matches taken from the sitting-room. In another moment he had wriggled through the root-choked fissure at the farther end, and was in the vast, unknown &#039;&#039;&#039;inner grotto whose ultimate rock wall seemed half like a monstrous and consciously shapen pylon.&#039;&#039;&#039; Before that &#039;&#039;&#039;dank, dripping wall&#039;&#039;&#039; he stood silent and awestruck, lighting one match after another as he gazed. Was that stony bulge above the keystone of the imagined arch really a gigantic sculptured hand? Then he drew forth the Silver Key, and &#039;&#039;&#039;made motions and intonations whose source he could only dimly remember.&#039;&#039;&#039; Was anything forgotten? He knew only that he wished to &#039;&#039;&#039;cross the barrier to the untrammelled land of his dreams&#039;&#039;&#039; and the gulfs where all dimensions dissolve in the absolute.&lt;br /&gt;
&lt;br /&gt;
III.&lt;br /&gt;
&lt;br /&gt;
What happened then is scarcely to be described in words. It is full of those paradoxes, contradictions, and anomalies which have no place in waking life, but which fill our more fantastic dreams, and are taken as matters of course till we return to our narrow, rigid, objective world of limited causation and tri-dimensional logic. As the Hindoo continued his tale, he had difficulty in avoiding what seemed—even more than the notion of a man transferred through the years to boyhood—an air of trivial, puerile extravagance. Mr. Aspinwall, in disgust, gave an apoplectic snort and virtually stopped listening.&lt;br /&gt;
     For &#039;&#039;&#039;the rite&#039;&#039;&#039; of the Silver Key, as practiced by Randolph Carter in that &#039;&#039;&#039;black, haunted cave within a cave,&#039;&#039;&#039; did not prove unavailing. From &#039;&#039;&#039;the first gesture and syllable&#039;&#039;&#039; an aura of strange, awesome mutation was apparent—a sense of &#039;&#039;&#039;incalculable disturbance and confusion in time and space&#039;&#039;&#039;, yet one which held no hint of what we recognise as motion and duration. Imperceptibly, such things as age and location ceased to have any significance whatever. The day before, Randolph Carter had miraculously leaped a gulf of years. Now there was no distinction between boy and man. There was only the entity Randolph Carter, with a certain store of images which had lost all connexion with terrestrial scenes and circumstances of acquisition. &#039;&#039;&#039;A moment before, there had been an inner cave&#039;&#039;&#039; with vague suggestions of a monstrous arch and gigantic sculptured hand on the farther wall. &#039;&#039;&#039;Now there was neither cave nor absence of cave; neither wall nor absence of wall.&#039;&#039;&#039; There was only a flux of impressions not so much visual as cerebral, amidst which the entity that was Randolph Carter experienced perceptions or registrations of all that his mind revolved on, yet without any clear consciousness of the way in which he received them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go hidden opening&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A &#039;&#039;&#039;damp mist seems to seep from the very walls&#039;&#039;&#039; of this &#039;&#039;&#039;vast chamber&#039;&#039;&#039; casting the walls in an eerie green pallor.  A &#039;&#039;&#039;large round stone&#039;&#039;&#039; stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The &#039;&#039;&#039;opening at the center of the stone&#039;&#039;&#039; is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound soothes your tired nerves.  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read runes&lt;br /&gt;
You stand before the runes, open your arms wide in a gesture of invocation, and concentrate on them.&lt;br /&gt;
&lt;br /&gt;
After a moment, the room begins to spin, and you &#039;&#039;&#039;suddenly feel disoriented.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Chamber]&lt;br /&gt;
A damp mist seems to seep from the very walls of this vast chamber, casting the walls in an eerie green pallor.  A large, round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low, steady hum emanates from the stone and the sound &#039;&#039;&#039;soothes your tired nerves.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This can be interpreted as the exact same room coexistent on another plane of existence. The line about soothing your tired nerves might also refer to Randolph Carter. He is told to not follow down the stairs of a crypt in &amp;quot;The Statement of Randolph Carter&amp;quot; because of having &amp;quot;frail nerves&amp;quot; and being &amp;quot;a bag of nerves&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Contrast this with the other messaging from invoking the runes of warding on the spinning stone, which causes you to gesture and mutter words (but not in the first person view) before disappearing.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXXXX stands in front of the spinning stone with his arms spread wide.  He &#039;&#039;&#039;mutters a few words&#039;&#039;&#039; under his breath and &#039;&#039;&#039;suddenly disappears!&#039;&#039;&#039;&lt;br /&gt;
There is a high-pitched hum from the stone, and XXXXX suddenly appears in the room!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You focus hard on the runes, but without the proper skill, they soon become a &#039;&#039;&#039;maddening&#039;&#039;&#039;, writhing jumble of markings! You struggle to tear your eyes away, and fall back into a heap on the floor as you do!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
XXXXX focuses hard on the runes.  A look of sheer panic suddenly spreads over her face and she struggles to turn away from them!  With a gasp, she falls to the floor, looking rather shaken!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look runes&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Monastery itself seems to be best interpreted in terms of the history of real-world religious architecture. Though it is possible there is some other story being referenced with it. The mountain lake outside has a couple of potential hints (other than the waterfall) of reference to &amp;quot;The Silver Key&amp;quot;, where Carter is an old man searching for the cave, and &amp;quot;Through the Gates of the Silver Key&amp;quot; where it looks like a &amp;quot;gigantic sculptured hand&amp;quot; points to the gateway. The &amp;quot;tired feet&amp;quot; line may link up with &amp;quot;tired nerves&amp;quot; in the Misty Chamber. See the note above about [http://www.hplovecraft.com/writings/texts/fiction/src.aspx &amp;quot;The Statement of Randolph Carter&amp;quot;] with his frail nerves when he is older and a war veteran.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
A high cliff runs from east to west, forming the southern edge of the lake.  The surrounding forest grows down to within a few feet of the lake shore at this point.  There is even one old willow that grows at the very edge of the lake; the &#039;&#039;&#039;gnarled roots&#039;&#039;&#039; of the old tree dipping into the water, reminding you of an &#039;&#039;&#039;old man&#039;&#039;&#039; attempting to cool his &#039;&#039;&#039;tired feet.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north&lt;br /&gt;
&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a rockfall blocks what was the southeast path; there appears to be no way around it.  A &#039;&#039;&#039;large boulder&#039;&#039;&#039; standing just west of the fork in the trail looks somewhat like a &#039;&#039;&#039;large hand pointing a single finger&#039;&#039;&#039; at the southwest leg of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Near the &amp;quot;root-choked&amp;quot; fissure to the Snake-Den the trees are twisted and grotesque.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The silver key itself was marked with cryptical arabesques and came out of a fiendish aromatic wooden box with an old parchment containing similar hieroglyph markings. What it does is bring the corporeal body outside of a given space and time into the dimensional extension of Earth. This ultimately leads Carter to a quasi-sphere called the Ultimate Gate, which takes him beyond space and time entirely to encounter a form of the Outer God Yog-Sothoth, the gateway and guardian of forbidden knowledge. [[Research:The Graveyard]] suggests Yog-Sothoth as a possible premise for &amp;quot;Kadaena Throk Farok&amp;quot;.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;By the time the rite was over Carter knew that &#039;&#039;&#039;he was in no region whose place could be told by earth’s geographers, and in no age whose date history could fix.&#039;&#039;&#039; For the nature of what was happening was not wholly unfamiliar to him. There were hints of it in the cryptical Pnakotic fragments, and a whole chapter in the forbidden Necronomicon of the mad Arab Abdul Alhazred had taken on significance when he had deciphered the designs graven on the Silver Key. A gate had been unlocked—not indeed the Ultimate Gate, but one leading from earth and time to that extension of earth which is outside time, and from which in turn the Ultimate Gate leads fearsomely and perilously to the Last Void which is outside all earths, all universes, and all matter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the Ultimate Gate as well the Silver Key causes the wielder to instinctively gesture through an unlearned ritual, much as what happens with the Broken Lands portal which corresponds instead to the First Gate. The &amp;quot;quasi-sphere&amp;quot; that acts as the Ultimate Gate is reminiscent of the pulsing crystal dome on the jagged plain. It is not possible to enter this dome without incinerating yourself. Whether the dome once functioned like this quasi-sphere is unclear, Vibration Chant and Piercing Gaze &amp;quot;work&amp;quot; on the dome but do not make anything happen. The dome is also reminiscent of the hemispheres of the plateau of Leng in the Dreamlands, and Yian-Ho refers to &amp;quot;The Maker of Moons&amp;quot; by Robert Chambers.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Gradually and mistily it became apparent that the Most Ancient One was holding something—some object clutched in the outflung folds of his robe as if for the sight, or what answered for sight, of the cloaked Companions. It was a &#039;&#039;&#039;large sphere or apparent sphere&#039;&#039;&#039; of some obscurely iridescent metal, and as the Guide put it forward a low, pervasive half-impression of sound began to rise and fall in intervals which seemed to be rhythmic even though they followed no rhythm of earth. There was a suggestion of chanting—or what human imagination might interpret as chanting. Presently the &#039;&#039;&#039;quasi-sphere began to grow luminous, and as it gleamed up into a cold, pulsating light of unassignable colour&#039;&#039;&#039; Carter saw that its flickerings conformed to the alien rhythm of the chant. Then all the mitred, sceptre-bearing Shapes on the pedestals commenced a slight, curious swaying in the same inexplicable rhythm, while &#039;&#039;&#039;nimbuses of unclassifiable light—resembling that of the quasi-sphere&#039;&#039;&#039;—played round their shrouded heads.&lt;br /&gt;
     The Hindoo paused in his tale and looked curiously at the tall, coffin-shaped clock with the four hands and hieroglyphed dial, whose crazy ticking followed no known rhythm of earth.&lt;br /&gt;
     “You, Mr. de Marigny,” he suddenly said to his learned host, “do not need to be told the particular alien rhythm to which those cowled Shapes on the hexagonal pillars chanted and nodded. You are the only one else—in America—who has had a taste of the Outer Extension. That clock—I suppose it was sent you by the Yogi poor Harley Warren used to talk about—the seer who said that he alone of living men had been to &#039;&#039;&#039;Yian-Ho, the hidden legacy of sinister, aeon-old Leng,&#039;&#039;&#039; and had borne certain things away from that dreadful and forbidden city. I wonder how many of its subtler properties you know? If my dreams and readings be correct, it was made by those who knew much of the First Gateway. But let me go on with my tale.”&lt;br /&gt;
     At last, continued the Swami, the swaying and the suggestion of chanting ceased, the lambent nimbuses around the now drooping and motionless heads faded away, while the cloaked Shapes slumped curiously on their pedestals. The &#039;&#039;&#039;quasi-sphere, however, continued to pulsate with inexplicable light.&#039;&#039;&#039; Carter felt that the Ancient Ones were sleeping as they had been when he first saw them, and he wondered out of what cosmic dreams his coming had wakened them. Slowly there filtered into his mind the truth that this strange chanting ritual had been one of instruction, and that the Companions had been chanted by the Most Ancient One into a new and peculiar kind of sleep, in order that &#039;&#039;&#039;their dreams might open the Ultimate Gate to which the Silver Key was a passport.&#039;&#039;&#039; He knew that in the profundity of this deep sleep they were contemplating unplumbed vastnesses of utter and absolute Outsideness with which the earth had nothing to do, and that they were to accomplish that which his presence had demanded.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome &#039;&#039;&#039;pulses with a dim, multicolored light.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It glows brighter and hotter the more mana the crystal dome has absorbed.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story was heavily influenced by [https://en.wikipedia.org/wiki/Theosophy theosophy], and the scene is likely invoking the idea of a theosophical [https://en.wikipedia.org/wiki/Tulpa &amp;quot;tulpa&amp;quot;] ritual. The ultimate point is that the Swami at this family estate hearing is really Randolph Carter himself, but he has to disguise himself because he is no longer human. By travelling through the Ultimate Gate and encountering Yog-Sothoth, he is transferred into another individual of his same person archetype outside of time and space, and brought back through to the planet Yaddith in the distant past. In the process he has possessed the body of a member of a long extinct alien species, and while he has the Silver Key, he does not know the rites or have the writings to send himself back to regain his human form. The alien is a &amp;quot;wizard&amp;quot; and they loathe each other, struggling for consciousness over the body. Eventually Carter keeps him subdued artificially, and brings them to the Earth of his own time through a space journey, bringing the Silver Key with him.&lt;br /&gt;
&lt;br /&gt;
The relevance this may have for the Broken Land is thus not only a way of dealing with the time paradoxes, but the issue of fashioning extra-planar entities out of energy and Morgu as &amp;quot;spirit born of death.&amp;quot; [[Research:The Graveyard]] points out the similarity of part of the spirit death messaging to the description of Carter seeing many other forms of himself in the timeless void. In the context of the death mechanics allegory this could be interpreted as converting &amp;quot;souls&amp;quot; into other kinds of entities. This would be a forbidden &amp;quot;Key of the Void&amp;quot;, in Shadow World terms, going around Eissa and Orhan for reincarnation.&lt;br /&gt;
&lt;br /&gt;
===Other Horror===&lt;br /&gt;
There may be other stories with some degree of influence on the Broken Land, but the evidence for them is more thin than the Dream-Quest of Unknown Kadath. Other H.P. Lovecraft stories are an obvious place to search for possibilities. In particular the seemingly impossible combination of time periods in the Dark Shrine poem is itself a Lovecraftian motif. He uses impossibly old things in anachronistic settings sometimes, or with information that should not have been known to the creator, as a twist in a number of stories. So-called &amp;quot;Lovecraft Circle&amp;quot; authors, such as Clark Ashton Smith, might also be relevant. But these ones are lower probability in general.&lt;br /&gt;
&lt;br /&gt;
This has to be regarded in a contingent and hypothetical way. Without an extensive parallel these only provide possible points of reference or inspiration. This poses the difficulty of being indistinguishable from coincidence even if it was intentional. The signal is down in the noise. On the other hand, however, these stores are thematically linked. They involve the same concepts, names, and entities as each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) The Statement of Randolph Carter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/src.aspx &amp;quot;The Statement of Randolph Carter&amp;quot;] is the first published Randolph Carter story, but is set when he is middle aged, prior to the events of &amp;quot;The Silver Key&amp;quot;. Like &amp;quot;The Silver Key&amp;quot; and &amp;quot;Through the Gates of the Silver Key&amp;quot; it mentions &amp;quot;oblivion&amp;quot;, a peaceful afterlife of nothingness in Lovecraft&#039;s Dream Cycle, which is illustrated in his prose poem &amp;quot;Ex Oblivione&amp;quot;. [[Research:The Graveyard]] argues  Lovecraft&#039;s Oblivion is the basis of the old &amp;quot;lost to the demonic&amp;quot; messaging, playing off the [[Gates of Oblivion]] of Eissa located in her forest-garden on Orhan. The Broken Land may be making a dark mirror of this out of Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     The removal of the slab revealed a black aperture, from which rushed an effluence of miasmal gases so nauseous that we started back in horror. After an interval, however, we approached the pit again, and found the exhalations less unbearable. Our lanterns disclosed the top of &#039;&#039;&#039;a flight of stone steps,&#039;&#039;&#039; &#039;&#039;&#039;dripping&#039;&#039;&#039; with some detestable ichor of the inner earth, and &#039;&#039;&#039;bordered by moist walls&#039;&#039;&#039; encrusted with nitre. And now for the first time my memory records verbal discourse, Warren addressing me at length in his mellow tenor voice; a voice singularly unperturbed by our awesome surroundings.&lt;br /&gt;
     “I’m sorry to have to ask you to stay on the surface,” he said, “but it would be a crime to let anyone with &#039;&#039;&#039;your frail nerves&#039;&#039;&#039; go down there. You can’t imagine, even from what you have read and from what I’ve told you, the things I shall have to see and do. It’s fiendish work, Carter, and I doubt if any man without ironclad sensibilities could ever see it through and come up alive and sane. I don’t wish to offend you, and heaven knows I’d be glad enough to have you with me; but the responsibility is in a certain sense mine, and I couldn’t drag &#039;&#039;&#039;a bundle of nerves like you&#039;&#039;&#039; down to probable death or madness. I tell you, you can’t imagine what the thing is really like! But I promise to keep you informed over the telephone of every move—you see I’ve enough wire here to reach to the centre of the earth and back!”&lt;br /&gt;
     I can still hear, in memory, those coolly spoken words; and I can still remember my remonstrances. I seemed desperately anxious to accompany my friend into those sepulchral depths, yet he proved inflexibly obdurate. At one time he threatened to abandon the expedition if I remained insistent; a threat which proved effective, since he alone held the key to the thing. All this I can still remember, though I no longer know what manner of thing we sought. After he had secured my reluctant acquiescence in his design, Warren picked up the reel of wire and adjusted the instruments. At his nod I took one of the latter and seated myself upon an aged, discoloured gravestone close by the newly uncovered aperture. Then he shook my hand, shouldered the coil of wire, and disappeared within that indescribable ossuary. For a moment I kept sight of the glow of his lantern, and heard the rustle of the wire as he laid it down after him; but the glow soon disappeared abruptly, &#039;&#039;&#039;as if a turn in the stone staircase had been encountered,&#039;&#039;&#039; and the sound died away almost as quickly. I was alone, yet bound to the unknown depths by those magic strands &#039;&#039;&#039;whose insulated surface lay green&#039;&#039;&#039; beneath the struggling beams of that waning crescent moon.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Statement of Randolph Carter&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is Harley Warren warning Randolph Carter to not follow him down a sepulcher in an ancient cemetery. It might be an inspiration for the hidden spiral stone stairs in the Monastery, which leads to the deeper monastery. (Though this could be inspired by the colossal stairs in the Dreamland Underworld being inside the Tower of Koth.) Through the hidden opening is the misty chamber, which is described as soothing your tired nerves. These are conceivably both taken from the same part of this Carter story.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Spiral Stair]&lt;br /&gt;
A &#039;&#039;&#039;spiral stair has been carved from the stone&#039;&#039;&#039; here.  You cannot see very far down the stair since the sharp curve of the steps quickly leads down and around, &#039;&#039;&#039;out of the line of sight.&#039;&#039;&#039;  The walls are smooth and featureless, and the steps are narrow and deep.  A &#039;&#039;&#039;light sheen of moisture&#039;&#039;&#039; covers everything here, making the stairs look somewhat risky.  You also see a door.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&lt;br /&gt;
[Monastery, Landing]&lt;br /&gt;
A steep spiral stair rises from the landing here, the steps &#039;&#039;&#039;slick with moisture&#039;&#039;&#039; that has condensed there.  Opposite the stair, a broad low arch opens onto a larger chamber to the south.  The stones surrounding the arch have been carved with symbols and images significant to the followers of Kai.&lt;br /&gt;
Obvious exits: south, up&lt;br /&gt;
&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A &#039;&#039;&#039;damp mist seems to seep from the very walls&#039;&#039;&#039; of this vast chamber casting the walls &#039;&#039;&#039;in an eerie green pallor.&#039;&#039;&#039;  A large round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound &#039;&#039;&#039;soothes your tired nerves.&#039;&#039;&#039;  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) The Dreams in the Witch House&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/dwh.aspx &amp;quot;The Dreams in the Witch House&amp;quot;] is outside the Dream Cycle and not a Randolph Carter story, but it is a dream walking story into other dimensions and worlds. With &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; it shares the premise of Nyarlathotep himself appearing, though not in his pharaoh manifestation, and threatening to bring the protagonist to the ultimate Chaos of Azathoth at the center of the universe.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The dreams were meanwhile getting to be atrocious. In the lighter preliminary phase the evil old woman was now of fiendish distinctness, and Gilman knew she was the one who had frightened him in the slums. Her bent back, long nose, and shrivelled chin were unmistakable, and her shapeless brown garments were like those he remembered. The expression on her face was one of hideous malevolence and exultation, and when he awaked he could recall a croaking voice that persuaded and threatened. He must meet the Black Man, and go with them all to the throne of Azathoth at the centre of ultimate Chaos. That was what she said. He must sign in his own blood the book of Azathoth and take a new secret name now that his independent delvings had gone so far. What kept him from going with her and Brown Jenkin and the other to the throne of Chaos where the thin flutes pipe mindlessly was the fact that he had seen the name “Azathoth” in the Necronomicon, and knew it stood for a primal evil too horrible for description.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story is a possible Lovecraft root for other terrain and entity features which are poorly accounted for by the Randolph Carter stories. The crystal forest, swirling fog, and mud might come from it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;During the night of April 19–20 the new development occurred. Gilman was half-involuntarily moving about in the twilight abysses with the bubble-mass and the small polyhedron floating ahead, when he noticed the peculiarly regular angles formed by the edges of some &#039;&#039;&#039;gigantic neighbouring prism-clusters.&#039;&#039;&#039; In another second he was out of the abyss and standing tremulously on a &#039;&#039;&#039;rocky hillside bathed&#039;&#039;&#039; in intense, diffused green light. He was barefooted and in his night-clothes, and when &#039;&#039;&#039;he tried to walk discovered that he could scarcely lift his feet.&#039;&#039;&#039; A &#039;&#039;&#039;swirling vapour hid everything but the immediate sloping terrain&#039;&#039;&#039; from sight, and he shrank from the thought of the sounds that might surge out of that vapour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of wildly growing crystals to the east presents a &#039;&#039;&#039;formidable barrier.&#039;&#039;&#039;  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the &#039;&#039;&#039;sharp outcroppings of the crystal forest&#039;&#039;&#039; would be deadly.&lt;br /&gt;
Obvious paths: south, west, northwest, southwest.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  &#039;&#039;&#039;A dense fog swirls&#039;&#039;&#039; around the base of the dome, and &#039;&#039;&#039;generally obscures your vision.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If this story was used it might provide a better candidate than the &amp;quot;vortices of cold wind&amp;quot; on Kadath for the &amp;quot;dark vorteces&amp;quot; or &amp;quot;dyar rakul.&amp;quot; Here the ultimate Chaos where Carter was being brought at the end of the Dream-Quest is said to be made up of &amp;quot;spiral black vortices&amp;quot;. This is exactly what a dark vortece looks like, more so than a Nycorac or a Blacar from Rolemaster. This section also mentions Gilman visiting a city of the Elder Things, which are features in stories such as &amp;quot;At The Mountains Of Madness&amp;quot;, where Antarctica is supposed to have material world versions of Kadath and the plateau of Leng.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;In his dream-delirium Gilman heard the hellish, alien-rhythmed chant of the Sabbat coming from an infinite distance, and knew the black man must be there. Confused memories mixed themselves with his mathematics, and he believed his subconscious mind held the &#039;&#039;angles&#039;&#039; which he needed to guide him back to the normal world—alone and unaided for the first time. He felt sure he was in the immemorially sealed loft above his own room, but whether he could ever escape through the slanting floor or the long-stopped egress he doubted greatly. Besides, would not an escape from a dream-loft bring him merely into a dream-house—an abnormal projection of the actual place he sought? He was wholly bewildered as to the relation betwixt dream and reality in all his experiences.&lt;br /&gt;
     The passage through the vague abysses would be frightful, for the Walpurgis-rhythm would be vibrating, and at last he would have to hear that hitherto veiled cosmic pulsing which he so mortally dreaded. Even now he could detect a low, monstrous shaking whose tempo he suspected all too well. At Sabbat-time it always mounted and reached through to the worlds to summon the initiate to nameless rites. Half the chants of the Sabbat were patterned on this faintly overheard pulsing which no earthly ear could endure in its unveiled spatial fulness. Gilman wondered, too, whether he could trust his instinct to take him back to the right part of space. How could he be sure he would not land on that &#039;&#039;&#039;green-litten hillside of a far planet&#039;&#039;&#039;, on the tessellated terrace above the city of tentacled monsters somewhere beyond the galaxy, or in the &#039;&#039;&#039;spiral black vortices of that ultimate void of Chaos&#039;&#039;&#039; wherein reigns the mindless daemon-sultan Azathoth?&lt;br /&gt;
     Just before he made the plunge the violet light went out and left him in utter blackness. The witch—old Keziah—Nahab—that must have meant her death. And mixed with the distant chant of the Sabbat and the whimpers of Brown Jenkin in the gulf below he thought he heard another and wilder whine from unknown depths. Joe Mazurewicz—the prayers against the Crawling Chaos now turning to an inexplicably triumphant shriek—worlds of sardonic actuality impinging on vortices of febrile dream—Iä! Shub-Niggurath! The Goat with a Thousand Young.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Brown Jenkins is a &amp;quot;rat-like&amp;quot; familiar of the witch who serves &amp;quot;the black man&amp;quot; Nyarlathotep. This might explain allegorically why there are mice bones in the Deep Pit of the Dark Grotto. The story might also provide in this section a basis for the sea of mud, which is arguably consistent with interpreting it as Hoard (transdimensional mud monsters who can merge and split themselves) in Rolemaster terms.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Ahead was the robed black man he had seen in the peaked space in the other dream, while from a lesser distance the old woman was beckoning and grimacing imperiously. Brown Jenkin was rubbing itself with a kind of affectionate playfulness around the ankles of the black man, which &#039;&#039;&#039;the deep mud&#039;&#039;&#039; largely concealed. There was a dark open doorway on the right, to which the black man silently pointed. Into this the grimacing crone started, dragging Gilman after her by his pajama sleeve. There were evil-smelling staircases which creaked ominously, and on which the old woman seemed to radiate a faint violet light; and finally a door leading off a landing. The crone fumbled with the latch and pushed the door open, motioning to Gilman to wait and disappearing inside the black aperture.&lt;br /&gt;
     The youth’s oversensitive ears caught a hideous strangled cry, and presently the beldame came out of the room bearing a small, senseless form which she thrust at the dreamer as if ordering him to carry it. The sight of this form, and the expression on its face, broke the spell. Still too dazed to cry out, he plunged recklessly down the noisome staircase and into the mud outside; halting only when seized and choked by the waiting black man. As consciousness departed he heard the faint, shrill tittering of the fanged, rat-like abnormality.&lt;br /&gt;
     On the morning of the 29th Gilman awaked into a maelstrom of horror. The instant he opened his eyes he knew something was terribly wrong, for he was back in his old garret room with the slanting wall and ceiling, sprawled on the now unmade bed. His throat was aching inexplicably, and as he struggled to a sitting posture he &#039;&#039;&#039;saw with growing fright that his feet and pajama-bottoms were brown with caked mud.&#039;&#039;&#039; For the moment his recollections were hopelessly hazy, but he knew at least that he must have been sleep-walking. Elwood had been lost too deeply in slumber to hear and stop him. &#039;&#039;&#039;On the floor were confused muddy prints, but oddly enough they did not extend all the way to the door.&#039;&#039;&#039; The more Gilman looked at them, the more peculiar they seemed; for in addition to those he could recognise as his there were some smaller, almost round markings—such as the legs of a large chair or table might make, except that most of them &#039;&#039;&#039;tended to be divided into halves.&#039;&#039;&#039; There were also some curious muddy rat-tracks leading out of a fresh hole and back into it again. Utter bewilderment and the fear of madness racked Gilman as he staggered to the door and saw that there &#039;&#039;&#039;were no muddy prints outside.&#039;&#039;&#039; The more he remembered of his hideous dream the more terrified he felt, and it added to his desperation to hear Joe Mazurewicz chanting mournfully two floors below.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge &#039;&#039;&#039;sea of boiling mud&#039;&#039;&#039; stretches out to the south and east.  Steam rises off the churning mass, choking the air with a &#039;&#039;&#039;dense, malodorous fog.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) The Shadow out of Time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/sot.aspx &amp;quot;The Shadow out of Time&amp;quot;] is not a Randolph Carter or Dream Cycle story, but [[Research:The Graveyard]] argues the behavior of Bandur Etrevion may come from it. Similar to &amp;quot;Through the Gates of the Silver Key&amp;quot; it involves the minds of alien races occupying bodies at very distant points of time and remembering events that have not happened yet. The twist in this story is that the narrator explores ruins that are millions of years old and discovers text written in his own language and handwriting. This is potentially relevant to the seemingly impossible combination of time periods in the Dark Shrine inscription.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;I have said that the awful truth behind my tortured years of dreaming hinges absolutely upon the actuality of what I thought I saw in those Cyclopean buried ruins. It has been hard for me literally to set down the crucial revelation, though no reader can have failed to guess it. Of course it lay in that book within the metal case—the case which I pried out of its forgotten lair amidst the undisturbed dust of a million centuries. No eye had seen, no hand had touched that book since the advent of man to this planet. And yet, when I flashed my torch upon it in that frightful megalithic abyss, I saw that the queerly pigmented letters on the brittle, aeon-browned cellulose pages &#039;&#039;&#039;were not indeed any nameless hieroglyphs&#039;&#039;&#039; of earth’s youth. They were, instead, &#039;&#039;&#039;the letters of our familiar alphabet&#039;&#039;&#039;, spelling out the words of the English language in my own handwriting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More specifically, it involves the ancient and highly advanced telepathic race (like the Lords of Essaence in that way) who created the Pnakotic Manuscripts, which is able to escape its own death by swapping its consciousness with members of other races who do not exist yet. One of these is a civilization of beetles that will rule after the fall of mankind. This is possibly a root for the giant fog beetles.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;What was hinted in the speech of post-human entities of the fate of mankind produced such an effect on me that I will not set it down here. After man there would be the &#039;&#039;&#039;mighty beetle civilisation&#039;&#039;&#039;, the bodies of whose members the cream of the Great Race would seize when the monstrous doom overtook the elder world. Later, as the earth’s span closed, the transferred minds would again migrate through time and space—to another stopping-place in the bodies of the bulbous vegetable entities of Mercury. But there would be races after them, clinging pathetically to the cold planet and burrowing to its horror-filled core, before the utter end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was evident that the coming doom so desperately feared by the Great Race—the doom that was one day to &#039;&#039;&#039;send millions of keen minds across the chasm of time to strange bodies in the safer future&#039;&#039;&#039;—had to do with a final successful irruption of the Elder Beings. Mental projections down the ages had clearly foretold such a horror, and the Great Race had resolved that none who could escape should face it. That the foray would be a matter of vengeance, rather than an attempt to reoccupy the outer world, they knew from the planet’s later history—for their projections shewed the coming and going of subsequent races untroubled by the monstrous entities. Perhaps these entities had come to prefer earth’s inner abysses to the variable, storm-ravaged surface, since light meant nothing to them. Perhaps, too, they were slowly weakening with the aeons. Indeed, it was known that &#039;&#039;&#039;they would be quite dead in the time of the post-human beetle race which the fleeing minds would tenant.&#039;&#039;&#039; Meanwhile the Great Race maintained its cautious vigilance, with potent weapons ceaselessly ready despite the horrified banishing of the subject from common speech and visible records. And always the shadow of nameless fear hung about the sealed trap-doors and the dark, windowless elder towers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the Great Race of Yith. The doom they are escaping involves the Elder Things from &amp;quot;At The Mountains Of Madness&amp;quot;, who were themselves destroyed by the shoggoths they created. When the narrator first regains his consciousness after the ancient telepath vacates his body, he experiences the ability to remember things that have not happened yet, similar to Randolph Carter in the Silver Key stories. This section is of particular note for the Broken Land because it speaks of remembering the far off consequences of a great war, and the inability to distinguish what is simultaneous or the sequence of events. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;I began work with the February, 1914, term, and kept at it just a year. By that time I realised how badly my experience had shaken me. Though perfectly sane—I hoped—and with no flaw in my original personality, I had not the &#039;&#039;&#039;nervous energy&#039;&#039;&#039; of the old days. Vague dreams and queer ideas continually haunted me, and when the outbreak of the world war turned my mind to history I found myself thinking of periods and events in the oddest possible fashion. My conception of &#039;&#039;time&#039;&#039;—my ability to &#039;&#039;&#039;distinguish between consecutiveness and simultaneousness&#039;&#039;&#039;—seemed &#039;&#039;&#039;subtly disordered&#039;&#039;&#039;; so that I formed chimerical notions about living in one age and &#039;&#039;&#039;casting one’s mind all over eternity for knowledge of past and future ages&#039;&#039;&#039;.&lt;br /&gt;
     The war gave me strange impressions of &#039;&#039;&#039;&#039;&#039;remembering&#039;&#039; some of its far-off &#039;&#039;consequences&#039;&#039;&#039;&#039;&#039;—as if I knew how it was coming out and &#039;&#039;&#039;could look back upon it in the light of future information&#039;&#039;&#039;. All such &#039;&#039;&#039;quasi-memories&#039;&#039;&#039; were attended with much pain, and with a feeling that some &#039;&#039;&#039;artificial psychological barrier was set against them&#039;&#039;&#039;. When I diffidently hinted to others about my impressions I met with varied responses. Some persons looked uncomfortably at me, but men in the mathematics department spoke of new developments in those theories of relativity—then discussed only in learned circles—which were later to become so famous. Dr. Albert Einstein, they said, was rapidly reducing &#039;&#039;time&#039;&#039; to the status of a mere dimension.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: One subtle oddity about the Broken Lands is that the crystal amulet thought net is suppressed in it.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Fungi from Yuggoth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/poetry/p289.aspx &amp;quot;Fungi from Yuggoth&amp;quot;] is a sequence of a few dozen sonnets that Lovecraft wrote which mentions elements from other stories that clearly do matter to the Broken Lands. It is a man who finds a strange book and accesses parallel realities and other worlds with it using his mind. The first point of interest is the night-gaunts section, which describes their practice of swooping down over the Peaks of Thok. What is interesting here is that we see a &amp;quot;foul lake&amp;quot; with shoggoths splashing in them. Shoggoths were not mentioned in the Dream-Quest, but they are blob monsters who basically resemble the magru.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XX. Night-Gaunts&lt;br /&gt;
&lt;br /&gt;
Out of what crypt they crawl, I cannot tell,&lt;br /&gt;
But every night I see the rubbery things,&lt;br /&gt;
Black, horned, and slender, with membraneous wings,&lt;br /&gt;
And tails that bear the bifid barb of hell.&lt;br /&gt;
They come in legions on the north wind’s swell,&lt;br /&gt;
With obscene clutch that titillates and stings,&lt;br /&gt;
Snatching me off on monstrous voyagings&lt;br /&gt;
To grey worlds hidden deep in nightmare’s well.&lt;br /&gt;
&lt;br /&gt;
Over the jagged peaks of Thok they sweep,&lt;br /&gt;
Heedless of all the cries I try to make,&lt;br /&gt;
And down the nether pits to &#039;&#039;&#039;that foul lake&#039;&#039;&#039;&lt;br /&gt;
Where the puffed &#039;&#039;&#039;shoggoths&#039;&#039;&#039; splash in doubtful sleep.&lt;br /&gt;
But oh! If only they would make some sound,&lt;br /&gt;
Or wear a face where faces should be found!&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Fungi from Yuggoth&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A single huge stalactite descends from the ceiling at the center of this small cavern.  The uneven walls of the cavern have been worn smooth, as have the walls of the small tunnels leading into the cavern.  Every minute or so, the intense quiet of the cavern is shattered by the sound of a single drop of water, falling from the tip of the stalactite into a small &#039;&#039;&#039;pool that has collected&#039;&#039;&#039; in a depression at the center of the cavern.&lt;br /&gt;
Obvious exits: northwest, southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look pool&lt;br /&gt;
The small pool lies in the center of the cavern, a few feet below the tip of the huge stalactite that descends from the ceiling of the cavern.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l stalactite&lt;br /&gt;
The stalactite is formed from grey stone with pink and orange striations.  The stone has an almost translucent quality with a waxy appearance.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in pool&lt;br /&gt;
In the small pool you see some water.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l water&lt;br /&gt;
The water is clear, with a &#039;&#039;&#039;slightly sulfurous odor.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Yuggoth is taken to be Lovecraft&#039;s name for Pluto because of &amp;quot;The Whisperer in the Darkness&amp;quot;, which in his time had no discovered moons. It is said that these &amp;quot;peaks of Thok&amp;quot; are actually in the material world on a moon of Yuggoth, though Lovecraft is arguably only feeling free to be inconsistent between stories. In the time the Broken Land was made the only known moon of Pluto was Charon. However, this is probably a coincidence, reading too much into it. The poem follows the thread to have Nyarlathotep guide the narrator to the daemon-sultan Azathoth, possibly motivating vruul with dark vorteces.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXI. Nyarlathotep&lt;br /&gt;
&lt;br /&gt;
And at the last from inner Egypt came&lt;br /&gt;
The strange dark One to whom the fellahs bowed;&lt;br /&gt;
Silent and lean and cryptically proud,&lt;br /&gt;
And wrapped in fabrics red as sunset flame.&lt;br /&gt;
Throngs pressed around, frantic for his commands,&lt;br /&gt;
But leaving, could not tell what they had heard;&lt;br /&gt;
While through the nations spread the awestruck word&lt;br /&gt;
That wild beasts followed him and licked his hands.&lt;br /&gt;
&lt;br /&gt;
Soon from the sea a noxious birth began;&lt;br /&gt;
Forgotten lands with weedy spires of gold;&lt;br /&gt;
The ground was cleft, and mad auroras rolled&lt;br /&gt;
Down on the quaking citadels of man.&lt;br /&gt;
Then, crushing what he chanced to mould in play,&lt;br /&gt;
The idiot Chaos blew Earth’s dust away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XXII. Azathoth&lt;br /&gt;
&lt;br /&gt;
Out in the mindless void the daemon bore me,&lt;br /&gt;
Past the bright clusters of dimensioned space,&lt;br /&gt;
Till neither time nor matter stretched before me,&lt;br /&gt;
But only Chaos, without form or place.&lt;br /&gt;
Here the vast Lord of All in darkness muttered&lt;br /&gt;
Things he had dreamed but could not understand,&lt;br /&gt;
While near him &#039;&#039;&#039;shapeless bat-things&#039;&#039;&#039; flopped and fluttered&lt;br /&gt;
In &#039;&#039;&#039;idiot vortices&#039;&#039;&#039; that ray-streams fanned.&lt;br /&gt;
&lt;br /&gt;
They danced insanely to the high, thin whining&lt;br /&gt;
Of a cracked flute clutched in a monstrous paw,&lt;br /&gt;
Whence flow the aimless waves whose chance combining&lt;br /&gt;
Gives each frail cosmos its eternal law.&lt;br /&gt;
“I am His Messenger,” the daemon said,&lt;br /&gt;
As in contempt he struck his Master’s head.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This provides a much more direct explanation than the moon-beasts for the Dark Shrine&#039;s altar room with the toad brazier and cracked gong.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXV. St. Toad’s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Beware St. Toad’s cracked chimes!”&#039;&#039;&#039; I heard him scream&lt;br /&gt;
As I plunged into those mad lanes that wind&lt;br /&gt;
In labyrinths obscure and undefined&lt;br /&gt;
South of the river where old centuries dream.&lt;br /&gt;
He was a furtive figure, bent and ragged,&lt;br /&gt;
And in a flash had staggered out of sight,&lt;br /&gt;
So still I burrowed onward in the night&lt;br /&gt;
Toward where more roof-lines rose, malign and jagged.&lt;br /&gt;
&lt;br /&gt;
No guide-book told of what was lurking here—&lt;br /&gt;
But now I heard another old man shriek:&lt;br /&gt;
“Beware St.Toad’s cracked chimes!” And growing weak,&lt;br /&gt;
I paused, when a third greybeard croaked in fear:&lt;br /&gt;
“Beware St. Toad’s cracked chimes!” Aghast, I fled—&lt;br /&gt;
Till suddenly that black spire loomed ahead.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Fungi from Yuggoth&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the &#039;&#039;&#039;shape of a huge toad&#039;&#039;&#039;, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sonnet XII refers to &amp;quot;The Dreams in the Witch House&amp;quot;, Sonnet XV refers to the city of the Elder Things in &amp;quot;At The Mountains Of Madness&amp;quot;, Sonnet XXVI refers to &amp;quot;The Dunwich Horror&amp;quot;, and Sonnet XXVII refers to the High Priest Not To Be Named on the plateau of Leng. He is the last living &amp;quot;Elder One&amp;quot; in the sonnet, sometimes interpreted to be Hastur from Robert Chambers&#039; [http://www.gutenberg.org/cache/epub/8492/pg8492.txt &amp;quot;The King in Yellow&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) The Haunter of the Dark&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Haunter of the Dark&amp;quot; is another Nyarlathotep centered story, and has its own &amp;quot;seeming sphere&amp;quot; called the Shining Trapezohedron. The Shining Trapezohedron is an ancient artifact fashioned on dark Yuggoth, summoning a malevolent presence into the world from outside time and space, which is one of the avatars of Nyarlathotep. Its shape might explain the multi-faceted sides of the crystal dome in the Broken Lands. The artifact is a &amp;quot;window on all time and space&amp;quot; which summons the entity, for whom horrible sacrifices are given in exchange for arcane and cosmic knowledge of other worlds.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;It was in June that Blake’s diary told of his victory over the cryptogram. The text was, he found, in the dark Aklo language used by certain cults of evil antiquity, and known to him in a halting way through previous researches. The diary is strangely reticent about what Blake deciphered, but he was patently awed and disconcerted by his results. There are references to a Haunter of the Dark awaked by &#039;&#039;&#039;gazing into the Shining Trapezohedron&#039;&#039;&#039;, and insane conjectures about the black gulfs of chaos from which it was called. The being is spoken of as &#039;&#039;&#039;holding all knowledge, and demanding monstrous sacrifices&#039;&#039;&#039;. Some of Blake’s entries shew fear lest the thing, which he seemed to regard as summoned, stalk abroad; though he adds that the street-lights form a bulwark which cannot be crossed.&lt;br /&gt;
     Of the Shining Trapezohedron he speaks often, calling it &#039;&#039;&#039;a window on all time and space&#039;&#039;&#039;, and tracing its history from the days it was fashioned on dark Yuggoth, before ever the Old Ones brought it to earth. It was treasured and placed in its curious box by the crinoid things of Antarctica, salvaged from their ruins by the serpent-men of Valusia, and peered at aeons later in Lemuria by the first human beings. It crossed strange lands and stranger seas, and sank with Atlantis before a Minoan fisher meshed it in his net and sold it to swarthy merchants from nighted Khem. The Pharaoh Nephren-Ka built around it a temple with a windowless crypt, and did that which caused his name to be stricken from all monuments and records. Then it slept in the ruins of that evil fane which the priests and the new Pharaoh destroyed, till the delver’s spade once more brought it forth to curse mankind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter in the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prep 416&lt;br /&gt;
You gesture and invoke the powers of the elements for the Piercing &#039;&#039;&#039;Gaze&#039;&#039;&#039; spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The surface of the crystal dome shimmers in your vision, its reflective planes become insubstantial, and you can now see inside.  Peering closer you see flashes of swirling elemental energy.  Surely this dome must hold an immense amount of mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was once possessed by the Elder Things mentioned above, and the story references the Vale of Pnath. There is also a rebuttal story where horror writer Robert Bloch has the character surviving being possessed by Nyarlathotep, as Bloch and Lovecraft were writing stories killing off characters based on each other. The story provides possible roots for the &amp;quot;hooded figures&amp;quot; and the dark vorteces.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;As Blake grew accustomed to the feeble light he noticed odd bas-reliefs on the strange open box of yellowish metal. Approaching, he tried to clear the dust away with his hands and handkerchief, and saw that the figurings were of a monstrous and utterly alien kind; depicting entities which, though seemingly alive, resembled no known life-form ever evolved on this planet. The four-inch &#039;&#039;&#039;seeming sphere&#039;&#039;&#039; turned out to be a nearly black, red-striated &#039;&#039;&#039;polyhedron with many irregular flat surfaces&#039;&#039;&#039;; either a &#039;&#039;&#039;very remarkable crystal of some sort, or an artificial object&#039;&#039;&#039; of carved and &#039;&#039;&#039;highly polished&#039;&#039;&#039; mineral matter. It did not touch the bottom of the box, but was held suspended by means of a metal band around its centre, with seven queerly designed supports extending horizontally to angles of the box’s inner wall near the top. This stone, once exposed, exerted upon Blake an almost alarming fascination. He could scarcely tear his eyes from it, and as he looked at its glistening surfaces he almost fancied it was transparent, with half-formed worlds of wonder within. Into his mind floated pictures of alien orbs with great stone towers, and other orbs with titan mountains and no mark of life, and still remoter spaces where only a stirring in vague blacknesses told of the presence of consciousness and will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Before he realised it, he was looking at the stone again, and letting its curious influence call up a nebulous pageantry in his mind. He saw processions of &#039;&#039;&#039;robed, hooded figures&#039;&#039;&#039; whose outlines were not human, and looked on endless leagues of desert lined with carved, sky-reaching monoliths. He saw towers and walls in nighted depths under the sea, and &#039;&#039;&#039;vortices of space where wisps of black mist floated before thin shimmerings of cold&#039;&#039;&#039; purple haze. And beyond all else he glimpsed an infinite gulf of darkness, where solid and semi-solid forms were known only by their windy stirrings, and cloudy patterns of force seemed to superimpose order on chaos and hold forth a key to all the paradoxes and arcana of the worlds we know.&lt;br /&gt;
     Then all at once the spell was broken by an access of gnawing, indeterminate panic fear. Blake choked and turned away from the stone, conscious of some formless alien presence close to him and watching him with horrible intentness. He felt entangled with something—something which was not in the stone, but which had looked through it at him—something which would ceaselessly follow him with a cognition that was not physical sight. Plainly, the place was getting on his nerves—as well it might in view of his gruesome find. The light was waning, too, and since he had no illuminant with him he knew he would have to be leaving soon.&lt;br /&gt;
     It was then, in the gathering twilight, that he thought he saw a &#039;&#039;&#039;faint trace of luminosity in the crazily angled stone.&#039;&#039;&#039; He had tried to look away from it, but some obscure compulsion drew his eyes back. Was there a subtle phosphorescence of radio-activity about the thing? What was it that the dead man’s notes had said concerning a &#039;&#039;Shining Trapezohedron?&#039;&#039; What, anyway, was this &#039;&#039;&#039;abandoned lair of cosmic evil?&#039;&#039;&#039; What had been done here, and what might still be lurking in the bird-shunned shadows? It seemed now as if an elusive touch of foetor had arisen somewhere close by, though its source was not apparent. Blake seized the cover of the long-open box and snapped it down. It moved easily on its alien hinges, and closed completely over the &#039;&#039;&#039;unmistakably glowing stone.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter in the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that &#039;&#039;&#039;the dome is man-made and not a natural feature&#039;&#039;&#039; of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome pulses with a dim, multicolored light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The &#039;&#039;&#039;multi-faceted surface is highly polished, and the reflective planes&#039;&#039;&#039; make it impossible to see into the crystal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Church of Starry Wisdom is a cult that worships Nyarlathotep and gives him sacrifices to have limitless knowledge of the universe through the Shining Trapezohedron. Their occult texts were already &amp;quot;disintegrating&amp;quot; and might have been destroyed after the central character of the story dies from possession by Nyarlathotep. The Shining Trapezohedron itself was thrown in the bay. This could be relevant to the brutal ritual images in the Dark Shrine, possibly representing the creation of vruul (gogor) from human sacrifices, as well as the destruction of the libraries in the Broken Land (either by the Loremasters or the cultists or even the Morgu statue.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In a &#039;&#039;&#039;rear vestry&#039;&#039;&#039; room beside the apse Blake found a rotting desk and ceiling-high shelves of mildewed, &#039;&#039;&#039;disintegrating books&#039;&#039;&#039;. Here for the first time he received a positive shock of objective horror, for the titles of those books told him much. They were the black, forbidden things which most sane people have never even heard of, or have heard of only in furtive, timorous whispers; the banned and dreaded repositories of equivocal secrets and immemorial formulae which have trickled down the stream of time from the days of man’s youth, and the dim, fabulous days before man was. He had himself read many of them—a Latin version of the abhorred &#039;&#039;Necronomicon&#039;&#039;, the sinister &#039;&#039;Liber Ivonis&#039;&#039;, the infamous &#039;&#039;Cultes des Goules&#039;&#039; of Comte d’Erlette, the &#039;&#039;Unaussprechlichen Kulten&#039;&#039; of von Junzt, and old Ludvig Prinn’s hellish &#039;&#039;De Vermis Mysteriis&#039;&#039;. But there were others he had known merely by reputation or not at all—the Pnakotic Manuscripts, the &#039;&#039;Book of Dzyan&#039;&#039;, and a &#039;&#039;&#039;crumbling volume&#039;&#039;&#039; in wholly unidentifiable characters yet with certain symbols and diagrams shudderingly recognisable to the occult student. Clearly, the lingering local rumours had not lied. This place had once been the seat of an evil older than mankind and wider than the known universe.&lt;br /&gt;
     In the ruined desk was a small leather-bound record-book filled with entries in some odd cryptographic medium. The manuscript writing consisted of the common traditional symbols used today in astronomy and anciently in alchemy, astrology, and other dubious arts—&#039;&#039;&#039;the devices of the sun, moon, planets, aspects&#039;&#039;&#039;, and zodiacal signs—here massed in solid pages of text, with divisions and paragraphings suggesting that each symbol answered to some alphabetical letter.&lt;br /&gt;
     In the hope of later solving the cryptogram, Blake bore off this volume in his coat pocket. Many of the great tomes on the shelves fascinated him unutterably, and he felt tempted to borrow them at some later time. He wondered how they could have remained undisturbed so long. Was he the first to conquer the clutching, pervasive fear which had for nearly sixty years protected this deserted place from visitors?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter of the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Vestry&#039;&#039;&#039;]&lt;br /&gt;
Time has worked its worst on the large wooden trunk and larger wooden cabinet that stand against the east wall.  The wood has deteriorated badly, suffering from dry rot and the ravages of worms.  Metal hooks are mounted every foot or so at eye level around the room.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
Fire has destroyed most of this room.  Charred shelves filled with ashes and &#039;&#039;&#039;the remains of countless volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Library]&lt;br /&gt;
The tall shelves of this once-magnificent library are now completely bare.  A &#039;&#039;&#039;large globe&#039;&#039;&#039; stands in one corner, covered with a thick layer of dust.  Even though all of the books and scrolls are long gone, the room still carries the odor of old paper and ink.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Also of subtextual interest is that when the protagonist is driven mad by &amp;quot;the haunter of the dark&amp;quot;, he is raving on Azathoth and the black wings, as well as mentioning the world Yaddith which was destroyed by dholes in &amp;quot;Through the Gates of the Silver Key&amp;quot;. (The versions of the Dream-Quest with &amp;quot;Peaks of Throk&amp;quot; also changes &amp;quot;bholes&amp;quot; to &amp;quot;dholes&amp;quot;). It ends with him calling upon Yog-Sothoth to save him.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
“Lights still out—must be five minutes now. Everything depends on lightning. &#039;&#039;&#039;Yaddith&#039;&#039;&#039; grant it will keep up! . . . Some influence seems beating through it. . . . Rain and thunder and wind deafen. . . . The thing is taking hold of my mind. . . .&lt;br /&gt;
     “Trouble with memory. I see things I never knew before. Other worlds and other galaxies . . . Dark . . . The lightning seems dark and the darkness seems light. . . .&lt;br /&gt;
     “It cannot be the real hill and church that I see in the pitch-darkness. Must be retinal impression left by flashes. Heaven grant the Italians are out with their candles if the lightning stops!&lt;br /&gt;
     “What am I afraid of? Is it not an avatar of Nyarlathotep, who in antique and shadowy Khem even took the form of man? I remember &#039;&#039;&#039;Yuggoth&#039;&#039;&#039;, and more distant Shaggai, and the ultimate void of the black planets. . . .&lt;br /&gt;
     “The long, winging flight through the void . . . cannot cross the universe of light . . . re-created by the thoughts caught in the Shining Trapezohedron . . . send it through the horrible abysses of radiance. . . .&lt;br /&gt;
     “My name is Blake—Robert Harrison Blake of 620 East Knapp Street, Milwaukee, Wisconsin. . . . I am on this planet. . . .&lt;br /&gt;
     “&#039;&#039;&#039;Azathoth&#039;&#039;&#039; have mercy!—the lightning no longer flashes—horrible—I can see everything with a monstrous sense that is not sight—light is dark and dark is light . . . those people on the hill . . . guard . . . candles and charms . . . their priests. . . .&lt;br /&gt;
     “Sense of distance gone—far is near and near is far. No light—no glass—see that steeple—that tower—window—can hear—Roderick Usher—am mad or going mad—the thing is stirring and fumbling in the tower—I am it and it is I—I want to get out . . . must get out and unify the forces. . . . It knows where I am. . . .&lt;br /&gt;
     “I am Robert Blake, but I see the tower in the dark. There is a &#039;&#039;&#039;monstrous odour&#039;&#039;&#039; . . . senses transfigured . . . boarding at that tower window cracking and giving way. . . . Iä . . . ngai . . . ygg. . . .&lt;br /&gt;
     “I see it—coming here—hell-wind—titan blur—&#039;&#039;&#039;black wings—Yog-Sothoth save me&#039;&#039;&#039;—the three-lobed burning eye. . . .”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter of the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(6) At the Mountains of Madness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/mm.aspx &amp;quot;At the Mountains of Madness&amp;quot;] is more of a science fiction horror story than the dream vision and esoteric knowledge stories. The Elder Things first arrived on the very ancient Earth before life had evolved, and artificially made the shoggoths to serve them. There are hints that all life on the planet evolved from those cells. It is also depicting re-engineered life forms such as blind six foot tall penguins. This is potentially relevant because the magru resemble shoggoths, actually described in this story, and the ancient Lords of Essaence manipulating life is the Shadow World background context of it all.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;It was under the sea, at first for food and later for other purposes, that they first created earth-life—using available substances according to long-known methods. The more elaborate experiments came after the annihilation of various cosmic enemies. They had done the same thing on other planets; having manufactured not only necessary foods, but certain multicellular protoplasmic masses capable of moulding their tissues into all sorts of temporary organs under hypnotic influence and thereby forming ideal slaves to perform the heavy work of the community. These viscous masses were without doubt what Abdul Alhazred whispered about as the “shoggoths” in his frightful Necronomicon, though even that mad Arab had not hinted that any existed on earth except in the dreams of those who had chewed a certain alkaloidal herb. When the star-headed Old Ones on this planet had synthesised their simple food forms and bred a good supply of shoggoths, they allowed other cell-groups to develop into other forms of animal and vegetable life for sundry purposes; extirpating any whose presence became troublesome.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But we were not on a station platform. We were on the track ahead as the nightmare plastic column of &#039;&#039;&#039;foetid black iridescence oozed&#039;&#039;&#039; tightly onward through its fifteen-foot sinus; gathering unholy speed and driving before it a spiral, re-thickening cloud of the pallid abyss-vapour. It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and unforming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter. Still came that eldritch, mocking cry—“&#039;&#039;Tekeli-li! Tekeli-li&#039;&#039;!” And at last we remembered that the daemoniac shoggoths—given life, thought, and plastic organ patterns solely by the Old Ones, and having no language save that which the dot-groups expressed—&#039;&#039;had likewise no voice save the imitated accents of their bygone masters.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elder Things had very tough leathery hides that were difficult to cut through, reminiscent of Broken Land skinning conditions and the vruul. There is also a description of reptiles (meaning dinosaurs) along with magru-like description of the shoggoths:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot; With the march of time, as the sculptures sadly confessed, the art of creating new life from inorganic matter had been lost; so that the Old Ones had to depend on the moulding of forms already in existence. On land &#039;&#039;&#039;the great reptiles&#039;&#039;&#039; proved highly tractable; but the shoggoths of the sea, reproducing by fission and acquiring a dangerous degree of accidental intelligence, presented for a time a formidable problem.&lt;br /&gt;
     They had always been controlled through the hypnotic suggestion of the Old Ones, and had modelled their tough plasticity into various useful temporary limbs and organs; but now their self-modelling powers were sometimes exercised independently, and in various imitative forms implanted by past suggestion. They had, it seems, developed a semi-stable brain whose separate and occasionally stubborn volition echoed the will of the Old Ones without always obeying it. Sculptured images of these shoggoths filled Danforth and me with horror and loathing. They were normally shapeless entities composed of &#039;&#039;&#039;a viscous jelly&#039;&#039;&#039; which looked like an agglutination of bubbles; and each averaged about fifteen feet in diameter when a sphere. They had, however, a &#039;&#039;&#039;constantly shifting shape and volume&#039;&#039;&#039;; throwing out &#039;&#039;&#039;temporary developments or forming apparent organs&#039;&#039;&#039; of sight, hearing, and speech in imitation of their masters, either spontaneously or according to suggestion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Antarctica in this story is also (conjecturally) the material world location of Kadath, and possibly the plateau of Leng, which is described as not having a single definable location. It was part of a still higher and worse mountain range thought to have been further in the distance and related to the moon breaking away from the Earth in deep antiquity. The cold wind in this place has disturbing piping musical quality, which is implicitly related to Nyarlathotep even though he is not himself mentioned. Tsathoggua is another Great Old One, like Nyarlathotep and Cthulhu, who resembles a toad and has some association with shoggoths. In &amp;quot;The Mound&amp;quot; he and the shoggoths are related to the material world Vaults of Zin deep under the Earth.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There was indeed something hauntingly Roerich-like about this whole unearthly continent of mountainous mystery. I had felt it in October when we first caught sight of Victoria Land, and I felt it afresh now. I felt, too, another wave of uneasy consciousness of Archaean mythical resemblances; of how disturbingly this lethal realm corresponded to the evilly famed plateau of Leng in the primal writings. Mythologists have placed Leng in Central Asia; but the racial memory of man—or of his predecessors—is long, and it may well be that certain tales have come down from lands and mountains and temples of horror earlier than Asia and earlier than any human world we know. A few daring mystics have hinted at a pre-Pleistocene origin for the fragmentary Pnakotic Manuscripts, and have suggested that the devotees of Tsathoggua were as alien to mankind as Tsathoggua itself. &#039;&#039;&#039;Leng, wherever in space or time it might brood&#039;&#039;&#039;, was not a region I would care to be in or near; nor did I relish the proximity of a world that had ever bred such ambiguous and Archaean monstrosities as those Lake had just mentioned. At the moment I felt sorry that I had ever read the abhorred &#039;&#039;Necronomicon&#039;&#039;, or talked so much with that unpleasantly erudite folklorist Wilmarth at the university.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For this far violet line could be nothing else than the terrible mountains of the forbidden land—highest of earth’s peaks and focus of earth’s evil; harbourers of nameless horrors and Archaean secrets; shunned and prayed to by those who feared to carve their meaning; untrodden by any living thing of earth, but visited by the sinister lightnings and sending strange beams across the plains in the polar night—beyond doubt the unknown archetype of that &#039;&#039;&#039;dreaded Kadath in the Cold Waste beyond abhorrent Leng&#039;&#039;&#039;, whereof unholy primal legends hint evasively. We were the first human beings ever to see them—and I hope to God we may be the last.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Certainly, we were in one of the strangest, weirdest, and most terrible of all the corners of earth’s globe. Of all existing lands it was infinitely the most ancient; and the conviction grew upon us that this hideous upland must indeed be the fabled nightmare plateau of Leng which even the mad author of the &#039;&#039;Necronomicon&#039;&#039; was reluctant to discuss.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a relatively strong case for &amp;quot;At the Mountains of Madness&amp;quot; as an influence on the Broken Land. There are numerous other themes in common between the two places. The Elder Thing city in &amp;quot;At the Mountains of Madness&amp;quot; is on a very high plateau, which is higher than most mountains, surrounded by still taller mountains than even the Himalayas. There is ambiguity on where the true ground level is, and with mountains rising higher all around in spite of being very high up. Its entrances are described in terms of sub-glacial levels. This is apparently the situation with the Dark Shrine in the Broken Land. There is ambiguity on whether huge rock formations are natural or unnatural. &lt;br /&gt;
&lt;br /&gt;
There are huge hyper-realistic sculptures, huge empty niches, huge elliptical windows, and huge caverns, and relief inscriptions in some extinct language. Subterranean corridors with the persistent malodorous scent of unseen horrors. There are weird geometry rooms, similar to the cryptic tower with the Broken Land. There is &amp;quot;disordered time and alien natural law&amp;quot;, and seemingly impossibly out of place anachronisms. There was also a limestone cavern system with stalagmites and an evolutionarily isolated ecosystem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A gargantuan stairway descends from the landing here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a &#039;&#039;&#039;marvel,&#039;&#039;&#039; an &#039;&#039;&#039;engineering feat of unparalleled proportions.&#039;&#039;&#039;  The broad steps are more than &#039;&#039;&#039;twenty feet&#039;&#039;&#039; wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We &#039;&#039;&#039;cannot yet explain the engineering principles&#039;&#039;&#039; used in the anomalous balancing and adjustment of the vast rock masses, though the function of the arch was clearly much relied on. The rooms we visited were wholly bare of all portable contents, a circumstance which sustained our belief in the city’s deliberate desertion.&amp;quot;&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But the salient object of the place was the &#039;&#039;&#039;titanic stone ramp&#039;&#039;&#039; which, eluding the archways by a sharp turn outward into the open floor, &#039;&#039;&#039;wound spirally up&#039;&#039;&#039; the stupendous cylindrical wall like an inside counterpart of those once climbing outside the monstrous towers or ziggurats of antique Babylon. Only the rapidity of our flight, and the perspective which confounded the descent with the tower’s inner wall, had prevented our noticing this feature from the air, and thus caused us to seek another avenue to the sub-glacial level. Pabodie might have been able to tell &#039;&#039;&#039;what sort of engineering&#039;&#039;&#039; held it in place, but Danforth and I could &#039;&#039;&#039;merely admire and marvel.&#039;&#039;&#039; We could see mighty stone corbels and pillars here and there, but what we saw seemed inadequate to the function performed. The thing was excellently preserved up to the present top of the tower—a highly remarkable circumstance in view of its exposure—and its shelter had done much to protect the &#039;&#039;&#039;bizarre and disturbing cosmic sculptures&#039;&#039;&#039; on the walls.&lt;br /&gt;
&lt;br /&gt;
As we stepped out into the awesome half-daylight of this monstrous cylinder-bottom—fifty million years old, and without doubt &#039;&#039;&#039;the most primally ancient structure&#039;&#039;&#039; ever to meet our eyes—we saw that the ramp-traversed sides stretched dizzily up to a height of fully sixty feet. This, we recalled from our aërial survey, meant an outside glaciation of some forty feet; since the yawning gulf we had seen from the plane had been at the top of an approximately &#039;&#039;&#039;twenty-foot&#039;&#039;&#039; mound of crumbled masonry, somewhat sheltered for three-fourths of its circumference by &#039;&#039;&#039;the massive curving walls of a line of higher ruins.&#039;&#039;&#039; According to the sculptures the original tower had stood in the centre of an immense circular plaza; and had been &#039;&#039;&#039;perhaps 500 or 600 feet high,&#039;&#039;&#039; with tiers of horizontal discs near the top, and a row of needle-like spires along the upper rim.&amp;quot;&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There are various other details as well. The Elder Things had artificially made a gigantic species of six foot penguins, analogous to the huge fog beetles and the myklian in the Broken Land. It was horrible that it made no sense for the penguins to exist there, and something similar could be said for the lizards in the Dark Grotto. There is a section with a cavern with an inverted hemisphere roof, and elliptical in shape, leading off into side-passages. The Elder Thing city also makes use of stone terraces in its architecture. The story implies the corridors are polished smooth with the passage of shoggoths, which is arguably reflected in the magru tunnels which are implied to have been formed by their movement. They both have black slime, and the shoggoths were in an area with thick white mist, like on the Jagged Plain of the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the &#039;&#039;&#039;high domed ceiling&#039;&#039;&#039; of this &#039;&#039;&#039;oblong cavern.&#039;&#039;&#039;  One end of the cavern has been hollowed out, forming a kind of amphitheater with four broad, &#039;&#039;&#039;terraced&#039;&#039;&#039; ledges forming a semicircle around a stone platform.  The cavern &#039;&#039;&#039;could not be a natural formation,&#039;&#039;&#039; but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern &#039;&#039;&#039;dips suddenly down, forming a kind of bowl&#039;&#039;&#039; with the lowest point at the &#039;&#039;&#039;center of the cavern.&#039;&#039;&#039;  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Being non-pairing and semi-vegetable in structure, the Old Ones had no biological basis for the family phase of mammal life; but seemed to organise large households on the principles of comfortable space-utility and—as we deduced from the pictured occupations and diversions of co-dwellers—congenial mental association. In furnishing their homes they &#039;&#039;&#039;kept everything in the centre of the huge rooms,&#039;&#039;&#039; leaving all the wall spaces free for decorative treatment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then the corridor ended in a prodigious open space which made us gasp involuntarily—a perfect inverted hemisphere, obviously deep underground; fully an hundred feet in diameter and fifty feet high, with low archways opening around all parts of the circumference but one, and that one yawning cavernously with a black arched aperture which broke the symmetry of the vault to a height of nearly fifteen feet. It was the entrance to the great abyss. In this vast hemisphere, whose concave roof was impressively though decadently carved to a likeness of the primordial celestial dome, a few albino penguins waddled—aliens there, but indifferent and unseeing. The black tunnel yawned indefinitely off at a steep descending grade, its aperture adorned with grotesquely chiselled jambs and lintel. From that cryptical mouth we fancied a current of slightly warmer air and perhaps even a suspicion of vapour proceeded; and we wondered what living entities other than penguins the limitless void below, and &#039;&#039;&#039;the contiguous honeycombings of the land and the titan mountains&#039;&#039;&#039;, might conceal. We wondered, too, whether the trace of mountain-top smoke at first suspected by poor Lake, as well as &#039;&#039;&#039;the odd haze&#039;&#039;&#039; we had ourselves perceived around the rampart-crowned peak, might not be caused by the tortuous-channelled rising of some such vapour from the unfathomed regions of earth’s core.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The farther one advanced, the warmer it became; so that we were soon unbuttoning our heavy garments. We wondered whether there were any &#039;&#039;&#039;actually igneous manifestations below, and whether the waters of that sunless sea were hot.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The nameless scent was now curiously mixed with another and scarcely less offensive odour—of what nature we could not guess, though we thought of decaying organisms and perhaps &#039;&#039;&#039;unknown subterrene fungi.&#039;&#039;&#039; Then came a startling expansion of the tunnel for which the carvings had not prepared us—a broadening and rising into a lofty, &#039;&#039;&#039;natural-looking elliptical cavern with a level floor;&#039;&#039;&#039; some 75 feet long and 50 broad, and with many immense &#039;&#039;&#039;side-passages&#039;&#039;&#039; leading away into cryptical darkness.&lt;br /&gt;
     Though this cavern was &#039;&#039;&#039;natural in appearance,&#039;&#039;&#039; an inspection with both torches suggested that it had been &#039;&#039;&#039;formed by the artificial destruction of several walls&#039;&#039;&#039; between adjacent honeycombings. The walls were rough, and the &#039;&#039;&#039;high vaulted roof&#039;&#039;&#039; was thick with stalactites; but the solid rock floor had been smoothed off, and was free from all debris, detritus, or even dust to a positively abnormal extent. Except for the avenue through which we had come, this was true of the floors of all the great galleries opening off from it; and the singularity of the condition was such as to set us vainly puzzling. The curious new foetor which had supplemented the &#039;&#039;&#039;nameless scent was excessively pungent&#039;&#039;&#039; here; so much so that it destroyed all trace of the other. Something about this whole place, with its &#039;&#039;&#039;polished and almost glistening floor,&#039;&#039;&#039; struck us as more vaguely baffling and horrible than any of the monstrous things we had previously encountered.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And after escaping a shoggoth, they make it back to that hemisphere chamber, and the huge engineered spiral ramp:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Danforth and I have recollections of emerging into the great sculptured hemisphere and of threading our back trail through the Cyclopean rooms and corridors of the dead city; yet these are purely dream-fragments involving no memory of volition, details, or physical exertion. It was as if we floated in a nebulous world or dimension without time, causation, or orientation. The grey half-daylight of the vast circular space sobered us somewhat; but we did not go near those cached sledges or look again at poor Gedney and the dog. They have a strange and titanic mausoleum, and I hope the end of this planet will find them still undisturbed.&lt;br /&gt;
     It was while struggling up the colossal spiral incline that we first felt the terrible fatigue and short breath which our race through the thin plateau air had produced; but not even the fear of collapse could make us pause before reaching the normal outer realm of sun and sky. There was something vaguely appropriate about our departure from those buried epochs; for as we wound our panting way up the sixty-foot cylinder of primal masonry we glimpsed beside us a continuous procession of heroic sculptures in the dead race’s early and undecayed technique—a farewell from the Old Ones, written fifty million years ago.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then when escaping the city, they see the distant mountain range that must be Kadath, which is directly analogous to the vista seen from the windows of the Dark Shrine. The cold wind coming off the mountains of madness being deadly and carrying the piping musical sound of the shoggoths is a recurring motif throughout the story.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There now lay revealed on the ultimate white horizon behind the grotesque city a dim, elfin line of pinnacled violet whose needle-pointed heights loomed dream-like against the beckoning rose-colour of the western sky. Up toward this shimmering rim sloped the ancient table-land, the depressed course of the bygone river traversing it as an irregular ribbon of shadow. For a second we gasped in admiration of the scene’s unearthly cosmic beauty, and then vague horror began to creep into our souls. For this far violet line could be nothing else than the terrible mountains of the forbidden land—highest of earth’s peaks and focus of earth’s evil; harbourers of nameless horrors and Archaean secrets; shunned and prayed to by those who feared to carve their meaning; untrodden by any living thing of earth, but visited by the sinister lightnings and sending strange beams across the plains in the polar night—beyond doubt the unknown archetype of that dreaded Kadath in the Cold Waste beyond abhorrent Leng, whereof unholy primal legends hint evasively. We were the first human beings ever to see them—and I hope to God we may be the last.&lt;br /&gt;
&lt;br /&gt;
If the sculptured maps and pictures in that pre-human city had told truly, these cryptic violet mountains could not be much less than 300 miles away; yet none the less sharply did their dim elfin essence jut above that remote and snowy rim, like the serrated edge of a monstrous alien planet about to rise into unaccustomed heavens. Their height, then, must have been tremendous beyond all known comparison—carrying them up into tenuous atmospheric strata peopled by such gaseous wraiths as rash flyers have barely lived to whisper of after unexplainable falls.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
Like a huge pair of eyes, two large, round windows look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  Huge, jagged mountains rise up all around, snow capped peaks high above ice covered slopes, strewn with large boulders.  The cold wind that blows in through the openings bears as much desolation as the view.  There is no scent of green trees and running sap, no odor of wildlife rising from the slopes outside.&lt;br /&gt;
Obvious exits: east.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yet long before we had passed the great star-shaped ruin and reached our plane our fears had become transferred to the lesser but vast enough range whose re-crossing lay ahead of us. From these foothills the black, ruin-crusted slopes reared up starkly and hideously against the east, again reminding us of those strange Asian paintings of Nicholas Roerich; and when we thought of the damnable honeycombs inside them, and of the frightful amorphous entities that might have pushed their foetidly squirming way even to the topmost hollow pinnacles, we could not face without panic the prospect of again sailing by those suggestive skyward cave-mouths where the wind made sounds like an evil musical piping over a wide range. To make matters worse, we saw distinct traces of local mist around several of the summits—as poor Lake must have done when he made that early mistake about volcanism—and thought shiveringly of that kindred mist from which we had just escaped; of that, and of the blasphemous, horror-fostering abyss whence all such vapours came.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ending of the story is the other character seeing some vision beyond the mountains, which is effectively analogous to the scene outside the window of the Dark Shrine. This links explicitly to the premise of Yog-Sothoth, and implicitly again to Nyarlathotep. The cold wind carries the piping music of the shoggoths, and implicitly the court of the daemon-sultan Azatoth. The narrator compares it to the Sirens and wanting to wax his ears shut.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;All that Danforth has ever hinted is that the final horror was a mirage. It was not, he declares, anything connected with the cubes and caves of echoing, vaporous, wormily honeycombed mountains of madness which we crossed; but a single fantastic, daemoniac glimpse, among the churning zenith-clouds, of what lay back of those other violet westward mountains which the Old Ones had shunned and feared. It is very probable that the thing was a sheer delusion born of the previous stresses we had passed through, and of the actual though unrecognised mirage of the dead transmontane city experienced near Lake’s camp the day before; but it was so real to Danforth that he suffers from it still.&lt;br /&gt;
     He has on rare occasions whispered disjointed and irresponsible things about “the black pit”, “the carven rim”, “the proto-shoggoths”, “the windowless solids with five dimensions”, “the nameless cylinder”, “the elder pharos”, “Yog-Sothoth”, “the primal white jelly”, “the colour out of space”, “the wings”, “the eyes in darkness”, “the moon-ladder”, “the original, the eternal, the undying”, and other bizarre conceptions; but when he is fully himself he repudiates all this and attributes it to his curious and macabre reading of earlier years. Danforth, indeed, is known to be among the few who have ever dared go completely through that worm-riddled copy of the Necronomicon kept under lock and key in the college library.&lt;br /&gt;
     The higher sky, as we crossed the range, was surely vaporous and disturbed enough; and although I did not see the zenith I can well imagine that its swirls of ice-dust may have taken strange forms. Imagination, knowing how vividly distant scenes can sometimes be reflected, refracted, and magnified by such layers of restless cloud, might easily have supplied the rest—and of course Danforth did not hint any of those specific horrors till after his memory had had a chance to draw on his bygone reading. He could never have seen so much in one instantaneous glance.&lt;br /&gt;
     At the time his shrieks were confined to the repetition of a single mad word of all too obvious source:&lt;br /&gt;
     “Tekeli-li! Tekeli-li!”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(7) The Call of Cthulhu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Call of Cthulhu&amp;quot; might be relevant because Cthulhu is depicted as only having &amp;quot;rudimentary wings&amp;quot; and the minor gogor, unlike in the Shadow World canon, are described as having wings that look too small to capable of flight. This might be nothing more than an explanation for why they had no flying mechanics. But if it is tapping into the sleeping death theme of Cthulhu, the cults receive knowledge from Cthultu through dreams, allowing cults in very different places and times with no connection between them to know the same phrases. This could be relevant to the timeline issues with the Dark Shrine.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Above these apparent hieroglyphics was a figure of evidently pictorial intent, though its impressionistic execution forbade a very clear idea of its nature. It seemed to be a sort of monster, or symbol representing a monster, of a form which only a diseased fancy could conceive. If I say that my somewhat extravagant imagination yielded simultaneous pictures of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing. A pulpy, tentacled head surmounted a grotesque and scaly body with &#039;&#039;&#039;rudimentary wings&#039;&#039;&#039;; but it was the general outline of the whole which made it most shockingly frightful. Behind the figure was a vague suggestion of a Cyclopean architectural background.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The figure, which was finally passed slowly from man to man for close and careful study, was between seven and eight inches in height, and of exquisitely artistic workmanship. It represented a monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and &#039;&#039;&#039;long, narrow wings&#039;&#039;&#039; behind. This thing, which seemed instinct with a fearsome and unnatural malignancy, was of a somewhat bloated corpulence, and squatted evilly on a rectangular block or pedestal covered with undecipherable characters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Call of Cthulhu&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lesser vruul has tough, leathery hide, as black as midnight. Bat-like wings sprout from its back, &#039;&#039;&#039;but they do not look large or strong enough to support its weight in flight.&#039;&#039;&#039; The vruul&#039;s claws are long, sharp and appear to be stained with the blood of many victims. Its eyes are eerie, solid green orbs that seem to glow with an inner power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Given the implicit sleep theme of the gogor and their urns, and the Temple of Darkness poem being from another time and place, calling Morgu &amp;quot;spirit born of death&amp;quot; can easily be read this way.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;No book had ever really hinted of it, though the deathless Chinamen said that there were double meanings in the &#039;&#039;Necronomicon&#039;&#039; of the mad Arab Abdul Alhazred which the initiated might read as they chose, especially the much-discussed couplet:&lt;br /&gt;
“That is not dead which can eternal lie,&lt;br /&gt;
And with strange aeons even death may die.”&lt;br /&gt;
&lt;br /&gt;
What, in substance, both the Esquimau wizards and the Louisiana swamp-priests had chanted to their kindred idols was something very like this—the word-divisions being guessed at from traditional breaks in the phrase as chanted aloud:&lt;br /&gt;
     “Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.”&lt;br /&gt;
     Legrasse had one point in advance of Professor Webb, for several among his mongrel prisoners had repeated to him what older celebrants had told them the words meant. This text, as given, ran something like this:&lt;br /&gt;
     “In his house at R’lyeh &#039;&#039;&#039;dead Cthulhu waits dreaming&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Call of Cthulhu&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master. Guard the Dark Queen.&lt;br /&gt;
&#039;&#039;&#039;Spirit born of death.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The Temple of Darkness Poem (1994)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(8) The Evil Clergyman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/ec.aspx &amp;quot;The Evil Clergyman&amp;quot;] is adapted from a dream where evil priests mysteriously appear and burn a library. There are low odds of this having any relevance, because there is only the one point of connection. But it is a tighter fit for the burning of the Dark Shrine library than the raid on the vestry in &amp;quot;The Haunter of the Dark&amp;quot;. If this were the allegorical intent it would be implying the dark priests burned their own library, perhaps after transferring or transforming themselves into the gogor. This would not be intuitive without the hidden reference, but it would thereby also explain the smashed faces and altar. This may be explained differently, such as if the Morgu statue is not really a statue, and wakes up.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The newcomer was a thin, dark man of medium height attired in &#039;&#039;&#039;the clerical garb&#039;&#039;&#039; of the Anglican church. He was apparently about thirty years old, with a sallow, olive complexion and fairly good features, but an abnormally high forehead. His black hair was well cut and neatly brushed, and he was clean-shaven though blue-chinned with a heavy growth of beard. He wore rimless spectacles with steel bows. His build and lower facial features were like other clergymen I had seen, but he had a vastly higher forehead, and was darker and more intelligent-looking—also more subtly and &#039;&#039;&#039;concealedly evil-looking&#039;&#039;&#039;. At the present moment—&#039;&#039;&#039;having just lighted a faint oil lamp&#039;&#039;&#039;—he looked nervous, and before I knew it he was &#039;&#039;&#039;casting all his magical books into a fireplace&#039;&#039;&#039; on the window side of the room (where the wall slanted sharply) which I had not noticed before. The &#039;&#039;&#039;flames devoured the volumes greedily&#039;&#039;&#039;—leaping up in strange colours and emitting indescribably hideous odours as the &#039;&#039;&#039;strangely hieroglyphed&#039;&#039;&#039; leaves and wormy bindings succumbed to the devastating element. All at once I saw there were others in the room—grave-looking men in clerical costume, one of whom wore the bands and knee-breeches of a bishop. Though I could hear nothing, I could see that they were bringing a decision of vast import to the first-comer. They seemed to hate and fear him at the same time, and he seemed to return these sentiments. His face set itself into a grim expression, but I could see his right hand shaking as he tried to grip the back of a chair. The bishop pointed to &#039;&#039;&#039;the empty case and to the fireplace&#039;&#039;&#039; (where the flames had died down amidst a charred, non-committal mass), and seemed filled with a peculiar loathing. The first-comer then gave a wry smile and reached out with his left hand toward the small object on the table. Everyone then seemed frightened. The procession of clerics began filing down the steep stairs through the trap-door in the floor, turning and making menacing gestures as they left. The bishop was last to go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Evil Clergyman&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
&#039;&#039;&#039;Fire has destroyed&#039;&#039;&#039; most of this room.  &#039;&#039;&#039;Charred shelve&#039;&#039;&#039;s filled with ashes and the remains of countless &#039;&#039;&#039;volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The &#039;&#039;&#039;brass lamps&#039;&#039;&#039; suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lamp&lt;br /&gt;
The lamp is covored with soot and a fine patina of corrosion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This would allow the events of the Dark Shrine to be of another time period from the Loremasters entirely. Though in the story they were able to sense the presence of portals from a long distance through a mountain. The story makes clear that they made it onto the &amp;quot;barren&amp;quot; plain which then became a jagged plain after the meteor swarm. But it does not reference the Dark Grotto and Dark Shrine, which were not released until later. If the cultists found the gogor in the Third Era, the Temple of Darkness Poem might not be an anachronism, but it loses the theme of working with the Dark Gods in the Wars of Dominion. It should be related to the Uthex story in the Second Era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(9) The Devotee of Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.eldritchdark.com/writings/short-stories/44/the-devotee-of-evil &amp;quot;The Devotee of Evil&amp;quot;] in contrast is a Clark Ashton Smith story, the horror author from whom Lovecraft took Tsathoggua the toad daemon. This story is based on a gong apparatus for manifesting cosmic evil, which then takes the form of columns of shadow. Witnessing the pure evil transforms a character into a black statue with analogy to Medusa and Lucifer frozen in Inferno. This might provide inspiration for the cracked gong, the dark vorteces, and the black Morgu statue in the room with the suffocating consuming evil. The premise is that the gongs cancel out the frequencies of everything except pure evil. This could play into the interpretation of the urns as acoustic jars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;While I was trying to digest this difficult idea, I noticed a partial dimming of the light above the &#039;&#039;&#039;tripod&#039;&#039;&#039; and its weird apparatus. A &#039;&#039;&#039;vertical shaft of faint shadow&#039;&#039;&#039;, surrounded by a still fainter &#039;&#039;&#039;penumbra&#039;&#039;&#039;, was forming in the air. The tripod itself, and the wires, &#039;&#039;&#039;gongs&#039;&#039;&#039; and hammers, were now a trifle indistinct, as if seen through some obscuring veil. The &#039;&#039;&#039;central shaft and its penumbra&#039;&#039;&#039; seemed to widen; and looking down at the flood, where the outer adumbration, conforming to the room&#039;s outline, crept toward the walls, I saw that Averaud and myself were now within its ghostly triangle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Like a dreamer who forces himself to awaken, he began to move away from me. I seemed to lose sight of him for a moment in the cloud of nameless, immaterial horrors that threatened to take on the further horror of substance. Then I realized that Averaud had turned off the switch, and that the oscillating hammers had ceased to beat on those &#039;&#039;&#039;infernal gongs&#039;&#039;&#039;. The &#039;&#039;&#039;double shaft of shadow&#039;&#039;&#039; faded in mid-air, the burden of terror and despair lifted from my nerves and I no longer felt the damnable hallucination of nether space and descent.&lt;br /&gt;
&amp;quot;My God!&amp;quot; I cried. &amp;quot;What was it?&amp;quot; Averaud&#039;s look was full of a ghastly, gloating exultation as he turned to me.&lt;br /&gt;
&amp;quot;You saw and felt it, then?&amp;quot; he queried — &amp;quot;that vague, imperfect manifestation of &#039;&#039;&#039;the perfect evil which exists somewhere in the cosmos?&#039;&#039;&#039; I shall yet call it forth in its entirety, and know the black, infinite, reverse raptures which attend its epiphany.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Again the soul-congealing hideousness, the sense of eternal falling, of myriad harpy-like incumbent horrors, rushed upon me as I looked and saw. Vaster and stronger than before, a &#039;&#039;&#039;double column of triangular shadow&#039;&#039;&#039; had materialized and was becoming more and more distinct. It swelled, it darkened, it enveloped the gong-apparatus and towered to the ceiling. The double column grew solid and opaque as ebony; and the face of Averaud, who was standing well within the broad penumbral shadow, became dim as if seen through a film of Stygian water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the rim of the huge corroded disk to the center.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with dark stains, and &#039;&#039;&#039;one corner has been broken off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dark vortece shoots a &#039;&#039;&#039;shaft of pure darkness&#039;&#039;&#039; at you!&lt;br /&gt;
A dark vortece extends forth a multitude of branching shadowy tendrils, scattering elongated &#039;&#039;&#039;umbrae&#039;&#039;&#039; across the floor.&lt;br /&gt;
A dark vortece emits a low hum.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The inventor of the apparatus, upon manifesting the pure cosmic evil, is frozen in the form of a black statue compared to Lucifer. In the Shadow World context pure, cosmic evil is the Unlife itself. In the Master Atlas Addendum the Dark Gods are manifestations of the dark energy where the Unlife is its purest form. This is also of subtextual interest given the Inferno and Nyarlathotep parallel in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;As one who re-emerges from a swoon, I saw the fading of the dual pillar, till the light was no longer sullied by any tinge of that satanic radiation. And where it had been, Averaud still stood beside the baleful instrument he had designed. Erect and rigid he stood, in a strange immobility; and I felt an incredulous horror, a chill awe, as I went forward and touched him with a faltering hand. For that which I saw &#039;&#039;&#039;and touched was no longer a human being but an ebon statue&#039;&#039;&#039;, whose face and brow and fingers were black as the Faust-like raiment or the sullen curtains. Charred as by sable fire, or frozen by black cold, the features bore the eternal ecstasy and pain of &#039;&#039;&#039;Lucifer in his ultimate hell of ice&#039;&#039;&#039;. For an instant, the supreme evil which Averaud had worshipped so madly, which he had summoned from the vaults of incalculable space, had made him one with itself; and passing, it had left him &#039;&#039;&#039;petrified into an image of its own essence&#039;&#039;&#039;. The form that I touched was harder than marble; and I knew that it would endure to all time as a testimony of the infinite Medusean power that is death and corruption and darkness.&lt;br /&gt;
&lt;br /&gt;
Fifine had now thrown herself at the feet of the image and was clasping its insensible knees. With her frightful muted moaning in my ears, I went forth for the last time from that chamber and from that mansion. Vainly, through delirious months and madness-ridden years, I have tried to shake off the infrangible obsession of my memories. But there is a fatal numbness in my brain as if it too had been charred and blackened a little in that moment of overpowering nearness to the dark ray of &#039;&#039;&#039;the black statue&#039;&#039;&#039; that was Jean Averaud, the impress of awful and forbidden things has been set like an everlasting seal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force that threatens to smother and consume all&#039;&#039;&#039; that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with &#039;&#039;&#039;black&#039;&#039;&#039; skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(10) The Last Test&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/lt.aspx &amp;quot;The Last Test&amp;quot;] is one of the more obscure Lovecraft stories mentioning Yog-Sothoth. This story mentions Nyarlathotep as well, and was his first story mentioning Shub-Niggurath. It was one of the stories he wrote that was a revision of a story written by another author. There is some reason to suspect the 1989 [https://en.wikipedia.org/wiki/The_Horror_in_the_Museum_and_Other_Revisions &amp;quot;The Horror in the Museum and Other Revisions&amp;quot;] compilation was used in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
“Humanity! What the deuce is humanity? Science! Dolts! Just individuals over and over again! Humanity is made for preachers to whom it means the blindly credulous. Humanity is made for the predatory rich to whom it speaks in terms of dollars and cents. Humanity is made for the politician to whom it signifies collective power to be used to his advantage. What is humanity? Nothing! Thank God that crude illusion doesn’t last! What a grown man worships is truth—knowledge—science—&#039;&#039;&#039;light&#039;&#039;&#039;—the rending of the veil and the pushing back of the shadow. &#039;&#039;&#039;Knowledge, the juggernaut!&#039;&#039;&#039; There is death in our own ritual. We must kill—dissect—destroy—and all for the sake of discovery—the worship of &#039;&#039;&#039;the ineffable light.&#039;&#039;&#039; The goddess Science demands it. We test a doubtful poison by killing. How else? No thought for self—just knowledge—the effect must be known.”&lt;br /&gt;
     His voice trailed off in a kind of temporary exhaustion, and Georgina shuddered slightly.&lt;br /&gt;
     “But this is horrible, Al! You shouldn’t think of it that way!”&lt;br /&gt;
     Clarendon cackled sardonically, in a manner which stirred odd and repugnant associations in his sister’s mind.&lt;br /&gt;
     “Horrible? You think what I say is horrible? You ought to hear Surama! I tell you, things were known to the priests of Atlantis that would have you drop dead of fright if you heard a hint of them. Knowledge was knowledge a hundred thousand years ago, when our especial forbears were shambling about Asia as speechless semi-apes! They know something of it in the Hoggar region—there are rumours in the farther uplands of Thibet—and once I heard an old man in China calling on Yog-Sothoth—“&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Last Test&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The very thin potential relevance for us is the use of the word &amp;quot;juggernaut&amp;quot; in the context of the glowing crystal dome. It is the messaging that happens when the dome explodes with power, unleashing a destructive wave of energy that is highly lethal. The story uses Nyarlathotep&#039;s epithet &amp;quot;the crawling chaos.&amp;quot; [http://www.hplovecraft.com/writings/texts/fiction/crc.aspx &amp;quot;The Crawling Chaos&amp;quot;] story does not actually feature Nyarlathotep, but features dream visions from opium, and depicts the world being destroyed in an apocalypse. These two stories both appear in &amp;quot;The Horror in the Museum and Other Revisions&amp;quot;, along with &amp;quot;The Mound&amp;quot; for Shadow Valley.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Suddenly a hot wave of pure energy rushes out of the crystal dome, rolling forth like an &#039;&#039;&#039;apocalyptic juggernaut.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The heat of the wave burns your flesh!&lt;br /&gt;
  ... 35 points of damage!&lt;br /&gt;
  Flame sets your head alight like a torch. Burned beyond recognition.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(11) The Colour Out of Space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is most likely not an intentional allusion, but the meteor swarm cast in the Uthex Kathiasas story might have been inspired by [http://www.hplovecraft.com/writings/texts/fiction/cs.aspx &amp;quot;The Colour Out of Space&amp;quot;], which has an otherworldly horror arrive by a meteor impact. If it is relevant at all it is one of the more minor stories. It is worth mentioning here because [[Research:Shadow Valley]] argues that &amp;quot;The Colour Out of Space&amp;quot; may be a relatively strong influence on Shadow Valley, and there are some details in common between the two places. This is another Lovecraft story with sinister mists that could have influenced the use of fog in the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(12) The Mound and the Whisperer in Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/wid.aspx &amp;quot;The Whisperer in Darkness&amp;quot;] is a story under H.P. Lovecraft&#039;s own name that refers to the underground realms of K&#039;n-yan, Yoth, and N&#039;kai where the last is a dwelling place of Tsathoggua the bat-toad thing. This realm is instead explored in detail in a different story, &amp;quot;The Mound&amp;quot;, which was ghost written by Lovecraft. &amp;quot;The Whisperer in Darkness&amp;quot; is set on Yuggoth after Lovecraft had associated it with the newly discovered (now former) planet of Pluto. Yuggoth is the source of the Shining Trapezohedron, which was at one time possessed by the [https://en.wikipedia.org/wiki/Serpent_Men#Origin_and_society serpent men of Valusia], according to &amp;quot;The Haunter of the Dark&amp;quot;.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;“But remember—that dark world of fungoid gardens and windowless cities isn’t really terrible. It is only to us that it would seem so. Probably this world seemed just as terrible to the beings when they first explored it in the primal age. You know they were here long before the fabulous epoch of Cthulhu was over, and remember all about sunken R’lyeh when it was above the waters. They’ve been inside the earth, too—there are openings which human beings know nothing of—some of them in these very Vermont hills—and &#039;&#039;&#039;great worlds of unknown life down there; blue-litten K’n-yan, red-litten Yoth, and black, lightless N’kai. It’s from N’kai that frightful Tsathoggua came—you know, the amorphous, toad-like god-creature&#039;&#039;&#039; mentioned in the Pnakotic Manuscripts and the Necronomicon and the Commoriom myth-cycle preserved by the Atlantean high-priest Klarkash-Ton.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Whisperer in Darkness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/mo.aspx &amp;quot;The Mound&amp;quot;] is argued on [[Research:Shadow Valley]] to be relatively likely to be an influence on the Shadow Valley story. These realms and races do not seem relevant, but they can oddly be relevant to the Broken Lands, assuming the Underworld parallel to &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; was intentional. In this story lightless N&#039;kai is actually located under the &amp;quot;waking world&amp;quot; version of the Vaults of Zin, which possesses reptilian quadrupeds which were somehow debased from its former intelligent population. One point in its favor is that the echo chamber cave of the Dark Grotto is called a (natural) &amp;quot;amphitheater&amp;quot;, while the stage-like setting of semicircled terraces is more akin to a theater, and if historically informed etymology was being used the amphitheaters were where the Roman blood sports happened. &amp;quot;The Mound&amp;quot; right next to the paragraphs about N&#039;kai is the only Lovecraft story to use the word amphitheater.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of &#039;&#039;&#039;amphitheater&#039;&#039;&#039; with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Subtextual interconnections or &amp;quot;meta-references&amp;quot; are very treacherous, but it is seductive to link the myklians and toad brazier to Tsathoggua through the vaults of Zin, and it provides a natural link between the magru and the shoggoths. In this way it is possible to explain both the magru and myklian at once, however dubiously, without having to appeal to separate stories like &amp;quot;At the Mountains of Madness&amp;quot;. In the [https://en.wikipedia.org/wiki/Encyclopedia_Cthulhiana broader] Cthulhu Mythos the former race of Yoth in question was the serpent men of Valusia.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There was one object along the route which Gll’-Hthaa-Ynn exhibited on his own initiative, even though it involved a detour of about a mile along a vine-tangled side path. This was a squat, plain temple of black basalt blocks without a single carving, and containing only a vacant onyx pedestal. The remarkable thing about it was its story, for it was a link with a fabled elder world compared to which even cryptic Yoth was a thing of yesterday. It had been built in imitation of &#039;&#039;&#039;certain temples depicted in the vaults of Zin&#039;&#039;&#039;, to house a very terrible black toad-idol found in the red-litten world and called &#039;&#039;&#039;Tsathoggua&#039;&#039;&#039; in the Yothic manuscripts. It had been a potent and widely worshipped god, and after its adoption by the people of K’n-yan had lent its name to the city which was later to become dominant in that region. Yothic legend said that it had come from a mysterious inner realm beneath the red-litten world—a black realm of peculiar-sensed beings which had no light at all, but which had had great civilisations and mighty gods before ever &#039;&#039;&#039;the reptilian quadrupeds of Yoth&#039;&#039;&#039; had come into being. Many images of Tsathoggua existed in Yoth, all of which were alleged to have come from the black inner realm, and which were supposed by Yothic archaeologists to represent the aeon-extinct race of that realm. The black realm called N’kai in the Yothic manuscripts had been explored as thoroughly as possible by these archaeologists, and singular stone troughs or burrows had excited infinite speculation.&lt;br /&gt;
     When the men of K’n-yan discovered the red-litten world and deciphered its strange manuscripts, they took over the Tsathoggua cult and brought all the frightful toad images up to the land of blue light—housing them in shrines of Yoth-quarried basalt like the one Zamacona now saw. The cult flourished until it almost rivalled the ancient cults of Yig and Tulu, and one branch of the race even took it to the outer world, where the smallest of the images eventually found a shrine at Olathoë, in the land of Lomar near the earth’s north pole. It was rumoured that this outer-world cult survived even after the great ice-sheet and the hairy Gnophkehs destroyed Lomar, but of such matters not much was definitely known in K’n-yan. In that world of blue light the cult came to an abrupt end, even though the name of Tsath was suffered to remain.&lt;br /&gt;
     What ended the cult was the partial exploration of the black realm of N’kai beneath the red-litten world of Yoth. According to the Yothic manuscripts, there was no surviving life in N’kai, but something must have happened in the aeons between the days of Yoth and the coming of men to the earth; something perhaps not unconnected with the end of Yoth. Probably it had been an earthquake, opening up lower chambers of the lightless world which had been closed against the Yothic archaeologists; or perhaps some more frightful juxtaposition of energy and electrons, wholly inconceivable to any sort of vertebrate minds, had taken place. At any rate, when the men of K’n-yan went down into N’kai’s black abyss with their great atom-power searchlights &#039;&#039;&#039;they found living things—living things that oozed along stone channels and worshipped onyx and basalt images of Tsathoggua. But they were not toads like Tsathoggua himself. Far worse—they were amorphous lumps of viscous black slime that took temporary shapes for various purposes.&#039;&#039;&#039; The explorers of K’n-yan did not pause for detailed observations, and those who escaped alive sealed the passage leading from red-litten Yoth down into the gulfs of nether horror. Then all the images of Tsathoggua in the land of K’n-yan were dissolved into the ether by disintegrating rays, and the cult was abolished forever.&lt;br /&gt;
     Aeons later, when naive fears were outgrown and supplanted by scientific curiosity, the old legends of Tsathoggua and N’kai were recalled, and a suitably armed and equipped exploring party went down to Yoth to find the closed gate of the black abyss and see what might still lie beneath. But they could not find the gate, nor could any man ever do so in all the ages that followed. Nowadays there were those who doubted that any abyss had ever existed, but the few scholars who could still decipher the Yothic manuscripts believed that the evidence for such a thing was adequate, even though the middle records of K’n-yan, with accounts of the one frightful expedition into N’kai, were more open to question. Some of the later religious cults tried to suppress remembrance of N’kai’s existence, and attached severe penalties to its mention; but these had not begun to be taken seriously at the time of Zamacona’s advent to K’n-yan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Mound&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(13) The Horror in the Museum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Horror in the Museum&amp;quot; is argued in [[Research:The Graveyard]] to possibly be relevant to the purgatory throne room section of the Graveyard, with its ivory throne and certain other details. It is the story that was used for the title of an anthology of stories ghost-written by Lovecraft that was published in 1989. The premise is a sculptor in a wax museum who makes models of Lovecraftian horrors, such as night gaunts, and one huge statue turns out to actually be a Great Old One who is hibernating in sleeping death.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Fully ten feet high&#039;&#039;&#039; despite a shambling, crouching attitude expressive of infinite cosmic malignancy, a monstrosity of unbelievable horror was shewn starting forward from a &#039;&#039;&#039;Cyclopean ivory&#039;&#039;&#039; throne covered with grotesque carvings. In the central pair of its six legs it bore a crushed, flattened, distorted, bloodless thing, riddled with a million punctures, and in places seared as with some pungent acid. Only the mangled head of the victim, lolling upside down at one side, revealed that it represented something once human.&lt;br /&gt;
     The monster itself needed no title for one who had seen a certain hellish photograph. That damnable print had been all too faithful; yet it could not carry the full horror which lay in the gigantic actuality. The globular torso—the bubble-like suggestion of a head—the three fishy eyes—the foot-long proboscis—the bulging gills—the monstrous capillation of asp-like suckers—the six sinuous limbs with their black paws and crab-like claws—God! the familiarity of that black paw ending in a crab-like claw! . . .&lt;br /&gt;
     Orabona’s smile was utterly damnable. Jones choked, and stared at the hideous exhibit with a mounting fascination which perplexed and disturbed him. What half-revealed horror was holding and forcing him to look longer and search out details? This had driven Rogers mad . . . Rogers, supreme artist . . . said &#039;&#039;&#039;they weren’t artificial.&#039;&#039;&#039; . . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Horror in the Museum&amp;quot;, H.P. Lovecraft and Hazel Heald&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force that threatens to smother and consume all&#039;&#039;&#039; that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with &#039;&#039;&#039;black skin, leathery wings and large red claws.&#039;&#039;&#039;  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The potential relevance of this is that the most parsimonious way to explain the anachronisms and heavy physical damage of the Dark Shrine is to interpret the huge statue of Morgu to actually be Morgu himself hibernating. This &amp;quot;statue&amp;quot; would then be what uses the huge stone throne and the massive stairway in the dark cavern. It is remarkable that everything is explicit about what it is made of --- ceramic urn, stone jar, bronze door, and so on --- but the statue of Morgu is described as black skin and leathery wings. In other words, the statue is not made of stone or metal or so on, but is instead at the very least materially constituted like the gogor. Since the gogor are essentially leathery gargoyles, when unconscious they would effectively be statues. There is also some reason to think this room could be meant to be the parallel dimension analog of the ice shrine under the Graveyard.&lt;br /&gt;
&lt;br /&gt;
=Grand Design=&lt;br /&gt;
The theme of the Broken Land is the Dark Gods and the forces of the Unlife working together in the Wars of Dominion. The more specific theme is the relationship between the servants of Kadaena, which is the forces of the Unlife, and the Dark Lords of Charôn. The story is working with the historical context of the Lords of Essaence having manipulated life to suit their needs. Most of the difficulty in interpretation is instead the question of when and where things happened, and what the Temple of Darkness poem and Dark Shrine are implying about the origin of the Dark Gods and their relation to Empress Kadaena. There may also be a weird, esoteric parallel between dimensions.&lt;br /&gt;
&lt;br /&gt;
There is a rumor that the title &amp;quot;Broken Land&amp;quot; was inspired by the Broken Land Parkway, which was not far from the Maryland office of Simutronics. This would need to be verified from someone who heard it directly or nearly so from the creator, as there is no way to judge whether that kind of easter egg is intentional. The title of the Uthex Kathiasas story, notably, was &amp;quot;The Broken Land&amp;quot; singular not plural.&lt;br /&gt;
==Location==&lt;br /&gt;
While the Broken Land is commonly taken to be &amp;quot;The Moon&amp;quot; of the Dark Gods for some obvious reasons, this is somewhat dubious and seemingly contradicted by the Uthex Kathiasas story itself. It might be interpreted as a huge underground cavern of Charôn with a subterranean mountain range, or it might be interpreted as one of the parallel worlds that was accessed from the Charôn portals, perhaps even Charôn as it exists in another reality. Charôn is a gate-world hovering on the boundary of other realities. There are several possibilities that could be considered plausible and it is not obvious which is right.&lt;br /&gt;
===The Moon===&lt;br /&gt;
&amp;quot;The Moon&amp;quot; has the advantage of intuitive parsimony, but the case for it has serious difficulties. Charôn is most likely a large asteroid that was captured long ago, similar in size to the largest ones in the real world asteroid belt. It is a little more than half the size of Pluto&#039;s moon Charon, which is named after the mythological ferryman of the Greek Underworld. This is the rest of the text from the first edition of the Master Atlas. It implies that there would be very little gravity, but does not actually say it. The other text includes the premise that beneath &amp;quot;the shining icy surface are myriad caves and tunnels - hiding places for the unspeakable.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Charôn circles Kulthea at 190,000 miles (note that it is also inside the orbit of Orhan) and is quite small: 350 miles in diameter. It is a featureless rock ball with a silvery grey appearance. An interesting aspect of Charôn is its polar orbit. This is quite an unusual situation and suggests that Charôn was not always a satellite of Kulthea. It may have once been a large, stray asteroid caught in the Shadow World&#039;s gravity well, or some body from outside the system.&lt;br /&gt;
&lt;br /&gt;
Because of Charôn&#039;s unusual orbit, it and Orhan rarely conjunct; fortunate considering the tidal and meteorological disruptions, and the strange and bizarre Essence aberrations which occur during those periods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 17&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 20&lt;br /&gt;
- Tomes of Kulthea #1046&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Master Atlas Addendum (1990) elaborates this further. The surface of Charôn is covered in thick ice and has no atmosphere whatsoever. There is so little gravity that there is &amp;quot;almost no perceptible &#039;up&#039; or &#039;down&#039;&amp;quot; when underground. This violently contradicts the idea that the Broken Land is the surface of Charôn. The internal volcanic heating creating a &amp;quot;(barely) livable environment&amp;quot; in the caves and tunnels, whether from tidal heating or some aberration of its nature, is potentially consistent with the Broken Land being underground. This might be implied by the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot; parallel.&lt;br /&gt;
&lt;br /&gt;
However, this would require the existence of abnormal gravity, whether through aberrant magical reasons or artificially, since the Lords of Essaence were extremely technologically advanced. It is possible this may have been explained once by the crystal dome puzzle, especially if there was a control room when phased into while powered off. But on face value the gravity and air are serious inconsistencies.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The surface of Charôn is a frozen waste; there is no atmosphere, and the exterior is encased in a solid coating of ice which Kulthean Astrologers think to be as much as &#039;&#039;&#039;hundreds of feet thick.&#039;&#039;&#039; But &#039;&#039;&#039;under&#039;&#039;&#039; that coating of ice, Charôn is heated from within by volcanic forces, creating a (barely) livable environment in the thousands of caves and tunnels. It is here that the Dark Gods survive.&lt;br /&gt;
&lt;br /&gt;
The Third Moon is a sphere 350 miles in diameter. Even though it has a massive core, it only has enough gravity to barely maintain a small hold on objects. Thus, the caverns and warrens have the added disorientation of there being almost no perceptible &#039;up&#039; or &#039;down&#039;. Any poor unfortunates who are transported suddenly to Charôn will find themselves in a totally alien world.&lt;br /&gt;
&lt;br /&gt;
The caverns of Charôn are populated by all manner of monstrous creatures, awful travesties of life summoned to guard the passages of the Third Moon. &#039;&#039;&#039;&#039;&#039;GM Note:&#039;&#039;&#039; See Parts IV &amp;amp; V (Demons) for details of lesser creatures who might be lurking in the corridors of Charôn.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 37&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The Master Atlas, 2nd Edition (1992), page 113, adds that the frozen ice might be carbon dioxide, and changes the GM note at the end to &amp;quot;See Demons of the Pale for details of lesser creatures who might be lurking in the corridors of Charôn.&amp;quot; This edits out the typo where Part V is Kadaena&#039;s constructs, which was probably supposed to be Parts III &amp;amp; IV, the Demons of the Essaence and Void. It is specified on page 76 that they are &amp;quot;related&amp;quot; to the Dark Lords of Charôn, which is on page 23 of the Master Atlas Addendum. This is somewhat strange because both books, page 7 in the Addendum and page 29 on the Atlas 2nd Edition, have the Dark Gods originating in the essaence Chaos planes rather than the Void. Meanwhile the Demons of the Essaence from the Chaos Planes are left unmentioned.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The repeated use of stalactites and stalagmites in the Broken Lands suggests the melting of ice by volcanic heat (though these formations can also happen in pseudokarst conditions.) This is very directly implied by the boiling sea of mud which is prone to geyser eruptions next to the ice slopes. However, the mountain range is depicted from the Dark Shrine as snow covered, which is still strange for a place without weather. It is presumably supposed to be precipitated steam. The crystal dome itself may be a reference to the &amp;quot;powerful crystals&amp;quot; used by the Lords of Essaence to open and close portals on Charôn in the First Era. It is almost certainly supposed to be a Lord of Essaence artifact. It may even be a Lord of Essaence &amp;quot;[[Research:The Graveyard#Apocrypha|speaking crystal]]&amp;quot;, essentially, an Iruaric voice interface for a deep underground vault, with the surrounding crystals being the major part of its mechanism. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
Like a huge pair of eyes, two large, round windows look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains&#039;&#039;&#039; rise up all around, &#039;&#039;&#039;snow capped peaks high above ice covered slopes,&#039;&#039;&#039; strewn with large boulders.  The cold wind that blows in through the openings bears as much desolation as the view.  There is no scent of green trees and running sap, no odor of wildlife rising from the slopes outside.&lt;br /&gt;
Obvious exits: east.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The terrain seems inconsistent with the canon description of Charôn for the Broken Land to be a vault covering part of the surface of Charôn. If this were the intent, the meteor swarm by Loremaster Kulfair would have exposed the interior, allowing the air to escape into the vacuum. One might conjecture a force field went into effect to patch the hole, but rocks still fall from above onto the jagged plain below. This makes more sense as an occasional rock falling from a damaged cavern roof than regular meteors strikes. However, GemStone III is still its own instance, and it may simply be non-canonical in this way.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You hear a loud rushing sound from the sky above you, and you look up just in time to see a huge chunk of rock hurtling toward you at incredible speed!  You try to dodge out of the way, but before you can move more than a few inches, the massive stone crashes into you, knocking you to the ground and causing serious injury!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Bones in left arm crack.&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
A torrent of thick sludge suddenly comes raining down on you!  After a brief moment of surprise, you realize that the stuff is boiling hot!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Minor burns to right leg.  That hurts a bit.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look up&lt;br /&gt;
You can&#039;t see the sky from here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: If this were a huge dome on the surface of Charôn, the hundreds of feet of ice would presumably be melted by surface volcanism, making the boiling sea of mud. Ignoring whether this is actually plausible for an asteroid. But Kygar would be ignoring Master Atlas, 2nd Edition (1992), which says it is &amp;quot;possibly&amp;quot; frozen carbon dioxide. The mud sea might plausibly be low in water, as well, with a lot of sulfuric acid.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primary appeal of interpreting the Broken Land as Charôn is the existence of the Dark Shrine and the use of Charôn in the puzzle to reach the jagged plain. Naively, we would expect the Dark Shrine to have been used by Morgu himself in the Second Era, along with the servants of the Unlife who reside under Charôn. The huge rubble on the jagged plain could be from the cave in of a roof caused by the meteor swarm. But this is not as obvious as it sounds. The Dark Shrine is playing at a relationship Morgu had with the Lords of Essaence, even Kadaena herself, over one hundred thousand years ago. &lt;br /&gt;
&lt;br /&gt;
They first appeared on Charôn in the Second Era through ancient Lord of Essaence portals to other planes of existence, so the mere association of Dark Gods or Charôn is insufficient for assuming it actually is Charôn. There are obvious questions to be asked, such as if this is Charôn in the Third Era, where are the Dark Gods? Where is Morgu, unless he is the statue? Why is there no &amp;quot;Guardian&amp;quot; at this portal established by the Lords of Orhan? The most serious issue of all is that the Uthex story calls it a natural gate to another plane of existence. Interpreting the Broken Land as Charôn requires bending over backwards, trying to read that as Uthex misinterpreted it as such or was misled to that effect, but only until later when he made the secret passageway to the jagged plain and somehow not knowing anything about the Dark Shrine at first.&lt;br /&gt;
&lt;br /&gt;
===Other Plane===&lt;br /&gt;
The strongest point in favor of interpreting the Broken Land as another plane of existence is that the [[A Popular History of the Broken Lands|background history]] for it called it &amp;quot;a small and remote natural gate leading to another plane of existence.&amp;quot; This contradicts the idea that it is a Lord of Essaence style Portal on Charôn itself. In the Shadow World context the sense in this is that the Dark Gods came to this universe from other planes in the Second Era. If it is indeed merely some Charôn associated realm, but not Charôn itself, the absence of the Dark Gods is self-explanatory. They were banished to Charôn, the Black Hel, or otherwise imprisoned.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Uthex Kathiasas had used his powerful influence to gain control over a small and remote &#039;&#039;&#039;natural gate leading to another plane of existence.&#039;&#039;&#039; It was in that place that the Loremaster conducted secret experiments designed to provide his new power with physical form that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the allegorical sense this is supported by interpreting the misty chamber portal messaging as a reference to the cave of the silver key in Lovecraft&#039;s &amp;quot;Through the Gates of the Silver Key&amp;quot;. Rather than interpret the parallel to the Underworld of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; as a metaphor for being below Charôn, it takes the allusion more literally, being an associated &amp;quot;dreamland&amp;quot; plane that may even be Charôn as it exists in one of the parallel material realities. If this interpretation were taken even further (e.g. with the vaults of Zin or plateau of Leng) it may overlap or &amp;quot;coexist&amp;quot; with Charôn. Though there is a considerably stronger case for interpreting the Broken Land as a nightmare dimension parallel to what exists in the Seolfar Strake (Lysierian Hills). In this sense it would be like (or maybe even the same dimension as) Shadow Valley, except more subtle about it. It is worth considering that it might actually be the point that the Broken Land cannot be clearly located or sequenced historically. This is a motif in the Lovecraft stories, including nominally contradictory places.&lt;br /&gt;
&lt;br /&gt;
The entities of the Broken Land, including the crystal forest and the sea of mud, may be Rolemaster non-demonic other standard extraplanar entities. This class is notorious for either wandering between realities at will, or existing simultaneously in multiple places and realities. This is consistent with a &amp;quot;coexistent&amp;quot; or [[isles of transfer]] kind of interpretation, where the &amp;quot;broken land&amp;quot; would be a convergence of worlds not unlike the [[Elemental Confluence (plane)|Elemental Confluence]] in the post-ICE setting. But the presence of extraplanar entities wandering through gateways is also consistent with subterranean Charôn. They are mutually consistent with the Curse of Kabis interpretation of a &amp;quot;prison plane&amp;quot; coexistent with Charôn. This last case would similarly explain the absence of the Dark Gods, but raises different question marks.&lt;br /&gt;
===Backwards===&lt;br /&gt;
It is possible that the confusion over terrain consistency with Charôn is actually a case of things being intentionally backwards. The [[Research:The Graveyard]] and [[Research:Shadow Valley]] pages argue that The Graveyard and Shadow Valley make various kinds of parallels but then the details are all backwards. In the case of Shadow Valley, for example, the &amp;quot;Shadow Valley&amp;quot; is identical to the &amp;quot;Secluded Valley&amp;quot; as a parallel dimension, except the details are flipped. Loud on one side is silent on the other, and vice versa, grey becomes black and black becomes grey. Shadow Valley may be a more explicit &amp;quot;dreamlands&amp;quot; premise than the Broken Land, and the Broken Land may be a more subtle parallel dimension than Shadow Valley. This may explain the oddity of Morgu&#039;s cavern being filled with a stream and stalagmites, formed by water dripping from the ceiling, when he hates rain and running water. Though this is assuming they are not artificial, or not actually stalagmites, such as if they were instead gypsum megacrystals. (That being said, the strongest case is that it is a parallel of the Seolfar Strake, where everything is backwards.)&lt;br /&gt;
&lt;br /&gt;
With the Broken Land it could similarly be a parallel dimension of Charôn where it is all backwards. Instead of the underground volcanism creating habitable caverns with almost no gravity and a surface covered with ice and no atmosphere, it is surface volcanism with an atmosphere and boiling mud from melted ice and normal gravity. Instead of the Dark Gods imprisoned there, the Dark Gods are totally absent. The fungal forest and horrible bas relief are on flipped ends of the huge stairwell relative to &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;. The Peaks of Throk are not being represented underground.&lt;br /&gt;
&lt;br /&gt;
===Modern===&lt;br /&gt;
The Sheruvian Monastery was introduced after the I.C.E. Age by a different GM, and does not necessarily have any continuity with the original concept. Its use of vaalin, krodera, and veil iron are probably leaning on the Shadow World lore that those were the most rare alloys, since the contemporary metals documentation did not exist until 2001. Vaalin in particular was materially important, because vaanum was only known to exist on Charôn, so it is probably meant to imply Lornon. There was some early intent on developing other areas there related to the Dark Gods in what would have been Lornon.&lt;br /&gt;
&lt;br /&gt;
In the release event for the Cleric self-resurrection spell [[Miracle (350)]], Uthex &amp;quot;Kalthiasas&amp;quot; was retconned to be a Sage of the Order of Lorekeepers. The Broken Lands was treated as being Lornon in that story. Self-resurrection is not entirely inconsistent with the argument in the Death section. But there was no pantheon of neutrality originally, and Dark Gods could not channel resurrection spells.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[https://www.play.net/gs4/news.asp?id=615&amp;amp;cookieprefs=1 Sage Uthex&#039;s Studies Lead To Miracles]&lt;br /&gt;
Posted on 12/09/2007 04:07 PM CST by the Webstaff&lt;br /&gt;
&lt;br /&gt;
Sage Uthex Kalthiasas was a powerful and dangerous man, his works both feared and respected.  When fellow Sages discovered how corrupt &#039;&#039;&#039;his strange studies on the distant moon&#039;&#039;&#039; became, they realized that he must be stopped.  An expedition was led to bring to wayward, misguided Sage back to the Order so that his workings could harm none, but when they arrived upon the Broken Lands, he had slipped away.  His studies, tomes, scattered notes, and wild diagrams were confiscated and scattered among the various houses of the Order of the Lorekeepers until a time could come when their purposes could be discerned, and their ability to harm could be either exposed or destroyed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Sage Uthex did not survive long enough to share any of the knowledge that he had left half written and encoded within his studies.&lt;br /&gt;
&lt;br /&gt;
Years later, half the globe apart from each other, two colleagues of the Order of the Lorekeepers began a correspondence regarding some of Sage Uthex’s work.  Knowing it only by the name Miracle, the two delved deep into his studies to try to find the promise only briefly mentioned in the Sage’s works.&lt;br /&gt;
&lt;br /&gt;
Traveling from Nydds with the ritual needs close at hand, Sage Estrello journeyed through the empire and to the seaport of Solhaven.  He searched of those that would support him in his quest to obtain details of the Broken Lands and those strong enough to accomplish the ritual.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, his colleague Sureshi ventured forth from Atan Irith into the Elven Nations where she tried desperately to translate the final passage of one of Sage Uthex’s tomes.  In her travels she gathered lore from the locals and searched to find what information she could about the Broken Lands.&lt;br /&gt;
&lt;br /&gt;
Both Sages requested the aid of all clerics that could help them, but greatly cautioned that others not alert the Sheruvians.  They explained that the Sheruvians had been hiding a secret chamber in hopes of releasing the mysterious magic for themselves, but upon finding that they couldn’t had sealed it away from all other’s use.&lt;br /&gt;
&lt;br /&gt;
On the seventh day of Eorgaen, the Sages each performed the last leg of their journey and met for the first time face to face in the Landing, their volunteers gathered around them.  They spoke briefly, but hurried to the Sheruvian Monastery in the Broken Lands and wandered the area for a time searching for the proper location of the hidden chamber.  As soon as the Sheruvians discovered what their goal was, they began to attack the party at every turn.&lt;br /&gt;
&lt;br /&gt;
The chambers were found, each with pools lined in hues to match the three pantheons of the Arkati--grey, black, and white.  Clerics were urged to step forward and take their place within the pools and instantly they became linked to the pools they stepped in.  The requirements were met by the three pantheons and mana was infused into the pools where it quickly spiraled to the glaes dome above.&lt;br /&gt;
&lt;br /&gt;
All around the chamber, battle broke out and several rose to the occasion to help stave off the attackers.  Eventually, the magic was fed enough mana to release the spell and clerics across the globe felt a sudden deep understanding to their calling.  The joy was short lived as the magic released by the dome caused it to shatter and the chamber began to fall around the Sages and their volunteers.  Fighting their way clear of the chamber, several fell but the power of the Miracle was discovered by those clerics that were strong enough to tap into it.&lt;br /&gt;
&lt;br /&gt;
Sage Sureshi was among those that fell, and when she beseeched the divine for aid they answered her by drawing her back into life.  The ritual was a success.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the [[Shar]] storyline there was a struggle between the Sheruvians and Shar over the power draining dome and an artifact called the Sphere of Midnight. Shar wished to control them for accessing &amp;quot;the Arkati Workshop&amp;quot; in her quest for godhood. Players were referring to the Broken Lands as &amp;quot;the moon&amp;quot;, and the Arkati Workshop as being some place that is everywhere and nowhere, but it is conceivable the Arkati Workshop was related to the Broken Lands itself. If this was the case players may have been confusing the point with &amp;quot;the moon&amp;quot;. There are insufficient logs for discerning the meaning of these terms.&lt;br /&gt;
==Parallel Dimensions==&lt;br /&gt;
The strongest case for the Broken Land is interpreting it as a parallel world, where the things that exist in it are a nightmarish analog of what exists in the Seolfar Strake as contrast. The Seolfar Strake is now called the Lysierian Hills. There is a direct correspondence between rooms, geological elements, and even creatures on the two sides of the Misty Chamber. The Misty Chamber itself is the most obvious example, as it is exactly the same (except for the direction of the exit) on both the Kulthea and Broken Land sides. The orientation of the Broken Land in general is inverted or backwards. Often the exact same wording was used in rooms argued here to be parallel.&lt;br /&gt;
&lt;br /&gt;
This is essentially the same concept as argued in [[Research:Shadow Valley]], except it is much more subtle with the Broken Land. With the Broken Land only the Misty Chamber is an exact duplicate in both dimensions. It is much the same relationship as Earth of the &amp;quot;waking world&amp;quot; to Earth&#039;s Dreamland in the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot;. There is an esoteric correspondence between much of what exists on the two sides of the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
===Misty Chamber and Boulders===&lt;br /&gt;
&lt;br /&gt;
The most obvious example of two equivalent places in the parallel dimensions is the Misty Chamber itself. The room description on the two sides is identical, except for room title, and the puddle of water for throwing out garbage. It is unclear which side of the Abbot&#039;s room the hidden opening is located. The exit on the Broken Land side is clearly on the south end of the chamber and not hidden.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
&#039;&#039;&#039;A damp mist seems to seep from the very walls of this vast chamber casting the walls in an eerie green pallor.  A large round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound soothes your tired nerves.&#039;&#039;&#039;  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&amp;gt;look rune&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You stand before the runes, open your arms wide in a gesture of invocation, and concentrate on them.&lt;br /&gt;
&lt;br /&gt;
After a moment, the room begins to spin, and you suddenly feel disoriented.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Chamber]&lt;br /&gt;
&#039;&#039;&#039;A damp mist seems to seep from the very walls of this vast chamber, casting the walls in an eerie green pallor.  A large, round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low, steady hum emanates from the stone and the sound soothes your tired nerves.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look rune&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) Finger-shaped Boulders and Rockslide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are finger-shaped boulders on both sides. On the Seolfar Strake side it points southwest toward the cliff with the waterfall, with a rockslide blocking the way southeast, while on the Broken Land side the boulder points straight up and is on the southeastern heading arc of the western cliff. The Misty Chamber is underground relative to the first boulder, but at a higher elevation compared to the boulder in the Broken Land. Allegorically, this can be read as the huge stone fingers pointing toward the portal, much as described in Lovecraft&#039;s &amp;quot;Through the Gates of the Silver Key&amp;quot; with the Snake-Den.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a rockfall blocks what was the southeast path; there appears to be no way around it.  A &#039;&#039;&#039;large boulder&#039;&#039;&#039; standing just west of the fork in the trail looks somewhat like a &#039;&#039;&#039;large hand pointing a single finger at the southwest leg&#039;&#039;&#039; of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
One particularly &#039;&#039;&#039;large boulder sticks straight up in the air like a long, pointed finger.&#039;&#039;&#039;  The cliff that stretches from northwest to &#039;&#039;&#039;southeast&#039;&#039;&#039; is high and sheer, with no apparent way of climbing it.  A dense fog obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a rockslide instead on the northwest side of the Broken Land. The exit or entry to the underground lake of the Monastery (south and down to the Misty Chamber) is a hidden opening in &amp;quot;the base of the cliff.&amp;quot; Likewise, there is a small jagged opening on the Broken Land in &amp;quot;the base of the cliff&amp;quot;, leading up into Uthex&#039;s abode and north to the portal chamber.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake]&lt;br /&gt;
The water is shallow, but churns and bubbles with many currents that tug you in all directions.  The bottom of the lake here is solid rock and the footing seems to be fairly even.  You also see a waterfall and some rocks.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;gt;look waterfall&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The water cascades in a broad curtain across the rocks at &#039;&#039;&#039;the base of the cliff.&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
A jetty of rocks reaches out into the lake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a &#039;&#039;&#039;rockfall blocks what was the southeast path;&#039;&#039;&#039; there appears to be no way around it.  A large boulder standing just west of the fork in the trail looks somewhat like a large hand pointing a single finger at the southwest leg of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;out&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
Huge boulders and jagged rocks are the predominant features on the vast plain that stretches out to the east.  The high, sheer cliff which looms above you to the west &#039;&#039;&#039;and southwest&#039;&#039;&#039; is clean and straight, as if cut with some gargantuan knife.  The cliff face is featureless, except for a small, jagged opening at &#039;&#039;&#039;the base of the cliff.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A high, sheer cliff rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  &#039;&#039;&#039;You also see a jumble of rocks.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
R&amp;gt;look cliff&lt;br /&gt;
The cliff is high and sheer, almost featureless.  There does not appear to be anyway to climb it.&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
&#039;&#039;&#039;The rocks piled here are blackened and burned, as if the cliff face has been pulverized by some powerful explosion.&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;climb rock&lt;br /&gt;
You climb up a jumble of rocks.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This explosion inflicted rock pile is arguably consistent with the east hall of Uthex&#039;s abode, which is partly caved in and this would be a consistent explanation for it. The unusual thing about the west and east halls is that they were not included in the original Broken Land. They are not present on any of the player maps from the I.C.E. Age. However, they might have been made at the same time as everything else in the hooded figure area, and were not included for some reason. This would be interesting as the west hall has &amp;quot;felwood&amp;quot; chairs, which would have said &amp;quot;dirwood&amp;quot; if they were that old. The only place the Forest of Dir was mentioned in 1990 or 1992, where it was said to be in northwest Jaiman, was on the adjacent page from the gogor in the Master Atlases. This would be interesting as it was in the context of Kadaena having dominated those lands in a previous millennium.&lt;br /&gt;
&lt;br /&gt;
There are two deleted or empty rooms in the Real Room ID block for the original hooded figure area at 306008 and 306009. These could have once existed and been cloned. (There was not necessarily ever anything in the empty room numbers, which may have only been buffers against creature wandering.) The hooded figure area that exists now is a copy of the original, made part of the same segment (487) as the Sheruvian monastery.&lt;br /&gt;
&lt;br /&gt;
===Abbot and Uthex Abodes===&lt;br /&gt;
&lt;br /&gt;
There is a fairly direct parallel between the Abbot&#039;s wing of the Monastery and Uthex&#039;s abode in the Broken Land. Various details are flipped. The Abbot&#039;s room is right next to the hidden opening to the Misty Chamber, while Uthex&#039;s bedroom is on the opposite end of the hall form the archway to the chamber. Uthex&#039;s room in contrast is next to the hidden trick exit leading down, while the Abbot&#039;s room is on the opposite end from the trick exit leading up. It hints at this by comparing the bed to four bowing monks. The central hall with the arch leading immediately to the portal chamber is columned, which could be read as a contrast to the portico of the Monastery.&lt;br /&gt;
&lt;br /&gt;
There is an empty frame versus a missing frame, dilapitated versus sturdy chair and table along the wall, and poster bed with no mattress versus poster bed with sagging mattress. The torches likely triggered the hidden opening, but that functionality does not seem to exist now. It is interesting that humidity has wrecked the Uthex room but not the Abbot room, as the Abbot wing is depicted as damp and his room is right next to the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Abbots&#039; Room]&lt;br /&gt;
The furniture in this room seems to have withstood the passage of time well.  A &#039;&#039;&#039;&#039;&#039;large four poster bed&#039;&#039;&#039;&#039;&#039; stands against one wall.  There is a wooden chair in one corner, adjacent to a plain wooden table.  Against &#039;&#039;&#039;the north wall&#039;&#039;&#039; stands a large bureau, with torches mounted on the wall on either side of it.  There is a &#039;&#039;&#039;large frame&#039;&#039;&#039; hanging over the bureau, but there is &#039;&#039;&#039;nothing mounted&#039;&#039;&#039; in it.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bed&lt;br /&gt;
The bed appears to be solid, but there is no mattress or linens on it.&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
It is a sturdy wooden chair.&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
There is a plain brass lamp on the table.&lt;br /&gt;
&amp;gt;look bureau&lt;br /&gt;
It is a long, low bureau with a set of cabinet doors on the front.&lt;br /&gt;
&amp;gt;look torch&lt;br /&gt;
It is a plain brass torch, the kind that is filled with oil.&lt;br /&gt;
&amp;gt;look frame&lt;br /&gt;
&amp;gt;&lt;br /&gt;
There is nothing mounted in the frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Living Area]&lt;br /&gt;
A &#039;&#039;&#039;large discolored area&#039;&#039;&#039; marks the &#039;&#039;&#039;north wall&#039;&#039;&#039; of this room, as if a &#039;&#039;&#039;large picture,&#039;&#039;&#039; or perhaps a mirror, had hung there for many years.  A tattered, broken down wing chair sits next to a small dilapidated table in one corner and an &#039;&#039;&#039;&#039;&#039;old poster bed&#039;&#039;&#039;&#039;&#039; occupies most of the east wall.  Like four bowing monks before a mattress altar, the bed sags from years of humidity and parasites.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look bed&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Uthex&#039;s abode and the Abbot&#039;s wing both have a library. The Loremasters removed all of Uthex&#039;s texts, while the Abbot&#039;s books have crumbled. The room descriptions show discolorations from long-standing objects having been taken away. There is otherwise not much in common or flipped. Uthex had a workshop whereas the Abbot had a meditation reading room. There is no communal living area adjacent to Uthex&#039;s abode, as the Sheruvian monastery was grafted onto the area later. Though if you were being generous as a retcon, you could treat that space as the hooded figure residences. Uthex was working in isolation and the &amp;quot;forces of the Unlife&amp;quot; were presumably the Dark Path theocracy. It seems unlikely the hooded figures were living natively in the Broken Land prior to Uthex, and they are referred to as perverted creations of his in the story.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Tapestry vs. Bas-Relief&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another possible parallel is between the bas relief in the Broken Land, which depicts the moons, and the tapestry in the Monastery which depicts one of those same moons. The tapestry is next to the heavy stone door that is moved with some kind of hydraulic mechanism, which is an entry puzzle if using a familiar, while the analogous exit to the Jagged Plain is a heavy stone chair that moves and is likely steam powered or otherwise driven by heat. There is visible steam just outside the Monastery near the stone door, so it is possible that mechanism was also meant to be steam.&lt;br /&gt;
&lt;br /&gt;
There are thus &amp;quot;automatic doors&amp;quot; in both the Monastery and Uthex&#039;s Abode. It is not absolutely obvious that these were built by different people. It is possible they were both constructed by Uthex, or pre-dated Uthex entirely with the Lords of Essaence or Unlife cultists. Whichever the case, something like this is unlikely to have had no intended concept, because of the design philosophy for the whole region.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Gallery]&lt;br /&gt;
A magnificent modwir armoire and long tapestry dominate this room, which is lined with various pieces of artwork.  Among other pieces of note are an exceptionally well-crafted shadowbox and an elegant oil painting.  Off in a corner of the room stand a stone bust and a bronze statue, each on their own marble pedestal.&lt;br /&gt;
Obvious exits: east, south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
This classic scene is superbly executed in fine, colorful metallic threads.  The &#039;&#039;&#039;Great Moon of Liabo&#039;&#039;&#039; rises over a tranquil sea -- a standard theme throughout the history of Elanthian art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, South Hall]&lt;br /&gt;
Incandescent globes hung from the ceiling cast gloomy lights on the large stone chair at the south end of the room, deepening the shadows of the bas relief above it.  The floor is pitted and marred by long deep gouges.  You also see a hooded figure that appears dead and some concealed stairs.&lt;br /&gt;
Obvious exits: north, east, west&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
&lt;br /&gt;
...................................................&lt;br /&gt;
:         Three Moons On A Starlit Night          :&lt;br /&gt;
: ############################################### :&lt;br /&gt;
: #      _____                 .                # :&lt;br /&gt;
: #     / ()  \      .                  \ /    .# :&lt;br /&gt;
: #    /    :  \  .   .    _   .    .    +    . # :&lt;br /&gt;
: #   |  ..     |         (_)   .       / \     # :&lt;br /&gt;
: #   |    .    |  . .         .   __           # :&lt;br /&gt;
: #   | ()  ..  |      .      .   / .\  .     . # :&lt;br /&gt;
: #.   \      ./                 | .  |   .   . # :&lt;br /&gt;
: #     \_____/       \ /   .     \__/    . .   # :&lt;br /&gt;
: #   .                +                .       # :&lt;br /&gt;
: #  .   .            / \                       # :&lt;br /&gt;
: #.  . .  .    *                   .           # :&lt;br /&gt;
: ############################################### :&lt;br /&gt;
:.................................................:&lt;br /&gt;
&lt;br /&gt;
You recognize that the relief is depicting three of the moons of Elanthia: &#039;&#039;&#039;Liabo,&#039;&#039;&#039; Lornon, and tiny Makiri.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look liabo&lt;br /&gt;
&amp;gt;&lt;br /&gt;
[Assuming you mean the large moon.]&lt;br /&gt;
The largest of the three moons depicted appears to be the moon Liabo.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lornon&lt;br /&gt;
[Assuming you mean the medium moon.]&lt;br /&gt;
The medium size moon depicted appears to be the moon Lornon.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look makiri&lt;br /&gt;
[Assuming you mean the small moon.]&lt;br /&gt;
The smallest of the three moons depicted is much smaller than either the large moon or the medium moon, and probably represents the moon Makiri.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Elanthia moon lore is misleading when applied to this relief. In the Shadow World setting, Mikori does not orbit Orhan, only Tlilok is a sub-moon. This is reflect in the ASCII art itself. Mikori instead orbits Kulthea at relatively large distance, but Mikori is also bigger than Tlilok, unlike the Elanthia setting where Tilaok is significantly larger than Makiri. It is interesting that the in-game text says the much smaller moon &amp;quot;probably&amp;quot; represents Mikori. One subtle point is that Tlilok is not represented on this bas relief. It is not mentioned at all, but should appear with Orhan. The ASCII depicts two sets of parantheses on Orhan. If there had been only one of them, it might be interpreted as Tlilok. Instead it has to be interpreted as craters, and there seems to be a streak of smaller craters. These should not be stars, because Orhan is in the way.&lt;br /&gt;
&lt;br /&gt;
There is possibly a great deal of significance in this fact. Orhan in the dimension of Kulthea was terraformed by the Lords of Orhan when they arrived to this universe, following an interdimensional cataclysm in the First Era. Orhan has oceans and rivers and forests, and substantially is covered in clouds. This depiction of Orhan, in contrast, is cratered and blasted like Earth&#039;s moon. This is implying that these are the moons as they exist in a parallel dimension with its own history. Tlilok may not even be there in this dimension. This suggests it is a dimension where only the Dark Gods were present, rather than being mostly imprisoned on Charon. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Library]&lt;br /&gt;
The tall shelves of this once-magnificent library are now completely bare.  A large globe stands in one corner, covered with a thick layer of dust.  Even though all of the books and scrolls are long gone, the room still carries the odor of old paper and ink.&lt;br /&gt;
Obvious exits: southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look globe&lt;br /&gt;
The globe is covered with a thick layer of dust, but you can still make out the faint outlines of the &#039;&#039;&#039;various continents&#039;&#039;&#039; of Elanthia.  There are stains of rust and corrosion around the spindle through the center of the globe, so it &#039;&#039;&#039;probably won&#039;t spin.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another subtle point is that the globe in Uthex&#039;s library does not spin, which obscures whether there is representation of continents in the eastern hemisphere. These were not known to people of Kulthea, because of the Wall of Darkness. In this alternate dimension the Eyes of Utha and Wall of Darkness likely do not exist. This could be a dimension without the comet Sa&#039;kain, or one in which it grazed or hit Orhan instead of Charon. It is worth considering the possibility that the Jagged Plain and boiling sea of mud itself could be an enormous impact crater. Given the meteor swarm motif of the story.&lt;br /&gt;
&lt;br /&gt;
===Hot Springs and Fog===&lt;br /&gt;
&lt;br /&gt;
The Broken Land and Seolfar Strake both have hot springs. This is canonical in Shadow World, since to the west of where the Monastery is should be located in Quellbourne, there are the Geysers of Galtoth. The mountains in the region were generally volcanic, though some of them were dormant. (This is still reflected in places such as Glatoph.) In the case of the small mountain where the Monastery was built, there is a hot spring inside the mountain. The water outside is ice cold, and will physically injure player characters, but has steaming and bubbling water entering its inner pool. &lt;br /&gt;
&lt;br /&gt;
The waterfall makes the lake churn and bubble, but only in a very localized way. The lake is deep and has no visible drain, which is explained by the underground river as a sink of cold water, which flows west toward the Bay. The sea of mud in the Broken Land, in contrast, is boiling everywhere and erupting with huge geysers. There are no obvious mountain volcanoes in the Broken Land, the mud sea is likely meant to be above a caldera.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
The long lake that spreads out before you looks peaceful and pleasant.  The water at the base of the waterfall churns and bubbles, but the disturbances caused by the falling water are localized and do not spread far, indicating that the lake is very deep indeed.&lt;br /&gt;
Obvious paths: south, northwest&lt;br /&gt;
&amp;gt;nw&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
You are standing at the &#039;&#039;&#039;north end of a long lake.&#039;&#039;&#039;  The water is clear and blue, and looks to be pure and clean.  Looking out across the lake, you can see a tall waterfall at the south end of the lake, cascading down high cliffs to feed the lake.  However, you can see no river or stream carrying the water of the lake away.&lt;br /&gt;
Obvious paths: northeast, southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge sea of boiling mud stretches &#039;&#039;&#039;out to the south.&#039;&#039;&#039;  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, northeast, east, northwest&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The fog beetles are unaffected by the geysers. The geysers hit multiple adjacent rooms simultaneously.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The following map from January 1993 shows that the lake in the puma area has fogged rooms, which increased the defensive bonus of everything in the room by +30. This was notably before the release of the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
 /  \                                                                      \&lt;br /&gt;
| /@ |         Mappe   Of   Ye   Denizens   of   Seolfar   Strake           |&lt;br /&gt;
| \_/______________________________________________________________________/&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|       N                                  ( )--( )--( )                  |&lt;br /&gt;
|       |                                  /           \                  |&lt;br /&gt;
|    W--+--E                      go     /               \                |&lt;br /&gt;
|       |              ( )--( ) trail ( )                ( )              |&lt;br /&gt;
|       S             /     /              - FIRECATS -    \              |&lt;br /&gt;
|                   /     /            ..................... \            |&lt;br /&gt;
|                 ( )   ( )            :      ( )--( )     :  ( )         |&lt;br /&gt;
|                  |     |             :     /        \    :    \         |&lt;br /&gt;
|                  |     |             :   /            \  :      \       |&lt;br /&gt;
|                 ( )   ( )--( )       : ( )  ( )  ( )--( ):       ( )    |&lt;br /&gt;
|                  |           \       :   \    \       /  .  (out)  \    |&lt;br /&gt;
|                  |    BEARS    \     :...  \    \   /   go opening   \  |&lt;br /&gt;
|                 ( )            ( )      :   ( )  ( )  :  .           ( )|&lt;br /&gt;
|                  |        and    \      :     \   |     go cave (in)  | |&lt;br /&gt;
|                  |                 \    :       \ |   :  .            | |&lt;br /&gt;
|                 ( )          BOARS ( )  :        ( )  :  ( )         ( )|&lt;br /&gt;
|                  |                  |   :.............:   |          .  |&lt;br /&gt;
|                  |                  |                     |    down -&amp;gt;  |&lt;br /&gt;
|                 ( )                ( )    - FIRERATS -   ( )    &amp;lt;- up   |&lt;br /&gt;
|  &amp;lt;- climb rock   |                 /                       \      .     |&lt;br /&gt;
|                  |               /                           \   .      |&lt;br /&gt;
|  ( )--( )       ( )           ( )                             ( )       |&lt;br /&gt;
|      /           |              \                                       |&lt;br /&gt;
|    /             |                \     &amp;lt;- go path ............         |&lt;br /&gt;
|  ( )      ( )- -( )               ( )--( )--( ). . : ( )--( ) :         |&lt;br /&gt;
|    \      /                             go trail -&amp;gt;       /   :         |&lt;br /&gt;
|      \  /                                          :    /     :         |&lt;br /&gt;
|      ( )                    .......................: ( )      :         |&lt;br /&gt;
|                             :                        /        :         |&lt;br /&gt;
|                             :           . . . . . ./. . . .   :         |&lt;br /&gt;
|                             :  + 30 to  .       ( )       .   :         |&lt;br /&gt;
|                             :  your DB  .      /   \      .   :         |&lt;br /&gt;
|                             :  and the  .    /  fog  \    .   :         |&lt;br /&gt;
|                             :   puma&#039;s  . ( )        ( )  .   :         |&lt;br /&gt;
|                             :           . .|. . . . . | . .   :         |&lt;br /&gt;
|                             :              |          |       :         |&lt;br /&gt;
|                             :             ( )        ( )      :         |&lt;br /&gt;
|                             :     |                go rock    :         |&lt;br /&gt;
|                             : - PUMAS -          go shore     :         |&lt;br /&gt;
|                             :     |            ( )            :         |&lt;br /&gt;
|                             :.................................:         |&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|  _______________________________________________________________________|_&lt;br /&gt;
 \/________________________________________________________________________/&lt;br /&gt;
&lt;br /&gt;
- [[Kelfour Edition volume III number VIII]] (Kalagay Halatil; January 1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The southern rooms of the Jagged Plain, nearest to the boiling sea of mud, produce a heavy fog which created its own +30 DB in the room. While this is relatively well known, the presence of the fog on the lake in pumas is much more obscure now. They are both on the north side of the bodies of liquid. The difference is that the Misty Chamber is south of the lake, while the chamber in the Broken Land is north of the boiling sea of mud. They are both inside a cliff. &lt;br /&gt;
&lt;br /&gt;
The cliff in the Seolfar Strake runs east to west on the south end of the lake, whereas the cliff in the Broken Land is north of the mud sea, and curves north to south on the west side (and implicitly keeps wrapping around to the east given the shape of the Dark Grotto tunnels.) There is a forest reaching up to a few feet of the west side of the lake, whereas the crystal forest in the Broken Land reaches up to the edge of the boiling mud on the east side of the Jagged Plain. Because of the crystal forest blocking the way, we are limited to the northwest corner of the mud sea. This gives a sense of scale for how much bigger it is than seen in accessible locations.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
 ________________________________________________________________________&lt;br /&gt;
/ \                                                                      \&lt;br /&gt;
\_@|                     - Map of the Broken Land -                      |&lt;br /&gt;
   |                                                                     |&lt;br /&gt;
   |         UTHEX&#039;S ABODE                     THE PLAIN                 |&lt;br /&gt;
   |                                                                     |&lt;br /&gt;
   |                                                     sharp           |&lt;br /&gt;
   |                                                     crystals        |&lt;br /&gt;
   |   runestone -&amp;gt; 1                           3--3--3                  |&lt;br /&gt;
   |   room         ^                          /|\/|\/|\                 |&lt;br /&gt;
   |                |                         / |/\|/\| \                |&lt;br /&gt;
   |               go                        4--4--4--4--4   &#039;6&#039; marks   |&lt;br /&gt;
   |            1 arch, 1       unscalable  /|\/|\/|\/|\/|\     dome     |&lt;br /&gt;
   |             \ out /          cliffs   / |/\|/\|/\|/\| \             |&lt;br /&gt;
   |              \ | /                   3--4--5-(5)(5)(4)-3            |&lt;br /&gt;
   |               \v/                    |\/|\/|\/|\/|\/|\/| &#039;()&#039; marks |&lt;br /&gt;
   |                1                     |/\|/\|/\|/\|/\|/\|  fogged    |&lt;br /&gt;
   |                |                 +--&amp;gt;3-(4)(5)(6)(5)(4)(3) rooms     |&lt;br /&gt;
   |                |                 |    \ |\/|\/|\/|\/| /             |&lt;br /&gt;
   |                |                 |     \|/\|/\|/\|/\|/              |&lt;br /&gt;
   |            1---1---1       out,  |     (4)(5)(5)(5)(4)              |&lt;br /&gt;
   |                ^          go open|      |\/|\/|\/| /      boiling   |&lt;br /&gt;
   |     getting    |                 |      |/\|/\|/\|/       mud       |&lt;br /&gt;
   |     stairs to  |                 +-&amp;gt;   (4)(4)(4)(4)                 |&lt;br /&gt;
   |     appear     +-------&amp;gt; 1 &amp;lt;------+|     \ |\/| /                   |&lt;br /&gt;
   |     is a      go stair             |      \|/\|/  +----------------+|&lt;br /&gt;
   |     puzzle        finger-                 (3)(3)  |numbers indicate |&lt;br /&gt;
 _ |                   shaped                          |pp&#039;s lost per min|&lt;br /&gt;
/ \|                   boulder                         +----------------+|&lt;br /&gt;
\@/______________________________________________________________________/&lt;br /&gt;
&lt;br /&gt;
- [[Kelfour Edition volume IV number V]] (Trachten, October 1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another geographical point worth considering is that the Seolfar Strake is bordering the northern edge of the High Plateau. This is the plateau where the Graveyard is on a northward-facing edge of it. The High Plateau is made of limestone, and would be to the south and east of Seolfar Strake. In the Broken Land the cliffs are implicitly limestone and oriented to the north and west of the boiling sea of mud. One subtle point is that while the magru eat away tunnels in the Dark Grotto, the ratsnakes under the Monastery are not adequately parallel to that concept. In the background material for Quellbourne, the High Plateau does have an analog of this very thing, a roa&#039;ter-like creature called a &amp;quot;tergon&amp;quot; that subsists somehow on eating through the limestone of the plateau. Tergons were set free on the High Plateau by Zenon late in the Third Era. Zenon was a sorcerer who, like Uthex, was corrupted into madness by servants of the Unlife.&lt;br /&gt;
&lt;br /&gt;
In the later Shadow World source materials, the Black Forest of Dir would pass through this northern borderland near the ruins of Quellburn, but that was not established yet during the I.C.E. Age of GemStone III. Dir was only known to be somewhere around Lu&#039;nak in northwest Jaiman. In the early 1990s that was only referenced in the Shards section on the next page from the Gogor section concerning Kadaena&#039;s artificial constructs.&lt;br /&gt;
&lt;br /&gt;
===Huge Cavern===&lt;br /&gt;
The &amp;quot;Huge Cavern&amp;quot; in the Broken Land corresponds to the &amp;quot;Huge Cavern&amp;quot; inside the cliff in the Seolfar Strake. The Broken Land cavern has a trickle of water flowing down within it, and a relatively small pool of water, while the Seolfar Strake version is behind a waterfall and flooded as an underground lake. One has a tiny rivulet that cuts a flute into the rock, while the other has a powerful underground river. They both serve as the atrium for their respective monasteries. The rock-cut portico entrance to the Monastery has a few small steps and oriented west, while the rock-cut stairwell to the Dark Shrine is gargantuan and oriented east. One is below ground and the other high above ground.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
A large stone structure rises up out of the sandy cavern floor.  It appears as if the face of this building has been carved from the very rock of the cavern, since you can see neither joint nor seam where the structure meets the cavern wall.  Six massive stone columns support a narrow roof which juts out over the &#039;&#039;&#039;few steps&#039;&#039;&#039; in front of a huge set of stone doors.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
A &#039;&#039;&#039;broad stair of gigantic proportion&#039;&#039;&#039; has been carved into the face of the north wall of the huge cavern.  The gargantuan &#039;&#039;&#039;stairway trails upward, out of sight,&#039;&#039;&#039; following the wall of the cavern to the east.  The unnatural flora of the cavern ends abruptly at the edge of the stone platform that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is also bioluminescent moss and lichen in both of the Huge Caverns, though it is not as extreme as the fungal forest of the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this huge featureless cavern is covered with clean white sand.  Wisps of steam rise off a small underground pool nearby.  &#039;&#039;&#039;Bright luminescent mosses and lichens&#039;&#039;&#039; cling to walls of the cavern, providing a &#039;&#039;&#039;dim but steady light.&#039;&#039;&#039;  Far to the west end of the cavern, you can see what looks like a massive stone structure.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Molds and mosses&#039;&#039;&#039; growing on the sides of the stone spires take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The &#039;&#039;&#039;dim illumination&#039;&#039;&#039; provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both of the sides have water that leaks out of a crack in the cavern wall. In the Seolfar Strake side it is a hot spring that heats up the cold water from the waterfall and lake outside, whereas in the Broken Land it is implicitly most likely supposed to be ice melt. In the Monastery side it makes a point of the stream causing echoing sounds. The beach is most likely quartz sand, which comes from geothermal water. But it could be eroded limestone. The pool in the Broken Land is instead on the far wall opposite from the source of the stream, and has mossy underbrush rather than a beach.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Underground Lake]&lt;br /&gt;
A wash of steam rises from the water that bubbles out of a &#039;&#039;&#039;small crack in the cavern wall.&#039;&#039;&#039;  The hot spring has warmed the water of this small &#039;&#039;&#039;underground pool&#039;&#039;&#039; enough to make it comfortable to wade in.  Echoes of the running water ring from the walls of the surrounding cavern.  A narrow sandy beach rises up out of the water, leading to the floor of the huge cavern.  To the east, you can see a small opening just below the water line.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The muted gurgle of running water is an odd intrusion into the quietude of the cavern.  A weak flow of water emerges from a &#039;&#039;&#039;small crack high up on the western cavern wall&#039;&#039;&#039; and cascades down over the stone to collect in a small rivulet that runs off to the east.  The stream presents no barrier to passage, being only a foot or two wide, and it is only the shallow stone channel, etched into the floor of the cavern by the flow of water over uncounted years, that keeps it from simply spreading out.&lt;br /&gt;
Obvious exits: north, northeast, east, southeast, south, southwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The shallow stream flowing in from the west empties into a &#039;&#039;&#039;broad pool&#039;&#039;&#039; which butts against the east wall of the cavern.  The surface of the pool is marked with occasional ripples, as if something were moving around below the surface of the water.  Along the bank of the pool, the moss is thick and bushy, providing homes for the small lizards that you can see darting around between the rocks and fungi.&lt;br /&gt;
Obvious exits: southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The other side of this &amp;quot;small opening&amp;quot; is another huge cavern with the rest of the underground lake. It has a high ledge on the wall, which can be taken to correspond to the top of the stairwell, in the Broken Land version. The huge stairs run from west to east along the north wall, so the broad ledge is on the east wall in both cases.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
A broad underground lake fills this &#039;&#039;&#039;huge cavern that stretches out to the south and east.&#039;&#039;&#039;  The water that you are wading through is shallow, but the currents caused by the water falling just outside of the cavern opening pull and tug you in many directions.  High up on one wall of the cavern there is a &#039;&#039;&#039;broad ledge.&#039;&#039;&#039;  You also see a waterfall.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look ledge&lt;br /&gt;
There is a broad ledge high up on the east wall of the cavern.&lt;br /&gt;
&amp;gt;look waterfall&lt;br /&gt;
A broad curtain of water spreads across the entire opening that leads out of the cavern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A broad stair of gigantic proportion has been carved into the face of the north wall of the huge cavern.  The gargantuan stairway trails upward, out of sight, following the &#039;&#039;&#039;wall of the cavern to the east.&#039;&#039;&#039;  The unnatural flora of the cavern ends abruptly at the edge of the &#039;&#039;&#039;stone platform&#039;&#039;&#039; that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&lt;br /&gt;
You struggle to climb up over several of the huge steps.&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A gargantuan stairway descends from &#039;&#039;&#039;the landing&#039;&#039;&#039; here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In contrast to the small shallow stream cutting through the Dark Grotto cavern, there is a shallow underground lake flooding the cavern outside the Monastery. Water drips from the ceiling, but lands in the water. Consequently there are no stalagmites in the Seolfar Strake version. There may have been stalactites from the ceiling, but the pile of crumbled rock could mean they have collapsed under their own weight. It is not entirely obvious that the monoliths in the Dark Grotto are meant to actually be stalagmites, they might be meant to only superficially resemble stalagmites because Morgu hates rain and running water. Though an actual stalactite does appear in the tunnels.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The splashing sounds that you make as you wade through the still water of the underground lake echo off the walls of this huge cavern.&lt;br /&gt;
Obvious exits: north, northeast, east&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
[go2: travel time: 0:00:06]&lt;br /&gt;
--- Lich: go2 has exited.&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
A slow but &#039;&#039;&#039;steady dripping from somewhere above creates ringed patterns in the lake surface.&#039;&#039;&#039;  The flat plunking noise disturbs the cathedral-like silence of the cavern.  You also see a &#039;&#039;&#039;pile of crumbled rock.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: north, west, northwest&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The water is calm and shallow.  You can hear the dim rumble of the nearby waterfall.&lt;br /&gt;
Obvious exits: south, southwest, west&lt;br /&gt;
&amp;gt;w&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The water that you are wading through is crystal clear.  There is firm footing on the rocky bottom of the shallow lake that spreads out to fill this huge cavern.&lt;br /&gt;
Obvious exits: north, east, southeast, south&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an eerie, other-worldly vista, filled with &#039;&#039;&#039;tall spires of stone and crystal,&#039;&#039;&#039; and dotted with growths of giant mushrooms and huge fans of lichen.  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of mold, moss, lichen and fungi fill the underground landscape, some of them glowing with pale unearthly light that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: northeast, east&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
Molds and mosses growing on the sides of &#039;&#039;&#039;the stone spires&#039;&#039;&#039; take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The dim illumination provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a &#039;&#039;&#039;small stream&#039;&#039;&#039; that winds its way through &#039;&#039;&#039;the tall stone spires,&#039;&#039;&#039; creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a sweet, but slightly fetid odor.  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.&lt;br /&gt;
Obvious exits: north, east, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Grotto===&lt;br /&gt;
The Dark Grotto in general corresponds to various locations in the Seolfar Strake. These parallel rooms are fairly blatant. Some of these were not added into the game until after the I.C.E. Age, but due to the correspondences, presumably were built earlier and only connected later. The blackened cave remarkably has obsidian in its depths, and thereby makes volcanism blatant, which is somewhat (though not entirely) a contrast to the limestone karst geology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Smokey Cave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Smokey Cave has direct correspondences between some of its rooms and those of the Dark Grotto. They are generally smooth, but mostly straight, whereas the Dark Grotto is windy. There is a pervasive odor in both places, strong in the Smokey Cave, while subtle but stinging and irritating in the Dark Grotto. In the case of the Dark Grotto it is implicitly a form of sulfur, while it is soot in the Smokey Cave. The strange grit in the Dark Grotto could be sulfur powder, which is actually a fungicide, or a similar sulfurous compound. But sulfur is used a recognizable scent elsewhere, so it might be dried &amp;quot;moonmilk&amp;quot;, which is made from limestone.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Tunnel]&lt;br /&gt;
You are in a &#039;&#039;&#039;broad twisting tunnel.&#039;&#039;&#039;  There is a &#039;&#039;&#039;strong odor&#039;&#039;&#039; of burnt wood pervading &#039;&#039;&#039;the entire area.&#039;&#039;&#039;  The floor, walls and ceiling of the entire length of this tunnel are covered in the same &#039;&#039;&#039;fine black grit&#039;&#039;&#039; as you have seen throughout all of these caves. &lt;br /&gt;
Obvious exits: east, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Small Tunnel&#039;&#039;&#039;]&lt;br /&gt;
A peculiar smell permeates the area, irritating your nose and eyes.  The odor is &#039;&#039;&#039;not strong&#039;&#039;&#039; and has &#039;&#039;&#039;no discernible source&#039;&#039;&#039;, but it leaves a bitter, foul taste in the back of your mouth.  The stench only adds to the general feeling of discomfort in the &#039;&#039;&#039;narrow confines&#039;&#039;&#039; of the tunnel.  You also see a magru.&lt;br /&gt;
Obvious exits: south, northwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  &#039;&#039;&#039;A strange, gritty substance&#039;&#039;&#039; covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both versions have a tunnel room where sound becomes unusually muffled and quiet. The Smokey Cave form makes it sound like the grit is absorbing the sound. Soft surfaces tend to absorb sound and hard surfaces reflect them. Though this seems implausible and would be inconsistently applied. There are also metamaterials where the shape of surfaces causes sound to be greatly reduced, but these did not exist yet in the 1990s.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Tunnel]&lt;br /&gt;
As you progress down the tunnel, the black grit that seems to cover everything grinds underfoot.  &#039;&#039;&#039;All echoes of your footfalls sound muffled and any sounds you make will not travel very far.&#039;&#039;&#039;  You also see a fire rat.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
&#039;&#039;&#039;The tunnel is quiet.  Abnormally so.&#039;&#039;&#039;  Even the sounds that you make as you navigate the tunnel are &#039;&#039;&#039;muted and seem to die in the air almost immediately.&#039;&#039;&#039;  There are &#039;&#039;&#039;no echoes&#039;&#039;&#039; from the stone surfaces as one might expect in a tunnel through solid rock.&lt;br /&gt;
Obvious exits: northeast, south, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both sides have a room with a &amp;quot;huge stalactite&amp;quot; that descends almost to the floor. In the Smokey Cave it comes within inches of the floor, while in the Dark Grotto it is a few feet above a small pool of water, formed from the water dripping down the stalactite. In the case of the Dark Grotto, the pool explains the absence of a stalagmite under it. The sulfurous odor of the water is interesting, because stalactites are supposed to be formed by carbonic acid.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
This &#039;&#039;&#039;large round cavern&#039;&#039;&#039; has a high, domed ceiling.  A &#039;&#039;&#039;huge stalactite&#039;&#039;&#039; descends from the ceiling at the center of the cavern, reaching down to &#039;&#039;&#039;within inches of the cavern floor.&#039;&#039;&#039;  The same black grit seems to cover everything.&lt;br /&gt;
Obvious exits: north, northwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
A single &#039;&#039;&#039;huge stalactite&#039;&#039;&#039; descends from the ceiling at the center of this &#039;&#039;&#039;small cavern.&#039;&#039;&#039;  The uneven walls of the cavern have been worn smooth, as have the walls of the small tunnels leading into the cavern.  Every minute or so, the intense quiet of the cavern is shattered by the sound of a single drop of water, falling from the tip of the stalactite into a small pool that has collected in a depression at the center of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest, northwest&lt;br /&gt;
K&amp;gt;look stalactite&lt;br /&gt;
The stalactite is formed from grey stone with pink and orange striations.  The stone has an almost translucent quality with a waxy appearance.&lt;br /&gt;
K&amp;gt;look pool&lt;br /&gt;
The small pool lies in the center of the cavern, &#039;&#039;&#039;a few feet below the tip of the huge stalactite&#039;&#039;&#039; that descends from the ceiling of the cavern.&lt;br /&gt;
K&amp;gt;look water&lt;br /&gt;
The water is clear, with a slightly &#039;&#039;&#039;sulfurous odor.&#039;&#039;&#039;&lt;br /&gt;
K&amp;gt;look in pool&lt;br /&gt;
In the small pool:&lt;br /&gt;
Misc [1]: some water&lt;br /&gt;
Total items: 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both sides have a cavern where there is a bowl shaped depression in the floor. In the Smokey Cave this is filled up with the black grit, while in the Dark Grotto the depression is filled with cave pearls.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this small cavern &#039;&#039;&#039;dips at the center to form a small basin.&#039;&#039;&#039;  The black grit that seems to cover everything has collected in the depression.  The thick collection of grit moves in waves when it is disturbed, almost as if it were a liquid.  You also see a jagged crevice.&lt;br /&gt;
Obvious exits: southeast&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this small round cavern &#039;&#039;&#039;dips suddenly down, forming a kind of bowl&#039;&#039;&#039; with the lowest point at the &#039;&#039;&#039;center of the cavern.&#039;&#039;&#039;  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all dark grey balls of smooth stone, about ten inches in diameter.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both have a huge cavern where there are hollows carved into the stone walls. These appear to be artificial and related to what resides in the caverns, but it only explicitly says that in the Dark Grotto. The Smokey Cave also has a cavern with a high domed ceiling, but it is not the same room.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Cavern]&lt;br /&gt;
You are in a huge, irregularly shaped cavern.  It appears as if &#039;&#039;&#039;shallow hollows&#039;&#039;&#039; have been carved from the stone walls all around the cavern.  Each of the hollows is approximately 7 feet long, 4 feet high and 4 feet deep, and all appear to be empty.  All surfaces are covered with a fine black grit.&lt;br /&gt;
Obvious exits: northeast, southeast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been &#039;&#039;&#039;hollowed out,&#039;&#039;&#039; forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  &#039;&#039;&#039;Deep niches&#039;&#039;&#039; line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
K&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blackened Cave was not added onto the Smokey Cave until the later 1990s, but it has much the same features as the Dark Grotto as well. One end of it interestingly is made of obsidian, which is a volcanic rock rather than the limestone of ordinary karst geology. These caves may have been intended to be a volcanic pseudokarst, with the stalactites and stalagmites actually made of lava. If that is the case the dripping water in the Blackened Cave is misleading.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You carefully climb down the jagged crevice.&lt;br /&gt;
[Blackened Cave, Cavern]&lt;br /&gt;
A &#039;&#039;&#039;faint, greenish light&#039;&#039;&#039; fills this cavern.  You notice that &#039;&#039;&#039;the light stems from the lichen-covered walls.&#039;&#039;&#039;  In spaces between the lichen, flow a few grainy rivulets.  The ground is covered with heaps of dark grit, which makes walking rather difficult.  A jagged crevice can be seen in the shadows.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel meanders through the surrounding stone, twisting and turning, rising and falling with no particular regularity or pattern.  The stone surface is irregular, but the tunnel maintains the same general size and shape as it continues along.  The &#039;&#039;&#039;dim, green illumination,&#039;&#039;&#039; provided by patches of &#039;&#039;&#039;glowing lichen that dot the walls,&#039;&#039;&#039; makes visibility poor and you find yourself squinting at the dark features of the tunnel walls.&lt;br /&gt;
Obvious exits: south, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The stalactites in the Blackened Cave are covered with lichen, which is the same concept used in the Huge Cavern of the Dark Grotto, except those &amp;quot;stone spires&amp;quot; are stalagmites or resemble them. There are no stalactites visible in the Huge Cavern, either from not existing, or because it is too dark and the ceiling is too high up out of sight. If these spires are artificial or formed in some other way, it would be consistent with Morgu avoiding falling water. &lt;br /&gt;
&lt;br /&gt;
There is no indication of fallen stalactites in the Dark Grotto, but there might be with the rock pile in the Underground Lake outside the Monastery. The Blackened Cave version is thus interesting because it indicates this concept was known and considered. Assuming it was the same creator.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Blackened Cave, Cavern]&lt;br /&gt;
Large, &#039;&#039;&#039;lichen-covered stalactites&#039;&#039;&#039; hang from the low cavern ceiling.  Should one of them &#039;&#039;&#039;fall on you,&#039;&#039;&#039; it would surely mean your death.  The treacherously loose ground doesn&#039;t really help matters much at all.&lt;br /&gt;
Obvious exits: north, southwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
&#039;&#039;&#039;Molds and mosses growing on the sides&#039;&#039;&#039; of &#039;&#039;&#039;the stone spires&#039;&#039;&#039; take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The dim illumination provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a giant chamber in the Blackened Cave, which is called a &amp;quot;grotto,&amp;quot; with many stalagmites and a shallow pool formed from falling water. It is one of the most blatant parallels to the Dark Grotto, as strange fungi grow everywhere, which it calls an &amp;quot;otherworldly atmosphere.&amp;quot; This is the same language used in the Huge Cavern, which describes it as an &amp;quot;eerie, other-worldly vista.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Blackened Cave, Chamber]&lt;br /&gt;
This &#039;&#039;&#039;giant, underground chamber is filled with stalactites and stalagmites&#039;&#039;&#039; of every size.  The sound of dripping water echoes through &#039;&#039;&#039;the grotto,&#039;&#039;&#039; the water collecting in a &#039;&#039;&#039;shallow pool&#039;&#039;&#039; nearby.  &#039;&#039;&#039;Strange forms of fungi grow everywhere, adding to the otherworldly atmosphere&#039;&#039;&#039; of this place.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark &#039;&#039;&#039;Grotto&#039;&#039;&#039;, &#039;&#039;&#039;Huge Cavern&#039;&#039;&#039;]&lt;br /&gt;
A broad stair of gigantic proportion has been carved into the face of the north wall of the huge cavern.  The gargantuan stairway trails upward, out of sight, following the wall of the cavern to the east.  The unnatural flora of the cavern ends abruptly at the edge of the &#039;&#039;&#039;stone platform&#039;&#039;&#039; that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, &#039;&#039;&#039;other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Abandoned Mine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Abandoned Mine by the krolvin warfarers had a cavern added onto it in the late 1990s, but it has some remarkable similarity in concept to the Huge Cavern in the Dark Grotto. Both depict a &amp;quot;forest&amp;quot; of stalagmites, though the Abandoned Mine has an external light source rather than glowing fungus. The interesting point of the Abandoned Mine interpreted as a parallel is that it makes explicit some of the more implicit notions in the Dark Grotto. It outright mentions the &amp;quot;dreams&amp;quot; theme, which is deep subtext in the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Abandoned Mine, Cavern]&lt;br /&gt;
Light trickles down from fissures in the natural ceiling high overhead, dappling the floor below and glancing off the &#039;&#039;&#039;hundreds of stalagmites and stalactites&#039;&#039;&#039; that have turned this chamber into a symphony of brilliant color.  You also see a narrow opening and a &#039;&#039;&#039;spectacular forest of stalagmites&#039;&#039;&#039; rising up from the floor.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
&amp;gt;look stalagmite&lt;br /&gt;
A myriad of hues ranging from deepest blue to palest pink soar almost out of sight in this extremely deep cavern.  As you stare at this beautiful example of nature&#039;s artistry, it brings to mind an enchanted forest, sparkling with ethereal beams of light and colors usually seen &#039;&#039;&#039;only in dreams.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Dark Grotto has spires of crystals, which implicitly act like prisms. The cavern in the Abandoned Mine explicitly refers to stalactites and stalagmites, and huge crystals acting as prisms, as well as the material being limestone. The Blackened Cave in contrast never uses the word limestone, and has a room which explicitly talks about obsidian.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Cavern, &#039;&#039;&#039;Stalagmite Forest]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tall columns of limestone surge upward&#039;&#039;&#039; from floor to ceiling, mingling there with splendid formations of multicolored stalactites that drape like a magical canopy over this enchanting forest.  At the very highest point of the expansive ceiling, a &#039;&#039;&#039;large cluster of crystals&#039;&#039;&#039; have formed, and each flicker of light passing through the &#039;&#039;&#039;natural prisms splits into thin beams that dance across the cavern.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: northeast, southeast, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else the Abandoned Mine cavern makes explicit is that the water flow in the cavern is making natural &amp;quot;music.&amp;quot; This is much more subtle in the Dark Grotto, which might instead be invoking this with subtle wordplays. The amplifying &amp;quot;amphitheater&amp;quot; in the Dark Grotto arguably acts like a water organ, where caves have been used [https://www.alamy.com/the-water-organ-of-clement-viii-in-the-quirinal-palace-the-dark-archway-in-centre-leads-to-the-forge-of-vulcan-a-cave-in-which-life-sized-automata-were-formerly-worked-by-water-power-the-organ-has-been-silent-for-many-years-image268840339.html historically] for making [https://en.wikipedia.org/wiki/Great_Stalacpipe_Organ pipe organs]. The stream is carving out in the stone what in geology is called a &amp;quot;flute&amp;quot;, while the entrance to the Dark Shrine above is &amp;quot;bored&amp;quot;, where the &amp;quot;bore&amp;quot; is the interior chamber of wind instruments. The magru are hypnotically pulsing in rhythm. This may play off the gibbering amorphous dancers and Nyarlathotep&#039;s eldritch piping in the Lovecraft framework.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Abandoned Mine, Cavern]&lt;br /&gt;
The &#039;&#039;&#039;rhythmic sound&#039;&#039;&#039; of water dripping against stone somewhere beyond this immense cavern echoes pleasantly in the darkness.  Here amid some of her most beautiful creations, the &#039;&#039;&#039;sweet music of Nature&#039;&#039;&#039; at work is both a reminder of the past and a promise for the future.  You also see a spectacular forest of stalagmites rising up from the floor.&lt;br /&gt;
Obvious exits: south, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Monastery Sewer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the Dark Shrine interpreted as a parallel to the Monastery, the tunnels of the Dark Grotto become an analog to the Monastery sewer. On the south western end of both there is a pile of stones, and on the eastern end there is a collection of &amp;quot;remnants.&amp;quot; In the Sewer the stones are dragged to the west by ratsnakes, which slither their way through the sewer and leave tracks. These used to be mechanical creatures, but currently only appear as a messaging, when the basket is reset for the counterweight puzzle for the stone door.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This is the drainoff area for the Monastery&#039;s sewage. Before you is also the mouth of a surprisingly large underground river, flowing swiftly past. Some sort of animal has made a rather large &#039;&#039;&#039;pile of rocks&#039;&#039;&#039;, which lies directly on the edge of the river. In the pile you can see bits of shiny metal, but nothing large. Near the east wall hangs an iron ring, apparently to control the door in times of emergency. You also see an open copper door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;gt;tell familiar to get rock&lt;br /&gt;
You sense understanding from your tabby cat.&lt;br /&gt;
The tabby cat carefully picks up an &#039;&#039;&#039;oddly shaped rock&#039;&#039;&#039; in her mouth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  &#039;&#039;&#039;Large round stones,&#039;&#039;&#039; all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are &#039;&#039;&#039;heaped in a loose pile&#039;&#039;&#039; at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
The stones are &#039;&#039;&#039;fairly uniform in size, shape and color.&#039;&#039;&#039;  They are all dark grey balls of smooth stone, about ten inches in diameter.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
By analogy, these dark grey balls of smooth stone in the Dark Grotto are cave pearls, but made literal with the magru. The magru slither and sidewind their way through the tunnels, and collect gems that their acid does not dissolve within themselves. The pulverized limestone dust would then coat these seeds of gems and grit, similar to an oyster gradually making a pearl. The magru may then be interpreted as piling them in a far corner.&lt;br /&gt;
&lt;br /&gt;
In contrast, the magru are flesh eaters and strip bare their prey down to the skeleton, which amount to &amp;quot;remnants&amp;quot; of waste for them. The magru have piled all this skeletal matter into a huge pit on the eastern side of the Dark Grotto. This is the analog of the room under the privy in the Monastery. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;tell familiar to go privy&lt;br /&gt;
[Inside the Privy]&lt;br /&gt;
This room is fairly simplistic in its design, as many rooms of this sort are. Bare brick walls, blackened with ages of damp and mildew, look upon an unassuming &#039;&#039;&#039;privy hole in the center of the room.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell familiar to go hole&lt;br /&gt;
The cat just squeezed into the hole.&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; &#039;&#039;&#039;raised ledges along the sides provide a convenient walkway raised slightly above&#039;&#039;&#039; the main sewage trench in the center. A pipe leads up and out, through what looks like the underside of a privy chute. &#039;&#039;&#039;Around you lie the remnants of, well, remnants.&#039;&#039;&#039; You also see a fluffy tabby cat.&lt;br /&gt;
Obvious exits: west, out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A &#039;&#039;&#039;broad ledge&#039;&#039;&#039; runs all the way around the edge of this cavern, circling a &#039;&#039;&#039;huge pit at the center.&#039;&#039;&#039;  The ledge is smooth and even, with plenty of room for you to &#039;&#039;&#039;walk around.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: southwest&lt;br /&gt;
K&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&amp;gt;look pit&lt;br /&gt;
The &#039;&#039;&#039;deep pit&#039;&#039;&#039; in the center of the room is partially filled with a &#039;&#039;&#039;variety of bones, large and small.&#039;&#039;&#039;  The skeletal melange lies &#039;&#039;&#039;far down&#039;&#039;&#039; inside of the pit.&lt;br /&gt;
&amp;gt;go pit&lt;br /&gt;
You will have to climb that.&lt;br /&gt;
&amp;gt;climb pit&lt;br /&gt;
You carefully make your way down into the pit.&lt;br /&gt;
[Deep Pit]&lt;br /&gt;
A &#039;&#039;&#039;deep layer of old bones&#039;&#039;&#039; forms the floor of this deep pit. The high straight walls are rough and irregular, riddled with cracks and sharp protrusions of stone.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
R&amp;gt;look bone&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
Bones of all sizes and shapes are collected here, ranging from the tiny skulls of common mice to huge thigh bones from some unrecognizable creature.&lt;br /&gt;
R&amp;gt;look wall&lt;br /&gt;
The walls are high and straight, and riddles with shallow cracks and sharp protrusions of stone.&lt;br /&gt;
R&amp;gt;climb wall&lt;br /&gt;
You carefully make your way up the wall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Shrine===&lt;br /&gt;
The Monastery and the Dark Shrine may be regarded as a dark mirror of each other. They both symbolize the Eucharist ritual on an allegorical level. The brass gong in the Dark Shrine would act as an [https://en.wikipedia.org/wiki/Altar_bell altar bell], though gongs are disallowed by the Vatican. The Monastery chapel is oriented toward liturgical west, while the Dark Chapel is oriented toward liturgical east. Both have smashed stone altar tables. They both have braziers by the altar and a hidden passageway. There was a fire set in the chancel of the Monastery, whereas in the Dark Shrine, there was a fire set in the library.&lt;br /&gt;
&lt;br /&gt;
The dark stains on the altar of the Dark Shrine is notable, because there are black stains down the sacrarium of the Monastery altar at the sewer level. Keeping with the parallel, the monks likely used the altar for their lich ritual, and then destroyed their own altar. The dark fluid may be read as a Black Mass style perversion of holy oil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;go door&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Altar]&#039;&#039;&#039;&lt;br /&gt;
This altar shows the only signs of age or destruction that you have seen anywhere in the monastery.  The altar is badly burned and the &#039;&#039;&#039;long stone altar table has been shattered into more than a dozen pieces.&#039;&#039;&#039;  A tall &#039;&#039;&#039;brazier&#039;&#039;&#039; mounted from a long pole in the floor of the room stands to one side, but the supporting pole has been bent and twisted.  There is a large iron chest on the floor behind what was once the altar, badly blackened and charred by the fire that must have occurred here.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&amp;gt;look braz&lt;br /&gt;
The large brazier is made from brass and mounted on a long pole that is sunk into the floor.&lt;br /&gt;
&amp;gt;look chest&lt;br /&gt;
The chest is made from wood bound with iron bands.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The &#039;&#039;&#039;low stone altar&#039;&#039;&#039; is covered with dark stains.  One &#039;&#039;&#039;corner of the altar has been broken off,&#039;&#039;&#039; and several of the hideous faces and figures carved into the stone walls have been &#039;&#039;&#039;smashed.&#039;&#039;&#039;  Large iron &#039;&#039;&#039;braziers,&#039;&#039;&#039; covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.  You also see a dark vortece.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with &#039;&#039;&#039;&#039;&#039;dark stains,&#039;&#039;&#039;&#039;&#039; and one corner has been broken off.&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the rim of the huge corroded disk to the center.&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the shape of a huge toad, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of sycophants, dressed in long black robes surround a low stone altar similar to the one in this room.  The figure of a man, twisted and broken, lies on the surface of the stone table while another dark shape &#039;&#039;&#039;&#039;&#039;pours some foul looking fluid&#039;&#039;&#039;&#039;&#039; from a small urn out over the tortured man&#039;s body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen a drain in the bottom curve of what, from all appearances, was once a &#039;&#039;&#039;&#039;&#039;sacrificial altar. Black stains course down the walls&#039;&#039;&#039;&#039;&#039; and spot the floor, old enough to be little more than dust now. Near the west wall hangs an iron ring, apparently to raise and lower the door in times of emergency. You also see an iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The foul looking fluid from the urn is what is seen in the Dark Shrine storage room. The urn is essentially a [https://en.wikipedia.org/wiki/Chrism chrismarium], which would be shaped like an amphora. It is implicitly the foul nutritive fluid that the gogor feed upon in their tall stone jars while hibernating. The ritual on the tapestry suggests it may be used to created the gogor from sacrificed worshippers, though it might instead be the way the fluid is made nutritious for pre-existing gogor.&lt;br /&gt;
&lt;br /&gt;
The altar is implicitly in a chancel, just as it is in the Monastery. There is no altar rail in the Dark Shrine. But its chapel does have a (monstrous) mosaic set into the floor, just as the Monastery does depicting the Light Gods. The Dark Shrine also has a vestry room, unlike the Monastery, with what would implicitly be a tabernacle and ambries.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Chapel]&#039;&#039;&#039;&lt;br /&gt;
Colorful tiles form a &#039;&#039;&#039;mosaic on the floor&#039;&#039;&#039; of this small chapel.  There are no benches or pews, but there is a low kneeling rail at the west end of the room, separating the main chapel area from the altar to the west.  You also see a low arch.&lt;br /&gt;
Obvious exits: northeast, southeast, west&lt;br /&gt;
&amp;gt;look rail&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The low rail serves to separate the main chapel from the altar beyond.  The rail is made from rare black modwir wood.&lt;br /&gt;
&amp;gt;look mosaic&lt;br /&gt;
The mosaic represents several images of the &#039;&#039;&#039;Lords of Liabo.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Chapel]&#039;&#039;&#039;&lt;br /&gt;
A &#039;&#039;&#039;mosaic pattern set into the floor&#039;&#039;&#039; depicts the image of a &#039;&#039;&#039;horrible beast, and more hideous figures&#039;&#039;&#039; are carved into the stone around an arch that leads to the east.  Whatever dark rituals were once performed in this evil place seem still to resonate, filling the chamber with dread.  You also see a dark vortece.&lt;br /&gt;
Obvious exits: east, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It is something of a stretch. But the three rooms off a south leading corridor in the Dark Shrine could correspond to the same shape in the Abbot&#039;s wing of the Monastery. In the Monastery the direction is instead straight up, instead of a horizontal corridor forming a key shaped pattern. The burial vault in the Dark Shrine might be regarded as the analog of the communal living areas in the Monastery.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Chamber]&lt;br /&gt;
The four exits leading out of this circular chamber are evenly spaced around the wall.  Each exit is identical except for the grotesque faces that have been carved into the stone above the exits.  The faces all appear to be human, but each has been twisted into a travesty of emotional expression.  The face to &#039;&#039;&#039;the north&#039;&#039;&#039; appears to be smiling or grinning, to &#039;&#039;&#039;the east&#039;&#039;&#039; is the face of one in great pain, to &#039;&#039;&#039;the south&#039;&#039;&#039; is an image of great shock or surprise, and the image to &#039;&#039;&#039;the west&#039;&#039;&#039; appears to be crying.&lt;br /&gt;
Obvious exits: north, east, south, west&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Short Hallway]&lt;br /&gt;
Three doors lead off from this short, featureless hallway.  The doors to the &#039;&#039;&#039;east and west&#039;&#039;&#039; are plain wooden doors, but the door at &#039;&#039;&#039;the south&#039;&#039;&#039; end of the hallway is a large bronze door, framed with stone.  You also see a small wooden door, a large bronze door and a large wooden door.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a straight forward comparison to be made between the crumbled books and scrolls of the library in the Monastery and the library in the Dark Shrine. The difference is that in the Dark Shrine, the volumes and scrolls have been burned. It is possible the Loremasters did this rather than remove them, but it might have been the Morgu statue waking up and being enraged. The fire was certainly not spontaneous or an accident.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Library]&#039;&#039;&#039;&lt;br /&gt;
The shelves and tables in this large library are still intact, but the &#039;&#039;&#039;books and scrolls&#039;&#039;&#039; that were stored here have long since &#039;&#039;&#039;crumbled into piles of so much paper and dust.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Library]&#039;&#039;&#039;&lt;br /&gt;
Fire has destroyed most of this room.  Charred shelves filled with ashes and &#039;&#039;&#039;the remains of countless volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look shelv&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look on shelv&lt;br /&gt;
On the charred shelves:&lt;br /&gt;
Misc [2]: &#039;&#039;&#039;some burned books, some ashes&#039;&#039;&#039;&lt;br /&gt;
Total items: 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stairwell with the secret doorway might also be thought of as an analog to the huge stairwell leading to the Dark Chapel. In the Dream-Quest the stairs are in the colossal Tower of Koth, which suggests a spiral stairway, whereas the Dark Grotto stairs seem to be straight west-to-east along the north wall. Much longer than high. While Kai and Marlu have no obvious correspondence, in the Shadow World context, Cay and Morgu were both fighter brawler types of avatars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Landing]&lt;br /&gt;
&#039;&#039;&#039;A steep spiral stair rises from the landing here,&#039;&#039;&#039; the steps slick with moisture that has condensed there.  Opposite the stair, a broad low arch opens onto a larger chamber to the south.  The stones surrounding the arch have been &#039;&#039;&#039;carved with symbols and images&#039;&#039;&#039; significant to the followers of Kai.&lt;br /&gt;
Obvious exits: south, up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
&#039;&#039;&#039;A gargantuan stairway descends from the landing here,&#039;&#039;&#039; reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is a &#039;&#039;&#039;huge relief carved&#039;&#039;&#039; into the wall at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
More subtle still is the esoteric correspondence between the creatures in the Seolfar Strake and the Broken Land. While there is no obvious relationship between giant fog beetles and pumas, or bears and boars, this part can be taken as just what is natural for the climate and terrain. The Broken Land makes explicit mention of the absence of normal flora and fauna, in the window of the Dark Shrine and the absence of furry animals in the Huge Cavern. There are distinct echoes or similarities between the creatures on the two sides of the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
The authorial intent of the Seolfar Strake (Lysierian Hills) is known to have been an idyllic sylvan contrast to the dark struggle happening in the mountain with its portal to a more exotic locale. It seems reasonable to infer that the contrast of flora and fauna is part of the Broken Land being a dark mirror of the Seolfar Strake. The crystal dome could be interpreted as an artificial sun, and most Broken Land creatures have some form of power draining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Monastic Lich and Hooded Figure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a basic parallel in the behaviors of the monastic liches and the hooded figures. They are the most immediate contrast between creatures, because they are the opposing sides of the Misty Chamber.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A lich enters, muttering to itself.   &#039;&#039;(older version of the messaging?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monastic lich enters, muttering to himself!&lt;br /&gt;
&lt;br /&gt;
A monastic lich moves north, &#039;&#039;&#039;muttering to himself.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monastic lich kneels a moment in &#039;&#039;&#039;contemplative&#039;&#039;&#039; silence before rising to his feet!&lt;br /&gt;
&lt;br /&gt;
A monastic lich twists his skull &#039;&#039;&#039;about anxiously.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A hooded figure &#039;&#039;&#039;mutters&#039;&#039;&#039; a few muted syllables.&lt;br /&gt;
&lt;br /&gt;
A hooded figure studies the ground carefully.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A hooded figure pauses a moment to &#039;&#039;&#039;consider&#039;&#039;&#039; things.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A hooded figure glances &#039;&#039;&#039;furtively about.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Myklian and Firecats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Myklian were originally named kiskaa raax, meaning &amp;quot;chilling claw&amp;quot; in reference to their cold flares. These reside in the Dark Grotto. What has since become obscure is that firecats, in the Smokey Cave, originally had fire flares from their claws. The fire rats in turn could correspond to the mice bones in the bone pit of the Dark Grotto. There is consequently a direct correspondence between the myklian the fire cats in this way, where some myklian were specially resistant to specific elemental attacks instead varying by their color. &lt;br /&gt;
&lt;br /&gt;
The Smokey Cave itself is more of a parallel to the magru tunnels of the Dark Grotto. The magru were originally &amp;quot;lug&#039;shuk traglaakh&amp;quot;, where &amp;quot;trag&amp;quot; is an odd spelling of &amp;quot;trog&amp;quot;, which is argued elsewhere to possibly refer to the subterranean extraplanar cats known as Traag. (With the implication that there used to be Traag, but the magru at them all.) Magru notably are immune to heat.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A red myklian stomps at you with its foot!&lt;br /&gt;
  AS: +241 vs DS: +169 with AvD: +29 + d100 roll: +22 = +123&lt;br /&gt;
   ... and hits for 4 points of damage!&lt;br /&gt;
   Glancing blow to your right leg!&lt;br /&gt;
&lt;br /&gt;
 ** You feel an icy blast from the red myklian! **&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   What was once your right leg seems to have disappeared!&lt;br /&gt;
You fall screaming to the ground grasping your mangled right leg!&lt;br /&gt;
   You are stunned for 8 rounds!&lt;br /&gt;
&lt;br /&gt;
You hear a low growl and feel a sudden chill as a red myklian arrives.&lt;br /&gt;
&lt;br /&gt;
An orange myklian growls and rakes the ground with its claws.  The sound causes the hair on the back of your neck to stand up.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Magru and Ratsnakes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The esoteric correspondence between the magru and ratsnakes would be very subtle if it was intentional. The magru have carved their tunnels, the analog of the sewer, by winding through them. Magru pulse rhythmically. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The &#039;&#039;&#039;tunnel twists and turns, undulating through the surrounding rock.&#039;&#039;&#039;  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The dim green light given off by patches of glowing lichen shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Magru may implicitly be responsible for collecting the pile of round stones (assuming they are &amp;quot;cave pearls&amp;quot; made literal) in the south western end of the Dark Grotto. They would likewise be why there is a deep pit of bones on the eastern end. The ratsnakes collect random debris in the sewer and drag the stones for the door puzzle to the far western end of the sewer. They have formed a rock pile of them. These room comparisons between the Sewer and Dark Grotto are shown in the Parallel Dimension section of this page.&lt;br /&gt;
&lt;br /&gt;
The eastern end of the sewer consists of &amp;quot;remnants&amp;quot; under the privy hole, which would be the direct parallel to the deep pit of bones in the Dark Grotto. This would be especially true if those were largely sacrifices to the magru by the dark priests. It is not obvious those life forms were native to the Broken Land, and could have been brought over from the Seolfar Strake by the cultists for harvesting. (Though it is also not obvious that it was possible to bring such things through the Misty Chamber. Familiars are not allowed in the Broken Land.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Spectral Monks and Vruul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spectral monks have glowing green eyes. When their hoods fall away, they are nothing but glowing green orbs, much like the eyes of the vruul. More subtly, the monastic liches flash bloody red eyes, which is the color of the eyes of the statues in the Dark Shrine. These were implicitly representations of gogor (vruul), except their eyes are weirdly blood red instead of eerie green. Both the monastic liches and spectral monks originated in the monks of the Monastery, which are perhaps the analog of the hooded figures and priests of the Dark Shrine (which may well be the same cult.)&lt;br /&gt;
&lt;br /&gt;
If the statue of Morgu might be read as Morgu himself hibernating, it might be that those smaller statues are themselves dormant gogor, and that it is the color of their eyes when they are unconscious. The relevance of this might be that the &amp;quot;minor gogor&amp;quot; may implicitly be &#039;&#039;created&#039;&#039; from the bodies of dark priests with the ritual depicted in the Dark Shrine. They may also be only partially formed, because their wings are stunted and there is no mention or use of their poisonous tails.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, the sense of evil is a palpable force that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, &#039;&#039;&#039;blood red eyes,&#039;&#039;&#039; and small, leathery wings.&lt;br /&gt;
&lt;br /&gt;
A monastic lich&#039;s hollow eye sockets flash with a &#039;&#039;&#039;blood red glow&#039;&#039;&#039; as he shakes off the stun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A tattered black cowl obscures the spectral monk&#039;s face.  Given the &#039;&#039;&#039;burning green eyes&#039;&#039;&#039; and foul stench he exudes, perhaps that is for the best.  Tattered rags cloak his shimmering pellucid form.  Its ghostly body flickers in and out of existance, as if only his desire to destroy keeps him bound to this plane.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
A spectral monk pulls back his cowl a moment revealing &#039;&#039;&#039;nothing but a pair of blazing green eyes&#039;&#039;&#039; floating in the dark emptiness.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A spectral monk shimmers with an &#039;&#039;&#039;eerie green light.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lesser vruul has tough, leathery hide, as black as midnight. Bat-like wings sprout from its back, but they do not look large or strong enough to support its weight in flight. The vruul&#039;s claws are long, sharp and appear to be stained with the blood of many victims. Its &#039;&#039;&#039;eyes are eerie, solid green orbs&#039;&#039;&#039; that seem to &#039;&#039;&#039;glow&#039;&#039;&#039; with an inner power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) Dark Vorteces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dark vorteces do not seem to correspond to anything in the Seolfar Strake. But another way of interpreting the Dark Shrine is to consider the statue of Morgu, with its pile of skulls, to be what matches up with Bandur Etrevion frozen in ice under the Graveyard. ([[Research:The Graveyard]] argues this is an allegorical parallel to Satan in Dante&#039;s &#039;&#039;Inferno.&#039;&#039;) There is a pile of skulls and bones left for him at the top of some steps. Interpreted this way, the bloody claws of the gogor (vruul) could be taken as corresponding to the wight lords (arch wights), which in GemStone are fire oriented and sink their claws into corpses. This would make both places Purgatory themed, given the purgatory throne room under the Graveyard, with descent in one place and ascent in the other. It would also motivate the throne in the Dark Shrine. Recall that the Dark Path was a theocracy of Kadaena, and Kadaena created the gogor (vruul) as her servants.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Under Crypt, Ice Room]&lt;br /&gt;
This room is &#039;&#039;&#039;&#039;&#039;dominated&#039;&#039;&#039;&#039;&#039; by a giant slab of ice. There is a &#039;&#039;&#039;chill here that transcends the&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;cold you felt elsewhere.&#039;&#039;&#039; Piled in front of the ice slab are the remains of many a &#039;&#039;&#039;grisly&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;sacrifice.&#039;&#039;&#039; Bones and &#039;&#039;&#039;&#039;&#039;skulls lie piled&#039;&#039;&#039;&#039;&#039; at the base of the slab as though in homage to &lt;br /&gt;
something. Your curiosity piqued, you draw close to the slab. Dimly within you can&lt;br /&gt;
make out a richly robed figure. On one side of the room are some roughly carved&lt;br /&gt;
stairs. You also see a smaller slab of ice.&lt;br /&gt;
Obvious exits: none. &lt;br /&gt;
&lt;br /&gt;
&amp;gt;look slab&lt;br /&gt;
Peering into the monolithic block of ice, you make out a human figure trapped deep within,&lt;br /&gt;
like a fly in amber. It is the body of an ancient sorcerer, richly garbed. You notice that&lt;br /&gt;
&#039;&#039;&#039;his eyes,&#039;&#039;&#039; rather than being dried out and shrunken, &#039;&#039;&#039;glitter with an evil vitality&#039;&#039;&#039; that &lt;br /&gt;
raises the hair on your neck and causes you to recall old prayers forgotten since youth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and &#039;&#039;&#039;macabre rituals,&#039;&#039;&#039; confronted by the huge, ghastly statue that &#039;&#039;&#039;&#039;&#039;dominates&#039;&#039;&#039;&#039;&#039; the center of the chamber, the &#039;&#039;&#039;sense of evil is a palpable force&#039;&#039;&#039; that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop &#039;&#039;&#039;&#039;&#039;a pile of skulls,&#039;&#039;&#039;&#039;&#039; surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dark vorteces were originally called dyar rakul, which is Iruaric for dark cold shadows, and might then parallel the shadow assassins that guarded the path down to Bandur Etrevion. This path itself is cold and frozen themed. ([[Research:The Graveyard]] argues frozen Bandur represents Satan in Dante&#039;s &#039;&#039;Inferno&#039;&#039;, so the Dark Shrine makes it more literal.) If they were intended to be darkness elementals, they could be more powerful versions of the dark wisplings (dark vysan), where the stronghold on the Coastal Cliffs may have been an offshoot of the Graveyard story. There is only limited information now on the messaging and behavior of the shadow assassins, so it is not possible to directly compare them to the dark vorteces. Whether the Graveyard had shadow assassins or wight lords down there also seems to have fluctuated. Gogor were originally not on the huge stairway in the Dark Grotto, but the dyar rakul were always on both the stairs and the Dark Shrine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extraplanar Creatures==&lt;br /&gt;
The &amp;quot;minions&amp;quot; of Uthex Kathiasas in the Broken Lands are likely to be partly allegorical, referring to sources such as H.P. Lovecraft stories, but might also have been adapted from a class of non-demonic &amp;quot;other&amp;quot; standard extra-planar entities from Rolemaster. In Creatures &amp;amp; Treasures II (1989) these entities appear between pages 32 and 35. This includes not only the monsters which can be hunted in the game, but also in one or two cases features of the terrain. The crystal forest and possibly the boiling sea of mud, with the crystal and mud objects in each room, could have once been part of now missing functionality for the crystal dome. Though there is nothing to concretely suggest it. The following section is characterizing the creatures as based on the Rolemaster category, though this would not explain the myklian. The basic relevance of the creatures actually being these extra-planar entities is that it would mean Uthex was giving physical form out of energy and thereby making these entities from raw power. The extraplanar interpretation of the Broken Land does not depend on whether these creatures were actually adapted from Rolemaster.&lt;br /&gt;
&lt;br /&gt;
The creatures may instead be characterized as mutually adapted to each other in a weird ecology, and it is a theme of the Broken Land in general that seemingly natural things are actually artificial. The crystyls and hoard as part of the crystal dome mechanism could effectively imply a vast library of other worlds. With the ability to fashion non-demonic extra-planar entities, it follows that the perilous influence of the forces of the Unlife twisted this towards the demonic or even the avatars of Dark Gods. As a matter of subtext with [[Research:The Graveyard]] it might be putting souls into them or reincarnating souls in these forms. But it is still possible this Rolemaster extraplanar creature parallel was unintentional.&lt;br /&gt;
===Dictics===&lt;br /&gt;
The [[giant fog beetle]]s were not named in Iruaric. The Iruaric premise of &amp;quot;Man&#039;Ta Pn&#039;Tairken&amp;quot; was present in the Uthex Kathiasas story, but the Iruaric glossary was probably not until the Dark Grotto and Shrine expansion. They could be an allegorical reference to the beetle race after the fall of man in Lovecraft&#039;s &amp;quot;The Shadow out of Time&amp;quot;. They also resemble D&amp;amp;D extra-planar beetles such as &amp;quot;bonespears&amp;quot;, though this is probably not an inspiration, as the earliest publication of bonespears may have been pages 18-19 of Planescape Monstrous Compendium Appendix II which has a publication date of October 1995. &lt;br /&gt;
&lt;br /&gt;
In the Rolemaster context they may be wandering extra-planar insect vermin known as Dictics. The Dictics come in a number of varieties, but a given place will have all the same kind. Their dense chitinous shell is as strong as steel, which explains why the fog beetles were made to be immune to punctures. They wander between planes through portals that are left open or accidentally through summons of other entities. The primary difference is that the Dictics are only 6&amp;quot; long, though capable of lifting 300 pounds, and the giant fog beetles are &amp;quot;giant&amp;quot; insects. The fog aspect would not come from this, nor would the lobster tail and claws, which do not have clear inspiration. It could refer to the lobster in The Moon major arcana card from Tarot decks but this is most likely only coincidental. The &amp;quot;weird ecology&amp;quot; framework explains these instead in terms of real-world animals and their evolved adaptations against predators.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The giant fog beetle appears to be some sort of giant insect. It looks a little like some misshapen scorpion, but the tail on it is not as long as a scorpion&#039;s would be, and it flares like the tail of a lobster rather than ending in a poison sting. The segmented body is wide, supported by six short multi-jointed legs. A dull red chitinous shell covers most of its body, and a broad carapace protects its head. Two massive claws provide the creature with formidable weapons.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the theory that the non-demonic extraplanar category of creatures was used as a template is wrong, giant poisonous beetles are still a Rolemaster creature type in their own right. These ones do have large pincers, like the giant fog beetles, but no tail or fog. Fog beetles are clearly inspired by the real-world bombardier beetles which spray caustic fluid. The Broken Land in general has themes of gigantism.&lt;br /&gt;
===Crystyls===&lt;br /&gt;
Less intuitive are the [[Crystyl]]s, which are large crystal formations. This is the crystal forest that &amp;quot;grows&amp;quot; all around the Jagged Plain. There has been a claim that in the past it was possible to cast the old Sorcerer spell Forget (703) at each crystal cluster. This may have been part of now missing functionality to the crystal dome, or it may be a false or distorted memory. Each Crystyl is 10 to 20 feet in diameter. The crystyls move very slowly unless they are attacking. They exist in multiple places or even on multiple planes of existence simultaneously, making them tremendous sources of information if contacted through mental spells. This would be the sense of casting Forget (703) on them.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of &#039;&#039;&#039;wildly growing crystals&#039;&#039;&#039; to the east presents a formidable barrier.  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the sharp outcroppings of the crystal forest would be deadly.&lt;br /&gt;
Obvious paths: south, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If this was not intentional, there may still be an internal logic. The crystal forest may be intended as a geological formation of gypsum, grown from the sulfur vapor and limestone from the boiling mudpot. This could be a gigantic analog to real-world gypsum formations, such as [https://www.nps.gov/whsa/learn/images/WHSA-Gypsum-Landing-Page.jpg?maxwidth=1200&amp;amp;maxheight=1200&amp;amp;autorotate=false found in] White Sands National Park. The crystal forest may also be taken as an esoteric parallel to the forest next to the lake outside the Monastery.&lt;br /&gt;
===Hoard===&lt;br /&gt;
[[Hoard]] are extra-planar mud monsters which are actually a vast colony of cells. Hoard are able to take on humanoid form, and split themselves in half up to two times, making up to four Hoard humanoids. They are also capable of teleporting themselves around 100 feet. The Hoard are collectively aware of all other Hoard. This is irrespective of distance, including other planes of existence. Thus, similar to the Crystyls, they have transplanar awareness and information. They have an innate ability to sense dimensional warps and thus seek out portals to other realities. They cannot be summoned and wander between many planes of existence with no home world.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge &#039;&#039;&#039;sea of boiling mud&#039;&#039;&#039; stretches out to the south and east.  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Given that the text associates touching them with being stunned, and their ability to cast the Sorcerer &amp;quot;Major Pain&amp;quot; on page 34 of Creatures &amp;amp; Treasures II, if the boiling sea of mud was meant to be based on Hoard it might have involved casting Mind Jolt (706) or Major Pain (708) on the mud to disrupt the colonies. As of February 25, 1994, the Sorcerer Base list had been implemented through level 10.&lt;br /&gt;
&lt;br /&gt;
It may have once been possible to cast a spell at each instance of &amp;quot;mud&amp;quot; along the southern side of the Jagged Plain, but it is by no means obvious that the mud was ever more than an environmental hazard. If the extraplanar entity interpretation is wrong, or incomplete, the boiling sea of mud may be intended as a gigantic &amp;quot;mudpot&amp;quot;. This would be interpreting the Broken Land as intentionally a geologically informed karst system with limestone and geysers.&lt;br /&gt;
===Absorbers===&lt;br /&gt;
Absorbers are 5 or 6 foot blobs which secrete acid all over themselves. They replicate themselves by devouring flesh, splitting themselves in two with equal mass. Their main form of attack is to assault their victims with acid, where touching them burns the flesh. The weapon is also likely to get the worst of it when attacking them, which might explain why the [[magru]] are immune to many weapon types. Absorbers are &amp;quot;very anxious&amp;quot; to get to other planes to acquire more food, as their tendency is to strip bare the planes where they exist. They will try to come through in great numbers if they come across a portal.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The magru appears to be a huge, gelatinous red lump that pulses, swelling and shrinking slightly with a hypnotic rhythm. Its skin glistens with a dark, disgusting ooze.&lt;br /&gt;
&lt;br /&gt;
You swing your pink vultite maul at the magru, but when the weapon slices through the magru&#039;s flesh, the wound closes instantly leaving no trace that the magru was injured!&lt;br /&gt;
&lt;br /&gt;
The surface of the magru suddenly pulsates, forming a long blunt appendage!&lt;br /&gt;
A magru pounds at you with its fist!&lt;br /&gt;
  AS: +210 vs DS: +290 with AvD: +42 + d100 roll: +80 = +42&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A magru pulsates violently and a stream of dark fluid shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way but you are struck by the stream of fluid!&lt;br /&gt;
Hit for 5 concussion points.&lt;br /&gt;
... 22 points of damage!&lt;br /&gt;
Acid dissolves the skin on the neck exposing the windpipe!&lt;br /&gt;
You are stunned for 6 rounds!&lt;br /&gt;
&lt;br /&gt;
You reach out to search the magru.&lt;br /&gt;
As soon as you make contact with it, you feel an intense burning sensation!  You are injured!&lt;br /&gt;
You find a white opal, a large black pearl and a turquoise stone concealed in the disgusting pile of jelly!&lt;br /&gt;
The remains of a magru evaporate away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Absorbers are described as bluish-purple, the magru are described as red.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the magru are killed there is notably messaging referring to them as &amp;quot;quivering jelly.&amp;quot; These words are used to describe the moon-beasts in &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; when the night-gaunts assault them and carry some down into the Underworld of the Dreamlands. In this way the moon-beasts are placed in the Underworld in the story, even though they do not reside there natively.&lt;br /&gt;
===Nycorac===&lt;br /&gt;
The Nycorac is a mysterious invisible entity which can move between planes at will, with a tendency to show up by accident during summonings. They give a sense of feeling watched. It is composed of an unknown energy and gives its victims &amp;quot;chills&amp;quot;, grappling them with &amp;quot;tendrils&amp;quot;, and detection spells reveal only darkness. This combined with the [[Blacar]] is a likely Rolemaster basis or inspiration for the [[dark vortece]]s, where the Blacar provide the cold criticals and the hazy tenebrous orbs. Blacar are 1&#039;-1.5&#039; floating black spheres which swoop through their targets doing cold damage and draining stat points.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece flickers momentarily, attempting to blend into the shadows.&lt;br /&gt;
&lt;br /&gt;
A dark vortece draws itself toward its center, giving it the appearance of an amorphous cloud of shadows.&lt;br /&gt;
&lt;br /&gt;
A dark vortece extends forth a multitude of branching shadowy tendrils, scattering elongated umbrae across the floor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The dark vorteces have some strange life cycle where they dissipate out of existence, leaving behind hazy tenebrous orbs. When the dark vorteces wander into the huge cavern, too far from the Dark Shrine, they naturally begin decaying until they disappear entirely. This is because the light level is too bright. Dark vorteces become incapable of attacking in bright light and will naturally dissipate until being killed. The myklian do not appear to be based on a creature from this section, and seem to be aberrations grown from the reptiles of the huge cavern. This suggests their concept is rooted in other premises.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
A dark vortece drifts smoothly north, leaving a shadowy haze in its wake.&lt;br /&gt;
&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
The dark vortece collapses in on itself.  You feel an icy chill as the dark form seems to recede into nothingness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These tenebrous orbs might explain the strange pile of large round stones, that are all about 10 inches in size, nested in the Dark Grotto.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all &#039;&#039;&#039;dark grey&#039;&#039;&#039; balls of smooth stone, &#039;&#039;&#039;about ten inches in diameter.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;take orb&lt;br /&gt;
You pick up a hazy tenebrous orb.&lt;br /&gt;
&amp;gt;look orb&lt;br /&gt;
A &#039;&#039;&#039;dark grey&#039;&#039;&#039; mist appears trapped within the glass-like orb.  Despite its lifelike resemblance to a ball of early morning fog, the thick mist remains unmoving, maintaining its perfect nebulous form.  Twisted shadows linger within the orb where the ambient light is unable to penetrate the heavy grey haze.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These premises do not seem to be entirely satisfactory for explaining the orbs, which absorb light in their fog and produce shadows much as the dark vorteces. The glasslike orbs may be relevant to the crystal dome, which absorbs power much like the dark vorteces. Another possibility in terms of Rolemaster is that the dark vorteces may be darkness elementals. In this way they would be much more powerful analogs of dark wisplings, which are now known as dark vysans and not treated as elementals. In Rolemaster&#039;s &amp;quot;Elemental Companion&amp;quot; (1989) elemental darkness is associated with cold criticals. Darkness is not treated as an element presently in the Elanthia world setting. Though the dark vorteces are used as templates for shadow creatures, such as from the Shadow Realm or the Bleaklands, in the context of invasions.&lt;br /&gt;
===Other===&lt;br /&gt;
[[Traag]] are an anomalous case because they are not actually present in the Broken Land. The question is why the lug&#039;shuk traglaakh, the magru, are pronounced as &amp;quot;trag&amp;quot; when &amp;quot;trog&amp;quot; is used in the puzzle for exiting the Dark Shrine. This may be a play on words between Traag and the Iruaric for &amp;quot;cave&amp;quot;, given the Traag in this entities category. They are essentially cave dwelling large extra-planar panthers with venomous claws, double rows of teeth, and who summon demons. Lug&#039;shuk traglaakh may be insinuating there used to be traag but the magru ate them all. The unrecognizable huge thigh bones in the deep pit are probably allegorical, alluding to the bones of the gugs in the Vale of Pnath in &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, but it does imply something used to exist in the caves that no longer exists. There is an argument for interpreting the myklian, however, as esoteric analogs of the fire cats.&lt;br /&gt;
&lt;br /&gt;
[[Xaastyl]] are flying squid entities who are the ultimate masters of arcane knowledge, with a vast library of extra-planar knowledge put together from their wanderings. In much later Shadow World books Kesh&#039;ta&#039;kai&#039;s tentacle monster avatar looks almost exactly like them. These are most likely not relevant to the Broken Land, but would be a sensible origin for Kesh&#039;ta&#039;kai if that thread were pulled.&lt;br /&gt;
&lt;br /&gt;
==Crystal Dome==&lt;br /&gt;
The crystal dome is implicitly a Lord of Essaence artifact (possibly one of their &amp;quot;speaking crystals&amp;quot; like what Bandur tried to steal from Nomikos), which means it &#039;&#039;should&#039;&#039; be from the [[First Era]] of the [[Shadow World]] history. The Dark Shrine reinforces this theme with the gogor. This is the only sense in the monsters of the Broken Lands having originally been named in Iruaric, as the Lords of Essaence were responsible for artificially mutating and fashioning other life forms. The work of Uthex Kathiasas was giving a &amp;quot;physical form&amp;quot; to his &amp;quot;new source of power&amp;quot;, and the only obvious way of interpreting that is the crystal dome itself, which drains and concentrates tremendous amounts of power. The other possibility is that the Dark Gods themselves are surviving Lord of Essaence followers of Empress Kadaena who returned to this universe in the Second Era after being banished in the Final Conflict.&lt;br /&gt;
&lt;br /&gt;
The Major Sub-Texts section explores possible inspirations in two of Lovecraft&#039;s &amp;quot;almost spheres&amp;quot;, the [http://lovecraft.wikia.com/wiki/Shining_Trapezohedron Shining Trapezohedron] and the [http://lovecraft.wikia.com/wiki/Ultimate_Gate &amp;quot;Ultimate Gate&amp;quot;] of the Last Void. The former is &amp;quot;a window on [[The Temple of Darkness|all time]] and space&amp;quot; while the latter allows the transformation of beings into profoundly different physical incarnations. The implication is that the dome is able to summon extra-planar entities from other realities, possibly as a template or act of recycling, using the power it absorbs to incarnate their physical being from pure energy. It would allow control over beings that ordinarily could not be summoned. &lt;br /&gt;
&lt;br /&gt;
The extension of this idea is that the souls of the hooded figures can be endlessly reincarnated, without the aid of Eissa ([[Lorminstra]]), even transmogrified into otherworldly or demonic manifestations. In the early I.C.E. source books, such as the Cloudlords of Tanara (1984) or even vestigially in the &amp;quot;whirlwind&amp;quot; history synopses of the 1989 adventure modules, the Lords of Essence were thought to have made the Demons of the Pale artificially out of the essence itself. In the later Shadow World books some Loremasters speculated the Dark Gods, who are related to the Demons of the Pale, originated in &amp;quot;failed&amp;quot; Lord of Essaence experiments with creating non-corporeal life forms. These ideas might be mixed into an ascension to godhood concept for Kadaena&#039;s surviving followers in the phrase &amp;quot;spirit born of death.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mechanism===&lt;br /&gt;
&lt;br /&gt;
The [[crystyl]] forest surrounding the crystal dome is argued above to possibly be a special kind of trans-planar entity that would provide the means of simultaneously viewing and drawing upon an almost limitless amount of such information. Similarly, the boiling mud sea could be a vast colony of the [[hoard]], which are mutually self-aware across all realities. The master orb in the Sheruvian monastery also forces visions into the minds of those present, allowing transportation to vastly distant places on our plane of existence, and representing potential futures of our world or more horrific alternate timelines. Though the Sheruvian monastery is not relevant to the original Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx The crystal dome pulses with a dim, multicolored light.]&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;prep [most spells]&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The energies of your spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome absorbs all the energy without a sound.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;prep 416&lt;br /&gt;
You gesture and invoke the powers of the elements for the Piercing Gaze spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The surface of the crystal dome shimmers in your vision, its reflective planes become insubstantial, and you can now see inside.  Peering closer you see flashes of swirling elemental energy.  Surely this dome must hold an immense amount of mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The dome is a concentrator of great deals of magical power, which would otherwise spill out in violent bursts. Teleportation spells and devices fail in its vicinity, and it suppresses the ability to &amp;quot;reach out with your senses&amp;quot; in communicating telepathically. This is relevant because a number of his entities (if the above is correct)  were actually mentalist in nature, and were named in the partially telepathic language [[Iruaric]]. The Shining Trapezohedron was a &amp;quot;seeming sphere&amp;quot; that turned out to be a &amp;quot;highly polished&amp;quot; polyhedron that was artificial, and covered with strange hieroglyphs, similar to ancient Iruaric for us.&lt;br /&gt;
&lt;br /&gt;
===Releasing Power===&lt;br /&gt;
&lt;br /&gt;
While the Sorcerer spell [[Phase (704)]] will cause a violent release of energy, the dome can only naturally hold so much power at a single time without backlashing on its own. It is based on the actual quantity of mana absorbed, whether spells cast or mana sent in a given interval of time. Casting phase does not release energy from the dome in terms of game mechanics, but the backlash from excess power absorption immediately resets it. The inside of the crystal dome does not appear differently with [[Piercing Gaze (416)]] under changes of energy concentration, with no other apparent consequences.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 704&lt;br /&gt;
You begin drawing a faint, twisting symbol while softly intoning the words for Phase...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
Suddenly you notice the crystal dome&#039;s form dim slightly as it becomes insubstantial.&lt;br /&gt;
&lt;br /&gt;
The interior of the dome begins to flash and spark as whatever was contained inside now has an easier way out.  As you begin to pass into the dome, a wave of pure energy gushes forth, burning you with its intense heat!&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Left arm incinerated.  Unfortunate.&lt;br /&gt;
   You are stunned for 10 rounds!&lt;br /&gt;
The surface of the dome returns to normal as if nothing happened.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;think Hello world&lt;br /&gt;
You concentrate on projecting your thoughts but something seems to be blocking them.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;esp who local&lt;br /&gt;
You strain your senses outward, but something seems to be blocking them.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn ring&lt;br /&gt;
You turn the ring on your finger, but the pulse you feel is extremely weak...as if the magic is being inhibited by someone or something in the room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;incant 130 &#039;&#039;(sometimes) ***&#039;&#039; &lt;br /&gt;
Nothing happens. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*** - This may be erroneous. Spells are not auto-released when casting at the dome, causing Incant to self-cast the wrong spell.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Shutting Off===&lt;br /&gt;
&lt;br /&gt;
The crystal dome will overheat if it is agitated too much in a given time interval. In the event it is made to absorb more than 2,000 mana without being allowed to cool down, it will backlash in what is essentially a major elemental wave. (It is not actually [[Major Elemental Wave (435)]], the Broken Land is much older than that spell.) This has the effect of resetting the dome to its baseline status. Whether or not it was actually possible to &amp;quot;shut off&amp;quot; the dome is not clear but seems unlikely. What &#039;&#039;is&#039;&#039; still possible is blocking the power draining effect. This requires a Wizard and Cleric, or else scrolls or other access to certain spells.&lt;br /&gt;
&lt;br /&gt;
;Traps&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;send [#] dome&lt;br /&gt;
You face the crystal dome, close your eyes and begin chanting.&lt;br /&gt;
A bolt of hot, pulsing energy arcs between you and the dome!  You begin to shudder violently as all your mana rushes into the crystal dome, and soon you collapse on the ground stunned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(after approximately 1,000 mana)&#039;&#039;&lt;br /&gt;
The crystal dome shimmers brightly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
&#039;&#039;(energy absorption message; after approximately 1,750 mana)&#039;&#039;&lt;br /&gt;
The crystal dome flares hotly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
&#039;&#039;(energy absorption message; after approximately 2,000 mana)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Suddenly a hot wave of pure energy rushes out of the crystal dome, rolling forth like an [http://www.hplovecraft.com/writings/texts/fiction/crc.aspx apocalyptic] [http://www.hplovecraft.com/writings/texts/fiction/lt.aspx juggernaut].&lt;br /&gt;
&lt;br /&gt;
The heat of the wave burns your flesh!&lt;br /&gt;
  ... 35 points of damage!&lt;br /&gt;
  Flame sets your head alight like a torch. Burned beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(The dome cools off at a rate of 100 mana per whole mana pulse.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Power Drain Puzzle&lt;br /&gt;
&lt;br /&gt;
The premise for blocking the power drain is apparently the combined use of &amp;quot;shield&amp;quot; or &amp;quot;sphere&amp;quot; defensive spells. These spells are [[Warding Sphere (310)]], [[Elemental Deflection (507)]], [[Wizard&#039;s Shield (919)]], and [[Spirit Warding II (107)]]. (These spells all existed as those spell numbers in 1993.) These spells combine in the crystal dome, with special messaging for each, and cause an energy barrier to form around it. When the dome flashes, which is a symptom of its power absorbing, or perhaps some sort of guide wave for it, the barrier blocks this and reflects it back into the crystal dome. While this is under effect, there is no environmental power draining. However, this does not prevent physical access to the dome, nor does it protect you from unleashing the dome&#039;s energy in a fatal way. [[Vibration Chant (1002)]] also has special messaging on the crystal dome.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;107 - Spirit Warding II&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The energies of your spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome shimmers with a deep blue light.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;310 - Warding Sphere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that a hazy white sphere appears around the dome momentarily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;507 - Elemental Deflection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome suddenly shines in a dazzling array of light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A faint grey barrier suddenly surrounds the crystal dome, but fades before anything interesting happens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;919 - Wizard&#039;s Shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that a shimmering sphere materializes around the dome briefly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A shimmering multicolored barrier suddenly surrounds the crystal dome.  The barrier shifts and undulates silently before a bright flash emmanates outward from the dome, only to be reflected back into its crystalline surface.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: The italicized messages happen on the third and fourth spells being cast, respectively. The order does not matter, but it requires each spell. These will also appear immediately after the dome&#039;s ambient message of the pulsing dim multicolored light. The power drain still happens with the &amp;quot;faint grey barrier&amp;quot; status condition, and the power drain stops happening under the &amp;quot;shimmering multicolored barrier&amp;quot; condition. The constituent spell effects have different colors.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1002 - Vibration Chant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXX sings a melody, directing the sound of her voice at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome vibrates slighly but not much else.&lt;br /&gt;
&lt;br /&gt;
(Note: Vibration chant does not actually do anything. It is unclear if it may have had a function in the past. It just has its own messaging variant. It is interesting to compare this to the &amp;quot;crystal dome&amp;quot; and tuning fork puzzle in Black Swan Castle. Black Swan Castle dates back originally to August 1992, so is roughly contemporary with the Broken Land.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crystal dome will drain a random amount of mana (up to one off-node pulse) every three to ten minutes or so. [[Kelfour Edition volume IV number V|The effect]] was originally strongest at the dome, weakening with distance. Blocking the mana drain is considered an in-game puzzle. This aspect of the dome actually still works. There is some ambiguity over what has been broken or repaired. Allegedly the puzzle was broken for many years before a GM realized that a spell update had made it impossible to be solved and brought it back up date. The trouble is it is unclear what is missing now, as GMs have looked under the hood and found no other (still existing / inactivated) mechanisms for it. In context with &amp;quot;Through the Gates of the Silver Key&amp;quot;, it should have transported you somewhere else, possibly in a non-corporeal state (perhaps astral projection in flavor) and likely triggered by Piercing Gaze and Vibration Chant. (Most of the Bard list was unimplemented in 1993.)&lt;br /&gt;
&lt;br /&gt;
The mechanisms that exist are absorbing power from spell casts or directed channels, the random environmental drains (~20% of character mana), the traps of exploding when overheated and the partial explosion when subjected to Phase (704), and the group of spells that temporarily blocks the power draining effect for roughly 20 minutes. There have been anecdotes of remembering casting the old Sorcerer spell Forget (703) on the crystals surrounding the Jagged Plain, as well as an anecdote of someone (allegedly Thalior) successfully phasing into the crystal dome object, but getting killed and decaying in it with the item droppage. It is not clear if it was ever possible to phase into the dome while it was in a discharged and off state. The balance of evidence suggests the discharging explosion is just meant to be a trap. There are probably missing aspects of the dome puzzle, but without records for what they might have involved.&lt;br /&gt;
&lt;br /&gt;
==Materialism==&lt;br /&gt;
There is some reason to think that the internal logic of natural processes is supposed to be taken seriously as correct. The room painting makes use of all the primary senses to convey information. One of the more overt themes of the Broken Land is apparently natural things actually being artificial, so that complicates interpreting what is a natural process and what is misleadingly natural. It is difficult to know if a self-consistent &amp;quot;natural process&amp;quot; explanation was the actual intent. With all such theories there is the potential for over-analysis or &amp;quot;reading too much into it&amp;quot;, where even if a premise was intentional, at some point taking it too seriously will raise unintentional consistency issues.&lt;br /&gt;
&lt;br /&gt;
===Geology===&lt;br /&gt;
One of the ways to interpret the Broken Land and Seolfar Strake is to take them seriously in their geology. The Seolfar Strake was just north of the limestone High Plateau, with volcanic mountains in the general region of Quellbourne and geysers to the west at Galtoth. (Galtoth was converted to Keltoph in the De-ICE, but does not seem to be mentioned in the game itself.) There is no indication the north-end mountains of the Broken Land are volcanic, while it is the High Plateau to the south of the Seolfar Strake that is not volcanic. Though Blototh (Glatoph) is an active volcano and originally was mapped as being on the southwestern edge of the High Plateau.&lt;br /&gt;
&lt;br /&gt;
Strictly speaking, the mountains in the Seolfar Strake are part the Black Fork mountain range, they are not the Kaldsfang mountains. This is not so obvious from the Quellbourne book, but more clear in the Jaiman book. The Kaldsfang are instead part of the Saral March. But in GemStone III the Seolfar Strake mountains were apparently called Upper Kaldsfang, as they say &amp;quot;Trollfang mountains&amp;quot; now. The Monastery is located inside a cliff at the base of a small mountain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Mud Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Broken Land has a huge boiling sea of mud, which is largely grey-brown. There are also patches of green and orange. This is indicative of an acidic hot spring known as a [https://en.wikipedia.org/wiki/Mudpot &amp;quot;mudpot&amp;quot;] or &amp;quot;mud pool.&amp;quot; They form in geothermal conditions where there is little water. They will have bubbles of mud form upward and burst. This is suggesting there is some volcanic caldera deep underground, though its size is more suggestive of a [https://en.wikipedia.org/wiki/Mud_volcano mud volcano], which is not necessarily magmatic and significantly different.&lt;br /&gt;
&lt;br /&gt;
The sulfuric acid of the mudpot dissolves the surrounding rock, and can acquire colors from the resulting metals. When the slurry is colorful, they are called paint pots. The orange suggests the presence of iron oxides, while the green suggests copper. This is plausible as iron and bronze and brass all appear by name in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge sea of boiling mud stretches out to the south.  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, northeast, east, northwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look mud&lt;br /&gt;
The mud is predominantly a grey-brown color, but there are patches of green and orange mud here and there.  A thick, grey steam rises off the surface of the mud.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The boiling sea of mud creates a malodorous fog which is especially dense along its perimeter. The northern side of the Jagged Plain is not foggy. If the sea of mud were meant to be a mud volcano, this would be methane, but there is nothing suggesting it should be interpreted as methane gas. Mud volcanoes are largely associated with fossil fuel deposits. This is more likely supposed to be a gigantic mudpot, so the malodorous smell is probably supposed to be [https://www.nps.gov/places/000/fountain-paint-pot-east.htm hydrogen sulfide], and so would smell like rotten eggs. This is supported by the sulfurous odor in the Dark Grotto.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Crystal Forest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The crystal formations along the north and east of the Jagged Plain are characterized as &amp;quot;growing.&amp;quot; If they are interpreted as a natural geological process, the material for them must be nucleating on the seed crystals. Since the surroundings are most likely meant to be limestone, and assuming the sea of mud is supposed to be a mudpot, this would mean the sulfuric acid of the mudpot is mostly dissolving calcium carbonate. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of wildly &#039;&#039;&#039;growing&#039;&#039;&#039; crystals to the north presents a formidable barrier.  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the sharp outcroppings of the crystal forest would be deadly.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south, southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look crystal&lt;br /&gt;
Translucent white crystals grow to great heights here, sprouting sharp spears in all directions that form an impassable barrier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One may infer from this that the malodorous fog of the mud sea is hydrogen sulfide along with calcium minerals and water vapor. It would reasonably follow from this that the crystal forest is meant to be gypsum, which is calcium sulfate dihydrate, an evaporite mineral that forms in hot springs from volcanic vapors. It also forms from sulfide oxidation, when sulfuric acid reacts with calcium carbonate. This can be interpreted in the Broken Land context as a weird analog of carbon sequestration by the trees in a forest, which grow (acquire more carbon mass) by siphoning carbon dioxide out of the air. The esoteric parallel is to the western forest outside the Monastery.&lt;br /&gt;
&lt;br /&gt;
It is remarkable that the crystal forest grows in a circular pattern around the crystal dome, enclosing the Jagged Plain against the sea of mud. The crystal growth proceeds all the way up to the mud sea on the east side of the plain. Since the Jagged Plain is strewn with boulders, and suffers from falling rocks from the sky, this suggests the pulverization from above prevents the crystals from forming. This would necessitate an explanation for why the &amp;quot;meteors&amp;quot; fall in this location but not farther to the north or east. It would also suggest the crystal dome itself has been growing for thousands of years, as the fog swirls around the dome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Erosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is little indication of weather or running water in the Broken Land, other than the ice melt represented in the Dark Grotto. ([[Call Lightning (125)]] in the past could not be cast indoors, and the spell did not work in the Broken Land. There were interpretations as far back as 1994 of the Broken Land actually being enclosed for this reason, but it might simply be implying the absence of moisture in the air to form storm clouds.) The surrounding mountains are covered in snow at their peaks, and ice on their slopes, but are notably strewn with boulders. This might be taken to refer to the meteor swarm from the Broken Land story, though that seems excessive, or one might read it as meteors routinely fall in the Broken Land. This seems implausible, given it has atmosphere. &lt;br /&gt;
&lt;br /&gt;
More exotic scenarios could be imagined where it could make more sense, such as a debris field in orbit, from a moon such as Tilaok being ripped apart or material ejected from a major impact in the past. But they seemingly do not land on and smash the crystal forest to the east. The question becomes what the natural origin of the falling rocks would be, assuming the &amp;quot;meteors&amp;quot; are not some weird lingering magic distortion.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
Like a huge pair of eyes, two large, round windows look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains rise up&#039;&#039;&#039; all around, snow capped peaks high above ice covered slopes, strewn with &#039;&#039;&#039;large boulders.&#039;&#039;&#039;  The cold wind that blows in through the openings bears as much desolation as the view.  There is no scent of green trees and running sap, no odor of wildlife rising from the slopes outside.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look opening&lt;br /&gt;
The openings look out over a &#039;&#039;&#039;desolate, lifeless panorama of jagged mountains.&#039;&#039;&#039;  The openings are large, but climbing out through one would be suicide.  There is no ledge outside, no purchase on the outer rock surface that would keep you from plunging to your death.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the sea of mud likely meant to be a mudpot, and Morgu hating rain and running water, this is likely supposed to be an arid environment like the High Plateau. With an excess of water and limestone, the geological formations would not survive very long. What might be the case then is the moisture coming off the sea of mud is freezing on the mountain faces or occasionally dropping back down as snow.&lt;br /&gt;
&lt;br /&gt;
In this interpretation there would then be &amp;quot;frost cracking&amp;quot; of the rocks on the mountains. These are depicted as &amp;quot;jagged&amp;quot; and steep, which suggests they are not volcanoes. Rocks and boulders of various sizes would break off sometimes from this ice erosion. Since the cliff that surrounds the west side of the Jagged Plain is curving like a semi-circle, it might be that the &amp;quot;meteors&amp;quot; are actually supposed to be rolling off the mountains, then flying off into the plain at various horizontal speeds and angles. This might then be taken as forming a roughly circular debris field to the east of the cliff. The pulverization would then prevent the crystal forest from growing too close to the cliff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Cenote&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Jagged Plain is probably interpreted by most people as being surface level, but there is some indication it is actually at a sub-surface elevation. (This is independent of any interpretation of the Broken Land as entirely underground, such as below the surface of the moon of the Dark Gods.) Uthex&#039;s abode and the portal chamber are apparently at higher elevation inside the cliff. Likewise, it is necessary to climb up to reach the Dark Grotto, which is a cavern system. This suggests that the Dark Shrine is not inside a mountain, or at least only a small mountain on a limestone plateau, and that the windows of the shrine are facing out of a cliff. This reveals the jagged plain as very far below, but that only means the window is high above that plain.&lt;br /&gt;
&lt;br /&gt;
This would presumably be at a higher elevation than the western cliff. The wording then describes mountains rising up all around. Taken together this suggests the curving sheer vertical cliff of the Jagged Plain might be intended to be a cenote, which would essentially be a sinkhole around the sea of mud. The heavy debris field might not just be occasional falling rocks. There may instead have been a cavern roof that collapsed. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A high, sheer cliff rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  You also see a jumble of rocks.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;look rock&lt;br /&gt;
The rocks piled here are blackened and burned, as if the cliff face has been pulverized by some powerful explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look cliff&lt;br /&gt;
The cliff is high and sheer, almost featureless.  There does not appear to be anyway to climb it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The underground lake outside the Monastery may be interpreted as a cenote that has not collapsed yet. This is an alternative explanation for the pile of rocks depicted in one part of that area. It was mentioned in another section of this page as possibly implying collapsing stalactites, where the lake water prevents stalagmite formation. (The &amp;quot;jumble of rocks&amp;quot; is a climbable object that connects the Jagged Plain to the Dark Grotto which was not released until later. There is no record now if there was an in-game event, such as the crystal dome being made to explode energy, for causing this rock pile that leads to the crack into the Dark Grotto.)&lt;br /&gt;
&lt;br /&gt;
One interesting twist to this interpretation is to imagine the jagged plain as the interior of a huge impact crater. There are existing meteor themes in the area and story, such as the death of Uthex and the ASCII craters depicted on Orhan. The falling rocks may also be interpreted as actual meteors, though this would be weird and probably unnatural for several reasons. But if the curved cliff in the Broken Land is the rim of a major crater, the boiling sea of mud may derive its heat directly or indirectly from the impact. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You hear a loud rushing sound from the sky above you, and you look up just in time to see a huge chunk of rock hurtling toward you at incredible speed!  You try to dodge out of the way, but before you can move more than a few inches, the massive stone crashes into you, knocking you to the ground and causing serious injury!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Bones in left arm crack.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More subtle, another variation on this theme would be to interpret the Broken Land as a limestone formation on top of a more ancient major impact, such as if the comet Sa&#039;kain (if it exists in that dimension) hit the parallel Kulthea instead of grazing Charon. The Jagged Plain would then still be inside a cenote, like the [https://www.lpi.usra.edu/science/kring/Chicxulub/discovery/ ring of cenotes] in the Yucatan peninsula, which follow the rim of the Chicxulub crater from the time of the dinosaur extinction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) Karst Formation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Karst Karsts] usually form in dense carbonate rock, principally limestone, where water will flow within fractures. This typically involves moderate or heavy rainfall, and the dissolution of the rock with carbonic acid. This comes from water interacting with carbon dioxide in soil. Karsts are the formation of caverns and sinkholes from the dissolution of carbonate rock, though there can be pseudokarsts formed in other ways. While the Seolfar Strake has a waterfall and underground lake inside a cliff, which may be regarded as a cenote that has not collapsed yet, there is no indication of rain or heavy water flows in the Broken Land. The Monastery notably makes use of marble, which is metamorphic from recrystallizing carbonate rocks, but also has granite which comes from igneous intrusions.&lt;br /&gt;
&lt;br /&gt;
In more volcanic conditions or near petroleum reservoirs, karsts may be formed instead through sulfuric acid, with the oxidation of hydrogen sulfide. The sea of mud, interpreted as a mudpot, would be a source of hydrogen sulfide. This dissolves the carbonate rock, causing the formation of calcium sulfate. When calcium sulfate is combined with water, it leads to the formation of [https://en.wikipedia.org/wiki/Gypsum#Occurrence gypsum] crystals. &lt;br /&gt;
&lt;br /&gt;
The Dark Grotto is unusual in that it has parts that are obviously artificial, but otherwise has aspects that seem like they could be natural. The tunnels of the Dark Grotto suggest they were carved out by the acid of the magru making paths through the rock like ants. This is strongly reinforced by the original name of the magru, where lug&#039;shuk traglaakh is Iruaric which translates roughly as &amp;quot;ugly fiery cave makers.&amp;quot; These would be gigantic macroscopic analogs to the microbes that produce sulfuric acid and form karsts. The tunnels in the Dark Grotto are scaled to the size of the magru which carve them out. But some caves are much larger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(6) Speleothems and Megacrystals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a stalactite with dripping water in the tunnels, which would be consistent with the secondary [https://en.wikipedia.org/wiki/Speleothem speleogenesis] that happens from water, even in caverns that were originally hollowed out by sulfuric acid. But the pool of water under the stalactite, which explains why it is not forming a column with a stalagmite, is described as having a sulfurous smell. The tunnels of the Dark Grotto are described as stinging the eyes and nose, and leaving a bitter taste in the mouth. This language was not used for the malodorous fog on the Jagged Plain. It may refer to [https://en.wikipedia.org/wiki/Sulfur_dioxide sulfur dioxide], which is a precursor for sulfuric acid, and can be released from calcium sulfate reactions. &lt;br /&gt;
&lt;br /&gt;
Whether or not it is meant to have an exact vapor explanation, it is implied to be the product of magru acid. The presence of the smell in Uthex&#039;s workshop and the burning on its work table links the places chronologically. So, it may be that speleothem formations in the Dark Grotto may seem natural, but were actually made artificially by the magru. It is remarkable that the tall spires of stone and crystal in the Huge Cavern are not called &amp;quot;stalagmites.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Workshop]&lt;br /&gt;
Other than a few shards of glass scattered about the floor of this small chamber, the only object here is a large, plain wooden table.  A &#039;&#039;&#039;sour odor still hangs in the air, and the almost metallic smell&#039;&#039;&#039; sets your teeth on edge.  You also see a threadbare brocade curtain.&lt;br /&gt;
Obvious exits: southeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The enormous &amp;quot;crystals&amp;quot; in the Dark Grotto may be interpreted as [https://pdf.sciencedirectassets.com/271727/1-s2.0-S0009254119X0025X/1-s2.0-S0009254119303754/am.pdf?X-Amz-Security-Token=IQoJb3JpZ2luX2VjEL7%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FwEaCXVzLWVhc3QtMSJHMEUCIEqYRT4aUi0zt03VXQ8d84%2FkD1XXcA98KFdxadpWIyiUAiEAm38neXzR8k5ytOs7uoJkpq4mtk1BbIdcCxdyxtGHmsoq1QQI9v%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FARAFGgwwNTkwMDM1NDY4NjUiDBhqP4LYEll0JnaP5yqpBDn75PZERtP8AqPNSJ9PHWE1%2BJYee6186WjjiT3LVG6FfMNbWjPqFqxA1gAG6ap4lbrwVTKrJSH8y6wJVHD1a5P5h2wxv2e6k0d4zT9Zqpgl7EAfhzQPMQ1%2FjqzE93NsLemgszxtMgDMD52PfFWZDm2u6XvNgaSp52wR2OOrGJ0EpilNI%2BXBLIJRj3rLvqhroQEoTYVpDZP3oWb3K6IZaqv%2BkM1oTChoproRKI5A37ahsmc5P%2B82LCSRWXDxlkOM0nYfeVuC7QWQXq0wvBMfjxc7BN6HxWBp4byhBGbrZAKt2pcg5LNruT4LgNNrFEcJVQxKqI1jruArWNNyiK%2F8SHPIvx5x2jrauIUBPGhdvfNj5qWnDsiwXbom5vhKJAZNuoiafXSmsA1hhXD17ikBMC5f7zc3S6xtE3rtmXevA2iwxf3jYAabaeHFux5Hn%2FT0XudJcygo2wNqDZhGFT12Cmkt%2FptF6QpbdCpMr%2BxXI5xQdVSEW6ISpQ8IUxYRoOLKgK0IMXNiFOCy3YJN2UGoB1lYNKOyQooNm%2BaZyeo052M037YMcuo%2FDdQEx2kSi5a0%2BRezLZm0JkOv2f4hgmoGm2j2Z89HRe721c2f8cXAeEQoHasHUZVPAVeIapQEPWQNtO8rrSWAMecii%2F1GGlfsmokANW7Oy5IyTydXRq0f1PfAfK3Tz%2Ftev%2BtBgfQgAfipEkKng%2Beg%2F4lSuiTcllx5aTsWW8s%2F7sgBPfMw3vyinQY6qQE3g8AzEopPat9aIcycpsAobSMk9xViByikmGdPrqFdHR9iF5gebmpvMr5gT7oQOBz%2BI8UaYXDHsnytlbq7Ypjvf2oudklOYZjRMDdEgOOaxl6ifMXEoS3GJbCoYwdetcR3SbCkrYAIWFkGMqw6TprWLAHqc77ABIqXVJ40CLbwPzZ8irpG3nDZf%2BuaONN6LuKPW1ibPmupE%2BP%2Fb8OyTwIG5WOFvu4%2BEA%2BL&amp;amp;X-Amz-Algorithm=AWS4-HMAC-SHA256&amp;amp;X-Amz-Date=20221225T222057Z&amp;amp;X-Amz-SignedHeaders=host&amp;amp;X-Amz-Expires=300&amp;amp;X-Amz-Credential=ASIAQ3PHCVTY3WNZI454%2F20221225%2Fus-east-1%2Fs3%2Faws4_request&amp;amp;X-Amz-Signature=7113d71ed8ede59eb39095691b10228f222728013c7e581ff46cb8e5e586d4bc&amp;amp;hash=559057bdd0e7e996cba26a11d31130743b5d807f653bc61f4d08036ed7b46f83&amp;amp;host=68042c943591013ac2b2430a89b270f6af2c76d8dfd086a07176afe7c76c2c61&amp;amp;pii=S0009254119303754&amp;amp;tid=pdf-54eece5b-6d31-42d8-8624-a11088ef30e2&amp;amp;sid=93de9a9217355749af083f002330371018begxrqa&amp;amp;type=client megacrystals] of gypsum. These usually form over a long period of time in supersaturated geothermal water. Such crystals can grow to be spires that are [https://en.wikipedia.org/wiki/Gypsum#/media/File:Cristales_cueva_de_Naica.JPG much larger] than humans. (But it is also possible to grow gypsum as speleothems from falling water. Such water is known as [https://en.wikipedia.org/wiki/Meteoric_water &amp;quot;meteoric water&amp;quot;], but this is unrelated to meteors.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an eerie, other-worldly vista, filled with &#039;&#039;&#039;tall spires of stone and crystal&#039;&#039;&#039;, and dotted with growths of giant mushrooms and huge fans of lichen.  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of mold, moss, lichen and fungi fill the underground landscape, some of them glowing with pale unearthly light that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: east, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this interpretation the floor of the Huge Cavern of the Dark Grotto was once submerged in water, like the Huge Cavern in the Seolfar Strake, except deeper and with the whole body in hot spring temperatures. The [https://en.wikipedia.org/wiki/Calcium_sulfate calcium sulfate] would be solid anhydrite above 58 degrees Celsius, but would then form megacrystals when slowly cooling below that threshold. (The cave this specific argument is leaning on was not discovered until 2000, but the basic principle is large gypsum crystal growth from hot spring water.) Though this would be assuming they were not made artificially, such as the magru sliding up them to drop down on prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(7) Cave Pearls, Moon Milk, and Boneyards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a strange &amp;quot;grit&amp;quot; in the tunnels of the Dark Grotto, which appear to be finely pulverized stone. This is depicted as having mushrooms growing on it. In the geological context this would appear to be dry [https://en.wikipedia.org/wiki/Moonmilk &amp;quot;moonmilk&amp;quot;], whose name comes from a 16th century explanation of being caused by moon rays. (The major subtext section likewise argues the magru are allegorical analogs of Lovecraft&#039;s moonbeasts.) Moonmilk is a precipitate of limestone, coming from dissolved carbonates. While the word &amp;quot;limestone&amp;quot; is never used, it is implied from multiple directions, including the use of [https://en.wikipedia.org/wiki/Fresco &amp;quot;frescoes&amp;quot;] in the Dark Shrine which is a kind of mural that is painted on lime plaster.&lt;br /&gt;
&lt;br /&gt;
Microbes grow on the released nutrients, which creates an organic substrate on top of it, including fungus which may feed on the organic matter. Since this powder is probably supposed to be a byproduct of magru dissolving the tunnels with their acid, the organic material may be waste debris left behind by the magru having eaten flesh.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  A strange, gritty substance covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The &#039;&#039;&#039;grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Magru will also carry gems inside their jelly, implicitly from being made of rocks that do not dissolve in their acid. When coated with dissolved limestone, these could form literal [https://en.wikipedia.org/wiki/Cave_pearl &amp;quot;cave pearls&amp;quot;], which would then be a subtle play on words. Cave pearls are a speleothem that forms naturally from water that drips into basins too fast for stalagmites to form. Cave pearls form much like biological pearls, concentrically around some nucleus of matter. They are usually spherically, and can be larger than baseballs, even as much as eight inches in diameter. Those in the Dark Grotto are ten inches.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all &#039;&#039;&#039;dark grey balls of smooth stone, about ten inches in diameter.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The deep pit of bones may be playing off the karst formation known as a [https://www.researchgate.net/figure/The-Boneyard-in-Carlsbad-Cavern-NM-is-a-fine-example-of-spongework-Such-features-are_fig5_287370837 &amp;quot;boneyard.&amp;quot;] These are formed from sulfuric acid weathering, leaving extensive holes of spongework in the rock. This would be purely a word play, as the pit does not look like a boneyard. Magru apparently do not dissolve the [https://en.wikipedia.org/wiki/Calcium_phosphate calcium phosphate] in bones, but the limestone would implicitly derive from ancient marine skeletal matter.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the &#039;&#039;&#039;high domed ceiling&#039;&#039;&#039; of this &#039;&#039;&#039;oblong cavern.&#039;&#039;&#039;  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, [https://en.wikipedia.org/wiki/Terrace_(geology) terraced ledges] forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The oblong cavern that is described as an [https://en.wikipedia.org/wiki/Amphitheatre#Natural_amphitheatres &amp;quot;amphitheater&amp;quot;], which has obviously artificial features, is described as having a high domed ceiling. This may be implying that the cave is vertically oval, rather than horizontally. This would be a karst formation known as a [https://commons.wikimedia.org/wiki/File:Domepit_%28vertical_shaft%29_in_Great_Onyx_Cave_%28Flint_Ridge,_Mammoth_Cave_National_Park,_Kentucky,_USA%29_3_%288316981390%29.jpg &amp;quot;dome pit&amp;quot;], whose walls have vertically-oriented grooves called [https://en.wikipedia.org/wiki/Fluting_(geology) flutes.] (When formed naturally they come from vertically descending groundwater.) There is notably a flute on the other side of the wall, through the crack into the Huge Cavern, which is a trickle of water carving a stream into the rock. The tunnel at the top of the huge stairway is also described as &amp;quot;bored&amp;quot;, which could likewise be a word play off the [https://en.wikipedia.org/wiki/Bore_(wind_instruments) &amp;quot;bore&amp;quot;] of wind instruments. Other sections of this page argue that this cavern is implicitly used by cultists for its acoustic properties, and may be playing off the flutes of Nyarlathotep from the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(8) Geysers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Geyser Geysers] are a rare feature of hot springs, where water seeps down shafts until it boils, then bursts back up again as steam. There are three kinds of geysers: fountain geysers, cone geysers, and cryogeysers. Cryogeysers are found on icy moons in the Solar System. They have fundamentally different mechanisms, and were not known to exist until 2005. Cone geysers have steady upward streams of water out of mounds, like Old Faithful in Yellowstone National Park. Fountain geysers are intense bursts out of pools of water. The Broken Land is portraying fountain geysers, in a sense, but it is not out of a pool of water.&lt;br /&gt;
&lt;br /&gt;
The Broken Land is portraying an even rarer form known as a mud geyser. This is when a geyser is happening inside a mudpot, which tends toward bursting when [https://www.nps.gov/features/yell/ofvec/exhibits/treasures/thermals/mudpots/index.htm exposed to water.] Instead of the mud bubbling up to a few feet, geysers are depicted as bursting high into the air. The &amp;quot;Vertically Gifted Cyclic Mud Pot&amp;quot; in Yellowstone National Park sometimes acts as a geyser, which can throw mud up to thirty feet high. There was a regular mud geyser in Yellowstone with even greater heights, in the late 1800s and into the 20th century, but it eventually clogged and died out. When this happened it was possible to get sprayed with hot mud at some distance away.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Next To Mud Sea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Further Away From Mud Sea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A torrent of thick sludge suddenly comes raining down on you!  After a brief moment of surprise, you realize that the stuff is boiling hot!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Minor burns to right leg.  That hurts a bit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(9) Water Cycle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Seolfar Strake and Broken Land are both depicting closed water cycles. In the Seolfar Strake there is rainfall and snow and ice melt, with very cold water coming off a waterfall from the mountains. This lake is described as very deep, but with no visible exits. This is implying the water is sinking out below ground into an underground river, which is portrayed on the far west end of the Monastery sewer. Implicitly, the Monastery is probably using water wheels on this river, which would power their hydraulic doors. Gravity and elevation change would make this water flow west toward the Bay.&lt;br /&gt;
&lt;br /&gt;
In the Broken Land it is not clear there is any significant natural precipitation. The sea of mud as a mudpot formation is relatively low on liquid water. The malodorous fog would be partly water vapor, which would freeze at higher elevation on the mountains. Close enough to the Jagged Plain there is then enough volcanic heat to melt some of the snow and ice, allowing a small amount of water to flow down into the cliff. (Though there could be an unseen river to the north and east at higher elevation.)&lt;br /&gt;
&lt;br /&gt;
Water flows down into the Huge Cavern of the Dark Grotto, where a narrow stream is carved out as a flute in the rock. This forms a pool on the east end of the cavern, which implicitly empties by sinking down. This would most likely ultimately flow south toward the boiling sea of mud. More exotic, it could flow west as well as south, below the amphitheater cave. Depending on the meaning of &amp;quot;niches&amp;quot;, if there were shafts in the wall niches leading down to some deeper cavern with a water flow, that cave could function as a water organ. Which is essentially a pipe organ based on water flow. Though this is a considerable stretch, as there is no portrayal showing how that cave is actually used by Morgu or the dark priests. &lt;br /&gt;
&lt;br /&gt;
It is possible that the volcanic activity itself is driven by essence disruptions from the concentration of power by the crystal dome, in which case the mana-draining crystal dome would be the driving force for the whole hydrogeological and ecological system. It is remarkable that when the dome absorbs too much power, it is essentially described as getting too hot. When it overheats it explodes in a fiery burst reminiscent of what is now called a major elemental wave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(10) Vertical Thrusts and Impact Mountains&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of interpreting the Broken Land is to interpret it in the impact crater fashion, but then be much more literal with the parallel to Dante&#039;s Inferno and Purgatorio. In the Divine Comedy the fall of Satan from heaven causes an enormous impact crater on Earth, which is literally what Inferno is in the story. The displaced earth from the formation of hell [https://italiano-bello.com/wp-content/uploads/2021/03/dante-aldila%CC%80.png causes a mountain] to form on the antipodal side of the Earth. This is the mountain of Purgatory. Major impacts on moons and asteroids in the Solar System have caused antipodal elevations in similar fashion, as well as forming mountains as a result of major impacts in general. Morgu would be the Satan figure, placed high up in the mountain in the Broken Land, instead of frozen in the center of the Earth like Bandur in the Graveyard. Karst geology is better supported by the evidence than this extreme scenario, but then the question is if it is a pseudokarst.&lt;br /&gt;
&lt;br /&gt;
There is the question of whether you could contrive a very artificial situation where the whole of the Broken Land is underground, even below the surface of the moon of the Dark Gods in whichever dimension. Assuming there were artificial gravity within that region, and something like Lovecraft&#039;s deathfire lighting in the Dreamland Underworld, you would need to form the mountains and cliffs within some enormous hollow with an enclosed atmosphere. Jupiter&#039;s [https://en.wikipedia.org/wiki/Io_(moon)#Mountains moon Io] has thrusted up cliff faces that are somehow pushed up by the internal volcanism from tidal forces. Tidal forces are a plausible explanation for the inner volcanism of the moon of the Dark Gods, though it also has essence disturbances which might explain it instead. It would make no sense for limestone (or mammals and their bones) to exist on Charôn, though that word never gets explicitly used.&lt;br /&gt;
&lt;br /&gt;
The crystal dome would then be one of the Lord of Essaence crystals on Charon that created portals to other dimensions in the First Era. This whole scenario seems wildly implausible as a natural process. But it has to be remembered that the Lords of Essaence had terraforming level technology, and the stairway in the Dark Grotto is described as engineering. The mountains in the Broken Land would then be the analog of the Peaks of Thok in the Dreamland.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ecology===&lt;br /&gt;
The creatures in the Seolfar Strake were supposed to be what would naturally exist in that setting. In the Broken Land there is a general theme of gigantism. While these creatures are likely unnatural to one extent or another, because of Uthex and Iruaric with the Lords of Essaence, there is some reason to think they can be interpreted as having a &amp;quot;weird ecology&amp;quot; that is internally consistent. This involves an ecological base on &amp;quot;flora&amp;quot; and habitat, with predator and prey relationships, and some representation of life cycles (or perhaps unlife cycles in some cases.) Most of the creatures in the Broken Land drain power in some way and injure the hand when touched.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Habitat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The habitat itself and ecological base are formed by the magru. Magru were originally named lug&#039;shuk traglaakh, which in Iruaric implies they make the caves. Whether the caves are then considered &amp;quot;natural&amp;quot; depends on how you regard the magru, and whether you are speaking of geological or ecological processes. Caverns that form from sulfuric acid are actually driven by microbes producing that sulfuric acid. However, other features of the Dark Grotto are artificial, in the sense of being designed. The huge stairway that is rock-cut into the Huge Cavern is the most extreme example, and the room painting refers to it as an &amp;quot;engineering&amp;quot; feat.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, this may be the result of the magru being directed by a master such as Morgu, as opposed to their ordinary behavior. With the pulsing of the magru and the unnatural silence in parts of the Dark Grotto, but sound amplifying in other parts of it, the tunnels may be interpreted as the waveguides of something like an acoustic spider web. The magru could go dormant until they feel or &amp;quot;hear&amp;quot; some vibration, and follow the direction it is originating.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  &#039;&#039;&#039;A strange, gritty substance&#039;&#039;&#039; covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the magru dissolve the flesh of their prey, it is likely leaving a residue of organic substrate as waste on the walls, and especially the floor of the tunnels. This would be on top of the dried &amp;quot;moonmilk&amp;quot; powder that comes from them dissolving the limestone with acid. Glowing fungus and lichen grows by feeding on this dead organic matter. Presumably the trace sulfuric acid is too weak to harm the fungus because of the chitin in its structure. This becomes the &amp;quot;flora&amp;quot; base for higher food chain. The chitin in the fog beetle and myklian creature descriptions in turn might imply some natural resistance against magru acid and the mudpot geysers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Insects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is trace evidence for insects in the Broken Land, other than the giant fog beetles. There are &amp;quot;thick cobwebs&amp;quot; in the storage room of Uthex&#039;s abode, for example, and the Dark Shrine has deteriorating wood from &amp;quot;dry rot and worms.&amp;quot; Uthex&#039;s mattress is described as sagging &amp;quot;from years of humidity and parasites.&amp;quot; This suggests there is humidity inside the caverns as a result of the boiling sea of mud, but does not imply that the climate of the Broken Land has significant preciptation. The Broken Land is mostly portrayed as lifeless, and there are no depictions of ordinary insects or other vermin in the room painting.&lt;br /&gt;
&lt;br /&gt;
There is no representation of what the fog beetles look like in their younger forms. They may begin significantly smaller as glow-worms (like click beetles) in the Dark Grotto, blending into the dim green light of the lichen as a defense mechanism. It might be too bright on the Jagged Plain to see such green luminescence. If this &amp;quot;flora&amp;quot; is toxic, it would allow them to build up toxins (either by eating it themselves or other things which eat it), which may be used to produce their green poison gas. (Some spraying beetles work this way, such as by eating fire ants, while others produce the chemicals internally such as with hydrogen peroxide.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel twists and turns, undulating through the surrounding rock.  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The &#039;&#039;&#039;dim green light&#039;&#039;&#039; given off by patches of &#039;&#039;&#039;glowing lichen&#039;&#039;&#039; shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
While Rolemaster has giant beetles as a poisonous creature type, it does not describe them as [https://en.wikipedia.org/wiki/Bombardier_beetle bombardier beetles]. This concept must have been taken more directly from the real-world. Bombardier beetles spray a caustic mixture from an anal opening on their undersides, which is what the giant fog beetles are portrayed as doing with their poison gas, which presumably would blend into the malodorous fog of the Jagged Plain. (Bombardiers notably are often argued by creationists to not be the result of natural evolution.) Grown fog beetles are dull red in color, likely camouflaging into the rocks, in what is probably dim lighting. Magru may be red for similar reasons. Fog beetles are unaffected by the spray of the boiling mud geysers.&lt;br /&gt;
&lt;br /&gt;
Another unusual feature is the misshapen tail of the fog beetles. It is tempting to imagine this as like a lobster tail, given their pincers, but it is important to emphasize that it is mimicking a scorpion sting. It is unclear if there are actually scorpions in the Broken Land. In the real-world this is done by the [https://en.wikipedia.org/wiki/Devil%27s_coach_horse_beetle Devil&#039;s coach horse beetle] as a defense strategy. While it is not a bombardier beetle, it does emit a foul odor from its abdomen. Like the fog beetles it is carnivorous. Giant fog beetles can be seen attacking hooded figures, and treat killed adventurers in their messaging as an acquired meal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Lizards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are small lizards in the Huge Cavern of the Dark Grotto, which are probably supposed to be the youngest form of the myklian. These hide in the mossy underbrush of the cavern, and are implied to swim under the surface of the pond. Myklian are notably described in their creature description as sometimes walking upright on two legs. These facts together suggest the young ones act like the so-called [https://en.wikipedia.org/wiki/Common_basilisk Jesus Christ lizards], running across and diving into the water to escape predators.&lt;br /&gt;
&lt;br /&gt;
Another subtle point regarding the myklian is that they are described as having stubby tails. One aspect of this is that some lizards have self-amputating tails as a defense mechanism against predators. Rainbow skinks have brightly colored tails, which draws predators away from their main body. When the tail is self-amputated, it only partly grows back as a stub, in the form of cartilage.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The myklian is a fearsome beast, some form of large lizard or amphibian that usually travels on four legs, but sometimes stands upright &#039;&#039;&#039;on two legs.&#039;&#039;&#039; It has a &#039;&#039;&#039;short, stubby tail which is triangular in shape&#039;&#039;&#039; and covered with a &#039;&#039;&#039;luminescent, chitinous plate.&#039;&#039;&#039; Hard scales cover the rest of the beast&#039;s body, except for the &#039;&#039;&#039;soft underbelly.&#039;&#039;&#039; Bony spikes and knobs guard the beast&#039;s &#039;&#039;&#039;joints.&#039;&#039;&#039; The coloration of the myklian species ranges the entire spectrum, red, orange, yellow, green, blue and purple.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The shallow stream flowing in from the west empties into a broad pool which butts against the east wall of the cavern.  The surface of the pool is marked with occasional ripples, as if &#039;&#039;&#039;something were moving around below the surface of the water.&#039;&#039;&#039;  Along the bank of the pool, the moss is thick and bushy, providing homes for the small lizards that you can see darting around between the rocks and fungi.&lt;br /&gt;
Obvious exits: southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else about this that is quite subtle is that the myklian tails are not made from cartilage. They are described as chitinous, which is the same material that makes up insect exoskeletons. [https://en.wikipedia.org/wiki/Chitin Chitin] is also the prevalent ingredient in the cell walls of fungus. The Huge Cavern is filled with fungus, including bioluminescent fungus. This is caused by a chemical called [https://en.wikipedia.org/wiki/Luciferin#Fungi &amp;quot;luciferin&amp;quot;], where Lucifer is the Latin for light-bringer. (It is remarkable on an allegorical level that we are looking at reasonably likely cases of luciferin, Jesus Christ lizards, and Devil&#039;s coach horse beetles.) Myklian tails are described as covered in &amp;quot;luminescent, chitinous plate.&amp;quot; This strongly suggests that the chitin for their tails is coming one way or another from the fungus in the Dark Grotto. This may give them some resistance to magru acid. Likewise, if the toxin in the fog beetle gas originates directly or indirectly from the fungus, the myklian may be implicitly poisonous in much the same way as [https://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity_and_medicine poison dart frogs.] The fact that myklian have plate scales implies they are actually lizards and not amphibians, so the ripples in the pool are likely not tadpoles.&lt;br /&gt;
&lt;br /&gt;
Their immunity to cold would give them some natural defense against dark vorteces wandering into their chamber, and the different colors of myklian were made to absorb different kinds of elemental energy. The vorteces might also avoid their tails for being too bright. Walking upright on two legs is usually a warm blooded animal behavior, and one could reasonably infer that the myklian relationship to cold allows them to actively import heat. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The giant fog beetle appears to be some sort of giant insect.  It looks a little like some misshapen scorpion, but &#039;&#039;&#039;the tail&#039;&#039;&#039; on it is not as long as a scorpion&#039;s would be, and it &#039;&#039;&#039;flares like the tail of a lobster&#039;&#039;&#039; rather than ending in a poison sting.  The segmented body is wide, supported by six short &#039;&#039;&#039;multi-jointed legs.&#039;&#039;&#039;  A dull red chitinous shell covers most of its body, and a broad carapace protects its head.  Two massive claws provide the creature with formidable weapons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another subtle point is the similarity of the myklian tail to that of the fog beetles. Myklian are described as having a &amp;quot;soft underbelly&amp;quot;, which might not need protection, if predators confuse them for fog beetles which spray from their undersides. The bony protrusions on the myklian joints would then imitate the chitinous joints of the fog beetle legs. Myklian and fog beetle tails thus may be adapted to mimick each other. In the real world this kind of relationship is seen between the [https://en.wikipedia.org/wiki/Heliobolus_lugubris Bushveld lizards] and [https://en.wikipedia.org/wiki/Ground_beetle oogpister beetles]. Juvenile lizards imitate the behavior of the beetles, which are a kind of bombardier beetle, so that predators will avoid them. It is very rare for vertebrates to imitate invertebrates like arthropods, but this is one of the known real-world example of it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A giant fog beetle rears up momentarily and hisses loudly.  A huge cloud of green gas pours from an &#039;&#039;&#039;orifice on the creature&#039;s underside!&#039;&#039;&#039;&lt;br /&gt;
The cloud of gas rolls in your direction.  You try to scramble out of the way but the cloud of gas rolls over you, causing you to cough and choke!&lt;br /&gt;
You feel a fierce poison coursing through your veins!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The wording does not imply the myklian are colorful other than their tails, as the hard scales on the rest of the body are described in contrast to the plate on the tail. It would make sense for the body of the myklian to be largely grey, to blend into the background of the cavern, while the tail glows in the various colors to draw predators away from the torso and head. The glowing tails ironically may also be doubly protective in helping to repel the dark vorteces, which try to avoid bright light, and become unable to attack because of it. Myklian may be immune to their cold, but presumably could still be power drained. Myklian strength (i.e. level) varies with color, increasing from red to purple, in the same order as the color spectrum. Whether the distribution is due to age, or absorbed power, or even background temperature is not obvious. If it were due to age, then the matured myklian begin as red, and fewer survive in each subsequent color. Environmental factors like temperature and background color are known to shift the sex ratios of populations in some species (such as turtles and lizards.)&lt;br /&gt;
&lt;br /&gt;
The frequency data compiled in the Kulthea Chronicle Volume 1 Issue 2 in 1994 indicates that the color distribution of the myklian decays as a geometric series. More specifically, each color is less frequent than the one before it by a factor of 1/2, with &amp;quot;young myklian&amp;quot; in between yellow and green. Indigo and violet are combined as &amp;quot;purple.&amp;quot; Though you have to round the decimal numbers, this makes the fractions add up to 1, since the infinite sum of that geometric series sums to 1. The 1994 data is reproduced here and compared to the geometric series of 1/2 expressed as percentages. It includes bonus modifiers to attack and defense strength, and special resistance to specific elemental spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Color || % Gen || &#039;&#039;Geometric Series (1/2)&#039;&#039; || X || OB || DB || Special&lt;br /&gt;
|-&lt;br /&gt;
|Red&lt;br /&gt;
|51%&lt;br /&gt;
|&#039;&#039;50% (1/2)&#039;&#039;&lt;br /&gt;
|0 - 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|plus X vs. shockbolt&lt;br /&gt;
|-&lt;br /&gt;
|Orange&lt;br /&gt;
|25%&lt;br /&gt;
|&#039;&#039;25% (1/4)&#039;&#039;&lt;br /&gt;
|0 - 20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Yellow&lt;br /&gt;
|13%&lt;br /&gt;
|&#039;&#039;12.5% (1/8)&#039;&#039;&lt;br /&gt;
|10 - 40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|plus X vs. firebolt&lt;br /&gt;
|-&lt;br /&gt;
|Young&lt;br /&gt;
|8%&lt;br /&gt;
|&#039;&#039;6.25% (1/16)&#039;&#039;&lt;br /&gt;
|0 - 10&lt;br /&gt;
|minus Y&lt;br /&gt;
|minus Y&lt;br /&gt;
|(Y = 10 - 30)&lt;br /&gt;
|-&lt;br /&gt;
|Green&lt;br /&gt;
|3%&lt;br /&gt;
|&#039;&#039;3.125% (1/32)&#039;&#039;&lt;br /&gt;
|20 - 50&lt;br /&gt;
|plus X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blue&lt;br /&gt;
|2%&lt;br /&gt;
|&#039;&#039;1.5625% (1/64)&#039;&#039;&lt;br /&gt;
|30 - 60&lt;br /&gt;
|&lt;br /&gt;
|plus X&lt;br /&gt;
|plus X vs. fireball&lt;br /&gt;
|-&lt;br /&gt;
|Purple&lt;br /&gt;
|1%&lt;br /&gt;
|&#039;&#039;0.78125% (1/128)&#039;&#039;&lt;br /&gt;
|40 - 70&lt;br /&gt;
|plus X&lt;br /&gt;
|plus X &lt;br /&gt;
|plus X vs. shockbolt, firebolt, fireball&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;(Note: The frequency data is fudged and adds up to 103%. Young myklian may well have only been 6% in frequency.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is interesting because light behaves much the same way in a thermodynamic sense, decaying exponentially in intensity (as its light wavelength or frequency varies) from a peak color at a given temperature, which is called a [https://en.wikipedia.org/wiki/Black-body_radiation blackbody radiation distribution] (or &amp;quot;greybody&amp;quot; for a non-ideal case.) [https://en.wikipedia.org/wiki/Geometric_series Geometric series] are mathematically very closely related to the [https://en.wikipedia.org/wiki/Taylor_series#Examples series expansion] form of decaying exponential curves. It is essentially the discrete form of exponential decay. The physical model for a blackbody is a sealed chamber with only a tiny hole for light to enter into, and then it bounces around inside chamber, being absorbed and re-emitted into thermal equilibrium with very little chance of escaping back out again. This is remarkable because the jagged crevices and magru tunnels linking the Huge Cavern to the Jagged Plain effectively fit this definition. Notwithstanding the glowing fungus as a light source inside the Huge Cavern.&lt;br /&gt;
&lt;br /&gt;
Ordinarily this would almost certainly be reading too much into it. But the frequency data suggest the 1/2 ratios were chosen because they sum to 1 (or 100% in probability terms), with some knowledge of calculus and slight fudging to fit integers, and the colors were ordered to match the sequence of the real-world color spectrum. (This depends entirely on the accuracy of the frequency data.) It would have been very cool if it was possible to shift up the frequency distribution toward higher level myklian by heating up the crystal dome. But there is no evidence such a mechanism ever existed. The dark vorteces might also be read as the infrared part of the light spectrum, if the myklian are characterized as referring to the visible light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Vruul and Dark Vorteces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vruul (gogor) and dark vorteces (dyar rakul) are even more exotic. There may be some kind of weird symbiotic relationship between them, since they have complementary immunities, with the gogor having some properties that do not come from their Shadow World source material. Dark vorteces feed on power (what is now called &amp;quot;mana&amp;quot;) and absorb light, but bright visible light makes them dissipate until it eventually kills them. When they are destroyed they sometimes drop a &amp;quot;hazy tenebrous orb&amp;quot;, which presumably is part of some weird life cycle for them.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
A dark vortece drifts smoothly north, leaving a shadowy haze in its wake.&lt;br /&gt;
&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
The dark vortece collapses in on itself.  You feel an icy chill as the dark form seems to recede into nothingness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The crystal spires in the Huge Cavern make it too bright for the dark vorteces to survive, so they are only able to attack (and feed) near the walls of the cavern and up on the huge stairway. This is implicitly from the crystals refracting and bouncing light around from the glowing fungus. This is seen much more explicitly with a more overt external light source in the Abandoned Mine next to the krolvin warfarers.&lt;br /&gt;
&lt;br /&gt;
Gogor were artificial constructs originally invented by Empress Kadaena as beast servants, which are one example of her history of attempting to make artificial life and producing unliving abominations. Gogor have their own cycle of creation portrayed in the Broken Land, though it is possible the ritual is about feeding pre-existent gogor or waking them up. Most notably, there is a Black Mass style of ritual depicted in the Dark Shrine, where &amp;quot;urns&amp;quot; of dark fluid are poured on a brutally sacrificed body on their stone altar. This is apparently a depraved analog of a chrismarium. While the tall stone jars and foul fluid come from Shadow World source material, these urns of dark fluid and the ritual are unique to GemStone.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of sycophants, dressed in long black robes surround a low stone altar similar to the one in this room.  The figure of a man, twisted and broken, lies on the surface of the stone table while another dark shape pours some &#039;&#039;&#039;foul looking fluid&#039;&#039;&#039; from a small urn out over the tortured man&#039;s body.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
[Dark Shrine, Secret Room]&lt;br /&gt;
Row upon row of tall stone jars stand against the walls of this room.  &#039;&#039;&#039;A strong odor hangs in the air, sickeningly sweet with a subtle bitter, acidic quality.  The fetid odor&#039;&#039;&#039; makes your bile rise, and it is hard to breathe.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look jar&lt;br /&gt;
Dozens, perhaps a hundred tall stone jars stand in rows along the walls.  The jars have been capped with stone disks, and sealed with a substance resembling common stone mason&#039;s mortar.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The urns are kept in a storage room with the tall stone jars. The wording on the dark fluid is remarkable for borrowing the same terminology as the dark acid spray of the magru. The smell in the storage room likewise borrows the wording for the scent of the moss in the Huge Cavern. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a small stream that winds its way through the tall stone spires, creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a &#039;&#039;&#039;sweet, but slightly fetid odor.&#039;&#039;&#039;  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.&lt;br /&gt;
Obvious exits: north, east, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These facts together suggest the moss is mixed with magru acid, which is then poured on sacrificed bodies. The bodies in the burial vault are described as leathery, which suggests they may be a step in the process of vruul creation, ultimately put into the tall stone jars and submerged in the fluid. This burial vault was a locked door (i.e. from the outside) when the Dark Shrine was first discovered.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Storage Room]&lt;br /&gt;
Several tall jars lie on their sides in a heap along one wall next to a stack of heavy disks.  Along the opposite wall is a collection of large ceramic urns, which reek with a &#039;&#039;&#039;fetid sweet odor.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look urn&lt;br /&gt;
The lid of the ceramic urn has been broken, and part of it has fallen away.&lt;br /&gt;
&amp;gt;look in urn&lt;br /&gt;
In the ceramic urns:&lt;br /&gt;
Misc [1]: some dark fluid&lt;br /&gt;
Total items: 1&lt;br /&gt;
&amp;gt;look fluid&lt;br /&gt;
A bitter, pungent odor rises from the &#039;&#039;&#039;dark, disgusting fluid&#039;&#039;&#039; that fills the ceramic urn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The magru appears to be a huge, gelatinous red lump that pulses, swelling and shrinking slightly with a hypnotic rhythm. Its skin glistens with a &#039;&#039;&#039;dark, disgusting ooze.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A magru pulsates violently and a stream of &#039;&#039;&#039;dark fluid&#039;&#039;&#039; shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way and manage to avoid the stream of fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Burial Vault]&lt;br /&gt;
Dark skeletal figures lie in silent repose, stacked one upon the other in tiers of niches carved out of the stone walls.  Their musty odor assails your senses, and adds to the oppressiveness of the chamber.  A low stone slab occupies the center of the chamber, like a raised dais, but there is nothing on it except for a thick layer of dust.  You also see a large bronze door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;gt;look figure&lt;br /&gt;
The mummified skeletons are shrunken and wrinkled.  The &#039;&#039;&#039;dark, leathery forms&#039;&#039;&#039; are covered with an ancient layer of dust.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Much more subtle, these ceramic urns have to harvest the magru fluid in some way, and the word &amp;quot;urn&amp;quot; implies their amphora shape. When such a jar is brought into the Dark Grotto in the &amp;quot;amphitheater&amp;quot; echo chamber, placed in the niches in the walls, the cave would act much like a medieval church with a ceiling built to reflect sound. Medieval churches would use ceramic [https://en.wikipedia.org/wiki/Acoustic_jar acoustic jars] (also called &amp;quot;sounding vases&amp;quot; or &amp;quot;resonance amphora&amp;quot;) set into niches to improve the sound quality. These would capture some of the sound pitches. When we interpret the magru as vibration or sound chasers, they would be drawn to the urns as acoustic jars, filling them with their dark fluid. They might be drawn there by Morgu himself walking down the huge stairway and growling, where the cave dimensions and small tunnels would be consistent with bass pitch being the resonant frequency.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Gogor themselves feed upon the nutritive fluid while they hibernate, and the source material says some did not &amp;quot;survive&amp;quot; the millennia of hibernation, suggesting they do have some need to feed. They have a keen ability to smell blood, and have claws to that effect. The crystal dome is seemingly reincarnating the hooded figures, which may be regarded as a food source themselves. The fact that the excesses of absorbed power in the dome decrease, when left alone, suggests the essence is being spent in some way. Thus the crystal dome may be something like an artificial sun, responsible for driving and sustaining both the geology and ecology of the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sheruvian Monastery=&lt;br /&gt;
The Sheruvian Monastery is a later addition to the Broken Lands and not part of the original story of Uthex Kathiasas. However, it is implied that the Sheruvian cultists are working with the hooded figures, and they possess their own dangerous artifacts. They are using the Broken Lands to form a teleportation network throughout Elanith, which would allow them to move around and execute invasions at will. This was what allowed the greater vruul to leave the monastery, where they used to wander from here into the Dark Shrine. It might explain how the [[Sheruvian harbinger|harbinger]]s suddenly appear with [[nightmare steed]]s.&lt;br /&gt;
&lt;br /&gt;
The mist-shrouded krodera orb with veil-iron veins on the vaalin stand is the master orb. In the past it allowed teleportation to any number of rooms possessing monoliths with their own access orbs, typically places of power such as [[Darkstone Castle]] or [[Melgorehn&#039;s Reach]]. These monoliths in turn provided one-way transport to other rooms. The tapestries in the Summoning Chamber seem to be an anti-parallel concept to the Voln Monastery tapestry, which itself has a parchment that makes little sense in modern history. The monastery possesses some archaisms such as having a dead [[Sabrar]] in the kitchen.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Kitchen, Cold Storage]&lt;br /&gt;
The floor, ceiling and walls of this room have all been covered with iron plating to keep this room at a very frigid temperature.  Large chunks of ice litter the floor with crates of goods stacked between them.  Large flanks of meat hang from heavy iron hooks along the walls of the room.  As you look closer at the flanks, you notice that one of them is an ice-covered body.  You also see a heavy iron door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;glance body&lt;br /&gt;
You glance at an ice-covered body.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look body&lt;br /&gt;
The body appears to have once been an elf.  From the trappings on his armor and equipment, it would seem he was once a member of the Sabrar.  At the moment, however, he is frozen solid.  His hands are bound behind his back and his eyes and mouth are wide open, as if he spent his last moments screaming in agony from the very large hook imbedded in his back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This may have made sense in 1997, but does not make sense with later Vaalor documentation.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Sheruvian monastery was opened by [[Draezir]] around December 1997. It was involved in the [[Shar]] storyline, where they struggled for control. The few accounts that exist of this story involve accessing &amp;quot;the Arkati Workshop&amp;quot;, which is everywhere and nowhere, using the Sphere of Midnight which shut off the crystal dome at one point. Shar wanted to control the power draining dome, and Draezir at one point shut off the runes in the Misty Chamber. It is unclear now if the Summoning Chamber orb is the Sphere of Midnight, as well as whether the Arkati Workshop had something to do with the Broken Lands itself.&lt;br /&gt;
===Master Orb===&lt;br /&gt;
The master orb is no longer functional. It would give visions of target rooms in the material world, which amounts to both seeing and traveling across worlds, or planes of existence if the Broken Lands is interpreted that way. These krodera and veil-iron orbs are deeply anti-magical artifacts. They will almost always rip off your spells, steal your mana, and inflict severe nerve damages if you test them.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Monastery, Summoning Chamber]&lt;br /&gt;
Wisps of smoke waft up from a black vaalin censer mounted on one richly panelled wall, filling the room with a sweet, sulfurous scent.  The walls are hung with ancient tapestries depicting the magical arts, and low cabinets along the walls hold a variety of phials, bottles, and leather tomes behind securely latched glaes panels.  A single incandescent globe is suspended from the ceiling, illuminating the room with its eerie glow.  You also see some carved haon double doors, an ancient hand-woven tapestry and a long vaalin worktable with a mist-shrouded krodera orb on it.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look orb&lt;br /&gt;
Resting atop an intricate vaalin filigree stand is a large, krodera orb covered with veins of pure veil iron.  The filigree work on the stand portrays hordes of daemon clutching at the orb.  The daemon&#039;s hands extend up from the base, their claws digging into the surface of the orb, securing it in place.  The orb pulses rhythmically with a dull red glow.  The veil iron veins seem to writhe as the opposing magics caress them and tap their power.  A swirling mist surrounds the orb as if protecting it.  There is a small, gem-shaped, indentation in the stand which is empty.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You reach up to touch the orb.  The smooth cold surface seems solid enough, but when you tentatively move your hand towards it, some force begins to pull you forward!  You pull your hand back in alarm, glancing warily at the orb.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the orb, which gives you a slight shock.&lt;br /&gt;
You succeed in upsetting the mist, but nothing more.&lt;br /&gt;
&lt;br /&gt;
A large brown rat bolts out from under the worktable quickly followed by a hissing black cat, spitting its annoyance at the rat for its intrusion.  As they enter the crimson vaalin summoning circle on the floor, pale blue bolts of lightning arc out from the krodera orb, engulfing both of them!  When the smoke clears, nothing remains of either of them except for the lingering stench of burnt hair and a small splotch on the floor just inside of the circle.&lt;br /&gt;
&lt;br /&gt;
You notice a tiny spider begin to work its way up the intricate vaalin stand.  As the spider&#039;s legs touch the surface of the orb, it flares with a sickly green light.  As your vision clears, you notice that nothing remains of the spider.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Sheruvian monastery is older than the current materials documentation. The most recent lore at the time it was created was the Shadow World metals information, where the I.C.E. Age analogs of [[ICE materials#Kregora|krodera]], [[ICE materials#Star iron|veil iron]], and [[ICE materials#Vaanum|vaalin]] were the rarest metals known to exist. Krodera and veil iron were extremely expensive alloys. Vaalin was an extremely rare pure metal used for weapons, unusually lethal to the living, only known to exist on the moon of the Dark Gods. Only cultists should have it. This is probably the context that explains why vaalin became the metal for the most expensive lockpicks.&lt;br /&gt;
&lt;br /&gt;
===Monoliths===&lt;br /&gt;
The monoliths are hidden in the background of rooms scattered throughout the older parts of GemStone, but they cannot be found with the search command. Some can be looked or glanced at regardless. These no longer work. It was possible to charge them up and use them to teleport to another fixed monolith room, sometimes allowing relatively easy access or escape from difficult spots.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Melgorehn&#039;s Reach, Lost in the Fog]&lt;br /&gt;
You are in a dense fog bank and can see absolutely nothing.  You realize that you can probably back out of here easily enough.&lt;br /&gt;
Possible paths: out&lt;br /&gt;
&lt;br /&gt;
XXX glances at an ancient granite monolith.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look monolith&lt;br /&gt;
Twisting runes and carvings along the face of the monolith dance in your vision causing you to sway uneasily.  You can&#039;t seem to keep a clear focus on them long enough to decipher what they mean. Imbedded into the monolith is a large, krodera orb covered with veins of pure veil iron.  The detailed stonework around the orb portrays hordes of daemon clutching at the orb.  The daemon&#039;s arms extend toward the orb, their claws digging into the its surface and securing it in place.  The orb pulses rhythmically with a dull red glow.  The veil iron veins seem to writhe as the opposing magics caress them and tap their power, and a swirling mist surrounds the monolith as if protecting it.  There is a small, gem-shaped, indentation just above the orb which is empty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following are known rooms that have (or should have) monoliths or possibly some other equivalent mechanism. [[Darkstone Castle]] has its own internal monolith network.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;Area&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Room&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Lich #&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Other Information&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Monastery, Summoning Chamber]&lt;br /&gt;
 |6665&lt;br /&gt;
 |The hidden monolith in this room should lead to the Reading Room outside it.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Monastery, Reading Room]&lt;br /&gt;
 |6663&lt;br /&gt;
 |This is inaccessible or some other object name. It should go to the Dark Shrine.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Dark Shrine, Secret Room]&lt;br /&gt;
 |19265&lt;br /&gt;
 |Uncertain where this one heads next.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Sheruvian Monastery, Chapel]&lt;br /&gt;
 |6653&lt;br /&gt;
 |There should be something in this room. It might be the runes on the altar.&lt;br /&gt;
 |-&lt;br /&gt;
 |Melgorehn&#039;s Reach&lt;br /&gt;
 |[Melgorehn&#039;s Reach, Lost in the Fog]&lt;br /&gt;
 |N/A&lt;br /&gt;
 |This should lead to Lake Eonak at the base of the mountain.&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(*) This list is very incomplete. There would also be something in Darkstone and under Wehnimer&#039;s Landing.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Visions===&lt;br /&gt;
The orbs are probably not loosely based on the Ilarsiri, &amp;quot;the eyes of far vision&amp;quot;, the Shadow World analog of the Palantiri from Tolkien&#039;s &#039;&#039;Lord of the Rings&#039;&#039;. But it is worth mentioning. Melgorehn&#039;s Reach is likely loosely inspired by &#039;&#039;The Hobbit&#039;&#039;, and the orb vision of the burning of the tree in Town Square Central could be analogous to the burning of the white tree of Gondor. This is a stretch. The Ilarsiri had capabilities variable &#039;&#039;&amp;quot;depending on the mental prowess of the wielder.&amp;quot;&#039;&#039; At the least they allowed the user to &#039;&#039;&amp;quot;see across great distances, and even gulfs of time. There is some evidence that they could be used for darker purposes as well, a capability unintended by their maker.&amp;quot;&#039;&#039; They were set in pedestals of stone or wrought metal formed like a many-branched tree. Ours are in a stone monolith and a vaalin filigree stand.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The orb on the worktable pulses once with a deep crimson light.  You feel its power reaching out to you, and you are unable to tear your eyes from it!  The power of the orb begins to overwhelm you, and you feel disoriented as your mind fills with the image of another place...&lt;br /&gt;
&lt;br /&gt;
[Town Square Central]&lt;br /&gt;
This is the heart of the main square of Wehnimer&#039;s Landing.  The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith.  At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree.  The oak is tall and straight, and it is apparent that the roots run deep.  You also see an herbal remedy donation bin and some stone benches with some stuff on it.&lt;br /&gt;
Obvious paths: northeast, east, southeast, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
Flames are rapidly consuming the tree as the clerics and empaths gathered attempt to attend to the wounded and dying.  Every person in the square is covered with burns, and you can almost hear the screams of suffering in your mind.  The vision fades as quickly as it came, and you collapse to the ground in horror.  The faint smell of burning flesh lingers in the air.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This concept of a vision orb in the summoning chamber is consistent with the idea that the crystal dome is partly inspired by the Shining Trapezohedron. When Sheruvian bodies disappear they do so with a crimson aura, which is the same color thrown off by the teleportation orbs. This might be coincidental mood coloring or it might imply a reincarnation method in the same way as the hooded figures. It is also consistent with the Lovecraft subtexts to have a monastery to the dark god of insanity and nightmares, though Sheru was not a god of madness until the &amp;quot;[[ICE gods#Sheru|intermediate]]&amp;quot; period gods documentation. He still had a hyena head when the monastery was built. But it is dubious to try to read such continuity into the Sheruvian Monastery, which is likely supposed to represent Lornon rather than anything more exotic.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Research]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Research:The_Broken_Lands&amp;diff=211829</id>
		<title>Research:The Broken Lands</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Research:The_Broken_Lands&amp;diff=211829"/>
		<updated>2023-12-29T22:49:24Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: mountains of madness, another excerpt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ICE}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This is a research page for interpreting [[The Broken Lands|the Broken Land]] in its original historical context. It is impossible to understand the Broken Land without the [[Shadow World]] source books, as its basic premise is elaborating relationships from that world setting. However, it was also made with its own specific lore texts which were unique to GemStone III, which would be considered non-canonical in Shadow World. It becomes a matter of interpreting and guessing at the intent. The Broken Land most likely also has more cryptic symbolic meaning relating it to the archaic death theology and mechanics of [[Purgatory]], and should probably be interpreted as a spin-off story of [[The Graveyard]].&lt;br /&gt;
&lt;br /&gt;
The Broken Land was introduced by GM Kygar in the [[ICE age|I.C.E. Age]] in a few phases between 1992 and 1994, with the exception of the Sheruvian monastery, which was instead after the De-ICE by GM Sayzor in late 1997. What is now called the [[Lysierian Hills]] was built to be an idyllic contrast around a hidden portal to an exotic locale, which was then chosen to have an &amp;quot;Unlife invasion&amp;quot; theme, elaborating on the relationship between the servants of the Unlife with the Dark Gods in the [[Wars of Dominion]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archaic GemStone III Documentation:&#039;&#039;&#039;&lt;br /&gt;
* [[A Popular History of the Broken Lands]] (1993)&lt;br /&gt;
* [[The Temple of Darkness Poem]] (1994)&lt;br /&gt;
* [http://web.archive.org/web/20010412164311/http://www.se.mediaone.net/~kulbaen/lang.html Iruaric Language Notes] (1994)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related Projects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following research pages are interrelated with the subject of this one:&lt;br /&gt;
&lt;br /&gt;
* [[Research:The Graveyard]]&lt;br /&gt;
* [[Research:Shadow Valley]]&lt;br /&gt;
* [[ICE gods]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Heretic&#039;s Guide: Historical Exploration Series&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are YouTube videos covering the subject of this research page as documentaries:&lt;br /&gt;
&lt;br /&gt;
* Episode 1: History of the Broken Lands - https://www.youtube.com/watch?v=xzYGXwLucMU&amp;amp;t=0s&lt;br /&gt;
* Episode 2: I.C.E. Age Context - https://www.youtube.com/watch?v=IvzIuvGSFEc&amp;amp;t=0s&lt;br /&gt;
* Episode 3: Allegorical Interpretation (Half is Only Audio) - https://www.youtube.com/watch?v=QeMwlGn_6BA&amp;amp;t=0s&lt;br /&gt;
&lt;br /&gt;
=Shadow World=&lt;br /&gt;
The world setting of GemStone III in the I.C.E. Age (Dec. 1989 - Sept. 1995) was set on [[Kulthea]] rather than [[Elanthia]]. This is the archaic [[Shadow World]] historical timeline, in contrast to the modern [[History of Elanthia]]. The story for the Broken Lands is &amp;quot;The Broken Land&amp;quot;, but on the Wiki is labeled &amp;quot;[[A Popular History of the Broken Lands]]&amp;quot; (1993), and it is set in the context of Shadow World. (The pluralization into &amp;quot;Broken Lands&amp;quot; is a De-I.C.E. distortion.) This means the details and areas associated with the story must be interpreted in terms of the contemporary Shadow World source books. More subtly, it must be interpreted using books of an early enough date, as details first existing in later books would be apocryphal.&lt;br /&gt;
&lt;br /&gt;
==Methodology==&lt;br /&gt;
The Broken Land was developed late enough for Shadow World Master Atlas, 2nd Edition (May 1992) to potentially be relevant. However, the specific [[Iruaric]] glossary that was adapted and Iloura&#039;s shrine must have been from earlier books, coming instead from Shadow World Master Atlas Addendum (1990). The Master Atlas Addendum in particular has some vestigial admixtures of the Unlife on Charôn, the moon of the Dark Gods, before that language was removed from later books. (This page uses the spelling Charôn, but it most commonly appears as Charón in the books.) For explanations of paleo-history, crypto-history, and potential weaknesses of methodology, see [[Research:The Graveyard#Paleo-History|Research:The Graveyard]].&lt;br /&gt;
===I.C.E. Source Books===&lt;br /&gt;
These books are especially likely to have some degree of relevance to the story. The Uthex Kathiasas story is unique to GemStone, it does not exist in the source books.&lt;br /&gt;
&lt;br /&gt;
* Shadow World Master Atlas, 1st Edition (1989)&lt;br /&gt;
* Shadow World Master Atlas Addendum (1990)&lt;br /&gt;
* Demons of the Burning Night (1989)&lt;br /&gt;
* Quellbourne: Land of the Silver Mist (1989)&lt;br /&gt;
* Creatures &amp;amp; Treasures II (1989)&lt;br /&gt;
&lt;br /&gt;
===Authorial Intent===&lt;br /&gt;
Some information is recorded on the authorial intent of the Broken Land, which helps constrain the range of possible interpretations. GM Kygar did an interview in the [[List of newsletters|Kulthea Chronicle]], Volume I Issue V, which was the September/October issue of 1994. In this he describes how the whole concept was formed before any of it was created, and even the history was apparently written before any of it was built. The Seolfar Strake is north of the [[High Plateau]] on the [[Quellbourne]] maps, unlike the post-I.C.E. Age maps which place the Lysierian Hills south of Glatoph. Kygar describes making this region as a contrast for the Monastery, and describes earlier in the interview that the Kral (Modern: [[Krolvin]]) were only added after the fact to the Seolfar Strake in 1994 because of combat mechanics needs, as opposed to the &amp;quot;natural-growth&amp;quot; approach that was used for the original parts.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The second approach is to come up with a concept or a &#039;main thread&#039; and then to allow an area and the creatures to grow up around that concept. I think of this as a &#039;natural-growth&#039; design, rather than addressing some specific need. Most of the Seolfar Strake, Monastery and areas beyond the Monastery are of this design concept. Because they are &#039;natural-growth&#039; design, they do not always address the needs of every character class or type. I don&#039;t see a problem with that, and make no apologies for it. If there are &#039;gaps&#039; in the area or creatures, then those gaps can be filled by other areas and other creatures.&lt;br /&gt;
&lt;br /&gt;
When I started on the Seolfar Strake, I decided to have a natural sylvan setting in the foothills of a mountain, along with some buried ruins that contained a gate to a more remote and exotic locale. After looking at the [[Quellbourne|Quellbourn]] map, I decided on Seolfar Strake as the location, since that was a previously untouched area of the island. Having a general idea of the setting and situation, I then had to search for a theme to justify it all. &#039;&#039;&#039;I read through a lot of background material about Kulthea,&#039;&#039;&#039; looking for a good plot to have it all revolve around. &#039;&#039;&#039;I settled on an Unlife invasion theme,&#039;&#039;&#039; but wanted to &#039;&#039;&#039;add a twist that had not yet been explored.&#039;&#039;&#039; The &#039;&#039;&#039;background material made it clear that the Unlife and the Lords of Charôn had worked together during the Wars of Dominion.&#039;&#039;&#039; I selected that as the theme.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), page 18&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This &amp;quot;background material&amp;quot; has no modern analog in the world setting of Elanthia, so the &amp;quot;theme&amp;quot; of the Broken Land is highly archaic. In the following paragraph he describes the additional background material that is not canon in Shadow World or Rolemaster. These include the [[A Popular History of the Broken Lands|legend]] of [[Uthex Kathiasas]] itself, the modified [[Iruaric]] glossary (1994), and the [[Temple of Darkness Poem]] (1994). The purpose of the Monastery in preventing the servants of the  Unlife from &#039;&#039;exiting&#039;&#039; the Broken Land is particularly interesting, because the story might have been read as the monastery and portal being hidden so that it could not be found.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Anyone who has not read the additional background material about the Monastery and areas beyond that are in the [[Tomes of Kulthea]] should do that. The legends and information that I came up with are &#039;&#039;&#039;not official RM material,&#039;&#039;&#039; so the only place you will find them is in the Tomes. Reading those should explain the exact history and plot of the area, &#039;&#039;&#039;though it does not give you every possible detail.&#039;&#039;&#039; Only &#039;&#039;&#039;after I have written a history and background foundation&#039;&#039;&#039; for an area like this, do I &#039;&#039;&#039;actually start building.&#039;&#039;&#039; I think the effect in the Seolfar Strake works. The approach is quiet and sylvan, with nary a hint of the dark struggle that takes place within the mountain. The Monastery itself fits the historical purpose for which it was designed, and that was &#039;&#039;&#039;to guard against intrusions of the Unlife through the gate that is located there.&#039;&#039;&#039; By reading the history and then really exploring and looking at the Monastery itself you can easily get a feel for the centuries of dedicated labor that the monks served. You can understand how their increased isolation from the rest of the world made them lonely and restless. In the end, they succumbed to the very powers that they were set to guard against and became servants of the very powers that they opposed. It&#039;s a tragic tale I guess.&amp;quot; Kygar smiled a little.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In any event, given that tale it was easy for the creatures to develop themselves. The wild creatures in the outer Strake are natural for that setting. The spectral monks and monastic liches in the Monastery are a very natural result of the history of the place. The general abilities of all these creatures are pretty natural.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), pages 18 &amp;amp; 24&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kygar then went on to explain that the Broken Land itself is designed as an extension of the Monastery story, and that there is unifying theme and purpose behind all of it. He explicitly says that there is more to it than its surface meaning, and that you have to dig into the background to understand what it all means. Though part of what he is talking about is the dome puzzle, which most likely had some functionality that has since been removed. There is notably a weird cryptic tower that is somehow connected to the Monastery sewer, which may have once been connected in some puzzle way to the crystal dome. It may have once been possible to transport to this tower through the dome, and then physically access the sewer through some kind of portal in the tower.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;The area beyond the Monastery is an extension of the story.&#039;&#039;&#039; It was all developed in the same way. There is &#039;&#039;&#039;a theme and tale behind all of it&#039;&#039;&#039;, and &#039;&#039;&#039;in light of that theme it all makes sense.&#039;&#039;&#039; I don&#039;t want to go into Man&#039;Ta Pn&#039;Tairken in too much detail because there are some (hopefully) neat things there for people to discover on their own. I can only encourage people to &#039;&#039;&#039;look beyond the surface.&#039;&#039;&#039; Dig into the Tomes and &#039;&#039;&#039;find the stories that give it all meaning.&#039;&#039;&#039; My areas and creatures are more than simple conglomerates of game mechanics. &#039;&#039;&#039;They have purpose and reason behind them,&#039;&#039;&#039; well most of them anyway, and by understanding that reason you should be better able to discover how to deal with them.&amp;quot; He chuckled to himself. &amp;quot;Hmm, that was a pretty long answer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), page 24&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The most parsimonious approach is to take Kygar on face value that &amp;quot;the Unlife and the Lords of Charôn had worked together during the Wars of Dominion.&amp;quot; In this way the relatively modern alphabetic writing of Iruaric in the Broken Land would have been written in the Second Era, and the Loremasters were at least somewhat knowledgeable of Iruaric. The creatures would have been named in Iruaric in the Second Era. The simplest explanation for the time paradoxes mentioned on this page would be for the statue of Morgu to not actually be a statue, but instead Morgu himself hibernating much as the gogor (vruul) do in their tall stone jars. In this way there would be Unlife cultists working with Morgu in the Second Era and seducing Uthex while Morgu was asleep. Morgu would then be taken to have been made as a servant of Empress Kadaena in the First Era, and so himself a native First Era speaker of Iruaric.&lt;br /&gt;
&lt;br /&gt;
==Empress Kadaena==&lt;br /&gt;
[[Empress Kadaena]] is at the heart of the hidden meaning of the Broken Land. In the [[First Era]] of the Shadow World history, the Lords of Essaence weakened the barriers between worlds with their portals, including Portals on the moon Charôn. Many thousands of years later these dormant portals on the moon interacted with the comet [[Sa&#039;kain]]. This was what allowed the Dark Gods to first enter, or perhaps return, to this plane of existence in the [[Second Era]]. It was also what allowed the servants of the Unlife to begin appearing on Charôn. These dark forces eventually unleash the Wars of Dominion.&lt;br /&gt;
&lt;br /&gt;
The actual &amp;quot;name&amp;quot; of the Broken Land is the Man&#039;Ta Pn&#039;Tairken, which is Iruaric for the &amp;quot;Home of Broken Lore&amp;quot;. This would be the name given to it by the Loremasters in the Second Era. Iruaric was the language of Kadaena&#039;s servants, an extended family known as the K&#039;ta&#039;viiri or &amp;quot;Lords of Essaence&amp;quot;. The monsters in the Broken Land were originally named in Iruaric, and it is the language used in the Dark Shrine. It was also used originally in the crypt in The Graveyard.&lt;br /&gt;
&lt;br /&gt;
===Charôn===&lt;br /&gt;
The Wars of the Dominion and the Unlife are mentioned all the way back in The Iron Wind source book of 1980. &amp;quot;Empress Kadena&amp;quot; and the &amp;quot;Lords of Essence&amp;quot; exist in the 1984 books, but they were not wedded yet to the &amp;quot;K&#039;ta&#039;viir&amp;quot; of Spacemaster or a language called Iruaric. In the Shadow World Master Atlas, 1st Edition (1989) the Dark Lords of Charôn are not defined yet as a pantheon, where the moon Charôn is instead associated with servants of the Unlife. There is reference to underground caves and tunnels, but the relevant details are not given until the Master Atlas Addendum in 1990.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Charôn is considered an evil presence by most Kultheans, who believe that the orb is a haven of strange, otherworldly beings and presences. Once again, superstition is not without a basis in fact, for Charôn is indeed a gate-world which hovers on the boundary between dimensions. Beneath the shining icy surface are myriad caves and tunnels - hiding places for the unspeakable. It is shunned by the Lords of Orhan. When Charôn passes close the inhabitants of the Great Moon are especially vigilant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 17&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 20&lt;br /&gt;
- Tomes of Kulthea #1046&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Jaiman source book of 1989 these evil otherworldly beings are &amp;quot;servants of the Unlife.&amp;quot; These servants were able to leave Charôn on the Night of the Third Moon in the 1989 books. It is an idiosyncratic point in the 1989 books that Kadaena, in spite of having been dead for over a hundred thousand years, is sometimes still described as the leader of the forces of Unlife in the Wars of Dominion.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Dark cults worship Charôn. They consider the zenith to be a time of particular importance, a time when &#039;&#039;&#039;servants of the Unlife are able to leave their home on Charôn&#039;&#039;&#039; and come to the Shadow World. ... The Amulet of Charôn is listed as an NPC because it has schemes, goals, and powers of its own, and should be treated like an NPC by the GM. This device is an ancient artifact dating back to the Wars of Dominion at the end of the Second Era. It was a tool created by the servants of Kadæna as one of their many plots of subversion - the prelude to all-out war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Jaiman: Land of Twilight (1989); page 46-47&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dark cults worship Charôn. They consider the zenith to be a time of particular importance, a time when &#039;&#039;&#039;servants of the Unlife are able to leave their home on Charôn&#039;&#039;&#039; and come to the Shadow World.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 37&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 113&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the vestigial text which survives in the Master Atlas Addendum from earlier versions of I.C.E. books, where servants of the Unlife are still associated with Charôn, whereas there is now also a pantheon known as the Dark Lords of Charôn. The Dark Lords were the ones primarily responsible for the Wars of Dominion, whereas it was the servants of the Unlife who were in the books prior to 1990. This is the context for Kygar&#039;s theme of the two factions working together in the Wars of Dominion. Of special note is that in the Master Atlas Addendum the forces of Unlife are &amp;quot;imprisoned&amp;quot; on Charôn instead of banished off-world into &amp;quot;the Void.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
2,000 SE - First appearance of servants of the Unlife.&lt;br /&gt;
&lt;br /&gt;
6,450 - 6,825 SE - Wars of Dominion. Even the Lords of Orhan come to Kulthea to join in combat against the legions of the Unlife. After centuries of strife, the dark forces are destroyed or rendered ineffective, and the &#039;&#039;&#039;the Unlife is driven back into the Void.&#039;&#039;&#039; Unfortunately, there is no way to ensure that it cannot re-enter the World at some future time. Enchanted, immortal Guardians are set at the &#039;&#039;&#039;Gates of the Void.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 9&lt;br /&gt;
- Tomes of Kulthea #1015&lt;br /&gt;
- Tomes of Kulthea #1016&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even the Lords of Orhan descend to Kulthea to combat the legions of the Darkness. &#039;&#039;&#039;The Unlife is driven back and imprisoned on Charôn,&#039;&#039;&#039; all of its powerful servants destroyed. Many valiant Loremasters and Sages are killed, however. Unfortunately, there is no way to ensure that the Unlife cannot re-enter the world at some future time. Enchanted, immortal Guardians are set at &#039;&#039;&#039;the Portals.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Masters of Emer are revealed in their full majesty as Titans and join the forces of the Light. Even the Lords of Orhan descend to Kulthea to combat the legions of Darkness. &#039;&#039;&#039;The Dark Gods are driven back and imprisoned on Charôn,&#039;&#039;&#039; their powerful servants destroyed. Many valiant Loremasters and Sages are killed, however. Enchanted, immortal Guardians are set at the Portals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 131&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;The Void&amp;quot; is discussed in more detail on [[Research:The Graveyard]]. The shift to replacing it with the word &amp;quot;Portals&amp;quot; is emphasizing the origins of the gates in the Lords of Essaence.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;c. -15,000 - -10,000:&#039;&#039;&#039; Althan civilization begins to evolve into a unique combination of technology and &#039;magic&#039; (the Essaence power). Society also polarizes, with the Essaence aepts (mostly the K&#039;ta&#039;viiri) becoming a privileged upper class. A number of &#039;&#039;Portals&#039;&#039; are constructed on Kulthea &#039;&#039;&#039;(and several on Charôn)&#039;&#039;&#039;; these gateways allow direct access to a selected few of the parallel dimensions. Althan scientists master techniques for &#039;&#039;&#039;opening and closing such gateways,&#039;&#039;&#039; sometimes &#039;&#039;&#039;using artifacts such as powerful crystals.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. -14,500:&#039;&#039;&#039; First reappearance of the comet &#039;&#039;Sa&#039;kain&#039;&#039;. It returns every 1500 years, though the proximity to Kulthea varies dramatically with each pass: sometimes brighter than Orhan in the night sky, sometimes all but invisible to the unaided eye. Its presence coincides with violent Flow-storms and &#039;&#039;&#039;serious disruption of the Portals.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. -250 - 0:&#039;&#039;&#039; ... Indeed, large areas of Kulthea are laid waste as the Uruths destroy the remaining K&#039;ta&#039;viiri, using channels of raw Essaence. The backlash from this power destroys or damages many of the ancient Portals, leaving them &#039;open&#039; without control. Strange creatures and destructive demons of the Void begin to &#039;&#039;&#039;enter this universe through the broken Portals.&#039;&#039;&#039; ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. 0:&#039;&#039;&#039; The final conflict of Utha and Kadaena takes place on Kulthea. Kadaena is beheaded by Utha himself, wielding a weapon known as the &#039;&#039;Soulsword.&#039;&#039; By a last effort of Utha, the Flows of Essence are altered to imprison the intruders: by placing the &#039;Eyes of Utha&#039; at the poles, he prevents further influx of the strange and hideous creatures. While it was always believed that Utha caused the Flows to shift dividing the world into hemispheres, that was merely a side-effect of the crystals which he placed at the two poles of the planet. Their real effect was to insulate Kulthea from the radiations of the interdimensional rift, and thus &#039;&#039;&#039;inhibit Demonic incursions from the Void.&#039;&#039;&#039; ... A secret cabal is formed at this time; led by none other than Utha&#039;s son Daenku, it is made up of eight surviving rebels and calls itself the Ahrenreth (Ir. &amp;quot;Secret Circle&amp;quot;). Their mission is to ensure the safety of the Eyes of Utha and to continue &#039;&#039;&#039;to close errant Portals (or &#039;Shadowgates&#039;). These Portals, though severely limited by the Eyes of Utha, still allow demonic beings limited access to Kulthea.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 10-11&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The comet Sa&#039;kain returns in 1900 Second Era, interacting with those same portals on Charôn. Thus, the Dark Gods arrive in this universe through the broken ancient Lord of Essaence portals on Charôn, which were opened and closed with powerful crystals. This is highly suggestive for the Broken Land, where a shrine of Morgu uses Iruaric, which naively makes no sense as a severe anachronism. The Lords of Essaence and Dark Lords should be from entirely different time periods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
1900: The Comet &#039;&#039;Sa&#039;kain&#039;&#039; returns, passing very close to Kulthea. The Third Moon (Charôn) passes through the long, fiery tail of the comet, and the Essaence of the comet&#039;s tail interacts with &#039;&#039;&#039;the gates of the moon.&#039;&#039;&#039; New creatures and beings (they are eventually called the &#039;&#039;Dark Gods&#039;&#039;) are transported into the Kulthean universe - and a presence of unspeakable evil arrives on Charôn.&lt;br /&gt;
&lt;br /&gt;
c. 2000: First appearance of servants of the Unlife on Kulthea.&lt;br /&gt;
&lt;br /&gt;
c. 4000 - 6450: The Dark Gods begin systematically gathering evil creatures into a host of darkness.&lt;br /&gt;
&lt;br /&gt;
c. 6450: Another close passage of the comet provides the &#039;&#039;&#039;necessary energy to open the way for hordes of demonic servants.&#039;&#039;&#039; Volcanic eruptions, flow storms, and earth tremors rock the planet, destroying fortresses and cities. The Dark Forces are ready.&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 12-13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: These are Second Era dates. There is a 100,000 year Interregnum between the First Era negative dates and these dates.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Imprisoned&amp;quot; in the Third Era must be interpreted loosely, though some were more literally imprisoned. The Dark Lords are able to travel to the world below for a matter of hours every 24 days when Charôn is closest to Kulthea (page 38), though &amp;quot;certain gods&amp;quot; (unspecified) can do so during the &amp;quot;Night of the Third Moon&amp;quot;, which is instead a zenith event. This may be a retcon of the vestigial language about &amp;quot;servants of the Unlife&amp;quot; on that subject on page 37. The Dark Lords may also send themselves for 10 hours through very powerful Gates, or indefinitely through a ritual summoning with continual sacrifices. What it really means is probably that at the end of the Wars of Dominion, the Lords of Orhan set &amp;quot;Guardians&amp;quot; at the major portals, so that the Dark Gods would be unable to use them without tripping a kind of alarm. Later Shadow World books clarified this by stating that the Dark Lords were able to escape Charôn again in the 3000s Third Era, so the rules on their transportation restrictions in the books are meant to be interpreted as how things are &amp;quot;now&amp;quot; in the 6000s Third Era. Since that is the present of the world setting.&lt;br /&gt;
&lt;br /&gt;
The Emer (1990) book on page 8 does not necessarily say the Dark Gods first arrived in 1900 Second Era, but rather they gained &amp;quot;easy access&amp;quot; to the world because Charôn &amp;quot;acquires a special access to the negative planes&amp;quot; (i.e. Chaos planes), and later Shadow World books have them first arriving instead in 450 Second Era which causes the Lords of Orhan to reveal themselves. Later books also refer to the souls of their followers being sent through portals on Charôn to the Pales, but this was not established early enough to be relevant, though a similar concept might be involved with older text on the Void.&lt;br /&gt;
&lt;br /&gt;
===Vruul===&lt;br /&gt;
[[Empress Kadaena]] was the &amp;quot;Queen of Evil&amp;quot; who invented the gogor, which were re-named &amp;quot;vruul&amp;quot; after the I.C.E. Age in GemStone III. These were one of several examples of Kadaena making malevolent artificial constructs as servants. Gogor are essentially gargoyles made of flesh. They can be considered leathery statues, similar to the Morgu statue in the Dark Shrine, which is likely what woke up and caused the damages to the shrine (and for which the huge stairwell is used in the Dark Grotto.) They slumbered for thousands of years in tall stone jars of foul dark fluid until dark priests woke them up in the Second Era. There is a typographical error on page 37 of the Master Atlas Addendum that says &amp;quot;See Parts IV &amp;amp; V (Demons)&amp;quot; for minions lurking below Charôn, but Part V is actually the section containing Kadaena&#039;s constructs.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Once the skies were blackened with thousands of these winged beasts, but that was &#039;&#039;&#039;in the First Era, when Kadaena ruled.&#039;&#039;&#039; It was thought that those few Gogor who survived the Conflict had perished over the stretch of time, but the world is not so fortunate. Guided by hints millennia old, the dark priests searched deep in lost caverns and the ruins of ancient citadels. They found crypts, and within them row upon row of stone jars, seven feet tall, their lids sealed. Sleeping within each, submerged in a foul but nutritive fluid, was an unspeakable &#039;&#039;&#039;beast-servant of the Queen of Evil&#039;&#039;&#039;, waiting through the long years until needed again. Some did not survive the eternity of suspension, but many darken the skies of Kulthea again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas (1990), Part V; page 34&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Gogor are &amp;quot;black as midnight&amp;quot; with tough hides and leathery wings. They have green glowing eyes allowing them to see in complete darkness, powerful claws, and have an extremely good sense of smell. It is not included in their GemStone creature description, but they have long poisonous prehensile tails. This is depicted on the statue in the Dark Shrine, though oddly those gogor have blood red eyes. Minor gogor of the Dark Shrine might not have tails.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Lo thal ta shin.]&lt;br /&gt;
&lt;br /&gt;
You feel a tingling sensation run through your body and suddenly you see...&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, &#039;&#039;&#039;ghastly&#039;&#039;&#039; statue that dominates the center of the chamber, the sense of evil is a palpable force that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dark Spirit Morgu (Modern: Marlu) looked exactly like an enormous gogor, and collected them as his favored pets, but the reason why is never explained in the source books. (His statue in the Dark Shrine notably has the Orhan deity enlarged avatar height of 12 feet.) The invoking elements for the gateway in his shrine being Iruaric are strongly implying an ancient relationship with the Lords of Essaence. &amp;quot;Thro dyar K&#039;mur&amp;quot; in particular is implying he was made to guard Empress Kadaena. The statue itself (importantly in this context) has to be touched to trigger the Iruaric command for returning to the Dark Grotto.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Fire-demons are associated with destruction and typically serve the forces of terror. The mightiest of these creatures, the Flamesouls, are corrupted demigods in the service, whose avarice and hunger for hegemony led to their fall from grace. &#039;&#039;&#039;These vile, vengeful Demons serve Kadæna,&#039;&#039;&#039; although most were imprisoned on other planes at the end of the &#039;&#039;&#039;Wars of Dominion&#039;&#039;&#039;, or were utterly destroyed. The few survivors retreated into the depths of the underworld in order to survive until they could regain strength and exploit new opportunities. They repose like a dormant curse upon the world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas: Inhabitants Guide (1989), page 34&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire-demons are associated with destruction and typically are summoned by the forces of evil. Their power comes from the depths of the earth and the energy of the sun; they love the day and fiery caverns. Driven by avarice for power and death, they are among the most fearsome of demons. &#039;&#039;&#039;The favored guardsmen of Kadaena,&#039;&#039;&#039; most were banished forever in the &#039;&#039;&#039;Final Conflict&#039;&#039;&#039;. But some were actually imprisoned within deep caverns, unable to return to their planes and yet unslain. They await the unwary who might free them and find death as a reward.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990), page 18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The citadel of &#039;&#039;Ahrenraax&#039;&#039; (Ir. the &amp;quot;Secret Claw&amp;quot;) was located in the cool waters southwest of Emer. Stewardship of this volcanic island fortress was given to the Lord Ordainer &#039;&#039;Morloch&#039;&#039; (once known as Shuraax the Fire Claw, &#039;&#039;&#039;bodyguard of Kadaena)&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 63&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This has some precedence in other books, such as the Inhabitants Guide (1989), where she has fire demons as bodyguards. In the Emer (1990) book she had an Ordainer bodyguard. It might also pertain to the vestigial text about her followers having fashioned the first of the Great Demons, which is a holdover from older I.C.E. source books where the demonic were created artificially by the Lords of Essence.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The coming of the Unlife, a vast power which feeds upon destruction, brought to light (and to darkness!) cults and orders dedicated to evil; &#039;&#039;&#039;Great Demons were fashioned by the most powerful of the Lords who had fallen under the influence of the Unlife, led by the Empress Kadæna.&#039;&#039;&#039; Wise but twisted in spirit, &#039;&#039;&#039;the servants of the Shadow&#039;&#039;&#039; offered knowledge beyond that which the Loremasters deigned to give such &amp;quot;lesser beings,&amp;quot; and the power of the Unlife grew unfettered in the Second Era. The 300-year-long Wars of Dominion concluded the Second Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Theories regarding the origins and creation of Demons are plentiful and contradictory, but the most commonly accepted explanation is that &#039;&#039;&#039;they were created by the Lords of Essence out of that force itself,&#039;&#039;&#039; and they exist on some other plane, waiting to be called forth. &#039;&#039;&#039;Now, most serve the Unlife.&#039;&#039;&#039; Whether Demons are intrinsically evil in nature or not is another matter open to speculation, and it is doubtful that the answer is soon forthcoming, since few users of Essence who are not already servants of the Unlife are willing to risk summoning one of these terrors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Cloudlords of Tanara (1984); page 8&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These excerpts are particularly important because the story of the Broken Land is that Uthex Kathiasas discovered what he believed was a new source of power, and he was trying to give &amp;quot;physical form&amp;quot; to that power. In other words, the story very strongly implies that Uthex was attempting to forge entities out of the essence, and his work was corrupted under the subtle influence of forces of the Unlife. The Dark Shrine raises the question of whether the Dark Lords originated in Lord of Essaence experiments in the First Era, and were merely banished in the Final Conflict rather than first arriving in 1900 Second Era.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
From the Book of Dark Tales...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once &#039;&#039;&#039;She&#039;&#039;&#039; whispered and &#039;&#039;&#039;life was death&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gogur&#039;&#039;&#039; arose, his wide wings spread&lt;br /&gt;
Talons to tear and fangs to feed&lt;br /&gt;
The skies were darkened with &#039;&#039;&#039;dread.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Andraax]] &lt;br /&gt;
&#039;&#039;&#039;SE 1782&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum, Part V (1990); page 31&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master. Guard the &#039;&#039;&#039;Dark Queen.&#039;&#039;&#039;&lt;br /&gt;
Spirit &#039;&#039;&#039;born of death.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- [[The Temple of Darkness Poem]] (1994)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Lyxatis&amp;quot; could be parsed as a glottalization and pronunciation of &amp;quot;lyx arulis&amp;quot;, meaning &amp;quot;dread seer&amp;quot;, so figuratively &amp;quot;Morgu lyxatis kort&amp;quot; would mean: &amp;quot;Morgu, gogor master.&amp;quot; (This is by no means obvious. It might be that &amp;quot;atis&amp;quot; is invoking unspecified language rules, and was just a handwave out of a limited glossary to mean &amp;quot;cruel&amp;quot;.) It seems highly likely that the use of &amp;quot;lyx&amp;quot;, meaning &amp;quot;dread&amp;quot;, is playing off the poem at the beginning of the constructs section. &amp;quot;Spirit born of death&amp;quot; would be playing off &amp;quot;life was death&amp;quot; in the lines where Empress Kadaena is implied to have made a high leader of the gogor. &amp;quot;Gogur&amp;quot; in turn is conspicuously similar to &amp;quot;Morgu.&amp;quot; &amp;quot;Thro dyar K&#039;mur&amp;quot; literally means &amp;quot;Guard dark Lady&amp;quot;, which is &amp;quot;Dark Queen&amp;quot; in the poem. There is no Queen of the Dark Gods in Shadow World.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Once Sentinels guarded all of the &#039;&#039;&#039;Dark Queen&#039;s&#039;&#039;&#039; palaces and holds, their inimical gaze unwavering as they scrutinized every being who passe their gates. Many were destroyed in the great conflict which ended the First Era, but some survived and now guard other portals to dark fortresses. These constructs are not unlike golems in some ways, fashioned out of stone or other adamantine substance, but they are more intelligent, an even possess a perverse arrogance to match their formidable powers of guardianship. For the Sentinels were designed to do one thing only: guard the entries to &#039;&#039;&#039;Kadaena&#039;s&#039;&#039;&#039; holds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum, Part V (1990); page 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is the page and entry immediately before the Gogor section.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Though the term &amp;quot;dyar K&#039;mur&amp;quot; could be interpreted as &amp;quot;Dark Lord (of Charôn who is a woman)&amp;quot;, which would most likely imply guarding Orgiana, it would not explain the translation of &amp;quot;Dark Queen&amp;quot; in the Temple of Darkness poem. In contrast the phrase &amp;quot;Dark Queen&amp;quot; is used for Kadaena&#039;s sentinels who guard her palaces. Unless Kadaena in death became a Dark Lord, perhaps Orgiana herself. It is worth noting that another of her constructs are called [[Kaeden]], organized around &amp;quot;queens&amp;quot;, where Kadaena herself was &amp;quot;high queen.&amp;quot; Kadaena itself could arguably be translated as Iruaric for Empress.&lt;br /&gt;
&lt;br /&gt;
===Dark Lords===&lt;br /&gt;
The Dark Lords of Charôn are not really a &amp;quot;pantheon&amp;quot;, they are an uneasy alliance of rivals. They were first introduced in the 1990 books as the most singularly powerful of the forces of darkness, and Unlife adjacent without actually being immediate &amp;quot;servants of the Unlife.&amp;quot; The Unlife is the most corrupted degree of the Essaence, which is called Anti-Essaence, inherently contradictory to the rest of Existence. The Dark Lords are manifestations of the chaotic aspects of the Anti-Essaence, similar to how the Lords of Orhan are manifestations of the Essaence. Avatars of deities are power given physical form.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Individually, the Dark Gods are the most intrinsically powerful of the &#039;evil&#039; factions. They are not driven by one will like the Unlife, and they are not fully independent like the Dragonlords. These masters of dark power are not even life in the biological sense, but &#039;&#039;&#039;energy beings: manifestations of the chaotic power of the Anti-Essaence.&#039;&#039;&#039; Most are less than complete personalities, driven by specific needs and goals. As a result, they seem two-dimensional and are often predictable in their reactions. Vindictive, violent and wantonly destructive, their methods are most often the antithesis of the artful minions of the pure Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Master Atlas, 2nd Edition (1992), changes &amp;quot;chaotic power of the Anti-Essaence&amp;quot; to &amp;quot;chaotic aspects of the Anti-Essaence&amp;quot;. [[Research:The Graveyard#Apocrypha|Research:The Graveyard]] details the edition changes on matters of the Unlife and demonic categories.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World Master Atlas Addendum (1990) further specifies that the Dark Gods originated in the Chaos planes, where the Unlife is the furthest ultimate extreme of it. However, this book also states the Dark Gods are &amp;quot;related&amp;quot; to the Demons of the Pale, which are entities of the Void. This language is retained in the Master Atlas, 2nd Edition (1992). Both imply relation to the &amp;quot;fallen demigod&amp;quot; Great Demons.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;So named because they stand for the opposite of order and Existence, the Unlife itself originates in the heart of Chaos. &#039;&#039;&#039;The Dark Gods entered the Kulthean universe from the Chaos Planes,&#039;&#039;&#039; though they are not the pure antithesis of existence that the Unlife is. ... &#039;&#039;&#039;Demons of the Essaence originate in the Chaos Planes,&#039;&#039;&#039; their form becoming more discordant the further their origins within Chaos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&amp;quot;These are the more familiar and lesser demons known as &#039;&#039;Outsiders.&#039;&#039; &#039;Outsider&#039; is a general classification referring to all demons of the &#039;Planar&#039; or &#039;Inner&#039; Void. Demons of the Pale are categorized according to their home plane. Of those within the Pale, First Pale Demons are the weakest; Demons of the Sixth Pale are the strongest. These demons &#039;&#039;&#039;are related&#039;&#039;&#039; to the Dark Gods of Charôn, and serve those evil masters (when summoned from their homes in the Planes).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 23&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is important given the premise of the Uthex Kathiasas story of giving physical form to his new source of power, which plays off [[Research:The Graveyard#The Dark Path|the text]] for how Evil spells are perceived. If the crystal dome in the Broken Lands is able to fashion entities from pure energy, which is implied to be a Lord of Essaence artifact, and the Lords of Essaence fashioned &amp;quot;Great Demons&amp;quot;, it stands to reason that the Dark Gods who are related to demons might have originated in the same way. This allows the idea of Morgu guarding Empress Kadaena to make sense, as the Dark Spirits are created by the Dark Lords as servants. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;4. Immortality:&#039;&#039;&#039; Unlike the greater deities, the Dark Spirits are not exactly immortal, as they are &#039;&#039;&#039;really little more than manifestations of their master&#039;s will.&#039;&#039;&#039; The destruction of their chosen mortal form (as indicated by a killing critical or other catastrophe) results in the body (though not personal items - those are left in a heap) vanishing in a ball of fire or other showy end. The &#039;soul&#039; of the Dark Spirit flees to Charôn if his master wills it - and he has the energy; many Spirits are unable to make the trip and are dispersed forever. If he makes it, he will either be permitted to reform, or the angry God may dissolve him anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 45&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In later Shadow World books it is explicitly postulated that the Dark Gods may have originated as Lord of Essaence experiments with creating non-corporeal life, but the earliest available reference to that seems to be &amp;quot;Emer Atlas I: Haestra&amp;quot; in 1997. The Dark Grotto and Dark Shrine were introduced in GemStone III no later than early 1994. It is worth mentioning later sources because material first appearing in books of a given copyright date might have been available in some other form at earlier dates. &amp;quot;Haalkitaine&amp;quot; (1998) is the earliest available reference to 6521 Second Era being the year Lorgalis conquered Saralis with the Ordainer Kharuugh. It is one of the only specific dates mentioned for the Wars of Dominion, and it is the same year Uthex Kathiasas was killed immediately next door in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Second Era&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;450:&#039;&#039;&#039; First Loremaster-recorded appearance of the comet Sa’kain, a burning mass that hangs in the Kulthean sky for weeks. As it passes near the planet, it disrupts the function of the Eyes of Utha, and opens a door into a multitude of universes—including the Void. The comet returns every 1500 years. Soon after this event the Dark Gods begin to appear on Kulthea. To counter this, the Lords of Orhan create manifestations of themselves and accept followings. The &#039;&#039;&#039;origins of the Dark Gods remain unclear,&#039;&#039;&#039; though some suspect they are actually former Lords of Orhan who turned from the benign ways of their brethren. Others hold that they are early manifestations of the Unlife, or even &#039;&#039;&#039;‘failed’ experiments by the Althans to create non-corporeal life.&#039;&#039;&#039; Perhaps only Andraax knows the truth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer Atlas I: Haestra (1997); page 18&lt;br /&gt;
- Haalkitaine (1998); page 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: By Shadow World Master Atlas, 3rd Edition (2001), page 166, this adds a possibility of having escaped an &amp;quot;inter-dimensional prison.&amp;quot;)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These happen to be the same possibilities that are likely for GemStone III. The story for the Graveyard was most likely written in a context where the Dark Lords were not defined yet, so Empress Kadaena is treated as a Lord of Orhan who was the first of them to follow the Unlife. The idea that the &amp;quot;Althan&amp;quot; scientists were attempting to forge non-corporeal life, which is to say energy beings, is consistent with the overt premise of Uthex&#039;s work and earlier Shadow World books where the Lords of Essaence artificially made demons. The demons of the Black Hel were also made as servants by those dark gods.&lt;br /&gt;
&lt;br /&gt;
This research page is typically speaking of Empress Kadaena as having been dead, which is to say not an active power or force of darkness, since the First Era which was over 100,000 years before the Wars of Dominion. The paradoxes of this issue go away if the Dark Gods are actually &amp;quot;ascended&amp;quot; Lords of Essaence, which would effectively mean Iruaric is still their native language, and it is written in alphabetic form in the Second Era. The difficulty is that the Shadow World context and the Lovecraft subtexts allow the issue to be resolved either with time travel or prophetic powers. It would raise the question of why Kadaena, the Dark Queen, is not mentioned in the Temple of Darkness poem. The simplest explanation for that would be to assume she is actually Orgiana, and that they are really a &amp;quot;dead&amp;quot; goddess. It might also be that the scale model of Morgu in the Dark Shrine is not actually a statue, but Morgu himself hibernating, much as the gogor do in their stone jars.&lt;br /&gt;
===Iruaric===&lt;br /&gt;
[[Iruaric]] is the (mostly) dead language of the Lords of Essaence, and the ancestor of most languages in the Shadow World setting. It is only understood by relatively few, though in much later books its word-parts overlap with [[Iylari]] and [[Dragonlord|Kugor]]. The Loremasters are among the few who know it. The language is partly telepathic, so most races cannot speak it properly. It was first mentioned in the Shadow World Master Atlas, 1st Edition (1989), where some word parts are defined through place names. The first Iruaric glossary is in the Shadow World Master Atlas Addendum (1990), page 94, which is the one the GemStone III specific version modified. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There are fourteen areas which might classify as true continents or continental groupings on Western Kulthea . . . These names are the ancient Lords of Essence titles (like those of the moons), and in many cases the inhabitants are unaware of the original name of their continent.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The seas of the western hemisphere were named by the Lords of Essence as follows . . . Interestingly, though the &#039;&#039;&#039;original Iruaric names&#039;&#039;&#039; have been lost to nearly all but Loremasters, the ocean names in local tongues correspond in translation in almost every case.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); pages 10 and 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Iruaric:&#039;&#039;&#039; The language of the Lords of Essence. In its &#039;true&#039; form, it was partially telepathic and powerful. It can be learned in a relatively innocuous form by other races. It is related to the Primal Essaence; the extent of its true power can only be guessed at.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 93&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was also defined in the Inhabitants Guide (1989), which specified the common origin of all humanoid races, along with the recurring premise that the Lords of Essence altered life into novel forms. This is a relevant theme as Kadaena herself was the creator of many monsters. These races are also often named in Iruaric. This is important because several of the Broken Lands creatures had Iruaric names.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In some tales they are referred to as the &#039;&#039;K&#039;ta&#039;viiri&#039;&#039; - which means literally &#039;Lords of Essence&#039; in the &#039;&#039;&#039;Iruaric tongue&#039;&#039;&#039; (K = lord, viir = essence or power, i = plural). These beings were of the original race of Kulthea, but whether they were actually native to this world is a question yet unanswered. The whole of this race was known as the &#039;&#039;Altha&#039;&#039;, a curious word which has no meaning in Iruaric or any other Kulthean language. It is important to make the distinction between the Althan peoples and the K&#039;ta&#039;viiri, as only the latter people became Lords of Essence. The Althans constitute all of the original humanoid inhabitants of the Shadow World during the First Era. They formed the &#039;raw material&#039; if you will for the myriad races to follow, whether they evolved naturally through the course of time and the mutating effects of the Flows, or were the result of &#039;&#039;&#039;direct manipulation through K&#039;ta&#039;viir experimentation.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas: Inhabitants Guide (1989); page 44&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The most important thing to understand about the use of Iruaric in the Broken Lands is that it is highly anachronistic. The Lords of Essaence were destroyed, and Empress Kadaena decapitated, in a civil war over 100,000 years before the Dark Gods arrived on Charôn. The modified Iruaric glossary made by Kygar is almost identical, except it has several paragraphs of background lore added to it. Kygar has early Iruaric being glyphical or hieroglyphic, rather than &amp;quot;phonetic&amp;quot;, by which he really means alphabets. This would imply that the wording on the Dark Shrine entrance should have been written in the Second Era. That is assuming &amp;quot;modern day languages&amp;quot; frames the word &amp;quot;modern&amp;quot; for modern Iruaric, which could be interpreted very differently, referring instead to the end of the First Era. This requires speculation.&lt;br /&gt;
&lt;br /&gt;
Hieroglyphics were actually &amp;quot;phonetic&amp;quot; after all and were deciphered as a result in the 19th century. What Kygar seems to be saying is that these glyphs are like ideograms, and that slight differences in the symbol conveyed many aspects of meaning, and that these variants could have very different pronunciations. In a phonetic script like our alphabet they would be rendered quite differently, because that would be encoding the way it sounds, rather than the visual similarity of the original glyphs with their common family of meaning. &amp;quot;Translating&amp;quot; ancient Iruaric into &amp;quot;modern&amp;quot; Iruaric could refer to language drift, or the incompleteness other races have with it. But Kygar seems to be speaking of converting the written forms, which is really &amp;quot;transliteration&amp;quot;, not translating as if between modern English and Old English.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A Glossary of Iruaric Terms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The following is a brief glossary of words and word-parts in the ancient language of the Lords of Essaence. As with nearly all languages, Iruaric is not entirely consistent and is at times contradictory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Translation of ancient Iruaric to modern day languages is difficult at best.&#039;&#039; &#039;&#039;&#039;Even translations from ancient Iruaric to modern forms of that same language will, at time, fail to represent the original ideas accurately. This is due mainly to the glyphical, or hieroglyphical form that early written Iruaric took. Often, similar symbols would represent many aspects of the same idea or word, with only minor changes in the glyph that differentiated the meanings. Often, however, these similar written forms had widely varying pronunciations. The use of phonetic representations of Iruaric as a written form are a fairly recent development, historically, and again vary widely from one culture to the next.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following list of terms is not meant to be a comprehensive dictionary of the Iruaric language. Indeed, such a work would fill many volumes of text. Instead, this list of terms represents many of the most commonly used Iruaric terms and word-parts that were employed in naming places, people and things. The representations of Iruaric terms are phonetic, and are not indicative of the language syntax.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The incorporation of &amp;quot;is,&amp;quot; &amp;quot;er&amp;quot; or &amp;quot;aer&amp;quot; into a verb typically converts that verb to indicate &amp;quot;one who does&amp;quot; that action instead. For example, the verb sing is &amp;quot;lina,&amp;quot; singer is formed by adding &amp;quot;aer&amp;quot; to the verb. The addition of these modifiers may be as a prefix or suffix, but in most cases they are added as a suffix.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most plural forms are achieved by adding &amp;quot;i&amp;quot;. In many cases, &amp;quot;ri&amp;quot; is added to make a term plural, but the form &amp;quot;ri&amp;quot; typically signifies a very large quantity or an increase, and most often signifies a total plurality such as when referring to a whole group of things. For example, the High Elves are known as &amp;quot;&#039;&#039;&#039;Ilyari&#039;&#039;&#039;,&amp;quot; a pluralization of the term &amp;quot;&#039;&#039;&#039;Ilar&#039;&#039;&#039;.&amp;quot;&#039;&#039; &#039;&#039;&#039;When referring to a particular chain of mountains, the term typically used would be &amp;quot;thosi,&amp;quot; but when referring to all of the mountains of the world, or to mountains in general, the term typically used would be &amp;quot;thosri.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The term &amp;quot;ta&amp;quot; is used to indicate a relationship or correlation. For example, a place that is the home to a race of giants might be referred to as &amp;quot;man&#039;ta hori,&amp;quot; home of giants.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;most ancient forms of the language, before the glottal stops employed in the early forms developed fully into vowels.&#039;&#039;&#039; &#039;&#039;In some later forms of the language, apostrophes are used to indicate two or more word-parts that have been incorporated into a single glyph.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Note: Italics are relatively unaltered Shadow World text, bold is Kygar original text. The truncation of the last paragraph is in all available copies, and this is very unfortunate, because that paragraph is probably very important for interpreting the intent.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
However, Kygar has the most ancient forms of the language being glottalized, meaning sounds were dropped compared to later forms. If the sound for &amp;quot;t&amp;quot; were a glottal stop, for instance, &amp;quot;butter&amp;quot; would be pronounced &amp;quot;buh&#039;er.&amp;quot; This is important because the Iruaric used in the Broken Lands drops &amp;quot;phonetic&amp;quot; letters from its words (e.g. &amp;quot;thro&amp;quot; instead of &amp;quot;throk&amp;quot;). This suggests the words or phrases may have originated in a First Era native speaker. The premise that apostrophe forms are indicative of later Iruaric is a retcon specific to GemStone III, in Shadow World canon the later forms instead smoothed words together.&lt;br /&gt;
&lt;br /&gt;
The idea that the early spoken Iruaric had widely varying pronunciations, and that many meanings were in similar symbols that are lost in transliteration, amounts to the Iruaric in the Broken Land having to be interpreted creatively. While &amp;quot;lyx&amp;quot; is a word part, for instance, &amp;quot;atis&amp;quot; is not. The sound &amp;quot;ul&amp;quot; is dropped in the &amp;quot;lug&#039;shuk traglaakh&amp;quot;, however, and this allows &amp;quot;atis&amp;quot; to be read as a variant pronunciation of &amp;quot;arulis.&amp;quot; It is still dangerous to interpret missing letters this way, since the paragraph is truncated. It might instead reflect the Second Era phonetic system variation, and &amp;quot;atis&amp;quot; or &amp;quot;shuk&amp;quot; may involve undefined rules. But the inclusion of the premise of &amp;quot;translating&amp;quot; ancient Iruaric into &amp;quot;modern&amp;quot; Iruaric being difficult is probably framing the Dark Shrine as a case of ancient Iruaric re-expressed imprecisely into its modern form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Dark Shrine Inscription&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dark Shrine inscription is the most conceptually important part of the Broken Lands, and interestingly was never De-ICE&#039;d, while the creature names of the Broken Lands were stripped of their Iruaric and so was the analogous voice command puzzle in the Graveyard. &amp;quot;Lyxatis&amp;quot; is translated as &amp;quot;Cruel&amp;quot; in the Temple of Darkness poem. The possibility of &amp;quot;atis&amp;quot; encoding &amp;quot;arulis&amp;quot; through glottal stops and variant pronunciation is given earlier. Another way of parsing it is to interpret &amp;quot;lyxat&amp;quot; separately from &amp;quot;is&amp;quot;, and treat that as the &amp;quot;-is&amp;quot; suffix meaning &amp;quot;place (noun).&amp;quot; The term &amp;quot;at&amp;quot; may be a letter swap for &amp;quot;ta&amp;quot;, meaning &amp;quot;of&amp;quot; (similar to how Kygar modifies his made up &amp;quot;Ilar&amp;quot; for Ilyari verus Iylari), or a variant pronunciation of &amp;quot;az&amp;quot; for &amp;quot;dwell&amp;quot; or &amp;quot;home.&amp;quot; It might even encode multiple meanings, like how &amp;quot;dyar K&#039;mur&amp;quot; might.&lt;br /&gt;
&lt;br /&gt;
Lyxatis could then mean something to the effect of Morgu whom in dread dwells or the personification of dread. This might be supported with the palpable, smothering feeling of evil in his shrine, which appears to be his dwelling. If this &amp;quot;dread&amp;quot; were instead taken as a verb, the &amp;quot;-is&amp;quot; modifier on verbs gives the meaning &amp;quot;one who does that action&amp;quot;. This could mean Morgu he who is the act of dread. This might be translated as &amp;quot;cruel&amp;quot;, as in the Temple of Darkness poem, but might also refer to the gogor &amp;quot;darkening the skies with dread&amp;quot; as in the Andraax poem. &amp;quot;atis&amp;quot; might even have no intended interpretation or explicit rules basis, only a handwave for using &amp;quot;lyx&amp;quot; to make the translated word &amp;quot;cruel.&amp;quot; It is impossible to know the intent for certain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Monsters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minions that Uthex made were named in Iruaric, except for the giant fog beetles. It is dubious that &#039;&#039;he&#039;&#039; named them. It might be their ancient Iruaric names, either to the crystal which may have been involved in making them, or the names the cultists used for them by way of Morgu himself:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Kiskaa raax:&#039;&#039;&#039;&#039;&#039; The myklian were called &amp;quot;kiskaa raax&amp;quot;, which is Iruaric for &amp;quot;cold/chilling claw.&amp;quot; This is a clean translation with nothing to parse or guess. It simply refers to their cold flaring property.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Dyar rakul:&#039;&#039;&#039;&#039;&#039; The dark vorteces were called &amp;quot;dyar rakul&amp;quot;, where &amp;quot;rakul&amp;quot; must stem from a composite glyph. &amp;quot;Rakul&amp;quot; is most likely a double meaning. Morphing together &amp;quot;rak&amp;quot; and &amp;quot;kul&amp;quot; makes dyar rakul mean &amp;quot;dark cold shadow&amp;quot;, referring to their coldness and appearing as a mass of shadows. &amp;quot;Rakul&amp;quot; may also be parsed as &amp;quot;ra kul&amp;quot; meaning &amp;quot;power shadow&amp;quot;, which refers to their ability to drain power (&amp;quot;mana&amp;quot; in modern terms) from their victims. These might be based on the Nycorac and Blacar, as explained elsewhere, but could also be darkness elementals (like dark wisplings, now called [[dark vysan]]s.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Lug&#039;shuk Traglaakh:&#039;&#039;&#039;&#039;&#039; The magru were called &amp;quot;lug&#039;shuk traglaakh&amp;quot;, which is a complicated mixing of words. &amp;quot;Shuk&amp;quot; is not a word. &amp;quot;Shu&amp;quot; means &amp;quot;fire&amp;quot; or &amp;quot;flame&amp;quot;, &amp;quot;shulu&amp;quot; means &amp;quot;wet&amp;quot;, and &amp;quot;hulk&amp;quot; could be read as a contracted &amp;quot;hulkanen&amp;quot; for &amp;quot;barren&amp;quot; or &amp;quot;empty.&amp;quot; &amp;quot;Laakh&amp;quot; is an unusual case because Kygar&#039;s modified glossary has it meaning both &amp;quot;lost&amp;quot; and &amp;quot;maker&amp;quot;, whereas the canon glossary has &amp;quot;lavan&amp;quot; being the word for maker. These are right next to each other in the glossary, and seems very unlikely to be unintentional. &amp;quot;Trag&amp;quot; is presumably a variant pronunciation or orthography for &amp;quot;trog&amp;quot; meaning &amp;quot;cave&amp;quot;, but as will be explained elsewhere might also refer to cave dwelling extraplanar entities called Traag. The overall meaning is something to the effect of &amp;quot;ugly fiery-wet emptying cave makers/losers&amp;quot;, because they are highly caustic and burn their way through the rocks. If the magru were supposed to be extraplanar entities called Absorbers, they reproduce by devouring flesh. This would explain their deep bone pit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apocrypha:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The modified glossary is missing the words for &amp;quot;pillar&amp;quot; and &amp;quot;god&amp;quot;, where the [[Pillar of the Gods]] is related to the origins of the Lords of Orhan, but this is most likely coincidental. While the Pillar of the Gods is defined in Iruaric as Luor&#039;ka&#039;tai in the first edition of Master Atlas (1989), page 11, &amp;quot;luor&amp;quot; and &amp;quot;tai&amp;quot;  were only added to the Iruaric glossary in the second edition of Master Atlas (1992). The term &amp;quot;Luor&#039;ka&#039;tai&amp;quot; was likewise omitted in the Master Atlas Addendum (1990) section for the Pillar of the Gods on page 73. Consequently the omission of those word from our modified glossary is probably meaningless. The Pillar is in legend the source of the Shadowstone, see page 57, which in theory would have absorbed Kadaena&#039;s soul when she was killed. This is a question mark for any Kadaena as goddess interpretation.&lt;br /&gt;
&lt;br /&gt;
===Dark Races===&lt;br /&gt;
While the Lords of Essaence were responsible for mutating life forms however it suited them, such as the various hybrid races and those with Iruaric names, Empress Kadaena herself was responsible for warped travesties of life and dark races. This is in addition to the malevolent constructs she made in the futile attempt to fashion artificial life that reproduced itself. It is this (and perhaps the vestigial 1989 text regarding her surviving followers fashioning Great Demons) that gives context to a First Era artifact in the Broken Land through which Uthex Kathiasas is making minions out of the essence itself.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;-10,000 - -6,000:&#039;&#039;&#039; Also, many peoples and creatures from other planets are brought to Kulthea and experimented with. Masters of genetics, the &#039;&#039;&#039;Lords of Essaence alter plants, animals, and races to suit their whim.&#039;&#039;&#039; These unusual races include the &#039;&#039;[[Kiramon|Krylites]]&#039;&#039;, the &#039;&#039;Saurkur&#039;&#039;, and the &#039;&#039;Kuluku.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; Unknown. Krylites may have been &#039;&#039;&#039;another of Kadaena&#039;s experiments,&#039;&#039;&#039; though they are able to reproduce themselves (unlike her constructs). They may be a perversion of a natural race, though they are a bizarre fusion of humanoid and insectile attributes. It is quite possible that their origins are extraterrestrial.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;GM Note:&#039;&#039;&#039; Krylites - like the Lords of Essaence technology discussed in the Atlas Addendum book - are somewhat of a divergence from standard fantasy fare. While they differ radically from other races on Kulthea, they are just one example of the strange extraterrestrials who might have been imported by the K&#039;ta&#039;viiri in the First Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 44&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Contrast the krylites with [[Kaeden]], who are organized around &amp;quot;queens&amp;quot;, where Kadaena herself is &amp;quot;high queen.&amp;quot;)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
By implication the lugroki (orcs) and trogli originated in the Lords of Essaence in the First Era as dark races. Lugrôki is Iruaric for &amp;quot;ugly stupids&amp;quot;, and trogli might be translated as &amp;quot;cave growths&amp;quot;. In later books the orcs originated in Kadaena and her lieutenants interbreeding men and elves with demons of the Pales (e.g. Master Atlas, 3rd Ed. (2001); page 123), but in early books this Tolkienesque motif is only left cryptic, saying their origins are very different from goblins in legend. Trolls were also slaves of the Lords of Essaence, but this detail is relatively buried. Murlogi (goblins) are presumed to have originated similarly.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The strange creations of the Lords of Essaence survived: Lugrôki, Trogli and Krylites, all capable of living underground - the only haven in a tortured world.&amp;quot; ([[Interregnum]])&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; The [Charn] Raiders are humanoid, but with grotesque faces and clawed hands. Some Loremaster research indicated that they are related to Lugrôki, bred by the K&#039;ta&#039;viir instead to survive the bright sun of the wastes, to serve some long-lost purpose. . . . &#039;&#039;&#039;Worship:&#039;&#039;&#039; The Raiders worship Morgu, a Dark Spirit of Charôn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 39&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; While vaguely humanoid in appearance, the Murlogi have several important differences from men (see racial description, Part III). They are likely an other &#039;&#039;&#039;mutation experiment by the Lords of Essaence&#039;&#039;&#039; from the First Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 41&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Racial Origins: &#039;&#039;&#039;Trolls originated as slaves of the Lords of Essence, adapted for strength and endurance.&#039;&#039;&#039; They were brought to the area of Quellbourne by the Sorcerer Zenon during his overthrow of the Wizard&#039;s Council. They have since settled in the high country around Claedesbrim Bay.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Quellbourne: Land of the Silver Mist (1989); page 10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The corruption of &amp;quot;dark essence&amp;quot; or the Unlife is the context for how the servants of the Unlife were able twist the works of Uthex into more perilous forms. His sense of having discovered a new source of power is probably playing off the Master Atlas section on how spell users experience evil spell lists. This power is of a fundamentally different source, and cannot be used without corrupting the wielder.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Children of the Moss: The Locharion are another sinister group of stalkers. Born of Dark Essence, they are mutated, sinewy creatures with the face of crying children. Locharrion move in large groups under the heavy moss of the Wyr Forest and attack by surprise, dragging their victim under the moss to suffocate him. These bandy-legged monsters have three long fingers on each limb and crawl in a low crouch under the moss. &#039;&#039;&#039;Their faces are an illusion created by Kadaena&#039;&#039;&#039; to elicit sympathy from potential victims.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1990); page 9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is sufficient for making the point that Kadaena herself made warped travesties of life, and perverted the living with dark essence or &amp;quot;the Unlife&amp;quot; as such. In the story of Uthex Kathiasas the &amp;quot;forces of the Unlife&amp;quot; were able to use subtle influence to twist Uthex down the path of their madness. Since this dark magic is of an entirely different nature, even a Loremaster would not necessarily realize the mistake they were making. Uthex may have instead conceived of it in terms of the ancient knowledge of the Lord of Essaence. But the most powerful manifestations of &amp;quot;anti-essence&amp;quot; are demons and the Dark Gods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In the year 6521 of the Second Era, during the early years of the Wars of Dominion, Loremaster Uthex Kathiasas was among the greatest researchers and theorists of the time. His research into what he called &#039;&#039;&#039;&amp;quot;a new source of power&amp;quot;&#039;&#039;&#039; was soon twisted and perverted into perilous forms by the subtle influence of the forces of the Unlife.&lt;br /&gt;
&lt;br /&gt;
Uthex Kathiasas had used his powerful influence to gain control over a small and remote natural gate leading to another plane of existence. It was in that place that the Loremaster conducted &#039;&#039;&#039;secret experiments designed to provide his new power with physical form&#039;&#039;&#039; that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- The Broken Land (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are a number of spell lists - and even entire professions - in Spell Law and the Rolemaster Companions (e.g., Sorcerer, Warlock, etc.) which some might consider to be &#039;evil&#039; because of the nature of the spell lists. However, while it is possible for an &#039;evil&#039; spell user to have access to these professions (or any other, for that matter), they are not by their nature &#039;evil&#039; in the absolute sense. Some cultures may find them objectionable, yet they are not evil for system purposes. &#039;&#039;&#039;Most users of the Essence will not even be aware of the nature of the Evil lists, much less how to use them.&#039;&#039;&#039; Every so often, however, an ambitious apprentice may gain access to &#039;&#039;&#039;books or a tutor of uncertain motives.&#039;&#039;&#039; In the process of learning an Evil list, there should be no question that &#039;&#039;&#039;the spell caster is turning to a new power source&#039;&#039;&#039; for his energies: &#039;&#039;&#039;the Unlife.&#039;&#039;&#039; Once the first spell is cast, he starts down a &#039;&#039;&#039;Dark Path.&#039;&#039;&#039; It may take years, but eventually he will reach the end: submission to utter and complete Evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Dark Path is capitalized in the 1st &amp;amp; 2nd editions of the Master Atlas. It is lower case in later versions. This is the name given to Bandur Etrevion&#039;s theocracy of Kadaena, which was contemporaneous with Uthex Kathiasas in the adjacent lands.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a reasonable case to be made, which will be done below, that the Iruaric named creatures are really some of the non-demonic other extraplanar entities from Creatures &amp;amp; Treasures II (1989). These include the Dictics (giant fog beetles), Nycorac and [[Blacar]] (dark vorteces), and Absorbers (magru). In this same vein the crystal forest could be [[Crystyl]]s and the boiling sea of mud could be [[Hoard]], and could implicitly be part of the crystal dome&#039;s transplanar mechanism. [[Traag]] may be implicitly relevant. [[Research:The Graveyard]] addresses the concept of &amp;quot;souls&amp;quot; of this world and others, and demons which originated as souls of this world. Twisting his works from this basis is straight forward, moving towards the demonic and even Dark Gods. Interestingly the &amp;quot;hooded figures&amp;quot; are also referred to as &amp;quot;perverted beings&amp;quot; in the original Broken Land background story.&lt;br /&gt;
===Curse of Kabis===&lt;br /&gt;
The &amp;quot;Curse of Kabis&amp;quot; (1995) is an I.C.E. module that was considered non-canonical by Terry Amthor, the primary author of the Shadow World source books. It involves an extremely powerful manifestation of the Unlife named Kabis who was imprisoned (p.3-4), along with other servants of the Unlife, within Charôn in a &amp;quot;prison plane&amp;quot; at the end of the Wars of Dominion by the Lords of Orhan. It retcons much of the meaning of the parts of the books that concern us. While it should be too late to matter to the Broken Land, it is important to mention it, because if it did it elaborates Empress Kadaena working on Charôn itself.&lt;br /&gt;
&lt;br /&gt;
In this book the Empress Kadaena was manipulating life and making warped monsters underground in a secret laboratory. Kadaena made an artificial demi-plane that was coexistent with Charôn, a parallel Charôn in the same space and time but a different planar state, with gravity similar to Kulthea from rotating. It was formed as a hollow shell of rock from tons of material gutted from within Charôn. This is what led to the civil war which ended with her death. Over the millennia various extraplanar entities were trapped within it, and became a prison when the Lords of Orhan sealed the gate to it on Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Kadaena&#039;s workers managed to produce a &#039;&#039;&#039;twin discorporeal Charon that coexists in the same time-space but in a different planar state.&#039;&#039;&#039; It is a forced bubble of temporal reality and law upon the lowest ethereal medium, but separated from it by a tangible, 300-mile-diameter, luminescent energy sphere. The material pulled into the new plane was splattered across the interior surface, a micro-world turned outside-in. A dim solitary point of light hangs in the center of this altered, divergent or parallel Charon, a calculated side effect of the machines that enabled the entire plan. &#039;&#039;&#039;Only one entrance exists to the plane from the physical Charon;&#039;&#039;&#039; this gate is powered by a single device that is heavily shielded and withstood the dimensional blast 112 millennia ago. According to plan, the semi-ethereal world uses the gate not only as a planar anchor but also as a polar axis. Through this gate, Kadaena&#039;s sages introduced more air, water, dirt, and rocks into the experimental plane. &#039;&#039;&#039;Plants, creatures, and other life-forms were brought in and tampered with.&#039;&#039;&#039; Kadaena&#039;s true goal was then quickly attempted before the outbreak of war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Curse of Kabis (1995); page 23&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The &amp;quot;true goal&amp;quot; was to unify essaence and machine into an intelligent inter-dimensional entity called the Shadow Hold. The plane was made to have an impenetrable laboratory closer in nature to the Essaence realm.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is probably not relevant to the Broken Land because of the 1995 copyright date and the whole concept having first been worked out as early as 1992. However, it would provide a very different way of interpreting the Broken Land, which might actually fit it remarkably well. It would be one way of resolving the paradox, for example, of involving both Charôn and &amp;quot;another plane of existence&amp;quot;. It would explain why the Dark Gods are seemingly not present (unless the Morgu statue is not really a statue), but servants of Unlife are, and possibly First Era gogor. It would also make a literal interpretation of &amp;quot;the broken land&amp;quot;, though a cavern collapse below Charôn would as well.&lt;br /&gt;
&lt;br /&gt;
==Black Hel==&lt;br /&gt;
The Black Hel is an Outer Plane where a pantheon of Dark Gods is imprisoned, as they were banished by the Lords of Orhan during the Wars of Dominion. They are ruled by the dark goddess Orgiana (Modern: Eorgina), who unlike in the modern world setting of Elanthia, is not the &amp;quot;Queen&amp;quot; or &amp;quot;leader&amp;quot; of the Dark Gods. While there is some contradictory text about Orgiana having escaped to Charôn, she was actually banished with her surviving servants in the Black Hel. These would implicitly be other Dark Lords, but Demons of the Burning Night (1989) pre-dates the Dark Lords of Charôn concept.&lt;br /&gt;
&lt;br /&gt;
In other words, Orgiana is not even present in the Third Era, having only been involved in the Second Era. The author of Shadow World included her in the Dark Lords of Charôn as a retcon of the earlier book. In the Shadow World Master Atlas Addendum (1990), page 9, it is implied that the Lords of Orhan did not intervene in the Wars of Dominion until near the very end. This is all problematic for our purposes.&lt;br /&gt;
===Theocracy===&lt;br /&gt;
The theocracy of the Black Hel was ruled in the Second Era by V&#039;rama Vair, the surviving mortal daughter of Empress Kadaena. The symbol of Orgiana in her theocracy was an image of a powerful artifact known as the Helm of Kadaena, which retains part of Kadaena&#039;s consciousness. In terms of only the 1989 books one could plausibly assume Kadaena was wearing it when she was decapitated. There is no explanation for why Orgiana helped V&#039;rama Vair or what relationship Kadaena herself might have had with the Black Hel. [[Research:The Graveyard]] explores the issue of conflations of Orgiana and Kadaena.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Orgiana, Mother of Darkness&lt;br /&gt;
&#039;&#039;&#039;Repose&#039;&#039;&#039; in &#039;&#039;&#039;silent waiting&#039;&#039;&#039;,&lt;br /&gt;
With revanche to come.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Crypt of Kadæna (V&#039;rama&#039;s Mother). A curse is written in Low Nureti across the top of this crypt&#039;s entryway. It reads:&lt;br /&gt;
&amp;quot;Who disturbeth the &#039;&#039;&#039;sleeping queen&#039;&#039;&#039;&lt;br /&gt;
Thy luck lose, they skills fail&lt;br /&gt;
And join thy tormentor in the Black Hel!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 46&lt;br /&gt;
(Fake sarcophagus of Kadaena where the Helm of Kadaena was once stored. Next to the portal to Black Hel where Orgiana imprisons you.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An inscription is marked in white letters on the face of the Heartstone. It is written in Black Nureti and reads:&lt;br /&gt;
&amp;quot;By coward Utha &#039;&#039;&#039;cruelly slain&#039;&#039;&#039;&lt;br /&gt;
She &#039;&#039;&#039;sleeps&#039;&#039;&#039;, who &#039;&#039;&#039;spurns death&#039;&#039;&#039;&lt;br /&gt;
And awaits the hero shining-clad...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 42&lt;br /&gt;
(Where the Helm of Kadaena is actually kept, in the Temple of Burning Night below the idol of Orgiana.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: These are the same excerpts that [[Research:The Graveyard]] argues might have been used for the crypt in the Graveyard.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is no guarantee that Kygar was even looking at Demons of the Burning Night (1989). But it is conceivable it is relevant, especially if it was used in the crypt of the Graveyard, and if there was a spin-off or continuity intent with that story. Bonespear Tower is a memorial for Kygar. It is haunted by an I.C.E. Ordainer demon named [[Maleskari]], who Bonespear intended on trapping within a sword. This is highly likely to be playing off the dark saw-toothed scimitar that was sold at auction, which had a slayer demon of the Black Hel embedded within it who spoke to the wielder of acquiring souls together for Maleskari.&lt;br /&gt;
&lt;br /&gt;
Orgiana has the title &amp;quot;Mistress of the Dark&amp;quot; or &amp;quot;Goddess of Darkness&amp;quot;. In Iruaric this would be plausibly given by the phrase &amp;quot;dyar K&#039;mur&amp;quot;, which literally means &amp;quot;dark Lord-female&amp;quot;, where word-part order is not indicative of the grammar. It is possible the Dark Shrine is saying that Morgu was &amp;quot;born&amp;quot; to be the guard of the &amp;quot;mother&amp;quot; Orgiana, and when rendered in Iruaric, this is conflating Orgiana with the Dark Queen, Empress Kadaena. Aside from their similarities and cryptic relationships, Dark Spirits are manifestations of the will of Dark Lords, so it makes no sense for Morgu to be guarding Empress Kadaena. Meanwhile the Legend of the Necropolis of Etrevion (1990) speaks of Kadaena as if she were the leader of a faction of the Lords of Orhan who turned to the Unlife, and then the Graveyard frames her as a rival death goddess to Eissa.&lt;br /&gt;
&lt;br /&gt;
===Temple of Darkness===&lt;br /&gt;
The [[Temple of Darkness Poem]] includes the Dark Lords of Charôn, but refers to conditions that did not exist until after the Wars of Dominion. This is implied more directly by being from &amp;quot;the ruins&amp;quot; of the &amp;quot;Temple of Darkness.&amp;quot; The way several of the Dark Gods are depicted is unusual. One of these is Orgiana possibly described as if she were dead, and indeed the Black Hel deities are called &amp;quot;the dead gods&amp;quot; of Aranmor, emphasizing her waiting for revenge which is actually stated in Demons of the Burning Night (1989). What is more strange is calling her &amp;quot;Mother&amp;quot; of Darkness, given her hatred of males.&lt;br /&gt;
&lt;br /&gt;
Her description in Master Atlas Addendum (1990) says &amp;quot;she alone escaped back to Charôn&amp;quot;, implying these &amp;quot;Dark Godlings&amp;quot; of the Black Hel were of Charôn, but this is contradicted by Demons of the Burning Night (1989) where this is only a rumor and she is actually in the Black Hel. Later books confirmed she was actually banished in spite of retaining that escape wording. It does contain the line &amp;quot;rebuilding her power, and prepares for the day when she will return to the Shadow World.&amp;quot; But silent repose is not her demeanor. Only Demons of the Burning Night (1989) states she is the ruler of the Black Hel gods.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Orgiana, Mother of Darkness&lt;br /&gt;
&#039;&#039;&#039;Repose&#039;&#039;&#039; in &#039;&#039;&#039;silent&#039;&#039;&#039; waiting,&lt;br /&gt;
With &#039;&#039;&#039;revanche&#039;&#039;&#039; to come.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Burial Vault]&lt;br /&gt;
Dark skeletal figures lie in &#039;&#039;&#039;silent repose&#039;&#039;&#039;, stacked one upon the other in tiers of niches carved out of the stone walls.  Their musty odor assails your senses, and adds to the oppressiveness of the chamber.  A low stone slab occupies the center of the chamber, like a raised dais, but there is nothing on it except for a thick layer of dust.  You also see a large bronze door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Silent repose&amp;quot; is used in the Dark Shrine itself to mean death, rather than sleeping or kept in place.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Z&#039;tarr (Modern: V&#039;tull) is called a &amp;quot;vengeful warrior&amp;quot;, which is perhaps consistent, given he uses his sword with &amp;quot;grim vengeance&amp;quot; in his canon description. But then Omir (Modern: Onar) is associated with &amp;quot;vengeance&amp;quot; and &amp;quot;righteous retribution&amp;quot;, when he is actually emotionless. Akalatan or Akaltan (Modern: Amasalen) is bizarrely described as a grim reaper figure, though he has a psychopomp role in the theocracy of Klysus in later Emer books. Zania (Modern: Zelia) was originally a Dark Spirit and supposedly the chariot driver of Charôn. &amp;quot;We watch for your return&amp;quot; is probably a broader, more loaded meaning.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Akaltan, Dark Watcher&lt;br /&gt;
Grim reaper,&lt;br /&gt;
Gathering the tares.&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master&lt;br /&gt;
Guard the Dark Queen,&lt;br /&gt;
Spirit born of death.&lt;br /&gt;
&lt;br /&gt;
Zania, Keeper of the Moon&lt;br /&gt;
Fair charioteer,&lt;br /&gt;
We watch for your return.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Temple of Darkness&amp;quot; is suggestive of being Orgiana focused. The order of gods and spirits is not meaningful, it is the same as the source book. It does not include the Dancers of Inis, any of the Black Hel gods, or any other dark god from the 1989 modules. Later Shadow World books define other Charôn gods and spirits. The Master Atlas Addendum itself has always called its list only &amp;quot;a selection&amp;quot; of the evil entities inhabiting Charôn.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Morgu is &amp;quot;wantonly cruel&amp;quot; in his demeanor, similar to Orgiana being &amp;quot;cruel beyond belief&amp;quot;, which lends itself to &amp;quot;cruel master&amp;quot; in the poem. However, &amp;quot;guard the dark queen&amp;quot; has nothing at all to do with his canonical description, nor does &amp;quot;spirit born of death.&amp;quot; Orgiana could be interpreted as dead Mother. It is possible &#039;&#039;our&#039;&#039; Morgu was banished with Orgiana. Which explains his absence if this is Charôn and the statue in the Dark Shrine is not him.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;One popular account claims that &#039;&#039;&#039;Kadæna, dark mistress&#039;&#039;&#039; of the First Era, has risen again on Aranmor and prepares her resurrected armies for some final, shocking &#039;&#039;&#039;revenge.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The PC enters the Black Hel in person through a door hidden in the crypt of Kadaena on the Royal Estate (part X-9-3) in Tarek Nev. Once there, he is stripped of all weapons and armor and taken before the court of the gods of the Black Hel. The Gods sit in massive black thrones and are quite horrifying. Orgiana presides. The fate of the PCs rests entirely on the humor of Orgiana. Most gods will want to enslave, torture, or kill the PCs. Orgiana tells the PCs that they are doomed to stay in the Black Hel for eternity unless they can &amp;quot;amuse her&amp;quot; &#039;&#039;&#039;by helping to destroy Kulthea. The gods of the Black Hel have a great hatred for the planet of Kulthea,&#039;&#039;&#039; but they are banished from ever returning. They offer great recompense to PCs who will work to &#039;&#039;&#039;destroy the White Essence users (Loremaster) and blacken Kulthea&#039;s heart.&#039;&#039;&#039; PCs who refuse to help Orgiana and her cronies are kept prisoner in the Black Hel until they change their minds, undergoing a daily regimen of abuse and neglect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Most importantly, the Morgu stanza is present in this poem that only makes sense after the Wars of Dominion, except it is written in Iruaric on the Dark Shrine in the Broken Land. Uthex Kathiasas was killed in 6521 Second Era, which was early in the Wars of Dominion. The Loremasters sealed the portal with Runes of Warding, and were probably the ones who destroyed the library in the Dark Shrine, whose entrance is arguably a Lord of Essaence style gateway like the crypt in the Graveyard. These pose severe chronological questions, such as &#039;&#039;when&#039;&#039; the Broken Land is, or if Kadaena knew future events. This is relevant to [[Research:The Graveyard]] questions over Kadaena during the Wars of Dominion. The Temple of Darkness poem is itself &amp;quot;translated&amp;quot;, possibly also from Iruaric, with the same timing issues. These paradoxes are not a problem if the statue in the Dark Shrine is Morgu himself, waking up and hibernating in long cycles.&lt;br /&gt;
&lt;br /&gt;
==Wars of Dominion==&lt;br /&gt;
The [[Wars of Dominion]] were a 375 year conflict against civilization by the Dark Lords of Charôn and the forces of the Unlife. In the 1989 books before the former were defined, the latter were sometimes characterized as servants of (the long dead) Kadaena. It was fought against by the Loremasters, the Titans of Emer, and eventually the Lords of Orhan themselves. In the Shadow World Master Atlas Addendum (1990) it is strongly implied that the Lords of Orhan did not intervene until near the very end, though the intervention begins several decades earlier in later Shadow World books. &lt;br /&gt;
&lt;br /&gt;
When taken on face value the presence of an Iruaric inscription describing the Dark Gods using a Second Era alphabet, with a place seemingly associated with Charôn or Charôn itself, would lend itself to the interpretation that &amp;quot;the forces of the Unlife&amp;quot; include surviving followers of Empress Kadaena. There are passages in the 1989 books supporting it. These would be working with the Dark Lords in the build up to the Wars of Dominion, or possibly even be the Dark Lords themselves. The more complex issues come from the close reading of what the inscription means, as it is insinuating a relationship between them and Kadaena herself in the Second Era.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Without fanfare beyond a silvery luminescence, a presence materialized between me and Scalu. Golden skin bare but for a tunic of azure, a simple youth bearing only a spear had appeared to stand before the Dark God. Before the youth ,the Jackal halted, and his mouth opened in a human exclamation of surprise. &amp;quot;Cay!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And even as the youth seemed to grow in size to match Scalu in height, he held aloft his his gleaming spear and spoke with a voice like music, yet it carried over the tumult: &#039;&#039;&#039;&amp;quot;Take heart, people of Kulthea! Orhan has joined the fray!&amp;quot;&#039;&#039;&#039; And I took heart, &#039;&#039;&#039;for at last&#039;&#039;&#039; the very heavens had come to our aid.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Battle of Meagris&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;SE 6825&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Andraax&lt;br /&gt;
The Wars of Dominion, Vol 7&lt;br /&gt;
(&#039;&#039;&#039;The last days&#039;&#039;&#039; of the Second Era)&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The typos are in the original. Scalu really is described as the Jackal, in spite of having a hyena head in his ICE form.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Lords of Orhan are more powerful than the Dark Gods individually and would be able to isolate and overpower the individual Dark Gods. In the earlier Demons of the Burning Night (1989) book they intervened out of anger at the Black Hel pantheon. Some of the Black Hel gods were destroyed utterly, some banished to the Black Hel, and a few were imprisoned in meteoric eog (ora) by Iorak (Eonak). &lt;br /&gt;
&lt;br /&gt;
Unfortunately, this book has that happening during the Wars of Dominion but in the year 6200 Second Era which was before the Wars of Dominion, so there is no canonical date for this event that makes sense. It is mostly important for making sense of the Temple of Darkness Poem. The stated &amp;quot;theme&amp;quot; of the Broken Land is the Dark Gods working with the Unlife during the Wars of Dominion. So it is important to try to figure out the chronology of things in the Broken Land. What was there in the First Era? What was there when the dark priests arrived? What was there when Uthex arrived? What was not there until after the portal was warded by the Loremasters? Is there a way for this to make sense, other than the Dark Shrine statue being Morgu himself, without having to assume the kinds of time travel or prophecy implied by the Lovecraft parallels?&lt;br /&gt;
===The Dark Path===&lt;br /&gt;
[[The Dark Path]] is the theocracy of Empress Kadaena that was established and ruled by [[Bandur Etrevion]] of [[The Graveyard]]. This was established at some point during the early years of the Wars of Dominion, which took place between the years 6450 and 6825 Second Era. The original version of the [[Uthex Kathiasas]] story has Uthex slain by his fellow Loremasters in 6521 Second Era, which is 71 years into the 375 year war. This makes him essentially contemporary with The Dark Path in the immediately adjacent lands. This is most likely not a coincidence since both of these areas are playing off the same Lovecraft.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The Legend of the Necropolis of Etrevion is numbered among the tales that emerged from the devastating Wars of Dominion that ended the Second Era of Kulthea. Two brothers from the eastern region of Jaiman set off to join the struggle and seek their fame and fortune in &#039;&#039;&#039;the early days of the Wars.&#039;&#039;&#039; Of undistinguished lineage, the brothers realized that the quickest means to power and wealth was to cast their lot in with &#039;&#039;&#039;the forces of the Unlife&#039;&#039;&#039;. The elder brother, Bandur Etrevion, was obsessed with the pursuit of esoteric lore and forbidden knowledge. The younger, Kestrel Etrevion, was a more practical and carefree sort, a man of action.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[The Legend of the Necropolis of Etrevion]]&amp;quot; (1990)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Man&#039;Ta Pn&#039;Tairken translates literally to The Home of Broken Lore. In the year 6521 of the Second Era, &#039;&#039;&#039;during the early years of the Wars of Dominion&#039;&#039;&#039;, Loremaster Uthex Kathiasas was among the greatest researchers and theorists of the time. His research into what he called &amp;quot;a new source of power&amp;quot; was soon twisted and perverted into perilous forms by the &#039;&#039;&#039;subtle influence of the forces of the Unlife.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The capitalized term &amp;quot;Dark Path&amp;quot; and the phrase &amp;quot;new source of power&amp;quot; probably both come from the same paragraph of text in the Master Atlas, concerning what happens when casters begin tapping the Unlife for spells.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Bandur Etrevion was recognized by the Loremasters of the College of Karilon for his studies which helped them in their fight in the Wars of Dominion. Given his special interest in the Empress Kadaena, and his apparent understanding of Lord of Essaence style portals in the Graveyard, it is highly likely that Bandur is the reason Uthex knew about this portal and had the &amp;quot;influence&amp;quot; to gain access to it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The history of the cult deserves some discussion here. Early in his servitude to the Unlife, &#039;&#039;&#039;Bandur had pledged himself to the Empress Kadaena&#039;&#039;&#039;, the &#039;&#039;&#039;first Lord of Orhan&#039;&#039;&#039; to &#039;&#039;&#039;follow the ways of the Unlife.&#039;&#039;&#039; He turned his own bondage to her into the state cult, which he called The Dark Path. Followers of The Dark Path engaged in many heinous ritual practices beneath a &#039;&#039;&#039;genteel facade of prayer&#039;&#039;&#039;. They were ostentatious in their devotions, carrying around long rosaries of modwir beads and reciting out loud the Iylari phrase &amp;quot;&#039;&#039;&#039;Kadaena Throk Farok&#039;&#039;&#039;.&amp;quot; True followers of the &#039;&#039;&#039;cult of Kadaena&#039;&#039;&#039; who recited the phrase with fervor and dedication were promised everlasting existence by Bandur, and after death were transformed by him into various levels of undead creatures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[The Legend of the Necropolis of Etrevion]]&amp;quot; (1990)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Uthex Kathiasas had &#039;&#039;&#039;used his powerful influence to gain control&#039;&#039;&#039; over a small and remote natural gate leading to another plane of existence. It was in that place that the Loremaster conducted secret experiments designed to provide his new power with physical form that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
While Uthex would not have been deceived by worshippers of the Dark Lords, the servants of the Unlife are typically illustrated as deceptively civilized. It is quite plausible that he would have been able to interact with cultists of the Dark Path without knowing they were evil. On the other hand, if the Broken Land were Charôn itself, the servants of the Unlife could have originated in the Broken Land. But this would give no explanation for how Uthex knew about the portal or used &amp;quot;his powerful influence&amp;quot; to &amp;quot;gain control&amp;quot; of it. Since it is an &amp;quot;Unlife invasion&amp;quot; theme, the hooded figures may be Dark Path cultists.&lt;br /&gt;
&lt;br /&gt;
The question is how much of a continuity of intent there is between the Graveyard and the Broken Land, since the original parts of the Graveyard were made before Kygar became a GameMaster. It is also complicated by the Graveyard story having not been designed in the context of the 1990 books. It refers to Empress Kadaena as a &amp;quot;Lord of Orhan&amp;quot;, implying she became an actual death goddess who was the first to turn to the Unlife, the &amp;quot;guardian of the forbidden&amp;quot; in contrast to Eissa as Guardian of Oblivion. This is especially important since Morgu, a Dark Spirit, is implied to be the bodyguard of Kadaena.&lt;br /&gt;
===Lorgalis===&lt;br /&gt;
Uthex Kathiasas was killed in the exact year 6521 Second Era in the original version of the Broken Land story. In the later Shadow World books this is the year [[Lorgalis]] conquered Saralis with an [[Kharuugh|Ordainer]], where the mountain range leading up to the High Plateau next to what we call the Lysierian Hills (Seolfar Strake) is the northern border of Saralis. There are very few events with dates in the 375 year Wars of Dominion, so it would be a bizarre coincidence for this to have happened at random. It might have been an established fact in some kind of Shadow World supplementary material, but otherwise we have to assume it is apocryphal. In the 1989 books when Lorgalis is first introduced, he is the most powerful force of the Unlife, with a modus operandi similar to the Priests Arnak. Later he is only Unlife adjacent, not one of its true followers.&lt;br /&gt;
&lt;br /&gt;
This is important because Lorgalis in the 1989 books is a surviving servant of Kadaena from the First Era. In the 1990 books only his father is one of her Lord of Essaence followers, and he reluctantly works with the forces of the Unlife and the Dark Gods in the Wars of Dominion. The monastery might be interpreted as hiding it from him after he conquers the region. It is still possible the monastery was intended to guard against Dark Path or other Unlife invasions from both sides of the portal. The portal was dormant when the Monastery was introduced in 1992. The hooded figures showed up in 1993.&lt;br /&gt;
&lt;br /&gt;
The difficulty with interpreting GemStone III locations and stories in terms of Lorgalis, such as during the Wars of Dominion, is that it is not clear the surrounding Shadow World setting was actually that important. Lorgalis was also not the only evil surviving (partial) Lord of Essaence in the Wars of Dominion. There is also the Master of Malice who was killed in 6825 Second Era, who drove Andraax insane in their final battle, though this might not have been established until later books. Empress Kadaena&#039;s daughter ruled the theocracy of Orgiana in southwest Jaiman. But for the most part the surviving followers of Empress Kadaena are very few in numbers. It was mostly vague wording in some passages that made it sound like all the forces of the Unlife in the Second Era are servants of Kadaena. This includes the weird text with the &amp;quot;servants of the Shadow&amp;quot; line making the two sides sound descended from the Lords of Orhan. If there were Lords of Essaence in the Broken Land in the Wars of Dominion, the Loremasters and monastery monks would not have been able to fight them.&lt;br /&gt;
===Morgu===&lt;br /&gt;
Uthex Kathiasas would not have been working at first in the Broken Land if Morgu was flying around with gogor. The Dark Shrine would not have been accessible prior to the lug&#039;shuk traaglaakh (magru) dissolving away the tunnels opening up into the huge cavern. It would seem to only be plausible that the shrine was abandoned by his time, if only because the Dark Lords were gone to conquer Kulthea, but possibly since the First Era or the early Second Era. The question is whether it has been long abandoned by the present 6050 Third Era, perhaps implied by the running water and stalagmites in the dark cavern, or if we are supposed to read it as ongoing cultist activity in service of Morgu. Remarkably, the crypt in the Dark Shrine was a locked door when it was first discovered, implying someone locked the corpses inside it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The muted gurgle of &#039;&#039;&#039;running water&#039;&#039;&#039; is an odd intrusion into the quietude of the cavern.  A weak flow of water emerges from a small crack high up on the western cavern wall and cascades down over the stone to collect in a &#039;&#039;&#039;small rivulet&#039;&#039;&#039; that runs off to the east.  The stream presents no barrier to passage, being only a foot or two wide, and it is only the shallow stone channel, etched into the floor of the cavern by the flow of water over uncounted years, that keeps it from simply spreading out.&lt;br /&gt;
Obvious exits: north, south, east, northeast, southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a small stream that winds its way through &#039;&#039;&#039;the tall stone spires&#039;&#039;&#039;, creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a sweet, but slightly fetid odor.  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.  You also see a red myklian.&lt;br /&gt;
Obvious exits: north, south, east, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Kulthea Chronicle newsletter it was noticed that Morgu has a special weakness for running water, and Trachten speculates that the Loremasters made the stream to keep Morgu out. This is not really logical since it is six thousand years later, and Morgu clearly enters through the windows of the Dark Shrine. What has been missed is that the huge stalagmites imply water is dripping from the cavern roof. Morgu is damaged by rainfall and flees it. This might have something to do with why the [[Call Lightning (125)]] spell originally did not work on the Jagged Plain of the Broken Land even though it is apparently outdoors.&lt;br /&gt;
&lt;br /&gt;
This is figuratively suggesting that Morgu has not been around in millennia. That the magru and myklian had Iruaric names suggests they were there with Uthex. However, it is worth noting that while the word &amp;quot;stalagmite&amp;quot; is used in the Broken Land, the spires in the huge cavern are never called stalagmites. (In fact, even where the word is used near Uthex&#039;s abode, the seemingly natural &amp;quot;stalagmite&amp;quot; is actually an artificial mechanism.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;Weakness&#039;&#039;: Morgu &#039;&#039;&#039;dislikes running water&#039;&#039;&#039;, and &#039;&#039;&#039;rainfall is his greatest bane&#039;&#039;&#039;. Rainfall delivers hits to Morgu, 5-50 per round in a downpour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 46&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It is not plausible that the Loremasters would have known he has this weakness.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Morgu is described as having found hundreds of gogor &amp;quot;hidden away in ancient crypts on Kulthea&amp;quot;, which is the root of the modern text of Marlu delving into crypts, and &amp;quot;has succeeded in awakening them from their log hibernation after the Great Conflict at the end of the First Era.&amp;quot; The text for the gogor itself has &amp;quot;dark priests&amp;quot; searching &amp;quot;deep in lost caverns and the ruins of ancient citadels&amp;quot;, where they were &amp;quot;guided by hints millennia old&amp;quot;, and &amp;quot;found crypts&amp;quot; with &amp;quot;row upon row of stone jars&amp;quot;. The huge throne and corridor is not necessarily contemporaneous with the dark priests represented in the shrine. Though the tapestry insinuates Morgu himself may have been present.&lt;br /&gt;
&lt;br /&gt;
The theme of the Unlife and the Dark Gods working together in the Wars of Dominion raises the question of the identity of the priests. They could specifically be Morgu cultists. They might be &amp;quot;forces of the Unlife&amp;quot;, perhaps members of the Dark Path, which is a theocracy of Kadaena and may thus naturally have interest in Morgu. It is unclear if they are distinct from the hooded figure &amp;quot;minions&amp;quot; of Uthex. In principle they could be the same cult.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls &#039;&#039;&#039;have been smashed.&#039;&#039;&#039;  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an &#039;&#039;&#039;ancient tapestry&#039;&#039;&#039; which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of &#039;&#039;&#039;sycophants, dressed in long black robes&#039;&#039;&#039; surround a low stone altar similar to the one in this room.  The figure of &#039;&#039;&#039;a man, twisted and broken&#039;&#039;&#039;, lies on the surface of the stone table while another dark shape &#039;&#039;&#039;pours some foul looking fluid from a small urn&#039;&#039;&#039; out over the &#039;&#039;&#039;tortured man&#039;s body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
[Dark Shrine, Secret Room]&lt;br /&gt;
&#039;&#039;&#039;Row upon row&#039;&#039;&#039; of tall stone jars stand against the walls of this room.  A strong odor hangs in the air, sickeningly sweet with a subtle bitter, acidic quality.  The fetid odor makes your bile rise, and it is hard to breathe.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look jar&lt;br /&gt;
Dozens, &#039;&#039;&#039;perhaps a hundred tall&#039;&#039;&#039; stone jars stand in rows along the walls.  The jars have been capped with stone disks, and sealed with a substance resembling common stone mason&#039;s mortar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Row upon row&amp;quot; is a direct quote from the Gogor section of the Shadow World source material about what the dark priests found in the First Era crypts. &amp;quot;Hundred&amp;quot; comes from the line about Morgu&#039;s own collecting.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Storage Room]&lt;br /&gt;
Several tall stone jars lie on their sides in a heap along one wall next to a stack of heavy stone disks.  Along the opposite wall is a collection of large ceramic urns, which reek with a fetid sweet odor.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in jar&lt;br /&gt;
There is nothing in there.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look urn&lt;br /&gt;
The lid of the ceramic urn has been broken, and part of it has fallen away.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in urn&lt;br /&gt;
In the ceramic urn you see some dark fluid.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look fluid&lt;br /&gt;
A bitter, pungent odor rises from the dark, disgusting fluid that fills the ceramic urn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It is interesting that there are a hundred sealed jars in the secret room, but these several near the crypt of the priests are emptied of their gogor. Combined with &amp;quot;minor gogor&amp;quot; this might be hinting that these were created in the Second Era using First Era knowledge. But it might only mean these were the ones woken with the ritual.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This allows three possibilities: Morgu himself brought the stone jars to this place in the Second Era; Morgu found the stone jars there in the Second Era and it was turned into a shrine for him; Morgu dwelled here with his gogor in the First Era and dark priests in the Second Era woke things up. The Iruaric invoking element on the dark cavern entrance is no older than the statue of Morgu in the Dark Shrine, and the other side is Iruaric written in an alphabetic form rather than hieroglyphs. The destruction of the library and graven images might suggest the Loremasters raided this temple in 6521 Second Era, though another possibility will be given below.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
&#039;&#039;&#039;Fire has destroyed most of this room.&#039;&#039;&#039;  Charred shelves filled with ashes and the remains of countless volumes of books and scrolls line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Few records of the battle against Uthex Kathiasas and his minions have survived the ages, but it is generally accepted that the Loremasters easily gained access to his secret workshop. Uthex Kathiasas was destroyed during the ensuing battle, and while the Loremasters were not able to &#039;&#039;&#039;completely destroy&#039;&#039;&#039; his experiments, they &#039;&#039;&#039;removed what records&#039;&#039;&#039; and equipment that they could, and sealed the gate leading to that location with Runes of Warding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Broken Land&amp;quot; (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The alternative of the awoken gogor, probably the dark priests themselves, destroying their own things is possible but less intuitive.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rituals performed in the Dark Shrine are not Shadow World canon. They seem to either be the human sacrifice ritual for waking up existing gogor, or the process for making gogor out of tortured and sacrificed bodies by placing them in the jars and transforming them. If it is the latter case it might explain why they were only &amp;quot;minor gogor&amp;quot;, and would imply that the library had texts pertaining to the methods Empress Kadaena used to fashion the gogor in the First Era. It seems implausible the humanoid priests could have moved the material to the Dark Shrine to make the Morgu statue themselves. It is part of the mechanism for teleporting into the huge cavern using a spoken Iruaric phrase, and the other side would be as old, so the &#039;&#039;voice&#039;&#039; aspect and &#039;&#039;relief&#039;&#039; may be older than &#039;&#039;the inscription&#039;&#039; in its Second Era alphabet. But the spoken dialect seems ancient and the statue is part of the mechanism.&lt;br /&gt;
&lt;br /&gt;
The problem with this loophole in the anachronism is that it is a chicken and the egg problem. Without the clue to transfer yourself into the Dark Shrine, how do you know what to say in the first place to make the inscription? With the Lovecraftian subtexts it might simply be an unavoidable contradiction as a horror motif. Lord of Essaence portals are capable of reaching other times, for example, or there are various premises for seeing or reaching into the future or past. Morgu is still being described in relation with Kadaena, and then somehow, this stanza in Iruaric ends up in the Temple of Darkness after the Wars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A &#039;&#039;&#039;gargantuan stairway descends&#039;&#039;&#039; from the landing here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, &#039;&#039;&#039;an engineering feat of unparalleled proportions&#039;&#039;&#039;.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down.&lt;br /&gt;
Round time: 7 sec.&lt;br /&gt;
&lt;br /&gt;
You lie there for a moment, trying to catch your breath.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is a huge relief carved into the wall at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(puzzle)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch relief&lt;br /&gt;
You place one hand on the huge relief.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;quot;Lo thal ta shin&lt;br /&gt;
The room dissolves around you.  You feel a tingling sensation run through your body and suddenly you see...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The &#039;&#039;&#039;Lords of Essence&#039;&#039;&#039; have created a network of Portals (or &#039;Gates&#039; as they are sometimes called) linking points on the globe. These doorways allow someone who enters to instantly be transported to another location, exiting at another Portal. The manner of operation of these gateways is unknown; while some are very predictable two-way corridors between points, others seem random, transporting the unwary &#039;&#039;&#039;not only across vast distances but through time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many take the form of crude trilithons isolated in the wilderness, while others appear as gleaming silvery ovals on ornate pedestals. &#039;&#039;&#039;Some are concealed underground&#039;&#039;&#039;, or are even disguised as normal doors in ancient structures. Some are always &#039;active&#039; - meaning that should someone step through one, they will be instantly teleported to the other end of the portalway - while &#039;&#039;&#039;others must be activated by a magical phrase&#039;&#039;&#039; or item. Generally, active Portals are easily noticeable by a strange, &#039;substantial&#039; darkness covering the entire opening; looking at the darkness for too long a time can cause queasiness. These also give off a barely audible thrumming sound/vibration. There is an occasional Portal, however, that appears completely normal, and is instantly activated as one walks through it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 55&lt;br /&gt;
- Tomes of Kulthea #1123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It is dubious to try to interpret historical chronology into scenery that is allegorical in origin, as explained in the Lovecraft section under &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;. But this stairwell makes no sense unless something of that size were present to walk down it. It makes no sense to have Iruaric named creatures without reference to the Lords of Essaence, and of course the stone jars with the gogor ought to have originated in the First Era. In theory the huge stairwell should have been &amp;quot;engineered&amp;quot; in the First Era, quite probably with controlled magru dissolving the rock. But this alphabetic script should not have pre-dated the Second Era without knowledge of the future, even though the command &amp;quot;thro dyar K&#039;mur&amp;quot; most likely refers to Empress Kadaena. The language implies it should be a Lord of Essaence portal.&lt;br /&gt;
&lt;br /&gt;
The relief should thus be as old, except that script would not exist yet. The dark priests would have needed to learn the spoken phrase, perhaps from Morgu himself, which only makes sense if the Dark Gods were present in the First Era. Other cultists must be familiar with the phrase for it to appear elsewhere in the ruins of the Temple of Darkness. That poem arguably does not make sense until after the Wars of Dominion, especially the Orgiana part, but the Morgu lines in isolation are not problematic. If the Dark Lords are avatars for the Lords of Essaence, including Kadaena, the modern script is not a problem.&lt;br /&gt;
&lt;br /&gt;
The simplest way to resolve these issues is to interpret the statue of Morgu in the Dark Shrine as being Morgu himself. (This is also a Lovecraftian horror motif.) Morgu would then be present at any necessary time period, but also hibernating like a gogor whenever it would seem inconsistent for him to have been awake for something. Morgu would then be the Lord of Essaence creation and servant of Empress Kadaena who speaks the First Era dialect of Iruaric, while interacting with cultists of Kadaena who are servants of the Unlife in the Second Era and Third Era. The &amp;quot;minor gogor&amp;quot; may then be created by sacrificing dark priests with a ritual under Morgu&#039;s supervision, while other stone jars could be much older. The heavy damages to the Dark Shrine would then be interpreted as Morgu waking up and being enraged.&lt;br /&gt;
===Loremasters===&lt;br /&gt;
The Loremasters destroyed or removed what records and equipment they could, but were not able to destroy all of Uthex&#039;s creations. This might be because the crystal dome summons or reincarnates more of them and could not be permanently shut off. The hooded figures are implied in the wording to be among these minions. The portal to the Broken Land has to be blocked to prevent invasions by these forces of the Unlife. In the Shadow World Master Atlas it says the Loremasters tried to close the Portals at the end of the Wars of Dominion, but found that it was too dangerous and disruptive so they stopped.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The most powerful (and dangerous) of the Portals on Kulthea serve a dual purpose: as &#039;&#039;Major Portals&#039;&#039; they exist also as passages to other worlds, dimensions, or planes. These are one method by which the forces of the Unlife gain entry to the world - though they are not the only means of access. &#039;&#039;There is usually no way to differentiate between a Major portal and a Minor one (a portal which merely transports one from one place on Kulthea to another), without careful magical analysis. Some can even change their destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Towards &#039;&#039;&#039;the end&#039;&#039;&#039; of the Wars of Dominion, some Loremasters and other powerful users of Essence decided to attempt to close all the Major Portals. They soon found, however, that attempting to close the Gateways only disrupted the Balance of Essaence and created major Flow disturbances.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 57&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 183&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The italicized lines at the end of the first paragraph are only in the 2nd Edition.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The publication date of the second edition of the Master Atlas, May 1992, might be just barely early enough to be relevant to the Monastery. It first appears as recently discovered in [[Kelfour Edition volume III number II]] dated July 1992. However, these dates are very close to each other, and the later Iruaric glossary came from the Master Atlas Addendum (1990) rather than Master Atlas, 2nd Edition. This text might be coincidental rather than intentional for Uthex taking it to be a small portal. In the Uthex Kathiasas story from 1993 the Loremasters used &amp;quot;Runes of Warding&amp;quot; so only the powerful could return. &lt;br /&gt;
&lt;br /&gt;
When the Monastery was discovered in mid-1992 there was a &amp;quot;rune-covered stone which seems to ward off the Unlife&amp;quot;, which is simply referring to the misty chamber being a safe room. It is not described in detail. (It was common back then to call undead creatures &amp;quot;Unlife.&amp;quot;) At first there was no backstory explaining the monastery, though Kygar said he worked it all out before building. The portal did not become active with hooded figures coming through and attacking until March or April 1993 in [[Kelfour Edition volume III number XI]]. In the Master Atlas Addendum (1990) there is a special Warding spell list with a powerful Enchant Stone spell that might be relevant.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;60) &#039;&#039;&#039;Enchant Stone&#039;&#039;&#039; (F) &#039;&#039;&#039;D&#039;&#039;&#039;: P &#039;&#039;&#039;R&#039;&#039;&#039;: T &lt;br /&gt;
Note: This spell &#039;&#039;&#039;requires special materials&#039;&#039;&#039; and a powerful ritual; Caster may only enchant one stone per day. Caster is able, through a ritual lasting one hour, to imbue one large &#039;&#039;&#039;immobile&#039;&#039;&#039; stone with a permanent &#039;&#039;Warding&#039;&#039; power. Stone must weigh at least 100 lbs and if moved from its spot the spell is broken. Warding level of the stone is &#039;&#039;&#039;equal to Caster level&#039;&#039;&#039;. Caster may link a series of stones (no more than 10&#039; apart from each other) into a &#039;&#039;&#039;Circle&#039;&#039;&#039; no larger in diameter than 1&#039; per Caster level. Creatures attempting to enter Circle &#039;&#039;&#039;or touch the stones&#039;&#039;&#039; must make a successful RR vs 1/2 caster level at or suffer an &amp;quot;A&amp;quot; Disruption Critical and &#039;&#039;&#039;be thrown back&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 84&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 191&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Compare this to the rune-covered stone circle that is &#039;&#039;rotating&#039;&#039; around the now active portal in the misty chamber. It includes fine details like taking minor damage for touching it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A damp mist seems to seep from the very walls of this vast chamber casting the walls in an eerie green pallor.  A &#039;&#039;&#039;large round stone&#039;&#039;&#039; stands upright in the center of the room, rotating like a coin that has been stood on edge &#039;&#039;&#039;and spun&#039;&#039;&#039;.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A &#039;&#039;&#039;low steady hum&#039;&#039;&#039; emanates from the stone, and the sound soothes your tired nerves.  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a &#039;&#039;&#039;strange dark rock that you have not seen before&#039;&#039;&#039;. There are runes carved on the stone all around the center opening.  The opening is &#039;&#039;&#039;pitch black&#039;&#039;&#039; and you cannot see through it to the other side.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look runes&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&lt;br /&gt;
XXXXX points at some strange runes on a large stone.&lt;br /&gt;
As XXXXX &#039;&#039;&#039;touches the runes&#039;&#039;&#039;, he &#039;&#039;&#039;receives a mild electrical jolt!&#039;&#039;&#039;&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Light shock to right leg.  That stings!&lt;br /&gt;
&lt;br /&gt;
XXXXX stands in front of the &#039;&#039;&#039;spinning stone&#039;&#039;&#039; with his arms spread wide.  He mutters a few words under his breath and suddenly disappears!&lt;br /&gt;
There is a &#039;&#039;&#039;high-pitched hum&#039;&#039;&#039; from the stone, and XXXXX suddenly appears in the room!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You focus hard on the runes, but without the proper skill, they soon become a maddening, writhing jumble of markings! You struggle to tear your eyes away, and &#039;&#039;&#039;fall back into a heap on the floor&#039;&#039;&#039; as you do!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
XXXXX focuses hard on the runes.  A look of sheer panic suddenly spreads over her face and she struggles to turn away from them!  With a gasp, she &#039;&#039;&#039;falls to the floor&#039;&#039;&#039;, looking rather shaken!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Uthex Kathiasas story calls this a small and remote natural gate to another plane of existence. However, this fits the description of some kinds of Lord of Essaence Portals from the First Era, so the possibility has to be held that this is a Major Portal made by the Lords of Essaence or someone like Bandur Etrevion who understands their gate magic as demonstrated in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The Lords of Essence have created a network of Portals (or &#039;Gates&#039; as they are sometimes called) linking points on the globe. These doorways allow someone who enters to instantly be transported to another location, exiting at another Portal. The manner of operation of these gateways is unknown; while some are very predictable two-way corridors between points, others seem random, transporting the unwary not only across vast distances but through time.&lt;br /&gt;
&lt;br /&gt;
Many take the form of crude trilithons isolated in the wilderness, while others appear as gleaming silvery ovals on ornate pedestals. &#039;&#039;&#039;Some are concealed underground&#039;&#039;&#039;, or are even disguised as normal doors in ancient structures. Some are always &#039;active&#039; - meaning that should someone step through one, they will be instantly teleported to the other end of the portalway - while others must be activated by a magical phrase &#039;&#039;&#039;or item&#039;&#039;&#039;. Generally, &#039;&#039;&#039;active Portals are easily noticeable by a strange, &#039;substantial&#039; darkness covering the entire opening&#039;&#039;&#039;; looking at the darkness for too long a time&#039;&#039;&#039; can cause queasiness&#039;&#039;&#039;. These also give off a &#039;&#039;&#039;barely audible thrumming sound/vibration&#039;&#039;&#039;. There is an occasional Portal, however, that appears completely normal, and is instantly activated as one walks through it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 55&lt;br /&gt;
- Tomes of Kulthea #1123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World Master Atlas gives context to how long Uthex Kathiasas could have been out working on his own without oversight by his fellow Loremasters. They had come to suspect something was wrong, presumably from the contents (or absence) of his report to his superiors, required only once a year. They intervened under the suspicion he had gone mad and succumbed to the Unlife.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;They will &#039;&#039;&#039;not interfere directly unless to the peace and stability of the world would be jeopardized by their inaction&#039;&#039;&#039;. Almost never prominent personalities, yet so often to be found operating beneath the colorful facade of a realm&#039;s government, Loremasters are the great meddlers of the world. Lurking behind thrones and in council chambers, they whisper a word here, over hear a rumor there. Information is their trade and the substance of their lives. With the acquisition and careful dissemination of knowledge, they keep the Free Races of Kulthea alert to the scheming of the Unlife&#039;s servants. Without them the world would be a &#039;&#039;&#039;desolate planet&#039;&#039;&#039; with only &#039;&#039;&#039;small pockets of life&#039;&#039;&#039; under the &#039;&#039;&#039;cruel domination of creatures unspeakable, servants of the Unlife&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Loremasters rarely take sides, unless one faction is &#039;&#039;&#039;clearly operating according to the wishes of the Unlife&#039;&#039;&#039;. He never condones aggression against other governments or peoples (unless in defence or &#039;&#039;&#039;when assaulting a Dark Realm&#039;&#039;&#039;). Loremasters operate more freely than Navigators, &#039;&#039;&#039;often not contacting superiors at Karilon more than once or twice a year&#039;&#039;&#039;. Navigators are on more of a tight reign, returning to Nexus between journeys to report.&lt;br /&gt;
&lt;br /&gt;
The Loremasters are in fact a fairly sophisticated organization. They are controlled by a council of twelve elder Loremasters charged with coordinating the actions of their agents around the world. All of the members of the Council are elected for life or 100 years, whichever ends first. Six are immortals, the balance being saged mortals. The only exception is Kirin Tethan, the only surviving Founder of the Order, who holds a permanent seat. The Council &#039;&#039;&#039;rarely intervenes in specific &#039;field&#039; situations unless specifically asked by the Loremaster involved&#039;&#039;&#039;. This group meets in a guarded chamber atop the Tower of Winds - the highest pinnacle of the hidden citadel of Karilon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 36&lt;br /&gt;
- Tomes of Kulthea #1098&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Loremasters gathered in the hills of a small island to the far north to face a new threat. They had, for some time, suspected that their fellow Loremaster, Uthex Kathiasas, had gone quite mad and succumbed to the dark power of the Unlife. Responding to increasingly frequent reports of strange happenings, powerful and mysterious hooded figures, and fell beasts, the Loremasters now prepared for the worst.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===The Monastery===&lt;br /&gt;
The Monastery itself is not obviously based on a &#039;&#039;specific&#039;&#039; historical or fictional place, aside from a vaguely eastern flavor in the ki-lin and the meditation chamber. The cells and abbot are historically consistent for a western monastery. This will be explored more fully in the subtexts section. These were monks of Cay, most likely, and Orhan more generally. This is perhaps even &amp;quot;monk&amp;quot; in a similar profession sense as the Monk class in GemStone IV, except in the Shadow World setting they use the Essence realm instead of Mentalism. The monastery itself gives the flavor of their living centuries below ground, dedicated in the struggle to prevent the forces of the Unlife from invading through the portal.&lt;br /&gt;
&lt;br /&gt;
The records of the existence of the monastery were lost or destroyed with time, and the monks eventually succumbed to the corruption of the Unlife. Whether this is from prolonged exposure to dark essence is unclear. It is possible some of the texts removed from the Broken Land were kept in their own library. Kygar has them first suffering from loneliness and increasing isolation for centuries, so if there was an active &amp;quot;dark struggle&amp;quot;, they may have eventually bonded with the hooded figures who in turn taught them dark magic. What is unusual about the monastic liches is the hole in their chests where they removed their own heart. This is possibly meant to imply the Ritual of Black Eternity, one of the most evil of all spells. It is from the Classic Liches in Rolemaster Companion I (1986), pages 35 and 75, a tighter fit than D&amp;amp;D phylacteries.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;describe lich&lt;br /&gt;
Garbed in the tattered finery of his lost faith, this monastic lich is a decomposing humanoid of indiscernable heritage. Standing as high as a human, his distinguishing features have skin wrapped about a thin skeletal frame. Held together by nothing more than smouldering malice and some long forgotten curse, the monastic lich&#039;s flesh falls off in stinking bits as he shudders in agonizing ecstasy. In the center of his chest is a ragged hole, as if his heart had been ripped from its body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Monastic Lich:&#039;&#039;&#039; &#039;&#039;Class VI; (-)-EN#-9; fear on sight (RR); touch delivers a &amp;quot;C&amp;quot; cold critical; touch drains 5 Con pts; Monk base spells (4xlvl PP); use Large creature critical table.&#039;&#039;&lt;br /&gt;
Few Monks discover the rituals and spells which enable Evil Clerics, Magicians and Sorcerers to become liches, and fewer still decide to cross the threshold into the unlife. The Monks that do so become an extremely rare undead type known as the monastic lich. These men were obviously very twisted and evil in life, and appear as robed, animate skeletons in death. Monastic liches retain all of their martial arts abilities and Monk spells, and gain the claws which deliver extra slash attacks plus their cold, soul-numbing touch. A hit from one of these horrors can be devastating. They are often found in abandoned monasteries or other ruined structures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Treasures II (1989); page 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Classic &amp;quot;Lich&amp;quot; monsters are Evil Clerics, Evil Mages, or Sorcerers. See page 42 of Creatures &amp;amp; Treasures I.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the 1999 edition of Creatures &amp;amp; Monsters on page 118, standard liches are transformed over a year with the Ritual of Twilight, while classic liches use the more rare and dangerous Ritual of Black Eternity where the organs are put into a special container and hidden. (In the 1995 edition of Creatures &amp;amp; Monsters this is on page 187.) These texts reference them having red light in their eyes. This is not included in the monastic lich section on page 131 (or page 190 in the 1995 edition), but is part of the ambient messaging on the monastic liches. The lich description of &amp;quot;fine, although unkempt and tattered, clothing or robes&amp;quot; is significantly closer to the GemStone description than their monastic lich entry. These rituals were not given until the 1995 version of Spell Law, before which the phylactery-like concept was only in Rolemaster Companion 1. The important point of the monastic liches is that, as monks rather than pure spellcasters, they could only have done this by possessing texts on necromancy. This only makes sense if it came from the Dark Shrine.&lt;br /&gt;
&lt;br /&gt;
There is some reason to suspect this is a later period admixture, presumably from the 1995 edition of this book, especially since the Monastery pre-dates the Describe verb by half a year. The creature description for the ki-lin on the Play.net website is inconsistent with the Rolemaster version with the glowing red horn, but it is consistent with the Rolemaster description of the ki-rin which is more consistent with the mythological qilin. It is important to be cautious with creature descriptions because they were often added later. The spectral monks are presumably the monks who failed to become liches.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Imagine a creature with the head of a dragon, the mane of a lion, the body of a stag and the tail of an ox. Add a solitary horn upon its forehead and the form of the ki-lin is complete. Sightings of this magical and dangerous beast are very rare and thus trophy hunters are said to pay a high price for the horn of the legendary beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Play.net website&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By day, the sun bounces from the golden fur covering a deer&#039;s body, leaps from the deeper gold of a lion&#039;s mane an an ox&#039;s tail, and gleams on the rose pearl of a unicorn&#039;s horn as the Ki-rin gallops across the heavens; the Ki-rin possesses no wings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Monsters (1999); page 72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The dragon head feature still has to come from mythology rather than Rolemaster. The mythological qilin has numerous variations, but these specifically match up.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the monastic liches still having rotting flesh in their description, rather than being purely skeletal, we might think it was only relatively recently that they fell to the Unlife. This would be consistent with the timing of the hooded figures appearing, though it puts too much weight on a possibly apocryphal creature description. In any event they would have fallen into madness first, perhaps indicated by the emotive faces above the doorways downstairs. The painting upstairs referring to the &amp;quot;Undead Wars&amp;quot; probably said &amp;quot;Wars of Dominion&amp;quot; originally. The phylacteries are most likely sealed away in the sewers under the monastery, but again, Rolemaster liches did not use these yet when the Monastery was built. The sewers originally had ratsnakes in them. This potentially supports interpreting the cave itself as an allegory for Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot;, detailed below in the Major Sub-Texts section.&lt;br /&gt;
&lt;br /&gt;
It is unclear if the action of reaching into the holes in their chests dates back to 1992 or was added later. It is possible that this connection to the Ritual of Black Eternity, which first appears in Rolemaster Companion in 1986 but not in the creatures bestiaries or Spell Law until 1995, is not the intention behind the liches having holes in their chests. In the Major Sub-Texts section another theory will be given in terms of the monastery&#039;s meditation room and astral projection esotericism that would still work for 1992.&lt;br /&gt;
=Death=&lt;br /&gt;
The major sub-texts category addresses the parallel the Broken Lands has with H.P. Lovecraft&#039;s &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; and possibly other related stories. The within GemStone significance of this is that the same story appears to be used in the messaging that occurs when bodies decay and need to be reincarnated by Eissa (Modern: Lorminstra). This is illustrated in [[Research:The Graveyard#Lovecraft|Research:The Graveyard]]. The soul is in a limbo that was once called [[Purgatory]]. That research page argues for various reasons that the Graveyard is symbolically a dark mirror of Purgatory and the temple of Eissa in the Landing. &lt;br /&gt;
&lt;br /&gt;
Instead of the Lord High Cleric, who is probably the old man on the dais, Bandur is the Lord High Sorceror. There are a number of points of commonality, and they were both built in early 1990. The throne room under the Graveyard is &amp;quot;a madman&#039;s travesty of a throne room in purgatory&amp;quot;, with a throne of human bones on a dais and a tapestry covering a storage room. The huge pile of bodies next to it are thus argued to symbolically represent the souls who could not choose, and the only path was darkness, as the only exit was a result of people clawing their way up to the surface until someone finally made it.&lt;br /&gt;
&lt;br /&gt;
===Reincarnation===&lt;br /&gt;
&lt;br /&gt;
The decay or [[spirit death]] messaging is mostly the same as it was twenty or thirty years ago, except a few lines were removed seemingly around the time of the GemStone IV conversion. The death mechanics have undergone a few forms over the years, and that was around when Death&#039;s Sting in its modern form was introduced. When the body decays into compost the world dissolves into &amp;quot;a grainy montage of color&amp;quot;, and the soul experiences a timeless void between light and darkness. This is unique to GemStone as the early Shadow World books provided no description of the other side of the Gates of Oblivion. &lt;br /&gt;
&lt;br /&gt;
It is accompanied by some surreal messaging about the dreams you once held, and hopelessness washing over them &amp;quot;like the creeping tide of doom.&amp;quot; Eissa then spoke to you in archaic English about your right of intercession because of your deeds to her, which [[Research:The Graveyard#Death|Research:The Graveyard]] argues for various reasons is likely playing off the medieval rites of homage to a liege lord. When the soul is reincarnated it describes &amp;quot;the world of your past&amp;quot; returning to your memory. These premises do not originate in the Shadow World material. They appear to be based on stories from H.P. Lovecraft&#039;s Dream Cycle.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color... &lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels &#039;&#039;torn between two prophecies, each vying for your loyalty.&#039;&#039;&lt;br /&gt;
Also in the room: All the spirits of those who could not choose.&lt;br /&gt;
Obvious exits: light and darkness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time seems to have no meaning&#039;&#039;&#039; as you wander aimlessly amidst the uncomfortable &#039;&#039;tugging for your attention&#039;&#039;. &#039;&#039;&#039;Hopelessness washes over dreams you once held&#039;&#039;&#039; like the &#039;&#039;&#039;creeping tide of doom.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In time the Goddess Lorminstra finds you wandering the endlessness of Purgatory and says, &amp;quot;For thy deed, my promise to intercede shall be fulfilled.&amp;quot; Taking you by the hand, the Goddess leads you back to mortality... &lt;br /&gt;
&lt;br /&gt;
Suddenly you feel an intense pain scorching your very soul! The &#039;&#039;&#039;world of your past suddenly comes rushing back into your memory&#039;&#039;&#039;. You are quite bewildered by what has transpired, but alive... &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is from the late 1990s. The original would have said the &amp;quot;Goddess Eissa&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is mostly referring to the end of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; when Nyarlathotep is trying to trick the protagonist, Randolph Carter, into flying into the heart of Chaos at the center of the universe. Carter is in another dimension called the Dreamlands. When he realizes his impending doom he remembers he is only dreaming and leaps into the void between dreamlands. He experiences vast cosmic aeons pass before him, until the waking world of his own memories rushes back to him. [[Research:The Graveyard#Lovecraft|Research:The Graveyard]] argues that Bandur is our analog for Nyarlathotep for mythological reasons.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Thick though the rushing nightmare that clutched his senses, Randolph Carter could turn and move. He could move, and if he chose he could leap off the evil shantak that bore him &#039;&#039;&#039;hurtlingly doomward&#039;&#039;&#039; at the orders of Nyarlathotep. He could leap off and dare those depths of night that yawned interminably down, those depths of fear whose terrors yet could not exceed the &#039;&#039;&#039;nameless doom&#039;&#039;&#039; that lurked waiting at chaos’ core. He could turn and move and leap—he could—he would—he would—&lt;br /&gt;
     Off that vast hippocephalic abomination leaped &#039;&#039;&#039;the doomed and desperate dreamer&#039;&#039;&#039;, and down through &#039;&#039;&#039;endless voids of sentient blackness&#039;&#039;&#039; he fell. &#039;&#039;&#039;Aeons reeled, universes died and were born again, stars became nebulae and nebulae became stars&#039;&#039;&#039;, and still Randolph Carter fell through those endless voids of sentient blackness.&lt;br /&gt;
     Then in the &#039;&#039;&#039;slow creeping course of eternity&#039;&#039;&#039; the utmost cycle of the cosmos churned itself into another &#039;&#039;&#039;futile&#039;&#039;&#039; completion, and all things became again as they were unreckoned kalpas before. Matter and light were born anew as space once had known them; and comets, suns, and worlds sprang flaming into life, though nothing survived to tell that they had been and gone, been and gone, always and always, back to no first beginning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World tie-in is that Eissa transports souls around in an artifact called the Staff of Doom. The wording is strikingly similar, and as explained below, the Broken Lands turns out to tightly parallel an earlier section of this same Lovecraft story. The wording about the world of the past returning to you is most likely referring to the premise that Randolph Carter is returning to the world of his childhood memories. His dream-quest had turned out to be him seeking his own youthful memories of Boston. In the Graveyard this might be hinted at by recalling prayers from youth when looking at Bandur.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;And there was a firmament again, and a wind, and a glare of purple light in the eyes of the falling dreamer. &#039;&#039;There were gods and presences and wills; beauty and evil&#039;&#039;, and the shrieking of noxious night robbed of its prey. For through the unknown ultimate cycle had lived a thought and &#039;&#039;&#039;a vision of a dreamer’s boyhood, and now there were re-made a waking world and an old cherished city to body&#039;&#039;&#039; and to justify these things. Out of the void S’ngac the violet gas had pointed the way, and archaic Nodens was bellowing his guidance from unhinted deeps.&lt;br /&gt;
     Stars swelled to dawns, and dawns burst into fountains of gold, carmine, and purple, and still the dreamer fell. Cries rent the aether as ribbons of light beat back the fiends from outside. And hoary Nodens raised a howl of triumph when Nyarlathotep, close on his quarry, stopped baffled by a glare that seared his formless hunting-horrors to grey dust. Randolph Carter had indeed descended at last the wide marmoreal flights to his marvellous city, &#039;&#039;&#039;for he was come again to the&#039;&#039;&#039; fair New England &#039;&#039;&#039;world that had wrought him.&#039;&#039;&#039;&lt;br /&gt;
     So to the organ chords of morning’s myriad whistles, and dawn’s blaze thrown dazzling through purple panes by the great gold dome of the State House on the hill, Randolph Carter leaped shoutingly awake within his Boston room.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lost to the Demonic===&lt;br /&gt;
&lt;br /&gt;
In the early death mechanics there were five &amp;quot;free deaths&amp;quot; at level 1, and five that had to be paid back with deeds before making level 2. It was not possible for a character under level 2 to have permanent character loss from death. Eissa would intervene to prevent it, and later the Great Spirit Vult (Modern: Voln) did as well. (I remember seeing special messaging for it in the late 1990s, but there is no log proof it existed.) Generally, there was a cost of only 1 deed for a death if a cleric resurrected the body, but 2 deeds if the body decayed. If there was a spirit death it cost 2 deeds. Spirit was originally called &amp;quot;life levels&amp;quot;, with instant death at zero, and weakness at thresholds. This is a supplementary mechanic from Rolemaster Companion II, page 20, not Shadow World itself. In the later years of GemStone III there was experience point loss as a result of departing or spirit death instead of damage to stat points.&lt;br /&gt;
&lt;br /&gt;
In the event of a decay or spirit death, &#039;&#039;or&#039;&#039; resurrection if having zero deeds, there was originally a counter for number of death at that level, where at the next level there was a cumulative risk of statistic point loss that increased with severity with the number of deaths. This was essentially like a harsher form of Death&#039;s Sting. The Purgatory messaging was slightly different for a spirit death, as Eissa puts the tattered pieces of your soul back together. This is the variant still included in the contemporary messaging for decaying. The [[Council of Light|Sign of Hopelessness]] used to refer to this messaging, ripping the soul up in black flames.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;sign of hopelessness&lt;br /&gt;
&#039;&#039;&#039;As you make the sign, the forces of darkness rip your soul from your body!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You realize you have called upon your powers without due caution and have made your affiliation plainly obvious to all nearby.&lt;br /&gt;
&lt;br /&gt;
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color...&lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels torn between two prophecies, each vying for your loyalty.&lt;br /&gt;
Also in the room: &#039;&#039;&#039;&#039;&#039;All the spirits of those who could not choose&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
Obvious exits: light and darkness.&lt;br /&gt;
&lt;br /&gt;
Time seems to have no meaning as you wander aimlessly amidst the uncomfortable tugging for your attention. Hopelessness washes over dreams you once held like the creeping tide of doom.&lt;br /&gt;
&lt;br /&gt;
In time the Goddess Lorminstra finds you wandering the endlessness of Purgatory and says, &amp;quot;For thy deeds, my promise to intercede shall be fulfilled.&amp;quot; She &#039;&#039;&#039;gently reassembles the pieces of your tattered soul&#039;&#039;&#039;, and then, taking you by the hand, the Goddess leads you back to mortality...&lt;br /&gt;
&lt;br /&gt;
Suddenly you feel an intense pain scorching your very soul! The world of your past suddenly comes rushing back into your memory. You are quite &#039;&#039;&#039;&#039;&#039;bewildered&#039;&#039;&#039;&#039;&#039; by what has transpired, but alive...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Compare the bold italics above to the bold italics in the excerpt below from &amp;quot;Through the Gates of the Silver Key&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is some indication in the Kelfour Editions, such as [[Kelfour Edition volume I number VII]] page 24, that the soul might have been destroyed utterly if this happened without deeds. That someone has &amp;quot;lost their soul to the demonic&amp;quot; &#039;&#039;might&#039;&#039; have originally only happened in this case, and if it did it is unclear if there was different messaging for it. The messaging was the same seemingly in any case later. It illustrates the soul losing its memory and sense of identity regardless of whether it chose the light or the darkness. The player was then given the option of either retiring the individual character or the whole family.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color...  &lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels torn between two prophecies, each vying for your loyalty.&lt;br /&gt;
&lt;br /&gt;
Also in the room: All the spirits of those who could not choose.&lt;br /&gt;
&lt;br /&gt;
Obvious exits: light and darkness.&lt;br /&gt;
&lt;br /&gt;
Time seems to have no meaning as you wander aimlessly amidst the uncomfortable tugging for your attention. Hopelessness washes over dreams you once held like the creeping tide of doom.&lt;br /&gt;
&lt;br /&gt;
In time your soul finds a home, be it in the light or the darkness, but not again in the mortal world. &#039;&#039;&#039;As the last memories of your existence fade&#039;&#039;&#039;, an image of the Goddess Lorminstra, who guards the &#039;&#039;&#039;Gates of Oblivion&#039;&#039;&#039;, tempts your hindsight.&lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
&lt;br /&gt;
It appears that your mortal life has ended once and for all, and that Lorminstra shall be embracing you shortly. This Purgatory is here to provide you with information about what to expect as you move on to the next stage of your existence. Before you is The Afterlife. You will need to enter it in order to create a new character for yourself.  ---&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
You can LOOK AT THE AFTERLIFE to get information about what to expect now that your character has died permanently. When you are ready, simply RETIRE.&lt;br /&gt;
&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;look at the afterlife&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon entering The Afterlife you will be given two options:&lt;br /&gt;
&lt;br /&gt;
1. Retire Kadaena only (keeping the K&#039;ta&#039;viiri family)&lt;br /&gt;
&lt;br /&gt;
2. Retire the K&#039;ta&#039;viiri family (loosing all family fame)&lt;br /&gt;
&lt;br /&gt;
Selecting the first option will result in asking you for a new first name for your new character, while the second option will result in asking you for a new first and last name. In either case you can reselect your old names, but your family fame will only transfer to your new character if you select the first option.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As for up to the point of making your choices, it is the same routine as if you just started a new character. If you RETIRE the family, you will lose your character entirely. If you choose to RETIRE the first name only, You will be able to keep the same family name as well as the same first name if you wish to keep it.&lt;br /&gt;
&lt;br /&gt;
If you choose the same first name and family name, you must remember, when you went demonic, you lost everything except the name. You will not have any items, character fame, stats, skills, age or trainings as you did when you died, including any coins you had in the bank or on your person. In keeping the family name, you WILL still have your FAMILY fame but not the character fame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This would have said Goddess Eissa originally, the &amp;quot;Gates of Oblivion&amp;quot; is the I.C.E. term. Lorminstra guards the Ebon Gate.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The grainy montage of color and the dissolution of identity and memory into oblivion does not come from the Shadow World material. It is probably based on Oblivion from Lovecraft&#039;s Dream Cycle stories, which is illustrated in detail in his prose poem [http://www.hplovecraft.com/writings/texts/fiction/eo.aspx &amp;quot;Ex Oblivione&amp;quot;]. Randolph Carter himself mentions it and the potion in some stories, such as considering taking the oblivion potion in &amp;quot;The Silver Key&amp;quot;. The last line refers to waking life as the &amp;quot;daemon&amp;quot; being escaped.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When the last days were upon me&#039;&#039;&#039;, and the ugly trifles of existence began to drive me to madness like the small drops of water that torturers let fall ceaselessly upon one spot of their victim’s body, I loved the &#039;&#039;&#039;irradiate refuge of sleep&#039;&#039;&#039;. In my dreams I found a little of the beauty I had vainly sought in life, and wandered through old gardens and enchanted woods.&lt;br /&gt;
     Once when the wind was soft and scented I heard the south calling, and sailed endlessly and languorously under strange stars.&lt;br /&gt;
     Once when the gentle rain fell I glided in a barge down a sunless stream under the earth till I reached another world of purple twilight, iridescent arbours, and undying roses.&lt;br /&gt;
     And once I walked through a golden valley that led to shadowy groves and ruins, and ended in a mighty wall green with antique vines, and pierced by a little gate of bronze.&lt;br /&gt;
     Many times I walked through that valley, and longer and longer would I pause in the spectral half-light where the giant trees squirmed and twisted grotesquely, and the grey ground stretched damply from trunk to trunk, sometimes disclosing the mould-stained stones of buried temples. And always the goal of my fancies was the mighty vine-grown wall with the little gate of bronze therein.&lt;br /&gt;
     After a while, as &#039;&#039;&#039;the days of waking became less and less bearable from their greyness and sameness&#039;&#039;&#039;, I would often drift in opiate peace through the valley and the shadowy groves, and &#039;&#039;&#039;wonder how I might seize them for my eternal dwelling-place&#039;&#039;&#039;, so that I need no more crawl back to a dull world &#039;&#039;&#039;stript of interest and new colours&#039;&#039;&#039;. And as I looked upon &#039;&#039;&#039;the little gate&#039;&#039;&#039; in the mighty wall, I felt that &#039;&#039;&#039;beyond it lay a dream-country from which, once it was entered, there would be no return&#039;&#039;&#039;.&lt;br /&gt;
     So each night in sleep I strove to find the hidden latch of the gate in the ivied antique wall, though it was exceedingly well hidden. And I would tell myself that the realm beyond the wall was not more lasting merely, but more lovely and &#039;&#039;&#039;radiant&#039;&#039;&#039; as well.&lt;br /&gt;
     Then one night in the dream-city of Zakarion I found a yellowed papyrus filled with the thoughts of dream-sages who dwelt of old in that city, and who were too wise ever to be born in the waking world. Therein were written many things concerning the world of dream, and among them was lore of a golden valley and a sacred grove with temples, and a high wall pierced by a little bronze gate. When I saw this lore, I knew that it touched on the scenes I had haunted, and I therefore read long in the yellowed papyrus.&lt;br /&gt;
     Some of the dream-sages wrote gorgeously of the wonders beyond &#039;&#039;&#039;the irrepassable gate&#039;&#039;&#039;, but others told of horror and disappointment. I knew not which to believe, yet longed more and more to &#039;&#039;&#039;cross forever&#039;&#039;&#039; into the unknown land; for doubt and secrecy are the lure of lures, and no new horror can be more terrible than the daily torture of the commonplace. So when I learned of the drug which would unlock the gate and drive me through, I resolved to take it when next I awaked.&lt;br /&gt;
     Last night I swallowed the drug and floated dreamily into the golden valley and the shadowy groves; and when I came this time to the antique wall, I saw that the &#039;&#039;&#039;small gate of bronze&#039;&#039;&#039; was ajar. From &#039;&#039;&#039;beyond came a glow&#039;&#039;&#039; that weirdly lit the giant twisted trees and the tops of the buried temples, and I drifted on songfully, expectant of the glories of the land from whence &#039;&#039;&#039;I should never return&#039;&#039;&#039;.&lt;br /&gt;
     But as the gate swung wider and the sorcery of drug and dream pushed me through, &#039;&#039;&#039;I knew that all sights and glories were at an end&#039;&#039;&#039;; for in that new realm was &#039;&#039;&#039;neither land nor sea&#039;&#039;&#039;, but only the white &#039;&#039;&#039;void of unpeopled and illimitable space&#039;&#039;&#039;. So, happier than I had ever dared hoped to be, I &#039;&#039;&#039;dissolved again into that native infinity of crystal oblivion&#039;&#039;&#039; from which &#039;&#039;&#039;the daemon Life&#039;&#039;&#039; had called me for one brief and desolate hour.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Ex Oblivione&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is the full text, not an excerpt.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Key to the Void===&lt;br /&gt;
&lt;br /&gt;
In the Graveyard the Empress Kadaena is represented as a death goddess, and as some rival of Eissa who is providing a &amp;quot;forbidden&amp;quot; alternative to Oblivion. The Shadow World premise for this is probably the Key of the Void, the one key to the Gates of Oblivion that is never used. This is something that presumably leads to the demonic realities associated with the Unlife. [[Research:The Graveyard]] explores this concept more deeply. For our purposes it is noteworthy that the Dark Shrine is shaped like an antique key, and the portal to the Broken Land may come from the Randolph Carter stories of the Silver Key.&lt;br /&gt;
&lt;br /&gt;
Through the Gates of the Silver Key he encounters Yog-Sothoth, the guardian and gateway of forbidden knowledge. He witnesses many other versions of himself in the timeless void beyond oblivion. This results in transforming his immaterial being into the body of an otherworldly race in the distant past. In the context of the Broken Land this can be interpreted as a forbidden &amp;quot;dark path&amp;quot; toward reincarnating the soul into otherworldly entities including the demonic or even the Dark Gods, which gives a natural and literal interpretation to the line &amp;quot;spirit born of death&amp;quot; in the Temple of Darkness poem.&lt;br /&gt;
[[File:DarkShrine-SkeletonKey.jpg|300px|thumb|right|Skeleton keys are masters for opening warded locks]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Faced with this realisation, Randolph Carter reeled in the clutch of supreme horror—horror such as had not been hinted even at the climax of that hideous night when two had ventured into an ancient and abhorred necropolis under a waning moon and only one had emerged. &#039;&#039;&#039;No death, no doom, no anguish can arouse the surpassing despair which flows from a loss of identity&#039;&#039;&#039;. Merging with nothingness is &#039;&#039;&#039;peaceful oblivion&#039;&#039;&#039;; but to be &#039;&#039;&#039;aware of existence and yet to know that one is no longer a definite being distinguished from other beings&#039;&#039;&#039;—that one no longer has a self—that is the nameless summit of agony and dread.&lt;br /&gt;
     He knew that there had been a Randolph Carter of Boston, yet could not be sure whether he—the fragment or facet of an earthly entity beyond the Ultimate Gate—had been that one or some other. His &#039;&#039;&#039;self had been annihilated&#039;&#039;&#039;; and yet he—if indeed there could, in view of that utter nullity of individual existence, be such a thing as he—was equally &#039;&#039;&#039;&#039;&#039;aware of being in some inconceivable way a legion of selves&#039;&#039;&#039;&#039;&#039;. It was as though his body had been suddenly transformed into one of those many-limbed and many-headed effigies sculptured in Indian temples, and he contemplated the aggregation in a &#039;&#039;&#039;&#039;&#039;bewildered&#039;&#039;&#039;&#039;&#039; attempt to discern which was the original and which the additions—if indeed (supremely monstrous thought) there were any original as distinguished from other embodiments.&lt;br /&gt;
     Then, in the midst of these devastating reflections, Carter’s beyond-the-gate fragment was hurled from what had seemed the nadir of horror to black, clutching pits of a horror still more profound. This time it was largely external—a force or personality which at once confronted and surrounded and pervaded him, and which in addition to its local presence, seemed also to be a part of himself, and likewise to be &#039;&#039;&#039;coexistent with all time and coterminous with all space&#039;&#039;&#039;. There was no visual image, yet the sense of entity and the awful concept of combined localism, identity, and infinity lent a paralysing terror beyond anything which any Carter-fragment had hitherto deemed capable of existing.&lt;br /&gt;
     In the face of that awful wonder, the quasi-Carter forgot the horror of destroyed individuality. It was an All-in-One and One-in-All of limitless being and self—not merely a thing of one Space-Time continuum, but allied to the ultimate animating essence of existence’s whole unbounded sweep—the last, utter sweep which has no confines and which outreaches fancy and mathematics alike. It was perhaps that which certain secret cults of earth have whispered of as &#039;&#039;&#039;YOG-SOTHOTH&#039;&#039;&#039;, and which has been a deity under other names; that which the crustaceans of Yuggoth worship as the Beyond-One, and which the vaporous brains of the spiral nebulae know by an untranslatable Sign—yet in a flash the Carter-facet realised how slight and fractional all these conceptions are.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Nor is it to be thought,” ran the text as Armitage mentally translated it, “that man is either the oldest or the last of earth’s masters, or that the common bulk of life and substance walks alone. The Old Ones were, the Old Ones are, and the Old Ones shall be. Not in the spaces we know, but between them, They walk serene and primal, undimensioned and to us unseen. &#039;&#039;&#039;Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth.&#039;&#039;&#039; He knows where the Old Ones broke through of old, and where They shall break through again. He knows where They have trod earth’s fields, and where They still tread them, and why no one can behold Them as They tread. By Their smell can men sometimes know Them near, but of Their semblance can no man know, saving only in the features of those They have begotten on mankind; and of those are there many sorts, differing in likeness from man’s truest eidolon to that shape without sight or substance which is Them. They walk unseen and foul in lonely places where the Words have been spoken and the Rites howled through at their Seasons. The wind gibbers with Their voices, and the earth mutters with Their consciousness. They bend the forest and crush the city, yet may not forest or city behold the hand that smites. &#039;&#039;&#039;Kadath in the cold waste hath known Them, and what man knows Kadath?&#039;&#039;&#039; The ice desert of the South and the sunken isles of Ocean hold stones whereon Their seal is engraven, but who hath seen the deep frozen city or the sealed tower long garlanded with seaweed and barnacles? Great Cthulhu is Their cousin, yet can he spy Them only dimly. Iä! Shub-Niggurath! As a foulness shall ye know Them. Their hand is at your throats, yet ye see Them not; and Their habitation is even one with your guarded threshold. &#039;&#039;&#039;Yog-Sothoth is the key to the gate, whereby the spheres meet&#039;&#039;&#039;. Man rules now where They ruled once; They shall soon rule where man rules now. After summer is winter, and after winter summer. They wait patient and potent, for here shall They reign again.”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dunwich Horror&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Compare the bold italics to the Purgatory messaging above with the bold italics.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Since there is a shared relation to the Purgatory subtext of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, and historical simultaneity in the Shadow World timeline, the Graveyard and the Broken Lands are probably related stories and both playing off the death mechanics. Since the Gates of Oblivion are located on Orhan, the moon of the light gods, this is figuratively or literally making the Lord of Essaence crystal(s) on Charôn the forbidden key to immortality. This would explain why the Loremasters were unable to destroy Uthex&#039;s creations. There is also a &amp;quot;hooded figure&amp;quot; guarding the tapestry to the deed ceremony.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Temple, Tapestry Room]&lt;br /&gt;
A large candle burns with a steady flame in each corner of this room.  Various forms of artwork adorn the walls of this chamber, each &#039;&#039;&#039;representing one of the Gods of Elanthia&#039;&#039;&#039;.  One particular object, &#039;&#039;&#039;a long black tapestry&#039;&#039;&#039;, attracts your attention.  A small chair sits next to the tapestry and seated in this chair is &#039;&#039;&#039;the hooded figure&#039;&#039;&#039; of a man.  You also see a large acorn and a black arch.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
The tapestry is intricately embroidered to depict a large gate. It appears to be covering a portal of some kind.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
As you approach the black velvet tapestry, the &#039;&#039;&#039;hooded figure&#039;&#039;&#039; stands and steps in front of you.  In a quiet but firm voice the hooded figure says, &amp;quot;May Lorminstra grant you even more deeds, XXXXX.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;hooded figure&#039;&#039;&#039; bows slightly and pulls back the heavy bolt of black cloth.  He then motions to the corridor beyond.  You respectfully acknowledge his bow and enter the temple.  Immediately upon entering, two acolytes appear next to you to assist you in your consultation.&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;a brilliant flash of light&#039;&#039;&#039; and a puff of smoke as a hooded figure suddenly appears!&lt;br /&gt;
&amp;gt;describe figure&lt;br /&gt;
It is hard to see much of the hooded figure because of the voluminous hooded cloak. However, the figure does appear to be that of a young human, or humanoid, male. His skin is very pale, almost an opalescent white in color and his eyes are an ominous dull grey. You can see a few locks of curly black hair streaked with stark white tufts concealed by the hood of his cloak. When he glances in your direction, you can feel his gaze almost as a physical blow. He holds himself erect, a tall and imposing figure giving evidence of great pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They came to face the corrupt Uthex in the Great Hall of his hidden keep. Uthex called forth the &#039;&#039;&#039;fruit of his efforts&#039;&#039;&#039; to do battle with the Loremasters, and while they were engaged with these &#039;&#039;&#039;powerful perverted beings&#039;&#039;&#039;, Uthex made his escape. The Loremasters soon defeated &#039;&#039;&#039;the hooded figures&#039;&#039;&#039; that &#039;&#039;&#039;had come to Uthex&#039; aid&#039;&#039;&#039;, but noted the absence of the powerful Mage. A detailed search of the keep revealed the secret passage that Uthex had used to make good his escape.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Few records of the battle against Uthex Kathiasas and his minions have survived the ages, but it is generally accepted that the Loremasters easily gained access to his secret workshop. Uthex Kathiasas was destroyed during the ensuing battle, and while the Loremasters were &#039;&#039;&#039;not able to completely destroy his experiments&#039;&#039;&#039;, they removed what records and equipment that they could, and sealed the gate leading to that location with Runes of Warding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Broken Land&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Notice how the hooded figures themselves are the &amp;quot;perverted beings&amp;quot;, seemingly human or humanoid, not the fog beetles or other monsters. Much as [[Research:The Graveyard]] argues for a dark mirror of this in the throne room under the Graveyard, this might be symbolized in the Dark Shrine as well where the human sacrifices were done to waken or make the gogor. The cracked gong corresponds to the chimes that have to be rung to call the high priestess. The tapestry corresponds to the tapestry, and the secret room behind it to the storage room, where deed offerings are taken by the acolytes after the ritual.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Temple, &#039;&#039;&#039;Black Altar&#039;&#039;&#039;]&lt;br /&gt;
The smoke of scores of incense burners fills the air of this room with a thick, acrid haze.  Through this haze can be seen the faint outline of a large, black altar of obsidian surrounded by a high rail.  Behind the altar is an arch leading to a blackened passage. Hanging nearby is a brass tube, or chime, suspended from the ceiling by a thong of leather.  Next to this chime hangs a small mallet.  The two acolytes that greeted you as you entered are standing nearby.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ring chime with mallet&lt;br /&gt;
You strike the &#039;&#039;&#039;hollow brass chime&#039;&#039;&#039; with the small mallet and the room is filled with a rich, mellow tone.  The two acolytes nod slightly and step back to a position slightly behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the &#039;&#039;&#039;hideous faces and figures carved into the stone walls&#039;&#039;&#039; have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an &#039;&#039;&#039;ancient tapestry&#039;&#039;&#039; which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the &#039;&#039;&#039;rim of the huge corroded disk to the center&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with dark stains, and one corner has been broken off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These beings would be ultimately indestructible because the power draining crystal dome is implicitly reincarnating their souls. This would be the forbidden work around to Eissa, who is the only deity with that power. Their spawn messaging is suggestive of this possibility. Without a tie-in to the death theology it would make little sense for the Broken Land and Purgatory to just happen to be referencing the same obscure H.P. Lovecraft story. It is the natural way of interpreting &amp;quot;giving physical form&amp;quot; to power in that context, along with the shared premise of Empress Kadaena and the early Wars of Dominion in the Graveyard. The Broken Land might even be interpreted as a dark analog of purgatory, its own anachronistic dreamland in another dimension, for foul reincarnation of spirits in association with Charôn.&lt;br /&gt;
&lt;br /&gt;
=Major Sub-Texts=&lt;br /&gt;
The Broken Land seems to have an allegorical layer of meaning that is a combination of mythology and horror stories of H.P. Lovecraft. This is the same argument made for The Graveyard and Shadow Valley. These three are all in the Shadow World setting as well, but the relative weights are different. Shadow World seems to have only minor significance to Shadow Valley. Mythology seems to be of minor relevance to the Broken Lands, though there may be some bits in the Lysierian Hills. This involves Charôn itself directly in Iloura&#039;s shrine and otherwise involves death, sleep, or the Underworld.&lt;br /&gt;
==Mythology==&lt;br /&gt;
There are some minor mythological elements worth noting around the Broken Lands. The most immediate is that the moon Charôn in Shadow World was named after the ferryman of the Underworld in Greek mythology, and was used as the boat driver of the river Acheron in Dante&#039;s &#039;&#039;Inferno&#039;&#039;. Since the Dark Grotto and Shrine segment pulls off the Underworld of Lovecraft&#039;s Dreamlands, and Charôn is only habitable underground, it is conceivable the use of Charôn to enter the Jagged Plain is metaphorical and a dark mirror of the River of Life on Orhan. This is incidental as there are other usages of Charôn. The Broken Land on a subtextual level in particular is likely to be relevant to Purgatory, under the assumption that the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot; was used for both the Broken Land and the [[Purgatory]] death messaging. The dark mirror may be playing Charôn off the Gates of Oblivion being physically located on Orhan.&lt;br /&gt;
&lt;br /&gt;
It is possible that Dante&#039;s &#039;&#039;Inferno&#039;&#039; is more directly relevant. In [[Research:The Graveyard]] it is argued that the Graveyard is loosely parallel to &#039;&#039;Inferno&#039;&#039;. This involves a deep descent into the earth, where Bandur Etrevion is frozen in a block of ice like Satan. The ascent from this location would correspond to climbing up to the base of Purgatory. This starts as a cliff. The climb up within the hollow Huge Cavern within the cliffs could be read analogously, inverting the climb of Purgatorio with Paradiso and Inferno. The Morgu statue interpreted as Morgu himself becomes the direct analog of Satan frozen at the bottom of Inferno and Bandur in the Graveyard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Iloura&#039;s Shrine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the Shadow World Master Addendum (1990), pages 70-71, Iloura has hundreds of shrines just like the one on Lake Marliese. This is presumably the island referenced in the Uthex Kathiasas story. These are holy places which are used to make hallucinogenic incense out of &amp;quot;certain herbs&amp;quot; for a special smokestone in the altar. The worshipper of Iloura sleeps in the shrine overnight and may be granted a dream vision. In the I.C.E. Age it was common for Iloura to speak here to her followers. The shrine itself is not so much mythological as it is the release event for it may have had mythological elements.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Iloura&#039;s shrines are always dug at lest partway into the ground, but there is usually a small roof-vent to let in &#039;&#039;&#039;a small amount of light&#039;&#039;&#039; and allow smoke to escape. &#039;&#039;&#039;Always above the entrance is the symbol of Iloura: three leaves in a branch.&#039;&#039;&#039; The altar itself a round stone with &#039;&#039;&#039;a large circular depression&#039;&#039;&#039; in the center and a small depression on either side. Set in each of the side depressions is an unusual material called &#039;&#039;smokestone&#039;&#039;. It looks like rock but is organic, and can be soaked in a liquid steeped in certain herbs. When dried, it can be lit and smolders for about eight hours before going out. (After cooling or ten or so hours, it can be lit again, and re-used in this manner almost indefinitely.) The smoke from the stones released an incense which allows one who is a follower of Iloura to have visions - should the Lady Iloura wish it. The stones are lit and the center depression is filled with fresh water. The adherent must be alone in the shrine and spend the night. Whether they have a vision or not (requires a successful &#039;&#039;Meditation&#039;&#039; roll) they will awake rested in the morning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 71&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The shrine was released at the end of the storyline that introduced the Kral (krolvin) in the next valley. It involved rescuing a girl named Marliese who shapeshifted into a puma and breaking the curse on her necklace. This involved putting crystal &amp;quot;tears&amp;quot; into the shrine, which was making the Iloura symbol, and having the light of a rare lunar conjunction shine through it. It was when Charôn is blocked from the sky by Orhan, which could only happen if Orhan (with an average orbital distance of 250,000 miles) was at its closest, and Charôn which averages 190,000 miles was at its most distant (230,000 miles). &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Small Island]&lt;br /&gt;
Towering pines ring the edge of this small island, their fragrance wafting about you on each wisp of a breeze.  Wildflowers, their colors washed away by the greying moonlight, carpet the ground, and mingle with honeysuckle to creep up the stone walls of a small shrine that stands in the center of the circle of trees.  From somewhere nearby, an owl calls out its strange song, and is answered by another deeper in the forest.  You also see some shallow water along the bank of the island.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;gt;look shrine&lt;br /&gt;
Beneath the fragrant blanket of wildflowers and honeysuckle, dark green marble, streaked with deep brown rises to a height of just ten feet or so.  A carefully constructed roof of wooden slats is woven through &#039;&#039;&#039;with herbs&#039;&#039;&#039; and dark green ivy, providing shelter from the elements, and welcome to even the weariest of travelers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go shrine&lt;br /&gt;
[Lysierian Hills, A Small Shrine]&lt;br /&gt;
Though there is no door to shut out the world beyond, a feeling of utter tranquility envelops you here.  The soothing reminders of the forests are everywhere, wrapping you in a blanket of calm and serenity.  Heavy woven rugs cover the floors, and nestle against walls lined with polished mahogany.  In the center of the room, a simple stone altar rises up from the midst of a &#039;&#039;&#039;tiny garden of carefully tended, sweetly scented herbs&#039;&#039;&#039;.  You also see a simple stone altar with a small carving on it, a jeweled skylight and some ancient tapestries.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
This altar of &#039;&#039;&#039;deep green bloodstone is set into the middle of a tiny herb garden&#039;&#039;&#039;.  Light filtering through a jeweled skylight overhead gleams softly against a &#039;&#039;&#039;small carving&#039;&#039;&#039; mounted on the smooth surface.&lt;br /&gt;
&amp;gt;look carving&lt;br /&gt;
Carefully carved from forest green marble flecked with brown is the serene image of the goddess Imaera.  In her right hand, she holds a tall, shifting staff, and a garland of living leaves and herbs surrounds her head.&lt;br /&gt;
&amp;gt;look skylight&lt;br /&gt;
Pale light filters through the tinted crystals and prisms that form the image of the &#039;&#039;&#039;Flower of Imaera&#039;&#039;&#039;.  Brilliant light shines through three prisms at the center of the flower, illuminating the altar.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestries&lt;br /&gt;
You look at the fifth, and last tapestry in the series.&lt;br /&gt;
&lt;br /&gt;
Many years must have passed, for now the valley is showing signs of rejuvenation.  Once more, the hills are covered with green, and a lake has begun to form around the spot where Imaera and the children stood.  A few people stand just inside the doorway of a small three-sided structure, bathed in brilliant golden light.  Examining the threads more closely, you see a jeweled skylight in the ceiling, with three crystal prisms set into the center.&lt;br /&gt;
&lt;br /&gt;
In the skies above the valley, a large moon glows with power and just barely visible behind it is &#039;&#039;&#039;a much smaller, silvery grey moon, which was probably completely obscured a few seconds before&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
From the grounds around the shrine, wildflowers and honeysuckle have begun to sprout and creep toward the building, as if drawn by some strange, magnetic force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This does not use the smokestone depression, but keeps the entrance symbol and is the context of the herb garden.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This premise of the moonlight through the symbol does not come from the Shadow World material, though lunar conjunctions have special magical power, as illustrated at the top of Melgorehn&#039;s Reach. The mythological element that might be drawn from here is that shamans shapeshifting into pumas or jaguars (though other animals are also possible) is the heart of Central American folklore. These are called nahuals in the Aztec language of Nahuatl, and each day of the calendar system has an associated nahual. The Mayan version of the calendar includes a lunar cycle. Nahuals are spirit animals discovered in dreams similar to the meditation ritual for Iloura&#039; shrines. While it is possible this mythological basis is a coincidence, the fire cat cave insinuates some human shapeshifting with its carved niches as well.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Cavern]&lt;br /&gt;
You are in a huge, irregularly shaped cavern.  It appears as if shallow hollows have been &#039;&#039;&#039;carved from the stone walls&#039;&#039;&#039; all around the cavern.  Each of the hollows is &#039;&#039;&#039;approximately 7 feet long&#039;&#039;&#039;, 4 feet high and 4 feet deep, and all appear to be empty.  All surfaces are covered with a fine black grit.  &lt;br /&gt;
Obvious exits: northeast, southeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) Faeries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The forest outside the Snake-Den in Lovecraft&#039;s &amp;quot;Silver Key&amp;quot; stories is likened to a fey forest with fauns and dryads. &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; in particular is one of Lovecraft&#039;s &amp;quot;Dunsany&amp;quot; tales, written in the style of Lord Dunsany (who invented &amp;quot;gnolls&amp;quot; among other things), who wrote elven and fey stories. This influence is seen in the night-gaunts who serve the god Nodens, for example, which draw off the myth of kidnapping fairies. In the folklore it is said you can be kidnapped into the Otherworld by faeries if you fall asleep in a &amp;quot;faerie ring&amp;quot;, which takes the form of a circular growth of mushrooms.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Clearing]&lt;br /&gt;
You find yourself in a small open clearing.  At the center of the clearing is an &#039;&#039;&#039;odd ring of multicolored mushrooms&#039;&#039;&#039;.  Disturbingly, a hushed silence seems to have fallen over the entire area.  You also see a path.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is one of the original rooms of the Seolfar Strake, located near the Smokey Cave with the fire cats and fire rats. It is older than the Broken Lands and Monastery. In the Vvrael quest in late 1997, Castle Anwyn was added to the Lysierian Hills, which very directly references faerie mythology. This was made by GM Talairi and there can be no assumption of mythological continuity. Nodens is the father of Gwyn ap Nudd in Welsh mythology, the King of Anwyn who leads the Wild Hunt. [[Terate]] the Prince of Anwyn wore a shoulder satchel clasped with a ki-lin horn. This last point probably has no deeper meaning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Ki-Lin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[ki-lin]] is a mythological creature from Chinese folklore, though this is a dubious point to make as many fantasy game monsters came from mythology. The ki-lin is supposed to appear with the birth or death of great sages, which might be intentional with the &amp;quot;Home of Broken Lore&amp;quot; premise with the death of Uthex Kathiasas. They are supposed to be benevolent creatures who protect the pure, which is essentially the opposite of the monastic liches in the Monastery. This symbolic use of the ki-lin would have to be derived from mythology, as this is not how they are represented in Creatures &amp;amp; Treasures I (1985).&lt;br /&gt;
&lt;br /&gt;
The ki-lin of Rolemaster is actually evil, associated with ice, and resembles a greyhound with a stag&#039;s head. The Play.net description of the ki-lin fits the mythological version, corresponding to the ki-rin from later Rolemaster bestiaries, which is a benevolent aerial creature that avoids the land. The &amp;quot;describe&amp;quot; verb does not actually give a creature description if used on the ki-lin when they appear in GemStone. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Imagine a creature with the head of a dragon, the mane of a lion, the body of a stag and the tail of an ox. Add a solitary horn upon its forehead and the form of the ki-lin is complete. Sightings of this magical and dangerous beast are very rare and thus trophy hunters are said to pay a high price for the horn of the legendary beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GemStone IV&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hints of careless seafoam, glacial ice, and serene moonlight illumine the snowy hide of the ki-lin. The fluid elegance of its greyhound&#039;s loins, limbs, and stature combines with the nobility of its stag&#039;s face to evoke chilled awe rather than wondering delight. The &#039;&#039;&#039;thin spire of a horn burns like a star&#039;&#039;&#039; from its forehead. Oft-mistaken for the unicorn, the ki-lin shares nothing of that beast&#039;s gentle virtue. A virgin who awaits the savage ki-lin&#039;s submission discovers herself bloodily rent by the starlit horn when its head bows to lie in her lap.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Treasures I (1985); page 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The describe verb was introduced in early 1993, and the ki-lin were in mid-1992. The hot burning horn comes from Rolemaster, though mythological qilin sometimes are described as breathing fire from their mouths.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is possible the association with moonlight or even dark humor about their being monks is the motivation for the ki-lin rather than mythology. However, if it was mythological in intent, the qilin first appeared to the Yellow Emperor. This is almost certainly reaching too far into both subtexts, but the yellow masked high priest not to be named in the &amp;quot;nameless monastery&amp;quot; in Lovecraft&#039;s Dreamlands is often interpreted to be Hastur, who is known as the &amp;quot;King in Yellow&amp;quot;. Since his monastery is above the vaults of Zin, Uthex&#039;s abode could be read as in analogous position to the huge cavern, but this is probably unintentional.&lt;br /&gt;
&lt;br /&gt;
==Religious Architecture==&lt;br /&gt;
&lt;br /&gt;
While the Monastery does not seem to be based on a specific historical or fictional place, even if the cave itself may be based on Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot;, the Monastery does have clear indications of being based on real-world historical architectures. This is more than a vague similarity to the concept of a monastery or church. There are specific elements and etymological subtexts implicitly invoked. There is a pattern of historical architectures being apparently intentionally backwards from their real-world versions, which is something that [[Research:The Graveyard]] argues was also done in the Graveyard.&lt;br /&gt;
&lt;br /&gt;
===Western===&lt;br /&gt;
Though cave monasteries exist in various places from Europe through Asia, there are some specifically Western Christian elements in the Monastery. These refer to the historical architecture of Western monasteries and the Eucharist rituals. Monastic cloisters existed in various sizes. Abbeys were no smaller than [https://www.newadvent.org/cathen/01015c.htm 12 monks] under an abbot, which is reflected in the 12 monastic cells and abbot&#039;s bedroom. The abbot has significantly more posh living standards than the other monks, which may regarded as historically accurate. There is notably an extra chair in the refectory, which is the communal dining room. &lt;br /&gt;
&lt;br /&gt;
There is an ASCII map in the [[Kelfour Edition volume III number II|Kelfour Edition]] from July 1992 depicting a (now missing) wing above the abbot&#039;s room, which could have had another bedroom, but it is unclear if this area ever actually existed or if it was a map making error. In favor of it once existing is noting that it bothered to correctly map out the sewer using a familiar, and it would be weird to accidentally map a whole set of non-existent rooms above the marked portal.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
          Monastery Map  (First and lower level accessible by all)&lt;br /&gt;
          &lt;br /&gt;
                   1   1          Notes:  Rooms marked 1 are small chambers&lt;br /&gt;
                    \ /                   containing a cot and a spike at&lt;br /&gt;
                1--- O ---1               head level. Nothing else found.&lt;br /&gt;
                    /|\&lt;br /&gt;
                  1/ | \1                 A to B, B to A: Go door. (If door&lt;br /&gt;
                     |                    is not open, the only way in is&lt;br /&gt;
                     |                    a or someone who has a ring set&lt;br /&gt;
                   1 | 1                  for interior. If you are outside,&lt;br /&gt;
                    \|/                   Pull Lever to open door.)&lt;br /&gt;
                1--- O ---1    (Next&lt;br /&gt;
                    /|\         Map)      C to D: Go arch.&lt;br /&gt;
                   1 | 1          \&lt;br /&gt;
                     |             \      E to F: Turn brazier; secret door.&lt;br /&gt;
                     O----I----J----K&lt;br /&gt;
                    /                     F to E: Open door.&lt;br /&gt;
                   /    O----B&lt;br /&gt;
                  /     |    |            G to H: Go Opening. It&#039;s hidden&lt;br /&gt;
     F-----E-----D      |    |            but I did not need to see it.&lt;br /&gt;
     |            \     |    A----O&lt;br /&gt;
     O             \    |         |       H: A room with a rune-covered&lt;br /&gt;
     |              \   |         L       stone which seems to ward off the&lt;br /&gt;
O----O----G----H     \  |                 Unlife. Good resting place.&lt;br /&gt;
     |                \ |&lt;br /&gt;
     O                 \|                 F: A stairway that goes to lower&lt;br /&gt;
             O-----O----C----O            level where stone is located.&lt;br /&gt;
             |          |   /&lt;br /&gt;
             |          |  /              I to J: Go privy.&lt;br /&gt;
             O          | /&lt;br /&gt;
             |          |/                J to K: Go Hole. Only a familiar&lt;br /&gt;
             |          O                 can enter this hole now. Hafling&lt;br /&gt;
       O-----O-----O                      volunteers with strict diet/exer-&lt;br /&gt;
             |                            cise training should contact a&lt;br /&gt;
             O                            Lord/Lady immediately!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Kelfour Edition volume III number II (Lord Whilder Planrathe; July 1992)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cenobitic monasteries began by using the rooms in [https://en.wikipedia.org/wiki/Domus#Interior ancient Roman &amp;quot;domus&amp;quot;] villas, with their [https://en.wikipedia.org/wiki/Peristyle peristyle] court layouts around an open-air central atrium, with an &amp;quot;impluvium&amp;quot; draining water into an underground cistern. (This is effectively the pool that is instead outside the Monastery, which is fed by the waterfall underground, instead of filling from above like a compluvium.) Peristyle is likewise the precise opposite style of colonnade from a [https://en.wikipedia.org/wiki/Portico portico], whose entryway or entry hall is known as a gallery. There are up to several different definitions of &amp;quot;gallery&amp;quot; present. The entrance or vestibule (vestibulum) to the Monastery is a portico:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Huge Cavern]&lt;br /&gt;
The floor of this huge featureless cavern is covered with clean white sand.  Wisps of steam rise off a small underground pool nearby.  Bright luminescent mosses and lichens cling to walls of the cavern, providing a dim but steady light.  Far to the west end of the cavern, you can see what looks like a massive stone structure.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;w&lt;br /&gt;
[Huge Cavern]&lt;br /&gt;
A large stone structure rises up out of the sandy cavern floor.  It appears as if the face of this building has been carved from the very rock of the cavern, since you can see neither joint nor seam where the structure meets the cavern wall.  &#039;&#039;&#039;Six massive stone columns support a narrow roof which juts out&#039;&#039;&#039; over the few steps in front of a huge set of stone doors.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&amp;gt;look door&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The doors seem to have been carved from the rock face of the cavern wall itself.  You cannot see any seams where the stones may have been fitted together.  They appear to be stuck in the open position, solid and immovable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The importance of this is that the [https://en.wikipedia.org/wiki/Cavaedium &amp;quot;atrium&amp;quot;] of Roman doma was where various household features were displayed. The entryway would often have a marble table known as a [http://ancientrome.ru/art/artworken/img.htm?id=4534 cartibulum], whose base was carved with mythological animals. (The Monastery pre-dates Shadow Valley by a few years, but Silver Valley was probably meant to be in the Seolfar Strake, so the wild horses here could be a continuated concept.) This is precisely what is seen in the entrance of the Monastery, which is called an &amp;quot;atrium&amp;quot; even though it is inside a cave. Atrium is the word used to refer to the entryway of [https://en.wikipedia.org/wiki/Cloister medieval monasteries] and Christian basilicas for this historical reason.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Atrium]&lt;br /&gt;
This large room appears to have been carved from solid rock.  The walls, floor, and ceiling are totally seamless, leaving no evidence that stones have been fitted together to form this structure.  There are several high-backed chairs, also carved from solid stone, and several low stone tables.  Each of the heavy-looking pieces of furniture resembles a piece of art, having its own unique pattern of mineral deposits.  You also see some stone doors and a lever.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
This large stone chair probably weighs several tons, having been carved from a single huge slab of granite.  The arms and legs of the chair have been styled to resemble wild horses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
This low stone table is polished to a mirror finish.  The legs of the table have been carved to resemble wild horses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look door&lt;br /&gt;
The doors seem to have been carved from the rock face of the cavern wall itself.  You cannot see any seams where the stones may have been fitted together.  They appear to be stuck slightly ajar -- the space between them is too small for you to fit through, in any case.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lever&lt;br /&gt;
The lever appears to be seated somewhat shakily in the wall.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;pull lever&lt;br /&gt;
As you pull the lever, you hear a loud racheting sound, as of gears turning.&lt;br /&gt;
Suddenly, the stone doors swing silently open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Ratchets are gears that prevent reverse motion. It is the correct usage of a word that explains how the door gets held open.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There would typically be a marble bust of a prominent family member and bronze statues in an ancient Roman domus, especially a statue to the household gods, which was kept in a portico-shaped [https://en.wikipedia.org/wiki/Lares#Lararia &amp;quot;lararium&amp;quot;] altar for the household gods where coming of age items for family members were kept and displayed. (They might also be [https://www.vroma.org/images/scaife_images/062b.jpg depicted above] the altar --- typically standing above a snake, an agathodaemon which is essentially a familiar, associated with land fertility --- whereas in the Monastery there are actual ratsnakes below in the sewer. Interpreting the whole gallery as the lararium, this might motivate the tapestry depicting the moon of the Light Gods.) This keeping of familial items is analogous to a modern shadowbox, which are often used to display military achievements. &lt;br /&gt;
&lt;br /&gt;
These objects are represented in the &amp;quot;gallery&amp;quot; past the atrium of the Monastery, which is a straight hallway instead of a central court with surrounding rooms. There is an actual shadowbox, but it only depicts leaves. Lares were generally minor gods, but could have broader roles, such as guarding environs and food. The ceilings are implied to be high and rooms wide in most of the Monastery, because of how the monastic cell hallway is described in contrast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Monastery, Gallery]&lt;br /&gt;
A magnificent modwir armoire and long tapestry dominate this room, which is lined with various pieces of artwork.  Among other pieces of note are an exceptionally well-crafted shadowbox and an elegant oil painting.  Off in a corner of the room stand a stone bust and a bronze statue, each on their own marble pedestal.&lt;br /&gt;
Obvious exits: east, south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look armoire&lt;br /&gt;
This elegant piece of furniture is constructed from the rare Black Modwir wood.  The deep luster of the reddish-black wood is enhanced by the fine filigree inlay of gold vines and lapis lazuli flowers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
This classic scene is superbly executed in fine, colorful metallic threads.  The Great Moon of Liabo rises over a tranquil sea -- a standard theme throughout the history of Elanthian art.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look shadowbox&lt;br /&gt;
Leaves seem to be the theme of this large shadowbox construction.  Hundreds of varieties of leaves have been painstakingly overlaid in gold and silver, and arranged in the many sections of the shadowbox.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look painting&lt;br /&gt;
This painting would be dreadful were it not for the skill and expertise with which it was done.  The scene is that of the open countryside during the end of the Undead Wars.  The earth is cracked and burnt, and the trees and plants withered and dying.  The whole scene is depressing and awful, but somehow appealing in a bizarre sort of way.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bust&lt;br /&gt;
You have seen the image of the man portrayed in this stone bust before, but you can&#039;t seem to place a name with the famous face.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
This bronze statue of a noblewoman riding upon an elegant horse is covered in a fine green patina.  The work is gracefully executed, and the statue is probably extremely valuable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other objects represent later historical periods. Oil paintings and art &amp;quot;galleries&amp;quot; in this sense follow the Renaissance, while &amp;quot;armoires&amp;quot; as elaborately ornate wooden cabinets are from later Europe. The etymological root of armoire, however, is &amp;quot;armarium&amp;quot;, which is where religious vestments were stored. It is remarkable that the tapestry is historically informed enough to mention using metallic threads, though this could reflect any number of time periods. The repeated use of [https://en.wikipedia.org/wiki/Lapis_lazuli lapis lazuli] in the Monastery is notable as this was a very rare and expensive material in medieval Europe, as it was imported from Afghanistan through the Silk Road. It was used in monasteries for deep blue pigment in religious works such as portraying the Virgin Mary. The bronze statue in the Roman frame ought to be of a god, while the marble bust would be of an aristocrat, so this might be inverted on purpose in the Monastery.&lt;br /&gt;
&lt;br /&gt;
The wide range of historical periods represented could be significant on a purely allegorical level and was likely intentional. Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot; is a bridge for simultaneous existence of the same things in other forms in various points of history. The theory would be that these elements were chosen to represent things in anachronistic forms based on their real-world historical etymology. This has essentially nothing to do with Shadow World.&lt;br /&gt;
&lt;br /&gt;
The concept in the gallery is likely invoking the communal ownership of crafted works in medieval monasteries. This was a form of accumulated wealth, which helped spur the itinerant mendicant &amp;quot;friar&amp;quot; practice in reaction. The earliest &amp;quot;automatic door&amp;quot; was hydraulic and built by Heron of Alexandria for colonnade [https://www.artefacts-berlin.de/portfolio-item/heron-of-alexandira-automated-temple-doors/ temple doors] in the first century. It was steam powered with a portico entrance, and made use of fires and a counterweight mechanism. The Monastery has an underground &amp;quot;counterweight&amp;quot; mechanism, with some unknown drive mechanism for the door. It could be steam or otherwise thermally powered, as the water off the mountain is cold, but inside the Monastery there is a hot spring. It could also be driven by water wheels in the underground river, or even a single water wheel with flow falling on alternating sides, switched on a timer with a five minute [https://en.wikipedia.org/wiki/Water_clock water clock.]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This room apparently contains the &#039;&#039;&#039;counterweight&#039;&#039;&#039; for a rather large, heavy mechanism. Dangling from a series of chains, pulleys and gears is a big metal basket, with some dust gathered on it. The dust, however, appears to have been disturbed lately, perhaps by something scuttling about these tunnels.&lt;br /&gt;
Obvious exits: northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was most likely inspired by the medieval Cistercian monasteries. They [https://en.wikipedia.org/wiki/Cistercians#Commercial_enterprise_and_technological_diffusion made use] of hydraulics and water wheels as central heating, baths, and sewage systems. The bath is represented in the privy, which is a cross of a [https://en.wikipedia.org/wiki/Lavatorium lavatorium] and necessarium or [https://en.wikipedia.org/wiki/Reredorter reredorter], and the bath would be called a [https://en.wikipedia.org/wiki/Piscina piscina] in Latin. The towels would be kept in an [https://en.wikipedia.org/wiki/Ambry ambry], which also derives from &amp;quot;armarium&amp;quot;. The Cistercians were severely ascetic Benedectine monks and prayed in a meditative practice known as [https://en.wikipedia.org/wiki/Lectio_Divina#Formalization_during_the_late_12th_century &amp;quot;lectio divina&amp;quot;] or &amp;quot;divine reading.&amp;quot; This is reflected in the meditation room in the abbot&#039;s wing of the Monastery. &lt;br /&gt;
&lt;br /&gt;
The monastic cells are notably along a straight hallway rather than around an atrium in a peristyle court. The chapel has its chancel oriented toward [https://en.wikipedia.org/wiki/Liturgical_east_and_west liturgical west], which is also backwards from the real world. It has an [https://en.wikipedia.org/wiki/Altar_rail altar rail] separating the [https://en.wikipedia.org/wiki/Chancel chancel], and what is probably meant to be a [https://en.wikipedia.org/wiki/Church_tabernacle tabernacle] and [https://en.wikipedia.org/wiki/Olive_oil#Religious_use vigil lamp] or mounted [https://en.wikipedia.org/wiki/Thurible thuribel] censer. Thuribel descends from Latin for &amp;quot;incense&amp;quot;, but ultimately from Greek for &amp;quot;sacrifice.&amp;quot; (The entrance to a Roman domus, before the vestibule, was also a shop front known as a tabernae.) The emotive faces in the abbot&#039;s wing also suggest the ancient Muses, where the exaggerated theatre [https://www.onstageblog.com/editorials/comedy-and-tragedy-masks-of-theatre tragedy and comedy] faces come from Melpomene and Thalia. Other than being disturbing and symbolizing a descent into madness, the only &amp;quot;theatre&amp;quot; in the ancient Greco-Roman sense is in the Dark Grotto, with terraces around a platform.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen &#039;&#039;&#039;a drain in the bottom curve of what, from all appearances, was once a sacrificial altar.&#039;&#039;&#039; Black stains course down the walls and spot the floor, old enough to be little more than dust now. Near the west wall hangs an iron ring, apparently to raise and lower the door in times of emergency. You also see an iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The other side of the iron door, when open, shows a cryptic tower with curved walls and floor. The &amp;quot;iron ring&amp;quot; may be noteworthy in the Lovecraft framework, as the trapdoor out of the Underworld at the top of the huge stairwell in the Dream-Quest has an iron ring.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are [https://en.wikipedia.org/wiki/Eucharist Eucharist] ritual features in Western church design. The monks have burned their own altar in desecration. Notably, within the sewer level there is a drainage pipe from the ruined sacrificial altar, with dark stains down it. Within this context the drain is what is known as a [https://en.wikipedia.org/wiki/Piscina sacrarium], which is what empties the altar piscina (which is instead the ecclesiastical usage of the word) in the [https://en.wikipedia.org/wiki/Sacristy sacristy]. The whole point of the sacrarium is for holy materials, such as holy oils or water, to be sent directly into the earth instead of the sewer. This is another point that appears to be intentionally backwards, but a highly specific motif with historical meaning. &lt;br /&gt;
&lt;br /&gt;
In the parallel world section it will be argued that the Dark Shrine is implying a Satanic [https://en.wikipedia.org/wiki/Black_Mass &amp;quot;black mass&amp;quot;] analog of the Eucharist ceremony. It has nothing to do with the Shadow World source material for gogor (vruul). Other medieval and ancient European terminology will also be looked at for the Broken Land. One notable example will be the [https://en.wikipedia.org/wiki/Amphora amphorae] used for storing the holy oils. The ceramic urns in the Dark Shrine may be meant to double as the [https://en.wikipedia.org/wiki/Acoustic_jar acoustic jars] used in ancient theaters and medieval churches. Knowledge of these descends from Vitruvius, who was also along with Heron of Alexandria the ancient source of knowledge about hydraulics.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
The cramped closeness of this area is quite a contrast to the open airy rooms throughout the rest of the monastery. The low ceiling and close walls give the place a prisonlike atmosphere. The six squat wooden doors that lead off the hallway reach from ceiling to floor. The stones in the walls, floor and ceiling here are ill-fitted and uneven.&lt;br /&gt;
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
This narrow cramped hallway is just an extension of that to the south. The stones in the walls, floor and ceiling continue to be ill-fitted and uneven. The prisonlike quality of this area is heightened by the drab bare wall which abruptly ends the hallway to the north. Six identical wooden doors lead off this hallway.&lt;br /&gt;
Obvious exits: northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Monastery, Monk&#039;s Cell]&lt;br /&gt;
This small stone alcove contains nothing more than a small wooden cot and a single iron spike protruding from the wall at head level.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The hallway directionals are misleading. The doors are horizontally sequential along a straight hallway. The sewer map is aligned with the map of the level above it. There are gratings in the floor, not shown in the room description on the top level.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The monastic cells themselves are individual isolates, and suggestive of [https://en.wikipedia.org/wiki/Anchorite anchorites] rather than [https://en.wikipedia.org/wiki/Cenobitic_monasticism cenobites.] Anchorites live a Eucharist centered life and would be locked into a cell, similar to a hermit, with a funeral style rite of consecration making them dead to the world. Though notably other features such as a window, garden, or &amp;quot;squint&amp;quot; to view the altar are not present. Food would be brought to the cells by a servant, which is one possible explanation for the fourteenth chair in the [https://en.wikipedia.org/wiki/Refectory refectory], and assuming the monks became recluses later. The spike in the monastic cell is presumably meant for hanging the vestments, rather than having a [https://en.wikipedia.org/wiki/Sacristy vestry.]&lt;br /&gt;
&lt;br /&gt;
The holes in the chests of the liches can be interpreted in this framework as [https://en.wikipedia.org/wiki/Mortification_of_the_flesh mortification of the flesh], which often refers to practices such as fasting, but can be more physical such as self-flagellation. Whether the monks impaled themselves on the spikes in the cells is unclear. These are purely &amp;quot;allegorical&amp;quot; notions as there is nothing in Shadow World representing these kinds of practices or religion in general.&lt;br /&gt;
&lt;br /&gt;
===Eastern===&lt;br /&gt;
Some of the features of the Monastery do not derive from Western monasticism. There seems to be a mixture of the notions of &amp;quot;Western monks&amp;quot; and &amp;quot;Eastern monks.&amp;quot; The most obviously Eastern element is that the monks summon [https://en.wikipedia.org/wiki/Qilin ki-lin], which is a Chinese or Buddhist mythological creature. In the Dungeons &amp;amp; Dragons or Rolemaster Companion context, as opposed to the Rolemaster Creatures &amp;amp; Treasures bestiary, these creatures can travel in the ethereal or astral planes. There is arguably an [https://en.wikipedia.org/wiki/Astral_projection &amp;quot;astral projection&amp;quot;] esotericism subtext encoded in the Monastery, entirely independent of the Lovecraft dimension. This is fairly blatant with the Misty Chamber portal messaging.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
This short hallway is quite plain in comparison to the intricate artistry and craftmanship of the other rooms.  Several doors line the hallway, each well fitted and free from any signs of the passage of time, and a low broad archway opens to the northwest appearing incongruously like &#039;&#039;&#039;the mouth of a giant carp.&#039;&#039;&#039;  You also see a monastic lich and a monastic lich.&lt;br /&gt;
Obvious exits: north, east, south, west&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One architectural feature that is notably incongruous is the archway that resembles &amp;quot;[https://strikeandcatch.com/wp-content/uploads/2020/09/120534221_2667956023455723_509255692846605860_n.jpg the mouth] of a giant carp.&amp;quot; This is a very distinct shape pattern, which is prevalent in Buddhist temples. It is known as a &amp;quot;chaitya arch&amp;quot; or [https://www.wikiwand.com/en/Gavaksha gavaksha] or chandrashala. The earliest representatives of it were in [https://en.wikipedia.org/wiki/Rock-cut_architecture rock-cut architecture] caves such as the Lomas Rishi Cave in India. ([[Research:Shadow Valley]] has entirely independent arguments for the influence of Vedic mythology in that story.) India has a high prevalence of rock-cut architecture, which is how the entryway and atrium of the Monastery are portrayed. The Broken Land also makes heavy implications of rock-cut architecture. The monastic cell layout is more consistent with [https://www.wikiwand.com/en/Vihara vihara] in Buddhist cave monasteries. Though in the Monastery this section is fitted stone rather than rock-cut.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Meditation Room]&lt;br /&gt;
This small room is quiet and restful.  A beautiful geometric pattern has been inlaid in the west wall, with four plain stone benches facing it.  You also see a monastic lich.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look pattern&lt;br /&gt;
The &#039;&#039;&#039;complicated geometric design&#039;&#039;&#039; has been worked directly into the polished stone wall using various precious metals and gemstones.  The whole mural seems to draw the eye towards a large lapis &#039;&#039;&#039;triangle at the center.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look triangle&lt;br /&gt;
The &#039;&#039;&#039;multihued&#039;&#039;&#039; iridescence of this triangle, crafted from lapis lazuli, is almost hypnotic in its beauty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another remarkable point is the top-level meditation room, which is arguably more Buddhist or Hindu than the bottom-level meditation room. This has a geometric meditation symbol on the wall. When read more closely, there is a colored triangle in the center of it, with a complicated design around it. This is most likely supposed to refer to the chakras. The chakras are meditation symbols associated with the color specturm and focal points up the torso of the body, which is related to the [https://en.wikipedia.org/wiki/Subtle_body &amp;quot;subtle bodies&amp;quot;] of astral projection in Hindu esotericism. This is the most parsimonious explanation for why the monastic liches have holes cut into their chests, as [https://www.wikiwand.com/en/Chakra#The_seven_chakra_system the chakras] around the chest resemble this symbol in the meditation room. (Especially if the creature description or ambient referring to the hole pre-dates the 1995 edition of Creatures &amp;amp; Monsters, which introduced the Ritual of Black Eternity in the bestiaries along with the Evil Cleric base list in Spell Law of 1995. However, the Classic Lich description did use it earlier, in Rolemaster Companion 1 of 1986.)&lt;br /&gt;
&lt;br /&gt;
It is possible that the monks were struggling with the hooded figures in some astral way in spiritual warfare as part of the theme or high concept. The portal to the Broken Land notably dematerializes the body from this reality. The crystal dome may have once allowed transportation involving the Vibration Chant and Piercing Gaze spells. It would be interesting if it put the character in some kind of dematerialized state in the cryptic tower, which might then have allowed access to the monastery through the sewer. But this is highly speculative. The portal was dormant in 1992, up until 1993. If it was sealed off for thousands of years, the monks were struggling with the dark forces in some other way.&lt;br /&gt;
&lt;br /&gt;
==Lovecraft==&lt;br /&gt;
There is a strong case to be made that the landscape of the Broken Lands itself is based on H.P. Lovecraft&#039;s [http://www.hplovecraft.com/writings/texts/fiction/dq.aspx &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;]. In this story the narrator Randolph Carter is a dream walker who is accessing a parallel dimension called the Dreamlands. This is a fantastic version of the Earth in another universe, along with all the other corresponding moons and planets. Much of the terrain of the Broken Land is scene-for-scene analogous to the Underworld of the Dreamland. It might also be using a Randolph Carter sequel titled [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] or other stories, though the case for other stories is significantly weaker.&lt;br /&gt;
&lt;br /&gt;
There is a separate argument made on [[Research:The Graveyard]] that the spirit death mechanics messaging, once called [[Purgatory]], was also partly based on the end of the Dream-Quest. This was discovered first by searching Lovecraft for the wording used in it, because of the heavily Lovecraftian &amp;quot;throne room in purgatory&amp;quot; under the Graveyard. In studying the story it was discovered by accident that the Broken Land was probably drawing from the same well. There are some reasons to think the two stories are meant to be related. The Death section above thus argues both the Graveyard and the Broken Lands are dark mirrors of the GemStone III death mechanics and theology.&lt;br /&gt;
===Dream-Quest of Unknown Kadath===&lt;br /&gt;
&amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; is the story of Randolph Carter having dreams of a marvelous city, and wishing to find it by asking the gods of Earth who reside in Earth&#039;s Dreamland. When he prays to them he stops having dreams of it, so he sets off on a quest to find them in the dream world. They once dwelled in the mountain Ngranek, but now reside instead in Kadath. The trouble is the location of Kadath is unknown. In the story he has to find his way to Ngranek in order to see the huge forbidden face carved into the mountain, so he will be able to recognize which race of Earth&#039;s Dreamland is most closely miscegenated with the gods. When he finally does so he is kidnapped by night-gaunts into the Underworld. This is the handful of contiguous pages which strongly mirrors the Broken Land. &lt;br /&gt;
&lt;br /&gt;
When he makes his way to unknown Kadath, beyond the plateau of Leng, he discovers they are missing. This may be important allegorically, because the Dark Gods seem to be missing from the Broken Land (unless there were in-game story events that were not recorded), and were not on the moon in the Wars of Dominion because they were invading the world. Nyarlathotep informs him they went to his marvelous city, which turns out to be his own childhood memories of Boston. The escape from malevolent Nyarlathotep is argued to be the basis of the spirit death messaging in [[Research:The Graveyard]], which ends with Carter waking up and the gods imprisoned again in Kadath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) The Underworld&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mostly underground expansion from late 1993 or early 1994, which includes the Dark Grotto and Dark Shrine, strongly resembles the journey through the Underworld of the Dreamlands. The Jagged Plains might be inspired from it as well, but it is possible it refers to other locations or stories. It is less clear the &#039;&#039;whole&#039;&#039; of the Broken Land is Underworld themed. This relates to the meaning of Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Then Carter did a wicked thing, offering his guileless host so many draughts of the moon-wine which the zoogs had given him that the old man became irresponsibly talkative. Robbed of his reserve, poor Atal babbled freely of forbidden things; telling of &#039;&#039;&#039;a great image reported by travellers as carved on the solid rock of the mountain Ngranek,&#039;&#039;&#039; on the isle of Oriab in the Southern Sea, and hinting that it may be &#039;&#039;&#039;a likeness which earth’s gods once wrought of their own features&#039;&#039;&#039; in the days when they danced by moonlight on that mountain. And he hiccoughed likewise that the features of that image are very strange, so that one might easily recognise them, and that they are &#039;&#039;&#039;sure signs of the authentic race of the gods.&#039;&#039;&#039;&lt;br /&gt;
     Now the use of all this in finding the gods became at once apparent to Carter. It is known that in disguise the younger among the Great Ones often espouse the daughters of men, so that around the borders of the cold waste wherein stands Kadath the peasants must all bear their blood. This being so, &#039;&#039;&#039;the way to find that waste must be to see the stone face on Ngranek&#039;&#039;&#039; and mark the features; then, having noted them with care, to search for such features among living men. Where they are plainest and thickest, there must the gods dwell nearest; and whatever stony waste lies back of the villages in that place must be that wherein stands Kadath.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Dark Shrine in the Broken Land serves as the analog of Ngranek, which has a huge cave in it that is actually a hole into the Underworld. It is in the Shadow World canon for gogor that they swoop down and carry men off, just as the night-gaunts who guard Ngranek. They strongly resemble each other. The Dark Shrine has a huge throne and large corridors, with its western end being a large chamber, which Morgu and the gogor would use to enter and exit by flying. This aspect is more likely based on castle on top of Kadath, and possibly the Leng monastery. The chamber has two huge eye shaped windows. This is insinuating that there is a huge stone face on the mountain, presumably of Morgu himself, hidden from view because it is too difficult to scale the sheer vertical cliff. There is a ledge far below it where the room description says it feels like something is watching. The language appears borrowed.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     He felt from &#039;&#039;&#039;the chill&#039;&#039;&#039; that he must be near the snow line, and looked up to see what glittering pinnacles might be shining in that late ruddy sunlight. Surely enough, there was &#039;&#039;&#039;the snow uncounted thousands of feet above,&#039;&#039;&#039; and below it a great beetling crag like that he had just climbed; hanging there forever in bold outline, black against the white of the frozen peak. And when he saw that crag he gasped and cried out aloud, and clutched at the jagged rock in awe; for the titan bulge had not stayed as earth’s dawn had shaped it, but gleamed red and stupendous in the sunset with the carved and polished features of a god.&lt;br /&gt;
     Stern and terrible shone that face that the sunset lit with fire. &#039;&#039;&#039;How vast it was no mind can ever measure, but Carter knew at once that man could never have fashioned it. It was a god chiselled by the hands of the gods,&#039;&#039;&#039; and it looked down haughty and majestic upon the seeker. Rumour had said it was strange and not to be mistaken, and Carter saw that it was indeed so; for those long narrow eyes and long-lobed ears, and that thin nose and pointed chin, all spoke of a race that is not of men but of gods. He clung overawed in that lofty and perilous eyrie, even though it was this which he had expected and come to find; for there is in a god’s face more of marvel than prediction can tell, and &#039;&#039;&#039;when that face is vaster than a great temple&#039;&#039;&#039; and seen looking down at sunset in the cryptic silences of that upper world from whose dark lava it was divinely hewn of old, the marvel is so strong that none may escape it.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
&#039;&#039;&#039;Like a huge pair of eyes, two large, round windows&#039;&#039;&#039; look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains&#039;&#039;&#039; rise up all around, &#039;&#039;&#039;snow capped peaks high above ice covered slopes,&#039;&#039;&#039; strewn with large boulders.  The cold wind that blows in through the openings bears as much desolation as the view.  There is &#039;&#039;&#039;no scent of green trees and running sap, no odor of wildlife&#039;&#039;&#039; rising from the slopes outside.&lt;br /&gt;
Obvious exits: east.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But dusk was now thick, and &#039;&#039;&#039;the great carven face looked down&#039;&#039;&#039; even sterner in shadow. &#039;&#039;&#039;Perched on that ledge&#039;&#039;&#039; night found the seeker; and in the blackness he might neither go down nor go up, but only stand and cling and shiver in that narrow place till the day came, praying to keep awake lest sleep loose his hold and send him down the dizzy miles of air to &#039;&#039;&#039;the crags and sharp rocks of the accursed valley.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Jagged Plains, &#039;&#039;&#039;High Ledge&#039;&#039;&#039;]&lt;br /&gt;
&#039;&#039;&#039;Perched here, high above&#039;&#039;&#039; the quietude of the rock and boulder strewn expanse of the &#039;&#039;&#039;jagged plains below,&#039;&#039;&#039; the stillness holds an almost palpable tension.  The strained feeling of expectancy has you poised and alert, and you &#039;&#039;&#039;cannot escape the feeling that someone, or something, is watching you.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look up&lt;br /&gt;
You can&#039;t see the sky from here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is followed by a description of the sheer vertical cliffs that have to be scaled to reach the hidden side of Ngranek with the forbidden face of the gods. It mentions &amp;quot;lava&amp;quot; and the &amp;quot;olden wrath of the Great Ones&amp;quot;, whereas in the Broken Land there is a boiling sea of mud and huge boulders (possibly from the Loremaster battle but also from a history of falling rocks), but it also describes its barrenness of life as does the view from the Dark Shrine. The sheer vertical cliffs have analogous wording on the Jagged Plain. The &amp;quot;imperceptible foot-holds&amp;quot; correspond to the &amp;quot;featureless&amp;quot; cliff face, which is &amp;quot;clean and straight, as if cut with some gargantuan knife.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
At last, in the fearsome iciness of upper space, he came round fully to the hidden side of Ngranek and saw in infinite gulfs below him the lesser crags and sterile abysses of lava which marked the olden wrath of the Great Ones. There was unfolded, too, &#039;&#039;&#039;a vast expanse of country to the south; but it was a desert land without fair fields or cottage chimneys,&#039;&#039;&#039; and seemed to have no ending. No trace of the sea was visible on this side, for Oriab is a great island. Black caverns and odd crevices were still numerous on &#039;&#039;&#039;the sheer vertical cliffs,&#039;&#039;&#039; but none of them was accessible to a climber. There now loomed aloft a great beetling mass which hampered the upward view, and Carter was for a moment shaken with doubt lest it prove impassable. Poised in windy insecurity miles above earth, with only space and death on one side and only slippery walls of rock on the other, he knew for a moment the fear that makes men shun Ngranek’s hidden side. He could not turn round, yet the sun was already low. If there were no way aloft, the night would find him crouching there still, and the dawn would not find him at all.&lt;br /&gt;
     But there was a way, and he saw it in due season. &#039;&#039;&#039;Only a very expert dreamer could have used those imperceptible foot-holds,&#039;&#039;&#039; yet to Carter they were sufficient. Surmounting now the outward-hanging rock, he found the slope above much easier than that below, since a great glacier’s melting had left a generous space with loam and ledges. To the left a &#039;&#039;&#039;precipice dropped straight from unknown heights to unknown depths,&#039;&#039;&#039; with a cave’s dark mouth just out of reach above him. Elsewhere, however, the mountain slanted back strongly, and even gave him space to lean and rest. &lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
Huge boulders and jagged rocks are the predominant features on the vast plain that stretches out to the east.  The &#039;&#039;&#039;high, sheer cliff&#039;&#039;&#039; which looms above you to the west and southwest is &#039;&#039;&#039;clean and straight, as if cut with some gargantuan knife.&#039;&#039;&#039;  The cliff face is &#039;&#039;&#039;featureless,&#039;&#039;&#039; except for a small, jagged opening at the base of the cliff.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A &#039;&#039;&#039;high, sheer cliff&#039;&#039;&#039; rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  You also see a jumble of rocks.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The high ledge scene is the moment when the night-gaunts swoop down and carry Randolph Carter into the Underworld. These are all black and have no faces, unlike the gogor, who have eerie glowing green eyes. Otherwise the night-gaunts and the gogor look essentially the same as each other. They are mistakenly thought to serve Nyarlathotep, but they actually serve the real world Brythonic god Nodens.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
But dusk was now thick, and the great carven face looked down even sterner in shadow. &#039;&#039;&#039;Perched on that ledge&#039;&#039;&#039; night found the seeker; and in the blackness he might neither go down nor go up, but only stand and cling and shiver in that narrow place till the day came, praying to keep awake lest sleep loose his hold and send him down the dizzy miles of air to the crags and sharp rocks of the accursed valley. The stars came out, but save for them there was only black nothingness in his eyes; nothingness leagued with death, against whose beckoning he might do no more than cling to the rocks and lean back away from an unseen brink. The last thing of earth that he saw in the gloaming was a condor soaring close to the westward precipice beside him, and darting screaming away when it came near the cave whose mouth yawned just out of reach.&lt;br /&gt;
     Suddenly, without a warning sound in the dark, Carter felt his curved scimitar drawn stealthily out of his belt by some unseen hand. Then he heard it clatter down over the rocks below. And between him and the Milky Way he thought he saw &#039;&#039;&#039;a very terrible outline of something noxiously thin and horned and tailed and bat-winged.&#039;&#039;&#039; Other things, too, had begun to blot out patches of stars west of him, &#039;&#039;&#039;as if a flock of vague entities were flapping thickly and silently out of that inaccessible cave in the face of the precipice.&#039;&#039;&#039; Then a sort of cold rubbery arm seized his neck and something else seized his feet, and he was lifted inconsiderately up and swung about in space. Another minute and &#039;&#039;&#039;the stars were gone,&#039;&#039;&#039; and Carter knew that &#039;&#039;&#039;the night-gaunts&#039;&#039;&#039; had got him.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Underworld itself is dimly lit with a &amp;quot;grey phosphorescence&amp;quot; called death-fire, and &amp;quot;reeks of the primal mists of the pits at earth&#039;s core.&amp;quot; The Jagged Plain itself is fog covered in its southern half, and the Broken Lands has a sour smell in a number of its locations. The Underworld has a whole subterranean mountain range called the Peaks of Thok, or &amp;quot;Throk&amp;quot; in other [https://books.google.com/books?id=4AKkDAAAQBAJ&amp;amp;pg=PA382&amp;amp;lpg=PA382&amp;amp;dq=%22peaks+of+throk%22&amp;amp;source=bl&amp;amp;ots=xTwMk_tPpW&amp;amp;sig=ACfU3U376kEZJ2UbYZNrpSnjVHa3zjIjgA&amp;amp;hl=en&amp;amp;ppis=_c&amp;amp;sa=X&amp;amp;ved=2ahUKEwisg57utMboAhWdHjQIHZdFCzUQ6AEwA3oECAgQAQ#v=onepage&amp;amp;q=%22peaks%20of%20throk%22&amp;amp;f=false versions], which is remarkable given the use of the Iruaric &amp;quot;throk&amp;quot; rendered as &amp;quot;thro&amp;quot;. This may be interpreted allegorically as implying the Broken Lands, in spite of its mountains, is located below the surface of Charôn as it would need to be if consistent. But there is a stronger case for it being a nightmare parallel of the Seolfar Strake.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
They bore him breathless into that cliffside cavern and through monstrous labyrinths beyond. When he struggled, as at first he did by instinct, they tickled him with deliberation. They made no sound at all themselves, and even their membraneous wings were silent. They were frightfully cold and damp and slippery, and their paws kneaded one detestably. Soon they were plunging hideously downward through inconceivable abysses in a whirling, giddying, sickening rush of dank, tomb-like air; and Carter felt they were shooting into the ultimate vortex of shrieking and daemonic madness. He screamed again and again, but whenever he did so the black paws tickled him with greater subtlety. Then he saw a sort of grey phosphorescence about, and guessed they were coming even to that &#039;&#039;&#039;inner world of subterrene horror of which dim legends tell, and which is litten only by the pale death-fire&#039;&#039;&#039; wherewith reeks the ghoulish air and the &#039;&#039;&#039;primal mists&#039;&#039;&#039; of the pits at earth’s core.&lt;br /&gt;
&lt;br /&gt;
At last far below him he saw faint lines of grey and ominous pinnacles which he knew must be the fabled &#039;&#039;&#039;Peaks of Thok.&#039;&#039;&#039; Awful and sinister they stand in the haunted dusk of sunless and eternal depths; &#039;&#039;&#039;higher than man may reckon, and guarding terrible valleys&#039;&#039;&#039; where the bholes crawl and burrow nastily. But Carter preferred to look at them than at his captors, which were indeed shocking and uncouth black beings with smooth, oily, whale-like surfaces, unpleasant horns that curved inward toward each other, bat-wings whose beating made no sound, ugly prehensile paws, and &#039;&#039;&#039;barbed tails&#039;&#039;&#039; that lashed needlessly and disquietingly. And worst of all, they never spoke or laughed, and never smiled because they had no faces at all to smile with, but only a suggestive blankness where a face ought to be. All they ever did was clutch and fly and tickle; that was the way of night-gaunts.&lt;br /&gt;
     As the band flew lower the &#039;&#039;&#039;Peaks of Thok rose grey and towering on all sides,&#039;&#039;&#039; and one saw clearly that nothing lived on that austere and impassive granite of the endless twilight. At still lower levels the death-fires in the air gave out, and one met only the primal blackness of the void save aloft where the thin peaks stood out goblin-like. Soon the peaks were very far away, and nothing about but great rushing winds with the dankness of &#039;&#039;&#039;nethermost grottoes&#039;&#039;&#039; in them. Then in the end the night-gaunts landed on a floor of unseen things which felt like layers of bones, and left Carter all alone in that black valley. To bring him thither was the duty of the night-gaunts that guard Ngranek; and this done, they flapped away silently. When Carter tried to trace their flight he found he could not, since even the Peaks of Thok had faded out of sight. There was nothing anywhere but blackness and horror and silence and bones.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The night-gaunts kidnap trespassers of Ngranek and fly them down into the Underworld, leaving them to die in a vast deep bone pit called the Vale of Pnath. These are infested with huge roa&#039;ter-like worms called bholes, similar to the dholes in the material world. The bones come from ghouls tossing them down when they finish eating. Randolph Carter has to call out to the ghouls to help by throwing down a ladder. In the Broken Land the bone pit can be climbed out of (though it was a relatively hard climbing skill check), and is implicitly what the magru leave behind after dissolving away the flesh. There are no roa&#039;ter type monsters in the bone pit. There are no ghouls in the Broken Land, but there are in the Graveyard&#039;s tunnels.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Now Carter knew from a certain source that he was in the vale of Pnath, where crawl and burrow the enormous bholes; but he did not know what to expect, because no one has ever seen a bhole or even guessed what such a thing may be like. Bholes are known only by dim rumour, from the rustling they make amongst &#039;&#039;&#039;mountains of bones&#039;&#039;&#039; and the slimy touch they have when they wriggle past one. They cannot be seen because they creep only in the dark. Carter did not wish to meet a bhole, so listened intently for any sound in &#039;&#039;&#039;the unknown depths of bones about him.&#039;&#039;&#039; Even in this fearsome place he had a plan and an objective, for whispers of Pnath and its approaches were not unknown to one with whom he had talked much in the old days. In brief, it seemed fairly likely that this was &#039;&#039;&#039;the spot into which all the ghouls of the waking world cast the refuse of their feastings;&#039;&#039;&#039; and that if he but had good luck he might stumble upon that mighty crag taller even than Thok’s peaks which marks the edge of their domain. Showers of bones would tell him where to look, and once found he could call to a ghoul to let down a ladder; for strange to say, he had a very singular link with these terrible creatures.&lt;br /&gt;
     A man he had known in Boston—a painter of strange pictures with a secret studio in an ancient and unhallowed alley near a graveyard—had actually made friends with the ghouls and had taught him to understand the simpler part of their disgusting meeping and glibbering. This man had vanished at last, and Carter was not sure but that he might find him now, and use for the first time in dreamland that far-away English of his dim waking life. In any case, he felt he could persuade a ghoul to guide him out of Pnath; and it would be better to meet a ghoul, which one can see, than a bhole, which one cannot see.&lt;br /&gt;
     So Carter walked in the dark, and ran when he thought he heard something &#039;&#039;&#039;among the bones underfoot.&#039;&#039;&#039; Once he bumped into a stony slope, and knew it must be the base of one of Thok’s peaks. Then at last he heard a monstrous rattling and clatter which reached far up in the air, and became sure he had come nigh the crag of the ghouls. He was not sure he could be heard from this valley miles below, but realised that the inner world has strange laws. As he pondered he was struck by a flying bone so heavy that it must have been a skull, and therefore realising his nearness to the fateful crag he sent up as best he might that meeping cry which is the call of the ghoul.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;&#039;Dark Grotto&#039;&#039;&#039;, Cavern]&lt;br /&gt;
A broad ledge runs all the way around the edge of this cavern, circling a huge pit at the center.  The ledge is smooth and even, with plenty of room for you to walk around.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb pit&lt;br /&gt;
You carefully make your way down into the pit.&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;&#039;Deep Pit&#039;&#039;&#039;]&lt;br /&gt;
A &#039;&#039;&#039;deep layer of old bones&#039;&#039;&#039; forms the floor of this deep pit. The high straight walls are rough and irregular, riddled with cracks and sharp protrusions of stone.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bones&lt;br /&gt;
Bones of all sizes and shapes are collected here, ranging from the tiny skulls of common mice to &#039;&#039;&#039;huge thigh bones from some unrecognizable creature.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look wall&lt;br /&gt;
The walls are high and straight, and riddles with shallow cracks and sharp protrusions of stone.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb wall&lt;br /&gt;
You carefully start to make your way up the wall, but you only manage to make it about half way up before you loose your grip and fall!&lt;br /&gt;
&lt;br /&gt;
You land in the &#039;&#039;&#039;midst of the bones&#039;&#039;&#039; with a crash!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Strike to the chest breaks a rib!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
He climbs for hours until being pulled over the edge of the crag by a ghoul. He emerges on a dim-litten plain strewn with boulders, which may correspond to the boulder strewn Jagged Plain, where most every room looks the same in all directions. The ghouls bring him to his artist friend Pickman, who was in another Lovecraft story, and became a ghoul in the Dreamlands after death. When he follows them he has to crawl through tunnels of mold, which is akin to the Dark Grotto. The relative positions of these analogous features are swapped around somewhat in the Broken Land. The Jagged Plain was released earlier than the Dark Grotto and Dark Shrine.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
For hours he climbed with aching arms and blistered hands, seeing again the grey death-fire and Thok’s uncomfortable pinnacles. At last he discerned above him the projecting edge of the great crag of the ghouls, whose vertical side he could not glimpse; and hours later he saw a curious face peering over it as a gargoyle peers over a parapet of Notre Dame. This almost made him lose his hold through faintness, but a moment later he was himself again; for his vanished friend Richard Pickman had once introduced him to a ghoul, and he knew well their canine faces and slumping forms and unmentionable idiosyncrasies. So he had himself well under control when that hideous thing pulled him out of the dizzy emptiness over the edge of the crag, and did not scream at the partly consumed refuse heaped at one side or at the squatting circles of ghouls who gnawed and watched curiously.&lt;br /&gt;
     He was now on &#039;&#039;&#039;a dim-litten plain whose sole topographical features were great boulders and the entrances of burrows.&#039;&#039;&#039; The ghouls were in general respectful, even if one did attempt to pinch him while several others eyed his leanness speculatively. Through patient glibbering he made inquiries regarding his vanished friend, and found he had become a ghoul of some prominence in abysses nearer the waking world. A greenish elderly ghoul offered to conduct him to Pickman’s present habitation, so despite a natural loathing he followed the creature &#039;&#039;&#039;into a capacious burrow and crawled after him for hours in the blackness of rank mould.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
You are going to have &#039;&#039;&#039;to crawl&#039;&#039;&#039; to go in that direction.&lt;br /&gt;
&amp;gt;kneel&lt;br /&gt;
You kneel down.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel twists and turns, undulating through the surrounding rock.  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The &#039;&#039;&#039;dim green light given off by patches of glowing lichen&#039;&#039;&#039; shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: north, northeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  A strange, gritty substance covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The &#039;&#039;&#039;grey-white caps of mushrooms&#039;&#039;&#039; poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is further reinforced by the exit back to the Jagged Plain. Glowing fungus or lichen is a Lovecraftian motif often used in the game for lighting.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a narrow crack, which looks promising.&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go crack&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel is small and cramped.  It is wider than it is tall, and the floor, walls and ceiling are fairly smooth.  &#039;&#039;&#039;Patches of lichen&#039;&#039;&#039; dotting the area give off an &#039;&#039;&#039;eerie, dim light&#039;&#039;&#039; that casts a green hue over everything.  A subdued, slightly bitter odor nags at your senses.  Though not strong, it is pervasive and seems to irritate your eyes.  You also see a narrow crack.&lt;br /&gt;
Obvious exits: southeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Randolph Carter wishes to travel to the enchanted woods on the surface, but the way is through a forbidden trap door in the city of the gugs, huge beasts who worship Nyarlathotep past the ghasts in the terrible vaults of Zin. Pickman advises him against it. He wants Carter to travel up to the plateau of Leng, or wake up, but Carter does not know the way from Leng and could forget the face and the race he is seeking if he wakes up. Carter convinces them to travel through the gug kingdom while they are sleeping, and make their way to the trap door which the gugs are forbidden to cross by the Great Ones.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
After much persuasion the ghoul consented to guide his guest inside the great wall of the gugs’ kingdom. There was one chance that Carter might be able to steal through that twilight realm of circular stone towers at an hour when the giants would be all gorged and snoring indoors, and reach the central tower &#039;&#039;&#039;with the sign of Koth upon it, which has the stairs leading up&#039;&#039;&#039; to that stone trap-door in the enchanted wood. Pickman even consented to lend three ghouls to help with a tombstone lever in raising the stone door; for of ghouls the gugs are somewhat afraid, and they often flee from their own colossal graveyards when they see feasting there.&lt;br /&gt;
     He also advised Carter to disguise as a ghoul himself; shaving the beard he had allowed to grow (for ghouls have none), wallowing naked in the mould to get the correct surface, and &#039;&#039;&#039;loping&#039;&#039;&#039; in the usual slumping way, with his clothing carried in a bundle as if it were a choice morsel from a tomb. They would reach the city of the gugs—which is coterminous with the whole kingdom—through the proper burrows, emerging in a cemetery &#039;&#039;&#039;not far from the stair-containing Tower of Koth.&#039;&#039;&#039; They must beware, however, of a &#039;&#039;&#039;large cave&#039;&#039;&#039; near the cemetery; for this is &#039;&#039;&#039;the mouth of the vaults of Zin,&#039;&#039;&#039; and the vindictive ghasts are always on watch there murderously for those denizens of the upper abyss who hunt and prey on them. The ghasts try to come out when the gugs sleep, and they attack ghouls as readily as gugs, for they cannot discriminate. They are very primitive, and eat one another. The gugs have a sentry at a narrow place in the vaults of Zin, but he is often drowsy and is sometimes surprised by a party of ghasts. Though ghasts cannot live in real light, they can endure the grey twilight of the abyss for hours.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The gogor [vruul] have messaging where they &amp;quot;lope&amp;quot; between rooms.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The huge bones in the bone pit do not correspond to existing creatures in the Broken Lands, and quite probably allegorically refer to the gugs. The huge cavern with the myklian corresponds to the mouth of the vaults of Zin. It is at the base of huge, enormous stairs leading up the Tower of Koth, with its forbidding sign. These stairs are so large, made for the gait of the gugs, that they must be climbed over. This corresponds to the huge stairs in the cavern leading up to the Dark Shrine. The &amp;quot;vast lichened monoliths&amp;quot;, acting as gravestones of the gugs, correspond to the lichen covered stalagmites.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
So at length &#039;&#039;&#039;Carter crawled through endless burrows&#039;&#039;&#039; with three helpful ghouls bearing the slate gravestone of Col. Nehemiah Derby, obiit 1719, from the Charter Street Burying Ground in Salem. When they came again into open twilight they were in a forest of &#039;&#039;&#039;vast lichened monoliths&#039;&#039;&#039; reaching nearly as high as the eye could see and forming the modest gravestones of the gugs. On the right of the hole out of which they wriggled, and seen through aisles of monoliths, was a stupendous vista of Cyclopean round towers mounting up illimitable into the grey air of inner earth. This was the great city of the gugs, whose doorways are thirty feet high. Ghouls come here often, for a buried gug will feed a community for almost a year, and even with the added peril it is better to burrow for gugs than to bother with the graves of men. &#039;&#039;&#039;Carter now understood the occasional titan bones he had felt beneath him in the vale of Pnath.&#039;&#039;&#039; Straight ahead, and just outside the cemetery, rose a sheer perpendicular cliff at whose base an immense and forbidding cavern yawned. This the ghouls told Carter to avoid as much as possible, since it was the entrance to the unhallowed vaults of Zin where gugs hunt ghasts in the darkness.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go crack&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern&#039;&#039;&#039;]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an &#039;&#039;&#039;eerie, other-worldly vista, filled with tall spires of stone&#039;&#039;&#039; and crystal, and &#039;&#039;&#039;dotted with growths of giant mushrooms and huge fans of lichen.&#039;&#039;&#039;  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of &#039;&#039;&#039;mold, moss, lichen and fungi&#039;&#039;&#039; fill the underground landscape, some of them &#039;&#039;&#039;glowing with pale unearthly light&#039;&#039;&#039; that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: east, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Carter and the ghouls then watch the ghasts swarm upon and attack the gug sentry to the vaults of Zin. When the noise of that recedes into the blackness, they move forward, until reaching the Tower of Koth. The entrance is marked by a bas relief of the symbol of Koth, which corresponds to the bas relief at the entrance of the Dark Shrine. This has Iruaric that makes one shudder without knowing its meaning.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Then the most alert of the ghouls gave the signal for all to advance, and Carter followed the loping three out of the forest of monoliths and into the dark noisome streets of that awful city whose rounded towers of Cyclopean stone soared up beyond the sight. Silently they shambled over that rough rock pavement, hearing with disgust the abominable muffled snortings from great black doorways which marked the slumber of the gugs. Apprehensive of the ending of the rest hour, the ghouls set a somewhat rapid pace; but even so the journey was no brief one, for distances in that town of giants are on a great scale. At last, however, they came to a somewhat open space before a tower even vaster than the rest, above whose colossal doorway was fixed &#039;&#039;&#039;a monstrous symbol in bas-relief which made one shudder without knowing its meaning. This was the central tower with the sign of Koth,&#039;&#039;&#039; and those &#039;&#039;&#039;huge stone steps&#039;&#039;&#039; just visible through the dusk within were the beginning of the &#039;&#039;&#039;great flight leading to upper dreamland&#039;&#039;&#039; and the enchanted wood.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then he noticed a small door at the farther end of the room, and calmed himself enough to approach it and examine the crude sign chiselled above. It was only a symbol, but it filled him with vague spiritual dread; for a morbid, dreaming friend of his had once drawn it on paper and told him a few of the things it means in the dark abyss of sleep. It was &#039;&#039;&#039;the sign of Koth&#039;&#039;&#039;, that dreamers see fixed above the archway of a certain black tower standing alone in twilight—and Willett did not like what his friend Randolph Carter had said of its powers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Case of Charles Dexter Ward&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is &#039;&#039;&#039;a huge relief carved into the wall&#039;&#039;&#039; at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a &#039;&#039;&#039;dark beast with leathery wings and blood red claws.&#039;&#039;&#039;  The inscription below the image is &#039;&#039;&#039;in a strange language,&#039;&#039;&#039; and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Dream-Quest the stairs are climbed to reach a trap-door rather than the relief with the horrible symbol without knowing its meaning. These stairs are enormous, gug sized, and are struggled over. They have to kill a ghast which comes up the stairway after them, and its body later falls down making noise, ending the intent of the ghouls to return the same way. They manage to pry open the trap door before gugs can rush up the stairs after them out of the darkness, and that is the end of being in the Underworld. Almost the whole text of Carter in the Underworld has been included. Most places match up.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There now began a &#039;&#039;&#039;climb of interminable length in utter blackness&#039;&#039;&#039;; made almost impossible by the &#039;&#039;&#039;monstrous size of the steps,&#039;&#039;&#039; which were fashioned for gugs, and were therefore &#039;&#039;&#039;nearly a yard high.&#039;&#039;&#039; Of their number Carter could form no just estimate, for he soon &#039;&#039;&#039;became so worn out that the tireless and elastic ghouls were forced to aid him.&#039;&#039;&#039; All through the &#039;&#039;&#039;endless climb&#039;&#039;&#039; there lurked the peril of detection and pursuit; for though no gug dares lift the stone door to the forest because of the Great Ones’ curse, there are no such restraints concerning the tower and the steps, and escaped ghasts are often chased even to the very top. So sharp are the ears of gugs, that the bare feet and hands of the climbers might readily be heard when the city awoke; and it would of course take but little time for the striding giants, accustomed from their ghast-hunts in the vaults of Zin to seeing without light, to overtake their smaller and slower quarry on those Cyclopean steps. It was very depressing to reflect that the silent pursuing gugs would not be heard at all, but would come very suddenly and shockingly in the dark upon the climbers.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Suddenly their desperation was magnified a thousandfold by a sound on the steps below them. It was only the thumping and rattling of the slain ghast’s hooved body as it rolled down to lower levels; but of all the possible causes of that body’s dislodgment and rolling, none was in the least reassuring. Therefore, knowing the ways of gugs, the ghouls set to with something of a frenzy; and in a surprisingly short time had the door so high that they were able to hold it still whilst Carter turned the slab and left a generous opening. They now helped Carter through, letting him climb up to their rubbery shoulders and later guiding his feet as he clutched at the blessed soil of the upper dreamland outside. Another second and they were through themselves, knocking away the gravestone and closing the great trap-door while a panting became audible beneath. Because of the Great Ones’ curse no gug might ever emerge from that portal, so with a deep relief and sense of repose Carter lay quietly on the &#039;&#039;&#039;thick grotesque fungi of the enchanted wood&#039;&#039;&#039; while his guides squatted near in the manner that ghouls rest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go stair&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Long Stairway&#039;&#039;&#039;]&lt;br /&gt;
The &#039;&#039;&#039;gargantuan stairway&#039;&#039;&#039; rises from the landing here, reaching up along the wall of the cavern &#039;&#039;&#039;farther than you can see.&#039;&#039;&#039;  The stair is a marvel, an &#039;&#039;&#039;engineering feat of unparalleled proportions.&#039;&#039;&#039;  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about &#039;&#039;&#039;three feet high.&#039;&#039;&#039;  You also see a huge cavern that spreads out to the south in an eerie, other-worldly vista of tall stone spires and giant fungi.&lt;br /&gt;
Obvious exits: up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb up&lt;br /&gt;
You struggle to climb up over several of the huge steps.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  &#039;&#039;&#039;No creature that you have ever seen has had the size or length of leg&#039;&#039;&#039; to negotiate stairs of this size.  The floor of the cavern is far below, and anyone who &#039;&#039;&#039;fell over the unprotected edge of the stairway would surely die in the fall.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
Round time: 7 sec.&lt;br /&gt;
&lt;br /&gt;
You lie there for a moment, trying to catch your breath.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  No creature that you have ever seen has had the size or length of leg to negotiate stairs of this size.  Looking out over the cavern far below, you can see &#039;&#039;&#039;tall spires of stone that look like small splinters of rock from this distance.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  No creature that you have ever seen has had the size or length of leg to negotiate stairs of this size.  &#039;&#039;&#039;Details of the cavern floor far below are lost in the shadowy distance.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A gargantuan stairway descends from the landing here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  &#039;&#039;&#039;The floor of the huge cavern lies so far below that all detail is lost in the distance.&#039;&#039;&#039;  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is where vruul [gogor] and dark vorteces begin. Though the dark vorteces can wander into the cavern and dissipate gradually. The other side at the top is a &amp;quot;ghastly&amp;quot; statue of Morgu. Originally the gogor were only in the Dark Shrine, not on the huge stairway.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is worth noting at this point that the great trap-door in the Tower of Koth in the Dreamland has an iron ring. The Monastery sewer uses iron rings for its flood gates, specifically for the outermost and innermost trap doors. Pulling the rings raises and lowers the doors. When inside the first doorway, there is a bug, if the iron door is open. Instead of &amp;quot;iron door&amp;quot; it gives the room description of the entry corridor of a cryptic tower that is inaccessible to player characters. The non-Euclidean geometry of the tower&#039;s architecture is a Lovecraftian motif. The bug suggests there used to be more to the Broken Land puzzles, and it seems likely the crystal dome was once able to be used to access this tower.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The gugs, hairy and gigantic, once reared stone circles in that wood and made strange sacrifices to the Other Gods and the crawling chaos Nyarlathotep, until one night an abomination of theirs reached the ears of earth’s gods and they were banished to caverns below. Only a &#039;&#039;&#039;great trap-door of stone with an iron ring&#039;&#039;&#039; connects the abyss of the earth-ghouls with the enchanted wood, and this the gugs are afraid to open because of a curse. That a mortal dreamer could traverse their cavern realm and leave by that door is inconceivable; for mortal dreamers were their former food, and they have legends of the toothsomeness of such dreamers even though banishment has restricted their diet to the ghasts, those repulsive beings which die in the light, and which live in the vaults of Zin and leap on long hind legs like kangaroos.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen a drain in the bottom curve of what, from all appearances, was once a sacrificial altar. Black stains course down the walls and spot the floor, old enough to be little more than dust now. Near the west wall hangs &#039;&#039;&#039;an iron ring,&#039;&#039;&#039; apparently to raise and lower the door in times of emergency. You also see an open iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell familiar to go door&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Hanging from the ceiling are three rings -- of steel, copper, and bronze -- apparently used to control the doors in times of flood or emergency. You also see &#039;&#039;&#039;You stand at the far end of the sweeping entry corridor of this cryptic tower. Smooth, highly polished concavities form both walls and floors, their rounded curves and smooth edges almost drawing you along as you gaze at them. The surfaces gleam, gemlike, with their own inner radiance.&#039;&#039;&#039; and an open steel door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) The Dreamlands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These gods or otherworldly &amp;quot;daemonic&amp;quot; horrors, such as Nyarlathotep and Azathoth, are not limited to the waking world or the Dreamlands. When Morgu is imagined as a Lovecraftian horror, and GM Varevice once said &amp;quot;The Call of Cthulhu&amp;quot; is the right way to interpret Marlu, the gogor (vruul) are sleep themed and may be considered the analog of the night-gaunts. Randolph Carter is sleeping in the waking world throughout the quest, as time runs at a different speed in the Dreamlands. Those who die there really die, but those who die in the waking world can continue to live there, including as monstrous races like the ghouls. The Dreamlands often has its own version of places that exist in the material world in other Lovecraft stories. This allows interpretations like transplanar coexistence or [[isles of transfer]] effects. It is possible to physically cross between the dimensions in a few places.&lt;br /&gt;
&lt;br /&gt;
There may be pieces from other parts of the story that were also used in the Broken Lands, but most of the terrain comes from a contiguous section of pages. In the dream quest Randolph Carter is brought to the moon as a slave at one point, which is controlled by moon-beasts, which are horrible toad-like things who worship Nyarlathotep. This may be the root of the myklian and toad brazier in the Dark Shrine, and some of the magru messaging. The Men of Leng are the miscegenated race that Carter recognizes from the carved face on Ngranek, having disguised themselves as traders earlier, who are enslaved by moon-beasts and serve Nyarlathotep.&lt;br /&gt;
&lt;br /&gt;
There are also hemispherical domes on the plateau of Leng when Carter flies over it with night-gaunts, who follow him up the huge stairwell of Kadath with its &amp;quot;vortices of cold wind.&amp;quot; There is a Nameless Monastery with a hooded and masked figure, the High Priest Not To Be Named, next to the plateau of Leng and directly over the vaults of Zin. These are all potential references also in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;At dusk they reached the jagged grey peaks that form the barrier of Inganok, and hovered about those strange caves near the summits which Carter recalled as so frightful to the shantaks. At the insistent meeping of the ghoulish leaders there issued forth from each lofty burrow a stream of horned black flyers; with which the ghouls and night-gaunts of the party conferred at length by means of ugly gestures. It soon became clear that the best course would be that over the cold waste north of Inganok, for &#039;&#039;&#039;Leng’s northward reaches&#039;&#039;&#039; are full of unseen pitfalls that &#039;&#039;&#039;even the night-gaunts&#039;&#039;&#039; dislike; abysmal influences centring in certain white &#039;&#039;&#039;hemispherical buildings&#039;&#039;&#039; on curious knolls, which common folklore associates unpleasantly with the Other Gods and their crawling chaos Nyarlathotep.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A &#039;&#039;&#039;large crystal dome rises above&#039;&#039;&#039; the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that &#039;&#039;&#039;the dome is man-made&#039;&#039;&#039; and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome pulses with a dim, multicolored light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The case for other parts of the Dreamlands mattering to the Broken Land is generally weaker than the Underworld parallel. The trouble is that when you can cherry-pick language from wherever in a lot of text, it increases the likelihood that an influence is only coincidental. But given the strength of the Underworld parallel, it is still highly plausible that the rest of the story may matter in various ways, as well as other Dream Cycle stories and those of Randolph Carter especially. The Graveyard story may or may not lean into any given Lovecraft story, but the Broken Land clearly does lean into the Dream-Quest.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The slant-eyed merchant had now prodded Carter into a great domed space whose walls were carved in shocking bas-reliefs, and whose &#039;&#039;&#039;centre held a gaping circular pit&#039;&#039;&#039; surrounded by six malignly stained stone altars in a ring. There was no light in this vast and evil-smelling crypt, and the small lamp of the sinister merchant shone so feebly that one could grasp details only little by little. At the farther end was a &#039;&#039;&#039;high stone dais&#039;&#039;&#039; reached by five steps; and there on a golden &#039;&#039;&#039;throne&#039;&#039;&#039; sat a lumpish figure robed in yellow silk figured with red and having a yellow silken mask over its face. To this being the slant-eyed man made certain signs with his hands, and the lurker in the dark replied by raising a disgustingly carven flute of ivory in silk-covered paws and blowing certain loathsome sounds from beneath its flowing yellow mask. This colloquy went on for some time, and to Carter there was something &#039;&#039;&#039;sickeningly familiar&#039;&#039;&#039; in the sound of that flute and the stench of &#039;&#039;&#039;the malodorous place.&#039;&#039;&#039; It made him think of a frightful red-litten city and of the revolting procession that once filed through it; of that, and of an awful climb &#039;&#039;&#039;through lunar countryside beyond,&#039;&#039;&#039; before the rescuing rush of earth’s friendly cats. He knew that the creature on the dais was without doubt &#039;&#039;&#039;the high-priest not to be described&#039;&#039;&#039;, of which legend whispers such fiendish and abnormal possibilities, but he feared to think just what that abhorred high-priest might be.&lt;br /&gt;
     Then the figured silk slipped a trifle from one of the greyish-white paws, and Carter knew what the noisome high-priest was. And in that hideous second stark fear drove him to something his reason would never have dared to attempt, for in all his shaken consciousness there was room only for one frantic will to escape from what squatted on that golden throne. He knew that &#039;&#039;&#039;hopeless labyrinths of stone lay betwixt him and the cold table-land outside&#039;&#039;&#039;, and that even on that table-land the noxious shantak still waited; yet in spite of all this there was in his mind only the instant need to get away from that wriggling, silk-robed monstrosity.&lt;br /&gt;
     The slant-eyed man had set his curious lamp upon one of the high and wickedly stained altar-stones by the pit, and had moved forward somewhat to talk to the high-priest with his hands. Carter, hitherto wholly passive, now gave that man a terrific push with all the wild strength of fear, so that the victim toppled at once into that &#039;&#039;&#039;gaping well which rumour holds to reach down to the hellish Vaults of Zin&#039;&#039;&#039; where gugs hunt ghasts in the dark. In almost the same second he seized the lamp from the altar and darted out into the frescoed labyrinths, racing this way and that as chance determined and trying not to think of the stealthy padding of shapeless paws on the stones behind him, or of the silent wrigglings and crawlings which must be going on back there in lightless corridors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A broad ledge runs all the way around the edge of this cavern, &#039;&#039;&#039;circling a huge pit at the center.&#039;&#039;&#039;  The ledge is smooth and even, with plenty of room for you to walk around.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the &amp;quot;nameless monastery&amp;quot; on the edge of the plateau of Leng, where the sinister hemispherical buildings associated with Nyarlathotep are, as well as the miscegenated Men of Leng who hide their horns under turbans. It is not known who the High Priest Not To Be Named is for certain. Some think it is the Yellow King, others think it is a manifestation of Nyarlathotep. The monastery is located high above the Vaults of Zin. The entrance to the deep bone pit in the Dark Grotto, rather than the bone pit itself, resembles this hole more than the Vale of Pnath. The Dark Shrine has hideous &amp;quot;frescoes&amp;quot; as well.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The solid rock now gave place to the &#039;&#039;&#039;giant foundations of the monstrous castle&#039;&#039;&#039;, and it seemed that the speed of the party was somewhat abated. Vast walls shot up, and there was a glimpse of a &#039;&#039;&#039;great gate&#039;&#039;&#039; through which the voyagers were swept. All was night in the titan courtyard, and then came the deeper blackness of inmost things as a huge arched portal engulfed the column. &#039;&#039;&#039;Vortices of cold wind&#039;&#039;&#039; surged dankly through sightless labyrinths of onyx, and Carter could never tell what &#039;&#039;&#039;Cyclopean stairs&#039;&#039;&#039; and corridors lay silent along the route of his endless aërial twisting. Always upward led the terrible plunge in darkness, and never a sound, touch, or glimpse broke the dense pall of mystery. Large as the army of ghouls and &#039;&#039;&#039;night-gaunts&#039;&#039;&#039; was, it was lost in the prodigious voids of that more than earthly castle. And when at last there suddenly dawned around him the lurid light of that single tower room whose lofty window had served as a beacon, it took Carter long to discern the far walls and high, distant ceiling, and to realise that he was indeed not again in the boundless air outside.&lt;br /&gt;
     Randolph Carter had hoped to come into &#039;&#039;&#039;the throne-room of the Great Ones&#039;&#039;&#039; with poise and dignity, flanked and followed by impressive lines of ghouls in ceremonial order, and offering his prayer as a free and potent master among dreamers. He had known that the Great Ones themselves are not beyond a mortal’s power to cope with, and had trusted to luck that the Other Gods and their crawling chaos Nyarlathotep would not happen to come to their aid at the crucial moment, as they had so often done before when men sought out earth’s gods in their home or on their mountains. And with his hideous escort he had half hoped to defy even the Other Gods if need were, knowing as he did that ghouls have no masters, and that night-gaunts own not Nyarlathotep but only archaick Nodens for their lord. But now he saw that supernal Kadath in its cold waste is indeed girt with dark wonders and nameless sentinels, and that the Other Gods are of a surety vigilant in &#039;&#039;&#039;guarding the mild, feeble gods of earth.&#039;&#039;&#039; Void as they are of lordship over ghouls and night-gaunts, the mindless, shapeless blasphemies of outer space can yet control them when they must; so that it was not in state as a free and potent master of dreamers that Randolph Carter came into the Great Ones’ throne-room with his ghouls. Swept and herded by nightmare tempests from the stars, and dogged by unseen horrors of the northern waste, all that army floated captive and helpless in the lurid light, dropping numbly to the onyx floor when by some voiceless order the winds of fright dissolved.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
In long ages past, &#039;&#039;&#039;some dark, evil priest once sat&#039;&#039;&#039; upon the &#039;&#039;&#039;large stone chair&#039;&#039;&#039; that occupies this part of the chamber &#039;&#039;&#039;like a throne.&#039;&#039;&#039;  Or perhaps one of the &#039;&#039;&#039;Dark Lords&#039;&#039;&#039; themselves, or one of &#039;&#039;&#039;their dark servants&#039;&#039;&#039;, presided over the evil that was performed here.&lt;br /&gt;
Obvious exits: southeast, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When Randolph Carter reaches the castle of the Great One&#039;s, earth&#039;s gods, on Kadath he expected to be able to leverage them with his army that did not answer to them or the Outer Gods and Nyarlathotep. But this turns out to be folly, and his army is instantly powerless. He discovers that the gods are not there at all. His forces suddenly disappear on him and a &amp;quot;daemonic&amp;quot; procession appears in Kadath, where Nyarlathotep arrives in his human guise as a pharaoh. Nyarlathotep then explains that the gods abandoned the dreamlands for Carter&#039;s marvelous city, from his own childhood memories, and he feigns to spare Carter for his forbidden trespassing because only he can exile the gods back to Kadath from his own half-waking dreamland. Nyarlathotep is trying to trick him into going to the ultimate chaos at the center of the universe - the daemon-sultan Azathoth, which for us could be considered the analog of the Unlife - but Carter leaps into void to escape and in the process of waking up Nyarlathotep has once again imprisoned the earth gods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Before no golden dais had Randolph Carter come, nor was there any august circle of crowned and haloed beings with narrow eyes, long-lobed ears, thin nose, and pointed chin whose kinship to the carven face on Ngranek might stamp them as those to whom a dreamer might pray. Save for that one tower room the onyx castle atop Kadath was dark, and &#039;&#039;&#039;the masters were not there.&#039;&#039;&#039; Carter had come to unknown Kadath in the cold waste, but he &#039;&#039;&#039;had not found the gods.&#039;&#039;&#039; Yet still the lurid light glowed in that one tower room whose size was so little less than that of all outdoors, and whose distant walls and roof were so nearly lost to sight in thin, curling mists. &#039;&#039;&#039;Earth’s gods were not there,&#039;&#039;&#039; it was true, but of &#039;&#039;&#039;subtler and less visible presences there could be no lack.&#039;&#039;&#039; Where the mild gods are absent, the &#039;&#039;&#039;Other Gods are not unrepresented&#039;&#039;&#039;; and certainly, the onyx castle of castles was &#039;&#039;&#039;far from tenantless.&#039;&#039;&#039; In what outrageous form or forms terror would next reveal itself, Carter could by no means imagine. He felt that his visit had been expected, and wondered &#039;&#039;&#039;how close a watch had all along been kept upon him&#039;&#039;&#039; by the crawling chaos Nyarlathotep. It is Nyarlathotep, horror of infinite shapes and &#039;&#039;&#039;dread soul&#039;&#039;&#039; and messenger of the Other Gods, that the &#039;&#039;&#039;fungous moon-beasts&#039;&#039;&#039; serve; and Carter thought of the black galley that had vanished when the tide of battle turned against the &#039;&#039;&#039;toad-like abnormalities&#039;&#039;&#039; on the jagged rock in the sea.&lt;br /&gt;
     Reflecting upon these things, he was staggering to his feet in the midst of his nightmare company when there rang without warning through that pale-litten and limitless chamber the hideous blast of a daemon trumpet. Three times pealed that frightful brazen scream, and when the echoes of the third blast had died chucklingly away Randolph Carter saw that he was alone. &#039;&#039;&#039;Whither, why, and how the ghouls and night-gaunts had been snatched&#039;&#039;&#039; from sight was not for him to divine. He knew only that he was suddenly alone, and that &#039;&#039;&#039;whatever unseen powers lurked mockingly around him&#039;&#039;&#039; were no powers of earth’s friendly dreamland.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force&#039;&#039;&#039; that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the shape of &#039;&#039;&#039;a huge toad&#039;&#039;&#039;, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;desc myklian&lt;br /&gt;
The myklian is a fearsome beast, some form of large lizard &#039;&#039;&#039;or amphibian&#039;&#039;&#039; that usually travels on four legs, but sometimes stands upright on two legs. It has a short, stubby tail which is triangular in shape and covered with a &#039;&#039;&#039;luminescent&#039;&#039;&#039;, chitinous plate. Hard scales cover the rest of the beast&#039;s body, except for the soft underbelly. Bony spikes and knobs guard the beast&#039;s joints. The coloration of the myklian species ranges the entire spectrum, red, orange, yellow, green, blue and purple.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else to consider is that in the Dream-Quest the exit of the Underworld, at the top of those huge stairs, is not a dark temple but rather the &amp;quot;enchanted wood&amp;quot; which consists of a forest covered with glowing fungi. The bas relief is at the top of the stairs instead of the bottom, and arguably the fungal forest is at the bottom instead of the top. This might suggest the lizards of the cave survive by eating the fungal growths. The relationship between the glowing myklian and the lizards is ambiguous. It is self-consciously weird that they remain, but the magru apparently stripped away all the other animals. This will be explored more in the ecological interpretation.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In the tunnels of that twisted wood, whose low prodigious oaks twine groping boughs and shine dim with &#039;&#039;&#039;the phosphorescence of strange fungi&#039;&#039;&#039;, dwell the furtive and secretive zoogs; who know many obscure secrets of the dream-world and a few of the waking world, since the wood at two places touches the lands of men, though it would be disastrous to say where. Certain unexplained rumours, events, and vanishments occur among men where the zoogs have access, and it is well that they cannot travel far outside the world of dream. But over the nearer parts of the dream-world they pass freely, flitting small and brown and unseen and bearing back piquant tales to beguile the hours around their hearths in the forest they love. Most of them live in burrows, but some inhabit the trunks of the great trees; and although they &#039;&#039;&#039;live mostly on fungi&#039;&#039;&#039; it is muttered that they have also a slight taste for meat, either physical or spiritual, for certainly many dreamers have entered that wood who have not come out. Carter, however, had no fear; for he was an old dreamer and had learnt their fluttering language and made many a treaty with them; having found through their help the splendid city of Celephaïs in Ooth-Nargai beyond the Tanarian Hills, where reigns half the year the great King Kuranes, a man he had known by another name in life. Kuranes was the one soul who had been to the star-gulfs and returned free from madness.&lt;br /&gt;
     Threading now the low &#039;&#039;&#039;phosphorescent aisles&#039;&#039;&#039; between those gigantic trunks, Carter made fluttering sounds in the manner of the zoogs, and listened now and then for responses. He remembered one particular village of the creatures near the centre of the wood, where a circle of great mossy stones in what was once a clearing tells of older and more terrible dwellers long forgotten, and toward this spot he hastened. He traced his way by &#039;&#039;&#039;the grotesque fungi&#039;&#039;&#039;, which always seem better nourished as one approaches the dread circle where elder beings danced and sacrificed. Finally &#039;&#039;&#039;the greater light of those thicker fungi&#039;&#039;&#039; revealed a sinister green and grey vastness pushing up through the roof of the forest and out of sight. This was the nearest of the great ring of stones, and Carter knew he was close to the zoog village. Renewing his fluttering sound, he waited patiently; and was at length rewarded by an impression of many eyes watching him. It was the zoogs, for one sees their weird eyes long before one can discern their small, slippery brown outlines.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
Making your way among the spires of stone that rise from the cavern floor is &#039;&#039;&#039;like traveling through a strange and exotic forest.&#039;&#039;&#039;  Instead of vines and bushes, &#039;&#039;&#039;long growths of stringy moss and huge mushrooms and toadstools&#039;&#039;&#039; provide an undergrowth that chokes the way.  The small creatures of a sylvan setting, mice, squirrels and other small furry beasts are not present.  Instead, the pale bulging eyes of small lizards blink at you silently before the owners scurry away through the growths of fungi.&lt;br /&gt;
Obvious exits: north, east, west, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One other point to consider is that the moon-beasts in the Dream-Quest reside on the Moon and not the Underworld. However, in a later part of the story Carter rescues the ghouls who helped him from some moon-beasts, and enlists the aid of night-gaunts with a secret password he learned from the ghouls. In this fight the night-gaunts lift some moon-beasts and drop them into the Underworld. This refers to the moon-beasts as &amp;quot;quivering&amp;quot; and &amp;quot;jelly&amp;quot;, which is the same wording used in the magru death messaging.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The final swoop of the night-gaunts and mounted ghouls was very sudden, each of the greyish toad-like blasphemies and their almost-human slaves being seized by a group of night-gaunts before a sound was made. The moon-beasts, of course, were voiceless; and even the slaves had little chance to scream before rubbery paws choked them into silence. Horrible were the writhings of those great &#039;&#039;&#039;jellyish&#039;&#039;&#039; abnormalities as the sardonic night-gaunts clutched them, but nothing availed against the strength of those black prehensile talons. When a moon-beast &#039;&#039;&#039;writhed too violently,&#039;&#039;&#039; a night-gaunt would seize and pull its &#039;&#039;&#039;quivering&#039;&#039;&#039; pink tentacles; which seemed to hurt so much that the victim would cease its struggles. Carter expected to see much slaughter, but found that the ghouls were far subtler in their plans. They glibbered certain simple orders to the night-gaunts which held the captives, trusting the rest to instinct; and soon the hapless creatures were borne silently away into the Great Abyss, to be distributed impartially amongst the bholes, gugs, ghasts, and other dwellers in darkness whose modes of nourishment are not painless to their chosen victims. Meanwhile the three bound ghouls had been released and consoled by their conquering kinsfolk, whilst various parties searched the neighbourhood for possible remaining moon-beasts, and boarded the evil-smelling black galley at the wharf to make sure that nothing had escaped the general defeat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
A magru &#039;&#039;&#039;pulsates violently&#039;&#039;&#039; and a stream of dark fluid shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way but you are struck by the stream of fluid!&lt;br /&gt;
Hit for 5 concussion points.&lt;br /&gt;
... 22 points of damage!&lt;br /&gt;
Acid dissolves the skin on the neck exposing the windpipe!&lt;br /&gt;
You are stunned for 6 rounds!&lt;br /&gt;
&lt;br /&gt;
You gesture at a magru.&lt;br /&gt;
You stare at a magru.&lt;br /&gt;
  CS: +542 - TD: +136 + CvA: +25 + d100: +82 == +513&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The magru looks at you in utter terror!&lt;br /&gt;
The magru lets out a blood curdling scream!&lt;br /&gt;
The magru collapses into a heap of &#039;&#039;&#039;quivering jelly.&#039;&#039;&#039;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
K&amp;gt;loot&lt;br /&gt;
You reach out to search the magru.&lt;br /&gt;
As soon as you make contact with it, you feel an intense burning sensation!  You are injured!&lt;br /&gt;
You do not find anything in the disgusting &#039;&#039;&#039;pile of jelly.&#039;&#039;&#039;&lt;br /&gt;
The remains of a magru evaporate away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Through the Gates of the Silver Key===&lt;br /&gt;
&amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; was chronologically the earliest Randolph Carter story, though not in the order they were written and published. When Carter is a bit older he loses his ability to dream vividly, due to the dulling effects of logic and reason, replacing the fantastical with irony and satire and allegory. In [http://www.hplovecraft.com/writings/texts/fiction/sk.aspx &amp;quot;The Silver Key&amp;quot;] he has spent decades trying to partially recover his youthful imagination, until he is finally able to recall his grandfather telling him about an antique silver key in his family estate with occult properties. When he brings this into a cave called the Snake-Den he is somehow returned in time to his youth. Now young again, Randolph Carter does not wholly remember his old life as such, but has a gift of prophecy where he has a way of remembering things that have not happened yet.&lt;br /&gt;
&lt;br /&gt;
This is important because of the timeline issues with the Iruaric in the Dark Shrine and the Wars of Dominion. It is worth noting that the Dark Shrine itself is shaped like a [[Research:Shadow Valley#The Mound|skeleton key]]. This is obscured on the Tsoran map, which arbitrarily places a &amp;quot;go arch&amp;quot; on a north wall, when it is probably intended to be the south wall. It is possible the waterfall and the series of caves ending in the misty chamber is based on the Snake-Den. It would not explain the monastery itself, only the hidden deep cave leading to a natural gateway. Fortifed cave monasteries such as [https://en.wikipedia.org/wiki/Vardzia Vardzia] exist historically, but it might not be so direct. It seems to instead be inspired by historical religious architectures.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Then, when he was free, he felt in his blouse pocket for the key; and being reassured, skipped off across the orchard to the rise beyond, where the wooded hill climbed again to heights above even the treeless knoll. The floor of the forest was mossy and mysterious, and great lichened rocks rose vaguely here and there in the dim light like Druid monoliths among the swollen and twisted trunks of a sacred grove. Once in his ascent Randolph crossed a rushing stream &#039;&#039;&#039;whose falls a little way off sang runic incantations&#039;&#039;&#039; to the lurking fauns and aegipans and dryads.&lt;br /&gt;
     Then he came to the &#039;&#039;&#039;strange cave in the forest slope&#039;&#039;&#039;, the dreaded “snake-den” which country folk shunned, and away from which Benijah had warned him again and again. It was deep; far deeper than anyone but Randolph suspected, for the boy had found a fissure in the farthermost black corner that led to &#039;&#039;&#039;a loftier grotto beyond&#039;&#039;&#039;—a haunting sepulchral place whose granite walls held a curious illusion of conscious artifice. On this occasion he crawled in as usual, lighting his way with matches filched from the sitting-room match-safe, and &#039;&#039;&#039;edging through the final crevice&#039;&#039;&#039; with an eagerness hard to explain even to himself. He could not tell why he approached the farther wall so confidently, or why he instinctively drew forth the great silver key as he did so. But on he went, and when he danced back to the house that night he offered no excuses for his lateness, nor heeded in the least the reproofs he gained for ignoring the noontide dinner-horn altogether.&lt;br /&gt;
&lt;br /&gt;
Now it is agreed by all the distant relatives of Randolph Carter that something occurred to heighten his imagination in his tenth year. His cousin, Ernest B. Aspinwall, Esq., of Chicago, is fully ten years his senior; and distinctly recalls a change in the boy after the autumn of 1883. Randolph had looked on scenes of fantasy that few others can ever have beheld, and stranger still were some of the qualities which he shewed in relation to very mundane things. He seemed, in fine, to have picked up an &#039;&#039;&#039;odd gift of prophecy&#039;&#039;&#039;; and reacted unusually to things which, though at the time without meaning, were later found to justify the singular impressions. In subsequent decades as new inventions, new names, and new events appeared one by one in the book of history, people would now and then recall wonderingly how Carter had years before let fall some careless word of &#039;&#039;&#039;undoubted connexion with what was then far in the future.&#039;&#039;&#039; He did not himself understand these words, or know why certain things made him feel certain emotions; but fancied that some unremembered dream must be responsible. It was as early as 1897 that he turned pale when some traveller mentioned the French town of Belloy-en-Santerre, and friends remembered it when he was almost mortally wounded there in 1916, while serving with the Foreign Legion in the Great War.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story ends with Carter, once again an adult, having gone to the cave and disappeared. The family is then wondering about dividing up his estate, which is the setting of its sequel. In [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] he has gone to the Snake-Den with the silver key and vanished in thin air into a higher reality. This is how the portal to the Broken Land works when the runes of warding are overpowered.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Next morning he was up early, and out through the twisted-boughed apple orchard to the upper timber-lot where the mouth of the Snake-Den lurked black and forbidding amongst grotesque, overnourished oaks. A nameless expectancy was upon him, and he did not even notice the loss of his handkerchief as he fumbled in his blouse pocket to see if the queer Silver Key was safe. He crawled through the dark orifice with tense, adventurous assurance, lighting his way with matches taken from the sitting-room. In another moment he had wriggled through the root-choked fissure at the farther end, and was in the vast, unknown &#039;&#039;&#039;inner grotto whose ultimate rock wall seemed half like a monstrous and consciously shapen pylon.&#039;&#039;&#039; Before that &#039;&#039;&#039;dank, dripping wall&#039;&#039;&#039; he stood silent and awestruck, lighting one match after another as he gazed. Was that stony bulge above the keystone of the imagined arch really a gigantic sculptured hand? Then he drew forth the Silver Key, and &#039;&#039;&#039;made motions and intonations whose source he could only dimly remember.&#039;&#039;&#039; Was anything forgotten? He knew only that he wished to &#039;&#039;&#039;cross the barrier to the untrammelled land of his dreams&#039;&#039;&#039; and the gulfs where all dimensions dissolve in the absolute.&lt;br /&gt;
&lt;br /&gt;
III.&lt;br /&gt;
&lt;br /&gt;
What happened then is scarcely to be described in words. It is full of those paradoxes, contradictions, and anomalies which have no place in waking life, but which fill our more fantastic dreams, and are taken as matters of course till we return to our narrow, rigid, objective world of limited causation and tri-dimensional logic. As the Hindoo continued his tale, he had difficulty in avoiding what seemed—even more than the notion of a man transferred through the years to boyhood—an air of trivial, puerile extravagance. Mr. Aspinwall, in disgust, gave an apoplectic snort and virtually stopped listening.&lt;br /&gt;
     For &#039;&#039;&#039;the rite&#039;&#039;&#039; of the Silver Key, as practiced by Randolph Carter in that &#039;&#039;&#039;black, haunted cave within a cave,&#039;&#039;&#039; did not prove unavailing. From &#039;&#039;&#039;the first gesture and syllable&#039;&#039;&#039; an aura of strange, awesome mutation was apparent—a sense of &#039;&#039;&#039;incalculable disturbance and confusion in time and space&#039;&#039;&#039;, yet one which held no hint of what we recognise as motion and duration. Imperceptibly, such things as age and location ceased to have any significance whatever. The day before, Randolph Carter had miraculously leaped a gulf of years. Now there was no distinction between boy and man. There was only the entity Randolph Carter, with a certain store of images which had lost all connexion with terrestrial scenes and circumstances of acquisition. &#039;&#039;&#039;A moment before, there had been an inner cave&#039;&#039;&#039; with vague suggestions of a monstrous arch and gigantic sculptured hand on the farther wall. &#039;&#039;&#039;Now there was neither cave nor absence of cave; neither wall nor absence of wall.&#039;&#039;&#039; There was only a flux of impressions not so much visual as cerebral, amidst which the entity that was Randolph Carter experienced perceptions or registrations of all that his mind revolved on, yet without any clear consciousness of the way in which he received them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go hidden opening&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A &#039;&#039;&#039;damp mist seems to seep from the very walls&#039;&#039;&#039; of this &#039;&#039;&#039;vast chamber&#039;&#039;&#039; casting the walls in an eerie green pallor.  A &#039;&#039;&#039;large round stone&#039;&#039;&#039; stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The &#039;&#039;&#039;opening at the center of the stone&#039;&#039;&#039; is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound soothes your tired nerves.  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read runes&lt;br /&gt;
You stand before the runes, open your arms wide in a gesture of invocation, and concentrate on them.&lt;br /&gt;
&lt;br /&gt;
After a moment, the room begins to spin, and you &#039;&#039;&#039;suddenly feel disoriented.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Chamber]&lt;br /&gt;
A damp mist seems to seep from the very walls of this vast chamber, casting the walls in an eerie green pallor.  A large, round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low, steady hum emanates from the stone and the sound &#039;&#039;&#039;soothes your tired nerves.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This can be interpreted as the exact same room coexistent on another plane of existence. The line about soothing your tired nerves might also refer to Randolph Carter. He is told to not follow down the stairs of a crypt in &amp;quot;The Statement of Randolph Carter&amp;quot; because of having &amp;quot;frail nerves&amp;quot; and being &amp;quot;a bag of nerves&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Contrast this with the other messaging from invoking the runes of warding on the spinning stone, which causes you to gesture and mutter words (but not in the first person view) before disappearing.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXXXX stands in front of the spinning stone with his arms spread wide.  He &#039;&#039;&#039;mutters a few words&#039;&#039;&#039; under his breath and &#039;&#039;&#039;suddenly disappears!&#039;&#039;&#039;&lt;br /&gt;
There is a high-pitched hum from the stone, and XXXXX suddenly appears in the room!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You focus hard on the runes, but without the proper skill, they soon become a &#039;&#039;&#039;maddening&#039;&#039;&#039;, writhing jumble of markings! You struggle to tear your eyes away, and fall back into a heap on the floor as you do!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
XXXXX focuses hard on the runes.  A look of sheer panic suddenly spreads over her face and she struggles to turn away from them!  With a gasp, she falls to the floor, looking rather shaken!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look runes&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Monastery itself seems to be best interpreted in terms of the history of real-world religious architecture. Though it is possible there is some other story being referenced with it. The mountain lake outside has a couple of potential hints (other than the waterfall) of reference to &amp;quot;The Silver Key&amp;quot;, where Carter is an old man searching for the cave, and &amp;quot;Through the Gates of the Silver Key&amp;quot; where it looks like a &amp;quot;gigantic sculptured hand&amp;quot; points to the gateway. The &amp;quot;tired feet&amp;quot; line may link up with &amp;quot;tired nerves&amp;quot; in the Misty Chamber. See the note above about [http://www.hplovecraft.com/writings/texts/fiction/src.aspx &amp;quot;The Statement of Randolph Carter&amp;quot;] with his frail nerves when he is older and a war veteran.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
A high cliff runs from east to west, forming the southern edge of the lake.  The surrounding forest grows down to within a few feet of the lake shore at this point.  There is even one old willow that grows at the very edge of the lake; the &#039;&#039;&#039;gnarled roots&#039;&#039;&#039; of the old tree dipping into the water, reminding you of an &#039;&#039;&#039;old man&#039;&#039;&#039; attempting to cool his &#039;&#039;&#039;tired feet.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north&lt;br /&gt;
&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a rockfall blocks what was the southeast path; there appears to be no way around it.  A &#039;&#039;&#039;large boulder&#039;&#039;&#039; standing just west of the fork in the trail looks somewhat like a &#039;&#039;&#039;large hand pointing a single finger&#039;&#039;&#039; at the southwest leg of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Near the &amp;quot;root-choked&amp;quot; fissure to the Snake-Den the trees are twisted and grotesque.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The silver key itself was marked with cryptical arabesques and came out of a fiendish aromatic wooden box with an old parchment containing similar hieroglyph markings. What it does is bring the corporeal body outside of a given space and time into the dimensional extension of Earth. This ultimately leads Carter to a quasi-sphere called the Ultimate Gate, which takes him beyond space and time entirely to encounter a form of the Outer God Yog-Sothoth, the gateway and guardian of forbidden knowledge. [[Research:The Graveyard]] suggests Yog-Sothoth as a possible premise for &amp;quot;Kadaena Throk Farok&amp;quot;.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;By the time the rite was over Carter knew that &#039;&#039;&#039;he was in no region whose place could be told by earth’s geographers, and in no age whose date history could fix.&#039;&#039;&#039; For the nature of what was happening was not wholly unfamiliar to him. There were hints of it in the cryptical Pnakotic fragments, and a whole chapter in the forbidden Necronomicon of the mad Arab Abdul Alhazred had taken on significance when he had deciphered the designs graven on the Silver Key. A gate had been unlocked—not indeed the Ultimate Gate, but one leading from earth and time to that extension of earth which is outside time, and from which in turn the Ultimate Gate leads fearsomely and perilously to the Last Void which is outside all earths, all universes, and all matter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the Ultimate Gate as well the Silver Key causes the wielder to instinctively gesture through an unlearned ritual, much as what happens with the Broken Lands portal which corresponds instead to the First Gate. The &amp;quot;quasi-sphere&amp;quot; that acts as the Ultimate Gate is reminiscent of the pulsing crystal dome on the jagged plain. It is not possible to enter this dome without incinerating yourself. Whether the dome once functioned like this quasi-sphere is unclear, Vibration Chant and Piercing Gaze &amp;quot;work&amp;quot; on the dome but do not make anything happen. The dome is also reminiscent of the hemispheres of the plateau of Leng in the Dreamlands, and Yian-Ho refers to &amp;quot;The Maker of Moons&amp;quot; by Robert Chambers.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Gradually and mistily it became apparent that the Most Ancient One was holding something—some object clutched in the outflung folds of his robe as if for the sight, or what answered for sight, of the cloaked Companions. It was a &#039;&#039;&#039;large sphere or apparent sphere&#039;&#039;&#039; of some obscurely iridescent metal, and as the Guide put it forward a low, pervasive half-impression of sound began to rise and fall in intervals which seemed to be rhythmic even though they followed no rhythm of earth. There was a suggestion of chanting—or what human imagination might interpret as chanting. Presently the &#039;&#039;&#039;quasi-sphere began to grow luminous, and as it gleamed up into a cold, pulsating light of unassignable colour&#039;&#039;&#039; Carter saw that its flickerings conformed to the alien rhythm of the chant. Then all the mitred, sceptre-bearing Shapes on the pedestals commenced a slight, curious swaying in the same inexplicable rhythm, while &#039;&#039;&#039;nimbuses of unclassifiable light—resembling that of the quasi-sphere&#039;&#039;&#039;—played round their shrouded heads.&lt;br /&gt;
     The Hindoo paused in his tale and looked curiously at the tall, coffin-shaped clock with the four hands and hieroglyphed dial, whose crazy ticking followed no known rhythm of earth.&lt;br /&gt;
     “You, Mr. de Marigny,” he suddenly said to his learned host, “do not need to be told the particular alien rhythm to which those cowled Shapes on the hexagonal pillars chanted and nodded. You are the only one else—in America—who has had a taste of the Outer Extension. That clock—I suppose it was sent you by the Yogi poor Harley Warren used to talk about—the seer who said that he alone of living men had been to &#039;&#039;&#039;Yian-Ho, the hidden legacy of sinister, aeon-old Leng,&#039;&#039;&#039; and had borne certain things away from that dreadful and forbidden city. I wonder how many of its subtler properties you know? If my dreams and readings be correct, it was made by those who knew much of the First Gateway. But let me go on with my tale.”&lt;br /&gt;
     At last, continued the Swami, the swaying and the suggestion of chanting ceased, the lambent nimbuses around the now drooping and motionless heads faded away, while the cloaked Shapes slumped curiously on their pedestals. The &#039;&#039;&#039;quasi-sphere, however, continued to pulsate with inexplicable light.&#039;&#039;&#039; Carter felt that the Ancient Ones were sleeping as they had been when he first saw them, and he wondered out of what cosmic dreams his coming had wakened them. Slowly there filtered into his mind the truth that this strange chanting ritual had been one of instruction, and that the Companions had been chanted by the Most Ancient One into a new and peculiar kind of sleep, in order that &#039;&#039;&#039;their dreams might open the Ultimate Gate to which the Silver Key was a passport.&#039;&#039;&#039; He knew that in the profundity of this deep sleep they were contemplating unplumbed vastnesses of utter and absolute Outsideness with which the earth had nothing to do, and that they were to accomplish that which his presence had demanded.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome &#039;&#039;&#039;pulses with a dim, multicolored light.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It glows brighter and hotter the more mana the crystal dome has absorbed.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story was heavily influenced by [https://en.wikipedia.org/wiki/Theosophy theosophy], and the scene is likely invoking the idea of a theosophical [https://en.wikipedia.org/wiki/Tulpa &amp;quot;tulpa&amp;quot;] ritual. The ultimate point is that the Swami at this family estate hearing is really Randolph Carter himself, but he has to disguise himself because he is no longer human. By travelling through the Ultimate Gate and encountering Yog-Sothoth, he is transferred into another individual of his same person archetype outside of time and space, and brought back through to the planet Yaddith in the distant past. In the process he has possessed the body of a member of a long extinct alien species, and while he has the Silver Key, he does not know the rites or have the writings to send himself back to regain his human form. The alien is a &amp;quot;wizard&amp;quot; and they loathe each other, struggling for consciousness over the body. Eventually Carter keeps him subdued artificially, and brings them to the Earth of his own time through a space journey, bringing the Silver Key with him.&lt;br /&gt;
&lt;br /&gt;
The relevance this may have for the Broken Land is thus not only a way of dealing with the time paradoxes, but the issue of fashioning extra-planar entities out of energy and Morgu as &amp;quot;spirit born of death.&amp;quot; [[Research:The Graveyard]] points out the similarity of part of the spirit death messaging to the description of Carter seeing many other forms of himself in the timeless void. In the context of the death mechanics allegory this could be interpreted as converting &amp;quot;souls&amp;quot; into other kinds of entities. This would be a forbidden &amp;quot;Key of the Void&amp;quot;, in Shadow World terms, going around Eissa and Orhan for reincarnation.&lt;br /&gt;
&lt;br /&gt;
===Other Horror===&lt;br /&gt;
There may be other stories with some degree of influence on the Broken Land, but the evidence for them is more thin than the Dream-Quest of Unknown Kadath. Other H.P. Lovecraft stories are an obvious place to search for possibilities. In particular the seemingly impossible combination of time periods in the Dark Shrine poem is itself a Lovecraftian motif. He uses impossibly old things in anachronistic settings sometimes, or with information that should not have been known to the creator, as a twist in a number of stories. So-called &amp;quot;Lovecraft Circle&amp;quot; authors, such as Clark Ashton Smith, might also be relevant. But these ones are lower probability in general.&lt;br /&gt;
&lt;br /&gt;
This has to be regarded in a contingent and hypothetical way. Without an extensive parallel these only provide possible points of reference or inspiration. This poses the difficulty of being indistinguishable from coincidence even if it was intentional. The signal is down in the noise. On the other hand, however, these stores are thematically linked. They involve the same concepts, names, and entities as each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) The Statement of Randolph Carter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/src.aspx &amp;quot;The Statement of Randolph Carter&amp;quot;] is the first published Randolph Carter story, but is set when he is middle aged, prior to the events of &amp;quot;The Silver Key&amp;quot;. Like &amp;quot;The Silver Key&amp;quot; and &amp;quot;Through the Gates of the Silver Key&amp;quot; it mentions &amp;quot;oblivion&amp;quot;, a peaceful afterlife of nothingness in Lovecraft&#039;s Dream Cycle, which is illustrated in his prose poem &amp;quot;Ex Oblivione&amp;quot;. [[Research:The Graveyard]] argues  Lovecraft&#039;s Oblivion is the basis of the old &amp;quot;lost to the demonic&amp;quot; messaging, playing off the [[Gates of Oblivion]] of Eissa located in her forest-garden on Orhan. The Broken Land may be making a dark mirror of this out of Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     The removal of the slab revealed a black aperture, from which rushed an effluence of miasmal gases so nauseous that we started back in horror. After an interval, however, we approached the pit again, and found the exhalations less unbearable. Our lanterns disclosed the top of &#039;&#039;&#039;a flight of stone steps,&#039;&#039;&#039; &#039;&#039;&#039;dripping&#039;&#039;&#039; with some detestable ichor of the inner earth, and &#039;&#039;&#039;bordered by moist walls&#039;&#039;&#039; encrusted with nitre. And now for the first time my memory records verbal discourse, Warren addressing me at length in his mellow tenor voice; a voice singularly unperturbed by our awesome surroundings.&lt;br /&gt;
     “I’m sorry to have to ask you to stay on the surface,” he said, “but it would be a crime to let anyone with &#039;&#039;&#039;your frail nerves&#039;&#039;&#039; go down there. You can’t imagine, even from what you have read and from what I’ve told you, the things I shall have to see and do. It’s fiendish work, Carter, and I doubt if any man without ironclad sensibilities could ever see it through and come up alive and sane. I don’t wish to offend you, and heaven knows I’d be glad enough to have you with me; but the responsibility is in a certain sense mine, and I couldn’t drag &#039;&#039;&#039;a bundle of nerves like you&#039;&#039;&#039; down to probable death or madness. I tell you, you can’t imagine what the thing is really like! But I promise to keep you informed over the telephone of every move—you see I’ve enough wire here to reach to the centre of the earth and back!”&lt;br /&gt;
     I can still hear, in memory, those coolly spoken words; and I can still remember my remonstrances. I seemed desperately anxious to accompany my friend into those sepulchral depths, yet he proved inflexibly obdurate. At one time he threatened to abandon the expedition if I remained insistent; a threat which proved effective, since he alone held the key to the thing. All this I can still remember, though I no longer know what manner of thing we sought. After he had secured my reluctant acquiescence in his design, Warren picked up the reel of wire and adjusted the instruments. At his nod I took one of the latter and seated myself upon an aged, discoloured gravestone close by the newly uncovered aperture. Then he shook my hand, shouldered the coil of wire, and disappeared within that indescribable ossuary. For a moment I kept sight of the glow of his lantern, and heard the rustle of the wire as he laid it down after him; but the glow soon disappeared abruptly, &#039;&#039;&#039;as if a turn in the stone staircase had been encountered,&#039;&#039;&#039; and the sound died away almost as quickly. I was alone, yet bound to the unknown depths by those magic strands &#039;&#039;&#039;whose insulated surface lay green&#039;&#039;&#039; beneath the struggling beams of that waning crescent moon.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Statement of Randolph Carter&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is Harley Warren warning Randolph Carter to not follow him down a sepulcher in an ancient cemetery. It might be an inspiration for the hidden spiral stone stairs in the Monastery, which leads to the deeper monastery. (Though this could be inspired by the colossal stairs in the Dreamland Underworld being inside the Tower of Koth.) Through the hidden opening is the misty chamber, which is described as soothing your tired nerves. These are conceivably both taken from the same part of this Carter story.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Spiral Stair]&lt;br /&gt;
A &#039;&#039;&#039;spiral stair has been carved from the stone&#039;&#039;&#039; here.  You cannot see very far down the stair since the sharp curve of the steps quickly leads down and around, &#039;&#039;&#039;out of the line of sight.&#039;&#039;&#039;  The walls are smooth and featureless, and the steps are narrow and deep.  A &#039;&#039;&#039;light sheen of moisture&#039;&#039;&#039; covers everything here, making the stairs look somewhat risky.  You also see a door.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&lt;br /&gt;
[Monastery, Landing]&lt;br /&gt;
A steep spiral stair rises from the landing here, the steps &#039;&#039;&#039;slick with moisture&#039;&#039;&#039; that has condensed there.  Opposite the stair, a broad low arch opens onto a larger chamber to the south.  The stones surrounding the arch have been carved with symbols and images significant to the followers of Kai.&lt;br /&gt;
Obvious exits: south, up&lt;br /&gt;
&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A &#039;&#039;&#039;damp mist seems to seep from the very walls&#039;&#039;&#039; of this vast chamber casting the walls &#039;&#039;&#039;in an eerie green pallor.&#039;&#039;&#039;  A large round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound &#039;&#039;&#039;soothes your tired nerves.&#039;&#039;&#039;  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) The Dreams in the Witch House&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/dwh.aspx &amp;quot;The Dreams in the Witch House&amp;quot;] is outside the Dream Cycle and not a Randolph Carter story, but it is a dream walking story into other dimensions and worlds. With &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; it shares the premise of Nyarlathotep himself appearing, though not in his pharaoh manifestation, and threatening to bring the protagonist to the ultimate Chaos of Azathoth at the center of the universe.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The dreams were meanwhile getting to be atrocious. In the lighter preliminary phase the evil old woman was now of fiendish distinctness, and Gilman knew she was the one who had frightened him in the slums. Her bent back, long nose, and shrivelled chin were unmistakable, and her shapeless brown garments were like those he remembered. The expression on her face was one of hideous malevolence and exultation, and when he awaked he could recall a croaking voice that persuaded and threatened. He must meet the Black Man, and go with them all to the throne of Azathoth at the centre of ultimate Chaos. That was what she said. He must sign in his own blood the book of Azathoth and take a new secret name now that his independent delvings had gone so far. What kept him from going with her and Brown Jenkin and the other to the throne of Chaos where the thin flutes pipe mindlessly was the fact that he had seen the name “Azathoth” in the Necronomicon, and knew it stood for a primal evil too horrible for description.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story is a possible Lovecraft root for other terrain and entity features which are poorly accounted for by the Randolph Carter stories. The crystal forest, swirling fog, and mud might come from it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;During the night of April 19–20 the new development occurred. Gilman was half-involuntarily moving about in the twilight abysses with the bubble-mass and the small polyhedron floating ahead, when he noticed the peculiarly regular angles formed by the edges of some &#039;&#039;&#039;gigantic neighbouring prism-clusters.&#039;&#039;&#039; In another second he was out of the abyss and standing tremulously on a &#039;&#039;&#039;rocky hillside bathed&#039;&#039;&#039; in intense, diffused green light. He was barefooted and in his night-clothes, and when &#039;&#039;&#039;he tried to walk discovered that he could scarcely lift his feet.&#039;&#039;&#039; A &#039;&#039;&#039;swirling vapour hid everything but the immediate sloping terrain&#039;&#039;&#039; from sight, and he shrank from the thought of the sounds that might surge out of that vapour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of wildly growing crystals to the east presents a &#039;&#039;&#039;formidable barrier.&#039;&#039;&#039;  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the &#039;&#039;&#039;sharp outcroppings of the crystal forest&#039;&#039;&#039; would be deadly.&lt;br /&gt;
Obvious paths: south, west, northwest, southwest.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  &#039;&#039;&#039;A dense fog swirls&#039;&#039;&#039; around the base of the dome, and &#039;&#039;&#039;generally obscures your vision.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If this story was used it might provide a better candidate than the &amp;quot;vortices of cold wind&amp;quot; on Kadath for the &amp;quot;dark vorteces&amp;quot; or &amp;quot;dyar rakul.&amp;quot; Here the ultimate Chaos where Carter was being brought at the end of the Dream-Quest is said to be made up of &amp;quot;spiral black vortices&amp;quot;. This is exactly what a dark vortece looks like, more so than a Nycorac or a Blacar from Rolemaster. This section also mentions Gilman visiting a city of the Elder Things, which are features in stories such as &amp;quot;At The Mountains Of Madness&amp;quot;, where Antarctica is supposed to have material world versions of Kadath and the plateau of Leng.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;In his dream-delirium Gilman heard the hellish, alien-rhythmed chant of the Sabbat coming from an infinite distance, and knew the black man must be there. Confused memories mixed themselves with his mathematics, and he believed his subconscious mind held the &#039;&#039;angles&#039;&#039; which he needed to guide him back to the normal world—alone and unaided for the first time. He felt sure he was in the immemorially sealed loft above his own room, but whether he could ever escape through the slanting floor or the long-stopped egress he doubted greatly. Besides, would not an escape from a dream-loft bring him merely into a dream-house—an abnormal projection of the actual place he sought? He was wholly bewildered as to the relation betwixt dream and reality in all his experiences.&lt;br /&gt;
     The passage through the vague abysses would be frightful, for the Walpurgis-rhythm would be vibrating, and at last he would have to hear that hitherto veiled cosmic pulsing which he so mortally dreaded. Even now he could detect a low, monstrous shaking whose tempo he suspected all too well. At Sabbat-time it always mounted and reached through to the worlds to summon the initiate to nameless rites. Half the chants of the Sabbat were patterned on this faintly overheard pulsing which no earthly ear could endure in its unveiled spatial fulness. Gilman wondered, too, whether he could trust his instinct to take him back to the right part of space. How could he be sure he would not land on that &#039;&#039;&#039;green-litten hillside of a far planet&#039;&#039;&#039;, on the tessellated terrace above the city of tentacled monsters somewhere beyond the galaxy, or in the &#039;&#039;&#039;spiral black vortices of that ultimate void of Chaos&#039;&#039;&#039; wherein reigns the mindless daemon-sultan Azathoth?&lt;br /&gt;
     Just before he made the plunge the violet light went out and left him in utter blackness. The witch—old Keziah—Nahab—that must have meant her death. And mixed with the distant chant of the Sabbat and the whimpers of Brown Jenkin in the gulf below he thought he heard another and wilder whine from unknown depths. Joe Mazurewicz—the prayers against the Crawling Chaos now turning to an inexplicably triumphant shriek—worlds of sardonic actuality impinging on vortices of febrile dream—Iä! Shub-Niggurath! The Goat with a Thousand Young.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Brown Jenkins is a &amp;quot;rat-like&amp;quot; familiar of the witch who serves &amp;quot;the black man&amp;quot; Nyarlathotep. This might explain allegorically why there are mice bones in the Deep Pit of the Dark Grotto. The story might also provide in this section a basis for the sea of mud, which is arguably consistent with interpreting it as Hoard (transdimensional mud monsters who can merge and split themselves) in Rolemaster terms.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Ahead was the robed black man he had seen in the peaked space in the other dream, while from a lesser distance the old woman was beckoning and grimacing imperiously. Brown Jenkin was rubbing itself with a kind of affectionate playfulness around the ankles of the black man, which &#039;&#039;&#039;the deep mud&#039;&#039;&#039; largely concealed. There was a dark open doorway on the right, to which the black man silently pointed. Into this the grimacing crone started, dragging Gilman after her by his pajama sleeve. There were evil-smelling staircases which creaked ominously, and on which the old woman seemed to radiate a faint violet light; and finally a door leading off a landing. The crone fumbled with the latch and pushed the door open, motioning to Gilman to wait and disappearing inside the black aperture.&lt;br /&gt;
     The youth’s oversensitive ears caught a hideous strangled cry, and presently the beldame came out of the room bearing a small, senseless form which she thrust at the dreamer as if ordering him to carry it. The sight of this form, and the expression on its face, broke the spell. Still too dazed to cry out, he plunged recklessly down the noisome staircase and into the mud outside; halting only when seized and choked by the waiting black man. As consciousness departed he heard the faint, shrill tittering of the fanged, rat-like abnormality.&lt;br /&gt;
     On the morning of the 29th Gilman awaked into a maelstrom of horror. The instant he opened his eyes he knew something was terribly wrong, for he was back in his old garret room with the slanting wall and ceiling, sprawled on the now unmade bed. His throat was aching inexplicably, and as he struggled to a sitting posture he &#039;&#039;&#039;saw with growing fright that his feet and pajama-bottoms were brown with caked mud.&#039;&#039;&#039; For the moment his recollections were hopelessly hazy, but he knew at least that he must have been sleep-walking. Elwood had been lost too deeply in slumber to hear and stop him. &#039;&#039;&#039;On the floor were confused muddy prints, but oddly enough they did not extend all the way to the door.&#039;&#039;&#039; The more Gilman looked at them, the more peculiar they seemed; for in addition to those he could recognise as his there were some smaller, almost round markings—such as the legs of a large chair or table might make, except that most of them &#039;&#039;&#039;tended to be divided into halves.&#039;&#039;&#039; There were also some curious muddy rat-tracks leading out of a fresh hole and back into it again. Utter bewilderment and the fear of madness racked Gilman as he staggered to the door and saw that there &#039;&#039;&#039;were no muddy prints outside.&#039;&#039;&#039; The more he remembered of his hideous dream the more terrified he felt, and it added to his desperation to hear Joe Mazurewicz chanting mournfully two floors below.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge &#039;&#039;&#039;sea of boiling mud&#039;&#039;&#039; stretches out to the south and east.  Steam rises off the churning mass, choking the air with a &#039;&#039;&#039;dense, malodorous fog.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) The Shadow out of Time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/sot.aspx &amp;quot;The Shadow out of Time&amp;quot;] is not a Randolph Carter or Dream Cycle story, but [[Research:The Graveyard]] argues the behavior of Bandur Etrevion may come from it. Similar to &amp;quot;Through the Gates of the Silver Key&amp;quot; it involves the minds of alien races occupying bodies at very distant points of time and remembering events that have not happened yet. The twist in this story is that the narrator explores ruins that are millions of years old and discovers text written in his own language and handwriting. This is potentially relevant to the seemingly impossible combination of time periods in the Dark Shrine inscription.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;I have said that the awful truth behind my tortured years of dreaming hinges absolutely upon the actuality of what I thought I saw in those Cyclopean buried ruins. It has been hard for me literally to set down the crucial revelation, though no reader can have failed to guess it. Of course it lay in that book within the metal case—the case which I pried out of its forgotten lair amidst the undisturbed dust of a million centuries. No eye had seen, no hand had touched that book since the advent of man to this planet. And yet, when I flashed my torch upon it in that frightful megalithic abyss, I saw that the queerly pigmented letters on the brittle, aeon-browned cellulose pages &#039;&#039;&#039;were not indeed any nameless hieroglyphs&#039;&#039;&#039; of earth’s youth. They were, instead, &#039;&#039;&#039;the letters of our familiar alphabet&#039;&#039;&#039;, spelling out the words of the English language in my own handwriting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More specifically, it involves the ancient and highly advanced telepathic race (like the Lords of Essaence in that way) who created the Pnakotic Manuscripts, which is able to escape its own death by swapping its consciousness with members of other races who do not exist yet. One of these is a civilization of beetles that will rule after the fall of mankind. This is possibly a root for the giant fog beetles.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;What was hinted in the speech of post-human entities of the fate of mankind produced such an effect on me that I will not set it down here. After man there would be the &#039;&#039;&#039;mighty beetle civilisation&#039;&#039;&#039;, the bodies of whose members the cream of the Great Race would seize when the monstrous doom overtook the elder world. Later, as the earth’s span closed, the transferred minds would again migrate through time and space—to another stopping-place in the bodies of the bulbous vegetable entities of Mercury. But there would be races after them, clinging pathetically to the cold planet and burrowing to its horror-filled core, before the utter end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was evident that the coming doom so desperately feared by the Great Race—the doom that was one day to &#039;&#039;&#039;send millions of keen minds across the chasm of time to strange bodies in the safer future&#039;&#039;&#039;—had to do with a final successful irruption of the Elder Beings. Mental projections down the ages had clearly foretold such a horror, and the Great Race had resolved that none who could escape should face it. That the foray would be a matter of vengeance, rather than an attempt to reoccupy the outer world, they knew from the planet’s later history—for their projections shewed the coming and going of subsequent races untroubled by the monstrous entities. Perhaps these entities had come to prefer earth’s inner abysses to the variable, storm-ravaged surface, since light meant nothing to them. Perhaps, too, they were slowly weakening with the aeons. Indeed, it was known that &#039;&#039;&#039;they would be quite dead in the time of the post-human beetle race which the fleeing minds would tenant.&#039;&#039;&#039; Meanwhile the Great Race maintained its cautious vigilance, with potent weapons ceaselessly ready despite the horrified banishing of the subject from common speech and visible records. And always the shadow of nameless fear hung about the sealed trap-doors and the dark, windowless elder towers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the Great Race of Yith. The doom they are escaping involves the Elder Things from &amp;quot;At The Mountains Of Madness&amp;quot;, who were themselves destroyed by the shoggoths they created. When the narrator first regains his consciousness after the ancient telepath vacates his body, he experiences the ability to remember things that have not happened yet, similar to Randolph Carter in the Silver Key stories. This section is of particular note for the Broken Land because it speaks of remembering the far off consequences of a great war, and the inability to distinguish what is simultaneous or the sequence of events. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;I began work with the February, 1914, term, and kept at it just a year. By that time I realised how badly my experience had shaken me. Though perfectly sane—I hoped—and with no flaw in my original personality, I had not the &#039;&#039;&#039;nervous energy&#039;&#039;&#039; of the old days. Vague dreams and queer ideas continually haunted me, and when the outbreak of the world war turned my mind to history I found myself thinking of periods and events in the oddest possible fashion. My conception of &#039;&#039;time&#039;&#039;—my ability to &#039;&#039;&#039;distinguish between consecutiveness and simultaneousness&#039;&#039;&#039;—seemed &#039;&#039;&#039;subtly disordered&#039;&#039;&#039;; so that I formed chimerical notions about living in one age and &#039;&#039;&#039;casting one’s mind all over eternity for knowledge of past and future ages&#039;&#039;&#039;.&lt;br /&gt;
     The war gave me strange impressions of &#039;&#039;&#039;&#039;&#039;remembering&#039;&#039; some of its far-off &#039;&#039;consequences&#039;&#039;&#039;&#039;&#039;—as if I knew how it was coming out and &#039;&#039;&#039;could look back upon it in the light of future information&#039;&#039;&#039;. All such &#039;&#039;&#039;quasi-memories&#039;&#039;&#039; were attended with much pain, and with a feeling that some &#039;&#039;&#039;artificial psychological barrier was set against them&#039;&#039;&#039;. When I diffidently hinted to others about my impressions I met with varied responses. Some persons looked uncomfortably at me, but men in the mathematics department spoke of new developments in those theories of relativity—then discussed only in learned circles—which were later to become so famous. Dr. Albert Einstein, they said, was rapidly reducing &#039;&#039;time&#039;&#039; to the status of a mere dimension.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: One subtle oddity about the Broken Lands is that the crystal amulet thought net is suppressed in it.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Fungi from Yuggoth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/poetry/p289.aspx &amp;quot;Fungi from Yuggoth&amp;quot;] is a sequence of a few dozen sonnets that Lovecraft wrote which mentions elements from other stories that clearly do matter to the Broken Lands. It is a man who finds a strange book and accesses parallel realities and other worlds with it using his mind. The first point of interest is the night-gaunts section, which describes their practice of swooping down over the Peaks of Thok. What is interesting here is that we see a &amp;quot;foul lake&amp;quot; with shoggoths splashing in them. Shoggoths were not mentioned in the Dream-Quest, but they are blob monsters who basically resemble the magru.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XX. Night-Gaunts&lt;br /&gt;
&lt;br /&gt;
Out of what crypt they crawl, I cannot tell,&lt;br /&gt;
But every night I see the rubbery things,&lt;br /&gt;
Black, horned, and slender, with membraneous wings,&lt;br /&gt;
And tails that bear the bifid barb of hell.&lt;br /&gt;
They come in legions on the north wind’s swell,&lt;br /&gt;
With obscene clutch that titillates and stings,&lt;br /&gt;
Snatching me off on monstrous voyagings&lt;br /&gt;
To grey worlds hidden deep in nightmare’s well.&lt;br /&gt;
&lt;br /&gt;
Over the jagged peaks of Thok they sweep,&lt;br /&gt;
Heedless of all the cries I try to make,&lt;br /&gt;
And down the nether pits to &#039;&#039;&#039;that foul lake&#039;&#039;&#039;&lt;br /&gt;
Where the puffed &#039;&#039;&#039;shoggoths&#039;&#039;&#039; splash in doubtful sleep.&lt;br /&gt;
But oh! If only they would make some sound,&lt;br /&gt;
Or wear a face where faces should be found!&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Fungi from Yuggoth&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A single huge stalactite descends from the ceiling at the center of this small cavern.  The uneven walls of the cavern have been worn smooth, as have the walls of the small tunnels leading into the cavern.  Every minute or so, the intense quiet of the cavern is shattered by the sound of a single drop of water, falling from the tip of the stalactite into a small &#039;&#039;&#039;pool that has collected&#039;&#039;&#039; in a depression at the center of the cavern.&lt;br /&gt;
Obvious exits: northwest, southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look pool&lt;br /&gt;
The small pool lies in the center of the cavern, a few feet below the tip of the huge stalactite that descends from the ceiling of the cavern.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l stalactite&lt;br /&gt;
The stalactite is formed from grey stone with pink and orange striations.  The stone has an almost translucent quality with a waxy appearance.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in pool&lt;br /&gt;
In the small pool you see some water.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l water&lt;br /&gt;
The water is clear, with a &#039;&#039;&#039;slightly sulfurous odor.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Yuggoth is taken to be Lovecraft&#039;s name for Pluto because of &amp;quot;The Whisperer in the Darkness&amp;quot;, which in his time had no discovered moons. It is said that these &amp;quot;peaks of Thok&amp;quot; are actually in the material world on a moon of Yuggoth, though Lovecraft is arguably only feeling free to be inconsistent between stories. In the time the Broken Land was made the only known moon of Pluto was Charon. However, this is probably a coincidence, reading too much into it. The poem follows the thread to have Nyarlathotep guide the narrator to the daemon-sultan Azathoth, possibly motivating vruul with dark vorteces.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXI. Nyarlathotep&lt;br /&gt;
&lt;br /&gt;
And at the last from inner Egypt came&lt;br /&gt;
The strange dark One to whom the fellahs bowed;&lt;br /&gt;
Silent and lean and cryptically proud,&lt;br /&gt;
And wrapped in fabrics red as sunset flame.&lt;br /&gt;
Throngs pressed around, frantic for his commands,&lt;br /&gt;
But leaving, could not tell what they had heard;&lt;br /&gt;
While through the nations spread the awestruck word&lt;br /&gt;
That wild beasts followed him and licked his hands.&lt;br /&gt;
&lt;br /&gt;
Soon from the sea a noxious birth began;&lt;br /&gt;
Forgotten lands with weedy spires of gold;&lt;br /&gt;
The ground was cleft, and mad auroras rolled&lt;br /&gt;
Down on the quaking citadels of man.&lt;br /&gt;
Then, crushing what he chanced to mould in play,&lt;br /&gt;
The idiot Chaos blew Earth’s dust away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XXII. Azathoth&lt;br /&gt;
&lt;br /&gt;
Out in the mindless void the daemon bore me,&lt;br /&gt;
Past the bright clusters of dimensioned space,&lt;br /&gt;
Till neither time nor matter stretched before me,&lt;br /&gt;
But only Chaos, without form or place.&lt;br /&gt;
Here the vast Lord of All in darkness muttered&lt;br /&gt;
Things he had dreamed but could not understand,&lt;br /&gt;
While near him &#039;&#039;&#039;shapeless bat-things&#039;&#039;&#039; flopped and fluttered&lt;br /&gt;
In &#039;&#039;&#039;idiot vortices&#039;&#039;&#039; that ray-streams fanned.&lt;br /&gt;
&lt;br /&gt;
They danced insanely to the high, thin whining&lt;br /&gt;
Of a cracked flute clutched in a monstrous paw,&lt;br /&gt;
Whence flow the aimless waves whose chance combining&lt;br /&gt;
Gives each frail cosmos its eternal law.&lt;br /&gt;
“I am His Messenger,” the daemon said,&lt;br /&gt;
As in contempt he struck his Master’s head.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This provides a much more direct explanation than the moon-beasts for the Dark Shrine&#039;s altar room with the toad brazier and cracked gong.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXV. St. Toad’s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Beware St. Toad’s cracked chimes!”&#039;&#039;&#039; I heard him scream&lt;br /&gt;
As I plunged into those mad lanes that wind&lt;br /&gt;
In labyrinths obscure and undefined&lt;br /&gt;
South of the river where old centuries dream.&lt;br /&gt;
He was a furtive figure, bent and ragged,&lt;br /&gt;
And in a flash had staggered out of sight,&lt;br /&gt;
So still I burrowed onward in the night&lt;br /&gt;
Toward where more roof-lines rose, malign and jagged.&lt;br /&gt;
&lt;br /&gt;
No guide-book told of what was lurking here—&lt;br /&gt;
But now I heard another old man shriek:&lt;br /&gt;
“Beware St.Toad’s cracked chimes!” And growing weak,&lt;br /&gt;
I paused, when a third greybeard croaked in fear:&lt;br /&gt;
“Beware St. Toad’s cracked chimes!” Aghast, I fled—&lt;br /&gt;
Till suddenly that black spire loomed ahead.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Fungi from Yuggoth&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the &#039;&#039;&#039;shape of a huge toad&#039;&#039;&#039;, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sonnet XII refers to &amp;quot;The Dreams in the Witch House&amp;quot;, Sonnet XV refers to the city of the Elder Things in &amp;quot;At The Mountains Of Madness&amp;quot;, Sonnet XXVI refers to &amp;quot;The Dunwich Horror&amp;quot;, and Sonnet XXVII refers to the High Priest Not To Be Named on the plateau of Leng. He is the last living &amp;quot;Elder One&amp;quot; in the sonnet, sometimes interpreted to be Hastur from Robert Chambers&#039; [http://www.gutenberg.org/cache/epub/8492/pg8492.txt &amp;quot;The King in Yellow&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) The Haunter of the Dark&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Haunter of the Dark&amp;quot; is another Nyarlathotep centered story, and has its own &amp;quot;seeming sphere&amp;quot; called the Shining Trapezohedron. The Shining Trapezohedron is an ancient artifact fashioned on dark Yuggoth, summoning a malevolent presence into the world from outside time and space, which is one of the avatars of Nyarlathotep. Its shape might explain the multi-faceted sides of the crystal dome in the Broken Lands. The artifact is a &amp;quot;window on all time and space&amp;quot; which summons the entity, for whom horrible sacrifices are given in exchange for arcane and cosmic knowledge of other worlds.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;It was in June that Blake’s diary told of his victory over the cryptogram. The text was, he found, in the dark Aklo language used by certain cults of evil antiquity, and known to him in a halting way through previous researches. The diary is strangely reticent about what Blake deciphered, but he was patently awed and disconcerted by his results. There are references to a Haunter of the Dark awaked by &#039;&#039;&#039;gazing into the Shining Trapezohedron&#039;&#039;&#039;, and insane conjectures about the black gulfs of chaos from which it was called. The being is spoken of as &#039;&#039;&#039;holding all knowledge, and demanding monstrous sacrifices&#039;&#039;&#039;. Some of Blake’s entries shew fear lest the thing, which he seemed to regard as summoned, stalk abroad; though he adds that the street-lights form a bulwark which cannot be crossed.&lt;br /&gt;
     Of the Shining Trapezohedron he speaks often, calling it &#039;&#039;&#039;a window on all time and space&#039;&#039;&#039;, and tracing its history from the days it was fashioned on dark Yuggoth, before ever the Old Ones brought it to earth. It was treasured and placed in its curious box by the crinoid things of Antarctica, salvaged from their ruins by the serpent-men of Valusia, and peered at aeons later in Lemuria by the first human beings. It crossed strange lands and stranger seas, and sank with Atlantis before a Minoan fisher meshed it in his net and sold it to swarthy merchants from nighted Khem. The Pharaoh Nephren-Ka built around it a temple with a windowless crypt, and did that which caused his name to be stricken from all monuments and records. Then it slept in the ruins of that evil fane which the priests and the new Pharaoh destroyed, till the delver’s spade once more brought it forth to curse mankind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter in the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prep 416&lt;br /&gt;
You gesture and invoke the powers of the elements for the Piercing &#039;&#039;&#039;Gaze&#039;&#039;&#039; spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The surface of the crystal dome shimmers in your vision, its reflective planes become insubstantial, and you can now see inside.  Peering closer you see flashes of swirling elemental energy.  Surely this dome must hold an immense amount of mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was once possessed by the Elder Things mentioned above, and the story references the Vale of Pnath. There is also a rebuttal story where horror writer Robert Bloch has the character surviving being possessed by Nyarlathotep, as Bloch and Lovecraft were writing stories killing off characters based on each other. The story provides possible roots for the &amp;quot;hooded figures&amp;quot; and the dark vorteces.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;As Blake grew accustomed to the feeble light he noticed odd bas-reliefs on the strange open box of yellowish metal. Approaching, he tried to clear the dust away with his hands and handkerchief, and saw that the figurings were of a monstrous and utterly alien kind; depicting entities which, though seemingly alive, resembled no known life-form ever evolved on this planet. The four-inch &#039;&#039;&#039;seeming sphere&#039;&#039;&#039; turned out to be a nearly black, red-striated &#039;&#039;&#039;polyhedron with many irregular flat surfaces&#039;&#039;&#039;; either a &#039;&#039;&#039;very remarkable crystal of some sort, or an artificial object&#039;&#039;&#039; of carved and &#039;&#039;&#039;highly polished&#039;&#039;&#039; mineral matter. It did not touch the bottom of the box, but was held suspended by means of a metal band around its centre, with seven queerly designed supports extending horizontally to angles of the box’s inner wall near the top. This stone, once exposed, exerted upon Blake an almost alarming fascination. He could scarcely tear his eyes from it, and as he looked at its glistening surfaces he almost fancied it was transparent, with half-formed worlds of wonder within. Into his mind floated pictures of alien orbs with great stone towers, and other orbs with titan mountains and no mark of life, and still remoter spaces where only a stirring in vague blacknesses told of the presence of consciousness and will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Before he realised it, he was looking at the stone again, and letting its curious influence call up a nebulous pageantry in his mind. He saw processions of &#039;&#039;&#039;robed, hooded figures&#039;&#039;&#039; whose outlines were not human, and looked on endless leagues of desert lined with carved, sky-reaching monoliths. He saw towers and walls in nighted depths under the sea, and &#039;&#039;&#039;vortices of space where wisps of black mist floated before thin shimmerings of cold&#039;&#039;&#039; purple haze. And beyond all else he glimpsed an infinite gulf of darkness, where solid and semi-solid forms were known only by their windy stirrings, and cloudy patterns of force seemed to superimpose order on chaos and hold forth a key to all the paradoxes and arcana of the worlds we know.&lt;br /&gt;
     Then all at once the spell was broken by an access of gnawing, indeterminate panic fear. Blake choked and turned away from the stone, conscious of some formless alien presence close to him and watching him with horrible intentness. He felt entangled with something—something which was not in the stone, but which had looked through it at him—something which would ceaselessly follow him with a cognition that was not physical sight. Plainly, the place was getting on his nerves—as well it might in view of his gruesome find. The light was waning, too, and since he had no illuminant with him he knew he would have to be leaving soon.&lt;br /&gt;
     It was then, in the gathering twilight, that he thought he saw a &#039;&#039;&#039;faint trace of luminosity in the crazily angled stone.&#039;&#039;&#039; He had tried to look away from it, but some obscure compulsion drew his eyes back. Was there a subtle phosphorescence of radio-activity about the thing? What was it that the dead man’s notes had said concerning a &#039;&#039;Shining Trapezohedron?&#039;&#039; What, anyway, was this &#039;&#039;&#039;abandoned lair of cosmic evil?&#039;&#039;&#039; What had been done here, and what might still be lurking in the bird-shunned shadows? It seemed now as if an elusive touch of foetor had arisen somewhere close by, though its source was not apparent. Blake seized the cover of the long-open box and snapped it down. It moved easily on its alien hinges, and closed completely over the &#039;&#039;&#039;unmistakably glowing stone.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter in the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that &#039;&#039;&#039;the dome is man-made and not a natural feature&#039;&#039;&#039; of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome pulses with a dim, multicolored light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The &#039;&#039;&#039;multi-faceted surface is highly polished, and the reflective planes&#039;&#039;&#039; make it impossible to see into the crystal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Church of Starry Wisdom is a cult that worships Nyarlathotep and gives him sacrifices to have limitless knowledge of the universe through the Shining Trapezohedron. Their occult texts were already &amp;quot;disintegrating&amp;quot; and might have been destroyed after the central character of the story dies from possession by Nyarlathotep. The Shining Trapezohedron itself was thrown in the bay. This could be relevant to the brutal ritual images in the Dark Shrine, possibly representing the creation of vruul (gogor) from human sacrifices, as well as the destruction of the libraries in the Broken Land (either by the Loremasters or the cultists or even the Morgu statue.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In a &#039;&#039;&#039;rear vestry&#039;&#039;&#039; room beside the apse Blake found a rotting desk and ceiling-high shelves of mildewed, &#039;&#039;&#039;disintegrating books&#039;&#039;&#039;. Here for the first time he received a positive shock of objective horror, for the titles of those books told him much. They were the black, forbidden things which most sane people have never even heard of, or have heard of only in furtive, timorous whispers; the banned and dreaded repositories of equivocal secrets and immemorial formulae which have trickled down the stream of time from the days of man’s youth, and the dim, fabulous days before man was. He had himself read many of them—a Latin version of the abhorred &#039;&#039;Necronomicon&#039;&#039;, the sinister &#039;&#039;Liber Ivonis&#039;&#039;, the infamous &#039;&#039;Cultes des Goules&#039;&#039; of Comte d’Erlette, the &#039;&#039;Unaussprechlichen Kulten&#039;&#039; of von Junzt, and old Ludvig Prinn’s hellish &#039;&#039;De Vermis Mysteriis&#039;&#039;. But there were others he had known merely by reputation or not at all—the Pnakotic Manuscripts, the &#039;&#039;Book of Dzyan&#039;&#039;, and a &#039;&#039;&#039;crumbling volume&#039;&#039;&#039; in wholly unidentifiable characters yet with certain symbols and diagrams shudderingly recognisable to the occult student. Clearly, the lingering local rumours had not lied. This place had once been the seat of an evil older than mankind and wider than the known universe.&lt;br /&gt;
     In the ruined desk was a small leather-bound record-book filled with entries in some odd cryptographic medium. The manuscript writing consisted of the common traditional symbols used today in astronomy and anciently in alchemy, astrology, and other dubious arts—&#039;&#039;&#039;the devices of the sun, moon, planets, aspects&#039;&#039;&#039;, and zodiacal signs—here massed in solid pages of text, with divisions and paragraphings suggesting that each symbol answered to some alphabetical letter.&lt;br /&gt;
     In the hope of later solving the cryptogram, Blake bore off this volume in his coat pocket. Many of the great tomes on the shelves fascinated him unutterably, and he felt tempted to borrow them at some later time. He wondered how they could have remained undisturbed so long. Was he the first to conquer the clutching, pervasive fear which had for nearly sixty years protected this deserted place from visitors?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter of the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Vestry&#039;&#039;&#039;]&lt;br /&gt;
Time has worked its worst on the large wooden trunk and larger wooden cabinet that stand against the east wall.  The wood has deteriorated badly, suffering from dry rot and the ravages of worms.  Metal hooks are mounted every foot or so at eye level around the room.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
Fire has destroyed most of this room.  Charred shelves filled with ashes and &#039;&#039;&#039;the remains of countless volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Library]&lt;br /&gt;
The tall shelves of this once-magnificent library are now completely bare.  A &#039;&#039;&#039;large globe&#039;&#039;&#039; stands in one corner, covered with a thick layer of dust.  Even though all of the books and scrolls are long gone, the room still carries the odor of old paper and ink.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Also of subtextual interest is that when the protagonist is driven mad by &amp;quot;the haunter of the dark&amp;quot;, he is raving on Azathoth and the black wings, as well as mentioning the world Yaddith which was destroyed by dholes in &amp;quot;Through the Gates of the Silver Key&amp;quot;. (The versions of the Dream-Quest with &amp;quot;Peaks of Throk&amp;quot; also changes &amp;quot;bholes&amp;quot; to &amp;quot;dholes&amp;quot;). It ends with him calling upon Yog-Sothoth to save him.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
“Lights still out—must be five minutes now. Everything depends on lightning. &#039;&#039;&#039;Yaddith&#039;&#039;&#039; grant it will keep up! . . . Some influence seems beating through it. . . . Rain and thunder and wind deafen. . . . The thing is taking hold of my mind. . . .&lt;br /&gt;
     “Trouble with memory. I see things I never knew before. Other worlds and other galaxies . . . Dark . . . The lightning seems dark and the darkness seems light. . . .&lt;br /&gt;
     “It cannot be the real hill and church that I see in the pitch-darkness. Must be retinal impression left by flashes. Heaven grant the Italians are out with their candles if the lightning stops!&lt;br /&gt;
     “What am I afraid of? Is it not an avatar of Nyarlathotep, who in antique and shadowy Khem even took the form of man? I remember &#039;&#039;&#039;Yuggoth&#039;&#039;&#039;, and more distant Shaggai, and the ultimate void of the black planets. . . .&lt;br /&gt;
     “The long, winging flight through the void . . . cannot cross the universe of light . . . re-created by the thoughts caught in the Shining Trapezohedron . . . send it through the horrible abysses of radiance. . . .&lt;br /&gt;
     “My name is Blake—Robert Harrison Blake of 620 East Knapp Street, Milwaukee, Wisconsin. . . . I am on this planet. . . .&lt;br /&gt;
     “&#039;&#039;&#039;Azathoth&#039;&#039;&#039; have mercy!—the lightning no longer flashes—horrible—I can see everything with a monstrous sense that is not sight—light is dark and dark is light . . . those people on the hill . . . guard . . . candles and charms . . . their priests. . . .&lt;br /&gt;
     “Sense of distance gone—far is near and near is far. No light—no glass—see that steeple—that tower—window—can hear—Roderick Usher—am mad or going mad—the thing is stirring and fumbling in the tower—I am it and it is I—I want to get out . . . must get out and unify the forces. . . . It knows where I am. . . .&lt;br /&gt;
     “I am Robert Blake, but I see the tower in the dark. There is a &#039;&#039;&#039;monstrous odour&#039;&#039;&#039; . . . senses transfigured . . . boarding at that tower window cracking and giving way. . . . Iä . . . ngai . . . ygg. . . .&lt;br /&gt;
     “I see it—coming here—hell-wind—titan blur—&#039;&#039;&#039;black wings—Yog-Sothoth save me&#039;&#039;&#039;—the three-lobed burning eye. . . .”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter of the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(6) At the Mountains of Madness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/mm.aspx &amp;quot;At the Mountains of Madness&amp;quot;] is more of a science fiction horror story than the dream vision and esoteric knowledge stories. The Elder Things first arrived on the very ancient Earth before life had evolved, and artificially made the shoggoths to serve them. There are hints that all life on the planet evolved from those cells. It is also depicting re-engineered life forms such as blind six foot tall penguins. This is potentially relevant because the magru resemble shoggoths, actually described in this story, and the ancient Lords of Essaence manipulating life is the Shadow World background context of it all.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;It was under the sea, at first for food and later for other purposes, that they first created earth-life—using available substances according to long-known methods. The more elaborate experiments came after the annihilation of various cosmic enemies. They had done the same thing on other planets; having manufactured not only necessary foods, but certain multicellular protoplasmic masses capable of moulding their tissues into all sorts of temporary organs under hypnotic influence and thereby forming ideal slaves to perform the heavy work of the community. These viscous masses were without doubt what Abdul Alhazred whispered about as the “shoggoths” in his frightful Necronomicon, though even that mad Arab had not hinted that any existed on earth except in the dreams of those who had chewed a certain alkaloidal herb. When the star-headed Old Ones on this planet had synthesised their simple food forms and bred a good supply of shoggoths, they allowed other cell-groups to develop into other forms of animal and vegetable life for sundry purposes; extirpating any whose presence became troublesome.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But we were not on a station platform. We were on the track ahead as the nightmare plastic column of &#039;&#039;&#039;foetid black iridescence oozed&#039;&#039;&#039; tightly onward through its fifteen-foot sinus; gathering unholy speed and driving before it a spiral, re-thickening cloud of the pallid abyss-vapour. It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and unforming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter. Still came that eldritch, mocking cry—“&#039;&#039;Tekeli-li! Tekeli-li&#039;&#039;!” And at last we remembered that the daemoniac shoggoths—given life, thought, and plastic organ patterns solely by the Old Ones, and having no language save that which the dot-groups expressed—&#039;&#039;had likewise no voice save the imitated accents of their bygone masters.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elder Things had very tough leathery hides that were difficult to cut through, reminiscent of Broken Land skinning conditions and the vruul. There is also a description of reptiles (meaning dinosaurs) along with magru-like description of the shoggoths:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot; With the march of time, as the sculptures sadly confessed, the art of creating new life from inorganic matter had been lost; so that the Old Ones had to depend on the moulding of forms already in existence. On land &#039;&#039;&#039;the great reptiles&#039;&#039;&#039; proved highly tractable; but the shoggoths of the sea, reproducing by fission and acquiring a dangerous degree of accidental intelligence, presented for a time a formidable problem.&lt;br /&gt;
     They had always been controlled through the hypnotic suggestion of the Old Ones, and had modelled their tough plasticity into various useful temporary limbs and organs; but now their self-modelling powers were sometimes exercised independently, and in various imitative forms implanted by past suggestion. They had, it seems, developed a semi-stable brain whose separate and occasionally stubborn volition echoed the will of the Old Ones without always obeying it. Sculptured images of these shoggoths filled Danforth and me with horror and loathing. They were normally shapeless entities composed of &#039;&#039;&#039;a viscous jelly&#039;&#039;&#039; which looked like an agglutination of bubbles; and each averaged about fifteen feet in diameter when a sphere. They had, however, a &#039;&#039;&#039;constantly shifting shape and volume&#039;&#039;&#039;; throwing out &#039;&#039;&#039;temporary developments or forming apparent organs&#039;&#039;&#039; of sight, hearing, and speech in imitation of their masters, either spontaneously or according to suggestion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Antarctica in this story is also (conjecturally) the material world location of Kadath, and possibly the plateau of Leng, which is described as not having a single definable location. It was part of a still higher and worse mountain range thought to have been further in the distance and related to the moon breaking away from the Earth in deep antiquity. The cold wind in this place has disturbing piping musical quality, which is implicitly related to Nyarlathotep even though he is not himself mentioned. Tsathoggua is another Great Old One, like Nyarlathotep and Cthulhu, who resembles a toad and has some association with shoggoths. In &amp;quot;The Mound&amp;quot; he and the shoggoths are related to the material world Vaults of Zin deep under the Earth.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There was indeed something hauntingly Roerich-like about this whole unearthly continent of mountainous mystery. I had felt it in October when we first caught sight of Victoria Land, and I felt it afresh now. I felt, too, another wave of uneasy consciousness of Archaean mythical resemblances; of how disturbingly this lethal realm corresponded to the evilly famed plateau of Leng in the primal writings. Mythologists have placed Leng in Central Asia; but the racial memory of man—or of his predecessors—is long, and it may well be that certain tales have come down from lands and mountains and temples of horror earlier than Asia and earlier than any human world we know. A few daring mystics have hinted at a pre-Pleistocene origin for the fragmentary Pnakotic Manuscripts, and have suggested that the devotees of Tsathoggua were as alien to mankind as Tsathoggua itself. &#039;&#039;&#039;Leng, wherever in space or time it might brood&#039;&#039;&#039;, was not a region I would care to be in or near; nor did I relish the proximity of a world that had ever bred such ambiguous and Archaean monstrosities as those Lake had just mentioned. At the moment I felt sorry that I had ever read the abhorred &#039;&#039;Necronomicon&#039;&#039;, or talked so much with that unpleasantly erudite folklorist Wilmarth at the university.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For this far violet line could be nothing else than the terrible mountains of the forbidden land—highest of earth’s peaks and focus of earth’s evil; harbourers of nameless horrors and Archaean secrets; shunned and prayed to by those who feared to carve their meaning; untrodden by any living thing of earth, but visited by the sinister lightnings and sending strange beams across the plains in the polar night—beyond doubt the unknown archetype of that &#039;&#039;&#039;dreaded Kadath in the Cold Waste beyond abhorrent Leng&#039;&#039;&#039;, whereof unholy primal legends hint evasively. We were the first human beings ever to see them—and I hope to God we may be the last.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Certainly, we were in one of the strangest, weirdest, and most terrible of all the corners of earth’s globe. Of all existing lands it was infinitely the most ancient; and the conviction grew upon us that this hideous upland must indeed be the fabled nightmare plateau of Leng which even the mad author of the &#039;&#039;Necronomicon&#039;&#039; was reluctant to discuss.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a relatively strong case for &amp;quot;At the Mountains of Madness&amp;quot; as an influence on the Broken Land. There are numerous other themes in common between the two places. The Elder Thing city in &amp;quot;At the Mountains of Madness&amp;quot; is on a very high plateau, which is higher than most mountains, surrounded by still taller mountains than even the Himalayas. There is ambiguity on where the true ground level is, and with mountains rising higher all around in spite of being very high up. Its entrances are described in terms of sub-glacial levels. This is apparently the situation with the Dark Shrine in the Broken Land. There is ambiguity on whether huge rock formations are natural or unnatural. There are huge hyper-realistic sculptures, huge empty niches, huge elliptical windows, and huge caverns, and relief inscriptions in some extinct language. Subterranean corridors with the persistent malodorous scent of unseen horrors. There are weird geometry rooms, similar to the cryptic tower with the Broken Land. There is &amp;quot;disordered time and alien natural law&amp;quot;, and seemingly impossibly out of place anachronisms. There was also a limestone cavern system with stalagmites and an evolutionarily isolated ecosystem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A gargantuan stairway descends from the landing here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a &#039;&#039;&#039;marvel,&#039;&#039;&#039; an &#039;&#039;&#039;engineering feat of unparalleled proportions.&#039;&#039;&#039;  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We &#039;&#039;&#039;cannot yet explain the engineering principles&#039;&#039;&#039; used in the anomalous balancing and adjustment of the vast rock masses, though the function of the arch was clearly much relied on. The rooms we visited were wholly bare of all portable contents, a circumstance which sustained our belief in the city’s deliberate desertion.&amp;quot;&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But the salient object of the place was the &#039;&#039;&#039;titanic stone ramp&#039;&#039;&#039; which, eluding the archways by a sharp turn outward into the open floor, &#039;&#039;&#039;wound spirally up&#039;&#039;&#039; the stupendous cylindrical wall like an inside counterpart of those once climbing outside the monstrous towers or ziggurats of antique Babylon. Only the rapidity of our flight, and the perspective which confounded the descent with the tower’s inner wall, had prevented our noticing this feature from the air, and thus caused us to seek another avenue to the sub-glacial level. Pabodie might have been able to tell &#039;&#039;&#039;what sort of engineering&#039;&#039;&#039; held it in place, but Danforth and I could &#039;&#039;&#039;merely admire and marvel.&#039;&#039;&#039; We could see mighty stone corbels and pillars here and there, but what we saw seemed inadequate to the function performed. The thing was excellently preserved up to the present top of the tower—a highly remarkable circumstance in view of its exposure—and its shelter had done much to protect the &#039;&#039;&#039;bizarre and disturbing cosmic sculptures&#039;&#039;&#039; on the walls.&lt;br /&gt;
&lt;br /&gt;
As we stepped out into the awesome half-daylight of this monstrous cylinder-bottom—fifty million years old, and without doubt &#039;&#039;&#039;the most primally ancient structure&#039;&#039;&#039; ever to meet our eyes—we saw that the ramp-traversed sides stretched dizzily up to a height of fully sixty feet. This, we recalled from our aërial survey, meant an outside glaciation of some forty feet; since the yawning gulf we had seen from the plane had been at the top of an approximately twenty-foot mound of crumbled masonry, somewhat sheltered for three-fourths of its circumference by &#039;&#039;&#039;the massive curving walls of a line of higher ruins.&#039;&#039;&#039; According to the sculptures the original tower had stood in the centre of an immense circular plaza; and had been &#039;&#039;&#039;perhaps 500 or 600 feet high,&#039;&#039;&#039; with tiers of horizontal discs near the top, and a row of needle-like spires along the upper rim.&amp;quot;&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(7) The Call of Cthulhu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Call of Cthulhu&amp;quot; might be relevant because Cthulhu is depicted as only having &amp;quot;rudimentary wings&amp;quot; and the minor gogor, unlike in the Shadow World canon, are described as having wings that look too small to capable of flight. This might be nothing more than an explanation for why they had no flying mechanics. But if it is tapping into the sleeping death theme of Cthulhu, the cults receive knowledge from Cthultu through dreams, allowing cults in very different places and times with no connection between them to know the same phrases. This could be relevant to the timeline issues with the Dark Shrine.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Above these apparent hieroglyphics was a figure of evidently pictorial intent, though its impressionistic execution forbade a very clear idea of its nature. It seemed to be a sort of monster, or symbol representing a monster, of a form which only a diseased fancy could conceive. If I say that my somewhat extravagant imagination yielded simultaneous pictures of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing. A pulpy, tentacled head surmounted a grotesque and scaly body with &#039;&#039;&#039;rudimentary wings&#039;&#039;&#039;; but it was the general outline of the whole which made it most shockingly frightful. Behind the figure was a vague suggestion of a Cyclopean architectural background.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The figure, which was finally passed slowly from man to man for close and careful study, was between seven and eight inches in height, and of exquisitely artistic workmanship. It represented a monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and &#039;&#039;&#039;long, narrow wings&#039;&#039;&#039; behind. This thing, which seemed instinct with a fearsome and unnatural malignancy, was of a somewhat bloated corpulence, and squatted evilly on a rectangular block or pedestal covered with undecipherable characters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Call of Cthulhu&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lesser vruul has tough, leathery hide, as black as midnight. Bat-like wings sprout from its back, &#039;&#039;&#039;but they do not look large or strong enough to support its weight in flight.&#039;&#039;&#039; The vruul&#039;s claws are long, sharp and appear to be stained with the blood of many victims. Its eyes are eerie, solid green orbs that seem to glow with an inner power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Given the implicit sleep theme of the gogor and their urns, and the Temple of Darkness poem being from another time and place, calling Morgu &amp;quot;spirit born of death&amp;quot; can easily be read this way.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;No book had ever really hinted of it, though the deathless Chinamen said that there were double meanings in the &#039;&#039;Necronomicon&#039;&#039; of the mad Arab Abdul Alhazred which the initiated might read as they chose, especially the much-discussed couplet:&lt;br /&gt;
“That is not dead which can eternal lie,&lt;br /&gt;
And with strange aeons even death may die.”&lt;br /&gt;
&lt;br /&gt;
What, in substance, both the Esquimau wizards and the Louisiana swamp-priests had chanted to their kindred idols was something very like this—the word-divisions being guessed at from traditional breaks in the phrase as chanted aloud:&lt;br /&gt;
     “Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.”&lt;br /&gt;
     Legrasse had one point in advance of Professor Webb, for several among his mongrel prisoners had repeated to him what older celebrants had told them the words meant. This text, as given, ran something like this:&lt;br /&gt;
     “In his house at R’lyeh &#039;&#039;&#039;dead Cthulhu waits dreaming&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Call of Cthulhu&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master. Guard the Dark Queen.&lt;br /&gt;
&#039;&#039;&#039;Spirit born of death.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The Temple of Darkness Poem (1994)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(8) The Evil Clergyman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/ec.aspx &amp;quot;The Evil Clergyman&amp;quot;] is adapted from a dream where evil priests mysteriously appear and burn a library. There are low odds of this having any relevance, because there is only the one point of connection. But it is a tighter fit for the burning of the Dark Shrine library than the raid on the vestry in &amp;quot;The Haunter of the Dark&amp;quot;. If this were the allegorical intent it would be implying the dark priests burned their own library, perhaps after transferring or transforming themselves into the gogor. This would not be intuitive without the hidden reference, but it would thereby also explain the smashed faces and altar. This may be explained differently, such as if the Morgu statue is not really a statue, and wakes up.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The newcomer was a thin, dark man of medium height attired in &#039;&#039;&#039;the clerical garb&#039;&#039;&#039; of the Anglican church. He was apparently about thirty years old, with a sallow, olive complexion and fairly good features, but an abnormally high forehead. His black hair was well cut and neatly brushed, and he was clean-shaven though blue-chinned with a heavy growth of beard. He wore rimless spectacles with steel bows. His build and lower facial features were like other clergymen I had seen, but he had a vastly higher forehead, and was darker and more intelligent-looking—also more subtly and &#039;&#039;&#039;concealedly evil-looking&#039;&#039;&#039;. At the present moment—&#039;&#039;&#039;having just lighted a faint oil lamp&#039;&#039;&#039;—he looked nervous, and before I knew it he was &#039;&#039;&#039;casting all his magical books into a fireplace&#039;&#039;&#039; on the window side of the room (where the wall slanted sharply) which I had not noticed before. The &#039;&#039;&#039;flames devoured the volumes greedily&#039;&#039;&#039;—leaping up in strange colours and emitting indescribably hideous odours as the &#039;&#039;&#039;strangely hieroglyphed&#039;&#039;&#039; leaves and wormy bindings succumbed to the devastating element. All at once I saw there were others in the room—grave-looking men in clerical costume, one of whom wore the bands and knee-breeches of a bishop. Though I could hear nothing, I could see that they were bringing a decision of vast import to the first-comer. They seemed to hate and fear him at the same time, and he seemed to return these sentiments. His face set itself into a grim expression, but I could see his right hand shaking as he tried to grip the back of a chair. The bishop pointed to &#039;&#039;&#039;the empty case and to the fireplace&#039;&#039;&#039; (where the flames had died down amidst a charred, non-committal mass), and seemed filled with a peculiar loathing. The first-comer then gave a wry smile and reached out with his left hand toward the small object on the table. Everyone then seemed frightened. The procession of clerics began filing down the steep stairs through the trap-door in the floor, turning and making menacing gestures as they left. The bishop was last to go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Evil Clergyman&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
&#039;&#039;&#039;Fire has destroyed&#039;&#039;&#039; most of this room.  &#039;&#039;&#039;Charred shelve&#039;&#039;&#039;s filled with ashes and the remains of countless &#039;&#039;&#039;volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The &#039;&#039;&#039;brass lamps&#039;&#039;&#039; suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lamp&lt;br /&gt;
The lamp is covored with soot and a fine patina of corrosion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This would allow the events of the Dark Shrine to be of another time period from the Loremasters entirely. Though in the story they were able to sense the presence of portals from a long distance through a mountain. The story makes clear that they made it onto the &amp;quot;barren&amp;quot; plain which then became a jagged plain after the meteor swarm. But it does not reference the Dark Grotto and Dark Shrine, which were not released until later. If the cultists found the gogor in the Third Era, the Temple of Darkness Poem might not be an anachronism, but it loses the theme of working with the Dark Gods in the Wars of Dominion. It should be related to the Uthex story in the Second Era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(9) The Devotee of Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.eldritchdark.com/writings/short-stories/44/the-devotee-of-evil &amp;quot;The Devotee of Evil&amp;quot;] in contrast is a Clark Ashton Smith story, the horror author from whom Lovecraft took Tsathoggua the toad daemon. This story is based on a gong apparatus for manifesting cosmic evil, which then takes the form of columns of shadow. Witnessing the pure evil transforms a character into a black statue with analogy to Medusa and Lucifer frozen in Inferno. This might provide inspiration for the cracked gong, the dark vorteces, and the black Morgu statue in the room with the suffocating consuming evil. The premise is that the gongs cancel out the frequencies of everything except pure evil. This could play into the interpretation of the urns as acoustic jars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;While I was trying to digest this difficult idea, I noticed a partial dimming of the light above the &#039;&#039;&#039;tripod&#039;&#039;&#039; and its weird apparatus. A &#039;&#039;&#039;vertical shaft of faint shadow&#039;&#039;&#039;, surrounded by a still fainter &#039;&#039;&#039;penumbra&#039;&#039;&#039;, was forming in the air. The tripod itself, and the wires, &#039;&#039;&#039;gongs&#039;&#039;&#039; and hammers, were now a trifle indistinct, as if seen through some obscuring veil. The &#039;&#039;&#039;central shaft and its penumbra&#039;&#039;&#039; seemed to widen; and looking down at the flood, where the outer adumbration, conforming to the room&#039;s outline, crept toward the walls, I saw that Averaud and myself were now within its ghostly triangle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Like a dreamer who forces himself to awaken, he began to move away from me. I seemed to lose sight of him for a moment in the cloud of nameless, immaterial horrors that threatened to take on the further horror of substance. Then I realized that Averaud had turned off the switch, and that the oscillating hammers had ceased to beat on those &#039;&#039;&#039;infernal gongs&#039;&#039;&#039;. The &#039;&#039;&#039;double shaft of shadow&#039;&#039;&#039; faded in mid-air, the burden of terror and despair lifted from my nerves and I no longer felt the damnable hallucination of nether space and descent.&lt;br /&gt;
&amp;quot;My God!&amp;quot; I cried. &amp;quot;What was it?&amp;quot; Averaud&#039;s look was full of a ghastly, gloating exultation as he turned to me.&lt;br /&gt;
&amp;quot;You saw and felt it, then?&amp;quot; he queried — &amp;quot;that vague, imperfect manifestation of &#039;&#039;&#039;the perfect evil which exists somewhere in the cosmos?&#039;&#039;&#039; I shall yet call it forth in its entirety, and know the black, infinite, reverse raptures which attend its epiphany.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Again the soul-congealing hideousness, the sense of eternal falling, of myriad harpy-like incumbent horrors, rushed upon me as I looked and saw. Vaster and stronger than before, a &#039;&#039;&#039;double column of triangular shadow&#039;&#039;&#039; had materialized and was becoming more and more distinct. It swelled, it darkened, it enveloped the gong-apparatus and towered to the ceiling. The double column grew solid and opaque as ebony; and the face of Averaud, who was standing well within the broad penumbral shadow, became dim as if seen through a film of Stygian water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the rim of the huge corroded disk to the center.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with dark stains, and &#039;&#039;&#039;one corner has been broken off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dark vortece shoots a &#039;&#039;&#039;shaft of pure darkness&#039;&#039;&#039; at you!&lt;br /&gt;
A dark vortece extends forth a multitude of branching shadowy tendrils, scattering elongated &#039;&#039;&#039;umbrae&#039;&#039;&#039; across the floor.&lt;br /&gt;
A dark vortece emits a low hum.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The inventor of the apparatus, upon manifesting the pure cosmic evil, is frozen in the form of a black statue compared to Lucifer. In the Shadow World context pure, cosmic evil is the Unlife itself. In the Master Atlas Addendum the Dark Gods are manifestations of the dark energy where the Unlife is its purest form. This is also of subtextual interest given the Inferno and Nyarlathotep parallel in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;As one who re-emerges from a swoon, I saw the fading of the dual pillar, till the light was no longer sullied by any tinge of that satanic radiation. And where it had been, Averaud still stood beside the baleful instrument he had designed. Erect and rigid he stood, in a strange immobility; and I felt an incredulous horror, a chill awe, as I went forward and touched him with a faltering hand. For that which I saw &#039;&#039;&#039;and touched was no longer a human being but an ebon statue&#039;&#039;&#039;, whose face and brow and fingers were black as the Faust-like raiment or the sullen curtains. Charred as by sable fire, or frozen by black cold, the features bore the eternal ecstasy and pain of &#039;&#039;&#039;Lucifer in his ultimate hell of ice&#039;&#039;&#039;. For an instant, the supreme evil which Averaud had worshipped so madly, which he had summoned from the vaults of incalculable space, had made him one with itself; and passing, it had left him &#039;&#039;&#039;petrified into an image of its own essence&#039;&#039;&#039;. The form that I touched was harder than marble; and I knew that it would endure to all time as a testimony of the infinite Medusean power that is death and corruption and darkness.&lt;br /&gt;
&lt;br /&gt;
Fifine had now thrown herself at the feet of the image and was clasping its insensible knees. With her frightful muted moaning in my ears, I went forth for the last time from that chamber and from that mansion. Vainly, through delirious months and madness-ridden years, I have tried to shake off the infrangible obsession of my memories. But there is a fatal numbness in my brain as if it too had been charred and blackened a little in that moment of overpowering nearness to the dark ray of &#039;&#039;&#039;the black statue&#039;&#039;&#039; that was Jean Averaud, the impress of awful and forbidden things has been set like an everlasting seal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force that threatens to smother and consume all&#039;&#039;&#039; that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with &#039;&#039;&#039;black&#039;&#039;&#039; skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(10) The Last Test&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/lt.aspx &amp;quot;The Last Test&amp;quot;] is one of the more obscure Lovecraft stories mentioning Yog-Sothoth. This story mentions Nyarlathotep as well, and was his first story mentioning Shub-Niggurath. It was one of the stories he wrote that was a revision of a story written by another author. There is some reason to suspect the 1989 [https://en.wikipedia.org/wiki/The_Horror_in_the_Museum_and_Other_Revisions &amp;quot;The Horror in the Museum and Other Revisions&amp;quot;] compilation was used in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
“Humanity! What the deuce is humanity? Science! Dolts! Just individuals over and over again! Humanity is made for preachers to whom it means the blindly credulous. Humanity is made for the predatory rich to whom it speaks in terms of dollars and cents. Humanity is made for the politician to whom it signifies collective power to be used to his advantage. What is humanity? Nothing! Thank God that crude illusion doesn’t last! What a grown man worships is truth—knowledge—science—&#039;&#039;&#039;light&#039;&#039;&#039;—the rending of the veil and the pushing back of the shadow. &#039;&#039;&#039;Knowledge, the juggernaut!&#039;&#039;&#039; There is death in our own ritual. We must kill—dissect—destroy—and all for the sake of discovery—the worship of &#039;&#039;&#039;the ineffable light.&#039;&#039;&#039; The goddess Science demands it. We test a doubtful poison by killing. How else? No thought for self—just knowledge—the effect must be known.”&lt;br /&gt;
     His voice trailed off in a kind of temporary exhaustion, and Georgina shuddered slightly.&lt;br /&gt;
     “But this is horrible, Al! You shouldn’t think of it that way!”&lt;br /&gt;
     Clarendon cackled sardonically, in a manner which stirred odd and repugnant associations in his sister’s mind.&lt;br /&gt;
     “Horrible? You think what I say is horrible? You ought to hear Surama! I tell you, things were known to the priests of Atlantis that would have you drop dead of fright if you heard a hint of them. Knowledge was knowledge a hundred thousand years ago, when our especial forbears were shambling about Asia as speechless semi-apes! They know something of it in the Hoggar region—there are rumours in the farther uplands of Thibet—and once I heard an old man in China calling on Yog-Sothoth—“&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Last Test&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The very thin potential relevance for us is the use of the word &amp;quot;juggernaut&amp;quot; in the context of the glowing crystal dome. It is the messaging that happens when the dome explodes with power, unleashing a destructive wave of energy that is highly lethal. The story uses Nyarlathotep&#039;s epithet &amp;quot;the crawling chaos.&amp;quot; [http://www.hplovecraft.com/writings/texts/fiction/crc.aspx &amp;quot;The Crawling Chaos&amp;quot;] story does not actually feature Nyarlathotep, but features dream visions from opium, and depicts the world being destroyed in an apocalypse. These two stories both appear in &amp;quot;The Horror in the Museum and Other Revisions&amp;quot;, along with &amp;quot;The Mound&amp;quot; for Shadow Valley.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Suddenly a hot wave of pure energy rushes out of the crystal dome, rolling forth like an &#039;&#039;&#039;apocalyptic juggernaut.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The heat of the wave burns your flesh!&lt;br /&gt;
  ... 35 points of damage!&lt;br /&gt;
  Flame sets your head alight like a torch. Burned beyond recognition.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(11) The Colour Out of Space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is most likely not an intentional allusion, but the meteor swarm cast in the Uthex Kathiasas story might have been inspired by [http://www.hplovecraft.com/writings/texts/fiction/cs.aspx &amp;quot;The Colour Out of Space&amp;quot;], which has an otherworldly horror arrive by a meteor impact. If it is relevant at all it is one of the more minor stories. It is worth mentioning here because [[Research:Shadow Valley]] argues that &amp;quot;The Colour Out of Space&amp;quot; may be a relatively strong influence on Shadow Valley, and there are some details in common between the two places. This is another Lovecraft story with sinister mists that could have influenced the use of fog in the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(12) The Mound and the Whisperer in Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/wid.aspx &amp;quot;The Whisperer in Darkness&amp;quot;] is a story under H.P. Lovecraft&#039;s own name that refers to the underground realms of K&#039;n-yan, Yoth, and N&#039;kai where the last is a dwelling place of Tsathoggua the bat-toad thing. This realm is instead explored in detail in a different story, &amp;quot;The Mound&amp;quot;, which was ghost written by Lovecraft. &amp;quot;The Whisperer in Darkness&amp;quot; is set on Yuggoth after Lovecraft had associated it with the newly discovered (now former) planet of Pluto. Yuggoth is the source of the Shining Trapezohedron, which was at one time possessed by the [https://en.wikipedia.org/wiki/Serpent_Men#Origin_and_society serpent men of Valusia], according to &amp;quot;The Haunter of the Dark&amp;quot;.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;“But remember—that dark world of fungoid gardens and windowless cities isn’t really terrible. It is only to us that it would seem so. Probably this world seemed just as terrible to the beings when they first explored it in the primal age. You know they were here long before the fabulous epoch of Cthulhu was over, and remember all about sunken R’lyeh when it was above the waters. They’ve been inside the earth, too—there are openings which human beings know nothing of—some of them in these very Vermont hills—and &#039;&#039;&#039;great worlds of unknown life down there; blue-litten K’n-yan, red-litten Yoth, and black, lightless N’kai. It’s from N’kai that frightful Tsathoggua came—you know, the amorphous, toad-like god-creature&#039;&#039;&#039; mentioned in the Pnakotic Manuscripts and the Necronomicon and the Commoriom myth-cycle preserved by the Atlantean high-priest Klarkash-Ton.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Whisperer in Darkness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/mo.aspx &amp;quot;The Mound&amp;quot;] is argued on [[Research:Shadow Valley]] to be relatively likely to be an influence on the Shadow Valley story. These realms and races do not seem relevant, but they can oddly be relevant to the Broken Lands, assuming the Underworld parallel to &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; was intentional. In this story lightless N&#039;kai is actually located under the &amp;quot;waking world&amp;quot; version of the Vaults of Zin, which possesses reptilian quadrupeds which were somehow debased from its former intelligent population. One point in its favor is that the echo chamber cave of the Dark Grotto is called a (natural) &amp;quot;amphitheater&amp;quot;, while the stage-like setting of semicircled terraces is more akin to a theater, and if historically informed etymology was being used the amphitheaters were where the Roman blood sports happened. &amp;quot;The Mound&amp;quot; right next to the paragraphs about N&#039;kai is the only Lovecraft story to use the word amphitheater.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of &#039;&#039;&#039;amphitheater&#039;&#039;&#039; with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Subtextual interconnections or &amp;quot;meta-references&amp;quot; are very treacherous, but it is seductive to link the myklians and toad brazier to Tsathoggua through the vaults of Zin, and it provides a natural link between the magru and the shoggoths. In this way it is possible to explain both the magru and myklian at once, however dubiously, without having to appeal to separate stories like &amp;quot;At the Mountains of Madness&amp;quot;. In the [https://en.wikipedia.org/wiki/Encyclopedia_Cthulhiana broader] Cthulhu Mythos the former race of Yoth in question was the serpent men of Valusia.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There was one object along the route which Gll’-Hthaa-Ynn exhibited on his own initiative, even though it involved a detour of about a mile along a vine-tangled side path. This was a squat, plain temple of black basalt blocks without a single carving, and containing only a vacant onyx pedestal. The remarkable thing about it was its story, for it was a link with a fabled elder world compared to which even cryptic Yoth was a thing of yesterday. It had been built in imitation of &#039;&#039;&#039;certain temples depicted in the vaults of Zin&#039;&#039;&#039;, to house a very terrible black toad-idol found in the red-litten world and called &#039;&#039;&#039;Tsathoggua&#039;&#039;&#039; in the Yothic manuscripts. It had been a potent and widely worshipped god, and after its adoption by the people of K’n-yan had lent its name to the city which was later to become dominant in that region. Yothic legend said that it had come from a mysterious inner realm beneath the red-litten world—a black realm of peculiar-sensed beings which had no light at all, but which had had great civilisations and mighty gods before ever &#039;&#039;&#039;the reptilian quadrupeds of Yoth&#039;&#039;&#039; had come into being. Many images of Tsathoggua existed in Yoth, all of which were alleged to have come from the black inner realm, and which were supposed by Yothic archaeologists to represent the aeon-extinct race of that realm. The black realm called N’kai in the Yothic manuscripts had been explored as thoroughly as possible by these archaeologists, and singular stone troughs or burrows had excited infinite speculation.&lt;br /&gt;
     When the men of K’n-yan discovered the red-litten world and deciphered its strange manuscripts, they took over the Tsathoggua cult and brought all the frightful toad images up to the land of blue light—housing them in shrines of Yoth-quarried basalt like the one Zamacona now saw. The cult flourished until it almost rivalled the ancient cults of Yig and Tulu, and one branch of the race even took it to the outer world, where the smallest of the images eventually found a shrine at Olathoë, in the land of Lomar near the earth’s north pole. It was rumoured that this outer-world cult survived even after the great ice-sheet and the hairy Gnophkehs destroyed Lomar, but of such matters not much was definitely known in K’n-yan. In that world of blue light the cult came to an abrupt end, even though the name of Tsath was suffered to remain.&lt;br /&gt;
     What ended the cult was the partial exploration of the black realm of N’kai beneath the red-litten world of Yoth. According to the Yothic manuscripts, there was no surviving life in N’kai, but something must have happened in the aeons between the days of Yoth and the coming of men to the earth; something perhaps not unconnected with the end of Yoth. Probably it had been an earthquake, opening up lower chambers of the lightless world which had been closed against the Yothic archaeologists; or perhaps some more frightful juxtaposition of energy and electrons, wholly inconceivable to any sort of vertebrate minds, had taken place. At any rate, when the men of K’n-yan went down into N’kai’s black abyss with their great atom-power searchlights &#039;&#039;&#039;they found living things—living things that oozed along stone channels and worshipped onyx and basalt images of Tsathoggua. But they were not toads like Tsathoggua himself. Far worse—they were amorphous lumps of viscous black slime that took temporary shapes for various purposes.&#039;&#039;&#039; The explorers of K’n-yan did not pause for detailed observations, and those who escaped alive sealed the passage leading from red-litten Yoth down into the gulfs of nether horror. Then all the images of Tsathoggua in the land of K’n-yan were dissolved into the ether by disintegrating rays, and the cult was abolished forever.&lt;br /&gt;
     Aeons later, when naive fears were outgrown and supplanted by scientific curiosity, the old legends of Tsathoggua and N’kai were recalled, and a suitably armed and equipped exploring party went down to Yoth to find the closed gate of the black abyss and see what might still lie beneath. But they could not find the gate, nor could any man ever do so in all the ages that followed. Nowadays there were those who doubted that any abyss had ever existed, but the few scholars who could still decipher the Yothic manuscripts believed that the evidence for such a thing was adequate, even though the middle records of K’n-yan, with accounts of the one frightful expedition into N’kai, were more open to question. Some of the later religious cults tried to suppress remembrance of N’kai’s existence, and attached severe penalties to its mention; but these had not begun to be taken seriously at the time of Zamacona’s advent to K’n-yan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Mound&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(13) The Horror in the Museum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Horror in the Museum&amp;quot; is argued in [[Research:The Graveyard]] to possibly be relevant to the purgatory throne room section of the Graveyard, with its ivory throne and certain other details. It is the story that was used for the title of an anthology of stories ghost-written by Lovecraft that was published in 1989. The premise is a sculptor in a wax museum who makes models of Lovecraftian horrors, such as night gaunts, and one huge statue turns out to actually be a Great Old One who is hibernating in sleeping death.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Fully ten feet high&#039;&#039;&#039; despite a shambling, crouching attitude expressive of infinite cosmic malignancy, a monstrosity of unbelievable horror was shewn starting forward from a &#039;&#039;&#039;Cyclopean ivory&#039;&#039;&#039; throne covered with grotesque carvings. In the central pair of its six legs it bore a crushed, flattened, distorted, bloodless thing, riddled with a million punctures, and in places seared as with some pungent acid. Only the mangled head of the victim, lolling upside down at one side, revealed that it represented something once human.&lt;br /&gt;
     The monster itself needed no title for one who had seen a certain hellish photograph. That damnable print had been all too faithful; yet it could not carry the full horror which lay in the gigantic actuality. The globular torso—the bubble-like suggestion of a head—the three fishy eyes—the foot-long proboscis—the bulging gills—the monstrous capillation of asp-like suckers—the six sinuous limbs with their black paws and crab-like claws—God! the familiarity of that black paw ending in a crab-like claw! . . .&lt;br /&gt;
     Orabona’s smile was utterly damnable. Jones choked, and stared at the hideous exhibit with a mounting fascination which perplexed and disturbed him. What half-revealed horror was holding and forcing him to look longer and search out details? This had driven Rogers mad . . . Rogers, supreme artist . . . said &#039;&#039;&#039;they weren’t artificial.&#039;&#039;&#039; . . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Horror in the Museum&amp;quot;, H.P. Lovecraft and Hazel Heald&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force that threatens to smother and consume all&#039;&#039;&#039; that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with &#039;&#039;&#039;black skin, leathery wings and large red claws.&#039;&#039;&#039;  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The potential relevance of this is that the most parsimonious way to explain the anachronisms and heavy physical damage of the Dark Shrine is to interpret the huge statue of Morgu to actually be Morgu himself hibernating. This &amp;quot;statue&amp;quot; would then be what uses the huge stone throne and the massive stairway in the dark cavern. It is remarkable that everything is explicit about what it is made of --- ceramic urn, stone jar, bronze door, and so on --- but the statue of Morgu is described as black skin and leathery wings. In other words, the statue is not made of stone or metal or so on, but is instead at the very least materially constituted like the gogor. Since the gogor are essentially leathery gargoyles, when unconscious they would effectively be statues. There is also some reason to think this room could be meant to be the parallel dimension analog of the ice shrine under the Graveyard.&lt;br /&gt;
&lt;br /&gt;
=Grand Design=&lt;br /&gt;
The theme of the Broken Land is the Dark Gods and the forces of the Unlife working together in the Wars of Dominion. The more specific theme is the relationship between the servants of Kadaena, which is the forces of the Unlife, and the Dark Lords of Charôn. The story is working with the historical context of the Lords of Essaence having manipulated life to suit their needs. Most of the difficulty in interpretation is instead the question of when and where things happened, and what the Temple of Darkness poem and Dark Shrine are implying about the origin of the Dark Gods and their relation to Empress Kadaena. There may also be a weird, esoteric parallel between dimensions.&lt;br /&gt;
&lt;br /&gt;
There is a rumor that the title &amp;quot;Broken Land&amp;quot; was inspired by the Broken Land Parkway, which was not far from the Maryland office of Simutronics. This would need to be verified from someone who heard it directly or nearly so from the creator, as there is no way to judge whether that kind of easter egg is intentional. The title of the Uthex Kathiasas story, notably, was &amp;quot;The Broken Land&amp;quot; singular not plural.&lt;br /&gt;
==Location==&lt;br /&gt;
While the Broken Land is commonly taken to be &amp;quot;The Moon&amp;quot; of the Dark Gods for some obvious reasons, this is somewhat dubious and seemingly contradicted by the Uthex Kathiasas story itself. It might be interpreted as a huge underground cavern of Charôn with a subterranean mountain range, or it might be interpreted as one of the parallel worlds that was accessed from the Charôn portals, perhaps even Charôn as it exists in another reality. Charôn is a gate-world hovering on the boundary of other realities. There are several possibilities that could be considered plausible and it is not obvious which is right.&lt;br /&gt;
===The Moon===&lt;br /&gt;
&amp;quot;The Moon&amp;quot; has the advantage of intuitive parsimony, but the case for it has serious difficulties. Charôn is most likely a large asteroid that was captured long ago, similar in size to the largest ones in the real world asteroid belt. It is a little more than half the size of Pluto&#039;s moon Charon, which is named after the mythological ferryman of the Greek Underworld. This is the rest of the text from the first edition of the Master Atlas. It implies that there would be very little gravity, but does not actually say it. The other text includes the premise that beneath &amp;quot;the shining icy surface are myriad caves and tunnels - hiding places for the unspeakable.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Charôn circles Kulthea at 190,000 miles (note that it is also inside the orbit of Orhan) and is quite small: 350 miles in diameter. It is a featureless rock ball with a silvery grey appearance. An interesting aspect of Charôn is its polar orbit. This is quite an unusual situation and suggests that Charôn was not always a satellite of Kulthea. It may have once been a large, stray asteroid caught in the Shadow World&#039;s gravity well, or some body from outside the system.&lt;br /&gt;
&lt;br /&gt;
Because of Charôn&#039;s unusual orbit, it and Orhan rarely conjunct; fortunate considering the tidal and meteorological disruptions, and the strange and bizarre Essence aberrations which occur during those periods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 17&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 20&lt;br /&gt;
- Tomes of Kulthea #1046&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Master Atlas Addendum (1990) elaborates this further. The surface of Charôn is covered in thick ice and has no atmosphere whatsoever. There is so little gravity that there is &amp;quot;almost no perceptible &#039;up&#039; or &#039;down&#039;&amp;quot; when underground. This violently contradicts the idea that the Broken Land is the surface of Charôn. The internal volcanic heating creating a &amp;quot;(barely) livable environment&amp;quot; in the caves and tunnels, whether from tidal heating or some aberration of its nature, is potentially consistent with the Broken Land being underground. This might be implied by the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot; parallel.&lt;br /&gt;
&lt;br /&gt;
However, this would require the existence of abnormal gravity, whether through aberrant magical reasons or artificially, since the Lords of Essaence were extremely technologically advanced. It is possible this may have been explained once by the crystal dome puzzle, especially if there was a control room when phased into while powered off. But on face value the gravity and air are serious inconsistencies.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The surface of Charôn is a frozen waste; there is no atmosphere, and the exterior is encased in a solid coating of ice which Kulthean Astrologers think to be as much as &#039;&#039;&#039;hundreds of feet thick.&#039;&#039;&#039; But &#039;&#039;&#039;under&#039;&#039;&#039; that coating of ice, Charôn is heated from within by volcanic forces, creating a (barely) livable environment in the thousands of caves and tunnels. It is here that the Dark Gods survive.&lt;br /&gt;
&lt;br /&gt;
The Third Moon is a sphere 350 miles in diameter. Even though it has a massive core, it only has enough gravity to barely maintain a small hold on objects. Thus, the caverns and warrens have the added disorientation of there being almost no perceptible &#039;up&#039; or &#039;down&#039;. Any poor unfortunates who are transported suddenly to Charôn will find themselves in a totally alien world.&lt;br /&gt;
&lt;br /&gt;
The caverns of Charôn are populated by all manner of monstrous creatures, awful travesties of life summoned to guard the passages of the Third Moon. &#039;&#039;&#039;&#039;&#039;GM Note:&#039;&#039;&#039; See Parts IV &amp;amp; V (Demons) for details of lesser creatures who might be lurking in the corridors of Charôn.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 37&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The Master Atlas, 2nd Edition (1992), page 113, adds that the frozen ice might be carbon dioxide, and changes the GM note at the end to &amp;quot;See Demons of the Pale for details of lesser creatures who might be lurking in the corridors of Charôn.&amp;quot; This edits out the typo where Part V is Kadaena&#039;s constructs, which was probably supposed to be Parts III &amp;amp; IV, the Demons of the Essaence and Void. It is specified on page 76 that they are &amp;quot;related&amp;quot; to the Dark Lords of Charôn, which is on page 23 of the Master Atlas Addendum. This is somewhat strange because both books, page 7 in the Addendum and page 29 on the Atlas 2nd Edition, have the Dark Gods originating in the essaence Chaos planes rather than the Void. Meanwhile the Demons of the Essaence from the Chaos Planes are left unmentioned.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The repeated use of stalactites and stalagmites in the Broken Lands suggests the melting of ice by volcanic heat (though these formations can also happen in pseudokarst conditions.) This is very directly implied by the boiling sea of mud which is prone to geyser eruptions next to the ice slopes. However, the mountain range is depicted from the Dark Shrine as snow covered, which is still strange for a place without weather. It is presumably supposed to be precipitated steam. The crystal dome itself may be a reference to the &amp;quot;powerful crystals&amp;quot; used by the Lords of Essaence to open and close portals on Charôn in the First Era. It is almost certainly supposed to be a Lord of Essaence artifact. It may even be a Lord of Essaence &amp;quot;[[Research:The Graveyard#Apocrypha|speaking crystal]]&amp;quot;, essentially, an Iruaric voice interface for a deep underground vault, with the surrounding crystals being the major part of its mechanism. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
Like a huge pair of eyes, two large, round windows look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains&#039;&#039;&#039; rise up all around, &#039;&#039;&#039;snow capped peaks high above ice covered slopes,&#039;&#039;&#039; strewn with large boulders.  The cold wind that blows in through the openings bears as much desolation as the view.  There is no scent of green trees and running sap, no odor of wildlife rising from the slopes outside.&lt;br /&gt;
Obvious exits: east.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The terrain seems inconsistent with the canon description of Charôn for the Broken Land to be a vault covering part of the surface of Charôn. If this were the intent, the meteor swarm by Loremaster Kulfair would have exposed the interior, allowing the air to escape into the vacuum. One might conjecture a force field went into effect to patch the hole, but rocks still fall from above onto the jagged plain below. This makes more sense as an occasional rock falling from a damaged cavern roof than regular meteors strikes. However, GemStone III is still its own instance, and it may simply be non-canonical in this way.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You hear a loud rushing sound from the sky above you, and you look up just in time to see a huge chunk of rock hurtling toward you at incredible speed!  You try to dodge out of the way, but before you can move more than a few inches, the massive stone crashes into you, knocking you to the ground and causing serious injury!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Bones in left arm crack.&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
A torrent of thick sludge suddenly comes raining down on you!  After a brief moment of surprise, you realize that the stuff is boiling hot!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Minor burns to right leg.  That hurts a bit.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look up&lt;br /&gt;
You can&#039;t see the sky from here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: If this were a huge dome on the surface of Charôn, the hundreds of feet of ice would presumably be melted by surface volcanism, making the boiling sea of mud. Ignoring whether this is actually plausible for an asteroid. But Kygar would be ignoring Master Atlas, 2nd Edition (1992), which says it is &amp;quot;possibly&amp;quot; frozen carbon dioxide. The mud sea might plausibly be low in water, as well, with a lot of sulfuric acid.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primary appeal of interpreting the Broken Land as Charôn is the existence of the Dark Shrine and the use of Charôn in the puzzle to reach the jagged plain. Naively, we would expect the Dark Shrine to have been used by Morgu himself in the Second Era, along with the servants of the Unlife who reside under Charôn. The huge rubble on the jagged plain could be from the cave in of a roof caused by the meteor swarm. But this is not as obvious as it sounds. The Dark Shrine is playing at a relationship Morgu had with the Lords of Essaence, even Kadaena herself, over one hundred thousand years ago. &lt;br /&gt;
&lt;br /&gt;
They first appeared on Charôn in the Second Era through ancient Lord of Essaence portals to other planes of existence, so the mere association of Dark Gods or Charôn is insufficient for assuming it actually is Charôn. There are obvious questions to be asked, such as if this is Charôn in the Third Era, where are the Dark Gods? Where is Morgu, unless he is the statue? Why is there no &amp;quot;Guardian&amp;quot; at this portal established by the Lords of Orhan? The most serious issue of all is that the Uthex story calls it a natural gate to another plane of existence. Interpreting the Broken Land as Charôn requires bending over backwards, trying to read that as Uthex misinterpreted it as such or was misled to that effect, but only until later when he made the secret passageway to the jagged plain and somehow not knowing anything about the Dark Shrine at first.&lt;br /&gt;
&lt;br /&gt;
===Other Plane===&lt;br /&gt;
The strongest point in favor of interpreting the Broken Land as another plane of existence is that the [[A Popular History of the Broken Lands|background history]] for it called it &amp;quot;a small and remote natural gate leading to another plane of existence.&amp;quot; This contradicts the idea that it is a Lord of Essaence style Portal on Charôn itself. In the Shadow World context the sense in this is that the Dark Gods came to this universe from other planes in the Second Era. If it is indeed merely some Charôn associated realm, but not Charôn itself, the absence of the Dark Gods is self-explanatory. They were banished to Charôn, the Black Hel, or otherwise imprisoned.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Uthex Kathiasas had used his powerful influence to gain control over a small and remote &#039;&#039;&#039;natural gate leading to another plane of existence.&#039;&#039;&#039; It was in that place that the Loremaster conducted secret experiments designed to provide his new power with physical form that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the allegorical sense this is supported by interpreting the misty chamber portal messaging as a reference to the cave of the silver key in Lovecraft&#039;s &amp;quot;Through the Gates of the Silver Key&amp;quot;. Rather than interpret the parallel to the Underworld of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; as a metaphor for being below Charôn, it takes the allusion more literally, being an associated &amp;quot;dreamland&amp;quot; plane that may even be Charôn as it exists in one of the parallel material realities. If this interpretation were taken even further (e.g. with the vaults of Zin or plateau of Leng) it may overlap or &amp;quot;coexist&amp;quot; with Charôn. Though there is a considerably stronger case for interpreting the Broken Land as a nightmare dimension parallel to what exists in the Seolfar Strake (Lysierian Hills). In this sense it would be like (or maybe even the same dimension as) Shadow Valley, except more subtle about it. It is worth considering that it might actually be the point that the Broken Land cannot be clearly located or sequenced historically. This is a motif in the Lovecraft stories, including nominally contradictory places.&lt;br /&gt;
&lt;br /&gt;
The entities of the Broken Land, including the crystal forest and the sea of mud, may be Rolemaster non-demonic other standard extraplanar entities. This class is notorious for either wandering between realities at will, or existing simultaneously in multiple places and realities. This is consistent with a &amp;quot;coexistent&amp;quot; or [[isles of transfer]] kind of interpretation, where the &amp;quot;broken land&amp;quot; would be a convergence of worlds not unlike the [[Elemental Confluence (plane)|Elemental Confluence]] in the post-ICE setting. But the presence of extraplanar entities wandering through gateways is also consistent with subterranean Charôn. They are mutually consistent with the Curse of Kabis interpretation of a &amp;quot;prison plane&amp;quot; coexistent with Charôn. This last case would similarly explain the absence of the Dark Gods, but raises different question marks.&lt;br /&gt;
===Backwards===&lt;br /&gt;
It is possible that the confusion over terrain consistency with Charôn is actually a case of things being intentionally backwards. The [[Research:The Graveyard]] and [[Research:Shadow Valley]] pages argue that The Graveyard and Shadow Valley make various kinds of parallels but then the details are all backwards. In the case of Shadow Valley, for example, the &amp;quot;Shadow Valley&amp;quot; is identical to the &amp;quot;Secluded Valley&amp;quot; as a parallel dimension, except the details are flipped. Loud on one side is silent on the other, and vice versa, grey becomes black and black becomes grey. Shadow Valley may be a more explicit &amp;quot;dreamlands&amp;quot; premise than the Broken Land, and the Broken Land may be a more subtle parallel dimension than Shadow Valley. This may explain the oddity of Morgu&#039;s cavern being filled with a stream and stalagmites, formed by water dripping from the ceiling, when he hates rain and running water. Though this is assuming they are not artificial, or not actually stalagmites, such as if they were instead gypsum megacrystals. (That being said, the strongest case is that it is a parallel of the Seolfar Strake, where everything is backwards.)&lt;br /&gt;
&lt;br /&gt;
With the Broken Land it could similarly be a parallel dimension of Charôn where it is all backwards. Instead of the underground volcanism creating habitable caverns with almost no gravity and a surface covered with ice and no atmosphere, it is surface volcanism with an atmosphere and boiling mud from melted ice and normal gravity. Instead of the Dark Gods imprisoned there, the Dark Gods are totally absent. The fungal forest and horrible bas relief are on flipped ends of the huge stairwell relative to &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;. The Peaks of Throk are not being represented underground.&lt;br /&gt;
&lt;br /&gt;
===Modern===&lt;br /&gt;
The Sheruvian Monastery was introduced after the I.C.E. Age by a different GM, and does not necessarily have any continuity with the original concept. Its use of vaalin, krodera, and veil iron are probably leaning on the Shadow World lore that those were the most rare alloys, since the contemporary metals documentation did not exist until 2001. Vaalin in particular was materially important, because vaanum was only known to exist on Charôn, so it is probably meant to imply Lornon. There was some early intent on developing other areas there related to the Dark Gods in what would have been Lornon.&lt;br /&gt;
&lt;br /&gt;
In the release event for the Cleric self-resurrection spell [[Miracle (350)]], Uthex &amp;quot;Kalthiasas&amp;quot; was retconned to be a Sage of the Order of Lorekeepers. The Broken Lands was treated as being Lornon in that story. Self-resurrection is not entirely inconsistent with the argument in the Death section. But there was no pantheon of neutrality originally, and Dark Gods could not channel resurrection spells.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[https://www.play.net/gs4/news.asp?id=615&amp;amp;cookieprefs=1 Sage Uthex&#039;s Studies Lead To Miracles]&lt;br /&gt;
Posted on 12/09/2007 04:07 PM CST by the Webstaff&lt;br /&gt;
&lt;br /&gt;
Sage Uthex Kalthiasas was a powerful and dangerous man, his works both feared and respected.  When fellow Sages discovered how corrupt &#039;&#039;&#039;his strange studies on the distant moon&#039;&#039;&#039; became, they realized that he must be stopped.  An expedition was led to bring to wayward, misguided Sage back to the Order so that his workings could harm none, but when they arrived upon the Broken Lands, he had slipped away.  His studies, tomes, scattered notes, and wild diagrams were confiscated and scattered among the various houses of the Order of the Lorekeepers until a time could come when their purposes could be discerned, and their ability to harm could be either exposed or destroyed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Sage Uthex did not survive long enough to share any of the knowledge that he had left half written and encoded within his studies.&lt;br /&gt;
&lt;br /&gt;
Years later, half the globe apart from each other, two colleagues of the Order of the Lorekeepers began a correspondence regarding some of Sage Uthex’s work.  Knowing it only by the name Miracle, the two delved deep into his studies to try to find the promise only briefly mentioned in the Sage’s works.&lt;br /&gt;
&lt;br /&gt;
Traveling from Nydds with the ritual needs close at hand, Sage Estrello journeyed through the empire and to the seaport of Solhaven.  He searched of those that would support him in his quest to obtain details of the Broken Lands and those strong enough to accomplish the ritual.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, his colleague Sureshi ventured forth from Atan Irith into the Elven Nations where she tried desperately to translate the final passage of one of Sage Uthex’s tomes.  In her travels she gathered lore from the locals and searched to find what information she could about the Broken Lands.&lt;br /&gt;
&lt;br /&gt;
Both Sages requested the aid of all clerics that could help them, but greatly cautioned that others not alert the Sheruvians.  They explained that the Sheruvians had been hiding a secret chamber in hopes of releasing the mysterious magic for themselves, but upon finding that they couldn’t had sealed it away from all other’s use.&lt;br /&gt;
&lt;br /&gt;
On the seventh day of Eorgaen, the Sages each performed the last leg of their journey and met for the first time face to face in the Landing, their volunteers gathered around them.  They spoke briefly, but hurried to the Sheruvian Monastery in the Broken Lands and wandered the area for a time searching for the proper location of the hidden chamber.  As soon as the Sheruvians discovered what their goal was, they began to attack the party at every turn.&lt;br /&gt;
&lt;br /&gt;
The chambers were found, each with pools lined in hues to match the three pantheons of the Arkati--grey, black, and white.  Clerics were urged to step forward and take their place within the pools and instantly they became linked to the pools they stepped in.  The requirements were met by the three pantheons and mana was infused into the pools where it quickly spiraled to the glaes dome above.&lt;br /&gt;
&lt;br /&gt;
All around the chamber, battle broke out and several rose to the occasion to help stave off the attackers.  Eventually, the magic was fed enough mana to release the spell and clerics across the globe felt a sudden deep understanding to their calling.  The joy was short lived as the magic released by the dome caused it to shatter and the chamber began to fall around the Sages and their volunteers.  Fighting their way clear of the chamber, several fell but the power of the Miracle was discovered by those clerics that were strong enough to tap into it.&lt;br /&gt;
&lt;br /&gt;
Sage Sureshi was among those that fell, and when she beseeched the divine for aid they answered her by drawing her back into life.  The ritual was a success.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the [[Shar]] storyline there was a struggle between the Sheruvians and Shar over the power draining dome and an artifact called the Sphere of Midnight. Shar wished to control them for accessing &amp;quot;the Arkati Workshop&amp;quot; in her quest for godhood. Players were referring to the Broken Lands as &amp;quot;the moon&amp;quot;, and the Arkati Workshop as being some place that is everywhere and nowhere, but it is conceivable the Arkati Workshop was related to the Broken Lands itself. If this was the case players may have been confusing the point with &amp;quot;the moon&amp;quot;. There are insufficient logs for discerning the meaning of these terms.&lt;br /&gt;
==Parallel Dimensions==&lt;br /&gt;
The strongest case for the Broken Land is interpreting it as a parallel world, where the things that exist in it are a nightmarish analog of what exists in the Seolfar Strake as contrast. The Seolfar Strake is now called the Lysierian Hills. There is a direct correspondence between rooms, geological elements, and even creatures on the two sides of the Misty Chamber. The Misty Chamber itself is the most obvious example, as it is exactly the same (except for the direction of the exit) on both the Kulthea and Broken Land sides. The orientation of the Broken Land in general is inverted or backwards. Often the exact same wording was used in rooms argued here to be parallel.&lt;br /&gt;
&lt;br /&gt;
This is essentially the same concept as argued in [[Research:Shadow Valley]], except it is much more subtle with the Broken Land. With the Broken Land only the Misty Chamber is an exact duplicate in both dimensions. It is much the same relationship as Earth of the &amp;quot;waking world&amp;quot; to Earth&#039;s Dreamland in the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot;. There is an esoteric correspondence between much of what exists on the two sides of the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
===Misty Chamber and Boulders===&lt;br /&gt;
&lt;br /&gt;
The most obvious example of two equivalent places in the parallel dimensions is the Misty Chamber itself. The room description on the two sides is identical, except for room title, and the puddle of water for throwing out garbage. It is unclear which side of the Abbot&#039;s room the hidden opening is located. The exit on the Broken Land side is clearly on the south end of the chamber and not hidden.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
&#039;&#039;&#039;A damp mist seems to seep from the very walls of this vast chamber casting the walls in an eerie green pallor.  A large round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound soothes your tired nerves.&#039;&#039;&#039;  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&amp;gt;look rune&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You stand before the runes, open your arms wide in a gesture of invocation, and concentrate on them.&lt;br /&gt;
&lt;br /&gt;
After a moment, the room begins to spin, and you suddenly feel disoriented.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Chamber]&lt;br /&gt;
&#039;&#039;&#039;A damp mist seems to seep from the very walls of this vast chamber, casting the walls in an eerie green pallor.  A large, round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low, steady hum emanates from the stone and the sound soothes your tired nerves.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look rune&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) Finger-shaped Boulders and Rockslide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are finger-shaped boulders on both sides. On the Seolfar Strake side it points southwest toward the cliff with the waterfall, with a rockslide blocking the way southeast, while on the Broken Land side the boulder points straight up and is on the southeastern heading arc of the western cliff. The Misty Chamber is underground relative to the first boulder, but at a higher elevation compared to the boulder in the Broken Land. Allegorically, this can be read as the huge stone fingers pointing toward the portal, much as described in Lovecraft&#039;s &amp;quot;Through the Gates of the Silver Key&amp;quot; with the Snake-Den.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a rockfall blocks what was the southeast path; there appears to be no way around it.  A &#039;&#039;&#039;large boulder&#039;&#039;&#039; standing just west of the fork in the trail looks somewhat like a &#039;&#039;&#039;large hand pointing a single finger at the southwest leg&#039;&#039;&#039; of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
One particularly &#039;&#039;&#039;large boulder sticks straight up in the air like a long, pointed finger.&#039;&#039;&#039;  The cliff that stretches from northwest to &#039;&#039;&#039;southeast&#039;&#039;&#039; is high and sheer, with no apparent way of climbing it.  A dense fog obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a rockslide instead on the northwest side of the Broken Land. The exit or entry to the underground lake of the Monastery (south and down to the Misty Chamber) is a hidden opening in &amp;quot;the base of the cliff.&amp;quot; Likewise, there is a small jagged opening on the Broken Land in &amp;quot;the base of the cliff&amp;quot;, leading up into Uthex&#039;s abode and north to the portal chamber.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake]&lt;br /&gt;
The water is shallow, but churns and bubbles with many currents that tug you in all directions.  The bottom of the lake here is solid rock and the footing seems to be fairly even.  You also see a waterfall and some rocks.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;gt;look waterfall&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The water cascades in a broad curtain across the rocks at &#039;&#039;&#039;the base of the cliff.&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
A jetty of rocks reaches out into the lake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a &#039;&#039;&#039;rockfall blocks what was the southeast path;&#039;&#039;&#039; there appears to be no way around it.  A large boulder standing just west of the fork in the trail looks somewhat like a large hand pointing a single finger at the southwest leg of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;out&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
Huge boulders and jagged rocks are the predominant features on the vast plain that stretches out to the east.  The high, sheer cliff which looms above you to the west &#039;&#039;&#039;and southwest&#039;&#039;&#039; is clean and straight, as if cut with some gargantuan knife.  The cliff face is featureless, except for a small, jagged opening at &#039;&#039;&#039;the base of the cliff.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A high, sheer cliff rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  &#039;&#039;&#039;You also see a jumble of rocks.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
R&amp;gt;look cliff&lt;br /&gt;
The cliff is high and sheer, almost featureless.  There does not appear to be anyway to climb it.&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
&#039;&#039;&#039;The rocks piled here are blackened and burned, as if the cliff face has been pulverized by some powerful explosion.&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;climb rock&lt;br /&gt;
You climb up a jumble of rocks.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This explosion inflicted rock pile is arguably consistent with the east hall of Uthex&#039;s abode, which is partly caved in and this would be a consistent explanation for it. The unusual thing about the west and east halls is that they were not included in the original Broken Land. They are not present on any of the player maps from the I.C.E. Age. However, they might have been made at the same time as everything else in the hooded figure area, and were not included for some reason. This would be interesting as the west hall has &amp;quot;felwood&amp;quot; chairs, which would have said &amp;quot;dirwood&amp;quot; if they were that old. The only place the Forest of Dir was mentioned in 1990 or 1992, where it was said to be in northwest Jaiman, was on the adjacent page from the gogor in the Master Atlases. This would be interesting as it was in the context of Kadaena having dominated those lands in a previous millennium.&lt;br /&gt;
&lt;br /&gt;
There are two deleted or empty rooms in the Real Room ID block for the original hooded figure area at 306008 and 306009. These could have once existed and been cloned. (There was not necessarily ever anything in the empty room numbers, which may have only been buffers against creature wandering.) The hooded figure area that exists now is a copy of the original, made part of the same segment (487) as the Sheruvian monastery.&lt;br /&gt;
&lt;br /&gt;
===Abbot and Uthex Abodes===&lt;br /&gt;
&lt;br /&gt;
There is a fairly direct parallel between the Abbot&#039;s wing of the Monastery and Uthex&#039;s abode in the Broken Land. Various details are flipped. The Abbot&#039;s room is right next to the hidden opening to the Misty Chamber, while Uthex&#039;s bedroom is on the opposite end of the hall form the archway to the chamber. Uthex&#039;s room in contrast is next to the hidden trick exit leading down, while the Abbot&#039;s room is on the opposite end from the trick exit leading up. It hints at this by comparing the bed to four bowing monks. The central hall with the arch leading immediately to the portal chamber is columned, which could be read as a contrast to the portico of the Monastery.&lt;br /&gt;
&lt;br /&gt;
There is an empty frame versus a missing frame, dilapitated versus sturdy chair and table along the wall, and poster bed with no mattress versus poster bed with sagging mattress. The torches likely triggered the hidden opening, but that functionality does not seem to exist now. It is interesting that humidity has wrecked the Uthex room but not the Abbot room, as the Abbot wing is depicted as damp and his room is right next to the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Abbots&#039; Room]&lt;br /&gt;
The furniture in this room seems to have withstood the passage of time well.  A &#039;&#039;&#039;&#039;&#039;large four poster bed&#039;&#039;&#039;&#039;&#039; stands against one wall.  There is a wooden chair in one corner, adjacent to a plain wooden table.  Against &#039;&#039;&#039;the north wall&#039;&#039;&#039; stands a large bureau, with torches mounted on the wall on either side of it.  There is a &#039;&#039;&#039;large frame&#039;&#039;&#039; hanging over the bureau, but there is &#039;&#039;&#039;nothing mounted&#039;&#039;&#039; in it.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bed&lt;br /&gt;
The bed appears to be solid, but there is no mattress or linens on it.&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
It is a sturdy wooden chair.&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
There is a plain brass lamp on the table.&lt;br /&gt;
&amp;gt;look bureau&lt;br /&gt;
It is a long, low bureau with a set of cabinet doors on the front.&lt;br /&gt;
&amp;gt;look torch&lt;br /&gt;
It is a plain brass torch, the kind that is filled with oil.&lt;br /&gt;
&amp;gt;look frame&lt;br /&gt;
&amp;gt;&lt;br /&gt;
There is nothing mounted in the frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Living Area]&lt;br /&gt;
A &#039;&#039;&#039;large discolored area&#039;&#039;&#039; marks the &#039;&#039;&#039;north wall&#039;&#039;&#039; of this room, as if a &#039;&#039;&#039;large picture,&#039;&#039;&#039; or perhaps a mirror, had hung there for many years.  A tattered, broken down wing chair sits next to a small dilapidated table in one corner and an &#039;&#039;&#039;&#039;&#039;old poster bed&#039;&#039;&#039;&#039;&#039; occupies most of the east wall.  Like four bowing monks before a mattress altar, the bed sags from years of humidity and parasites.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look bed&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Uthex&#039;s abode and the Abbot&#039;s wing both have a library. The Loremasters removed all of Uthex&#039;s texts, while the Abbot&#039;s books have crumbled. The room descriptions show discolorations from long-standing objects having been taken away. There is otherwise not much in common or flipped. Uthex had a workshop whereas the Abbot had a meditation reading room. There is no communal living area adjacent to Uthex&#039;s abode, as the Sheruvian monastery was grafted onto the area later. Though if you were being generous as a retcon, you could treat that space as the hooded figure residences. Uthex was working in isolation and the &amp;quot;forces of the Unlife&amp;quot; were presumably the Dark Path theocracy. It seems unlikely the hooded figures were living natively in the Broken Land prior to Uthex, and they are referred to as perverted creations of his in the story.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Tapestry vs. Bas-Relief&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another possible parallel is between the bas relief in the Broken Land, which depicts the moons, and the tapestry in the Monastery which depicts one of those same moons. The tapestry is next to the heavy stone door that is moved with some kind of hydraulic mechanism, which is an entry puzzle if using a familiar, while the analogous exit to the Jagged Plain is a heavy stone chair that moves and is likely steam powered or otherwise driven by heat. There is visible steam just outside the Monastery near the stone door, so it is possible that mechanism was also meant to be steam.&lt;br /&gt;
&lt;br /&gt;
There are thus &amp;quot;automatic doors&amp;quot; in both the Monastery and Uthex&#039;s Abode. It is not absolutely obvious that these were built by different people. It is possible they were both constructed by Uthex, or pre-dated Uthex entirely with the Lords of Essaence or Unlife cultists. Whichever the case, something like this is unlikely to have had no intended concept, because of the design philosophy for the whole region.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Gallery]&lt;br /&gt;
A magnificent modwir armoire and long tapestry dominate this room, which is lined with various pieces of artwork.  Among other pieces of note are an exceptionally well-crafted shadowbox and an elegant oil painting.  Off in a corner of the room stand a stone bust and a bronze statue, each on their own marble pedestal.&lt;br /&gt;
Obvious exits: east, south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
This classic scene is superbly executed in fine, colorful metallic threads.  The &#039;&#039;&#039;Great Moon of Liabo&#039;&#039;&#039; rises over a tranquil sea -- a standard theme throughout the history of Elanthian art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, South Hall]&lt;br /&gt;
Incandescent globes hung from the ceiling cast gloomy lights on the large stone chair at the south end of the room, deepening the shadows of the bas relief above it.  The floor is pitted and marred by long deep gouges.  You also see a hooded figure that appears dead and some concealed stairs.&lt;br /&gt;
Obvious exits: north, east, west&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
&lt;br /&gt;
...................................................&lt;br /&gt;
:         Three Moons On A Starlit Night          :&lt;br /&gt;
: ############################################### :&lt;br /&gt;
: #      _____                 .                # :&lt;br /&gt;
: #     / ()  \      .                  \ /    .# :&lt;br /&gt;
: #    /    :  \  .   .    _   .    .    +    . # :&lt;br /&gt;
: #   |  ..     |         (_)   .       / \     # :&lt;br /&gt;
: #   |    .    |  . .         .   __           # :&lt;br /&gt;
: #   | ()  ..  |      .      .   / .\  .     . # :&lt;br /&gt;
: #.   \      ./                 | .  |   .   . # :&lt;br /&gt;
: #     \_____/       \ /   .     \__/    . .   # :&lt;br /&gt;
: #   .                +                .       # :&lt;br /&gt;
: #  .   .            / \                       # :&lt;br /&gt;
: #.  . .  .    *                   .           # :&lt;br /&gt;
: ############################################### :&lt;br /&gt;
:.................................................:&lt;br /&gt;
&lt;br /&gt;
You recognize that the relief is depicting three of the moons of Elanthia: &#039;&#039;&#039;Liabo,&#039;&#039;&#039; Lornon, and tiny Makiri.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look liabo&lt;br /&gt;
&amp;gt;&lt;br /&gt;
[Assuming you mean the large moon.]&lt;br /&gt;
The largest of the three moons depicted appears to be the moon Liabo.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lornon&lt;br /&gt;
[Assuming you mean the medium moon.]&lt;br /&gt;
The medium size moon depicted appears to be the moon Lornon.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look makiri&lt;br /&gt;
[Assuming you mean the small moon.]&lt;br /&gt;
The smallest of the three moons depicted is much smaller than either the large moon or the medium moon, and probably represents the moon Makiri.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Elanthia moon lore is misleading when applied to this relief. In the Shadow World setting, Mikori does not orbit Orhan, only Tlilok is a sub-moon. This is reflect in the ASCII art itself. Mikori instead orbits Kulthea at relatively large distance, but Mikori is also bigger than Tlilok, unlike the Elanthia setting where Tilaok is significantly larger than Makiri. It is interesting that the in-game text says the much smaller moon &amp;quot;probably&amp;quot; represents Mikori. One subtle point is that Tlilok is not represented on this bas relief. It is not mentioned at all, but should appear with Orhan. The ASCII depicts two sets of parantheses on Orhan. If there had been only one of them, it might be interpreted as Tlilok. Instead it has to be interpreted as craters, and there seems to be a streak of smaller craters. These should not be stars, because Orhan is in the way.&lt;br /&gt;
&lt;br /&gt;
There is possibly a great deal of significance in this fact. Orhan in the dimension of Kulthea was terraformed by the Lords of Orhan when they arrived to this universe, following an interdimensional cataclysm in the First Era. Orhan has oceans and rivers and forests, and substantially is covered in clouds. This depiction of Orhan, in contrast, is cratered and blasted like Earth&#039;s moon. This is implying that these are the moons as they exist in a parallel dimension with its own history. Tlilok may not even be there in this dimension. This suggests it is a dimension where only the Dark Gods were present, rather than being mostly imprisoned on Charon. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Library]&lt;br /&gt;
The tall shelves of this once-magnificent library are now completely bare.  A large globe stands in one corner, covered with a thick layer of dust.  Even though all of the books and scrolls are long gone, the room still carries the odor of old paper and ink.&lt;br /&gt;
Obvious exits: southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look globe&lt;br /&gt;
The globe is covered with a thick layer of dust, but you can still make out the faint outlines of the &#039;&#039;&#039;various continents&#039;&#039;&#039; of Elanthia.  There are stains of rust and corrosion around the spindle through the center of the globe, so it &#039;&#039;&#039;probably won&#039;t spin.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another subtle point is that the globe in Uthex&#039;s library does not spin, which obscures whether there is representation of continents in the eastern hemisphere. These were not known to people of Kulthea, because of the Wall of Darkness. In this alternate dimension the Eyes of Utha and Wall of Darkness likely do not exist. This could be a dimension without the comet Sa&#039;kain, or one in which it grazed or hit Orhan instead of Charon. It is worth considering the possibility that the Jagged Plain and boiling sea of mud itself could be an enormous impact crater. Given the meteor swarm motif of the story.&lt;br /&gt;
&lt;br /&gt;
===Hot Springs and Fog===&lt;br /&gt;
&lt;br /&gt;
The Broken Land and Seolfar Strake both have hot springs. This is canonical in Shadow World, since to the west of where the Monastery is should be located in Quellbourne, there are the Geysers of Galtoth. The mountains in the region were generally volcanic, though some of them were dormant. (This is still reflected in places such as Glatoph.) In the case of the small mountain where the Monastery was built, there is a hot spring inside the mountain. The water outside is ice cold, and will physically injure player characters, but has steaming and bubbling water entering its inner pool. &lt;br /&gt;
&lt;br /&gt;
The waterfall makes the lake churn and bubble, but only in a very localized way. The lake is deep and has no visible drain, which is explained by the underground river as a sink of cold water, which flows west toward the Bay. The sea of mud in the Broken Land, in contrast, is boiling everywhere and erupting with huge geysers. There are no obvious mountain volcanoes in the Broken Land, the mud sea is likely meant to be above a caldera.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
The long lake that spreads out before you looks peaceful and pleasant.  The water at the base of the waterfall churns and bubbles, but the disturbances caused by the falling water are localized and do not spread far, indicating that the lake is very deep indeed.&lt;br /&gt;
Obvious paths: south, northwest&lt;br /&gt;
&amp;gt;nw&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
You are standing at the &#039;&#039;&#039;north end of a long lake.&#039;&#039;&#039;  The water is clear and blue, and looks to be pure and clean.  Looking out across the lake, you can see a tall waterfall at the south end of the lake, cascading down high cliffs to feed the lake.  However, you can see no river or stream carrying the water of the lake away.&lt;br /&gt;
Obvious paths: northeast, southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge sea of boiling mud stretches &#039;&#039;&#039;out to the south.&#039;&#039;&#039;  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, northeast, east, northwest&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The fog beetles are unaffected by the geysers. The geysers hit multiple adjacent rooms simultaneously.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The following map from January 1993 shows that the lake in the puma area has fogged rooms, which increased the defensive bonus of everything in the room by +30. This was notably before the release of the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
 /  \                                                                      \&lt;br /&gt;
| /@ |         Mappe   Of   Ye   Denizens   of   Seolfar   Strake           |&lt;br /&gt;
| \_/______________________________________________________________________/&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|       N                                  ( )--( )--( )                  |&lt;br /&gt;
|       |                                  /           \                  |&lt;br /&gt;
|    W--+--E                      go     /               \                |&lt;br /&gt;
|       |              ( )--( ) trail ( )                ( )              |&lt;br /&gt;
|       S             /     /              - FIRECATS -    \              |&lt;br /&gt;
|                   /     /            ..................... \            |&lt;br /&gt;
|                 ( )   ( )            :      ( )--( )     :  ( )         |&lt;br /&gt;
|                  |     |             :     /        \    :    \         |&lt;br /&gt;
|                  |     |             :   /            \  :      \       |&lt;br /&gt;
|                 ( )   ( )--( )       : ( )  ( )  ( )--( ):       ( )    |&lt;br /&gt;
|                  |           \       :   \    \       /  .  (out)  \    |&lt;br /&gt;
|                  |    BEARS    \     :...  \    \   /   go opening   \  |&lt;br /&gt;
|                 ( )            ( )      :   ( )  ( )  :  .           ( )|&lt;br /&gt;
|                  |        and    \      :     \   |     go cave (in)  | |&lt;br /&gt;
|                  |                 \    :       \ |   :  .            | |&lt;br /&gt;
|                 ( )          BOARS ( )  :        ( )  :  ( )         ( )|&lt;br /&gt;
|                  |                  |   :.............:   |          .  |&lt;br /&gt;
|                  |                  |                     |    down -&amp;gt;  |&lt;br /&gt;
|                 ( )                ( )    - FIRERATS -   ( )    &amp;lt;- up   |&lt;br /&gt;
|  &amp;lt;- climb rock   |                 /                       \      .     |&lt;br /&gt;
|                  |               /                           \   .      |&lt;br /&gt;
|  ( )--( )       ( )           ( )                             ( )       |&lt;br /&gt;
|      /           |              \                                       |&lt;br /&gt;
|    /             |                \     &amp;lt;- go path ............         |&lt;br /&gt;
|  ( )      ( )- -( )               ( )--( )--( ). . : ( )--( ) :         |&lt;br /&gt;
|    \      /                             go trail -&amp;gt;       /   :         |&lt;br /&gt;
|      \  /                                          :    /     :         |&lt;br /&gt;
|      ( )                    .......................: ( )      :         |&lt;br /&gt;
|                             :                        /        :         |&lt;br /&gt;
|                             :           . . . . . ./. . . .   :         |&lt;br /&gt;
|                             :  + 30 to  .       ( )       .   :         |&lt;br /&gt;
|                             :  your DB  .      /   \      .   :         |&lt;br /&gt;
|                             :  and the  .    /  fog  \    .   :         |&lt;br /&gt;
|                             :   puma&#039;s  . ( )        ( )  .   :         |&lt;br /&gt;
|                             :           . .|. . . . . | . .   :         |&lt;br /&gt;
|                             :              |          |       :         |&lt;br /&gt;
|                             :             ( )        ( )      :         |&lt;br /&gt;
|                             :     |                go rock    :         |&lt;br /&gt;
|                             : - PUMAS -          go shore     :         |&lt;br /&gt;
|                             :     |            ( )            :         |&lt;br /&gt;
|                             :.................................:         |&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|  _______________________________________________________________________|_&lt;br /&gt;
 \/________________________________________________________________________/&lt;br /&gt;
&lt;br /&gt;
- [[Kelfour Edition volume III number VIII]] (Kalagay Halatil; January 1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The southern rooms of the Jagged Plain, nearest to the boiling sea of mud, produce a heavy fog which created its own +30 DB in the room. While this is relatively well known, the presence of the fog on the lake in pumas is much more obscure now. They are both on the north side of the bodies of liquid. The difference is that the Misty Chamber is south of the lake, while the chamber in the Broken Land is north of the boiling sea of mud. They are both inside a cliff. &lt;br /&gt;
&lt;br /&gt;
The cliff in the Seolfar Strake runs east to west on the south end of the lake, whereas the cliff in the Broken Land is north of the mud sea, and curves north to south on the west side (and implicitly keeps wrapping around to the east given the shape of the Dark Grotto tunnels.) There is a forest reaching up to a few feet of the west side of the lake, whereas the crystal forest in the Broken Land reaches up to the edge of the boiling mud on the east side of the Jagged Plain. Because of the crystal forest blocking the way, we are limited to the northwest corner of the mud sea. This gives a sense of scale for how much bigger it is than seen in accessible locations.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
 ________________________________________________________________________&lt;br /&gt;
/ \                                                                      \&lt;br /&gt;
\_@|                     - Map of the Broken Land -                      |&lt;br /&gt;
   |                                                                     |&lt;br /&gt;
   |         UTHEX&#039;S ABODE                     THE PLAIN                 |&lt;br /&gt;
   |                                                                     |&lt;br /&gt;
   |                                                     sharp           |&lt;br /&gt;
   |                                                     crystals        |&lt;br /&gt;
   |   runestone -&amp;gt; 1                           3--3--3                  |&lt;br /&gt;
   |   room         ^                          /|\/|\/|\                 |&lt;br /&gt;
   |                |                         / |/\|/\| \                |&lt;br /&gt;
   |               go                        4--4--4--4--4   &#039;6&#039; marks   |&lt;br /&gt;
   |            1 arch, 1       unscalable  /|\/|\/|\/|\/|\     dome     |&lt;br /&gt;
   |             \ out /          cliffs   / |/\|/\|/\|/\| \             |&lt;br /&gt;
   |              \ | /                   3--4--5-(5)(5)(4)-3            |&lt;br /&gt;
   |               \v/                    |\/|\/|\/|\/|\/|\/| &#039;()&#039; marks |&lt;br /&gt;
   |                1                     |/\|/\|/\|/\|/\|/\|  fogged    |&lt;br /&gt;
   |                |                 +--&amp;gt;3-(4)(5)(6)(5)(4)(3) rooms     |&lt;br /&gt;
   |                |                 |    \ |\/|\/|\/|\/| /             |&lt;br /&gt;
   |                |                 |     \|/\|/\|/\|/\|/              |&lt;br /&gt;
   |            1---1---1       out,  |     (4)(5)(5)(5)(4)              |&lt;br /&gt;
   |                ^          go open|      |\/|\/|\/| /      boiling   |&lt;br /&gt;
   |     getting    |                 |      |/\|/\|/\|/       mud       |&lt;br /&gt;
   |     stairs to  |                 +-&amp;gt;   (4)(4)(4)(4)                 |&lt;br /&gt;
   |     appear     +-------&amp;gt; 1 &amp;lt;------+|     \ |\/| /                   |&lt;br /&gt;
   |     is a      go stair             |      \|/\|/  +----------------+|&lt;br /&gt;
   |     puzzle        finger-                 (3)(3)  |numbers indicate |&lt;br /&gt;
 _ |                   shaped                          |pp&#039;s lost per min|&lt;br /&gt;
/ \|                   boulder                         +----------------+|&lt;br /&gt;
\@/______________________________________________________________________/&lt;br /&gt;
&lt;br /&gt;
- [[Kelfour Edition volume IV number V]] (Trachten, October 1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another geographical point worth considering is that the Seolfar Strake is bordering the northern edge of the High Plateau. This is the plateau where the Graveyard is on a northward-facing edge of it. The High Plateau is made of limestone, and would be to the south and east of Seolfar Strake. In the Broken Land the cliffs are implicitly limestone and oriented to the north and west of the boiling sea of mud. One subtle point is that while the magru eat away tunnels in the Dark Grotto, the ratsnakes under the Monastery are not adequately parallel to that concept. In the background material for Quellbourne, the High Plateau does have an analog of this very thing, a roa&#039;ter-like creature called a &amp;quot;tergon&amp;quot; that subsists somehow on eating through the limestone of the plateau. Tergons were set free on the High Plateau by Zenon late in the Third Era. Zenon was a sorcerer who, like Uthex, was corrupted into madness by servants of the Unlife.&lt;br /&gt;
&lt;br /&gt;
In the later Shadow World source materials, the Black Forest of Dir would pass through this northern borderland near the ruins of Quellburn, but that was not established yet during the I.C.E. Age of GemStone III. Dir was only known to be somewhere around Lu&#039;nak in northwest Jaiman. In the early 1990s that was only referenced in the Shards section on the next page from the Gogor section concerning Kadaena&#039;s artificial constructs.&lt;br /&gt;
&lt;br /&gt;
===Huge Cavern===&lt;br /&gt;
The &amp;quot;Huge Cavern&amp;quot; in the Broken Land corresponds to the &amp;quot;Huge Cavern&amp;quot; inside the cliff in the Seolfar Strake. The Broken Land cavern has a trickle of water flowing down within it, and a relatively small pool of water, while the Seolfar Strake version is behind a waterfall and flooded as an underground lake. One has a tiny rivulet that cuts a flute into the rock, while the other has a powerful underground river. They both serve as the atrium for their respective monasteries. The rock-cut portico entrance to the Monastery has a few small steps and oriented west, while the rock-cut stairwell to the Dark Shrine is gargantuan and oriented east. One is below ground and the other high above ground.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
A large stone structure rises up out of the sandy cavern floor.  It appears as if the face of this building has been carved from the very rock of the cavern, since you can see neither joint nor seam where the structure meets the cavern wall.  Six massive stone columns support a narrow roof which juts out over the &#039;&#039;&#039;few steps&#039;&#039;&#039; in front of a huge set of stone doors.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
A &#039;&#039;&#039;broad stair of gigantic proportion&#039;&#039;&#039; has been carved into the face of the north wall of the huge cavern.  The gargantuan &#039;&#039;&#039;stairway trails upward, out of sight,&#039;&#039;&#039; following the wall of the cavern to the east.  The unnatural flora of the cavern ends abruptly at the edge of the stone platform that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is also bioluminescent moss and lichen in both of the Huge Caverns, though it is not as extreme as the fungal forest of the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this huge featureless cavern is covered with clean white sand.  Wisps of steam rise off a small underground pool nearby.  &#039;&#039;&#039;Bright luminescent mosses and lichens&#039;&#039;&#039; cling to walls of the cavern, providing a &#039;&#039;&#039;dim but steady light.&#039;&#039;&#039;  Far to the west end of the cavern, you can see what looks like a massive stone structure.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Molds and mosses&#039;&#039;&#039; growing on the sides of the stone spires take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The &#039;&#039;&#039;dim illumination&#039;&#039;&#039; provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both of the sides have water that leaks out of a crack in the cavern wall. In the Seolfar Strake side it is a hot spring that heats up the cold water from the waterfall and lake outside, whereas in the Broken Land it is implicitly most likely supposed to be ice melt. In the Monastery side it makes a point of the stream causing echoing sounds. The beach is most likely quartz sand, which comes from geothermal water. But it could be eroded limestone. The pool in the Broken Land is instead on the far wall opposite from the source of the stream, and has mossy underbrush rather than a beach.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Underground Lake]&lt;br /&gt;
A wash of steam rises from the water that bubbles out of a &#039;&#039;&#039;small crack in the cavern wall.&#039;&#039;&#039;  The hot spring has warmed the water of this small &#039;&#039;&#039;underground pool&#039;&#039;&#039; enough to make it comfortable to wade in.  Echoes of the running water ring from the walls of the surrounding cavern.  A narrow sandy beach rises up out of the water, leading to the floor of the huge cavern.  To the east, you can see a small opening just below the water line.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The muted gurgle of running water is an odd intrusion into the quietude of the cavern.  A weak flow of water emerges from a &#039;&#039;&#039;small crack high up on the western cavern wall&#039;&#039;&#039; and cascades down over the stone to collect in a small rivulet that runs off to the east.  The stream presents no barrier to passage, being only a foot or two wide, and it is only the shallow stone channel, etched into the floor of the cavern by the flow of water over uncounted years, that keeps it from simply spreading out.&lt;br /&gt;
Obvious exits: north, northeast, east, southeast, south, southwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The shallow stream flowing in from the west empties into a &#039;&#039;&#039;broad pool&#039;&#039;&#039; which butts against the east wall of the cavern.  The surface of the pool is marked with occasional ripples, as if something were moving around below the surface of the water.  Along the bank of the pool, the moss is thick and bushy, providing homes for the small lizards that you can see darting around between the rocks and fungi.&lt;br /&gt;
Obvious exits: southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The other side of this &amp;quot;small opening&amp;quot; is another huge cavern with the rest of the underground lake. It has a high ledge on the wall, which can be taken to correspond to the top of the stairwell, in the Broken Land version. The huge stairs run from west to east along the north wall, so the broad ledge is on the east wall in both cases.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
A broad underground lake fills this &#039;&#039;&#039;huge cavern that stretches out to the south and east.&#039;&#039;&#039;  The water that you are wading through is shallow, but the currents caused by the water falling just outside of the cavern opening pull and tug you in many directions.  High up on one wall of the cavern there is a &#039;&#039;&#039;broad ledge.&#039;&#039;&#039;  You also see a waterfall.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look ledge&lt;br /&gt;
There is a broad ledge high up on the east wall of the cavern.&lt;br /&gt;
&amp;gt;look waterfall&lt;br /&gt;
A broad curtain of water spreads across the entire opening that leads out of the cavern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A broad stair of gigantic proportion has been carved into the face of the north wall of the huge cavern.  The gargantuan stairway trails upward, out of sight, following the &#039;&#039;&#039;wall of the cavern to the east.&#039;&#039;&#039;  The unnatural flora of the cavern ends abruptly at the edge of the &#039;&#039;&#039;stone platform&#039;&#039;&#039; that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&lt;br /&gt;
You struggle to climb up over several of the huge steps.&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A gargantuan stairway descends from &#039;&#039;&#039;the landing&#039;&#039;&#039; here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In contrast to the small shallow stream cutting through the Dark Grotto cavern, there is a shallow underground lake flooding the cavern outside the Monastery. Water drips from the ceiling, but lands in the water. Consequently there are no stalagmites in the Seolfar Strake version. There may have been stalactites from the ceiling, but the pile of crumbled rock could mean they have collapsed under their own weight. It is not entirely obvious that the monoliths in the Dark Grotto are meant to actually be stalagmites, they might be meant to only superficially resemble stalagmites because Morgu hates rain and running water. Though an actual stalactite does appear in the tunnels.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The splashing sounds that you make as you wade through the still water of the underground lake echo off the walls of this huge cavern.&lt;br /&gt;
Obvious exits: north, northeast, east&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
[go2: travel time: 0:00:06]&lt;br /&gt;
--- Lich: go2 has exited.&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
A slow but &#039;&#039;&#039;steady dripping from somewhere above creates ringed patterns in the lake surface.&#039;&#039;&#039;  The flat plunking noise disturbs the cathedral-like silence of the cavern.  You also see a &#039;&#039;&#039;pile of crumbled rock.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: north, west, northwest&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The water is calm and shallow.  You can hear the dim rumble of the nearby waterfall.&lt;br /&gt;
Obvious exits: south, southwest, west&lt;br /&gt;
&amp;gt;w&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The water that you are wading through is crystal clear.  There is firm footing on the rocky bottom of the shallow lake that spreads out to fill this huge cavern.&lt;br /&gt;
Obvious exits: north, east, southeast, south&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an eerie, other-worldly vista, filled with &#039;&#039;&#039;tall spires of stone and crystal,&#039;&#039;&#039; and dotted with growths of giant mushrooms and huge fans of lichen.  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of mold, moss, lichen and fungi fill the underground landscape, some of them glowing with pale unearthly light that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: northeast, east&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
Molds and mosses growing on the sides of &#039;&#039;&#039;the stone spires&#039;&#039;&#039; take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The dim illumination provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a &#039;&#039;&#039;small stream&#039;&#039;&#039; that winds its way through &#039;&#039;&#039;the tall stone spires,&#039;&#039;&#039; creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a sweet, but slightly fetid odor.  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.&lt;br /&gt;
Obvious exits: north, east, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Grotto===&lt;br /&gt;
The Dark Grotto in general corresponds to various locations in the Seolfar Strake. These parallel rooms are fairly blatant. Some of these were not added into the game until after the I.C.E. Age, but due to the correspondences, presumably were built earlier and only connected later. The blackened cave remarkably has obsidian in its depths, and thereby makes volcanism blatant, which is somewhat (though not entirely) a contrast to the limestone karst geology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Smokey Cave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Smokey Cave has direct correspondences between some of its rooms and those of the Dark Grotto. They are generally smooth, but mostly straight, whereas the Dark Grotto is windy. There is a pervasive odor in both places, strong in the Smokey Cave, while subtle but stinging and irritating in the Dark Grotto. In the case of the Dark Grotto it is implicitly a form of sulfur, while it is soot in the Smokey Cave. The strange grit in the Dark Grotto could be sulfur powder, which is actually a fungicide, or a similar sulfurous compound. But sulfur is used a recognizable scent elsewhere, so it might be dried &amp;quot;moonmilk&amp;quot;, which is made from limestone.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Tunnel]&lt;br /&gt;
You are in a &#039;&#039;&#039;broad twisting tunnel.&#039;&#039;&#039;  There is a &#039;&#039;&#039;strong odor&#039;&#039;&#039; of burnt wood pervading &#039;&#039;&#039;the entire area.&#039;&#039;&#039;  The floor, walls and ceiling of the entire length of this tunnel are covered in the same &#039;&#039;&#039;fine black grit&#039;&#039;&#039; as you have seen throughout all of these caves. &lt;br /&gt;
Obvious exits: east, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Small Tunnel&#039;&#039;&#039;]&lt;br /&gt;
A peculiar smell permeates the area, irritating your nose and eyes.  The odor is &#039;&#039;&#039;not strong&#039;&#039;&#039; and has &#039;&#039;&#039;no discernible source&#039;&#039;&#039;, but it leaves a bitter, foul taste in the back of your mouth.  The stench only adds to the general feeling of discomfort in the &#039;&#039;&#039;narrow confines&#039;&#039;&#039; of the tunnel.  You also see a magru.&lt;br /&gt;
Obvious exits: south, northwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  &#039;&#039;&#039;A strange, gritty substance&#039;&#039;&#039; covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both versions have a tunnel room where sound becomes unusually muffled and quiet. The Smokey Cave form makes it sound like the grit is absorbing the sound. Soft surfaces tend to absorb sound and hard surfaces reflect them. Though this seems implausible and would be inconsistently applied. There are also metamaterials where the shape of surfaces causes sound to be greatly reduced, but these did not exist yet in the 1990s.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Tunnel]&lt;br /&gt;
As you progress down the tunnel, the black grit that seems to cover everything grinds underfoot.  &#039;&#039;&#039;All echoes of your footfalls sound muffled and any sounds you make will not travel very far.&#039;&#039;&#039;  You also see a fire rat.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
&#039;&#039;&#039;The tunnel is quiet.  Abnormally so.&#039;&#039;&#039;  Even the sounds that you make as you navigate the tunnel are &#039;&#039;&#039;muted and seem to die in the air almost immediately.&#039;&#039;&#039;  There are &#039;&#039;&#039;no echoes&#039;&#039;&#039; from the stone surfaces as one might expect in a tunnel through solid rock.&lt;br /&gt;
Obvious exits: northeast, south, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both sides have a room with a &amp;quot;huge stalactite&amp;quot; that descends almost to the floor. In the Smokey Cave it comes within inches of the floor, while in the Dark Grotto it is a few feet above a small pool of water, formed from the water dripping down the stalactite. In the case of the Dark Grotto, the pool explains the absence of a stalagmite under it. The sulfurous odor of the water is interesting, because stalactites are supposed to be formed by carbonic acid.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
This &#039;&#039;&#039;large round cavern&#039;&#039;&#039; has a high, domed ceiling.  A &#039;&#039;&#039;huge stalactite&#039;&#039;&#039; descends from the ceiling at the center of the cavern, reaching down to &#039;&#039;&#039;within inches of the cavern floor.&#039;&#039;&#039;  The same black grit seems to cover everything.&lt;br /&gt;
Obvious exits: north, northwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
A single &#039;&#039;&#039;huge stalactite&#039;&#039;&#039; descends from the ceiling at the center of this &#039;&#039;&#039;small cavern.&#039;&#039;&#039;  The uneven walls of the cavern have been worn smooth, as have the walls of the small tunnels leading into the cavern.  Every minute or so, the intense quiet of the cavern is shattered by the sound of a single drop of water, falling from the tip of the stalactite into a small pool that has collected in a depression at the center of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest, northwest&lt;br /&gt;
K&amp;gt;look stalactite&lt;br /&gt;
The stalactite is formed from grey stone with pink and orange striations.  The stone has an almost translucent quality with a waxy appearance.&lt;br /&gt;
K&amp;gt;look pool&lt;br /&gt;
The small pool lies in the center of the cavern, &#039;&#039;&#039;a few feet below the tip of the huge stalactite&#039;&#039;&#039; that descends from the ceiling of the cavern.&lt;br /&gt;
K&amp;gt;look water&lt;br /&gt;
The water is clear, with a slightly &#039;&#039;&#039;sulfurous odor.&#039;&#039;&#039;&lt;br /&gt;
K&amp;gt;look in pool&lt;br /&gt;
In the small pool:&lt;br /&gt;
Misc [1]: some water&lt;br /&gt;
Total items: 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both sides have a cavern where there is a bowl shaped depression in the floor. In the Smokey Cave this is filled up with the black grit, while in the Dark Grotto the depression is filled with cave pearls.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this small cavern &#039;&#039;&#039;dips at the center to form a small basin.&#039;&#039;&#039;  The black grit that seems to cover everything has collected in the depression.  The thick collection of grit moves in waves when it is disturbed, almost as if it were a liquid.  You also see a jagged crevice.&lt;br /&gt;
Obvious exits: southeast&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this small round cavern &#039;&#039;&#039;dips suddenly down, forming a kind of bowl&#039;&#039;&#039; with the lowest point at the &#039;&#039;&#039;center of the cavern.&#039;&#039;&#039;  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all dark grey balls of smooth stone, about ten inches in diameter.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both have a huge cavern where there are hollows carved into the stone walls. These appear to be artificial and related to what resides in the caverns, but it only explicitly says that in the Dark Grotto. The Smokey Cave also has a cavern with a high domed ceiling, but it is not the same room.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Cavern]&lt;br /&gt;
You are in a huge, irregularly shaped cavern.  It appears as if &#039;&#039;&#039;shallow hollows&#039;&#039;&#039; have been carved from the stone walls all around the cavern.  Each of the hollows is approximately 7 feet long, 4 feet high and 4 feet deep, and all appear to be empty.  All surfaces are covered with a fine black grit.&lt;br /&gt;
Obvious exits: northeast, southeast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been &#039;&#039;&#039;hollowed out,&#039;&#039;&#039; forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  &#039;&#039;&#039;Deep niches&#039;&#039;&#039; line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
K&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blackened Cave was not added onto the Smokey Cave until the later 1990s, but it has much the same features as the Dark Grotto as well. One end of it interestingly is made of obsidian, which is a volcanic rock rather than the limestone of ordinary karst geology. These caves may have been intended to be a volcanic pseudokarst, with the stalactites and stalagmites actually made of lava. If that is the case the dripping water in the Blackened Cave is misleading.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You carefully climb down the jagged crevice.&lt;br /&gt;
[Blackened Cave, Cavern]&lt;br /&gt;
A &#039;&#039;&#039;faint, greenish light&#039;&#039;&#039; fills this cavern.  You notice that &#039;&#039;&#039;the light stems from the lichen-covered walls.&#039;&#039;&#039;  In spaces between the lichen, flow a few grainy rivulets.  The ground is covered with heaps of dark grit, which makes walking rather difficult.  A jagged crevice can be seen in the shadows.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel meanders through the surrounding stone, twisting and turning, rising and falling with no particular regularity or pattern.  The stone surface is irregular, but the tunnel maintains the same general size and shape as it continues along.  The &#039;&#039;&#039;dim, green illumination,&#039;&#039;&#039; provided by patches of &#039;&#039;&#039;glowing lichen that dot the walls,&#039;&#039;&#039; makes visibility poor and you find yourself squinting at the dark features of the tunnel walls.&lt;br /&gt;
Obvious exits: south, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The stalactites in the Blackened Cave are covered with lichen, which is the same concept used in the Huge Cavern of the Dark Grotto, except those &amp;quot;stone spires&amp;quot; are stalagmites or resemble them. There are no stalactites visible in the Huge Cavern, either from not existing, or because it is too dark and the ceiling is too high up out of sight. If these spires are artificial or formed in some other way, it would be consistent with Morgu avoiding falling water. &lt;br /&gt;
&lt;br /&gt;
There is no indication of fallen stalactites in the Dark Grotto, but there might be with the rock pile in the Underground Lake outside the Monastery. The Blackened Cave version is thus interesting because it indicates this concept was known and considered. Assuming it was the same creator.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Blackened Cave, Cavern]&lt;br /&gt;
Large, &#039;&#039;&#039;lichen-covered stalactites&#039;&#039;&#039; hang from the low cavern ceiling.  Should one of them &#039;&#039;&#039;fall on you,&#039;&#039;&#039; it would surely mean your death.  The treacherously loose ground doesn&#039;t really help matters much at all.&lt;br /&gt;
Obvious exits: north, southwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
&#039;&#039;&#039;Molds and mosses growing on the sides&#039;&#039;&#039; of &#039;&#039;&#039;the stone spires&#039;&#039;&#039; take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The dim illumination provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a giant chamber in the Blackened Cave, which is called a &amp;quot;grotto,&amp;quot; with many stalagmites and a shallow pool formed from falling water. It is one of the most blatant parallels to the Dark Grotto, as strange fungi grow everywhere, which it calls an &amp;quot;otherworldly atmosphere.&amp;quot; This is the same language used in the Huge Cavern, which describes it as an &amp;quot;eerie, other-worldly vista.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Blackened Cave, Chamber]&lt;br /&gt;
This &#039;&#039;&#039;giant, underground chamber is filled with stalactites and stalagmites&#039;&#039;&#039; of every size.  The sound of dripping water echoes through &#039;&#039;&#039;the grotto,&#039;&#039;&#039; the water collecting in a &#039;&#039;&#039;shallow pool&#039;&#039;&#039; nearby.  &#039;&#039;&#039;Strange forms of fungi grow everywhere, adding to the otherworldly atmosphere&#039;&#039;&#039; of this place.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark &#039;&#039;&#039;Grotto&#039;&#039;&#039;, &#039;&#039;&#039;Huge Cavern&#039;&#039;&#039;]&lt;br /&gt;
A broad stair of gigantic proportion has been carved into the face of the north wall of the huge cavern.  The gargantuan stairway trails upward, out of sight, following the wall of the cavern to the east.  The unnatural flora of the cavern ends abruptly at the edge of the &#039;&#039;&#039;stone platform&#039;&#039;&#039; that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, &#039;&#039;&#039;other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Abandoned Mine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Abandoned Mine by the krolvin warfarers had a cavern added onto it in the late 1990s, but it has some remarkable similarity in concept to the Huge Cavern in the Dark Grotto. Both depict a &amp;quot;forest&amp;quot; of stalagmites, though the Abandoned Mine has an external light source rather than glowing fungus. The interesting point of the Abandoned Mine interpreted as a parallel is that it makes explicit some of the more implicit notions in the Dark Grotto. It outright mentions the &amp;quot;dreams&amp;quot; theme, which is deep subtext in the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Abandoned Mine, Cavern]&lt;br /&gt;
Light trickles down from fissures in the natural ceiling high overhead, dappling the floor below and glancing off the &#039;&#039;&#039;hundreds of stalagmites and stalactites&#039;&#039;&#039; that have turned this chamber into a symphony of brilliant color.  You also see a narrow opening and a &#039;&#039;&#039;spectacular forest of stalagmites&#039;&#039;&#039; rising up from the floor.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
&amp;gt;look stalagmite&lt;br /&gt;
A myriad of hues ranging from deepest blue to palest pink soar almost out of sight in this extremely deep cavern.  As you stare at this beautiful example of nature&#039;s artistry, it brings to mind an enchanted forest, sparkling with ethereal beams of light and colors usually seen &#039;&#039;&#039;only in dreams.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Dark Grotto has spires of crystals, which implicitly act like prisms. The cavern in the Abandoned Mine explicitly refers to stalactites and stalagmites, and huge crystals acting as prisms, as well as the material being limestone. The Blackened Cave in contrast never uses the word limestone, and has a room which explicitly talks about obsidian.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Cavern, &#039;&#039;&#039;Stalagmite Forest]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tall columns of limestone surge upward&#039;&#039;&#039; from floor to ceiling, mingling there with splendid formations of multicolored stalactites that drape like a magical canopy over this enchanting forest.  At the very highest point of the expansive ceiling, a &#039;&#039;&#039;large cluster of crystals&#039;&#039;&#039; have formed, and each flicker of light passing through the &#039;&#039;&#039;natural prisms splits into thin beams that dance across the cavern.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: northeast, southeast, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else the Abandoned Mine cavern makes explicit is that the water flow in the cavern is making natural &amp;quot;music.&amp;quot; This is much more subtle in the Dark Grotto, which might instead be invoking this with subtle wordplays. The amplifying &amp;quot;amphitheater&amp;quot; in the Dark Grotto arguably acts like a water organ, where caves have been used [https://www.alamy.com/the-water-organ-of-clement-viii-in-the-quirinal-palace-the-dark-archway-in-centre-leads-to-the-forge-of-vulcan-a-cave-in-which-life-sized-automata-were-formerly-worked-by-water-power-the-organ-has-been-silent-for-many-years-image268840339.html historically] for making [https://en.wikipedia.org/wiki/Great_Stalacpipe_Organ pipe organs]. The stream is carving out in the stone what in geology is called a &amp;quot;flute&amp;quot;, while the entrance to the Dark Shrine above is &amp;quot;bored&amp;quot;, where the &amp;quot;bore&amp;quot; is the interior chamber of wind instruments. The magru are hypnotically pulsing in rhythm. This may play off the gibbering amorphous dancers and Nyarlathotep&#039;s eldritch piping in the Lovecraft framework.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Abandoned Mine, Cavern]&lt;br /&gt;
The &#039;&#039;&#039;rhythmic sound&#039;&#039;&#039; of water dripping against stone somewhere beyond this immense cavern echoes pleasantly in the darkness.  Here amid some of her most beautiful creations, the &#039;&#039;&#039;sweet music of Nature&#039;&#039;&#039; at work is both a reminder of the past and a promise for the future.  You also see a spectacular forest of stalagmites rising up from the floor.&lt;br /&gt;
Obvious exits: south, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Monastery Sewer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the Dark Shrine interpreted as a parallel to the Monastery, the tunnels of the Dark Grotto become an analog to the Monastery sewer. On the south western end of both there is a pile of stones, and on the eastern end there is a collection of &amp;quot;remnants.&amp;quot; In the Sewer the stones are dragged to the west by ratsnakes, which slither their way through the sewer and leave tracks. These used to be mechanical creatures, but currently only appear as a messaging, when the basket is reset for the counterweight puzzle for the stone door.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This is the drainoff area for the Monastery&#039;s sewage. Before you is also the mouth of a surprisingly large underground river, flowing swiftly past. Some sort of animal has made a rather large &#039;&#039;&#039;pile of rocks&#039;&#039;&#039;, which lies directly on the edge of the river. In the pile you can see bits of shiny metal, but nothing large. Near the east wall hangs an iron ring, apparently to control the door in times of emergency. You also see an open copper door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;gt;tell familiar to get rock&lt;br /&gt;
You sense understanding from your tabby cat.&lt;br /&gt;
The tabby cat carefully picks up an &#039;&#039;&#039;oddly shaped rock&#039;&#039;&#039; in her mouth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  &#039;&#039;&#039;Large round stones,&#039;&#039;&#039; all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are &#039;&#039;&#039;heaped in a loose pile&#039;&#039;&#039; at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
The stones are &#039;&#039;&#039;fairly uniform in size, shape and color.&#039;&#039;&#039;  They are all dark grey balls of smooth stone, about ten inches in diameter.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
By analogy, these dark grey balls of smooth stone in the Dark Grotto are cave pearls, but made literal with the magru. The magru slither and sidewind their way through the tunnels, and collect gems that their acid does not dissolve within themselves. The pulverized limestone dust would then coat these seeds of gems and grit, similar to an oyster gradually making a pearl. The magru may then be interpreted as piling them in a far corner.&lt;br /&gt;
&lt;br /&gt;
In contrast, the magru are flesh eaters and strip bare their prey down to the skeleton, which amount to &amp;quot;remnants&amp;quot; of waste for them. The magru have piled all this skeletal matter into a huge pit on the eastern side of the Dark Grotto. This is the analog of the room under the privy in the Monastery. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;tell familiar to go privy&lt;br /&gt;
[Inside the Privy]&lt;br /&gt;
This room is fairly simplistic in its design, as many rooms of this sort are. Bare brick walls, blackened with ages of damp and mildew, look upon an unassuming &#039;&#039;&#039;privy hole in the center of the room.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell familiar to go hole&lt;br /&gt;
The cat just squeezed into the hole.&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; &#039;&#039;&#039;raised ledges along the sides provide a convenient walkway raised slightly above&#039;&#039;&#039; the main sewage trench in the center. A pipe leads up and out, through what looks like the underside of a privy chute. &#039;&#039;&#039;Around you lie the remnants of, well, remnants.&#039;&#039;&#039; You also see a fluffy tabby cat.&lt;br /&gt;
Obvious exits: west, out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A &#039;&#039;&#039;broad ledge&#039;&#039;&#039; runs all the way around the edge of this cavern, circling a &#039;&#039;&#039;huge pit at the center.&#039;&#039;&#039;  The ledge is smooth and even, with plenty of room for you to &#039;&#039;&#039;walk around.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: southwest&lt;br /&gt;
K&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&amp;gt;look pit&lt;br /&gt;
The &#039;&#039;&#039;deep pit&#039;&#039;&#039; in the center of the room is partially filled with a &#039;&#039;&#039;variety of bones, large and small.&#039;&#039;&#039;  The skeletal melange lies &#039;&#039;&#039;far down&#039;&#039;&#039; inside of the pit.&lt;br /&gt;
&amp;gt;go pit&lt;br /&gt;
You will have to climb that.&lt;br /&gt;
&amp;gt;climb pit&lt;br /&gt;
You carefully make your way down into the pit.&lt;br /&gt;
[Deep Pit]&lt;br /&gt;
A &#039;&#039;&#039;deep layer of old bones&#039;&#039;&#039; forms the floor of this deep pit. The high straight walls are rough and irregular, riddled with cracks and sharp protrusions of stone.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
R&amp;gt;look bone&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
Bones of all sizes and shapes are collected here, ranging from the tiny skulls of common mice to huge thigh bones from some unrecognizable creature.&lt;br /&gt;
R&amp;gt;look wall&lt;br /&gt;
The walls are high and straight, and riddles with shallow cracks and sharp protrusions of stone.&lt;br /&gt;
R&amp;gt;climb wall&lt;br /&gt;
You carefully make your way up the wall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Shrine===&lt;br /&gt;
The Monastery and the Dark Shrine may be regarded as a dark mirror of each other. They both symbolize the Eucharist ritual on an allegorical level. The brass gong in the Dark Shrine would act as an [https://en.wikipedia.org/wiki/Altar_bell altar bell], though gongs are disallowed by the Vatican. The Monastery chapel is oriented toward liturgical west, while the Dark Chapel is oriented toward liturgical east. Both have smashed stone altar tables. They both have braziers by the altar and a hidden passageway. There was a fire set in the chancel of the Monastery, whereas in the Dark Shrine, there was a fire set in the library.&lt;br /&gt;
&lt;br /&gt;
The dark stains on the altar of the Dark Shrine is notable, because there are black stains down the sacrarium of the Monastery altar at the sewer level. Keeping with the parallel, the monks likely used the altar for their lich ritual, and then destroyed their own altar. The dark fluid may be read as a Black Mass style perversion of holy oil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;go door&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Altar]&#039;&#039;&#039;&lt;br /&gt;
This altar shows the only signs of age or destruction that you have seen anywhere in the monastery.  The altar is badly burned and the &#039;&#039;&#039;long stone altar table has been shattered into more than a dozen pieces.&#039;&#039;&#039;  A tall &#039;&#039;&#039;brazier&#039;&#039;&#039; mounted from a long pole in the floor of the room stands to one side, but the supporting pole has been bent and twisted.  There is a large iron chest on the floor behind what was once the altar, badly blackened and charred by the fire that must have occurred here.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&amp;gt;look braz&lt;br /&gt;
The large brazier is made from brass and mounted on a long pole that is sunk into the floor.&lt;br /&gt;
&amp;gt;look chest&lt;br /&gt;
The chest is made from wood bound with iron bands.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The &#039;&#039;&#039;low stone altar&#039;&#039;&#039; is covered with dark stains.  One &#039;&#039;&#039;corner of the altar has been broken off,&#039;&#039;&#039; and several of the hideous faces and figures carved into the stone walls have been &#039;&#039;&#039;smashed.&#039;&#039;&#039;  Large iron &#039;&#039;&#039;braziers,&#039;&#039;&#039; covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.  You also see a dark vortece.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with &#039;&#039;&#039;&#039;&#039;dark stains,&#039;&#039;&#039;&#039;&#039; and one corner has been broken off.&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the rim of the huge corroded disk to the center.&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the shape of a huge toad, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of sycophants, dressed in long black robes surround a low stone altar similar to the one in this room.  The figure of a man, twisted and broken, lies on the surface of the stone table while another dark shape &#039;&#039;&#039;&#039;&#039;pours some foul looking fluid&#039;&#039;&#039;&#039;&#039; from a small urn out over the tortured man&#039;s body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen a drain in the bottom curve of what, from all appearances, was once a &#039;&#039;&#039;&#039;&#039;sacrificial altar. Black stains course down the walls&#039;&#039;&#039;&#039;&#039; and spot the floor, old enough to be little more than dust now. Near the west wall hangs an iron ring, apparently to raise and lower the door in times of emergency. You also see an iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The foul looking fluid from the urn is what is seen in the Dark Shrine storage room. The urn is essentially a [https://en.wikipedia.org/wiki/Chrism chrismarium], which would be shaped like an amphora. It is implicitly the foul nutritive fluid that the gogor feed upon in their tall stone jars while hibernating. The ritual on the tapestry suggests it may be used to created the gogor from sacrificed worshippers, though it might instead be the way the fluid is made nutritious for pre-existing gogor.&lt;br /&gt;
&lt;br /&gt;
The altar is implicitly in a chancel, just as it is in the Monastery. There is no altar rail in the Dark Shrine. But its chapel does have a (monstrous) mosaic set into the floor, just as the Monastery does depicting the Light Gods. The Dark Shrine also has a vestry room, unlike the Monastery, with what would implicitly be a tabernacle and ambries.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Chapel]&#039;&#039;&#039;&lt;br /&gt;
Colorful tiles form a &#039;&#039;&#039;mosaic on the floor&#039;&#039;&#039; of this small chapel.  There are no benches or pews, but there is a low kneeling rail at the west end of the room, separating the main chapel area from the altar to the west.  You also see a low arch.&lt;br /&gt;
Obvious exits: northeast, southeast, west&lt;br /&gt;
&amp;gt;look rail&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The low rail serves to separate the main chapel from the altar beyond.  The rail is made from rare black modwir wood.&lt;br /&gt;
&amp;gt;look mosaic&lt;br /&gt;
The mosaic represents several images of the &#039;&#039;&#039;Lords of Liabo.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Chapel]&#039;&#039;&#039;&lt;br /&gt;
A &#039;&#039;&#039;mosaic pattern set into the floor&#039;&#039;&#039; depicts the image of a &#039;&#039;&#039;horrible beast, and more hideous figures&#039;&#039;&#039; are carved into the stone around an arch that leads to the east.  Whatever dark rituals were once performed in this evil place seem still to resonate, filling the chamber with dread.  You also see a dark vortece.&lt;br /&gt;
Obvious exits: east, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It is something of a stretch. But the three rooms off a south leading corridor in the Dark Shrine could correspond to the same shape in the Abbot&#039;s wing of the Monastery. In the Monastery the direction is instead straight up, instead of a horizontal corridor forming a key shaped pattern. The burial vault in the Dark Shrine might be regarded as the analog of the communal living areas in the Monastery.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Chamber]&lt;br /&gt;
The four exits leading out of this circular chamber are evenly spaced around the wall.  Each exit is identical except for the grotesque faces that have been carved into the stone above the exits.  The faces all appear to be human, but each has been twisted into a travesty of emotional expression.  The face to &#039;&#039;&#039;the north&#039;&#039;&#039; appears to be smiling or grinning, to &#039;&#039;&#039;the east&#039;&#039;&#039; is the face of one in great pain, to &#039;&#039;&#039;the south&#039;&#039;&#039; is an image of great shock or surprise, and the image to &#039;&#039;&#039;the west&#039;&#039;&#039; appears to be crying.&lt;br /&gt;
Obvious exits: north, east, south, west&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Short Hallway]&lt;br /&gt;
Three doors lead off from this short, featureless hallway.  The doors to the &#039;&#039;&#039;east and west&#039;&#039;&#039; are plain wooden doors, but the door at &#039;&#039;&#039;the south&#039;&#039;&#039; end of the hallway is a large bronze door, framed with stone.  You also see a small wooden door, a large bronze door and a large wooden door.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a straight forward comparison to be made between the crumbled books and scrolls of the library in the Monastery and the library in the Dark Shrine. The difference is that in the Dark Shrine, the volumes and scrolls have been burned. It is possible the Loremasters did this rather than remove them, but it might have been the Morgu statue waking up and being enraged. The fire was certainly not spontaneous or an accident.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Library]&#039;&#039;&#039;&lt;br /&gt;
The shelves and tables in this large library are still intact, but the &#039;&#039;&#039;books and scrolls&#039;&#039;&#039; that were stored here have long since &#039;&#039;&#039;crumbled into piles of so much paper and dust.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Library]&#039;&#039;&#039;&lt;br /&gt;
Fire has destroyed most of this room.  Charred shelves filled with ashes and &#039;&#039;&#039;the remains of countless volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look shelv&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look on shelv&lt;br /&gt;
On the charred shelves:&lt;br /&gt;
Misc [2]: &#039;&#039;&#039;some burned books, some ashes&#039;&#039;&#039;&lt;br /&gt;
Total items: 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stairwell with the secret doorway might also be thought of as an analog to the huge stairwell leading to the Dark Chapel. In the Dream-Quest the stairs are in the colossal Tower of Koth, which suggests a spiral stairway, whereas the Dark Grotto stairs seem to be straight west-to-east along the north wall. Much longer than high. While Kai and Marlu have no obvious correspondence, in the Shadow World context, Cay and Morgu were both fighter brawler types of avatars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Landing]&lt;br /&gt;
&#039;&#039;&#039;A steep spiral stair rises from the landing here,&#039;&#039;&#039; the steps slick with moisture that has condensed there.  Opposite the stair, a broad low arch opens onto a larger chamber to the south.  The stones surrounding the arch have been &#039;&#039;&#039;carved with symbols and images&#039;&#039;&#039; significant to the followers of Kai.&lt;br /&gt;
Obvious exits: south, up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
&#039;&#039;&#039;A gargantuan stairway descends from the landing here,&#039;&#039;&#039; reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is a &#039;&#039;&#039;huge relief carved&#039;&#039;&#039; into the wall at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
More subtle still is the esoteric correspondence between the creatures in the Seolfar Strake and the Broken Land. While there is no obvious relationship between giant fog beetles and pumas, or bears and boars, this part can be taken as just what is natural for the climate and terrain. The Broken Land makes explicit mention of the absence of normal flora and fauna, in the window of the Dark Shrine and the absence of furry animals in the Huge Cavern. There are distinct echoes or similarities between the creatures on the two sides of the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
The authorial intent of the Seolfar Strake (Lysierian Hills) is known to have been an idyllic sylvan contrast to the dark struggle happening in the mountain with its portal to a more exotic locale. It seems reasonable to infer that the contrast of flora and fauna is part of the Broken Land being a dark mirror of the Seolfar Strake. The crystal dome could be interpreted as an artificial sun, and most Broken Land creatures have some form of power draining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Monastic Lich and Hooded Figure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a basic parallel in the behaviors of the monastic liches and the hooded figures. They are the most immediate contrast between creatures, because they are the opposing sides of the Misty Chamber.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A lich enters, muttering to itself.   &#039;&#039;(older version of the messaging?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monastic lich enters, muttering to himself!&lt;br /&gt;
&lt;br /&gt;
A monastic lich moves north, &#039;&#039;&#039;muttering to himself.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monastic lich kneels a moment in &#039;&#039;&#039;contemplative&#039;&#039;&#039; silence before rising to his feet!&lt;br /&gt;
&lt;br /&gt;
A monastic lich twists his skull &#039;&#039;&#039;about anxiously.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A hooded figure &#039;&#039;&#039;mutters&#039;&#039;&#039; a few muted syllables.&lt;br /&gt;
&lt;br /&gt;
A hooded figure studies the ground carefully.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A hooded figure pauses a moment to &#039;&#039;&#039;consider&#039;&#039;&#039; things.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A hooded figure glances &#039;&#039;&#039;furtively about.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Myklian and Firecats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Myklian were originally named kiskaa raax, meaning &amp;quot;chilling claw&amp;quot; in reference to their cold flares. These reside in the Dark Grotto. What has since become obscure is that firecats, in the Smokey Cave, originally had fire flares from their claws. The fire rats in turn could correspond to the mice bones in the bone pit of the Dark Grotto. There is consequently a direct correspondence between the myklian the fire cats in this way, where some myklian were specially resistant to specific elemental attacks instead varying by their color. &lt;br /&gt;
&lt;br /&gt;
The Smokey Cave itself is more of a parallel to the magru tunnels of the Dark Grotto. The magru were originally &amp;quot;lug&#039;shuk traglaakh&amp;quot;, where &amp;quot;trag&amp;quot; is an odd spelling of &amp;quot;trog&amp;quot;, which is argued elsewhere to possibly refer to the subterranean extraplanar cats known as Traag. (With the implication that there used to be Traag, but the magru at them all.) Magru notably are immune to heat.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A red myklian stomps at you with its foot!&lt;br /&gt;
  AS: +241 vs DS: +169 with AvD: +29 + d100 roll: +22 = +123&lt;br /&gt;
   ... and hits for 4 points of damage!&lt;br /&gt;
   Glancing blow to your right leg!&lt;br /&gt;
&lt;br /&gt;
 ** You feel an icy blast from the red myklian! **&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   What was once your right leg seems to have disappeared!&lt;br /&gt;
You fall screaming to the ground grasping your mangled right leg!&lt;br /&gt;
   You are stunned for 8 rounds!&lt;br /&gt;
&lt;br /&gt;
You hear a low growl and feel a sudden chill as a red myklian arrives.&lt;br /&gt;
&lt;br /&gt;
An orange myklian growls and rakes the ground with its claws.  The sound causes the hair on the back of your neck to stand up.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Magru and Ratsnakes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The esoteric correspondence between the magru and ratsnakes would be very subtle if it was intentional. The magru have carved their tunnels, the analog of the sewer, by winding through them. Magru pulse rhythmically. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The &#039;&#039;&#039;tunnel twists and turns, undulating through the surrounding rock.&#039;&#039;&#039;  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The dim green light given off by patches of glowing lichen shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Magru may implicitly be responsible for collecting the pile of round stones (assuming they are &amp;quot;cave pearls&amp;quot; made literal) in the south western end of the Dark Grotto. They would likewise be why there is a deep pit of bones on the eastern end. The ratsnakes collect random debris in the sewer and drag the stones for the door puzzle to the far western end of the sewer. They have formed a rock pile of them. These room comparisons between the Sewer and Dark Grotto are shown in the Parallel Dimension section of this page.&lt;br /&gt;
&lt;br /&gt;
The eastern end of the sewer consists of &amp;quot;remnants&amp;quot; under the privy hole, which would be the direct parallel to the deep pit of bones in the Dark Grotto. This would be especially true if those were largely sacrifices to the magru by the dark priests. It is not obvious those life forms were native to the Broken Land, and could have been brought over from the Seolfar Strake by the cultists for harvesting. (Though it is also not obvious that it was possible to bring such things through the Misty Chamber. Familiars are not allowed in the Broken Land.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Spectral Monks and Vruul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spectral monks have glowing green eyes. When their hoods fall away, they are nothing but glowing green orbs, much like the eyes of the vruul. More subtly, the monastic liches flash bloody red eyes, which is the color of the eyes of the statues in the Dark Shrine. These were implicitly representations of gogor (vruul), except their eyes are weirdly blood red instead of eerie green. Both the monastic liches and spectral monks originated in the monks of the Monastery, which are perhaps the analog of the hooded figures and priests of the Dark Shrine (which may well be the same cult.)&lt;br /&gt;
&lt;br /&gt;
If the statue of Morgu might be read as Morgu himself hibernating, it might be that those smaller statues are themselves dormant gogor, and that it is the color of their eyes when they are unconscious. The relevance of this might be that the &amp;quot;minor gogor&amp;quot; may implicitly be &#039;&#039;created&#039;&#039; from the bodies of dark priests with the ritual depicted in the Dark Shrine. They may also be only partially formed, because their wings are stunted and there is no mention or use of their poisonous tails.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, the sense of evil is a palpable force that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, &#039;&#039;&#039;blood red eyes,&#039;&#039;&#039; and small, leathery wings.&lt;br /&gt;
&lt;br /&gt;
A monastic lich&#039;s hollow eye sockets flash with a &#039;&#039;&#039;blood red glow&#039;&#039;&#039; as he shakes off the stun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A tattered black cowl obscures the spectral monk&#039;s face.  Given the &#039;&#039;&#039;burning green eyes&#039;&#039;&#039; and foul stench he exudes, perhaps that is for the best.  Tattered rags cloak his shimmering pellucid form.  Its ghostly body flickers in and out of existance, as if only his desire to destroy keeps him bound to this plane.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
A spectral monk pulls back his cowl a moment revealing &#039;&#039;&#039;nothing but a pair of blazing green eyes&#039;&#039;&#039; floating in the dark emptiness.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A spectral monk shimmers with an &#039;&#039;&#039;eerie green light.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lesser vruul has tough, leathery hide, as black as midnight. Bat-like wings sprout from its back, but they do not look large or strong enough to support its weight in flight. The vruul&#039;s claws are long, sharp and appear to be stained with the blood of many victims. Its &#039;&#039;&#039;eyes are eerie, solid green orbs&#039;&#039;&#039; that seem to &#039;&#039;&#039;glow&#039;&#039;&#039; with an inner power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) Dark Vorteces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dark vorteces do not seem to correspond to anything in the Seolfar Strake. But another way of interpreting the Dark Shrine is to consider the statue of Morgu, with its pile of skulls, to be what matches up with Bandur Etrevion frozen in ice under the Graveyard. ([[Research:The Graveyard]] argues this is an allegorical parallel to Satan in Dante&#039;s &#039;&#039;Inferno.&#039;&#039;) There is a pile of skulls and bones left for him at the top of some steps. Interpreted this way, the bloody claws of the gogor (vruul) could be taken as corresponding to the wight lords (arch wights), which in GemStone are fire oriented and sink their claws into corpses. This would make both places Purgatory themed, given the purgatory throne room under the Graveyard, with descent in one place and ascent in the other. It would also motivate the throne in the Dark Shrine. Recall that the Dark Path was a theocracy of Kadaena, and Kadaena created the gogor (vruul) as her servants.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Under Crypt, Ice Room]&lt;br /&gt;
This room is &#039;&#039;&#039;&#039;&#039;dominated&#039;&#039;&#039;&#039;&#039; by a giant slab of ice. There is a &#039;&#039;&#039;chill here that transcends the&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;cold you felt elsewhere.&#039;&#039;&#039; Piled in front of the ice slab are the remains of many a &#039;&#039;&#039;grisly&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;sacrifice.&#039;&#039;&#039; Bones and &#039;&#039;&#039;&#039;&#039;skulls lie piled&#039;&#039;&#039;&#039;&#039; at the base of the slab as though in homage to &lt;br /&gt;
something. Your curiosity piqued, you draw close to the slab. Dimly within you can&lt;br /&gt;
make out a richly robed figure. On one side of the room are some roughly carved&lt;br /&gt;
stairs. You also see a smaller slab of ice.&lt;br /&gt;
Obvious exits: none. &lt;br /&gt;
&lt;br /&gt;
&amp;gt;look slab&lt;br /&gt;
Peering into the monolithic block of ice, you make out a human figure trapped deep within,&lt;br /&gt;
like a fly in amber. It is the body of an ancient sorcerer, richly garbed. You notice that&lt;br /&gt;
&#039;&#039;&#039;his eyes,&#039;&#039;&#039; rather than being dried out and shrunken, &#039;&#039;&#039;glitter with an evil vitality&#039;&#039;&#039; that &lt;br /&gt;
raises the hair on your neck and causes you to recall old prayers forgotten since youth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and &#039;&#039;&#039;macabre rituals,&#039;&#039;&#039; confronted by the huge, ghastly statue that &#039;&#039;&#039;&#039;&#039;dominates&#039;&#039;&#039;&#039;&#039; the center of the chamber, the &#039;&#039;&#039;sense of evil is a palpable force&#039;&#039;&#039; that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop &#039;&#039;&#039;&#039;&#039;a pile of skulls,&#039;&#039;&#039;&#039;&#039; surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dark vorteces were originally called dyar rakul, which is Iruaric for dark cold shadows, and might then parallel the shadow assassins that guarded the path down to Bandur Etrevion. This path itself is cold and frozen themed. ([[Research:The Graveyard]] argues frozen Bandur represents Satan in Dante&#039;s &#039;&#039;Inferno&#039;&#039;, so the Dark Shrine makes it more literal.) If they were intended to be darkness elementals, they could be more powerful versions of the dark wisplings (dark vysan), where the stronghold on the Coastal Cliffs may have been an offshoot of the Graveyard story. There is only limited information now on the messaging and behavior of the shadow assassins, so it is not possible to directly compare them to the dark vorteces. Whether the Graveyard had shadow assassins or wight lords down there also seems to have fluctuated. Gogor were originally not on the huge stairway in the Dark Grotto, but the dyar rakul were always on both the stairs and the Dark Shrine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extraplanar Creatures==&lt;br /&gt;
The &amp;quot;minions&amp;quot; of Uthex Kathiasas in the Broken Lands are likely to be partly allegorical, referring to sources such as H.P. Lovecraft stories, but might also have been adapted from a class of non-demonic &amp;quot;other&amp;quot; standard extra-planar entities from Rolemaster. In Creatures &amp;amp; Treasures II (1989) these entities appear between pages 32 and 35. This includes not only the monsters which can be hunted in the game, but also in one or two cases features of the terrain. The crystal forest and possibly the boiling sea of mud, with the crystal and mud objects in each room, could have once been part of now missing functionality for the crystal dome. Though there is nothing to concretely suggest it. The following section is characterizing the creatures as based on the Rolemaster category, though this would not explain the myklian. The basic relevance of the creatures actually being these extra-planar entities is that it would mean Uthex was giving physical form out of energy and thereby making these entities from raw power. The extraplanar interpretation of the Broken Land does not depend on whether these creatures were actually adapted from Rolemaster.&lt;br /&gt;
&lt;br /&gt;
The creatures may instead be characterized as mutually adapted to each other in a weird ecology, and it is a theme of the Broken Land in general that seemingly natural things are actually artificial. The crystyls and hoard as part of the crystal dome mechanism could effectively imply a vast library of other worlds. With the ability to fashion non-demonic extra-planar entities, it follows that the perilous influence of the forces of the Unlife twisted this towards the demonic or even the avatars of Dark Gods. As a matter of subtext with [[Research:The Graveyard]] it might be putting souls into them or reincarnating souls in these forms. But it is still possible this Rolemaster extraplanar creature parallel was unintentional.&lt;br /&gt;
===Dictics===&lt;br /&gt;
The [[giant fog beetle]]s were not named in Iruaric. The Iruaric premise of &amp;quot;Man&#039;Ta Pn&#039;Tairken&amp;quot; was present in the Uthex Kathiasas story, but the Iruaric glossary was probably not until the Dark Grotto and Shrine expansion. They could be an allegorical reference to the beetle race after the fall of man in Lovecraft&#039;s &amp;quot;The Shadow out of Time&amp;quot;. They also resemble D&amp;amp;D extra-planar beetles such as &amp;quot;bonespears&amp;quot;, though this is probably not an inspiration, as the earliest publication of bonespears may have been pages 18-19 of Planescape Monstrous Compendium Appendix II which has a publication date of October 1995. &lt;br /&gt;
&lt;br /&gt;
In the Rolemaster context they may be wandering extra-planar insect vermin known as Dictics. The Dictics come in a number of varieties, but a given place will have all the same kind. Their dense chitinous shell is as strong as steel, which explains why the fog beetles were made to be immune to punctures. They wander between planes through portals that are left open or accidentally through summons of other entities. The primary difference is that the Dictics are only 6&amp;quot; long, though capable of lifting 300 pounds, and the giant fog beetles are &amp;quot;giant&amp;quot; insects. The fog aspect would not come from this, nor would the lobster tail and claws, which do not have clear inspiration. It could refer to the lobster in The Moon major arcana card from Tarot decks but this is most likely only coincidental. The &amp;quot;weird ecology&amp;quot; framework explains these instead in terms of real-world animals and their evolved adaptations against predators.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The giant fog beetle appears to be some sort of giant insect. It looks a little like some misshapen scorpion, but the tail on it is not as long as a scorpion&#039;s would be, and it flares like the tail of a lobster rather than ending in a poison sting. The segmented body is wide, supported by six short multi-jointed legs. A dull red chitinous shell covers most of its body, and a broad carapace protects its head. Two massive claws provide the creature with formidable weapons.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the theory that the non-demonic extraplanar category of creatures was used as a template is wrong, giant poisonous beetles are still a Rolemaster creature type in their own right. These ones do have large pincers, like the giant fog beetles, but no tail or fog. Fog beetles are clearly inspired by the real-world bombardier beetles which spray caustic fluid. The Broken Land in general has themes of gigantism.&lt;br /&gt;
===Crystyls===&lt;br /&gt;
Less intuitive are the [[Crystyl]]s, which are large crystal formations. This is the crystal forest that &amp;quot;grows&amp;quot; all around the Jagged Plain. There has been a claim that in the past it was possible to cast the old Sorcerer spell Forget (703) at each crystal cluster. This may have been part of now missing functionality to the crystal dome, or it may be a false or distorted memory. Each Crystyl is 10 to 20 feet in diameter. The crystyls move very slowly unless they are attacking. They exist in multiple places or even on multiple planes of existence simultaneously, making them tremendous sources of information if contacted through mental spells. This would be the sense of casting Forget (703) on them.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of &#039;&#039;&#039;wildly growing crystals&#039;&#039;&#039; to the east presents a formidable barrier.  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the sharp outcroppings of the crystal forest would be deadly.&lt;br /&gt;
Obvious paths: south, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If this was not intentional, there may still be an internal logic. The crystal forest may be intended as a geological formation of gypsum, grown from the sulfur vapor and limestone from the boiling mudpot. This could be a gigantic analog to real-world gypsum formations, such as [https://www.nps.gov/whsa/learn/images/WHSA-Gypsum-Landing-Page.jpg?maxwidth=1200&amp;amp;maxheight=1200&amp;amp;autorotate=false found in] White Sands National Park. The crystal forest may also be taken as an esoteric parallel to the forest next to the lake outside the Monastery.&lt;br /&gt;
===Hoard===&lt;br /&gt;
[[Hoard]] are extra-planar mud monsters which are actually a vast colony of cells. Hoard are able to take on humanoid form, and split themselves in half up to two times, making up to four Hoard humanoids. They are also capable of teleporting themselves around 100 feet. The Hoard are collectively aware of all other Hoard. This is irrespective of distance, including other planes of existence. Thus, similar to the Crystyls, they have transplanar awareness and information. They have an innate ability to sense dimensional warps and thus seek out portals to other realities. They cannot be summoned and wander between many planes of existence with no home world.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge &#039;&#039;&#039;sea of boiling mud&#039;&#039;&#039; stretches out to the south and east.  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Given that the text associates touching them with being stunned, and their ability to cast the Sorcerer &amp;quot;Major Pain&amp;quot; on page 34 of Creatures &amp;amp; Treasures II, if the boiling sea of mud was meant to be based on Hoard it might have involved casting Mind Jolt (706) or Major Pain (708) on the mud to disrupt the colonies. As of February 25, 1994, the Sorcerer Base list had been implemented through level 10.&lt;br /&gt;
&lt;br /&gt;
It may have once been possible to cast a spell at each instance of &amp;quot;mud&amp;quot; along the southern side of the Jagged Plain, but it is by no means obvious that the mud was ever more than an environmental hazard. If the extraplanar entity interpretation is wrong, or incomplete, the boiling sea of mud may be intended as a gigantic &amp;quot;mudpot&amp;quot;. This would be interpreting the Broken Land as intentionally a geologically informed karst system with limestone and geysers.&lt;br /&gt;
===Absorbers===&lt;br /&gt;
Absorbers are 5 or 6 foot blobs which secrete acid all over themselves. They replicate themselves by devouring flesh, splitting themselves in two with equal mass. Their main form of attack is to assault their victims with acid, where touching them burns the flesh. The weapon is also likely to get the worst of it when attacking them, which might explain why the [[magru]] are immune to many weapon types. Absorbers are &amp;quot;very anxious&amp;quot; to get to other planes to acquire more food, as their tendency is to strip bare the planes where they exist. They will try to come through in great numbers if they come across a portal.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The magru appears to be a huge, gelatinous red lump that pulses, swelling and shrinking slightly with a hypnotic rhythm. Its skin glistens with a dark, disgusting ooze.&lt;br /&gt;
&lt;br /&gt;
You swing your pink vultite maul at the magru, but when the weapon slices through the magru&#039;s flesh, the wound closes instantly leaving no trace that the magru was injured!&lt;br /&gt;
&lt;br /&gt;
The surface of the magru suddenly pulsates, forming a long blunt appendage!&lt;br /&gt;
A magru pounds at you with its fist!&lt;br /&gt;
  AS: +210 vs DS: +290 with AvD: +42 + d100 roll: +80 = +42&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A magru pulsates violently and a stream of dark fluid shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way but you are struck by the stream of fluid!&lt;br /&gt;
Hit for 5 concussion points.&lt;br /&gt;
... 22 points of damage!&lt;br /&gt;
Acid dissolves the skin on the neck exposing the windpipe!&lt;br /&gt;
You are stunned for 6 rounds!&lt;br /&gt;
&lt;br /&gt;
You reach out to search the magru.&lt;br /&gt;
As soon as you make contact with it, you feel an intense burning sensation!  You are injured!&lt;br /&gt;
You find a white opal, a large black pearl and a turquoise stone concealed in the disgusting pile of jelly!&lt;br /&gt;
The remains of a magru evaporate away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Absorbers are described as bluish-purple, the magru are described as red.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the magru are killed there is notably messaging referring to them as &amp;quot;quivering jelly.&amp;quot; These words are used to describe the moon-beasts in &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; when the night-gaunts assault them and carry some down into the Underworld of the Dreamlands. In this way the moon-beasts are placed in the Underworld in the story, even though they do not reside there natively.&lt;br /&gt;
===Nycorac===&lt;br /&gt;
The Nycorac is a mysterious invisible entity which can move between planes at will, with a tendency to show up by accident during summonings. They give a sense of feeling watched. It is composed of an unknown energy and gives its victims &amp;quot;chills&amp;quot;, grappling them with &amp;quot;tendrils&amp;quot;, and detection spells reveal only darkness. This combined with the [[Blacar]] is a likely Rolemaster basis or inspiration for the [[dark vortece]]s, where the Blacar provide the cold criticals and the hazy tenebrous orbs. Blacar are 1&#039;-1.5&#039; floating black spheres which swoop through their targets doing cold damage and draining stat points.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece flickers momentarily, attempting to blend into the shadows.&lt;br /&gt;
&lt;br /&gt;
A dark vortece draws itself toward its center, giving it the appearance of an amorphous cloud of shadows.&lt;br /&gt;
&lt;br /&gt;
A dark vortece extends forth a multitude of branching shadowy tendrils, scattering elongated umbrae across the floor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The dark vorteces have some strange life cycle where they dissipate out of existence, leaving behind hazy tenebrous orbs. When the dark vorteces wander into the huge cavern, too far from the Dark Shrine, they naturally begin decaying until they disappear entirely. This is because the light level is too bright. Dark vorteces become incapable of attacking in bright light and will naturally dissipate until being killed. The myklian do not appear to be based on a creature from this section, and seem to be aberrations grown from the reptiles of the huge cavern. This suggests their concept is rooted in other premises.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
A dark vortece drifts smoothly north, leaving a shadowy haze in its wake.&lt;br /&gt;
&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
The dark vortece collapses in on itself.  You feel an icy chill as the dark form seems to recede into nothingness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These tenebrous orbs might explain the strange pile of large round stones, that are all about 10 inches in size, nested in the Dark Grotto.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all &#039;&#039;&#039;dark grey&#039;&#039;&#039; balls of smooth stone, &#039;&#039;&#039;about ten inches in diameter.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;take orb&lt;br /&gt;
You pick up a hazy tenebrous orb.&lt;br /&gt;
&amp;gt;look orb&lt;br /&gt;
A &#039;&#039;&#039;dark grey&#039;&#039;&#039; mist appears trapped within the glass-like orb.  Despite its lifelike resemblance to a ball of early morning fog, the thick mist remains unmoving, maintaining its perfect nebulous form.  Twisted shadows linger within the orb where the ambient light is unable to penetrate the heavy grey haze.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These premises do not seem to be entirely satisfactory for explaining the orbs, which absorb light in their fog and produce shadows much as the dark vorteces. The glasslike orbs may be relevant to the crystal dome, which absorbs power much like the dark vorteces. Another possibility in terms of Rolemaster is that the dark vorteces may be darkness elementals. In this way they would be much more powerful analogs of dark wisplings, which are now known as dark vysans and not treated as elementals. In Rolemaster&#039;s &amp;quot;Elemental Companion&amp;quot; (1989) elemental darkness is associated with cold criticals. Darkness is not treated as an element presently in the Elanthia world setting. Though the dark vorteces are used as templates for shadow creatures, such as from the Shadow Realm or the Bleaklands, in the context of invasions.&lt;br /&gt;
===Other===&lt;br /&gt;
[[Traag]] are an anomalous case because they are not actually present in the Broken Land. The question is why the lug&#039;shuk traglaakh, the magru, are pronounced as &amp;quot;trag&amp;quot; when &amp;quot;trog&amp;quot; is used in the puzzle for exiting the Dark Shrine. This may be a play on words between Traag and the Iruaric for &amp;quot;cave&amp;quot;, given the Traag in this entities category. They are essentially cave dwelling large extra-planar panthers with venomous claws, double rows of teeth, and who summon demons. Lug&#039;shuk traglaakh may be insinuating there used to be traag but the magru ate them all. The unrecognizable huge thigh bones in the deep pit are probably allegorical, alluding to the bones of the gugs in the Vale of Pnath in &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, but it does imply something used to exist in the caves that no longer exists. There is an argument for interpreting the myklian, however, as esoteric analogs of the fire cats.&lt;br /&gt;
&lt;br /&gt;
[[Xaastyl]] are flying squid entities who are the ultimate masters of arcane knowledge, with a vast library of extra-planar knowledge put together from their wanderings. In much later Shadow World books Kesh&#039;ta&#039;kai&#039;s tentacle monster avatar looks almost exactly like them. These are most likely not relevant to the Broken Land, but would be a sensible origin for Kesh&#039;ta&#039;kai if that thread were pulled.&lt;br /&gt;
&lt;br /&gt;
==Crystal Dome==&lt;br /&gt;
The crystal dome is implicitly a Lord of Essaence artifact (possibly one of their &amp;quot;speaking crystals&amp;quot; like what Bandur tried to steal from Nomikos), which means it &#039;&#039;should&#039;&#039; be from the [[First Era]] of the [[Shadow World]] history. The Dark Shrine reinforces this theme with the gogor. This is the only sense in the monsters of the Broken Lands having originally been named in Iruaric, as the Lords of Essaence were responsible for artificially mutating and fashioning other life forms. The work of Uthex Kathiasas was giving a &amp;quot;physical form&amp;quot; to his &amp;quot;new source of power&amp;quot;, and the only obvious way of interpreting that is the crystal dome itself, which drains and concentrates tremendous amounts of power. The other possibility is that the Dark Gods themselves are surviving Lord of Essaence followers of Empress Kadaena who returned to this universe in the Second Era after being banished in the Final Conflict.&lt;br /&gt;
&lt;br /&gt;
The Major Sub-Texts section explores possible inspirations in two of Lovecraft&#039;s &amp;quot;almost spheres&amp;quot;, the [http://lovecraft.wikia.com/wiki/Shining_Trapezohedron Shining Trapezohedron] and the [http://lovecraft.wikia.com/wiki/Ultimate_Gate &amp;quot;Ultimate Gate&amp;quot;] of the Last Void. The former is &amp;quot;a window on [[The Temple of Darkness|all time]] and space&amp;quot; while the latter allows the transformation of beings into profoundly different physical incarnations. The implication is that the dome is able to summon extra-planar entities from other realities, possibly as a template or act of recycling, using the power it absorbs to incarnate their physical being from pure energy. It would allow control over beings that ordinarily could not be summoned. &lt;br /&gt;
&lt;br /&gt;
The extension of this idea is that the souls of the hooded figures can be endlessly reincarnated, without the aid of Eissa ([[Lorminstra]]), even transmogrified into otherworldly or demonic manifestations. In the early I.C.E. source books, such as the Cloudlords of Tanara (1984) or even vestigially in the &amp;quot;whirlwind&amp;quot; history synopses of the 1989 adventure modules, the Lords of Essence were thought to have made the Demons of the Pale artificially out of the essence itself. In the later Shadow World books some Loremasters speculated the Dark Gods, who are related to the Demons of the Pale, originated in &amp;quot;failed&amp;quot; Lord of Essaence experiments with creating non-corporeal life forms. These ideas might be mixed into an ascension to godhood concept for Kadaena&#039;s surviving followers in the phrase &amp;quot;spirit born of death.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mechanism===&lt;br /&gt;
&lt;br /&gt;
The [[crystyl]] forest surrounding the crystal dome is argued above to possibly be a special kind of trans-planar entity that would provide the means of simultaneously viewing and drawing upon an almost limitless amount of such information. Similarly, the boiling mud sea could be a vast colony of the [[hoard]], which are mutually self-aware across all realities. The master orb in the Sheruvian monastery also forces visions into the minds of those present, allowing transportation to vastly distant places on our plane of existence, and representing potential futures of our world or more horrific alternate timelines. Though the Sheruvian monastery is not relevant to the original Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx The crystal dome pulses with a dim, multicolored light.]&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;prep [most spells]&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The energies of your spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome absorbs all the energy without a sound.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;prep 416&lt;br /&gt;
You gesture and invoke the powers of the elements for the Piercing Gaze spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The surface of the crystal dome shimmers in your vision, its reflective planes become insubstantial, and you can now see inside.  Peering closer you see flashes of swirling elemental energy.  Surely this dome must hold an immense amount of mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The dome is a concentrator of great deals of magical power, which would otherwise spill out in violent bursts. Teleportation spells and devices fail in its vicinity, and it suppresses the ability to &amp;quot;reach out with your senses&amp;quot; in communicating telepathically. This is relevant because a number of his entities (if the above is correct)  were actually mentalist in nature, and were named in the partially telepathic language [[Iruaric]]. The Shining Trapezohedron was a &amp;quot;seeming sphere&amp;quot; that turned out to be a &amp;quot;highly polished&amp;quot; polyhedron that was artificial, and covered with strange hieroglyphs, similar to ancient Iruaric for us.&lt;br /&gt;
&lt;br /&gt;
===Releasing Power===&lt;br /&gt;
&lt;br /&gt;
While the Sorcerer spell [[Phase (704)]] will cause a violent release of energy, the dome can only naturally hold so much power at a single time without backlashing on its own. It is based on the actual quantity of mana absorbed, whether spells cast or mana sent in a given interval of time. Casting phase does not release energy from the dome in terms of game mechanics, but the backlash from excess power absorption immediately resets it. The inside of the crystal dome does not appear differently with [[Piercing Gaze (416)]] under changes of energy concentration, with no other apparent consequences.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 704&lt;br /&gt;
You begin drawing a faint, twisting symbol while softly intoning the words for Phase...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
Suddenly you notice the crystal dome&#039;s form dim slightly as it becomes insubstantial.&lt;br /&gt;
&lt;br /&gt;
The interior of the dome begins to flash and spark as whatever was contained inside now has an easier way out.  As you begin to pass into the dome, a wave of pure energy gushes forth, burning you with its intense heat!&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Left arm incinerated.  Unfortunate.&lt;br /&gt;
   You are stunned for 10 rounds!&lt;br /&gt;
The surface of the dome returns to normal as if nothing happened.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;think Hello world&lt;br /&gt;
You concentrate on projecting your thoughts but something seems to be blocking them.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;esp who local&lt;br /&gt;
You strain your senses outward, but something seems to be blocking them.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn ring&lt;br /&gt;
You turn the ring on your finger, but the pulse you feel is extremely weak...as if the magic is being inhibited by someone or something in the room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;incant 130 &#039;&#039;(sometimes) ***&#039;&#039; &lt;br /&gt;
Nothing happens. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*** - This may be erroneous. Spells are not auto-released when casting at the dome, causing Incant to self-cast the wrong spell.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Shutting Off===&lt;br /&gt;
&lt;br /&gt;
The crystal dome will overheat if it is agitated too much in a given time interval. In the event it is made to absorb more than 2,000 mana without being allowed to cool down, it will backlash in what is essentially a major elemental wave. (It is not actually [[Major Elemental Wave (435)]], the Broken Land is much older than that spell.) This has the effect of resetting the dome to its baseline status. Whether or not it was actually possible to &amp;quot;shut off&amp;quot; the dome is not clear but seems unlikely. What &#039;&#039;is&#039;&#039; still possible is blocking the power draining effect. This requires a Wizard and Cleric, or else scrolls or other access to certain spells.&lt;br /&gt;
&lt;br /&gt;
;Traps&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;send [#] dome&lt;br /&gt;
You face the crystal dome, close your eyes and begin chanting.&lt;br /&gt;
A bolt of hot, pulsing energy arcs between you and the dome!  You begin to shudder violently as all your mana rushes into the crystal dome, and soon you collapse on the ground stunned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(after approximately 1,000 mana)&#039;&#039;&lt;br /&gt;
The crystal dome shimmers brightly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
&#039;&#039;(energy absorption message; after approximately 1,750 mana)&#039;&#039;&lt;br /&gt;
The crystal dome flares hotly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
&#039;&#039;(energy absorption message; after approximately 2,000 mana)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Suddenly a hot wave of pure energy rushes out of the crystal dome, rolling forth like an [http://www.hplovecraft.com/writings/texts/fiction/crc.aspx apocalyptic] [http://www.hplovecraft.com/writings/texts/fiction/lt.aspx juggernaut].&lt;br /&gt;
&lt;br /&gt;
The heat of the wave burns your flesh!&lt;br /&gt;
  ... 35 points of damage!&lt;br /&gt;
  Flame sets your head alight like a torch. Burned beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(The dome cools off at a rate of 100 mana per whole mana pulse.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Power Drain Puzzle&lt;br /&gt;
&lt;br /&gt;
The premise for blocking the power drain is apparently the combined use of &amp;quot;shield&amp;quot; or &amp;quot;sphere&amp;quot; defensive spells. These spells are [[Warding Sphere (310)]], [[Elemental Deflection (507)]], [[Wizard&#039;s Shield (919)]], and [[Spirit Warding II (107)]]. (These spells all existed as those spell numbers in 1993.) These spells combine in the crystal dome, with special messaging for each, and cause an energy barrier to form around it. When the dome flashes, which is a symptom of its power absorbing, or perhaps some sort of guide wave for it, the barrier blocks this and reflects it back into the crystal dome. While this is under effect, there is no environmental power draining. However, this does not prevent physical access to the dome, nor does it protect you from unleashing the dome&#039;s energy in a fatal way. [[Vibration Chant (1002)]] also has special messaging on the crystal dome.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;107 - Spirit Warding II&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The energies of your spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome shimmers with a deep blue light.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;310 - Warding Sphere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that a hazy white sphere appears around the dome momentarily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;507 - Elemental Deflection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome suddenly shines in a dazzling array of light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A faint grey barrier suddenly surrounds the crystal dome, but fades before anything interesting happens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;919 - Wizard&#039;s Shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that a shimmering sphere materializes around the dome briefly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A shimmering multicolored barrier suddenly surrounds the crystal dome.  The barrier shifts and undulates silently before a bright flash emmanates outward from the dome, only to be reflected back into its crystalline surface.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: The italicized messages happen on the third and fourth spells being cast, respectively. The order does not matter, but it requires each spell. These will also appear immediately after the dome&#039;s ambient message of the pulsing dim multicolored light. The power drain still happens with the &amp;quot;faint grey barrier&amp;quot; status condition, and the power drain stops happening under the &amp;quot;shimmering multicolored barrier&amp;quot; condition. The constituent spell effects have different colors.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1002 - Vibration Chant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXX sings a melody, directing the sound of her voice at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome vibrates slighly but not much else.&lt;br /&gt;
&lt;br /&gt;
(Note: Vibration chant does not actually do anything. It is unclear if it may have had a function in the past. It just has its own messaging variant. It is interesting to compare this to the &amp;quot;crystal dome&amp;quot; and tuning fork puzzle in Black Swan Castle. Black Swan Castle dates back originally to August 1992, so is roughly contemporary with the Broken Land.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crystal dome will drain a random amount of mana (up to one off-node pulse) every three to ten minutes or so. [[Kelfour Edition volume IV number V|The effect]] was originally strongest at the dome, weakening with distance. Blocking the mana drain is considered an in-game puzzle. This aspect of the dome actually still works. There is some ambiguity over what has been broken or repaired. Allegedly the puzzle was broken for many years before a GM realized that a spell update had made it impossible to be solved and brought it back up date. The trouble is it is unclear what is missing now, as GMs have looked under the hood and found no other (still existing / inactivated) mechanisms for it. In context with &amp;quot;Through the Gates of the Silver Key&amp;quot;, it should have transported you somewhere else, possibly in a non-corporeal state (perhaps astral projection in flavor) and likely triggered by Piercing Gaze and Vibration Chant. (Most of the Bard list was unimplemented in 1993.)&lt;br /&gt;
&lt;br /&gt;
The mechanisms that exist are absorbing power from spell casts or directed channels, the random environmental drains (~20% of character mana), the traps of exploding when overheated and the partial explosion when subjected to Phase (704), and the group of spells that temporarily blocks the power draining effect for roughly 20 minutes. There have been anecdotes of remembering casting the old Sorcerer spell Forget (703) on the crystals surrounding the Jagged Plain, as well as an anecdote of someone (allegedly Thalior) successfully phasing into the crystal dome object, but getting killed and decaying in it with the item droppage. It is not clear if it was ever possible to phase into the dome while it was in a discharged and off state. The balance of evidence suggests the discharging explosion is just meant to be a trap. There are probably missing aspects of the dome puzzle, but without records for what they might have involved.&lt;br /&gt;
&lt;br /&gt;
==Materialism==&lt;br /&gt;
There is some reason to think that the internal logic of natural processes is supposed to be taken seriously as correct. The room painting makes use of all the primary senses to convey information. One of the more overt themes of the Broken Land is apparently natural things actually being artificial, so that complicates interpreting what is a natural process and what is misleadingly natural. It is difficult to know if a self-consistent &amp;quot;natural process&amp;quot; explanation was the actual intent. With all such theories there is the potential for over-analysis or &amp;quot;reading too much into it&amp;quot;, where even if a premise was intentional, at some point taking it too seriously will raise unintentional consistency issues.&lt;br /&gt;
&lt;br /&gt;
===Geology===&lt;br /&gt;
One of the ways to interpret the Broken Land and Seolfar Strake is to take them seriously in their geology. The Seolfar Strake was just north of the limestone High Plateau, with volcanic mountains in the general region of Quellbourne and geysers to the west at Galtoth. (Galtoth was converted to Keltoph in the De-ICE, but does not seem to be mentioned in the game itself.) There is no indication the north-end mountains of the Broken Land are volcanic, while it is the High Plateau to the south of the Seolfar Strake that is not volcanic. Though Blototh (Glatoph) is an active volcano and originally was mapped as being on the southwestern edge of the High Plateau.&lt;br /&gt;
&lt;br /&gt;
Strictly speaking, the mountains in the Seolfar Strake are part the Black Fork mountain range, they are not the Kaldsfang mountains. This is not so obvious from the Quellbourne book, but more clear in the Jaiman book. The Kaldsfang are instead part of the Saral March. But in GemStone III the Seolfar Strake mountains were apparently called Upper Kaldsfang, as they say &amp;quot;Trollfang mountains&amp;quot; now. The Monastery is located inside a cliff at the base of a small mountain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Mud Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Broken Land has a huge boiling sea of mud, which is largely grey-brown. There are also patches of green and orange. This is indicative of an acidic hot spring known as a [https://en.wikipedia.org/wiki/Mudpot &amp;quot;mudpot&amp;quot;] or &amp;quot;mud pool.&amp;quot; They form in geothermal conditions where there is little water. They will have bubbles of mud form upward and burst. This is suggesting there is some volcanic caldera deep underground, though its size is more suggestive of a [https://en.wikipedia.org/wiki/Mud_volcano mud volcano], which is not necessarily magmatic and significantly different.&lt;br /&gt;
&lt;br /&gt;
The sulfuric acid of the mudpot dissolves the surrounding rock, and can acquire colors from the resulting metals. When the slurry is colorful, they are called paint pots. The orange suggests the presence of iron oxides, while the green suggests copper. This is plausible as iron and bronze and brass all appear by name in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge sea of boiling mud stretches out to the south.  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, northeast, east, northwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look mud&lt;br /&gt;
The mud is predominantly a grey-brown color, but there are patches of green and orange mud here and there.  A thick, grey steam rises off the surface of the mud.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The boiling sea of mud creates a malodorous fog which is especially dense along its perimeter. The northern side of the Jagged Plain is not foggy. If the sea of mud were meant to be a mud volcano, this would be methane, but there is nothing suggesting it should be interpreted as methane gas. Mud volcanoes are largely associated with fossil fuel deposits. This is more likely supposed to be a gigantic mudpot, so the malodorous smell is probably supposed to be [https://www.nps.gov/places/000/fountain-paint-pot-east.htm hydrogen sulfide], and so would smell like rotten eggs. This is supported by the sulfurous odor in the Dark Grotto.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Crystal Forest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The crystal formations along the north and east of the Jagged Plain are characterized as &amp;quot;growing.&amp;quot; If they are interpreted as a natural geological process, the material for them must be nucleating on the seed crystals. Since the surroundings are most likely meant to be limestone, and assuming the sea of mud is supposed to be a mudpot, this would mean the sulfuric acid of the mudpot is mostly dissolving calcium carbonate. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of wildly &#039;&#039;&#039;growing&#039;&#039;&#039; crystals to the north presents a formidable barrier.  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the sharp outcroppings of the crystal forest would be deadly.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south, southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look crystal&lt;br /&gt;
Translucent white crystals grow to great heights here, sprouting sharp spears in all directions that form an impassable barrier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One may infer from this that the malodorous fog of the mud sea is hydrogen sulfide along with calcium minerals and water vapor. It would reasonably follow from this that the crystal forest is meant to be gypsum, which is calcium sulfate dihydrate, an evaporite mineral that forms in hot springs from volcanic vapors. It also forms from sulfide oxidation, when sulfuric acid reacts with calcium carbonate. This can be interpreted in the Broken Land context as a weird analog of carbon sequestration by the trees in a forest, which grow (acquire more carbon mass) by siphoning carbon dioxide out of the air. The esoteric parallel is to the western forest outside the Monastery.&lt;br /&gt;
&lt;br /&gt;
It is remarkable that the crystal forest grows in a circular pattern around the crystal dome, enclosing the Jagged Plain against the sea of mud. The crystal growth proceeds all the way up to the mud sea on the east side of the plain. Since the Jagged Plain is strewn with boulders, and suffers from falling rocks from the sky, this suggests the pulverization from above prevents the crystals from forming. This would necessitate an explanation for why the &amp;quot;meteors&amp;quot; fall in this location but not farther to the north or east. It would also suggest the crystal dome itself has been growing for thousands of years, as the fog swirls around the dome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Erosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is little indication of weather or running water in the Broken Land, other than the ice melt represented in the Dark Grotto. ([[Call Lightning (125)]] in the past could not be cast indoors, and the spell did not work in the Broken Land. There were interpretations as far back as 1994 of the Broken Land actually being enclosed for this reason, but it might simply be implying the absence of moisture in the air to form storm clouds.) The surrounding mountains are covered in snow at their peaks, and ice on their slopes, but are notably strewn with boulders. This might be taken to refer to the meteor swarm from the Broken Land story, though that seems excessive, or one might read it as meteors routinely fall in the Broken Land. This seems implausible, given it has atmosphere. &lt;br /&gt;
&lt;br /&gt;
More exotic scenarios could be imagined where it could make more sense, such as a debris field in orbit, from a moon such as Tilaok being ripped apart or material ejected from a major impact in the past. But they seemingly do not land on and smash the crystal forest to the east. The question becomes what the natural origin of the falling rocks would be, assuming the &amp;quot;meteors&amp;quot; are not some weird lingering magic distortion.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
Like a huge pair of eyes, two large, round windows look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains rise up&#039;&#039;&#039; all around, snow capped peaks high above ice covered slopes, strewn with &#039;&#039;&#039;large boulders.&#039;&#039;&#039;  The cold wind that blows in through the openings bears as much desolation as the view.  There is no scent of green trees and running sap, no odor of wildlife rising from the slopes outside.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look opening&lt;br /&gt;
The openings look out over a &#039;&#039;&#039;desolate, lifeless panorama of jagged mountains.&#039;&#039;&#039;  The openings are large, but climbing out through one would be suicide.  There is no ledge outside, no purchase on the outer rock surface that would keep you from plunging to your death.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the sea of mud likely meant to be a mudpot, and Morgu hating rain and running water, this is likely supposed to be an arid environment like the High Plateau. With an excess of water and limestone, the geological formations would not survive very long. What might be the case then is the moisture coming off the sea of mud is freezing on the mountain faces or occasionally dropping back down as snow.&lt;br /&gt;
&lt;br /&gt;
In this interpretation there would then be &amp;quot;frost cracking&amp;quot; of the rocks on the mountains. These are depicted as &amp;quot;jagged&amp;quot; and steep, which suggests they are not volcanoes. Rocks and boulders of various sizes would break off sometimes from this ice erosion. Since the cliff that surrounds the west side of the Jagged Plain is curving like a semi-circle, it might be that the &amp;quot;meteors&amp;quot; are actually supposed to be rolling off the mountains, then flying off into the plain at various horizontal speeds and angles. This might then be taken as forming a roughly circular debris field to the east of the cliff. The pulverization would then prevent the crystal forest from growing too close to the cliff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Cenote&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Jagged Plain is probably interpreted by most people as being surface level, but there is some indication it is actually at a sub-surface elevation. (This is independent of any interpretation of the Broken Land as entirely underground, such as below the surface of the moon of the Dark Gods.) Uthex&#039;s abode and the portal chamber are apparently at higher elevation inside the cliff. Likewise, it is necessary to climb up to reach the Dark Grotto, which is a cavern system. This suggests that the Dark Shrine is not inside a mountain, or at least only a small mountain on a limestone plateau, and that the windows of the shrine are facing out of a cliff. This reveals the jagged plain as very far below, but that only means the window is high above that plain.&lt;br /&gt;
&lt;br /&gt;
This would presumably be at a higher elevation than the western cliff. The wording then describes mountains rising up all around. Taken together this suggests the curving sheer vertical cliff of the Jagged Plain might be intended to be a cenote, which would essentially be a sinkhole around the sea of mud. The heavy debris field might not just be occasional falling rocks. There may instead have been a cavern roof that collapsed. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A high, sheer cliff rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  You also see a jumble of rocks.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;look rock&lt;br /&gt;
The rocks piled here are blackened and burned, as if the cliff face has been pulverized by some powerful explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look cliff&lt;br /&gt;
The cliff is high and sheer, almost featureless.  There does not appear to be anyway to climb it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The underground lake outside the Monastery may be interpreted as a cenote that has not collapsed yet. This is an alternative explanation for the pile of rocks depicted in one part of that area. It was mentioned in another section of this page as possibly implying collapsing stalactites, where the lake water prevents stalagmite formation. (The &amp;quot;jumble of rocks&amp;quot; is a climbable object that connects the Jagged Plain to the Dark Grotto which was not released until later. There is no record now if there was an in-game event, such as the crystal dome being made to explode energy, for causing this rock pile that leads to the crack into the Dark Grotto.)&lt;br /&gt;
&lt;br /&gt;
One interesting twist to this interpretation is to imagine the jagged plain as the interior of a huge impact crater. There are existing meteor themes in the area and story, such as the death of Uthex and the ASCII craters depicted on Orhan. The falling rocks may also be interpreted as actual meteors, though this would be weird and probably unnatural for several reasons. But if the curved cliff in the Broken Land is the rim of a major crater, the boiling sea of mud may derive its heat directly or indirectly from the impact. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You hear a loud rushing sound from the sky above you, and you look up just in time to see a huge chunk of rock hurtling toward you at incredible speed!  You try to dodge out of the way, but before you can move more than a few inches, the massive stone crashes into you, knocking you to the ground and causing serious injury!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Bones in left arm crack.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More subtle, another variation on this theme would be to interpret the Broken Land as a limestone formation on top of a more ancient major impact, such as if the comet Sa&#039;kain (if it exists in that dimension) hit the parallel Kulthea instead of grazing Charon. The Jagged Plain would then still be inside a cenote, like the [https://www.lpi.usra.edu/science/kring/Chicxulub/discovery/ ring of cenotes] in the Yucatan peninsula, which follow the rim of the Chicxulub crater from the time of the dinosaur extinction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) Karst Formation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Karst Karsts] usually form in dense carbonate rock, principally limestone, where water will flow within fractures. This typically involves moderate or heavy rainfall, and the dissolution of the rock with carbonic acid. This comes from water interacting with carbon dioxide in soil. Karsts are the formation of caverns and sinkholes from the dissolution of carbonate rock, though there can be pseudokarsts formed in other ways. While the Seolfar Strake has a waterfall and underground lake inside a cliff, which may be regarded as a cenote that has not collapsed yet, there is no indication of rain or heavy water flows in the Broken Land. The Monastery notably makes use of marble, which is metamorphic from recrystallizing carbonate rocks, but also has granite which comes from igneous intrusions.&lt;br /&gt;
&lt;br /&gt;
In more volcanic conditions or near petroleum reservoirs, karsts may be formed instead through sulfuric acid, with the oxidation of hydrogen sulfide. The sea of mud, interpreted as a mudpot, would be a source of hydrogen sulfide. This dissolves the carbonate rock, causing the formation of calcium sulfate. When calcium sulfate is combined with water, it leads to the formation of [https://en.wikipedia.org/wiki/Gypsum#Occurrence gypsum] crystals. &lt;br /&gt;
&lt;br /&gt;
The Dark Grotto is unusual in that it has parts that are obviously artificial, but otherwise has aspects that seem like they could be natural. The tunnels of the Dark Grotto suggest they were carved out by the acid of the magru making paths through the rock like ants. This is strongly reinforced by the original name of the magru, where lug&#039;shuk traglaakh is Iruaric which translates roughly as &amp;quot;ugly fiery cave makers.&amp;quot; These would be gigantic macroscopic analogs to the microbes that produce sulfuric acid and form karsts. The tunnels in the Dark Grotto are scaled to the size of the magru which carve them out. But some caves are much larger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(6) Speleothems and Megacrystals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a stalactite with dripping water in the tunnels, which would be consistent with the secondary [https://en.wikipedia.org/wiki/Speleothem speleogenesis] that happens from water, even in caverns that were originally hollowed out by sulfuric acid. But the pool of water under the stalactite, which explains why it is not forming a column with a stalagmite, is described as having a sulfurous smell. The tunnels of the Dark Grotto are described as stinging the eyes and nose, and leaving a bitter taste in the mouth. This language was not used for the malodorous fog on the Jagged Plain. It may refer to [https://en.wikipedia.org/wiki/Sulfur_dioxide sulfur dioxide], which is a precursor for sulfuric acid, and can be released from calcium sulfate reactions. &lt;br /&gt;
&lt;br /&gt;
Whether or not it is meant to have an exact vapor explanation, it is implied to be the product of magru acid. The presence of the smell in Uthex&#039;s workshop and the burning on its work table links the places chronologically. So, it may be that speleothem formations in the Dark Grotto may seem natural, but were actually made artificially by the magru. It is remarkable that the tall spires of stone and crystal in the Huge Cavern are not called &amp;quot;stalagmites.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Workshop]&lt;br /&gt;
Other than a few shards of glass scattered about the floor of this small chamber, the only object here is a large, plain wooden table.  A &#039;&#039;&#039;sour odor still hangs in the air, and the almost metallic smell&#039;&#039;&#039; sets your teeth on edge.  You also see a threadbare brocade curtain.&lt;br /&gt;
Obvious exits: southeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The enormous &amp;quot;crystals&amp;quot; in the Dark Grotto may be interpreted as [https://pdf.sciencedirectassets.com/271727/1-s2.0-S0009254119X0025X/1-s2.0-S0009254119303754/am.pdf?X-Amz-Security-Token=IQoJb3JpZ2luX2VjEL7%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FwEaCXVzLWVhc3QtMSJHMEUCIEqYRT4aUi0zt03VXQ8d84%2FkD1XXcA98KFdxadpWIyiUAiEAm38neXzR8k5ytOs7uoJkpq4mtk1BbIdcCxdyxtGHmsoq1QQI9v%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FARAFGgwwNTkwMDM1NDY4NjUiDBhqP4LYEll0JnaP5yqpBDn75PZERtP8AqPNSJ9PHWE1%2BJYee6186WjjiT3LVG6FfMNbWjPqFqxA1gAG6ap4lbrwVTKrJSH8y6wJVHD1a5P5h2wxv2e6k0d4zT9Zqpgl7EAfhzQPMQ1%2FjqzE93NsLemgszxtMgDMD52PfFWZDm2u6XvNgaSp52wR2OOrGJ0EpilNI%2BXBLIJRj3rLvqhroQEoTYVpDZP3oWb3K6IZaqv%2BkM1oTChoproRKI5A37ahsmc5P%2B82LCSRWXDxlkOM0nYfeVuC7QWQXq0wvBMfjxc7BN6HxWBp4byhBGbrZAKt2pcg5LNruT4LgNNrFEcJVQxKqI1jruArWNNyiK%2F8SHPIvx5x2jrauIUBPGhdvfNj5qWnDsiwXbom5vhKJAZNuoiafXSmsA1hhXD17ikBMC5f7zc3S6xtE3rtmXevA2iwxf3jYAabaeHFux5Hn%2FT0XudJcygo2wNqDZhGFT12Cmkt%2FptF6QpbdCpMr%2BxXI5xQdVSEW6ISpQ8IUxYRoOLKgK0IMXNiFOCy3YJN2UGoB1lYNKOyQooNm%2BaZyeo052M037YMcuo%2FDdQEx2kSi5a0%2BRezLZm0JkOv2f4hgmoGm2j2Z89HRe721c2f8cXAeEQoHasHUZVPAVeIapQEPWQNtO8rrSWAMecii%2F1GGlfsmokANW7Oy5IyTydXRq0f1PfAfK3Tz%2Ftev%2BtBgfQgAfipEkKng%2Beg%2F4lSuiTcllx5aTsWW8s%2F7sgBPfMw3vyinQY6qQE3g8AzEopPat9aIcycpsAobSMk9xViByikmGdPrqFdHR9iF5gebmpvMr5gT7oQOBz%2BI8UaYXDHsnytlbq7Ypjvf2oudklOYZjRMDdEgOOaxl6ifMXEoS3GJbCoYwdetcR3SbCkrYAIWFkGMqw6TprWLAHqc77ABIqXVJ40CLbwPzZ8irpG3nDZf%2BuaONN6LuKPW1ibPmupE%2BP%2Fb8OyTwIG5WOFvu4%2BEA%2BL&amp;amp;X-Amz-Algorithm=AWS4-HMAC-SHA256&amp;amp;X-Amz-Date=20221225T222057Z&amp;amp;X-Amz-SignedHeaders=host&amp;amp;X-Amz-Expires=300&amp;amp;X-Amz-Credential=ASIAQ3PHCVTY3WNZI454%2F20221225%2Fus-east-1%2Fs3%2Faws4_request&amp;amp;X-Amz-Signature=7113d71ed8ede59eb39095691b10228f222728013c7e581ff46cb8e5e586d4bc&amp;amp;hash=559057bdd0e7e996cba26a11d31130743b5d807f653bc61f4d08036ed7b46f83&amp;amp;host=68042c943591013ac2b2430a89b270f6af2c76d8dfd086a07176afe7c76c2c61&amp;amp;pii=S0009254119303754&amp;amp;tid=pdf-54eece5b-6d31-42d8-8624-a11088ef30e2&amp;amp;sid=93de9a9217355749af083f002330371018begxrqa&amp;amp;type=client megacrystals] of gypsum. These usually form over a long period of time in supersaturated geothermal water. Such crystals can grow to be spires that are [https://en.wikipedia.org/wiki/Gypsum#/media/File:Cristales_cueva_de_Naica.JPG much larger] than humans. (But it is also possible to grow gypsum as speleothems from falling water. Such water is known as [https://en.wikipedia.org/wiki/Meteoric_water &amp;quot;meteoric water&amp;quot;], but this is unrelated to meteors.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an eerie, other-worldly vista, filled with &#039;&#039;&#039;tall spires of stone and crystal&#039;&#039;&#039;, and dotted with growths of giant mushrooms and huge fans of lichen.  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of mold, moss, lichen and fungi fill the underground landscape, some of them glowing with pale unearthly light that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: east, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this interpretation the floor of the Huge Cavern of the Dark Grotto was once submerged in water, like the Huge Cavern in the Seolfar Strake, except deeper and with the whole body in hot spring temperatures. The [https://en.wikipedia.org/wiki/Calcium_sulfate calcium sulfate] would be solid anhydrite above 58 degrees Celsius, but would then form megacrystals when slowly cooling below that threshold. (The cave this specific argument is leaning on was not discovered until 2000, but the basic principle is large gypsum crystal growth from hot spring water.) Though this would be assuming they were not made artificially, such as the magru sliding up them to drop down on prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(7) Cave Pearls, Moon Milk, and Boneyards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a strange &amp;quot;grit&amp;quot; in the tunnels of the Dark Grotto, which appear to be finely pulverized stone. This is depicted as having mushrooms growing on it. In the geological context this would appear to be dry [https://en.wikipedia.org/wiki/Moonmilk &amp;quot;moonmilk&amp;quot;], whose name comes from a 16th century explanation of being caused by moon rays. (The major subtext section likewise argues the magru are allegorical analogs of Lovecraft&#039;s moonbeasts.) Moonmilk is a precipitate of limestone, coming from dissolved carbonates. While the word &amp;quot;limestone&amp;quot; is never used, it is implied from multiple directions, including the use of [https://en.wikipedia.org/wiki/Fresco &amp;quot;frescoes&amp;quot;] in the Dark Shrine which is a kind of mural that is painted on lime plaster.&lt;br /&gt;
&lt;br /&gt;
Microbes grow on the released nutrients, which creates an organic substrate on top of it, including fungus which may feed on the organic matter. Since this powder is probably supposed to be a byproduct of magru dissolving the tunnels with their acid, the organic material may be waste debris left behind by the magru having eaten flesh.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  A strange, gritty substance covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The &#039;&#039;&#039;grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Magru will also carry gems inside their jelly, implicitly from being made of rocks that do not dissolve in their acid. When coated with dissolved limestone, these could form literal [https://en.wikipedia.org/wiki/Cave_pearl &amp;quot;cave pearls&amp;quot;], which would then be a subtle play on words. Cave pearls are a speleothem that forms naturally from water that drips into basins too fast for stalagmites to form. Cave pearls form much like biological pearls, concentrically around some nucleus of matter. They are usually spherically, and can be larger than baseballs, even as much as eight inches in diameter. Those in the Dark Grotto are ten inches.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all &#039;&#039;&#039;dark grey balls of smooth stone, about ten inches in diameter.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The deep pit of bones may be playing off the karst formation known as a [https://www.researchgate.net/figure/The-Boneyard-in-Carlsbad-Cavern-NM-is-a-fine-example-of-spongework-Such-features-are_fig5_287370837 &amp;quot;boneyard.&amp;quot;] These are formed from sulfuric acid weathering, leaving extensive holes of spongework in the rock. This would be purely a word play, as the pit does not look like a boneyard. Magru apparently do not dissolve the [https://en.wikipedia.org/wiki/Calcium_phosphate calcium phosphate] in bones, but the limestone would implicitly derive from ancient marine skeletal matter.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the &#039;&#039;&#039;high domed ceiling&#039;&#039;&#039; of this &#039;&#039;&#039;oblong cavern.&#039;&#039;&#039;  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, [https://en.wikipedia.org/wiki/Terrace_(geology) terraced ledges] forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The oblong cavern that is described as an [https://en.wikipedia.org/wiki/Amphitheatre#Natural_amphitheatres &amp;quot;amphitheater&amp;quot;], which has obviously artificial features, is described as having a high domed ceiling. This may be implying that the cave is vertically oval, rather than horizontally. This would be a karst formation known as a [https://commons.wikimedia.org/wiki/File:Domepit_%28vertical_shaft%29_in_Great_Onyx_Cave_%28Flint_Ridge,_Mammoth_Cave_National_Park,_Kentucky,_USA%29_3_%288316981390%29.jpg &amp;quot;dome pit&amp;quot;], whose walls have vertically-oriented grooves called [https://en.wikipedia.org/wiki/Fluting_(geology) flutes.] (When formed naturally they come from vertically descending groundwater.) There is notably a flute on the other side of the wall, through the crack into the Huge Cavern, which is a trickle of water carving a stream into the rock. The tunnel at the top of the huge stairway is also described as &amp;quot;bored&amp;quot;, which could likewise be a word play off the [https://en.wikipedia.org/wiki/Bore_(wind_instruments) &amp;quot;bore&amp;quot;] of wind instruments. Other sections of this page argue that this cavern is implicitly used by cultists for its acoustic properties, and may be playing off the flutes of Nyarlathotep from the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(8) Geysers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Geyser Geysers] are a rare feature of hot springs, where water seeps down shafts until it boils, then bursts back up again as steam. There are three kinds of geysers: fountain geysers, cone geysers, and cryogeysers. Cryogeysers are found on icy moons in the Solar System. They have fundamentally different mechanisms, and were not known to exist until 2005. Cone geysers have steady upward streams of water out of mounds, like Old Faithful in Yellowstone National Park. Fountain geysers are intense bursts out of pools of water. The Broken Land is portraying fountain geysers, in a sense, but it is not out of a pool of water.&lt;br /&gt;
&lt;br /&gt;
The Broken Land is portraying an even rarer form known as a mud geyser. This is when a geyser is happening inside a mudpot, which tends toward bursting when [https://www.nps.gov/features/yell/ofvec/exhibits/treasures/thermals/mudpots/index.htm exposed to water.] Instead of the mud bubbling up to a few feet, geysers are depicted as bursting high into the air. The &amp;quot;Vertically Gifted Cyclic Mud Pot&amp;quot; in Yellowstone National Park sometimes acts as a geyser, which can throw mud up to thirty feet high. There was a regular mud geyser in Yellowstone with even greater heights, in the late 1800s and into the 20th century, but it eventually clogged and died out. When this happened it was possible to get sprayed with hot mud at some distance away.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Next To Mud Sea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Further Away From Mud Sea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A torrent of thick sludge suddenly comes raining down on you!  After a brief moment of surprise, you realize that the stuff is boiling hot!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Minor burns to right leg.  That hurts a bit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(9) Water Cycle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Seolfar Strake and Broken Land are both depicting closed water cycles. In the Seolfar Strake there is rainfall and snow and ice melt, with very cold water coming off a waterfall from the mountains. This lake is described as very deep, but with no visible exits. This is implying the water is sinking out below ground into an underground river, which is portrayed on the far west end of the Monastery sewer. Implicitly, the Monastery is probably using water wheels on this river, which would power their hydraulic doors. Gravity and elevation change would make this water flow west toward the Bay.&lt;br /&gt;
&lt;br /&gt;
In the Broken Land it is not clear there is any significant natural precipitation. The sea of mud as a mudpot formation is relatively low on liquid water. The malodorous fog would be partly water vapor, which would freeze at higher elevation on the mountains. Close enough to the Jagged Plain there is then enough volcanic heat to melt some of the snow and ice, allowing a small amount of water to flow down into the cliff. (Though there could be an unseen river to the north and east at higher elevation.)&lt;br /&gt;
&lt;br /&gt;
Water flows down into the Huge Cavern of the Dark Grotto, where a narrow stream is carved out as a flute in the rock. This forms a pool on the east end of the cavern, which implicitly empties by sinking down. This would most likely ultimately flow south toward the boiling sea of mud. More exotic, it could flow west as well as south, below the amphitheater cave. Depending on the meaning of &amp;quot;niches&amp;quot;, if there were shafts in the wall niches leading down to some deeper cavern with a water flow, that cave could function as a water organ. Which is essentially a pipe organ based on water flow. Though this is a considerable stretch, as there is no portrayal showing how that cave is actually used by Morgu or the dark priests. &lt;br /&gt;
&lt;br /&gt;
It is possible that the volcanic activity itself is driven by essence disruptions from the concentration of power by the crystal dome, in which case the mana-draining crystal dome would be the driving force for the whole hydrogeological and ecological system. It is remarkable that when the dome absorbs too much power, it is essentially described as getting too hot. When it overheats it explodes in a fiery burst reminiscent of what is now called a major elemental wave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(10) Vertical Thrusts and Impact Mountains&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of interpreting the Broken Land is to interpret it in the impact crater fashion, but then be much more literal with the parallel to Dante&#039;s Inferno and Purgatorio. In the Divine Comedy the fall of Satan from heaven causes an enormous impact crater on Earth, which is literally what Inferno is in the story. The displaced earth from the formation of hell [https://italiano-bello.com/wp-content/uploads/2021/03/dante-aldila%CC%80.png causes a mountain] to form on the antipodal side of the Earth. This is the mountain of Purgatory. Major impacts on moons and asteroids in the Solar System have caused antipodal elevations in similar fashion, as well as forming mountains as a result of major impacts in general. Morgu would be the Satan figure, placed high up in the mountain in the Broken Land, instead of frozen in the center of the Earth like Bandur in the Graveyard. Karst geology is better supported by the evidence than this extreme scenario, but then the question is if it is a pseudokarst.&lt;br /&gt;
&lt;br /&gt;
There is the question of whether you could contrive a very artificial situation where the whole of the Broken Land is underground, even below the surface of the moon of the Dark Gods in whichever dimension. Assuming there were artificial gravity within that region, and something like Lovecraft&#039;s deathfire lighting in the Dreamland Underworld, you would need to form the mountains and cliffs within some enormous hollow with an enclosed atmosphere. Jupiter&#039;s [https://en.wikipedia.org/wiki/Io_(moon)#Mountains moon Io] has thrusted up cliff faces that are somehow pushed up by the internal volcanism from tidal forces. Tidal forces are a plausible explanation for the inner volcanism of the moon of the Dark Gods, though it also has essence disturbances which might explain it instead. It would make no sense for limestone (or mammals and their bones) to exist on Charôn, though that word never gets explicitly used.&lt;br /&gt;
&lt;br /&gt;
The crystal dome would then be one of the Lord of Essaence crystals on Charon that created portals to other dimensions in the First Era. This whole scenario seems wildly implausible as a natural process. But it has to be remembered that the Lords of Essaence had terraforming level technology, and the stairway in the Dark Grotto is described as engineering. The mountains in the Broken Land would then be the analog of the Peaks of Thok in the Dreamland.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ecology===&lt;br /&gt;
The creatures in the Seolfar Strake were supposed to be what would naturally exist in that setting. In the Broken Land there is a general theme of gigantism. While these creatures are likely unnatural to one extent or another, because of Uthex and Iruaric with the Lords of Essaence, there is some reason to think they can be interpreted as having a &amp;quot;weird ecology&amp;quot; that is internally consistent. This involves an ecological base on &amp;quot;flora&amp;quot; and habitat, with predator and prey relationships, and some representation of life cycles (or perhaps unlife cycles in some cases.) Most of the creatures in the Broken Land drain power in some way and injure the hand when touched.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Habitat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The habitat itself and ecological base are formed by the magru. Magru were originally named lug&#039;shuk traglaakh, which in Iruaric implies they make the caves. Whether the caves are then considered &amp;quot;natural&amp;quot; depends on how you regard the magru, and whether you are speaking of geological or ecological processes. Caverns that form from sulfuric acid are actually driven by microbes producing that sulfuric acid. However, other features of the Dark Grotto are artificial, in the sense of being designed. The huge stairway that is rock-cut into the Huge Cavern is the most extreme example, and the room painting refers to it as an &amp;quot;engineering&amp;quot; feat.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, this may be the result of the magru being directed by a master such as Morgu, as opposed to their ordinary behavior. With the pulsing of the magru and the unnatural silence in parts of the Dark Grotto, but sound amplifying in other parts of it, the tunnels may be interpreted as the waveguides of something like an acoustic spider web. The magru could go dormant until they feel or &amp;quot;hear&amp;quot; some vibration, and follow the direction it is originating.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  &#039;&#039;&#039;A strange, gritty substance&#039;&#039;&#039; covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the magru dissolve the flesh of their prey, it is likely leaving a residue of organic substrate as waste on the walls, and especially the floor of the tunnels. This would be on top of the dried &amp;quot;moonmilk&amp;quot; powder that comes from them dissolving the limestone with acid. Glowing fungus and lichen grows by feeding on this dead organic matter. Presumably the trace sulfuric acid is too weak to harm the fungus because of the chitin in its structure. This becomes the &amp;quot;flora&amp;quot; base for higher food chain. The chitin in the fog beetle and myklian creature descriptions in turn might imply some natural resistance against magru acid and the mudpot geysers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Insects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is trace evidence for insects in the Broken Land, other than the giant fog beetles. There are &amp;quot;thick cobwebs&amp;quot; in the storage room of Uthex&#039;s abode, for example, and the Dark Shrine has deteriorating wood from &amp;quot;dry rot and worms.&amp;quot; Uthex&#039;s mattress is described as sagging &amp;quot;from years of humidity and parasites.&amp;quot; This suggests there is humidity inside the caverns as a result of the boiling sea of mud, but does not imply that the climate of the Broken Land has significant preciptation. The Broken Land is mostly portrayed as lifeless, and there are no depictions of ordinary insects or other vermin in the room painting.&lt;br /&gt;
&lt;br /&gt;
There is no representation of what the fog beetles look like in their younger forms. They may begin significantly smaller as glow-worms (like click beetles) in the Dark Grotto, blending into the dim green light of the lichen as a defense mechanism. It might be too bright on the Jagged Plain to see such green luminescence. If this &amp;quot;flora&amp;quot; is toxic, it would allow them to build up toxins (either by eating it themselves or other things which eat it), which may be used to produce their green poison gas. (Some spraying beetles work this way, such as by eating fire ants, while others produce the chemicals internally such as with hydrogen peroxide.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel twists and turns, undulating through the surrounding rock.  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The &#039;&#039;&#039;dim green light&#039;&#039;&#039; given off by patches of &#039;&#039;&#039;glowing lichen&#039;&#039;&#039; shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
While Rolemaster has giant beetles as a poisonous creature type, it does not describe them as [https://en.wikipedia.org/wiki/Bombardier_beetle bombardier beetles]. This concept must have been taken more directly from the real-world. Bombardier beetles spray a caustic mixture from an anal opening on their undersides, which is what the giant fog beetles are portrayed as doing with their poison gas, which presumably would blend into the malodorous fog of the Jagged Plain. (Bombardiers notably are often argued by creationists to not be the result of natural evolution.) Grown fog beetles are dull red in color, likely camouflaging into the rocks, in what is probably dim lighting. Magru may be red for similar reasons. Fog beetles are unaffected by the spray of the boiling mud geysers.&lt;br /&gt;
&lt;br /&gt;
Another unusual feature is the misshapen tail of the fog beetles. It is tempting to imagine this as like a lobster tail, given their pincers, but it is important to emphasize that it is mimicking a scorpion sting. It is unclear if there are actually scorpions in the Broken Land. In the real-world this is done by the [https://en.wikipedia.org/wiki/Devil%27s_coach_horse_beetle Devil&#039;s coach horse beetle] as a defense strategy. While it is not a bombardier beetle, it does emit a foul odor from its abdomen. Like the fog beetles it is carnivorous. Giant fog beetles can be seen attacking hooded figures, and treat killed adventurers in their messaging as an acquired meal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Lizards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are small lizards in the Huge Cavern of the Dark Grotto, which are probably supposed to be the youngest form of the myklian. These hide in the mossy underbrush of the cavern, and are implied to swim under the surface of the pond. Myklian are notably described in their creature description as sometimes walking upright on two legs. These facts together suggest the young ones act like the so-called [https://en.wikipedia.org/wiki/Common_basilisk Jesus Christ lizards], running across and diving into the water to escape predators.&lt;br /&gt;
&lt;br /&gt;
Another subtle point regarding the myklian is that they are described as having stubby tails. One aspect of this is that some lizards have self-amputating tails as a defense mechanism against predators. Rainbow skinks have brightly colored tails, which draws predators away from their main body. When the tail is self-amputated, it only partly grows back as a stub, in the form of cartilage.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The myklian is a fearsome beast, some form of large lizard or amphibian that usually travels on four legs, but sometimes stands upright &#039;&#039;&#039;on two legs.&#039;&#039;&#039; It has a &#039;&#039;&#039;short, stubby tail which is triangular in shape&#039;&#039;&#039; and covered with a &#039;&#039;&#039;luminescent, chitinous plate.&#039;&#039;&#039; Hard scales cover the rest of the beast&#039;s body, except for the &#039;&#039;&#039;soft underbelly.&#039;&#039;&#039; Bony spikes and knobs guard the beast&#039;s &#039;&#039;&#039;joints.&#039;&#039;&#039; The coloration of the myklian species ranges the entire spectrum, red, orange, yellow, green, blue and purple.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The shallow stream flowing in from the west empties into a broad pool which butts against the east wall of the cavern.  The surface of the pool is marked with occasional ripples, as if &#039;&#039;&#039;something were moving around below the surface of the water.&#039;&#039;&#039;  Along the bank of the pool, the moss is thick and bushy, providing homes for the small lizards that you can see darting around between the rocks and fungi.&lt;br /&gt;
Obvious exits: southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else about this that is quite subtle is that the myklian tails are not made from cartilage. They are described as chitinous, which is the same material that makes up insect exoskeletons. [https://en.wikipedia.org/wiki/Chitin Chitin] is also the prevalent ingredient in the cell walls of fungus. The Huge Cavern is filled with fungus, including bioluminescent fungus. This is caused by a chemical called [https://en.wikipedia.org/wiki/Luciferin#Fungi &amp;quot;luciferin&amp;quot;], where Lucifer is the Latin for light-bringer. (It is remarkable on an allegorical level that we are looking at reasonably likely cases of luciferin, Jesus Christ lizards, and Devil&#039;s coach horse beetles.) Myklian tails are described as covered in &amp;quot;luminescent, chitinous plate.&amp;quot; This strongly suggests that the chitin for their tails is coming one way or another from the fungus in the Dark Grotto. This may give them some resistance to magru acid. Likewise, if the toxin in the fog beetle gas originates directly or indirectly from the fungus, the myklian may be implicitly poisonous in much the same way as [https://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity_and_medicine poison dart frogs.] The fact that myklian have plate scales implies they are actually lizards and not amphibians, so the ripples in the pool are likely not tadpoles.&lt;br /&gt;
&lt;br /&gt;
Their immunity to cold would give them some natural defense against dark vorteces wandering into their chamber, and the different colors of myklian were made to absorb different kinds of elemental energy. The vorteces might also avoid their tails for being too bright. Walking upright on two legs is usually a warm blooded animal behavior, and one could reasonably infer that the myklian relationship to cold allows them to actively import heat. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The giant fog beetle appears to be some sort of giant insect.  It looks a little like some misshapen scorpion, but &#039;&#039;&#039;the tail&#039;&#039;&#039; on it is not as long as a scorpion&#039;s would be, and it &#039;&#039;&#039;flares like the tail of a lobster&#039;&#039;&#039; rather than ending in a poison sting.  The segmented body is wide, supported by six short &#039;&#039;&#039;multi-jointed legs.&#039;&#039;&#039;  A dull red chitinous shell covers most of its body, and a broad carapace protects its head.  Two massive claws provide the creature with formidable weapons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another subtle point is the similarity of the myklian tail to that of the fog beetles. Myklian are described as having a &amp;quot;soft underbelly&amp;quot;, which might not need protection, if predators confuse them for fog beetles which spray from their undersides. The bony protrusions on the myklian joints would then imitate the chitinous joints of the fog beetle legs. Myklian and fog beetle tails thus may be adapted to mimick each other. In the real world this kind of relationship is seen between the [https://en.wikipedia.org/wiki/Heliobolus_lugubris Bushveld lizards] and [https://en.wikipedia.org/wiki/Ground_beetle oogpister beetles]. Juvenile lizards imitate the behavior of the beetles, which are a kind of bombardier beetle, so that predators will avoid them. It is very rare for vertebrates to imitate invertebrates like arthropods, but this is one of the known real-world example of it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A giant fog beetle rears up momentarily and hisses loudly.  A huge cloud of green gas pours from an &#039;&#039;&#039;orifice on the creature&#039;s underside!&#039;&#039;&#039;&lt;br /&gt;
The cloud of gas rolls in your direction.  You try to scramble out of the way but the cloud of gas rolls over you, causing you to cough and choke!&lt;br /&gt;
You feel a fierce poison coursing through your veins!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The wording does not imply the myklian are colorful other than their tails, as the hard scales on the rest of the body are described in contrast to the plate on the tail. It would make sense for the body of the myklian to be largely grey, to blend into the background of the cavern, while the tail glows in the various colors to draw predators away from the torso and head. The glowing tails ironically may also be doubly protective in helping to repel the dark vorteces, which try to avoid bright light, and become unable to attack because of it. Myklian may be immune to their cold, but presumably could still be power drained. Myklian strength (i.e. level) varies with color, increasing from red to purple, in the same order as the color spectrum. Whether the distribution is due to age, or absorbed power, or even background temperature is not obvious. If it were due to age, then the matured myklian begin as red, and fewer survive in each subsequent color. Environmental factors like temperature and background color are known to shift the sex ratios of populations in some species (such as turtles and lizards.)&lt;br /&gt;
&lt;br /&gt;
The frequency data compiled in the Kulthea Chronicle Volume 1 Issue 2 in 1994 indicates that the color distribution of the myklian decays as a geometric series. More specifically, each color is less frequent than the one before it by a factor of 1/2, with &amp;quot;young myklian&amp;quot; in between yellow and green. Indigo and violet are combined as &amp;quot;purple.&amp;quot; Though you have to round the decimal numbers, this makes the fractions add up to 1, since the infinite sum of that geometric series sums to 1. The 1994 data is reproduced here and compared to the geometric series of 1/2 expressed as percentages. It includes bonus modifiers to attack and defense strength, and special resistance to specific elemental spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Color || % Gen || &#039;&#039;Geometric Series (1/2)&#039;&#039; || X || OB || DB || Special&lt;br /&gt;
|-&lt;br /&gt;
|Red&lt;br /&gt;
|51%&lt;br /&gt;
|&#039;&#039;50% (1/2)&#039;&#039;&lt;br /&gt;
|0 - 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|plus X vs. shockbolt&lt;br /&gt;
|-&lt;br /&gt;
|Orange&lt;br /&gt;
|25%&lt;br /&gt;
|&#039;&#039;25% (1/4)&#039;&#039;&lt;br /&gt;
|0 - 20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Yellow&lt;br /&gt;
|13%&lt;br /&gt;
|&#039;&#039;12.5% (1/8)&#039;&#039;&lt;br /&gt;
|10 - 40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|plus X vs. firebolt&lt;br /&gt;
|-&lt;br /&gt;
|Young&lt;br /&gt;
|8%&lt;br /&gt;
|&#039;&#039;6.25% (1/16)&#039;&#039;&lt;br /&gt;
|0 - 10&lt;br /&gt;
|minus Y&lt;br /&gt;
|minus Y&lt;br /&gt;
|(Y = 10 - 30)&lt;br /&gt;
|-&lt;br /&gt;
|Green&lt;br /&gt;
|3%&lt;br /&gt;
|&#039;&#039;3.125% (1/32)&#039;&#039;&lt;br /&gt;
|20 - 50&lt;br /&gt;
|plus X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blue&lt;br /&gt;
|2%&lt;br /&gt;
|&#039;&#039;1.5625% (1/64)&#039;&#039;&lt;br /&gt;
|30 - 60&lt;br /&gt;
|&lt;br /&gt;
|plus X&lt;br /&gt;
|plus X vs. fireball&lt;br /&gt;
|-&lt;br /&gt;
|Purple&lt;br /&gt;
|1%&lt;br /&gt;
|&#039;&#039;0.78125% (1/128)&#039;&#039;&lt;br /&gt;
|40 - 70&lt;br /&gt;
|plus X&lt;br /&gt;
|plus X &lt;br /&gt;
|plus X vs. shockbolt, firebolt, fireball&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;(Note: The frequency data is fudged and adds up to 103%. Young myklian may well have only been 6% in frequency.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is interesting because light behaves much the same way in a thermodynamic sense, decaying exponentially in intensity (as its light wavelength or frequency varies) from a peak color at a given temperature, which is called a [https://en.wikipedia.org/wiki/Black-body_radiation blackbody radiation distribution] (or &amp;quot;greybody&amp;quot; for a non-ideal case.) [https://en.wikipedia.org/wiki/Geometric_series Geometric series] are mathematically very closely related to the [https://en.wikipedia.org/wiki/Taylor_series#Examples series expansion] form of decaying exponential curves. It is essentially the discrete form of exponential decay. The physical model for a blackbody is a sealed chamber with only a tiny hole for light to enter into, and then it bounces around inside chamber, being absorbed and re-emitted into thermal equilibrium with very little chance of escaping back out again. This is remarkable because the jagged crevices and magru tunnels linking the Huge Cavern to the Jagged Plain effectively fit this definition. Notwithstanding the glowing fungus as a light source inside the Huge Cavern.&lt;br /&gt;
&lt;br /&gt;
Ordinarily this would almost certainly be reading too much into it. But the frequency data suggest the 1/2 ratios were chosen because they sum to 1 (or 100% in probability terms), with some knowledge of calculus and slight fudging to fit integers, and the colors were ordered to match the sequence of the real-world color spectrum. (This depends entirely on the accuracy of the frequency data.) It would have been very cool if it was possible to shift up the frequency distribution toward higher level myklian by heating up the crystal dome. But there is no evidence such a mechanism ever existed. The dark vorteces might also be read as the infrared part of the light spectrum, if the myklian are characterized as referring to the visible light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Vruul and Dark Vorteces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vruul (gogor) and dark vorteces (dyar rakul) are even more exotic. There may be some kind of weird symbiotic relationship between them, since they have complementary immunities, with the gogor having some properties that do not come from their Shadow World source material. Dark vorteces feed on power (what is now called &amp;quot;mana&amp;quot;) and absorb light, but bright visible light makes them dissipate until it eventually kills them. When they are destroyed they sometimes drop a &amp;quot;hazy tenebrous orb&amp;quot;, which presumably is part of some weird life cycle for them.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
A dark vortece drifts smoothly north, leaving a shadowy haze in its wake.&lt;br /&gt;
&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
The dark vortece collapses in on itself.  You feel an icy chill as the dark form seems to recede into nothingness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The crystal spires in the Huge Cavern make it too bright for the dark vorteces to survive, so they are only able to attack (and feed) near the walls of the cavern and up on the huge stairway. This is implicitly from the crystals refracting and bouncing light around from the glowing fungus. This is seen much more explicitly with a more overt external light source in the Abandoned Mine next to the krolvin warfarers.&lt;br /&gt;
&lt;br /&gt;
Gogor were artificial constructs originally invented by Empress Kadaena as beast servants, which are one example of her history of attempting to make artificial life and producing unliving abominations. Gogor have their own cycle of creation portrayed in the Broken Land, though it is possible the ritual is about feeding pre-existent gogor or waking them up. Most notably, there is a Black Mass style of ritual depicted in the Dark Shrine, where &amp;quot;urns&amp;quot; of dark fluid are poured on a brutally sacrificed body on their stone altar. This is apparently a depraved analog of a chrismarium. While the tall stone jars and foul fluid come from Shadow World source material, these urns of dark fluid and the ritual are unique to GemStone.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of sycophants, dressed in long black robes surround a low stone altar similar to the one in this room.  The figure of a man, twisted and broken, lies on the surface of the stone table while another dark shape pours some &#039;&#039;&#039;foul looking fluid&#039;&#039;&#039; from a small urn out over the tortured man&#039;s body.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
[Dark Shrine, Secret Room]&lt;br /&gt;
Row upon row of tall stone jars stand against the walls of this room.  &#039;&#039;&#039;A strong odor hangs in the air, sickeningly sweet with a subtle bitter, acidic quality.  The fetid odor&#039;&#039;&#039; makes your bile rise, and it is hard to breathe.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look jar&lt;br /&gt;
Dozens, perhaps a hundred tall stone jars stand in rows along the walls.  The jars have been capped with stone disks, and sealed with a substance resembling common stone mason&#039;s mortar.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The urns are kept in a storage room with the tall stone jars. The wording on the dark fluid is remarkable for borrowing the same terminology as the dark acid spray of the magru. The smell in the storage room likewise borrows the wording for the scent of the moss in the Huge Cavern. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a small stream that winds its way through the tall stone spires, creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a &#039;&#039;&#039;sweet, but slightly fetid odor.&#039;&#039;&#039;  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.&lt;br /&gt;
Obvious exits: north, east, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These facts together suggest the moss is mixed with magru acid, which is then poured on sacrificed bodies. The bodies in the burial vault are described as leathery, which suggests they may be a step in the process of vruul creation, ultimately put into the tall stone jars and submerged in the fluid. This burial vault was a locked door (i.e. from the outside) when the Dark Shrine was first discovered.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Storage Room]&lt;br /&gt;
Several tall jars lie on their sides in a heap along one wall next to a stack of heavy disks.  Along the opposite wall is a collection of large ceramic urns, which reek with a &#039;&#039;&#039;fetid sweet odor.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look urn&lt;br /&gt;
The lid of the ceramic urn has been broken, and part of it has fallen away.&lt;br /&gt;
&amp;gt;look in urn&lt;br /&gt;
In the ceramic urns:&lt;br /&gt;
Misc [1]: some dark fluid&lt;br /&gt;
Total items: 1&lt;br /&gt;
&amp;gt;look fluid&lt;br /&gt;
A bitter, pungent odor rises from the &#039;&#039;&#039;dark, disgusting fluid&#039;&#039;&#039; that fills the ceramic urn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The magru appears to be a huge, gelatinous red lump that pulses, swelling and shrinking slightly with a hypnotic rhythm. Its skin glistens with a &#039;&#039;&#039;dark, disgusting ooze.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A magru pulsates violently and a stream of &#039;&#039;&#039;dark fluid&#039;&#039;&#039; shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way and manage to avoid the stream of fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Burial Vault]&lt;br /&gt;
Dark skeletal figures lie in silent repose, stacked one upon the other in tiers of niches carved out of the stone walls.  Their musty odor assails your senses, and adds to the oppressiveness of the chamber.  A low stone slab occupies the center of the chamber, like a raised dais, but there is nothing on it except for a thick layer of dust.  You also see a large bronze door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;gt;look figure&lt;br /&gt;
The mummified skeletons are shrunken and wrinkled.  The &#039;&#039;&#039;dark, leathery forms&#039;&#039;&#039; are covered with an ancient layer of dust.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Much more subtle, these ceramic urns have to harvest the magru fluid in some way, and the word &amp;quot;urn&amp;quot; implies their amphora shape. When such a jar is brought into the Dark Grotto in the &amp;quot;amphitheater&amp;quot; echo chamber, placed in the niches in the walls, the cave would act much like a medieval church with a ceiling built to reflect sound. Medieval churches would use ceramic [https://en.wikipedia.org/wiki/Acoustic_jar acoustic jars] (also called &amp;quot;sounding vases&amp;quot; or &amp;quot;resonance amphora&amp;quot;) set into niches to improve the sound quality. These would capture some of the sound pitches. When we interpret the magru as vibration or sound chasers, they would be drawn to the urns as acoustic jars, filling them with their dark fluid. They might be drawn there by Morgu himself walking down the huge stairway and growling, where the cave dimensions and small tunnels would be consistent with bass pitch being the resonant frequency.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Gogor themselves feed upon the nutritive fluid while they hibernate, and the source material says some did not &amp;quot;survive&amp;quot; the millennia of hibernation, suggesting they do have some need to feed. They have a keen ability to smell blood, and have claws to that effect. The crystal dome is seemingly reincarnating the hooded figures, which may be regarded as a food source themselves. The fact that the excesses of absorbed power in the dome decrease, when left alone, suggests the essence is being spent in some way. Thus the crystal dome may be something like an artificial sun, responsible for driving and sustaining both the geology and ecology of the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sheruvian Monastery=&lt;br /&gt;
The Sheruvian Monastery is a later addition to the Broken Lands and not part of the original story of Uthex Kathiasas. However, it is implied that the Sheruvian cultists are working with the hooded figures, and they possess their own dangerous artifacts. They are using the Broken Lands to form a teleportation network throughout Elanith, which would allow them to move around and execute invasions at will. This was what allowed the greater vruul to leave the monastery, where they used to wander from here into the Dark Shrine. It might explain how the [[Sheruvian harbinger|harbinger]]s suddenly appear with [[nightmare steed]]s.&lt;br /&gt;
&lt;br /&gt;
The mist-shrouded krodera orb with veil-iron veins on the vaalin stand is the master orb. In the past it allowed teleportation to any number of rooms possessing monoliths with their own access orbs, typically places of power such as [[Darkstone Castle]] or [[Melgorehn&#039;s Reach]]. These monoliths in turn provided one-way transport to other rooms. The tapestries in the Summoning Chamber seem to be an anti-parallel concept to the Voln Monastery tapestry, which itself has a parchment that makes little sense in modern history. The monastery possesses some archaisms such as having a dead [[Sabrar]] in the kitchen.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Kitchen, Cold Storage]&lt;br /&gt;
The floor, ceiling and walls of this room have all been covered with iron plating to keep this room at a very frigid temperature.  Large chunks of ice litter the floor with crates of goods stacked between them.  Large flanks of meat hang from heavy iron hooks along the walls of the room.  As you look closer at the flanks, you notice that one of them is an ice-covered body.  You also see a heavy iron door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;glance body&lt;br /&gt;
You glance at an ice-covered body.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look body&lt;br /&gt;
The body appears to have once been an elf.  From the trappings on his armor and equipment, it would seem he was once a member of the Sabrar.  At the moment, however, he is frozen solid.  His hands are bound behind his back and his eyes and mouth are wide open, as if he spent his last moments screaming in agony from the very large hook imbedded in his back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This may have made sense in 1997, but does not make sense with later Vaalor documentation.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Sheruvian monastery was opened by [[Draezir]] around December 1997. It was involved in the [[Shar]] storyline, where they struggled for control. The few accounts that exist of this story involve accessing &amp;quot;the Arkati Workshop&amp;quot;, which is everywhere and nowhere, using the Sphere of Midnight which shut off the crystal dome at one point. Shar wanted to control the power draining dome, and Draezir at one point shut off the runes in the Misty Chamber. It is unclear now if the Summoning Chamber orb is the Sphere of Midnight, as well as whether the Arkati Workshop had something to do with the Broken Lands itself.&lt;br /&gt;
===Master Orb===&lt;br /&gt;
The master orb is no longer functional. It would give visions of target rooms in the material world, which amounts to both seeing and traveling across worlds, or planes of existence if the Broken Lands is interpreted that way. These krodera and veil-iron orbs are deeply anti-magical artifacts. They will almost always rip off your spells, steal your mana, and inflict severe nerve damages if you test them.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Monastery, Summoning Chamber]&lt;br /&gt;
Wisps of smoke waft up from a black vaalin censer mounted on one richly panelled wall, filling the room with a sweet, sulfurous scent.  The walls are hung with ancient tapestries depicting the magical arts, and low cabinets along the walls hold a variety of phials, bottles, and leather tomes behind securely latched glaes panels.  A single incandescent globe is suspended from the ceiling, illuminating the room with its eerie glow.  You also see some carved haon double doors, an ancient hand-woven tapestry and a long vaalin worktable with a mist-shrouded krodera orb on it.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look orb&lt;br /&gt;
Resting atop an intricate vaalin filigree stand is a large, krodera orb covered with veins of pure veil iron.  The filigree work on the stand portrays hordes of daemon clutching at the orb.  The daemon&#039;s hands extend up from the base, their claws digging into the surface of the orb, securing it in place.  The orb pulses rhythmically with a dull red glow.  The veil iron veins seem to writhe as the opposing magics caress them and tap their power.  A swirling mist surrounds the orb as if protecting it.  There is a small, gem-shaped, indentation in the stand which is empty.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You reach up to touch the orb.  The smooth cold surface seems solid enough, but when you tentatively move your hand towards it, some force begins to pull you forward!  You pull your hand back in alarm, glancing warily at the orb.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the orb, which gives you a slight shock.&lt;br /&gt;
You succeed in upsetting the mist, but nothing more.&lt;br /&gt;
&lt;br /&gt;
A large brown rat bolts out from under the worktable quickly followed by a hissing black cat, spitting its annoyance at the rat for its intrusion.  As they enter the crimson vaalin summoning circle on the floor, pale blue bolts of lightning arc out from the krodera orb, engulfing both of them!  When the smoke clears, nothing remains of either of them except for the lingering stench of burnt hair and a small splotch on the floor just inside of the circle.&lt;br /&gt;
&lt;br /&gt;
You notice a tiny spider begin to work its way up the intricate vaalin stand.  As the spider&#039;s legs touch the surface of the orb, it flares with a sickly green light.  As your vision clears, you notice that nothing remains of the spider.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Sheruvian monastery is older than the current materials documentation. The most recent lore at the time it was created was the Shadow World metals information, where the I.C.E. Age analogs of [[ICE materials#Kregora|krodera]], [[ICE materials#Star iron|veil iron]], and [[ICE materials#Vaanum|vaalin]] were the rarest metals known to exist. Krodera and veil iron were extremely expensive alloys. Vaalin was an extremely rare pure metal used for weapons, unusually lethal to the living, only known to exist on the moon of the Dark Gods. Only cultists should have it. This is probably the context that explains why vaalin became the metal for the most expensive lockpicks.&lt;br /&gt;
&lt;br /&gt;
===Monoliths===&lt;br /&gt;
The monoliths are hidden in the background of rooms scattered throughout the older parts of GemStone, but they cannot be found with the search command. Some can be looked or glanced at regardless. These no longer work. It was possible to charge them up and use them to teleport to another fixed monolith room, sometimes allowing relatively easy access or escape from difficult spots.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Melgorehn&#039;s Reach, Lost in the Fog]&lt;br /&gt;
You are in a dense fog bank and can see absolutely nothing.  You realize that you can probably back out of here easily enough.&lt;br /&gt;
Possible paths: out&lt;br /&gt;
&lt;br /&gt;
XXX glances at an ancient granite monolith.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look monolith&lt;br /&gt;
Twisting runes and carvings along the face of the monolith dance in your vision causing you to sway uneasily.  You can&#039;t seem to keep a clear focus on them long enough to decipher what they mean. Imbedded into the monolith is a large, krodera orb covered with veins of pure veil iron.  The detailed stonework around the orb portrays hordes of daemon clutching at the orb.  The daemon&#039;s arms extend toward the orb, their claws digging into the its surface and securing it in place.  The orb pulses rhythmically with a dull red glow.  The veil iron veins seem to writhe as the opposing magics caress them and tap their power, and a swirling mist surrounds the monolith as if protecting it.  There is a small, gem-shaped, indentation just above the orb which is empty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following are known rooms that have (or should have) monoliths or possibly some other equivalent mechanism. [[Darkstone Castle]] has its own internal monolith network.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;Area&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Room&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Lich #&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Other Information&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Monastery, Summoning Chamber]&lt;br /&gt;
 |6665&lt;br /&gt;
 |The hidden monolith in this room should lead to the Reading Room outside it.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Monastery, Reading Room]&lt;br /&gt;
 |6663&lt;br /&gt;
 |This is inaccessible or some other object name. It should go to the Dark Shrine.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Dark Shrine, Secret Room]&lt;br /&gt;
 |19265&lt;br /&gt;
 |Uncertain where this one heads next.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Sheruvian Monastery, Chapel]&lt;br /&gt;
 |6653&lt;br /&gt;
 |There should be something in this room. It might be the runes on the altar.&lt;br /&gt;
 |-&lt;br /&gt;
 |Melgorehn&#039;s Reach&lt;br /&gt;
 |[Melgorehn&#039;s Reach, Lost in the Fog]&lt;br /&gt;
 |N/A&lt;br /&gt;
 |This should lead to Lake Eonak at the base of the mountain.&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(*) This list is very incomplete. There would also be something in Darkstone and under Wehnimer&#039;s Landing.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Visions===&lt;br /&gt;
The orbs are probably not loosely based on the Ilarsiri, &amp;quot;the eyes of far vision&amp;quot;, the Shadow World analog of the Palantiri from Tolkien&#039;s &#039;&#039;Lord of the Rings&#039;&#039;. But it is worth mentioning. Melgorehn&#039;s Reach is likely loosely inspired by &#039;&#039;The Hobbit&#039;&#039;, and the orb vision of the burning of the tree in Town Square Central could be analogous to the burning of the white tree of Gondor. This is a stretch. The Ilarsiri had capabilities variable &#039;&#039;&amp;quot;depending on the mental prowess of the wielder.&amp;quot;&#039;&#039; At the least they allowed the user to &#039;&#039;&amp;quot;see across great distances, and even gulfs of time. There is some evidence that they could be used for darker purposes as well, a capability unintended by their maker.&amp;quot;&#039;&#039; They were set in pedestals of stone or wrought metal formed like a many-branched tree. Ours are in a stone monolith and a vaalin filigree stand.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The orb on the worktable pulses once with a deep crimson light.  You feel its power reaching out to you, and you are unable to tear your eyes from it!  The power of the orb begins to overwhelm you, and you feel disoriented as your mind fills with the image of another place...&lt;br /&gt;
&lt;br /&gt;
[Town Square Central]&lt;br /&gt;
This is the heart of the main square of Wehnimer&#039;s Landing.  The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith.  At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree.  The oak is tall and straight, and it is apparent that the roots run deep.  You also see an herbal remedy donation bin and some stone benches with some stuff on it.&lt;br /&gt;
Obvious paths: northeast, east, southeast, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
Flames are rapidly consuming the tree as the clerics and empaths gathered attempt to attend to the wounded and dying.  Every person in the square is covered with burns, and you can almost hear the screams of suffering in your mind.  The vision fades as quickly as it came, and you collapse to the ground in horror.  The faint smell of burning flesh lingers in the air.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This concept of a vision orb in the summoning chamber is consistent with the idea that the crystal dome is partly inspired by the Shining Trapezohedron. When Sheruvian bodies disappear they do so with a crimson aura, which is the same color thrown off by the teleportation orbs. This might be coincidental mood coloring or it might imply a reincarnation method in the same way as the hooded figures. It is also consistent with the Lovecraft subtexts to have a monastery to the dark god of insanity and nightmares, though Sheru was not a god of madness until the &amp;quot;[[ICE gods#Sheru|intermediate]]&amp;quot; period gods documentation. He still had a hyena head when the monastery was built. But it is dubious to try to read such continuity into the Sheruvian Monastery, which is likely supposed to represent Lornon rather than anything more exotic.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Research]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Research:The_Broken_Lands&amp;diff=211690</id>
		<title>Research:The Broken Lands</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Research:The_Broken_Lands&amp;diff=211690"/>
		<updated>2023-12-29T01:30:51Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: mountains of madness expand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ICE}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This is a research page for interpreting [[The Broken Lands|the Broken Land]] in its original historical context. It is impossible to understand the Broken Land without the [[Shadow World]] source books, as its basic premise is elaborating relationships from that world setting. However, it was also made with its own specific lore texts which were unique to GemStone III, which would be considered non-canonical in Shadow World. It becomes a matter of interpreting and guessing at the intent. The Broken Land most likely also has more cryptic symbolic meaning relating it to the archaic death theology and mechanics of [[Purgatory]], and should probably be interpreted as a spin-off story of [[The Graveyard]].&lt;br /&gt;
&lt;br /&gt;
The Broken Land was introduced by GM Kygar in the [[ICE age|I.C.E. Age]] in a few phases between 1992 and 1994, with the exception of the Sheruvian monastery, which was instead after the De-ICE by GM Sayzor in late 1997. What is now called the [[Lysierian Hills]] was built to be an idyllic contrast around a hidden portal to an exotic locale, which was then chosen to have an &amp;quot;Unlife invasion&amp;quot; theme, elaborating on the relationship between the servants of the Unlife with the Dark Gods in the [[Wars of Dominion]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archaic GemStone III Documentation:&#039;&#039;&#039;&lt;br /&gt;
* [[A Popular History of the Broken Lands]] (1993)&lt;br /&gt;
* [[The Temple of Darkness Poem]] (1994)&lt;br /&gt;
* [http://web.archive.org/web/20010412164311/http://www.se.mediaone.net/~kulbaen/lang.html Iruaric Language Notes] (1994)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related Projects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following research pages are interrelated with the subject of this one:&lt;br /&gt;
&lt;br /&gt;
* [[Research:The Graveyard]]&lt;br /&gt;
* [[Research:Shadow Valley]]&lt;br /&gt;
* [[ICE gods]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Heretic&#039;s Guide: Historical Exploration Series&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are YouTube videos covering the subject of this research page as documentaries:&lt;br /&gt;
&lt;br /&gt;
* Episode 1: History of the Broken Lands - https://www.youtube.com/watch?v=xzYGXwLucMU&amp;amp;t=0s&lt;br /&gt;
* Episode 2: I.C.E. Age Context - https://www.youtube.com/watch?v=IvzIuvGSFEc&amp;amp;t=0s&lt;br /&gt;
* Episode 3: Allegorical Interpretation (Half is Only Audio) - https://www.youtube.com/watch?v=QeMwlGn_6BA&amp;amp;t=0s&lt;br /&gt;
&lt;br /&gt;
=Shadow World=&lt;br /&gt;
The world setting of GemStone III in the I.C.E. Age (Dec. 1989 - Sept. 1995) was set on [[Kulthea]] rather than [[Elanthia]]. This is the archaic [[Shadow World]] historical timeline, in contrast to the modern [[History of Elanthia]]. The story for the Broken Lands is &amp;quot;The Broken Land&amp;quot;, but on the Wiki is labeled &amp;quot;[[A Popular History of the Broken Lands]]&amp;quot; (1993), and it is set in the context of Shadow World. (The pluralization into &amp;quot;Broken Lands&amp;quot; is a De-I.C.E. distortion.) This means the details and areas associated with the story must be interpreted in terms of the contemporary Shadow World source books. More subtly, it must be interpreted using books of an early enough date, as details first existing in later books would be apocryphal.&lt;br /&gt;
&lt;br /&gt;
==Methodology==&lt;br /&gt;
The Broken Land was developed late enough for Shadow World Master Atlas, 2nd Edition (May 1992) to potentially be relevant. However, the specific [[Iruaric]] glossary that was adapted and Iloura&#039;s shrine must have been from earlier books, coming instead from Shadow World Master Atlas Addendum (1990). The Master Atlas Addendum in particular has some vestigial admixtures of the Unlife on Charôn, the moon of the Dark Gods, before that language was removed from later books. (This page uses the spelling Charôn, but it most commonly appears as Charón in the books.) For explanations of paleo-history, crypto-history, and potential weaknesses of methodology, see [[Research:The Graveyard#Paleo-History|Research:The Graveyard]].&lt;br /&gt;
===I.C.E. Source Books===&lt;br /&gt;
These books are especially likely to have some degree of relevance to the story. The Uthex Kathiasas story is unique to GemStone, it does not exist in the source books.&lt;br /&gt;
&lt;br /&gt;
* Shadow World Master Atlas, 1st Edition (1989)&lt;br /&gt;
* Shadow World Master Atlas Addendum (1990)&lt;br /&gt;
* Demons of the Burning Night (1989)&lt;br /&gt;
* Quellbourne: Land of the Silver Mist (1989)&lt;br /&gt;
* Creatures &amp;amp; Treasures II (1989)&lt;br /&gt;
&lt;br /&gt;
===Authorial Intent===&lt;br /&gt;
Some information is recorded on the authorial intent of the Broken Land, which helps constrain the range of possible interpretations. GM Kygar did an interview in the [[List of newsletters|Kulthea Chronicle]], Volume I Issue V, which was the September/October issue of 1994. In this he describes how the whole concept was formed before any of it was created, and even the history was apparently written before any of it was built. The Seolfar Strake is north of the [[High Plateau]] on the [[Quellbourne]] maps, unlike the post-I.C.E. Age maps which place the Lysierian Hills south of Glatoph. Kygar describes making this region as a contrast for the Monastery, and describes earlier in the interview that the Kral (Modern: [[Krolvin]]) were only added after the fact to the Seolfar Strake in 1994 because of combat mechanics needs, as opposed to the &amp;quot;natural-growth&amp;quot; approach that was used for the original parts.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The second approach is to come up with a concept or a &#039;main thread&#039; and then to allow an area and the creatures to grow up around that concept. I think of this as a &#039;natural-growth&#039; design, rather than addressing some specific need. Most of the Seolfar Strake, Monastery and areas beyond the Monastery are of this design concept. Because they are &#039;natural-growth&#039; design, they do not always address the needs of every character class or type. I don&#039;t see a problem with that, and make no apologies for it. If there are &#039;gaps&#039; in the area or creatures, then those gaps can be filled by other areas and other creatures.&lt;br /&gt;
&lt;br /&gt;
When I started on the Seolfar Strake, I decided to have a natural sylvan setting in the foothills of a mountain, along with some buried ruins that contained a gate to a more remote and exotic locale. After looking at the [[Quellbourne|Quellbourn]] map, I decided on Seolfar Strake as the location, since that was a previously untouched area of the island. Having a general idea of the setting and situation, I then had to search for a theme to justify it all. &#039;&#039;&#039;I read through a lot of background material about Kulthea,&#039;&#039;&#039; looking for a good plot to have it all revolve around. &#039;&#039;&#039;I settled on an Unlife invasion theme,&#039;&#039;&#039; but wanted to &#039;&#039;&#039;add a twist that had not yet been explored.&#039;&#039;&#039; The &#039;&#039;&#039;background material made it clear that the Unlife and the Lords of Charôn had worked together during the Wars of Dominion.&#039;&#039;&#039; I selected that as the theme.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), page 18&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This &amp;quot;background material&amp;quot; has no modern analog in the world setting of Elanthia, so the &amp;quot;theme&amp;quot; of the Broken Land is highly archaic. In the following paragraph he describes the additional background material that is not canon in Shadow World or Rolemaster. These include the [[A Popular History of the Broken Lands|legend]] of [[Uthex Kathiasas]] itself, the modified [[Iruaric]] glossary (1994), and the [[Temple of Darkness Poem]] (1994). The purpose of the Monastery in preventing the servants of the  Unlife from &#039;&#039;exiting&#039;&#039; the Broken Land is particularly interesting, because the story might have been read as the monastery and portal being hidden so that it could not be found.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Anyone who has not read the additional background material about the Monastery and areas beyond that are in the [[Tomes of Kulthea]] should do that. The legends and information that I came up with are &#039;&#039;&#039;not official RM material,&#039;&#039;&#039; so the only place you will find them is in the Tomes. Reading those should explain the exact history and plot of the area, &#039;&#039;&#039;though it does not give you every possible detail.&#039;&#039;&#039; Only &#039;&#039;&#039;after I have written a history and background foundation&#039;&#039;&#039; for an area like this, do I &#039;&#039;&#039;actually start building.&#039;&#039;&#039; I think the effect in the Seolfar Strake works. The approach is quiet and sylvan, with nary a hint of the dark struggle that takes place within the mountain. The Monastery itself fits the historical purpose for which it was designed, and that was &#039;&#039;&#039;to guard against intrusions of the Unlife through the gate that is located there.&#039;&#039;&#039; By reading the history and then really exploring and looking at the Monastery itself you can easily get a feel for the centuries of dedicated labor that the monks served. You can understand how their increased isolation from the rest of the world made them lonely and restless. In the end, they succumbed to the very powers that they were set to guard against and became servants of the very powers that they opposed. It&#039;s a tragic tale I guess.&amp;quot; Kygar smiled a little.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In any event, given that tale it was easy for the creatures to develop themselves. The wild creatures in the outer Strake are natural for that setting. The spectral monks and monastic liches in the Monastery are a very natural result of the history of the place. The general abilities of all these creatures are pretty natural.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), pages 18 &amp;amp; 24&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kygar then went on to explain that the Broken Land itself is designed as an extension of the Monastery story, and that there is unifying theme and purpose behind all of it. He explicitly says that there is more to it than its surface meaning, and that you have to dig into the background to understand what it all means. Though part of what he is talking about is the dome puzzle, which most likely had some functionality that has since been removed. There is notably a weird cryptic tower that is somehow connected to the Monastery sewer, which may have once been connected in some puzzle way to the crystal dome. It may have once been possible to transport to this tower through the dome, and then physically access the sewer through some kind of portal in the tower.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;The area beyond the Monastery is an extension of the story.&#039;&#039;&#039; It was all developed in the same way. There is &#039;&#039;&#039;a theme and tale behind all of it&#039;&#039;&#039;, and &#039;&#039;&#039;in light of that theme it all makes sense.&#039;&#039;&#039; I don&#039;t want to go into Man&#039;Ta Pn&#039;Tairken in too much detail because there are some (hopefully) neat things there for people to discover on their own. I can only encourage people to &#039;&#039;&#039;look beyond the surface.&#039;&#039;&#039; Dig into the Tomes and &#039;&#039;&#039;find the stories that give it all meaning.&#039;&#039;&#039; My areas and creatures are more than simple conglomerates of game mechanics. &#039;&#039;&#039;They have purpose and reason behind them,&#039;&#039;&#039; well most of them anyway, and by understanding that reason you should be better able to discover how to deal with them.&amp;quot; He chuckled to himself. &amp;quot;Hmm, that was a pretty long answer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), page 24&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The most parsimonious approach is to take Kygar on face value that &amp;quot;the Unlife and the Lords of Charôn had worked together during the Wars of Dominion.&amp;quot; In this way the relatively modern alphabetic writing of Iruaric in the Broken Land would have been written in the Second Era, and the Loremasters were at least somewhat knowledgeable of Iruaric. The creatures would have been named in Iruaric in the Second Era. The simplest explanation for the time paradoxes mentioned on this page would be for the statue of Morgu to not actually be a statue, but instead Morgu himself hibernating much as the gogor (vruul) do in their tall stone jars. In this way there would be Unlife cultists working with Morgu in the Second Era and seducing Uthex while Morgu was asleep. Morgu would then be taken to have been made as a servant of Empress Kadaena in the First Era, and so himself a native First Era speaker of Iruaric.&lt;br /&gt;
&lt;br /&gt;
==Empress Kadaena==&lt;br /&gt;
[[Empress Kadaena]] is at the heart of the hidden meaning of the Broken Land. In the [[First Era]] of the Shadow World history, the Lords of Essaence weakened the barriers between worlds with their portals, including Portals on the moon Charôn. Many thousands of years later these dormant portals on the moon interacted with the comet [[Sa&#039;kain]]. This was what allowed the Dark Gods to first enter, or perhaps return, to this plane of existence in the [[Second Era]]. It was also what allowed the servants of the Unlife to begin appearing on Charôn. These dark forces eventually unleash the Wars of Dominion.&lt;br /&gt;
&lt;br /&gt;
The actual &amp;quot;name&amp;quot; of the Broken Land is the Man&#039;Ta Pn&#039;Tairken, which is Iruaric for the &amp;quot;Home of Broken Lore&amp;quot;. This would be the name given to it by the Loremasters in the Second Era. Iruaric was the language of Kadaena&#039;s servants, an extended family known as the K&#039;ta&#039;viiri or &amp;quot;Lords of Essaence&amp;quot;. The monsters in the Broken Land were originally named in Iruaric, and it is the language used in the Dark Shrine. It was also used originally in the crypt in The Graveyard.&lt;br /&gt;
&lt;br /&gt;
===Charôn===&lt;br /&gt;
The Wars of the Dominion and the Unlife are mentioned all the way back in The Iron Wind source book of 1980. &amp;quot;Empress Kadena&amp;quot; and the &amp;quot;Lords of Essence&amp;quot; exist in the 1984 books, but they were not wedded yet to the &amp;quot;K&#039;ta&#039;viir&amp;quot; of Spacemaster or a language called Iruaric. In the Shadow World Master Atlas, 1st Edition (1989) the Dark Lords of Charôn are not defined yet as a pantheon, where the moon Charôn is instead associated with servants of the Unlife. There is reference to underground caves and tunnels, but the relevant details are not given until the Master Atlas Addendum in 1990.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Charôn is considered an evil presence by most Kultheans, who believe that the orb is a haven of strange, otherworldly beings and presences. Once again, superstition is not without a basis in fact, for Charôn is indeed a gate-world which hovers on the boundary between dimensions. Beneath the shining icy surface are myriad caves and tunnels - hiding places for the unspeakable. It is shunned by the Lords of Orhan. When Charôn passes close the inhabitants of the Great Moon are especially vigilant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 17&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 20&lt;br /&gt;
- Tomes of Kulthea #1046&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Jaiman source book of 1989 these evil otherworldly beings are &amp;quot;servants of the Unlife.&amp;quot; These servants were able to leave Charôn on the Night of the Third Moon in the 1989 books. It is an idiosyncratic point in the 1989 books that Kadaena, in spite of having been dead for over a hundred thousand years, is sometimes still described as the leader of the forces of Unlife in the Wars of Dominion.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Dark cults worship Charôn. They consider the zenith to be a time of particular importance, a time when &#039;&#039;&#039;servants of the Unlife are able to leave their home on Charôn&#039;&#039;&#039; and come to the Shadow World. ... The Amulet of Charôn is listed as an NPC because it has schemes, goals, and powers of its own, and should be treated like an NPC by the GM. This device is an ancient artifact dating back to the Wars of Dominion at the end of the Second Era. It was a tool created by the servants of Kadæna as one of their many plots of subversion - the prelude to all-out war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Jaiman: Land of Twilight (1989); page 46-47&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dark cults worship Charôn. They consider the zenith to be a time of particular importance, a time when &#039;&#039;&#039;servants of the Unlife are able to leave their home on Charôn&#039;&#039;&#039; and come to the Shadow World.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 37&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 113&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the vestigial text which survives in the Master Atlas Addendum from earlier versions of I.C.E. books, where servants of the Unlife are still associated with Charôn, whereas there is now also a pantheon known as the Dark Lords of Charôn. The Dark Lords were the ones primarily responsible for the Wars of Dominion, whereas it was the servants of the Unlife who were in the books prior to 1990. This is the context for Kygar&#039;s theme of the two factions working together in the Wars of Dominion. Of special note is that in the Master Atlas Addendum the forces of Unlife are &amp;quot;imprisoned&amp;quot; on Charôn instead of banished off-world into &amp;quot;the Void.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
2,000 SE - First appearance of servants of the Unlife.&lt;br /&gt;
&lt;br /&gt;
6,450 - 6,825 SE - Wars of Dominion. Even the Lords of Orhan come to Kulthea to join in combat against the legions of the Unlife. After centuries of strife, the dark forces are destroyed or rendered ineffective, and the &#039;&#039;&#039;the Unlife is driven back into the Void.&#039;&#039;&#039; Unfortunately, there is no way to ensure that it cannot re-enter the World at some future time. Enchanted, immortal Guardians are set at the &#039;&#039;&#039;Gates of the Void.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 9&lt;br /&gt;
- Tomes of Kulthea #1015&lt;br /&gt;
- Tomes of Kulthea #1016&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even the Lords of Orhan descend to Kulthea to combat the legions of the Darkness. &#039;&#039;&#039;The Unlife is driven back and imprisoned on Charôn,&#039;&#039;&#039; all of its powerful servants destroyed. Many valiant Loremasters and Sages are killed, however. Unfortunately, there is no way to ensure that the Unlife cannot re-enter the world at some future time. Enchanted, immortal Guardians are set at &#039;&#039;&#039;the Portals.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Masters of Emer are revealed in their full majesty as Titans and join the forces of the Light. Even the Lords of Orhan descend to Kulthea to combat the legions of Darkness. &#039;&#039;&#039;The Dark Gods are driven back and imprisoned on Charôn,&#039;&#039;&#039; their powerful servants destroyed. Many valiant Loremasters and Sages are killed, however. Enchanted, immortal Guardians are set at the Portals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 131&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;The Void&amp;quot; is discussed in more detail on [[Research:The Graveyard]]. The shift to replacing it with the word &amp;quot;Portals&amp;quot; is emphasizing the origins of the gates in the Lords of Essaence.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;c. -15,000 - -10,000:&#039;&#039;&#039; Althan civilization begins to evolve into a unique combination of technology and &#039;magic&#039; (the Essaence power). Society also polarizes, with the Essaence aepts (mostly the K&#039;ta&#039;viiri) becoming a privileged upper class. A number of &#039;&#039;Portals&#039;&#039; are constructed on Kulthea &#039;&#039;&#039;(and several on Charôn)&#039;&#039;&#039;; these gateways allow direct access to a selected few of the parallel dimensions. Althan scientists master techniques for &#039;&#039;&#039;opening and closing such gateways,&#039;&#039;&#039; sometimes &#039;&#039;&#039;using artifacts such as powerful crystals.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. -14,500:&#039;&#039;&#039; First reappearance of the comet &#039;&#039;Sa&#039;kain&#039;&#039;. It returns every 1500 years, though the proximity to Kulthea varies dramatically with each pass: sometimes brighter than Orhan in the night sky, sometimes all but invisible to the unaided eye. Its presence coincides with violent Flow-storms and &#039;&#039;&#039;serious disruption of the Portals.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. -250 - 0:&#039;&#039;&#039; ... Indeed, large areas of Kulthea are laid waste as the Uruths destroy the remaining K&#039;ta&#039;viiri, using channels of raw Essaence. The backlash from this power destroys or damages many of the ancient Portals, leaving them &#039;open&#039; without control. Strange creatures and destructive demons of the Void begin to &#039;&#039;&#039;enter this universe through the broken Portals.&#039;&#039;&#039; ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. 0:&#039;&#039;&#039; The final conflict of Utha and Kadaena takes place on Kulthea. Kadaena is beheaded by Utha himself, wielding a weapon known as the &#039;&#039;Soulsword.&#039;&#039; By a last effort of Utha, the Flows of Essence are altered to imprison the intruders: by placing the &#039;Eyes of Utha&#039; at the poles, he prevents further influx of the strange and hideous creatures. While it was always believed that Utha caused the Flows to shift dividing the world into hemispheres, that was merely a side-effect of the crystals which he placed at the two poles of the planet. Their real effect was to insulate Kulthea from the radiations of the interdimensional rift, and thus &#039;&#039;&#039;inhibit Demonic incursions from the Void.&#039;&#039;&#039; ... A secret cabal is formed at this time; led by none other than Utha&#039;s son Daenku, it is made up of eight surviving rebels and calls itself the Ahrenreth (Ir. &amp;quot;Secret Circle&amp;quot;). Their mission is to ensure the safety of the Eyes of Utha and to continue &#039;&#039;&#039;to close errant Portals (or &#039;Shadowgates&#039;). These Portals, though severely limited by the Eyes of Utha, still allow demonic beings limited access to Kulthea.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 10-11&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The comet Sa&#039;kain returns in 1900 Second Era, interacting with those same portals on Charôn. Thus, the Dark Gods arrive in this universe through the broken ancient Lord of Essaence portals on Charôn, which were opened and closed with powerful crystals. This is highly suggestive for the Broken Land, where a shrine of Morgu uses Iruaric, which naively makes no sense as a severe anachronism. The Lords of Essaence and Dark Lords should be from entirely different time periods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
1900: The Comet &#039;&#039;Sa&#039;kain&#039;&#039; returns, passing very close to Kulthea. The Third Moon (Charôn) passes through the long, fiery tail of the comet, and the Essaence of the comet&#039;s tail interacts with &#039;&#039;&#039;the gates of the moon.&#039;&#039;&#039; New creatures and beings (they are eventually called the &#039;&#039;Dark Gods&#039;&#039;) are transported into the Kulthean universe - and a presence of unspeakable evil arrives on Charôn.&lt;br /&gt;
&lt;br /&gt;
c. 2000: First appearance of servants of the Unlife on Kulthea.&lt;br /&gt;
&lt;br /&gt;
c. 4000 - 6450: The Dark Gods begin systematically gathering evil creatures into a host of darkness.&lt;br /&gt;
&lt;br /&gt;
c. 6450: Another close passage of the comet provides the &#039;&#039;&#039;necessary energy to open the way for hordes of demonic servants.&#039;&#039;&#039; Volcanic eruptions, flow storms, and earth tremors rock the planet, destroying fortresses and cities. The Dark Forces are ready.&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 12-13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: These are Second Era dates. There is a 100,000 year Interregnum between the First Era negative dates and these dates.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Imprisoned&amp;quot; in the Third Era must be interpreted loosely, though some were more literally imprisoned. The Dark Lords are able to travel to the world below for a matter of hours every 24 days when Charôn is closest to Kulthea (page 38), though &amp;quot;certain gods&amp;quot; (unspecified) can do so during the &amp;quot;Night of the Third Moon&amp;quot;, which is instead a zenith event. This may be a retcon of the vestigial language about &amp;quot;servants of the Unlife&amp;quot; on that subject on page 37. The Dark Lords may also send themselves for 10 hours through very powerful Gates, or indefinitely through a ritual summoning with continual sacrifices. What it really means is probably that at the end of the Wars of Dominion, the Lords of Orhan set &amp;quot;Guardians&amp;quot; at the major portals, so that the Dark Gods would be unable to use them without tripping a kind of alarm. Later Shadow World books clarified this by stating that the Dark Lords were able to escape Charôn again in the 3000s Third Era, so the rules on their transportation restrictions in the books are meant to be interpreted as how things are &amp;quot;now&amp;quot; in the 6000s Third Era. Since that is the present of the world setting.&lt;br /&gt;
&lt;br /&gt;
The Emer (1990) book on page 8 does not necessarily say the Dark Gods first arrived in 1900 Second Era, but rather they gained &amp;quot;easy access&amp;quot; to the world because Charôn &amp;quot;acquires a special access to the negative planes&amp;quot; (i.e. Chaos planes), and later Shadow World books have them first arriving instead in 450 Second Era which causes the Lords of Orhan to reveal themselves. Later books also refer to the souls of their followers being sent through portals on Charôn to the Pales, but this was not established early enough to be relevant, though a similar concept might be involved with older text on the Void.&lt;br /&gt;
&lt;br /&gt;
===Vruul===&lt;br /&gt;
[[Empress Kadaena]] was the &amp;quot;Queen of Evil&amp;quot; who invented the gogor, which were re-named &amp;quot;vruul&amp;quot; after the I.C.E. Age in GemStone III. These were one of several examples of Kadaena making malevolent artificial constructs as servants. Gogor are essentially gargoyles made of flesh. They can be considered leathery statues, similar to the Morgu statue in the Dark Shrine, which is likely what woke up and caused the damages to the shrine (and for which the huge stairwell is used in the Dark Grotto.) They slumbered for thousands of years in tall stone jars of foul dark fluid until dark priests woke them up in the Second Era. There is a typographical error on page 37 of the Master Atlas Addendum that says &amp;quot;See Parts IV &amp;amp; V (Demons)&amp;quot; for minions lurking below Charôn, but Part V is actually the section containing Kadaena&#039;s constructs.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Once the skies were blackened with thousands of these winged beasts, but that was &#039;&#039;&#039;in the First Era, when Kadaena ruled.&#039;&#039;&#039; It was thought that those few Gogor who survived the Conflict had perished over the stretch of time, but the world is not so fortunate. Guided by hints millennia old, the dark priests searched deep in lost caverns and the ruins of ancient citadels. They found crypts, and within them row upon row of stone jars, seven feet tall, their lids sealed. Sleeping within each, submerged in a foul but nutritive fluid, was an unspeakable &#039;&#039;&#039;beast-servant of the Queen of Evil&#039;&#039;&#039;, waiting through the long years until needed again. Some did not survive the eternity of suspension, but many darken the skies of Kulthea again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas (1990), Part V; page 34&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Gogor are &amp;quot;black as midnight&amp;quot; with tough hides and leathery wings. They have green glowing eyes allowing them to see in complete darkness, powerful claws, and have an extremely good sense of smell. It is not included in their GemStone creature description, but they have long poisonous prehensile tails. This is depicted on the statue in the Dark Shrine, though oddly those gogor have blood red eyes. Minor gogor of the Dark Shrine might not have tails.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Lo thal ta shin.]&lt;br /&gt;
&lt;br /&gt;
You feel a tingling sensation run through your body and suddenly you see...&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, &#039;&#039;&#039;ghastly&#039;&#039;&#039; statue that dominates the center of the chamber, the sense of evil is a palpable force that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dark Spirit Morgu (Modern: Marlu) looked exactly like an enormous gogor, and collected them as his favored pets, but the reason why is never explained in the source books. (His statue in the Dark Shrine notably has the Orhan deity enlarged avatar height of 12 feet.) The invoking elements for the gateway in his shrine being Iruaric are strongly implying an ancient relationship with the Lords of Essaence. &amp;quot;Thro dyar K&#039;mur&amp;quot; in particular is implying he was made to guard Empress Kadaena. The statue itself (importantly in this context) has to be touched to trigger the Iruaric command for returning to the Dark Grotto.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Fire-demons are associated with destruction and typically serve the forces of terror. The mightiest of these creatures, the Flamesouls, are corrupted demigods in the service, whose avarice and hunger for hegemony led to their fall from grace. &#039;&#039;&#039;These vile, vengeful Demons serve Kadæna,&#039;&#039;&#039; although most were imprisoned on other planes at the end of the &#039;&#039;&#039;Wars of Dominion&#039;&#039;&#039;, or were utterly destroyed. The few survivors retreated into the depths of the underworld in order to survive until they could regain strength and exploit new opportunities. They repose like a dormant curse upon the world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas: Inhabitants Guide (1989), page 34&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire-demons are associated with destruction and typically are summoned by the forces of evil. Their power comes from the depths of the earth and the energy of the sun; they love the day and fiery caverns. Driven by avarice for power and death, they are among the most fearsome of demons. &#039;&#039;&#039;The favored guardsmen of Kadaena,&#039;&#039;&#039; most were banished forever in the &#039;&#039;&#039;Final Conflict&#039;&#039;&#039;. But some were actually imprisoned within deep caverns, unable to return to their planes and yet unslain. They await the unwary who might free them and find death as a reward.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990), page 18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The citadel of &#039;&#039;Ahrenraax&#039;&#039; (Ir. the &amp;quot;Secret Claw&amp;quot;) was located in the cool waters southwest of Emer. Stewardship of this volcanic island fortress was given to the Lord Ordainer &#039;&#039;Morloch&#039;&#039; (once known as Shuraax the Fire Claw, &#039;&#039;&#039;bodyguard of Kadaena)&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 63&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This has some precedence in other books, such as the Inhabitants Guide (1989), where she has fire demons as bodyguards. In the Emer (1990) book she had an Ordainer bodyguard. It might also pertain to the vestigial text about her followers having fashioned the first of the Great Demons, which is a holdover from older I.C.E. source books where the demonic were created artificially by the Lords of Essence.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The coming of the Unlife, a vast power which feeds upon destruction, brought to light (and to darkness!) cults and orders dedicated to evil; &#039;&#039;&#039;Great Demons were fashioned by the most powerful of the Lords who had fallen under the influence of the Unlife, led by the Empress Kadæna.&#039;&#039;&#039; Wise but twisted in spirit, &#039;&#039;&#039;the servants of the Shadow&#039;&#039;&#039; offered knowledge beyond that which the Loremasters deigned to give such &amp;quot;lesser beings,&amp;quot; and the power of the Unlife grew unfettered in the Second Era. The 300-year-long Wars of Dominion concluded the Second Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Theories regarding the origins and creation of Demons are plentiful and contradictory, but the most commonly accepted explanation is that &#039;&#039;&#039;they were created by the Lords of Essence out of that force itself,&#039;&#039;&#039; and they exist on some other plane, waiting to be called forth. &#039;&#039;&#039;Now, most serve the Unlife.&#039;&#039;&#039; Whether Demons are intrinsically evil in nature or not is another matter open to speculation, and it is doubtful that the answer is soon forthcoming, since few users of Essence who are not already servants of the Unlife are willing to risk summoning one of these terrors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Cloudlords of Tanara (1984); page 8&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These excerpts are particularly important because the story of the Broken Land is that Uthex Kathiasas discovered what he believed was a new source of power, and he was trying to give &amp;quot;physical form&amp;quot; to that power. In other words, the story very strongly implies that Uthex was attempting to forge entities out of the essence, and his work was corrupted under the subtle influence of forces of the Unlife. The Dark Shrine raises the question of whether the Dark Lords originated in Lord of Essaence experiments in the First Era, and were merely banished in the Final Conflict rather than first arriving in 1900 Second Era.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
From the Book of Dark Tales...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once &#039;&#039;&#039;She&#039;&#039;&#039; whispered and &#039;&#039;&#039;life was death&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gogur&#039;&#039;&#039; arose, his wide wings spread&lt;br /&gt;
Talons to tear and fangs to feed&lt;br /&gt;
The skies were darkened with &#039;&#039;&#039;dread.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Andraax]] &lt;br /&gt;
&#039;&#039;&#039;SE 1782&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum, Part V (1990); page 31&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master. Guard the &#039;&#039;&#039;Dark Queen.&#039;&#039;&#039;&lt;br /&gt;
Spirit &#039;&#039;&#039;born of death.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- [[The Temple of Darkness Poem]] (1994)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Lyxatis&amp;quot; could be parsed as a glottalization and pronunciation of &amp;quot;lyx arulis&amp;quot;, meaning &amp;quot;dread seer&amp;quot;, so figuratively &amp;quot;Morgu lyxatis kort&amp;quot; would mean: &amp;quot;Morgu, gogor master.&amp;quot; (This is by no means obvious. It might be that &amp;quot;atis&amp;quot; is invoking unspecified language rules, and was just a handwave out of a limited glossary to mean &amp;quot;cruel&amp;quot;.) It seems highly likely that the use of &amp;quot;lyx&amp;quot;, meaning &amp;quot;dread&amp;quot;, is playing off the poem at the beginning of the constructs section. &amp;quot;Spirit born of death&amp;quot; would be playing off &amp;quot;life was death&amp;quot; in the lines where Empress Kadaena is implied to have made a high leader of the gogor. &amp;quot;Gogur&amp;quot; in turn is conspicuously similar to &amp;quot;Morgu.&amp;quot; &amp;quot;Thro dyar K&#039;mur&amp;quot; literally means &amp;quot;Guard dark Lady&amp;quot;, which is &amp;quot;Dark Queen&amp;quot; in the poem. There is no Queen of the Dark Gods in Shadow World.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Once Sentinels guarded all of the &#039;&#039;&#039;Dark Queen&#039;s&#039;&#039;&#039; palaces and holds, their inimical gaze unwavering as they scrutinized every being who passe their gates. Many were destroyed in the great conflict which ended the First Era, but some survived and now guard other portals to dark fortresses. These constructs are not unlike golems in some ways, fashioned out of stone or other adamantine substance, but they are more intelligent, an even possess a perverse arrogance to match their formidable powers of guardianship. For the Sentinels were designed to do one thing only: guard the entries to &#039;&#039;&#039;Kadaena&#039;s&#039;&#039;&#039; holds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum, Part V (1990); page 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is the page and entry immediately before the Gogor section.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Though the term &amp;quot;dyar K&#039;mur&amp;quot; could be interpreted as &amp;quot;Dark Lord (of Charôn who is a woman)&amp;quot;, which would most likely imply guarding Orgiana, it would not explain the translation of &amp;quot;Dark Queen&amp;quot; in the Temple of Darkness poem. In contrast the phrase &amp;quot;Dark Queen&amp;quot; is used for Kadaena&#039;s sentinels who guard her palaces. Unless Kadaena in death became a Dark Lord, perhaps Orgiana herself. It is worth noting that another of her constructs are called [[Kaeden]], organized around &amp;quot;queens&amp;quot;, where Kadaena herself was &amp;quot;high queen.&amp;quot; Kadaena itself could arguably be translated as Iruaric for Empress.&lt;br /&gt;
&lt;br /&gt;
===Dark Lords===&lt;br /&gt;
The Dark Lords of Charôn are not really a &amp;quot;pantheon&amp;quot;, they are an uneasy alliance of rivals. They were first introduced in the 1990 books as the most singularly powerful of the forces of darkness, and Unlife adjacent without actually being immediate &amp;quot;servants of the Unlife.&amp;quot; The Unlife is the most corrupted degree of the Essaence, which is called Anti-Essaence, inherently contradictory to the rest of Existence. The Dark Lords are manifestations of the chaotic aspects of the Anti-Essaence, similar to how the Lords of Orhan are manifestations of the Essaence. Avatars of deities are power given physical form.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Individually, the Dark Gods are the most intrinsically powerful of the &#039;evil&#039; factions. They are not driven by one will like the Unlife, and they are not fully independent like the Dragonlords. These masters of dark power are not even life in the biological sense, but &#039;&#039;&#039;energy beings: manifestations of the chaotic power of the Anti-Essaence.&#039;&#039;&#039; Most are less than complete personalities, driven by specific needs and goals. As a result, they seem two-dimensional and are often predictable in their reactions. Vindictive, violent and wantonly destructive, their methods are most often the antithesis of the artful minions of the pure Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Master Atlas, 2nd Edition (1992), changes &amp;quot;chaotic power of the Anti-Essaence&amp;quot; to &amp;quot;chaotic aspects of the Anti-Essaence&amp;quot;. [[Research:The Graveyard#Apocrypha|Research:The Graveyard]] details the edition changes on matters of the Unlife and demonic categories.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World Master Atlas Addendum (1990) further specifies that the Dark Gods originated in the Chaos planes, where the Unlife is the furthest ultimate extreme of it. However, this book also states the Dark Gods are &amp;quot;related&amp;quot; to the Demons of the Pale, which are entities of the Void. This language is retained in the Master Atlas, 2nd Edition (1992). Both imply relation to the &amp;quot;fallen demigod&amp;quot; Great Demons.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;So named because they stand for the opposite of order and Existence, the Unlife itself originates in the heart of Chaos. &#039;&#039;&#039;The Dark Gods entered the Kulthean universe from the Chaos Planes,&#039;&#039;&#039; though they are not the pure antithesis of existence that the Unlife is. ... &#039;&#039;&#039;Demons of the Essaence originate in the Chaos Planes,&#039;&#039;&#039; their form becoming more discordant the further their origins within Chaos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&amp;quot;These are the more familiar and lesser demons known as &#039;&#039;Outsiders.&#039;&#039; &#039;Outsider&#039; is a general classification referring to all demons of the &#039;Planar&#039; or &#039;Inner&#039; Void. Demons of the Pale are categorized according to their home plane. Of those within the Pale, First Pale Demons are the weakest; Demons of the Sixth Pale are the strongest. These demons &#039;&#039;&#039;are related&#039;&#039;&#039; to the Dark Gods of Charôn, and serve those evil masters (when summoned from their homes in the Planes).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 23&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is important given the premise of the Uthex Kathiasas story of giving physical form to his new source of power, which plays off [[Research:The Graveyard#The Dark Path|the text]] for how Evil spells are perceived. If the crystal dome in the Broken Lands is able to fashion entities from pure energy, which is implied to be a Lord of Essaence artifact, and the Lords of Essaence fashioned &amp;quot;Great Demons&amp;quot;, it stands to reason that the Dark Gods who are related to demons might have originated in the same way. This allows the idea of Morgu guarding Empress Kadaena to make sense, as the Dark Spirits are created by the Dark Lords as servants. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;4. Immortality:&#039;&#039;&#039; Unlike the greater deities, the Dark Spirits are not exactly immortal, as they are &#039;&#039;&#039;really little more than manifestations of their master&#039;s will.&#039;&#039;&#039; The destruction of their chosen mortal form (as indicated by a killing critical or other catastrophe) results in the body (though not personal items - those are left in a heap) vanishing in a ball of fire or other showy end. The &#039;soul&#039; of the Dark Spirit flees to Charôn if his master wills it - and he has the energy; many Spirits are unable to make the trip and are dispersed forever. If he makes it, he will either be permitted to reform, or the angry God may dissolve him anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 45&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In later Shadow World books it is explicitly postulated that the Dark Gods may have originated as Lord of Essaence experiments with creating non-corporeal life, but the earliest available reference to that seems to be &amp;quot;Emer Atlas I: Haestra&amp;quot; in 1997. The Dark Grotto and Dark Shrine were introduced in GemStone III no later than early 1994. It is worth mentioning later sources because material first appearing in books of a given copyright date might have been available in some other form at earlier dates. &amp;quot;Haalkitaine&amp;quot; (1998) is the earliest available reference to 6521 Second Era being the year Lorgalis conquered Saralis with the Ordainer Kharuugh. It is one of the only specific dates mentioned for the Wars of Dominion, and it is the same year Uthex Kathiasas was killed immediately next door in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Second Era&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;450:&#039;&#039;&#039; First Loremaster-recorded appearance of the comet Sa’kain, a burning mass that hangs in the Kulthean sky for weeks. As it passes near the planet, it disrupts the function of the Eyes of Utha, and opens a door into a multitude of universes—including the Void. The comet returns every 1500 years. Soon after this event the Dark Gods begin to appear on Kulthea. To counter this, the Lords of Orhan create manifestations of themselves and accept followings. The &#039;&#039;&#039;origins of the Dark Gods remain unclear,&#039;&#039;&#039; though some suspect they are actually former Lords of Orhan who turned from the benign ways of their brethren. Others hold that they are early manifestations of the Unlife, or even &#039;&#039;&#039;‘failed’ experiments by the Althans to create non-corporeal life.&#039;&#039;&#039; Perhaps only Andraax knows the truth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer Atlas I: Haestra (1997); page 18&lt;br /&gt;
- Haalkitaine (1998); page 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: By Shadow World Master Atlas, 3rd Edition (2001), page 166, this adds a possibility of having escaped an &amp;quot;inter-dimensional prison.&amp;quot;)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These happen to be the same possibilities that are likely for GemStone III. The story for the Graveyard was most likely written in a context where the Dark Lords were not defined yet, so Empress Kadaena is treated as a Lord of Orhan who was the first of them to follow the Unlife. The idea that the &amp;quot;Althan&amp;quot; scientists were attempting to forge non-corporeal life, which is to say energy beings, is consistent with the overt premise of Uthex&#039;s work and earlier Shadow World books where the Lords of Essaence artificially made demons. The demons of the Black Hel were also made as servants by those dark gods.&lt;br /&gt;
&lt;br /&gt;
This research page is typically speaking of Empress Kadaena as having been dead, which is to say not an active power or force of darkness, since the First Era which was over 100,000 years before the Wars of Dominion. The paradoxes of this issue go away if the Dark Gods are actually &amp;quot;ascended&amp;quot; Lords of Essaence, which would effectively mean Iruaric is still their native language, and it is written in alphabetic form in the Second Era. The difficulty is that the Shadow World context and the Lovecraft subtexts allow the issue to be resolved either with time travel or prophetic powers. It would raise the question of why Kadaena, the Dark Queen, is not mentioned in the Temple of Darkness poem. The simplest explanation for that would be to assume she is actually Orgiana, and that they are really a &amp;quot;dead&amp;quot; goddess. It might also be that the scale model of Morgu in the Dark Shrine is not actually a statue, but Morgu himself hibernating, much as the gogor do in their stone jars.&lt;br /&gt;
===Iruaric===&lt;br /&gt;
[[Iruaric]] is the (mostly) dead language of the Lords of Essaence, and the ancestor of most languages in the Shadow World setting. It is only understood by relatively few, though in much later books its word-parts overlap with [[Iylari]] and [[Dragonlord|Kugor]]. The Loremasters are among the few who know it. The language is partly telepathic, so most races cannot speak it properly. It was first mentioned in the Shadow World Master Atlas, 1st Edition (1989), where some word parts are defined through place names. The first Iruaric glossary is in the Shadow World Master Atlas Addendum (1990), page 94, which is the one the GemStone III specific version modified. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There are fourteen areas which might classify as true continents or continental groupings on Western Kulthea . . . These names are the ancient Lords of Essence titles (like those of the moons), and in many cases the inhabitants are unaware of the original name of their continent.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The seas of the western hemisphere were named by the Lords of Essence as follows . . . Interestingly, though the &#039;&#039;&#039;original Iruaric names&#039;&#039;&#039; have been lost to nearly all but Loremasters, the ocean names in local tongues correspond in translation in almost every case.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); pages 10 and 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Iruaric:&#039;&#039;&#039; The language of the Lords of Essence. In its &#039;true&#039; form, it was partially telepathic and powerful. It can be learned in a relatively innocuous form by other races. It is related to the Primal Essaence; the extent of its true power can only be guessed at.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 93&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was also defined in the Inhabitants Guide (1989), which specified the common origin of all humanoid races, along with the recurring premise that the Lords of Essence altered life into novel forms. This is a relevant theme as Kadaena herself was the creator of many monsters. These races are also often named in Iruaric. This is important because several of the Broken Lands creatures had Iruaric names.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In some tales they are referred to as the &#039;&#039;K&#039;ta&#039;viiri&#039;&#039; - which means literally &#039;Lords of Essence&#039; in the &#039;&#039;&#039;Iruaric tongue&#039;&#039;&#039; (K = lord, viir = essence or power, i = plural). These beings were of the original race of Kulthea, but whether they were actually native to this world is a question yet unanswered. The whole of this race was known as the &#039;&#039;Altha&#039;&#039;, a curious word which has no meaning in Iruaric or any other Kulthean language. It is important to make the distinction between the Althan peoples and the K&#039;ta&#039;viiri, as only the latter people became Lords of Essence. The Althans constitute all of the original humanoid inhabitants of the Shadow World during the First Era. They formed the &#039;raw material&#039; if you will for the myriad races to follow, whether they evolved naturally through the course of time and the mutating effects of the Flows, or were the result of &#039;&#039;&#039;direct manipulation through K&#039;ta&#039;viir experimentation.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas: Inhabitants Guide (1989); page 44&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The most important thing to understand about the use of Iruaric in the Broken Lands is that it is highly anachronistic. The Lords of Essaence were destroyed, and Empress Kadaena decapitated, in a civil war over 100,000 years before the Dark Gods arrived on Charôn. The modified Iruaric glossary made by Kygar is almost identical, except it has several paragraphs of background lore added to it. Kygar has early Iruaric being glyphical or hieroglyphic, rather than &amp;quot;phonetic&amp;quot;, by which he really means alphabets. This would imply that the wording on the Dark Shrine entrance should have been written in the Second Era. That is assuming &amp;quot;modern day languages&amp;quot; frames the word &amp;quot;modern&amp;quot; for modern Iruaric, which could be interpreted very differently, referring instead to the end of the First Era. This requires speculation.&lt;br /&gt;
&lt;br /&gt;
Hieroglyphics were actually &amp;quot;phonetic&amp;quot; after all and were deciphered as a result in the 19th century. What Kygar seems to be saying is that these glyphs are like ideograms, and that slight differences in the symbol conveyed many aspects of meaning, and that these variants could have very different pronunciations. In a phonetic script like our alphabet they would be rendered quite differently, because that would be encoding the way it sounds, rather than the visual similarity of the original glyphs with their common family of meaning. &amp;quot;Translating&amp;quot; ancient Iruaric into &amp;quot;modern&amp;quot; Iruaric could refer to language drift, or the incompleteness other races have with it. But Kygar seems to be speaking of converting the written forms, which is really &amp;quot;transliteration&amp;quot;, not translating as if between modern English and Old English.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A Glossary of Iruaric Terms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The following is a brief glossary of words and word-parts in the ancient language of the Lords of Essaence. As with nearly all languages, Iruaric is not entirely consistent and is at times contradictory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Translation of ancient Iruaric to modern day languages is difficult at best.&#039;&#039; &#039;&#039;&#039;Even translations from ancient Iruaric to modern forms of that same language will, at time, fail to represent the original ideas accurately. This is due mainly to the glyphical, or hieroglyphical form that early written Iruaric took. Often, similar symbols would represent many aspects of the same idea or word, with only minor changes in the glyph that differentiated the meanings. Often, however, these similar written forms had widely varying pronunciations. The use of phonetic representations of Iruaric as a written form are a fairly recent development, historically, and again vary widely from one culture to the next.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following list of terms is not meant to be a comprehensive dictionary of the Iruaric language. Indeed, such a work would fill many volumes of text. Instead, this list of terms represents many of the most commonly used Iruaric terms and word-parts that were employed in naming places, people and things. The representations of Iruaric terms are phonetic, and are not indicative of the language syntax.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The incorporation of &amp;quot;is,&amp;quot; &amp;quot;er&amp;quot; or &amp;quot;aer&amp;quot; into a verb typically converts that verb to indicate &amp;quot;one who does&amp;quot; that action instead. For example, the verb sing is &amp;quot;lina,&amp;quot; singer is formed by adding &amp;quot;aer&amp;quot; to the verb. The addition of these modifiers may be as a prefix or suffix, but in most cases they are added as a suffix.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most plural forms are achieved by adding &amp;quot;i&amp;quot;. In many cases, &amp;quot;ri&amp;quot; is added to make a term plural, but the form &amp;quot;ri&amp;quot; typically signifies a very large quantity or an increase, and most often signifies a total plurality such as when referring to a whole group of things. For example, the High Elves are known as &amp;quot;&#039;&#039;&#039;Ilyari&#039;&#039;&#039;,&amp;quot; a pluralization of the term &amp;quot;&#039;&#039;&#039;Ilar&#039;&#039;&#039;.&amp;quot;&#039;&#039; &#039;&#039;&#039;When referring to a particular chain of mountains, the term typically used would be &amp;quot;thosi,&amp;quot; but when referring to all of the mountains of the world, or to mountains in general, the term typically used would be &amp;quot;thosri.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The term &amp;quot;ta&amp;quot; is used to indicate a relationship or correlation. For example, a place that is the home to a race of giants might be referred to as &amp;quot;man&#039;ta hori,&amp;quot; home of giants.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;most ancient forms of the language, before the glottal stops employed in the early forms developed fully into vowels.&#039;&#039;&#039; &#039;&#039;In some later forms of the language, apostrophes are used to indicate two or more word-parts that have been incorporated into a single glyph.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Note: Italics are relatively unaltered Shadow World text, bold is Kygar original text. The truncation of the last paragraph is in all available copies, and this is very unfortunate, because that paragraph is probably very important for interpreting the intent.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
However, Kygar has the most ancient forms of the language being glottalized, meaning sounds were dropped compared to later forms. If the sound for &amp;quot;t&amp;quot; were a glottal stop, for instance, &amp;quot;butter&amp;quot; would be pronounced &amp;quot;buh&#039;er.&amp;quot; This is important because the Iruaric used in the Broken Lands drops &amp;quot;phonetic&amp;quot; letters from its words (e.g. &amp;quot;thro&amp;quot; instead of &amp;quot;throk&amp;quot;). This suggests the words or phrases may have originated in a First Era native speaker. The premise that apostrophe forms are indicative of later Iruaric is a retcon specific to GemStone III, in Shadow World canon the later forms instead smoothed words together.&lt;br /&gt;
&lt;br /&gt;
The idea that the early spoken Iruaric had widely varying pronunciations, and that many meanings were in similar symbols that are lost in transliteration, amounts to the Iruaric in the Broken Land having to be interpreted creatively. While &amp;quot;lyx&amp;quot; is a word part, for instance, &amp;quot;atis&amp;quot; is not. The sound &amp;quot;ul&amp;quot; is dropped in the &amp;quot;lug&#039;shuk traglaakh&amp;quot;, however, and this allows &amp;quot;atis&amp;quot; to be read as a variant pronunciation of &amp;quot;arulis.&amp;quot; It is still dangerous to interpret missing letters this way, since the paragraph is truncated. It might instead reflect the Second Era phonetic system variation, and &amp;quot;atis&amp;quot; or &amp;quot;shuk&amp;quot; may involve undefined rules. But the inclusion of the premise of &amp;quot;translating&amp;quot; ancient Iruaric into &amp;quot;modern&amp;quot; Iruaric being difficult is probably framing the Dark Shrine as a case of ancient Iruaric re-expressed imprecisely into its modern form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Dark Shrine Inscription&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dark Shrine inscription is the most conceptually important part of the Broken Lands, and interestingly was never De-ICE&#039;d, while the creature names of the Broken Lands were stripped of their Iruaric and so was the analogous voice command puzzle in the Graveyard. &amp;quot;Lyxatis&amp;quot; is translated as &amp;quot;Cruel&amp;quot; in the Temple of Darkness poem. The possibility of &amp;quot;atis&amp;quot; encoding &amp;quot;arulis&amp;quot; through glottal stops and variant pronunciation is given earlier. Another way of parsing it is to interpret &amp;quot;lyxat&amp;quot; separately from &amp;quot;is&amp;quot;, and treat that as the &amp;quot;-is&amp;quot; suffix meaning &amp;quot;place (noun).&amp;quot; The term &amp;quot;at&amp;quot; may be a letter swap for &amp;quot;ta&amp;quot;, meaning &amp;quot;of&amp;quot; (similar to how Kygar modifies his made up &amp;quot;Ilar&amp;quot; for Ilyari verus Iylari), or a variant pronunciation of &amp;quot;az&amp;quot; for &amp;quot;dwell&amp;quot; or &amp;quot;home.&amp;quot; It might even encode multiple meanings, like how &amp;quot;dyar K&#039;mur&amp;quot; might.&lt;br /&gt;
&lt;br /&gt;
Lyxatis could then mean something to the effect of Morgu whom in dread dwells or the personification of dread. This might be supported with the palpable, smothering feeling of evil in his shrine, which appears to be his dwelling. If this &amp;quot;dread&amp;quot; were instead taken as a verb, the &amp;quot;-is&amp;quot; modifier on verbs gives the meaning &amp;quot;one who does that action&amp;quot;. This could mean Morgu he who is the act of dread. This might be translated as &amp;quot;cruel&amp;quot;, as in the Temple of Darkness poem, but might also refer to the gogor &amp;quot;darkening the skies with dread&amp;quot; as in the Andraax poem. &amp;quot;atis&amp;quot; might even have no intended interpretation or explicit rules basis, only a handwave for using &amp;quot;lyx&amp;quot; to make the translated word &amp;quot;cruel.&amp;quot; It is impossible to know the intent for certain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Monsters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minions that Uthex made were named in Iruaric, except for the giant fog beetles. It is dubious that &#039;&#039;he&#039;&#039; named them. It might be their ancient Iruaric names, either to the crystal which may have been involved in making them, or the names the cultists used for them by way of Morgu himself:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Kiskaa raax:&#039;&#039;&#039;&#039;&#039; The myklian were called &amp;quot;kiskaa raax&amp;quot;, which is Iruaric for &amp;quot;cold/chilling claw.&amp;quot; This is a clean translation with nothing to parse or guess. It simply refers to their cold flaring property.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Dyar rakul:&#039;&#039;&#039;&#039;&#039; The dark vorteces were called &amp;quot;dyar rakul&amp;quot;, where &amp;quot;rakul&amp;quot; must stem from a composite glyph. &amp;quot;Rakul&amp;quot; is most likely a double meaning. Morphing together &amp;quot;rak&amp;quot; and &amp;quot;kul&amp;quot; makes dyar rakul mean &amp;quot;dark cold shadow&amp;quot;, referring to their coldness and appearing as a mass of shadows. &amp;quot;Rakul&amp;quot; may also be parsed as &amp;quot;ra kul&amp;quot; meaning &amp;quot;power shadow&amp;quot;, which refers to their ability to drain power (&amp;quot;mana&amp;quot; in modern terms) from their victims. These might be based on the Nycorac and Blacar, as explained elsewhere, but could also be darkness elementals (like dark wisplings, now called [[dark vysan]]s.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Lug&#039;shuk Traglaakh:&#039;&#039;&#039;&#039;&#039; The magru were called &amp;quot;lug&#039;shuk traglaakh&amp;quot;, which is a complicated mixing of words. &amp;quot;Shuk&amp;quot; is not a word. &amp;quot;Shu&amp;quot; means &amp;quot;fire&amp;quot; or &amp;quot;flame&amp;quot;, &amp;quot;shulu&amp;quot; means &amp;quot;wet&amp;quot;, and &amp;quot;hulk&amp;quot; could be read as a contracted &amp;quot;hulkanen&amp;quot; for &amp;quot;barren&amp;quot; or &amp;quot;empty.&amp;quot; &amp;quot;Laakh&amp;quot; is an unusual case because Kygar&#039;s modified glossary has it meaning both &amp;quot;lost&amp;quot; and &amp;quot;maker&amp;quot;, whereas the canon glossary has &amp;quot;lavan&amp;quot; being the word for maker. These are right next to each other in the glossary, and seems very unlikely to be unintentional. &amp;quot;Trag&amp;quot; is presumably a variant pronunciation or orthography for &amp;quot;trog&amp;quot; meaning &amp;quot;cave&amp;quot;, but as will be explained elsewhere might also refer to cave dwelling extraplanar entities called Traag. The overall meaning is something to the effect of &amp;quot;ugly fiery-wet emptying cave makers/losers&amp;quot;, because they are highly caustic and burn their way through the rocks. If the magru were supposed to be extraplanar entities called Absorbers, they reproduce by devouring flesh. This would explain their deep bone pit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apocrypha:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The modified glossary is missing the words for &amp;quot;pillar&amp;quot; and &amp;quot;god&amp;quot;, where the [[Pillar of the Gods]] is related to the origins of the Lords of Orhan, but this is most likely coincidental. While the Pillar of the Gods is defined in Iruaric as Luor&#039;ka&#039;tai in the first edition of Master Atlas (1989), page 11, &amp;quot;luor&amp;quot; and &amp;quot;tai&amp;quot;  were only added to the Iruaric glossary in the second edition of Master Atlas (1992). The term &amp;quot;Luor&#039;ka&#039;tai&amp;quot; was likewise omitted in the Master Atlas Addendum (1990) section for the Pillar of the Gods on page 73. Consequently the omission of those word from our modified glossary is probably meaningless. The Pillar is in legend the source of the Shadowstone, see page 57, which in theory would have absorbed Kadaena&#039;s soul when she was killed. This is a question mark for any Kadaena as goddess interpretation.&lt;br /&gt;
&lt;br /&gt;
===Dark Races===&lt;br /&gt;
While the Lords of Essaence were responsible for mutating life forms however it suited them, such as the various hybrid races and those with Iruaric names, Empress Kadaena herself was responsible for warped travesties of life and dark races. This is in addition to the malevolent constructs she made in the futile attempt to fashion artificial life that reproduced itself. It is this (and perhaps the vestigial 1989 text regarding her surviving followers fashioning Great Demons) that gives context to a First Era artifact in the Broken Land through which Uthex Kathiasas is making minions out of the essence itself.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;-10,000 - -6,000:&#039;&#039;&#039; Also, many peoples and creatures from other planets are brought to Kulthea and experimented with. Masters of genetics, the &#039;&#039;&#039;Lords of Essaence alter plants, animals, and races to suit their whim.&#039;&#039;&#039; These unusual races include the &#039;&#039;[[Kiramon|Krylites]]&#039;&#039;, the &#039;&#039;Saurkur&#039;&#039;, and the &#039;&#039;Kuluku.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; Unknown. Krylites may have been &#039;&#039;&#039;another of Kadaena&#039;s experiments,&#039;&#039;&#039; though they are able to reproduce themselves (unlike her constructs). They may be a perversion of a natural race, though they are a bizarre fusion of humanoid and insectile attributes. It is quite possible that their origins are extraterrestrial.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;GM Note:&#039;&#039;&#039; Krylites - like the Lords of Essaence technology discussed in the Atlas Addendum book - are somewhat of a divergence from standard fantasy fare. While they differ radically from other races on Kulthea, they are just one example of the strange extraterrestrials who might have been imported by the K&#039;ta&#039;viiri in the First Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 44&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Contrast the krylites with [[Kaeden]], who are organized around &amp;quot;queens&amp;quot;, where Kadaena herself is &amp;quot;high queen.&amp;quot;)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
By implication the lugroki (orcs) and trogli originated in the Lords of Essaence in the First Era as dark races. Lugrôki is Iruaric for &amp;quot;ugly stupids&amp;quot;, and trogli might be translated as &amp;quot;cave growths&amp;quot;. In later books the orcs originated in Kadaena and her lieutenants interbreeding men and elves with demons of the Pales (e.g. Master Atlas, 3rd Ed. (2001); page 123), but in early books this Tolkienesque motif is only left cryptic, saying their origins are very different from goblins in legend. Trolls were also slaves of the Lords of Essaence, but this detail is relatively buried. Murlogi (goblins) are presumed to have originated similarly.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The strange creations of the Lords of Essaence survived: Lugrôki, Trogli and Krylites, all capable of living underground - the only haven in a tortured world.&amp;quot; ([[Interregnum]])&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; The [Charn] Raiders are humanoid, but with grotesque faces and clawed hands. Some Loremaster research indicated that they are related to Lugrôki, bred by the K&#039;ta&#039;viir instead to survive the bright sun of the wastes, to serve some long-lost purpose. . . . &#039;&#039;&#039;Worship:&#039;&#039;&#039; The Raiders worship Morgu, a Dark Spirit of Charôn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 39&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; While vaguely humanoid in appearance, the Murlogi have several important differences from men (see racial description, Part III). They are likely an other &#039;&#039;&#039;mutation experiment by the Lords of Essaence&#039;&#039;&#039; from the First Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 41&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Racial Origins: &#039;&#039;&#039;Trolls originated as slaves of the Lords of Essence, adapted for strength and endurance.&#039;&#039;&#039; They were brought to the area of Quellbourne by the Sorcerer Zenon during his overthrow of the Wizard&#039;s Council. They have since settled in the high country around Claedesbrim Bay.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Quellbourne: Land of the Silver Mist (1989); page 10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The corruption of &amp;quot;dark essence&amp;quot; or the Unlife is the context for how the servants of the Unlife were able twist the works of Uthex into more perilous forms. His sense of having discovered a new source of power is probably playing off the Master Atlas section on how spell users experience evil spell lists. This power is of a fundamentally different source, and cannot be used without corrupting the wielder.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Children of the Moss: The Locharion are another sinister group of stalkers. Born of Dark Essence, they are mutated, sinewy creatures with the face of crying children. Locharrion move in large groups under the heavy moss of the Wyr Forest and attack by surprise, dragging their victim under the moss to suffocate him. These bandy-legged monsters have three long fingers on each limb and crawl in a low crouch under the moss. &#039;&#039;&#039;Their faces are an illusion created by Kadaena&#039;&#039;&#039; to elicit sympathy from potential victims.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1990); page 9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is sufficient for making the point that Kadaena herself made warped travesties of life, and perverted the living with dark essence or &amp;quot;the Unlife&amp;quot; as such. In the story of Uthex Kathiasas the &amp;quot;forces of the Unlife&amp;quot; were able to use subtle influence to twist Uthex down the path of their madness. Since this dark magic is of an entirely different nature, even a Loremaster would not necessarily realize the mistake they were making. Uthex may have instead conceived of it in terms of the ancient knowledge of the Lord of Essaence. But the most powerful manifestations of &amp;quot;anti-essence&amp;quot; are demons and the Dark Gods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In the year 6521 of the Second Era, during the early years of the Wars of Dominion, Loremaster Uthex Kathiasas was among the greatest researchers and theorists of the time. His research into what he called &#039;&#039;&#039;&amp;quot;a new source of power&amp;quot;&#039;&#039;&#039; was soon twisted and perverted into perilous forms by the subtle influence of the forces of the Unlife.&lt;br /&gt;
&lt;br /&gt;
Uthex Kathiasas had used his powerful influence to gain control over a small and remote natural gate leading to another plane of existence. It was in that place that the Loremaster conducted &#039;&#039;&#039;secret experiments designed to provide his new power with physical form&#039;&#039;&#039; that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- The Broken Land (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are a number of spell lists - and even entire professions - in Spell Law and the Rolemaster Companions (e.g., Sorcerer, Warlock, etc.) which some might consider to be &#039;evil&#039; because of the nature of the spell lists. However, while it is possible for an &#039;evil&#039; spell user to have access to these professions (or any other, for that matter), they are not by their nature &#039;evil&#039; in the absolute sense. Some cultures may find them objectionable, yet they are not evil for system purposes. &#039;&#039;&#039;Most users of the Essence will not even be aware of the nature of the Evil lists, much less how to use them.&#039;&#039;&#039; Every so often, however, an ambitious apprentice may gain access to &#039;&#039;&#039;books or a tutor of uncertain motives.&#039;&#039;&#039; In the process of learning an Evil list, there should be no question that &#039;&#039;&#039;the spell caster is turning to a new power source&#039;&#039;&#039; for his energies: &#039;&#039;&#039;the Unlife.&#039;&#039;&#039; Once the first spell is cast, he starts down a &#039;&#039;&#039;Dark Path.&#039;&#039;&#039; It may take years, but eventually he will reach the end: submission to utter and complete Evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Dark Path is capitalized in the 1st &amp;amp; 2nd editions of the Master Atlas. It is lower case in later versions. This is the name given to Bandur Etrevion&#039;s theocracy of Kadaena, which was contemporaneous with Uthex Kathiasas in the adjacent lands.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a reasonable case to be made, which will be done below, that the Iruaric named creatures are really some of the non-demonic other extraplanar entities from Creatures &amp;amp; Treasures II (1989). These include the Dictics (giant fog beetles), Nycorac and [[Blacar]] (dark vorteces), and Absorbers (magru). In this same vein the crystal forest could be [[Crystyl]]s and the boiling sea of mud could be [[Hoard]], and could implicitly be part of the crystal dome&#039;s transplanar mechanism. [[Traag]] may be implicitly relevant. [[Research:The Graveyard]] addresses the concept of &amp;quot;souls&amp;quot; of this world and others, and demons which originated as souls of this world. Twisting his works from this basis is straight forward, moving towards the demonic and even Dark Gods. Interestingly the &amp;quot;hooded figures&amp;quot; are also referred to as &amp;quot;perverted beings&amp;quot; in the original Broken Land background story.&lt;br /&gt;
===Curse of Kabis===&lt;br /&gt;
The &amp;quot;Curse of Kabis&amp;quot; (1995) is an I.C.E. module that was considered non-canonical by Terry Amthor, the primary author of the Shadow World source books. It involves an extremely powerful manifestation of the Unlife named Kabis who was imprisoned (p.3-4), along with other servants of the Unlife, within Charôn in a &amp;quot;prison plane&amp;quot; at the end of the Wars of Dominion by the Lords of Orhan. It retcons much of the meaning of the parts of the books that concern us. While it should be too late to matter to the Broken Land, it is important to mention it, because if it did it elaborates Empress Kadaena working on Charôn itself.&lt;br /&gt;
&lt;br /&gt;
In this book the Empress Kadaena was manipulating life and making warped monsters underground in a secret laboratory. Kadaena made an artificial demi-plane that was coexistent with Charôn, a parallel Charôn in the same space and time but a different planar state, with gravity similar to Kulthea from rotating. It was formed as a hollow shell of rock from tons of material gutted from within Charôn. This is what led to the civil war which ended with her death. Over the millennia various extraplanar entities were trapped within it, and became a prison when the Lords of Orhan sealed the gate to it on Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Kadaena&#039;s workers managed to produce a &#039;&#039;&#039;twin discorporeal Charon that coexists in the same time-space but in a different planar state.&#039;&#039;&#039; It is a forced bubble of temporal reality and law upon the lowest ethereal medium, but separated from it by a tangible, 300-mile-diameter, luminescent energy sphere. The material pulled into the new plane was splattered across the interior surface, a micro-world turned outside-in. A dim solitary point of light hangs in the center of this altered, divergent or parallel Charon, a calculated side effect of the machines that enabled the entire plan. &#039;&#039;&#039;Only one entrance exists to the plane from the physical Charon;&#039;&#039;&#039; this gate is powered by a single device that is heavily shielded and withstood the dimensional blast 112 millennia ago. According to plan, the semi-ethereal world uses the gate not only as a planar anchor but also as a polar axis. Through this gate, Kadaena&#039;s sages introduced more air, water, dirt, and rocks into the experimental plane. &#039;&#039;&#039;Plants, creatures, and other life-forms were brought in and tampered with.&#039;&#039;&#039; Kadaena&#039;s true goal was then quickly attempted before the outbreak of war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Curse of Kabis (1995); page 23&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The &amp;quot;true goal&amp;quot; was to unify essaence and machine into an intelligent inter-dimensional entity called the Shadow Hold. The plane was made to have an impenetrable laboratory closer in nature to the Essaence realm.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is probably not relevant to the Broken Land because of the 1995 copyright date and the whole concept having first been worked out as early as 1992. However, it would provide a very different way of interpreting the Broken Land, which might actually fit it remarkably well. It would be one way of resolving the paradox, for example, of involving both Charôn and &amp;quot;another plane of existence&amp;quot;. It would explain why the Dark Gods are seemingly not present (unless the Morgu statue is not really a statue), but servants of Unlife are, and possibly First Era gogor. It would also make a literal interpretation of &amp;quot;the broken land&amp;quot;, though a cavern collapse below Charôn would as well.&lt;br /&gt;
&lt;br /&gt;
==Black Hel==&lt;br /&gt;
The Black Hel is an Outer Plane where a pantheon of Dark Gods is imprisoned, as they were banished by the Lords of Orhan during the Wars of Dominion. They are ruled by the dark goddess Orgiana (Modern: Eorgina), who unlike in the modern world setting of Elanthia, is not the &amp;quot;Queen&amp;quot; or &amp;quot;leader&amp;quot; of the Dark Gods. While there is some contradictory text about Orgiana having escaped to Charôn, she was actually banished with her surviving servants in the Black Hel. These would implicitly be other Dark Lords, but Demons of the Burning Night (1989) pre-dates the Dark Lords of Charôn concept.&lt;br /&gt;
&lt;br /&gt;
In other words, Orgiana is not even present in the Third Era, having only been involved in the Second Era. The author of Shadow World included her in the Dark Lords of Charôn as a retcon of the earlier book. In the Shadow World Master Atlas Addendum (1990), page 9, it is implied that the Lords of Orhan did not intervene in the Wars of Dominion until near the very end. This is all problematic for our purposes.&lt;br /&gt;
===Theocracy===&lt;br /&gt;
The theocracy of the Black Hel was ruled in the Second Era by V&#039;rama Vair, the surviving mortal daughter of Empress Kadaena. The symbol of Orgiana in her theocracy was an image of a powerful artifact known as the Helm of Kadaena, which retains part of Kadaena&#039;s consciousness. In terms of only the 1989 books one could plausibly assume Kadaena was wearing it when she was decapitated. There is no explanation for why Orgiana helped V&#039;rama Vair or what relationship Kadaena herself might have had with the Black Hel. [[Research:The Graveyard]] explores the issue of conflations of Orgiana and Kadaena.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Orgiana, Mother of Darkness&lt;br /&gt;
&#039;&#039;&#039;Repose&#039;&#039;&#039; in &#039;&#039;&#039;silent waiting&#039;&#039;&#039;,&lt;br /&gt;
With revanche to come.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Crypt of Kadæna (V&#039;rama&#039;s Mother). A curse is written in Low Nureti across the top of this crypt&#039;s entryway. It reads:&lt;br /&gt;
&amp;quot;Who disturbeth the &#039;&#039;&#039;sleeping queen&#039;&#039;&#039;&lt;br /&gt;
Thy luck lose, they skills fail&lt;br /&gt;
And join thy tormentor in the Black Hel!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 46&lt;br /&gt;
(Fake sarcophagus of Kadaena where the Helm of Kadaena was once stored. Next to the portal to Black Hel where Orgiana imprisons you.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An inscription is marked in white letters on the face of the Heartstone. It is written in Black Nureti and reads:&lt;br /&gt;
&amp;quot;By coward Utha &#039;&#039;&#039;cruelly slain&#039;&#039;&#039;&lt;br /&gt;
She &#039;&#039;&#039;sleeps&#039;&#039;&#039;, who &#039;&#039;&#039;spurns death&#039;&#039;&#039;&lt;br /&gt;
And awaits the hero shining-clad...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 42&lt;br /&gt;
(Where the Helm of Kadaena is actually kept, in the Temple of Burning Night below the idol of Orgiana.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: These are the same excerpts that [[Research:The Graveyard]] argues might have been used for the crypt in the Graveyard.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is no guarantee that Kygar was even looking at Demons of the Burning Night (1989). But it is conceivable it is relevant, especially if it was used in the crypt of the Graveyard, and if there was a spin-off or continuity intent with that story. Bonespear Tower is a memorial for Kygar. It is haunted by an I.C.E. Ordainer demon named [[Maleskari]], who Bonespear intended on trapping within a sword. This is highly likely to be playing off the dark saw-toothed scimitar that was sold at auction, which had a slayer demon of the Black Hel embedded within it who spoke to the wielder of acquiring souls together for Maleskari.&lt;br /&gt;
&lt;br /&gt;
Orgiana has the title &amp;quot;Mistress of the Dark&amp;quot; or &amp;quot;Goddess of Darkness&amp;quot;. In Iruaric this would be plausibly given by the phrase &amp;quot;dyar K&#039;mur&amp;quot;, which literally means &amp;quot;dark Lord-female&amp;quot;, where word-part order is not indicative of the grammar. It is possible the Dark Shrine is saying that Morgu was &amp;quot;born&amp;quot; to be the guard of the &amp;quot;mother&amp;quot; Orgiana, and when rendered in Iruaric, this is conflating Orgiana with the Dark Queen, Empress Kadaena. Aside from their similarities and cryptic relationships, Dark Spirits are manifestations of the will of Dark Lords, so it makes no sense for Morgu to be guarding Empress Kadaena. Meanwhile the Legend of the Necropolis of Etrevion (1990) speaks of Kadaena as if she were the leader of a faction of the Lords of Orhan who turned to the Unlife, and then the Graveyard frames her as a rival death goddess to Eissa.&lt;br /&gt;
&lt;br /&gt;
===Temple of Darkness===&lt;br /&gt;
The [[Temple of Darkness Poem]] includes the Dark Lords of Charôn, but refers to conditions that did not exist until after the Wars of Dominion. This is implied more directly by being from &amp;quot;the ruins&amp;quot; of the &amp;quot;Temple of Darkness.&amp;quot; The way several of the Dark Gods are depicted is unusual. One of these is Orgiana possibly described as if she were dead, and indeed the Black Hel deities are called &amp;quot;the dead gods&amp;quot; of Aranmor, emphasizing her waiting for revenge which is actually stated in Demons of the Burning Night (1989). What is more strange is calling her &amp;quot;Mother&amp;quot; of Darkness, given her hatred of males.&lt;br /&gt;
&lt;br /&gt;
Her description in Master Atlas Addendum (1990) says &amp;quot;she alone escaped back to Charôn&amp;quot;, implying these &amp;quot;Dark Godlings&amp;quot; of the Black Hel were of Charôn, but this is contradicted by Demons of the Burning Night (1989) where this is only a rumor and she is actually in the Black Hel. Later books confirmed she was actually banished in spite of retaining that escape wording. It does contain the line &amp;quot;rebuilding her power, and prepares for the day when she will return to the Shadow World.&amp;quot; But silent repose is not her demeanor. Only Demons of the Burning Night (1989) states she is the ruler of the Black Hel gods.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Orgiana, Mother of Darkness&lt;br /&gt;
&#039;&#039;&#039;Repose&#039;&#039;&#039; in &#039;&#039;&#039;silent&#039;&#039;&#039; waiting,&lt;br /&gt;
With &#039;&#039;&#039;revanche&#039;&#039;&#039; to come.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Burial Vault]&lt;br /&gt;
Dark skeletal figures lie in &#039;&#039;&#039;silent repose&#039;&#039;&#039;, stacked one upon the other in tiers of niches carved out of the stone walls.  Their musty odor assails your senses, and adds to the oppressiveness of the chamber.  A low stone slab occupies the center of the chamber, like a raised dais, but there is nothing on it except for a thick layer of dust.  You also see a large bronze door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Silent repose&amp;quot; is used in the Dark Shrine itself to mean death, rather than sleeping or kept in place.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Z&#039;tarr (Modern: V&#039;tull) is called a &amp;quot;vengeful warrior&amp;quot;, which is perhaps consistent, given he uses his sword with &amp;quot;grim vengeance&amp;quot; in his canon description. But then Omir (Modern: Onar) is associated with &amp;quot;vengeance&amp;quot; and &amp;quot;righteous retribution&amp;quot;, when he is actually emotionless. Akalatan or Akaltan (Modern: Amasalen) is bizarrely described as a grim reaper figure, though he has a psychopomp role in the theocracy of Klysus in later Emer books. Zania (Modern: Zelia) was originally a Dark Spirit and supposedly the chariot driver of Charôn. &amp;quot;We watch for your return&amp;quot; is probably a broader, more loaded meaning.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Akaltan, Dark Watcher&lt;br /&gt;
Grim reaper,&lt;br /&gt;
Gathering the tares.&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master&lt;br /&gt;
Guard the Dark Queen,&lt;br /&gt;
Spirit born of death.&lt;br /&gt;
&lt;br /&gt;
Zania, Keeper of the Moon&lt;br /&gt;
Fair charioteer,&lt;br /&gt;
We watch for your return.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Temple of Darkness&amp;quot; is suggestive of being Orgiana focused. The order of gods and spirits is not meaningful, it is the same as the source book. It does not include the Dancers of Inis, any of the Black Hel gods, or any other dark god from the 1989 modules. Later Shadow World books define other Charôn gods and spirits. The Master Atlas Addendum itself has always called its list only &amp;quot;a selection&amp;quot; of the evil entities inhabiting Charôn.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Morgu is &amp;quot;wantonly cruel&amp;quot; in his demeanor, similar to Orgiana being &amp;quot;cruel beyond belief&amp;quot;, which lends itself to &amp;quot;cruel master&amp;quot; in the poem. However, &amp;quot;guard the dark queen&amp;quot; has nothing at all to do with his canonical description, nor does &amp;quot;spirit born of death.&amp;quot; Orgiana could be interpreted as dead Mother. It is possible &#039;&#039;our&#039;&#039; Morgu was banished with Orgiana. Which explains his absence if this is Charôn and the statue in the Dark Shrine is not him.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;One popular account claims that &#039;&#039;&#039;Kadæna, dark mistress&#039;&#039;&#039; of the First Era, has risen again on Aranmor and prepares her resurrected armies for some final, shocking &#039;&#039;&#039;revenge.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The PC enters the Black Hel in person through a door hidden in the crypt of Kadaena on the Royal Estate (part X-9-3) in Tarek Nev. Once there, he is stripped of all weapons and armor and taken before the court of the gods of the Black Hel. The Gods sit in massive black thrones and are quite horrifying. Orgiana presides. The fate of the PCs rests entirely on the humor of Orgiana. Most gods will want to enslave, torture, or kill the PCs. Orgiana tells the PCs that they are doomed to stay in the Black Hel for eternity unless they can &amp;quot;amuse her&amp;quot; &#039;&#039;&#039;by helping to destroy Kulthea. The gods of the Black Hel have a great hatred for the planet of Kulthea,&#039;&#039;&#039; but they are banished from ever returning. They offer great recompense to PCs who will work to &#039;&#039;&#039;destroy the White Essence users (Loremaster) and blacken Kulthea&#039;s heart.&#039;&#039;&#039; PCs who refuse to help Orgiana and her cronies are kept prisoner in the Black Hel until they change their minds, undergoing a daily regimen of abuse and neglect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Most importantly, the Morgu stanza is present in this poem that only makes sense after the Wars of Dominion, except it is written in Iruaric on the Dark Shrine in the Broken Land. Uthex Kathiasas was killed in 6521 Second Era, which was early in the Wars of Dominion. The Loremasters sealed the portal with Runes of Warding, and were probably the ones who destroyed the library in the Dark Shrine, whose entrance is arguably a Lord of Essaence style gateway like the crypt in the Graveyard. These pose severe chronological questions, such as &#039;&#039;when&#039;&#039; the Broken Land is, or if Kadaena knew future events. This is relevant to [[Research:The Graveyard]] questions over Kadaena during the Wars of Dominion. The Temple of Darkness poem is itself &amp;quot;translated&amp;quot;, possibly also from Iruaric, with the same timing issues. These paradoxes are not a problem if the statue in the Dark Shrine is Morgu himself, waking up and hibernating in long cycles.&lt;br /&gt;
&lt;br /&gt;
==Wars of Dominion==&lt;br /&gt;
The [[Wars of Dominion]] were a 375 year conflict against civilization by the Dark Lords of Charôn and the forces of the Unlife. In the 1989 books before the former were defined, the latter were sometimes characterized as servants of (the long dead) Kadaena. It was fought against by the Loremasters, the Titans of Emer, and eventually the Lords of Orhan themselves. In the Shadow World Master Atlas Addendum (1990) it is strongly implied that the Lords of Orhan did not intervene until near the very end, though the intervention begins several decades earlier in later Shadow World books. &lt;br /&gt;
&lt;br /&gt;
When taken on face value the presence of an Iruaric inscription describing the Dark Gods using a Second Era alphabet, with a place seemingly associated with Charôn or Charôn itself, would lend itself to the interpretation that &amp;quot;the forces of the Unlife&amp;quot; include surviving followers of Empress Kadaena. There are passages in the 1989 books supporting it. These would be working with the Dark Lords in the build up to the Wars of Dominion, or possibly even be the Dark Lords themselves. The more complex issues come from the close reading of what the inscription means, as it is insinuating a relationship between them and Kadaena herself in the Second Era.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Without fanfare beyond a silvery luminescence, a presence materialized between me and Scalu. Golden skin bare but for a tunic of azure, a simple youth bearing only a spear had appeared to stand before the Dark God. Before the youth ,the Jackal halted, and his mouth opened in a human exclamation of surprise. &amp;quot;Cay!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And even as the youth seemed to grow in size to match Scalu in height, he held aloft his his gleaming spear and spoke with a voice like music, yet it carried over the tumult: &#039;&#039;&#039;&amp;quot;Take heart, people of Kulthea! Orhan has joined the fray!&amp;quot;&#039;&#039;&#039; And I took heart, &#039;&#039;&#039;for at last&#039;&#039;&#039; the very heavens had come to our aid.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Battle of Meagris&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;SE 6825&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Andraax&lt;br /&gt;
The Wars of Dominion, Vol 7&lt;br /&gt;
(&#039;&#039;&#039;The last days&#039;&#039;&#039; of the Second Era)&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The typos are in the original. Scalu really is described as the Jackal, in spite of having a hyena head in his ICE form.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Lords of Orhan are more powerful than the Dark Gods individually and would be able to isolate and overpower the individual Dark Gods. In the earlier Demons of the Burning Night (1989) book they intervened out of anger at the Black Hel pantheon. Some of the Black Hel gods were destroyed utterly, some banished to the Black Hel, and a few were imprisoned in meteoric eog (ora) by Iorak (Eonak). &lt;br /&gt;
&lt;br /&gt;
Unfortunately, this book has that happening during the Wars of Dominion but in the year 6200 Second Era which was before the Wars of Dominion, so there is no canonical date for this event that makes sense. It is mostly important for making sense of the Temple of Darkness Poem. The stated &amp;quot;theme&amp;quot; of the Broken Land is the Dark Gods working with the Unlife during the Wars of Dominion. So it is important to try to figure out the chronology of things in the Broken Land. What was there in the First Era? What was there when the dark priests arrived? What was there when Uthex arrived? What was not there until after the portal was warded by the Loremasters? Is there a way for this to make sense, other than the Dark Shrine statue being Morgu himself, without having to assume the kinds of time travel or prophecy implied by the Lovecraft parallels?&lt;br /&gt;
===The Dark Path===&lt;br /&gt;
[[The Dark Path]] is the theocracy of Empress Kadaena that was established and ruled by [[Bandur Etrevion]] of [[The Graveyard]]. This was established at some point during the early years of the Wars of Dominion, which took place between the years 6450 and 6825 Second Era. The original version of the [[Uthex Kathiasas]] story has Uthex slain by his fellow Loremasters in 6521 Second Era, which is 71 years into the 375 year war. This makes him essentially contemporary with The Dark Path in the immediately adjacent lands. This is most likely not a coincidence since both of these areas are playing off the same Lovecraft.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The Legend of the Necropolis of Etrevion is numbered among the tales that emerged from the devastating Wars of Dominion that ended the Second Era of Kulthea. Two brothers from the eastern region of Jaiman set off to join the struggle and seek their fame and fortune in &#039;&#039;&#039;the early days of the Wars.&#039;&#039;&#039; Of undistinguished lineage, the brothers realized that the quickest means to power and wealth was to cast their lot in with &#039;&#039;&#039;the forces of the Unlife&#039;&#039;&#039;. The elder brother, Bandur Etrevion, was obsessed with the pursuit of esoteric lore and forbidden knowledge. The younger, Kestrel Etrevion, was a more practical and carefree sort, a man of action.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[The Legend of the Necropolis of Etrevion]]&amp;quot; (1990)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Man&#039;Ta Pn&#039;Tairken translates literally to The Home of Broken Lore. In the year 6521 of the Second Era, &#039;&#039;&#039;during the early years of the Wars of Dominion&#039;&#039;&#039;, Loremaster Uthex Kathiasas was among the greatest researchers and theorists of the time. His research into what he called &amp;quot;a new source of power&amp;quot; was soon twisted and perverted into perilous forms by the &#039;&#039;&#039;subtle influence of the forces of the Unlife.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The capitalized term &amp;quot;Dark Path&amp;quot; and the phrase &amp;quot;new source of power&amp;quot; probably both come from the same paragraph of text in the Master Atlas, concerning what happens when casters begin tapping the Unlife for spells.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Bandur Etrevion was recognized by the Loremasters of the College of Karilon for his studies which helped them in their fight in the Wars of Dominion. Given his special interest in the Empress Kadaena, and his apparent understanding of Lord of Essaence style portals in the Graveyard, it is highly likely that Bandur is the reason Uthex knew about this portal and had the &amp;quot;influence&amp;quot; to gain access to it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The history of the cult deserves some discussion here. Early in his servitude to the Unlife, &#039;&#039;&#039;Bandur had pledged himself to the Empress Kadaena&#039;&#039;&#039;, the &#039;&#039;&#039;first Lord of Orhan&#039;&#039;&#039; to &#039;&#039;&#039;follow the ways of the Unlife.&#039;&#039;&#039; He turned his own bondage to her into the state cult, which he called The Dark Path. Followers of The Dark Path engaged in many heinous ritual practices beneath a &#039;&#039;&#039;genteel facade of prayer&#039;&#039;&#039;. They were ostentatious in their devotions, carrying around long rosaries of modwir beads and reciting out loud the Iylari phrase &amp;quot;&#039;&#039;&#039;Kadaena Throk Farok&#039;&#039;&#039;.&amp;quot; True followers of the &#039;&#039;&#039;cult of Kadaena&#039;&#039;&#039; who recited the phrase with fervor and dedication were promised everlasting existence by Bandur, and after death were transformed by him into various levels of undead creatures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[The Legend of the Necropolis of Etrevion]]&amp;quot; (1990)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Uthex Kathiasas had &#039;&#039;&#039;used his powerful influence to gain control&#039;&#039;&#039; over a small and remote natural gate leading to another plane of existence. It was in that place that the Loremaster conducted secret experiments designed to provide his new power with physical form that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
While Uthex would not have been deceived by worshippers of the Dark Lords, the servants of the Unlife are typically illustrated as deceptively civilized. It is quite plausible that he would have been able to interact with cultists of the Dark Path without knowing they were evil. On the other hand, if the Broken Land were Charôn itself, the servants of the Unlife could have originated in the Broken Land. But this would give no explanation for how Uthex knew about the portal or used &amp;quot;his powerful influence&amp;quot; to &amp;quot;gain control&amp;quot; of it. Since it is an &amp;quot;Unlife invasion&amp;quot; theme, the hooded figures may be Dark Path cultists.&lt;br /&gt;
&lt;br /&gt;
The question is how much of a continuity of intent there is between the Graveyard and the Broken Land, since the original parts of the Graveyard were made before Kygar became a GameMaster. It is also complicated by the Graveyard story having not been designed in the context of the 1990 books. It refers to Empress Kadaena as a &amp;quot;Lord of Orhan&amp;quot;, implying she became an actual death goddess who was the first to turn to the Unlife, the &amp;quot;guardian of the forbidden&amp;quot; in contrast to Eissa as Guardian of Oblivion. This is especially important since Morgu, a Dark Spirit, is implied to be the bodyguard of Kadaena.&lt;br /&gt;
===Lorgalis===&lt;br /&gt;
Uthex Kathiasas was killed in the exact year 6521 Second Era in the original version of the Broken Land story. In the later Shadow World books this is the year [[Lorgalis]] conquered Saralis with an [[Kharuugh|Ordainer]], where the mountain range leading up to the High Plateau next to what we call the Lysierian Hills (Seolfar Strake) is the northern border of Saralis. There are very few events with dates in the 375 year Wars of Dominion, so it would be a bizarre coincidence for this to have happened at random. It might have been an established fact in some kind of Shadow World supplementary material, but otherwise we have to assume it is apocryphal. In the 1989 books when Lorgalis is first introduced, he is the most powerful force of the Unlife, with a modus operandi similar to the Priests Arnak. Later he is only Unlife adjacent, not one of its true followers.&lt;br /&gt;
&lt;br /&gt;
This is important because Lorgalis in the 1989 books is a surviving servant of Kadaena from the First Era. In the 1990 books only his father is one of her Lord of Essaence followers, and he reluctantly works with the forces of the Unlife and the Dark Gods in the Wars of Dominion. The monastery might be interpreted as hiding it from him after he conquers the region. It is still possible the monastery was intended to guard against Dark Path or other Unlife invasions from both sides of the portal. The portal was dormant when the Monastery was introduced in 1992. The hooded figures showed up in 1993.&lt;br /&gt;
&lt;br /&gt;
The difficulty with interpreting GemStone III locations and stories in terms of Lorgalis, such as during the Wars of Dominion, is that it is not clear the surrounding Shadow World setting was actually that important. Lorgalis was also not the only evil surviving (partial) Lord of Essaence in the Wars of Dominion. There is also the Master of Malice who was killed in 6825 Second Era, who drove Andraax insane in their final battle, though this might not have been established until later books. Empress Kadaena&#039;s daughter ruled the theocracy of Orgiana in southwest Jaiman. But for the most part the surviving followers of Empress Kadaena are very few in numbers. It was mostly vague wording in some passages that made it sound like all the forces of the Unlife in the Second Era are servants of Kadaena. This includes the weird text with the &amp;quot;servants of the Shadow&amp;quot; line making the two sides sound descended from the Lords of Orhan. If there were Lords of Essaence in the Broken Land in the Wars of Dominion, the Loremasters and monastery monks would not have been able to fight them.&lt;br /&gt;
===Morgu===&lt;br /&gt;
Uthex Kathiasas would not have been working at first in the Broken Land if Morgu was flying around with gogor. The Dark Shrine would not have been accessible prior to the lug&#039;shuk traaglaakh (magru) dissolving away the tunnels opening up into the huge cavern. It would seem to only be plausible that the shrine was abandoned by his time, if only because the Dark Lords were gone to conquer Kulthea, but possibly since the First Era or the early Second Era. The question is whether it has been long abandoned by the present 6050 Third Era, perhaps implied by the running water and stalagmites in the dark cavern, or if we are supposed to read it as ongoing cultist activity in service of Morgu. Remarkably, the crypt in the Dark Shrine was a locked door when it was first discovered, implying someone locked the corpses inside it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The muted gurgle of &#039;&#039;&#039;running water&#039;&#039;&#039; is an odd intrusion into the quietude of the cavern.  A weak flow of water emerges from a small crack high up on the western cavern wall and cascades down over the stone to collect in a &#039;&#039;&#039;small rivulet&#039;&#039;&#039; that runs off to the east.  The stream presents no barrier to passage, being only a foot or two wide, and it is only the shallow stone channel, etched into the floor of the cavern by the flow of water over uncounted years, that keeps it from simply spreading out.&lt;br /&gt;
Obvious exits: north, south, east, northeast, southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a small stream that winds its way through &#039;&#039;&#039;the tall stone spires&#039;&#039;&#039;, creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a sweet, but slightly fetid odor.  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.  You also see a red myklian.&lt;br /&gt;
Obvious exits: north, south, east, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Kulthea Chronicle newsletter it was noticed that Morgu has a special weakness for running water, and Trachten speculates that the Loremasters made the stream to keep Morgu out. This is not really logical since it is six thousand years later, and Morgu clearly enters through the windows of the Dark Shrine. What has been missed is that the huge stalagmites imply water is dripping from the cavern roof. Morgu is damaged by rainfall and flees it. This might have something to do with why the [[Call Lightning (125)]] spell originally did not work on the Jagged Plain of the Broken Land even though it is apparently outdoors.&lt;br /&gt;
&lt;br /&gt;
This is figuratively suggesting that Morgu has not been around in millennia. That the magru and myklian had Iruaric names suggests they were there with Uthex. However, it is worth noting that while the word &amp;quot;stalagmite&amp;quot; is used in the Broken Land, the spires in the huge cavern are never called stalagmites. (In fact, even where the word is used near Uthex&#039;s abode, the seemingly natural &amp;quot;stalagmite&amp;quot; is actually an artificial mechanism.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;Weakness&#039;&#039;: Morgu &#039;&#039;&#039;dislikes running water&#039;&#039;&#039;, and &#039;&#039;&#039;rainfall is his greatest bane&#039;&#039;&#039;. Rainfall delivers hits to Morgu, 5-50 per round in a downpour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 46&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It is not plausible that the Loremasters would have known he has this weakness.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Morgu is described as having found hundreds of gogor &amp;quot;hidden away in ancient crypts on Kulthea&amp;quot;, which is the root of the modern text of Marlu delving into crypts, and &amp;quot;has succeeded in awakening them from their log hibernation after the Great Conflict at the end of the First Era.&amp;quot; The text for the gogor itself has &amp;quot;dark priests&amp;quot; searching &amp;quot;deep in lost caverns and the ruins of ancient citadels&amp;quot;, where they were &amp;quot;guided by hints millennia old&amp;quot;, and &amp;quot;found crypts&amp;quot; with &amp;quot;row upon row of stone jars&amp;quot;. The huge throne and corridor is not necessarily contemporaneous with the dark priests represented in the shrine. Though the tapestry insinuates Morgu himself may have been present.&lt;br /&gt;
&lt;br /&gt;
The theme of the Unlife and the Dark Gods working together in the Wars of Dominion raises the question of the identity of the priests. They could specifically be Morgu cultists. They might be &amp;quot;forces of the Unlife&amp;quot;, perhaps members of the Dark Path, which is a theocracy of Kadaena and may thus naturally have interest in Morgu. It is unclear if they are distinct from the hooded figure &amp;quot;minions&amp;quot; of Uthex. In principle they could be the same cult.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls &#039;&#039;&#039;have been smashed.&#039;&#039;&#039;  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an &#039;&#039;&#039;ancient tapestry&#039;&#039;&#039; which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of &#039;&#039;&#039;sycophants, dressed in long black robes&#039;&#039;&#039; surround a low stone altar similar to the one in this room.  The figure of &#039;&#039;&#039;a man, twisted and broken&#039;&#039;&#039;, lies on the surface of the stone table while another dark shape &#039;&#039;&#039;pours some foul looking fluid from a small urn&#039;&#039;&#039; out over the &#039;&#039;&#039;tortured man&#039;s body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
[Dark Shrine, Secret Room]&lt;br /&gt;
&#039;&#039;&#039;Row upon row&#039;&#039;&#039; of tall stone jars stand against the walls of this room.  A strong odor hangs in the air, sickeningly sweet with a subtle bitter, acidic quality.  The fetid odor makes your bile rise, and it is hard to breathe.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look jar&lt;br /&gt;
Dozens, &#039;&#039;&#039;perhaps a hundred tall&#039;&#039;&#039; stone jars stand in rows along the walls.  The jars have been capped with stone disks, and sealed with a substance resembling common stone mason&#039;s mortar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Row upon row&amp;quot; is a direct quote from the Gogor section of the Shadow World source material about what the dark priests found in the First Era crypts. &amp;quot;Hundred&amp;quot; comes from the line about Morgu&#039;s own collecting.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Storage Room]&lt;br /&gt;
Several tall stone jars lie on their sides in a heap along one wall next to a stack of heavy stone disks.  Along the opposite wall is a collection of large ceramic urns, which reek with a fetid sweet odor.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in jar&lt;br /&gt;
There is nothing in there.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look urn&lt;br /&gt;
The lid of the ceramic urn has been broken, and part of it has fallen away.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in urn&lt;br /&gt;
In the ceramic urn you see some dark fluid.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look fluid&lt;br /&gt;
A bitter, pungent odor rises from the dark, disgusting fluid that fills the ceramic urn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It is interesting that there are a hundred sealed jars in the secret room, but these several near the crypt of the priests are emptied of their gogor. Combined with &amp;quot;minor gogor&amp;quot; this might be hinting that these were created in the Second Era using First Era knowledge. But it might only mean these were the ones woken with the ritual.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This allows three possibilities: Morgu himself brought the stone jars to this place in the Second Era; Morgu found the stone jars there in the Second Era and it was turned into a shrine for him; Morgu dwelled here with his gogor in the First Era and dark priests in the Second Era woke things up. The Iruaric invoking element on the dark cavern entrance is no older than the statue of Morgu in the Dark Shrine, and the other side is Iruaric written in an alphabetic form rather than hieroglyphs. The destruction of the library and graven images might suggest the Loremasters raided this temple in 6521 Second Era, though another possibility will be given below.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
&#039;&#039;&#039;Fire has destroyed most of this room.&#039;&#039;&#039;  Charred shelves filled with ashes and the remains of countless volumes of books and scrolls line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Few records of the battle against Uthex Kathiasas and his minions have survived the ages, but it is generally accepted that the Loremasters easily gained access to his secret workshop. Uthex Kathiasas was destroyed during the ensuing battle, and while the Loremasters were not able to &#039;&#039;&#039;completely destroy&#039;&#039;&#039; his experiments, they &#039;&#039;&#039;removed what records&#039;&#039;&#039; and equipment that they could, and sealed the gate leading to that location with Runes of Warding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Broken Land&amp;quot; (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The alternative of the awoken gogor, probably the dark priests themselves, destroying their own things is possible but less intuitive.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rituals performed in the Dark Shrine are not Shadow World canon. They seem to either be the human sacrifice ritual for waking up existing gogor, or the process for making gogor out of tortured and sacrificed bodies by placing them in the jars and transforming them. If it is the latter case it might explain why they were only &amp;quot;minor gogor&amp;quot;, and would imply that the library had texts pertaining to the methods Empress Kadaena used to fashion the gogor in the First Era. It seems implausible the humanoid priests could have moved the material to the Dark Shrine to make the Morgu statue themselves. It is part of the mechanism for teleporting into the huge cavern using a spoken Iruaric phrase, and the other side would be as old, so the &#039;&#039;voice&#039;&#039; aspect and &#039;&#039;relief&#039;&#039; may be older than &#039;&#039;the inscription&#039;&#039; in its Second Era alphabet. But the spoken dialect seems ancient and the statue is part of the mechanism.&lt;br /&gt;
&lt;br /&gt;
The problem with this loophole in the anachronism is that it is a chicken and the egg problem. Without the clue to transfer yourself into the Dark Shrine, how do you know what to say in the first place to make the inscription? With the Lovecraftian subtexts it might simply be an unavoidable contradiction as a horror motif. Lord of Essaence portals are capable of reaching other times, for example, or there are various premises for seeing or reaching into the future or past. Morgu is still being described in relation with Kadaena, and then somehow, this stanza in Iruaric ends up in the Temple of Darkness after the Wars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A &#039;&#039;&#039;gargantuan stairway descends&#039;&#039;&#039; from the landing here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, &#039;&#039;&#039;an engineering feat of unparalleled proportions&#039;&#039;&#039;.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down.&lt;br /&gt;
Round time: 7 sec.&lt;br /&gt;
&lt;br /&gt;
You lie there for a moment, trying to catch your breath.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is a huge relief carved into the wall at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(puzzle)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch relief&lt;br /&gt;
You place one hand on the huge relief.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;quot;Lo thal ta shin&lt;br /&gt;
The room dissolves around you.  You feel a tingling sensation run through your body and suddenly you see...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The &#039;&#039;&#039;Lords of Essence&#039;&#039;&#039; have created a network of Portals (or &#039;Gates&#039; as they are sometimes called) linking points on the globe. These doorways allow someone who enters to instantly be transported to another location, exiting at another Portal. The manner of operation of these gateways is unknown; while some are very predictable two-way corridors between points, others seem random, transporting the unwary &#039;&#039;&#039;not only across vast distances but through time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many take the form of crude trilithons isolated in the wilderness, while others appear as gleaming silvery ovals on ornate pedestals. &#039;&#039;&#039;Some are concealed underground&#039;&#039;&#039;, or are even disguised as normal doors in ancient structures. Some are always &#039;active&#039; - meaning that should someone step through one, they will be instantly teleported to the other end of the portalway - while &#039;&#039;&#039;others must be activated by a magical phrase&#039;&#039;&#039; or item. Generally, active Portals are easily noticeable by a strange, &#039;substantial&#039; darkness covering the entire opening; looking at the darkness for too long a time can cause queasiness. These also give off a barely audible thrumming sound/vibration. There is an occasional Portal, however, that appears completely normal, and is instantly activated as one walks through it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 55&lt;br /&gt;
- Tomes of Kulthea #1123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It is dubious to try to interpret historical chronology into scenery that is allegorical in origin, as explained in the Lovecraft section under &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;. But this stairwell makes no sense unless something of that size were present to walk down it. It makes no sense to have Iruaric named creatures without reference to the Lords of Essaence, and of course the stone jars with the gogor ought to have originated in the First Era. In theory the huge stairwell should have been &amp;quot;engineered&amp;quot; in the First Era, quite probably with controlled magru dissolving the rock. But this alphabetic script should not have pre-dated the Second Era without knowledge of the future, even though the command &amp;quot;thro dyar K&#039;mur&amp;quot; most likely refers to Empress Kadaena. The language implies it should be a Lord of Essaence portal.&lt;br /&gt;
&lt;br /&gt;
The relief should thus be as old, except that script would not exist yet. The dark priests would have needed to learn the spoken phrase, perhaps from Morgu himself, which only makes sense if the Dark Gods were present in the First Era. Other cultists must be familiar with the phrase for it to appear elsewhere in the ruins of the Temple of Darkness. That poem arguably does not make sense until after the Wars of Dominion, especially the Orgiana part, but the Morgu lines in isolation are not problematic. If the Dark Lords are avatars for the Lords of Essaence, including Kadaena, the modern script is not a problem.&lt;br /&gt;
&lt;br /&gt;
The simplest way to resolve these issues is to interpret the statue of Morgu in the Dark Shrine as being Morgu himself. (This is also a Lovecraftian horror motif.) Morgu would then be present at any necessary time period, but also hibernating like a gogor whenever it would seem inconsistent for him to have been awake for something. Morgu would then be the Lord of Essaence creation and servant of Empress Kadaena who speaks the First Era dialect of Iruaric, while interacting with cultists of Kadaena who are servants of the Unlife in the Second Era and Third Era. The &amp;quot;minor gogor&amp;quot; may then be created by sacrificing dark priests with a ritual under Morgu&#039;s supervision, while other stone jars could be much older. The heavy damages to the Dark Shrine would then be interpreted as Morgu waking up and being enraged.&lt;br /&gt;
===Loremasters===&lt;br /&gt;
The Loremasters destroyed or removed what records and equipment they could, but were not able to destroy all of Uthex&#039;s creations. This might be because the crystal dome summons or reincarnates more of them and could not be permanently shut off. The hooded figures are implied in the wording to be among these minions. The portal to the Broken Land has to be blocked to prevent invasions by these forces of the Unlife. In the Shadow World Master Atlas it says the Loremasters tried to close the Portals at the end of the Wars of Dominion, but found that it was too dangerous and disruptive so they stopped.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The most powerful (and dangerous) of the Portals on Kulthea serve a dual purpose: as &#039;&#039;Major Portals&#039;&#039; they exist also as passages to other worlds, dimensions, or planes. These are one method by which the forces of the Unlife gain entry to the world - though they are not the only means of access. &#039;&#039;There is usually no way to differentiate between a Major portal and a Minor one (a portal which merely transports one from one place on Kulthea to another), without careful magical analysis. Some can even change their destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Towards &#039;&#039;&#039;the end&#039;&#039;&#039; of the Wars of Dominion, some Loremasters and other powerful users of Essence decided to attempt to close all the Major Portals. They soon found, however, that attempting to close the Gateways only disrupted the Balance of Essaence and created major Flow disturbances.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 57&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 183&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The italicized lines at the end of the first paragraph are only in the 2nd Edition.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The publication date of the second edition of the Master Atlas, May 1992, might be just barely early enough to be relevant to the Monastery. It first appears as recently discovered in [[Kelfour Edition volume III number II]] dated July 1992. However, these dates are very close to each other, and the later Iruaric glossary came from the Master Atlas Addendum (1990) rather than Master Atlas, 2nd Edition. This text might be coincidental rather than intentional for Uthex taking it to be a small portal. In the Uthex Kathiasas story from 1993 the Loremasters used &amp;quot;Runes of Warding&amp;quot; so only the powerful could return. &lt;br /&gt;
&lt;br /&gt;
When the Monastery was discovered in mid-1992 there was a &amp;quot;rune-covered stone which seems to ward off the Unlife&amp;quot;, which is simply referring to the misty chamber being a safe room. It is not described in detail. (It was common back then to call undead creatures &amp;quot;Unlife.&amp;quot;) At first there was no backstory explaining the monastery, though Kygar said he worked it all out before building. The portal did not become active with hooded figures coming through and attacking until March or April 1993 in [[Kelfour Edition volume III number XI]]. In the Master Atlas Addendum (1990) there is a special Warding spell list with a powerful Enchant Stone spell that might be relevant.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;60) &#039;&#039;&#039;Enchant Stone&#039;&#039;&#039; (F) &#039;&#039;&#039;D&#039;&#039;&#039;: P &#039;&#039;&#039;R&#039;&#039;&#039;: T &lt;br /&gt;
Note: This spell &#039;&#039;&#039;requires special materials&#039;&#039;&#039; and a powerful ritual; Caster may only enchant one stone per day. Caster is able, through a ritual lasting one hour, to imbue one large &#039;&#039;&#039;immobile&#039;&#039;&#039; stone with a permanent &#039;&#039;Warding&#039;&#039; power. Stone must weigh at least 100 lbs and if moved from its spot the spell is broken. Warding level of the stone is &#039;&#039;&#039;equal to Caster level&#039;&#039;&#039;. Caster may link a series of stones (no more than 10&#039; apart from each other) into a &#039;&#039;&#039;Circle&#039;&#039;&#039; no larger in diameter than 1&#039; per Caster level. Creatures attempting to enter Circle &#039;&#039;&#039;or touch the stones&#039;&#039;&#039; must make a successful RR vs 1/2 caster level at or suffer an &amp;quot;A&amp;quot; Disruption Critical and &#039;&#039;&#039;be thrown back&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 84&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 191&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Compare this to the rune-covered stone circle that is &#039;&#039;rotating&#039;&#039; around the now active portal in the misty chamber. It includes fine details like taking minor damage for touching it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A damp mist seems to seep from the very walls of this vast chamber casting the walls in an eerie green pallor.  A &#039;&#039;&#039;large round stone&#039;&#039;&#039; stands upright in the center of the room, rotating like a coin that has been stood on edge &#039;&#039;&#039;and spun&#039;&#039;&#039;.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A &#039;&#039;&#039;low steady hum&#039;&#039;&#039; emanates from the stone, and the sound soothes your tired nerves.  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a &#039;&#039;&#039;strange dark rock that you have not seen before&#039;&#039;&#039;. There are runes carved on the stone all around the center opening.  The opening is &#039;&#039;&#039;pitch black&#039;&#039;&#039; and you cannot see through it to the other side.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look runes&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&lt;br /&gt;
XXXXX points at some strange runes on a large stone.&lt;br /&gt;
As XXXXX &#039;&#039;&#039;touches the runes&#039;&#039;&#039;, he &#039;&#039;&#039;receives a mild electrical jolt!&#039;&#039;&#039;&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Light shock to right leg.  That stings!&lt;br /&gt;
&lt;br /&gt;
XXXXX stands in front of the &#039;&#039;&#039;spinning stone&#039;&#039;&#039; with his arms spread wide.  He mutters a few words under his breath and suddenly disappears!&lt;br /&gt;
There is a &#039;&#039;&#039;high-pitched hum&#039;&#039;&#039; from the stone, and XXXXX suddenly appears in the room!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You focus hard on the runes, but without the proper skill, they soon become a maddening, writhing jumble of markings! You struggle to tear your eyes away, and &#039;&#039;&#039;fall back into a heap on the floor&#039;&#039;&#039; as you do!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
XXXXX focuses hard on the runes.  A look of sheer panic suddenly spreads over her face and she struggles to turn away from them!  With a gasp, she &#039;&#039;&#039;falls to the floor&#039;&#039;&#039;, looking rather shaken!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Uthex Kathiasas story calls this a small and remote natural gate to another plane of existence. However, this fits the description of some kinds of Lord of Essaence Portals from the First Era, so the possibility has to be held that this is a Major Portal made by the Lords of Essaence or someone like Bandur Etrevion who understands their gate magic as demonstrated in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The Lords of Essence have created a network of Portals (or &#039;Gates&#039; as they are sometimes called) linking points on the globe. These doorways allow someone who enters to instantly be transported to another location, exiting at another Portal. The manner of operation of these gateways is unknown; while some are very predictable two-way corridors between points, others seem random, transporting the unwary not only across vast distances but through time.&lt;br /&gt;
&lt;br /&gt;
Many take the form of crude trilithons isolated in the wilderness, while others appear as gleaming silvery ovals on ornate pedestals. &#039;&#039;&#039;Some are concealed underground&#039;&#039;&#039;, or are even disguised as normal doors in ancient structures. Some are always &#039;active&#039; - meaning that should someone step through one, they will be instantly teleported to the other end of the portalway - while others must be activated by a magical phrase &#039;&#039;&#039;or item&#039;&#039;&#039;. Generally, &#039;&#039;&#039;active Portals are easily noticeable by a strange, &#039;substantial&#039; darkness covering the entire opening&#039;&#039;&#039;; looking at the darkness for too long a time&#039;&#039;&#039; can cause queasiness&#039;&#039;&#039;. These also give off a &#039;&#039;&#039;barely audible thrumming sound/vibration&#039;&#039;&#039;. There is an occasional Portal, however, that appears completely normal, and is instantly activated as one walks through it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 55&lt;br /&gt;
- Tomes of Kulthea #1123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World Master Atlas gives context to how long Uthex Kathiasas could have been out working on his own without oversight by his fellow Loremasters. They had come to suspect something was wrong, presumably from the contents (or absence) of his report to his superiors, required only once a year. They intervened under the suspicion he had gone mad and succumbed to the Unlife.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;They will &#039;&#039;&#039;not interfere directly unless to the peace and stability of the world would be jeopardized by their inaction&#039;&#039;&#039;. Almost never prominent personalities, yet so often to be found operating beneath the colorful facade of a realm&#039;s government, Loremasters are the great meddlers of the world. Lurking behind thrones and in council chambers, they whisper a word here, over hear a rumor there. Information is their trade and the substance of their lives. With the acquisition and careful dissemination of knowledge, they keep the Free Races of Kulthea alert to the scheming of the Unlife&#039;s servants. Without them the world would be a &#039;&#039;&#039;desolate planet&#039;&#039;&#039; with only &#039;&#039;&#039;small pockets of life&#039;&#039;&#039; under the &#039;&#039;&#039;cruel domination of creatures unspeakable, servants of the Unlife&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Loremasters rarely take sides, unless one faction is &#039;&#039;&#039;clearly operating according to the wishes of the Unlife&#039;&#039;&#039;. He never condones aggression against other governments or peoples (unless in defence or &#039;&#039;&#039;when assaulting a Dark Realm&#039;&#039;&#039;). Loremasters operate more freely than Navigators, &#039;&#039;&#039;often not contacting superiors at Karilon more than once or twice a year&#039;&#039;&#039;. Navigators are on more of a tight reign, returning to Nexus between journeys to report.&lt;br /&gt;
&lt;br /&gt;
The Loremasters are in fact a fairly sophisticated organization. They are controlled by a council of twelve elder Loremasters charged with coordinating the actions of their agents around the world. All of the members of the Council are elected for life or 100 years, whichever ends first. Six are immortals, the balance being saged mortals. The only exception is Kirin Tethan, the only surviving Founder of the Order, who holds a permanent seat. The Council &#039;&#039;&#039;rarely intervenes in specific &#039;field&#039; situations unless specifically asked by the Loremaster involved&#039;&#039;&#039;. This group meets in a guarded chamber atop the Tower of Winds - the highest pinnacle of the hidden citadel of Karilon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 36&lt;br /&gt;
- Tomes of Kulthea #1098&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Loremasters gathered in the hills of a small island to the far north to face a new threat. They had, for some time, suspected that their fellow Loremaster, Uthex Kathiasas, had gone quite mad and succumbed to the dark power of the Unlife. Responding to increasingly frequent reports of strange happenings, powerful and mysterious hooded figures, and fell beasts, the Loremasters now prepared for the worst.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===The Monastery===&lt;br /&gt;
The Monastery itself is not obviously based on a &#039;&#039;specific&#039;&#039; historical or fictional place, aside from a vaguely eastern flavor in the ki-lin and the meditation chamber. The cells and abbot are historically consistent for a western monastery. This will be explored more fully in the subtexts section. These were monks of Cay, most likely, and Orhan more generally. This is perhaps even &amp;quot;monk&amp;quot; in a similar profession sense as the Monk class in GemStone IV, except in the Shadow World setting they use the Essence realm instead of Mentalism. The monastery itself gives the flavor of their living centuries below ground, dedicated in the struggle to prevent the forces of the Unlife from invading through the portal.&lt;br /&gt;
&lt;br /&gt;
The records of the existence of the monastery were lost or destroyed with time, and the monks eventually succumbed to the corruption of the Unlife. Whether this is from prolonged exposure to dark essence is unclear. It is possible some of the texts removed from the Broken Land were kept in their own library. Kygar has them first suffering from loneliness and increasing isolation for centuries, so if there was an active &amp;quot;dark struggle&amp;quot;, they may have eventually bonded with the hooded figures who in turn taught them dark magic. What is unusual about the monastic liches is the hole in their chests where they removed their own heart. This is possibly meant to imply the Ritual of Black Eternity, one of the most evil of all spells. It is from the Classic Liches in Rolemaster Companion I (1986), pages 35 and 75, a tighter fit than D&amp;amp;D phylacteries.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;describe lich&lt;br /&gt;
Garbed in the tattered finery of his lost faith, this monastic lich is a decomposing humanoid of indiscernable heritage. Standing as high as a human, his distinguishing features have skin wrapped about a thin skeletal frame. Held together by nothing more than smouldering malice and some long forgotten curse, the monastic lich&#039;s flesh falls off in stinking bits as he shudders in agonizing ecstasy. In the center of his chest is a ragged hole, as if his heart had been ripped from its body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Monastic Lich:&#039;&#039;&#039; &#039;&#039;Class VI; (-)-EN#-9; fear on sight (RR); touch delivers a &amp;quot;C&amp;quot; cold critical; touch drains 5 Con pts; Monk base spells (4xlvl PP); use Large creature critical table.&#039;&#039;&lt;br /&gt;
Few Monks discover the rituals and spells which enable Evil Clerics, Magicians and Sorcerers to become liches, and fewer still decide to cross the threshold into the unlife. The Monks that do so become an extremely rare undead type known as the monastic lich. These men were obviously very twisted and evil in life, and appear as robed, animate skeletons in death. Monastic liches retain all of their martial arts abilities and Monk spells, and gain the claws which deliver extra slash attacks plus their cold, soul-numbing touch. A hit from one of these horrors can be devastating. They are often found in abandoned monasteries or other ruined structures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Treasures II (1989); page 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Classic &amp;quot;Lich&amp;quot; monsters are Evil Clerics, Evil Mages, or Sorcerers. See page 42 of Creatures &amp;amp; Treasures I.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the 1999 edition of Creatures &amp;amp; Monsters on page 118, standard liches are transformed over a year with the Ritual of Twilight, while classic liches use the more rare and dangerous Ritual of Black Eternity where the organs are put into a special container and hidden. (In the 1995 edition of Creatures &amp;amp; Monsters this is on page 187.) These texts reference them having red light in their eyes. This is not included in the monastic lich section on page 131 (or page 190 in the 1995 edition), but is part of the ambient messaging on the monastic liches. The lich description of &amp;quot;fine, although unkempt and tattered, clothing or robes&amp;quot; is significantly closer to the GemStone description than their monastic lich entry. These rituals were not given until the 1995 version of Spell Law, before which the phylactery-like concept was only in Rolemaster Companion 1. The important point of the monastic liches is that, as monks rather than pure spellcasters, they could only have done this by possessing texts on necromancy. This only makes sense if it came from the Dark Shrine.&lt;br /&gt;
&lt;br /&gt;
There is some reason to suspect this is a later period admixture, presumably from the 1995 edition of this book, especially since the Monastery pre-dates the Describe verb by half a year. The creature description for the ki-lin on the Play.net website is inconsistent with the Rolemaster version with the glowing red horn, but it is consistent with the Rolemaster description of the ki-rin which is more consistent with the mythological qilin. It is important to be cautious with creature descriptions because they were often added later. The spectral monks are presumably the monks who failed to become liches.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Imagine a creature with the head of a dragon, the mane of a lion, the body of a stag and the tail of an ox. Add a solitary horn upon its forehead and the form of the ki-lin is complete. Sightings of this magical and dangerous beast are very rare and thus trophy hunters are said to pay a high price for the horn of the legendary beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Play.net website&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By day, the sun bounces from the golden fur covering a deer&#039;s body, leaps from the deeper gold of a lion&#039;s mane an an ox&#039;s tail, and gleams on the rose pearl of a unicorn&#039;s horn as the Ki-rin gallops across the heavens; the Ki-rin possesses no wings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Monsters (1999); page 72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The dragon head feature still has to come from mythology rather than Rolemaster. The mythological qilin has numerous variations, but these specifically match up.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the monastic liches still having rotting flesh in their description, rather than being purely skeletal, we might think it was only relatively recently that they fell to the Unlife. This would be consistent with the timing of the hooded figures appearing, though it puts too much weight on a possibly apocryphal creature description. In any event they would have fallen into madness first, perhaps indicated by the emotive faces above the doorways downstairs. The painting upstairs referring to the &amp;quot;Undead Wars&amp;quot; probably said &amp;quot;Wars of Dominion&amp;quot; originally. The phylacteries are most likely sealed away in the sewers under the monastery, but again, Rolemaster liches did not use these yet when the Monastery was built. The sewers originally had ratsnakes in them. This potentially supports interpreting the cave itself as an allegory for Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot;, detailed below in the Major Sub-Texts section.&lt;br /&gt;
&lt;br /&gt;
It is unclear if the action of reaching into the holes in their chests dates back to 1992 or was added later. It is possible that this connection to the Ritual of Black Eternity, which first appears in Rolemaster Companion in 1986 but not in the creatures bestiaries or Spell Law until 1995, is not the intention behind the liches having holes in their chests. In the Major Sub-Texts section another theory will be given in terms of the monastery&#039;s meditation room and astral projection esotericism that would still work for 1992.&lt;br /&gt;
=Death=&lt;br /&gt;
The major sub-texts category addresses the parallel the Broken Lands has with H.P. Lovecraft&#039;s &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; and possibly other related stories. The within GemStone significance of this is that the same story appears to be used in the messaging that occurs when bodies decay and need to be reincarnated by Eissa (Modern: Lorminstra). This is illustrated in [[Research:The Graveyard#Lovecraft|Research:The Graveyard]]. The soul is in a limbo that was once called [[Purgatory]]. That research page argues for various reasons that the Graveyard is symbolically a dark mirror of Purgatory and the temple of Eissa in the Landing. &lt;br /&gt;
&lt;br /&gt;
Instead of the Lord High Cleric, who is probably the old man on the dais, Bandur is the Lord High Sorceror. There are a number of points of commonality, and they were both built in early 1990. The throne room under the Graveyard is &amp;quot;a madman&#039;s travesty of a throne room in purgatory&amp;quot;, with a throne of human bones on a dais and a tapestry covering a storage room. The huge pile of bodies next to it are thus argued to symbolically represent the souls who could not choose, and the only path was darkness, as the only exit was a result of people clawing their way up to the surface until someone finally made it.&lt;br /&gt;
&lt;br /&gt;
===Reincarnation===&lt;br /&gt;
&lt;br /&gt;
The decay or [[spirit death]] messaging is mostly the same as it was twenty or thirty years ago, except a few lines were removed seemingly around the time of the GemStone IV conversion. The death mechanics have undergone a few forms over the years, and that was around when Death&#039;s Sting in its modern form was introduced. When the body decays into compost the world dissolves into &amp;quot;a grainy montage of color&amp;quot;, and the soul experiences a timeless void between light and darkness. This is unique to GemStone as the early Shadow World books provided no description of the other side of the Gates of Oblivion. &lt;br /&gt;
&lt;br /&gt;
It is accompanied by some surreal messaging about the dreams you once held, and hopelessness washing over them &amp;quot;like the creeping tide of doom.&amp;quot; Eissa then spoke to you in archaic English about your right of intercession because of your deeds to her, which [[Research:The Graveyard#Death|Research:The Graveyard]] argues for various reasons is likely playing off the medieval rites of homage to a liege lord. When the soul is reincarnated it describes &amp;quot;the world of your past&amp;quot; returning to your memory. These premises do not originate in the Shadow World material. They appear to be based on stories from H.P. Lovecraft&#039;s Dream Cycle.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color... &lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels &#039;&#039;torn between two prophecies, each vying for your loyalty.&#039;&#039;&lt;br /&gt;
Also in the room: All the spirits of those who could not choose.&lt;br /&gt;
Obvious exits: light and darkness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time seems to have no meaning&#039;&#039;&#039; as you wander aimlessly amidst the uncomfortable &#039;&#039;tugging for your attention&#039;&#039;. &#039;&#039;&#039;Hopelessness washes over dreams you once held&#039;&#039;&#039; like the &#039;&#039;&#039;creeping tide of doom.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In time the Goddess Lorminstra finds you wandering the endlessness of Purgatory and says, &amp;quot;For thy deed, my promise to intercede shall be fulfilled.&amp;quot; Taking you by the hand, the Goddess leads you back to mortality... &lt;br /&gt;
&lt;br /&gt;
Suddenly you feel an intense pain scorching your very soul! The &#039;&#039;&#039;world of your past suddenly comes rushing back into your memory&#039;&#039;&#039;. You are quite bewildered by what has transpired, but alive... &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is from the late 1990s. The original would have said the &amp;quot;Goddess Eissa&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is mostly referring to the end of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; when Nyarlathotep is trying to trick the protagonist, Randolph Carter, into flying into the heart of Chaos at the center of the universe. Carter is in another dimension called the Dreamlands. When he realizes his impending doom he remembers he is only dreaming and leaps into the void between dreamlands. He experiences vast cosmic aeons pass before him, until the waking world of his own memories rushes back to him. [[Research:The Graveyard#Lovecraft|Research:The Graveyard]] argues that Bandur is our analog for Nyarlathotep for mythological reasons.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Thick though the rushing nightmare that clutched his senses, Randolph Carter could turn and move. He could move, and if he chose he could leap off the evil shantak that bore him &#039;&#039;&#039;hurtlingly doomward&#039;&#039;&#039; at the orders of Nyarlathotep. He could leap off and dare those depths of night that yawned interminably down, those depths of fear whose terrors yet could not exceed the &#039;&#039;&#039;nameless doom&#039;&#039;&#039; that lurked waiting at chaos’ core. He could turn and move and leap—he could—he would—he would—&lt;br /&gt;
     Off that vast hippocephalic abomination leaped &#039;&#039;&#039;the doomed and desperate dreamer&#039;&#039;&#039;, and down through &#039;&#039;&#039;endless voids of sentient blackness&#039;&#039;&#039; he fell. &#039;&#039;&#039;Aeons reeled, universes died and were born again, stars became nebulae and nebulae became stars&#039;&#039;&#039;, and still Randolph Carter fell through those endless voids of sentient blackness.&lt;br /&gt;
     Then in the &#039;&#039;&#039;slow creeping course of eternity&#039;&#039;&#039; the utmost cycle of the cosmos churned itself into another &#039;&#039;&#039;futile&#039;&#039;&#039; completion, and all things became again as they were unreckoned kalpas before. Matter and light were born anew as space once had known them; and comets, suns, and worlds sprang flaming into life, though nothing survived to tell that they had been and gone, been and gone, always and always, back to no first beginning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World tie-in is that Eissa transports souls around in an artifact called the Staff of Doom. The wording is strikingly similar, and as explained below, the Broken Lands turns out to tightly parallel an earlier section of this same Lovecraft story. The wording about the world of the past returning to you is most likely referring to the premise that Randolph Carter is returning to the world of his childhood memories. His dream-quest had turned out to be him seeking his own youthful memories of Boston. In the Graveyard this might be hinted at by recalling prayers from youth when looking at Bandur.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;And there was a firmament again, and a wind, and a glare of purple light in the eyes of the falling dreamer. &#039;&#039;There were gods and presences and wills; beauty and evil&#039;&#039;, and the shrieking of noxious night robbed of its prey. For through the unknown ultimate cycle had lived a thought and &#039;&#039;&#039;a vision of a dreamer’s boyhood, and now there were re-made a waking world and an old cherished city to body&#039;&#039;&#039; and to justify these things. Out of the void S’ngac the violet gas had pointed the way, and archaic Nodens was bellowing his guidance from unhinted deeps.&lt;br /&gt;
     Stars swelled to dawns, and dawns burst into fountains of gold, carmine, and purple, and still the dreamer fell. Cries rent the aether as ribbons of light beat back the fiends from outside. And hoary Nodens raised a howl of triumph when Nyarlathotep, close on his quarry, stopped baffled by a glare that seared his formless hunting-horrors to grey dust. Randolph Carter had indeed descended at last the wide marmoreal flights to his marvellous city, &#039;&#039;&#039;for he was come again to the&#039;&#039;&#039; fair New England &#039;&#039;&#039;world that had wrought him.&#039;&#039;&#039;&lt;br /&gt;
     So to the organ chords of morning’s myriad whistles, and dawn’s blaze thrown dazzling through purple panes by the great gold dome of the State House on the hill, Randolph Carter leaped shoutingly awake within his Boston room.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lost to the Demonic===&lt;br /&gt;
&lt;br /&gt;
In the early death mechanics there were five &amp;quot;free deaths&amp;quot; at level 1, and five that had to be paid back with deeds before making level 2. It was not possible for a character under level 2 to have permanent character loss from death. Eissa would intervene to prevent it, and later the Great Spirit Vult (Modern: Voln) did as well. (I remember seeing special messaging for it in the late 1990s, but there is no log proof it existed.) Generally, there was a cost of only 1 deed for a death if a cleric resurrected the body, but 2 deeds if the body decayed. If there was a spirit death it cost 2 deeds. Spirit was originally called &amp;quot;life levels&amp;quot;, with instant death at zero, and weakness at thresholds. This is a supplementary mechanic from Rolemaster Companion II, page 20, not Shadow World itself. In the later years of GemStone III there was experience point loss as a result of departing or spirit death instead of damage to stat points.&lt;br /&gt;
&lt;br /&gt;
In the event of a decay or spirit death, &#039;&#039;or&#039;&#039; resurrection if having zero deeds, there was originally a counter for number of death at that level, where at the next level there was a cumulative risk of statistic point loss that increased with severity with the number of deaths. This was essentially like a harsher form of Death&#039;s Sting. The Purgatory messaging was slightly different for a spirit death, as Eissa puts the tattered pieces of your soul back together. This is the variant still included in the contemporary messaging for decaying. The [[Council of Light|Sign of Hopelessness]] used to refer to this messaging, ripping the soul up in black flames.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;sign of hopelessness&lt;br /&gt;
&#039;&#039;&#039;As you make the sign, the forces of darkness rip your soul from your body!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You realize you have called upon your powers without due caution and have made your affiliation plainly obvious to all nearby.&lt;br /&gt;
&lt;br /&gt;
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color...&lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels torn between two prophecies, each vying for your loyalty.&lt;br /&gt;
Also in the room: &#039;&#039;&#039;&#039;&#039;All the spirits of those who could not choose&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
Obvious exits: light and darkness.&lt;br /&gt;
&lt;br /&gt;
Time seems to have no meaning as you wander aimlessly amidst the uncomfortable tugging for your attention. Hopelessness washes over dreams you once held like the creeping tide of doom.&lt;br /&gt;
&lt;br /&gt;
In time the Goddess Lorminstra finds you wandering the endlessness of Purgatory and says, &amp;quot;For thy deeds, my promise to intercede shall be fulfilled.&amp;quot; She &#039;&#039;&#039;gently reassembles the pieces of your tattered soul&#039;&#039;&#039;, and then, taking you by the hand, the Goddess leads you back to mortality...&lt;br /&gt;
&lt;br /&gt;
Suddenly you feel an intense pain scorching your very soul! The world of your past suddenly comes rushing back into your memory. You are quite &#039;&#039;&#039;&#039;&#039;bewildered&#039;&#039;&#039;&#039;&#039; by what has transpired, but alive...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Compare the bold italics above to the bold italics in the excerpt below from &amp;quot;Through the Gates of the Silver Key&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is some indication in the Kelfour Editions, such as [[Kelfour Edition volume I number VII]] page 24, that the soul might have been destroyed utterly if this happened without deeds. That someone has &amp;quot;lost their soul to the demonic&amp;quot; &#039;&#039;might&#039;&#039; have originally only happened in this case, and if it did it is unclear if there was different messaging for it. The messaging was the same seemingly in any case later. It illustrates the soul losing its memory and sense of identity regardless of whether it chose the light or the darkness. The player was then given the option of either retiring the individual character or the whole family.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color...  &lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels torn between two prophecies, each vying for your loyalty.&lt;br /&gt;
&lt;br /&gt;
Also in the room: All the spirits of those who could not choose.&lt;br /&gt;
&lt;br /&gt;
Obvious exits: light and darkness.&lt;br /&gt;
&lt;br /&gt;
Time seems to have no meaning as you wander aimlessly amidst the uncomfortable tugging for your attention. Hopelessness washes over dreams you once held like the creeping tide of doom.&lt;br /&gt;
&lt;br /&gt;
In time your soul finds a home, be it in the light or the darkness, but not again in the mortal world. &#039;&#039;&#039;As the last memories of your existence fade&#039;&#039;&#039;, an image of the Goddess Lorminstra, who guards the &#039;&#039;&#039;Gates of Oblivion&#039;&#039;&#039;, tempts your hindsight.&lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
&lt;br /&gt;
It appears that your mortal life has ended once and for all, and that Lorminstra shall be embracing you shortly. This Purgatory is here to provide you with information about what to expect as you move on to the next stage of your existence. Before you is The Afterlife. You will need to enter it in order to create a new character for yourself.  ---&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
You can LOOK AT THE AFTERLIFE to get information about what to expect now that your character has died permanently. When you are ready, simply RETIRE.&lt;br /&gt;
&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;look at the afterlife&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon entering The Afterlife you will be given two options:&lt;br /&gt;
&lt;br /&gt;
1. Retire Kadaena only (keeping the K&#039;ta&#039;viiri family)&lt;br /&gt;
&lt;br /&gt;
2. Retire the K&#039;ta&#039;viiri family (loosing all family fame)&lt;br /&gt;
&lt;br /&gt;
Selecting the first option will result in asking you for a new first name for your new character, while the second option will result in asking you for a new first and last name. In either case you can reselect your old names, but your family fame will only transfer to your new character if you select the first option.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As for up to the point of making your choices, it is the same routine as if you just started a new character. If you RETIRE the family, you will lose your character entirely. If you choose to RETIRE the first name only, You will be able to keep the same family name as well as the same first name if you wish to keep it.&lt;br /&gt;
&lt;br /&gt;
If you choose the same first name and family name, you must remember, when you went demonic, you lost everything except the name. You will not have any items, character fame, stats, skills, age or trainings as you did when you died, including any coins you had in the bank or on your person. In keeping the family name, you WILL still have your FAMILY fame but not the character fame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This would have said Goddess Eissa originally, the &amp;quot;Gates of Oblivion&amp;quot; is the I.C.E. term. Lorminstra guards the Ebon Gate.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The grainy montage of color and the dissolution of identity and memory into oblivion does not come from the Shadow World material. It is probably based on Oblivion from Lovecraft&#039;s Dream Cycle stories, which is illustrated in detail in his prose poem [http://www.hplovecraft.com/writings/texts/fiction/eo.aspx &amp;quot;Ex Oblivione&amp;quot;]. Randolph Carter himself mentions it and the potion in some stories, such as considering taking the oblivion potion in &amp;quot;The Silver Key&amp;quot;. The last line refers to waking life as the &amp;quot;daemon&amp;quot; being escaped.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When the last days were upon me&#039;&#039;&#039;, and the ugly trifles of existence began to drive me to madness like the small drops of water that torturers let fall ceaselessly upon one spot of their victim’s body, I loved the &#039;&#039;&#039;irradiate refuge of sleep&#039;&#039;&#039;. In my dreams I found a little of the beauty I had vainly sought in life, and wandered through old gardens and enchanted woods.&lt;br /&gt;
     Once when the wind was soft and scented I heard the south calling, and sailed endlessly and languorously under strange stars.&lt;br /&gt;
     Once when the gentle rain fell I glided in a barge down a sunless stream under the earth till I reached another world of purple twilight, iridescent arbours, and undying roses.&lt;br /&gt;
     And once I walked through a golden valley that led to shadowy groves and ruins, and ended in a mighty wall green with antique vines, and pierced by a little gate of bronze.&lt;br /&gt;
     Many times I walked through that valley, and longer and longer would I pause in the spectral half-light where the giant trees squirmed and twisted grotesquely, and the grey ground stretched damply from trunk to trunk, sometimes disclosing the mould-stained stones of buried temples. And always the goal of my fancies was the mighty vine-grown wall with the little gate of bronze therein.&lt;br /&gt;
     After a while, as &#039;&#039;&#039;the days of waking became less and less bearable from their greyness and sameness&#039;&#039;&#039;, I would often drift in opiate peace through the valley and the shadowy groves, and &#039;&#039;&#039;wonder how I might seize them for my eternal dwelling-place&#039;&#039;&#039;, so that I need no more crawl back to a dull world &#039;&#039;&#039;stript of interest and new colours&#039;&#039;&#039;. And as I looked upon &#039;&#039;&#039;the little gate&#039;&#039;&#039; in the mighty wall, I felt that &#039;&#039;&#039;beyond it lay a dream-country from which, once it was entered, there would be no return&#039;&#039;&#039;.&lt;br /&gt;
     So each night in sleep I strove to find the hidden latch of the gate in the ivied antique wall, though it was exceedingly well hidden. And I would tell myself that the realm beyond the wall was not more lasting merely, but more lovely and &#039;&#039;&#039;radiant&#039;&#039;&#039; as well.&lt;br /&gt;
     Then one night in the dream-city of Zakarion I found a yellowed papyrus filled with the thoughts of dream-sages who dwelt of old in that city, and who were too wise ever to be born in the waking world. Therein were written many things concerning the world of dream, and among them was lore of a golden valley and a sacred grove with temples, and a high wall pierced by a little bronze gate. When I saw this lore, I knew that it touched on the scenes I had haunted, and I therefore read long in the yellowed papyrus.&lt;br /&gt;
     Some of the dream-sages wrote gorgeously of the wonders beyond &#039;&#039;&#039;the irrepassable gate&#039;&#039;&#039;, but others told of horror and disappointment. I knew not which to believe, yet longed more and more to &#039;&#039;&#039;cross forever&#039;&#039;&#039; into the unknown land; for doubt and secrecy are the lure of lures, and no new horror can be more terrible than the daily torture of the commonplace. So when I learned of the drug which would unlock the gate and drive me through, I resolved to take it when next I awaked.&lt;br /&gt;
     Last night I swallowed the drug and floated dreamily into the golden valley and the shadowy groves; and when I came this time to the antique wall, I saw that the &#039;&#039;&#039;small gate of bronze&#039;&#039;&#039; was ajar. From &#039;&#039;&#039;beyond came a glow&#039;&#039;&#039; that weirdly lit the giant twisted trees and the tops of the buried temples, and I drifted on songfully, expectant of the glories of the land from whence &#039;&#039;&#039;I should never return&#039;&#039;&#039;.&lt;br /&gt;
     But as the gate swung wider and the sorcery of drug and dream pushed me through, &#039;&#039;&#039;I knew that all sights and glories were at an end&#039;&#039;&#039;; for in that new realm was &#039;&#039;&#039;neither land nor sea&#039;&#039;&#039;, but only the white &#039;&#039;&#039;void of unpeopled and illimitable space&#039;&#039;&#039;. So, happier than I had ever dared hoped to be, I &#039;&#039;&#039;dissolved again into that native infinity of crystal oblivion&#039;&#039;&#039; from which &#039;&#039;&#039;the daemon Life&#039;&#039;&#039; had called me for one brief and desolate hour.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Ex Oblivione&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is the full text, not an excerpt.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Key to the Void===&lt;br /&gt;
&lt;br /&gt;
In the Graveyard the Empress Kadaena is represented as a death goddess, and as some rival of Eissa who is providing a &amp;quot;forbidden&amp;quot; alternative to Oblivion. The Shadow World premise for this is probably the Key of the Void, the one key to the Gates of Oblivion that is never used. This is something that presumably leads to the demonic realities associated with the Unlife. [[Research:The Graveyard]] explores this concept more deeply. For our purposes it is noteworthy that the Dark Shrine is shaped like an antique key, and the portal to the Broken Land may come from the Randolph Carter stories of the Silver Key.&lt;br /&gt;
&lt;br /&gt;
Through the Gates of the Silver Key he encounters Yog-Sothoth, the guardian and gateway of forbidden knowledge. He witnesses many other versions of himself in the timeless void beyond oblivion. This results in transforming his immaterial being into the body of an otherworldly race in the distant past. In the context of the Broken Land this can be interpreted as a forbidden &amp;quot;dark path&amp;quot; toward reincarnating the soul into otherworldly entities including the demonic or even the Dark Gods, which gives a natural and literal interpretation to the line &amp;quot;spirit born of death&amp;quot; in the Temple of Darkness poem.&lt;br /&gt;
[[File:DarkShrine-SkeletonKey.jpg|300px|thumb|right|Skeleton keys are masters for opening warded locks]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Faced with this realisation, Randolph Carter reeled in the clutch of supreme horror—horror such as had not been hinted even at the climax of that hideous night when two had ventured into an ancient and abhorred necropolis under a waning moon and only one had emerged. &#039;&#039;&#039;No death, no doom, no anguish can arouse the surpassing despair which flows from a loss of identity&#039;&#039;&#039;. Merging with nothingness is &#039;&#039;&#039;peaceful oblivion&#039;&#039;&#039;; but to be &#039;&#039;&#039;aware of existence and yet to know that one is no longer a definite being distinguished from other beings&#039;&#039;&#039;—that one no longer has a self—that is the nameless summit of agony and dread.&lt;br /&gt;
     He knew that there had been a Randolph Carter of Boston, yet could not be sure whether he—the fragment or facet of an earthly entity beyond the Ultimate Gate—had been that one or some other. His &#039;&#039;&#039;self had been annihilated&#039;&#039;&#039;; and yet he—if indeed there could, in view of that utter nullity of individual existence, be such a thing as he—was equally &#039;&#039;&#039;&#039;&#039;aware of being in some inconceivable way a legion of selves&#039;&#039;&#039;&#039;&#039;. It was as though his body had been suddenly transformed into one of those many-limbed and many-headed effigies sculptured in Indian temples, and he contemplated the aggregation in a &#039;&#039;&#039;&#039;&#039;bewildered&#039;&#039;&#039;&#039;&#039; attempt to discern which was the original and which the additions—if indeed (supremely monstrous thought) there were any original as distinguished from other embodiments.&lt;br /&gt;
     Then, in the midst of these devastating reflections, Carter’s beyond-the-gate fragment was hurled from what had seemed the nadir of horror to black, clutching pits of a horror still more profound. This time it was largely external—a force or personality which at once confronted and surrounded and pervaded him, and which in addition to its local presence, seemed also to be a part of himself, and likewise to be &#039;&#039;&#039;coexistent with all time and coterminous with all space&#039;&#039;&#039;. There was no visual image, yet the sense of entity and the awful concept of combined localism, identity, and infinity lent a paralysing terror beyond anything which any Carter-fragment had hitherto deemed capable of existing.&lt;br /&gt;
     In the face of that awful wonder, the quasi-Carter forgot the horror of destroyed individuality. It was an All-in-One and One-in-All of limitless being and self—not merely a thing of one Space-Time continuum, but allied to the ultimate animating essence of existence’s whole unbounded sweep—the last, utter sweep which has no confines and which outreaches fancy and mathematics alike. It was perhaps that which certain secret cults of earth have whispered of as &#039;&#039;&#039;YOG-SOTHOTH&#039;&#039;&#039;, and which has been a deity under other names; that which the crustaceans of Yuggoth worship as the Beyond-One, and which the vaporous brains of the spiral nebulae know by an untranslatable Sign—yet in a flash the Carter-facet realised how slight and fractional all these conceptions are.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Nor is it to be thought,” ran the text as Armitage mentally translated it, “that man is either the oldest or the last of earth’s masters, or that the common bulk of life and substance walks alone. The Old Ones were, the Old Ones are, and the Old Ones shall be. Not in the spaces we know, but between them, They walk serene and primal, undimensioned and to us unseen. &#039;&#039;&#039;Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth.&#039;&#039;&#039; He knows where the Old Ones broke through of old, and where They shall break through again. He knows where They have trod earth’s fields, and where They still tread them, and why no one can behold Them as They tread. By Their smell can men sometimes know Them near, but of Their semblance can no man know, saving only in the features of those They have begotten on mankind; and of those are there many sorts, differing in likeness from man’s truest eidolon to that shape without sight or substance which is Them. They walk unseen and foul in lonely places where the Words have been spoken and the Rites howled through at their Seasons. The wind gibbers with Their voices, and the earth mutters with Their consciousness. They bend the forest and crush the city, yet may not forest or city behold the hand that smites. &#039;&#039;&#039;Kadath in the cold waste hath known Them, and what man knows Kadath?&#039;&#039;&#039; The ice desert of the South and the sunken isles of Ocean hold stones whereon Their seal is engraven, but who hath seen the deep frozen city or the sealed tower long garlanded with seaweed and barnacles? Great Cthulhu is Their cousin, yet can he spy Them only dimly. Iä! Shub-Niggurath! As a foulness shall ye know Them. Their hand is at your throats, yet ye see Them not; and Their habitation is even one with your guarded threshold. &#039;&#039;&#039;Yog-Sothoth is the key to the gate, whereby the spheres meet&#039;&#039;&#039;. Man rules now where They ruled once; They shall soon rule where man rules now. After summer is winter, and after winter summer. They wait patient and potent, for here shall They reign again.”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dunwich Horror&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Compare the bold italics to the Purgatory messaging above with the bold italics.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Since there is a shared relation to the Purgatory subtext of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, and historical simultaneity in the Shadow World timeline, the Graveyard and the Broken Lands are probably related stories and both playing off the death mechanics. Since the Gates of Oblivion are located on Orhan, the moon of the light gods, this is figuratively or literally making the Lord of Essaence crystal(s) on Charôn the forbidden key to immortality. This would explain why the Loremasters were unable to destroy Uthex&#039;s creations. There is also a &amp;quot;hooded figure&amp;quot; guarding the tapestry to the deed ceremony.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Temple, Tapestry Room]&lt;br /&gt;
A large candle burns with a steady flame in each corner of this room.  Various forms of artwork adorn the walls of this chamber, each &#039;&#039;&#039;representing one of the Gods of Elanthia&#039;&#039;&#039;.  One particular object, &#039;&#039;&#039;a long black tapestry&#039;&#039;&#039;, attracts your attention.  A small chair sits next to the tapestry and seated in this chair is &#039;&#039;&#039;the hooded figure&#039;&#039;&#039; of a man.  You also see a large acorn and a black arch.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
The tapestry is intricately embroidered to depict a large gate. It appears to be covering a portal of some kind.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
As you approach the black velvet tapestry, the &#039;&#039;&#039;hooded figure&#039;&#039;&#039; stands and steps in front of you.  In a quiet but firm voice the hooded figure says, &amp;quot;May Lorminstra grant you even more deeds, XXXXX.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;hooded figure&#039;&#039;&#039; bows slightly and pulls back the heavy bolt of black cloth.  He then motions to the corridor beyond.  You respectfully acknowledge his bow and enter the temple.  Immediately upon entering, two acolytes appear next to you to assist you in your consultation.&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;a brilliant flash of light&#039;&#039;&#039; and a puff of smoke as a hooded figure suddenly appears!&lt;br /&gt;
&amp;gt;describe figure&lt;br /&gt;
It is hard to see much of the hooded figure because of the voluminous hooded cloak. However, the figure does appear to be that of a young human, or humanoid, male. His skin is very pale, almost an opalescent white in color and his eyes are an ominous dull grey. You can see a few locks of curly black hair streaked with stark white tufts concealed by the hood of his cloak. When he glances in your direction, you can feel his gaze almost as a physical blow. He holds himself erect, a tall and imposing figure giving evidence of great pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They came to face the corrupt Uthex in the Great Hall of his hidden keep. Uthex called forth the &#039;&#039;&#039;fruit of his efforts&#039;&#039;&#039; to do battle with the Loremasters, and while they were engaged with these &#039;&#039;&#039;powerful perverted beings&#039;&#039;&#039;, Uthex made his escape. The Loremasters soon defeated &#039;&#039;&#039;the hooded figures&#039;&#039;&#039; that &#039;&#039;&#039;had come to Uthex&#039; aid&#039;&#039;&#039;, but noted the absence of the powerful Mage. A detailed search of the keep revealed the secret passage that Uthex had used to make good his escape.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Few records of the battle against Uthex Kathiasas and his minions have survived the ages, but it is generally accepted that the Loremasters easily gained access to his secret workshop. Uthex Kathiasas was destroyed during the ensuing battle, and while the Loremasters were &#039;&#039;&#039;not able to completely destroy his experiments&#039;&#039;&#039;, they removed what records and equipment that they could, and sealed the gate leading to that location with Runes of Warding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Broken Land&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Notice how the hooded figures themselves are the &amp;quot;perverted beings&amp;quot;, seemingly human or humanoid, not the fog beetles or other monsters. Much as [[Research:The Graveyard]] argues for a dark mirror of this in the throne room under the Graveyard, this might be symbolized in the Dark Shrine as well where the human sacrifices were done to waken or make the gogor. The cracked gong corresponds to the chimes that have to be rung to call the high priestess. The tapestry corresponds to the tapestry, and the secret room behind it to the storage room, where deed offerings are taken by the acolytes after the ritual.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Temple, &#039;&#039;&#039;Black Altar&#039;&#039;&#039;]&lt;br /&gt;
The smoke of scores of incense burners fills the air of this room with a thick, acrid haze.  Through this haze can be seen the faint outline of a large, black altar of obsidian surrounded by a high rail.  Behind the altar is an arch leading to a blackened passage. Hanging nearby is a brass tube, or chime, suspended from the ceiling by a thong of leather.  Next to this chime hangs a small mallet.  The two acolytes that greeted you as you entered are standing nearby.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ring chime with mallet&lt;br /&gt;
You strike the &#039;&#039;&#039;hollow brass chime&#039;&#039;&#039; with the small mallet and the room is filled with a rich, mellow tone.  The two acolytes nod slightly and step back to a position slightly behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the &#039;&#039;&#039;hideous faces and figures carved into the stone walls&#039;&#039;&#039; have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an &#039;&#039;&#039;ancient tapestry&#039;&#039;&#039; which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the &#039;&#039;&#039;rim of the huge corroded disk to the center&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with dark stains, and one corner has been broken off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These beings would be ultimately indestructible because the power draining crystal dome is implicitly reincarnating their souls. This would be the forbidden work around to Eissa, who is the only deity with that power. Their spawn messaging is suggestive of this possibility. Without a tie-in to the death theology it would make little sense for the Broken Land and Purgatory to just happen to be referencing the same obscure H.P. Lovecraft story. It is the natural way of interpreting &amp;quot;giving physical form&amp;quot; to power in that context, along with the shared premise of Empress Kadaena and the early Wars of Dominion in the Graveyard. The Broken Land might even be interpreted as a dark analog of purgatory, its own anachronistic dreamland in another dimension, for foul reincarnation of spirits in association with Charôn.&lt;br /&gt;
&lt;br /&gt;
=Major Sub-Texts=&lt;br /&gt;
The Broken Land seems to have an allegorical layer of meaning that is a combination of mythology and horror stories of H.P. Lovecraft. This is the same argument made for The Graveyard and Shadow Valley. These three are all in the Shadow World setting as well, but the relative weights are different. Shadow World seems to have only minor significance to Shadow Valley. Mythology seems to be of minor relevance to the Broken Lands, though there may be some bits in the Lysierian Hills. This involves Charôn itself directly in Iloura&#039;s shrine and otherwise involves death, sleep, or the Underworld.&lt;br /&gt;
==Mythology==&lt;br /&gt;
There are some minor mythological elements worth noting around the Broken Lands. The most immediate is that the moon Charôn in Shadow World was named after the ferryman of the Underworld in Greek mythology, and was used as the boat driver of the river Acheron in Dante&#039;s &#039;&#039;Inferno&#039;&#039;. Since the Dark Grotto and Shrine segment pulls off the Underworld of Lovecraft&#039;s Dreamlands, and Charôn is only habitable underground, it is conceivable the use of Charôn to enter the Jagged Plain is metaphorical and a dark mirror of the River of Life on Orhan. This is incidental as there are other usages of Charôn. The Broken Land on a subtextual level in particular is likely to be relevant to Purgatory, under the assumption that the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot; was used for both the Broken Land and the [[Purgatory]] death messaging. The dark mirror may be playing Charôn off the Gates of Oblivion being physically located on Orhan.&lt;br /&gt;
&lt;br /&gt;
It is possible that Dante&#039;s &#039;&#039;Inferno&#039;&#039; is more directly relevant. In [[Research:The Graveyard]] it is argued that the Graveyard is loosely parallel to &#039;&#039;Inferno&#039;&#039;. This involves a deep descent into the earth, where Bandur Etrevion is frozen in a block of ice like Satan. The ascent from this location would correspond to climbing up to the base of Purgatory. This starts as a cliff. The climb up within the hollow Huge Cavern within the cliffs could be read analogously, inverting the climb of Purgatorio with Paradiso and Inferno. The Morgu statue interpreted as Morgu himself becomes the direct analog of Satan frozen at the bottom of Inferno and Bandur in the Graveyard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Iloura&#039;s Shrine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the Shadow World Master Addendum (1990), pages 70-71, Iloura has hundreds of shrines just like the one on Lake Marliese. This is presumably the island referenced in the Uthex Kathiasas story. These are holy places which are used to make hallucinogenic incense out of &amp;quot;certain herbs&amp;quot; for a special smokestone in the altar. The worshipper of Iloura sleeps in the shrine overnight and may be granted a dream vision. In the I.C.E. Age it was common for Iloura to speak here to her followers. The shrine itself is not so much mythological as it is the release event for it may have had mythological elements.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Iloura&#039;s shrines are always dug at lest partway into the ground, but there is usually a small roof-vent to let in &#039;&#039;&#039;a small amount of light&#039;&#039;&#039; and allow smoke to escape. &#039;&#039;&#039;Always above the entrance is the symbol of Iloura: three leaves in a branch.&#039;&#039;&#039; The altar itself a round stone with &#039;&#039;&#039;a large circular depression&#039;&#039;&#039; in the center and a small depression on either side. Set in each of the side depressions is an unusual material called &#039;&#039;smokestone&#039;&#039;. It looks like rock but is organic, and can be soaked in a liquid steeped in certain herbs. When dried, it can be lit and smolders for about eight hours before going out. (After cooling or ten or so hours, it can be lit again, and re-used in this manner almost indefinitely.) The smoke from the stones released an incense which allows one who is a follower of Iloura to have visions - should the Lady Iloura wish it. The stones are lit and the center depression is filled with fresh water. The adherent must be alone in the shrine and spend the night. Whether they have a vision or not (requires a successful &#039;&#039;Meditation&#039;&#039; roll) they will awake rested in the morning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 71&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The shrine was released at the end of the storyline that introduced the Kral (krolvin) in the next valley. It involved rescuing a girl named Marliese who shapeshifted into a puma and breaking the curse on her necklace. This involved putting crystal &amp;quot;tears&amp;quot; into the shrine, which was making the Iloura symbol, and having the light of a rare lunar conjunction shine through it. It was when Charôn is blocked from the sky by Orhan, which could only happen if Orhan (with an average orbital distance of 250,000 miles) was at its closest, and Charôn which averages 190,000 miles was at its most distant (230,000 miles). &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Small Island]&lt;br /&gt;
Towering pines ring the edge of this small island, their fragrance wafting about you on each wisp of a breeze.  Wildflowers, their colors washed away by the greying moonlight, carpet the ground, and mingle with honeysuckle to creep up the stone walls of a small shrine that stands in the center of the circle of trees.  From somewhere nearby, an owl calls out its strange song, and is answered by another deeper in the forest.  You also see some shallow water along the bank of the island.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;gt;look shrine&lt;br /&gt;
Beneath the fragrant blanket of wildflowers and honeysuckle, dark green marble, streaked with deep brown rises to a height of just ten feet or so.  A carefully constructed roof of wooden slats is woven through &#039;&#039;&#039;with herbs&#039;&#039;&#039; and dark green ivy, providing shelter from the elements, and welcome to even the weariest of travelers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go shrine&lt;br /&gt;
[Lysierian Hills, A Small Shrine]&lt;br /&gt;
Though there is no door to shut out the world beyond, a feeling of utter tranquility envelops you here.  The soothing reminders of the forests are everywhere, wrapping you in a blanket of calm and serenity.  Heavy woven rugs cover the floors, and nestle against walls lined with polished mahogany.  In the center of the room, a simple stone altar rises up from the midst of a &#039;&#039;&#039;tiny garden of carefully tended, sweetly scented herbs&#039;&#039;&#039;.  You also see a simple stone altar with a small carving on it, a jeweled skylight and some ancient tapestries.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
This altar of &#039;&#039;&#039;deep green bloodstone is set into the middle of a tiny herb garden&#039;&#039;&#039;.  Light filtering through a jeweled skylight overhead gleams softly against a &#039;&#039;&#039;small carving&#039;&#039;&#039; mounted on the smooth surface.&lt;br /&gt;
&amp;gt;look carving&lt;br /&gt;
Carefully carved from forest green marble flecked with brown is the serene image of the goddess Imaera.  In her right hand, she holds a tall, shifting staff, and a garland of living leaves and herbs surrounds her head.&lt;br /&gt;
&amp;gt;look skylight&lt;br /&gt;
Pale light filters through the tinted crystals and prisms that form the image of the &#039;&#039;&#039;Flower of Imaera&#039;&#039;&#039;.  Brilliant light shines through three prisms at the center of the flower, illuminating the altar.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestries&lt;br /&gt;
You look at the fifth, and last tapestry in the series.&lt;br /&gt;
&lt;br /&gt;
Many years must have passed, for now the valley is showing signs of rejuvenation.  Once more, the hills are covered with green, and a lake has begun to form around the spot where Imaera and the children stood.  A few people stand just inside the doorway of a small three-sided structure, bathed in brilliant golden light.  Examining the threads more closely, you see a jeweled skylight in the ceiling, with three crystal prisms set into the center.&lt;br /&gt;
&lt;br /&gt;
In the skies above the valley, a large moon glows with power and just barely visible behind it is &#039;&#039;&#039;a much smaller, silvery grey moon, which was probably completely obscured a few seconds before&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
From the grounds around the shrine, wildflowers and honeysuckle have begun to sprout and creep toward the building, as if drawn by some strange, magnetic force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This does not use the smokestone depression, but keeps the entrance symbol and is the context of the herb garden.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This premise of the moonlight through the symbol does not come from the Shadow World material, though lunar conjunctions have special magical power, as illustrated at the top of Melgorehn&#039;s Reach. The mythological element that might be drawn from here is that shamans shapeshifting into pumas or jaguars (though other animals are also possible) is the heart of Central American folklore. These are called nahuals in the Aztec language of Nahuatl, and each day of the calendar system has an associated nahual. The Mayan version of the calendar includes a lunar cycle. Nahuals are spirit animals discovered in dreams similar to the meditation ritual for Iloura&#039; shrines. While it is possible this mythological basis is a coincidence, the fire cat cave insinuates some human shapeshifting with its carved niches as well.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Cavern]&lt;br /&gt;
You are in a huge, irregularly shaped cavern.  It appears as if shallow hollows have been &#039;&#039;&#039;carved from the stone walls&#039;&#039;&#039; all around the cavern.  Each of the hollows is &#039;&#039;&#039;approximately 7 feet long&#039;&#039;&#039;, 4 feet high and 4 feet deep, and all appear to be empty.  All surfaces are covered with a fine black grit.  &lt;br /&gt;
Obvious exits: northeast, southeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) Faeries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The forest outside the Snake-Den in Lovecraft&#039;s &amp;quot;Silver Key&amp;quot; stories is likened to a fey forest with fauns and dryads. &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; in particular is one of Lovecraft&#039;s &amp;quot;Dunsany&amp;quot; tales, written in the style of Lord Dunsany (who invented &amp;quot;gnolls&amp;quot; among other things), who wrote elven and fey stories. This influence is seen in the night-gaunts who serve the god Nodens, for example, which draw off the myth of kidnapping fairies. In the folklore it is said you can be kidnapped into the Otherworld by faeries if you fall asleep in a &amp;quot;faerie ring&amp;quot;, which takes the form of a circular growth of mushrooms.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Clearing]&lt;br /&gt;
You find yourself in a small open clearing.  At the center of the clearing is an &#039;&#039;&#039;odd ring of multicolored mushrooms&#039;&#039;&#039;.  Disturbingly, a hushed silence seems to have fallen over the entire area.  You also see a path.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is one of the original rooms of the Seolfar Strake, located near the Smokey Cave with the fire cats and fire rats. It is older than the Broken Lands and Monastery. In the Vvrael quest in late 1997, Castle Anwyn was added to the Lysierian Hills, which very directly references faerie mythology. This was made by GM Talairi and there can be no assumption of mythological continuity. Nodens is the father of Gwyn ap Nudd in Welsh mythology, the King of Anwyn who leads the Wild Hunt. [[Terate]] the Prince of Anwyn wore a shoulder satchel clasped with a ki-lin horn. This last point probably has no deeper meaning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Ki-Lin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[ki-lin]] is a mythological creature from Chinese folklore, though this is a dubious point to make as many fantasy game monsters came from mythology. The ki-lin is supposed to appear with the birth or death of great sages, which might be intentional with the &amp;quot;Home of Broken Lore&amp;quot; premise with the death of Uthex Kathiasas. They are supposed to be benevolent creatures who protect the pure, which is essentially the opposite of the monastic liches in the Monastery. This symbolic use of the ki-lin would have to be derived from mythology, as this is not how they are represented in Creatures &amp;amp; Treasures I (1985).&lt;br /&gt;
&lt;br /&gt;
The ki-lin of Rolemaster is actually evil, associated with ice, and resembles a greyhound with a stag&#039;s head. The Play.net description of the ki-lin fits the mythological version, corresponding to the ki-rin from later Rolemaster bestiaries, which is a benevolent aerial creature that avoids the land. The &amp;quot;describe&amp;quot; verb does not actually give a creature description if used on the ki-lin when they appear in GemStone. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Imagine a creature with the head of a dragon, the mane of a lion, the body of a stag and the tail of an ox. Add a solitary horn upon its forehead and the form of the ki-lin is complete. Sightings of this magical and dangerous beast are very rare and thus trophy hunters are said to pay a high price for the horn of the legendary beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GemStone IV&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hints of careless seafoam, glacial ice, and serene moonlight illumine the snowy hide of the ki-lin. The fluid elegance of its greyhound&#039;s loins, limbs, and stature combines with the nobility of its stag&#039;s face to evoke chilled awe rather than wondering delight. The &#039;&#039;&#039;thin spire of a horn burns like a star&#039;&#039;&#039; from its forehead. Oft-mistaken for the unicorn, the ki-lin shares nothing of that beast&#039;s gentle virtue. A virgin who awaits the savage ki-lin&#039;s submission discovers herself bloodily rent by the starlit horn when its head bows to lie in her lap.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Treasures I (1985); page 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The describe verb was introduced in early 1993, and the ki-lin were in mid-1992. The hot burning horn comes from Rolemaster, though mythological qilin sometimes are described as breathing fire from their mouths.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is possible the association with moonlight or even dark humor about their being monks is the motivation for the ki-lin rather than mythology. However, if it was mythological in intent, the qilin first appeared to the Yellow Emperor. This is almost certainly reaching too far into both subtexts, but the yellow masked high priest not to be named in the &amp;quot;nameless monastery&amp;quot; in Lovecraft&#039;s Dreamlands is often interpreted to be Hastur, who is known as the &amp;quot;King in Yellow&amp;quot;. Since his monastery is above the vaults of Zin, Uthex&#039;s abode could be read as in analogous position to the huge cavern, but this is probably unintentional.&lt;br /&gt;
&lt;br /&gt;
==Religious Architecture==&lt;br /&gt;
&lt;br /&gt;
While the Monastery does not seem to be based on a specific historical or fictional place, even if the cave itself may be based on Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot;, the Monastery does have clear indications of being based on real-world historical architectures. This is more than a vague similarity to the concept of a monastery or church. There are specific elements and etymological subtexts implicitly invoked. There is a pattern of historical architectures being apparently intentionally backwards from their real-world versions, which is something that [[Research:The Graveyard]] argues was also done in the Graveyard.&lt;br /&gt;
&lt;br /&gt;
===Western===&lt;br /&gt;
Though cave monasteries exist in various places from Europe through Asia, there are some specifically Western Christian elements in the Monastery. These refer to the historical architecture of Western monasteries and the Eucharist rituals. Monastic cloisters existed in various sizes. Abbeys were no smaller than [https://www.newadvent.org/cathen/01015c.htm 12 monks] under an abbot, which is reflected in the 12 monastic cells and abbot&#039;s bedroom. The abbot has significantly more posh living standards than the other monks, which may regarded as historically accurate. There is notably an extra chair in the refectory, which is the communal dining room. &lt;br /&gt;
&lt;br /&gt;
There is an ASCII map in the [[Kelfour Edition volume III number II|Kelfour Edition]] from July 1992 depicting a (now missing) wing above the abbot&#039;s room, which could have had another bedroom, but it is unclear if this area ever actually existed or if it was a map making error. In favor of it once existing is noting that it bothered to correctly map out the sewer using a familiar, and it would be weird to accidentally map a whole set of non-existent rooms above the marked portal.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
          Monastery Map  (First and lower level accessible by all)&lt;br /&gt;
          &lt;br /&gt;
                   1   1          Notes:  Rooms marked 1 are small chambers&lt;br /&gt;
                    \ /                   containing a cot and a spike at&lt;br /&gt;
                1--- O ---1               head level. Nothing else found.&lt;br /&gt;
                    /|\&lt;br /&gt;
                  1/ | \1                 A to B, B to A: Go door. (If door&lt;br /&gt;
                     |                    is not open, the only way in is&lt;br /&gt;
                     |                    a or someone who has a ring set&lt;br /&gt;
                   1 | 1                  for interior. If you are outside,&lt;br /&gt;
                    \|/                   Pull Lever to open door.)&lt;br /&gt;
                1--- O ---1    (Next&lt;br /&gt;
                    /|\         Map)      C to D: Go arch.&lt;br /&gt;
                   1 | 1          \&lt;br /&gt;
                     |             \      E to F: Turn brazier; secret door.&lt;br /&gt;
                     O----I----J----K&lt;br /&gt;
                    /                     F to E: Open door.&lt;br /&gt;
                   /    O----B&lt;br /&gt;
                  /     |    |            G to H: Go Opening. It&#039;s hidden&lt;br /&gt;
     F-----E-----D      |    |            but I did not need to see it.&lt;br /&gt;
     |            \     |    A----O&lt;br /&gt;
     O             \    |         |       H: A room with a rune-covered&lt;br /&gt;
     |              \   |         L       stone which seems to ward off the&lt;br /&gt;
O----O----G----H     \  |                 Unlife. Good resting place.&lt;br /&gt;
     |                \ |&lt;br /&gt;
     O                 \|                 F: A stairway that goes to lower&lt;br /&gt;
             O-----O----C----O            level where stone is located.&lt;br /&gt;
             |          |   /&lt;br /&gt;
             |          |  /              I to J: Go privy.&lt;br /&gt;
             O          | /&lt;br /&gt;
             |          |/                J to K: Go Hole. Only a familiar&lt;br /&gt;
             |          O                 can enter this hole now. Hafling&lt;br /&gt;
       O-----O-----O                      volunteers with strict diet/exer-&lt;br /&gt;
             |                            cise training should contact a&lt;br /&gt;
             O                            Lord/Lady immediately!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Kelfour Edition volume III number II (Lord Whilder Planrathe; July 1992)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cenobitic monasteries began by using the rooms in [https://en.wikipedia.org/wiki/Domus#Interior ancient Roman &amp;quot;domus&amp;quot;] villas, with their [https://en.wikipedia.org/wiki/Peristyle peristyle] court layouts around an open-air central atrium, with an &amp;quot;impluvium&amp;quot; draining water into an underground cistern. (This is effectively the pool that is instead outside the Monastery, which is fed by the waterfall underground, instead of filling from above like a compluvium.) Peristyle is likewise the precise opposite style of colonnade from a [https://en.wikipedia.org/wiki/Portico portico], whose entryway or entry hall is known as a gallery. There are up to several different definitions of &amp;quot;gallery&amp;quot; present. The entrance or vestibule (vestibulum) to the Monastery is a portico:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Huge Cavern]&lt;br /&gt;
The floor of this huge featureless cavern is covered with clean white sand.  Wisps of steam rise off a small underground pool nearby.  Bright luminescent mosses and lichens cling to walls of the cavern, providing a dim but steady light.  Far to the west end of the cavern, you can see what looks like a massive stone structure.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;w&lt;br /&gt;
[Huge Cavern]&lt;br /&gt;
A large stone structure rises up out of the sandy cavern floor.  It appears as if the face of this building has been carved from the very rock of the cavern, since you can see neither joint nor seam where the structure meets the cavern wall.  &#039;&#039;&#039;Six massive stone columns support a narrow roof which juts out&#039;&#039;&#039; over the few steps in front of a huge set of stone doors.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&amp;gt;look door&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The doors seem to have been carved from the rock face of the cavern wall itself.  You cannot see any seams where the stones may have been fitted together.  They appear to be stuck in the open position, solid and immovable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The importance of this is that the [https://en.wikipedia.org/wiki/Cavaedium &amp;quot;atrium&amp;quot;] of Roman doma was where various household features were displayed. The entryway would often have a marble table known as a [http://ancientrome.ru/art/artworken/img.htm?id=4534 cartibulum], whose base was carved with mythological animals. (The Monastery pre-dates Shadow Valley by a few years, but Silver Valley was probably meant to be in the Seolfar Strake, so the wild horses here could be a continuated concept.) This is precisely what is seen in the entrance of the Monastery, which is called an &amp;quot;atrium&amp;quot; even though it is inside a cave. Atrium is the word used to refer to the entryway of [https://en.wikipedia.org/wiki/Cloister medieval monasteries] and Christian basilicas for this historical reason.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Atrium]&lt;br /&gt;
This large room appears to have been carved from solid rock.  The walls, floor, and ceiling are totally seamless, leaving no evidence that stones have been fitted together to form this structure.  There are several high-backed chairs, also carved from solid stone, and several low stone tables.  Each of the heavy-looking pieces of furniture resembles a piece of art, having its own unique pattern of mineral deposits.  You also see some stone doors and a lever.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
This large stone chair probably weighs several tons, having been carved from a single huge slab of granite.  The arms and legs of the chair have been styled to resemble wild horses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
This low stone table is polished to a mirror finish.  The legs of the table have been carved to resemble wild horses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look door&lt;br /&gt;
The doors seem to have been carved from the rock face of the cavern wall itself.  You cannot see any seams where the stones may have been fitted together.  They appear to be stuck slightly ajar -- the space between them is too small for you to fit through, in any case.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lever&lt;br /&gt;
The lever appears to be seated somewhat shakily in the wall.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;pull lever&lt;br /&gt;
As you pull the lever, you hear a loud racheting sound, as of gears turning.&lt;br /&gt;
Suddenly, the stone doors swing silently open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Ratchets are gears that prevent reverse motion. It is the correct usage of a word that explains how the door gets held open.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There would typically be a marble bust of a prominent family member and bronze statues in an ancient Roman domus, especially a statue to the household gods, which was kept in a portico-shaped [https://en.wikipedia.org/wiki/Lares#Lararia &amp;quot;lararium&amp;quot;] altar for the household gods where coming of age items for family members were kept and displayed. (They might also be [https://www.vroma.org/images/scaife_images/062b.jpg depicted above] the altar --- typically standing above a snake, an agathodaemon which is essentially a familiar, associated with land fertility --- whereas in the Monastery there are actual ratsnakes below in the sewer. Interpreting the whole gallery as the lararium, this might motivate the tapestry depicting the moon of the Light Gods.) This keeping of familial items is analogous to a modern shadowbox, which are often used to display military achievements. &lt;br /&gt;
&lt;br /&gt;
These objects are represented in the &amp;quot;gallery&amp;quot; past the atrium of the Monastery, which is a straight hallway instead of a central court with surrounding rooms. There is an actual shadowbox, but it only depicts leaves. Lares were generally minor gods, but could have broader roles, such as guarding environs and food. The ceilings are implied to be high and rooms wide in most of the Monastery, because of how the monastic cell hallway is described in contrast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Monastery, Gallery]&lt;br /&gt;
A magnificent modwir armoire and long tapestry dominate this room, which is lined with various pieces of artwork.  Among other pieces of note are an exceptionally well-crafted shadowbox and an elegant oil painting.  Off in a corner of the room stand a stone bust and a bronze statue, each on their own marble pedestal.&lt;br /&gt;
Obvious exits: east, south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look armoire&lt;br /&gt;
This elegant piece of furniture is constructed from the rare Black Modwir wood.  The deep luster of the reddish-black wood is enhanced by the fine filigree inlay of gold vines and lapis lazuli flowers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
This classic scene is superbly executed in fine, colorful metallic threads.  The Great Moon of Liabo rises over a tranquil sea -- a standard theme throughout the history of Elanthian art.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look shadowbox&lt;br /&gt;
Leaves seem to be the theme of this large shadowbox construction.  Hundreds of varieties of leaves have been painstakingly overlaid in gold and silver, and arranged in the many sections of the shadowbox.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look painting&lt;br /&gt;
This painting would be dreadful were it not for the skill and expertise with which it was done.  The scene is that of the open countryside during the end of the Undead Wars.  The earth is cracked and burnt, and the trees and plants withered and dying.  The whole scene is depressing and awful, but somehow appealing in a bizarre sort of way.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bust&lt;br /&gt;
You have seen the image of the man portrayed in this stone bust before, but you can&#039;t seem to place a name with the famous face.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
This bronze statue of a noblewoman riding upon an elegant horse is covered in a fine green patina.  The work is gracefully executed, and the statue is probably extremely valuable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other objects represent later historical periods. Oil paintings and art &amp;quot;galleries&amp;quot; in this sense follow the Renaissance, while &amp;quot;armoires&amp;quot; as elaborately ornate wooden cabinets are from later Europe. The etymological root of armoire, however, is &amp;quot;armarium&amp;quot;, which is where religious vestments were stored. It is remarkable that the tapestry is historically informed enough to mention using metallic threads, though this could reflect any number of time periods. The repeated use of [https://en.wikipedia.org/wiki/Lapis_lazuli lapis lazuli] in the Monastery is notable as this was a very rare and expensive material in medieval Europe, as it was imported from Afghanistan through the Silk Road. It was used in monasteries for deep blue pigment in religious works such as portraying the Virgin Mary. The bronze statue in the Roman frame ought to be of a god, while the marble bust would be of an aristocrat, so this might be inverted on purpose in the Monastery.&lt;br /&gt;
&lt;br /&gt;
The wide range of historical periods represented could be significant on a purely allegorical level and was likely intentional. Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot; is a bridge for simultaneous existence of the same things in other forms in various points of history. The theory would be that these elements were chosen to represent things in anachronistic forms based on their real-world historical etymology. This has essentially nothing to do with Shadow World.&lt;br /&gt;
&lt;br /&gt;
The concept in the gallery is likely invoking the communal ownership of crafted works in medieval monasteries. This was a form of accumulated wealth, which helped spur the itinerant mendicant &amp;quot;friar&amp;quot; practice in reaction. The earliest &amp;quot;automatic door&amp;quot; was hydraulic and built by Heron of Alexandria for colonnade [https://www.artefacts-berlin.de/portfolio-item/heron-of-alexandira-automated-temple-doors/ temple doors] in the first century. It was steam powered with a portico entrance, and made use of fires and a counterweight mechanism. The Monastery has an underground &amp;quot;counterweight&amp;quot; mechanism, with some unknown drive mechanism for the door. It could be steam or otherwise thermally powered, as the water off the mountain is cold, but inside the Monastery there is a hot spring. It could also be driven by water wheels in the underground river, or even a single water wheel with flow falling on alternating sides, switched on a timer with a five minute [https://en.wikipedia.org/wiki/Water_clock water clock.]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This room apparently contains the &#039;&#039;&#039;counterweight&#039;&#039;&#039; for a rather large, heavy mechanism. Dangling from a series of chains, pulleys and gears is a big metal basket, with some dust gathered on it. The dust, however, appears to have been disturbed lately, perhaps by something scuttling about these tunnels.&lt;br /&gt;
Obvious exits: northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was most likely inspired by the medieval Cistercian monasteries. They [https://en.wikipedia.org/wiki/Cistercians#Commercial_enterprise_and_technological_diffusion made use] of hydraulics and water wheels as central heating, baths, and sewage systems. The bath is represented in the privy, which is a cross of a [https://en.wikipedia.org/wiki/Lavatorium lavatorium] and necessarium or [https://en.wikipedia.org/wiki/Reredorter reredorter], and the bath would be called a [https://en.wikipedia.org/wiki/Piscina piscina] in Latin. The towels would be kept in an [https://en.wikipedia.org/wiki/Ambry ambry], which also derives from &amp;quot;armarium&amp;quot;. The Cistercians were severely ascetic Benedectine monks and prayed in a meditative practice known as [https://en.wikipedia.org/wiki/Lectio_Divina#Formalization_during_the_late_12th_century &amp;quot;lectio divina&amp;quot;] or &amp;quot;divine reading.&amp;quot; This is reflected in the meditation room in the abbot&#039;s wing of the Monastery. &lt;br /&gt;
&lt;br /&gt;
The monastic cells are notably along a straight hallway rather than around an atrium in a peristyle court. The chapel has its chancel oriented toward [https://en.wikipedia.org/wiki/Liturgical_east_and_west liturgical west], which is also backwards from the real world. It has an [https://en.wikipedia.org/wiki/Altar_rail altar rail] separating the [https://en.wikipedia.org/wiki/Chancel chancel], and what is probably meant to be a [https://en.wikipedia.org/wiki/Church_tabernacle tabernacle] and [https://en.wikipedia.org/wiki/Olive_oil#Religious_use vigil lamp] or mounted [https://en.wikipedia.org/wiki/Thurible thuribel] censer. Thuribel descends from Latin for &amp;quot;incense&amp;quot;, but ultimately from Greek for &amp;quot;sacrifice.&amp;quot; (The entrance to a Roman domus, before the vestibule, was also a shop front known as a tabernae.) The emotive faces in the abbot&#039;s wing also suggest the ancient Muses, where the exaggerated theatre [https://www.onstageblog.com/editorials/comedy-and-tragedy-masks-of-theatre tragedy and comedy] faces come from Melpomene and Thalia. Other than being disturbing and symbolizing a descent into madness, the only &amp;quot;theatre&amp;quot; in the ancient Greco-Roman sense is in the Dark Grotto, with terraces around a platform.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen &#039;&#039;&#039;a drain in the bottom curve of what, from all appearances, was once a sacrificial altar.&#039;&#039;&#039; Black stains course down the walls and spot the floor, old enough to be little more than dust now. Near the west wall hangs an iron ring, apparently to raise and lower the door in times of emergency. You also see an iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The other side of the iron door, when open, shows a cryptic tower with curved walls and floor. The &amp;quot;iron ring&amp;quot; may be noteworthy in the Lovecraft framework, as the trapdoor out of the Underworld at the top of the huge stairwell in the Dream-Quest has an iron ring.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are [https://en.wikipedia.org/wiki/Eucharist Eucharist] ritual features in Western church design. The monks have burned their own altar in desecration. Notably, within the sewer level there is a drainage pipe from the ruined sacrificial altar, with dark stains down it. Within this context the drain is what is known as a [https://en.wikipedia.org/wiki/Piscina sacrarium], which is what empties the altar piscina (which is instead the ecclesiastical usage of the word) in the [https://en.wikipedia.org/wiki/Sacristy sacristy]. The whole point of the sacrarium is for holy materials, such as holy oils or water, to be sent directly into the earth instead of the sewer. This is another point that appears to be intentionally backwards, but a highly specific motif with historical meaning. &lt;br /&gt;
&lt;br /&gt;
In the parallel world section it will be argued that the Dark Shrine is implying a Satanic [https://en.wikipedia.org/wiki/Black_Mass &amp;quot;black mass&amp;quot;] analog of the Eucharist ceremony. It has nothing to do with the Shadow World source material for gogor (vruul). Other medieval and ancient European terminology will also be looked at for the Broken Land. One notable example will be the [https://en.wikipedia.org/wiki/Amphora amphorae] used for storing the holy oils. The ceramic urns in the Dark Shrine may be meant to double as the [https://en.wikipedia.org/wiki/Acoustic_jar acoustic jars] used in ancient theaters and medieval churches. Knowledge of these descends from Vitruvius, who was also along with Heron of Alexandria the ancient source of knowledge about hydraulics.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
The cramped closeness of this area is quite a contrast to the open airy rooms throughout the rest of the monastery. The low ceiling and close walls give the place a prisonlike atmosphere. The six squat wooden doors that lead off the hallway reach from ceiling to floor. The stones in the walls, floor and ceiling here are ill-fitted and uneven.&lt;br /&gt;
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
This narrow cramped hallway is just an extension of that to the south. The stones in the walls, floor and ceiling continue to be ill-fitted and uneven. The prisonlike quality of this area is heightened by the drab bare wall which abruptly ends the hallway to the north. Six identical wooden doors lead off this hallway.&lt;br /&gt;
Obvious exits: northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Monastery, Monk&#039;s Cell]&lt;br /&gt;
This small stone alcove contains nothing more than a small wooden cot and a single iron spike protruding from the wall at head level.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The hallway directionals are misleading. The doors are horizontally sequential along a straight hallway. The sewer map is aligned with the map of the level above it. There are gratings in the floor, not shown in the room description on the top level.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The monastic cells themselves are individual isolates, and suggestive of [https://en.wikipedia.org/wiki/Anchorite anchorites] rather than [https://en.wikipedia.org/wiki/Cenobitic_monasticism cenobites.] Anchorites live a Eucharist centered life and would be locked into a cell, similar to a hermit, with a funeral style rite of consecration making them dead to the world. Though notably other features such as a window, garden, or &amp;quot;squint&amp;quot; to view the altar are not present. Food would be brought to the cells by a servant, which is one possible explanation for the fourteenth chair in the [https://en.wikipedia.org/wiki/Refectory refectory], and assuming the monks became recluses later. The spike in the monastic cell is presumably meant for hanging the vestments, rather than having a [https://en.wikipedia.org/wiki/Sacristy vestry.]&lt;br /&gt;
&lt;br /&gt;
The holes in the chests of the liches can be interpreted in this framework as [https://en.wikipedia.org/wiki/Mortification_of_the_flesh mortification of the flesh], which often refers to practices such as fasting, but can be more physical such as self-flagellation. Whether the monks impaled themselves on the spikes in the cells is unclear. These are purely &amp;quot;allegorical&amp;quot; notions as there is nothing in Shadow World representing these kinds of practices or religion in general.&lt;br /&gt;
&lt;br /&gt;
===Eastern===&lt;br /&gt;
Some of the features of the Monastery do not derive from Western monasticism. There seems to be a mixture of the notions of &amp;quot;Western monks&amp;quot; and &amp;quot;Eastern monks.&amp;quot; The most obviously Eastern element is that the monks summon [https://en.wikipedia.org/wiki/Qilin ki-lin], which is a Chinese or Buddhist mythological creature. In the Dungeons &amp;amp; Dragons or Rolemaster Companion context, as opposed to the Rolemaster Creatures &amp;amp; Treasures bestiary, these creatures can travel in the ethereal or astral planes. There is arguably an [https://en.wikipedia.org/wiki/Astral_projection &amp;quot;astral projection&amp;quot;] esotericism subtext encoded in the Monastery, entirely independent of the Lovecraft dimension. This is fairly blatant with the Misty Chamber portal messaging.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
This short hallway is quite plain in comparison to the intricate artistry and craftmanship of the other rooms.  Several doors line the hallway, each well fitted and free from any signs of the passage of time, and a low broad archway opens to the northwest appearing incongruously like &#039;&#039;&#039;the mouth of a giant carp.&#039;&#039;&#039;  You also see a monastic lich and a monastic lich.&lt;br /&gt;
Obvious exits: north, east, south, west&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One architectural feature that is notably incongruous is the archway that resembles &amp;quot;[https://strikeandcatch.com/wp-content/uploads/2020/09/120534221_2667956023455723_509255692846605860_n.jpg the mouth] of a giant carp.&amp;quot; This is a very distinct shape pattern, which is prevalent in Buddhist temples. It is known as a &amp;quot;chaitya arch&amp;quot; or [https://www.wikiwand.com/en/Gavaksha gavaksha] or chandrashala. The earliest representatives of it were in [https://en.wikipedia.org/wiki/Rock-cut_architecture rock-cut architecture] caves such as the Lomas Rishi Cave in India. ([[Research:Shadow Valley]] has entirely independent arguments for the influence of Vedic mythology in that story.) India has a high prevalence of rock-cut architecture, which is how the entryway and atrium of the Monastery are portrayed. The Broken Land also makes heavy implications of rock-cut architecture. The monastic cell layout is more consistent with [https://www.wikiwand.com/en/Vihara vihara] in Buddhist cave monasteries. Though in the Monastery this section is fitted stone rather than rock-cut.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Meditation Room]&lt;br /&gt;
This small room is quiet and restful.  A beautiful geometric pattern has been inlaid in the west wall, with four plain stone benches facing it.  You also see a monastic lich.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look pattern&lt;br /&gt;
The &#039;&#039;&#039;complicated geometric design&#039;&#039;&#039; has been worked directly into the polished stone wall using various precious metals and gemstones.  The whole mural seems to draw the eye towards a large lapis &#039;&#039;&#039;triangle at the center.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look triangle&lt;br /&gt;
The &#039;&#039;&#039;multihued&#039;&#039;&#039; iridescence of this triangle, crafted from lapis lazuli, is almost hypnotic in its beauty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another remarkable point is the top-level meditation room, which is arguably more Buddhist or Hindu than the bottom-level meditation room. This has a geometric meditation symbol on the wall. When read more closely, there is a colored triangle in the center of it, with a complicated design around it. This is most likely supposed to refer to the chakras. The chakras are meditation symbols associated with the color specturm and focal points up the torso of the body, which is related to the [https://en.wikipedia.org/wiki/Subtle_body &amp;quot;subtle bodies&amp;quot;] of astral projection in Hindu esotericism. This is the most parsimonious explanation for why the monastic liches have holes cut into their chests, as [https://www.wikiwand.com/en/Chakra#The_seven_chakra_system the chakras] around the chest resemble this symbol in the meditation room. (Especially if the creature description or ambient referring to the hole pre-dates the 1995 edition of Creatures &amp;amp; Monsters, which introduced the Ritual of Black Eternity in the bestiaries along with the Evil Cleric base list in Spell Law of 1995. However, the Classic Lich description did use it earlier, in Rolemaster Companion 1 of 1986.)&lt;br /&gt;
&lt;br /&gt;
It is possible that the monks were struggling with the hooded figures in some astral way in spiritual warfare as part of the theme or high concept. The portal to the Broken Land notably dematerializes the body from this reality. The crystal dome may have once allowed transportation involving the Vibration Chant and Piercing Gaze spells. It would be interesting if it put the character in some kind of dematerialized state in the cryptic tower, which might then have allowed access to the monastery through the sewer. But this is highly speculative. The portal was dormant in 1992, up until 1993. If it was sealed off for thousands of years, the monks were struggling with the dark forces in some other way.&lt;br /&gt;
&lt;br /&gt;
==Lovecraft==&lt;br /&gt;
There is a strong case to be made that the landscape of the Broken Lands itself is based on H.P. Lovecraft&#039;s [http://www.hplovecraft.com/writings/texts/fiction/dq.aspx &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;]. In this story the narrator Randolph Carter is a dream walker who is accessing a parallel dimension called the Dreamlands. This is a fantastic version of the Earth in another universe, along with all the other corresponding moons and planets. Much of the terrain of the Broken Land is scene-for-scene analogous to the Underworld of the Dreamland. It might also be using a Randolph Carter sequel titled [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] or other stories, though the case for other stories is significantly weaker.&lt;br /&gt;
&lt;br /&gt;
There is a separate argument made on [[Research:The Graveyard]] that the spirit death mechanics messaging, once called [[Purgatory]], was also partly based on the end of the Dream-Quest. This was discovered first by searching Lovecraft for the wording used in it, because of the heavily Lovecraftian &amp;quot;throne room in purgatory&amp;quot; under the Graveyard. In studying the story it was discovered by accident that the Broken Land was probably drawing from the same well. There are some reasons to think the two stories are meant to be related. The Death section above thus argues both the Graveyard and the Broken Lands are dark mirrors of the GemStone III death mechanics and theology.&lt;br /&gt;
===Dream-Quest of Unknown Kadath===&lt;br /&gt;
&amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; is the story of Randolph Carter having dreams of a marvelous city, and wishing to find it by asking the gods of Earth who reside in Earth&#039;s Dreamland. When he prays to them he stops having dreams of it, so he sets off on a quest to find them in the dream world. They once dwelled in the mountain Ngranek, but now reside instead in Kadath. The trouble is the location of Kadath is unknown. In the story he has to find his way to Ngranek in order to see the huge forbidden face carved into the mountain, so he will be able to recognize which race of Earth&#039;s Dreamland is most closely miscegenated with the gods. When he finally does so he is kidnapped by night-gaunts into the Underworld. This is the handful of contiguous pages which strongly mirrors the Broken Land. &lt;br /&gt;
&lt;br /&gt;
When he makes his way to unknown Kadath, beyond the plateau of Leng, he discovers they are missing. This may be important allegorically, because the Dark Gods seem to be missing from the Broken Land (unless there were in-game story events that were not recorded), and were not on the moon in the Wars of Dominion because they were invading the world. Nyarlathotep informs him they went to his marvelous city, which turns out to be his own childhood memories of Boston. The escape from malevolent Nyarlathotep is argued to be the basis of the spirit death messaging in [[Research:The Graveyard]], which ends with Carter waking up and the gods imprisoned again in Kadath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) The Underworld&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mostly underground expansion from late 1993 or early 1994, which includes the Dark Grotto and Dark Shrine, strongly resembles the journey through the Underworld of the Dreamlands. The Jagged Plains might be inspired from it as well, but it is possible it refers to other locations or stories. It is less clear the &#039;&#039;whole&#039;&#039; of the Broken Land is Underworld themed. This relates to the meaning of Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Then Carter did a wicked thing, offering his guileless host so many draughts of the moon-wine which the zoogs had given him that the old man became irresponsibly talkative. Robbed of his reserve, poor Atal babbled freely of forbidden things; telling of &#039;&#039;&#039;a great image reported by travellers as carved on the solid rock of the mountain Ngranek,&#039;&#039;&#039; on the isle of Oriab in the Southern Sea, and hinting that it may be &#039;&#039;&#039;a likeness which earth’s gods once wrought of their own features&#039;&#039;&#039; in the days when they danced by moonlight on that mountain. And he hiccoughed likewise that the features of that image are very strange, so that one might easily recognise them, and that they are &#039;&#039;&#039;sure signs of the authentic race of the gods.&#039;&#039;&#039;&lt;br /&gt;
     Now the use of all this in finding the gods became at once apparent to Carter. It is known that in disguise the younger among the Great Ones often espouse the daughters of men, so that around the borders of the cold waste wherein stands Kadath the peasants must all bear their blood. This being so, &#039;&#039;&#039;the way to find that waste must be to see the stone face on Ngranek&#039;&#039;&#039; and mark the features; then, having noted them with care, to search for such features among living men. Where they are plainest and thickest, there must the gods dwell nearest; and whatever stony waste lies back of the villages in that place must be that wherein stands Kadath.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Dark Shrine in the Broken Land serves as the analog of Ngranek, which has a huge cave in it that is actually a hole into the Underworld. It is in the Shadow World canon for gogor that they swoop down and carry men off, just as the night-gaunts who guard Ngranek. They strongly resemble each other. The Dark Shrine has a huge throne and large corridors, with its western end being a large chamber, which Morgu and the gogor would use to enter and exit by flying. This aspect is more likely based on castle on top of Kadath, and possibly the Leng monastery. The chamber has two huge eye shaped windows. This is insinuating that there is a huge stone face on the mountain, presumably of Morgu himself, hidden from view because it is too difficult to scale the sheer vertical cliff. There is a ledge far below it where the room description says it feels like something is watching. The language appears borrowed.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     He felt from &#039;&#039;&#039;the chill&#039;&#039;&#039; that he must be near the snow line, and looked up to see what glittering pinnacles might be shining in that late ruddy sunlight. Surely enough, there was &#039;&#039;&#039;the snow uncounted thousands of feet above,&#039;&#039;&#039; and below it a great beetling crag like that he had just climbed; hanging there forever in bold outline, black against the white of the frozen peak. And when he saw that crag he gasped and cried out aloud, and clutched at the jagged rock in awe; for the titan bulge had not stayed as earth’s dawn had shaped it, but gleamed red and stupendous in the sunset with the carved and polished features of a god.&lt;br /&gt;
     Stern and terrible shone that face that the sunset lit with fire. &#039;&#039;&#039;How vast it was no mind can ever measure, but Carter knew at once that man could never have fashioned it. It was a god chiselled by the hands of the gods,&#039;&#039;&#039; and it looked down haughty and majestic upon the seeker. Rumour had said it was strange and not to be mistaken, and Carter saw that it was indeed so; for those long narrow eyes and long-lobed ears, and that thin nose and pointed chin, all spoke of a race that is not of men but of gods. He clung overawed in that lofty and perilous eyrie, even though it was this which he had expected and come to find; for there is in a god’s face more of marvel than prediction can tell, and &#039;&#039;&#039;when that face is vaster than a great temple&#039;&#039;&#039; and seen looking down at sunset in the cryptic silences of that upper world from whose dark lava it was divinely hewn of old, the marvel is so strong that none may escape it.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
&#039;&#039;&#039;Like a huge pair of eyes, two large, round windows&#039;&#039;&#039; look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains&#039;&#039;&#039; rise up all around, &#039;&#039;&#039;snow capped peaks high above ice covered slopes,&#039;&#039;&#039; strewn with large boulders.  The cold wind that blows in through the openings bears as much desolation as the view.  There is &#039;&#039;&#039;no scent of green trees and running sap, no odor of wildlife&#039;&#039;&#039; rising from the slopes outside.&lt;br /&gt;
Obvious exits: east.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But dusk was now thick, and &#039;&#039;&#039;the great carven face looked down&#039;&#039;&#039; even sterner in shadow. &#039;&#039;&#039;Perched on that ledge&#039;&#039;&#039; night found the seeker; and in the blackness he might neither go down nor go up, but only stand and cling and shiver in that narrow place till the day came, praying to keep awake lest sleep loose his hold and send him down the dizzy miles of air to &#039;&#039;&#039;the crags and sharp rocks of the accursed valley.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Jagged Plains, &#039;&#039;&#039;High Ledge&#039;&#039;&#039;]&lt;br /&gt;
&#039;&#039;&#039;Perched here, high above&#039;&#039;&#039; the quietude of the rock and boulder strewn expanse of the &#039;&#039;&#039;jagged plains below,&#039;&#039;&#039; the stillness holds an almost palpable tension.  The strained feeling of expectancy has you poised and alert, and you &#039;&#039;&#039;cannot escape the feeling that someone, or something, is watching you.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look up&lt;br /&gt;
You can&#039;t see the sky from here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is followed by a description of the sheer vertical cliffs that have to be scaled to reach the hidden side of Ngranek with the forbidden face of the gods. It mentions &amp;quot;lava&amp;quot; and the &amp;quot;olden wrath of the Great Ones&amp;quot;, whereas in the Broken Land there is a boiling sea of mud and huge boulders (possibly from the Loremaster battle but also from a history of falling rocks), but it also describes its barrenness of life as does the view from the Dark Shrine. The sheer vertical cliffs have analogous wording on the Jagged Plain. The &amp;quot;imperceptible foot-holds&amp;quot; correspond to the &amp;quot;featureless&amp;quot; cliff face, which is &amp;quot;clean and straight, as if cut with some gargantuan knife.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
At last, in the fearsome iciness of upper space, he came round fully to the hidden side of Ngranek and saw in infinite gulfs below him the lesser crags and sterile abysses of lava which marked the olden wrath of the Great Ones. There was unfolded, too, &#039;&#039;&#039;a vast expanse of country to the south; but it was a desert land without fair fields or cottage chimneys,&#039;&#039;&#039; and seemed to have no ending. No trace of the sea was visible on this side, for Oriab is a great island. Black caverns and odd crevices were still numerous on &#039;&#039;&#039;the sheer vertical cliffs,&#039;&#039;&#039; but none of them was accessible to a climber. There now loomed aloft a great beetling mass which hampered the upward view, and Carter was for a moment shaken with doubt lest it prove impassable. Poised in windy insecurity miles above earth, with only space and death on one side and only slippery walls of rock on the other, he knew for a moment the fear that makes men shun Ngranek’s hidden side. He could not turn round, yet the sun was already low. If there were no way aloft, the night would find him crouching there still, and the dawn would not find him at all.&lt;br /&gt;
     But there was a way, and he saw it in due season. &#039;&#039;&#039;Only a very expert dreamer could have used those imperceptible foot-holds,&#039;&#039;&#039; yet to Carter they were sufficient. Surmounting now the outward-hanging rock, he found the slope above much easier than that below, since a great glacier’s melting had left a generous space with loam and ledges. To the left a &#039;&#039;&#039;precipice dropped straight from unknown heights to unknown depths,&#039;&#039;&#039; with a cave’s dark mouth just out of reach above him. Elsewhere, however, the mountain slanted back strongly, and even gave him space to lean and rest. &lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
Huge boulders and jagged rocks are the predominant features on the vast plain that stretches out to the east.  The &#039;&#039;&#039;high, sheer cliff&#039;&#039;&#039; which looms above you to the west and southwest is &#039;&#039;&#039;clean and straight, as if cut with some gargantuan knife.&#039;&#039;&#039;  The cliff face is &#039;&#039;&#039;featureless,&#039;&#039;&#039; except for a small, jagged opening at the base of the cliff.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A &#039;&#039;&#039;high, sheer cliff&#039;&#039;&#039; rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  You also see a jumble of rocks.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The high ledge scene is the moment when the night-gaunts swoop down and carry Randolph Carter into the Underworld. These are all black and have no faces, unlike the gogor, who have eerie glowing green eyes. Otherwise the night-gaunts and the gogor look essentially the same as each other. They are mistakenly thought to serve Nyarlathotep, but they actually serve the real world Brythonic god Nodens.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
But dusk was now thick, and the great carven face looked down even sterner in shadow. &#039;&#039;&#039;Perched on that ledge&#039;&#039;&#039; night found the seeker; and in the blackness he might neither go down nor go up, but only stand and cling and shiver in that narrow place till the day came, praying to keep awake lest sleep loose his hold and send him down the dizzy miles of air to the crags and sharp rocks of the accursed valley. The stars came out, but save for them there was only black nothingness in his eyes; nothingness leagued with death, against whose beckoning he might do no more than cling to the rocks and lean back away from an unseen brink. The last thing of earth that he saw in the gloaming was a condor soaring close to the westward precipice beside him, and darting screaming away when it came near the cave whose mouth yawned just out of reach.&lt;br /&gt;
     Suddenly, without a warning sound in the dark, Carter felt his curved scimitar drawn stealthily out of his belt by some unseen hand. Then he heard it clatter down over the rocks below. And between him and the Milky Way he thought he saw &#039;&#039;&#039;a very terrible outline of something noxiously thin and horned and tailed and bat-winged.&#039;&#039;&#039; Other things, too, had begun to blot out patches of stars west of him, &#039;&#039;&#039;as if a flock of vague entities were flapping thickly and silently out of that inaccessible cave in the face of the precipice.&#039;&#039;&#039; Then a sort of cold rubbery arm seized his neck and something else seized his feet, and he was lifted inconsiderately up and swung about in space. Another minute and &#039;&#039;&#039;the stars were gone,&#039;&#039;&#039; and Carter knew that &#039;&#039;&#039;the night-gaunts&#039;&#039;&#039; had got him.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Underworld itself is dimly lit with a &amp;quot;grey phosphorescence&amp;quot; called death-fire, and &amp;quot;reeks of the primal mists of the pits at earth&#039;s core.&amp;quot; The Jagged Plain itself is fog covered in its southern half, and the Broken Lands has a sour smell in a number of its locations. The Underworld has a whole subterranean mountain range called the Peaks of Thok, or &amp;quot;Throk&amp;quot; in other [https://books.google.com/books?id=4AKkDAAAQBAJ&amp;amp;pg=PA382&amp;amp;lpg=PA382&amp;amp;dq=%22peaks+of+throk%22&amp;amp;source=bl&amp;amp;ots=xTwMk_tPpW&amp;amp;sig=ACfU3U376kEZJ2UbYZNrpSnjVHa3zjIjgA&amp;amp;hl=en&amp;amp;ppis=_c&amp;amp;sa=X&amp;amp;ved=2ahUKEwisg57utMboAhWdHjQIHZdFCzUQ6AEwA3oECAgQAQ#v=onepage&amp;amp;q=%22peaks%20of%20throk%22&amp;amp;f=false versions], which is remarkable given the use of the Iruaric &amp;quot;throk&amp;quot; rendered as &amp;quot;thro&amp;quot;. This may be interpreted allegorically as implying the Broken Lands, in spite of its mountains, is located below the surface of Charôn as it would need to be if consistent. But there is a stronger case for it being a nightmare parallel of the Seolfar Strake.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
They bore him breathless into that cliffside cavern and through monstrous labyrinths beyond. When he struggled, as at first he did by instinct, they tickled him with deliberation. They made no sound at all themselves, and even their membraneous wings were silent. They were frightfully cold and damp and slippery, and their paws kneaded one detestably. Soon they were plunging hideously downward through inconceivable abysses in a whirling, giddying, sickening rush of dank, tomb-like air; and Carter felt they were shooting into the ultimate vortex of shrieking and daemonic madness. He screamed again and again, but whenever he did so the black paws tickled him with greater subtlety. Then he saw a sort of grey phosphorescence about, and guessed they were coming even to that &#039;&#039;&#039;inner world of subterrene horror of which dim legends tell, and which is litten only by the pale death-fire&#039;&#039;&#039; wherewith reeks the ghoulish air and the &#039;&#039;&#039;primal mists&#039;&#039;&#039; of the pits at earth’s core.&lt;br /&gt;
&lt;br /&gt;
At last far below him he saw faint lines of grey and ominous pinnacles which he knew must be the fabled &#039;&#039;&#039;Peaks of Thok.&#039;&#039;&#039; Awful and sinister they stand in the haunted dusk of sunless and eternal depths; &#039;&#039;&#039;higher than man may reckon, and guarding terrible valleys&#039;&#039;&#039; where the bholes crawl and burrow nastily. But Carter preferred to look at them than at his captors, which were indeed shocking and uncouth black beings with smooth, oily, whale-like surfaces, unpleasant horns that curved inward toward each other, bat-wings whose beating made no sound, ugly prehensile paws, and &#039;&#039;&#039;barbed tails&#039;&#039;&#039; that lashed needlessly and disquietingly. And worst of all, they never spoke or laughed, and never smiled because they had no faces at all to smile with, but only a suggestive blankness where a face ought to be. All they ever did was clutch and fly and tickle; that was the way of night-gaunts.&lt;br /&gt;
     As the band flew lower the &#039;&#039;&#039;Peaks of Thok rose grey and towering on all sides,&#039;&#039;&#039; and one saw clearly that nothing lived on that austere and impassive granite of the endless twilight. At still lower levels the death-fires in the air gave out, and one met only the primal blackness of the void save aloft where the thin peaks stood out goblin-like. Soon the peaks were very far away, and nothing about but great rushing winds with the dankness of &#039;&#039;&#039;nethermost grottoes&#039;&#039;&#039; in them. Then in the end the night-gaunts landed on a floor of unseen things which felt like layers of bones, and left Carter all alone in that black valley. To bring him thither was the duty of the night-gaunts that guard Ngranek; and this done, they flapped away silently. When Carter tried to trace their flight he found he could not, since even the Peaks of Thok had faded out of sight. There was nothing anywhere but blackness and horror and silence and bones.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The night-gaunts kidnap trespassers of Ngranek and fly them down into the Underworld, leaving them to die in a vast deep bone pit called the Vale of Pnath. These are infested with huge roa&#039;ter-like worms called bholes, similar to the dholes in the material world. The bones come from ghouls tossing them down when they finish eating. Randolph Carter has to call out to the ghouls to help by throwing down a ladder. In the Broken Land the bone pit can be climbed out of (though it was a relatively hard climbing skill check), and is implicitly what the magru leave behind after dissolving away the flesh. There are no roa&#039;ter type monsters in the bone pit. There are no ghouls in the Broken Land, but there are in the Graveyard&#039;s tunnels.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Now Carter knew from a certain source that he was in the vale of Pnath, where crawl and burrow the enormous bholes; but he did not know what to expect, because no one has ever seen a bhole or even guessed what such a thing may be like. Bholes are known only by dim rumour, from the rustling they make amongst &#039;&#039;&#039;mountains of bones&#039;&#039;&#039; and the slimy touch they have when they wriggle past one. They cannot be seen because they creep only in the dark. Carter did not wish to meet a bhole, so listened intently for any sound in &#039;&#039;&#039;the unknown depths of bones about him.&#039;&#039;&#039; Even in this fearsome place he had a plan and an objective, for whispers of Pnath and its approaches were not unknown to one with whom he had talked much in the old days. In brief, it seemed fairly likely that this was &#039;&#039;&#039;the spot into which all the ghouls of the waking world cast the refuse of their feastings;&#039;&#039;&#039; and that if he but had good luck he might stumble upon that mighty crag taller even than Thok’s peaks which marks the edge of their domain. Showers of bones would tell him where to look, and once found he could call to a ghoul to let down a ladder; for strange to say, he had a very singular link with these terrible creatures.&lt;br /&gt;
     A man he had known in Boston—a painter of strange pictures with a secret studio in an ancient and unhallowed alley near a graveyard—had actually made friends with the ghouls and had taught him to understand the simpler part of their disgusting meeping and glibbering. This man had vanished at last, and Carter was not sure but that he might find him now, and use for the first time in dreamland that far-away English of his dim waking life. In any case, he felt he could persuade a ghoul to guide him out of Pnath; and it would be better to meet a ghoul, which one can see, than a bhole, which one cannot see.&lt;br /&gt;
     So Carter walked in the dark, and ran when he thought he heard something &#039;&#039;&#039;among the bones underfoot.&#039;&#039;&#039; Once he bumped into a stony slope, and knew it must be the base of one of Thok’s peaks. Then at last he heard a monstrous rattling and clatter which reached far up in the air, and became sure he had come nigh the crag of the ghouls. He was not sure he could be heard from this valley miles below, but realised that the inner world has strange laws. As he pondered he was struck by a flying bone so heavy that it must have been a skull, and therefore realising his nearness to the fateful crag he sent up as best he might that meeping cry which is the call of the ghoul.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;&#039;Dark Grotto&#039;&#039;&#039;, Cavern]&lt;br /&gt;
A broad ledge runs all the way around the edge of this cavern, circling a huge pit at the center.  The ledge is smooth and even, with plenty of room for you to walk around.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb pit&lt;br /&gt;
You carefully make your way down into the pit.&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;&#039;Deep Pit&#039;&#039;&#039;]&lt;br /&gt;
A &#039;&#039;&#039;deep layer of old bones&#039;&#039;&#039; forms the floor of this deep pit. The high straight walls are rough and irregular, riddled with cracks and sharp protrusions of stone.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bones&lt;br /&gt;
Bones of all sizes and shapes are collected here, ranging from the tiny skulls of common mice to &#039;&#039;&#039;huge thigh bones from some unrecognizable creature.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look wall&lt;br /&gt;
The walls are high and straight, and riddles with shallow cracks and sharp protrusions of stone.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb wall&lt;br /&gt;
You carefully start to make your way up the wall, but you only manage to make it about half way up before you loose your grip and fall!&lt;br /&gt;
&lt;br /&gt;
You land in the &#039;&#039;&#039;midst of the bones&#039;&#039;&#039; with a crash!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Strike to the chest breaks a rib!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
He climbs for hours until being pulled over the edge of the crag by a ghoul. He emerges on a dim-litten plain strewn with boulders, which may correspond to the boulder strewn Jagged Plain, where most every room looks the same in all directions. The ghouls bring him to his artist friend Pickman, who was in another Lovecraft story, and became a ghoul in the Dreamlands after death. When he follows them he has to crawl through tunnels of mold, which is akin to the Dark Grotto. The relative positions of these analogous features are swapped around somewhat in the Broken Land. The Jagged Plain was released earlier than the Dark Grotto and Dark Shrine.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
For hours he climbed with aching arms and blistered hands, seeing again the grey death-fire and Thok’s uncomfortable pinnacles. At last he discerned above him the projecting edge of the great crag of the ghouls, whose vertical side he could not glimpse; and hours later he saw a curious face peering over it as a gargoyle peers over a parapet of Notre Dame. This almost made him lose his hold through faintness, but a moment later he was himself again; for his vanished friend Richard Pickman had once introduced him to a ghoul, and he knew well their canine faces and slumping forms and unmentionable idiosyncrasies. So he had himself well under control when that hideous thing pulled him out of the dizzy emptiness over the edge of the crag, and did not scream at the partly consumed refuse heaped at one side or at the squatting circles of ghouls who gnawed and watched curiously.&lt;br /&gt;
     He was now on &#039;&#039;&#039;a dim-litten plain whose sole topographical features were great boulders and the entrances of burrows.&#039;&#039;&#039; The ghouls were in general respectful, even if one did attempt to pinch him while several others eyed his leanness speculatively. Through patient glibbering he made inquiries regarding his vanished friend, and found he had become a ghoul of some prominence in abysses nearer the waking world. A greenish elderly ghoul offered to conduct him to Pickman’s present habitation, so despite a natural loathing he followed the creature &#039;&#039;&#039;into a capacious burrow and crawled after him for hours in the blackness of rank mould.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
You are going to have &#039;&#039;&#039;to crawl&#039;&#039;&#039; to go in that direction.&lt;br /&gt;
&amp;gt;kneel&lt;br /&gt;
You kneel down.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel twists and turns, undulating through the surrounding rock.  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The &#039;&#039;&#039;dim green light given off by patches of glowing lichen&#039;&#039;&#039; shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: north, northeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  A strange, gritty substance covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The &#039;&#039;&#039;grey-white caps of mushrooms&#039;&#039;&#039; poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is further reinforced by the exit back to the Jagged Plain. Glowing fungus or lichen is a Lovecraftian motif often used in the game for lighting.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a narrow crack, which looks promising.&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go crack&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel is small and cramped.  It is wider than it is tall, and the floor, walls and ceiling are fairly smooth.  &#039;&#039;&#039;Patches of lichen&#039;&#039;&#039; dotting the area give off an &#039;&#039;&#039;eerie, dim light&#039;&#039;&#039; that casts a green hue over everything.  A subdued, slightly bitter odor nags at your senses.  Though not strong, it is pervasive and seems to irritate your eyes.  You also see a narrow crack.&lt;br /&gt;
Obvious exits: southeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Randolph Carter wishes to travel to the enchanted woods on the surface, but the way is through a forbidden trap door in the city of the gugs, huge beasts who worship Nyarlathotep past the ghasts in the terrible vaults of Zin. Pickman advises him against it. He wants Carter to travel up to the plateau of Leng, or wake up, but Carter does not know the way from Leng and could forget the face and the race he is seeking if he wakes up. Carter convinces them to travel through the gug kingdom while they are sleeping, and make their way to the trap door which the gugs are forbidden to cross by the Great Ones.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
After much persuasion the ghoul consented to guide his guest inside the great wall of the gugs’ kingdom. There was one chance that Carter might be able to steal through that twilight realm of circular stone towers at an hour when the giants would be all gorged and snoring indoors, and reach the central tower &#039;&#039;&#039;with the sign of Koth upon it, which has the stairs leading up&#039;&#039;&#039; to that stone trap-door in the enchanted wood. Pickman even consented to lend three ghouls to help with a tombstone lever in raising the stone door; for of ghouls the gugs are somewhat afraid, and they often flee from their own colossal graveyards when they see feasting there.&lt;br /&gt;
     He also advised Carter to disguise as a ghoul himself; shaving the beard he had allowed to grow (for ghouls have none), wallowing naked in the mould to get the correct surface, and &#039;&#039;&#039;loping&#039;&#039;&#039; in the usual slumping way, with his clothing carried in a bundle as if it were a choice morsel from a tomb. They would reach the city of the gugs—which is coterminous with the whole kingdom—through the proper burrows, emerging in a cemetery &#039;&#039;&#039;not far from the stair-containing Tower of Koth.&#039;&#039;&#039; They must beware, however, of a &#039;&#039;&#039;large cave&#039;&#039;&#039; near the cemetery; for this is &#039;&#039;&#039;the mouth of the vaults of Zin,&#039;&#039;&#039; and the vindictive ghasts are always on watch there murderously for those denizens of the upper abyss who hunt and prey on them. The ghasts try to come out when the gugs sleep, and they attack ghouls as readily as gugs, for they cannot discriminate. They are very primitive, and eat one another. The gugs have a sentry at a narrow place in the vaults of Zin, but he is often drowsy and is sometimes surprised by a party of ghasts. Though ghasts cannot live in real light, they can endure the grey twilight of the abyss for hours.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The gogor [vruul] have messaging where they &amp;quot;lope&amp;quot; between rooms.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The huge bones in the bone pit do not correspond to existing creatures in the Broken Lands, and quite probably allegorically refer to the gugs. The huge cavern with the myklian corresponds to the mouth of the vaults of Zin. It is at the base of huge, enormous stairs leading up the Tower of Koth, with its forbidding sign. These stairs are so large, made for the gait of the gugs, that they must be climbed over. This corresponds to the huge stairs in the cavern leading up to the Dark Shrine. The &amp;quot;vast lichened monoliths&amp;quot;, acting as gravestones of the gugs, correspond to the lichen covered stalagmites.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
So at length &#039;&#039;&#039;Carter crawled through endless burrows&#039;&#039;&#039; with three helpful ghouls bearing the slate gravestone of Col. Nehemiah Derby, obiit 1719, from the Charter Street Burying Ground in Salem. When they came again into open twilight they were in a forest of &#039;&#039;&#039;vast lichened monoliths&#039;&#039;&#039; reaching nearly as high as the eye could see and forming the modest gravestones of the gugs. On the right of the hole out of which they wriggled, and seen through aisles of monoliths, was a stupendous vista of Cyclopean round towers mounting up illimitable into the grey air of inner earth. This was the great city of the gugs, whose doorways are thirty feet high. Ghouls come here often, for a buried gug will feed a community for almost a year, and even with the added peril it is better to burrow for gugs than to bother with the graves of men. &#039;&#039;&#039;Carter now understood the occasional titan bones he had felt beneath him in the vale of Pnath.&#039;&#039;&#039; Straight ahead, and just outside the cemetery, rose a sheer perpendicular cliff at whose base an immense and forbidding cavern yawned. This the ghouls told Carter to avoid as much as possible, since it was the entrance to the unhallowed vaults of Zin where gugs hunt ghasts in the darkness.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go crack&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern&#039;&#039;&#039;]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an &#039;&#039;&#039;eerie, other-worldly vista, filled with tall spires of stone&#039;&#039;&#039; and crystal, and &#039;&#039;&#039;dotted with growths of giant mushrooms and huge fans of lichen.&#039;&#039;&#039;  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of &#039;&#039;&#039;mold, moss, lichen and fungi&#039;&#039;&#039; fill the underground landscape, some of them &#039;&#039;&#039;glowing with pale unearthly light&#039;&#039;&#039; that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: east, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Carter and the ghouls then watch the ghasts swarm upon and attack the gug sentry to the vaults of Zin. When the noise of that recedes into the blackness, they move forward, until reaching the Tower of Koth. The entrance is marked by a bas relief of the symbol of Koth, which corresponds to the bas relief at the entrance of the Dark Shrine. This has Iruaric that makes one shudder without knowing its meaning.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Then the most alert of the ghouls gave the signal for all to advance, and Carter followed the loping three out of the forest of monoliths and into the dark noisome streets of that awful city whose rounded towers of Cyclopean stone soared up beyond the sight. Silently they shambled over that rough rock pavement, hearing with disgust the abominable muffled snortings from great black doorways which marked the slumber of the gugs. Apprehensive of the ending of the rest hour, the ghouls set a somewhat rapid pace; but even so the journey was no brief one, for distances in that town of giants are on a great scale. At last, however, they came to a somewhat open space before a tower even vaster than the rest, above whose colossal doorway was fixed &#039;&#039;&#039;a monstrous symbol in bas-relief which made one shudder without knowing its meaning. This was the central tower with the sign of Koth,&#039;&#039;&#039; and those &#039;&#039;&#039;huge stone steps&#039;&#039;&#039; just visible through the dusk within were the beginning of the &#039;&#039;&#039;great flight leading to upper dreamland&#039;&#039;&#039; and the enchanted wood.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then he noticed a small door at the farther end of the room, and calmed himself enough to approach it and examine the crude sign chiselled above. It was only a symbol, but it filled him with vague spiritual dread; for a morbid, dreaming friend of his had once drawn it on paper and told him a few of the things it means in the dark abyss of sleep. It was &#039;&#039;&#039;the sign of Koth&#039;&#039;&#039;, that dreamers see fixed above the archway of a certain black tower standing alone in twilight—and Willett did not like what his friend Randolph Carter had said of its powers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Case of Charles Dexter Ward&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is &#039;&#039;&#039;a huge relief carved into the wall&#039;&#039;&#039; at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a &#039;&#039;&#039;dark beast with leathery wings and blood red claws.&#039;&#039;&#039;  The inscription below the image is &#039;&#039;&#039;in a strange language,&#039;&#039;&#039; and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Dream-Quest the stairs are climbed to reach a trap-door rather than the relief with the horrible symbol without knowing its meaning. These stairs are enormous, gug sized, and are struggled over. They have to kill a ghast which comes up the stairway after them, and its body later falls down making noise, ending the intent of the ghouls to return the same way. They manage to pry open the trap door before gugs can rush up the stairs after them out of the darkness, and that is the end of being in the Underworld. Almost the whole text of Carter in the Underworld has been included. Most places match up.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There now began a &#039;&#039;&#039;climb of interminable length in utter blackness&#039;&#039;&#039;; made almost impossible by the &#039;&#039;&#039;monstrous size of the steps,&#039;&#039;&#039; which were fashioned for gugs, and were therefore &#039;&#039;&#039;nearly a yard high.&#039;&#039;&#039; Of their number Carter could form no just estimate, for he soon &#039;&#039;&#039;became so worn out that the tireless and elastic ghouls were forced to aid him.&#039;&#039;&#039; All through the &#039;&#039;&#039;endless climb&#039;&#039;&#039; there lurked the peril of detection and pursuit; for though no gug dares lift the stone door to the forest because of the Great Ones’ curse, there are no such restraints concerning the tower and the steps, and escaped ghasts are often chased even to the very top. So sharp are the ears of gugs, that the bare feet and hands of the climbers might readily be heard when the city awoke; and it would of course take but little time for the striding giants, accustomed from their ghast-hunts in the vaults of Zin to seeing without light, to overtake their smaller and slower quarry on those Cyclopean steps. It was very depressing to reflect that the silent pursuing gugs would not be heard at all, but would come very suddenly and shockingly in the dark upon the climbers.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Suddenly their desperation was magnified a thousandfold by a sound on the steps below them. It was only the thumping and rattling of the slain ghast’s hooved body as it rolled down to lower levels; but of all the possible causes of that body’s dislodgment and rolling, none was in the least reassuring. Therefore, knowing the ways of gugs, the ghouls set to with something of a frenzy; and in a surprisingly short time had the door so high that they were able to hold it still whilst Carter turned the slab and left a generous opening. They now helped Carter through, letting him climb up to their rubbery shoulders and later guiding his feet as he clutched at the blessed soil of the upper dreamland outside. Another second and they were through themselves, knocking away the gravestone and closing the great trap-door while a panting became audible beneath. Because of the Great Ones’ curse no gug might ever emerge from that portal, so with a deep relief and sense of repose Carter lay quietly on the &#039;&#039;&#039;thick grotesque fungi of the enchanted wood&#039;&#039;&#039; while his guides squatted near in the manner that ghouls rest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go stair&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Long Stairway&#039;&#039;&#039;]&lt;br /&gt;
The &#039;&#039;&#039;gargantuan stairway&#039;&#039;&#039; rises from the landing here, reaching up along the wall of the cavern &#039;&#039;&#039;farther than you can see.&#039;&#039;&#039;  The stair is a marvel, an &#039;&#039;&#039;engineering feat of unparalleled proportions.&#039;&#039;&#039;  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about &#039;&#039;&#039;three feet high.&#039;&#039;&#039;  You also see a huge cavern that spreads out to the south in an eerie, other-worldly vista of tall stone spires and giant fungi.&lt;br /&gt;
Obvious exits: up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb up&lt;br /&gt;
You struggle to climb up over several of the huge steps.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  &#039;&#039;&#039;No creature that you have ever seen has had the size or length of leg&#039;&#039;&#039; to negotiate stairs of this size.  The floor of the cavern is far below, and anyone who &#039;&#039;&#039;fell over the unprotected edge of the stairway would surely die in the fall.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
Round time: 7 sec.&lt;br /&gt;
&lt;br /&gt;
You lie there for a moment, trying to catch your breath.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  No creature that you have ever seen has had the size or length of leg to negotiate stairs of this size.  Looking out over the cavern far below, you can see &#039;&#039;&#039;tall spires of stone that look like small splinters of rock from this distance.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  No creature that you have ever seen has had the size or length of leg to negotiate stairs of this size.  &#039;&#039;&#039;Details of the cavern floor far below are lost in the shadowy distance.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A gargantuan stairway descends from the landing here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  &#039;&#039;&#039;The floor of the huge cavern lies so far below that all detail is lost in the distance.&#039;&#039;&#039;  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is where vruul [gogor] and dark vorteces begin. Though the dark vorteces can wander into the cavern and dissipate gradually. The other side at the top is a &amp;quot;ghastly&amp;quot; statue of Morgu. Originally the gogor were only in the Dark Shrine, not on the huge stairway.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is worth noting at this point that the great trap-door in the Tower of Koth in the Dreamland has an iron ring. The Monastery sewer uses iron rings for its flood gates, specifically for the outermost and innermost trap doors. Pulling the rings raises and lowers the doors. When inside the first doorway, there is a bug, if the iron door is open. Instead of &amp;quot;iron door&amp;quot; it gives the room description of the entry corridor of a cryptic tower that is inaccessible to player characters. The non-Euclidean geometry of the tower&#039;s architecture is a Lovecraftian motif. The bug suggests there used to be more to the Broken Land puzzles, and it seems likely the crystal dome was once able to be used to access this tower.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The gugs, hairy and gigantic, once reared stone circles in that wood and made strange sacrifices to the Other Gods and the crawling chaos Nyarlathotep, until one night an abomination of theirs reached the ears of earth’s gods and they were banished to caverns below. Only a &#039;&#039;&#039;great trap-door of stone with an iron ring&#039;&#039;&#039; connects the abyss of the earth-ghouls with the enchanted wood, and this the gugs are afraid to open because of a curse. That a mortal dreamer could traverse their cavern realm and leave by that door is inconceivable; for mortal dreamers were their former food, and they have legends of the toothsomeness of such dreamers even though banishment has restricted their diet to the ghasts, those repulsive beings which die in the light, and which live in the vaults of Zin and leap on long hind legs like kangaroos.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen a drain in the bottom curve of what, from all appearances, was once a sacrificial altar. Black stains course down the walls and spot the floor, old enough to be little more than dust now. Near the west wall hangs &#039;&#039;&#039;an iron ring,&#039;&#039;&#039; apparently to raise and lower the door in times of emergency. You also see an open iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell familiar to go door&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Hanging from the ceiling are three rings -- of steel, copper, and bronze -- apparently used to control the doors in times of flood or emergency. You also see &#039;&#039;&#039;You stand at the far end of the sweeping entry corridor of this cryptic tower. Smooth, highly polished concavities form both walls and floors, their rounded curves and smooth edges almost drawing you along as you gaze at them. The surfaces gleam, gemlike, with their own inner radiance.&#039;&#039;&#039; and an open steel door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) The Dreamlands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These gods or otherworldly &amp;quot;daemonic&amp;quot; horrors, such as Nyarlathotep and Azathoth, are not limited to the waking world or the Dreamlands. When Morgu is imagined as a Lovecraftian horror, and GM Varevice once said &amp;quot;The Call of Cthulhu&amp;quot; is the right way to interpret Marlu, the gogor (vruul) are sleep themed and may be considered the analog of the night-gaunts. Randolph Carter is sleeping in the waking world throughout the quest, as time runs at a different speed in the Dreamlands. Those who die there really die, but those who die in the waking world can continue to live there, including as monstrous races like the ghouls. The Dreamlands often has its own version of places that exist in the material world in other Lovecraft stories. This allows interpretations like transplanar coexistence or [[isles of transfer]] effects. It is possible to physically cross between the dimensions in a few places.&lt;br /&gt;
&lt;br /&gt;
There may be pieces from other parts of the story that were also used in the Broken Lands, but most of the terrain comes from a contiguous section of pages. In the dream quest Randolph Carter is brought to the moon as a slave at one point, which is controlled by moon-beasts, which are horrible toad-like things who worship Nyarlathotep. This may be the root of the myklian and toad brazier in the Dark Shrine, and some of the magru messaging. The Men of Leng are the miscegenated race that Carter recognizes from the carved face on Ngranek, having disguised themselves as traders earlier, who are enslaved by moon-beasts and serve Nyarlathotep.&lt;br /&gt;
&lt;br /&gt;
There are also hemispherical domes on the plateau of Leng when Carter flies over it with night-gaunts, who follow him up the huge stairwell of Kadath with its &amp;quot;vortices of cold wind.&amp;quot; There is a Nameless Monastery with a hooded and masked figure, the High Priest Not To Be Named, next to the plateau of Leng and directly over the vaults of Zin. These are all potential references also in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;At dusk they reached the jagged grey peaks that form the barrier of Inganok, and hovered about those strange caves near the summits which Carter recalled as so frightful to the shantaks. At the insistent meeping of the ghoulish leaders there issued forth from each lofty burrow a stream of horned black flyers; with which the ghouls and night-gaunts of the party conferred at length by means of ugly gestures. It soon became clear that the best course would be that over the cold waste north of Inganok, for &#039;&#039;&#039;Leng’s northward reaches&#039;&#039;&#039; are full of unseen pitfalls that &#039;&#039;&#039;even the night-gaunts&#039;&#039;&#039; dislike; abysmal influences centring in certain white &#039;&#039;&#039;hemispherical buildings&#039;&#039;&#039; on curious knolls, which common folklore associates unpleasantly with the Other Gods and their crawling chaos Nyarlathotep.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A &#039;&#039;&#039;large crystal dome rises above&#039;&#039;&#039; the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that &#039;&#039;&#039;the dome is man-made&#039;&#039;&#039; and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome pulses with a dim, multicolored light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The case for other parts of the Dreamlands mattering to the Broken Land is generally weaker than the Underworld parallel. The trouble is that when you can cherry-pick language from wherever in a lot of text, it increases the likelihood that an influence is only coincidental. But given the strength of the Underworld parallel, it is still highly plausible that the rest of the story may matter in various ways, as well as other Dream Cycle stories and those of Randolph Carter especially. The Graveyard story may or may not lean into any given Lovecraft story, but the Broken Land clearly does lean into the Dream-Quest.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The slant-eyed merchant had now prodded Carter into a great domed space whose walls were carved in shocking bas-reliefs, and whose &#039;&#039;&#039;centre held a gaping circular pit&#039;&#039;&#039; surrounded by six malignly stained stone altars in a ring. There was no light in this vast and evil-smelling crypt, and the small lamp of the sinister merchant shone so feebly that one could grasp details only little by little. At the farther end was a &#039;&#039;&#039;high stone dais&#039;&#039;&#039; reached by five steps; and there on a golden &#039;&#039;&#039;throne&#039;&#039;&#039; sat a lumpish figure robed in yellow silk figured with red and having a yellow silken mask over its face. To this being the slant-eyed man made certain signs with his hands, and the lurker in the dark replied by raising a disgustingly carven flute of ivory in silk-covered paws and blowing certain loathsome sounds from beneath its flowing yellow mask. This colloquy went on for some time, and to Carter there was something &#039;&#039;&#039;sickeningly familiar&#039;&#039;&#039; in the sound of that flute and the stench of &#039;&#039;&#039;the malodorous place.&#039;&#039;&#039; It made him think of a frightful red-litten city and of the revolting procession that once filed through it; of that, and of an awful climb &#039;&#039;&#039;through lunar countryside beyond,&#039;&#039;&#039; before the rescuing rush of earth’s friendly cats. He knew that the creature on the dais was without doubt &#039;&#039;&#039;the high-priest not to be described&#039;&#039;&#039;, of which legend whispers such fiendish and abnormal possibilities, but he feared to think just what that abhorred high-priest might be.&lt;br /&gt;
     Then the figured silk slipped a trifle from one of the greyish-white paws, and Carter knew what the noisome high-priest was. And in that hideous second stark fear drove him to something his reason would never have dared to attempt, for in all his shaken consciousness there was room only for one frantic will to escape from what squatted on that golden throne. He knew that &#039;&#039;&#039;hopeless labyrinths of stone lay betwixt him and the cold table-land outside&#039;&#039;&#039;, and that even on that table-land the noxious shantak still waited; yet in spite of all this there was in his mind only the instant need to get away from that wriggling, silk-robed monstrosity.&lt;br /&gt;
     The slant-eyed man had set his curious lamp upon one of the high and wickedly stained altar-stones by the pit, and had moved forward somewhat to talk to the high-priest with his hands. Carter, hitherto wholly passive, now gave that man a terrific push with all the wild strength of fear, so that the victim toppled at once into that &#039;&#039;&#039;gaping well which rumour holds to reach down to the hellish Vaults of Zin&#039;&#039;&#039; where gugs hunt ghasts in the dark. In almost the same second he seized the lamp from the altar and darted out into the frescoed labyrinths, racing this way and that as chance determined and trying not to think of the stealthy padding of shapeless paws on the stones behind him, or of the silent wrigglings and crawlings which must be going on back there in lightless corridors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A broad ledge runs all the way around the edge of this cavern, &#039;&#039;&#039;circling a huge pit at the center.&#039;&#039;&#039;  The ledge is smooth and even, with plenty of room for you to walk around.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the &amp;quot;nameless monastery&amp;quot; on the edge of the plateau of Leng, where the sinister hemispherical buildings associated with Nyarlathotep are, as well as the miscegenated Men of Leng who hide their horns under turbans. It is not known who the High Priest Not To Be Named is for certain. Some think it is the Yellow King, others think it is a manifestation of Nyarlathotep. The monastery is located high above the Vaults of Zin. The entrance to the deep bone pit in the Dark Grotto, rather than the bone pit itself, resembles this hole more than the Vale of Pnath. The Dark Shrine has hideous &amp;quot;frescoes&amp;quot; as well.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The solid rock now gave place to the &#039;&#039;&#039;giant foundations of the monstrous castle&#039;&#039;&#039;, and it seemed that the speed of the party was somewhat abated. Vast walls shot up, and there was a glimpse of a &#039;&#039;&#039;great gate&#039;&#039;&#039; through which the voyagers were swept. All was night in the titan courtyard, and then came the deeper blackness of inmost things as a huge arched portal engulfed the column. &#039;&#039;&#039;Vortices of cold wind&#039;&#039;&#039; surged dankly through sightless labyrinths of onyx, and Carter could never tell what &#039;&#039;&#039;Cyclopean stairs&#039;&#039;&#039; and corridors lay silent along the route of his endless aërial twisting. Always upward led the terrible plunge in darkness, and never a sound, touch, or glimpse broke the dense pall of mystery. Large as the army of ghouls and &#039;&#039;&#039;night-gaunts&#039;&#039;&#039; was, it was lost in the prodigious voids of that more than earthly castle. And when at last there suddenly dawned around him the lurid light of that single tower room whose lofty window had served as a beacon, it took Carter long to discern the far walls and high, distant ceiling, and to realise that he was indeed not again in the boundless air outside.&lt;br /&gt;
     Randolph Carter had hoped to come into &#039;&#039;&#039;the throne-room of the Great Ones&#039;&#039;&#039; with poise and dignity, flanked and followed by impressive lines of ghouls in ceremonial order, and offering his prayer as a free and potent master among dreamers. He had known that the Great Ones themselves are not beyond a mortal’s power to cope with, and had trusted to luck that the Other Gods and their crawling chaos Nyarlathotep would not happen to come to their aid at the crucial moment, as they had so often done before when men sought out earth’s gods in their home or on their mountains. And with his hideous escort he had half hoped to defy even the Other Gods if need were, knowing as he did that ghouls have no masters, and that night-gaunts own not Nyarlathotep but only archaick Nodens for their lord. But now he saw that supernal Kadath in its cold waste is indeed girt with dark wonders and nameless sentinels, and that the Other Gods are of a surety vigilant in &#039;&#039;&#039;guarding the mild, feeble gods of earth.&#039;&#039;&#039; Void as they are of lordship over ghouls and night-gaunts, the mindless, shapeless blasphemies of outer space can yet control them when they must; so that it was not in state as a free and potent master of dreamers that Randolph Carter came into the Great Ones’ throne-room with his ghouls. Swept and herded by nightmare tempests from the stars, and dogged by unseen horrors of the northern waste, all that army floated captive and helpless in the lurid light, dropping numbly to the onyx floor when by some voiceless order the winds of fright dissolved.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
In long ages past, &#039;&#039;&#039;some dark, evil priest once sat&#039;&#039;&#039; upon the &#039;&#039;&#039;large stone chair&#039;&#039;&#039; that occupies this part of the chamber &#039;&#039;&#039;like a throne.&#039;&#039;&#039;  Or perhaps one of the &#039;&#039;&#039;Dark Lords&#039;&#039;&#039; themselves, or one of &#039;&#039;&#039;their dark servants&#039;&#039;&#039;, presided over the evil that was performed here.&lt;br /&gt;
Obvious exits: southeast, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When Randolph Carter reaches the castle of the Great One&#039;s, earth&#039;s gods, on Kadath he expected to be able to leverage them with his army that did not answer to them or the Outer Gods and Nyarlathotep. But this turns out to be folly, and his army is instantly powerless. He discovers that the gods are not there at all. His forces suddenly disappear on him and a &amp;quot;daemonic&amp;quot; procession appears in Kadath, where Nyarlathotep arrives in his human guise as a pharaoh. Nyarlathotep then explains that the gods abandoned the dreamlands for Carter&#039;s marvelous city, from his own childhood memories, and he feigns to spare Carter for his forbidden trespassing because only he can exile the gods back to Kadath from his own half-waking dreamland. Nyarlathotep is trying to trick him into going to the ultimate chaos at the center of the universe - the daemon-sultan Azathoth, which for us could be considered the analog of the Unlife - but Carter leaps into void to escape and in the process of waking up Nyarlathotep has once again imprisoned the earth gods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Before no golden dais had Randolph Carter come, nor was there any august circle of crowned and haloed beings with narrow eyes, long-lobed ears, thin nose, and pointed chin whose kinship to the carven face on Ngranek might stamp them as those to whom a dreamer might pray. Save for that one tower room the onyx castle atop Kadath was dark, and &#039;&#039;&#039;the masters were not there.&#039;&#039;&#039; Carter had come to unknown Kadath in the cold waste, but he &#039;&#039;&#039;had not found the gods.&#039;&#039;&#039; Yet still the lurid light glowed in that one tower room whose size was so little less than that of all outdoors, and whose distant walls and roof were so nearly lost to sight in thin, curling mists. &#039;&#039;&#039;Earth’s gods were not there,&#039;&#039;&#039; it was true, but of &#039;&#039;&#039;subtler and less visible presences there could be no lack.&#039;&#039;&#039; Where the mild gods are absent, the &#039;&#039;&#039;Other Gods are not unrepresented&#039;&#039;&#039;; and certainly, the onyx castle of castles was &#039;&#039;&#039;far from tenantless.&#039;&#039;&#039; In what outrageous form or forms terror would next reveal itself, Carter could by no means imagine. He felt that his visit had been expected, and wondered &#039;&#039;&#039;how close a watch had all along been kept upon him&#039;&#039;&#039; by the crawling chaos Nyarlathotep. It is Nyarlathotep, horror of infinite shapes and &#039;&#039;&#039;dread soul&#039;&#039;&#039; and messenger of the Other Gods, that the &#039;&#039;&#039;fungous moon-beasts&#039;&#039;&#039; serve; and Carter thought of the black galley that had vanished when the tide of battle turned against the &#039;&#039;&#039;toad-like abnormalities&#039;&#039;&#039; on the jagged rock in the sea.&lt;br /&gt;
     Reflecting upon these things, he was staggering to his feet in the midst of his nightmare company when there rang without warning through that pale-litten and limitless chamber the hideous blast of a daemon trumpet. Three times pealed that frightful brazen scream, and when the echoes of the third blast had died chucklingly away Randolph Carter saw that he was alone. &#039;&#039;&#039;Whither, why, and how the ghouls and night-gaunts had been snatched&#039;&#039;&#039; from sight was not for him to divine. He knew only that he was suddenly alone, and that &#039;&#039;&#039;whatever unseen powers lurked mockingly around him&#039;&#039;&#039; were no powers of earth’s friendly dreamland.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force&#039;&#039;&#039; that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the shape of &#039;&#039;&#039;a huge toad&#039;&#039;&#039;, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;desc myklian&lt;br /&gt;
The myklian is a fearsome beast, some form of large lizard &#039;&#039;&#039;or amphibian&#039;&#039;&#039; that usually travels on four legs, but sometimes stands upright on two legs. It has a short, stubby tail which is triangular in shape and covered with a &#039;&#039;&#039;luminescent&#039;&#039;&#039;, chitinous plate. Hard scales cover the rest of the beast&#039;s body, except for the soft underbelly. Bony spikes and knobs guard the beast&#039;s joints. The coloration of the myklian species ranges the entire spectrum, red, orange, yellow, green, blue and purple.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else to consider is that in the Dream-Quest the exit of the Underworld, at the top of those huge stairs, is not a dark temple but rather the &amp;quot;enchanted wood&amp;quot; which consists of a forest covered with glowing fungi. The bas relief is at the top of the stairs instead of the bottom, and arguably the fungal forest is at the bottom instead of the top. This might suggest the lizards of the cave survive by eating the fungal growths. The relationship between the glowing myklian and the lizards is ambiguous. It is self-consciously weird that they remain, but the magru apparently stripped away all the other animals. This will be explored more in the ecological interpretation.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In the tunnels of that twisted wood, whose low prodigious oaks twine groping boughs and shine dim with &#039;&#039;&#039;the phosphorescence of strange fungi&#039;&#039;&#039;, dwell the furtive and secretive zoogs; who know many obscure secrets of the dream-world and a few of the waking world, since the wood at two places touches the lands of men, though it would be disastrous to say where. Certain unexplained rumours, events, and vanishments occur among men where the zoogs have access, and it is well that they cannot travel far outside the world of dream. But over the nearer parts of the dream-world they pass freely, flitting small and brown and unseen and bearing back piquant tales to beguile the hours around their hearths in the forest they love. Most of them live in burrows, but some inhabit the trunks of the great trees; and although they &#039;&#039;&#039;live mostly on fungi&#039;&#039;&#039; it is muttered that they have also a slight taste for meat, either physical or spiritual, for certainly many dreamers have entered that wood who have not come out. Carter, however, had no fear; for he was an old dreamer and had learnt their fluttering language and made many a treaty with them; having found through their help the splendid city of Celephaïs in Ooth-Nargai beyond the Tanarian Hills, where reigns half the year the great King Kuranes, a man he had known by another name in life. Kuranes was the one soul who had been to the star-gulfs and returned free from madness.&lt;br /&gt;
     Threading now the low &#039;&#039;&#039;phosphorescent aisles&#039;&#039;&#039; between those gigantic trunks, Carter made fluttering sounds in the manner of the zoogs, and listened now and then for responses. He remembered one particular village of the creatures near the centre of the wood, where a circle of great mossy stones in what was once a clearing tells of older and more terrible dwellers long forgotten, and toward this spot he hastened. He traced his way by &#039;&#039;&#039;the grotesque fungi&#039;&#039;&#039;, which always seem better nourished as one approaches the dread circle where elder beings danced and sacrificed. Finally &#039;&#039;&#039;the greater light of those thicker fungi&#039;&#039;&#039; revealed a sinister green and grey vastness pushing up through the roof of the forest and out of sight. This was the nearest of the great ring of stones, and Carter knew he was close to the zoog village. Renewing his fluttering sound, he waited patiently; and was at length rewarded by an impression of many eyes watching him. It was the zoogs, for one sees their weird eyes long before one can discern their small, slippery brown outlines.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
Making your way among the spires of stone that rise from the cavern floor is &#039;&#039;&#039;like traveling through a strange and exotic forest.&#039;&#039;&#039;  Instead of vines and bushes, &#039;&#039;&#039;long growths of stringy moss and huge mushrooms and toadstools&#039;&#039;&#039; provide an undergrowth that chokes the way.  The small creatures of a sylvan setting, mice, squirrels and other small furry beasts are not present.  Instead, the pale bulging eyes of small lizards blink at you silently before the owners scurry away through the growths of fungi.&lt;br /&gt;
Obvious exits: north, east, west, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One other point to consider is that the moon-beasts in the Dream-Quest reside on the Moon and not the Underworld. However, in a later part of the story Carter rescues the ghouls who helped him from some moon-beasts, and enlists the aid of night-gaunts with a secret password he learned from the ghouls. In this fight the night-gaunts lift some moon-beasts and drop them into the Underworld. This refers to the moon-beasts as &amp;quot;quivering&amp;quot; and &amp;quot;jelly&amp;quot;, which is the same wording used in the magru death messaging.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The final swoop of the night-gaunts and mounted ghouls was very sudden, each of the greyish toad-like blasphemies and their almost-human slaves being seized by a group of night-gaunts before a sound was made. The moon-beasts, of course, were voiceless; and even the slaves had little chance to scream before rubbery paws choked them into silence. Horrible were the writhings of those great &#039;&#039;&#039;jellyish&#039;&#039;&#039; abnormalities as the sardonic night-gaunts clutched them, but nothing availed against the strength of those black prehensile talons. When a moon-beast &#039;&#039;&#039;writhed too violently,&#039;&#039;&#039; a night-gaunt would seize and pull its &#039;&#039;&#039;quivering&#039;&#039;&#039; pink tentacles; which seemed to hurt so much that the victim would cease its struggles. Carter expected to see much slaughter, but found that the ghouls were far subtler in their plans. They glibbered certain simple orders to the night-gaunts which held the captives, trusting the rest to instinct; and soon the hapless creatures were borne silently away into the Great Abyss, to be distributed impartially amongst the bholes, gugs, ghasts, and other dwellers in darkness whose modes of nourishment are not painless to their chosen victims. Meanwhile the three bound ghouls had been released and consoled by their conquering kinsfolk, whilst various parties searched the neighbourhood for possible remaining moon-beasts, and boarded the evil-smelling black galley at the wharf to make sure that nothing had escaped the general defeat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
A magru &#039;&#039;&#039;pulsates violently&#039;&#039;&#039; and a stream of dark fluid shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way but you are struck by the stream of fluid!&lt;br /&gt;
Hit for 5 concussion points.&lt;br /&gt;
... 22 points of damage!&lt;br /&gt;
Acid dissolves the skin on the neck exposing the windpipe!&lt;br /&gt;
You are stunned for 6 rounds!&lt;br /&gt;
&lt;br /&gt;
You gesture at a magru.&lt;br /&gt;
You stare at a magru.&lt;br /&gt;
  CS: +542 - TD: +136 + CvA: +25 + d100: +82 == +513&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The magru looks at you in utter terror!&lt;br /&gt;
The magru lets out a blood curdling scream!&lt;br /&gt;
The magru collapses into a heap of &#039;&#039;&#039;quivering jelly.&#039;&#039;&#039;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
K&amp;gt;loot&lt;br /&gt;
You reach out to search the magru.&lt;br /&gt;
As soon as you make contact with it, you feel an intense burning sensation!  You are injured!&lt;br /&gt;
You do not find anything in the disgusting &#039;&#039;&#039;pile of jelly.&#039;&#039;&#039;&lt;br /&gt;
The remains of a magru evaporate away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Through the Gates of the Silver Key===&lt;br /&gt;
&amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; was chronologically the earliest Randolph Carter story, though not in the order they were written and published. When Carter is a bit older he loses his ability to dream vividly, due to the dulling effects of logic and reason, replacing the fantastical with irony and satire and allegory. In [http://www.hplovecraft.com/writings/texts/fiction/sk.aspx &amp;quot;The Silver Key&amp;quot;] he has spent decades trying to partially recover his youthful imagination, until he is finally able to recall his grandfather telling him about an antique silver key in his family estate with occult properties. When he brings this into a cave called the Snake-Den he is somehow returned in time to his youth. Now young again, Randolph Carter does not wholly remember his old life as such, but has a gift of prophecy where he has a way of remembering things that have not happened yet.&lt;br /&gt;
&lt;br /&gt;
This is important because of the timeline issues with the Iruaric in the Dark Shrine and the Wars of Dominion. It is worth noting that the Dark Shrine itself is shaped like a [[Research:Shadow Valley#The Mound|skeleton key]]. This is obscured on the Tsoran map, which arbitrarily places a &amp;quot;go arch&amp;quot; on a north wall, when it is probably intended to be the south wall. It is possible the waterfall and the series of caves ending in the misty chamber is based on the Snake-Den. It would not explain the monastery itself, only the hidden deep cave leading to a natural gateway. Fortifed cave monasteries such as [https://en.wikipedia.org/wiki/Vardzia Vardzia] exist historically, but it might not be so direct. It seems to instead be inspired by historical religious architectures.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Then, when he was free, he felt in his blouse pocket for the key; and being reassured, skipped off across the orchard to the rise beyond, where the wooded hill climbed again to heights above even the treeless knoll. The floor of the forest was mossy and mysterious, and great lichened rocks rose vaguely here and there in the dim light like Druid monoliths among the swollen and twisted trunks of a sacred grove. Once in his ascent Randolph crossed a rushing stream &#039;&#039;&#039;whose falls a little way off sang runic incantations&#039;&#039;&#039; to the lurking fauns and aegipans and dryads.&lt;br /&gt;
     Then he came to the &#039;&#039;&#039;strange cave in the forest slope&#039;&#039;&#039;, the dreaded “snake-den” which country folk shunned, and away from which Benijah had warned him again and again. It was deep; far deeper than anyone but Randolph suspected, for the boy had found a fissure in the farthermost black corner that led to &#039;&#039;&#039;a loftier grotto beyond&#039;&#039;&#039;—a haunting sepulchral place whose granite walls held a curious illusion of conscious artifice. On this occasion he crawled in as usual, lighting his way with matches filched from the sitting-room match-safe, and &#039;&#039;&#039;edging through the final crevice&#039;&#039;&#039; with an eagerness hard to explain even to himself. He could not tell why he approached the farther wall so confidently, or why he instinctively drew forth the great silver key as he did so. But on he went, and when he danced back to the house that night he offered no excuses for his lateness, nor heeded in the least the reproofs he gained for ignoring the noontide dinner-horn altogether.&lt;br /&gt;
&lt;br /&gt;
Now it is agreed by all the distant relatives of Randolph Carter that something occurred to heighten his imagination in his tenth year. His cousin, Ernest B. Aspinwall, Esq., of Chicago, is fully ten years his senior; and distinctly recalls a change in the boy after the autumn of 1883. Randolph had looked on scenes of fantasy that few others can ever have beheld, and stranger still were some of the qualities which he shewed in relation to very mundane things. He seemed, in fine, to have picked up an &#039;&#039;&#039;odd gift of prophecy&#039;&#039;&#039;; and reacted unusually to things which, though at the time without meaning, were later found to justify the singular impressions. In subsequent decades as new inventions, new names, and new events appeared one by one in the book of history, people would now and then recall wonderingly how Carter had years before let fall some careless word of &#039;&#039;&#039;undoubted connexion with what was then far in the future.&#039;&#039;&#039; He did not himself understand these words, or know why certain things made him feel certain emotions; but fancied that some unremembered dream must be responsible. It was as early as 1897 that he turned pale when some traveller mentioned the French town of Belloy-en-Santerre, and friends remembered it when he was almost mortally wounded there in 1916, while serving with the Foreign Legion in the Great War.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story ends with Carter, once again an adult, having gone to the cave and disappeared. The family is then wondering about dividing up his estate, which is the setting of its sequel. In [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] he has gone to the Snake-Den with the silver key and vanished in thin air into a higher reality. This is how the portal to the Broken Land works when the runes of warding are overpowered.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Next morning he was up early, and out through the twisted-boughed apple orchard to the upper timber-lot where the mouth of the Snake-Den lurked black and forbidding amongst grotesque, overnourished oaks. A nameless expectancy was upon him, and he did not even notice the loss of his handkerchief as he fumbled in his blouse pocket to see if the queer Silver Key was safe. He crawled through the dark orifice with tense, adventurous assurance, lighting his way with matches taken from the sitting-room. In another moment he had wriggled through the root-choked fissure at the farther end, and was in the vast, unknown &#039;&#039;&#039;inner grotto whose ultimate rock wall seemed half like a monstrous and consciously shapen pylon.&#039;&#039;&#039; Before that &#039;&#039;&#039;dank, dripping wall&#039;&#039;&#039; he stood silent and awestruck, lighting one match after another as he gazed. Was that stony bulge above the keystone of the imagined arch really a gigantic sculptured hand? Then he drew forth the Silver Key, and &#039;&#039;&#039;made motions and intonations whose source he could only dimly remember.&#039;&#039;&#039; Was anything forgotten? He knew only that he wished to &#039;&#039;&#039;cross the barrier to the untrammelled land of his dreams&#039;&#039;&#039; and the gulfs where all dimensions dissolve in the absolute.&lt;br /&gt;
&lt;br /&gt;
III.&lt;br /&gt;
&lt;br /&gt;
What happened then is scarcely to be described in words. It is full of those paradoxes, contradictions, and anomalies which have no place in waking life, but which fill our more fantastic dreams, and are taken as matters of course till we return to our narrow, rigid, objective world of limited causation and tri-dimensional logic. As the Hindoo continued his tale, he had difficulty in avoiding what seemed—even more than the notion of a man transferred through the years to boyhood—an air of trivial, puerile extravagance. Mr. Aspinwall, in disgust, gave an apoplectic snort and virtually stopped listening.&lt;br /&gt;
     For &#039;&#039;&#039;the rite&#039;&#039;&#039; of the Silver Key, as practiced by Randolph Carter in that &#039;&#039;&#039;black, haunted cave within a cave,&#039;&#039;&#039; did not prove unavailing. From &#039;&#039;&#039;the first gesture and syllable&#039;&#039;&#039; an aura of strange, awesome mutation was apparent—a sense of &#039;&#039;&#039;incalculable disturbance and confusion in time and space&#039;&#039;&#039;, yet one which held no hint of what we recognise as motion and duration. Imperceptibly, such things as age and location ceased to have any significance whatever. The day before, Randolph Carter had miraculously leaped a gulf of years. Now there was no distinction between boy and man. There was only the entity Randolph Carter, with a certain store of images which had lost all connexion with terrestrial scenes and circumstances of acquisition. &#039;&#039;&#039;A moment before, there had been an inner cave&#039;&#039;&#039; with vague suggestions of a monstrous arch and gigantic sculptured hand on the farther wall. &#039;&#039;&#039;Now there was neither cave nor absence of cave; neither wall nor absence of wall.&#039;&#039;&#039; There was only a flux of impressions not so much visual as cerebral, amidst which the entity that was Randolph Carter experienced perceptions or registrations of all that his mind revolved on, yet without any clear consciousness of the way in which he received them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go hidden opening&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A &#039;&#039;&#039;damp mist seems to seep from the very walls&#039;&#039;&#039; of this &#039;&#039;&#039;vast chamber&#039;&#039;&#039; casting the walls in an eerie green pallor.  A &#039;&#039;&#039;large round stone&#039;&#039;&#039; stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The &#039;&#039;&#039;opening at the center of the stone&#039;&#039;&#039; is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound soothes your tired nerves.  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read runes&lt;br /&gt;
You stand before the runes, open your arms wide in a gesture of invocation, and concentrate on them.&lt;br /&gt;
&lt;br /&gt;
After a moment, the room begins to spin, and you &#039;&#039;&#039;suddenly feel disoriented.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Chamber]&lt;br /&gt;
A damp mist seems to seep from the very walls of this vast chamber, casting the walls in an eerie green pallor.  A large, round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low, steady hum emanates from the stone and the sound &#039;&#039;&#039;soothes your tired nerves.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This can be interpreted as the exact same room coexistent on another plane of existence. The line about soothing your tired nerves might also refer to Randolph Carter. He is told to not follow down the stairs of a crypt in &amp;quot;The Statement of Randolph Carter&amp;quot; because of having &amp;quot;frail nerves&amp;quot; and being &amp;quot;a bag of nerves&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Contrast this with the other messaging from invoking the runes of warding on the spinning stone, which causes you to gesture and mutter words (but not in the first person view) before disappearing.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXXXX stands in front of the spinning stone with his arms spread wide.  He &#039;&#039;&#039;mutters a few words&#039;&#039;&#039; under his breath and &#039;&#039;&#039;suddenly disappears!&#039;&#039;&#039;&lt;br /&gt;
There is a high-pitched hum from the stone, and XXXXX suddenly appears in the room!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You focus hard on the runes, but without the proper skill, they soon become a &#039;&#039;&#039;maddening&#039;&#039;&#039;, writhing jumble of markings! You struggle to tear your eyes away, and fall back into a heap on the floor as you do!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
XXXXX focuses hard on the runes.  A look of sheer panic suddenly spreads over her face and she struggles to turn away from them!  With a gasp, she falls to the floor, looking rather shaken!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look runes&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Monastery itself seems to be best interpreted in terms of the history of real-world religious architecture. Though it is possible there is some other story being referenced with it. The mountain lake outside has a couple of potential hints (other than the waterfall) of reference to &amp;quot;The Silver Key&amp;quot;, where Carter is an old man searching for the cave, and &amp;quot;Through the Gates of the Silver Key&amp;quot; where it looks like a &amp;quot;gigantic sculptured hand&amp;quot; points to the gateway. The &amp;quot;tired feet&amp;quot; line may link up with &amp;quot;tired nerves&amp;quot; in the Misty Chamber. See the note above about [http://www.hplovecraft.com/writings/texts/fiction/src.aspx &amp;quot;The Statement of Randolph Carter&amp;quot;] with his frail nerves when he is older and a war veteran.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
A high cliff runs from east to west, forming the southern edge of the lake.  The surrounding forest grows down to within a few feet of the lake shore at this point.  There is even one old willow that grows at the very edge of the lake; the &#039;&#039;&#039;gnarled roots&#039;&#039;&#039; of the old tree dipping into the water, reminding you of an &#039;&#039;&#039;old man&#039;&#039;&#039; attempting to cool his &#039;&#039;&#039;tired feet.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north&lt;br /&gt;
&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a rockfall blocks what was the southeast path; there appears to be no way around it.  A &#039;&#039;&#039;large boulder&#039;&#039;&#039; standing just west of the fork in the trail looks somewhat like a &#039;&#039;&#039;large hand pointing a single finger&#039;&#039;&#039; at the southwest leg of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Near the &amp;quot;root-choked&amp;quot; fissure to the Snake-Den the trees are twisted and grotesque.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The silver key itself was marked with cryptical arabesques and came out of a fiendish aromatic wooden box with an old parchment containing similar hieroglyph markings. What it does is bring the corporeal body outside of a given space and time into the dimensional extension of Earth. This ultimately leads Carter to a quasi-sphere called the Ultimate Gate, which takes him beyond space and time entirely to encounter a form of the Outer God Yog-Sothoth, the gateway and guardian of forbidden knowledge. [[Research:The Graveyard]] suggests Yog-Sothoth as a possible premise for &amp;quot;Kadaena Throk Farok&amp;quot;.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;By the time the rite was over Carter knew that &#039;&#039;&#039;he was in no region whose place could be told by earth’s geographers, and in no age whose date history could fix.&#039;&#039;&#039; For the nature of what was happening was not wholly unfamiliar to him. There were hints of it in the cryptical Pnakotic fragments, and a whole chapter in the forbidden Necronomicon of the mad Arab Abdul Alhazred had taken on significance when he had deciphered the designs graven on the Silver Key. A gate had been unlocked—not indeed the Ultimate Gate, but one leading from earth and time to that extension of earth which is outside time, and from which in turn the Ultimate Gate leads fearsomely and perilously to the Last Void which is outside all earths, all universes, and all matter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the Ultimate Gate as well the Silver Key causes the wielder to instinctively gesture through an unlearned ritual, much as what happens with the Broken Lands portal which corresponds instead to the First Gate. The &amp;quot;quasi-sphere&amp;quot; that acts as the Ultimate Gate is reminiscent of the pulsing crystal dome on the jagged plain. It is not possible to enter this dome without incinerating yourself. Whether the dome once functioned like this quasi-sphere is unclear, Vibration Chant and Piercing Gaze &amp;quot;work&amp;quot; on the dome but do not make anything happen. The dome is also reminiscent of the hemispheres of the plateau of Leng in the Dreamlands, and Yian-Ho refers to &amp;quot;The Maker of Moons&amp;quot; by Robert Chambers.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Gradually and mistily it became apparent that the Most Ancient One was holding something—some object clutched in the outflung folds of his robe as if for the sight, or what answered for sight, of the cloaked Companions. It was a &#039;&#039;&#039;large sphere or apparent sphere&#039;&#039;&#039; of some obscurely iridescent metal, and as the Guide put it forward a low, pervasive half-impression of sound began to rise and fall in intervals which seemed to be rhythmic even though they followed no rhythm of earth. There was a suggestion of chanting—or what human imagination might interpret as chanting. Presently the &#039;&#039;&#039;quasi-sphere began to grow luminous, and as it gleamed up into a cold, pulsating light of unassignable colour&#039;&#039;&#039; Carter saw that its flickerings conformed to the alien rhythm of the chant. Then all the mitred, sceptre-bearing Shapes on the pedestals commenced a slight, curious swaying in the same inexplicable rhythm, while &#039;&#039;&#039;nimbuses of unclassifiable light—resembling that of the quasi-sphere&#039;&#039;&#039;—played round their shrouded heads.&lt;br /&gt;
     The Hindoo paused in his tale and looked curiously at the tall, coffin-shaped clock with the four hands and hieroglyphed dial, whose crazy ticking followed no known rhythm of earth.&lt;br /&gt;
     “You, Mr. de Marigny,” he suddenly said to his learned host, “do not need to be told the particular alien rhythm to which those cowled Shapes on the hexagonal pillars chanted and nodded. You are the only one else—in America—who has had a taste of the Outer Extension. That clock—I suppose it was sent you by the Yogi poor Harley Warren used to talk about—the seer who said that he alone of living men had been to &#039;&#039;&#039;Yian-Ho, the hidden legacy of sinister, aeon-old Leng,&#039;&#039;&#039; and had borne certain things away from that dreadful and forbidden city. I wonder how many of its subtler properties you know? If my dreams and readings be correct, it was made by those who knew much of the First Gateway. But let me go on with my tale.”&lt;br /&gt;
     At last, continued the Swami, the swaying and the suggestion of chanting ceased, the lambent nimbuses around the now drooping and motionless heads faded away, while the cloaked Shapes slumped curiously on their pedestals. The &#039;&#039;&#039;quasi-sphere, however, continued to pulsate with inexplicable light.&#039;&#039;&#039; Carter felt that the Ancient Ones were sleeping as they had been when he first saw them, and he wondered out of what cosmic dreams his coming had wakened them. Slowly there filtered into his mind the truth that this strange chanting ritual had been one of instruction, and that the Companions had been chanted by the Most Ancient One into a new and peculiar kind of sleep, in order that &#039;&#039;&#039;their dreams might open the Ultimate Gate to which the Silver Key was a passport.&#039;&#039;&#039; He knew that in the profundity of this deep sleep they were contemplating unplumbed vastnesses of utter and absolute Outsideness with which the earth had nothing to do, and that they were to accomplish that which his presence had demanded.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome &#039;&#039;&#039;pulses with a dim, multicolored light.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It glows brighter and hotter the more mana the crystal dome has absorbed.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story was heavily influenced by [https://en.wikipedia.org/wiki/Theosophy theosophy], and the scene is likely invoking the idea of a theosophical [https://en.wikipedia.org/wiki/Tulpa &amp;quot;tulpa&amp;quot;] ritual. The ultimate point is that the Swami at this family estate hearing is really Randolph Carter himself, but he has to disguise himself because he is no longer human. By travelling through the Ultimate Gate and encountering Yog-Sothoth, he is transferred into another individual of his same person archetype outside of time and space, and brought back through to the planet Yaddith in the distant past. In the process he has possessed the body of a member of a long extinct alien species, and while he has the Silver Key, he does not know the rites or have the writings to send himself back to regain his human form. The alien is a &amp;quot;wizard&amp;quot; and they loathe each other, struggling for consciousness over the body. Eventually Carter keeps him subdued artificially, and brings them to the Earth of his own time through a space journey, bringing the Silver Key with him.&lt;br /&gt;
&lt;br /&gt;
The relevance this may have for the Broken Land is thus not only a way of dealing with the time paradoxes, but the issue of fashioning extra-planar entities out of energy and Morgu as &amp;quot;spirit born of death.&amp;quot; [[Research:The Graveyard]] points out the similarity of part of the spirit death messaging to the description of Carter seeing many other forms of himself in the timeless void. In the context of the death mechanics allegory this could be interpreted as converting &amp;quot;souls&amp;quot; into other kinds of entities. This would be a forbidden &amp;quot;Key of the Void&amp;quot;, in Shadow World terms, going around Eissa and Orhan for reincarnation.&lt;br /&gt;
&lt;br /&gt;
===Other Horror===&lt;br /&gt;
There may be other stories with some degree of influence on the Broken Land, but the evidence for them is more thin than the Dream-Quest of Unknown Kadath. Other H.P. Lovecraft stories are an obvious place to search for possibilities. In particular the seemingly impossible combination of time periods in the Dark Shrine poem is itself a Lovecraftian motif. He uses impossibly old things in anachronistic settings sometimes, or with information that should not have been known to the creator, as a twist in a number of stories. So-called &amp;quot;Lovecraft Circle&amp;quot; authors, such as Clark Ashton Smith, might also be relevant. But these ones are lower probability in general.&lt;br /&gt;
&lt;br /&gt;
This has to be regarded in a contingent and hypothetical way. Without an extensive parallel these only provide possible points of reference or inspiration. This poses the difficulty of being indistinguishable from coincidence even if it was intentional. The signal is down in the noise. On the other hand, however, these stores are thematically linked. They involve the same concepts, names, and entities as each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) The Statement of Randolph Carter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/src.aspx &amp;quot;The Statement of Randolph Carter&amp;quot;] is the first published Randolph Carter story, but is set when he is middle aged, prior to the events of &amp;quot;The Silver Key&amp;quot;. Like &amp;quot;The Silver Key&amp;quot; and &amp;quot;Through the Gates of the Silver Key&amp;quot; it mentions &amp;quot;oblivion&amp;quot;, a peaceful afterlife of nothingness in Lovecraft&#039;s Dream Cycle, which is illustrated in his prose poem &amp;quot;Ex Oblivione&amp;quot;. [[Research:The Graveyard]] argues  Lovecraft&#039;s Oblivion is the basis of the old &amp;quot;lost to the demonic&amp;quot; messaging, playing off the [[Gates of Oblivion]] of Eissa located in her forest-garden on Orhan. The Broken Land may be making a dark mirror of this out of Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     The removal of the slab revealed a black aperture, from which rushed an effluence of miasmal gases so nauseous that we started back in horror. After an interval, however, we approached the pit again, and found the exhalations less unbearable. Our lanterns disclosed the top of &#039;&#039;&#039;a flight of stone steps,&#039;&#039;&#039; &#039;&#039;&#039;dripping&#039;&#039;&#039; with some detestable ichor of the inner earth, and &#039;&#039;&#039;bordered by moist walls&#039;&#039;&#039; encrusted with nitre. And now for the first time my memory records verbal discourse, Warren addressing me at length in his mellow tenor voice; a voice singularly unperturbed by our awesome surroundings.&lt;br /&gt;
     “I’m sorry to have to ask you to stay on the surface,” he said, “but it would be a crime to let anyone with &#039;&#039;&#039;your frail nerves&#039;&#039;&#039; go down there. You can’t imagine, even from what you have read and from what I’ve told you, the things I shall have to see and do. It’s fiendish work, Carter, and I doubt if any man without ironclad sensibilities could ever see it through and come up alive and sane. I don’t wish to offend you, and heaven knows I’d be glad enough to have you with me; but the responsibility is in a certain sense mine, and I couldn’t drag &#039;&#039;&#039;a bundle of nerves like you&#039;&#039;&#039; down to probable death or madness. I tell you, you can’t imagine what the thing is really like! But I promise to keep you informed over the telephone of every move—you see I’ve enough wire here to reach to the centre of the earth and back!”&lt;br /&gt;
     I can still hear, in memory, those coolly spoken words; and I can still remember my remonstrances. I seemed desperately anxious to accompany my friend into those sepulchral depths, yet he proved inflexibly obdurate. At one time he threatened to abandon the expedition if I remained insistent; a threat which proved effective, since he alone held the key to the thing. All this I can still remember, though I no longer know what manner of thing we sought. After he had secured my reluctant acquiescence in his design, Warren picked up the reel of wire and adjusted the instruments. At his nod I took one of the latter and seated myself upon an aged, discoloured gravestone close by the newly uncovered aperture. Then he shook my hand, shouldered the coil of wire, and disappeared within that indescribable ossuary. For a moment I kept sight of the glow of his lantern, and heard the rustle of the wire as he laid it down after him; but the glow soon disappeared abruptly, &#039;&#039;&#039;as if a turn in the stone staircase had been encountered,&#039;&#039;&#039; and the sound died away almost as quickly. I was alone, yet bound to the unknown depths by those magic strands &#039;&#039;&#039;whose insulated surface lay green&#039;&#039;&#039; beneath the struggling beams of that waning crescent moon.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Statement of Randolph Carter&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is Harley Warren warning Randolph Carter to not follow him down a sepulcher in an ancient cemetery. It might be an inspiration for the hidden spiral stone stairs in the Monastery, which leads to the deeper monastery. (Though this could be inspired by the colossal stairs in the Dreamland Underworld being inside the Tower of Koth.) Through the hidden opening is the misty chamber, which is described as soothing your tired nerves. These are conceivably both taken from the same part of this Carter story.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Spiral Stair]&lt;br /&gt;
A &#039;&#039;&#039;spiral stair has been carved from the stone&#039;&#039;&#039; here.  You cannot see very far down the stair since the sharp curve of the steps quickly leads down and around, &#039;&#039;&#039;out of the line of sight.&#039;&#039;&#039;  The walls are smooth and featureless, and the steps are narrow and deep.  A &#039;&#039;&#039;light sheen of moisture&#039;&#039;&#039; covers everything here, making the stairs look somewhat risky.  You also see a door.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&lt;br /&gt;
[Monastery, Landing]&lt;br /&gt;
A steep spiral stair rises from the landing here, the steps &#039;&#039;&#039;slick with moisture&#039;&#039;&#039; that has condensed there.  Opposite the stair, a broad low arch opens onto a larger chamber to the south.  The stones surrounding the arch have been carved with symbols and images significant to the followers of Kai.&lt;br /&gt;
Obvious exits: south, up&lt;br /&gt;
&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A &#039;&#039;&#039;damp mist seems to seep from the very walls&#039;&#039;&#039; of this vast chamber casting the walls &#039;&#039;&#039;in an eerie green pallor.&#039;&#039;&#039;  A large round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound &#039;&#039;&#039;soothes your tired nerves.&#039;&#039;&#039;  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) The Dreams in the Witch House&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/dwh.aspx &amp;quot;The Dreams in the Witch House&amp;quot;] is outside the Dream Cycle and not a Randolph Carter story, but it is a dream walking story into other dimensions and worlds. With &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; it shares the premise of Nyarlathotep himself appearing, though not in his pharaoh manifestation, and threatening to bring the protagonist to the ultimate Chaos of Azathoth at the center of the universe.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The dreams were meanwhile getting to be atrocious. In the lighter preliminary phase the evil old woman was now of fiendish distinctness, and Gilman knew she was the one who had frightened him in the slums. Her bent back, long nose, and shrivelled chin were unmistakable, and her shapeless brown garments were like those he remembered. The expression on her face was one of hideous malevolence and exultation, and when he awaked he could recall a croaking voice that persuaded and threatened. He must meet the Black Man, and go with them all to the throne of Azathoth at the centre of ultimate Chaos. That was what she said. He must sign in his own blood the book of Azathoth and take a new secret name now that his independent delvings had gone so far. What kept him from going with her and Brown Jenkin and the other to the throne of Chaos where the thin flutes pipe mindlessly was the fact that he had seen the name “Azathoth” in the Necronomicon, and knew it stood for a primal evil too horrible for description.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story is a possible Lovecraft root for other terrain and entity features which are poorly accounted for by the Randolph Carter stories. The crystal forest, swirling fog, and mud might come from it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;During the night of April 19–20 the new development occurred. Gilman was half-involuntarily moving about in the twilight abysses with the bubble-mass and the small polyhedron floating ahead, when he noticed the peculiarly regular angles formed by the edges of some &#039;&#039;&#039;gigantic neighbouring prism-clusters.&#039;&#039;&#039; In another second he was out of the abyss and standing tremulously on a &#039;&#039;&#039;rocky hillside bathed&#039;&#039;&#039; in intense, diffused green light. He was barefooted and in his night-clothes, and when &#039;&#039;&#039;he tried to walk discovered that he could scarcely lift his feet.&#039;&#039;&#039; A &#039;&#039;&#039;swirling vapour hid everything but the immediate sloping terrain&#039;&#039;&#039; from sight, and he shrank from the thought of the sounds that might surge out of that vapour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of wildly growing crystals to the east presents a &#039;&#039;&#039;formidable barrier.&#039;&#039;&#039;  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the &#039;&#039;&#039;sharp outcroppings of the crystal forest&#039;&#039;&#039; would be deadly.&lt;br /&gt;
Obvious paths: south, west, northwest, southwest.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  &#039;&#039;&#039;A dense fog swirls&#039;&#039;&#039; around the base of the dome, and &#039;&#039;&#039;generally obscures your vision.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If this story was used it might provide a better candidate than the &amp;quot;vortices of cold wind&amp;quot; on Kadath for the &amp;quot;dark vorteces&amp;quot; or &amp;quot;dyar rakul.&amp;quot; Here the ultimate Chaos where Carter was being brought at the end of the Dream-Quest is said to be made up of &amp;quot;spiral black vortices&amp;quot;. This is exactly what a dark vortece looks like, more so than a Nycorac or a Blacar from Rolemaster. This section also mentions Gilman visiting a city of the Elder Things, which are features in stories such as &amp;quot;At The Mountains Of Madness&amp;quot;, where Antarctica is supposed to have material world versions of Kadath and the plateau of Leng.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;In his dream-delirium Gilman heard the hellish, alien-rhythmed chant of the Sabbat coming from an infinite distance, and knew the black man must be there. Confused memories mixed themselves with his mathematics, and he believed his subconscious mind held the &#039;&#039;angles&#039;&#039; which he needed to guide him back to the normal world—alone and unaided for the first time. He felt sure he was in the immemorially sealed loft above his own room, but whether he could ever escape through the slanting floor or the long-stopped egress he doubted greatly. Besides, would not an escape from a dream-loft bring him merely into a dream-house—an abnormal projection of the actual place he sought? He was wholly bewildered as to the relation betwixt dream and reality in all his experiences.&lt;br /&gt;
     The passage through the vague abysses would be frightful, for the Walpurgis-rhythm would be vibrating, and at last he would have to hear that hitherto veiled cosmic pulsing which he so mortally dreaded. Even now he could detect a low, monstrous shaking whose tempo he suspected all too well. At Sabbat-time it always mounted and reached through to the worlds to summon the initiate to nameless rites. Half the chants of the Sabbat were patterned on this faintly overheard pulsing which no earthly ear could endure in its unveiled spatial fulness. Gilman wondered, too, whether he could trust his instinct to take him back to the right part of space. How could he be sure he would not land on that &#039;&#039;&#039;green-litten hillside of a far planet&#039;&#039;&#039;, on the tessellated terrace above the city of tentacled monsters somewhere beyond the galaxy, or in the &#039;&#039;&#039;spiral black vortices of that ultimate void of Chaos&#039;&#039;&#039; wherein reigns the mindless daemon-sultan Azathoth?&lt;br /&gt;
     Just before he made the plunge the violet light went out and left him in utter blackness. The witch—old Keziah—Nahab—that must have meant her death. And mixed with the distant chant of the Sabbat and the whimpers of Brown Jenkin in the gulf below he thought he heard another and wilder whine from unknown depths. Joe Mazurewicz—the prayers against the Crawling Chaos now turning to an inexplicably triumphant shriek—worlds of sardonic actuality impinging on vortices of febrile dream—Iä! Shub-Niggurath! The Goat with a Thousand Young.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Brown Jenkins is a &amp;quot;rat-like&amp;quot; familiar of the witch who serves &amp;quot;the black man&amp;quot; Nyarlathotep. This might explain allegorically why there are mice bones in the Deep Pit of the Dark Grotto. The story might also provide in this section a basis for the sea of mud, which is arguably consistent with interpreting it as Hoard (transdimensional mud monsters who can merge and split themselves) in Rolemaster terms.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Ahead was the robed black man he had seen in the peaked space in the other dream, while from a lesser distance the old woman was beckoning and grimacing imperiously. Brown Jenkin was rubbing itself with a kind of affectionate playfulness around the ankles of the black man, which &#039;&#039;&#039;the deep mud&#039;&#039;&#039; largely concealed. There was a dark open doorway on the right, to which the black man silently pointed. Into this the grimacing crone started, dragging Gilman after her by his pajama sleeve. There were evil-smelling staircases which creaked ominously, and on which the old woman seemed to radiate a faint violet light; and finally a door leading off a landing. The crone fumbled with the latch and pushed the door open, motioning to Gilman to wait and disappearing inside the black aperture.&lt;br /&gt;
     The youth’s oversensitive ears caught a hideous strangled cry, and presently the beldame came out of the room bearing a small, senseless form which she thrust at the dreamer as if ordering him to carry it. The sight of this form, and the expression on its face, broke the spell. Still too dazed to cry out, he plunged recklessly down the noisome staircase and into the mud outside; halting only when seized and choked by the waiting black man. As consciousness departed he heard the faint, shrill tittering of the fanged, rat-like abnormality.&lt;br /&gt;
     On the morning of the 29th Gilman awaked into a maelstrom of horror. The instant he opened his eyes he knew something was terribly wrong, for he was back in his old garret room with the slanting wall and ceiling, sprawled on the now unmade bed. His throat was aching inexplicably, and as he struggled to a sitting posture he &#039;&#039;&#039;saw with growing fright that his feet and pajama-bottoms were brown with caked mud.&#039;&#039;&#039; For the moment his recollections were hopelessly hazy, but he knew at least that he must have been sleep-walking. Elwood had been lost too deeply in slumber to hear and stop him. &#039;&#039;&#039;On the floor were confused muddy prints, but oddly enough they did not extend all the way to the door.&#039;&#039;&#039; The more Gilman looked at them, the more peculiar they seemed; for in addition to those he could recognise as his there were some smaller, almost round markings—such as the legs of a large chair or table might make, except that most of them &#039;&#039;&#039;tended to be divided into halves.&#039;&#039;&#039; There were also some curious muddy rat-tracks leading out of a fresh hole and back into it again. Utter bewilderment and the fear of madness racked Gilman as he staggered to the door and saw that there &#039;&#039;&#039;were no muddy prints outside.&#039;&#039;&#039; The more he remembered of his hideous dream the more terrified he felt, and it added to his desperation to hear Joe Mazurewicz chanting mournfully two floors below.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge &#039;&#039;&#039;sea of boiling mud&#039;&#039;&#039; stretches out to the south and east.  Steam rises off the churning mass, choking the air with a &#039;&#039;&#039;dense, malodorous fog.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) The Shadow out of Time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/sot.aspx &amp;quot;The Shadow out of Time&amp;quot;] is not a Randolph Carter or Dream Cycle story, but [[Research:The Graveyard]] argues the behavior of Bandur Etrevion may come from it. Similar to &amp;quot;Through the Gates of the Silver Key&amp;quot; it involves the minds of alien races occupying bodies at very distant points of time and remembering events that have not happened yet. The twist in this story is that the narrator explores ruins that are millions of years old and discovers text written in his own language and handwriting. This is potentially relevant to the seemingly impossible combination of time periods in the Dark Shrine inscription.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;I have said that the awful truth behind my tortured years of dreaming hinges absolutely upon the actuality of what I thought I saw in those Cyclopean buried ruins. It has been hard for me literally to set down the crucial revelation, though no reader can have failed to guess it. Of course it lay in that book within the metal case—the case which I pried out of its forgotten lair amidst the undisturbed dust of a million centuries. No eye had seen, no hand had touched that book since the advent of man to this planet. And yet, when I flashed my torch upon it in that frightful megalithic abyss, I saw that the queerly pigmented letters on the brittle, aeon-browned cellulose pages &#039;&#039;&#039;were not indeed any nameless hieroglyphs&#039;&#039;&#039; of earth’s youth. They were, instead, &#039;&#039;&#039;the letters of our familiar alphabet&#039;&#039;&#039;, spelling out the words of the English language in my own handwriting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More specifically, it involves the ancient and highly advanced telepathic race (like the Lords of Essaence in that way) who created the Pnakotic Manuscripts, which is able to escape its own death by swapping its consciousness with members of other races who do not exist yet. One of these is a civilization of beetles that will rule after the fall of mankind. This is possibly a root for the giant fog beetles.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;What was hinted in the speech of post-human entities of the fate of mankind produced such an effect on me that I will not set it down here. After man there would be the &#039;&#039;&#039;mighty beetle civilisation&#039;&#039;&#039;, the bodies of whose members the cream of the Great Race would seize when the monstrous doom overtook the elder world. Later, as the earth’s span closed, the transferred minds would again migrate through time and space—to another stopping-place in the bodies of the bulbous vegetable entities of Mercury. But there would be races after them, clinging pathetically to the cold planet and burrowing to its horror-filled core, before the utter end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was evident that the coming doom so desperately feared by the Great Race—the doom that was one day to &#039;&#039;&#039;send millions of keen minds across the chasm of time to strange bodies in the safer future&#039;&#039;&#039;—had to do with a final successful irruption of the Elder Beings. Mental projections down the ages had clearly foretold such a horror, and the Great Race had resolved that none who could escape should face it. That the foray would be a matter of vengeance, rather than an attempt to reoccupy the outer world, they knew from the planet’s later history—for their projections shewed the coming and going of subsequent races untroubled by the monstrous entities. Perhaps these entities had come to prefer earth’s inner abysses to the variable, storm-ravaged surface, since light meant nothing to them. Perhaps, too, they were slowly weakening with the aeons. Indeed, it was known that &#039;&#039;&#039;they would be quite dead in the time of the post-human beetle race which the fleeing minds would tenant.&#039;&#039;&#039; Meanwhile the Great Race maintained its cautious vigilance, with potent weapons ceaselessly ready despite the horrified banishing of the subject from common speech and visible records. And always the shadow of nameless fear hung about the sealed trap-doors and the dark, windowless elder towers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the Great Race of Yith. The doom they are escaping involves the Elder Things from &amp;quot;At The Mountains Of Madness&amp;quot;, who were themselves destroyed by the shoggoths they created. When the narrator first regains his consciousness after the ancient telepath vacates his body, he experiences the ability to remember things that have not happened yet, similar to Randolph Carter in the Silver Key stories. This section is of particular note for the Broken Land because it speaks of remembering the far off consequences of a great war, and the inability to distinguish what is simultaneous or the sequence of events. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;I began work with the February, 1914, term, and kept at it just a year. By that time I realised how badly my experience had shaken me. Though perfectly sane—I hoped—and with no flaw in my original personality, I had not the &#039;&#039;&#039;nervous energy&#039;&#039;&#039; of the old days. Vague dreams and queer ideas continually haunted me, and when the outbreak of the world war turned my mind to history I found myself thinking of periods and events in the oddest possible fashion. My conception of &#039;&#039;time&#039;&#039;—my ability to &#039;&#039;&#039;distinguish between consecutiveness and simultaneousness&#039;&#039;&#039;—seemed &#039;&#039;&#039;subtly disordered&#039;&#039;&#039;; so that I formed chimerical notions about living in one age and &#039;&#039;&#039;casting one’s mind all over eternity for knowledge of past and future ages&#039;&#039;&#039;.&lt;br /&gt;
     The war gave me strange impressions of &#039;&#039;&#039;&#039;&#039;remembering&#039;&#039; some of its far-off &#039;&#039;consequences&#039;&#039;&#039;&#039;&#039;—as if I knew how it was coming out and &#039;&#039;&#039;could look back upon it in the light of future information&#039;&#039;&#039;. All such &#039;&#039;&#039;quasi-memories&#039;&#039;&#039; were attended with much pain, and with a feeling that some &#039;&#039;&#039;artificial psychological barrier was set against them&#039;&#039;&#039;. When I diffidently hinted to others about my impressions I met with varied responses. Some persons looked uncomfortably at me, but men in the mathematics department spoke of new developments in those theories of relativity—then discussed only in learned circles—which were later to become so famous. Dr. Albert Einstein, they said, was rapidly reducing &#039;&#039;time&#039;&#039; to the status of a mere dimension.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: One subtle oddity about the Broken Lands is that the crystal amulet thought net is suppressed in it.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Fungi from Yuggoth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/poetry/p289.aspx &amp;quot;Fungi from Yuggoth&amp;quot;] is a sequence of a few dozen sonnets that Lovecraft wrote which mentions elements from other stories that clearly do matter to the Broken Lands. It is a man who finds a strange book and accesses parallel realities and other worlds with it using his mind. The first point of interest is the night-gaunts section, which describes their practice of swooping down over the Peaks of Thok. What is interesting here is that we see a &amp;quot;foul lake&amp;quot; with shoggoths splashing in them. Shoggoths were not mentioned in the Dream-Quest, but they are blob monsters who basically resemble the magru.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XX. Night-Gaunts&lt;br /&gt;
&lt;br /&gt;
Out of what crypt they crawl, I cannot tell,&lt;br /&gt;
But every night I see the rubbery things,&lt;br /&gt;
Black, horned, and slender, with membraneous wings,&lt;br /&gt;
And tails that bear the bifid barb of hell.&lt;br /&gt;
They come in legions on the north wind’s swell,&lt;br /&gt;
With obscene clutch that titillates and stings,&lt;br /&gt;
Snatching me off on monstrous voyagings&lt;br /&gt;
To grey worlds hidden deep in nightmare’s well.&lt;br /&gt;
&lt;br /&gt;
Over the jagged peaks of Thok they sweep,&lt;br /&gt;
Heedless of all the cries I try to make,&lt;br /&gt;
And down the nether pits to &#039;&#039;&#039;that foul lake&#039;&#039;&#039;&lt;br /&gt;
Where the puffed &#039;&#039;&#039;shoggoths&#039;&#039;&#039; splash in doubtful sleep.&lt;br /&gt;
But oh! If only they would make some sound,&lt;br /&gt;
Or wear a face where faces should be found!&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Fungi from Yuggoth&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A single huge stalactite descends from the ceiling at the center of this small cavern.  The uneven walls of the cavern have been worn smooth, as have the walls of the small tunnels leading into the cavern.  Every minute or so, the intense quiet of the cavern is shattered by the sound of a single drop of water, falling from the tip of the stalactite into a small &#039;&#039;&#039;pool that has collected&#039;&#039;&#039; in a depression at the center of the cavern.&lt;br /&gt;
Obvious exits: northwest, southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look pool&lt;br /&gt;
The small pool lies in the center of the cavern, a few feet below the tip of the huge stalactite that descends from the ceiling of the cavern.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l stalactite&lt;br /&gt;
The stalactite is formed from grey stone with pink and orange striations.  The stone has an almost translucent quality with a waxy appearance.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in pool&lt;br /&gt;
In the small pool you see some water.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l water&lt;br /&gt;
The water is clear, with a &#039;&#039;&#039;slightly sulfurous odor.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Yuggoth is taken to be Lovecraft&#039;s name for Pluto because of &amp;quot;The Whisperer in the Darkness&amp;quot;, which in his time had no discovered moons. It is said that these &amp;quot;peaks of Thok&amp;quot; are actually in the material world on a moon of Yuggoth, though Lovecraft is arguably only feeling free to be inconsistent between stories. In the time the Broken Land was made the only known moon of Pluto was Charon. However, this is probably a coincidence, reading too much into it. The poem follows the thread to have Nyarlathotep guide the narrator to the daemon-sultan Azathoth, possibly motivating vruul with dark vorteces.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXI. Nyarlathotep&lt;br /&gt;
&lt;br /&gt;
And at the last from inner Egypt came&lt;br /&gt;
The strange dark One to whom the fellahs bowed;&lt;br /&gt;
Silent and lean and cryptically proud,&lt;br /&gt;
And wrapped in fabrics red as sunset flame.&lt;br /&gt;
Throngs pressed around, frantic for his commands,&lt;br /&gt;
But leaving, could not tell what they had heard;&lt;br /&gt;
While through the nations spread the awestruck word&lt;br /&gt;
That wild beasts followed him and licked his hands.&lt;br /&gt;
&lt;br /&gt;
Soon from the sea a noxious birth began;&lt;br /&gt;
Forgotten lands with weedy spires of gold;&lt;br /&gt;
The ground was cleft, and mad auroras rolled&lt;br /&gt;
Down on the quaking citadels of man.&lt;br /&gt;
Then, crushing what he chanced to mould in play,&lt;br /&gt;
The idiot Chaos blew Earth’s dust away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XXII. Azathoth&lt;br /&gt;
&lt;br /&gt;
Out in the mindless void the daemon bore me,&lt;br /&gt;
Past the bright clusters of dimensioned space,&lt;br /&gt;
Till neither time nor matter stretched before me,&lt;br /&gt;
But only Chaos, without form or place.&lt;br /&gt;
Here the vast Lord of All in darkness muttered&lt;br /&gt;
Things he had dreamed but could not understand,&lt;br /&gt;
While near him &#039;&#039;&#039;shapeless bat-things&#039;&#039;&#039; flopped and fluttered&lt;br /&gt;
In &#039;&#039;&#039;idiot vortices&#039;&#039;&#039; that ray-streams fanned.&lt;br /&gt;
&lt;br /&gt;
They danced insanely to the high, thin whining&lt;br /&gt;
Of a cracked flute clutched in a monstrous paw,&lt;br /&gt;
Whence flow the aimless waves whose chance combining&lt;br /&gt;
Gives each frail cosmos its eternal law.&lt;br /&gt;
“I am His Messenger,” the daemon said,&lt;br /&gt;
As in contempt he struck his Master’s head.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This provides a much more direct explanation than the moon-beasts for the Dark Shrine&#039;s altar room with the toad brazier and cracked gong.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXV. St. Toad’s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Beware St. Toad’s cracked chimes!”&#039;&#039;&#039; I heard him scream&lt;br /&gt;
As I plunged into those mad lanes that wind&lt;br /&gt;
In labyrinths obscure and undefined&lt;br /&gt;
South of the river where old centuries dream.&lt;br /&gt;
He was a furtive figure, bent and ragged,&lt;br /&gt;
And in a flash had staggered out of sight,&lt;br /&gt;
So still I burrowed onward in the night&lt;br /&gt;
Toward where more roof-lines rose, malign and jagged.&lt;br /&gt;
&lt;br /&gt;
No guide-book told of what was lurking here—&lt;br /&gt;
But now I heard another old man shriek:&lt;br /&gt;
“Beware St.Toad’s cracked chimes!” And growing weak,&lt;br /&gt;
I paused, when a third greybeard croaked in fear:&lt;br /&gt;
“Beware St. Toad’s cracked chimes!” Aghast, I fled—&lt;br /&gt;
Till suddenly that black spire loomed ahead.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Fungi from Yuggoth&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the &#039;&#039;&#039;shape of a huge toad&#039;&#039;&#039;, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sonnet XII refers to &amp;quot;The Dreams in the Witch House&amp;quot;, Sonnet XV refers to the city of the Elder Things in &amp;quot;At The Mountains Of Madness&amp;quot;, Sonnet XXVI refers to &amp;quot;The Dunwich Horror&amp;quot;, and Sonnet XXVII refers to the High Priest Not To Be Named on the plateau of Leng. He is the last living &amp;quot;Elder One&amp;quot; in the sonnet, sometimes interpreted to be Hastur from Robert Chambers&#039; [http://www.gutenberg.org/cache/epub/8492/pg8492.txt &amp;quot;The King in Yellow&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) The Haunter of the Dark&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Haunter of the Dark&amp;quot; is another Nyarlathotep centered story, and has its own &amp;quot;seeming sphere&amp;quot; called the Shining Trapezohedron. The Shining Trapezohedron is an ancient artifact fashioned on dark Yuggoth, summoning a malevolent presence into the world from outside time and space, which is one of the avatars of Nyarlathotep. Its shape might explain the multi-faceted sides of the crystal dome in the Broken Lands. The artifact is a &amp;quot;window on all time and space&amp;quot; which summons the entity, for whom horrible sacrifices are given in exchange for arcane and cosmic knowledge of other worlds.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;It was in June that Blake’s diary told of his victory over the cryptogram. The text was, he found, in the dark Aklo language used by certain cults of evil antiquity, and known to him in a halting way through previous researches. The diary is strangely reticent about what Blake deciphered, but he was patently awed and disconcerted by his results. There are references to a Haunter of the Dark awaked by &#039;&#039;&#039;gazing into the Shining Trapezohedron&#039;&#039;&#039;, and insane conjectures about the black gulfs of chaos from which it was called. The being is spoken of as &#039;&#039;&#039;holding all knowledge, and demanding monstrous sacrifices&#039;&#039;&#039;. Some of Blake’s entries shew fear lest the thing, which he seemed to regard as summoned, stalk abroad; though he adds that the street-lights form a bulwark which cannot be crossed.&lt;br /&gt;
     Of the Shining Trapezohedron he speaks often, calling it &#039;&#039;&#039;a window on all time and space&#039;&#039;&#039;, and tracing its history from the days it was fashioned on dark Yuggoth, before ever the Old Ones brought it to earth. It was treasured and placed in its curious box by the crinoid things of Antarctica, salvaged from their ruins by the serpent-men of Valusia, and peered at aeons later in Lemuria by the first human beings. It crossed strange lands and stranger seas, and sank with Atlantis before a Minoan fisher meshed it in his net and sold it to swarthy merchants from nighted Khem. The Pharaoh Nephren-Ka built around it a temple with a windowless crypt, and did that which caused his name to be stricken from all monuments and records. Then it slept in the ruins of that evil fane which the priests and the new Pharaoh destroyed, till the delver’s spade once more brought it forth to curse mankind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter in the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prep 416&lt;br /&gt;
You gesture and invoke the powers of the elements for the Piercing &#039;&#039;&#039;Gaze&#039;&#039;&#039; spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The surface of the crystal dome shimmers in your vision, its reflective planes become insubstantial, and you can now see inside.  Peering closer you see flashes of swirling elemental energy.  Surely this dome must hold an immense amount of mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was once possessed by the Elder Things mentioned above, and the story references the Vale of Pnath. There is also a rebuttal story where horror writer Robert Bloch has the character surviving being possessed by Nyarlathotep, as Bloch and Lovecraft were writing stories killing off characters based on each other. The story provides possible roots for the &amp;quot;hooded figures&amp;quot; and the dark vorteces.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;As Blake grew accustomed to the feeble light he noticed odd bas-reliefs on the strange open box of yellowish metal. Approaching, he tried to clear the dust away with his hands and handkerchief, and saw that the figurings were of a monstrous and utterly alien kind; depicting entities which, though seemingly alive, resembled no known life-form ever evolved on this planet. The four-inch &#039;&#039;&#039;seeming sphere&#039;&#039;&#039; turned out to be a nearly black, red-striated &#039;&#039;&#039;polyhedron with many irregular flat surfaces&#039;&#039;&#039;; either a &#039;&#039;&#039;very remarkable crystal of some sort, or an artificial object&#039;&#039;&#039; of carved and &#039;&#039;&#039;highly polished&#039;&#039;&#039; mineral matter. It did not touch the bottom of the box, but was held suspended by means of a metal band around its centre, with seven queerly designed supports extending horizontally to angles of the box’s inner wall near the top. This stone, once exposed, exerted upon Blake an almost alarming fascination. He could scarcely tear his eyes from it, and as he looked at its glistening surfaces he almost fancied it was transparent, with half-formed worlds of wonder within. Into his mind floated pictures of alien orbs with great stone towers, and other orbs with titan mountains and no mark of life, and still remoter spaces where only a stirring in vague blacknesses told of the presence of consciousness and will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Before he realised it, he was looking at the stone again, and letting its curious influence call up a nebulous pageantry in his mind. He saw processions of &#039;&#039;&#039;robed, hooded figures&#039;&#039;&#039; whose outlines were not human, and looked on endless leagues of desert lined with carved, sky-reaching monoliths. He saw towers and walls in nighted depths under the sea, and &#039;&#039;&#039;vortices of space where wisps of black mist floated before thin shimmerings of cold&#039;&#039;&#039; purple haze. And beyond all else he glimpsed an infinite gulf of darkness, where solid and semi-solid forms were known only by their windy stirrings, and cloudy patterns of force seemed to superimpose order on chaos and hold forth a key to all the paradoxes and arcana of the worlds we know.&lt;br /&gt;
     Then all at once the spell was broken by an access of gnawing, indeterminate panic fear. Blake choked and turned away from the stone, conscious of some formless alien presence close to him and watching him with horrible intentness. He felt entangled with something—something which was not in the stone, but which had looked through it at him—something which would ceaselessly follow him with a cognition that was not physical sight. Plainly, the place was getting on his nerves—as well it might in view of his gruesome find. The light was waning, too, and since he had no illuminant with him he knew he would have to be leaving soon.&lt;br /&gt;
     It was then, in the gathering twilight, that he thought he saw a &#039;&#039;&#039;faint trace of luminosity in the crazily angled stone.&#039;&#039;&#039; He had tried to look away from it, but some obscure compulsion drew his eyes back. Was there a subtle phosphorescence of radio-activity about the thing? What was it that the dead man’s notes had said concerning a &#039;&#039;Shining Trapezohedron?&#039;&#039; What, anyway, was this &#039;&#039;&#039;abandoned lair of cosmic evil?&#039;&#039;&#039; What had been done here, and what might still be lurking in the bird-shunned shadows? It seemed now as if an elusive touch of foetor had arisen somewhere close by, though its source was not apparent. Blake seized the cover of the long-open box and snapped it down. It moved easily on its alien hinges, and closed completely over the &#039;&#039;&#039;unmistakably glowing stone.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter in the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that &#039;&#039;&#039;the dome is man-made and not a natural feature&#039;&#039;&#039; of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome pulses with a dim, multicolored light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The &#039;&#039;&#039;multi-faceted surface is highly polished, and the reflective planes&#039;&#039;&#039; make it impossible to see into the crystal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Church of Starry Wisdom is a cult that worships Nyarlathotep and gives him sacrifices to have limitless knowledge of the universe through the Shining Trapezohedron. Their occult texts were already &amp;quot;disintegrating&amp;quot; and might have been destroyed after the central character of the story dies from possession by Nyarlathotep. The Shining Trapezohedron itself was thrown in the bay. This could be relevant to the brutal ritual images in the Dark Shrine, possibly representing the creation of vruul (gogor) from human sacrifices, as well as the destruction of the libraries in the Broken Land (either by the Loremasters or the cultists or even the Morgu statue.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In a &#039;&#039;&#039;rear vestry&#039;&#039;&#039; room beside the apse Blake found a rotting desk and ceiling-high shelves of mildewed, &#039;&#039;&#039;disintegrating books&#039;&#039;&#039;. Here for the first time he received a positive shock of objective horror, for the titles of those books told him much. They were the black, forbidden things which most sane people have never even heard of, or have heard of only in furtive, timorous whispers; the banned and dreaded repositories of equivocal secrets and immemorial formulae which have trickled down the stream of time from the days of man’s youth, and the dim, fabulous days before man was. He had himself read many of them—a Latin version of the abhorred &#039;&#039;Necronomicon&#039;&#039;, the sinister &#039;&#039;Liber Ivonis&#039;&#039;, the infamous &#039;&#039;Cultes des Goules&#039;&#039; of Comte d’Erlette, the &#039;&#039;Unaussprechlichen Kulten&#039;&#039; of von Junzt, and old Ludvig Prinn’s hellish &#039;&#039;De Vermis Mysteriis&#039;&#039;. But there were others he had known merely by reputation or not at all—the Pnakotic Manuscripts, the &#039;&#039;Book of Dzyan&#039;&#039;, and a &#039;&#039;&#039;crumbling volume&#039;&#039;&#039; in wholly unidentifiable characters yet with certain symbols and diagrams shudderingly recognisable to the occult student. Clearly, the lingering local rumours had not lied. This place had once been the seat of an evil older than mankind and wider than the known universe.&lt;br /&gt;
     In the ruined desk was a small leather-bound record-book filled with entries in some odd cryptographic medium. The manuscript writing consisted of the common traditional symbols used today in astronomy and anciently in alchemy, astrology, and other dubious arts—&#039;&#039;&#039;the devices of the sun, moon, planets, aspects&#039;&#039;&#039;, and zodiacal signs—here massed in solid pages of text, with divisions and paragraphings suggesting that each symbol answered to some alphabetical letter.&lt;br /&gt;
     In the hope of later solving the cryptogram, Blake bore off this volume in his coat pocket. Many of the great tomes on the shelves fascinated him unutterably, and he felt tempted to borrow them at some later time. He wondered how they could have remained undisturbed so long. Was he the first to conquer the clutching, pervasive fear which had for nearly sixty years protected this deserted place from visitors?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter of the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Vestry&#039;&#039;&#039;]&lt;br /&gt;
Time has worked its worst on the large wooden trunk and larger wooden cabinet that stand against the east wall.  The wood has deteriorated badly, suffering from dry rot and the ravages of worms.  Metal hooks are mounted every foot or so at eye level around the room.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
Fire has destroyed most of this room.  Charred shelves filled with ashes and &#039;&#039;&#039;the remains of countless volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Library]&lt;br /&gt;
The tall shelves of this once-magnificent library are now completely bare.  A &#039;&#039;&#039;large globe&#039;&#039;&#039; stands in one corner, covered with a thick layer of dust.  Even though all of the books and scrolls are long gone, the room still carries the odor of old paper and ink.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Also of subtextual interest is that when the protagonist is driven mad by &amp;quot;the haunter of the dark&amp;quot;, he is raving on Azathoth and the black wings, as well as mentioning the world Yaddith which was destroyed by dholes in &amp;quot;Through the Gates of the Silver Key&amp;quot;. (The versions of the Dream-Quest with &amp;quot;Peaks of Throk&amp;quot; also changes &amp;quot;bholes&amp;quot; to &amp;quot;dholes&amp;quot;). It ends with him calling upon Yog-Sothoth to save him.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
“Lights still out—must be five minutes now. Everything depends on lightning. &#039;&#039;&#039;Yaddith&#039;&#039;&#039; grant it will keep up! . . . Some influence seems beating through it. . . . Rain and thunder and wind deafen. . . . The thing is taking hold of my mind. . . .&lt;br /&gt;
     “Trouble with memory. I see things I never knew before. Other worlds and other galaxies . . . Dark . . . The lightning seems dark and the darkness seems light. . . .&lt;br /&gt;
     “It cannot be the real hill and church that I see in the pitch-darkness. Must be retinal impression left by flashes. Heaven grant the Italians are out with their candles if the lightning stops!&lt;br /&gt;
     “What am I afraid of? Is it not an avatar of Nyarlathotep, who in antique and shadowy Khem even took the form of man? I remember &#039;&#039;&#039;Yuggoth&#039;&#039;&#039;, and more distant Shaggai, and the ultimate void of the black planets. . . .&lt;br /&gt;
     “The long, winging flight through the void . . . cannot cross the universe of light . . . re-created by the thoughts caught in the Shining Trapezohedron . . . send it through the horrible abysses of radiance. . . .&lt;br /&gt;
     “My name is Blake—Robert Harrison Blake of 620 East Knapp Street, Milwaukee, Wisconsin. . . . I am on this planet. . . .&lt;br /&gt;
     “&#039;&#039;&#039;Azathoth&#039;&#039;&#039; have mercy!—the lightning no longer flashes—horrible—I can see everything with a monstrous sense that is not sight—light is dark and dark is light . . . those people on the hill . . . guard . . . candles and charms . . . their priests. . . .&lt;br /&gt;
     “Sense of distance gone—far is near and near is far. No light—no glass—see that steeple—that tower—window—can hear—Roderick Usher—am mad or going mad—the thing is stirring and fumbling in the tower—I am it and it is I—I want to get out . . . must get out and unify the forces. . . . It knows where I am. . . .&lt;br /&gt;
     “I am Robert Blake, but I see the tower in the dark. There is a &#039;&#039;&#039;monstrous odour&#039;&#039;&#039; . . . senses transfigured . . . boarding at that tower window cracking and giving way. . . . Iä . . . ngai . . . ygg. . . .&lt;br /&gt;
     “I see it—coming here—hell-wind—titan blur—&#039;&#039;&#039;black wings—Yog-Sothoth save me&#039;&#039;&#039;—the three-lobed burning eye. . . .”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter of the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(6) At the Mountains of Madness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/mm.aspx &amp;quot;At the Mountains of Madness&amp;quot;] is more of a science fiction horror story than the dream vision and esoteric knowledge stories. The Elder Things first arrived on the very ancient Earth before life had evolved, and artificially made the shoggoths to serve them. There are hints that all life on the planet evolved from those cells. It is also depicting re-engineered life forms such as blind six foot tall penguins. This is potentially relevant because the magru resemble shoggoths, actually described in this story, and the ancient Lords of Essaence manipulating life is the Shadow World background context of it all.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;It was under the sea, at first for food and later for other purposes, that they first created earth-life—using available substances according to long-known methods. The more elaborate experiments came after the annihilation of various cosmic enemies. They had done the same thing on other planets; having manufactured not only necessary foods, but certain multicellular protoplasmic masses capable of moulding their tissues into all sorts of temporary organs under hypnotic influence and thereby forming ideal slaves to perform the heavy work of the community. These viscous masses were without doubt what Abdul Alhazred whispered about as the “shoggoths” in his frightful Necronomicon, though even that mad Arab had not hinted that any existed on earth except in the dreams of those who had chewed a certain alkaloidal herb. When the star-headed Old Ones on this planet had synthesised their simple food forms and bred a good supply of shoggoths, they allowed other cell-groups to develop into other forms of animal and vegetable life for sundry purposes; extirpating any whose presence became troublesome.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But we were not on a station platform. We were on the track ahead as the nightmare plastic column of &#039;&#039;&#039;foetid black iridescence oozed&#039;&#039;&#039; tightly onward through its fifteen-foot sinus; gathering unholy speed and driving before it a spiral, re-thickening cloud of the pallid abyss-vapour. It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and unforming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter. Still came that eldritch, mocking cry—“&#039;&#039;Tekeli-li! Tekeli-li&#039;&#039;!” And at last we remembered that the daemoniac shoggoths—given life, thought, and plastic organ patterns solely by the Old Ones, and having no language save that which the dot-groups expressed—&#039;&#039;had likewise no voice save the imitated accents of their bygone masters.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elder Things had very tough leathery hides that were difficult to cut through, reminiscent of Broken Land skinning conditions and the vruul. There is also a description of reptiles (meaning dinosaurs) along with magru-like description of the shoggoths:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot; With the march of time, as the sculptures sadly confessed, the art of creating new life from inorganic matter had been lost; so that the Old Ones had to depend on the moulding of forms already in existence. On land &#039;&#039;&#039;the great reptiles&#039;&#039;&#039; proved highly tractable; but the shoggoths of the sea, reproducing by fission and acquiring a dangerous degree of accidental intelligence, presented for a time a formidable problem.&lt;br /&gt;
     They had always been controlled through the hypnotic suggestion of the Old Ones, and had modelled their tough plasticity into various useful temporary limbs and organs; but now their self-modelling powers were sometimes exercised independently, and in various imitative forms implanted by past suggestion. They had, it seems, developed a semi-stable brain whose separate and occasionally stubborn volition echoed the will of the Old Ones without always obeying it. Sculptured images of these shoggoths filled Danforth and me with horror and loathing. They were normally shapeless entities composed of &#039;&#039;&#039;a viscous jelly&#039;&#039;&#039; which looked like an agglutination of bubbles; and each averaged about fifteen feet in diameter when a sphere. They had, however, a &#039;&#039;&#039;constantly shifting shape and volume&#039;&#039;&#039;; throwing out &#039;&#039;&#039;temporary developments or forming apparent organs&#039;&#039;&#039; of sight, hearing, and speech in imitation of their masters, either spontaneously or according to suggestion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Antarctica in this story is also (conjecturally) the material world location of Kadath, and possibly the plateau of Leng, which is described as not having a single definable location. The cold wind in this place has disturbing piping musical quality, which is implicitly related to Nyarlathotep even though he is not himself mentioned. Tsathoggua is another Great Old One, like Nyarlathotep and Cthulhu, who resembles a toad and has some association with shoggoths. In &amp;quot;The Mound&amp;quot; he and the shoggoths are related to the material world Vaults of Zin deep under the Earth.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There was indeed something hauntingly Roerich-like about this whole unearthly continent of mountainous mystery. I had felt it in October when we first caught sight of Victoria Land, and I felt it afresh now. I felt, too, another wave of uneasy consciousness of Archaean mythical resemblances; of how disturbingly this lethal realm corresponded to the evilly famed plateau of Leng in the primal writings. Mythologists have placed Leng in Central Asia; but the racial memory of man—or of his predecessors—is long, and it may well be that certain tales have come down from lands and mountains and temples of horror earlier than Asia and earlier than any human world we know. A few daring mystics have hinted at a pre-Pleistocene origin for the fragmentary Pnakotic Manuscripts, and have suggested that the devotees of Tsathoggua were as alien to mankind as Tsathoggua itself. &#039;&#039;&#039;Leng, wherever in space or time it might brood&#039;&#039;&#039;, was not a region I would care to be in or near; nor did I relish the proximity of a world that had ever bred such ambiguous and Archaean monstrosities as those Lake had just mentioned. At the moment I felt sorry that I had ever read the abhorred &#039;&#039;Necronomicon&#039;&#039;, or talked so much with that unpleasantly erudite folklorist Wilmarth at the university.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For this far violet line could be nothing else than the terrible mountains of the forbidden land—highest of earth’s peaks and focus of earth’s evil; harbourers of nameless horrors and Archaean secrets; shunned and prayed to by those who feared to carve their meaning; untrodden by any living thing of earth, but visited by the sinister lightnings and sending strange beams across the plains in the polar night—beyond doubt the unknown archetype of that &#039;&#039;&#039;dreaded Kadath in the Cold Waste beyond abhorrent Leng&#039;&#039;&#039;, whereof unholy primal legends hint evasively. We were the first human beings ever to see them—and I hope to God we may be the last.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Certainly, we were in one of the strangest, weirdest, and most terrible of all the corners of earth’s globe. Of all existing lands it was infinitely the most ancient; and the conviction grew upon us that this hideous upland must indeed be the fabled nightmare plateau of Leng which even the mad author of the &#039;&#039;Necronomicon&#039;&#039; was reluctant to discuss.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a relatively strong case for &amp;quot;At the Mountains of Madness&amp;quot; as an influence on the Broken Land. There are numerous other themes in common between the two places. The Elder Thing city in &amp;quot;At the Mountains of Madness&amp;quot; is on a very high plateau, which is higher than most mountains, surrounded by still taller mountains than even the Himalayas. There is ambiguity on where the true ground level is, and with mountains rising higher all around in spite of being very high up. This is apparently the situation with the Dark Shrine in the Broken Land. There is ambiguity on whether huge rock formations are natural or unnatural. There are huge hyper-realistic sculptures, huge empty niches, huge elliptical windows, and huge caverns, and relief inscriptions in some extinct language. There are weird geometry rooms, similar to the cryptic tower with the Broken Land. There is &amp;quot;disordered time and alien natural law&amp;quot;, and seemingly impossibly out of place anachronisms. There was also a limestone cavern system with stalagmites and an evolutionarily isolated ecosystem.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A gargantuan stairway descends from the landing here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, &#039;&#039;&#039;an engineering feat of unparalleled proportions.&#039;&#039;&#039;  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We &#039;&#039;&#039;cannot yet explain the engineering principles&#039;&#039;&#039; used in the anomalous balancing and adjustment of the vast rock masses, though the function of the arch was clearly much relied on. The rooms we visited were wholly bare of all portable contents, a circumstance which sustained our belief in the city’s deliberate desertion.&amp;quot;&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(7) The Call of Cthulhu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Call of Cthulhu&amp;quot; might be relevant because Cthulhu is depicted as only having &amp;quot;rudimentary wings&amp;quot; and the minor gogor, unlike in the Shadow World canon, are described as having wings that look too small to capable of flight. This might be nothing more than an explanation for why they had no flying mechanics. But if it is tapping into the sleeping death theme of Cthulhu, the cults receive knowledge from Cthultu through dreams, allowing cults in very different places and times with no connection between them to know the same phrases. This could be relevant to the timeline issues with the Dark Shrine.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Above these apparent hieroglyphics was a figure of evidently pictorial intent, though its impressionistic execution forbade a very clear idea of its nature. It seemed to be a sort of monster, or symbol representing a monster, of a form which only a diseased fancy could conceive. If I say that my somewhat extravagant imagination yielded simultaneous pictures of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing. A pulpy, tentacled head surmounted a grotesque and scaly body with &#039;&#039;&#039;rudimentary wings&#039;&#039;&#039;; but it was the general outline of the whole which made it most shockingly frightful. Behind the figure was a vague suggestion of a Cyclopean architectural background.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The figure, which was finally passed slowly from man to man for close and careful study, was between seven and eight inches in height, and of exquisitely artistic workmanship. It represented a monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and &#039;&#039;&#039;long, narrow wings&#039;&#039;&#039; behind. This thing, which seemed instinct with a fearsome and unnatural malignancy, was of a somewhat bloated corpulence, and squatted evilly on a rectangular block or pedestal covered with undecipherable characters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Call of Cthulhu&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lesser vruul has tough, leathery hide, as black as midnight. Bat-like wings sprout from its back, &#039;&#039;&#039;but they do not look large or strong enough to support its weight in flight.&#039;&#039;&#039; The vruul&#039;s claws are long, sharp and appear to be stained with the blood of many victims. Its eyes are eerie, solid green orbs that seem to glow with an inner power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Given the implicit sleep theme of the gogor and their urns, and the Temple of Darkness poem being from another time and place, calling Morgu &amp;quot;spirit born of death&amp;quot; can easily be read this way.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;No book had ever really hinted of it, though the deathless Chinamen said that there were double meanings in the &#039;&#039;Necronomicon&#039;&#039; of the mad Arab Abdul Alhazred which the initiated might read as they chose, especially the much-discussed couplet:&lt;br /&gt;
“That is not dead which can eternal lie,&lt;br /&gt;
And with strange aeons even death may die.”&lt;br /&gt;
&lt;br /&gt;
What, in substance, both the Esquimau wizards and the Louisiana swamp-priests had chanted to their kindred idols was something very like this—the word-divisions being guessed at from traditional breaks in the phrase as chanted aloud:&lt;br /&gt;
     “Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.”&lt;br /&gt;
     Legrasse had one point in advance of Professor Webb, for several among his mongrel prisoners had repeated to him what older celebrants had told them the words meant. This text, as given, ran something like this:&lt;br /&gt;
     “In his house at R’lyeh &#039;&#039;&#039;dead Cthulhu waits dreaming&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Call of Cthulhu&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master. Guard the Dark Queen.&lt;br /&gt;
&#039;&#039;&#039;Spirit born of death.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The Temple of Darkness Poem (1994)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(8) The Evil Clergyman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/ec.aspx &amp;quot;The Evil Clergyman&amp;quot;] is adapted from a dream where evil priests mysteriously appear and burn a library. There are low odds of this having any relevance, because there is only the one point of connection. But it is a tighter fit for the burning of the Dark Shrine library than the raid on the vestry in &amp;quot;The Haunter of the Dark&amp;quot;. If this were the allegorical intent it would be implying the dark priests burned their own library, perhaps after transferring or transforming themselves into the gogor. This would not be intuitive without the hidden reference, but it would thereby also explain the smashed faces and altar. This may be explained differently, such as if the Morgu statue is not really a statue, and wakes up.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The newcomer was a thin, dark man of medium height attired in &#039;&#039;&#039;the clerical garb&#039;&#039;&#039; of the Anglican church. He was apparently about thirty years old, with a sallow, olive complexion and fairly good features, but an abnormally high forehead. His black hair was well cut and neatly brushed, and he was clean-shaven though blue-chinned with a heavy growth of beard. He wore rimless spectacles with steel bows. His build and lower facial features were like other clergymen I had seen, but he had a vastly higher forehead, and was darker and more intelligent-looking—also more subtly and &#039;&#039;&#039;concealedly evil-looking&#039;&#039;&#039;. At the present moment—&#039;&#039;&#039;having just lighted a faint oil lamp&#039;&#039;&#039;—he looked nervous, and before I knew it he was &#039;&#039;&#039;casting all his magical books into a fireplace&#039;&#039;&#039; on the window side of the room (where the wall slanted sharply) which I had not noticed before. The &#039;&#039;&#039;flames devoured the volumes greedily&#039;&#039;&#039;—leaping up in strange colours and emitting indescribably hideous odours as the &#039;&#039;&#039;strangely hieroglyphed&#039;&#039;&#039; leaves and wormy bindings succumbed to the devastating element. All at once I saw there were others in the room—grave-looking men in clerical costume, one of whom wore the bands and knee-breeches of a bishop. Though I could hear nothing, I could see that they were bringing a decision of vast import to the first-comer. They seemed to hate and fear him at the same time, and he seemed to return these sentiments. His face set itself into a grim expression, but I could see his right hand shaking as he tried to grip the back of a chair. The bishop pointed to &#039;&#039;&#039;the empty case and to the fireplace&#039;&#039;&#039; (where the flames had died down amidst a charred, non-committal mass), and seemed filled with a peculiar loathing. The first-comer then gave a wry smile and reached out with his left hand toward the small object on the table. Everyone then seemed frightened. The procession of clerics began filing down the steep stairs through the trap-door in the floor, turning and making menacing gestures as they left. The bishop was last to go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Evil Clergyman&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
&#039;&#039;&#039;Fire has destroyed&#039;&#039;&#039; most of this room.  &#039;&#039;&#039;Charred shelve&#039;&#039;&#039;s filled with ashes and the remains of countless &#039;&#039;&#039;volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The &#039;&#039;&#039;brass lamps&#039;&#039;&#039; suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lamp&lt;br /&gt;
The lamp is covored with soot and a fine patina of corrosion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This would allow the events of the Dark Shrine to be of another time period from the Loremasters entirely. Though in the story they were able to sense the presence of portals from a long distance through a mountain. The story makes clear that they made it onto the &amp;quot;barren&amp;quot; plain which then became a jagged plain after the meteor swarm. But it does not reference the Dark Grotto and Dark Shrine, which were not released until later. If the cultists found the gogor in the Third Era, the Temple of Darkness Poem might not be an anachronism, but it loses the theme of working with the Dark Gods in the Wars of Dominion. It should be related to the Uthex story in the Second Era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(9) The Devotee of Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.eldritchdark.com/writings/short-stories/44/the-devotee-of-evil &amp;quot;The Devotee of Evil&amp;quot;] in contrast is a Clark Ashton Smith story, the horror author from whom Lovecraft took Tsathoggua the toad daemon. This story is based on a gong apparatus for manifesting cosmic evil, which then takes the form of columns of shadow. Witnessing the pure evil transforms a character into a black statue with analogy to Medusa and Lucifer frozen in Inferno. This might provide inspiration for the cracked gong, the dark vorteces, and the black Morgu statue in the room with the suffocating consuming evil. The premise is that the gongs cancel out the frequencies of everything except pure evil. This could play into the interpretation of the urns as acoustic jars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;While I was trying to digest this difficult idea, I noticed a partial dimming of the light above the &#039;&#039;&#039;tripod&#039;&#039;&#039; and its weird apparatus. A &#039;&#039;&#039;vertical shaft of faint shadow&#039;&#039;&#039;, surrounded by a still fainter &#039;&#039;&#039;penumbra&#039;&#039;&#039;, was forming in the air. The tripod itself, and the wires, &#039;&#039;&#039;gongs&#039;&#039;&#039; and hammers, were now a trifle indistinct, as if seen through some obscuring veil. The &#039;&#039;&#039;central shaft and its penumbra&#039;&#039;&#039; seemed to widen; and looking down at the flood, where the outer adumbration, conforming to the room&#039;s outline, crept toward the walls, I saw that Averaud and myself were now within its ghostly triangle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Like a dreamer who forces himself to awaken, he began to move away from me. I seemed to lose sight of him for a moment in the cloud of nameless, immaterial horrors that threatened to take on the further horror of substance. Then I realized that Averaud had turned off the switch, and that the oscillating hammers had ceased to beat on those &#039;&#039;&#039;infernal gongs&#039;&#039;&#039;. The &#039;&#039;&#039;double shaft of shadow&#039;&#039;&#039; faded in mid-air, the burden of terror and despair lifted from my nerves and I no longer felt the damnable hallucination of nether space and descent.&lt;br /&gt;
&amp;quot;My God!&amp;quot; I cried. &amp;quot;What was it?&amp;quot; Averaud&#039;s look was full of a ghastly, gloating exultation as he turned to me.&lt;br /&gt;
&amp;quot;You saw and felt it, then?&amp;quot; he queried — &amp;quot;that vague, imperfect manifestation of &#039;&#039;&#039;the perfect evil which exists somewhere in the cosmos?&#039;&#039;&#039; I shall yet call it forth in its entirety, and know the black, infinite, reverse raptures which attend its epiphany.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Again the soul-congealing hideousness, the sense of eternal falling, of myriad harpy-like incumbent horrors, rushed upon me as I looked and saw. Vaster and stronger than before, a &#039;&#039;&#039;double column of triangular shadow&#039;&#039;&#039; had materialized and was becoming more and more distinct. It swelled, it darkened, it enveloped the gong-apparatus and towered to the ceiling. The double column grew solid and opaque as ebony; and the face of Averaud, who was standing well within the broad penumbral shadow, became dim as if seen through a film of Stygian water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the rim of the huge corroded disk to the center.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with dark stains, and &#039;&#039;&#039;one corner has been broken off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dark vortece shoots a &#039;&#039;&#039;shaft of pure darkness&#039;&#039;&#039; at you!&lt;br /&gt;
A dark vortece extends forth a multitude of branching shadowy tendrils, scattering elongated &#039;&#039;&#039;umbrae&#039;&#039;&#039; across the floor.&lt;br /&gt;
A dark vortece emits a low hum.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The inventor of the apparatus, upon manifesting the pure cosmic evil, is frozen in the form of a black statue compared to Lucifer. In the Shadow World context pure, cosmic evil is the Unlife itself. In the Master Atlas Addendum the Dark Gods are manifestations of the dark energy where the Unlife is its purest form. This is also of subtextual interest given the Inferno and Nyarlathotep parallel in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;As one who re-emerges from a swoon, I saw the fading of the dual pillar, till the light was no longer sullied by any tinge of that satanic radiation. And where it had been, Averaud still stood beside the baleful instrument he had designed. Erect and rigid he stood, in a strange immobility; and I felt an incredulous horror, a chill awe, as I went forward and touched him with a faltering hand. For that which I saw &#039;&#039;&#039;and touched was no longer a human being but an ebon statue&#039;&#039;&#039;, whose face and brow and fingers were black as the Faust-like raiment or the sullen curtains. Charred as by sable fire, or frozen by black cold, the features bore the eternal ecstasy and pain of &#039;&#039;&#039;Lucifer in his ultimate hell of ice&#039;&#039;&#039;. For an instant, the supreme evil which Averaud had worshipped so madly, which he had summoned from the vaults of incalculable space, had made him one with itself; and passing, it had left him &#039;&#039;&#039;petrified into an image of its own essence&#039;&#039;&#039;. The form that I touched was harder than marble; and I knew that it would endure to all time as a testimony of the infinite Medusean power that is death and corruption and darkness.&lt;br /&gt;
&lt;br /&gt;
Fifine had now thrown herself at the feet of the image and was clasping its insensible knees. With her frightful muted moaning in my ears, I went forth for the last time from that chamber and from that mansion. Vainly, through delirious months and madness-ridden years, I have tried to shake off the infrangible obsession of my memories. But there is a fatal numbness in my brain as if it too had been charred and blackened a little in that moment of overpowering nearness to the dark ray of &#039;&#039;&#039;the black statue&#039;&#039;&#039; that was Jean Averaud, the impress of awful and forbidden things has been set like an everlasting seal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force that threatens to smother and consume all&#039;&#039;&#039; that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with &#039;&#039;&#039;black&#039;&#039;&#039; skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(10) The Last Test&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/lt.aspx &amp;quot;The Last Test&amp;quot;] is one of the more obscure Lovecraft stories mentioning Yog-Sothoth. This story mentions Nyarlathotep as well, and was his first story mentioning Shub-Niggurath. It was one of the stories he wrote that was a revision of a story written by another author. There is some reason to suspect the 1989 [https://en.wikipedia.org/wiki/The_Horror_in_the_Museum_and_Other_Revisions &amp;quot;The Horror in the Museum and Other Revisions&amp;quot;] compilation was used in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
“Humanity! What the deuce is humanity? Science! Dolts! Just individuals over and over again! Humanity is made for preachers to whom it means the blindly credulous. Humanity is made for the predatory rich to whom it speaks in terms of dollars and cents. Humanity is made for the politician to whom it signifies collective power to be used to his advantage. What is humanity? Nothing! Thank God that crude illusion doesn’t last! What a grown man worships is truth—knowledge—science—&#039;&#039;&#039;light&#039;&#039;&#039;—the rending of the veil and the pushing back of the shadow. &#039;&#039;&#039;Knowledge, the juggernaut!&#039;&#039;&#039; There is death in our own ritual. We must kill—dissect—destroy—and all for the sake of discovery—the worship of &#039;&#039;&#039;the ineffable light.&#039;&#039;&#039; The goddess Science demands it. We test a doubtful poison by killing. How else? No thought for self—just knowledge—the effect must be known.”&lt;br /&gt;
     His voice trailed off in a kind of temporary exhaustion, and Georgina shuddered slightly.&lt;br /&gt;
     “But this is horrible, Al! You shouldn’t think of it that way!”&lt;br /&gt;
     Clarendon cackled sardonically, in a manner which stirred odd and repugnant associations in his sister’s mind.&lt;br /&gt;
     “Horrible? You think what I say is horrible? You ought to hear Surama! I tell you, things were known to the priests of Atlantis that would have you drop dead of fright if you heard a hint of them. Knowledge was knowledge a hundred thousand years ago, when our especial forbears were shambling about Asia as speechless semi-apes! They know something of it in the Hoggar region—there are rumours in the farther uplands of Thibet—and once I heard an old man in China calling on Yog-Sothoth—“&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Last Test&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The very thin potential relevance for us is the use of the word &amp;quot;juggernaut&amp;quot; in the context of the glowing crystal dome. It is the messaging that happens when the dome explodes with power, unleashing a destructive wave of energy that is highly lethal. The story uses Nyarlathotep&#039;s epithet &amp;quot;the crawling chaos.&amp;quot; [http://www.hplovecraft.com/writings/texts/fiction/crc.aspx &amp;quot;The Crawling Chaos&amp;quot;] story does not actually feature Nyarlathotep, but features dream visions from opium, and depicts the world being destroyed in an apocalypse. These two stories both appear in &amp;quot;The Horror in the Museum and Other Revisions&amp;quot;, along with &amp;quot;The Mound&amp;quot; for Shadow Valley.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Suddenly a hot wave of pure energy rushes out of the crystal dome, rolling forth like an &#039;&#039;&#039;apocalyptic juggernaut.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The heat of the wave burns your flesh!&lt;br /&gt;
  ... 35 points of damage!&lt;br /&gt;
  Flame sets your head alight like a torch. Burned beyond recognition.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(11) The Colour Out of Space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is most likely not an intentional allusion, but the meteor swarm cast in the Uthex Kathiasas story might have been inspired by [http://www.hplovecraft.com/writings/texts/fiction/cs.aspx &amp;quot;The Colour Out of Space&amp;quot;], which has an otherworldly horror arrive by a meteor impact. If it is relevant at all it is one of the more minor stories. It is worth mentioning here because [[Research:Shadow Valley]] argues that &amp;quot;The Colour Out of Space&amp;quot; may be a relatively strong influence on Shadow Valley, and there are some details in common between the two places. This is another Lovecraft story with sinister mists that could have influenced the use of fog in the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(12) The Mound and the Whisperer in Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/wid.aspx &amp;quot;The Whisperer in Darkness&amp;quot;] is a story under H.P. Lovecraft&#039;s own name that refers to the underground realms of K&#039;n-yan, Yoth, and N&#039;kai where the last is a dwelling place of Tsathoggua the bat-toad thing. This realm is instead explored in detail in a different story, &amp;quot;The Mound&amp;quot;, which was ghost written by Lovecraft. &amp;quot;The Whisperer in Darkness&amp;quot; is set on Yuggoth after Lovecraft had associated it with the newly discovered (now former) planet of Pluto. Yuggoth is the source of the Shining Trapezohedron, which was at one time possessed by the [https://en.wikipedia.org/wiki/Serpent_Men#Origin_and_society serpent men of Valusia], according to &amp;quot;The Haunter of the Dark&amp;quot;.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;“But remember—that dark world of fungoid gardens and windowless cities isn’t really terrible. It is only to us that it would seem so. Probably this world seemed just as terrible to the beings when they first explored it in the primal age. You know they were here long before the fabulous epoch of Cthulhu was over, and remember all about sunken R’lyeh when it was above the waters. They’ve been inside the earth, too—there are openings which human beings know nothing of—some of them in these very Vermont hills—and &#039;&#039;&#039;great worlds of unknown life down there; blue-litten K’n-yan, red-litten Yoth, and black, lightless N’kai. It’s from N’kai that frightful Tsathoggua came—you know, the amorphous, toad-like god-creature&#039;&#039;&#039; mentioned in the Pnakotic Manuscripts and the Necronomicon and the Commoriom myth-cycle preserved by the Atlantean high-priest Klarkash-Ton.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Whisperer in Darkness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/mo.aspx &amp;quot;The Mound&amp;quot;] is argued on [[Research:Shadow Valley]] to be relatively likely to be an influence on the Shadow Valley story. These realms and races do not seem relevant, but they can oddly be relevant to the Broken Lands, assuming the Underworld parallel to &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; was intentional. In this story lightless N&#039;kai is actually located under the &amp;quot;waking world&amp;quot; version of the Vaults of Zin, which possesses reptilian quadrupeds which were somehow debased from its former intelligent population. One point in its favor is that the echo chamber cave of the Dark Grotto is called a (natural) &amp;quot;amphitheater&amp;quot;, while the stage-like setting of semicircled terraces is more akin to a theater, and if historically informed etymology was being used the amphitheaters were where the Roman blood sports happened. &amp;quot;The Mound&amp;quot; right next to the paragraphs about N&#039;kai is the only Lovecraft story to use the word amphitheater.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of &#039;&#039;&#039;amphitheater&#039;&#039;&#039; with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Subtextual interconnections or &amp;quot;meta-references&amp;quot; are very treacherous, but it is seductive to link the myklians and toad brazier to Tsathoggua through the vaults of Zin, and it provides a natural link between the magru and the shoggoths. In this way it is possible to explain both the magru and myklian at once, however dubiously, without having to appeal to separate stories like &amp;quot;At the Mountains of Madness&amp;quot;. In the [https://en.wikipedia.org/wiki/Encyclopedia_Cthulhiana broader] Cthulhu Mythos the former race of Yoth in question was the serpent men of Valusia.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There was one object along the route which Gll’-Hthaa-Ynn exhibited on his own initiative, even though it involved a detour of about a mile along a vine-tangled side path. This was a squat, plain temple of black basalt blocks without a single carving, and containing only a vacant onyx pedestal. The remarkable thing about it was its story, for it was a link with a fabled elder world compared to which even cryptic Yoth was a thing of yesterday. It had been built in imitation of &#039;&#039;&#039;certain temples depicted in the vaults of Zin&#039;&#039;&#039;, to house a very terrible black toad-idol found in the red-litten world and called &#039;&#039;&#039;Tsathoggua&#039;&#039;&#039; in the Yothic manuscripts. It had been a potent and widely worshipped god, and after its adoption by the people of K’n-yan had lent its name to the city which was later to become dominant in that region. Yothic legend said that it had come from a mysterious inner realm beneath the red-litten world—a black realm of peculiar-sensed beings which had no light at all, but which had had great civilisations and mighty gods before ever &#039;&#039;&#039;the reptilian quadrupeds of Yoth&#039;&#039;&#039; had come into being. Many images of Tsathoggua existed in Yoth, all of which were alleged to have come from the black inner realm, and which were supposed by Yothic archaeologists to represent the aeon-extinct race of that realm. The black realm called N’kai in the Yothic manuscripts had been explored as thoroughly as possible by these archaeologists, and singular stone troughs or burrows had excited infinite speculation.&lt;br /&gt;
     When the men of K’n-yan discovered the red-litten world and deciphered its strange manuscripts, they took over the Tsathoggua cult and brought all the frightful toad images up to the land of blue light—housing them in shrines of Yoth-quarried basalt like the one Zamacona now saw. The cult flourished until it almost rivalled the ancient cults of Yig and Tulu, and one branch of the race even took it to the outer world, where the smallest of the images eventually found a shrine at Olathoë, in the land of Lomar near the earth’s north pole. It was rumoured that this outer-world cult survived even after the great ice-sheet and the hairy Gnophkehs destroyed Lomar, but of such matters not much was definitely known in K’n-yan. In that world of blue light the cult came to an abrupt end, even though the name of Tsath was suffered to remain.&lt;br /&gt;
     What ended the cult was the partial exploration of the black realm of N’kai beneath the red-litten world of Yoth. According to the Yothic manuscripts, there was no surviving life in N’kai, but something must have happened in the aeons between the days of Yoth and the coming of men to the earth; something perhaps not unconnected with the end of Yoth. Probably it had been an earthquake, opening up lower chambers of the lightless world which had been closed against the Yothic archaeologists; or perhaps some more frightful juxtaposition of energy and electrons, wholly inconceivable to any sort of vertebrate minds, had taken place. At any rate, when the men of K’n-yan went down into N’kai’s black abyss with their great atom-power searchlights &#039;&#039;&#039;they found living things—living things that oozed along stone channels and worshipped onyx and basalt images of Tsathoggua. But they were not toads like Tsathoggua himself. Far worse—they were amorphous lumps of viscous black slime that took temporary shapes for various purposes.&#039;&#039;&#039; The explorers of K’n-yan did not pause for detailed observations, and those who escaped alive sealed the passage leading from red-litten Yoth down into the gulfs of nether horror. Then all the images of Tsathoggua in the land of K’n-yan were dissolved into the ether by disintegrating rays, and the cult was abolished forever.&lt;br /&gt;
     Aeons later, when naive fears were outgrown and supplanted by scientific curiosity, the old legends of Tsathoggua and N’kai were recalled, and a suitably armed and equipped exploring party went down to Yoth to find the closed gate of the black abyss and see what might still lie beneath. But they could not find the gate, nor could any man ever do so in all the ages that followed. Nowadays there were those who doubted that any abyss had ever existed, but the few scholars who could still decipher the Yothic manuscripts believed that the evidence for such a thing was adequate, even though the middle records of K’n-yan, with accounts of the one frightful expedition into N’kai, were more open to question. Some of the later religious cults tried to suppress remembrance of N’kai’s existence, and attached severe penalties to its mention; but these had not begun to be taken seriously at the time of Zamacona’s advent to K’n-yan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Mound&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(13) The Horror in the Museum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Horror in the Museum&amp;quot; is argued in [[Research:The Graveyard]] to possibly be relevant to the purgatory throne room section of the Graveyard, with its ivory throne and certain other details. It is the story that was used for the title of an anthology of stories ghost-written by Lovecraft that was published in 1989. The premise is a sculptor in a wax museum who makes models of Lovecraftian horrors, such as night gaunts, and one huge statue turns out to actually be a Great Old One who is hibernating in sleeping death.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Fully ten feet high&#039;&#039;&#039; despite a shambling, crouching attitude expressive of infinite cosmic malignancy, a monstrosity of unbelievable horror was shewn starting forward from a &#039;&#039;&#039;Cyclopean ivory&#039;&#039;&#039; throne covered with grotesque carvings. In the central pair of its six legs it bore a crushed, flattened, distorted, bloodless thing, riddled with a million punctures, and in places seared as with some pungent acid. Only the mangled head of the victim, lolling upside down at one side, revealed that it represented something once human.&lt;br /&gt;
     The monster itself needed no title for one who had seen a certain hellish photograph. That damnable print had been all too faithful; yet it could not carry the full horror which lay in the gigantic actuality. The globular torso—the bubble-like suggestion of a head—the three fishy eyes—the foot-long proboscis—the bulging gills—the monstrous capillation of asp-like suckers—the six sinuous limbs with their black paws and crab-like claws—God! the familiarity of that black paw ending in a crab-like claw! . . .&lt;br /&gt;
     Orabona’s smile was utterly damnable. Jones choked, and stared at the hideous exhibit with a mounting fascination which perplexed and disturbed him. What half-revealed horror was holding and forcing him to look longer and search out details? This had driven Rogers mad . . . Rogers, supreme artist . . . said &#039;&#039;&#039;they weren’t artificial.&#039;&#039;&#039; . . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Horror in the Museum&amp;quot;, H.P. Lovecraft and Hazel Heald&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force that threatens to smother and consume all&#039;&#039;&#039; that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with &#039;&#039;&#039;black skin, leathery wings and large red claws.&#039;&#039;&#039;  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The potential relevance of this is that the most parsimonious way to explain the anachronisms and heavy physical damage of the Dark Shrine is to interpret the huge statue of Morgu to actually be Morgu himself hibernating. This &amp;quot;statue&amp;quot; would then be what uses the huge stone throne and the massive stairway in the dark cavern. It is remarkable that everything is explicit about what it is made of --- ceramic urn, stone jar, bronze door, and so on --- but the statue of Morgu is described as black skin and leathery wings. In other words, the statue is not made of stone or metal or so on, but is instead at the very least materially constituted like the gogor. Since the gogor are essentially leathery gargoyles, when unconscious they would effectively be statues. There is also some reason to think this room could be meant to be the parallel dimension analog of the ice shrine under the Graveyard.&lt;br /&gt;
&lt;br /&gt;
=Grand Design=&lt;br /&gt;
The theme of the Broken Land is the Dark Gods and the forces of the Unlife working together in the Wars of Dominion. The more specific theme is the relationship between the servants of Kadaena, which is the forces of the Unlife, and the Dark Lords of Charôn. The story is working with the historical context of the Lords of Essaence having manipulated life to suit their needs. Most of the difficulty in interpretation is instead the question of when and where things happened, and what the Temple of Darkness poem and Dark Shrine are implying about the origin of the Dark Gods and their relation to Empress Kadaena. There may also be a weird, esoteric parallel between dimensions.&lt;br /&gt;
&lt;br /&gt;
There is a rumor that the title &amp;quot;Broken Land&amp;quot; was inspired by the Broken Land Parkway, which was not far from the Maryland office of Simutronics. This would need to be verified from someone who heard it directly or nearly so from the creator, as there is no way to judge whether that kind of easter egg is intentional. The title of the Uthex Kathiasas story, notably, was &amp;quot;The Broken Land&amp;quot; singular not plural.&lt;br /&gt;
==Location==&lt;br /&gt;
While the Broken Land is commonly taken to be &amp;quot;The Moon&amp;quot; of the Dark Gods for some obvious reasons, this is somewhat dubious and seemingly contradicted by the Uthex Kathiasas story itself. It might be interpreted as a huge underground cavern of Charôn with a subterranean mountain range, or it might be interpreted as one of the parallel worlds that was accessed from the Charôn portals, perhaps even Charôn as it exists in another reality. Charôn is a gate-world hovering on the boundary of other realities. There are several possibilities that could be considered plausible and it is not obvious which is right.&lt;br /&gt;
===The Moon===&lt;br /&gt;
&amp;quot;The Moon&amp;quot; has the advantage of intuitive parsimony, but the case for it has serious difficulties. Charôn is most likely a large asteroid that was captured long ago, similar in size to the largest ones in the real world asteroid belt. It is a little more than half the size of Pluto&#039;s moon Charon, which is named after the mythological ferryman of the Greek Underworld. This is the rest of the text from the first edition of the Master Atlas. It implies that there would be very little gravity, but does not actually say it. The other text includes the premise that beneath &amp;quot;the shining icy surface are myriad caves and tunnels - hiding places for the unspeakable.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Charôn circles Kulthea at 190,000 miles (note that it is also inside the orbit of Orhan) and is quite small: 350 miles in diameter. It is a featureless rock ball with a silvery grey appearance. An interesting aspect of Charôn is its polar orbit. This is quite an unusual situation and suggests that Charôn was not always a satellite of Kulthea. It may have once been a large, stray asteroid caught in the Shadow World&#039;s gravity well, or some body from outside the system.&lt;br /&gt;
&lt;br /&gt;
Because of Charôn&#039;s unusual orbit, it and Orhan rarely conjunct; fortunate considering the tidal and meteorological disruptions, and the strange and bizarre Essence aberrations which occur during those periods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 17&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 20&lt;br /&gt;
- Tomes of Kulthea #1046&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Master Atlas Addendum (1990) elaborates this further. The surface of Charôn is covered in thick ice and has no atmosphere whatsoever. There is so little gravity that there is &amp;quot;almost no perceptible &#039;up&#039; or &#039;down&#039;&amp;quot; when underground. This violently contradicts the idea that the Broken Land is the surface of Charôn. The internal volcanic heating creating a &amp;quot;(barely) livable environment&amp;quot; in the caves and tunnels, whether from tidal heating or some aberration of its nature, is potentially consistent with the Broken Land being underground. This might be implied by the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot; parallel.&lt;br /&gt;
&lt;br /&gt;
However, this would require the existence of abnormal gravity, whether through aberrant magical reasons or artificially, since the Lords of Essaence were extremely technologically advanced. It is possible this may have been explained once by the crystal dome puzzle, especially if there was a control room when phased into while powered off. But on face value the gravity and air are serious inconsistencies.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The surface of Charôn is a frozen waste; there is no atmosphere, and the exterior is encased in a solid coating of ice which Kulthean Astrologers think to be as much as &#039;&#039;&#039;hundreds of feet thick.&#039;&#039;&#039; But &#039;&#039;&#039;under&#039;&#039;&#039; that coating of ice, Charôn is heated from within by volcanic forces, creating a (barely) livable environment in the thousands of caves and tunnels. It is here that the Dark Gods survive.&lt;br /&gt;
&lt;br /&gt;
The Third Moon is a sphere 350 miles in diameter. Even though it has a massive core, it only has enough gravity to barely maintain a small hold on objects. Thus, the caverns and warrens have the added disorientation of there being almost no perceptible &#039;up&#039; or &#039;down&#039;. Any poor unfortunates who are transported suddenly to Charôn will find themselves in a totally alien world.&lt;br /&gt;
&lt;br /&gt;
The caverns of Charôn are populated by all manner of monstrous creatures, awful travesties of life summoned to guard the passages of the Third Moon. &#039;&#039;&#039;&#039;&#039;GM Note:&#039;&#039;&#039; See Parts IV &amp;amp; V (Demons) for details of lesser creatures who might be lurking in the corridors of Charôn.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 37&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The Master Atlas, 2nd Edition (1992), page 113, adds that the frozen ice might be carbon dioxide, and changes the GM note at the end to &amp;quot;See Demons of the Pale for details of lesser creatures who might be lurking in the corridors of Charôn.&amp;quot; This edits out the typo where Part V is Kadaena&#039;s constructs, which was probably supposed to be Parts III &amp;amp; IV, the Demons of the Essaence and Void. It is specified on page 76 that they are &amp;quot;related&amp;quot; to the Dark Lords of Charôn, which is on page 23 of the Master Atlas Addendum. This is somewhat strange because both books, page 7 in the Addendum and page 29 on the Atlas 2nd Edition, have the Dark Gods originating in the essaence Chaos planes rather than the Void. Meanwhile the Demons of the Essaence from the Chaos Planes are left unmentioned.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The repeated use of stalactites and stalagmites in the Broken Lands suggests the melting of ice by volcanic heat (though these formations can also happen in pseudokarst conditions.) This is very directly implied by the boiling sea of mud which is prone to geyser eruptions next to the ice slopes. However, the mountain range is depicted from the Dark Shrine as snow covered, which is still strange for a place without weather. It is presumably supposed to be precipitated steam. The crystal dome itself may be a reference to the &amp;quot;powerful crystals&amp;quot; used by the Lords of Essaence to open and close portals on Charôn in the First Era. It is almost certainly supposed to be a Lord of Essaence artifact. It may even be a Lord of Essaence &amp;quot;[[Research:The Graveyard#Apocrypha|speaking crystal]]&amp;quot;, essentially, an Iruaric voice interface for a deep underground vault, with the surrounding crystals being the major part of its mechanism. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
Like a huge pair of eyes, two large, round windows look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains&#039;&#039;&#039; rise up all around, &#039;&#039;&#039;snow capped peaks high above ice covered slopes,&#039;&#039;&#039; strewn with large boulders.  The cold wind that blows in through the openings bears as much desolation as the view.  There is no scent of green trees and running sap, no odor of wildlife rising from the slopes outside.&lt;br /&gt;
Obvious exits: east.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The terrain seems inconsistent with the canon description of Charôn for the Broken Land to be a vault covering part of the surface of Charôn. If this were the intent, the meteor swarm by Loremaster Kulfair would have exposed the interior, allowing the air to escape into the vacuum. One might conjecture a force field went into effect to patch the hole, but rocks still fall from above onto the jagged plain below. This makes more sense as an occasional rock falling from a damaged cavern roof than regular meteors strikes. However, GemStone III is still its own instance, and it may simply be non-canonical in this way.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You hear a loud rushing sound from the sky above you, and you look up just in time to see a huge chunk of rock hurtling toward you at incredible speed!  You try to dodge out of the way, but before you can move more than a few inches, the massive stone crashes into you, knocking you to the ground and causing serious injury!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Bones in left arm crack.&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
A torrent of thick sludge suddenly comes raining down on you!  After a brief moment of surprise, you realize that the stuff is boiling hot!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Minor burns to right leg.  That hurts a bit.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look up&lt;br /&gt;
You can&#039;t see the sky from here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: If this were a huge dome on the surface of Charôn, the hundreds of feet of ice would presumably be melted by surface volcanism, making the boiling sea of mud. Ignoring whether this is actually plausible for an asteroid. But Kygar would be ignoring Master Atlas, 2nd Edition (1992), which says it is &amp;quot;possibly&amp;quot; frozen carbon dioxide. The mud sea might plausibly be low in water, as well, with a lot of sulfuric acid.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primary appeal of interpreting the Broken Land as Charôn is the existence of the Dark Shrine and the use of Charôn in the puzzle to reach the jagged plain. Naively, we would expect the Dark Shrine to have been used by Morgu himself in the Second Era, along with the servants of the Unlife who reside under Charôn. The huge rubble on the jagged plain could be from the cave in of a roof caused by the meteor swarm. But this is not as obvious as it sounds. The Dark Shrine is playing at a relationship Morgu had with the Lords of Essaence, even Kadaena herself, over one hundred thousand years ago. &lt;br /&gt;
&lt;br /&gt;
They first appeared on Charôn in the Second Era through ancient Lord of Essaence portals to other planes of existence, so the mere association of Dark Gods or Charôn is insufficient for assuming it actually is Charôn. There are obvious questions to be asked, such as if this is Charôn in the Third Era, where are the Dark Gods? Where is Morgu, unless he is the statue? Why is there no &amp;quot;Guardian&amp;quot; at this portal established by the Lords of Orhan? The most serious issue of all is that the Uthex story calls it a natural gate to another plane of existence. Interpreting the Broken Land as Charôn requires bending over backwards, trying to read that as Uthex misinterpreted it as such or was misled to that effect, but only until later when he made the secret passageway to the jagged plain and somehow not knowing anything about the Dark Shrine at first.&lt;br /&gt;
&lt;br /&gt;
===Other Plane===&lt;br /&gt;
The strongest point in favor of interpreting the Broken Land as another plane of existence is that the [[A Popular History of the Broken Lands|background history]] for it called it &amp;quot;a small and remote natural gate leading to another plane of existence.&amp;quot; This contradicts the idea that it is a Lord of Essaence style Portal on Charôn itself. In the Shadow World context the sense in this is that the Dark Gods came to this universe from other planes in the Second Era. If it is indeed merely some Charôn associated realm, but not Charôn itself, the absence of the Dark Gods is self-explanatory. They were banished to Charôn, the Black Hel, or otherwise imprisoned.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Uthex Kathiasas had used his powerful influence to gain control over a small and remote &#039;&#039;&#039;natural gate leading to another plane of existence.&#039;&#039;&#039; It was in that place that the Loremaster conducted secret experiments designed to provide his new power with physical form that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the allegorical sense this is supported by interpreting the misty chamber portal messaging as a reference to the cave of the silver key in Lovecraft&#039;s &amp;quot;Through the Gates of the Silver Key&amp;quot;. Rather than interpret the parallel to the Underworld of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; as a metaphor for being below Charôn, it takes the allusion more literally, being an associated &amp;quot;dreamland&amp;quot; plane that may even be Charôn as it exists in one of the parallel material realities. If this interpretation were taken even further (e.g. with the vaults of Zin or plateau of Leng) it may overlap or &amp;quot;coexist&amp;quot; with Charôn. Though there is a considerably stronger case for interpreting the Broken Land as a nightmare dimension parallel to what exists in the Seolfar Strake (Lysierian Hills). In this sense it would be like (or maybe even the same dimension as) Shadow Valley, except more subtle about it. It is worth considering that it might actually be the point that the Broken Land cannot be clearly located or sequenced historically. This is a motif in the Lovecraft stories, including nominally contradictory places.&lt;br /&gt;
&lt;br /&gt;
The entities of the Broken Land, including the crystal forest and the sea of mud, may be Rolemaster non-demonic other standard extraplanar entities. This class is notorious for either wandering between realities at will, or existing simultaneously in multiple places and realities. This is consistent with a &amp;quot;coexistent&amp;quot; or [[isles of transfer]] kind of interpretation, where the &amp;quot;broken land&amp;quot; would be a convergence of worlds not unlike the [[Elemental Confluence (plane)|Elemental Confluence]] in the post-ICE setting. But the presence of extraplanar entities wandering through gateways is also consistent with subterranean Charôn. They are mutually consistent with the Curse of Kabis interpretation of a &amp;quot;prison plane&amp;quot; coexistent with Charôn. This last case would similarly explain the absence of the Dark Gods, but raises different question marks.&lt;br /&gt;
===Backwards===&lt;br /&gt;
It is possible that the confusion over terrain consistency with Charôn is actually a case of things being intentionally backwards. The [[Research:The Graveyard]] and [[Research:Shadow Valley]] pages argue that The Graveyard and Shadow Valley make various kinds of parallels but then the details are all backwards. In the case of Shadow Valley, for example, the &amp;quot;Shadow Valley&amp;quot; is identical to the &amp;quot;Secluded Valley&amp;quot; as a parallel dimension, except the details are flipped. Loud on one side is silent on the other, and vice versa, grey becomes black and black becomes grey. Shadow Valley may be a more explicit &amp;quot;dreamlands&amp;quot; premise than the Broken Land, and the Broken Land may be a more subtle parallel dimension than Shadow Valley. This may explain the oddity of Morgu&#039;s cavern being filled with a stream and stalagmites, formed by water dripping from the ceiling, when he hates rain and running water. Though this is assuming they are not artificial, or not actually stalagmites, such as if they were instead gypsum megacrystals. (That being said, the strongest case is that it is a parallel of the Seolfar Strake, where everything is backwards.)&lt;br /&gt;
&lt;br /&gt;
With the Broken Land it could similarly be a parallel dimension of Charôn where it is all backwards. Instead of the underground volcanism creating habitable caverns with almost no gravity and a surface covered with ice and no atmosphere, it is surface volcanism with an atmosphere and boiling mud from melted ice and normal gravity. Instead of the Dark Gods imprisoned there, the Dark Gods are totally absent. The fungal forest and horrible bas relief are on flipped ends of the huge stairwell relative to &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;. The Peaks of Throk are not being represented underground.&lt;br /&gt;
&lt;br /&gt;
===Modern===&lt;br /&gt;
The Sheruvian Monastery was introduced after the I.C.E. Age by a different GM, and does not necessarily have any continuity with the original concept. Its use of vaalin, krodera, and veil iron are probably leaning on the Shadow World lore that those were the most rare alloys, since the contemporary metals documentation did not exist until 2001. Vaalin in particular was materially important, because vaanum was only known to exist on Charôn, so it is probably meant to imply Lornon. There was some early intent on developing other areas there related to the Dark Gods in what would have been Lornon.&lt;br /&gt;
&lt;br /&gt;
In the release event for the Cleric self-resurrection spell [[Miracle (350)]], Uthex &amp;quot;Kalthiasas&amp;quot; was retconned to be a Sage of the Order of Lorekeepers. The Broken Lands was treated as being Lornon in that story. Self-resurrection is not entirely inconsistent with the argument in the Death section. But there was no pantheon of neutrality originally, and Dark Gods could not channel resurrection spells.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[https://www.play.net/gs4/news.asp?id=615&amp;amp;cookieprefs=1 Sage Uthex&#039;s Studies Lead To Miracles]&lt;br /&gt;
Posted on 12/09/2007 04:07 PM CST by the Webstaff&lt;br /&gt;
&lt;br /&gt;
Sage Uthex Kalthiasas was a powerful and dangerous man, his works both feared and respected.  When fellow Sages discovered how corrupt &#039;&#039;&#039;his strange studies on the distant moon&#039;&#039;&#039; became, they realized that he must be stopped.  An expedition was led to bring to wayward, misguided Sage back to the Order so that his workings could harm none, but when they arrived upon the Broken Lands, he had slipped away.  His studies, tomes, scattered notes, and wild diagrams were confiscated and scattered among the various houses of the Order of the Lorekeepers until a time could come when their purposes could be discerned, and their ability to harm could be either exposed or destroyed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Sage Uthex did not survive long enough to share any of the knowledge that he had left half written and encoded within his studies.&lt;br /&gt;
&lt;br /&gt;
Years later, half the globe apart from each other, two colleagues of the Order of the Lorekeepers began a correspondence regarding some of Sage Uthex’s work.  Knowing it only by the name Miracle, the two delved deep into his studies to try to find the promise only briefly mentioned in the Sage’s works.&lt;br /&gt;
&lt;br /&gt;
Traveling from Nydds with the ritual needs close at hand, Sage Estrello journeyed through the empire and to the seaport of Solhaven.  He searched of those that would support him in his quest to obtain details of the Broken Lands and those strong enough to accomplish the ritual.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, his colleague Sureshi ventured forth from Atan Irith into the Elven Nations where she tried desperately to translate the final passage of one of Sage Uthex’s tomes.  In her travels she gathered lore from the locals and searched to find what information she could about the Broken Lands.&lt;br /&gt;
&lt;br /&gt;
Both Sages requested the aid of all clerics that could help them, but greatly cautioned that others not alert the Sheruvians.  They explained that the Sheruvians had been hiding a secret chamber in hopes of releasing the mysterious magic for themselves, but upon finding that they couldn’t had sealed it away from all other’s use.&lt;br /&gt;
&lt;br /&gt;
On the seventh day of Eorgaen, the Sages each performed the last leg of their journey and met for the first time face to face in the Landing, their volunteers gathered around them.  They spoke briefly, but hurried to the Sheruvian Monastery in the Broken Lands and wandered the area for a time searching for the proper location of the hidden chamber.  As soon as the Sheruvians discovered what their goal was, they began to attack the party at every turn.&lt;br /&gt;
&lt;br /&gt;
The chambers were found, each with pools lined in hues to match the three pantheons of the Arkati--grey, black, and white.  Clerics were urged to step forward and take their place within the pools and instantly they became linked to the pools they stepped in.  The requirements were met by the three pantheons and mana was infused into the pools where it quickly spiraled to the glaes dome above.&lt;br /&gt;
&lt;br /&gt;
All around the chamber, battle broke out and several rose to the occasion to help stave off the attackers.  Eventually, the magic was fed enough mana to release the spell and clerics across the globe felt a sudden deep understanding to their calling.  The joy was short lived as the magic released by the dome caused it to shatter and the chamber began to fall around the Sages and their volunteers.  Fighting their way clear of the chamber, several fell but the power of the Miracle was discovered by those clerics that were strong enough to tap into it.&lt;br /&gt;
&lt;br /&gt;
Sage Sureshi was among those that fell, and when she beseeched the divine for aid they answered her by drawing her back into life.  The ritual was a success.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the [[Shar]] storyline there was a struggle between the Sheruvians and Shar over the power draining dome and an artifact called the Sphere of Midnight. Shar wished to control them for accessing &amp;quot;the Arkati Workshop&amp;quot; in her quest for godhood. Players were referring to the Broken Lands as &amp;quot;the moon&amp;quot;, and the Arkati Workshop as being some place that is everywhere and nowhere, but it is conceivable the Arkati Workshop was related to the Broken Lands itself. If this was the case players may have been confusing the point with &amp;quot;the moon&amp;quot;. There are insufficient logs for discerning the meaning of these terms.&lt;br /&gt;
==Parallel Dimensions==&lt;br /&gt;
The strongest case for the Broken Land is interpreting it as a parallel world, where the things that exist in it are a nightmarish analog of what exists in the Seolfar Strake as contrast. The Seolfar Strake is now called the Lysierian Hills. There is a direct correspondence between rooms, geological elements, and even creatures on the two sides of the Misty Chamber. The Misty Chamber itself is the most obvious example, as it is exactly the same (except for the direction of the exit) on both the Kulthea and Broken Land sides. The orientation of the Broken Land in general is inverted or backwards. Often the exact same wording was used in rooms argued here to be parallel.&lt;br /&gt;
&lt;br /&gt;
This is essentially the same concept as argued in [[Research:Shadow Valley]], except it is much more subtle with the Broken Land. With the Broken Land only the Misty Chamber is an exact duplicate in both dimensions. It is much the same relationship as Earth of the &amp;quot;waking world&amp;quot; to Earth&#039;s Dreamland in the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot;. There is an esoteric correspondence between much of what exists on the two sides of the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
===Misty Chamber and Boulders===&lt;br /&gt;
&lt;br /&gt;
The most obvious example of two equivalent places in the parallel dimensions is the Misty Chamber itself. The room description on the two sides is identical, except for room title, and the puddle of water for throwing out garbage. It is unclear which side of the Abbot&#039;s room the hidden opening is located. The exit on the Broken Land side is clearly on the south end of the chamber and not hidden.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
&#039;&#039;&#039;A damp mist seems to seep from the very walls of this vast chamber casting the walls in an eerie green pallor.  A large round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound soothes your tired nerves.&#039;&#039;&#039;  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&amp;gt;look rune&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You stand before the runes, open your arms wide in a gesture of invocation, and concentrate on them.&lt;br /&gt;
&lt;br /&gt;
After a moment, the room begins to spin, and you suddenly feel disoriented.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Chamber]&lt;br /&gt;
&#039;&#039;&#039;A damp mist seems to seep from the very walls of this vast chamber, casting the walls in an eerie green pallor.  A large, round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low, steady hum emanates from the stone and the sound soothes your tired nerves.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look rune&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) Finger-shaped Boulders and Rockslide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are finger-shaped boulders on both sides. On the Seolfar Strake side it points southwest toward the cliff with the waterfall, with a rockslide blocking the way southeast, while on the Broken Land side the boulder points straight up and is on the southeastern heading arc of the western cliff. The Misty Chamber is underground relative to the first boulder, but at a higher elevation compared to the boulder in the Broken Land. Allegorically, this can be read as the huge stone fingers pointing toward the portal, much as described in Lovecraft&#039;s &amp;quot;Through the Gates of the Silver Key&amp;quot; with the Snake-Den.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a rockfall blocks what was the southeast path; there appears to be no way around it.  A &#039;&#039;&#039;large boulder&#039;&#039;&#039; standing just west of the fork in the trail looks somewhat like a &#039;&#039;&#039;large hand pointing a single finger at the southwest leg&#039;&#039;&#039; of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
One particularly &#039;&#039;&#039;large boulder sticks straight up in the air like a long, pointed finger.&#039;&#039;&#039;  The cliff that stretches from northwest to &#039;&#039;&#039;southeast&#039;&#039;&#039; is high and sheer, with no apparent way of climbing it.  A dense fog obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a rockslide instead on the northwest side of the Broken Land. The exit or entry to the underground lake of the Monastery (south and down to the Misty Chamber) is a hidden opening in &amp;quot;the base of the cliff.&amp;quot; Likewise, there is a small jagged opening on the Broken Land in &amp;quot;the base of the cliff&amp;quot;, leading up into Uthex&#039;s abode and north to the portal chamber.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake]&lt;br /&gt;
The water is shallow, but churns and bubbles with many currents that tug you in all directions.  The bottom of the lake here is solid rock and the footing seems to be fairly even.  You also see a waterfall and some rocks.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;gt;look waterfall&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The water cascades in a broad curtain across the rocks at &#039;&#039;&#039;the base of the cliff.&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
A jetty of rocks reaches out into the lake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a &#039;&#039;&#039;rockfall blocks what was the southeast path;&#039;&#039;&#039; there appears to be no way around it.  A large boulder standing just west of the fork in the trail looks somewhat like a large hand pointing a single finger at the southwest leg of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;out&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
Huge boulders and jagged rocks are the predominant features on the vast plain that stretches out to the east.  The high, sheer cliff which looms above you to the west &#039;&#039;&#039;and southwest&#039;&#039;&#039; is clean and straight, as if cut with some gargantuan knife.  The cliff face is featureless, except for a small, jagged opening at &#039;&#039;&#039;the base of the cliff.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A high, sheer cliff rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  &#039;&#039;&#039;You also see a jumble of rocks.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
R&amp;gt;look cliff&lt;br /&gt;
The cliff is high and sheer, almost featureless.  There does not appear to be anyway to climb it.&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
&#039;&#039;&#039;The rocks piled here are blackened and burned, as if the cliff face has been pulverized by some powerful explosion.&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;climb rock&lt;br /&gt;
You climb up a jumble of rocks.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This explosion inflicted rock pile is arguably consistent with the east hall of Uthex&#039;s abode, which is partly caved in and this would be a consistent explanation for it. The unusual thing about the west and east halls is that they were not included in the original Broken Land. They are not present on any of the player maps from the I.C.E. Age. However, they might have been made at the same time as everything else in the hooded figure area, and were not included for some reason. This would be interesting as the west hall has &amp;quot;felwood&amp;quot; chairs, which would have said &amp;quot;dirwood&amp;quot; if they were that old. The only place the Forest of Dir was mentioned in 1990 or 1992, where it was said to be in northwest Jaiman, was on the adjacent page from the gogor in the Master Atlases. This would be interesting as it was in the context of Kadaena having dominated those lands in a previous millennium.&lt;br /&gt;
&lt;br /&gt;
There are two deleted or empty rooms in the Real Room ID block for the original hooded figure area at 306008 and 306009. These could have once existed and been cloned. (There was not necessarily ever anything in the empty room numbers, which may have only been buffers against creature wandering.) The hooded figure area that exists now is a copy of the original, made part of the same segment (487) as the Sheruvian monastery.&lt;br /&gt;
&lt;br /&gt;
===Abbot and Uthex Abodes===&lt;br /&gt;
&lt;br /&gt;
There is a fairly direct parallel between the Abbot&#039;s wing of the Monastery and Uthex&#039;s abode in the Broken Land. Various details are flipped. The Abbot&#039;s room is right next to the hidden opening to the Misty Chamber, while Uthex&#039;s bedroom is on the opposite end of the hall form the archway to the chamber. Uthex&#039;s room in contrast is next to the hidden trick exit leading down, while the Abbot&#039;s room is on the opposite end from the trick exit leading up. It hints at this by comparing the bed to four bowing monks. The central hall with the arch leading immediately to the portal chamber is columned, which could be read as a contrast to the portico of the Monastery.&lt;br /&gt;
&lt;br /&gt;
There is an empty frame versus a missing frame, dilapitated versus sturdy chair and table along the wall, and poster bed with no mattress versus poster bed with sagging mattress. The torches likely triggered the hidden opening, but that functionality does not seem to exist now. It is interesting that humidity has wrecked the Uthex room but not the Abbot room, as the Abbot wing is depicted as damp and his room is right next to the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Abbots&#039; Room]&lt;br /&gt;
The furniture in this room seems to have withstood the passage of time well.  A &#039;&#039;&#039;&#039;&#039;large four poster bed&#039;&#039;&#039;&#039;&#039; stands against one wall.  There is a wooden chair in one corner, adjacent to a plain wooden table.  Against &#039;&#039;&#039;the north wall&#039;&#039;&#039; stands a large bureau, with torches mounted on the wall on either side of it.  There is a &#039;&#039;&#039;large frame&#039;&#039;&#039; hanging over the bureau, but there is &#039;&#039;&#039;nothing mounted&#039;&#039;&#039; in it.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bed&lt;br /&gt;
The bed appears to be solid, but there is no mattress or linens on it.&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
It is a sturdy wooden chair.&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
There is a plain brass lamp on the table.&lt;br /&gt;
&amp;gt;look bureau&lt;br /&gt;
It is a long, low bureau with a set of cabinet doors on the front.&lt;br /&gt;
&amp;gt;look torch&lt;br /&gt;
It is a plain brass torch, the kind that is filled with oil.&lt;br /&gt;
&amp;gt;look frame&lt;br /&gt;
&amp;gt;&lt;br /&gt;
There is nothing mounted in the frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Living Area]&lt;br /&gt;
A &#039;&#039;&#039;large discolored area&#039;&#039;&#039; marks the &#039;&#039;&#039;north wall&#039;&#039;&#039; of this room, as if a &#039;&#039;&#039;large picture,&#039;&#039;&#039; or perhaps a mirror, had hung there for many years.  A tattered, broken down wing chair sits next to a small dilapidated table in one corner and an &#039;&#039;&#039;&#039;&#039;old poster bed&#039;&#039;&#039;&#039;&#039; occupies most of the east wall.  Like four bowing monks before a mattress altar, the bed sags from years of humidity and parasites.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look bed&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Uthex&#039;s abode and the Abbot&#039;s wing both have a library. The Loremasters removed all of Uthex&#039;s texts, while the Abbot&#039;s books have crumbled. The room descriptions show discolorations from long-standing objects having been taken away. There is otherwise not much in common or flipped. Uthex had a workshop whereas the Abbot had a meditation reading room. There is no communal living area adjacent to Uthex&#039;s abode, as the Sheruvian monastery was grafted onto the area later. Though if you were being generous as a retcon, you could treat that space as the hooded figure residences. Uthex was working in isolation and the &amp;quot;forces of the Unlife&amp;quot; were presumably the Dark Path theocracy. It seems unlikely the hooded figures were living natively in the Broken Land prior to Uthex, and they are referred to as perverted creations of his in the story.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Tapestry vs. Bas-Relief&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another possible parallel is between the bas relief in the Broken Land, which depicts the moons, and the tapestry in the Monastery which depicts one of those same moons. The tapestry is next to the heavy stone door that is moved with some kind of hydraulic mechanism, which is an entry puzzle if using a familiar, while the analogous exit to the Jagged Plain is a heavy stone chair that moves and is likely steam powered or otherwise driven by heat. There is visible steam just outside the Monastery near the stone door, so it is possible that mechanism was also meant to be steam.&lt;br /&gt;
&lt;br /&gt;
There are thus &amp;quot;automatic doors&amp;quot; in both the Monastery and Uthex&#039;s Abode. It is not absolutely obvious that these were built by different people. It is possible they were both constructed by Uthex, or pre-dated Uthex entirely with the Lords of Essaence or Unlife cultists. Whichever the case, something like this is unlikely to have had no intended concept, because of the design philosophy for the whole region.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Gallery]&lt;br /&gt;
A magnificent modwir armoire and long tapestry dominate this room, which is lined with various pieces of artwork.  Among other pieces of note are an exceptionally well-crafted shadowbox and an elegant oil painting.  Off in a corner of the room stand a stone bust and a bronze statue, each on their own marble pedestal.&lt;br /&gt;
Obvious exits: east, south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
This classic scene is superbly executed in fine, colorful metallic threads.  The &#039;&#039;&#039;Great Moon of Liabo&#039;&#039;&#039; rises over a tranquil sea -- a standard theme throughout the history of Elanthian art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, South Hall]&lt;br /&gt;
Incandescent globes hung from the ceiling cast gloomy lights on the large stone chair at the south end of the room, deepening the shadows of the bas relief above it.  The floor is pitted and marred by long deep gouges.  You also see a hooded figure that appears dead and some concealed stairs.&lt;br /&gt;
Obvious exits: north, east, west&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
&lt;br /&gt;
...................................................&lt;br /&gt;
:         Three Moons On A Starlit Night          :&lt;br /&gt;
: ############################################### :&lt;br /&gt;
: #      _____                 .                # :&lt;br /&gt;
: #     / ()  \      .                  \ /    .# :&lt;br /&gt;
: #    /    :  \  .   .    _   .    .    +    . # :&lt;br /&gt;
: #   |  ..     |         (_)   .       / \     # :&lt;br /&gt;
: #   |    .    |  . .         .   __           # :&lt;br /&gt;
: #   | ()  ..  |      .      .   / .\  .     . # :&lt;br /&gt;
: #.   \      ./                 | .  |   .   . # :&lt;br /&gt;
: #     \_____/       \ /   .     \__/    . .   # :&lt;br /&gt;
: #   .                +                .       # :&lt;br /&gt;
: #  .   .            / \                       # :&lt;br /&gt;
: #.  . .  .    *                   .           # :&lt;br /&gt;
: ############################################### :&lt;br /&gt;
:.................................................:&lt;br /&gt;
&lt;br /&gt;
You recognize that the relief is depicting three of the moons of Elanthia: &#039;&#039;&#039;Liabo,&#039;&#039;&#039; Lornon, and tiny Makiri.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look liabo&lt;br /&gt;
&amp;gt;&lt;br /&gt;
[Assuming you mean the large moon.]&lt;br /&gt;
The largest of the three moons depicted appears to be the moon Liabo.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lornon&lt;br /&gt;
[Assuming you mean the medium moon.]&lt;br /&gt;
The medium size moon depicted appears to be the moon Lornon.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look makiri&lt;br /&gt;
[Assuming you mean the small moon.]&lt;br /&gt;
The smallest of the three moons depicted is much smaller than either the large moon or the medium moon, and probably represents the moon Makiri.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Elanthia moon lore is misleading when applied to this relief. In the Shadow World setting, Mikori does not orbit Orhan, only Tlilok is a sub-moon. This is reflect in the ASCII art itself. Mikori instead orbits Kulthea at relatively large distance, but Mikori is also bigger than Tlilok, unlike the Elanthia setting where Tilaok is significantly larger than Makiri. It is interesting that the in-game text says the much smaller moon &amp;quot;probably&amp;quot; represents Mikori. One subtle point is that Tlilok is not represented on this bas relief. It is not mentioned at all, but should appear with Orhan. The ASCII depicts two sets of parantheses on Orhan. If there had been only one of them, it might be interpreted as Tlilok. Instead it has to be interpreted as craters, and there seems to be a streak of smaller craters. These should not be stars, because Orhan is in the way.&lt;br /&gt;
&lt;br /&gt;
There is possibly a great deal of significance in this fact. Orhan in the dimension of Kulthea was terraformed by the Lords of Orhan when they arrived to this universe, following an interdimensional cataclysm in the First Era. Orhan has oceans and rivers and forests, and substantially is covered in clouds. This depiction of Orhan, in contrast, is cratered and blasted like Earth&#039;s moon. This is implying that these are the moons as they exist in a parallel dimension with its own history. Tlilok may not even be there in this dimension. This suggests it is a dimension where only the Dark Gods were present, rather than being mostly imprisoned on Charon. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Library]&lt;br /&gt;
The tall shelves of this once-magnificent library are now completely bare.  A large globe stands in one corner, covered with a thick layer of dust.  Even though all of the books and scrolls are long gone, the room still carries the odor of old paper and ink.&lt;br /&gt;
Obvious exits: southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look globe&lt;br /&gt;
The globe is covered with a thick layer of dust, but you can still make out the faint outlines of the &#039;&#039;&#039;various continents&#039;&#039;&#039; of Elanthia.  There are stains of rust and corrosion around the spindle through the center of the globe, so it &#039;&#039;&#039;probably won&#039;t spin.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another subtle point is that the globe in Uthex&#039;s library does not spin, which obscures whether there is representation of continents in the eastern hemisphere. These were not known to people of Kulthea, because of the Wall of Darkness. In this alternate dimension the Eyes of Utha and Wall of Darkness likely do not exist. This could be a dimension without the comet Sa&#039;kain, or one in which it grazed or hit Orhan instead of Charon. It is worth considering the possibility that the Jagged Plain and boiling sea of mud itself could be an enormous impact crater. Given the meteor swarm motif of the story.&lt;br /&gt;
&lt;br /&gt;
===Hot Springs and Fog===&lt;br /&gt;
&lt;br /&gt;
The Broken Land and Seolfar Strake both have hot springs. This is canonical in Shadow World, since to the west of where the Monastery is should be located in Quellbourne, there are the Geysers of Galtoth. The mountains in the region were generally volcanic, though some of them were dormant. (This is still reflected in places such as Glatoph.) In the case of the small mountain where the Monastery was built, there is a hot spring inside the mountain. The water outside is ice cold, and will physically injure player characters, but has steaming and bubbling water entering its inner pool. &lt;br /&gt;
&lt;br /&gt;
The waterfall makes the lake churn and bubble, but only in a very localized way. The lake is deep and has no visible drain, which is explained by the underground river as a sink of cold water, which flows west toward the Bay. The sea of mud in the Broken Land, in contrast, is boiling everywhere and erupting with huge geysers. There are no obvious mountain volcanoes in the Broken Land, the mud sea is likely meant to be above a caldera.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
The long lake that spreads out before you looks peaceful and pleasant.  The water at the base of the waterfall churns and bubbles, but the disturbances caused by the falling water are localized and do not spread far, indicating that the lake is very deep indeed.&lt;br /&gt;
Obvious paths: south, northwest&lt;br /&gt;
&amp;gt;nw&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
You are standing at the &#039;&#039;&#039;north end of a long lake.&#039;&#039;&#039;  The water is clear and blue, and looks to be pure and clean.  Looking out across the lake, you can see a tall waterfall at the south end of the lake, cascading down high cliffs to feed the lake.  However, you can see no river or stream carrying the water of the lake away.&lt;br /&gt;
Obvious paths: northeast, southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge sea of boiling mud stretches &#039;&#039;&#039;out to the south.&#039;&#039;&#039;  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, northeast, east, northwest&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The fog beetles are unaffected by the geysers. The geysers hit multiple adjacent rooms simultaneously.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The following map from January 1993 shows that the lake in the puma area has fogged rooms, which increased the defensive bonus of everything in the room by +30. This was notably before the release of the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
 /  \                                                                      \&lt;br /&gt;
| /@ |         Mappe   Of   Ye   Denizens   of   Seolfar   Strake           |&lt;br /&gt;
| \_/______________________________________________________________________/&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|       N                                  ( )--( )--( )                  |&lt;br /&gt;
|       |                                  /           \                  |&lt;br /&gt;
|    W--+--E                      go     /               \                |&lt;br /&gt;
|       |              ( )--( ) trail ( )                ( )              |&lt;br /&gt;
|       S             /     /              - FIRECATS -    \              |&lt;br /&gt;
|                   /     /            ..................... \            |&lt;br /&gt;
|                 ( )   ( )            :      ( )--( )     :  ( )         |&lt;br /&gt;
|                  |     |             :     /        \    :    \         |&lt;br /&gt;
|                  |     |             :   /            \  :      \       |&lt;br /&gt;
|                 ( )   ( )--( )       : ( )  ( )  ( )--( ):       ( )    |&lt;br /&gt;
|                  |           \       :   \    \       /  .  (out)  \    |&lt;br /&gt;
|                  |    BEARS    \     :...  \    \   /   go opening   \  |&lt;br /&gt;
|                 ( )            ( )      :   ( )  ( )  :  .           ( )|&lt;br /&gt;
|                  |        and    \      :     \   |     go cave (in)  | |&lt;br /&gt;
|                  |                 \    :       \ |   :  .            | |&lt;br /&gt;
|                 ( )          BOARS ( )  :        ( )  :  ( )         ( )|&lt;br /&gt;
|                  |                  |   :.............:   |          .  |&lt;br /&gt;
|                  |                  |                     |    down -&amp;gt;  |&lt;br /&gt;
|                 ( )                ( )    - FIRERATS -   ( )    &amp;lt;- up   |&lt;br /&gt;
|  &amp;lt;- climb rock   |                 /                       \      .     |&lt;br /&gt;
|                  |               /                           \   .      |&lt;br /&gt;
|  ( )--( )       ( )           ( )                             ( )       |&lt;br /&gt;
|      /           |              \                                       |&lt;br /&gt;
|    /             |                \     &amp;lt;- go path ............         |&lt;br /&gt;
|  ( )      ( )- -( )               ( )--( )--( ). . : ( )--( ) :         |&lt;br /&gt;
|    \      /                             go trail -&amp;gt;       /   :         |&lt;br /&gt;
|      \  /                                          :    /     :         |&lt;br /&gt;
|      ( )                    .......................: ( )      :         |&lt;br /&gt;
|                             :                        /        :         |&lt;br /&gt;
|                             :           . . . . . ./. . . .   :         |&lt;br /&gt;
|                             :  + 30 to  .       ( )       .   :         |&lt;br /&gt;
|                             :  your DB  .      /   \      .   :         |&lt;br /&gt;
|                             :  and the  .    /  fog  \    .   :         |&lt;br /&gt;
|                             :   puma&#039;s  . ( )        ( )  .   :         |&lt;br /&gt;
|                             :           . .|. . . . . | . .   :         |&lt;br /&gt;
|                             :              |          |       :         |&lt;br /&gt;
|                             :             ( )        ( )      :         |&lt;br /&gt;
|                             :     |                go rock    :         |&lt;br /&gt;
|                             : - PUMAS -          go shore     :         |&lt;br /&gt;
|                             :     |            ( )            :         |&lt;br /&gt;
|                             :.................................:         |&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|  _______________________________________________________________________|_&lt;br /&gt;
 \/________________________________________________________________________/&lt;br /&gt;
&lt;br /&gt;
- [[Kelfour Edition volume III number VIII]] (Kalagay Halatil; January 1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The southern rooms of the Jagged Plain, nearest to the boiling sea of mud, produce a heavy fog which created its own +30 DB in the room. While this is relatively well known, the presence of the fog on the lake in pumas is much more obscure now. They are both on the north side of the bodies of liquid. The difference is that the Misty Chamber is south of the lake, while the chamber in the Broken Land is north of the boiling sea of mud. They are both inside a cliff. &lt;br /&gt;
&lt;br /&gt;
The cliff in the Seolfar Strake runs east to west on the south end of the lake, whereas the cliff in the Broken Land is north of the mud sea, and curves north to south on the west side (and implicitly keeps wrapping around to the east given the shape of the Dark Grotto tunnels.) There is a forest reaching up to a few feet of the west side of the lake, whereas the crystal forest in the Broken Land reaches up to the edge of the boiling mud on the east side of the Jagged Plain. Because of the crystal forest blocking the way, we are limited to the northwest corner of the mud sea. This gives a sense of scale for how much bigger it is than seen in accessible locations.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
 ________________________________________________________________________&lt;br /&gt;
/ \                                                                      \&lt;br /&gt;
\_@|                     - Map of the Broken Land -                      |&lt;br /&gt;
   |                                                                     |&lt;br /&gt;
   |         UTHEX&#039;S ABODE                     THE PLAIN                 |&lt;br /&gt;
   |                                                                     |&lt;br /&gt;
   |                                                     sharp           |&lt;br /&gt;
   |                                                     crystals        |&lt;br /&gt;
   |   runestone -&amp;gt; 1                           3--3--3                  |&lt;br /&gt;
   |   room         ^                          /|\/|\/|\                 |&lt;br /&gt;
   |                |                         / |/\|/\| \                |&lt;br /&gt;
   |               go                        4--4--4--4--4   &#039;6&#039; marks   |&lt;br /&gt;
   |            1 arch, 1       unscalable  /|\/|\/|\/|\/|\     dome     |&lt;br /&gt;
   |             \ out /          cliffs   / |/\|/\|/\|/\| \             |&lt;br /&gt;
   |              \ | /                   3--4--5-(5)(5)(4)-3            |&lt;br /&gt;
   |               \v/                    |\/|\/|\/|\/|\/|\/| &#039;()&#039; marks |&lt;br /&gt;
   |                1                     |/\|/\|/\|/\|/\|/\|  fogged    |&lt;br /&gt;
   |                |                 +--&amp;gt;3-(4)(5)(6)(5)(4)(3) rooms     |&lt;br /&gt;
   |                |                 |    \ |\/|\/|\/|\/| /             |&lt;br /&gt;
   |                |                 |     \|/\|/\|/\|/\|/              |&lt;br /&gt;
   |            1---1---1       out,  |     (4)(5)(5)(5)(4)              |&lt;br /&gt;
   |                ^          go open|      |\/|\/|\/| /      boiling   |&lt;br /&gt;
   |     getting    |                 |      |/\|/\|/\|/       mud       |&lt;br /&gt;
   |     stairs to  |                 +-&amp;gt;   (4)(4)(4)(4)                 |&lt;br /&gt;
   |     appear     +-------&amp;gt; 1 &amp;lt;------+|     \ |\/| /                   |&lt;br /&gt;
   |     is a      go stair             |      \|/\|/  +----------------+|&lt;br /&gt;
   |     puzzle        finger-                 (3)(3)  |numbers indicate |&lt;br /&gt;
 _ |                   shaped                          |pp&#039;s lost per min|&lt;br /&gt;
/ \|                   boulder                         +----------------+|&lt;br /&gt;
\@/______________________________________________________________________/&lt;br /&gt;
&lt;br /&gt;
- [[Kelfour Edition volume IV number V]] (Trachten, October 1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another geographical point worth considering is that the Seolfar Strake is bordering the northern edge of the High Plateau. This is the plateau where the Graveyard is on a northward-facing edge of it. The High Plateau is made of limestone, and would be to the south and east of Seolfar Strake. In the Broken Land the cliffs are implicitly limestone and oriented to the north and west of the boiling sea of mud. One subtle point is that while the magru eat away tunnels in the Dark Grotto, the ratsnakes under the Monastery are not adequately parallel to that concept. In the background material for Quellbourne, the High Plateau does have an analog of this very thing, a roa&#039;ter-like creature called a &amp;quot;tergon&amp;quot; that subsists somehow on eating through the limestone of the plateau. Tergons were set free on the High Plateau by Zenon late in the Third Era. Zenon was a sorcerer who, like Uthex, was corrupted into madness by servants of the Unlife.&lt;br /&gt;
&lt;br /&gt;
In the later Shadow World source materials, the Black Forest of Dir would pass through this northern borderland near the ruins of Quellburn, but that was not established yet during the I.C.E. Age of GemStone III. Dir was only known to be somewhere around Lu&#039;nak in northwest Jaiman. In the early 1990s that was only referenced in the Shards section on the next page from the Gogor section concerning Kadaena&#039;s artificial constructs.&lt;br /&gt;
&lt;br /&gt;
===Huge Cavern===&lt;br /&gt;
The &amp;quot;Huge Cavern&amp;quot; in the Broken Land corresponds to the &amp;quot;Huge Cavern&amp;quot; inside the cliff in the Seolfar Strake. The Broken Land cavern has a trickle of water flowing down within it, and a relatively small pool of water, while the Seolfar Strake version is behind a waterfall and flooded as an underground lake. One has a tiny rivulet that cuts a flute into the rock, while the other has a powerful underground river. They both serve as the atrium for their respective monasteries. The rock-cut portico entrance to the Monastery has a few small steps and oriented west, while the rock-cut stairwell to the Dark Shrine is gargantuan and oriented east. One is below ground and the other high above ground.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
A large stone structure rises up out of the sandy cavern floor.  It appears as if the face of this building has been carved from the very rock of the cavern, since you can see neither joint nor seam where the structure meets the cavern wall.  Six massive stone columns support a narrow roof which juts out over the &#039;&#039;&#039;few steps&#039;&#039;&#039; in front of a huge set of stone doors.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
A &#039;&#039;&#039;broad stair of gigantic proportion&#039;&#039;&#039; has been carved into the face of the north wall of the huge cavern.  The gargantuan &#039;&#039;&#039;stairway trails upward, out of sight,&#039;&#039;&#039; following the wall of the cavern to the east.  The unnatural flora of the cavern ends abruptly at the edge of the stone platform that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is also bioluminescent moss and lichen in both of the Huge Caverns, though it is not as extreme as the fungal forest of the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this huge featureless cavern is covered with clean white sand.  Wisps of steam rise off a small underground pool nearby.  &#039;&#039;&#039;Bright luminescent mosses and lichens&#039;&#039;&#039; cling to walls of the cavern, providing a &#039;&#039;&#039;dim but steady light.&#039;&#039;&#039;  Far to the west end of the cavern, you can see what looks like a massive stone structure.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Molds and mosses&#039;&#039;&#039; growing on the sides of the stone spires take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The &#039;&#039;&#039;dim illumination&#039;&#039;&#039; provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both of the sides have water that leaks out of a crack in the cavern wall. In the Seolfar Strake side it is a hot spring that heats up the cold water from the waterfall and lake outside, whereas in the Broken Land it is implicitly most likely supposed to be ice melt. In the Monastery side it makes a point of the stream causing echoing sounds. The beach is most likely quartz sand, which comes from geothermal water. But it could be eroded limestone. The pool in the Broken Land is instead on the far wall opposite from the source of the stream, and has mossy underbrush rather than a beach.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Underground Lake]&lt;br /&gt;
A wash of steam rises from the water that bubbles out of a &#039;&#039;&#039;small crack in the cavern wall.&#039;&#039;&#039;  The hot spring has warmed the water of this small &#039;&#039;&#039;underground pool&#039;&#039;&#039; enough to make it comfortable to wade in.  Echoes of the running water ring from the walls of the surrounding cavern.  A narrow sandy beach rises up out of the water, leading to the floor of the huge cavern.  To the east, you can see a small opening just below the water line.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The muted gurgle of running water is an odd intrusion into the quietude of the cavern.  A weak flow of water emerges from a &#039;&#039;&#039;small crack high up on the western cavern wall&#039;&#039;&#039; and cascades down over the stone to collect in a small rivulet that runs off to the east.  The stream presents no barrier to passage, being only a foot or two wide, and it is only the shallow stone channel, etched into the floor of the cavern by the flow of water over uncounted years, that keeps it from simply spreading out.&lt;br /&gt;
Obvious exits: north, northeast, east, southeast, south, southwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The shallow stream flowing in from the west empties into a &#039;&#039;&#039;broad pool&#039;&#039;&#039; which butts against the east wall of the cavern.  The surface of the pool is marked with occasional ripples, as if something were moving around below the surface of the water.  Along the bank of the pool, the moss is thick and bushy, providing homes for the small lizards that you can see darting around between the rocks and fungi.&lt;br /&gt;
Obvious exits: southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The other side of this &amp;quot;small opening&amp;quot; is another huge cavern with the rest of the underground lake. It has a high ledge on the wall, which can be taken to correspond to the top of the stairwell, in the Broken Land version. The huge stairs run from west to east along the north wall, so the broad ledge is on the east wall in both cases.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
A broad underground lake fills this &#039;&#039;&#039;huge cavern that stretches out to the south and east.&#039;&#039;&#039;  The water that you are wading through is shallow, but the currents caused by the water falling just outside of the cavern opening pull and tug you in many directions.  High up on one wall of the cavern there is a &#039;&#039;&#039;broad ledge.&#039;&#039;&#039;  You also see a waterfall.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look ledge&lt;br /&gt;
There is a broad ledge high up on the east wall of the cavern.&lt;br /&gt;
&amp;gt;look waterfall&lt;br /&gt;
A broad curtain of water spreads across the entire opening that leads out of the cavern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A broad stair of gigantic proportion has been carved into the face of the north wall of the huge cavern.  The gargantuan stairway trails upward, out of sight, following the &#039;&#039;&#039;wall of the cavern to the east.&#039;&#039;&#039;  The unnatural flora of the cavern ends abruptly at the edge of the &#039;&#039;&#039;stone platform&#039;&#039;&#039; that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&lt;br /&gt;
You struggle to climb up over several of the huge steps.&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A gargantuan stairway descends from &#039;&#039;&#039;the landing&#039;&#039;&#039; here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In contrast to the small shallow stream cutting through the Dark Grotto cavern, there is a shallow underground lake flooding the cavern outside the Monastery. Water drips from the ceiling, but lands in the water. Consequently there are no stalagmites in the Seolfar Strake version. There may have been stalactites from the ceiling, but the pile of crumbled rock could mean they have collapsed under their own weight. It is not entirely obvious that the monoliths in the Dark Grotto are meant to actually be stalagmites, they might be meant to only superficially resemble stalagmites because Morgu hates rain and running water. Though an actual stalactite does appear in the tunnels.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The splashing sounds that you make as you wade through the still water of the underground lake echo off the walls of this huge cavern.&lt;br /&gt;
Obvious exits: north, northeast, east&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
[go2: travel time: 0:00:06]&lt;br /&gt;
--- Lich: go2 has exited.&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
A slow but &#039;&#039;&#039;steady dripping from somewhere above creates ringed patterns in the lake surface.&#039;&#039;&#039;  The flat plunking noise disturbs the cathedral-like silence of the cavern.  You also see a &#039;&#039;&#039;pile of crumbled rock.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: north, west, northwest&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The water is calm and shallow.  You can hear the dim rumble of the nearby waterfall.&lt;br /&gt;
Obvious exits: south, southwest, west&lt;br /&gt;
&amp;gt;w&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The water that you are wading through is crystal clear.  There is firm footing on the rocky bottom of the shallow lake that spreads out to fill this huge cavern.&lt;br /&gt;
Obvious exits: north, east, southeast, south&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an eerie, other-worldly vista, filled with &#039;&#039;&#039;tall spires of stone and crystal,&#039;&#039;&#039; and dotted with growths of giant mushrooms and huge fans of lichen.  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of mold, moss, lichen and fungi fill the underground landscape, some of them glowing with pale unearthly light that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: northeast, east&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
Molds and mosses growing on the sides of &#039;&#039;&#039;the stone spires&#039;&#039;&#039; take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The dim illumination provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a &#039;&#039;&#039;small stream&#039;&#039;&#039; that winds its way through &#039;&#039;&#039;the tall stone spires,&#039;&#039;&#039; creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a sweet, but slightly fetid odor.  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.&lt;br /&gt;
Obvious exits: north, east, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Grotto===&lt;br /&gt;
The Dark Grotto in general corresponds to various locations in the Seolfar Strake. These parallel rooms are fairly blatant. Some of these were not added into the game until after the I.C.E. Age, but due to the correspondences, presumably were built earlier and only connected later. The blackened cave remarkably has obsidian in its depths, and thereby makes volcanism blatant, which is somewhat (though not entirely) a contrast to the limestone karst geology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Smokey Cave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Smokey Cave has direct correspondences between some of its rooms and those of the Dark Grotto. They are generally smooth, but mostly straight, whereas the Dark Grotto is windy. There is a pervasive odor in both places, strong in the Smokey Cave, while subtle but stinging and irritating in the Dark Grotto. In the case of the Dark Grotto it is implicitly a form of sulfur, while it is soot in the Smokey Cave. The strange grit in the Dark Grotto could be sulfur powder, which is actually a fungicide, or a similar sulfurous compound. But sulfur is used a recognizable scent elsewhere, so it might be dried &amp;quot;moonmilk&amp;quot;, which is made from limestone.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Tunnel]&lt;br /&gt;
You are in a &#039;&#039;&#039;broad twisting tunnel.&#039;&#039;&#039;  There is a &#039;&#039;&#039;strong odor&#039;&#039;&#039; of burnt wood pervading &#039;&#039;&#039;the entire area.&#039;&#039;&#039;  The floor, walls and ceiling of the entire length of this tunnel are covered in the same &#039;&#039;&#039;fine black grit&#039;&#039;&#039; as you have seen throughout all of these caves. &lt;br /&gt;
Obvious exits: east, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Small Tunnel&#039;&#039;&#039;]&lt;br /&gt;
A peculiar smell permeates the area, irritating your nose and eyes.  The odor is &#039;&#039;&#039;not strong&#039;&#039;&#039; and has &#039;&#039;&#039;no discernible source&#039;&#039;&#039;, but it leaves a bitter, foul taste in the back of your mouth.  The stench only adds to the general feeling of discomfort in the &#039;&#039;&#039;narrow confines&#039;&#039;&#039; of the tunnel.  You also see a magru.&lt;br /&gt;
Obvious exits: south, northwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  &#039;&#039;&#039;A strange, gritty substance&#039;&#039;&#039; covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both versions have a tunnel room where sound becomes unusually muffled and quiet. The Smokey Cave form makes it sound like the grit is absorbing the sound. Soft surfaces tend to absorb sound and hard surfaces reflect them. Though this seems implausible and would be inconsistently applied. There are also metamaterials where the shape of surfaces causes sound to be greatly reduced, but these did not exist yet in the 1990s.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Tunnel]&lt;br /&gt;
As you progress down the tunnel, the black grit that seems to cover everything grinds underfoot.  &#039;&#039;&#039;All echoes of your footfalls sound muffled and any sounds you make will not travel very far.&#039;&#039;&#039;  You also see a fire rat.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
&#039;&#039;&#039;The tunnel is quiet.  Abnormally so.&#039;&#039;&#039;  Even the sounds that you make as you navigate the tunnel are &#039;&#039;&#039;muted and seem to die in the air almost immediately.&#039;&#039;&#039;  There are &#039;&#039;&#039;no echoes&#039;&#039;&#039; from the stone surfaces as one might expect in a tunnel through solid rock.&lt;br /&gt;
Obvious exits: northeast, south, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both sides have a room with a &amp;quot;huge stalactite&amp;quot; that descends almost to the floor. In the Smokey Cave it comes within inches of the floor, while in the Dark Grotto it is a few feet above a small pool of water, formed from the water dripping down the stalactite. In the case of the Dark Grotto, the pool explains the absence of a stalagmite under it. The sulfurous odor of the water is interesting, because stalactites are supposed to be formed by carbonic acid.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
This &#039;&#039;&#039;large round cavern&#039;&#039;&#039; has a high, domed ceiling.  A &#039;&#039;&#039;huge stalactite&#039;&#039;&#039; descends from the ceiling at the center of the cavern, reaching down to &#039;&#039;&#039;within inches of the cavern floor.&#039;&#039;&#039;  The same black grit seems to cover everything.&lt;br /&gt;
Obvious exits: north, northwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
A single &#039;&#039;&#039;huge stalactite&#039;&#039;&#039; descends from the ceiling at the center of this &#039;&#039;&#039;small cavern.&#039;&#039;&#039;  The uneven walls of the cavern have been worn smooth, as have the walls of the small tunnels leading into the cavern.  Every minute or so, the intense quiet of the cavern is shattered by the sound of a single drop of water, falling from the tip of the stalactite into a small pool that has collected in a depression at the center of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest, northwest&lt;br /&gt;
K&amp;gt;look stalactite&lt;br /&gt;
The stalactite is formed from grey stone with pink and orange striations.  The stone has an almost translucent quality with a waxy appearance.&lt;br /&gt;
K&amp;gt;look pool&lt;br /&gt;
The small pool lies in the center of the cavern, &#039;&#039;&#039;a few feet below the tip of the huge stalactite&#039;&#039;&#039; that descends from the ceiling of the cavern.&lt;br /&gt;
K&amp;gt;look water&lt;br /&gt;
The water is clear, with a slightly &#039;&#039;&#039;sulfurous odor.&#039;&#039;&#039;&lt;br /&gt;
K&amp;gt;look in pool&lt;br /&gt;
In the small pool:&lt;br /&gt;
Misc [1]: some water&lt;br /&gt;
Total items: 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both sides have a cavern where there is a bowl shaped depression in the floor. In the Smokey Cave this is filled up with the black grit, while in the Dark Grotto the depression is filled with cave pearls.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this small cavern &#039;&#039;&#039;dips at the center to form a small basin.&#039;&#039;&#039;  The black grit that seems to cover everything has collected in the depression.  The thick collection of grit moves in waves when it is disturbed, almost as if it were a liquid.  You also see a jagged crevice.&lt;br /&gt;
Obvious exits: southeast&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this small round cavern &#039;&#039;&#039;dips suddenly down, forming a kind of bowl&#039;&#039;&#039; with the lowest point at the &#039;&#039;&#039;center of the cavern.&#039;&#039;&#039;  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all dark grey balls of smooth stone, about ten inches in diameter.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both have a huge cavern where there are hollows carved into the stone walls. These appear to be artificial and related to what resides in the caverns, but it only explicitly says that in the Dark Grotto. The Smokey Cave also has a cavern with a high domed ceiling, but it is not the same room.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Cavern]&lt;br /&gt;
You are in a huge, irregularly shaped cavern.  It appears as if &#039;&#039;&#039;shallow hollows&#039;&#039;&#039; have been carved from the stone walls all around the cavern.  Each of the hollows is approximately 7 feet long, 4 feet high and 4 feet deep, and all appear to be empty.  All surfaces are covered with a fine black grit.&lt;br /&gt;
Obvious exits: northeast, southeast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been &#039;&#039;&#039;hollowed out,&#039;&#039;&#039; forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  &#039;&#039;&#039;Deep niches&#039;&#039;&#039; line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
K&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blackened Cave was not added onto the Smokey Cave until the later 1990s, but it has much the same features as the Dark Grotto as well. One end of it interestingly is made of obsidian, which is a volcanic rock rather than the limestone of ordinary karst geology. These caves may have been intended to be a volcanic pseudokarst, with the stalactites and stalagmites actually made of lava. If that is the case the dripping water in the Blackened Cave is misleading.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You carefully climb down the jagged crevice.&lt;br /&gt;
[Blackened Cave, Cavern]&lt;br /&gt;
A &#039;&#039;&#039;faint, greenish light&#039;&#039;&#039; fills this cavern.  You notice that &#039;&#039;&#039;the light stems from the lichen-covered walls.&#039;&#039;&#039;  In spaces between the lichen, flow a few grainy rivulets.  The ground is covered with heaps of dark grit, which makes walking rather difficult.  A jagged crevice can be seen in the shadows.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel meanders through the surrounding stone, twisting and turning, rising and falling with no particular regularity or pattern.  The stone surface is irregular, but the tunnel maintains the same general size and shape as it continues along.  The &#039;&#039;&#039;dim, green illumination,&#039;&#039;&#039; provided by patches of &#039;&#039;&#039;glowing lichen that dot the walls,&#039;&#039;&#039; makes visibility poor and you find yourself squinting at the dark features of the tunnel walls.&lt;br /&gt;
Obvious exits: south, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The stalactites in the Blackened Cave are covered with lichen, which is the same concept used in the Huge Cavern of the Dark Grotto, except those &amp;quot;stone spires&amp;quot; are stalagmites or resemble them. There are no stalactites visible in the Huge Cavern, either from not existing, or because it is too dark and the ceiling is too high up out of sight. If these spires are artificial or formed in some other way, it would be consistent with Morgu avoiding falling water. &lt;br /&gt;
&lt;br /&gt;
There is no indication of fallen stalactites in the Dark Grotto, but there might be with the rock pile in the Underground Lake outside the Monastery. The Blackened Cave version is thus interesting because it indicates this concept was known and considered. Assuming it was the same creator.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Blackened Cave, Cavern]&lt;br /&gt;
Large, &#039;&#039;&#039;lichen-covered stalactites&#039;&#039;&#039; hang from the low cavern ceiling.  Should one of them &#039;&#039;&#039;fall on you,&#039;&#039;&#039; it would surely mean your death.  The treacherously loose ground doesn&#039;t really help matters much at all.&lt;br /&gt;
Obvious exits: north, southwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
&#039;&#039;&#039;Molds and mosses growing on the sides&#039;&#039;&#039; of &#039;&#039;&#039;the stone spires&#039;&#039;&#039; take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The dim illumination provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a giant chamber in the Blackened Cave, which is called a &amp;quot;grotto,&amp;quot; with many stalagmites and a shallow pool formed from falling water. It is one of the most blatant parallels to the Dark Grotto, as strange fungi grow everywhere, which it calls an &amp;quot;otherworldly atmosphere.&amp;quot; This is the same language used in the Huge Cavern, which describes it as an &amp;quot;eerie, other-worldly vista.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Blackened Cave, Chamber]&lt;br /&gt;
This &#039;&#039;&#039;giant, underground chamber is filled with stalactites and stalagmites&#039;&#039;&#039; of every size.  The sound of dripping water echoes through &#039;&#039;&#039;the grotto,&#039;&#039;&#039; the water collecting in a &#039;&#039;&#039;shallow pool&#039;&#039;&#039; nearby.  &#039;&#039;&#039;Strange forms of fungi grow everywhere, adding to the otherworldly atmosphere&#039;&#039;&#039; of this place.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark &#039;&#039;&#039;Grotto&#039;&#039;&#039;, &#039;&#039;&#039;Huge Cavern&#039;&#039;&#039;]&lt;br /&gt;
A broad stair of gigantic proportion has been carved into the face of the north wall of the huge cavern.  The gargantuan stairway trails upward, out of sight, following the wall of the cavern to the east.  The unnatural flora of the cavern ends abruptly at the edge of the &#039;&#039;&#039;stone platform&#039;&#039;&#039; that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, &#039;&#039;&#039;other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Abandoned Mine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Abandoned Mine by the krolvin warfarers had a cavern added onto it in the late 1990s, but it has some remarkable similarity in concept to the Huge Cavern in the Dark Grotto. Both depict a &amp;quot;forest&amp;quot; of stalagmites, though the Abandoned Mine has an external light source rather than glowing fungus. The interesting point of the Abandoned Mine interpreted as a parallel is that it makes explicit some of the more implicit notions in the Dark Grotto. It outright mentions the &amp;quot;dreams&amp;quot; theme, which is deep subtext in the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Abandoned Mine, Cavern]&lt;br /&gt;
Light trickles down from fissures in the natural ceiling high overhead, dappling the floor below and glancing off the &#039;&#039;&#039;hundreds of stalagmites and stalactites&#039;&#039;&#039; that have turned this chamber into a symphony of brilliant color.  You also see a narrow opening and a &#039;&#039;&#039;spectacular forest of stalagmites&#039;&#039;&#039; rising up from the floor.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
&amp;gt;look stalagmite&lt;br /&gt;
A myriad of hues ranging from deepest blue to palest pink soar almost out of sight in this extremely deep cavern.  As you stare at this beautiful example of nature&#039;s artistry, it brings to mind an enchanted forest, sparkling with ethereal beams of light and colors usually seen &#039;&#039;&#039;only in dreams.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Dark Grotto has spires of crystals, which implicitly act like prisms. The cavern in the Abandoned Mine explicitly refers to stalactites and stalagmites, and huge crystals acting as prisms, as well as the material being limestone. The Blackened Cave in contrast never uses the word limestone, and has a room which explicitly talks about obsidian.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Cavern, &#039;&#039;&#039;Stalagmite Forest]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tall columns of limestone surge upward&#039;&#039;&#039; from floor to ceiling, mingling there with splendid formations of multicolored stalactites that drape like a magical canopy over this enchanting forest.  At the very highest point of the expansive ceiling, a &#039;&#039;&#039;large cluster of crystals&#039;&#039;&#039; have formed, and each flicker of light passing through the &#039;&#039;&#039;natural prisms splits into thin beams that dance across the cavern.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: northeast, southeast, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else the Abandoned Mine cavern makes explicit is that the water flow in the cavern is making natural &amp;quot;music.&amp;quot; This is much more subtle in the Dark Grotto, which might instead be invoking this with subtle wordplays. The amplifying &amp;quot;amphitheater&amp;quot; in the Dark Grotto arguably acts like a water organ, where caves have been used [https://www.alamy.com/the-water-organ-of-clement-viii-in-the-quirinal-palace-the-dark-archway-in-centre-leads-to-the-forge-of-vulcan-a-cave-in-which-life-sized-automata-were-formerly-worked-by-water-power-the-organ-has-been-silent-for-many-years-image268840339.html historically] for making [https://en.wikipedia.org/wiki/Great_Stalacpipe_Organ pipe organs]. The stream is carving out in the stone what in geology is called a &amp;quot;flute&amp;quot;, while the entrance to the Dark Shrine above is &amp;quot;bored&amp;quot;, where the &amp;quot;bore&amp;quot; is the interior chamber of wind instruments. The magru are hypnotically pulsing in rhythm. This may play off the gibbering amorphous dancers and Nyarlathotep&#039;s eldritch piping in the Lovecraft framework.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Abandoned Mine, Cavern]&lt;br /&gt;
The &#039;&#039;&#039;rhythmic sound&#039;&#039;&#039; of water dripping against stone somewhere beyond this immense cavern echoes pleasantly in the darkness.  Here amid some of her most beautiful creations, the &#039;&#039;&#039;sweet music of Nature&#039;&#039;&#039; at work is both a reminder of the past and a promise for the future.  You also see a spectacular forest of stalagmites rising up from the floor.&lt;br /&gt;
Obvious exits: south, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Monastery Sewer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the Dark Shrine interpreted as a parallel to the Monastery, the tunnels of the Dark Grotto become an analog to the Monastery sewer. On the south western end of both there is a pile of stones, and on the eastern end there is a collection of &amp;quot;remnants.&amp;quot; In the Sewer the stones are dragged to the west by ratsnakes, which slither their way through the sewer and leave tracks. These used to be mechanical creatures, but currently only appear as a messaging, when the basket is reset for the counterweight puzzle for the stone door.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This is the drainoff area for the Monastery&#039;s sewage. Before you is also the mouth of a surprisingly large underground river, flowing swiftly past. Some sort of animal has made a rather large &#039;&#039;&#039;pile of rocks&#039;&#039;&#039;, which lies directly on the edge of the river. In the pile you can see bits of shiny metal, but nothing large. Near the east wall hangs an iron ring, apparently to control the door in times of emergency. You also see an open copper door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;gt;tell familiar to get rock&lt;br /&gt;
You sense understanding from your tabby cat.&lt;br /&gt;
The tabby cat carefully picks up an &#039;&#039;&#039;oddly shaped rock&#039;&#039;&#039; in her mouth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  &#039;&#039;&#039;Large round stones,&#039;&#039;&#039; all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are &#039;&#039;&#039;heaped in a loose pile&#039;&#039;&#039; at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
The stones are &#039;&#039;&#039;fairly uniform in size, shape and color.&#039;&#039;&#039;  They are all dark grey balls of smooth stone, about ten inches in diameter.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
By analogy, these dark grey balls of smooth stone in the Dark Grotto are cave pearls, but made literal with the magru. The magru slither and sidewind their way through the tunnels, and collect gems that their acid does not dissolve within themselves. The pulverized limestone dust would then coat these seeds of gems and grit, similar to an oyster gradually making a pearl. The magru may then be interpreted as piling them in a far corner.&lt;br /&gt;
&lt;br /&gt;
In contrast, the magru are flesh eaters and strip bare their prey down to the skeleton, which amount to &amp;quot;remnants&amp;quot; of waste for them. The magru have piled all this skeletal matter into a huge pit on the eastern side of the Dark Grotto. This is the analog of the room under the privy in the Monastery. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;tell familiar to go privy&lt;br /&gt;
[Inside the Privy]&lt;br /&gt;
This room is fairly simplistic in its design, as many rooms of this sort are. Bare brick walls, blackened with ages of damp and mildew, look upon an unassuming &#039;&#039;&#039;privy hole in the center of the room.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell familiar to go hole&lt;br /&gt;
The cat just squeezed into the hole.&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; &#039;&#039;&#039;raised ledges along the sides provide a convenient walkway raised slightly above&#039;&#039;&#039; the main sewage trench in the center. A pipe leads up and out, through what looks like the underside of a privy chute. &#039;&#039;&#039;Around you lie the remnants of, well, remnants.&#039;&#039;&#039; You also see a fluffy tabby cat.&lt;br /&gt;
Obvious exits: west, out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A &#039;&#039;&#039;broad ledge&#039;&#039;&#039; runs all the way around the edge of this cavern, circling a &#039;&#039;&#039;huge pit at the center.&#039;&#039;&#039;  The ledge is smooth and even, with plenty of room for you to &#039;&#039;&#039;walk around.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: southwest&lt;br /&gt;
K&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&amp;gt;look pit&lt;br /&gt;
The &#039;&#039;&#039;deep pit&#039;&#039;&#039; in the center of the room is partially filled with a &#039;&#039;&#039;variety of bones, large and small.&#039;&#039;&#039;  The skeletal melange lies &#039;&#039;&#039;far down&#039;&#039;&#039; inside of the pit.&lt;br /&gt;
&amp;gt;go pit&lt;br /&gt;
You will have to climb that.&lt;br /&gt;
&amp;gt;climb pit&lt;br /&gt;
You carefully make your way down into the pit.&lt;br /&gt;
[Deep Pit]&lt;br /&gt;
A &#039;&#039;&#039;deep layer of old bones&#039;&#039;&#039; forms the floor of this deep pit. The high straight walls are rough and irregular, riddled with cracks and sharp protrusions of stone.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
R&amp;gt;look bone&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
Bones of all sizes and shapes are collected here, ranging from the tiny skulls of common mice to huge thigh bones from some unrecognizable creature.&lt;br /&gt;
R&amp;gt;look wall&lt;br /&gt;
The walls are high and straight, and riddles with shallow cracks and sharp protrusions of stone.&lt;br /&gt;
R&amp;gt;climb wall&lt;br /&gt;
You carefully make your way up the wall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Shrine===&lt;br /&gt;
The Monastery and the Dark Shrine may be regarded as a dark mirror of each other. They both symbolize the Eucharist ritual on an allegorical level. The brass gong in the Dark Shrine would act as an [https://en.wikipedia.org/wiki/Altar_bell altar bell], though gongs are disallowed by the Vatican. The Monastery chapel is oriented toward liturgical west, while the Dark Chapel is oriented toward liturgical east. Both have smashed stone altar tables. They both have braziers by the altar and a hidden passageway. There was a fire set in the chancel of the Monastery, whereas in the Dark Shrine, there was a fire set in the library.&lt;br /&gt;
&lt;br /&gt;
The dark stains on the altar of the Dark Shrine is notable, because there are black stains down the sacrarium of the Monastery altar at the sewer level. Keeping with the parallel, the monks likely used the altar for their lich ritual, and then destroyed their own altar. The dark fluid may be read as a Black Mass style perversion of holy oil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;go door&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Altar]&#039;&#039;&#039;&lt;br /&gt;
This altar shows the only signs of age or destruction that you have seen anywhere in the monastery.  The altar is badly burned and the &#039;&#039;&#039;long stone altar table has been shattered into more than a dozen pieces.&#039;&#039;&#039;  A tall &#039;&#039;&#039;brazier&#039;&#039;&#039; mounted from a long pole in the floor of the room stands to one side, but the supporting pole has been bent and twisted.  There is a large iron chest on the floor behind what was once the altar, badly blackened and charred by the fire that must have occurred here.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&amp;gt;look braz&lt;br /&gt;
The large brazier is made from brass and mounted on a long pole that is sunk into the floor.&lt;br /&gt;
&amp;gt;look chest&lt;br /&gt;
The chest is made from wood bound with iron bands.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The &#039;&#039;&#039;low stone altar&#039;&#039;&#039; is covered with dark stains.  One &#039;&#039;&#039;corner of the altar has been broken off,&#039;&#039;&#039; and several of the hideous faces and figures carved into the stone walls have been &#039;&#039;&#039;smashed.&#039;&#039;&#039;  Large iron &#039;&#039;&#039;braziers,&#039;&#039;&#039; covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.  You also see a dark vortece.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with &#039;&#039;&#039;&#039;&#039;dark stains,&#039;&#039;&#039;&#039;&#039; and one corner has been broken off.&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the rim of the huge corroded disk to the center.&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the shape of a huge toad, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of sycophants, dressed in long black robes surround a low stone altar similar to the one in this room.  The figure of a man, twisted and broken, lies on the surface of the stone table while another dark shape &#039;&#039;&#039;&#039;&#039;pours some foul looking fluid&#039;&#039;&#039;&#039;&#039; from a small urn out over the tortured man&#039;s body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen a drain in the bottom curve of what, from all appearances, was once a &#039;&#039;&#039;&#039;&#039;sacrificial altar. Black stains course down the walls&#039;&#039;&#039;&#039;&#039; and spot the floor, old enough to be little more than dust now. Near the west wall hangs an iron ring, apparently to raise and lower the door in times of emergency. You also see an iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The foul looking fluid from the urn is what is seen in the Dark Shrine storage room. The urn is essentially a [https://en.wikipedia.org/wiki/Chrism chrismarium], which would be shaped like an amphora. It is implicitly the foul nutritive fluid that the gogor feed upon in their tall stone jars while hibernating. The ritual on the tapestry suggests it may be used to created the gogor from sacrificed worshippers, though it might instead be the way the fluid is made nutritious for pre-existing gogor.&lt;br /&gt;
&lt;br /&gt;
The altar is implicitly in a chancel, just as it is in the Monastery. There is no altar rail in the Dark Shrine. But its chapel does have a (monstrous) mosaic set into the floor, just as the Monastery does depicting the Light Gods. The Dark Shrine also has a vestry room, unlike the Monastery, with what would implicitly be a tabernacle and ambries.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Chapel]&#039;&#039;&#039;&lt;br /&gt;
Colorful tiles form a &#039;&#039;&#039;mosaic on the floor&#039;&#039;&#039; of this small chapel.  There are no benches or pews, but there is a low kneeling rail at the west end of the room, separating the main chapel area from the altar to the west.  You also see a low arch.&lt;br /&gt;
Obvious exits: northeast, southeast, west&lt;br /&gt;
&amp;gt;look rail&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The low rail serves to separate the main chapel from the altar beyond.  The rail is made from rare black modwir wood.&lt;br /&gt;
&amp;gt;look mosaic&lt;br /&gt;
The mosaic represents several images of the &#039;&#039;&#039;Lords of Liabo.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Chapel]&#039;&#039;&#039;&lt;br /&gt;
A &#039;&#039;&#039;mosaic pattern set into the floor&#039;&#039;&#039; depicts the image of a &#039;&#039;&#039;horrible beast, and more hideous figures&#039;&#039;&#039; are carved into the stone around an arch that leads to the east.  Whatever dark rituals were once performed in this evil place seem still to resonate, filling the chamber with dread.  You also see a dark vortece.&lt;br /&gt;
Obvious exits: east, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It is something of a stretch. But the three rooms off a south leading corridor in the Dark Shrine could correspond to the same shape in the Abbot&#039;s wing of the Monastery. In the Monastery the direction is instead straight up, instead of a horizontal corridor forming a key shaped pattern. The burial vault in the Dark Shrine might be regarded as the analog of the communal living areas in the Monastery.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Chamber]&lt;br /&gt;
The four exits leading out of this circular chamber are evenly spaced around the wall.  Each exit is identical except for the grotesque faces that have been carved into the stone above the exits.  The faces all appear to be human, but each has been twisted into a travesty of emotional expression.  The face to &#039;&#039;&#039;the north&#039;&#039;&#039; appears to be smiling or grinning, to &#039;&#039;&#039;the east&#039;&#039;&#039; is the face of one in great pain, to &#039;&#039;&#039;the south&#039;&#039;&#039; is an image of great shock or surprise, and the image to &#039;&#039;&#039;the west&#039;&#039;&#039; appears to be crying.&lt;br /&gt;
Obvious exits: north, east, south, west&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Short Hallway]&lt;br /&gt;
Three doors lead off from this short, featureless hallway.  The doors to the &#039;&#039;&#039;east and west&#039;&#039;&#039; are plain wooden doors, but the door at &#039;&#039;&#039;the south&#039;&#039;&#039; end of the hallway is a large bronze door, framed with stone.  You also see a small wooden door, a large bronze door and a large wooden door.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a straight forward comparison to be made between the crumbled books and scrolls of the library in the Monastery and the library in the Dark Shrine. The difference is that in the Dark Shrine, the volumes and scrolls have been burned. It is possible the Loremasters did this rather than remove them, but it might have been the Morgu statue waking up and being enraged. The fire was certainly not spontaneous or an accident.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Library]&#039;&#039;&#039;&lt;br /&gt;
The shelves and tables in this large library are still intact, but the &#039;&#039;&#039;books and scrolls&#039;&#039;&#039; that were stored here have long since &#039;&#039;&#039;crumbled into piles of so much paper and dust.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Library]&#039;&#039;&#039;&lt;br /&gt;
Fire has destroyed most of this room.  Charred shelves filled with ashes and &#039;&#039;&#039;the remains of countless volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look shelv&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look on shelv&lt;br /&gt;
On the charred shelves:&lt;br /&gt;
Misc [2]: &#039;&#039;&#039;some burned books, some ashes&#039;&#039;&#039;&lt;br /&gt;
Total items: 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stairwell with the secret doorway might also be thought of as an analog to the huge stairwell leading to the Dark Chapel. In the Dream-Quest the stairs are in the colossal Tower of Koth, which suggests a spiral stairway, whereas the Dark Grotto stairs seem to be straight west-to-east along the north wall. Much longer than high. While Kai and Marlu have no obvious correspondence, in the Shadow World context, Cay and Morgu were both fighter brawler types of avatars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Landing]&lt;br /&gt;
&#039;&#039;&#039;A steep spiral stair rises from the landing here,&#039;&#039;&#039; the steps slick with moisture that has condensed there.  Opposite the stair, a broad low arch opens onto a larger chamber to the south.  The stones surrounding the arch have been &#039;&#039;&#039;carved with symbols and images&#039;&#039;&#039; significant to the followers of Kai.&lt;br /&gt;
Obvious exits: south, up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
&#039;&#039;&#039;A gargantuan stairway descends from the landing here,&#039;&#039;&#039; reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is a &#039;&#039;&#039;huge relief carved&#039;&#039;&#039; into the wall at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
More subtle still is the esoteric correspondence between the creatures in the Seolfar Strake and the Broken Land. While there is no obvious relationship between giant fog beetles and pumas, or bears and boars, this part can be taken as just what is natural for the climate and terrain. The Broken Land makes explicit mention of the absence of normal flora and fauna, in the window of the Dark Shrine and the absence of furry animals in the Huge Cavern. There are distinct echoes or similarities between the creatures on the two sides of the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
The authorial intent of the Seolfar Strake (Lysierian Hills) is known to have been an idyllic sylvan contrast to the dark struggle happening in the mountain with its portal to a more exotic locale. It seems reasonable to infer that the contrast of flora and fauna is part of the Broken Land being a dark mirror of the Seolfar Strake. The crystal dome could be interpreted as an artificial sun, and most Broken Land creatures have some form of power draining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Monastic Lich and Hooded Figure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a basic parallel in the behaviors of the monastic liches and the hooded figures. They are the most immediate contrast between creatures, because they are the opposing sides of the Misty Chamber.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A lich enters, muttering to itself.   &#039;&#039;(older version of the messaging?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monastic lich enters, muttering to himself!&lt;br /&gt;
&lt;br /&gt;
A monastic lich moves north, &#039;&#039;&#039;muttering to himself.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monastic lich kneels a moment in &#039;&#039;&#039;contemplative&#039;&#039;&#039; silence before rising to his feet!&lt;br /&gt;
&lt;br /&gt;
A monastic lich twists his skull &#039;&#039;&#039;about anxiously.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A hooded figure &#039;&#039;&#039;mutters&#039;&#039;&#039; a few muted syllables.&lt;br /&gt;
&lt;br /&gt;
A hooded figure studies the ground carefully.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A hooded figure pauses a moment to &#039;&#039;&#039;consider&#039;&#039;&#039; things.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A hooded figure glances &#039;&#039;&#039;furtively about.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Myklian and Firecats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Myklian were originally named kiskaa raax, meaning &amp;quot;chilling claw&amp;quot; in reference to their cold flares. These reside in the Dark Grotto. What has since become obscure is that firecats, in the Smokey Cave, originally had fire flares from their claws. The fire rats in turn could correspond to the mice bones in the bone pit of the Dark Grotto. There is consequently a direct correspondence between the myklian the fire cats in this way, where some myklian were specially resistant to specific elemental attacks instead varying by their color. &lt;br /&gt;
&lt;br /&gt;
The Smokey Cave itself is more of a parallel to the magru tunnels of the Dark Grotto. The magru were originally &amp;quot;lug&#039;shuk traglaakh&amp;quot;, where &amp;quot;trag&amp;quot; is an odd spelling of &amp;quot;trog&amp;quot;, which is argued elsewhere to possibly refer to the subterranean extraplanar cats known as Traag. (With the implication that there used to be Traag, but the magru at them all.) Magru notably are immune to heat.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A red myklian stomps at you with its foot!&lt;br /&gt;
  AS: +241 vs DS: +169 with AvD: +29 + d100 roll: +22 = +123&lt;br /&gt;
   ... and hits for 4 points of damage!&lt;br /&gt;
   Glancing blow to your right leg!&lt;br /&gt;
&lt;br /&gt;
 ** You feel an icy blast from the red myklian! **&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   What was once your right leg seems to have disappeared!&lt;br /&gt;
You fall screaming to the ground grasping your mangled right leg!&lt;br /&gt;
   You are stunned for 8 rounds!&lt;br /&gt;
&lt;br /&gt;
You hear a low growl and feel a sudden chill as a red myklian arrives.&lt;br /&gt;
&lt;br /&gt;
An orange myklian growls and rakes the ground with its claws.  The sound causes the hair on the back of your neck to stand up.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Magru and Ratsnakes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The esoteric correspondence between the magru and ratsnakes would be very subtle if it was intentional. The magru have carved their tunnels, the analog of the sewer, by winding through them. Magru pulse rhythmically. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The &#039;&#039;&#039;tunnel twists and turns, undulating through the surrounding rock.&#039;&#039;&#039;  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The dim green light given off by patches of glowing lichen shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Magru may implicitly be responsible for collecting the pile of round stones (assuming they are &amp;quot;cave pearls&amp;quot; made literal) in the south western end of the Dark Grotto. They would likewise be why there is a deep pit of bones on the eastern end. The ratsnakes collect random debris in the sewer and drag the stones for the door puzzle to the far western end of the sewer. They have formed a rock pile of them. These room comparisons between the Sewer and Dark Grotto are shown in the Parallel Dimension section of this page.&lt;br /&gt;
&lt;br /&gt;
The eastern end of the sewer consists of &amp;quot;remnants&amp;quot; under the privy hole, which would be the direct parallel to the deep pit of bones in the Dark Grotto. This would be especially true if those were largely sacrifices to the magru by the dark priests. It is not obvious those life forms were native to the Broken Land, and could have been brought over from the Seolfar Strake by the cultists for harvesting. (Though it is also not obvious that it was possible to bring such things through the Misty Chamber. Familiars are not allowed in the Broken Land.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Spectral Monks and Vruul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spectral monks have glowing green eyes. When their hoods fall away, they are nothing but glowing green orbs, much like the eyes of the vruul. More subtly, the monastic liches flash bloody red eyes, which is the color of the eyes of the statues in the Dark Shrine. These were implicitly representations of gogor (vruul), except their eyes are weirdly blood red instead of eerie green. Both the monastic liches and spectral monks originated in the monks of the Monastery, which are perhaps the analog of the hooded figures and priests of the Dark Shrine (which may well be the same cult.)&lt;br /&gt;
&lt;br /&gt;
If the statue of Morgu might be read as Morgu himself hibernating, it might be that those smaller statues are themselves dormant gogor, and that it is the color of their eyes when they are unconscious. The relevance of this might be that the &amp;quot;minor gogor&amp;quot; may implicitly be &#039;&#039;created&#039;&#039; from the bodies of dark priests with the ritual depicted in the Dark Shrine. They may also be only partially formed, because their wings are stunted and there is no mention or use of their poisonous tails.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, the sense of evil is a palpable force that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, &#039;&#039;&#039;blood red eyes,&#039;&#039;&#039; and small, leathery wings.&lt;br /&gt;
&lt;br /&gt;
A monastic lich&#039;s hollow eye sockets flash with a &#039;&#039;&#039;blood red glow&#039;&#039;&#039; as he shakes off the stun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A tattered black cowl obscures the spectral monk&#039;s face.  Given the &#039;&#039;&#039;burning green eyes&#039;&#039;&#039; and foul stench he exudes, perhaps that is for the best.  Tattered rags cloak his shimmering pellucid form.  Its ghostly body flickers in and out of existance, as if only his desire to destroy keeps him bound to this plane.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
A spectral monk pulls back his cowl a moment revealing &#039;&#039;&#039;nothing but a pair of blazing green eyes&#039;&#039;&#039; floating in the dark emptiness.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A spectral monk shimmers with an &#039;&#039;&#039;eerie green light.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lesser vruul has tough, leathery hide, as black as midnight. Bat-like wings sprout from its back, but they do not look large or strong enough to support its weight in flight. The vruul&#039;s claws are long, sharp and appear to be stained with the blood of many victims. Its &#039;&#039;&#039;eyes are eerie, solid green orbs&#039;&#039;&#039; that seem to &#039;&#039;&#039;glow&#039;&#039;&#039; with an inner power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) Dark Vorteces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dark vorteces do not seem to correspond to anything in the Seolfar Strake. But another way of interpreting the Dark Shrine is to consider the statue of Morgu, with its pile of skulls, to be what matches up with Bandur Etrevion frozen in ice under the Graveyard. ([[Research:The Graveyard]] argues this is an allegorical parallel to Satan in Dante&#039;s &#039;&#039;Inferno.&#039;&#039;) There is a pile of skulls and bones left for him at the top of some steps. Interpreted this way, the bloody claws of the gogor (vruul) could be taken as corresponding to the wight lords (arch wights), which in GemStone are fire oriented and sink their claws into corpses. This would make both places Purgatory themed, given the purgatory throne room under the Graveyard, with descent in one place and ascent in the other. It would also motivate the throne in the Dark Shrine. Recall that the Dark Path was a theocracy of Kadaena, and Kadaena created the gogor (vruul) as her servants.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Under Crypt, Ice Room]&lt;br /&gt;
This room is &#039;&#039;&#039;&#039;&#039;dominated&#039;&#039;&#039;&#039;&#039; by a giant slab of ice. There is a &#039;&#039;&#039;chill here that transcends the&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;cold you felt elsewhere.&#039;&#039;&#039; Piled in front of the ice slab are the remains of many a &#039;&#039;&#039;grisly&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;sacrifice.&#039;&#039;&#039; Bones and &#039;&#039;&#039;&#039;&#039;skulls lie piled&#039;&#039;&#039;&#039;&#039; at the base of the slab as though in homage to &lt;br /&gt;
something. Your curiosity piqued, you draw close to the slab. Dimly within you can&lt;br /&gt;
make out a richly robed figure. On one side of the room are some roughly carved&lt;br /&gt;
stairs. You also see a smaller slab of ice.&lt;br /&gt;
Obvious exits: none. &lt;br /&gt;
&lt;br /&gt;
&amp;gt;look slab&lt;br /&gt;
Peering into the monolithic block of ice, you make out a human figure trapped deep within,&lt;br /&gt;
like a fly in amber. It is the body of an ancient sorcerer, richly garbed. You notice that&lt;br /&gt;
&#039;&#039;&#039;his eyes,&#039;&#039;&#039; rather than being dried out and shrunken, &#039;&#039;&#039;glitter with an evil vitality&#039;&#039;&#039; that &lt;br /&gt;
raises the hair on your neck and causes you to recall old prayers forgotten since youth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and &#039;&#039;&#039;macabre rituals,&#039;&#039;&#039; confronted by the huge, ghastly statue that &#039;&#039;&#039;&#039;&#039;dominates&#039;&#039;&#039;&#039;&#039; the center of the chamber, the &#039;&#039;&#039;sense of evil is a palpable force&#039;&#039;&#039; that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop &#039;&#039;&#039;&#039;&#039;a pile of skulls,&#039;&#039;&#039;&#039;&#039; surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dark vorteces were originally called dyar rakul, which is Iruaric for dark cold shadows, and might then parallel the shadow assassins that guarded the path down to Bandur Etrevion. This path itself is cold and frozen themed. ([[Research:The Graveyard]] argues frozen Bandur represents Satan in Dante&#039;s &#039;&#039;Inferno&#039;&#039;, so the Dark Shrine makes it more literal.) If they were intended to be darkness elementals, they could be more powerful versions of the dark wisplings (dark vysan), where the stronghold on the Coastal Cliffs may have been an offshoot of the Graveyard story. There is only limited information now on the messaging and behavior of the shadow assassins, so it is not possible to directly compare them to the dark vorteces. Whether the Graveyard had shadow assassins or wight lords down there also seems to have fluctuated. Gogor were originally not on the huge stairway in the Dark Grotto, but the dyar rakul were always on both the stairs and the Dark Shrine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extraplanar Creatures==&lt;br /&gt;
The &amp;quot;minions&amp;quot; of Uthex Kathiasas in the Broken Lands are likely to be partly allegorical, referring to sources such as H.P. Lovecraft stories, but might also have been adapted from a class of non-demonic &amp;quot;other&amp;quot; standard extra-planar entities from Rolemaster. In Creatures &amp;amp; Treasures II (1989) these entities appear between pages 32 and 35. This includes not only the monsters which can be hunted in the game, but also in one or two cases features of the terrain. The crystal forest and possibly the boiling sea of mud, with the crystal and mud objects in each room, could have once been part of now missing functionality for the crystal dome. Though there is nothing to concretely suggest it. The following section is characterizing the creatures as based on the Rolemaster category, though this would not explain the myklian. The basic relevance of the creatures actually being these extra-planar entities is that it would mean Uthex was giving physical form out of energy and thereby making these entities from raw power. The extraplanar interpretation of the Broken Land does not depend on whether these creatures were actually adapted from Rolemaster.&lt;br /&gt;
&lt;br /&gt;
The creatures may instead be characterized as mutually adapted to each other in a weird ecology, and it is a theme of the Broken Land in general that seemingly natural things are actually artificial. The crystyls and hoard as part of the crystal dome mechanism could effectively imply a vast library of other worlds. With the ability to fashion non-demonic extra-planar entities, it follows that the perilous influence of the forces of the Unlife twisted this towards the demonic or even the avatars of Dark Gods. As a matter of subtext with [[Research:The Graveyard]] it might be putting souls into them or reincarnating souls in these forms. But it is still possible this Rolemaster extraplanar creature parallel was unintentional.&lt;br /&gt;
===Dictics===&lt;br /&gt;
The [[giant fog beetle]]s were not named in Iruaric. The Iruaric premise of &amp;quot;Man&#039;Ta Pn&#039;Tairken&amp;quot; was present in the Uthex Kathiasas story, but the Iruaric glossary was probably not until the Dark Grotto and Shrine expansion. They could be an allegorical reference to the beetle race after the fall of man in Lovecraft&#039;s &amp;quot;The Shadow out of Time&amp;quot;. They also resemble D&amp;amp;D extra-planar beetles such as &amp;quot;bonespears&amp;quot;, though this is probably not an inspiration, as the earliest publication of bonespears may have been pages 18-19 of Planescape Monstrous Compendium Appendix II which has a publication date of October 1995. &lt;br /&gt;
&lt;br /&gt;
In the Rolemaster context they may be wandering extra-planar insect vermin known as Dictics. The Dictics come in a number of varieties, but a given place will have all the same kind. Their dense chitinous shell is as strong as steel, which explains why the fog beetles were made to be immune to punctures. They wander between planes through portals that are left open or accidentally through summons of other entities. The primary difference is that the Dictics are only 6&amp;quot; long, though capable of lifting 300 pounds, and the giant fog beetles are &amp;quot;giant&amp;quot; insects. The fog aspect would not come from this, nor would the lobster tail and claws, which do not have clear inspiration. It could refer to the lobster in The Moon major arcana card from Tarot decks but this is most likely only coincidental. The &amp;quot;weird ecology&amp;quot; framework explains these instead in terms of real-world animals and their evolved adaptations against predators.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The giant fog beetle appears to be some sort of giant insect. It looks a little like some misshapen scorpion, but the tail on it is not as long as a scorpion&#039;s would be, and it flares like the tail of a lobster rather than ending in a poison sting. The segmented body is wide, supported by six short multi-jointed legs. A dull red chitinous shell covers most of its body, and a broad carapace protects its head. Two massive claws provide the creature with formidable weapons.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the theory that the non-demonic extraplanar category of creatures was used as a template is wrong, giant poisonous beetles are still a Rolemaster creature type in their own right. These ones do have large pincers, like the giant fog beetles, but no tail or fog. Fog beetles are clearly inspired by the real-world bombardier beetles which spray caustic fluid. The Broken Land in general has themes of gigantism.&lt;br /&gt;
===Crystyls===&lt;br /&gt;
Less intuitive are the [[Crystyl]]s, which are large crystal formations. This is the crystal forest that &amp;quot;grows&amp;quot; all around the Jagged Plain. There has been a claim that in the past it was possible to cast the old Sorcerer spell Forget (703) at each crystal cluster. This may have been part of now missing functionality to the crystal dome, or it may be a false or distorted memory. Each Crystyl is 10 to 20 feet in diameter. The crystyls move very slowly unless they are attacking. They exist in multiple places or even on multiple planes of existence simultaneously, making them tremendous sources of information if contacted through mental spells. This would be the sense of casting Forget (703) on them.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of &#039;&#039;&#039;wildly growing crystals&#039;&#039;&#039; to the east presents a formidable barrier.  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the sharp outcroppings of the crystal forest would be deadly.&lt;br /&gt;
Obvious paths: south, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If this was not intentional, there may still be an internal logic. The crystal forest may be intended as a geological formation of gypsum, grown from the sulfur vapor and limestone from the boiling mudpot. This could be a gigantic analog to real-world gypsum formations, such as [https://www.nps.gov/whsa/learn/images/WHSA-Gypsum-Landing-Page.jpg?maxwidth=1200&amp;amp;maxheight=1200&amp;amp;autorotate=false found in] White Sands National Park. The crystal forest may also be taken as an esoteric parallel to the forest next to the lake outside the Monastery.&lt;br /&gt;
===Hoard===&lt;br /&gt;
[[Hoard]] are extra-planar mud monsters which are actually a vast colony of cells. Hoard are able to take on humanoid form, and split themselves in half up to two times, making up to four Hoard humanoids. They are also capable of teleporting themselves around 100 feet. The Hoard are collectively aware of all other Hoard. This is irrespective of distance, including other planes of existence. Thus, similar to the Crystyls, they have transplanar awareness and information. They have an innate ability to sense dimensional warps and thus seek out portals to other realities. They cannot be summoned and wander between many planes of existence with no home world.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge &#039;&#039;&#039;sea of boiling mud&#039;&#039;&#039; stretches out to the south and east.  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Given that the text associates touching them with being stunned, and their ability to cast the Sorcerer &amp;quot;Major Pain&amp;quot; on page 34 of Creatures &amp;amp; Treasures II, if the boiling sea of mud was meant to be based on Hoard it might have involved casting Mind Jolt (706) or Major Pain (708) on the mud to disrupt the colonies. As of February 25, 1994, the Sorcerer Base list had been implemented through level 10.&lt;br /&gt;
&lt;br /&gt;
It may have once been possible to cast a spell at each instance of &amp;quot;mud&amp;quot; along the southern side of the Jagged Plain, but it is by no means obvious that the mud was ever more than an environmental hazard. If the extraplanar entity interpretation is wrong, or incomplete, the boiling sea of mud may be intended as a gigantic &amp;quot;mudpot&amp;quot;. This would be interpreting the Broken Land as intentionally a geologically informed karst system with limestone and geysers.&lt;br /&gt;
===Absorbers===&lt;br /&gt;
Absorbers are 5 or 6 foot blobs which secrete acid all over themselves. They replicate themselves by devouring flesh, splitting themselves in two with equal mass. Their main form of attack is to assault their victims with acid, where touching them burns the flesh. The weapon is also likely to get the worst of it when attacking them, which might explain why the [[magru]] are immune to many weapon types. Absorbers are &amp;quot;very anxious&amp;quot; to get to other planes to acquire more food, as their tendency is to strip bare the planes where they exist. They will try to come through in great numbers if they come across a portal.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The magru appears to be a huge, gelatinous red lump that pulses, swelling and shrinking slightly with a hypnotic rhythm. Its skin glistens with a dark, disgusting ooze.&lt;br /&gt;
&lt;br /&gt;
You swing your pink vultite maul at the magru, but when the weapon slices through the magru&#039;s flesh, the wound closes instantly leaving no trace that the magru was injured!&lt;br /&gt;
&lt;br /&gt;
The surface of the magru suddenly pulsates, forming a long blunt appendage!&lt;br /&gt;
A magru pounds at you with its fist!&lt;br /&gt;
  AS: +210 vs DS: +290 with AvD: +42 + d100 roll: +80 = +42&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A magru pulsates violently and a stream of dark fluid shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way but you are struck by the stream of fluid!&lt;br /&gt;
Hit for 5 concussion points.&lt;br /&gt;
... 22 points of damage!&lt;br /&gt;
Acid dissolves the skin on the neck exposing the windpipe!&lt;br /&gt;
You are stunned for 6 rounds!&lt;br /&gt;
&lt;br /&gt;
You reach out to search the magru.&lt;br /&gt;
As soon as you make contact with it, you feel an intense burning sensation!  You are injured!&lt;br /&gt;
You find a white opal, a large black pearl and a turquoise stone concealed in the disgusting pile of jelly!&lt;br /&gt;
The remains of a magru evaporate away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Absorbers are described as bluish-purple, the magru are described as red.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the magru are killed there is notably messaging referring to them as &amp;quot;quivering jelly.&amp;quot; These words are used to describe the moon-beasts in &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; when the night-gaunts assault them and carry some down into the Underworld of the Dreamlands. In this way the moon-beasts are placed in the Underworld in the story, even though they do not reside there natively.&lt;br /&gt;
===Nycorac===&lt;br /&gt;
The Nycorac is a mysterious invisible entity which can move between planes at will, with a tendency to show up by accident during summonings. They give a sense of feeling watched. It is composed of an unknown energy and gives its victims &amp;quot;chills&amp;quot;, grappling them with &amp;quot;tendrils&amp;quot;, and detection spells reveal only darkness. This combined with the [[Blacar]] is a likely Rolemaster basis or inspiration for the [[dark vortece]]s, where the Blacar provide the cold criticals and the hazy tenebrous orbs. Blacar are 1&#039;-1.5&#039; floating black spheres which swoop through their targets doing cold damage and draining stat points.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece flickers momentarily, attempting to blend into the shadows.&lt;br /&gt;
&lt;br /&gt;
A dark vortece draws itself toward its center, giving it the appearance of an amorphous cloud of shadows.&lt;br /&gt;
&lt;br /&gt;
A dark vortece extends forth a multitude of branching shadowy tendrils, scattering elongated umbrae across the floor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The dark vorteces have some strange life cycle where they dissipate out of existence, leaving behind hazy tenebrous orbs. When the dark vorteces wander into the huge cavern, too far from the Dark Shrine, they naturally begin decaying until they disappear entirely. This is because the light level is too bright. Dark vorteces become incapable of attacking in bright light and will naturally dissipate until being killed. The myklian do not appear to be based on a creature from this section, and seem to be aberrations grown from the reptiles of the huge cavern. This suggests their concept is rooted in other premises.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
A dark vortece drifts smoothly north, leaving a shadowy haze in its wake.&lt;br /&gt;
&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
The dark vortece collapses in on itself.  You feel an icy chill as the dark form seems to recede into nothingness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These tenebrous orbs might explain the strange pile of large round stones, that are all about 10 inches in size, nested in the Dark Grotto.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all &#039;&#039;&#039;dark grey&#039;&#039;&#039; balls of smooth stone, &#039;&#039;&#039;about ten inches in diameter.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;take orb&lt;br /&gt;
You pick up a hazy tenebrous orb.&lt;br /&gt;
&amp;gt;look orb&lt;br /&gt;
A &#039;&#039;&#039;dark grey&#039;&#039;&#039; mist appears trapped within the glass-like orb.  Despite its lifelike resemblance to a ball of early morning fog, the thick mist remains unmoving, maintaining its perfect nebulous form.  Twisted shadows linger within the orb where the ambient light is unable to penetrate the heavy grey haze.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These premises do not seem to be entirely satisfactory for explaining the orbs, which absorb light in their fog and produce shadows much as the dark vorteces. The glasslike orbs may be relevant to the crystal dome, which absorbs power much like the dark vorteces. Another possibility in terms of Rolemaster is that the dark vorteces may be darkness elementals. In this way they would be much more powerful analogs of dark wisplings, which are now known as dark vysans and not treated as elementals. In Rolemaster&#039;s &amp;quot;Elemental Companion&amp;quot; (1989) elemental darkness is associated with cold criticals. Darkness is not treated as an element presently in the Elanthia world setting. Though the dark vorteces are used as templates for shadow creatures, such as from the Shadow Realm or the Bleaklands, in the context of invasions.&lt;br /&gt;
===Other===&lt;br /&gt;
[[Traag]] are an anomalous case because they are not actually present in the Broken Land. The question is why the lug&#039;shuk traglaakh, the magru, are pronounced as &amp;quot;trag&amp;quot; when &amp;quot;trog&amp;quot; is used in the puzzle for exiting the Dark Shrine. This may be a play on words between Traag and the Iruaric for &amp;quot;cave&amp;quot;, given the Traag in this entities category. They are essentially cave dwelling large extra-planar panthers with venomous claws, double rows of teeth, and who summon demons. Lug&#039;shuk traglaakh may be insinuating there used to be traag but the magru ate them all. The unrecognizable huge thigh bones in the deep pit are probably allegorical, alluding to the bones of the gugs in the Vale of Pnath in &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, but it does imply something used to exist in the caves that no longer exists. There is an argument for interpreting the myklian, however, as esoteric analogs of the fire cats.&lt;br /&gt;
&lt;br /&gt;
[[Xaastyl]] are flying squid entities who are the ultimate masters of arcane knowledge, with a vast library of extra-planar knowledge put together from their wanderings. In much later Shadow World books Kesh&#039;ta&#039;kai&#039;s tentacle monster avatar looks almost exactly like them. These are most likely not relevant to the Broken Land, but would be a sensible origin for Kesh&#039;ta&#039;kai if that thread were pulled.&lt;br /&gt;
&lt;br /&gt;
==Crystal Dome==&lt;br /&gt;
The crystal dome is implicitly a Lord of Essaence artifact (possibly one of their &amp;quot;speaking crystals&amp;quot; like what Bandur tried to steal from Nomikos), which means it &#039;&#039;should&#039;&#039; be from the [[First Era]] of the [[Shadow World]] history. The Dark Shrine reinforces this theme with the gogor. This is the only sense in the monsters of the Broken Lands having originally been named in Iruaric, as the Lords of Essaence were responsible for artificially mutating and fashioning other life forms. The work of Uthex Kathiasas was giving a &amp;quot;physical form&amp;quot; to his &amp;quot;new source of power&amp;quot;, and the only obvious way of interpreting that is the crystal dome itself, which drains and concentrates tremendous amounts of power. The other possibility is that the Dark Gods themselves are surviving Lord of Essaence followers of Empress Kadaena who returned to this universe in the Second Era after being banished in the Final Conflict.&lt;br /&gt;
&lt;br /&gt;
The Major Sub-Texts section explores possible inspirations in two of Lovecraft&#039;s &amp;quot;almost spheres&amp;quot;, the [http://lovecraft.wikia.com/wiki/Shining_Trapezohedron Shining Trapezohedron] and the [http://lovecraft.wikia.com/wiki/Ultimate_Gate &amp;quot;Ultimate Gate&amp;quot;] of the Last Void. The former is &amp;quot;a window on [[The Temple of Darkness|all time]] and space&amp;quot; while the latter allows the transformation of beings into profoundly different physical incarnations. The implication is that the dome is able to summon extra-planar entities from other realities, possibly as a template or act of recycling, using the power it absorbs to incarnate their physical being from pure energy. It would allow control over beings that ordinarily could not be summoned. &lt;br /&gt;
&lt;br /&gt;
The extension of this idea is that the souls of the hooded figures can be endlessly reincarnated, without the aid of Eissa ([[Lorminstra]]), even transmogrified into otherworldly or demonic manifestations. In the early I.C.E. source books, such as the Cloudlords of Tanara (1984) or even vestigially in the &amp;quot;whirlwind&amp;quot; history synopses of the 1989 adventure modules, the Lords of Essence were thought to have made the Demons of the Pale artificially out of the essence itself. In the later Shadow World books some Loremasters speculated the Dark Gods, who are related to the Demons of the Pale, originated in &amp;quot;failed&amp;quot; Lord of Essaence experiments with creating non-corporeal life forms. These ideas might be mixed into an ascension to godhood concept for Kadaena&#039;s surviving followers in the phrase &amp;quot;spirit born of death.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mechanism===&lt;br /&gt;
&lt;br /&gt;
The [[crystyl]] forest surrounding the crystal dome is argued above to possibly be a special kind of trans-planar entity that would provide the means of simultaneously viewing and drawing upon an almost limitless amount of such information. Similarly, the boiling mud sea could be a vast colony of the [[hoard]], which are mutually self-aware across all realities. The master orb in the Sheruvian monastery also forces visions into the minds of those present, allowing transportation to vastly distant places on our plane of existence, and representing potential futures of our world or more horrific alternate timelines. Though the Sheruvian monastery is not relevant to the original Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx The crystal dome pulses with a dim, multicolored light.]&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;prep [most spells]&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The energies of your spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome absorbs all the energy without a sound.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;prep 416&lt;br /&gt;
You gesture and invoke the powers of the elements for the Piercing Gaze spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The surface of the crystal dome shimmers in your vision, its reflective planes become insubstantial, and you can now see inside.  Peering closer you see flashes of swirling elemental energy.  Surely this dome must hold an immense amount of mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The dome is a concentrator of great deals of magical power, which would otherwise spill out in violent bursts. Teleportation spells and devices fail in its vicinity, and it suppresses the ability to &amp;quot;reach out with your senses&amp;quot; in communicating telepathically. This is relevant because a number of his entities (if the above is correct)  were actually mentalist in nature, and were named in the partially telepathic language [[Iruaric]]. The Shining Trapezohedron was a &amp;quot;seeming sphere&amp;quot; that turned out to be a &amp;quot;highly polished&amp;quot; polyhedron that was artificial, and covered with strange hieroglyphs, similar to ancient Iruaric for us.&lt;br /&gt;
&lt;br /&gt;
===Releasing Power===&lt;br /&gt;
&lt;br /&gt;
While the Sorcerer spell [[Phase (704)]] will cause a violent release of energy, the dome can only naturally hold so much power at a single time without backlashing on its own. It is based on the actual quantity of mana absorbed, whether spells cast or mana sent in a given interval of time. Casting phase does not release energy from the dome in terms of game mechanics, but the backlash from excess power absorption immediately resets it. The inside of the crystal dome does not appear differently with [[Piercing Gaze (416)]] under changes of energy concentration, with no other apparent consequences.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 704&lt;br /&gt;
You begin drawing a faint, twisting symbol while softly intoning the words for Phase...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
Suddenly you notice the crystal dome&#039;s form dim slightly as it becomes insubstantial.&lt;br /&gt;
&lt;br /&gt;
The interior of the dome begins to flash and spark as whatever was contained inside now has an easier way out.  As you begin to pass into the dome, a wave of pure energy gushes forth, burning you with its intense heat!&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Left arm incinerated.  Unfortunate.&lt;br /&gt;
   You are stunned for 10 rounds!&lt;br /&gt;
The surface of the dome returns to normal as if nothing happened.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;think Hello world&lt;br /&gt;
You concentrate on projecting your thoughts but something seems to be blocking them.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;esp who local&lt;br /&gt;
You strain your senses outward, but something seems to be blocking them.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn ring&lt;br /&gt;
You turn the ring on your finger, but the pulse you feel is extremely weak...as if the magic is being inhibited by someone or something in the room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;incant 130 &#039;&#039;(sometimes) ***&#039;&#039; &lt;br /&gt;
Nothing happens. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*** - This may be erroneous. Spells are not auto-released when casting at the dome, causing Incant to self-cast the wrong spell.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Shutting Off===&lt;br /&gt;
&lt;br /&gt;
The crystal dome will overheat if it is agitated too much in a given time interval. In the event it is made to absorb more than 2,000 mana without being allowed to cool down, it will backlash in what is essentially a major elemental wave. (It is not actually [[Major Elemental Wave (435)]], the Broken Land is much older than that spell.) This has the effect of resetting the dome to its baseline status. Whether or not it was actually possible to &amp;quot;shut off&amp;quot; the dome is not clear but seems unlikely. What &#039;&#039;is&#039;&#039; still possible is blocking the power draining effect. This requires a Wizard and Cleric, or else scrolls or other access to certain spells.&lt;br /&gt;
&lt;br /&gt;
;Traps&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;send [#] dome&lt;br /&gt;
You face the crystal dome, close your eyes and begin chanting.&lt;br /&gt;
A bolt of hot, pulsing energy arcs between you and the dome!  You begin to shudder violently as all your mana rushes into the crystal dome, and soon you collapse on the ground stunned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(after approximately 1,000 mana)&#039;&#039;&lt;br /&gt;
The crystal dome shimmers brightly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
&#039;&#039;(energy absorption message; after approximately 1,750 mana)&#039;&#039;&lt;br /&gt;
The crystal dome flares hotly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
&#039;&#039;(energy absorption message; after approximately 2,000 mana)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Suddenly a hot wave of pure energy rushes out of the crystal dome, rolling forth like an [http://www.hplovecraft.com/writings/texts/fiction/crc.aspx apocalyptic] [http://www.hplovecraft.com/writings/texts/fiction/lt.aspx juggernaut].&lt;br /&gt;
&lt;br /&gt;
The heat of the wave burns your flesh!&lt;br /&gt;
  ... 35 points of damage!&lt;br /&gt;
  Flame sets your head alight like a torch. Burned beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(The dome cools off at a rate of 100 mana per whole mana pulse.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Power Drain Puzzle&lt;br /&gt;
&lt;br /&gt;
The premise for blocking the power drain is apparently the combined use of &amp;quot;shield&amp;quot; or &amp;quot;sphere&amp;quot; defensive spells. These spells are [[Warding Sphere (310)]], [[Elemental Deflection (507)]], [[Wizard&#039;s Shield (919)]], and [[Spirit Warding II (107)]]. (These spells all existed as those spell numbers in 1993.) These spells combine in the crystal dome, with special messaging for each, and cause an energy barrier to form around it. When the dome flashes, which is a symptom of its power absorbing, or perhaps some sort of guide wave for it, the barrier blocks this and reflects it back into the crystal dome. While this is under effect, there is no environmental power draining. However, this does not prevent physical access to the dome, nor does it protect you from unleashing the dome&#039;s energy in a fatal way. [[Vibration Chant (1002)]] also has special messaging on the crystal dome.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;107 - Spirit Warding II&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The energies of your spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome shimmers with a deep blue light.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;310 - Warding Sphere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that a hazy white sphere appears around the dome momentarily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;507 - Elemental Deflection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome suddenly shines in a dazzling array of light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A faint grey barrier suddenly surrounds the crystal dome, but fades before anything interesting happens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;919 - Wizard&#039;s Shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that a shimmering sphere materializes around the dome briefly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A shimmering multicolored barrier suddenly surrounds the crystal dome.  The barrier shifts and undulates silently before a bright flash emmanates outward from the dome, only to be reflected back into its crystalline surface.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: The italicized messages happen on the third and fourth spells being cast, respectively. The order does not matter, but it requires each spell. These will also appear immediately after the dome&#039;s ambient message of the pulsing dim multicolored light. The power drain still happens with the &amp;quot;faint grey barrier&amp;quot; status condition, and the power drain stops happening under the &amp;quot;shimmering multicolored barrier&amp;quot; condition. The constituent spell effects have different colors.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1002 - Vibration Chant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXX sings a melody, directing the sound of her voice at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome vibrates slighly but not much else.&lt;br /&gt;
&lt;br /&gt;
(Note: Vibration chant does not actually do anything. It is unclear if it may have had a function in the past. It just has its own messaging variant. It is interesting to compare this to the &amp;quot;crystal dome&amp;quot; and tuning fork puzzle in Black Swan Castle. Black Swan Castle dates back originally to August 1992, so is roughly contemporary with the Broken Land.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crystal dome will drain a random amount of mana (up to one off-node pulse) every three to ten minutes or so. [[Kelfour Edition volume IV number V|The effect]] was originally strongest at the dome, weakening with distance. Blocking the mana drain is considered an in-game puzzle. This aspect of the dome actually still works. There is some ambiguity over what has been broken or repaired. Allegedly the puzzle was broken for many years before a GM realized that a spell update had made it impossible to be solved and brought it back up date. The trouble is it is unclear what is missing now, as GMs have looked under the hood and found no other (still existing / inactivated) mechanisms for it. In context with &amp;quot;Through the Gates of the Silver Key&amp;quot;, it should have transported you somewhere else, possibly in a non-corporeal state (perhaps astral projection in flavor) and likely triggered by Piercing Gaze and Vibration Chant. (Most of the Bard list was unimplemented in 1993.)&lt;br /&gt;
&lt;br /&gt;
The mechanisms that exist are absorbing power from spell casts or directed channels, the random environmental drains (~20% of character mana), the traps of exploding when overheated and the partial explosion when subjected to Phase (704), and the group of spells that temporarily blocks the power draining effect for roughly 20 minutes. There have been anecdotes of remembering casting the old Sorcerer spell Forget (703) on the crystals surrounding the Jagged Plain, as well as an anecdote of someone (allegedly Thalior) successfully phasing into the crystal dome object, but getting killed and decaying in it with the item droppage. It is not clear if it was ever possible to phase into the dome while it was in a discharged and off state. The balance of evidence suggests the discharging explosion is just meant to be a trap. There are probably missing aspects of the dome puzzle, but without records for what they might have involved.&lt;br /&gt;
&lt;br /&gt;
==Materialism==&lt;br /&gt;
There is some reason to think that the internal logic of natural processes is supposed to be taken seriously as correct. The room painting makes use of all the primary senses to convey information. One of the more overt themes of the Broken Land is apparently natural things actually being artificial, so that complicates interpreting what is a natural process and what is misleadingly natural. It is difficult to know if a self-consistent &amp;quot;natural process&amp;quot; explanation was the actual intent. With all such theories there is the potential for over-analysis or &amp;quot;reading too much into it&amp;quot;, where even if a premise was intentional, at some point taking it too seriously will raise unintentional consistency issues.&lt;br /&gt;
&lt;br /&gt;
===Geology===&lt;br /&gt;
One of the ways to interpret the Broken Land and Seolfar Strake is to take them seriously in their geology. The Seolfar Strake was just north of the limestone High Plateau, with volcanic mountains in the general region of Quellbourne and geysers to the west at Galtoth. (Galtoth was converted to Keltoph in the De-ICE, but does not seem to be mentioned in the game itself.) There is no indication the north-end mountains of the Broken Land are volcanic, while it is the High Plateau to the south of the Seolfar Strake that is not volcanic. Though Blototh (Glatoph) is an active volcano and originally was mapped as being on the southwestern edge of the High Plateau.&lt;br /&gt;
&lt;br /&gt;
Strictly speaking, the mountains in the Seolfar Strake are part the Black Fork mountain range, they are not the Kaldsfang mountains. This is not so obvious from the Quellbourne book, but more clear in the Jaiman book. The Kaldsfang are instead part of the Saral March. But in GemStone III the Seolfar Strake mountains were apparently called Upper Kaldsfang, as they say &amp;quot;Trollfang mountains&amp;quot; now. The Monastery is located inside a cliff at the base of a small mountain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Mud Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Broken Land has a huge boiling sea of mud, which is largely grey-brown. There are also patches of green and orange. This is indicative of an acidic hot spring known as a [https://en.wikipedia.org/wiki/Mudpot &amp;quot;mudpot&amp;quot;] or &amp;quot;mud pool.&amp;quot; They form in geothermal conditions where there is little water. They will have bubbles of mud form upward and burst. This is suggesting there is some volcanic caldera deep underground, though its size is more suggestive of a [https://en.wikipedia.org/wiki/Mud_volcano mud volcano], which is not necessarily magmatic and significantly different.&lt;br /&gt;
&lt;br /&gt;
The sulfuric acid of the mudpot dissolves the surrounding rock, and can acquire colors from the resulting metals. When the slurry is colorful, they are called paint pots. The orange suggests the presence of iron oxides, while the green suggests copper. This is plausible as iron and bronze and brass all appear by name in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge sea of boiling mud stretches out to the south.  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, northeast, east, northwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look mud&lt;br /&gt;
The mud is predominantly a grey-brown color, but there are patches of green and orange mud here and there.  A thick, grey steam rises off the surface of the mud.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The boiling sea of mud creates a malodorous fog which is especially dense along its perimeter. The northern side of the Jagged Plain is not foggy. If the sea of mud were meant to be a mud volcano, this would be methane, but there is nothing suggesting it should be interpreted as methane gas. Mud volcanoes are largely associated with fossil fuel deposits. This is more likely supposed to be a gigantic mudpot, so the malodorous smell is probably supposed to be [https://www.nps.gov/places/000/fountain-paint-pot-east.htm hydrogen sulfide], and so would smell like rotten eggs. This is supported by the sulfurous odor in the Dark Grotto.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Crystal Forest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The crystal formations along the north and east of the Jagged Plain are characterized as &amp;quot;growing.&amp;quot; If they are interpreted as a natural geological process, the material for them must be nucleating on the seed crystals. Since the surroundings are most likely meant to be limestone, and assuming the sea of mud is supposed to be a mudpot, this would mean the sulfuric acid of the mudpot is mostly dissolving calcium carbonate. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of wildly &#039;&#039;&#039;growing&#039;&#039;&#039; crystals to the north presents a formidable barrier.  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the sharp outcroppings of the crystal forest would be deadly.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south, southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look crystal&lt;br /&gt;
Translucent white crystals grow to great heights here, sprouting sharp spears in all directions that form an impassable barrier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One may infer from this that the malodorous fog of the mud sea is hydrogen sulfide along with calcium minerals and water vapor. It would reasonably follow from this that the crystal forest is meant to be gypsum, which is calcium sulfate dihydrate, an evaporite mineral that forms in hot springs from volcanic vapors. It also forms from sulfide oxidation, when sulfuric acid reacts with calcium carbonate. This can be interpreted in the Broken Land context as a weird analog of carbon sequestration by the trees in a forest, which grow (acquire more carbon mass) by siphoning carbon dioxide out of the air. The esoteric parallel is to the western forest outside the Monastery.&lt;br /&gt;
&lt;br /&gt;
It is remarkable that the crystal forest grows in a circular pattern around the crystal dome, enclosing the Jagged Plain against the sea of mud. The crystal growth proceeds all the way up to the mud sea on the east side of the plain. Since the Jagged Plain is strewn with boulders, and suffers from falling rocks from the sky, this suggests the pulverization from above prevents the crystals from forming. This would necessitate an explanation for why the &amp;quot;meteors&amp;quot; fall in this location but not farther to the north or east. It would also suggest the crystal dome itself has been growing for thousands of years, as the fog swirls around the dome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Erosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is little indication of weather or running water in the Broken Land, other than the ice melt represented in the Dark Grotto. ([[Call Lightning (125)]] in the past could not be cast indoors, and the spell did not work in the Broken Land. There were interpretations as far back as 1994 of the Broken Land actually being enclosed for this reason, but it might simply be implying the absence of moisture in the air to form storm clouds.) The surrounding mountains are covered in snow at their peaks, and ice on their slopes, but are notably strewn with boulders. This might be taken to refer to the meteor swarm from the Broken Land story, though that seems excessive, or one might read it as meteors routinely fall in the Broken Land. This seems implausible, given it has atmosphere. &lt;br /&gt;
&lt;br /&gt;
More exotic scenarios could be imagined where it could make more sense, such as a debris field in orbit, from a moon such as Tilaok being ripped apart or material ejected from a major impact in the past. But they seemingly do not land on and smash the crystal forest to the east. The question becomes what the natural origin of the falling rocks would be, assuming the &amp;quot;meteors&amp;quot; are not some weird lingering magic distortion.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
Like a huge pair of eyes, two large, round windows look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains rise up&#039;&#039;&#039; all around, snow capped peaks high above ice covered slopes, strewn with &#039;&#039;&#039;large boulders.&#039;&#039;&#039;  The cold wind that blows in through the openings bears as much desolation as the view.  There is no scent of green trees and running sap, no odor of wildlife rising from the slopes outside.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look opening&lt;br /&gt;
The openings look out over a &#039;&#039;&#039;desolate, lifeless panorama of jagged mountains.&#039;&#039;&#039;  The openings are large, but climbing out through one would be suicide.  There is no ledge outside, no purchase on the outer rock surface that would keep you from plunging to your death.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the sea of mud likely meant to be a mudpot, and Morgu hating rain and running water, this is likely supposed to be an arid environment like the High Plateau. With an excess of water and limestone, the geological formations would not survive very long. What might be the case then is the moisture coming off the sea of mud is freezing on the mountain faces or occasionally dropping back down as snow.&lt;br /&gt;
&lt;br /&gt;
In this interpretation there would then be &amp;quot;frost cracking&amp;quot; of the rocks on the mountains. These are depicted as &amp;quot;jagged&amp;quot; and steep, which suggests they are not volcanoes. Rocks and boulders of various sizes would break off sometimes from this ice erosion. Since the cliff that surrounds the west side of the Jagged Plain is curving like a semi-circle, it might be that the &amp;quot;meteors&amp;quot; are actually supposed to be rolling off the mountains, then flying off into the plain at various horizontal speeds and angles. This might then be taken as forming a roughly circular debris field to the east of the cliff. The pulverization would then prevent the crystal forest from growing too close to the cliff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Cenote&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Jagged Plain is probably interpreted by most people as being surface level, but there is some indication it is actually at a sub-surface elevation. (This is independent of any interpretation of the Broken Land as entirely underground, such as below the surface of the moon of the Dark Gods.) Uthex&#039;s abode and the portal chamber are apparently at higher elevation inside the cliff. Likewise, it is necessary to climb up to reach the Dark Grotto, which is a cavern system. This suggests that the Dark Shrine is not inside a mountain, or at least only a small mountain on a limestone plateau, and that the windows of the shrine are facing out of a cliff. This reveals the jagged plain as very far below, but that only means the window is high above that plain.&lt;br /&gt;
&lt;br /&gt;
This would presumably be at a higher elevation than the western cliff. The wording then describes mountains rising up all around. Taken together this suggests the curving sheer vertical cliff of the Jagged Plain might be intended to be a cenote, which would essentially be a sinkhole around the sea of mud. The heavy debris field might not just be occasional falling rocks. There may instead have been a cavern roof that collapsed. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A high, sheer cliff rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  You also see a jumble of rocks.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;look rock&lt;br /&gt;
The rocks piled here are blackened and burned, as if the cliff face has been pulverized by some powerful explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look cliff&lt;br /&gt;
The cliff is high and sheer, almost featureless.  There does not appear to be anyway to climb it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The underground lake outside the Monastery may be interpreted as a cenote that has not collapsed yet. This is an alternative explanation for the pile of rocks depicted in one part of that area. It was mentioned in another section of this page as possibly implying collapsing stalactites, where the lake water prevents stalagmite formation. (The &amp;quot;jumble of rocks&amp;quot; is a climbable object that connects the Jagged Plain to the Dark Grotto which was not released until later. There is no record now if there was an in-game event, such as the crystal dome being made to explode energy, for causing this rock pile that leads to the crack into the Dark Grotto.)&lt;br /&gt;
&lt;br /&gt;
One interesting twist to this interpretation is to imagine the jagged plain as the interior of a huge impact crater. There are existing meteor themes in the area and story, such as the death of Uthex and the ASCII craters depicted on Orhan. The falling rocks may also be interpreted as actual meteors, though this would be weird and probably unnatural for several reasons. But if the curved cliff in the Broken Land is the rim of a major crater, the boiling sea of mud may derive its heat directly or indirectly from the impact. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You hear a loud rushing sound from the sky above you, and you look up just in time to see a huge chunk of rock hurtling toward you at incredible speed!  You try to dodge out of the way, but before you can move more than a few inches, the massive stone crashes into you, knocking you to the ground and causing serious injury!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Bones in left arm crack.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More subtle, another variation on this theme would be to interpret the Broken Land as a limestone formation on top of a more ancient major impact, such as if the comet Sa&#039;kain (if it exists in that dimension) hit the parallel Kulthea instead of grazing Charon. The Jagged Plain would then still be inside a cenote, like the [https://www.lpi.usra.edu/science/kring/Chicxulub/discovery/ ring of cenotes] in the Yucatan peninsula, which follow the rim of the Chicxulub crater from the time of the dinosaur extinction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) Karst Formation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Karst Karsts] usually form in dense carbonate rock, principally limestone, where water will flow within fractures. This typically involves moderate or heavy rainfall, and the dissolution of the rock with carbonic acid. This comes from water interacting with carbon dioxide in soil. Karsts are the formation of caverns and sinkholes from the dissolution of carbonate rock, though there can be pseudokarsts formed in other ways. While the Seolfar Strake has a waterfall and underground lake inside a cliff, which may be regarded as a cenote that has not collapsed yet, there is no indication of rain or heavy water flows in the Broken Land. The Monastery notably makes use of marble, which is metamorphic from recrystallizing carbonate rocks, but also has granite which comes from igneous intrusions.&lt;br /&gt;
&lt;br /&gt;
In more volcanic conditions or near petroleum reservoirs, karsts may be formed instead through sulfuric acid, with the oxidation of hydrogen sulfide. The sea of mud, interpreted as a mudpot, would be a source of hydrogen sulfide. This dissolves the carbonate rock, causing the formation of calcium sulfate. When calcium sulfate is combined with water, it leads to the formation of [https://en.wikipedia.org/wiki/Gypsum#Occurrence gypsum] crystals. &lt;br /&gt;
&lt;br /&gt;
The Dark Grotto is unusual in that it has parts that are obviously artificial, but otherwise has aspects that seem like they could be natural. The tunnels of the Dark Grotto suggest they were carved out by the acid of the magru making paths through the rock like ants. This is strongly reinforced by the original name of the magru, where lug&#039;shuk traglaakh is Iruaric which translates roughly as &amp;quot;ugly fiery cave makers.&amp;quot; These would be gigantic macroscopic analogs to the microbes that produce sulfuric acid and form karsts. The tunnels in the Dark Grotto are scaled to the size of the magru which carve them out. But some caves are much larger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(6) Speleothems and Megacrystals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a stalactite with dripping water in the tunnels, which would be consistent with the secondary [https://en.wikipedia.org/wiki/Speleothem speleogenesis] that happens from water, even in caverns that were originally hollowed out by sulfuric acid. But the pool of water under the stalactite, which explains why it is not forming a column with a stalagmite, is described as having a sulfurous smell. The tunnels of the Dark Grotto are described as stinging the eyes and nose, and leaving a bitter taste in the mouth. This language was not used for the malodorous fog on the Jagged Plain. It may refer to [https://en.wikipedia.org/wiki/Sulfur_dioxide sulfur dioxide], which is a precursor for sulfuric acid, and can be released from calcium sulfate reactions. &lt;br /&gt;
&lt;br /&gt;
Whether or not it is meant to have an exact vapor explanation, it is implied to be the product of magru acid. The presence of the smell in Uthex&#039;s workshop and the burning on its work table links the places chronologically. So, it may be that speleothem formations in the Dark Grotto may seem natural, but were actually made artificially by the magru. It is remarkable that the tall spires of stone and crystal in the Huge Cavern are not called &amp;quot;stalagmites.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Workshop]&lt;br /&gt;
Other than a few shards of glass scattered about the floor of this small chamber, the only object here is a large, plain wooden table.  A &#039;&#039;&#039;sour odor still hangs in the air, and the almost metallic smell&#039;&#039;&#039; sets your teeth on edge.  You also see a threadbare brocade curtain.&lt;br /&gt;
Obvious exits: southeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The enormous &amp;quot;crystals&amp;quot; in the Dark Grotto may be interpreted as [https://pdf.sciencedirectassets.com/271727/1-s2.0-S0009254119X0025X/1-s2.0-S0009254119303754/am.pdf?X-Amz-Security-Token=IQoJb3JpZ2luX2VjEL7%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FwEaCXVzLWVhc3QtMSJHMEUCIEqYRT4aUi0zt03VXQ8d84%2FkD1XXcA98KFdxadpWIyiUAiEAm38neXzR8k5ytOs7uoJkpq4mtk1BbIdcCxdyxtGHmsoq1QQI9v%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FARAFGgwwNTkwMDM1NDY4NjUiDBhqP4LYEll0JnaP5yqpBDn75PZERtP8AqPNSJ9PHWE1%2BJYee6186WjjiT3LVG6FfMNbWjPqFqxA1gAG6ap4lbrwVTKrJSH8y6wJVHD1a5P5h2wxv2e6k0d4zT9Zqpgl7EAfhzQPMQ1%2FjqzE93NsLemgszxtMgDMD52PfFWZDm2u6XvNgaSp52wR2OOrGJ0EpilNI%2BXBLIJRj3rLvqhroQEoTYVpDZP3oWb3K6IZaqv%2BkM1oTChoproRKI5A37ahsmc5P%2B82LCSRWXDxlkOM0nYfeVuC7QWQXq0wvBMfjxc7BN6HxWBp4byhBGbrZAKt2pcg5LNruT4LgNNrFEcJVQxKqI1jruArWNNyiK%2F8SHPIvx5x2jrauIUBPGhdvfNj5qWnDsiwXbom5vhKJAZNuoiafXSmsA1hhXD17ikBMC5f7zc3S6xtE3rtmXevA2iwxf3jYAabaeHFux5Hn%2FT0XudJcygo2wNqDZhGFT12Cmkt%2FptF6QpbdCpMr%2BxXI5xQdVSEW6ISpQ8IUxYRoOLKgK0IMXNiFOCy3YJN2UGoB1lYNKOyQooNm%2BaZyeo052M037YMcuo%2FDdQEx2kSi5a0%2BRezLZm0JkOv2f4hgmoGm2j2Z89HRe721c2f8cXAeEQoHasHUZVPAVeIapQEPWQNtO8rrSWAMecii%2F1GGlfsmokANW7Oy5IyTydXRq0f1PfAfK3Tz%2Ftev%2BtBgfQgAfipEkKng%2Beg%2F4lSuiTcllx5aTsWW8s%2F7sgBPfMw3vyinQY6qQE3g8AzEopPat9aIcycpsAobSMk9xViByikmGdPrqFdHR9iF5gebmpvMr5gT7oQOBz%2BI8UaYXDHsnytlbq7Ypjvf2oudklOYZjRMDdEgOOaxl6ifMXEoS3GJbCoYwdetcR3SbCkrYAIWFkGMqw6TprWLAHqc77ABIqXVJ40CLbwPzZ8irpG3nDZf%2BuaONN6LuKPW1ibPmupE%2BP%2Fb8OyTwIG5WOFvu4%2BEA%2BL&amp;amp;X-Amz-Algorithm=AWS4-HMAC-SHA256&amp;amp;X-Amz-Date=20221225T222057Z&amp;amp;X-Amz-SignedHeaders=host&amp;amp;X-Amz-Expires=300&amp;amp;X-Amz-Credential=ASIAQ3PHCVTY3WNZI454%2F20221225%2Fus-east-1%2Fs3%2Faws4_request&amp;amp;X-Amz-Signature=7113d71ed8ede59eb39095691b10228f222728013c7e581ff46cb8e5e586d4bc&amp;amp;hash=559057bdd0e7e996cba26a11d31130743b5d807f653bc61f4d08036ed7b46f83&amp;amp;host=68042c943591013ac2b2430a89b270f6af2c76d8dfd086a07176afe7c76c2c61&amp;amp;pii=S0009254119303754&amp;amp;tid=pdf-54eece5b-6d31-42d8-8624-a11088ef30e2&amp;amp;sid=93de9a9217355749af083f002330371018begxrqa&amp;amp;type=client megacrystals] of gypsum. These usually form over a long period of time in supersaturated geothermal water. Such crystals can grow to be spires that are [https://en.wikipedia.org/wiki/Gypsum#/media/File:Cristales_cueva_de_Naica.JPG much larger] than humans. (But it is also possible to grow gypsum as speleothems from falling water. Such water is known as [https://en.wikipedia.org/wiki/Meteoric_water &amp;quot;meteoric water&amp;quot;], but this is unrelated to meteors.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an eerie, other-worldly vista, filled with &#039;&#039;&#039;tall spires of stone and crystal&#039;&#039;&#039;, and dotted with growths of giant mushrooms and huge fans of lichen.  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of mold, moss, lichen and fungi fill the underground landscape, some of them glowing with pale unearthly light that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: east, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this interpretation the floor of the Huge Cavern of the Dark Grotto was once submerged in water, like the Huge Cavern in the Seolfar Strake, except deeper and with the whole body in hot spring temperatures. The [https://en.wikipedia.org/wiki/Calcium_sulfate calcium sulfate] would be solid anhydrite above 58 degrees Celsius, but would then form megacrystals when slowly cooling below that threshold. (The cave this specific argument is leaning on was not discovered until 2000, but the basic principle is large gypsum crystal growth from hot spring water.) Though this would be assuming they were not made artificially, such as the magru sliding up them to drop down on prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(7) Cave Pearls, Moon Milk, and Boneyards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a strange &amp;quot;grit&amp;quot; in the tunnels of the Dark Grotto, which appear to be finely pulverized stone. This is depicted as having mushrooms growing on it. In the geological context this would appear to be dry [https://en.wikipedia.org/wiki/Moonmilk &amp;quot;moonmilk&amp;quot;], whose name comes from a 16th century explanation of being caused by moon rays. (The major subtext section likewise argues the magru are allegorical analogs of Lovecraft&#039;s moonbeasts.) Moonmilk is a precipitate of limestone, coming from dissolved carbonates. While the word &amp;quot;limestone&amp;quot; is never used, it is implied from multiple directions, including the use of [https://en.wikipedia.org/wiki/Fresco &amp;quot;frescoes&amp;quot;] in the Dark Shrine which is a kind of mural that is painted on lime plaster.&lt;br /&gt;
&lt;br /&gt;
Microbes grow on the released nutrients, which creates an organic substrate on top of it, including fungus which may feed on the organic matter. Since this powder is probably supposed to be a byproduct of magru dissolving the tunnels with their acid, the organic material may be waste debris left behind by the magru having eaten flesh.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  A strange, gritty substance covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The &#039;&#039;&#039;grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Magru will also carry gems inside their jelly, implicitly from being made of rocks that do not dissolve in their acid. When coated with dissolved limestone, these could form literal [https://en.wikipedia.org/wiki/Cave_pearl &amp;quot;cave pearls&amp;quot;], which would then be a subtle play on words. Cave pearls are a speleothem that forms naturally from water that drips into basins too fast for stalagmites to form. Cave pearls form much like biological pearls, concentrically around some nucleus of matter. They are usually spherically, and can be larger than baseballs, even as much as eight inches in diameter. Those in the Dark Grotto are ten inches.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all &#039;&#039;&#039;dark grey balls of smooth stone, about ten inches in diameter.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The deep pit of bones may be playing off the karst formation known as a [https://www.researchgate.net/figure/The-Boneyard-in-Carlsbad-Cavern-NM-is-a-fine-example-of-spongework-Such-features-are_fig5_287370837 &amp;quot;boneyard.&amp;quot;] These are formed from sulfuric acid weathering, leaving extensive holes of spongework in the rock. This would be purely a word play, as the pit does not look like a boneyard. Magru apparently do not dissolve the [https://en.wikipedia.org/wiki/Calcium_phosphate calcium phosphate] in bones, but the limestone would implicitly derive from ancient marine skeletal matter.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the &#039;&#039;&#039;high domed ceiling&#039;&#039;&#039; of this &#039;&#039;&#039;oblong cavern.&#039;&#039;&#039;  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, [https://en.wikipedia.org/wiki/Terrace_(geology) terraced ledges] forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The oblong cavern that is described as an [https://en.wikipedia.org/wiki/Amphitheatre#Natural_amphitheatres &amp;quot;amphitheater&amp;quot;], which has obviously artificial features, is described as having a high domed ceiling. This may be implying that the cave is vertically oval, rather than horizontally. This would be a karst formation known as a [https://commons.wikimedia.org/wiki/File:Domepit_%28vertical_shaft%29_in_Great_Onyx_Cave_%28Flint_Ridge,_Mammoth_Cave_National_Park,_Kentucky,_USA%29_3_%288316981390%29.jpg &amp;quot;dome pit&amp;quot;], whose walls have vertically-oriented grooves called [https://en.wikipedia.org/wiki/Fluting_(geology) flutes.] (When formed naturally they come from vertically descending groundwater.) There is notably a flute on the other side of the wall, through the crack into the Huge Cavern, which is a trickle of water carving a stream into the rock. The tunnel at the top of the huge stairway is also described as &amp;quot;bored&amp;quot;, which could likewise be a word play off the [https://en.wikipedia.org/wiki/Bore_(wind_instruments) &amp;quot;bore&amp;quot;] of wind instruments. Other sections of this page argue that this cavern is implicitly used by cultists for its acoustic properties, and may be playing off the flutes of Nyarlathotep from the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(8) Geysers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Geyser Geysers] are a rare feature of hot springs, where water seeps down shafts until it boils, then bursts back up again as steam. There are three kinds of geysers: fountain geysers, cone geysers, and cryogeysers. Cryogeysers are found on icy moons in the Solar System. They have fundamentally different mechanisms, and were not known to exist until 2005. Cone geysers have steady upward streams of water out of mounds, like Old Faithful in Yellowstone National Park. Fountain geysers are intense bursts out of pools of water. The Broken Land is portraying fountain geysers, in a sense, but it is not out of a pool of water.&lt;br /&gt;
&lt;br /&gt;
The Broken Land is portraying an even rarer form known as a mud geyser. This is when a geyser is happening inside a mudpot, which tends toward bursting when [https://www.nps.gov/features/yell/ofvec/exhibits/treasures/thermals/mudpots/index.htm exposed to water.] Instead of the mud bubbling up to a few feet, geysers are depicted as bursting high into the air. The &amp;quot;Vertically Gifted Cyclic Mud Pot&amp;quot; in Yellowstone National Park sometimes acts as a geyser, which can throw mud up to thirty feet high. There was a regular mud geyser in Yellowstone with even greater heights, in the late 1800s and into the 20th century, but it eventually clogged and died out. When this happened it was possible to get sprayed with hot mud at some distance away.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Next To Mud Sea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Further Away From Mud Sea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A torrent of thick sludge suddenly comes raining down on you!  After a brief moment of surprise, you realize that the stuff is boiling hot!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Minor burns to right leg.  That hurts a bit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(9) Water Cycle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Seolfar Strake and Broken Land are both depicting closed water cycles. In the Seolfar Strake there is rainfall and snow and ice melt, with very cold water coming off a waterfall from the mountains. This lake is described as very deep, but with no visible exits. This is implying the water is sinking out below ground into an underground river, which is portrayed on the far west end of the Monastery sewer. Implicitly, the Monastery is probably using water wheels on this river, which would power their hydraulic doors. Gravity and elevation change would make this water flow west toward the Bay.&lt;br /&gt;
&lt;br /&gt;
In the Broken Land it is not clear there is any significant natural precipitation. The sea of mud as a mudpot formation is relatively low on liquid water. The malodorous fog would be partly water vapor, which would freeze at higher elevation on the mountains. Close enough to the Jagged Plain there is then enough volcanic heat to melt some of the snow and ice, allowing a small amount of water to flow down into the cliff. (Though there could be an unseen river to the north and east at higher elevation.)&lt;br /&gt;
&lt;br /&gt;
Water flows down into the Huge Cavern of the Dark Grotto, where a narrow stream is carved out as a flute in the rock. This forms a pool on the east end of the cavern, which implicitly empties by sinking down. This would most likely ultimately flow south toward the boiling sea of mud. More exotic, it could flow west as well as south, below the amphitheater cave. Depending on the meaning of &amp;quot;niches&amp;quot;, if there were shafts in the wall niches leading down to some deeper cavern with a water flow, that cave could function as a water organ. Which is essentially a pipe organ based on water flow. Though this is a considerable stretch, as there is no portrayal showing how that cave is actually used by Morgu or the dark priests. &lt;br /&gt;
&lt;br /&gt;
It is possible that the volcanic activity itself is driven by essence disruptions from the concentration of power by the crystal dome, in which case the mana-draining crystal dome would be the driving force for the whole hydrogeological and ecological system. It is remarkable that when the dome absorbs too much power, it is essentially described as getting too hot. When it overheats it explodes in a fiery burst reminiscent of what is now called a major elemental wave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(10) Vertical Thrusts and Impact Mountains&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of interpreting the Broken Land is to interpret it in the impact crater fashion, but then be much more literal with the parallel to Dante&#039;s Inferno and Purgatorio. In the Divine Comedy the fall of Satan from heaven causes an enormous impact crater on Earth, which is literally what Inferno is in the story. The displaced earth from the formation of hell [https://italiano-bello.com/wp-content/uploads/2021/03/dante-aldila%CC%80.png causes a mountain] to form on the antipodal side of the Earth. This is the mountain of Purgatory. Major impacts on moons and asteroids in the Solar System have caused antipodal elevations in similar fashion, as well as forming mountains as a result of major impacts in general. Morgu would be the Satan figure, placed high up in the mountain in the Broken Land, instead of frozen in the center of the Earth like Bandur in the Graveyard. Karst geology is better supported by the evidence than this extreme scenario, but then the question is if it is a pseudokarst.&lt;br /&gt;
&lt;br /&gt;
There is the question of whether you could contrive a very artificial situation where the whole of the Broken Land is underground, even below the surface of the moon of the Dark Gods in whichever dimension. Assuming there were artificial gravity within that region, and something like Lovecraft&#039;s deathfire lighting in the Dreamland Underworld, you would need to form the mountains and cliffs within some enormous hollow with an enclosed atmosphere. Jupiter&#039;s [https://en.wikipedia.org/wiki/Io_(moon)#Mountains moon Io] has thrusted up cliff faces that are somehow pushed up by the internal volcanism from tidal forces. Tidal forces are a plausible explanation for the inner volcanism of the moon of the Dark Gods, though it also has essence disturbances which might explain it instead. It would make no sense for limestone (or mammals and their bones) to exist on Charôn, though that word never gets explicitly used.&lt;br /&gt;
&lt;br /&gt;
The crystal dome would then be one of the Lord of Essaence crystals on Charon that created portals to other dimensions in the First Era. This whole scenario seems wildly implausible as a natural process. But it has to be remembered that the Lords of Essaence had terraforming level technology, and the stairway in the Dark Grotto is described as engineering. The mountains in the Broken Land would then be the analog of the Peaks of Thok in the Dreamland.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ecology===&lt;br /&gt;
The creatures in the Seolfar Strake were supposed to be what would naturally exist in that setting. In the Broken Land there is a general theme of gigantism. While these creatures are likely unnatural to one extent or another, because of Uthex and Iruaric with the Lords of Essaence, there is some reason to think they can be interpreted as having a &amp;quot;weird ecology&amp;quot; that is internally consistent. This involves an ecological base on &amp;quot;flora&amp;quot; and habitat, with predator and prey relationships, and some representation of life cycles (or perhaps unlife cycles in some cases.) Most of the creatures in the Broken Land drain power in some way and injure the hand when touched.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Habitat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The habitat itself and ecological base are formed by the magru. Magru were originally named lug&#039;shuk traglaakh, which in Iruaric implies they make the caves. Whether the caves are then considered &amp;quot;natural&amp;quot; depends on how you regard the magru, and whether you are speaking of geological or ecological processes. Caverns that form from sulfuric acid are actually driven by microbes producing that sulfuric acid. However, other features of the Dark Grotto are artificial, in the sense of being designed. The huge stairway that is rock-cut into the Huge Cavern is the most extreme example, and the room painting refers to it as an &amp;quot;engineering&amp;quot; feat.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, this may be the result of the magru being directed by a master such as Morgu, as opposed to their ordinary behavior. With the pulsing of the magru and the unnatural silence in parts of the Dark Grotto, but sound amplifying in other parts of it, the tunnels may be interpreted as the waveguides of something like an acoustic spider web. The magru could go dormant until they feel or &amp;quot;hear&amp;quot; some vibration, and follow the direction it is originating.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  &#039;&#039;&#039;A strange, gritty substance&#039;&#039;&#039; covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the magru dissolve the flesh of their prey, it is likely leaving a residue of organic substrate as waste on the walls, and especially the floor of the tunnels. This would be on top of the dried &amp;quot;moonmilk&amp;quot; powder that comes from them dissolving the limestone with acid. Glowing fungus and lichen grows by feeding on this dead organic matter. Presumably the trace sulfuric acid is too weak to harm the fungus because of the chitin in its structure. This becomes the &amp;quot;flora&amp;quot; base for higher food chain. The chitin in the fog beetle and myklian creature descriptions in turn might imply some natural resistance against magru acid and the mudpot geysers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Insects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is trace evidence for insects in the Broken Land, other than the giant fog beetles. There are &amp;quot;thick cobwebs&amp;quot; in the storage room of Uthex&#039;s abode, for example, and the Dark Shrine has deteriorating wood from &amp;quot;dry rot and worms.&amp;quot; Uthex&#039;s mattress is described as sagging &amp;quot;from years of humidity and parasites.&amp;quot; This suggests there is humidity inside the caverns as a result of the boiling sea of mud, but does not imply that the climate of the Broken Land has significant preciptation. The Broken Land is mostly portrayed as lifeless, and there are no depictions of ordinary insects or other vermin in the room painting.&lt;br /&gt;
&lt;br /&gt;
There is no representation of what the fog beetles look like in their younger forms. They may begin significantly smaller as glow-worms (like click beetles) in the Dark Grotto, blending into the dim green light of the lichen as a defense mechanism. It might be too bright on the Jagged Plain to see such green luminescence. If this &amp;quot;flora&amp;quot; is toxic, it would allow them to build up toxins (either by eating it themselves or other things which eat it), which may be used to produce their green poison gas. (Some spraying beetles work this way, such as by eating fire ants, while others produce the chemicals internally such as with hydrogen peroxide.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel twists and turns, undulating through the surrounding rock.  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The &#039;&#039;&#039;dim green light&#039;&#039;&#039; given off by patches of &#039;&#039;&#039;glowing lichen&#039;&#039;&#039; shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
While Rolemaster has giant beetles as a poisonous creature type, it does not describe them as [https://en.wikipedia.org/wiki/Bombardier_beetle bombardier beetles]. This concept must have been taken more directly from the real-world. Bombardier beetles spray a caustic mixture from an anal opening on their undersides, which is what the giant fog beetles are portrayed as doing with their poison gas, which presumably would blend into the malodorous fog of the Jagged Plain. (Bombardiers notably are often argued by creationists to not be the result of natural evolution.) Grown fog beetles are dull red in color, likely camouflaging into the rocks, in what is probably dim lighting. Magru may be red for similar reasons. Fog beetles are unaffected by the spray of the boiling mud geysers.&lt;br /&gt;
&lt;br /&gt;
Another unusual feature is the misshapen tail of the fog beetles. It is tempting to imagine this as like a lobster tail, given their pincers, but it is important to emphasize that it is mimicking a scorpion sting. It is unclear if there are actually scorpions in the Broken Land. In the real-world this is done by the [https://en.wikipedia.org/wiki/Devil%27s_coach_horse_beetle Devil&#039;s coach horse beetle] as a defense strategy. While it is not a bombardier beetle, it does emit a foul odor from its abdomen. Like the fog beetles it is carnivorous. Giant fog beetles can be seen attacking hooded figures, and treat killed adventurers in their messaging as an acquired meal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Lizards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are small lizards in the Huge Cavern of the Dark Grotto, which are probably supposed to be the youngest form of the myklian. These hide in the mossy underbrush of the cavern, and are implied to swim under the surface of the pond. Myklian are notably described in their creature description as sometimes walking upright on two legs. These facts together suggest the young ones act like the so-called [https://en.wikipedia.org/wiki/Common_basilisk Jesus Christ lizards], running across and diving into the water to escape predators.&lt;br /&gt;
&lt;br /&gt;
Another subtle point regarding the myklian is that they are described as having stubby tails. One aspect of this is that some lizards have self-amputating tails as a defense mechanism against predators. Rainbow skinks have brightly colored tails, which draws predators away from their main body. When the tail is self-amputated, it only partly grows back as a stub, in the form of cartilage.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The myklian is a fearsome beast, some form of large lizard or amphibian that usually travels on four legs, but sometimes stands upright &#039;&#039;&#039;on two legs.&#039;&#039;&#039; It has a &#039;&#039;&#039;short, stubby tail which is triangular in shape&#039;&#039;&#039; and covered with a &#039;&#039;&#039;luminescent, chitinous plate.&#039;&#039;&#039; Hard scales cover the rest of the beast&#039;s body, except for the &#039;&#039;&#039;soft underbelly.&#039;&#039;&#039; Bony spikes and knobs guard the beast&#039;s &#039;&#039;&#039;joints.&#039;&#039;&#039; The coloration of the myklian species ranges the entire spectrum, red, orange, yellow, green, blue and purple.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The shallow stream flowing in from the west empties into a broad pool which butts against the east wall of the cavern.  The surface of the pool is marked with occasional ripples, as if &#039;&#039;&#039;something were moving around below the surface of the water.&#039;&#039;&#039;  Along the bank of the pool, the moss is thick and bushy, providing homes for the small lizards that you can see darting around between the rocks and fungi.&lt;br /&gt;
Obvious exits: southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else about this that is quite subtle is that the myklian tails are not made from cartilage. They are described as chitinous, which is the same material that makes up insect exoskeletons. [https://en.wikipedia.org/wiki/Chitin Chitin] is also the prevalent ingredient in the cell walls of fungus. The Huge Cavern is filled with fungus, including bioluminescent fungus. This is caused by a chemical called [https://en.wikipedia.org/wiki/Luciferin#Fungi &amp;quot;luciferin&amp;quot;], where Lucifer is the Latin for light-bringer. (It is remarkable on an allegorical level that we are looking at reasonably likely cases of luciferin, Jesus Christ lizards, and Devil&#039;s coach horse beetles.) Myklian tails are described as covered in &amp;quot;luminescent, chitinous plate.&amp;quot; This strongly suggests that the chitin for their tails is coming one way or another from the fungus in the Dark Grotto. This may give them some resistance to magru acid. Likewise, if the toxin in the fog beetle gas originates directly or indirectly from the fungus, the myklian may be implicitly poisonous in much the same way as [https://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity_and_medicine poison dart frogs.] The fact that myklian have plate scales implies they are actually lizards and not amphibians, so the ripples in the pool are likely not tadpoles.&lt;br /&gt;
&lt;br /&gt;
Their immunity to cold would give them some natural defense against dark vorteces wandering into their chamber, and the different colors of myklian were made to absorb different kinds of elemental energy. The vorteces might also avoid their tails for being too bright. Walking upright on two legs is usually a warm blooded animal behavior, and one could reasonably infer that the myklian relationship to cold allows them to actively import heat. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The giant fog beetle appears to be some sort of giant insect.  It looks a little like some misshapen scorpion, but &#039;&#039;&#039;the tail&#039;&#039;&#039; on it is not as long as a scorpion&#039;s would be, and it &#039;&#039;&#039;flares like the tail of a lobster&#039;&#039;&#039; rather than ending in a poison sting.  The segmented body is wide, supported by six short &#039;&#039;&#039;multi-jointed legs.&#039;&#039;&#039;  A dull red chitinous shell covers most of its body, and a broad carapace protects its head.  Two massive claws provide the creature with formidable weapons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another subtle point is the similarity of the myklian tail to that of the fog beetles. Myklian are described as having a &amp;quot;soft underbelly&amp;quot;, which might not need protection, if predators confuse them for fog beetles which spray from their undersides. The bony protrusions on the myklian joints would then imitate the chitinous joints of the fog beetle legs. Myklian and fog beetle tails thus may be adapted to mimick each other. In the real world this kind of relationship is seen between the [https://en.wikipedia.org/wiki/Heliobolus_lugubris Bushveld lizards] and [https://en.wikipedia.org/wiki/Ground_beetle oogpister beetles]. Juvenile lizards imitate the behavior of the beetles, which are a kind of bombardier beetle, so that predators will avoid them. It is very rare for vertebrates to imitate invertebrates like arthropods, but this is one of the known real-world example of it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A giant fog beetle rears up momentarily and hisses loudly.  A huge cloud of green gas pours from an &#039;&#039;&#039;orifice on the creature&#039;s underside!&#039;&#039;&#039;&lt;br /&gt;
The cloud of gas rolls in your direction.  You try to scramble out of the way but the cloud of gas rolls over you, causing you to cough and choke!&lt;br /&gt;
You feel a fierce poison coursing through your veins!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The wording does not imply the myklian are colorful other than their tails, as the hard scales on the rest of the body are described in contrast to the plate on the tail. It would make sense for the body of the myklian to be largely grey, to blend into the background of the cavern, while the tail glows in the various colors to draw predators away from the torso and head. The glowing tails ironically may also be doubly protective in helping to repel the dark vorteces, which try to avoid bright light, and become unable to attack because of it. Myklian may be immune to their cold, but presumably could still be power drained. Myklian strength (i.e. level) varies with color, increasing from red to purple, in the same order as the color spectrum. Whether the distribution is due to age, or absorbed power, or even background temperature is not obvious. If it were due to age, then the matured myklian begin as red, and fewer survive in each subsequent color. Environmental factors like temperature and background color are known to shift the sex ratios of populations in some species (such as turtles and lizards.)&lt;br /&gt;
&lt;br /&gt;
The frequency data compiled in the Kulthea Chronicle Volume 1 Issue 2 in 1994 indicates that the color distribution of the myklian decays as a geometric series. More specifically, each color is less frequent than the one before it by a factor of 1/2, with &amp;quot;young myklian&amp;quot; in between yellow and green. Indigo and violet are combined as &amp;quot;purple.&amp;quot; Though you have to round the decimal numbers, this makes the fractions add up to 1, since the infinite sum of that geometric series sums to 1. The 1994 data is reproduced here and compared to the geometric series of 1/2 expressed as percentages. It includes bonus modifiers to attack and defense strength, and special resistance to specific elemental spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Color || % Gen || &#039;&#039;Geometric Series (1/2)&#039;&#039; || X || OB || DB || Special&lt;br /&gt;
|-&lt;br /&gt;
|Red&lt;br /&gt;
|51%&lt;br /&gt;
|&#039;&#039;50% (1/2)&#039;&#039;&lt;br /&gt;
|0 - 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|plus X vs. shockbolt&lt;br /&gt;
|-&lt;br /&gt;
|Orange&lt;br /&gt;
|25%&lt;br /&gt;
|&#039;&#039;25% (1/4)&#039;&#039;&lt;br /&gt;
|0 - 20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Yellow&lt;br /&gt;
|13%&lt;br /&gt;
|&#039;&#039;12.5% (1/8)&#039;&#039;&lt;br /&gt;
|10 - 40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|plus X vs. firebolt&lt;br /&gt;
|-&lt;br /&gt;
|Young&lt;br /&gt;
|8%&lt;br /&gt;
|&#039;&#039;6.25% (1/16)&#039;&#039;&lt;br /&gt;
|0 - 10&lt;br /&gt;
|minus Y&lt;br /&gt;
|minus Y&lt;br /&gt;
|(Y = 10 - 30)&lt;br /&gt;
|-&lt;br /&gt;
|Green&lt;br /&gt;
|3%&lt;br /&gt;
|&#039;&#039;3.125% (1/32)&#039;&#039;&lt;br /&gt;
|20 - 50&lt;br /&gt;
|plus X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blue&lt;br /&gt;
|2%&lt;br /&gt;
|&#039;&#039;1.5625% (1/64)&#039;&#039;&lt;br /&gt;
|30 - 60&lt;br /&gt;
|&lt;br /&gt;
|plus X&lt;br /&gt;
|plus X vs. fireball&lt;br /&gt;
|-&lt;br /&gt;
|Purple&lt;br /&gt;
|1%&lt;br /&gt;
|&#039;&#039;0.78125% (1/128)&#039;&#039;&lt;br /&gt;
|40 - 70&lt;br /&gt;
|plus X&lt;br /&gt;
|plus X &lt;br /&gt;
|plus X vs. shockbolt, firebolt, fireball&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;(Note: The frequency data is fudged and adds up to 103%. Young myklian may well have only been 6% in frequency.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is interesting because light behaves much the same way in a thermodynamic sense, decaying exponentially in intensity (as its light wavelength or frequency varies) from a peak color at a given temperature, which is called a [https://en.wikipedia.org/wiki/Black-body_radiation blackbody radiation distribution] (or &amp;quot;greybody&amp;quot; for a non-ideal case.) [https://en.wikipedia.org/wiki/Geometric_series Geometric series] are mathematically very closely related to the [https://en.wikipedia.org/wiki/Taylor_series#Examples series expansion] form of decaying exponential curves. It is essentially the discrete form of exponential decay. The physical model for a blackbody is a sealed chamber with only a tiny hole for light to enter into, and then it bounces around inside chamber, being absorbed and re-emitted into thermal equilibrium with very little chance of escaping back out again. This is remarkable because the jagged crevices and magru tunnels linking the Huge Cavern to the Jagged Plain effectively fit this definition. Notwithstanding the glowing fungus as a light source inside the Huge Cavern.&lt;br /&gt;
&lt;br /&gt;
Ordinarily this would almost certainly be reading too much into it. But the frequency data suggest the 1/2 ratios were chosen because they sum to 1 (or 100% in probability terms), with some knowledge of calculus and slight fudging to fit integers, and the colors were ordered to match the sequence of the real-world color spectrum. (This depends entirely on the accuracy of the frequency data.) It would have been very cool if it was possible to shift up the frequency distribution toward higher level myklian by heating up the crystal dome. But there is no evidence such a mechanism ever existed. The dark vorteces might also be read as the infrared part of the light spectrum, if the myklian are characterized as referring to the visible light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Vruul and Dark Vorteces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vruul (gogor) and dark vorteces (dyar rakul) are even more exotic. There may be some kind of weird symbiotic relationship between them, since they have complementary immunities, with the gogor having some properties that do not come from their Shadow World source material. Dark vorteces feed on power (what is now called &amp;quot;mana&amp;quot;) and absorb light, but bright visible light makes them dissipate until it eventually kills them. When they are destroyed they sometimes drop a &amp;quot;hazy tenebrous orb&amp;quot;, which presumably is part of some weird life cycle for them.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
A dark vortece drifts smoothly north, leaving a shadowy haze in its wake.&lt;br /&gt;
&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
The dark vortece collapses in on itself.  You feel an icy chill as the dark form seems to recede into nothingness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The crystal spires in the Huge Cavern make it too bright for the dark vorteces to survive, so they are only able to attack (and feed) near the walls of the cavern and up on the huge stairway. This is implicitly from the crystals refracting and bouncing light around from the glowing fungus. This is seen much more explicitly with a more overt external light source in the Abandoned Mine next to the krolvin warfarers.&lt;br /&gt;
&lt;br /&gt;
Gogor were artificial constructs originally invented by Empress Kadaena as beast servants, which are one example of her history of attempting to make artificial life and producing unliving abominations. Gogor have their own cycle of creation portrayed in the Broken Land, though it is possible the ritual is about feeding pre-existent gogor or waking them up. Most notably, there is a Black Mass style of ritual depicted in the Dark Shrine, where &amp;quot;urns&amp;quot; of dark fluid are poured on a brutally sacrificed body on their stone altar. This is apparently a depraved analog of a chrismarium. While the tall stone jars and foul fluid come from Shadow World source material, these urns of dark fluid and the ritual are unique to GemStone.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of sycophants, dressed in long black robes surround a low stone altar similar to the one in this room.  The figure of a man, twisted and broken, lies on the surface of the stone table while another dark shape pours some &#039;&#039;&#039;foul looking fluid&#039;&#039;&#039; from a small urn out over the tortured man&#039;s body.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
[Dark Shrine, Secret Room]&lt;br /&gt;
Row upon row of tall stone jars stand against the walls of this room.  &#039;&#039;&#039;A strong odor hangs in the air, sickeningly sweet with a subtle bitter, acidic quality.  The fetid odor&#039;&#039;&#039; makes your bile rise, and it is hard to breathe.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look jar&lt;br /&gt;
Dozens, perhaps a hundred tall stone jars stand in rows along the walls.  The jars have been capped with stone disks, and sealed with a substance resembling common stone mason&#039;s mortar.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The urns are kept in a storage room with the tall stone jars. The wording on the dark fluid is remarkable for borrowing the same terminology as the dark acid spray of the magru. The smell in the storage room likewise borrows the wording for the scent of the moss in the Huge Cavern. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a small stream that winds its way through the tall stone spires, creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a &#039;&#039;&#039;sweet, but slightly fetid odor.&#039;&#039;&#039;  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.&lt;br /&gt;
Obvious exits: north, east, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These facts together suggest the moss is mixed with magru acid, which is then poured on sacrificed bodies. The bodies in the burial vault are described as leathery, which suggests they may be a step in the process of vruul creation, ultimately put into the tall stone jars and submerged in the fluid. This burial vault was a locked door (i.e. from the outside) when the Dark Shrine was first discovered.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Storage Room]&lt;br /&gt;
Several tall jars lie on their sides in a heap along one wall next to a stack of heavy disks.  Along the opposite wall is a collection of large ceramic urns, which reek with a &#039;&#039;&#039;fetid sweet odor.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look urn&lt;br /&gt;
The lid of the ceramic urn has been broken, and part of it has fallen away.&lt;br /&gt;
&amp;gt;look in urn&lt;br /&gt;
In the ceramic urns:&lt;br /&gt;
Misc [1]: some dark fluid&lt;br /&gt;
Total items: 1&lt;br /&gt;
&amp;gt;look fluid&lt;br /&gt;
A bitter, pungent odor rises from the &#039;&#039;&#039;dark, disgusting fluid&#039;&#039;&#039; that fills the ceramic urn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The magru appears to be a huge, gelatinous red lump that pulses, swelling and shrinking slightly with a hypnotic rhythm. Its skin glistens with a &#039;&#039;&#039;dark, disgusting ooze.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A magru pulsates violently and a stream of &#039;&#039;&#039;dark fluid&#039;&#039;&#039; shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way and manage to avoid the stream of fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Burial Vault]&lt;br /&gt;
Dark skeletal figures lie in silent repose, stacked one upon the other in tiers of niches carved out of the stone walls.  Their musty odor assails your senses, and adds to the oppressiveness of the chamber.  A low stone slab occupies the center of the chamber, like a raised dais, but there is nothing on it except for a thick layer of dust.  You also see a large bronze door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;gt;look figure&lt;br /&gt;
The mummified skeletons are shrunken and wrinkled.  The &#039;&#039;&#039;dark, leathery forms&#039;&#039;&#039; are covered with an ancient layer of dust.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Much more subtle, these ceramic urns have to harvest the magru fluid in some way, and the word &amp;quot;urn&amp;quot; implies their amphora shape. When such a jar is brought into the Dark Grotto in the &amp;quot;amphitheater&amp;quot; echo chamber, placed in the niches in the walls, the cave would act much like a medieval church with a ceiling built to reflect sound. Medieval churches would use ceramic [https://en.wikipedia.org/wiki/Acoustic_jar acoustic jars] (also called &amp;quot;sounding vases&amp;quot; or &amp;quot;resonance amphora&amp;quot;) set into niches to improve the sound quality. These would capture some of the sound pitches. When we interpret the magru as vibration or sound chasers, they would be drawn to the urns as acoustic jars, filling them with their dark fluid. They might be drawn there by Morgu himself walking down the huge stairway and growling, where the cave dimensions and small tunnels would be consistent with bass pitch being the resonant frequency.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Gogor themselves feed upon the nutritive fluid while they hibernate, and the source material says some did not &amp;quot;survive&amp;quot; the millennia of hibernation, suggesting they do have some need to feed. They have a keen ability to smell blood, and have claws to that effect. The crystal dome is seemingly reincarnating the hooded figures, which may be regarded as a food source themselves. The fact that the excesses of absorbed power in the dome decrease, when left alone, suggests the essence is being spent in some way. Thus the crystal dome may be something like an artificial sun, responsible for driving and sustaining both the geology and ecology of the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sheruvian Monastery=&lt;br /&gt;
The Sheruvian Monastery is a later addition to the Broken Lands and not part of the original story of Uthex Kathiasas. However, it is implied that the Sheruvian cultists are working with the hooded figures, and they possess their own dangerous artifacts. They are using the Broken Lands to form a teleportation network throughout Elanith, which would allow them to move around and execute invasions at will. This was what allowed the greater vruul to leave the monastery, where they used to wander from here into the Dark Shrine. It might explain how the [[Sheruvian harbinger|harbinger]]s suddenly appear with [[nightmare steed]]s.&lt;br /&gt;
&lt;br /&gt;
The mist-shrouded krodera orb with veil-iron veins on the vaalin stand is the master orb. In the past it allowed teleportation to any number of rooms possessing monoliths with their own access orbs, typically places of power such as [[Darkstone Castle]] or [[Melgorehn&#039;s Reach]]. These monoliths in turn provided one-way transport to other rooms. The tapestries in the Summoning Chamber seem to be an anti-parallel concept to the Voln Monastery tapestry, which itself has a parchment that makes little sense in modern history. The monastery possesses some archaisms such as having a dead [[Sabrar]] in the kitchen.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Kitchen, Cold Storage]&lt;br /&gt;
The floor, ceiling and walls of this room have all been covered with iron plating to keep this room at a very frigid temperature.  Large chunks of ice litter the floor with crates of goods stacked between them.  Large flanks of meat hang from heavy iron hooks along the walls of the room.  As you look closer at the flanks, you notice that one of them is an ice-covered body.  You also see a heavy iron door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;glance body&lt;br /&gt;
You glance at an ice-covered body.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look body&lt;br /&gt;
The body appears to have once been an elf.  From the trappings on his armor and equipment, it would seem he was once a member of the Sabrar.  At the moment, however, he is frozen solid.  His hands are bound behind his back and his eyes and mouth are wide open, as if he spent his last moments screaming in agony from the very large hook imbedded in his back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This may have made sense in 1997, but does not make sense with later Vaalor documentation.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Sheruvian monastery was opened by [[Draezir]] around December 1997. It was involved in the [[Shar]] storyline, where they struggled for control. The few accounts that exist of this story involve accessing &amp;quot;the Arkati Workshop&amp;quot;, which is everywhere and nowhere, using the Sphere of Midnight which shut off the crystal dome at one point. Shar wanted to control the power draining dome, and Draezir at one point shut off the runes in the Misty Chamber. It is unclear now if the Summoning Chamber orb is the Sphere of Midnight, as well as whether the Arkati Workshop had something to do with the Broken Lands itself.&lt;br /&gt;
===Master Orb===&lt;br /&gt;
The master orb is no longer functional. It would give visions of target rooms in the material world, which amounts to both seeing and traveling across worlds, or planes of existence if the Broken Lands is interpreted that way. These krodera and veil-iron orbs are deeply anti-magical artifacts. They will almost always rip off your spells, steal your mana, and inflict severe nerve damages if you test them.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Monastery, Summoning Chamber]&lt;br /&gt;
Wisps of smoke waft up from a black vaalin censer mounted on one richly panelled wall, filling the room with a sweet, sulfurous scent.  The walls are hung with ancient tapestries depicting the magical arts, and low cabinets along the walls hold a variety of phials, bottles, and leather tomes behind securely latched glaes panels.  A single incandescent globe is suspended from the ceiling, illuminating the room with its eerie glow.  You also see some carved haon double doors, an ancient hand-woven tapestry and a long vaalin worktable with a mist-shrouded krodera orb on it.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look orb&lt;br /&gt;
Resting atop an intricate vaalin filigree stand is a large, krodera orb covered with veins of pure veil iron.  The filigree work on the stand portrays hordes of daemon clutching at the orb.  The daemon&#039;s hands extend up from the base, their claws digging into the surface of the orb, securing it in place.  The orb pulses rhythmically with a dull red glow.  The veil iron veins seem to writhe as the opposing magics caress them and tap their power.  A swirling mist surrounds the orb as if protecting it.  There is a small, gem-shaped, indentation in the stand which is empty.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You reach up to touch the orb.  The smooth cold surface seems solid enough, but when you tentatively move your hand towards it, some force begins to pull you forward!  You pull your hand back in alarm, glancing warily at the orb.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the orb, which gives you a slight shock.&lt;br /&gt;
You succeed in upsetting the mist, but nothing more.&lt;br /&gt;
&lt;br /&gt;
A large brown rat bolts out from under the worktable quickly followed by a hissing black cat, spitting its annoyance at the rat for its intrusion.  As they enter the crimson vaalin summoning circle on the floor, pale blue bolts of lightning arc out from the krodera orb, engulfing both of them!  When the smoke clears, nothing remains of either of them except for the lingering stench of burnt hair and a small splotch on the floor just inside of the circle.&lt;br /&gt;
&lt;br /&gt;
You notice a tiny spider begin to work its way up the intricate vaalin stand.  As the spider&#039;s legs touch the surface of the orb, it flares with a sickly green light.  As your vision clears, you notice that nothing remains of the spider.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Sheruvian monastery is older than the current materials documentation. The most recent lore at the time it was created was the Shadow World metals information, where the I.C.E. Age analogs of [[ICE materials#Kregora|krodera]], [[ICE materials#Star iron|veil iron]], and [[ICE materials#Vaanum|vaalin]] were the rarest metals known to exist. Krodera and veil iron were extremely expensive alloys. Vaalin was an extremely rare pure metal used for weapons, unusually lethal to the living, only known to exist on the moon of the Dark Gods. Only cultists should have it. This is probably the context that explains why vaalin became the metal for the most expensive lockpicks.&lt;br /&gt;
&lt;br /&gt;
===Monoliths===&lt;br /&gt;
The monoliths are hidden in the background of rooms scattered throughout the older parts of GemStone, but they cannot be found with the search command. Some can be looked or glanced at regardless. These no longer work. It was possible to charge them up and use them to teleport to another fixed monolith room, sometimes allowing relatively easy access or escape from difficult spots.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Melgorehn&#039;s Reach, Lost in the Fog]&lt;br /&gt;
You are in a dense fog bank and can see absolutely nothing.  You realize that you can probably back out of here easily enough.&lt;br /&gt;
Possible paths: out&lt;br /&gt;
&lt;br /&gt;
XXX glances at an ancient granite monolith.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look monolith&lt;br /&gt;
Twisting runes and carvings along the face of the monolith dance in your vision causing you to sway uneasily.  You can&#039;t seem to keep a clear focus on them long enough to decipher what they mean. Imbedded into the monolith is a large, krodera orb covered with veins of pure veil iron.  The detailed stonework around the orb portrays hordes of daemon clutching at the orb.  The daemon&#039;s arms extend toward the orb, their claws digging into the its surface and securing it in place.  The orb pulses rhythmically with a dull red glow.  The veil iron veins seem to writhe as the opposing magics caress them and tap their power, and a swirling mist surrounds the monolith as if protecting it.  There is a small, gem-shaped, indentation just above the orb which is empty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following are known rooms that have (or should have) monoliths or possibly some other equivalent mechanism. [[Darkstone Castle]] has its own internal monolith network.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;Area&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Room&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Lich #&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Other Information&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Monastery, Summoning Chamber]&lt;br /&gt;
 |6665&lt;br /&gt;
 |The hidden monolith in this room should lead to the Reading Room outside it.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Monastery, Reading Room]&lt;br /&gt;
 |6663&lt;br /&gt;
 |This is inaccessible or some other object name. It should go to the Dark Shrine.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Dark Shrine, Secret Room]&lt;br /&gt;
 |19265&lt;br /&gt;
 |Uncertain where this one heads next.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Sheruvian Monastery, Chapel]&lt;br /&gt;
 |6653&lt;br /&gt;
 |There should be something in this room. It might be the runes on the altar.&lt;br /&gt;
 |-&lt;br /&gt;
 |Melgorehn&#039;s Reach&lt;br /&gt;
 |[Melgorehn&#039;s Reach, Lost in the Fog]&lt;br /&gt;
 |N/A&lt;br /&gt;
 |This should lead to Lake Eonak at the base of the mountain.&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(*) This list is very incomplete. There would also be something in Darkstone and under Wehnimer&#039;s Landing.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Visions===&lt;br /&gt;
The orbs are probably not loosely based on the Ilarsiri, &amp;quot;the eyes of far vision&amp;quot;, the Shadow World analog of the Palantiri from Tolkien&#039;s &#039;&#039;Lord of the Rings&#039;&#039;. But it is worth mentioning. Melgorehn&#039;s Reach is likely loosely inspired by &#039;&#039;The Hobbit&#039;&#039;, and the orb vision of the burning of the tree in Town Square Central could be analogous to the burning of the white tree of Gondor. This is a stretch. The Ilarsiri had capabilities variable &#039;&#039;&amp;quot;depending on the mental prowess of the wielder.&amp;quot;&#039;&#039; At the least they allowed the user to &#039;&#039;&amp;quot;see across great distances, and even gulfs of time. There is some evidence that they could be used for darker purposes as well, a capability unintended by their maker.&amp;quot;&#039;&#039; They were set in pedestals of stone or wrought metal formed like a many-branched tree. Ours are in a stone monolith and a vaalin filigree stand.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The orb on the worktable pulses once with a deep crimson light.  You feel its power reaching out to you, and you are unable to tear your eyes from it!  The power of the orb begins to overwhelm you, and you feel disoriented as your mind fills with the image of another place...&lt;br /&gt;
&lt;br /&gt;
[Town Square Central]&lt;br /&gt;
This is the heart of the main square of Wehnimer&#039;s Landing.  The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith.  At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree.  The oak is tall and straight, and it is apparent that the roots run deep.  You also see an herbal remedy donation bin and some stone benches with some stuff on it.&lt;br /&gt;
Obvious paths: northeast, east, southeast, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
Flames are rapidly consuming the tree as the clerics and empaths gathered attempt to attend to the wounded and dying.  Every person in the square is covered with burns, and you can almost hear the screams of suffering in your mind.  The vision fades as quickly as it came, and you collapse to the ground in horror.  The faint smell of burning flesh lingers in the air.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This concept of a vision orb in the summoning chamber is consistent with the idea that the crystal dome is partly inspired by the Shining Trapezohedron. When Sheruvian bodies disappear they do so with a crimson aura, which is the same color thrown off by the teleportation orbs. This might be coincidental mood coloring or it might imply a reincarnation method in the same way as the hooded figures. It is also consistent with the Lovecraft subtexts to have a monastery to the dark god of insanity and nightmares, though Sheru was not a god of madness until the &amp;quot;[[ICE gods#Sheru|intermediate]]&amp;quot; period gods documentation. He still had a hyena head when the monastery was built. But it is dubious to try to read such continuity into the Sheruvian Monastery, which is likely supposed to represent Lornon rather than anything more exotic.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Research]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Evermore_Hollow_-_2023-10-01_-_Costume_Contest_(log)&amp;diff=208082</id>
		<title>Evermore Hollow - 2023-10-01 - Costume Contest (log)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Evermore_Hollow_-_2023-10-01_-_Costume_Contest_(log)&amp;diff=208082"/>
		<updated>2023-10-02T06:30:44Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: new, incomplete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Jastatos 17, 5123 Competition=&lt;br /&gt;
&lt;br /&gt;
Hosted by Fluffybits at Ebon Gate 2023 in Evermore Hollow. Along with Fluffybits, this contest was presided over by the Vistix Akrath, the severed head of Henshor and a few others in Naidem. Categories for this year&#039;s competition are Most Creative, Most Original, Funniest, Spookiest, and Best Couple.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
[Yvalyst Manor, Ballroom - , ]&amp;lt;br&amp;gt;&lt;br /&gt;
Sprigs of alyssum and amaranth are hand-painted across the parquetry dance floor, the sanguine and ivory-colored flora traced in splatters of gilded ink across the sweeping ballroom.  Pallid marble fountains spray water between the potted dark-colored foliage, the chilling mist clinging to the velvet-curtained windows, leaving the stained glass covered in rivulets of condensation.  Chiseled marble busts flank the various thresholds, each profile covered in a veil of aged, discolored lace.  You also see the bright pine green Faiyth disk hung with tiny ceramic kobolds, the alabaster Kialeigh disk with interlocking silver knotwork, the skull-shaped Irval disk, the severed head of Henshor that is flying around, the hammered silver Meliyara disk, the Yardie disk, several groups of draugr interspersed with numerous others, a short-legged pudgy kitten, a set of garland-framed bloodwood doors and a wrought-silver arch.&amp;lt;br&amp;gt;&lt;br /&gt;
Also here: Squire Delindra, Jisandra, Lord Obelin, Lady Lylia, Xorus, Lady Uniana, Faiyth, Master Yukito, Madam Naamit, Kialeigh, Town Councilor Irval, Merrymaker Opalina, Vistix Akrath, Fluffybits, Sirona, Lady Aliashyrah, Grand Lady Traiva, Giogionni, Loremaster Rohese, Lornon Chair Rivienne, Shadowwind, Chronicler Falvicar, Lady Starletdawn, Tikba, Lady Meliyara, Lady Avawren, Tabubu, Blade Yardie, Lord Vyctus, Tasthera, Jouster Littlemelody, Yairra, Aubriella, Fleurs, Yipsy, Samyrha, Kalyrra, Wolfloner, Pub Proprietor Lithyia, Dahcre Reader Ordim who is sitting, Mister Tibs, Picklemaster Niffly, Darrovik, Rillarie, Lady Toxana, The Fabulous Fyg, Lord Teveriel, Gardener Elysia, Pixie Seeker Erek, Helnora, Lord Thrassus&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
==Entrants==&lt;br /&gt;
&lt;br /&gt;
===Entry #1: ===&lt;br /&gt;
&lt;br /&gt;
==Results==&lt;br /&gt;
&lt;br /&gt;
[[Category:Logs]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:INIQUITY&amp;diff=208009</id>
		<title>User:INIQUITY</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:INIQUITY&amp;diff=208009"/>
		<updated>2023-09-30T23:14:30Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: Is Elanthia Round?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Huh?==&lt;br /&gt;
&lt;br /&gt;
The player of [[Xorus Kul&#039;shin|Xorus]] and whichever older inactive characters since the early AOL time period. Background is in physics and mathematics, but mostly indifferent to game mechanics.&lt;br /&gt;
&lt;br /&gt;
I am mostly focused on relatively archaic or obscure material in general, subjects so esoteric no one else is likely to cover it.&lt;br /&gt;
&lt;br /&gt;
=Projects=&lt;br /&gt;
==Research Pages==&lt;br /&gt;
I am in the process of pushing the content of some old pages into the form of Player Research pages. This will allow me to re-write them in much more systematic form.&lt;br /&gt;
&lt;br /&gt;
I will re-write those old pages so that it more completely separates out speculation and interpretation. Some of them became messy.&lt;br /&gt;
&lt;br /&gt;
* [[Research:Temporal rift]]&lt;br /&gt;
* [[Research:The Rift (planes)]]&lt;br /&gt;
* [[Research:The Vvrael Quest]]&lt;br /&gt;
* [[Research:The Graveyard]]&lt;br /&gt;
* [[Research:The Broken Lands]]&lt;br /&gt;
* [[Research:Shadow Valley]]&lt;br /&gt;
&lt;br /&gt;
==The Heretic&#039;s Guide==&lt;br /&gt;
These are YouTube video formats for my research pages. They might be more accessible this way, and being effectively documentaries, I have a lot more flexibility for showing excerpts of copyrighted material. The &amp;quot;more&amp;quot; information includes errata when I think of stuff after the fact or correct myself.&lt;br /&gt;
&lt;br /&gt;
===The Graveyard Series===&lt;br /&gt;
The first historical exploration series is on the Graveyard. It is five episodes. Episodes 2, 3, and 4 sort out the I.C.E. Age context of the Graveyard and figure out where it is off canon. Episodes 3, 4, and 5 construct speculative frameworks for interpreting possible higher concepts or deeper contexts. GemStone has never had a uniform level of seriousness. Sometimes it&#039;s ridiculous slapstick, sometimes there are high concepts. This is me trying to guess the high concept.&lt;br /&gt;
&lt;br /&gt;
* Episode 1: [https://youtu.be/-3Yv2XcE0mk Introduction]  ---------------------- (March 3rd, 2021)&lt;br /&gt;
* Episode 2: [https://youtu.be/HTp6LBufBwk I.C.E. Orientation] -------------- (March 21st, 2021)&lt;br /&gt;
* Episode 3: [https://youtu.be/yy-YvAIy85w Shadow World, In Depth] ----- (April 2nd, 2021)&lt;br /&gt;
* Episode 4: [https://youtu.be/lK2phJkbJrA Death] ------------------------------ (April 15th, 2021)&lt;br /&gt;
* Episode 5: [https://www.youtube.com/watch?v=VVmA8Z62EkM Allegory] --------------------------- (May 4th, 2021)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Episode 1 suffers from white noise. I might do it over again later, since it is relatively short.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Broken Land Series===&lt;br /&gt;
&lt;br /&gt;
* Episode 1: [https://youtu.be/xzYGXwLucMU History of the Broken Lands] -------------- (October 31st, 2021)&lt;br /&gt;
* Episode 2: [https://www.youtube.com/watch?v=IvzIuvGSFEc I.C.E. Age Context] -------------------------- (November 24th, 2021)&lt;br /&gt;
* Episode 3: [https://youtu.be/QeMwlGn_6BA Allegorical Interpretation] ------------------- (December 22nd, 2021)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Episode 3 only has half of its images done, and is only audio in the second half. I will eventually fill in the rest.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stand Alone Episodes===&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=nVTGhDXCpW4 Is Elanthia Round or Flat?] ---------------------- (September 29th, 2023)&lt;br /&gt;
&lt;br /&gt;
==Current Projects==&lt;br /&gt;
These are deep diving and cross-referencing projects, more indexing and sorting than analysis.&lt;br /&gt;
&lt;br /&gt;
* [[ICE gods]]&lt;br /&gt;
* [[ICE materials]]&lt;br /&gt;
* [[Cosmology]]&lt;br /&gt;
&lt;br /&gt;
==Future Projects==&lt;br /&gt;
* More &amp;quot;Heretic&#039;s Guide&amp;quot; videos. These are very time consuming, I will not make them regularly.&lt;br /&gt;
&lt;br /&gt;
* Death messaging for the creatures (i.e. what they do when they kill you)&lt;br /&gt;
&lt;br /&gt;
* Special limb analysis&lt;br /&gt;
&lt;br /&gt;
==Old Pages of Interest==&lt;br /&gt;
This list is very incomplete and out-dated. A lot of them need to be re-written.&lt;br /&gt;
&lt;br /&gt;
* Background fillers: [[Shadow World]], [[Uthex Kathiasas]], [[Bandur Etrevion]], [[The Dark Path]], [[Kadaena|Empress Kadaena]], [[Anti-mana]], [[Rhak Toram]], etc.&lt;br /&gt;
&lt;br /&gt;
* Obscurities: [[Flow storms]], [[Jontara]], [[Ordainers]], [[Pales|The Void]], [[Purgatory]], [[Absolution Pure|Absolutions]], [[Salorisa]], [[Bellacorn]], [[Traag]], [[Crystyl]], etc.&lt;br /&gt;
&lt;br /&gt;
* Easter Eggs: [[Book of Tormtor#Behind The Scenes|Book of Tormtor]], [[Muylari#Behind The Scenes|Muylari]], [[Lesser vruul#Behind The Scenes|Lesser vruul]], [[Phantom Gatekeeper]], [[Black Hel]], [[Iruaric]], [[Shuluri]], etc.&lt;br /&gt;
&lt;br /&gt;
* Essays: [[The Exsanguination of the Ashrim Isle]], [[The Inevitability of the Exile]], [[The Dark Path (essay)|The Dark Path]]&lt;br /&gt;
&lt;br /&gt;
* Modern history: [[Meachreasim Illistim]], almost all [[Illistim]] articles.&lt;br /&gt;
&lt;br /&gt;
* Pages for Kulthea Chronicles and Elanthian Herald (the official [[List of newsletters|newsletters]] between 1994 and 1996.)&lt;br /&gt;
&lt;br /&gt;
=Orientation=&lt;br /&gt;
&lt;br /&gt;
There are several categories for distinguishing the things I tend to focus on:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Paleohistory:&#039;&#039;&#039; Very old factual information, or finding buried information. Often [[Shadow World]] or [[Rolemaster]] source book based content. This is very conservative and solid, the [[ICE materials]] page being a severe example of it. These subjects amount to &amp;quot;lost history&amp;quot; being resurrected. In some situations this does not need to remain archaic, and even becomes reintroduced in some form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Cryptohistory:&#039;&#039;&#039; Identifying hidden meaning and content within the game design. This includes spotting easter eggs, such as references to other sources, or when terms originate in other foreign or fictional languages. In the more extreme case there have been areas of the game (and quests) where the degree of allusion making rises to the level of allegory. The oldest parts of the game, for example, make a lot of references to H.P. Lovecraft stories or comparative mythology. This unavoidably involves interpretation and sometimes poses the hazard of assuming coincidences were intentional. &lt;br /&gt;
&lt;br /&gt;
Sometimes game areas are implicitly related to each other through being based on shared subtexts and source materials even though there is no surface connection between them or very limited ones. It is indisputable when things contain quotes making unambiguous references, but threading the details without over-threading them is tricky. In other cases it can be very objective and systematic such as when we cracked the hidden cipher behind the [[Research:Tehir Language|Tehir language]]. It was not clear that this language was based on cipher rules with English, and now in principle people are no longer constrained by the vocabulary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Paleo-cryptohistory:&#039;&#039;&#039; The overlap point between (1) and (2) where you identify the context that existed at the time things were created. This is fairly conservative and amounts to identifying when it is wrong to think things can be mixed together or have intended relevance to each other. Sometimes stories and areas that were created in the distant past have implicit information that can only be spotted by context. (Example: [[Lorgalis]] is the implicit villain behind [[The Graveyard]], [[Broken Lands]], and possibly [[Shadow Valley]], but he is never explicitly mentioned. Or the [[Council of Light]] being [[Priests Arnak]].)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Esoterica:&#039;&#039;&#039; There are things in the game that are just obscure and little known. The healing pools of Upper Trollfang or the ability to sacrifice your soul to Luukos in the death mechanics would be examples. Sometimes highlighting these things has led to them being reincorporated in modern game development. There are sometimes &amp;quot;hanging hooks&amp;quot; that were never developed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) Integration:&#039;&#039;&#039; Sometimes I will systematize a whole subject area with interleaving Wiki entries. I wrote almost all of the [[ICE age|I.C.E. Age]] and [[Illistim]] category articles, which are largely cases of documentation synthesis. Sometimes it will consolidate instances of something such as [[mana storm]]s or [[flows of essence]] phenomena. Other times it might consolidate information, such as the [[airship]] lore, that is dispersed in the game but to a large extent not written into actual documentation. Integration of storyline information is usually done instead through in-character authorship or vantage points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(6) Storylines:&#039;&#039;&#039; I will sometimes update information related to storylines, but I usually handle this through in-character perspective content. This might take the form of essays, or behind the scenes vignettes. The same interest in revealing-all-hidden-mysteries cannot be applied here, because it is disruptive and meta-gaming to have privileged information be widely available to all.&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)&amp;diff=208006</id>
		<title>Xorus (prime)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)&amp;diff=208006"/>
		<updated>2023-09-30T23:06:46Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: arcane magic links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{characterprofile &lt;br /&gt;
|name= Xorus Kul&#039;shin&lt;br /&gt;
|image= [[Image:Xorus1.jpg|thumb|center]]&lt;br /&gt;
|caption= Xorus, approx. 1,350 years; as rendered by [[user:UBERWENCH | UBERWENCH]]&lt;br /&gt;
|race= Dark Elf&lt;br /&gt;
|culture= Faendryl&lt;br /&gt;
|class= [[Sorcerer]]&lt;br /&gt;
|profession= Historian, archaeologist&lt;br /&gt;
|religion= Ur-Daemon cultist&lt;br /&gt;
|affiliations= &lt;br /&gt;
|word= Dangerous&lt;br /&gt;
|disposition= Cruel, Sadistic, Destructive, Manipulative, Malevolent&lt;br /&gt;
|demeanor= Indifferent, Wry, Dark Humor&lt;br /&gt;
|ptrait= &lt;br /&gt;
|strait= &lt;br /&gt;
|flaw= Excessive stage for manipulations&lt;br /&gt;
|strength= Knowledge, memory, insight, vast correlation&lt;br /&gt;
|weakness= Blindness to low level detail, lack of empathy&lt;br /&gt;
|habits= &lt;br /&gt;
|hobbies=&lt;br /&gt;
|soft= &lt;br /&gt;
|likes= &lt;br /&gt;
|dislikes= &lt;br /&gt;
|fears= [[Ronan]], [[Lumnis]]&lt;br /&gt;
|loyalties= &lt;br /&gt;
|friend= &lt;br /&gt;
|spouse=&lt;br /&gt;
|loved=&lt;br /&gt;
|instance= Prime&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xorus Kul&#039;shin&#039;&#039;&#039; is an occult philologist and Vice Chancellor Emeritus of the [[Abdullahi Hazalred Faendryl|Hazalred]] Thaumaturgical Institute, one of many transient heads of the Faendryl antiquaries society. He is a specialist in esoteric lore and heterodox or apocryphal theology from the [[Age of Darkness]], the study of extrachthonic and dead languages, the history and praxis of various branches of the black arts including forms of higher necromancy, the archaeology of cryptic and malevolent pre-historical sites especially of the [[Ur-Daemon]] or other primordial manifestations, and the recovery of antiquities or dangerous artifacts. This often involves forming necessary relationships with cults, dark figures, and unlawful orders. These are precisely those who seek to acquire that which is &amp;quot;forbidden.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He has often remarked that the [[Palestra]] are fine for keeping watch on the ambitious summoner, who is rather limited in what he has the power to conjure regardless, but that they are most often missing entirely those forces who would unearth long buried eldritch horrors and the truly apocalyptic hazards.&lt;br /&gt;
&lt;br /&gt;
He is a member of the Order of the Black Flame, an aristocratic secret society --- also known by other names such as the Balefire Club and the Black Claw, in reference to the [[Constellations of the Northern Sky|six-fingered talons]] rumored in ancient texts to have been possessed by the Ur-Daemon --- with dubious ties to both the figurative and literal underworlds, often the subject of conspiracy theories regarding the [[The Theory of Governance and Social Order#Overview|Senary]]. The society is thought to have been founded by the &amp;quot;old money&amp;quot; of noble families from the [[Age of Chaos]] who have chaffed under the meritocratic and novelty-driven reforms of Faendryl society since the time of the [[Ashrim|Sea Elf]] war.&lt;br /&gt;
&lt;br /&gt;
===Recent History===&lt;br /&gt;
&lt;br /&gt;
In the past few decades Xorus has most often been seen in northwestern Elanith, perhaps as a result of the malevolent powers which kept making themselves known. In his own accounting this is ultimately a consequence of the destruction of the Eye of the Drake at the turn of the century. His principal concern is working with the [[hooded figure]]s and [[Orders of the Turamzzyrian Empire#The Sheruvian Order|Sheruvian Order]] over the [[Uthex Kathiasas|ancient artifacts]] in the [[The Broken Lands|Broken Lands]]. However, his shadowy reach extends into cults and sinister orders across the continent, and perhaps beyond. &lt;br /&gt;
&lt;br /&gt;
These forces were inexplicably wielded together in a legion aiding the Meek of this world, [[Nazhor]], in his goal to weaken the barriers between worlds in 5119 Modern Era. This slaughter of the innocents of [[Mist Harbor]] was orchestrated through an aspect of the [[Council of Light]] known as the Flock. It is his hallmark to have ties with rivals and help more than one side in struggles, acting in some sense as a kind of weapons dealer of knowledge. He is sometimes called &amp;quot;Dreadlord&amp;quot;, though the meaning is mostly unknown.&lt;br /&gt;
&lt;br /&gt;
Xorus was present for the vergence of the [[Elemental Confluence]], having discerned some time prior the true intent of the madman [[Alusius]]. He informed the Ithzir of [[Return to Sunder|Kol&#039;Tarsken]] that [[Althedeus]] is dead. He has sought to gain control of the [[Ur-Daemon#Talon of Toullaire|Talon of Toullaire]], which was in the possession of Grand Magister [[Dennet Kestrel]] of the [[Orders of the Turamzzyrian Empire#The Hall of Mages|Hall of Mages]]. The Magister&#039;s daughter [[Naimorai Kestrel]], who was lost in the past in a temporal accident, confessed that Xorus has taught her dark magic. Naimorai was discovered to have later become the witch [[Raznel]]. While Naimorai had been schooled by the Hall of Mages, and learned some methods from [[Quinshon]], her influence from Xorus was perhaps greatest in the end.&lt;br /&gt;
&lt;br /&gt;
Raznel is known to have committed her atrocities, such as the blackblood curse and Everblood and the [[Bleaklands|annihilation]] of Talador, using demonic blood from the Southron Wastes. Xorus has been regarded by members of the Hall of Mages as the father of Raznel&#039;s magic. This was acknowledged by Raznel herself in a vision involving making her &amp;quot;paragons&amp;quot; out of the tortured bodies of high-ranking imperial nobility throughout history. Xorus might fairly be condemned as the grandfather of the Bleaklands, and through her credits himself indirectly for the Wizardwaste. Including the assassinations of numerous royal family members. Xorus himself killed [[Jerram Happersett|Sentinel Happersett]] in 5119 Modern Era.&lt;br /&gt;
&lt;br /&gt;
However, Xorus was the one whose work cured [[Larsya Caulfield]], Heiress of [[Bourth]], of the demonic blood curse inflicted on her by Raznel. This work was in turn weaponized by his associate &amp;quot;The Alchemist&amp;quot;, [[Praxopius|Praxopius Fortney]], to murder the Rook king [[Rysus]], the Krolvin war leader [[Kragnack]], and ultimately Praxopius killed himself with it. It was the hope of &amp;quot;The Alchemist&amp;quot; that Xorus will one day adapt the formula to commit genocide on the krolvin, with its details to be delivered in two years. Though it has yet to be given. His methods were also critical in recovering knowledge of the paragons from [[Pylasar]], first tested on [[Thrayzar]], who was once human but turned into an orc by Raznel. Xorus has acknowledged he knows how to break the curse on Thrayzar, and often suggests the works of Raznel cannot be undone without him. Much as [[Grishom Stone]] offered to cure Larsya, Stone has offered to cure Thrayzar.&lt;br /&gt;
&lt;br /&gt;
The former protege of the Alchemist, [[Malluch Burdos]], threatened to murder Xorus in 5118 Modern Era. But a [[Rise of Rone - 5118-04-06 - Final Verdict#Question #5, From Mayor Lylia: Purported Bargain|secret deal]] was arranged to stay the execution, and now Malluch is a minion of Grishom Stone. Xorus has rumored ties with Grishom Stone, as well as Quinshon, the true hereditary father of Naimorai. However, Quinshon helped end her paragons as well, and Raznel would sarcastically refer at times to Xorus instead as &amp;quot;father&amp;quot;. When Raznel was destroyed, there was later a future vision of Grishom Stone, where Xorus was one of several figures behind him. Grishom had been manipulating all along with visions to help end Raznel, as her apocalypse was incompatible with his own.&lt;br /&gt;
&lt;br /&gt;
Xorus is known to be a member of the [[Order of the Shadow]], the [[Faendryl Enclave]], and served as occult advisor to Mayor [[Cruxophim]] and the chief advisor Mayor [[Lylia|Lylia Rashere]], his wife and her second husband. He was a strong advocate for the Landing granting the elven village to House Vaalor as a strategy for recognition of regional sovereignty. Xorus held an unsuccessful bid for mayor in 5120 Modern Era on a &amp;quot;death squads&amp;quot; [[Mayoral Candidate 5120 Xorus Kul&#039;shin|platform]] of law and order. While often the subject of suspicions, Xorus has seemingly never acted against the interests of the town of [[Wehnimer&#039;s Landing]]. He has pointed out repeatedly that had his plan been followed in sealing the Ithzir portal of 5116 Modern Era, rather than a course of action inevitably requiring the stealing of plinite from the Hall of Mages, the whole historical thread of events would have never happened. This is ironic as he also asserts the flow of history cannot be changed.&lt;br /&gt;
&lt;br /&gt;
==The Ur-Daemon Cult==&lt;br /&gt;
&#039;&#039;&#039;Xorus Kul&#039;shin&#039;&#039;&#039; is secretly the ecclesiastical iron fist of an [[Ur-Daemon]] cult in the [[Southron Wastes]]. Very little is known of their nature, except that if they exist, they must masquerade as ordinary members of society. Whether they &amp;quot;worship demons&amp;quot; or merely act as a false religion for some other purpose is unknown. He is thought to have been the author of numerous controversial works over the past thousand years, often with the intent of spreading dark magic and forbidden knowledge. These were mostly written under various pseudonyms and it is unclear which name is his assumed Faendryl identity. When confronted on this he typically explains that his &amp;quot;field work&amp;quot; is extremely dangerous, and that anyone familiar with such proto-linguistic esoterica would never take the associated mythology seriously.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Xorus&amp;quot; is known by some to be a hereditary title in that dead language meaning &amp;quot;Dreadlord&amp;quot;, while the false surname &amp;quot;Kul&#039;shin&amp;quot; is [[Iruaric]] for &amp;quot;Shadow of Death.&amp;quot; This &amp;quot;Cult of Kron&#039;khaal&amp;quot; or &amp;quot;The Ageless&amp;quot; is thought to involve reincarnation rituals, transferring the souls and perhaps memories of dead cultists into young children. His theological role in the cult revolves around killing the gods and bringing about the end of all things. Thus, he is considerably removed from the power centers of their order, and has a fractious and often violent relationship with his brethren who hold ire over his failure with the [[Vvrael]].&lt;br /&gt;
&lt;br /&gt;
===Theocracy===&lt;br /&gt;
The cult has a complicated power structure of rival factions arising to supremacy over perceived favor of their dead gods. It is not usually a matter of victory through physical or magical might, given the rebirth theology underlying their theocracy. &amp;quot;The Dark Lord&amp;quot; is a traditionally vacant throne that would rule over the Synod, the black six-taloned claw around the throne, which represents the theological branches of the cult. &amp;quot;The Dreadlord&amp;quot; is more properly the &amp;quot;lord of the dread seers&amp;quot;, otherwise called &amp;quot;lyxarulis kort&amp;quot;, those who harrow other worlds and commune with the demonic with necromantic methods. While the majority of the cult is isolationist and confined to the southern wastelands, or other worlds, the harrowers or dread seers have long been prone to conspiring long manipulations on western civilizations.&lt;br /&gt;
&lt;br /&gt;
These &amp;quot;Harbingers of the Abyss&amp;quot; were purged in the violent shift of powers near the turn of the century. They are presumably either disembodied souls or imprisoned, literally, in the bodies of very young Dark Elves. The harbingers are esotericists who make use of divination, dream walking, and occult methods. This is predominantly in the form of knowing the past and present in order to manipulate the flow of history rather than the immediate apprehension of future events. It is very common to hear the dread seers correctly speaking of what will happen months or years in advance and helping it happen.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
[[Image:Xorus2.jpg|thumb|left|Xorus, approx. 500 years old, rendered by Uberwench]]&lt;br /&gt;
In his youth it is thought &amp;quot;the dreadlord&amp;quot; helped orchestrate the destruction of the [[Kannalan Empire]], as the cult has traditionally preferred to keep the westerlands in a state of chaos until the return of their Dark Lord. They claim this is [[Despana]] herself, who they believe was Dark Elven, at least originally. The origins of the cult may stem from surviving remnants of her forces around [[Maelshyve]] and splinters from the exiled House Faendryl. While they believe this &amp;quot;incarnation&amp;quot; of their order was founded by Despana, they also maintain it has always existed in some form, and that there is an inherent draw in all of the Elven bloodlines to return &amp;quot;home&amp;quot; and reacquire their birth right as Dark Elves. They believe this is the true form of the race, and that fair elves were cursed by the [[Arkati]], who keep the Old Ones sleeping.&lt;br /&gt;
&lt;br /&gt;
Often a shadow in the background, he is known to portray himself as a [[Faendryl]] loyalist, while his vision for the world is surely anything but Elven. He treats knowledge as a weapon rather than an expression of sincerity, and seems dedicated to the ideal of making the world more dangerous. Xorus is responsible for untold horrors and atrocities over the past millennium, whether by his own actions or the shadow of his influence. He regards the rise of Turamzzyrian hegemony after the Witch Winter as a personal failing.&lt;br /&gt;
&lt;br /&gt;
In recent years he has more brazenly used his own &amp;quot;name&amp;quot; for some unknown reason, which masks his identity in civil society with respect to Ta&#039;Faendryl. He was almost killed by [[flow storms]] trying to breach the [[Drake&#039;s Shrine]] in 5098 Modern Era, which he confesses has considerably weakened his power over magic. (This was a failed attempt to reach the [[Eye of the Drake]] first. They have shared theological roots with Marluvian and Vvrael cultists, but these are considered schisms or heretical sects.) While his powers over the flows of essence in terms of conventional sorcery have largely returned, he still has little to no power over pure [[anti-mana]] and some of the other black arts. He would hope his powers might be fully restored within a century, but he intends on &amp;quot;waking up the Ur-Daemon&amp;quot; with his wicked researches much sooner.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Presumed Authorship==&lt;br /&gt;
In the past few decades he has seemingly taken to using the name &amp;quot;Xorus&amp;quot;, but there are perhaps countless older works under various pseudonyms.&lt;br /&gt;
&lt;br /&gt;
===Scholarship===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy]] (5122 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume II - Maleficarum and Dark Magic (essay)|Forbidden Knowledge and the Black Arts: Volume II - Maleficarum and Dark Magic]] (5122 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume III - The Unliving and Unnatural (essay)|Forbidden Knowledge and the Black Arts: Volume III - The Unliving and Unnatural]] (5122 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Scholarship/Meditations on Arcane Magic (lecture)|Meditations on Arcane Magic]] [https://sites.google.com/view/alabasterspire/home/events/symposium-5123/meditations-on-arcane-magic?authuser=0 (Lecture)] (5123 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Scholarship/The Nature of Undeath (lecture)|The Nature of Undeath]] [https://sites.google.com/view/alabasterspire/home/events/symposium-5122/nature-of-undeath (Lecture)] (5122 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Scholarship/Dead Language of Iruaric and the Philology of the Broken Lands (essay)|The Dead Language of Iruaric and the Philology of the Broken Lands]] (5121 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Age of Darkness (lecture)|The Age of Darkness (lecture)]] (5120 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[History and Language of Dark Elves (lecture)|The History and Language of Dark Elves (lecture)]] (5120 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The Malevolent Incarnated: Dark Spirits and the Demonic (5118 Modern Era) [&amp;quot;warped vruul leather grimoire&amp;quot;]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[The Exsanguination of the Ashrim Isle (essay)|The Exsanguination of the Ashrim Isle]] [https://sites.google.com/view/alabasterspire/home/events/symposium/ashrim-war?authuser=0 (Lecture)] (5118 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[The Broken Lands and ki-lin|The Broken Lands and Ki-lin (Lecture)]] (5115 - 5121 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[The Inevitability of the Exile]] (5114 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[The Dark Path (essay)]] (5102 Modern Era)&lt;br /&gt;
&lt;br /&gt;
===Governance===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Interventions and Restoratives of Epochxin Affliction (essay)|Interventions and Restoratives of Epochxin Affliction]] (5118 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Concerning Extrachthonic Flora and Chthonic Concerns (essay)|Concerning Extrachthonic Flora and Chthonic Concerns]] (5117 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Charters of Banking Reform]] (5115 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Occult===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Vignettes/The Warlock and the Bleakwood|The Warlock and the Bleakwood]] (5122 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Bonespear and the Demon Lord]] (5119 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Harrowing and Esoteric Archaeology]] (5119 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Through A Glass Darkly]] (5118 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Daemons of Future Past]] (5117 Modern Era)&lt;br /&gt;
&lt;br /&gt;
===Cult Works===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Brimstone and Nightmares]] (5119 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[The Ordeal]] (5117 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[The Birth of the Dark Elves]] (4753 Modern Era?)&lt;br /&gt;
&lt;br /&gt;
===Dark Elven Horror Stories===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[The Dark Mirror (story)|The Dark Mirror]] (5119 Modern Era)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Letters===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confluence and Return To Sunder Storylines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Letter to the Argent Mirror (and Patriarch)]] (5115/5116 Modern Era)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elven Village Conflict Storyline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Letters/Notes to the Mayor and Town Council on the Elven Village - 07-31-5118|Notes to the Mayor and Town Council on the Elven Village - 07-31-5118]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Letters/Public Statement to the Town on the Elven Village - 08-04-5118|Public Statement to the Town on the Elven Village - 08-04-5118]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Letters/Legal Theories on Sovereignty and Compulsory Repatriation - 08-13-5118|Legal Theories on Sovereignty and Compulsory Repatriation - 08-13-5118]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Letters/Analysis of the Great Powers Decision on the Elven Village Question - 08-21-5118|Analysis of the Great Powers Decision on the Elven Village Question - 08-21-5118]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ashes To Ashes Storyline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Letters/Letter to the Mayor, Town Council, Marshal and Guard Captain - 03-15-5122|Letter to the Mayor, Town Council, Marshal and Guard Captain - 03-15-5122]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Letters/Letter to the Barony of Bourth - 04-13-5122|Letter to the Barony of Bourth - 04-13-5122]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;North by Northwest and Winter War Storylines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; [[Xorus (prime)/Letters/Letter to the Town Council Concerning Regional Sovereignty - 01-09-5123|Letter to the Town Council Concerning Regional Sovereignty - 01-09-5123]]&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Xorus is intended as a mixture of a Lovecraft cultist, the [[Priests Arnak]], and the Drow. His perspective is influenced from a wide range of sources, including Hegel, Nietzsche, Machiavelli, and other things. The character is an occultist in spite of the context of a setting where the powers of the world seem to be known. He emphasizes &amp;quot;other powers&amp;quot;, dream walking, and accessing (or merging) &amp;quot;higher realities.&amp;quot;&lt;br /&gt;
===Appearance===&lt;br /&gt;
His eyes by his natural bloodline should be violet, but his powers have returned enough for them to turn black. This was an homage to the [[Lords of Essaence]].&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(1) Wandering Cultist&#039;&#039;&#039;&lt;br /&gt;
You see Xorus Kul&#039;shin the Warlock.&lt;br /&gt;
He appears to be a Dark Elf.&lt;br /&gt;
He is tall and has a gaunt frame.  He appears to be ancient.  He has brooding black eyes and dark skin.  He has shoulder length, flowing silver hair.  He has a gaunt face, a sharp nose and a spider-shaped birthmark on his wrist.&lt;br /&gt;
He is in good shape.&lt;br /&gt;
He is holding a blackened serpentine scepter in his right hand and a chalice of venom in his left hand.&lt;br /&gt;
He is wearing a shadowy black hood, ora-chained dark obelisk crystal embellished with an attractive Scalu symbol design, a high-collared black leather coat, an enruned deep black armband, a blackened leather wand harness, some vruul skin casting leathers etched with horrific images of demonic slaughter, some blackened spiked glaes arm greaves, a bleakstone-set black faenor ring, a small abyran&#039;ra skull, a pair of studded black leather pants, and some thigh-high black leather boots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Faendryl Scholar&#039;&#039;&#039;&lt;br /&gt;
You see Xorus Kul&#039;shin the Scribe of Elanthia.&lt;br /&gt;
He appears to be a Faendryl Dark Elf.&lt;br /&gt;
He is tall and has a gaunt frame.  He appears to be ancient.  He has dark-rimmed violet eyes and dark skin.  He has shoulder length, flowing silver hair.  He has a gaunt face, a sharp nose and a spider-shaped birthmark on his wrist.&lt;br /&gt;
He is in good shape.&lt;br /&gt;
He is holding a twisted orase runestaff capped with a smoky crystal orb in his right hand.&lt;br /&gt;
He is wearing a velvet-piped grey satin cravat, an enruned fiery red longcoat, a crimson flame-shaped pin tipped with yellow sunstone, an ivory-striped black satin waistcoat, a slate grey silk shirt fastened with round onyx cabochon buttons, a grey silk pentacle-stitched armband that reads, &amp;quot;Team Lylia, Campaign Manager&amp;quot;, an emerald-set black faenor ring, a blood red damask scabbard, a trio of plaited cream suede belts, a pair of loose stygian black leather trousers, and some polished black leather boots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Mocking [[Rise of Rone|&amp;quot;Rone&amp;quot;]]&#039;&#039;&#039;&lt;br /&gt;
You see Xorus Kul&#039;shin the Tormenter.&lt;br /&gt;
He appears to be a Dark Elf.&lt;br /&gt;
He is tall and has a gaunt frame. He appears to be ancient. He has brooding steel grey eyes and dark skin. He has shoulder length, flowing silver hair. He has a featureless white porcelain mask fully covering his face and a spider-shaped birthmark on his wrist.&lt;br /&gt;
He is in good shape.&lt;br /&gt;
He is holding an etched dark urnon longsword in his right hand and a white gear-covered prism in his left hand.&lt;br /&gt;
He is wearing a pale white chambray greatcloak, a luxurious snow white cape, some luxurious ivory white gloves, some white studded leather, a pair of black imflass gauntlets, a trio of plaited cream suede belts, a white leather sheath, a white leather sheath, some pale white pants, and a pair of ivory leather boots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Wedding&#039;&#039;&#039;&lt;br /&gt;
You see Xorus Kul&#039;shin the Dreadlord.&lt;br /&gt;
He appears to be a Dark Elf.&lt;br /&gt;
He is tall and has a gaunt frame.  He appears to be extremely old.  He has violet-striated urglaes black eyes and dark skin.  He has shoulder-length, flowing silver hair interspersed with contrasting streaks.  He has a gaunt face, a sharp nose and a spider-shaped birthmark on his wrist.&lt;br /&gt;
He is in good shape.&lt;br /&gt;
He is holding a filigree-caged blood red crystal chalice with six-tentacled star inlay in his right hand.&lt;br /&gt;
He is wearing a smooth steel torc caging a stargazer lily, a voluminous ebon spidersilk longcoat with a black deathstone fastener, a dark scarlet stargazer lily boutonniere with a black doomstone brooch, an elegant black-veined scarlet damask vest with a fractal motif, an exquisite rich sable silk shirt with black deathstone buttons, a dark glaes band, a gold-trimmed xenium scabbard, some high-waisted ebon marbrinus pants with an obsidian buckle, and some ebon vruul leather boots with blackened ora straps.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Meditations_on_Arcane_Magic_(lecture)&amp;diff=208005</id>
		<title>Xorus (prime)/Scholarship/Meditations on Arcane Magic (lecture)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Meditations_on_Arcane_Magic_(lecture)&amp;diff=208005"/>
		<updated>2023-09-30T23:06:33Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: new&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following log comprises the full speech and a few details before and after, along with relevant questions. &lt;br /&gt;
&lt;br /&gt;
This was the [[Faendryl Symposium]] of 5123, which took place on 09/24/5123 at the [[Alabaster Spire]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Speaking to Xorus, Ysharra asks, &amp;quot;Isn&#039;t your career one big spoiler after another?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;I prefer the shocking twists and tragic endings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The stars above Melgorehn&#039;s Reach seem to multiply, as if reflecting a mirror image of the mountain before they return to normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Speaking to Xorus, Ysharra says, &amp;quot;I have good news for you, then. It&#039;s very, very likely that your life will also feature those in stellar pace and intensity.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The stars did just come out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Good evening.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Faendryl are intimately associated with &#039;sorcery&#039;. As we all surely know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus wryly says, &amp;quot;They will never let us forget it, not that we are trying.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Some would even equate us with it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There are those of us, of course, who would instead equate it with us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;&#039;All true sorcery is Faendryl sorcery.&#039; That kind of thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus asks, &amp;quot;But would our ancestors agree with this sentiment?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Or would they find it.. strange...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus asks, &amp;quot;... and weirdly motivated?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;By certain things in our history that, from their point of view, had not happened yet and would have no meaning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Much as our state historians enjoy playing up the historical precedents for our contemporary ideologies...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;... that is not necessarily respecting the past in its own terms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;When you are speaking of House Faendryl in the Second Age, truthfully, Korthyr likely would not have thought sorcery relevant at all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;He was forming a city-state with central power out of an older landed aristocracy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Nevertheless, as it is said, even by Meachreasim Illistim, the Faendryl were regarded as the natural leaders of the Elven Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;For the reason that we had most mastered both elemental and spiritual magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This was something that took some time to emerge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;House Faendryl did not truly solidify until Yshryth Silvius brought the other noble families to heel under the Patriarchy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But the sense in this is that in that time period, the Elves were beginning to develop their own schools of magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In the dark ages they had spiritual magic that was imparted by the Arkati.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;What the Elves sought to do was wield magic wholly on their own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The trouble is that wielding the raw essence in an undifferentiated way is very difficult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Call it &#039;flow magic&#039;, if you like, I prefer to call it Arcane.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;For even flow magic may be wielded in narrower forms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But there are what you might consider natural fault lines, constraints in how we beings of flesh and blood are able to wield the essence.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There are what you could call esoteric ways of manipulating the essence without rational understanding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The kind of thing done by druids and shamans, or sympathetic magic, such as witchcraft and &#039;blood magic&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Something like informal cousins of ritual theurgy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;While on the other hand there is exoteric spellcraft, which seeks to rationally order magic into systems of rules.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
(Lylia can&#039;t seem to keep an expression of mild disdain from her face at the mention of sympathetic magic.)&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Into what might be considered mechanisms of cause and effect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Much more predictable, regular, and controlled.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Within this we might refer to &#039;theurgy&#039; for spells channeled from other sources, and &#039;thaumaturgy&#039; as those manipulated directly by ourselves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;And so it is we have fault lines for splitting magic into separate realms or spheres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There were some magicians who sought to cut nature at its joints.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;With the Illistim and Ashrim there was a tendency toward developing magic of the elements.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Thaumaturgical magic is especially prone to elemental manifestations.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;When you restrict yourself to a single modality of magic, it is less difficult to craft new spells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;At least from the Arcanist point of view. Others would say those &#039;pure&#039; modes are fundamental.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;They might call them the fundamental harmonics of the spheres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;As though magic were a kind of music.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is a debate of high pitch, as you may well imagine. But I am getting ahead of myself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ysharra says, &amp;quot;I see what you did there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Ardenai of course had &#039;nature&#039; proclivities, which tends toward spiritual magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Speaking crudely in terms of House stereotypes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Esotericism in turn led to various things such as empathy, or occultism, various precursors to the kind of thaumaturgical &#039;mentalism&#039; of the Erithi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Much as one may fashion what we like to call &#039;rote spells&#039; in single realms, so we may also have narrower kinds of flow magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus asks, &amp;quot;What of Arcane magic?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;If we were to imagine the three &#039;spheres of magic&#039; as instead a single sphere, they would be as movement constrained to a single degree of motion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Elementalism and spiritualism might be the angular motions, of either latitude or longitude, but not both simultaneously.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;While &#039;mentalism&#039; would be only radial spokes of &#039;in and out&#039;, not arcs of &#039;up and down&#039; or &#039;side to side&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;We might call these slices of the sphere the &#039;spell circles&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In this analogy &#039;rote&#039; Arcane magic would be little bits and chords taken from any of the circles.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;While its &#039;flow&#039; would be the freedom to move any which way at will in three dimensions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Which is immeasurably more complicated and impractical to wield.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Arcane is the undifferentiated raw essence, and in some sense, it is &#039;naturally&#039; esoteric and irrational.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Those with a talent for magic all have at least a minor capacity for the Arcane.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Others, such as the woman you all call &#039;the invoker&#039;, are more prodigal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Sorcery in its oldest sense might be regarded as an inherently destructive mode of Arcane magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;And so it is that there are unschooled &#039;sorcerers&#039; in all sorts of cultures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;House Faendryl, more than any of the other Houses, sought to make thaumaturgical magic of the Arcane.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Now, as it happens, &#039;sorcery&#039; is significantly less difficult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In the most classical form of thaumaturgical sorcery, it is narrowly focused on the immediate, specific destruction of inanimate or animate matter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;By this I mean a &#039;limb disrupt&#039; spell only disrupts limbs, not internal organs or inanimate rocks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;When the spells are destructive of the mind, it even has a superficial similarity with darker forms of mentalism.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It involves channeling toward a specific target and turning its own essence against itself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Which you might call a &#039;hybrid&#039; of two modalities.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is the character of &#039;mana disruption&#039;, disintegration, the so-called &#039;dark catalyst&#039;, and so forth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The narrowness of this is something like reducing the Arcane to two realms and only attempting to be destructive with it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Which would be like making diagonal &#039;spell circles&#039; on the surface of the sphere, with &#039;flow sorcery&#039; having somewhat more freedom of motion in this fashion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Such would be a model from the perspective of preternatural monism.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Those who support the primacy of separate &#039;spheres of magic&#039; would disagree with this model.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Regarding &#039;Arcane&#039; magic as merely an eclectic hodge podge mixed with sorcery.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is only a messier collision of incompatible forces.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Discordant harmonies, magical cacophony.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;So, we have a philosophical dispute at the foundations of magic, between &#039;monists&#039; and &#039;separatists&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Or whatever terms you wish to use for those metaphysical positions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Separatists regard the two or three &#039;spheres of magic&#039; as fundamental with distinct forms of mana.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;They would say sorcery is the unnatural fusion or combination of separate kinds of power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Monists would say such convention schemes are ultimately arbitrary.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Udari asks, &amp;quot;Like Dark Magic?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;I will be getting to dark magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;That we could just as well have developed magic into four realms, say, such as elemental and lunar, life and holy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;And that there is only the singular essence, its wielders hobbling their own ways of manipulating it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;They would consider sorcery to be a less differentiated form of magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;And that the separatists will have to define different kinds of sorcery for all the various combinations of powers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is a somewhat academic debate as it makes no practical difference.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The point is that the universalism or cosmicism of House Faendryl is what naturally led them to becoming pre-eminent in thaumaturgical sorcery.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;What is considered &#039;sorcery&#039; has changed over thousands of years.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;By its very nature, making use of essences of other existences with our own &#039;mana&#039; will in some sense be sorcery, in terms broader than its original definition.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;One is led &#039;naturally&#039; to it from classical sorcery, as soon as one learns to turn the essence of the veil against itself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Which Elizhabet Mahkra did over 40,000 years ago.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But, of course, essences from other realities are not natural to our own, so wielding them into magic is unavoidably mixed with that of our world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Whether you wish to call that combining or fusing them unnaturally, or finding and unifying more primal forms of power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;And that is why in the present age we speak instead of &#039;demonology&#039; and &#039;necromancy&#039; instead of &#039;inanimate&#039; and &#039;animate&#039; matter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But it is also why House Faendryl was not condemned as a bunch of demon summoners and necromancers during the Elven Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Such things were deemed &#039;black arts&#039;, and of wholly different origins.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Faendryl attitude on this, of course, has evolved greatly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Certain traditions have merged with sorcery.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;What we now call &#039;the dark arts&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus asks, &amp;quot;But why do we not all simply wield Arcane magic?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;When &#039;classical sorcery&#039; focuses on a specific kind of matter, that has the effect of acting as a confound.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Which is to say a mediating augment to its spell power, as sorcery is otherwise immediate in action.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There are confounds involved in all of the specialized forms of magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Mages attune themselves to the elemental planes, clerics to &#039;divine&#039; spirits and the spiritual planes, and druids to the forces of nature or lesser spirits.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Similarly, blood is used as the confound of what is usually meant by &#039;blood magic&#039;, which is distinct from &#039;magic merely involving blood&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;While liches are infamous for their use and dependence upon soul phylacteries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Witches often make use of vermin such as ichor maggots or scarabs, which they might host inside their own bodies.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Granted, &#039;witch&#039; is a word that is very often used to refer to other, much more benign kinds of magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You say, &amp;quot;Just so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But when I speak of &#039;witches&#039; in this sense, I mean the black arts of &#039;witches&#039; such as Raznel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Contemporary sorcery, of course, has shifted from its roots.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Necromancers make use of life forces in what might be called thanatology, and demonologists will attune to the demonic valences, and sorcerous elements such as balefire which is extraplanar in origin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But with Arcane magic the ideal is to have utter flexibility over the wielding of spells.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In practice it is difficult to wield the more powerful spells of specialized magic without having self-limited oneself with attunement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is why we most often instead rely on magical artifacts as mediating substances.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In principle the Arcanists are able to themselves cast much of the &#039;rote magic&#039; of any of the spheres of magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The most familiar and quintessential example of this is the so-called &#039;Fash&#039;lo&#039;nae&#039;s Gift&#039; spell.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Except that particular spell is in general mediated with the aid of magical items.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is a way of allowing &#039;pures&#039; to be arcanist in a narrow way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Much of Arcane magic might be accomplished instead within single spheres, but not all from the same one, for it takes the Arcanist to be flexible enough to wield between them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Most who attempt the Arcane will only be &#039;hybrids&#039; of some kind due to sheer impracticality.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Still, it is specially suited for more fundamental forms of magics, such as major portals or metamagical transformations.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Whether that is making a &#039;nightmare&#039; into a &#039;nightmare fog&#039;, or transmogrifying creatures into unnatural chimeras.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Let us embrace then this universalist and cosmic tradition of House Faendryl.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus concludes, &amp;quot;As &#039;our discipline rules all worlds&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ysharra asks, &amp;quot;Could you speak a little more about chimeras?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ysharra says, &amp;quot;I have heard mention of them, of course, in the Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ysharra says, &amp;quot;But I know very little about them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is the unnatural crossing of kinds of beings, animals or humanoids or what-have-you, making new kinds of creatures such as the manticore or centaur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Thurfel did some experiments along these lines. The old city of Ta&#039;Faendryl has numerous surviving escaped experiments.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But it is most often a dark magic practice, such as the &#039;chimeras&#039; that Elithain Cross made from the blood of his followers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;So-called dark elves living in the southern wastelands, which are tainted with the dark essence of the Ur-Daemon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Ur-Daemon are never truly dead, their body parts may be partly revived with their blood.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Such relics are profoundly corrupting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;That is what happened to the Luukosians of the Sanctum of Scales.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Their high priest, or at least in the absence of Tseleth, had acquired the Eye of Goseth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus asks, &amp;quot;The Shahiath?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;I am not familiar.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Earthdiver says, &amp;quot;Who rules in the black heavens, ever hungering.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thrassus says, &amp;quot;Sounds like an alternate name for Marlu.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;That sounds like Althedeus.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Earthdiver says, &amp;quot;The fanatics of the Sanctum are oft heard repeating this.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thrassus says, &amp;quot;Or that, yes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Ithzir called it Grak&#039;na&#039;Den, which means &#039;father of the black heavens&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;They might be speaking of Goseth. I do not know. I will have to spend some time with them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ysharra asks, &amp;quot;Yukito is asking this question: May I ask more about this idea of a unified magic circle? I can imagine the Spiritual and Elemental... elements as intersecting lines of a grid. So when you throw the idea of Mental there, you can concievably ray that out into a sphere or whole, in my mind. Yes?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ysharra says, &amp;quot;Yukito seeks to clarify his understanding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ysharra asks, &amp;quot;And furthermore: Going further... If I view it that way, perhaps it would be possible to map magical coordinates for exactly the effect you want? This is for my own visualization, mind, but I can almost see it as a constellation, and if you are disciplined or powerful enough, you can precisely choose what is needed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Mentalism it could be argued is akin to Arcane in that way, with its focuse on manipulating one&#039;s own internal &#039;aura&#039; or essences.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;With this analogy you can &#039;cover&#039; the sphere with an infinite number of each kind of &#039;spell circle&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The radial notion of Mentalism could be thought of as a circle that is stretched into an ellipse so thin and eccentric it is like a straight line.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But then such a metaphor only takes us so far literally.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Magister no doubt would have liked to discuss stereographic projections of the sphere onto planes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You ask, &amp;quot;Nyaria had had a question about chimeras, specifically if the magics used to create them is still extant in the world or has been lost to us?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Scholars of the valences engage in all sorts of higher dimensional geometrical speculation to try to grapple with magic and the planes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Chimera making is not what I would consider common magic, and it is usually some sort of dark magic transmogrification.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But it still happens. Thurfel was only two decades ago. And Elithain Cross was less than a decade ago.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Udari says, &amp;quot;I do understand that magic is like floating ice rock in water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Udari says, &amp;quot;You dont see its full size. Only the top.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Udari says, &amp;quot;I got more respect for you wagglers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You say, &amp;quot;I feel some people only see the portion above the waves, and I flatter myself by believing I see the entirety of it more clearly. And then I talk to Xorus, who is all the ocean surrounding it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player-created content]]&lt;br /&gt;
[[Category:Logs]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Faendryl_Enclave&amp;diff=207203</id>
		<title>Faendryl Enclave</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Faendryl_Enclave&amp;diff=207203"/>
		<updated>2023-09-19T04:17:44Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Faendryl Enclave&#039;&#039;&#039; is a [[Meeting Hall Organization]] located in the environs of [[Wehnimer&#039;s Landing]] in Aillidh Brae. It is an organization formed for the following goals: &lt;br /&gt;
#Provide a refuge for [[Faendryl]]&lt;br /&gt;
#Promote Faendryl culture &amp;amp; history&lt;br /&gt;
#Provide training for typical Faendryl skills (OOC, provide a platform for RP-related interactions)&lt;br /&gt;
#Act as an outreach to local governments to foster improved relations&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Current Events==&lt;br /&gt;
&lt;br /&gt;
We host recurring &amp;quot;Faendryl Rules of Engagement&amp;quot; nights on the fourth Friday of each month or as listed on the official calendar and on TownCriers channels. The games change, but regular offerings include Killer Darts and a Werewolf-style game called &amp;quot;Nalfein Infiltrators.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Our major calendar events include the annual Faendryl Symposium, which is coming up September 22 - 24, 2023; our annual carnival masquerade ball, which usually falls in late February or early March; and multi-MHO events such as Revelia Carnivale, which may also include the Enclave. &lt;br /&gt;
&lt;br /&gt;
The 2023 Faendryl Symposium calendar is live! Look for more events and venues to be added in the weeks to come. Times and dates are subject to change. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} &lt;br /&gt;
{| {{prettytable|background:##F6DDCC;height:15px;}} &lt;br /&gt;
|- style=&amp;quot;background:#82011D; vertical-align: top; font-size: larger; color:white;&amp;quot; &lt;br /&gt;
! Time !!Event !!Host(s) !!Location !!Description&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#808080; color:white;&amp;quot; colspan=&amp;quot;5&amp;quot;|Friday, September 22&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 9:30PM&lt;br /&gt;
| Celebrating Six Years of Faendryl Symposia&lt;br /&gt;
| [[Lylia]]&lt;br /&gt;
| [[Alabaster Spire]], Courtyard&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Six is the magic number for this year&#039;s annual Faendryl Symposium at the Alabaster Spire! &lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 10:00PM&lt;br /&gt;
| The Art of Faendryl Glass&lt;br /&gt;
| [[Missoni_(Prime)|Missoni]]&lt;br /&gt;
| [[Alabaster Spire]], Garden&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Discover the grace and beauty of Faendryl glass wrought with balefire from the sands of the Southron Wastes as Missoni leads a discussion on this little-known art form. &lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 11:00PM&lt;br /&gt;
| Nalfein Infiltrators&lt;br /&gt;
| [[Ysharra_(prime)|Ysharra]]&lt;br /&gt;
| [[Alabaster Spire]], Lounge&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| In this sleepy little Ashrim fishing village, not all is well; there are infiltrators among the townsfolk, and you can help save them -- unless you are one of the murderers!  Ysharra leads players through a lighthearted game of intrigue and drama when the Faendryl Enclave hosts &#039;Nalfein Infiltrators.&#039;&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#808080; color:white;&amp;quot; colspan=&amp;quot;5&amp;quot;|Saturday, September 23&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 2:00PM&lt;br /&gt;
| Tale of the Macabre&lt;br /&gt;
| [[Xanthium_(prime)|Xanthium]]&lt;br /&gt;
| [[Alabaster Spire]], Library&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Please join us while acclaimed bard and dancer Xanthium shares one of her favorite spooky stories growing up in New Ta&#039;Faendryl.&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 8:00PM&lt;br /&gt;
| A Passion for Performance: Faendryl Theater&lt;br /&gt;
| [[Lylia]]&lt;br /&gt;
| [[House Brigatta]], Amphitheater&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Discover the drama of Faendryl theater in a discussion centered on its history and importance in the Faendryl cultural scene. This presentation is a companion piece to a later performance of a popular Faendryl play featuring many members of the Enclave. (Please note the venue change from the Alabaster Spire.) &lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 9:00PM&lt;br /&gt;
| &amp;quot;Writ in Crimson Shadow,&amp;quot; A Faendryl Play&lt;br /&gt;
| Various Performers&lt;br /&gt;
| [[House Brigatta]], Amphitheater&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Join the cast and crew for an encore showing of selected scenes from &amp;quot;Writ in Crimson Shadow,&amp;quot; originally performed at this year&#039;s [[Revelia Carnivale]]! See spectacle and intrigue on the stage, presented in Common after translation from the original Faendryl. (Please note the venue change from the Alabaster Spire.) &lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 11:00PM&lt;br /&gt;
| Symposium Gala&lt;br /&gt;
| The Faendryl Enclave&lt;br /&gt;
| [[Alabaster Spire]], Great Hall&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| &lt;br /&gt;
Celebrate six years of Faendryl Symposia with the annual Gala! This year&#039;s festival is in early fall, so wear your most sumptuous velvets and richest silks. See and be seen at one of the Landing&#039;s most elegant events of the season! &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#808080; color:white;&amp;quot; colspan=&amp;quot;5&amp;quot;|Sunday, September 24&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 1:00PM&lt;br /&gt;
| Genesis: Life from Lifelessness&lt;br /&gt;
| [[Ysharra_(prime)|Ysharra]]&lt;br /&gt;
| [[Alabaster Spire]], Garden&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Presentation by Ysharra on environmental/botanical culture of the Faendryl.&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 3:00PM&lt;br /&gt;
| Faendryl Feasts: The Dishes of the Diaspora&lt;br /&gt;
| [[Nazarr]]&lt;br /&gt;
| [[Alabaster Spire]], Dining Hall&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Bring your appetite and your sense of adventure as Nazarr leads us on a culinary journey through Faendryl Diaspora dishes and the reasons why not all pastries are quite what they seem. Samples will be provided! &lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 4:00PM&lt;br /&gt;
| The Faendryl Spice Trade&lt;br /&gt;
| [[Lylia]]&lt;br /&gt;
| [[Alabaster Spire]], Dining Hall&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Spices add flavor to Faendryl dishes, but did you know the role they&#039;ve played in transforming desert sands into silvers and building a nation? Taste delights from the distant south as you hear about how the Faendryl spice trade has changed the face of Elanith.&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 6:00PM&lt;br /&gt;
| Arcane Magic&lt;br /&gt;
| [[Xorus]]&lt;br /&gt;
| [[Alabaster Spire]], Courtyard&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Lecturer Xorus Kul&#039;shin discusses the universalist tradition of Faendryl magic and its historical relationship to what is now considered sorcery.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officers==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Japhrimel&lt;br /&gt;
|Co-Founder&lt;br /&gt;
|-&lt;br /&gt;
|Lylia&lt;br /&gt;
|Sorceress Supreme&lt;br /&gt;
|-&lt;br /&gt;
|Ysharra&lt;br /&gt;
|Dame of Thorns&lt;br /&gt;
|-&lt;br /&gt;
|Eiliriel&lt;br /&gt;
|Professional Organizer&lt;br /&gt;
|-&lt;br /&gt;
|Melikor&lt;br /&gt;
|Necromancer Extraordinaire&lt;br /&gt;
|-&lt;br /&gt;
|Zolis&lt;br /&gt;
|Diplomat&lt;br /&gt;
|-&lt;br /&gt;
|Xorus&lt;br /&gt;
|Vice Chancellor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
The Faendryl Enclave was founded in the month of Fashanos/February, 2010 and remains one of the more active organizations in the Wehnimer&#039;s Landing regon, both socially and politically.  The Enclave was created with the intention of filling a need in the Faendryl community.  Previously the only organized group of Faendryl were the Ta&#039;Mori and generally associated with Eorgina, Evil, and/or generally undesirable to the public in general.  To provide an alternative and to combat an overall negative view of the culture by others, the group was founded by Japhrimel and Queleri, soon joined by others, some to stay and some to leave us.  &lt;br /&gt;
&lt;br /&gt;
===Meetings===&lt;br /&gt;
The Faendryl Enclave has a monthly meeting set on the first Monday of each month at 9:30pm Eastern.  Meetings are held at our structure, [[The Alabaster Spire]] (;go2 23520).  Meetings are open to the public, particularly interested Faendryl and Half-Faendryl, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===The Alabaster Spire===&lt;br /&gt;
[[The Alabaster Spire]] is the seat of the Faendryl Enclave.  It is located outside of Wehnimer&#039;s Landing at Aillidh Brae, Vale, to ensure privacy and safety. The Spire&#039;s courtyard, garden, and ground floor are open to the public.  Upstairs levels are typically reserved for members, although during the annual Symposium, much of the grounds are open to visitors.  This is so that any Faendryl may come make use of the grounds if they so desire.  Members and other Faendryl are welcome and encouraged to use the grounds as much as they wish to.  If anyone would like to organize an event or have something occur on the grounds, please let an Officer know if you require any assistance in doing so, such as a food cart or drinks. &lt;br /&gt;
&lt;br /&gt;
===Membership===&lt;br /&gt;
Enclave membership is open to Faendryl and Half-Faendryl, though there is a single token Halfling member (No one expected a non-Faendryl to actually try to join, so there weren&#039;t set rules against it).  To join the Enclave, those interested should attempt to attend meetings and/or events when possible.  Please inform any Officers you meet that you would like to join.  In order to join you must get the approval of at least two Officers, usually in the form of a semi-formal interview. The best way to know if you would like to be a member is to get to know our members, so we welcome you to attend events and learn more about who we are.&lt;br /&gt;
&lt;br /&gt;
===Assistance===&lt;br /&gt;
The Enclave exists, in part, to provide assistance to Faendryl in need.  One way we seek to do this is to help younger/newer Faendryl with equipment.  If you are or know of a Faendryl or Half-Faendryl in need of decent 4x gear, please let an Officer know. &lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
We have had numerous events over the years.  Some events are annual or have repeated, some have not.  Event descriptions and logs, as available, will be added to this section.&lt;br /&gt;
*[[World Wide Siegery Championship]]&lt;br /&gt;
*[[Faendryl Roulette]]&lt;br /&gt;
*[[Faendryl Enclave Art Night]]&lt;br /&gt;
*[[Lylia_and_Aeavenne%27s_Faendryl_divination_lecture_and_demonstration|Faendryl Divination]]&lt;br /&gt;
*[[Faendryl_fashion_and_cobbling_(log)|Faendryl Fashion and Cobbling]]&lt;br /&gt;
*[https://sites.google.com/view/alabasterspire/home/events/symposium-5118 Faendryl Symposium 2018]&lt;br /&gt;
*[https://sites.google.com/view/alabasterspire/home/events/symposium-5119 Faendryl Symposium 2019]&lt;br /&gt;
*[https://sites.google.com/view/alabasterspire/home/events/symposium-5120 Faendryl Symposium 2020]&lt;br /&gt;
*[https://sites.google.com/view/alabasterspire/home/events/symposium-5121 Faendryl Symposium 2021]&lt;br /&gt;
*[https://sites.google.com/view/alabasterspire/home/events/symposium-5122 Faendryl Symposium 2022]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[The Theory of Governance and Social Order]]&lt;br /&gt;
*[https://sites.google.com/view/alabasterspire/home The Faendryl Enclave&#039;s website]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Meeting%20Hall%20Organizations%20(MHOs)/The%20Faendryl%20Enclave/view Official GS4 Subforum] - Link to Faendryl Enclave&#039;s subforum on the officals.&lt;br /&gt;
*[http://forum.gsplayers.com/group.php?groupid=1 Player Corner Group] - The Faendryl Enclave Player&#039;s Corner group&lt;br /&gt;
*[https://groups.google.com/forum/#!forum/gsiv-faendryl-enclave Enclave&#039;s Google Group]&lt;br /&gt;
*[[Faendryl Enclave News and Criers]]&lt;br /&gt;
*[[The Alabaster Spire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Meeting Hall Organizations]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Faendryl_Enclave&amp;diff=207202</id>
		<title>Faendryl Enclave</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Faendryl_Enclave&amp;diff=207202"/>
		<updated>2023-09-19T04:17:09Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Faendryl Enclave&#039;&#039;&#039; is a [[Meeting Hall Organization]] located in the environs of [[Wehnimer&#039;s Landing]] in Aillidh Brae. It is an organization formed for the following goals: &lt;br /&gt;
#Provide a refuge for [[Faendryl]]&lt;br /&gt;
#Promote Faendryl culture &amp;amp; history&lt;br /&gt;
#Provide training for typical Faendryl skills (OOC, provide a platform for RP-related interactions)&lt;br /&gt;
#Act as an outreach to local governments to foster improved relations&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Current Events==&lt;br /&gt;
&lt;br /&gt;
We host recurring &amp;quot;Faendryl Rules of Engagement&amp;quot; nights on the fourth Friday of each month or as listed on the official calendar and on TownCriers channels. The games change, but regular offerings include Killer Darts and a Werewolf-style game called &amp;quot;Nalfein Infiltrators.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Our major calendar events include the annual Faendryl Symposium, which is coming up September 22 - 24, 2023; our annual carnival masquerade ball, which usually falls in late February or early March; and multi-MHO events such as Revelia Carnivale, which may also include the Enclave. &lt;br /&gt;
&lt;br /&gt;
The 2023 Faendryl Symposium calendar is live! Look for more events and venues to be added in the weeks to come. Times and dates are subject to change. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} &lt;br /&gt;
{| {{prettytable|background:##F6DDCC;height:15px;}} &lt;br /&gt;
|- style=&amp;quot;background:#82011D; vertical-align: top; font-size: larger; color:white;&amp;quot; &lt;br /&gt;
! Time !!Event !!Host(s) !!Location !!Description&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#808080; color:white;&amp;quot; colspan=&amp;quot;5&amp;quot;|Friday, September 22&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 9:30PM&lt;br /&gt;
| Celebrating Six Years of Faendryl Symposia&lt;br /&gt;
| [[Lylia]]&lt;br /&gt;
| [[Alabaster Spire]], Courtyard&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Six is the magic number for this year&#039;s annual Faendryl Symposium at the Alabaster Spire! &lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 10:00PM&lt;br /&gt;
| The Art of Faendryl Glass&lt;br /&gt;
| [[Missoni_(Prime)|Missoni]]&lt;br /&gt;
| [[Alabaster Spire]], Garden&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Discover the grace and beauty of Faendryl glass wrought with balefire from the sands of the Southron Wastes as Missoni leads a discussion on this little-known art form. &lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 11:00PM&lt;br /&gt;
| Nalfein Infiltrators&lt;br /&gt;
| [[Ysharra_(prime)|Ysharra]]&lt;br /&gt;
| [[Alabaster Spire]], Lounge&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| In this sleepy little Ashrim fishing village, not all is well; there are infiltrators among the townsfolk, and you can help save them -- unless you are one of the murderers!  Ysharra leads players through a lighthearted game of intrigue and drama when the Faendryl Enclave hosts &#039;Nalfein Infiltrators.&#039;&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! style=&amp;quot;background:#808080; color:white;&amp;quot; colspan=&amp;quot;5&amp;quot;|Saturday, September 23&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 2:00PM&lt;br /&gt;
| Tale of the Macabre&lt;br /&gt;
| [[Xanthium_(prime)|Xanthium]]&lt;br /&gt;
| [[Alabaster Spire]], Library&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Please join us while acclaimed bard and dancer Xanthium shares one of her favorite spooky stories growing up in New Ta&#039;Faendryl.&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 8:00PM&lt;br /&gt;
| A Passion for Performance: Faendryl Theater&lt;br /&gt;
| [[Lylia]]&lt;br /&gt;
| [[House Brigatta]], Amphitheater&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Discover the drama of Faendryl theater in a discussion centered on its history and importance in the Faendryl cultural scene. This presentation is a companion piece to a later performance of a popular Faendryl play featuring many members of the Enclave. (Please note the venue change from the Alabaster Spire.) &lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 9:00PM&lt;br /&gt;
| &amp;quot;Writ in Crimson Shadow,&amp;quot; A Faendryl Play&lt;br /&gt;
| Various Performers&lt;br /&gt;
| [[House Brigatta]], Amphitheater&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Join the cast and crew for an encore showing of selected scenes from &amp;quot;Writ in Crimson Shadow,&amp;quot; originally performed at this year&#039;s [[Revelia Carnivale]]! See spectacle and intrigue on the stage, presented in Common after translation from the original Faendryl. (Please note the venue change from the Alabaster Spire.) &lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 11:00PM&lt;br /&gt;
| Symposium Gala&lt;br /&gt;
| The Faendryl Enclave&lt;br /&gt;
| [[Alabaster Spire]], Great Hall&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| &lt;br /&gt;
Celebrate six years of Faendryl Symposia with the annual Gala! This year&#039;s festival is in early fall, so wear your most sumptuous velvets and richest silks. See and be seen at one of the Landing&#039;s most elegant events of the season! &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#808080; color:white;&amp;quot; colspan=&amp;quot;5&amp;quot;|Sunday, September 24&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 1:00PM&lt;br /&gt;
| Genesis: Life from Lifelessness&lt;br /&gt;
| [[Ysharra_(prime)|Ysharra]]&lt;br /&gt;
| [[Alabaster Spire]], Garden&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Presentation by Ysharra on environmental/botanical culture of the Faendryl.&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 3:00PM&lt;br /&gt;
| Faendryl Feasts: The Dishes of the Diaspora&lt;br /&gt;
| [[Nazarr]]&lt;br /&gt;
| [[Alabaster Spire]], Dining Hall&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Bring your appetite and your sense of adventure as Nazarr leads us on a culinary journey through Faendryl Diaspora dishes and the reasons why not all pastries are quite what they seem. Samples will be provided! &lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 4:00PM&lt;br /&gt;
| The Faendryl Spice Trade&lt;br /&gt;
| [[Lylia]]&lt;br /&gt;
| [[Alabaster Spire]], Dining Hall&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Spices add flavor to Faendryl dishes, but did you know the role they&#039;ve played in transforming desert sands into silvers and building a nation? Taste delights from the distant south as you hear about how the Faendryl spice trade has changed the face of Elanith.&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! 6:00PM&lt;br /&gt;
| &#039;&#039;Arcane Magic&#039;&#039;&lt;br /&gt;
| [[Xorus]]&lt;br /&gt;
| [[Alabaster Spire]], Courtyard&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| Lecturer Xorus Kul&#039;shin discusses the universalist tradition of Faendryl magic and its historical relationship to what is now considered sorcery.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Officers==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|Japhrimel&lt;br /&gt;
|Co-Founder&lt;br /&gt;
|-&lt;br /&gt;
|Lylia&lt;br /&gt;
|Sorceress Supreme&lt;br /&gt;
|-&lt;br /&gt;
|Ysharra&lt;br /&gt;
|Dame of Thorns&lt;br /&gt;
|-&lt;br /&gt;
|Eiliriel&lt;br /&gt;
|Professional Organizer&lt;br /&gt;
|-&lt;br /&gt;
|Melikor&lt;br /&gt;
|Necromancer Extraordinaire&lt;br /&gt;
|-&lt;br /&gt;
|Zolis&lt;br /&gt;
|Diplomat&lt;br /&gt;
|-&lt;br /&gt;
|Xorus&lt;br /&gt;
|Vice Chancellor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
The Faendryl Enclave was founded in the month of Fashanos/February, 2010 and remains one of the more active organizations in the Wehnimer&#039;s Landing regon, both socially and politically.  The Enclave was created with the intention of filling a need in the Faendryl community.  Previously the only organized group of Faendryl were the Ta&#039;Mori and generally associated with Eorgina, Evil, and/or generally undesirable to the public in general.  To provide an alternative and to combat an overall negative view of the culture by others, the group was founded by Japhrimel and Queleri, soon joined by others, some to stay and some to leave us.  &lt;br /&gt;
&lt;br /&gt;
===Meetings===&lt;br /&gt;
The Faendryl Enclave has a monthly meeting set on the first Monday of each month at 9:30pm Eastern.  Meetings are held at our structure, [[The Alabaster Spire]] (;go2 23520).  Meetings are open to the public, particularly interested Faendryl and Half-Faendryl, unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
===The Alabaster Spire===&lt;br /&gt;
[[The Alabaster Spire]] is the seat of the Faendryl Enclave.  It is located outside of Wehnimer&#039;s Landing at Aillidh Brae, Vale, to ensure privacy and safety. The Spire&#039;s courtyard, garden, and ground floor are open to the public.  Upstairs levels are typically reserved for members, although during the annual Symposium, much of the grounds are open to visitors.  This is so that any Faendryl may come make use of the grounds if they so desire.  Members and other Faendryl are welcome and encouraged to use the grounds as much as they wish to.  If anyone would like to organize an event or have something occur on the grounds, please let an Officer know if you require any assistance in doing so, such as a food cart or drinks. &lt;br /&gt;
&lt;br /&gt;
===Membership===&lt;br /&gt;
Enclave membership is open to Faendryl and Half-Faendryl, though there is a single token Halfling member (No one expected a non-Faendryl to actually try to join, so there weren&#039;t set rules against it).  To join the Enclave, those interested should attempt to attend meetings and/or events when possible.  Please inform any Officers you meet that you would like to join.  In order to join you must get the approval of at least two Officers, usually in the form of a semi-formal interview. The best way to know if you would like to be a member is to get to know our members, so we welcome you to attend events and learn more about who we are.&lt;br /&gt;
&lt;br /&gt;
===Assistance===&lt;br /&gt;
The Enclave exists, in part, to provide assistance to Faendryl in need.  One way we seek to do this is to help younger/newer Faendryl with equipment.  If you are or know of a Faendryl or Half-Faendryl in need of decent 4x gear, please let an Officer know. &lt;br /&gt;
&lt;br /&gt;
===Events===&lt;br /&gt;
We have had numerous events over the years.  Some events are annual or have repeated, some have not.  Event descriptions and logs, as available, will be added to this section.&lt;br /&gt;
*[[World Wide Siegery Championship]]&lt;br /&gt;
*[[Faendryl Roulette]]&lt;br /&gt;
*[[Faendryl Enclave Art Night]]&lt;br /&gt;
*[[Lylia_and_Aeavenne%27s_Faendryl_divination_lecture_and_demonstration|Faendryl Divination]]&lt;br /&gt;
*[[Faendryl_fashion_and_cobbling_(log)|Faendryl Fashion and Cobbling]]&lt;br /&gt;
*[https://sites.google.com/view/alabasterspire/home/events/symposium-5118 Faendryl Symposium 2018]&lt;br /&gt;
*[https://sites.google.com/view/alabasterspire/home/events/symposium-5119 Faendryl Symposium 2019]&lt;br /&gt;
*[https://sites.google.com/view/alabasterspire/home/events/symposium-5120 Faendryl Symposium 2020]&lt;br /&gt;
*[https://sites.google.com/view/alabasterspire/home/events/symposium-5121 Faendryl Symposium 2021]&lt;br /&gt;
*[https://sites.google.com/view/alabasterspire/home/events/symposium-5122 Faendryl Symposium 2022]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[The Theory of Governance and Social Order]]&lt;br /&gt;
*[https://sites.google.com/view/alabasterspire/home The Faendryl Enclave&#039;s website]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Meeting%20Hall%20Organizations%20(MHOs)/The%20Faendryl%20Enclave/view Official GS4 Subforum] - Link to Faendryl Enclave&#039;s subforum on the officals.&lt;br /&gt;
*[http://forum.gsplayers.com/group.php?groupid=1 Player Corner Group] - The Faendryl Enclave Player&#039;s Corner group&lt;br /&gt;
*[https://groups.google.com/forum/#!forum/gsiv-faendryl-enclave Enclave&#039;s Google Group]&lt;br /&gt;
*[[Faendryl Enclave News and Criers]]&lt;br /&gt;
*[[The Alabaster Spire]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Meeting Hall Organizations]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Flow_storms&amp;diff=206029</id>
		<title>Flow storms</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Flow_storms&amp;diff=206029"/>
		<updated>2023-08-25T09:53:15Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flow storms&#039;&#039;&#039; were the magical equivalent of hurricanes in the [[Shadow World]] setting, the result of severe imbalances in the [[flows of essence]]. These were caused by backlashes of excessive power, including collapsing portals and celestial alignments. Though there could be idiosyncratic, strange effects unique to any given storm, they typically had severe winds and elemental disturbances. They would often cause random portals to form in uncontrolled fashion, whether unstable [[720|voids]] or shimmering tears in the fabric of reality. If they were to anchor on a powerful source of energy, they had the potential to swell up to great sizes, potentially becoming permanent rather than dissipating over weeks or months.&lt;br /&gt;
&lt;br /&gt;
In the [[Elanthia]] setting the analogous concept is called a &amp;quot;mana storm&amp;quot;, though it has not been as explicitly defined. The storm over Darkstone Castle was originally a &amp;quot;flow storm&amp;quot; in the [[ICE age|I.C.E. Age]] of GemStone III, but continues to exist as a &amp;quot;mana storm&amp;quot; to the present day. There have been various examples of magical storms in the history of Elanthia, such as the constant storming and erratic magical effects or total failure of magic that occurs in the Wizardwaste.&lt;br /&gt;
&lt;br /&gt;
==Flow Storms==&lt;br /&gt;
{{ICE}}&lt;br /&gt;
&lt;br /&gt;
Flow storms in the [[Shadow World]] setting had a significant amount of definition in the source books. They were caused whenever there was a large disruption in the Essaence. This could occur from solar flares and celestial alignments, such as the lunar conjunctions, or if a mage lost control of a great deal of power or attempted to tap into a strong flow of essence (both of which occur in the same spot over Melgorehn&#039;s Reach.) They could also be triggered by natural phenomena, such as a strong enough thunderstorm. They were extremely dangerous for anyone attuned to the essence. They were even dangerous to deities. There was an archaic story of Cay and Z&#039;tarr, the gods we call Kai and V&#039;tull, being blasted apart by a flow storm during the [[Wars of Dominion]]. &lt;br /&gt;
&lt;br /&gt;
Due to the instability of the flows of essence, magic would become unreliable at best. The effects of a spell would be greatly reduced or severely amplified, or misfire, or result in a completely different spell entirely. The availability of [[mana]] may fluctuate wildly. It is possible for spells to be ripped off or dispelled, as well, which is an effect that still happens under the lingering storm over Darkstone Castle. When flow storms traveled below ground or through mountains, they were also known to cause earthquakes and volcanic upheaval. Whatever rifts or tears in the veil resulting from a storm had the potential of allowing extra-planar entities to have access to the world.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
Flow storms typically took the form of whirlwinds, ranging in diameter from 100 feet to 10 miles. Small flow storms would dissipate and end within a few minutes. This was the original premise of the Sorcerer spell [[Energy Maelstrom (710)]], which had the term &amp;quot;flow storm&amp;quot; in its spell description. Flow storms could become much larger, hundreds of miles across, or very rarely engulf the whole world. These could last for months, or even become permanent, if they anchored on a major focus. Their effects were described in the Tomes of Kulthea and Shadow World Master Atlas 1st Edition (1989), but were later expanded in the Master Atlas 2nd Edition (1992).&lt;br /&gt;
&lt;br /&gt;
Minor flow disturbances and flow squalls do not form whirlwinds or tremors, but squalls may have essaence bolts which are like lightning. Large squalls have a small chance of causing a rift. Flow storms range from minor, to serious, major, and cataclysmic. The odds of effects increase with the storm power, which correlates with diameter and duration. The following is a brief summary of the more specific information, adapted from Shadow Master Atlas 2nd Edition:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Essaence Discharges:&#039;&#039;&#039; There is a build-up of magical energy and electrical charge, which creates a tingling sensation and ozone smell. Discharges take the form of explosions of colored light. Small ones are called microbursts, which give extra power (mana) to spell casters. Large ones are essaence bolts, resembling multi-forked, multi-colored lightning. These give electricity critical damage, but give power to essence and hybrid casters, and take away all power from other spell casters.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Essaence Draining:&#039;&#039;&#039; Flow storms severely drain the surrounding flows of essence and foci, which causes a great reduction in power point (mana) renewal for essence (elemental) and hybrid realm spellcasters, up to weeks or months after the storm.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rifting:&#039;&#039;&#039; Dimensional rifts are temporary portals to other planes of existence that happen in several forms. Black holes (similar to the Sorcerer [[Implosion (720)]] spell) may form, 10 to 50 feet in diameter, which can be closed (dispelled) by spell casters. These close on their own within minutes or an hour. Larger storm rifts take the form of curtains of light, hundreds or thousands of feet high, leaving behind a debris trail of otherworldly creatures and sweeping things in their path into other realities. These last for hours or longer. They may also take the form of instant flash effects, relocating essence sensitive beings and objects within up to 100 feet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Failures:&#039;&#039;&#039; There is up to a 50% chance of failure for any spell cast, or even worse for teleportation spells, as well as for every minute of a continuous spell. There is a 50% chance of magic items not working, and a 5% chance per minute chance of setting off randomly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwinds:&#039;&#039;&#039; These are tornado-like effects that spontaneously form and inflict impact criticals on everyone within some radius between 10 and 100 feet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vulcanism:&#039;&#039;&#039; Planes of essence energy cutting into the earth set off tremors and in some places volcanic reactions. It is somewhat rare for flow storms to cause strong earthquakes.&lt;br /&gt;
&lt;br /&gt;
===Examples of Flow Storms===&lt;br /&gt;
&lt;br /&gt;
The following are excerpts that illustrate some of the properties of flow storms as they originally existed in GemStone III.&lt;br /&gt;
&lt;br /&gt;
===Darkstone Castle===&lt;br /&gt;
&lt;br /&gt;
The lingering &amp;quot;mana storm&amp;quot; over Darkstone Castle originates in a late I.C.E. Age story involving [[Estrion]] and Siarl attempting to take over the world with an artificial flow storm. This involved using a machine with the aid of what are now called kiramon. The precise details are a bit fuzzy now. Estrion was a follower of the dark god that is called Sheru in the modern setting, and they are said to have attempted to open a portal to what is now called Lornon. In the archaic setting the dark gods were restricted in their ability to be physically present in the world for long periods of time without such a portal with perpetual upkeep. The perpetual storm resulted from a backlash in their bungled attempts.&lt;br /&gt;
&lt;br /&gt;
These storm effects exhibit some of the classic &amp;quot;[[Flows of essence#Nodes|greater essence focus]]&amp;quot; symptoms, and are plainly adapted from the Shadow World &amp;quot;flow storm&amp;quot; documentation, including microbursts and essaence bolts and rifting. The flow storm over the castle originally caused physical damage to characters. It would play chaos with magic by cloning the spell casting system, separately in each room, causing the wrong spells to be cast. But this feature was removed decades ago.&lt;br /&gt;
&lt;br /&gt;
;Outside&lt;br /&gt;
&lt;br /&gt;
The exterior of the castle displays essaence bolts and microbursting. There are also haunting effects in the form of auditory and visual hallucinations.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Dark flames arc toward the ground, their frightening, reddish-gold glow throbbing with unspeakable power!&lt;br /&gt;
&lt;br /&gt;
All around you, the sound of bells pealing wildly assaults the quiet.&lt;br /&gt;
&lt;br /&gt;
The ground undulates beneath your feet for several seconds.&lt;br /&gt;
&lt;br /&gt;
Horrified screams suddenly pierce the air, as every soul ever claimed by the demonic seems to rip the very fabric of your sanity with their agony.&lt;br /&gt;
&lt;br /&gt;
High above the old castle, a gaunt figure appears, extending his long arms toward the skies in a gesture of summoning.&lt;br /&gt;
&lt;br /&gt;
The clouds overhead converge, and the strange spirit is engulfed in flame, leaving no trace but insane cackling that lingers for several moments afterward.&lt;br /&gt;
&lt;br /&gt;
Deep rumblings vibrate through the ground beneath you, as the whole world nears apocalypse... or so it seems.&lt;br /&gt;
&lt;br /&gt;
A bolt of pure red light suddenly arcs down from the sky to bathe everyone and everything in an evil, bloody glow.&lt;br /&gt;
&lt;br /&gt;
The air around you flashes with an intense, pale blue light!&lt;br /&gt;
&lt;br /&gt;
For an instant, the whole world seems blanketed in darkness as the clouds thicken and swirl outward, like some malignant tumor eating away at the light.&lt;br /&gt;
&lt;br /&gt;
Leaves, pebbles, and bits of soil pelt your forehead as a hot whirlwind pops up nearby! &lt;br /&gt;
&lt;br /&gt;
Thundering blasts of heat explode all around you!&lt;br /&gt;
&lt;br /&gt;
Bolts of lightning from the everpresent cloud overhead streak downward, lacing the air with delicate webs of energy.&lt;br /&gt;
&lt;br /&gt;
Suddenly there is a faint tingling sensation that seems to course through your body, you feel as if the energy surrounding you is weakening slightly.&lt;br /&gt;
The [defensive spell] fades from around you.&lt;br /&gt;
&lt;br /&gt;
Bilious green fingers of energy streak toward the ground!&lt;br /&gt;
&lt;br /&gt;
The scent of ozone rains down from the sky in a thick wave of darkness that stings your eyes and leaves you gasping for breath.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Inside&lt;br /&gt;
&lt;br /&gt;
There are more microburst and essaence bolt effects inside the castle. The bolts do not hit player characters, at least in contemporary game mechanics.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Suddenly, the temperature drops dramatically, and the walls in the old castle vibrate with the sounds of bells pealing, whistles screeching, and drums pounding violently, relentlessly.&lt;br /&gt;
&lt;br /&gt;
The noise ends abruptly.&lt;br /&gt;
&lt;br /&gt;
Pale blue mists seep through the walls, settling like a malodorous cloak onto your clothes and skin.&lt;br /&gt;
&lt;br /&gt;
Hideous black flames leap down toward you from the ceiling, then dissipate, leaving no remnant but the foul stench of singed flesh.&lt;br /&gt;
&lt;br /&gt;
A brilliant bolt of pure energy flashes across the ceiling!&lt;br /&gt;
&lt;br /&gt;
Cold, clammy fingers of darkness reach out to caress the hair at the back of your neck, sending small shockwaves through your skull.&lt;br /&gt;
&lt;br /&gt;
Searing, pale blue light illuminates every corner of the room for an instant, then, just as suddenly, flickers into utter darkness for several seconds before all returns to normal.  Or does it?&lt;br /&gt;
&lt;br /&gt;
Barely muffled blasts of thunder from somewhere above the castle rock every stone, every brick, every nerve in the beleagured old fortress.&lt;br /&gt;
&lt;br /&gt;
Deep rumblings, like the moans of a thousand tortured souls, lurch through the room and beyond, echoing through the old castle before fading into a dull, insistent hum.&lt;br /&gt;
&lt;br /&gt;
Coppery tasting bile rises in the back of your throat, as a wave of intense vibrations courses through the room.&lt;br /&gt;
&lt;br /&gt;
Tiny pinpoints of light burst just over your head!&lt;br /&gt;
&lt;br /&gt;
A wave of nausea nearly overtakes you, as the distinctive scent of ozone permeates the air.&lt;br /&gt;
&lt;br /&gt;
Shadows around you fragment and leap toward the ceiling then explode in a flash of energy that leaves you with a queasy stomach and cold sweat covering your forehead.&lt;br /&gt;
&lt;br /&gt;
A sudden chill races down your spine as you notice the floor pulsate beneath you for a brief moment.&lt;br /&gt;
&lt;br /&gt;
Chaotic flares of multicolored light rise up from the floors and skitter along the ceiling.&lt;br /&gt;
&lt;br /&gt;
The walls and floors creak under some gigantic weight as a loud, shrill whistle nearby causes you to hold your head in agony.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Other&lt;br /&gt;
&lt;br /&gt;
The castle has some dimensional rifting phenomena, which may or may not be responsible for the sounds. But it is clearly responsible for the otherworldly visions.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
There is a great booming sound as of a bronze bell being struck by giants. Far beneath your feet it resounds in the earth. Again and again its metallic tongue cries out so that even the gods must hear it on distant [[Orhan]]. The din rattles your mind and numbs your senses and threatens to overwhelm your reason. Slowly the sound fades away leaving an echo in your mind to make you wonder if you still hear it or merely the memory of it.&lt;br /&gt;
&lt;br /&gt;
Echoing in the distance is the voice of a frightened child crying endlessly, alone and terrified. The sound comes from all directions and has no source you can locate. Finally, it dies away and is no more than a bad memory nagging at your mind.&lt;br /&gt;
&lt;br /&gt;
Your sight dims and a new image replaces the room you were in. An ominous black plane of broken and cracked rock stretches out forever under a sky filled with stars in patterns unknown to mortal lands. Endless rows of gravestones stand at crazy angles in uneven ranks across this landscape. There comes the sound of the earth rumbling and stones cracking and falling and, as you watch dumbstruck with horror, the graves begin to open and vomit out streams of zombies onto the cruel plains of death. The vision fades swiftly but the scene haunts you for hours.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mana Storms==&lt;br /&gt;
In the modern history of [[Elanthia]] there are still &amp;quot;mana storms&amp;quot;, though they tend to be less &#039;&#039;immediately&#039;&#039; dangerous than flow storms. These often feature random rifting of adventurers to other locations, mass dispels, spikes and sudden drops of mana, bleed through of otherworldly phenomena, spawning portals to other places, and invasions of extra-planar entities. There have even been overtly violent weather effects such as all of the mana in an area suddenly bursting into flames. The intense weather sometimes generated by the storms can spawn elementals, and Melgorehn&#039;s Reach once notably set the town on fire.&lt;br /&gt;
&lt;br /&gt;
Mana storms will generally be anchored on some source of power or great disturbance. Magister [[Remuliad Calreulius]] has [[North by Northwest (storyline)/2023-05-06 - Rodnay and the Danger Field (log)#Making a Move|said]]: &#039;&#039;&amp;quot;Every mana storm I&#039;ve encountered or studied has been anchored to great power, and often beyond what we believe to comprehend.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Examples of Mana Storms===&lt;br /&gt;
* [[Darkstone Castle]] (presumably anchored by unstable portal in Great Hall, originally made by Estrion&#039;s flow storm machine)&lt;br /&gt;
* [[Obsidian Tower]] (anchored by crystal sphere, using Estrion&#039;s Staff)&lt;br /&gt;
* [[Drake&#039;s Shrine]] (anchored by [[Eye of the Drake]], no longer present)&lt;br /&gt;
* [[Wizardwaste]] (presumably anchored by [[Travels in the Wizardwaste|the Crater]], perpetual mana storming)&lt;br /&gt;
* [[Talon Isle]] (anchored by glass orb on artificial altar of [[Charl]])&lt;br /&gt;
* [[Melgorehn&#039;s Reach]] ([[Althedeus]] incident, Ithzir incident, [[Bleaklands]] incidents; celestial alignment, portal/temporal/planar in nature)&lt;br /&gt;
* Felstorms (Teras Isle; [http://www.play.net/gs4/news.asp?id=1043 Maelstrom Bay] [http://www.tinyheroes.com/forums/GemStone%20IV/Towns/River%27s%20Rest/thread/1460977 incident] involving Luukos)&lt;br /&gt;
* Celestial Alignments (Melgorehn&#039;s Reach; [[Red Forest|The Red Forest]])&lt;br /&gt;
* Planar Intersections ([https://elanthipedia.play.net/mediawiki/index.php/Manastorm DragonRealms] phenomenon; [[Elemental Confluence|The Confluence]]; Melgorehn&#039;s Reach)&lt;br /&gt;
* [[710|Energy Maelstrom (Spell 710)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background Effects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following are excerpts that illustrate some of the properties of mana storms as they have existed in [[GemStone IV]].&lt;br /&gt;
&lt;br /&gt;
===Breath of Luukos===&lt;br /&gt;
The &amp;quot;Felstorm&amp;quot; called the &amp;quot;breath of Luukos&amp;quot; was an unending &amp;quot;unnatural tempest&amp;quot; anchored off [[Teras Isle]], which has souls trapped within it. Another Felstorm was formed separately and expanded toward [[River&#039;s Rest]] in 5112 Modern Era. Luukosians used it to rain foul creatures and abominations from the sky. It was frozen in place with an artifact called the Heart of Jaston, which resembled a Chronomage orb. Adventurers went into the storm and destroyed its core, which was guarded by a spectral serpentine head.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Wind Tunnel]&amp;lt;br&amp;gt;&lt;br /&gt;
The wind speaks with a passionate voice, the voice of the damned souls that have been borne here from the swirling storm off-shore.  Throughout the years the unnatural tempest has been known by many names.  Sailors call it the Felstorm, or simply &amp;quot;the Squall&amp;quot;, and you remember a mendicant preacher once mumbling something about &amp;quot;...the breath!  The foul breath of Luukos...&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: east, west&lt;br /&gt;
&lt;br /&gt;
[Dark Palisade, Fissure]&amp;lt;br&amp;gt;&lt;br /&gt;
Black volcanic rocks rise abruptly from the sea forming a wall against the furious tide.  To the east, malignant clouds blot the horizon in a roiling storm front.  Several fissures split the dark rock nearby, one looks as if it is dormant.  The largest spits an almost constant geyser of boiling steam and black ash.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melgorehn&#039;s Reach===&lt;br /&gt;
The extreme power nexus that resulted from the artifice of Melgorehn&#039;s Reach has caused planar vulnerabilities in a number of storylines. In the [[Cross Into Shadows]] story arc, blood was being collected by evil trees toward the end of allowing access from the [[Shadow Realm]], which was setting the stage for [[Althedeus]] to travel into this world. In the final struggle with Althedeus there were effects that could arguably be called a mana storm, beyond the blood rain that had been happening for months prior to his defeat. &lt;br /&gt;
&lt;br /&gt;
The disturbances in this case were temporal, with visions of the past. Though the time warp vision effect is a phenomenon that is perpetually present under the Reach. The following may be significantly incomplete, and took place late into 10 Lormesta of 5115 Modern Era.&lt;br /&gt;
&lt;br /&gt;
;Instabilities Around Town&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Dark, chilling laughter echoes across the sky like a powerful thunderclap.&lt;br /&gt;
&lt;br /&gt;
Stars begin to blink out of existance, overtaken by large forms approaching in the distance.&lt;br /&gt;
&lt;br /&gt;
Streams of crimson bleed across the sky like jagged, dripping wounds&lt;br /&gt;
&lt;br /&gt;
A flash of crimson light flares in the distance. &#039;&#039;&#039;&#039;&#039;(these effects were probably [[Walkar]]&#039;s armor)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Airships soar into view over Wehnimer&#039;s Landing, crimson lightning crackling around them as golems fall from the sky along South Ring Road!&lt;br /&gt;
&lt;br /&gt;
Shadows writhe and flicker along the ground. The shrieks and moans of those long dead resound around the exterior of Wehnimer&#039;s Landing!&lt;br /&gt;
&lt;br /&gt;
The air bends and shimmers, odd sounds popping and humming in the distance. Colors bleed away all around you and you feel a brief, but powerful sense of vertigo as your surroundings shift. &#039;&#039;&#039;&#039;&#039;(random teleportation effect)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A low rumble echoes through the room making your hair stand on end. A single point of light flickers to life in the center of the room moments before erupting into a massive swirling vortex! &#039;&#039;&#039;&#039;&#039;(random temporal rift effect)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Slowly, Lake Eonak shifts to black like living, writhing shadows. The stars reflected in its once smooth surface bleed away.&lt;br /&gt;
&lt;br /&gt;
A shadowy, bone-chilling haze settles over Wehnimer&#039;s Landing, flashes of crimson lightning arc within it as the moan of the undead echo around you!&lt;br /&gt;
&lt;br /&gt;
Shadows bleed through the night sky, suffocating the stars. Around Melgorehn&#039;s Reach, a crown of shadows slowly forms.&lt;br /&gt;
&lt;br /&gt;
The stars begin to fade in the sky as it darkens, blood dripping from the air. The stars soon return, glowing fiery red like a black banner filled with a thousand glowing crimson eyes.&lt;br /&gt;
&lt;br /&gt;
The shadows spread across Lake Eonak begin to bubble and twist.&lt;br /&gt;
&lt;br /&gt;
The shadows of Lake Eonak begin to slowly dry up, visibly shrinking..&lt;br /&gt;
&lt;br /&gt;
The shadows of Lake Eonak shrink further and further.......&lt;br /&gt;
&lt;br /&gt;
The last of the shadows of Lake Eonak close up, returning the waters to normal, cutting off those who had traveled beyond.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Under Melgorehn&#039;s Reach&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
;Temporal Instability&lt;br /&gt;
&lt;br /&gt;
Colors bleed away all around you and you feel a brief, but powerful sense of vertigo as your surroundings shift.&amp;lt;br&amp;gt;&lt;br /&gt;
[The Reach, Ravine&#039;s Edge]&amp;lt;br&amp;gt;&lt;br /&gt;
Far above, the stone bridge is almost entirely concealed by a thick cloud of ethereal smoke that swirls along the jagged outcropping inside the ravine. Likewise, far below, tendrils of ethereal smoke coil about like ghostly ribbons, accompanied by the faint cacophony of a thousand voices. Further into the depth of the gully is almost complete and utter darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
The air bends and shimmers, odd sounds popping and humming in the distance. Colors bleed away all around you and you feel a brief, but powerful sense of vertigo as your surroundings shift.&amp;lt;br&amp;gt;&lt;br /&gt;
[Beneath the Reach]&amp;lt;br&amp;gt;&lt;br /&gt;
Far beneath Melgorehn&#039;s Reach, a huge earthen cavern expands out, its jagged walls hugged by shadows and shaped like a giant bowl emptying out into a wide tunnel that declines sharply. The air is [[Flows of essence#Nodes|chilled and hums]] with a powerful, ever-constant energy. Throughout the darkness, lengths of ghostly white smoke twist and coil, like the moving bodies of ethereal eels. Along the ceiling of the cavern, a network of glistening black roots spreads out like webbing, steady droplets of blood falling from them.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious paths: down&lt;br /&gt;
&lt;br /&gt;
A [[Flows of essence#Nodes|ripple of heated air]] begins to waver in midair, emitting waves of heat throughout the area. Soon, a jagged crimson line begins to form in the center of the disturbance, extending both vertically and horizontally, the line begins to rip a tear in reality. Within moments, a blood-covered large silver eyeball emerges from the newly formed opening and when it is clear, the tear shuts rapidly behind it.&lt;br /&gt;
&lt;br /&gt;
The air grows warm and ethereal lights drift through the area like ghostly white smoke. Among the pale mist, images form and shift, first depicting a vast stretch of dunes swirling with sand, a small band of black-veiled tehir moving across them, and then next to a swath of a night sky as a [[The Star of Khar&#039;ta|bright green star]] falls.&lt;br /&gt;
&lt;br /&gt;
The air grows warm and ethereal lights drift through the area like ghostly white smoke. Among the pale mist, images form and shift, first depicting a sky filled with ancient [[Drakes]], their fiery breaths pouring out to burn a gnarled black [[Ur-Daemon|Ur&#039;Daemon]] that floats through the air like a giant squid, and then next [[Ruin Creek|an Ashrim ship]] gently floating on the waves as fires rage on the distant land.&lt;br /&gt;
&lt;br /&gt;
The air grows warm and ethereal lights drift through the area like ghostly white smoke. Among the pale mist, images form and shift, first depicting a fleet of krolvin warships maneuvering through a network of jagged icy islands, and then next a cloud of ash erupting from a [[Teras Isle|huge volcano]] as the sky above it goes dark.&lt;br /&gt;
&lt;br /&gt;
The air grows warm as a myriad of voices echo through the area. Faces and images flash across the walls in flittering moments, some full of war and ruin, others filled with places of beauty and peace.&lt;br /&gt;
&lt;br /&gt;
[Beneath the Reach, Tunnel]&amp;lt;br&amp;gt;&lt;br /&gt;
The tunnel declines more sharply now, curving at a dangerous angle, and the walls continually shift. Ethereal white energy coils through the air, curling up like the pale smoke of a candle. At the end of the tunnel, a nest of glistening black roots spread out like a bed of shadows, each one twisting off into the distance and disappearing into the darkness. You also see a shifting portal of silvery light.&lt;br /&gt;
Obvious paths: up&lt;br /&gt;
&lt;br /&gt;
The air grows warm and ethereal lights drift through the area like ghostly white smoke. Among the pale mist, images form and shift, first depicting a port town being lost beneath a huge watery tide, and then next a mountain filled with the [[The Official History of Elanthia#IV. B. Dwarven-Giantman War (2,000 years ago)|clans of dwarves and giants]], both races locked in a ferocious battle.&lt;br /&gt;
&lt;br /&gt;
The air grows warm and ethereal lights drift through the area like ghostly white smoke. Among the pale mist, images form and shift, first depicting an ancient battle of elven armies clashing with [[Undead War|hordes of undead]], and then next a sky filled with airships and stained the color of blood.&lt;br /&gt;
&lt;br /&gt;
The air grows warm and ethereal lights drift through the area like ghostly white smoke. Among the pale mist, images form and shift, first depicting a trio of [[Second Elven War|Nalfein elves]] wading into a swarm of imperial soldiers, their swords dancing as they move about, and then next to a [[Griffin Sword War|glowing white sword]] shattering into four pieces.&lt;br /&gt;
&lt;br /&gt;
A whirling snowstorm approaches you from a distance. As it gets closer it becomes evident that the snowstorm is really a spirit. Tiny hailstones drop from the core of the spirit and fall to the ground in a pattern that spells out the name &amp;quot;Jodeco.&amp;quot;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Jodeco just bit the dust! &#039;&#039;&#039;&#039;&#039;(note: he was somewhere else, not in the room)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The air shimmers, and for a brief moment you see: Flashing against the battered sky, crimson streaks of lightning illuminate the area briefly with a ruddy haze. The barren countenance of the landscape becomes even more so here, stretching out flat and unblemished by anything larger than the small stones found here and there. An [[Flows of essence#Nodes|ever-constant tremble]] runs through the ground underfoot, subtle but unrelenting.&lt;br /&gt;
&lt;br /&gt;
The air shimmers, and for a brief moment you see....Lord Nottinghamm, Xanith, Anru, Roblar, Morgahan, Puptilian, Shimmerain, Czeska, Durakar, Hadya, Jeg, Grand Lord Raincail, Vault Guardian Fyrentennimar, Yinh, Lady Aeavenne, Cruxophim, Vohndolarr, Anyauma, Sarvia, Grand Lord Masrath, High Lady Evia, Bellaja, Rtune, Qistra, Lord Balantine, Kembal, Ta&#039;la&#039;hai Azimar, Eshielle, Sepher, Jaqen, Archales, Lady Lylia, Alasatia, Laelithonel. &#039;&#039;&#039;&#039;&#039;(note: glimpse of shadow plane)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The air shimmers and for a brief moment you see....In the distance sky, dark clouds form, pooling together, beads of crimson light forming with them like a host of glowing eyes. The shadows descend slowly....&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;s Landing a burst of fiery-orange light erupts in the sky, radiating outward and shining with intensity. The searing glow lingers in the air for a few moments before fading away. Suddenly militiamen take to the streets, rushing off in different directions as orders are shouted out amongst them.&lt;br /&gt;
&lt;br /&gt;
You step into the shifting portal of silvery light and all colors fade around you, blending and blurring as you feel yourself being torn in multiple directions. Suddenly, your surroundings change.&lt;br /&gt;
&lt;br /&gt;
[Shifting Cavern]&amp;lt;br&amp;gt;&lt;br /&gt;
The walls of the cavern are more crystal than rock, their glass-like surfaces in a constant state of shifting, each one reflecting a myriad of images and hues. Hushed voices echo through the chamber like a dissonance of sounds, and wisps of ethereal light curl and bend in the chilled air.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
The air bends and shimmers, odd sounds popping and humming in the distance. Colors bleed away all around you and you feel a brief, but powerful sense of vertigo as your surroundings shift.&lt;br /&gt;
&lt;br /&gt;
[Beneath the Reach, Nexus]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Flows of essence#Nodes|The air bends and shimmers, odd sounds popping and humming in the distance.]] The cavern is huge, surrounded by smooth polished rock walls that constantly shift between shades of light and dark. Descending from the tunnel above, blood drips like a steady rain, covering the entire earthen floor in a pool of crimson. &amp;lt;br&amp;gt;&lt;br /&gt;
Also here: Madelyne, Elithain&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Shadows and Elithain Cross&lt;br /&gt;
&lt;br /&gt;
Shadows begin to slowly seep in through shimmering pockets in the air, twisting and coiling like black ribbons.&lt;br /&gt;
&lt;br /&gt;
Ribbons of shadows infuse into the air, swirling about like ink in water.&lt;br /&gt;
&lt;br /&gt;
A thousand voices echo across the chamber and some of the walls go black, completely engulfed by shadows.&lt;br /&gt;
&lt;br /&gt;
The ground beneath you violently shakes and rumbles causing you to fall down!&lt;br /&gt;
&lt;br /&gt;
Madelyne goes to move forward, trying to lower herself to your mercy, when tendrils of shadows bleed through the air, snaking around her head, throat, torso, arms and legs. With a ear-piercing cry, Madelyne&#039;s voice echoes on the air and a pale ethereal specter, her blurry form appearing like Madelyne, rises from the urnon golem and is pulled into a shimmering pocket of air.&lt;br /&gt;
&lt;br /&gt;
Madelyne grins coldly, her eyes reflecting no emotion. &#039;&#039;&#039;&#039;&#039;(golem possessed now by Elithain)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Narrow bands of shadowy energy bleed in through the walls, twisting and bending to attach to the back of Madelyne, (what was once her) back.&lt;br /&gt;
&lt;br /&gt;
The urnon golem, still somewhat resembling Madelyne, stands near motionless, as shadows continue to fill the chamber around you.&lt;br /&gt;
&lt;br /&gt;
A voice can be heard faintly in the distance, resembling Aralyte&#039;s at first. Her voice, alien and beautiful pierces your mind, &amp;quot;Ledo patan rena tilnak tenek klaloc de lenath!&amp;quot; &#039;&#039;&#039;&#039;&#039;([[Ithzir]] language)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The room begins to pool with shadows, Madelyne&#039;s form begin to slowly shift. Silence suffocates the air for a moment.&lt;br /&gt;
&lt;br /&gt;
The silence of the shadows is pierced by a melodic voice resonating all around you, &amp;quot;Leneth da roh klaneo cra heef, leneth da roh klaneo cra heef, leneth da roh klaneo cra heef.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, a tendril of shadows snaps off of the golem&#039;s back, recoiling into oblivion.&lt;br /&gt;
&lt;br /&gt;
A gnarled, demonic growl echoes through the chamber. More shadowy tendrils leap forward, grasping onto the golem.&lt;br /&gt;
&lt;br /&gt;
Another tendril shatters, breaking apart.&lt;br /&gt;
&lt;br /&gt;
Like a tapestry of shadows being slowly unraveled, the threads of darkness go taut, fighting, resisting, trying to pull back. A dark, cold voice rumbles across the broken and bleak realm, &amp;quot;You are weak... you are powerless... you are...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A soft voice echoes, &amp;quot;Undone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The shadows swirl about the chamber, some desperately grasping at the urnon golem.&lt;br /&gt;
&lt;br /&gt;
Voices, many familiar to you, echo throughout the chamber of time, &amp;quot;Undone....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Through the shimmering air you see....Aralyte&#039;s eyes shatter like glass, tiny shards of feystones scattering and dissolving away. The four shadowy tendrils pull tight one last time and a loud, painful, and harsh growl resounds all around you. The threads of darkness split, each one torn from the others, and each one dissolving into the distance as the demonic growl fades to silence.&lt;br /&gt;
&lt;br /&gt;
Suddenly, the air grows warmer, the chill fleeting. The walls fade from black, to grey, to white, to nearly like glass. Shadow tendrils thrash around the golem...some limp, some writhing, some reaching....grasping...&lt;br /&gt;
&lt;br /&gt;
The shimmering veil between the nexus and the shadows beyond thins and fades, the tendrils of shadows severed in half.&lt;br /&gt;
&lt;br /&gt;
The coils of shadows try to wrap around the urnon golem, trying to survive...trying to make contact....&lt;br /&gt;
&lt;br /&gt;
As the shadows reach out to the urnon golem, the structure of the golem shifts slightly, turning various shades of black...and the metal stops moving.&lt;br /&gt;
&lt;br /&gt;
Shadows twist, trying to burrow into the urnon golem, and the metal appears vulnerable.&lt;br /&gt;
&lt;br /&gt;
With nothing left to grasp, nothing left to contain it, nothing left to give it life....the last of the shadowy tendrils falls flat, slowly wilting and crumbling away.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Blood Rain &#039;&#039;(generic weather at the time)&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Blood trickles down from the grey skies.&lt;br /&gt;
&lt;br /&gt;
A sudden gust blows the bloodrain at you in a stinging attack.&lt;br /&gt;
&lt;br /&gt;
Sanguine rain soaks the area.&lt;br /&gt;
&lt;br /&gt;
Dark droplets of blood rain from the grey skies.&lt;br /&gt;
&lt;br /&gt;
Puddles of blood form along the ground as the blood rain continues.&lt;br /&gt;
&lt;br /&gt;
The sky is stained crimson as the blood rains down from the heavens.&lt;br /&gt;
&lt;br /&gt;
Blood oozes from the clouds high above, as if the very sky is bleeding.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look up&amp;lt;br&amp;gt;&lt;br /&gt;
Blood rain completely obscures the sky.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Melgorehn&#039;s Reach Summit &#039;&#039;(its usual &amp;quot;unnatural&amp;quot; clouding effect)&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Melgorehn&#039;s Reach, Lift Apex]&amp;lt;br&amp;gt;&lt;br /&gt;
You are on a small shelf on the face of the mountain, very near its summit. The air is terribly misty and above you lurks the bottom of a cloud, looking strangely unnatural this near.  The view of the lands below is spectacular and frightening at the same time.  The side of the mountain from this point up is completely hidden behind an opaque wall of fog descending in plumes from the cloud above.  You also see a wooden cab which is riding the wooden trellis and is presently parked at the level of the ledge allowing easy entry.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(inside)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Suddenly a beam of moon light peeks through several tiny holes in the intricate ceiling and converges in a star pattern upon the altar.  The light carries with it a strange shearing sound.  The onyx of the altar begins to glow faintly blue.&lt;br /&gt;
&lt;br /&gt;
Suddenly the moonbeam ceases and with it the strange shearing noise it made.  The altar&#039;s blue glow fades back to black onyx.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Ithzir Incident - Grishom Stone / Return to Sunder&lt;br /&gt;
In late 1st Olaesta 5116 Modern Era, Melgorehn&#039;s Reach acted up again with more storm effects and temporal rifting, with runes appearing in the sky and a faint voice heard. The altar room at the summit would plunge into pitch darkness and had people becoming invisible, seemed to phase as well as movement appearing along the floor, and faint whispering could be heard in an archaic language. It would turn out this was the Ithzir language, and that they were only interested in conquest. The glasslike floor was their world, and the movement was temporal riftworms.&lt;br /&gt;
&lt;br /&gt;
It would later become clear that [[Grishom Stone]] was making a deal with the Ithzir, taking advantage of a regular mana storming anomaly of the Reach to give himself access to their world. They acquired knowledge of his blood magic ritual for transforming children in floating cocoons to open extra-planar portals, and attempted to anchor themselves in this world with their floating obsidian pyramids acting as beacons. (These children acquired the Ithzir&#039;s mental powers.) This was ultimately unsuccessful and the portal closed when the storm was no longer feeding it. [[Rodnay]] is the lone surviving human-Ithzir hybrid. He would later cocoon himself inside the Reach, engaging in some kind of metamorphosis.&lt;br /&gt;
&lt;br /&gt;
The storm effects reflected the properties of their world Kol Tar&#039;sken bleeding through into our own, and when the planes decoupled it unexpectedly returned the missing Hendoran outpost. The copper smell came from venting of veridian mists on their plane, and their sky was celadon colored. The firefly effect was also an environmental factor of their own world, which was crystalline and made of volcanic rocks. The constellations would randomly change into other patterns of golden stars. There was most likely bleed through from the Elemental Confluence due to the damaged nature of the veil, but no apparent connection to the shadow world. Temporal monsters slipped through the interplanar rifting, with huge breachworms raining from the skies.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A faint shimmer ripples in the air.&lt;br /&gt;
&lt;br /&gt;
A warm, copper smelling breeze stirs through the area.&lt;br /&gt;
&lt;br /&gt;
A light rain continues to fall from the sky.  For a brief moment, the falling drops vanish midair, as the very sky seems to &lt;br /&gt;
splinter for just a second.  A clap of thunder resounds in the distance and the rain falls normal once more.&lt;br /&gt;
&lt;br /&gt;
The air hums with an unseen energy as pulses of dark blue lights flash in the distance. &lt;br /&gt;
 &lt;br /&gt;
Many townspeople begin to hurriedly race back into town from the fields, and citizens scatter in the streets, rushing to their &lt;br /&gt;
homes.  Windows shutter quickly, doors slam shut.  The wild barking of dogs can be heard echoing from a nearby street.&lt;br /&gt;
&lt;br /&gt;
Golden runes glow in the sky, drifting like particles of joined light, shifting and reshaping at the mercy of the warm wind that &lt;br /&gt;
churns through the area.&lt;br /&gt;
&lt;br /&gt;
The sky grows restless, the black heavens suddenly splintered by streakd of yellow lightning.  The sky is pierced by garlands of &lt;br /&gt;
malachite-hued light that coils about like elongated serpents.&lt;br /&gt;
&lt;br /&gt;
A host of birds lift up from the tops of the trees in the Lower Dragonsclaw forest, scattering across the sky as streaks of &lt;br /&gt;
yellow and emerald lightning dance across the heavens.&lt;br /&gt;
&lt;br /&gt;
A forest wolf runs in.&lt;br /&gt;
A panicky rolton ambles in.&lt;br /&gt;
A terrified velnalin trots in, snorting to announce his arrival!&lt;br /&gt;
A frightened striped gak charges in, flaring his nostrils angrily!&lt;br /&gt;
&lt;br /&gt;
Streaks of green light blend across the night sky overhead, whorled about as if by the brush stroke of an artist.&lt;br /&gt;
&lt;br /&gt;
The air hums with a strange energy.&lt;br /&gt;
 &lt;br /&gt;
A low rumble echoes through the room making your hair stand on end.  A single point of light flickers to life in the center of &lt;br /&gt;
the room moments before erupting into a massive swirling vortex!&lt;br /&gt;
XXX is sucked into the vortex!&lt;br /&gt;
XXX is sucked into the vortex!&lt;br /&gt;
XXX is sucked into the vortex!&lt;br /&gt;
The vortex pulls at you intensely as you lose control and are sucked directly into its depths!&lt;br /&gt;
Time and space blur before your eyes, stretching and warping until...&lt;br /&gt;
[Temporal Rift]&lt;br /&gt;
Time and space seem to swirl around you.  You catch brief glimpses of events both past and future.  Beyond these strange and &lt;br /&gt;
confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is &lt;br /&gt;
very cold here.&lt;br /&gt;
Also here: XXX, XXX, XXX&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down&lt;br /&gt;
&lt;br /&gt;
The air is alive with a dull hum and the faint whispers of an archaic tongue.&lt;br /&gt;
&lt;br /&gt;
The air undulates with a dizzying intensity!&lt;br /&gt;
&lt;br /&gt;
The air crackles with potent energy!&lt;br /&gt;
&lt;br /&gt;
Ethereal energies buffet the surrounds shoving a wall of air before it!&lt;br /&gt;
XXX flashes with a bright ethereal light!&lt;br /&gt;
&lt;br /&gt;
The air shakes and twists as waves of irreality wash through the area!&lt;br /&gt;
&lt;br /&gt;
The air hums with an unseen energy.  Flashes of dark blue lights erupt in the sky, broken up by the dark silhouette of the &lt;br /&gt;
Hendoran Outpost in the grasslands.  Yellow lightning streaks across the sky.&lt;br /&gt;
&lt;br /&gt;
A wreath of green and gold energy dance around the highest peaks of Melogrehn&#039;s Reach like an ethereal crown. &lt;br /&gt;
&lt;br /&gt;
The air is filled with a pungent, coppery odor.&lt;br /&gt;
&lt;br /&gt;
Ribbons of ethereal light swirl along the peaks of Melgorehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
Strips of celadon and citrine light streak across the sky, twisting and coiling outward from the peaks of Melgorehn&#039;s Reach.  Their brilliant light is eerily reflected along the glassy surface of Lake Eonak.&lt;br /&gt;
&lt;br /&gt;
Coils of brilliant energy swirl about the peaks of Melgorehn&#039;s Reach as thunder echoes in the distance.&lt;br /&gt;
&lt;br /&gt;
The sky flashes with a citrine light and suddenly the rain stops and the thunder quiets.  The sky returns to normal, speckled with the pale glow of stars.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ithzir opened the portal by using the children cocoon method of Grishom Stone, except with the use of their own blue blood. The first time this was attempted was an experiment on the grocer&#039;s son Jimmy, who died and his body burst with riftworms, which kept showing up along with breachworms and temporal warriors as a side effect of the instability of the Reach. The ancient monolith on the Reach also had a krodera and veil-iron orb appear into existence at some point. The twelve-pointed star is a religious symbol of some kind worn by the Ithzir seers. The red crystal in the clip had been embedded in a woman&#039;s neck.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The ground rumbles again and a large yellow cocoon rises up out of the ground beneath the shadow of Melogrehn&#039;s Reach,&lt;br /&gt;
slowly lifting into the stormy sky where it hovers hundreds of feet in the air.&lt;br /&gt;
&lt;br /&gt;
The ground roars and trees collapse in the Lower Dragonsclaw forest as a second large yellow cocoon rises into the sky,&lt;br /&gt;
hovering in the air a good distance from the first cocoon.&lt;br /&gt;
&lt;br /&gt;
The ground ripples and tremors, and a third large yellow crystal cocoon rises into the night sky, floating up and away,&lt;br /&gt;
hovering directly across from the first cocoon a good two hundred feet.&lt;br /&gt;
&lt;br /&gt;
The ground shakes and a fourth yellow crystal cocoon rises into the sky.&lt;br /&gt;
&lt;br /&gt;
The grounf trembles and two more yellow crystalline cocoons rise into the night sky, each one across from another,&lt;br /&gt;
hundreds of feet apart, bathed in the shadow of Melogrehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
An cacophony of metallic voices carry on the wind, &amp;quot;Koh! Koh! Koh!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, the rain subsides and the storm clouds dissipate.&lt;br /&gt;
&lt;br /&gt;
One by one, the stars in the sky blink, then turn a bright celadon hue. The blanket of night becomes freckled with&lt;br /&gt;
emerald motes.&lt;br /&gt;
&lt;br /&gt;
Slowly, beams of bright moonlight are drawn towards the peak of Melgorehn&#039;s Reach, bathing its summit in a silvery&lt;br /&gt;
glow.&lt;br /&gt;
&lt;br /&gt;
Beams of moonlight blast out from the top of Melogrehn&#039;s Reach, striking each of the six floating cocoons.&lt;br /&gt;
&lt;br /&gt;
One of the yellow crystal cocoons in the sky begins to crack.&lt;br /&gt;
&lt;br /&gt;
A second, and third yellow crystal cocoon begin to crack, small fractures forming along the glistening exterior.&lt;br /&gt;
&lt;br /&gt;
Every star in the sky suddenly flashes with a bright green light and many seem to shift as if forming a new series&lt;br /&gt;
of constellations. After a brief moment the sky returns to normal.&lt;br /&gt;
&lt;br /&gt;
Like shards of yellow glass, fragments of each cocoon fall from the sky as all six of them break apart. What remains&lt;br /&gt;
behind are pale yellowish-white membranous sacks, floating in the sky. Inside each vessel is the body of a child.&lt;br /&gt;
&lt;br /&gt;
The floating, membranous sacks begin to tilt, the bodies of the children pivoting to become horizontal as they hover&lt;br /&gt;
in the sky. Bolts of green and yellow lightning spark across Melogrehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
The yellowish-white membranous sacks float towards each other, slowly connecting in the sky, the heads of each child&lt;br /&gt;
only a few inches apart. Within their mucus-like shells, the childrens legs stretch, the collective of their outstretched&lt;br /&gt;
limbs forming the pattern of a twelve-pointed star near Melogrehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
Drifting barely into view, a small red-veined crystalline shard emerges from the murk of night and comes to rest&lt;br /&gt;
in the center of the membranous shells.&lt;br /&gt;
&lt;br /&gt;
The red-veined crystal shard explodes in a flash of light and blood, bands of sanguine energy connecting each body&lt;br /&gt;
in the air, painting the night sky with a blood red twelve-pointed star.&lt;br /&gt;
&lt;br /&gt;
The blood red pattern in the sky flashes with a bright light and the bodies and their membranous shells disintegrate!&lt;br /&gt;
&lt;br /&gt;
Left in the wake of the ethereal explosion is a churning celadon-hued portal in the sky.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal begins to shimmer and partially fades for a moment, as if unstable.&lt;br /&gt;
&lt;br /&gt;
Bolts of lightning shoot out from the top of Melgorehn&#039;s Reach and the celadon portal seems to shrink.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal continues to churn in the sky, directly above the riverbank in Melogrehn&#039;s Valley.&lt;br /&gt;
&lt;br /&gt;
Through the churning portal, a vast yellowish-green sky can be seen, where huge onyx black pyramids float through&lt;br /&gt;
the sky. The ground is smooth and glass-like, with pockets of crystalline rocks jutting up like bright teeth.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal continues to churn, but reshapes and reshifts unable to keep the same size for very long.&lt;br /&gt;
&lt;br /&gt;
Despite its erratic size, the portal remains, and the air around Melgorehn&#039;s Valley begins to shimmer as blue-skinned&lt;br /&gt;
figures emerge....&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal in Melgorehn&#039;s Valley seems to shrink again, finally stabilizing, but not large enough to&lt;br /&gt;
allow passage for the floating obsidian pyramids on the other side.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ithzir were occupying Melgorehn&#039;s Valley while the portal was still open. Adventurers drained the soulstone of Aralyte to make the portal briefly work in two directions, which turned it brilliant red in color, allowing them to rescue a few dozen Hendoran soldiers from the missing outpost. It was revealed from notes studied by museum curator Vynessa that Grishom Stone believed the Ithzir had somehow fragmented (sundered) their world into many [[Ithzir Genesis|island planes]] to evade or hide themselves Althedeus. He was fascinated by their mental powers, and was using her predecessor [[Glethad]] remotely. He was not found and remained on Kol Tar&#039;sken.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&#039;&#039;(mages stabilizing portal, empaths searching out soldiers location, sorcerers convert and open two-way portal)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Flashes of yellow light appear briefly within the celadon-hued portal.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal suddenly becomes erratic, twisting like an ethereal tempest in the sky and grows larger.&lt;br /&gt;
&lt;br /&gt;
Thin tendrils of amber light seep from Bekke&#039;s hands and swirl into the energy of the celadon portal.&lt;br /&gt;
&lt;br /&gt;
Thin tendrils of white fiery light seep out from *Raelee&#039;s hands and melt into the celadon-hued energy of the portal.&lt;br /&gt;
&lt;br /&gt;
Jagged bands of reddish-orange light angrily leap from Hapenlok&#039;s fingers and bleed into the celadon energy of the portal.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal finally slows, the wild tempest of energies settling down. The portal begins to glow brightly.&lt;br /&gt;
&lt;br /&gt;
Pylasar steps closer to Lylia, mouthing something unheard.&lt;br /&gt;
&lt;br /&gt;
A spark of light flashes within the red talisman in Lylia&#039;s hands.&lt;br /&gt;
&lt;br /&gt;
A flash of brilliant red light ripples outward from Melgorehn&#039;s Valley.&lt;br /&gt;
&lt;br /&gt;
Skin begins to slowly flake off of Lylia&#039;s fingers.&lt;br /&gt;
&lt;br /&gt;
Pylasar says, &amp;quot;DO not let it go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pylasar begins to chant in an archaic tongue, over and over and over as he stares at Lylia.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal looks unstable for a moment and a bolt of energy soars off into the night, arcing up and landing outside of North Gate!&lt;br /&gt;
&lt;br /&gt;
The air shimmers outside of the North Gate.&lt;br /&gt;
&lt;br /&gt;
More skin peels back from Lylia&#039;s fingers, leaving ribbons of incarnadine blood and bone in its wake. The red talisman begins to glow brightly!&lt;br /&gt;
&lt;br /&gt;
The light within Lylia&#039;s talisman begins to churn and slowly dissipate until it grows paler, murky, then dull white.&lt;br /&gt;
&lt;br /&gt;
Pylasar asks, &amp;quot;Did it...not work?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You glance down to see a dull white soulstone suspended by a frayed leather cord in your right hand and nothing in your left hand.&lt;br /&gt;
&lt;br /&gt;
The celadon light of the portal begins to melt away, slowly turning bright red as if blood were seeping out across it.&lt;br /&gt;
&lt;br /&gt;
Motes of yellow light drift down the mountainside of Melgorehn&#039;s Reach like a cascade of sallow tears.&lt;br /&gt;
&lt;br /&gt;
The powerful scent of copper washes through the portal!&lt;br /&gt;
&lt;br /&gt;
You hear the sound of a dozen heartbeats. &#039;&#039;(note: empaths were seeking the soldiers)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Within the red portal, the movement ends. The sky is yellow, riddled with green beams of energy. Beyond clusters of rock, a battered stone outpost can be seen.&lt;br /&gt;
&lt;br /&gt;
Within the portal is revealed walls of stone, layered with fresh and dried blood. Bodies of Hendorans and Ithzir litter the ground. Within a crumbled hall of a tower, a man lies wounded, bloodied and dirty, caked in red and blue blood. He looks up with steel grey eyes, as if hearing something, as if hearing you.&lt;br /&gt;
&lt;br /&gt;
From within the portal a cacophany of metallic voices carry loudly, &amp;quot;Koh! Koh! Koh! Koh!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
XXXX steps into the celadon portal and wisps of sanguine light surround him before he vanishes out of sight!&lt;br /&gt;
&lt;br /&gt;
XXXX steps out of the portal and wisps of red light coil up like incarnadine ribbons from his head.&lt;br /&gt;
&lt;br /&gt;
Pylasar says, &amp;quot;It...must not be done yet...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The red portal seems to stop stretching, and a wave of heat from the other side ripples out into the valley. &lt;br /&gt;
&lt;br /&gt;
The portal is opened.&lt;br /&gt;
&lt;br /&gt;
You step through the celadon portal and the sensation of a thousand tendrils of silk brush across your skin. For a brief moment your mind is flooded with countless memories of your life before you step through to the other side.&lt;br /&gt;
&lt;br /&gt;
[Kol Tar&#039;sken]&lt;br /&gt;
Celadon ribbons of light streak through the citrine-hued skies above, where pale ashen clouds shift about like tattered grey veils. The ground is smooth and crystalline, its depths opaque just enough to capture a smoky reflection from the yellowed sky above. A great formation of basalt peaks rises in the distance and a faint, dull whirring sound can be heard. You also see a churning brilliant red portal.&lt;br /&gt;
Also here: Sir Metadi, Sir Geijon, Sir Bristenn, Sir Aydan&lt;br /&gt;
Obvious paths: south&lt;br /&gt;
&lt;br /&gt;
[Kol Tar&#039;sken]&lt;br /&gt;
The landscape stretches out long and wide, where yellow and green shades from the reflected, smooth horizon bend up to meet the hazy sky above. A warm, copper smelling breeze stirs through the area, carrying whispers of strange, hushed voices. &lt;br /&gt;
Obvious paths: north, southeast, southwest&lt;br /&gt;
&lt;br /&gt;
[Kol Tar&#039;sken]&lt;br /&gt;
Jagged clusters of crystalline shards reach up to the broken yellow sky, each facet capturing bands of light from above, redirecting them along the glass-like earth below. Motes of golden light float endlessly through the area like a sea of glowing fireflies. You also see an Ithzir herald.&lt;br /&gt;
&lt;br /&gt;
[Kol Tar&#039;sken]&lt;br /&gt;
Deep cracks have formed along the glass-like earth. Viridian mists intermittently emit from the jagged fissures, suffocating the air with a pungent, coppery odor. &lt;br /&gt;
Obvious paths: north, southeast&lt;br /&gt;
&lt;br /&gt;
[Kol Tar&#039;sken]&lt;br /&gt;
The ground here is dangerously uneven, with pockets of razor-sharp crystalline shards jutting up like a thousand teeth from a giant maw. Streaks of green light blend into the sallow sky overheard, whorled about as if by the brush strokes of an artist. The air is alive with a dull hum and the faint whispers of an archaic tongue. You also see a shimmering wall of force and a battered stone outpost.&lt;br /&gt;
Also here: Sir Metadi, Sir Geijon, Sir Bristenn, Duskruin Arena Champion Mynon, Lady Shannivar, Sareyna, Taluric, Dirra, Dame Evia, Eshielle, Sir Balantine, Duskruin Arena Champion Cruxophim, Duskruin Arena Hero Zarston, Magister Raelee, Ashnak, Rowmi, Sir Cryheart, Eruheran, Lady Aeavenne, Matriarch Berkana, Duskruin Arena Hero Roblar, Elder Marshal Beldannon, Sir Aydan, Duskruin Arena Combatant Jiarine, Dergoatean, Duskruin Arena Champion Aurach&lt;br /&gt;
Obvious paths: northeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adventurers had acquired high quality plinite and converted the pylon defenses of Wehnimer&#039;s Landing into supercharged weapons to shoot down their pyramids, but at the peak of the storm the instability in elemental magic made the pylons explode. The elemental energy was immediately converted into a horde of plinite elementals. This storm was remarkable for becoming explosively violent if the wrong kind of magic was used in the area. When the pylons were charged in the storm through mages holding shards of plinite, they were notably incapable of casting magic at all for about an hour.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Hazy emerald bands of light drift through the night sky, reminiscent of bright viridian smoke rings.&lt;br /&gt;
&lt;br /&gt;
Tendrils of flaxen light stretch out from the peaks of Melgorehn&#039;s Reach, lazily coiling about in the air before dissolving.&lt;br /&gt;
&lt;br /&gt;
The clouds light up in an array of blue, white, and violet hues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(XXXX renewing his song, making the air shimmer)&#039;&#039;&lt;br /&gt;
All the mana in the area suddenly bursts into flames!&lt;br /&gt;
Talinvor is caught by the effects!&lt;br /&gt;
Some [armor] partially deflects the onslaught of the fiery attack.&lt;br /&gt;
... 25 points of damage!&lt;br /&gt;
Flames incinerate scalp completely and blacken skullcap. Not very fashionable.&lt;br /&gt;
He is stunned!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note: he was actually hit twice by it)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXX is caught in the effects!&lt;br /&gt;
... 50 points of damage!&lt;br /&gt;
A large patch of flesh is seared off XXXX&#039;s back.&lt;br /&gt;
He is stunned!&lt;br /&gt;
&lt;br /&gt;
* XXXX drops dead at your feet! &#039;&#039;(some critted, not all)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are caught by the effects!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Extreme heat melts the skin off your right hand. Gross!&lt;br /&gt;
You are stunned for 3 rounds!&lt;br /&gt;
&lt;br /&gt;
A grey-beaked dark hooded figure is caught by the effects!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Left eye propelled out of socket by fiery explosion!&lt;br /&gt;
&lt;br /&gt;
Pockets of air shimmer within the walls of Wehnimer&#039;s Landing!&lt;br /&gt;
&lt;br /&gt;
Waves of energy ripple through the area causing dust particles to dance in the air!&lt;br /&gt;
Black tendrils of anti-mana climb over you as you sense your mana being drained away!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
You feel the magic alien to you slipping away...&lt;br /&gt;
&lt;br /&gt;
The air crackles with potent energy!&lt;br /&gt;
You feel the magic alien to you slipping away...&lt;br /&gt;
&lt;br /&gt;
The air shakes and twists as waves of irreality wash through the area!&lt;br /&gt;
You feel the magic alien to you slipping away...&lt;br /&gt;
&lt;br /&gt;
An eerie calm falls over the area like a suffocating blanket of heat. (Ithzir sanctuary?)&lt;br /&gt;
&lt;br /&gt;
XXXX flashes with a bright ethereal light!&lt;br /&gt;
An ethereal light washes over you as you sense mana collecting around and in you!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
You feel the magic alien to you slipping away... &lt;br /&gt;
&#039;&#039;(random big increase of mana)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The air ripples in sickening waves, distorting the surroundings!&lt;br /&gt;
Black tendrils of anti-mana climb over XXXX draining his power!&lt;br /&gt;
XXXX seems a bit less imposing.&lt;br /&gt;
Black tendrils of anti-mana climb over you as you sense your mana being drained away!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
You feel the magic alien to you slipping away...&lt;br /&gt;
&lt;br /&gt;
Spectral bursts of energy erupt in the air!&lt;br /&gt;
You feel the magic alien to you slipping away...&lt;br /&gt;
&lt;br /&gt;
The atmosphere crackles and sparks of energy snap across the area!&lt;br /&gt;
&lt;br /&gt;
Black tendrils of anti-mana climb over XXXX draining his power!&lt;br /&gt;
Black tendrils of anti-mana climb over you as you sense your mana being drained away!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&#039;&#039;(sudden random drain)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The air shimmers and a coppery odor drifts through the area.&lt;br /&gt;
&lt;br /&gt;
A medium lightning elemental bursts forth into existence!&lt;br /&gt;
A medium lightning elemental bursts forth into existence!&lt;br /&gt;
&lt;br /&gt;
A huge lightning elemental bursts forth into existence!&lt;br /&gt;
&lt;br /&gt;
A huge floating obsidian pyramid breaches the celadon-hued portal in the sky and blots out the stars as it drifts overhead.&lt;br /&gt;
&lt;br /&gt;
A huge floating obsidian pyramid breaches the celadon-hued portal in the sky and blots out the stars as it drifts overhead.&lt;br /&gt;
&lt;br /&gt;
BOOM! Another clap of thunder is left in the wake of a huge obsidian pyramid exploding in the sky.&lt;br /&gt;
&lt;br /&gt;
Rings of emerald light ripple out from the peak of Melgorehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal in the sky seems to flicker for a brief moment.&lt;br /&gt;
&lt;br /&gt;
BOOM! BOOM! Two more black pyramids explode into a display of colored lights and debris.&lt;br /&gt;
&lt;br /&gt;
A metallic voice echoes in your mind, &amp;quot;Maktali geabu jeseth mor tran!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sky around Melgorehn&#039;s Reach turns yellow and green, seeping out like citrine and celadon blood, slowly threatening to swallow the night.&lt;br /&gt;
&lt;br /&gt;
A boom of thunder blasts through the grey skies.&lt;br /&gt;
&lt;br /&gt;
Within your mind, your own voice echoes, &amp;quot;One world...one end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The air is infused with a potent, coppery odor.&lt;br /&gt;
&lt;br /&gt;
A raging tempest of fiery light sparks to life above Melgorehn&#039;s Reach and with a whoosh of air the scarlet energy cascades down the mountainside and ripples across the environs!&lt;br /&gt;
&lt;br /&gt;
Spark by spark, light by light, fires erupt across the landscape!&lt;br /&gt;
&amp;gt;(fires all over the place)&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal flares open wide, growing tremendously as the air around it shimmers!&lt;br /&gt;
&lt;br /&gt;
A thousand beams of deep blue light spill out from the peak of Melgorehn&#039;s Reach, leaving dark cerulean streaks across the night sky. The celadon-hued portal shrinks slightly.&lt;br /&gt;
&lt;br /&gt;
Flashes of emerald green light dance across the sky around Melgorehn&#039;s Reach and the celadon-hued portal shrinks further.&lt;br /&gt;
&lt;br /&gt;
You feel pressure building near the bridge of your nose. Old memories from your youth flash before your eyes. Some peaceful, some sad, others you barely remembered until now, while others were so tragic you&#039;d never forget. You get a powerful sense of vertigo.&lt;br /&gt;
&amp;gt;(everyone got mind searched at once)&lt;br /&gt;
&lt;br /&gt;
BOOM! Another black pyramid explodes into a shower of fiery light in the sky&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal begins to shrink further, yet still black pyramids try to breach through.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal shrinks even further, yet one pyramid still drifts out from the other side.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal shrinks further in the sky as rings of emerald light ripple out from Melgorehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
There is a huge explosion near Lake Eonake and a blast of reddish-orange light erupts into the sky!&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal begins to flicker in and out of existance as it shrinks further in the sky.&lt;br /&gt;
&lt;br /&gt;
A huge explosion erupts near the dinghy and a burst of bluish-green light soars into the sky!&lt;br /&gt;
&lt;br /&gt;
Bluish-green and reddish-orange elementals and fire rage outward from the two locations where the pylons exploded.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal continues to ebb.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal in the sky continues to draw inward, the yellow sky shrinking on the other side as the vortex begins to shape into what appears to be a tunnel of energy.&lt;br /&gt;
&lt;br /&gt;
For a brief moment, a scattering of stars in the sky glow with a [[Grishom Stone|deep sea blue]] light, their bright pattern resembling the constellation of an eye.&lt;br /&gt;
&lt;br /&gt;
As the celadon-hued portal above Melgorehn&#039;s Valley finally shrinks to nothing and blinks out of existance, the storms and lights surrounding the mountain peaks come to an eerie calm. As the last yellow and emerald light beams across the heavens with the collapse of the portal, there is a shimmer in the air along the grasslands, and a battered stone outpost materializes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bleak Sickness and the Others (5123)&lt;br /&gt;
&lt;br /&gt;
In the [[North by Northwest]] storyline around 5123, [[Rodnay]] was sickened by something, which was apparently related to the Bleak and the mana fires suppressing it from the Witchful Thinking story. Mana storm disturbances and other anomalous behavior has occurred at Melgorehn&#039;s Reach. This has included materials, especially anti-magical metals such as krodera, being pulled out over Lake Eonak and then shooting straight up into the air. Eventually this conglomeration of metal formed into some kind of golem. There have also been doppelgangers of people attempting to breach through the veil at the Reach.&lt;br /&gt;
&lt;br /&gt;
Near the summit a portal also opened to the Bleaklands, around the ruins of Doggoroth Keep. This was especially strange in that Doggoroth Keep was missing when adventurers went to that place in the Bleaklands to end [[Brumas]] during the climax of [[Witchful Thinking]]. Melgorehn&#039;s Reach has exhibited numerous effects in the sky, some as repeating ambient messages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambients and Special Messages:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Luminous wisps of energy float along Melgorehn&#039;s Reach, pulsating with a gentle glow that illuminates the mountain&#039;s surroundings with an otherworldly radiance.&lt;br /&gt;
&lt;br /&gt;
Wispy, ghostly tendrils of mist curl and twist in the sky above Melgorehn&#039;s reach, giving the impression of wandering spirits lost in the heavens.&lt;br /&gt;
&lt;br /&gt;
A glowing sphere of burning energy streaks away from Melgorehn&#039;s Reach, leaving a trail of shimmering dust in its wake as it disappears into the distance.&lt;br /&gt;
&lt;br /&gt;
The night sky above Melgorehn&#039;s Reach pulsates with an ethereal glow, casting an eerie light upon the mountain&#039;s peaks.&lt;br /&gt;
&lt;br /&gt;
There is a huge clap of thunder that echoes from the depths of Melgorehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
Thousands of silver motes of energy drift from the peaks of Melgorehn&#039;s Reach, lazily drifting on the wind as they float through the sky.&lt;br /&gt;
&lt;br /&gt;
Brilliant bolts of cerulean and silver lightning crackle across the skies above Melgorehn&#039;s Reach.  The glowing tendrils illuminate the valley below, washing the area in an eerie glow of vivid, ethereal hues.&lt;br /&gt;
&lt;br /&gt;
The air around Melgorehn&#039;s Reach crackles with electric energy, and bolts of lightning dance across the sky, illuminating the mountain in brief, dramatic flashes.&lt;br /&gt;
&lt;br /&gt;
The stars above Melgorehn&#039;s Reach seem to rearrange themselves, forming archaic symbols that glow and fade before returning to their normal pattern.&lt;br /&gt;
&lt;br /&gt;
The stars above Melgorehn&#039;s Reach seem to multiply, as if reflecting a mirror image of the mountain before they return to normal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Elemental Confluence===&lt;br /&gt;
The [[Elemental Confluence]] is an enormous nexus of the prime elemental planes that traveled through space, devastating [[Bre&#039;Naere]] by grazing it and almost colliding with [[Elanthia]] in 5115 Modern Era. As the Confluence approached there were &amp;quot;elemental disturbances&amp;quot;, that were characteristic effects of flow storms, except that they were slowly developing over weeks given the magnitude but distance of the source. There were early reports of mana fluctuations and random rifting, and a stated risk of elemental magic becoming unstable. Mostly, there were elemental invasions, breaches into our plane of existence. When Alusius betrayed us by anchoring the Confluence to Elanthia, the planar intersection ripped open unhealing tears in the fabric of reality across the world. These points of elemental instability were quasi-permanent portals to the nexus. &lt;br /&gt;
&lt;br /&gt;
Flow storms from space were prevented by the [[Kadaena|Eyes of Utha]] in the [[Shadow World]] setting. While the [[Eye of the Drake]] was its obvious analog in the Elanthia setting, it is not clear it also had this function with extraterrestrial mana storms. The Eye of the Drake, in its meaning as the gemstone sealing the Rift, was destroyed in the [[Vvrael]] incident. It is consequently undefined if the Confluence had been previously kept deflected from Elanthia by this artifact.&lt;br /&gt;
&lt;br /&gt;
There was severely atypical weather for given regions, other than the more obviously magical effects. Raining in [[Icemule Trace]] in the winter, for example, but snowing on [[Teras Isle]]. There were invasions of what turned out to be native elementals of the Confluence, but also other elementally attuned monsters such as ice spiders. Companion creatures were observed anticipating weather effects shortly before they happened.&lt;br /&gt;
&lt;br /&gt;
;Common Weather Effects &#039;&#039;(1x/hour)&#039;&#039;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Beads of water form along the ground and slowly spread out like a blanket of tiny bubbles. One by one, the watery globules dissolve without a trace.&lt;br /&gt;
&lt;br /&gt;
Puddles of water form briefly along the ground, but are quickly sucked back into the earth.&lt;br /&gt;
&lt;br /&gt;
A rapid and drastic change in air pressure forces your ears to pop.&lt;br /&gt;
&lt;br /&gt;
Sliver-sized cavities open like mouths in the ground beneath you, the rigid earth undulating with a slow, reverberating hum. Thread-like wisps of steam escape each breach and curl upward. The tiny openings quickly fold over and vanish.&lt;br /&gt;
&lt;br /&gt;
A wave of shimmering heat ripples through the area, temporarily causing the air to grow hot and stagnant, to the point of near suffocation.  A moment later the environment returns to normal.&lt;br /&gt;
&lt;br /&gt;
A small funnel appears in midair, churning and twisting as it briefly expands before blinking out of existence.&lt;br /&gt;
&lt;br /&gt;
The faintest of tremors resonates through the ground.&lt;br /&gt;
&lt;br /&gt;
Low rumbles echo in the distance as green-yellow arcs converge overhead, crashing together in an electrifying display. Luminous sparks plunge to the ground and crackle just before sizzling out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*CRACK*&amp;lt;/nowiki&amp;gt;! A bolt of incandescent blue lightning abruptly leaps down from the sky, slamming into the ground nearby.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Uncommon Effects &#039;&#039;(concurrent with less unusual weather effects)&#039;&#039;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
From the west, a high-pitched whistle rings out, echoing in intensity as the sky lights up with a bright crimson hue, indicative of burning embers in a raging inferno. A large meteor shoots across the sky and explodes with a clamorous clash!&lt;br /&gt;
&lt;br /&gt;
The sky is filled with a blanket of low clouds, pale and unmoving. Sounds seem muffled and the air feels thick and takes on a quiet stillness.&lt;br /&gt;
&lt;br /&gt;
A small thread of silver-white energy crackles into existence, twisting briefly like an angry serpent before fizzling away.&lt;br /&gt;
&lt;br /&gt;
A vibrant red-orange fireball streaks across the heavens, landing somewhere in the distant landscape with a tremendous burst of flying sparks and embers.&lt;br /&gt;
&lt;br /&gt;
A blast of frigid air surges past, chilling you to the bone.&lt;br /&gt;
&lt;br /&gt;
A funnel of wind coils around you, gradually strangling the air from your lungs. You start to gasp for air, but the wind dies down, and you are able to breathe once again.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;s Landing a burst of fiery-orange light erupts in the sky, radiating outward and shining with intensity.  The searing glow lingers in the air for a few moments before fading away.&lt;br /&gt;
&lt;br /&gt;
Large dark clouds suddenly swirl together over the Bay, only to be scattered apart by a torrent of strong winds a moment later.&lt;br /&gt;
&lt;br /&gt;
Birds erupt from the trees of the Lower Dragonsclaw, taking flight into the sky. The air around them suddenly bends and the birds blink out of existance.&lt;br /&gt;
&lt;br /&gt;
Streaks of red, yellow and azure lightning streaks throug the sky!&lt;br /&gt;
&lt;br /&gt;
Dark red and orange hues bleed across the sky.&lt;br /&gt;
&lt;br /&gt;
Dark red and azure lights bleed across the sky above the Lower Dragonsclaw.&lt;br /&gt;
&lt;br /&gt;
Snowflakes continue to fall heavily from the sky, a huge pile of snow forming along the southern edge of the Lower Dragonsclaw forest. &#039;&#039;&#039;&#039;&#039;(note: snowing in a lightning storm)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More piles of snow begin to form along the streets of Wehnimer&#039;s Landing, expanding before collapsing as swarms of ice spiders break free. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Tornado&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A blinding flash of lightning is quickly followed by a low rumble of thunder.&lt;br /&gt;
&lt;br /&gt;
Small funnels begin to coil down from the storm cloud over head, like twisting shadowy columns as powerful winds rush through the area.&lt;br /&gt;
&lt;br /&gt;
A heavy drizzle trickles down from the grey skies.&lt;br /&gt;
&lt;br /&gt;
Roaring wind rushes past you, forcing the pelting rain to sting your skin.&lt;br /&gt;
&lt;br /&gt;
From the storm cloud above, Evialla is tossed out and goes free falling to the ground!&lt;br /&gt;
&lt;br /&gt;
Sheets of heavy rain drown you in an unrelenting curtain of water.&lt;br /&gt;
&lt;br /&gt;
The sky is full of rain-sodden clouds.&lt;br /&gt;
&lt;br /&gt;
Trees are uprooted along Upper Trollfang, some tossed about wildly, while others are torn to shreds before scattering in the wind like a shower of wooden shrapnel. &lt;br /&gt;
&lt;br /&gt;
Quickly the black cloud overhead scatters, spreading out like a tattered shawl as the rain weakens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Before Alusius and Aadyra Firebird Appearance&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
The sky begins to fill with huge clouds, dark and grey on the bottom, pale and white atop, their puffy crowns ascending toward the heavens.&lt;br /&gt;
&lt;br /&gt;
A small vortex appears in the waters of Darkstone Bay, just inside the sea gate of Wehnimer&#039;s Landing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*BOOM*&amp;lt;/nowiki&amp;gt;! Thunder ripples across the heavens like the angry roar of a dragon, as arcs of brilliant green and yellow lightning tear through the sky!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;[people] falls to the ground!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;The ground beneath you violently shakes and rumbles!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;Roundtime: 6 sec.&lt;br /&gt;
&lt;br /&gt;
The small vortex of spinning water dissipates near the North Docks, and moments later another appears in the waters below the Coastal Cliffs.&lt;br /&gt;
&lt;br /&gt;
Thin jagged bolts of yellow, green, and cerulean lightning streak down from the sky along the waters of Darkstone Bay beyond the Cliffs, and small fishing vessels begin to turn, hastily tryng to return to shore.&lt;br /&gt;
&lt;br /&gt;
Far out into the Bay, air and water collide and suddenly huge funnels rise up from the sea, lifting half a dozen fishing vessels with it, and propeling them into the air! The fishermen and crew flail wildly in the air, tossed aside and then engulfed by the spinning vortex within the waters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Solhaven Incident&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
The sky suddenly comes alive with a brilliant display of silver lightning, each bolt dancing across the sky in all directions.&lt;br /&gt;
&lt;br /&gt;
From the east, a high-pitched whistle rings out, echoing in intensity as the sky lights up with a bright crimson hue, indicative of burning embers in a raging inferno. A large meteor shoots across the sky and explodes over the Bay with a clamorous clash!&lt;br /&gt;
&lt;br /&gt;
Violent winds whip in from the Bay, and a large funnel begins to form out over the waves, churning and twisting as it briefly expands before blinking out of existence. &lt;br /&gt;
&lt;br /&gt;
The ground shudders violently as small jagged cracks spread out like shattered glass, finally closing back up as the tremors subside.&lt;br /&gt;
&lt;br /&gt;
A web of glowing lightning burns in the sky like a dome of white netting.&lt;br /&gt;
&lt;br /&gt;
The earth oddly shifts and fractures from the center outward, quickly filling the gaps just as quickly as they formed. &lt;br /&gt;
&lt;br /&gt;
A flock of small birds fly overhead, soaring through the sky before they suddenly blinks out of existence, swallowed up by a bend of air surrounding them.&lt;br /&gt;
&lt;br /&gt;
Hundreds of small globules of fire falls from the sky, churning with a bright glow, until they just burns up before touching ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*CRACK*&amp;lt;/nowiki&amp;gt;! Bolts of incandescent blue lightning abruptly leaps down from the sky, slamming into the ground all around Solhaven.&lt;br /&gt;
&lt;br /&gt;
A point of light forms in the sky, rippling and crackling, bright as the sun but much smaller. As it draws nearer, it resolves into a sweeping current of energy, red and gold in turns, chaotic in its dancing but inexorable in its motion.&lt;br /&gt;
&lt;br /&gt;
The ground underfoot rumbles like a thing alive.&lt;br /&gt;
&lt;br /&gt;
A flare of crackling light leaps off of the nexus of energy in the skies overhead. Thunder without sound ripples through the air, leaving silence in its wake. And then, raindrop-like percussion, as hundreds of birds begin to fall from the sky, stone dead.&lt;br /&gt;
&lt;br /&gt;
The nexus of energy in the skies has grown so great, so bright that it outshines the sun, casting shifting shadows across the ground like those cast by a guttering candle.&lt;br /&gt;
&lt;br /&gt;
Slowly, the ribbon of energy bisecting the sky begins to diminish, as if it is veering away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alusius sharply says, &amp;quot;No. You cannot escape from me so easily, not after I have hunted you for all of these years.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alusius flings his free hand toward the skies, and a bolt of energy strikes toward the crackling energies above!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The crackling energies above begin drawing nearer once more at an accelerated pace!&lt;br /&gt;
&lt;br /&gt;
Without warning, a solitary jolt of blue-green lightning descends from the parted clouds, making a direct connection with Aadyra. Her instantly limp cadaver is snatched into the air and fiercely thrown far off into the distance.&lt;br /&gt;
&lt;br /&gt;
The very air begins to thin, growing stretched, tattered.&lt;br /&gt;
&lt;br /&gt;
Rapidly developing in the heart of the sky, a whirlpool of dense blue-black clouds blots out any traces of daylight that reigned across the lands moments before.&lt;br /&gt;
&lt;br /&gt;
The darkening mass churns and writhes in the heavens, finally expanding into attenuated fingers of smoke that branch outward from the formation. As the clouds dissipate, the remaining light is distorted into an eerie glow that cloaks everything in a deep violet-blue haze.&lt;br /&gt;
&lt;br /&gt;
Heavy, pulsating convulsions erupt from somewhere beneath the ground, the rippling aftershocks working jagged cracks in the surface of the earth.&lt;br /&gt;
&lt;br /&gt;
The sky appears to split open like the brittle shell of an egg. A breathtaking scene of silver-white lightning bolts through massive torrents of rain, wind, and airborne hailstones.&lt;br /&gt;
&lt;br /&gt;
A bolt of lightning streaks down from the sky and strikes XXXXX!&amp;lt;br&amp;gt;&lt;br /&gt;
... 30 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Arcing bolt of electricity galvanizes left leg to knee joint. Won&#039;t be using it for awhile.&amp;lt;br&amp;gt;&lt;br /&gt;
XXXXX screams and falls to the ground grasping his mangled left leg!&amp;lt;br&amp;gt;&lt;br /&gt;
He is stunned!&amp;lt;br&amp;gt;&lt;br /&gt;
A tremendous crack of thunder follows instantly!&lt;br /&gt;
&lt;br /&gt;
Glowing rents and tears shiver across the sky, spewing forth convulsing ripples of elemental energy!&lt;br /&gt;
&lt;br /&gt;
The elemental calamity settles abruptly, as all of the energy is sucked out of the unfolding scene of chaos. The obtrusive sound of shifting subterranean rock accelerates underfoot, before ceasing completely with a single, final reverberating thud.&lt;br /&gt;
&lt;br /&gt;
A huge XXXXX elemental bursts forth into existence!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Red Forest===&lt;br /&gt;
There is a rare lunar alignment of Liabo and Lornon that causes a [[Quin Telaren|curtain of light]] to form in the sky, which the Elven ancestors of the Elven Village used to banish the [[Ilvari]] and the [[Red Forest]] from this reality. The forest would briefly come back into conjunction with this time and space during the celestial alignment. However, the complications resulting from the Elemental Confluence caused the sky to burst from the flows of essence between worlds, making the Red Forest return to this reality permanently. It was split into coexistent dual forms on both ends of the continent, similar to the [[isles of transfer]] phenomenon and the migration of [[Shadow Valley]]. There are a number of subtle [[Red Forest#Behind the Scenes|commonalities]] between the several areas using this theme including [[Dreamvine|dreams]] and [[Foggy Valley|unnatural fog]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Rising higher into the sky, a shadowy orb floats up over the horizon, the cold, lifeless Lornon eclipsing stars as it passes.&lt;br /&gt;
&lt;br /&gt;
The pale white glow of Lornon shines with an intensity in the sky, bathing the world below in an eerie, ashen light.&lt;br /&gt;
&lt;br /&gt;
You feel a strange hum of energy in the air.&lt;br /&gt;
&lt;br /&gt;
Liabo and Lornon rise higher into the night, orbs of ivory and shadow, climbing as spherical bookends in the sky. &lt;br /&gt;
 &lt;br /&gt;
Coils of ethereal silvery light ripple across the sky like waves of incandescent glass.  The moons Liabo and Lornon settle in the sky, their positions facing off against each other with the backdrop of the heavens behind them.&lt;br /&gt;
&lt;br /&gt;
The sky bleeds with ribbons of silver and shadow, the light and dark of the moons interweaving like passionate lovers, consuming the stars in their ethereal dance.&lt;br /&gt;
&lt;br /&gt;
Motes of sanguine light seep across the sky, twisting among the banners of light swirling across the night.&lt;br /&gt;
&lt;br /&gt;
A curtain of light blankets the sky, a mix of ivory, shadowy and blood, sending glowing wrinkles across the heavens.&lt;br /&gt;
 &lt;br /&gt;
The faint giggle of a small child echoes nearby.&lt;br /&gt;
&lt;br /&gt;
The curtain of light expands across the sky, twisting beams of silvery, white and crimson.  Below the heavens, nestled in the Upper Trollfang, the air shimmers and for a brief moment, beyond a veil of churning fog, a thick forest is seen, with huge oaken sentinels rising up to claw at the sky, their great branches stained the color of blood.&lt;br /&gt;
&lt;br /&gt;
The eerie howl of a wolf carries on the wind.&lt;br /&gt;
&lt;br /&gt;
The lights in the sky flash, almost like constant bolts of lightning.  The Red Forest reappears.  Then vanishes.  Again, it bleeds into view.  Again, it is gone.  The howl of a wolf echoes nearby.&lt;br /&gt;
&lt;br /&gt;
With flashes of sanguine and silver night, the Upper Trollfang is bathed in a bright, eerie glow.  The woods soon come alive, with the wailing of spirits, the howling of wolves, and the laughter of children.  &lt;br /&gt;
&lt;br /&gt;
Three wolves howl in unison at the moons, their voices combined in an eerie sound.&lt;br /&gt;
&lt;br /&gt;
Suddenly, trees along the Upper Trollfang begin to lurch forward...uprooting, rising from the ground and marching forward.&lt;br /&gt;
&lt;br /&gt;
Trees stir to live, rising and marching on the gates of town.&lt;br /&gt;
&lt;br /&gt;
A faint giggling, like the tinkle of bells, rings out in the distance.&lt;br /&gt;
&lt;br /&gt;
Motes of silver and gold light zip through the Upper Trollfang, flashing among the treetops.&lt;br /&gt;
&lt;br /&gt;
Bands of silver and ivory light ripple across the night sky.&lt;br /&gt;
&lt;br /&gt;
Suddenly a great roar of energy wracks the heavens.  Ribbons of sanguine light ripple outward from the surface of Liabo and Lornon, snaking across the sky like bloody tendrils.&lt;br /&gt;
&lt;br /&gt;
The night burns with a wave of fire, as globules of fire ripple across the sky.  Soon, the halos of fire snuff out, crystalizing in the sky as rings of icy blue energy.  The sky roars with a thunderclap of immense energy.&lt;br /&gt;
&lt;br /&gt;
Quickly and suddenly, the silver curtain of light in the sky shatters like glass, thousands and thousands of ashen teardrops falling from the heavens.  The thick trees of a red forest shimmer beyond a cloud of ethereal fog near the Upper Trollfang, near the Winding Trees.&lt;br /&gt;
&lt;br /&gt;
A dense fall of thick fog churns within the Upper Trollfang, along the Winding Trees.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ICE Age]]&lt;br /&gt;
[[Category:Theory of Magic]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Flow_storms&amp;diff=206028</id>
		<title>Flow storms</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Flow_storms&amp;diff=206028"/>
		<updated>2023-08-25T09:21:51Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: restructuring to more cleanly separate out old stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flow storms&#039;&#039;&#039; were the magical equivalent of hurricanes in the [[Shadow World]] setting, the result of severe imbalances in the [[flows of essence]]. These were caused by backlashes of excessive power, including collapsing portals and celestial alignments. Though there could be idiosyncratic, strange effects unique to any given storm, they typically had severe winds and elemental disturbances. They would often cause random portals to form in uncontrolled fashion, whether unstable [[720|voids]] or shimmering tears in the fabric of reality. If they were to anchor on a powerful source of energy, they had the potential to swell up to great sizes, potentially becoming permanent rather than dissipating over weeks or months.&lt;br /&gt;
&lt;br /&gt;
In the [[Elanthia]] setting the analogous concept is called a &amp;quot;mana storm&amp;quot;, though it has not been as explicitly defined. The storm over Darkstone Castle was originally a &amp;quot;flow storm&amp;quot; in the [[ICE age|I.C.E. Age]] of GemStone III, but continues to exist as a &amp;quot;mana storm&amp;quot; to the present day. There have been various examples of magical storms in the history of Elanthia, such as the constant storming and erratic magical effects or total failure of magic that occurs in the Wizardwaste.&lt;br /&gt;
&lt;br /&gt;
==Flow Storms==&lt;br /&gt;
{{ICE}}&lt;br /&gt;
&lt;br /&gt;
Flow storms in the [[Shadow World]] setting had a significant amount of definition in the source books. They were caused whenever there was a large disruption in the Essaence. This could occur from solar flares and celestial alignments, such as the lunar conjunctions, or if a mage lost control of a great deal of power or attempted to tap into a strong flow of essence (both of which occur in the same spot over Melgorehn&#039;s Reach.) They could also be triggered by natural phenomena, such as a strong enough thunderstorm. They were extremely dangerous for anyone attuned to the essence. They were even dangerous to deities. There was an archaic story of Cay and Z&#039;tarr, the gods we call Kai and V&#039;tull, being blasted apart by a flow storm during the [[Wars of Dominion]]. &lt;br /&gt;
&lt;br /&gt;
Due to the instability of the flows of essence, magic would become unreliable at best. The effects of a spell would be greatly reduced or severely amplified, or misfire, or result in a completely different spell entirely. The availability of [[mana]] may fluctuate wildly. It is possible for spells to be ripped off or dispelled, as well, which is an effect that still happens under the lingering storm over Darkstone Castle. When flow storms traveled below ground or through mountains, they were also known to cause earthquakes and volcanic upheaval. Whatever rifts or tears in the veil resulting from a storm had the potential of allowing extra-planar entities to have access to the world.&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
&lt;br /&gt;
Flow storms typically took the form of whirlwinds, ranging in diameter from 100 feet to 10 miles. Small flow storms would dissipate and end within a few minutes. This was the original premise of the Sorcerer spell [[Energy Maelstrom (710)]], which had the term &amp;quot;flow storm&amp;quot; in its spell description. Flow storms could become much larger, hundreds of miles across, or very rarely engulf the whole world. These could last for months, or even become permanent, if they anchored on a major focus. Their effects were described in the Tomes of Kulthea and Shadow World Master Atlas 1st Edition (1989), but were later expanded in the Master Atlas 2nd Edition (1992).&lt;br /&gt;
&lt;br /&gt;
Minor flow disturbances and flow squalls do not form whirlwinds or tremors, but squalls may have essaence bolts which are like lightning. Large squalls have a small chance of causing a rift. Flow storms range from minor, to serious, major, and cataclysmic. The odds of effects increase with the storm power, which correlates with diameter and duration. The following is a brief summary of the more specific information, adapted from Shadow Master Atlas 2nd Edition:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Essaence Discharges:&#039;&#039;&#039; There is a build-up of magical energy and electrical charge, which creates a tingling sensation and ozone smell. Discharges take the form of explosions of colored light. Small ones are called microbursts, which give extra power (mana) to spell casters. Large ones are essaence bolts, resembling multi-forked, multi-colored lightning. These give electricity critical damage, but give power to essence and hybrid casters, and take away all power from other spell casters.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Essaence Draining:&#039;&#039;&#039; Flow storms severely drain the surrounding flows of essence and foci, which causes a great reduction in power point (mana) renewal for essence (elemental) and hybrid realm spellcasters, up to weeks or months after the storm.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rifting:&#039;&#039;&#039; Dimensional rifts are temporary portals to other planes of existence that happen in several forms. Black holes (similar to the Sorcerer [[Implosion (720)]] spell) may form, 10 to 50 feet in diameter, which can be closed (dispelled) by spell casters. These close on their own within minutes or an hour. Larger storm rifts take the form of curtains of light, hundreds or thousands of feet high, leaving behind a debris trail of otherworldly creatures and sweeping things in their path into other realities. These last for hours or longer. They may also take the form of instant flash effects, relocating essence sensitive beings and objects within up to 100 feet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spell Failures:&#039;&#039;&#039; There is up to a 50% chance of failure for any spell cast, or even worse for teleportation spells, as well as for every minute of a continuous spell. There is a 50% chance of magic items not working, and a 5% chance per minute chance of setting off randomly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Whirlwinds:&#039;&#039;&#039; These are tornado-like effects that spontaneously form and inflict impact criticals on everyone within some radius between 10 and 100 feet.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vulcanism:&#039;&#039;&#039; Planes of essence energy cutting into the earth set off tremors and in some places volcanic reactions. It is somewhat rare for flow storms to cause strong earthquakes.&lt;br /&gt;
&lt;br /&gt;
==Mana Storms==&lt;br /&gt;
In the modern history of [[Elanthia]] there are still &amp;quot;mana storms&amp;quot;, though they tend to be less &#039;&#039;immediately&#039;&#039; dangerous than flow storms. These often feature random rifting of adventurers to other locations, mass dispels, spikes and sudden drops of mana, bleed through of otherworldly phenomena, spawning portals to other places, and invasions of extra-planar entities. There have even been overtly violent weather effects such as all of the mana in an area suddenly bursting into flames. The intense weather sometimes generated by the storms can spawn elementals, and Melgorehn&#039;s Reach once notably set the town on fire.&lt;br /&gt;
&lt;br /&gt;
Mana storms will generally be anchored on some source of power or great disturbance. Magister [[Remuliad Calreulius]] has [[North by Northwest (storyline)/2023-05-06 - Rodnay and the Danger Field (log)#Making a Move|said]]: &#039;&#039;&amp;quot;Every mana storm I&#039;ve encountered or studied has been anchored to great power, and often beyond what we believe to comprehend.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Examples of Mana Storms===&lt;br /&gt;
* [[Darkstone Castle]] (presumably anchored by unstable portal in Great Hall, originally made by Estrion&#039;s flow storm machine)&lt;br /&gt;
* [[Obsidian Tower]] (anchored by crystal sphere, using Estrion&#039;s Staff)&lt;br /&gt;
* [[Drake&#039;s Shrine]] (anchored by [[Eye of the Drake]], no longer present)&lt;br /&gt;
* [[Wizardwaste]] (presumably anchored by [[Travels in the Wizardwaste|the Crater]], perpetual mana storming)&lt;br /&gt;
* [[Talon Isle]] (anchored by glass orb on artificial altar of [[Charl]])&lt;br /&gt;
* [[Melgorehn&#039;s Reach]] ([[Althedeus]] incident, Ithzir incident, [[Bleaklands]] incidents; celestial alignment, portal/temporal/planar in nature)&lt;br /&gt;
* Felstorms (Teras Isle; [http://www.play.net/gs4/news.asp?id=1043 Maelstrom Bay] [http://www.tinyheroes.com/forums/GemStone%20IV/Towns/River%27s%20Rest/thread/1460977 incident] involving Luukos)&lt;br /&gt;
* Celestial Alignments (Melgorehn&#039;s Reach; [[Red Forest|The Red Forest]])&lt;br /&gt;
* Planar Intersections ([https://elanthipedia.play.net/mediawiki/index.php/Manastorm DragonRealms] phenomenon; [[Elemental Confluence|The Confluence]]; Melgorehn&#039;s Reach)&lt;br /&gt;
* [[710|Energy Maelstrom (Spell 710)]]&lt;br /&gt;
&lt;br /&gt;
==Background Effects==&lt;br /&gt;
The following are excerpts that illustrate some of the properties of mana storms as they have existed in [[GemStone IV]].&lt;br /&gt;
&lt;br /&gt;
===Darkstone Castle===&lt;br /&gt;
The lingering &amp;quot;mana storm&amp;quot; over Darkstone Castle originates in a late I.C.E. Age story involving [[Estrion]] and Siarl attempting to take over the world with an artificial flow storm. This involved using a machine with the aid of what are now called kiramon. The precise details are a bit fuzzy now. Estrion was a follower of the dark god that is called Sheru in the modern setting, and they are said to have attempted to open a portal to what is now called Lornon. In the archaic setting the dark gods were restricted in their ability to be physically present in the world for long periods of time without such a portal with perpetual upkeep. The perpetual storm resulted from a backlash in their bungled attempts.&lt;br /&gt;
&lt;br /&gt;
These storm effects exhibit some of the classic &amp;quot;[[Flows of essence#Nodes|greater essence focus]]&amp;quot; symptoms, and are plainly adapted from the Shadow World &amp;quot;flow storm&amp;quot; documentation, including microbursts and essaence bolts and rifting. The flow storm over the castle originally caused physical damage to characters. It would play chaos with magic by cloning the spell casting system, separately in each room, causing the wrong spells to be cast. But this feature was removed decades ago.&lt;br /&gt;
&lt;br /&gt;
;Outside&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Dark flames arc toward the ground, their frightening, reddish-gold glow throbbing with unspeakable power!&lt;br /&gt;
&lt;br /&gt;
All around you, the sound of bells pealing wildly assaults the quiet.&lt;br /&gt;
&lt;br /&gt;
The ground undulates beneath your feet for several seconds.&lt;br /&gt;
&lt;br /&gt;
Horrified screams suddenly pierce the air, as every soul ever claimed by the demonic seems to rip the very fabric of your sanity with their agony.&lt;br /&gt;
&lt;br /&gt;
High above the old castle, a gaunt figure appears, extending his long arms toward the skies in a gesture of summoning.&lt;br /&gt;
&lt;br /&gt;
The clouds overhead converge, and the strange spirit is engulfed in flame, leaving no trace but insane cackling that lingers for several moments afterward.&lt;br /&gt;
&lt;br /&gt;
Deep rumblings vibrate through the ground beneath you, as the whole world nears apocalypse... or so it seems.&lt;br /&gt;
&lt;br /&gt;
A bolt of pure red light suddenly arcs down from the sky to bathe everyone and everything in an evil, bloody glow.&lt;br /&gt;
&lt;br /&gt;
The air around you flashes with an intense, pale blue light!&lt;br /&gt;
&lt;br /&gt;
For an instant, the whole world seems blanketed in darkness as the clouds thicken and swirl outward, like some malignant tumor eating away at the light.&lt;br /&gt;
&lt;br /&gt;
Leaves, pebbles, and bits of soil pelt your forehead as a hot whirlwind pops up nearby! &lt;br /&gt;
&lt;br /&gt;
Thundering blasts of heat explode all around you!&lt;br /&gt;
&lt;br /&gt;
Bolts of lightning from the everpresent cloud overhead streak downward, lacing the air with delicate webs of energy.&lt;br /&gt;
&lt;br /&gt;
Suddenly there is a faint tingling sensation that seems to course through your body, you feel as if the energy surrounding you is weakening slightly.&lt;br /&gt;
The [defensive spell] fades from around you.&lt;br /&gt;
&lt;br /&gt;
Bilious green fingers of energy streak toward the ground!&lt;br /&gt;
&lt;br /&gt;
The scent of ozone rains down from the sky in a thick wave of darkness that stings your eyes and leaves you gasping for breath.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Inside&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Suddenly, the temperature drops dramatically, and the walls in the old castle vibrate with the sounds of bells pealing, whistles screeching, and drums pounding violently, relentlessly.&lt;br /&gt;
&lt;br /&gt;
The noise ends abruptly.&lt;br /&gt;
&lt;br /&gt;
Pale blue mists seep through the walls, settling like a malodorous cloak onto your clothes and skin.&lt;br /&gt;
&lt;br /&gt;
Hideous black flames leap down toward you from the ceiling, then dissipate, leaving no remnant but the foul stench of singed flesh.&lt;br /&gt;
&lt;br /&gt;
A brilliant bolt of pure energy flashes across the ceiling!&lt;br /&gt;
&lt;br /&gt;
Cold, clammy fingers of darkness reach out to caress the hair at the back of your neck, sending small shockwaves through your skull.&lt;br /&gt;
&lt;br /&gt;
Searing, pale blue light illuminates every corner of the room for an instant, then, just as suddenly, flickers into utter darkness for several seconds before all returns to normal.  Or does it?&lt;br /&gt;
&lt;br /&gt;
Barely muffled blasts of thunder from somewhere above the castle rock every stone, every brick, every nerve in the beleagured old fortress.&lt;br /&gt;
&lt;br /&gt;
Deep rumblings, like the moans of a thousand tortured souls, lurch through the room and beyond, echoing through the old castle before fading into a dull, insistent hum.&lt;br /&gt;
&lt;br /&gt;
Coppery tasting bile rises in the back of your throat, as a wave of intense vibrations courses through the room.&lt;br /&gt;
&lt;br /&gt;
Tiny pinpoints of light burst just over your head!&lt;br /&gt;
&lt;br /&gt;
A wave of nausea nearly overtakes you, as the distinctive scent of ozone permeates the air.&lt;br /&gt;
&lt;br /&gt;
Shadows around you fragment and leap toward the ceiling then explode in a flash of energy that leaves you with a queasy stomach and cold sweat covering your forehead.&lt;br /&gt;
&lt;br /&gt;
A sudden chill races down your spine as you notice the floor pulsate beneath you for a brief moment.&lt;br /&gt;
&lt;br /&gt;
Chaotic flares of multicolored light rise up from the floors and skitter along the ceiling.&lt;br /&gt;
&lt;br /&gt;
The walls and floors creak under some gigantic weight as a loud, shrill whistle nearby causes you to hold your head in agony.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Other&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
There is a great booming sound as of a bronze bell being struck by giants. Far beneath your feet it resounds in the earth. Again and again its metallic tongue cries out so that even the gods must hear it on distant [[Orhan]]. The din rattles your mind and numbs your senses and threatens to overwhelm your reason. Slowly the sound fades away leaving an echo in your mind to make you wonder if you still hear it or merely the memory of it.&lt;br /&gt;
&lt;br /&gt;
Echoing in the distance is the voice of a frightened child crying endlessly, alone and terrified. The sound comes from all directions and has no source you can locate. Finally, it dies away and is no more than a bad memory nagging at your mind.&lt;br /&gt;
&lt;br /&gt;
Your sight dims and a new image replaces the room you were in. An ominous black plane of broken and cracked rock stretches out forever under a sky filled with stars in patterns unknown to mortal lands. Endless rows of gravestones stand at crazy angles in uneven ranks across this landscape. There comes the sound of the earth rumbling and stones cracking and falling and, as you watch dumbstruck with horror, the graves begin to open and vomit out streams of zombies onto the cruel plains of death. The vision fades swiftly but the scene haunts you for hours.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Breath of Luukos===&lt;br /&gt;
The &amp;quot;Felstorm&amp;quot; called the &amp;quot;breath of Luukos&amp;quot; was an unending &amp;quot;unnatural tempest&amp;quot; anchored off [[Teras Isle]], which has souls trapped within it. Another Felstorm was formed separately and expanded toward [[River&#039;s Rest]] in 5112 Modern Era. Luukosians used it to rain foul creatures and abominations from the sky. It was frozen in place with an artifact called the Heart of Jaston, which resembled a Chronomage orb. Adventurers went into the storm and destroyed its core, which was guarded by a spectral serpentine head.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Wind Tunnel]&amp;lt;br&amp;gt;&lt;br /&gt;
The wind speaks with a passionate voice, the voice of the damned souls that have been borne here from the swirling storm off-shore.  Throughout the years the unnatural tempest has been known by many names.  Sailors call it the Felstorm, or simply &amp;quot;the Squall&amp;quot;, and you remember a mendicant preacher once mumbling something about &amp;quot;...the breath!  The foul breath of Luukos...&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: east, west&lt;br /&gt;
&lt;br /&gt;
[Dark Palisade, Fissure]&amp;lt;br&amp;gt;&lt;br /&gt;
Black volcanic rocks rise abruptly from the sea forming a wall against the furious tide.  To the east, malignant clouds blot the horizon in a roiling storm front.  Several fissures split the dark rock nearby, one looks as if it is dormant.  The largest spits an almost constant geyser of boiling steam and black ash.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melgorehn&#039;s Reach===&lt;br /&gt;
The extreme power nexus that resulted from the artifice of Melgorehn&#039;s Reach has caused planar vulnerabilities in a number of storylines. In the [[Cross Into Shadows]] story arc, blood was being collected by evil trees toward the end of allowing access from the [[Shadow Realm]], which was setting the stage for [[Althedeus]] to travel into this world. In the final struggle with Althedeus there were effects that could arguably be called a mana storm, beyond the blood rain that had been happening for months prior to his defeat. The disturbances in this case were temporal, with visions of the past and [[player character|adventurers]] chasing [[Althedeus]] through time. The following may be significantly incomplete, and took place late into 10 Lormesta of 5115 Modern Era.&lt;br /&gt;
&lt;br /&gt;
;Instabilities Around Town&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Dark, chilling laughter echoes across the sky like a powerful thunderclap.&lt;br /&gt;
&lt;br /&gt;
Stars begin to blink out of existance, overtaken by large forms approaching in the distance.&lt;br /&gt;
&lt;br /&gt;
Streams of crimson bleed across the sky like jagged, dripping wounds&lt;br /&gt;
&lt;br /&gt;
A flash of crimson light flares in the distance. &#039;&#039;&#039;&#039;&#039;(these effects were probably [[Walkar]]&#039;s armor)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Airships soar into view over Wehnimer&#039;s Landing, crimson lightning crackling around them as golems fall from the sky along South Ring Road!&lt;br /&gt;
&lt;br /&gt;
Shadows writhe and flicker along the ground. The shrieks and moans of those long dead resound around the exterior of Wehnimer&#039;s Landing!&lt;br /&gt;
&lt;br /&gt;
The air bends and shimmers, odd sounds popping and humming in the distance. Colors bleed away all around you and you feel a brief, but powerful sense of vertigo as your surroundings shift. &#039;&#039;&#039;&#039;&#039;(random teleportation effect)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A low rumble echoes through the room making your hair stand on end. A single point of light flickers to life in the center of the room moments before erupting into a massive swirling vortex! &#039;&#039;&#039;&#039;&#039;(random temporal rift effect)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Slowly, Lake Eonak shifts to black like living, writhing shadows. The stars reflected in its once smooth surface bleed away.&lt;br /&gt;
&lt;br /&gt;
A shadowy, bone-chilling haze settles over Wehnimer&#039;s Landing, flashes of crimson lightning arc within it as the moan of the undead echo around you!&lt;br /&gt;
&lt;br /&gt;
Shadows bleed through the night sky, suffocating the stars. Around Melgorehn&#039;s Reach, a crown of shadows slowly forms.&lt;br /&gt;
&lt;br /&gt;
The stars begin to fade in the sky as it darkens, blood dripping from the air. The stars soon return, glowing fiery red like a black banner filled with a thousand glowing crimson eyes.&lt;br /&gt;
&lt;br /&gt;
The shadows spread across Lake Eonak begin to bubble and twist.&lt;br /&gt;
&lt;br /&gt;
The shadows of Lake Eonak begin to slowly dry up, visibly shrinking..&lt;br /&gt;
&lt;br /&gt;
The shadows of Lake Eonak shrink further and further.......&lt;br /&gt;
&lt;br /&gt;
The last of the shadows of Lake Eonak close up, returning the waters to normal, cutting off those who had traveled beyond.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Under Melgorehn&#039;s Reach&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
;Temporal Instability&lt;br /&gt;
&lt;br /&gt;
Colors bleed away all around you and you feel a brief, but powerful sense of vertigo as your surroundings shift.&amp;lt;br&amp;gt;&lt;br /&gt;
[The Reach, Ravine&#039;s Edge]&amp;lt;br&amp;gt;&lt;br /&gt;
Far above, the stone bridge is almost entirely concealed by a thick cloud of ethereal smoke that swirls along the jagged outcropping inside the ravine. Likewise, far below, tendrils of ethereal smoke coil about like ghostly ribbons, accompanied by the faint cacophony of a thousand voices. Further into the depth of the gully is almost complete and utter darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
The air bends and shimmers, odd sounds popping and humming in the distance. Colors bleed away all around you and you feel a brief, but powerful sense of vertigo as your surroundings shift.&amp;lt;br&amp;gt;&lt;br /&gt;
[Beneath the Reach]&amp;lt;br&amp;gt;&lt;br /&gt;
Far beneath Melgorehn&#039;s Reach, a huge earthen cavern expands out, its jagged walls hugged by shadows and shaped like a giant bowl emptying out into a wide tunnel that declines sharply. The air is [[Flows of essence#Nodes|chilled and hums]] with a powerful, ever-constant energy. Throughout the darkness, lengths of ghostly white smoke twist and coil, like the moving bodies of ethereal eels. Along the ceiling of the cavern, a network of glistening black roots spreads out like webbing, steady droplets of blood falling from them.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious paths: down&lt;br /&gt;
&lt;br /&gt;
A [[Flows of essence#Nodes|ripple of heated air]] begins to waver in midair, emitting waves of heat throughout the area. Soon, a jagged crimson line begins to form in the center of the disturbance, extending both vertically and horizontally, the line begins to rip a tear in reality. Within moments, a blood-covered large silver eyeball emerges from the newly formed opening and when it is clear, the tear shuts rapidly behind it.&lt;br /&gt;
&lt;br /&gt;
The air grows warm and ethereal lights drift through the area like ghostly white smoke. Among the pale mist, images form and shift, first depicting a vast stretch of dunes swirling with sand, a small band of black-veiled tehir moving across them, and then next to a swath of a night sky as a [[The Star of Khar&#039;ta|bright green star]] falls.&lt;br /&gt;
&lt;br /&gt;
The air grows warm and ethereal lights drift through the area like ghostly white smoke. Among the pale mist, images form and shift, first depicting a sky filled with ancient [[Drakes]], their fiery breaths pouring out to burn a gnarled black [[Ur-Daemon|Ur&#039;Daemon]] that floats through the air like a giant squid, and then next [[Ruin Creek|an Ashrim ship]] gently floating on the waves as fires rage on the distant land.&lt;br /&gt;
&lt;br /&gt;
The air grows warm and ethereal lights drift through the area like ghostly white smoke. Among the pale mist, images form and shift, first depicting a fleet of krolvin warships maneuvering through a network of jagged icy islands, and then next a cloud of ash erupting from a [[Teras Isle|huge volcano]] as the sky above it goes dark.&lt;br /&gt;
&lt;br /&gt;
The air grows warm as a myriad of voices echo through the area. Faces and images flash across the walls in flittering moments, some full of war and ruin, others filled with places of beauty and peace.&lt;br /&gt;
&lt;br /&gt;
[Beneath the Reach, Tunnel]&amp;lt;br&amp;gt;&lt;br /&gt;
The tunnel declines more sharply now, curving at a dangerous angle, and the walls continually shift. Ethereal white energy coils through the air, curling up like the pale smoke of a candle. At the end of the tunnel, a nest of glistening black roots spread out like a bed of shadows, each one twisting off into the distance and disappearing into the darkness. You also see a shifting portal of silvery light.&lt;br /&gt;
Obvious paths: up&lt;br /&gt;
&lt;br /&gt;
The air grows warm and ethereal lights drift through the area like ghostly white smoke. Among the pale mist, images form and shift, first depicting a port town being lost beneath a huge watery tide, and then next a mountain filled with the [[The Official History of Elanthia#IV. B. Dwarven-Giantman War (2,000 years ago)|clans of dwarves and giants]], both races locked in a ferocious battle.&lt;br /&gt;
&lt;br /&gt;
The air grows warm and ethereal lights drift through the area like ghostly white smoke. Among the pale mist, images form and shift, first depicting an ancient battle of elven armies clashing with [[Undead War|hordes of undead]], and then next a sky filled with airships and stained the color of blood.&lt;br /&gt;
&lt;br /&gt;
The air grows warm and ethereal lights drift through the area like ghostly white smoke. Among the pale mist, images form and shift, first depicting a trio of [[Second Elven War|Nalfein elves]] wading into a swarm of imperial soldiers, their swords dancing as they move about, and then next to a [[Griffin Sword War|glowing white sword]] shattering into four pieces.&lt;br /&gt;
&lt;br /&gt;
A whirling snowstorm approaches you from a distance. As it gets closer it becomes evident that the snowstorm is really a spirit. Tiny hailstones drop from the core of the spirit and fall to the ground in a pattern that spells out the name &amp;quot;Jodeco.&amp;quot;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Jodeco just bit the dust! &#039;&#039;&#039;&#039;&#039;(note: he was somewhere else, not in the room)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The air shimmers, and for a brief moment you see: Flashing against the battered sky, crimson streaks of lightning illuminate the area briefly with a ruddy haze. The barren countenance of the landscape becomes even more so here, stretching out flat and unblemished by anything larger than the small stones found here and there. An [[Flows of essence#Nodes|ever-constant tremble]] runs through the ground underfoot, subtle but unrelenting.&lt;br /&gt;
&lt;br /&gt;
The air shimmers, and for a brief moment you see....Lord Nottinghamm, Xanith, Anru, Roblar, Morgahan, Puptilian, Shimmerain, Czeska, Durakar, Hadya, Jeg, Grand Lord Raincail, Vault Guardian Fyrentennimar, Yinh, Lady Aeavenne, Cruxophim, Vohndolarr, Anyauma, Sarvia, Grand Lord Masrath, High Lady Evia, Bellaja, Rtune, Qistra, Lord Balantine, Kembal, Ta&#039;la&#039;hai Azimar, Eshielle, Sepher, Jaqen, Archales, Lady Lylia, Alasatia, Laelithonel. &#039;&#039;&#039;&#039;&#039;(note: glimpse of shadow plane)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The air shimmers and for a brief moment you see....In the distance sky, dark clouds form, pooling together, beads of crimson light forming with them like a host of glowing eyes. The shadows descend slowly....&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;s Landing a burst of fiery-orange light erupts in the sky, radiating outward and shining with intensity. The searing glow lingers in the air for a few moments before fading away. Suddenly militiamen take to the streets, rushing off in different directions as orders are shouted out amongst them.&lt;br /&gt;
&lt;br /&gt;
You step into the shifting portal of silvery light and all colors fade around you, blending and blurring as you feel yourself being torn in multiple directions. Suddenly, your surroundings change.&lt;br /&gt;
&lt;br /&gt;
[Shifting Cavern]&amp;lt;br&amp;gt;&lt;br /&gt;
The walls of the cavern are more crystal than rock, their glass-like surfaces in a constant state of shifting, each one reflecting a myriad of images and hues. Hushed voices echo through the chamber like a dissonance of sounds, and wisps of ethereal light curl and bend in the chilled air.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
The air bends and shimmers, odd sounds popping and humming in the distance. Colors bleed away all around you and you feel a brief, but powerful sense of vertigo as your surroundings shift.&lt;br /&gt;
&lt;br /&gt;
[Beneath the Reach, Nexus]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Flows of essence#Nodes|The air bends and shimmers, odd sounds popping and humming in the distance.]] The cavern is huge, surrounded by smooth polished rock walls that constantly shift between shades of light and dark. Descending from the tunnel above, blood drips like a steady rain, covering the entire earthen floor in a pool of crimson. &amp;lt;br&amp;gt;&lt;br /&gt;
Also here: Madelyne, Elithain&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Shadows and Elithain Cross&lt;br /&gt;
&lt;br /&gt;
Shadows begin to slowly seep in through shimmering pockets in the air, twisting and coiling like black ribbons.&lt;br /&gt;
&lt;br /&gt;
Ribbons of shadows infuse into the air, swirling about like ink in water.&lt;br /&gt;
&lt;br /&gt;
A thousand voices echo across the chamber and some of the walls go black, completely engulfed by shadows.&lt;br /&gt;
&lt;br /&gt;
The ground beneath you violently shakes and rumbles causing you to fall down!&lt;br /&gt;
&lt;br /&gt;
Madelyne goes to move forward, trying to lower herself to your mercy, when tendrils of shadows bleed through the air, snaking around her head, throat, torso, arms and legs. With a ear-piercing cry, Madelyne&#039;s voice echoes on the air and a pale ethereal specter, her blurry form appearing like Madelyne, rises from the urnon golem and is pulled into a shimmering pocket of air.&lt;br /&gt;
&lt;br /&gt;
Madelyne grins coldly, her eyes reflecting no emotion. &#039;&#039;&#039;&#039;&#039;(golem possessed now by Elithain)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Narrow bands of shadowy energy bleed in through the walls, twisting and bending to attach to the back of Madelyne, (what was once her) back.&lt;br /&gt;
&lt;br /&gt;
The urnon golem, still somewhat resembling Madelyne, stands near motionless, as shadows continue to fill the chamber around you.&lt;br /&gt;
&lt;br /&gt;
A voice can be heard faintly in the distance, resembling Aralyte&#039;s at first. Her voice, alien and beautiful pierces your mind, &amp;quot;Ledo patan rena tilnak tenek klaloc de lenath!&amp;quot; &#039;&#039;&#039;&#039;&#039;([[Ithzir]] language)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The room begins to pool with shadows, Madelyne&#039;s form begin to slowly shift. Silence suffocates the air for a moment.&lt;br /&gt;
&lt;br /&gt;
The silence of the shadows is pierced by a melodic voice resonating all around you, &amp;quot;Leneth da roh klaneo cra heef, leneth da roh klaneo cra heef, leneth da roh klaneo cra heef.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, a tendril of shadows snaps off of the golem&#039;s back, recoiling into oblivion.&lt;br /&gt;
&lt;br /&gt;
A gnarled, demonic growl echoes through the chamber. More shadowy tendrils leap forward, grasping onto the golem.&lt;br /&gt;
&lt;br /&gt;
Another tendril shatters, breaking apart.&lt;br /&gt;
&lt;br /&gt;
Like a tapestry of shadows being slowly unraveled, the threads of darkness go taut, fighting, resisting, trying to pull back. A dark, cold voice rumbles across the broken and bleak realm, &amp;quot;You are weak... you are powerless... you are...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A soft voice echoes, &amp;quot;Undone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The shadows swirl about the chamber, some desperately grasping at the urnon golem.&lt;br /&gt;
&lt;br /&gt;
Voices, many familiar to you, echo throughout the chamber of time, &amp;quot;Undone....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Through the shimmering air you see....Aralyte&#039;s eyes shatter like glass, tiny shards of feystones scattering and dissolving away. The four shadowy tendrils pull tight one last time and a loud, painful, and harsh growl resounds all around you. The threads of darkness split, each one torn from the others, and each one dissolving into the distance as the demonic growl fades to silence.&lt;br /&gt;
&lt;br /&gt;
Suddenly, the air grows warmer, the chill fleeting. The walls fade from black, to grey, to white, to nearly like glass. Shadow tendrils thrash around the golem...some limp, some writhing, some reaching....grasping...&lt;br /&gt;
&lt;br /&gt;
The shimmering veil between the nexus and the shadows beyond thins and fades, the tendrils of shadows severed in half.&lt;br /&gt;
&lt;br /&gt;
The coils of shadows try to wrap around the urnon golem, trying to survive...trying to make contact....&lt;br /&gt;
&lt;br /&gt;
As the shadows reach out to the urnon golem, the structure of the golem shifts slightly, turning various shades of black...and the metal stops moving.&lt;br /&gt;
&lt;br /&gt;
Shadows twist, trying to burrow into the urnon golem, and the metal appears vulnerable.&lt;br /&gt;
&lt;br /&gt;
With nothing left to grasp, nothing left to contain it, nothing left to give it life....the last of the shadowy tendrils falls flat, slowly wilting and crumbling away.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Blood Rain &#039;&#039;(generic weather at the time)&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Blood trickles down from the grey skies.&lt;br /&gt;
&lt;br /&gt;
A sudden gust blows the bloodrain at you in a stinging attack.&lt;br /&gt;
&lt;br /&gt;
Sanguine rain soaks the area.&lt;br /&gt;
&lt;br /&gt;
Dark droplets of blood rain from the grey skies.&lt;br /&gt;
&lt;br /&gt;
Puddles of blood form along the ground as the blood rain continues.&lt;br /&gt;
&lt;br /&gt;
The sky is stained crimson as the blood rains down from the heavens.&lt;br /&gt;
&lt;br /&gt;
Blood oozes from the clouds high above, as if the very sky is bleeding.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look up&amp;lt;br&amp;gt;&lt;br /&gt;
Blood rain completely obscures the sky.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Melgorehn&#039;s Reach Summit &#039;&#039;(its usual &amp;quot;unnatural&amp;quot; clouding effect)&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Melgorehn&#039;s Reach, Lift Apex]&amp;lt;br&amp;gt;&lt;br /&gt;
You are on a small shelf on the face of the mountain, very near its summit. The air is terribly misty and above you lurks the bottom of a cloud, looking strangely unnatural this near.  The view of the lands below is spectacular and frightening at the same time.  The side of the mountain from this point up is completely hidden behind an opaque wall of fog descending in plumes from the cloud above.  You also see a wooden cab which is riding the wooden trellis and is presently parked at the level of the ledge allowing easy entry.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(inside)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Suddenly a beam of moon light peeks through several tiny holes in the intricate ceiling and converges in a star pattern upon the altar.  The light carries with it a strange shearing sound.  The onyx of the altar begins to glow faintly blue.&lt;br /&gt;
&lt;br /&gt;
Suddenly the moonbeam ceases and with it the strange shearing noise it made.  The altar&#039;s blue glow fades back to black onyx.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Ithzir Incident - Grishom Stone / Return to Sunder&lt;br /&gt;
In late 1st Olaesta 5116 Modern Era, Melgorehn&#039;s Reach acted up again with more storm effects and temporal rifting, with runes appearing in the sky and a faint voice heard. The altar room at the summit would plunge into pitch darkness and had people becoming invisible, seemed to phase as well as movement appearing along the floor, and faint whispering could be heard in an archaic language. It would turn out this was the Ithzir language, and that they were only interested in conquest. The glasslike floor was their world, and the movement was temporal riftworms.&lt;br /&gt;
&lt;br /&gt;
It would later become clear that [[Grishom Stone]] was making a deal with the Ithzir, taking advantage of a regular mana storming anomaly of the Reach to give himself access to their world. They acquired knowledge of his blood magic ritual for transforming children in floating cocoons to open extra-planar portals, and attempted to anchor themselves in this world with their floating obsidian pyramids acting as beacons. (These children acquired the Ithzir&#039;s mental powers.) This was ultimately unsuccessful and the portal closed when the storm was no longer feeding it. [[Rodnay]] is the lone surviving human-Ithzir hybrid. He would later cocoon himself inside the Reach, engaging in some kind of metamorphosis.&lt;br /&gt;
&lt;br /&gt;
The storm effects reflected the properties of their world Kol Tar&#039;sken bleeding through into our own, and when the planes decoupled it unexpectedly returned the missing Hendoran outpost. The copper smell came from venting of veridian mists on their plane, and their sky was celadon colored. The firefly effect was also an environmental factor of their own world, which was crystalline and made of volcanic rocks. The constellations would randomly change into other patterns of golden stars. There was most likely bleed through from the Elemental Confluence due to the damaged nature of the veil, but no apparent connection to the shadow world. Temporal monsters slipped through the interplanar rifting, with huge breachworms raining from the skies.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A faint shimmer ripples in the air.&lt;br /&gt;
&lt;br /&gt;
A warm, copper smelling breeze stirs through the area.&lt;br /&gt;
&lt;br /&gt;
A light rain continues to fall from the sky.  For a brief moment, the falling drops vanish midair, as the very sky seems to &lt;br /&gt;
splinter for just a second.  A clap of thunder resounds in the distance and the rain falls normal once more.&lt;br /&gt;
&lt;br /&gt;
The air hums with an unseen energy as pulses of dark blue lights flash in the distance. &lt;br /&gt;
 &lt;br /&gt;
Many townspeople begin to hurriedly race back into town from the fields, and citizens scatter in the streets, rushing to their &lt;br /&gt;
homes.  Windows shutter quickly, doors slam shut.  The wild barking of dogs can be heard echoing from a nearby street.&lt;br /&gt;
&lt;br /&gt;
Golden runes glow in the sky, drifting like particles of joined light, shifting and reshaping at the mercy of the warm wind that &lt;br /&gt;
churns through the area.&lt;br /&gt;
&lt;br /&gt;
The sky grows restless, the black heavens suddenly splintered by streakd of yellow lightning.  The sky is pierced by garlands of &lt;br /&gt;
malachite-hued light that coils about like elongated serpents.&lt;br /&gt;
&lt;br /&gt;
A host of birds lift up from the tops of the trees in the Lower Dragonsclaw forest, scattering across the sky as streaks of &lt;br /&gt;
yellow and emerald lightning dance across the heavens.&lt;br /&gt;
&lt;br /&gt;
A forest wolf runs in.&lt;br /&gt;
A panicky rolton ambles in.&lt;br /&gt;
A terrified velnalin trots in, snorting to announce his arrival!&lt;br /&gt;
A frightened striped gak charges in, flaring his nostrils angrily!&lt;br /&gt;
&lt;br /&gt;
Streaks of green light blend across the night sky overhead, whorled about as if by the brush stroke of an artist.&lt;br /&gt;
&lt;br /&gt;
The air hums with a strange energy.&lt;br /&gt;
 &lt;br /&gt;
A low rumble echoes through the room making your hair stand on end.  A single point of light flickers to life in the center of &lt;br /&gt;
the room moments before erupting into a massive swirling vortex!&lt;br /&gt;
XXX is sucked into the vortex!&lt;br /&gt;
XXX is sucked into the vortex!&lt;br /&gt;
XXX is sucked into the vortex!&lt;br /&gt;
The vortex pulls at you intensely as you lose control and are sucked directly into its depths!&lt;br /&gt;
Time and space blur before your eyes, stretching and warping until...&lt;br /&gt;
[Temporal Rift]&lt;br /&gt;
Time and space seem to swirl around you.  You catch brief glimpses of events both past and future.  Beyond these strange and &lt;br /&gt;
confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is &lt;br /&gt;
very cold here.&lt;br /&gt;
Also here: XXX, XXX, XXX&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down&lt;br /&gt;
&lt;br /&gt;
The air is alive with a dull hum and the faint whispers of an archaic tongue.&lt;br /&gt;
&lt;br /&gt;
The air undulates with a dizzying intensity!&lt;br /&gt;
&lt;br /&gt;
The air crackles with potent energy!&lt;br /&gt;
&lt;br /&gt;
Ethereal energies buffet the surrounds shoving a wall of air before it!&lt;br /&gt;
XXX flashes with a bright ethereal light!&lt;br /&gt;
&lt;br /&gt;
The air shakes and twists as waves of irreality wash through the area!&lt;br /&gt;
&lt;br /&gt;
The air hums with an unseen energy.  Flashes of dark blue lights erupt in the sky, broken up by the dark silhouette of the &lt;br /&gt;
Hendoran Outpost in the grasslands.  Yellow lightning streaks across the sky.&lt;br /&gt;
&lt;br /&gt;
A wreath of green and gold energy dance around the highest peaks of Melogrehn&#039;s Reach like an ethereal crown. &lt;br /&gt;
&lt;br /&gt;
The air is filled with a pungent, coppery odor.&lt;br /&gt;
&lt;br /&gt;
Ribbons of ethereal light swirl along the peaks of Melgorehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
Strips of celadon and citrine light streak across the sky, twisting and coiling outward from the peaks of Melgorehn&#039;s Reach.  Their brilliant light is eerily reflected along the glassy surface of Lake Eonak.&lt;br /&gt;
&lt;br /&gt;
Coils of brilliant energy swirl about the peaks of Melgorehn&#039;s Reach as thunder echoes in the distance.&lt;br /&gt;
&lt;br /&gt;
The sky flashes with a citrine light and suddenly the rain stops and the thunder quiets.  The sky returns to normal, speckled with the pale glow of stars.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ithzir opened the portal by using the children cocoon method of Grishom Stone, except with the use of their own blue blood. The first time this was attempted was an experiment on the grocer&#039;s son Jimmy, who died and his body burst with riftworms, which kept showing up along with breachworms and temporal warriors as a side effect of the instability of the Reach. The ancient monolith on the Reach also had a krodera and veil-iron orb appear into existence at some point. The twelve-pointed star is a religious symbol of some kind worn by the Ithzir seers. The red crystal in the clip had been embedded in a woman&#039;s neck.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The ground rumbles again and a large yellow cocoon rises up out of the ground beneath the shadow of Melogrehn&#039;s Reach,&lt;br /&gt;
slowly lifting into the stormy sky where it hovers hundreds of feet in the air.&lt;br /&gt;
&lt;br /&gt;
The ground roars and trees collapse in the Lower Dragonsclaw forest as a second large yellow cocoon rises into the sky,&lt;br /&gt;
hovering in the air a good distance from the first cocoon.&lt;br /&gt;
&lt;br /&gt;
The ground ripples and tremors, and a third large yellow crystal cocoon rises into the night sky, floating up and away,&lt;br /&gt;
hovering directly across from the first cocoon a good two hundred feet.&lt;br /&gt;
&lt;br /&gt;
The ground shakes and a fourth yellow crystal cocoon rises into the sky.&lt;br /&gt;
&lt;br /&gt;
The grounf trembles and two more yellow crystalline cocoons rise into the night sky, each one across from another,&lt;br /&gt;
hundreds of feet apart, bathed in the shadow of Melogrehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
An cacophony of metallic voices carry on the wind, &amp;quot;Koh! Koh! Koh!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, the rain subsides and the storm clouds dissipate.&lt;br /&gt;
&lt;br /&gt;
One by one, the stars in the sky blink, then turn a bright celadon hue. The blanket of night becomes freckled with&lt;br /&gt;
emerald motes.&lt;br /&gt;
&lt;br /&gt;
Slowly, beams of bright moonlight are drawn towards the peak of Melgorehn&#039;s Reach, bathing its summit in a silvery&lt;br /&gt;
glow.&lt;br /&gt;
&lt;br /&gt;
Beams of moonlight blast out from the top of Melogrehn&#039;s Reach, striking each of the six floating cocoons.&lt;br /&gt;
&lt;br /&gt;
One of the yellow crystal cocoons in the sky begins to crack.&lt;br /&gt;
&lt;br /&gt;
A second, and third yellow crystal cocoon begin to crack, small fractures forming along the glistening exterior.&lt;br /&gt;
&lt;br /&gt;
Every star in the sky suddenly flashes with a bright green light and many seem to shift as if forming a new series&lt;br /&gt;
of constellations. After a brief moment the sky returns to normal.&lt;br /&gt;
&lt;br /&gt;
Like shards of yellow glass, fragments of each cocoon fall from the sky as all six of them break apart. What remains&lt;br /&gt;
behind are pale yellowish-white membranous sacks, floating in the sky. Inside each vessel is the body of a child.&lt;br /&gt;
&lt;br /&gt;
The floating, membranous sacks begin to tilt, the bodies of the children pivoting to become horizontal as they hover&lt;br /&gt;
in the sky. Bolts of green and yellow lightning spark across Melogrehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
The yellowish-white membranous sacks float towards each other, slowly connecting in the sky, the heads of each child&lt;br /&gt;
only a few inches apart. Within their mucus-like shells, the childrens legs stretch, the collective of their outstretched&lt;br /&gt;
limbs forming the pattern of a twelve-pointed star near Melogrehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
Drifting barely into view, a small red-veined crystalline shard emerges from the murk of night and comes to rest&lt;br /&gt;
in the center of the membranous shells.&lt;br /&gt;
&lt;br /&gt;
The red-veined crystal shard explodes in a flash of light and blood, bands of sanguine energy connecting each body&lt;br /&gt;
in the air, painting the night sky with a blood red twelve-pointed star.&lt;br /&gt;
&lt;br /&gt;
The blood red pattern in the sky flashes with a bright light and the bodies and their membranous shells disintegrate!&lt;br /&gt;
&lt;br /&gt;
Left in the wake of the ethereal explosion is a churning celadon-hued portal in the sky.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal begins to shimmer and partially fades for a moment, as if unstable.&lt;br /&gt;
&lt;br /&gt;
Bolts of lightning shoot out from the top of Melgorehn&#039;s Reach and the celadon portal seems to shrink.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal continues to churn in the sky, directly above the riverbank in Melogrehn&#039;s Valley.&lt;br /&gt;
&lt;br /&gt;
Through the churning portal, a vast yellowish-green sky can be seen, where huge onyx black pyramids float through&lt;br /&gt;
the sky. The ground is smooth and glass-like, with pockets of crystalline rocks jutting up like bright teeth.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal continues to churn, but reshapes and reshifts unable to keep the same size for very long.&lt;br /&gt;
&lt;br /&gt;
Despite its erratic size, the portal remains, and the air around Melgorehn&#039;s Valley begins to shimmer as blue-skinned&lt;br /&gt;
figures emerge....&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal in Melgorehn&#039;s Valley seems to shrink again, finally stabilizing, but not large enough to&lt;br /&gt;
allow passage for the floating obsidian pyramids on the other side.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ithzir were occupying Melgorehn&#039;s Valley while the portal was still open. Adventurers drained the soulstone of Aralyte to make the portal briefly work in two directions, which turned it brilliant red in color, allowing them to rescue a few dozen Hendoran soldiers from the missing outpost. It was revealed from notes studied by museum curator Vynessa that Grishom Stone believed the Ithzir had somehow fragmented (sundered) their world into many [[Ithzir Genesis|island planes]] to evade or hide themselves Althedeus. He was fascinated by their mental powers, and was using her predecessor [[Glethad]] remotely. He was not found and remained on Kol Tar&#039;sken.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&#039;&#039;(mages stabilizing portal, empaths searching out soldiers location, sorcerers convert and open two-way portal)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Flashes of yellow light appear briefly within the celadon-hued portal.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal suddenly becomes erratic, twisting like an ethereal tempest in the sky and grows larger.&lt;br /&gt;
&lt;br /&gt;
Thin tendrils of amber light seep from Bekke&#039;s hands and swirl into the energy of the celadon portal.&lt;br /&gt;
&lt;br /&gt;
Thin tendrils of white fiery light seep out from *Raelee&#039;s hands and melt into the celadon-hued energy of the portal.&lt;br /&gt;
&lt;br /&gt;
Jagged bands of reddish-orange light angrily leap from Hapenlok&#039;s fingers and bleed into the celadon energy of the portal.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal finally slows, the wild tempest of energies settling down. The portal begins to glow brightly.&lt;br /&gt;
&lt;br /&gt;
Pylasar steps closer to Lylia, mouthing something unheard.&lt;br /&gt;
&lt;br /&gt;
A spark of light flashes within the red talisman in Lylia&#039;s hands.&lt;br /&gt;
&lt;br /&gt;
A flash of brilliant red light ripples outward from Melgorehn&#039;s Valley.&lt;br /&gt;
&lt;br /&gt;
Skin begins to slowly flake off of Lylia&#039;s fingers.&lt;br /&gt;
&lt;br /&gt;
Pylasar says, &amp;quot;DO not let it go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pylasar begins to chant in an archaic tongue, over and over and over as he stares at Lylia.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal looks unstable for a moment and a bolt of energy soars off into the night, arcing up and landing outside of North Gate!&lt;br /&gt;
&lt;br /&gt;
The air shimmers outside of the North Gate.&lt;br /&gt;
&lt;br /&gt;
More skin peels back from Lylia&#039;s fingers, leaving ribbons of incarnadine blood and bone in its wake. The red talisman begins to glow brightly!&lt;br /&gt;
&lt;br /&gt;
The light within Lylia&#039;s talisman begins to churn and slowly dissipate until it grows paler, murky, then dull white.&lt;br /&gt;
&lt;br /&gt;
Pylasar asks, &amp;quot;Did it...not work?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You glance down to see a dull white soulstone suspended by a frayed leather cord in your right hand and nothing in your left hand.&lt;br /&gt;
&lt;br /&gt;
The celadon light of the portal begins to melt away, slowly turning bright red as if blood were seeping out across it.&lt;br /&gt;
&lt;br /&gt;
Motes of yellow light drift down the mountainside of Melgorehn&#039;s Reach like a cascade of sallow tears.&lt;br /&gt;
&lt;br /&gt;
The powerful scent of copper washes through the portal!&lt;br /&gt;
&lt;br /&gt;
You hear the sound of a dozen heartbeats. &#039;&#039;(note: empaths were seeking the soldiers)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Within the red portal, the movement ends. The sky is yellow, riddled with green beams of energy. Beyond clusters of rock, a battered stone outpost can be seen.&lt;br /&gt;
&lt;br /&gt;
Within the portal is revealed walls of stone, layered with fresh and dried blood. Bodies of Hendorans and Ithzir litter the ground. Within a crumbled hall of a tower, a man lies wounded, bloodied and dirty, caked in red and blue blood. He looks up with steel grey eyes, as if hearing something, as if hearing you.&lt;br /&gt;
&lt;br /&gt;
From within the portal a cacophany of metallic voices carry loudly, &amp;quot;Koh! Koh! Koh! Koh!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
XXXX steps into the celadon portal and wisps of sanguine light surround him before he vanishes out of sight!&lt;br /&gt;
&lt;br /&gt;
XXXX steps out of the portal and wisps of red light coil up like incarnadine ribbons from his head.&lt;br /&gt;
&lt;br /&gt;
Pylasar says, &amp;quot;It...must not be done yet...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The red portal seems to stop stretching, and a wave of heat from the other side ripples out into the valley. &lt;br /&gt;
&lt;br /&gt;
The portal is opened.&lt;br /&gt;
&lt;br /&gt;
You step through the celadon portal and the sensation of a thousand tendrils of silk brush across your skin. For a brief moment your mind is flooded with countless memories of your life before you step through to the other side.&lt;br /&gt;
&lt;br /&gt;
[Kol Tar&#039;sken]&lt;br /&gt;
Celadon ribbons of light streak through the citrine-hued skies above, where pale ashen clouds shift about like tattered grey veils. The ground is smooth and crystalline, its depths opaque just enough to capture a smoky reflection from the yellowed sky above. A great formation of basalt peaks rises in the distance and a faint, dull whirring sound can be heard. You also see a churning brilliant red portal.&lt;br /&gt;
Also here: Sir Metadi, Sir Geijon, Sir Bristenn, Sir Aydan&lt;br /&gt;
Obvious paths: south&lt;br /&gt;
&lt;br /&gt;
[Kol Tar&#039;sken]&lt;br /&gt;
The landscape stretches out long and wide, where yellow and green shades from the reflected, smooth horizon bend up to meet the hazy sky above. A warm, copper smelling breeze stirs through the area, carrying whispers of strange, hushed voices. &lt;br /&gt;
Obvious paths: north, southeast, southwest&lt;br /&gt;
&lt;br /&gt;
[Kol Tar&#039;sken]&lt;br /&gt;
Jagged clusters of crystalline shards reach up to the broken yellow sky, each facet capturing bands of light from above, redirecting them along the glass-like earth below. Motes of golden light float endlessly through the area like a sea of glowing fireflies. You also see an Ithzir herald.&lt;br /&gt;
&lt;br /&gt;
[Kol Tar&#039;sken]&lt;br /&gt;
Deep cracks have formed along the glass-like earth. Viridian mists intermittently emit from the jagged fissures, suffocating the air with a pungent, coppery odor. &lt;br /&gt;
Obvious paths: north, southeast&lt;br /&gt;
&lt;br /&gt;
[Kol Tar&#039;sken]&lt;br /&gt;
The ground here is dangerously uneven, with pockets of razor-sharp crystalline shards jutting up like a thousand teeth from a giant maw. Streaks of green light blend into the sallow sky overheard, whorled about as if by the brush strokes of an artist. The air is alive with a dull hum and the faint whispers of an archaic tongue. You also see a shimmering wall of force and a battered stone outpost.&lt;br /&gt;
Also here: Sir Metadi, Sir Geijon, Sir Bristenn, Duskruin Arena Champion Mynon, Lady Shannivar, Sareyna, Taluric, Dirra, Dame Evia, Eshielle, Sir Balantine, Duskruin Arena Champion Cruxophim, Duskruin Arena Hero Zarston, Magister Raelee, Ashnak, Rowmi, Sir Cryheart, Eruheran, Lady Aeavenne, Matriarch Berkana, Duskruin Arena Hero Roblar, Elder Marshal Beldannon, Sir Aydan, Duskruin Arena Combatant Jiarine, Dergoatean, Duskruin Arena Champion Aurach&lt;br /&gt;
Obvious paths: northeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adventurers had acquired high quality plinite and converted the pylon defenses of Wehnimer&#039;s Landing into supercharged weapons to shoot down their pyramids, but at the peak of the storm the instability in elemental magic made the pylons explode. The elemental energy was immediately converted into a horde of plinite elementals. This storm was remarkable for becoming explosively violent if the wrong kind of magic was used in the area. When the pylons were charged in the storm through mages holding shards of plinite, they were notably incapable of casting magic at all for about an hour.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Hazy emerald bands of light drift through the night sky, reminiscent of bright viridian smoke rings.&lt;br /&gt;
&lt;br /&gt;
Tendrils of flaxen light stretch out from the peaks of Melgorehn&#039;s Reach, lazily coiling about in the air before dissolving.&lt;br /&gt;
&lt;br /&gt;
The clouds light up in an array of blue, white, and violet hues.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(XXXX renewing his song, making the air shimmer)&#039;&#039;&lt;br /&gt;
All the mana in the area suddenly bursts into flames!&lt;br /&gt;
Talinvor is caught by the effects!&lt;br /&gt;
Some [armor] partially deflects the onslaught of the fiery attack.&lt;br /&gt;
... 25 points of damage!&lt;br /&gt;
Flames incinerate scalp completely and blacken skullcap. Not very fashionable.&lt;br /&gt;
He is stunned!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(note: he was actually hit twice by it)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXX is caught in the effects!&lt;br /&gt;
... 50 points of damage!&lt;br /&gt;
A large patch of flesh is seared off XXXX&#039;s back.&lt;br /&gt;
He is stunned!&lt;br /&gt;
&lt;br /&gt;
* XXXX drops dead at your feet! &#039;&#039;(some critted, not all)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are caught by the effects!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Extreme heat melts the skin off your right hand. Gross!&lt;br /&gt;
You are stunned for 3 rounds!&lt;br /&gt;
&lt;br /&gt;
A grey-beaked dark hooded figure is caught by the effects!&lt;br /&gt;
... 30 points of damage!&lt;br /&gt;
Left eye propelled out of socket by fiery explosion!&lt;br /&gt;
&lt;br /&gt;
Pockets of air shimmer within the walls of Wehnimer&#039;s Landing!&lt;br /&gt;
&lt;br /&gt;
Waves of energy ripple through the area causing dust particles to dance in the air!&lt;br /&gt;
Black tendrils of anti-mana climb over you as you sense your mana being drained away!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
You feel the magic alien to you slipping away...&lt;br /&gt;
&lt;br /&gt;
The air crackles with potent energy!&lt;br /&gt;
You feel the magic alien to you slipping away...&lt;br /&gt;
&lt;br /&gt;
The air shakes and twists as waves of irreality wash through the area!&lt;br /&gt;
You feel the magic alien to you slipping away...&lt;br /&gt;
&lt;br /&gt;
An eerie calm falls over the area like a suffocating blanket of heat. (Ithzir sanctuary?)&lt;br /&gt;
&lt;br /&gt;
XXXX flashes with a bright ethereal light!&lt;br /&gt;
An ethereal light washes over you as you sense mana collecting around and in you!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
You feel the magic alien to you slipping away... &lt;br /&gt;
&#039;&#039;(random big increase of mana)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The air ripples in sickening waves, distorting the surroundings!&lt;br /&gt;
Black tendrils of anti-mana climb over XXXX draining his power!&lt;br /&gt;
XXXX seems a bit less imposing.&lt;br /&gt;
Black tendrils of anti-mana climb over you as you sense your mana being drained away!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
You feel the magic alien to you slipping away...&lt;br /&gt;
&lt;br /&gt;
Spectral bursts of energy erupt in the air!&lt;br /&gt;
You feel the magic alien to you slipping away...&lt;br /&gt;
&lt;br /&gt;
The atmosphere crackles and sparks of energy snap across the area!&lt;br /&gt;
&lt;br /&gt;
Black tendrils of anti-mana climb over XXXX draining his power!&lt;br /&gt;
Black tendrils of anti-mana climb over you as you sense your mana being drained away!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&#039;&#039;(sudden random drain)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The air shimmers and a coppery odor drifts through the area.&lt;br /&gt;
&lt;br /&gt;
A medium lightning elemental bursts forth into existence!&lt;br /&gt;
A medium lightning elemental bursts forth into existence!&lt;br /&gt;
&lt;br /&gt;
A huge lightning elemental bursts forth into existence!&lt;br /&gt;
&lt;br /&gt;
A huge floating obsidian pyramid breaches the celadon-hued portal in the sky and blots out the stars as it drifts overhead.&lt;br /&gt;
&lt;br /&gt;
A huge floating obsidian pyramid breaches the celadon-hued portal in the sky and blots out the stars as it drifts overhead.&lt;br /&gt;
&lt;br /&gt;
BOOM! Another clap of thunder is left in the wake of a huge obsidian pyramid exploding in the sky.&lt;br /&gt;
&lt;br /&gt;
Rings of emerald light ripple out from the peak of Melgorehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal in the sky seems to flicker for a brief moment.&lt;br /&gt;
&lt;br /&gt;
BOOM! BOOM! Two more black pyramids explode into a display of colored lights and debris.&lt;br /&gt;
&lt;br /&gt;
A metallic voice echoes in your mind, &amp;quot;Maktali geabu jeseth mor tran!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sky around Melgorehn&#039;s Reach turns yellow and green, seeping out like citrine and celadon blood, slowly threatening to swallow the night.&lt;br /&gt;
&lt;br /&gt;
A boom of thunder blasts through the grey skies.&lt;br /&gt;
&lt;br /&gt;
Within your mind, your own voice echoes, &amp;quot;One world...one end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The air is infused with a potent, coppery odor.&lt;br /&gt;
&lt;br /&gt;
A raging tempest of fiery light sparks to life above Melgorehn&#039;s Reach and with a whoosh of air the scarlet energy cascades down the mountainside and ripples across the environs!&lt;br /&gt;
&lt;br /&gt;
Spark by spark, light by light, fires erupt across the landscape!&lt;br /&gt;
&amp;gt;(fires all over the place)&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal flares open wide, growing tremendously as the air around it shimmers!&lt;br /&gt;
&lt;br /&gt;
A thousand beams of deep blue light spill out from the peak of Melgorehn&#039;s Reach, leaving dark cerulean streaks across the night sky. The celadon-hued portal shrinks slightly.&lt;br /&gt;
&lt;br /&gt;
Flashes of emerald green light dance across the sky around Melgorehn&#039;s Reach and the celadon-hued portal shrinks further.&lt;br /&gt;
&lt;br /&gt;
You feel pressure building near the bridge of your nose. Old memories from your youth flash before your eyes. Some peaceful, some sad, others you barely remembered until now, while others were so tragic you&#039;d never forget. You get a powerful sense of vertigo.&lt;br /&gt;
&amp;gt;(everyone got mind searched at once)&lt;br /&gt;
&lt;br /&gt;
BOOM! Another black pyramid explodes into a shower of fiery light in the sky&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal begins to shrink further, yet still black pyramids try to breach through.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal shrinks even further, yet one pyramid still drifts out from the other side.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal shrinks further in the sky as rings of emerald light ripple out from Melgorehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
There is a huge explosion near Lake Eonake and a blast of reddish-orange light erupts into the sky!&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal begins to flicker in and out of existance as it shrinks further in the sky.&lt;br /&gt;
&lt;br /&gt;
A huge explosion erupts near the dinghy and a burst of bluish-green light soars into the sky!&lt;br /&gt;
&lt;br /&gt;
Bluish-green and reddish-orange elementals and fire rage outward from the two locations where the pylons exploded.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal continues to ebb.&lt;br /&gt;
&lt;br /&gt;
The celadon-hued portal in the sky continues to draw inward, the yellow sky shrinking on the other side as the vortex begins to shape into what appears to be a tunnel of energy.&lt;br /&gt;
&lt;br /&gt;
For a brief moment, a scattering of stars in the sky glow with a [[Grishom Stone|deep sea blue]] light, their bright pattern resembling the constellation of an eye.&lt;br /&gt;
&lt;br /&gt;
As the celadon-hued portal above Melgorehn&#039;s Valley finally shrinks to nothing and blinks out of existance, the storms and lights surrounding the mountain peaks come to an eerie calm. As the last yellow and emerald light beams across the heavens with the collapse of the portal, there is a shimmer in the air along the grasslands, and a battered stone outpost materializes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bleak Sickness and the Others (5123)&lt;br /&gt;
&lt;br /&gt;
In the [[North by Northwest]] storyline around 5123, [[Rodnay]] was sickened by something, which was apparently related to the Bleak and the mana fires suppressing it from the Witchful Thinking story. Mana storm disturbances and other anomalous behavior has occurred at Melgorehn&#039;s Reach. This has included materials, especially anti-magical metals such as krodera, being pulled out over Lake Eonak and then shooting straight up into the air. Eventually this conglomeration of metal formed into some kind of golem. There have also been doppelgangers of people attempting to breach through the veil at the Reach.&lt;br /&gt;
&lt;br /&gt;
Near the summit a portal also opened to the Bleaklands, around the ruins of Doggoroth Keep. This was especially strange in that Doggoroth Keep was missing when adventurers went to that place in the Bleaklands to end [[Brumas]] during the climax of [[Witchful Thinking]]. Melgorehn&#039;s Reach has exhibited numerous effects in the sky, some as repeating ambient messages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambients and Special Messages:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Luminous wisps of energy float along Melgorehn&#039;s Reach, pulsating with a gentle glow that illuminates the mountain&#039;s surroundings with an otherworldly radiance.&lt;br /&gt;
&lt;br /&gt;
Wispy, ghostly tendrils of mist curl and twist in the sky above Melgorehn&#039;s reach, giving the impression of wandering spirits lost in the heavens.&lt;br /&gt;
&lt;br /&gt;
A glowing sphere of burning energy streaks away from Melgorehn&#039;s Reach, leaving a trail of shimmering dust in its wake as it disappears into the distance.&lt;br /&gt;
&lt;br /&gt;
The night sky above Melgorehn&#039;s Reach pulsates with an ethereal glow, casting an eerie light upon the mountain&#039;s peaks.&lt;br /&gt;
&lt;br /&gt;
There is a huge clap of thunder that echoes from the depths of Melgorehn&#039;s Reach.&lt;br /&gt;
&lt;br /&gt;
Thousands of silver motes of energy drift from the peaks of Melgorehn&#039;s Reach, lazily drifting on the wind as they float through the sky.&lt;br /&gt;
&lt;br /&gt;
Brilliant bolts of cerulean and silver lightning crackle across the skies above Melgorehn&#039;s Reach.  The glowing tendrils illuminate the valley below, washing the area in an eerie glow of vivid, ethereal hues.&lt;br /&gt;
&lt;br /&gt;
The air around Melgorehn&#039;s Reach crackles with electric energy, and bolts of lightning dance across the sky, illuminating the mountain in brief, dramatic flashes.&lt;br /&gt;
&lt;br /&gt;
The stars above Melgorehn&#039;s Reach seem to rearrange themselves, forming archaic symbols that glow and fade before returning to their normal pattern.&lt;br /&gt;
&lt;br /&gt;
The stars above Melgorehn&#039;s Reach seem to multiply, as if reflecting a mirror image of the mountain before they return to normal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Elemental Confluence===&lt;br /&gt;
The [[Elemental Confluence]] is an enormous nexus of the prime elemental planes that traveled through space, devastating [[Bre&#039;Naere]] by grazing it and almost colliding with [[Elanthia]] in 5115 Modern Era. As the Confluence approached there were &amp;quot;elemental disturbances&amp;quot;, that were characteristic effects of flow storms, except that they were slowly developing over weeks given the magnitude but distance of the source. There were early reports of mana fluctuations and random rifting, and a stated risk of elemental magic becoming unstable. Mostly, there were elemental invasions, breaches into our plane of existence. When Alusius betrayed us by anchoring the Confluence to Elanthia, the planar intersection ripped open unhealing tears in the fabric of reality across the world. These points of elemental instability were quasi-permanent portals to the nexus. &lt;br /&gt;
&lt;br /&gt;
Flow storms from space were prevented by the [[Kadaena|Eyes of Utha]] in the [[Shadow World]] setting. While the [[Eye of the Drake]] was its obvious analog in the Elanthia setting, it is not clear it also had this function with extraterrestrial mana storms. The Eye of the Drake, in its meaning as the gemstone sealing the Rift, was destroyed in the [[Vvrael]] incident. It is consequently undefined if the Confluence had been previously kept deflected from Elanthia by this artifact.&lt;br /&gt;
&lt;br /&gt;
There was severely atypical weather for given regions, other than the more obviously magical effects. Raining in [[Icemule Trace]] in the winter, for example, but snowing on [[Teras Isle]]. There were invasions of what turned out to be native elementals of the Confluence, but also other elementally attuned monsters such as ice spiders. Companion creatures were observed anticipating weather effects shortly before they happened.&lt;br /&gt;
&lt;br /&gt;
;Common Weather Effects &#039;&#039;(1x/hour)&#039;&#039;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Beads of water form along the ground and slowly spread out like a blanket of tiny bubbles. One by one, the watery globules dissolve without a trace.&lt;br /&gt;
&lt;br /&gt;
Puddles of water form briefly along the ground, but are quickly sucked back into the earth.&lt;br /&gt;
&lt;br /&gt;
A rapid and drastic change in air pressure forces your ears to pop.&lt;br /&gt;
&lt;br /&gt;
Sliver-sized cavities open like mouths in the ground beneath you, the rigid earth undulating with a slow, reverberating hum. Thread-like wisps of steam escape each breach and curl upward. The tiny openings quickly fold over and vanish.&lt;br /&gt;
&lt;br /&gt;
A wave of shimmering heat ripples through the area, temporarily causing the air to grow hot and stagnant, to the point of near suffocation.  A moment later the environment returns to normal.&lt;br /&gt;
&lt;br /&gt;
A small funnel appears in midair, churning and twisting as it briefly expands before blinking out of existence.&lt;br /&gt;
&lt;br /&gt;
The faintest of tremors resonates through the ground.&lt;br /&gt;
&lt;br /&gt;
Low rumbles echo in the distance as green-yellow arcs converge overhead, crashing together in an electrifying display. Luminous sparks plunge to the ground and crackle just before sizzling out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*CRACK*&amp;lt;/nowiki&amp;gt;! A bolt of incandescent blue lightning abruptly leaps down from the sky, slamming into the ground nearby.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Uncommon Effects &#039;&#039;(concurrent with less unusual weather effects)&#039;&#039;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
From the west, a high-pitched whistle rings out, echoing in intensity as the sky lights up with a bright crimson hue, indicative of burning embers in a raging inferno. A large meteor shoots across the sky and explodes with a clamorous clash!&lt;br /&gt;
&lt;br /&gt;
The sky is filled with a blanket of low clouds, pale and unmoving. Sounds seem muffled and the air feels thick and takes on a quiet stillness.&lt;br /&gt;
&lt;br /&gt;
A small thread of silver-white energy crackles into existence, twisting briefly like an angry serpent before fizzling away.&lt;br /&gt;
&lt;br /&gt;
A vibrant red-orange fireball streaks across the heavens, landing somewhere in the distant landscape with a tremendous burst of flying sparks and embers.&lt;br /&gt;
&lt;br /&gt;
A blast of frigid air surges past, chilling you to the bone.&lt;br /&gt;
&lt;br /&gt;
A funnel of wind coils around you, gradually strangling the air from your lungs. You start to gasp for air, but the wind dies down, and you are able to breathe once again.&lt;br /&gt;
&lt;br /&gt;
High above Wehnimer&#039;s Landing a burst of fiery-orange light erupts in the sky, radiating outward and shining with intensity.  The searing glow lingers in the air for a few moments before fading away.&lt;br /&gt;
&lt;br /&gt;
Large dark clouds suddenly swirl together over the Bay, only to be scattered apart by a torrent of strong winds a moment later.&lt;br /&gt;
&lt;br /&gt;
Birds erupt from the trees of the Lower Dragonsclaw, taking flight into the sky. The air around them suddenly bends and the birds blink out of existance.&lt;br /&gt;
&lt;br /&gt;
Streaks of red, yellow and azure lightning streaks throug the sky!&lt;br /&gt;
&lt;br /&gt;
Dark red and orange hues bleed across the sky.&lt;br /&gt;
&lt;br /&gt;
Dark red and azure lights bleed across the sky above the Lower Dragonsclaw.&lt;br /&gt;
&lt;br /&gt;
Snowflakes continue to fall heavily from the sky, a huge pile of snow forming along the southern edge of the Lower Dragonsclaw forest. &#039;&#039;&#039;&#039;&#039;(note: snowing in a lightning storm)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
More piles of snow begin to form along the streets of Wehnimer&#039;s Landing, expanding before collapsing as swarms of ice spiders break free. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Tornado&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A blinding flash of lightning is quickly followed by a low rumble of thunder.&lt;br /&gt;
&lt;br /&gt;
Small funnels begin to coil down from the storm cloud over head, like twisting shadowy columns as powerful winds rush through the area.&lt;br /&gt;
&lt;br /&gt;
A heavy drizzle trickles down from the grey skies.&lt;br /&gt;
&lt;br /&gt;
Roaring wind rushes past you, forcing the pelting rain to sting your skin.&lt;br /&gt;
&lt;br /&gt;
From the storm cloud above, Evialla is tossed out and goes free falling to the ground!&lt;br /&gt;
&lt;br /&gt;
Sheets of heavy rain drown you in an unrelenting curtain of water.&lt;br /&gt;
&lt;br /&gt;
The sky is full of rain-sodden clouds.&lt;br /&gt;
&lt;br /&gt;
Trees are uprooted along Upper Trollfang, some tossed about wildly, while others are torn to shreds before scattering in the wind like a shower of wooden shrapnel. &lt;br /&gt;
&lt;br /&gt;
Quickly the black cloud overhead scatters, spreading out like a tattered shawl as the rain weakens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Before Alusius and Aadyra Firebird Appearance&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
The sky begins to fill with huge clouds, dark and grey on the bottom, pale and white atop, their puffy crowns ascending toward the heavens.&lt;br /&gt;
&lt;br /&gt;
A small vortex appears in the waters of Darkstone Bay, just inside the sea gate of Wehnimer&#039;s Landing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*BOOM*&amp;lt;/nowiki&amp;gt;! Thunder ripples across the heavens like the angry roar of a dragon, as arcs of brilliant green and yellow lightning tear through the sky!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;[people] falls to the ground!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;The ground beneath you violently shakes and rumbles!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;Roundtime: 6 sec.&lt;br /&gt;
&lt;br /&gt;
The small vortex of spinning water dissipates near the North Docks, and moments later another appears in the waters below the Coastal Cliffs.&lt;br /&gt;
&lt;br /&gt;
Thin jagged bolts of yellow, green, and cerulean lightning streak down from the sky along the waters of Darkstone Bay beyond the Cliffs, and small fishing vessels begin to turn, hastily tryng to return to shore.&lt;br /&gt;
&lt;br /&gt;
Far out into the Bay, air and water collide and suddenly huge funnels rise up from the sea, lifting half a dozen fishing vessels with it, and propeling them into the air! The fishermen and crew flail wildly in the air, tossed aside and then engulfed by the spinning vortex within the waters.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Solhaven Incident&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
The sky suddenly comes alive with a brilliant display of silver lightning, each bolt dancing across the sky in all directions.&lt;br /&gt;
&lt;br /&gt;
From the east, a high-pitched whistle rings out, echoing in intensity as the sky lights up with a bright crimson hue, indicative of burning embers in a raging inferno. A large meteor shoots across the sky and explodes over the Bay with a clamorous clash!&lt;br /&gt;
&lt;br /&gt;
Violent winds whip in from the Bay, and a large funnel begins to form out over the waves, churning and twisting as it briefly expands before blinking out of existence. &lt;br /&gt;
&lt;br /&gt;
The ground shudders violently as small jagged cracks spread out like shattered glass, finally closing back up as the tremors subside.&lt;br /&gt;
&lt;br /&gt;
A web of glowing lightning burns in the sky like a dome of white netting.&lt;br /&gt;
&lt;br /&gt;
The earth oddly shifts and fractures from the center outward, quickly filling the gaps just as quickly as they formed. &lt;br /&gt;
&lt;br /&gt;
A flock of small birds fly overhead, soaring through the sky before they suddenly blinks out of existence, swallowed up by a bend of air surrounding them.&lt;br /&gt;
&lt;br /&gt;
Hundreds of small globules of fire falls from the sky, churning with a bright glow, until they just burns up before touching ground.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*CRACK*&amp;lt;/nowiki&amp;gt;! Bolts of incandescent blue lightning abruptly leaps down from the sky, slamming into the ground all around Solhaven.&lt;br /&gt;
&lt;br /&gt;
A point of light forms in the sky, rippling and crackling, bright as the sun but much smaller. As it draws nearer, it resolves into a sweeping current of energy, red and gold in turns, chaotic in its dancing but inexorable in its motion.&lt;br /&gt;
&lt;br /&gt;
The ground underfoot rumbles like a thing alive.&lt;br /&gt;
&lt;br /&gt;
A flare of crackling light leaps off of the nexus of energy in the skies overhead. Thunder without sound ripples through the air, leaving silence in its wake. And then, raindrop-like percussion, as hundreds of birds begin to fall from the sky, stone dead.&lt;br /&gt;
&lt;br /&gt;
The nexus of energy in the skies has grown so great, so bright that it outshines the sun, casting shifting shadows across the ground like those cast by a guttering candle.&lt;br /&gt;
&lt;br /&gt;
Slowly, the ribbon of energy bisecting the sky begins to diminish, as if it is veering away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alusius sharply says, &amp;quot;No. You cannot escape from me so easily, not after I have hunted you for all of these years.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Alusius flings his free hand toward the skies, and a bolt of energy strikes toward the crackling energies above!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The crackling energies above begin drawing nearer once more at an accelerated pace!&lt;br /&gt;
&lt;br /&gt;
Without warning, a solitary jolt of blue-green lightning descends from the parted clouds, making a direct connection with Aadyra. Her instantly limp cadaver is snatched into the air and fiercely thrown far off into the distance.&lt;br /&gt;
&lt;br /&gt;
The very air begins to thin, growing stretched, tattered.&lt;br /&gt;
&lt;br /&gt;
Rapidly developing in the heart of the sky, a whirlpool of dense blue-black clouds blots out any traces of daylight that reigned across the lands moments before.&lt;br /&gt;
&lt;br /&gt;
The darkening mass churns and writhes in the heavens, finally expanding into attenuated fingers of smoke that branch outward from the formation. As the clouds dissipate, the remaining light is distorted into an eerie glow that cloaks everything in a deep violet-blue haze.&lt;br /&gt;
&lt;br /&gt;
Heavy, pulsating convulsions erupt from somewhere beneath the ground, the rippling aftershocks working jagged cracks in the surface of the earth.&lt;br /&gt;
&lt;br /&gt;
The sky appears to split open like the brittle shell of an egg. A breathtaking scene of silver-white lightning bolts through massive torrents of rain, wind, and airborne hailstones.&lt;br /&gt;
&lt;br /&gt;
A bolt of lightning streaks down from the sky and strikes XXXXX!&amp;lt;br&amp;gt;&lt;br /&gt;
... 30 points of damage!&amp;lt;br&amp;gt;&lt;br /&gt;
Arcing bolt of electricity galvanizes left leg to knee joint. Won&#039;t be using it for awhile.&amp;lt;br&amp;gt;&lt;br /&gt;
XXXXX screams and falls to the ground grasping his mangled left leg!&amp;lt;br&amp;gt;&lt;br /&gt;
He is stunned!&amp;lt;br&amp;gt;&lt;br /&gt;
A tremendous crack of thunder follows instantly!&lt;br /&gt;
&lt;br /&gt;
Glowing rents and tears shiver across the sky, spewing forth convulsing ripples of elemental energy!&lt;br /&gt;
&lt;br /&gt;
The elemental calamity settles abruptly, as all of the energy is sucked out of the unfolding scene of chaos. The obtrusive sound of shifting subterranean rock accelerates underfoot, before ceasing completely with a single, final reverberating thud.&lt;br /&gt;
&lt;br /&gt;
A huge XXXXX elemental bursts forth into existence!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Red Forest===&lt;br /&gt;
There is a rare lunar alignment of Liabo and Lornon that causes a [[Quin Telaren|curtain of light]] to form in the sky, which the Elven ancestors of the Elven Village used to banish the [[Ilvari]] and the [[Red Forest]] from this reality. The forest would briefly come back into conjunction with this time and space during the celestial alignment. However, the complications resulting from the Elemental Confluence caused the sky to burst from the flows of essence between worlds, making the Red Forest return to this reality permanently. It was split into coexistent dual forms on both ends of the continent, similar to the [[isles of transfer]] phenomenon and the migration of [[Shadow Valley]]. There are a number of subtle [[Red Forest#Behind the Scenes|commonalities]] between the several areas using this theme including [[Dreamvine|dreams]] and [[Foggy Valley|unnatural fog]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Rising higher into the sky, a shadowy orb floats up over the horizon, the cold, lifeless Lornon eclipsing stars as it passes.&lt;br /&gt;
&lt;br /&gt;
The pale white glow of Lornon shines with an intensity in the sky, bathing the world below in an eerie, ashen light.&lt;br /&gt;
&lt;br /&gt;
You feel a strange hum of energy in the air.&lt;br /&gt;
&lt;br /&gt;
Liabo and Lornon rise higher into the night, orbs of ivory and shadow, climbing as spherical bookends in the sky. &lt;br /&gt;
 &lt;br /&gt;
Coils of ethereal silvery light ripple across the sky like waves of incandescent glass.  The moons Liabo and Lornon settle in the sky, their positions facing off against each other with the backdrop of the heavens behind them.&lt;br /&gt;
&lt;br /&gt;
The sky bleeds with ribbons of silver and shadow, the light and dark of the moons interweaving like passionate lovers, consuming the stars in their ethereal dance.&lt;br /&gt;
&lt;br /&gt;
Motes of sanguine light seep across the sky, twisting among the banners of light swirling across the night.&lt;br /&gt;
&lt;br /&gt;
A curtain of light blankets the sky, a mix of ivory, shadowy and blood, sending glowing wrinkles across the heavens.&lt;br /&gt;
 &lt;br /&gt;
The faint giggle of a small child echoes nearby.&lt;br /&gt;
&lt;br /&gt;
The curtain of light expands across the sky, twisting beams of silvery, white and crimson.  Below the heavens, nestled in the Upper Trollfang, the air shimmers and for a brief moment, beyond a veil of churning fog, a thick forest is seen, with huge oaken sentinels rising up to claw at the sky, their great branches stained the color of blood.&lt;br /&gt;
&lt;br /&gt;
The eerie howl of a wolf carries on the wind.&lt;br /&gt;
&lt;br /&gt;
The lights in the sky flash, almost like constant bolts of lightning.  The Red Forest reappears.  Then vanishes.  Again, it bleeds into view.  Again, it is gone.  The howl of a wolf echoes nearby.&lt;br /&gt;
&lt;br /&gt;
With flashes of sanguine and silver night, the Upper Trollfang is bathed in a bright, eerie glow.  The woods soon come alive, with the wailing of spirits, the howling of wolves, and the laughter of children.  &lt;br /&gt;
&lt;br /&gt;
Three wolves howl in unison at the moons, their voices combined in an eerie sound.&lt;br /&gt;
&lt;br /&gt;
Suddenly, trees along the Upper Trollfang begin to lurch forward...uprooting, rising from the ground and marching forward.&lt;br /&gt;
&lt;br /&gt;
Trees stir to live, rising and marching on the gates of town.&lt;br /&gt;
&lt;br /&gt;
A faint giggling, like the tinkle of bells, rings out in the distance.&lt;br /&gt;
&lt;br /&gt;
Motes of silver and gold light zip through the Upper Trollfang, flashing among the treetops.&lt;br /&gt;
&lt;br /&gt;
Bands of silver and ivory light ripple across the night sky.&lt;br /&gt;
&lt;br /&gt;
Suddenly a great roar of energy wracks the heavens.  Ribbons of sanguine light ripple outward from the surface of Liabo and Lornon, snaking across the sky like bloody tendrils.&lt;br /&gt;
&lt;br /&gt;
The night burns with a wave of fire, as globules of fire ripple across the sky.  Soon, the halos of fire snuff out, crystalizing in the sky as rings of icy blue energy.  The sky roars with a thunderclap of immense energy.&lt;br /&gt;
&lt;br /&gt;
Quickly and suddenly, the silver curtain of light in the sky shatters like glass, thousands and thousands of ashen teardrops falling from the heavens.  The thick trees of a red forest shimmer beyond a cloud of ethereal fog near the Upper Trollfang, near the Winding Trees.&lt;br /&gt;
&lt;br /&gt;
A dense fall of thick fog churns within the Upper Trollfang, along the Winding Trees.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:ICE Age]]&lt;br /&gt;
[[Category:Theory of Magic]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Research:The_Broken_Lands&amp;diff=205860</id>
		<title>Research:The Broken Lands</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Research:The_Broken_Lands&amp;diff=205860"/>
		<updated>2023-08-22T22:30:04Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ICE}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This is a research page for interpreting [[The Broken Lands|the Broken Land]] in its original historical context. It is impossible to understand the Broken Land without the [[Shadow World]] source books, as its basic premise is elaborating relationships from that world setting. However, it was also made with its own specific lore texts which were unique to GemStone III, which would be considered non-canonical in Shadow World. It becomes a matter of interpreting and guessing at the intent. The Broken Land most likely also has more cryptic symbolic meaning relating it to the archaic death theology and mechanics of [[Purgatory]], and should probably be interpreted as a spin-off story of [[The Graveyard]].&lt;br /&gt;
&lt;br /&gt;
The Broken Land was introduced by GM Kygar in the [[ICE age|I.C.E. Age]] in a few phases between 1992 and 1994, with the exception of the Sheruvian monastery, which was instead after the De-ICE by GM Sayzor in late 1997. What is now called the [[Lysierian Hills]] was built to be an idyllic contrast around a hidden portal to an exotic locale, which was then chosen to have an &amp;quot;Unlife invasion&amp;quot; theme, elaborating on the relationship between the servants of the Unlife with the Dark Gods in the [[Wars of Dominion]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archaic GemStone III Documentation:&#039;&#039;&#039;&lt;br /&gt;
* [[A Popular History of the Broken Lands]] (1993)&lt;br /&gt;
* [[The Temple of Darkness Poem]] (1994)&lt;br /&gt;
* [http://web.archive.org/web/20010412164311/http://www.se.mediaone.net/~kulbaen/lang.html Iruaric Language Notes] (1994)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related Projects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following research pages are interrelated with the subject of this one:&lt;br /&gt;
&lt;br /&gt;
* [[Research:The Graveyard]]&lt;br /&gt;
* [[Research:Shadow Valley]]&lt;br /&gt;
* [[ICE gods]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Heretic&#039;s Guide: Historical Exploration Series&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are YouTube videos covering the subject of this research page as documentaries:&lt;br /&gt;
&lt;br /&gt;
* Episode 1: History of the Broken Lands - https://www.youtube.com/watch?v=xzYGXwLucMU&amp;amp;t=0s&lt;br /&gt;
* Episode 2: I.C.E. Age Context - https://www.youtube.com/watch?v=IvzIuvGSFEc&amp;amp;t=0s&lt;br /&gt;
* Episode 3: Allegorical Interpretation (Half is Only Audio) - https://www.youtube.com/watch?v=QeMwlGn_6BA&amp;amp;t=0s&lt;br /&gt;
&lt;br /&gt;
=Shadow World=&lt;br /&gt;
The world setting of GemStone III in the I.C.E. Age (Dec. 1989 - Sept. 1995) was set on [[Kulthea]] rather than [[Elanthia]]. This is the archaic [[Shadow World]] historical timeline, in contrast to the modern [[History of Elanthia]]. The story for the Broken Lands is &amp;quot;The Broken Land&amp;quot;, but on the Wiki is labeled &amp;quot;[[A Popular History of the Broken Lands]]&amp;quot; (1993), and it is set in the context of Shadow World. (The pluralization into &amp;quot;Broken Lands&amp;quot; is a De-I.C.E. distortion.) This means the details and areas associated with the story must be interpreted in terms of the contemporary Shadow World source books. More subtly, it must be interpreted using books of an early enough date, as details first existing in later books would be apocryphal.&lt;br /&gt;
&lt;br /&gt;
==Methodology==&lt;br /&gt;
The Broken Land was developed late enough for Shadow World Master Atlas, 2nd Edition (May 1992) to potentially be relevant. However, the specific [[Iruaric]] glossary that was adapted and Iloura&#039;s shrine must have been from earlier books, coming instead from Shadow World Master Atlas Addendum (1990). The Master Atlas Addendum in particular has some vestigial admixtures of the Unlife on Charôn, the moon of the Dark Gods, before that language was removed from later books. (This page uses the spelling Charôn, but it most commonly appears as Charón in the books.) For explanations of paleo-history, crypto-history, and potential weaknesses of methodology, see [[Research:The Graveyard#Paleo-History|Research:The Graveyard]].&lt;br /&gt;
===I.C.E. Source Books===&lt;br /&gt;
These books are especially likely to have some degree of relevance to the story. The Uthex Kathiasas story is unique to GemStone, it does not exist in the source books.&lt;br /&gt;
&lt;br /&gt;
* Shadow World Master Atlas, 1st Edition (1989)&lt;br /&gt;
* Shadow World Master Atlas Addendum (1990)&lt;br /&gt;
* Demons of the Burning Night (1989)&lt;br /&gt;
* Quellbourne: Land of the Silver Mist (1989)&lt;br /&gt;
* Creatures &amp;amp; Treasures II (1989)&lt;br /&gt;
&lt;br /&gt;
===Authorial Intent===&lt;br /&gt;
Some information is recorded on the authorial intent of the Broken Land, which helps constrain the range of possible interpretations. GM Kygar did an interview in the [[List of newsletters|Kulthea Chronicle]], Volume I Issue V, which was the September/October issue of 1994. In this he describes how the whole concept was formed before any of it was created, and even the history was apparently written before any of it was built. The Seolfar Strake is north of the [[High Plateau]] on the [[Quellbourne]] maps, unlike the post-I.C.E. Age maps which place the Lysierian Hills south of Glatoph. Kygar describes making this region as a contrast for the Monastery, and describes earlier in the interview that the Kral (Modern: [[Krolvin]]) were only added after the fact to the Seolfar Strake in 1994 because of combat mechanics needs, as opposed to the &amp;quot;natural-growth&amp;quot; approach that was used for the original parts.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The second approach is to come up with a concept or a &#039;main thread&#039; and then to allow an area and the creatures to grow up around that concept. I think of this as a &#039;natural-growth&#039; design, rather than addressing some specific need. Most of the Seolfar Strake, Monastery and areas beyond the Monastery are of this design concept. Because they are &#039;natural-growth&#039; design, they do not always address the needs of every character class or type. I don&#039;t see a problem with that, and make no apologies for it. If there are &#039;gaps&#039; in the area or creatures, then those gaps can be filled by other areas and other creatures.&lt;br /&gt;
&lt;br /&gt;
When I started on the Seolfar Strake, I decided to have a natural sylvan setting in the foothills of a mountain, along with some buried ruins that contained a gate to a more remote and exotic locale. After looking at the [[Quellbourne|Quellbourn]] map, I decided on Seolfar Strake as the location, since that was a previously untouched area of the island. Having a general idea of the setting and situation, I then had to search for a theme to justify it all. &#039;&#039;&#039;I read through a lot of background material about Kulthea,&#039;&#039;&#039; looking for a good plot to have it all revolve around. &#039;&#039;&#039;I settled on an Unlife invasion theme,&#039;&#039;&#039; but wanted to &#039;&#039;&#039;add a twist that had not yet been explored.&#039;&#039;&#039; The &#039;&#039;&#039;background material made it clear that the Unlife and the Lords of Charôn had worked together during the Wars of Dominion.&#039;&#039;&#039; I selected that as the theme.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), page 18&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This &amp;quot;background material&amp;quot; has no modern analog in the world setting of Elanthia, so the &amp;quot;theme&amp;quot; of the Broken Land is highly archaic. In the following paragraph he describes the additional background material that is not canon in Shadow World or Rolemaster. These include the [[A Popular History of the Broken Lands|legend]] of [[Uthex Kathiasas]] itself, the modified [[Iruaric]] glossary (1994), and the [[Temple of Darkness Poem]] (1994). The purpose of the Monastery in preventing the servants of the  Unlife from &#039;&#039;exiting&#039;&#039; the Broken Land is particularly interesting, because the story might have been read as the monastery and portal being hidden so that it could not be found.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Anyone who has not read the additional background material about the Monastery and areas beyond that are in the [[Tomes of Kulthea]] should do that. The legends and information that I came up with are &#039;&#039;&#039;not official RM material,&#039;&#039;&#039; so the only place you will find them is in the Tomes. Reading those should explain the exact history and plot of the area, &#039;&#039;&#039;though it does not give you every possible detail.&#039;&#039;&#039; Only &#039;&#039;&#039;after I have written a history and background foundation&#039;&#039;&#039; for an area like this, do I &#039;&#039;&#039;actually start building.&#039;&#039;&#039; I think the effect in the Seolfar Strake works. The approach is quiet and sylvan, with nary a hint of the dark struggle that takes place within the mountain. The Monastery itself fits the historical purpose for which it was designed, and that was &#039;&#039;&#039;to guard against intrusions of the Unlife through the gate that is located there.&#039;&#039;&#039; By reading the history and then really exploring and looking at the Monastery itself you can easily get a feel for the centuries of dedicated labor that the monks served. You can understand how their increased isolation from the rest of the world made them lonely and restless. In the end, they succumbed to the very powers that they were set to guard against and became servants of the very powers that they opposed. It&#039;s a tragic tale I guess.&amp;quot; Kygar smiled a little.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In any event, given that tale it was easy for the creatures to develop themselves. The wild creatures in the outer Strake are natural for that setting. The spectral monks and monastic liches in the Monastery are a very natural result of the history of the place. The general abilities of all these creatures are pretty natural.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), pages 18 &amp;amp; 24&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kygar then went on to explain that the Broken Land itself is designed as an extension of the Monastery story, and that there is unifying theme and purpose behind all of it. He explicitly says that there is more to it than its surface meaning, and that you have to dig into the background to understand what it all means. Though part of what he is talking about is the dome puzzle, which most likely had some functionality that has since been removed. There is notably a weird cryptic tower that is somehow connected to the Monastery sewer, which may have once been connected in some puzzle way to the crystal dome. It may have once been possible to transport to this tower through the dome, and then physically access the sewer through some kind of portal in the tower.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;The area beyond the Monastery is an extension of the story.&#039;&#039;&#039; It was all developed in the same way. There is &#039;&#039;&#039;a theme and tale behind all of it&#039;&#039;&#039;, and &#039;&#039;&#039;in light of that theme it all makes sense.&#039;&#039;&#039; I don&#039;t want to go into Man&#039;Ta Pn&#039;Tairken in too much detail because there are some (hopefully) neat things there for people to discover on their own. I can only encourage people to &#039;&#039;&#039;look beyond the surface.&#039;&#039;&#039; Dig into the Tomes and &#039;&#039;&#039;find the stories that give it all meaning.&#039;&#039;&#039; My areas and creatures are more than simple conglomerates of game mechanics. &#039;&#039;&#039;They have purpose and reason behind them,&#039;&#039;&#039; well most of them anyway, and by understanding that reason you should be better able to discover how to deal with them.&amp;quot; He chuckled to himself. &amp;quot;Hmm, that was a pretty long answer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), page 24&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The most parsimonious approach is to take Kygar on face value that &amp;quot;the Unlife and the Lords of Charôn had worked together during the Wars of Dominion.&amp;quot; In this way the relatively modern alphabetic writing of Iruaric in the Broken Land would have been written in the Second Era, and the Loremasters were at least somewhat knowledgeable of Iruaric. The creatures would have been named in Iruaric in the Second Era. The simplest explanation for the time paradoxes mentioned on this page would be for the statue of Morgu to not actually be a statue, but instead Morgu himself hibernating much as the gogor (vruul) do in their tall stone jars. In this way there would be Unlife cultists working with Morgu in the Second Era and seducing Uthex while Morgu was asleep. Morgu would then be taken to have been made as a servant of Empress Kadaena in the First Era, and so himself a native First Era speaker of Iruaric.&lt;br /&gt;
&lt;br /&gt;
==Empress Kadaena==&lt;br /&gt;
[[Empress Kadaena]] is at the heart of the hidden meaning of the Broken Land. In the [[First Era]] of the Shadow World history, the Lords of Essaence weakened the barriers between worlds with their portals, including Portals on the moon Charôn. Many thousands of years later these dormant portals on the moon interacted with the comet [[Sa&#039;kain]]. This was what allowed the Dark Gods to first enter, or perhaps return, to this plane of existence in the [[Second Era]]. It was also what allowed the servants of the Unlife to begin appearing on Charôn. These dark forces eventually unleash the Wars of Dominion.&lt;br /&gt;
&lt;br /&gt;
The actual &amp;quot;name&amp;quot; of the Broken Land is the Man&#039;Ta Pn&#039;Tairken, which is Iruaric for the &amp;quot;Home of Broken Lore&amp;quot;. This would be the name given to it by the Loremasters in the Second Era. Iruaric was the language of Kadaena&#039;s servants, an extended family known as the K&#039;ta&#039;viiri or &amp;quot;Lords of Essaence&amp;quot;. The monsters in the Broken Land were originally named in Iruaric, and it is the language used in the Dark Shrine. It was also used originally in the crypt in The Graveyard.&lt;br /&gt;
&lt;br /&gt;
===Charôn===&lt;br /&gt;
The Wars of the Dominion and the Unlife are mentioned all the way back in The Iron Wind source book of 1980. &amp;quot;Empress Kadena&amp;quot; and the &amp;quot;Lords of Essence&amp;quot; exist in the 1984 books, but they were not wedded yet to the &amp;quot;K&#039;ta&#039;viir&amp;quot; of Spacemaster or a language called Iruaric. In the Shadow World Master Atlas, 1st Edition (1989) the Dark Lords of Charôn are not defined yet as a pantheon, where the moon Charôn is instead associated with servants of the Unlife. There is reference to underground caves and tunnels, but the relevant details are not given until the Master Atlas Addendum in 1990.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Charôn is considered an evil presence by most Kultheans, who believe that the orb is a haven of strange, otherworldly beings and presences. Once again, superstition is not without a basis in fact, for Charôn is indeed a gate-world which hovers on the boundary between dimensions. Beneath the shining icy surface are myriad caves and tunnels - hiding places for the unspeakable. It is shunned by the Lords of Orhan. When Charôn passes close the inhabitants of the Great Moon are especially vigilant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 17&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 20&lt;br /&gt;
- Tomes of Kulthea #1046&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Jaiman source book of 1989 these evil otherworldly beings are &amp;quot;servants of the Unlife.&amp;quot; These servants were able to leave Charôn on the Night of the Third Moon in the 1989 books. It is an idiosyncratic point in the 1989 books that Kadaena, in spite of having been dead for over a hundred thousand years, is sometimes still described as the leader of the forces of Unlife in the Wars of Dominion.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Dark cults worship Charôn. They consider the zenith to be a time of particular importance, a time when &#039;&#039;&#039;servants of the Unlife are able to leave their home on Charôn&#039;&#039;&#039; and come to the Shadow World. ... The Amulet of Charôn is listed as an NPC because it has schemes, goals, and powers of its own, and should be treated like an NPC by the GM. This device is an ancient artifact dating back to the Wars of Dominion at the end of the Second Era. It was a tool created by the servants of Kadæna as one of their many plots of subversion - the prelude to all-out war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Jaiman: Land of Twilight (1989); page 46-47&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dark cults worship Charôn. They consider the zenith to be a time of particular importance, a time when &#039;&#039;&#039;servants of the Unlife are able to leave their home on Charôn&#039;&#039;&#039; and come to the Shadow World.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 37&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 113&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the vestigial text which survives in the Master Atlas Addendum from earlier versions of I.C.E. books, where servants of the Unlife are still associated with Charôn, whereas there is now also a pantheon known as the Dark Lords of Charôn. The Dark Lords were the ones primarily responsible for the Wars of Dominion, whereas it was the servants of the Unlife who were in the books prior to 1990. This is the context for Kygar&#039;s theme of the two factions working together in the Wars of Dominion. Of special note is that in the Master Atlas Addendum the forces of Unlife are &amp;quot;imprisoned&amp;quot; on Charôn instead of banished off-world into &amp;quot;the Void.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
2,000 SE - First appearance of servants of the Unlife.&lt;br /&gt;
&lt;br /&gt;
6,450 - 6,825 SE - Wars of Dominion. Even the Lords of Orhan come to Kulthea to join in combat against the legions of the Unlife. After centuries of strife, the dark forces are destroyed or rendered ineffective, and the &#039;&#039;&#039;the Unlife is driven back into the Void.&#039;&#039;&#039; Unfortunately, there is no way to ensure that it cannot re-enter the World at some future time. Enchanted, immortal Guardians are set at the &#039;&#039;&#039;Gates of the Void.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 9&lt;br /&gt;
- Tomes of Kulthea #1015&lt;br /&gt;
- Tomes of Kulthea #1016&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even the Lords of Orhan descend to Kulthea to combat the legions of the Darkness. &#039;&#039;&#039;The Unlife is driven back and imprisoned on Charôn,&#039;&#039;&#039; all of its powerful servants destroyed. Many valiant Loremasters and Sages are killed, however. Unfortunately, there is no way to ensure that the Unlife cannot re-enter the world at some future time. Enchanted, immortal Guardians are set at &#039;&#039;&#039;the Portals.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Masters of Emer are revealed in their full majesty as Titans and join the forces of the Light. Even the Lords of Orhan descend to Kulthea to combat the legions of Darkness. &#039;&#039;&#039;The Dark Gods are driven back and imprisoned on Charôn,&#039;&#039;&#039; their powerful servants destroyed. Many valiant Loremasters and Sages are killed, however. Enchanted, immortal Guardians are set at the Portals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 131&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;The Void&amp;quot; is discussed in more detail on [[Research:The Graveyard]]. The shift to replacing it with the word &amp;quot;Portals&amp;quot; is emphasizing the origins of the gates in the Lords of Essaence.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;c. -15,000 - -10,000:&#039;&#039;&#039; Althan civilization begins to evolve into a unique combination of technology and &#039;magic&#039; (the Essaence power). Society also polarizes, with the Essaence aepts (mostly the K&#039;ta&#039;viiri) becoming a privileged upper class. A number of &#039;&#039;Portals&#039;&#039; are constructed on Kulthea &#039;&#039;&#039;(and several on Charôn)&#039;&#039;&#039;; these gateways allow direct access to a selected few of the parallel dimensions. Althan scientists master techniques for &#039;&#039;&#039;opening and closing such gateways,&#039;&#039;&#039; sometimes &#039;&#039;&#039;using artifacts such as powerful crystals.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. -14,500:&#039;&#039;&#039; First reappearance of the comet &#039;&#039;Sa&#039;kain&#039;&#039;. It returns every 1500 years, though the proximity to Kulthea varies dramatically with each pass: sometimes brighter than Orhan in the night sky, sometimes all but invisible to the unaided eye. Its presence coincides with violent Flow-storms and &#039;&#039;&#039;serious disruption of the Portals.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. -250 - 0:&#039;&#039;&#039; ... Indeed, large areas of Kulthea are laid waste as the Uruths destroy the remaining K&#039;ta&#039;viiri, using channels of raw Essaence. The backlash from this power destroys or damages many of the ancient Portals, leaving them &#039;open&#039; without control. Strange creatures and destructive demons of the Void begin to &#039;&#039;&#039;enter this universe through the broken Portals.&#039;&#039;&#039; ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. 0:&#039;&#039;&#039; The final conflict of Utha and Kadaena takes place on Kulthea. Kadaena is beheaded by Utha himself, wielding a weapon known as the &#039;&#039;Soulsword.&#039;&#039; By a last effort of Utha, the Flows of Essence are altered to imprison the intruders: by placing the &#039;Eyes of Utha&#039; at the poles, he prevents further influx of the strange and hideous creatures. While it was always believed that Utha caused the Flows to shift dividing the world into hemispheres, that was merely a side-effect of the crystals which he placed at the two poles of the planet. Their real effect was to insulate Kulthea from the radiations of the interdimensional rift, and thus &#039;&#039;&#039;inhibit Demonic incursions from the Void.&#039;&#039;&#039; ... A secret cabal is formed at this time; led by none other than Utha&#039;s son Daenku, it is made up of eight surviving rebels and calls itself the Ahrenreth (Ir. &amp;quot;Secret Circle&amp;quot;). Their mission is to ensure the safety of the Eyes of Utha and to continue &#039;&#039;&#039;to close errant Portals (or &#039;Shadowgates&#039;). These Portals, though severely limited by the Eyes of Utha, still allow demonic beings limited access to Kulthea.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 10-11&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The comet Sa&#039;kain returns in 1900 Second Era, interacting with those same portals on Charôn. Thus, the Dark Gods arrive in this universe through the broken ancient Lord of Essaence portals on Charôn, which were opened and closed with powerful crystals. This is highly suggestive for the Broken Land, where a shrine of Morgu uses Iruaric, which naively makes no sense as a severe anachronism. The Lords of Essaence and Dark Lords should be from entirely different time periods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
1900: The Comet &#039;&#039;Sa&#039;kain&#039;&#039; returns, passing very close to Kulthea. The Third Moon (Charôn) passes through the long, fiery tail of the comet, and the Essaence of the comet&#039;s tail interacts with &#039;&#039;&#039;the gates of the moon.&#039;&#039;&#039; New creatures and beings (they are eventually called the &#039;&#039;Dark Gods&#039;&#039;) are transported into the Kulthean universe - and a presence of unspeakable evil arrives on Charôn.&lt;br /&gt;
&lt;br /&gt;
c. 2000: First appearance of servants of the Unlife on Kulthea.&lt;br /&gt;
&lt;br /&gt;
c. 4000 - 6450: The Dark Gods begin systematically gathering evil creatures into a host of darkness.&lt;br /&gt;
&lt;br /&gt;
c. 6450: Another close passage of the comet provides the &#039;&#039;&#039;necessary energy to open the way for hordes of demonic servants.&#039;&#039;&#039; Volcanic eruptions, flow storms, and earth tremors rock the planet, destroying fortresses and cities. The Dark Forces are ready.&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 12-13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: These are Second Era dates. There is a 100,000 year Interregnum between the First Era negative dates and these dates.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Imprisoned&amp;quot; in the Third Era must be interpreted loosely, though some were more literally imprisoned. The Dark Lords are able to travel to the world below for a matter of hours every 24 days when Charôn is closest to Kulthea (page 38), though &amp;quot;certain gods&amp;quot; (unspecified) can do so during the &amp;quot;Night of the Third Moon&amp;quot;, which is instead a zenith event. This may be a retcon of the vestigial language about &amp;quot;servants of the Unlife&amp;quot; on that subject on page 37. The Dark Lords may also send themselves for 10 hours through very powerful Gates, or indefinitely through a ritual summoning with continual sacrifices. What it really means is probably that at the end of the Wars of Dominion, the Lords of Orhan set &amp;quot;Guardians&amp;quot; at the major portals, so that the Dark Gods would be unable to use them without tripping a kind of alarm. Later Shadow World books clarified this by stating that the Dark Lords were able to escape Charôn again in the 3000s Third Era, so the rules on their transportation restrictions in the books are meant to be interpreted as how things are &amp;quot;now&amp;quot; in the 6000s Third Era. Since that is the present of the world setting.&lt;br /&gt;
&lt;br /&gt;
The Emer (1990) book on page 8 does not necessarily say the Dark Gods first arrived in 1900 Second Era, but rather they gained &amp;quot;easy access&amp;quot; to the world because Charôn &amp;quot;acquires a special access to the negative planes&amp;quot; (i.e. Chaos planes), and later Shadow World books have them first arriving instead in 450 Second Era which causes the Lords of Orhan to reveal themselves. Later books also refer to the souls of their followers being sent through portals on Charôn to the Pales, but this was not established early enough to be relevant, though a similar concept might be involved with older text on the Void.&lt;br /&gt;
&lt;br /&gt;
===Vruul===&lt;br /&gt;
[[Empress Kadaena]] was the &amp;quot;Queen of Evil&amp;quot; who invented the gogor, which were re-named &amp;quot;vruul&amp;quot; after the I.C.E. Age in GemStone III. These were one of several examples of Kadaena making malevolent artificial constructs as servants. Gogor are essentially gargoyles made of flesh. They can be considered leathery statues, similar to the Morgu statue in the Dark Shrine, which is likely what woke up and caused the damages to the shrine (and for which the huge stairwell is used in the Dark Grotto.) They slumbered for thousands of years in tall stone jars of foul dark fluid until dark priests woke them up in the Second Era. There is a typographical error on page 37 of the Master Atlas Addendum that says &amp;quot;See Parts IV &amp;amp; V (Demons)&amp;quot; for minions lurking below Charôn, but Part V is actually the section containing Kadaena&#039;s constructs.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Once the skies were blackened with thousands of these winged beasts, but that was &#039;&#039;&#039;in the First Era, when Kadaena ruled.&#039;&#039;&#039; It was thought that those few Gogor who survived the Conflict had perished over the stretch of time, but the world is not so fortunate. Guided by hints millennia old, the dark priests searched deep in lost caverns and the ruins of ancient citadels. They found crypts, and within them row upon row of stone jars, seven feet tall, their lids sealed. Sleeping within each, submerged in a foul but nutritive fluid, was an unspeakable &#039;&#039;&#039;beast-servant of the Queen of Evil&#039;&#039;&#039;, waiting through the long years until needed again. Some did not survive the eternity of suspension, but many darken the skies of Kulthea again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas (1990), Part V; page 34&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Gogor are &amp;quot;black as midnight&amp;quot; with tough hides and leathery wings. They have green glowing eyes allowing them to see in complete darkness, powerful claws, and have an extremely good sense of smell. It is not included in their GemStone creature description, but they have long poisonous prehensile tails. This is depicted on the statue in the Dark Shrine, though oddly those gogor have blood red eyes. Minor gogor of the Dark Shrine might not have tails.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Lo thal ta shin.]&lt;br /&gt;
&lt;br /&gt;
You feel a tingling sensation run through your body and suddenly you see...&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, &#039;&#039;&#039;ghastly&#039;&#039;&#039; statue that dominates the center of the chamber, the sense of evil is a palpable force that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dark Spirit Morgu (Modern: Marlu) looked exactly like an enormous gogor, and collected them as his favored pets, but the reason why is never explained in the source books. (His statue in the Dark Shrine notably has the Orhan deity enlarged avatar height of 12 feet.) The invoking elements for the gateway in his shrine being Iruaric are strongly implying an ancient relationship with the Lords of Essaence. &amp;quot;Thro dyar K&#039;mur&amp;quot; in particular is implying he was made to guard Empress Kadaena. The statue itself (importantly in this context) has to be touched to trigger the Iruaric command for returning to the Dark Grotto.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Fire-demons are associated with destruction and typically serve the forces of terror. The mightiest of these creatures, the Flamesouls, are corrupted demigods in the service, whose avarice and hunger for hegemony led to their fall from grace. &#039;&#039;&#039;These vile, vengeful Demons serve Kadæna,&#039;&#039;&#039; although most were imprisoned on other planes at the end of the &#039;&#039;&#039;Wars of Dominion&#039;&#039;&#039;, or were utterly destroyed. The few survivors retreated into the depths of the underworld in order to survive until they could regain strength and exploit new opportunities. They repose like a dormant curse upon the world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas: Inhabitants Guide (1989), page 34&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire-demons are associated with destruction and typically are summoned by the forces of evil. Their power comes from the depths of the earth and the energy of the sun; they love the day and fiery caverns. Driven by avarice for power and death, they are among the most fearsome of demons. &#039;&#039;&#039;The favored guardsmen of Kadaena,&#039;&#039;&#039; most were banished forever in the &#039;&#039;&#039;Final Conflict&#039;&#039;&#039;. But some were actually imprisoned within deep caverns, unable to return to their planes and yet unslain. They await the unwary who might free them and find death as a reward.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990), page 18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The citadel of &#039;&#039;Ahrenraax&#039;&#039; (Ir. the &amp;quot;Secret Claw&amp;quot;) was located in the cool waters southwest of Emer. Stewardship of this volcanic island fortress was given to the Lord Ordainer &#039;&#039;Morloch&#039;&#039; (once known as Shuraax the Fire Claw, &#039;&#039;&#039;bodyguard of Kadaena)&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 63&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This has some precedence in other books, such as the Inhabitants Guide (1989), where she has fire demons as bodyguards. In the Emer (1990) book she had an Ordainer bodyguard. It might also pertain to the vestigial text about her followers having fashioned the first of the Great Demons, which is a holdover from older I.C.E. source books where the demonic were created artificially by the Lords of Essence.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The coming of the Unlife, a vast power which feeds upon destruction, brought to light (and to darkness!) cults and orders dedicated to evil; &#039;&#039;&#039;Great Demons were fashioned by the most powerful of the Lords who had fallen under the influence of the Unlife, led by the Empress Kadæna.&#039;&#039;&#039; Wise but twisted in spirit, &#039;&#039;&#039;the servants of the Shadow&#039;&#039;&#039; offered knowledge beyond that which the Loremasters deigned to give such &amp;quot;lesser beings,&amp;quot; and the power of the Unlife grew unfettered in the Second Era. The 300-year-long Wars of Dominion concluded the Second Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Theories regarding the origins and creation of Demons are plentiful and contradictory, but the most commonly accepted explanation is that &#039;&#039;&#039;they were created by the Lords of Essence out of that force itself,&#039;&#039;&#039; and they exist on some other plane, waiting to be called forth. &#039;&#039;&#039;Now, most serve the Unlife.&#039;&#039;&#039; Whether Demons are intrinsically evil in nature or not is another matter open to speculation, and it is doubtful that the answer is soon forthcoming, since few users of Essence who are not already servants of the Unlife are willing to risk summoning one of these terrors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Cloudlords of Tanara (1984); page 8&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These excerpts are particularly important because the story of the Broken Land is that Uthex Kathiasas discovered what he believed was a new source of power, and he was trying to give &amp;quot;physical form&amp;quot; to that power. In other words, the story very strongly implies that Uthex was attempting to forge entities out of the essence, and his work was corrupted under the subtle influence of forces of the Unlife. The Dark Shrine raises the question of whether the Dark Lords originated in Lord of Essaence experiments in the First Era, and were merely banished in the Final Conflict rather than first arriving in 1900 Second Era.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
From the Book of Dark Tales...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once &#039;&#039;&#039;She&#039;&#039;&#039; whispered and &#039;&#039;&#039;life was death&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gogur&#039;&#039;&#039; arose, his wide wings spread&lt;br /&gt;
Talons to tear and fangs to feed&lt;br /&gt;
The skies were darkened with &#039;&#039;&#039;dread.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Andraax]] &lt;br /&gt;
&#039;&#039;&#039;SE 1782&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum, Part V (1990); page 31&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master. Guard the &#039;&#039;&#039;Dark Queen.&#039;&#039;&#039;&lt;br /&gt;
Spirit &#039;&#039;&#039;born of death.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- [[The Temple of Darkness Poem]] (1994)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Lyxatis&amp;quot; could be parsed as a glottalization and pronunciation of &amp;quot;lyx arulis&amp;quot;, meaning &amp;quot;dread seer&amp;quot;, so figuratively &amp;quot;Morgu lyxatis kort&amp;quot; would mean: &amp;quot;Morgu, gogor master.&amp;quot; (This is by no means obvious. It might be that &amp;quot;atis&amp;quot; is invoking unspecified language rules, and was just a handwave out of a limited glossary to mean &amp;quot;cruel&amp;quot;.) It seems highly likely that the use of &amp;quot;lyx&amp;quot;, meaning &amp;quot;dread&amp;quot;, is playing off the poem at the beginning of the constructs section. &amp;quot;Spirit born of death&amp;quot; would be playing off &amp;quot;life was death&amp;quot; in the lines where Empress Kadaena is implied to have made a high leader of the gogor. &amp;quot;Gogur&amp;quot; in turn is conspicuously similar to &amp;quot;Morgu.&amp;quot; &amp;quot;Thro dyar K&#039;mur&amp;quot; literally means &amp;quot;Guard dark Lady&amp;quot;, which is &amp;quot;Dark Queen&amp;quot; in the poem. There is no Queen of the Dark Gods in Shadow World.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Once Sentinels guarded all of the &#039;&#039;&#039;Dark Queen&#039;s&#039;&#039;&#039; palaces and holds, their inimical gaze unwavering as they scrutinized every being who passe their gates. Many were destroyed in the great conflict which ended the First Era, but some survived and now guard other portals to dark fortresses. These constructs are not unlike golems in some ways, fashioned out of stone or other adamantine substance, but they are more intelligent, an even possess a perverse arrogance to match their formidable powers of guardianship. For the Sentinels were designed to do one thing only: guard the entries to &#039;&#039;&#039;Kadaena&#039;s&#039;&#039;&#039; holds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum, Part V (1990); page 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is the page and entry immediately before the Gogor section.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Though the term &amp;quot;dyar K&#039;mur&amp;quot; could be interpreted as &amp;quot;Dark Lord (of Charôn who is a woman)&amp;quot;, which would most likely imply guarding Orgiana, it would not explain the translation of &amp;quot;Dark Queen&amp;quot; in the Temple of Darkness poem. In contrast the phrase &amp;quot;Dark Queen&amp;quot; is used for Kadaena&#039;s sentinels who guard her palaces. Unless Kadaena in death became a Dark Lord, perhaps Orgiana herself. It is worth noting that another of her constructs are called [[Kaeden]], organized around &amp;quot;queens&amp;quot;, where Kadaena herself was &amp;quot;high queen.&amp;quot; Kadaena itself could arguably be translated as Iruaric for Empress.&lt;br /&gt;
&lt;br /&gt;
===Dark Lords===&lt;br /&gt;
The Dark Lords of Charôn are not really a &amp;quot;pantheon&amp;quot;, they are an uneasy alliance of rivals. They were first introduced in the 1990 books as the most singularly powerful of the forces of darkness, and Unlife adjacent without actually being immediate &amp;quot;servants of the Unlife.&amp;quot; The Unlife is the most corrupted degree of the Essaence, which is called Anti-Essaence, inherently contradictory to the rest of Existence. The Dark Lords are manifestations of the chaotic aspects of the Anti-Essaence, similar to how the Lords of Orhan are manifestations of the Essaence. Avatars of deities are power given physical form.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Individually, the Dark Gods are the most intrinsically powerful of the &#039;evil&#039; factions. They are not driven by one will like the Unlife, and they are not fully independent like the Dragonlords. These masters of dark power are not even life in the biological sense, but &#039;&#039;&#039;energy beings: manifestations of the chaotic power of the Anti-Essaence.&#039;&#039;&#039; Most are less than complete personalities, driven by specific needs and goals. As a result, they seem two-dimensional and are often predictable in their reactions. Vindictive, violent and wantonly destructive, their methods are most often the antithesis of the artful minions of the pure Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Master Atlas, 2nd Edition (1992), changes &amp;quot;chaotic power of the Anti-Essaence&amp;quot; to &amp;quot;chaotic aspects of the Anti-Essaence&amp;quot;. [[Research:The Graveyard#Apocrypha|Research:The Graveyard]] details the edition changes on matters of the Unlife and demonic categories.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World Master Atlas Addendum (1990) further specifies that the Dark Gods originated in the Chaos planes, where the Unlife is the furthest ultimate extreme of it. However, this book also states the Dark Gods are &amp;quot;related&amp;quot; to the Demons of the Pale, which are entities of the Void. This language is retained in the Master Atlas, 2nd Edition (1992). Both imply relation to the &amp;quot;fallen demigod&amp;quot; Great Demons.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;So named because they stand for the opposite of order and Existence, the Unlife itself originates in the heart of Chaos. &#039;&#039;&#039;The Dark Gods entered the Kulthean universe from the Chaos Planes,&#039;&#039;&#039; though they are not the pure antithesis of existence that the Unlife is. ... &#039;&#039;&#039;Demons of the Essaence originate in the Chaos Planes,&#039;&#039;&#039; their form becoming more discordant the further their origins within Chaos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&amp;quot;These are the more familiar and lesser demons known as &#039;&#039;Outsiders.&#039;&#039; &#039;Outsider&#039; is a general classification referring to all demons of the &#039;Planar&#039; or &#039;Inner&#039; Void. Demons of the Pale are categorized according to their home plane. Of those within the Pale, First Pale Demons are the weakest; Demons of the Sixth Pale are the strongest. These demons &#039;&#039;&#039;are related&#039;&#039;&#039; to the Dark Gods of Charôn, and serve those evil masters (when summoned from their homes in the Planes).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 23&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is important given the premise of the Uthex Kathiasas story of giving physical form to his new source of power, which plays off [[Research:The Graveyard#The Dark Path|the text]] for how Evil spells are perceived. If the crystal dome in the Broken Lands is able to fashion entities from pure energy, which is implied to be a Lord of Essaence artifact, and the Lords of Essaence fashioned &amp;quot;Great Demons&amp;quot;, it stands to reason that the Dark Gods who are related to demons might have originated in the same way. This allows the idea of Morgu guarding Empress Kadaena to make sense, as the Dark Spirits are created by the Dark Lords as servants. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;4. Immortality:&#039;&#039;&#039; Unlike the greater deities, the Dark Spirits are not exactly immortal, as they are &#039;&#039;&#039;really little more than manifestations of their master&#039;s will.&#039;&#039;&#039; The destruction of their chosen mortal form (as indicated by a killing critical or other catastrophe) results in the body (though not personal items - those are left in a heap) vanishing in a ball of fire or other showy end. The &#039;soul&#039; of the Dark Spirit flees to Charôn if his master wills it - and he has the energy; many Spirits are unable to make the trip and are dispersed forever. If he makes it, he will either be permitted to reform, or the angry God may dissolve him anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 45&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In later Shadow World books it is explicitly postulated that the Dark Gods may have originated as Lord of Essaence experiments with creating non-corporeal life, but the earliest available reference to that seems to be &amp;quot;Emer Atlas I: Haestra&amp;quot; in 1997. The Dark Grotto and Dark Shrine were introduced in GemStone III no later than early 1994. It is worth mentioning later sources because material first appearing in books of a given copyright date might have been available in some other form at earlier dates. &amp;quot;Haalkitaine&amp;quot; (1998) is the earliest available reference to 6521 Second Era being the year Lorgalis conquered Saralis with the Ordainer Kharuugh. It is one of the only specific dates mentioned for the Wars of Dominion, and it is the same year Uthex Kathiasas was killed immediately next door in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Second Era&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;450:&#039;&#039;&#039; First Loremaster-recorded appearance of the comet Sa’kain, a burning mass that hangs in the Kulthean sky for weeks. As it passes near the planet, it disrupts the function of the Eyes of Utha, and opens a door into a multitude of universes—including the Void. The comet returns every 1500 years. Soon after this event the Dark Gods begin to appear on Kulthea. To counter this, the Lords of Orhan create manifestations of themselves and accept followings. The &#039;&#039;&#039;origins of the Dark Gods remain unclear,&#039;&#039;&#039; though some suspect they are actually former Lords of Orhan who turned from the benign ways of their brethren. Others hold that they are early manifestations of the Unlife, or even &#039;&#039;&#039;‘failed’ experiments by the Althans to create non-corporeal life.&#039;&#039;&#039; Perhaps only Andraax knows the truth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer Atlas I: Haestra (1997); page 18&lt;br /&gt;
- Haalkitaine (1998); page 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: By Shadow World Master Atlas, 3rd Edition (2001), page 166, this adds a possibility of having escaped an &amp;quot;inter-dimensional prison.&amp;quot;)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These happen to be the same possibilities that are likely for GemStone III. The story for the Graveyard was most likely written in a context where the Dark Lords were not defined yet, so Empress Kadaena is treated as a Lord of Orhan who was the first of them to follow the Unlife. The idea that the &amp;quot;Althan&amp;quot; scientists were attempting to forge non-corporeal life, which is to say energy beings, is consistent with the overt premise of Uthex&#039;s work and earlier Shadow World books where the Lords of Essaence artificially made demons. The demons of the Black Hel were also made as servants by those dark gods.&lt;br /&gt;
&lt;br /&gt;
This research page is typically speaking of Empress Kadaena as having been dead, which is to say not an active power or force of darkness, since the First Era which was over 100,000 years before the Wars of Dominion. The paradoxes of this issue go away if the Dark Gods are actually &amp;quot;ascended&amp;quot; Lords of Essaence, which would effectively mean Iruaric is still their native language, and it is written in alphabetic form in the Second Era. The difficulty is that the Shadow World context and the Lovecraft subtexts allow the issue to be resolved either with time travel or prophetic powers. It would raise the question of why Kadaena, the Dark Queen, is not mentioned in the Temple of Darkness poem. The simplest explanation for that would be to assume she is actually Orgiana, and that they are really a &amp;quot;dead&amp;quot; goddess. It might also be that the scale model of Morgu in the Dark Shrine is not actually a statue, but Morgu himself hibernating, much as the gogor do in their stone jars.&lt;br /&gt;
===Iruaric===&lt;br /&gt;
[[Iruaric]] is the (mostly) dead language of the Lords of Essaence, and the ancestor of most languages in the Shadow World setting. It is only understood by relatively few, though in much later books its word-parts overlap with [[Iylari]] and [[Dragonlord|Kugor]]. The Loremasters are among the few who know it. The language is partly telepathic, so most races cannot speak it properly. It was first mentioned in the Shadow World Master Atlas, 1st Edition (1989), where some word parts are defined through place names. The first Iruaric glossary is in the Shadow World Master Atlas Addendum (1990), page 94, which is the one the GemStone III specific version modified. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There are fourteen areas which might classify as true continents or continental groupings on Western Kulthea . . . These names are the ancient Lords of Essence titles (like those of the moons), and in many cases the inhabitants are unaware of the original name of their continent.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The seas of the western hemisphere were named by the Lords of Essence as follows . . . Interestingly, though the &#039;&#039;&#039;original Iruaric names&#039;&#039;&#039; have been lost to nearly all but Loremasters, the ocean names in local tongues correspond in translation in almost every case.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); pages 10 and 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Iruaric:&#039;&#039;&#039; The language of the Lords of Essence. In its &#039;true&#039; form, it was partially telepathic and powerful. It can be learned in a relatively innocuous form by other races. It is related to the Primal Essaence; the extent of its true power can only be guessed at.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 93&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was also defined in the Inhabitants Guide (1989), which specified the common origin of all humanoid races, along with the recurring premise that the Lords of Essence altered life into novel forms. This is a relevant theme as Kadaena herself was the creator of many monsters. These races are also often named in Iruaric. This is important because several of the Broken Lands creatures had Iruaric names.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In some tales they are referred to as the &#039;&#039;K&#039;ta&#039;viiri&#039;&#039; - which means literally &#039;Lords of Essence&#039; in the &#039;&#039;&#039;Iruaric tongue&#039;&#039;&#039; (K = lord, viir = essence or power, i = plural). These beings were of the original race of Kulthea, but whether they were actually native to this world is a question yet unanswered. The whole of this race was known as the &#039;&#039;Altha&#039;&#039;, a curious word which has no meaning in Iruaric or any other Kulthean language. It is important to make the distinction between the Althan peoples and the K&#039;ta&#039;viiri, as only the latter people became Lords of Essence. The Althans constitute all of the original humanoid inhabitants of the Shadow World during the First Era. They formed the &#039;raw material&#039; if you will for the myriad races to follow, whether they evolved naturally through the course of time and the mutating effects of the Flows, or were the result of &#039;&#039;&#039;direct manipulation through K&#039;ta&#039;viir experimentation.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas: Inhabitants Guide (1989); page 44&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The most important thing to understand about the use of Iruaric in the Broken Lands is that it is highly anachronistic. The Lords of Essaence were destroyed, and Empress Kadaena decapitated, in a civil war over 100,000 years before the Dark Gods arrived on Charôn. The modified Iruaric glossary made by Kygar is almost identical, except it has several paragraphs of background lore added to it. Kygar has early Iruaric being glyphical or hieroglyphic, rather than &amp;quot;phonetic&amp;quot;, by which he really means alphabets. This would imply that the wording on the Dark Shrine entrance should have been written in the Second Era. That is assuming &amp;quot;modern day languages&amp;quot; frames the word &amp;quot;modern&amp;quot; for modern Iruaric, which could be interpreted very differently, referring instead to the end of the First Era. This requires speculation.&lt;br /&gt;
&lt;br /&gt;
Hieroglyphics were actually &amp;quot;phonetic&amp;quot; after all and were deciphered as a result in the 19th century. What Kygar seems to be saying is that these glyphs are like ideograms, and that slight differences in the symbol conveyed many aspects of meaning, and that these variants could have very different pronunciations. In a phonetic script like our alphabet they would be rendered quite differently, because that would be encoding the way it sounds, rather than the visual similarity of the original glyphs with their common family of meaning. &amp;quot;Translating&amp;quot; ancient Iruaric into &amp;quot;modern&amp;quot; Iruaric could refer to language drift, or the incompleteness other races have with it. But Kygar seems to be speaking of converting the written forms, which is really &amp;quot;transliteration&amp;quot;, not translating as if between modern English and Old English.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A Glossary of Iruaric Terms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The following is a brief glossary of words and word-parts in the ancient language of the Lords of Essaence. As with nearly all languages, Iruaric is not entirely consistent and is at times contradictory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Translation of ancient Iruaric to modern day languages is difficult at best.&#039;&#039; &#039;&#039;&#039;Even translations from ancient Iruaric to modern forms of that same language will, at time, fail to represent the original ideas accurately. This is due mainly to the glyphical, or hieroglyphical form that early written Iruaric took. Often, similar symbols would represent many aspects of the same idea or word, with only minor changes in the glyph that differentiated the meanings. Often, however, these similar written forms had widely varying pronunciations. The use of phonetic representations of Iruaric as a written form are a fairly recent development, historically, and again vary widely from one culture to the next.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following list of terms is not meant to be a comprehensive dictionary of the Iruaric language. Indeed, such a work would fill many volumes of text. Instead, this list of terms represents many of the most commonly used Iruaric terms and word-parts that were employed in naming places, people and things. The representations of Iruaric terms are phonetic, and are not indicative of the language syntax.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The incorporation of &amp;quot;is,&amp;quot; &amp;quot;er&amp;quot; or &amp;quot;aer&amp;quot; into a verb typically converts that verb to indicate &amp;quot;one who does&amp;quot; that action instead. For example, the verb sing is &amp;quot;lina,&amp;quot; singer is formed by adding &amp;quot;aer&amp;quot; to the verb. The addition of these modifiers may be as a prefix or suffix, but in most cases they are added as a suffix.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most plural forms are achieved by adding &amp;quot;i&amp;quot;. In many cases, &amp;quot;ri&amp;quot; is added to make a term plural, but the form &amp;quot;ri&amp;quot; typically signifies a very large quantity or an increase, and most often signifies a total plurality such as when referring to a whole group of things. For example, the High Elves are known as &amp;quot;&#039;&#039;&#039;Ilyari&#039;&#039;&#039;,&amp;quot; a pluralization of the term &amp;quot;&#039;&#039;&#039;Ilar&#039;&#039;&#039;.&amp;quot;&#039;&#039; &#039;&#039;&#039;When referring to a particular chain of mountains, the term typically used would be &amp;quot;thosi,&amp;quot; but when referring to all of the mountains of the world, or to mountains in general, the term typically used would be &amp;quot;thosri.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The term &amp;quot;ta&amp;quot; is used to indicate a relationship or correlation. For example, a place that is the home to a race of giants might be referred to as &amp;quot;man&#039;ta hori,&amp;quot; home of giants.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;most ancient forms of the language, before the glottal stops employed in the early forms developed fully into vowels.&#039;&#039;&#039; &#039;&#039;In some later forms of the language, apostrophes are used to indicate two or more word-parts that have been incorporated into a single glyph.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Note: Italics are relatively unaltered Shadow World text, bold is Kygar original text. The truncation of the last paragraph is in all available copies, and this is very unfortunate, because that paragraph is probably very important for interpreting the intent.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
However, Kygar has the most ancient forms of the language being glottalized, meaning sounds were dropped compared to later forms. If the sound for &amp;quot;t&amp;quot; were a glottal stop, for instance, &amp;quot;butter&amp;quot; would be pronounced &amp;quot;buh&#039;er.&amp;quot; This is important because the Iruaric used in the Broken Lands drops &amp;quot;phonetic&amp;quot; letters from its words (e.g. &amp;quot;thro&amp;quot; instead of &amp;quot;throk&amp;quot;). This suggests the words or phrases may have originated in a First Era native speaker. The premise that apostrophe forms are indicative of later Iruaric is a retcon specific to GemStone III, in Shadow World canon the later forms instead smoothed words together.&lt;br /&gt;
&lt;br /&gt;
The idea that the early spoken Iruaric had widely varying pronunciations, and that many meanings were in similar symbols that are lost in transliteration, amounts to the Iruaric in the Broken Land having to be interpreted creatively. While &amp;quot;lyx&amp;quot; is a word part, for instance, &amp;quot;atis&amp;quot; is not. The sound &amp;quot;ul&amp;quot; is dropped in the &amp;quot;lug&#039;shuk traglaakh&amp;quot;, however, and this allows &amp;quot;atis&amp;quot; to be read as a variant pronunciation of &amp;quot;arulis.&amp;quot; It is still dangerous to interpret missing letters this way, since the paragraph is truncated. It might instead reflect the Second Era phonetic system variation, and &amp;quot;atis&amp;quot; or &amp;quot;shuk&amp;quot; may involve undefined rules. But the inclusion of the premise of &amp;quot;translating&amp;quot; ancient Iruaric into &amp;quot;modern&amp;quot; Iruaric being difficult is probably framing the Dark Shrine as a case of ancient Iruaric re-expressed imprecisely into its modern form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Dark Shrine Inscription&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dark Shrine inscription is the most conceptually important part of the Broken Lands, and interestingly was never De-ICE&#039;d, while the creature names of the Broken Lands were stripped of their Iruaric and so was the analogous voice command puzzle in the Graveyard. &amp;quot;Lyxatis&amp;quot; is translated as &amp;quot;Cruel&amp;quot; in the Temple of Darkness poem. The possibility of &amp;quot;atis&amp;quot; encoding &amp;quot;arulis&amp;quot; through glottal stops and variant pronunciation is given earlier. Another way of parsing it is to interpret &amp;quot;lyxat&amp;quot; separately from &amp;quot;is&amp;quot;, and treat that as the &amp;quot;-is&amp;quot; suffix meaning &amp;quot;place (noun).&amp;quot; The term &amp;quot;at&amp;quot; may be a letter swap for &amp;quot;ta&amp;quot;, meaning &amp;quot;of&amp;quot; (similar to how Kygar modifies his made up &amp;quot;Ilar&amp;quot; for Ilyari verus Iylari), or a variant pronunciation of &amp;quot;az&amp;quot; for &amp;quot;dwell&amp;quot; or &amp;quot;home.&amp;quot; It might even encode multiple meanings, like how &amp;quot;dyar K&#039;mur&amp;quot; might.&lt;br /&gt;
&lt;br /&gt;
Lyxatis could then mean something to the effect of Morgu whom in dread dwells or the personification of dread. This might be supported with the palpable, smothering feeling of evil in his shrine, which appears to be his dwelling. If this &amp;quot;dread&amp;quot; were instead taken as a verb, the &amp;quot;-is&amp;quot; modifier on verbs gives the meaning &amp;quot;one who does that action&amp;quot;. This could mean Morgu he who is the act of dread. This might be translated as &amp;quot;cruel&amp;quot;, as in the Temple of Darkness poem, but might also refer to the gogor &amp;quot;darkening the skies with dread&amp;quot; as in the Andraax poem. &amp;quot;atis&amp;quot; might even have no intended interpretation or explicit rules basis, only a handwave for using &amp;quot;lyx&amp;quot; to make the translated word &amp;quot;cruel.&amp;quot; It is impossible to know the intent for certain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Monsters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minions that Uthex made were named in Iruaric, except for the giant fog beetles. It is dubious that &#039;&#039;he&#039;&#039; named them. It might be their ancient Iruaric names, either to the crystal which may have been involved in making them, or the names the cultists used for them by way of Morgu himself:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Kiskaa raax:&#039;&#039;&#039;&#039;&#039; The myklian were called &amp;quot;kiskaa raax&amp;quot;, which is Iruaric for &amp;quot;cold/chilling claw.&amp;quot; This is a clean translation with nothing to parse or guess. It simply refers to their cold flaring property.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Dyar rakul:&#039;&#039;&#039;&#039;&#039; The dark vorteces were called &amp;quot;dyar rakul&amp;quot;, where &amp;quot;rakul&amp;quot; must stem from a composite glyph. &amp;quot;Rakul&amp;quot; is most likely a double meaning. Morphing together &amp;quot;rak&amp;quot; and &amp;quot;kul&amp;quot; makes dyar rakul mean &amp;quot;dark cold shadow&amp;quot;, referring to their coldness and appearing as a mass of shadows. &amp;quot;Rakul&amp;quot; may also be parsed as &amp;quot;ra kul&amp;quot; meaning &amp;quot;power shadow&amp;quot;, which refers to their ability to drain power (&amp;quot;mana&amp;quot; in modern terms) from their victims. These might be based on the Nycorac and Blacar, as explained elsewhere, but could also be darkness elementals (like dark wisplings, now called [[dark vysan]]s.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Lug&#039;shuk Traglaakh:&#039;&#039;&#039;&#039;&#039; The magru were called &amp;quot;lug&#039;shuk traglaakh&amp;quot;, which is a complicated mixing of words. &amp;quot;Shuk&amp;quot; is not a word. &amp;quot;Shu&amp;quot; means &amp;quot;fire&amp;quot; or &amp;quot;flame&amp;quot;, &amp;quot;shulu&amp;quot; means &amp;quot;wet&amp;quot;, and &amp;quot;hulk&amp;quot; could be read as a contracted &amp;quot;hulkanen&amp;quot; for &amp;quot;barren&amp;quot; or &amp;quot;empty.&amp;quot; &amp;quot;Laakh&amp;quot; is an unusual case because Kygar&#039;s modified glossary has it meaning both &amp;quot;lost&amp;quot; and &amp;quot;maker&amp;quot;, whereas the canon glossary has &amp;quot;lavan&amp;quot; being the word for maker. These are right next to each other in the glossary, and seems very unlikely to be unintentional. &amp;quot;Trag&amp;quot; is presumably a variant pronunciation or orthography for &amp;quot;trog&amp;quot; meaning &amp;quot;cave&amp;quot;, but as will be explained elsewhere might also refer to cave dwelling extraplanar entities called Traag. The overall meaning is something to the effect of &amp;quot;ugly fiery-wet emptying cave makers/losers&amp;quot;, because they are highly caustic and burn their way through the rocks. If the magru were supposed to be extraplanar entities called Absorbers, they reproduce by devouring flesh. This would explain their deep bone pit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apocrypha:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The modified glossary is missing the words for &amp;quot;pillar&amp;quot; and &amp;quot;god&amp;quot;, where the [[Pillar of the Gods]] is related to the origins of the Lords of Orhan, but this is most likely coincidental. While the Pillar of the Gods is defined in Iruaric as Luor&#039;ka&#039;tai in the first edition of Master Atlas (1989), page 11, &amp;quot;luor&amp;quot; and &amp;quot;tai&amp;quot;  were only added to the Iruaric glossary in the second edition of Master Atlas (1992). The term &amp;quot;Luor&#039;ka&#039;tai&amp;quot; was likewise omitted in the Master Atlas Addendum (1990) section for the Pillar of the Gods on page 73. Consequently the omission of those word from our modified glossary is probably meaningless. The Pillar is in legend the source of the Shadowstone, see page 57, which in theory would have absorbed Kadaena&#039;s soul when she was killed. This is a question mark for any Kadaena as goddess interpretation.&lt;br /&gt;
&lt;br /&gt;
===Dark Races===&lt;br /&gt;
While the Lords of Essaence were responsible for mutating life forms however it suited them, such as the various hybrid races and those with Iruaric names, Empress Kadaena herself was responsible for warped travesties of life and dark races. This is in addition to the malevolent constructs she made in the futile attempt to fashion artificial life that reproduced itself. It is this (and perhaps the vestigial 1989 text regarding her surviving followers fashioning Great Demons) that gives context to a First Era artifact in the Broken Land through which Uthex Kathiasas is making minions out of the essence itself.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;-10,000 - -6,000:&#039;&#039;&#039; Also, many peoples and creatures from other planets are brought to Kulthea and experimented with. Masters of genetics, the &#039;&#039;&#039;Lords of Essaence alter plants, animals, and races to suit their whim.&#039;&#039;&#039; These unusual races include the &#039;&#039;[[Kiramon|Krylites]]&#039;&#039;, the &#039;&#039;Saurkur&#039;&#039;, and the &#039;&#039;Kuluku.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; Unknown. Krylites may have been &#039;&#039;&#039;another of Kadaena&#039;s experiments,&#039;&#039;&#039; though they are able to reproduce themselves (unlike her constructs). They may be a perversion of a natural race, though they are a bizarre fusion of humanoid and insectile attributes. It is quite possible that their origins are extraterrestrial.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;GM Note:&#039;&#039;&#039; Krylites - like the Lords of Essaence technology discussed in the Atlas Addendum book - are somewhat of a divergence from standard fantasy fare. While they differ radically from other races on Kulthea, they are just one example of the strange extraterrestrials who might have been imported by the K&#039;ta&#039;viiri in the First Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 44&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Contrast the krylites with [[Kaeden]], who are organized around &amp;quot;queens&amp;quot;, where Kadaena herself is &amp;quot;high queen.&amp;quot;)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
By implication the lugroki (orcs) and trogli originated in the Lords of Essaence in the First Era as dark races. Lugrôki is Iruaric for &amp;quot;ugly stupids&amp;quot;, and trogli might be translated as &amp;quot;cave growths&amp;quot;. In later books the orcs originated in Kadaena and her lieutenants interbreeding men and elves with demons of the Pales (e.g. Master Atlas, 3rd Ed. (2001); page 123), but in early books this Tolkienesque motif is only left cryptic, saying their origins are very different from goblins in legend. Trolls were also slaves of the Lords of Essaence, but this detail is relatively buried. Murlogi (goblins) are presumed to have originated similarly.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The strange creations of the Lords of Essaence survived: Lugrôki, Trogli and Krylites, all capable of living underground - the only haven in a tortured world.&amp;quot; ([[Interregnum]])&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; The [Charn] Raiders are humanoid, but with grotesque faces and clawed hands. Some Loremaster research indicated that they are related to Lugrôki, bred by the K&#039;ta&#039;viir instead to survive the bright sun of the wastes, to serve some long-lost purpose. . . . &#039;&#039;&#039;Worship:&#039;&#039;&#039; The Raiders worship Morgu, a Dark Spirit of Charôn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 39&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; While vaguely humanoid in appearance, the Murlogi have several important differences from men (see racial description, Part III). They are likely an other &#039;&#039;&#039;mutation experiment by the Lords of Essaence&#039;&#039;&#039; from the First Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 41&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Racial Origins: &#039;&#039;&#039;Trolls originated as slaves of the Lords of Essence, adapted for strength and endurance.&#039;&#039;&#039; They were brought to the area of Quellbourne by the Sorcerer Zenon during his overthrow of the Wizard&#039;s Council. They have since settled in the high country around Claedesbrim Bay.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Quellbourne: Land of the Silver Mist (1989); page 10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The corruption of &amp;quot;dark essence&amp;quot; or the Unlife is the context for how the servants of the Unlife were able twist the works of Uthex into more perilous forms. His sense of having discovered a new source of power is probably playing off the Master Atlas section on how spell users experience evil spell lists. This power is of a fundamentally different source, and cannot be used without corrupting the wielder.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Children of the Moss: The Locharion are another sinister group of stalkers. Born of Dark Essence, they are mutated, sinewy creatures with the face of crying children. Locharrion move in large groups under the heavy moss of the Wyr Forest and attack by surprise, dragging their victim under the moss to suffocate him. These bandy-legged monsters have three long fingers on each limb and crawl in a low crouch under the moss. &#039;&#039;&#039;Their faces are an illusion created by Kadaena&#039;&#039;&#039; to elicit sympathy from potential victims.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1990); page 9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is sufficient for making the point that Kadaena herself made warped travesties of life, and perverted the living with dark essence or &amp;quot;the Unlife&amp;quot; as such. In the story of Uthex Kathiasas the &amp;quot;forces of the Unlife&amp;quot; were able to use subtle influence to twist Uthex down the path of their madness. Since this dark magic is of an entirely different nature, even a Loremaster would not necessarily realize the mistake they were making. Uthex may have instead conceived of it in terms of the ancient knowledge of the Lord of Essaence. But the most powerful manifestations of &amp;quot;anti-essence&amp;quot; are demons and the Dark Gods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In the year 6521 of the Second Era, during the early years of the Wars of Dominion, Loremaster Uthex Kathiasas was among the greatest researchers and theorists of the time. His research into what he called &#039;&#039;&#039;&amp;quot;a new source of power&amp;quot;&#039;&#039;&#039; was soon twisted and perverted into perilous forms by the subtle influence of the forces of the Unlife.&lt;br /&gt;
&lt;br /&gt;
Uthex Kathiasas had used his powerful influence to gain control over a small and remote natural gate leading to another plane of existence. It was in that place that the Loremaster conducted &#039;&#039;&#039;secret experiments designed to provide his new power with physical form&#039;&#039;&#039; that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- The Broken Land (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are a number of spell lists - and even entire professions - in Spell Law and the Rolemaster Companions (e.g., Sorcerer, Warlock, etc.) which some might consider to be &#039;evil&#039; because of the nature of the spell lists. However, while it is possible for an &#039;evil&#039; spell user to have access to these professions (or any other, for that matter), they are not by their nature &#039;evil&#039; in the absolute sense. Some cultures may find them objectionable, yet they are not evil for system purposes. &#039;&#039;&#039;Most users of the Essence will not even be aware of the nature of the Evil lists, much less how to use them.&#039;&#039;&#039; Every so often, however, an ambitious apprentice may gain access to &#039;&#039;&#039;books or a tutor of uncertain motives.&#039;&#039;&#039; In the process of learning an Evil list, there should be no question that &#039;&#039;&#039;the spell caster is turning to a new power source&#039;&#039;&#039; for his energies: &#039;&#039;&#039;the Unlife.&#039;&#039;&#039; Once the first spell is cast, he starts down a &#039;&#039;&#039;Dark Path.&#039;&#039;&#039; It may take years, but eventually he will reach the end: submission to utter and complete Evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Dark Path is capitalized in the 1st &amp;amp; 2nd editions of the Master Atlas. It is lower case in later versions. This is the name given to Bandur Etrevion&#039;s theocracy of Kadaena, which was contemporaneous with Uthex Kathiasas in the adjacent lands.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a reasonable case to be made, which will be done below, that the Iruaric named creatures are really some of the non-demonic other extraplanar entities from Creatures &amp;amp; Treasures II (1989). These include the Dictics (giant fog beetles), Nycorac and [[Blacar]] (dark vorteces), and Absorbers (magru). In this same vein the crystal forest could be [[Crystyl]]s and the boiling sea of mud could be [[Hoard]], and could implicitly be part of the crystal dome&#039;s transplanar mechanism. [[Traag]] may be implicitly relevant. [[Research:The Graveyard]] addresses the concept of &amp;quot;souls&amp;quot; of this world and others, and demons which originated as souls of this world. Twisting his works from this basis is straight forward, moving towards the demonic and even Dark Gods. Interestingly the &amp;quot;hooded figures&amp;quot; are also referred to as &amp;quot;perverted beings&amp;quot; in the original Broken Land background story.&lt;br /&gt;
===Curse of Kabis===&lt;br /&gt;
The &amp;quot;Curse of Kabis&amp;quot; (1995) is an I.C.E. module that was considered non-canonical by Terry Amthor, the primary author of the Shadow World source books. It involves an extremely powerful manifestation of the Unlife named Kabis who was imprisoned (p.3-4), along with other servants of the Unlife, within Charôn in a &amp;quot;prison plane&amp;quot; at the end of the Wars of Dominion by the Lords of Orhan. It retcons much of the meaning of the parts of the books that concern us. While it should be too late to matter to the Broken Land, it is important to mention it, because if it did it elaborates Empress Kadaena working on Charôn itself.&lt;br /&gt;
&lt;br /&gt;
In this book the Empress Kadaena was manipulating life and making warped monsters underground in a secret laboratory. Kadaena made an artificial demi-plane that was coexistent with Charôn, a parallel Charôn in the same space and time but a different planar state, with gravity similar to Kulthea from rotating. It was formed as a hollow shell of rock from tons of material gutted from within Charôn. This is what led to the civil war which ended with her death. Over the millennia various extraplanar entities were trapped within it, and became a prison when the Lords of Orhan sealed the gate to it on Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Kadaena&#039;s workers managed to produce a &#039;&#039;&#039;twin discorporeal Charon that coexists in the same time-space but in a different planar state.&#039;&#039;&#039; It is a forced bubble of temporal reality and law upon the lowest ethereal medium, but separated from it by a tangible, 300-mile-diameter, luminescent energy sphere. The material pulled into the new plane was splattered across the interior surface, a micro-world turned outside-in. A dim solitary point of light hangs in the center of this altered, divergent or parallel Charon, a calculated side effect of the machines that enabled the entire plan. &#039;&#039;&#039;Only one entrance exists to the plane from the physical Charon;&#039;&#039;&#039; this gate is powered by a single device that is heavily shielded and withstood the dimensional blast 112 millennia ago. According to plan, the semi-ethereal world uses the gate not only as a planar anchor but also as a polar axis. Through this gate, Kadaena&#039;s sages introduced more air, water, dirt, and rocks into the experimental plane. &#039;&#039;&#039;Plants, creatures, and other life-forms were brought in and tampered with.&#039;&#039;&#039; Kadaena&#039;s true goal was then quickly attempted before the outbreak of war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Curse of Kabis (1995); page 23&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The &amp;quot;true goal&amp;quot; was to unify essaence and machine into an intelligent inter-dimensional entity called the Shadow Hold. The plane was made to have an impenetrable laboratory closer in nature to the Essaence realm.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is probably not relevant to the Broken Land because of the 1995 copyright date and the whole concept having first been worked out as early as 1992. However, it would provide a very different way of interpreting the Broken Land, which might actually fit it remarkably well. It would be one way of resolving the paradox, for example, of involving both Charôn and &amp;quot;another plane of existence&amp;quot;. It would explain why the Dark Gods are seemingly not present (unless the Morgu statue is not really a statue), but servants of Unlife are, and possibly First Era gogor. It would also make a literal interpretation of &amp;quot;the broken land&amp;quot;, though a cavern collapse below Charôn would as well.&lt;br /&gt;
&lt;br /&gt;
==Black Hel==&lt;br /&gt;
The Black Hel is an Outer Plane where a pantheon of Dark Gods is imprisoned, as they were banished by the Lords of Orhan during the Wars of Dominion. They are ruled by the dark goddess Orgiana (Modern: Eorgina), who unlike in the modern world setting of Elanthia, is not the &amp;quot;Queen&amp;quot; or &amp;quot;leader&amp;quot; of the Dark Gods. While there is some contradictory text about Orgiana having escaped to Charôn, she was actually banished with her surviving servants in the Black Hel. These would implicitly be other Dark Lords, but Demons of the Burning Night (1989) pre-dates the Dark Lords of Charôn concept.&lt;br /&gt;
&lt;br /&gt;
In other words, Orgiana is not even present in the Third Era, having only been involved in the Second Era. The author of Shadow World included her in the Dark Lords of Charôn as a retcon of the earlier book. In the Shadow World Master Atlas Addendum (1990), page 9, it is implied that the Lords of Orhan did not intervene in the Wars of Dominion until near the very end. This is all problematic for our purposes.&lt;br /&gt;
===Theocracy===&lt;br /&gt;
The theocracy of the Black Hel was ruled in the Second Era by V&#039;rama Vair, the surviving mortal daughter of Empress Kadaena. The symbol of Orgiana in her theocracy was an image of a powerful artifact known as the Helm of Kadaena, which retains part of Kadaena&#039;s consciousness. In terms of only the 1989 books one could plausibly assume Kadaena was wearing it when she was decapitated. There is no explanation for why Orgiana helped V&#039;rama Vair or what relationship Kadaena herself might have had with the Black Hel. [[Research:The Graveyard]] explores the issue of conflations of Orgiana and Kadaena.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Orgiana, Mother of Darkness&lt;br /&gt;
&#039;&#039;&#039;Repose&#039;&#039;&#039; in &#039;&#039;&#039;silent waiting&#039;&#039;&#039;,&lt;br /&gt;
With revanche to come.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Crypt of Kadæna (V&#039;rama&#039;s Mother). A curse is written in Low Nureti across the top of this crypt&#039;s entryway. It reads:&lt;br /&gt;
&amp;quot;Who disturbeth the &#039;&#039;&#039;sleeping queen&#039;&#039;&#039;&lt;br /&gt;
Thy luck lose, they skills fail&lt;br /&gt;
And join thy tormentor in the Black Hel!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 46&lt;br /&gt;
(Fake sarcophagus of Kadaena where the Helm of Kadaena was once stored. Next to the portal to Black Hel where Orgiana imprisons you.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An inscription is marked in white letters on the face of the Heartstone. It is written in Black Nureti and reads:&lt;br /&gt;
&amp;quot;By coward Utha &#039;&#039;&#039;cruelly slain&#039;&#039;&#039;&lt;br /&gt;
She &#039;&#039;&#039;sleeps&#039;&#039;&#039;, who &#039;&#039;&#039;spurns death&#039;&#039;&#039;&lt;br /&gt;
And awaits the hero shining-clad...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 42&lt;br /&gt;
(Where the Helm of Kadaena is actually kept, in the Temple of Burning Night below the idol of Orgiana.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: These are the same excerpts that [[Research:The Graveyard]] argues might have been used for the crypt in the Graveyard.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is no guarantee that Kygar was even looking at Demons of the Burning Night (1989). But it is conceivable it is relevant, especially if it was used in the crypt of the Graveyard, and if there was a spin-off or continuity intent with that story. Bonespear Tower is a memorial for Kygar. It is haunted by an I.C.E. Ordainer demon named [[Maleskari]], who Bonespear intended on trapping within a sword. This is highly likely to be playing off the dark saw-toothed scimitar that was sold at auction, which had a slayer demon of the Black Hel embedded within it who spoke to the wielder of acquiring souls together for Maleskari.&lt;br /&gt;
&lt;br /&gt;
Orgiana has the title &amp;quot;Mistress of the Dark&amp;quot; or &amp;quot;Goddess of Darkness&amp;quot;. In Iruaric this would be plausibly given by the phrase &amp;quot;dyar K&#039;mur&amp;quot;, which literally means &amp;quot;dark Lord-female&amp;quot;, where word-part order is not indicative of the grammar. It is possible the Dark Shrine is saying that Morgu was &amp;quot;born&amp;quot; to be the guard of the &amp;quot;mother&amp;quot; Orgiana, and when rendered in Iruaric, this is conflating Orgiana with the Dark Queen, Empress Kadaena. Aside from their similarities and cryptic relationships, Dark Spirits are manifestations of the will of Dark Lords, so it makes no sense for Morgu to be guarding Empress Kadaena. Meanwhile the Legend of the Necropolis of Etrevion (1990) speaks of Kadaena as if she were the leader of a faction of the Lords of Orhan who turned to the Unlife, and then the Graveyard frames her as a rival death goddess to Eissa.&lt;br /&gt;
&lt;br /&gt;
===Temple of Darkness===&lt;br /&gt;
The [[Temple of Darkness Poem]] includes the Dark Lords of Charôn, but refers to conditions that did not exist until after the Wars of Dominion. This is implied more directly by being from &amp;quot;the ruins&amp;quot; of the &amp;quot;Temple of Darkness.&amp;quot; The way several of the Dark Gods are depicted is unusual. One of these is Orgiana possibly described as if she were dead, and indeed the Black Hel deities are called &amp;quot;the dead gods&amp;quot; of Aranmor, emphasizing her waiting for revenge which is actually stated in Demons of the Burning Night (1989). What is more strange is calling her &amp;quot;Mother&amp;quot; of Darkness, given her hatred of males.&lt;br /&gt;
&lt;br /&gt;
Her description in Master Atlas Addendum (1990) says &amp;quot;she alone escaped back to Charôn&amp;quot;, implying these &amp;quot;Dark Godlings&amp;quot; of the Black Hel were of Charôn, but this is contradicted by Demons of the Burning Night (1989) where this is only a rumor and she is actually in the Black Hel. Later books confirmed she was actually banished in spite of retaining that escape wording. It does contain the line &amp;quot;rebuilding her power, and prepares for the day when she will return to the Shadow World.&amp;quot; But silent repose is not her demeanor. Only Demons of the Burning Night (1989) states she is the ruler of the Black Hel gods.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Orgiana, Mother of Darkness&lt;br /&gt;
&#039;&#039;&#039;Repose&#039;&#039;&#039; in &#039;&#039;&#039;silent&#039;&#039;&#039; waiting,&lt;br /&gt;
With &#039;&#039;&#039;revanche&#039;&#039;&#039; to come.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Burial Vault]&lt;br /&gt;
Dark skeletal figures lie in &#039;&#039;&#039;silent repose&#039;&#039;&#039;, stacked one upon the other in tiers of niches carved out of the stone walls.  Their musty odor assails your senses, and adds to the oppressiveness of the chamber.  A low stone slab occupies the center of the chamber, like a raised dais, but there is nothing on it except for a thick layer of dust.  You also see a large bronze door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Silent repose&amp;quot; is used in the Dark Shrine itself to mean death, rather than sleeping or kept in place.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Z&#039;tarr (Modern: V&#039;tull) is called a &amp;quot;vengeful warrior&amp;quot;, which is perhaps consistent, given he uses his sword with &amp;quot;grim vengeance&amp;quot; in his canon description. But then Omir (Modern: Onar) is associated with &amp;quot;vengeance&amp;quot; and &amp;quot;righteous retribution&amp;quot;, when he is actually emotionless. Akalatan or Akaltan (Modern: Amasalen) is bizarrely described as a grim reaper figure, though he has a psychopomp role in the theocracy of Klysus in later Emer books. Zania (Modern: Zelia) was originally a Dark Spirit and supposedly the chariot driver of Charôn. &amp;quot;We watch for your return&amp;quot; is probably a broader, more loaded meaning.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Akaltan, Dark Watcher&lt;br /&gt;
Grim reaper,&lt;br /&gt;
Gathering the tares.&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master&lt;br /&gt;
Guard the Dark Queen,&lt;br /&gt;
Spirit born of death.&lt;br /&gt;
&lt;br /&gt;
Zania, Keeper of the Moon&lt;br /&gt;
Fair charioteer,&lt;br /&gt;
We watch for your return.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Temple of Darkness&amp;quot; is suggestive of being Orgiana focused. The order of gods and spirits is not meaningful, it is the same as the source book. It does not include the Dancers of Inis, any of the Black Hel gods, or any other dark god from the 1989 modules. Later Shadow World books define other Charôn gods and spirits. The Master Atlas Addendum itself has always called its list only &amp;quot;a selection&amp;quot; of the evil entities inhabiting Charôn.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Morgu is &amp;quot;wantonly cruel&amp;quot; in his demeanor, similar to Orgiana being &amp;quot;cruel beyond belief&amp;quot;, which lends itself to &amp;quot;cruel master&amp;quot; in the poem. However, &amp;quot;guard the dark queen&amp;quot; has nothing at all to do with his canonical description, nor does &amp;quot;spirit born of death.&amp;quot; Orgiana could be interpreted as dead Mother. It is possible &#039;&#039;our&#039;&#039; Morgu was banished with Orgiana. Which explains his absence if this is Charôn and the statue in the Dark Shrine is not him.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;One popular account claims that &#039;&#039;&#039;Kadæna, dark mistress&#039;&#039;&#039; of the First Era, has risen again on Aranmor and prepares her resurrected armies for some final, shocking &#039;&#039;&#039;revenge.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The PC enters the Black Hel in person through a door hidden in the crypt of Kadaena on the Royal Estate (part X-9-3) in Tarek Nev. Once there, he is stripped of all weapons and armor and taken before the court of the gods of the Black Hel. The Gods sit in massive black thrones and are quite horrifying. Orgiana presides. The fate of the PCs rests entirely on the humor of Orgiana. Most gods will want to enslave, torture, or kill the PCs. Orgiana tells the PCs that they are doomed to stay in the Black Hel for eternity unless they can &amp;quot;amuse her&amp;quot; &#039;&#039;&#039;by helping to destroy Kulthea. The gods of the Black Hel have a great hatred for the planet of Kulthea,&#039;&#039;&#039; but they are banished from ever returning. They offer great recompense to PCs who will work to &#039;&#039;&#039;destroy the White Essence users (Loremaster) and blacken Kulthea&#039;s heart.&#039;&#039;&#039; PCs who refuse to help Orgiana and her cronies are kept prisoner in the Black Hel until they change their minds, undergoing a daily regimen of abuse and neglect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Most importantly, the Morgu stanza is present in this poem that only makes sense after the Wars of Dominion, except it is written in Iruaric on the Dark Shrine in the Broken Land. Uthex Kathiasas was killed in 6521 Second Era, which was early in the Wars of Dominion. The Loremasters sealed the portal with Runes of Warding, and were probably the ones who destroyed the library in the Dark Shrine, whose entrance is arguably a Lord of Essaence style gateway like the crypt in the Graveyard. These pose severe chronological questions, such as &#039;&#039;when&#039;&#039; the Broken Land is, or if Kadaena knew future events. This is relevant to [[Research:The Graveyard]] questions over Kadaena during the Wars of Dominion. The Temple of Darkness poem is itself &amp;quot;translated&amp;quot;, possibly also from Iruaric, with the same timing issues. These paradoxes are not a problem if the statue in the Dark Shrine is Morgu himself, waking up and hibernating in long cycles.&lt;br /&gt;
&lt;br /&gt;
==Wars of Dominion==&lt;br /&gt;
The [[Wars of Dominion]] were a 375 year conflict against civilization by the Dark Lords of Charôn and the forces of the Unlife. In the 1989 books before the former were defined, the latter were sometimes characterized as servants of (the long dead) Kadaena. It was fought against by the Loremasters, the Titans of Emer, and eventually the Lords of Orhan themselves. In the Shadow World Master Atlas Addendum (1990) it is strongly implied that the Lords of Orhan did not intervene until near the very end, though the intervention begins several decades earlier in later Shadow World books. &lt;br /&gt;
&lt;br /&gt;
When taken on face value the presence of an Iruaric inscription describing the Dark Gods using a Second Era alphabet, with a place seemingly associated with Charôn or Charôn itself, would lend itself to the interpretation that &amp;quot;the forces of the Unlife&amp;quot; include surviving followers of Empress Kadaena. There are passages in the 1989 books supporting it. These would be working with the Dark Lords in the build up to the Wars of Dominion, or possibly even be the Dark Lords themselves. The more complex issues come from the close reading of what the inscription means, as it is insinuating a relationship between them and Kadaena herself in the Second Era.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Without fanfare beyond a silvery luminescence, a presence materialized between me and Scalu. Golden skin bare but for a tunic of azure, a simple youth bearing only a spear had appeared to stand before the Dark God. Before the youth ,the Jackal halted, and his mouth opened in a human exclamation of surprise. &amp;quot;Cay!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And even as the youth seemed to grow in size to match Scalu in height, he held aloft his his gleaming spear and spoke with a voice like music, yet it carried over the tumult: &#039;&#039;&#039;&amp;quot;Take heart, people of Kulthea! Orhan has joined the fray!&amp;quot;&#039;&#039;&#039; And I took heart, &#039;&#039;&#039;for at last&#039;&#039;&#039; the very heavens had come to our aid.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Battle of Meagris&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;SE 6825&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Andraax&lt;br /&gt;
The Wars of Dominion, Vol 7&lt;br /&gt;
(&#039;&#039;&#039;The last days&#039;&#039;&#039; of the Second Era)&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The typos are in the original. Scalu really is described as the Jackal, in spite of having a hyena head in his ICE form.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Lords of Orhan are more powerful than the Dark Gods individually and would be able to isolate and overpower the individual Dark Gods. In the earlier Demons of the Burning Night (1989) book they intervened out of anger at the Black Hel pantheon. Some of the Black Hel gods were destroyed utterly, some banished to the Black Hel, and a few were imprisoned in meteoric eog (ora) by Iorak (Eonak). &lt;br /&gt;
&lt;br /&gt;
Unfortunately, this book has that happening during the Wars of Dominion but in the year 6200 Second Era which was before the Wars of Dominion, so there is no canonical date for this event that makes sense. It is mostly important for making sense of the Temple of Darkness Poem. The stated &amp;quot;theme&amp;quot; of the Broken Land is the Dark Gods working with the Unlife during the Wars of Dominion. So it is important to try to figure out the chronology of things in the Broken Land. What was there in the First Era? What was there when the dark priests arrived? What was there when Uthex arrived? What was not there until after the portal was warded by the Loremasters? Is there a way for this to make sense, other than the Dark Shrine statue being Morgu himself, without having to assume the kinds of time travel or prophecy implied by the Lovecraft parallels?&lt;br /&gt;
===The Dark Path===&lt;br /&gt;
[[The Dark Path]] is the theocracy of Empress Kadaena that was established and ruled by [[Bandur Etrevion]] of [[The Graveyard]]. This was established at some point during the early years of the Wars of Dominion, which took place between the years 6450 and 6825 Second Era. The original version of the [[Uthex Kathiasas]] story has Uthex slain by his fellow Loremasters in 6521 Second Era, which is 71 years into the 375 year war. This makes him essentially contemporary with The Dark Path in the immediately adjacent lands. This is most likely not a coincidence since both of these areas are playing off the same Lovecraft.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The Legend of the Necropolis of Etrevion is numbered among the tales that emerged from the devastating Wars of Dominion that ended the Second Era of Kulthea. Two brothers from the eastern region of Jaiman set off to join the struggle and seek their fame and fortune in &#039;&#039;&#039;the early days of the Wars.&#039;&#039;&#039; Of undistinguished lineage, the brothers realized that the quickest means to power and wealth was to cast their lot in with &#039;&#039;&#039;the forces of the Unlife&#039;&#039;&#039;. The elder brother, Bandur Etrevion, was obsessed with the pursuit of esoteric lore and forbidden knowledge. The younger, Kestrel Etrevion, was a more practical and carefree sort, a man of action.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[The Legend of the Necropolis of Etrevion]]&amp;quot; (1990)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Man&#039;Ta Pn&#039;Tairken translates literally to The Home of Broken Lore. In the year 6521 of the Second Era, &#039;&#039;&#039;during the early years of the Wars of Dominion&#039;&#039;&#039;, Loremaster Uthex Kathiasas was among the greatest researchers and theorists of the time. His research into what he called &amp;quot;a new source of power&amp;quot; was soon twisted and perverted into perilous forms by the &#039;&#039;&#039;subtle influence of the forces of the Unlife.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The capitalized term &amp;quot;Dark Path&amp;quot; and the phrase &amp;quot;new source of power&amp;quot; probably both come from the same paragraph of text in the Master Atlas, concerning what happens when casters begin tapping the Unlife for spells.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Bandur Etrevion was recognized by the Loremasters of the College of Karilon for his studies which helped them in their fight in the Wars of Dominion. Given his special interest in the Empress Kadaena, and his apparent understanding of Lord of Essaence style portals in the Graveyard, it is highly likely that Bandur is the reason Uthex knew about this portal and had the &amp;quot;influence&amp;quot; to gain access to it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The history of the cult deserves some discussion here. Early in his servitude to the Unlife, &#039;&#039;&#039;Bandur had pledged himself to the Empress Kadaena&#039;&#039;&#039;, the &#039;&#039;&#039;first Lord of Orhan&#039;&#039;&#039; to &#039;&#039;&#039;follow the ways of the Unlife.&#039;&#039;&#039; He turned his own bondage to her into the state cult, which he called The Dark Path. Followers of The Dark Path engaged in many heinous ritual practices beneath a &#039;&#039;&#039;genteel facade of prayer&#039;&#039;&#039;. They were ostentatious in their devotions, carrying around long rosaries of modwir beads and reciting out loud the Iylari phrase &amp;quot;&#039;&#039;&#039;Kadaena Throk Farok&#039;&#039;&#039;.&amp;quot; True followers of the &#039;&#039;&#039;cult of Kadaena&#039;&#039;&#039; who recited the phrase with fervor and dedication were promised everlasting existence by Bandur, and after death were transformed by him into various levels of undead creatures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[The Legend of the Necropolis of Etrevion]]&amp;quot; (1990)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Uthex Kathiasas had &#039;&#039;&#039;used his powerful influence to gain control&#039;&#039;&#039; over a small and remote natural gate leading to another plane of existence. It was in that place that the Loremaster conducted secret experiments designed to provide his new power with physical form that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
While Uthex would not have been deceived by worshippers of the Dark Lords, the servants of the Unlife are typically illustrated as deceptively civilized. It is quite plausible that he would have been able to interact with cultists of the Dark Path without knowing they were evil. On the other hand, if the Broken Land were Charôn itself, the servants of the Unlife could have originated in the Broken Land. But this would give no explanation for how Uthex knew about the portal or used &amp;quot;his powerful influence&amp;quot; to &amp;quot;gain control&amp;quot; of it. Since it is an &amp;quot;Unlife invasion&amp;quot; theme, the hooded figures may be Dark Path cultists.&lt;br /&gt;
&lt;br /&gt;
The question is how much of a continuity of intent there is between the Graveyard and the Broken Land, since the original parts of the Graveyard were made before Kygar became a GameMaster. It is also complicated by the Graveyard story having not been designed in the context of the 1990 books. It refers to Empress Kadaena as a &amp;quot;Lord of Orhan&amp;quot;, implying she became an actual death goddess who was the first to turn to the Unlife, the &amp;quot;guardian of the forbidden&amp;quot; in contrast to Eissa as Guardian of Oblivion. This is especially important since Morgu, a Dark Spirit, is implied to be the bodyguard of Kadaena.&lt;br /&gt;
===Lorgalis===&lt;br /&gt;
Uthex Kathiasas was killed in the exact year 6521 Second Era in the original version of the Broken Land story. In the later Shadow World books this is the year [[Lorgalis]] conquered Saralis with an [[Kharuugh|Ordainer]], where the mountain range leading up to the High Plateau next to what we call the Lysierian Hills (Seolfar Strake) is the northern border of Saralis. There are very few events with dates in the 375 year Wars of Dominion, so it would be a bizarre coincidence for this to have happened at random. It might have been an established fact in some kind of Shadow World supplementary material, but otherwise we have to assume it is apocryphal. In the 1989 books when Lorgalis is first introduced, he is the most powerful force of the Unlife, with a modus operandi similar to the Priests Arnak. Later he is only Unlife adjacent, not one of its true followers.&lt;br /&gt;
&lt;br /&gt;
This is important because Lorgalis in the 1989 books is a surviving servant of Kadaena from the First Era. In the 1990 books only his father is one of her Lord of Essaence followers, and he reluctantly works with the forces of the Unlife and the Dark Gods in the Wars of Dominion. The monastery might be interpreted as hiding it from him after he conquers the region. It is still possible the monastery was intended to guard against Dark Path or other Unlife invasions from both sides of the portal. The portal was dormant when the Monastery was introduced in 1992. The hooded figures showed up in 1993.&lt;br /&gt;
&lt;br /&gt;
The difficulty with interpreting GemStone III locations and stories in terms of Lorgalis, such as during the Wars of Dominion, is that it is not clear the surrounding Shadow World setting was actually that important. Lorgalis was also not the only evil surviving (partial) Lord of Essaence in the Wars of Dominion. There is also the Master of Malice who was killed in 6825 Second Era, who drove Andraax insane in their final battle, though this might not have been established until later books. Empress Kadaena&#039;s daughter ruled the theocracy of Orgiana in southwest Jaiman. But for the most part the surviving followers of Empress Kadaena are very few in numbers. It was mostly vague wording in some passages that made it sound like all the forces of the Unlife in the Second Era are servants of Kadaena. This includes the weird text with the &amp;quot;servants of the Shadow&amp;quot; line making the two sides sound descended from the Lords of Orhan. If there were Lords of Essaence in the Broken Land in the Wars of Dominion, the Loremasters and monastery monks would not have been able to fight them.&lt;br /&gt;
===Morgu===&lt;br /&gt;
Uthex Kathiasas would not have been working at first in the Broken Land if Morgu was flying around with gogor. The Dark Shrine would not have been accessible prior to the lug&#039;shuk traaglaakh (magru) dissolving away the tunnels opening up into the huge cavern. It would seem to only be plausible that the shrine was abandoned by his time, if only because the Dark Lords were gone to conquer Kulthea, but possibly since the First Era or the early Second Era. The question is whether it has been long abandoned by the present 6050 Third Era, perhaps implied by the running water and stalagmites in the dark cavern, or if we are supposed to read it as ongoing cultist activity in service of Morgu. Remarkably, the crypt in the Dark Shrine was a locked door when it was first discovered, implying someone locked the corpses inside it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The muted gurgle of &#039;&#039;&#039;running water&#039;&#039;&#039; is an odd intrusion into the quietude of the cavern.  A weak flow of water emerges from a small crack high up on the western cavern wall and cascades down over the stone to collect in a &#039;&#039;&#039;small rivulet&#039;&#039;&#039; that runs off to the east.  The stream presents no barrier to passage, being only a foot or two wide, and it is only the shallow stone channel, etched into the floor of the cavern by the flow of water over uncounted years, that keeps it from simply spreading out.&lt;br /&gt;
Obvious exits: north, south, east, northeast, southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a small stream that winds its way through &#039;&#039;&#039;the tall stone spires&#039;&#039;&#039;, creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a sweet, but slightly fetid odor.  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.  You also see a red myklian.&lt;br /&gt;
Obvious exits: north, south, east, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Kulthea Chronicle newsletter it was noticed that Morgu has a special weakness for running water, and Trachten speculates that the Loremasters made the stream to keep Morgu out. This is not really logical since it is six thousand years later, and Morgu clearly enters through the windows of the Dark Shrine. What has been missed is that the huge stalagmites imply water is dripping from the cavern roof. Morgu is damaged by rainfall and flees it. This might have something to do with why the [[Call Lightning (125)]] spell originally did not work on the Jagged Plain of the Broken Land even though it is apparently outdoors.&lt;br /&gt;
&lt;br /&gt;
This is figuratively suggesting that Morgu has not been around in millennia. That the magru and myklian had Iruaric names suggests they were there with Uthex. However, it is worth noting that while the word &amp;quot;stalagmite&amp;quot; is used in the Broken Land, the spires in the huge cavern are never called stalagmites. (In fact, even where the word is used near Uthex&#039;s abode, the seemingly natural &amp;quot;stalagmite&amp;quot; is actually an artificial mechanism.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;Weakness&#039;&#039;: Morgu &#039;&#039;&#039;dislikes running water&#039;&#039;&#039;, and &#039;&#039;&#039;rainfall is his greatest bane&#039;&#039;&#039;. Rainfall delivers hits to Morgu, 5-50 per round in a downpour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 46&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It is not plausible that the Loremasters would have known he has this weakness.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Morgu is described as having found hundreds of gogor &amp;quot;hidden away in ancient crypts on Kulthea&amp;quot;, which is the root of the modern text of Marlu delving into crypts, and &amp;quot;has succeeded in awakening them from their log hibernation after the Great Conflict at the end of the First Era.&amp;quot; The text for the gogor itself has &amp;quot;dark priests&amp;quot; searching &amp;quot;deep in lost caverns and the ruins of ancient citadels&amp;quot;, where they were &amp;quot;guided by hints millennia old&amp;quot;, and &amp;quot;found crypts&amp;quot; with &amp;quot;row upon row of stone jars&amp;quot;. The huge throne and corridor is not necessarily contemporaneous with the dark priests represented in the shrine. Though the tapestry insinuates Morgu himself may have been present.&lt;br /&gt;
&lt;br /&gt;
The theme of the Unlife and the Dark Gods working together in the Wars of Dominion raises the question of the identity of the priests. They could specifically be Morgu cultists. They might be &amp;quot;forces of the Unlife&amp;quot;, perhaps members of the Dark Path, which is a theocracy of Kadaena and may thus naturally have interest in Morgu. It is unclear if they are distinct from the hooded figure &amp;quot;minions&amp;quot; of Uthex. In principle they could be the same cult.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls &#039;&#039;&#039;have been smashed.&#039;&#039;&#039;  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an &#039;&#039;&#039;ancient tapestry&#039;&#039;&#039; which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of &#039;&#039;&#039;sycophants, dressed in long black robes&#039;&#039;&#039; surround a low stone altar similar to the one in this room.  The figure of &#039;&#039;&#039;a man, twisted and broken&#039;&#039;&#039;, lies on the surface of the stone table while another dark shape &#039;&#039;&#039;pours some foul looking fluid from a small urn&#039;&#039;&#039; out over the &#039;&#039;&#039;tortured man&#039;s body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
[Dark Shrine, Secret Room]&lt;br /&gt;
&#039;&#039;&#039;Row upon row&#039;&#039;&#039; of tall stone jars stand against the walls of this room.  A strong odor hangs in the air, sickeningly sweet with a subtle bitter, acidic quality.  The fetid odor makes your bile rise, and it is hard to breathe.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look jar&lt;br /&gt;
Dozens, &#039;&#039;&#039;perhaps a hundred tall&#039;&#039;&#039; stone jars stand in rows along the walls.  The jars have been capped with stone disks, and sealed with a substance resembling common stone mason&#039;s mortar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Row upon row&amp;quot; is a direct quote from the Gogor section of the Shadow World source material about what the dark priests found in the First Era crypts. &amp;quot;Hundred&amp;quot; comes from the line about Morgu&#039;s own collecting.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Storage Room]&lt;br /&gt;
Several tall stone jars lie on their sides in a heap along one wall next to a stack of heavy stone disks.  Along the opposite wall is a collection of large ceramic urns, which reek with a fetid sweet odor.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in jar&lt;br /&gt;
There is nothing in there.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look urn&lt;br /&gt;
The lid of the ceramic urn has been broken, and part of it has fallen away.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in urn&lt;br /&gt;
In the ceramic urn you see some dark fluid.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look fluid&lt;br /&gt;
A bitter, pungent odor rises from the dark, disgusting fluid that fills the ceramic urn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It is interesting that there are a hundred sealed jars in the secret room, but these several near the crypt of the priests are emptied of their gogor. Combined with &amp;quot;minor gogor&amp;quot; this might be hinting that these were created in the Second Era using First Era knowledge. But it might only mean these were the ones woken with the ritual.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This allows three possibilities: Morgu himself brought the stone jars to this place in the Second Era; Morgu found the stone jars there in the Second Era and it was turned into a shrine for him; Morgu dwelled here with his gogor in the First Era and dark priests in the Second Era woke things up. The Iruaric invoking element on the dark cavern entrance is no older than the statue of Morgu in the Dark Shrine, and the other side is Iruaric written in an alphabetic form rather than hieroglyphs. The destruction of the library and graven images might suggest the Loremasters raided this temple in 6521 Second Era, though another possibility will be given below.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
&#039;&#039;&#039;Fire has destroyed most of this room.&#039;&#039;&#039;  Charred shelves filled with ashes and the remains of countless volumes of books and scrolls line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Few records of the battle against Uthex Kathiasas and his minions have survived the ages, but it is generally accepted that the Loremasters easily gained access to his secret workshop. Uthex Kathiasas was destroyed during the ensuing battle, and while the Loremasters were not able to &#039;&#039;&#039;completely destroy&#039;&#039;&#039; his experiments, they &#039;&#039;&#039;removed what records&#039;&#039;&#039; and equipment that they could, and sealed the gate leading to that location with Runes of Warding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Broken Land&amp;quot; (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The alternative of the awoken gogor, probably the dark priests themselves, destroying their own things is possible but less intuitive.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rituals performed in the Dark Shrine are not Shadow World canon. They seem to either be the human sacrifice ritual for waking up existing gogor, or the process for making gogor out of tortured and sacrificed bodies by placing them in the jars and transforming them. If it is the latter case it might explain why they were only &amp;quot;minor gogor&amp;quot;, and would imply that the library had texts pertaining to the methods Empress Kadaena used to fashion the gogor in the First Era. It seems implausible the humanoid priests could have moved the material to the Dark Shrine to make the Morgu statue themselves. It is part of the mechanism for teleporting into the huge cavern using a spoken Iruaric phrase, and the other side would be as old, so the &#039;&#039;voice&#039;&#039; aspect and &#039;&#039;relief&#039;&#039; may be older than &#039;&#039;the inscription&#039;&#039; in its Second Era alphabet. But the spoken dialect seems ancient and the statue is part of the mechanism.&lt;br /&gt;
&lt;br /&gt;
The problem with this loophole in the anachronism is that it is a chicken and the egg problem. Without the clue to transfer yourself into the Dark Shrine, how do you know what to say in the first place to make the inscription? With the Lovecraftian subtexts it might simply be an unavoidable contradiction as a horror motif. Lord of Essaence portals are capable of reaching other times, for example, or there are various premises for seeing or reaching into the future or past. Morgu is still being described in relation with Kadaena, and then somehow, this stanza in Iruaric ends up in the Temple of Darkness after the Wars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A &#039;&#039;&#039;gargantuan stairway descends&#039;&#039;&#039; from the landing here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, &#039;&#039;&#039;an engineering feat of unparalleled proportions&#039;&#039;&#039;.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down.&lt;br /&gt;
Round time: 7 sec.&lt;br /&gt;
&lt;br /&gt;
You lie there for a moment, trying to catch your breath.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is a huge relief carved into the wall at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(puzzle)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch relief&lt;br /&gt;
You place one hand on the huge relief.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;quot;Lo thal ta shin&lt;br /&gt;
The room dissolves around you.  You feel a tingling sensation run through your body and suddenly you see...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The &#039;&#039;&#039;Lords of Essence&#039;&#039;&#039; have created a network of Portals (or &#039;Gates&#039; as they are sometimes called) linking points on the globe. These doorways allow someone who enters to instantly be transported to another location, exiting at another Portal. The manner of operation of these gateways is unknown; while some are very predictable two-way corridors between points, others seem random, transporting the unwary &#039;&#039;&#039;not only across vast distances but through time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many take the form of crude trilithons isolated in the wilderness, while others appear as gleaming silvery ovals on ornate pedestals. &#039;&#039;&#039;Some are concealed underground&#039;&#039;&#039;, or are even disguised as normal doors in ancient structures. Some are always &#039;active&#039; - meaning that should someone step through one, they will be instantly teleported to the other end of the portalway - while &#039;&#039;&#039;others must be activated by a magical phrase&#039;&#039;&#039; or item. Generally, active Portals are easily noticeable by a strange, &#039;substantial&#039; darkness covering the entire opening; looking at the darkness for too long a time can cause queasiness. These also give off a barely audible thrumming sound/vibration. There is an occasional Portal, however, that appears completely normal, and is instantly activated as one walks through it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 55&lt;br /&gt;
- Tomes of Kulthea #1123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It is dubious to try to interpret historical chronology into scenery that is allegorical in origin, as explained in the Lovecraft section under &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;. But this stairwell makes no sense unless something of that size were present to walk down it. It makes no sense to have Iruaric named creatures without reference to the Lords of Essaence, and of course the stone jars with the gogor ought to have originated in the First Era. In theory the huge stairwell should have been &amp;quot;engineered&amp;quot; in the First Era, quite probably with controlled magru dissolving the rock. But this alphabetic script should not have pre-dated the Second Era without knowledge of the future, even though the command &amp;quot;thro dyar K&#039;mur&amp;quot; most likely refers to Empress Kadaena. The language implies it should be a Lord of Essaence portal.&lt;br /&gt;
&lt;br /&gt;
The relief should thus be as old, except that script would not exist yet. The dark priests would have needed to learn the spoken phrase, perhaps from Morgu himself, which only makes sense if the Dark Gods were present in the First Era. Other cultists must be familiar with the phrase for it to appear elsewhere in the ruins of the Temple of Darkness. That poem arguably does not make sense until after the Wars of Dominion, especially the Orgiana part, but the Morgu lines in isolation are not problematic. If the Dark Lords are avatars for the Lords of Essaence, including Kadaena, the modern script is not a problem.&lt;br /&gt;
&lt;br /&gt;
The simplest way to resolve these issues is to interpret the statue of Morgu in the Dark Shrine as being Morgu himself. (This is also a Lovecraftian horror motif.) Morgu would then be present at any necessary time period, but also hibernating like a gogor whenever it would seem inconsistent for him to have been awake for something. Morgu would then be the Lord of Essaence creation and servant of Empress Kadaena who speaks the First Era dialect of Iruaric, while interacting with cultists of Kadaena who are servants of the Unlife in the Second Era and Third Era. The &amp;quot;minor gogor&amp;quot; may then be created by sacrificing dark priests with a ritual under Morgu&#039;s supervision, while other stone jars could be much older. The heavy damages to the Dark Shrine would then be interpreted as Morgu waking up and being enraged.&lt;br /&gt;
===Loremasters===&lt;br /&gt;
The Loremasters destroyed or removed what records and equipment they could, but were not able to destroy all of Uthex&#039;s creations. This might be because the crystal dome summons or reincarnates more of them and could not be permanently shut off. The hooded figures are implied in the wording to be among these minions. The portal to the Broken Land has to be blocked to prevent invasions by these forces of the Unlife. In the Shadow World Master Atlas it says the Loremasters tried to close the Portals at the end of the Wars of Dominion, but found that it was too dangerous and disruptive so they stopped.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The most powerful (and dangerous) of the Portals on Kulthea serve a dual purpose: as &#039;&#039;Major Portals&#039;&#039; they exist also as passages to other worlds, dimensions, or planes. These are one method by which the forces of the Unlife gain entry to the world - though they are not the only means of access. &#039;&#039;There is usually no way to differentiate between a Major portal and a Minor one (a portal which merely transports one from one place on Kulthea to another), without careful magical analysis. Some can even change their destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Towards &#039;&#039;&#039;the end&#039;&#039;&#039; of the Wars of Dominion, some Loremasters and other powerful users of Essence decided to attempt to close all the Major Portals. They soon found, however, that attempting to close the Gateways only disrupted the Balance of Essaence and created major Flow disturbances.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 57&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 183&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The italicized lines at the end of the first paragraph are only in the 2nd Edition.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The publication date of the second edition of the Master Atlas, May 1992, might be just barely early enough to be relevant to the Monastery. It first appears as recently discovered in [[Kelfour Edition volume III number II]] dated July 1992. However, these dates are very close to each other, and the later Iruaric glossary came from the Master Atlas Addendum (1990) rather than Master Atlas, 2nd Edition. This text might be coincidental rather than intentional for Uthex taking it to be a small portal. In the Uthex Kathiasas story from 1993 the Loremasters used &amp;quot;Runes of Warding&amp;quot; so only the powerful could return. &lt;br /&gt;
&lt;br /&gt;
When the Monastery was discovered in mid-1992 there was a &amp;quot;rune-covered stone which seems to ward off the Unlife&amp;quot;, which is simply referring to the misty chamber being a safe room. It is not described in detail. (It was common back then to call undead creatures &amp;quot;Unlife.&amp;quot;) At first there was no backstory explaining the monastery, though Kygar said he worked it all out before building. The portal did not become active with hooded figures coming through and attacking until March or April 1993 in [[Kelfour Edition volume III number XI]]. In the Master Atlas Addendum (1990) there is a special Warding spell list with a powerful Enchant Stone spell that might be relevant.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;60) &#039;&#039;&#039;Enchant Stone&#039;&#039;&#039; (F) &#039;&#039;&#039;D&#039;&#039;&#039;: P &#039;&#039;&#039;R&#039;&#039;&#039;: T &lt;br /&gt;
Note: This spell &#039;&#039;&#039;requires special materials&#039;&#039;&#039; and a powerful ritual; Caster may only enchant one stone per day. Caster is able, through a ritual lasting one hour, to imbue one large &#039;&#039;&#039;immobile&#039;&#039;&#039; stone with a permanent &#039;&#039;Warding&#039;&#039; power. Stone must weigh at least 100 lbs and if moved from its spot the spell is broken. Warding level of the stone is &#039;&#039;&#039;equal to Caster level&#039;&#039;&#039;. Caster may link a series of stones (no more than 10&#039; apart from each other) into a &#039;&#039;&#039;Circle&#039;&#039;&#039; no larger in diameter than 1&#039; per Caster level. Creatures attempting to enter Circle &#039;&#039;&#039;or touch the stones&#039;&#039;&#039; must make a successful RR vs 1/2 caster level at or suffer an &amp;quot;A&amp;quot; Disruption Critical and &#039;&#039;&#039;be thrown back&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 84&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 191&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Compare this to the rune-covered stone circle that is &#039;&#039;rotating&#039;&#039; around the now active portal in the misty chamber. It includes fine details like taking minor damage for touching it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A damp mist seems to seep from the very walls of this vast chamber casting the walls in an eerie green pallor.  A &#039;&#039;&#039;large round stone&#039;&#039;&#039; stands upright in the center of the room, rotating like a coin that has been stood on edge &#039;&#039;&#039;and spun&#039;&#039;&#039;.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A &#039;&#039;&#039;low steady hum&#039;&#039;&#039; emanates from the stone, and the sound soothes your tired nerves.  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a &#039;&#039;&#039;strange dark rock that you have not seen before&#039;&#039;&#039;. There are runes carved on the stone all around the center opening.  The opening is &#039;&#039;&#039;pitch black&#039;&#039;&#039; and you cannot see through it to the other side.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look runes&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&lt;br /&gt;
XXXXX points at some strange runes on a large stone.&lt;br /&gt;
As XXXXX &#039;&#039;&#039;touches the runes&#039;&#039;&#039;, he &#039;&#039;&#039;receives a mild electrical jolt!&#039;&#039;&#039;&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Light shock to right leg.  That stings!&lt;br /&gt;
&lt;br /&gt;
XXXXX stands in front of the &#039;&#039;&#039;spinning stone&#039;&#039;&#039; with his arms spread wide.  He mutters a few words under his breath and suddenly disappears!&lt;br /&gt;
There is a &#039;&#039;&#039;high-pitched hum&#039;&#039;&#039; from the stone, and XXXXX suddenly appears in the room!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You focus hard on the runes, but without the proper skill, they soon become a maddening, writhing jumble of markings! You struggle to tear your eyes away, and &#039;&#039;&#039;fall back into a heap on the floor&#039;&#039;&#039; as you do!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
XXXXX focuses hard on the runes.  A look of sheer panic suddenly spreads over her face and she struggles to turn away from them!  With a gasp, she &#039;&#039;&#039;falls to the floor&#039;&#039;&#039;, looking rather shaken!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Uthex Kathiasas story calls this a small and remote natural gate to another plane of existence. However, this fits the description of some kinds of Lord of Essaence Portals from the First Era, so the possibility has to be held that this is a Major Portal made by the Lords of Essaence or someone like Bandur Etrevion who understands their gate magic as demonstrated in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The Lords of Essence have created a network of Portals (or &#039;Gates&#039; as they are sometimes called) linking points on the globe. These doorways allow someone who enters to instantly be transported to another location, exiting at another Portal. The manner of operation of these gateways is unknown; while some are very predictable two-way corridors between points, others seem random, transporting the unwary not only across vast distances but through time.&lt;br /&gt;
&lt;br /&gt;
Many take the form of crude trilithons isolated in the wilderness, while others appear as gleaming silvery ovals on ornate pedestals. &#039;&#039;&#039;Some are concealed underground&#039;&#039;&#039;, or are even disguised as normal doors in ancient structures. Some are always &#039;active&#039; - meaning that should someone step through one, they will be instantly teleported to the other end of the portalway - while others must be activated by a magical phrase &#039;&#039;&#039;or item&#039;&#039;&#039;. Generally, &#039;&#039;&#039;active Portals are easily noticeable by a strange, &#039;substantial&#039; darkness covering the entire opening&#039;&#039;&#039;; looking at the darkness for too long a time&#039;&#039;&#039; can cause queasiness&#039;&#039;&#039;. These also give off a &#039;&#039;&#039;barely audible thrumming sound/vibration&#039;&#039;&#039;. There is an occasional Portal, however, that appears completely normal, and is instantly activated as one walks through it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 55&lt;br /&gt;
- Tomes of Kulthea #1123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World Master Atlas gives context to how long Uthex Kathiasas could have been out working on his own without oversight by his fellow Loremasters. They had come to suspect something was wrong, presumably from the contents (or absence) of his report to his superiors, required only once a year. They intervened under the suspicion he had gone mad and succumbed to the Unlife.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;They will &#039;&#039;&#039;not interfere directly unless to the peace and stability of the world would be jeopardized by their inaction&#039;&#039;&#039;. Almost never prominent personalities, yet so often to be found operating beneath the colorful facade of a realm&#039;s government, Loremasters are the great meddlers of the world. Lurking behind thrones and in council chambers, they whisper a word here, over hear a rumor there. Information is their trade and the substance of their lives. With the acquisition and careful dissemination of knowledge, they keep the Free Races of Kulthea alert to the scheming of the Unlife&#039;s servants. Without them the world would be a &#039;&#039;&#039;desolate planet&#039;&#039;&#039; with only &#039;&#039;&#039;small pockets of life&#039;&#039;&#039; under the &#039;&#039;&#039;cruel domination of creatures unspeakable, servants of the Unlife&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Loremasters rarely take sides, unless one faction is &#039;&#039;&#039;clearly operating according to the wishes of the Unlife&#039;&#039;&#039;. He never condones aggression against other governments or peoples (unless in defence or &#039;&#039;&#039;when assaulting a Dark Realm&#039;&#039;&#039;). Loremasters operate more freely than Navigators, &#039;&#039;&#039;often not contacting superiors at Karilon more than once or twice a year&#039;&#039;&#039;. Navigators are on more of a tight reign, returning to Nexus between journeys to report.&lt;br /&gt;
&lt;br /&gt;
The Loremasters are in fact a fairly sophisticated organization. They are controlled by a council of twelve elder Loremasters charged with coordinating the actions of their agents around the world. All of the members of the Council are elected for life or 100 years, whichever ends first. Six are immortals, the balance being saged mortals. The only exception is Kirin Tethan, the only surviving Founder of the Order, who holds a permanent seat. The Council &#039;&#039;&#039;rarely intervenes in specific &#039;field&#039; situations unless specifically asked by the Loremaster involved&#039;&#039;&#039;. This group meets in a guarded chamber atop the Tower of Winds - the highest pinnacle of the hidden citadel of Karilon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 36&lt;br /&gt;
- Tomes of Kulthea #1098&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Loremasters gathered in the hills of a small island to the far north to face a new threat. They had, for some time, suspected that their fellow Loremaster, Uthex Kathiasas, had gone quite mad and succumbed to the dark power of the Unlife. Responding to increasingly frequent reports of strange happenings, powerful and mysterious hooded figures, and fell beasts, the Loremasters now prepared for the worst.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===The Monastery===&lt;br /&gt;
The Monastery itself is not obviously based on a &#039;&#039;specific&#039;&#039; historical or fictional place, aside from a vaguely eastern flavor in the ki-lin and the meditation chamber. The cells and abbot are historically consistent for a western monastery. This will be explored more fully in the subtexts section. These were monks of Cay, most likely, and Orhan more generally. This is perhaps even &amp;quot;monk&amp;quot; in a similar profession sense as the Monk class in GemStone IV, except in the Shadow World setting they use the Essence realm instead of Mentalism. The monastery itself gives the flavor of their living centuries below ground, dedicated in the struggle to prevent the forces of the Unlife from invading through the portal.&lt;br /&gt;
&lt;br /&gt;
The records of the existence of the monastery were lost or destroyed with time, and the monks eventually succumbed to the corruption of the Unlife. Whether this is from prolonged exposure to dark essence is unclear. It is possible some of the texts removed from the Broken Land were kept in their own library. Kygar has them first suffering from loneliness and increasing isolation for centuries, so if there was an active &amp;quot;dark struggle&amp;quot;, they may have eventually bonded with the hooded figures who in turn taught them dark magic. What is unusual about the monastic liches is the hole in their chests where they removed their own heart. This is possibly meant to imply the Ritual of Black Eternity, one of the most evil of all spells. It is from the Classic Liches in Rolemaster Companion I (1986), pages 35 and 75, a tighter fit than D&amp;amp;D phylacteries.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;describe lich&lt;br /&gt;
Garbed in the tattered finery of his lost faith, this monastic lich is a decomposing humanoid of indiscernable heritage. Standing as high as a human, his distinguishing features have skin wrapped about a thin skeletal frame. Held together by nothing more than smouldering malice and some long forgotten curse, the monastic lich&#039;s flesh falls off in stinking bits as he shudders in agonizing ecstasy. In the center of his chest is a ragged hole, as if his heart had been ripped from its body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Monastic Lich:&#039;&#039;&#039; &#039;&#039;Class VI; (-)-EN#-9; fear on sight (RR); touch delivers a &amp;quot;C&amp;quot; cold critical; touch drains 5 Con pts; Monk base spells (4xlvl PP); use Large creature critical table.&#039;&#039;&lt;br /&gt;
Few Monks discover the rituals and spells which enable Evil Clerics, Magicians and Sorcerers to become liches, and fewer still decide to cross the threshold into the unlife. The Monks that do so become an extremely rare undead type known as the monastic lich. These men were obviously very twisted and evil in life, and appear as robed, animate skeletons in death. Monastic liches retain all of their martial arts abilities and Monk spells, and gain the claws which deliver extra slash attacks plus their cold, soul-numbing touch. A hit from one of these horrors can be devastating. They are often found in abandoned monasteries or other ruined structures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Treasures II (1989); page 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Classic &amp;quot;Lich&amp;quot; monsters are Evil Clerics, Evil Mages, or Sorcerers. See page 42 of Creatures &amp;amp; Treasures I.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the 1999 edition of Creatures &amp;amp; Monsters on page 118, standard liches are transformed over a year with the Ritual of Twilight, while classic liches use the more rare and dangerous Ritual of Black Eternity where the organs are put into a special container and hidden. (In the 1995 edition of Creatures &amp;amp; Monsters this is on page 187.) These texts reference them having red light in their eyes. This is not included in the monastic lich section on page 131 (or page 190 in the 1995 edition), but is part of the ambient messaging on the monastic liches. The lich description of &amp;quot;fine, although unkempt and tattered, clothing or robes&amp;quot; is significantly closer to the GemStone description than their monastic lich entry. These rituals were not given until the 1995 version of Spell Law, before which the phylactery-like concept was only in Rolemaster Companion 1. The important point of the monastic liches is that, as monks rather than pure spellcasters, they could only have done this by possessing texts on necromancy. This only makes sense if it came from the Dark Shrine.&lt;br /&gt;
&lt;br /&gt;
There is some reason to suspect this is a later period admixture, presumably from the 1995 edition of this book, especially since the Monastery pre-dates the Describe verb by half a year. The creature description for the ki-lin on the Play.net website is inconsistent with the Rolemaster version with the glowing red horn, but it is consistent with the Rolemaster description of the ki-rin which is more consistent with the mythological qilin. It is important to be cautious with creature descriptions because they were often added later. The spectral monks are presumably the monks who failed to become liches.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Imagine a creature with the head of a dragon, the mane of a lion, the body of a stag and the tail of an ox. Add a solitary horn upon its forehead and the form of the ki-lin is complete. Sightings of this magical and dangerous beast are very rare and thus trophy hunters are said to pay a high price for the horn of the legendary beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Play.net website&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By day, the sun bounces from the golden fur covering a deer&#039;s body, leaps from the deeper gold of a lion&#039;s mane an an ox&#039;s tail, and gleams on the rose pearl of a unicorn&#039;s horn as the Ki-rin gallops across the heavens; the Ki-rin possesses no wings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Monsters (1999); page 72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The dragon head feature still has to come from mythology rather than Rolemaster. The mythological qilin has numerous variations, but these specifically match up.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the monastic liches still having rotting flesh in their description, rather than being purely skeletal, we might think it was only relatively recently that they fell to the Unlife. This would be consistent with the timing of the hooded figures appearing, though it puts too much weight on a possibly apocryphal creature description. In any event they would have fallen into madness first, perhaps indicated by the emotive faces above the doorways downstairs. The painting upstairs referring to the &amp;quot;Undead Wars&amp;quot; probably said &amp;quot;Wars of Dominion&amp;quot; originally. The phylacteries are most likely sealed away in the sewers under the monastery, but again, Rolemaster liches did not use these yet when the Monastery was built. The sewers originally had ratsnakes in them. This potentially supports interpreting the cave itself as an allegory for Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot;, detailed below in the Major Sub-Texts section.&lt;br /&gt;
&lt;br /&gt;
It is unclear if the action of reaching into the holes in their chests dates back to 1992 or was added later. It is possible that this connection to the Ritual of Black Eternity, which first appears in Rolemaster Companion in 1986 but not in the creatures bestiaries or Spell Law until 1995, is not the intention behind the liches having holes in their chests. In the Major Sub-Texts section another theory will be given in terms of the monastery&#039;s meditation room and astral projection esotericism that would still work for 1992.&lt;br /&gt;
=Death=&lt;br /&gt;
The major sub-texts category addresses the parallel the Broken Lands has with H.P. Lovecraft&#039;s &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; and possibly other related stories. The within GemStone significance of this is that the same story appears to be used in the messaging that occurs when bodies decay and need to be reincarnated by Eissa (Modern: Lorminstra). This is illustrated in [[Research:The Graveyard#Lovecraft|Research:The Graveyard]]. The soul is in a limbo that was once called [[Purgatory]]. That research page argues for various reasons that the Graveyard is symbolically a dark mirror of Purgatory and the temple of Eissa in the Landing. &lt;br /&gt;
&lt;br /&gt;
Instead of the Lord High Cleric, who is probably the old man on the dais, Bandur is the Lord High Sorceror. There are a number of points of commonality, and they were both built in early 1990. The throne room under the Graveyard is &amp;quot;a madman&#039;s travesty of a throne room in purgatory&amp;quot;, with a throne of human bones on a dais and a tapestry covering a storage room. The huge pile of bodies next to it are thus argued to symbolically represent the souls who could not choose, and the only path was darkness, as the only exit was a result of people clawing their way up to the surface until someone finally made it.&lt;br /&gt;
&lt;br /&gt;
===Reincarnation===&lt;br /&gt;
&lt;br /&gt;
The decay or [[spirit death]] messaging is mostly the same as it was twenty or thirty years ago, except a few lines were removed seemingly around the time of the GemStone IV conversion. The death mechanics have undergone a few forms over the years, and that was around when Death&#039;s Sting in its modern form was introduced. When the body decays into compost the world dissolves into &amp;quot;a grainy montage of color&amp;quot;, and the soul experiences a timeless void between light and darkness. This is unique to GemStone as the early Shadow World books provided no description of the other side of the Gates of Oblivion. &lt;br /&gt;
&lt;br /&gt;
It is accompanied by some surreal messaging about the dreams you once held, and hopelessness washing over them &amp;quot;like the creeping tide of doom.&amp;quot; Eissa then spoke to you in archaic English about your right of intercession because of your deeds to her, which [[Research:The Graveyard#Death|Research:The Graveyard]] argues for various reasons is likely playing off the medieval rites of homage to a liege lord. When the soul is reincarnated it describes &amp;quot;the world of your past&amp;quot; returning to your memory. These premises do not originate in the Shadow World material. They appear to be based on stories from H.P. Lovecraft&#039;s Dream Cycle.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color... &lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels &#039;&#039;torn between two prophecies, each vying for your loyalty.&#039;&#039;&lt;br /&gt;
Also in the room: All the spirits of those who could not choose.&lt;br /&gt;
Obvious exits: light and darkness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time seems to have no meaning&#039;&#039;&#039; as you wander aimlessly amidst the uncomfortable &#039;&#039;tugging for your attention&#039;&#039;. &#039;&#039;&#039;Hopelessness washes over dreams you once held&#039;&#039;&#039; like the &#039;&#039;&#039;creeping tide of doom.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In time the Goddess Lorminstra finds you wandering the endlessness of Purgatory and says, &amp;quot;For thy deed, my promise to intercede shall be fulfilled.&amp;quot; Taking you by the hand, the Goddess leads you back to mortality... &lt;br /&gt;
&lt;br /&gt;
Suddenly you feel an intense pain scorching your very soul! The &#039;&#039;&#039;world of your past suddenly comes rushing back into your memory&#039;&#039;&#039;. You are quite bewildered by what has transpired, but alive... &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is from the late 1990s. The original would have said the &amp;quot;Goddess Eissa&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is mostly referring to the end of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; when Nyarlathotep is trying to trick the protagonist, Randolph Carter, into flying into the heart of Chaos at the center of the universe. Carter is in another dimension called the Dreamlands. When he realizes his impending doom he remembers he is only dreaming and leaps into the void between dreamlands. He experiences vast cosmic aeons pass before him, until the waking world of his own memories rushes back to him. [[Research:The Graveyard#Lovecraft|Research:The Graveyard]] argues that Bandur is our analog for Nyarlathotep for mythological reasons.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Thick though the rushing nightmare that clutched his senses, Randolph Carter could turn and move. He could move, and if he chose he could leap off the evil shantak that bore him &#039;&#039;&#039;hurtlingly doomward&#039;&#039;&#039; at the orders of Nyarlathotep. He could leap off and dare those depths of night that yawned interminably down, those depths of fear whose terrors yet could not exceed the &#039;&#039;&#039;nameless doom&#039;&#039;&#039; that lurked waiting at chaos’ core. He could turn and move and leap—he could—he would—he would—&lt;br /&gt;
     Off that vast hippocephalic abomination leaped &#039;&#039;&#039;the doomed and desperate dreamer&#039;&#039;&#039;, and down through &#039;&#039;&#039;endless voids of sentient blackness&#039;&#039;&#039; he fell. &#039;&#039;&#039;Aeons reeled, universes died and were born again, stars became nebulae and nebulae became stars&#039;&#039;&#039;, and still Randolph Carter fell through those endless voids of sentient blackness.&lt;br /&gt;
     Then in the &#039;&#039;&#039;slow creeping course of eternity&#039;&#039;&#039; the utmost cycle of the cosmos churned itself into another &#039;&#039;&#039;futile&#039;&#039;&#039; completion, and all things became again as they were unreckoned kalpas before. Matter and light were born anew as space once had known them; and comets, suns, and worlds sprang flaming into life, though nothing survived to tell that they had been and gone, been and gone, always and always, back to no first beginning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World tie-in is that Eissa transports souls around in an artifact called the Staff of Doom. The wording is strikingly similar, and as explained below, the Broken Lands turns out to tightly parallel an earlier section of this same Lovecraft story. The wording about the world of the past returning to you is most likely referring to the premise that Randolph Carter is returning to the world of his childhood memories. His dream-quest had turned out to be him seeking his own youthful memories of Boston. In the Graveyard this might be hinted at by recalling prayers from youth when looking at Bandur.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;And there was a firmament again, and a wind, and a glare of purple light in the eyes of the falling dreamer. &#039;&#039;There were gods and presences and wills; beauty and evil&#039;&#039;, and the shrieking of noxious night robbed of its prey. For through the unknown ultimate cycle had lived a thought and &#039;&#039;&#039;a vision of a dreamer’s boyhood, and now there were re-made a waking world and an old cherished city to body&#039;&#039;&#039; and to justify these things. Out of the void S’ngac the violet gas had pointed the way, and archaic Nodens was bellowing his guidance from unhinted deeps.&lt;br /&gt;
     Stars swelled to dawns, and dawns burst into fountains of gold, carmine, and purple, and still the dreamer fell. Cries rent the aether as ribbons of light beat back the fiends from outside. And hoary Nodens raised a howl of triumph when Nyarlathotep, close on his quarry, stopped baffled by a glare that seared his formless hunting-horrors to grey dust. Randolph Carter had indeed descended at last the wide marmoreal flights to his marvellous city, &#039;&#039;&#039;for he was come again to the&#039;&#039;&#039; fair New England &#039;&#039;&#039;world that had wrought him.&#039;&#039;&#039;&lt;br /&gt;
     So to the organ chords of morning’s myriad whistles, and dawn’s blaze thrown dazzling through purple panes by the great gold dome of the State House on the hill, Randolph Carter leaped shoutingly awake within his Boston room.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lost to the Demonic===&lt;br /&gt;
&lt;br /&gt;
In the early death mechanics there were five &amp;quot;free deaths&amp;quot; at level 1, and five that had to be paid back with deeds before making level 2. It was not possible for a character under level 2 to have permanent character loss from death. Eissa would intervene to prevent it, and later the Great Spirit Vult (Modern: Voln) did as well. (I remember seeing special messaging for it in the late 1990s, but there is no log proof it existed.) Generally, there was a cost of only 1 deed for a death if a cleric resurrected the body, but 2 deeds if the body decayed. If there was a spirit death it cost 2 deeds. Spirit was originally called &amp;quot;life levels&amp;quot;, with instant death at zero, and weakness at thresholds. This is a supplementary mechanic from Rolemaster Companion II, page 20, not Shadow World itself. In the later years of GemStone III there was experience point loss as a result of departing or spirit death instead of damage to stat points.&lt;br /&gt;
&lt;br /&gt;
In the event of a decay or spirit death, &#039;&#039;or&#039;&#039; resurrection if having zero deeds, there was originally a counter for number of death at that level, where at the next level there was a cumulative risk of statistic point loss that increased with severity with the number of deaths. This was essentially like a harsher form of Death&#039;s Sting. The Purgatory messaging was slightly different for a spirit death, as Eissa puts the tattered pieces of your soul back together. This is the variant still included in the contemporary messaging for decaying. The [[Council of Light|Sign of Hopelessness]] used to refer to this messaging, ripping the soul up in black flames.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;sign of hopelessness&lt;br /&gt;
&#039;&#039;&#039;As you make the sign, the forces of darkness rip your soul from your body!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You realize you have called upon your powers without due caution and have made your affiliation plainly obvious to all nearby.&lt;br /&gt;
&lt;br /&gt;
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color...&lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels torn between two prophecies, each vying for your loyalty.&lt;br /&gt;
Also in the room: &#039;&#039;&#039;&#039;&#039;All the spirits of those who could not choose&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
Obvious exits: light and darkness.&lt;br /&gt;
&lt;br /&gt;
Time seems to have no meaning as you wander aimlessly amidst the uncomfortable tugging for your attention. Hopelessness washes over dreams you once held like the creeping tide of doom.&lt;br /&gt;
&lt;br /&gt;
In time the Goddess Lorminstra finds you wandering the endlessness of Purgatory and says, &amp;quot;For thy deeds, my promise to intercede shall be fulfilled.&amp;quot; She &#039;&#039;&#039;gently reassembles the pieces of your tattered soul&#039;&#039;&#039;, and then, taking you by the hand, the Goddess leads you back to mortality...&lt;br /&gt;
&lt;br /&gt;
Suddenly you feel an intense pain scorching your very soul! The world of your past suddenly comes rushing back into your memory. You are quite &#039;&#039;&#039;&#039;&#039;bewildered&#039;&#039;&#039;&#039;&#039; by what has transpired, but alive...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Compare the bold italics above to the bold italics in the excerpt below from &amp;quot;Through the Gates of the Silver Key&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is some indication in the Kelfour Editions, such as [[Kelfour Edition volume I number VII]] page 24, that the soul might have been destroyed utterly if this happened without deeds. That someone has &amp;quot;lost their soul to the demonic&amp;quot; &#039;&#039;might&#039;&#039; have originally only happened in this case, and if it did it is unclear if there was different messaging for it. The messaging was the same seemingly in any case later. It illustrates the soul losing its memory and sense of identity regardless of whether it chose the light or the darkness. The player was then given the option of either retiring the individual character or the whole family.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color...  &lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels torn between two prophecies, each vying for your loyalty.&lt;br /&gt;
&lt;br /&gt;
Also in the room: All the spirits of those who could not choose.&lt;br /&gt;
&lt;br /&gt;
Obvious exits: light and darkness.&lt;br /&gt;
&lt;br /&gt;
Time seems to have no meaning as you wander aimlessly amidst the uncomfortable tugging for your attention. Hopelessness washes over dreams you once held like the creeping tide of doom.&lt;br /&gt;
&lt;br /&gt;
In time your soul finds a home, be it in the light or the darkness, but not again in the mortal world. &#039;&#039;&#039;As the last memories of your existence fade&#039;&#039;&#039;, an image of the Goddess Lorminstra, who guards the &#039;&#039;&#039;Gates of Oblivion&#039;&#039;&#039;, tempts your hindsight.&lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
&lt;br /&gt;
It appears that your mortal life has ended once and for all, and that Lorminstra shall be embracing you shortly. This Purgatory is here to provide you with information about what to expect as you move on to the next stage of your existence. Before you is The Afterlife. You will need to enter it in order to create a new character for yourself.  ---&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
You can LOOK AT THE AFTERLIFE to get information about what to expect now that your character has died permanently. When you are ready, simply RETIRE.&lt;br /&gt;
&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;look at the afterlife&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon entering The Afterlife you will be given two options:&lt;br /&gt;
&lt;br /&gt;
1. Retire Kadaena only (keeping the K&#039;ta&#039;viiri family)&lt;br /&gt;
&lt;br /&gt;
2. Retire the K&#039;ta&#039;viiri family (loosing all family fame)&lt;br /&gt;
&lt;br /&gt;
Selecting the first option will result in asking you for a new first name for your new character, while the second option will result in asking you for a new first and last name. In either case you can reselect your old names, but your family fame will only transfer to your new character if you select the first option.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As for up to the point of making your choices, it is the same routine as if you just started a new character. If you RETIRE the family, you will lose your character entirely. If you choose to RETIRE the first name only, You will be able to keep the same family name as well as the same first name if you wish to keep it.&lt;br /&gt;
&lt;br /&gt;
If you choose the same first name and family name, you must remember, when you went demonic, you lost everything except the name. You will not have any items, character fame, stats, skills, age or trainings as you did when you died, including any coins you had in the bank or on your person. In keeping the family name, you WILL still have your FAMILY fame but not the character fame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This would have said Goddess Eissa originally, the &amp;quot;Gates of Oblivion&amp;quot; is the I.C.E. term. Lorminstra guards the Ebon Gate.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The grainy montage of color and the dissolution of identity and memory into oblivion does not come from the Shadow World material. It is probably based on Oblivion from Lovecraft&#039;s Dream Cycle stories, which is illustrated in detail in his prose poem [http://www.hplovecraft.com/writings/texts/fiction/eo.aspx &amp;quot;Ex Oblivione&amp;quot;]. Randolph Carter himself mentions it and the potion in some stories, such as considering taking the oblivion potion in &amp;quot;The Silver Key&amp;quot;. The last line refers to waking life as the &amp;quot;daemon&amp;quot; being escaped.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When the last days were upon me&#039;&#039;&#039;, and the ugly trifles of existence began to drive me to madness like the small drops of water that torturers let fall ceaselessly upon one spot of their victim’s body, I loved the &#039;&#039;&#039;irradiate refuge of sleep&#039;&#039;&#039;. In my dreams I found a little of the beauty I had vainly sought in life, and wandered through old gardens and enchanted woods.&lt;br /&gt;
     Once when the wind was soft and scented I heard the south calling, and sailed endlessly and languorously under strange stars.&lt;br /&gt;
     Once when the gentle rain fell I glided in a barge down a sunless stream under the earth till I reached another world of purple twilight, iridescent arbours, and undying roses.&lt;br /&gt;
     And once I walked through a golden valley that led to shadowy groves and ruins, and ended in a mighty wall green with antique vines, and pierced by a little gate of bronze.&lt;br /&gt;
     Many times I walked through that valley, and longer and longer would I pause in the spectral half-light where the giant trees squirmed and twisted grotesquely, and the grey ground stretched damply from trunk to trunk, sometimes disclosing the mould-stained stones of buried temples. And always the goal of my fancies was the mighty vine-grown wall with the little gate of bronze therein.&lt;br /&gt;
     After a while, as &#039;&#039;&#039;the days of waking became less and less bearable from their greyness and sameness&#039;&#039;&#039;, I would often drift in opiate peace through the valley and the shadowy groves, and &#039;&#039;&#039;wonder how I might seize them for my eternal dwelling-place&#039;&#039;&#039;, so that I need no more crawl back to a dull world &#039;&#039;&#039;stript of interest and new colours&#039;&#039;&#039;. And as I looked upon &#039;&#039;&#039;the little gate&#039;&#039;&#039; in the mighty wall, I felt that &#039;&#039;&#039;beyond it lay a dream-country from which, once it was entered, there would be no return&#039;&#039;&#039;.&lt;br /&gt;
     So each night in sleep I strove to find the hidden latch of the gate in the ivied antique wall, though it was exceedingly well hidden. And I would tell myself that the realm beyond the wall was not more lasting merely, but more lovely and &#039;&#039;&#039;radiant&#039;&#039;&#039; as well.&lt;br /&gt;
     Then one night in the dream-city of Zakarion I found a yellowed papyrus filled with the thoughts of dream-sages who dwelt of old in that city, and who were too wise ever to be born in the waking world. Therein were written many things concerning the world of dream, and among them was lore of a golden valley and a sacred grove with temples, and a high wall pierced by a little bronze gate. When I saw this lore, I knew that it touched on the scenes I had haunted, and I therefore read long in the yellowed papyrus.&lt;br /&gt;
     Some of the dream-sages wrote gorgeously of the wonders beyond &#039;&#039;&#039;the irrepassable gate&#039;&#039;&#039;, but others told of horror and disappointment. I knew not which to believe, yet longed more and more to &#039;&#039;&#039;cross forever&#039;&#039;&#039; into the unknown land; for doubt and secrecy are the lure of lures, and no new horror can be more terrible than the daily torture of the commonplace. So when I learned of the drug which would unlock the gate and drive me through, I resolved to take it when next I awaked.&lt;br /&gt;
     Last night I swallowed the drug and floated dreamily into the golden valley and the shadowy groves; and when I came this time to the antique wall, I saw that the &#039;&#039;&#039;small gate of bronze&#039;&#039;&#039; was ajar. From &#039;&#039;&#039;beyond came a glow&#039;&#039;&#039; that weirdly lit the giant twisted trees and the tops of the buried temples, and I drifted on songfully, expectant of the glories of the land from whence &#039;&#039;&#039;I should never return&#039;&#039;&#039;.&lt;br /&gt;
     But as the gate swung wider and the sorcery of drug and dream pushed me through, &#039;&#039;&#039;I knew that all sights and glories were at an end&#039;&#039;&#039;; for in that new realm was &#039;&#039;&#039;neither land nor sea&#039;&#039;&#039;, but only the white &#039;&#039;&#039;void of unpeopled and illimitable space&#039;&#039;&#039;. So, happier than I had ever dared hoped to be, I &#039;&#039;&#039;dissolved again into that native infinity of crystal oblivion&#039;&#039;&#039; from which &#039;&#039;&#039;the daemon Life&#039;&#039;&#039; had called me for one brief and desolate hour.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Ex Oblivione&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is the full text, not an excerpt.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Key to the Void===&lt;br /&gt;
&lt;br /&gt;
In the Graveyard the Empress Kadaena is represented as a death goddess, and as some rival of Eissa who is providing a &amp;quot;forbidden&amp;quot; alternative to Oblivion. The Shadow World premise for this is probably the Key of the Void, the one key to the Gates of Oblivion that is never used. This is something that presumably leads to the demonic realities associated with the Unlife. [[Research:The Graveyard]] explores this concept more deeply. For our purposes it is noteworthy that the Dark Shrine is shaped like an antique key, and the portal to the Broken Land may come from the Randolph Carter stories of the Silver Key.&lt;br /&gt;
&lt;br /&gt;
Through the Gates of the Silver Key he encounters Yog-Sothoth, the guardian and gateway of forbidden knowledge. He witnesses many other versions of himself in the timeless void beyond oblivion. This results in transforming his immaterial being into the body of an otherworldly race in the distant past. In the context of the Broken Land this can be interpreted as a forbidden &amp;quot;dark path&amp;quot; toward reincarnating the soul into otherworldly entities including the demonic or even the Dark Gods, which gives a natural and literal interpretation to the line &amp;quot;spirit born of death&amp;quot; in the Temple of Darkness poem.&lt;br /&gt;
[[File:DarkShrine-SkeletonKey.jpg|300px|thumb|right|Skeleton keys are masters for opening warded locks]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Faced with this realisation, Randolph Carter reeled in the clutch of supreme horror—horror such as had not been hinted even at the climax of that hideous night when two had ventured into an ancient and abhorred necropolis under a waning moon and only one had emerged. &#039;&#039;&#039;No death, no doom, no anguish can arouse the surpassing despair which flows from a loss of identity&#039;&#039;&#039;. Merging with nothingness is &#039;&#039;&#039;peaceful oblivion&#039;&#039;&#039;; but to be &#039;&#039;&#039;aware of existence and yet to know that one is no longer a definite being distinguished from other beings&#039;&#039;&#039;—that one no longer has a self—that is the nameless summit of agony and dread.&lt;br /&gt;
     He knew that there had been a Randolph Carter of Boston, yet could not be sure whether he—the fragment or facet of an earthly entity beyond the Ultimate Gate—had been that one or some other. His &#039;&#039;&#039;self had been annihilated&#039;&#039;&#039;; and yet he—if indeed there could, in view of that utter nullity of individual existence, be such a thing as he—was equally &#039;&#039;&#039;&#039;&#039;aware of being in some inconceivable way a legion of selves&#039;&#039;&#039;&#039;&#039;. It was as though his body had been suddenly transformed into one of those many-limbed and many-headed effigies sculptured in Indian temples, and he contemplated the aggregation in a &#039;&#039;&#039;&#039;&#039;bewildered&#039;&#039;&#039;&#039;&#039; attempt to discern which was the original and which the additions—if indeed (supremely monstrous thought) there were any original as distinguished from other embodiments.&lt;br /&gt;
     Then, in the midst of these devastating reflections, Carter’s beyond-the-gate fragment was hurled from what had seemed the nadir of horror to black, clutching pits of a horror still more profound. This time it was largely external—a force or personality which at once confronted and surrounded and pervaded him, and which in addition to its local presence, seemed also to be a part of himself, and likewise to be &#039;&#039;&#039;coexistent with all time and coterminous with all space&#039;&#039;&#039;. There was no visual image, yet the sense of entity and the awful concept of combined localism, identity, and infinity lent a paralysing terror beyond anything which any Carter-fragment had hitherto deemed capable of existing.&lt;br /&gt;
     In the face of that awful wonder, the quasi-Carter forgot the horror of destroyed individuality. It was an All-in-One and One-in-All of limitless being and self—not merely a thing of one Space-Time continuum, but allied to the ultimate animating essence of existence’s whole unbounded sweep—the last, utter sweep which has no confines and which outreaches fancy and mathematics alike. It was perhaps that which certain secret cults of earth have whispered of as &#039;&#039;&#039;YOG-SOTHOTH&#039;&#039;&#039;, and which has been a deity under other names; that which the crustaceans of Yuggoth worship as the Beyond-One, and which the vaporous brains of the spiral nebulae know by an untranslatable Sign—yet in a flash the Carter-facet realised how slight and fractional all these conceptions are.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Nor is it to be thought,” ran the text as Armitage mentally translated it, “that man is either the oldest or the last of earth’s masters, or that the common bulk of life and substance walks alone. The Old Ones were, the Old Ones are, and the Old Ones shall be. Not in the spaces we know, but between them, They walk serene and primal, undimensioned and to us unseen. &#039;&#039;&#039;Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth.&#039;&#039;&#039; He knows where the Old Ones broke through of old, and where They shall break through again. He knows where They have trod earth’s fields, and where They still tread them, and why no one can behold Them as They tread. By Their smell can men sometimes know Them near, but of Their semblance can no man know, saving only in the features of those They have begotten on mankind; and of those are there many sorts, differing in likeness from man’s truest eidolon to that shape without sight or substance which is Them. They walk unseen and foul in lonely places where the Words have been spoken and the Rites howled through at their Seasons. The wind gibbers with Their voices, and the earth mutters with Their consciousness. They bend the forest and crush the city, yet may not forest or city behold the hand that smites. &#039;&#039;&#039;Kadath in the cold waste hath known Them, and what man knows Kadath?&#039;&#039;&#039; The ice desert of the South and the sunken isles of Ocean hold stones whereon Their seal is engraven, but who hath seen the deep frozen city or the sealed tower long garlanded with seaweed and barnacles? Great Cthulhu is Their cousin, yet can he spy Them only dimly. Iä! Shub-Niggurath! As a foulness shall ye know Them. Their hand is at your throats, yet ye see Them not; and Their habitation is even one with your guarded threshold. &#039;&#039;&#039;Yog-Sothoth is the key to the gate, whereby the spheres meet&#039;&#039;&#039;. Man rules now where They ruled once; They shall soon rule where man rules now. After summer is winter, and after winter summer. They wait patient and potent, for here shall They reign again.”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dunwich Horror&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Compare the bold italics to the Purgatory messaging above with the bold italics.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Since there is a shared relation to the Purgatory subtext of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, and historical simultaneity in the Shadow World timeline, the Graveyard and the Broken Lands are probably related stories and both playing off the death mechanics. Since the Gates of Oblivion are located on Orhan, the moon of the light gods, this is figuratively or literally making the Lord of Essaence crystal(s) on Charôn the forbidden key to immortality. This would explain why the Loremasters were unable to destroy Uthex&#039;s creations. There is also a &amp;quot;hooded figure&amp;quot; guarding the tapestry to the deed ceremony.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Temple, Tapestry Room]&lt;br /&gt;
A large candle burns with a steady flame in each corner of this room.  Various forms of artwork adorn the walls of this chamber, each &#039;&#039;&#039;representing one of the Gods of Elanthia&#039;&#039;&#039;.  One particular object, &#039;&#039;&#039;a long black tapestry&#039;&#039;&#039;, attracts your attention.  A small chair sits next to the tapestry and seated in this chair is &#039;&#039;&#039;the hooded figure&#039;&#039;&#039; of a man.  You also see a large acorn and a black arch.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
The tapestry is intricately embroidered to depict a large gate. It appears to be covering a portal of some kind.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
As you approach the black velvet tapestry, the &#039;&#039;&#039;hooded figure&#039;&#039;&#039; stands and steps in front of you.  In a quiet but firm voice the hooded figure says, &amp;quot;May Lorminstra grant you even more deeds, XXXXX.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;hooded figure&#039;&#039;&#039; bows slightly and pulls back the heavy bolt of black cloth.  He then motions to the corridor beyond.  You respectfully acknowledge his bow and enter the temple.  Immediately upon entering, two acolytes appear next to you to assist you in your consultation.&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;a brilliant flash of light&#039;&#039;&#039; and a puff of smoke as a hooded figure suddenly appears!&lt;br /&gt;
&amp;gt;describe figure&lt;br /&gt;
It is hard to see much of the hooded figure because of the voluminous hooded cloak. However, the figure does appear to be that of a young human, or humanoid, male. His skin is very pale, almost an opalescent white in color and his eyes are an ominous dull grey. You can see a few locks of curly black hair streaked with stark white tufts concealed by the hood of his cloak. When he glances in your direction, you can feel his gaze almost as a physical blow. He holds himself erect, a tall and imposing figure giving evidence of great pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They came to face the corrupt Uthex in the Great Hall of his hidden keep. Uthex called forth the &#039;&#039;&#039;fruit of his efforts&#039;&#039;&#039; to do battle with the Loremasters, and while they were engaged with these &#039;&#039;&#039;powerful perverted beings&#039;&#039;&#039;, Uthex made his escape. The Loremasters soon defeated &#039;&#039;&#039;the hooded figures&#039;&#039;&#039; that &#039;&#039;&#039;had come to Uthex&#039; aid&#039;&#039;&#039;, but noted the absence of the powerful Mage. A detailed search of the keep revealed the secret passage that Uthex had used to make good his escape.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Few records of the battle against Uthex Kathiasas and his minions have survived the ages, but it is generally accepted that the Loremasters easily gained access to his secret workshop. Uthex Kathiasas was destroyed during the ensuing battle, and while the Loremasters were &#039;&#039;&#039;not able to completely destroy his experiments&#039;&#039;&#039;, they removed what records and equipment that they could, and sealed the gate leading to that location with Runes of Warding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Broken Land&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Notice how the hooded figures themselves are the &amp;quot;perverted beings&amp;quot;, seemingly human or humanoid, not the fog beetles or other monsters. Much as [[Research:The Graveyard]] argues for a dark mirror of this in the throne room under the Graveyard, this might be symbolized in the Dark Shrine as well where the human sacrifices were done to waken or make the gogor. The cracked gong corresponds to the chimes that have to be rung to call the high priestess. The tapestry corresponds to the tapestry, and the secret room behind it to the storage room, where deed offerings are taken by the acolytes after the ritual.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Temple, &#039;&#039;&#039;Black Altar&#039;&#039;&#039;]&lt;br /&gt;
The smoke of scores of incense burners fills the air of this room with a thick, acrid haze.  Through this haze can be seen the faint outline of a large, black altar of obsidian surrounded by a high rail.  Behind the altar is an arch leading to a blackened passage. Hanging nearby is a brass tube, or chime, suspended from the ceiling by a thong of leather.  Next to this chime hangs a small mallet.  The two acolytes that greeted you as you entered are standing nearby.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ring chime with mallet&lt;br /&gt;
You strike the &#039;&#039;&#039;hollow brass chime&#039;&#039;&#039; with the small mallet and the room is filled with a rich, mellow tone.  The two acolytes nod slightly and step back to a position slightly behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the &#039;&#039;&#039;hideous faces and figures carved into the stone walls&#039;&#039;&#039; have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an &#039;&#039;&#039;ancient tapestry&#039;&#039;&#039; which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the &#039;&#039;&#039;rim of the huge corroded disk to the center&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with dark stains, and one corner has been broken off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These beings would be ultimately indestructible because the power draining crystal dome is implicitly reincarnating their souls. This would be the forbidden work around to Eissa, who is the only deity with that power. Their spawn messaging is suggestive of this possibility. Without a tie-in to the death theology it would make little sense for the Broken Land and Purgatory to just happen to be referencing the same obscure H.P. Lovecraft story. It is the natural way of interpreting &amp;quot;giving physical form&amp;quot; to power in that context, along with the shared premise of Empress Kadaena and the early Wars of Dominion in the Graveyard. The Broken Land might even be interpreted as a dark analog of purgatory, its own anachronistic dreamland in another dimension, for foul reincarnation of spirits in association with Charôn.&lt;br /&gt;
&lt;br /&gt;
=Major Sub-Texts=&lt;br /&gt;
The Broken Land seems to have an allegorical layer of meaning that is a combination of mythology and horror stories of H.P. Lovecraft. This is the same argument made for The Graveyard and Shadow Valley. These three are all in the Shadow World setting as well, but the relative weights are different. Shadow World seems to have only minor significance to Shadow Valley. Mythology seems to be of minor relevance to the Broken Lands, though there may be some bits in the Lysierian Hills. This involves Charôn itself directly in Iloura&#039;s shrine and otherwise involves death, sleep, or the Underworld.&lt;br /&gt;
==Mythology==&lt;br /&gt;
There are some minor mythological elements worth noting around the Broken Lands. The most immediate is that the moon Charôn in Shadow World was named after the ferryman of the Underworld in Greek mythology, and was used as the boat driver of the river Acheron in Dante&#039;s &#039;&#039;Inferno&#039;&#039;. Since the Dark Grotto and Shrine segment pulls off the Underworld of Lovecraft&#039;s Dreamlands, and Charôn is only habitable underground, it is conceivable the use of Charôn to enter the Jagged Plain is metaphorical and a dark mirror of the River of Life on Orhan. This is incidental as there are other usages of Charôn. The Broken Land on a subtextual level in particular is likely to be relevant to Purgatory, under the assumption that the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot; was used for both the Broken Land and the [[Purgatory]] death messaging. The dark mirror may be playing Charôn off the Gates of Oblivion being physically located on Orhan.&lt;br /&gt;
&lt;br /&gt;
It is possible that Dante&#039;s &#039;&#039;Inferno&#039;&#039; is more directly relevant. In [[Research:The Graveyard]] it is argued that the Graveyard is loosely parallel to &#039;&#039;Inferno&#039;&#039;. This involves a deep descent into the earth, where Bandur Etrevion is frozen in a block of ice like Satan. The ascent from this location would correspond to climbing up to the base of Purgatory. This starts as a cliff. The climb up within the hollow Huge Cavern within the cliffs could be read analogously, inverting the climb of Purgatorio with Paradiso and Inferno. The Morgu statue interpreted as Morgu himself becomes the direct analog of Satan frozen at the bottom of Inferno and Bandur in the Graveyard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Iloura&#039;s Shrine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the Shadow World Master Addendum (1990), pages 70-71, Iloura has hundreds of shrines just like the one on Lake Marliese. This is presumably the island referenced in the Uthex Kathiasas story. These are holy places which are used to make hallucinogenic incense out of &amp;quot;certain herbs&amp;quot; for a special smokestone in the altar. The worshipper of Iloura sleeps in the shrine overnight and may be granted a dream vision. In the I.C.E. Age it was common for Iloura to speak here to her followers. The shrine itself is not so much mythological as it is the release event for it may have had mythological elements.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Iloura&#039;s shrines are always dug at lest partway into the ground, but there is usually a small roof-vent to let in &#039;&#039;&#039;a small amount of light&#039;&#039;&#039; and allow smoke to escape. &#039;&#039;&#039;Always above the entrance is the symbol of Iloura: three leaves in a branch.&#039;&#039;&#039; The altar itself a round stone with &#039;&#039;&#039;a large circular depression&#039;&#039;&#039; in the center and a small depression on either side. Set in each of the side depressions is an unusual material called &#039;&#039;smokestone&#039;&#039;. It looks like rock but is organic, and can be soaked in a liquid steeped in certain herbs. When dried, it can be lit and smolders for about eight hours before going out. (After cooling or ten or so hours, it can be lit again, and re-used in this manner almost indefinitely.) The smoke from the stones released an incense which allows one who is a follower of Iloura to have visions - should the Lady Iloura wish it. The stones are lit and the center depression is filled with fresh water. The adherent must be alone in the shrine and spend the night. Whether they have a vision or not (requires a successful &#039;&#039;Meditation&#039;&#039; roll) they will awake rested in the morning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 71&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The shrine was released at the end of the storyline that introduced the Kral (krolvin) in the next valley. It involved rescuing a girl named Marliese who shapeshifted into a puma and breaking the curse on her necklace. This involved putting crystal &amp;quot;tears&amp;quot; into the shrine, which was making the Iloura symbol, and having the light of a rare lunar conjunction shine through it. It was when Charôn is blocked from the sky by Orhan, which could only happen if Orhan (with an average orbital distance of 250,000 miles) was at its closest, and Charôn which averages 190,000 miles was at its most distant (230,000 miles). &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Small Island]&lt;br /&gt;
Towering pines ring the edge of this small island, their fragrance wafting about you on each wisp of a breeze.  Wildflowers, their colors washed away by the greying moonlight, carpet the ground, and mingle with honeysuckle to creep up the stone walls of a small shrine that stands in the center of the circle of trees.  From somewhere nearby, an owl calls out its strange song, and is answered by another deeper in the forest.  You also see some shallow water along the bank of the island.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;gt;look shrine&lt;br /&gt;
Beneath the fragrant blanket of wildflowers and honeysuckle, dark green marble, streaked with deep brown rises to a height of just ten feet or so.  A carefully constructed roof of wooden slats is woven through &#039;&#039;&#039;with herbs&#039;&#039;&#039; and dark green ivy, providing shelter from the elements, and welcome to even the weariest of travelers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go shrine&lt;br /&gt;
[Lysierian Hills, A Small Shrine]&lt;br /&gt;
Though there is no door to shut out the world beyond, a feeling of utter tranquility envelops you here.  The soothing reminders of the forests are everywhere, wrapping you in a blanket of calm and serenity.  Heavy woven rugs cover the floors, and nestle against walls lined with polished mahogany.  In the center of the room, a simple stone altar rises up from the midst of a &#039;&#039;&#039;tiny garden of carefully tended, sweetly scented herbs&#039;&#039;&#039;.  You also see a simple stone altar with a small carving on it, a jeweled skylight and some ancient tapestries.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
This altar of &#039;&#039;&#039;deep green bloodstone is set into the middle of a tiny herb garden&#039;&#039;&#039;.  Light filtering through a jeweled skylight overhead gleams softly against a &#039;&#039;&#039;small carving&#039;&#039;&#039; mounted on the smooth surface.&lt;br /&gt;
&amp;gt;look carving&lt;br /&gt;
Carefully carved from forest green marble flecked with brown is the serene image of the goddess Imaera.  In her right hand, she holds a tall, shifting staff, and a garland of living leaves and herbs surrounds her head.&lt;br /&gt;
&amp;gt;look skylight&lt;br /&gt;
Pale light filters through the tinted crystals and prisms that form the image of the &#039;&#039;&#039;Flower of Imaera&#039;&#039;&#039;.  Brilliant light shines through three prisms at the center of the flower, illuminating the altar.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestries&lt;br /&gt;
You look at the fifth, and last tapestry in the series.&lt;br /&gt;
&lt;br /&gt;
Many years must have passed, for now the valley is showing signs of rejuvenation.  Once more, the hills are covered with green, and a lake has begun to form around the spot where Imaera and the children stood.  A few people stand just inside the doorway of a small three-sided structure, bathed in brilliant golden light.  Examining the threads more closely, you see a jeweled skylight in the ceiling, with three crystal prisms set into the center.&lt;br /&gt;
&lt;br /&gt;
In the skies above the valley, a large moon glows with power and just barely visible behind it is &#039;&#039;&#039;a much smaller, silvery grey moon, which was probably completely obscured a few seconds before&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
From the grounds around the shrine, wildflowers and honeysuckle have begun to sprout and creep toward the building, as if drawn by some strange, magnetic force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This does not use the smokestone depression, but keeps the entrance symbol and is the context of the herb garden.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This premise of the moonlight through the symbol does not come from the Shadow World material, though lunar conjunctions have special magical power, as illustrated at the top of Melgorehn&#039;s Reach. The mythological element that might be drawn from here is that shamans shapeshifting into pumas or jaguars (though other animals are also possible) is the heart of Central American folklore. These are called nahuals in the Aztec language of Nahuatl, and each day of the calendar system has an associated nahual. The Mayan version of the calendar includes a lunar cycle. Nahuals are spirit animals discovered in dreams similar to the meditation ritual for Iloura&#039; shrines. While it is possible this mythological basis is a coincidence, the fire cat cave insinuates some human shapeshifting with its carved niches as well.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Cavern]&lt;br /&gt;
You are in a huge, irregularly shaped cavern.  It appears as if shallow hollows have been &#039;&#039;&#039;carved from the stone walls&#039;&#039;&#039; all around the cavern.  Each of the hollows is &#039;&#039;&#039;approximately 7 feet long&#039;&#039;&#039;, 4 feet high and 4 feet deep, and all appear to be empty.  All surfaces are covered with a fine black grit.  &lt;br /&gt;
Obvious exits: northeast, southeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) Faeries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The forest outside the Snake-Den in Lovecraft&#039;s &amp;quot;Silver Key&amp;quot; stories is likened to a fey forest with fauns and dryads. &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; in particular is one of Lovecraft&#039;s &amp;quot;Dunsany&amp;quot; tales, written in the style of Lord Dunsany (who invented &amp;quot;gnolls&amp;quot; among other things), who wrote elven and fey stories. This influence is seen in the night-gaunts who serve the god Nodens, for example, which draw off the myth of kidnapping fairies. In the folklore it is said you can be kidnapped into the Otherworld by faeries if you fall asleep in a &amp;quot;faerie ring&amp;quot;, which takes the form of a circular growth of mushrooms.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Clearing]&lt;br /&gt;
You find yourself in a small open clearing.  At the center of the clearing is an &#039;&#039;&#039;odd ring of multicolored mushrooms&#039;&#039;&#039;.  Disturbingly, a hushed silence seems to have fallen over the entire area.  You also see a path.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is one of the original rooms of the Seolfar Strake, located near the Smokey Cave with the fire cats and fire rats. It is older than the Broken Lands and Monastery. In the Vvrael quest in late 1997, Castle Anwyn was added to the Lysierian Hills, which very directly references faerie mythology. This was made by GM Talairi and there can be no assumption of mythological continuity. Nodens is the father of Gwyn ap Nudd in Welsh mythology, the King of Anwyn who leads the Wild Hunt. [[Terate]] the Prince of Anwyn wore a shoulder satchel clasped with a ki-lin horn. This last point probably has no deeper meaning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Ki-Lin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[ki-lin]] is a mythological creature from Chinese folklore, though this is a dubious point to make as many fantasy game monsters came from mythology. The ki-lin is supposed to appear with the birth or death of great sages, which might be intentional with the &amp;quot;Home of Broken Lore&amp;quot; premise with the death of Uthex Kathiasas. They are supposed to be benevolent creatures who protect the pure, which is essentially the opposite of the monastic liches in the Monastery. This symbolic use of the ki-lin would have to be derived from mythology, as this is not how they are represented in Creatures &amp;amp; Treasures I (1985).&lt;br /&gt;
&lt;br /&gt;
The ki-lin of Rolemaster is actually evil, associated with ice, and resembles a greyhound with a stag&#039;s head. The Play.net description of the ki-lin fits the mythological version, corresponding to the ki-rin from later Rolemaster bestiaries, which is a benevolent aerial creature that avoids the land. The &amp;quot;describe&amp;quot; verb does not actually give a creature description if used on the ki-lin when they appear in GemStone. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Imagine a creature with the head of a dragon, the mane of a lion, the body of a stag and the tail of an ox. Add a solitary horn upon its forehead and the form of the ki-lin is complete. Sightings of this magical and dangerous beast are very rare and thus trophy hunters are said to pay a high price for the horn of the legendary beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GemStone IV&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hints of careless seafoam, glacial ice, and serene moonlight illumine the snowy hide of the ki-lin. The fluid elegance of its greyhound&#039;s loins, limbs, and stature combines with the nobility of its stag&#039;s face to evoke chilled awe rather than wondering delight. The &#039;&#039;&#039;thin spire of a horn burns like a star&#039;&#039;&#039; from its forehead. Oft-mistaken for the unicorn, the ki-lin shares nothing of that beast&#039;s gentle virtue. A virgin who awaits the savage ki-lin&#039;s submission discovers herself bloodily rent by the starlit horn when its head bows to lie in her lap.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Treasures I (1985); page 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The describe verb was introduced in early 1993, and the ki-lin were in mid-1992. The hot burning horn comes from Rolemaster, though mythological qilin sometimes are described as breathing fire from their mouths.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is possible the association with moonlight or even dark humor about their being monks is the motivation for the ki-lin rather than mythology. However, if it was mythological in intent, the qilin first appeared to the Yellow Emperor. This is almost certainly reaching too far into both subtexts, but the yellow masked high priest not to be named in the &amp;quot;nameless monastery&amp;quot; in Lovecraft&#039;s Dreamlands is often interpreted to be Hastur, who is known as the &amp;quot;King in Yellow&amp;quot;. Since his monastery is above the vaults of Zin, Uthex&#039;s abode could be read as in analogous position to the huge cavern, but this is probably unintentional.&lt;br /&gt;
&lt;br /&gt;
==Religious Architecture==&lt;br /&gt;
&lt;br /&gt;
While the Monastery does not seem to be based on a specific historical or fictional place, even if the cave itself may be based on Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot;, the Monastery does have clear indications of being based on real-world historical architectures. This is more than a vague similarity to the concept of a monastery or church. There are specific elements and etymological subtexts implicitly invoked. There is a pattern of historical architectures being apparently intentionally backwards from their real-world versions, which is something that [[Research:The Graveyard]] argues was also done in the Graveyard.&lt;br /&gt;
&lt;br /&gt;
===Western===&lt;br /&gt;
Though cave monasteries exist in various places from Europe through Asia, there are some specifically Western Christian elements in the Monastery. These refer to the historical architecture of Western monasteries and the Eucharist rituals. Monastic cloisters existed in various sizes. Abbeys were no smaller than [https://www.newadvent.org/cathen/01015c.htm 12 monks] under an abbot, which is reflected in the 12 monastic cells and abbot&#039;s bedroom. The abbot has significantly more posh living standards than the other monks, which may regarded as historically accurate. There is notably an extra chair in the refectory, which is the communal dining room. &lt;br /&gt;
&lt;br /&gt;
There is an ASCII map in the [[Kelfour Edition volume III number II|Kelfour Edition]] from July 1992 depicting a (now missing) wing above the abbot&#039;s room, which could have had another bedroom, but it is unclear if this area ever actually existed or if it was a map making error. In favor of it once existing is noting that it bothered to correctly map out the sewer using a familiar, and it would be weird to accidentally map a whole set of non-existent rooms above the marked portal.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
          Monastery Map  (First and lower level accessible by all)&lt;br /&gt;
          &lt;br /&gt;
                   1   1          Notes:  Rooms marked 1 are small chambers&lt;br /&gt;
                    \ /                   containing a cot and a spike at&lt;br /&gt;
                1--- O ---1               head level. Nothing else found.&lt;br /&gt;
                    /|\&lt;br /&gt;
                  1/ | \1                 A to B, B to A: Go door. (If door&lt;br /&gt;
                     |                    is not open, the only way in is&lt;br /&gt;
                     |                    a or someone who has a ring set&lt;br /&gt;
                   1 | 1                  for interior. If you are outside,&lt;br /&gt;
                    \|/                   Pull Lever to open door.)&lt;br /&gt;
                1--- O ---1    (Next&lt;br /&gt;
                    /|\         Map)      C to D: Go arch.&lt;br /&gt;
                   1 | 1          \&lt;br /&gt;
                     |             \      E to F: Turn brazier; secret door.&lt;br /&gt;
                     O----I----J----K&lt;br /&gt;
                    /                     F to E: Open door.&lt;br /&gt;
                   /    O----B&lt;br /&gt;
                  /     |    |            G to H: Go Opening. It&#039;s hidden&lt;br /&gt;
     F-----E-----D      |    |            but I did not need to see it.&lt;br /&gt;
     |            \     |    A----O&lt;br /&gt;
     O             \    |         |       H: A room with a rune-covered&lt;br /&gt;
     |              \   |         L       stone which seems to ward off the&lt;br /&gt;
O----O----G----H     \  |                 Unlife. Good resting place.&lt;br /&gt;
     |                \ |&lt;br /&gt;
     O                 \|                 F: A stairway that goes to lower&lt;br /&gt;
             O-----O----C----O            level where stone is located.&lt;br /&gt;
             |          |   /&lt;br /&gt;
             |          |  /              I to J: Go privy.&lt;br /&gt;
             O          | /&lt;br /&gt;
             |          |/                J to K: Go Hole. Only a familiar&lt;br /&gt;
             |          O                 can enter this hole now. Hafling&lt;br /&gt;
       O-----O-----O                      volunteers with strict diet/exer-&lt;br /&gt;
             |                            cise training should contact a&lt;br /&gt;
             O                            Lord/Lady immediately!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Kelfour Edition volume III number II (Lord Whilder Planrathe; July 1992)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cenobitic monasteries began by using the rooms in [https://en.wikipedia.org/wiki/Domus#Interior ancient Roman &amp;quot;domus&amp;quot;] villas, with their [https://en.wikipedia.org/wiki/Peristyle peristyle] court layouts around an open-air central atrium, with an &amp;quot;impluvium&amp;quot; draining water into an underground cistern. (This is effectively the pool that is instead outside the Monastery, which is fed by the waterfall underground, instead of filling from above like a compluvium.) Peristyle is likewise the precise opposite style of colonnade from a [https://en.wikipedia.org/wiki/Portico portico], whose entryway or entry hall is known as a gallery. There are up to several different definitions of &amp;quot;gallery&amp;quot; present. The entrance or vestibule (vestibulum) to the Monastery is a portico:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Huge Cavern]&lt;br /&gt;
The floor of this huge featureless cavern is covered with clean white sand.  Wisps of steam rise off a small underground pool nearby.  Bright luminescent mosses and lichens cling to walls of the cavern, providing a dim but steady light.  Far to the west end of the cavern, you can see what looks like a massive stone structure.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;w&lt;br /&gt;
[Huge Cavern]&lt;br /&gt;
A large stone structure rises up out of the sandy cavern floor.  It appears as if the face of this building has been carved from the very rock of the cavern, since you can see neither joint nor seam where the structure meets the cavern wall.  &#039;&#039;&#039;Six massive stone columns support a narrow roof which juts out&#039;&#039;&#039; over the few steps in front of a huge set of stone doors.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&amp;gt;look door&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The doors seem to have been carved from the rock face of the cavern wall itself.  You cannot see any seams where the stones may have been fitted together.  They appear to be stuck in the open position, solid and immovable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The importance of this is that the [https://en.wikipedia.org/wiki/Cavaedium &amp;quot;atrium&amp;quot;] of Roman doma was where various household features were displayed. The entryway would often have a marble table known as a [http://ancientrome.ru/art/artworken/img.htm?id=4534 cartibulum], whose base was carved with mythological animals. (The Monastery pre-dates Shadow Valley by a few years, but Silver Valley was probably meant to be in the Seolfar Strake, so the wild horses here could be a continuated concept.) This is precisely what is seen in the entrance of the Monastery, which is called an &amp;quot;atrium&amp;quot; even though it is inside a cave. Atrium is the word used to refer to the entryway of [https://en.wikipedia.org/wiki/Cloister medieval monasteries] and Christian basilicas for this historical reason.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Atrium]&lt;br /&gt;
This large room appears to have been carved from solid rock.  The walls, floor, and ceiling are totally seamless, leaving no evidence that stones have been fitted together to form this structure.  There are several high-backed chairs, also carved from solid stone, and several low stone tables.  Each of the heavy-looking pieces of furniture resembles a piece of art, having its own unique pattern of mineral deposits.  You also see some stone doors and a lever.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
This large stone chair probably weighs several tons, having been carved from a single huge slab of granite.  The arms and legs of the chair have been styled to resemble wild horses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
This low stone table is polished to a mirror finish.  The legs of the table have been carved to resemble wild horses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look door&lt;br /&gt;
The doors seem to have been carved from the rock face of the cavern wall itself.  You cannot see any seams where the stones may have been fitted together.  They appear to be stuck slightly ajar -- the space between them is too small for you to fit through, in any case.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lever&lt;br /&gt;
The lever appears to be seated somewhat shakily in the wall.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;pull lever&lt;br /&gt;
As you pull the lever, you hear a loud racheting sound, as of gears turning.&lt;br /&gt;
Suddenly, the stone doors swing silently open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Ratchets are gears that prevent reverse motion. It is the correct usage of a word that explains how the door gets held open.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There would typically be a marble bust of a prominent family member and bronze statues in an ancient Roman domus, especially a statue to the household gods, which was kept in a portico-shaped [https://en.wikipedia.org/wiki/Lares#Lararia &amp;quot;lararium&amp;quot;] altar for the household gods where coming of age items for family members were kept and displayed. (They might also be [https://www.vroma.org/images/scaife_images/062b.jpg depicted above] the altar --- typically standing above a snake, an agathodaemon which is essentially a familiar, associated with land fertility --- whereas in the Monastery there are actual ratsnakes below in the sewer. Interpreting the whole gallery as the lararium, this might motivate the tapestry depicting the moon of the Light Gods.) This keeping of familial items is analogous to a modern shadowbox, which are often used to display military achievements. &lt;br /&gt;
&lt;br /&gt;
These objects are represented in the &amp;quot;gallery&amp;quot; past the atrium of the Monastery, which is a straight hallway instead of a central court with surrounding rooms. There is an actual shadowbox, but it only depicts leaves. Lares were generally minor gods, but could have broader roles, such as guarding environs and food. The ceilings are implied to be high and rooms wide in most of the Monastery, because of how the monastic cell hallway is described in contrast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Monastery, Gallery]&lt;br /&gt;
A magnificent modwir armoire and long tapestry dominate this room, which is lined with various pieces of artwork.  Among other pieces of note are an exceptionally well-crafted shadowbox and an elegant oil painting.  Off in a corner of the room stand a stone bust and a bronze statue, each on their own marble pedestal.&lt;br /&gt;
Obvious exits: east, south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look armoire&lt;br /&gt;
This elegant piece of furniture is constructed from the rare Black Modwir wood.  The deep luster of the reddish-black wood is enhanced by the fine filigree inlay of gold vines and lapis lazuli flowers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
This classic scene is superbly executed in fine, colorful metallic threads.  The Great Moon of Liabo rises over a tranquil sea -- a standard theme throughout the history of Elanthian art.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look shadowbox&lt;br /&gt;
Leaves seem to be the theme of this large shadowbox construction.  Hundreds of varieties of leaves have been painstakingly overlaid in gold and silver, and arranged in the many sections of the shadowbox.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look painting&lt;br /&gt;
This painting would be dreadful were it not for the skill and expertise with which it was done.  The scene is that of the open countryside during the end of the Undead Wars.  The earth is cracked and burnt, and the trees and plants withered and dying.  The whole scene is depressing and awful, but somehow appealing in a bizarre sort of way.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bust&lt;br /&gt;
You have seen the image of the man portrayed in this stone bust before, but you can&#039;t seem to place a name with the famous face.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
This bronze statue of a noblewoman riding upon an elegant horse is covered in a fine green patina.  The work is gracefully executed, and the statue is probably extremely valuable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other objects represent later historical periods. Oil paintings and art &amp;quot;galleries&amp;quot; in this sense follow the Renaissance, while &amp;quot;armoires&amp;quot; as elaborately ornate wooden cabinets are from later Europe. The etymological root of armoire, however, is &amp;quot;armarium&amp;quot;, which is where religious vestments were stored. It is remarkable that the tapestry is historically informed enough to mention using metallic threads, though this could reflect any number of time periods. The repeated use of [https://en.wikipedia.org/wiki/Lapis_lazuli lapis lazuli] in the Monastery is notable as this was a very rare and expensive material in medieval Europe, as it was imported from Afghanistan through the Silk Road. It was used in monasteries for deep blue pigment in religious works such as portraying the Virgin Mary. The bronze statue in the Roman frame ought to be of a god, while the marble bust would be of an aristocrat, so this might be inverted on purpose in the Monastery.&lt;br /&gt;
&lt;br /&gt;
The wide range of historical periods represented could be significant on a purely allegorical level and was likely intentional. Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot; is a bridge for simultaneous existence of the same things in other forms in various points of history. The theory would be that these elements were chosen to represent things in anachronistic forms based on their real-world historical etymology. This has essentially nothing to do with Shadow World.&lt;br /&gt;
&lt;br /&gt;
The concept in the gallery is likely invoking the communal ownership of crafted works in medieval monasteries. This was a form of accumulated wealth, which helped spur the itinerant mendicant &amp;quot;friar&amp;quot; practice in reaction. The earliest &amp;quot;automatic door&amp;quot; was hydraulic and built by Heron of Alexandria for colonnade [https://www.artefacts-berlin.de/portfolio-item/heron-of-alexandira-automated-temple-doors/ temple doors] in the first century. It was steam powered with a portico entrance, and made use of fires and a counterweight mechanism. The Monastery has an underground &amp;quot;counterweight&amp;quot; mechanism, with some unknown drive mechanism for the door. It could be steam or otherwise thermally powered, as the water off the mountain is cold, but inside the Monastery there is a hot spring. It could also be driven by water wheels in the underground river, or even a single water wheel with flow falling on alternating sides, switched on a timer with a five minute [https://en.wikipedia.org/wiki/Water_clock water clock.]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This room apparently contains the &#039;&#039;&#039;counterweight&#039;&#039;&#039; for a rather large, heavy mechanism. Dangling from a series of chains, pulleys and gears is a big metal basket, with some dust gathered on it. The dust, however, appears to have been disturbed lately, perhaps by something scuttling about these tunnels.&lt;br /&gt;
Obvious exits: northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was most likely inspired by the medieval Cistercian monasteries. They [https://en.wikipedia.org/wiki/Cistercians#Commercial_enterprise_and_technological_diffusion made use] of hydraulics and water wheels as central heating, baths, and sewage systems. The bath is represented in the privy, which is a cross of a [https://en.wikipedia.org/wiki/Lavatorium lavatorium] and necessarium or [https://en.wikipedia.org/wiki/Reredorter reredorter], and the bath would be called a [https://en.wikipedia.org/wiki/Piscina piscina] in Latin. The towels would be kept in an [https://en.wikipedia.org/wiki/Ambry ambry], which also derives from &amp;quot;armarium&amp;quot;. The Cistercians were severely ascetic Benedectine monks and prayed in a meditative practice known as [https://en.wikipedia.org/wiki/Lectio_Divina#Formalization_during_the_late_12th_century &amp;quot;lectio divina&amp;quot;] or &amp;quot;divine reading.&amp;quot; This is reflected in the meditation room in the abbot&#039;s wing of the Monastery. &lt;br /&gt;
&lt;br /&gt;
The monastic cells are notably along a straight hallway rather than around an atrium in a peristyle court. The chapel has its chancel oriented toward [https://en.wikipedia.org/wiki/Liturgical_east_and_west liturgical west], which is also backwards from the real world. It has an [https://en.wikipedia.org/wiki/Altar_rail altar rail] separating the [https://en.wikipedia.org/wiki/Chancel chancel], and what is probably meant to be a [https://en.wikipedia.org/wiki/Church_tabernacle tabernacle] and [https://en.wikipedia.org/wiki/Olive_oil#Religious_use vigil lamp] or mounted [https://en.wikipedia.org/wiki/Thurible thuribel] censer. Thuribel descends from Latin for &amp;quot;incense&amp;quot;, but ultimately from Greek for &amp;quot;sacrifice.&amp;quot; (The entrance to a Roman domus, before the vestibule, was also a shop front known as a tabernae.) The emotive faces in the abbot&#039;s wing also suggest the ancient Muses, where the exaggerated theatre [https://www.onstageblog.com/editorials/comedy-and-tragedy-masks-of-theatre tragedy and comedy] faces come from Melpomene and Thalia. Other than being disturbing and symbolizing a descent into madness, the only &amp;quot;theatre&amp;quot; in the ancient Greco-Roman sense is in the Dark Grotto, with terraces around a platform.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen &#039;&#039;&#039;a drain in the bottom curve of what, from all appearances, was once a sacrificial altar.&#039;&#039;&#039; Black stains course down the walls and spot the floor, old enough to be little more than dust now. Near the west wall hangs an iron ring, apparently to raise and lower the door in times of emergency. You also see an iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The other side of the iron door, when open, shows a cryptic tower with curved walls and floor. The &amp;quot;iron ring&amp;quot; may be noteworthy in the Lovecraft framework, as the trapdoor out of the Underworld at the top of the huge stairwell in the Dream-Quest has an iron ring.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are [https://en.wikipedia.org/wiki/Eucharist Eucharist] ritual features in Western church design. The monks have burned their own altar in desecration. Notably, within the sewer level there is a drainage pipe from the ruined sacrificial altar, with dark stains down it. Within this context the drain is what is known as a [https://en.wikipedia.org/wiki/Piscina sacrarium], which is what empties the altar piscina (which is instead the ecclesiastical usage of the word) in the [https://en.wikipedia.org/wiki/Sacristy sacristy]. The whole point of the sacrarium is for holy materials, such as holy oils or water, to be sent directly into the earth instead of the sewer. This is another point that appears to be intentionally backwards, but a highly specific motif with historical meaning. &lt;br /&gt;
&lt;br /&gt;
In the parallel world section it will be argued that the Dark Shrine is implying a Satanic [https://en.wikipedia.org/wiki/Black_Mass &amp;quot;black mass&amp;quot;] analog of the Eucharist ceremony. It has nothing to do with the Shadow World source material for gogor (vruul). Other medieval and ancient European terminology will also be looked at for the Broken Land. One notable example will be the [https://en.wikipedia.org/wiki/Amphora amphorae] used for storing the holy oils. The ceramic urns in the Dark Shrine may be meant to double as the [https://en.wikipedia.org/wiki/Acoustic_jar acoustic jars] used in ancient theaters and medieval churches. Knowledge of these descends from Vitruvius, who was also along with Heron of Alexandria the ancient source of knowledge about hydraulics.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
The cramped closeness of this area is quite a contrast to the open airy rooms throughout the rest of the monastery. The low ceiling and close walls give the place a prisonlike atmosphere. The six squat wooden doors that lead off the hallway reach from ceiling to floor. The stones in the walls, floor and ceiling here are ill-fitted and uneven.&lt;br /&gt;
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
This narrow cramped hallway is just an extension of that to the south. The stones in the walls, floor and ceiling continue to be ill-fitted and uneven. The prisonlike quality of this area is heightened by the drab bare wall which abruptly ends the hallway to the north. Six identical wooden doors lead off this hallway.&lt;br /&gt;
Obvious exits: northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Monastery, Monk&#039;s Cell]&lt;br /&gt;
This small stone alcove contains nothing more than a small wooden cot and a single iron spike protruding from the wall at head level.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The hallway directionals are misleading. The doors are horizontally sequential along a straight hallway. The sewer map is aligned with the map of the level above it. There are gratings in the floor, not shown in the room description on the top level.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The monastic cells themselves are individual isolates, and suggestive of [https://en.wikipedia.org/wiki/Anchorite anchorites] rather than [https://en.wikipedia.org/wiki/Cenobitic_monasticism cenobites.] Anchorites live a Eucharist centered life and would be locked into a cell, similar to a hermit, with a funeral style rite of consecration making them dead to the world. Though notably other features such as a window, garden, or &amp;quot;squint&amp;quot; to view the altar are not present. Food would be brought to the cells by a servant, which is one possible explanation for the fourteenth chair in the [https://en.wikipedia.org/wiki/Refectory refectory], and assuming the monks became recluses later. The spike in the monastic cell is presumably meant for hanging the vestments, rather than having a [https://en.wikipedia.org/wiki/Sacristy vestry.]&lt;br /&gt;
&lt;br /&gt;
The holes in the chests of the liches can be interpreted in this framework as [https://en.wikipedia.org/wiki/Mortification_of_the_flesh mortification of the flesh], which often refers to practices such as fasting, but can be more physical such as self-flagellation. Whether the monks impaled themselves on the spikes in the cells is unclear. These are purely &amp;quot;allegorical&amp;quot; notions as there is nothing in Shadow World representing these kinds of practices or religion in general.&lt;br /&gt;
&lt;br /&gt;
===Eastern===&lt;br /&gt;
Some of the features of the Monastery do not derive from Western monasticism. There seems to be a mixture of the notions of &amp;quot;Western monks&amp;quot; and &amp;quot;Eastern monks.&amp;quot; The most obviously Eastern element is that the monks summon [https://en.wikipedia.org/wiki/Qilin ki-lin], which is a Chinese or Buddhist mythological creature. In the Dungeons &amp;amp; Dragons or Rolemaster Companion context, as opposed to the Rolemaster Creatures &amp;amp; Treasures bestiary, these creatures can travel in the ethereal or astral planes. There is arguably an [https://en.wikipedia.org/wiki/Astral_projection &amp;quot;astral projection&amp;quot;] esotericism subtext encoded in the Monastery, entirely independent of the Lovecraft dimension. This is fairly blatant with the Misty Chamber portal messaging.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
This short hallway is quite plain in comparison to the intricate artistry and craftmanship of the other rooms.  Several doors line the hallway, each well fitted and free from any signs of the passage of time, and a low broad archway opens to the northwest appearing incongruously like &#039;&#039;&#039;the mouth of a giant carp.&#039;&#039;&#039;  You also see a monastic lich and a monastic lich.&lt;br /&gt;
Obvious exits: north, east, south, west&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One architectural feature that is notably incongruous is the archway that resembles &amp;quot;[https://strikeandcatch.com/wp-content/uploads/2020/09/120534221_2667956023455723_509255692846605860_n.jpg the mouth] of a giant carp.&amp;quot; This is a very distinct shape pattern, which is prevalent in Buddhist temples. It is known as a &amp;quot;chaitya arch&amp;quot; or [https://www.wikiwand.com/en/Gavaksha gavaksha] or chandrashala. The earliest representatives of it were in [https://en.wikipedia.org/wiki/Rock-cut_architecture rock-cut architecture] caves such as the Lomas Rishi Cave in India. ([[Research:Shadow Valley]] has entirely independent arguments for the influence of Vedic mythology in that story.) India has a high prevalence of rock-cut architecture, which is how the entryway and atrium of the Monastery are portrayed. The Broken Land also makes heavy implications of rock-cut architecture. The monastic cell layout is more consistent with [https://www.wikiwand.com/en/Vihara vihara] in Buddhist cave monasteries. Though in the Monastery this section is fitted stone rather than rock-cut.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Meditation Room]&lt;br /&gt;
This small room is quiet and restful.  A beautiful geometric pattern has been inlaid in the west wall, with four plain stone benches facing it.  You also see a monastic lich.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look pattern&lt;br /&gt;
The &#039;&#039;&#039;complicated geometric design&#039;&#039;&#039; has been worked directly into the polished stone wall using various precious metals and gemstones.  The whole mural seems to draw the eye towards a large lapis &#039;&#039;&#039;triangle at the center.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look triangle&lt;br /&gt;
The &#039;&#039;&#039;multihued&#039;&#039;&#039; iridescence of this triangle, crafted from lapis lazuli, is almost hypnotic in its beauty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another remarkable point is the top-level meditation room, which is arguably more Buddhist or Hindu than the bottom-level meditation room. This has a geometric meditation symbol on the wall. When read more closely, there is a colored triangle in the center of it, with a complicated design around it. This is most likely supposed to refer to the chakras. The chakras are meditation symbols associated with the color specturm and focal points up the torso of the body, which is related to the [https://en.wikipedia.org/wiki/Subtle_body &amp;quot;subtle bodies&amp;quot;] of astral projection in Hindu esotericism. This is the most parsimonious explanation for why the monastic liches have holes cut into their chests, as [https://www.wikiwand.com/en/Chakra#The_seven_chakra_system the chakras] around the chest resemble this symbol in the meditation room. (Especially if the creature description or ambient referring to the hole pre-dates the 1995 edition of Creatures &amp;amp; Monsters, which introduced the Ritual of Black Eternity in the bestiaries along with the Evil Cleric base list in Spell Law of 1995. However, the Classic Lich description did use it earlier, in Rolemaster Companion 1 of 1986.)&lt;br /&gt;
&lt;br /&gt;
It is possible that the monks were struggling with the hooded figures in some astral way in spiritual warfare as part of the theme or high concept. The portal to the Broken Land notably dematerializes the body from this reality. The crystal dome may have once allowed transportation involving the Vibration Chant and Piercing Gaze spells. It would be interesting if it put the character in some kind of dematerialized state in the cryptic tower, which might then have allowed access to the monastery through the sewer. But this is highly speculative. The portal was dormant in 1992, up until 1993. If it was sealed off for thousands of years, the monks were struggling with the dark forces in some other way.&lt;br /&gt;
&lt;br /&gt;
==Lovecraft==&lt;br /&gt;
There is a strong case to be made that the landscape of the Broken Lands itself is based on H.P. Lovecraft&#039;s [http://www.hplovecraft.com/writings/texts/fiction/dq.aspx &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;]. In this story the narrator Randolph Carter is a dream walker who is accessing a parallel dimension called the Dreamlands. This is a fantastic version of the Earth in another universe, along with all the other corresponding moons and planets. Much of the terrain of the Broken Land is scene-for-scene analogous to the Underworld of the Dreamland. It might also be using a Randolph Carter sequel titled [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] or other stories, though the case for other stories is significantly weaker.&lt;br /&gt;
&lt;br /&gt;
There is a separate argument made on [[Research:The Graveyard]] that the spirit death mechanics messaging, once called [[Purgatory]], was also partly based on the end of the Dream-Quest. This was discovered first by searching Lovecraft for the wording used in it, because of the heavily Lovecraftian &amp;quot;throne room in purgatory&amp;quot; under the Graveyard. In studying the story it was discovered by accident that the Broken Land was probably drawing from the same well. There are some reasons to think the two stories are meant to be related. The Death section above thus argues both the Graveyard and the Broken Lands are dark mirrors of the GemStone III death mechanics and theology.&lt;br /&gt;
===Dream-Quest of Unknown Kadath===&lt;br /&gt;
&amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; is the story of Randolph Carter having dreams of a marvelous city, and wishing to find it by asking the gods of Earth who reside in Earth&#039;s Dreamland. When he prays to them he stops having dreams of it, so he sets off on a quest to find them in the dream world. They once dwelled in the mountain Ngranek, but now reside instead in Kadath. The trouble is the location of Kadath is unknown. In the story he has to find his way to Ngranek in order to see the huge forbidden face carved into the mountain, so he will be able to recognize which race of Earth&#039;s Dreamland is most closely miscegenated with the gods. When he finally does so he is kidnapped by night-gaunts into the Underworld. This is the handful of contiguous pages which strongly mirrors the Broken Land. &lt;br /&gt;
&lt;br /&gt;
When he makes his way to unknown Kadath, beyond the plateau of Leng, he discovers they are missing. This may be important allegorically, because the Dark Gods seem to be missing from the Broken Land (unless there were in-game story events that were not recorded), and were not on the moon in the Wars of Dominion because they were invading the world. Nyarlathotep informs him they went to his marvelous city, which turns out to be his own childhood memories of Boston. The escape from malevolent Nyarlathotep is argued to be the basis of the spirit death messaging in [[Research:The Graveyard]], which ends with Carter waking up and the gods imprisoned again in Kadath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) The Underworld&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mostly underground expansion from late 1993 or early 1994, which includes the Dark Grotto and Dark Shrine, strongly resembles the journey through the Underworld of the Dreamlands. The Jagged Plains might be inspired from it as well, but it is possible it refers to other locations or stories. It is less clear the &#039;&#039;whole&#039;&#039; of the Broken Land is Underworld themed. This relates to the meaning of Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Then Carter did a wicked thing, offering his guileless host so many draughts of the moon-wine which the zoogs had given him that the old man became irresponsibly talkative. Robbed of his reserve, poor Atal babbled freely of forbidden things; telling of &#039;&#039;&#039;a great image reported by travellers as carved on the solid rock of the mountain Ngranek,&#039;&#039;&#039; on the isle of Oriab in the Southern Sea, and hinting that it may be &#039;&#039;&#039;a likeness which earth’s gods once wrought of their own features&#039;&#039;&#039; in the days when they danced by moonlight on that mountain. And he hiccoughed likewise that the features of that image are very strange, so that one might easily recognise them, and that they are &#039;&#039;&#039;sure signs of the authentic race of the gods.&#039;&#039;&#039;&lt;br /&gt;
     Now the use of all this in finding the gods became at once apparent to Carter. It is known that in disguise the younger among the Great Ones often espouse the daughters of men, so that around the borders of the cold waste wherein stands Kadath the peasants must all bear their blood. This being so, &#039;&#039;&#039;the way to find that waste must be to see the stone face on Ngranek&#039;&#039;&#039; and mark the features; then, having noted them with care, to search for such features among living men. Where they are plainest and thickest, there must the gods dwell nearest; and whatever stony waste lies back of the villages in that place must be that wherein stands Kadath.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Dark Shrine in the Broken Land serves as the analog of Ngranek, which has a huge cave in it that is actually a hole into the Underworld. It is in the Shadow World canon for gogor that they swoop down and carry men off, just as the night-gaunts who guard Ngranek. They strongly resemble each other. The Dark Shrine has a huge throne and large corridors, with its western end being a large chamber, which Morgu and the gogor would use to enter and exit by flying. This aspect is more likely based on castle on top of Kadath, and possibly the Leng monastery. The chamber has two huge eye shaped windows. This is insinuating that there is a huge stone face on the mountain, presumably of Morgu himself, hidden from view because it is too difficult to scale the sheer vertical cliff. There is a ledge far below it where the room description says it feels like something is watching. The language appears borrowed.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     He felt from &#039;&#039;&#039;the chill&#039;&#039;&#039; that he must be near the snow line, and looked up to see what glittering pinnacles might be shining in that late ruddy sunlight. Surely enough, there was &#039;&#039;&#039;the snow uncounted thousands of feet above,&#039;&#039;&#039; and below it a great beetling crag like that he had just climbed; hanging there forever in bold outline, black against the white of the frozen peak. And when he saw that crag he gasped and cried out aloud, and clutched at the jagged rock in awe; for the titan bulge had not stayed as earth’s dawn had shaped it, but gleamed red and stupendous in the sunset with the carved and polished features of a god.&lt;br /&gt;
     Stern and terrible shone that face that the sunset lit with fire. &#039;&#039;&#039;How vast it was no mind can ever measure, but Carter knew at once that man could never have fashioned it. It was a god chiselled by the hands of the gods,&#039;&#039;&#039; and it looked down haughty and majestic upon the seeker. Rumour had said it was strange and not to be mistaken, and Carter saw that it was indeed so; for those long narrow eyes and long-lobed ears, and that thin nose and pointed chin, all spoke of a race that is not of men but of gods. He clung overawed in that lofty and perilous eyrie, even though it was this which he had expected and come to find; for there is in a god’s face more of marvel than prediction can tell, and &#039;&#039;&#039;when that face is vaster than a great temple&#039;&#039;&#039; and seen looking down at sunset in the cryptic silences of that upper world from whose dark lava it was divinely hewn of old, the marvel is so strong that none may escape it.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
&#039;&#039;&#039;Like a huge pair of eyes, two large, round windows&#039;&#039;&#039; look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains&#039;&#039;&#039; rise up all around, &#039;&#039;&#039;snow capped peaks high above ice covered slopes,&#039;&#039;&#039; strewn with large boulders.  The cold wind that blows in through the openings bears as much desolation as the view.  There is &#039;&#039;&#039;no scent of green trees and running sap, no odor of wildlife&#039;&#039;&#039; rising from the slopes outside.&lt;br /&gt;
Obvious exits: east.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But dusk was now thick, and &#039;&#039;&#039;the great carven face looked down&#039;&#039;&#039; even sterner in shadow. &#039;&#039;&#039;Perched on that ledge&#039;&#039;&#039; night found the seeker; and in the blackness he might neither go down nor go up, but only stand and cling and shiver in that narrow place till the day came, praying to keep awake lest sleep loose his hold and send him down the dizzy miles of air to &#039;&#039;&#039;the crags and sharp rocks of the accursed valley.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Jagged Plains, &#039;&#039;&#039;High Ledge&#039;&#039;&#039;]&lt;br /&gt;
&#039;&#039;&#039;Perched here, high above&#039;&#039;&#039; the quietude of the rock and boulder strewn expanse of the &#039;&#039;&#039;jagged plains below,&#039;&#039;&#039; the stillness holds an almost palpable tension.  The strained feeling of expectancy has you poised and alert, and you &#039;&#039;&#039;cannot escape the feeling that someone, or something, is watching you.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look up&lt;br /&gt;
You can&#039;t see the sky from here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is followed by a description of the sheer vertical cliffs that have to be scaled to reach the hidden side of Ngranek with the forbidden face of the gods. It mentions &amp;quot;lava&amp;quot; and the &amp;quot;olden wrath of the Great Ones&amp;quot;, whereas in the Broken Land there is a boiling sea of mud and huge boulders (possibly from the Loremaster battle but also from a history of falling rocks), but it also describes its barrenness of life as does the view from the Dark Shrine. The sheer vertical cliffs have analogous wording on the Jagged Plain. The &amp;quot;imperceptible foot-holds&amp;quot; correspond to the &amp;quot;featureless&amp;quot; cliff face, which is &amp;quot;clean and straight, as if cut with some gargantuan knife.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
At last, in the fearsome iciness of upper space, he came round fully to the hidden side of Ngranek and saw in infinite gulfs below him the lesser crags and sterile abysses of lava which marked the olden wrath of the Great Ones. There was unfolded, too, &#039;&#039;&#039;a vast expanse of country to the south; but it was a desert land without fair fields or cottage chimneys,&#039;&#039;&#039; and seemed to have no ending. No trace of the sea was visible on this side, for Oriab is a great island. Black caverns and odd crevices were still numerous on &#039;&#039;&#039;the sheer vertical cliffs,&#039;&#039;&#039; but none of them was accessible to a climber. There now loomed aloft a great beetling mass which hampered the upward view, and Carter was for a moment shaken with doubt lest it prove impassable. Poised in windy insecurity miles above earth, with only space and death on one side and only slippery walls of rock on the other, he knew for a moment the fear that makes men shun Ngranek’s hidden side. He could not turn round, yet the sun was already low. If there were no way aloft, the night would find him crouching there still, and the dawn would not find him at all.&lt;br /&gt;
     But there was a way, and he saw it in due season. &#039;&#039;&#039;Only a very expert dreamer could have used those imperceptible foot-holds,&#039;&#039;&#039; yet to Carter they were sufficient. Surmounting now the outward-hanging rock, he found the slope above much easier than that below, since a great glacier’s melting had left a generous space with loam and ledges. To the left a &#039;&#039;&#039;precipice dropped straight from unknown heights to unknown depths,&#039;&#039;&#039; with a cave’s dark mouth just out of reach above him. Elsewhere, however, the mountain slanted back strongly, and even gave him space to lean and rest. &lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
Huge boulders and jagged rocks are the predominant features on the vast plain that stretches out to the east.  The &#039;&#039;&#039;high, sheer cliff&#039;&#039;&#039; which looms above you to the west and southwest is &#039;&#039;&#039;clean and straight, as if cut with some gargantuan knife.&#039;&#039;&#039;  The cliff face is &#039;&#039;&#039;featureless,&#039;&#039;&#039; except for a small, jagged opening at the base of the cliff.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A &#039;&#039;&#039;high, sheer cliff&#039;&#039;&#039; rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  You also see a jumble of rocks.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The high ledge scene is the moment when the night-gaunts swoop down and carry Randolph Carter into the Underworld. These are all black and have no faces, unlike the gogor, who have eerie glowing green eyes. Otherwise the night-gaunts and the gogor look essentially the same as each other. They are mistakenly thought to serve Nyarlathotep, but they actually serve the real world Brythonic god Nodens.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
But dusk was now thick, and the great carven face looked down even sterner in shadow. &#039;&#039;&#039;Perched on that ledge&#039;&#039;&#039; night found the seeker; and in the blackness he might neither go down nor go up, but only stand and cling and shiver in that narrow place till the day came, praying to keep awake lest sleep loose his hold and send him down the dizzy miles of air to the crags and sharp rocks of the accursed valley. The stars came out, but save for them there was only black nothingness in his eyes; nothingness leagued with death, against whose beckoning he might do no more than cling to the rocks and lean back away from an unseen brink. The last thing of earth that he saw in the gloaming was a condor soaring close to the westward precipice beside him, and darting screaming away when it came near the cave whose mouth yawned just out of reach.&lt;br /&gt;
     Suddenly, without a warning sound in the dark, Carter felt his curved scimitar drawn stealthily out of his belt by some unseen hand. Then he heard it clatter down over the rocks below. And between him and the Milky Way he thought he saw &#039;&#039;&#039;a very terrible outline of something noxiously thin and horned and tailed and bat-winged.&#039;&#039;&#039; Other things, too, had begun to blot out patches of stars west of him, &#039;&#039;&#039;as if a flock of vague entities were flapping thickly and silently out of that inaccessible cave in the face of the precipice.&#039;&#039;&#039; Then a sort of cold rubbery arm seized his neck and something else seized his feet, and he was lifted inconsiderately up and swung about in space. Another minute and &#039;&#039;&#039;the stars were gone,&#039;&#039;&#039; and Carter knew that &#039;&#039;&#039;the night-gaunts&#039;&#039;&#039; had got him.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Underworld itself is dimly lit with a &amp;quot;grey phosphorescence&amp;quot; called death-fire, and &amp;quot;reeks of the primal mists of the pits at earth&#039;s core.&amp;quot; The Jagged Plain itself is fog covered in its southern half, and the Broken Lands has a sour smell in a number of its locations. The Underworld has a whole subterranean mountain range called the Peaks of Thok, or &amp;quot;Throk&amp;quot; in other [https://books.google.com/books?id=4AKkDAAAQBAJ&amp;amp;pg=PA382&amp;amp;lpg=PA382&amp;amp;dq=%22peaks+of+throk%22&amp;amp;source=bl&amp;amp;ots=xTwMk_tPpW&amp;amp;sig=ACfU3U376kEZJ2UbYZNrpSnjVHa3zjIjgA&amp;amp;hl=en&amp;amp;ppis=_c&amp;amp;sa=X&amp;amp;ved=2ahUKEwisg57utMboAhWdHjQIHZdFCzUQ6AEwA3oECAgQAQ#v=onepage&amp;amp;q=%22peaks%20of%20throk%22&amp;amp;f=false versions], which is remarkable given the use of the Iruaric &amp;quot;throk&amp;quot; rendered as &amp;quot;thro&amp;quot;. This may be interpreted allegorically as implying the Broken Lands, in spite of its mountains, is located below the surface of Charôn as it would need to be if consistent. But there is a stronger case for it being a nightmare parallel of the Seolfar Strake.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
They bore him breathless into that cliffside cavern and through monstrous labyrinths beyond. When he struggled, as at first he did by instinct, they tickled him with deliberation. They made no sound at all themselves, and even their membraneous wings were silent. They were frightfully cold and damp and slippery, and their paws kneaded one detestably. Soon they were plunging hideously downward through inconceivable abysses in a whirling, giddying, sickening rush of dank, tomb-like air; and Carter felt they were shooting into the ultimate vortex of shrieking and daemonic madness. He screamed again and again, but whenever he did so the black paws tickled him with greater subtlety. Then he saw a sort of grey phosphorescence about, and guessed they were coming even to that &#039;&#039;&#039;inner world of subterrene horror of which dim legends tell, and which is litten only by the pale death-fire&#039;&#039;&#039; wherewith reeks the ghoulish air and the &#039;&#039;&#039;primal mists&#039;&#039;&#039; of the pits at earth’s core.&lt;br /&gt;
&lt;br /&gt;
At last far below him he saw faint lines of grey and ominous pinnacles which he knew must be the fabled &#039;&#039;&#039;Peaks of Thok.&#039;&#039;&#039; Awful and sinister they stand in the haunted dusk of sunless and eternal depths; &#039;&#039;&#039;higher than man may reckon, and guarding terrible valleys&#039;&#039;&#039; where the bholes crawl and burrow nastily. But Carter preferred to look at them than at his captors, which were indeed shocking and uncouth black beings with smooth, oily, whale-like surfaces, unpleasant horns that curved inward toward each other, bat-wings whose beating made no sound, ugly prehensile paws, and &#039;&#039;&#039;barbed tails&#039;&#039;&#039; that lashed needlessly and disquietingly. And worst of all, they never spoke or laughed, and never smiled because they had no faces at all to smile with, but only a suggestive blankness where a face ought to be. All they ever did was clutch and fly and tickle; that was the way of night-gaunts.&lt;br /&gt;
     As the band flew lower the &#039;&#039;&#039;Peaks of Thok rose grey and towering on all sides,&#039;&#039;&#039; and one saw clearly that nothing lived on that austere and impassive granite of the endless twilight. At still lower levels the death-fires in the air gave out, and one met only the primal blackness of the void save aloft where the thin peaks stood out goblin-like. Soon the peaks were very far away, and nothing about but great rushing winds with the dankness of &#039;&#039;&#039;nethermost grottoes&#039;&#039;&#039; in them. Then in the end the night-gaunts landed on a floor of unseen things which felt like layers of bones, and left Carter all alone in that black valley. To bring him thither was the duty of the night-gaunts that guard Ngranek; and this done, they flapped away silently. When Carter tried to trace their flight he found he could not, since even the Peaks of Thok had faded out of sight. There was nothing anywhere but blackness and horror and silence and bones.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The night-gaunts kidnap trespassers of Ngranek and fly them down into the Underworld, leaving them to die in a vast deep bone pit called the Vale of Pnath. These are infested with huge roa&#039;ter-like worms called bholes, similar to the dholes in the material world. The bones come from ghouls tossing them down when they finish eating. Randolph Carter has to call out to the ghouls to help by throwing down a ladder. In the Broken Land the bone pit can be climbed out of (though it was a relatively hard climbing skill check), and is implicitly what the magru leave behind after dissolving away the flesh. There are no roa&#039;ter type monsters in the bone pit. There are no ghouls in the Broken Land, but there are in the Graveyard&#039;s tunnels.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Now Carter knew from a certain source that he was in the vale of Pnath, where crawl and burrow the enormous bholes; but he did not know what to expect, because no one has ever seen a bhole or even guessed what such a thing may be like. Bholes are known only by dim rumour, from the rustling they make amongst &#039;&#039;&#039;mountains of bones&#039;&#039;&#039; and the slimy touch they have when they wriggle past one. They cannot be seen because they creep only in the dark. Carter did not wish to meet a bhole, so listened intently for any sound in &#039;&#039;&#039;the unknown depths of bones about him.&#039;&#039;&#039; Even in this fearsome place he had a plan and an objective, for whispers of Pnath and its approaches were not unknown to one with whom he had talked much in the old days. In brief, it seemed fairly likely that this was &#039;&#039;&#039;the spot into which all the ghouls of the waking world cast the refuse of their feastings;&#039;&#039;&#039; and that if he but had good luck he might stumble upon that mighty crag taller even than Thok’s peaks which marks the edge of their domain. Showers of bones would tell him where to look, and once found he could call to a ghoul to let down a ladder; for strange to say, he had a very singular link with these terrible creatures.&lt;br /&gt;
     A man he had known in Boston—a painter of strange pictures with a secret studio in an ancient and unhallowed alley near a graveyard—had actually made friends with the ghouls and had taught him to understand the simpler part of their disgusting meeping and glibbering. This man had vanished at last, and Carter was not sure but that he might find him now, and use for the first time in dreamland that far-away English of his dim waking life. In any case, he felt he could persuade a ghoul to guide him out of Pnath; and it would be better to meet a ghoul, which one can see, than a bhole, which one cannot see.&lt;br /&gt;
     So Carter walked in the dark, and ran when he thought he heard something &#039;&#039;&#039;among the bones underfoot.&#039;&#039;&#039; Once he bumped into a stony slope, and knew it must be the base of one of Thok’s peaks. Then at last he heard a monstrous rattling and clatter which reached far up in the air, and became sure he had come nigh the crag of the ghouls. He was not sure he could be heard from this valley miles below, but realised that the inner world has strange laws. As he pondered he was struck by a flying bone so heavy that it must have been a skull, and therefore realising his nearness to the fateful crag he sent up as best he might that meeping cry which is the call of the ghoul.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;&#039;Dark Grotto&#039;&#039;&#039;, Cavern]&lt;br /&gt;
A broad ledge runs all the way around the edge of this cavern, circling a huge pit at the center.  The ledge is smooth and even, with plenty of room for you to walk around.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb pit&lt;br /&gt;
You carefully make your way down into the pit.&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;&#039;Deep Pit&#039;&#039;&#039;]&lt;br /&gt;
A &#039;&#039;&#039;deep layer of old bones&#039;&#039;&#039; forms the floor of this deep pit. The high straight walls are rough and irregular, riddled with cracks and sharp protrusions of stone.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bones&lt;br /&gt;
Bones of all sizes and shapes are collected here, ranging from the tiny skulls of common mice to &#039;&#039;&#039;huge thigh bones from some unrecognizable creature.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look wall&lt;br /&gt;
The walls are high and straight, and riddles with shallow cracks and sharp protrusions of stone.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb wall&lt;br /&gt;
You carefully start to make your way up the wall, but you only manage to make it about half way up before you loose your grip and fall!&lt;br /&gt;
&lt;br /&gt;
You land in the &#039;&#039;&#039;midst of the bones&#039;&#039;&#039; with a crash!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Strike to the chest breaks a rib!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
He climbs for hours until being pulled over the edge of the crag by a ghoul. He emerges on a dim-litten plain strewn with boulders, which may correspond to the boulder strewn Jagged Plain, where most every room looks the same in all directions. The ghouls bring him to his artist friend Pickman, who was in another Lovecraft story, and became a ghoul in the Dreamlands after death. When he follows them he has to crawl through tunnels of mold, which is akin to the Dark Grotto. The relative positions of these analogous features are swapped around somewhat in the Broken Land. The Jagged Plain was released earlier than the Dark Grotto and Dark Shrine.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
For hours he climbed with aching arms and blistered hands, seeing again the grey death-fire and Thok’s uncomfortable pinnacles. At last he discerned above him the projecting edge of the great crag of the ghouls, whose vertical side he could not glimpse; and hours later he saw a curious face peering over it as a gargoyle peers over a parapet of Notre Dame. This almost made him lose his hold through faintness, but a moment later he was himself again; for his vanished friend Richard Pickman had once introduced him to a ghoul, and he knew well their canine faces and slumping forms and unmentionable idiosyncrasies. So he had himself well under control when that hideous thing pulled him out of the dizzy emptiness over the edge of the crag, and did not scream at the partly consumed refuse heaped at one side or at the squatting circles of ghouls who gnawed and watched curiously.&lt;br /&gt;
     He was now on &#039;&#039;&#039;a dim-litten plain whose sole topographical features were great boulders and the entrances of burrows.&#039;&#039;&#039; The ghouls were in general respectful, even if one did attempt to pinch him while several others eyed his leanness speculatively. Through patient glibbering he made inquiries regarding his vanished friend, and found he had become a ghoul of some prominence in abysses nearer the waking world. A greenish elderly ghoul offered to conduct him to Pickman’s present habitation, so despite a natural loathing he followed the creature &#039;&#039;&#039;into a capacious burrow and crawled after him for hours in the blackness of rank mould.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
You are going to have &#039;&#039;&#039;to crawl&#039;&#039;&#039; to go in that direction.&lt;br /&gt;
&amp;gt;kneel&lt;br /&gt;
You kneel down.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel twists and turns, undulating through the surrounding rock.  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The &#039;&#039;&#039;dim green light given off by patches of glowing lichen&#039;&#039;&#039; shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: north, northeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  A strange, gritty substance covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The &#039;&#039;&#039;grey-white caps of mushrooms&#039;&#039;&#039; poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is further reinforced by the exit back to the Jagged Plain. Glowing fungus or lichen is a Lovecraftian motif often used in the game for lighting.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a narrow crack, which looks promising.&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go crack&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel is small and cramped.  It is wider than it is tall, and the floor, walls and ceiling are fairly smooth.  &#039;&#039;&#039;Patches of lichen&#039;&#039;&#039; dotting the area give off an &#039;&#039;&#039;eerie, dim light&#039;&#039;&#039; that casts a green hue over everything.  A subdued, slightly bitter odor nags at your senses.  Though not strong, it is pervasive and seems to irritate your eyes.  You also see a narrow crack.&lt;br /&gt;
Obvious exits: southeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Randolph Carter wishes to travel to the enchanted woods on the surface, but the way is through a forbidden trap door in the city of the gugs, huge beasts who worship Nyarlathotep past the ghasts in the terrible vaults of Zin. Pickman advises him against it. He wants Carter to travel up to the plateau of Leng, or wake up, but Carter does not know the way from Leng and could forget the face and the race he is seeking if he wakes up. Carter convinces them to travel through the gug kingdom while they are sleeping, and make their way to the trap door which the gugs are forbidden to cross by the Great Ones.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
After much persuasion the ghoul consented to guide his guest inside the great wall of the gugs’ kingdom. There was one chance that Carter might be able to steal through that twilight realm of circular stone towers at an hour when the giants would be all gorged and snoring indoors, and reach the central tower &#039;&#039;&#039;with the sign of Koth upon it, which has the stairs leading up&#039;&#039;&#039; to that stone trap-door in the enchanted wood. Pickman even consented to lend three ghouls to help with a tombstone lever in raising the stone door; for of ghouls the gugs are somewhat afraid, and they often flee from their own colossal graveyards when they see feasting there.&lt;br /&gt;
     He also advised Carter to disguise as a ghoul himself; shaving the beard he had allowed to grow (for ghouls have none), wallowing naked in the mould to get the correct surface, and &#039;&#039;&#039;loping&#039;&#039;&#039; in the usual slumping way, with his clothing carried in a bundle as if it were a choice morsel from a tomb. They would reach the city of the gugs—which is coterminous with the whole kingdom—through the proper burrows, emerging in a cemetery &#039;&#039;&#039;not far from the stair-containing Tower of Koth.&#039;&#039;&#039; They must beware, however, of a &#039;&#039;&#039;large cave&#039;&#039;&#039; near the cemetery; for this is &#039;&#039;&#039;the mouth of the vaults of Zin,&#039;&#039;&#039; and the vindictive ghasts are always on watch there murderously for those denizens of the upper abyss who hunt and prey on them. The ghasts try to come out when the gugs sleep, and they attack ghouls as readily as gugs, for they cannot discriminate. They are very primitive, and eat one another. The gugs have a sentry at a narrow place in the vaults of Zin, but he is often drowsy and is sometimes surprised by a party of ghasts. Though ghasts cannot live in real light, they can endure the grey twilight of the abyss for hours.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The gogor [vruul] have messaging where they &amp;quot;lope&amp;quot; between rooms.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The huge bones in the bone pit do not correspond to existing creatures in the Broken Lands, and quite probably allegorically refer to the gugs. The huge cavern with the myklian corresponds to the mouth of the vaults of Zin. It is at the base of huge, enormous stairs leading up the Tower of Koth, with its forbidding sign. These stairs are so large, made for the gait of the gugs, that they must be climbed over. This corresponds to the huge stairs in the cavern leading up to the Dark Shrine. The &amp;quot;vast lichened monoliths&amp;quot;, acting as gravestones of the gugs, correspond to the lichen covered stalagmites.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
So at length &#039;&#039;&#039;Carter crawled through endless burrows&#039;&#039;&#039; with three helpful ghouls bearing the slate gravestone of Col. Nehemiah Derby, obiit 1719, from the Charter Street Burying Ground in Salem. When they came again into open twilight they were in a forest of &#039;&#039;&#039;vast lichened monoliths&#039;&#039;&#039; reaching nearly as high as the eye could see and forming the modest gravestones of the gugs. On the right of the hole out of which they wriggled, and seen through aisles of monoliths, was a stupendous vista of Cyclopean round towers mounting up illimitable into the grey air of inner earth. This was the great city of the gugs, whose doorways are thirty feet high. Ghouls come here often, for a buried gug will feed a community for almost a year, and even with the added peril it is better to burrow for gugs than to bother with the graves of men. &#039;&#039;&#039;Carter now understood the occasional titan bones he had felt beneath him in the vale of Pnath.&#039;&#039;&#039; Straight ahead, and just outside the cemetery, rose a sheer perpendicular cliff at whose base an immense and forbidding cavern yawned. This the ghouls told Carter to avoid as much as possible, since it was the entrance to the unhallowed vaults of Zin where gugs hunt ghasts in the darkness.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go crack&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern&#039;&#039;&#039;]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an &#039;&#039;&#039;eerie, other-worldly vista, filled with tall spires of stone&#039;&#039;&#039; and crystal, and &#039;&#039;&#039;dotted with growths of giant mushrooms and huge fans of lichen.&#039;&#039;&#039;  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of &#039;&#039;&#039;mold, moss, lichen and fungi&#039;&#039;&#039; fill the underground landscape, some of them &#039;&#039;&#039;glowing with pale unearthly light&#039;&#039;&#039; that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: east, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Carter and the ghouls then watch the ghasts swarm upon and attack the gug sentry to the vaults of Zin. When the noise of that recedes into the blackness, they move forward, until reaching the Tower of Koth. The entrance is marked by a bas relief of the symbol of Koth, which corresponds to the bas relief at the entrance of the Dark Shrine. This has Iruaric that makes one shudder without knowing its meaning.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Then the most alert of the ghouls gave the signal for all to advance, and Carter followed the loping three out of the forest of monoliths and into the dark noisome streets of that awful city whose rounded towers of Cyclopean stone soared up beyond the sight. Silently they shambled over that rough rock pavement, hearing with disgust the abominable muffled snortings from great black doorways which marked the slumber of the gugs. Apprehensive of the ending of the rest hour, the ghouls set a somewhat rapid pace; but even so the journey was no brief one, for distances in that town of giants are on a great scale. At last, however, they came to a somewhat open space before a tower even vaster than the rest, above whose colossal doorway was fixed &#039;&#039;&#039;a monstrous symbol in bas-relief which made one shudder without knowing its meaning. This was the central tower with the sign of Koth,&#039;&#039;&#039; and those &#039;&#039;&#039;huge stone steps&#039;&#039;&#039; just visible through the dusk within were the beginning of the &#039;&#039;&#039;great flight leading to upper dreamland&#039;&#039;&#039; and the enchanted wood.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then he noticed a small door at the farther end of the room, and calmed himself enough to approach it and examine the crude sign chiselled above. It was only a symbol, but it filled him with vague spiritual dread; for a morbid, dreaming friend of his had once drawn it on paper and told him a few of the things it means in the dark abyss of sleep. It was &#039;&#039;&#039;the sign of Koth&#039;&#039;&#039;, that dreamers see fixed above the archway of a certain black tower standing alone in twilight—and Willett did not like what his friend Randolph Carter had said of its powers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Case of Charles Dexter Ward&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is &#039;&#039;&#039;a huge relief carved into the wall&#039;&#039;&#039; at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a &#039;&#039;&#039;dark beast with leathery wings and blood red claws.&#039;&#039;&#039;  The inscription below the image is &#039;&#039;&#039;in a strange language,&#039;&#039;&#039; and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Dream-Quest the stairs are climbed to reach a trap-door rather than the relief with the horrible symbol without knowing its meaning. These stairs are enormous, gug sized, and are struggled over. They have to kill a ghast which comes up the stairway after them, and its body later falls down making noise, ending the intent of the ghouls to return the same way. They manage to pry open the trap door before gugs can rush up the stairs after them out of the darkness, and that is the end of being in the Underworld. Almost the whole text of Carter in the Underworld has been included. Most places match up.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There now began a &#039;&#039;&#039;climb of interminable length in utter blackness&#039;&#039;&#039;; made almost impossible by the &#039;&#039;&#039;monstrous size of the steps,&#039;&#039;&#039; which were fashioned for gugs, and were therefore &#039;&#039;&#039;nearly a yard high.&#039;&#039;&#039; Of their number Carter could form no just estimate, for he soon &#039;&#039;&#039;became so worn out that the tireless and elastic ghouls were forced to aid him.&#039;&#039;&#039; All through the &#039;&#039;&#039;endless climb&#039;&#039;&#039; there lurked the peril of detection and pursuit; for though no gug dares lift the stone door to the forest because of the Great Ones’ curse, there are no such restraints concerning the tower and the steps, and escaped ghasts are often chased even to the very top. So sharp are the ears of gugs, that the bare feet and hands of the climbers might readily be heard when the city awoke; and it would of course take but little time for the striding giants, accustomed from their ghast-hunts in the vaults of Zin to seeing without light, to overtake their smaller and slower quarry on those Cyclopean steps. It was very depressing to reflect that the silent pursuing gugs would not be heard at all, but would come very suddenly and shockingly in the dark upon the climbers.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Suddenly their desperation was magnified a thousandfold by a sound on the steps below them. It was only the thumping and rattling of the slain ghast’s hooved body as it rolled down to lower levels; but of all the possible causes of that body’s dislodgment and rolling, none was in the least reassuring. Therefore, knowing the ways of gugs, the ghouls set to with something of a frenzy; and in a surprisingly short time had the door so high that they were able to hold it still whilst Carter turned the slab and left a generous opening. They now helped Carter through, letting him climb up to their rubbery shoulders and later guiding his feet as he clutched at the blessed soil of the upper dreamland outside. Another second and they were through themselves, knocking away the gravestone and closing the great trap-door while a panting became audible beneath. Because of the Great Ones’ curse no gug might ever emerge from that portal, so with a deep relief and sense of repose Carter lay quietly on the &#039;&#039;&#039;thick grotesque fungi of the enchanted wood&#039;&#039;&#039; while his guides squatted near in the manner that ghouls rest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go stair&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Long Stairway&#039;&#039;&#039;]&lt;br /&gt;
The &#039;&#039;&#039;gargantuan stairway&#039;&#039;&#039; rises from the landing here, reaching up along the wall of the cavern &#039;&#039;&#039;farther than you can see.&#039;&#039;&#039;  The stair is a marvel, an &#039;&#039;&#039;engineering feat of unparalleled proportions.&#039;&#039;&#039;  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about &#039;&#039;&#039;three feet high.&#039;&#039;&#039;  You also see a huge cavern that spreads out to the south in an eerie, other-worldly vista of tall stone spires and giant fungi.&lt;br /&gt;
Obvious exits: up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb up&lt;br /&gt;
You struggle to climb up over several of the huge steps.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  &#039;&#039;&#039;No creature that you have ever seen has had the size or length of leg&#039;&#039;&#039; to negotiate stairs of this size.  The floor of the cavern is far below, and anyone who &#039;&#039;&#039;fell over the unprotected edge of the stairway would surely die in the fall.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
Round time: 7 sec.&lt;br /&gt;
&lt;br /&gt;
You lie there for a moment, trying to catch your breath.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  No creature that you have ever seen has had the size or length of leg to negotiate stairs of this size.  Looking out over the cavern far below, you can see &#039;&#039;&#039;tall spires of stone that look like small splinters of rock from this distance.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  No creature that you have ever seen has had the size or length of leg to negotiate stairs of this size.  &#039;&#039;&#039;Details of the cavern floor far below are lost in the shadowy distance.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A gargantuan stairway descends from the landing here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  &#039;&#039;&#039;The floor of the huge cavern lies so far below that all detail is lost in the distance.&#039;&#039;&#039;  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is where vruul [gogor] and dark vorteces begin. Though the dark vorteces can wander into the cavern and dissipate gradually. The other side at the top is a &amp;quot;ghastly&amp;quot; statue of Morgu. Originally the gogor were only in the Dark Shrine, not on the huge stairway.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is worth noting at this point that the great trap-door in the Tower of Koth in the Dreamland has an iron ring. The Monastery sewer uses iron rings for its flood gates, specifically for the outermost and innermost trap doors. Pulling the rings raises and lowers the doors. When inside the first doorway, there is a bug, if the iron door is open. Instead of &amp;quot;iron door&amp;quot; it gives the room description of the entry corridor of a cryptic tower that is inaccessible to player characters. The non-Euclidean geometry of the tower&#039;s architecture is a Lovecraftian motif. The bug suggests there used to be more to the Broken Land puzzles, and it seems likely the crystal dome was once able to be used to access this tower.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The gugs, hairy and gigantic, once reared stone circles in that wood and made strange sacrifices to the Other Gods and the crawling chaos Nyarlathotep, until one night an abomination of theirs reached the ears of earth’s gods and they were banished to caverns below. Only a &#039;&#039;&#039;great trap-door of stone with an iron ring&#039;&#039;&#039; connects the abyss of the earth-ghouls with the enchanted wood, and this the gugs are afraid to open because of a curse. That a mortal dreamer could traverse their cavern realm and leave by that door is inconceivable; for mortal dreamers were their former food, and they have legends of the toothsomeness of such dreamers even though banishment has restricted their diet to the ghasts, those repulsive beings which die in the light, and which live in the vaults of Zin and leap on long hind legs like kangaroos.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen a drain in the bottom curve of what, from all appearances, was once a sacrificial altar. Black stains course down the walls and spot the floor, old enough to be little more than dust now. Near the west wall hangs &#039;&#039;&#039;an iron ring,&#039;&#039;&#039; apparently to raise and lower the door in times of emergency. You also see an open iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell familiar to go door&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Hanging from the ceiling are three rings -- of steel, copper, and bronze -- apparently used to control the doors in times of flood or emergency. You also see &#039;&#039;&#039;You stand at the far end of the sweeping entry corridor of this cryptic tower. Smooth, highly polished concavities form both walls and floors, their rounded curves and smooth edges almost drawing you along as you gaze at them. The surfaces gleam, gemlike, with their own inner radiance.&#039;&#039;&#039; and an open steel door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) The Dreamlands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These gods or otherworldly &amp;quot;daemonic&amp;quot; horrors, such as Nyarlathotep and Azathoth, are not limited to the waking world or the Dreamlands. When Morgu is imagined as a Lovecraftian horror, and GM Varevice once said &amp;quot;The Call of Cthulhu&amp;quot; is the right way to interpret Marlu, the gogor (vruul) are sleep themed and may be considered the analog of the night-gaunts. Randolph Carter is sleeping in the waking world throughout the quest, as time runs at a different speed in the Dreamlands. Those who die there really die, but those who die in the waking world can continue to live there, including as monstrous races like the ghouls. The Dreamlands often has its own version of places that exist in the material world in other Lovecraft stories. This allows interpretations like transplanar coexistence or [[isles of transfer]] effects. It is possible to physically cross between the dimensions in a few places.&lt;br /&gt;
&lt;br /&gt;
There may be pieces from other parts of the story that were also used in the Broken Lands, but most of the terrain comes from a contiguous section of pages. In the dream quest Randolph Carter is brought to the moon as a slave at one point, which is controlled by moon-beasts, which are horrible toad-like things who worship Nyarlathotep. This may be the root of the myklian and toad brazier in the Dark Shrine, and some of the magru messaging. The Men of Leng are the miscegenated race that Carter recognizes from the carved face on Ngranek, having disguised themselves as traders earlier, who are enslaved by moon-beasts and serve Nyarlathotep.&lt;br /&gt;
&lt;br /&gt;
There are also hemispherical domes on the plateau of Leng when Carter flies over it with night-gaunts, who follow him up the huge stairwell of Kadath with its &amp;quot;vortices of cold wind.&amp;quot; There is a Nameless Monastery with a hooded and masked figure, the High Priest Not To Be Named, next to the plateau of Leng and directly over the vaults of Zin. These are all potential references also in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;At dusk they reached the jagged grey peaks that form the barrier of Inganok, and hovered about those strange caves near the summits which Carter recalled as so frightful to the shantaks. At the insistent meeping of the ghoulish leaders there issued forth from each lofty burrow a stream of horned black flyers; with which the ghouls and night-gaunts of the party conferred at length by means of ugly gestures. It soon became clear that the best course would be that over the cold waste north of Inganok, for &#039;&#039;&#039;Leng’s northward reaches&#039;&#039;&#039; are full of unseen pitfalls that &#039;&#039;&#039;even the night-gaunts&#039;&#039;&#039; dislike; abysmal influences centring in certain white &#039;&#039;&#039;hemispherical buildings&#039;&#039;&#039; on curious knolls, which common folklore associates unpleasantly with the Other Gods and their crawling chaos Nyarlathotep.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A &#039;&#039;&#039;large crystal dome rises above&#039;&#039;&#039; the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that &#039;&#039;&#039;the dome is man-made&#039;&#039;&#039; and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome pulses with a dim, multicolored light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The case for other parts of the Dreamlands mattering to the Broken Land is generally weaker than the Underworld parallel. The trouble is that when you can cherry-pick language from wherever in a lot of text, it increases the likelihood that an influence is only coincidental. But given the strength of the Underworld parallel, it is still highly plausible that the rest of the story may matter in various ways, as well as other Dream Cycle stories and those of Randolph Carter especially. The Graveyard story may or may not lean into any given Lovecraft story, but the Broken Land clearly does lean into the Dream-Quest.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The slant-eyed merchant had now prodded Carter into a great domed space whose walls were carved in shocking bas-reliefs, and whose &#039;&#039;&#039;centre held a gaping circular pit&#039;&#039;&#039; surrounded by six malignly stained stone altars in a ring. There was no light in this vast and evil-smelling crypt, and the small lamp of the sinister merchant shone so feebly that one could grasp details only little by little. At the farther end was a &#039;&#039;&#039;high stone dais&#039;&#039;&#039; reached by five steps; and there on a golden &#039;&#039;&#039;throne&#039;&#039;&#039; sat a lumpish figure robed in yellow silk figured with red and having a yellow silken mask over its face. To this being the slant-eyed man made certain signs with his hands, and the lurker in the dark replied by raising a disgustingly carven flute of ivory in silk-covered paws and blowing certain loathsome sounds from beneath its flowing yellow mask. This colloquy went on for some time, and to Carter there was something &#039;&#039;&#039;sickeningly familiar&#039;&#039;&#039; in the sound of that flute and the stench of &#039;&#039;&#039;the malodorous place.&#039;&#039;&#039; It made him think of a frightful red-litten city and of the revolting procession that once filed through it; of that, and of an awful climb &#039;&#039;&#039;through lunar countryside beyond,&#039;&#039;&#039; before the rescuing rush of earth’s friendly cats. He knew that the creature on the dais was without doubt &#039;&#039;&#039;the high-priest not to be described&#039;&#039;&#039;, of which legend whispers such fiendish and abnormal possibilities, but he feared to think just what that abhorred high-priest might be.&lt;br /&gt;
     Then the figured silk slipped a trifle from one of the greyish-white paws, and Carter knew what the noisome high-priest was. And in that hideous second stark fear drove him to something his reason would never have dared to attempt, for in all his shaken consciousness there was room only for one frantic will to escape from what squatted on that golden throne. He knew that &#039;&#039;&#039;hopeless labyrinths of stone lay betwixt him and the cold table-land outside&#039;&#039;&#039;, and that even on that table-land the noxious shantak still waited; yet in spite of all this there was in his mind only the instant need to get away from that wriggling, silk-robed monstrosity.&lt;br /&gt;
     The slant-eyed man had set his curious lamp upon one of the high and wickedly stained altar-stones by the pit, and had moved forward somewhat to talk to the high-priest with his hands. Carter, hitherto wholly passive, now gave that man a terrific push with all the wild strength of fear, so that the victim toppled at once into that &#039;&#039;&#039;gaping well which rumour holds to reach down to the hellish Vaults of Zin&#039;&#039;&#039; where gugs hunt ghasts in the dark. In almost the same second he seized the lamp from the altar and darted out into the frescoed labyrinths, racing this way and that as chance determined and trying not to think of the stealthy padding of shapeless paws on the stones behind him, or of the silent wrigglings and crawlings which must be going on back there in lightless corridors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A broad ledge runs all the way around the edge of this cavern, &#039;&#039;&#039;circling a huge pit at the center.&#039;&#039;&#039;  The ledge is smooth and even, with plenty of room for you to walk around.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the &amp;quot;nameless monastery&amp;quot; on the edge of the plateau of Leng, where the sinister hemispherical buildings associated with Nyarlathotep are, as well as the miscegenated Men of Leng who hide their horns under turbans. It is not known who the High Priest Not To Be Named is for certain. Some think it is the Yellow King, others think it is a manifestation of Nyarlathotep. The monastery is located high above the Vaults of Zin. The entrance to the deep bone pit in the Dark Grotto, rather than the bone pit itself, resembles this hole more than the Vale of Pnath. The Dark Shrine has hideous &amp;quot;frescoes&amp;quot; as well.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The solid rock now gave place to the &#039;&#039;&#039;giant foundations of the monstrous castle&#039;&#039;&#039;, and it seemed that the speed of the party was somewhat abated. Vast walls shot up, and there was a glimpse of a &#039;&#039;&#039;great gate&#039;&#039;&#039; through which the voyagers were swept. All was night in the titan courtyard, and then came the deeper blackness of inmost things as a huge arched portal engulfed the column. &#039;&#039;&#039;Vortices of cold wind&#039;&#039;&#039; surged dankly through sightless labyrinths of onyx, and Carter could never tell what &#039;&#039;&#039;Cyclopean stairs&#039;&#039;&#039; and corridors lay silent along the route of his endless aërial twisting. Always upward led the terrible plunge in darkness, and never a sound, touch, or glimpse broke the dense pall of mystery. Large as the army of ghouls and &#039;&#039;&#039;night-gaunts&#039;&#039;&#039; was, it was lost in the prodigious voids of that more than earthly castle. And when at last there suddenly dawned around him the lurid light of that single tower room whose lofty window had served as a beacon, it took Carter long to discern the far walls and high, distant ceiling, and to realise that he was indeed not again in the boundless air outside.&lt;br /&gt;
     Randolph Carter had hoped to come into &#039;&#039;&#039;the throne-room of the Great Ones&#039;&#039;&#039; with poise and dignity, flanked and followed by impressive lines of ghouls in ceremonial order, and offering his prayer as a free and potent master among dreamers. He had known that the Great Ones themselves are not beyond a mortal’s power to cope with, and had trusted to luck that the Other Gods and their crawling chaos Nyarlathotep would not happen to come to their aid at the crucial moment, as they had so often done before when men sought out earth’s gods in their home or on their mountains. And with his hideous escort he had half hoped to defy even the Other Gods if need were, knowing as he did that ghouls have no masters, and that night-gaunts own not Nyarlathotep but only archaick Nodens for their lord. But now he saw that supernal Kadath in its cold waste is indeed girt with dark wonders and nameless sentinels, and that the Other Gods are of a surety vigilant in &#039;&#039;&#039;guarding the mild, feeble gods of earth.&#039;&#039;&#039; Void as they are of lordship over ghouls and night-gaunts, the mindless, shapeless blasphemies of outer space can yet control them when they must; so that it was not in state as a free and potent master of dreamers that Randolph Carter came into the Great Ones’ throne-room with his ghouls. Swept and herded by nightmare tempests from the stars, and dogged by unseen horrors of the northern waste, all that army floated captive and helpless in the lurid light, dropping numbly to the onyx floor when by some voiceless order the winds of fright dissolved.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
In long ages past, &#039;&#039;&#039;some dark, evil priest once sat&#039;&#039;&#039; upon the &#039;&#039;&#039;large stone chair&#039;&#039;&#039; that occupies this part of the chamber &#039;&#039;&#039;like a throne.&#039;&#039;&#039;  Or perhaps one of the &#039;&#039;&#039;Dark Lords&#039;&#039;&#039; themselves, or one of &#039;&#039;&#039;their dark servants&#039;&#039;&#039;, presided over the evil that was performed here.&lt;br /&gt;
Obvious exits: southeast, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When Randolph Carter reaches the castle of the Great One&#039;s, earth&#039;s gods, on Kadath he expected to be able to leverage them with his army that did not answer to them or the Outer Gods and Nyarlathotep. But this turns out to be folly, and his army is instantly powerless. He discovers that the gods are not there at all. His forces suddenly disappear on him and a &amp;quot;daemonic&amp;quot; procession appears in Kadath, where Nyarlathotep arrives in his human guise as a pharaoh. Nyarlathotep then explains that the gods abandoned the dreamlands for Carter&#039;s marvelous city, from his own childhood memories, and he feigns to spare Carter for his forbidden trespassing because only he can exile the gods back to Kadath from his own half-waking dreamland. Nyarlathotep is trying to trick him into going to the ultimate chaos at the center of the universe - the daemon-sultan Azathoth, which for us could be considered the analog of the Unlife - but Carter leaps into void to escape and in the process of waking up Nyarlathotep has once again imprisoned the earth gods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Before no golden dais had Randolph Carter come, nor was there any august circle of crowned and haloed beings with narrow eyes, long-lobed ears, thin nose, and pointed chin whose kinship to the carven face on Ngranek might stamp them as those to whom a dreamer might pray. Save for that one tower room the onyx castle atop Kadath was dark, and &#039;&#039;&#039;the masters were not there.&#039;&#039;&#039; Carter had come to unknown Kadath in the cold waste, but he &#039;&#039;&#039;had not found the gods.&#039;&#039;&#039; Yet still the lurid light glowed in that one tower room whose size was so little less than that of all outdoors, and whose distant walls and roof were so nearly lost to sight in thin, curling mists. &#039;&#039;&#039;Earth’s gods were not there,&#039;&#039;&#039; it was true, but of &#039;&#039;&#039;subtler and less visible presences there could be no lack.&#039;&#039;&#039; Where the mild gods are absent, the &#039;&#039;&#039;Other Gods are not unrepresented&#039;&#039;&#039;; and certainly, the onyx castle of castles was &#039;&#039;&#039;far from tenantless.&#039;&#039;&#039; In what outrageous form or forms terror would next reveal itself, Carter could by no means imagine. He felt that his visit had been expected, and wondered &#039;&#039;&#039;how close a watch had all along been kept upon him&#039;&#039;&#039; by the crawling chaos Nyarlathotep. It is Nyarlathotep, horror of infinite shapes and &#039;&#039;&#039;dread soul&#039;&#039;&#039; and messenger of the Other Gods, that the &#039;&#039;&#039;fungous moon-beasts&#039;&#039;&#039; serve; and Carter thought of the black galley that had vanished when the tide of battle turned against the &#039;&#039;&#039;toad-like abnormalities&#039;&#039;&#039; on the jagged rock in the sea.&lt;br /&gt;
     Reflecting upon these things, he was staggering to his feet in the midst of his nightmare company when there rang without warning through that pale-litten and limitless chamber the hideous blast of a daemon trumpet. Three times pealed that frightful brazen scream, and when the echoes of the third blast had died chucklingly away Randolph Carter saw that he was alone. &#039;&#039;&#039;Whither, why, and how the ghouls and night-gaunts had been snatched&#039;&#039;&#039; from sight was not for him to divine. He knew only that he was suddenly alone, and that &#039;&#039;&#039;whatever unseen powers lurked mockingly around him&#039;&#039;&#039; were no powers of earth’s friendly dreamland.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force&#039;&#039;&#039; that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the shape of &#039;&#039;&#039;a huge toad&#039;&#039;&#039;, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;desc myklian&lt;br /&gt;
The myklian is a fearsome beast, some form of large lizard &#039;&#039;&#039;or amphibian&#039;&#039;&#039; that usually travels on four legs, but sometimes stands upright on two legs. It has a short, stubby tail which is triangular in shape and covered with a &#039;&#039;&#039;luminescent&#039;&#039;&#039;, chitinous plate. Hard scales cover the rest of the beast&#039;s body, except for the soft underbelly. Bony spikes and knobs guard the beast&#039;s joints. The coloration of the myklian species ranges the entire spectrum, red, orange, yellow, green, blue and purple.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else to consider is that in the Dream-Quest the exit of the Underworld, at the top of those huge stairs, is not a dark temple but rather the &amp;quot;enchanted wood&amp;quot; which consists of a forest covered with glowing fungi. The bas relief is at the top of the stairs instead of the bottom, and arguably the fungal forest is at the bottom instead of the top. This might suggest the lizards of the cave survive by eating the fungal growths. The relationship between the glowing myklian and the lizards is ambiguous. It is self-consciously weird that they remain, but the magru apparently stripped away all the other animals. This will be explored more in the ecological interpretation.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In the tunnels of that twisted wood, whose low prodigious oaks twine groping boughs and shine dim with &#039;&#039;&#039;the phosphorescence of strange fungi&#039;&#039;&#039;, dwell the furtive and secretive zoogs; who know many obscure secrets of the dream-world and a few of the waking world, since the wood at two places touches the lands of men, though it would be disastrous to say where. Certain unexplained rumours, events, and vanishments occur among men where the zoogs have access, and it is well that they cannot travel far outside the world of dream. But over the nearer parts of the dream-world they pass freely, flitting small and brown and unseen and bearing back piquant tales to beguile the hours around their hearths in the forest they love. Most of them live in burrows, but some inhabit the trunks of the great trees; and although they &#039;&#039;&#039;live mostly on fungi&#039;&#039;&#039; it is muttered that they have also a slight taste for meat, either physical or spiritual, for certainly many dreamers have entered that wood who have not come out. Carter, however, had no fear; for he was an old dreamer and had learnt their fluttering language and made many a treaty with them; having found through their help the splendid city of Celephaïs in Ooth-Nargai beyond the Tanarian Hills, where reigns half the year the great King Kuranes, a man he had known by another name in life. Kuranes was the one soul who had been to the star-gulfs and returned free from madness.&lt;br /&gt;
     Threading now the low &#039;&#039;&#039;phosphorescent aisles&#039;&#039;&#039; between those gigantic trunks, Carter made fluttering sounds in the manner of the zoogs, and listened now and then for responses. He remembered one particular village of the creatures near the centre of the wood, where a circle of great mossy stones in what was once a clearing tells of older and more terrible dwellers long forgotten, and toward this spot he hastened. He traced his way by &#039;&#039;&#039;the grotesque fungi&#039;&#039;&#039;, which always seem better nourished as one approaches the dread circle where elder beings danced and sacrificed. Finally &#039;&#039;&#039;the greater light of those thicker fungi&#039;&#039;&#039; revealed a sinister green and grey vastness pushing up through the roof of the forest and out of sight. This was the nearest of the great ring of stones, and Carter knew he was close to the zoog village. Renewing his fluttering sound, he waited patiently; and was at length rewarded by an impression of many eyes watching him. It was the zoogs, for one sees their weird eyes long before one can discern their small, slippery brown outlines.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
Making your way among the spires of stone that rise from the cavern floor is &#039;&#039;&#039;like traveling through a strange and exotic forest.&#039;&#039;&#039;  Instead of vines and bushes, &#039;&#039;&#039;long growths of stringy moss and huge mushrooms and toadstools&#039;&#039;&#039; provide an undergrowth that chokes the way.  The small creatures of a sylvan setting, mice, squirrels and other small furry beasts are not present.  Instead, the pale bulging eyes of small lizards blink at you silently before the owners scurry away through the growths of fungi.&lt;br /&gt;
Obvious exits: north, east, west, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One other point to consider is that the moon-beasts in the Dream-Quest reside on the Moon and not the Underworld. However, in a later part of the story Carter rescues the ghouls who helped him from some moon-beasts, and enlists the aid of night-gaunts with a secret password he learned from the ghouls. In this fight the night-gaunts lift some moon-beasts and drop them into the Underworld. This refers to the moon-beasts as &amp;quot;quivering&amp;quot; and &amp;quot;jelly&amp;quot;, which is the same wording used in the magru death messaging.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The final swoop of the night-gaunts and mounted ghouls was very sudden, each of the greyish toad-like blasphemies and their almost-human slaves being seized by a group of night-gaunts before a sound was made. The moon-beasts, of course, were voiceless; and even the slaves had little chance to scream before rubbery paws choked them into silence. Horrible were the writhings of those great &#039;&#039;&#039;jellyish&#039;&#039;&#039; abnormalities as the sardonic night-gaunts clutched them, but nothing availed against the strength of those black prehensile talons. When a moon-beast &#039;&#039;&#039;writhed too violently,&#039;&#039;&#039; a night-gaunt would seize and pull its &#039;&#039;&#039;quivering&#039;&#039;&#039; pink tentacles; which seemed to hurt so much that the victim would cease its struggles. Carter expected to see much slaughter, but found that the ghouls were far subtler in their plans. They glibbered certain simple orders to the night-gaunts which held the captives, trusting the rest to instinct; and soon the hapless creatures were borne silently away into the Great Abyss, to be distributed impartially amongst the bholes, gugs, ghasts, and other dwellers in darkness whose modes of nourishment are not painless to their chosen victims. Meanwhile the three bound ghouls had been released and consoled by their conquering kinsfolk, whilst various parties searched the neighbourhood for possible remaining moon-beasts, and boarded the evil-smelling black galley at the wharf to make sure that nothing had escaped the general defeat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
A magru &#039;&#039;&#039;pulsates violently&#039;&#039;&#039; and a stream of dark fluid shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way but you are struck by the stream of fluid!&lt;br /&gt;
Hit for 5 concussion points.&lt;br /&gt;
... 22 points of damage!&lt;br /&gt;
Acid dissolves the skin on the neck exposing the windpipe!&lt;br /&gt;
You are stunned for 6 rounds!&lt;br /&gt;
&lt;br /&gt;
You gesture at a magru.&lt;br /&gt;
You stare at a magru.&lt;br /&gt;
  CS: +542 - TD: +136 + CvA: +25 + d100: +82 == +513&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The magru looks at you in utter terror!&lt;br /&gt;
The magru lets out a blood curdling scream!&lt;br /&gt;
The magru collapses into a heap of &#039;&#039;&#039;quivering jelly.&#039;&#039;&#039;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
K&amp;gt;loot&lt;br /&gt;
You reach out to search the magru.&lt;br /&gt;
As soon as you make contact with it, you feel an intense burning sensation!  You are injured!&lt;br /&gt;
You do not find anything in the disgusting &#039;&#039;&#039;pile of jelly.&#039;&#039;&#039;&lt;br /&gt;
The remains of a magru evaporate away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Through the Gates of the Silver Key===&lt;br /&gt;
&amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; was chronologically the earliest Randolph Carter story, though not in the order they were written and published. When Carter is a bit older he loses his ability to dream vividly, due to the dulling effects of logic and reason, replacing the fantastical with irony and satire and allegory. In [http://www.hplovecraft.com/writings/texts/fiction/sk.aspx &amp;quot;The Silver Key&amp;quot;] he has spent decades trying to partially recover his youthful imagination, until he is finally able to recall his grandfather telling him about an antique silver key in his family estate with occult properties. When he brings this into a cave called the Snake-Den he is somehow returned in time to his youth. Now young again, Randolph Carter does not wholly remember his old life as such, but has a gift of prophecy where he has a way of remembering things that have not happened yet.&lt;br /&gt;
&lt;br /&gt;
This is important because of the timeline issues with the Iruaric in the Dark Shrine and the Wars of Dominion. It is worth noting that the Dark Shrine itself is shaped like a [[Research:Shadow Valley#The Mound|skeleton key]]. This is obscured on the Tsoran map, which arbitrarily places a &amp;quot;go arch&amp;quot; on a north wall, when it is probably intended to be the south wall. It is possible the waterfall and the series of caves ending in the misty chamber is based on the Snake-Den. It would not explain the monastery itself, only the hidden deep cave leading to a natural gateway. Fortifed cave monasteries such as [https://en.wikipedia.org/wiki/Vardzia Vardzia] exist historically, but it might not be so direct. It seems to instead be inspired by historical religious architectures.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Then, when he was free, he felt in his blouse pocket for the key; and being reassured, skipped off across the orchard to the rise beyond, where the wooded hill climbed again to heights above even the treeless knoll. The floor of the forest was mossy and mysterious, and great lichened rocks rose vaguely here and there in the dim light like Druid monoliths among the swollen and twisted trunks of a sacred grove. Once in his ascent Randolph crossed a rushing stream &#039;&#039;&#039;whose falls a little way off sang runic incantations&#039;&#039;&#039; to the lurking fauns and aegipans and dryads.&lt;br /&gt;
     Then he came to the &#039;&#039;&#039;strange cave in the forest slope&#039;&#039;&#039;, the dreaded “snake-den” which country folk shunned, and away from which Benijah had warned him again and again. It was deep; far deeper than anyone but Randolph suspected, for the boy had found a fissure in the farthermost black corner that led to &#039;&#039;&#039;a loftier grotto beyond&#039;&#039;&#039;—a haunting sepulchral place whose granite walls held a curious illusion of conscious artifice. On this occasion he crawled in as usual, lighting his way with matches filched from the sitting-room match-safe, and &#039;&#039;&#039;edging through the final crevice&#039;&#039;&#039; with an eagerness hard to explain even to himself. He could not tell why he approached the farther wall so confidently, or why he instinctively drew forth the great silver key as he did so. But on he went, and when he danced back to the house that night he offered no excuses for his lateness, nor heeded in the least the reproofs he gained for ignoring the noontide dinner-horn altogether.&lt;br /&gt;
&lt;br /&gt;
Now it is agreed by all the distant relatives of Randolph Carter that something occurred to heighten his imagination in his tenth year. His cousin, Ernest B. Aspinwall, Esq., of Chicago, is fully ten years his senior; and distinctly recalls a change in the boy after the autumn of 1883. Randolph had looked on scenes of fantasy that few others can ever have beheld, and stranger still were some of the qualities which he shewed in relation to very mundane things. He seemed, in fine, to have picked up an &#039;&#039;&#039;odd gift of prophecy&#039;&#039;&#039;; and reacted unusually to things which, though at the time without meaning, were later found to justify the singular impressions. In subsequent decades as new inventions, new names, and new events appeared one by one in the book of history, people would now and then recall wonderingly how Carter had years before let fall some careless word of &#039;&#039;&#039;undoubted connexion with what was then far in the future.&#039;&#039;&#039; He did not himself understand these words, or know why certain things made him feel certain emotions; but fancied that some unremembered dream must be responsible. It was as early as 1897 that he turned pale when some traveller mentioned the French town of Belloy-en-Santerre, and friends remembered it when he was almost mortally wounded there in 1916, while serving with the Foreign Legion in the Great War.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story ends with Carter, once again an adult, having gone to the cave and disappeared. The family is then wondering about dividing up his estate, which is the setting of its sequel. In [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] he has gone to the Snake-Den with the silver key and vanished in thin air into a higher reality. This is how the portal to the Broken Land works when the runes of warding are overpowered.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Next morning he was up early, and out through the twisted-boughed apple orchard to the upper timber-lot where the mouth of the Snake-Den lurked black and forbidding amongst grotesque, overnourished oaks. A nameless expectancy was upon him, and he did not even notice the loss of his handkerchief as he fumbled in his blouse pocket to see if the queer Silver Key was safe. He crawled through the dark orifice with tense, adventurous assurance, lighting his way with matches taken from the sitting-room. In another moment he had wriggled through the root-choked fissure at the farther end, and was in the vast, unknown &#039;&#039;&#039;inner grotto whose ultimate rock wall seemed half like a monstrous and consciously shapen pylon.&#039;&#039;&#039; Before that &#039;&#039;&#039;dank, dripping wall&#039;&#039;&#039; he stood silent and awestruck, lighting one match after another as he gazed. Was that stony bulge above the keystone of the imagined arch really a gigantic sculptured hand? Then he drew forth the Silver Key, and &#039;&#039;&#039;made motions and intonations whose source he could only dimly remember.&#039;&#039;&#039; Was anything forgotten? He knew only that he wished to &#039;&#039;&#039;cross the barrier to the untrammelled land of his dreams&#039;&#039;&#039; and the gulfs where all dimensions dissolve in the absolute.&lt;br /&gt;
&lt;br /&gt;
III.&lt;br /&gt;
&lt;br /&gt;
What happened then is scarcely to be described in words. It is full of those paradoxes, contradictions, and anomalies which have no place in waking life, but which fill our more fantastic dreams, and are taken as matters of course till we return to our narrow, rigid, objective world of limited causation and tri-dimensional logic. As the Hindoo continued his tale, he had difficulty in avoiding what seemed—even more than the notion of a man transferred through the years to boyhood—an air of trivial, puerile extravagance. Mr. Aspinwall, in disgust, gave an apoplectic snort and virtually stopped listening.&lt;br /&gt;
     For &#039;&#039;&#039;the rite&#039;&#039;&#039; of the Silver Key, as practiced by Randolph Carter in that &#039;&#039;&#039;black, haunted cave within a cave,&#039;&#039;&#039; did not prove unavailing. From &#039;&#039;&#039;the first gesture and syllable&#039;&#039;&#039; an aura of strange, awesome mutation was apparent—a sense of &#039;&#039;&#039;incalculable disturbance and confusion in time and space&#039;&#039;&#039;, yet one which held no hint of what we recognise as motion and duration. Imperceptibly, such things as age and location ceased to have any significance whatever. The day before, Randolph Carter had miraculously leaped a gulf of years. Now there was no distinction between boy and man. There was only the entity Randolph Carter, with a certain store of images which had lost all connexion with terrestrial scenes and circumstances of acquisition. &#039;&#039;&#039;A moment before, there had been an inner cave&#039;&#039;&#039; with vague suggestions of a monstrous arch and gigantic sculptured hand on the farther wall. &#039;&#039;&#039;Now there was neither cave nor absence of cave; neither wall nor absence of wall.&#039;&#039;&#039; There was only a flux of impressions not so much visual as cerebral, amidst which the entity that was Randolph Carter experienced perceptions or registrations of all that his mind revolved on, yet without any clear consciousness of the way in which he received them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go hidden opening&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A &#039;&#039;&#039;damp mist seems to seep from the very walls&#039;&#039;&#039; of this &#039;&#039;&#039;vast chamber&#039;&#039;&#039; casting the walls in an eerie green pallor.  A &#039;&#039;&#039;large round stone&#039;&#039;&#039; stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The &#039;&#039;&#039;opening at the center of the stone&#039;&#039;&#039; is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound soothes your tired nerves.  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read runes&lt;br /&gt;
You stand before the runes, open your arms wide in a gesture of invocation, and concentrate on them.&lt;br /&gt;
&lt;br /&gt;
After a moment, the room begins to spin, and you &#039;&#039;&#039;suddenly feel disoriented.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Chamber]&lt;br /&gt;
A damp mist seems to seep from the very walls of this vast chamber, casting the walls in an eerie green pallor.  A large, round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low, steady hum emanates from the stone and the sound &#039;&#039;&#039;soothes your tired nerves.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This can be interpreted as the exact same room coexistent on another plane of existence. The line about soothing your tired nerves might also refer to Randolph Carter. He is told to not follow down the stairs of a crypt in &amp;quot;The Statement of Randolph Carter&amp;quot; because of having &amp;quot;frail nerves&amp;quot; and being &amp;quot;a bag of nerves&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Contrast this with the other messaging from invoking the runes of warding on the spinning stone, which causes you to gesture and mutter words (but not in the first person view) before disappearing.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXXXX stands in front of the spinning stone with his arms spread wide.  He &#039;&#039;&#039;mutters a few words&#039;&#039;&#039; under his breath and &#039;&#039;&#039;suddenly disappears!&#039;&#039;&#039;&lt;br /&gt;
There is a high-pitched hum from the stone, and XXXXX suddenly appears in the room!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You focus hard on the runes, but without the proper skill, they soon become a &#039;&#039;&#039;maddening&#039;&#039;&#039;, writhing jumble of markings! You struggle to tear your eyes away, and fall back into a heap on the floor as you do!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
XXXXX focuses hard on the runes.  A look of sheer panic suddenly spreads over her face and she struggles to turn away from them!  With a gasp, she falls to the floor, looking rather shaken!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look runes&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Monastery itself seems to be best interpreted in terms of the history of real-world religious architecture. Though it is possible there is some other story being referenced with it. The mountain lake outside has a couple of potential hints (other than the waterfall) of reference to &amp;quot;The Silver Key&amp;quot;, where Carter is an old man searching for the cave, and &amp;quot;Through the Gates of the Silver Key&amp;quot; where it looks like a &amp;quot;gigantic sculptured hand&amp;quot; points to the gateway. The &amp;quot;tired feet&amp;quot; line may link up with &amp;quot;tired nerves&amp;quot; in the Misty Chamber. See the note above about [http://www.hplovecraft.com/writings/texts/fiction/src.aspx &amp;quot;The Statement of Randolph Carter&amp;quot;] with his frail nerves when he is older and a war veteran.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
A high cliff runs from east to west, forming the southern edge of the lake.  The surrounding forest grows down to within a few feet of the lake shore at this point.  There is even one old willow that grows at the very edge of the lake; the &#039;&#039;&#039;gnarled roots&#039;&#039;&#039; of the old tree dipping into the water, reminding you of an &#039;&#039;&#039;old man&#039;&#039;&#039; attempting to cool his &#039;&#039;&#039;tired feet.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north&lt;br /&gt;
&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a rockfall blocks what was the southeast path; there appears to be no way around it.  A &#039;&#039;&#039;large boulder&#039;&#039;&#039; standing just west of the fork in the trail looks somewhat like a &#039;&#039;&#039;large hand pointing a single finger&#039;&#039;&#039; at the southwest leg of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Near the &amp;quot;root-choked&amp;quot; fissure to the Snake-Den the trees are twisted and grotesque.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The silver key itself was marked with cryptical arabesques and came out of a fiendish aromatic wooden box with an old parchment containing similar hieroglyph markings. What it does is bring the corporeal body outside of a given space and time into the dimensional extension of Earth. This ultimately leads Carter to a quasi-sphere called the Ultimate Gate, which takes him beyond space and time entirely to encounter a form of the Outer God Yog-Sothoth, the gateway and guardian of forbidden knowledge. [[Research:The Graveyard]] suggests Yog-Sothoth as a possible premise for &amp;quot;Kadaena Throk Farok&amp;quot;.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;By the time the rite was over Carter knew that &#039;&#039;&#039;he was in no region whose place could be told by earth’s geographers, and in no age whose date history could fix.&#039;&#039;&#039; For the nature of what was happening was not wholly unfamiliar to him. There were hints of it in the cryptical Pnakotic fragments, and a whole chapter in the forbidden Necronomicon of the mad Arab Abdul Alhazred had taken on significance when he had deciphered the designs graven on the Silver Key. A gate had been unlocked—not indeed the Ultimate Gate, but one leading from earth and time to that extension of earth which is outside time, and from which in turn the Ultimate Gate leads fearsomely and perilously to the Last Void which is outside all earths, all universes, and all matter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the Ultimate Gate as well the Silver Key causes the wielder to instinctively gesture through an unlearned ritual, much as what happens with the Broken Lands portal which corresponds instead to the First Gate. The &amp;quot;quasi-sphere&amp;quot; that acts as the Ultimate Gate is reminiscent of the pulsing crystal dome on the jagged plain. It is not possible to enter this dome without incinerating yourself. Whether the dome once functioned like this quasi-sphere is unclear, Vibration Chant and Piercing Gaze &amp;quot;work&amp;quot; on the dome but do not make anything happen. The dome is also reminiscent of the hemispheres of the plateau of Leng in the Dreamlands, and Yian-Ho refers to &amp;quot;The Maker of Moons&amp;quot; by Robert Chambers.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Gradually and mistily it became apparent that the Most Ancient One was holding something—some object clutched in the outflung folds of his robe as if for the sight, or what answered for sight, of the cloaked Companions. It was a &#039;&#039;&#039;large sphere or apparent sphere&#039;&#039;&#039; of some obscurely iridescent metal, and as the Guide put it forward a low, pervasive half-impression of sound began to rise and fall in intervals which seemed to be rhythmic even though they followed no rhythm of earth. There was a suggestion of chanting—or what human imagination might interpret as chanting. Presently the &#039;&#039;&#039;quasi-sphere began to grow luminous, and as it gleamed up into a cold, pulsating light of unassignable colour&#039;&#039;&#039; Carter saw that its flickerings conformed to the alien rhythm of the chant. Then all the mitred, sceptre-bearing Shapes on the pedestals commenced a slight, curious swaying in the same inexplicable rhythm, while &#039;&#039;&#039;nimbuses of unclassifiable light—resembling that of the quasi-sphere&#039;&#039;&#039;—played round their shrouded heads.&lt;br /&gt;
     The Hindoo paused in his tale and looked curiously at the tall, coffin-shaped clock with the four hands and hieroglyphed dial, whose crazy ticking followed no known rhythm of earth.&lt;br /&gt;
     “You, Mr. de Marigny,” he suddenly said to his learned host, “do not need to be told the particular alien rhythm to which those cowled Shapes on the hexagonal pillars chanted and nodded. You are the only one else—in America—who has had a taste of the Outer Extension. That clock—I suppose it was sent you by the Yogi poor Harley Warren used to talk about—the seer who said that he alone of living men had been to &#039;&#039;&#039;Yian-Ho, the hidden legacy of sinister, aeon-old Leng,&#039;&#039;&#039; and had borne certain things away from that dreadful and forbidden city. I wonder how many of its subtler properties you know? If my dreams and readings be correct, it was made by those who knew much of the First Gateway. But let me go on with my tale.”&lt;br /&gt;
     At last, continued the Swami, the swaying and the suggestion of chanting ceased, the lambent nimbuses around the now drooping and motionless heads faded away, while the cloaked Shapes slumped curiously on their pedestals. The &#039;&#039;&#039;quasi-sphere, however, continued to pulsate with inexplicable light.&#039;&#039;&#039; Carter felt that the Ancient Ones were sleeping as they had been when he first saw them, and he wondered out of what cosmic dreams his coming had wakened them. Slowly there filtered into his mind the truth that this strange chanting ritual had been one of instruction, and that the Companions had been chanted by the Most Ancient One into a new and peculiar kind of sleep, in order that &#039;&#039;&#039;their dreams might open the Ultimate Gate to which the Silver Key was a passport.&#039;&#039;&#039; He knew that in the profundity of this deep sleep they were contemplating unplumbed vastnesses of utter and absolute Outsideness with which the earth had nothing to do, and that they were to accomplish that which his presence had demanded.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome &#039;&#039;&#039;pulses with a dim, multicolored light.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It glows brighter and hotter the more mana the crystal dome has absorbed.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story was heavily influenced by [https://en.wikipedia.org/wiki/Theosophy theosophy], and the scene is likely invoking the idea of a theosophical [https://en.wikipedia.org/wiki/Tulpa &amp;quot;tulpa&amp;quot;] ritual. The ultimate point is that the Swami at this family estate hearing is really Randolph Carter himself, but he has to disguise himself because he is no longer human. By travelling through the Ultimate Gate and encountering Yog-Sothoth, he is transferred into another individual of his same person archetype outside of time and space, and brought back through to the planet Yaddith in the distant past. In the process he has possessed the body of a member of a long extinct alien species, and while he has the Silver Key, he does not know the rites or have the writings to send himself back to regain his human form. The alien is a &amp;quot;wizard&amp;quot; and they loathe each other, struggling for consciousness over the body. Eventually Carter keeps him subdued artificially, and brings them to the Earth of his own time through a space journey, bringing the Silver Key with him.&lt;br /&gt;
&lt;br /&gt;
The relevance this may have for the Broken Land is thus not only a way of dealing with the time paradoxes, but the issue of fashioning extra-planar entities out of energy and Morgu as &amp;quot;spirit born of death.&amp;quot; [[Research:The Graveyard]] points out the similarity of part of the spirit death messaging to the description of Carter seeing many other forms of himself in the timeless void. In the context of the death mechanics allegory this could be interpreted as converting &amp;quot;souls&amp;quot; into other kinds of entities. This would be a forbidden &amp;quot;Key of the Void&amp;quot;, in Shadow World terms, going around Eissa and Orhan for reincarnation.&lt;br /&gt;
&lt;br /&gt;
===Other Horror===&lt;br /&gt;
There may be other stories with some degree of influence on the Broken Land, but the evidence for them is more thin than the Dream-Quest of Unknown Kadath. Other H.P. Lovecraft stories are an obvious place to search for possibilities. In particular the seemingly impossible combination of time periods in the Dark Shrine poem is itself a Lovecraftian motif. He uses impossibly old things in anachronistic settings sometimes, or with information that should not have been known to the creator, as a twist in a number of stories. So-called &amp;quot;Lovecraft Circle&amp;quot; authors, such as Clark Ashton Smith, might also be relevant. But these ones are lower probability in general.&lt;br /&gt;
&lt;br /&gt;
This has to be regarded in a contingent and hypothetical way. Without an extensive parallel these only provide possible points of reference or inspiration. This poses the difficulty of being indistinguishable from coincidence even if it was intentional. The signal is down in the noise. On the other hand, however, these stores are thematically linked. They involve the same concepts, names, and entities as each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) The Statement of Randolph Carter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/src.aspx &amp;quot;The Statement of Randolph Carter&amp;quot;] is the first published Randolph Carter story, but is set when he is middle aged, prior to the events of &amp;quot;The Silver Key&amp;quot;. Like &amp;quot;The Silver Key&amp;quot; and &amp;quot;Through the Gates of the Silver Key&amp;quot; it mentions &amp;quot;oblivion&amp;quot;, a peaceful afterlife of nothingness in Lovecraft&#039;s Dream Cycle, which is illustrated in his prose poem &amp;quot;Ex Oblivione&amp;quot;. [[Research:The Graveyard]] argues  Lovecraft&#039;s Oblivion is the basis of the old &amp;quot;lost to the demonic&amp;quot; messaging, playing off the [[Gates of Oblivion]] of Eissa located in her forest-garden on Orhan. The Broken Land may be making a dark mirror of this out of Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     The removal of the slab revealed a black aperture, from which rushed an effluence of miasmal gases so nauseous that we started back in horror. After an interval, however, we approached the pit again, and found the exhalations less unbearable. Our lanterns disclosed the top of &#039;&#039;&#039;a flight of stone steps,&#039;&#039;&#039; &#039;&#039;&#039;dripping&#039;&#039;&#039; with some detestable ichor of the inner earth, and &#039;&#039;&#039;bordered by moist walls&#039;&#039;&#039; encrusted with nitre. And now for the first time my memory records verbal discourse, Warren addressing me at length in his mellow tenor voice; a voice singularly unperturbed by our awesome surroundings.&lt;br /&gt;
     “I’m sorry to have to ask you to stay on the surface,” he said, “but it would be a crime to let anyone with &#039;&#039;&#039;your frail nerves&#039;&#039;&#039; go down there. You can’t imagine, even from what you have read and from what I’ve told you, the things I shall have to see and do. It’s fiendish work, Carter, and I doubt if any man without ironclad sensibilities could ever see it through and come up alive and sane. I don’t wish to offend you, and heaven knows I’d be glad enough to have you with me; but the responsibility is in a certain sense mine, and I couldn’t drag &#039;&#039;&#039;a bundle of nerves like you&#039;&#039;&#039; down to probable death or madness. I tell you, you can’t imagine what the thing is really like! But I promise to keep you informed over the telephone of every move—you see I’ve enough wire here to reach to the centre of the earth and back!”&lt;br /&gt;
     I can still hear, in memory, those coolly spoken words; and I can still remember my remonstrances. I seemed desperately anxious to accompany my friend into those sepulchral depths, yet he proved inflexibly obdurate. At one time he threatened to abandon the expedition if I remained insistent; a threat which proved effective, since he alone held the key to the thing. All this I can still remember, though I no longer know what manner of thing we sought. After he had secured my reluctant acquiescence in his design, Warren picked up the reel of wire and adjusted the instruments. At his nod I took one of the latter and seated myself upon an aged, discoloured gravestone close by the newly uncovered aperture. Then he shook my hand, shouldered the coil of wire, and disappeared within that indescribable ossuary. For a moment I kept sight of the glow of his lantern, and heard the rustle of the wire as he laid it down after him; but the glow soon disappeared abruptly, &#039;&#039;&#039;as if a turn in the stone staircase had been encountered,&#039;&#039;&#039; and the sound died away almost as quickly. I was alone, yet bound to the unknown depths by those magic strands &#039;&#039;&#039;whose insulated surface lay green&#039;&#039;&#039; beneath the struggling beams of that waning crescent moon.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Statement of Randolph Carter&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is Harley Warren warning Randolph Carter to not follow him down a sepulcher in an ancient cemetery. It might be an inspiration for the hidden spiral stone stairs in the Monastery, which leads to the deeper monastery. (Though this could be inspired by the colossal stairs in the Dreamland Underworld being inside the Tower of Koth.) Through the hidden opening is the misty chamber, which is described as soothing your tired nerves. These are conceivably both taken from the same part of this Carter story.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Spiral Stair]&lt;br /&gt;
A &#039;&#039;&#039;spiral stair has been carved from the stone&#039;&#039;&#039; here.  You cannot see very far down the stair since the sharp curve of the steps quickly leads down and around, &#039;&#039;&#039;out of the line of sight.&#039;&#039;&#039;  The walls are smooth and featureless, and the steps are narrow and deep.  A &#039;&#039;&#039;light sheen of moisture&#039;&#039;&#039; covers everything here, making the stairs look somewhat risky.  You also see a door.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&lt;br /&gt;
[Monastery, Landing]&lt;br /&gt;
A steep spiral stair rises from the landing here, the steps &#039;&#039;&#039;slick with moisture&#039;&#039;&#039; that has condensed there.  Opposite the stair, a broad low arch opens onto a larger chamber to the south.  The stones surrounding the arch have been carved with symbols and images significant to the followers of Kai.&lt;br /&gt;
Obvious exits: south, up&lt;br /&gt;
&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A &#039;&#039;&#039;damp mist seems to seep from the very walls&#039;&#039;&#039; of this vast chamber casting the walls &#039;&#039;&#039;in an eerie green pallor.&#039;&#039;&#039;  A large round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound &#039;&#039;&#039;soothes your tired nerves.&#039;&#039;&#039;  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) The Dreams in the Witch House&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/dwh.aspx &amp;quot;The Dreams in the Witch House&amp;quot;] is outside the Dream Cycle and not a Randolph Carter story, but it is a dream walking story into other dimensions and worlds. With &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; it shares the premise of Nyarlathotep himself appearing, though not in his pharaoh manifestation, and threatening to bring the protagonist to the ultimate Chaos of Azathoth at the center of the universe.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The dreams were meanwhile getting to be atrocious. In the lighter preliminary phase the evil old woman was now of fiendish distinctness, and Gilman knew she was the one who had frightened him in the slums. Her bent back, long nose, and shrivelled chin were unmistakable, and her shapeless brown garments were like those he remembered. The expression on her face was one of hideous malevolence and exultation, and when he awaked he could recall a croaking voice that persuaded and threatened. He must meet the Black Man, and go with them all to the throne of Azathoth at the centre of ultimate Chaos. That was what she said. He must sign in his own blood the book of Azathoth and take a new secret name now that his independent delvings had gone so far. What kept him from going with her and Brown Jenkin and the other to the throne of Chaos where the thin flutes pipe mindlessly was the fact that he had seen the name “Azathoth” in the Necronomicon, and knew it stood for a primal evil too horrible for description.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story is a possible Lovecraft root for other terrain and entity features which are poorly accounted for by the Randolph Carter stories. The crystal forest, swirling fog, and mud might come from it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;During the night of April 19–20 the new development occurred. Gilman was half-involuntarily moving about in the twilight abysses with the bubble-mass and the small polyhedron floating ahead, when he noticed the peculiarly regular angles formed by the edges of some &#039;&#039;&#039;gigantic neighbouring prism-clusters.&#039;&#039;&#039; In another second he was out of the abyss and standing tremulously on a &#039;&#039;&#039;rocky hillside bathed&#039;&#039;&#039; in intense, diffused green light. He was barefooted and in his night-clothes, and when &#039;&#039;&#039;he tried to walk discovered that he could scarcely lift his feet.&#039;&#039;&#039; A &#039;&#039;&#039;swirling vapour hid everything but the immediate sloping terrain&#039;&#039;&#039; from sight, and he shrank from the thought of the sounds that might surge out of that vapour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of wildly growing crystals to the east presents a &#039;&#039;&#039;formidable barrier.&#039;&#039;&#039;  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the &#039;&#039;&#039;sharp outcroppings of the crystal forest&#039;&#039;&#039; would be deadly.&lt;br /&gt;
Obvious paths: south, west, northwest, southwest.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  &#039;&#039;&#039;A dense fog swirls&#039;&#039;&#039; around the base of the dome, and &#039;&#039;&#039;generally obscures your vision.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If this story was used it might provide a better candidate than the &amp;quot;vortices of cold wind&amp;quot; on Kadath for the &amp;quot;dark vorteces&amp;quot; or &amp;quot;dyar rakul.&amp;quot; Here the ultimate Chaos where Carter was being brought at the end of the Dream-Quest is said to be made up of &amp;quot;spiral black vortices&amp;quot;. This is exactly what a dark vortece looks like, more so than a Nycorac or a Blacar from Rolemaster. This section also mentions Gilman visiting a city of the Elder Things, which are features in stories such as &amp;quot;At The Mountains Of Madness&amp;quot;, where Antarctica is supposed to have material world versions of Kadath and the plateau of Leng.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;In his dream-delirium Gilman heard the hellish, alien-rhythmed chant of the Sabbat coming from an infinite distance, and knew the black man must be there. Confused memories mixed themselves with his mathematics, and he believed his subconscious mind held the &#039;&#039;angles&#039;&#039; which he needed to guide him back to the normal world—alone and unaided for the first time. He felt sure he was in the immemorially sealed loft above his own room, but whether he could ever escape through the slanting floor or the long-stopped egress he doubted greatly. Besides, would not an escape from a dream-loft bring him merely into a dream-house—an abnormal projection of the actual place he sought? He was wholly bewildered as to the relation betwixt dream and reality in all his experiences.&lt;br /&gt;
     The passage through the vague abysses would be frightful, for the Walpurgis-rhythm would be vibrating, and at last he would have to hear that hitherto veiled cosmic pulsing which he so mortally dreaded. Even now he could detect a low, monstrous shaking whose tempo he suspected all too well. At Sabbat-time it always mounted and reached through to the worlds to summon the initiate to nameless rites. Half the chants of the Sabbat were patterned on this faintly overheard pulsing which no earthly ear could endure in its unveiled spatial fulness. Gilman wondered, too, whether he could trust his instinct to take him back to the right part of space. How could he be sure he would not land on that &#039;&#039;&#039;green-litten hillside of a far planet&#039;&#039;&#039;, on the tessellated terrace above the city of tentacled monsters somewhere beyond the galaxy, or in the &#039;&#039;&#039;spiral black vortices of that ultimate void of Chaos&#039;&#039;&#039; wherein reigns the mindless daemon-sultan Azathoth?&lt;br /&gt;
     Just before he made the plunge the violet light went out and left him in utter blackness. The witch—old Keziah—Nahab—that must have meant her death. And mixed with the distant chant of the Sabbat and the whimpers of Brown Jenkin in the gulf below he thought he heard another and wilder whine from unknown depths. Joe Mazurewicz—the prayers against the Crawling Chaos now turning to an inexplicably triumphant shriek—worlds of sardonic actuality impinging on vortices of febrile dream—Iä! Shub-Niggurath! The Goat with a Thousand Young.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Brown Jenkins is a &amp;quot;rat-like&amp;quot; familiar of the witch who serves &amp;quot;the black man&amp;quot; Nyarlathotep. This might explain allegorically why there are mice bones in the Deep Pit of the Dark Grotto. The story might also provide in this section a basis for the sea of mud, which is arguably consistent with interpreting it as Hoard (transdimensional mud monsters who can merge and split themselves) in Rolemaster terms.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Ahead was the robed black man he had seen in the peaked space in the other dream, while from a lesser distance the old woman was beckoning and grimacing imperiously. Brown Jenkin was rubbing itself with a kind of affectionate playfulness around the ankles of the black man, which &#039;&#039;&#039;the deep mud&#039;&#039;&#039; largely concealed. There was a dark open doorway on the right, to which the black man silently pointed. Into this the grimacing crone started, dragging Gilman after her by his pajama sleeve. There were evil-smelling staircases which creaked ominously, and on which the old woman seemed to radiate a faint violet light; and finally a door leading off a landing. The crone fumbled with the latch and pushed the door open, motioning to Gilman to wait and disappearing inside the black aperture.&lt;br /&gt;
     The youth’s oversensitive ears caught a hideous strangled cry, and presently the beldame came out of the room bearing a small, senseless form which she thrust at the dreamer as if ordering him to carry it. The sight of this form, and the expression on its face, broke the spell. Still too dazed to cry out, he plunged recklessly down the noisome staircase and into the mud outside; halting only when seized and choked by the waiting black man. As consciousness departed he heard the faint, shrill tittering of the fanged, rat-like abnormality.&lt;br /&gt;
     On the morning of the 29th Gilman awaked into a maelstrom of horror. The instant he opened his eyes he knew something was terribly wrong, for he was back in his old garret room with the slanting wall and ceiling, sprawled on the now unmade bed. His throat was aching inexplicably, and as he struggled to a sitting posture he &#039;&#039;&#039;saw with growing fright that his feet and pajama-bottoms were brown with caked mud.&#039;&#039;&#039; For the moment his recollections were hopelessly hazy, but he knew at least that he must have been sleep-walking. Elwood had been lost too deeply in slumber to hear and stop him. &#039;&#039;&#039;On the floor were confused muddy prints, but oddly enough they did not extend all the way to the door.&#039;&#039;&#039; The more Gilman looked at them, the more peculiar they seemed; for in addition to those he could recognise as his there were some smaller, almost round markings—such as the legs of a large chair or table might make, except that most of them &#039;&#039;&#039;tended to be divided into halves.&#039;&#039;&#039; There were also some curious muddy rat-tracks leading out of a fresh hole and back into it again. Utter bewilderment and the fear of madness racked Gilman as he staggered to the door and saw that there &#039;&#039;&#039;were no muddy prints outside.&#039;&#039;&#039; The more he remembered of his hideous dream the more terrified he felt, and it added to his desperation to hear Joe Mazurewicz chanting mournfully two floors below.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge &#039;&#039;&#039;sea of boiling mud&#039;&#039;&#039; stretches out to the south and east.  Steam rises off the churning mass, choking the air with a &#039;&#039;&#039;dense, malodorous fog.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) The Shadow out of Time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/sot.aspx &amp;quot;The Shadow out of Time&amp;quot;] is not a Randolph Carter or Dream Cycle story, but [[Research:The Graveyard]] argues the behavior of Bandur Etrevion may come from it. Similar to &amp;quot;Through the Gates of the Silver Key&amp;quot; it involves the minds of alien races occupying bodies at very distant points of time and remembering events that have not happened yet. The twist in this story is that the narrator explores ruins that are millions of years old and discovers text written in his own language and handwriting. This is potentially relevant to the seemingly impossible combination of time periods in the Dark Shrine inscription.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;I have said that the awful truth behind my tortured years of dreaming hinges absolutely upon the actuality of what I thought I saw in those Cyclopean buried ruins. It has been hard for me literally to set down the crucial revelation, though no reader can have failed to guess it. Of course it lay in that book within the metal case—the case which I pried out of its forgotten lair amidst the undisturbed dust of a million centuries. No eye had seen, no hand had touched that book since the advent of man to this planet. And yet, when I flashed my torch upon it in that frightful megalithic abyss, I saw that the queerly pigmented letters on the brittle, aeon-browned cellulose pages &#039;&#039;&#039;were not indeed any nameless hieroglyphs&#039;&#039;&#039; of earth’s youth. They were, instead, &#039;&#039;&#039;the letters of our familiar alphabet&#039;&#039;&#039;, spelling out the words of the English language in my own handwriting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More specifically, it involves the ancient and highly advanced telepathic race (like the Lords of Essaence in that way) who created the Pnakotic Manuscripts, which is able to escape its own death by swapping its consciousness with members of other races who do not exist yet. One of these is a civilization of beetles that will rule after the fall of mankind. This is possibly a root for the giant fog beetles.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;What was hinted in the speech of post-human entities of the fate of mankind produced such an effect on me that I will not set it down here. After man there would be the &#039;&#039;&#039;mighty beetle civilisation&#039;&#039;&#039;, the bodies of whose members the cream of the Great Race would seize when the monstrous doom overtook the elder world. Later, as the earth’s span closed, the transferred minds would again migrate through time and space—to another stopping-place in the bodies of the bulbous vegetable entities of Mercury. But there would be races after them, clinging pathetically to the cold planet and burrowing to its horror-filled core, before the utter end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was evident that the coming doom so desperately feared by the Great Race—the doom that was one day to &#039;&#039;&#039;send millions of keen minds across the chasm of time to strange bodies in the safer future&#039;&#039;&#039;—had to do with a final successful irruption of the Elder Beings. Mental projections down the ages had clearly foretold such a horror, and the Great Race had resolved that none who could escape should face it. That the foray would be a matter of vengeance, rather than an attempt to reoccupy the outer world, they knew from the planet’s later history—for their projections shewed the coming and going of subsequent races untroubled by the monstrous entities. Perhaps these entities had come to prefer earth’s inner abysses to the variable, storm-ravaged surface, since light meant nothing to them. Perhaps, too, they were slowly weakening with the aeons. Indeed, it was known that &#039;&#039;&#039;they would be quite dead in the time of the post-human beetle race which the fleeing minds would tenant.&#039;&#039;&#039; Meanwhile the Great Race maintained its cautious vigilance, with potent weapons ceaselessly ready despite the horrified banishing of the subject from common speech and visible records. And always the shadow of nameless fear hung about the sealed trap-doors and the dark, windowless elder towers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the Great Race of Yith. The doom they are escaping involves the Elder Things from &amp;quot;At The Mountains Of Madness&amp;quot;, who were themselves destroyed by the shoggoths they created. When the narrator first regains his consciousness after the ancient telepath vacates his body, he experiences the ability to remember things that have not happened yet, similar to Randolph Carter in the Silver Key stories. This section is of particular note for the Broken Land because it speaks of remembering the far off consequences of a great war, and the inability to distinguish what is simultaneous or the sequence of events. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;I began work with the February, 1914, term, and kept at it just a year. By that time I realised how badly my experience had shaken me. Though perfectly sane—I hoped—and with no flaw in my original personality, I had not the &#039;&#039;&#039;nervous energy&#039;&#039;&#039; of the old days. Vague dreams and queer ideas continually haunted me, and when the outbreak of the world war turned my mind to history I found myself thinking of periods and events in the oddest possible fashion. My conception of &#039;&#039;time&#039;&#039;—my ability to &#039;&#039;&#039;distinguish between consecutiveness and simultaneousness&#039;&#039;&#039;—seemed &#039;&#039;&#039;subtly disordered&#039;&#039;&#039;; so that I formed chimerical notions about living in one age and &#039;&#039;&#039;casting one’s mind all over eternity for knowledge of past and future ages&#039;&#039;&#039;.&lt;br /&gt;
     The war gave me strange impressions of &#039;&#039;&#039;&#039;&#039;remembering&#039;&#039; some of its far-off &#039;&#039;consequences&#039;&#039;&#039;&#039;&#039;—as if I knew how it was coming out and &#039;&#039;&#039;could look back upon it in the light of future information&#039;&#039;&#039;. All such &#039;&#039;&#039;quasi-memories&#039;&#039;&#039; were attended with much pain, and with a feeling that some &#039;&#039;&#039;artificial psychological barrier was set against them&#039;&#039;&#039;. When I diffidently hinted to others about my impressions I met with varied responses. Some persons looked uncomfortably at me, but men in the mathematics department spoke of new developments in those theories of relativity—then discussed only in learned circles—which were later to become so famous. Dr. Albert Einstein, they said, was rapidly reducing &#039;&#039;time&#039;&#039; to the status of a mere dimension.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: One subtle oddity about the Broken Lands is that the crystal amulet thought net is suppressed in it.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Fungi from Yuggoth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/poetry/p289.aspx &amp;quot;Fungi from Yuggoth&amp;quot;] is a sequence of a few dozen sonnets that Lovecraft wrote which mentions elements from other stories that clearly do matter to the Broken Lands. It is a man who finds a strange book and accesses parallel realities and other worlds with it using his mind. The first point of interest is the night-gaunts section, which describes their practice of swooping down over the Peaks of Thok. What is interesting here is that we see a &amp;quot;foul lake&amp;quot; with shoggoths splashing in them. Shoggoths were not mentioned in the Dream-Quest, but they are blob monsters who basically resemble the magru.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XX. Night-Gaunts&lt;br /&gt;
&lt;br /&gt;
Out of what crypt they crawl, I cannot tell,&lt;br /&gt;
But every night I see the rubbery things,&lt;br /&gt;
Black, horned, and slender, with membraneous wings,&lt;br /&gt;
And tails that bear the bifid barb of hell.&lt;br /&gt;
They come in legions on the north wind’s swell,&lt;br /&gt;
With obscene clutch that titillates and stings,&lt;br /&gt;
Snatching me off on monstrous voyagings&lt;br /&gt;
To grey worlds hidden deep in nightmare’s well.&lt;br /&gt;
&lt;br /&gt;
Over the jagged peaks of Thok they sweep,&lt;br /&gt;
Heedless of all the cries I try to make,&lt;br /&gt;
And down the nether pits to &#039;&#039;&#039;that foul lake&#039;&#039;&#039;&lt;br /&gt;
Where the puffed &#039;&#039;&#039;shoggoths&#039;&#039;&#039; splash in doubtful sleep.&lt;br /&gt;
But oh! If only they would make some sound,&lt;br /&gt;
Or wear a face where faces should be found!&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Fungi from Yuggoth&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A single huge stalactite descends from the ceiling at the center of this small cavern.  The uneven walls of the cavern have been worn smooth, as have the walls of the small tunnels leading into the cavern.  Every minute or so, the intense quiet of the cavern is shattered by the sound of a single drop of water, falling from the tip of the stalactite into a small &#039;&#039;&#039;pool that has collected&#039;&#039;&#039; in a depression at the center of the cavern.&lt;br /&gt;
Obvious exits: northwest, southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look pool&lt;br /&gt;
The small pool lies in the center of the cavern, a few feet below the tip of the huge stalactite that descends from the ceiling of the cavern.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l stalactite&lt;br /&gt;
The stalactite is formed from grey stone with pink and orange striations.  The stone has an almost translucent quality with a waxy appearance.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in pool&lt;br /&gt;
In the small pool you see some water.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l water&lt;br /&gt;
The water is clear, with a &#039;&#039;&#039;slightly sulfurous odor.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Yuggoth is taken to be Lovecraft&#039;s name for Pluto because of &amp;quot;The Whisperer in the Darkness&amp;quot;, which in his time had no discovered moons. It is said that these &amp;quot;peaks of Thok&amp;quot; are actually in the material world on a moon of Yuggoth, though Lovecraft is arguably only feeling free to be inconsistent between stories. In the time the Broken Land was made the only known moon of Pluto was Charon. However, this is probably a coincidence, reading too much into it. The poem follows the thread to have Nyarlathotep guide the narrator to the daemon-sultan Azathoth, possibly motivating vruul with dark vorteces.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXI. Nyarlathotep&lt;br /&gt;
&lt;br /&gt;
And at the last from inner Egypt came&lt;br /&gt;
The strange dark One to whom the fellahs bowed;&lt;br /&gt;
Silent and lean and cryptically proud,&lt;br /&gt;
And wrapped in fabrics red as sunset flame.&lt;br /&gt;
Throngs pressed around, frantic for his commands,&lt;br /&gt;
But leaving, could not tell what they had heard;&lt;br /&gt;
While through the nations spread the awestruck word&lt;br /&gt;
That wild beasts followed him and licked his hands.&lt;br /&gt;
&lt;br /&gt;
Soon from the sea a noxious birth began;&lt;br /&gt;
Forgotten lands with weedy spires of gold;&lt;br /&gt;
The ground was cleft, and mad auroras rolled&lt;br /&gt;
Down on the quaking citadels of man.&lt;br /&gt;
Then, crushing what he chanced to mould in play,&lt;br /&gt;
The idiot Chaos blew Earth’s dust away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XXII. Azathoth&lt;br /&gt;
&lt;br /&gt;
Out in the mindless void the daemon bore me,&lt;br /&gt;
Past the bright clusters of dimensioned space,&lt;br /&gt;
Till neither time nor matter stretched before me,&lt;br /&gt;
But only Chaos, without form or place.&lt;br /&gt;
Here the vast Lord of All in darkness muttered&lt;br /&gt;
Things he had dreamed but could not understand,&lt;br /&gt;
While near him &#039;&#039;&#039;shapeless bat-things&#039;&#039;&#039; flopped and fluttered&lt;br /&gt;
In &#039;&#039;&#039;idiot vortices&#039;&#039;&#039; that ray-streams fanned.&lt;br /&gt;
&lt;br /&gt;
They danced insanely to the high, thin whining&lt;br /&gt;
Of a cracked flute clutched in a monstrous paw,&lt;br /&gt;
Whence flow the aimless waves whose chance combining&lt;br /&gt;
Gives each frail cosmos its eternal law.&lt;br /&gt;
“I am His Messenger,” the daemon said,&lt;br /&gt;
As in contempt he struck his Master’s head.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This provides a much more direct explanation than the moon-beasts for the Dark Shrine&#039;s altar room with the toad brazier and cracked gong.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXV. St. Toad’s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Beware St. Toad’s cracked chimes!”&#039;&#039;&#039; I heard him scream&lt;br /&gt;
As I plunged into those mad lanes that wind&lt;br /&gt;
In labyrinths obscure and undefined&lt;br /&gt;
South of the river where old centuries dream.&lt;br /&gt;
He was a furtive figure, bent and ragged,&lt;br /&gt;
And in a flash had staggered out of sight,&lt;br /&gt;
So still I burrowed onward in the night&lt;br /&gt;
Toward where more roof-lines rose, malign and jagged.&lt;br /&gt;
&lt;br /&gt;
No guide-book told of what was lurking here—&lt;br /&gt;
But now I heard another old man shriek:&lt;br /&gt;
“Beware St.Toad’s cracked chimes!” And growing weak,&lt;br /&gt;
I paused, when a third greybeard croaked in fear:&lt;br /&gt;
“Beware St. Toad’s cracked chimes!” Aghast, I fled—&lt;br /&gt;
Till suddenly that black spire loomed ahead.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Fungi from Yuggoth&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the &#039;&#039;&#039;shape of a huge toad&#039;&#039;&#039;, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sonnet XII refers to &amp;quot;The Dreams in the Witch House&amp;quot;, Sonnet XV refers to the city of the Elder Things in &amp;quot;At The Mountains Of Madness&amp;quot;, Sonnet XXVI refers to &amp;quot;The Dunwich Horror&amp;quot;, and Sonnet XXVII refers to the High Priest Not To Be Named on the plateau of Leng. He is the last living &amp;quot;Elder One&amp;quot; in the sonnet, sometimes interpreted to be Hastur from Robert Chambers&#039; [http://www.gutenberg.org/cache/epub/8492/pg8492.txt &amp;quot;The King in Yellow&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) The Haunter of the Dark&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Haunter of the Dark&amp;quot; is another Nyarlathotep centered story, and has its own &amp;quot;seeming sphere&amp;quot; called the Shining Trapezohedron. The Shining Trapezohedron is an ancient artifact fashioned on dark Yuggoth, summoning a malevolent presence into the world from outside time and space, which is one of the avatars of Nyarlathotep. Its shape might explain the multi-faceted sides of the crystal dome in the Broken Lands. The artifact is a &amp;quot;window on all time and space&amp;quot; which summons the entity, for whom horrible sacrifices are given in exchange for arcane and cosmic knowledge of other worlds.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;It was in June that Blake’s diary told of his victory over the cryptogram. The text was, he found, in the dark Aklo language used by certain cults of evil antiquity, and known to him in a halting way through previous researches. The diary is strangely reticent about what Blake deciphered, but he was patently awed and disconcerted by his results. There are references to a Haunter of the Dark awaked by &#039;&#039;&#039;gazing into the Shining Trapezohedron&#039;&#039;&#039;, and insane conjectures about the black gulfs of chaos from which it was called. The being is spoken of as &#039;&#039;&#039;holding all knowledge, and demanding monstrous sacrifices&#039;&#039;&#039;. Some of Blake’s entries shew fear lest the thing, which he seemed to regard as summoned, stalk abroad; though he adds that the street-lights form a bulwark which cannot be crossed.&lt;br /&gt;
     Of the Shining Trapezohedron he speaks often, calling it &#039;&#039;&#039;a window on all time and space&#039;&#039;&#039;, and tracing its history from the days it was fashioned on dark Yuggoth, before ever the Old Ones brought it to earth. It was treasured and placed in its curious box by the crinoid things of Antarctica, salvaged from their ruins by the serpent-men of Valusia, and peered at aeons later in Lemuria by the first human beings. It crossed strange lands and stranger seas, and sank with Atlantis before a Minoan fisher meshed it in his net and sold it to swarthy merchants from nighted Khem. The Pharaoh Nephren-Ka built around it a temple with a windowless crypt, and did that which caused his name to be stricken from all monuments and records. Then it slept in the ruins of that evil fane which the priests and the new Pharaoh destroyed, till the delver’s spade once more brought it forth to curse mankind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter in the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prep 416&lt;br /&gt;
You gesture and invoke the powers of the elements for the Piercing &#039;&#039;&#039;Gaze&#039;&#039;&#039; spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The surface of the crystal dome shimmers in your vision, its reflective planes become insubstantial, and you can now see inside.  Peering closer you see flashes of swirling elemental energy.  Surely this dome must hold an immense amount of mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was once possessed by the Elder Things mentioned above, and the story references the Vale of Pnath. There is also a rebuttal story where horror writer Robert Bloch has the character surviving being possessed by Nyarlathotep, as Bloch and Lovecraft were writing stories killing off characters based on each other. The story provides possible roots for the &amp;quot;hooded figures&amp;quot; and the dark vorteces.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;As Blake grew accustomed to the feeble light he noticed odd bas-reliefs on the strange open box of yellowish metal. Approaching, he tried to clear the dust away with his hands and handkerchief, and saw that the figurings were of a monstrous and utterly alien kind; depicting entities which, though seemingly alive, resembled no known life-form ever evolved on this planet. The four-inch &#039;&#039;&#039;seeming sphere&#039;&#039;&#039; turned out to be a nearly black, red-striated &#039;&#039;&#039;polyhedron with many irregular flat surfaces&#039;&#039;&#039;; either a &#039;&#039;&#039;very remarkable crystal of some sort, or an artificial object&#039;&#039;&#039; of carved and &#039;&#039;&#039;highly polished&#039;&#039;&#039; mineral matter. It did not touch the bottom of the box, but was held suspended by means of a metal band around its centre, with seven queerly designed supports extending horizontally to angles of the box’s inner wall near the top. This stone, once exposed, exerted upon Blake an almost alarming fascination. He could scarcely tear his eyes from it, and as he looked at its glistening surfaces he almost fancied it was transparent, with half-formed worlds of wonder within. Into his mind floated pictures of alien orbs with great stone towers, and other orbs with titan mountains and no mark of life, and still remoter spaces where only a stirring in vague blacknesses told of the presence of consciousness and will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Before he realised it, he was looking at the stone again, and letting its curious influence call up a nebulous pageantry in his mind. He saw processions of &#039;&#039;&#039;robed, hooded figures&#039;&#039;&#039; whose outlines were not human, and looked on endless leagues of desert lined with carved, sky-reaching monoliths. He saw towers and walls in nighted depths under the sea, and &#039;&#039;&#039;vortices of space where wisps of black mist floated before thin shimmerings of cold&#039;&#039;&#039; purple haze. And beyond all else he glimpsed an infinite gulf of darkness, where solid and semi-solid forms were known only by their windy stirrings, and cloudy patterns of force seemed to superimpose order on chaos and hold forth a key to all the paradoxes and arcana of the worlds we know.&lt;br /&gt;
     Then all at once the spell was broken by an access of gnawing, indeterminate panic fear. Blake choked and turned away from the stone, conscious of some formless alien presence close to him and watching him with horrible intentness. He felt entangled with something—something which was not in the stone, but which had looked through it at him—something which would ceaselessly follow him with a cognition that was not physical sight. Plainly, the place was getting on his nerves—as well it might in view of his gruesome find. The light was waning, too, and since he had no illuminant with him he knew he would have to be leaving soon.&lt;br /&gt;
     It was then, in the gathering twilight, that he thought he saw a &#039;&#039;&#039;faint trace of luminosity in the crazily angled stone.&#039;&#039;&#039; He had tried to look away from it, but some obscure compulsion drew his eyes back. Was there a subtle phosphorescence of radio-activity about the thing? What was it that the dead man’s notes had said concerning a &#039;&#039;Shining Trapezohedron?&#039;&#039; What, anyway, was this &#039;&#039;&#039;abandoned lair of cosmic evil?&#039;&#039;&#039; What had been done here, and what might still be lurking in the bird-shunned shadows? It seemed now as if an elusive touch of foetor had arisen somewhere close by, though its source was not apparent. Blake seized the cover of the long-open box and snapped it down. It moved easily on its alien hinges, and closed completely over the &#039;&#039;&#039;unmistakably glowing stone.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter in the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that &#039;&#039;&#039;the dome is man-made and not a natural feature&#039;&#039;&#039; of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome pulses with a dim, multicolored light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The &#039;&#039;&#039;multi-faceted surface is highly polished, and the reflective planes&#039;&#039;&#039; make it impossible to see into the crystal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Church of Starry Wisdom is a cult that worships Nyarlathotep and gives him sacrifices to have limitless knowledge of the universe through the Shining Trapezohedron. Their occult texts were already &amp;quot;disintegrating&amp;quot; and might have been destroyed after the central character of the story dies from possession by Nyarlathotep. The Shining Trapezohedron itself was thrown in the bay. This could be relevant to the brutal ritual images in the Dark Shrine, possibly representing the creation of vruul (gogor) from human sacrifices, as well as the destruction of the libraries in the Broken Land (either by the Loremasters or the cultists or even the Morgu statue.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In a &#039;&#039;&#039;rear vestry&#039;&#039;&#039; room beside the apse Blake found a rotting desk and ceiling-high shelves of mildewed, &#039;&#039;&#039;disintegrating books&#039;&#039;&#039;. Here for the first time he received a positive shock of objective horror, for the titles of those books told him much. They were the black, forbidden things which most sane people have never even heard of, or have heard of only in furtive, timorous whispers; the banned and dreaded repositories of equivocal secrets and immemorial formulae which have trickled down the stream of time from the days of man’s youth, and the dim, fabulous days before man was. He had himself read many of them—a Latin version of the abhorred &#039;&#039;Necronomicon&#039;&#039;, the sinister &#039;&#039;Liber Ivonis&#039;&#039;, the infamous &#039;&#039;Cultes des Goules&#039;&#039; of Comte d’Erlette, the &#039;&#039;Unaussprechlichen Kulten&#039;&#039; of von Junzt, and old Ludvig Prinn’s hellish &#039;&#039;De Vermis Mysteriis&#039;&#039;. But there were others he had known merely by reputation or not at all—the Pnakotic Manuscripts, the &#039;&#039;Book of Dzyan&#039;&#039;, and a &#039;&#039;&#039;crumbling volume&#039;&#039;&#039; in wholly unidentifiable characters yet with certain symbols and diagrams shudderingly recognisable to the occult student. Clearly, the lingering local rumours had not lied. This place had once been the seat of an evil older than mankind and wider than the known universe.&lt;br /&gt;
     In the ruined desk was a small leather-bound record-book filled with entries in some odd cryptographic medium. The manuscript writing consisted of the common traditional symbols used today in astronomy and anciently in alchemy, astrology, and other dubious arts—&#039;&#039;&#039;the devices of the sun, moon, planets, aspects&#039;&#039;&#039;, and zodiacal signs—here massed in solid pages of text, with divisions and paragraphings suggesting that each symbol answered to some alphabetical letter.&lt;br /&gt;
     In the hope of later solving the cryptogram, Blake bore off this volume in his coat pocket. Many of the great tomes on the shelves fascinated him unutterably, and he felt tempted to borrow them at some later time. He wondered how they could have remained undisturbed so long. Was he the first to conquer the clutching, pervasive fear which had for nearly sixty years protected this deserted place from visitors?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter of the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Vestry&#039;&#039;&#039;]&lt;br /&gt;
Time has worked its worst on the large wooden trunk and larger wooden cabinet that stand against the east wall.  The wood has deteriorated badly, suffering from dry rot and the ravages of worms.  Metal hooks are mounted every foot or so at eye level around the room.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
Fire has destroyed most of this room.  Charred shelves filled with ashes and &#039;&#039;&#039;the remains of countless volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Library]&lt;br /&gt;
The tall shelves of this once-magnificent library are now completely bare.  A &#039;&#039;&#039;large globe&#039;&#039;&#039; stands in one corner, covered with a thick layer of dust.  Even though all of the books and scrolls are long gone, the room still carries the odor of old paper and ink.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Also of subtextual interest is that when the protagonist is driven mad by &amp;quot;the haunter of the dark&amp;quot;, he is raving on Azathoth and the black wings, as well as mentioning the world Yaddith which was destroyed by dholes in &amp;quot;Through the Gates of the Silver Key&amp;quot;. (The versions of the Dream-Quest with &amp;quot;Peaks of Throk&amp;quot; also changes &amp;quot;bholes&amp;quot; to &amp;quot;dholes&amp;quot;). It ends with him calling upon Yog-Sothoth to save him.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
“Lights still out—must be five minutes now. Everything depends on lightning. &#039;&#039;&#039;Yaddith&#039;&#039;&#039; grant it will keep up! . . . Some influence seems beating through it. . . . Rain and thunder and wind deafen. . . . The thing is taking hold of my mind. . . .&lt;br /&gt;
     “Trouble with memory. I see things I never knew before. Other worlds and other galaxies . . . Dark . . . The lightning seems dark and the darkness seems light. . . .&lt;br /&gt;
     “It cannot be the real hill and church that I see in the pitch-darkness. Must be retinal impression left by flashes. Heaven grant the Italians are out with their candles if the lightning stops!&lt;br /&gt;
     “What am I afraid of? Is it not an avatar of Nyarlathotep, who in antique and shadowy Khem even took the form of man? I remember &#039;&#039;&#039;Yuggoth&#039;&#039;&#039;, and more distant Shaggai, and the ultimate void of the black planets. . . .&lt;br /&gt;
     “The long, winging flight through the void . . . cannot cross the universe of light . . . re-created by the thoughts caught in the Shining Trapezohedron . . . send it through the horrible abysses of radiance. . . .&lt;br /&gt;
     “My name is Blake—Robert Harrison Blake of 620 East Knapp Street, Milwaukee, Wisconsin. . . . I am on this planet. . . .&lt;br /&gt;
     “&#039;&#039;&#039;Azathoth&#039;&#039;&#039; have mercy!—the lightning no longer flashes—horrible—I can see everything with a monstrous sense that is not sight—light is dark and dark is light . . . those people on the hill . . . guard . . . candles and charms . . . their priests. . . .&lt;br /&gt;
     “Sense of distance gone—far is near and near is far. No light—no glass—see that steeple—that tower—window—can hear—Roderick Usher—am mad or going mad—the thing is stirring and fumbling in the tower—I am it and it is I—I want to get out . . . must get out and unify the forces. . . . It knows where I am. . . .&lt;br /&gt;
     “I am Robert Blake, but I see the tower in the dark. There is a &#039;&#039;&#039;monstrous odour&#039;&#039;&#039; . . . senses transfigured . . . boarding at that tower window cracking and giving way. . . . Iä . . . ngai . . . ygg. . . .&lt;br /&gt;
     “I see it—coming here—hell-wind—titan blur—&#039;&#039;&#039;black wings—Yog-Sothoth save me&#039;&#039;&#039;—the three-lobed burning eye. . . .”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter of the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(6) At the Mountains of Madness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/mm.aspx &amp;quot;At the Mountains of Madness&amp;quot;] is more of a science fiction horror story than the dream vision and esoteric knowledge stories. The Elder Things first arrived on the very ancient Earth before life had evolved, and artificially made the shoggoths to serve them. There are hints that all life on the planet evolved from those cells. It is also depicting re-engineered life forms such as blind six foot tall penguins. This is potentially relevant because the magru resemble shoggoths, actually described in this story, and the ancient Lords of Essaence manipulating life is the Shadow World background context of it all.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;It was under the sea, at first for food and later for other purposes, that they first created earth-life—using available substances according to long-known methods. The more elaborate experiments came after the annihilation of various cosmic enemies. They had done the same thing on other planets; having manufactured not only necessary foods, but certain multicellular protoplasmic masses capable of moulding their tissues into all sorts of temporary organs under hypnotic influence and thereby forming ideal slaves to perform the heavy work of the community. These viscous masses were without doubt what Abdul Alhazred whispered about as the “shoggoths” in his frightful Necronomicon, though even that mad Arab had not hinted that any existed on earth except in the dreams of those who had chewed a certain alkaloidal herb. When the star-headed Old Ones on this planet had synthesised their simple food forms and bred a good supply of shoggoths, they allowed other cell-groups to develop into other forms of animal and vegetable life for sundry purposes; extirpating any whose presence became troublesome.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But we were not on a station platform. We were on the track ahead as the nightmare plastic column of &#039;&#039;&#039;foetid black iridescence oozed&#039;&#039;&#039; tightly onward through its fifteen-foot sinus; gathering unholy speed and driving before it a spiral, re-thickening cloud of the pallid abyss-vapour. It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and unforming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter. Still came that eldritch, mocking cry—“&#039;&#039;Tekeli-li! Tekeli-li&#039;&#039;!” And at last we remembered that the daemoniac shoggoths—given life, thought, and plastic organ patterns solely by the Old Ones, and having no language save that which the dot-groups expressed—&#039;&#039;had likewise no voice save the imitated accents of their bygone masters.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Antarctica in this story is also the material world location of Kadath, and possibly the plateau of Leng, which is described as not having a single definable location. Tsathoggua is another Great Old One, like Nyarlathotep and Cthulhu, who resembles a toad and has some association with shoggoths. In &amp;quot;The Mound&amp;quot; he and the shoggoths are related to the material world Vaults of Zin deep under the Earth.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There was indeed something hauntingly Roerich-like about this whole unearthly continent of mountainous mystery. I had felt it in October when we first caught sight of Victoria Land, and I felt it afresh now. I felt, too, another wave of uneasy consciousness of Archaean mythical resemblances; of how disturbingly this lethal realm corresponded to the evilly famed plateau of Leng in the primal writings. Mythologists have placed Leng in Central Asia; but the racial memory of man—or of his predecessors—is long, and it may well be that certain tales have come down from lands and mountains and temples of horror earlier than Asia and earlier than any human world we know. A few daring mystics have hinted at a pre-Pleistocene origin for the fragmentary Pnakotic Manuscripts, and have suggested that the devotees of Tsathoggua were as alien to mankind as Tsathoggua itself. &#039;&#039;&#039;Leng, wherever in space or time it might brood&#039;&#039;&#039;, was not a region I would care to be in or near; nor did I relish the proximity of a world that had ever bred such ambiguous and Archaean monstrosities as those Lake had just mentioned. At the moment I felt sorry that I had ever read the abhorred &#039;&#039;Necronomicon&#039;&#039;, or talked so much with that unpleasantly erudite folklorist Wilmarth at the university.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For this far violet line could be nothing else than the terrible mountains of the forbidden land—highest of earth’s peaks and focus of earth’s evil; harbourers of nameless horrors and Archaean secrets; shunned and prayed to by those who feared to carve their meaning; untrodden by any living thing of earth, but visited by the sinister lightnings and sending strange beams across the plains in the polar night—beyond doubt the unknown archetype of that &#039;&#039;&#039;dreaded Kadath in the Cold Waste beyond abhorrent Leng&#039;&#039;&#039;, whereof unholy primal legends hint evasively. We were the first human beings ever to see them—and I hope to God we may be the last.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Certainly, we were in one of the strangest, weirdest, and most terrible of all the corners of earth’s globe. Of all existing lands it was infinitely the most ancient; and the conviction grew upon us that this hideous upland must indeed be the fabled nightmare plateau of Leng which even the mad author of the &#039;&#039;Necronomicon&#039;&#039; was reluctant to discuss.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(7) The Call of Cthulhu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Call of Cthulhu&amp;quot; might be relevant because Cthulhu is depicted as only having &amp;quot;rudimentary wings&amp;quot; and the minor gogor, unlike in the Shadow World canon, are described as having wings that look too small to capable of flight. This might be nothing more than an explanation for why they had no flying mechanics. But if it is tapping into the sleeping death theme of Cthulhu, the cults receive knowledge from Cthultu through dreams, allowing cults in very different places and times with no connection between them to know the same phrases. This could be relevant to the timeline issues with the Dark Shrine.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Above these apparent hieroglyphics was a figure of evidently pictorial intent, though its impressionistic execution forbade a very clear idea of its nature. It seemed to be a sort of monster, or symbol representing a monster, of a form which only a diseased fancy could conceive. If I say that my somewhat extravagant imagination yielded simultaneous pictures of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing. A pulpy, tentacled head surmounted a grotesque and scaly body with &#039;&#039;&#039;rudimentary wings&#039;&#039;&#039;; but it was the general outline of the whole which made it most shockingly frightful. Behind the figure was a vague suggestion of a Cyclopean architectural background.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The figure, which was finally passed slowly from man to man for close and careful study, was between seven and eight inches in height, and of exquisitely artistic workmanship. It represented a monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and &#039;&#039;&#039;long, narrow wings&#039;&#039;&#039; behind. This thing, which seemed instinct with a fearsome and unnatural malignancy, was of a somewhat bloated corpulence, and squatted evilly on a rectangular block or pedestal covered with undecipherable characters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Call of Cthulhu&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lesser vruul has tough, leathery hide, as black as midnight. Bat-like wings sprout from its back, &#039;&#039;&#039;but they do not look large or strong enough to support its weight in flight.&#039;&#039;&#039; The vruul&#039;s claws are long, sharp and appear to be stained with the blood of many victims. Its eyes are eerie, solid green orbs that seem to glow with an inner power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Given the implicit sleep theme of the gogor and their urns, and the Temple of Darkness poem being from another time and place, calling Morgu &amp;quot;spirit born of death&amp;quot; can easily be read this way.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;No book had ever really hinted of it, though the deathless Chinamen said that there were double meanings in the &#039;&#039;Necronomicon&#039;&#039; of the mad Arab Abdul Alhazred which the initiated might read as they chose, especially the much-discussed couplet:&lt;br /&gt;
“That is not dead which can eternal lie,&lt;br /&gt;
And with strange aeons even death may die.”&lt;br /&gt;
&lt;br /&gt;
What, in substance, both the Esquimau wizards and the Louisiana swamp-priests had chanted to their kindred idols was something very like this—the word-divisions being guessed at from traditional breaks in the phrase as chanted aloud:&lt;br /&gt;
     “Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.”&lt;br /&gt;
     Legrasse had one point in advance of Professor Webb, for several among his mongrel prisoners had repeated to him what older celebrants had told them the words meant. This text, as given, ran something like this:&lt;br /&gt;
     “In his house at R’lyeh &#039;&#039;&#039;dead Cthulhu waits dreaming&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Call of Cthulhu&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master. Guard the Dark Queen.&lt;br /&gt;
&#039;&#039;&#039;Spirit born of death.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The Temple of Darkness Poem (1994)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(8) The Evil Clergyman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/ec.aspx &amp;quot;The Evil Clergyman&amp;quot;] is adapted from a dream where evil priests mysteriously appear and burn a library. There are low odds of this having any relevance, because there is only the one point of connection. But it is a tighter fit for the burning of the Dark Shrine library than the raid on the vestry in &amp;quot;The Haunter of the Dark&amp;quot;. If this were the allegorical intent it would be implying the dark priests burned their own library, perhaps after transferring or transforming themselves into the gogor. This would not be intuitive without the hidden reference, but it would thereby also explain the smashed faces and altar. This may be explained differently, such as if the Morgu statue is not really a statue, and wakes up.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The newcomer was a thin, dark man of medium height attired in &#039;&#039;&#039;the clerical garb&#039;&#039;&#039; of the Anglican church. He was apparently about thirty years old, with a sallow, olive complexion and fairly good features, but an abnormally high forehead. His black hair was well cut and neatly brushed, and he was clean-shaven though blue-chinned with a heavy growth of beard. He wore rimless spectacles with steel bows. His build and lower facial features were like other clergymen I had seen, but he had a vastly higher forehead, and was darker and more intelligent-looking—also more subtly and &#039;&#039;&#039;concealedly evil-looking&#039;&#039;&#039;. At the present moment—&#039;&#039;&#039;having just lighted a faint oil lamp&#039;&#039;&#039;—he looked nervous, and before I knew it he was &#039;&#039;&#039;casting all his magical books into a fireplace&#039;&#039;&#039; on the window side of the room (where the wall slanted sharply) which I had not noticed before. The &#039;&#039;&#039;flames devoured the volumes greedily&#039;&#039;&#039;—leaping up in strange colours and emitting indescribably hideous odours as the &#039;&#039;&#039;strangely hieroglyphed&#039;&#039;&#039; leaves and wormy bindings succumbed to the devastating element. All at once I saw there were others in the room—grave-looking men in clerical costume, one of whom wore the bands and knee-breeches of a bishop. Though I could hear nothing, I could see that they were bringing a decision of vast import to the first-comer. They seemed to hate and fear him at the same time, and he seemed to return these sentiments. His face set itself into a grim expression, but I could see his right hand shaking as he tried to grip the back of a chair. The bishop pointed to &#039;&#039;&#039;the empty case and to the fireplace&#039;&#039;&#039; (where the flames had died down amidst a charred, non-committal mass), and seemed filled with a peculiar loathing. The first-comer then gave a wry smile and reached out with his left hand toward the small object on the table. Everyone then seemed frightened. The procession of clerics began filing down the steep stairs through the trap-door in the floor, turning and making menacing gestures as they left. The bishop was last to go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Evil Clergyman&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
&#039;&#039;&#039;Fire has destroyed&#039;&#039;&#039; most of this room.  &#039;&#039;&#039;Charred shelve&#039;&#039;&#039;s filled with ashes and the remains of countless &#039;&#039;&#039;volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The &#039;&#039;&#039;brass lamps&#039;&#039;&#039; suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lamp&lt;br /&gt;
The lamp is covored with soot and a fine patina of corrosion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This would allow the events of the Dark Shrine to be of another time period from the Loremasters entirely. Though in the story they were able to sense the presence of portals from a long distance through a mountain. The story makes clear that they made it onto the &amp;quot;barren&amp;quot; plain which then became a jagged plain after the meteor swarm. But it does not reference the Dark Grotto and Dark Shrine, which were not released until later. If the cultists found the gogor in the Third Era, the Temple of Darkness Poem might not be an anachronism, but it loses the theme of working with the Dark Gods in the Wars of Dominion. It should be related to the Uthex story in the Second Era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(9) The Devotee of Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.eldritchdark.com/writings/short-stories/44/the-devotee-of-evil &amp;quot;The Devotee of Evil&amp;quot;] in contrast is a Clark Ashton Smith story, the horror author from whom Lovecraft took Tsathoggua the toad daemon. This story is based on a gong apparatus for manifesting cosmic evil, which then takes the form of columns of shadow. Witnessing the pure evil transforms a character into a black statue with analogy to Medusa and Lucifer frozen in Inferno. This might provide inspiration for the cracked gong, the dark vorteces, and the black Morgu statue in the room with the suffocating consuming evil. The premise is that the gongs cancel out the frequencies of everything except pure evil. This could play into the interpretation of the urns as acoustic jars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;While I was trying to digest this difficult idea, I noticed a partial dimming of the light above the &#039;&#039;&#039;tripod&#039;&#039;&#039; and its weird apparatus. A &#039;&#039;&#039;vertical shaft of faint shadow&#039;&#039;&#039;, surrounded by a still fainter &#039;&#039;&#039;penumbra&#039;&#039;&#039;, was forming in the air. The tripod itself, and the wires, &#039;&#039;&#039;gongs&#039;&#039;&#039; and hammers, were now a trifle indistinct, as if seen through some obscuring veil. The &#039;&#039;&#039;central shaft and its penumbra&#039;&#039;&#039; seemed to widen; and looking down at the flood, where the outer adumbration, conforming to the room&#039;s outline, crept toward the walls, I saw that Averaud and myself were now within its ghostly triangle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Like a dreamer who forces himself to awaken, he began to move away from me. I seemed to lose sight of him for a moment in the cloud of nameless, immaterial horrors that threatened to take on the further horror of substance. Then I realized that Averaud had turned off the switch, and that the oscillating hammers had ceased to beat on those &#039;&#039;&#039;infernal gongs&#039;&#039;&#039;. The &#039;&#039;&#039;double shaft of shadow&#039;&#039;&#039; faded in mid-air, the burden of terror and despair lifted from my nerves and I no longer felt the damnable hallucination of nether space and descent.&lt;br /&gt;
&amp;quot;My God!&amp;quot; I cried. &amp;quot;What was it?&amp;quot; Averaud&#039;s look was full of a ghastly, gloating exultation as he turned to me.&lt;br /&gt;
&amp;quot;You saw and felt it, then?&amp;quot; he queried — &amp;quot;that vague, imperfect manifestation of &#039;&#039;&#039;the perfect evil which exists somewhere in the cosmos?&#039;&#039;&#039; I shall yet call it forth in its entirety, and know the black, infinite, reverse raptures which attend its epiphany.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Again the soul-congealing hideousness, the sense of eternal falling, of myriad harpy-like incumbent horrors, rushed upon me as I looked and saw. Vaster and stronger than before, a &#039;&#039;&#039;double column of triangular shadow&#039;&#039;&#039; had materialized and was becoming more and more distinct. It swelled, it darkened, it enveloped the gong-apparatus and towered to the ceiling. The double column grew solid and opaque as ebony; and the face of Averaud, who was standing well within the broad penumbral shadow, became dim as if seen through a film of Stygian water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the rim of the huge corroded disk to the center.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with dark stains, and &#039;&#039;&#039;one corner has been broken off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dark vortece shoots a &#039;&#039;&#039;shaft of pure darkness&#039;&#039;&#039; at you!&lt;br /&gt;
A dark vortece extends forth a multitude of branching shadowy tendrils, scattering elongated &#039;&#039;&#039;umbrae&#039;&#039;&#039; across the floor.&lt;br /&gt;
A dark vortece emits a low hum.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The inventor of the apparatus, upon manifesting the pure cosmic evil, is frozen in the form of a black statue compared to Lucifer. In the Shadow World context pure, cosmic evil is the Unlife itself. In the Master Atlas Addendum the Dark Gods are manifestations of the dark energy where the Unlife is its purest form. This is also of subtextual interest given the Inferno and Nyarlathotep parallel in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;As one who re-emerges from a swoon, I saw the fading of the dual pillar, till the light was no longer sullied by any tinge of that satanic radiation. And where it had been, Averaud still stood beside the baleful instrument he had designed. Erect and rigid he stood, in a strange immobility; and I felt an incredulous horror, a chill awe, as I went forward and touched him with a faltering hand. For that which I saw &#039;&#039;&#039;and touched was no longer a human being but an ebon statue&#039;&#039;&#039;, whose face and brow and fingers were black as the Faust-like raiment or the sullen curtains. Charred as by sable fire, or frozen by black cold, the features bore the eternal ecstasy and pain of &#039;&#039;&#039;Lucifer in his ultimate hell of ice&#039;&#039;&#039;. For an instant, the supreme evil which Averaud had worshipped so madly, which he had summoned from the vaults of incalculable space, had made him one with itself; and passing, it had left him &#039;&#039;&#039;petrified into an image of its own essence&#039;&#039;&#039;. The form that I touched was harder than marble; and I knew that it would endure to all time as a testimony of the infinite Medusean power that is death and corruption and darkness.&lt;br /&gt;
&lt;br /&gt;
Fifine had now thrown herself at the feet of the image and was clasping its insensible knees. With her frightful muted moaning in my ears, I went forth for the last time from that chamber and from that mansion. Vainly, through delirious months and madness-ridden years, I have tried to shake off the infrangible obsession of my memories. But there is a fatal numbness in my brain as if it too had been charred and blackened a little in that moment of overpowering nearness to the dark ray of &#039;&#039;&#039;the black statue&#039;&#039;&#039; that was Jean Averaud, the impress of awful and forbidden things has been set like an everlasting seal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force that threatens to smother and consume all&#039;&#039;&#039; that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with &#039;&#039;&#039;black&#039;&#039;&#039; skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(10) The Last Test&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/lt.aspx &amp;quot;The Last Test&amp;quot;] is one of the more obscure Lovecraft stories mentioning Yog-Sothoth. This story mentions Nyarlathotep as well, and was his first story mentioning Shub-Niggurath. It was one of the stories he wrote that was a revision of a story written by another author. There is some reason to suspect the 1989 [https://en.wikipedia.org/wiki/The_Horror_in_the_Museum_and_Other_Revisions &amp;quot;The Horror in the Museum and Other Revisions&amp;quot;] compilation was used in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
“Humanity! What the deuce is humanity? Science! Dolts! Just individuals over and over again! Humanity is made for preachers to whom it means the blindly credulous. Humanity is made for the predatory rich to whom it speaks in terms of dollars and cents. Humanity is made for the politician to whom it signifies collective power to be used to his advantage. What is humanity? Nothing! Thank God that crude illusion doesn’t last! What a grown man worships is truth—knowledge—science—&#039;&#039;&#039;light&#039;&#039;&#039;—the rending of the veil and the pushing back of the shadow. &#039;&#039;&#039;Knowledge, the juggernaut!&#039;&#039;&#039; There is death in our own ritual. We must kill—dissect—destroy—and all for the sake of discovery—the worship of &#039;&#039;&#039;the ineffable light.&#039;&#039;&#039; The goddess Science demands it. We test a doubtful poison by killing. How else? No thought for self—just knowledge—the effect must be known.”&lt;br /&gt;
     His voice trailed off in a kind of temporary exhaustion, and Georgina shuddered slightly.&lt;br /&gt;
     “But this is horrible, Al! You shouldn’t think of it that way!”&lt;br /&gt;
     Clarendon cackled sardonically, in a manner which stirred odd and repugnant associations in his sister’s mind.&lt;br /&gt;
     “Horrible? You think what I say is horrible? You ought to hear Surama! I tell you, things were known to the priests of Atlantis that would have you drop dead of fright if you heard a hint of them. Knowledge was knowledge a hundred thousand years ago, when our especial forbears were shambling about Asia as speechless semi-apes! They know something of it in the Hoggar region—there are rumours in the farther uplands of Thibet—and once I heard an old man in China calling on Yog-Sothoth—“&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Last Test&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The very thin potential relevance for us is the use of the word &amp;quot;juggernaut&amp;quot; in the context of the glowing crystal dome. It is the messaging that happens when the dome explodes with power, unleashing a destructive wave of energy that is highly lethal. The story uses Nyarlathotep&#039;s epithet &amp;quot;the crawling chaos.&amp;quot; [http://www.hplovecraft.com/writings/texts/fiction/crc.aspx &amp;quot;The Crawling Chaos&amp;quot;] story does not actually feature Nyarlathotep, but features dream visions from opium, and depicts the world being destroyed in an apocalypse. These two stories both appear in &amp;quot;The Horror in the Museum and Other Revisions&amp;quot;, along with &amp;quot;The Mound&amp;quot; for Shadow Valley.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Suddenly a hot wave of pure energy rushes out of the crystal dome, rolling forth like an &#039;&#039;&#039;apocalyptic juggernaut.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The heat of the wave burns your flesh!&lt;br /&gt;
  ... 35 points of damage!&lt;br /&gt;
  Flame sets your head alight like a torch. Burned beyond recognition.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(11) The Colour Out of Space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is most likely not an intentional allusion, but the meteor swarm cast in the Uthex Kathiasas story might have been inspired by [http://www.hplovecraft.com/writings/texts/fiction/cs.aspx &amp;quot;The Colour Out of Space&amp;quot;], which has an otherworldly horror arrive by a meteor impact. If it is relevant at all it is one of the more minor stories. It is worth mentioning here because [[Research:Shadow Valley]] argues that &amp;quot;The Colour Out of Space&amp;quot; may be a relatively strong influence on Shadow Valley, and there are some details in common between the two places. This is another Lovecraft story with sinister mists that could have influenced the use of fog in the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(12) The Mound and the Whisperer in Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/wid.aspx &amp;quot;The Whisperer in Darkness&amp;quot;] is a story under H.P. Lovecraft&#039;s own name that refers to the underground realms of K&#039;n-yan, Yoth, and N&#039;kai where the last is a dwelling place of Tsathoggua the bat-toad thing. This realm is instead explored in detail in a different story, &amp;quot;The Mound&amp;quot;, which was ghost written by Lovecraft. &amp;quot;The Whisperer in Darkness&amp;quot; is set on Yuggoth after Lovecraft had associated it with the newly discovered (now former) planet of Pluto. Yuggoth is the source of the Shining Trapezohedron, which was at one time possessed by the [https://en.wikipedia.org/wiki/Serpent_Men#Origin_and_society serpent men of Valusia], according to &amp;quot;The Haunter of the Dark&amp;quot;.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;“But remember—that dark world of fungoid gardens and windowless cities isn’t really terrible. It is only to us that it would seem so. Probably this world seemed just as terrible to the beings when they first explored it in the primal age. You know they were here long before the fabulous epoch of Cthulhu was over, and remember all about sunken R’lyeh when it was above the waters. They’ve been inside the earth, too—there are openings which human beings know nothing of—some of them in these very Vermont hills—and &#039;&#039;&#039;great worlds of unknown life down there; blue-litten K’n-yan, red-litten Yoth, and black, lightless N’kai. It’s from N’kai that frightful Tsathoggua came—you know, the amorphous, toad-like god-creature&#039;&#039;&#039; mentioned in the Pnakotic Manuscripts and the Necronomicon and the Commoriom myth-cycle preserved by the Atlantean high-priest Klarkash-Ton.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Whisperer in Darkness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/mo.aspx &amp;quot;The Mound&amp;quot;] is argued on [[Research:Shadow Valley]] to be relatively likely to be an influence on the Shadow Valley story. These realms and races do not seem relevant, but they can oddly be relevant to the Broken Lands, assuming the Underworld parallel to &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; was intentional. In this story lightless N&#039;kai is actually located under the &amp;quot;waking world&amp;quot; version of the Vaults of Zin, which possesses reptilian quadrupeds which were somehow debased from its former intelligent population. One point in its favor is that the echo chamber cave of the Dark Grotto is called a (natural) &amp;quot;amphitheater&amp;quot;, while the stage-like setting of semicircled terraces is more akin to a theater, and if historically informed etymology was being used the amphitheaters were where the Roman blood sports happened. &amp;quot;The Mound&amp;quot; right next to the paragraphs about N&#039;kai is the only Lovecraft story to use the word amphitheater.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of &#039;&#039;&#039;amphitheater&#039;&#039;&#039; with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Subtextual interconnections or &amp;quot;meta-references&amp;quot; are very treacherous, but it is seductive to link the myklians and toad brazier to Tsathoggua through the vaults of Zin, and it provides a natural link between the magru and the shoggoths. In this way it is possible to explain both the magru and myklian at once, however dubiously, without having to appeal to separate stories like &amp;quot;At the Mountains of Madness&amp;quot;. In the [https://en.wikipedia.org/wiki/Encyclopedia_Cthulhiana broader] Cthulhu Mythos the former race of Yoth in question was the serpent men of Valusia.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There was one object along the route which Gll’-Hthaa-Ynn exhibited on his own initiative, even though it involved a detour of about a mile along a vine-tangled side path. This was a squat, plain temple of black basalt blocks without a single carving, and containing only a vacant onyx pedestal. The remarkable thing about it was its story, for it was a link with a fabled elder world compared to which even cryptic Yoth was a thing of yesterday. It had been built in imitation of &#039;&#039;&#039;certain temples depicted in the vaults of Zin&#039;&#039;&#039;, to house a very terrible black toad-idol found in the red-litten world and called &#039;&#039;&#039;Tsathoggua&#039;&#039;&#039; in the Yothic manuscripts. It had been a potent and widely worshipped god, and after its adoption by the people of K’n-yan had lent its name to the city which was later to become dominant in that region. Yothic legend said that it had come from a mysterious inner realm beneath the red-litten world—a black realm of peculiar-sensed beings which had no light at all, but which had had great civilisations and mighty gods before ever &#039;&#039;&#039;the reptilian quadrupeds of Yoth&#039;&#039;&#039; had come into being. Many images of Tsathoggua existed in Yoth, all of which were alleged to have come from the black inner realm, and which were supposed by Yothic archaeologists to represent the aeon-extinct race of that realm. The black realm called N’kai in the Yothic manuscripts had been explored as thoroughly as possible by these archaeologists, and singular stone troughs or burrows had excited infinite speculation.&lt;br /&gt;
     When the men of K’n-yan discovered the red-litten world and deciphered its strange manuscripts, they took over the Tsathoggua cult and brought all the frightful toad images up to the land of blue light—housing them in shrines of Yoth-quarried basalt like the one Zamacona now saw. The cult flourished until it almost rivalled the ancient cults of Yig and Tulu, and one branch of the race even took it to the outer world, where the smallest of the images eventually found a shrine at Olathoë, in the land of Lomar near the earth’s north pole. It was rumoured that this outer-world cult survived even after the great ice-sheet and the hairy Gnophkehs destroyed Lomar, but of such matters not much was definitely known in K’n-yan. In that world of blue light the cult came to an abrupt end, even though the name of Tsath was suffered to remain.&lt;br /&gt;
     What ended the cult was the partial exploration of the black realm of N’kai beneath the red-litten world of Yoth. According to the Yothic manuscripts, there was no surviving life in N’kai, but something must have happened in the aeons between the days of Yoth and the coming of men to the earth; something perhaps not unconnected with the end of Yoth. Probably it had been an earthquake, opening up lower chambers of the lightless world which had been closed against the Yothic archaeologists; or perhaps some more frightful juxtaposition of energy and electrons, wholly inconceivable to any sort of vertebrate minds, had taken place. At any rate, when the men of K’n-yan went down into N’kai’s black abyss with their great atom-power searchlights &#039;&#039;&#039;they found living things—living things that oozed along stone channels and worshipped onyx and basalt images of Tsathoggua. But they were not toads like Tsathoggua himself. Far worse—they were amorphous lumps of viscous black slime that took temporary shapes for various purposes.&#039;&#039;&#039; The explorers of K’n-yan did not pause for detailed observations, and those who escaped alive sealed the passage leading from red-litten Yoth down into the gulfs of nether horror. Then all the images of Tsathoggua in the land of K’n-yan were dissolved into the ether by disintegrating rays, and the cult was abolished forever.&lt;br /&gt;
     Aeons later, when naive fears were outgrown and supplanted by scientific curiosity, the old legends of Tsathoggua and N’kai were recalled, and a suitably armed and equipped exploring party went down to Yoth to find the closed gate of the black abyss and see what might still lie beneath. But they could not find the gate, nor could any man ever do so in all the ages that followed. Nowadays there were those who doubted that any abyss had ever existed, but the few scholars who could still decipher the Yothic manuscripts believed that the evidence for such a thing was adequate, even though the middle records of K’n-yan, with accounts of the one frightful expedition into N’kai, were more open to question. Some of the later religious cults tried to suppress remembrance of N’kai’s existence, and attached severe penalties to its mention; but these had not begun to be taken seriously at the time of Zamacona’s advent to K’n-yan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Mound&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(13) The Horror in the Museum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Horror in the Museum&amp;quot; is argued in [[Research:The Graveyard]] to possibly be relevant to the purgatory throne room section of the Graveyard, with its ivory throne and certain other details. It is the story that was used for the title of an anthology of stories ghost-written by Lovecraft that was published in 1989. The premise is a sculptor in a wax museum who makes models of Lovecraftian horrors, such as night gaunts, and one huge statue turns out to actually be a Great Old One who is hibernating in sleeping death.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Fully ten feet high&#039;&#039;&#039; despite a shambling, crouching attitude expressive of infinite cosmic malignancy, a monstrosity of unbelievable horror was shewn starting forward from a &#039;&#039;&#039;Cyclopean ivory&#039;&#039;&#039; throne covered with grotesque carvings. In the central pair of its six legs it bore a crushed, flattened, distorted, bloodless thing, riddled with a million punctures, and in places seared as with some pungent acid. Only the mangled head of the victim, lolling upside down at one side, revealed that it represented something once human.&lt;br /&gt;
     The monster itself needed no title for one who had seen a certain hellish photograph. That damnable print had been all too faithful; yet it could not carry the full horror which lay in the gigantic actuality. The globular torso—the bubble-like suggestion of a head—the three fishy eyes—the foot-long proboscis—the bulging gills—the monstrous capillation of asp-like suckers—the six sinuous limbs with their black paws and crab-like claws—God! the familiarity of that black paw ending in a crab-like claw! . . .&lt;br /&gt;
     Orabona’s smile was utterly damnable. Jones choked, and stared at the hideous exhibit with a mounting fascination which perplexed and disturbed him. What half-revealed horror was holding and forcing him to look longer and search out details? This had driven Rogers mad . . . Rogers, supreme artist . . . said &#039;&#039;&#039;they weren’t artificial.&#039;&#039;&#039; . . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Horror in the Museum&amp;quot;, H.P. Lovecraft and Hazel Heald&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force that threatens to smother and consume all&#039;&#039;&#039; that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with &#039;&#039;&#039;black skin, leathery wings and large red claws.&#039;&#039;&#039;  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The potential relevance of this is that the most parsimonious way to explain the anachronisms and heavy physical damage of the Dark Shrine is to interpret the huge statue of Morgu to actually be Morgu himself hibernating. This &amp;quot;statue&amp;quot; would then be what uses the huge stone throne and the massive stairway in the dark cavern. It is remarkable that everything is explicit about what it is made of --- ceramic urn, stone jar, bronze door, and so on --- but the statue of Morgu is described as black skin and leathery wings. In other words, the statue is not made of stone or metal or so on, but is instead at the very least materially constituted like the gogor. Since the gogor are essentially leathery gargoyles, when unconscious they would effectively be statues. There is also some reason to think this room could be meant to be the parallel dimension analog of the ice shrine under the Graveyard.&lt;br /&gt;
&lt;br /&gt;
=Grand Design=&lt;br /&gt;
The theme of the Broken Land is the Dark Gods and the forces of the Unlife working together in the Wars of Dominion. The more specific theme is the relationship between the servants of Kadaena, which is the forces of the Unlife, and the Dark Lords of Charôn. The story is working with the historical context of the Lords of Essaence having manipulated life to suit their needs. Most of the difficulty in interpretation is instead the question of when and where things happened, and what the Temple of Darkness poem and Dark Shrine are implying about the origin of the Dark Gods and their relation to Empress Kadaena. There may also be a weird, esoteric parallel between dimensions.&lt;br /&gt;
&lt;br /&gt;
There is a rumor that the title &amp;quot;Broken Land&amp;quot; was inspired by the Broken Land Parkway, which was not far from the Maryland office of Simutronics. This would need to be verified from someone who heard it directly or nearly so from the creator, as there is no way to judge whether that kind of easter egg is intentional. The title of the Uthex Kathiasas story, notably, was &amp;quot;The Broken Land&amp;quot; singular not plural.&lt;br /&gt;
==Location==&lt;br /&gt;
While the Broken Land is commonly taken to be &amp;quot;The Moon&amp;quot; of the Dark Gods for some obvious reasons, this is somewhat dubious and seemingly contradicted by the Uthex Kathiasas story itself. It might be interpreted as a huge underground cavern of Charôn with a subterranean mountain range, or it might be interpreted as one of the parallel worlds that was accessed from the Charôn portals, perhaps even Charôn as it exists in another reality. Charôn is a gate-world hovering on the boundary of other realities. There are several possibilities that could be considered plausible and it is not obvious which is right.&lt;br /&gt;
===The Moon===&lt;br /&gt;
&amp;quot;The Moon&amp;quot; has the advantage of intuitive parsimony, but the case for it has serious difficulties. Charôn is most likely a large asteroid that was captured long ago, similar in size to the largest ones in the real world asteroid belt. It is a little more than half the size of Pluto&#039;s moon Charon, which is named after the mythological ferryman of the Greek Underworld. This is the rest of the text from the first edition of the Master Atlas. It implies that there would be very little gravity, but does not actually say it. The other text includes the premise that beneath &amp;quot;the shining icy surface are myriad caves and tunnels - hiding places for the unspeakable.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Charôn circles Kulthea at 190,000 miles (note that it is also inside the orbit of Orhan) and is quite small: 350 miles in diameter. It is a featureless rock ball with a silvery grey appearance. An interesting aspect of Charôn is its polar orbit. This is quite an unusual situation and suggests that Charôn was not always a satellite of Kulthea. It may have once been a large, stray asteroid caught in the Shadow World&#039;s gravity well, or some body from outside the system.&lt;br /&gt;
&lt;br /&gt;
Because of Charôn&#039;s unusual orbit, it and Orhan rarely conjunct; fortunate considering the tidal and meteorological disruptions, and the strange and bizarre Essence aberrations which occur during those periods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 17&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 20&lt;br /&gt;
- Tomes of Kulthea #1046&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Master Atlas Addendum (1990) elaborates this further. The surface of Charôn is covered in thick ice and has no atmosphere whatsoever. There is so little gravity that there is &amp;quot;almost no perceptible &#039;up&#039; or &#039;down&#039;&amp;quot; when underground. This violently contradicts the idea that the Broken Land is the surface of Charôn. The internal volcanic heating creating a &amp;quot;(barely) livable environment&amp;quot; in the caves and tunnels, whether from tidal heating or some aberration of its nature, is potentially consistent with the Broken Land being underground. This might be implied by the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot; parallel.&lt;br /&gt;
&lt;br /&gt;
However, this would require the existence of abnormal gravity, whether through aberrant magical reasons or artificially, since the Lords of Essaence were extremely technologically advanced. It is possible this may have been explained once by the crystal dome puzzle, especially if there was a control room when phased into while powered off. But on face value the gravity and air are serious inconsistencies.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The surface of Charôn is a frozen waste; there is no atmosphere, and the exterior is encased in a solid coating of ice which Kulthean Astrologers think to be as much as &#039;&#039;&#039;hundreds of feet thick.&#039;&#039;&#039; But &#039;&#039;&#039;under&#039;&#039;&#039; that coating of ice, Charôn is heated from within by volcanic forces, creating a (barely) livable environment in the thousands of caves and tunnels. It is here that the Dark Gods survive.&lt;br /&gt;
&lt;br /&gt;
The Third Moon is a sphere 350 miles in diameter. Even though it has a massive core, it only has enough gravity to barely maintain a small hold on objects. Thus, the caverns and warrens have the added disorientation of there being almost no perceptible &#039;up&#039; or &#039;down&#039;. Any poor unfortunates who are transported suddenly to Charôn will find themselves in a totally alien world.&lt;br /&gt;
&lt;br /&gt;
The caverns of Charôn are populated by all manner of monstrous creatures, awful travesties of life summoned to guard the passages of the Third Moon. &#039;&#039;&#039;&#039;&#039;GM Note:&#039;&#039;&#039; See Parts IV &amp;amp; V (Demons) for details of lesser creatures who might be lurking in the corridors of Charôn.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 37&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The Master Atlas, 2nd Edition (1992), page 113, adds that the frozen ice might be carbon dioxide, and changes the GM note at the end to &amp;quot;See Demons of the Pale for details of lesser creatures who might be lurking in the corridors of Charôn.&amp;quot; This edits out the typo where Part V is Kadaena&#039;s constructs, which was probably supposed to be Parts III &amp;amp; IV, the Demons of the Essaence and Void. It is specified on page 76 that they are &amp;quot;related&amp;quot; to the Dark Lords of Charôn, which is on page 23 of the Master Atlas Addendum. This is somewhat strange because both books, page 7 in the Addendum and page 29 on the Atlas 2nd Edition, have the Dark Gods originating in the essaence Chaos planes rather than the Void. Meanwhile the Demons of the Essaence from the Chaos Planes are left unmentioned.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The repeated use of stalactites and stalagmites in the Broken Lands suggests the melting of ice by volcanic heat (though these formations can also happen in pseudokarst conditions.) This is very directly implied by the boiling sea of mud which is prone to geyser eruptions next to the ice slopes. However, the mountain range is depicted from the Dark Shrine as snow covered, which is still strange for a place without weather. It is presumably supposed to be precipitated steam. The crystal dome itself may be a reference to the &amp;quot;powerful crystals&amp;quot; used by the Lords of Essaence to open and close portals on Charôn in the First Era. It is almost certainly supposed to be a Lord of Essaence artifact. It may even be a Lord of Essaence &amp;quot;[[Research:The Graveyard#Apocrypha|speaking crystal]]&amp;quot;, essentially, an Iruaric voice interface for a deep underground vault, with the surrounding crystals being the major part of its mechanism. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
Like a huge pair of eyes, two large, round windows look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains&#039;&#039;&#039; rise up all around, &#039;&#039;&#039;snow capped peaks high above ice covered slopes,&#039;&#039;&#039; strewn with large boulders.  The cold wind that blows in through the openings bears as much desolation as the view.  There is no scent of green trees and running sap, no odor of wildlife rising from the slopes outside.&lt;br /&gt;
Obvious exits: east.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The terrain seems inconsistent with the canon description of Charôn for the Broken Land to be a vault covering part of the surface of Charôn. If this were the intent, the meteor swarm by Loremaster Kulfair would have exposed the interior, allowing the air to escape into the vacuum. One might conjecture a force field went into effect to patch the hole, but rocks still fall from above onto the jagged plain below. This makes more sense as an occasional rock falling from a damaged cavern roof than regular meteors strikes. However, GemStone III is still its own instance, and it may simply be non-canonical in this way.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You hear a loud rushing sound from the sky above you, and you look up just in time to see a huge chunk of rock hurtling toward you at incredible speed!  You try to dodge out of the way, but before you can move more than a few inches, the massive stone crashes into you, knocking you to the ground and causing serious injury!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Bones in left arm crack.&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
A torrent of thick sludge suddenly comes raining down on you!  After a brief moment of surprise, you realize that the stuff is boiling hot!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Minor burns to right leg.  That hurts a bit.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look up&lt;br /&gt;
You can&#039;t see the sky from here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: If this were a huge dome on the surface of Charôn, the hundreds of feet of ice would presumably be melted by surface volcanism, making the boiling sea of mud. Ignoring whether this is actually plausible for an asteroid. But Kygar would be ignoring Master Atlas, 2nd Edition (1992), which says it is &amp;quot;possibly&amp;quot; frozen carbon dioxide. The mud sea might plausibly be low in water, as well, with a lot of sulfuric acid.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primary appeal of interpreting the Broken Land as Charôn is the existence of the Dark Shrine and the use of Charôn in the puzzle to reach the jagged plain. Naively, we would expect the Dark Shrine to have been used by Morgu himself in the Second Era, along with the servants of the Unlife who reside under Charôn. The huge rubble on the jagged plain could be from the cave in of a roof caused by the meteor swarm. But this is not as obvious as it sounds. The Dark Shrine is playing at a relationship Morgu had with the Lords of Essaence, even Kadaena herself, over one hundred thousand years ago. &lt;br /&gt;
&lt;br /&gt;
They first appeared on Charôn in the Second Era through ancient Lord of Essaence portals to other planes of existence, so the mere association of Dark Gods or Charôn is insufficient for assuming it actually is Charôn. There are obvious questions to be asked, such as if this is Charôn in the Third Era, where are the Dark Gods? Where is Morgu, unless he is the statue? Why is there no &amp;quot;Guardian&amp;quot; at this portal established by the Lords of Orhan? The most serious issue of all is that the Uthex story calls it a natural gate to another plane of existence. Interpreting the Broken Land as Charôn requires bending over backwards, trying to read that as Uthex misinterpreted it as such or was misled to that effect, but only until later when he made the secret passageway to the jagged plain and somehow not knowing anything about the Dark Shrine at first.&lt;br /&gt;
&lt;br /&gt;
===Other Plane===&lt;br /&gt;
The strongest point in favor of interpreting the Broken Land as another plane of existence is that the [[A Popular History of the Broken Lands|background history]] for it called it &amp;quot;a small and remote natural gate leading to another plane of existence.&amp;quot; This contradicts the idea that it is a Lord of Essaence style Portal on Charôn itself. In the Shadow World context the sense in this is that the Dark Gods came to this universe from other planes in the Second Era. If it is indeed merely some Charôn associated realm, but not Charôn itself, the absence of the Dark Gods is self-explanatory. They were banished to Charôn, the Black Hel, or otherwise imprisoned.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Uthex Kathiasas had used his powerful influence to gain control over a small and remote &#039;&#039;&#039;natural gate leading to another plane of existence.&#039;&#039;&#039; It was in that place that the Loremaster conducted secret experiments designed to provide his new power with physical form that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the allegorical sense this is supported by interpreting the misty chamber portal messaging as a reference to the cave of the silver key in Lovecraft&#039;s &amp;quot;Through the Gates of the Silver Key&amp;quot;. Rather than interpret the parallel to the Underworld of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; as a metaphor for being below Charôn, it takes the allusion more literally, being an associated &amp;quot;dreamland&amp;quot; plane that may even be Charôn as it exists in one of the parallel material realities. If this interpretation were taken even further (e.g. with the vaults of Zin or plateau of Leng) it may overlap or &amp;quot;coexist&amp;quot; with Charôn. Though there is a considerably stronger case for interpreting the Broken Land as a nightmare dimension parallel to what exists in the Seolfar Strake (Lysierian Hills). In this sense it would be like (or maybe even the same dimension as) Shadow Valley, except more subtle about it. It is worth considering that it might actually be the point that the Broken Land cannot be clearly located or sequenced historically. This is a motif in the Lovecraft stories, including nominally contradictory places.&lt;br /&gt;
&lt;br /&gt;
The entities of the Broken Land, including the crystal forest and the sea of mud, may be Rolemaster non-demonic other standard extraplanar entities. This class is notorious for either wandering between realities at will, or existing simultaneously in multiple places and realities. This is consistent with a &amp;quot;coexistent&amp;quot; or [[isles of transfer]] kind of interpretation, where the &amp;quot;broken land&amp;quot; would be a convergence of worlds not unlike the [[Elemental Confluence (plane)|Elemental Confluence]] in the post-ICE setting. But the presence of extraplanar entities wandering through gateways is also consistent with subterranean Charôn. They are mutually consistent with the Curse of Kabis interpretation of a &amp;quot;prison plane&amp;quot; coexistent with Charôn. This last case would similarly explain the absence of the Dark Gods, but raises different question marks.&lt;br /&gt;
===Backwards===&lt;br /&gt;
It is possible that the confusion over terrain consistency with Charôn is actually a case of things being intentionally backwards. The [[Research:The Graveyard]] and [[Research:Shadow Valley]] pages argue that The Graveyard and Shadow Valley make various kinds of parallels but then the details are all backwards. In the case of Shadow Valley, for example, the &amp;quot;Shadow Valley&amp;quot; is identical to the &amp;quot;Secluded Valley&amp;quot; as a parallel dimension, except the details are flipped. Loud on one side is silent on the other, and vice versa, grey becomes black and black becomes grey. Shadow Valley may be a more explicit &amp;quot;dreamlands&amp;quot; premise than the Broken Land, and the Broken Land may be a more subtle parallel dimension than Shadow Valley. This may explain the oddity of Morgu&#039;s cavern being filled with a stream and stalagmites, formed by water dripping from the ceiling, when he hates rain and running water. Though this is assuming they are not artificial, or not actually stalagmites, such as if they were instead gypsum megacrystals. (That being said, the strongest case is that it is a parallel of the Seolfar Strake, where everything is backwards.)&lt;br /&gt;
&lt;br /&gt;
With the Broken Land it could similarly be a parallel dimension of Charôn where it is all backwards. Instead of the underground volcanism creating habitable caverns with almost no gravity and a surface covered with ice and no atmosphere, it is surface volcanism with an atmosphere and boiling mud from melted ice and normal gravity. Instead of the Dark Gods imprisoned there, the Dark Gods are totally absent. The fungal forest and horrible bas relief are on flipped ends of the huge stairwell relative to &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;. The Peaks of Throk are not being represented underground.&lt;br /&gt;
&lt;br /&gt;
===Modern===&lt;br /&gt;
The Sheruvian Monastery was introduced after the I.C.E. Age by a different GM, and does not necessarily have any continuity with the original concept. Its use of vaalin, krodera, and veil iron are probably leaning on the Shadow World lore that those were the most rare alloys, since the contemporary metals documentation did not exist until 2001. Vaalin in particular was materially important, because vaanum was only known to exist on Charôn, so it is probably meant to imply Lornon. There was some early intent on developing other areas there related to the Dark Gods in what would have been Lornon.&lt;br /&gt;
&lt;br /&gt;
In the release event for the Cleric self-resurrection spell [[Miracle (350)]], Uthex &amp;quot;Kalthiasas&amp;quot; was retconned to be a Sage of the Order of Lorekeepers. The Broken Lands was treated as being Lornon in that story. Self-resurrection is not entirely inconsistent with the argument in the Death section. But there was no pantheon of neutrality originally, and Dark Gods could not channel resurrection spells.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[https://www.play.net/gs4/news.asp?id=615&amp;amp;cookieprefs=1 Sage Uthex&#039;s Studies Lead To Miracles]&lt;br /&gt;
Posted on 12/09/2007 04:07 PM CST by the Webstaff&lt;br /&gt;
&lt;br /&gt;
Sage Uthex Kalthiasas was a powerful and dangerous man, his works both feared and respected.  When fellow Sages discovered how corrupt &#039;&#039;&#039;his strange studies on the distant moon&#039;&#039;&#039; became, they realized that he must be stopped.  An expedition was led to bring to wayward, misguided Sage back to the Order so that his workings could harm none, but when they arrived upon the Broken Lands, he had slipped away.  His studies, tomes, scattered notes, and wild diagrams were confiscated and scattered among the various houses of the Order of the Lorekeepers until a time could come when their purposes could be discerned, and their ability to harm could be either exposed or destroyed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Sage Uthex did not survive long enough to share any of the knowledge that he had left half written and encoded within his studies.&lt;br /&gt;
&lt;br /&gt;
Years later, half the globe apart from each other, two colleagues of the Order of the Lorekeepers began a correspondence regarding some of Sage Uthex’s work.  Knowing it only by the name Miracle, the two delved deep into his studies to try to find the promise only briefly mentioned in the Sage’s works.&lt;br /&gt;
&lt;br /&gt;
Traveling from Nydds with the ritual needs close at hand, Sage Estrello journeyed through the empire and to the seaport of Solhaven.  He searched of those that would support him in his quest to obtain details of the Broken Lands and those strong enough to accomplish the ritual.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, his colleague Sureshi ventured forth from Atan Irith into the Elven Nations where she tried desperately to translate the final passage of one of Sage Uthex’s tomes.  In her travels she gathered lore from the locals and searched to find what information she could about the Broken Lands.&lt;br /&gt;
&lt;br /&gt;
Both Sages requested the aid of all clerics that could help them, but greatly cautioned that others not alert the Sheruvians.  They explained that the Sheruvians had been hiding a secret chamber in hopes of releasing the mysterious magic for themselves, but upon finding that they couldn’t had sealed it away from all other’s use.&lt;br /&gt;
&lt;br /&gt;
On the seventh day of Eorgaen, the Sages each performed the last leg of their journey and met for the first time face to face in the Landing, their volunteers gathered around them.  They spoke briefly, but hurried to the Sheruvian Monastery in the Broken Lands and wandered the area for a time searching for the proper location of the hidden chamber.  As soon as the Sheruvians discovered what their goal was, they began to attack the party at every turn.&lt;br /&gt;
&lt;br /&gt;
The chambers were found, each with pools lined in hues to match the three pantheons of the Arkati--grey, black, and white.  Clerics were urged to step forward and take their place within the pools and instantly they became linked to the pools they stepped in.  The requirements were met by the three pantheons and mana was infused into the pools where it quickly spiraled to the glaes dome above.&lt;br /&gt;
&lt;br /&gt;
All around the chamber, battle broke out and several rose to the occasion to help stave off the attackers.  Eventually, the magic was fed enough mana to release the spell and clerics across the globe felt a sudden deep understanding to their calling.  The joy was short lived as the magic released by the dome caused it to shatter and the chamber began to fall around the Sages and their volunteers.  Fighting their way clear of the chamber, several fell but the power of the Miracle was discovered by those clerics that were strong enough to tap into it.&lt;br /&gt;
&lt;br /&gt;
Sage Sureshi was among those that fell, and when she beseeched the divine for aid they answered her by drawing her back into life.  The ritual was a success.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the [[Shar]] storyline there was a struggle between the Sheruvians and Shar over the power draining dome and an artifact called the Sphere of Midnight. Shar wished to control them for accessing &amp;quot;the Arkati Workshop&amp;quot; in her quest for godhood. Players were referring to the Broken Lands as &amp;quot;the moon&amp;quot;, and the Arkati Workshop as being some place that is everywhere and nowhere, but it is conceivable the Arkati Workshop was related to the Broken Lands itself. If this was the case players may have been confusing the point with &amp;quot;the moon&amp;quot;. There are insufficient logs for discerning the meaning of these terms.&lt;br /&gt;
==Parallel Dimensions==&lt;br /&gt;
The strongest case for the Broken Land is interpreting it as a parallel world, where the things that exist in it are a nightmarish analog of what exists in the Seolfar Strake as contrast. The Seolfar Strake is now called the Lysierian Hills. There is a direct correspondence between rooms, geological elements, and even creatures on the two sides of the Misty Chamber. The Misty Chamber itself is the most obvious example, as it is exactly the same (except for the direction of the exit) on both the Kulthea and Broken Land sides. The orientation of the Broken Land in general is inverted or backwards. Often the exact same wording was used in rooms argued here to be parallel.&lt;br /&gt;
&lt;br /&gt;
This is essentially the same concept as argued in [[Research:Shadow Valley]], except it is much more subtle with the Broken Land. With the Broken Land only the Misty Chamber is an exact duplicate in both dimensions. It is much the same relationship as Earth of the &amp;quot;waking world&amp;quot; to Earth&#039;s Dreamland in the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot;. There is an esoteric correspondence between much of what exists on the two sides of the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
===Misty Chamber and Boulders===&lt;br /&gt;
&lt;br /&gt;
The most obvious example of two equivalent places in the parallel dimensions is the Misty Chamber itself. The room description on the two sides is identical, except for room title, and the puddle of water for throwing out garbage. It is unclear which side of the Abbot&#039;s room the hidden opening is located. The exit on the Broken Land side is clearly on the south end of the chamber and not hidden.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
&#039;&#039;&#039;A damp mist seems to seep from the very walls of this vast chamber casting the walls in an eerie green pallor.  A large round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound soothes your tired nerves.&#039;&#039;&#039;  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&amp;gt;look rune&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You stand before the runes, open your arms wide in a gesture of invocation, and concentrate on them.&lt;br /&gt;
&lt;br /&gt;
After a moment, the room begins to spin, and you suddenly feel disoriented.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Chamber]&lt;br /&gt;
&#039;&#039;&#039;A damp mist seems to seep from the very walls of this vast chamber, casting the walls in an eerie green pallor.  A large, round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low, steady hum emanates from the stone and the sound soothes your tired nerves.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look rune&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) Finger-shaped Boulders and Rockslide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are finger-shaped boulders on both sides. On the Seolfar Strake side it points southwest toward the cliff with the waterfall, with a rockslide blocking the way southeast, while on the Broken Land side the boulder points straight up and is on the southeastern heading arc of the western cliff. The Misty Chamber is underground relative to the first boulder, but at a higher elevation compared to the boulder in the Broken Land. Allegorically, this can be read as the huge stone fingers pointing toward the portal, much as described in Lovecraft&#039;s &amp;quot;Through the Gates of the Silver Key&amp;quot; with the Snake-Den.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a rockfall blocks what was the southeast path; there appears to be no way around it.  A &#039;&#039;&#039;large boulder&#039;&#039;&#039; standing just west of the fork in the trail looks somewhat like a &#039;&#039;&#039;large hand pointing a single finger at the southwest leg&#039;&#039;&#039; of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
One particularly &#039;&#039;&#039;large boulder sticks straight up in the air like a long, pointed finger.&#039;&#039;&#039;  The cliff that stretches from northwest to &#039;&#039;&#039;southeast&#039;&#039;&#039; is high and sheer, with no apparent way of climbing it.  A dense fog obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a rockslide instead on the northwest side of the Broken Land. The exit or entry to the underground lake of the Monastery (south and down to the Misty Chamber) is a hidden opening in &amp;quot;the base of the cliff.&amp;quot; Likewise, there is a small jagged opening on the Broken Land in &amp;quot;the base of the cliff&amp;quot;, leading up into Uthex&#039;s abode and north to the portal chamber.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake]&lt;br /&gt;
The water is shallow, but churns and bubbles with many currents that tug you in all directions.  The bottom of the lake here is solid rock and the footing seems to be fairly even.  You also see a waterfall and some rocks.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;gt;look waterfall&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The water cascades in a broad curtain across the rocks at &#039;&#039;&#039;the base of the cliff.&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
A jetty of rocks reaches out into the lake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a &#039;&#039;&#039;rockfall blocks what was the southeast path;&#039;&#039;&#039; there appears to be no way around it.  A large boulder standing just west of the fork in the trail looks somewhat like a large hand pointing a single finger at the southwest leg of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;out&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
Huge boulders and jagged rocks are the predominant features on the vast plain that stretches out to the east.  The high, sheer cliff which looms above you to the west &#039;&#039;&#039;and southwest&#039;&#039;&#039; is clean and straight, as if cut with some gargantuan knife.  The cliff face is featureless, except for a small, jagged opening at &#039;&#039;&#039;the base of the cliff.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A high, sheer cliff rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  &#039;&#039;&#039;You also see a jumble of rocks.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
R&amp;gt;look cliff&lt;br /&gt;
The cliff is high and sheer, almost featureless.  There does not appear to be anyway to climb it.&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
&#039;&#039;&#039;The rocks piled here are blackened and burned, as if the cliff face has been pulverized by some powerful explosion.&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;climb rock&lt;br /&gt;
You climb up a jumble of rocks.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This explosion inflicted rock pile is arguably consistent with the east hall of Uthex&#039;s abode, which is partly caved in and this would be a consistent explanation for it. The unusual thing about the west and east halls is that they were not included in the original Broken Land. They are not present on any of the player maps from the I.C.E. Age. However, they might have been made at the same time as everything else in the hooded figure area, and were not included for some reason. This would be interesting as the west hall has &amp;quot;felwood&amp;quot; chairs, which would have said &amp;quot;dirwood&amp;quot; if they were that old. The only place the Forest of Dir was mentioned in 1990 or 1992, where it was said to be in northwest Jaiman, was on the adjacent page from the gogor in the Master Atlases. This would be interesting as it was in the context of Kadaena having dominated those lands in a previous millennium.&lt;br /&gt;
&lt;br /&gt;
There are two deleted or empty rooms in the Real Room ID block for the original hooded figure area at 306008 and 306009. These could have once existed and been cloned. (There was not necessarily ever anything in the empty room numbers, which may have only been buffers against creature wandering.) The hooded figure area that exists now is a copy of the original, made part of the same segment (487) as the Sheruvian monastery.&lt;br /&gt;
&lt;br /&gt;
===Abbot and Uthex Abodes===&lt;br /&gt;
&lt;br /&gt;
There is a fairly direct parallel between the Abbot&#039;s wing of the Monastery and Uthex&#039;s abode in the Broken Land. Various details are flipped. The Abbot&#039;s room is right next to the hidden opening to the Misty Chamber, while Uthex&#039;s bedroom is on the opposite end of the hall form the archway to the chamber. Uthex&#039;s room in contrast is next to the hidden trick exit leading down, while the Abbot&#039;s room is on the opposite end from the trick exit leading up. It hints at this by comparing the bed to four bowing monks. The central hall with the arch leading immediately to the portal chamber is columned, which could be read as a contrast to the portico of the Monastery.&lt;br /&gt;
&lt;br /&gt;
There is an empty frame versus a missing frame, dilapitated versus sturdy chair and table along the wall, and poster bed with no mattress versus poster bed with sagging mattress. The torches likely triggered the hidden opening, but that functionality does not seem to exist now. It is interesting that humidity has wrecked the Uthex room but not the Abbot room, as the Abbot wing is depicted as damp and his room is right next to the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Abbots&#039; Room]&lt;br /&gt;
The furniture in this room seems to have withstood the passage of time well.  A &#039;&#039;&#039;&#039;&#039;large four poster bed&#039;&#039;&#039;&#039;&#039; stands against one wall.  There is a wooden chair in one corner, adjacent to a plain wooden table.  Against &#039;&#039;&#039;the north wall&#039;&#039;&#039; stands a large bureau, with torches mounted on the wall on either side of it.  There is a &#039;&#039;&#039;large frame&#039;&#039;&#039; hanging over the bureau, but there is &#039;&#039;&#039;nothing mounted&#039;&#039;&#039; in it.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bed&lt;br /&gt;
The bed appears to be solid, but there is no mattress or linens on it.&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
It is a sturdy wooden chair.&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
There is a plain brass lamp on the table.&lt;br /&gt;
&amp;gt;look bureau&lt;br /&gt;
It is a long, low bureau with a set of cabinet doors on the front.&lt;br /&gt;
&amp;gt;look torch&lt;br /&gt;
It is a plain brass torch, the kind that is filled with oil.&lt;br /&gt;
&amp;gt;look frame&lt;br /&gt;
&amp;gt;&lt;br /&gt;
There is nothing mounted in the frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Living Area]&lt;br /&gt;
A &#039;&#039;&#039;large discolored area&#039;&#039;&#039; marks the &#039;&#039;&#039;north wall&#039;&#039;&#039; of this room, as if a &#039;&#039;&#039;large picture,&#039;&#039;&#039; or perhaps a mirror, had hung there for many years.  A tattered, broken down wing chair sits next to a small dilapidated table in one corner and an &#039;&#039;&#039;&#039;&#039;old poster bed&#039;&#039;&#039;&#039;&#039; occupies most of the east wall.  Like four bowing monks before a mattress altar, the bed sags from years of humidity and parasites.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look bed&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Uthex&#039;s abode and the Abbot&#039;s wing both have a library. The Loremasters removed all of Uthex&#039;s texts, while the Abbot&#039;s books have crumbled. The room descriptions show discolorations from long-standing objects having been taken away. There is otherwise not much in common or flipped. Uthex had a workshop whereas the Abbot had a meditation reading room. There is no communal living area adjacent to Uthex&#039;s abode, as the Sheruvian monastery was grafted onto the area later. Though if you were being generous as a retcon, you could treat that space as the hooded figure residences. Uthex was working in isolation and the &amp;quot;forces of the Unlife&amp;quot; were presumably the Dark Path theocracy. It seems unlikely the hooded figures were living natively in the Broken Land prior to Uthex, and they are referred to as perverted creations of his in the story.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Tapestry vs. Bas-Relief&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another possible parallel is between the bas relief in the Broken Land, which depicts the moons, and the tapestry in the Monastery which depicts one of those same moons. The tapestry is next to the heavy stone door that is moved with some kind of hydraulic mechanism, which is an entry puzzle if using a familiar, while the analogous exit to the Jagged Plain is a heavy stone chair that moves and is likely steam powered or otherwise driven by heat. There is visible steam just outside the Monastery near the stone door, so it is possible that mechanism was also meant to be steam.&lt;br /&gt;
&lt;br /&gt;
There are thus &amp;quot;automatic doors&amp;quot; in both the Monastery and Uthex&#039;s Abode. It is not absolutely obvious that these were built by different people. It is possible they were both constructed by Uthex, or pre-dated Uthex entirely with the Lords of Essaence or Unlife cultists. Whichever the case, something like this is unlikely to have had no intended concept, because of the design philosophy for the whole region.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Gallery]&lt;br /&gt;
A magnificent modwir armoire and long tapestry dominate this room, which is lined with various pieces of artwork.  Among other pieces of note are an exceptionally well-crafted shadowbox and an elegant oil painting.  Off in a corner of the room stand a stone bust and a bronze statue, each on their own marble pedestal.&lt;br /&gt;
Obvious exits: east, south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
This classic scene is superbly executed in fine, colorful metallic threads.  The &#039;&#039;&#039;Great Moon of Liabo&#039;&#039;&#039; rises over a tranquil sea -- a standard theme throughout the history of Elanthian art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, South Hall]&lt;br /&gt;
Incandescent globes hung from the ceiling cast gloomy lights on the large stone chair at the south end of the room, deepening the shadows of the bas relief above it.  The floor is pitted and marred by long deep gouges.  You also see a hooded figure that appears dead and some concealed stairs.&lt;br /&gt;
Obvious exits: north, east, west&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
&lt;br /&gt;
...................................................&lt;br /&gt;
:         Three Moons On A Starlit Night          :&lt;br /&gt;
: ############################################### :&lt;br /&gt;
: #      _____                 .                # :&lt;br /&gt;
: #     / ()  \      .                  \ /    .# :&lt;br /&gt;
: #    /    :  \  .   .    _   .    .    +    . # :&lt;br /&gt;
: #   |  ..     |         (_)   .       / \     # :&lt;br /&gt;
: #   |    .    |  . .         .   __           # :&lt;br /&gt;
: #   | ()  ..  |      .      .   / .\  .     . # :&lt;br /&gt;
: #.   \      ./                 | .  |   .   . # :&lt;br /&gt;
: #     \_____/       \ /   .     \__/    . .   # :&lt;br /&gt;
: #   .                +                .       # :&lt;br /&gt;
: #  .   .            / \                       # :&lt;br /&gt;
: #.  . .  .    *                   .           # :&lt;br /&gt;
: ############################################### :&lt;br /&gt;
:.................................................:&lt;br /&gt;
&lt;br /&gt;
You recognize that the relief is depicting three of the moons of Elanthia: &#039;&#039;&#039;Liabo,&#039;&#039;&#039; Lornon, and tiny Makiri.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look liabo&lt;br /&gt;
&amp;gt;&lt;br /&gt;
[Assuming you mean the large moon.]&lt;br /&gt;
The largest of the three moons depicted appears to be the moon Liabo.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lornon&lt;br /&gt;
[Assuming you mean the medium moon.]&lt;br /&gt;
The medium size moon depicted appears to be the moon Lornon.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look makiri&lt;br /&gt;
[Assuming you mean the small moon.]&lt;br /&gt;
The smallest of the three moons depicted is much smaller than either the large moon or the medium moon, and probably represents the moon Makiri.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Elanthia moon lore is misleading when applied to this relief. In the Shadow World setting, Mikori does not orbit Orhan, only Tlilok is a sub-moon. This is reflect in the ASCII art itself. Mikori instead orbits Kulthea at relatively large distance, but Mikori is also bigger than Tlilok, unlike the Elanthia setting where Tilaok is significantly larger than Makiri. It is interesting that the in-game text says the much smaller moon &amp;quot;probably&amp;quot; represents Mikori. One subtle point is that Tlilok is not represented on this bas relief. It is not mentioned at all, but should appear with Orhan. The ASCII depicts two sets of parantheses on Orhan. If there had been only one of them, it might be interpreted as Tlilok. Instead it has to be interpreted as craters, and there seems to be a streak of smaller craters. These should not be stars, because Orhan is in the way.&lt;br /&gt;
&lt;br /&gt;
There is possibly a great deal of significance in this fact. Orhan in the dimension of Kulthea was terraformed by the Lords of Orhan when they arrived to this universe, following an interdimensional cataclysm in the First Era. Orhan has oceans and rivers and forests, and substantially is covered in clouds. This depiction of Orhan, in contrast, is cratered and blasted like Earth&#039;s moon. This is implying that these are the moons as they exist in a parallel dimension with its own history. Tlilok may not even be there in this dimension. This suggests it is a dimension where only the Dark Gods were present, rather than being mostly imprisoned on Charon. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Library]&lt;br /&gt;
The tall shelves of this once-magnificent library are now completely bare.  A large globe stands in one corner, covered with a thick layer of dust.  Even though all of the books and scrolls are long gone, the room still carries the odor of old paper and ink.&lt;br /&gt;
Obvious exits: southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look globe&lt;br /&gt;
The globe is covered with a thick layer of dust, but you can still make out the faint outlines of the &#039;&#039;&#039;various continents&#039;&#039;&#039; of Elanthia.  There are stains of rust and corrosion around the spindle through the center of the globe, so it &#039;&#039;&#039;probably won&#039;t spin.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another subtle point is that the globe in Uthex&#039;s library does not spin, which obscures whether there is representation of continents in the eastern hemisphere. These were not known to people of Kulthea, because of the Wall of Darkness. In this alternate dimension the Eyes of Utha and Wall of Darkness likely do not exist. This could be a dimension without the comet Sa&#039;kain, or one in which it grazed or hit Orhan instead of Charon. It is worth considering the possibility that the Jagged Plain and boiling sea of mud itself could be an enormous impact crater. Given the meteor swarm motif of the story.&lt;br /&gt;
&lt;br /&gt;
===Hot Springs and Fog===&lt;br /&gt;
&lt;br /&gt;
The Broken Land and Seolfar Strake both have hot springs. This is canonical in Shadow World, since to the west of where the Monastery is should be located in Quellbourne, there are the Geysers of Galtoth. The mountains in the region were generally volcanic, though some of them were dormant. (This is still reflected in places such as Glatoph.) In the case of the small mountain where the Monastery was built, there is a hot spring inside the mountain. The water outside is ice cold, and will physically injure player characters, but has steaming and bubbling water entering its inner pool. &lt;br /&gt;
&lt;br /&gt;
The waterfall makes the lake churn and bubble, but only in a very localized way. The lake is deep and has no visible drain, which is explained by the underground river as a sink of cold water, which flows west toward the Bay. The sea of mud in the Broken Land, in contrast, is boiling everywhere and erupting with huge geysers. There are no obvious mountain volcanoes in the Broken Land, the mud sea is likely meant to be above a caldera.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
The long lake that spreads out before you looks peaceful and pleasant.  The water at the base of the waterfall churns and bubbles, but the disturbances caused by the falling water are localized and do not spread far, indicating that the lake is very deep indeed.&lt;br /&gt;
Obvious paths: south, northwest&lt;br /&gt;
&amp;gt;nw&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
You are standing at the &#039;&#039;&#039;north end of a long lake.&#039;&#039;&#039;  The water is clear and blue, and looks to be pure and clean.  Looking out across the lake, you can see a tall waterfall at the south end of the lake, cascading down high cliffs to feed the lake.  However, you can see no river or stream carrying the water of the lake away.&lt;br /&gt;
Obvious paths: northeast, southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge sea of boiling mud stretches &#039;&#039;&#039;out to the south.&#039;&#039;&#039;  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, northeast, east, northwest&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The fog beetles are unaffected by the geysers. The geysers hit multiple adjacent rooms simultaneously.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The following map from January 1993 shows that the lake in the puma area has fogged rooms, which increased the defensive bonus of everything in the room by +30. This was notably before the release of the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
 /  \                                                                      \&lt;br /&gt;
| /@ |         Mappe   Of   Ye   Denizens   of   Seolfar   Strake           |&lt;br /&gt;
| \_/______________________________________________________________________/&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|       N                                  ( )--( )--( )                  |&lt;br /&gt;
|       |                                  /           \                  |&lt;br /&gt;
|    W--+--E                      go     /               \                |&lt;br /&gt;
|       |              ( )--( ) trail ( )                ( )              |&lt;br /&gt;
|       S             /     /              - FIRECATS -    \              |&lt;br /&gt;
|                   /     /            ..................... \            |&lt;br /&gt;
|                 ( )   ( )            :      ( )--( )     :  ( )         |&lt;br /&gt;
|                  |     |             :     /        \    :    \         |&lt;br /&gt;
|                  |     |             :   /            \  :      \       |&lt;br /&gt;
|                 ( )   ( )--( )       : ( )  ( )  ( )--( ):       ( )    |&lt;br /&gt;
|                  |           \       :   \    \       /  .  (out)  \    |&lt;br /&gt;
|                  |    BEARS    \     :...  \    \   /   go opening   \  |&lt;br /&gt;
|                 ( )            ( )      :   ( )  ( )  :  .           ( )|&lt;br /&gt;
|                  |        and    \      :     \   |     go cave (in)  | |&lt;br /&gt;
|                  |                 \    :       \ |   :  .            | |&lt;br /&gt;
|                 ( )          BOARS ( )  :        ( )  :  ( )         ( )|&lt;br /&gt;
|                  |                  |   :.............:   |          .  |&lt;br /&gt;
|                  |                  |                     |    down -&amp;gt;  |&lt;br /&gt;
|                 ( )                ( )    - FIRERATS -   ( )    &amp;lt;- up   |&lt;br /&gt;
|  &amp;lt;- climb rock   |                 /                       \      .     |&lt;br /&gt;
|                  |               /                           \   .      |&lt;br /&gt;
|  ( )--( )       ( )           ( )                             ( )       |&lt;br /&gt;
|      /           |              \                                       |&lt;br /&gt;
|    /             |                \     &amp;lt;- go path ............         |&lt;br /&gt;
|  ( )      ( )- -( )               ( )--( )--( ). . : ( )--( ) :         |&lt;br /&gt;
|    \      /                             go trail -&amp;gt;       /   :         |&lt;br /&gt;
|      \  /                                          :    /     :         |&lt;br /&gt;
|      ( )                    .......................: ( )      :         |&lt;br /&gt;
|                             :                        /        :         |&lt;br /&gt;
|                             :           . . . . . ./. . . .   :         |&lt;br /&gt;
|                             :  + 30 to  .       ( )       .   :         |&lt;br /&gt;
|                             :  your DB  .      /   \      .   :         |&lt;br /&gt;
|                             :  and the  .    /  fog  \    .   :         |&lt;br /&gt;
|                             :   puma&#039;s  . ( )        ( )  .   :         |&lt;br /&gt;
|                             :           . .|. . . . . | . .   :         |&lt;br /&gt;
|                             :              |          |       :         |&lt;br /&gt;
|                             :             ( )        ( )      :         |&lt;br /&gt;
|                             :     |                go rock    :         |&lt;br /&gt;
|                             : - PUMAS -          go shore     :         |&lt;br /&gt;
|                             :     |            ( )            :         |&lt;br /&gt;
|                             :.................................:         |&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|  _______________________________________________________________________|_&lt;br /&gt;
 \/________________________________________________________________________/&lt;br /&gt;
&lt;br /&gt;
- [[Kelfour Edition volume III number VIII]] (Kalagay Halatil; January 1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The southern rooms of the Jagged Plain, nearest to the boiling sea of mud, produce a heavy fog which created its own +30 DB in the room. While this is relatively well known, the presence of the fog on the lake in pumas is much more obscure now. They are both on the north side of the bodies of liquid. The difference is that the Misty Chamber is south of the lake, while the chamber in the Broken Land is north of the boiling sea of mud. They are both inside a cliff. &lt;br /&gt;
&lt;br /&gt;
The cliff in the Seolfar Strake runs east to west on the south end of the lake, whereas the cliff in the Broken Land is north of the mud sea, and curves north to south on the west side (and implicitly keeps wrapping around to the east given the shape of the Dark Grotto tunnels.) There is a forest reaching up to a few feet of the west side of the lake, whereas the crystal forest in the Broken Land reaches up to the edge of the boiling mud on the east side of the Jagged Plain. Because of the crystal forest blocking the way, we are limited to the northwest corner of the mud sea. This gives a sense of scale for how much bigger it is than seen in accessible locations.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
 ________________________________________________________________________&lt;br /&gt;
/ \                                                                      \&lt;br /&gt;
\_@|                     - Map of the Broken Land -                      |&lt;br /&gt;
   |                                                                     |&lt;br /&gt;
   |         UTHEX&#039;S ABODE                     THE PLAIN                 |&lt;br /&gt;
   |                                                                     |&lt;br /&gt;
   |                                                     sharp           |&lt;br /&gt;
   |                                                     crystals        |&lt;br /&gt;
   |   runestone -&amp;gt; 1                           3--3--3                  |&lt;br /&gt;
   |   room         ^                          /|\/|\/|\                 |&lt;br /&gt;
   |                |                         / |/\|/\| \                |&lt;br /&gt;
   |               go                        4--4--4--4--4   &#039;6&#039; marks   |&lt;br /&gt;
   |            1 arch, 1       unscalable  /|\/|\/|\/|\/|\     dome     |&lt;br /&gt;
   |             \ out /          cliffs   / |/\|/\|/\|/\| \             |&lt;br /&gt;
   |              \ | /                   3--4--5-(5)(5)(4)-3            |&lt;br /&gt;
   |               \v/                    |\/|\/|\/|\/|\/|\/| &#039;()&#039; marks |&lt;br /&gt;
   |                1                     |/\|/\|/\|/\|/\|/\|  fogged    |&lt;br /&gt;
   |                |                 +--&amp;gt;3-(4)(5)(6)(5)(4)(3) rooms     |&lt;br /&gt;
   |                |                 |    \ |\/|\/|\/|\/| /             |&lt;br /&gt;
   |                |                 |     \|/\|/\|/\|/\|/              |&lt;br /&gt;
   |            1---1---1       out,  |     (4)(5)(5)(5)(4)              |&lt;br /&gt;
   |                ^          go open|      |\/|\/|\/| /      boiling   |&lt;br /&gt;
   |     getting    |                 |      |/\|/\|/\|/       mud       |&lt;br /&gt;
   |     stairs to  |                 +-&amp;gt;   (4)(4)(4)(4)                 |&lt;br /&gt;
   |     appear     +-------&amp;gt; 1 &amp;lt;------+|     \ |\/| /                   |&lt;br /&gt;
   |     is a      go stair             |      \|/\|/  +----------------+|&lt;br /&gt;
   |     puzzle        finger-                 (3)(3)  |numbers indicate |&lt;br /&gt;
 _ |                   shaped                          |pp&#039;s lost per min|&lt;br /&gt;
/ \|                   boulder                         +----------------+|&lt;br /&gt;
\@/______________________________________________________________________/&lt;br /&gt;
&lt;br /&gt;
- [[Kelfour Edition volume IV number V]] (Trachten, October 1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another geographical point worth considering is that the Seolfar Strake is bordering the northern edge of the High Plateau. This is the plateau where the Graveyard is on a northward-facing edge of it. The High Plateau is made of limestone, and would be to the south and east of Seolfar Strake. In the Broken Land the cliffs are implicitly limestone and oriented to the north and west of the boiling sea of mud. One subtle point is that while the magru eat away tunnels in the Dark Grotto, the ratsnakes under the Monastery are not adequately parallel to that concept. In the background material for Quellbourne, the High Plateau does have an analog of this very thing, a roa&#039;ter-like creature called a &amp;quot;tergon&amp;quot; that subsists somehow on eating through the limestone of the plateau. Tergons were set free on the High Plateau by Zenon late in the Third Era. Zenon was a sorcerer who, like Uthex, was corrupted into madness by servants of the Unlife.&lt;br /&gt;
&lt;br /&gt;
In the later Shadow World source materials, the Black Forest of Dir would pass through this northern borderland near the ruins of Quellburn, but that was not established yet during the I.C.E. Age of GemStone III. Dir was only known to be somewhere around Lu&#039;nak in northwest Jaiman. In the early 1990s that was only referenced in the Shards section on the next page from the Gogor section concerning Kadaena&#039;s artificial constructs.&lt;br /&gt;
&lt;br /&gt;
===Huge Cavern===&lt;br /&gt;
The &amp;quot;Huge Cavern&amp;quot; in the Broken Land corresponds to the &amp;quot;Huge Cavern&amp;quot; inside the cliff in the Seolfar Strake. The Broken Land cavern has a trickle of water flowing down within it, and a relatively small pool of water, while the Seolfar Strake version is behind a waterfall and flooded as an underground lake. One has a tiny rivulet that cuts a flute into the rock, while the other has a powerful underground river. They both serve as the atrium for their respective monasteries. The rock-cut portico entrance to the Monastery has a few small steps and oriented west, while the rock-cut stairwell to the Dark Shrine is gargantuan and oriented east. One is below ground and the other high above ground.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
A large stone structure rises up out of the sandy cavern floor.  It appears as if the face of this building has been carved from the very rock of the cavern, since you can see neither joint nor seam where the structure meets the cavern wall.  Six massive stone columns support a narrow roof which juts out over the &#039;&#039;&#039;few steps&#039;&#039;&#039; in front of a huge set of stone doors.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
A &#039;&#039;&#039;broad stair of gigantic proportion&#039;&#039;&#039; has been carved into the face of the north wall of the huge cavern.  The gargantuan &#039;&#039;&#039;stairway trails upward, out of sight,&#039;&#039;&#039; following the wall of the cavern to the east.  The unnatural flora of the cavern ends abruptly at the edge of the stone platform that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is also bioluminescent moss and lichen in both of the Huge Caverns, though it is not as extreme as the fungal forest of the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this huge featureless cavern is covered with clean white sand.  Wisps of steam rise off a small underground pool nearby.  &#039;&#039;&#039;Bright luminescent mosses and lichens&#039;&#039;&#039; cling to walls of the cavern, providing a &#039;&#039;&#039;dim but steady light.&#039;&#039;&#039;  Far to the west end of the cavern, you can see what looks like a massive stone structure.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Molds and mosses&#039;&#039;&#039; growing on the sides of the stone spires take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The &#039;&#039;&#039;dim illumination&#039;&#039;&#039; provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both of the sides have water that leaks out of a crack in the cavern wall. In the Seolfar Strake side it is a hot spring that heats up the cold water from the waterfall and lake outside, whereas in the Broken Land it is implicitly most likely supposed to be ice melt. In the Monastery side it makes a point of the stream causing echoing sounds. The beach is most likely quartz sand, which comes from geothermal water. But it could be eroded limestone. The pool in the Broken Land is instead on the far wall opposite from the source of the stream, and has mossy underbrush rather than a beach.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Underground Lake]&lt;br /&gt;
A wash of steam rises from the water that bubbles out of a &#039;&#039;&#039;small crack in the cavern wall.&#039;&#039;&#039;  The hot spring has warmed the water of this small &#039;&#039;&#039;underground pool&#039;&#039;&#039; enough to make it comfortable to wade in.  Echoes of the running water ring from the walls of the surrounding cavern.  A narrow sandy beach rises up out of the water, leading to the floor of the huge cavern.  To the east, you can see a small opening just below the water line.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The muted gurgle of running water is an odd intrusion into the quietude of the cavern.  A weak flow of water emerges from a &#039;&#039;&#039;small crack high up on the western cavern wall&#039;&#039;&#039; and cascades down over the stone to collect in a small rivulet that runs off to the east.  The stream presents no barrier to passage, being only a foot or two wide, and it is only the shallow stone channel, etched into the floor of the cavern by the flow of water over uncounted years, that keeps it from simply spreading out.&lt;br /&gt;
Obvious exits: north, northeast, east, southeast, south, southwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The shallow stream flowing in from the west empties into a &#039;&#039;&#039;broad pool&#039;&#039;&#039; which butts against the east wall of the cavern.  The surface of the pool is marked with occasional ripples, as if something were moving around below the surface of the water.  Along the bank of the pool, the moss is thick and bushy, providing homes for the small lizards that you can see darting around between the rocks and fungi.&lt;br /&gt;
Obvious exits: southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The other side of this &amp;quot;small opening&amp;quot; is another huge cavern with the rest of the underground lake. It has a high ledge on the wall, which can be taken to correspond to the top of the stairwell, in the Broken Land version. The huge stairs run from west to east along the north wall, so the broad ledge is on the east wall in both cases.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
A broad underground lake fills this &#039;&#039;&#039;huge cavern that stretches out to the south and east.&#039;&#039;&#039;  The water that you are wading through is shallow, but the currents caused by the water falling just outside of the cavern opening pull and tug you in many directions.  High up on one wall of the cavern there is a &#039;&#039;&#039;broad ledge.&#039;&#039;&#039;  You also see a waterfall.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look ledge&lt;br /&gt;
There is a broad ledge high up on the east wall of the cavern.&lt;br /&gt;
&amp;gt;look waterfall&lt;br /&gt;
A broad curtain of water spreads across the entire opening that leads out of the cavern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A broad stair of gigantic proportion has been carved into the face of the north wall of the huge cavern.  The gargantuan stairway trails upward, out of sight, following the &#039;&#039;&#039;wall of the cavern to the east.&#039;&#039;&#039;  The unnatural flora of the cavern ends abruptly at the edge of the &#039;&#039;&#039;stone platform&#039;&#039;&#039; that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&lt;br /&gt;
You struggle to climb up over several of the huge steps.&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A gargantuan stairway descends from &#039;&#039;&#039;the landing&#039;&#039;&#039; here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In contrast to the small shallow stream cutting through the Dark Grotto cavern, there is a shallow underground lake flooding the cavern outside the Monastery. Water drips from the ceiling, but lands in the water. Consequently there are no stalagmites in the Seolfar Strake version. There may have been stalactites from the ceiling, but the pile of crumbled rock could mean they have collapsed under their own weight. It is not entirely obvious that the monoliths in the Dark Grotto are meant to actually be stalagmites, they might be meant to only superficially resemble stalagmites because Morgu hates rain and running water. Though an actual stalactite does appear in the tunnels.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The splashing sounds that you make as you wade through the still water of the underground lake echo off the walls of this huge cavern.&lt;br /&gt;
Obvious exits: north, northeast, east&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
[go2: travel time: 0:00:06]&lt;br /&gt;
--- Lich: go2 has exited.&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
A slow but &#039;&#039;&#039;steady dripping from somewhere above creates ringed patterns in the lake surface.&#039;&#039;&#039;  The flat plunking noise disturbs the cathedral-like silence of the cavern.  You also see a &#039;&#039;&#039;pile of crumbled rock.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: north, west, northwest&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The water is calm and shallow.  You can hear the dim rumble of the nearby waterfall.&lt;br /&gt;
Obvious exits: south, southwest, west&lt;br /&gt;
&amp;gt;w&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The water that you are wading through is crystal clear.  There is firm footing on the rocky bottom of the shallow lake that spreads out to fill this huge cavern.&lt;br /&gt;
Obvious exits: north, east, southeast, south&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an eerie, other-worldly vista, filled with &#039;&#039;&#039;tall spires of stone and crystal,&#039;&#039;&#039; and dotted with growths of giant mushrooms and huge fans of lichen.  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of mold, moss, lichen and fungi fill the underground landscape, some of them glowing with pale unearthly light that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: northeast, east&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
Molds and mosses growing on the sides of &#039;&#039;&#039;the stone spires&#039;&#039;&#039; take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The dim illumination provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a &#039;&#039;&#039;small stream&#039;&#039;&#039; that winds its way through &#039;&#039;&#039;the tall stone spires,&#039;&#039;&#039; creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a sweet, but slightly fetid odor.  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.&lt;br /&gt;
Obvious exits: north, east, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Grotto===&lt;br /&gt;
The Dark Grotto in general corresponds to various locations in the Seolfar Strake. These parallel rooms are fairly blatant. Some of these were not added into the game until after the I.C.E. Age, but due to the correspondences, presumably were built earlier and only connected later. The blackened cave remarkably has obsidian in its depths, and thereby makes volcanism blatant, which is somewhat (though not entirely) a contrast to the limestone karst geology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Smokey Cave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Smokey Cave has direct correspondences between some of its rooms and those of the Dark Grotto. They are generally smooth, but mostly straight, whereas the Dark Grotto is windy. There is a pervasive odor in both places, strong in the Smokey Cave, while subtle but stinging and irritating in the Dark Grotto. In the case of the Dark Grotto it is implicitly a form of sulfur, while it is soot in the Smokey Cave. The strange grit in the Dark Grotto could be sulfur powder, which is actually a fungicide, or a similar sulfurous compound. But sulfur is used a recognizable scent elsewhere, so it might be dried &amp;quot;moonmilk&amp;quot;, which is made from limestone.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Tunnel]&lt;br /&gt;
You are in a &#039;&#039;&#039;broad twisting tunnel.&#039;&#039;&#039;  There is a &#039;&#039;&#039;strong odor&#039;&#039;&#039; of burnt wood pervading &#039;&#039;&#039;the entire area.&#039;&#039;&#039;  The floor, walls and ceiling of the entire length of this tunnel are covered in the same &#039;&#039;&#039;fine black grit&#039;&#039;&#039; as you have seen throughout all of these caves. &lt;br /&gt;
Obvious exits: east, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Small Tunnel&#039;&#039;&#039;]&lt;br /&gt;
A peculiar smell permeates the area, irritating your nose and eyes.  The odor is &#039;&#039;&#039;not strong&#039;&#039;&#039; and has &#039;&#039;&#039;no discernible source&#039;&#039;&#039;, but it leaves a bitter, foul taste in the back of your mouth.  The stench only adds to the general feeling of discomfort in the &#039;&#039;&#039;narrow confines&#039;&#039;&#039; of the tunnel.  You also see a magru.&lt;br /&gt;
Obvious exits: south, northwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  &#039;&#039;&#039;A strange, gritty substance&#039;&#039;&#039; covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both versions have a tunnel room where sound becomes unusually muffled and quiet. The Smokey Cave form makes it sound like the grit is absorbing the sound. Soft surfaces tend to absorb sound and hard surfaces reflect them. Though this seems implausible and would be inconsistently applied. There are also metamaterials where the shape of surfaces causes sound to be greatly reduced, but these did not exist yet in the 1990s.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Tunnel]&lt;br /&gt;
As you progress down the tunnel, the black grit that seems to cover everything grinds underfoot.  &#039;&#039;&#039;All echoes of your footfalls sound muffled and any sounds you make will not travel very far.&#039;&#039;&#039;  You also see a fire rat.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
&#039;&#039;&#039;The tunnel is quiet.  Abnormally so.&#039;&#039;&#039;  Even the sounds that you make as you navigate the tunnel are &#039;&#039;&#039;muted and seem to die in the air almost immediately.&#039;&#039;&#039;  There are &#039;&#039;&#039;no echoes&#039;&#039;&#039; from the stone surfaces as one might expect in a tunnel through solid rock.&lt;br /&gt;
Obvious exits: northeast, south, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both sides have a room with a &amp;quot;huge stalactite&amp;quot; that descends almost to the floor. In the Smokey Cave it comes within inches of the floor, while in the Dark Grotto it is a few feet above a small pool of water, formed from the water dripping down the stalactite. In the case of the Dark Grotto, the pool explains the absence of a stalagmite under it. The sulfurous odor of the water is interesting, because stalactites are supposed to be formed by carbonic acid.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
This &#039;&#039;&#039;large round cavern&#039;&#039;&#039; has a high, domed ceiling.  A &#039;&#039;&#039;huge stalactite&#039;&#039;&#039; descends from the ceiling at the center of the cavern, reaching down to &#039;&#039;&#039;within inches of the cavern floor.&#039;&#039;&#039;  The same black grit seems to cover everything.&lt;br /&gt;
Obvious exits: north, northwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
A single &#039;&#039;&#039;huge stalactite&#039;&#039;&#039; descends from the ceiling at the center of this &#039;&#039;&#039;small cavern.&#039;&#039;&#039;  The uneven walls of the cavern have been worn smooth, as have the walls of the small tunnels leading into the cavern.  Every minute or so, the intense quiet of the cavern is shattered by the sound of a single drop of water, falling from the tip of the stalactite into a small pool that has collected in a depression at the center of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest, northwest&lt;br /&gt;
K&amp;gt;look stalactite&lt;br /&gt;
The stalactite is formed from grey stone with pink and orange striations.  The stone has an almost translucent quality with a waxy appearance.&lt;br /&gt;
K&amp;gt;look pool&lt;br /&gt;
The small pool lies in the center of the cavern, &#039;&#039;&#039;a few feet below the tip of the huge stalactite&#039;&#039;&#039; that descends from the ceiling of the cavern.&lt;br /&gt;
K&amp;gt;look water&lt;br /&gt;
The water is clear, with a slightly &#039;&#039;&#039;sulfurous odor.&#039;&#039;&#039;&lt;br /&gt;
K&amp;gt;look in pool&lt;br /&gt;
In the small pool:&lt;br /&gt;
Misc [1]: some water&lt;br /&gt;
Total items: 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both sides have a cavern where there is a bowl shaped depression in the floor. In the Smokey Cave this is filled up with the black grit, while in the Dark Grotto the depression is filled with cave pearls.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this small cavern &#039;&#039;&#039;dips at the center to form a small basin.&#039;&#039;&#039;  The black grit that seems to cover everything has collected in the depression.  The thick collection of grit moves in waves when it is disturbed, almost as if it were a liquid.  You also see a jagged crevice.&lt;br /&gt;
Obvious exits: southeast&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this small round cavern &#039;&#039;&#039;dips suddenly down, forming a kind of bowl&#039;&#039;&#039; with the lowest point at the &#039;&#039;&#039;center of the cavern.&#039;&#039;&#039;  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all dark grey balls of smooth stone, about ten inches in diameter.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both have a huge cavern where there are hollows carved into the stone walls. These appear to be artificial and related to what resides in the caverns, but it only explicitly says that in the Dark Grotto. The Smokey Cave also has a cavern with a high domed ceiling, but it is not the same room.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Cavern]&lt;br /&gt;
You are in a huge, irregularly shaped cavern.  It appears as if &#039;&#039;&#039;shallow hollows&#039;&#039;&#039; have been carved from the stone walls all around the cavern.  Each of the hollows is approximately 7 feet long, 4 feet high and 4 feet deep, and all appear to be empty.  All surfaces are covered with a fine black grit.&lt;br /&gt;
Obvious exits: northeast, southeast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been &#039;&#039;&#039;hollowed out,&#039;&#039;&#039; forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  &#039;&#039;&#039;Deep niches&#039;&#039;&#039; line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
K&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blackened Cave was not added onto the Smokey Cave until the later 1990s, but it has much the same features as the Dark Grotto as well. One end of it interestingly is made of obsidian, which is a volcanic rock rather than the limestone of ordinary karst geology. These caves may have been intended to be a volcanic pseudokarst, with the stalactites and stalagmites actually made of lava. If that is the case the dripping water in the Blackened Cave is misleading.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You carefully climb down the jagged crevice.&lt;br /&gt;
[Blackened Cave, Cavern]&lt;br /&gt;
A &#039;&#039;&#039;faint, greenish light&#039;&#039;&#039; fills this cavern.  You notice that &#039;&#039;&#039;the light stems from the lichen-covered walls.&#039;&#039;&#039;  In spaces between the lichen, flow a few grainy rivulets.  The ground is covered with heaps of dark grit, which makes walking rather difficult.  A jagged crevice can be seen in the shadows.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel meanders through the surrounding stone, twisting and turning, rising and falling with no particular regularity or pattern.  The stone surface is irregular, but the tunnel maintains the same general size and shape as it continues along.  The &#039;&#039;&#039;dim, green illumination,&#039;&#039;&#039; provided by patches of &#039;&#039;&#039;glowing lichen that dot the walls,&#039;&#039;&#039; makes visibility poor and you find yourself squinting at the dark features of the tunnel walls.&lt;br /&gt;
Obvious exits: south, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The stalactites in the Blackened Cave are covered with lichen, which is the same concept used in the Huge Cavern of the Dark Grotto, except those &amp;quot;stone spires&amp;quot; are stalagmites or resemble them. There are no stalactites visible in the Huge Cavern, either from not existing, or because it is too dark and the ceiling is too high up out of sight. If these spires are artificial or formed in some other way, it would be consistent with Morgu avoiding falling water. &lt;br /&gt;
&lt;br /&gt;
There is no indication of fallen stalactites in the Dark Grotto, but there might be with the rock pile in the Underground Lake outside the Monastery. The Blackened Cave version is thus interesting because it indicates this concept was known and considered. Assuming it was the same creator.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Blackened Cave, Cavern]&lt;br /&gt;
Large, &#039;&#039;&#039;lichen-covered stalactites&#039;&#039;&#039; hang from the low cavern ceiling.  Should one of them &#039;&#039;&#039;fall on you,&#039;&#039;&#039; it would surely mean your death.  The treacherously loose ground doesn&#039;t really help matters much at all.&lt;br /&gt;
Obvious exits: north, southwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
&#039;&#039;&#039;Molds and mosses growing on the sides&#039;&#039;&#039; of &#039;&#039;&#039;the stone spires&#039;&#039;&#039; take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The dim illumination provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a giant chamber in the Blackened Cave, which is called a &amp;quot;grotto,&amp;quot; with many stalagmites and a shallow pool formed from falling water. It is one of the most blatant parallels to the Dark Grotto, as strange fungi grow everywhere, which it calls an &amp;quot;otherworldly atmosphere.&amp;quot; This is the same language used in the Huge Cavern, which describes it as an &amp;quot;eerie, other-worldly vista.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Blackened Cave, Chamber]&lt;br /&gt;
This &#039;&#039;&#039;giant, underground chamber is filled with stalactites and stalagmites&#039;&#039;&#039; of every size.  The sound of dripping water echoes through &#039;&#039;&#039;the grotto,&#039;&#039;&#039; the water collecting in a &#039;&#039;&#039;shallow pool&#039;&#039;&#039; nearby.  &#039;&#039;&#039;Strange forms of fungi grow everywhere, adding to the otherworldly atmosphere&#039;&#039;&#039; of this place.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark &#039;&#039;&#039;Grotto&#039;&#039;&#039;, &#039;&#039;&#039;Huge Cavern&#039;&#039;&#039;]&lt;br /&gt;
A broad stair of gigantic proportion has been carved into the face of the north wall of the huge cavern.  The gargantuan stairway trails upward, out of sight, following the wall of the cavern to the east.  The unnatural flora of the cavern ends abruptly at the edge of the &#039;&#039;&#039;stone platform&#039;&#039;&#039; that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, &#039;&#039;&#039;other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Abandoned Mine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Abandoned Mine by the krolvin warfarers had a cavern added onto it in the late 1990s, but it has some remarkable similarity in concept to the Huge Cavern in the Dark Grotto. Both depict a &amp;quot;forest&amp;quot; of stalagmites, though the Abandoned Mine has an external light source rather than glowing fungus. The interesting point of the Abandoned Mine interpreted as a parallel is that it makes explicit some of the more implicit notions in the Dark Grotto. It outright mentions the &amp;quot;dreams&amp;quot; theme, which is deep subtext in the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Abandoned Mine, Cavern]&lt;br /&gt;
Light trickles down from fissures in the natural ceiling high overhead, dappling the floor below and glancing off the &#039;&#039;&#039;hundreds of stalagmites and stalactites&#039;&#039;&#039; that have turned this chamber into a symphony of brilliant color.  You also see a narrow opening and a &#039;&#039;&#039;spectacular forest of stalagmites&#039;&#039;&#039; rising up from the floor.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
&amp;gt;look stalagmite&lt;br /&gt;
A myriad of hues ranging from deepest blue to palest pink soar almost out of sight in this extremely deep cavern.  As you stare at this beautiful example of nature&#039;s artistry, it brings to mind an enchanted forest, sparkling with ethereal beams of light and colors usually seen &#039;&#039;&#039;only in dreams.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Dark Grotto has spires of crystals, which implicitly act like prisms. The cavern in the Abandoned Mine explicitly refers to stalactites and stalagmites, and huge crystals acting as prisms, as well as the material being limestone. The Blackened Cave in contrast never uses the word limestone, and has a room which explicitly talks about obsidian.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Cavern, &#039;&#039;&#039;Stalagmite Forest]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tall columns of limestone surge upward&#039;&#039;&#039; from floor to ceiling, mingling there with splendid formations of multicolored stalactites that drape like a magical canopy over this enchanting forest.  At the very highest point of the expansive ceiling, a &#039;&#039;&#039;large cluster of crystals&#039;&#039;&#039; have formed, and each flicker of light passing through the &#039;&#039;&#039;natural prisms splits into thin beams that dance across the cavern.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: northeast, southeast, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else the Abandoned Mine cavern makes explicit is that the water flow in the cavern is making natural &amp;quot;music.&amp;quot; This is much more subtle in the Dark Grotto, which might instead be invoking this with subtle wordplays. The amplifying &amp;quot;amphitheater&amp;quot; in the Dark Grotto arguably acts like a water organ, where caves have been used [https://www.alamy.com/the-water-organ-of-clement-viii-in-the-quirinal-palace-the-dark-archway-in-centre-leads-to-the-forge-of-vulcan-a-cave-in-which-life-sized-automata-were-formerly-worked-by-water-power-the-organ-has-been-silent-for-many-years-image268840339.html historically] for making [https://en.wikipedia.org/wiki/Great_Stalacpipe_Organ pipe organs]. The stream is carving out in the stone what in geology is called a &amp;quot;flute&amp;quot;, while the entrance to the Dark Shrine above is &amp;quot;bored&amp;quot;, where the &amp;quot;bore&amp;quot; is the interior chamber of wind instruments. The magru are hypnotically pulsing in rhythm. This may play off the gibbering amorphous dancers and Nyarlathotep&#039;s eldritch piping in the Lovecraft framework.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Abandoned Mine, Cavern]&lt;br /&gt;
The &#039;&#039;&#039;rhythmic sound&#039;&#039;&#039; of water dripping against stone somewhere beyond this immense cavern echoes pleasantly in the darkness.  Here amid some of her most beautiful creations, the &#039;&#039;&#039;sweet music of Nature&#039;&#039;&#039; at work is both a reminder of the past and a promise for the future.  You also see a spectacular forest of stalagmites rising up from the floor.&lt;br /&gt;
Obvious exits: south, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Monastery Sewer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the Dark Shrine interpreted as a parallel to the Monastery, the tunnels of the Dark Grotto become an analog to the Monastery sewer. On the south western end of both there is a pile of stones, and on the eastern end there is a collection of &amp;quot;remnants.&amp;quot; In the Sewer the stones are dragged to the west by ratsnakes, which slither their way through the sewer and leave tracks. These used to be mechanical creatures, but currently only appear as a messaging, when the basket is reset for the counterweight puzzle for the stone door.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This is the drainoff area for the Monastery&#039;s sewage. Before you is also the mouth of a surprisingly large underground river, flowing swiftly past. Some sort of animal has made a rather large &#039;&#039;&#039;pile of rocks&#039;&#039;&#039;, which lies directly on the edge of the river. In the pile you can see bits of shiny metal, but nothing large. Near the east wall hangs an iron ring, apparently to control the door in times of emergency. You also see an open copper door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;gt;tell familiar to get rock&lt;br /&gt;
You sense understanding from your tabby cat.&lt;br /&gt;
The tabby cat carefully picks up an &#039;&#039;&#039;oddly shaped rock&#039;&#039;&#039; in her mouth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  &#039;&#039;&#039;Large round stones,&#039;&#039;&#039; all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are &#039;&#039;&#039;heaped in a loose pile&#039;&#039;&#039; at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
The stones are &#039;&#039;&#039;fairly uniform in size, shape and color.&#039;&#039;&#039;  They are all dark grey balls of smooth stone, about ten inches in diameter.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
By analogy, these dark grey balls of smooth stone in the Dark Grotto are cave pearls, but made literal with the magru. The magru slither and sidewind their way through the tunnels, and collect gems that their acid does not dissolve within themselves. The pulverized limestone dust would then coat these seeds of gems and grit, similar to an oyster gradually making a pearl. The magru may then be interpreted as piling them in a far corner.&lt;br /&gt;
&lt;br /&gt;
In contrast, the magru are flesh eaters and strip bare their prey down to the skeleton, which amount to &amp;quot;remnants&amp;quot; of waste for them. The magru have piled all this skeletal matter into a huge pit on the eastern side of the Dark Grotto. This is the analog of the room under the privy in the Monastery. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;tell familiar to go privy&lt;br /&gt;
[Inside the Privy]&lt;br /&gt;
This room is fairly simplistic in its design, as many rooms of this sort are. Bare brick walls, blackened with ages of damp and mildew, look upon an unassuming &#039;&#039;&#039;privy hole in the center of the room.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell familiar to go hole&lt;br /&gt;
The cat just squeezed into the hole.&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; &#039;&#039;&#039;raised ledges along the sides provide a convenient walkway raised slightly above&#039;&#039;&#039; the main sewage trench in the center. A pipe leads up and out, through what looks like the underside of a privy chute. &#039;&#039;&#039;Around you lie the remnants of, well, remnants.&#039;&#039;&#039; You also see a fluffy tabby cat.&lt;br /&gt;
Obvious exits: west, out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A &#039;&#039;&#039;broad ledge&#039;&#039;&#039; runs all the way around the edge of this cavern, circling a &#039;&#039;&#039;huge pit at the center.&#039;&#039;&#039;  The ledge is smooth and even, with plenty of room for you to &#039;&#039;&#039;walk around.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: southwest&lt;br /&gt;
K&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&amp;gt;look pit&lt;br /&gt;
The &#039;&#039;&#039;deep pit&#039;&#039;&#039; in the center of the room is partially filled with a &#039;&#039;&#039;variety of bones, large and small.&#039;&#039;&#039;  The skeletal melange lies &#039;&#039;&#039;far down&#039;&#039;&#039; inside of the pit.&lt;br /&gt;
&amp;gt;go pit&lt;br /&gt;
You will have to climb that.&lt;br /&gt;
&amp;gt;climb pit&lt;br /&gt;
You carefully make your way down into the pit.&lt;br /&gt;
[Deep Pit]&lt;br /&gt;
A &#039;&#039;&#039;deep layer of old bones&#039;&#039;&#039; forms the floor of this deep pit. The high straight walls are rough and irregular, riddled with cracks and sharp protrusions of stone.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
R&amp;gt;look bone&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
Bones of all sizes and shapes are collected here, ranging from the tiny skulls of common mice to huge thigh bones from some unrecognizable creature.&lt;br /&gt;
R&amp;gt;look wall&lt;br /&gt;
The walls are high and straight, and riddles with shallow cracks and sharp protrusions of stone.&lt;br /&gt;
R&amp;gt;climb wall&lt;br /&gt;
You carefully make your way up the wall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Shrine===&lt;br /&gt;
The Monastery and the Dark Shrine may be regarded as a dark mirror of each other. They both symbolize the Eucharist ritual on an allegorical level. The brass gong in the Dark Shrine would act as an [https://en.wikipedia.org/wiki/Altar_bell altar bell], though gongs are disallowed by the Vatican. The Monastery chapel is oriented toward liturgical west, while the Dark Chapel is oriented toward liturgical east. Both have smashed stone altar tables. They both have braziers by the altar and a hidden passageway. There was a fire set in the chancel of the Monastery, whereas in the Dark Shrine, there was a fire set in the library.&lt;br /&gt;
&lt;br /&gt;
The dark stains on the altar of the Dark Shrine is notable, because there are black stains down the sacrarium of the Monastery altar at the sewer level. Keeping with the parallel, the monks likely used the altar for their lich ritual, and then destroyed their own altar. The dark fluid may be read as a Black Mass style perversion of holy oil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;go door&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Altar]&#039;&#039;&#039;&lt;br /&gt;
This altar shows the only signs of age or destruction that you have seen anywhere in the monastery.  The altar is badly burned and the &#039;&#039;&#039;long stone altar table has been shattered into more than a dozen pieces.&#039;&#039;&#039;  A tall &#039;&#039;&#039;brazier&#039;&#039;&#039; mounted from a long pole in the floor of the room stands to one side, but the supporting pole has been bent and twisted.  There is a large iron chest on the floor behind what was once the altar, badly blackened and charred by the fire that must have occurred here.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&amp;gt;look braz&lt;br /&gt;
The large brazier is made from brass and mounted on a long pole that is sunk into the floor.&lt;br /&gt;
&amp;gt;look chest&lt;br /&gt;
The chest is made from wood bound with iron bands.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The &#039;&#039;&#039;low stone altar&#039;&#039;&#039; is covered with dark stains.  One &#039;&#039;&#039;corner of the altar has been broken off,&#039;&#039;&#039; and several of the hideous faces and figures carved into the stone walls have been &#039;&#039;&#039;smashed.&#039;&#039;&#039;  Large iron &#039;&#039;&#039;braziers,&#039;&#039;&#039; covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.  You also see a dark vortece.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with &#039;&#039;&#039;&#039;&#039;dark stains,&#039;&#039;&#039;&#039;&#039; and one corner has been broken off.&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the rim of the huge corroded disk to the center.&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the shape of a huge toad, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of sycophants, dressed in long black robes surround a low stone altar similar to the one in this room.  The figure of a man, twisted and broken, lies on the surface of the stone table while another dark shape &#039;&#039;&#039;&#039;&#039;pours some foul looking fluid&#039;&#039;&#039;&#039;&#039; from a small urn out over the tortured man&#039;s body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen a drain in the bottom curve of what, from all appearances, was once a &#039;&#039;&#039;&#039;&#039;sacrificial altar. Black stains course down the walls&#039;&#039;&#039;&#039;&#039; and spot the floor, old enough to be little more than dust now. Near the west wall hangs an iron ring, apparently to raise and lower the door in times of emergency. You also see an iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The foul looking fluid from the urn is what is seen in the Dark Shrine storage room. The urn is essentially a [https://en.wikipedia.org/wiki/Chrism chrismarium], which would be shaped like an amphora. It is implicitly the foul nutritive fluid that the gogor feed upon in their tall stone jars while hibernating. The ritual on the tapestry suggests it may be used to created the gogor from sacrificed worshippers, though it might instead be the way the fluid is made nutritious for pre-existing gogor.&lt;br /&gt;
&lt;br /&gt;
The altar is implicitly in a chancel, just as it is in the Monastery. There is no altar rail in the Dark Shrine. But its chapel does have a (monstrous) mosaic set into the floor, just as the Monastery does depicting the Light Gods. The Dark Shrine also has a vestry room, unlike the Monastery, with what would implicitly be a tabernacle and ambries.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Chapel]&#039;&#039;&#039;&lt;br /&gt;
Colorful tiles form a &#039;&#039;&#039;mosaic on the floor&#039;&#039;&#039; of this small chapel.  There are no benches or pews, but there is a low kneeling rail at the west end of the room, separating the main chapel area from the altar to the west.  You also see a low arch.&lt;br /&gt;
Obvious exits: northeast, southeast, west&lt;br /&gt;
&amp;gt;look rail&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The low rail serves to separate the main chapel from the altar beyond.  The rail is made from rare black modwir wood.&lt;br /&gt;
&amp;gt;look mosaic&lt;br /&gt;
The mosaic represents several images of the &#039;&#039;&#039;Lords of Liabo.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Chapel]&#039;&#039;&#039;&lt;br /&gt;
A &#039;&#039;&#039;mosaic pattern set into the floor&#039;&#039;&#039; depicts the image of a &#039;&#039;&#039;horrible beast, and more hideous figures&#039;&#039;&#039; are carved into the stone around an arch that leads to the east.  Whatever dark rituals were once performed in this evil place seem still to resonate, filling the chamber with dread.  You also see a dark vortece.&lt;br /&gt;
Obvious exits: east, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It is something of a stretch. But the three rooms off a south leading corridor in the Dark Shrine could correspond to the same shape in the Abbot&#039;s wing of the Monastery. In the Monastery the direction is instead straight up, instead of a horizontal corridor forming a key shaped pattern. The burial vault in the Dark Shrine might be regarded as the analog of the communal living areas in the Monastery.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Chamber]&lt;br /&gt;
The four exits leading out of this circular chamber are evenly spaced around the wall.  Each exit is identical except for the grotesque faces that have been carved into the stone above the exits.  The faces all appear to be human, but each has been twisted into a travesty of emotional expression.  The face to &#039;&#039;&#039;the north&#039;&#039;&#039; appears to be smiling or grinning, to &#039;&#039;&#039;the east&#039;&#039;&#039; is the face of one in great pain, to &#039;&#039;&#039;the south&#039;&#039;&#039; is an image of great shock or surprise, and the image to &#039;&#039;&#039;the west&#039;&#039;&#039; appears to be crying.&lt;br /&gt;
Obvious exits: north, east, south, west&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Short Hallway]&lt;br /&gt;
Three doors lead off from this short, featureless hallway.  The doors to the &#039;&#039;&#039;east and west&#039;&#039;&#039; are plain wooden doors, but the door at &#039;&#039;&#039;the south&#039;&#039;&#039; end of the hallway is a large bronze door, framed with stone.  You also see a small wooden door, a large bronze door and a large wooden door.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a straight forward comparison to be made between the crumbled books and scrolls of the library in the Monastery and the library in the Dark Shrine. The difference is that in the Dark Shrine, the volumes and scrolls have been burned. It is possible the Loremasters did this rather than remove them, but it might have been the Morgu statue waking up and being enraged. The fire was certainly not spontaneous or an accident.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Library]&#039;&#039;&#039;&lt;br /&gt;
The shelves and tables in this large library are still intact, but the &#039;&#039;&#039;books and scrolls&#039;&#039;&#039; that were stored here have long since &#039;&#039;&#039;crumbled into piles of so much paper and dust.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Library]&#039;&#039;&#039;&lt;br /&gt;
Fire has destroyed most of this room.  Charred shelves filled with ashes and &#039;&#039;&#039;the remains of countless volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look shelv&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look on shelv&lt;br /&gt;
On the charred shelves:&lt;br /&gt;
Misc [2]: &#039;&#039;&#039;some burned books, some ashes&#039;&#039;&#039;&lt;br /&gt;
Total items: 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stairwell with the secret doorway might also be thought of as an analog to the huge stairwell leading to the Dark Chapel. In the Dream-Quest the stairs are in the colossal Tower of Koth, which suggests a spiral stairway, whereas the Dark Grotto stairs seem to be straight west-to-east along the north wall. Much longer than high. While Kai and Marlu have no obvious correspondence, in the Shadow World context, Cay and Morgu were both fighter brawler types of avatars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Landing]&lt;br /&gt;
&#039;&#039;&#039;A steep spiral stair rises from the landing here,&#039;&#039;&#039; the steps slick with moisture that has condensed there.  Opposite the stair, a broad low arch opens onto a larger chamber to the south.  The stones surrounding the arch have been &#039;&#039;&#039;carved with symbols and images&#039;&#039;&#039; significant to the followers of Kai.&lt;br /&gt;
Obvious exits: south, up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
&#039;&#039;&#039;A gargantuan stairway descends from the landing here,&#039;&#039;&#039; reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is a &#039;&#039;&#039;huge relief carved&#039;&#039;&#039; into the wall at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
More subtle still is the esoteric correspondence between the creatures in the Seolfar Strake and the Broken Land. While there is no obvious relationship between giant fog beetles and pumas, or bears and boars, this part can be taken as just what is natural for the climate and terrain. The Broken Land makes explicit mention of the absence of normal flora and fauna, in the window of the Dark Shrine and the absence of furry animals in the Huge Cavern. There are distinct echoes or similarities between the creatures on the two sides of the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
The authorial intent of the Seolfar Strake (Lysierian Hills) is known to have been an idyllic sylvan contrast to the dark struggle happening in the mountain with its portal to a more exotic locale. It seems reasonable to infer that the contrast of flora and fauna is part of the Broken Land being a dark mirror of the Seolfar Strake. The crystal dome could be interpreted as an artificial sun, and most Broken Land creatures have some form of power draining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Monastic Lich and Hooded Figure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a basic parallel in the behaviors of the monastic liches and the hooded figures. They are the most immediate contrast between creatures, because they are the opposing sides of the Misty Chamber.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A lich enters, muttering to itself.   &#039;&#039;(older version of the messaging?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monastic lich enters, muttering to himself!&lt;br /&gt;
&lt;br /&gt;
A monastic lich moves north, &#039;&#039;&#039;muttering to himself.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monastic lich kneels a moment in &#039;&#039;&#039;contemplative&#039;&#039;&#039; silence before rising to his feet!&lt;br /&gt;
&lt;br /&gt;
A monastic lich twists his skull &#039;&#039;&#039;about anxiously.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A hooded figure &#039;&#039;&#039;mutters&#039;&#039;&#039; a few muted syllables.&lt;br /&gt;
&lt;br /&gt;
A hooded figure studies the ground carefully.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A hooded figure pauses a moment to &#039;&#039;&#039;consider&#039;&#039;&#039; things.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A hooded figure glances &#039;&#039;&#039;furtively about.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Myklian and Firecats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Myklian were originally named kiskaa raax, meaning &amp;quot;chilling claw&amp;quot; in reference to their cold flares. These reside in the Dark Grotto. What has since become obscure is that firecats, in the Smokey Cave, originally had fire flares from their claws. The fire rats in turn could correspond to the mice bones in the bone pit of the Dark Grotto. There is consequently a direct correspondence between the myklian the fire cats in this way, where some myklian were specially resistant to specific elemental attacks instead varying by their color. &lt;br /&gt;
&lt;br /&gt;
The Smokey Cave itself is more of a parallel to the magru tunnels of the Dark Grotto. The magru were originally &amp;quot;lug&#039;shuk traglaakh&amp;quot;, where &amp;quot;trag&amp;quot; is an odd spelling of &amp;quot;trog&amp;quot;, which is argued elsewhere to possibly refer to the subterranean extraplanar cats known as Traag. (With the implication that there used to be Traag, but the magru at them all.) Magru notably are immune to heat.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A red myklian stomps at you with its foot!&lt;br /&gt;
  AS: +241 vs DS: +169 with AvD: +29 + d100 roll: +22 = +123&lt;br /&gt;
   ... and hits for 4 points of damage!&lt;br /&gt;
   Glancing blow to your right leg!&lt;br /&gt;
&lt;br /&gt;
 ** You feel an icy blast from the red myklian! **&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   What was once your right leg seems to have disappeared!&lt;br /&gt;
You fall screaming to the ground grasping your mangled right leg!&lt;br /&gt;
   You are stunned for 8 rounds!&lt;br /&gt;
&lt;br /&gt;
You hear a low growl and feel a sudden chill as a red myklian arrives.&lt;br /&gt;
&lt;br /&gt;
An orange myklian growls and rakes the ground with its claws.  The sound causes the hair on the back of your neck to stand up.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Magru and Ratsnakes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The esoteric correspondence between the magru and ratsnakes would be very subtle if it was intentional. The magru have carved their tunnels, the analog of the sewer, by winding through them. Magru pulse rhythmically. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The &#039;&#039;&#039;tunnel twists and turns, undulating through the surrounding rock.&#039;&#039;&#039;  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The dim green light given off by patches of glowing lichen shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Magru may implicitly be responsible for collecting the pile of round stones (assuming they are &amp;quot;cave pearls&amp;quot; made literal) in the south western end of the Dark Grotto. They would likewise be why there is a deep pit of bones on the eastern end. The ratsnakes collect random debris in the sewer and drag the stones for the door puzzle to the far western end of the sewer. They have formed a rock pile of them. These room comparisons between the Sewer and Dark Grotto are shown in the Parallel Dimension section of this page.&lt;br /&gt;
&lt;br /&gt;
The eastern end of the sewer consists of &amp;quot;remnants&amp;quot; under the privy hole, which would be the direct parallel to the deep pit of bones in the Dark Grotto. This would be especially true if those were largely sacrifices to the magru by the dark priests. It is not obvious those life forms were native to the Broken Land, and could have been brought over from the Seolfar Strake by the cultists for harvesting. (Though it is also not obvious that it was possible to bring such things through the Misty Chamber. Familiars are not allowed in the Broken Land.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Spectral Monks and Vruul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spectral monks have glowing green eyes. When their hoods fall away, they are nothing but glowing green orbs, much like the eyes of the vruul. More subtly, the monastic liches flash bloody red eyes, which is the color of the eyes of the statues in the Dark Shrine. These were implicitly representations of gogor (vruul), except their eyes are weirdly blood red instead of eerie green. Both the monastic liches and spectral monks originated in the monks of the Monastery, which are perhaps the analog of the hooded figures and priests of the Dark Shrine (which may well be the same cult.)&lt;br /&gt;
&lt;br /&gt;
If the statue of Morgu might be read as Morgu himself hibernating, it might be that those smaller statues are themselves dormant gogor, and that it is the color of their eyes when they are unconscious. The relevance of this might be that the &amp;quot;minor gogor&amp;quot; may implicitly be &#039;&#039;created&#039;&#039; from the bodies of dark priests with the ritual depicted in the Dark Shrine. They may also be only partially formed, because their wings are stunted and there is no mention or use of their poisonous tails.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, the sense of evil is a palpable force that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, &#039;&#039;&#039;blood red eyes,&#039;&#039;&#039; and small, leathery wings.&lt;br /&gt;
&lt;br /&gt;
A monastic lich&#039;s hollow eye sockets flash with a &#039;&#039;&#039;blood red glow&#039;&#039;&#039; as he shakes off the stun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A tattered black cowl obscures the spectral monk&#039;s face.  Given the &#039;&#039;&#039;burning green eyes&#039;&#039;&#039; and foul stench he exudes, perhaps that is for the best.  Tattered rags cloak his shimmering pellucid form.  Its ghostly body flickers in and out of existance, as if only his desire to destroy keeps him bound to this plane.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
A spectral monk pulls back his cowl a moment revealing &#039;&#039;&#039;nothing but a pair of blazing green eyes&#039;&#039;&#039; floating in the dark emptiness.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A spectral monk shimmers with an &#039;&#039;&#039;eerie green light.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lesser vruul has tough, leathery hide, as black as midnight. Bat-like wings sprout from its back, but they do not look large or strong enough to support its weight in flight. The vruul&#039;s claws are long, sharp and appear to be stained with the blood of many victims. Its &#039;&#039;&#039;eyes are eerie, solid green orbs&#039;&#039;&#039; that seem to &#039;&#039;&#039;glow&#039;&#039;&#039; with an inner power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) Dark Vorteces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dark vorteces do not seem to correspond to anything in the Seolfar Strake. But another way of interpreting the Dark Shrine is to consider the statue of Morgu, with its pile of skulls, to be what matches up with Bandur Etrevion frozen in ice under the Graveyard. ([[Research:The Graveyard]] argues this is an allegorical parallel to Satan in Dante&#039;s &#039;&#039;Inferno.&#039;&#039;) There is a pile of skulls and bones left for him at the top of some steps. Interpreted this way, the bloody claws of the gogor (vruul) could be taken as corresponding to the wight lords (arch wights), which in GemStone are fire oriented and sink their claws into corpses. This would make both places Purgatory themed, given the purgatory throne room under the Graveyard, with descent in one place and ascent in the other. It would also motivate the throne in the Dark Shrine. Recall that the Dark Path was a theocracy of Kadaena, and Kadaena created the gogor (vruul) as her servants.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Under Crypt, Ice Room]&lt;br /&gt;
This room is &#039;&#039;&#039;&#039;&#039;dominated&#039;&#039;&#039;&#039;&#039; by a giant slab of ice. There is a &#039;&#039;&#039;chill here that transcends the&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;cold you felt elsewhere.&#039;&#039;&#039; Piled in front of the ice slab are the remains of many a &#039;&#039;&#039;grisly&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;sacrifice.&#039;&#039;&#039; Bones and &#039;&#039;&#039;&#039;&#039;skulls lie piled&#039;&#039;&#039;&#039;&#039; at the base of the slab as though in homage to &lt;br /&gt;
something. Your curiosity piqued, you draw close to the slab. Dimly within you can&lt;br /&gt;
make out a richly robed figure. On one side of the room are some roughly carved&lt;br /&gt;
stairs. You also see a smaller slab of ice.&lt;br /&gt;
Obvious exits: none. &lt;br /&gt;
&lt;br /&gt;
&amp;gt;look slab&lt;br /&gt;
Peering into the monolithic block of ice, you make out a human figure trapped deep within,&lt;br /&gt;
like a fly in amber. It is the body of an ancient sorcerer, richly garbed. You notice that&lt;br /&gt;
&#039;&#039;&#039;his eyes,&#039;&#039;&#039; rather than being dried out and shrunken, &#039;&#039;&#039;glitter with an evil vitality&#039;&#039;&#039; that &lt;br /&gt;
raises the hair on your neck and causes you to recall old prayers forgotten since youth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and &#039;&#039;&#039;macabre rituals,&#039;&#039;&#039; confronted by the huge, ghastly statue that &#039;&#039;&#039;&#039;&#039;dominates&#039;&#039;&#039;&#039;&#039; the center of the chamber, the &#039;&#039;&#039;sense of evil is a palpable force&#039;&#039;&#039; that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop &#039;&#039;&#039;&#039;&#039;a pile of skulls,&#039;&#039;&#039;&#039;&#039; surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dark vorteces were originally called dyar rakul, which is Iruaric for dark cold shadows, and might then parallel the shadow assassins that guarded the path down to Bandur Etrevion. This path itself is cold and frozen themed. ([[Research:The Graveyard]] argues frozen Bandur represents Satan in Dante&#039;s &#039;&#039;Inferno&#039;&#039;, so the Dark Shrine makes it more literal.) If they were intended to be darkness elementals, they could be more powerful versions of the dark wisplings (dark vysan), where the stronghold on the Coastal Cliffs may have been an offshoot of the Graveyard story. There is only limited information now on the messaging and behavior of the shadow assassins, so it is not possible to directly compare them to the dark vorteces. Whether the Graveyard had shadow assassins or wight lords down there also seems to have fluctuated. Gogor were originally not on the huge stairway in the Dark Grotto, but the dyar rakul were always on both the stairs and the Dark Shrine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extraplanar Creatures==&lt;br /&gt;
The &amp;quot;minions&amp;quot; of Uthex Kathiasas in the Broken Lands are likely to be partly allegorical, referring to sources such as H.P. Lovecraft stories, but might also have been adapted from a class of non-demonic &amp;quot;other&amp;quot; standard extra-planar entities from Rolemaster. In Creatures &amp;amp; Treasures II (1989) these entities appear between pages 32 and 35. This includes not only the monsters which can be hunted in the game, but also in one or two cases features of the terrain. The crystal forest and possibly the boiling sea of mud, with the crystal and mud objects in each room, could have once been part of now missing functionality for the crystal dome. Though there is nothing to concretely suggest it. The following section is characterizing the creatures as based on the Rolemaster category, though this would not explain the myklian. The basic relevance of the creatures actually being these extra-planar entities is that it would mean Uthex was giving physical form out of energy and thereby making these entities from raw power. The extraplanar interpretation of the Broken Land does not depend on whether these creatures were actually adapted from Rolemaster.&lt;br /&gt;
&lt;br /&gt;
The creatures may instead be characterized as mutually adapted to each other in a weird ecology, and it is a theme of the Broken Land in general that seemingly natural things are actually artificial. The crystyls and hoard as part of the crystal dome mechanism could effectively imply a vast library of other worlds. With the ability to fashion non-demonic extra-planar entities, it follows that the perilous influence of the forces of the Unlife twisted this towards the demonic or even the avatars of Dark Gods. As a matter of subtext with [[Research:The Graveyard]] it might be putting souls into them or reincarnating souls in these forms. But it is still possible this Rolemaster extraplanar creature parallel was unintentional.&lt;br /&gt;
===Dictics===&lt;br /&gt;
The [[giant fog beetle]]s were not named in Iruaric. The Iruaric premise of &amp;quot;Man&#039;Ta Pn&#039;Tairken&amp;quot; was present in the Uthex Kathiasas story, but the Iruaric glossary was probably not until the Dark Grotto and Shrine expansion. They could be an allegorical reference to the beetle race after the fall of man in Lovecraft&#039;s &amp;quot;The Shadow out of Time&amp;quot;. They also resemble D&amp;amp;D extra-planar beetles such as &amp;quot;bonespears&amp;quot;, though this is probably not an inspiration, as the earliest publication of bonespears may have been pages 18-19 of Planescape Monstrous Compendium Appendix II which has a publication date of October 1995. &lt;br /&gt;
&lt;br /&gt;
In the Rolemaster context they may be wandering extra-planar insect vermin known as Dictics. The Dictics come in a number of varieties, but a given place will have all the same kind. Their dense chitinous shell is as strong as steel, which explains why the fog beetles were made to be immune to punctures. They wander between planes through portals that are left open or accidentally through summons of other entities. The primary difference is that the Dictics are only 6&amp;quot; long, though capable of lifting 300 pounds, and the giant fog beetles are &amp;quot;giant&amp;quot; insects. The fog aspect would not come from this, nor would the lobster tail and claws, which do not have clear inspiration. It could refer to the lobster in The Moon major arcana card from Tarot decks but this is most likely only coincidental. The &amp;quot;weird ecology&amp;quot; framework explains these instead in terms of real-world animals and their evolved adaptations against predators.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The giant fog beetle appears to be some sort of giant insect. It looks a little like some misshapen scorpion, but the tail on it is not as long as a scorpion&#039;s would be, and it flares like the tail of a lobster rather than ending in a poison sting. The segmented body is wide, supported by six short multi-jointed legs. A dull red chitinous shell covers most of its body, and a broad carapace protects its head. Two massive claws provide the creature with formidable weapons.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the theory that the non-demonic extraplanar category of creatures was used as a template is wrong, giant poisonous beetles are still a Rolemaster creature type in their own right. These ones do have large pincers, like the giant fog beetles, but no tail or fog. Fog beetles are clearly inspired by the real-world bombardier beetles which spray caustic fluid. The Broken Land in general has themes of gigantism.&lt;br /&gt;
===Crystyls===&lt;br /&gt;
Less intuitive are the [[Crystyl]]s, which are large crystal formations. This is the crystal forest that &amp;quot;grows&amp;quot; all around the Jagged Plain. There has been a claim that in the past it was possible to cast the old Sorcerer spell Forget (703) at each crystal cluster. This may have been part of now missing functionality to the crystal dome, or it may be a false or distorted memory. Each Crystyl is 10 to 20 feet in diameter. The crystyls move very slowly unless they are attacking. They exist in multiple places or even on multiple planes of existence simultaneously, making them tremendous sources of information if contacted through mental spells. This would be the sense of casting Forget (703) on them.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of &#039;&#039;&#039;wildly growing crystals&#039;&#039;&#039; to the east presents a formidable barrier.  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the sharp outcroppings of the crystal forest would be deadly.&lt;br /&gt;
Obvious paths: south, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If this was not intentional, there may still be an internal logic. The crystal forest may be intended as a geological formation of gypsum, grown from the sulfur vapor and limestone from the boiling mudpot. This could be a gigantic analog to real-world gypsum formations, such as [https://www.nps.gov/whsa/learn/images/WHSA-Gypsum-Landing-Page.jpg?maxwidth=1200&amp;amp;maxheight=1200&amp;amp;autorotate=false found in] White Sands National Park. The crystal forest may also be taken as an esoteric parallel to the forest next to the lake outside the Monastery.&lt;br /&gt;
===Hoard===&lt;br /&gt;
[[Hoard]] are extra-planar mud monsters which are actually a vast colony of cells. Hoard are able to take on humanoid form, and split themselves in half up to two times, making up to four Hoard humanoids. They are also capable of teleporting themselves around 100 feet. The Hoard are collectively aware of all other Hoard. This is irrespective of distance, including other planes of existence. Thus, similar to the Crystyls, they have transplanar awareness and information. They have an innate ability to sense dimensional warps and thus seek out portals to other realities. They cannot be summoned and wander between many planes of existence with no home world.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge &#039;&#039;&#039;sea of boiling mud&#039;&#039;&#039; stretches out to the south and east.  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Given that the text associates touching them with being stunned, and their ability to cast the Sorcerer &amp;quot;Major Pain&amp;quot; on page 34 of Creatures &amp;amp; Treasures II, if the boiling sea of mud was meant to be based on Hoard it might have involved casting Mind Jolt (706) or Major Pain (708) on the mud to disrupt the colonies. As of February 25, 1994, the Sorcerer Base list had been implemented through level 10.&lt;br /&gt;
&lt;br /&gt;
It may have once been possible to cast a spell at each instance of &amp;quot;mud&amp;quot; along the southern side of the Jagged Plain, but it is by no means obvious that the mud was ever more than an environmental hazard. If the extraplanar entity interpretation is wrong, or incomplete, the boiling sea of mud may be intended as a gigantic &amp;quot;mudpot&amp;quot;. This would be interpreting the Broken Land as intentionally a geologically informed karst system with limestone and geysers.&lt;br /&gt;
===Absorbers===&lt;br /&gt;
Absorbers are 5 or 6 foot blobs which secrete acid all over themselves. They replicate themselves by devouring flesh, splitting themselves in two with equal mass. Their main form of attack is to assault their victims with acid, where touching them burns the flesh. The weapon is also likely to get the worst of it when attacking them, which might explain why the [[magru]] are immune to many weapon types. Absorbers are &amp;quot;very anxious&amp;quot; to get to other planes to acquire more food, as their tendency is to strip bare the planes where they exist. They will try to come through in great numbers if they come across a portal.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The magru appears to be a huge, gelatinous red lump that pulses, swelling and shrinking slightly with a hypnotic rhythm. Its skin glistens with a dark, disgusting ooze.&lt;br /&gt;
&lt;br /&gt;
You swing your pink vultite maul at the magru, but when the weapon slices through the magru&#039;s flesh, the wound closes instantly leaving no trace that the magru was injured!&lt;br /&gt;
&lt;br /&gt;
The surface of the magru suddenly pulsates, forming a long blunt appendage!&lt;br /&gt;
A magru pounds at you with its fist!&lt;br /&gt;
  AS: +210 vs DS: +290 with AvD: +42 + d100 roll: +80 = +42&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A magru pulsates violently and a stream of dark fluid shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way but you are struck by the stream of fluid!&lt;br /&gt;
Hit for 5 concussion points.&lt;br /&gt;
... 22 points of damage!&lt;br /&gt;
Acid dissolves the skin on the neck exposing the windpipe!&lt;br /&gt;
You are stunned for 6 rounds!&lt;br /&gt;
&lt;br /&gt;
You reach out to search the magru.&lt;br /&gt;
As soon as you make contact with it, you feel an intense burning sensation!  You are injured!&lt;br /&gt;
You find a white opal, a large black pearl and a turquoise stone concealed in the disgusting pile of jelly!&lt;br /&gt;
The remains of a magru evaporate away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Absorbers are described as bluish-purple, the magru are described as red.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the magru are killed there is notably messaging referring to them as &amp;quot;quivering jelly.&amp;quot; These words are used to describe the moon-beasts in &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; when the night-gaunts assault them and carry some down into the Underworld of the Dreamlands. In this way the moon-beasts are placed in the Underworld in the story, even though they do not reside there natively.&lt;br /&gt;
===Nycorac===&lt;br /&gt;
The Nycorac is a mysterious invisible entity which can move between planes at will, with a tendency to show up by accident during summonings. They give a sense of feeling watched. It is composed of an unknown energy and gives its victims &amp;quot;chills&amp;quot;, grappling them with &amp;quot;tendrils&amp;quot;, and detection spells reveal only darkness. This combined with the [[Blacar]] is a likely Rolemaster basis or inspiration for the [[dark vortece]]s, where the Blacar provide the cold criticals and the hazy tenebrous orbs. Blacar are 1&#039;-1.5&#039; floating black spheres which swoop through their targets doing cold damage and draining stat points.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece flickers momentarily, attempting to blend into the shadows.&lt;br /&gt;
&lt;br /&gt;
A dark vortece draws itself toward its center, giving it the appearance of an amorphous cloud of shadows.&lt;br /&gt;
&lt;br /&gt;
A dark vortece extends forth a multitude of branching shadowy tendrils, scattering elongated umbrae across the floor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The dark vorteces have some strange life cycle where they dissipate out of existence, leaving behind hazy tenebrous orbs. When the dark vorteces wander into the huge cavern, too far from the Dark Shrine, they naturally begin decaying until they disappear entirely. This is because the light level is too bright. Dark vorteces become incapable of attacking in bright light and will naturally dissipate until being killed. The myklian do not appear to be based on a creature from this section, and seem to be aberrations grown from the reptiles of the huge cavern. This suggests their concept is rooted in other premises.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
A dark vortece drifts smoothly north, leaving a shadowy haze in its wake.&lt;br /&gt;
&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
The dark vortece collapses in on itself.  You feel an icy chill as the dark form seems to recede into nothingness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These tenebrous orbs might explain the strange pile of large round stones, that are all about 10 inches in size, nested in the Dark Grotto.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all &#039;&#039;&#039;dark grey&#039;&#039;&#039; balls of smooth stone, &#039;&#039;&#039;about ten inches in diameter.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;take orb&lt;br /&gt;
You pick up a hazy tenebrous orb.&lt;br /&gt;
&amp;gt;look orb&lt;br /&gt;
A &#039;&#039;&#039;dark grey&#039;&#039;&#039; mist appears trapped within the glass-like orb.  Despite its lifelike resemblance to a ball of early morning fog, the thick mist remains unmoving, maintaining its perfect nebulous form.  Twisted shadows linger within the orb where the ambient light is unable to penetrate the heavy grey haze.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These premises do not seem to be entirely satisfactory for explaining the orbs, which absorb light in their fog and produce shadows much as the dark vorteces. The glasslike orbs may be relevant to the crystal dome, which absorbs power much like the dark vorteces. Another possibility in terms of Rolemaster is that the dark vorteces may be darkness elementals. In this way they would be much more powerful analogs of dark wisplings, which are now known as dark vysans and not treated as elementals. In Rolemaster&#039;s &amp;quot;Elemental Companion&amp;quot; (1989) elemental darkness is associated with cold criticals. Darkness is not treated as an element presently in the Elanthia world setting. Though the dark vorteces are used as templates for shadow creatures, such as from the Shadow Realm or the Bleaklands, in the context of invasions.&lt;br /&gt;
===Other===&lt;br /&gt;
[[Traag]] are an anomalous case because they are not actually present in the Broken Land. The question is why the lug&#039;shuk traglaakh, the magru, are pronounced as &amp;quot;trag&amp;quot; when &amp;quot;trog&amp;quot; is used in the puzzle for exiting the Dark Shrine. This may be a play on words between Traag and the Iruaric for &amp;quot;cave&amp;quot;, given the Traag in this entities category. They are essentially cave dwelling large extra-planar panthers with venomous claws, double rows of teeth, and who summon demons. Lug&#039;shuk traglaakh may be insinuating there used to be traag but the magru ate them all. The unrecognizable huge thigh bones in the deep pit are probably allegorical, alluding to the bones of the gugs in the Vale of Pnath in &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, but it does imply something used to exist in the caves that no longer exists. There is an argument for interpreting the myklian, however, as esoteric analogs of the fire cats.&lt;br /&gt;
&lt;br /&gt;
[[Xaastyl]] are flying squid entities who are the ultimate masters of arcane knowledge, with a vast library of extra-planar knowledge put together from their wanderings. In much later Shadow World books Kesh&#039;ta&#039;kai&#039;s tentacle monster avatar looks almost exactly like them. These are most likely not relevant to the Broken Land, but would be a sensible origin for Kesh&#039;ta&#039;kai if that thread were pulled.&lt;br /&gt;
&lt;br /&gt;
==Crystal Dome==&lt;br /&gt;
The crystal dome is implicitly a Lord of Essaence artifact (possibly one of their &amp;quot;speaking crystals&amp;quot; like what Bandur tried to steal from Nomikos), which means it &#039;&#039;should&#039;&#039; be from the [[First Era]] of the [[Shadow World]] history. The Dark Shrine reinforces this theme with the gogor. This is the only sense in the monsters of the Broken Lands having originally been named in Iruaric, as the Lords of Essaence were responsible for artificially mutating and fashioning other life forms. The work of Uthex Kathiasas was giving a &amp;quot;physical form&amp;quot; to his &amp;quot;new source of power&amp;quot;, and the only obvious way of interpreting that is the crystal dome itself, which drains and concentrates tremendous amounts of power. The other possibility is that the Dark Gods themselves are surviving Lord of Essaence followers of Empress Kadaena who returned to this universe in the Second Era after being banished in the Final Conflict.&lt;br /&gt;
&lt;br /&gt;
The Major Sub-Texts section explores possible inspirations in two of Lovecraft&#039;s &amp;quot;almost spheres&amp;quot;, the [http://lovecraft.wikia.com/wiki/Shining_Trapezohedron Shining Trapezohedron] and the [http://lovecraft.wikia.com/wiki/Ultimate_Gate &amp;quot;Ultimate Gate&amp;quot;] of the Last Void. The former is &amp;quot;a window on [[The Temple of Darkness|all time]] and space&amp;quot; while the latter allows the transformation of beings into profoundly different physical incarnations. The implication is that the dome is able to summon extra-planar entities from other realities, possibly as a template or act of recycling, using the power it absorbs to incarnate their physical being from pure energy. It would allow control over beings that ordinarily could not be summoned. &lt;br /&gt;
&lt;br /&gt;
The extension of this idea is that the souls of the hooded figures can be endlessly reincarnated, without the aid of Eissa ([[Lorminstra]]), even transmogrified into otherworldly or demonic manifestations. In the early I.C.E. source books, such as the Cloudlords of Tanara (1984) or even vestigially in the &amp;quot;whirlwind&amp;quot; history synopses of the 1989 adventure modules, the Lords of Essence were thought to have made the Demons of the Pale artificially out of the essence itself. In the later Shadow World books some Loremasters speculated the Dark Gods, who are related to the Demons of the Pale, originated in &amp;quot;failed&amp;quot; Lord of Essaence experiments with creating non-corporeal life forms. These ideas might be mixed into an ascension to godhood concept for Kadaena&#039;s surviving followers in the phrase &amp;quot;spirit born of death.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mechanism===&lt;br /&gt;
&lt;br /&gt;
The [[crystyl]] forest surrounding the crystal dome is argued above to possibly be a special kind of trans-planar entity that would provide the means of simultaneously viewing and drawing upon an almost limitless amount of such information. Similarly, the boiling mud sea could be a vast colony of the [[hoard]], which are mutually self-aware across all realities. The master orb in the Sheruvian monastery also forces visions into the minds of those present, allowing transportation to vastly distant places on our plane of existence, and representing potential futures of our world or more horrific alternate timelines. Though the Sheruvian monastery is not relevant to the original Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx The crystal dome pulses with a dim, multicolored light.]&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;prep [most spells]&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The energies of your spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome absorbs all the energy without a sound.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;prep 416&lt;br /&gt;
You gesture and invoke the powers of the elements for the Piercing Gaze spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The surface of the crystal dome shimmers in your vision, its reflective planes become insubstantial, and you can now see inside.  Peering closer you see flashes of swirling elemental energy.  Surely this dome must hold an immense amount of mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The dome is a concentrator of great deals of magical power, which would otherwise spill out in violent bursts. Teleportation spells and devices fail in its vicinity, and it suppresses the ability to &amp;quot;reach out with your senses&amp;quot; in communicating telepathically. This is relevant because a number of his entities (if the above is correct)  were actually mentalist in nature, and were named in the partially telepathic language [[Iruaric]]. The Shining Trapezohedron was a &amp;quot;seeming sphere&amp;quot; that turned out to be a &amp;quot;highly polished&amp;quot; polyhedron that was artificial, and covered with strange hieroglyphs, similar to ancient Iruaric for us.&lt;br /&gt;
&lt;br /&gt;
===Releasing Power===&lt;br /&gt;
&lt;br /&gt;
While the Sorcerer spell [[Phase (704)]] will cause a violent release of energy, the dome can only naturally hold so much power at a single time without backlashing on its own. It is based on the actual quantity of mana absorbed, whether spells cast or mana sent in a given interval of time. Casting phase does not release energy from the dome in terms of game mechanics, but the backlash from excess power absorption immediately resets it. The inside of the crystal dome does not appear differently with [[Piercing Gaze (416)]] under changes of energy concentration, with no other apparent consequences.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 704&lt;br /&gt;
You begin drawing a faint, twisting symbol while softly intoning the words for Phase...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
Suddenly you notice the crystal dome&#039;s form dim slightly as it becomes insubstantial.&lt;br /&gt;
&lt;br /&gt;
The interior of the dome begins to flash and spark as whatever was contained inside now has an easier way out.  As you begin to pass into the dome, a wave of pure energy gushes forth, burning you with its intense heat!&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Left arm incinerated.  Unfortunate.&lt;br /&gt;
   You are stunned for 10 rounds!&lt;br /&gt;
The surface of the dome returns to normal as if nothing happened.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;think Hello world&lt;br /&gt;
You concentrate on projecting your thoughts but something seems to be blocking them.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;esp who local&lt;br /&gt;
You strain your senses outward, but something seems to be blocking them.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn ring&lt;br /&gt;
You turn the ring on your finger, but the pulse you feel is extremely weak...as if the magic is being inhibited by someone or something in the room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;incant 130 &#039;&#039;(sometimes) ***&#039;&#039; &lt;br /&gt;
Nothing happens. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*** - This may be erroneous. Spells are not auto-released when casting at the dome, causing Incant to self-cast the wrong spell.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Shutting Off===&lt;br /&gt;
&lt;br /&gt;
The crystal dome will overheat if it is agitated too much in a given time interval. In the event it is made to absorb more than 2,000 mana without being allowed to cool down, it will backlash in what is essentially a major elemental wave. (It is not actually [[Major Elemental Wave (435)]], the Broken Land is much older than that spell.) This has the effect of resetting the dome to its baseline status. Whether or not it was actually possible to &amp;quot;shut off&amp;quot; the dome is not clear but seems unlikely. What &#039;&#039;is&#039;&#039; still possible is blocking the power draining effect. This requires a Wizard and Cleric, or else scrolls or other access to certain spells.&lt;br /&gt;
&lt;br /&gt;
;Traps&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;send [#] dome&lt;br /&gt;
You face the crystal dome, close your eyes and begin chanting.&lt;br /&gt;
A bolt of hot, pulsing energy arcs between you and the dome!  You begin to shudder violently as all your mana rushes into the crystal dome, and soon you collapse on the ground stunned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(after approximately 1,000 mana)&#039;&#039;&lt;br /&gt;
The crystal dome shimmers brightly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
&#039;&#039;(energy absorption message; after approximately 1,750 mana)&#039;&#039;&lt;br /&gt;
The crystal dome flares hotly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
&#039;&#039;(energy absorption message; after approximately 2,000 mana)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Suddenly a hot wave of pure energy rushes out of the crystal dome, rolling forth like an [http://www.hplovecraft.com/writings/texts/fiction/crc.aspx apocalyptic] [http://www.hplovecraft.com/writings/texts/fiction/lt.aspx juggernaut].&lt;br /&gt;
&lt;br /&gt;
The heat of the wave burns your flesh!&lt;br /&gt;
  ... 35 points of damage!&lt;br /&gt;
  Flame sets your head alight like a torch. Burned beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(The dome cools off at a rate of 100 mana per whole mana pulse.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Power Drain Puzzle&lt;br /&gt;
&lt;br /&gt;
The premise for blocking the power drain is apparently the combined use of &amp;quot;shield&amp;quot; or &amp;quot;sphere&amp;quot; defensive spells. These spells are [[Warding Sphere (310)]], [[Elemental Deflection (507)]], [[Wizard&#039;s Shield (919)]], and [[Spirit Warding II (107)]]. (These spells all existed as those spell numbers in 1993.) These spells combine in the crystal dome, with special messaging for each, and cause an energy barrier to form around it. When the dome flashes, which is a symptom of its power absorbing, or perhaps some sort of guide wave for it, the barrier blocks this and reflects it back into the crystal dome. While this is under effect, there is no environmental power draining. However, this does not prevent physical access to the dome, nor does it protect you from unleashing the dome&#039;s energy in a fatal way. [[Vibration Chant (1002)]] also has special messaging on the crystal dome.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;107 - Spirit Warding II&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The energies of your spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome shimmers with a deep blue light.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;310 - Warding Sphere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that a hazy white sphere appears around the dome momentarily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;507 - Elemental Deflection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome suddenly shines in a dazzling array of light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A faint grey barrier suddenly surrounds the crystal dome, but fades before anything interesting happens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;919 - Wizard&#039;s Shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that a shimmering sphere materializes around the dome briefly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A shimmering multicolored barrier suddenly surrounds the crystal dome.  The barrier shifts and undulates silently before a bright flash emmanates outward from the dome, only to be reflected back into its crystalline surface.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: The italicized messages happen on the third and fourth spells being cast, respectively. The order does not matter, but it requires each spell. These will also appear immediately after the dome&#039;s ambient message of the pulsing dim multicolored light. The power drain still happens with the &amp;quot;faint grey barrier&amp;quot; status condition, and the power drain stops happening under the &amp;quot;shimmering multicolored barrier&amp;quot; condition. The constituent spell effects have different colors.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1002 - Vibration Chant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXX sings a melody, directing the sound of her voice at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome vibrates slighly but not much else.&lt;br /&gt;
&lt;br /&gt;
(Note: Vibration chant does not actually do anything. It is unclear if it may have had a function in the past. It just has its own messaging variant. It is interesting to compare this to the &amp;quot;crystal dome&amp;quot; and tuning fork puzzle in Black Swan Castle. Black Swan Castle dates back originally to August 1992, so is roughly contemporary with the Broken Land.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crystal dome will drain a random amount of mana (up to one off-node pulse) every three to ten minutes or so. [[Kelfour Edition volume IV number V|The effect]] was originally strongest at the dome, weakening with distance. Blocking the mana drain is considered an in-game puzzle. This aspect of the dome actually still works. There is some ambiguity over what has been broken or repaired. Allegedly the puzzle was broken for many years before a GM realized that a spell update had made it impossible to be solved and brought it back up date. The trouble is it is unclear what is missing now, as GMs have looked under the hood and found no other (still existing / inactivated) mechanisms for it. In context with &amp;quot;Through the Gates of the Silver Key&amp;quot;, it should have transported you somewhere else, possibly in a non-corporeal state (perhaps astral projection in flavor) and likely triggered by Piercing Gaze and Vibration Chant. (Most of the Bard list was unimplemented in 1993.)&lt;br /&gt;
&lt;br /&gt;
The mechanisms that exist are absorbing power from spell casts or directed channels, the random environmental drains (~20% of character mana), the traps of exploding when overheated and the partial explosion when subjected to Phase (704), and the group of spells that temporarily blocks the power draining effect for roughly 20 minutes. There have been anecdotes of remembering casting the old Sorcerer spell Forget (703) on the crystals surrounding the Jagged Plain, as well as an anecdote of someone (allegedly Thalior) successfully phasing into the crystal dome object, but getting killed and decaying in it with the item droppage. It is not clear if it was ever possible to phase into the dome while it was in a discharged and off state. The balance of evidence suggests the discharging explosion is just meant to be a trap. There are probably missing aspects of the dome puzzle, but without records for what they might have involved.&lt;br /&gt;
&lt;br /&gt;
==Materialism==&lt;br /&gt;
There is some reason to think that the internal logic of natural processes is supposed to be taken seriously as correct. The room painting makes use of all the primary senses to convey information. One of the more overt themes of the Broken Land is apparently natural things actually being artificial, so that complicates interpreting what is a natural process and what is misleadingly natural. It is difficult to know if a self-consistent &amp;quot;natural process&amp;quot; explanation was the actual intent. With all such theories there is the potential for over-analysis or &amp;quot;reading too much into it&amp;quot;, where even if a premise was intentional, at some point taking it too seriously will raise unintentional consistency issues.&lt;br /&gt;
&lt;br /&gt;
===Geology===&lt;br /&gt;
One of the ways to interpret the Broken Land and Seolfar Strake is to take them seriously in their geology. The Seolfar Strake was just north of the limestone High Plateau, with volcanic mountains in the general region of Quellbourne and geysers to the west at Galtoth. (Galtoth was converted to Keltoph in the De-ICE, but does not seem to be mentioned in the game itself.) There is no indication the north-end mountains of the Broken Land are volcanic, while it is the High Plateau to the south of the Seolfar Strake that is not volcanic. Though Blototh (Glatoph) is an active volcano and originally was mapped as being on the southwestern edge of the High Plateau.&lt;br /&gt;
&lt;br /&gt;
Strictly speaking, the mountains in the Seolfar Strake are part the Black Fork mountain range, they are not the Kaldsfang mountains. This is not so obvious from the Quellbourne book, but more clear in the Jaiman book. The Kaldsfang are instead part of the Saral March. But in GemStone III the Seolfar Strake mountains were apparently called Upper Kaldsfang, as they say &amp;quot;Trollfang mountains&amp;quot; now. The Monastery is located inside a cliff at the base of a small mountain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Mud Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Broken Land has a huge boiling sea of mud, which is largely grey-brown. There are also patches of green and orange. This is indicative of an acidic hot spring known as a [https://en.wikipedia.org/wiki/Mudpot &amp;quot;mudpot&amp;quot;] or &amp;quot;mud pool.&amp;quot; They form in geothermal conditions where there is little water. They will have bubbles of mud form upward and burst. This is suggesting there is some volcanic caldera deep underground, though its size is more suggestive of a [https://en.wikipedia.org/wiki/Mud_volcano mud volcano], which is not necessarily magmatic and significantly different.&lt;br /&gt;
&lt;br /&gt;
The sulfuric acid of the mudpot dissolves the surrounding rock, and can acquire colors from the resulting metals. When the slurry is colorful, they are called paint pots. The orange suggests the presence of iron oxides, while the green suggests copper. This is plausible as iron and bronze and brass all appear by name in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge sea of boiling mud stretches out to the south.  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, northeast, east, northwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look mud&lt;br /&gt;
The mud is predominantly a grey-brown color, but there are patches of green and orange mud here and there.  A thick, grey steam rises off the surface of the mud.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The boiling sea of mud creates a malodorous fog which is especially dense along its perimeter. The northern side of the Jagged Plain is not foggy. If the sea of mud were meant to be a mud volcano, this would be methane, but there is nothing suggesting it should be interpreted as methane gas. Mud volcanoes are largely associated with fossil fuel deposits. This is more likely supposed to be a gigantic mudpot, so the malodorous smell is probably supposed to be [https://www.nps.gov/places/000/fountain-paint-pot-east.htm hydrogen sulfide], and so would smell like rotten eggs. This is supported by the sulfurous odor in the Dark Grotto.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Crystal Forest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The crystal formations along the north and east of the Jagged Plain are characterized as &amp;quot;growing.&amp;quot; If they are interpreted as a natural geological process, the material for them must be nucleating on the seed crystals. Since the surroundings are most likely meant to be limestone, and assuming the sea of mud is supposed to be a mudpot, this would mean the sulfuric acid of the mudpot is mostly dissolving calcium carbonate. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of wildly &#039;&#039;&#039;growing&#039;&#039;&#039; crystals to the north presents a formidable barrier.  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the sharp outcroppings of the crystal forest would be deadly.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south, southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look crystal&lt;br /&gt;
Translucent white crystals grow to great heights here, sprouting sharp spears in all directions that form an impassable barrier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One may infer from this that the malodorous fog of the mud sea is hydrogen sulfide along with calcium minerals and water vapor. It would reasonably follow from this that the crystal forest is meant to be gypsum, which is calcium sulfate dihydrate, an evaporite mineral that forms in hot springs from volcanic vapors. It also forms from sulfide oxidation, when sulfuric acid reacts with calcium carbonate. This can be interpreted in the Broken Land context as a weird analog of carbon sequestration by the trees in a forest, which grow (acquire more carbon mass) by siphoning carbon dioxide out of the air. The esoteric parallel is to the western forest outside the Monastery.&lt;br /&gt;
&lt;br /&gt;
It is remarkable that the crystal forest grows in a circular pattern around the crystal dome, enclosing the Jagged Plain against the sea of mud. The crystal growth proceeds all the way up to the mud sea on the east side of the plain. Since the Jagged Plain is strewn with boulders, and suffers from falling rocks from the sky, this suggests the pulverization from above prevents the crystals from forming. This would necessitate an explanation for why the &amp;quot;meteors&amp;quot; fall in this location but not farther to the north or east. It would also suggest the crystal dome itself has been growing for thousands of years, as the fog swirls around the dome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Erosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is little indication of weather or running water in the Broken Land, other than the ice melt represented in the Dark Grotto. ([[Call Lightning (125)]] in the past could not be cast indoors, and the spell did not work in the Broken Land. There were interpretations as far back as 1994 of the Broken Land actually being enclosed for this reason, but it might simply be implying the absence of moisture in the air to form storm clouds.) The surrounding mountains are covered in snow at their peaks, and ice on their slopes, but are notably strewn with boulders. This might be taken to refer to the meteor swarm from the Broken Land story, though that seems excessive, or one might read it as meteors routinely fall in the Broken Land. This seems implausible, given it has atmosphere. &lt;br /&gt;
&lt;br /&gt;
More exotic scenarios could be imagined where it could make more sense, such as a debris field in orbit, from a moon such as Tilaok being ripped apart or material ejected from a major impact in the past. But they seemingly do not land on and smash the crystal forest to the east. The question becomes what the natural origin of the falling rocks would be, assuming the &amp;quot;meteors&amp;quot; are not some weird lingering magic distortion.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
Like a huge pair of eyes, two large, round windows look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains rise up&#039;&#039;&#039; all around, snow capped peaks high above ice covered slopes, strewn with &#039;&#039;&#039;large boulders.&#039;&#039;&#039;  The cold wind that blows in through the openings bears as much desolation as the view.  There is no scent of green trees and running sap, no odor of wildlife rising from the slopes outside.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look opening&lt;br /&gt;
The openings look out over a &#039;&#039;&#039;desolate, lifeless panorama of jagged mountains.&#039;&#039;&#039;  The openings are large, but climbing out through one would be suicide.  There is no ledge outside, no purchase on the outer rock surface that would keep you from plunging to your death.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the sea of mud likely meant to be a mudpot, and Morgu hating rain and running water, this is likely supposed to be an arid environment like the High Plateau. With an excess of water and limestone, the geological formations would not survive very long. What might be the case then is the moisture coming off the sea of mud is freezing on the mountain faces or occasionally dropping back down as snow.&lt;br /&gt;
&lt;br /&gt;
In this interpretation there would then be &amp;quot;frost cracking&amp;quot; of the rocks on the mountains. These are depicted as &amp;quot;jagged&amp;quot; and steep, which suggests they are not volcanoes. Rocks and boulders of various sizes would break off sometimes from this ice erosion. Since the cliff that surrounds the west side of the Jagged Plain is curving like a semi-circle, it might be that the &amp;quot;meteors&amp;quot; are actually supposed to be rolling off the mountains, then flying off into the plain at various horizontal speeds and angles. This might then be taken as forming a roughly circular debris field to the east of the cliff. The pulverization would then prevent the crystal forest from growing too close to the cliff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Cenote&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Jagged Plain is probably interpreted by most people as being surface level, but there is some indication it is actually at a sub-surface elevation. (This is independent of any interpretation of the Broken Land as entirely underground, such as below the surface of the moon of the Dark Gods.) Uthex&#039;s abode and the portal chamber are apparently at higher elevation inside the cliff. Likewise, it is necessary to climb up to reach the Dark Grotto, which is a cavern system. This suggests that the Dark Shrine is not inside a mountain, or at least only a small mountain on a limestone plateau, and that the windows of the shrine are facing out of a cliff. This reveals the jagged plain as very far below, but that only means the window is high above that plain.&lt;br /&gt;
&lt;br /&gt;
This would presumably be at a higher elevation than the western cliff. The wording then describes mountains rising up all around. Taken together this suggests the curving sheer vertical cliff of the Jagged Plain might be intended to be a cenote, which would essentially be a sinkhole around the sea of mud. The heavy debris field might not just be occasional falling rocks. There may instead have been a cavern roof that collapsed. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A high, sheer cliff rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  You also see a jumble of rocks.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;look rock&lt;br /&gt;
The rocks piled here are blackened and burned, as if the cliff face has been pulverized by some powerful explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look cliff&lt;br /&gt;
The cliff is high and sheer, almost featureless.  There does not appear to be anyway to climb it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The underground lake outside the Monastery may be interpreted as a cenote that has not collapsed yet. This is an alternative explanation for the pile of rocks depicted in one part of that area. It was mentioned in another section of this page as possibly implying collapsing stalactites, where the lake water prevents stalagmite formation. (The &amp;quot;jumble of rocks&amp;quot; is a climbable object that connects the Jagged Plain to the Dark Grotto which was not released until later. There is no record now if there was an in-game event, such as the crystal dome being made to explode energy, for causing this rock pile that leads to the crack into the Dark Grotto.)&lt;br /&gt;
&lt;br /&gt;
One interesting twist to this interpretation is to imagine the jagged plain as the interior of a huge impact crater. There are existing meteor themes in the area and story, such as the death of Uthex and the ASCII craters depicted on Orhan. The falling rocks may also be interpreted as actual meteors, though this would be weird and probably unnatural for several reasons. But if the curved cliff in the Broken Land is the rim of a major crater, the boiling sea of mud may derive its heat directly or indirectly from the impact. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You hear a loud rushing sound from the sky above you, and you look up just in time to see a huge chunk of rock hurtling toward you at incredible speed!  You try to dodge out of the way, but before you can move more than a few inches, the massive stone crashes into you, knocking you to the ground and causing serious injury!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Bones in left arm crack.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More subtle, another variation on this theme would be to interpret the Broken Land as a limestone formation on top of a more ancient major impact, such as if the comet Sa&#039;kain (if it exists in that dimension) hit the parallel Kulthea instead of grazing Charon. The Jagged Plain would then still be inside a cenote, like the [https://www.lpi.usra.edu/science/kring/Chicxulub/discovery/ ring of cenotes] in the Yucatan peninsula, which follow the rim of the Chicxulub crater from the time of the dinosaur extinction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) Karst Formation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Karst Karsts] usually form in dense carbonate rock, principally limestone, where water will flow within fractures. This typically involves moderate or heavy rainfall, and the dissolution of the rock with carbonic acid. This comes from water interacting with carbon dioxide in soil. Karsts are the formation of caverns and sinkholes from the dissolution of carbonate rock, though there can be pseudokarsts formed in other ways. While the Seolfar Strake has a waterfall and underground lake inside a cliff, which may be regarded as a cenote that has not collapsed yet, there is no indication of rain or heavy water flows in the Broken Land. The Monastery notably makes use of marble, which is metamorphic from recrystallizing carbonate rocks, but also has granite which comes from igneous intrusions.&lt;br /&gt;
&lt;br /&gt;
In more volcanic conditions or near petroleum reservoirs, karsts may be formed instead through sulfuric acid, with the oxidation of hydrogen sulfide. The sea of mud, interpreted as a mudpot, would be a source of hydrogen sulfide. This dissolves the carbonate rock, causing the formation of calcium sulfate. When calcium sulfate is combined with water, it leads to the formation of [https://en.wikipedia.org/wiki/Gypsum#Occurrence gypsum] crystals. &lt;br /&gt;
&lt;br /&gt;
The Dark Grotto is unusual in that it has parts that are obviously artificial, but otherwise has aspects that seem like they could be natural. The tunnels of the Dark Grotto suggest they were carved out by the acid of the magru making paths through the rock like ants. This is strongly reinforced by the original name of the magru, where lug&#039;shuk traglaakh is Iruaric which translates roughly as &amp;quot;ugly fiery cave makers.&amp;quot; These would be gigantic macroscopic analogs to the microbes that produce sulfuric acid and form karsts. The tunnels in the Dark Grotto are scaled to the size of the magru which carve them out. But some caves are much larger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(6) Speleothems and Megacrystals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a stalactite with dripping water in the tunnels, which would be consistent with the secondary [https://en.wikipedia.org/wiki/Speleothem speleogenesis] that happens from water, even in caverns that were originally hollowed out by sulfuric acid. But the pool of water under the stalactite, which explains why it is not forming a column with a stalagmite, is described as having a sulfurous smell. The tunnels of the Dark Grotto are described as stinging the eyes and nose, and leaving a bitter taste in the mouth. This language was not used for the malodorous fog on the Jagged Plain. It may refer to [https://en.wikipedia.org/wiki/Sulfur_dioxide sulfur dioxide], which is a precursor for sulfuric acid, and can be released from calcium sulfate reactions. &lt;br /&gt;
&lt;br /&gt;
Whether or not it is meant to have an exact vapor explanation, it is implied to be the product of magru acid. The presence of the smell in Uthex&#039;s workshop and the burning on its work table links the places chronologically. So, it may be that speleothem formations in the Dark Grotto may seem natural, but were actually made artificially by the magru. It is remarkable that the tall spires of stone and crystal in the Huge Cavern are not called &amp;quot;stalagmites.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Workshop]&lt;br /&gt;
Other than a few shards of glass scattered about the floor of this small chamber, the only object here is a large, plain wooden table.  A &#039;&#039;&#039;sour odor still hangs in the air, and the almost metallic smell&#039;&#039;&#039; sets your teeth on edge.  You also see a threadbare brocade curtain.&lt;br /&gt;
Obvious exits: southeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The enormous &amp;quot;crystals&amp;quot; in the Dark Grotto may be interpreted as [https://pdf.sciencedirectassets.com/271727/1-s2.0-S0009254119X0025X/1-s2.0-S0009254119303754/am.pdf?X-Amz-Security-Token=IQoJb3JpZ2luX2VjEL7%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FwEaCXVzLWVhc3QtMSJHMEUCIEqYRT4aUi0zt03VXQ8d84%2FkD1XXcA98KFdxadpWIyiUAiEAm38neXzR8k5ytOs7uoJkpq4mtk1BbIdcCxdyxtGHmsoq1QQI9v%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FARAFGgwwNTkwMDM1NDY4NjUiDBhqP4LYEll0JnaP5yqpBDn75PZERtP8AqPNSJ9PHWE1%2BJYee6186WjjiT3LVG6FfMNbWjPqFqxA1gAG6ap4lbrwVTKrJSH8y6wJVHD1a5P5h2wxv2e6k0d4zT9Zqpgl7EAfhzQPMQ1%2FjqzE93NsLemgszxtMgDMD52PfFWZDm2u6XvNgaSp52wR2OOrGJ0EpilNI%2BXBLIJRj3rLvqhroQEoTYVpDZP3oWb3K6IZaqv%2BkM1oTChoproRKI5A37ahsmc5P%2B82LCSRWXDxlkOM0nYfeVuC7QWQXq0wvBMfjxc7BN6HxWBp4byhBGbrZAKt2pcg5LNruT4LgNNrFEcJVQxKqI1jruArWNNyiK%2F8SHPIvx5x2jrauIUBPGhdvfNj5qWnDsiwXbom5vhKJAZNuoiafXSmsA1hhXD17ikBMC5f7zc3S6xtE3rtmXevA2iwxf3jYAabaeHFux5Hn%2FT0XudJcygo2wNqDZhGFT12Cmkt%2FptF6QpbdCpMr%2BxXI5xQdVSEW6ISpQ8IUxYRoOLKgK0IMXNiFOCy3YJN2UGoB1lYNKOyQooNm%2BaZyeo052M037YMcuo%2FDdQEx2kSi5a0%2BRezLZm0JkOv2f4hgmoGm2j2Z89HRe721c2f8cXAeEQoHasHUZVPAVeIapQEPWQNtO8rrSWAMecii%2F1GGlfsmokANW7Oy5IyTydXRq0f1PfAfK3Tz%2Ftev%2BtBgfQgAfipEkKng%2Beg%2F4lSuiTcllx5aTsWW8s%2F7sgBPfMw3vyinQY6qQE3g8AzEopPat9aIcycpsAobSMk9xViByikmGdPrqFdHR9iF5gebmpvMr5gT7oQOBz%2BI8UaYXDHsnytlbq7Ypjvf2oudklOYZjRMDdEgOOaxl6ifMXEoS3GJbCoYwdetcR3SbCkrYAIWFkGMqw6TprWLAHqc77ABIqXVJ40CLbwPzZ8irpG3nDZf%2BuaONN6LuKPW1ibPmupE%2BP%2Fb8OyTwIG5WOFvu4%2BEA%2BL&amp;amp;X-Amz-Algorithm=AWS4-HMAC-SHA256&amp;amp;X-Amz-Date=20221225T222057Z&amp;amp;X-Amz-SignedHeaders=host&amp;amp;X-Amz-Expires=300&amp;amp;X-Amz-Credential=ASIAQ3PHCVTY3WNZI454%2F20221225%2Fus-east-1%2Fs3%2Faws4_request&amp;amp;X-Amz-Signature=7113d71ed8ede59eb39095691b10228f222728013c7e581ff46cb8e5e586d4bc&amp;amp;hash=559057bdd0e7e996cba26a11d31130743b5d807f653bc61f4d08036ed7b46f83&amp;amp;host=68042c943591013ac2b2430a89b270f6af2c76d8dfd086a07176afe7c76c2c61&amp;amp;pii=S0009254119303754&amp;amp;tid=pdf-54eece5b-6d31-42d8-8624-a11088ef30e2&amp;amp;sid=93de9a9217355749af083f002330371018begxrqa&amp;amp;type=client megacrystals] of gypsum. These usually form over a long period of time in supersaturated geothermal water. Such crystals can grow to be spires that are [https://en.wikipedia.org/wiki/Gypsum#/media/File:Cristales_cueva_de_Naica.JPG much larger] than humans. (But it is also possible to grow gypsum as speleothems from falling water. Such water is known as [https://en.wikipedia.org/wiki/Meteoric_water &amp;quot;meteoric water&amp;quot;], but this is unrelated to meteors.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an eerie, other-worldly vista, filled with &#039;&#039;&#039;tall spires of stone and crystal&#039;&#039;&#039;, and dotted with growths of giant mushrooms and huge fans of lichen.  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of mold, moss, lichen and fungi fill the underground landscape, some of them glowing with pale unearthly light that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: east, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this interpretation the floor of the Huge Cavern of the Dark Grotto was once submerged in water, like the Huge Cavern in the Seolfar Strake, except deeper and with the whole body in hot spring temperatures. The [https://en.wikipedia.org/wiki/Calcium_sulfate calcium sulfate] would be solid anhydrite above 58 degrees Celsius, but would then form megacrystals when slowly cooling below that threshold. (The cave this specific argument is leaning on was not discovered until 2000, but the basic principle is large gypsum crystal growth from hot spring water.) Though this would be assuming they were not made artificially, such as the magru sliding up them to drop down on prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(7) Cave Pearls, Moon Milk, and Boneyards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a strange &amp;quot;grit&amp;quot; in the tunnels of the Dark Grotto, which appear to be finely pulverized stone. This is depicted as having mushrooms growing on it. In the geological context this would appear to be dry [https://en.wikipedia.org/wiki/Moonmilk &amp;quot;moonmilk&amp;quot;], whose name comes from a 16th century explanation of being caused by moon rays. (The major subtext section likewise argues the magru are allegorical analogs of Lovecraft&#039;s moonbeasts.) Moonmilk is a precipitate of limestone, coming from dissolved carbonates. While the word &amp;quot;limestone&amp;quot; is never used, it is implied from multiple directions, including the use of [https://en.wikipedia.org/wiki/Fresco &amp;quot;frescoes&amp;quot;] in the Dark Shrine which is a kind of mural that is painted on lime plaster.&lt;br /&gt;
&lt;br /&gt;
Microbes grow on the released nutrients, which creates an organic substrate on top of it, including fungus which may feed on the organic matter. Since this powder is probably supposed to be a byproduct of magru dissolving the tunnels with their acid, the organic material may be waste debris left behind by the magru having eaten flesh.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  A strange, gritty substance covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The &#039;&#039;&#039;grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Magru will also carry gems inside their jelly, implicitly from being made of rocks that do not dissolve in their acid. When coated with dissolved limestone, these could form literal [https://en.wikipedia.org/wiki/Cave_pearl &amp;quot;cave pearls&amp;quot;], which would then be a subtle play on words. Cave pearls are a speleothem that forms naturally from water that drips into basins too fast for stalagmites to form. Cave pearls form much like biological pearls, concentrically around some nucleus of matter. They are usually spherically, and can be larger than baseballs, even as much as eight inches in diameter. Those in the Dark Grotto are ten inches.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all &#039;&#039;&#039;dark grey balls of smooth stone, about ten inches in diameter.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The deep pit of bones may be playing off the karst formation known as a [https://www.researchgate.net/figure/The-Boneyard-in-Carlsbad-Cavern-NM-is-a-fine-example-of-spongework-Such-features-are_fig5_287370837 &amp;quot;boneyard.&amp;quot;] These are formed from sulfuric acid weathering, leaving extensive holes of spongework in the rock. This would be purely a word play, as the pit does not look like a boneyard. Magru apparently do not dissolve the [https://en.wikipedia.org/wiki/Calcium_phosphate calcium phosphate] in bones, but the limestone would implicitly derive from ancient marine skeletal matter.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the &#039;&#039;&#039;high domed ceiling&#039;&#039;&#039; of this &#039;&#039;&#039;oblong cavern.&#039;&#039;&#039;  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, [https://en.wikipedia.org/wiki/Terrace_(geology) terraced ledges] forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The oblong cavern that is described as an [https://en.wikipedia.org/wiki/Amphitheatre#Natural_amphitheatres &amp;quot;amphitheater&amp;quot;], which has obviously artificial features, is described as having a high domed ceiling. This may be implying that the cave is vertically oval, rather than horizontally. This would be a karst formation known as a [https://commons.wikimedia.org/wiki/File:Domepit_%28vertical_shaft%29_in_Great_Onyx_Cave_%28Flint_Ridge,_Mammoth_Cave_National_Park,_Kentucky,_USA%29_3_%288316981390%29.jpg &amp;quot;dome pit&amp;quot;], whose walls have vertically-oriented grooves called [https://en.wikipedia.org/wiki/Fluting_(geology) flutes.] (When formed naturally they come from vertically descending groundwater.) There is notably a flute on the other side of the wall, through the crack into the Huge Cavern, which is a trickle of water carving a stream into the rock. The tunnel at the top of the huge stairway is also described as &amp;quot;bored&amp;quot;, which could likewise be a word play off the [https://en.wikipedia.org/wiki/Bore_(wind_instruments) &amp;quot;bore&amp;quot;] of wind instruments. Other sections of this page argue that this cavern is implicitly used by cultists for its acoustic properties, and may be playing off the flutes of Nyarlathotep from the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(8) Geysers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Geyser Geysers] are a rare feature of hot springs, where water seeps down shafts until it boils, then bursts back up again as steam. There are three kinds of geysers: fountain geysers, cone geysers, and cryogeysers. Cryogeysers are found on icy moons in the Solar System. They have fundamentally different mechanisms, and were not known to exist until 2005. Cone geysers have steady upward streams of water out of mounds, like Old Faithful in Yellowstone National Park. Fountain geysers are intense bursts out of pools of water. The Broken Land is portraying fountain geysers, in a sense, but it is not out of a pool of water.&lt;br /&gt;
&lt;br /&gt;
The Broken Land is portraying an even rarer form known as a mud geyser. This is when a geyser is happening inside a mudpot, which tends toward bursting when [https://www.nps.gov/features/yell/ofvec/exhibits/treasures/thermals/mudpots/index.htm exposed to water.] Instead of the mud bubbling up to a few feet, geysers are depicted as bursting high into the air. The &amp;quot;Vertically Gifted Cyclic Mud Pot&amp;quot; in Yellowstone National Park sometimes acts as a geyser, which can throw mud up to thirty feet high. There was a regular mud geyser in Yellowstone with even greater heights, in the late 1800s and into the 20th century, but it eventually clogged and died out. When this happened it was possible to get sprayed with hot mud at some distance away.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Next To Mud Sea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Further Away From Mud Sea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A torrent of thick sludge suddenly comes raining down on you!  After a brief moment of surprise, you realize that the stuff is boiling hot!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Minor burns to right leg.  That hurts a bit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(9) Water Cycle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Seolfar Strake and Broken Land are both depicting closed water cycles. In the Seolfar Strake there is rainfall and snow and ice melt, with very cold water coming off a waterfall from the mountains. This lake is described as very deep, but with no visible exits. This is implying the water is sinking out below ground into an underground river, which is portrayed on the far west end of the Monastery sewer. Implicitly, the Monastery is probably using water wheels on this river, which would power their hydraulic doors. Gravity and elevation change would make this water flow west toward the Bay.&lt;br /&gt;
&lt;br /&gt;
In the Broken Land it is not clear there is any significant natural precipitation. The sea of mud as a mudpot formation is relatively low on liquid water. The malodorous fog would be partly water vapor, which would freeze at higher elevation on the mountains. Close enough to the Jagged Plain there is then enough volcanic heat to melt some of the snow and ice, allowing a small amount of water to flow down into the cliff. (Though there could be an unseen river to the north and east at higher elevation.)&lt;br /&gt;
&lt;br /&gt;
Water flows down into the Huge Cavern of the Dark Grotto, where a narrow stream is carved out as a flute in the rock. This forms a pool on the east end of the cavern, which implicitly empties by sinking down. This would most likely ultimately flow south toward the boiling sea of mud. More exotic, it could flow west as well as south, below the amphitheater cave. Depending on the meaning of &amp;quot;niches&amp;quot;, if there were shafts in the wall niches leading down to some deeper cavern with a water flow, that cave could function as a water organ. Which is essentially a pipe organ based on water flow. Though this is a considerable stretch, as there is no portrayal showing how that cave is actually used by Morgu or the dark priests. &lt;br /&gt;
&lt;br /&gt;
It is possible that the volcanic activity itself is driven by essence disruptions from the concentration of power by the crystal dome, in which case the mana-draining crystal dome would be the driving force for the whole hydrogeological and ecological system. It is remarkable that when the dome absorbs too much power, it is essentially described as getting too hot. When it overheats it explodes in a fiery burst reminiscent of what is now called a major elemental wave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(10) Vertical Thrusts and Impact Mountains&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of interpreting the Broken Land is to interpret it in the impact crater fashion, but then be much more literal with the parallel to Dante&#039;s Inferno and Purgatorio. In the Divine Comedy the fall of Satan from heaven causes an enormous impact crater on Earth, which is literally what Inferno is in the story. The displaced earth from the formation of hell [https://italiano-bello.com/wp-content/uploads/2021/03/dante-aldila%CC%80.png causes a mountain] to form on the antipodal side of the Earth. This is the mountain of Purgatory. Major impacts on moons and asteroids in the Solar System have caused antipodal elevations in similar fashion, as well as forming mountains as a result of major impacts in general. Morgu would be the Satan figure, placed high up in the mountain in the Broken Land, instead of frozen in the center of the Earth like Bandur in the Graveyard. Karst geology is better supported by the evidence than this extreme scenario, but then the question is if it is a pseudokarst.&lt;br /&gt;
&lt;br /&gt;
There is the question of whether you could contrive a very artificial situation where the whole of the Broken Land is underground, even below the surface of the moon of the Dark Gods in whichever dimension. Assuming there were artificial gravity within that region, and something like Lovecraft&#039;s deathfire lighting in the Dreamland Underworld, you would need to form the mountains and cliffs within some enormous hollow with an enclosed atmosphere. Jupiter&#039;s [https://en.wikipedia.org/wiki/Io_(moon)#Mountains moon Io] has thrusted up cliff faces that are somehow pushed up by the internal volcanism from tidal forces. Tidal forces are a plausible explanation for the inner volcanism of the moon of the Dark Gods, though it also has essence disturbances which might explain it instead. It would make no sense for limestone (or mammals and their bones) to exist on Charôn, though that word never gets explicitly used.&lt;br /&gt;
&lt;br /&gt;
The crystal dome would then be one of the Lord of Essaence crystals on Charon that created portals to other dimensions in the First Era. This whole scenario seems wildly implausible as a natural process. But it has to be remembered that the Lords of Essaence had terraforming level technology, and the stairway in the Dark Grotto is described as engineering. The mountains in the Broken Land would then be the analog of the Peaks of Thok in the Dreamland.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ecology===&lt;br /&gt;
The creatures in the Seolfar Strake were supposed to be what would naturally exist in that setting. In the Broken Land there is a general theme of gigantism. While these creatures are likely unnatural to one extent or another, because of Uthex and Iruaric with the Lords of Essaence, there is some reason to think they can be interpreted as having a &amp;quot;weird ecology&amp;quot; that is internally consistent. This involves an ecological base on &amp;quot;flora&amp;quot; and habitat, with predator and prey relationships, and some representation of life cycles (or perhaps unlife cycles in some cases.) Most of the creatures in the Broken Land drain power in some way and injure the hand when touched.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Habitat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The habitat itself and ecological base are formed by the magru. Magru were originally named lug&#039;shuk traglaakh, which in Iruaric implies they make the caves. Whether the caves are then considered &amp;quot;natural&amp;quot; depends on how you regard the magru, and whether you are speaking of geological or ecological processes. Caverns that form from sulfuric acid are actually driven by microbes producing that sulfuric acid. However, other features of the Dark Grotto are artificial, in the sense of being designed. The huge stairway that is rock-cut into the Huge Cavern is the most extreme example, and the room painting refers to it as an &amp;quot;engineering&amp;quot; feat.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, this may be the result of the magru being directed by a master such as Morgu, as opposed to their ordinary behavior. With the pulsing of the magru and the unnatural silence in parts of the Dark Grotto, but sound amplifying in other parts of it, the tunnels may be interpreted as the waveguides of something like an acoustic spider web. The magru could go dormant until they feel or &amp;quot;hear&amp;quot; some vibration, and follow the direction it is originating.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  &#039;&#039;&#039;A strange, gritty substance&#039;&#039;&#039; covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the magru dissolve the flesh of their prey, it is likely leaving a residue of organic substrate as waste on the walls, and especially the floor of the tunnels. This would be on top of the dried &amp;quot;moonmilk&amp;quot; powder that comes from them dissolving the limestone with acid. Glowing fungus and lichen grows by feeding on this dead organic matter. Presumably the trace sulfuric acid is too weak to harm the fungus because of the chitin in its structure. This becomes the &amp;quot;flora&amp;quot; base for higher food chain. The chitin in the fog beetle and myklian creature descriptions in turn might imply some natural resistance against magru acid and the mudpot geysers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Insects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is trace evidence for insects in the Broken Land, other than the giant fog beetles. There are &amp;quot;thick cobwebs&amp;quot; in the storage room of Uthex&#039;s abode, for example, and the Dark Shrine has deteriorating wood from &amp;quot;dry rot and worms.&amp;quot; Uthex&#039;s mattress is described as sagging &amp;quot;from years of humidity and parasites.&amp;quot; This suggests there is humidity inside the caverns as a result of the boiling sea of mud, but does not imply that the climate of the Broken Land has significant preciptation. The Broken Land is mostly portrayed as lifeless, and there are no depictions of ordinary insects or other vermin in the room painting.&lt;br /&gt;
&lt;br /&gt;
There is no representation of what the fog beetles look like in their younger forms. They may begin significantly smaller as glow-worms (like click beetles) in the Dark Grotto, blending into the dim green light of the lichen as a defense mechanism. It might be too bright on the Jagged Plain to see such green luminescence. If this &amp;quot;flora&amp;quot; is toxic, it would allow them to build up toxins (either by eating it themselves or other things which eat it), which may be used to produce their green poison gas. (Some spraying beetles work this way, such as by eating fire ants, while others produce the chemicals internally such as with hydrogen peroxide.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel twists and turns, undulating through the surrounding rock.  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The &#039;&#039;&#039;dim green light&#039;&#039;&#039; given off by patches of &#039;&#039;&#039;glowing lichen&#039;&#039;&#039; shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
While Rolemaster has giant beetles as a poisonous creature type, it does not describe them as [https://en.wikipedia.org/wiki/Bombardier_beetle bombardier beetles]. This concept must have been taken more directly from the real-world. Bombardier beetles spray a caustic mixture from an anal opening on their undersides, which is what the giant fog beetles are portrayed as doing with their poison gas, which presumably would blend into the malodorous fog of the Jagged Plain. (Bombardiers notably are often argued by creationists to not be the result of natural evolution.) Grown fog beetles are dull red in color, likely camouflaging into the rocks, in what is probably dim lighting. Magru may be red for similar reasons. Fog beetles are unaffected by the spray of the boiling mud geysers.&lt;br /&gt;
&lt;br /&gt;
Another unusual feature is the misshapen tail of the fog beetles. It is tempting to imagine this as like a lobster tail, given their pincers, but it is important to emphasize that it is mimicking a scorpion sting. It is unclear if there are actually scorpions in the Broken Land. In the real-world this is done by the [https://en.wikipedia.org/wiki/Devil%27s_coach_horse_beetle Devil&#039;s coach horse beetle] as a defense strategy. While it is not a bombardier beetle, it does emit a foul odor from its abdomen. Like the fog beetles it is carnivorous. Giant fog beetles can be seen attacking hooded figures, and treat killed adventurers in their messaging as an acquired meal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Lizards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are small lizards in the Huge Cavern of the Dark Grotto, which are probably supposed to be the youngest form of the myklian. These hide in the mossy underbrush of the cavern, and are implied to swim under the surface of the pond. Myklian are notably described in their creature description as sometimes walking upright on two legs. These facts together suggest the young ones act like the so-called [https://en.wikipedia.org/wiki/Common_basilisk Jesus Christ lizards], running across and diving into the water to escape predators.&lt;br /&gt;
&lt;br /&gt;
Another subtle point regarding the myklian is that they are described as having stubby tails. One aspect of this is that some lizards have self-amputating tails as a defense mechanism against predators. Rainbow skinks have brightly colored tails, which draws predators away from their main body. When the tail is self-amputated, it only partly grows back as a stub, in the form of cartilage.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The myklian is a fearsome beast, some form of large lizard or amphibian that usually travels on four legs, but sometimes stands upright &#039;&#039;&#039;on two legs.&#039;&#039;&#039; It has a &#039;&#039;&#039;short, stubby tail which is triangular in shape&#039;&#039;&#039; and covered with a &#039;&#039;&#039;luminescent, chitinous plate.&#039;&#039;&#039; Hard scales cover the rest of the beast&#039;s body, except for the &#039;&#039;&#039;soft underbelly.&#039;&#039;&#039; Bony spikes and knobs guard the beast&#039;s &#039;&#039;&#039;joints.&#039;&#039;&#039; The coloration of the myklian species ranges the entire spectrum, red, orange, yellow, green, blue and purple.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The shallow stream flowing in from the west empties into a broad pool which butts against the east wall of the cavern.  The surface of the pool is marked with occasional ripples, as if &#039;&#039;&#039;something were moving around below the surface of the water.&#039;&#039;&#039;  Along the bank of the pool, the moss is thick and bushy, providing homes for the small lizards that you can see darting around between the rocks and fungi.&lt;br /&gt;
Obvious exits: southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else about this that is quite subtle is that the myklian tails are not made from cartilage. They are described as chitinous, which is the same material that makes up insect exoskeletons. [https://en.wikipedia.org/wiki/Chitin Chitin] is also the prevalent ingredient in the cell walls of fungus. The Huge Cavern is filled with fungus, including bioluminescent fungus. This is caused by a chemical called [https://en.wikipedia.org/wiki/Luciferin#Fungi &amp;quot;luciferin&amp;quot;], where Lucifer is the Latin for light-bringer. (It is remarkable on an allegorical level that we are looking at reasonably likely cases of luciferin, Jesus Christ lizards, and Devil&#039;s coach horse beetles.) Myklian tails are described as covered in &amp;quot;luminescent, chitinous plate.&amp;quot; This strongly suggests that the chitin for their tails is coming one way or another from the fungus in the Dark Grotto. This may give them some resistance to magru acid. Likewise, if the toxin in the fog beetle gas originates directly or indirectly from the fungus, the myklian may be implicitly poisonous in much the same way as [https://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity_and_medicine poison dart frogs.] The fact that myklian have plate scales implies they are actually lizards and not amphibians, so the ripples in the pool are likely not tadpoles.&lt;br /&gt;
&lt;br /&gt;
Their immunity to cold would give them some natural defense against dark vorteces wandering into their chamber, and the different colors of myklian were made to absorb different kinds of elemental energy. The vorteces might also avoid their tails for being too bright. Walking upright on two legs is usually a warm blooded animal behavior, and one could reasonably infer that the myklian relationship to cold allows them to actively import heat. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The giant fog beetle appears to be some sort of giant insect.  It looks a little like some misshapen scorpion, but &#039;&#039;&#039;the tail&#039;&#039;&#039; on it is not as long as a scorpion&#039;s would be, and it &#039;&#039;&#039;flares like the tail of a lobster&#039;&#039;&#039; rather than ending in a poison sting.  The segmented body is wide, supported by six short &#039;&#039;&#039;multi-jointed legs.&#039;&#039;&#039;  A dull red chitinous shell covers most of its body, and a broad carapace protects its head.  Two massive claws provide the creature with formidable weapons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another subtle point is the similarity of the myklian tail to that of the fog beetles. Myklian are described as having a &amp;quot;soft underbelly&amp;quot;, which might not need protection, if predators confuse them for fog beetles which spray from their undersides. The bony protrusions on the myklian joints would then imitate the chitinous joints of the fog beetle legs. Myklian and fog beetle tails thus may be adapted to mimick each other. In the real world this kind of relationship is seen between the [https://en.wikipedia.org/wiki/Heliobolus_lugubris Bushveld lizards] and [https://en.wikipedia.org/wiki/Ground_beetle oogpister beetles]. Juvenile lizards imitate the behavior of the beetles, which are a kind of bombardier beetle, so that predators will avoid them. It is very rare for vertebrates to imitate invertebrates like arthropods, but this is one of the known real-world example of it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A giant fog beetle rears up momentarily and hisses loudly.  A huge cloud of green gas pours from an &#039;&#039;&#039;orifice on the creature&#039;s underside!&#039;&#039;&#039;&lt;br /&gt;
The cloud of gas rolls in your direction.  You try to scramble out of the way but the cloud of gas rolls over you, causing you to cough and choke!&lt;br /&gt;
You feel a fierce poison coursing through your veins!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The wording does not imply the myklian are colorful other than their tails, as the hard scales on the rest of the body are described in contrast to the plate on the tail. It would make sense for the body of the myklian to be largely grey, to blend into the background of the cavern, while the tail glows in the various colors to draw predators away from the torso and head. The glowing tails ironically may also be doubly protective in helping to repel the dark vorteces, which try to avoid bright light, and become unable to attack because of it. Myklian may be immune to their cold, but presumably could still be power drained. Myklian strength (i.e. level) varies with color, increasing from red to purple, in the same order as the color spectrum. Whether the distribution is due to age, or absorbed power, or even background temperature is not obvious. If it were due to age, then the matured myklian begin as red, and fewer survive in each subsequent color. Environmental factors like temperature and background color are known to shift the sex ratios of populations in some species (such as turtles and lizards.)&lt;br /&gt;
&lt;br /&gt;
The frequency data compiled in the Kulthea Chronicle Volume 1 Issue 2 in 1994 indicates that the color distribution of the myklian decays as a geometric series. More specifically, each color is less frequent than the one before it by a factor of 1/2, with &amp;quot;young myklian&amp;quot; in between yellow and green. Indigo and violet are combined as &amp;quot;purple.&amp;quot; Though you have to round the decimal numbers, this makes the fractions add up to 1, since the infinite sum of that geometric series sums to 1. The 1994 data is reproduced here and compared to the geometric series of 1/2 expressed as percentages. It includes bonus modifiers to attack and defense strength, and special resistance to specific elemental spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Color || % Gen || &#039;&#039;Geometric Series (1/2)&#039;&#039; || X || OB || DB || Special&lt;br /&gt;
|-&lt;br /&gt;
|Red&lt;br /&gt;
|51%&lt;br /&gt;
|&#039;&#039;50% (1/2)&#039;&#039;&lt;br /&gt;
|0 - 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|plus X vs. shockbolt&lt;br /&gt;
|-&lt;br /&gt;
|Orange&lt;br /&gt;
|25%&lt;br /&gt;
|&#039;&#039;25% (1/4)&#039;&#039;&lt;br /&gt;
|0 - 20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Yellow&lt;br /&gt;
|13%&lt;br /&gt;
|&#039;&#039;12.5% (1/8)&#039;&#039;&lt;br /&gt;
|10 - 40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|plus X vs. firebolt&lt;br /&gt;
|-&lt;br /&gt;
|Young&lt;br /&gt;
|8%&lt;br /&gt;
|&#039;&#039;6.25% (1/16)&#039;&#039;&lt;br /&gt;
|0 - 10&lt;br /&gt;
|minus Y&lt;br /&gt;
|minus Y&lt;br /&gt;
|(Y = 10 - 30)&lt;br /&gt;
|-&lt;br /&gt;
|Green&lt;br /&gt;
|3%&lt;br /&gt;
|&#039;&#039;3.125% (1/32)&#039;&#039;&lt;br /&gt;
|20 - 50&lt;br /&gt;
|plus X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blue&lt;br /&gt;
|2%&lt;br /&gt;
|&#039;&#039;1.5625% (1/64)&#039;&#039;&lt;br /&gt;
|30 - 60&lt;br /&gt;
|&lt;br /&gt;
|plus X&lt;br /&gt;
|plus X vs. fireball&lt;br /&gt;
|-&lt;br /&gt;
|Purple&lt;br /&gt;
|1%&lt;br /&gt;
|&#039;&#039;0.78125% (1/128)&#039;&#039;&lt;br /&gt;
|40 - 70&lt;br /&gt;
|plus X&lt;br /&gt;
|plus X &lt;br /&gt;
|plus X vs. shockbolt, firebolt, fireball&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;(Note: The frequency data is fudged and adds up to 103%. Young myklian may well have only been 6% in frequency.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is interesting because light behaves much the same way in a thermodynamic sense, decaying exponentially in intensity (as its light wavelength or frequency varies) from a peak color at a given temperature, which is called a [https://en.wikipedia.org/wiki/Black-body_radiation blackbody radiation distribution] (or &amp;quot;greybody&amp;quot; for a non-ideal case.) [https://en.wikipedia.org/wiki/Geometric_series Geometric series] are mathematically very closely related to the [https://en.wikipedia.org/wiki/Taylor_series#Examples series expansion] form of decaying exponential curves. It is essentially the discrete form of exponential decay. The physical model for a blackbody is a sealed chamber with only a tiny hole for light to enter into, and then it bounces around inside chamber, being absorbed and re-emitted into thermal equilibrium with very little chance of escaping back out again. This is remarkable because the jagged crevices and magru tunnels linking the Huge Cavern to the Jagged Plain effectively fit this definition. Notwithstanding the glowing fungus as a light source inside the Huge Cavern.&lt;br /&gt;
&lt;br /&gt;
Ordinarily this would almost certainly be reading too much into it. But the frequency data suggest the 1/2 ratios were chosen because they sum to 1 (or 100% in probability terms), with some knowledge of calculus and slight fudging to fit integers, and the colors were ordered to match the sequence of the real-world color spectrum. (This depends entirely on the accuracy of the frequency data.) It would have been very cool if it was possible to shift up the frequency distribution toward higher level myklian by heating up the crystal dome. But there is no evidence such a mechanism ever existed. The dark vorteces might also be read as the infrared part of the light spectrum, if the myklian are characterized as referring to the visible light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Vruul and Dark Vorteces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vruul (gogor) and dark vorteces (dyar rakul) are even more exotic. There may be some kind of weird symbiotic relationship between them, since they have complementary immunities, with the gogor having some properties that do not come from their Shadow World source material. Dark vorteces feed on power (what is now called &amp;quot;mana&amp;quot;) and absorb light, but bright visible light makes them dissipate until it eventually kills them. When they are destroyed they sometimes drop a &amp;quot;hazy tenebrous orb&amp;quot;, which presumably is part of some weird life cycle for them.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
A dark vortece drifts smoothly north, leaving a shadowy haze in its wake.&lt;br /&gt;
&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
The dark vortece collapses in on itself.  You feel an icy chill as the dark form seems to recede into nothingness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The crystal spires in the Huge Cavern make it too bright for the dark vorteces to survive, so they are only able to attack (and feed) near the walls of the cavern and up on the huge stairway. This is implicitly from the crystals refracting and bouncing light around from the glowing fungus. This is seen much more explicitly with a more overt external light source in the Abandoned Mine next to the krolvin warfarers.&lt;br /&gt;
&lt;br /&gt;
Gogor were artificial constructs originally invented by Empress Kadaena as beast servants, which are one example of her history of attempting to make artificial life and producing unliving abominations. Gogor have their own cycle of creation portrayed in the Broken Land, though it is possible the ritual is about feeding pre-existent gogor or waking them up. Most notably, there is a Black Mass style of ritual depicted in the Dark Shrine, where &amp;quot;urns&amp;quot; of dark fluid are poured on a brutally sacrificed body on their stone altar. This is apparently a depraved analog of a chrismarium. While the tall stone jars and foul fluid come from Shadow World source material, these urns of dark fluid and the ritual are unique to GemStone.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of sycophants, dressed in long black robes surround a low stone altar similar to the one in this room.  The figure of a man, twisted and broken, lies on the surface of the stone table while another dark shape pours some &#039;&#039;&#039;foul looking fluid&#039;&#039;&#039; from a small urn out over the tortured man&#039;s body.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
[Dark Shrine, Secret Room]&lt;br /&gt;
Row upon row of tall stone jars stand against the walls of this room.  &#039;&#039;&#039;A strong odor hangs in the air, sickeningly sweet with a subtle bitter, acidic quality.  The fetid odor&#039;&#039;&#039; makes your bile rise, and it is hard to breathe.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look jar&lt;br /&gt;
Dozens, perhaps a hundred tall stone jars stand in rows along the walls.  The jars have been capped with stone disks, and sealed with a substance resembling common stone mason&#039;s mortar.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The urns are kept in a storage room with the tall stone jars. The wording on the dark fluid is remarkable for borrowing the same terminology as the dark acid spray of the magru. The smell in the storage room likewise borrows the wording for the scent of the moss in the Huge Cavern. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a small stream that winds its way through the tall stone spires, creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a &#039;&#039;&#039;sweet, but slightly fetid odor.&#039;&#039;&#039;  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.&lt;br /&gt;
Obvious exits: north, east, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These facts together suggest the moss is mixed with magru acid, which is then poured on sacrificed bodies. The bodies in the burial vault are described as leathery, which suggests they may be a step in the process of vruul creation, ultimately put into the tall stone jars and submerged in the fluid. This burial vault was a locked door (i.e. from the outside) when the Dark Shrine was first discovered.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Storage Room]&lt;br /&gt;
Several tall jars lie on their sides in a heap along one wall next to a stack of heavy disks.  Along the opposite wall is a collection of large ceramic urns, which reek with a &#039;&#039;&#039;fetid sweet odor.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look urn&lt;br /&gt;
The lid of the ceramic urn has been broken, and part of it has fallen away.&lt;br /&gt;
&amp;gt;look in urn&lt;br /&gt;
In the ceramic urns:&lt;br /&gt;
Misc [1]: some dark fluid&lt;br /&gt;
Total items: 1&lt;br /&gt;
&amp;gt;look fluid&lt;br /&gt;
A bitter, pungent odor rises from the &#039;&#039;&#039;dark, disgusting fluid&#039;&#039;&#039; that fills the ceramic urn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The magru appears to be a huge, gelatinous red lump that pulses, swelling and shrinking slightly with a hypnotic rhythm. Its skin glistens with a &#039;&#039;&#039;dark, disgusting ooze.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A magru pulsates violently and a stream of &#039;&#039;&#039;dark fluid&#039;&#039;&#039; shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way and manage to avoid the stream of fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Burial Vault]&lt;br /&gt;
Dark skeletal figures lie in silent repose, stacked one upon the other in tiers of niches carved out of the stone walls.  Their musty odor assails your senses, and adds to the oppressiveness of the chamber.  A low stone slab occupies the center of the chamber, like a raised dais, but there is nothing on it except for a thick layer of dust.  You also see a large bronze door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;gt;look figure&lt;br /&gt;
The mummified skeletons are shrunken and wrinkled.  The &#039;&#039;&#039;dark, leathery forms&#039;&#039;&#039; are covered with an ancient layer of dust.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Much more subtle, these ceramic urns have to harvest the magru fluid in some way, and the word &amp;quot;urn&amp;quot; implies their amphora shape. When such a jar is brought into the Dark Grotto in the &amp;quot;amphitheater&amp;quot; echo chamber, placed in the niches in the walls, the cave would act much like a medieval church with a ceiling built to reflect sound. Medieval churches would use ceramic [https://en.wikipedia.org/wiki/Acoustic_jar acoustic jars] (also called &amp;quot;sounding vases&amp;quot; or &amp;quot;resonance amphora&amp;quot;) set into niches to improve the sound quality. These would capture some of the sound pitches. When we interpret the magru as vibration or sound chasers, they would be drawn to the urns as acoustic jars, filling them with their dark fluid. They might be drawn there by Morgu himself walking down the huge stairway and growling, where the cave dimensions and small tunnels would be consistent with bass pitch being the resonant frequency.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Gogor themselves feed upon the nutritive fluid while they hibernate, and the source material says some did not &amp;quot;survive&amp;quot; the millennia of hibernation, suggesting they do have some need to feed. They have a keen ability to smell blood, and have claws to that effect. The crystal dome is seemingly reincarnating the hooded figures, which may be regarded as a food source themselves. The fact that the excesses of absorbed power in the dome decrease, when left alone, suggests the essence is being spent in some way. Thus the crystal dome may be something like an artificial sun, responsible for driving and sustaining both the geology and ecology of the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sheruvian Monastery=&lt;br /&gt;
The Sheruvian Monastery is a later addition to the Broken Lands and not part of the original story of Uthex Kathiasas. However, it is implied that the Sheruvian cultists are working with the hooded figures, and they possess their own dangerous artifacts. They are using the Broken Lands to form a teleportation network throughout Elanith, which would allow them to move around and execute invasions at will. This was what allowed the greater vruul to leave the monastery, where they used to wander from here into the Dark Shrine. It might explain how the [[Sheruvian harbinger|harbinger]]s suddenly appear with [[nightmare steed]]s.&lt;br /&gt;
&lt;br /&gt;
The mist-shrouded krodera orb with veil-iron veins on the vaalin stand is the master orb. In the past it allowed teleportation to any number of rooms possessing monoliths with their own access orbs, typically places of power such as [[Darkstone Castle]] or [[Melgorehn&#039;s Reach]]. These monoliths in turn provided one-way transport to other rooms. The tapestries in the Summoning Chamber seem to be an anti-parallel concept to the Voln Monastery tapestry, which itself has a parchment that makes little sense in modern history. The monastery possesses some archaisms such as having a dead [[Sabrar]] in the kitchen.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Kitchen, Cold Storage]&lt;br /&gt;
The floor, ceiling and walls of this room have all been covered with iron plating to keep this room at a very frigid temperature.  Large chunks of ice litter the floor with crates of goods stacked between them.  Large flanks of meat hang from heavy iron hooks along the walls of the room.  As you look closer at the flanks, you notice that one of them is an ice-covered body.  You also see a heavy iron door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;glance body&lt;br /&gt;
You glance at an ice-covered body.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look body&lt;br /&gt;
The body appears to have once been an elf.  From the trappings on his armor and equipment, it would seem he was once a member of the Sabrar.  At the moment, however, he is frozen solid.  His hands are bound behind his back and his eyes and mouth are wide open, as if he spent his last moments screaming in agony from the very large hook imbedded in his back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This may have made sense in 1997, but does not make sense with later Vaalor documentation.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Sheruvian monastery was opened by [[Draezir]] around December 1997. It was involved in the [[Shar]] storyline, where they struggled for control. The few accounts that exist of this story involve accessing &amp;quot;the Arkati Workshop&amp;quot;, which is everywhere and nowhere, using the Sphere of Midnight which shut off the crystal dome at one point. Shar wanted to control the power draining dome, and Draezir at one point shut off the runes in the Misty Chamber. It is unclear now if the Summoning Chamber orb is the Sphere of Midnight, as well as whether the Arkati Workshop had something to do with the Broken Lands itself.&lt;br /&gt;
===Master Orb===&lt;br /&gt;
The master orb is no longer functional. It would give visions of target rooms in the material world, which amounts to both seeing and traveling across worlds, or planes of existence if the Broken Lands is interpreted that way. These krodera and veil-iron orbs are deeply anti-magical artifacts. They will almost always rip off your spells, steal your mana, and inflict severe nerve damages if you test them.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Monastery, Summoning Chamber]&lt;br /&gt;
Wisps of smoke waft up from a black vaalin censer mounted on one richly panelled wall, filling the room with a sweet, sulfurous scent.  The walls are hung with ancient tapestries depicting the magical arts, and low cabinets along the walls hold a variety of phials, bottles, and leather tomes behind securely latched glaes panels.  A single incandescent globe is suspended from the ceiling, illuminating the room with its eerie glow.  You also see some carved haon double doors, an ancient hand-woven tapestry and a long vaalin worktable with a mist-shrouded krodera orb on it.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look orb&lt;br /&gt;
Resting atop an intricate vaalin filigree stand is a large, krodera orb covered with veins of pure veil iron.  The filigree work on the stand portrays hordes of daemon clutching at the orb.  The daemon&#039;s hands extend up from the base, their claws digging into the surface of the orb, securing it in place.  The orb pulses rhythmically with a dull red glow.  The veil iron veins seem to writhe as the opposing magics caress them and tap their power.  A swirling mist surrounds the orb as if protecting it.  There is a small, gem-shaped, indentation in the stand which is empty.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You reach up to touch the orb.  The smooth cold surface seems solid enough, but when you tentatively move your hand towards it, some force begins to pull you forward!  You pull your hand back in alarm, glancing warily at the orb.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the orb, which gives you a slight shock.&lt;br /&gt;
You succeed in upsetting the mist, but nothing more.&lt;br /&gt;
&lt;br /&gt;
A large brown rat bolts out from under the worktable quickly followed by a hissing black cat, spitting its annoyance at the rat for its intrusion.  As they enter the crimson vaalin summoning circle on the floor, pale blue bolts of lightning arc out from the krodera orb, engulfing both of them!  When the smoke clears, nothing remains of either of them except for the lingering stench of burnt hair and a small splotch on the floor just inside of the circle.&lt;br /&gt;
&lt;br /&gt;
You notice a tiny spider begin to work its way up the intricate vaalin stand.  As the spider&#039;s legs touch the surface of the orb, it flares with a sickly green light.  As your vision clears, you notice that nothing remains of the spider.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Sheruvian monastery is older than the current materials documentation. The most recent lore at the time it was created was the Shadow World metals information, where the I.C.E. Age analogs of [[ICE materials#Kregora|krodera]], [[ICE materials#Star iron|veil iron]], and [[ICE materials#Vaanum|vaalin]] were the rarest metals known to exist. Krodera and veil iron were extremely expensive alloys. Vaalin was an extremely rare pure metal used for weapons, unusually lethal to the living, only known to exist on the moon of the Dark Gods. Only cultists should have it. This is probably the context that explains why vaalin became the metal for the most expensive lockpicks.&lt;br /&gt;
&lt;br /&gt;
===Monoliths===&lt;br /&gt;
The monoliths are hidden in the background of rooms scattered throughout the older parts of GemStone, but they cannot be found with the search command. Some can be looked or glanced at regardless. These no longer work. It was possible to charge them up and use them to teleport to another fixed monolith room, sometimes allowing relatively easy access or escape from difficult spots.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Melgorehn&#039;s Reach, Lost in the Fog]&lt;br /&gt;
You are in a dense fog bank and can see absolutely nothing.  You realize that you can probably back out of here easily enough.&lt;br /&gt;
Possible paths: out&lt;br /&gt;
&lt;br /&gt;
XXX glances at an ancient granite monolith.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look monolith&lt;br /&gt;
Twisting runes and carvings along the face of the monolith dance in your vision causing you to sway uneasily.  You can&#039;t seem to keep a clear focus on them long enough to decipher what they mean. Imbedded into the monolith is a large, krodera orb covered with veins of pure veil iron.  The detailed stonework around the orb portrays hordes of daemon clutching at the orb.  The daemon&#039;s arms extend toward the orb, their claws digging into the its surface and securing it in place.  The orb pulses rhythmically with a dull red glow.  The veil iron veins seem to writhe as the opposing magics caress them and tap their power, and a swirling mist surrounds the monolith as if protecting it.  There is a small, gem-shaped, indentation just above the orb which is empty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following are known rooms that have (or should have) monoliths or possibly some other equivalent mechanism. [[Darkstone Castle]] has its own internal monolith network.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;Area&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Room&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Lich #&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Other Information&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Monastery, Summoning Chamber]&lt;br /&gt;
 |6665&lt;br /&gt;
 |The hidden monolith in this room should lead to the Reading Room outside it.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Monastery, Reading Room]&lt;br /&gt;
 |6663&lt;br /&gt;
 |This is inaccessible or some other object name. It should go to the Dark Shrine.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Dark Shrine, Secret Room]&lt;br /&gt;
 |19265&lt;br /&gt;
 |Uncertain where this one heads next.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Sheruvian Monastery, Chapel]&lt;br /&gt;
 |6653&lt;br /&gt;
 |There should be something in this room. It might be the runes on the altar.&lt;br /&gt;
 |-&lt;br /&gt;
 |Melgorehn&#039;s Reach&lt;br /&gt;
 |[Melgorehn&#039;s Reach, Lost in the Fog]&lt;br /&gt;
 |N/A&lt;br /&gt;
 |This should lead to Lake Eonak at the base of the mountain.&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(*) This list is very incomplete. There would also be something in Darkstone and under Wehnimer&#039;s Landing.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Visions===&lt;br /&gt;
The orbs are probably not loosely based on the Ilarsiri, &amp;quot;the eyes of far vision&amp;quot;, the Shadow World analog of the Palantiri from Tolkien&#039;s &#039;&#039;Lord of the Rings&#039;&#039;. But it is worth mentioning. Melgorehn&#039;s Reach is likely loosely inspired by &#039;&#039;The Hobbit&#039;&#039;, and the orb vision of the burning of the tree in Town Square Central could be analogous to the burning of the white tree of Gondor. This is a stretch. The Ilarsiri had capabilities variable &#039;&#039;&amp;quot;depending on the mental prowess of the wielder.&amp;quot;&#039;&#039; At the least they allowed the user to &#039;&#039;&amp;quot;see across great distances, and even gulfs of time. There is some evidence that they could be used for darker purposes as well, a capability unintended by their maker.&amp;quot;&#039;&#039; They were set in pedestals of stone or wrought metal formed like a many-branched tree. Ours are in a stone monolith and a vaalin filigree stand.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The orb on the worktable pulses once with a deep crimson light.  You feel its power reaching out to you, and you are unable to tear your eyes from it!  The power of the orb begins to overwhelm you, and you feel disoriented as your mind fills with the image of another place...&lt;br /&gt;
&lt;br /&gt;
[Town Square Central]&lt;br /&gt;
This is the heart of the main square of Wehnimer&#039;s Landing.  The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith.  At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree.  The oak is tall and straight, and it is apparent that the roots run deep.  You also see an herbal remedy donation bin and some stone benches with some stuff on it.&lt;br /&gt;
Obvious paths: northeast, east, southeast, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
Flames are rapidly consuming the tree as the clerics and empaths gathered attempt to attend to the wounded and dying.  Every person in the square is covered with burns, and you can almost hear the screams of suffering in your mind.  The vision fades as quickly as it came, and you collapse to the ground in horror.  The faint smell of burning flesh lingers in the air.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This concept of a vision orb in the summoning chamber is consistent with the idea that the crystal dome is partly inspired by the Shining Trapezohedron. When Sheruvian bodies disappear they do so with a crimson aura, which is the same color thrown off by the teleportation orbs. This might be coincidental mood coloring or it might imply a reincarnation method in the same way as the hooded figures. It is also consistent with the Lovecraft subtexts to have a monastery to the dark god of insanity and nightmares, though Sheru was not a god of madness until the &amp;quot;[[ICE gods#Sheru|intermediate]]&amp;quot; period gods documentation. He still had a hyena head when the monastery was built. But it is dubious to try to read such continuity into the Sheruvian Monastery, which is likely supposed to represent Lornon rather than anything more exotic.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Research]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Research:The_Broken_Lands&amp;diff=205859</id>
		<title>Research:The Broken Lands</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Research:The_Broken_Lands&amp;diff=205859"/>
		<updated>2023-08-22T22:28:21Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: magru vs tergon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ICE}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&lt;br /&gt;
This is a research page for interpreting [[The Broken Lands|the Broken Land]] in its original historical context. It is impossible to understand the Broken Land without the [[Shadow World]] source books, as its basic premise is elaborating relationships from that world setting. However, it was also made with its own specific lore texts which were unique to GemStone III, which would be considered non-canonical in Shadow World. It becomes a matter of interpreting and guessing at the intent. The Broken Land most likely also has more cryptic symbolic meaning relating it to the archaic death theology and mechanics of [[Purgatory]], and should probably be interpreted as a spin-off story of [[The Graveyard]].&lt;br /&gt;
&lt;br /&gt;
The Broken Land was introduced by GM Kygar in the [[ICE age|I.C.E. Age]] in a few phases between 1992 and 1994, with the exception of the Sheruvian monastery, which was instead after the De-ICE by GM Sayzor in late 1997. What is now called the [[Lysierian Hills]] was built to be an idyllic contrast around a hidden portal to an exotic locale, which was then chosen to have an &amp;quot;Unlife invasion&amp;quot; theme, elaborating on the relationship between the servants of the Unlife with the Dark Gods in the [[Wars of Dominion]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archaic GemStone III Documentation:&#039;&#039;&#039;&lt;br /&gt;
* [[A Popular History of the Broken Lands]] (1993)&lt;br /&gt;
* [[The Temple of Darkness Poem]] (1994)&lt;br /&gt;
* [http://web.archive.org/web/20010412164311/http://www.se.mediaone.net/~kulbaen/lang.html Iruaric Language Notes] (1994)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Related Projects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following research pages are interrelated with the subject of this one:&lt;br /&gt;
&lt;br /&gt;
* [[Research:The Graveyard]]&lt;br /&gt;
* [[Research:Shadow Valley]]&lt;br /&gt;
* [[ICE gods]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Heretic&#039;s Guide: Historical Exploration Series&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are YouTube videos covering the subject of this research page as documentaries:&lt;br /&gt;
&lt;br /&gt;
* Episode 1: History of the Broken Lands - https://www.youtube.com/watch?v=xzYGXwLucMU&amp;amp;t=0s&lt;br /&gt;
* Episode 2: I.C.E. Age Context - https://www.youtube.com/watch?v=IvzIuvGSFEc&amp;amp;t=0s&lt;br /&gt;
* Episode 3: Allegorical Interpretation (Half is Only Audio) - https://www.youtube.com/watch?v=QeMwlGn_6BA&amp;amp;t=0s&lt;br /&gt;
&lt;br /&gt;
=Shadow World=&lt;br /&gt;
The world setting of GemStone III in the I.C.E. Age (Dec. 1989 - Sept. 1995) was set on [[Kulthea]] rather than [[Elanthia]]. This is the archaic [[Shadow World]] historical timeline, in contrast to the modern [[History of Elanthia]]. The story for the Broken Lands is &amp;quot;The Broken Land&amp;quot;, but on the Wiki is labeled &amp;quot;[[A Popular History of the Broken Lands]]&amp;quot; (1993), and it is set in the context of Shadow World. (The pluralization into &amp;quot;Broken Lands&amp;quot; is a De-I.C.E. distortion.) This means the details and areas associated with the story must be interpreted in terms of the contemporary Shadow World source books. More subtly, it must be interpreted using books of an early enough date, as details first existing in later books would be apocryphal.&lt;br /&gt;
&lt;br /&gt;
==Methodology==&lt;br /&gt;
The Broken Land was developed late enough for Shadow World Master Atlas, 2nd Edition (May 1992) to potentially be relevant. However, the specific [[Iruaric]] glossary that was adapted and Iloura&#039;s shrine must have been from earlier books, coming instead from Shadow World Master Atlas Addendum (1990). The Master Atlas Addendum in particular has some vestigial admixtures of the Unlife on Charôn, the moon of the Dark Gods, before that language was removed from later books. (This page uses the spelling Charôn, but it most commonly appears as Charón in the books.) For explanations of paleo-history, crypto-history, and potential weaknesses of methodology, see [[Research:The Graveyard#Paleo-History|Research:The Graveyard]].&lt;br /&gt;
===I.C.E. Source Books===&lt;br /&gt;
These books are especially likely to have some degree of relevance to the story. The Uthex Kathiasas story is unique to GemStone, it does not exist in the source books.&lt;br /&gt;
&lt;br /&gt;
* Shadow World Master Atlas, 1st Edition (1989)&lt;br /&gt;
* Shadow World Master Atlas Addendum (1990)&lt;br /&gt;
* Demons of the Burning Night (1989)&lt;br /&gt;
* Quellbourne: Land of the Silver Mist (1989)&lt;br /&gt;
* Creatures &amp;amp; Treasures II (1989)&lt;br /&gt;
&lt;br /&gt;
===Authorial Intent===&lt;br /&gt;
Some information is recorded on the authorial intent of the Broken Land, which helps constrain the range of possible interpretations. GM Kygar did an interview in the [[List of newsletters|Kulthea Chronicle]], Volume I Issue V, which was the September/October issue of 1994. In this he describes how the whole concept was formed before any of it was created, and even the history was apparently written before any of it was built. The Seolfar Strake is north of the [[High Plateau]] on the [[Quellbourne]] maps, unlike the post-I.C.E. Age maps which place the Lysierian Hills south of Glatoph. Kygar describes making this region as a contrast for the Monastery, and describes earlier in the interview that the Kral (Modern: [[Krolvin]]) were only added after the fact to the Seolfar Strake in 1994 because of combat mechanics needs, as opposed to the &amp;quot;natural-growth&amp;quot; approach that was used for the original parts.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The second approach is to come up with a concept or a &#039;main thread&#039; and then to allow an area and the creatures to grow up around that concept. I think of this as a &#039;natural-growth&#039; design, rather than addressing some specific need. Most of the Seolfar Strake, Monastery and areas beyond the Monastery are of this design concept. Because they are &#039;natural-growth&#039; design, they do not always address the needs of every character class or type. I don&#039;t see a problem with that, and make no apologies for it. If there are &#039;gaps&#039; in the area or creatures, then those gaps can be filled by other areas and other creatures.&lt;br /&gt;
&lt;br /&gt;
When I started on the Seolfar Strake, I decided to have a natural sylvan setting in the foothills of a mountain, along with some buried ruins that contained a gate to a more remote and exotic locale. After looking at the [[Quellbourne|Quellbourn]] map, I decided on Seolfar Strake as the location, since that was a previously untouched area of the island. Having a general idea of the setting and situation, I then had to search for a theme to justify it all. &#039;&#039;&#039;I read through a lot of background material about Kulthea,&#039;&#039;&#039; looking for a good plot to have it all revolve around. &#039;&#039;&#039;I settled on an Unlife invasion theme,&#039;&#039;&#039; but wanted to &#039;&#039;&#039;add a twist that had not yet been explored.&#039;&#039;&#039; The &#039;&#039;&#039;background material made it clear that the Unlife and the Lords of Charôn had worked together during the Wars of Dominion.&#039;&#039;&#039; I selected that as the theme.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), page 18&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This &amp;quot;background material&amp;quot; has no modern analog in the world setting of Elanthia, so the &amp;quot;theme&amp;quot; of the Broken Land is highly archaic. In the following paragraph he describes the additional background material that is not canon in Shadow World or Rolemaster. These include the [[A Popular History of the Broken Lands|legend]] of [[Uthex Kathiasas]] itself, the modified [[Iruaric]] glossary (1994), and the [[Temple of Darkness Poem]] (1994). The purpose of the Monastery in preventing the servants of the  Unlife from &#039;&#039;exiting&#039;&#039; the Broken Land is particularly interesting, because the story might have been read as the monastery and portal being hidden so that it could not be found.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Anyone who has not read the additional background material about the Monastery and areas beyond that are in the [[Tomes of Kulthea]] should do that. The legends and information that I came up with are &#039;&#039;&#039;not official RM material,&#039;&#039;&#039; so the only place you will find them is in the Tomes. Reading those should explain the exact history and plot of the area, &#039;&#039;&#039;though it does not give you every possible detail.&#039;&#039;&#039; Only &#039;&#039;&#039;after I have written a history and background foundation&#039;&#039;&#039; for an area like this, do I &#039;&#039;&#039;actually start building.&#039;&#039;&#039; I think the effect in the Seolfar Strake works. The approach is quiet and sylvan, with nary a hint of the dark struggle that takes place within the mountain. The Monastery itself fits the historical purpose for which it was designed, and that was &#039;&#039;&#039;to guard against intrusions of the Unlife through the gate that is located there.&#039;&#039;&#039; By reading the history and then really exploring and looking at the Monastery itself you can easily get a feel for the centuries of dedicated labor that the monks served. You can understand how their increased isolation from the rest of the world made them lonely and restless. In the end, they succumbed to the very powers that they were set to guard against and became servants of the very powers that they opposed. It&#039;s a tragic tale I guess.&amp;quot; Kygar smiled a little.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In any event, given that tale it was easy for the creatures to develop themselves. The wild creatures in the outer Strake are natural for that setting. The spectral monks and monastic liches in the Monastery are a very natural result of the history of the place. The general abilities of all these creatures are pretty natural.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), pages 18 &amp;amp; 24&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kygar then went on to explain that the Broken Land itself is designed as an extension of the Monastery story, and that there is unifying theme and purpose behind all of it. He explicitly says that there is more to it than its surface meaning, and that you have to dig into the background to understand what it all means. Though part of what he is talking about is the dome puzzle, which most likely had some functionality that has since been removed. There is notably a weird cryptic tower that is somehow connected to the Monastery sewer, which may have once been connected in some puzzle way to the crystal dome. It may have once been possible to transport to this tower through the dome, and then physically access the sewer through some kind of portal in the tower.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;The area beyond the Monastery is an extension of the story.&#039;&#039;&#039; It was all developed in the same way. There is &#039;&#039;&#039;a theme and tale behind all of it&#039;&#039;&#039;, and &#039;&#039;&#039;in light of that theme it all makes sense.&#039;&#039;&#039; I don&#039;t want to go into Man&#039;Ta Pn&#039;Tairken in too much detail because there are some (hopefully) neat things there for people to discover on their own. I can only encourage people to &#039;&#039;&#039;look beyond the surface.&#039;&#039;&#039; Dig into the Tomes and &#039;&#039;&#039;find the stories that give it all meaning.&#039;&#039;&#039; My areas and creatures are more than simple conglomerates of game mechanics. &#039;&#039;&#039;They have purpose and reason behind them,&#039;&#039;&#039; well most of them anyway, and by understanding that reason you should be better able to discover how to deal with them.&amp;quot; He chuckled to himself. &amp;quot;Hmm, that was a pretty long answer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GM Kygar; Kulthea Chronicle, Volume I Issue V (1994), page 24&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The most parsimonious approach is to take Kygar on face value that &amp;quot;the Unlife and the Lords of Charôn had worked together during the Wars of Dominion.&amp;quot; In this way the relatively modern alphabetic writing of Iruaric in the Broken Land would have been written in the Second Era, and the Loremasters were at least somewhat knowledgeable of Iruaric. The creatures would have been named in Iruaric in the Second Era. The simplest explanation for the time paradoxes mentioned on this page would be for the statue of Morgu to not actually be a statue, but instead Morgu himself hibernating much as the gogor (vruul) do in their tall stone jars. In this way there would be Unlife cultists working with Morgu in the Second Era and seducing Uthex while Morgu was asleep. Morgu would then be taken to have been made as a servant of Empress Kadaena in the First Era, and so himself a native First Era speaker of Iruaric.&lt;br /&gt;
&lt;br /&gt;
==Empress Kadaena==&lt;br /&gt;
[[Empress Kadaena]] is at the heart of the hidden meaning of the Broken Land. In the [[First Era]] of the Shadow World history, the Lords of Essaence weakened the barriers between worlds with their portals, including Portals on the moon Charôn. Many thousands of years later these dormant portals on the moon interacted with the comet [[Sa&#039;kain]]. This was what allowed the Dark Gods to first enter, or perhaps return, to this plane of existence in the [[Second Era]]. It was also what allowed the servants of the Unlife to begin appearing on Charôn. These dark forces eventually unleash the Wars of Dominion.&lt;br /&gt;
&lt;br /&gt;
The actual &amp;quot;name&amp;quot; of the Broken Land is the Man&#039;Ta Pn&#039;Tairken, which is Iruaric for the &amp;quot;Home of Broken Lore&amp;quot;. This would be the name given to it by the Loremasters in the Second Era. Iruaric was the language of Kadaena&#039;s servants, an extended family known as the K&#039;ta&#039;viiri or &amp;quot;Lords of Essaence&amp;quot;. The monsters in the Broken Land were originally named in Iruaric, and it is the language used in the Dark Shrine. It was also used originally in the crypt in The Graveyard.&lt;br /&gt;
&lt;br /&gt;
===Charôn===&lt;br /&gt;
The Wars of the Dominion and the Unlife are mentioned all the way back in The Iron Wind source book of 1980. &amp;quot;Empress Kadena&amp;quot; and the &amp;quot;Lords of Essence&amp;quot; exist in the 1984 books, but they were not wedded yet to the &amp;quot;K&#039;ta&#039;viir&amp;quot; of Spacemaster or a language called Iruaric. In the Shadow World Master Atlas, 1st Edition (1989) the Dark Lords of Charôn are not defined yet as a pantheon, where the moon Charôn is instead associated with servants of the Unlife. There is reference to underground caves and tunnels, but the relevant details are not given until the Master Atlas Addendum in 1990.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Charôn is considered an evil presence by most Kultheans, who believe that the orb is a haven of strange, otherworldly beings and presences. Once again, superstition is not without a basis in fact, for Charôn is indeed a gate-world which hovers on the boundary between dimensions. Beneath the shining icy surface are myriad caves and tunnels - hiding places for the unspeakable. It is shunned by the Lords of Orhan. When Charôn passes close the inhabitants of the Great Moon are especially vigilant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 17&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 20&lt;br /&gt;
- Tomes of Kulthea #1046&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Jaiman source book of 1989 these evil otherworldly beings are &amp;quot;servants of the Unlife.&amp;quot; These servants were able to leave Charôn on the Night of the Third Moon in the 1989 books. It is an idiosyncratic point in the 1989 books that Kadaena, in spite of having been dead for over a hundred thousand years, is sometimes still described as the leader of the forces of Unlife in the Wars of Dominion.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Dark cults worship Charôn. They consider the zenith to be a time of particular importance, a time when &#039;&#039;&#039;servants of the Unlife are able to leave their home on Charôn&#039;&#039;&#039; and come to the Shadow World. ... The Amulet of Charôn is listed as an NPC because it has schemes, goals, and powers of its own, and should be treated like an NPC by the GM. This device is an ancient artifact dating back to the Wars of Dominion at the end of the Second Era. It was a tool created by the servants of Kadæna as one of their many plots of subversion - the prelude to all-out war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Jaiman: Land of Twilight (1989); page 46-47&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dark cults worship Charôn. They consider the zenith to be a time of particular importance, a time when &#039;&#039;&#039;servants of the Unlife are able to leave their home on Charôn&#039;&#039;&#039; and come to the Shadow World.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 37&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 113&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the vestigial text which survives in the Master Atlas Addendum from earlier versions of I.C.E. books, where servants of the Unlife are still associated with Charôn, whereas there is now also a pantheon known as the Dark Lords of Charôn. The Dark Lords were the ones primarily responsible for the Wars of Dominion, whereas it was the servants of the Unlife who were in the books prior to 1990. This is the context for Kygar&#039;s theme of the two factions working together in the Wars of Dominion. Of special note is that in the Master Atlas Addendum the forces of Unlife are &amp;quot;imprisoned&amp;quot; on Charôn instead of banished off-world into &amp;quot;the Void.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
2,000 SE - First appearance of servants of the Unlife.&lt;br /&gt;
&lt;br /&gt;
6,450 - 6,825 SE - Wars of Dominion. Even the Lords of Orhan come to Kulthea to join in combat against the legions of the Unlife. After centuries of strife, the dark forces are destroyed or rendered ineffective, and the &#039;&#039;&#039;the Unlife is driven back into the Void.&#039;&#039;&#039; Unfortunately, there is no way to ensure that it cannot re-enter the World at some future time. Enchanted, immortal Guardians are set at the &#039;&#039;&#039;Gates of the Void.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 9&lt;br /&gt;
- Tomes of Kulthea #1015&lt;br /&gt;
- Tomes of Kulthea #1016&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even the Lords of Orhan descend to Kulthea to combat the legions of the Darkness. &#039;&#039;&#039;The Unlife is driven back and imprisoned on Charôn,&#039;&#039;&#039; all of its powerful servants destroyed. Many valiant Loremasters and Sages are killed, however. Unfortunately, there is no way to ensure that the Unlife cannot re-enter the world at some future time. Enchanted, immortal Guardians are set at &#039;&#039;&#039;the Portals.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Masters of Emer are revealed in their full majesty as Titans and join the forces of the Light. Even the Lords of Orhan descend to Kulthea to combat the legions of Darkness. &#039;&#039;&#039;The Dark Gods are driven back and imprisoned on Charôn,&#039;&#039;&#039; their powerful servants destroyed. Many valiant Loremasters and Sages are killed, however. Enchanted, immortal Guardians are set at the Portals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 131&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;The Void&amp;quot; is discussed in more detail on [[Research:The Graveyard]]. The shift to replacing it with the word &amp;quot;Portals&amp;quot; is emphasizing the origins of the gates in the Lords of Essaence.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;c. -15,000 - -10,000:&#039;&#039;&#039; Althan civilization begins to evolve into a unique combination of technology and &#039;magic&#039; (the Essaence power). Society also polarizes, with the Essaence aepts (mostly the K&#039;ta&#039;viiri) becoming a privileged upper class. A number of &#039;&#039;Portals&#039;&#039; are constructed on Kulthea &#039;&#039;&#039;(and several on Charôn)&#039;&#039;&#039;; these gateways allow direct access to a selected few of the parallel dimensions. Althan scientists master techniques for &#039;&#039;&#039;opening and closing such gateways,&#039;&#039;&#039; sometimes &#039;&#039;&#039;using artifacts such as powerful crystals.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. -14,500:&#039;&#039;&#039; First reappearance of the comet &#039;&#039;Sa&#039;kain&#039;&#039;. It returns every 1500 years, though the proximity to Kulthea varies dramatically with each pass: sometimes brighter than Orhan in the night sky, sometimes all but invisible to the unaided eye. Its presence coincides with violent Flow-storms and &#039;&#039;&#039;serious disruption of the Portals.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. -250 - 0:&#039;&#039;&#039; ... Indeed, large areas of Kulthea are laid waste as the Uruths destroy the remaining K&#039;ta&#039;viiri, using channels of raw Essaence. The backlash from this power destroys or damages many of the ancient Portals, leaving them &#039;open&#039; without control. Strange creatures and destructive demons of the Void begin to &#039;&#039;&#039;enter this universe through the broken Portals.&#039;&#039;&#039; ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;c. 0:&#039;&#039;&#039; The final conflict of Utha and Kadaena takes place on Kulthea. Kadaena is beheaded by Utha himself, wielding a weapon known as the &#039;&#039;Soulsword.&#039;&#039; By a last effort of Utha, the Flows of Essence are altered to imprison the intruders: by placing the &#039;Eyes of Utha&#039; at the poles, he prevents further influx of the strange and hideous creatures. While it was always believed that Utha caused the Flows to shift dividing the world into hemispheres, that was merely a side-effect of the crystals which he placed at the two poles of the planet. Their real effect was to insulate Kulthea from the radiations of the interdimensional rift, and thus &#039;&#039;&#039;inhibit Demonic incursions from the Void.&#039;&#039;&#039; ... A secret cabal is formed at this time; led by none other than Utha&#039;s son Daenku, it is made up of eight surviving rebels and calls itself the Ahrenreth (Ir. &amp;quot;Secret Circle&amp;quot;). Their mission is to ensure the safety of the Eyes of Utha and to continue &#039;&#039;&#039;to close errant Portals (or &#039;Shadowgates&#039;). These Portals, though severely limited by the Eyes of Utha, still allow demonic beings limited access to Kulthea.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 10-11&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The comet Sa&#039;kain returns in 1900 Second Era, interacting with those same portals on Charôn. Thus, the Dark Gods arrive in this universe through the broken ancient Lord of Essaence portals on Charôn, which were opened and closed with powerful crystals. This is highly suggestive for the Broken Land, where a shrine of Morgu uses Iruaric, which naively makes no sense as a severe anachronism. The Lords of Essaence and Dark Lords should be from entirely different time periods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
1900: The Comet &#039;&#039;Sa&#039;kain&#039;&#039; returns, passing very close to Kulthea. The Third Moon (Charôn) passes through the long, fiery tail of the comet, and the Essaence of the comet&#039;s tail interacts with &#039;&#039;&#039;the gates of the moon.&#039;&#039;&#039; New creatures and beings (they are eventually called the &#039;&#039;Dark Gods&#039;&#039;) are transported into the Kulthean universe - and a presence of unspeakable evil arrives on Charôn.&lt;br /&gt;
&lt;br /&gt;
c. 2000: First appearance of servants of the Unlife on Kulthea.&lt;br /&gt;
&lt;br /&gt;
c. 4000 - 6450: The Dark Gods begin systematically gathering evil creatures into a host of darkness.&lt;br /&gt;
&lt;br /&gt;
c. 6450: Another close passage of the comet provides the &#039;&#039;&#039;necessary energy to open the way for hordes of demonic servants.&#039;&#039;&#039; Volcanic eruptions, flow storms, and earth tremors rock the planet, destroying fortresses and cities. The Dark Forces are ready.&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 12-13&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: These are Second Era dates. There is a 100,000 year Interregnum between the First Era negative dates and these dates.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Imprisoned&amp;quot; in the Third Era must be interpreted loosely, though some were more literally imprisoned. The Dark Lords are able to travel to the world below for a matter of hours every 24 days when Charôn is closest to Kulthea (page 38), though &amp;quot;certain gods&amp;quot; (unspecified) can do so during the &amp;quot;Night of the Third Moon&amp;quot;, which is instead a zenith event. This may be a retcon of the vestigial language about &amp;quot;servants of the Unlife&amp;quot; on that subject on page 37. The Dark Lords may also send themselves for 10 hours through very powerful Gates, or indefinitely through a ritual summoning with continual sacrifices. What it really means is probably that at the end of the Wars of Dominion, the Lords of Orhan set &amp;quot;Guardians&amp;quot; at the major portals, so that the Dark Gods would be unable to use them without tripping a kind of alarm. Later Shadow World books clarified this by stating that the Dark Lords were able to escape Charôn again in the 3000s Third Era, so the rules on their transportation restrictions in the books are meant to be interpreted as how things are &amp;quot;now&amp;quot; in the 6000s Third Era. Since that is the present of the world setting.&lt;br /&gt;
&lt;br /&gt;
The Emer (1990) book on page 8 does not necessarily say the Dark Gods first arrived in 1900 Second Era, but rather they gained &amp;quot;easy access&amp;quot; to the world because Charôn &amp;quot;acquires a special access to the negative planes&amp;quot; (i.e. Chaos planes), and later Shadow World books have them first arriving instead in 450 Second Era which causes the Lords of Orhan to reveal themselves. Later books also refer to the souls of their followers being sent through portals on Charôn to the Pales, but this was not established early enough to be relevant, though a similar concept might be involved with older text on the Void.&lt;br /&gt;
&lt;br /&gt;
===Vruul===&lt;br /&gt;
[[Empress Kadaena]] was the &amp;quot;Queen of Evil&amp;quot; who invented the gogor, which were re-named &amp;quot;vruul&amp;quot; after the I.C.E. Age in GemStone III. These were one of several examples of Kadaena making malevolent artificial constructs as servants. Gogor are essentially gargoyles made of flesh. They can be considered leathery statues, similar to the Morgu statue in the Dark Shrine, which is likely what woke up and caused the damages to the shrine (and for which the huge stairwell is used in the Dark Grotto.) They slumbered for thousands of years in tall stone jars of foul dark fluid until dark priests woke them up in the Second Era. There is a typographical error on page 37 of the Master Atlas Addendum that says &amp;quot;See Parts IV &amp;amp; V (Demons)&amp;quot; for minions lurking below Charôn, but Part V is actually the section containing Kadaena&#039;s constructs.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Once the skies were blackened with thousands of these winged beasts, but that was &#039;&#039;&#039;in the First Era, when Kadaena ruled.&#039;&#039;&#039; It was thought that those few Gogor who survived the Conflict had perished over the stretch of time, but the world is not so fortunate. Guided by hints millennia old, the dark priests searched deep in lost caverns and the ruins of ancient citadels. They found crypts, and within them row upon row of stone jars, seven feet tall, their lids sealed. Sleeping within each, submerged in a foul but nutritive fluid, was an unspeakable &#039;&#039;&#039;beast-servant of the Queen of Evil&#039;&#039;&#039;, waiting through the long years until needed again. Some did not survive the eternity of suspension, but many darken the skies of Kulthea again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas (1990), Part V; page 34&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Gogor are &amp;quot;black as midnight&amp;quot; with tough hides and leathery wings. They have green glowing eyes allowing them to see in complete darkness, powerful claws, and have an extremely good sense of smell. It is not included in their GemStone creature description, but they have long poisonous prehensile tails. This is depicted on the statue in the Dark Shrine, though oddly those gogor have blood red eyes. Minor gogor of the Dark Shrine might not have tails.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Lo thal ta shin.]&lt;br /&gt;
&lt;br /&gt;
You feel a tingling sensation run through your body and suddenly you see...&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, &#039;&#039;&#039;ghastly&#039;&#039;&#039; statue that dominates the center of the chamber, the sense of evil is a palpable force that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dark Spirit Morgu (Modern: Marlu) looked exactly like an enormous gogor, and collected them as his favored pets, but the reason why is never explained in the source books. (His statue in the Dark Shrine notably has the Orhan deity enlarged avatar height of 12 feet.) The invoking elements for the gateway in his shrine being Iruaric are strongly implying an ancient relationship with the Lords of Essaence. &amp;quot;Thro dyar K&#039;mur&amp;quot; in particular is implying he was made to guard Empress Kadaena. The statue itself (importantly in this context) has to be touched to trigger the Iruaric command for returning to the Dark Grotto.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Fire-demons are associated with destruction and typically serve the forces of terror. The mightiest of these creatures, the Flamesouls, are corrupted demigods in the service, whose avarice and hunger for hegemony led to their fall from grace. &#039;&#039;&#039;These vile, vengeful Demons serve Kadæna,&#039;&#039;&#039; although most were imprisoned on other planes at the end of the &#039;&#039;&#039;Wars of Dominion&#039;&#039;&#039;, or were utterly destroyed. The few survivors retreated into the depths of the underworld in order to survive until they could regain strength and exploit new opportunities. They repose like a dormant curse upon the world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas: Inhabitants Guide (1989), page 34&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire-demons are associated with destruction and typically are summoned by the forces of evil. Their power comes from the depths of the earth and the energy of the sun; they love the day and fiery caverns. Driven by avarice for power and death, they are among the most fearsome of demons. &#039;&#039;&#039;The favored guardsmen of Kadaena,&#039;&#039;&#039; most were banished forever in the &#039;&#039;&#039;Final Conflict&#039;&#039;&#039;. But some were actually imprisoned within deep caverns, unable to return to their planes and yet unslain. They await the unwary who might free them and find death as a reward.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990), page 18&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The citadel of &#039;&#039;Ahrenraax&#039;&#039; (Ir. the &amp;quot;Secret Claw&amp;quot;) was located in the cool waters southwest of Emer. Stewardship of this volcanic island fortress was given to the Lord Ordainer &#039;&#039;Morloch&#039;&#039; (once known as Shuraax the Fire Claw, &#039;&#039;&#039;bodyguard of Kadaena)&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 63&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This has some precedence in other books, such as the Inhabitants Guide (1989), where she has fire demons as bodyguards. In the Emer (1990) book she had an Ordainer bodyguard. It might also pertain to the vestigial text about her followers having fashioned the first of the Great Demons, which is a holdover from older I.C.E. source books where the demonic were created artificially by the Lords of Essence.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The coming of the Unlife, a vast power which feeds upon destruction, brought to light (and to darkness!) cults and orders dedicated to evil; &#039;&#039;&#039;Great Demons were fashioned by the most powerful of the Lords who had fallen under the influence of the Unlife, led by the Empress Kadæna.&#039;&#039;&#039; Wise but twisted in spirit, &#039;&#039;&#039;the servants of the Shadow&#039;&#039;&#039; offered knowledge beyond that which the Loremasters deigned to give such &amp;quot;lesser beings,&amp;quot; and the power of the Unlife grew unfettered in the Second Era. The 300-year-long Wars of Dominion concluded the Second Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Theories regarding the origins and creation of Demons are plentiful and contradictory, but the most commonly accepted explanation is that &#039;&#039;&#039;they were created by the Lords of Essence out of that force itself,&#039;&#039;&#039; and they exist on some other plane, waiting to be called forth. &#039;&#039;&#039;Now, most serve the Unlife.&#039;&#039;&#039; Whether Demons are intrinsically evil in nature or not is another matter open to speculation, and it is doubtful that the answer is soon forthcoming, since few users of Essence who are not already servants of the Unlife are willing to risk summoning one of these terrors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Cloudlords of Tanara (1984); page 8&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These excerpts are particularly important because the story of the Broken Land is that Uthex Kathiasas discovered what he believed was a new source of power, and he was trying to give &amp;quot;physical form&amp;quot; to that power. In other words, the story very strongly implies that Uthex was attempting to forge entities out of the essence, and his work was corrupted under the subtle influence of forces of the Unlife. The Dark Shrine raises the question of whether the Dark Lords originated in Lord of Essaence experiments in the First Era, and were merely banished in the Final Conflict rather than first arriving in 1900 Second Era.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
From the Book of Dark Tales...&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once &#039;&#039;&#039;She&#039;&#039;&#039; whispered and &#039;&#039;&#039;life was death&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Gogur&#039;&#039;&#039; arose, his wide wings spread&lt;br /&gt;
Talons to tear and fangs to feed&lt;br /&gt;
The skies were darkened with &#039;&#039;&#039;dread.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Andraax]] &lt;br /&gt;
&#039;&#039;&#039;SE 1782&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum, Part V (1990); page 31&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master. Guard the &#039;&#039;&#039;Dark Queen.&#039;&#039;&#039;&lt;br /&gt;
Spirit &#039;&#039;&#039;born of death.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- [[The Temple of Darkness Poem]] (1994)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;Lyxatis&amp;quot; could be parsed as a glottalization and pronunciation of &amp;quot;lyx arulis&amp;quot;, meaning &amp;quot;dread seer&amp;quot;, so figuratively &amp;quot;Morgu lyxatis kort&amp;quot; would mean: &amp;quot;Morgu, gogor master.&amp;quot; (This is by no means obvious. It might be that &amp;quot;atis&amp;quot; is invoking unspecified language rules, and was just a handwave out of a limited glossary to mean &amp;quot;cruel&amp;quot;.) It seems highly likely that the use of &amp;quot;lyx&amp;quot;, meaning &amp;quot;dread&amp;quot;, is playing off the poem at the beginning of the constructs section. &amp;quot;Spirit born of death&amp;quot; would be playing off &amp;quot;life was death&amp;quot; in the lines where Empress Kadaena is implied to have made a high leader of the gogor. &amp;quot;Gogur&amp;quot; in turn is conspicuously similar to &amp;quot;Morgu.&amp;quot; &amp;quot;Thro dyar K&#039;mur&amp;quot; literally means &amp;quot;Guard dark Lady&amp;quot;, which is &amp;quot;Dark Queen&amp;quot; in the poem. There is no Queen of the Dark Gods in Shadow World.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Once Sentinels guarded all of the &#039;&#039;&#039;Dark Queen&#039;s&#039;&#039;&#039; palaces and holds, their inimical gaze unwavering as they scrutinized every being who passe their gates. Many were destroyed in the great conflict which ended the First Era, but some survived and now guard other portals to dark fortresses. These constructs are not unlike golems in some ways, fashioned out of stone or other adamantine substance, but they are more intelligent, an even possess a perverse arrogance to match their formidable powers of guardianship. For the Sentinels were designed to do one thing only: guard the entries to &#039;&#039;&#039;Kadaena&#039;s&#039;&#039;&#039; holds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum, Part V (1990); page 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is the page and entry immediately before the Gogor section.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Though the term &amp;quot;dyar K&#039;mur&amp;quot; could be interpreted as &amp;quot;Dark Lord (of Charôn who is a woman)&amp;quot;, which would most likely imply guarding Orgiana, it would not explain the translation of &amp;quot;Dark Queen&amp;quot; in the Temple of Darkness poem. In contrast the phrase &amp;quot;Dark Queen&amp;quot; is used for Kadaena&#039;s sentinels who guard her palaces. Unless Kadaena in death became a Dark Lord, perhaps Orgiana herself. It is worth noting that another of her constructs are called [[Kaeden]], organized around &amp;quot;queens&amp;quot;, where Kadaena herself was &amp;quot;high queen.&amp;quot; Kadaena itself could arguably be translated as Iruaric for Empress.&lt;br /&gt;
&lt;br /&gt;
===Dark Lords===&lt;br /&gt;
The Dark Lords of Charôn are not really a &amp;quot;pantheon&amp;quot;, they are an uneasy alliance of rivals. They were first introduced in the 1990 books as the most singularly powerful of the forces of darkness, and Unlife adjacent without actually being immediate &amp;quot;servants of the Unlife.&amp;quot; The Unlife is the most corrupted degree of the Essaence, which is called Anti-Essaence, inherently contradictory to the rest of Existence. The Dark Lords are manifestations of the chaotic aspects of the Anti-Essaence, similar to how the Lords of Orhan are manifestations of the Essaence. Avatars of deities are power given physical form.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Individually, the Dark Gods are the most intrinsically powerful of the &#039;evil&#039; factions. They are not driven by one will like the Unlife, and they are not fully independent like the Dragonlords. These masters of dark power are not even life in the biological sense, but &#039;&#039;&#039;energy beings: manifestations of the chaotic power of the Anti-Essaence.&#039;&#039;&#039; Most are less than complete personalities, driven by specific needs and goals. As a result, they seem two-dimensional and are often predictable in their reactions. Vindictive, violent and wantonly destructive, their methods are most often the antithesis of the artful minions of the pure Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Master Atlas, 2nd Edition (1992), changes &amp;quot;chaotic power of the Anti-Essaence&amp;quot; to &amp;quot;chaotic aspects of the Anti-Essaence&amp;quot;. [[Research:The Graveyard#Apocrypha|Research:The Graveyard]] details the edition changes on matters of the Unlife and demonic categories.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World Master Atlas Addendum (1990) further specifies that the Dark Gods originated in the Chaos planes, where the Unlife is the furthest ultimate extreme of it. However, this book also states the Dark Gods are &amp;quot;related&amp;quot; to the Demons of the Pale, which are entities of the Void. This language is retained in the Master Atlas, 2nd Edition (1992). Both imply relation to the &amp;quot;fallen demigod&amp;quot; Great Demons.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;So named because they stand for the opposite of order and Existence, the Unlife itself originates in the heart of Chaos. &#039;&#039;&#039;The Dark Gods entered the Kulthean universe from the Chaos Planes,&#039;&#039;&#039; though they are not the pure antithesis of existence that the Unlife is. ... &#039;&#039;&#039;Demons of the Essaence originate in the Chaos Planes,&#039;&#039;&#039; their form becoming more discordant the further their origins within Chaos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&amp;quot;These are the more familiar and lesser demons known as &#039;&#039;Outsiders.&#039;&#039; &#039;Outsider&#039; is a general classification referring to all demons of the &#039;Planar&#039; or &#039;Inner&#039; Void. Demons of the Pale are categorized according to their home plane. Of those within the Pale, First Pale Demons are the weakest; Demons of the Sixth Pale are the strongest. These demons &#039;&#039;&#039;are related&#039;&#039;&#039; to the Dark Gods of Charôn, and serve those evil masters (when summoned from their homes in the Planes).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 23&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is important given the premise of the Uthex Kathiasas story of giving physical form to his new source of power, which plays off [[Research:The Graveyard#The Dark Path|the text]] for how Evil spells are perceived. If the crystal dome in the Broken Lands is able to fashion entities from pure energy, which is implied to be a Lord of Essaence artifact, and the Lords of Essaence fashioned &amp;quot;Great Demons&amp;quot;, it stands to reason that the Dark Gods who are related to demons might have originated in the same way. This allows the idea of Morgu guarding Empress Kadaena to make sense, as the Dark Spirits are created by the Dark Lords as servants. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;4. Immortality:&#039;&#039;&#039; Unlike the greater deities, the Dark Spirits are not exactly immortal, as they are &#039;&#039;&#039;really little more than manifestations of their master&#039;s will.&#039;&#039;&#039; The destruction of their chosen mortal form (as indicated by a killing critical or other catastrophe) results in the body (though not personal items - those are left in a heap) vanishing in a ball of fire or other showy end. The &#039;soul&#039; of the Dark Spirit flees to Charôn if his master wills it - and he has the energy; many Spirits are unable to make the trip and are dispersed forever. If he makes it, he will either be permitted to reform, or the angry God may dissolve him anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 45&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In later Shadow World books it is explicitly postulated that the Dark Gods may have originated as Lord of Essaence experiments with creating non-corporeal life, but the earliest available reference to that seems to be &amp;quot;Emer Atlas I: Haestra&amp;quot; in 1997. The Dark Grotto and Dark Shrine were introduced in GemStone III no later than early 1994. It is worth mentioning later sources because material first appearing in books of a given copyright date might have been available in some other form at earlier dates. &amp;quot;Haalkitaine&amp;quot; (1998) is the earliest available reference to 6521 Second Era being the year Lorgalis conquered Saralis with the Ordainer Kharuugh. It is one of the only specific dates mentioned for the Wars of Dominion, and it is the same year Uthex Kathiasas was killed immediately next door in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Second Era&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;450:&#039;&#039;&#039; First Loremaster-recorded appearance of the comet Sa’kain, a burning mass that hangs in the Kulthean sky for weeks. As it passes near the planet, it disrupts the function of the Eyes of Utha, and opens a door into a multitude of universes—including the Void. The comet returns every 1500 years. Soon after this event the Dark Gods begin to appear on Kulthea. To counter this, the Lords of Orhan create manifestations of themselves and accept followings. The &#039;&#039;&#039;origins of the Dark Gods remain unclear,&#039;&#039;&#039; though some suspect they are actually former Lords of Orhan who turned from the benign ways of their brethren. Others hold that they are early manifestations of the Unlife, or even &#039;&#039;&#039;‘failed’ experiments by the Althans to create non-corporeal life.&#039;&#039;&#039; Perhaps only Andraax knows the truth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer Atlas I: Haestra (1997); page 18&lt;br /&gt;
- Haalkitaine (1998); page 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: By Shadow World Master Atlas, 3rd Edition (2001), page 166, this adds a possibility of having escaped an &amp;quot;inter-dimensional prison.&amp;quot;)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These happen to be the same possibilities that are likely for GemStone III. The story for the Graveyard was most likely written in a context where the Dark Lords were not defined yet, so Empress Kadaena is treated as a Lord of Orhan who was the first of them to follow the Unlife. The idea that the &amp;quot;Althan&amp;quot; scientists were attempting to forge non-corporeal life, which is to say energy beings, is consistent with the overt premise of Uthex&#039;s work and earlier Shadow World books where the Lords of Essaence artificially made demons. The demons of the Black Hel were also made as servants by those dark gods.&lt;br /&gt;
&lt;br /&gt;
This research page is typically speaking of Empress Kadaena as having been dead, which is to say not an active power or force of darkness, since the First Era which was over 100,000 years before the Wars of Dominion. The paradoxes of this issue go away if the Dark Gods are actually &amp;quot;ascended&amp;quot; Lords of Essaence, which would effectively mean Iruaric is still their native language, and it is written in alphabetic form in the Second Era. The difficulty is that the Shadow World context and the Lovecraft subtexts allow the issue to be resolved either with time travel or prophetic powers. It would raise the question of why Kadaena, the Dark Queen, is not mentioned in the Temple of Darkness poem. The simplest explanation for that would be to assume she is actually Orgiana, and that they are really a &amp;quot;dead&amp;quot; goddess. It might also be that the scale model of Morgu in the Dark Shrine is not actually a statue, but Morgu himself hibernating, much as the gogor do in their stone jars.&lt;br /&gt;
===Iruaric===&lt;br /&gt;
[[Iruaric]] is the (mostly) dead language of the Lords of Essaence, and the ancestor of most languages in the Shadow World setting. It is only understood by relatively few, though in much later books its word-parts overlap with [[Iylari]] and [[Dragonlord|Kugor]]. The Loremasters are among the few who know it. The language is partly telepathic, so most races cannot speak it properly. It was first mentioned in the Shadow World Master Atlas, 1st Edition (1989), where some word parts are defined through place names. The first Iruaric glossary is in the Shadow World Master Atlas Addendum (1990), page 94, which is the one the GemStone III specific version modified. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There are fourteen areas which might classify as true continents or continental groupings on Western Kulthea . . . These names are the ancient Lords of Essence titles (like those of the moons), and in many cases the inhabitants are unaware of the original name of their continent.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The seas of the western hemisphere were named by the Lords of Essence as follows . . . Interestingly, though the &#039;&#039;&#039;original Iruaric names&#039;&#039;&#039; have been lost to nearly all but Loremasters, the ocean names in local tongues correspond in translation in almost every case.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); pages 10 and 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Iruaric:&#039;&#039;&#039; The language of the Lords of Essence. In its &#039;true&#039; form, it was partially telepathic and powerful. It can be learned in a relatively innocuous form by other races. It is related to the Primal Essaence; the extent of its true power can only be guessed at.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 93&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was also defined in the Inhabitants Guide (1989), which specified the common origin of all humanoid races, along with the recurring premise that the Lords of Essence altered life into novel forms. This is a relevant theme as Kadaena herself was the creator of many monsters. These races are also often named in Iruaric. This is important because several of the Broken Lands creatures had Iruaric names.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In some tales they are referred to as the &#039;&#039;K&#039;ta&#039;viiri&#039;&#039; - which means literally &#039;Lords of Essence&#039; in the &#039;&#039;&#039;Iruaric tongue&#039;&#039;&#039; (K = lord, viir = essence or power, i = plural). These beings were of the original race of Kulthea, but whether they were actually native to this world is a question yet unanswered. The whole of this race was known as the &#039;&#039;Altha&#039;&#039;, a curious word which has no meaning in Iruaric or any other Kulthean language. It is important to make the distinction between the Althan peoples and the K&#039;ta&#039;viiri, as only the latter people became Lords of Essence. The Althans constitute all of the original humanoid inhabitants of the Shadow World during the First Era. They formed the &#039;raw material&#039; if you will for the myriad races to follow, whether they evolved naturally through the course of time and the mutating effects of the Flows, or were the result of &#039;&#039;&#039;direct manipulation through K&#039;ta&#039;viir experimentation.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas: Inhabitants Guide (1989); page 44&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The most important thing to understand about the use of Iruaric in the Broken Lands is that it is highly anachronistic. The Lords of Essaence were destroyed, and Empress Kadaena decapitated, in a civil war over 100,000 years before the Dark Gods arrived on Charôn. The modified Iruaric glossary made by Kygar is almost identical, except it has several paragraphs of background lore added to it. Kygar has early Iruaric being glyphical or hieroglyphic, rather than &amp;quot;phonetic&amp;quot;, by which he really means alphabets. This would imply that the wording on the Dark Shrine entrance should have been written in the Second Era. That is assuming &amp;quot;modern day languages&amp;quot; frames the word &amp;quot;modern&amp;quot; for modern Iruaric, which could be interpreted very differently, referring instead to the end of the First Era. This requires speculation.&lt;br /&gt;
&lt;br /&gt;
Hieroglyphics were actually &amp;quot;phonetic&amp;quot; after all and were deciphered as a result in the 19th century. What Kygar seems to be saying is that these glyphs are like ideograms, and that slight differences in the symbol conveyed many aspects of meaning, and that these variants could have very different pronunciations. In a phonetic script like our alphabet they would be rendered quite differently, because that would be encoding the way it sounds, rather than the visual similarity of the original glyphs with their common family of meaning. &amp;quot;Translating&amp;quot; ancient Iruaric into &amp;quot;modern&amp;quot; Iruaric could refer to language drift, or the incompleteness other races have with it. But Kygar seems to be speaking of converting the written forms, which is really &amp;quot;transliteration&amp;quot;, not translating as if between modern English and Old English.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A Glossary of Iruaric Terms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The following is a brief glossary of words and word-parts in the ancient language of the Lords of Essaence. As with nearly all languages, Iruaric is not entirely consistent and is at times contradictory.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Translation of ancient Iruaric to modern day languages is difficult at best.&#039;&#039; &#039;&#039;&#039;Even translations from ancient Iruaric to modern forms of that same language will, at time, fail to represent the original ideas accurately. This is due mainly to the glyphical, or hieroglyphical form that early written Iruaric took. Often, similar symbols would represent many aspects of the same idea or word, with only minor changes in the glyph that differentiated the meanings. Often, however, these similar written forms had widely varying pronunciations. The use of phonetic representations of Iruaric as a written form are a fairly recent development, historically, and again vary widely from one culture to the next.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following list of terms is not meant to be a comprehensive dictionary of the Iruaric language. Indeed, such a work would fill many volumes of text. Instead, this list of terms represents many of the most commonly used Iruaric terms and word-parts that were employed in naming places, people and things. The representations of Iruaric terms are phonetic, and are not indicative of the language syntax.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The incorporation of &amp;quot;is,&amp;quot; &amp;quot;er&amp;quot; or &amp;quot;aer&amp;quot; into a verb typically converts that verb to indicate &amp;quot;one who does&amp;quot; that action instead. For example, the verb sing is &amp;quot;lina,&amp;quot; singer is formed by adding &amp;quot;aer&amp;quot; to the verb. The addition of these modifiers may be as a prefix or suffix, but in most cases they are added as a suffix.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most plural forms are achieved by adding &amp;quot;i&amp;quot;. In many cases, &amp;quot;ri&amp;quot; is added to make a term plural, but the form &amp;quot;ri&amp;quot; typically signifies a very large quantity or an increase, and most often signifies a total plurality such as when referring to a whole group of things. For example, the High Elves are known as &amp;quot;&#039;&#039;&#039;Ilyari&#039;&#039;&#039;,&amp;quot; a pluralization of the term &amp;quot;&#039;&#039;&#039;Ilar&#039;&#039;&#039;.&amp;quot;&#039;&#039; &#039;&#039;&#039;When referring to a particular chain of mountains, the term typically used would be &amp;quot;thosi,&amp;quot; but when referring to all of the mountains of the world, or to mountains in general, the term typically used would be &amp;quot;thosri.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The term &amp;quot;ta&amp;quot; is used to indicate a relationship or correlation. For example, a place that is the home to a race of giants might be referred to as &amp;quot;man&#039;ta hori,&amp;quot; home of giants.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;most ancient forms of the language, before the glottal stops employed in the early forms developed fully into vowels.&#039;&#039;&#039; &#039;&#039;In some later forms of the language, apostrophes are used to indicate two or more word-parts that have been incorporated into a single glyph.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(Note: Italics are relatively unaltered Shadow World text, bold is Kygar original text. The truncation of the last paragraph is in all available copies, and this is very unfortunate, because that paragraph is probably very important for interpreting the intent.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
However, Kygar has the most ancient forms of the language being glottalized, meaning sounds were dropped compared to later forms. If the sound for &amp;quot;t&amp;quot; were a glottal stop, for instance, &amp;quot;butter&amp;quot; would be pronounced &amp;quot;buh&#039;er.&amp;quot; This is important because the Iruaric used in the Broken Lands drops &amp;quot;phonetic&amp;quot; letters from its words (e.g. &amp;quot;thro&amp;quot; instead of &amp;quot;throk&amp;quot;). This suggests the words or phrases may have originated in a First Era native speaker. The premise that apostrophe forms are indicative of later Iruaric is a retcon specific to GemStone III, in Shadow World canon the later forms instead smoothed words together.&lt;br /&gt;
&lt;br /&gt;
The idea that the early spoken Iruaric had widely varying pronunciations, and that many meanings were in similar symbols that are lost in transliteration, amounts to the Iruaric in the Broken Land having to be interpreted creatively. While &amp;quot;lyx&amp;quot; is a word part, for instance, &amp;quot;atis&amp;quot; is not. The sound &amp;quot;ul&amp;quot; is dropped in the &amp;quot;lug&#039;shuk traglaakh&amp;quot;, however, and this allows &amp;quot;atis&amp;quot; to be read as a variant pronunciation of &amp;quot;arulis.&amp;quot; It is still dangerous to interpret missing letters this way, since the paragraph is truncated. It might instead reflect the Second Era phonetic system variation, and &amp;quot;atis&amp;quot; or &amp;quot;shuk&amp;quot; may involve undefined rules. But the inclusion of the premise of &amp;quot;translating&amp;quot; ancient Iruaric into &amp;quot;modern&amp;quot; Iruaric being difficult is probably framing the Dark Shrine as a case of ancient Iruaric re-expressed imprecisely into its modern form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Dark Shrine Inscription&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dark Shrine inscription is the most conceptually important part of the Broken Lands, and interestingly was never De-ICE&#039;d, while the creature names of the Broken Lands were stripped of their Iruaric and so was the analogous voice command puzzle in the Graveyard. &amp;quot;Lyxatis&amp;quot; is translated as &amp;quot;Cruel&amp;quot; in the Temple of Darkness poem. The possibility of &amp;quot;atis&amp;quot; encoding &amp;quot;arulis&amp;quot; through glottal stops and variant pronunciation is given earlier. Another way of parsing it is to interpret &amp;quot;lyxat&amp;quot; separately from &amp;quot;is&amp;quot;, and treat that as the &amp;quot;-is&amp;quot; suffix meaning &amp;quot;place (noun).&amp;quot; The term &amp;quot;at&amp;quot; may be a letter swap for &amp;quot;ta&amp;quot;, meaning &amp;quot;of&amp;quot; (similar to how Kygar modifies his made up &amp;quot;Ilar&amp;quot; for Ilyari verus Iylari), or a variant pronunciation of &amp;quot;az&amp;quot; for &amp;quot;dwell&amp;quot; or &amp;quot;home.&amp;quot; It might even encode multiple meanings, like how &amp;quot;dyar K&#039;mur&amp;quot; might.&lt;br /&gt;
&lt;br /&gt;
Lyxatis could then mean something to the effect of Morgu whom in dread dwells or the personification of dread. This might be supported with the palpable, smothering feeling of evil in his shrine, which appears to be his dwelling. If this &amp;quot;dread&amp;quot; were instead taken as a verb, the &amp;quot;-is&amp;quot; modifier on verbs gives the meaning &amp;quot;one who does that action&amp;quot;. This could mean Morgu he who is the act of dread. This might be translated as &amp;quot;cruel&amp;quot;, as in the Temple of Darkness poem, but might also refer to the gogor &amp;quot;darkening the skies with dread&amp;quot; as in the Andraax poem. &amp;quot;atis&amp;quot; might even have no intended interpretation or explicit rules basis, only a handwave for using &amp;quot;lyx&amp;quot; to make the translated word &amp;quot;cruel.&amp;quot; It is impossible to know the intent for certain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Monsters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minions that Uthex made were named in Iruaric, except for the giant fog beetles. It is dubious that &#039;&#039;he&#039;&#039; named them. It might be their ancient Iruaric names, either to the crystal which may have been involved in making them, or the names the cultists used for them by way of Morgu himself:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Kiskaa raax:&#039;&#039;&#039;&#039;&#039; The myklian were called &amp;quot;kiskaa raax&amp;quot;, which is Iruaric for &amp;quot;cold/chilling claw.&amp;quot; This is a clean translation with nothing to parse or guess. It simply refers to their cold flaring property.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Dyar rakul:&#039;&#039;&#039;&#039;&#039; The dark vorteces were called &amp;quot;dyar rakul&amp;quot;, where &amp;quot;rakul&amp;quot; must stem from a composite glyph. &amp;quot;Rakul&amp;quot; is most likely a double meaning. Morphing together &amp;quot;rak&amp;quot; and &amp;quot;kul&amp;quot; makes dyar rakul mean &amp;quot;dark cold shadow&amp;quot;, referring to their coldness and appearing as a mass of shadows. &amp;quot;Rakul&amp;quot; may also be parsed as &amp;quot;ra kul&amp;quot; meaning &amp;quot;power shadow&amp;quot;, which refers to their ability to drain power (&amp;quot;mana&amp;quot; in modern terms) from their victims. These might be based on the Nycorac and Blacar, as explained elsewhere, but could also be darkness elementals (like dark wisplings, now called [[dark vysan]]s.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Lug&#039;shuk Traglaakh:&#039;&#039;&#039;&#039;&#039; The magru were called &amp;quot;lug&#039;shuk traglaakh&amp;quot;, which is a complicated mixing of words. &amp;quot;Shuk&amp;quot; is not a word. &amp;quot;Shu&amp;quot; means &amp;quot;fire&amp;quot; or &amp;quot;flame&amp;quot;, &amp;quot;shulu&amp;quot; means &amp;quot;wet&amp;quot;, and &amp;quot;hulk&amp;quot; could be read as a contracted &amp;quot;hulkanen&amp;quot; for &amp;quot;barren&amp;quot; or &amp;quot;empty.&amp;quot; &amp;quot;Laakh&amp;quot; is an unusual case because Kygar&#039;s modified glossary has it meaning both &amp;quot;lost&amp;quot; and &amp;quot;maker&amp;quot;, whereas the canon glossary has &amp;quot;lavan&amp;quot; being the word for maker. These are right next to each other in the glossary, and seems very unlikely to be unintentional. &amp;quot;Trag&amp;quot; is presumably a variant pronunciation or orthography for &amp;quot;trog&amp;quot; meaning &amp;quot;cave&amp;quot;, but as will be explained elsewhere might also refer to cave dwelling extraplanar entities called Traag. The overall meaning is something to the effect of &amp;quot;ugly fiery-wet emptying cave makers/losers&amp;quot;, because they are highly caustic and burn their way through the rocks. If the magru were supposed to be extraplanar entities called Absorbers, they reproduce by devouring flesh. This would explain their deep bone pit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apocrypha:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The modified glossary is missing the words for &amp;quot;pillar&amp;quot; and &amp;quot;god&amp;quot;, where the [[Pillar of the Gods]] is related to the origins of the Lords of Orhan, but this is most likely coincidental. While the Pillar of the Gods is defined in Iruaric as Luor&#039;ka&#039;tai in the first edition of Master Atlas (1989), page 11, &amp;quot;luor&amp;quot; and &amp;quot;tai&amp;quot;  were only added to the Iruaric glossary in the second edition of Master Atlas (1992). The term &amp;quot;Luor&#039;ka&#039;tai&amp;quot; was likewise omitted in the Master Atlas Addendum (1990) section for the Pillar of the Gods on page 73. Consequently the omission of those word from our modified glossary is probably meaningless. The Pillar is in legend the source of the Shadowstone, see page 57, which in theory would have absorbed Kadaena&#039;s soul when she was killed. This is a question mark for any Kadaena as goddess interpretation.&lt;br /&gt;
&lt;br /&gt;
===Dark Races===&lt;br /&gt;
While the Lords of Essaence were responsible for mutating life forms however it suited them, such as the various hybrid races and those with Iruaric names, Empress Kadaena herself was responsible for warped travesties of life and dark races. This is in addition to the malevolent constructs she made in the futile attempt to fashion artificial life that reproduced itself. It is this (and perhaps the vestigial 1989 text regarding her surviving followers fashioning Great Demons) that gives context to a First Era artifact in the Broken Land through which Uthex Kathiasas is making minions out of the essence itself.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;-10,000 - -6,000:&#039;&#039;&#039; Also, many peoples and creatures from other planets are brought to Kulthea and experimented with. Masters of genetics, the &#039;&#039;&#039;Lords of Essaence alter plants, animals, and races to suit their whim.&#039;&#039;&#039; These unusual races include the &#039;&#039;[[Kiramon|Krylites]]&#039;&#039;, the &#039;&#039;Saurkur&#039;&#039;, and the &#039;&#039;Kuluku.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; Unknown. Krylites may have been &#039;&#039;&#039;another of Kadaena&#039;s experiments,&#039;&#039;&#039; though they are able to reproduce themselves (unlike her constructs). They may be a perversion of a natural race, though they are a bizarre fusion of humanoid and insectile attributes. It is quite possible that their origins are extraterrestrial.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;GM Note:&#039;&#039;&#039; Krylites - like the Lords of Essaence technology discussed in the Atlas Addendum book - are somewhat of a divergence from standard fantasy fare. While they differ radically from other races on Kulthea, they are just one example of the strange extraterrestrials who might have been imported by the K&#039;ta&#039;viiri in the First Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 44&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Contrast the krylites with [[Kaeden]], who are organized around &amp;quot;queens&amp;quot;, where Kadaena herself is &amp;quot;high queen.&amp;quot;)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
By implication the lugroki (orcs) and trogli originated in the Lords of Essaence in the First Era as dark races. Lugrôki is Iruaric for &amp;quot;ugly stupids&amp;quot;, and trogli might be translated as &amp;quot;cave growths&amp;quot;. In later books the orcs originated in Kadaena and her lieutenants interbreeding men and elves with demons of the Pales (e.g. Master Atlas, 3rd Ed. (2001); page 123), but in early books this Tolkienesque motif is only left cryptic, saying their origins are very different from goblins in legend. Trolls were also slaves of the Lords of Essaence, but this detail is relatively buried. Murlogi (goblins) are presumed to have originated similarly.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The strange creations of the Lords of Essaence survived: Lugrôki, Trogli and Krylites, all capable of living underground - the only haven in a tortured world.&amp;quot; ([[Interregnum]])&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 7&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; The [Charn] Raiders are humanoid, but with grotesque faces and clawed hands. Some Loremaster research indicated that they are related to Lugrôki, bred by the K&#039;ta&#039;viir instead to survive the bright sun of the wastes, to serve some long-lost purpose. . . . &#039;&#039;&#039;Worship:&#039;&#039;&#039; The Raiders worship Morgu, a Dark Spirit of Charôn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 39&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Racial Origins:&#039;&#039;&#039; While vaguely humanoid in appearance, the Murlogi have several important differences from men (see racial description, Part III). They are likely an other &#039;&#039;&#039;mutation experiment by the Lords of Essaence&#039;&#039;&#039; from the First Era.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Emer: The Great Continent (1990); page 41&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Racial Origins: &#039;&#039;&#039;Trolls originated as slaves of the Lords of Essence, adapted for strength and endurance.&#039;&#039;&#039; They were brought to the area of Quellbourne by the Sorcerer Zenon during his overthrow of the Wizard&#039;s Council. They have since settled in the high country around Claedesbrim Bay.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Quellbourne: Land of the Silver Mist (1989); page 10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The corruption of &amp;quot;dark essence&amp;quot; or the Unlife is the context for how the servants of the Unlife were able twist the works of Uthex into more perilous forms. His sense of having discovered a new source of power is probably playing off the Master Atlas section on how spell users experience evil spell lists. This power is of a fundamentally different source, and cannot be used without corrupting the wielder.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Children of the Moss: The Locharion are another sinister group of stalkers. Born of Dark Essence, they are mutated, sinewy creatures with the face of crying children. Locharrion move in large groups under the heavy moss of the Wyr Forest and attack by surprise, dragging their victim under the moss to suffocate him. These bandy-legged monsters have three long fingers on each limb and crawl in a low crouch under the moss. &#039;&#039;&#039;Their faces are an illusion created by Kadaena&#039;&#039;&#039; to elicit sympathy from potential victims.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1990); page 9&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is sufficient for making the point that Kadaena herself made warped travesties of life, and perverted the living with dark essence or &amp;quot;the Unlife&amp;quot; as such. In the story of Uthex Kathiasas the &amp;quot;forces of the Unlife&amp;quot; were able to use subtle influence to twist Uthex down the path of their madness. Since this dark magic is of an entirely different nature, even a Loremaster would not necessarily realize the mistake they were making. Uthex may have instead conceived of it in terms of the ancient knowledge of the Lord of Essaence. But the most powerful manifestations of &amp;quot;anti-essence&amp;quot; are demons and the Dark Gods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In the year 6521 of the Second Era, during the early years of the Wars of Dominion, Loremaster Uthex Kathiasas was among the greatest researchers and theorists of the time. His research into what he called &#039;&#039;&#039;&amp;quot;a new source of power&amp;quot;&#039;&#039;&#039; was soon twisted and perverted into perilous forms by the subtle influence of the forces of the Unlife.&lt;br /&gt;
&lt;br /&gt;
Uthex Kathiasas had used his powerful influence to gain control over a small and remote natural gate leading to another plane of existence. It was in that place that the Loremaster conducted &#039;&#039;&#039;secret experiments designed to provide his new power with physical form&#039;&#039;&#039; that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- The Broken Land (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are a number of spell lists - and even entire professions - in Spell Law and the Rolemaster Companions (e.g., Sorcerer, Warlock, etc.) which some might consider to be &#039;evil&#039; because of the nature of the spell lists. However, while it is possible for an &#039;evil&#039; spell user to have access to these professions (or any other, for that matter), they are not by their nature &#039;evil&#039; in the absolute sense. Some cultures may find them objectionable, yet they are not evil for system purposes. &#039;&#039;&#039;Most users of the Essence will not even be aware of the nature of the Evil lists, much less how to use them.&#039;&#039;&#039; Every so often, however, an ambitious apprentice may gain access to &#039;&#039;&#039;books or a tutor of uncertain motives.&#039;&#039;&#039; In the process of learning an Evil list, there should be no question that &#039;&#039;&#039;the spell caster is turning to a new power source&#039;&#039;&#039; for his energies: &#039;&#039;&#039;the Unlife.&#039;&#039;&#039; Once the first spell is cast, he starts down a &#039;&#039;&#039;Dark Path.&#039;&#039;&#039; It may take years, but eventually he will reach the end: submission to utter and complete Evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 33&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Dark Path is capitalized in the 1st &amp;amp; 2nd editions of the Master Atlas. It is lower case in later versions. This is the name given to Bandur Etrevion&#039;s theocracy of Kadaena, which was contemporaneous with Uthex Kathiasas in the adjacent lands.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a reasonable case to be made, which will be done below, that the Iruaric named creatures are really some of the non-demonic other extraplanar entities from Creatures &amp;amp; Treasures II (1989). These include the Dictics (giant fog beetles), Nycorac and [[Blacar]] (dark vorteces), and Absorbers (magru). In this same vein the crystal forest could be [[Crystyl]]s and the boiling sea of mud could be [[Hoard]], and could implicitly be part of the crystal dome&#039;s transplanar mechanism. [[Traag]] may be implicitly relevant. [[Research:The Graveyard]] addresses the concept of &amp;quot;souls&amp;quot; of this world and others, and demons which originated as souls of this world. Twisting his works from this basis is straight forward, moving towards the demonic and even Dark Gods. Interestingly the &amp;quot;hooded figures&amp;quot; are also referred to as &amp;quot;perverted beings&amp;quot; in the original Broken Land background story.&lt;br /&gt;
===Curse of Kabis===&lt;br /&gt;
The &amp;quot;Curse of Kabis&amp;quot; (1995) is an I.C.E. module that was considered non-canonical by Terry Amthor, the primary author of the Shadow World source books. It involves an extremely powerful manifestation of the Unlife named Kabis who was imprisoned (p.3-4), along with other servants of the Unlife, within Charôn in a &amp;quot;prison plane&amp;quot; at the end of the Wars of Dominion by the Lords of Orhan. It retcons much of the meaning of the parts of the books that concern us. While it should be too late to matter to the Broken Land, it is important to mention it, because if it did it elaborates Empress Kadaena working on Charôn itself.&lt;br /&gt;
&lt;br /&gt;
In this book the Empress Kadaena was manipulating life and making warped monsters underground in a secret laboratory. Kadaena made an artificial demi-plane that was coexistent with Charôn, a parallel Charôn in the same space and time but a different planar state, with gravity similar to Kulthea from rotating. It was formed as a hollow shell of rock from tons of material gutted from within Charôn. This is what led to the civil war which ended with her death. Over the millennia various extraplanar entities were trapped within it, and became a prison when the Lords of Orhan sealed the gate to it on Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Kadaena&#039;s workers managed to produce a &#039;&#039;&#039;twin discorporeal Charon that coexists in the same time-space but in a different planar state.&#039;&#039;&#039; It is a forced bubble of temporal reality and law upon the lowest ethereal medium, but separated from it by a tangible, 300-mile-diameter, luminescent energy sphere. The material pulled into the new plane was splattered across the interior surface, a micro-world turned outside-in. A dim solitary point of light hangs in the center of this altered, divergent or parallel Charon, a calculated side effect of the machines that enabled the entire plan. &#039;&#039;&#039;Only one entrance exists to the plane from the physical Charon;&#039;&#039;&#039; this gate is powered by a single device that is heavily shielded and withstood the dimensional blast 112 millennia ago. According to plan, the semi-ethereal world uses the gate not only as a planar anchor but also as a polar axis. Through this gate, Kadaena&#039;s sages introduced more air, water, dirt, and rocks into the experimental plane. &#039;&#039;&#039;Plants, creatures, and other life-forms were brought in and tampered with.&#039;&#039;&#039; Kadaena&#039;s true goal was then quickly attempted before the outbreak of war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Curse of Kabis (1995); page 23&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The &amp;quot;true goal&amp;quot; was to unify essaence and machine into an intelligent inter-dimensional entity called the Shadow Hold. The plane was made to have an impenetrable laboratory closer in nature to the Essaence realm.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is probably not relevant to the Broken Land because of the 1995 copyright date and the whole concept having first been worked out as early as 1992. However, it would provide a very different way of interpreting the Broken Land, which might actually fit it remarkably well. It would be one way of resolving the paradox, for example, of involving both Charôn and &amp;quot;another plane of existence&amp;quot;. It would explain why the Dark Gods are seemingly not present (unless the Morgu statue is not really a statue), but servants of Unlife are, and possibly First Era gogor. It would also make a literal interpretation of &amp;quot;the broken land&amp;quot;, though a cavern collapse below Charôn would as well.&lt;br /&gt;
&lt;br /&gt;
==Black Hel==&lt;br /&gt;
The Black Hel is an Outer Plane where a pantheon of Dark Gods is imprisoned, as they were banished by the Lords of Orhan during the Wars of Dominion. They are ruled by the dark goddess Orgiana (Modern: Eorgina), who unlike in the modern world setting of Elanthia, is not the &amp;quot;Queen&amp;quot; or &amp;quot;leader&amp;quot; of the Dark Gods. While there is some contradictory text about Orgiana having escaped to Charôn, she was actually banished with her surviving servants in the Black Hel. These would implicitly be other Dark Lords, but Demons of the Burning Night (1989) pre-dates the Dark Lords of Charôn concept.&lt;br /&gt;
&lt;br /&gt;
In other words, Orgiana is not even present in the Third Era, having only been involved in the Second Era. The author of Shadow World included her in the Dark Lords of Charôn as a retcon of the earlier book. In the Shadow World Master Atlas Addendum (1990), page 9, it is implied that the Lords of Orhan did not intervene in the Wars of Dominion until near the very end. This is all problematic for our purposes.&lt;br /&gt;
===Theocracy===&lt;br /&gt;
The theocracy of the Black Hel was ruled in the Second Era by V&#039;rama Vair, the surviving mortal daughter of Empress Kadaena. The symbol of Orgiana in her theocracy was an image of a powerful artifact known as the Helm of Kadaena, which retains part of Kadaena&#039;s consciousness. In terms of only the 1989 books one could plausibly assume Kadaena was wearing it when she was decapitated. There is no explanation for why Orgiana helped V&#039;rama Vair or what relationship Kadaena herself might have had with the Black Hel. [[Research:The Graveyard]] explores the issue of conflations of Orgiana and Kadaena.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Orgiana, Mother of Darkness&lt;br /&gt;
&#039;&#039;&#039;Repose&#039;&#039;&#039; in &#039;&#039;&#039;silent waiting&#039;&#039;&#039;,&lt;br /&gt;
With revanche to come.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. Crypt of Kadæna (V&#039;rama&#039;s Mother). A curse is written in Low Nureti across the top of this crypt&#039;s entryway. It reads:&lt;br /&gt;
&amp;quot;Who disturbeth the &#039;&#039;&#039;sleeping queen&#039;&#039;&#039;&lt;br /&gt;
Thy luck lose, they skills fail&lt;br /&gt;
And join thy tormentor in the Black Hel!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 46&lt;br /&gt;
(Fake sarcophagus of Kadaena where the Helm of Kadaena was once stored. Next to the portal to Black Hel where Orgiana imprisons you.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An inscription is marked in white letters on the face of the Heartstone. It is written in Black Nureti and reads:&lt;br /&gt;
&amp;quot;By coward Utha &#039;&#039;&#039;cruelly slain&#039;&#039;&#039;&lt;br /&gt;
She &#039;&#039;&#039;sleeps&#039;&#039;&#039;, who &#039;&#039;&#039;spurns death&#039;&#039;&#039;&lt;br /&gt;
And awaits the hero shining-clad...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 42&lt;br /&gt;
(Where the Helm of Kadaena is actually kept, in the Temple of Burning Night below the idol of Orgiana.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: These are the same excerpts that [[Research:The Graveyard]] argues might have been used for the crypt in the Graveyard.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is no guarantee that Kygar was even looking at Demons of the Burning Night (1989). But it is conceivable it is relevant, especially if it was used in the crypt of the Graveyard, and if there was a spin-off or continuity intent with that story. Bonespear Tower is a memorial for Kygar. It is haunted by an I.C.E. Ordainer demon named [[Maleskari]], who Bonespear intended on trapping within a sword. This is highly likely to be playing off the dark saw-toothed scimitar that was sold at auction, which had a slayer demon of the Black Hel embedded within it who spoke to the wielder of acquiring souls together for Maleskari.&lt;br /&gt;
&lt;br /&gt;
Orgiana has the title &amp;quot;Mistress of the Dark&amp;quot; or &amp;quot;Goddess of Darkness&amp;quot;. In Iruaric this would be plausibly given by the phrase &amp;quot;dyar K&#039;mur&amp;quot;, which literally means &amp;quot;dark Lord-female&amp;quot;, where word-part order is not indicative of the grammar. It is possible the Dark Shrine is saying that Morgu was &amp;quot;born&amp;quot; to be the guard of the &amp;quot;mother&amp;quot; Orgiana, and when rendered in Iruaric, this is conflating Orgiana with the Dark Queen, Empress Kadaena. Aside from their similarities and cryptic relationships, Dark Spirits are manifestations of the will of Dark Lords, so it makes no sense for Morgu to be guarding Empress Kadaena. Meanwhile the Legend of the Necropolis of Etrevion (1990) speaks of Kadaena as if she were the leader of a faction of the Lords of Orhan who turned to the Unlife, and then the Graveyard frames her as a rival death goddess to Eissa.&lt;br /&gt;
&lt;br /&gt;
===Temple of Darkness===&lt;br /&gt;
The [[Temple of Darkness Poem]] includes the Dark Lords of Charôn, but refers to conditions that did not exist until after the Wars of Dominion. This is implied more directly by being from &amp;quot;the ruins&amp;quot; of the &amp;quot;Temple of Darkness.&amp;quot; The way several of the Dark Gods are depicted is unusual. One of these is Orgiana possibly described as if she were dead, and indeed the Black Hel deities are called &amp;quot;the dead gods&amp;quot; of Aranmor, emphasizing her waiting for revenge which is actually stated in Demons of the Burning Night (1989). What is more strange is calling her &amp;quot;Mother&amp;quot; of Darkness, given her hatred of males.&lt;br /&gt;
&lt;br /&gt;
Her description in Master Atlas Addendum (1990) says &amp;quot;she alone escaped back to Charôn&amp;quot;, implying these &amp;quot;Dark Godlings&amp;quot; of the Black Hel were of Charôn, but this is contradicted by Demons of the Burning Night (1989) where this is only a rumor and she is actually in the Black Hel. Later books confirmed she was actually banished in spite of retaining that escape wording. It does contain the line &amp;quot;rebuilding her power, and prepares for the day when she will return to the Shadow World.&amp;quot; But silent repose is not her demeanor. Only Demons of the Burning Night (1989) states she is the ruler of the Black Hel gods.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Orgiana, Mother of Darkness&lt;br /&gt;
&#039;&#039;&#039;Repose&#039;&#039;&#039; in &#039;&#039;&#039;silent&#039;&#039;&#039; waiting,&lt;br /&gt;
With &#039;&#039;&#039;revanche&#039;&#039;&#039; to come.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Burial Vault]&lt;br /&gt;
Dark skeletal figures lie in &#039;&#039;&#039;silent repose&#039;&#039;&#039;, stacked one upon the other in tiers of niches carved out of the stone walls.  Their musty odor assails your senses, and adds to the oppressiveness of the chamber.  A low stone slab occupies the center of the chamber, like a raised dais, but there is nothing on it except for a thick layer of dust.  You also see a large bronze door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Silent repose&amp;quot; is used in the Dark Shrine itself to mean death, rather than sleeping or kept in place.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Z&#039;tarr (Modern: V&#039;tull) is called a &amp;quot;vengeful warrior&amp;quot;, which is perhaps consistent, given he uses his sword with &amp;quot;grim vengeance&amp;quot; in his canon description. But then Omir (Modern: Onar) is associated with &amp;quot;vengeance&amp;quot; and &amp;quot;righteous retribution&amp;quot;, when he is actually emotionless. Akalatan or Akaltan (Modern: Amasalen) is bizarrely described as a grim reaper figure, though he has a psychopomp role in the theocracy of Klysus in later Emer books. Zania (Modern: Zelia) was originally a Dark Spirit and supposedly the chariot driver of Charôn. &amp;quot;We watch for your return&amp;quot; is probably a broader, more loaded meaning.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Akaltan, Dark Watcher&lt;br /&gt;
Grim reaper,&lt;br /&gt;
Gathering the tares.&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master&lt;br /&gt;
Guard the Dark Queen,&lt;br /&gt;
Spirit born of death.&lt;br /&gt;
&lt;br /&gt;
Zania, Keeper of the Moon&lt;br /&gt;
Fair charioteer,&lt;br /&gt;
We watch for your return.&lt;br /&gt;
&lt;br /&gt;
- Temple of Darkness Poem (1994)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Temple of Darkness&amp;quot; is suggestive of being Orgiana focused. The order of gods and spirits is not meaningful, it is the same as the source book. It does not include the Dancers of Inis, any of the Black Hel gods, or any other dark god from the 1989 modules. Later Shadow World books define other Charôn gods and spirits. The Master Atlas Addendum itself has always called its list only &amp;quot;a selection&amp;quot; of the evil entities inhabiting Charôn.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Morgu is &amp;quot;wantonly cruel&amp;quot; in his demeanor, similar to Orgiana being &amp;quot;cruel beyond belief&amp;quot;, which lends itself to &amp;quot;cruel master&amp;quot; in the poem. However, &amp;quot;guard the dark queen&amp;quot; has nothing at all to do with his canonical description, nor does &amp;quot;spirit born of death.&amp;quot; Orgiana could be interpreted as dead Mother. It is possible &#039;&#039;our&#039;&#039; Morgu was banished with Orgiana. Which explains his absence if this is Charôn and the statue in the Dark Shrine is not him.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;One popular account claims that &#039;&#039;&#039;Kadæna, dark mistress&#039;&#039;&#039; of the First Era, has risen again on Aranmor and prepares her resurrected armies for some final, shocking &#039;&#039;&#039;revenge.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The PC enters the Black Hel in person through a door hidden in the crypt of Kadaena on the Royal Estate (part X-9-3) in Tarek Nev. Once there, he is stripped of all weapons and armor and taken before the court of the gods of the Black Hel. The Gods sit in massive black thrones and are quite horrifying. Orgiana presides. The fate of the PCs rests entirely on the humor of Orgiana. Most gods will want to enslave, torture, or kill the PCs. Orgiana tells the PCs that they are doomed to stay in the Black Hel for eternity unless they can &amp;quot;amuse her&amp;quot; &#039;&#039;&#039;by helping to destroy Kulthea. The gods of the Black Hel have a great hatred for the planet of Kulthea,&#039;&#039;&#039; but they are banished from ever returning. They offer great recompense to PCs who will work to &#039;&#039;&#039;destroy the White Essence users (Loremaster) and blacken Kulthea&#039;s heart.&#039;&#039;&#039; PCs who refuse to help Orgiana and her cronies are kept prisoner in the Black Hel until they change their minds, undergoing a daily regimen of abuse and neglect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Demons of the Burning Night (1989); page 15&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Most importantly, the Morgu stanza is present in this poem that only makes sense after the Wars of Dominion, except it is written in Iruaric on the Dark Shrine in the Broken Land. Uthex Kathiasas was killed in 6521 Second Era, which was early in the Wars of Dominion. The Loremasters sealed the portal with Runes of Warding, and were probably the ones who destroyed the library in the Dark Shrine, whose entrance is arguably a Lord of Essaence style gateway like the crypt in the Graveyard. These pose severe chronological questions, such as &#039;&#039;when&#039;&#039; the Broken Land is, or if Kadaena knew future events. This is relevant to [[Research:The Graveyard]] questions over Kadaena during the Wars of Dominion. The Temple of Darkness poem is itself &amp;quot;translated&amp;quot;, possibly also from Iruaric, with the same timing issues. These paradoxes are not a problem if the statue in the Dark Shrine is Morgu himself, waking up and hibernating in long cycles.&lt;br /&gt;
&lt;br /&gt;
==Wars of Dominion==&lt;br /&gt;
The [[Wars of Dominion]] were a 375 year conflict against civilization by the Dark Lords of Charôn and the forces of the Unlife. In the 1989 books before the former were defined, the latter were sometimes characterized as servants of (the long dead) Kadaena. It was fought against by the Loremasters, the Titans of Emer, and eventually the Lords of Orhan themselves. In the Shadow World Master Atlas Addendum (1990) it is strongly implied that the Lords of Orhan did not intervene until near the very end, though the intervention begins several decades earlier in later Shadow World books. &lt;br /&gt;
&lt;br /&gt;
When taken on face value the presence of an Iruaric inscription describing the Dark Gods using a Second Era alphabet, with a place seemingly associated with Charôn or Charôn itself, would lend itself to the interpretation that &amp;quot;the forces of the Unlife&amp;quot; include surviving followers of Empress Kadaena. There are passages in the 1989 books supporting it. These would be working with the Dark Lords in the build up to the Wars of Dominion, or possibly even be the Dark Lords themselves. The more complex issues come from the close reading of what the inscription means, as it is insinuating a relationship between them and Kadaena herself in the Second Era.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Without fanfare beyond a silvery luminescence, a presence materialized between me and Scalu. Golden skin bare but for a tunic of azure, a simple youth bearing only a spear had appeared to stand before the Dark God. Before the youth ,the Jackal halted, and his mouth opened in a human exclamation of surprise. &amp;quot;Cay!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And even as the youth seemed to grow in size to match Scalu in height, he held aloft his his gleaming spear and spoke with a voice like music, yet it carried over the tumult: &#039;&#039;&#039;&amp;quot;Take heart, people of Kulthea! Orhan has joined the fray!&amp;quot;&#039;&#039;&#039; And I took heart, &#039;&#039;&#039;for at last&#039;&#039;&#039; the very heavens had come to our aid.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Battle of Meagris&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;SE 6825&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Andraax&lt;br /&gt;
The Wars of Dominion, Vol 7&lt;br /&gt;
(&#039;&#039;&#039;The last days&#039;&#039;&#039; of the Second Era)&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The typos are in the original. Scalu really is described as the Jackal, in spite of having a hyena head in his ICE form.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Lords of Orhan are more powerful than the Dark Gods individually and would be able to isolate and overpower the individual Dark Gods. In the earlier Demons of the Burning Night (1989) book they intervened out of anger at the Black Hel pantheon. Some of the Black Hel gods were destroyed utterly, some banished to the Black Hel, and a few were imprisoned in meteoric eog (ora) by Iorak (Eonak). &lt;br /&gt;
&lt;br /&gt;
Unfortunately, this book has that happening during the Wars of Dominion but in the year 6200 Second Era which was before the Wars of Dominion, so there is no canonical date for this event that makes sense. It is mostly important for making sense of the Temple of Darkness Poem. The stated &amp;quot;theme&amp;quot; of the Broken Land is the Dark Gods working with the Unlife during the Wars of Dominion. So it is important to try to figure out the chronology of things in the Broken Land. What was there in the First Era? What was there when the dark priests arrived? What was there when Uthex arrived? What was not there until after the portal was warded by the Loremasters? Is there a way for this to make sense, other than the Dark Shrine statue being Morgu himself, without having to assume the kinds of time travel or prophecy implied by the Lovecraft parallels?&lt;br /&gt;
===The Dark Path===&lt;br /&gt;
[[The Dark Path]] is the theocracy of Empress Kadaena that was established and ruled by [[Bandur Etrevion]] of [[The Graveyard]]. This was established at some point during the early years of the Wars of Dominion, which took place between the years 6450 and 6825 Second Era. The original version of the [[Uthex Kathiasas]] story has Uthex slain by his fellow Loremasters in 6521 Second Era, which is 71 years into the 375 year war. This makes him essentially contemporary with The Dark Path in the immediately adjacent lands. This is most likely not a coincidence since both of these areas are playing off the same Lovecraft.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The Legend of the Necropolis of Etrevion is numbered among the tales that emerged from the devastating Wars of Dominion that ended the Second Era of Kulthea. Two brothers from the eastern region of Jaiman set off to join the struggle and seek their fame and fortune in &#039;&#039;&#039;the early days of the Wars.&#039;&#039;&#039; Of undistinguished lineage, the brothers realized that the quickest means to power and wealth was to cast their lot in with &#039;&#039;&#039;the forces of the Unlife&#039;&#039;&#039;. The elder brother, Bandur Etrevion, was obsessed with the pursuit of esoteric lore and forbidden knowledge. The younger, Kestrel Etrevion, was a more practical and carefree sort, a man of action.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[The Legend of the Necropolis of Etrevion]]&amp;quot; (1990)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Man&#039;Ta Pn&#039;Tairken translates literally to The Home of Broken Lore. In the year 6521 of the Second Era, &#039;&#039;&#039;during the early years of the Wars of Dominion&#039;&#039;&#039;, Loremaster Uthex Kathiasas was among the greatest researchers and theorists of the time. His research into what he called &amp;quot;a new source of power&amp;quot; was soon twisted and perverted into perilous forms by the &#039;&#039;&#039;subtle influence of the forces of the Unlife.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The capitalized term &amp;quot;Dark Path&amp;quot; and the phrase &amp;quot;new source of power&amp;quot; probably both come from the same paragraph of text in the Master Atlas, concerning what happens when casters begin tapping the Unlife for spells.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Bandur Etrevion was recognized by the Loremasters of the College of Karilon for his studies which helped them in their fight in the Wars of Dominion. Given his special interest in the Empress Kadaena, and his apparent understanding of Lord of Essaence style portals in the Graveyard, it is highly likely that Bandur is the reason Uthex knew about this portal and had the &amp;quot;influence&amp;quot; to gain access to it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The history of the cult deserves some discussion here. Early in his servitude to the Unlife, &#039;&#039;&#039;Bandur had pledged himself to the Empress Kadaena&#039;&#039;&#039;, the &#039;&#039;&#039;first Lord of Orhan&#039;&#039;&#039; to &#039;&#039;&#039;follow the ways of the Unlife.&#039;&#039;&#039; He turned his own bondage to her into the state cult, which he called The Dark Path. Followers of The Dark Path engaged in many heinous ritual practices beneath a &#039;&#039;&#039;genteel facade of prayer&#039;&#039;&#039;. They were ostentatious in their devotions, carrying around long rosaries of modwir beads and reciting out loud the Iylari phrase &amp;quot;&#039;&#039;&#039;Kadaena Throk Farok&#039;&#039;&#039;.&amp;quot; True followers of the &#039;&#039;&#039;cult of Kadaena&#039;&#039;&#039; who recited the phrase with fervor and dedication were promised everlasting existence by Bandur, and after death were transformed by him into various levels of undead creatures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[The Legend of the Necropolis of Etrevion]]&amp;quot; (1990)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Uthex Kathiasas had &#039;&#039;&#039;used his powerful influence to gain control&#039;&#039;&#039; over a small and remote natural gate leading to another plane of existence. It was in that place that the Loremaster conducted secret experiments designed to provide his new power with physical form that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
While Uthex would not have been deceived by worshippers of the Dark Lords, the servants of the Unlife are typically illustrated as deceptively civilized. It is quite plausible that he would have been able to interact with cultists of the Dark Path without knowing they were evil. On the other hand, if the Broken Land were Charôn itself, the servants of the Unlife could have originated in the Broken Land. But this would give no explanation for how Uthex knew about the portal or used &amp;quot;his powerful influence&amp;quot; to &amp;quot;gain control&amp;quot; of it. Since it is an &amp;quot;Unlife invasion&amp;quot; theme, the hooded figures may be Dark Path cultists.&lt;br /&gt;
&lt;br /&gt;
The question is how much of a continuity of intent there is between the Graveyard and the Broken Land, since the original parts of the Graveyard were made before Kygar became a GameMaster. It is also complicated by the Graveyard story having not been designed in the context of the 1990 books. It refers to Empress Kadaena as a &amp;quot;Lord of Orhan&amp;quot;, implying she became an actual death goddess who was the first to turn to the Unlife, the &amp;quot;guardian of the forbidden&amp;quot; in contrast to Eissa as Guardian of Oblivion. This is especially important since Morgu, a Dark Spirit, is implied to be the bodyguard of Kadaena.&lt;br /&gt;
===Lorgalis===&lt;br /&gt;
Uthex Kathiasas was killed in the exact year 6521 Second Era in the original version of the Broken Land story. In the later Shadow World books this is the year [[Lorgalis]] conquered Saralis with an [[Kharuugh|Ordainer]], where the mountain range leading up to the High Plateau next to what we call the Lysierian Hills (Seolfar Strake) is the northern border of Saralis. There are very few events with dates in the 375 year Wars of Dominion, so it would be a bizarre coincidence for this to have happened at random. It might have been an established fact in some kind of Shadow World supplementary material, but otherwise we have to assume it is apocryphal. In the 1989 books when Lorgalis is first introduced, he is the most powerful force of the Unlife, with a modus operandi similar to the Priests Arnak. Later he is only Unlife adjacent, not one of its true followers.&lt;br /&gt;
&lt;br /&gt;
This is important because Lorgalis in the 1989 books is a surviving servant of Kadaena from the First Era. In the 1990 books only his father is one of her Lord of Essaence followers, and he reluctantly works with the forces of the Unlife and the Dark Gods in the Wars of Dominion. The monastery might be interpreted as hiding it from him after he conquers the region. It is still possible the monastery was intended to guard against Dark Path or other Unlife invasions from both sides of the portal. The portal was dormant when the Monastery was introduced in 1992. The hooded figures showed up in 1993.&lt;br /&gt;
&lt;br /&gt;
The difficulty with interpreting GemStone III locations and stories in terms of Lorgalis, such as during the Wars of Dominion, is that it is not clear the surrounding Shadow World setting was actually that important. Lorgalis was also not the only evil surviving (partial) Lord of Essaence in the Wars of Dominion. There is also the Master of Malice who was killed in 6825 Second Era, who drove Andraax insane in their final battle, though this might not have been established until later books. Empress Kadaena&#039;s daughter ruled the theocracy of Orgiana in southwest Jaiman. But for the most part the surviving followers of Empress Kadaena are very few in numbers. It was mostly vague wording in some passages that made it sound like all the forces of the Unlife in the Second Era are servants of Kadaena. This includes the weird text with the &amp;quot;servants of the Shadow&amp;quot; line making the two sides sound descended from the Lords of Orhan. If there were Lords of Essaence in the Broken Land in the Wars of Dominion, the Loremasters and monastery monks would not have been able to fight them.&lt;br /&gt;
===Morgu===&lt;br /&gt;
Uthex Kathiasas would not have been working at first in the Broken Land if Morgu was flying around with gogor. The Dark Shrine would not have been accessible prior to the lug&#039;shuk traaglaakh (magru) dissolving away the tunnels opening up into the huge cavern. It would seem to only be plausible that the shrine was abandoned by his time, if only because the Dark Lords were gone to conquer Kulthea, but possibly since the First Era or the early Second Era. The question is whether it has been long abandoned by the present 6050 Third Era, perhaps implied by the running water and stalagmites in the dark cavern, or if we are supposed to read it as ongoing cultist activity in service of Morgu. Remarkably, the crypt in the Dark Shrine was a locked door when it was first discovered, implying someone locked the corpses inside it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The muted gurgle of &#039;&#039;&#039;running water&#039;&#039;&#039; is an odd intrusion into the quietude of the cavern.  A weak flow of water emerges from a small crack high up on the western cavern wall and cascades down over the stone to collect in a &#039;&#039;&#039;small rivulet&#039;&#039;&#039; that runs off to the east.  The stream presents no barrier to passage, being only a foot or two wide, and it is only the shallow stone channel, etched into the floor of the cavern by the flow of water over uncounted years, that keeps it from simply spreading out.&lt;br /&gt;
Obvious exits: north, south, east, northeast, southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a small stream that winds its way through &#039;&#039;&#039;the tall stone spires&#039;&#039;&#039;, creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a sweet, but slightly fetid odor.  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.  You also see a red myklian.&lt;br /&gt;
Obvious exits: north, south, east, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Kulthea Chronicle newsletter it was noticed that Morgu has a special weakness for running water, and Trachten speculates that the Loremasters made the stream to keep Morgu out. This is not really logical since it is six thousand years later, and Morgu clearly enters through the windows of the Dark Shrine. What has been missed is that the huge stalagmites imply water is dripping from the cavern roof. Morgu is damaged by rainfall and flees it. This might have something to do with why the [[Call Lightning (125)]] spell originally did not work on the Jagged Plain of the Broken Land even though it is apparently outdoors.&lt;br /&gt;
&lt;br /&gt;
This is figuratively suggesting that Morgu has not been around in millennia. That the magru and myklian had Iruaric names suggests they were there with Uthex. However, it is worth noting that while the word &amp;quot;stalagmite&amp;quot; is used in the Broken Land, the spires in the huge cavern are never called stalagmites. (In fact, even where the word is used near Uthex&#039;s abode, the seemingly natural &amp;quot;stalagmite&amp;quot; is actually an artificial mechanism.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;Weakness&#039;&#039;: Morgu &#039;&#039;&#039;dislikes running water&#039;&#039;&#039;, and &#039;&#039;&#039;rainfall is his greatest bane&#039;&#039;&#039;. Rainfall delivers hits to Morgu, 5-50 per round in a downpour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 46&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It is not plausible that the Loremasters would have known he has this weakness.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Morgu is described as having found hundreds of gogor &amp;quot;hidden away in ancient crypts on Kulthea&amp;quot;, which is the root of the modern text of Marlu delving into crypts, and &amp;quot;has succeeded in awakening them from their log hibernation after the Great Conflict at the end of the First Era.&amp;quot; The text for the gogor itself has &amp;quot;dark priests&amp;quot; searching &amp;quot;deep in lost caverns and the ruins of ancient citadels&amp;quot;, where they were &amp;quot;guided by hints millennia old&amp;quot;, and &amp;quot;found crypts&amp;quot; with &amp;quot;row upon row of stone jars&amp;quot;. The huge throne and corridor is not necessarily contemporaneous with the dark priests represented in the shrine. Though the tapestry insinuates Morgu himself may have been present.&lt;br /&gt;
&lt;br /&gt;
The theme of the Unlife and the Dark Gods working together in the Wars of Dominion raises the question of the identity of the priests. They could specifically be Morgu cultists. They might be &amp;quot;forces of the Unlife&amp;quot;, perhaps members of the Dark Path, which is a theocracy of Kadaena and may thus naturally have interest in Morgu. It is unclear if they are distinct from the hooded figure &amp;quot;minions&amp;quot; of Uthex. In principle they could be the same cult.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls &#039;&#039;&#039;have been smashed.&#039;&#039;&#039;  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an &#039;&#039;&#039;ancient tapestry&#039;&#039;&#039; which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of &#039;&#039;&#039;sycophants, dressed in long black robes&#039;&#039;&#039; surround a low stone altar similar to the one in this room.  The figure of &#039;&#039;&#039;a man, twisted and broken&#039;&#039;&#039;, lies on the surface of the stone table while another dark shape &#039;&#039;&#039;pours some foul looking fluid from a small urn&#039;&#039;&#039; out over the &#039;&#039;&#039;tortured man&#039;s body.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
[Dark Shrine, Secret Room]&lt;br /&gt;
&#039;&#039;&#039;Row upon row&#039;&#039;&#039; of tall stone jars stand against the walls of this room.  A strong odor hangs in the air, sickeningly sweet with a subtle bitter, acidic quality.  The fetid odor makes your bile rise, and it is hard to breathe.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look jar&lt;br /&gt;
Dozens, &#039;&#039;&#039;perhaps a hundred tall&#039;&#039;&#039; stone jars stand in rows along the walls.  The jars have been capped with stone disks, and sealed with a substance resembling common stone mason&#039;s mortar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: &amp;quot;Row upon row&amp;quot; is a direct quote from the Gogor section of the Shadow World source material about what the dark priests found in the First Era crypts. &amp;quot;Hundred&amp;quot; comes from the line about Morgu&#039;s own collecting.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Storage Room]&lt;br /&gt;
Several tall stone jars lie on their sides in a heap along one wall next to a stack of heavy stone disks.  Along the opposite wall is a collection of large ceramic urns, which reek with a fetid sweet odor.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in jar&lt;br /&gt;
There is nothing in there.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look urn&lt;br /&gt;
The lid of the ceramic urn has been broken, and part of it has fallen away.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in urn&lt;br /&gt;
In the ceramic urn you see some dark fluid.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look fluid&lt;br /&gt;
A bitter, pungent odor rises from the dark, disgusting fluid that fills the ceramic urn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It is interesting that there are a hundred sealed jars in the secret room, but these several near the crypt of the priests are emptied of their gogor. Combined with &amp;quot;minor gogor&amp;quot; this might be hinting that these were created in the Second Era using First Era knowledge. But it might only mean these were the ones woken with the ritual.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This allows three possibilities: Morgu himself brought the stone jars to this place in the Second Era; Morgu found the stone jars there in the Second Era and it was turned into a shrine for him; Morgu dwelled here with his gogor in the First Era and dark priests in the Second Era woke things up. The Iruaric invoking element on the dark cavern entrance is no older than the statue of Morgu in the Dark Shrine, and the other side is Iruaric written in an alphabetic form rather than hieroglyphs. The destruction of the library and graven images might suggest the Loremasters raided this temple in 6521 Second Era, though another possibility will be given below.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
&#039;&#039;&#039;Fire has destroyed most of this room.&#039;&#039;&#039;  Charred shelves filled with ashes and the remains of countless volumes of books and scrolls line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Few records of the battle against Uthex Kathiasas and his minions have survived the ages, but it is generally accepted that the Loremasters easily gained access to his secret workshop. Uthex Kathiasas was destroyed during the ensuing battle, and while the Loremasters were not able to &#039;&#039;&#039;completely destroy&#039;&#039;&#039; his experiments, they &#039;&#039;&#039;removed what records&#039;&#039;&#039; and equipment that they could, and sealed the gate leading to that location with Runes of Warding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Broken Land&amp;quot; (1993)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The alternative of the awoken gogor, probably the dark priests themselves, destroying their own things is possible but less intuitive.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The rituals performed in the Dark Shrine are not Shadow World canon. They seem to either be the human sacrifice ritual for waking up existing gogor, or the process for making gogor out of tortured and sacrificed bodies by placing them in the jars and transforming them. If it is the latter case it might explain why they were only &amp;quot;minor gogor&amp;quot;, and would imply that the library had texts pertaining to the methods Empress Kadaena used to fashion the gogor in the First Era. It seems implausible the humanoid priests could have moved the material to the Dark Shrine to make the Morgu statue themselves. It is part of the mechanism for teleporting into the huge cavern using a spoken Iruaric phrase, and the other side would be as old, so the &#039;&#039;voice&#039;&#039; aspect and &#039;&#039;relief&#039;&#039; may be older than &#039;&#039;the inscription&#039;&#039; in its Second Era alphabet. But the spoken dialect seems ancient and the statue is part of the mechanism.&lt;br /&gt;
&lt;br /&gt;
The problem with this loophole in the anachronism is that it is a chicken and the egg problem. Without the clue to transfer yourself into the Dark Shrine, how do you know what to say in the first place to make the inscription? With the Lovecraftian subtexts it might simply be an unavoidable contradiction as a horror motif. Lord of Essaence portals are capable of reaching other times, for example, or there are various premises for seeing or reaching into the future or past. Morgu is still being described in relation with Kadaena, and then somehow, this stanza in Iruaric ends up in the Temple of Darkness after the Wars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A &#039;&#039;&#039;gargantuan stairway descends&#039;&#039;&#039; from the landing here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, &#039;&#039;&#039;an engineering feat of unparalleled proportions&#039;&#039;&#039;.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down.&lt;br /&gt;
Round time: 7 sec.&lt;br /&gt;
&lt;br /&gt;
You lie there for a moment, trying to catch your breath.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is a huge relief carved into the wall at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(puzzle)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch relief&lt;br /&gt;
You place one hand on the huge relief.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;quot;Lo thal ta shin&lt;br /&gt;
The room dissolves around you.  You feel a tingling sensation run through your body and suddenly you see...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The &#039;&#039;&#039;Lords of Essence&#039;&#039;&#039; have created a network of Portals (or &#039;Gates&#039; as they are sometimes called) linking points on the globe. These doorways allow someone who enters to instantly be transported to another location, exiting at another Portal. The manner of operation of these gateways is unknown; while some are very predictable two-way corridors between points, others seem random, transporting the unwary &#039;&#039;&#039;not only across vast distances but through time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many take the form of crude trilithons isolated in the wilderness, while others appear as gleaming silvery ovals on ornate pedestals. &#039;&#039;&#039;Some are concealed underground&#039;&#039;&#039;, or are even disguised as normal doors in ancient structures. Some are always &#039;active&#039; - meaning that should someone step through one, they will be instantly teleported to the other end of the portalway - while &#039;&#039;&#039;others must be activated by a magical phrase&#039;&#039;&#039; or item. Generally, active Portals are easily noticeable by a strange, &#039;substantial&#039; darkness covering the entire opening; looking at the darkness for too long a time can cause queasiness. These also give off a barely audible thrumming sound/vibration. There is an occasional Portal, however, that appears completely normal, and is instantly activated as one walks through it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 55&lt;br /&gt;
- Tomes of Kulthea #1123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It is dubious to try to interpret historical chronology into scenery that is allegorical in origin, as explained in the Lovecraft section under &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;. But this stairwell makes no sense unless something of that size were present to walk down it. It makes no sense to have Iruaric named creatures without reference to the Lords of Essaence, and of course the stone jars with the gogor ought to have originated in the First Era. In theory the huge stairwell should have been &amp;quot;engineered&amp;quot; in the First Era, quite probably with controlled magru dissolving the rock. But this alphabetic script should not have pre-dated the Second Era without knowledge of the future, even though the command &amp;quot;thro dyar K&#039;mur&amp;quot; most likely refers to Empress Kadaena. The language implies it should be a Lord of Essaence portal.&lt;br /&gt;
&lt;br /&gt;
The relief should thus be as old, except that script would not exist yet. The dark priests would have needed to learn the spoken phrase, perhaps from Morgu himself, which only makes sense if the Dark Gods were present in the First Era. Other cultists must be familiar with the phrase for it to appear elsewhere in the ruins of the Temple of Darkness. That poem arguably does not make sense until after the Wars of Dominion, especially the Orgiana part, but the Morgu lines in isolation are not problematic. If the Dark Lords are avatars for the Lords of Essaence, including Kadaena, the modern script is not a problem.&lt;br /&gt;
&lt;br /&gt;
The simplest way to resolve these issues is to interpret the statue of Morgu in the Dark Shrine as being Morgu himself. (This is also a Lovecraftian horror motif.) Morgu would then be present at any necessary time period, but also hibernating like a gogor whenever it would seem inconsistent for him to have been awake for something. Morgu would then be the Lord of Essaence creation and servant of Empress Kadaena who speaks the First Era dialect of Iruaric, while interacting with cultists of Kadaena who are servants of the Unlife in the Second Era and Third Era. The &amp;quot;minor gogor&amp;quot; may then be created by sacrificing dark priests with a ritual under Morgu&#039;s supervision, while other stone jars could be much older. The heavy damages to the Dark Shrine would then be interpreted as Morgu waking up and being enraged.&lt;br /&gt;
===Loremasters===&lt;br /&gt;
The Loremasters destroyed or removed what records and equipment they could, but were not able to destroy all of Uthex&#039;s creations. This might be because the crystal dome summons or reincarnates more of them and could not be permanently shut off. The hooded figures are implied in the wording to be among these minions. The portal to the Broken Land has to be blocked to prevent invasions by these forces of the Unlife. In the Shadow World Master Atlas it says the Loremasters tried to close the Portals at the end of the Wars of Dominion, but found that it was too dangerous and disruptive so they stopped.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The most powerful (and dangerous) of the Portals on Kulthea serve a dual purpose: as &#039;&#039;Major Portals&#039;&#039; they exist also as passages to other worlds, dimensions, or planes. These are one method by which the forces of the Unlife gain entry to the world - though they are not the only means of access. &#039;&#039;There is usually no way to differentiate between a Major portal and a Minor one (a portal which merely transports one from one place on Kulthea to another), without careful magical analysis. Some can even change their destination.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Towards &#039;&#039;&#039;the end&#039;&#039;&#039; of the Wars of Dominion, some Loremasters and other powerful users of Essence decided to attempt to close all the Major Portals. They soon found, however, that attempting to close the Gateways only disrupted the Balance of Essaence and created major Flow disturbances.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 57&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 183&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The italicized lines at the end of the first paragraph are only in the 2nd Edition.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The publication date of the second edition of the Master Atlas, May 1992, might be just barely early enough to be relevant to the Monastery. It first appears as recently discovered in [[Kelfour Edition volume III number II]] dated July 1992. However, these dates are very close to each other, and the later Iruaric glossary came from the Master Atlas Addendum (1990) rather than Master Atlas, 2nd Edition. This text might be coincidental rather than intentional for Uthex taking it to be a small portal. In the Uthex Kathiasas story from 1993 the Loremasters used &amp;quot;Runes of Warding&amp;quot; so only the powerful could return. &lt;br /&gt;
&lt;br /&gt;
When the Monastery was discovered in mid-1992 there was a &amp;quot;rune-covered stone which seems to ward off the Unlife&amp;quot;, which is simply referring to the misty chamber being a safe room. It is not described in detail. (It was common back then to call undead creatures &amp;quot;Unlife.&amp;quot;) At first there was no backstory explaining the monastery, though Kygar said he worked it all out before building. The portal did not become active with hooded figures coming through and attacking until March or April 1993 in [[Kelfour Edition volume III number XI]]. In the Master Atlas Addendum (1990) there is a special Warding spell list with a powerful Enchant Stone spell that might be relevant.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;60) &#039;&#039;&#039;Enchant Stone&#039;&#039;&#039; (F) &#039;&#039;&#039;D&#039;&#039;&#039;: P &#039;&#039;&#039;R&#039;&#039;&#039;: T &lt;br /&gt;
Note: This spell &#039;&#039;&#039;requires special materials&#039;&#039;&#039; and a powerful ritual; Caster may only enchant one stone per day. Caster is able, through a ritual lasting one hour, to imbue one large &#039;&#039;&#039;immobile&#039;&#039;&#039; stone with a permanent &#039;&#039;Warding&#039;&#039; power. Stone must weigh at least 100 lbs and if moved from its spot the spell is broken. Warding level of the stone is &#039;&#039;&#039;equal to Caster level&#039;&#039;&#039;. Caster may link a series of stones (no more than 10&#039; apart from each other) into a &#039;&#039;&#039;Circle&#039;&#039;&#039; no larger in diameter than 1&#039; per Caster level. Creatures attempting to enter Circle &#039;&#039;&#039;or touch the stones&#039;&#039;&#039; must make a successful RR vs 1/2 caster level at or suffer an &amp;quot;A&amp;quot; Disruption Critical and &#039;&#039;&#039;be thrown back&#039;&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 84&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 191&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Compare this to the rune-covered stone circle that is &#039;&#039;rotating&#039;&#039; around the now active portal in the misty chamber. It includes fine details like taking minor damage for touching it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A damp mist seems to seep from the very walls of this vast chamber casting the walls in an eerie green pallor.  A &#039;&#039;&#039;large round stone&#039;&#039;&#039; stands upright in the center of the room, rotating like a coin that has been stood on edge &#039;&#039;&#039;and spun&#039;&#039;&#039;.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A &#039;&#039;&#039;low steady hum&#039;&#039;&#039; emanates from the stone, and the sound soothes your tired nerves.  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a &#039;&#039;&#039;strange dark rock that you have not seen before&#039;&#039;&#039;. There are runes carved on the stone all around the center opening.  The opening is &#039;&#039;&#039;pitch black&#039;&#039;&#039; and you cannot see through it to the other side.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look runes&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&lt;br /&gt;
XXXXX points at some strange runes on a large stone.&lt;br /&gt;
As XXXXX &#039;&#039;&#039;touches the runes&#039;&#039;&#039;, he &#039;&#039;&#039;receives a mild electrical jolt!&#039;&#039;&#039;&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Light shock to right leg.  That stings!&lt;br /&gt;
&lt;br /&gt;
XXXXX stands in front of the &#039;&#039;&#039;spinning stone&#039;&#039;&#039; with his arms spread wide.  He mutters a few words under his breath and suddenly disappears!&lt;br /&gt;
There is a &#039;&#039;&#039;high-pitched hum&#039;&#039;&#039; from the stone, and XXXXX suddenly appears in the room!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You focus hard on the runes, but without the proper skill, they soon become a maddening, writhing jumble of markings! You struggle to tear your eyes away, and &#039;&#039;&#039;fall back into a heap on the floor&#039;&#039;&#039; as you do!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
XXXXX focuses hard on the runes.  A look of sheer panic suddenly spreads over her face and she struggles to turn away from them!  With a gasp, she &#039;&#039;&#039;falls to the floor&#039;&#039;&#039;, looking rather shaken!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Uthex Kathiasas story calls this a small and remote natural gate to another plane of existence. However, this fits the description of some kinds of Lord of Essaence Portals from the First Era, so the possibility has to be held that this is a Major Portal made by the Lords of Essaence or someone like Bandur Etrevion who understands their gate magic as demonstrated in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The Lords of Essence have created a network of Portals (or &#039;Gates&#039; as they are sometimes called) linking points on the globe. These doorways allow someone who enters to instantly be transported to another location, exiting at another Portal. The manner of operation of these gateways is unknown; while some are very predictable two-way corridors between points, others seem random, transporting the unwary not only across vast distances but through time.&lt;br /&gt;
&lt;br /&gt;
Many take the form of crude trilithons isolated in the wilderness, while others appear as gleaming silvery ovals on ornate pedestals. &#039;&#039;&#039;Some are concealed underground&#039;&#039;&#039;, or are even disguised as normal doors in ancient structures. Some are always &#039;active&#039; - meaning that should someone step through one, they will be instantly teleported to the other end of the portalway - while others must be activated by a magical phrase &#039;&#039;&#039;or item&#039;&#039;&#039;. Generally, &#039;&#039;&#039;active Portals are easily noticeable by a strange, &#039;substantial&#039; darkness covering the entire opening&#039;&#039;&#039;; looking at the darkness for too long a time&#039;&#039;&#039; can cause queasiness&#039;&#039;&#039;. These also give off a &#039;&#039;&#039;barely audible thrumming sound/vibration&#039;&#039;&#039;. There is an occasional Portal, however, that appears completely normal, and is instantly activated as one walks through it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 55&lt;br /&gt;
- Tomes of Kulthea #1123&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World Master Atlas gives context to how long Uthex Kathiasas could have been out working on his own without oversight by his fellow Loremasters. They had come to suspect something was wrong, presumably from the contents (or absence) of his report to his superiors, required only once a year. They intervened under the suspicion he had gone mad and succumbed to the Unlife.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;They will &#039;&#039;&#039;not interfere directly unless to the peace and stability of the world would be jeopardized by their inaction&#039;&#039;&#039;. Almost never prominent personalities, yet so often to be found operating beneath the colorful facade of a realm&#039;s government, Loremasters are the great meddlers of the world. Lurking behind thrones and in council chambers, they whisper a word here, over hear a rumor there. Information is their trade and the substance of their lives. With the acquisition and careful dissemination of knowledge, they keep the Free Races of Kulthea alert to the scheming of the Unlife&#039;s servants. Without them the world would be a &#039;&#039;&#039;desolate planet&#039;&#039;&#039; with only &#039;&#039;&#039;small pockets of life&#039;&#039;&#039; under the &#039;&#039;&#039;cruel domination of creatures unspeakable, servants of the Unlife&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Loremasters rarely take sides, unless one faction is &#039;&#039;&#039;clearly operating according to the wishes of the Unlife&#039;&#039;&#039;. He never condones aggression against other governments or peoples (unless in defence or &#039;&#039;&#039;when assaulting a Dark Realm&#039;&#039;&#039;). Loremasters operate more freely than Navigators, &#039;&#039;&#039;often not contacting superiors at Karilon more than once or twice a year&#039;&#039;&#039;. Navigators are on more of a tight reign, returning to Nexus between journeys to report.&lt;br /&gt;
&lt;br /&gt;
The Loremasters are in fact a fairly sophisticated organization. They are controlled by a council of twelve elder Loremasters charged with coordinating the actions of their agents around the world. All of the members of the Council are elected for life or 100 years, whichever ends first. Six are immortals, the balance being saged mortals. The only exception is Kirin Tethan, the only surviving Founder of the Order, who holds a permanent seat. The Council &#039;&#039;&#039;rarely intervenes in specific &#039;field&#039; situations unless specifically asked by the Loremaster involved&#039;&#039;&#039;. This group meets in a guarded chamber atop the Tower of Winds - the highest pinnacle of the hidden citadel of Karilon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 36&lt;br /&gt;
- Tomes of Kulthea #1098&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Loremasters gathered in the hills of a small island to the far north to face a new threat. They had, for some time, suspected that their fellow Loremaster, Uthex Kathiasas, had gone quite mad and succumbed to the dark power of the Unlife. Responding to increasingly frequent reports of strange happenings, powerful and mysterious hooded figures, and fell beasts, the Loremasters now prepared for the worst.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===The Monastery===&lt;br /&gt;
The Monastery itself is not obviously based on a &#039;&#039;specific&#039;&#039; historical or fictional place, aside from a vaguely eastern flavor in the ki-lin and the meditation chamber. The cells and abbot are historically consistent for a western monastery. This will be explored more fully in the subtexts section. These were monks of Cay, most likely, and Orhan more generally. This is perhaps even &amp;quot;monk&amp;quot; in a similar profession sense as the Monk class in GemStone IV, except in the Shadow World setting they use the Essence realm instead of Mentalism. The monastery itself gives the flavor of their living centuries below ground, dedicated in the struggle to prevent the forces of the Unlife from invading through the portal.&lt;br /&gt;
&lt;br /&gt;
The records of the existence of the monastery were lost or destroyed with time, and the monks eventually succumbed to the corruption of the Unlife. Whether this is from prolonged exposure to dark essence is unclear. It is possible some of the texts removed from the Broken Land were kept in their own library. Kygar has them first suffering from loneliness and increasing isolation for centuries, so if there was an active &amp;quot;dark struggle&amp;quot;, they may have eventually bonded with the hooded figures who in turn taught them dark magic. What is unusual about the monastic liches is the hole in their chests where they removed their own heart. This is possibly meant to imply the Ritual of Black Eternity, one of the most evil of all spells. It is from the Classic Liches in Rolemaster Companion I (1986), pages 35 and 75, a tighter fit than D&amp;amp;D phylacteries.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;describe lich&lt;br /&gt;
Garbed in the tattered finery of his lost faith, this monastic lich is a decomposing humanoid of indiscernable heritage. Standing as high as a human, his distinguishing features have skin wrapped about a thin skeletal frame. Held together by nothing more than smouldering malice and some long forgotten curse, the monastic lich&#039;s flesh falls off in stinking bits as he shudders in agonizing ecstasy. In the center of his chest is a ragged hole, as if his heart had been ripped from its body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Monastic Lich:&#039;&#039;&#039; &#039;&#039;Class VI; (-)-EN#-9; fear on sight (RR); touch delivers a &amp;quot;C&amp;quot; cold critical; touch drains 5 Con pts; Monk base spells (4xlvl PP); use Large creature critical table.&#039;&#039;&lt;br /&gt;
Few Monks discover the rituals and spells which enable Evil Clerics, Magicians and Sorcerers to become liches, and fewer still decide to cross the threshold into the unlife. The Monks that do so become an extremely rare undead type known as the monastic lich. These men were obviously very twisted and evil in life, and appear as robed, animate skeletons in death. Monastic liches retain all of their martial arts abilities and Monk spells, and gain the claws which deliver extra slash attacks plus their cold, soul-numbing touch. A hit from one of these horrors can be devastating. They are often found in abandoned monasteries or other ruined structures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Treasures II (1989); page 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Classic &amp;quot;Lich&amp;quot; monsters are Evil Clerics, Evil Mages, or Sorcerers. See page 42 of Creatures &amp;amp; Treasures I.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the 1999 edition of Creatures &amp;amp; Monsters on page 118, standard liches are transformed over a year with the Ritual of Twilight, while classic liches use the more rare and dangerous Ritual of Black Eternity where the organs are put into a special container and hidden. (In the 1995 edition of Creatures &amp;amp; Monsters this is on page 187.) These texts reference them having red light in their eyes. This is not included in the monastic lich section on page 131 (or page 190 in the 1995 edition), but is part of the ambient messaging on the monastic liches. The lich description of &amp;quot;fine, although unkempt and tattered, clothing or robes&amp;quot; is significantly closer to the GemStone description than their monastic lich entry. These rituals were not given until the 1995 version of Spell Law, before which the phylactery-like concept was only in Rolemaster Companion 1. The important point of the monastic liches is that, as monks rather than pure spellcasters, they could only have done this by possessing texts on necromancy. This only makes sense if it came from the Dark Shrine.&lt;br /&gt;
&lt;br /&gt;
There is some reason to suspect this is a later period admixture, presumably from the 1995 edition of this book, especially since the Monastery pre-dates the Describe verb by half a year. The creature description for the ki-lin on the Play.net website is inconsistent with the Rolemaster version with the glowing red horn, but it is consistent with the Rolemaster description of the ki-rin which is more consistent with the mythological qilin. It is important to be cautious with creature descriptions because they were often added later. The spectral monks are presumably the monks who failed to become liches.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Imagine a creature with the head of a dragon, the mane of a lion, the body of a stag and the tail of an ox. Add a solitary horn upon its forehead and the form of the ki-lin is complete. Sightings of this magical and dangerous beast are very rare and thus trophy hunters are said to pay a high price for the horn of the legendary beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Play.net website&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By day, the sun bounces from the golden fur covering a deer&#039;s body, leaps from the deeper gold of a lion&#039;s mane an an ox&#039;s tail, and gleams on the rose pearl of a unicorn&#039;s horn as the Ki-rin gallops across the heavens; the Ki-rin possesses no wings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Monsters (1999); page 72&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The dragon head feature still has to come from mythology rather than Rolemaster. The mythological qilin has numerous variations, but these specifically match up.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the monastic liches still having rotting flesh in their description, rather than being purely skeletal, we might think it was only relatively recently that they fell to the Unlife. This would be consistent with the timing of the hooded figures appearing, though it puts too much weight on a possibly apocryphal creature description. In any event they would have fallen into madness first, perhaps indicated by the emotive faces above the doorways downstairs. The painting upstairs referring to the &amp;quot;Undead Wars&amp;quot; probably said &amp;quot;Wars of Dominion&amp;quot; originally. The phylacteries are most likely sealed away in the sewers under the monastery, but again, Rolemaster liches did not use these yet when the Monastery was built. The sewers originally had ratsnakes in them. This potentially supports interpreting the cave itself as an allegory for Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot;, detailed below in the Major Sub-Texts section.&lt;br /&gt;
&lt;br /&gt;
It is unclear if the action of reaching into the holes in their chests dates back to 1992 or was added later. It is possible that this connection to the Ritual of Black Eternity, which first appears in Rolemaster Companion in 1986 but not in the creatures bestiaries or Spell Law until 1995, is not the intention behind the liches having holes in their chests. In the Major Sub-Texts section another theory will be given in terms of the monastery&#039;s meditation room and astral projection esotericism that would still work for 1992.&lt;br /&gt;
=Death=&lt;br /&gt;
The major sub-texts category addresses the parallel the Broken Lands has with H.P. Lovecraft&#039;s &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; and possibly other related stories. The within GemStone significance of this is that the same story appears to be used in the messaging that occurs when bodies decay and need to be reincarnated by Eissa (Modern: Lorminstra). This is illustrated in [[Research:The Graveyard#Lovecraft|Research:The Graveyard]]. The soul is in a limbo that was once called [[Purgatory]]. That research page argues for various reasons that the Graveyard is symbolically a dark mirror of Purgatory and the temple of Eissa in the Landing. &lt;br /&gt;
&lt;br /&gt;
Instead of the Lord High Cleric, who is probably the old man on the dais, Bandur is the Lord High Sorceror. There are a number of points of commonality, and they were both built in early 1990. The throne room under the Graveyard is &amp;quot;a madman&#039;s travesty of a throne room in purgatory&amp;quot;, with a throne of human bones on a dais and a tapestry covering a storage room. The huge pile of bodies next to it are thus argued to symbolically represent the souls who could not choose, and the only path was darkness, as the only exit was a result of people clawing their way up to the surface until someone finally made it.&lt;br /&gt;
&lt;br /&gt;
===Reincarnation===&lt;br /&gt;
&lt;br /&gt;
The decay or [[spirit death]] messaging is mostly the same as it was twenty or thirty years ago, except a few lines were removed seemingly around the time of the GemStone IV conversion. The death mechanics have undergone a few forms over the years, and that was around when Death&#039;s Sting in its modern form was introduced. When the body decays into compost the world dissolves into &amp;quot;a grainy montage of color&amp;quot;, and the soul experiences a timeless void between light and darkness. This is unique to GemStone as the early Shadow World books provided no description of the other side of the Gates of Oblivion. &lt;br /&gt;
&lt;br /&gt;
It is accompanied by some surreal messaging about the dreams you once held, and hopelessness washing over them &amp;quot;like the creeping tide of doom.&amp;quot; Eissa then spoke to you in archaic English about your right of intercession because of your deeds to her, which [[Research:The Graveyard#Death|Research:The Graveyard]] argues for various reasons is likely playing off the medieval rites of homage to a liege lord. When the soul is reincarnated it describes &amp;quot;the world of your past&amp;quot; returning to your memory. These premises do not originate in the Shadow World material. They appear to be based on stories from H.P. Lovecraft&#039;s Dream Cycle.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color... &lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels &#039;&#039;torn between two prophecies, each vying for your loyalty.&#039;&#039;&lt;br /&gt;
Also in the room: All the spirits of those who could not choose.&lt;br /&gt;
Obvious exits: light and darkness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time seems to have no meaning&#039;&#039;&#039; as you wander aimlessly amidst the uncomfortable &#039;&#039;tugging for your attention&#039;&#039;. &#039;&#039;&#039;Hopelessness washes over dreams you once held&#039;&#039;&#039; like the &#039;&#039;&#039;creeping tide of doom.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In time the Goddess Lorminstra finds you wandering the endlessness of Purgatory and says, &amp;quot;For thy deed, my promise to intercede shall be fulfilled.&amp;quot; Taking you by the hand, the Goddess leads you back to mortality... &lt;br /&gt;
&lt;br /&gt;
Suddenly you feel an intense pain scorching your very soul! The &#039;&#039;&#039;world of your past suddenly comes rushing back into your memory&#039;&#039;&#039;. You are quite bewildered by what has transpired, but alive... &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is from the late 1990s. The original would have said the &amp;quot;Goddess Eissa&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is mostly referring to the end of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; when Nyarlathotep is trying to trick the protagonist, Randolph Carter, into flying into the heart of Chaos at the center of the universe. Carter is in another dimension called the Dreamlands. When he realizes his impending doom he remembers he is only dreaming and leaps into the void between dreamlands. He experiences vast cosmic aeons pass before him, until the waking world of his own memories rushes back to him. [[Research:The Graveyard#Lovecraft|Research:The Graveyard]] argues that Bandur is our analog for Nyarlathotep for mythological reasons.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Thick though the rushing nightmare that clutched his senses, Randolph Carter could turn and move. He could move, and if he chose he could leap off the evil shantak that bore him &#039;&#039;&#039;hurtlingly doomward&#039;&#039;&#039; at the orders of Nyarlathotep. He could leap off and dare those depths of night that yawned interminably down, those depths of fear whose terrors yet could not exceed the &#039;&#039;&#039;nameless doom&#039;&#039;&#039; that lurked waiting at chaos’ core. He could turn and move and leap—he could—he would—he would—&lt;br /&gt;
     Off that vast hippocephalic abomination leaped &#039;&#039;&#039;the doomed and desperate dreamer&#039;&#039;&#039;, and down through &#039;&#039;&#039;endless voids of sentient blackness&#039;&#039;&#039; he fell. &#039;&#039;&#039;Aeons reeled, universes died and were born again, stars became nebulae and nebulae became stars&#039;&#039;&#039;, and still Randolph Carter fell through those endless voids of sentient blackness.&lt;br /&gt;
     Then in the &#039;&#039;&#039;slow creeping course of eternity&#039;&#039;&#039; the utmost cycle of the cosmos churned itself into another &#039;&#039;&#039;futile&#039;&#039;&#039; completion, and all things became again as they were unreckoned kalpas before. Matter and light were born anew as space once had known them; and comets, suns, and worlds sprang flaming into life, though nothing survived to tell that they had been and gone, been and gone, always and always, back to no first beginning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Shadow World tie-in is that Eissa transports souls around in an artifact called the Staff of Doom. The wording is strikingly similar, and as explained below, the Broken Lands turns out to tightly parallel an earlier section of this same Lovecraft story. The wording about the world of the past returning to you is most likely referring to the premise that Randolph Carter is returning to the world of his childhood memories. His dream-quest had turned out to be him seeking his own youthful memories of Boston. In the Graveyard this might be hinted at by recalling prayers from youth when looking at Bandur.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;And there was a firmament again, and a wind, and a glare of purple light in the eyes of the falling dreamer. &#039;&#039;There were gods and presences and wills; beauty and evil&#039;&#039;, and the shrieking of noxious night robbed of its prey. For through the unknown ultimate cycle had lived a thought and &#039;&#039;&#039;a vision of a dreamer’s boyhood, and now there were re-made a waking world and an old cherished city to body&#039;&#039;&#039; and to justify these things. Out of the void S’ngac the violet gas had pointed the way, and archaic Nodens was bellowing his guidance from unhinted deeps.&lt;br /&gt;
     Stars swelled to dawns, and dawns burst into fountains of gold, carmine, and purple, and still the dreamer fell. Cries rent the aether as ribbons of light beat back the fiends from outside. And hoary Nodens raised a howl of triumph when Nyarlathotep, close on his quarry, stopped baffled by a glare that seared his formless hunting-horrors to grey dust. Randolph Carter had indeed descended at last the wide marmoreal flights to his marvellous city, &#039;&#039;&#039;for he was come again to the&#039;&#039;&#039; fair New England &#039;&#039;&#039;world that had wrought him.&#039;&#039;&#039;&lt;br /&gt;
     So to the organ chords of morning’s myriad whistles, and dawn’s blaze thrown dazzling through purple panes by the great gold dome of the State House on the hill, Randolph Carter leaped shoutingly awake within his Boston room.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lost to the Demonic===&lt;br /&gt;
&lt;br /&gt;
In the early death mechanics there were five &amp;quot;free deaths&amp;quot; at level 1, and five that had to be paid back with deeds before making level 2. It was not possible for a character under level 2 to have permanent character loss from death. Eissa would intervene to prevent it, and later the Great Spirit Vult (Modern: Voln) did as well. (I remember seeing special messaging for it in the late 1990s, but there is no log proof it existed.) Generally, there was a cost of only 1 deed for a death if a cleric resurrected the body, but 2 deeds if the body decayed. If there was a spirit death it cost 2 deeds. Spirit was originally called &amp;quot;life levels&amp;quot;, with instant death at zero, and weakness at thresholds. This is a supplementary mechanic from Rolemaster Companion II, page 20, not Shadow World itself. In the later years of GemStone III there was experience point loss as a result of departing or spirit death instead of damage to stat points.&lt;br /&gt;
&lt;br /&gt;
In the event of a decay or spirit death, &#039;&#039;or&#039;&#039; resurrection if having zero deeds, there was originally a counter for number of death at that level, where at the next level there was a cumulative risk of statistic point loss that increased with severity with the number of deaths. This was essentially like a harsher form of Death&#039;s Sting. The Purgatory messaging was slightly different for a spirit death, as Eissa puts the tattered pieces of your soul back together. This is the variant still included in the contemporary messaging for decaying. The [[Council of Light|Sign of Hopelessness]] used to refer to this messaging, ripping the soul up in black flames.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;sign of hopelessness&lt;br /&gt;
&#039;&#039;&#039;As you make the sign, the forces of darkness rip your soul from your body!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You realize you have called upon your powers without due caution and have made your affiliation plainly obvious to all nearby.&lt;br /&gt;
&lt;br /&gt;
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color...&lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels torn between two prophecies, each vying for your loyalty.&lt;br /&gt;
Also in the room: &#039;&#039;&#039;&#039;&#039;All the spirits of those who could not choose&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
Obvious exits: light and darkness.&lt;br /&gt;
&lt;br /&gt;
Time seems to have no meaning as you wander aimlessly amidst the uncomfortable tugging for your attention. Hopelessness washes over dreams you once held like the creeping tide of doom.&lt;br /&gt;
&lt;br /&gt;
In time the Goddess Lorminstra finds you wandering the endlessness of Purgatory and says, &amp;quot;For thy deeds, my promise to intercede shall be fulfilled.&amp;quot; She &#039;&#039;&#039;gently reassembles the pieces of your tattered soul&#039;&#039;&#039;, and then, taking you by the hand, the Goddess leads you back to mortality...&lt;br /&gt;
&lt;br /&gt;
Suddenly you feel an intense pain scorching your very soul! The world of your past suddenly comes rushing back into your memory. You are quite &#039;&#039;&#039;&#039;&#039;bewildered&#039;&#039;&#039;&#039;&#039; by what has transpired, but alive...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Compare the bold italics above to the bold italics in the excerpt below from &amp;quot;Through the Gates of the Silver Key&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is some indication in the Kelfour Editions, such as [[Kelfour Edition volume I number VII]] page 24, that the soul might have been destroyed utterly if this happened without deeds. That someone has &amp;quot;lost their soul to the demonic&amp;quot; &#039;&#039;might&#039;&#039; have originally only happened in this case, and if it did it is unclear if there was different messaging for it. The messaging was the same seemingly in any case later. It illustrates the soul losing its memory and sense of identity regardless of whether it chose the light or the darkness. The player was then given the option of either retiring the individual character or the whole family.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Slowly the world begins to dissolve into a grainy montage of color...  &lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
&lt;br /&gt;
You find yourself wandering amidst endless streaming light, and vast nothingness. This place feels torn between two prophecies, each vying for your loyalty.&lt;br /&gt;
&lt;br /&gt;
Also in the room: All the spirits of those who could not choose.&lt;br /&gt;
&lt;br /&gt;
Obvious exits: light and darkness.&lt;br /&gt;
&lt;br /&gt;
Time seems to have no meaning as you wander aimlessly amidst the uncomfortable tugging for your attention. Hopelessness washes over dreams you once held like the creeping tide of doom.&lt;br /&gt;
&lt;br /&gt;
In time your soul finds a home, be it in the light or the darkness, but not again in the mortal world. &#039;&#039;&#039;As the last memories of your existence fade&#039;&#039;&#039;, an image of the Goddess Lorminstra, who guards the &#039;&#039;&#039;Gates of Oblivion&#039;&#039;&#039;, tempts your hindsight.&lt;br /&gt;
&lt;br /&gt;
[Purgatory]&lt;br /&gt;
&lt;br /&gt;
It appears that your mortal life has ended once and for all, and that Lorminstra shall be embracing you shortly. This Purgatory is here to provide you with information about what to expect as you move on to the next stage of your existence. Before you is The Afterlife. You will need to enter it in order to create a new character for yourself.  ---&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
You can LOOK AT THE AFTERLIFE to get information about what to expect now that your character has died permanently. When you are ready, simply RETIRE.&lt;br /&gt;
&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;look at the afterlife&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon entering The Afterlife you will be given two options:&lt;br /&gt;
&lt;br /&gt;
1. Retire Kadaena only (keeping the K&#039;ta&#039;viiri family)&lt;br /&gt;
&lt;br /&gt;
2. Retire the K&#039;ta&#039;viiri family (loosing all family fame)&lt;br /&gt;
&lt;br /&gt;
Selecting the first option will result in asking you for a new first name for your new character, while the second option will result in asking you for a new first and last name. In either case you can reselect your old names, but your family fame will only transfer to your new character if you select the first option.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As for up to the point of making your choices, it is the same routine as if you just started a new character. If you RETIRE the family, you will lose your character entirely. If you choose to RETIRE the first name only, You will be able to keep the same family name as well as the same first name if you wish to keep it.&lt;br /&gt;
&lt;br /&gt;
If you choose the same first name and family name, you must remember, when you went demonic, you lost everything except the name. You will not have any items, character fame, stats, skills, age or trainings as you did when you died, including any coins you had in the bank or on your person. In keeping the family name, you WILL still have your FAMILY fame but not the character fame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This would have said Goddess Eissa originally, the &amp;quot;Gates of Oblivion&amp;quot; is the I.C.E. term. Lorminstra guards the Ebon Gate.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The grainy montage of color and the dissolution of identity and memory into oblivion does not come from the Shadow World material. It is probably based on Oblivion from Lovecraft&#039;s Dream Cycle stories, which is illustrated in detail in his prose poem [http://www.hplovecraft.com/writings/texts/fiction/eo.aspx &amp;quot;Ex Oblivione&amp;quot;]. Randolph Carter himself mentions it and the potion in some stories, such as considering taking the oblivion potion in &amp;quot;The Silver Key&amp;quot;. The last line refers to waking life as the &amp;quot;daemon&amp;quot; being escaped.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When the last days were upon me&#039;&#039;&#039;, and the ugly trifles of existence began to drive me to madness like the small drops of water that torturers let fall ceaselessly upon one spot of their victim’s body, I loved the &#039;&#039;&#039;irradiate refuge of sleep&#039;&#039;&#039;. In my dreams I found a little of the beauty I had vainly sought in life, and wandered through old gardens and enchanted woods.&lt;br /&gt;
     Once when the wind was soft and scented I heard the south calling, and sailed endlessly and languorously under strange stars.&lt;br /&gt;
     Once when the gentle rain fell I glided in a barge down a sunless stream under the earth till I reached another world of purple twilight, iridescent arbours, and undying roses.&lt;br /&gt;
     And once I walked through a golden valley that led to shadowy groves and ruins, and ended in a mighty wall green with antique vines, and pierced by a little gate of bronze.&lt;br /&gt;
     Many times I walked through that valley, and longer and longer would I pause in the spectral half-light where the giant trees squirmed and twisted grotesquely, and the grey ground stretched damply from trunk to trunk, sometimes disclosing the mould-stained stones of buried temples. And always the goal of my fancies was the mighty vine-grown wall with the little gate of bronze therein.&lt;br /&gt;
     After a while, as &#039;&#039;&#039;the days of waking became less and less bearable from their greyness and sameness&#039;&#039;&#039;, I would often drift in opiate peace through the valley and the shadowy groves, and &#039;&#039;&#039;wonder how I might seize them for my eternal dwelling-place&#039;&#039;&#039;, so that I need no more crawl back to a dull world &#039;&#039;&#039;stript of interest and new colours&#039;&#039;&#039;. And as I looked upon &#039;&#039;&#039;the little gate&#039;&#039;&#039; in the mighty wall, I felt that &#039;&#039;&#039;beyond it lay a dream-country from which, once it was entered, there would be no return&#039;&#039;&#039;.&lt;br /&gt;
     So each night in sleep I strove to find the hidden latch of the gate in the ivied antique wall, though it was exceedingly well hidden. And I would tell myself that the realm beyond the wall was not more lasting merely, but more lovely and &#039;&#039;&#039;radiant&#039;&#039;&#039; as well.&lt;br /&gt;
     Then one night in the dream-city of Zakarion I found a yellowed papyrus filled with the thoughts of dream-sages who dwelt of old in that city, and who were too wise ever to be born in the waking world. Therein were written many things concerning the world of dream, and among them was lore of a golden valley and a sacred grove with temples, and a high wall pierced by a little bronze gate. When I saw this lore, I knew that it touched on the scenes I had haunted, and I therefore read long in the yellowed papyrus.&lt;br /&gt;
     Some of the dream-sages wrote gorgeously of the wonders beyond &#039;&#039;&#039;the irrepassable gate&#039;&#039;&#039;, but others told of horror and disappointment. I knew not which to believe, yet longed more and more to &#039;&#039;&#039;cross forever&#039;&#039;&#039; into the unknown land; for doubt and secrecy are the lure of lures, and no new horror can be more terrible than the daily torture of the commonplace. So when I learned of the drug which would unlock the gate and drive me through, I resolved to take it when next I awaked.&lt;br /&gt;
     Last night I swallowed the drug and floated dreamily into the golden valley and the shadowy groves; and when I came this time to the antique wall, I saw that the &#039;&#039;&#039;small gate of bronze&#039;&#039;&#039; was ajar. From &#039;&#039;&#039;beyond came a glow&#039;&#039;&#039; that weirdly lit the giant twisted trees and the tops of the buried temples, and I drifted on songfully, expectant of the glories of the land from whence &#039;&#039;&#039;I should never return&#039;&#039;&#039;.&lt;br /&gt;
     But as the gate swung wider and the sorcery of drug and dream pushed me through, &#039;&#039;&#039;I knew that all sights and glories were at an end&#039;&#039;&#039;; for in that new realm was &#039;&#039;&#039;neither land nor sea&#039;&#039;&#039;, but only the white &#039;&#039;&#039;void of unpeopled and illimitable space&#039;&#039;&#039;. So, happier than I had ever dared hoped to be, I &#039;&#039;&#039;dissolved again into that native infinity of crystal oblivion&#039;&#039;&#039; from which &#039;&#039;&#039;the daemon Life&#039;&#039;&#039; had called me for one brief and desolate hour.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Ex Oblivione&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is the full text, not an excerpt.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Key to the Void===&lt;br /&gt;
&lt;br /&gt;
In the Graveyard the Empress Kadaena is represented as a death goddess, and as some rival of Eissa who is providing a &amp;quot;forbidden&amp;quot; alternative to Oblivion. The Shadow World premise for this is probably the Key of the Void, the one key to the Gates of Oblivion that is never used. This is something that presumably leads to the demonic realities associated with the Unlife. [[Research:The Graveyard]] explores this concept more deeply. For our purposes it is noteworthy that the Dark Shrine is shaped like an antique key, and the portal to the Broken Land may come from the Randolph Carter stories of the Silver Key.&lt;br /&gt;
&lt;br /&gt;
Through the Gates of the Silver Key he encounters Yog-Sothoth, the guardian and gateway of forbidden knowledge. He witnesses many other versions of himself in the timeless void beyond oblivion. This results in transforming his immaterial being into the body of an otherworldly race in the distant past. In the context of the Broken Land this can be interpreted as a forbidden &amp;quot;dark path&amp;quot; toward reincarnating the soul into otherworldly entities including the demonic or even the Dark Gods, which gives a natural and literal interpretation to the line &amp;quot;spirit born of death&amp;quot; in the Temple of Darkness poem.&lt;br /&gt;
[[File:DarkShrine-SkeletonKey.jpg|300px|thumb|right|Skeleton keys are masters for opening warded locks]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Faced with this realisation, Randolph Carter reeled in the clutch of supreme horror—horror such as had not been hinted even at the climax of that hideous night when two had ventured into an ancient and abhorred necropolis under a waning moon and only one had emerged. &#039;&#039;&#039;No death, no doom, no anguish can arouse the surpassing despair which flows from a loss of identity&#039;&#039;&#039;. Merging with nothingness is &#039;&#039;&#039;peaceful oblivion&#039;&#039;&#039;; but to be &#039;&#039;&#039;aware of existence and yet to know that one is no longer a definite being distinguished from other beings&#039;&#039;&#039;—that one no longer has a self—that is the nameless summit of agony and dread.&lt;br /&gt;
     He knew that there had been a Randolph Carter of Boston, yet could not be sure whether he—the fragment or facet of an earthly entity beyond the Ultimate Gate—had been that one or some other. His &#039;&#039;&#039;self had been annihilated&#039;&#039;&#039;; and yet he—if indeed there could, in view of that utter nullity of individual existence, be such a thing as he—was equally &#039;&#039;&#039;&#039;&#039;aware of being in some inconceivable way a legion of selves&#039;&#039;&#039;&#039;&#039;. It was as though his body had been suddenly transformed into one of those many-limbed and many-headed effigies sculptured in Indian temples, and he contemplated the aggregation in a &#039;&#039;&#039;&#039;&#039;bewildered&#039;&#039;&#039;&#039;&#039; attempt to discern which was the original and which the additions—if indeed (supremely monstrous thought) there were any original as distinguished from other embodiments.&lt;br /&gt;
     Then, in the midst of these devastating reflections, Carter’s beyond-the-gate fragment was hurled from what had seemed the nadir of horror to black, clutching pits of a horror still more profound. This time it was largely external—a force or personality which at once confronted and surrounded and pervaded him, and which in addition to its local presence, seemed also to be a part of himself, and likewise to be &#039;&#039;&#039;coexistent with all time and coterminous with all space&#039;&#039;&#039;. There was no visual image, yet the sense of entity and the awful concept of combined localism, identity, and infinity lent a paralysing terror beyond anything which any Carter-fragment had hitherto deemed capable of existing.&lt;br /&gt;
     In the face of that awful wonder, the quasi-Carter forgot the horror of destroyed individuality. It was an All-in-One and One-in-All of limitless being and self—not merely a thing of one Space-Time continuum, but allied to the ultimate animating essence of existence’s whole unbounded sweep—the last, utter sweep which has no confines and which outreaches fancy and mathematics alike. It was perhaps that which certain secret cults of earth have whispered of as &#039;&#039;&#039;YOG-SOTHOTH&#039;&#039;&#039;, and which has been a deity under other names; that which the crustaceans of Yuggoth worship as the Beyond-One, and which the vaporous brains of the spiral nebulae know by an untranslatable Sign—yet in a flash the Carter-facet realised how slight and fractional all these conceptions are.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Nor is it to be thought,” ran the text as Armitage mentally translated it, “that man is either the oldest or the last of earth’s masters, or that the common bulk of life and substance walks alone. The Old Ones were, the Old Ones are, and the Old Ones shall be. Not in the spaces we know, but between them, They walk serene and primal, undimensioned and to us unseen. &#039;&#039;&#039;Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth.&#039;&#039;&#039; He knows where the Old Ones broke through of old, and where They shall break through again. He knows where They have trod earth’s fields, and where They still tread them, and why no one can behold Them as They tread. By Their smell can men sometimes know Them near, but of Their semblance can no man know, saving only in the features of those They have begotten on mankind; and of those are there many sorts, differing in likeness from man’s truest eidolon to that shape without sight or substance which is Them. They walk unseen and foul in lonely places where the Words have been spoken and the Rites howled through at their Seasons. The wind gibbers with Their voices, and the earth mutters with Their consciousness. They bend the forest and crush the city, yet may not forest or city behold the hand that smites. &#039;&#039;&#039;Kadath in the cold waste hath known Them, and what man knows Kadath?&#039;&#039;&#039; The ice desert of the South and the sunken isles of Ocean hold stones whereon Their seal is engraven, but who hath seen the deep frozen city or the sealed tower long garlanded with seaweed and barnacles? Great Cthulhu is Their cousin, yet can he spy Them only dimly. Iä! Shub-Niggurath! As a foulness shall ye know Them. Their hand is at your throats, yet ye see Them not; and Their habitation is even one with your guarded threshold. &#039;&#039;&#039;Yog-Sothoth is the key to the gate, whereby the spheres meet&#039;&#039;&#039;. Man rules now where They ruled once; They shall soon rule where man rules now. After summer is winter, and after winter summer. They wait patient and potent, for here shall They reign again.”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dunwich Horror&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Compare the bold italics to the Purgatory messaging above with the bold italics.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Since there is a shared relation to the Purgatory subtext of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, and historical simultaneity in the Shadow World timeline, the Graveyard and the Broken Lands are probably related stories and both playing off the death mechanics. Since the Gates of Oblivion are located on Orhan, the moon of the light gods, this is figuratively or literally making the Lord of Essaence crystal(s) on Charôn the forbidden key to immortality. This would explain why the Loremasters were unable to destroy Uthex&#039;s creations. There is also a &amp;quot;hooded figure&amp;quot; guarding the tapestry to the deed ceremony.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Temple, Tapestry Room]&lt;br /&gt;
A large candle burns with a steady flame in each corner of this room.  Various forms of artwork adorn the walls of this chamber, each &#039;&#039;&#039;representing one of the Gods of Elanthia&#039;&#039;&#039;.  One particular object, &#039;&#039;&#039;a long black tapestry&#039;&#039;&#039;, attracts your attention.  A small chair sits next to the tapestry and seated in this chair is &#039;&#039;&#039;the hooded figure&#039;&#039;&#039; of a man.  You also see a large acorn and a black arch.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
The tapestry is intricately embroidered to depict a large gate. It appears to be covering a portal of some kind.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
As you approach the black velvet tapestry, the &#039;&#039;&#039;hooded figure&#039;&#039;&#039; stands and steps in front of you.  In a quiet but firm voice the hooded figure says, &amp;quot;May Lorminstra grant you even more deeds, XXXXX.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;hooded figure&#039;&#039;&#039; bows slightly and pulls back the heavy bolt of black cloth.  He then motions to the corridor beyond.  You respectfully acknowledge his bow and enter the temple.  Immediately upon entering, two acolytes appear next to you to assist you in your consultation.&lt;br /&gt;
&lt;br /&gt;
There is &#039;&#039;&#039;a brilliant flash of light&#039;&#039;&#039; and a puff of smoke as a hooded figure suddenly appears!&lt;br /&gt;
&amp;gt;describe figure&lt;br /&gt;
It is hard to see much of the hooded figure because of the voluminous hooded cloak. However, the figure does appear to be that of a young human, or humanoid, male. His skin is very pale, almost an opalescent white in color and his eyes are an ominous dull grey. You can see a few locks of curly black hair streaked with stark white tufts concealed by the hood of his cloak. When he glances in your direction, you can feel his gaze almost as a physical blow. He holds himself erect, a tall and imposing figure giving evidence of great pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They came to face the corrupt Uthex in the Great Hall of his hidden keep. Uthex called forth the &#039;&#039;&#039;fruit of his efforts&#039;&#039;&#039; to do battle with the Loremasters, and while they were engaged with these &#039;&#039;&#039;powerful perverted beings&#039;&#039;&#039;, Uthex made his escape. The Loremasters soon defeated &#039;&#039;&#039;the hooded figures&#039;&#039;&#039; that &#039;&#039;&#039;had come to Uthex&#039; aid&#039;&#039;&#039;, but noted the absence of the powerful Mage. A detailed search of the keep revealed the secret passage that Uthex had used to make good his escape.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Few records of the battle against Uthex Kathiasas and his minions have survived the ages, but it is generally accepted that the Loremasters easily gained access to his secret workshop. Uthex Kathiasas was destroyed during the ensuing battle, and while the Loremasters were &#039;&#039;&#039;not able to completely destroy his experiments&#039;&#039;&#039;, they removed what records and equipment that they could, and sealed the gate leading to that location with Runes of Warding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Broken Land&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Notice how the hooded figures themselves are the &amp;quot;perverted beings&amp;quot;, seemingly human or humanoid, not the fog beetles or other monsters. Much as [[Research:The Graveyard]] argues for a dark mirror of this in the throne room under the Graveyard, this might be symbolized in the Dark Shrine as well where the human sacrifices were done to waken or make the gogor. The cracked gong corresponds to the chimes that have to be rung to call the high priestess. The tapestry corresponds to the tapestry, and the secret room behind it to the storage room, where deed offerings are taken by the acolytes after the ritual.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Temple, &#039;&#039;&#039;Black Altar&#039;&#039;&#039;]&lt;br /&gt;
The smoke of scores of incense burners fills the air of this room with a thick, acrid haze.  Through this haze can be seen the faint outline of a large, black altar of obsidian surrounded by a high rail.  Behind the altar is an arch leading to a blackened passage. Hanging nearby is a brass tube, or chime, suspended from the ceiling by a thong of leather.  Next to this chime hangs a small mallet.  The two acolytes that greeted you as you entered are standing nearby.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ring chime with mallet&lt;br /&gt;
You strike the &#039;&#039;&#039;hollow brass chime&#039;&#039;&#039; with the small mallet and the room is filled with a rich, mellow tone.  The two acolytes nod slightly and step back to a position slightly behind you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the &#039;&#039;&#039;hideous faces and figures carved into the stone walls&#039;&#039;&#039; have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an &#039;&#039;&#039;ancient tapestry&#039;&#039;&#039; which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the &#039;&#039;&#039;rim of the huge corroded disk to the center&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with dark stains, and one corner has been broken off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These beings would be ultimately indestructible because the power draining crystal dome is implicitly reincarnating their souls. This would be the forbidden work around to Eissa, who is the only deity with that power. Their spawn messaging is suggestive of this possibility. Without a tie-in to the death theology it would make little sense for the Broken Land and Purgatory to just happen to be referencing the same obscure H.P. Lovecraft story. It is the natural way of interpreting &amp;quot;giving physical form&amp;quot; to power in that context, along with the shared premise of Empress Kadaena and the early Wars of Dominion in the Graveyard. The Broken Land might even be interpreted as a dark analog of purgatory, its own anachronistic dreamland in another dimension, for foul reincarnation of spirits in association with Charôn.&lt;br /&gt;
&lt;br /&gt;
=Major Sub-Texts=&lt;br /&gt;
The Broken Land seems to have an allegorical layer of meaning that is a combination of mythology and horror stories of H.P. Lovecraft. This is the same argument made for The Graveyard and Shadow Valley. These three are all in the Shadow World setting as well, but the relative weights are different. Shadow World seems to have only minor significance to Shadow Valley. Mythology seems to be of minor relevance to the Broken Lands, though there may be some bits in the Lysierian Hills. This involves Charôn itself directly in Iloura&#039;s shrine and otherwise involves death, sleep, or the Underworld.&lt;br /&gt;
==Mythology==&lt;br /&gt;
There are some minor mythological elements worth noting around the Broken Lands. The most immediate is that the moon Charôn in Shadow World was named after the ferryman of the Underworld in Greek mythology, and was used as the boat driver of the river Acheron in Dante&#039;s &#039;&#039;Inferno&#039;&#039;. Since the Dark Grotto and Shrine segment pulls off the Underworld of Lovecraft&#039;s Dreamlands, and Charôn is only habitable underground, it is conceivable the use of Charôn to enter the Jagged Plain is metaphorical and a dark mirror of the River of Life on Orhan. This is incidental as there are other usages of Charôn. The Broken Land on a subtextual level in particular is likely to be relevant to Purgatory, under the assumption that the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot; was used for both the Broken Land and the [[Purgatory]] death messaging. The dark mirror may be playing Charôn off the Gates of Oblivion being physically located on Orhan.&lt;br /&gt;
&lt;br /&gt;
It is possible that Dante&#039;s &#039;&#039;Inferno&#039;&#039; is more directly relevant. In [[Research:The Graveyard]] it is argued that the Graveyard is loosely parallel to &#039;&#039;Inferno&#039;&#039;. This involves a deep descent into the earth, where Bandur Etrevion is frozen in a block of ice like Satan. The ascent from this location would correspond to climbing up to the base of Purgatory. This starts as a cliff. The climb up within the hollow Huge Cavern within the cliffs could be read analogously, inverting the climb of Purgatorio with Paradiso and Inferno. The Morgu statue interpreted as Morgu himself becomes the direct analog of Satan frozen at the bottom of Inferno and Bandur in the Graveyard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Iloura&#039;s Shrine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the Shadow World Master Addendum (1990), pages 70-71, Iloura has hundreds of shrines just like the one on Lake Marliese. This is presumably the island referenced in the Uthex Kathiasas story. These are holy places which are used to make hallucinogenic incense out of &amp;quot;certain herbs&amp;quot; for a special smokestone in the altar. The worshipper of Iloura sleeps in the shrine overnight and may be granted a dream vision. In the I.C.E. Age it was common for Iloura to speak here to her followers. The shrine itself is not so much mythological as it is the release event for it may have had mythological elements.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Iloura&#039;s shrines are always dug at lest partway into the ground, but there is usually a small roof-vent to let in &#039;&#039;&#039;a small amount of light&#039;&#039;&#039; and allow smoke to escape. &#039;&#039;&#039;Always above the entrance is the symbol of Iloura: three leaves in a branch.&#039;&#039;&#039; The altar itself a round stone with &#039;&#039;&#039;a large circular depression&#039;&#039;&#039; in the center and a small depression on either side. Set in each of the side depressions is an unusual material called &#039;&#039;smokestone&#039;&#039;. It looks like rock but is organic, and can be soaked in a liquid steeped in certain herbs. When dried, it can be lit and smolders for about eight hours before going out. (After cooling or ten or so hours, it can be lit again, and re-used in this manner almost indefinitely.) The smoke from the stones released an incense which allows one who is a follower of Iloura to have visions - should the Lady Iloura wish it. The stones are lit and the center depression is filled with fresh water. The adherent must be alone in the shrine and spend the night. Whether they have a vision or not (requires a successful &#039;&#039;Meditation&#039;&#039; roll) they will awake rested in the morning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 71&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The shrine was released at the end of the storyline that introduced the Kral (krolvin) in the next valley. It involved rescuing a girl named Marliese who shapeshifted into a puma and breaking the curse on her necklace. This involved putting crystal &amp;quot;tears&amp;quot; into the shrine, which was making the Iloura symbol, and having the light of a rare lunar conjunction shine through it. It was when Charôn is blocked from the sky by Orhan, which could only happen if Orhan (with an average orbital distance of 250,000 miles) was at its closest, and Charôn which averages 190,000 miles was at its most distant (230,000 miles). &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Small Island]&lt;br /&gt;
Towering pines ring the edge of this small island, their fragrance wafting about you on each wisp of a breeze.  Wildflowers, their colors washed away by the greying moonlight, carpet the ground, and mingle with honeysuckle to creep up the stone walls of a small shrine that stands in the center of the circle of trees.  From somewhere nearby, an owl calls out its strange song, and is answered by another deeper in the forest.  You also see some shallow water along the bank of the island.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;gt;look shrine&lt;br /&gt;
Beneath the fragrant blanket of wildflowers and honeysuckle, dark green marble, streaked with deep brown rises to a height of just ten feet or so.  A carefully constructed roof of wooden slats is woven through &#039;&#039;&#039;with herbs&#039;&#039;&#039; and dark green ivy, providing shelter from the elements, and welcome to even the weariest of travelers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go shrine&lt;br /&gt;
[Lysierian Hills, A Small Shrine]&lt;br /&gt;
Though there is no door to shut out the world beyond, a feeling of utter tranquility envelops you here.  The soothing reminders of the forests are everywhere, wrapping you in a blanket of calm and serenity.  Heavy woven rugs cover the floors, and nestle against walls lined with polished mahogany.  In the center of the room, a simple stone altar rises up from the midst of a &#039;&#039;&#039;tiny garden of carefully tended, sweetly scented herbs&#039;&#039;&#039;.  You also see a simple stone altar with a small carving on it, a jeweled skylight and some ancient tapestries.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
This altar of &#039;&#039;&#039;deep green bloodstone is set into the middle of a tiny herb garden&#039;&#039;&#039;.  Light filtering through a jeweled skylight overhead gleams softly against a &#039;&#039;&#039;small carving&#039;&#039;&#039; mounted on the smooth surface.&lt;br /&gt;
&amp;gt;look carving&lt;br /&gt;
Carefully carved from forest green marble flecked with brown is the serene image of the goddess Imaera.  In her right hand, she holds a tall, shifting staff, and a garland of living leaves and herbs surrounds her head.&lt;br /&gt;
&amp;gt;look skylight&lt;br /&gt;
Pale light filters through the tinted crystals and prisms that form the image of the &#039;&#039;&#039;Flower of Imaera&#039;&#039;&#039;.  Brilliant light shines through three prisms at the center of the flower, illuminating the altar.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestries&lt;br /&gt;
You look at the fifth, and last tapestry in the series.&lt;br /&gt;
&lt;br /&gt;
Many years must have passed, for now the valley is showing signs of rejuvenation.  Once more, the hills are covered with green, and a lake has begun to form around the spot where Imaera and the children stood.  A few people stand just inside the doorway of a small three-sided structure, bathed in brilliant golden light.  Examining the threads more closely, you see a jeweled skylight in the ceiling, with three crystal prisms set into the center.&lt;br /&gt;
&lt;br /&gt;
In the skies above the valley, a large moon glows with power and just barely visible behind it is &#039;&#039;&#039;a much smaller, silvery grey moon, which was probably completely obscured a few seconds before&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
From the grounds around the shrine, wildflowers and honeysuckle have begun to sprout and creep toward the building, as if drawn by some strange, magnetic force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This does not use the smokestone depression, but keeps the entrance symbol and is the context of the herb garden.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This premise of the moonlight through the symbol does not come from the Shadow World material, though lunar conjunctions have special magical power, as illustrated at the top of Melgorehn&#039;s Reach. The mythological element that might be drawn from here is that shamans shapeshifting into pumas or jaguars (though other animals are also possible) is the heart of Central American folklore. These are called nahuals in the Aztec language of Nahuatl, and each day of the calendar system has an associated nahual. The Mayan version of the calendar includes a lunar cycle. Nahuals are spirit animals discovered in dreams similar to the meditation ritual for Iloura&#039; shrines. While it is possible this mythological basis is a coincidence, the fire cat cave insinuates some human shapeshifting with its carved niches as well.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Cavern]&lt;br /&gt;
You are in a huge, irregularly shaped cavern.  It appears as if shallow hollows have been &#039;&#039;&#039;carved from the stone walls&#039;&#039;&#039; all around the cavern.  Each of the hollows is &#039;&#039;&#039;approximately 7 feet long&#039;&#039;&#039;, 4 feet high and 4 feet deep, and all appear to be empty.  All surfaces are covered with a fine black grit.  &lt;br /&gt;
Obvious exits: northeast, southeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) Faeries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The forest outside the Snake-Den in Lovecraft&#039;s &amp;quot;Silver Key&amp;quot; stories is likened to a fey forest with fauns and dryads. &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; in particular is one of Lovecraft&#039;s &amp;quot;Dunsany&amp;quot; tales, written in the style of Lord Dunsany (who invented &amp;quot;gnolls&amp;quot; among other things), who wrote elven and fey stories. This influence is seen in the night-gaunts who serve the god Nodens, for example, which draw off the myth of kidnapping fairies. In the folklore it is said you can be kidnapped into the Otherworld by faeries if you fall asleep in a &amp;quot;faerie ring&amp;quot;, which takes the form of a circular growth of mushrooms.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Clearing]&lt;br /&gt;
You find yourself in a small open clearing.  At the center of the clearing is an &#039;&#039;&#039;odd ring of multicolored mushrooms&#039;&#039;&#039;.  Disturbingly, a hushed silence seems to have fallen over the entire area.  You also see a path.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is one of the original rooms of the Seolfar Strake, located near the Smokey Cave with the fire cats and fire rats. It is older than the Broken Lands and Monastery. In the Vvrael quest in late 1997, Castle Anwyn was added to the Lysierian Hills, which very directly references faerie mythology. This was made by GM Talairi and there can be no assumption of mythological continuity. Nodens is the father of Gwyn ap Nudd in Welsh mythology, the King of Anwyn who leads the Wild Hunt. [[Terate]] the Prince of Anwyn wore a shoulder satchel clasped with a ki-lin horn. This last point probably has no deeper meaning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Ki-Lin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[ki-lin]] is a mythological creature from Chinese folklore, though this is a dubious point to make as many fantasy game monsters came from mythology. The ki-lin is supposed to appear with the birth or death of great sages, which might be intentional with the &amp;quot;Home of Broken Lore&amp;quot; premise with the death of Uthex Kathiasas. They are supposed to be benevolent creatures who protect the pure, which is essentially the opposite of the monastic liches in the Monastery. This symbolic use of the ki-lin would have to be derived from mythology, as this is not how they are represented in Creatures &amp;amp; Treasures I (1985).&lt;br /&gt;
&lt;br /&gt;
The ki-lin of Rolemaster is actually evil, associated with ice, and resembles a greyhound with a stag&#039;s head. The Play.net description of the ki-lin fits the mythological version, corresponding to the ki-rin from later Rolemaster bestiaries, which is a benevolent aerial creature that avoids the land. The &amp;quot;describe&amp;quot; verb does not actually give a creature description if used on the ki-lin when they appear in GemStone. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Imagine a creature with the head of a dragon, the mane of a lion, the body of a stag and the tail of an ox. Add a solitary horn upon its forehead and the form of the ki-lin is complete. Sightings of this magical and dangerous beast are very rare and thus trophy hunters are said to pay a high price for the horn of the legendary beast.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- GemStone IV&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hints of careless seafoam, glacial ice, and serene moonlight illumine the snowy hide of the ki-lin. The fluid elegance of its greyhound&#039;s loins, limbs, and stature combines with the nobility of its stag&#039;s face to evoke chilled awe rather than wondering delight. The &#039;&#039;&#039;thin spire of a horn burns like a star&#039;&#039;&#039; from its forehead. Oft-mistaken for the unicorn, the ki-lin shares nothing of that beast&#039;s gentle virtue. A virgin who awaits the savage ki-lin&#039;s submission discovers herself bloodily rent by the starlit horn when its head bows to lie in her lap.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Creatures &amp;amp; Treasures I (1985); page 30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The describe verb was introduced in early 1993, and the ki-lin were in mid-1992. The hot burning horn comes from Rolemaster, though mythological qilin sometimes are described as breathing fire from their mouths.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is possible the association with moonlight or even dark humor about their being monks is the motivation for the ki-lin rather than mythology. However, if it was mythological in intent, the qilin first appeared to the Yellow Emperor. This is almost certainly reaching too far into both subtexts, but the yellow masked high priest not to be named in the &amp;quot;nameless monastery&amp;quot; in Lovecraft&#039;s Dreamlands is often interpreted to be Hastur, who is known as the &amp;quot;King in Yellow&amp;quot;. Since his monastery is above the vaults of Zin, Uthex&#039;s abode could be read as in analogous position to the huge cavern, but this is probably unintentional.&lt;br /&gt;
&lt;br /&gt;
==Religious Architecture==&lt;br /&gt;
&lt;br /&gt;
While the Monastery does not seem to be based on a specific historical or fictional place, even if the cave itself may be based on Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot;, the Monastery does have clear indications of being based on real-world historical architectures. This is more than a vague similarity to the concept of a monastery or church. There are specific elements and etymological subtexts implicitly invoked. There is a pattern of historical architectures being apparently intentionally backwards from their real-world versions, which is something that [[Research:The Graveyard]] argues was also done in the Graveyard.&lt;br /&gt;
&lt;br /&gt;
===Western===&lt;br /&gt;
Though cave monasteries exist in various places from Europe through Asia, there are some specifically Western Christian elements in the Monastery. These refer to the historical architecture of Western monasteries and the Eucharist rituals. Monastic cloisters existed in various sizes. Abbeys were no smaller than [https://www.newadvent.org/cathen/01015c.htm 12 monks] under an abbot, which is reflected in the 12 monastic cells and abbot&#039;s bedroom. The abbot has significantly more posh living standards than the other monks, which may regarded as historically accurate. There is notably an extra chair in the refectory, which is the communal dining room. &lt;br /&gt;
&lt;br /&gt;
There is an ASCII map in the [[Kelfour Edition volume III number II|Kelfour Edition]] from July 1992 depicting a (now missing) wing above the abbot&#039;s room, which could have had another bedroom, but it is unclear if this area ever actually existed or if it was a map making error. In favor of it once existing is noting that it bothered to correctly map out the sewer using a familiar, and it would be weird to accidentally map a whole set of non-existent rooms above the marked portal.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
          Monastery Map  (First and lower level accessible by all)&lt;br /&gt;
          &lt;br /&gt;
                   1   1          Notes:  Rooms marked 1 are small chambers&lt;br /&gt;
                    \ /                   containing a cot and a spike at&lt;br /&gt;
                1--- O ---1               head level. Nothing else found.&lt;br /&gt;
                    /|\&lt;br /&gt;
                  1/ | \1                 A to B, B to A: Go door. (If door&lt;br /&gt;
                     |                    is not open, the only way in is&lt;br /&gt;
                     |                    a or someone who has a ring set&lt;br /&gt;
                   1 | 1                  for interior. If you are outside,&lt;br /&gt;
                    \|/                   Pull Lever to open door.)&lt;br /&gt;
                1--- O ---1    (Next&lt;br /&gt;
                    /|\         Map)      C to D: Go arch.&lt;br /&gt;
                   1 | 1          \&lt;br /&gt;
                     |             \      E to F: Turn brazier; secret door.&lt;br /&gt;
                     O----I----J----K&lt;br /&gt;
                    /                     F to E: Open door.&lt;br /&gt;
                   /    O----B&lt;br /&gt;
                  /     |    |            G to H: Go Opening. It&#039;s hidden&lt;br /&gt;
     F-----E-----D      |    |            but I did not need to see it.&lt;br /&gt;
     |            \     |    A----O&lt;br /&gt;
     O             \    |         |       H: A room with a rune-covered&lt;br /&gt;
     |              \   |         L       stone which seems to ward off the&lt;br /&gt;
O----O----G----H     \  |                 Unlife. Good resting place.&lt;br /&gt;
     |                \ |&lt;br /&gt;
     O                 \|                 F: A stairway that goes to lower&lt;br /&gt;
             O-----O----C----O            level where stone is located.&lt;br /&gt;
             |          |   /&lt;br /&gt;
             |          |  /              I to J: Go privy.&lt;br /&gt;
             O          | /&lt;br /&gt;
             |          |/                J to K: Go Hole. Only a familiar&lt;br /&gt;
             |          O                 can enter this hole now. Hafling&lt;br /&gt;
       O-----O-----O                      volunteers with strict diet/exer-&lt;br /&gt;
             |                            cise training should contact a&lt;br /&gt;
             O                            Lord/Lady immediately!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Kelfour Edition volume III number II (Lord Whilder Planrathe; July 1992)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cenobitic monasteries began by using the rooms in [https://en.wikipedia.org/wiki/Domus#Interior ancient Roman &amp;quot;domus&amp;quot;] villas, with their [https://en.wikipedia.org/wiki/Peristyle peristyle] court layouts around an open-air central atrium, with an &amp;quot;impluvium&amp;quot; draining water into an underground cistern. (This is effectively the pool that is instead outside the Monastery, which is fed by the waterfall underground, instead of filling from above like a compluvium.) Peristyle is likewise the precise opposite style of colonnade from a [https://en.wikipedia.org/wiki/Portico portico], whose entryway or entry hall is known as a gallery. There are up to several different definitions of &amp;quot;gallery&amp;quot; present. The entrance or vestibule (vestibulum) to the Monastery is a portico:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Huge Cavern]&lt;br /&gt;
The floor of this huge featureless cavern is covered with clean white sand.  Wisps of steam rise off a small underground pool nearby.  Bright luminescent mosses and lichens cling to walls of the cavern, providing a dim but steady light.  Far to the west end of the cavern, you can see what looks like a massive stone structure.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;w&lt;br /&gt;
[Huge Cavern]&lt;br /&gt;
A large stone structure rises up out of the sandy cavern floor.  It appears as if the face of this building has been carved from the very rock of the cavern, since you can see neither joint nor seam where the structure meets the cavern wall.  &#039;&#039;&#039;Six massive stone columns support a narrow roof which juts out&#039;&#039;&#039; over the few steps in front of a huge set of stone doors.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&amp;gt;look door&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The doors seem to have been carved from the rock face of the cavern wall itself.  You cannot see any seams where the stones may have been fitted together.  They appear to be stuck in the open position, solid and immovable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The importance of this is that the [https://en.wikipedia.org/wiki/Cavaedium &amp;quot;atrium&amp;quot;] of Roman doma was where various household features were displayed. The entryway would often have a marble table known as a [http://ancientrome.ru/art/artworken/img.htm?id=4534 cartibulum], whose base was carved with mythological animals. (The Monastery pre-dates Shadow Valley by a few years, but Silver Valley was probably meant to be in the Seolfar Strake, so the wild horses here could be a continuated concept.) This is precisely what is seen in the entrance of the Monastery, which is called an &amp;quot;atrium&amp;quot; even though it is inside a cave. Atrium is the word used to refer to the entryway of [https://en.wikipedia.org/wiki/Cloister medieval monasteries] and Christian basilicas for this historical reason.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Atrium]&lt;br /&gt;
This large room appears to have been carved from solid rock.  The walls, floor, and ceiling are totally seamless, leaving no evidence that stones have been fitted together to form this structure.  There are several high-backed chairs, also carved from solid stone, and several low stone tables.  Each of the heavy-looking pieces of furniture resembles a piece of art, having its own unique pattern of mineral deposits.  You also see some stone doors and a lever.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
This large stone chair probably weighs several tons, having been carved from a single huge slab of granite.  The arms and legs of the chair have been styled to resemble wild horses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
This low stone table is polished to a mirror finish.  The legs of the table have been carved to resemble wild horses.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look door&lt;br /&gt;
The doors seem to have been carved from the rock face of the cavern wall itself.  You cannot see any seams where the stones may have been fitted together.  They appear to be stuck slightly ajar -- the space between them is too small for you to fit through, in any case.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lever&lt;br /&gt;
The lever appears to be seated somewhat shakily in the wall.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;pull lever&lt;br /&gt;
As you pull the lever, you hear a loud racheting sound, as of gears turning.&lt;br /&gt;
Suddenly, the stone doors swing silently open.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Ratchets are gears that prevent reverse motion. It is the correct usage of a word that explains how the door gets held open.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There would typically be a marble bust of a prominent family member and bronze statues in an ancient Roman domus, especially a statue to the household gods, which was kept in a portico-shaped [https://en.wikipedia.org/wiki/Lares#Lararia &amp;quot;lararium&amp;quot;] altar for the household gods where coming of age items for family members were kept and displayed. (They might also be [https://www.vroma.org/images/scaife_images/062b.jpg depicted above] the altar --- typically standing above a snake, an agathodaemon which is essentially a familiar, associated with land fertility --- whereas in the Monastery there are actual ratsnakes below in the sewer. Interpreting the whole gallery as the lararium, this might motivate the tapestry depicting the moon of the Light Gods.) This keeping of familial items is analogous to a modern shadowbox, which are often used to display military achievements. &lt;br /&gt;
&lt;br /&gt;
These objects are represented in the &amp;quot;gallery&amp;quot; past the atrium of the Monastery, which is a straight hallway instead of a central court with surrounding rooms. There is an actual shadowbox, but it only depicts leaves. Lares were generally minor gods, but could have broader roles, such as guarding environs and food. The ceilings are implied to be high and rooms wide in most of the Monastery, because of how the monastic cell hallway is described in contrast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Monastery, Gallery]&lt;br /&gt;
A magnificent modwir armoire and long tapestry dominate this room, which is lined with various pieces of artwork.  Among other pieces of note are an exceptionally well-crafted shadowbox and an elegant oil painting.  Off in a corner of the room stand a stone bust and a bronze statue, each on their own marble pedestal.&lt;br /&gt;
Obvious exits: east, south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look armoire&lt;br /&gt;
This elegant piece of furniture is constructed from the rare Black Modwir wood.  The deep luster of the reddish-black wood is enhanced by the fine filigree inlay of gold vines and lapis lazuli flowers.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
This classic scene is superbly executed in fine, colorful metallic threads.  The Great Moon of Liabo rises over a tranquil sea -- a standard theme throughout the history of Elanthian art.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look shadowbox&lt;br /&gt;
Leaves seem to be the theme of this large shadowbox construction.  Hundreds of varieties of leaves have been painstakingly overlaid in gold and silver, and arranged in the many sections of the shadowbox.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look painting&lt;br /&gt;
This painting would be dreadful were it not for the skill and expertise with which it was done.  The scene is that of the open countryside during the end of the Undead Wars.  The earth is cracked and burnt, and the trees and plants withered and dying.  The whole scene is depressing and awful, but somehow appealing in a bizarre sort of way.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bust&lt;br /&gt;
You have seen the image of the man portrayed in this stone bust before, but you can&#039;t seem to place a name with the famous face.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
This bronze statue of a noblewoman riding upon an elegant horse is covered in a fine green patina.  The work is gracefully executed, and the statue is probably extremely valuable.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other objects represent later historical periods. Oil paintings and art &amp;quot;galleries&amp;quot; in this sense follow the Renaissance, while &amp;quot;armoires&amp;quot; as elaborately ornate wooden cabinets are from later Europe. The etymological root of armoire, however, is &amp;quot;armarium&amp;quot;, which is where religious vestments were stored. It is remarkable that the tapestry is historically informed enough to mention using metallic threads, though this could reflect any number of time periods. The repeated use of [https://en.wikipedia.org/wiki/Lapis_lazuli lapis lazuli] in the Monastery is notable as this was a very rare and expensive material in medieval Europe, as it was imported from Afghanistan through the Silk Road. It was used in monasteries for deep blue pigment in religious works such as portraying the Virgin Mary. The bronze statue in the Roman frame ought to be of a god, while the marble bust would be of an aristocrat, so this might be inverted on purpose in the Monastery.&lt;br /&gt;
&lt;br /&gt;
The wide range of historical periods represented could be significant on a purely allegorical level and was likely intentional. Lovecraft&#039;s &amp;quot;Snake-Den&amp;quot; is a bridge for simultaneous existence of the same things in other forms in various points of history. The theory would be that these elements were chosen to represent things in anachronistic forms based on their real-world historical etymology. This has essentially nothing to do with Shadow World.&lt;br /&gt;
&lt;br /&gt;
The concept in the gallery is likely invoking the communal ownership of crafted works in medieval monasteries. This was a form of accumulated wealth, which helped spur the itinerant mendicant &amp;quot;friar&amp;quot; practice in reaction. The earliest &amp;quot;automatic door&amp;quot; was hydraulic and built by Heron of Alexandria for colonnade [https://www.artefacts-berlin.de/portfolio-item/heron-of-alexandira-automated-temple-doors/ temple doors] in the first century. It was steam powered with a portico entrance, and made use of fires and a counterweight mechanism. The Monastery has an underground &amp;quot;counterweight&amp;quot; mechanism, with some unknown drive mechanism for the door. It could be steam or otherwise thermally powered, as the water off the mountain is cold, but inside the Monastery there is a hot spring. It could also be driven by water wheels in the underground river, or even a single water wheel with flow falling on alternating sides, switched on a timer with a five minute [https://en.wikipedia.org/wiki/Water_clock water clock.]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This room apparently contains the &#039;&#039;&#039;counterweight&#039;&#039;&#039; for a rather large, heavy mechanism. Dangling from a series of chains, pulleys and gears is a big metal basket, with some dust gathered on it. The dust, however, appears to have been disturbed lately, perhaps by something scuttling about these tunnels.&lt;br /&gt;
Obvious exits: northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was most likely inspired by the medieval Cistercian monasteries. They [https://en.wikipedia.org/wiki/Cistercians#Commercial_enterprise_and_technological_diffusion made use] of hydraulics and water wheels as central heating, baths, and sewage systems. The bath is represented in the privy, which is a cross of a [https://en.wikipedia.org/wiki/Lavatorium lavatorium] and necessarium or [https://en.wikipedia.org/wiki/Reredorter reredorter], and the bath would be called a [https://en.wikipedia.org/wiki/Piscina piscina] in Latin. The towels would be kept in an [https://en.wikipedia.org/wiki/Ambry ambry], which also derives from &amp;quot;armarium&amp;quot;. The Cistercians were severely ascetic Benedectine monks and prayed in a meditative practice known as [https://en.wikipedia.org/wiki/Lectio_Divina#Formalization_during_the_late_12th_century &amp;quot;lectio divina&amp;quot;] or &amp;quot;divine reading.&amp;quot; This is reflected in the meditation room in the abbot&#039;s wing of the Monastery. &lt;br /&gt;
&lt;br /&gt;
The monastic cells are notably along a straight hallway rather than around an atrium in a peristyle court. The chapel has its chancel oriented toward [https://en.wikipedia.org/wiki/Liturgical_east_and_west liturgical west], which is also backwards from the real world. It has an [https://en.wikipedia.org/wiki/Altar_rail altar rail] separating the [https://en.wikipedia.org/wiki/Chancel chancel], and what is probably meant to be a [https://en.wikipedia.org/wiki/Church_tabernacle tabernacle] and [https://en.wikipedia.org/wiki/Olive_oil#Religious_use vigil lamp] or mounted [https://en.wikipedia.org/wiki/Thurible thuribel] censer. Thuribel descends from Latin for &amp;quot;incense&amp;quot;, but ultimately from Greek for &amp;quot;sacrifice.&amp;quot; (The entrance to a Roman domus, before the vestibule, was also a shop front known as a tabernae.) The emotive faces in the abbot&#039;s wing also suggest the ancient Muses, where the exaggerated theatre [https://www.onstageblog.com/editorials/comedy-and-tragedy-masks-of-theatre tragedy and comedy] faces come from Melpomene and Thalia. Other than being disturbing and symbolizing a descent into madness, the only &amp;quot;theatre&amp;quot; in the ancient Greco-Roman sense is in the Dark Grotto, with terraces around a platform.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen &#039;&#039;&#039;a drain in the bottom curve of what, from all appearances, was once a sacrificial altar.&#039;&#039;&#039; Black stains course down the walls and spot the floor, old enough to be little more than dust now. Near the west wall hangs an iron ring, apparently to raise and lower the door in times of emergency. You also see an iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The other side of the iron door, when open, shows a cryptic tower with curved walls and floor. The &amp;quot;iron ring&amp;quot; may be noteworthy in the Lovecraft framework, as the trapdoor out of the Underworld at the top of the huge stairwell in the Dream-Quest has an iron ring.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are [https://en.wikipedia.org/wiki/Eucharist Eucharist] ritual features in Western church design. The monks have burned their own altar in desecration. Notably, within the sewer level there is a drainage pipe from the ruined sacrificial altar, with dark stains down it. Within this context the drain is what is known as a [https://en.wikipedia.org/wiki/Piscina sacrarium], which is what empties the altar piscina (which is instead the ecclesiastical usage of the word) in the [https://en.wikipedia.org/wiki/Sacristy sacristy]. The whole point of the sacrarium is for holy materials, such as holy oils or water, to be sent directly into the earth instead of the sewer. This is another point that appears to be intentionally backwards, but a highly specific motif with historical meaning. &lt;br /&gt;
&lt;br /&gt;
In the parallel world section it will be argued that the Dark Shrine is implying a Satanic [https://en.wikipedia.org/wiki/Black_Mass &amp;quot;black mass&amp;quot;] analog of the Eucharist ceremony. It has nothing to do with the Shadow World source material for gogor (vruul). Other medieval and ancient European terminology will also be looked at for the Broken Land. One notable example will be the [https://en.wikipedia.org/wiki/Amphora amphorae] used for storing the holy oils. The ceramic urns in the Dark Shrine may be meant to double as the [https://en.wikipedia.org/wiki/Acoustic_jar acoustic jars] used in ancient theaters and medieval churches. Knowledge of these descends from Vitruvius, who was also along with Heron of Alexandria the ancient source of knowledge about hydraulics.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
The cramped closeness of this area is quite a contrast to the open airy rooms throughout the rest of the monastery. The low ceiling and close walls give the place a prisonlike atmosphere. The six squat wooden doors that lead off the hallway reach from ceiling to floor. The stones in the walls, floor and ceiling here are ill-fitted and uneven.&lt;br /&gt;
Obvious exits: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
This narrow cramped hallway is just an extension of that to the south. The stones in the walls, floor and ceiling continue to be ill-fitted and uneven. The prisonlike quality of this area is heightened by the drab bare wall which abruptly ends the hallway to the north. Six identical wooden doors lead off this hallway.&lt;br /&gt;
Obvious exits: northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Monastery, Monk&#039;s Cell]&lt;br /&gt;
This small stone alcove contains nothing more than a small wooden cot and a single iron spike protruding from the wall at head level.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The hallway directionals are misleading. The doors are horizontally sequential along a straight hallway. The sewer map is aligned with the map of the level above it. There are gratings in the floor, not shown in the room description on the top level.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The monastic cells themselves are individual isolates, and suggestive of [https://en.wikipedia.org/wiki/Anchorite anchorites] rather than [https://en.wikipedia.org/wiki/Cenobitic_monasticism cenobites.] Anchorites live a Eucharist centered life and would be locked into a cell, similar to a hermit, with a funeral style rite of consecration making them dead to the world. Though notably other features such as a window, garden, or &amp;quot;squint&amp;quot; to view the altar are not present. Food would be brought to the cells by a servant, which is one possible explanation for the fourteenth chair in the [https://en.wikipedia.org/wiki/Refectory refectory], and assuming the monks became recluses later. The spike in the monastic cell is presumably meant for hanging the vestments, rather than having a [https://en.wikipedia.org/wiki/Sacristy vestry.]&lt;br /&gt;
&lt;br /&gt;
The holes in the chests of the liches can be interpreted in this framework as [https://en.wikipedia.org/wiki/Mortification_of_the_flesh mortification of the flesh], which often refers to practices such as fasting, but can be more physical such as self-flagellation. Whether the monks impaled themselves on the spikes in the cells is unclear. These are purely &amp;quot;allegorical&amp;quot; notions as there is nothing in Shadow World representing these kinds of practices or religion in general.&lt;br /&gt;
&lt;br /&gt;
===Eastern===&lt;br /&gt;
Some of the features of the Monastery do not derive from Western monasticism. There seems to be a mixture of the notions of &amp;quot;Western monks&amp;quot; and &amp;quot;Eastern monks.&amp;quot; The most obviously Eastern element is that the monks summon [https://en.wikipedia.org/wiki/Qilin ki-lin], which is a Chinese or Buddhist mythological creature. In the Dungeons &amp;amp; Dragons or Rolemaster Companion context, as opposed to the Rolemaster Creatures &amp;amp; Treasures bestiary, these creatures can travel in the ethereal or astral planes. There is arguably an [https://en.wikipedia.org/wiki/Astral_projection &amp;quot;astral projection&amp;quot;] esotericism subtext encoded in the Monastery, entirely independent of the Lovecraft dimension. This is fairly blatant with the Misty Chamber portal messaging.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Hallway]&lt;br /&gt;
This short hallway is quite plain in comparison to the intricate artistry and craftmanship of the other rooms.  Several doors line the hallway, each well fitted and free from any signs of the passage of time, and a low broad archway opens to the northwest appearing incongruously like &#039;&#039;&#039;the mouth of a giant carp.&#039;&#039;&#039;  You also see a monastic lich and a monastic lich.&lt;br /&gt;
Obvious exits: north, east, south, west&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One architectural feature that is notably incongruous is the archway that resembles &amp;quot;[https://strikeandcatch.com/wp-content/uploads/2020/09/120534221_2667956023455723_509255692846605860_n.jpg the mouth] of a giant carp.&amp;quot; This is a very distinct shape pattern, which is prevalent in Buddhist temples. It is known as a &amp;quot;chaitya arch&amp;quot; or [https://www.wikiwand.com/en/Gavaksha gavaksha] or chandrashala. The earliest representatives of it were in [https://en.wikipedia.org/wiki/Rock-cut_architecture rock-cut architecture] caves such as the Lomas Rishi Cave in India. ([[Research:Shadow Valley]] has entirely independent arguments for the influence of Vedic mythology in that story.) India has a high prevalence of rock-cut architecture, which is how the entryway and atrium of the Monastery are portrayed. The Broken Land also makes heavy implications of rock-cut architecture. The monastic cell layout is more consistent with [https://www.wikiwand.com/en/Vihara vihara] in Buddhist cave monasteries. Though in the Monastery this section is fitted stone rather than rock-cut.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Meditation Room]&lt;br /&gt;
This small room is quiet and restful.  A beautiful geometric pattern has been inlaid in the west wall, with four plain stone benches facing it.  You also see a monastic lich.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look pattern&lt;br /&gt;
The &#039;&#039;&#039;complicated geometric design&#039;&#039;&#039; has been worked directly into the polished stone wall using various precious metals and gemstones.  The whole mural seems to draw the eye towards a large lapis &#039;&#039;&#039;triangle at the center.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look triangle&lt;br /&gt;
The &#039;&#039;&#039;multihued&#039;&#039;&#039; iridescence of this triangle, crafted from lapis lazuli, is almost hypnotic in its beauty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another remarkable point is the top-level meditation room, which is arguably more Buddhist or Hindu than the bottom-level meditation room. This has a geometric meditation symbol on the wall. When read more closely, there is a colored triangle in the center of it, with a complicated design around it. This is most likely supposed to refer to the chakras. The chakras are meditation symbols associated with the color specturm and focal points up the torso of the body, which is related to the [https://en.wikipedia.org/wiki/Subtle_body &amp;quot;subtle bodies&amp;quot;] of astral projection in Hindu esotericism. This is the most parsimonious explanation for why the monastic liches have holes cut into their chests, as [https://www.wikiwand.com/en/Chakra#The_seven_chakra_system the chakras] around the chest resemble this symbol in the meditation room. (Especially if the creature description or ambient referring to the hole pre-dates the 1995 edition of Creatures &amp;amp; Monsters, which introduced the Ritual of Black Eternity in the bestiaries along with the Evil Cleric base list in Spell Law of 1995. However, the Classic Lich description did use it earlier, in Rolemaster Companion 1 of 1986.)&lt;br /&gt;
&lt;br /&gt;
It is possible that the monks were struggling with the hooded figures in some astral way in spiritual warfare as part of the theme or high concept. The portal to the Broken Land notably dematerializes the body from this reality. The crystal dome may have once allowed transportation involving the Vibration Chant and Piercing Gaze spells. It would be interesting if it put the character in some kind of dematerialized state in the cryptic tower, which might then have allowed access to the monastery through the sewer. But this is highly speculative. The portal was dormant in 1992, up until 1993. If it was sealed off for thousands of years, the monks were struggling with the dark forces in some other way.&lt;br /&gt;
&lt;br /&gt;
==Lovecraft==&lt;br /&gt;
There is a strong case to be made that the landscape of the Broken Lands itself is based on H.P. Lovecraft&#039;s [http://www.hplovecraft.com/writings/texts/fiction/dq.aspx &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;]. In this story the narrator Randolph Carter is a dream walker who is accessing a parallel dimension called the Dreamlands. This is a fantastic version of the Earth in another universe, along with all the other corresponding moons and planets. Much of the terrain of the Broken Land is scene-for-scene analogous to the Underworld of the Dreamland. It might also be using a Randolph Carter sequel titled [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] or other stories, though the case for other stories is significantly weaker.&lt;br /&gt;
&lt;br /&gt;
There is a separate argument made on [[Research:The Graveyard]] that the spirit death mechanics messaging, once called [[Purgatory]], was also partly based on the end of the Dream-Quest. This was discovered first by searching Lovecraft for the wording used in it, because of the heavily Lovecraftian &amp;quot;throne room in purgatory&amp;quot; under the Graveyard. In studying the story it was discovered by accident that the Broken Land was probably drawing from the same well. There are some reasons to think the two stories are meant to be related. The Death section above thus argues both the Graveyard and the Broken Lands are dark mirrors of the GemStone III death mechanics and theology.&lt;br /&gt;
===Dream-Quest of Unknown Kadath===&lt;br /&gt;
&amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; is the story of Randolph Carter having dreams of a marvelous city, and wishing to find it by asking the gods of Earth who reside in Earth&#039;s Dreamland. When he prays to them he stops having dreams of it, so he sets off on a quest to find them in the dream world. They once dwelled in the mountain Ngranek, but now reside instead in Kadath. The trouble is the location of Kadath is unknown. In the story he has to find his way to Ngranek in order to see the huge forbidden face carved into the mountain, so he will be able to recognize which race of Earth&#039;s Dreamland is most closely miscegenated with the gods. When he finally does so he is kidnapped by night-gaunts into the Underworld. This is the handful of contiguous pages which strongly mirrors the Broken Land. &lt;br /&gt;
&lt;br /&gt;
When he makes his way to unknown Kadath, beyond the plateau of Leng, he discovers they are missing. This may be important allegorically, because the Dark Gods seem to be missing from the Broken Land (unless there were in-game story events that were not recorded), and were not on the moon in the Wars of Dominion because they were invading the world. Nyarlathotep informs him they went to his marvelous city, which turns out to be his own childhood memories of Boston. The escape from malevolent Nyarlathotep is argued to be the basis of the spirit death messaging in [[Research:The Graveyard]], which ends with Carter waking up and the gods imprisoned again in Kadath.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) The Underworld&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mostly underground expansion from late 1993 or early 1994, which includes the Dark Grotto and Dark Shrine, strongly resembles the journey through the Underworld of the Dreamlands. The Jagged Plains might be inspired from it as well, but it is possible it refers to other locations or stories. It is less clear the &#039;&#039;whole&#039;&#039; of the Broken Land is Underworld themed. This relates to the meaning of Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Then Carter did a wicked thing, offering his guileless host so many draughts of the moon-wine which the zoogs had given him that the old man became irresponsibly talkative. Robbed of his reserve, poor Atal babbled freely of forbidden things; telling of &#039;&#039;&#039;a great image reported by travellers as carved on the solid rock of the mountain Ngranek,&#039;&#039;&#039; on the isle of Oriab in the Southern Sea, and hinting that it may be &#039;&#039;&#039;a likeness which earth’s gods once wrought of their own features&#039;&#039;&#039; in the days when they danced by moonlight on that mountain. And he hiccoughed likewise that the features of that image are very strange, so that one might easily recognise them, and that they are &#039;&#039;&#039;sure signs of the authentic race of the gods.&#039;&#039;&#039;&lt;br /&gt;
     Now the use of all this in finding the gods became at once apparent to Carter. It is known that in disguise the younger among the Great Ones often espouse the daughters of men, so that around the borders of the cold waste wherein stands Kadath the peasants must all bear their blood. This being so, &#039;&#039;&#039;the way to find that waste must be to see the stone face on Ngranek&#039;&#039;&#039; and mark the features; then, having noted them with care, to search for such features among living men. Where they are plainest and thickest, there must the gods dwell nearest; and whatever stony waste lies back of the villages in that place must be that wherein stands Kadath.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Dark Shrine in the Broken Land serves as the analog of Ngranek, which has a huge cave in it that is actually a hole into the Underworld. It is in the Shadow World canon for gogor that they swoop down and carry men off, just as the night-gaunts who guard Ngranek. They strongly resemble each other. The Dark Shrine has a huge throne and large corridors, with its western end being a large chamber, which Morgu and the gogor would use to enter and exit by flying. This aspect is more likely based on castle on top of Kadath, and possibly the Leng monastery. The chamber has two huge eye shaped windows. This is insinuating that there is a huge stone face on the mountain, presumably of Morgu himself, hidden from view because it is too difficult to scale the sheer vertical cliff. There is a ledge far below it where the room description says it feels like something is watching. The language appears borrowed.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     He felt from &#039;&#039;&#039;the chill&#039;&#039;&#039; that he must be near the snow line, and looked up to see what glittering pinnacles might be shining in that late ruddy sunlight. Surely enough, there was &#039;&#039;&#039;the snow uncounted thousands of feet above,&#039;&#039;&#039; and below it a great beetling crag like that he had just climbed; hanging there forever in bold outline, black against the white of the frozen peak. And when he saw that crag he gasped and cried out aloud, and clutched at the jagged rock in awe; for the titan bulge had not stayed as earth’s dawn had shaped it, but gleamed red and stupendous in the sunset with the carved and polished features of a god.&lt;br /&gt;
     Stern and terrible shone that face that the sunset lit with fire. &#039;&#039;&#039;How vast it was no mind can ever measure, but Carter knew at once that man could never have fashioned it. It was a god chiselled by the hands of the gods,&#039;&#039;&#039; and it looked down haughty and majestic upon the seeker. Rumour had said it was strange and not to be mistaken, and Carter saw that it was indeed so; for those long narrow eyes and long-lobed ears, and that thin nose and pointed chin, all spoke of a race that is not of men but of gods. He clung overawed in that lofty and perilous eyrie, even though it was this which he had expected and come to find; for there is in a god’s face more of marvel than prediction can tell, and &#039;&#039;&#039;when that face is vaster than a great temple&#039;&#039;&#039; and seen looking down at sunset in the cryptic silences of that upper world from whose dark lava it was divinely hewn of old, the marvel is so strong that none may escape it.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
&#039;&#039;&#039;Like a huge pair of eyes, two large, round windows&#039;&#039;&#039; look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains&#039;&#039;&#039; rise up all around, &#039;&#039;&#039;snow capped peaks high above ice covered slopes,&#039;&#039;&#039; strewn with large boulders.  The cold wind that blows in through the openings bears as much desolation as the view.  There is &#039;&#039;&#039;no scent of green trees and running sap, no odor of wildlife&#039;&#039;&#039; rising from the slopes outside.&lt;br /&gt;
Obvious exits: east.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But dusk was now thick, and &#039;&#039;&#039;the great carven face looked down&#039;&#039;&#039; even sterner in shadow. &#039;&#039;&#039;Perched on that ledge&#039;&#039;&#039; night found the seeker; and in the blackness he might neither go down nor go up, but only stand and cling and shiver in that narrow place till the day came, praying to keep awake lest sleep loose his hold and send him down the dizzy miles of air to &#039;&#039;&#039;the crags and sharp rocks of the accursed valley.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Jagged Plains, &#039;&#039;&#039;High Ledge&#039;&#039;&#039;]&lt;br /&gt;
&#039;&#039;&#039;Perched here, high above&#039;&#039;&#039; the quietude of the rock and boulder strewn expanse of the &#039;&#039;&#039;jagged plains below,&#039;&#039;&#039; the stillness holds an almost palpable tension.  The strained feeling of expectancy has you poised and alert, and you &#039;&#039;&#039;cannot escape the feeling that someone, or something, is watching you.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look up&lt;br /&gt;
You can&#039;t see the sky from here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is followed by a description of the sheer vertical cliffs that have to be scaled to reach the hidden side of Ngranek with the forbidden face of the gods. It mentions &amp;quot;lava&amp;quot; and the &amp;quot;olden wrath of the Great Ones&amp;quot;, whereas in the Broken Land there is a boiling sea of mud and huge boulders (possibly from the Loremaster battle but also from a history of falling rocks), but it also describes its barrenness of life as does the view from the Dark Shrine. The sheer vertical cliffs have analogous wording on the Jagged Plain. The &amp;quot;imperceptible foot-holds&amp;quot; correspond to the &amp;quot;featureless&amp;quot; cliff face, which is &amp;quot;clean and straight, as if cut with some gargantuan knife.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
At last, in the fearsome iciness of upper space, he came round fully to the hidden side of Ngranek and saw in infinite gulfs below him the lesser crags and sterile abysses of lava which marked the olden wrath of the Great Ones. There was unfolded, too, &#039;&#039;&#039;a vast expanse of country to the south; but it was a desert land without fair fields or cottage chimneys,&#039;&#039;&#039; and seemed to have no ending. No trace of the sea was visible on this side, for Oriab is a great island. Black caverns and odd crevices were still numerous on &#039;&#039;&#039;the sheer vertical cliffs,&#039;&#039;&#039; but none of them was accessible to a climber. There now loomed aloft a great beetling mass which hampered the upward view, and Carter was for a moment shaken with doubt lest it prove impassable. Poised in windy insecurity miles above earth, with only space and death on one side and only slippery walls of rock on the other, he knew for a moment the fear that makes men shun Ngranek’s hidden side. He could not turn round, yet the sun was already low. If there were no way aloft, the night would find him crouching there still, and the dawn would not find him at all.&lt;br /&gt;
     But there was a way, and he saw it in due season. &#039;&#039;&#039;Only a very expert dreamer could have used those imperceptible foot-holds,&#039;&#039;&#039; yet to Carter they were sufficient. Surmounting now the outward-hanging rock, he found the slope above much easier than that below, since a great glacier’s melting had left a generous space with loam and ledges. To the left a &#039;&#039;&#039;precipice dropped straight from unknown heights to unknown depths,&#039;&#039;&#039; with a cave’s dark mouth just out of reach above him. Elsewhere, however, the mountain slanted back strongly, and even gave him space to lean and rest. &lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
Huge boulders and jagged rocks are the predominant features on the vast plain that stretches out to the east.  The &#039;&#039;&#039;high, sheer cliff&#039;&#039;&#039; which looms above you to the west and southwest is &#039;&#039;&#039;clean and straight, as if cut with some gargantuan knife.&#039;&#039;&#039;  The cliff face is &#039;&#039;&#039;featureless,&#039;&#039;&#039; except for a small, jagged opening at the base of the cliff.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A &#039;&#039;&#039;high, sheer cliff&#039;&#039;&#039; rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  You also see a jumble of rocks.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The high ledge scene is the moment when the night-gaunts swoop down and carry Randolph Carter into the Underworld. These are all black and have no faces, unlike the gogor, who have eerie glowing green eyes. Otherwise the night-gaunts and the gogor look essentially the same as each other. They are mistakenly thought to serve Nyarlathotep, but they actually serve the real world Brythonic god Nodens.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
But dusk was now thick, and the great carven face looked down even sterner in shadow. &#039;&#039;&#039;Perched on that ledge&#039;&#039;&#039; night found the seeker; and in the blackness he might neither go down nor go up, but only stand and cling and shiver in that narrow place till the day came, praying to keep awake lest sleep loose his hold and send him down the dizzy miles of air to the crags and sharp rocks of the accursed valley. The stars came out, but save for them there was only black nothingness in his eyes; nothingness leagued with death, against whose beckoning he might do no more than cling to the rocks and lean back away from an unseen brink. The last thing of earth that he saw in the gloaming was a condor soaring close to the westward precipice beside him, and darting screaming away when it came near the cave whose mouth yawned just out of reach.&lt;br /&gt;
     Suddenly, without a warning sound in the dark, Carter felt his curved scimitar drawn stealthily out of his belt by some unseen hand. Then he heard it clatter down over the rocks below. And between him and the Milky Way he thought he saw &#039;&#039;&#039;a very terrible outline of something noxiously thin and horned and tailed and bat-winged.&#039;&#039;&#039; Other things, too, had begun to blot out patches of stars west of him, &#039;&#039;&#039;as if a flock of vague entities were flapping thickly and silently out of that inaccessible cave in the face of the precipice.&#039;&#039;&#039; Then a sort of cold rubbery arm seized his neck and something else seized his feet, and he was lifted inconsiderately up and swung about in space. Another minute and &#039;&#039;&#039;the stars were gone,&#039;&#039;&#039; and Carter knew that &#039;&#039;&#039;the night-gaunts&#039;&#039;&#039; had got him.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Underworld itself is dimly lit with a &amp;quot;grey phosphorescence&amp;quot; called death-fire, and &amp;quot;reeks of the primal mists of the pits at earth&#039;s core.&amp;quot; The Jagged Plain itself is fog covered in its southern half, and the Broken Lands has a sour smell in a number of its locations. The Underworld has a whole subterranean mountain range called the Peaks of Thok, or &amp;quot;Throk&amp;quot; in other [https://books.google.com/books?id=4AKkDAAAQBAJ&amp;amp;pg=PA382&amp;amp;lpg=PA382&amp;amp;dq=%22peaks+of+throk%22&amp;amp;source=bl&amp;amp;ots=xTwMk_tPpW&amp;amp;sig=ACfU3U376kEZJ2UbYZNrpSnjVHa3zjIjgA&amp;amp;hl=en&amp;amp;ppis=_c&amp;amp;sa=X&amp;amp;ved=2ahUKEwisg57utMboAhWdHjQIHZdFCzUQ6AEwA3oECAgQAQ#v=onepage&amp;amp;q=%22peaks%20of%20throk%22&amp;amp;f=false versions], which is remarkable given the use of the Iruaric &amp;quot;throk&amp;quot; rendered as &amp;quot;thro&amp;quot;. This may be interpreted allegorically as implying the Broken Lands, in spite of its mountains, is located below the surface of Charôn as it would need to be if consistent. But there is a stronger case for it being a nightmare parallel of the Seolfar Strake.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
They bore him breathless into that cliffside cavern and through monstrous labyrinths beyond. When he struggled, as at first he did by instinct, they tickled him with deliberation. They made no sound at all themselves, and even their membraneous wings were silent. They were frightfully cold and damp and slippery, and their paws kneaded one detestably. Soon they were plunging hideously downward through inconceivable abysses in a whirling, giddying, sickening rush of dank, tomb-like air; and Carter felt they were shooting into the ultimate vortex of shrieking and daemonic madness. He screamed again and again, but whenever he did so the black paws tickled him with greater subtlety. Then he saw a sort of grey phosphorescence about, and guessed they were coming even to that &#039;&#039;&#039;inner world of subterrene horror of which dim legends tell, and which is litten only by the pale death-fire&#039;&#039;&#039; wherewith reeks the ghoulish air and the &#039;&#039;&#039;primal mists&#039;&#039;&#039; of the pits at earth’s core.&lt;br /&gt;
&lt;br /&gt;
At last far below him he saw faint lines of grey and ominous pinnacles which he knew must be the fabled &#039;&#039;&#039;Peaks of Thok.&#039;&#039;&#039; Awful and sinister they stand in the haunted dusk of sunless and eternal depths; &#039;&#039;&#039;higher than man may reckon, and guarding terrible valleys&#039;&#039;&#039; where the bholes crawl and burrow nastily. But Carter preferred to look at them than at his captors, which were indeed shocking and uncouth black beings with smooth, oily, whale-like surfaces, unpleasant horns that curved inward toward each other, bat-wings whose beating made no sound, ugly prehensile paws, and &#039;&#039;&#039;barbed tails&#039;&#039;&#039; that lashed needlessly and disquietingly. And worst of all, they never spoke or laughed, and never smiled because they had no faces at all to smile with, but only a suggestive blankness where a face ought to be. All they ever did was clutch and fly and tickle; that was the way of night-gaunts.&lt;br /&gt;
     As the band flew lower the &#039;&#039;&#039;Peaks of Thok rose grey and towering on all sides,&#039;&#039;&#039; and one saw clearly that nothing lived on that austere and impassive granite of the endless twilight. At still lower levels the death-fires in the air gave out, and one met only the primal blackness of the void save aloft where the thin peaks stood out goblin-like. Soon the peaks were very far away, and nothing about but great rushing winds with the dankness of &#039;&#039;&#039;nethermost grottoes&#039;&#039;&#039; in them. Then in the end the night-gaunts landed on a floor of unseen things which felt like layers of bones, and left Carter all alone in that black valley. To bring him thither was the duty of the night-gaunts that guard Ngranek; and this done, they flapped away silently. When Carter tried to trace their flight he found he could not, since even the Peaks of Thok had faded out of sight. There was nothing anywhere but blackness and horror and silence and bones.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The night-gaunts kidnap trespassers of Ngranek and fly them down into the Underworld, leaving them to die in a vast deep bone pit called the Vale of Pnath. These are infested with huge roa&#039;ter-like worms called bholes, similar to the dholes in the material world. The bones come from ghouls tossing them down when they finish eating. Randolph Carter has to call out to the ghouls to help by throwing down a ladder. In the Broken Land the bone pit can be climbed out of (though it was a relatively hard climbing skill check), and is implicitly what the magru leave behind after dissolving away the flesh. There are no roa&#039;ter type monsters in the bone pit. There are no ghouls in the Broken Land, but there are in the Graveyard&#039;s tunnels.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Now Carter knew from a certain source that he was in the vale of Pnath, where crawl and burrow the enormous bholes; but he did not know what to expect, because no one has ever seen a bhole or even guessed what such a thing may be like. Bholes are known only by dim rumour, from the rustling they make amongst &#039;&#039;&#039;mountains of bones&#039;&#039;&#039; and the slimy touch they have when they wriggle past one. They cannot be seen because they creep only in the dark. Carter did not wish to meet a bhole, so listened intently for any sound in &#039;&#039;&#039;the unknown depths of bones about him.&#039;&#039;&#039; Even in this fearsome place he had a plan and an objective, for whispers of Pnath and its approaches were not unknown to one with whom he had talked much in the old days. In brief, it seemed fairly likely that this was &#039;&#039;&#039;the spot into which all the ghouls of the waking world cast the refuse of their feastings;&#039;&#039;&#039; and that if he but had good luck he might stumble upon that mighty crag taller even than Thok’s peaks which marks the edge of their domain. Showers of bones would tell him where to look, and once found he could call to a ghoul to let down a ladder; for strange to say, he had a very singular link with these terrible creatures.&lt;br /&gt;
     A man he had known in Boston—a painter of strange pictures with a secret studio in an ancient and unhallowed alley near a graveyard—had actually made friends with the ghouls and had taught him to understand the simpler part of their disgusting meeping and glibbering. This man had vanished at last, and Carter was not sure but that he might find him now, and use for the first time in dreamland that far-away English of his dim waking life. In any case, he felt he could persuade a ghoul to guide him out of Pnath; and it would be better to meet a ghoul, which one can see, than a bhole, which one cannot see.&lt;br /&gt;
     So Carter walked in the dark, and ran when he thought he heard something &#039;&#039;&#039;among the bones underfoot.&#039;&#039;&#039; Once he bumped into a stony slope, and knew it must be the base of one of Thok’s peaks. Then at last he heard a monstrous rattling and clatter which reached far up in the air, and became sure he had come nigh the crag of the ghouls. He was not sure he could be heard from this valley miles below, but realised that the inner world has strange laws. As he pondered he was struck by a flying bone so heavy that it must have been a skull, and therefore realising his nearness to the fateful crag he sent up as best he might that meeping cry which is the call of the ghoul.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;&#039;Dark Grotto&#039;&#039;&#039;, Cavern]&lt;br /&gt;
A broad ledge runs all the way around the edge of this cavern, circling a huge pit at the center.  The ledge is smooth and even, with plenty of room for you to walk around.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb pit&lt;br /&gt;
You carefully make your way down into the pit.&lt;br /&gt;
&lt;br /&gt;
[&#039;&#039;&#039;Deep Pit&#039;&#039;&#039;]&lt;br /&gt;
A &#039;&#039;&#039;deep layer of old bones&#039;&#039;&#039; forms the floor of this deep pit. The high straight walls are rough and irregular, riddled with cracks and sharp protrusions of stone.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bones&lt;br /&gt;
Bones of all sizes and shapes are collected here, ranging from the tiny skulls of common mice to &#039;&#039;&#039;huge thigh bones from some unrecognizable creature.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look wall&lt;br /&gt;
The walls are high and straight, and riddles with shallow cracks and sharp protrusions of stone.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb wall&lt;br /&gt;
You carefully start to make your way up the wall, but you only manage to make it about half way up before you loose your grip and fall!&lt;br /&gt;
&lt;br /&gt;
You land in the &#039;&#039;&#039;midst of the bones&#039;&#039;&#039; with a crash!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Strike to the chest breaks a rib!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
He climbs for hours until being pulled over the edge of the crag by a ghoul. He emerges on a dim-litten plain strewn with boulders, which may correspond to the boulder strewn Jagged Plain, where most every room looks the same in all directions. The ghouls bring him to his artist friend Pickman, who was in another Lovecraft story, and became a ghoul in the Dreamlands after death. When he follows them he has to crawl through tunnels of mold, which is akin to the Dark Grotto. The relative positions of these analogous features are swapped around somewhat in the Broken Land. The Jagged Plain was released earlier than the Dark Grotto and Dark Shrine.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
For hours he climbed with aching arms and blistered hands, seeing again the grey death-fire and Thok’s uncomfortable pinnacles. At last he discerned above him the projecting edge of the great crag of the ghouls, whose vertical side he could not glimpse; and hours later he saw a curious face peering over it as a gargoyle peers over a parapet of Notre Dame. This almost made him lose his hold through faintness, but a moment later he was himself again; for his vanished friend Richard Pickman had once introduced him to a ghoul, and he knew well their canine faces and slumping forms and unmentionable idiosyncrasies. So he had himself well under control when that hideous thing pulled him out of the dizzy emptiness over the edge of the crag, and did not scream at the partly consumed refuse heaped at one side or at the squatting circles of ghouls who gnawed and watched curiously.&lt;br /&gt;
     He was now on &#039;&#039;&#039;a dim-litten plain whose sole topographical features were great boulders and the entrances of burrows.&#039;&#039;&#039; The ghouls were in general respectful, even if one did attempt to pinch him while several others eyed his leanness speculatively. Through patient glibbering he made inquiries regarding his vanished friend, and found he had become a ghoul of some prominence in abysses nearer the waking world. A greenish elderly ghoul offered to conduct him to Pickman’s present habitation, so despite a natural loathing he followed the creature &#039;&#039;&#039;into a capacious burrow and crawled after him for hours in the blackness of rank mould.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
You are going to have &#039;&#039;&#039;to crawl&#039;&#039;&#039; to go in that direction.&lt;br /&gt;
&amp;gt;kneel&lt;br /&gt;
You kneel down.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel twists and turns, undulating through the surrounding rock.  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The &#039;&#039;&#039;dim green light given off by patches of glowing lichen&#039;&#039;&#039; shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: north, northeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;sw&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  A strange, gritty substance covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The &#039;&#039;&#039;grey-white caps of mushrooms&#039;&#039;&#039; poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is further reinforced by the exit back to the Jagged Plain. Glowing fungus or lichen is a Lovecraftian motif often used in the game for lighting.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a narrow crack, which looks promising.&lt;br /&gt;
Roundtime: 5 secs.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go crack&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel is small and cramped.  It is wider than it is tall, and the floor, walls and ceiling are fairly smooth.  &#039;&#039;&#039;Patches of lichen&#039;&#039;&#039; dotting the area give off an &#039;&#039;&#039;eerie, dim light&#039;&#039;&#039; that casts a green hue over everything.  A subdued, slightly bitter odor nags at your senses.  Though not strong, it is pervasive and seems to irritate your eyes.  You also see a narrow crack.&lt;br /&gt;
Obvious exits: southeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Randolph Carter wishes to travel to the enchanted woods on the surface, but the way is through a forbidden trap door in the city of the gugs, huge beasts who worship Nyarlathotep past the ghasts in the terrible vaults of Zin. Pickman advises him against it. He wants Carter to travel up to the plateau of Leng, or wake up, but Carter does not know the way from Leng and could forget the face and the race he is seeking if he wakes up. Carter convinces them to travel through the gug kingdom while they are sleeping, and make their way to the trap door which the gugs are forbidden to cross by the Great Ones.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
After much persuasion the ghoul consented to guide his guest inside the great wall of the gugs’ kingdom. There was one chance that Carter might be able to steal through that twilight realm of circular stone towers at an hour when the giants would be all gorged and snoring indoors, and reach the central tower &#039;&#039;&#039;with the sign of Koth upon it, which has the stairs leading up&#039;&#039;&#039; to that stone trap-door in the enchanted wood. Pickman even consented to lend three ghouls to help with a tombstone lever in raising the stone door; for of ghouls the gugs are somewhat afraid, and they often flee from their own colossal graveyards when they see feasting there.&lt;br /&gt;
     He also advised Carter to disguise as a ghoul himself; shaving the beard he had allowed to grow (for ghouls have none), wallowing naked in the mould to get the correct surface, and &#039;&#039;&#039;loping&#039;&#039;&#039; in the usual slumping way, with his clothing carried in a bundle as if it were a choice morsel from a tomb. They would reach the city of the gugs—which is coterminous with the whole kingdom—through the proper burrows, emerging in a cemetery &#039;&#039;&#039;not far from the stair-containing Tower of Koth.&#039;&#039;&#039; They must beware, however, of a &#039;&#039;&#039;large cave&#039;&#039;&#039; near the cemetery; for this is &#039;&#039;&#039;the mouth of the vaults of Zin,&#039;&#039;&#039; and the vindictive ghasts are always on watch there murderously for those denizens of the upper abyss who hunt and prey on them. The ghasts try to come out when the gugs sleep, and they attack ghouls as readily as gugs, for they cannot discriminate. They are very primitive, and eat one another. The gugs have a sentry at a narrow place in the vaults of Zin, but he is often drowsy and is sometimes surprised by a party of ghasts. Though ghasts cannot live in real light, they can endure the grey twilight of the abyss for hours.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The gogor [vruul] have messaging where they &amp;quot;lope&amp;quot; between rooms.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The huge bones in the bone pit do not correspond to existing creatures in the Broken Lands, and quite probably allegorically refer to the gugs. The huge cavern with the myklian corresponds to the mouth of the vaults of Zin. It is at the base of huge, enormous stairs leading up the Tower of Koth, with its forbidding sign. These stairs are so large, made for the gait of the gugs, that they must be climbed over. This corresponds to the huge stairs in the cavern leading up to the Dark Shrine. The &amp;quot;vast lichened monoliths&amp;quot;, acting as gravestones of the gugs, correspond to the lichen covered stalagmites.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
So at length &#039;&#039;&#039;Carter crawled through endless burrows&#039;&#039;&#039; with three helpful ghouls bearing the slate gravestone of Col. Nehemiah Derby, obiit 1719, from the Charter Street Burying Ground in Salem. When they came again into open twilight they were in a forest of &#039;&#039;&#039;vast lichened monoliths&#039;&#039;&#039; reaching nearly as high as the eye could see and forming the modest gravestones of the gugs. On the right of the hole out of which they wriggled, and seen through aisles of monoliths, was a stupendous vista of Cyclopean round towers mounting up illimitable into the grey air of inner earth. This was the great city of the gugs, whose doorways are thirty feet high. Ghouls come here often, for a buried gug will feed a community for almost a year, and even with the added peril it is better to burrow for gugs than to bother with the graves of men. &#039;&#039;&#039;Carter now understood the occasional titan bones he had felt beneath him in the vale of Pnath.&#039;&#039;&#039; Straight ahead, and just outside the cemetery, rose a sheer perpendicular cliff at whose base an immense and forbidding cavern yawned. This the ghouls told Carter to avoid as much as possible, since it was the entrance to the unhallowed vaults of Zin where gugs hunt ghasts in the darkness.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go crack&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern&#039;&#039;&#039;]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an &#039;&#039;&#039;eerie, other-worldly vista, filled with tall spires of stone&#039;&#039;&#039; and crystal, and &#039;&#039;&#039;dotted with growths of giant mushrooms and huge fans of lichen.&#039;&#039;&#039;  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of &#039;&#039;&#039;mold, moss, lichen and fungi&#039;&#039;&#039; fill the underground landscape, some of them &#039;&#039;&#039;glowing with pale unearthly light&#039;&#039;&#039; that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: east, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Carter and the ghouls then watch the ghasts swarm upon and attack the gug sentry to the vaults of Zin. When the noise of that recedes into the blackness, they move forward, until reaching the Tower of Koth. The entrance is marked by a bas relief of the symbol of Koth, which corresponds to the bas relief at the entrance of the Dark Shrine. This has Iruaric that makes one shudder without knowing its meaning.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Then the most alert of the ghouls gave the signal for all to advance, and Carter followed the loping three out of the forest of monoliths and into the dark noisome streets of that awful city whose rounded towers of Cyclopean stone soared up beyond the sight. Silently they shambled over that rough rock pavement, hearing with disgust the abominable muffled snortings from great black doorways which marked the slumber of the gugs. Apprehensive of the ending of the rest hour, the ghouls set a somewhat rapid pace; but even so the journey was no brief one, for distances in that town of giants are on a great scale. At last, however, they came to a somewhat open space before a tower even vaster than the rest, above whose colossal doorway was fixed &#039;&#039;&#039;a monstrous symbol in bas-relief which made one shudder without knowing its meaning. This was the central tower with the sign of Koth,&#039;&#039;&#039; and those &#039;&#039;&#039;huge stone steps&#039;&#039;&#039; just visible through the dusk within were the beginning of the &#039;&#039;&#039;great flight leading to upper dreamland&#039;&#039;&#039; and the enchanted wood.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then he noticed a small door at the farther end of the room, and calmed himself enough to approach it and examine the crude sign chiselled above. It was only a symbol, but it filled him with vague spiritual dread; for a morbid, dreaming friend of his had once drawn it on paper and told him a few of the things it means in the dark abyss of sleep. It was &#039;&#039;&#039;the sign of Koth&#039;&#039;&#039;, that dreamers see fixed above the archway of a certain black tower standing alone in twilight—and Willett did not like what his friend Randolph Carter had said of its powers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Case of Charles Dexter Ward&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is &#039;&#039;&#039;a huge relief carved into the wall&#039;&#039;&#039; at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a &#039;&#039;&#039;dark beast with leathery wings and blood red claws.&#039;&#039;&#039;  The inscription below the image is &#039;&#039;&#039;in a strange language,&#039;&#039;&#039; and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the Dream-Quest the stairs are climbed to reach a trap-door rather than the relief with the horrible symbol without knowing its meaning. These stairs are enormous, gug sized, and are struggled over. They have to kill a ghast which comes up the stairway after them, and its body later falls down making noise, ending the intent of the ghouls to return the same way. They manage to pry open the trap door before gugs can rush up the stairs after them out of the darkness, and that is the end of being in the Underworld. Almost the whole text of Carter in the Underworld has been included. Most places match up.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There now began a &#039;&#039;&#039;climb of interminable length in utter blackness&#039;&#039;&#039;; made almost impossible by the &#039;&#039;&#039;monstrous size of the steps,&#039;&#039;&#039; which were fashioned for gugs, and were therefore &#039;&#039;&#039;nearly a yard high.&#039;&#039;&#039; Of their number Carter could form no just estimate, for he soon &#039;&#039;&#039;became so worn out that the tireless and elastic ghouls were forced to aid him.&#039;&#039;&#039; All through the &#039;&#039;&#039;endless climb&#039;&#039;&#039; there lurked the peril of detection and pursuit; for though no gug dares lift the stone door to the forest because of the Great Ones’ curse, there are no such restraints concerning the tower and the steps, and escaped ghasts are often chased even to the very top. So sharp are the ears of gugs, that the bare feet and hands of the climbers might readily be heard when the city awoke; and it would of course take but little time for the striding giants, accustomed from their ghast-hunts in the vaults of Zin to seeing without light, to overtake their smaller and slower quarry on those Cyclopean steps. It was very depressing to reflect that the silent pursuing gugs would not be heard at all, but would come very suddenly and shockingly in the dark upon the climbers.&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
Suddenly their desperation was magnified a thousandfold by a sound on the steps below them. It was only the thumping and rattling of the slain ghast’s hooved body as it rolled down to lower levels; but of all the possible causes of that body’s dislodgment and rolling, none was in the least reassuring. Therefore, knowing the ways of gugs, the ghouls set to with something of a frenzy; and in a surprisingly short time had the door so high that they were able to hold it still whilst Carter turned the slab and left a generous opening. They now helped Carter through, letting him climb up to their rubbery shoulders and later guiding his feet as he clutched at the blessed soil of the upper dreamland outside. Another second and they were through themselves, knocking away the gravestone and closing the great trap-door while a panting became audible beneath. Because of the Great Ones’ curse no gug might ever emerge from that portal, so with a deep relief and sense of repose Carter lay quietly on the &#039;&#039;&#039;thick grotesque fungi of the enchanted wood&#039;&#039;&#039; while his guides squatted near in the manner that ghouls rest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go stair&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Long Stairway&#039;&#039;&#039;]&lt;br /&gt;
The &#039;&#039;&#039;gargantuan stairway&#039;&#039;&#039; rises from the landing here, reaching up along the wall of the cavern &#039;&#039;&#039;farther than you can see.&#039;&#039;&#039;  The stair is a marvel, an &#039;&#039;&#039;engineering feat of unparalleled proportions.&#039;&#039;&#039;  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about &#039;&#039;&#039;three feet high.&#039;&#039;&#039;  You also see a huge cavern that spreads out to the south in an eerie, other-worldly vista of tall stone spires and giant fungi.&lt;br /&gt;
Obvious exits: up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;climb up&lt;br /&gt;
You struggle to climb up over several of the huge steps.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  &#039;&#039;&#039;No creature that you have ever seen has had the size or length of leg&#039;&#039;&#039; to negotiate stairs of this size.  The floor of the cavern is far below, and anyone who &#039;&#039;&#039;fell over the unprotected edge of the stairway would surely die in the fall.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
Round time: 7 sec.&lt;br /&gt;
&lt;br /&gt;
You lie there for a moment, trying to catch your breath.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  No creature that you have ever seen has had the size or length of leg to negotiate stairs of this size.  Looking out over the cavern far below, you can see &#039;&#039;&#039;tall spires of stone that look like small splinters of rock from this distance.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
Huge steps have been carved into the stone wall of the cavern forming a stairway of gigantic proportions.  No creature that you have ever seen has had the size or length of leg to negotiate stairs of this size.  &#039;&#039;&#039;Details of the cavern floor far below are lost in the shadowy distance.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: up, down.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A gargantuan stairway descends from the landing here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  &#039;&#039;&#039;The floor of the huge cavern lies so far below that all detail is lost in the distance.&#039;&#039;&#039;  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This is where vruul [gogor] and dark vorteces begin. Though the dark vorteces can wander into the cavern and dissipate gradually. The other side at the top is a &amp;quot;ghastly&amp;quot; statue of Morgu. Originally the gogor were only in the Dark Shrine, not on the huge stairway.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is worth noting at this point that the great trap-door in the Tower of Koth in the Dreamland has an iron ring. The Monastery sewer uses iron rings for its flood gates, specifically for the outermost and innermost trap doors. Pulling the rings raises and lowers the doors. When inside the first doorway, there is a bug, if the iron door is open. Instead of &amp;quot;iron door&amp;quot; it gives the room description of the entry corridor of a cryptic tower that is inaccessible to player characters. The non-Euclidean geometry of the tower&#039;s architecture is a Lovecraftian motif. The bug suggests there used to be more to the Broken Land puzzles, and it seems likely the crystal dome was once able to be used to access this tower.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The gugs, hairy and gigantic, once reared stone circles in that wood and made strange sacrifices to the Other Gods and the crawling chaos Nyarlathotep, until one night an abomination of theirs reached the ears of earth’s gods and they were banished to caverns below. Only a &#039;&#039;&#039;great trap-door of stone with an iron ring&#039;&#039;&#039; connects the abyss of the earth-ghouls with the enchanted wood, and this the gugs are afraid to open because of a curse. That a mortal dreamer could traverse their cavern realm and leave by that door is inconceivable; for mortal dreamers were their former food, and they have legends of the toothsomeness of such dreamers even though banishment has restricted their diet to the ghasts, those repulsive beings which die in the light, and which live in the vaults of Zin and leap on long hind legs like kangaroos.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen a drain in the bottom curve of what, from all appearances, was once a sacrificial altar. Black stains course down the walls and spot the floor, old enough to be little more than dust now. Near the west wall hangs &#039;&#039;&#039;an iron ring,&#039;&#039;&#039; apparently to raise and lower the door in times of emergency. You also see an open iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell familiar to go door&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Hanging from the ceiling are three rings -- of steel, copper, and bronze -- apparently used to control the doors in times of flood or emergency. You also see &#039;&#039;&#039;You stand at the far end of the sweeping entry corridor of this cryptic tower. Smooth, highly polished concavities form both walls and floors, their rounded curves and smooth edges almost drawing you along as you gaze at them. The surfaces gleam, gemlike, with their own inner radiance.&#039;&#039;&#039; and an open steel door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) The Dreamlands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These gods or otherworldly &amp;quot;daemonic&amp;quot; horrors, such as Nyarlathotep and Azathoth, are not limited to the waking world or the Dreamlands. When Morgu is imagined as a Lovecraftian horror, and GM Varevice once said &amp;quot;The Call of Cthulhu&amp;quot; is the right way to interpret Marlu, the gogor (vruul) are sleep themed and may be considered the analog of the night-gaunts. Randolph Carter is sleeping in the waking world throughout the quest, as time runs at a different speed in the Dreamlands. Those who die there really die, but those who die in the waking world can continue to live there, including as monstrous races like the ghouls. The Dreamlands often has its own version of places that exist in the material world in other Lovecraft stories. This allows interpretations like transplanar coexistence or [[isles of transfer]] effects. It is possible to physically cross between the dimensions in a few places.&lt;br /&gt;
&lt;br /&gt;
There may be pieces from other parts of the story that were also used in the Broken Lands, but most of the terrain comes from a contiguous section of pages. In the dream quest Randolph Carter is brought to the moon as a slave at one point, which is controlled by moon-beasts, which are horrible toad-like things who worship Nyarlathotep. This may be the root of the myklian and toad brazier in the Dark Shrine, and some of the magru messaging. The Men of Leng are the miscegenated race that Carter recognizes from the carved face on Ngranek, having disguised themselves as traders earlier, who are enslaved by moon-beasts and serve Nyarlathotep.&lt;br /&gt;
&lt;br /&gt;
There are also hemispherical domes on the plateau of Leng when Carter flies over it with night-gaunts, who follow him up the huge stairwell of Kadath with its &amp;quot;vortices of cold wind.&amp;quot; There is a Nameless Monastery with a hooded and masked figure, the High Priest Not To Be Named, next to the plateau of Leng and directly over the vaults of Zin. These are all potential references also in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;At dusk they reached the jagged grey peaks that form the barrier of Inganok, and hovered about those strange caves near the summits which Carter recalled as so frightful to the shantaks. At the insistent meeping of the ghoulish leaders there issued forth from each lofty burrow a stream of horned black flyers; with which the ghouls and night-gaunts of the party conferred at length by means of ugly gestures. It soon became clear that the best course would be that over the cold waste north of Inganok, for &#039;&#039;&#039;Leng’s northward reaches&#039;&#039;&#039; are full of unseen pitfalls that &#039;&#039;&#039;even the night-gaunts&#039;&#039;&#039; dislike; abysmal influences centring in certain white &#039;&#039;&#039;hemispherical buildings&#039;&#039;&#039; on curious knolls, which common folklore associates unpleasantly with the Other Gods and their crawling chaos Nyarlathotep.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A &#039;&#039;&#039;large crystal dome rises above&#039;&#039;&#039; the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that &#039;&#039;&#039;the dome is man-made&#039;&#039;&#039; and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome pulses with a dim, multicolored light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The case for other parts of the Dreamlands mattering to the Broken Land is generally weaker than the Underworld parallel. The trouble is that when you can cherry-pick language from wherever in a lot of text, it increases the likelihood that an influence is only coincidental. But given the strength of the Underworld parallel, it is still highly plausible that the rest of the story may matter in various ways, as well as other Dream Cycle stories and those of Randolph Carter especially. The Graveyard story may or may not lean into any given Lovecraft story, but the Broken Land clearly does lean into the Dream-Quest.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The slant-eyed merchant had now prodded Carter into a great domed space whose walls were carved in shocking bas-reliefs, and whose &#039;&#039;&#039;centre held a gaping circular pit&#039;&#039;&#039; surrounded by six malignly stained stone altars in a ring. There was no light in this vast and evil-smelling crypt, and the small lamp of the sinister merchant shone so feebly that one could grasp details only little by little. At the farther end was a &#039;&#039;&#039;high stone dais&#039;&#039;&#039; reached by five steps; and there on a golden &#039;&#039;&#039;throne&#039;&#039;&#039; sat a lumpish figure robed in yellow silk figured with red and having a yellow silken mask over its face. To this being the slant-eyed man made certain signs with his hands, and the lurker in the dark replied by raising a disgustingly carven flute of ivory in silk-covered paws and blowing certain loathsome sounds from beneath its flowing yellow mask. This colloquy went on for some time, and to Carter there was something &#039;&#039;&#039;sickeningly familiar&#039;&#039;&#039; in the sound of that flute and the stench of &#039;&#039;&#039;the malodorous place.&#039;&#039;&#039; It made him think of a frightful red-litten city and of the revolting procession that once filed through it; of that, and of an awful climb &#039;&#039;&#039;through lunar countryside beyond,&#039;&#039;&#039; before the rescuing rush of earth’s friendly cats. He knew that the creature on the dais was without doubt &#039;&#039;&#039;the high-priest not to be described&#039;&#039;&#039;, of which legend whispers such fiendish and abnormal possibilities, but he feared to think just what that abhorred high-priest might be.&lt;br /&gt;
     Then the figured silk slipped a trifle from one of the greyish-white paws, and Carter knew what the noisome high-priest was. And in that hideous second stark fear drove him to something his reason would never have dared to attempt, for in all his shaken consciousness there was room only for one frantic will to escape from what squatted on that golden throne. He knew that &#039;&#039;&#039;hopeless labyrinths of stone lay betwixt him and the cold table-land outside&#039;&#039;&#039;, and that even on that table-land the noxious shantak still waited; yet in spite of all this there was in his mind only the instant need to get away from that wriggling, silk-robed monstrosity.&lt;br /&gt;
     The slant-eyed man had set his curious lamp upon one of the high and wickedly stained altar-stones by the pit, and had moved forward somewhat to talk to the high-priest with his hands. Carter, hitherto wholly passive, now gave that man a terrific push with all the wild strength of fear, so that the victim toppled at once into that &#039;&#039;&#039;gaping well which rumour holds to reach down to the hellish Vaults of Zin&#039;&#039;&#039; where gugs hunt ghasts in the dark. In almost the same second he seized the lamp from the altar and darted out into the frescoed labyrinths, racing this way and that as chance determined and trying not to think of the stealthy padding of shapeless paws on the stones behind him, or of the silent wrigglings and crawlings which must be going on back there in lightless corridors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A broad ledge runs all the way around the edge of this cavern, &#039;&#039;&#039;circling a huge pit at the center.&#039;&#039;&#039;  The ledge is smooth and even, with plenty of room for you to walk around.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the &amp;quot;nameless monastery&amp;quot; on the edge of the plateau of Leng, where the sinister hemispherical buildings associated with Nyarlathotep are, as well as the miscegenated Men of Leng who hide their horns under turbans. It is not known who the High Priest Not To Be Named is for certain. Some think it is the Yellow King, others think it is a manifestation of Nyarlathotep. The monastery is located high above the Vaults of Zin. The entrance to the deep bone pit in the Dark Grotto, rather than the bone pit itself, resembles this hole more than the Vale of Pnath. The Dark Shrine has hideous &amp;quot;frescoes&amp;quot; as well.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The solid rock now gave place to the &#039;&#039;&#039;giant foundations of the monstrous castle&#039;&#039;&#039;, and it seemed that the speed of the party was somewhat abated. Vast walls shot up, and there was a glimpse of a &#039;&#039;&#039;great gate&#039;&#039;&#039; through which the voyagers were swept. All was night in the titan courtyard, and then came the deeper blackness of inmost things as a huge arched portal engulfed the column. &#039;&#039;&#039;Vortices of cold wind&#039;&#039;&#039; surged dankly through sightless labyrinths of onyx, and Carter could never tell what &#039;&#039;&#039;Cyclopean stairs&#039;&#039;&#039; and corridors lay silent along the route of his endless aërial twisting. Always upward led the terrible plunge in darkness, and never a sound, touch, or glimpse broke the dense pall of mystery. Large as the army of ghouls and &#039;&#039;&#039;night-gaunts&#039;&#039;&#039; was, it was lost in the prodigious voids of that more than earthly castle. And when at last there suddenly dawned around him the lurid light of that single tower room whose lofty window had served as a beacon, it took Carter long to discern the far walls and high, distant ceiling, and to realise that he was indeed not again in the boundless air outside.&lt;br /&gt;
     Randolph Carter had hoped to come into &#039;&#039;&#039;the throne-room of the Great Ones&#039;&#039;&#039; with poise and dignity, flanked and followed by impressive lines of ghouls in ceremonial order, and offering his prayer as a free and potent master among dreamers. He had known that the Great Ones themselves are not beyond a mortal’s power to cope with, and had trusted to luck that the Other Gods and their crawling chaos Nyarlathotep would not happen to come to their aid at the crucial moment, as they had so often done before when men sought out earth’s gods in their home or on their mountains. And with his hideous escort he had half hoped to defy even the Other Gods if need were, knowing as he did that ghouls have no masters, and that night-gaunts own not Nyarlathotep but only archaick Nodens for their lord. But now he saw that supernal Kadath in its cold waste is indeed girt with dark wonders and nameless sentinels, and that the Other Gods are of a surety vigilant in &#039;&#039;&#039;guarding the mild, feeble gods of earth.&#039;&#039;&#039; Void as they are of lordship over ghouls and night-gaunts, the mindless, shapeless blasphemies of outer space can yet control them when they must; so that it was not in state as a free and potent master of dreamers that Randolph Carter came into the Great Ones’ throne-room with his ghouls. Swept and herded by nightmare tempests from the stars, and dogged by unseen horrors of the northern waste, all that army floated captive and helpless in the lurid light, dropping numbly to the onyx floor when by some voiceless order the winds of fright dissolved.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
In long ages past, &#039;&#039;&#039;some dark, evil priest once sat&#039;&#039;&#039; upon the &#039;&#039;&#039;large stone chair&#039;&#039;&#039; that occupies this part of the chamber &#039;&#039;&#039;like a throne.&#039;&#039;&#039;  Or perhaps one of the &#039;&#039;&#039;Dark Lords&#039;&#039;&#039; themselves, or one of &#039;&#039;&#039;their dark servants&#039;&#039;&#039;, presided over the evil that was performed here.&lt;br /&gt;
Obvious exits: southeast, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When Randolph Carter reaches the castle of the Great One&#039;s, earth&#039;s gods, on Kadath he expected to be able to leverage them with his army that did not answer to them or the Outer Gods and Nyarlathotep. But this turns out to be folly, and his army is instantly powerless. He discovers that the gods are not there at all. His forces suddenly disappear on him and a &amp;quot;daemonic&amp;quot; procession appears in Kadath, where Nyarlathotep arrives in his human guise as a pharaoh. Nyarlathotep then explains that the gods abandoned the dreamlands for Carter&#039;s marvelous city, from his own childhood memories, and he feigns to spare Carter for his forbidden trespassing because only he can exile the gods back to Kadath from his own half-waking dreamland. Nyarlathotep is trying to trick him into going to the ultimate chaos at the center of the universe - the daemon-sultan Azathoth, which for us could be considered the analog of the Unlife - but Carter leaps into void to escape and in the process of waking up Nyarlathotep has once again imprisoned the earth gods.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Before no golden dais had Randolph Carter come, nor was there any august circle of crowned and haloed beings with narrow eyes, long-lobed ears, thin nose, and pointed chin whose kinship to the carven face on Ngranek might stamp them as those to whom a dreamer might pray. Save for that one tower room the onyx castle atop Kadath was dark, and &#039;&#039;&#039;the masters were not there.&#039;&#039;&#039; Carter had come to unknown Kadath in the cold waste, but he &#039;&#039;&#039;had not found the gods.&#039;&#039;&#039; Yet still the lurid light glowed in that one tower room whose size was so little less than that of all outdoors, and whose distant walls and roof were so nearly lost to sight in thin, curling mists. &#039;&#039;&#039;Earth’s gods were not there,&#039;&#039;&#039; it was true, but of &#039;&#039;&#039;subtler and less visible presences there could be no lack.&#039;&#039;&#039; Where the mild gods are absent, the &#039;&#039;&#039;Other Gods are not unrepresented&#039;&#039;&#039;; and certainly, the onyx castle of castles was &#039;&#039;&#039;far from tenantless.&#039;&#039;&#039; In what outrageous form or forms terror would next reveal itself, Carter could by no means imagine. He felt that his visit had been expected, and wondered &#039;&#039;&#039;how close a watch had all along been kept upon him&#039;&#039;&#039; by the crawling chaos Nyarlathotep. It is Nyarlathotep, horror of infinite shapes and &#039;&#039;&#039;dread soul&#039;&#039;&#039; and messenger of the Other Gods, that the &#039;&#039;&#039;fungous moon-beasts&#039;&#039;&#039; serve; and Carter thought of the black galley that had vanished when the tide of battle turned against the &#039;&#039;&#039;toad-like abnormalities&#039;&#039;&#039; on the jagged rock in the sea.&lt;br /&gt;
     Reflecting upon these things, he was staggering to his feet in the midst of his nightmare company when there rang without warning through that pale-litten and limitless chamber the hideous blast of a daemon trumpet. Three times pealed that frightful brazen scream, and when the echoes of the third blast had died chucklingly away Randolph Carter saw that he was alone. &#039;&#039;&#039;Whither, why, and how the ghouls and night-gaunts had been snatched&#039;&#039;&#039; from sight was not for him to divine. He knew only that he was suddenly alone, and that &#039;&#039;&#039;whatever unseen powers lurked mockingly around him&#039;&#039;&#039; were no powers of earth’s friendly dreamland.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force&#039;&#039;&#039; that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the shape of &#039;&#039;&#039;a huge toad&#039;&#039;&#039;, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;desc myklian&lt;br /&gt;
The myklian is a fearsome beast, some form of large lizard &#039;&#039;&#039;or amphibian&#039;&#039;&#039; that usually travels on four legs, but sometimes stands upright on two legs. It has a short, stubby tail which is triangular in shape and covered with a &#039;&#039;&#039;luminescent&#039;&#039;&#039;, chitinous plate. Hard scales cover the rest of the beast&#039;s body, except for the soft underbelly. Bony spikes and knobs guard the beast&#039;s joints. The coloration of the myklian species ranges the entire spectrum, red, orange, yellow, green, blue and purple.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else to consider is that in the Dream-Quest the exit of the Underworld, at the top of those huge stairs, is not a dark temple but rather the &amp;quot;enchanted wood&amp;quot; which consists of a forest covered with glowing fungi. The bas relief is at the top of the stairs instead of the bottom, and arguably the fungal forest is at the bottom instead of the top. This might suggest the lizards of the cave survive by eating the fungal growths. The relationship between the glowing myklian and the lizards is ambiguous. It is self-consciously weird that they remain, but the magru apparently stripped away all the other animals. This will be explored more in the ecological interpretation.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In the tunnels of that twisted wood, whose low prodigious oaks twine groping boughs and shine dim with &#039;&#039;&#039;the phosphorescence of strange fungi&#039;&#039;&#039;, dwell the furtive and secretive zoogs; who know many obscure secrets of the dream-world and a few of the waking world, since the wood at two places touches the lands of men, though it would be disastrous to say where. Certain unexplained rumours, events, and vanishments occur among men where the zoogs have access, and it is well that they cannot travel far outside the world of dream. But over the nearer parts of the dream-world they pass freely, flitting small and brown and unseen and bearing back piquant tales to beguile the hours around their hearths in the forest they love. Most of them live in burrows, but some inhabit the trunks of the great trees; and although they &#039;&#039;&#039;live mostly on fungi&#039;&#039;&#039; it is muttered that they have also a slight taste for meat, either physical or spiritual, for certainly many dreamers have entered that wood who have not come out. Carter, however, had no fear; for he was an old dreamer and had learnt their fluttering language and made many a treaty with them; having found through their help the splendid city of Celephaïs in Ooth-Nargai beyond the Tanarian Hills, where reigns half the year the great King Kuranes, a man he had known by another name in life. Kuranes was the one soul who had been to the star-gulfs and returned free from madness.&lt;br /&gt;
     Threading now the low &#039;&#039;&#039;phosphorescent aisles&#039;&#039;&#039; between those gigantic trunks, Carter made fluttering sounds in the manner of the zoogs, and listened now and then for responses. He remembered one particular village of the creatures near the centre of the wood, where a circle of great mossy stones in what was once a clearing tells of older and more terrible dwellers long forgotten, and toward this spot he hastened. He traced his way by &#039;&#039;&#039;the grotesque fungi&#039;&#039;&#039;, which always seem better nourished as one approaches the dread circle where elder beings danced and sacrificed. Finally &#039;&#039;&#039;the greater light of those thicker fungi&#039;&#039;&#039; revealed a sinister green and grey vastness pushing up through the roof of the forest and out of sight. This was the nearest of the great ring of stones, and Carter knew he was close to the zoog village. Renewing his fluttering sound, he waited patiently; and was at length rewarded by an impression of many eyes watching him. It was the zoogs, for one sees their weird eyes long before one can discern their small, slippery brown outlines.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
Making your way among the spires of stone that rise from the cavern floor is &#039;&#039;&#039;like traveling through a strange and exotic forest.&#039;&#039;&#039;  Instead of vines and bushes, &#039;&#039;&#039;long growths of stringy moss and huge mushrooms and toadstools&#039;&#039;&#039; provide an undergrowth that chokes the way.  The small creatures of a sylvan setting, mice, squirrels and other small furry beasts are not present.  Instead, the pale bulging eyes of small lizards blink at you silently before the owners scurry away through the growths of fungi.&lt;br /&gt;
Obvious exits: north, east, west, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One other point to consider is that the moon-beasts in the Dream-Quest reside on the Moon and not the Underworld. However, in a later part of the story Carter rescues the ghouls who helped him from some moon-beasts, and enlists the aid of night-gaunts with a secret password he learned from the ghouls. In this fight the night-gaunts lift some moon-beasts and drop them into the Underworld. This refers to the moon-beasts as &amp;quot;quivering&amp;quot; and &amp;quot;jelly&amp;quot;, which is the same wording used in the magru death messaging.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The final swoop of the night-gaunts and mounted ghouls was very sudden, each of the greyish toad-like blasphemies and their almost-human slaves being seized by a group of night-gaunts before a sound was made. The moon-beasts, of course, were voiceless; and even the slaves had little chance to scream before rubbery paws choked them into silence. Horrible were the writhings of those great &#039;&#039;&#039;jellyish&#039;&#039;&#039; abnormalities as the sardonic night-gaunts clutched them, but nothing availed against the strength of those black prehensile talons. When a moon-beast &#039;&#039;&#039;writhed too violently,&#039;&#039;&#039; a night-gaunt would seize and pull its &#039;&#039;&#039;quivering&#039;&#039;&#039; pink tentacles; which seemed to hurt so much that the victim would cease its struggles. Carter expected to see much slaughter, but found that the ghouls were far subtler in their plans. They glibbered certain simple orders to the night-gaunts which held the captives, trusting the rest to instinct; and soon the hapless creatures were borne silently away into the Great Abyss, to be distributed impartially amongst the bholes, gugs, ghasts, and other dwellers in darkness whose modes of nourishment are not painless to their chosen victims. Meanwhile the three bound ghouls had been released and consoled by their conquering kinsfolk, whilst various parties searched the neighbourhood for possible remaining moon-beasts, and boarded the evil-smelling black galley at the wharf to make sure that nothing had escaped the general defeat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
A magru &#039;&#039;&#039;pulsates violently&#039;&#039;&#039; and a stream of dark fluid shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way but you are struck by the stream of fluid!&lt;br /&gt;
Hit for 5 concussion points.&lt;br /&gt;
... 22 points of damage!&lt;br /&gt;
Acid dissolves the skin on the neck exposing the windpipe!&lt;br /&gt;
You are stunned for 6 rounds!&lt;br /&gt;
&lt;br /&gt;
You gesture at a magru.&lt;br /&gt;
You stare at a magru.&lt;br /&gt;
  CS: +542 - TD: +136 + CvA: +25 + d100: +82 == +513&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The magru looks at you in utter terror!&lt;br /&gt;
The magru lets out a blood curdling scream!&lt;br /&gt;
The magru collapses into a heap of &#039;&#039;&#039;quivering jelly.&#039;&#039;&#039;&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
K&amp;gt;loot&lt;br /&gt;
You reach out to search the magru.&lt;br /&gt;
As soon as you make contact with it, you feel an intense burning sensation!  You are injured!&lt;br /&gt;
You do not find anything in the disgusting &#039;&#039;&#039;pile of jelly.&#039;&#039;&#039;&lt;br /&gt;
The remains of a magru evaporate away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Through the Gates of the Silver Key===&lt;br /&gt;
&amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; was chronologically the earliest Randolph Carter story, though not in the order they were written and published. When Carter is a bit older he loses his ability to dream vividly, due to the dulling effects of logic and reason, replacing the fantastical with irony and satire and allegory. In [http://www.hplovecraft.com/writings/texts/fiction/sk.aspx &amp;quot;The Silver Key&amp;quot;] he has spent decades trying to partially recover his youthful imagination, until he is finally able to recall his grandfather telling him about an antique silver key in his family estate with occult properties. When he brings this into a cave called the Snake-Den he is somehow returned in time to his youth. Now young again, Randolph Carter does not wholly remember his old life as such, but has a gift of prophecy where he has a way of remembering things that have not happened yet.&lt;br /&gt;
&lt;br /&gt;
This is important because of the timeline issues with the Iruaric in the Dark Shrine and the Wars of Dominion. It is worth noting that the Dark Shrine itself is shaped like a [[Research:Shadow Valley#The Mound|skeleton key]]. This is obscured on the Tsoran map, which arbitrarily places a &amp;quot;go arch&amp;quot; on a north wall, when it is probably intended to be the south wall. It is possible the waterfall and the series of caves ending in the misty chamber is based on the Snake-Den. It would not explain the monastery itself, only the hidden deep cave leading to a natural gateway. Fortifed cave monasteries such as [https://en.wikipedia.org/wiki/Vardzia Vardzia] exist historically, but it might not be so direct. It seems to instead be inspired by historical religious architectures.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Then, when he was free, he felt in his blouse pocket for the key; and being reassured, skipped off across the orchard to the rise beyond, where the wooded hill climbed again to heights above even the treeless knoll. The floor of the forest was mossy and mysterious, and great lichened rocks rose vaguely here and there in the dim light like Druid monoliths among the swollen and twisted trunks of a sacred grove. Once in his ascent Randolph crossed a rushing stream &#039;&#039;&#039;whose falls a little way off sang runic incantations&#039;&#039;&#039; to the lurking fauns and aegipans and dryads.&lt;br /&gt;
     Then he came to the &#039;&#039;&#039;strange cave in the forest slope&#039;&#039;&#039;, the dreaded “snake-den” which country folk shunned, and away from which Benijah had warned him again and again. It was deep; far deeper than anyone but Randolph suspected, for the boy had found a fissure in the farthermost black corner that led to &#039;&#039;&#039;a loftier grotto beyond&#039;&#039;&#039;—a haunting sepulchral place whose granite walls held a curious illusion of conscious artifice. On this occasion he crawled in as usual, lighting his way with matches filched from the sitting-room match-safe, and &#039;&#039;&#039;edging through the final crevice&#039;&#039;&#039; with an eagerness hard to explain even to himself. He could not tell why he approached the farther wall so confidently, or why he instinctively drew forth the great silver key as he did so. But on he went, and when he danced back to the house that night he offered no excuses for his lateness, nor heeded in the least the reproofs he gained for ignoring the noontide dinner-horn altogether.&lt;br /&gt;
&lt;br /&gt;
Now it is agreed by all the distant relatives of Randolph Carter that something occurred to heighten his imagination in his tenth year. His cousin, Ernest B. Aspinwall, Esq., of Chicago, is fully ten years his senior; and distinctly recalls a change in the boy after the autumn of 1883. Randolph had looked on scenes of fantasy that few others can ever have beheld, and stranger still were some of the qualities which he shewed in relation to very mundane things. He seemed, in fine, to have picked up an &#039;&#039;&#039;odd gift of prophecy&#039;&#039;&#039;; and reacted unusually to things which, though at the time without meaning, were later found to justify the singular impressions. In subsequent decades as new inventions, new names, and new events appeared one by one in the book of history, people would now and then recall wonderingly how Carter had years before let fall some careless word of &#039;&#039;&#039;undoubted connexion with what was then far in the future.&#039;&#039;&#039; He did not himself understand these words, or know why certain things made him feel certain emotions; but fancied that some unremembered dream must be responsible. It was as early as 1897 that he turned pale when some traveller mentioned the French town of Belloy-en-Santerre, and friends remembered it when he was almost mortally wounded there in 1916, while serving with the Foreign Legion in the Great War.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story ends with Carter, once again an adult, having gone to the cave and disappeared. The family is then wondering about dividing up his estate, which is the setting of its sequel. In [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] he has gone to the Snake-Den with the silver key and vanished in thin air into a higher reality. This is how the portal to the Broken Land works when the runes of warding are overpowered.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Next morning he was up early, and out through the twisted-boughed apple orchard to the upper timber-lot where the mouth of the Snake-Den lurked black and forbidding amongst grotesque, overnourished oaks. A nameless expectancy was upon him, and he did not even notice the loss of his handkerchief as he fumbled in his blouse pocket to see if the queer Silver Key was safe. He crawled through the dark orifice with tense, adventurous assurance, lighting his way with matches taken from the sitting-room. In another moment he had wriggled through the root-choked fissure at the farther end, and was in the vast, unknown &#039;&#039;&#039;inner grotto whose ultimate rock wall seemed half like a monstrous and consciously shapen pylon.&#039;&#039;&#039; Before that &#039;&#039;&#039;dank, dripping wall&#039;&#039;&#039; he stood silent and awestruck, lighting one match after another as he gazed. Was that stony bulge above the keystone of the imagined arch really a gigantic sculptured hand? Then he drew forth the Silver Key, and &#039;&#039;&#039;made motions and intonations whose source he could only dimly remember.&#039;&#039;&#039; Was anything forgotten? He knew only that he wished to &#039;&#039;&#039;cross the barrier to the untrammelled land of his dreams&#039;&#039;&#039; and the gulfs where all dimensions dissolve in the absolute.&lt;br /&gt;
&lt;br /&gt;
III.&lt;br /&gt;
&lt;br /&gt;
What happened then is scarcely to be described in words. It is full of those paradoxes, contradictions, and anomalies which have no place in waking life, but which fill our more fantastic dreams, and are taken as matters of course till we return to our narrow, rigid, objective world of limited causation and tri-dimensional logic. As the Hindoo continued his tale, he had difficulty in avoiding what seemed—even more than the notion of a man transferred through the years to boyhood—an air of trivial, puerile extravagance. Mr. Aspinwall, in disgust, gave an apoplectic snort and virtually stopped listening.&lt;br /&gt;
     For &#039;&#039;&#039;the rite&#039;&#039;&#039; of the Silver Key, as practiced by Randolph Carter in that &#039;&#039;&#039;black, haunted cave within a cave,&#039;&#039;&#039; did not prove unavailing. From &#039;&#039;&#039;the first gesture and syllable&#039;&#039;&#039; an aura of strange, awesome mutation was apparent—a sense of &#039;&#039;&#039;incalculable disturbance and confusion in time and space&#039;&#039;&#039;, yet one which held no hint of what we recognise as motion and duration. Imperceptibly, such things as age and location ceased to have any significance whatever. The day before, Randolph Carter had miraculously leaped a gulf of years. Now there was no distinction between boy and man. There was only the entity Randolph Carter, with a certain store of images which had lost all connexion with terrestrial scenes and circumstances of acquisition. &#039;&#039;&#039;A moment before, there had been an inner cave&#039;&#039;&#039; with vague suggestions of a monstrous arch and gigantic sculptured hand on the farther wall. &#039;&#039;&#039;Now there was neither cave nor absence of cave; neither wall nor absence of wall.&#039;&#039;&#039; There was only a flux of impressions not so much visual as cerebral, amidst which the entity that was Randolph Carter experienced perceptions or registrations of all that his mind revolved on, yet without any clear consciousness of the way in which he received them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go hidden opening&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A &#039;&#039;&#039;damp mist seems to seep from the very walls&#039;&#039;&#039; of this &#039;&#039;&#039;vast chamber&#039;&#039;&#039; casting the walls in an eerie green pallor.  A &#039;&#039;&#039;large round stone&#039;&#039;&#039; stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The &#039;&#039;&#039;opening at the center of the stone&#039;&#039;&#039; is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound soothes your tired nerves.  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read runes&lt;br /&gt;
You stand before the runes, open your arms wide in a gesture of invocation, and concentrate on them.&lt;br /&gt;
&lt;br /&gt;
After a moment, the room begins to spin, and you &#039;&#039;&#039;suddenly feel disoriented.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Chamber]&lt;br /&gt;
A damp mist seems to seep from the very walls of this vast chamber, casting the walls in an eerie green pallor.  A large, round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low, steady hum emanates from the stone and the sound &#039;&#039;&#039;soothes your tired nerves.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This can be interpreted as the exact same room coexistent on another plane of existence. The line about soothing your tired nerves might also refer to Randolph Carter. He is told to not follow down the stairs of a crypt in &amp;quot;The Statement of Randolph Carter&amp;quot; because of having &amp;quot;frail nerves&amp;quot; and being &amp;quot;a bag of nerves&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Contrast this with the other messaging from invoking the runes of warding on the spinning stone, which causes you to gesture and mutter words (but not in the first person view) before disappearing.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXXXX stands in front of the spinning stone with his arms spread wide.  He &#039;&#039;&#039;mutters a few words&#039;&#039;&#039; under his breath and &#039;&#039;&#039;suddenly disappears!&#039;&#039;&#039;&lt;br /&gt;
There is a high-pitched hum from the stone, and XXXXX suddenly appears in the room!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You focus hard on the runes, but without the proper skill, they soon become a &#039;&#039;&#039;maddening&#039;&#039;&#039;, writhing jumble of markings! You struggle to tear your eyes away, and fall back into a heap on the floor as you do!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
XXXXX focuses hard on the runes.  A look of sheer panic suddenly spreads over her face and she struggles to turn away from them!  With a gasp, she falls to the floor, looking rather shaken!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look runes&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Monastery itself seems to be best interpreted in terms of the history of real-world religious architecture. Though it is possible there is some other story being referenced with it. The mountain lake outside has a couple of potential hints (other than the waterfall) of reference to &amp;quot;The Silver Key&amp;quot;, where Carter is an old man searching for the cave, and &amp;quot;Through the Gates of the Silver Key&amp;quot; where it looks like a &amp;quot;gigantic sculptured hand&amp;quot; points to the gateway. The &amp;quot;tired feet&amp;quot; line may link up with &amp;quot;tired nerves&amp;quot; in the Misty Chamber. See the note above about [http://www.hplovecraft.com/writings/texts/fiction/src.aspx &amp;quot;The Statement of Randolph Carter&amp;quot;] with his frail nerves when he is older and a war veteran.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
A high cliff runs from east to west, forming the southern edge of the lake.  The surrounding forest grows down to within a few feet of the lake shore at this point.  There is even one old willow that grows at the very edge of the lake; the &#039;&#039;&#039;gnarled roots&#039;&#039;&#039; of the old tree dipping into the water, reminding you of an &#039;&#039;&#039;old man&#039;&#039;&#039; attempting to cool his &#039;&#039;&#039;tired feet.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north&lt;br /&gt;
&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a rockfall blocks what was the southeast path; there appears to be no way around it.  A &#039;&#039;&#039;large boulder&#039;&#039;&#039; standing just west of the fork in the trail looks somewhat like a &#039;&#039;&#039;large hand pointing a single finger&#039;&#039;&#039; at the southwest leg of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Near the &amp;quot;root-choked&amp;quot; fissure to the Snake-Den the trees are twisted and grotesque.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The silver key itself was marked with cryptical arabesques and came out of a fiendish aromatic wooden box with an old parchment containing similar hieroglyph markings. What it does is bring the corporeal body outside of a given space and time into the dimensional extension of Earth. This ultimately leads Carter to a quasi-sphere called the Ultimate Gate, which takes him beyond space and time entirely to encounter a form of the Outer God Yog-Sothoth, the gateway and guardian of forbidden knowledge. [[Research:The Graveyard]] suggests Yog-Sothoth as a possible premise for &amp;quot;Kadaena Throk Farok&amp;quot;.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;By the time the rite was over Carter knew that &#039;&#039;&#039;he was in no region whose place could be told by earth’s geographers, and in no age whose date history could fix.&#039;&#039;&#039; For the nature of what was happening was not wholly unfamiliar to him. There were hints of it in the cryptical Pnakotic fragments, and a whole chapter in the forbidden Necronomicon of the mad Arab Abdul Alhazred had taken on significance when he had deciphered the designs graven on the Silver Key. A gate had been unlocked—not indeed the Ultimate Gate, but one leading from earth and time to that extension of earth which is outside time, and from which in turn the Ultimate Gate leads fearsomely and perilously to the Last Void which is outside all earths, all universes, and all matter.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the Ultimate Gate as well the Silver Key causes the wielder to instinctively gesture through an unlearned ritual, much as what happens with the Broken Lands portal which corresponds instead to the First Gate. The &amp;quot;quasi-sphere&amp;quot; that acts as the Ultimate Gate is reminiscent of the pulsing crystal dome on the jagged plain. It is not possible to enter this dome without incinerating yourself. Whether the dome once functioned like this quasi-sphere is unclear, Vibration Chant and Piercing Gaze &amp;quot;work&amp;quot; on the dome but do not make anything happen. The dome is also reminiscent of the hemispheres of the plateau of Leng in the Dreamlands, and Yian-Ho refers to &amp;quot;The Maker of Moons&amp;quot; by Robert Chambers.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Gradually and mistily it became apparent that the Most Ancient One was holding something—some object clutched in the outflung folds of his robe as if for the sight, or what answered for sight, of the cloaked Companions. It was a &#039;&#039;&#039;large sphere or apparent sphere&#039;&#039;&#039; of some obscurely iridescent metal, and as the Guide put it forward a low, pervasive half-impression of sound began to rise and fall in intervals which seemed to be rhythmic even though they followed no rhythm of earth. There was a suggestion of chanting—or what human imagination might interpret as chanting. Presently the &#039;&#039;&#039;quasi-sphere began to grow luminous, and as it gleamed up into a cold, pulsating light of unassignable colour&#039;&#039;&#039; Carter saw that its flickerings conformed to the alien rhythm of the chant. Then all the mitred, sceptre-bearing Shapes on the pedestals commenced a slight, curious swaying in the same inexplicable rhythm, while &#039;&#039;&#039;nimbuses of unclassifiable light—resembling that of the quasi-sphere&#039;&#039;&#039;—played round their shrouded heads.&lt;br /&gt;
     The Hindoo paused in his tale and looked curiously at the tall, coffin-shaped clock with the four hands and hieroglyphed dial, whose crazy ticking followed no known rhythm of earth.&lt;br /&gt;
     “You, Mr. de Marigny,” he suddenly said to his learned host, “do not need to be told the particular alien rhythm to which those cowled Shapes on the hexagonal pillars chanted and nodded. You are the only one else—in America—who has had a taste of the Outer Extension. That clock—I suppose it was sent you by the Yogi poor Harley Warren used to talk about—the seer who said that he alone of living men had been to &#039;&#039;&#039;Yian-Ho, the hidden legacy of sinister, aeon-old Leng,&#039;&#039;&#039; and had borne certain things away from that dreadful and forbidden city. I wonder how many of its subtler properties you know? If my dreams and readings be correct, it was made by those who knew much of the First Gateway. But let me go on with my tale.”&lt;br /&gt;
     At last, continued the Swami, the swaying and the suggestion of chanting ceased, the lambent nimbuses around the now drooping and motionless heads faded away, while the cloaked Shapes slumped curiously on their pedestals. The &#039;&#039;&#039;quasi-sphere, however, continued to pulsate with inexplicable light.&#039;&#039;&#039; Carter felt that the Ancient Ones were sleeping as they had been when he first saw them, and he wondered out of what cosmic dreams his coming had wakened them. Slowly there filtered into his mind the truth that this strange chanting ritual had been one of instruction, and that the Companions had been chanted by the Most Ancient One into a new and peculiar kind of sleep, in order that &#039;&#039;&#039;their dreams might open the Ultimate Gate to which the Silver Key was a passport.&#039;&#039;&#039; He knew that in the profundity of this deep sleep they were contemplating unplumbed vastnesses of utter and absolute Outsideness with which the earth had nothing to do, and that they were to accomplish that which his presence had demanded.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Through the Gates of the Silver Key&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome &#039;&#039;&#039;pulses with a dim, multicolored light.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: It glows brighter and hotter the more mana the crystal dome has absorbed.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story was heavily influenced by [https://en.wikipedia.org/wiki/Theosophy theosophy], and the scene is likely invoking the idea of a theosophical [https://en.wikipedia.org/wiki/Tulpa &amp;quot;tulpa&amp;quot;] ritual. The ultimate point is that the Swami at this family estate hearing is really Randolph Carter himself, but he has to disguise himself because he is no longer human. By travelling through the Ultimate Gate and encountering Yog-Sothoth, he is transferred into another individual of his same person archetype outside of time and space, and brought back through to the planet Yaddith in the distant past. In the process he has possessed the body of a member of a long extinct alien species, and while he has the Silver Key, he does not know the rites or have the writings to send himself back to regain his human form. The alien is a &amp;quot;wizard&amp;quot; and they loathe each other, struggling for consciousness over the body. Eventually Carter keeps him subdued artificially, and brings them to the Earth of his own time through a space journey, bringing the Silver Key with him.&lt;br /&gt;
&lt;br /&gt;
The relevance this may have for the Broken Land is thus not only a way of dealing with the time paradoxes, but the issue of fashioning extra-planar entities out of energy and Morgu as &amp;quot;spirit born of death.&amp;quot; [[Research:The Graveyard]] points out the similarity of part of the spirit death messaging to the description of Carter seeing many other forms of himself in the timeless void. In the context of the death mechanics allegory this could be interpreted as converting &amp;quot;souls&amp;quot; into other kinds of entities. This would be a forbidden &amp;quot;Key of the Void&amp;quot;, in Shadow World terms, going around Eissa and Orhan for reincarnation.&lt;br /&gt;
&lt;br /&gt;
===Other Horror===&lt;br /&gt;
There may be other stories with some degree of influence on the Broken Land, but the evidence for them is more thin than the Dream-Quest of Unknown Kadath. Other H.P. Lovecraft stories are an obvious place to search for possibilities. In particular the seemingly impossible combination of time periods in the Dark Shrine poem is itself a Lovecraftian motif. He uses impossibly old things in anachronistic settings sometimes, or with information that should not have been known to the creator, as a twist in a number of stories. So-called &amp;quot;Lovecraft Circle&amp;quot; authors, such as Clark Ashton Smith, might also be relevant. But these ones are lower probability in general.&lt;br /&gt;
&lt;br /&gt;
This has to be regarded in a contingent and hypothetical way. Without an extensive parallel these only provide possible points of reference or inspiration. This poses the difficulty of being indistinguishable from coincidence even if it was intentional. The signal is down in the noise. On the other hand, however, these stores are thematically linked. They involve the same concepts, names, and entities as each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) The Statement of Randolph Carter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/src.aspx &amp;quot;The Statement of Randolph Carter&amp;quot;] is the first published Randolph Carter story, but is set when he is middle aged, prior to the events of &amp;quot;The Silver Key&amp;quot;. Like &amp;quot;The Silver Key&amp;quot; and &amp;quot;Through the Gates of the Silver Key&amp;quot; it mentions &amp;quot;oblivion&amp;quot;, a peaceful afterlife of nothingness in Lovecraft&#039;s Dream Cycle, which is illustrated in his prose poem &amp;quot;Ex Oblivione&amp;quot;. [[Research:The Graveyard]] argues  Lovecraft&#039;s Oblivion is the basis of the old &amp;quot;lost to the demonic&amp;quot; messaging, playing off the [[Gates of Oblivion]] of Eissa located in her forest-garden on Orhan. The Broken Land may be making a dark mirror of this out of Charôn.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     The removal of the slab revealed a black aperture, from which rushed an effluence of miasmal gases so nauseous that we started back in horror. After an interval, however, we approached the pit again, and found the exhalations less unbearable. Our lanterns disclosed the top of &#039;&#039;&#039;a flight of stone steps,&#039;&#039;&#039; &#039;&#039;&#039;dripping&#039;&#039;&#039; with some detestable ichor of the inner earth, and &#039;&#039;&#039;bordered by moist walls&#039;&#039;&#039; encrusted with nitre. And now for the first time my memory records verbal discourse, Warren addressing me at length in his mellow tenor voice; a voice singularly unperturbed by our awesome surroundings.&lt;br /&gt;
     “I’m sorry to have to ask you to stay on the surface,” he said, “but it would be a crime to let anyone with &#039;&#039;&#039;your frail nerves&#039;&#039;&#039; go down there. You can’t imagine, even from what you have read and from what I’ve told you, the things I shall have to see and do. It’s fiendish work, Carter, and I doubt if any man without ironclad sensibilities could ever see it through and come up alive and sane. I don’t wish to offend you, and heaven knows I’d be glad enough to have you with me; but the responsibility is in a certain sense mine, and I couldn’t drag &#039;&#039;&#039;a bundle of nerves like you&#039;&#039;&#039; down to probable death or madness. I tell you, you can’t imagine what the thing is really like! But I promise to keep you informed over the telephone of every move—you see I’ve enough wire here to reach to the centre of the earth and back!”&lt;br /&gt;
     I can still hear, in memory, those coolly spoken words; and I can still remember my remonstrances. I seemed desperately anxious to accompany my friend into those sepulchral depths, yet he proved inflexibly obdurate. At one time he threatened to abandon the expedition if I remained insistent; a threat which proved effective, since he alone held the key to the thing. All this I can still remember, though I no longer know what manner of thing we sought. After he had secured my reluctant acquiescence in his design, Warren picked up the reel of wire and adjusted the instruments. At his nod I took one of the latter and seated myself upon an aged, discoloured gravestone close by the newly uncovered aperture. Then he shook my hand, shouldered the coil of wire, and disappeared within that indescribable ossuary. For a moment I kept sight of the glow of his lantern, and heard the rustle of the wire as he laid it down after him; but the glow soon disappeared abruptly, &#039;&#039;&#039;as if a turn in the stone staircase had been encountered,&#039;&#039;&#039; and the sound died away almost as quickly. I was alone, yet bound to the unknown depths by those magic strands &#039;&#039;&#039;whose insulated surface lay green&#039;&#039;&#039; beneath the struggling beams of that waning crescent moon.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Statement of Randolph Carter&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is Harley Warren warning Randolph Carter to not follow him down a sepulcher in an ancient cemetery. It might be an inspiration for the hidden spiral stone stairs in the Monastery, which leads to the deeper monastery. (Though this could be inspired by the colossal stairs in the Dreamland Underworld being inside the Tower of Koth.) Through the hidden opening is the misty chamber, which is described as soothing your tired nerves. These are conceivably both taken from the same part of this Carter story.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Spiral Stair]&lt;br /&gt;
A &#039;&#039;&#039;spiral stair has been carved from the stone&#039;&#039;&#039; here.  You cannot see very far down the stair since the sharp curve of the steps quickly leads down and around, &#039;&#039;&#039;out of the line of sight.&#039;&#039;&#039;  The walls are smooth and featureless, and the steps are narrow and deep.  A &#039;&#039;&#039;light sheen of moisture&#039;&#039;&#039; covers everything here, making the stairs look somewhat risky.  You also see a door.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&lt;br /&gt;
[Monastery, Landing]&lt;br /&gt;
A steep spiral stair rises from the landing here, the steps &#039;&#039;&#039;slick with moisture&#039;&#039;&#039; that has condensed there.  Opposite the stair, a broad low arch opens onto a larger chamber to the south.  The stones surrounding the arch have been carved with symbols and images significant to the followers of Kai.&lt;br /&gt;
Obvious exits: south, up&lt;br /&gt;
&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
A &#039;&#039;&#039;damp mist seems to seep from the very walls&#039;&#039;&#039; of this vast chamber casting the walls &#039;&#039;&#039;in an eerie green pallor.&#039;&#039;&#039;  A large round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound &#039;&#039;&#039;soothes your tired nerves.&#039;&#039;&#039;  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) The Dreams in the Witch House&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/dwh.aspx &amp;quot;The Dreams in the Witch House&amp;quot;] is outside the Dream Cycle and not a Randolph Carter story, but it is a dream walking story into other dimensions and worlds. With &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; it shares the premise of Nyarlathotep himself appearing, though not in his pharaoh manifestation, and threatening to bring the protagonist to the ultimate Chaos of Azathoth at the center of the universe.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The dreams were meanwhile getting to be atrocious. In the lighter preliminary phase the evil old woman was now of fiendish distinctness, and Gilman knew she was the one who had frightened him in the slums. Her bent back, long nose, and shrivelled chin were unmistakable, and her shapeless brown garments were like those he remembered. The expression on her face was one of hideous malevolence and exultation, and when he awaked he could recall a croaking voice that persuaded and threatened. He must meet the Black Man, and go with them all to the throne of Azathoth at the centre of ultimate Chaos. That was what she said. He must sign in his own blood the book of Azathoth and take a new secret name now that his independent delvings had gone so far. What kept him from going with her and Brown Jenkin and the other to the throne of Chaos where the thin flutes pipe mindlessly was the fact that he had seen the name “Azathoth” in the Necronomicon, and knew it stood for a primal evil too horrible for description.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This story is a possible Lovecraft root for other terrain and entity features which are poorly accounted for by the Randolph Carter stories. The crystal forest, swirling fog, and mud might come from it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;During the night of April 19–20 the new development occurred. Gilman was half-involuntarily moving about in the twilight abysses with the bubble-mass and the small polyhedron floating ahead, when he noticed the peculiarly regular angles formed by the edges of some &#039;&#039;&#039;gigantic neighbouring prism-clusters.&#039;&#039;&#039; In another second he was out of the abyss and standing tremulously on a &#039;&#039;&#039;rocky hillside bathed&#039;&#039;&#039; in intense, diffused green light. He was barefooted and in his night-clothes, and when &#039;&#039;&#039;he tried to walk discovered that he could scarcely lift his feet.&#039;&#039;&#039; A &#039;&#039;&#039;swirling vapour hid everything but the immediate sloping terrain&#039;&#039;&#039; from sight, and he shrank from the thought of the sounds that might surge out of that vapour.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of wildly growing crystals to the east presents a &#039;&#039;&#039;formidable barrier.&#039;&#039;&#039;  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the &#039;&#039;&#039;sharp outcroppings of the crystal forest&#039;&#039;&#039; would be deadly.&lt;br /&gt;
Obvious paths: south, west, northwest, southwest.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  &#039;&#039;&#039;A dense fog swirls&#039;&#039;&#039; around the base of the dome, and &#039;&#039;&#039;generally obscures your vision.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If this story was used it might provide a better candidate than the &amp;quot;vortices of cold wind&amp;quot; on Kadath for the &amp;quot;dark vorteces&amp;quot; or &amp;quot;dyar rakul.&amp;quot; Here the ultimate Chaos where Carter was being brought at the end of the Dream-Quest is said to be made up of &amp;quot;spiral black vortices&amp;quot;. This is exactly what a dark vortece looks like, more so than a Nycorac or a Blacar from Rolemaster. This section also mentions Gilman visiting a city of the Elder Things, which are features in stories such as &amp;quot;At The Mountains Of Madness&amp;quot;, where Antarctica is supposed to have material world versions of Kadath and the plateau of Leng.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;In his dream-delirium Gilman heard the hellish, alien-rhythmed chant of the Sabbat coming from an infinite distance, and knew the black man must be there. Confused memories mixed themselves with his mathematics, and he believed his subconscious mind held the &#039;&#039;angles&#039;&#039; which he needed to guide him back to the normal world—alone and unaided for the first time. He felt sure he was in the immemorially sealed loft above his own room, but whether he could ever escape through the slanting floor or the long-stopped egress he doubted greatly. Besides, would not an escape from a dream-loft bring him merely into a dream-house—an abnormal projection of the actual place he sought? He was wholly bewildered as to the relation betwixt dream and reality in all his experiences.&lt;br /&gt;
     The passage through the vague abysses would be frightful, for the Walpurgis-rhythm would be vibrating, and at last he would have to hear that hitherto veiled cosmic pulsing which he so mortally dreaded. Even now he could detect a low, monstrous shaking whose tempo he suspected all too well. At Sabbat-time it always mounted and reached through to the worlds to summon the initiate to nameless rites. Half the chants of the Sabbat were patterned on this faintly overheard pulsing which no earthly ear could endure in its unveiled spatial fulness. Gilman wondered, too, whether he could trust his instinct to take him back to the right part of space. How could he be sure he would not land on that &#039;&#039;&#039;green-litten hillside of a far planet&#039;&#039;&#039;, on the tessellated terrace above the city of tentacled monsters somewhere beyond the galaxy, or in the &#039;&#039;&#039;spiral black vortices of that ultimate void of Chaos&#039;&#039;&#039; wherein reigns the mindless daemon-sultan Azathoth?&lt;br /&gt;
     Just before he made the plunge the violet light went out and left him in utter blackness. The witch—old Keziah—Nahab—that must have meant her death. And mixed with the distant chant of the Sabbat and the whimpers of Brown Jenkin in the gulf below he thought he heard another and wilder whine from unknown depths. Joe Mazurewicz—the prayers against the Crawling Chaos now turning to an inexplicably triumphant shriek—worlds of sardonic actuality impinging on vortices of febrile dream—Iä! Shub-Niggurath! The Goat with a Thousand Young.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Brown Jenkins is a &amp;quot;rat-like&amp;quot; familiar of the witch who serves &amp;quot;the black man&amp;quot; Nyarlathotep. This might explain allegorically why there are mice bones in the Deep Pit of the Dark Grotto. The story might also provide in this section a basis for the sea of mud, which is arguably consistent with interpreting it as Hoard (transdimensional mud monsters who can merge and split themselves) in Rolemaster terms.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Ahead was the robed black man he had seen in the peaked space in the other dream, while from a lesser distance the old woman was beckoning and grimacing imperiously. Brown Jenkin was rubbing itself with a kind of affectionate playfulness around the ankles of the black man, which &#039;&#039;&#039;the deep mud&#039;&#039;&#039; largely concealed. There was a dark open doorway on the right, to which the black man silently pointed. Into this the grimacing crone started, dragging Gilman after her by his pajama sleeve. There were evil-smelling staircases which creaked ominously, and on which the old woman seemed to radiate a faint violet light; and finally a door leading off a landing. The crone fumbled with the latch and pushed the door open, motioning to Gilman to wait and disappearing inside the black aperture.&lt;br /&gt;
     The youth’s oversensitive ears caught a hideous strangled cry, and presently the beldame came out of the room bearing a small, senseless form which she thrust at the dreamer as if ordering him to carry it. The sight of this form, and the expression on its face, broke the spell. Still too dazed to cry out, he plunged recklessly down the noisome staircase and into the mud outside; halting only when seized and choked by the waiting black man. As consciousness departed he heard the faint, shrill tittering of the fanged, rat-like abnormality.&lt;br /&gt;
     On the morning of the 29th Gilman awaked into a maelstrom of horror. The instant he opened his eyes he knew something was terribly wrong, for he was back in his old garret room with the slanting wall and ceiling, sprawled on the now unmade bed. His throat was aching inexplicably, and as he struggled to a sitting posture he &#039;&#039;&#039;saw with growing fright that his feet and pajama-bottoms were brown with caked mud.&#039;&#039;&#039; For the moment his recollections were hopelessly hazy, but he knew at least that he must have been sleep-walking. Elwood had been lost too deeply in slumber to hear and stop him. &#039;&#039;&#039;On the floor were confused muddy prints, but oddly enough they did not extend all the way to the door.&#039;&#039;&#039; The more Gilman looked at them, the more peculiar they seemed; for in addition to those he could recognise as his there were some smaller, almost round markings—such as the legs of a large chair or table might make, except that most of them &#039;&#039;&#039;tended to be divided into halves.&#039;&#039;&#039; There were also some curious muddy rat-tracks leading out of a fresh hole and back into it again. Utter bewilderment and the fear of madness racked Gilman as he staggered to the door and saw that there &#039;&#039;&#039;were no muddy prints outside.&#039;&#039;&#039; The more he remembered of his hideous dream the more terrified he felt, and it added to his desperation to hear Joe Mazurewicz chanting mournfully two floors below.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Dreams in the Witch House&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge &#039;&#039;&#039;sea of boiling mud&#039;&#039;&#039; stretches out to the south and east.  Steam rises off the churning mass, choking the air with a &#039;&#039;&#039;dense, malodorous fog.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) The Shadow out of Time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/sot.aspx &amp;quot;The Shadow out of Time&amp;quot;] is not a Randolph Carter or Dream Cycle story, but [[Research:The Graveyard]] argues the behavior of Bandur Etrevion may come from it. Similar to &amp;quot;Through the Gates of the Silver Key&amp;quot; it involves the minds of alien races occupying bodies at very distant points of time and remembering events that have not happened yet. The twist in this story is that the narrator explores ruins that are millions of years old and discovers text written in his own language and handwriting. This is potentially relevant to the seemingly impossible combination of time periods in the Dark Shrine inscription.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;I have said that the awful truth behind my tortured years of dreaming hinges absolutely upon the actuality of what I thought I saw in those Cyclopean buried ruins. It has been hard for me literally to set down the crucial revelation, though no reader can have failed to guess it. Of course it lay in that book within the metal case—the case which I pried out of its forgotten lair amidst the undisturbed dust of a million centuries. No eye had seen, no hand had touched that book since the advent of man to this planet. And yet, when I flashed my torch upon it in that frightful megalithic abyss, I saw that the queerly pigmented letters on the brittle, aeon-browned cellulose pages &#039;&#039;&#039;were not indeed any nameless hieroglyphs&#039;&#039;&#039; of earth’s youth. They were, instead, &#039;&#039;&#039;the letters of our familiar alphabet&#039;&#039;&#039;, spelling out the words of the English language in my own handwriting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More specifically, it involves the ancient and highly advanced telepathic race (like the Lords of Essaence in that way) who created the Pnakotic Manuscripts, which is able to escape its own death by swapping its consciousness with members of other races who do not exist yet. One of these is a civilization of beetles that will rule after the fall of mankind. This is possibly a root for the giant fog beetles.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;What was hinted in the speech of post-human entities of the fate of mankind produced such an effect on me that I will not set it down here. After man there would be the &#039;&#039;&#039;mighty beetle civilisation&#039;&#039;&#039;, the bodies of whose members the cream of the Great Race would seize when the monstrous doom overtook the elder world. Later, as the earth’s span closed, the transferred minds would again migrate through time and space—to another stopping-place in the bodies of the bulbous vegetable entities of Mercury. But there would be races after them, clinging pathetically to the cold planet and burrowing to its horror-filled core, before the utter end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It was evident that the coming doom so desperately feared by the Great Race—the doom that was one day to &#039;&#039;&#039;send millions of keen minds across the chasm of time to strange bodies in the safer future&#039;&#039;&#039;—had to do with a final successful irruption of the Elder Beings. Mental projections down the ages had clearly foretold such a horror, and the Great Race had resolved that none who could escape should face it. That the foray would be a matter of vengeance, rather than an attempt to reoccupy the outer world, they knew from the planet’s later history—for their projections shewed the coming and going of subsequent races untroubled by the monstrous entities. Perhaps these entities had come to prefer earth’s inner abysses to the variable, storm-ravaged surface, since light meant nothing to them. Perhaps, too, they were slowly weakening with the aeons. Indeed, it was known that &#039;&#039;&#039;they would be quite dead in the time of the post-human beetle race which the fleeing minds would tenant.&#039;&#039;&#039; Meanwhile the Great Race maintained its cautious vigilance, with potent weapons ceaselessly ready despite the horrified banishing of the subject from common speech and visible records. And always the shadow of nameless fear hung about the sealed trap-doors and the dark, windowless elder towers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the Great Race of Yith. The doom they are escaping involves the Elder Things from &amp;quot;At The Mountains Of Madness&amp;quot;, who were themselves destroyed by the shoggoths they created. When the narrator first regains his consciousness after the ancient telepath vacates his body, he experiences the ability to remember things that have not happened yet, similar to Randolph Carter in the Silver Key stories. This section is of particular note for the Broken Land because it speaks of remembering the far off consequences of a great war, and the inability to distinguish what is simultaneous or the sequence of events. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;I began work with the February, 1914, term, and kept at it just a year. By that time I realised how badly my experience had shaken me. Though perfectly sane—I hoped—and with no flaw in my original personality, I had not the &#039;&#039;&#039;nervous energy&#039;&#039;&#039; of the old days. Vague dreams and queer ideas continually haunted me, and when the outbreak of the world war turned my mind to history I found myself thinking of periods and events in the oddest possible fashion. My conception of &#039;&#039;time&#039;&#039;—my ability to &#039;&#039;&#039;distinguish between consecutiveness and simultaneousness&#039;&#039;&#039;—seemed &#039;&#039;&#039;subtly disordered&#039;&#039;&#039;; so that I formed chimerical notions about living in one age and &#039;&#039;&#039;casting one’s mind all over eternity for knowledge of past and future ages&#039;&#039;&#039;.&lt;br /&gt;
     The war gave me strange impressions of &#039;&#039;&#039;&#039;&#039;remembering&#039;&#039; some of its far-off &#039;&#039;consequences&#039;&#039;&#039;&#039;&#039;—as if I knew how it was coming out and &#039;&#039;&#039;could look back upon it in the light of future information&#039;&#039;&#039;. All such &#039;&#039;&#039;quasi-memories&#039;&#039;&#039; were attended with much pain, and with a feeling that some &#039;&#039;&#039;artificial psychological barrier was set against them&#039;&#039;&#039;. When I diffidently hinted to others about my impressions I met with varied responses. Some persons looked uncomfortably at me, but men in the mathematics department spoke of new developments in those theories of relativity—then discussed only in learned circles—which were later to become so famous. Dr. Albert Einstein, they said, was rapidly reducing &#039;&#039;time&#039;&#039; to the status of a mere dimension.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Shadow out of Time&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: One subtle oddity about the Broken Lands is that the crystal amulet thought net is suppressed in it.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Fungi from Yuggoth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/poetry/p289.aspx &amp;quot;Fungi from Yuggoth&amp;quot;] is a sequence of a few dozen sonnets that Lovecraft wrote which mentions elements from other stories that clearly do matter to the Broken Lands. It is a man who finds a strange book and accesses parallel realities and other worlds with it using his mind. The first point of interest is the night-gaunts section, which describes their practice of swooping down over the Peaks of Thok. What is interesting here is that we see a &amp;quot;foul lake&amp;quot; with shoggoths splashing in them. Shoggoths were not mentioned in the Dream-Quest, but they are blob monsters who basically resemble the magru.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XX. Night-Gaunts&lt;br /&gt;
&lt;br /&gt;
Out of what crypt they crawl, I cannot tell,&lt;br /&gt;
But every night I see the rubbery things,&lt;br /&gt;
Black, horned, and slender, with membraneous wings,&lt;br /&gt;
And tails that bear the bifid barb of hell.&lt;br /&gt;
They come in legions on the north wind’s swell,&lt;br /&gt;
With obscene clutch that titillates and stings,&lt;br /&gt;
Snatching me off on monstrous voyagings&lt;br /&gt;
To grey worlds hidden deep in nightmare’s well.&lt;br /&gt;
&lt;br /&gt;
Over the jagged peaks of Thok they sweep,&lt;br /&gt;
Heedless of all the cries I try to make,&lt;br /&gt;
And down the nether pits to &#039;&#039;&#039;that foul lake&#039;&#039;&#039;&lt;br /&gt;
Where the puffed &#039;&#039;&#039;shoggoths&#039;&#039;&#039; splash in doubtful sleep.&lt;br /&gt;
But oh! If only they would make some sound,&lt;br /&gt;
Or wear a face where faces should be found!&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Fungi from Yuggoth&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A single huge stalactite descends from the ceiling at the center of this small cavern.  The uneven walls of the cavern have been worn smooth, as have the walls of the small tunnels leading into the cavern.  Every minute or so, the intense quiet of the cavern is shattered by the sound of a single drop of water, falling from the tip of the stalactite into a small &#039;&#039;&#039;pool that has collected&#039;&#039;&#039; in a depression at the center of the cavern.&lt;br /&gt;
Obvious exits: northwest, southeast, southwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look pool&lt;br /&gt;
The small pool lies in the center of the cavern, a few feet below the tip of the huge stalactite that descends from the ceiling of the cavern.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l stalactite&lt;br /&gt;
The stalactite is formed from grey stone with pink and orange striations.  The stone has an almost translucent quality with a waxy appearance.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look in pool&lt;br /&gt;
In the small pool you see some water.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;l water&lt;br /&gt;
The water is clear, with a &#039;&#039;&#039;slightly sulfurous odor.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Yuggoth is taken to be Lovecraft&#039;s name for Pluto because of &amp;quot;The Whisperer in the Darkness&amp;quot;, which in his time had no discovered moons. It is said that these &amp;quot;peaks of Thok&amp;quot; are actually in the material world on a moon of Yuggoth, though Lovecraft is arguably only feeling free to be inconsistent between stories. In the time the Broken Land was made the only known moon of Pluto was Charon. However, this is probably a coincidence, reading too much into it. The poem follows the thread to have Nyarlathotep guide the narrator to the daemon-sultan Azathoth, possibly motivating vruul with dark vorteces.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXI. Nyarlathotep&lt;br /&gt;
&lt;br /&gt;
And at the last from inner Egypt came&lt;br /&gt;
The strange dark One to whom the fellahs bowed;&lt;br /&gt;
Silent and lean and cryptically proud,&lt;br /&gt;
And wrapped in fabrics red as sunset flame.&lt;br /&gt;
Throngs pressed around, frantic for his commands,&lt;br /&gt;
But leaving, could not tell what they had heard;&lt;br /&gt;
While through the nations spread the awestruck word&lt;br /&gt;
That wild beasts followed him and licked his hands.&lt;br /&gt;
&lt;br /&gt;
Soon from the sea a noxious birth began;&lt;br /&gt;
Forgotten lands with weedy spires of gold;&lt;br /&gt;
The ground was cleft, and mad auroras rolled&lt;br /&gt;
Down on the quaking citadels of man.&lt;br /&gt;
Then, crushing what he chanced to mould in play,&lt;br /&gt;
The idiot Chaos blew Earth’s dust away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XXII. Azathoth&lt;br /&gt;
&lt;br /&gt;
Out in the mindless void the daemon bore me,&lt;br /&gt;
Past the bright clusters of dimensioned space,&lt;br /&gt;
Till neither time nor matter stretched before me,&lt;br /&gt;
But only Chaos, without form or place.&lt;br /&gt;
Here the vast Lord of All in darkness muttered&lt;br /&gt;
Things he had dreamed but could not understand,&lt;br /&gt;
While near him &#039;&#039;&#039;shapeless bat-things&#039;&#039;&#039; flopped and fluttered&lt;br /&gt;
In &#039;&#039;&#039;idiot vortices&#039;&#039;&#039; that ray-streams fanned.&lt;br /&gt;
&lt;br /&gt;
They danced insanely to the high, thin whining&lt;br /&gt;
Of a cracked flute clutched in a monstrous paw,&lt;br /&gt;
Whence flow the aimless waves whose chance combining&lt;br /&gt;
Gives each frail cosmos its eternal law.&lt;br /&gt;
“I am His Messenger,” the daemon said,&lt;br /&gt;
As in contempt he struck his Master’s head.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This provides a much more direct explanation than the moon-beasts for the Dark Shrine&#039;s altar room with the toad brazier and cracked gong.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
XXV. St. Toad’s&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Beware St. Toad’s cracked chimes!”&#039;&#039;&#039; I heard him scream&lt;br /&gt;
As I plunged into those mad lanes that wind&lt;br /&gt;
In labyrinths obscure and undefined&lt;br /&gt;
South of the river where old centuries dream.&lt;br /&gt;
He was a furtive figure, bent and ragged,&lt;br /&gt;
And in a flash had staggered out of sight,&lt;br /&gt;
So still I burrowed onward in the night&lt;br /&gt;
Toward where more roof-lines rose, malign and jagged.&lt;br /&gt;
&lt;br /&gt;
No guide-book told of what was lurking here—&lt;br /&gt;
But now I heard another old man shriek:&lt;br /&gt;
“Beware St.Toad’s cracked chimes!” And growing weak,&lt;br /&gt;
I paused, when a third greybeard croaked in fear:&lt;br /&gt;
“Beware St. Toad’s cracked chimes!” Aghast, I fled—&lt;br /&gt;
Till suddenly that black spire loomed ahead.&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;Fungi from Yuggoth&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the &#039;&#039;&#039;shape of a huge toad&#039;&#039;&#039;, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sonnet XII refers to &amp;quot;The Dreams in the Witch House&amp;quot;, Sonnet XV refers to the city of the Elder Things in &amp;quot;At The Mountains Of Madness&amp;quot;, Sonnet XXVI refers to &amp;quot;The Dunwich Horror&amp;quot;, and Sonnet XXVII refers to the High Priest Not To Be Named on the plateau of Leng. He is the last living &amp;quot;Elder One&amp;quot; in the sonnet, sometimes interpreted to be Hastur from Robert Chambers&#039; [http://www.gutenberg.org/cache/epub/8492/pg8492.txt &amp;quot;The King in Yellow&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) The Haunter of the Dark&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Haunter of the Dark&amp;quot; is another Nyarlathotep centered story, and has its own &amp;quot;seeming sphere&amp;quot; called the Shining Trapezohedron. The Shining Trapezohedron is an ancient artifact fashioned on dark Yuggoth, summoning a malevolent presence into the world from outside time and space, which is one of the avatars of Nyarlathotep. Its shape might explain the multi-faceted sides of the crystal dome in the Broken Lands. The artifact is a &amp;quot;window on all time and space&amp;quot; which summons the entity, for whom horrible sacrifices are given in exchange for arcane and cosmic knowledge of other worlds.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
     &amp;quot;It was in June that Blake’s diary told of his victory over the cryptogram. The text was, he found, in the dark Aklo language used by certain cults of evil antiquity, and known to him in a halting way through previous researches. The diary is strangely reticent about what Blake deciphered, but he was patently awed and disconcerted by his results. There are references to a Haunter of the Dark awaked by &#039;&#039;&#039;gazing into the Shining Trapezohedron&#039;&#039;&#039;, and insane conjectures about the black gulfs of chaos from which it was called. The being is spoken of as &#039;&#039;&#039;holding all knowledge, and demanding monstrous sacrifices&#039;&#039;&#039;. Some of Blake’s entries shew fear lest the thing, which he seemed to regard as summoned, stalk abroad; though he adds that the street-lights form a bulwark which cannot be crossed.&lt;br /&gt;
     Of the Shining Trapezohedron he speaks often, calling it &#039;&#039;&#039;a window on all time and space&#039;&#039;&#039;, and tracing its history from the days it was fashioned on dark Yuggoth, before ever the Old Ones brought it to earth. It was treasured and placed in its curious box by the crinoid things of Antarctica, salvaged from their ruins by the serpent-men of Valusia, and peered at aeons later in Lemuria by the first human beings. It crossed strange lands and stranger seas, and sank with Atlantis before a Minoan fisher meshed it in his net and sold it to swarthy merchants from nighted Khem. The Pharaoh Nephren-Ka built around it a temple with a windowless crypt, and did that which caused his name to be stricken from all monuments and records. Then it slept in the ruins of that evil fane which the priests and the new Pharaoh destroyed, till the delver’s spade once more brought it forth to curse mankind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter in the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;prep 416&lt;br /&gt;
You gesture and invoke the powers of the elements for the Piercing &#039;&#039;&#039;Gaze&#039;&#039;&#039; spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The surface of the crystal dome shimmers in your vision, its reflective planes become insubstantial, and you can now see inside.  Peering closer you see flashes of swirling elemental energy.  Surely this dome must hold an immense amount of mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was once possessed by the Elder Things mentioned above, and the story references the Vale of Pnath. There is also a rebuttal story where horror writer Robert Bloch has the character surviving being possessed by Nyarlathotep, as Bloch and Lovecraft were writing stories killing off characters based on each other. The story provides possible roots for the &amp;quot;hooded figures&amp;quot; and the dark vorteces.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;As Blake grew accustomed to the feeble light he noticed odd bas-reliefs on the strange open box of yellowish metal. Approaching, he tried to clear the dust away with his hands and handkerchief, and saw that the figurings were of a monstrous and utterly alien kind; depicting entities which, though seemingly alive, resembled no known life-form ever evolved on this planet. The four-inch &#039;&#039;&#039;seeming sphere&#039;&#039;&#039; turned out to be a nearly black, red-striated &#039;&#039;&#039;polyhedron with many irregular flat surfaces&#039;&#039;&#039;; either a &#039;&#039;&#039;very remarkable crystal of some sort, or an artificial object&#039;&#039;&#039; of carved and &#039;&#039;&#039;highly polished&#039;&#039;&#039; mineral matter. It did not touch the bottom of the box, but was held suspended by means of a metal band around its centre, with seven queerly designed supports extending horizontally to angles of the box’s inner wall near the top. This stone, once exposed, exerted upon Blake an almost alarming fascination. He could scarcely tear his eyes from it, and as he looked at its glistening surfaces he almost fancied it was transparent, with half-formed worlds of wonder within. Into his mind floated pictures of alien orbs with great stone towers, and other orbs with titan mountains and no mark of life, and still remoter spaces where only a stirring in vague blacknesses told of the presence of consciousness and will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Before he realised it, he was looking at the stone again, and letting its curious influence call up a nebulous pageantry in his mind. He saw processions of &#039;&#039;&#039;robed, hooded figures&#039;&#039;&#039; whose outlines were not human, and looked on endless leagues of desert lined with carved, sky-reaching monoliths. He saw towers and walls in nighted depths under the sea, and &#039;&#039;&#039;vortices of space where wisps of black mist floated before thin shimmerings of cold&#039;&#039;&#039; purple haze. And beyond all else he glimpsed an infinite gulf of darkness, where solid and semi-solid forms were known only by their windy stirrings, and cloudy patterns of force seemed to superimpose order on chaos and hold forth a key to all the paradoxes and arcana of the worlds we know.&lt;br /&gt;
     Then all at once the spell was broken by an access of gnawing, indeterminate panic fear. Blake choked and turned away from the stone, conscious of some formless alien presence close to him and watching him with horrible intentness. He felt entangled with something—something which was not in the stone, but which had looked through it at him—something which would ceaselessly follow him with a cognition that was not physical sight. Plainly, the place was getting on his nerves—as well it might in view of his gruesome find. The light was waning, too, and since he had no illuminant with him he knew he would have to be leaving soon.&lt;br /&gt;
     It was then, in the gathering twilight, that he thought he saw a &#039;&#039;&#039;faint trace of luminosity in the crazily angled stone.&#039;&#039;&#039; He had tried to look away from it, but some obscure compulsion drew his eyes back. Was there a subtle phosphorescence of radio-activity about the thing? What was it that the dead man’s notes had said concerning a &#039;&#039;Shining Trapezohedron?&#039;&#039; What, anyway, was this &#039;&#039;&#039;abandoned lair of cosmic evil?&#039;&#039;&#039; What had been done here, and what might still be lurking in the bird-shunned shadows? It seemed now as if an elusive touch of foetor had arisen somewhere close by, though its source was not apparent. Blake seized the cover of the long-open box and snapped it down. It moved easily on its alien hinges, and closed completely over the &#039;&#039;&#039;unmistakably glowing stone.&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter in the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that &#039;&#039;&#039;the dome is man-made and not a natural feature&#039;&#039;&#039; of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
The crystal dome pulses with a dim, multicolored light.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The &#039;&#039;&#039;multi-faceted surface is highly polished, and the reflective planes&#039;&#039;&#039; make it impossible to see into the crystal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Church of Starry Wisdom is a cult that worships Nyarlathotep and gives him sacrifices to have limitless knowledge of the universe through the Shining Trapezohedron. Their occult texts were already &amp;quot;disintegrating&amp;quot; and might have been destroyed after the central character of the story dies from possession by Nyarlathotep. The Shining Trapezohedron itself was thrown in the bay. This could be relevant to the brutal ritual images in the Dark Shrine, possibly representing the creation of vruul (gogor) from human sacrifices, as well as the destruction of the libraries in the Broken Land (either by the Loremasters or the cultists or even the Morgu statue.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;In a &#039;&#039;&#039;rear vestry&#039;&#039;&#039; room beside the apse Blake found a rotting desk and ceiling-high shelves of mildewed, &#039;&#039;&#039;disintegrating books&#039;&#039;&#039;. Here for the first time he received a positive shock of objective horror, for the titles of those books told him much. They were the black, forbidden things which most sane people have never even heard of, or have heard of only in furtive, timorous whispers; the banned and dreaded repositories of equivocal secrets and immemorial formulae which have trickled down the stream of time from the days of man’s youth, and the dim, fabulous days before man was. He had himself read many of them—a Latin version of the abhorred &#039;&#039;Necronomicon&#039;&#039;, the sinister &#039;&#039;Liber Ivonis&#039;&#039;, the infamous &#039;&#039;Cultes des Goules&#039;&#039; of Comte d’Erlette, the &#039;&#039;Unaussprechlichen Kulten&#039;&#039; of von Junzt, and old Ludvig Prinn’s hellish &#039;&#039;De Vermis Mysteriis&#039;&#039;. But there were others he had known merely by reputation or not at all—the Pnakotic Manuscripts, the &#039;&#039;Book of Dzyan&#039;&#039;, and a &#039;&#039;&#039;crumbling volume&#039;&#039;&#039; in wholly unidentifiable characters yet with certain symbols and diagrams shudderingly recognisable to the occult student. Clearly, the lingering local rumours had not lied. This place had once been the seat of an evil older than mankind and wider than the known universe.&lt;br /&gt;
     In the ruined desk was a small leather-bound record-book filled with entries in some odd cryptographic medium. The manuscript writing consisted of the common traditional symbols used today in astronomy and anciently in alchemy, astrology, and other dubious arts—&#039;&#039;&#039;the devices of the sun, moon, planets, aspects&#039;&#039;&#039;, and zodiacal signs—here massed in solid pages of text, with divisions and paragraphings suggesting that each symbol answered to some alphabetical letter.&lt;br /&gt;
     In the hope of later solving the cryptogram, Blake bore off this volume in his coat pocket. Many of the great tomes on the shelves fascinated him unutterably, and he felt tempted to borrow them at some later time. He wondered how they could have remained undisturbed so long. Was he the first to conquer the clutching, pervasive fear which had for nearly sixty years protected this deserted place from visitors?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter of the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Vestry&#039;&#039;&#039;]&lt;br /&gt;
Time has worked its worst on the large wooden trunk and larger wooden cabinet that stand against the east wall.  The wood has deteriorated badly, suffering from dry rot and the ravages of worms.  Metal hooks are mounted every foot or so at eye level around the room.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
Fire has destroyed most of this room.  Charred shelves filled with ashes and &#039;&#039;&#039;the remains of countless volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Library]&lt;br /&gt;
The tall shelves of this once-magnificent library are now completely bare.  A &#039;&#039;&#039;large globe&#039;&#039;&#039; stands in one corner, covered with a thick layer of dust.  Even though all of the books and scrolls are long gone, the room still carries the odor of old paper and ink.&lt;br /&gt;
Obvious exits: southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Also of subtextual interest is that when the protagonist is driven mad by &amp;quot;the haunter of the dark&amp;quot;, he is raving on Azathoth and the black wings, as well as mentioning the world Yaddith which was destroyed by dholes in &amp;quot;Through the Gates of the Silver Key&amp;quot;. (The versions of the Dream-Quest with &amp;quot;Peaks of Throk&amp;quot; also changes &amp;quot;bholes&amp;quot; to &amp;quot;dholes&amp;quot;). It ends with him calling upon Yog-Sothoth to save him.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
“Lights still out—must be five minutes now. Everything depends on lightning. &#039;&#039;&#039;Yaddith&#039;&#039;&#039; grant it will keep up! . . . Some influence seems beating through it. . . . Rain and thunder and wind deafen. . . . The thing is taking hold of my mind. . . .&lt;br /&gt;
     “Trouble with memory. I see things I never knew before. Other worlds and other galaxies . . . Dark . . . The lightning seems dark and the darkness seems light. . . .&lt;br /&gt;
     “It cannot be the real hill and church that I see in the pitch-darkness. Must be retinal impression left by flashes. Heaven grant the Italians are out with their candles if the lightning stops!&lt;br /&gt;
     “What am I afraid of? Is it not an avatar of Nyarlathotep, who in antique and shadowy Khem even took the form of man? I remember &#039;&#039;&#039;Yuggoth&#039;&#039;&#039;, and more distant Shaggai, and the ultimate void of the black planets. . . .&lt;br /&gt;
     “The long, winging flight through the void . . . cannot cross the universe of light . . . re-created by the thoughts caught in the Shining Trapezohedron . . . send it through the horrible abysses of radiance. . . .&lt;br /&gt;
     “My name is Blake—Robert Harrison Blake of 620 East Knapp Street, Milwaukee, Wisconsin. . . . I am on this planet. . . .&lt;br /&gt;
     “&#039;&#039;&#039;Azathoth&#039;&#039;&#039; have mercy!—the lightning no longer flashes—horrible—I can see everything with a monstrous sense that is not sight—light is dark and dark is light . . . those people on the hill . . . guard . . . candles and charms . . . their priests. . . .&lt;br /&gt;
     “Sense of distance gone—far is near and near is far. No light—no glass—see that steeple—that tower—window—can hear—Roderick Usher—am mad or going mad—the thing is stirring and fumbling in the tower—I am it and it is I—I want to get out . . . must get out and unify the forces. . . . It knows where I am. . . .&lt;br /&gt;
     “I am Robert Blake, but I see the tower in the dark. There is a &#039;&#039;&#039;monstrous odour&#039;&#039;&#039; . . . senses transfigured . . . boarding at that tower window cracking and giving way. . . . Iä . . . ngai . . . ygg. . . .&lt;br /&gt;
     “I see it—coming here—hell-wind—titan blur—&#039;&#039;&#039;black wings—Yog-Sothoth save me&#039;&#039;&#039;—the three-lobed burning eye. . . .”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Haunter of the Dark&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(6) At the Mountains of Madness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/mm.aspx &amp;quot;At the Mountains of Madness&amp;quot;] is more of a science fiction horror story than the dream vision and esoteric knowledge stories. The Elder Things first arrived on the very ancient Earth before life had evolved, and artificially made the shoggoths to serve them. There are hints that all life on the planet evolved from those cells. It is also depicting re-engineered life forms such as blind six foot tall penguins. This is potentially relevant because the magru resemble shoggoths, actually described in this story, and the ancient Lords of Essaence manipulating life is the Shadow World background context of it all.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;It was under the sea, at first for food and later for other purposes, that they first created earth-life—using available substances according to long-known methods. The more elaborate experiments came after the annihilation of various cosmic enemies. They had done the same thing on other planets; having manufactured not only necessary foods, but certain multicellular protoplasmic masses capable of moulding their tissues into all sorts of temporary organs under hypnotic influence and thereby forming ideal slaves to perform the heavy work of the community. These viscous masses were without doubt what Abdul Alhazred whispered about as the “shoggoths” in his frightful Necronomicon, though even that mad Arab had not hinted that any existed on earth except in the dreams of those who had chewed a certain alkaloidal herb. When the star-headed Old Ones on this planet had synthesised their simple food forms and bred a good supply of shoggoths, they allowed other cell-groups to develop into other forms of animal and vegetable life for sundry purposes; extirpating any whose presence became troublesome.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But we were not on a station platform. We were on the track ahead as the nightmare plastic column of &#039;&#039;&#039;foetid black iridescence oozed&#039;&#039;&#039; tightly onward through its fifteen-foot sinus; gathering unholy speed and driving before it a spiral, re-thickening cloud of the pallid abyss-vapour. It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and unforming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter. Still came that eldritch, mocking cry—“&#039;&#039;Tekeli-li! Tekeli-li&#039;&#039;!” And at last we remembered that the daemoniac shoggoths—given life, thought, and plastic organ patterns solely by the Old Ones, and having no language save that which the dot-groups expressed—&#039;&#039;had likewise no voice save the imitated accents of their bygone masters.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Antarctica in this story is also the material world location of Kadath, and possibly the plateau of Leng, which is described as not having a single definable location. Tsathoggua is another Great Old One, like Nyarlathotep and Cthulhu, who resembles a toad and has some association with shoggoths. In &amp;quot;The Mound&amp;quot; he and the shoggoths are related to the material world Vaults of Zin deep under the Earth.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There was indeed something hauntingly Roerich-like about this whole unearthly continent of mountainous mystery. I had felt it in October when we first caught sight of Victoria Land, and I felt it afresh now. I felt, too, another wave of uneasy consciousness of Archaean mythical resemblances; of how disturbingly this lethal realm corresponded to the evilly famed plateau of Leng in the primal writings. Mythologists have placed Leng in Central Asia; but the racial memory of man—or of his predecessors—is long, and it may well be that certain tales have come down from lands and mountains and temples of horror earlier than Asia and earlier than any human world we know. A few daring mystics have hinted at a pre-Pleistocene origin for the fragmentary Pnakotic Manuscripts, and have suggested that the devotees of Tsathoggua were as alien to mankind as Tsathoggua itself. &#039;&#039;&#039;Leng, wherever in space or time it might brood&#039;&#039;&#039;, was not a region I would care to be in or near; nor did I relish the proximity of a world that had ever bred such ambiguous and Archaean monstrosities as those Lake had just mentioned. At the moment I felt sorry that I had ever read the abhorred &#039;&#039;Necronomicon&#039;&#039;, or talked so much with that unpleasantly erudite folklorist Wilmarth at the university.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For this far violet line could be nothing else than the terrible mountains of the forbidden land—highest of earth’s peaks and focus of earth’s evil; harbourers of nameless horrors and Archaean secrets; shunned and prayed to by those who feared to carve their meaning; untrodden by any living thing of earth, but visited by the sinister lightnings and sending strange beams across the plains in the polar night—beyond doubt the unknown archetype of that &#039;&#039;&#039;dreaded Kadath in the Cold Waste beyond abhorrent Leng&#039;&#039;&#039;, whereof unholy primal legends hint evasively. We were the first human beings ever to see them—and I hope to God we may be the last.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Certainly, we were in one of the strangest, weirdest, and most terrible of all the corners of earth’s globe. Of all existing lands it was infinitely the most ancient; and the conviction grew upon us that this hideous upland must indeed be the fabled nightmare plateau of Leng which even the mad author of the &#039;&#039;Necronomicon&#039;&#039; was reluctant to discuss.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;At the Mountains of Madness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(7) The Call of Cthulhu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Call of Cthulhu&amp;quot; might be relevant because Cthulhu is depicted as only having &amp;quot;rudimentary wings&amp;quot; and the minor gogor, unlike in the Shadow World canon, are described as having wings that look too small to capable of flight. This might be nothing more than an explanation for why they had no flying mechanics. But if it is tapping into the sleeping death theme of Cthulhu, the cults receive knowledge from Cthultu through dreams, allowing cults in very different places and times with no connection between them to know the same phrases. This could be relevant to the timeline issues with the Dark Shrine.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Above these apparent hieroglyphics was a figure of evidently pictorial intent, though its impressionistic execution forbade a very clear idea of its nature. It seemed to be a sort of monster, or symbol representing a monster, of a form which only a diseased fancy could conceive. If I say that my somewhat extravagant imagination yielded simultaneous pictures of an octopus, a dragon, and a human caricature, I shall not be unfaithful to the spirit of the thing. A pulpy, tentacled head surmounted a grotesque and scaly body with &#039;&#039;&#039;rudimentary wings&#039;&#039;&#039;; but it was the general outline of the whole which made it most shockingly frightful. Behind the figure was a vague suggestion of a Cyclopean architectural background.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The figure, which was finally passed slowly from man to man for close and careful study, was between seven and eight inches in height, and of exquisitely artistic workmanship. It represented a monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and &#039;&#039;&#039;long, narrow wings&#039;&#039;&#039; behind. This thing, which seemed instinct with a fearsome and unnatural malignancy, was of a somewhat bloated corpulence, and squatted evilly on a rectangular block or pedestal covered with undecipherable characters.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Call of Cthulhu&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The lesser vruul has tough, leathery hide, as black as midnight. Bat-like wings sprout from its back, &#039;&#039;&#039;but they do not look large or strong enough to support its weight in flight.&#039;&#039;&#039; The vruul&#039;s claws are long, sharp and appear to be stained with the blood of many victims. Its eyes are eerie, solid green orbs that seem to glow with an inner power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Given the implicit sleep theme of the gogor and their urns, and the Temple of Darkness poem being from another time and place, calling Morgu &amp;quot;spirit born of death&amp;quot; can easily be read this way.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;No book had ever really hinted of it, though the deathless Chinamen said that there were double meanings in the &#039;&#039;Necronomicon&#039;&#039; of the mad Arab Abdul Alhazred which the initiated might read as they chose, especially the much-discussed couplet:&lt;br /&gt;
“That is not dead which can eternal lie,&lt;br /&gt;
And with strange aeons even death may die.”&lt;br /&gt;
&lt;br /&gt;
What, in substance, both the Esquimau wizards and the Louisiana swamp-priests had chanted to their kindred idols was something very like this—the word-divisions being guessed at from traditional breaks in the phrase as chanted aloud:&lt;br /&gt;
     “Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn.”&lt;br /&gt;
     Legrasse had one point in advance of Professor Webb, for several among his mongrel prisoners had repeated to him what older celebrants had told them the words meant. This text, as given, ran something like this:&lt;br /&gt;
     “In his house at R’lyeh &#039;&#039;&#039;dead Cthulhu waits dreaming&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Call of Cthulhu&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Morgu, Cruel Master. Guard the Dark Queen.&lt;br /&gt;
&#039;&#039;&#039;Spirit born of death.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- The Temple of Darkness Poem (1994)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(8) The Evil Clergyman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/ec.aspx &amp;quot;The Evil Clergyman&amp;quot;] is adapted from a dream where evil priests mysteriously appear and burn a library. There are low odds of this having any relevance, because there is only the one point of connection. But it is a tighter fit for the burning of the Dark Shrine library than the raid on the vestry in &amp;quot;The Haunter of the Dark&amp;quot;. If this were the allegorical intent it would be implying the dark priests burned their own library, perhaps after transferring or transforming themselves into the gogor. This would not be intuitive without the hidden reference, but it would thereby also explain the smashed faces and altar. This may be explained differently, such as if the Morgu statue is not really a statue, and wakes up.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The newcomer was a thin, dark man of medium height attired in &#039;&#039;&#039;the clerical garb&#039;&#039;&#039; of the Anglican church. He was apparently about thirty years old, with a sallow, olive complexion and fairly good features, but an abnormally high forehead. His black hair was well cut and neatly brushed, and he was clean-shaven though blue-chinned with a heavy growth of beard. He wore rimless spectacles with steel bows. His build and lower facial features were like other clergymen I had seen, but he had a vastly higher forehead, and was darker and more intelligent-looking—also more subtly and &#039;&#039;&#039;concealedly evil-looking&#039;&#039;&#039;. At the present moment—&#039;&#039;&#039;having just lighted a faint oil lamp&#039;&#039;&#039;—he looked nervous, and before I knew it he was &#039;&#039;&#039;casting all his magical books into a fireplace&#039;&#039;&#039; on the window side of the room (where the wall slanted sharply) which I had not noticed before. The &#039;&#039;&#039;flames devoured the volumes greedily&#039;&#039;&#039;—leaping up in strange colours and emitting indescribably hideous odours as the &#039;&#039;&#039;strangely hieroglyphed&#039;&#039;&#039; leaves and wormy bindings succumbed to the devastating element. All at once I saw there were others in the room—grave-looking men in clerical costume, one of whom wore the bands and knee-breeches of a bishop. Though I could hear nothing, I could see that they were bringing a decision of vast import to the first-comer. They seemed to hate and fear him at the same time, and he seemed to return these sentiments. His face set itself into a grim expression, but I could see his right hand shaking as he tried to grip the back of a chair. The bishop pointed to &#039;&#039;&#039;the empty case and to the fireplace&#039;&#039;&#039; (where the flames had died down amidst a charred, non-committal mass), and seemed filled with a peculiar loathing. The first-comer then gave a wry smile and reached out with his left hand toward the small object on the table. Everyone then seemed frightened. The procession of clerics began filing down the steep stairs through the trap-door in the floor, turning and making menacing gestures as they left. The bishop was last to go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Evil Clergyman&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Library]&lt;br /&gt;
&#039;&#039;&#039;Fire has destroyed&#039;&#039;&#039; most of this room.  &#039;&#039;&#039;Charred shelve&#039;&#039;&#039;s filled with ashes and the remains of countless &#039;&#039;&#039;volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The &#039;&#039;&#039;brass lamps&#039;&#039;&#039; suspended from the ceiling on long chains are covered with soot, and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look on shelves&lt;br /&gt;
On the charred shelves you see some ashes and some burned books.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look books&lt;br /&gt;
The books are damaged beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lamp&lt;br /&gt;
The lamp is covored with soot and a fine patina of corrosion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This would allow the events of the Dark Shrine to be of another time period from the Loremasters entirely. Though in the story they were able to sense the presence of portals from a long distance through a mountain. The story makes clear that they made it onto the &amp;quot;barren&amp;quot; plain which then became a jagged plain after the meteor swarm. But it does not reference the Dark Grotto and Dark Shrine, which were not released until later. If the cultists found the gogor in the Third Era, the Temple of Darkness Poem might not be an anachronism, but it loses the theme of working with the Dark Gods in the Wars of Dominion. It should be related to the Uthex story in the Second Era.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(9) The Devotee of Evil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.eldritchdark.com/writings/short-stories/44/the-devotee-of-evil &amp;quot;The Devotee of Evil&amp;quot;] in contrast is a Clark Ashton Smith story, the horror author from whom Lovecraft took Tsathoggua the toad daemon. This story is based on a gong apparatus for manifesting cosmic evil, which then takes the form of columns of shadow. Witnessing the pure evil transforms a character into a black statue with analogy to Medusa and Lucifer frozen in Inferno. This might provide inspiration for the cracked gong, the dark vorteces, and the black Morgu statue in the room with the suffocating consuming evil. The premise is that the gongs cancel out the frequencies of everything except pure evil. This could play into the interpretation of the urns as acoustic jars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;While I was trying to digest this difficult idea, I noticed a partial dimming of the light above the &#039;&#039;&#039;tripod&#039;&#039;&#039; and its weird apparatus. A &#039;&#039;&#039;vertical shaft of faint shadow&#039;&#039;&#039;, surrounded by a still fainter &#039;&#039;&#039;penumbra&#039;&#039;&#039;, was forming in the air. The tripod itself, and the wires, &#039;&#039;&#039;gongs&#039;&#039;&#039; and hammers, were now a trifle indistinct, as if seen through some obscuring veil. The &#039;&#039;&#039;central shaft and its penumbra&#039;&#039;&#039; seemed to widen; and looking down at the flood, where the outer adumbration, conforming to the room&#039;s outline, crept toward the walls, I saw that Averaud and myself were now within its ghostly triangle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Like a dreamer who forces himself to awaken, he began to move away from me. I seemed to lose sight of him for a moment in the cloud of nameless, immaterial horrors that threatened to take on the further horror of substance. Then I realized that Averaud had turned off the switch, and that the oscillating hammers had ceased to beat on those &#039;&#039;&#039;infernal gongs&#039;&#039;&#039;. The &#039;&#039;&#039;double shaft of shadow&#039;&#039;&#039; faded in mid-air, the burden of terror and despair lifted from my nerves and I no longer felt the damnable hallucination of nether space and descent.&lt;br /&gt;
&amp;quot;My God!&amp;quot; I cried. &amp;quot;What was it?&amp;quot; Averaud&#039;s look was full of a ghastly, gloating exultation as he turned to me.&lt;br /&gt;
&amp;quot;You saw and felt it, then?&amp;quot; he queried — &amp;quot;that vague, imperfect manifestation of &#039;&#039;&#039;the perfect evil which exists somewhere in the cosmos?&#039;&#039;&#039; I shall yet call it forth in its entirety, and know the black, infinite, reverse raptures which attend its epiphany.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Again the soul-congealing hideousness, the sense of eternal falling, of myriad harpy-like incumbent horrors, rushed upon me as I looked and saw. Vaster and stronger than before, a &#039;&#039;&#039;double column of triangular shadow&#039;&#039;&#039; had materialized and was becoming more and more distinct. It swelled, it darkened, it enveloped the gong-apparatus and towered to the ceiling. The double column grew solid and opaque as ebony; and the face of Averaud, who was standing well within the broad penumbral shadow, became dim as if seen through a film of Stygian water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A &#039;&#039;&#039;cracked brass gong&#039;&#039;&#039; hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the rim of the huge corroded disk to the center.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with dark stains, and &#039;&#039;&#039;one corner has been broken off.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dark vortece shoots a &#039;&#039;&#039;shaft of pure darkness&#039;&#039;&#039; at you!&lt;br /&gt;
A dark vortece extends forth a multitude of branching shadowy tendrils, scattering elongated &#039;&#039;&#039;umbrae&#039;&#039;&#039; across the floor.&lt;br /&gt;
A dark vortece emits a low hum.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The inventor of the apparatus, upon manifesting the pure cosmic evil, is frozen in the form of a black statue compared to Lucifer. In the Shadow World context pure, cosmic evil is the Unlife itself. In the Master Atlas Addendum the Dark Gods are manifestations of the dark energy where the Unlife is its purest form. This is also of subtextual interest given the Inferno and Nyarlathotep parallel in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;As one who re-emerges from a swoon, I saw the fading of the dual pillar, till the light was no longer sullied by any tinge of that satanic radiation. And where it had been, Averaud still stood beside the baleful instrument he had designed. Erect and rigid he stood, in a strange immobility; and I felt an incredulous horror, a chill awe, as I went forward and touched him with a faltering hand. For that which I saw &#039;&#039;&#039;and touched was no longer a human being but an ebon statue&#039;&#039;&#039;, whose face and brow and fingers were black as the Faust-like raiment or the sullen curtains. Charred as by sable fire, or frozen by black cold, the features bore the eternal ecstasy and pain of &#039;&#039;&#039;Lucifer in his ultimate hell of ice&#039;&#039;&#039;. For an instant, the supreme evil which Averaud had worshipped so madly, which he had summoned from the vaults of incalculable space, had made him one with itself; and passing, it had left him &#039;&#039;&#039;petrified into an image of its own essence&#039;&#039;&#039;. The form that I touched was harder than marble; and I knew that it would endure to all time as a testimony of the infinite Medusean power that is death and corruption and darkness.&lt;br /&gt;
&lt;br /&gt;
Fifine had now thrown herself at the feet of the image and was clasping its insensible knees. With her frightful muted moaning in my ears, I went forth for the last time from that chamber and from that mansion. Vainly, through delirious months and madness-ridden years, I have tried to shake off the infrangible obsession of my memories. But there is a fatal numbness in my brain as if it too had been charred and blackened a little in that moment of overpowering nearness to the dark ray of &#039;&#039;&#039;the black statue&#039;&#039;&#039; that was Jean Averaud, the impress of awful and forbidden things has been set like an everlasting seal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Devotee of Evil&amp;quot;; Clark Ashton Smith&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force that threatens to smother and consume all&#039;&#039;&#039; that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with &#039;&#039;&#039;black&#039;&#039;&#039; skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(10) The Last Test&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/lt.aspx &amp;quot;The Last Test&amp;quot;] is one of the more obscure Lovecraft stories mentioning Yog-Sothoth. This story mentions Nyarlathotep as well, and was his first story mentioning Shub-Niggurath. It was one of the stories he wrote that was a revision of a story written by another author. There is some reason to suspect the 1989 [https://en.wikipedia.org/wiki/The_Horror_in_the_Museum_and_Other_Revisions &amp;quot;The Horror in the Museum and Other Revisions&amp;quot;] compilation was used in the Graveyard.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
“Humanity! What the deuce is humanity? Science! Dolts! Just individuals over and over again! Humanity is made for preachers to whom it means the blindly credulous. Humanity is made for the predatory rich to whom it speaks in terms of dollars and cents. Humanity is made for the politician to whom it signifies collective power to be used to his advantage. What is humanity? Nothing! Thank God that crude illusion doesn’t last! What a grown man worships is truth—knowledge—science—&#039;&#039;&#039;light&#039;&#039;&#039;—the rending of the veil and the pushing back of the shadow. &#039;&#039;&#039;Knowledge, the juggernaut!&#039;&#039;&#039; There is death in our own ritual. We must kill—dissect—destroy—and all for the sake of discovery—the worship of &#039;&#039;&#039;the ineffable light.&#039;&#039;&#039; The goddess Science demands it. We test a doubtful poison by killing. How else? No thought for self—just knowledge—the effect must be known.”&lt;br /&gt;
     His voice trailed off in a kind of temporary exhaustion, and Georgina shuddered slightly.&lt;br /&gt;
     “But this is horrible, Al! You shouldn’t think of it that way!”&lt;br /&gt;
     Clarendon cackled sardonically, in a manner which stirred odd and repugnant associations in his sister’s mind.&lt;br /&gt;
     “Horrible? You think what I say is horrible? You ought to hear Surama! I tell you, things were known to the priests of Atlantis that would have you drop dead of fright if you heard a hint of them. Knowledge was knowledge a hundred thousand years ago, when our especial forbears were shambling about Asia as speechless semi-apes! They know something of it in the Hoggar region—there are rumours in the farther uplands of Thibet—and once I heard an old man in China calling on Yog-Sothoth—“&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Last Test&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The very thin potential relevance for us is the use of the word &amp;quot;juggernaut&amp;quot; in the context of the glowing crystal dome. It is the messaging that happens when the dome explodes with power, unleashing a destructive wave of energy that is highly lethal. The story uses Nyarlathotep&#039;s epithet &amp;quot;the crawling chaos.&amp;quot; [http://www.hplovecraft.com/writings/texts/fiction/crc.aspx &amp;quot;The Crawling Chaos&amp;quot;] story does not actually feature Nyarlathotep, but features dream visions from opium, and depicts the world being destroyed in an apocalypse. These two stories both appear in &amp;quot;The Horror in the Museum and Other Revisions&amp;quot;, along with &amp;quot;The Mound&amp;quot; for Shadow Valley.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Suddenly a hot wave of pure energy rushes out of the crystal dome, rolling forth like an &#039;&#039;&#039;apocalyptic juggernaut.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The heat of the wave burns your flesh!&lt;br /&gt;
  ... 35 points of damage!&lt;br /&gt;
  Flame sets your head alight like a torch. Burned beyond recognition.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(11) The Colour Out of Space&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is most likely not an intentional allusion, but the meteor swarm cast in the Uthex Kathiasas story might have been inspired by [http://www.hplovecraft.com/writings/texts/fiction/cs.aspx &amp;quot;The Colour Out of Space&amp;quot;], which has an otherworldly horror arrive by a meteor impact. If it is relevant at all it is one of the more minor stories. It is worth mentioning here because [[Research:Shadow Valley]] argues that &amp;quot;The Colour Out of Space&amp;quot; may be a relatively strong influence on Shadow Valley, and there are some details in common between the two places. This is another Lovecraft story with sinister mists that could have influenced the use of fog in the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(12) The Mound and the Whisperer in Darkness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/wid.aspx &amp;quot;The Whisperer in Darkness&amp;quot;] is a story under H.P. Lovecraft&#039;s own name that refers to the underground realms of K&#039;n-yan, Yoth, and N&#039;kai where the last is a dwelling place of Tsathoggua the bat-toad thing. This realm is instead explored in detail in a different story, &amp;quot;The Mound&amp;quot;, which was ghost written by Lovecraft. &amp;quot;The Whisperer in Darkness&amp;quot; is set on Yuggoth after Lovecraft had associated it with the newly discovered (now former) planet of Pluto. Yuggoth is the source of the Shining Trapezohedron, which was at one time possessed by the [https://en.wikipedia.org/wiki/Serpent_Men#Origin_and_society serpent men of Valusia], according to &amp;quot;The Haunter of the Dark&amp;quot;.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;“But remember—that dark world of fungoid gardens and windowless cities isn’t really terrible. It is only to us that it would seem so. Probably this world seemed just as terrible to the beings when they first explored it in the primal age. You know they were here long before the fabulous epoch of Cthulhu was over, and remember all about sunken R’lyeh when it was above the waters. They’ve been inside the earth, too—there are openings which human beings know nothing of—some of them in these very Vermont hills—and &#039;&#039;&#039;great worlds of unknown life down there; blue-litten K’n-yan, red-litten Yoth, and black, lightless N’kai. It’s from N’kai that frightful Tsathoggua came—you know, the amorphous, toad-like god-creature&#039;&#039;&#039; mentioned in the Pnakotic Manuscripts and the Necronomicon and the Commoriom myth-cycle preserved by the Atlantean high-priest Klarkash-Ton.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Whisperer in Darkness&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/mo.aspx &amp;quot;The Mound&amp;quot;] is argued on [[Research:Shadow Valley]] to be relatively likely to be an influence on the Shadow Valley story. These realms and races do not seem relevant, but they can oddly be relevant to the Broken Lands, assuming the Underworld parallel to &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; was intentional. In this story lightless N&#039;kai is actually located under the &amp;quot;waking world&amp;quot; version of the Vaults of Zin, which possesses reptilian quadrupeds which were somehow debased from its former intelligent population. One point in its favor is that the echo chamber cave of the Dark Grotto is called a (natural) &amp;quot;amphitheater&amp;quot;, while the stage-like setting of semicircled terraces is more akin to a theater, and if historically informed etymology was being used the amphitheaters were where the Roman blood sports happened. &amp;quot;The Mound&amp;quot; right next to the paragraphs about N&#039;kai is the only Lovecraft story to use the word amphitheater.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of &#039;&#039;&#039;amphitheater&#039;&#039;&#039; with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Subtextual interconnections or &amp;quot;meta-references&amp;quot; are very treacherous, but it is seductive to link the myklians and toad brazier to Tsathoggua through the vaults of Zin, and it provides a natural link between the magru and the shoggoths. In this way it is possible to explain both the magru and myklian at once, however dubiously, without having to appeal to separate stories like &amp;quot;At the Mountains of Madness&amp;quot;. In the [https://en.wikipedia.org/wiki/Encyclopedia_Cthulhiana broader] Cthulhu Mythos the former race of Yoth in question was the serpent men of Valusia.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;There was one object along the route which Gll’-Hthaa-Ynn exhibited on his own initiative, even though it involved a detour of about a mile along a vine-tangled side path. This was a squat, plain temple of black basalt blocks without a single carving, and containing only a vacant onyx pedestal. The remarkable thing about it was its story, for it was a link with a fabled elder world compared to which even cryptic Yoth was a thing of yesterday. It had been built in imitation of &#039;&#039;&#039;certain temples depicted in the vaults of Zin&#039;&#039;&#039;, to house a very terrible black toad-idol found in the red-litten world and called &#039;&#039;&#039;Tsathoggua&#039;&#039;&#039; in the Yothic manuscripts. It had been a potent and widely worshipped god, and after its adoption by the people of K’n-yan had lent its name to the city which was later to become dominant in that region. Yothic legend said that it had come from a mysterious inner realm beneath the red-litten world—a black realm of peculiar-sensed beings which had no light at all, but which had had great civilisations and mighty gods before ever &#039;&#039;&#039;the reptilian quadrupeds of Yoth&#039;&#039;&#039; had come into being. Many images of Tsathoggua existed in Yoth, all of which were alleged to have come from the black inner realm, and which were supposed by Yothic archaeologists to represent the aeon-extinct race of that realm. The black realm called N’kai in the Yothic manuscripts had been explored as thoroughly as possible by these archaeologists, and singular stone troughs or burrows had excited infinite speculation.&lt;br /&gt;
     When the men of K’n-yan discovered the red-litten world and deciphered its strange manuscripts, they took over the Tsathoggua cult and brought all the frightful toad images up to the land of blue light—housing them in shrines of Yoth-quarried basalt like the one Zamacona now saw. The cult flourished until it almost rivalled the ancient cults of Yig and Tulu, and one branch of the race even took it to the outer world, where the smallest of the images eventually found a shrine at Olathoë, in the land of Lomar near the earth’s north pole. It was rumoured that this outer-world cult survived even after the great ice-sheet and the hairy Gnophkehs destroyed Lomar, but of such matters not much was definitely known in K’n-yan. In that world of blue light the cult came to an abrupt end, even though the name of Tsath was suffered to remain.&lt;br /&gt;
     What ended the cult was the partial exploration of the black realm of N’kai beneath the red-litten world of Yoth. According to the Yothic manuscripts, there was no surviving life in N’kai, but something must have happened in the aeons between the days of Yoth and the coming of men to the earth; something perhaps not unconnected with the end of Yoth. Probably it had been an earthquake, opening up lower chambers of the lightless world which had been closed against the Yothic archaeologists; or perhaps some more frightful juxtaposition of energy and electrons, wholly inconceivable to any sort of vertebrate minds, had taken place. At any rate, when the men of K’n-yan went down into N’kai’s black abyss with their great atom-power searchlights &#039;&#039;&#039;they found living things—living things that oozed along stone channels and worshipped onyx and basalt images of Tsathoggua. But they were not toads like Tsathoggua himself. Far worse—they were amorphous lumps of viscous black slime that took temporary shapes for various purposes.&#039;&#039;&#039; The explorers of K’n-yan did not pause for detailed observations, and those who escaped alive sealed the passage leading from red-litten Yoth down into the gulfs of nether horror. Then all the images of Tsathoggua in the land of K’n-yan were dissolved into the ether by disintegrating rays, and the cult was abolished forever.&lt;br /&gt;
     Aeons later, when naive fears were outgrown and supplanted by scientific curiosity, the old legends of Tsathoggua and N’kai were recalled, and a suitably armed and equipped exploring party went down to Yoth to find the closed gate of the black abyss and see what might still lie beneath. But they could not find the gate, nor could any man ever do so in all the ages that followed. Nowadays there were those who doubted that any abyss had ever existed, but the few scholars who could still decipher the Yothic manuscripts believed that the evidence for such a thing was adequate, even though the middle records of K’n-yan, with accounts of the one frightful expedition into N’kai, were more open to question. Some of the later religious cults tried to suppress remembrance of N’kai’s existence, and attached severe penalties to its mention; but these had not begun to be taken seriously at the time of Zamacona’s advent to K’n-yan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Mound&amp;quot;; H.P. Lovecraft&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(13) The Horror in the Museum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Horror in the Museum&amp;quot; is argued in [[Research:The Graveyard]] to possibly be relevant to the purgatory throne room section of the Graveyard, with its ivory throne and certain other details. It is the story that was used for the title of an anthology of stories ghost-written by Lovecraft that was published in 1989. The premise is a sculptor in a wax museum who makes models of Lovecraftian horrors, such as night gaunts, and one huge statue turns out to actually be a Great Old One who is hibernating in sleeping death.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Fully ten feet high&#039;&#039;&#039; despite a shambling, crouching attitude expressive of infinite cosmic malignancy, a monstrosity of unbelievable horror was shewn starting forward from a &#039;&#039;&#039;Cyclopean ivory&#039;&#039;&#039; throne covered with grotesque carvings. In the central pair of its six legs it bore a crushed, flattened, distorted, bloodless thing, riddled with a million punctures, and in places seared as with some pungent acid. Only the mangled head of the victim, lolling upside down at one side, revealed that it represented something once human.&lt;br /&gt;
     The monster itself needed no title for one who had seen a certain hellish photograph. That damnable print had been all too faithful; yet it could not carry the full horror which lay in the gigantic actuality. The globular torso—the bubble-like suggestion of a head—the three fishy eyes—the foot-long proboscis—the bulging gills—the monstrous capillation of asp-like suckers—the six sinuous limbs with their black paws and crab-like claws—God! the familiarity of that black paw ending in a crab-like claw! . . .&lt;br /&gt;
     Orabona’s smile was utterly damnable. Jones choked, and stared at the hideous exhibit with a mounting fascination which perplexed and disturbed him. What half-revealed horror was holding and forcing him to look longer and search out details? This had driven Rogers mad . . . Rogers, supreme artist . . . said &#039;&#039;&#039;they weren’t artificial.&#039;&#039;&#039; . . .&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;The Horror in the Museum&amp;quot;, H.P. Lovecraft and Hazel Heald&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, &#039;&#039;&#039;the sense of evil is a palpable force that threatens to smother and consume all&#039;&#039;&#039; that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with &#039;&#039;&#039;black skin, leathery wings and large red claws.&#039;&#039;&#039;  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The potential relevance of this is that the most parsimonious way to explain the anachronisms and heavy physical damage of the Dark Shrine is to interpret the huge statue of Morgu to actually be Morgu himself hibernating. This &amp;quot;statue&amp;quot; would then be what uses the huge stone throne and the massive stairway in the dark cavern. It is remarkable that everything is explicit about what it is made of --- ceramic urn, stone jar, bronze door, and so on --- but the statue of Morgu is described as black skin and leathery wings. In other words, the statue is not made of stone or metal or so on, but is instead at the very least materially constituted like the gogor. Since the gogor are essentially leathery gargoyles, when unconscious they would effectively be statues. There is also some reason to think this room could be meant to be the parallel dimension analog of the ice shrine under the Graveyard.&lt;br /&gt;
&lt;br /&gt;
=Grand Design=&lt;br /&gt;
The theme of the Broken Land is the Dark Gods and the forces of the Unlife working together in the Wars of Dominion. The more specific theme is the relationship between the servants of Kadaena, which is the forces of the Unlife, and the Dark Lords of Charôn. The story is working with the historical context of the Lords of Essaence having manipulated life to suit their needs. Most of the difficulty in interpretation is instead the question of when and where things happened, and what the Temple of Darkness poem and Dark Shrine are implying about the origin of the Dark Gods and their relation to Empress Kadaena. There may also be a weird, esoteric parallel between dimensions.&lt;br /&gt;
&lt;br /&gt;
There is a rumor that the title &amp;quot;Broken Land&amp;quot; was inspired by the Broken Land Parkway, which was not far from the Maryland office of Simutronics. This would need to be verified from someone who heard it directly or nearly so from the creator, as there is no way to judge whether that kind of easter egg is intentional. The title of the Uthex Kathiasas story, notably, was &amp;quot;The Broken Land&amp;quot; singular not plural.&lt;br /&gt;
==Location==&lt;br /&gt;
While the Broken Land is commonly taken to be &amp;quot;The Moon&amp;quot; of the Dark Gods for some obvious reasons, this is somewhat dubious and seemingly contradicted by the Uthex Kathiasas story itself. It might be interpreted as a huge underground cavern of Charôn with a subterranean mountain range, or it might be interpreted as one of the parallel worlds that was accessed from the Charôn portals, perhaps even Charôn as it exists in another reality. Charôn is a gate-world hovering on the boundary of other realities. There are several possibilities that could be considered plausible and it is not obvious which is right.&lt;br /&gt;
===The Moon===&lt;br /&gt;
&amp;quot;The Moon&amp;quot; has the advantage of intuitive parsimony, but the case for it has serious difficulties. Charôn is most likely a large asteroid that was captured long ago, similar in size to the largest ones in the real world asteroid belt. It is a little more than half the size of Pluto&#039;s moon Charon, which is named after the mythological ferryman of the Greek Underworld. This is the rest of the text from the first edition of the Master Atlas. It implies that there would be very little gravity, but does not actually say it. The other text includes the premise that beneath &amp;quot;the shining icy surface are myriad caves and tunnels - hiding places for the unspeakable.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Charôn circles Kulthea at 190,000 miles (note that it is also inside the orbit of Orhan) and is quite small: 350 miles in diameter. It is a featureless rock ball with a silvery grey appearance. An interesting aspect of Charôn is its polar orbit. This is quite an unusual situation and suggests that Charôn was not always a satellite of Kulthea. It may have once been a large, stray asteroid caught in the Shadow World&#039;s gravity well, or some body from outside the system.&lt;br /&gt;
&lt;br /&gt;
Because of Charôn&#039;s unusual orbit, it and Orhan rarely conjunct; fortunate considering the tidal and meteorological disruptions, and the strange and bizarre Essence aberrations which occur during those periods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas, 1st Edition (1989); page 17&lt;br /&gt;
- Shadow World Master Atlas, 2nd Edition (1992); page 20&lt;br /&gt;
- Tomes of Kulthea #1046&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Master Atlas Addendum (1990) elaborates this further. The surface of Charôn is covered in thick ice and has no atmosphere whatsoever. There is so little gravity that there is &amp;quot;almost no perceptible &#039;up&#039; or &#039;down&#039;&amp;quot; when underground. This violently contradicts the idea that the Broken Land is the surface of Charôn. The internal volcanic heating creating a &amp;quot;(barely) livable environment&amp;quot; in the caves and tunnels, whether from tidal heating or some aberration of its nature, is potentially consistent with the Broken Land being underground. This might be implied by the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot; parallel.&lt;br /&gt;
&lt;br /&gt;
However, this would require the existence of abnormal gravity, whether through aberrant magical reasons or artificially, since the Lords of Essaence were extremely technologically advanced. It is possible this may have been explained once by the crystal dome puzzle, especially if there was a control room when phased into while powered off. But on face value the gravity and air are serious inconsistencies.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The surface of Charôn is a frozen waste; there is no atmosphere, and the exterior is encased in a solid coating of ice which Kulthean Astrologers think to be as much as &#039;&#039;&#039;hundreds of feet thick.&#039;&#039;&#039; But &#039;&#039;&#039;under&#039;&#039;&#039; that coating of ice, Charôn is heated from within by volcanic forces, creating a (barely) livable environment in the thousands of caves and tunnels. It is here that the Dark Gods survive.&lt;br /&gt;
&lt;br /&gt;
The Third Moon is a sphere 350 miles in diameter. Even though it has a massive core, it only has enough gravity to barely maintain a small hold on objects. Thus, the caverns and warrens have the added disorientation of there being almost no perceptible &#039;up&#039; or &#039;down&#039;. Any poor unfortunates who are transported suddenly to Charôn will find themselves in a totally alien world.&lt;br /&gt;
&lt;br /&gt;
The caverns of Charôn are populated by all manner of monstrous creatures, awful travesties of life summoned to guard the passages of the Third Moon. &#039;&#039;&#039;&#039;&#039;GM Note:&#039;&#039;&#039; See Parts IV &amp;amp; V (Demons) for details of lesser creatures who might be lurking in the corridors of Charôn.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Shadow World Master Atlas Addendum (1990); page 37&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The Master Atlas, 2nd Edition (1992), page 113, adds that the frozen ice might be carbon dioxide, and changes the GM note at the end to &amp;quot;See Demons of the Pale for details of lesser creatures who might be lurking in the corridors of Charôn.&amp;quot; This edits out the typo where Part V is Kadaena&#039;s constructs, which was probably supposed to be Parts III &amp;amp; IV, the Demons of the Essaence and Void. It is specified on page 76 that they are &amp;quot;related&amp;quot; to the Dark Lords of Charôn, which is on page 23 of the Master Atlas Addendum. This is somewhat strange because both books, page 7 in the Addendum and page 29 on the Atlas 2nd Edition, have the Dark Gods originating in the essaence Chaos planes rather than the Void. Meanwhile the Demons of the Essaence from the Chaos Planes are left unmentioned.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The repeated use of stalactites and stalagmites in the Broken Lands suggests the melting of ice by volcanic heat (though these formations can also happen in pseudokarst conditions.) This is very directly implied by the boiling sea of mud which is prone to geyser eruptions next to the ice slopes. However, the mountain range is depicted from the Dark Shrine as snow covered, which is still strange for a place without weather. It is presumably supposed to be precipitated steam. The crystal dome itself may be a reference to the &amp;quot;powerful crystals&amp;quot; used by the Lords of Essaence to open and close portals on Charôn in the First Era. It is almost certainly supposed to be a Lord of Essaence artifact. It may even be a Lord of Essaence &amp;quot;[[Research:The Graveyard#Apocrypha|speaking crystal]]&amp;quot;, essentially, an Iruaric voice interface for a deep underground vault, with the surrounding crystals being the major part of its mechanism. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
Like a huge pair of eyes, two large, round windows look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains&#039;&#039;&#039; rise up all around, &#039;&#039;&#039;snow capped peaks high above ice covered slopes,&#039;&#039;&#039; strewn with large boulders.  The cold wind that blows in through the openings bears as much desolation as the view.  There is no scent of green trees and running sap, no odor of wildlife rising from the slopes outside.&lt;br /&gt;
Obvious exits: east.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The terrain seems inconsistent with the canon description of Charôn for the Broken Land to be a vault covering part of the surface of Charôn. If this were the intent, the meteor swarm by Loremaster Kulfair would have exposed the interior, allowing the air to escape into the vacuum. One might conjecture a force field went into effect to patch the hole, but rocks still fall from above onto the jagged plain below. This makes more sense as an occasional rock falling from a damaged cavern roof than regular meteors strikes. However, GemStone III is still its own instance, and it may simply be non-canonical in this way.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You hear a loud rushing sound from the sky above you, and you look up just in time to see a huge chunk of rock hurtling toward you at incredible speed!  You try to dodge out of the way, but before you can move more than a few inches, the massive stone crashes into you, knocking you to the ground and causing serious injury!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Bones in left arm crack.&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
A torrent of thick sludge suddenly comes raining down on you!  After a brief moment of surprise, you realize that the stuff is boiling hot!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Minor burns to right leg.  That hurts a bit.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look up&lt;br /&gt;
You can&#039;t see the sky from here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: If this were a huge dome on the surface of Charôn, the hundreds of feet of ice would presumably be melted by surface volcanism, making the boiling sea of mud. Ignoring whether this is actually plausible for an asteroid. But Kygar would be ignoring Master Atlas, 2nd Edition (1992), which says it is &amp;quot;possibly&amp;quot; frozen carbon dioxide. The mud sea might plausibly be low in water, as well, with a lot of sulfuric acid.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primary appeal of interpreting the Broken Land as Charôn is the existence of the Dark Shrine and the use of Charôn in the puzzle to reach the jagged plain. Naively, we would expect the Dark Shrine to have been used by Morgu himself in the Second Era, along with the servants of the Unlife who reside under Charôn. The huge rubble on the jagged plain could be from the cave in of a roof caused by the meteor swarm. But this is not as obvious as it sounds. The Dark Shrine is playing at a relationship Morgu had with the Lords of Essaence, even Kadaena herself, over one hundred thousand years ago. &lt;br /&gt;
&lt;br /&gt;
They first appeared on Charôn in the Second Era through ancient Lord of Essaence portals to other planes of existence, so the mere association of Dark Gods or Charôn is insufficient for assuming it actually is Charôn. There are obvious questions to be asked, such as if this is Charôn in the Third Era, where are the Dark Gods? Where is Morgu, unless he is the statue? Why is there no &amp;quot;Guardian&amp;quot; at this portal established by the Lords of Orhan? The most serious issue of all is that the Uthex story calls it a natural gate to another plane of existence. Interpreting the Broken Land as Charôn requires bending over backwards, trying to read that as Uthex misinterpreted it as such or was misled to that effect, but only until later when he made the secret passageway to the jagged plain and somehow not knowing anything about the Dark Shrine at first.&lt;br /&gt;
&lt;br /&gt;
===Other Plane===&lt;br /&gt;
The strongest point in favor of interpreting the Broken Land as another plane of existence is that the [[A Popular History of the Broken Lands|background history]] for it called it &amp;quot;a small and remote natural gate leading to another plane of existence.&amp;quot; This contradicts the idea that it is a Lord of Essaence style Portal on Charôn itself. In the Shadow World context the sense in this is that the Dark Gods came to this universe from other planes in the Second Era. If it is indeed merely some Charôn associated realm, but not Charôn itself, the absence of the Dark Gods is self-explanatory. They were banished to Charôn, the Black Hel, or otherwise imprisoned.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;Uthex Kathiasas had used his powerful influence to gain control over a small and remote &#039;&#039;&#039;natural gate leading to another plane of existence.&#039;&#039;&#039; It was in that place that the Loremaster conducted secret experiments designed to provide his new power with physical form that could serve the needs of the Loremasters in their struggle against the Unlife.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- &amp;quot;[[A Popular History of the Broken Lands|The Broken Land]]&amp;quot; (1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the allegorical sense this is supported by interpreting the misty chamber portal messaging as a reference to the cave of the silver key in Lovecraft&#039;s &amp;quot;Through the Gates of the Silver Key&amp;quot;. Rather than interpret the parallel to the Underworld of &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; as a metaphor for being below Charôn, it takes the allusion more literally, being an associated &amp;quot;dreamland&amp;quot; plane that may even be Charôn as it exists in one of the parallel material realities. If this interpretation were taken even further (e.g. with the vaults of Zin or plateau of Leng) it may overlap or &amp;quot;coexist&amp;quot; with Charôn. Though there is a considerably stronger case for interpreting the Broken Land as a nightmare dimension parallel to what exists in the Seolfar Strake (Lysierian Hills). In this sense it would be like (or maybe even the same dimension as) Shadow Valley, except more subtle about it. It is worth considering that it might actually be the point that the Broken Land cannot be clearly located or sequenced historically. This is a motif in the Lovecraft stories, including nominally contradictory places.&lt;br /&gt;
&lt;br /&gt;
The entities of the Broken Land, including the crystal forest and the sea of mud, may be Rolemaster non-demonic other standard extraplanar entities. This class is notorious for either wandering between realities at will, or existing simultaneously in multiple places and realities. This is consistent with a &amp;quot;coexistent&amp;quot; or [[isles of transfer]] kind of interpretation, where the &amp;quot;broken land&amp;quot; would be a convergence of worlds not unlike the [[Elemental Confluence (plane)|Elemental Confluence]] in the post-ICE setting. But the presence of extraplanar entities wandering through gateways is also consistent with subterranean Charôn. They are mutually consistent with the Curse of Kabis interpretation of a &amp;quot;prison plane&amp;quot; coexistent with Charôn. This last case would similarly explain the absence of the Dark Gods, but raises different question marks.&lt;br /&gt;
===Backwards===&lt;br /&gt;
It is possible that the confusion over terrain consistency with Charôn is actually a case of things being intentionally backwards. The [[Research:The Graveyard]] and [[Research:Shadow Valley]] pages argue that The Graveyard and Shadow Valley make various kinds of parallels but then the details are all backwards. In the case of Shadow Valley, for example, the &amp;quot;Shadow Valley&amp;quot; is identical to the &amp;quot;Secluded Valley&amp;quot; as a parallel dimension, except the details are flipped. Loud on one side is silent on the other, and vice versa, grey becomes black and black becomes grey. Shadow Valley may be a more explicit &amp;quot;dreamlands&amp;quot; premise than the Broken Land, and the Broken Land may be a more subtle parallel dimension than Shadow Valley. This may explain the oddity of Morgu&#039;s cavern being filled with a stream and stalagmites, formed by water dripping from the ceiling, when he hates rain and running water. Though this is assuming they are not artificial, or not actually stalagmites, such as if they were instead gypsum megacrystals. (That being said, the strongest case is that it is a parallel of the Seolfar Strake, where everything is backwards.)&lt;br /&gt;
&lt;br /&gt;
With the Broken Land it could similarly be a parallel dimension of Charôn where it is all backwards. Instead of the underground volcanism creating habitable caverns with almost no gravity and a surface covered with ice and no atmosphere, it is surface volcanism with an atmosphere and boiling mud from melted ice and normal gravity. Instead of the Dark Gods imprisoned there, the Dark Gods are totally absent. The fungal forest and horrible bas relief are on flipped ends of the huge stairwell relative to &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;. The Peaks of Throk are not being represented underground.&lt;br /&gt;
&lt;br /&gt;
===Modern===&lt;br /&gt;
The Sheruvian Monastery was introduced after the I.C.E. Age by a different GM, and does not necessarily have any continuity with the original concept. Its use of vaalin, krodera, and veil iron are probably leaning on the Shadow World lore that those were the most rare alloys, since the contemporary metals documentation did not exist until 2001. Vaalin in particular was materially important, because vaanum was only known to exist on Charôn, so it is probably meant to imply Lornon. There was some early intent on developing other areas there related to the Dark Gods in what would have been Lornon.&lt;br /&gt;
&lt;br /&gt;
In the release event for the Cleric self-resurrection spell [[Miracle (350)]], Uthex &amp;quot;Kalthiasas&amp;quot; was retconned to be a Sage of the Order of Lorekeepers. The Broken Lands was treated as being Lornon in that story. Self-resurrection is not entirely inconsistent with the argument in the Death section. But there was no pantheon of neutrality originally, and Dark Gods could not channel resurrection spells.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[https://www.play.net/gs4/news.asp?id=615&amp;amp;cookieprefs=1 Sage Uthex&#039;s Studies Lead To Miracles]&lt;br /&gt;
Posted on 12/09/2007 04:07 PM CST by the Webstaff&lt;br /&gt;
&lt;br /&gt;
Sage Uthex Kalthiasas was a powerful and dangerous man, his works both feared and respected.  When fellow Sages discovered how corrupt &#039;&#039;&#039;his strange studies on the distant moon&#039;&#039;&#039; became, they realized that he must be stopped.  An expedition was led to bring to wayward, misguided Sage back to the Order so that his workings could harm none, but when they arrived upon the Broken Lands, he had slipped away.  His studies, tomes, scattered notes, and wild diagrams were confiscated and scattered among the various houses of the Order of the Lorekeepers until a time could come when their purposes could be discerned, and their ability to harm could be either exposed or destroyed.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Sage Uthex did not survive long enough to share any of the knowledge that he had left half written and encoded within his studies.&lt;br /&gt;
&lt;br /&gt;
Years later, half the globe apart from each other, two colleagues of the Order of the Lorekeepers began a correspondence regarding some of Sage Uthex’s work.  Knowing it only by the name Miracle, the two delved deep into his studies to try to find the promise only briefly mentioned in the Sage’s works.&lt;br /&gt;
&lt;br /&gt;
Traveling from Nydds with the ritual needs close at hand, Sage Estrello journeyed through the empire and to the seaport of Solhaven.  He searched of those that would support him in his quest to obtain details of the Broken Lands and those strong enough to accomplish the ritual.&lt;br /&gt;
&lt;br /&gt;
Simultaneously, his colleague Sureshi ventured forth from Atan Irith into the Elven Nations where she tried desperately to translate the final passage of one of Sage Uthex’s tomes.  In her travels she gathered lore from the locals and searched to find what information she could about the Broken Lands.&lt;br /&gt;
&lt;br /&gt;
Both Sages requested the aid of all clerics that could help them, but greatly cautioned that others not alert the Sheruvians.  They explained that the Sheruvians had been hiding a secret chamber in hopes of releasing the mysterious magic for themselves, but upon finding that they couldn’t had sealed it away from all other’s use.&lt;br /&gt;
&lt;br /&gt;
On the seventh day of Eorgaen, the Sages each performed the last leg of their journey and met for the first time face to face in the Landing, their volunteers gathered around them.  They spoke briefly, but hurried to the Sheruvian Monastery in the Broken Lands and wandered the area for a time searching for the proper location of the hidden chamber.  As soon as the Sheruvians discovered what their goal was, they began to attack the party at every turn.&lt;br /&gt;
&lt;br /&gt;
The chambers were found, each with pools lined in hues to match the three pantheons of the Arkati--grey, black, and white.  Clerics were urged to step forward and take their place within the pools and instantly they became linked to the pools they stepped in.  The requirements were met by the three pantheons and mana was infused into the pools where it quickly spiraled to the glaes dome above.&lt;br /&gt;
&lt;br /&gt;
All around the chamber, battle broke out and several rose to the occasion to help stave off the attackers.  Eventually, the magic was fed enough mana to release the spell and clerics across the globe felt a sudden deep understanding to their calling.  The joy was short lived as the magic released by the dome caused it to shatter and the chamber began to fall around the Sages and their volunteers.  Fighting their way clear of the chamber, several fell but the power of the Miracle was discovered by those clerics that were strong enough to tap into it.&lt;br /&gt;
&lt;br /&gt;
Sage Sureshi was among those that fell, and when she beseeched the divine for aid they answered her by drawing her back into life.  The ritual was a success.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the [[Shar]] storyline there was a struggle between the Sheruvians and Shar over the power draining dome and an artifact called the Sphere of Midnight. Shar wished to control them for accessing &amp;quot;the Arkati Workshop&amp;quot; in her quest for godhood. Players were referring to the Broken Lands as &amp;quot;the moon&amp;quot;, and the Arkati Workshop as being some place that is everywhere and nowhere, but it is conceivable the Arkati Workshop was related to the Broken Lands itself. If this was the case players may have been confusing the point with &amp;quot;the moon&amp;quot;. There are insufficient logs for discerning the meaning of these terms.&lt;br /&gt;
==Parallel Dimensions==&lt;br /&gt;
The strongest case for the Broken Land is interpreting it as a parallel world, where the things that exist in it are a nightmarish analog of what exists in the Seolfar Strake as contrast. The Seolfar Strake is now called the Lysierian Hills. There is a direct correspondence between rooms, geological elements, and even creatures on the two sides of the Misty Chamber. The Misty Chamber itself is the most obvious example, as it is exactly the same (except for the direction of the exit) on both the Kulthea and Broken Land sides. The orientation of the Broken Land in general is inverted or backwards. Often the exact same wording was used in rooms argued here to be parallel.&lt;br /&gt;
&lt;br /&gt;
This is essentially the same concept as argued in [[Research:Shadow Valley]], except it is much more subtle with the Broken Land. With the Broken Land only the Misty Chamber is an exact duplicate in both dimensions. It is much the same relationship as Earth of the &amp;quot;waking world&amp;quot; to Earth&#039;s Dreamland in the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot;. There is an esoteric correspondence between much of what exists on the two sides of the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
===Misty Chamber and Boulders===&lt;br /&gt;
&lt;br /&gt;
The most obvious example of two equivalent places in the parallel dimensions is the Misty Chamber itself. The room description on the two sides is identical, except for room title, and the puddle of water for throwing out garbage. It is unclear which side of the Abbot&#039;s room the hidden opening is located. The exit on the Broken Land side is clearly on the south end of the chamber and not hidden.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Misty Chamber]&lt;br /&gt;
&#039;&#039;&#039;A damp mist seems to seep from the very walls of this vast chamber casting the walls in an eerie green pallor.  A large round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low steady hum emanates from the stone, and the sound soothes your tired nerves.&#039;&#039;&#039;  You also see a puddle of water.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&amp;gt;look rune&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;gt;read rune&lt;br /&gt;
You stand before the runes, open your arms wide in a gesture of invocation, and concentrate on them.&lt;br /&gt;
&lt;br /&gt;
After a moment, the room begins to spin, and you suddenly feel disoriented.&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Chamber]&lt;br /&gt;
&#039;&#039;&#039;A damp mist seems to seep from the very walls of this vast chamber, casting the walls in an eerie green pallor.  A large, round stone stands upright in the center of the room, rotating like a coin that has been stood on edge and spun.  The opening at the center of the stone is pitch black and odd runes are engraved around the edge.  A low, steady hum emanates from the stone and the sound soothes your tired nerves.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look rune&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
Perhaps you should try reading them.&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stone is made from a strange dark rock that you have not seen before. There are runes carved on the stone all around the center opening.  The opening is pitch black and you cannot see through it to the other side.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(2) Finger-shaped Boulders and Rockslide&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are finger-shaped boulders on both sides. On the Seolfar Strake side it points southwest toward the cliff with the waterfall, with a rockslide blocking the way southeast, while on the Broken Land side the boulder points straight up and is on the southeastern heading arc of the western cliff. The Misty Chamber is underground relative to the first boulder, but at a higher elevation compared to the boulder in the Broken Land. Allegorically, this can be read as the huge stone fingers pointing toward the portal, much as described in Lovecraft&#039;s &amp;quot;Through the Gates of the Silver Key&amp;quot; with the Snake-Den.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a rockfall blocks what was the southeast path; there appears to be no way around it.  A &#039;&#039;&#039;large boulder&#039;&#039;&#039; standing just west of the fork in the trail looks somewhat like a &#039;&#039;&#039;large hand pointing a single finger at the southwest leg&#039;&#039;&#039; of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
One particularly &#039;&#039;&#039;large boulder sticks straight up in the air like a long, pointed finger.&#039;&#039;&#039;  The cliff that stretches from northwest to &#039;&#039;&#039;southeast&#039;&#039;&#039; is high and sheer, with no apparent way of climbing it.  A dense fog obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a rockslide instead on the northwest side of the Broken Land. The exit or entry to the underground lake of the Monastery (south and down to the Misty Chamber) is a hidden opening in &amp;quot;the base of the cliff.&amp;quot; Likewise, there is a small jagged opening on the Broken Land in &amp;quot;the base of the cliff&amp;quot;, leading up into Uthex&#039;s abode and north to the portal chamber.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake]&lt;br /&gt;
The water is shallow, but churns and bubbles with many currents that tug you in all directions.  The bottom of the lake here is solid rock and the footing seems to be fairly even.  You also see a waterfall and some rocks.&lt;br /&gt;
Obvious paths: none&lt;br /&gt;
&amp;gt;look waterfall&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The water cascades in a broad curtain across the rocks at &#039;&#039;&#039;the base of the cliff.&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
A jetty of rocks reaches out into the lake.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Lysierian Hills, Forest Trail]&lt;br /&gt;
The trail here used to split in three directions, but a &#039;&#039;&#039;rockfall blocks what was the southeast path;&#039;&#039;&#039; there appears to be no way around it.  A large boulder standing just west of the fork in the trail looks somewhat like a large hand pointing a single finger at the southwest leg of the trail.&lt;br /&gt;
Obvious paths: northeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;out&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
Huge boulders and jagged rocks are the predominant features on the vast plain that stretches out to the east.  The high, sheer cliff which looms above you to the west &#039;&#039;&#039;and southwest&#039;&#039;&#039; is clean and straight, as if cut with some gargantuan knife.  The cliff face is featureless, except for a small, jagged opening at &#039;&#039;&#039;the base of the cliff.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: north, northeast, east, southeast&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
You carefully make your way through the rocks and boulders...&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A high, sheer cliff rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  &#039;&#039;&#039;You also see a jumble of rocks.&#039;&#039;&#039;&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
R&amp;gt;look cliff&lt;br /&gt;
The cliff is high and sheer, almost featureless.  There does not appear to be anyway to climb it.&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
&#039;&#039;&#039;The rocks piled here are blackened and burned, as if the cliff face has been pulverized by some powerful explosion.&#039;&#039;&#039;&lt;br /&gt;
&amp;gt;climb rock&lt;br /&gt;
You climb up a jumble of rocks.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This explosion inflicted rock pile is arguably consistent with the east hall of Uthex&#039;s abode, which is partly caved in and this would be a consistent explanation for it. The unusual thing about the west and east halls is that they were not included in the original Broken Land. They are not present on any of the player maps from the I.C.E. Age. However, they might have been made at the same time as everything else in the hooded figure area, and were not included for some reason. This would be interesting as the west hall has &amp;quot;felwood&amp;quot; chairs, which would have said &amp;quot;dirwood&amp;quot; if they were that old. The only place the Forest of Dir was mentioned in 1990 or 1992, where it was said to be in northwest Jaiman, was on the adjacent page from the gogor in the Master Atlases. This would be interesting as it was in the context of Kadaena having dominated those lands in a previous millennium.&lt;br /&gt;
&lt;br /&gt;
There are two deleted or empty rooms in the Real Room ID block for the original hooded figure area at 306008 and 306009. These could have once existed and been cloned. (There was not necessarily ever anything in the empty room numbers, which may have only been buffers against creature wandering.) The hooded figure area that exists now is a copy of the original, made part of the same segment (487) as the Sheruvian monastery.&lt;br /&gt;
&lt;br /&gt;
===Abbot and Uthex Abodes===&lt;br /&gt;
&lt;br /&gt;
There is a fairly direct parallel between the Abbot&#039;s wing of the Monastery and Uthex&#039;s abode in the Broken Land. Various details are flipped. The Abbot&#039;s room is right next to the hidden opening to the Misty Chamber, while Uthex&#039;s bedroom is on the opposite end of the hall form the archway to the chamber. Uthex&#039;s room in contrast is next to the hidden trick exit leading down, while the Abbot&#039;s room is on the opposite end from the trick exit leading up. It hints at this by comparing the bed to four bowing monks. The central hall with the arch leading immediately to the portal chamber is columned, which could be read as a contrast to the portico of the Monastery.&lt;br /&gt;
&lt;br /&gt;
There is an empty frame versus a missing frame, dilapitated versus sturdy chair and table along the wall, and poster bed with no mattress versus poster bed with sagging mattress. The torches likely triggered the hidden opening, but that functionality does not seem to exist now. It is interesting that humidity has wrecked the Uthex room but not the Abbot room, as the Abbot wing is depicted as damp and his room is right next to the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Abbots&#039; Room]&lt;br /&gt;
The furniture in this room seems to have withstood the passage of time well.  A &#039;&#039;&#039;&#039;&#039;large four poster bed&#039;&#039;&#039;&#039;&#039; stands against one wall.  There is a wooden chair in one corner, adjacent to a plain wooden table.  Against &#039;&#039;&#039;the north wall&#039;&#039;&#039; stands a large bureau, with torches mounted on the wall on either side of it.  There is a &#039;&#039;&#039;large frame&#039;&#039;&#039; hanging over the bureau, but there is &#039;&#039;&#039;nothing mounted&#039;&#039;&#039; in it.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look bed&lt;br /&gt;
The bed appears to be solid, but there is no mattress or linens on it.&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
It is a sturdy wooden chair.&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
There is a plain brass lamp on the table.&lt;br /&gt;
&amp;gt;look bureau&lt;br /&gt;
It is a long, low bureau with a set of cabinet doors on the front.&lt;br /&gt;
&amp;gt;look torch&lt;br /&gt;
It is a plain brass torch, the kind that is filled with oil.&lt;br /&gt;
&amp;gt;look frame&lt;br /&gt;
&amp;gt;&lt;br /&gt;
There is nothing mounted in the frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Living Area]&lt;br /&gt;
A &#039;&#039;&#039;large discolored area&#039;&#039;&#039; marks the &#039;&#039;&#039;north wall&#039;&#039;&#039; of this room, as if a &#039;&#039;&#039;large picture,&#039;&#039;&#039; or perhaps a mirror, had hung there for many years.  A tattered, broken down wing chair sits next to a small dilapidated table in one corner and an &#039;&#039;&#039;&#039;&#039;old poster bed&#039;&#039;&#039;&#039;&#039; occupies most of the east wall.  Like four bowing monks before a mattress altar, the bed sags from years of humidity and parasites.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look chair&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look bed&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look table&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Uthex&#039;s abode and the Abbot&#039;s wing both have a library. The Loremasters removed all of Uthex&#039;s texts, while the Abbot&#039;s books have crumbled. The room descriptions show discolorations from long-standing objects having been taken away. There is otherwise not much in common or flipped. Uthex had a workshop whereas the Abbot had a meditation reading room. There is no communal living area adjacent to Uthex&#039;s abode, as the Sheruvian monastery was grafted onto the area later. Though if you were being generous as a retcon, you could treat that space as the hooded figure residences. Uthex was working in isolation and the &amp;quot;forces of the Unlife&amp;quot; were presumably the Dark Path theocracy. It seems unlikely the hooded figures were living natively in the Broken Land prior to Uthex, and they are referred to as perverted creations of his in the story.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Tapestry vs. Bas-Relief&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another possible parallel is between the bas relief in the Broken Land, which depicts the moons, and the tapestry in the Monastery which depicts one of those same moons. The tapestry is next to the heavy stone door that is moved with some kind of hydraulic mechanism, which is an entry puzzle if using a familiar, while the analogous exit to the Jagged Plain is a heavy stone chair that moves and is likely steam powered or otherwise driven by heat. There is visible steam just outside the Monastery near the stone door, so it is possible that mechanism was also meant to be steam.&lt;br /&gt;
&lt;br /&gt;
There are thus &amp;quot;automatic doors&amp;quot; in both the Monastery and Uthex&#039;s Abode. It is not absolutely obvious that these were built by different people. It is possible they were both constructed by Uthex, or pre-dated Uthex entirely with the Lords of Essaence or Unlife cultists. Whichever the case, something like this is unlikely to have had no intended concept, because of the design philosophy for the whole region.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Gallery]&lt;br /&gt;
A magnificent modwir armoire and long tapestry dominate this room, which is lined with various pieces of artwork.  Among other pieces of note are an exceptionally well-crafted shadowbox and an elegant oil painting.  Off in a corner of the room stand a stone bust and a bronze statue, each on their own marble pedestal.&lt;br /&gt;
Obvious exits: east, south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
This classic scene is superbly executed in fine, colorful metallic threads.  The &#039;&#039;&#039;Great Moon of Liabo&#039;&#039;&#039; rises over a tranquil sea -- a standard theme throughout the history of Elanthian art.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, South Hall]&lt;br /&gt;
Incandescent globes hung from the ceiling cast gloomy lights on the large stone chair at the south end of the room, deepening the shadows of the bas relief above it.  The floor is pitted and marred by long deep gouges.  You also see a hooded figure that appears dead and some concealed stairs.&lt;br /&gt;
Obvious exits: north, east, west&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
&lt;br /&gt;
...................................................&lt;br /&gt;
:         Three Moons On A Starlit Night          :&lt;br /&gt;
: ############################################### :&lt;br /&gt;
: #      _____                 .                # :&lt;br /&gt;
: #     / ()  \      .                  \ /    .# :&lt;br /&gt;
: #    /    :  \  .   .    _   .    .    +    . # :&lt;br /&gt;
: #   |  ..     |         (_)   .       / \     # :&lt;br /&gt;
: #   |    .    |  . .         .   __           # :&lt;br /&gt;
: #   | ()  ..  |      .      .   / .\  .     . # :&lt;br /&gt;
: #.   \      ./                 | .  |   .   . # :&lt;br /&gt;
: #     \_____/       \ /   .     \__/    . .   # :&lt;br /&gt;
: #   .                +                .       # :&lt;br /&gt;
: #  .   .            / \                       # :&lt;br /&gt;
: #.  . .  .    *                   .           # :&lt;br /&gt;
: ############################################### :&lt;br /&gt;
:.................................................:&lt;br /&gt;
&lt;br /&gt;
You recognize that the relief is depicting three of the moons of Elanthia: &#039;&#039;&#039;Liabo,&#039;&#039;&#039; Lornon, and tiny Makiri.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look liabo&lt;br /&gt;
&amp;gt;&lt;br /&gt;
[Assuming you mean the large moon.]&lt;br /&gt;
The largest of the three moons depicted appears to be the moon Liabo.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look lornon&lt;br /&gt;
[Assuming you mean the medium moon.]&lt;br /&gt;
The medium size moon depicted appears to be the moon Lornon.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look makiri&lt;br /&gt;
[Assuming you mean the small moon.]&lt;br /&gt;
The smallest of the three moons depicted is much smaller than either the large moon or the medium moon, and probably represents the moon Makiri.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Elanthia moon lore is misleading when applied to this relief. In the Shadow World setting, Mikori does not orbit Orhan, only Tlilok is a sub-moon. This is reflect in the ASCII art itself. Mikori instead orbits Kulthea at relatively large distance, but Mikori is also bigger than Tlilok, unlike the Elanthia setting where Tilaok is significantly larger than Makiri. It is interesting that the in-game text says the much smaller moon &amp;quot;probably&amp;quot; represents Mikori. One subtle point is that Tlilok is not represented on this bas relief. It is not mentioned at all, but should appear with Orhan. The ASCII depicts two sets of parantheses on Orhan. If there had been only one of them, it might be interpreted as Tlilok. Instead it has to be interpreted as craters, and there seems to be a streak of smaller craters. These should not be stars, because Orhan is in the way.&lt;br /&gt;
&lt;br /&gt;
There is possibly a great deal of significance in this fact. Orhan in the dimension of Kulthea was terraformed by the Lords of Orhan when they arrived to this universe, following an interdimensional cataclysm in the First Era. Orhan has oceans and rivers and forests, and substantially is covered in clouds. This depiction of Orhan, in contrast, is cratered and blasted like Earth&#039;s moon. This is implying that these are the moons as they exist in a parallel dimension with its own history. Tlilok may not even be there in this dimension. This suggests it is a dimension where only the Dark Gods were present, rather than being mostly imprisoned on Charon. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Library]&lt;br /&gt;
The tall shelves of this once-magnificent library are now completely bare.  A large globe stands in one corner, covered with a thick layer of dust.  Even though all of the books and scrolls are long gone, the room still carries the odor of old paper and ink.&lt;br /&gt;
Obvious exits: southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look globe&lt;br /&gt;
The globe is covered with a thick layer of dust, but you can still make out the faint outlines of the &#039;&#039;&#039;various continents&#039;&#039;&#039; of Elanthia.  There are stains of rust and corrosion around the spindle through the center of the globe, so it &#039;&#039;&#039;probably won&#039;t spin.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another subtle point is that the globe in Uthex&#039;s library does not spin, which obscures whether there is representation of continents in the eastern hemisphere. These were not known to people of Kulthea, because of the Wall of Darkness. In this alternate dimension the Eyes of Utha and Wall of Darkness likely do not exist. This could be a dimension without the comet Sa&#039;kain, or one in which it grazed or hit Orhan instead of Charon. It is worth considering the possibility that the Jagged Plain and boiling sea of mud itself could be an enormous impact crater. Given the meteor swarm motif of the story.&lt;br /&gt;
&lt;br /&gt;
===Hot Springs and Fog===&lt;br /&gt;
&lt;br /&gt;
The Broken Land and Seolfar Strake both have hot springs. This is canonical in Shadow World, since to the west of where the Monastery is should be located in Quellbourne, there are the Geysers of Galtoth. The mountains in the region were generally volcanic, though some of them were dormant. (This is still reflected in places such as Glatoph.) In the case of the small mountain where the Monastery was built, there is a hot spring inside the mountain. The water outside is ice cold, and will physically injure player characters, but has steaming and bubbling water entering its inner pool. &lt;br /&gt;
&lt;br /&gt;
The waterfall makes the lake churn and bubble, but only in a very localized way. The lake is deep and has no visible drain, which is explained by the underground river as a sink of cold water, which flows west toward the Bay. The sea of mud in the Broken Land, in contrast, is boiling everywhere and erupting with huge geysers. There are no obvious mountain volcanoes in the Broken Land, the mud sea is likely meant to be above a caldera.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
The long lake that spreads out before you looks peaceful and pleasant.  The water at the base of the waterfall churns and bubbles, but the disturbances caused by the falling water are localized and do not spread far, indicating that the lake is very deep indeed.&lt;br /&gt;
Obvious paths: south, northwest&lt;br /&gt;
&amp;gt;nw&lt;br /&gt;
[Lysierian Hills, Lake Shore]&lt;br /&gt;
You are standing at the &#039;&#039;&#039;north end of a long lake.&#039;&#039;&#039;  The water is clear and blue, and looks to be pure and clean.  Looking out across the lake, you can see a tall waterfall at the south end of the lake, cascading down high cliffs to feed the lake.  However, you can see no river or stream carrying the water of the lake away.&lt;br /&gt;
Obvious paths: northeast, southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge sea of boiling mud stretches &#039;&#039;&#039;out to the south.&#039;&#039;&#039;  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, northeast, east, northwest&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: The fog beetles are unaffected by the geysers. The geysers hit multiple adjacent rooms simultaneously.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The following map from January 1993 shows that the lake in the puma area has fogged rooms, which increased the defensive bonus of everything in the room by +30. This was notably before the release of the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
 /  \                                                                      \&lt;br /&gt;
| /@ |         Mappe   Of   Ye   Denizens   of   Seolfar   Strake           |&lt;br /&gt;
| \_/______________________________________________________________________/&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|       N                                  ( )--( )--( )                  |&lt;br /&gt;
|       |                                  /           \                  |&lt;br /&gt;
|    W--+--E                      go     /               \                |&lt;br /&gt;
|       |              ( )--( ) trail ( )                ( )              |&lt;br /&gt;
|       S             /     /              - FIRECATS -    \              |&lt;br /&gt;
|                   /     /            ..................... \            |&lt;br /&gt;
|                 ( )   ( )            :      ( )--( )     :  ( )         |&lt;br /&gt;
|                  |     |             :     /        \    :    \         |&lt;br /&gt;
|                  |     |             :   /            \  :      \       |&lt;br /&gt;
|                 ( )   ( )--( )       : ( )  ( )  ( )--( ):       ( )    |&lt;br /&gt;
|                  |           \       :   \    \       /  .  (out)  \    |&lt;br /&gt;
|                  |    BEARS    \     :...  \    \   /   go opening   \  |&lt;br /&gt;
|                 ( )            ( )      :   ( )  ( )  :  .           ( )|&lt;br /&gt;
|                  |        and    \      :     \   |     go cave (in)  | |&lt;br /&gt;
|                  |                 \    :       \ |   :  .            | |&lt;br /&gt;
|                 ( )          BOARS ( )  :        ( )  :  ( )         ( )|&lt;br /&gt;
|                  |                  |   :.............:   |          .  |&lt;br /&gt;
|                  |                  |                     |    down -&amp;gt;  |&lt;br /&gt;
|                 ( )                ( )    - FIRERATS -   ( )    &amp;lt;- up   |&lt;br /&gt;
|  &amp;lt;- climb rock   |                 /                       \      .     |&lt;br /&gt;
|                  |               /                           \   .      |&lt;br /&gt;
|  ( )--( )       ( )           ( )                             ( )       |&lt;br /&gt;
|      /           |              \                                       |&lt;br /&gt;
|    /             |                \     &amp;lt;- go path ............         |&lt;br /&gt;
|  ( )      ( )- -( )               ( )--( )--( ). . : ( )--( ) :         |&lt;br /&gt;
|    \      /                             go trail -&amp;gt;       /   :         |&lt;br /&gt;
|      \  /                                          :    /     :         |&lt;br /&gt;
|      ( )                    .......................: ( )      :         |&lt;br /&gt;
|                             :                        /        :         |&lt;br /&gt;
|                             :           . . . . . ./. . . .   :         |&lt;br /&gt;
|                             :  + 30 to  .       ( )       .   :         |&lt;br /&gt;
|                             :  your DB  .      /   \      .   :         |&lt;br /&gt;
|                             :  and the  .    /  fog  \    .   :         |&lt;br /&gt;
|                             :   puma&#039;s  . ( )        ( )  .   :         |&lt;br /&gt;
|                             :           . .|. . . . . | . .   :         |&lt;br /&gt;
|                             :              |          |       :         |&lt;br /&gt;
|                             :             ( )        ( )      :         |&lt;br /&gt;
|                             :     |                go rock    :         |&lt;br /&gt;
|                             : - PUMAS -          go shore     :         |&lt;br /&gt;
|                             :     |            ( )            :         |&lt;br /&gt;
|                             :.................................:         |&lt;br /&gt;
|                                                                         |&lt;br /&gt;
|  _______________________________________________________________________|_&lt;br /&gt;
 \/________________________________________________________________________/&lt;br /&gt;
&lt;br /&gt;
- [[Kelfour Edition volume III number VIII]] (Kalagay Halatil; January 1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The southern rooms of the Jagged Plain, nearest to the boiling sea of mud, produce a heavy fog which created its own +30 DB in the room. While this is relatively well known, the presence of the fog on the lake in pumas is much more obscure now. They are both on the north side of the bodies of liquid. The difference is that the Misty Chamber is south of the lake, while the chamber in the Broken Land is north of the boiling sea of mud. They are both inside a cliff. &lt;br /&gt;
&lt;br /&gt;
The cliff in the Seolfar Strake runs east to west on the south end of the lake, whereas the cliff in the Broken Land is north of the mud sea, and curves north to south on the west side (and implicitly keeps wrapping around to the east given the shape of the Dark Grotto tunnels.) There is a forest reaching up to a few feet of the west side of the lake, whereas the crystal forest in the Broken Land reaches up to the edge of the boiling mud on the east side of the Jagged Plain. Because of the crystal forest blocking the way, we are limited to the northwest corner of the mud sea. This gives a sense of scale for how much bigger it is than seen in accessible locations.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
 ________________________________________________________________________&lt;br /&gt;
/ \                                                                      \&lt;br /&gt;
\_@|                     - Map of the Broken Land -                      |&lt;br /&gt;
   |                                                                     |&lt;br /&gt;
   |         UTHEX&#039;S ABODE                     THE PLAIN                 |&lt;br /&gt;
   |                                                                     |&lt;br /&gt;
   |                                                     sharp           |&lt;br /&gt;
   |                                                     crystals        |&lt;br /&gt;
   |   runestone -&amp;gt; 1                           3--3--3                  |&lt;br /&gt;
   |   room         ^                          /|\/|\/|\                 |&lt;br /&gt;
   |                |                         / |/\|/\| \                |&lt;br /&gt;
   |               go                        4--4--4--4--4   &#039;6&#039; marks   |&lt;br /&gt;
   |            1 arch, 1       unscalable  /|\/|\/|\/|\/|\     dome     |&lt;br /&gt;
   |             \ out /          cliffs   / |/\|/\|/\|/\| \             |&lt;br /&gt;
   |              \ | /                   3--4--5-(5)(5)(4)-3            |&lt;br /&gt;
   |               \v/                    |\/|\/|\/|\/|\/|\/| &#039;()&#039; marks |&lt;br /&gt;
   |                1                     |/\|/\|/\|/\|/\|/\|  fogged    |&lt;br /&gt;
   |                |                 +--&amp;gt;3-(4)(5)(6)(5)(4)(3) rooms     |&lt;br /&gt;
   |                |                 |    \ |\/|\/|\/|\/| /             |&lt;br /&gt;
   |                |                 |     \|/\|/\|/\|/\|/              |&lt;br /&gt;
   |            1---1---1       out,  |     (4)(5)(5)(5)(4)              |&lt;br /&gt;
   |                ^          go open|      |\/|\/|\/| /      boiling   |&lt;br /&gt;
   |     getting    |                 |      |/\|/\|/\|/       mud       |&lt;br /&gt;
   |     stairs to  |                 +-&amp;gt;   (4)(4)(4)(4)                 |&lt;br /&gt;
   |     appear     +-------&amp;gt; 1 &amp;lt;------+|     \ |\/| /                   |&lt;br /&gt;
   |     is a      go stair             |      \|/\|/  +----------------+|&lt;br /&gt;
   |     puzzle        finger-                 (3)(3)  |numbers indicate |&lt;br /&gt;
 _ |                   shaped                          |pp&#039;s lost per min|&lt;br /&gt;
/ \|                   boulder                         +----------------+|&lt;br /&gt;
\@/______________________________________________________________________/&lt;br /&gt;
&lt;br /&gt;
- [[Kelfour Edition volume IV number V]] (Trachten, October 1993)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another geographical point worth considering is that the Seolfar Strake is bordering the northern edge of the High Plateau. This is the plateau where the Graveyard is on a northward-facing edge of it. The High Plateau is made of limestone, and would be to the south and east of Seolfar Strake. In the Broken Land the cliffs are implicitly limestone and oriented to the north and west of the boiling sea of mud. One subtle point is that while the magru eat away tunnels in the Dark Grotto, the ratsnakes under the Monastery are not adequately parallel to that concept. In the background material for Quellbourne, the High Plateau does have an analog of this very ting, a roa&#039;ter-like creature called a &amp;quot;tergon&amp;quot; that subsists somehow on eating through the limestone of the plateau. Tergons were set free on the High Plateau by Zenon late in the Third Era. Zenon was a sorcerer who, like Uthex, was corrupted into madness by servants of the Unlife.&lt;br /&gt;
&lt;br /&gt;
In the later Shadow World source materials, the Black Forest of Dir would pass through this northern borderland near the ruins of Quellburn, but that was not established yet during the I.C.E. Age of GemStone III. Dir was only known to be somewhere around Lu&#039;nak in northwest Jaiman. In the early 1990s that was only referenced in the Shards section on the next page from the Gogor section concerning Kadaena&#039;s artificial constructs.&lt;br /&gt;
&lt;br /&gt;
===Huge Cavern===&lt;br /&gt;
The &amp;quot;Huge Cavern&amp;quot; in the Broken Land corresponds to the &amp;quot;Huge Cavern&amp;quot; inside the cliff in the Seolfar Strake. The Broken Land cavern has a trickle of water flowing down within it, and a relatively small pool of water, while the Seolfar Strake version is behind a waterfall and flooded as an underground lake. One has a tiny rivulet that cuts a flute into the rock, while the other has a powerful underground river. They both serve as the atrium for their respective monasteries. The rock-cut portico entrance to the Monastery has a few small steps and oriented west, while the rock-cut stairwell to the Dark Shrine is gargantuan and oriented east. One is below ground and the other high above ground.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
A large stone structure rises up out of the sandy cavern floor.  It appears as if the face of this building has been carved from the very rock of the cavern, since you can see neither joint nor seam where the structure meets the cavern wall.  Six massive stone columns support a narrow roof which juts out over the &#039;&#039;&#039;few steps&#039;&#039;&#039; in front of a huge set of stone doors.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
A &#039;&#039;&#039;broad stair of gigantic proportion&#039;&#039;&#039; has been carved into the face of the north wall of the huge cavern.  The gargantuan &#039;&#039;&#039;stairway trails upward, out of sight,&#039;&#039;&#039; following the wall of the cavern to the east.  The unnatural flora of the cavern ends abruptly at the edge of the stone platform that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is also bioluminescent moss and lichen in both of the Huge Caverns, though it is not as extreme as the fungal forest of the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this huge featureless cavern is covered with clean white sand.  Wisps of steam rise off a small underground pool nearby.  &#039;&#039;&#039;Bright luminescent mosses and lichens&#039;&#039;&#039; cling to walls of the cavern, providing a &#039;&#039;&#039;dim but steady light.&#039;&#039;&#039;  Far to the west end of the cavern, you can see what looks like a massive stone structure.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Huge Cavern]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Molds and mosses&#039;&#039;&#039; growing on the sides of the stone spires take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The &#039;&#039;&#039;dim illumination&#039;&#039;&#039; provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both of the sides have water that leaks out of a crack in the cavern wall. In the Seolfar Strake side it is a hot spring that heats up the cold water from the waterfall and lake outside, whereas in the Broken Land it is implicitly most likely supposed to be ice melt. In the Monastery side it makes a point of the stream causing echoing sounds. The beach is most likely quartz sand, which comes from geothermal water. But it could be eroded limestone. The pool in the Broken Land is instead on the far wall opposite from the source of the stream, and has mossy underbrush rather than a beach.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Underground Lake]&lt;br /&gt;
A wash of steam rises from the water that bubbles out of a &#039;&#039;&#039;small crack in the cavern wall.&#039;&#039;&#039;  The hot spring has warmed the water of this small &#039;&#039;&#039;underground pool&#039;&#039;&#039; enough to make it comfortable to wade in.  Echoes of the running water ring from the walls of the surrounding cavern.  A narrow sandy beach rises up out of the water, leading to the floor of the huge cavern.  To the east, you can see a small opening just below the water line.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The muted gurgle of running water is an odd intrusion into the quietude of the cavern.  A weak flow of water emerges from a &#039;&#039;&#039;small crack high up on the western cavern wall&#039;&#039;&#039; and cascades down over the stone to collect in a small rivulet that runs off to the east.  The stream presents no barrier to passage, being only a foot or two wide, and it is only the shallow stone channel, etched into the floor of the cavern by the flow of water over uncounted years, that keeps it from simply spreading out.&lt;br /&gt;
Obvious exits: north, northeast, east, southeast, south, southwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The shallow stream flowing in from the west empties into a &#039;&#039;&#039;broad pool&#039;&#039;&#039; which butts against the east wall of the cavern.  The surface of the pool is marked with occasional ripples, as if something were moving around below the surface of the water.  Along the bank of the pool, the moss is thick and bushy, providing homes for the small lizards that you can see darting around between the rocks and fungi.&lt;br /&gt;
Obvious exits: southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The other side of this &amp;quot;small opening&amp;quot; is another huge cavern with the rest of the underground lake. It has a high ledge on the wall, which can be taken to correspond to the top of the stairwell, in the Broken Land version. The huge stairs run from west to east along the north wall, so the broad ledge is on the east wall in both cases.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
A broad underground lake fills this &#039;&#039;&#039;huge cavern that stretches out to the south and east.&#039;&#039;&#039;  The water that you are wading through is shallow, but the currents caused by the water falling just outside of the cavern opening pull and tug you in many directions.  High up on one wall of the cavern there is a &#039;&#039;&#039;broad ledge.&#039;&#039;&#039;  You also see a waterfall.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look ledge&lt;br /&gt;
There is a broad ledge high up on the east wall of the cavern.&lt;br /&gt;
&amp;gt;look waterfall&lt;br /&gt;
A broad curtain of water spreads across the entire opening that leads out of the cavern.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A broad stair of gigantic proportion has been carved into the face of the north wall of the huge cavern.  The gargantuan stairway trails upward, out of sight, following the &#039;&#039;&#039;wall of the cavern to the east.&#039;&#039;&#039;  The unnatural flora of the cavern ends abruptly at the edge of the &#039;&#039;&#039;stone platform&#039;&#039;&#039; that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&lt;br /&gt;
You struggle to climb up over several of the huge steps.&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
A gargantuan stairway descends from &#039;&#039;&#039;the landing&#039;&#039;&#039; here, reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In contrast to the small shallow stream cutting through the Dark Grotto cavern, there is a shallow underground lake flooding the cavern outside the Monastery. Water drips from the ceiling, but lands in the water. Consequently there are no stalagmites in the Seolfar Strake version. There may have been stalactites from the ceiling, but the pile of crumbled rock could mean they have collapsed under their own weight. It is not entirely obvious that the monoliths in the Dark Grotto are meant to actually be stalagmites, they might be meant to only superficially resemble stalagmites because Morgu hates rain and running water. Though an actual stalactite does appear in the tunnels.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The splashing sounds that you make as you wade through the still water of the underground lake echo off the walls of this huge cavern.&lt;br /&gt;
Obvious exits: north, northeast, east&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
[go2: travel time: 0:00:06]&lt;br /&gt;
--- Lich: go2 has exited.&lt;br /&gt;
&amp;gt;e&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
A slow but &#039;&#039;&#039;steady dripping from somewhere above creates ringed patterns in the lake surface.&#039;&#039;&#039;  The flat plunking noise disturbs the cathedral-like silence of the cavern.  You also see a &#039;&#039;&#039;pile of crumbled rock.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: north, west, northwest&lt;br /&gt;
&amp;gt;look rock&lt;br /&gt;
&amp;gt;n&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The water is calm and shallow.  You can hear the dim rumble of the nearby waterfall.&lt;br /&gt;
Obvious exits: south, southwest, west&lt;br /&gt;
&amp;gt;w&lt;br /&gt;
[Underground Lake, In The Water]&lt;br /&gt;
The water that you are wading through is crystal clear.  There is firm footing on the rocky bottom of the shallow lake that spreads out to fill this huge cavern.&lt;br /&gt;
Obvious exits: north, east, southeast, south&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an eerie, other-worldly vista, filled with &#039;&#039;&#039;tall spires of stone and crystal,&#039;&#039;&#039; and dotted with growths of giant mushrooms and huge fans of lichen.  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of mold, moss, lichen and fungi fill the underground landscape, some of them glowing with pale unearthly light that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: northeast, east&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
Molds and mosses growing on the sides of &#039;&#039;&#039;the stone spires&#039;&#039;&#039; take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The dim illumination provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a &#039;&#039;&#039;small stream&#039;&#039;&#039; that winds its way through &#039;&#039;&#039;the tall stone spires,&#039;&#039;&#039; creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a sweet, but slightly fetid odor.  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.&lt;br /&gt;
Obvious exits: north, east, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Grotto===&lt;br /&gt;
The Dark Grotto in general corresponds to various locations in the Seolfar Strake. These parallel rooms are fairly blatant. Some of these were not added into the game until after the I.C.E. Age, but due to the correspondences, presumably were built earlier and only connected later. The blackened cave remarkably has obsidian in its depths, and thereby makes volcanism blatant, which is somewhat (though not entirely) a contrast to the limestone karst geology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Smokey Cave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Smokey Cave has direct correspondences between some of its rooms and those of the Dark Grotto. They are generally smooth, but mostly straight, whereas the Dark Grotto is windy. There is a pervasive odor in both places, strong in the Smokey Cave, while subtle but stinging and irritating in the Dark Grotto. In the case of the Dark Grotto it is implicitly a form of sulfur, while it is soot in the Smokey Cave. The strange grit in the Dark Grotto could be sulfur powder, which is actually a fungicide, or a similar sulfurous compound. But sulfur is used a recognizable scent elsewhere, so it might be dried &amp;quot;moonmilk&amp;quot;, which is made from limestone.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Tunnel]&lt;br /&gt;
You are in a &#039;&#039;&#039;broad twisting tunnel.&#039;&#039;&#039;  There is a &#039;&#039;&#039;strong odor&#039;&#039;&#039; of burnt wood pervading &#039;&#039;&#039;the entire area.&#039;&#039;&#039;  The floor, walls and ceiling of the entire length of this tunnel are covered in the same &#039;&#039;&#039;fine black grit&#039;&#039;&#039; as you have seen throughout all of these caves. &lt;br /&gt;
Obvious exits: east, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Small Tunnel&#039;&#039;&#039;]&lt;br /&gt;
A peculiar smell permeates the area, irritating your nose and eyes.  The odor is &#039;&#039;&#039;not strong&#039;&#039;&#039; and has &#039;&#039;&#039;no discernible source&#039;&#039;&#039;, but it leaves a bitter, foul taste in the back of your mouth.  The stench only adds to the general feeling of discomfort in the &#039;&#039;&#039;narrow confines&#039;&#039;&#039; of the tunnel.  You also see a magru.&lt;br /&gt;
Obvious exits: south, northwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  &#039;&#039;&#039;A strange, gritty substance&#039;&#039;&#039; covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both versions have a tunnel room where sound becomes unusually muffled and quiet. The Smokey Cave form makes it sound like the grit is absorbing the sound. Soft surfaces tend to absorb sound and hard surfaces reflect them. Though this seems implausible and would be inconsistently applied. There are also metamaterials where the shape of surfaces causes sound to be greatly reduced, but these did not exist yet in the 1990s.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Tunnel]&lt;br /&gt;
As you progress down the tunnel, the black grit that seems to cover everything grinds underfoot.  &#039;&#039;&#039;All echoes of your footfalls sound muffled and any sounds you make will not travel very far.&#039;&#039;&#039;  You also see a fire rat.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
&#039;&#039;&#039;The tunnel is quiet.  Abnormally so.&#039;&#039;&#039;  Even the sounds that you make as you navigate the tunnel are &#039;&#039;&#039;muted and seem to die in the air almost immediately.&#039;&#039;&#039;  There are &#039;&#039;&#039;no echoes&#039;&#039;&#039; from the stone surfaces as one might expect in a tunnel through solid rock.&lt;br /&gt;
Obvious exits: northeast, south, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both sides have a room with a &amp;quot;huge stalactite&amp;quot; that descends almost to the floor. In the Smokey Cave it comes within inches of the floor, while in the Dark Grotto it is a few feet above a small pool of water, formed from the water dripping down the stalactite. In the case of the Dark Grotto, the pool explains the absence of a stalagmite under it. The sulfurous odor of the water is interesting, because stalactites are supposed to be formed by carbonic acid.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
This &#039;&#039;&#039;large round cavern&#039;&#039;&#039; has a high, domed ceiling.  A &#039;&#039;&#039;huge stalactite&#039;&#039;&#039; descends from the ceiling at the center of the cavern, reaching down to &#039;&#039;&#039;within inches of the cavern floor.&#039;&#039;&#039;  The same black grit seems to cover everything.&lt;br /&gt;
Obvious exits: north, northwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
A single &#039;&#039;&#039;huge stalactite&#039;&#039;&#039; descends from the ceiling at the center of this &#039;&#039;&#039;small cavern.&#039;&#039;&#039;  The uneven walls of the cavern have been worn smooth, as have the walls of the small tunnels leading into the cavern.  Every minute or so, the intense quiet of the cavern is shattered by the sound of a single drop of water, falling from the tip of the stalactite into a small pool that has collected in a depression at the center of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest, northwest&lt;br /&gt;
K&amp;gt;look stalactite&lt;br /&gt;
The stalactite is formed from grey stone with pink and orange striations.  The stone has an almost translucent quality with a waxy appearance.&lt;br /&gt;
K&amp;gt;look pool&lt;br /&gt;
The small pool lies in the center of the cavern, &#039;&#039;&#039;a few feet below the tip of the huge stalactite&#039;&#039;&#039; that descends from the ceiling of the cavern.&lt;br /&gt;
K&amp;gt;look water&lt;br /&gt;
The water is clear, with a slightly &#039;&#039;&#039;sulfurous odor.&#039;&#039;&#039;&lt;br /&gt;
K&amp;gt;look in pool&lt;br /&gt;
In the small pool:&lt;br /&gt;
Misc [1]: some water&lt;br /&gt;
Total items: 1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both sides have a cavern where there is a bowl shaped depression in the floor. In the Smokey Cave this is filled up with the black grit, while in the Dark Grotto the depression is filled with cave pearls.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this small cavern &#039;&#039;&#039;dips at the center to form a small basin.&#039;&#039;&#039;  The black grit that seems to cover everything has collected in the depression.  The thick collection of grit moves in waves when it is disturbed, almost as if it were a liquid.  You also see a jagged crevice.&lt;br /&gt;
Obvious exits: southeast&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, &#039;&#039;&#039;Cavern]&#039;&#039;&#039;&lt;br /&gt;
The floor of this small round cavern &#039;&#039;&#039;dips suddenly down, forming a kind of bowl&#039;&#039;&#039; with the lowest point at the &#039;&#039;&#039;center of the cavern.&#039;&#039;&#039;  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all dark grey balls of smooth stone, about ten inches in diameter.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Both have a huge cavern where there are hollows carved into the stone walls. These appear to be artificial and related to what resides in the caverns, but it only explicitly says that in the Dark Grotto. The Smokey Cave also has a cavern with a high domed ceiling, but it is not the same room.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Smokey Cave, Cavern]&lt;br /&gt;
You are in a huge, irregularly shaped cavern.  It appears as if &#039;&#039;&#039;shallow hollows&#039;&#039;&#039; have been carved from the stone walls all around the cavern.  Each of the hollows is approximately 7 feet long, 4 feet high and 4 feet deep, and all appear to be empty.  All surfaces are covered with a fine black grit.&lt;br /&gt;
Obvious exits: northeast, southeast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been &#039;&#039;&#039;hollowed out,&#039;&#039;&#039; forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  &#039;&#039;&#039;Deep niches&#039;&#039;&#039; line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
K&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Blackened Cave was not added onto the Smokey Cave until the later 1990s, but it has much the same features as the Dark Grotto as well. One end of it interestingly is made of obsidian, which is a volcanic rock rather than the limestone of ordinary karst geology. These caves may have been intended to be a volcanic pseudokarst, with the stalactites and stalagmites actually made of lava. If that is the case the dripping water in the Blackened Cave is misleading.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You carefully climb down the jagged crevice.&lt;br /&gt;
[Blackened Cave, Cavern]&lt;br /&gt;
A &#039;&#039;&#039;faint, greenish light&#039;&#039;&#039; fills this cavern.  You notice that &#039;&#039;&#039;the light stems from the lichen-covered walls.&#039;&#039;&#039;  In spaces between the lichen, flow a few grainy rivulets.  The ground is covered with heaps of dark grit, which makes walking rather difficult.  A jagged crevice can be seen in the shadows.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel meanders through the surrounding stone, twisting and turning, rising and falling with no particular regularity or pattern.  The stone surface is irregular, but the tunnel maintains the same general size and shape as it continues along.  The &#039;&#039;&#039;dim, green illumination,&#039;&#039;&#039; provided by patches of &#039;&#039;&#039;glowing lichen that dot the walls,&#039;&#039;&#039; makes visibility poor and you find yourself squinting at the dark features of the tunnel walls.&lt;br /&gt;
Obvious exits: south, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The stalactites in the Blackened Cave are covered with lichen, which is the same concept used in the Huge Cavern of the Dark Grotto, except those &amp;quot;stone spires&amp;quot; are stalagmites or resemble them. There are no stalactites visible in the Huge Cavern, either from not existing, or because it is too dark and the ceiling is too high up out of sight. If these spires are artificial or formed in some other way, it would be consistent with Morgu avoiding falling water. &lt;br /&gt;
&lt;br /&gt;
There is no indication of fallen stalactites in the Dark Grotto, but there might be with the rock pile in the Underground Lake outside the Monastery. The Blackened Cave version is thus interesting because it indicates this concept was known and considered. Assuming it was the same creator.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Blackened Cave, Cavern]&lt;br /&gt;
Large, &#039;&#039;&#039;lichen-covered stalactites&#039;&#039;&#039; hang from the low cavern ceiling.  Should one of them &#039;&#039;&#039;fall on you,&#039;&#039;&#039; it would surely mean your death.  The treacherously loose ground doesn&#039;t really help matters much at all.&lt;br /&gt;
Obvious exits: north, southwest&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
&#039;&#039;&#039;Molds and mosses growing on the sides&#039;&#039;&#039; of &#039;&#039;&#039;the stone spires&#039;&#039;&#039; take the place of leaves and bark that you might see in a forest of trees.  Instead of mottled browns and variegated greens, everything here is a dull, washed-out grey with only a hint of color here and there.  The dim illumination provided by some of the varieties of mold and fungi that glow with pale internal light is shadowy and insubstantial, a feeble mockery of true daylight.&lt;br /&gt;
Obvious exits: north, northeast, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a giant chamber in the Blackened Cave, which is called a &amp;quot;grotto,&amp;quot; with many stalagmites and a shallow pool formed from falling water. It is one of the most blatant parallels to the Dark Grotto, as strange fungi grow everywhere, which it calls an &amp;quot;otherworldly atmosphere.&amp;quot; This is the same language used in the Huge Cavern, which describes it as an &amp;quot;eerie, other-worldly vista.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Blackened Cave, Chamber]&lt;br /&gt;
This &#039;&#039;&#039;giant, underground chamber is filled with stalactites and stalagmites&#039;&#039;&#039; of every size.  The sound of dripping water echoes through &#039;&#039;&#039;the grotto,&#039;&#039;&#039; the water collecting in a &#039;&#039;&#039;shallow pool&#039;&#039;&#039; nearby.  &#039;&#039;&#039;Strange forms of fungi grow everywhere, adding to the otherworldly atmosphere&#039;&#039;&#039; of this place.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark &#039;&#039;&#039;Grotto&#039;&#039;&#039;, &#039;&#039;&#039;Huge Cavern&#039;&#039;&#039;]&lt;br /&gt;
A broad stair of gigantic proportion has been carved into the face of the north wall of the huge cavern.  The gargantuan stairway trails upward, out of sight, following the wall of the cavern to the east.  The unnatural flora of the cavern ends abruptly at the edge of the &#039;&#039;&#039;stone platform&#039;&#039;&#039; that forms the landing of the great stairway.  The huge cavern that stretches out to the south is an eerie, &#039;&#039;&#039;other-worldly vista, filled with tall spires of stone and growths of giant mushrooms and huge fans of lichen.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: east, southeast, south&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Abandoned Mine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Abandoned Mine by the krolvin warfarers had a cavern added onto it in the late 1990s, but it has some remarkable similarity in concept to the Huge Cavern in the Dark Grotto. Both depict a &amp;quot;forest&amp;quot; of stalagmites, though the Abandoned Mine has an external light source rather than glowing fungus. The interesting point of the Abandoned Mine interpreted as a parallel is that it makes explicit some of the more implicit notions in the Dark Grotto. It outright mentions the &amp;quot;dreams&amp;quot; theme, which is deep subtext in the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Abandoned Mine, Cavern]&lt;br /&gt;
Light trickles down from fissures in the natural ceiling high overhead, dappling the floor below and glancing off the &#039;&#039;&#039;hundreds of stalagmites and stalactites&#039;&#039;&#039; that have turned this chamber into a symphony of brilliant color.  You also see a narrow opening and a &#039;&#039;&#039;spectacular forest of stalagmites&#039;&#039;&#039; rising up from the floor.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
&amp;gt;look stalagmite&lt;br /&gt;
A myriad of hues ranging from deepest blue to palest pink soar almost out of sight in this extremely deep cavern.  As you stare at this beautiful example of nature&#039;s artistry, it brings to mind an enchanted forest, sparkling with ethereal beams of light and colors usually seen &#039;&#039;&#039;only in dreams.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Dark Grotto has spires of crystals, which implicitly act like prisms. The cavern in the Abandoned Mine explicitly refers to stalactites and stalagmites, and huge crystals acting as prisms, as well as the material being limestone. The Blackened Cave in contrast never uses the word limestone, and has a room which explicitly talks about obsidian.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Cavern, &#039;&#039;&#039;Stalagmite Forest]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tall columns of limestone surge upward&#039;&#039;&#039; from floor to ceiling, mingling there with splendid formations of multicolored stalactites that drape like a magical canopy over this enchanting forest.  At the very highest point of the expansive ceiling, a &#039;&#039;&#039;large cluster of crystals&#039;&#039;&#039; have formed, and each flicker of light passing through the &#039;&#039;&#039;natural prisms splits into thin beams that dance across the cavern.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: northeast, southeast, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else the Abandoned Mine cavern makes explicit is that the water flow in the cavern is making natural &amp;quot;music.&amp;quot; This is much more subtle in the Dark Grotto, which might instead be invoking this with subtle wordplays. The amplifying &amp;quot;amphitheater&amp;quot; in the Dark Grotto arguably acts like a water organ, where caves have been used [https://www.alamy.com/the-water-organ-of-clement-viii-in-the-quirinal-palace-the-dark-archway-in-centre-leads-to-the-forge-of-vulcan-a-cave-in-which-life-sized-automata-were-formerly-worked-by-water-power-the-organ-has-been-silent-for-many-years-image268840339.html historically] for making [https://en.wikipedia.org/wiki/Great_Stalacpipe_Organ pipe organs]. The stream is carving out in the stone what in geology is called a &amp;quot;flute&amp;quot;, while the entrance to the Dark Shrine above is &amp;quot;bored&amp;quot;, where the &amp;quot;bore&amp;quot; is the interior chamber of wind instruments. The magru are hypnotically pulsing in rhythm. This may play off the gibbering amorphous dancers and Nyarlathotep&#039;s eldritch piping in the Lovecraft framework.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Abandoned Mine, Cavern]&lt;br /&gt;
The &#039;&#039;&#039;rhythmic sound&#039;&#039;&#039; of water dripping against stone somewhere beyond this immense cavern echoes pleasantly in the darkness.  Here amid some of her most beautiful creations, the &#039;&#039;&#039;sweet music of Nature&#039;&#039;&#039; at work is both a reminder of the past and a promise for the future.  You also see a spectacular forest of stalagmites rising up from the floor.&lt;br /&gt;
Obvious exits: south, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Monastery Sewer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the Dark Shrine interpreted as a parallel to the Monastery, the tunnels of the Dark Grotto become an analog to the Monastery sewer. On the south western end of both there is a pile of stones, and on the eastern end there is a collection of &amp;quot;remnants.&amp;quot; In the Sewer the stones are dragged to the west by ratsnakes, which slither their way through the sewer and leave tracks. These used to be mechanical creatures, but currently only appear as a messaging, when the basket is reset for the counterweight puzzle for the stone door.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This is the drainoff area for the Monastery&#039;s sewage. Before you is also the mouth of a surprisingly large underground river, flowing swiftly past. Some sort of animal has made a rather large &#039;&#039;&#039;pile of rocks&#039;&#039;&#039;, which lies directly on the edge of the river. In the pile you can see bits of shiny metal, but nothing large. Near the east wall hangs an iron ring, apparently to control the door in times of emergency. You also see an open copper door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;gt;tell familiar to get rock&lt;br /&gt;
You sense understanding from your tabby cat.&lt;br /&gt;
The tabby cat carefully picks up an &#039;&#039;&#039;oddly shaped rock&#039;&#039;&#039; in her mouth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  &#039;&#039;&#039;Large round stones,&#039;&#039;&#039; all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are &#039;&#039;&#039;heaped in a loose pile&#039;&#039;&#039; at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
The stones are &#039;&#039;&#039;fairly uniform in size, shape and color.&#039;&#039;&#039;  They are all dark grey balls of smooth stone, about ten inches in diameter.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
By analogy, these dark grey balls of smooth stone in the Dark Grotto are cave pearls, but made literal with the magru. The magru slither and sidewind their way through the tunnels, and collect gems that their acid does not dissolve within themselves. The pulverized limestone dust would then coat these seeds of gems and grit, similar to an oyster gradually making a pearl. The magru may then be interpreted as piling them in a far corner.&lt;br /&gt;
&lt;br /&gt;
In contrast, the magru are flesh eaters and strip bare their prey down to the skeleton, which amount to &amp;quot;remnants&amp;quot; of waste for them. The magru have piled all this skeletal matter into a huge pit on the eastern side of the Dark Grotto. This is the analog of the room under the privy in the Monastery. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;tell familiar to go privy&lt;br /&gt;
[Inside the Privy]&lt;br /&gt;
This room is fairly simplistic in its design, as many rooms of this sort are. Bare brick walls, blackened with ages of damp and mildew, look upon an unassuming &#039;&#039;&#039;privy hole in the center of the room.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&amp;gt;tell familiar to go hole&lt;br /&gt;
The cat just squeezed into the hole.&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; &#039;&#039;&#039;raised ledges along the sides provide a convenient walkway raised slightly above&#039;&#039;&#039; the main sewage trench in the center. A pipe leads up and out, through what looks like the underside of a privy chute. &#039;&#039;&#039;Around you lie the remnants of, well, remnants.&#039;&#039;&#039; You also see a fluffy tabby cat.&lt;br /&gt;
Obvious exits: west, out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A &#039;&#039;&#039;broad ledge&#039;&#039;&#039; runs all the way around the edge of this cavern, circling a &#039;&#039;&#039;huge pit at the center.&#039;&#039;&#039;  The ledge is smooth and even, with plenty of room for you to &#039;&#039;&#039;walk around.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: southwest&lt;br /&gt;
K&amp;gt;stand&lt;br /&gt;
You stand back up.&lt;br /&gt;
&amp;gt;look pit&lt;br /&gt;
The &#039;&#039;&#039;deep pit&#039;&#039;&#039; in the center of the room is partially filled with a &#039;&#039;&#039;variety of bones, large and small.&#039;&#039;&#039;  The skeletal melange lies &#039;&#039;&#039;far down&#039;&#039;&#039; inside of the pit.&lt;br /&gt;
&amp;gt;go pit&lt;br /&gt;
You will have to climb that.&lt;br /&gt;
&amp;gt;climb pit&lt;br /&gt;
You carefully make your way down into the pit.&lt;br /&gt;
[Deep Pit]&lt;br /&gt;
A &#039;&#039;&#039;deep layer of old bones&#039;&#039;&#039; forms the floor of this deep pit. The high straight walls are rough and irregular, riddled with cracks and sharp protrusions of stone.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
R&amp;gt;look bone&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
Bones of all sizes and shapes are collected here, ranging from the tiny skulls of common mice to huge thigh bones from some unrecognizable creature.&lt;br /&gt;
R&amp;gt;look wall&lt;br /&gt;
The walls are high and straight, and riddles with shallow cracks and sharp protrusions of stone.&lt;br /&gt;
R&amp;gt;climb wall&lt;br /&gt;
You carefully make your way up the wall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Shrine===&lt;br /&gt;
The Monastery and the Dark Shrine may be regarded as a dark mirror of each other. They both symbolize the Eucharist ritual on an allegorical level. The brass gong in the Dark Shrine would act as an [https://en.wikipedia.org/wiki/Altar_bell altar bell], though gongs are disallowed by the Vatican. The Monastery chapel is oriented toward liturgical west, while the Dark Chapel is oriented toward liturgical east. Both have smashed stone altar tables. They both have braziers by the altar and a hidden passageway. There was a fire set in the chancel of the Monastery, whereas in the Dark Shrine, there was a fire set in the library.&lt;br /&gt;
&lt;br /&gt;
The dark stains on the altar of the Dark Shrine is notable, because there are black stains down the sacrarium of the Monastery altar at the sewer level. Keeping with the parallel, the monks likely used the altar for their lich ritual, and then destroyed their own altar. The dark fluid may be read as a Black Mass style perversion of holy oil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;gt;go door&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Altar]&#039;&#039;&#039;&lt;br /&gt;
This altar shows the only signs of age or destruction that you have seen anywhere in the monastery.  The altar is badly burned and the &#039;&#039;&#039;long stone altar table has been shattered into more than a dozen pieces.&#039;&#039;&#039;  A tall &#039;&#039;&#039;brazier&#039;&#039;&#039; mounted from a long pole in the floor of the room stands to one side, but the supporting pole has been bent and twisted.  There is a large iron chest on the floor behind what was once the altar, badly blackened and charred by the fire that must have occurred here.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&amp;gt;look braz&lt;br /&gt;
The large brazier is made from brass and mounted on a long pole that is sunk into the floor.&lt;br /&gt;
&amp;gt;look chest&lt;br /&gt;
The chest is made from wood bound with iron bands.&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The &#039;&#039;&#039;low stone altar&#039;&#039;&#039; is covered with dark stains.  One &#039;&#039;&#039;corner of the altar has been broken off,&#039;&#039;&#039; and several of the hideous faces and figures carved into the stone walls have been &#039;&#039;&#039;smashed.&#039;&#039;&#039;  Large iron &#039;&#039;&#039;braziers,&#039;&#039;&#039; covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.  You also see a dark vortece.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look altar&lt;br /&gt;
The altar table is covered with &#039;&#039;&#039;&#039;&#039;dark stains,&#039;&#039;&#039;&#039;&#039; and one corner has been broken off.&lt;br /&gt;
&amp;gt;look gong&lt;br /&gt;
A crack runs from the rim of the huge corroded disk to the center.&lt;br /&gt;
&amp;gt;look brazier&lt;br /&gt;
The brazier has been fashioned in the shape of a huge toad, face upturned with mouth wide open to form the basin of the brazier.&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of sycophants, dressed in long black robes surround a low stone altar similar to the one in this room.  The figure of a man, twisted and broken, lies on the surface of the stone table while another dark shape &#039;&#039;&#039;&#039;&#039;pours some foul looking fluid&#039;&#039;&#039;&#039;&#039; from a small urn out over the tortured man&#039;s body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Inside the Sewer]&lt;br /&gt;
This tunnel is part of the Monastery sewer system; raised ledges along the sides provide a convenient walkway raised slightly above the main sewage trench in the center. Above can be seen a drain in the bottom curve of what, from all appearances, was once a &#039;&#039;&#039;&#039;&#039;sacrificial altar. Black stains course down the walls&#039;&#039;&#039;&#039;&#039; and spot the floor, old enough to be little more than dust now. Near the west wall hangs an iron ring, apparently to raise and lower the door in times of emergency. You also see an iron door.&lt;br /&gt;
Obvious exits: northeast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The foul looking fluid from the urn is what is seen in the Dark Shrine storage room. The urn is essentially a [https://en.wikipedia.org/wiki/Chrism chrismarium], which would be shaped like an amphora. It is implicitly the foul nutritive fluid that the gogor feed upon in their tall stone jars while hibernating. The ritual on the tapestry suggests it may be used to created the gogor from sacrificed worshippers, though it might instead be the way the fluid is made nutritious for pre-existing gogor.&lt;br /&gt;
&lt;br /&gt;
The altar is implicitly in a chancel, just as it is in the Monastery. There is no altar rail in the Dark Shrine. But its chapel does have a (monstrous) mosaic set into the floor, just as the Monastery does depicting the Light Gods. The Dark Shrine also has a vestry room, unlike the Monastery, with what would implicitly be a tabernacle and ambries.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Chapel]&#039;&#039;&#039;&lt;br /&gt;
Colorful tiles form a &#039;&#039;&#039;mosaic on the floor&#039;&#039;&#039; of this small chapel.  There are no benches or pews, but there is a low kneeling rail at the west end of the room, separating the main chapel area from the altar to the west.  You also see a low arch.&lt;br /&gt;
Obvious exits: northeast, southeast, west&lt;br /&gt;
&amp;gt;look rail&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The low rail serves to separate the main chapel from the altar beyond.  The rail is made from rare black modwir wood.&lt;br /&gt;
&amp;gt;look mosaic&lt;br /&gt;
The mosaic represents several images of the &#039;&#039;&#039;Lords of Liabo.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Chapel]&#039;&#039;&#039;&lt;br /&gt;
A &#039;&#039;&#039;mosaic pattern set into the floor&#039;&#039;&#039; depicts the image of a &#039;&#039;&#039;horrible beast, and more hideous figures&#039;&#039;&#039; are carved into the stone around an arch that leads to the east.  Whatever dark rituals were once performed in this evil place seem still to resonate, filling the chamber with dread.  You also see a dark vortece.&lt;br /&gt;
Obvious exits: east, southwest, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It is something of a stretch. But the three rooms off a south leading corridor in the Dark Shrine could correspond to the same shape in the Abbot&#039;s wing of the Monastery. In the Monastery the direction is instead straight up, instead of a horizontal corridor forming a key shaped pattern. The burial vault in the Dark Shrine might be regarded as the analog of the communal living areas in the Monastery.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Chamber]&lt;br /&gt;
The four exits leading out of this circular chamber are evenly spaced around the wall.  Each exit is identical except for the grotesque faces that have been carved into the stone above the exits.  The faces all appear to be human, but each has been twisted into a travesty of emotional expression.  The face to &#039;&#039;&#039;the north&#039;&#039;&#039; appears to be smiling or grinning, to &#039;&#039;&#039;the east&#039;&#039;&#039; is the face of one in great pain, to &#039;&#039;&#039;the south&#039;&#039;&#039; is an image of great shock or surprise, and the image to &#039;&#039;&#039;the west&#039;&#039;&#039; appears to be crying.&lt;br /&gt;
Obvious exits: north, east, south, west&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Short Hallway]&lt;br /&gt;
Three doors lead off from this short, featureless hallway.  The doors to the &#039;&#039;&#039;east and west&#039;&#039;&#039; are plain wooden doors, but the door at &#039;&#039;&#039;the south&#039;&#039;&#039; end of the hallway is a large bronze door, framed with stone.  You also see a small wooden door, a large bronze door and a large wooden door.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There is a straight forward comparison to be made between the crumbled books and scrolls of the library in the Monastery and the library in the Dark Shrine. The difference is that in the Dark Shrine, the volumes and scrolls have been burned. It is possible the Loremasters did this rather than remove them, but it might have been the Morgu statue waking up and being enraged. The fire was certainly not spontaneous or an accident.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, &#039;&#039;&#039;Library]&#039;&#039;&#039;&lt;br /&gt;
The shelves and tables in this large library are still intact, but the &#039;&#039;&#039;books and scrolls&#039;&#039;&#039; that were stored here have long since &#039;&#039;&#039;crumbled into piles of so much paper and dust.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, &#039;&#039;&#039;Library]&#039;&#039;&#039;&lt;br /&gt;
Fire has destroyed most of this room.  Charred shelves filled with ashes and &#039;&#039;&#039;the remains of countless volumes of books and scrolls&#039;&#039;&#039; line the walls.  Several tall desks occupy the center of the room, like the stumps of lightning struck trees.  The brass lamps suspended from the ceiling on long chains are covered with soot and a patina of green and grey corrosion.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look shelv&lt;br /&gt;
You see nothing unusual.&lt;br /&gt;
&amp;gt;look on shelv&lt;br /&gt;
On the charred shelves:&lt;br /&gt;
Misc [2]: &#039;&#039;&#039;some burned books, some ashes&#039;&#039;&#039;&lt;br /&gt;
Total items: 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stairwell with the secret doorway might also be thought of as an analog to the huge stairwell leading to the Dark Chapel. In the Dream-Quest the stairs are in the colossal Tower of Koth, which suggests a spiral stairway, whereas the Dark Grotto stairs seem to be straight west-to-east along the north wall. Much longer than high. While Kai and Marlu have no obvious correspondence, in the Shadow World context, Cay and Morgu were both fighter brawler types of avatars.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Monastery, Landing]&lt;br /&gt;
&#039;&#039;&#039;A steep spiral stair rises from the landing here,&#039;&#039;&#039; the steps slick with moisture that has condensed there.  Opposite the stair, a broad low arch opens onto a larger chamber to the south.  The stones surrounding the arch have been &#039;&#039;&#039;carved with symbols and images&#039;&#039;&#039; significant to the followers of Kai.&lt;br /&gt;
Obvious exits: south, up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Long Stairway]&lt;br /&gt;
&#039;&#039;&#039;A gargantuan stairway descends from the landing here,&#039;&#039;&#039; reaching down along a solid stone wall into a huge cavern, farther than you can see.  The stair is a marvel, an engineering feat of unparalleled proportions.  The broad steps are more than twenty feet wide, some seven or eight feet deep, and about three feet high.  The floor of the huge cavern lies so far below that all detail is lost in the distance.  A large, dark tunnel has been bored into the stone wall.&lt;br /&gt;
Obvious exits: down&lt;br /&gt;
&amp;gt;go tunnel&lt;br /&gt;
[Dark Grotto, Dark Cavern]&lt;br /&gt;
Age seeps from the walls of this huge chamber, smothering everything with a dust laden blanket of silence.  There is a &#039;&#039;&#039;huge relief carved&#039;&#039;&#039; into the wall at the end of the long chamber, opposite the opening to the south.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&amp;gt;look relief&lt;br /&gt;
The image is that of a dark beast with leathery wings and blood red claws.  The inscription below the image is in a strange language, and reads &amp;quot;Marlu lyxatis kort.  Thro dyar K&#039;mur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
More subtle still is the esoteric correspondence between the creatures in the Seolfar Strake and the Broken Land. While there is no obvious relationship between giant fog beetles and pumas, or bears and boars, this part can be taken as just what is natural for the climate and terrain. The Broken Land makes explicit mention of the absence of normal flora and fauna, in the window of the Dark Shrine and the absence of furry animals in the Huge Cavern. There are distinct echoes or similarities between the creatures on the two sides of the Misty Chamber.&lt;br /&gt;
&lt;br /&gt;
The authorial intent of the Seolfar Strake (Lysierian Hills) is known to have been an idyllic sylvan contrast to the dark struggle happening in the mountain with its portal to a more exotic locale. It seems reasonable to infer that the contrast of flora and fauna is part of the Broken Land being a dark mirror of the Seolfar Strake. The crystal dome could be interpreted as an artificial sun, and most Broken Land creatures have some form of power draining.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Monastic Lich and Hooded Figure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a basic parallel in the behaviors of the monastic liches and the hooded figures. They are the most immediate contrast between creatures, because they are the opposing sides of the Misty Chamber.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A lich enters, muttering to itself.   &#039;&#039;(older version of the messaging?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monastic lich enters, muttering to himself!&lt;br /&gt;
&lt;br /&gt;
A monastic lich moves north, &#039;&#039;&#039;muttering to himself.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monastic lich kneels a moment in &#039;&#039;&#039;contemplative&#039;&#039;&#039; silence before rising to his feet!&lt;br /&gt;
&lt;br /&gt;
A monastic lich twists his skull &#039;&#039;&#039;about anxiously.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A hooded figure &#039;&#039;&#039;mutters&#039;&#039;&#039; a few muted syllables.&lt;br /&gt;
&lt;br /&gt;
A hooded figure studies the ground carefully.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A hooded figure pauses a moment to &#039;&#039;&#039;consider&#039;&#039;&#039; things.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A hooded figure glances &#039;&#039;&#039;furtively about.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Myklian and Firecats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Myklian were originally named kiskaa raax, meaning &amp;quot;chilling claw&amp;quot; in reference to their cold flares. These reside in the Dark Grotto. What has since become obscure is that firecats, in the Smokey Cave, originally had fire flares from their claws. The fire rats in turn could correspond to the mice bones in the bone pit of the Dark Grotto. There is consequently a direct correspondence between the myklian the fire cats in this way, where some myklian were specially resistant to specific elemental attacks instead varying by their color. &lt;br /&gt;
&lt;br /&gt;
The Smokey Cave itself is more of a parallel to the magru tunnels of the Dark Grotto. The magru were originally &amp;quot;lug&#039;shuk traglaakh&amp;quot;, where &amp;quot;trag&amp;quot; is an odd spelling of &amp;quot;trog&amp;quot;, which is argued elsewhere to possibly refer to the subterranean extraplanar cats known as Traag. (With the implication that there used to be Traag, but the magru at them all.) Magru notably are immune to heat.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A red myklian stomps at you with its foot!&lt;br /&gt;
  AS: +241 vs DS: +169 with AvD: +29 + d100 roll: +22 = +123&lt;br /&gt;
   ... and hits for 4 points of damage!&lt;br /&gt;
   Glancing blow to your right leg!&lt;br /&gt;
&lt;br /&gt;
 ** You feel an icy blast from the red myklian! **&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   What was once your right leg seems to have disappeared!&lt;br /&gt;
You fall screaming to the ground grasping your mangled right leg!&lt;br /&gt;
   You are stunned for 8 rounds!&lt;br /&gt;
&lt;br /&gt;
You hear a low growl and feel a sudden chill as a red myklian arrives.&lt;br /&gt;
&lt;br /&gt;
An orange myklian growls and rakes the ground with its claws.  The sound causes the hair on the back of your neck to stand up.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Magru and Ratsnakes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The esoteric correspondence between the magru and ratsnakes would be very subtle if it was intentional. The magru have carved their tunnels, the analog of the sewer, by winding through them. Magru pulse rhythmically. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The &#039;&#039;&#039;tunnel twists and turns, undulating through the surrounding rock.&#039;&#039;&#039;  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The dim green light given off by patches of glowing lichen shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Magru may implicitly be responsible for collecting the pile of round stones (assuming they are &amp;quot;cave pearls&amp;quot; made literal) in the south western end of the Dark Grotto. They would likewise be why there is a deep pit of bones on the eastern end. The ratsnakes collect random debris in the sewer and drag the stones for the door puzzle to the far western end of the sewer. They have formed a rock pile of them. These room comparisons between the Sewer and Dark Grotto are shown in the Parallel Dimension section of this page.&lt;br /&gt;
&lt;br /&gt;
The eastern end of the sewer consists of &amp;quot;remnants&amp;quot; under the privy hole, which would be the direct parallel to the deep pit of bones in the Dark Grotto. This would be especially true if those were largely sacrifices to the magru by the dark priests. It is not obvious those life forms were native to the Broken Land, and could have been brought over from the Seolfar Strake by the cultists for harvesting. (Though it is also not obvious that it was possible to bring such things through the Misty Chamber. Familiars are not allowed in the Broken Land.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Spectral Monks and Vruul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spectral monks have glowing green eyes. When their hoods fall away, they are nothing but glowing green orbs, much like the eyes of the vruul. More subtly, the monastic liches flash bloody red eyes, which is the color of the eyes of the statues in the Dark Shrine. These were implicitly representations of gogor (vruul), except their eyes are weirdly blood red instead of eerie green. Both the monastic liches and spectral monks originated in the monks of the Monastery, which are perhaps the analog of the hooded figures and priests of the Dark Shrine (which may well be the same cult.)&lt;br /&gt;
&lt;br /&gt;
If the statue of Morgu might be read as Morgu himself hibernating, it might be that those smaller statues are themselves dormant gogor, and that it is the color of their eyes when they are unconscious. The relevance of this might be that the &amp;quot;minor gogor&amp;quot; may implicitly be &#039;&#039;created&#039;&#039; from the bodies of dark priests with the ritual depicted in the Dark Shrine. They may also be only partially formed, because their wings are stunted and there is no mention or use of their poisonous tails.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and macabre rituals, confronted by the huge, ghastly statue that dominates the center of the chamber, the sense of evil is a palpable force that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop a pile of skulls, surrounded by three smaller figures, with pointed tails, &#039;&#039;&#039;blood red eyes,&#039;&#039;&#039; and small, leathery wings.&lt;br /&gt;
&lt;br /&gt;
A monastic lich&#039;s hollow eye sockets flash with a &#039;&#039;&#039;blood red glow&#039;&#039;&#039; as he shakes off the stun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A tattered black cowl obscures the spectral monk&#039;s face.  Given the &#039;&#039;&#039;burning green eyes&#039;&#039;&#039; and foul stench he exudes, perhaps that is for the best.  Tattered rags cloak his shimmering pellucid form.  Its ghostly body flickers in and out of existance, as if only his desire to destroy keeps him bound to this plane.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
A spectral monk pulls back his cowl a moment revealing &#039;&#039;&#039;nothing but a pair of blazing green eyes&#039;&#039;&#039; floating in the dark emptiness.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A spectral monk shimmers with an &#039;&#039;&#039;eerie green light.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The lesser vruul has tough, leathery hide, as black as midnight. Bat-like wings sprout from its back, but they do not look large or strong enough to support its weight in flight. The vruul&#039;s claws are long, sharp and appear to be stained with the blood of many victims. Its &#039;&#039;&#039;eyes are eerie, solid green orbs&#039;&#039;&#039; that seem to &#039;&#039;&#039;glow&#039;&#039;&#039; with an inner power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) Dark Vorteces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dark vorteces do not seem to correspond to anything in the Seolfar Strake. But another way of interpreting the Dark Shrine is to consider the statue of Morgu, with its pile of skulls, to be what matches up with Bandur Etrevion frozen in ice under the Graveyard. ([[Research:The Graveyard]] argues this is an allegorical parallel to Satan in Dante&#039;s &#039;&#039;Inferno.&#039;&#039;) There is a pile of skulls and bones left for him at the top of some steps. Interpreted this way, the bloody claws of the gogor (vruul) could be taken as corresponding to the wight lords (arch wights), which in GemStone are fire oriented and sink their claws into corpses. This would make both places Purgatory themed, given the purgatory throne room under the Graveyard, with descent in one place and ascent in the other. It would also motivate the throne in the Dark Shrine. Recall that the Dark Path was a theocracy of Kadaena, and Kadaena created the gogor (vruul) as her servants.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Under Crypt, Ice Room]&lt;br /&gt;
This room is &#039;&#039;&#039;&#039;&#039;dominated&#039;&#039;&#039;&#039;&#039; by a giant slab of ice. There is a &#039;&#039;&#039;chill here that transcends the&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;cold you felt elsewhere.&#039;&#039;&#039; Piled in front of the ice slab are the remains of many a &#039;&#039;&#039;grisly&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;sacrifice.&#039;&#039;&#039; Bones and &#039;&#039;&#039;&#039;&#039;skulls lie piled&#039;&#039;&#039;&#039;&#039; at the base of the slab as though in homage to &lt;br /&gt;
something. Your curiosity piqued, you draw close to the slab. Dimly within you can&lt;br /&gt;
make out a richly robed figure. On one side of the room are some roughly carved&lt;br /&gt;
stairs. You also see a smaller slab of ice.&lt;br /&gt;
Obvious exits: none. &lt;br /&gt;
&lt;br /&gt;
&amp;gt;look slab&lt;br /&gt;
Peering into the monolithic block of ice, you make out a human figure trapped deep within,&lt;br /&gt;
like a fly in amber. It is the body of an ancient sorcerer, richly garbed. You notice that&lt;br /&gt;
&#039;&#039;&#039;his eyes,&#039;&#039;&#039; rather than being dried out and shrunken, &#039;&#039;&#039;glitter with an evil vitality&#039;&#039;&#039; that &lt;br /&gt;
raises the hair on your neck and causes you to recall old prayers forgotten since youth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Chapel]&lt;br /&gt;
Here, surrounded by dark frescoes presenting frightening images of terror, foul beasts and &#039;&#039;&#039;macabre rituals,&#039;&#039;&#039; confronted by the huge, ghastly statue that &#039;&#039;&#039;&#039;&#039;dominates&#039;&#039;&#039;&#039;&#039; the center of the chamber, the &#039;&#039;&#039;sense of evil is a palpable force&#039;&#039;&#039; that threatens to smother and consume all that it can.&lt;br /&gt;
Obvious exits: northeast, northwest.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look statue&lt;br /&gt;
The statue is large, over twelve feet tall.  The central figure is a huge, hideous beast with black skin, leathery wings and large red claws.  It stands atop &#039;&#039;&#039;&#039;&#039;a pile of skulls,&#039;&#039;&#039;&#039;&#039; surrounded by three smaller figures, with pointed tails, blood red eyes, and small, leathery wings.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dark vorteces were originally called dyar rakul, which is Iruaric for dark cold shadows, and might then parallel the shadow assassins that guarded the path down to Bandur Etrevion. This path itself is cold and frozen themed. ([[Research:The Graveyard]] argues frozen Bandur represents Satan in Dante&#039;s &#039;&#039;Inferno&#039;&#039;, so the Dark Shrine makes it more literal.) If they were intended to be darkness elementals, they could be more powerful versions of the dark wisplings (dark vysan), where the stronghold on the Coastal Cliffs may have been an offshoot of the Graveyard story. There is only limited information now on the messaging and behavior of the shadow assassins, so it is not possible to directly compare them to the dark vorteces. Whether the Graveyard had shadow assassins or wight lords down there also seems to have fluctuated. Gogor were originally not on the huge stairway in the Dark Grotto, but the dyar rakul were always on both the stairs and the Dark Shrine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Extraplanar Creatures==&lt;br /&gt;
The &amp;quot;minions&amp;quot; of Uthex Kathiasas in the Broken Lands are likely to be partly allegorical, referring to sources such as H.P. Lovecraft stories, but might also have been adapted from a class of non-demonic &amp;quot;other&amp;quot; standard extra-planar entities from Rolemaster. In Creatures &amp;amp; Treasures II (1989) these entities appear between pages 32 and 35. This includes not only the monsters which can be hunted in the game, but also in one or two cases features of the terrain. The crystal forest and possibly the boiling sea of mud, with the crystal and mud objects in each room, could have once been part of now missing functionality for the crystal dome. Though there is nothing to concretely suggest it. The following section is characterizing the creatures as based on the Rolemaster category, though this would not explain the myklian. The basic relevance of the creatures actually being these extra-planar entities is that it would mean Uthex was giving physical form out of energy and thereby making these entities from raw power. The extraplanar interpretation of the Broken Land does not depend on whether these creatures were actually adapted from Rolemaster.&lt;br /&gt;
&lt;br /&gt;
The creatures may instead be characterized as mutually adapted to each other in a weird ecology, and it is a theme of the Broken Land in general that seemingly natural things are actually artificial. The crystyls and hoard as part of the crystal dome mechanism could effectively imply a vast library of other worlds. With the ability to fashion non-demonic extra-planar entities, it follows that the perilous influence of the forces of the Unlife twisted this towards the demonic or even the avatars of Dark Gods. As a matter of subtext with [[Research:The Graveyard]] it might be putting souls into them or reincarnating souls in these forms. But it is still possible this Rolemaster extraplanar creature parallel was unintentional.&lt;br /&gt;
===Dictics===&lt;br /&gt;
The [[giant fog beetle]]s were not named in Iruaric. The Iruaric premise of &amp;quot;Man&#039;Ta Pn&#039;Tairken&amp;quot; was present in the Uthex Kathiasas story, but the Iruaric glossary was probably not until the Dark Grotto and Shrine expansion. They could be an allegorical reference to the beetle race after the fall of man in Lovecraft&#039;s &amp;quot;The Shadow out of Time&amp;quot;. They also resemble D&amp;amp;D extra-planar beetles such as &amp;quot;bonespears&amp;quot;, though this is probably not an inspiration, as the earliest publication of bonespears may have been pages 18-19 of Planescape Monstrous Compendium Appendix II which has a publication date of October 1995. &lt;br /&gt;
&lt;br /&gt;
In the Rolemaster context they may be wandering extra-planar insect vermin known as Dictics. The Dictics come in a number of varieties, but a given place will have all the same kind. Their dense chitinous shell is as strong as steel, which explains why the fog beetles were made to be immune to punctures. They wander between planes through portals that are left open or accidentally through summons of other entities. The primary difference is that the Dictics are only 6&amp;quot; long, though capable of lifting 300 pounds, and the giant fog beetles are &amp;quot;giant&amp;quot; insects. The fog aspect would not come from this, nor would the lobster tail and claws, which do not have clear inspiration. It could refer to the lobster in The Moon major arcana card from Tarot decks but this is most likely only coincidental. The &amp;quot;weird ecology&amp;quot; framework explains these instead in terms of real-world animals and their evolved adaptations against predators.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&amp;quot;The giant fog beetle appears to be some sort of giant insect. It looks a little like some misshapen scorpion, but the tail on it is not as long as a scorpion&#039;s would be, and it flares like the tail of a lobster rather than ending in a poison sting. The segmented body is wide, supported by six short multi-jointed legs. A dull red chitinous shell covers most of its body, and a broad carapace protects its head. Two massive claws provide the creature with formidable weapons.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If the theory that the non-demonic extraplanar category of creatures was used as a template is wrong, giant poisonous beetles are still a Rolemaster creature type in their own right. These ones do have large pincers, like the giant fog beetles, but no tail or fog. Fog beetles are clearly inspired by the real-world bombardier beetles which spray caustic fluid. The Broken Land in general has themes of gigantism.&lt;br /&gt;
===Crystyls===&lt;br /&gt;
Less intuitive are the [[Crystyl]]s, which are large crystal formations. This is the crystal forest that &amp;quot;grows&amp;quot; all around the Jagged Plain. There has been a claim that in the past it was possible to cast the old Sorcerer spell Forget (703) at each crystal cluster. This may have been part of now missing functionality to the crystal dome, or it may be a false or distorted memory. Each Crystyl is 10 to 20 feet in diameter. The crystyls move very slowly unless they are attacking. They exist in multiple places or even on multiple planes of existence simultaneously, making them tremendous sources of information if contacted through mental spells. This would be the sense of casting Forget (703) on them.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of &#039;&#039;&#039;wildly growing crystals&#039;&#039;&#039; to the east presents a formidable barrier.  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the sharp outcroppings of the crystal forest would be deadly.&lt;br /&gt;
Obvious paths: south, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If this was not intentional, there may still be an internal logic. The crystal forest may be intended as a geological formation of gypsum, grown from the sulfur vapor and limestone from the boiling mudpot. This could be a gigantic analog to real-world gypsum formations, such as [https://www.nps.gov/whsa/learn/images/WHSA-Gypsum-Landing-Page.jpg?maxwidth=1200&amp;amp;maxheight=1200&amp;amp;autorotate=false found in] White Sands National Park. The crystal forest may also be taken as an esoteric parallel to the forest next to the lake outside the Monastery.&lt;br /&gt;
===Hoard===&lt;br /&gt;
[[Hoard]] are extra-planar mud monsters which are actually a vast colony of cells. Hoard are able to take on humanoid form, and split themselves in half up to two times, making up to four Hoard humanoids. They are also capable of teleporting themselves around 100 feet. The Hoard are collectively aware of all other Hoard. This is irrespective of distance, including other planes of existence. Thus, similar to the Crystyls, they have transplanar awareness and information. They have an innate ability to sense dimensional warps and thus seek out portals to other realities. They cannot be summoned and wander between many planes of existence with no home world.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge &#039;&#039;&#039;sea of boiling mud&#039;&#039;&#039; stretches out to the south and east.  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, west, northwest, southwest.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Given that the text associates touching them with being stunned, and their ability to cast the Sorcerer &amp;quot;Major Pain&amp;quot; on page 34 of Creatures &amp;amp; Treasures II, if the boiling sea of mud was meant to be based on Hoard it might have involved casting Mind Jolt (706) or Major Pain (708) on the mud to disrupt the colonies. As of February 25, 1994, the Sorcerer Base list had been implemented through level 10.&lt;br /&gt;
&lt;br /&gt;
It may have once been possible to cast a spell at each instance of &amp;quot;mud&amp;quot; along the southern side of the Jagged Plain, but it is by no means obvious that the mud was ever more than an environmental hazard. If the extraplanar entity interpretation is wrong, or incomplete, the boiling sea of mud may be intended as a gigantic &amp;quot;mudpot&amp;quot;. This would be interpreting the Broken Land as intentionally a geologically informed karst system with limestone and geysers.&lt;br /&gt;
===Absorbers===&lt;br /&gt;
Absorbers are 5 or 6 foot blobs which secrete acid all over themselves. They replicate themselves by devouring flesh, splitting themselves in two with equal mass. Their main form of attack is to assault their victims with acid, where touching them burns the flesh. The weapon is also likely to get the worst of it when attacking them, which might explain why the [[magru]] are immune to many weapon types. Absorbers are &amp;quot;very anxious&amp;quot; to get to other planes to acquire more food, as their tendency is to strip bare the planes where they exist. They will try to come through in great numbers if they come across a portal.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The magru appears to be a huge, gelatinous red lump that pulses, swelling and shrinking slightly with a hypnotic rhythm. Its skin glistens with a dark, disgusting ooze.&lt;br /&gt;
&lt;br /&gt;
You swing your pink vultite maul at the magru, but when the weapon slices through the magru&#039;s flesh, the wound closes instantly leaving no trace that the magru was injured!&lt;br /&gt;
&lt;br /&gt;
The surface of the magru suddenly pulsates, forming a long blunt appendage!&lt;br /&gt;
A magru pounds at you with its fist!&lt;br /&gt;
  AS: +210 vs DS: +290 with AvD: +42 + d100 roll: +80 = +42&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A magru pulsates violently and a stream of dark fluid shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way but you are struck by the stream of fluid!&lt;br /&gt;
Hit for 5 concussion points.&lt;br /&gt;
... 22 points of damage!&lt;br /&gt;
Acid dissolves the skin on the neck exposing the windpipe!&lt;br /&gt;
You are stunned for 6 rounds!&lt;br /&gt;
&lt;br /&gt;
You reach out to search the magru.&lt;br /&gt;
As soon as you make contact with it, you feel an intense burning sensation!  You are injured!&lt;br /&gt;
You find a white opal, a large black pearl and a turquoise stone concealed in the disgusting pile of jelly!&lt;br /&gt;
The remains of a magru evaporate away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Absorbers are described as bluish-purple, the magru are described as red.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the magru are killed there is notably messaging referring to them as &amp;quot;quivering jelly.&amp;quot; These words are used to describe the moon-beasts in &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot; when the night-gaunts assault them and carry some down into the Underworld of the Dreamlands. In this way the moon-beasts are placed in the Underworld in the story, even though they do not reside there natively.&lt;br /&gt;
===Nycorac===&lt;br /&gt;
The Nycorac is a mysterious invisible entity which can move between planes at will, with a tendency to show up by accident during summonings. They give a sense of feeling watched. It is composed of an unknown energy and gives its victims &amp;quot;chills&amp;quot;, grappling them with &amp;quot;tendrils&amp;quot;, and detection spells reveal only darkness. This combined with the [[Blacar]] is a likely Rolemaster basis or inspiration for the [[dark vortece]]s, where the Blacar provide the cold criticals and the hazy tenebrous orbs. Blacar are 1&#039;-1.5&#039; floating black spheres which swoop through their targets doing cold damage and draining stat points.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece flickers momentarily, attempting to blend into the shadows.&lt;br /&gt;
&lt;br /&gt;
A dark vortece draws itself toward its center, giving it the appearance of an amorphous cloud of shadows.&lt;br /&gt;
&lt;br /&gt;
A dark vortece extends forth a multitude of branching shadowy tendrils, scattering elongated umbrae across the floor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The dark vorteces have some strange life cycle where they dissipate out of existence, leaving behind hazy tenebrous orbs. When the dark vorteces wander into the huge cavern, too far from the Dark Shrine, they naturally begin decaying until they disappear entirely. This is because the light level is too bright. Dark vorteces become incapable of attacking in bright light and will naturally dissipate until being killed. The myklian do not appear to be based on a creature from this section, and seem to be aberrations grown from the reptiles of the huge cavern. This suggests their concept is rooted in other premises.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
A dark vortece drifts smoothly north, leaving a shadowy haze in its wake.&lt;br /&gt;
&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
The dark vortece collapses in on itself.  You feel an icy chill as the dark form seems to recede into nothingness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These tenebrous orbs might explain the strange pile of large round stones, that are all about 10 inches in size, nested in the Dark Grotto.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all &#039;&#039;&#039;dark grey&#039;&#039;&#039; balls of smooth stone, &#039;&#039;&#039;about ten inches in diameter.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;take orb&lt;br /&gt;
You pick up a hazy tenebrous orb.&lt;br /&gt;
&amp;gt;look orb&lt;br /&gt;
A &#039;&#039;&#039;dark grey&#039;&#039;&#039; mist appears trapped within the glass-like orb.  Despite its lifelike resemblance to a ball of early morning fog, the thick mist remains unmoving, maintaining its perfect nebulous form.  Twisted shadows linger within the orb where the ambient light is unable to penetrate the heavy grey haze.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These premises do not seem to be entirely satisfactory for explaining the orbs, which absorb light in their fog and produce shadows much as the dark vorteces. The glasslike orbs may be relevant to the crystal dome, which absorbs power much like the dark vorteces. Another possibility in terms of Rolemaster is that the dark vorteces may be darkness elementals. In this way they would be much more powerful analogs of dark wisplings, which are now known as dark vysans and not treated as elementals. In Rolemaster&#039;s &amp;quot;Elemental Companion&amp;quot; (1989) elemental darkness is associated with cold criticals. Darkness is not treated as an element presently in the Elanthia world setting. Though the dark vorteces are used as templates for shadow creatures, such as from the Shadow Realm or the Bleaklands, in the context of invasions.&lt;br /&gt;
===Other===&lt;br /&gt;
[[Traag]] are an anomalous case because they are not actually present in the Broken Land. The question is why the lug&#039;shuk traglaakh, the magru, are pronounced as &amp;quot;trag&amp;quot; when &amp;quot;trog&amp;quot; is used in the puzzle for exiting the Dark Shrine. This may be a play on words between Traag and the Iruaric for &amp;quot;cave&amp;quot;, given the Traag in this entities category. They are essentially cave dwelling large extra-planar panthers with venomous claws, double rows of teeth, and who summon demons. Lug&#039;shuk traglaakh may be insinuating there used to be traag but the magru ate them all. The unrecognizable huge thigh bones in the deep pit are probably allegorical, alluding to the bones of the gugs in the Vale of Pnath in &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;, but it does imply something used to exist in the caves that no longer exists. There is an argument for interpreting the myklian, however, as esoteric analogs of the fire cats.&lt;br /&gt;
&lt;br /&gt;
[[Xaastyl]] are flying squid entities who are the ultimate masters of arcane knowledge, with a vast library of extra-planar knowledge put together from their wanderings. In much later Shadow World books Kesh&#039;ta&#039;kai&#039;s tentacle monster avatar looks almost exactly like them. These are most likely not relevant to the Broken Land, but would be a sensible origin for Kesh&#039;ta&#039;kai if that thread were pulled.&lt;br /&gt;
&lt;br /&gt;
==Crystal Dome==&lt;br /&gt;
The crystal dome is implicitly a Lord of Essaence artifact (possibly one of their &amp;quot;speaking crystals&amp;quot; like what Bandur tried to steal from Nomikos), which means it &#039;&#039;should&#039;&#039; be from the [[First Era]] of the [[Shadow World]] history. The Dark Shrine reinforces this theme with the gogor. This is the only sense in the monsters of the Broken Lands having originally been named in Iruaric, as the Lords of Essaence were responsible for artificially mutating and fashioning other life forms. The work of Uthex Kathiasas was giving a &amp;quot;physical form&amp;quot; to his &amp;quot;new source of power&amp;quot;, and the only obvious way of interpreting that is the crystal dome itself, which drains and concentrates tremendous amounts of power. The other possibility is that the Dark Gods themselves are surviving Lord of Essaence followers of Empress Kadaena who returned to this universe in the Second Era after being banished in the Final Conflict.&lt;br /&gt;
&lt;br /&gt;
The Major Sub-Texts section explores possible inspirations in two of Lovecraft&#039;s &amp;quot;almost spheres&amp;quot;, the [http://lovecraft.wikia.com/wiki/Shining_Trapezohedron Shining Trapezohedron] and the [http://lovecraft.wikia.com/wiki/Ultimate_Gate &amp;quot;Ultimate Gate&amp;quot;] of the Last Void. The former is &amp;quot;a window on [[The Temple of Darkness|all time]] and space&amp;quot; while the latter allows the transformation of beings into profoundly different physical incarnations. The implication is that the dome is able to summon extra-planar entities from other realities, possibly as a template or act of recycling, using the power it absorbs to incarnate their physical being from pure energy. It would allow control over beings that ordinarily could not be summoned. &lt;br /&gt;
&lt;br /&gt;
The extension of this idea is that the souls of the hooded figures can be endlessly reincarnated, without the aid of Eissa ([[Lorminstra]]), even transmogrified into otherworldly or demonic manifestations. In the early I.C.E. source books, such as the Cloudlords of Tanara (1984) or even vestigially in the &amp;quot;whirlwind&amp;quot; history synopses of the 1989 adventure modules, the Lords of Essence were thought to have made the Demons of the Pale artificially out of the essence itself. In the later Shadow World books some Loremasters speculated the Dark Gods, who are related to the Demons of the Pale, originated in &amp;quot;failed&amp;quot; Lord of Essaence experiments with creating non-corporeal life forms. These ideas might be mixed into an ascension to godhood concept for Kadaena&#039;s surviving followers in the phrase &amp;quot;spirit born of death.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Mechanism===&lt;br /&gt;
&lt;br /&gt;
The [[crystyl]] forest surrounding the crystal dome is argued above to possibly be a special kind of trans-planar entity that would provide the means of simultaneously viewing and drawing upon an almost limitless amount of such information. Similarly, the boiling mud sea could be a vast colony of the [[hoard]], which are mutually self-aware across all realities. The master orb in the Sheruvian monastery also forces visions into the minds of those present, allowing transportation to vastly distant places on our plane of existence, and representing potential futures of our world or more horrific alternate timelines. Though the Sheruvian monastery is not relevant to the original Broken Land.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A large crystal dome rises above the jumble of huge boulders and jagged rocks, breaking the monotony of the terrain.  There is no question in your mind that the dome is man-made and not a natural feature of the area.  A dense fog swirls around the base of the dome, and generally obscures your vision.&lt;br /&gt;
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
[http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx The crystal dome pulses with a dim, multicolored light.]&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;look dome&lt;br /&gt;
The crystal dome is about 12 feet tall, and some 15 to 20 feet across.  The multi-faceted surface is highly polished, and the reflective planes make it impossible to see into the crystal.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;prep [most spells]&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The energies of your spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome absorbs all the energy without a sound.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;prep 416&lt;br /&gt;
You gesture and invoke the powers of the elements for the Piercing Gaze spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The surface of the crystal dome shimmers in your vision, its reflective planes become insubstantial, and you can now see inside.  Peering closer you see flashes of swirling elemental energy.  Surely this dome must hold an immense amount of mana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The dome is a concentrator of great deals of magical power, which would otherwise spill out in violent bursts. Teleportation spells and devices fail in its vicinity, and it suppresses the ability to &amp;quot;reach out with your senses&amp;quot; in communicating telepathically. This is relevant because a number of his entities (if the above is correct)  were actually mentalist in nature, and were named in the partially telepathic language [[Iruaric]]. The Shining Trapezohedron was a &amp;quot;seeming sphere&amp;quot; that turned out to be a &amp;quot;highly polished&amp;quot; polyhedron that was artificial, and covered with strange hieroglyphs, similar to ancient Iruaric for us.&lt;br /&gt;
&lt;br /&gt;
===Releasing Power===&lt;br /&gt;
&lt;br /&gt;
While the Sorcerer spell [[Phase (704)]] will cause a violent release of energy, the dome can only naturally hold so much power at a single time without backlashing on its own. It is based on the actual quantity of mana absorbed, whether spells cast or mana sent in a given interval of time. Casting phase does not release energy from the dome in terms of game mechanics, but the backlash from excess power absorption immediately resets it. The inside of the crystal dome does not appear differently with [[Piercing Gaze (416)]] under changes of energy concentration, with no other apparent consequences.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 704&lt;br /&gt;
You begin drawing a faint, twisting symbol while softly intoning the words for Phase...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
Suddenly you notice the crystal dome&#039;s form dim slightly as it becomes insubstantial.&lt;br /&gt;
&lt;br /&gt;
The interior of the dome begins to flash and spark as whatever was contained inside now has an easier way out.  As you begin to pass into the dome, a wave of pure energy gushes forth, burning you with its intense heat!&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Left arm incinerated.  Unfortunate.&lt;br /&gt;
   You are stunned for 10 rounds!&lt;br /&gt;
The surface of the dome returns to normal as if nothing happened.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;think Hello world&lt;br /&gt;
You concentrate on projecting your thoughts but something seems to be blocking them.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;esp who local&lt;br /&gt;
You strain your senses outward, but something seems to be blocking them.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn ring&lt;br /&gt;
You turn the ring on your finger, but the pulse you feel is extremely weak...as if the magic is being inhibited by someone or something in the room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;incant 130 &#039;&#039;(sometimes) ***&#039;&#039; &lt;br /&gt;
Nothing happens. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*** - This may be erroneous. Spells are not auto-released when casting at the dome, causing Incant to self-cast the wrong spell.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Shutting Off===&lt;br /&gt;
&lt;br /&gt;
The crystal dome will overheat if it is agitated too much in a given time interval. In the event it is made to absorb more than 2,000 mana without being allowed to cool down, it will backlash in what is essentially a major elemental wave. (It is not actually [[Major Elemental Wave (435)]], the Broken Land is much older than that spell.) This has the effect of resetting the dome to its baseline status. Whether or not it was actually possible to &amp;quot;shut off&amp;quot; the dome is not clear but seems unlikely. What &#039;&#039;is&#039;&#039; still possible is blocking the power draining effect. This requires a Wizard and Cleric, or else scrolls or other access to certain spells.&lt;br /&gt;
&lt;br /&gt;
;Traps&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;send [#] dome&lt;br /&gt;
You face the crystal dome, close your eyes and begin chanting.&lt;br /&gt;
A bolt of hot, pulsing energy arcs between you and the dome!  You begin to shudder violently as all your mana rushes into the crystal dome, and soon you collapse on the ground stunned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(after approximately 1,000 mana)&#039;&#039;&lt;br /&gt;
The crystal dome shimmers brightly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
&#039;&#039;(energy absorption message; after approximately 1,750 mana)&#039;&#039;&lt;br /&gt;
The crystal dome flares hotly.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
&#039;&#039;(energy absorption message; after approximately 2,000 mana)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Suddenly a hot wave of pure energy rushes out of the crystal dome, rolling forth like an [http://www.hplovecraft.com/writings/texts/fiction/crc.aspx apocalyptic] [http://www.hplovecraft.com/writings/texts/fiction/lt.aspx juggernaut].&lt;br /&gt;
&lt;br /&gt;
The heat of the wave burns your flesh!&lt;br /&gt;
  ... 35 points of damage!&lt;br /&gt;
  Flame sets your head alight like a torch. Burned beyond recognition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(The dome cools off at a rate of 100 mana per whole mana pulse.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Power Drain Puzzle&lt;br /&gt;
&lt;br /&gt;
The premise for blocking the power drain is apparently the combined use of &amp;quot;shield&amp;quot; or &amp;quot;sphere&amp;quot; defensive spells. These spells are [[Warding Sphere (310)]], [[Elemental Deflection (507)]], [[Wizard&#039;s Shield (919)]], and [[Spirit Warding II (107)]]. (These spells all existed as those spell numbers in 1993.) These spells combine in the crystal dome, with special messaging for each, and cause an energy barrier to form around it. When the dome flashes, which is a symptom of its power absorbing, or perhaps some sort of guide wave for it, the barrier blocks this and reflects it back into the crystal dome. While this is under effect, there is no environmental power draining. However, this does not prevent physical access to the dome, nor does it protect you from unleashing the dome&#039;s energy in a fatal way. [[Vibration Chant (1002)]] also has special messaging on the crystal dome.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;107 - Spirit Warding II&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast dome&lt;br /&gt;
You gesture at a large crystal dome.&lt;br /&gt;
The energies of your spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome shimmers with a deep blue light.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;310 - Warding Sphere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that a hazy white sphere appears around the dome momentarily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;507 - Elemental Deflection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome suddenly shines in a dazzling array of light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A faint grey barrier suddenly surrounds the crystal dome, but fades before anything interesting happens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;919 - Wizard&#039;s Shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXXX gestures at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that a shimmering sphere materializes around the dome briefly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A shimmering multicolored barrier suddenly surrounds the crystal dome.  The barrier shifts and undulates silently before a bright flash emmanates outward from the dome, only to be reflected back into its crystalline surface.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Note: The italicized messages happen on the third and fourth spells being cast, respectively. The order does not matter, but it requires each spell. These will also appear immediately after the dome&#039;s ambient message of the pulsing dim multicolored light. The power drain still happens with the &amp;quot;faint grey barrier&amp;quot; status condition, and the power drain stops happening under the &amp;quot;shimmering multicolored barrier&amp;quot; condition. The constituent spell effects have different colors.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1002 - Vibration Chant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XXXX sings a melody, directing the sound of her voice at a large crystal dome.&lt;br /&gt;
The energies of XXXXX&#039;s spell seem to get sucked into the dome in a great rush.  A bright flash lights up the area and as your eyes adjust you notice that the dome vibrates slighly but not much else.&lt;br /&gt;
&lt;br /&gt;
(Note: Vibration chant does not actually do anything. It is unclear if it may have had a function in the past. It just has its own messaging variant. It is interesting to compare this to the &amp;quot;crystal dome&amp;quot; and tuning fork puzzle in Black Swan Castle. Black Swan Castle dates back originally to August 1992, so is roughly contemporary with the Broken Land.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crystal dome will drain a random amount of mana (up to one off-node pulse) every three to ten minutes or so. [[Kelfour Edition volume IV number V|The effect]] was originally strongest at the dome, weakening with distance. Blocking the mana drain is considered an in-game puzzle. This aspect of the dome actually still works. There is some ambiguity over what has been broken or repaired. Allegedly the puzzle was broken for many years before a GM realized that a spell update had made it impossible to be solved and brought it back up date. The trouble is it is unclear what is missing now, as GMs have looked under the hood and found no other (still existing / inactivated) mechanisms for it. In context with &amp;quot;Through the Gates of the Silver Key&amp;quot;, it should have transported you somewhere else, possibly in a non-corporeal state (perhaps astral projection in flavor) and likely triggered by Piercing Gaze and Vibration Chant. (Most of the Bard list was unimplemented in 1993.)&lt;br /&gt;
&lt;br /&gt;
The mechanisms that exist are absorbing power from spell casts or directed channels, the random environmental drains (~20% of character mana), the traps of exploding when overheated and the partial explosion when subjected to Phase (704), and the group of spells that temporarily blocks the power draining effect for roughly 20 minutes. There have been anecdotes of remembering casting the old Sorcerer spell Forget (703) on the crystals surrounding the Jagged Plain, as well as an anecdote of someone (allegedly Thalior) successfully phasing into the crystal dome object, but getting killed and decaying in it with the item droppage. It is not clear if it was ever possible to phase into the dome while it was in a discharged and off state. The balance of evidence suggests the discharging explosion is just meant to be a trap. There are probably missing aspects of the dome puzzle, but without records for what they might have involved.&lt;br /&gt;
&lt;br /&gt;
==Materialism==&lt;br /&gt;
There is some reason to think that the internal logic of natural processes is supposed to be taken seriously as correct. The room painting makes use of all the primary senses to convey information. One of the more overt themes of the Broken Land is apparently natural things actually being artificial, so that complicates interpreting what is a natural process and what is misleadingly natural. It is difficult to know if a self-consistent &amp;quot;natural process&amp;quot; explanation was the actual intent. With all such theories there is the potential for over-analysis or &amp;quot;reading too much into it&amp;quot;, where even if a premise was intentional, at some point taking it too seriously will raise unintentional consistency issues.&lt;br /&gt;
&lt;br /&gt;
===Geology===&lt;br /&gt;
One of the ways to interpret the Broken Land and Seolfar Strake is to take them seriously in their geology. The Seolfar Strake was just north of the limestone High Plateau, with volcanic mountains in the general region of Quellbourne and geysers to the west at Galtoth. (Galtoth was converted to Keltoph in the De-ICE, but does not seem to be mentioned in the game itself.) There is no indication the north-end mountains of the Broken Land are volcanic, while it is the High Plateau to the south of the Seolfar Strake that is not volcanic. Though Blototh (Glatoph) is an active volcano and originally was mapped as being on the southwestern edge of the High Plateau.&lt;br /&gt;
&lt;br /&gt;
Strictly speaking, the mountains in the Seolfar Strake are part the Black Fork mountain range, they are not the Kaldsfang mountains. This is not so obvious from the Quellbourne book, but more clear in the Jaiman book. The Kaldsfang are instead part of the Saral March. But in GemStone III the Seolfar Strake mountains were apparently called Upper Kaldsfang, as they say &amp;quot;Trollfang mountains&amp;quot; now. The Monastery is located inside a cliff at the base of a small mountain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Mud Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Broken Land has a huge boiling sea of mud, which is largely grey-brown. There are also patches of green and orange. This is indicative of an acidic hot spring known as a [https://en.wikipedia.org/wiki/Mudpot &amp;quot;mudpot&amp;quot;] or &amp;quot;mud pool.&amp;quot; They form in geothermal conditions where there is little water. They will have bubbles of mud form upward and burst. This is suggesting there is some volcanic caldera deep underground, though its size is more suggestive of a [https://en.wikipedia.org/wiki/Mud_volcano mud volcano], which is not necessarily magmatic and significantly different.&lt;br /&gt;
&lt;br /&gt;
The sulfuric acid of the mudpot dissolves the surrounding rock, and can acquire colors from the resulting metals. When the slurry is colorful, they are called paint pots. The orange suggests the presence of iron oxides, while the green suggests copper. This is plausible as iron and bronze and brass all appear by name in the Broken Land.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A huge sea of boiling mud stretches out to the south.  Steam rises off the churning mass, choking the air with a dense, malodorous fog.&lt;br /&gt;
Obvious paths: north, northeast, east, northwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look mud&lt;br /&gt;
The mud is predominantly a grey-brown color, but there are patches of green and orange mud here and there.  A thick, grey steam rises off the surface of the mud.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The boiling sea of mud creates a malodorous fog which is especially dense along its perimeter. The northern side of the Jagged Plain is not foggy. If the sea of mud were meant to be a mud volcano, this would be methane, but there is nothing suggesting it should be interpreted as methane gas. Mud volcanoes are largely associated with fossil fuel deposits. This is more likely supposed to be a gigantic mudpot, so the malodorous smell is probably supposed to be [https://www.nps.gov/places/000/fountain-paint-pot-east.htm hydrogen sulfide], and so would smell like rotten eggs. This is supported by the sulfurous odor in the Dark Grotto.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Crystal Forest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The crystal formations along the north and east of the Jagged Plain are characterized as &amp;quot;growing.&amp;quot; If they are interpreted as a natural geological process, the material for them must be nucleating on the seed crystals. Since the surroundings are most likely meant to be limestone, and assuming the sea of mud is supposed to be a mudpot, this would mean the sulfuric acid of the mudpot is mostly dissolving calcium carbonate. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
The dense tangle of wildly &#039;&#039;&#039;growing&#039;&#039;&#039; crystals to the north presents a formidable barrier.  While travel through the rocks and boulders of the jagged plains is difficult, trying to make your way through the sharp outcroppings of the crystal forest would be deadly.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south, southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look crystal&lt;br /&gt;
Translucent white crystals grow to great heights here, sprouting sharp spears in all directions that form an impassable barrier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
One may infer from this that the malodorous fog of the mud sea is hydrogen sulfide along with calcium minerals and water vapor. It would reasonably follow from this that the crystal forest is meant to be gypsum, which is calcium sulfate dihydrate, an evaporite mineral that forms in hot springs from volcanic vapors. It also forms from sulfide oxidation, when sulfuric acid reacts with calcium carbonate. This can be interpreted in the Broken Land context as a weird analog of carbon sequestration by the trees in a forest, which grow (acquire more carbon mass) by siphoning carbon dioxide out of the air. The esoteric parallel is to the western forest outside the Monastery.&lt;br /&gt;
&lt;br /&gt;
It is remarkable that the crystal forest grows in a circular pattern around the crystal dome, enclosing the Jagged Plain against the sea of mud. The crystal growth proceeds all the way up to the mud sea on the east side of the plain. Since the Jagged Plain is strewn with boulders, and suffers from falling rocks from the sky, this suggests the pulverization from above prevents the crystals from forming. This would necessitate an explanation for why the &amp;quot;meteors&amp;quot; fall in this location but not farther to the north or east. It would also suggest the crystal dome itself has been growing for thousands of years, as the fog swirls around the dome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Erosion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is little indication of weather or running water in the Broken Land, other than the ice melt represented in the Dark Grotto. ([[Call Lightning (125)]] in the past could not be cast indoors, and the spell did not work in the Broken Land. There were interpretations as far back as 1994 of the Broken Land actually being enclosed for this reason, but it might simply be implying the absence of moisture in the air to form storm clouds.) The surrounding mountains are covered in snow at their peaks, and ice on their slopes, but are notably strewn with boulders. This might be taken to refer to the meteor swarm from the Broken Land story, though that seems excessive, or one might read it as meteors routinely fall in the Broken Land. This seems implausible, given it has atmosphere. &lt;br /&gt;
&lt;br /&gt;
More exotic scenarios could be imagined where it could make more sense, such as a debris field in orbit, from a moon such as Tilaok being ripped apart or material ejected from a major impact in the past. But they seemingly do not land on and smash the crystal forest to the east. The question becomes what the natural origin of the falling rocks would be, assuming the &amp;quot;meteors&amp;quot; are not some weird lingering magic distortion.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Large Chamber]&lt;br /&gt;
Like a huge pair of eyes, two large, round windows look out over the eerie rough terrain far below.  The openings look out on a panorama of rocky desolation.  &#039;&#039;&#039;Huge, jagged mountains rise up&#039;&#039;&#039; all around, snow capped peaks high above ice covered slopes, strewn with &#039;&#039;&#039;large boulders.&#039;&#039;&#039;  The cold wind that blows in through the openings bears as much desolation as the view.  There is no scent of green trees and running sap, no odor of wildlife rising from the slopes outside.&lt;br /&gt;
Obvious exits: east&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look opening&lt;br /&gt;
The openings look out over a &#039;&#039;&#039;desolate, lifeless panorama of jagged mountains.&#039;&#039;&#039;  The openings are large, but climbing out through one would be suicide.  There is no ledge outside, no purchase on the outer rock surface that would keep you from plunging to your death.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
With the sea of mud likely meant to be a mudpot, and Morgu hating rain and running water, this is likely supposed to be an arid environment like the High Plateau. With an excess of water and limestone, the geological formations would not survive very long. What might be the case then is the moisture coming off the sea of mud is freezing on the mountain faces or occasionally dropping back down as snow.&lt;br /&gt;
&lt;br /&gt;
In this interpretation there would then be &amp;quot;frost cracking&amp;quot; of the rocks on the mountains. These are depicted as &amp;quot;jagged&amp;quot; and steep, which suggests they are not volcanoes. Rocks and boulders of various sizes would break off sometimes from this ice erosion. Since the cliff that surrounds the west side of the Jagged Plain is curving like a semi-circle, it might be that the &amp;quot;meteors&amp;quot; are actually supposed to be rolling off the mountains, then flying off into the plain at various horizontal speeds and angles. This might then be taken as forming a roughly circular debris field to the east of the cliff. The pulverization would then prevent the crystal forest from growing too close to the cliff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Cenote&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Jagged Plain is probably interpreted by most people as being surface level, but there is some indication it is actually at a sub-surface elevation. (This is independent of any interpretation of the Broken Land as entirely underground, such as below the surface of the moon of the Dark Gods.) Uthex&#039;s abode and the portal chamber are apparently at higher elevation inside the cliff. Likewise, it is necessary to climb up to reach the Dark Grotto, which is a cavern system. This suggests that the Dark Shrine is not inside a mountain, or at least only a small mountain on a limestone plateau, and that the windows of the shrine are facing out of a cliff. This reveals the jagged plain as very far below, but that only means the window is high above that plain.&lt;br /&gt;
&lt;br /&gt;
This would presumably be at a higher elevation than the western cliff. The wording then describes mountains rising up all around. Taken together this suggests the curving sheer vertical cliff of the Jagged Plain might be intended to be a cenote, which would essentially be a sinkhole around the sea of mud. The heavy debris field might not just be occasional falling rocks. There may instead have been a cavern roof that collapsed. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Jagged Plain]&lt;br /&gt;
A vast plain of large boulders and jagged rocks stretches out to the east, as far as the eye can see.  A high, sheer cliff rises up to the west, making travel in that direction impossible.  The cliff follows a line curving around from the northeast, to the south, and then curving southeast farther in the distance.  You also see a jumble of rocks.&lt;br /&gt;
Obvious paths: northeast, east, southeast, south&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;look rock&lt;br /&gt;
The rocks piled here are blackened and burned, as if the cliff face has been pulverized by some powerful explosion.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look cliff&lt;br /&gt;
The cliff is high and sheer, almost featureless.  There does not appear to be anyway to climb it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The underground lake outside the Monastery may be interpreted as a cenote that has not collapsed yet. This is an alternative explanation for the pile of rocks depicted in one part of that area. It was mentioned in another section of this page as possibly implying collapsing stalactites, where the lake water prevents stalagmite formation. (The &amp;quot;jumble of rocks&amp;quot; is a climbable object that connects the Jagged Plain to the Dark Grotto which was not released until later. There is no record now if there was an in-game event, such as the crystal dome being made to explode energy, for causing this rock pile that leads to the crack into the Dark Grotto.)&lt;br /&gt;
&lt;br /&gt;
One interesting twist to this interpretation is to imagine the jagged plain as the interior of a huge impact crater. There are existing meteor themes in the area and story, such as the death of Uthex and the ASCII craters depicted on Orhan. The falling rocks may also be interpreted as actual meteors, though this would be weird and probably unnatural for several reasons. But if the curved cliff in the Broken Land is the rim of a major crater, the boiling sea of mud may derive its heat directly or indirectly from the impact. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You hear a loud rushing sound from the sky above you, and you look up just in time to see a huge chunk of rock hurtling toward you at incredible speed!  You try to dodge out of the way, but before you can move more than a few inches, the massive stone crashes into you, knocking you to the ground and causing serious injury!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Bones in left arm crack.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More subtle, another variation on this theme would be to interpret the Broken Land as a limestone formation on top of a more ancient major impact, such as if the comet Sa&#039;kain (if it exists in that dimension) hit the parallel Kulthea instead of grazing Charon. The Jagged Plain would then still be inside a cenote, like the [https://www.lpi.usra.edu/science/kring/Chicxulub/discovery/ ring of cenotes] in the Yucatan peninsula, which follow the rim of the Chicxulub crater from the time of the dinosaur extinction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(5) Karst Formation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Karst Karsts] usually form in dense carbonate rock, principally limestone, where water will flow within fractures. This typically involves moderate or heavy rainfall, and the dissolution of the rock with carbonic acid. This comes from water interacting with carbon dioxide in soil. Karsts are the formation of caverns and sinkholes from the dissolution of carbonate rock, though there can be pseudokarsts formed in other ways. While the Seolfar Strake has a waterfall and underground lake inside a cliff, which may be regarded as a cenote that has not collapsed yet, there is no indication of rain or heavy water flows in the Broken Land. The Monastery notably makes use of marble, which is metamorphic from recrystallizing carbonate rocks, but also has granite which comes from igneous intrusions.&lt;br /&gt;
&lt;br /&gt;
In more volcanic conditions or near petroleum reservoirs, karsts may be formed instead through sulfuric acid, with the oxidation of hydrogen sulfide. The sea of mud, interpreted as a mudpot, would be a source of hydrogen sulfide. This dissolves the carbonate rock, causing the formation of calcium sulfate. When calcium sulfate is combined with water, it leads to the formation of [https://en.wikipedia.org/wiki/Gypsum#Occurrence gypsum] crystals. &lt;br /&gt;
&lt;br /&gt;
The Dark Grotto is unusual in that it has parts that are obviously artificial, but otherwise has aspects that seem like they could be natural. The tunnels of the Dark Grotto suggest they were carved out by the acid of the magru making paths through the rock like ants. This is strongly reinforced by the original name of the magru, where lug&#039;shuk traglaakh is Iruaric which translates roughly as &amp;quot;ugly fiery cave makers.&amp;quot; These would be gigantic macroscopic analogs to the microbes that produce sulfuric acid and form karsts. The tunnels in the Dark Grotto are scaled to the size of the magru which carve them out. But some caves are much larger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(6) Speleothems and Megacrystals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a stalactite with dripping water in the tunnels, which would be consistent with the secondary [https://en.wikipedia.org/wiki/Speleothem speleogenesis] that happens from water, even in caverns that were originally hollowed out by sulfuric acid. But the pool of water under the stalactite, which explains why it is not forming a column with a stalagmite, is described as having a sulfurous smell. The tunnels of the Dark Grotto are described as stinging the eyes and nose, and leaving a bitter taste in the mouth. This language was not used for the malodorous fog on the Jagged Plain. It may refer to [https://en.wikipedia.org/wiki/Sulfur_dioxide sulfur dioxide], which is a precursor for sulfuric acid, and can be released from calcium sulfate reactions. &lt;br /&gt;
&lt;br /&gt;
Whether or not it is meant to have an exact vapor explanation, it is implied to be the product of magru acid. The presence of the smell in Uthex&#039;s workshop and the burning on its work table links the places chronologically. So, it may be that speleothem formations in the Dark Grotto may seem natural, but were actually made artificially by the magru. It is remarkable that the tall spires of stone and crystal in the Huge Cavern are not called &amp;quot;stalagmites.&amp;quot;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[The Broken Lands, Workshop]&lt;br /&gt;
Other than a few shards of glass scattered about the floor of this small chamber, the only object here is a large, plain wooden table.  A &#039;&#039;&#039;sour odor still hangs in the air, and the almost metallic smell&#039;&#039;&#039; sets your teeth on edge.  You also see a threadbare brocade curtain.&lt;br /&gt;
Obvious exits: southeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The enormous &amp;quot;crystals&amp;quot; in the Dark Grotto may be interpreted as [https://pdf.sciencedirectassets.com/271727/1-s2.0-S0009254119X0025X/1-s2.0-S0009254119303754/am.pdf?X-Amz-Security-Token=IQoJb3JpZ2luX2VjEL7%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FwEaCXVzLWVhc3QtMSJHMEUCIEqYRT4aUi0zt03VXQ8d84%2FkD1XXcA98KFdxadpWIyiUAiEAm38neXzR8k5ytOs7uoJkpq4mtk1BbIdcCxdyxtGHmsoq1QQI9v%2F%2F%2F%2F%2F%2F%2F%2F%2F%2FARAFGgwwNTkwMDM1NDY4NjUiDBhqP4LYEll0JnaP5yqpBDn75PZERtP8AqPNSJ9PHWE1%2BJYee6186WjjiT3LVG6FfMNbWjPqFqxA1gAG6ap4lbrwVTKrJSH8y6wJVHD1a5P5h2wxv2e6k0d4zT9Zqpgl7EAfhzQPMQ1%2FjqzE93NsLemgszxtMgDMD52PfFWZDm2u6XvNgaSp52wR2OOrGJ0EpilNI%2BXBLIJRj3rLvqhroQEoTYVpDZP3oWb3K6IZaqv%2BkM1oTChoproRKI5A37ahsmc5P%2B82LCSRWXDxlkOM0nYfeVuC7QWQXq0wvBMfjxc7BN6HxWBp4byhBGbrZAKt2pcg5LNruT4LgNNrFEcJVQxKqI1jruArWNNyiK%2F8SHPIvx5x2jrauIUBPGhdvfNj5qWnDsiwXbom5vhKJAZNuoiafXSmsA1hhXD17ikBMC5f7zc3S6xtE3rtmXevA2iwxf3jYAabaeHFux5Hn%2FT0XudJcygo2wNqDZhGFT12Cmkt%2FptF6QpbdCpMr%2BxXI5xQdVSEW6ISpQ8IUxYRoOLKgK0IMXNiFOCy3YJN2UGoB1lYNKOyQooNm%2BaZyeo052M037YMcuo%2FDdQEx2kSi5a0%2BRezLZm0JkOv2f4hgmoGm2j2Z89HRe721c2f8cXAeEQoHasHUZVPAVeIapQEPWQNtO8rrSWAMecii%2F1GGlfsmokANW7Oy5IyTydXRq0f1PfAfK3Tz%2Ftev%2BtBgfQgAfipEkKng%2Beg%2F4lSuiTcllx5aTsWW8s%2F7sgBPfMw3vyinQY6qQE3g8AzEopPat9aIcycpsAobSMk9xViByikmGdPrqFdHR9iF5gebmpvMr5gT7oQOBz%2BI8UaYXDHsnytlbq7Ypjvf2oudklOYZjRMDdEgOOaxl6ifMXEoS3GJbCoYwdetcR3SbCkrYAIWFkGMqw6TprWLAHqc77ABIqXVJ40CLbwPzZ8irpG3nDZf%2BuaONN6LuKPW1ibPmupE%2BP%2Fb8OyTwIG5WOFvu4%2BEA%2BL&amp;amp;X-Amz-Algorithm=AWS4-HMAC-SHA256&amp;amp;X-Amz-Date=20221225T222057Z&amp;amp;X-Amz-SignedHeaders=host&amp;amp;X-Amz-Expires=300&amp;amp;X-Amz-Credential=ASIAQ3PHCVTY3WNZI454%2F20221225%2Fus-east-1%2Fs3%2Faws4_request&amp;amp;X-Amz-Signature=7113d71ed8ede59eb39095691b10228f222728013c7e581ff46cb8e5e586d4bc&amp;amp;hash=559057bdd0e7e996cba26a11d31130743b5d807f653bc61f4d08036ed7b46f83&amp;amp;host=68042c943591013ac2b2430a89b270f6af2c76d8dfd086a07176afe7c76c2c61&amp;amp;pii=S0009254119303754&amp;amp;tid=pdf-54eece5b-6d31-42d8-8624-a11088ef30e2&amp;amp;sid=93de9a9217355749af083f002330371018begxrqa&amp;amp;type=client megacrystals] of gypsum. These usually form over a long period of time in supersaturated geothermal water. Such crystals can grow to be spires that are [https://en.wikipedia.org/wiki/Gypsum#/media/File:Cristales_cueva_de_Naica.JPG much larger] than humans. (But it is also possible to grow gypsum as speleothems from falling water. Such water is known as [https://en.wikipedia.org/wiki/Meteoric_water &amp;quot;meteoric water&amp;quot;], but this is unrelated to meteors.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The huge cavern that stretches out to the northeast presents an eerie, other-worldly vista, filled with &#039;&#039;&#039;tall spires of stone and crystal&#039;&#039;&#039;, and dotted with growths of giant mushrooms and huge fans of lichen.  Somewhere high overhead, the ceiling of the cavern lies out of sight, shrouded in darkness.  Many varieties of mold, moss, lichen and fungi fill the underground landscape, some of them glowing with pale unearthly light that fills the cavern with dim, shadowy illumination.&lt;br /&gt;
Obvious exits: east, northeast.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this interpretation the floor of the Huge Cavern of the Dark Grotto was once submerged in water, like the Huge Cavern in the Seolfar Strake, except deeper and with the whole body in hot spring temperatures. The [https://en.wikipedia.org/wiki/Calcium_sulfate calcium sulfate] would be solid anhydrite above 58 degrees Celsius, but would then form megacrystals when slowly cooling below that threshold. (The cave this specific argument is leaning on was not discovered until 2000, but the basic principle is large gypsum crystal growth from hot spring water.) Though this would be assuming they were not made artificially, such as the magru sliding up them to drop down on prey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(7) Cave Pearls, Moon Milk, and Boneyards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a strange &amp;quot;grit&amp;quot; in the tunnels of the Dark Grotto, which appear to be finely pulverized stone. This is depicted as having mushrooms growing on it. In the geological context this would appear to be dry [https://en.wikipedia.org/wiki/Moonmilk &amp;quot;moonmilk&amp;quot;], whose name comes from a 16th century explanation of being caused by moon rays. (The major subtext section likewise argues the magru are allegorical analogs of Lovecraft&#039;s moonbeasts.) Moonmilk is a precipitate of limestone, coming from dissolved carbonates. While the word &amp;quot;limestone&amp;quot; is never used, it is implied from multiple directions, including the use of [https://en.wikipedia.org/wiki/Fresco &amp;quot;frescoes&amp;quot;] in the Dark Shrine which is a kind of mural that is painted on lime plaster.&lt;br /&gt;
&lt;br /&gt;
Microbes grow on the released nutrients, which creates an organic substrate on top of it, including fungus which may feed on the organic matter. Since this powder is probably supposed to be a byproduct of magru dissolving the tunnels with their acid, the organic material may be waste debris left behind by the magru having eaten flesh.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  A strange, gritty substance covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The &#039;&#039;&#039;grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Magru will also carry gems inside their jelly, implicitly from being made of rocks that do not dissolve in their acid. When coated with dissolved limestone, these could form literal [https://en.wikipedia.org/wiki/Cave_pearl &amp;quot;cave pearls&amp;quot;], which would then be a subtle play on words. Cave pearls are a speleothem that forms naturally from water that drips into basins too fast for stalagmites to form. Cave pearls form much like biological pearls, concentrically around some nucleus of matter. They are usually spherically, and can be larger than baseballs, even as much as eight inches in diameter. Those in the Dark Grotto are ten inches.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
The floor of this small round cavern dips suddenly down, forming a kind of bowl with the lowest point at the center of the cavern.  Large round stones, all of them roughly the same size and shape, lie scattered around the cavern, but for the most part are heaped in a loose pile at the center of the cavern.&lt;br /&gt;
Obvious exits: north&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look stone&lt;br /&gt;
The stones are fairly uniform in size, shape and color.  They are all &#039;&#039;&#039;dark grey balls of smooth stone, about ten inches in diameter.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The deep pit of bones may be playing off the karst formation known as a [https://www.researchgate.net/figure/The-Boneyard-in-Carlsbad-Cavern-NM-is-a-fine-example-of-spongework-Such-features-are_fig5_287370837 &amp;quot;boneyard.&amp;quot;] These are formed from sulfuric acid weathering, leaving extensive holes of spongework in the rock. This would be purely a word play, as the pit does not look like a boneyard. Magru apparently do not dissolve the [https://en.wikipedia.org/wiki/Calcium_phosphate calcium phosphate] in bones, but the limestone would implicitly derive from ancient marine skeletal matter.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the &#039;&#039;&#039;high domed ceiling&#039;&#039;&#039; of this &#039;&#039;&#039;oblong cavern.&#039;&#039;&#039;  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, [https://en.wikipedia.org/wiki/Terrace_(geology) terraced ledges] forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The oblong cavern that is described as an [https://en.wikipedia.org/wiki/Amphitheatre#Natural_amphitheatres &amp;quot;amphitheater&amp;quot;], which has obviously artificial features, is described as having a high domed ceiling. This may be implying that the cave is vertically oval, rather than horizontally. This would be a karst formation known as a [https://commons.wikimedia.org/wiki/File:Domepit_%28vertical_shaft%29_in_Great_Onyx_Cave_%28Flint_Ridge,_Mammoth_Cave_National_Park,_Kentucky,_USA%29_3_%288316981390%29.jpg &amp;quot;dome pit&amp;quot;], whose walls have vertically-oriented grooves called [https://en.wikipedia.org/wiki/Fluting_(geology) flutes.] (When formed naturally they come from vertically descending groundwater.) There is notably a flute on the other side of the wall, through the crack into the Huge Cavern, which is a trickle of water carving a stream into the rock. The tunnel at the top of the huge stairway is also described as &amp;quot;bored&amp;quot;, which could likewise be a word play off the [https://en.wikipedia.org/wiki/Bore_(wind_instruments) &amp;quot;bore&amp;quot;] of wind instruments. Other sections of this page argue that this cavern is implicitly used by cultists for its acoustic properties, and may be playing off the flutes of Nyarlathotep from the &amp;quot;Dream-Quest of Unknown Kadath&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(8) Geysers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Geyser Geysers] are a rare feature of hot springs, where water seeps down shafts until it boils, then bursts back up again as steam. There are three kinds of geysers: fountain geysers, cone geysers, and cryogeysers. Cryogeysers are found on icy moons in the Solar System. They have fundamentally different mechanisms, and were not known to exist until 2005. Cone geysers have steady upward streams of water out of mounds, like Old Faithful in Yellowstone National Park. Fountain geysers are intense bursts out of pools of water. The Broken Land is portraying fountain geysers, in a sense, but it is not out of a pool of water.&lt;br /&gt;
&lt;br /&gt;
The Broken Land is portraying an even rarer form known as a mud geyser. This is when a geyser is happening inside a mudpot, which tends toward bursting when [https://www.nps.gov/features/yell/ofvec/exhibits/treasures/thermals/mudpots/index.htm exposed to water.] Instead of the mud bubbling up to a few feet, geysers are depicted as bursting high into the air. The &amp;quot;Vertically Gifted Cyclic Mud Pot&amp;quot; in Yellowstone National Park sometimes acts as a geyser, which can throw mud up to thirty feet high. There was a regular mud geyser in Yellowstone with even greater heights, in the late 1800s and into the 20th century, but it eventually clogged and died out. When this happened it was possible to get sprayed with hot mud at some distance away.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;(Next To Mud Sea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A huge geyser of boilng water and mud erupts from the sea of mud nearby!  Before you can react, a torrent of the steaming sludge comes raining down on you!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Burst of flames to right leg burns skin bright red.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(Further Away From Mud Sea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A torrent of thick sludge suddenly comes raining down on you!  After a brief moment of surprise, you realize that the stuff is boiling hot!&lt;br /&gt;
You are injured by the boiling hot sludge!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Minor burns to right leg.  That hurts a bit.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(9) Water Cycle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Seolfar Strake and Broken Land are both depicting closed water cycles. In the Seolfar Strake there is rainfall and snow and ice melt, with very cold water coming off a waterfall from the mountains. This lake is described as very deep, but with no visible exits. This is implying the water is sinking out below ground into an underground river, which is portrayed on the far west end of the Monastery sewer. Implicitly, the Monastery is probably using water wheels on this river, which would power their hydraulic doors. Gravity and elevation change would make this water flow west toward the Bay.&lt;br /&gt;
&lt;br /&gt;
In the Broken Land it is not clear there is any significant natural precipitation. The sea of mud as a mudpot formation is relatively low on liquid water. The malodorous fog would be partly water vapor, which would freeze at higher elevation on the mountains. Close enough to the Jagged Plain there is then enough volcanic heat to melt some of the snow and ice, allowing a small amount of water to flow down into the cliff. (Though there could be an unseen river to the north and east at higher elevation.)&lt;br /&gt;
&lt;br /&gt;
Water flows down into the Huge Cavern of the Dark Grotto, where a narrow stream is carved out as a flute in the rock. This forms a pool on the east end of the cavern, which implicitly empties by sinking down. This would most likely ultimately flow south toward the boiling sea of mud. More exotic, it could flow west as well as south, below the amphitheater cave. Depending on the meaning of &amp;quot;niches&amp;quot;, if there were shafts in the wall niches leading down to some deeper cavern with a water flow, that cave could function as a water organ. Which is essentially a pipe organ based on water flow. Though this is a considerable stretch, as there is no portrayal showing how that cave is actually used by Morgu or the dark priests. &lt;br /&gt;
&lt;br /&gt;
It is possible that the volcanic activity itself is driven by essence disruptions from the concentration of power by the crystal dome, in which case the mana-draining crystal dome would be the driving force for the whole hydrogeological and ecological system. It is remarkable that when the dome absorbs too much power, it is essentially described as getting too hot. When it overheats it explodes in a fiery burst reminiscent of what is now called a major elemental wave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(10) Vertical Thrusts and Impact Mountains&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another more extreme way of interpreting the Broken Land is to interpret it in the impact crater fashion, but then be much more literal with the parallel to Dante&#039;s Inferno and Purgatorio. In the Divine Comedy the fall of Satan from heaven causes an enormous impact crater on Earth, which is literally what Inferno is in the story. The displaced earth from the formation of hell [https://italiano-bello.com/wp-content/uploads/2021/03/dante-aldila%CC%80.png causes a mountain] to form on the antipodal side of the Earth. This is the mountain of Purgatory. Major impacts on moons and asteroids in the Solar System have caused antipodal elevations in similar fashion, as well as forming mountains as a result of major impacts in general. Morgu would be the Satan figure, placed high up in the mountain in the Broken Land, instead of frozen in the center of the Earth like Bandur in the Graveyard. Karst geology is better supported by the evidence than this extreme scenario, but then the question is if it is a pseudokarst.&lt;br /&gt;
&lt;br /&gt;
There is the question of whether you could contrive a very artificial situation where the whole of the Broken Land is underground, even below the surface of the moon of the Dark Gods in whichever dimension. Assuming there were artificial gravity within that region, and something like Lovecraft&#039;s deathfire lighting in the Dreamland Underworld, you would need to form the mountains and cliffs within some enormous hollow with an enclosed atmosphere. Jupiter&#039;s [https://en.wikipedia.org/wiki/Io_(moon)#Mountains moon Io] has thrusted up cliff faces that are somehow pushed up by the internal volcanism from tidal forces. Tidal forces are a plausible explanation for the inner volcanism of the moon of the Dark Gods, though it also has essence disturbances which might explain it instead. It would make no sense for limestone (or mammals and their bones) to exist on Charôn, though that word never gets explicitly used.&lt;br /&gt;
&lt;br /&gt;
The crystal dome would then be one of the Lord of Essaence crystals on Charon that created portals to other dimensions in the First Era. This whole scenario seems wildly implausible as a natural process. But it has to be remembered that the Lords of Essaence had terraforming level technology, and the stairway in the Dark Grotto is described as engineering. The mountains in the Broken Land would then be the analog of the Peaks of Thok in the Dreamland.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ecology===&lt;br /&gt;
The creatures in the Seolfar Strake were supposed to be what would naturally exist in that setting. In the Broken Land there is a general theme of gigantism. While these creatures are likely unnatural to one extent or another, because of Uthex and Iruaric with the Lords of Essaence, there is some reason to think they can be interpreted as having a &amp;quot;weird ecology&amp;quot; that is internally consistent. This involves an ecological base on &amp;quot;flora&amp;quot; and habitat, with predator and prey relationships, and some representation of life cycles (or perhaps unlife cycles in some cases.) Most of the creatures in the Broken Land drain power in some way and injure the hand when touched.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(1) Habitat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The habitat itself and ecological base are formed by the magru. Magru were originally named lug&#039;shuk traglaakh, which in Iruaric implies they make the caves. Whether the caves are then considered &amp;quot;natural&amp;quot; depends on how you regard the magru, and whether you are speaking of geological or ecological processes. Caverns that form from sulfuric acid are actually driven by microbes producing that sulfuric acid. However, other features of the Dark Grotto are artificial, in the sense of being designed. The huge stairway that is rock-cut into the Huge Cavern is the most extreme example, and the room painting refers to it as an &amp;quot;engineering&amp;quot; feat.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, this may be the result of the magru being directed by a master such as Morgu, as opposed to their ordinary behavior. With the pulsing of the magru and the unnatural silence in parts of the Dark Grotto, but sound amplifying in other parts of it, the tunnels may be interpreted as the waveguides of something like an acoustic spider web. The magru could go dormant until they feel or &amp;quot;hear&amp;quot; some vibration, and follow the direction it is originating.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
A sour, fetid odor fills this cavern, stinging your eyes and making breathing difficult.  &#039;&#039;&#039;A strange, gritty substance&#039;&#039;&#039; covers the floor of the cavern which crunches when it is walked upon.  At first sight it appeared to be simply a layer of dirt, but closer examination shows it to be some kind of finely pulverized stone.  The grey-white caps of mushrooms poke up in small clusters dotted around on the surface of the grit.&lt;br /&gt;
Obvious exits: northeast, northwest&lt;br /&gt;
K&amp;gt;look stone&lt;br /&gt;
A layer of finely pulverized stone has been carefully spread out over the cavern floor, like a bed of soil.  The surface of the layer is even and well tended, marked only by your own footprints.&lt;br /&gt;
K&amp;gt;look mushroom&lt;br /&gt;
Small mushrooms with grey-white caps sprout in scattered clusters on the surface of the pulverized stone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the magru dissolve the flesh of their prey, it is likely leaving a residue of organic substrate as waste on the walls, and especially the floor of the tunnels. This would be on top of the dried &amp;quot;moonmilk&amp;quot; powder that comes from them dissolving the limestone with acid. Glowing fungus and lichen grows by feeding on this dead organic matter. Presumably the trace sulfuric acid is too weak to harm the fungus because of the chitin in its structure. This becomes the &amp;quot;flora&amp;quot; base for higher food chain. The chitin in the fog beetle and myklian creature descriptions in turn might imply some natural resistance against magru acid and the mudpot geysers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(2) Insects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is trace evidence for insects in the Broken Land, other than the giant fog beetles. There are &amp;quot;thick cobwebs&amp;quot; in the storage room of Uthex&#039;s abode, for example, and the Dark Shrine has deteriorating wood from &amp;quot;dry rot and worms.&amp;quot; Uthex&#039;s mattress is described as sagging &amp;quot;from years of humidity and parasites.&amp;quot; This suggests there is humidity inside the caverns as a result of the boiling sea of mud, but does not imply that the climate of the Broken Land has significant preciptation. The Broken Land is mostly portrayed as lifeless, and there are no depictions of ordinary insects or other vermin in the room painting.&lt;br /&gt;
&lt;br /&gt;
There is no representation of what the fog beetles look like in their younger forms. They may begin significantly smaller as glow-worms (like click beetles) in the Dark Grotto, blending into the dim green light of the lichen as a defense mechanism. It might be too bright on the Jagged Plain to see such green luminescence. If this &amp;quot;flora&amp;quot; is toxic, it would allow them to build up toxins (either by eating it themselves or other things which eat it), which may be used to produce their green poison gas. (Some spraying beetles work this way, such as by eating fire ants, while others produce the chemicals internally such as with hydrogen peroxide.)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Small Tunnel]&lt;br /&gt;
The tunnel twists and turns, undulating through the surrounding rock.  The floor, walls and low ceiling are irregular but smooth, as if something had passed this way many times to wear away any jagged edges.  The &#039;&#039;&#039;dim green light&#039;&#039;&#039; given off by patches of &#039;&#039;&#039;glowing lichen&#039;&#039;&#039; shrouds the tunnel in odd shadows that dance and waver before your eyes.&lt;br /&gt;
Obvious exits: southeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
While Rolemaster has giant beetles as a poisonous creature type, it does not describe them as [https://en.wikipedia.org/wiki/Bombardier_beetle bombardier beetles]. This concept must have been taken more directly from the real-world. Bombardier beetles spray a caustic mixture from an anal opening on their undersides, which is what the giant fog beetles are portrayed as doing with their poison gas, which presumably would blend into the malodorous fog of the Jagged Plain. (Bombardiers notably are often argued by creationists to not be the result of natural evolution.) Grown fog beetles are dull red in color, likely camouflaging into the rocks, in what is probably dim lighting. Magru may be red for similar reasons. Fog beetles are unaffected by the spray of the boiling mud geysers.&lt;br /&gt;
&lt;br /&gt;
Another unusual feature is the misshapen tail of the fog beetles. It is tempting to imagine this as like a lobster tail, given their pincers, but it is important to emphasize that it is mimicking a scorpion sting. It is unclear if there are actually scorpions in the Broken Land. In the real-world this is done by the [https://en.wikipedia.org/wiki/Devil%27s_coach_horse_beetle Devil&#039;s coach horse beetle] as a defense strategy. While it is not a bombardier beetle, it does emit a foul odor from its abdomen. Like the fog beetles it is carnivorous. Giant fog beetles can be seen attacking hooded figures, and treat killed adventurers in their messaging as an acquired meal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(3) Lizards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are small lizards in the Huge Cavern of the Dark Grotto, which are probably supposed to be the youngest form of the myklian. These hide in the mossy underbrush of the cavern, and are implied to swim under the surface of the pond. Myklian are notably described in their creature description as sometimes walking upright on two legs. These facts together suggest the young ones act like the so-called [https://en.wikipedia.org/wiki/Common_basilisk Jesus Christ lizards], running across and diving into the water to escape predators.&lt;br /&gt;
&lt;br /&gt;
Another subtle point regarding the myklian is that they are described as having stubby tails. One aspect of this is that some lizards have self-amputating tails as a defense mechanism against predators. Rainbow skinks have brightly colored tails, which draws predators away from their main body. When the tail is self-amputated, it only partly grows back as a stub, in the form of cartilage.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The myklian is a fearsome beast, some form of large lizard or amphibian that usually travels on four legs, but sometimes stands upright &#039;&#039;&#039;on two legs.&#039;&#039;&#039; It has a &#039;&#039;&#039;short, stubby tail which is triangular in shape&#039;&#039;&#039; and covered with a &#039;&#039;&#039;luminescent, chitinous plate.&#039;&#039;&#039; Hard scales cover the rest of the beast&#039;s body, except for the &#039;&#039;&#039;soft underbelly.&#039;&#039;&#039; Bony spikes and knobs guard the beast&#039;s &#039;&#039;&#039;joints.&#039;&#039;&#039; The coloration of the myklian species ranges the entire spectrum, red, orange, yellow, green, blue and purple.&lt;br /&gt;
&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
The shallow stream flowing in from the west empties into a broad pool which butts against the east wall of the cavern.  The surface of the pool is marked with occasional ripples, as if &#039;&#039;&#039;something were moving around below the surface of the water.&#039;&#039;&#039;  Along the bank of the pool, the moss is thick and bushy, providing homes for the small lizards that you can see darting around between the rocks and fungi.&lt;br /&gt;
Obvious exits: southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Something else about this that is quite subtle is that the myklian tails are not made from cartilage. They are described as chitinous, which is the same material that makes up insect exoskeletons. [https://en.wikipedia.org/wiki/Chitin Chitin] is also the prevalent ingredient in the cell walls of fungus. The Huge Cavern is filled with fungus, including bioluminescent fungus. This is caused by a chemical called [https://en.wikipedia.org/wiki/Luciferin#Fungi &amp;quot;luciferin&amp;quot;], where Lucifer is the Latin for light-bringer. (It is remarkable on an allegorical level that we are looking at reasonably likely cases of luciferin, Jesus Christ lizards, and Devil&#039;s coach horse beetles.) Myklian tails are described as covered in &amp;quot;luminescent, chitinous plate.&amp;quot; This strongly suggests that the chitin for their tails is coming one way or another from the fungus in the Dark Grotto. This may give them some resistance to magru acid. Likewise, if the toxin in the fog beetle gas originates directly or indirectly from the fungus, the myklian may be implicitly poisonous in much the same way as [https://en.wikipedia.org/wiki/Poison_dart_frog#Toxicity_and_medicine poison dart frogs.] The fact that myklian have plate scales implies they are actually lizards and not amphibians, so the ripples in the pool are likely not tadpoles.&lt;br /&gt;
&lt;br /&gt;
Their immunity to cold would give them some natural defense against dark vorteces wandering into their chamber, and the different colors of myklian were made to absorb different kinds of elemental energy. The vorteces might also avoid their tails for being too bright. Walking upright on two legs is usually a warm blooded animal behavior, and one could reasonably infer that the myklian relationship to cold allows them to actively import heat. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The giant fog beetle appears to be some sort of giant insect.  It looks a little like some misshapen scorpion, but &#039;&#039;&#039;the tail&#039;&#039;&#039; on it is not as long as a scorpion&#039;s would be, and it &#039;&#039;&#039;flares like the tail of a lobster&#039;&#039;&#039; rather than ending in a poison sting.  The segmented body is wide, supported by six short &#039;&#039;&#039;multi-jointed legs.&#039;&#039;&#039;  A dull red chitinous shell covers most of its body, and a broad carapace protects its head.  Two massive claws provide the creature with formidable weapons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Another subtle point is the similarity of the myklian tail to that of the fog beetles. Myklian are described as having a &amp;quot;soft underbelly&amp;quot;, which might not need protection, if predators confuse them for fog beetles which spray from their undersides. The bony protrusions on the myklian joints would then imitate the chitinous joints of the fog beetle legs. Myklian and fog beetle tails thus may be adapted to mimick each other. In the real world this kind of relationship is seen between the [https://en.wikipedia.org/wiki/Heliobolus_lugubris Bushveld lizards] and [https://en.wikipedia.org/wiki/Ground_beetle oogpister beetles]. Juvenile lizards imitate the behavior of the beetles, which are a kind of bombardier beetle, so that predators will avoid them. It is very rare for vertebrates to imitate invertebrates like arthropods, but this is one of the known real-world example of it.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A giant fog beetle rears up momentarily and hisses loudly.  A huge cloud of green gas pours from an &#039;&#039;&#039;orifice on the creature&#039;s underside!&#039;&#039;&#039;&lt;br /&gt;
The cloud of gas rolls in your direction.  You try to scramble out of the way but the cloud of gas rolls over you, causing you to cough and choke!&lt;br /&gt;
You feel a fierce poison coursing through your veins!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The wording does not imply the myklian are colorful other than their tails, as the hard scales on the rest of the body are described in contrast to the plate on the tail. It would make sense for the body of the myklian to be largely grey, to blend into the background of the cavern, while the tail glows in the various colors to draw predators away from the torso and head. The glowing tails ironically may also be doubly protective in helping to repel the dark vorteces, which try to avoid bright light, and become unable to attack because of it. Myklian may be immune to their cold, but presumably could still be power drained. Myklian strength (i.e. level) varies with color, increasing from red to purple, in the same order as the color spectrum. Whether the distribution is due to age, or absorbed power, or even background temperature is not obvious. If it were due to age, then the matured myklian begin as red, and fewer survive in each subsequent color. Environmental factors like temperature and background color are known to shift the sex ratios of populations in some species (such as turtles and lizards.)&lt;br /&gt;
&lt;br /&gt;
The frequency data compiled in the Kulthea Chronicle Volume 1 Issue 2 in 1994 indicates that the color distribution of the myklian decays as a geometric series. More specifically, each color is less frequent than the one before it by a factor of 1/2, with &amp;quot;young myklian&amp;quot; in between yellow and green. Indigo and violet are combined as &amp;quot;purple.&amp;quot; Though you have to round the decimal numbers, this makes the fractions add up to 1, since the infinite sum of that geometric series sums to 1. The 1994 data is reproduced here and compared to the geometric series of 1/2 expressed as percentages. It includes bonus modifiers to attack and defense strength, and special resistance to specific elemental spells.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
!Color || % Gen || &#039;&#039;Geometric Series (1/2)&#039;&#039; || X || OB || DB || Special&lt;br /&gt;
|-&lt;br /&gt;
|Red&lt;br /&gt;
|51%&lt;br /&gt;
|&#039;&#039;50% (1/2)&#039;&#039;&lt;br /&gt;
|0 - 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|plus X vs. shockbolt&lt;br /&gt;
|-&lt;br /&gt;
|Orange&lt;br /&gt;
|25%&lt;br /&gt;
|&#039;&#039;25% (1/4)&#039;&#039;&lt;br /&gt;
|0 - 20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Yellow&lt;br /&gt;
|13%&lt;br /&gt;
|&#039;&#039;12.5% (1/8)&#039;&#039;&lt;br /&gt;
|10 - 40&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|plus X vs. firebolt&lt;br /&gt;
|-&lt;br /&gt;
|Young&lt;br /&gt;
|8%&lt;br /&gt;
|&#039;&#039;6.25% (1/16)&#039;&#039;&lt;br /&gt;
|0 - 10&lt;br /&gt;
|minus Y&lt;br /&gt;
|minus Y&lt;br /&gt;
|(Y = 10 - 30)&lt;br /&gt;
|-&lt;br /&gt;
|Green&lt;br /&gt;
|3%&lt;br /&gt;
|&#039;&#039;3.125% (1/32)&#039;&#039;&lt;br /&gt;
|20 - 50&lt;br /&gt;
|plus X&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blue&lt;br /&gt;
|2%&lt;br /&gt;
|&#039;&#039;1.5625% (1/64)&#039;&#039;&lt;br /&gt;
|30 - 60&lt;br /&gt;
|&lt;br /&gt;
|plus X&lt;br /&gt;
|plus X vs. fireball&lt;br /&gt;
|-&lt;br /&gt;
|Purple&lt;br /&gt;
|1%&lt;br /&gt;
|&#039;&#039;0.78125% (1/128)&#039;&#039;&lt;br /&gt;
|40 - 70&lt;br /&gt;
|plus X&lt;br /&gt;
|plus X &lt;br /&gt;
|plus X vs. shockbolt, firebolt, fireball&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;(Note: The frequency data is fudged and adds up to 103%. Young myklian may well have only been 6% in frequency.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is interesting because light behaves much the same way in a thermodynamic sense, decaying exponentially in intensity (as its light wavelength or frequency varies) from a peak color at a given temperature, which is called a [https://en.wikipedia.org/wiki/Black-body_radiation blackbody radiation distribution] (or &amp;quot;greybody&amp;quot; for a non-ideal case.) [https://en.wikipedia.org/wiki/Geometric_series Geometric series] are mathematically very closely related to the [https://en.wikipedia.org/wiki/Taylor_series#Examples series expansion] form of decaying exponential curves. It is essentially the discrete form of exponential decay. The physical model for a blackbody is a sealed chamber with only a tiny hole for light to enter into, and then it bounces around inside chamber, being absorbed and re-emitted into thermal equilibrium with very little chance of escaping back out again. This is remarkable because the jagged crevices and magru tunnels linking the Huge Cavern to the Jagged Plain effectively fit this definition. Notwithstanding the glowing fungus as a light source inside the Huge Cavern.&lt;br /&gt;
&lt;br /&gt;
Ordinarily this would almost certainly be reading too much into it. But the frequency data suggest the 1/2 ratios were chosen because they sum to 1 (or 100% in probability terms), with some knowledge of calculus and slight fudging to fit integers, and the colors were ordered to match the sequence of the real-world color spectrum. (This depends entirely on the accuracy of the frequency data.) It would have been very cool if it was possible to shift up the frequency distribution toward higher level myklian by heating up the crystal dome. But there is no evidence such a mechanism ever existed. The dark vorteces might also be read as the infrared part of the light spectrum, if the myklian are characterized as referring to the visible light.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(4) Vruul and Dark Vorteces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vruul (gogor) and dark vorteces (dyar rakul) are even more exotic. There may be some kind of weird symbiotic relationship between them, since they have complementary immunities, with the gogor having some properties that do not come from their Shadow World source material. Dark vorteces feed on power (what is now called &amp;quot;mana&amp;quot;) and absorb light, but bright visible light makes them dissipate until it eventually kills them. When they are destroyed they sometimes drop a &amp;quot;hazy tenebrous orb&amp;quot;, which presumably is part of some weird life cycle for them.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
A dark vortece drifts smoothly north, leaving a shadowy haze in its wake.&lt;br /&gt;
&lt;br /&gt;
A dark vortece seems to shrink, losing some of its intensity.&lt;br /&gt;
The dark vortece collapses in on itself.  You feel an icy chill as the dark form seems to recede into nothingness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The crystal spires in the Huge Cavern make it too bright for the dark vorteces to survive, so they are only able to attack (and feed) near the walls of the cavern and up on the huge stairway. This is implicitly from the crystals refracting and bouncing light around from the glowing fungus. This is seen much more explicitly with a more overt external light source in the Abandoned Mine next to the krolvin warfarers.&lt;br /&gt;
&lt;br /&gt;
Gogor were artificial constructs originally invented by Empress Kadaena as beast servants, which are one example of her history of attempting to make artificial life and producing unliving abominations. Gogor have their own cycle of creation portrayed in the Broken Land, though it is possible the ritual is about feeding pre-existent gogor or waking them up. Most notably, there is a Black Mass style of ritual depicted in the Dark Shrine, where &amp;quot;urns&amp;quot; of dark fluid are poured on a brutally sacrificed body on their stone altar. This is apparently a depraved analog of a chrismarium. While the tall stone jars and foul fluid come from Shadow World source material, these urns of dark fluid and the ritual are unique to GemStone.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Altar]&lt;br /&gt;
The low stone altar is covered with dark stains.  One corner of the altar has been broken off, and several of the hideous faces and figures carved into the stone walls have been smashed.  Large iron braziers, covered with rust and corrosion, stand at each end of the altar table.  A cracked brass gong hangs from a wooden brace along the north wall, facing an ancient tapestry which hangs directly opposite.&lt;br /&gt;
Obvious exits: west&lt;br /&gt;
&amp;gt;look tapestry&lt;br /&gt;
Dark images of sycophants, dressed in long black robes surround a low stone altar similar to the one in this room.  The figure of a man, twisted and broken, lies on the surface of the stone table while another dark shape pours some &#039;&#039;&#039;foul looking fluid&#039;&#039;&#039; from a small urn out over the tortured man&#039;s body.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;go tapestry&lt;br /&gt;
[Dark Shrine, Secret Room]&lt;br /&gt;
Row upon row of tall stone jars stand against the walls of this room.  &#039;&#039;&#039;A strong odor hangs in the air, sickeningly sweet with a subtle bitter, acidic quality.  The fetid odor&#039;&#039;&#039; makes your bile rise, and it is hard to breathe.&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look jar&lt;br /&gt;
Dozens, perhaps a hundred tall stone jars stand in rows along the walls.  The jars have been capped with stone disks, and sealed with a substance resembling common stone mason&#039;s mortar.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The urns are kept in a storage room with the tall stone jars. The wording on the dark fluid is remarkable for borrowing the same terminology as the dark acid spray of the magru. The smell in the storage room likewise borrows the wording for the scent of the moss in the Huge Cavern. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Huge Cavern]&lt;br /&gt;
A narrow, shallow channel filled with the lively burble of flowing water forms a small stream that winds its way through the tall stone spires, creating a twisted line that cuts across the center of the cavern from west to east.  The thick moss that grows along the banks of the miniature river gives off a &#039;&#039;&#039;sweet, but slightly fetid odor.&#039;&#039;&#039;  Small lizards watch you with reptilian stoicism before darting off to hide among the rocks and fungi.&lt;br /&gt;
Obvious exits: north, east, south, southwest, west, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These facts together suggest the moss is mixed with magru acid, which is then poured on sacrificed bodies. The bodies in the burial vault are described as leathery, which suggests they may be a step in the process of vruul creation, ultimately put into the tall stone jars and submerged in the fluid. This burial vault was a locked door (i.e. from the outside) when the Dark Shrine was first discovered.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Shrine, Storage Room]&lt;br /&gt;
Several tall jars lie on their sides in a heap along one wall next to a stack of heavy disks.  Along the opposite wall is a collection of large ceramic urns, which reek with a &#039;&#039;&#039;fetid sweet odor.&#039;&#039;&#039;&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;look urn&lt;br /&gt;
The lid of the ceramic urn has been broken, and part of it has fallen away.&lt;br /&gt;
&amp;gt;look in urn&lt;br /&gt;
In the ceramic urns:&lt;br /&gt;
Misc [1]: some dark fluid&lt;br /&gt;
Total items: 1&lt;br /&gt;
&amp;gt;look fluid&lt;br /&gt;
A bitter, pungent odor rises from the &#039;&#039;&#039;dark, disgusting fluid&#039;&#039;&#039; that fills the ceramic urn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The magru appears to be a huge, gelatinous red lump that pulses, swelling and shrinking slightly with a hypnotic rhythm. Its skin glistens with a &#039;&#039;&#039;dark, disgusting ooze.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A magru pulsates violently and a stream of &#039;&#039;&#039;dark fluid&#039;&#039;&#039; shoots out in your direction!&lt;br /&gt;
You try to dodge out of the way and manage to avoid the stream of fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Dark Shrine, Burial Vault]&lt;br /&gt;
Dark skeletal figures lie in silent repose, stacked one upon the other in tiers of niches carved out of the stone walls.  Their musty odor assails your senses, and adds to the oppressiveness of the chamber.  A low stone slab occupies the center of the chamber, like a raised dais, but there is nothing on it except for a thick layer of dust.  You also see a large bronze door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;gt;look figure&lt;br /&gt;
The mummified skeletons are shrunken and wrinkled.  The &#039;&#039;&#039;dark, leathery forms&#039;&#039;&#039; are covered with an ancient layer of dust.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Much more subtle, these ceramic urns have to harvest the magru fluid in some way, and the word &amp;quot;urn&amp;quot; implies their amphora shape. When such a jar is brought into the Dark Grotto in the &amp;quot;amphitheater&amp;quot; echo chamber, placed in the niches in the walls, the cave would act much like a medieval church with a ceiling built to reflect sound. Medieval churches would use ceramic [https://en.wikipedia.org/wiki/Acoustic_jar acoustic jars] (also called &amp;quot;sounding vases&amp;quot; or &amp;quot;resonance amphora&amp;quot;) set into niches to improve the sound quality. These would capture some of the sound pitches. When we interpret the magru as vibration or sound chasers, they would be drawn to the urns as acoustic jars, filling them with their dark fluid. They might be drawn there by Morgu himself walking down the huge stairway and growling, where the cave dimensions and small tunnels would be consistent with bass pitch being the resonant frequency.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Dark Grotto, Cavern]&lt;br /&gt;
Every sound that you make is amplified by the high domed ceiling of this oblong cavern.  One end of the cavern has  been hollowed out, forming a kind of amphitheater with four broad, terraced ledges forming a semicircle around a stone platform.  The cavern could not be a natural formation, but there are no tool marks from where the stone might have been carved or worked by hand, no telltale joints where stones have been fitted together.  Deep niches line the walls of the cavern.&lt;br /&gt;
Obvious exits: southeast, southwest&lt;br /&gt;
&lt;br /&gt;
&amp;gt;search&lt;br /&gt;
After a careful search of the area, you discover a wide crack at the back of one of the niches, which looks promising.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Gogor themselves feed upon the nutritive fluid while they hibernate, and the source material says some did not &amp;quot;survive&amp;quot; the millennia of hibernation, suggesting they do have some need to feed. They have a keen ability to smell blood, and have claws to that effect. The crystal dome is seemingly reincarnating the hooded figures, which may be regarded as a food source themselves. The fact that the excesses of absorbed power in the dome decrease, when left alone, suggests the essence is being spent in some way. Thus the crystal dome may be something like an artificial sun, responsible for driving and sustaining both the geology and ecology of the Broken Land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Sheruvian Monastery=&lt;br /&gt;
The Sheruvian Monastery is a later addition to the Broken Lands and not part of the original story of Uthex Kathiasas. However, it is implied that the Sheruvian cultists are working with the hooded figures, and they possess their own dangerous artifacts. They are using the Broken Lands to form a teleportation network throughout Elanith, which would allow them to move around and execute invasions at will. This was what allowed the greater vruul to leave the monastery, where they used to wander from here into the Dark Shrine. It might explain how the [[Sheruvian harbinger|harbinger]]s suddenly appear with [[nightmare steed]]s.&lt;br /&gt;
&lt;br /&gt;
The mist-shrouded krodera orb with veil-iron veins on the vaalin stand is the master orb. In the past it allowed teleportation to any number of rooms possessing monoliths with their own access orbs, typically places of power such as [[Darkstone Castle]] or [[Melgorehn&#039;s Reach]]. These monoliths in turn provided one-way transport to other rooms. The tapestries in the Summoning Chamber seem to be an anti-parallel concept to the Voln Monastery tapestry, which itself has a parchment that makes little sense in modern history. The monastery possesses some archaisms such as having a dead [[Sabrar]] in the kitchen.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Kitchen, Cold Storage]&lt;br /&gt;
The floor, ceiling and walls of this room have all been covered with iron plating to keep this room at a very frigid temperature.  Large chunks of ice litter the floor with crates of goods stacked between them.  Large flanks of meat hang from heavy iron hooks along the walls of the room.  As you look closer at the flanks, you notice that one of them is an ice-covered body.  You also see a heavy iron door.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;glance body&lt;br /&gt;
You glance at an ice-covered body.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look body&lt;br /&gt;
The body appears to have once been an elf.  From the trappings on his armor and equipment, it would seem he was once a member of the Sabrar.  At the moment, however, he is frozen solid.  His hands are bound behind his back and his eyes and mouth are wide open, as if he spent his last moments screaming in agony from the very large hook imbedded in his back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: This may have made sense in 1997, but does not make sense with later Vaalor documentation.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Sheruvian monastery was opened by [[Draezir]] around December 1997. It was involved in the [[Shar]] storyline, where they struggled for control. The few accounts that exist of this story involve accessing &amp;quot;the Arkati Workshop&amp;quot;, which is everywhere and nowhere, using the Sphere of Midnight which shut off the crystal dome at one point. Shar wanted to control the power draining dome, and Draezir at one point shut off the runes in the Misty Chamber. It is unclear now if the Summoning Chamber orb is the Sphere of Midnight, as well as whether the Arkati Workshop had something to do with the Broken Lands itself.&lt;br /&gt;
===Master Orb===&lt;br /&gt;
The master orb is no longer functional. It would give visions of target rooms in the material world, which amounts to both seeing and traveling across worlds, or planes of existence if the Broken Lands is interpreted that way. These krodera and veil-iron orbs are deeply anti-magical artifacts. They will almost always rip off your spells, steal your mana, and inflict severe nerve damages if you test them.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Monastery, Summoning Chamber]&lt;br /&gt;
Wisps of smoke waft up from a black vaalin censer mounted on one richly panelled wall, filling the room with a sweet, sulfurous scent.  The walls are hung with ancient tapestries depicting the magical arts, and low cabinets along the walls hold a variety of phials, bottles, and leather tomes behind securely latched glaes panels.  A single incandescent globe is suspended from the ceiling, illuminating the room with its eerie glow.  You also see some carved haon double doors, an ancient hand-woven tapestry and a long vaalin worktable with a mist-shrouded krodera orb on it.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look orb&lt;br /&gt;
Resting atop an intricate vaalin filigree stand is a large, krodera orb covered with veins of pure veil iron.  The filigree work on the stand portrays hordes of daemon clutching at the orb.  The daemon&#039;s hands extend up from the base, their claws digging into the surface of the orb, securing it in place.  The orb pulses rhythmically with a dull red glow.  The veil iron veins seem to writhe as the opposing magics caress them and tap their power.  A swirling mist surrounds the orb as if protecting it.  There is a small, gem-shaped, indentation in the stand which is empty.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;touch orb&lt;br /&gt;
You reach up to touch the orb.  The smooth cold surface seems solid enough, but when you tentatively move your hand towards it, some force begins to pull you forward!  You pull your hand back in alarm, glancing warily at the orb.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;rub orb&lt;br /&gt;
You rub the orb, which gives you a slight shock.&lt;br /&gt;
You succeed in upsetting the mist, but nothing more.&lt;br /&gt;
&lt;br /&gt;
A large brown rat bolts out from under the worktable quickly followed by a hissing black cat, spitting its annoyance at the rat for its intrusion.  As they enter the crimson vaalin summoning circle on the floor, pale blue bolts of lightning arc out from the krodera orb, engulfing both of them!  When the smoke clears, nothing remains of either of them except for the lingering stench of burnt hair and a small splotch on the floor just inside of the circle.&lt;br /&gt;
&lt;br /&gt;
You notice a tiny spider begin to work its way up the intricate vaalin stand.  As the spider&#039;s legs touch the surface of the orb, it flares with a sickly green light.  As your vision clears, you notice that nothing remains of the spider.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Sheruvian monastery is older than the current materials documentation. The most recent lore at the time it was created was the Shadow World metals information, where the I.C.E. Age analogs of [[ICE materials#Kregora|krodera]], [[ICE materials#Star iron|veil iron]], and [[ICE materials#Vaanum|vaalin]] were the rarest metals known to exist. Krodera and veil iron were extremely expensive alloys. Vaalin was an extremely rare pure metal used for weapons, unusually lethal to the living, only known to exist on the moon of the Dark Gods. Only cultists should have it. This is probably the context that explains why vaalin became the metal for the most expensive lockpicks.&lt;br /&gt;
&lt;br /&gt;
===Monoliths===&lt;br /&gt;
The monoliths are hidden in the background of rooms scattered throughout the older parts of GemStone, but they cannot be found with the search command. Some can be looked or glanced at regardless. These no longer work. It was possible to charge them up and use them to teleport to another fixed monolith room, sometimes allowing relatively easy access or escape from difficult spots.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Melgorehn&#039;s Reach, Lost in the Fog]&lt;br /&gt;
You are in a dense fog bank and can see absolutely nothing.  You realize that you can probably back out of here easily enough.&lt;br /&gt;
Possible paths: out&lt;br /&gt;
&lt;br /&gt;
XXX glances at an ancient granite monolith.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look monolith&lt;br /&gt;
Twisting runes and carvings along the face of the monolith dance in your vision causing you to sway uneasily.  You can&#039;t seem to keep a clear focus on them long enough to decipher what they mean. Imbedded into the monolith is a large, krodera orb covered with veins of pure veil iron.  The detailed stonework around the orb portrays hordes of daemon clutching at the orb.  The daemon&#039;s arms extend toward the orb, their claws digging into the its surface and securing it in place.  The orb pulses rhythmically with a dull red glow.  The veil iron veins seem to writhe as the opposing magics caress them and tap their power, and a swirling mist surrounds the monolith as if protecting it.  There is a small, gem-shaped, indentation just above the orb which is empty.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following are known rooms that have (or should have) monoliths or possibly some other equivalent mechanism. [[Darkstone Castle]] has its own internal monolith network.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;Area&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Room&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Lich #&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Other Information&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Monastery, Summoning Chamber]&lt;br /&gt;
 |6665&lt;br /&gt;
 |The hidden monolith in this room should lead to the Reading Room outside it.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Monastery, Reading Room]&lt;br /&gt;
 |6663&lt;br /&gt;
 |This is inaccessible or some other object name. It should go to the Dark Shrine.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Dark Shrine, Secret Room]&lt;br /&gt;
 |19265&lt;br /&gt;
 |Uncertain where this one heads next.&lt;br /&gt;
 |-&lt;br /&gt;
 |Broken Lands&lt;br /&gt;
 |[Sheruvian Monastery, Chapel]&lt;br /&gt;
 |6653&lt;br /&gt;
 |There should be something in this room. It might be the runes on the altar.&lt;br /&gt;
 |-&lt;br /&gt;
 |Melgorehn&#039;s Reach&lt;br /&gt;
 |[Melgorehn&#039;s Reach, Lost in the Fog]&lt;br /&gt;
 |N/A&lt;br /&gt;
 |This should lead to Lake Eonak at the base of the mountain.&lt;br /&gt;
 |}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;(*) This list is very incomplete. There would also be something in Darkstone and under Wehnimer&#039;s Landing.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Visions===&lt;br /&gt;
The orbs are probably not loosely based on the Ilarsiri, &amp;quot;the eyes of far vision&amp;quot;, the Shadow World analog of the Palantiri from Tolkien&#039;s &#039;&#039;Lord of the Rings&#039;&#039;. But it is worth mentioning. Melgorehn&#039;s Reach is likely loosely inspired by &#039;&#039;The Hobbit&#039;&#039;, and the orb vision of the burning of the tree in Town Square Central could be analogous to the burning of the white tree of Gondor. This is a stretch. The Ilarsiri had capabilities variable &#039;&#039;&amp;quot;depending on the mental prowess of the wielder.&amp;quot;&#039;&#039; At the least they allowed the user to &#039;&#039;&amp;quot;see across great distances, and even gulfs of time. There is some evidence that they could be used for darker purposes as well, a capability unintended by their maker.&amp;quot;&#039;&#039; They were set in pedestals of stone or wrought metal formed like a many-branched tree. Ours are in a stone monolith and a vaalin filigree stand.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The orb on the worktable pulses once with a deep crimson light.  You feel its power reaching out to you, and you are unable to tear your eyes from it!  The power of the orb begins to overwhelm you, and you feel disoriented as your mind fills with the image of another place...&lt;br /&gt;
&lt;br /&gt;
[Town Square Central]&lt;br /&gt;
This is the heart of the main square of Wehnimer&#039;s Landing.  The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith.  At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree.  The oak is tall and straight, and it is apparent that the roots run deep.  You also see an herbal remedy donation bin and some stone benches with some stuff on it.&lt;br /&gt;
Obvious paths: northeast, east, southeast, southwest, west, northwest&lt;br /&gt;
&lt;br /&gt;
Flames are rapidly consuming the tree as the clerics and empaths gathered attempt to attend to the wounded and dying.  Every person in the square is covered with burns, and you can almost hear the screams of suffering in your mind.  The vision fades as quickly as it came, and you collapse to the ground in horror.  The faint smell of burning flesh lingers in the air.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This concept of a vision orb in the summoning chamber is consistent with the idea that the crystal dome is partly inspired by the Shining Trapezohedron. When Sheruvian bodies disappear they do so with a crimson aura, which is the same color thrown off by the teleportation orbs. This might be coincidental mood coloring or it might imply a reincarnation method in the same way as the hooded figures. It is also consistent with the Lovecraft subtexts to have a monastery to the dark god of insanity and nightmares, though Sheru was not a god of madness until the &amp;quot;[[ICE gods#Sheru|intermediate]]&amp;quot; period gods documentation. He still had a hyena head when the monastery was built. But it is dubious to try to read such continuity into the Sheruvian Monastery, which is likely supposed to represent Lornon rather than anything more exotic.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Research]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Kannalan_Lexicon&amp;diff=197844</id>
		<title>Talk:Kannalan Lexicon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Kannalan_Lexicon&amp;diff=197844"/>
		<updated>2023-05-26T01:41:24Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: chair poem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please add words here you believe should be included in the lexicon.  Provide a link to the relevant document or enough information about where it is in game that we can find it to review.  Thanks!  ~Xynwen&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;ADD NEW SUGGESTIONS HERE&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
From [[Elves of Wyrdeep]]:  &amp;quot;Chaston&#039;s Edict was amended in 4479 by Emperor Roginard to include other non-human races in addition to elves, collectively referred to as Ordlyn (an old Kannalan term). The term Hathlyn refers to half-elves.&amp;quot;&lt;br /&gt;
* Ordlyn = non-human, non-elven races&lt;br /&gt;
I&#039;m not clear if &amp;quot;hathlyn&amp;quot; is also a Kannalan term or not, however this seems to indicate it may be - or at least is derived from Kannalan. [[User:HATESHI|HATESHI]] ([[User talk:HATESHI|talk]]) 16:39, 23 May 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
Ba&#039;Lathon dates back to at least the year 2000 in [[History of the Turamzzyrian Empire]]: &#039;&#039;&amp;quot;Imperial historians call the territory the Wizardwaste, but the citizens of Krestle and Immuron call it &amp;quot;Ba&#039;Lathon&amp;quot;, which translates to &amp;quot;Land in Pain&amp;quot; in the elder Kannalar tongue.&amp;quot;&#039;&#039; [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 00:44, 25 May 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
Scribes defined separate (and older) dialects of Kannalan around River&#039;s Rest. In these cases the Kannalan language was slightly modified Old English, and should maybe be treated as the human language (later becoming Common) influence on Kannalan:&lt;br /&gt;
:: In [[Unfinished Smuggler&#039;s History of River&#039;s Rest]] &amp;quot;she reaped the king&amp;quot; is: &#039;&#039;&amp;quot;Or rather, the word used by the Mages in their Kannalan dialect, &amp;quot;hite ripane heahchynig,&amp;quot; which loosely translated meant, &amp;quot;she reaped the King.&amp;quot;&#039;&#039; This is more accurately Old English meaning &amp;quot;she&amp;quot; (&amp;quot;hite&amp;quot; as a modification of hēo) &amp;quot;reaped&amp;quot; (&amp;quot;ripane&amp;quot; as a modification of rīpan) the &amp;quot;high-king&amp;quot; (the fused &amp;quot;heah chynig&amp;quot; as a modification of hēahcyning). This dialect is supposed to be circa 1,000 years ago in the Citadel region, which Casler Huntington could translate.&lt;br /&gt;
:: In [[Unfinished Smuggler&#039;s History of River&#039;s Rest]] there is supposed to be an astrolabe made out of the roof of the Stone Eye that is very old (roots of) Kannalan: &#039;&#039;&amp;quot;Along the edge of the astrolabe, I discovered these words that I have yet to decipher, &amp;quot;Scēewian pae sterroan and hit cnaewe se garsecs and saes.&amp;quot;&amp;quot;&#039;&#039; This is Old English and translates as: &amp;quot;Looks&amp;quot; or &amp;quot;Sees&amp;quot; (Sċēawere, twisted as &amp;quot;Scēewian&amp;quot;); &amp;quot;the&amp;quot; (þæm, twisted as &amp;quot;pae&amp;quot;); &amp;quot;stars&amp;quot; (steorran, twisted as &amp;quot;sterroan&amp;quot;); &amp;quot;and&amp;quot; is &amp;quot;and&amp;quot;; &amp;quot;it&amp;quot; (&amp;quot;hit&amp;quot; is the Old English precursor of it); &amp;quot;knows&amp;quot; (cnæwe, twisted as &amp;quot;cnaewe&amp;quot;); &amp;quot;the&amp;quot; (se, a different Old English declension for &amp;quot;the&amp;quot;); &amp;quot;oceans&amp;quot; (gārseċġ or its plural gārseċġas, twisted as &amp;quot;garsecs&amp;quot;); &amp;quot;and&amp;quot; is &amp;quot;and&amp;quot;; &amp;quot;seas&amp;quot; (sǣs, twisted as &amp;quot;saes&amp;quot;). Scribes referred to this as &amp;quot;the older Kannalan dialect&amp;quot; in [http://forums.play.net/forums/GemStone%20IV/Cities,%20Towns,%20and%20Outposts/River&#039;s%20Rest/view/4099 a post] on the River&#039;s Rest forum, which Casler was unable to translate himself. &lt;br /&gt;
::That [http://forums.play.net/forums/GemStone%20IV/Cities,%20Towns,%20and%20Outposts/River&#039;s%20Rest/view/4081 thread] was people trying to translate the chair that has a poem written in this ancient dialect (used by the reiver ancestors) and Scribes confirming most of it. The third and sixth lines did not get satisfactorily nailed down, but &amp;quot;yfluo&amp;quot; is &amp;quot;evil&amp;quot; off the Old English &amp;quot;yfel&amp;quot;. Figuratively it is roughly:&lt;br /&gt;
:::Dunder hefansteorras wid cepanne,      &#039;&#039;(Under the evening star, we wait)&#039;&#039;&lt;br /&gt;
:::Dunder sunne paere lyftte wid beseon,  &#039;&#039;(Under the shining sun, we watch)&#039;&#039;&lt;br /&gt;
:::Wid pu bide to ba yfluo.  &#039;&#039;(something to the effect of: We all remained to banish evil)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::Awa wid cepanne,  &#039;&#039;(Always we wait)&#039;&#039;&lt;br /&gt;
:::Awa wid beseon,   &#039;&#039;(Always we watch)&#039;&#039;&lt;br /&gt;
:::Pau depas hiet sie na pas weallems &#039;&#039;(something to the effect of: Those deaths of it, not the wanderers.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::: More literally, &amp;quot;dunder&amp;quot; is substituting for &amp;quot;under&amp;quot;, &amp;quot;hefan&amp;quot; is acting as &amp;quot;hefon&amp;quot; meaning &amp;quot;heaven&amp;quot;, &amp;quot;steorras&amp;quot; is acting as the plural &amp;quot;steorran&amp;quot; meaning &amp;quot;stars&amp;quot;, &amp;quot;wid&amp;quot; is acting as &amp;quot;wīd&amp;quot; which literally means &amp;quot;wide&amp;quot; or &amp;quot;far&amp;quot;, &amp;quot;cepanne&amp;quot; is acting as &amp;quot;cēpan&amp;quot; meaning &amp;quot;to keep&amp;quot; (as in keep an eye on), &amp;quot;sunne&amp;quot; is &amp;quot;sun&amp;quot;, &amp;quot;paere&amp;quot; is acting as &amp;quot;þære&amp;quot; a feminine declension of &amp;quot;sē&amp;quot; meaning &amp;quot;the&amp;quot;, &amp;quot;lyftte&amp;quot; is acting as &amp;quot;lyft&amp;quot; is &amp;quot;air&amp;quot; and &amp;quot;-en&amp;quot; means &amp;quot;of (the thing modified)&amp;quot;, beseon is acting as &amp;quot;besēon&amp;quot; which means to behold or see, pu is acting as þū which is &amp;quot;thou&amp;quot; or &amp;quot;you&amp;quot; which here is combined with &amp;quot;wid&amp;quot; implying an expansive &amp;quot;you&amp;quot;, &amp;quot;bide&amp;quot; is the past tense of &amp;quot;bīdan&amp;quot; which means &amp;quot;remain&amp;quot;, &amp;quot;to&amp;quot; is &amp;quot;to&amp;quot;, &amp;quot;ba&amp;quot; seems to be acting as &amp;quot;ban&amp;quot; which means banish, &amp;quot;yfluo&amp;quot; is acting as &amp;quot;yfel&amp;quot; (likely its &amp;quot;yfelum&amp;quot; declensions) which means &amp;quot;evil&amp;quot;. The &amp;quot;always&amp;quot; came from the forum thread, but &amp;quot;awa&amp;quot; seems to fit better with meaning &amp;quot;away&amp;quot;, contrasting with the first stanza. This is presumably referring to the reiver ancestor story of watching over a great evil imprisoned in what is now the River&#039;s Rest region and it escaped and they traveled west overseas after it. &amp;quot;Pau&amp;quot; is acting as &amp;quot;þa&amp;quot; meaning plural &amp;quot;the&amp;quot;, &amp;quot;depas&amp;quot; is acting as &amp;quot;dēaþas&amp;quot; for plural &amp;quot;deaths&amp;quot;, &amp;quot;hiet&amp;quot; is likely acting as &amp;quot;it&amp;quot; and &amp;quot;sie&amp;quot; is acting as &amp;quot;sīe&amp;quot; the singular of &amp;quot;wesan&amp;quot; meaning to be or exist, &amp;quot;na pas&amp;quot; being &amp;quot;na þas&amp;quot; meaning &amp;quot;not the&amp;quot; plural, &amp;quot;weallems&amp;quot; might be &amp;quot;weallienne&amp;quot; the past tense of &amp;quot;weallian&amp;quot; for wander or go on a pilgrimage, or it be a plural of &amp;quot;cwealm&amp;quot; meaning death as in slaughter or plague.&lt;br /&gt;
:: Indirectly, the Cairnfang region had refugees from the northernmost Kannalan city of Ziristal about a thousand years ago, and the room painting on the Solhaven trail back to late 1998 has alternative names for the Cascade of Tears. &amp;quot;Kaskara Zahar&amp;quot; and &amp;quot;Cascade Taehhar&amp;quot;. Zahar is Old High German for &amp;quot;tear&amp;quot;, and &amp;quot;Taehhar&amp;quot; as &amp;quot;tahrą&amp;quot; is the proto-Germanic root of the Old English &amp;quot;tēar&amp;quot;, both cases referring to salty eye liquid. Kaskara is roughly how you would pronounce the Italian &amp;quot;cascare&amp;quot; out of Vulgar Latin. Further north than Ziristal was the Kingdom of Anwyn, from the Vvrael Quest and Demon Queen of Anwyn storylines, which had Elven rulers and is an area that uses a bunch of Welsh. There&#039;s some Welsh / Gaelic used in Elven Nations areas as well. So I&#039;m not sure how that should best be squared with using Welsh roots in (later?) Kannalan (presumably impacted by multiple race languages). [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 00:44, 25 May 2023 (CDT)&lt;br /&gt;
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== &#039;&#039;&#039;Already Added/Being Reviewed&#039;&#039;&#039; ==&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Kannalan_Lexicon&amp;diff=197822</id>
		<title>Talk:Kannalan Lexicon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Kannalan_Lexicon&amp;diff=197822"/>
		<updated>2023-05-25T05:44:42Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: River&amp;#039;s Rest and Cairnfang examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please add words here you believe should be included in the lexicon.  Provide a link to the relevant document or enough information about where it is in game that we can find it to review.  Thanks!  ~Xynwen&lt;br /&gt;
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== &#039;&#039;&#039;ADD NEW SUGGESTIONS HERE&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
From [[Elves of Wyrdeep]]:  &amp;quot;Chaston&#039;s Edict was amended in 4479 by Emperor Roginard to include other non-human races in addition to elves, collectively referred to as Ordlyn (an old Kannalan term). The term Hathlyn refers to half-elves.&amp;quot;&lt;br /&gt;
* Ordlyn = non-human, non-elven races&lt;br /&gt;
I&#039;m not clear if &amp;quot;hathlyn&amp;quot; is also a Kannalan term or not, however this seems to indicate it may be - or at least is derived from Kannalan. [[User:HATESHI|HATESHI]] ([[User talk:HATESHI|talk]]) 16:39, 23 May 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
Ba&#039;Lathon dates back to at least the year 2000 in [[History of the Turamzzyrian Empire]]: &#039;&#039;&amp;quot;Imperial historians call the territory the Wizardwaste, but the citizens of Krestle and Immuron call it &amp;quot;Ba&#039;Lathon&amp;quot;, which translates to &amp;quot;Land in Pain&amp;quot; in the elder Kannalar tongue.&amp;quot;&#039;&#039; [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 00:44, 25 May 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
Scribes defined separate (and older) dialects of Kannalan around River&#039;s Rest. In these cases the Kannalan language was slightly modified Old English:&lt;br /&gt;
:: In [[Unfinished Smuggler&#039;s History of River&#039;s Rest]] &amp;quot;she reaped the king&amp;quot; is: &#039;&#039;&amp;quot;Or rather, the word used by the Mages in their Kannalan dialect, &amp;quot;hite ripane heahchynig,&amp;quot; which loosely translated meant, &amp;quot;she reaped the King.&amp;quot;&#039;&#039; This is more accurately Old English meaning &amp;quot;she&amp;quot; (&amp;quot;hite&amp;quot; as a modification of hēo) &amp;quot;reaped&amp;quot; (&amp;quot;ripane&amp;quot; as a modification of rīpan) the &amp;quot;high-king&amp;quot; (the fused &amp;quot;heah chynig&amp;quot; as a modification of hēahcyning). This dialect is supposed to be circa 1,000 years ago in the Citadel region, which Casler Huntington could translate.&lt;br /&gt;
:: In [[Unfinished Smuggler&#039;s History of River&#039;s Rest]] there is supposed to be an astrolabe made out of the roof of the Stone Eye that is very old (roots of) Kannalan: &#039;&#039;&amp;quot;Along the edge of the astrolabe, I discovered these words that I have yet to decipher, &amp;quot;Scēewian pae sterroan and hit cnaewe se garsecs and saes.&amp;quot;&amp;quot;&#039;&#039; This is Old English and translates as: &amp;quot;Looks&amp;quot; or &amp;quot;Sees&amp;quot; (Sċēawere, twisted as &amp;quot;Scēewian&amp;quot;); &amp;quot;the&amp;quot; (þæm, twisted as &amp;quot;pae&amp;quot;); &amp;quot;stars&amp;quot; (steorran, twisted as &amp;quot;sterroan&amp;quot;); &amp;quot;and&amp;quot; is &amp;quot;and&amp;quot;; &amp;quot;it&amp;quot; (&amp;quot;hit&amp;quot; is the Old English precursor of it); &amp;quot;knows&amp;quot; (cnæwe, twisted as &amp;quot;cnaewe&amp;quot;); &amp;quot;the&amp;quot; (se, a different Old English declension for &amp;quot;the&amp;quot;); &amp;quot;oceans&amp;quot; (gārseċġ or its plural gārseċġas, twisted as &amp;quot;garsecs&amp;quot;); &amp;quot;and&amp;quot; is &amp;quot;and&amp;quot;; &amp;quot;seas&amp;quot; (sǣs, twisted as &amp;quot;saes&amp;quot;). Scribes referred to this as &amp;quot;the older Kannalan dialect&amp;quot; in [http://forums.play.net/forums/GemStone%20IV/Cities,%20Towns,%20and%20Outposts/River&#039;s%20Rest/view/4099 a post] on the River&#039;s Rest forum, which Casler was unable to translate himself. &lt;br /&gt;
::That [http://forums.play.net/forums/GemStone%20IV/Cities,%20Towns,%20and%20Outposts/River&#039;s%20Rest/view/4081 thread] was people trying to translate the chair that has a poem written in this ancient dialect (used by the reiver ancestors) and Scribes confirming most of it. The third and sixth lines did not get satisfactorily nailed down, but &amp;quot;yfluo&amp;quot; is &amp;quot;evil&amp;quot; off the Old English &amp;quot;yfel&amp;quot;.&lt;br /&gt;
:::Dunder hefansteorras wid cepanne,      &#039;&#039;(Under the evening star, we wait)&#039;&#039;&lt;br /&gt;
:::Dunder sunne paere lyftte wid beseon,  &#039;&#039;(Under the shining sun, we watch)&#039;&#039;&lt;br /&gt;
:::Wid pu bide to ba yfluo.  &#039;&#039;(something to the effect of: We you remain to ban evil)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::Awa wid cepanne,  &#039;&#039;(Always we wait)&#039;&#039;&lt;br /&gt;
:::Awa wid beseon,   &#039;&#039;(Always we watch)&#039;&#039;&lt;br /&gt;
:::Pau depas hiet sie na pas weallems &#039;&#039;(something to the effect of: Those deaths them not these deaths)&#039;&#039;&lt;br /&gt;
:: Indirectly, the Cairnfang region had refugees from the northern Kannalan city of Ziristal about a thousand years ago, and the room painting on the Solhaven trail back to late 1998 has alternative names for the Cascade of Tears. &amp;quot;Kaskara Zahar&amp;quot; and &amp;quot;Cascade Taehhar&amp;quot;. Zahar is Old High German for &amp;quot;tear&amp;quot;, and &amp;quot;Taehhar&amp;quot; as &amp;quot;tahrą&amp;quot; is the proto-Germanic root of the Old English &amp;quot;tēar&amp;quot;, both cases referring to salty eye liquid. Kaskara is roughly how you would pronounce the Italian &amp;quot;cascare&amp;quot; out of Vulgar Latin. Further north than Ziristal was the Kingdom of Anwyn, from the Vvrael Quest and Demon Queen of Anwyn storylines, which had Elven rulers and is an area that uses a bunch of Welsh. There&#039;s some Welsh / Gaelic used in Elven Nations areas as well. So I&#039;m not sure how that should best be squared with using Welsh roots in (later?) Kannalan. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 00:44, 25 May 2023 (CDT)&lt;br /&gt;
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== &#039;&#039;&#039;Already Added/Being Reviewed&#039;&#039;&#039; ==&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=197026</id>
		<title>Talk:Announcement: New Unofficial History Timeline Page</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=197026"/>
		<updated>2023-05-17T08:17:25Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: despana&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a lot of subtle inconsistencies or unexplained cross-relationships between historical documents. This now idle [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Wordsmiths project]] on the history of necromancy was built as my model for reconciling tons of them. This copy of it has a thousand footnotes. To be clear, I do not think inconsistencies and contradictions between documents are inherently a problem, I am almost allergic to retcons. The problem is lack of IC framing for why they are inconsistent. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Undead War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::The Undead War in particular has a lot of contradictory dates and time spans and inconsistent fine details across documents. The most serious of these is &amp;quot;[[History of the Faendryl#The Undead War|History of the Faendryl]]&amp;quot;. It has &#039;&#039;&amp;quot;Eight Patriarchs watched over the conflict&amp;quot;&#039;&#039; before the Battle of Maelshyve, which most ([[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|but]] [[Elanthian Gems#Jet|not all]]) documents date as [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,185]] Modern Era based off &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (sometimes converted into Illistim or Vaalor calendar systems with their House founding dates as year 0), during the reign of Patriarch Unsenis who is number 34. Patriarch Rythwier is number 37 at the time of the Ashrim War in [[Timeline of Elanthian History#1999-1000|+157]] Modern Era (which is itself a few centuries earlier than the reign of Caladsal implies for it in [[Ta&#039;Illistim Monarchs]], and Istmaeon&#039;s reign is two thousand years too early for the Kiramon war in it, and Alaein is 1500 years too early for the gnomes in it.) The current Patriarch [[Korvath Dardanus]] refers to himself in letters as Patriarch 39.&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;Faendryl Timeline Gap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::The eight Patriarchs could maybe be handwaved as referring to the entire [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|five thousand year]] period Despana was known to exist, since most (but [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|not all]]) documents have the Undead War being short on the scale of a few years. But then there are just two Patriarchs covering almost 15,000 years up to Rythwier Faendryl and the Ashrim War, with Patriarch 35 starting in roughly -15,180 with the Faendryl exile to the ruins of Maelshyve. &lt;br /&gt;
&lt;br /&gt;
:::The entire underground period for the Faendryl has almost no definition. The [http://www.beaconhall.net/tsoran/forums/history-forum.html original intent] was for much of (New) Ta&#039;Faendryl to be an underground city, and then &amp;quot;built on a hill overlooking Rhoska-Tor&amp;quot; with [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp regional sinister and eldritch ruins/relics], and then [[History of the Faendryl#New Ta&#039;Faendryl|later]] documentation had NTF as a [[The Theory of Governance and Social Order#New Ta&#039;Faendryl|brand new]] surface city built after moving out of Rhoska-Tor to a nearby spot only after the Ashrim War. Except there had to have been other surface constructions prior to that point, such as the port where they launched their war ships and maybe Chesylcha&#039;s wedding party. (Which I think should be defined to be Gellig so that Gellig is something major enough to explain why the Faendryl reacted so much more severely to the Turamzzyrian Empire [[History of the Turamzzyrian Empire|invading]] it in the [[Incomplete History of River&#039;s Rest#The River&#039;s Rest Irregulars of the Third Elven War|Third Elven War]]. Tedronne, Creyth, and Harald&#039;s Keep would then be oriented west to east on the Faendryl northern borderlands, with Barrett&#039;s Gorge and Brantur to the west and Gellig on the east coast, and those three fortresses meant to cut off potential intervention from the Elven Nations. Tedronne in the west toward Brantur is possibly to eventually pincer New Ta&#039;Faendryl, or to be a fall back position to force potential Faendryl retaliation to pass through the Wizardwaste and Southron Wastes. Then there is a road from Gellig toward New Ta&#039;Faendryl with the army going around the wastes and the Breaking happening southwest of Gellig and Harald&#039;s Keep, with northwest fleeing and Tedronne more in the direction of Brantur and the Wizardwaste, and Creyth more in the direction of Barrett&#039;s Gorge.) &lt;br /&gt;
&lt;br /&gt;
:::I think the sensible thing to do here is for there to be an old underground city and for what&#039;s now called New Ta&#039;Faendryl to connect down into it, and this surface facade and its five boroughs were centrally planned for organizing the whole society governance structure from the top down. I also think the [[The Theory of Governance and Social Order|&amp;quot;Patriarchal Palace&amp;quot;]] should be a center city within NTF where the Enchiridion Valentia is kept underground, akin to [https://www.nationsonline.org/maps/Vatican-City-map_1200px.jpg Vatican City], so that the Basilica is architecturally a basilica like it is in OTF and the Palace in the sense of royal residence is its own towering building. Analogous to St. Peter&#039;s Basilica versus the Apostolic Palace. This would be its own pentagon with a head building for each Pentact branch between the boulevards, with the five boulevards giving unobstructed view of the Palace itself, and the public gardens are within this center city. This would reconcile some tensions between Faendryl documents about the roles of the Basilica and the Clerisy and the Patriarchal residence and the Enchiridion archives. (e.g. Are the &amp;quot;Basilican Sorcerers&amp;quot; actually the Clerisy? Clerisy positions in the Rachis? Did Second Era Faendryl summoning, such as it actually existed in state sanctioned form to study extraplanar hazards, all happen secretly within and under the Basilica itself in OTF in a strictly controlled and scheduled way?) Or perhaps better, the &amp;quot;Basilica&amp;quot; could refer collectively to these Pentact capitol buildings (&amp;quot;edifices&amp;quot; in &amp;quot;[[The Theory of Governance and Social Order#New Ta&#039;Faendryl|The Theory of Governance and Social Order]]&amp;quot;), with a Roman style basilica part of the Palace itself for the Arch Chancellors, and the Rachis oriented basilica building for chancellors/magnates including the Palestra headquarters, and the &amp;quot;Basilica Tower&amp;quot; (mentioned in a Korvath letter) being the Clerisy building or at least part of its headquarters.&lt;br /&gt;
&lt;br /&gt;
:::So, either Unsenis and Cestimir should be pushed back to something like Patriarchs 27/28 and those eight unnamed monarchs can be between Cestimir and Rythwier, or (better) a premise can be framed that state sanctioned history by the Faendryl is somewhat revisionist / propaganda in nature and the Faendryl basically redacted that 15,000 year underground period and renumbered the Patriarchs after the Ashrim War to make the underground period sound relatively brief (allowing only one then-living memory predecessor for Rythwier.) Rythwier is officially Patriarch 37, for example, but might &amp;quot;in reality&amp;quot; be something like the 53rd Patriarch. I would add an NPC note by an Illistim scholar to the top of &amp;quot;History of the Faendryl&amp;quot; saying the Faendryl have revised their Patriarch numbers to omit things, and generally exaggerate and distort historical precedent or continuity for their current practices with dark magic. That would also take pressure off &amp;quot;[[History of the Faendryl#The Growth of Faendryl Magic|History of the Faendryl]]&amp;quot; and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; making it sound like demonic summoning was widespread and public in the capital of the Elven Empire for roughly 20,000 years leading up to the Battle of Maelshyve, while &amp;quot;[[Path to Palestra]]&amp;quot; has the Palestra academies not being founded until after the Ashrim War (and the lesser academies founded under the current Patriarch.) I would define the original Palestra purpose (circa -40,000) as guarding against demonic hazards in general, which would not have been controversial to anyone in their public facing capacity. I would also define the Faendryl bringing the Ithzir world conquerors into OTF as a symbolic gesture along the lines of &amp;quot;this is what we have been protecting you from for millennia and this is what your cities will become without us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:::&#039;&#039;&#039;ShadowGuard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:::The timing descriptions of the advance to ShadowGuard and its duration are also pretty deeply inconsistent between &amp;quot;[[History of Elanthia#III. A. The Undead War|History of Elanthia]]&amp;quot; and the Vaalor [[Ilynov Journal|journal]] [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|documents]] which have that one battle lasting months using Vaalorian calendar dates, while its present northern position on the [[Elanith]] map makes it seem like there is no reason the undead army should have even bothered stopping in that location. If ShadowGuard were instead further south between [https://gswiki.play.net/File:Sylvan_map_sm.jpg Nevishrim] and Ta&#039;Nalfein, it would be more consistent with [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|History of the Sylvan Elves]], and would be the Undead blocking in that relatively narrow pass around the mountains while they wreaked havoc in the &amp;quot;outlying provinces&amp;quot; west of the DragonSpine. In that position ShadowGuard&#039;s purpose could then be defined as a guardian on the edge of the Elven Empire&#039;s core territory for stopping dark stuff (with its &amp;quot;thaumaturge units&amp;quot;) coming out of the southern wastelands (e.g. undead, demons, cultists, dark magic criminals), and you could have an extended period of stagnation in the forests around ShadowGuard before Dharthiir suddenly shifts gears and tries to surge northeast into the Elven Empire itself. Despana and Maelshyve and her undead had been present for a [[Timeline of Elanthian History|few thousand]] years at that point, so it was a very sudden escalation contrary to her precedent.&lt;br /&gt;
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:::In that case if it does not contradict anything, I would make Harradahn (since the Undead kept advancing after ShadowGuard) the position currently labeled as ShadowGuard on the [[Elanith]] map, and move ShadowGuard down near the gap between the mountains and ocean and treat that as being to the west of Nalfein holdings. The Sylvan history also has the Battle of Harradahn in -15,195 &#039;&#039;seven&#039;&#039; years before Maelshyve in -15,188 and later than ShadowGuard, while the Vaalor journals and &amp;quot;[[Wyvern]]&amp;quot; use the equivalent of -15,186 for ShadowGuard, with the Battle of Maelshyve within &#039;&#039;one&#039;&#039; year in -15,185. Other documents have the Undead War lasting for plural &amp;quot;years&amp;quot; after Shadow Guard, including &amp;quot;[[History of Elanthia]]&amp;quot;, &amp;quot;[[History of the Truefolk]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. Duration and time gap inconsistencies are more serious than specific date inconsistencies.&lt;br /&gt;
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:::I would suggest -15,196 as the real year for ShadowGuard falling, -15,195 for Harradahn, and Maelshyve at -15,185 or -15,188, and blame it on differences between calendar systems in how they corrected or didn&#039;t correct the 365th day of the solar year. Even Julian versus Gregorian would make year large errors on these time scales. It is very difficult to reconstruct ancient chronologies from intercalculating between calendar systems, such as lunar calendars and regnal year calendars and founding year calendars where different authors disagree on the mythical founding year being used as the basis, and cross-referencing across less reliable calendars can explain much larger date range disagreements. Then other inconsistencies would be unreliable narration or differences of emphasis, like Dharthiir recruiting allies as early at [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,497]] and maybe low level provinces conflict reaching back to roughly [[History of the Sylvan Elves#Chapter Six - Nevishrim, ca. -22,460 to -15,490|-15,490]], or that could be the result of an especially large calendar system discrepancy. For example, a 360 day calendar system would create a 291 year discrepancy over 20,000 years, if it were not adjusted for by an incautious chronicler. -15,490 in that hypothetical 360 day calendar would be -15,199 Modern Era assuming that is using 365.2422 days per year as we do now on Earth. Then -15,196 Modern Era for ShadowGuard falling would make much more sense, with a fairly brief preceding period of outlying provinces falling (and recruiting humans from the West in the process.) Likewise, a flat 365 day calendar creates a 13 year error over 20,000 years.&lt;br /&gt;
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:::&#039;&#039;&#039;Despana and Undeath&#039;&#039;&#039;&lt;br /&gt;
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:::There is a very old unfortunate misreading of &amp;quot;[[History of Elanthia]]&amp;quot; that interprets the line &#039;&#039;&amp;quot;Using this ancient work, Despana created the first of the Undead.&amp;quot;&#039;&#039; to mean Despana created the first undead to ever exist. That is a self-contradiction on face value, since the premise is she found a necromancy book written by someone else. &amp;quot;Undead&amp;quot; is a proper noun in that document, referring to her horde army. That interpretation of the first undead (by mortals) is in &amp;quot;[[History of Luukos]]&amp;quot; and tacitly in the early parts of &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot;. It is contradicted outright in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, the Wolves Den implementation of the Aramur Forean hook in &amp;quot;History of Elanthia&amp;quot;, &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; dating the struggle with the Vishmiir to the Elven Empire period, and is incoherent for many reasons given the many ways undead come into existence in the world setting. (For example, &amp;quot;[[History of the Faendryl]]&amp;quot; puts veil piercing and demon summoning earlier than -40,000 Modern Era, and demons have always been defined in GemStone as causes of undeath. They are the ultimate source of undeath in DragonRealms. The Ur-Daemon are tacitly implied to be related to undeath in &amp;quot;History of Elanthia&amp;quot;, with the speculated origins of the Book of Tormtor, and we&#039;ve seen their undying body parts are profoundly corrupting.) The [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|history of necromancy]] I had written was a model for fixing this problem. Despana should be defined as having innovated hierarchical control of undead hordes (especially the rotting corpse varieties) and the use of disease curses and mass transformations of undead allowing big hordes to be rapidly made for the first time. Necromancy of undeath should be a practice dating all the way back into the Age of Darkness with demon worshippers and Marluvian cultists (e.g. vruul), and there should be a bunch of kinds of undead (e.g. corrupted spirits, extraplanar undead) that should have always been present dating back to the Ur-Daemon War.&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Dhe&#039;nar Departure and House Founding Timing&#039;&#039;&#039;&lt;br /&gt;
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::There is inconsistency on the details of the Dhe&#039;nar departure from the other Elves and the split into Houses in general. The core of the issue is that &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; has a 5,000 year gap between the Noi&#039;sho&#039;rah prophecy (circa -50,000) and the Tahlad departure (circa -45,000). &amp;quot;[[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|Timeline of Elanthian History]]&amp;quot; follows this with dating the departure as -45,293. But this makes the whole Dhe&#039;nar version of events incoherent. It is 2,000 years &#039;&#039;after&#039;&#039; the last House formed, and 4,000 years &#039;&#039;after&#039;&#039; the first House formed. (This may have happened because &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; had originally used 50,000 years ago for the Elven &#039;&#039;Empire,&#039;&#039; but the timeline document later defined the individual House / city foundings at earlier dates pushing back to 54,000 years ago, and the unofficial player Dhe&#039;nar history got canonized using the original 50,000 years ago timing. But moving that date back doesn&#039;t fix the fundamental problems. The Sylvan history is the most scholarly account of the period and makes it clear the &amp;quot;split&amp;quot; into Houses was really just the urbanization of spread out and long pre-existing colonies / bloodlines.)&lt;br /&gt;
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::&#039;&#039;&#039;(1) Age:&#039;&#039;&#039; Tahlad is Korthyr&#039;s &#039;&#039;uncle&#039;&#039; in &amp;quot;History of the Dhe&#039;nar&amp;quot; and &amp;quot;History of the Faendryl&amp;quot;. Korthyr only lives long enough to build the first borough of Ta&#039;Faendryl, founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-48,897]] in &amp;quot;Timeline of Elanthian History&amp;quot;, where Ta&#039;Faendryl was built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; and mostly under Korthyr&#039;s successor, his own great nephew Khalar Andiris in &amp;quot;[[History of the Faendryl]]&amp;quot; up until around circa -48,000. Working through the timing of Patriarchs in &amp;quot;History of the Faendryl&amp;quot;, the Dhe&#039;nar departure in &amp;quot;Timeline of Elanthian History&amp;quot; probably happened during the reign of Yshryth Silvius Patriarch 14, which is around the time the Elven Empire becomes a meaningful concept (consistent with &amp;quot;History of Elanthia&amp;quot;.) Whereas it would not have been a meaningful concept in -50,000 when none of the Houses existed yet, and the founders were most likely of different generations. Some may have not even been alive at the same time as others, or not known each other, the capital cities having been founded over a span of 1,500 years. This line in &amp;quot;History of the Faendryl&amp;quot; has to be an anachronism or &amp;quot;great man of history&amp;quot; myth: &#039;&#039;&amp;quot;The elves were ready to leave the forests and split into eight noble Houses to form the greatest empire the world had known, lead by Korthyr Faendryl, Aradhul Vaalor, Zishra Nalfein, Sharyth Ardenai, Bhoreas Ashrim, Callisto Loenthra, Linsandrych Illistim and Tahlad Tsi&#039;shalar.&amp;quot;&#039;&#039; Tahlad in turn dies around circa [[History of the Dhe&#039;nar#IV. Sharath (45,000 - 30,000 years ago)|-40,000]] in &amp;quot;History of the Dhe&#039;nar&amp;quot;. He would have been well over ten thousand years old if he was Korthyr&#039;s uncle.&lt;br /&gt;
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::&#039;&#039;&#039;(2) Founding Spread:&#039;&#039;&#039; &amp;quot;History of the Faendryl&amp;quot; words it this way: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah&#039;s cult left the forests, lead by Tahlad Tsi&#039;shalar, and later became known as the Dhe&#039;nar. Undaunted by his uncle&#039;s desertion, Korthyr Faendryl lead the rest of the elves from their home of ages amid the trees, leaving behind those that are the sylphs, and Sharyth Ardenai&#039;s line, who would lead the elven holdings there.&amp;quot;&#039;&#039; This is inconsistent in several ways. &amp;quot;[[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|History of the Sylvan Elves]]&amp;quot; has the Elves spread out in disparate colonies and living in open-air spaces outside the forests for a very long time before urbanizing, back to some time well before circa -55,000 (i.e. the split with the sylvans begins earlier than 60,000 years ago and the sylvan nomadic bands &amp;quot;gradually&amp;quot; consolidated into one colony), inconsistent with any abrupt planned division into Seven Cities of noble houses out of some central location or unified civilization. &amp;quot;Timeline of Elanthian History&amp;quot; and the documents using Illistim calendar dates have House Illistim as the first &amp;quot;House&amp;quot; in [[Timeline of Elanthian History#Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,107]]. House Ardenai was the second to last House in -47,689. The Ardenai lineages were apparently not considered [[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|&amp;quot;sylvisterai&amp;quot;]] in the pre-House period, so even with them, it would make more sense with the Sylvan history for Sharyth Ardenai to be leading a back to nature kind of movement into the Darkling Wood. Or at least having [[History of the Truefolk#The Horse War|croplands]] on the forest edges with sedentary woodland hamlets (instead of clear cutting the forests to expand croplands like the other Elves) and later moving deeper into the woods to found Ta&#039;Ardenai.&lt;br /&gt;
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::The Sylvan city of Ithnishmyn is founded circa [[History of the Sylvan Elves#Chapter Two - The First Sylvan City, ca. -45,400|-45,400]] in between Ta&#039;Ardenai and Ta&#039;Loenthra, and the Dhe&#039;nar departure is dated after that as well. There may be some cross-reference sense in this because sylvan harassment by Elven religious cults and slavers in &amp;quot;[[History of the Sylvan Elves#Chapter Three - Ithnishmyn and the Elven Nations|History of the Sylvan Elves]]&amp;quot; started around that time, and given the Dhe&#039;nar enslavement of Sylvans for eighty years mentioned in the lavender lore in [[Speech Unspoken: The Language of Flowers#Lavender|Speech Unspoken: The Language of Flowers]] (which makes no geographic sense in other time periods.) The treatment of the cities Ithnishmyn versus Ta&#039;Ardenai, for nine thousand years until -36,567, would not make much sense unless the Elves and Sylvans had culturally split much earlier. Similarly for their religious differences versus &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. The tension here I think would be best handled by establishing a framing for it as being a general disagreement among the Elven lineages (biased by their own self-interests or ideologies) about when the dissidents that eventually became the Dhe&#039;nar really left and who they were in the first place. One aspect of inconsistent views they could have of the &amp;quot;Matter of the Elven Empire&amp;quot; in general, which would be something analogous to the history and legend / founding myth mixed Matter of Britain. (e.g. the Illistim emphasize Lindsandrych Illistim founded the first city with the Chronicle keepers, the Faendryl argue Korthyr lead the House movement and so they have a perverse incentive to support the Noi&#039;sho&#039;rah/Tahlad legend, the Vaalor with their [[Wyvern]] oral tradition mythology, etc.)&lt;br /&gt;
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::&#039;&#039;&#039;(3) Separate Versions:&#039;&#039;&#039; One view would be the Dhe&#039;nar left in circa -50,000 prior to the Illistim Chronicles being founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,238]] with Noi&#039;sho&#039;rah as a real person, Tahlad as the uncle of Korthyr, and were a distinct ideological tradition who could have been their own House if they had not left (giving the premise and timing in &amp;quot;[[History of the Faendryl]]&amp;quot; and to some extent &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.) Another view might be that Tahlad, or whoever that name really refers to in practice (possibly a few people using that name-title which means &amp;quot;Student&amp;quot; in Dhe&#039;nar-si), was a dissident proselytizing for thousands of years and left with a group of followers after the Houses finished forming and the near dozen Faendryl coups (giving the circa -45,000 timing in &amp;quot;History of the Dhe&#039;nar&amp;quot;.) A third version for explaining the use of the specific date -45,293 might be an Illistim historiographer theory that the &amp;quot;Sharath&amp;quot; promised land people were really what became of some recorded reactionary offshoot branch of &amp;quot;Sharyth&amp;quot; Ardenai&#039;s movement who rejected the Houses and cities, and then left the forest after failing to convert the Sylvans. Possibly they would argue the &amp;quot;sho&#039;rah&amp;quot; (which means &amp;quot;sister&amp;quot; in Dhe&#039;nar-si) is also an oral history debasement of &amp;quot;Sharyth.&amp;quot; The second and third versions might then view the Noi&#039;sho&#039;rah story and &amp;quot;prophecy&amp;quot; as distorted with anachronistic details of the Houses and Elven Empire as a single nation, from the bloody politics and instability of the Faendryl in the millennium leading up to Yshryth&#039;s mother overthrowing the government, and then Yshryth executing her and purging those who undermine Elven unity and the eternal empire. Then becoming more distorted with Despana being read into it later. The first version would go all-in on the Noi&#039;sho&#039;rah prophecy as an actual historical event. One subtlety is that the &amp;quot;Houses&amp;quot; as a formal political organization do not need to be equivalent to the city foundings. It might be that the &amp;quot;Houses&amp;quot; were institutionalized all at once as the &amp;quot;Elven Empire&amp;quot; in the -45,000s, and that later generation of rulers named their Houses after city-founder figures from a few thousand years earlier, and so the Dhe&#039;nar do the same thing with Noi&#039;sho&#039;rah and it&#039;s all vaguely anachronistic with founder myths.&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:13, 27 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Kannalan Empire&#039;&#039;&#039;&lt;br /&gt;
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::The Kannalan Empire has some dubious chronology due to the Gnomes documentation. These do not really need to be retconned in a hard way, recontextualizing the dates would be sufficient in most cases. Though a few of them do unavoidably need hard retcons from contradictions. The term &amp;quot;Kannalan Empire&amp;quot; was almost certainly De-I.C.E.&#039;d from &amp;quot;Lankan Empire&amp;quot; (which was a totally different thing in nature) in the Path of Enlightenment messaging for the Order of Voln. This messaging has always used the year &amp;quot;1,300&amp;quot;, which would have originally referred to the timeline of the archaic world setting. The meaning of this was implicitly retconned by &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in 2000 (real world), where the year +1,300 on the Kannalan calendar is equivalent to +4,045 Modern Era. This is because that document defined Fasthr k&#039;Tafali founding the Order of Voln in +4,045 Modern Era which contradicted the &amp;quot;1300&amp;quot; year in the Order of Voln messaging. This calendar system conversion explanation for that date was explicitly canonized about a decade later (if not earlier) in &amp;quot;[[History of the Order of Voln#Section II: The Founding|History of the Order of Voln]]&amp;quot;. No explanation has ever been given, as far as I am aware, for why +2,745 Modern Era is year zero on the Kannalan calendar. But there is also no explanation for what motivates year 0 on the Modern Era calendar system. &lt;br /&gt;
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::(This could be any number of things, such as a new 365th day correction calendar system, perhaps a convention adopted by the Library of Biblia and the relatively early Chronomages. The [[Ta&#039;Illistim Monarchs]] document refers to it as the &amp;quot;Common calendar&amp;quot;, and it is at least used in the Turamzzyrian Empire. But then the choice for year 0 makes even less sense in terms of established premises if it is a Turamzzyrian convention, and the present day form of the &amp;quot;Common&amp;quot; language would not have existed yet. Though I would prefer it if Biblia itself was older than that, keeping the Bandur / Graveyard story in its original 6,300 years ago timing, which would recontextualize it as the late Age of Chaos. Because Bandur resided for a time at the Library of Biblia, and as an NPC he is still canon. There is a book by him in Moonsedge. Human fortifications beginning 8,000 years ago in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.)&lt;br /&gt;
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::The complication then enters from &amp;quot;[[Lines of Blood: A History of the Gnomes#The Great Schism|Lines of Blood: A History of the Gnomes]]&amp;quot; from roughly 2003 (real world), which dates the burghal gnomes moving into the &amp;quot;Kannalan Empire&amp;quot; a little after the year -135, but it does not say which calendar system it is using. Then &amp;quot;[[Timeline of Elanthian History]]&amp;quot; takes this and makes that &amp;quot;Circa -125&amp;quot; Modern Era. The gnome history is then talking about human cities, and Tamzyrr and &amp;quot;Selanthia&amp;quot; in year +725. Which as a Modern Era date would be 3500 years before the time of Selantha Anodheles. If it is instead +725 Kannalan, that is +3,470 Modern Era. This is still dubious, but significantly less dubious. Tamzyrr was already established as a &amp;quot;town&amp;quot; pre-dating +3,961 Modern Era in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but which has it &amp;quot;grow[ing] tremendously&amp;quot; after the trade alliance of +4,222 Modern Era. The gnome history talks about Tamzyrr as a town in &amp;quot;-125&amp;quot; and refers to &amp;quot;Selanthia&amp;quot; outside Tamzyrr in &amp;quot;+725&amp;quot;. Perhaps &amp;quot;Selanthia&amp;quot; could be defined as Tamzyrr&#039;s surrounding territory going back some ways before the Turamzzyrian Empire but still only being &amp;quot;town&amp;quot; sized during the Kannalan Empire period. Selantha would have to be named after the territory rather than the other way around, or else the Gnome history could be taken as sort of anachronistically referring to what the region was named in later centuries. &lt;br /&gt;
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::Leaving it as it is now would mean the Kannalan Empire existed for at least several thousand years. That is much longer than the Turamzzyrian Empire, much too long for a weak empire with very little lore defining it. It would also mean that Tamzyrr is over 5,000 years old and did not become a big city until several thousand years later. These are not really contradictions, but are pretty implausible and &amp;quot;just so.&amp;quot; The fluctuations framed for the past thousand years of history make several thousand years for Kannalan a strained premise. Another more subtle point that actually is a contradiction is that it [[Lines of Blood: A History of the Gnomes#The Great Schism|says]] &#039;&#039;&amp;quot; Sjandor Withycombe led the Burghal Gnomes into the cities and towns of the Kannalan Empire&amp;quot;&#039;&#039;, but then turns around and has Sjandor [[Lines of Blood: A History of the Gnomes#Bloodline Withycombe|leading]] the burghal gnomes to Tamzyrr, which along with the other human cities in the southwest were already [[History of the Turamzzyrian Empire|established]] as having &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; been part of the Kannalan Empire. Which makes the burghal gnomes in the Kannalan Empire in -125 under Sjandor a misattribution in the first place. It would have to mean later generations spread out into the Kannalan Empire from Tamzyrr. But we cannot just treat it as mythical distortions of what really happened, because the timing was then reused by other documents, &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and [[Ta&#039;Illistim Monarchs]] (converted into the Illistim calendar.) &lt;br /&gt;
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::I would suggest defining the Kannalan Empire as being founded in +2,745 Modern Era with a coronation of the Emperor of Veng, year 0 on the Kannalan calendar, which is a defined title in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. I do not know if the capital city of Veng has a defined location on the backend somewhere. For various reasons I think it would make most sense to have been somewhere in Hendor, whether or not &amp;quot;Hendor&amp;quot; was a name that only existed later, with the Kingdom of Hendor as its eventual successor state. Then the cities and so forth that formed the Kannalan Empire (or its neighbors in the case of Tamzyrr which was one of the &amp;quot;independent towns&amp;quot; that took in Kannalan refugees in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;) would be what the gnome documentation is referencing. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (which has numerous contradictory dates) could then be tweaked to having the gnomes showing up Circa +2,620 Modern Era and then put parentheses saying &amp;quot;-125 Kannalan&amp;quot;. Which recontextualizes the Gnome history document as using Kannalan dates instead of Modern Era dates. The alternative would be to have precursor alliances between cities pre-dating the formal Kannalan Empire (which could begin in +2,745), since human fortifications begin eight thousand years ago circa -3,000 Modern Era, and then the gnome history is just loosely referring to that earlier period (and Tamzyrr) as &amp;quot;Kannalan Empire&amp;quot; in an anachronistic way. Still more tortured would be to have the Kannalan Empire as a continuous entity founded in some deeply negative year on the Kannalan calendar. But I think the cleanest way to handle this is to just have the Gnome history be mostly referring to Kannalan calendar dates, and define year 0 on that calendar system as the Kannalan Empire founding.&lt;br /&gt;
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::That being said, that clearly isn&#039;t the original intent in the Gnomes document, because it uses the dates +2,389 in the Greengair section and +4,120 in the Nylem section (and the 4120 one is also used in the &amp;quot;Timeline of Elanthian History&amp;quot;), which would have to be tweaked to say &amp;quot;Modern Era&amp;quot; but the other dates tweaked to be saying &amp;quot;Kannalan&amp;quot;. It also speaks of Elven rangers having the &amp;quot;first extended contact&amp;quot; with a gnome in -4,500. This is copied over as a Modern Era date in &amp;quot;Timeline of Elanthian History&amp;quot;. However, [[Ta&#039;Illistim Monarchs]] has &amp;quot;contact was first officially made&amp;quot; sometime between 43,019 and 43,232 Illistim (-6,088 and -5,875 Modern Era) during the reign of the Mirror Alaein Illistim. Treating the -4,500 as a Kannalan date (which would be -1,755 Modern Era) actually makes that contradiction worse. The cases of Circa -4,500 (Modern Era) could be hard retconned to Circa -6,000 Modern Era, to be consistent with the Illistim monarchs documentation since a hard retcon is unavoidable in this case, and then that Illistim documentation is just using more precise dates. Or Alaein could be pushed forward around 2,000 years. (Changing the gnome dates to the Kannalan calendar also requires pushing Ardtin forward by 2,000 years, because she is the one who let the Winedotter gnomes live in Ta&#039;Illistim. As it stands Ardtin is well over 4,000 years old but had a [[Nualina Greyvael|daughter]] as a recent Handmaiden. Elven ages are broken in general but this is pretty severe even for an old NPC who is not something abnormal, like Morvule who is tens of thousands of years old.)&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:57, 5 May 2023 (CDT)&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196999</id>
		<title>Talk:Announcement: New Unofficial History Timeline Page</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196999"/>
		<updated>2023-05-17T01:07:34Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: calendar system examples for explaining date disagreements&lt;/p&gt;
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&lt;div&gt;There are a lot of subtle inconsistencies or unexplained cross-relationships between historical documents. This now idle [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Wordsmiths project]] on the history of necromancy was built as my model for reconciling tons of them. This copy of it has a thousand footnotes. To be clear, I do not think inconsistencies and contradictions between documents are inherently a problem, I am almost allergic to retcons. The problem is lack of IC framing for why they are inconsistent. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Undead War&#039;&#039;&#039;&lt;br /&gt;
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::The Undead War in particular has a lot of contradictory dates and time spans and inconsistent fine details across documents. The most serious of these is &amp;quot;[[History of the Faendryl#The Undead War|History of the Faendryl]]&amp;quot;. It has &#039;&#039;&amp;quot;Eight Patriarchs watched over the conflict&amp;quot;&#039;&#039; before the Battle of Maelshyve, which most ([[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|but]] [[Elanthian Gems#Jet|not all]]) documents date as [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,185]] Modern Era based off &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (sometimes converted into Illistim or Vaalor calendar systems with their House founding dates as year 0), during the reign of Patriarch Unsenis who is number 34. Patriarch Rythwier is number 37 at the time of the Ashrim War in [[Timeline of Elanthian History#1999-1000|+157]] Modern Era (which is itself a few centuries earlier than the reign of Caladsal implies for it in [[Ta&#039;Illistim Monarchs]], and Istmaeon&#039;s reign is two thousand years too early for the Kiramon war in it, and Alaein is 1500 years too early for the gnomes in it.) The current Patriarch [[Korvath Dardanus]] refers to himself in letters as Patriarch 39.&lt;br /&gt;
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:::&#039;&#039;&#039;Faendryl Timeline Gap&#039;&#039;&#039;&lt;br /&gt;
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:::The eight Patriarchs could maybe be handwaved as referring to the entire [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|five thousand year]] period Despana was known to exist, since most (but [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|not all]]) documents have the Undead War being short on the scale of a few years. But then there are just two Patriarchs covering almost 15,000 years up to Rythwier Faendryl and the Ashrim War, with Patriarch 35 starting in roughly -15,180 with the Faendryl exile to the ruins of Maelshyve. &lt;br /&gt;
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:::The entire underground period for the Faendryl has almost no definition. The [http://www.beaconhall.net/tsoran/forums/history-forum.html original intent] was for much of (New) Ta&#039;Faendryl to be an underground city, and then &amp;quot;built on a hill overlooking Rhoska-Tor&amp;quot; with [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp regional sinister and eldritch ruins/relics], and then [[History of the Faendryl#New Ta&#039;Faendryl|later]] documentation had NTF as a [[The Theory of Governance and Social Order#New Ta&#039;Faendryl|brand new]] surface city built after moving out of Rhoska-Tor to a nearby spot only after the Ashrim War. Except there had to have been other surface constructions prior to that point, such as the port where they launched their war ships and maybe Chesylcha&#039;s wedding party. (Which I think should be defined to be Gellig so that Gellig is something major enough to explain why the Faendryl reacted so much more severely to the Turamzzyrian Empire [[History of the Turamzzyrian Empire|invading]] it in the [[Incomplete History of River&#039;s Rest#The River&#039;s Rest Irregulars of the Third Elven War|Third Elven War]]. Tedronne, Creyth, and Harald&#039;s Keep would then be oriented west to east on the Faendryl northern borderlands, with Barrett&#039;s Gorge and Brantur to the west and Gellig on the east coast, and those three fortresses meant to cut off potential intervention from the Elven Nations. Tedronne in the west toward Brantur is possibly to eventually pincer New Ta&#039;Faendryl, or to be a fall back position to force potential Faendryl retaliation to pass through the Wizardwaste and Southron Wastes. Then there is a road from Gellig toward New Ta&#039;Faendryl with the army going around the wastes and the Breaking happening southwest of Gellig and Harald&#039;s Keep, with northwest fleeing and Tedronne more in the direction of Brantur and the Wizardwaste, and Creyth more in the direction of Barrett&#039;s Gorge.) &lt;br /&gt;
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:::I think the sensible thing to do here is for there to be an old underground city and for what&#039;s now called New Ta&#039;Faendryl to connect down into it, and this surface facade and its five boroughs were centrally planned for organizing the whole society governance structure from the top down. I also think the [[The Theory of Governance and Social Order|&amp;quot;Patriarchal Palace&amp;quot;]] should be a center city within NTF where the Enchiridion Valentia is kept underground, akin to [https://www.nationsonline.org/maps/Vatican-City-map_1200px.jpg Vatican City], so that the Basilica is architecturally a basilica like it is in OTF and the Palace in the sense of royal residence is its own towering building. Analogous to St. Peter&#039;s Basilica versus the Apostolic Palace. This would be its own pentagon with a head building for each Pentact branch between the boulevards, with the five boulevards giving unobstructed view of the Palace itself, and the public gardens are within this center city. This would reconcile some tensions between Faendryl documents about the roles of the Basilica and the Clerisy and the Patriarchal residence and the Enchiridion archives. (e.g. Are the &amp;quot;Basilican Sorcerers&amp;quot; actually the Clerisy? Clerisy positions in the Rachis? Did Second Era Faendryl summoning, such as it actually existed in state sanctioned form to study extraplanar hazards, all happen secretly within and under the Basilica itself in OTF in a strictly controlled and scheduled way?) Or perhaps better, the &amp;quot;Basilica&amp;quot; could refer collectively to these Pentact capitol buildings (&amp;quot;edifices&amp;quot; in &amp;quot;[[The Theory of Governance and Social Order#New Ta&#039;Faendryl|The Theory of Governance and Social Order]]&amp;quot;), with a Roman style basilica part of the Palace itself for the Arch Chancellors, and the Rachis oriented basilica building for chancellors/magnates including the Palestra headquarters, and the &amp;quot;Basilica Tower&amp;quot; (mentioned in a Korvath letter) being the Clerisy building or at least part of its headquarters.&lt;br /&gt;
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:::So, either Unsenis and Cestimir should be pushed back to something like Patriarchs 27/28 and those eight unnamed monarchs can be between Cestimir and Rythwier, or (better) a premise can be framed that state sanctioned history by the Faendryl is somewhat revisionist / propaganda in nature and the Faendryl basically redacted that 15,000 year underground period and renumbered the Patriarchs after the Ashrim War to make the underground period sound relatively brief (allowing only one then-living memory predecessor for Rythwier.) Rythwier is officially Patriarch 37, for example, but might &amp;quot;in reality&amp;quot; be something like the 53rd Patriarch. I would add an NPC note by an Illistim scholar to the top of &amp;quot;History of the Faendryl&amp;quot; saying the Faendryl have revised their Patriarch numbers to omit things, and generally exaggerate and distort historical precedent or continuity for their current practices with dark magic. That would also take pressure off &amp;quot;[[History of the Faendryl#The Growth of Faendryl Magic|History of the Faendryl]]&amp;quot; and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; making it sound like demonic summoning was widespread and public in the capital of the Elven Empire for roughly 20,000 years leading up to the Battle of Maelshyve, while &amp;quot;[[Path to Palestra]]&amp;quot; has the Palestra academies not being founded until after the Ashrim War (and the lesser academies founded under the current Patriarch.) I would define the original Palestra purpose (circa -40,000) as guarding against demonic hazards in general, which would not have been controversial to anyone in their public facing capacity. I would also define the Faendryl bringing the Ithzir world conquerors into OTF as a symbolic gesture along the lines of &amp;quot;this is what we have been protecting you from for millennia and this is what your cities will become without us.&amp;quot;&lt;br /&gt;
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:::&#039;&#039;&#039;ShadowGuard&#039;&#039;&#039;&lt;br /&gt;
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:::The timing descriptions of the advance to ShadowGuard and its duration are also pretty deeply inconsistent between &amp;quot;[[History of Elanthia#III. A. The Undead War|History of Elanthia]]&amp;quot; and the Vaalor [[Ilynov Journal|journal]] [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|documents]] which have that one battle lasting months using Vaalorian calendar dates, while its present northern position on the [[Elanith]] map makes it seem like there is no reason the undead army should have even bothered stopping in that location. If ShadowGuard were instead further south between [https://gswiki.play.net/File:Sylvan_map_sm.jpg Nevishrim] and Ta&#039;Nalfein, it would be more consistent with [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|History of the Sylvan Elves]], and would be the Undead blocking in that relatively narrow pass around the mountains while they wreaked havoc in the &amp;quot;outlying provinces&amp;quot; west of the DragonSpine. In that position ShadowGuard&#039;s purpose could then be defined as a guardian position on the edge of the Elven Empire&#039;s core territory for dark stuff coming out of the southern wastelands, and you could have an extended period of stagnation in the forests around ShadowGuard before Dharthiir suddenly shifts gears and tries to surge northeast into the Elven Empire itself. In that case if it does not contradict anything, I would make Harradahn (since the Undead kept advancing after ShadowGuard) the position currently labeled as ShadowGuard on the [[Elanith]] map, and move ShadowGuard down near the gap between the mountains and ocean and treat that as being to the west of Nalfein holdings. The Sylvan history also has the Battle of Harradahn in -15,195 &#039;&#039;seven&#039;&#039; years before Maelshyve in -15,188 and later than ShadowGuard, while the Vaalor journals and &amp;quot;[[Wyvern]]&amp;quot; use the equivalent of -15,186 for ShadowGuard, with the Battle of Maelshyve within &#039;&#039;one&#039;&#039; year in -15,185. Other documents have the Undead War lasting for plural &amp;quot;years&amp;quot; after Shadow Guard, including &amp;quot;[[History of Elanthia]]&amp;quot;, &amp;quot;[[History of the Truefolk]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. &lt;br /&gt;
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:::I would suggest -15,196 as the real year for ShadowGuard falling, -15,195 for Harradahn, and Maelshyve at -15,185 or -15,188, and blame it on differences between calendar systems in how they corrected or didn&#039;t correct the 365th day of the solar year. Even Julian versus Gregorian would make year large errors on these time scales. It is very difficult to reconstruct ancient chronologies from intercalculating between calendar systems, such as lunar calendars and regnal year calendars and founding year calendars where different authors disagree on the mythical founding year being used as the basis, and cross-referencing across less reliable calendars can explain much larger date range disagreements. Then other inconsistencies would be unreliable narration or differences of emphasis, like Dharthiir recruiting allies as early at [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,497]] and maybe low level provinces conflict reaching back to roughly [[History of the Sylvan Elves#Chapter Six - Nevishrim, ca. -22,460 to -15,490|-15,490]], or that could be the result of an especially large calendar system discrepancy. For example, a 360 day calendar system would create a 291 year discrepancy over 20,000 years, if it were not adjusted for by an incautious chronicler. -15,490 in that hypothetical 360 day calendar would be -15,199 Modern Era assuming that is using 365.2422 days per year as we do now on Earth. Then -15,196 Modern Era for ShadowGuard falling would make much more sense, with a fairly brief preceding period of outlying provinces falling (and recruiting humans from the West in the process.) Likewise, a flat 365 day calendar creates a 13 year error over 20,000 years.&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Dhe&#039;nar Departure and House Founding Timing&#039;&#039;&#039;&lt;br /&gt;
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::There is inconsistency on the details of the Dhe&#039;nar departure from the other Elves and the split into Houses in general. The core of the issue is that &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; has a 5,000 year gap between the Noi&#039;sho&#039;rah prophecy (circa -50,000) and the Tahlad departure (circa -45,000). &amp;quot;[[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|Timeline of Elanthian History]]&amp;quot; follows this with dating the departure as -45,293. But this makes the whole Dhe&#039;nar version of events incoherent. It is 2,000 years &#039;&#039;after&#039;&#039; the last House formed, and 4,000 years &#039;&#039;after&#039;&#039; the first House formed. (This may have happened because &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; had originally used 50,000 years ago for the Elven &#039;&#039;Empire,&#039;&#039; but the timeline document later defined the individual House / city foundings at earlier dates pushing back to 54,000 years ago, and the unofficial player Dhe&#039;nar history got canonized using the original 50,000 years ago timing. But moving that date back doesn&#039;t fix the fundamental problems. The Sylvan history is the most scholarly account of the period and makes it clear the &amp;quot;split&amp;quot; into Houses was really just the urbanization of spread out and long pre-existing colonies / bloodlines.)&lt;br /&gt;
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::&#039;&#039;&#039;(1) Age:&#039;&#039;&#039; Tahlad is Korthyr&#039;s &#039;&#039;uncle&#039;&#039; in &amp;quot;History of the Dhe&#039;nar&amp;quot; and &amp;quot;History of the Faendryl&amp;quot;. Korthyr only lives long enough to build the first borough of Ta&#039;Faendryl, founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-48,897]] in &amp;quot;Timeline of Elanthian History&amp;quot;, where Ta&#039;Faendryl was built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; and mostly under Korthyr&#039;s successor, his own great nephew Khalar Andiris in &amp;quot;[[History of the Faendryl]]&amp;quot; up until around circa -48,000. Working through the timing of Patriarchs in &amp;quot;History of the Faendryl&amp;quot;, the Dhe&#039;nar departure in &amp;quot;Timeline of Elanthian History&amp;quot; probably happened during the reign of Yshryth Silvius Patriarch 14, which is around the time the Elven Empire becomes a meaningful concept (consistent with &amp;quot;History of Elanthia&amp;quot;.) Whereas it would not have been a meaningful concept in -50,000 when none of the Houses existed yet, and the founders were most likely of different generations. Some may have not even been alive at the same time as others, or not known each other, the capital cities having been founded over a span of 1,500 years. This line in &amp;quot;History of the Faendryl&amp;quot; has to be an anachronism or &amp;quot;great man of history&amp;quot; myth: &#039;&#039;&amp;quot;The elves were ready to leave the forests and split into eight noble Houses to form the greatest empire the world had known, lead by Korthyr Faendryl, Aradhul Vaalor, Zishra Nalfein, Sharyth Ardenai, Bhoreas Ashrim, Callisto Loenthra, Linsandrych Illistim and Tahlad Tsi&#039;shalar.&amp;quot;&#039;&#039; Tahlad in turn dies around circa [[History of the Dhe&#039;nar#IV. Sharath (45,000 - 30,000 years ago)|-40,000]] in &amp;quot;History of the Dhe&#039;nar&amp;quot;. He would have been well over ten thousand years old if he was Korthyr&#039;s uncle.&lt;br /&gt;
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::&#039;&#039;&#039;(2) Founding Spread:&#039;&#039;&#039; &amp;quot;History of the Faendryl&amp;quot; words it this way: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah&#039;s cult left the forests, lead by Tahlad Tsi&#039;shalar, and later became known as the Dhe&#039;nar. Undaunted by his uncle&#039;s desertion, Korthyr Faendryl lead the rest of the elves from their home of ages amid the trees, leaving behind those that are the sylphs, and Sharyth Ardenai&#039;s line, who would lead the elven holdings there.&amp;quot;&#039;&#039; This is inconsistent in several ways. &amp;quot;[[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|History of the Sylvan Elves]]&amp;quot; has the Elves spread out in disparate colonies and living in open-air spaces outside the forests for a very long time before urbanizing, back to some time well before circa -55,000 (i.e. the split with the sylvans begins earlier than 60,000 years ago and the sylvan nomadic bands &amp;quot;gradually&amp;quot; consolidated into one colony), inconsistent with any abrupt planned division into Seven Cities of noble houses out of some central location or unified civilization. &amp;quot;Timeline of Elanthian History&amp;quot; and the documents using Illistim calendar dates have House Illistim as the first &amp;quot;House&amp;quot; in [[Timeline of Elanthian History#Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,107]]. House Ardenai was the second to last House in -47,689. The Ardenai lineages were apparently not considered [[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|&amp;quot;sylvisterai&amp;quot;]] in the pre-House period, so even with them, it would make more sense with the Sylvan history for Sharyth Ardenai to be leading a back to nature kind of movement into the Darkling Wood. Or at least having [[History of the Truefolk#The Horse War|croplands]] on the forest edges with sedentary woodland hamlets (instead of clear cutting the forests to expand croplands like the other Elves) and later moving deeper into the woods to found Ta&#039;Ardenai.&lt;br /&gt;
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::The Sylvan city of Ithnishmyn is founded circa [[History of the Sylvan Elves#Chapter Two - The First Sylvan City, ca. -45,400|-45,400]] in between Ta&#039;Ardenai and Ta&#039;Loenthra, and the Dhe&#039;nar departure is dated after that as well. There may be some cross-reference sense in this because sylvan harassment by Elven religious cults and slavers in &amp;quot;[[History of the Sylvan Elves#Chapter Three - Ithnishmyn and the Elven Nations|History of the Sylvan Elves]]&amp;quot; started around that time, and given the Dhe&#039;nar enslavement of Sylvans for eighty years mentioned in the lavender lore in [[Speech Unspoken: The Language of Flowers#Lavender|Speech Unspoken: The Language of Flowers]] (which makes no geographic sense in other time periods.) The treatment of the cities Ithnishmyn versus Ta&#039;Ardenai, for nine thousand years until -36,567, would not make much sense unless the Elves and Sylvans had culturally split much earlier. Similarly for their religious differences versus &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. The tension here I think would be best handled by establishing a framing for it as being a general disagreement among the Elven lineages (biased by their own self-interests or ideologies) about when the dissidents that eventually became the Dhe&#039;nar really left and who they were in the first place. One aspect of inconsistent views they could have of the &amp;quot;Matter of the Elven Empire&amp;quot; in general, which would be something analogous to the history and legend / founding myth mixed Matter of Britain. (e.g. the Illistim emphasize Lindsandrych Illistim founded the first city with the Chronicle keepers, the Faendryl argue Korthyr lead the House movement and so they have a perverse incentive to support the Noi&#039;sho&#039;rah/Tahlad legend, the Vaalor with their [[Wyvern]] oral tradition mythology, etc.)&lt;br /&gt;
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::&#039;&#039;&#039;(3) Separate Versions:&#039;&#039;&#039; One view would be the Dhe&#039;nar left in circa -50,000 prior to the Illistim Chronicles being founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,238]] with Noi&#039;sho&#039;rah as a real person, Tahlad as the uncle of Korthyr, and were a distinct ideological tradition who could have been their own House if they had not left (giving the premise and timing in &amp;quot;[[History of the Faendryl]]&amp;quot; and to some extent &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.) Another view might be that Tahlad, or whoever that name really refers to in practice (possibly a few people using that name-title which means &amp;quot;Student&amp;quot; in Dhe&#039;nar-si), was a dissident proselytizing for thousands of years and left with a group of followers after the Houses finished forming and the near dozen Faendryl coups (giving the circa -45,000 timing in &amp;quot;History of the Dhe&#039;nar&amp;quot;.) A third version for explaining the use of the specific date -45,293 might be an Illistim historiographer theory that the &amp;quot;Sharath&amp;quot; promised land people were really what became of some recorded reactionary offshoot branch of &amp;quot;Sharyth&amp;quot; Ardenai&#039;s movement who rejected the Houses and cities, and then left the forest after failing to convert the Sylvans. Possibly they would argue the &amp;quot;sho&#039;rah&amp;quot; (which means &amp;quot;sister&amp;quot; in Dhe&#039;nar-si) is also an oral history debasement of &amp;quot;Sharyth.&amp;quot; The second and third versions might then view the Noi&#039;sho&#039;rah story and &amp;quot;prophecy&amp;quot; as distorted with anachronistic details of the Houses and Elven Empire as a single nation, from the bloody politics and instability of the Faendryl in the millennium leading up to Yshryth&#039;s mother overthrowing the government, and then Yshryth executing her and purging those who undermine Elven unity and the eternal empire. Then becoming more distorted with Despana being read into it later. The first version would go all-in on the Noi&#039;sho&#039;rah prophecy as an actual historical event. One subtlety is that the &amp;quot;Houses&amp;quot; as a formal political organization do not need to be equivalent to the city foundings. It might be that the &amp;quot;Houses&amp;quot; were institutionalized all at once as the &amp;quot;Elven Empire&amp;quot; in the -45,000s, and that later generation of rulers named their Houses after city-founder figures from a few thousand years earlier, and so the Dhe&#039;nar do the same thing with Noi&#039;sho&#039;rah and it&#039;s all vaguely anachronistic with founder myths.&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:13, 27 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Kannalan Empire&#039;&#039;&#039;&lt;br /&gt;
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::The Kannalan Empire has some dubious chronology due to the Gnomes documentation. These do not really need to be retconned in a hard way, recontextualizing the dates would be sufficient in most cases. Though a few of them do unavoidably need hard retcons from contradictions. The term &amp;quot;Kannalan Empire&amp;quot; was almost certainly De-I.C.E.&#039;d from &amp;quot;Lankan Empire&amp;quot; (which was a totally different thing in nature) in the Path of Enlightenment messaging for the Order of Voln. This messaging has always used the year &amp;quot;1,300&amp;quot;, which would have originally referred to the timeline of the archaic world setting. The meaning of this was implicitly retconned by &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in 2000 (real world), where the year +1,300 on the Kannalan calendar is equivalent to +4,045 Modern Era. This is because that document defined Fasthr k&#039;Tafali founding the Order of Voln in +4,045 Modern Era which contradicted the &amp;quot;1300&amp;quot; year in the Order of Voln messaging. This calendar system conversion explanation for that date was explicitly canonized about a decade later (if not earlier) in &amp;quot;[[History of the Order of Voln#Section II: The Founding|History of the Order of Voln]]&amp;quot;. No explanation has ever been given, as far as I am aware, for why +2,745 Modern Era is year zero on the Kannalan calendar. But there is also no explanation for what motivates year 0 on the Modern Era calendar system. &lt;br /&gt;
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::(This could be any number of things, such as a new 365th day correction calendar system, perhaps a convention adopted by the Library of Biblia and the relatively early Chronomages. The [[Ta&#039;Illistim Monarchs]] document refers to it as the &amp;quot;Common calendar&amp;quot;, and it is at least used in the Turamzzyrian Empire. But then the choice for year 0 makes even less sense in terms of established premises if it is a Turamzzyrian convention, and the present day form of the &amp;quot;Common&amp;quot; language would not have existed yet. Though I would prefer it if Biblia itself was older than that, keeping the Bandur / Graveyard story in its original 6,300 years ago timing, which would recontextualize it as the late Age of Chaos. Because Bandur resided for a time at the Library of Biblia, and as an NPC he is still canon. There is a book by him in Moonsedge. Human fortifications beginning 8,000 years ago in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.)&lt;br /&gt;
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::The complication then enters from &amp;quot;[[Lines of Blood: A History of the Gnomes#The Great Schism|Lines of Blood: A History of the Gnomes]]&amp;quot; from roughly 2003 (real world), which dates the burghal gnomes moving into the &amp;quot;Kannalan Empire&amp;quot; a little after the year -135, but it does not say which calendar system it is using. Then &amp;quot;[[Timeline of Elanthian History]]&amp;quot; takes this and makes that &amp;quot;Circa -125&amp;quot; Modern Era. The gnome history is then talking about human cities, and Tamzyrr and &amp;quot;Selanthia&amp;quot; in year +725. Which as a Modern Era date would be 3500 years before the time of Selantha Anodheles. If it is instead +725 Kannalan, that is +3,470 Modern Era. This is still dubious, but significantly less dubious. Tamzyrr was already established as a &amp;quot;town&amp;quot; pre-dating +3,961 Modern Era in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but which has it &amp;quot;grow[ing] tremendously&amp;quot; after the trade alliance of +4,222 Modern Era. The gnome history talks about Tamzyrr as a town in &amp;quot;-125&amp;quot; and refers to &amp;quot;Selanthia&amp;quot; outside Tamzyrr in &amp;quot;+725&amp;quot;. Perhaps &amp;quot;Selanthia&amp;quot; could be defined as Tamzyrr&#039;s surrounding territory going back some ways before the Turamzzyrian Empire but still only being &amp;quot;town&amp;quot; sized during the Kannalan Empire period. Selantha would have to be named after the territory rather than the other way around, or else the Gnome history could be taken as sort of anachronistically referring to what the region was named in later centuries. &lt;br /&gt;
&lt;br /&gt;
::Leaving it as it is now would mean the Kannalan Empire existed for at least several thousand years. That is much longer than the Turamzzyrian Empire, much too long for a weak empire with very little lore defining it. It would also mean that Tamzyrr is over 5,000 years old and did not become a big city until several thousand years later. These are not really contradictions, but are pretty implausible and &amp;quot;just so.&amp;quot; The fluctuations framed for the past thousand years of history make several thousand years for Kannalan a strained premise. Another more subtle point that actually is a contradiction is that it [[Lines of Blood: A History of the Gnomes#The Great Schism|says]] &#039;&#039;&amp;quot; Sjandor Withycombe led the Burghal Gnomes into the cities and towns of the Kannalan Empire&amp;quot;&#039;&#039;, but then turns around and has Sjandor [[Lines of Blood: A History of the Gnomes#Bloodline Withycombe|leading]] the burghal gnomes to Tamzyrr, which along with the other human cities in the southwest were already [[History of the Turamzzyrian Empire|established]] as having &#039;&#039;&#039;&#039;&#039;not&#039;&#039;&#039;&#039;&#039; been part of the Kannalan Empire. Which makes the burghal gnomes in the Kannalan Empire in -125 under Sjandor a misattribution in the first place. It would have to mean later generations spread out into the Kannalan Empire from Tamzyrr. But we cannot just treat it as mythical distortions of what really happened, because the timing was then reused by other documents, &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and [[Ta&#039;Illistim Monarchs]] (converted into the Illistim calendar.) &lt;br /&gt;
&lt;br /&gt;
::I would suggest defining the Kannalan Empire as being founded in +2,745 Modern Era with a coronation of the Emperor of Veng, year 0 on the Kannalan calendar, which is a defined title in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. I do not know if the capital city of Veng has a defined location on the backend somewhere. For various reasons I think it would make most sense to have been somewhere in Hendor, whether or not &amp;quot;Hendor&amp;quot; was a name that only existed later, with the Kingdom of Hendor as its eventual successor state. Then the cities and so forth that formed the Kannalan Empire (or its neighbors in the case of Tamzyrr which was one of the &amp;quot;independent towns&amp;quot; that took in Kannalan refugees in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;) would be what the gnome documentation is referencing. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (which has numerous contradictory dates) could then be tweaked to having the gnomes showing up Circa +2,620 Modern Era and then put parentheses saying &amp;quot;-125 Kannalan&amp;quot;. Which recontextualizes the Gnome history document as using Kannalan dates instead of Modern Era dates. The alternative would be to have precursor alliances between cities pre-dating the formal Kannalan Empire (which could begin in +2,745), since human fortifications begin eight thousand years ago circa -3,000 Modern Era, and then the gnome history is just loosely referring to that earlier period (and Tamzyrr) as &amp;quot;Kannalan Empire&amp;quot; in an anachronistic way. Still more tortured would be to have the Kannalan Empire as a continuous entity founded in some deeply negative year on the Kannalan calendar. But I think the cleanest way to handle this is to just have the Gnome history be mostly referring to Kannalan calendar dates, and define year 0 on that calendar system as the Kannalan Empire founding.&lt;br /&gt;
&lt;br /&gt;
::That being said, that clearly isn&#039;t the original intent in the Gnomes document, because it uses the dates +2,389 in the Greengair section and +4,120 in the Nylem section (and the 4120 one is also used in the &amp;quot;Timeline of Elanthian History&amp;quot;), which would have to be tweaked to say &amp;quot;Modern Era&amp;quot; but the other dates tweaked to be saying &amp;quot;Kannalan&amp;quot;. It also speaks of Elven rangers having the &amp;quot;first extended contact&amp;quot; with a gnome in -4,500. This is copied over as a Modern Era date in &amp;quot;Timeline of Elanthian History&amp;quot;. However, [[Ta&#039;Illistim Monarchs]] has &amp;quot;contact was first officially made&amp;quot; sometime between 43,019 and 43,232 Illistim (-6,088 and -5,875 Modern Era) during the reign of the Mirror Alaein Illistim. Treating the -4,500 as a Kannalan date (which would be -1,755 Modern Era) actually makes that contradiction worse. The cases of Circa -4,500 (Modern Era) could be hard retconned to Circa -6,000 Modern Era, to be consistent with the Illistim monarchs documentation since a hard retcon is unavoidable in this case, and then that Illistim documentation is just using more precise dates. Or Alaein could be pushed forward around 2,000 years. (Changing the gnome dates to the Kannalan calendar also requires pushing Ardtin forward by 2,000 years, because she is the one who let the Winedotter gnomes live in Ta&#039;Illistim. As it stands Ardtin is well over 4,000 years old but had a [[Nualina Greyvael|daughter]] as a recent Handmaiden. Elven ages are broken in general but this is pretty severe even for an old NPC who is not something abnormal, like Morvule who is tens of thousands of years old.)&lt;br /&gt;
&lt;br /&gt;
::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:57, 5 May 2023 (CDT)&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=196584</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=196584"/>
		<updated>2023-05-10T19:09:49Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: exile plants/livestock tweak; footnotes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are OOC footnotes for the &#039;&#039;&#039;unofficial&#039;&#039;&#039; document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|&amp;quot;Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
This is meant to explain the motivating logic behind embellishments and what gaps or inconsistencies are being reconciled. (It is actually pretty light on 100% fabrications, which are bolded on the linked copy above without the footnotes.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Forbidden Knowledge and the Black Arts===&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist,[1] I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts[2] and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent.[3] What follows here is a brief survey in three volumes.[4] It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order.[5] It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms.[6] There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.[7]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[1] [[Harrowing and Esoteric Archaeology|Occult archaeology]], or &amp;quot;esoteric archaeology&amp;quot; and &amp;quot;occult philology&amp;quot;, are made up disciplines Xorus explained once for a Faendryl symposium.&lt;br /&gt;
[2] &amp;quot;Black arts&amp;quot; is used in this to refer to highly corruptive magic performed by villain types that is worse and more condemned than the sorcery typically used by Faendryl. (e.g. the [[Blood of the Sea: The Krolvin and Their Descendants|blood mages]] of the krolvin, who Auchand has said on Discord is the only major culture that practices blood magic, and that it is worse / darker than what we call sorcery.) It is used as a distinction from the term &amp;quot;dark arts&amp;quot;, which refers to contemporary sorcery having partly overlapped with historical black arts. The document explicitly and overtly historicizes the word &amp;quot;sorcery&amp;quot;, so that its present meaning / conventions are a product of history, while addressing all its conceptual ambiguities.&lt;br /&gt;
[3] This document treats magic as arising from intellectual and cultural traditions, with a corresponding history of ideas and influenced by historical forces. It splits apart various aspects under the umbrella &amp;quot;sorcerer&amp;quot; into different origins and kinds. It was also to break up the excessive conflation and near monopoly of sorcery by the Faendryl.&lt;br /&gt;
[4] Volume 2 fleshes out the meaning of &amp;quot;black arts&amp;quot; (and magical corruption), taking that term from the original [[Legend of the Necropolis of Etrevion (essay)|&amp;quot;Legend of the Necropolis of Etrevion&amp;quot;]] story for the [[The Graveyard|Graveyard]]. Volume 3 is classification schemes for the unliving. The volumes are stand-alone, more or less, but interrelated. Some terminology in Volume 1 is elaborated in the other volumes. Volume 1 is more or less polished. Volumes 2 and 3 are rough drafts and might better be broken up and cannibalized into more specialized documents.&lt;br /&gt;
[5] The document is trying to characterize traditions out of kinds of cultures (e.g. animism -&amp;gt; druidism, shamanism) as tendencies, rather than the messy gritty details of concrete history, where there would be tons of redundancy and reinventions. This was intentionally done to avoid filtering everything through individual race monocultures, which is a defect of Elanthia&#039;s lore documentation in general, and instead speaks of propensities from worldviews and value systems with geographical or sociopolitical/economic conditions. &lt;br /&gt;
[6] This terminology is explained later in this document. &amp;quot;dark sorcery&amp;quot; is a distinction from &amp;quot;classical sorcery&amp;quot;, and this sentence amounts to saying the document is written with a Faendryl bias. The sentence &amp;quot;sorcery is demonology and necromancy&amp;quot; is true of &amp;quot;dark sorcery&amp;quot;, but it is not true (or very strained and forced) of the way this document defines &amp;quot;classical sorcery&amp;quot;, which is based instead directly on the Sorcerer class definition (which originated in I.C.E. and in practice has only ever accurately characterized a subset of the spell list in GemStone, whereas the duality of demonology and necromancy lores was not implemented until the GemStone IV conversion.)&lt;br /&gt;
[7] Hedge on the scope of its correctness, and allowance for having Faendryl bias but also saying things Faendryl would not like. IC author is contrary on some matters such as the Arkati and Drakes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way.[8] For this I will defer to ethnographers and religious historians.[9] In this compendium the unifying focus is necromancy in a very broad sense.[10] Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions.[11] It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.[12]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[8] This is an &amp;quot;Other&amp;quot;-ing framing where archetype categories (e.g. &amp;quot;witch&amp;quot;, &amp;quot;warlock&amp;quot;, &amp;quot;shaman&amp;quot;, &amp;quot;druid&amp;quot;) are used compared to some orthodoxy (Faendryl sorcery, magical theory), not necessarily the ways the people being described would describe themselves. It also uses specific definitions for those words, which are not necessarily the same ordinary usage meanings by others. (e.g. Dhe&#039;nar warlocks may not directly be what this document means by &amp;quot;warlock&amp;quot;)&lt;br /&gt;
[9] This is glib. It would be a very dangerous thing for an ordinary academic to study.&lt;br /&gt;
[10] The scope of &amp;quot;necromancy&amp;quot; is more defined in Volume 2. Sorcerer profession [[Sorcerous Lore, Necromancy|mechanical &amp;quot;necromancy&amp;quot;]] is generally everything related to flesh, blood, life forces, spirit, effectively filling in for the term &amp;quot;animate matter.&amp;quot; This texts broaden the historical scope of the term, so that 50,000 years ago it would instead refer to stuff like communing with departed spirits and resurrections, because that is &amp;quot;death magic.&amp;quot; While the contemporary meaning is written in an inherently sorcerous form but significantly broader than undeath.&lt;br /&gt;
[11] This is explicitly framing this document as IC engaging in convention construction to make an internally consistent rationalist framework.&lt;br /&gt;
[12] The recency bias applies more to Volumes 2 and 3 in terms of examples. But the general point is that interpreting records of past events and practices is warped by expressing it in terms of what exists or is considered important in the present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
Vice Chancellor Emeritus&amp;lt;br&amp;gt;&lt;br /&gt;
Hazalred Thaumaturgical Insitute[13]&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[13] This is a completely made up institution and title within the [[The Theory of Governance and Social Order#Clerisy|Clerisy]]. It is named after the ancient Faendryl NPC [[Abdullahi Hazalred]] (which is an obvious easter egg of Lovecraft&#039;s Abdul Alhazred, the fictional author of the Necronomicon, a grimoire with information on summoning otherworldly daemons in the Lovecraft mythos.) Ranks below the level of &amp;quot;Chancellor&amp;quot; are not defined in present documentation, but this could change in the future (e.g. &amp;quot;[[Pathways to the Orders of the Turamzzyrian Empire]]&amp;quot; in May 2023).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volume I: The History of Necromancy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul.[14] In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods.[15] It took its earliest forms in mortuary rituals and the divination of ancestral spirits.[16] Throughout history it has become an ever darker form of magic, splitting from its spiritual roots.[17] It is now the black arts of foul corruption and the utter debasement of life and death.[18] Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood.[19] But necromancy has never been as narrow as the undead, and has taken many other forms in history.[20]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[14] The general idea is that it is not just spiritual magic, or calling on spirits, but coercively or corruptingly using the substances of life and spirit. This is referring to the more modern meaning of the word, which is contrasted by the next sentence. We are also keeping consistent here with DragonRealms on [https://elanthipedia.play.net/Category:Necromancer_spells &amp;quot;necromancy&amp;quot;] being the hybridizing of life mana, or in special cases holy mana. Life and holy mana are tacitly distinct in GemStone (e.g. Cleric/Paladin base spells and Convert mechanics versus Ranger/Empath base spells), but are treated monolithically as spiritual magic.&lt;br /&gt;
[15] This is what the word would have meant in the early Elven Empire or pre-House villages and colonies, roughly 50,000 to 60,000 years ago, before it went down darker paths. Black arts may have already existed in southern wastelands, but the technical term &amp;quot;necromancy&amp;quot; ought to begin in the Elven Empire to refer to divination practices with spirits of the dead and then have its meaning shift later.&lt;br /&gt;
[16] Rationalist characterization of spiritual and animist magic.&lt;br /&gt;
[17] Necromancy refers to sorcery practices now, which is hybrid magic rather than spiritual magic. This document explains how the precursor forms got twisted into sorcerous forms.&lt;br /&gt;
[18] This refers to what most non-Faendryl mean by the word &amp;quot;necromancy&amp;quot; in the present day. The next sentence instead refers to what this document calls the &amp;quot;dark arts&amp;quot; meaning of necromancy (i.e. Faendryl dominated paradigm) rather than the &amp;quot;black arts&amp;quot; meaning.&lt;br /&gt;
[19] This is what Faendryl and self-identified &amp;quot;sorcerers&amp;quot; (guild member types) often mean by &amp;quot;necromancy&amp;quot;. This typically would not include the darkest stuff, like what this document calls &amp;quot;soulcrafting&amp;quot;. It is presumably illegal in Faendryl lands, for example, to make yourself into a lich and continue on in Faendryl society that way.&lt;br /&gt;
[20] Explicitly stating that we are using a broader definition than undead magic, and that we are historicizing the concept.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds.[21] More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify.[22] Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares.[23] In this way it is difficult to illustrate the whole tapestry of the black arts.[24] Whether a given horror is undead, demonic, or something else, is not always obvious.[25] That is the legacy of necromancers.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[21] This is a thesis statement for defining (contemporary) necromancy as a mode of sorcery, where this definition of it is inclusive of the black arts. Implicitly this is referring to &amp;quot;animate matter&amp;quot;, whereas a similar statement for inanimate matter might include the darkest stuff covered by the word &amp;quot;demonology&amp;quot;, or else be where they converge on each other.&lt;br /&gt;
[22] This is rooted in how &amp;quot;sorcery&amp;quot; is defined in this text as unnatural fusions and contradictions. That is keeping consistent with the way sorcery and necromancy are defined in DragonRealms. The distinction between transformation and transmogrification is elaborated in Volumes 2 and 3. Loosely, the convention used here is that transmogrification is more irreversible, more perverse and foundationally corrupted.&lt;br /&gt;
[23] This is elaborated more in Volumes 2 and 3. It is retaining consistency with the metaphysical category corruptions used in DragonRealms&#039; [https://elanthipedia.play.net/Sorcery magic theory for sorcery].&lt;br /&gt;
[24] Hedge for keeping the definitions and examples open ended rather than exhausted by a normative definition. It is also framing a recognition of the inherent blurriness or ill-definition of a lot of this stuff, or that there is a lack of full understanding of what&#039;s really happening in the darker stuff. This is related to the meaning of &amp;quot;esoteric&amp;quot; magic later in this document, and how black arts rituals are characterized in relation to flow magic in Volume 2.&lt;br /&gt;
[25] This is elaborated much more in Volumes 2 and 3. GemStone has always had precedents of artificially made demons and blurring between demons and undead, dating back to early I.C.E. books and all the way through to modern stories. The simplistic formula of &amp;quot;undead are cursed souls of the dead of this world&amp;quot; and &amp;quot;demons are inherently things native to other planes and not this world&amp;quot; does not actually in practice describe what is true in the world setting and never has. It&#039;s much more complicated than that, and this text treats modern &amp;quot;necromancy&amp;quot; as more generally debasement/perversion/etc. of sentient/sapient/etc. beings in general. (One straight forward example is [[vathor]]s making [[necleriine]] demons using a necromantic ritual on Elanthian corpses. Another is the existence of extraplanar undead, such as [[murky soul siphon]]s. Then there are demonic hybrids with the living and all sorts of monsters corrupted by dark energies.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I. The Age of Darkness (-130,000? to -50,000 Modern Era)[26]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil.[27] The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth.[28] They fed on the essence and the soul.[29] Where they came from is not known.[30] But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands.[31] Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons[32] -- it is said they can never truly die. Their remnants linger, in sleeping death.[33] Horrible relics of dreadful power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- [[Linsandrych Illistim]], First Master of Lore, House Illistim [34]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[26] The -130,000 number comes from the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document. It is using -50,000 because that is shortly before the Houses were founded (i.e. imperial Elven bias), but strictly speaking there was non-urban civilization prior to that but after the Ur-Daemon War, which is described in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The Age of Darkness can be subdivided (e.g. [[Caylio Javilerre]] referred to the Arkati dominated period.)&lt;br /&gt;
[27] This is supposed to be continuing onward from her writing about the oppression of dragon rule, where Linsandrych apparently interpreted the Drakes as literal dragons, as opposed to draconic manifesting greater spirits above the Arkati. This Drakes vs. dragons issue is addressed later in the document. Using &amp;quot;the veil&amp;quot; metaphor in a Linsandrych quote would date its usage back roughly 55,000 years, before veil piercing magic was invented, and is establishing here early Elven Empire understanding of the Ur-Daemon as extraplanar entities. &lt;br /&gt;
[28] This is partly based off the Imaera related [[Gods of Elanthia|gods lore]], and playing off a premise that earlier elves interpreted the Ur-Daemon as &amp;quot;darkness&amp;quot;, not knowing or understanding the extraplanar cosmos concepts. This shadow monsters in the forest concept is depicted in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; for the Age of Darkness period. &amp;quot;[[Origins of Tonis]]&amp;quot; explicitly says the Ur-Daemons &amp;quot;blackened the land&amp;quot; with their &amp;quot;corruption.&amp;quot;&lt;br /&gt;
[29] This is in the original &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[30] This has been the premise with the Ur-Daemon in general, that for all we know they&#039;re still out there somewhere, but we do not actually know. (e.g. &amp;quot;History of Elanthia&amp;quot; with the Faendryl exile arguments, &#039;&#039;&amp;quot;Illistim mages pointed out the dangers of penetrating the veil. For all any knew, the Ur-Daemon still existed somewhere beyond it.&amp;quot;&#039;&#039;; Daephron Illian supposedly trying to summon them and accidentally getting the Vvrael.)&lt;br /&gt;
[31.1] &amp;quot;Demon Lords&amp;quot; is pure invention, it has not been used for them. The Ur-Daemon have precedent of being called &amp;quot;the Dark Ones&amp;quot; and &amp;quot;the Ur&amp;quot; by NPCs, and this text also refers to them as &amp;quot;Old Ones&amp;quot; and &amp;quot;dead gods&amp;quot; as a Lovecraftian motif.&lt;br /&gt;
[31.2] The Ur-Daemon have been portrayed in very different physical forms, including actual visualizations, so it is hard baked that the term has to refer to a wide assortment of morphologies. (Later in this document an oblique reference is made to the possibility of them metamorphing, which could help explain this issue.) The Beast of Teras Isle seems vaguely vathor-like, though it pre-dates the creation of vathors. Ith&#039;can resembled a huge oculoth. Orslathain supposedly had huge wings of darkness. Melgorehn&#039;s Reach time warps have shown them resembling huge floating squids, with Drakes breathing fire on them. The &amp;quot;[[Constellations of the Northern Sky]]&amp;quot; document instead suggests they should have appendages with six taloned claws. These are generally compiled on the [[Ur-Daemon]] page.&lt;br /&gt;
[31.3] The &amp;quot;History of Elanthia&amp;quot; insinuates a logical relationship between the Ur-Daemon and undeath, because of Despana &#039;&#039;searched the land for the old places of the Ur-Daemons&#039;&#039; (Rhoska-Tor) and &#039;&#039;somewhere in what is now called Rhoska-Tor, her quest succeeded when she found the Book of Tormtor.&#039;&#039; The Book of Tormor was &#039;&#039;said to be written in the language of the Daemons&#039;&#039; but &#039;&#039;none can now be sure of its contents.&#039;&#039; &amp;quot;Gods of Elanthia&amp;quot; establishes the twisting of the living by dark forces as a concept, and more specifically rebuilding life after the Ur-Daemon war.&lt;br /&gt;
[31.4] This is a real-world biblical usage of &amp;quot;legion&amp;quot;, but the words legion (along with being misshapen and horrible to look upon) and &amp;quot;vile minions of shadow&amp;quot; are also used to describe them in a fresco in the Drake&#039;s Shrine, which dates back to the Ur-Daemon War. The premise that the demonic were present in vast numbers and endlessly being reinforced through the rift to their &amp;quot;eldritch plane&amp;quot; is also in the &amp;quot;[[Origins of Tonis]]&amp;quot; legend: &#039;&#039;&amp;quot;Though at first the drakes were successful in containing the extraplanar threat, the Ur had numbers without limit, for they had established a great rift that connected the world of Elanthia with their eldritch plane. They had infested the surrounding lands in such numbers that seeking the rift meant a fool’s death, though drakes and Arkati both tried.&amp;quot;&#039;&#039;&lt;br /&gt;
[32] This is interpreting &amp;quot;Ur-Daemon&amp;quot; as just the meaning of the prefix &amp;quot;Ur-&amp;quot; and not necessarily a species name. A Ride of the Red Dreamer NPC also once [https://gswiki.play.net/Category:Ride_of_the_Red_Dreamer implied] they were not always called Ur-Daemon by mortals: &#039;&#039;Beonas says, &amp;quot;...we call them Ur-Daemons, now.&amp;quot;&#039;&#039;&lt;br /&gt;
[33] This premise has been used for Ur-Daemon body parts in storylines by Auchand and Kenstrom. The eye of the Ur-Daemon we call Ith&#039;can was [[Cross into shadows|recharged/revived]] to some extent, for example, with blood from the Beast imprisoned in the glaes caverns on Teras Isle. Other Ur-Daemon body part MacGuffins include the Eye of Goseth (corrupted the [[Sanctum of Scales]]) and the Shroud/Skin (which cut off the Red Dreamer from the power of the Arkati). &amp;quot;[[Origins of Tonis]]&amp;quot; uses similar premises on the Arkati versus Ur-Daemon relationship. This incidentally makes it very dubious that Marlu can consistently be Ur-Daemon, because of Cleric/Paladin magic through Marlu. The IC author does not get into it in this document, but would argue Marlu was more likely an Arkati born from the shattering of the veil when the Ur-Daemon arrived.&lt;br /&gt;
&lt;br /&gt;
[34] This whole paragraph is totally made up. Linsandrych is the founder of House Illistim, existing canon quotes are used elsewhere in the document. &amp;quot;First Master of Lore&amp;quot; is an unclearly defined title, because Meachreasim Illistim in recent years is also called &amp;quot;First Master of Lore&amp;quot; (e.g. in later versions of &amp;quot;History of Elanthia&amp;quot;), and it is not defined in later Illistim documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism.[35] With this came the true Age of Darkness.[36] It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other.[37] The dragons who survived were driven mad.[38] It is not known how this happened.[39] The more chaotic or demonic realms beyond the pale are incapable of opening portals into higher realities.[40] Whether it was an accident, or they were brought here on purpose, the way was opened.[41] Once they were here, they ripped apart the veil.[42] It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons.[43] These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers.[44] They fed upon the magical energies of the world, and their very presence stained their surroundings.[45]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[35] The IC author is following the Linsandrych track here of equating Drakes and the dragons the ancient elves hated and feared. He questions this in an iconoclast way in a later section, suggesting draconic manifesting deities that the elves did not distinguish from ordinary dragons. &amp;quot;Utter Darkness&amp;quot; is a pure invention, and trying to plug a meaning into &amp;quot;Age of Darkness.&amp;quot; Later it refers to the Elven word [[Shimmering glaesine orb|&amp;quot;Draekeche&amp;quot;]] from the House Illistim motto as meaning &amp;quot;darkness&amp;quot;, which is an canon translation and from -49,080 Modern Era. The &amp;quot;barbarism&amp;quot; of the dragons plugs in later to interpreting Yshryth Faendryl&#039;s speech.&lt;br /&gt;
[36] Caylio Javilerre split the Age of Darkness up into an Age of the Drakes and an Arkati-dominated era after the Ur-Daemon War. The IC author here is using the Ur-Daemon to say something about the large scale introduction of dark energy corruption from other worlds (including demons and undeath) with the Ur-Daemon War.&lt;br /&gt;
[37] Playing off &amp;quot;Draekeche&amp;quot; meaning &amp;quot;darkness&amp;quot; and the visual fact in time rift manifestations of Drakes breathing fire on Ur-Daemon, and that both are largely dead or gone now.&lt;br /&gt;
[38] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; about dragons being driven mad with fear. The IC author would probably question this as historians trying to rationalize why dragons today are apparently weaker than masters of Arkati. But is not getting into that here, citing it on face value.&lt;br /&gt;
[39] The introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot; and other documents such as &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; have a story of Fash&#039;lo&#039;nae bringing the Ur-Daemon to Elanthia, but &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; at the bottom shows how thin the actual evidence of that legend is. &amp;quot;[[History of Elanthia]]&amp;quot; implies it is not actually known how the portal happened.&lt;br /&gt;
[40] This is an embellishment to explain why demons do not come into this world on their own (and why we do not get summoned by demons), including various ones from storylines that have tried to come here on purpose, but when they are already here they can open rifts to let in more demons. The abyran&#039;ra did this in the [[Rhythus Veranthe Faendryl|Rhythus Veranthe]] event for the release of [[725|725 Minor Summoning]], the Ur-Daemon Ith&#039;can was able to open portals with its eyes, the ebon-swirled primal demons of the Southron Wastes (a variety of oculoth) can likewise send their eyes through rips in space. This cosmology explanation was the reason why in the I.C.E. Age, combined with the Eyes artifacts at the poles, which have a direct analog in the Eye of the Drake artifact from the Vvrael quest. The Vvrael, [[Vishmiir]], Althedeus, and so on, have generally always needed the way opened from this side. (Morvule is likewise an expert in demon summoning and planar studies, but had to be summoned back to Elanthia with the aid of a sacrifice ritual by the Luukosian Order. Yet in the same situation was able to fly back and forth from Elanthia and the Maw of Luukos.) Volume 2 makes more explicit use of this basic cosmology premise of more chaotic and higher ordered essences, consistent with the chaotic energy barriers of combat demons. &amp;quot;History of Elanthia&amp;quot; framed it implicitly as weird with the word &#039;somehow&#039; in the line &#039;&#039;&amp;quot;Ur-Daemons somehow opened a portal to Elanthia&amp;quot;&#039;&#039;.&lt;br /&gt;
[41] This is a nod to the legend that Fash&#039;lo&#039;nae brought in the Ur-Daemon, which is mentioned in a few documents now, and &amp;quot;[[Gods of Elanthia]]&amp;quot; attributes it to Faendryl &amp;quot;elder historians&amp;quot;.&lt;br /&gt;
[42] This refers to the Ith&#039;can ability to open portals / rifts with its eyes. This was stated in a Kenstrom storyline. To a lesser extent in terms of relevance, the ebon-swirled primal demons in the Southron Wastes also do this, their eyes emerging from rips in space.&lt;br /&gt;
[43.1] Partly refers to the [[History of Fash&#039;lo&#039;nae|shattering]] of Fash&#039;lo&#039;nae&#039;s library as an &#039;&#039;&amp;quot;amplifier&amp;quot;&#039;&#039; for anchoring &#039;&#039;&amp;quot;the portal to the Ur-Daemon&#039;s home world&amp;quot;&#039;&#039;, and partly refers to the &#039;&#039;&amp;quot;instability between valences during the cosmic battle&amp;quot;&#039;&#039; in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document. But &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; also uses the plural wording: &#039;&#039;&amp;quot;the portals of the Ur-Daemons&amp;quot;&#039;&#039;. The premise of a single major portal though is also hard baked in the setting for the last battle which blasted the landscape for hundreds of miles &#039;&#039;&amp;quot;leaving it a lifeless wasteland&amp;quot;&#039;&#039;, which in context with the Despana lore only makes sense to refer to Rhoska-Tor and the Southron Wastes. In the I.C.E. Shadow World lore it was possible to form wastelands like that from major portal collapses, which was the then-recent context at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written. In DragonRealms there is some [https://elanthipedia.play.net/Heralds implication] that excessive magical use or power in an area can leave it blasted and ruined. Mana storms similarly are of this notion of power backlash in I.C.E. Shadow World and the Elanthia of both [[mana storm|GemStone]] and [https://elanthipedia.play.net/Manastorm DragonRealms].&lt;br /&gt;
[43.2] With the &amp;quot;[[Ithzir Genesis]]&amp;quot; premise of valencial instabilities forming gateways to this world, and the Ur-Daemon being able to open their own rifts, and similarly random rifts opening in [[mana storm]]s and magical backlashes and so forth, for many reasons a lot of demons in general should have accessed Elanthia. Not just the main ones categorized as &amp;quot;Ur-Daemon&amp;quot;. It is a long-standing development imbalance/distortion in GemStone, for various reasons, that undead are way over-represented mechanically and demons are way under-represented. This document frames premises for demons to &amp;quot;naturally&amp;quot; be in highly corrupted realms and wastelands, including veil weaknesses allowing them to be immaterially present or influencing.&lt;br /&gt;
[44] Another etymological treatment of &amp;quot;Ur-&amp;quot; as its literal prefix meaning. Hedges on how much we actually know about them. For example, Aralyte a Palestra Blade in front of the Beast of Teras Isle (and then using its blood to power up the eye of Ith&#039;can): &#039;&#039;Aralyte says, &amp;quot;It is said...&amp;quot; Aralyte runs a finger along the cavern wall, and briefly across the monstrous head. Aralyte asks, &amp;quot;Is it true, perhaps?&amp;quot; Aralyte asks, &amp;quot;The remnants of an Ur&#039;Daemon?&amp;quot; Aralyte says, &amp;quot;In time perhaps, I will need to return here.&amp;quot;&#039;&#039;&lt;br /&gt;
[45] The premise that Ur-Daemon &#039;&#039;&amp;quot;fed on mana, both that contained in the land&#039;s natural mana foci and that bound around all life&amp;quot;&#039;&#039; stems from the original &amp;quot;[[History of Elanthia]]&amp;quot;. Their bodies are highly corrupting, such as what the Eye of Goseth did to the cultists of the [[Sanctum of Scales]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons.[46] The Great Elementals stormed and the Great Spirits mostly hid or were devoured.[47] It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos.[48] Terrible gods were formed in other worlds from the powers unleashed.[49] There were Arkati who hoarded followers, or attempted to shelter lesser races in other places.[50] Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.[51]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[46] IC author is being non-commital on how much we actually know of that period. In religion the Drakes and some Arkati fought the Ur-Daemon. In time rifts we&#039;ve seen Drakes (meaning apparent dragons) breathing fire on gnarled floating squid monsters, which is ambient messaging for a chamber inside Melgorehn&#039;s Reach. The Planar Shift (740) rift only describes them as &amp;quot;otherworldly creatures&amp;quot;, and the fresco in the Drake&#039;s Shrine is described as &amp;quot;countless legions misshapen and horrible to look upon&amp;quot; and &amp;quot;vile minions of shadow.&amp;quot; The author uses &amp;quot;Great Spirits&amp;quot; as a catch-all for spirit entities up through Arkati and higher in Volumes 2 and 3 and suspects the Drakes were Koar-like Great Spirits and that actual dragons also fought the Ur-Daemon.&lt;br /&gt;
[47] The [[Great Elemental]]s fighting in this period is asserted by the NPC authors of &amp;quot;[[History of Elementals]]&amp;quot;.&lt;br /&gt;
[48] This is stated explicitly in the &amp;quot;[[Ithzir Genesis#Early History|Ithzir Genesis]]&amp;quot; document. It is mildly implied in &amp;quot;[[History of Fash&#039;lo&#039;nae#&amp;quot;Action.&amp;quot;|History of Fash&#039;lo&#039;nae]]&amp;quot; with the shattering of Fash&#039;lo&#039;nae&#039;s library which was &#039;&#039;&amp;quot;scattered to the planar winds, fragmented like a shattered mirror.&amp;quot;&#039;&#039; At least part of it has been visited in-game on the [[Inorios Plateau]].&lt;br /&gt;
[49] Kenstrom refers to these demonic beings as &amp;quot;primordials&amp;quot; and the only named one we have now is Althedeus. (Another might be the force behind the &amp;quot;golden eyes&amp;quot; phenomenon, most familiarly Chaston Griffin with his unnatural mental influence powers, but nothing has really been established yet. Other possible cases of it might be Emperor Aurmont&#039;s son, and the imprisoned force in the Torre reiver ancestor histories, most clearly stated in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.) This premise of Althedeus being formed in another realm by the powers unleashed by the Drake/Ur-Daemon War has been used repeatedly in storylines. It is also in the &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Disciples of the Shadows section.&lt;br /&gt;
[50] For example, &amp;quot;[[History of Eorgina]]&amp;quot; and &amp;quot;[[Legend of L&#039;Naere]]&amp;quot;.&lt;br /&gt;
[51] The devouring shadow monsters of the forests are described in the early part of &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The second half of the sentence is partly based on the twisting and deformation of life that Lornon Arkati do in the Imaera description in &amp;quot;[[Gods of Elanthia]]&amp;quot;, and various monstrosities that have been created through dark magic. [[Althedeus]] itself did similar with its own dark corruptive powers. That is framed from multiple directions, such as Grishom Stone and Elithain Cross under the manipulation of Althedeus, the Shadow Realm creatures that have been encountered, and &amp;quot;[[Orders of the Turamzzyrian Empire#Disciples of the Shadows|Orders of the Turamzzyrian Empire]]&amp;quot; referring to &amp;quot;gruesome shadowy creatures&amp;quot; encountered sailing east of Atan Irith.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles.[52] With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake.[53] This sealed the interdimensional rift and strengthened the essence barriers separating the worlds.[54] There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being.[55] The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth.[56] With the failure of the Eye in 5098, Elanthia saw more otherworldly threats.[57] The Vvrael hold the world on the edge of a widening abyss.[58] The Vishmiir were driven back into the Void.[59] Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.[60]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[52] This is quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; introduction section. This document interprets the wasteland as the Southron Wastes and especially Rhoska-Tor, where &amp;quot;Southron Wastes&amp;quot; is a historically older term, but Rhoska-Tor we interpret as having old language roots in common with Dhe&#039;nar-si. That is because the Dhe&#039;nar-si term &amp;quot;rha&#039;sha&#039;tor&amp;quot; is used in the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document, and &amp;quot;[[History of Elanthia]]&amp;quot; implies it was not called Rhoska-Tor in the Second Age. So this is choosing to give the two forms common etymology rather than having it be a later loan word between languages.&lt;br /&gt;
[53] This is from the Vvrael quest. The entrance to the Rift was initially sealed with a gemstone floating over the ornate pedestal.&lt;br /&gt;
[54] The first part of this sentence was the explicit premise, the second part is a minor extrapolation because the &amp;quot;Eye of the Drake&amp;quot; was blatantly based on the &amp;quot;Eyes of Utha&amp;quot; from the I.C.E. setting, which had the same function and took the same form of a gem floating over a pedestal in inaccessible fortresses near the poles of the world. The failure of the Eye can also be used to handwave explain why we&#039;re dealing with so many huge extraplanar threats in the past few decades.&lt;br /&gt;
[55] Based on the Drake&#039;s Shrine and the loresong on the teleportation orbs given to the Chosen. The imagery involved is pretty clearly from the Book of Revelation, so this is playing into that with the notion of a living seal, and the use of Grail quest motifs in the Vvrael quest treating Koar as the analog of the wounded Grail king with the Dolorous Stroke. The Rift room descriptions also suggest a kind of illness in Koar, and there are numerous indicators that you are supposed to be inside the Great Drake in some sense (especially literal on Plane 5).&lt;br /&gt;
[56] This is from the &amp;quot;[[Wyvern]]&amp;quot; document. The IC author is speaking loosely calling them &amp;quot;lesser dragons&amp;quot;, they&#039;re more like draconic energy beings created by the Great Drakes, whereas &amp;quot;wyrms&amp;quot; in Elanthia would be an actual literal dragon variety (species of the draconic family.) This is iconoclasm and Faendryl skepticism on religion.&lt;br /&gt;
[57] Same point made in note 54.&lt;br /&gt;
[58] The Rift was threatening to widen (i.e. the nebulous sphere would&#039;ve expanded wider into the Drake&#039;s Shrine) in the [[Rift expansion preview (storyline)|release events]] for the Scatter. Also loosely referring to the Scatter opening up. Vvrael quest ended with Terate stabilizing but not actually closing the Rift.&lt;br /&gt;
[59] [[Vishmiir]] event was in 2002 with the day/night release, and they resided in some kind of extraplanar realm called the Void. This document uses the term &amp;quot;Void&amp;quot; later in the context of death mechanics messaging, as well as the term &amp;quot;interplanar void&amp;quot;, but these are not intended to be read as equivalents. It just happens to be the case that the Vishmiir are trapped in a realm that was labeled &amp;quot;Void.&amp;quot;&lt;br /&gt;
[60] This was the climax of the [[Cross into shadows|Cross into Shadows]] storyline in late 2014. This is speaking to an implied difficulty in the most powerful demonic entities to fully manifest in this reality. Althedeus on his own was unable to exist / maintain cohesion in this reality, which is why he needed the urnon golem. DragonRealms has a similar premise, with such demonic powers usually acting through [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conduits] instead of entering and fully manifesting/incarnating. The Ur-Daemon would in this context have been a hugely violating breaking of reality just by being in this existence. There is some indication of that profound alienation in how Lumnis describes them in the &amp;quot;[[Origins of Tonis]]&amp;quot; legend: &#039;&#039;&amp;quot;These creatures are so far removed from all that we know that we are blind in all things concerning them.&amp;quot;&#039;&#039; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world.[61] Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature.[62] There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead.[63] The Lords of Liabo slew the unnatural.[64] Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem.[65] The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint.[66] The most desecrated fallen realms were too far gone and have remained forever haunted.[67] Spirits in those places were twisted with dark power.[68]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[61] For example, the Kuon section of &amp;quot;[[Gods of Elanthia]]&amp;quot;, and the Imaera section about restoring life on the planet as well as the Jaston section.&lt;br /&gt;
[62] This is a straight forward logical consequence of their established nature and properties. Their corruption of the land itself is an explicit premise in &amp;quot;[[Origins of Tonis]]&amp;quot;.&lt;br /&gt;
[63] This is an embellishment that extrapolates from the premise of the [[History of the Turamzzyrian Empire|demonic hybrids]] formed in the [[Third Elven War]], and the previously referenced relationship between the Ur-Daemon and undeath. These concepts of an unliving spectrum are fleshed out a lot more in Volumes 2 and 3, reconciling the scattered creature lore in the game. Because of the shared root of [[Everblood]] in [[Drangell]]&#039;s troll curse and ebon-swirled primal demon blood, it seems likely the case that trolls should have originated anciently in demonic corruption.&lt;br /&gt;
[64] This is reviving the I.C.E. analog of the period, where the various left over demons and so on from the cataclysm were killed or banished, and the ecology was slowly healed with intervention. It does not make sense that the final battle with the Ur-Daemon would have destroyed all the creatures of darkness and random demons.&lt;br /&gt;
[65] This is mostly based on the Imaera lore, as well as the uncursing mechanics. The Council of Light resignation mechanics also show some divine ability of cleansing taint of dark energy from spirit and life.&lt;br /&gt;
[66] This is reviving the I.C.E. analog of the period, where this was stated explicitly. Fey of this kind are still represented as servants of various Arkati. This is just describing their use as scrubbers, and sets up the premise for tainted/corrupted fey spirits, of which there are concrete examples such as Ilvari. This is important because they would be an example of &amp;quot;undead&amp;quot; present in Elanthia in all time periods after the Ur-Daemon War.&lt;br /&gt;
[67] Rhoska-Tor is still a wasteland. Extreme cases like the [[Wizardwaste]] and [[Bleaklands]] seem impossible to be fixed. The [[Orders of the Turamzzyrian Empire#The Green Sisters|Green Sisters]] of Talador have been described in Kenstrom storylines as unable to reverse the Bleaklands.&lt;br /&gt;
[68] As with number 66, this is important for the deep history of undead in Elanthia, and they logically should have existed this far back. This premise is used to explain corrupted wasteland fey (e.g. &amp;quot;infernal sprites&amp;quot; that were in the [[Southron Wastes]] in the [[Wavedancer]] event) and the premise is used in this text to explain how the Dhe&#039;nar learned to manipulate the undead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War.[69] Extraplanar undead such as the Vishmiir are at least this old as well.[70] Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory.[71] Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War.[72] Some of these monstrosities, such as the vruul, survive to the present day.[73] There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms.[74] But it was the corruption of dark essences from the demons that brought the true unlife.[75] The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them.[76] They are inherently anti-magical, and in some ways, incapable of death.[77]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[69] Volume 3 gets into classification schemes for the undead. The presence of this kind of undeath dating back to the Ur-Daemon War is just being consistent with the logic of dark energy taint / corruption.&lt;br /&gt;
[70] This is made up. There is some reason to think the Vishmiir had very ancient Marluvian origins, such as the Hunt for History [[Urglaes-set pitted silver talisman|urglaes talisman]] loresong, so they could have been created any time between the Ur-Daemon War and the founding of the Elven Empire. Possibly even a little later. With the framed premise of Ur-Daemon portals and rifts in that Ur-Daemon War period, it would make sense for some souls of this world to have ended up as extraplanar undead through them.&lt;br /&gt;
[71.1] It has essentially always been a premise in GemStone that demons are involved in making the undead (e.g. the Order of Voln induction messaging), and in DragonRealms necromancy is [https://elanthipedia.play.net/Category:Demons framed] as [https://elanthipedia.play.net/Demons_and_the_Profane/Contents ultimately demonic] in nature and origin [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 in some sense.] The demons that should have been left over from the Ur-Daemon War and the demons that should have managed to get into this world for various reasons both can have been responsible for directly or indirectly causing undead to exist at all time points. With the Vvrael, Daephron Illian was studying how to summon Ur-Daemon in the early exile in Rhoska-Tor, but it turned out he was studying the Vvrael. So there should be Vvrael stuff in that specific location from earlier, but probably later than the Dhe&#039;nar.&lt;br /&gt;
[71.2] With respect to the demons being left over from the Ur-Daemon War, it is a premise that there was a &#039;&#039;&amp;quot;final stand before the portal leading back to their own dimension&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot;, and similar wording in &amp;quot;[[Gods of Elanthia]]&amp;quot;. However, what is less clear is that they were all pushed back through a portal, which seems implausible. There could be a subtlety in this that without the support of their portal, the Ur-Daemon might not have been able to maintain themselves in this reality. This could also speak to Marlu&#039;s need for loosening portals, and were he really Ur-Daemon, could help restrain the scale of his power. So it might really be that the portal was destroyed, blasting the landscape for hundreds of miles, and the Ur-Daemon that were still here were effectively dead due to the closing of their portal(s). That could also heighten the stakes for the implosion at Maelshyve, because if there are now buried &amp;quot;dead&amp;quot; Ur-Daemon they could potentially get revived with a nearby major rip in reality. But weaker demons would not need to be so dependent, just these tremendous ones needing the support to exist in violation of this reality.&lt;br /&gt;
[72] There is some indication of this in the &amp;quot;[[History of Luukos]]&amp;quot; legend document.&lt;br /&gt;
[73] This is reviving the I.C.E. setting premise that what we now call vruul (back then they were called gogor) were created artificially ~100,000 years ago and used in the cataclysmic war that ended that age. Vruul are supposed to slumber in foul black fluid in tall stone jars for thousands of years.&lt;br /&gt;
[74] Ghosts should exist regardless of anything. Phantoms in general could be characterized this way, but it&#039;s been directly established repeatedly that firephantoms are caused this way. It is encoded with the arch in Glatoph, and Sir [[Davard]] after the Church of Koar burned him in [[Cross into shadows|Cross into Shadows]] storyline, and the girls that [[Cyph Kestrel]] accidentally burned to death in [[Keeping up with the Kestrels]] storyline. Such undead should have essentially always existed.&lt;br /&gt;
[75] This distinction is used and elaborated in Volumes 2 and 3. Auchand has since used it some in his [[The Thirsting Dead|vampires documentation]]. This document emphasizes the use of &amp;quot;dark energy&amp;quot; from demonic realms as &amp;quot;tainting&amp;quot; and as the distinguishing characteristic of &amp;quot;black arts&amp;quot; from more ordinary sorcery, but allows definitions of sorcery that can include them.&lt;br /&gt;
[76] This was established in the [[Ride of the Red Dreamer]] storyline, and is reaffirmed in the &amp;quot;[[Origins of Tonis]]&amp;quot; legend. The Arkati are discomfited by the very existence of the Ur-Daemon materializations. They are &amp;quot;blind&amp;quot; to the Ur-Daemon in some sense, and the Ur-Daemon are beyond the capacity to be seen by &amp;quot;seers.&amp;quot; This is unexplained in any deep way, but could be plausibly read as them being outside the &amp;quot;Fate&amp;quot; cosmic forces of this existence and some broken violation in that way.&lt;br /&gt;
[77] Same as number 76. It&#039;s also insinuating a deep and natural relationship with undeath. The &amp;quot;in some ways&amp;quot; line is referring to the ability to revive their body parts and so on. This has been explicitly stated by NPCs, such as Tseleth leading up to the [[Sanctum of Scales]] release: &#039;&#039;Tseleth says, &amp;quot;A piece of an Ur-Daemon never dies.&amp;quot; Tseleth says, &amp;quot;It is full and brimming with the power of its originator.&amp;quot; Tseleth says, &amp;quot;Each artifact of the Ur has a power that the Arkati cannot touch, cannot penetrate.&amp;quot;&#039;&#039; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions.[78] Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything.[79] Lornon is rumored to be a gateworld.[80] Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon.[81] It may even be where the Ur-Daemon first entered.[82] There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons.[83] The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that blur the distinction between demons and the undead.[84] Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War.[85] Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.[86]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[78] This is a characterization of the Arkati lore, and suggesting it shook out that way. Since other powers were involved. There were Great Elementals in that period, and there are more local gods, and there&#039;s always been some premise of lesser spirits and Arkati who became less powerful over time and so forth.&lt;br /&gt;
[79] This is quoting &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[80] This is based on the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document, and also reviving that premise which was explicit in the I.C.E. Shadow World setting version of that moon.&lt;br /&gt;
[81] This comes from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, while the hovering on the boundaries line is reviving the I.C.E. version premise.&lt;br /&gt;
[82] This is referring to the idea that Marlu came first (such as in &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;) or that the Ur-Daemon were interacting with Fash&#039;lo&#039;nae (such as in &amp;quot;[[Gods of Elanthia]]&amp;quot;) before he blasted the door way open somewhere on Elanthia (here assumed to be Rhoska-Tor and the southern wastes.)&lt;br /&gt;
[83] This premise and interpretation of the Lornon gods (that they were darkened by being on Lornon rather than the bad childhood myths or ideological sorting) comes from the introduction section of &amp;quot;[[Gods of Elanthia]]&amp;quot;. Its use is a consistency consideration for Volumes 2 and 3. The issue is that in GemStone&#039;s original framework, the Dark Gods were manifestations of darker energy, related to the Unlife. They had fundamentally different origins from the Light Gods. Evil magic and &amp;quot;unholy&amp;quot; power was associated with these more chaotic/demonic forms of essence. Then in the Elanthia setting we still have dark essence, demons, unholy power, undead and taint concepts, and Lornon Arkati being associated with such things, yet they are now supposed to be of the same origins as the other Arkati. The corrupted-by-demonic-power-on-Lornon premise reconciles this foundational inconsistency.&lt;br /&gt;
[84] This has been established in various ways over the years. Luukos has the Maw of Luukos, for example, and Eorgina was in some other realm when communed with near the climax of the [[Daukhera Darkflorr]] storyline in Icemule. Ivas has the [[Athletic dark-eyed incubus|incubi]]. The notion of blurring the distinction between demons and undead is an important concept in all three volumes. These are probably mostly the &amp;quot;infernal realms&amp;quot; described in volume 2&#039;s cosmology model rather than &amp;quot;outer&amp;quot; valences.&lt;br /&gt;
[85] The &amp;quot;[[History of Luukos]]&amp;quot; legend frames historical details that mean Luukosians in Elanthia were not making undead until after the Undead War. So these lines are about retaining his other qualities and reasons for the animosity between him and Lorminstra that would have been recognized in the Elven Empire period. (Most of the time &amp;quot;Elven Empire&amp;quot; does not refer to the Age of Chaos and later, where instead the usage is usually &amp;quot;Elven Nations&amp;quot; or &amp;quot;United City-States&amp;quot;. There can be odd present-tense exceptions like the beginning of the [[Ta&#039;Loenthra]] document.)&lt;br /&gt;
[86] This is manifestly true in practice for the undead that actually exist in GemStone. Luukos may have some sphere of influence relationship with the undead, but most undead are not actually Luukosian or made by Luukos. (In DragonRealms it is actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 clarified] that not &#039;&#039;all&#039;&#039; undead are &#039;&#039;demonic&#039;&#039; in origin, and even then it is thought demonic patronage in some way is required. Necromancy is fully broken off from Immortals involvement in that Elanthia.) Life and Death balances have generally been used in the religion lore, such as in the &amp;quot;[[History of the Order of Voln]]&amp;quot; document. This concept will be used near the end of this document for explaining and reconciling the death mechanics information.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II. The Second Age (-50,000 to -20,000 Modern Era)[87]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia.[88] There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation.[89] Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[90]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[87.1] -20,000 Modern Era is when the earliest rumors of Despana are heard. This is also the date range for the Second Age used by the &amp;quot;[[History of Elanthia]]&amp;quot; document. A reasonable argument could be made that the Second Age should go up to closer to -15,000 Modern Era with the actual Undead War fighting. But this document labels -20,000 to -15,000 as &amp;quot;Undead War&amp;quot;, using the whole Despana build up period, even though the actual war was much shorter. Then the Third Age is the Age of Chaos, but its date range is debatable.&lt;br /&gt;
[87.2] &amp;quot;[[History of the Truefolk#Chapter 3 - The Third Age: Halflings and the Undead War|History of the Truefolk]]&amp;quot; even refers to a &amp;quot;Third Age&amp;quot; including the Undead War, and then talks about the &amp;quot;Age of Chaos and Beyond&amp;quot; after that. But we do not use that convention and simply refer to the Undead War, and the Age of Chaos as after the Undead War. &amp;quot;[[History of Elanthia]]&amp;quot; implies &amp;quot;Age of Chaos&amp;quot; equals Third Age, with the &amp;quot;Modern Era&amp;quot; being explicitly the &amp;quot;Fourth Age&amp;quot;.&lt;br /&gt;
[88] Linsandrych Illistim equates dragons and Drakes. Dragon and Drake are used interchangeably in Meachreasim Illistim&#039;s &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[89] These details are directly referenced later in this document when talking about the southern wastelands in this very early period. The premise of no written records that far back is also stated in the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document and referenced to some extent in the &amp;quot;[[Elanthian Moons]]&amp;quot; document.&lt;br /&gt;
[90] This is a canon quote in the &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.A Ancestral Spirits&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age.[91] There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago.[92] Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races.[93] Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati.[94] But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.[95]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[91] The Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot; about the absence of older written records and the characterization of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;.&lt;br /&gt;
[92] Same as 91. The &#039;&#039;&amp;quot;first written history of the growing empire&amp;quot;&#039;&#039; is the Chronicles in -49,238 Modern Era on the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[93] This is related to the Chroniclers with Linsandrych Illistim in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Order of Lorekeepers, and to some extent &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot; shows the sylvans did not have writing until the early Second Age. The premise that other races (e.g. dwarves) would have more distorted oral history is partly reasonably and partly IC elven author bias.&lt;br /&gt;
[94] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document and the [[Legacy of the Lorekeepers|retconned version]] of the Order of Lorekeepers document which replaced &amp;quot;Nantu&amp;quot; with &amp;quot;Ta&#039;Illistim&amp;quot;.&lt;br /&gt;
[95] This is IC author interpretation. But a similar statement is made by the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, talking about how supposedly more ancient ideas may only reflect beliefs held at the time of the Houses founding period. It is setting up a class / elites structure bias to orthodox history, which reasonably ought to exist for socioeconomic reasons. The first house was House Illistim, which also began with the construction of a library (Ta&#039;Illistim), where the Chronicle keepers moved. This was -49,107 Modern Era per the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and this date is the [[Ta&#039;Illistim Monarchs|year zero]] of Illistim calendar dates. (Vaalor calendars use their own founding date of -48,897 Modern Era as their year zero.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War.[96] The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods.[97] It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion.[98] Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.[99]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[96] &amp;quot;Time of the Rebuilding&amp;quot; is a phrase used for the Arkati dominated period of the Age of Darkness in the &amp;quot;[[Elanthian Moons]]&amp;quot; document. The premise that not all gods helped rebuild the world is stated in &amp;quot;[[History of Elanthia]]&amp;quot;. Arkati assistance with agriculture, for example, should reasonably overlap with early written language / records. So this much should be considered hard fact from Elven history.&lt;br /&gt;
[97] This is pointing out a commonality between the dominant religion lore and what is written in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and also setting up a premise that this is an ancient elven bias enshrined in mainstream Elanith theology.&lt;br /&gt;
[98] The existence of druidism and shamanism and animism in general should, for the same reason real-world Western scholars do, be arguably more primordially ancient than the polytheism and especially good/evil dualism of the Arkati centered religions. This document is referring to what the Elves would call &amp;quot;primitive&amp;quot; or &amp;quot;barbaric&amp;quot; or &amp;quot;uncivilized&amp;quot; cultures because of their ethnocentrism.&lt;br /&gt;
[99] Suggesting Imaera and [[L&#039;Naere]] are not really separate goddesses is iconoclastic, playing off their high similarity and the similarity of their names and the fact that L&#039;Naere does not exist in the historical records period. The last part is referencing the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, where Fash&#039;lo&#039;nae comes into existence later than an elf, combined with the legends that Fash&#039;lo&#039;nae is the oldest of the Arkati. But the IC author of this text later argues the Grandfather Stone (the premise of this legend) is an admitted forgery by Fash&#039;lo&#039;nae himself, which also comes from the &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; document. The premise of the ancestors of the mortal races pre-dating the Arkati is reasonably similar to the belief that the Drakes preceded the Arkati and so should not be especially controversial.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism.[100] Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins.[101] It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste.[102] There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites.[103] Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir.[104]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[100] This is a reasonable anthropological characterization or categorization by the IC author writing about them from the outside.&lt;br /&gt;
[101] This is a fact of the world setting that has been demonstrated many times over with both permanent and invasion creatures, and sometimes documentation such as &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;.&lt;br /&gt;
[102] This is from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Travels in the Wizardwaste]]&amp;quot;, as well as suggestions of ancient pre-Kannalan Tehir ancestors in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.&lt;br /&gt;
[103] This is a combination of implemented creatures and documentation such as the [[Giantkin Clans|Giantkin clans]] and Tehir and gnome documentation.&lt;br /&gt;
[104] These are from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Lines of Blood: A History of the Gnomes]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King.[105] There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world.[106] The sylvankind still worship both the Light and Dark Gods in balance.[107] There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges.[108]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[105.1] The first part of this is from &amp;quot;[[Blood of the Sea: The Krolvin and Their Descendants]]&amp;quot;. The krolvin gods more generally are a very different interpretation of the Arkati, as established in &amp;quot;[[A Short Primer on Half-Krolvin Society and Faith]]&amp;quot;. Khar&#039;ta in particular is a blend of Koar, Eorgina, and Charl, but &amp;quot;Blood of the Sea&amp;quot; goes further. &lt;br /&gt;
[105.2] The second part of this partly plays off the mural under the Abandoned Inn, and the human &amp;quot;God King&amp;quot; concept of making Koar into a kind of supreme god. &lt;br /&gt;
[106] This is slightly an embellishment. Onar was established to be the patron of the kingdom of Anwyn in the Demon Queen of Anwyn storyline in 1998, and Castle Anwyn is related to the Vvrael quest, which arguably used a lot of Grail quest mythological elements. One of these was the Grail king mythos, which has been interpreted by some as coming from &amp;quot;dying and rising god&amp;quot; mythologies, with the wasteland myth and world restoration. This is related to the earlier section of this document where the Great Drake seals the Rift as a wound in his living being.&lt;br /&gt;
[107] This is from the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document.&lt;br /&gt;
[108.1] This refers to the One creation myths in the &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;[[History of Elementals]]&amp;quot; documents. There is no reliable within-world authority who can speak to the factuality of such a thing, since it would pre-date their creation. This notion of the One, Many, and so on, has been reference in game, including by some sort of elemental around Zul Logoth in the [[Nations on the Brink]] storyline.&lt;br /&gt;
[108.2] The second part of this is characterizing it in Neoplatonist / gnosticism terms, which is where this kind of cosmological notion comes from in the real world. Later in this document this is historicized in the same way, being attributed to &amp;quot;occultist&amp;quot; movements in the Second Age trying rationalize more ancient superstitious beliefs. That is an invention of this document for reconciling the undefined within-setting origins of the creation myth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions.[109] It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities.[110] History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past.[111] But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.[112]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[109] This document does not try to sort out what is really true about religious myths and beliefs, and allows them to be either cross-pollinations or convergent evolution to similar notions. This is analogous to the real-world question of whether the things in common between extant &amp;quot;First Societies&amp;quot; are ancient survivals of prehistorical practices or if they independently evolved from those unknown starting points toward similar stuff as each other in the present day. Then this is adding in syncretism as a third option, talking about similarities being the result of cultural cross-pollination, instead of convergence or vestigial survivals. The IC author would argue that shared details in Arkati origin legends, for example, might just be storytellers taking fictional ideas from each other and contaminating them with anachronistic beliefs / values / ideas.&lt;br /&gt;
[110] This document is mostly historiographic rather than historical. It is recasting, reinterpreting, recontextualizing historical texts, and critiquing the methods or assumptions of those historians. It is attempting to explain propensities out of worldviews and culture-traditions for generating the various kinds of necromancy, and the history of collisions is predominantly defined in Faendryl terms because that is where it would be best recorded and now most hegemonic. This is allowing the full history to be a lot messier than the relatively clean and rational-theoretic way it is being characterized.&lt;br /&gt;
[111] This is the IC author acknowledging we are framing things by our present day categories and interests, which to some extent is a distortion from how people in past times or other places would characterize themselves.&lt;br /&gt;
[112] This is the IC author acknowledging that he is describing other people from the outside and limits the scope of our understanding. That in turn gives some flex for things getting established that might be inconsistent with this later.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.[113]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[113] All of this is characterizing the animist worldview, which to some extent is encoded in the spirit spell circles. This paragraph could just as easily be used in the real-world. It is not specific to the Elanthia world setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world.[114] This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.[115]&lt;br /&gt;
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[114] This is elaborated in Volume 3 and has basis in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Xshitha Raamaani section.&lt;br /&gt;
[115.1] All of this is in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The Tehir relationship to dealing with spirits is also discussed a great deal in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, having been intentionally made into an animist culture rather than an Arkati focused culture.&lt;br /&gt;
[115.2] This hook about the Tehir interpretation of Luukos, and Bir Mahallah&#039;s relationship with dark sorcery and undeath, is used here as a springboard for illustrating how necromancy of undeath can arise spontaneously from animist traditions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic.[116] There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation.[117] With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead.[118] Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals.[119] These sites are often used only up to some limit to prevent ghosts.[120] The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.[121]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[116] This is a thesis statement of the document. The most important trend line for this is trying to do spiritual magic with dark essences and/or trying to channel from demonic powers, which by the logic of the cosmology / magic theory in this document, naturally turns into &amp;quot;dark sorcery&amp;quot; instead of pure spiritual magic because of the necessary hybridization (corruption) with ordinary mana when wielding those cthonic essences for magic. (This document also as a literalizing convention uses &amp;quot;extra&amp;quot;chthonic to refer to outer valences and distinguishes that from &amp;quot;pales&amp;quot; or &amp;quot;infernal realms&amp;quot; of our own spectrum of existence which instead care called &amp;quot;chthonic.&amp;quot; These early theurgic summoners would largely be dealing in chthonic demons, and possibly immaterially through veil weaknesses rather than rifts. Balefire is explicitly an extrachthonic energy due to its spell definition: &#039;&#039;&amp;quot;Contact with the outer valences has provided sorcerers with a knowledge of a strange form of energy.&amp;quot;&#039;&#039; Mawfire in contrast would be chthonic, because the Maw of Luukos is a [[Valence|&amp;quot;near plane&amp;quot;]] and not an outer/sorcerous valence. Auchand for example updated the [https://gswiki.play.net/index.php?title=Valence&amp;amp;type=revision&amp;amp;diff=80941&amp;amp;oldid=44676 valence] page on the Wiki to classify the Maw of Luukos and the Eternal Dream as near planes, and added the distinguishing sentence: &#039;&#039;&amp;quot;While sorcerous magic concerns itself with the connection to and use of demonic valences, it frequently ignores the planes nearest Elanthia.&amp;quot;&#039;&#039;)&lt;br /&gt;
[117] This is an existing premise in the culture mortuary ritual lore, such as the Sylvan [[History of the Sylvan Elves|documentation]] with the [[Sylvan Mourning|Otherworld]]. It provides a natural hook for what if the spirits get stuck and what if they eventually get corrupted. In &amp;quot;[[History of the Truefolk]]&amp;quot; it was a Halfling belief (pre-dating the Undead War) that &#039;&#039;&amp;quot;should one of the Truefolk die in lands far away, they were doomed after death to wander endlessly, searching for those they had loved during their lifetime.&amp;quot;&#039;&#039; Volume 3 talks about this kind of &amp;quot;restless spirit&amp;quot; condition, and also related to the notion of unfinished purpose, which is touched on near the end of this document.&lt;br /&gt;
[118] These two sentences are both right out of the &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; document. The premise of corpses getting possessed by background spirits is also very important for the existence of undead in the deep past, and gets used later in this document for addressing the Dhe&#039;nar learning to control the undead in Rhoska-Tor.&lt;br /&gt;
[119] Sky burials have been used in the game, even by the reivers of the Ember Vale in the [[North by Northwest]] storyline. This is contrasting the previous sentence as essentially the exact opposite belief, where bodies are fed to vultures on purpose, and suggesting skeletal undead (e.g. skeletal giants) come into existence in this way. This is elaborated in Volume 3.&lt;br /&gt;
[120] This is an embellishment. It is a real-world superstition regarding charnel grounds with sky burials.&lt;br /&gt;
[121] This is a reasonable extrapolation and common sense perverse incentive behavior following out of religious beliefs and mortuary rituals for helping spirits depart so they do not become undead. This should be a very common way necromancy evolves out of shaman behaviors.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them.[122] Necromancy was an art of divination concerned with spirits of the dead, and thus it found special importance in mortuary rituals.[123] Ancestor veneration is often a major aspect of these religions.[124] Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way.[125] They are called upon or appeased with offerings.[126] Folk magic is perhaps the very thing Elven materialism was reacting against.[127]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[122] This is the thesis construction of the document again. &amp;quot;Black arts&amp;quot; refers to taint and corruptive energies, and &amp;quot;haunted realms&amp;quot; are described more in Volumes 2 and 3. This document begins by treating &amp;quot;necromancy&amp;quot; as magic involving death rituals, and then in these places with demonic corruption and dark powers, this gets twisted into darker and more twisted forms of magic.&lt;br /&gt;
[123] This is a real-world usage of the literal meaning of &amp;quot;necromancy&amp;quot;, but otherwise an embellishment for Elanthia, where in present modern day conventions this kind of clerical magic is not considered necromancy and necromancy is instead defined in terms of sorcery. So this is talking about very early conventions before that situation existed.&lt;br /&gt;
[124] This is true in the real world. It shows up in parts of the Elanthia lore, and reasonably should be part of the animist skewing cultures.&lt;br /&gt;
[125] Notably, the fey of the Wyrdeep allow the Barons of Bourth to be taken in by them in death, which was seen in the burial of Spensor Caulfield. But this line has been left vague, and Elanthia has a premise of Lorminstra [[Orders of the Turamzzyrian Empire#Keepers of the Golden Key|allowing]] souls to [[Velathae|return]] from beyond the Ebon Gates for the [[Eve of the Reunion]].&lt;br /&gt;
[126] This is generic animist behavior.&lt;br /&gt;
[127] This is an IC author interpretation. Imperial Elven culture in Elanthia seems self-consciously rationalist and rejecting of religious mysticism, but there are others such as elves of the Wyrdeep who are druids. So this document tries to reconcile all this with an Enlightenment style rejection of the more medieval or older kinds of things that would have been pushed into the less civilized provinces in the West. Orthodox religion and theology might also be suppressant of it. Arkati are spirit beings, but the Elves arguably racialized them, for their own dogmatic self-interest. (In DragonRealms they are actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 explicitly] extraplanar beings, and they were extraplanar beings in the I.C.E. Shadow World setting, and as far back as 1996 in GemStone you have Stump [https://web.archive.org/web/20030215014238/http://www.mystikal.com/laranna/arkati.html posting] about the Arkati residing in the &amp;quot;Spirit realm.&amp;quot; It&#039;s really just this religious myth stuff in GemStone that does not generally treat them that way.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot;[128] There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body.[129] While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is not the primary concern of Voln, who is mostly concerned with the release of cursed souls.[130] Little more than any other golem that has a spirit trapped within it.[131] There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention. They may be conjured much like spirits through weaknesses in the veil.[132] These are instead forces of darkness which all pose hazards such as involuntary possession.[133] Warding off particular kinds of evil spirits varies by their individual identities and associations.[134] Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces gave rise to very different, more personal traditions.[135]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[128] These lines are directly addressing foundational ambiguities in the definition of &amp;quot;undead&amp;quot; and why some things are considered undead and not others, and why some unliving things are not mechanically undead for the Order of Voln.&lt;br /&gt;
[129] This is the nature of [[Animate Dead (730)]].&lt;br /&gt;
[130] This is based on being literal with the Path of Enlightenment messaging. Voln would in practice probably strike down corpse puppets, too, but this is hedged by &amp;quot;primary concern&amp;quot; and not a matter of favor in the Order of Voln.&lt;br /&gt;
[131] Rolemaster golems and constructs are always animated by a captured spirit of some kind. These could also be elementals and demons. Undead golems are only those where the spirit is an undead soul. There have been Elanthia setting golems with souls in them (e.g. the urnon golems from Kenstrom storylines) and that urnon golem also would have hosted the demon primordial Althedeus. Artificial constructs are not targetted for release by the Order of Voln, so this is reconciling these facts.&lt;br /&gt;
[132] Again, it would not have always been understood that there are these extraplanar outworlder entities, so &amp;quot;demons&amp;quot; anciently would have initially been considered wicked spirits or monstrosities of darkness. (DragonRealms also has some framing on [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 historical refinement] of what the word &amp;quot;demon&amp;quot; means, with its own temporary overcorrection of equating them with all extraplanars.) There are also extraplanar undead. Extraplanar origin entities (e.g. the [[water wyrd]]s in River&#039;s Rest) are not always mechanically extraplanar, so it is implicitly possible for such entities to attune to this reality. Some demons (e.g. the spells [[Cloak of Shadows (712)]] and [[Torment (718)]]) are not summoned with summoning circles, apparently being conjured from this world or more passively and immaterially through veil weaknesses. This is explored and reconciled much more in Volumes 2 and 3.&lt;br /&gt;
[133] Various kinds of entities have been demonstrated as having possessing powers, ranging from the [[oculoth]] [[Possessed|possession]] powers to undead with mind control / behavior manipulation abilities to NPCs in storylines such as [[Thadston]] and the [[A Knight To Remember - 2020-10-01 - Re-Rout (log)#Thadston&#039;s Lament|bleakwalker]] or [[Bonespear]] in Bonespear Tower and the [[dybbuk]]s implicitly being possession spirit undead and the [[soul golem]]s with the [[wind wraith]]s.&lt;br /&gt;
[134] This is partly playing off the Xshitha Raamaani lore in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, but just generally how it should be, different kinds of things needing to be handled different kinds of ways by spirit callers.&lt;br /&gt;
[135] This is used to fabricate &amp;quot;black arts&amp;quot; traditions along similar lines in haunted realms, which reconciles and helps explain all the very dark magic that has nothing to do with the Faendryl or Dhe&#039;nar, and does not necessarily come from Lornon. There are little bits of lore about demonic cults and other threats in the Southron Wastes than the Horned Cabal, but for the most part it is very thinly defined. This is bolstering the premise that there should be demon worshippers and so on in the southern wastelands as that is logically where they would have resided given the existing historical framework.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.B The Elven Empire&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. Who among us, then, is more beast than elvenkind?&amp;quot;[136]&lt;br /&gt;
&lt;br /&gt;
- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[136] The paragraph up through &amp;quot;benevolence and aid&amp;quot; is from the &amp;quot;History of Elanthia&amp;quot; document. It was expanded through &amp;quot;need the air to breathe&amp;quot; in the &amp;quot;[[History of the Faendryl]]&amp;quot; document. These parts are already canon. The very last sentence is totally made up for this document. It is there to give support to an interpretation of the speech&#039;s meaning later in this document, emphasizing its more metaphorical quality (which was contextualized as political rhetoric during Yshryth&#039;s coronation by the &amp;quot;History of the Faendryl&amp;quot; document). The time scale used for the first thirteen Patriarchs means that Yshryth Faendryl was coronated after the Houses had been founded but still during the very early Elven Empire. Roughly Circa -46,000s and -45,000s since the Patriarch stabilizes into average 2,000 year reigns after that period, which is consistent with the explicitly stated reign lengths in the [[Ta&#039;Illistim Monarchs]] document for the Second Age.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages.[137] There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization.[138] There was ultimately a concentration of power in urban centers with the construction of cities.[139] These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions.[140] These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny.[141] The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.[142]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[137] The premise that they resided for a long time in these open gaps, while the sylvans were those that stayed nomadic longer, comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It explicitly establishes that these kinds of smaller settlements out in the open were done for a long time before the urban centers were founded. This means the House founder stuff, especially coming out of the forests and building cities, is heavily mythologized. The IC author of this document later calls that examples of the &amp;quot;great man of history&amp;quot; myth.&lt;br /&gt;
[138] This is seeding the socioeconomic reasons for the cultural differentiation, so that it isn&#039;t really ideologies espoused by single charismatic founders out of thin air.&lt;br /&gt;
[139] This is a general civilization development pattern.&lt;br /&gt;
[140] Lyredaen has said in the past that this was the real intent for how the Houses came into being in that time period.&lt;br /&gt;
[141] This is an IC author interpretation, but reasonably grounded.&lt;br /&gt;
[142] This is an embellishment based on the way the Elves and Arkati relationship has generally been framed. &amp;quot;[[Elven Dogma and Theology]]&amp;quot; analogizes them as treating &#039;&#039;&amp;quot;their chosen Arkati as casual vassals might treat an undemanding liege.&amp;quot;&#039;&#039; The [[ICE gods#Intermediate: Fash&#039;lo&#039;nae|original Fash&#039;lo&#039;nae description]] posited a Drakes to Arkati, Arkati to Elves, Elves to Humans scheme. So this sentence is just taking the spheres of influence view of the Arkati, and having the Elves characterize their distinct spheres of interest and power relative to each other as terrestrial reflections of that higher order of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a great chain of being.[143] What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an ancient Elven word meaning a guide or recruiter of the lost, in the Elven image --- as a race of higher beings who inherited the world from its prior masters.[144] The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the stewards of the world.[145]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[143] The first part of this sentence is based on &amp;quot;[[Time on Their Hands: The Evolution of Elven Art]]&amp;quot;, while the second part is based on that Drakes-Arkati-Elves line of descent, and similar notions (like ascension ideologies) in the lore that are made sense of with the &amp;quot;great chain of being&amp;quot; concept from real-world history. This document later uses it to address alchemy and occultist emanationist doctrines. &amp;quot;secular theology&amp;quot; largely refers to the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The term &amp;quot;great chain of being&amp;quot; is used here as an IC historiographer convention for a metaphysical notion that is already present in documentation in less explicit wording.&lt;br /&gt;
[144.1] This etymology of the word &amp;quot;Arkati&amp;quot; is totally made up, but based on the [https://www.wisdomlib.org/definition/arkati#:~:text=Languages%20of%20India%20and%20abroad&amp;amp;text=%C4%80rk%C4%81%E1%B9%ADi%20(%E0%B2%86%E0%B2%B0%E0%B3%8D%E0%B2%95%E0%B2%BE%E0%B2%9F%E0%B2%BF)%3A%E2%80%94%5Bnoun,of%20an%20aircraft%20or%20spacecraft. real-world] [https://www.routledgehandbooks.com/doi/10.4324/9781315672571.ch3 meanings] (in the context of India) of the word &amp;quot;arkati.&amp;quot; The extent to which &amp;quot;ancient&amp;quot; or &amp;quot;archaic&amp;quot; Elven is different from modern Elven isn&#039;t clearly defined, there&#039;s a case to be made that it wouldn&#039;t have drifted all that much similar to Greek and Chinese. But that runs up into problems of Sylvan being a separate language on not much different time scales as the founding period, and questions regarding Dhe&#039;nar-si and the Faendryl dialect being separate languages. Though those could be explained as impacted by the Dark Elven language and possibly impact by southern subcontinent inhabitants that the other Elves do not interact with.&lt;br /&gt;
[144.2] The inherited-the-world doctrine again comes from the elven documentation and their self-justification in lording over lesser races, guiding them (like the Arkati guided the Elves) for their own good out of darkness and savagery. It is also the IC author being iconoclastic, suggesting the Elves imagined the Arkati in their own image, and implying that as with the krolvin, the Arkati feed into what the Elves want to believe about them.&lt;br /&gt;
[145] The &amp;quot;undemanding liege&amp;quot; line is quoting the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The second part of it about the monarchs being &amp;quot;stewards&amp;quot; of the world is an IC author characterization of their position and role in the &amp;quot;great chain of being&amp;quot; dogma, which serves as a basis of political disagreement with the early Dhe&#039;nar who instead view the elves as needing to rise higher up the chain with ascension. This also implicitly relates the Dhe&#039;nar ideology more closely to the imperial Elves than the Sylvans, who by &amp;quot;[[History of the Sylvan Elves]]&amp;quot; should have branched off from both of them much earlier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots.[146] It was taboo to offer piety rather than fealty.[147] As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals.[148] In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions.[149] This bred the seeds of reactionary movements.[150] But there was no room for dissidents in the building of civilization itself.[151] Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;[152]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[146] This is based on a cross of the Elven dogma document and the Elven art document, along with the racial supremacy stuff from Yshryth Silvius (circa -46,000 Modern Era).&lt;br /&gt;
[147] Later in the Second Age, Lilorandrych Illistim cracked down on cultish veneration of preserved hair from Linsandrych Illistim, along this kind of sentiment. This is established by a pendant on display in Museum Alerreth regarding [[Tenesi Illistim]].&lt;br /&gt;
[148] The Elven Empire had outlying provinces, but this has generally been very vaguely defined. This sentence is general civilization development dynamics.&lt;br /&gt;
[149] This is slightly exagerrating in the most absolute literal sense, but this pattern is generally true in the real-world. It&#039;s represented already all the way back in the Epic of Gilgamesh.&lt;br /&gt;
[150] This is a reasonable extrapolation.&lt;br /&gt;
[151] This helps frame and contextualize the Dhe&#039;nar departure from the Elven Empire point of view.&lt;br /&gt;
[152] This comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is generalized here to include &amp;quot;rubes&amp;quot; from the open-air regions rather than just the sylvan nomads in the forest. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has western migration and claims going back to -50,000 which is even earlier than House Illistim, and the founding of written records by the Chroniclers in -49,238 Modern Era. Socioeconomic and class forces are here being used to explain the population migrations, of which the Dhe&#039;nar would only have been one example and possibly later (as in the &amp;quot;Timeline of Elanthian History&amp;quot; document and the timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were displacements of the population in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities.[153] Those who were ill-suited to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West.[154] Scholars think these conditions invited the subjugation of other races for slave labor.[155] Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters.[156] To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.[157]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[153] This is a minor embellishment, extrapolating off the claiming &amp;quot;large portions of the western continent for their own&amp;quot; around -50,000 in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document, which is set a bit before the founding of the House cities in the east. It makes intuitive sense that a dynamic along these lines would exist, with the Dhe&#039;nar being the prominent surviving example. The Sylvans canonically did not migrate until later around -36,567.&lt;br /&gt;
[154] There are existing seeds of this in the Dhe&#039;nar departure being canonical. It just generalizes it to account for the &amp;quot;western continent&amp;quot; claims in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document.&lt;br /&gt;
[155] This is a thesis statement. It is just the equivalent of the real-world sociological/anthropological arguments about slavery forming with the development of agriculture based civilizations. The time period at which slavery by the Great Houses ended seems undefined, but could plausibly have survived longer in the West into the Age of Chaos.&lt;br /&gt;
[156] This is the IC author providing a socioeconomic dimension and motivator behind the Yshryth Silvius Faendryl rhethoric, which we&#039;ve already linked up with secularized great chain of being theology. This is all part of the &amp;quot;dominant ideology&amp;quot; in question.&lt;br /&gt;
[157] This is how the word &amp;quot;evolved&amp;quot; or evolution is used in the [[History of the Aelotoi|Illistim documentation]], and arguably how they interpret the relationship between gnomes and cave gnomes in the original [[Lines of Blood: A History of the Gnomes|Gnome history]] document (which more [[Inyexat|recent gnome]] documentation disputes.) The three volumes of this document is a lot more focused on artificial manipulation of animate beings and the mutating influence of magical environmental factors, which are more active driving conceptions than random mutation and natural selection, but like those has no concept of evolution as &amp;quot;progress.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited.[158] It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses.[159] There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.[160]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[158] The first part of this is just referencing the -50,000 Modern Era entry in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The second part is playing off the [[Aramur Forean]] / Black Wolves story in northwest Elanith, and the fact that the &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; Also, the &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot; and relatedly &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; has the reiver ancestors in what is now Torre possibly as far back as the Second Age independent of elven rule. (Scribes has said he intended the ancient language shown for that region to be the old form of the Kannalan language. It is lightly mangled Old English.)&lt;br /&gt;
[159] The geographic barrier argument is just common sense. The other part about other sovereign land claims getting in the way is extrapolated off the &amp;quot;[[History of Elanthia]]&amp;quot; document saying the houses would not defend each other&#039;s territories or consent to have their troops led by another when Dharthiir was advancing. This more or less amounts to denying the right of military actions through the lands of other houses.&lt;br /&gt;
[160] &amp;quot;[[History of Elanthia]]&amp;quot; describes Second Age humans as nomadic, residing on comparatively barren lands, and Elves refusing to allow others to settle more fertile areas. But some residing in the shadows of the great elven cities as beggars and thieves and slaves. With the modern period population distribution, it can be surmised there was some long-run population sorting, though it is unclear how much non-elven population there initially was in the east. The IC author is skeptical of treating it as terra nova. Agricultural slavery would implicitly be more of a western provinces thing, and this document uses that premise of western agriculture for eastern cities in the Undead War section. It&#039;s undefined in general to what extent there were elven cities in the west, and how the outlying provinces were administered. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire never held any mastery over the southern wastelands.[161] The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers.[162] The mountainous borderlands of the Southron Wastes have in all times been an attractive hiding place for brigands and criminals.[163] When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law.[164] The greatest threats to civilization, in turn, have most often come from the southern wastelands.[165] But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.[166]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[161.1] This is an embellishment that is extrapolated off contextual details. The Elven Empire cannot have been in there in the Dhe&#039;nar period (up to around -40,000), and it would not make sense for them to have controlled it in the Despana period (-20,000 to -15,000). Similarly, it would not make sense for them to control it and then give it up prior to Despana, so the most sensible thing is for the &amp;quot;old places of the Ur-Daemon&amp;quot; in the southern wastelands to be an area the Elven Empire wants nothing to do with for various reasons. The Elven Empire also generally did not control the mountains, where the dwarves were and various monster races. &lt;br /&gt;
[161.2] [[Jontara]] presently refers to a wider continental definition than Elanith, and was the original De-ICE&#039;d term for the continent. For some reason &amp;quot;Elanith&amp;quot; became used for the continent, when it was originally the replacement term for a region in the northwest corner of the continent.&lt;br /&gt;
[162] This is interpreting the lines in &amp;quot;[[Gods of Elanthia]]&amp;quot; that way, because it is the only part of the Elanith map consistent with it. The second part is a necessary logical consequence of established premises about Ur-Daemon corruption, and this is necessary to explain the Dhe&#039;nar becoming Dark Elves tens of millennia before Despana&#039;s work in Rhoska-Tor.&lt;br /&gt;
[163] The Horned Cabal wiped a lot of this out in the &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; timeline (see years 4953 and 4960), but this embellishment is just generalizing that existing premise, because if that&#039;s the dark and lawless region of the continent during the height of the Elven Empire and the worst stuff is farther in, it makes sense the criminal types would reside in the borderlands. (The year 4832 in &amp;quot;History of the Turamzzyrian Empire&amp;quot; suggests that prior to the Horned Cabal agitation and the Third Elven War, the Southron Wastes were relatively quiescent as threats to the north. The Southern Sentinel at the time of the Third Elven War was Empress Selantha II&#039;s exiled husband, so the war was led by Eastern Sentinel [[Jerram Happersett]].) &amp;quot;[[Traveler&#039;s Guide to the Turamzzyrian Empire#Selanthia|Traveler&#039;s Guide to the Turamzzyrian Empire]]&amp;quot; also mentions &#039;&#039;&amp;quot;other threats from the Southron Wastes&amp;quot;&#039;&#039; than the Horned Cabal in the present day (of 5102 Modern Era.)&lt;br /&gt;
[164] This is an extrapolation but a straightforward logical consequence of the geographic constraints.&lt;br /&gt;
[165] This is a made up premise, but sensible and plausible on existing evidence. It would include Despana. The [[Vishmiir]] are a defined threat for the Second Age, and there&#039;s some [[Urglaes-set pitted silver talisman|indication]] they came from Marluvian worship, which should likely have been concentrated in those Ur-Daemon associated lands. The Horned Cabal in recent history also fits this mold. The Faendryl may have been taming it down in recent millennia, but have let the Turamzzyrian Empire take the hits after the Third Elven War in general. (Explicitly stated in the case of demons from &amp;quot;[[The Theory of Governance and Social Order#Armata|The Theory of Governance and Social Order]]&amp;quot;.)&lt;br /&gt;
[166] Despana as a civilization ending shock, but also having been around for a few thousand years without being considered a big deal, needs to be reconciled. It would make sense if villainous black magic sorts had a history of hiding out down there, but were minor enough in practical consequence to the Elven Empire that it was more a matter of police actions and maybe raids sometimes to put bad guys down. It should generally be where Lornon types were hanging out as well.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
II.C The Exiles&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[167]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[167] This is a totally made up quote for the document. It is meant to characterize the view of the southern wastelands held even early on in the Elven Empire. &amp;quot;[[History of Elanthia]]&amp;quot; refers to Rhoska-Tor as &#039;&#039;&amp;quot;barren, blackened land&amp;quot;&#039;&#039; and the [[urglaes]] metals documentation suggests there might be regional ancient lava veins since urglaes is found around Maelshyve. The Night and Dawn stuff is based on the [[Shimmering glaesine orb|original]] Illistim house motto, which is different from the heraldry statement in &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot;. This is also setting up the non-racialized premise of original meaning for the term &amp;quot;dark elves.&amp;quot; The madness and fever dreams stuff is playing off the [[Grot&#039;karesh Hammer Clan]] history, and searching for lost secrets is making Despana only one example of it. The quote is making those lands explicitly defined as cursed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization.[168] Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were all drawn to the southern wastelands.[169] This was a haven for the most fanatical cults, and is now a graveyard of forgotten theocracies.[170] Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators.[171]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[168] This is following from the previous statement of the borderlands being where the brigands and criminals hide out, which is canonical in the modern Turamzzyrian Empire period. The interior should generally be worse than where those are willing to reside. This is only talking about the wastelands, not the subcontinent jungles, or southern mountains where dwarven clans lived.&lt;br /&gt;
[169] This is an embellished premise, but it is the only place where it makes sense for those to be during the Elven Empire, and makes continuity for Despana doing the same thing.&lt;br /&gt;
[170.1] The forgotten theocracies part is totally made up, but would be plausible behavior if the dark religious zealots are concentrated down in that region. The cult activity down there is only thinly defined, such as the Disciples of the Shadows. There should be nutjobs who worshipped demons or the Ur-Daemon, and it would only make sense for them to be around (what is now called) Rhoska-Tor and the Southron Wastes (a much older term.) The cults would not have been allowed in the Elven Empire.&lt;br /&gt;
[170.2] The general premise of other forces in the Southron Wastes region is also important for being something for the Dhe&#039;nar to push up against, having a warrior caste, where the Hunt for History item [[Shimmering crimson Dhe&#039;nar shield]] has a loresong depicting them fighting some great battle at a later time than the burning of Sharath.&lt;br /&gt;
[171] This is the thesis of the document. It is making more sense of things and contextualizing Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent.[172] This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.[173]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[172] This is fleshed out in the following subsections on the &amp;quot;black arts&amp;quot; practices down there with corruptive energies.&lt;br /&gt;
[173] This is making it clear that this was a problem at all time points, it was just in the margins of civilization during the Second Age. The last part about the [[Bleaklands]] refers to the [[epochxin]] variants of blood magic with demon blood and [[Raznel]]&#039;s witchcraft involving &amp;quot;the shadows&amp;quot; which is corruptive demonic realm energy. The IC author uses the word &amp;quot;witch&amp;quot; solely to refer to &amp;quot;black magic&amp;quot; practitioners, and usually more specifically to &amp;quot;black arts&amp;quot; practitioners like Raznel (black arts referring specifically to the use of demonic / tainting essences while &amp;quot;black magic&amp;quot; in our usage does not necessarily carry that implication), and instead uses &amp;quot;cunning folk&amp;quot; to refer to what some might call &amp;quot;good witches&amp;quot;. It uses &amp;quot;warlock&amp;quot; in the Dungeons &amp;amp; Dragons class archetype way of conduit or bondage with demonic powers, and not in the &amp;quot;oathbreaker&amp;quot; etymological sense out of Old English. Volume 2 actually constructs dark analogs of the major class types, terms such as &amp;quot;dark mage&amp;quot; used here are defined more in Volume 2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(1) The Dhe&#039;nar&lt;br /&gt;
&lt;br /&gt;
The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar.[174] Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati.[175] The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot;[176] According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah.[177] They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati.[178] Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.[179]&lt;br /&gt;
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[174] This is recognition of the fact that there is barely any established definition for any others.&lt;br /&gt;
[175] &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; establishes &amp;quot;first born&amp;quot; (of the Arkati) as the definition of the term Dhe&#039;nar. The way this line is worded is the IC author saying &amp;quot;this is what they claim&amp;quot; rather than &amp;quot;this is what we all agree is the truth.&amp;quot;&lt;br /&gt;
[176.1] This is largely referring to the non-canon player documentation explaining what &amp;quot;the way&amp;quot; means, because it is not clearly explained in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document by itself. Though the phrase gets used in that document. That document does say: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah taught them that the elves are the children of the Arkati, and as a child strives to become as its parents, the Dhe&#039;nar strive to become as the Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[176.2] The goal of the Way, and the way it encodes how the Arkati are viewed, is given near the bottom of &amp;quot;History of the Dhe&#039;nar&amp;quot;: &#039;&#039;&amp;quot;Much like the elves, however, the Dhe&#039;nar do not view the Arkati so much as &amp;quot;gods&amp;quot; or &amp;quot;celestial beings&amp;quot; but more as role models for what they themselves can achieve. Unlike the elves of the six noble Houses, however, the Dhe&#039;nar believe they can become as powerful as the Arkati. They do not see the Arkati as different or better, only more powerful, thus Dhe&#039;nar bow to no &amp;quot;god&amp;quot;. Their religion is not one of worship; instead it is one of self-perfection, not so much as an individual, but as a race in whole; the ultimate goal being to achieve power over all things.&amp;quot;&#039;&#039; Here we are taking this &#039;&#039;&amp;quot;not .. different or better, only more powerful&amp;quot;&#039;&#039; as an ascension view of the Arkati and Drakes rather than them as inherently &amp;quot;celestial beings.&amp;quot;&lt;br /&gt;
[177] This is roughly what Tahlad Tsi&#039;shalar translates as in the player created Dhe&#039;nar-si language. The IC author characterizes this as a myth, but Dhe&#039;nar would probably regard it as historically factual.&lt;br /&gt;
[178] This is stated in the canon &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document.&lt;br /&gt;
[179] This is what the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says, and is characterized more dismissively in the &amp;quot;[[History of the Faendryl]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths.[180] Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad.[181] That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests.[182] There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.[183]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[180] This is referring to the shared details of Korthyr and Tahlad between the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents. The Departure section of the Dhe&#039;nar history is 50,000 years ago, dating that to around -45,000 Modern Era, which in turn means it happened thousands of years after the Houses formed and long after Korthyr was dead. These House founding dates in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; are further solidified in their use in basing Elven calendar dates in various documents. So this document is trying to reconcile that inconsistency.&lt;br /&gt;
[181] Korthyr would have died some time in the -48,000s and Tahlad does not leave until the -45,000s in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This document reconciles that by having the timeline entry referring to an Illistim historiographer theory of the Dhe&#039;nar departure, while the Dhe&#039;nar themselves might claim it happened more around -50,000 Modern Era before the Illistim Chronicles were started.&lt;br /&gt;
[182] It would be inconsistent with that period in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. The sylvans and elves also would have divided much earlier. The &amp;quot;[[History of the Faendryl]]&amp;quot; supports these things, but has a lot of dubious stuff in it.&lt;br /&gt;
[183] This is from the chronicler preface to the canon version of the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and the &amp;quot;[[History of the Faendryl]]&amp;quot; document refers to Tahlad on similar footing as the House founders. But the actual timeline spaces these thousands of years apart, so it has to be treated as myth making. It can&#039;t be treated literally without causing contradictions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is regarded by more serious scholars as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth.[184] The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations.[185] Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses.[186] The Elven Empire was not a meaningful concept in the time of Korthyr.[187] Nor were the Ardenai those who stayed behind.[188] They lived in cities on the forest edges and woodland hamlets, with adjacent croplands, not unlike the Barony of Bourth with its elven settlements in the Wyrdeep Forest.[189] Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years.[190] It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed.[191] It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses.[192] The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.[193]&lt;br /&gt;
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[184.1] The &amp;quot;more serious scholars&amp;quot; part is an embellishment, but characterizing the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents as fanciful, and not especially tethered to what actually happened. This document sides entirely with the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; approach of being outside the forests for a long time and only eventually urbanizing. &lt;br /&gt;
[184.2] The term &amp;quot;great man of history&amp;quot; myth is used here as an IC historiographer convention for characterizing the way some historians have chosen to represent history in their texts. It is beyond the scope of this document to get into those meta-history theories in general. But the IC author is also implicitly saying Elves used &amp;quot;best people&amp;quot; (e.g. race, nation) theory of history myths in a few forms (e.g. exceptional, original, chosen, highest). To a lesser extent there is some &amp;quot;great minds of history&amp;quot; mythos. This document uses a mixture of historical idealism (in the sense of colliding world views and value systems pushing forward a history of ideas) with historical materialism, some realpolitik, and some environment-mediated morphing of &amp;quot;human&amp;quot; natures due to metaphysical corruption by dark essences. It avoids using the &amp;quot;great man&amp;quot; and &amp;quot;great mind&amp;quot; models of historicizing, but allows high impact and consequence for contingent events.&lt;br /&gt;
[185] This is a necessary conclusion of the date ranges used for the House foundings in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and all the documents basing off those founding dates. This is only a 1,500 year span for the city foundings. The IC author is using a little broader definition of the House formation, allowing the seven &amp;quot;Houses&amp;quot; institution to be something that emerged by the end of the founding period and Yshryth Faendryl rather than House = capital city from the very beginning. That allows the Dhe&#039;nar departure in the -45,000s to still coherently be opposition to the political organization of the Elven nation into split Houses rather than something settled two thousand years earlier.&lt;br /&gt;
[186] This is cross-referencing Korthyr dying when only the first borough of Ta&#039;Faendryl had been built in &amp;quot;[[History of the Faendryl]]&amp;quot;, along with Ta&#039;Faendryl having been built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;, and Ta&#039;Vaalor and Ta&#039;Faendryl having been founded at the same time in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with only Ta&#039;Illistim pre-dating them. For the Tahlad/Korthyr relationship to be true, it would have to be significantly earlier than the cities and before the Houses were founded and before the Elven Empire was a concept.&lt;br /&gt;
[187] This document treats the Elven Empire as becoming a meaningful concept around the time of Yshryth Silvius. It has the Faendryl historians, and in a twisted way the Dhe&#039;nar, being excessively literal with metaphorical language from Yshryth.&lt;br /&gt;
[188] &amp;quot;[[History of the Faendryl]]&amp;quot; treats the Ardenai as having stayed behind, but its leaving-the-forests narrative contradicts the more soberly written &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. &amp;quot;[[History of Elanthia]]&amp;quot; said the Ardenai reside in &amp;quot;towns and cities&amp;quot; and only vaguely refers to having stayed closer to roots in the deep forest.&lt;br /&gt;
[189] The forest edges description is an embellishment. The Sylvans resided deeper inside the Darkling Wood (though using the term &amp;quot;Darkling Wood&amp;quot; for it requires interpreting it as encompassing the forest that far south) and did not have contact with the imperial elves until the -45,000s in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, in the limited sense that the other Elves had no idea there was a Sylvan city there on a centuries scale. Which nearly requires the Ardenai to stay away from the deep woods in that time period, because it is a strain to have them residing in the deep woods and not wandering south. Though the Sylvan history is a little &amp;quot;just-so&amp;quot; with the way it is repeatedly having Elves rediscover the Sylvans even though they were always in Elven Empire borderland forests. The adjacent croplands are described in the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
[190] This cross-references &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and explicitly rejects the literal reading of Yshryth Silvius&#039; speech that is done in &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[191] This refers to the departure date in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is simply explaining why Illistim chroniclers think the Dhe&#039;nar left well after the Houses founded, while this other dogma exists of it having happened several thousand years earlier prior to the Chronicles.&lt;br /&gt;
[192] This is cross-referencing &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[193] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and insinuates Dhe&#039;nar harassment of the sylvans in this time period before the departure in -45,293. This insinuation is also explaining the &amp;quot;lavender&amp;quot; lore with Dhe&#039;nar and sylvan slaves in &amp;quot;[[Speech Unspoken: The Language of Flowers]]&amp;quot;, because they have much more dubious interaction for geographical reasons at any other time period. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the more dominant interpretations among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood.[194] Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land.[195] In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si.[196] Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records.[197] No one knows for certain if this identification is correct.[198]&lt;br /&gt;
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[194] This is an embellished premise for explaining why the Illistim chroniclers have the Dhe&#039;nar departure happening over two thousand years after the last of the Houses formed. It also characterizes Sharyth Ardenai as a return to nature movement beginning in the open air spaces, so as to be consistent with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; on this period. This can be reconciled by House Ardenai forming out of the open-air population that stayed geographically closest to the Darkling Wood, and maybe partly into it, without themselves being regarded as &amp;quot;sylvisterai&amp;quot; by the other Elves. The Sylvans should be the ones who really just stayed inside the forest, and that particular area of the Great Forest is where they ended up concentrating.&lt;br /&gt;
[195] &amp;quot;Sharath&amp;quot; means &amp;quot;promised land&amp;quot; in Dhe&#039;nar-si. This was canonized in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The trial and tribulation line is meant to motivate why the Dhe&#039;nar would reside in (what is now called) Rhoska-Tor for a protracted period. Which is the nearest part of the Southron Wastes to the eastern Elves.&lt;br /&gt;
[196] This is implying &amp;quot;Sharath&amp;quot; comes from the name &amp;quot;Sharyth&amp;quot;, and insinuates the &amp;quot;sho&#039;rah&amp;quot; in Noi&#039;sho&#039;rah is similarly rooted with Sharath and Sharyth. This then interprets &amp;quot;First Sister&amp;quot; as having an original reactionary meaning of &amp;quot;Sharyth&#039;s intent&amp;quot; according to this hypothetical dissident faction. This is an embellishment, but a plausible contrary view for House elves. The feminine gender neutral case of it meaning &amp;quot;First Sister&amp;quot; is true in the player created Dhe&#039;nar-si language (as introduced into it decades ago by Mnar.) Referring to that as &amp;quot;archaic&amp;quot; Dhe&#039;nar-si is how the &amp;quot;[[Dark Elven languages]]&amp;quot; document treats and refers to the old player constructed language.&lt;br /&gt;
[197] &amp;quot;[[History of Elanthia]]&amp;quot; refers to Sharyth Ardenai as a matriarch, while &amp;quot;[[Timeline of Elanthian History]]&amp;quot; uses the &amp;quot;his&amp;quot; pronoun for Sharyth Ardenai. There is a similar discrepancy for Linsandrych Illistim. These documents are both decades old, so this document takes that gender indeterminancy at face value, since it is so long standing.&lt;br /&gt;
[198] This is a hedge for allowing this whole interpretation and theory to be wrong, which allows Dhe&#039;nar to still believe their version of history. The actual departure would then have happened before the Chronicles started, when Korthyr was a relatively young man. But some of the details would still need to be regarded as distorted a bit by knowledge of later events, even though the prophecy itself is supposed to be prophecy. For example, there could be no singular decision by seven leaders to split into seven Houses, because the Houses were founded over a span of 1,500 years and even then the &amp;quot;Houses&amp;quot; as a political system probably emerged because of the cities rather than the other way around.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati.[199] In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years.[200] The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses.[201] In the more cynical view of the &amp;quot;Matter of the Elven Empire,&amp;quot; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology.[202] Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization.[203] With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.[204]&lt;br /&gt;
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[199] This is what &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; says.&lt;br /&gt;
[200] There is a 5,000 year gap between the Noi&#039;sho&#039;rah section and the Departure section of &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, so this line is trying to reconcile something that doesn&#039;t even make sense within the Dhe&#039;nar document itself.&lt;br /&gt;
[201] This is partly referring to &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and partly referring to &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.&lt;br /&gt;
[202] &amp;quot;Matter of the Elven Empire&amp;quot; is totally made up, and plays off the real-world historical terms such as the &amp;quot;Matter of Britain&amp;quot;, which is distorted with Arthurian legend and so forth. This is the IC author characterizing this early period as in historical dispute among the elves, with the founding of the royal lines and their pedigree from powers such as Arkati and Wyverns. Treating the contrary view as &amp;quot;peasant ideology&amp;quot; is the sensible counterpart to the Houses royal ideology. The existing documentation has significant founding period inconsistencies, tinged with legends, so the phrase &amp;quot;Matter of the Elven Empire&amp;quot; is used to characterize that IC.&lt;br /&gt;
[203] This is recontextualizing it in terms of the characterization given earlier in this document of monarchs as stewards in a static great chain of being. (The Dhe&#039;nar history document says the other Houses do not believe the Elves &#039;&#039;&amp;quot;can become as powerful as the Arkati&amp;quot;&#039;&#039;, though there has to be some nuance in this because of ascension theologies like Amasalen, it should probably mean this is not a plausible whole race goal and that generally &amp;quot;ascension&amp;quot; however it concretely exists comes from intervention by Great Spirits such as Arkati using their own power.) The Dhe&#039;nar view in contrast would be characterized as the low rising up the chain, and perhaps the high falling off. The IC author is giving that a socioeconomic dimension.&lt;br /&gt;
[204] This is setting up the contrary view of the Noi&#039;sho&#039;rah prophecy as a historical distortion, reading Despana and the Undead War into &amp;quot;Matter&amp;quot; politics as an anachronism after the fact. The Dhe&#039;nar in contrast would maintain it was the original prophecy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated.[205] This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578.[206] House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son.[207] This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire.[208] Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness.[209] There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl began to truly assume its central role over the Empire.[210]&lt;br /&gt;
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[205] This is the Patriarch timing given in &amp;quot;[[History of the Faendryl]]&amp;quot;. In &amp;quot;[[History of Elanthia]]&amp;quot; it was Korthyr&#039;s line that built Ta&#039;Faendryl, which this explained.&lt;br /&gt;
[206] This is cross-referencing the timing given in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. However, &amp;quot;History of the Faendryl&amp;quot; has a major timeline contradiction around the Undead War up to the Ashrim War, being fundamentally inconsistent with the other history documents. Here we are treating the timing in the earlier part of the document as still reliable.&lt;br /&gt;
[207] This is all from &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[208] Yshryth was already defined as Patriarch 14 in &amp;quot;[[History of Elanthia]]&amp;quot;, the &amp;quot;[[History of the Faendryl]]&amp;quot; document established his speech was from his coronation. The IC author here is asserting this is the proper birth of the Elven Empire, because of the imperial vision it sets out and its early time period relatively not long after the Houses finished forming.&lt;br /&gt;
[209] The political context was already in &amp;quot;[[History of the Faendryl]]&amp;quot;, but this is more explicitly asserting that what Yshryth was saying about leaving the forests was a metaphor. Later there is argument about connotations of kinslaying in the word &amp;quot;Draekeche&amp;quot; which is the (ancient?) elven for &amp;quot;darkness&amp;quot; dating back to at least -49,080. This is also setting up hostile / exile conditions for the Dhe&#039;nar, if the Illistim chronicler timing for their departure is the correct view.&lt;br /&gt;
[210] This is cross-referencing the &amp;quot;[[History of the Faendryl]]&amp;quot; timing for this period with the Ta&#039;Illistim Monarchs document &amp;quot;[[Ta&#039;Illistim Monarchs|Linsandrych&#039;s Legacy: A Detailed Examination of the Dynastic Argent Mirrors and Their Contributions to Illistimi Society With Notes On Selected Post-Lanenreat Figures]]&amp;quot;, once you convert out of the Illistim calendar into the Modern Era calendar. Then it&#039;s using these power vacuums and schisms and purges and so forth to say this is how and when House Faendryl came to lead the Empire (premise dating back to &amp;quot;[[History of Elanthia]]&amp;quot;), as Linsandrych Illistim had founded the first House and was present until -45,895.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven.[211] Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law.[212] There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind.[213]&lt;br /&gt;
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[211] This is IC author interpretation. It is suggesting the chaos and disunity motifs, and Korthyr as Tahlad&#039;s nephew, is all a distortion of Korthyr being succeeded by his great-nephew Khalar Andiris and then a bunch of assassinations and coups happen, and that Yshryth&#039;s famous speech (on unity and leaving the forest in a singular event) is being distorted with a Dhe&#039;nar departure that happens in -45,293 during the reign of Patriarch 14.&lt;br /&gt;
[212] This is insinuating Despana and the rising dead motifs are distortions of Geniselle Anaya overthrowing the Faendryl throne and being executed by her son, after a millennium of petty power squabbles and coups following Korthyr&#039;s first successor.&lt;br /&gt;
[213] This is a straight foward incompatibility between the Dhe&#039;nar and Sylvan lores. The &amp;quot;great chain of being&amp;quot; metaphysics worldview construction in this document gives them a much closer filiation of ideas relationship with the House Elves than the Sylvans, because that kind of conception is totally absent in the Sylvan documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes.[214] Archaeologists have found relics in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks.[215] One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath.[216] Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness.[217]&lt;br /&gt;
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[214] The Dhe&#039;nar spent time in what is now called Rhoska-Tor becoming Dark Elves in the racial mechanical sense. They have since resided in the jungles beyond the Southron Wastes.&lt;br /&gt;
[215] This makes up having relics found which prove the Dhe&#039;nar warlocks were in (what is now called) Rhoska-Tor way back then, but the premise of the spidery runes and having left stuff behind in Rhoska-Tor is in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[216] In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it says they learned &#039;&#039;&amp;quot;control of the undead&amp;quot;&#039;&#039; in Rhoska-Tor, which this document will take literally as controlling undead that already existed. That document also suggests the Book of Tormtor was something the Dhe&#039;nar left behind, but there are multiple inconsistent proposed explanations of the Book of Tormtor across documents.&lt;br /&gt;
[217] This is making use &#039;&#039;&amp;quot;old places of the Ur-Daemon&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot; for Rhoska-Tor, and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers to &#039;&#039;&amp;quot;the dark magic of the region&amp;quot;&#039;&#039; as distinct from &#039;&#039;&amp;quot;spells taught by the Arkati themselves.&amp;quot;&#039;&#039; The Dhe&#039;nar history document notably is most explicit on blaming Ur-Daemon dark essence for tainting the bodies and minds and turning elves into dark elves: &#039;&#039;&amp;quot;The dark essence that had been left behind by the Ur-Daemon War not only tainted the appearance and psyche of the Dhe&#039;nar, but it also had a powerful effect on the flows of magic in the region.&amp;quot;&#039;&#039; This document (in all three volumes) is using that view of the region heavily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records.[218] But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation.[219] It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a need to ward off malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands.[220] The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living.[221] In this way they were able to not only prevent the possession of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands.[222] This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars.[223]&lt;br /&gt;
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[218] The absence of written records, other than &amp;quot;spidery runes&amp;quot;, in this period is explicitly stated in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The way that section is written makes it sound like the Book of Tormtor had to be written in those runes, and only Dhe&#039;nar warlocks can read them, therefore Despana being able to read it and being from the southern jungles would mean Despana was Dhe&#039;nar. The IC author of this document is relatively dismissive of that as twisting things to fit the Noi&#039;sho&#039;rah prophecy.&lt;br /&gt;
[219] Similar situation leading to similar methods can help them understand the nature of these runes even though only the Dhe&#039;nar warlocks are supposed to be able to read the script.&lt;br /&gt;
[220] Such undead of twisted nature spirits should &amp;quot;naturally&amp;quot; exist in Rhoska-Tor, given the dark essence tainting described in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This treats banshees as referring to the fey variety, and &amp;quot;infernal sprites&amp;quot; were a [[Southron Wastes]] creature during the [[Wavedancer]] event. The infernal sprites and pale wraiths and banshees were in the part of the map closest in direction to Rhoska-Tor. The banshees are also [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds dark fey] in DragonRealms.&lt;br /&gt;
[221] Using dark essence in this way to control the undead is a premise used throughout these three volumes. It&#039;s unholy magic analog of similar things done through Order of Voln symbols (e.g. Symbol of Submission) and so on.&lt;br /&gt;
[222] Pale wraiths were another Southron Wastes creature from the Wavedancer event. This is playing off the ability of [[wind wraith]]s to possess [[soul golem]]s, as well as the Tehir [[Life and Being in the Sea of Fire|beliefs]] about spirits inhabiting corpses in the Sea of Fire. This &amp;quot;do the opposite&amp;quot; method echoes back to the animism section with mortuary rituals twisting into necromancy of the undead methods.&lt;br /&gt;
[223.1] This relates back to the animist section talking about the spiritual magic roots of necromancy, where in the case of the Dhe&#039;nar it would be spirit magic they attributed to the Arkati. But then in Rhoska-Tor they learn elemental magic, but they&#039;re manipulating a dark energy. It becomes a form of sorcery, as defined in this document. (Sorcerers are grouped with the Temple caste with the spiritual casters in the Dhe&#039;nar caste system, rather than the warlocks / magi caste which are the elementalists.) &lt;br /&gt;
[223.2] The original premise with the Dhe&#039;nar was that the ones around the Landing had begun experimenting with raising the dead clerical magic, but generally in Dhe&#039;nar culture those who do not survive do not deserve to be resurrected. There might be attempts to define Temple caste clerical magic as siphoning power from around Arkati without directly borrowing powers, but that cuts against the grain of how Cleric magic in particular has always been defined in GemStone, and in Volume 2 of this document that is instead described as &amp;quot;ur-priest&amp;quot; methods which can mimic non-denomination Cleric magic but fundamentally isn&#039;t and has corruptive &amp;quot;leeching&amp;quot; dependency effects on the caster. (Analogous to the Dhe&#039;nar warlocks who become dependent on feeding on magical energies in the still non-canon Dhe&#039;nar documentation.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was facilitated, however paradoxically, by their study of the elements.[224] Blazing sand elementals are yet another threat found in the Southron Wastes.[225] With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well.[226] But there are other pure forces beyond the veil than those of the elemental planes.[227] There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or elemental darkness.[228] It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes.[229] With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.[230]&lt;br /&gt;
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[224] The &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says they learned &#039;&#039;&amp;quot;summoning of the elements into a physical manifestation&amp;quot;&#039;&#039; while in Rhoska-Tor.&lt;br /&gt;
[225] These were creatures in the [[Southron Wastes]] during the [[Wavedancer]] event. There are [[Small sand elemental|sand elemental]] companion pets.&lt;br /&gt;
[226] This further sets up what was implied by comparing the similarity of summoning familiars with their manipulation of the undead.&lt;br /&gt;
[227] In Volume 2 these are called &amp;quot;sorcerous elements&amp;quot; and include various terms used in spells and messaging and storylines, including [[Balefire (713)|balefire]] and [[mawfire]]. This is an embellishment to the extent that it is set in a basic cosmological model of more chaotic vs. more ordered essences.&lt;br /&gt;
[228] &amp;quot;the shadows&amp;quot; is a demonic energy used in Kenstrom storylines related to [[Althedeus]] and its realm. Volume 2 of this document treats that as a mixture of elemental chaos and elemental darkness. There are solid roots on treating these as essence substances, but it is still an embellishment.&lt;br /&gt;
[229] The Althedeus lore is cited in documents such as &amp;quot;[[Ithzir Genesis]]&amp;quot; and &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. This is basically the same thing as &amp;quot;unholy power&amp;quot;, and in Volume 2 it is defined as related to &amp;quot;anti-mana&amp;quot;, which is an embellishment but roughly consistent with I.C.E. roots. (Except that the elemental darkness of Rolemaster &amp;quot;Elemental Companion&amp;quot; was a separate concept from the anti-essence of the Shadow World setting.) This is all equivalent to what is called &amp;quot;dark essence&amp;quot; in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[230] This is what was being implied in the previous paragraph, and this concept is used in Volumes 2 and 3. For example, Volume 3 talks about some necromancers suffusing themselves in dark essences to mask their life forces, to make the undead not attack them and instinctually obey them. (This would probably be illegal in Faendryl sorcery because of the corruptive effects on the mind and body.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor.[231] Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath.[232] It might well be that the journey actually began with the death of the cult leader.[233] Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes.[234] While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath.[235] Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed.[236] Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years.[237] The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were quite probably corrupted by knowledge of events after the fact.[238]&lt;br /&gt;
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[231] The hedging on this is about the lack of written records framed for it in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[232] This is playing off Tahlad being a Dhe&#039;nar-si word that means student.&lt;br /&gt;
[233] This is the IC author being iconoclastic, but also pointing at how old Tahlad would had to have been to make historical sense of him.&lt;br /&gt;
[234] The wording &#039;&#039;&amp;quot;the jungles &#039;&#039;&#039;said to&#039;&#039;&#039; lie beyond the Southron Wastes&amp;quot;&#039;&#039; for Despana in &amp;quot;History of Elanthia&amp;quot; suggest the Southron Wastes region was generally anathema to the Elven Empire and not something they ordinarily traveled through and interacted with in that time period. In other words Elven Empire records of the Dhe&#039;nar would implicitly have been sketchy.&lt;br /&gt;
[235] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and is using that provenance issue to cast doubt on the veracity of written records that might have survived the Great Fire.&lt;br /&gt;
[236] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[237] The use of oral tradition in the Dhe&#039;nar lore in general serves the function of introducing unreliable narration on the distant past. &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers outright to hardship &#039;&#039;&amp;quot;twisting their ancient beliefs&amp;quot;&#039;&#039;.&lt;br /&gt;
[238] This is IC author view from Faendryl bias, the Dhe&#039;nar would disagree with this statement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(2) Witchcraft&lt;br /&gt;
&lt;br /&gt;
In the outlying regions of the Elven Empire, far from the great cities, there were survivals of folk religion.[239] These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority.[240] Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms.[241] They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead.[242] They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living.[243] Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.[244]&lt;br /&gt;
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[239] This is an embellishment. It does not really make sense that the more rural populations would not have folk religion and folk magic, much as there virtually has to be animism going all the way back rather than only developing later. Arguably some of the instincts for this still exist in the Elven Nations, and civilizations in general, in the &amp;quot;[[Divination: A Comprehensive Guide]]&amp;quot; lore. This document to some extent is doing a &amp;quot;history from below&amp;quot; contrast to the &amp;quot;great men/minds/etc.&amp;quot; histories to help break up GemStone&#039;s monolithic race-culture ideologies.&lt;br /&gt;
[240] The framework of this document characterized the Elven forest tradition as &amp;quot;druidism&amp;quot;, so this is more or less a tautological statement.&lt;br /&gt;
[241.1] This document uses this as the historical root for Empath magic. It uses the term &amp;quot;cunning folk&amp;quot; to cover &amp;quot;good witches&amp;quot;, so the word &amp;quot;witch&amp;quot; is only being used in the dark and negative connotations. There is a lot of scattered superstition lore, such as [[thanot]] as warding charms because of the pentagram pattern of its berries. This is being consistent with later in this document treating &amp;quot;hybrid&amp;quot; magics, especially esoteric modes of hybrid magic, as historically ancient and prior to the full division of spellcraft into separate spheres of magic.&lt;br /&gt;
[241.2] The term was not used in this document, but these are examples of &amp;quot;apotropaic&amp;quot; magic.&lt;br /&gt;
[242] This is generic folk religion stuff. It is providing the hook for death rituals and magic to get twisted into darker magic with corruptive energies. Volume 2 also gets into this with witchcraft.&lt;br /&gt;
[243] This hedges the animist vs. Lorminstra [[Eve of the Reunion]] issue. Something similar to this is in the [[Grot&#039;karesh Hammer Clan]] giantkin lore with the [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]] at Kilanirij. This is another hook for twisting into wicked spirit calling and commanding undead spirits.&lt;br /&gt;
[244] The Ilvari are an example of fey changeling kidnappers. &amp;quot;Ilvari luck charms&amp;quot; are sold and do not really do anything. [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds &amp;quot;Changelings&amp;quot;] exist in DragonRealms and are called spriggans, thought to be spirits related to elemental air. In the I.C.E. Shadow World version the air fey were servants of the god we call Tonis, a thieves patron, and in DragonRealms the dark fey are the creations of Idon one of the thieves patron immortals. Though this is almost certainly a coincidence.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others.[245] They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated.[246] This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets.[247] Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations.[248] The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.[249]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[245] This document is using &amp;quot;witches&amp;quot; almost exclusively for wicked magic practices as a convention, even though the IC author would acknowledge the existence of sympathetic magic practitioners calling themselves &amp;quot;witches&amp;quot; doing good/light practices or morally neutral practices. Similarly with &amp;quot;blood magic&amp;quot;, that term is being reserved for the sorcerous form of it, not the more empathic form of it (e.g. [[Akhash]] the Tehir spirit caller) which would not be corruptive and debasing.&lt;br /&gt;
[246] This is rooting the more (wicked) spiritual magics of the Sorcerer Base list in this culture tradition. Especially [[Curse (715)]]. But these are not &amp;quot;black arts&amp;quot; as will be described later.&lt;br /&gt;
[247] This is the IC author hedge and acknowledgement that to some extent he&#039;s set up a false dichotomy regarding the term &amp;quot;witches.&amp;quot; Curse tablets refers to the ancient Roman practice.&lt;br /&gt;
[248] This is a reasonable anthropological supposition about the filiation of ideas and superstitions, given the initial premise of earlier animist religious traditions partly surviving into later ages.&lt;br /&gt;
[249] Witch hunt panics are not defined in current lore, but this is the general dynamic of how witch panics work in the real-world.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression.[250] It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil.[251] In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits.[252]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[250] This tension with orthodoxy is setting up the driving of witches into the wilds, while the medicine man types with healing or clerical powers get to stay. Also seeding the bias of humans against magic because of elves.&lt;br /&gt;
[251] In other words, this is everyday life stuff, superstition suffused throughout cultures.&lt;br /&gt;
[252] This is characteristic of animism in general, and very clearly the case with the Tehir lore. &amp;quot;Great Spirits&amp;quot; is the generic term this document uses for deity scale powers of spiritual mana orientation. If spiritual mana were [https://elanthipedia.play.net/File:ManaField.gif subdivided] like it is in DragonRealms, it might be that the animist magics (e.g. roots of empath, ranger) are moreso using &amp;quot;life mana&amp;quot; while clerics and paladins are moreso using &amp;quot;holy mana.&amp;quot; Lunar mana to some extent in DragonRealms is filling in the roles mental mana does in GemStone IV. In this document there is a framed link between &amp;quot;occultism&amp;quot; and &amp;quot;astrology&amp;quot; to seed that relationship.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is particularly important is that this tradition more broadly is what might be called sympathetic magic.[253] It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions.[254] It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up.[255] It is what remains of more ancient traditions of spiritualism.[256] From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies.[257] It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real.[258] In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;[259]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[253] While there is some pure superstition stuff, such as in the divination lore, in the Elanthia setting there is also real sympathetic magic (e.g. Raznel&#039;s voodoo dolls and blood magic.) This document treats this as Elanith&#039;s non-Erithian precursors to what is now called Mentalism.&lt;br /&gt;
[254] This tacitly falls under the notion of NPC &amp;quot;[[Overview of Elanthian Magic|flow magic]]&amp;quot; in current canon, but later in this document that is going to be classified as &amp;quot;thaumaturgical&amp;quot; and &amp;quot;exoteric&amp;quot; magic (in terms of how the Elves try to develop it away from informal lay magic), while what we are talking about here is &amp;quot;esoteric&amp;quot; magic as an informal cousin of &amp;quot;ritual theurgy.&amp;quot; It is elaborating and deepening the magic theory. Volume 2 talks about forming rites with rigid rules in a kind of perverse imitation of rote magic, especially with black arts magic, to try to make predictable effects without really understanding what is being done &amp;quot;theoretically.&amp;quot;&lt;br /&gt;
[255] This is essentially a new premise for making sense out of having this storyline sympathetic magic stuff that does not relate to the spell circles and stuff invoked off scrolls. In IC terms it could be disputed how separate orthodox religion with its clerical magic really is from the rest of spiritual magic in the &amp;quot;vernacular&amp;quot; populations, and sympathetic magic which may now in the present age be considered spiritual-mentalist hybrid. Later in the document is a nod to the DragonRealms division between &amp;quot;life&amp;quot; and &amp;quot;divine&amp;quot; mana when talking about mana conventions. DragonRealms also has &amp;quot;Lay Necromancy&amp;quot;, which is [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 Low Sorcery], where Low Sorcery in general is relatively informal evil magic.&lt;br /&gt;
[256] This is a thesis statement, set up by the prior sections on animism.&lt;br /&gt;
[257] This is establishing the important distinction against pure superstition (e.g. divination without spellcraft of any kind), which is that magical energy (essences) must be manipulated into magical effects to qualify as &amp;quot;magic.&amp;quot;&lt;br /&gt;
[258] Rote superstitious practices acting like de facto rote magic.&lt;br /&gt;
[259] This is explaining why the use of say troll blood in an alchemy recipe, or blood in a religious ceremony, or even what empaths do, does not qualify as &amp;quot;blood magic.&amp;quot; It is only magic involving blood. &amp;quot;Blood magic&amp;quot; here is strictly being used to refer to these sympathetic magic practices, though the other volumes allow an occultist form of blood alchemy for making homunculi. At this point it is tacitly acknowledging &amp;quot;good&amp;quot; practitioners (cunning folk, some shamans), but in most of this document the term &amp;quot;blood magic&amp;quot; is reserved for the highly corruptive sorcerous form, which involves debasement and perversion through the mediating substance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation.[260] Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood.[261] There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.[262]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[260] This is just defining the meaning of the term &amp;quot;sympathetic magic&amp;quot;, which is imitative magic or correspondence of forms. Sympathetic magic is a term that was coined by the 19th century folklorist James Frazer in his book &amp;quot;The Golden Bough&amp;quot;, which is either magic of &amp;quot;similarity&amp;quot; or magic of &amp;quot;contagion.&amp;quot; Witchcraft in this document follows these tropes.&lt;br /&gt;
[261] This has been done in storylines, such as those involving the witch Raznel.&lt;br /&gt;
[262] All of this is framed as animist roots, but now running up against orthodox religion with its good vs. evil values duality, which in Elanthia in the Second Age is Liabo vs. Lornon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within the modern conventions of magic, this sort of correspondence of forms is related to what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot;[263] In the mind oriented near planes of existence, such as the Eternal Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world.[264] This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames.[265] There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession.[266] Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.[267]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[263] This is establishing the premise of treating this as the Elanith non-Erithian precursor to Mentalism in the contemporary conventions. The notion of &amp;quot;dark empathy&amp;quot; and confounds and hybrid magic are elaborated later in this document.&lt;br /&gt;
[264] This was true in [[Ride of the Red Dreamer]] and Auchand stated it explicitly on the Wiki, distinguing the [[Eternal Dream]] near plane from the sorcerous [[valence]]s. Nightmare steeds and unicorns in the mount system as of summer 2022 had physically manifesting object from dream world interactions. Ebon&#039;s Gate 2022 with [[Naidem]] also had some mind/form distortion premise in it.&lt;br /&gt;
[265] This is generic voodoo doll kind of stuff.&lt;br /&gt;
[266] Dream walkers were present in [[Griffin Sword War]] 2 and [[Ride of the Red Dreamer]] storylines, and other times where minds have been entered, and are mentioned in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. Some minds are [[Valence#Near Planes|able]] in GemStone to slip into the Eternal Dream during sleep. There is a subtextual argument for the decay/spirit-death mechanics messaging having been based on astral projection. The truffles in Lower Dragonsclaw do some sort of astral projection. &lt;br /&gt;
[267] This is part of the thesis and framed previously in the animism section. It&#039;s malignant spellcasters using that propensity to twist mortuary magic into more malicious uses, and then that gets still darker later when dark essences are involved in haunted realms. This sets that up for the next paragraph.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, witches were exiled into the wild woods or darker hiding places.[268] This led to a rising number of witches in the Southron Wastes, where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them.[269] Blood magic began using demon blood.[270] Curses began using more corruptive essences, facilitating rituals for causing the undead.[271] Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood.[272] There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others.[273] One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.[274]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[268] This sets up a fragmenting of witchcraft into split traditions. Volume 2 says more about the different kinds of witches. There are elemental themed ones, [[Life and Being in the Sea of Fire|spider witches]] in the Sea of Fire, the Sisters of Blight, and so forth. Raznel was influenced by black arts out of the Southron Wastes and Wizardwaste.&lt;br /&gt;
[269] With the &amp;quot;dark essence&amp;quot; explicitly framed in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and corruptive effects on various peoples in current canon, this is extrapolated here to imply there is a general issue of this for historical wasteland residents. Very little is defined for indigenous populations. Iguanoids were there in the Wavedancer, as well as scourgemages (which were reskinned [[fire mage]]s but Volume 2 treats as demon worshipping analogs to rangers). This region probably had its own animism (e.g. black shamanism), but presumably also earlier demonic and Marluvian cults, and Volume 3 makes up something about mummies and underworld themed death religions influenced by underground rifts. The general point of this line is cross-pollinating the folk magic into the wastes and in turn incorporating the dark essence of that region. Later in this document there is framing for surviving knowledge of Second Age folk magic being sampling/survivor biased toward the Elven forms of it due to the records being from Elven occultists. There is IC author framing bias here because he can reasonably speak of a migration tendency of black magic practitioners toward the south, but would have much shakier insight into what those wasteland cultures were before that merger.&lt;br /&gt;
[270] This document leans into various arguments for the presence of &amp;quot;indigenous&amp;quot; demons in the region. The ebon-swirled primal demon in the Southron Wastes is a primitive cousin of the oculoth, and its venom blood is a major storyline factor behind dark magic in Kenstrom&#039;s events. This line is taking the &amp;quot;blood magic&amp;quot; from the witchcraft tradition and now using demon blood in it which is far worse. This is reasonably what would have happened if this population migration happened even in broad outlines.&lt;br /&gt;
[271] This is leveraging off &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; referring to the dark essence of the region, left behind from the Ur-Daemon War.&lt;br /&gt;
[272] Raznel turned a [[Drangell|giantman]] into a troll and a [[Thrayzar|human]] into an orc. This is framing and explaining the generic &amp;quot;witch turns prince into a frog&amp;quot; or werebears and selkies kinds of curses. This &amp;quot;witchcraft&amp;quot; is implicitly partly Mentalist in contemporary magic theory, so the dark transformation of bodies stuff is in it here, and not necessarily present in the prior inhabitants of the southern wastelands (e.g. cultists, black shamans.)&lt;br /&gt;
[273] Stuff like werewolves and [[Gaunt feral selkie|selkies]]. This is setting up the seed for Despana later having cursed diseases such as Red Rot. It follows the &amp;quot;contagion&amp;quot; variety of &amp;quot;sympathetic magic&amp;quot; in Frazer&#039;s definition of the term.&lt;br /&gt;
[274] [[Werebear]]s being mechanically undead is some weird game history anomaly. I think every cursed thing that was flagged as &amp;quot;Unlife&amp;quot; and targettable by Cleric repel spells was treated as undead when the Order of Vult (Voln) was created in 1994. Volume 3 does a lot of differentiation on the various forms of &amp;quot;unliving.&amp;quot; Selkies are much more modern creatures in a game mechanics sense and actually undergo transformation cycles.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Witches of the South would enter pacts with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons.[275] There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits.[276] They might have mediating vermin such as maggots or ichor worms inside themselves.[277] Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves.[278] There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them.[279] It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself.[280] Conjuring in this way was in stark contrast to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.[281]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[275] This is the general Satan worshipping witch archetype. Raznel would make blood bonds with people. This distinction is allowing other forms of witchcraft to not work this way. This is speaking of a regional historical generality or propensity, not saying &amp;quot;every witch in the south did this and no witches outside the south did it.&amp;quot;&lt;br /&gt;
[276] This is leaning on the channeling aspect of the framed hybridism of their magic.&lt;br /&gt;
[277] This is directly based on Raznel. She had stuff like this as well as scarabs inside her own body, forming or emerging spontaneously when she was cut. Though Raznel learned how to implant such things into bodies from Quinshon, who is a black shaman.&lt;br /&gt;
[278] This is the general &amp;quot;corrupted by dark power&amp;quot; archetype. It has been used to show characters being driven mad with taint/corruption in GemStone since the I.C.E. Age.&lt;br /&gt;
[279] Raznel would control others sometimes with implanting her scarabs into them. She was also prone to using anti-magic, and stripping magical powers from people.&lt;br /&gt;
[280] This is a characterization of the mode of magic, it does not have to always involve subservience to something else. This wording is partly inspired by [[Torment (718)]].&lt;br /&gt;
[281] This is setting up distinctions between Faendryl sorcery in the Second Age with the &amp;quot;black arts&amp;quot; and forms of magic that would have repulsed the imperial elves. They are reflecting different cultural value systems and ideologies. &amp;quot;[[History of the Faendryl]]&amp;quot; has recognizable sorcery being practiced until at least circa -40,000 and so we are preferring to split apart the historical meaning of &amp;quot;sorcery&amp;quot; so the Faendryl of the Second Age culturally make sense as the leaders of the Elven Empire.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(3) Cultists&lt;br /&gt;
&lt;br /&gt;
In the Age of Darkness there was always a minority of demon worshippers.[282] Whether the demonic of the wastelands, or the dead gods themselves.[283] There are buried crypts in the Southron Wastes belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul.[284] Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason.[285] Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation.[286] But the reliefs and frescoes of the interregnum are far more hideous in their depictions.[287] They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices.[288] Cave paintings from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are often found with trepanated skulls.[289]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[282] There is only thin already established evidence for this. The timing on the loresong of the Marluvian [[Urglaes-set pitted silver talisman|urglaes talismans]] from [[Hunt for History]] is unclear, but using an ancient language that was sometimes used in game in the early 2000s. &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; shows archaeological evidence for knowledge of Marlu dating back to before the Elven Empire. There ought to be Marlu worshippers, and Ur-Daemon or demon worshippers more generally, and it would make sense for them to live in the old places of the Ur-Daemon (Rhoska-Tor) rather than in the great forest with the sylvans and imperial elves.&lt;br /&gt;
[283] This is allowing a distinction between animists who are akin to rangers of the demonic (in Volume 2 these are called scourgemages), which are left-over from the Age of Darkness or arriving through underground tears in the veil --- there was possibly an example of this in the room painting of the Southron Wastes during the Wavedancer, and the eyeballs of ebon-swirled primal demons have been seen arriving through spontaneous tears in reality in the Southron Wastes --- and actual cultists worshipping the Ur-Daemon.&lt;br /&gt;
[284] This is reviving and De-I.C.E.ing the vruul lore, which is hard coded into the area design of the Broken Land. It is making sense of the Marlu description in &amp;quot;[[Gods of Elanthia]]&amp;quot; about being seen delving into ancient crypts, which is vestigial from I.C.E. lore about him searching prehistorical crypts for vruul, and then the notion of Marlu loosening portals to draw power is made sense of by assuming there are actually portals to demonic realms present that can be loosened: &#039;&#039;&amp;quot;Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown.&amp;quot;&#039;&#039; This seems to be hedging on whether Marlu is Arkati or has extraplanar power sourcing like the Ur-Daemon portal described earlier in that document. Footnote 71 suggested a possible constraint of Ur-Daemon dependency on this to sustain their existence in this reality, such that destroying their major portal in itself is what defeated them, which could be a conceptual motivator or root for this premise about the power source for Marlu.&lt;br /&gt;
[285] This is explaining the &amp;quot;[[Gods of Elanthia]]&amp;quot; description with the original context.&lt;br /&gt;
[286] This is based on the Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot;. This only clearly referred to glyphs being found in the Southron Wastes, where presumably they survive from climactic conditions. But here we interpret the line instead to include the petrified trees as also being in the Southron Wastes. This is meant to explain and reconcile &amp;quot;[[Gods of Elanthia]]&amp;quot; saying the final battle in the Ur-Daemon War blasted the landscape for hundreds of miles and turning it into a lifeless wasteland. Which implies it wasn&#039;t a wasteland previously, which is where the carvings on the petrified trees would come from (perhaps artificially fast in cataclysmic conditions, though petrification itself usually only takes several thousand years). The Southron Wastes room painting depicts a huge former lake, now a salt basin, and there are unstable (quite likely unnaturally formed in the Ur-Daemon War) shale mountains capped with limestone that are described as geologically &amp;quot;recent&amp;quot; violent upheavals.&lt;br /&gt;
[287] This is referring to the cave paintings from Linsandrych Illistim&#039;s quote, and embellishing it in cross-reference to the frescoes in the Dark Shrine of the Broken Land.&lt;br /&gt;
[288] This is also leveraging off the Broken Land design. This line is trying to establish that region as having dark worshippers dating back into prehistorical times, so that there were effectively always bad guys with dark magic there at all time points.&lt;br /&gt;
[289] This is an embellishment. It is leveraging off the Linsandrych Illistim quote about representing fear, and the &amp;quot;madness&amp;quot; motif in demonic themed places like below the Graveyard and the Broken Land. The trance states are about animism. These volumes treat black shamans and scourgemages as dark magic archetypes of shamanistic nature in that region. The skulls is based off the the Broken Land and Graveyard, and there&#039;s also a skull pile in the burial mound in the [[vourkha]] area outside Ta&#039;Illistim. Trepanation is getting at the notion of &amp;quot;nightmare visions&amp;quot; and &amp;quot;fever dreams&amp;quot; that the made-up Linsandrych quote in this document references.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent.[290] There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled.[291] Dark mages who would not abide by the laws of civilization would find freedom in these lands, while fanatics who sought a world ruled by Lornon would found short-lived, sinister theocracies.[292] Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions.[293] In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.[294]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[290] This is leveraging off the previous embellishment about the Elven Empire not claiming and occupying the southern wastelands based on consistency considerations.&lt;br /&gt;
[291] Despana is the existing defined example, but something like that should have happened many times over thousands of years. This line is also using the previous view that the southern wastelands are where the Ur-Daemon portal was destroyed and where the last great battle happened that blasted the landscape for hundreds of miles.&lt;br /&gt;
[292] The theocracies is totally made up, but follows naturally and logically from the framed lawless condition of the region and inhabitation by dark religions. Dark mage is an archetype that is defined later, but also more fully in Volume 2. They would be practitioners of dark essences magic (attuned to &#039;sorcerous elements&#039; like balefire much like mages do with the elements), therefore ultimately sorcerous, who often (not necessarily always) are attempting to come at it from the rationalist orthodox magic theory direction. This is more generally talking about magic practitioners who refused to be bound by regulations and laws. It seeds having pre-exile Faendryl sometimes exiling out there and bringing illegal knowledge with them, and gives a close-at-hand corruption path to blacker arts for Faendryl sorcerers. Dhe&#039;nar &amp;quot;warlocks&amp;quot; might also be prone to becoming &amp;quot;dark mages&amp;quot; in this sense of the term, though the Dhe&#039;nar Stareater legend is loosely how we are using &amp;quot;warlock.&amp;quot;&lt;br /&gt;
[293] There isn&#039;t really any established framing for the Elven Empire allowing Lornon worshipper chaos and machinations within its territories. But they should also have existed. So this is making a hook for explaining where they tended to be concentrated in the Second Age.&lt;br /&gt;
[294] In the Vvrael quest the ghost of Malaphor claimed the Vvrael witches and warlocks were wizards and sorcerers of this world who were corrupted by the Vvrael and eventually made their way into the Rift, and likewise Daephron Illian was working in Rhoska-Tor when he broke open the rift and sealed it in a puzzlebox. It&#039;s basically a Hellraiser concept. Vvrael witches also were in the Demon Queen of Anwyn storyline after the Rift was released and Terate was dead. So having the Vvrael cultists reside in that general region is making consistency of things. It is canon from &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; that the Disciples of the Shadows (Althedeus worshippers) were residing in the Southron Wastes, potentially back into the Age of Chaos. The last part of this sentence is open-ended for all the other bad things that might exist.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds.[295] Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic.[296] This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices.[297] There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out.[298] There were even cults believing Elves were cursed by the Arkati.[299] That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.[300]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[295.1] The convention for &amp;quot;warlock&amp;quot; in this document is the Dungeons &amp;amp; Dragons kind of class archetype of powers from binding with demons and so forth. This is keeping consistency with the nature of &amp;quot;Vvrael warlocks&amp;quot; and possibly the Dhe&#039;nar magi being called warlocks (e.g. the Star eater legend). This is more akin to the etymology out of Scots than the &amp;quot;oathbreaker&amp;quot; or &amp;quot;pact breaker&amp;quot; etymology out of Old English, where instead the meaning is more along the lines of pact making with demonic powers in betrayal of good gods.&lt;br /&gt;
[295.2] This is setting up &amp;quot;warlock&amp;quot; as the archetype for teratology and monster making, which in volumes 2 and 3 are related to Arcane or more general definitions of &amp;quot;necromancy.&amp;quot; But they are more demonology focused, so their necromancy is what volume 2 defines as &amp;quot;demonic necromancy.&amp;quot;&lt;br /&gt;
[295.3] Warlocks and witches in the black arts usage here is also staying consistent with demons using [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 &amp;quot;conduits&amp;quot;] to influence this plane in DragonRealms, especially the more powerful demonic entities which would have issues directly manifesting in this reality. (This concept is explicitly present in GemStone with Althedeus.) Volume 2 of this document talks about places where demonic power is infiltrating this plane, or similarly with Dark Gods (or demonic &amp;quot;gods&amp;quot; in other planes), where the soul can get pulled into the demonic realms if someone dies in that place. Which is [[Purgatory|consistent]] with the Temple of Luukos on Teras Isle, and that concept [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 exists] in DragonRealms as well. It is meant in this document to help explain the origin of some extraplanar undead.&lt;br /&gt;
[296] More framing for teratology. The last part about the demonic hybrids is leveraging off the unnatural offspring of demons and animals from the Third Elven War, and extraplanar hybrids from storylines such as [[Rodnay]]. It is providing threads for other forms of the &amp;quot;blood magic&amp;quot; we have seen from Grishom Stone and Elithain Cross.&lt;br /&gt;
[297] This is an embellishment but using the framed premise of the region being a haven for dark religions. The Dhe&#039;nar supposedly did not practice slavery until after the Great Fire, according to &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, but the practice may have existed in the neighbors.&lt;br /&gt;
[298] This is made up but helps illustrate the kinds of black arts that would exist that would not be Faendryl sorcery.&lt;br /&gt;
[299] This is an homage to the Drow.&lt;br /&gt;
[300] This slyly plays off the Dhe&#039;nar referring to themselves as the first born of the Arkati, but having the hunger of the Ur-Daemon. This document characterizes the more indigenous parts of the wastelands as prone to ancestor veneration and the Ur-Daemon as dead gods who are still present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to subvert the separation of the living from the demonic.[301] The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a divine language in some cults.[302] Demon worshippers sometimes call it the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists.[303] Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.[304]&lt;br /&gt;
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[301] This is using the broader definition of necromancy from the beginning of this document. The existence of demonic/living hybrids in Elanthia is long-established canon.&lt;br /&gt;
[302] This is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Its being regarded as a divine language by demon worshipping cults is an embellishment, but something that would probably be true if those cults were present. It would be a manifestation of the influence and presence of their gods in their view.&lt;br /&gt;
[303] This is a retcon to recontextualize the meaning of the Daemon&#039;s language when &amp;quot;[[History of Elanthia]]&amp;quot; talks about the Book of Tormtor. What is in the present age called the Dark Elven language would in the Second Age have been associated with the Ur-Daemon, because of this framing of who was involved with that region in that time period. The part about its source having never been found by extrachthonic linguists is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Another subtle point is that it should not have been known as the &amp;quot;voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;History of Elanthia&amp;quot; implies it was not known as &amp;quot;Rhoska-Tor&amp;quot; yet when Despana was searching it, unless the placename itself comes from the term &amp;quot;voice of Rhoska-Tor&amp;quot; (e.g. through the Dhe&#039;nar rha&#039;sha&#039;tor [[Dark Elven Horror Stories|meaning]] &amp;quot;giver and taker of life&amp;quot; which in turn could speak to how the language was used in that region). Rhoska-Tor has to be considered part of the Southron Wastes in the Second Age.&lt;br /&gt;
[304] This is an embellishment but would sensibly follow from the premise in the line noted by footnote 302.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions known as Tor.[305] These outcroppings or mounds are mythologically named for each of the &amp;quot;dead gods,&amp;quot; which is how the Ur-Daemon are regarded.[306] While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults grow around these haunted ruins.[307] Cults might at times become extinct, only to arise again, centuries or millennia later.[308] There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them.[309] They often believe &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world.[310] Consecrating us with their unholy black blood.[311]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[305.1] The first part of this is stemming off the Grot&#039;karesh Hammer Clan exposure to the Battle of Maelshyve. &amp;quot;[[Giantkin History]]&amp;quot; translates Grot&#039;karesh as &amp;quot;magically cursed&amp;quot; or &amp;quot;magically haunted&amp;quot;, but &amp;quot;elder elven scholars&amp;quot; translate it as &amp;quot;Daemon-tainted&amp;quot;.&lt;br /&gt;
[305.2] This interpretation of &amp;quot;Tor&amp;quot; is totally made up. There are several reasons for it. Tor are geological formations that are basically rock outcroppings with hill formations, such as the hill Glastonbury Tor, which is mythologically associated with Arthurian legend and Otherworlds. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; describes hills in the region of Maelshyve. Banshees in turn are fey of the mounds/hills in real-world mythology. Likewise, keeps are generally built on mounds, and Maelshyve is a &amp;quot;great keep&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;Keep&amp;quot; in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The [[ora]] lore from the materials documentation also has a very large ora mine in Rhoska-Tor, but otherwise describes ora as being found in mountains and hilly regions. Tor are typically granite, an intrusive igneous rock, and the [[urglaes]] around Maelshyve ought to implicitly be in igneous rock (with &amp;quot;[[History of Elanthia]]&amp;quot; calling Rhoska-Tor &amp;quot;blackened&amp;quot; and urglaes being implicitly linked to the Ur-Daemon in the [[eonake]] lore), but the underground caverns are suggestive of limestone, which is consistent with the Southron Wastes room painting. &amp;quot;[[Origins of Tonis]]&amp;quot; on the other hand calls the land &amp;quot;blackened&amp;quot; directly from the corruption of the Ur-Daemon, but also speaks of lava (&amp;quot;hot blood&amp;quot; of the earth) nurseries for newborn Ur-Daemon. So all of this together is the logic of treating the word part &amp;quot;Tor&amp;quot; in the geological meaning of igneous protrusion rocks.&lt;br /&gt;
[306] This is a Lovecraftian twist on the Ur-Daemon based on established Ur-Daemon facts, combined with the fey mythology usage of Tor. It is an embellishment to say there are other Tor and that they are named after specific Ur-Daemon, but this retcon is meant to motivate why we supposedly know the names of individual Ur-Daemon (e.g. Ith&#039;can, Goseth, Orslathain) and why this region was considered an old place of the Ur-Daemon. These Ur-Daemon names are represented as used in occultist grimoires in Volume 2 to help explain that point.&lt;br /&gt;
[307] This is a made up embellishment. It serves to motivate the existence of the cults, even if they die out and come back later. It provides the seed for alternate possible origins of the Book of Tormtor, because the literal explanation of a book written in the Ur-Daemon language from &amp;quot;[[History of Elanthia]]&amp;quot; does not make sense without additional premises. That the Ur-Daemon would have a book at all, and then someone tens of thousands of years later can read it, without some weird magic artifice explaining it.&lt;br /&gt;
[308] This premise allows some long-run behaviors without having to posit specific organizations (i.e. cults) or whole cultures continuously existing for tens of millennia.&lt;br /&gt;
[309] This is made up, but based on the storyline instances of using Ur-Daemon body parts, such as rejuvenating them with Ur-Daemon blood. As well as the Beast imprisoned in Teras Isle having ambients of almost waking up. And Tseleth saying pieces of the Ur-Daemon are never truly dead.&lt;br /&gt;
[310] This is meant to relate the cultists to the &amp;quot;warlock&amp;quot; dark magic archetype described earlier, and based on the canon ability of demons and other extraplanars to hybridize with the living. Then they are just exercising religious beliefs about the demonic, doing some confirmation bias conflating them into their ancestor veneration. It isn&#039;t necessary for it to be true that a lot of these demons originated in hybridization of the living with the Ur-Daemon and then banished in the Ur-Daemon War. But it need not be quite obvious that this is wrong, either. Even the abyran might plausibly be made by a more powerful demon out of the missing Faendryl sorcerers.&lt;br /&gt;
[311] The blood of the Beast of Teras Isle is black. It was used to charge up the eye of Ith&#039;can for the climax of [[Cross into shadows|Cross into Shadows]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These kinds of sentiments lent themselves to still other forms of necromancy.[312] There were those who sought to induce demonic possession, such as the riders of the wasteworms.[313] Others were &amp;quot;dread seers,&amp;quot; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination.[314] This is a necromantic form of astral projection for harrowing the outer valences.[315] Some sought to master the power of fashioning the demonic from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed.[316]&lt;br /&gt;
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[312] Specifically, this is following off the parapsychic imputing of forbidden knowledge, so it&#039;s about the sorcerous version of mind and spirit stuff with the demonic and other planes.&lt;br /&gt;
[313] Wasteworms are a creature of the [[Southron Wastes]] from the [[Wavedancer]] event. The idea of there being wasteworm riders is shamelessly ripped off from Dune. The premise here is black arts practitioners acquiring demonic powers for themselves through their bonds or usage of demons.&lt;br /&gt;
[314] This is a made up premise that Xorus [[Harrowing and Esoteric Archaeology|lectured]] about at a Faendryl symposium and has used in vignettes, and to some extent did during the Witchful Thinking storyline when probing the memory past of [[Witchful Thinking - 2019-07-19 - Unwind the Curtains (log)|Thrayzar]] and [[Witchful Thinking - 2019-07-26 - Seeing Time and Emotion (log)|Pylasar]] using Melgorehn&#039;s Reach. &amp;quot;dread seer&amp;quot; is inspired off an attempted translation of the inscription of the Dark Shrine in the Broken Land, where the theory (though I think it&#039;s likely coincidental and the composite word was just trying to mean &amp;quot;cruel&amp;quot;) is that its multiple meanings included referring to the vruul as &amp;quot;dread seers.&amp;quot; There were I.C.E. motivations for that interpretation. Regardless, the premise is sorcerers doing &amp;quot;demonic possession&amp;quot; on demons or unliving monstrosities like the vruul, as conduits for immaterially exploring eldritch vistas and incomprehensible cosmic horror.&lt;br /&gt;
[315] The general idea is it would be the sorcerous analog of dream walking and spirit possession and so forth. It would be necromancy for immaterially exploring the sorcerous valences and infernal realms and so forth. As opposed to the Faendryl sorcery methods of material summoning and materially passing through rifts into other valences like the Extrachthonic Cartographer&#039;s Guild does. This is generally about removing the oversimplification of the domains of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot;, which is significantly done in Volume 2. The wording &amp;quot;outer valences&amp;quot; here is meant to distinguish it from harrowing near plane &amp;quot;chthonic&amp;quot; infernal realms, such as with &amp;quot;black shaman&amp;quot; methods (which has been seen with Quinshon and the Shadow Realm) or Morvule simply flying down into the Maw of Luukos whereas great effort was needed to summon him back from being lost in other planes. (Morvule incidentally is an expert in summoning and planar studies, which is another point for showing the framed impracticality of being able to get to Elanthia from other realities.)&lt;br /&gt;
[316] This is totally made up, but inspired by the premise of what the Broken Land story was about, with Uthex attempting to fashion entities out of energy. This is using that concept specifically for entities of darkness and the demonic, and makes a consistency hook for why Marluvians and so forth would try to twist Uthex&#039;s work in that direction.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Warlocks were especially responsible for the innovations of demonic necromancy.[317] These would sometimes be abominations that would not, in the narrow sense, be thought of as undead.[318] They were often in reincarnation cults, seeking unnatural forms of immortality.[319] It was noticed very early on that sometimes the curse of the undead was bound to other objects.[320] Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves.[321] It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be developed into more elaborate ways of preventing destruction from violence.[322] These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons.[323] Warlocks often seek to transform their own blood with that of dark powers.[324]&lt;br /&gt;
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[317] Demonic necromancy is defined in more detail in Volume 2. It is contrasted with low necromancy (roughly, reanimate dead and mindless corpse undead, with rote magic) and high necromancy (roughly flow magic with dark essence). High necromancy is also a [https://elanthipedia.play.net/Category:Necromancer_spells distinction] in DragonRealms, which includes what we are calling transmogrification. Demonic necromancy includes such things as some forms of teratology, making infernal undead (corrupted with &amp;quot;sorcerous elements&amp;quot;), attempting to refashion the demonic into new forms of monstrosity, and mixing the demonic into the undead in various ways. It might be regarded as overlapping with high necromancy, or possibly even being a special subset of it.&lt;br /&gt;
[318] The varied forms of unliving, and undeath as a demonic spectrum, is elaborated in Volume 2. It is somewhat similar to the distinction between [https://elanthipedia.play.net/Corruption_(2.0) &amp;quot;corruption&amp;quot;] and [https://elanthipedia.play.net/Perverse &amp;quot;perversion&amp;quot;] in DragonRealms [https://elanthipedia.play.net/Category:Corruption_spellbook necromancy]. In DragonRealms the [https://elanthipedia.play.net/Category:Necromancer_spells distinction] between corruption and perversion necromancy is whether life mana is being mixed with elemental or lunar mana. For our purposes we have distinctions between the &amp;quot;transmogrified&amp;quot; and the living undead or mutant aberrations, but we&#039;re not trying to map simply to DragonRealms, for instance because we&#039;re including various explicit forms of demonic / sorcerous essences instead of just this life mana hybridization distinction.&lt;br /&gt;
[319] This is related to the animism roots postulated earlier as a debasement. This is used especially in Volume 3 to motivate the development of phylactery and other preservation methods.&lt;br /&gt;
[320] This is just generally something that can happen.&lt;br /&gt;
[321] This phenomenon is then recognized for its potential in preventing destruction from violence.&lt;br /&gt;
[322] Some of these are elaborated in Volume 3 in the &amp;quot;Preservatives&amp;quot; category of undeath.&lt;br /&gt;
[323] These examples generally have precedent from storylines that have happened.&lt;br /&gt;
[324] This is extrapolating off the caustic black blood of the [[Vvrael warlock]]s, and to some extent what Raznel did to her own blood and with her paragons. These were essentially a form of demonic hybridization, because they were made with a processed variant of [[epochxin]], the venom blood of the ebon-swirled primal demon which transforms the blood of the victim into epochxin (or the epochxin variant.) These demons reside natively in the Southron Wastes as well as other valences.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration.[325] While these were originally only those demons that descended from the Age of Darkness, or had arrived incarnate through unstable rifting, it would not remain limited to demons which had become trapped in this world.[326] There would sometimes be Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret.[327] These summoners might be converted to dark religions, or make pacts for safe haven.[328] Knowledge of demonic summoning from the outer valences spread in this way.[329] It was also the birth of other forms of undeath, caused by the various kinds of demons.[330]&lt;br /&gt;
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[325] This is helping motivate the term &amp;quot;Old Ones&amp;quot; and getting into how very differently these black arts practitioners approach and regard the demonic from how the Faendryl do, and why the Faendryl do not view things that way.&lt;br /&gt;
[326] Such demonic are being presumed to exist, but they should have existed from world logic consistency considerations. This is speaking of the &amp;quot;incarnated&amp;quot; demonic, those fully materialized into this reality. Elsewhere in this document we speak of immaterial demons, demonic forces, conjured and acting through veil weaknesses or &amp;quot;thinness.&amp;quot; This notion does not require veil piercing or fully material &amp;quot;summoning.&amp;quot;&lt;br /&gt;
[327] This is not explicitly stated anywhere, but essentially has to be true out of realism. Given the previously supposed framework of the nature of the southern wastes in the Second Age.&lt;br /&gt;
[328] This reasonably follows from the previous premise.&lt;br /&gt;
[329] &amp;quot;[[History of the Faendryl]]&amp;quot; has Faendryl demonic summoning beginning before -40,000 Modern Era, based on the Patriarch numbers and the timing leading up to Patriarch 14. This document is treating that as very specific form or style of demonic summoning, involving veil piercing and materially pulling through an entity. In practice it would not make sense for this knowledge to not spill out to some extent over the next 25,000 years from rogue sorcerers. So we have some stuff spilling back to the Faendryl through occultists, and some stuff from the Faendryl spilling over into cultists through criminals and traitors. Cross-pollination of methods. The House Elves likewise needed to already know what demonic summoning is and the nature of the Ur-Daemon for the Faendryl exile to make sense. The scope of Faendryl summoning in the Second Age has to be very restricted, more restricted than implied by the &amp;quot;History of the Faendryl&amp;quot; document. It might also be focused on outer valences, or even just similarly material valences and their entities (as opposed to &amp;quot;infernal realms&amp;quot; as defined in Volume 2 or more dangerous outer realms), which might include extraplanar races or creatures like Ithzir but not necessarily &amp;quot;fiends&amp;quot; like vathors and oculoths.&lt;br /&gt;
[330] This is leveraging off GemStone&#039;s long but ill-defined history of relating the demonic to the origins of undead. It is incoherent to have demonic summoning without corresponding exposure to undeath. It is one of numerous reasons it makes no sense for undead to have not existed in Elanthia before Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
II.D House Faendryl&lt;br /&gt;
&lt;br /&gt;
In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood.[331] But the ancient elves had long since turned from worshipping the Great Spirits.[332] In the Elven dogma or &amp;quot;Matter&amp;quot; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods.[333] The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants.[334] Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness.[335]&lt;br /&gt;
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[331] This was cited already in previous sections. The term Rebuilding for the Arkati dominated period comes from &amp;quot;[[Elanthian Moons]]&amp;quot;.&lt;br /&gt;
[332] This is established in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and Great Spirits in this document is a generic for all powerful spirit deity entities, avoiding the baggage of the word &amp;quot;Arkati&amp;quot; which is tied up in Drake servant legends.&lt;br /&gt;
[333] &amp;quot;[[Elven Dogma and Theology]]&amp;quot; can be read as the Drakes being regarded as dark gods, but the plain reading of that document has the Elves not believing the Arkati were servants of the Drakes at the time it actually happened, instead turning to that idea after the fact to rationalize the Ur-Daemon War. It frames the Arkai as gods who kept the Drakes (or perhaps really dragons if these is a distinction) from harming the Elves. The part about Yadzari and Amas is characterizing that part of the legend as merely a &amp;quot;Matter&amp;quot; foundation myth along the lines of the steward / great chain of being conception postulated earlier.&lt;br /&gt;
[334] It is unclear how early exactly the sylvan hierophant [[History of the Sylvan Elves|memory transfer]] method actually goes back. But the Rebuilding goes all the way up to the founding of the Elven Empire, and it certainly dates at least roughly that far back. But the bestial view of dragons, consistent with the Linsandrych Illistim characterization, is represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[335] This plays off &amp;quot;Draekeche&amp;quot; being the (ancient?) Elven word for &amp;quot;Darkness&amp;quot;, and echoes off the beginning of the document saying the darknesses destroyed each other.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms.[336] It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences.[337] Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.[338]&lt;br /&gt;
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[336] This is an iconoclastic IC author view. This notion of the Drakes really being higher spirits than the Arkati was floated, for example, by Auchand on Milax&#039;s podcast. The point of this line is dealing with the contradictory way this has been handled. &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; are used interchangeably in &amp;quot;[[History of Elanthia]]&amp;quot;, but other times there&#039;s been a notion of them being different, but there are also draconic lineages (e.g. wyrms) that are certainly much less powerful than Arkati, and so forth. So the IC author is questioning whether ancient Elves may have confused actual dragons with draconic-manifesting or incarnating spirits that were more powerful than the humanoid-manifesting or incarnating spirits, and it might well be that both &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; so defined fought the Ur-Daemon.&lt;br /&gt;
[337] Same point as note 336.&lt;br /&gt;
[338] This is reconciling the polar opposite ways the dragon attitude is treated in documentation. Between say the Linsandrych Illistim quote in &amp;quot;[[History of Elanthia]]&amp;quot; and the pro-Wyvern attitudes by Vaalor elves in the &amp;quot;[[Wyvern]]&amp;quot; documentation, and such things as the &amp;quot;Imperial Drakes&amp;quot; and the religious mythos of Koar possibly being the last Great Drake.&lt;br /&gt;
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In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters.[339] From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races.[340] In this way there was a secular movement to wield magic as the Arkati did, rather than borrowing their powers as from master to servant.[341] This was an especially difficult mode of spellcraft known as Arcane magic.[342]&lt;br /&gt;
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[339.1] This is a fair reading of &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. Similarly, the proof of Arkati mortality in it is unconvincing, because they are spirit beings who may take on incarnations, but a struck down incarnation isn&#039;t the same thing as killing the spirit. The IC author view here is characterizing the view of the Arkati in the Second Age as fitting and justifying the ideology of the Elven Empire, and then later religion takes this elven atheist revisionism more credulously as theology.&lt;br /&gt;
[339.2] This is also reconciling the treatment of parents/siblings relationships in &amp;quot;[[Gods of Elanthia]]&amp;quot;, which is arguably vestigial from I.C.E., with the origin legends related to Drakes where it makes no literal sense. It&#039;s treating this as Elven racial ideologies being read into the Arkati.&lt;br /&gt;
[340] This formula used to be part of Fash&#039;lo&#039;nae&#039;s gods description.&lt;br /&gt;
[341] This is suggesting that the Arkati were providing forms of spiritual magic to the Elves, and that the other forms were learned by the Elves on their own. This is sensible given the nature of the Arkati and the nature of spiritual (especially clerical) magic. The idea that there was a secularizing movement in magic is an embellishment, but basically consistent with how the House Elves were developing.&lt;br /&gt;
[342] This is reviving the I.C.E. concept of Arcane magic from Rolemaster and Shadow World, which is already present but not explained in lore with the mechanical Arcane spell circle, and is historically encoding the notion that initially there was not division into separate spheres of magic. But that there was a natural fissure already present for the elemental and spirit spheres to split apart into separate (and easier) categories of magic. Hybrid magic is closer to Arcane magic. The following section is reconciling the magic theory lore from I.C.E., DragonRealms, and what exists all the way throughout all time points of GemStone.&lt;br /&gt;
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(1) Arcane Power [343]&lt;br /&gt;
&lt;br /&gt;
Arcane magic is the wielding of the raw, undifferentiated forces into magical effects.[344] It is what would later be called &amp;quot;flow magic,&amp;quot; in its totality, as opposed to the finished spells of &amp;quot;rote magic.&amp;quot;[345] This was split by mortals into modes of spellcraft. The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects.[346] Exoteric magic proscribes the irrational from spellcraft. Esoteric magic is mostly an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions, or else the incomprehensible depths of flow magic with cosmic forces. While the Arcane and sorcery are natively esoteric, the Faendryl developed them toward thaumaturgy.[347] Wielders of Arcane power are able, in principle, to cast spells of any of the spheres of magic.[348]&lt;br /&gt;
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[343] This section is generally fixing the defects and deficits of the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. It is intentionally trying to keep consistency with I.C.E. (Rolemaster and Shadow World) because those are the conceptual foundation and framework the game was built on, as well as consistency with DragonRealms, because Elanthia is supposed to be &#039;&#039;&#039;the same world setting&#039;&#039;&#039; so it should have &#039;&#039;&#039;approximately consistent cosmology and &amp;quot;magic physics&amp;quot;&#039;&#039;&#039; in both GemStone and DragonRealms (and ideally at all time points for GemStone back to 1989.) DragonRealms has magic theory due to GM posts and so forth, and there&#039;s some magic theory out of I.C.E., so it is a matter of making those consistent with what exists in GemStone mechanically and lore documents and in storyline premises.&lt;br /&gt;
[344] This is partly inspired by the [[Arcane Blast (1700)]] messaging, but also emphasizing the non-specialization into spheres of magic.&lt;br /&gt;
[345.1] These terms are from the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. This section is generalizing the magic theory, so that document is representing a particular set of positions on theory of magic. This document is speaking of broad historiographic and metaphysical categories, so that it leaves the particular schools of thought in actual history to be complicated and messy and open-ended in definition. &lt;br /&gt;
[345.2] The equation of &amp;quot;Arcane magic&amp;quot; and &amp;quot;flow magic&amp;quot; will be made more nuanced later in this section, since the view that separate spheres of magic are metaphysically fundamental would maintain that each sphere has its own flow magic. The IC author is more sympathetic to the view that undifferentiated magic is more fundamental. It uses the term &amp;quot;in its totality&amp;quot; to make this distinction.&lt;br /&gt;
[346.1] This sentence is dense in terminology. &amp;quot;Exoteric&amp;quot; refers to what we normally think of as casting spells in a game mechanics sense. What prior sections were calling occultism or sympathetic magic are &amp;quot;esoteric&amp;quot; magic, but when they are actual magic they are still magic just informal in the way they work. Within the category of &amp;quot;exoteric&amp;quot; there are two primary modes of magical manipulation, &amp;quot;thaumaturgic&amp;quot; spells and &amp;quot;theurgic&amp;quot; spells. The basic idea is that the energy is in some sense being manipulated in different ways (&amp;quot;modes&amp;quot;) by physical beings. This becomes the underlying reason in the monist view for the split into separate spheres of magic, where the esoteric stuff is the roots of what later was conventionalized as Mentalism. These terms are about magical method, not category of behavior or effect such as a word like &amp;quot;apotropaic&amp;quot; magic which would refer to things like wards against dark magic and protection spells. Thaumaturges may try to &amp;quot;channel&amp;quot; the essence and possibly imitate theurgic spell effects, but ultimately theurgic magic is channeling spell effects and power from external sources. These are usually what we call &amp;quot;spiritual&amp;quot; sources of mana, but could be other powers such as demons. This document has the early black arts using theurgical and sympathetic magic (e.g. their forms of demonic summoning) with dark forces as a distinction from Elven thaumaturgy.&lt;br /&gt;
[346.2] &amp;quot;Essence&amp;quot; is the I.C.E. terminology and &amp;quot;mana&amp;quot; is Elanthia terminology, but GemStone still uses &amp;quot;essence&amp;quot; and &amp;quot;flows of essence&amp;quot;, and even the notion of background magical energy. In this document we are using &amp;quot;essence&amp;quot; as a generic for magical energy, including darker or more chaotic forms from infernal demonic realms and other valences and so forth, and restricting the word &amp;quot;mana&amp;quot; to the kinds of essence that are used in our ordinary &amp;quot;pure&amp;quot; magic spell circles. In the basic cosmology model Volume 2 uses, these are found in pure form in higher (but still accessible and partly intersecting) &amp;quot;near planes&amp;quot; like the Elemental planes, and other stuff like balefire and necrotic energy and so forth is essence but not &amp;quot;mana&amp;quot; by that definition.&lt;br /&gt;
[347.1] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies Erithians introduced &amp;quot;Mentalism&amp;quot; as a separate sphere of magic starting in 3,786 Modern Era, and people in Elanthia were not regarding Empaths (for example) as mentalist hybrids up through 5103. So we&#039;re here historicizing things by calling that a convention shift, and that Elanith had its own precursors to what is now called Mentalism through these esoteric traditions. The key to being esoteric magic is manipulation of magical energy and an effect that actually concretely works, whereas other more purely superstitious stuff doesn&#039;t count as occultism and so forth.&lt;br /&gt;
[347.2] Esoteric spells in DragonRealms refers to the highest difficulty level of spell casting. This notion is more or less encoded here in the premise that Arcane is magic on hard mode, and Arcane magic in actual development as rational orthodox magic (i.e. the way House Elves tried to do Arcane as opposed to how Arcane is inherently across all cultures) attempts to be thaumaturgical instead, which creates the roots of the split between elemental and spiritual magic. (The Dhe&#039;nar in contrast are described here as arriving at the elemental-spiritual split for different historical reasons.) Esotericism implies a lack of rational understanding of what is happening at a deep level, and the black arts with their dark / chaotic essences are naturally prone to esoteric magic. This references going too deep into Arcane flow magic, which is to say outside the constraints of the thaumaturgical modality (e.g. chaotic / incomprehensible / complexity / instability / self-interacting / uncertainty), as esoteric magic to reconcile these notions. Incidentally, trying to do sorcery with esoteric magic in DragonRealms is highly prone to backlash.&lt;br /&gt;
[348] This is the original premise in Rolemaster for the Arcane realm of power, as well as in the Shadow World setting. Equal ability in each realm, but with trade-offs for that flexibility. Similarly, hybrids had more spell list choice flexibility, and the [https://www.play.net/gs4/info/magic-guide.asp Magic Guide] on Play.net still has language originating in Rolemaster Spell Law that wrongly states hybrids in GemStone have access to both Minor and Major spell circles: &#039;&#039;&amp;quot;Major Spell circles are the deepest and most powerful concepts common to each sphere of magic, and may be mastered only by pure &#039;&#039;&#039;or hybrid users&#039;&#039;&#039; from their respective spheres.&amp;quot;&#039;&#039; What we call Major spell circles could be accessed, but with restrictions such as spell level and so forth, meaning the Hybrid and Arcane caster didn&#039;t have access to some of the most powerful single realm Pure spells. (Though they had their own base lists.) This is effectively the same situation in GemStone because of the limitations on [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]].&lt;br /&gt;
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In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles.[349] Most with a talent for magic have at least a minor capacity for Arcane.[350] It is mostly a thaumaturgical mode of spellcraft, in its orthodox practice, only able to imitate the effects of purely theurgical magic. These were the fault lines which led to the rise of separate spheres of magic.[351]&lt;br /&gt;
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[349.1] This is framing why we can&#039;t just train up the Arcane spell circle natively, but are able to use all these spells of other spheres through our magic item use and arcane symbols training. This document is leaning on the DragonRealms concept of magic items effectively acting as the confound instead of depending on what we would call the attunement of the spellcaster.&lt;br /&gt;
[349.2] The discussion of &amp;quot;confounds&amp;quot; further down will explain in an IC way why there is native spell circle limitation for these spellcasting professions. Because our character classes are implicitly using what are more explicitly called confounds in DragonRealms, and essentially attunement to forms of mana, it creates specialization limitations on the ability to manipulate magic in other ways. Similar to what tacitly exists within professions with not being able to max out all the lores (e.g. tradeoff between necromancy and demonology). In Rolemaster there were just hard limitations, but DragonRealms rationalizes it.&lt;br /&gt;
[349.3] Furthermore, in DragonRealms the lack of attunement to particular forms of mana is the natural state for spellcasters, and it must be actively gained. Through tutelage of another spellcaster, guilds and so forth. This means the lack of attunement (except for relatively rare [https://elanthipedia.play.net/Magical_theory spontaneous attunement]) is the natural state of magic, and that specialization is an artifice that historically would have developed later. This would be consistent with Shadow World and would be consistent with GemStone&#039;s arcane blast spell being natively known by full spellcasters of all realms even when they have no spell research training yet. In DragonRealms these mana type attunements involve a physiological relationship of the body. Volume 1 does not go into that. But there is some of that in GemStone in relation of mana to nerves.&lt;br /&gt;
[350] This is playing off all the full magic casting professions having self-knowledge of [[Arcane Blast (1700)]] (which costs no mana to cast, it is effectively just shoving the raw essence at something). In DragonRealms spellcasters are naturally unattuned and usually only become attuned with training in magic traditions. So we are keeping the premise that Arcane is the natural state of magic casting. But historically the Arkati skewed it with teaching magic involving themselves as confounds. Then the Elves we posit do a rationalist/materialist backlash, going back to constructing magic for themselves starting with Arcane, which then leads to the elemental and spiritual split, and eventually mentalism. It becomes academic whether spiritual magic or Arcane magic should be considered historically prior. Technically Arcane is always prior. And related to this document, the animist spiritual magic traditions do not necessarily begin in Arkati, and you can have dark magic traditions out of Arcane roots and not related to Elven orthodox magic, without having come from Arkati. (And after all, Althedeus would teach blood magic to his minion in any give period, and similar demonic powers can go to the warlocks.)&lt;br /&gt;
[351.1] This is setting up the symmetry breaking of being unified magic but splitting up into separate spheres, which is stated explicitly as of version 1.0.1. Arcane magic is tapping the flows of essence, not channeling spells from a deity. It&#039;s replicating the spell effects, but not doing it theurgically. This leads to the split between what in Rolemaster is &amp;quot;essence&amp;quot; and &amp;quot;channeling&amp;quot;, and what by effect is called &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; in the Elanthia setting. Classical sorcery gets defined here later in a way that shows why it is methodically inbetween and therefore &amp;quot;hybrid&amp;quot;. Esotericism could also be considered an informal cousin to thaumaturgy as well, maybe more generally what is left out of the thaumaturgy and theurgy division, with sorcery having natural tendency into it.&lt;br /&gt;
[352.2] This sentence is also slightly misleading. Strictly speaking, Arcane magic is not natively exoteric or esoteric as that is speaking to how spellcasters wield magic, who would naively and natively approach it as esoteric magic. The critical notion is that esoteric spellcasting involves some lack of understanding of what is really happening on a deep level, whereas exoteric spells are rationally proscribed and so we are saying the Elves tried to develop Arcane in an exoteric way which resulted in a lot of sorcery. Arcane is classified as &amp;quot;esoteric&amp;quot; magic in DragonRealms. Esoteric magic is a modality related here to informal lay magic, and lack of attunement is the natural initial state of magic users, unless they weirdly got attuned without training for some reason (e.g. [[Cyph Kestrel]], [[Brieson Cassle]]). The esotericism is in the lack of rational understanding of the flow magic, and the dark magic traditions are similarly rooted in Arcane. What this sentence is really saying is that the orthodox magic tradition developed thaumaturgically, constructing rote magic or within-spheres-only flow magic, with exoteric spell casting in reaction to theurgical magic, where Arkati taught magic involved attunement toward themselves. This attempt to construct rational magic by tapping the flows of essence themselves becomes thaumaturgy, which is a modality that naturally splits the elemental and spiritual spheres and tries to tame it into rote spell patterns, and as a consequence of that leaves out the esoteric traditions. Likewise, in DragonRealms sorcery is considered esoteric magic, also rooted in irrationalism and emotion, which is a Dungeons &amp;amp; Dragons sorcerer versus wizard kind of distinction. Here we are saying the Faendryl primarily tried to construct sorcery as thaumaturgical, exoteric magic, such as the Mahkra asylum being a &amp;quot;thaumaturgical asylum.&amp;quot; But sorcery very naturally turns to esoteric forms, which is part of why it naturally merges with the black arts traditions (and has some mentalist-seeming aspects), which are approaching sorcerous magic that way from the beginning.&lt;br /&gt;
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While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that dates back to the early Elven Empire.[352] It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which together influenced the merger of sorcery with the black arts.[353] Loosely speaking, there were the &amp;quot;monists&amp;quot; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &amp;quot;dualists&amp;quot; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot;[354] In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens.[355]&lt;br /&gt;
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[352] The motivation for this is realism. It does not make sense that there would not be conflicting magical philosophies, especially on metaphysical and methodological questions. Academic disciplines always have philosophical disputes on their foundations. So this section illustrates how contrary metaphysical views of magic can exist without an empirical difference between them.&lt;br /&gt;
[353] This is the tie-in with the historicism of the document. There is not an empirical difference in the magic, but the philosophies themselves guide development in different directions. Especially relevant for merging foreign traditions. Doing two broad categories leaves the whole thing open-ended in specific historical details.&lt;br /&gt;
[354] This tension is present in the I.C.E./Rolemaster basis of our whole magic system. The Arcane concept was invented later for Rolemaster Companion, and the Shadow World setting adopted it and made it historically prior to hybrid magic which was historically prior to the three single realms. But then you have a conflict over which is the more natural and fundamental state of magical power. Later Shadow World books include a paragraph to the effect of &amp;quot;I don&#039;t know what we were thinking when we came up with hybrid magic, because mixing these completely different things together doesn&#039;t make sense.&amp;quot;&lt;br /&gt;
[355] This is historicizing why there is an Arcane circle, why the spells in it are often spells that could belong to other spell circles, and why there are these spheres of magic in spite of having Arcane magic. This sentence is not including Mentalism, because of the framing that a third coequal sphere of magic is comparatively recent history with the Erithians, and the earlier framing that esoteric magic traditions were informal rather than orthodox magic theory. This section is mostly talking about organized magic in civilization, especially the Elven Empire, but its motivation is for explaining Faendryl magic.&lt;br /&gt;
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It was dangerous to try to wield elemental magic with the powers from spiritual sources.[356] The inanimate world was made of the elements and the animate world was made of the spirit.[357] When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic.[358] This subsumed our various antecedents of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist.[359] The spiritual planes of existence that had been characterized as dream worlds now tend to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; corresponding to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.[360]&lt;br /&gt;
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[356.1] This is inherently sorcerous with corruption and backlash risks in DragonRealms, which categorizes different kinds of sorcery depending on which kinds of mana/magic are being improperly crossed. In GemStone we have some explicit chaotic backlash framing for doing this kind of crossing in the combination of Elemental/Spiritual/Mentalism dispels.&lt;br /&gt;
[356.2] This is helping motivate the split into separate spheres of magic. You cannot use power from deities to cast mage spells, and so on, because bad things will happen. But if you want the bad things to happen, you&#039;re doing forms of sorcery. This implies some natural discovery of sorcery from doing things wrong, and then trying to form rote magic with the intention and rational design of doing those things &amp;quot;wrong.&amp;quot;&lt;br /&gt;
[357] This is an oversimplification, the body is not made of spirit. It&#039;s just characterizing the split in spheres of magic in terms of the metaphysical dualism of materialism and immaterialism, with the Elven Empire having been previously characterized in this document as largely materialist in its metaphysical prejudices. &lt;br /&gt;
[358] The IC author bias is that Mentalism is more of a fashionable convention on the elemental-spiritual interface than an actual coequal sphere of power.&lt;br /&gt;
[359] This precursor framework is necessary for the world setting to make sense. It&#039;s not like there were no empaths before Erithian Mentalism was introduced to Elanith. This wording is also subtly focused on the Elven Empire in its orthodox magic framework, and does not include informal &amp;quot;esotericism&amp;quot; from witches and &amp;quot;blood magic&amp;quot; and so forth.&lt;br /&gt;
[360] This is an embellishment. It follows on the existence of the Elemental Planes in &amp;quot;[[History of Elementals]]&amp;quot; and the existence of spirit planes such as in &amp;quot;[[Giantkin History]]&amp;quot;. But we have the dream realm of Ronan/Sheru from &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;, and now souls of the dead taking on different forms in [[Naidem]], and so forth. Volume 2 uses a simplistic cosmology of these three pure realm &amp;quot;higher&amp;quot; near planes, the higher planes that can actually be accessed from this world, and &amp;quot;lower&amp;quot; near planes of the &amp;quot;sorcerous elements.&amp;quot; All of which are distinct from &amp;quot;outer valences&amp;quot;, where the &amp;quot;near planes&amp;quot; vs &amp;quot;sorcerous valences&amp;quot; is a distinction Auchand introduced on the valences Wiki page.&lt;br /&gt;
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Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways.[361] Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance or &amp;quot;influence&amp;quot; of one&#039;s own &amp;quot;aura&amp;quot; or essence personally.[362] One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation.[363] It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos.[364] Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory.[365] These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes.[366]&lt;br /&gt;
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[361.1] &amp;quot;Elemental&amp;quot; and &amp;quot;Spiritual&amp;quot; are De-I.C.E.&#039;d replacements of &amp;quot;Essence&amp;quot; and &amp;quot;Channeling&amp;quot;, which were more causal in their magical meaning, whereas elemental and spiritual are more about the kinds of spell effects most dominant in each. So the past few decades have been increasingly elemental-izing what was from the Rolemaster &amp;quot;Essence&amp;quot; lists, because it was just the Mage Base list that was elemental and not Essence realm in general. This line is getting at cause vs. effect disputes.&lt;br /&gt;
[361.2] In the Arcanist point if view, the effects can be generated without theurgy, if the essence is manipulated in the right way. But then the separatists are just doing theurgy, channeling from the spirit sources. So they end up disagreeing on what is fundamental or even what is historically prior due to the Arkati, and what the nature of magic is when done by deities.&lt;br /&gt;
[362] This is making use of the terms &amp;quot;evoke&amp;quot; and &amp;quot;channel&amp;quot;, which get used for game mechanics, but it&#039;s not really trying to read magic theory into those mechanics. &amp;quot;channel&amp;quot; stems from Rolemaster, and &amp;quot;evoke&amp;quot; is just the word we are using, because it&#039;s generally evocation magic in the Dungeons &amp;amp; Dragons sense. &amp;quot;aura&amp;quot; is post-I.C.E. category for GemStone. Savants do not seem to have defined prime requisites, but following the pattern of other professions it would be Influence. So the &amp;quot;resonance&amp;quot; or internal channeling of aura here is what mechanically would be called Influence. The real point is that Mentalism is an inwardly and largely self focused mode of magical energy manipulation, rather than drawing on outside sources of power.&lt;br /&gt;
[363] This is explaining why given kinds of effects tend to dominate out of these separate forms of underlying causation.&lt;br /&gt;
[364] Orthodox magic theory being rationalist in its metaphysical biases. This statement is partly coming from the view point of physiological limitations with mana / confound attunement, and to what extent this represents fundamental magical reality as opposed to conventions getting hard baked.&lt;br /&gt;
[365] This logically follows from the previous premises.&lt;br /&gt;
[366] Since mana is already suffused through this world, but is also in those other pure planes and those planes bleed through into ours (e.g. &amp;quot;[[History of Elementals]]&amp;quot; document), this question cannot be settled. Which means both views should exist. The [[Alusius]] NPC once claimed elemental magic here is due to the Confluence and that Bre&#039;Naere had different elements than Elanthia.&lt;br /&gt;
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&lt;br /&gt;
There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws.[367] Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot;[368] There are at most collapses of metastability in the essence field due to the shifting of cosmic forces.[368.3] Those who believe magic is inherent in spell patterns often regard mana as a kind of conserved substance, which transmutes between forms and causes the willful manifestation of effects when expended.[368.4] While others say &amp;quot;mana&amp;quot; by itself is not magical at all, but rather that it is merely the potential of a field, and magic results from imbalances once worked into the background essence reversing themselves back toward normality.[368.5] Spell patterns are regarded instead as tensions twisted into the field from &amp;quot;extending&amp;quot; oneself, which when &amp;quot;cast&amp;quot; or &amp;quot;released&amp;quot; unleashes effects which are not directly controlled.[368.6] &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[367.1] In the Shadow World setting the essence originated in other dimensions and this world was ordinarily just physical and magic did not work if you got too far away from this planet which was near an interdimensional rift. In DragonRealms magical properties [https://elanthipedia.play.net/Category:Demons are altered] by other planes intersecting and basically changing the magic physics of Elanthia.&lt;br /&gt;
[367.2] Likewise in DragonRealms a &amp;quot;spell pattern&amp;quot; is defined as temporary deviation of &amp;quot;mana streams&amp;quot; from their natural states, and that when the spell is complete this unravels back into its natural states. (This is loosely how magic works in I.C.E. Shadow World as well, with the term &amp;quot;flows of essence&amp;quot; instead of &amp;quot;mana streams&amp;quot; and an otherwise natural material universe of physical laws.) This means they do not frame magic as having permanent spell patterns existing in the mana field. Likewise, DragonRealms has a (silvery-grey/rusty) mineral named [https://elanthipedia.play.net/Cambrinth cambrinth] that stores the energy of manipulated mana (like the potential energy stored up in a stretched rubber band), while mana itself (the analog of field &amp;quot;potential&amp;quot; as opposed to &amp;quot;potential energy&amp;quot;) in its passive state does not perform magical &amp;quot;work&amp;quot; in the physics sense of that word. It is the relaxing of the spell pattern that powers the magical effect. The analog of cambrinth in GemStone would be &amp;quot;ahnver&amp;quot;, the De-I.C.E.&#039;d term for &amp;quot;arinyark&amp;quot;, which was a naturally occurring mineral (bluish-green) that could be charged up like a capacitor of power/&amp;quot;mana&amp;quot; points. But ahnver slipped through the cracks when the materials documentation was being written, though it exists in a few places in GemStone today.&lt;br /&gt;
[367.3] So, basically the question is whether magic is will and wish fulfillment, or the intersection of natural laws between planes (and so forth) defines what is magically possible. Invention versus Discovery. This would be philosophically irresolvable much as it cannot be agreed upon in mathematics. Though DragonRealms and I.C.E. Shadow World both land solidly on the natural laws view of magic, and GemStone has some precedent of treating magic that way. Flow magic and what this document calls &amp;quot;esoteric&amp;quot; modes of magic help explain why it can &#039;&#039;seem&#039;&#039; like will and wish fulfillment.&lt;br /&gt;
[368.1] This line is getting at the point in footnote 367.2. The pattern forming from rote spell use interpretation is given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. The carving nature at the joints line instead is based on Plato discussing the reality of ideal forms, and that what works best will happen to correspond to the structure of the true underlying reality. In other words, we&#039;re really discovering rote magic, by finding the things that are easier or even possible to make happen.&lt;br /&gt;
[368.2] The contrary perspective rejecting this view would maintain it is very difficult for mortals to affect the flows of essence so hugely and permanently, much as that view is [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_12:36 rejected] in DragonRealms below godlike power. Though there have been spell pattern release events in GemStone, which could be rationalized in some way, such as mana field metastabilities and spontaneous symmetry breaking and so forth.&lt;br /&gt;
[368.3] Metastability is a physics concept when dealing with energy level or states concepts. Something is stable in its current situation, but a perturbation could jostle it enough to make it fall down into some other level. Intuitively this is like an object on the edge of a table. This line is meant to be the monist view of the spell pattern release events we have seen in game, where the &amp;quot;joints&amp;quot; of nature can change from shifting cosmic forces, which has the same consequence as if invented spells could somehow be remembered in a magic weave and become universal in this reality. This is speaking of rote spells, but is related to the view of why the three spheres of magic are natural decompositions, even though monists say the unified field is more fundamental. This is likewise a concept from field theory in physics. More subtly, this is also allowing magic to work differently in other realities in their own predictable ways, where sorcery and Arcane magic are more likely to still be useful because of their inherent natures. As well as for planar intersections to permanently alter the metaphysical laws underlying magic in this reality, which can bring about universal changes in the spells used in all places. This is partly meant to diffuse the relevance of narrative/setting distorting institutions such as guilds in certain places on this continent, which correspond to mechanical player classes, somehow determining the way magic works for everyone as in the most unrealistic parts of &amp;quot;[[Overview of Elanthian Magic]]&amp;quot;. DragonRealms handles this somewhat more organically by having guilds with different spell books and other cultures with their own spell books and conventions.&lt;br /&gt;
[368.4] This is meant to incorporate notions of &amp;quot;mana&amp;quot; as quantities and statements that get made treating it like energy conservation, such as mana converting into equivalent forms and being neither created nor destroyed. Action and reaction. Mana is referred to here as some kind of magical charge which can be expended until it reaches zero.&lt;br /&gt;
[368.5] This is a contrary perspective where the central concept is instead that disequilibriation is naturally driven back toward equilibrium, implicitly more of a holistic variational principle of least action, and that these equilibrium points are determined by the configuration of cosmic forces in the essence field. This is much closer to the way magic is supposed to [https://elanthipedia.play.net/Cambrinth work] in DragonRealms, where spell patterns are like stretched rubber bands and magic comes from the &amp;quot;mana streams&amp;quot; relaxing back into their natural states. So in this view it is not the spell pattern that creates the magic until it runs out of charge, it is the breakdown of the spell pattern that causes phenomena to manifest. We do not get into it here, but if intersections of other planes with their energies changes the metaphysical laws of this reality, then the physical matter in that new setting is going to get passively corrupted in a kind of metaphysical radiation poisoning. This is how Volumes 2 and 3 treat GemStone&#039;s magical wastelands and haunted realms.&lt;br /&gt;
[368.6] This is playing off the in-game messaging of being &amp;quot;overextended&amp;quot; when casting too much mana, and the &amp;quot;release&amp;quot; verb costing some but less mana and not triggering any spell effect. The idea that once cast the effects that happen after are not controlled by the caster is consistent with GemStone&#039;s spell mechanics and Rolemaster spells in general. Warding spells for example were generally set up to have a roll to successfully connect, then another roll providing additional variation on how severe the effects.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental.[369] This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns.[370] Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists.[371] They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.[372]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[369.1] This is following the previously framed premise that it is more difficult to make Arcane spells. The pure realms became like separation of variables, restricting equations to single coordinate axes instead of having mixed-term dependencies, and less prone to chaos. If it was a literal sphere, it&#039;d be like only theta angle directions or only phi angles, or only radial changes, changing one variable and holding the other two constant.&lt;br /&gt;
[369.2] Part of this tractability issue is physiological limitations, since the ability to manipulate magic is related to the nervous system of beings of flesh, as evidenced by what happens to nerves when overextended on mana. In principle it would be possible for a physical being [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 to exist] (DragonRealms link) without the same limitations, much as one may embed different varieties of magic into a wand and have the wand used by anyone not of that spell casting realm. The monist view would be that these physiological limits are not cosmologically fundamental.&lt;br /&gt;
[370] This is the view given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document.&lt;br /&gt;
[371.1] In the view of magic as making discoveries, there are easier and harder discoveries. The easier ones are plucked first. And for the Arcanists, the pure realms are about doing magic on easy mode, going for low hanging fruit and simplifying things for wielding more mana/power in spells. &lt;br /&gt;
[371.2] This is restoring the Rolemaster definition of &amp;quot;pures&amp;quot; as referring to single realm of power specialists. In GemStone the terminology has drifted so that hybrids are spoken of as another kind of &amp;quot;pure&amp;quot;, when the terminology should have been &amp;quot;full spellcaster&amp;quot; (pures and hybrids) as opposed to &amp;quot;semi spellcaster.&amp;quot;&lt;br /&gt;
[371.3] This is setting up a duality of being a stronger monist is a weaker specialist, and a stronger specialist is a weaker monist. Crudely, it&#039;d be like someone who casts magic through the use of [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which gets mana expensive and limited in the power and spell level of rote magic it can access. Speaking just in terms of rote spell access. Whereas those specialists have native access all the way up in their base lists, but have no native access to most of the Arcane.&lt;br /&gt;
[372.1] This is making things consistent with what is explicitly true in I.C.E. and DragonRealms, but more implicit in the GemStone implementation. Though DragonRealms treats the Arcane view (what necromancers there do) as really delusional in actuality, but the unified field mana view is a philosophy in that setting. In the I.C.E. Shadow World setting the flexibility of Arcane power is sought after by the mighty, being the way the Lords of Essaence had done magic in antiquity.&lt;br /&gt;
[372.2] This is also subtly setting up a premise that the single realm specializations, and their confounds / attunements and rote magic spells, are short-cuts to power in the sense of raw spell level and mana involved. It is relatively speaking magic on easy mode, similar to the appeal of &amp;quot;black arts&amp;quot; magic as described in Volume 2. This is to help address the nominal paradox players find in &amp;quot;well why should a 35 year old human be as powerful as a 500 year old elf&amp;quot; or &amp;quot;why would elves take so much longer.&amp;quot; That can more generally be addressed with logarithmic curves for NPC population norms, but there would also be this higher standard expectation of not short-cutting the fundamentals and full roundedness. (e.g. similar to a warrior skilled in a weapon class, but the elves would be required to train all the varieties of weapon in that class instead of just the one.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos.[373] Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot;[374] The separatist philosophies became dominant, though mostly out of practicality bias.[375] The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic.[376] These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.[377]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[373] The irony of this is that &amp;quot;carving nature at its joints&amp;quot; can be regarded by the separatists as the monists reading their own limitations into the cosmos. But this is going of &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; talking about spheres of magic having their own forms of flow magic. For monists there is just flow magic and it is inherently Arcane flow magic, and there would be relatively little in the way of rote Arcane magic.&lt;br /&gt;
[374] The sorcerous backlashes are drawing off DragonRealms, to some extent combinations of dispel magics in GemStone, and to some extent magical failures such as when failed enchants resulted in cursed items. Here &amp;quot;clash of incompatible powers&amp;quot; is the separate spheres of magic worldview, while &amp;quot;cutting against the grain&amp;quot; is the monist view of nature is easiest cut at its joints. The very last part is about the distinction between the sorcerous backlash of something like dispel combinations versus an actual sorcerer spell.&lt;br /&gt;
[375] The practicality bias zing is the IC author bias. The three spheres are reasonably natural divisions in this framework. But there would be some truth in development going into directions were gains are easier.&lt;br /&gt;
[376] This is from &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the comparative absence of Arcane spells in the game and the framed premises from this document. &lt;br /&gt;
[377] This contextualized meaning of &amp;quot;spell circle&amp;quot; is an embellishment, but related to the monistic single sphere analogy in footnote 369.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect.[378] In the separatist view, these are the divisions of nature, with metaphysical verisimilitude.[379] For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions.[380] One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits.[381] Mentalism giving proof to the lie.[382]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[378] Realms of power is the Rolemaster terminology. This is just stating explicitly that the spheres of magic in the Elanthia setting are effect / phenomena oriented in what they are called, and then you have metaphysical philosophies disputing whether that is substantively correct or just characteristic phenomena from underlying causes.&lt;br /&gt;
[379] Ironically, nature cut at its joints, at the realm of power level rather than the spell pattern level.&lt;br /&gt;
[380] Somewhat natural because they come from distinct modalities of essence manipulation.&lt;br /&gt;
[381] These are the four divisions of mana in DragonRealms, whereas GemStone presently uses three. There&#039;s some precedent of moon oriented magic in GemStone (e.g. Melgorehn&#039;s Reach, the Red Forest release, Imaera&#039;s shrine release, Lornon&#039;s Eve in &amp;quot;[[Elanthian Moons]]&amp;quot;, etc.), and it would be plausible for ranger/druid animist kind of magic to be considered distinct from mana from deities, so those could split apart elemental and spiritual. Mentalism would actually go with lunar, or possibly lunar and life, because of the plane of probability and so forth in DragonRealms. Moon Mages there are roughly the same thing as Astrologers in Rolemaster, which are Mentalist-Channeling hybrids. Necromancy in DragonRealms are the subsets of sorcery that cross other mana types with life mana. For this document we are more explicitly including in demonic energy forms for &amp;quot;black arts&amp;quot; necromancy, which is seemingly a much more implicit and ill-understood aspect in DragonRealms.&lt;br /&gt;
[382] This is referencing off the introduction of &amp;quot;Mentalism&amp;quot; as a third sphere of magic as a convention reorganization, which &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies should be because of the Erithians, and this document&#039;s framing of esoteric magic precursors now redefined as Mentalism.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hybrid magicks are those forms of spellcraft that fall in between the spheres.[383] In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies.[384] The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power.[385] Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition.[386] Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed.[387] In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power.[388] Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way.[389] In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption.[390]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[383] This is true by definition, such as in the [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;], which is carried over from Rolemaster Spell Law.&lt;br /&gt;
[384] This could reasonably characterize empaths and bards after the GemStone IV conversion. In the Rolemaster Spell Law version, it&#039;s seemingly meant to be a combination, and the caster&#039;s warding resistance goes by the single realms. Hybrid casting is such a calculation mess that the Shadow World Master Atlas started recommending having the player pick one realm or the other as the source of their power to just simplify everything. &lt;br /&gt;
[385] This is what &amp;quot;sorcery&amp;quot; means in DragonRealms and the fusion concept exists in GemStone. The premise of hybrid magic being closer to Arcane power, including historically, and that Arcane is the raw primal form of essaence (mana), is established in the Shadow World setting. So in this document we are using this notion of what hybrid means in the context of sorcery.&lt;br /&gt;
[386] DragonRealms defines different kinds of sorcery, with different kinds of corruption, depending on which kinds of mana are being unnaturally combined. This document (especially Volume 2) invokes various terms used in creature and spell messaging as &amp;quot;sorcerous elements&amp;quot; and allows quite a few variations of sorcery to exist. This document is also generalizing beyond the elemental-spiritual dichotomy for sorcery, which refers to what will be defined as &amp;quot;classical sorcery.&amp;quot; Which is what the &amp;quot;much narrower definition&amp;quot; is referencing. The Sorcerer profession definition is straight from Rolemaster Spell Law, and the base list as implemented in GemStone has never matched it, including a lot of stuff that didn&#039;t come from Rolemaster Sorcerer lists.&lt;br /&gt;
[387] This is partly referencing the mangling that has happened to meaning of &amp;quot;pure&amp;quot;, and partly referring to this issue of whether Arcane is the raw primal form of magical energy or if it is just fusionism.&lt;br /&gt;
[388] This view is framed in this document, and also reviving that premise from the Shadow World setting.&lt;br /&gt;
[389.1] The next section will limit the scope of what the word &amp;quot;sorcery&amp;quot; means. It&#039;s not Arcane magic in general. But the next section also yanks some Faendryl focus away from sorcery. The original premise was: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not the same thing as sorcery, it just explains why as a subset, the Faendryl would have been poised to be relatively strong in sorcery. And by that same reasoning, Arcane, so we are pushing for the Faendryl to have pressed for a universality scope to magic and it bent increasingly to sorcery over time. &lt;br /&gt;
[389.2] In DragonRealms sorcery in general, of which necromancy is a subset, is considered [https://elanthipedia.play.net/Post:Thought_crossed_my_mind._-_2/19/2009_-_17:17:54 part of] Arcane magic. There is some language used about sorcery in DragonRealms being emotional, irrational and &amp;quot;esoteric&amp;quot; magic, that is understood by few and that there is significant amounts of use in spite of lack of understanding of what is really happening, which is supposed to be true of what necromancers are doing and how that is likely really ultimately demonic in nature but not being understood. That is similar to the fundamentally alien way Evil spell lists are described in Shadow World. In this document this kind of dark esotericism is represented in the black arts traditions, which is related to Arcane coming from the non-orthodox direction of the practices and cultures in places with dark essences / sorcerous elements like Rhoska-Tor. Faendryl sorcery in its orthodox rationalism is largely fusionist philosophy, but there are also monists believing there is some fundamental unified form of Arcane mana / essence that transcends the differentiation of planes and their magical properties.&lt;br /&gt;
[390] This is the nature of sorcery in DragonRealms. There is similar messaging in GemStone, such as the word &amp;quot;unnatural&amp;quot; in [[Ensorcell (735)]] flares.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations.[391] Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness.[392] Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence.[393] Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms.[394] But it takes Arcanist talent to be so flexible.[395]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[391] This is partly based on the Arcane spell circle in GemStone IV, partly based on the Rolemaster Companion and Shadow World Arcane spell lists, and partly based on the description of Arcane magic in DragonRealms.&lt;br /&gt;
[392] This is based on Arcane spell manipulation and engineering in Rolemaster&lt;br /&gt;
[393] This is based on the Shadow World spell lists which are Arcane in nature, such as the Warding list, the Rolemaster Companion Earthnodes list, to some extent the elemental lists in GemStone, and the Arcane magic description in DragonRealms.&lt;br /&gt;
[394] This is partly based on the spells in the Arcane circle in GemStone IV that cast with either Sorcerer or realm specific CS, that were once spells in other spell lists, and it is partly based on the high redundancy of spells in Rolemaster across spell lists.&lt;br /&gt;
[395] This is the Shadow World concept of Arcane power talent, to some extent justified in GemStone IV by spells like [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], and to some extent the Rolemaster Companion nature of Arcane magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Arcanist pays a price for this fluidity.[396] The more specialist wielders of magic make use of confounds.[397] These are external forces for leveraging the power of magical effects.[398] Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic.[399] Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms.[400] However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling.[401] This is from their lack of reliance on confounds.[402]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[396] In Rolemaster the Arcanist spell casters have the same kind of trade-offs that Hybrids, just with all three realms of power (essence, channeling, mentalism) instead of just two realms for hybrids. There are also many blends of Arcane mana in DragonRealms, it&#039;s just that there it&#039;s [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:46:58 only] the Necromancer variety that is being dealt with, and spellcasters in DragonRealms naturally begin as unattuned. They attune because of guilds / traditions that use confounds to augment magical effects.&lt;br /&gt;
[397] This is pulling in the concept which is used explicitly (though not in its [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_11:39_AM fullest nuance] mechanically) in DragonRealms. This document uses the position that confounds exist in GemStone&#039;s Elanthian magic as well, it&#039;s just swept under the rug and implicit compared to the game mechanical ways they are used in DragonRealms. GemStone has the analogous concepts and attunements. Making use of the confound concept helps us explain how stuff like &amp;quot;blood magic&amp;quot; is different from just, say, using troll blood as an alchemy ingredient. The Arcane mana usage in DragonRealms that is not necromancy does have this confound absence property.&lt;br /&gt;
[398] This is the definition of the word. Its being a &amp;quot;confounding&amp;quot; element in the spell casting for augmenting the spell power is why it is called a confound.&lt;br /&gt;
[399] This is implicitly present in the profession classes of magic users in GemStone, and then in some cases further narrowed, such as elemental attunement. The trade offs between &amp;quot;lore&amp;quot; training should also be interpreted this way, lore skills should be treated as differential potencies or attunements to the class confounds. Similarly, &amp;quot;convert&amp;quot; status for clerical and paladin magic should be interpreted as a mana source, as well as the class confound being narrowed to a single deity. This would be specific to the way those classes do their magic, and not about worship. (i.e. It would make no magical sense for a Cleric to have polytheistic conversion, just because that is not how Cleric magic works. That dates back Rolemaster and Shadow World.)&lt;br /&gt;
[400.1] This is a limitation built into Rolemaster spell research training, and the language from Rolemaster Spell Law on this for hybrids is still present in the Play.net &amp;quot;Magic Guide&amp;quot;. Hybrids such as a Sorcerer in Rolemaster have the flexibility of choosing Open and Closed spell lists (what we call Minor and Major circles) from two realms instead of only one, but Hybrids are restricted in how high in spell level they can learn from the Closed (Major) lists. Their Base lists go as high as a pure base list, and could have redundant spells with pure base lists, but it&#039;d be from an assortment of other classes and so not as thorough and often not as high in any given kind of spell effect as the pures (limited number of spell slots and a wider variety of kinds of spell with multiple power level versions of the same spell) which are more focused in that kind of spell to the exclusion of other kinds of spells. The [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;] still says hybrids can learn Major lists, but this has never been mechanically true in GemStone. &lt;br /&gt;
[400.2] More informally, this &amp;quot;difficulty with the more powerful spells&amp;quot; is encoded into [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which only gives access to common scroll system spells. Magical items such as scrolls get around the confound issue, which is about the physiological limitations and attunement of the caster. In principle there are &amp;quot;spell patterns&amp;quot; not neatly in the spheres of magic that might only be workable off scrolls, not being patterns that can be permanently remembered (i.e. spell self-knowledge) by our mechanical magic classes, much as we cannot with rote spells of other spheres without the aid of an object. But examples of such non-learnable spells are the magic item spells in our treasure system not accessible by 1750.&lt;br /&gt;
[401] This is largely based on the defensive spells in GemStone&#039;s Arcane spell circle, such as [[Arcane Decoy (1701)]] and [[Arcane Barrier (1720)]].&lt;br /&gt;
[402] This is an embellishment but a sensible reason for it within this magic theoretic framework. Sorcery and necromancy are considered (hybrid) [https://elanthipedia.play.net/Sorcery subsets] of Arcane in DragonRealms and do have confounds. But what we are going for here is the notion that introducing confounds when doing Arcane is how you end up with splitting into narrower specializations and ultimately leading to non-fusionist &amp;quot;pure&amp;quot; magic. Monism vs. separatism in the history of sorcery would be about confounds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood.[403] Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter.[404] Witchcraft, blood magic, and black shamanism use mediating substances.[405] Liches infamously make use of phylacteries. Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers.[406] Thus this trade off exists in fluidity with dark magic.[407] Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization.[408] However, it has that natural tendency, for much the same reasons as sorcery.[409]&lt;br /&gt;
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[403] All of the confound examples in these three sentences come from [https://elanthipedia.play.net/Magical_theory#Confounds the confounds] for character classes in DragonRealms.&lt;br /&gt;
[404.1] This is based on the Rolemaster definition for the Sorcerer class, which is still the language used for the Sorcerer profession on the Play.net website. Sorcerer base lists in Rolemaster fit this definition much better and more literally than the GemStone implementation of Sorcerers, which has since reoriented to necromancy and demonology, which for the most part are not Sorcerer magic in Rolemaster. (Though professions like necromancer and witch and so forth in Rolemaster Companion are treated as Sorcerers for training purposes, and sorcerers are often included when talking about evil magic stuff.) In Shadow World the Sorcerer class is not &amp;quot;evil&amp;quot; for system purposes, because it is the &amp;quot;Evil&amp;quot; professions that use dark essences / the power of Unlife. However, Shadow World also treats the Evil &amp;quot;pure&amp;quot; professions as hybrids, so they&#039;re effectively &amp;quot;dark sorcerers&amp;quot; which is the terminology distinction used in this document versus Rolemaster style &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[404.2] DragonRealms also talks about a [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 &amp;quot;sorcerous focus&amp;quot;] as a mediating device between two incompatible forms of mana, allowing the efficient manipulation of the other form of mana by proxy. This is a rationalizing approach evading &amp;quot;the emotional terror of pure sorcery&amp;quot; and tunes narrowly into specified realms. So &amp;quot;classical sorcery&amp;quot; with its constitutive matter confound, as described here in this document, is about the Faendryl doing a rationalized orthodox magic approach to sorcery in the Second Age.&lt;br /&gt;
[405.1] Lich phylacteries in GemStone have generally not just been the anchor for sustaining the existence of the lich. They have also been the augments of the lich&#039;s magical power, and the lich is much weaker without it if whatever reason they manage to come back as a demi-lich. This has been seen explicitly, for example, in Council of Ten liches such as Zeban. In Volumes 2 and 3 we treat phylactery liches as a special case, partly because the word &amp;quot;lich&amp;quot; is older than the D&amp;amp;D archetype, and not all Rolemaster liches used phylactery type objects. (They also acknowledge someone could hold a convention that a phylactery is the defining feature of a lich, and that other varieties without them are more like special kinds of wraiths or mummies. Another reason we do not go in for this convention is because liches in DragonRealms do not have souls, they only have remnant vestiges of spirit and mind.) This is something akin to the One Ring trope with Sauron, having the phylactery object as the confound of the lich&#039;s dark powers. &lt;br /&gt;
[405.2] This is based on things that have happened with NPCs in storylines, especially Raznel and Quinshon, and to some extent Grishom Stone and Elithain Cross. &amp;quot;Witch&amp;quot; in this document is a convention for the black magic users, not the &amp;quot;good witches&amp;quot;, and this mediating substance / confound point is part of how we are defining the word for this document. The mediating substances such as blood and vermin like maggots, worm, and scarabs, and sorcerously debasing the mediating substances. The close similarity between the premise of this sentence and the preceding one on &amp;quot;classical sorcery&amp;quot; is a subtle internal consistency for there being a deep and natural relationship between these forms of magic, and why these black magic traditions (and later black arts forms of them) would be considered &amp;quot;sorcery&amp;quot; in a more general definition of the term.&lt;br /&gt;
[406] The &amp;quot;thanatology&amp;quot; confound for necromancers comes from DragonRealms. The first part of the sentence about life forces is based on GemStone&#039;s Sorcerer abilities such as Sacrifice and its in-game explanation. The last part about &amp;quot;sorcerous elements&amp;quot; involves the Sorcerer profession use of [[Balefire (713)]], which is defined as a sorcerous element in Volume 2, and the demonology lore skill. Attunement to demonic powers is invoking the Dungeons &amp;amp; Dragons warlock kind of class archetype. This is specifying &amp;quot;dark sorcery&amp;quot; because we are using &amp;quot;classical sorcery&amp;quot; to refer to the Rolemaster kind of spells which mostly do not have anything to do with demons or the undead and are about the immediate destruction of specific forms of matter.&lt;br /&gt;
[407] This is meant to establish that magical manipulation with these other energies follows the same modalities and physical limitations as the rest of magic. But in Volume 2 it is argued that &amp;quot;dark essence&amp;quot; magic is basically easier flow magic for creating malevolent / bad effects and so effectively provides a short-cut to power for malicious uses.&lt;br /&gt;
[408] This is partly based on Rolemaster&#039;s Arcane spells, and partly based on how [https://elanthipedia.play.net/Category:Arcane_magic Arcane magic] is [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:52:11 described] in DragonRealms. For example, a [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 saved post] by Armifer on the subject, from 2010. This post also builds in its natural strong tendency leading toward sorcery. Similar logic in it also informs what this document says about teratology and cryptozoology. Likewise, in the I.C.E. Shadow World setting, the Lords of Essaence (ruled at the end by Empress Kadaena) were largely responsible for mutating and creating the race/monster varieties, and they were generally Arcane spell casters. Later Rolemaster books also have monster races (e.g. orcs) being created by demon magi (Rhodintor).&lt;br /&gt;
[409] This document talks about the reasons for sorcery having corruptive tendencies, and why it is prone to destruction, which is explicitly true in DragonRealms. Arcane magic is not inherently prone to destruction, but as we&#039;ve defined it, it&#039;s harder to manipulate without failures and so forth. And this is tacitly acknowledging the corruption of the Lords of Essaence, and the framing that sorcerous magic comes out of Arcane magic historically because the destructive effects of handling mana this way are easier to accomplish. This section is setting up the rationale for why Faendryl universalism with magic gave way to increasingly sorcerous magic, and then the nature of sorcery will show why sorcery was inclined and able to merge with some of the black arts, becoming &amp;quot;dark sorcery&amp;quot; and a darker more corruptive form of magic. (Mostly in later time periods, but a rogue sorcerer in the Second Age going out to live with the wasteland warlocks would probably be doing &amp;quot;dark sorcery&amp;quot;.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(2) Sorcery&lt;br /&gt;
&lt;br /&gt;
In the early years of the Elven Empire, the black arts were deemed religious magic and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were not sorcery.[410] Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined.[411] It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter.[412] That is, it was an effect without mediation, assaulting the matter itself.[413] This involved channeling toward a target and turning its own essence against it.[414] The destruction is specific to the essence of the exact form being targeted.[415] There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.[416]&lt;br /&gt;
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[410.1] This was already framed more or less by the previous sections. This is using the Rolemaster Spell Law type of sorcery, which is still the Sorcerer [https://www.play.net/gs4/info/professions/sorcerers.asp definition] on the Play.net website, to define what &amp;quot;sorcery&amp;quot; would have meant in the early Elven Empire before Faendryl summoning. It would not have included demonic summoning and undeath in that period, unless someone were [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 loosely using] (DragonRealms link on this same ordinary use of language issue) the word &amp;quot;sorcery&amp;quot; as equivalent for these black arts. We&#039;ve set up the &amp;quot;black arts&amp;quot; as arising out of the debasement of spiritual magic with dark energy sources, and the sort of thing demon worshippers were doing. It uses the term &amp;quot;theurgical conjuration&amp;quot; for that kind of demon summoning, which would be like the demons of [[Cloak of Shadows (712)]] and [[Torment (718)]] rather than the demons of [[Minor Summoning (725)]] which are pulled materially through a rift. The &amp;quot;highly forbidden&amp;quot; is making sense of the condemnation in the Faendryl exile dating back to &amp;quot;[[History of Elanthia]]&amp;quot;. &lt;br /&gt;
[410.2] In Rolemaster the demonic summoning is more of an Evil Mage type of magic and necromancy in the sense of creating undead is Evil Cleric magic. (Though Rolemaster Companions may have demon summoning classes that are essence-channeling hybrid and these get effectively treated as Sorcerers.) These classes (along with many others) were not implemented in GemStone. Various spells from the Evil spell professions were incorporated into the Sorcerer profession, so the Sorcerer profession in GemStone has never matched its class definition, which came from Rolemaster. Because only some of the Sorcerer spells in GemStone are actually Rolemaster Sorcerer spells. Others are from Evil lists. Manny&#039;s guide from the I.C.E. Age argued for this reason Sorcerers in GemStone are evil.&lt;br /&gt;
[411] This is explicitly historicizing the word. It doesn&#039;t make sense for Faendryl to be doing &amp;quot;sorcery&amp;quot; but for sorcery to be defined in terms of necromancy and demonology that early. This is easy to make sense of by looking at earlier versions of the Sorcerer profession in GemStone and in Rolemaster.&lt;br /&gt;
[412] This is the Sorcerer class definition from Rolemaster and on the Play.net website. It refers to spells like [[Mana Disruption (702)]] and [[Limb Disruption (708)]] and [[Pain (711)]]. This document&#039;s modern definition of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; as generalizations of the animate and inanimate matter distinction to generalize beyond elemental-spiritual duality to analogs of that with sorcerous elements is meant to reconcile all this.&lt;br /&gt;
[413] Rolemaster Sorcerer spells were all clearly of this nature, it&#039;s not like throwing a ball of fire at something. Limb disruption only works on limbs. Etc.&lt;br /&gt;
[414] This is illustrating a &amp;quot;hybrid&amp;quot; modality of spellcasting, compared to what was described in the prior section about &amp;quot;channeling.&amp;quot; This is reiterating the prior section&#039;s description of classical sorcery using the constitutive matter of the target as its confound, which reconciles the Rolemaster and DragonRealms concepts of sorcery. This description explains how [[Dark Catalyst (719)]] (targeting mana), for example, is very much a sorcerer spell and not a wizard spell. Due to the way it works.&lt;br /&gt;
[415] Limb disruption only works on limbs. Dark Catalyst does not work on something without mana. Etc. One subtlety about this specificity of ideal forms is that it is a backdoor into sorcery for occultism, which here we are leaning into its real-world ties to Neoplatonism. Since we treat this occultism as part of Elanith&#039;s precursors to mentalism, this is in a subtle way speaking to the seeming overlap of sorcery with destructive mentalism, and explaining why that is the case. As such the next line is actually a logical continuation of this line.&lt;br /&gt;
[416] One third of the Rolemaster Sorcerer spells were &amp;quot;mind&amp;quot; type attacks, with redundancy in mentalist spell lists. This is related to Rolemaster&#039;s categories being cause oriented rather than effect oriented. You could have a Channeling profession in Rolemaster that is all elemental effect spells by using elemental spirits. So, this is explaining the mind effects of sorcery in GemStone, though Dev has been gradually de-mentalizing sorcery for a couple of decades. By our definitions, when the target is the brain or mind, you get a mind type effect. And since mentalism is defined as the self-manipulation of essences, sorcerers manipulating the essence of the target has a natural similarity to mentalism, but only in destructive ways. This logic combined with sorcery being relatively closely related to Arcane power explains the semblance of mentalism in classical sorcery. Dark sorcery does things in a different way. (e.g. nightmare is a curse, mind jolt is exposure to another valence)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power.[417] In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot;[418] The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis.[419] These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power.[420] The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic.[421] There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.[422]&lt;br /&gt;
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[417] This is the definition of how sorcery works in DragonRealms. This rationale is not present in the I.C.E. materials. The separatists would also reject the unified mana perspective as it is rejected by [https://elanthipedia.play.net/Sorcery &amp;quot;mana spectrum&amp;quot;] theorists in DragonRealms, that so-called &amp;quot;Arcane mana&amp;quot; is really an unnatural aggregate of distinct forms of mana. Monists would be like DragonRealms &amp;quot;mana field&amp;quot; theorists.&lt;br /&gt;
[418] This implicitly follows from the premise of the previous sentence. Monists are just interpreting it differently. But this sentence helps frame why there is a natural tendency toward sorcery without it being driven by cultural malice. The Faendryl disproportionately develop sorcery out of practicality bias, much as humans later do with single realm specialization magic (and their anti-sorcery biases.) It is faster paths to wielding higher power or crafting spells of higher power.&lt;br /&gt;
[419] This is the Rolemaster lore for essence and sorcery, combined with the metaphysical language from DragonRealms.&lt;br /&gt;
[420.1] This is giving better meaning to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not saying Faendryl focused on sorcery. People assumed that initially because of the demonic summoning and implosion at Maelshyve, and the sorcerer profession being elemental-spiritual hybrid. But we are establishing why sorcery fell out of this approach over the long run. &lt;br /&gt;
[420.2] More specifically, the separatist approach leads to a lot of different kinds of sorcery by combining different forms of essence, while the universalist approach helps bring in and incorporate the black arts in the Faendryl exile period. It converges on the same thing.&lt;br /&gt;
[421] Other Houses have had and still have sorcerers. There has to be differentiation between more and less acceptable sorcery. There is nothing all the objectionable about [[Mana Disruption (702)]], for example, unless someone was especially aggrieving at the chaotic disruption of mana and the corruptive pollution that might cause long run. Classical sorcery has been here defined in an inherently destructive way in its meaning. It does not include the malevolent stuff in the black arts.&lt;br /&gt;
[422] This is analogous to the notion that any tool can be used as a weapon, but things that are designed to be used as weapons can have much more limited range of non-weapon uses. Limb disruption is really only useful for breaking or exploding limbs. It can only be practiced by blasting limbs with it. Its reason for existence is to smash the limbs of its targets. This is all sensible as war magic, and so forth, but it is not the high minded &amp;quot;research&amp;quot; that Faendryl are framed as doing. Though some of this, such as Phase, would plausibly come out of trying to research the essence foundations of matter, and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together.[423] This is rooted in the nature of corruption.[424] While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly.[425] Similarly, when dark forces are brought in from what are now called the sorcerous valences, they must be used or even fused with the forces of this world.[426] In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects.[427] Sorcery is especially cruel when inflicted on the living.[428]&lt;br /&gt;
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[423] This paragraph is about to explain that dark essences have to be used in an inherently sorcerous / hybrid way because of their unnaturalness in this plane, which is reviving the Shadow World treatment of the Evil &amp;quot;pure&amp;quot; spell classes as hybrids. The historical forces mentioned here are the population migrations described earlier and later the Faendryl exile. Etc.&lt;br /&gt;
[424] Corruption is defined more thoroughly in Volume 2.&lt;br /&gt;
[425] This is partly referring to failed Wizard enchants cursing the items, partly to stuff like [[History of Reim|Kingdom of Reim]] being cursed into undeath because of sorcerous backlash from its magic users of different kinds trying to stream mana together, partly how this document defines the word &amp;quot;curse&amp;quot;. Rolemaster sorcery also had &amp;quot;black channels&amp;quot; curse spells. Sorcery as disrupting the essence foundation of matter directly plays into the definitions of &amp;quot;curse&amp;quot; and &amp;quot;corruption&amp;quot; in this document.&lt;br /&gt;
[426] This is the concept in footnote 423.&lt;br /&gt;
[427.1] This logically follows from all the preceding premises, and helps explain how the Faendryl transition into using darker forms of their own magic, then being in Rhoska-Tor where there is a lot of &amp;quot;dark essence&amp;quot; per &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This sentence is also playing off the high redundancy between the Rolemaster Sorcerer base lists and the Evil pure lists, while in the Shadow World setting only the Evil lists were evil for system purposes because of the kind of energy it was using. The difference here is that we are also including the DragonRealms notion of ordinary sorcerous magic being corruptive. It treats stuff like necromancy and the undead as ultimately demonic in origin, but that it is happening in a way that is largely beyond the capacity of the necromancer/sorcerer to understand. That in turn is similar to alien nature of Evil spells in Shadow World, which are an entirely separate source of power for spell users, and cannot be used without corrupting the caster.&lt;br /&gt;
[427.2] The ability to do the same kinds of sorcerous spell effects in the different ways, with ordinary mana and dark essences such as &amp;quot;anti-mana&amp;quot;, also works the other way. It helps explain why [[Vvrael warlock]]s and [[Vvrael witch|witches]] cast seemingly ordinary spells. Volume 2 defines &amp;quot;anti-mana&amp;quot; as the purest most corruptive extreme of what this document calls &amp;quot;the sorcerous element of darkness.&amp;quot;&lt;br /&gt;
[428] This is due to the inherent nature of what classical sorcery is and does to targets. But this is framing how a sorcerer could exist who doesn&#039;t use any of the animate matter targetting spells.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra.[429] While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, plaguing the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities.[430] They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds.[431] The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities.[432] When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world.[433]&lt;br /&gt;
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[429] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The Patriarch numbers combined with the timing for Patriachs 1 through 13 require this to have happened before roughly -40,000 Modern Era, which is roughly twenty thousand years before Despana and twenty-five thousand years before the Faendryl were exiled for demon summoning. The phrase &amp;quot;new magic&amp;quot; in &amp;quot;History of Elanthia&amp;quot; for demonic summoning was a lie, and &amp;quot;History of the Faendryl&amp;quot; requires it to be a lie. (Elizhabet Mahkra is an obvious anagram of Elizabeth Arkham, the insane asylum from Batman. Arkham itself in turn comes from Lovecraft.)&lt;br /&gt;
[430] The Elves would have known about the Ur-Daemon and demons long before they understood anything of cosmology. This is also based on &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Now believed to be extra-dimensional intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately 100,000 years ago.&amp;quot;&#039;&#039;&lt;br /&gt;
[431] This is just consistency with existing world setting premises and phenomena. It does not make sense for demons to have not been &amp;quot;naturally&amp;quot; / accidentally present in the world, so the Elves would have always known what &amp;quot;demons&amp;quot; were, it was not some new and out of no where revelation at the Battle of Maelshyve. This is talking about full manifestations or incarnations, demons fully materially in this world, directly analogous to being summoned in the Faendryl manner. What this document describes as theurgical conjuration is either calling upon or hijacking these already present demons, or summoning immaterial demons through weaknesses in the veil, meaning thinness rather than holes. This notion of thinner veils in some places has multiple established precedents, including Sorcerer Guild summoning chambers and the Sorcerer sense verb. This is also partly why this document talks about the distinction of demons from other wicked spirits being a convention.&lt;br /&gt;
[432] &amp;quot;Otherworlds&amp;quot; is a term used in the Sylvan documentation, and in the real-world is also part of fey mythology. &amp;quot;Essence barriers&amp;quot; is from the Shadow World setting terminology, and refers to things like the energy force barriers in the Order of Voln or misdirection wardings. Referring to the veils between planes as &amp;quot;essence barriers&amp;quot; is essentially correct, but the use of that terminology for it is a reasonable embellishment. That is effectively what the veil or &amp;quot;fabric of reality&amp;quot; is.&lt;br /&gt;
[433] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The term &amp;quot;pierce the veil&amp;quot; stems at least as far back as Arthurian legend, and was used in the Vvrael quest, but the term &amp;quot;penetrating the veil&amp;quot; was used earlier in &amp;quot;[[History of Elanthia]]&amp;quot;. This concept of &amp;quot;turn the essence of the veil against itself&amp;quot; is contextualizing it with the definition of classical sorcery given in this document and thereby explains how and why Faendryl demonic summoning is different from what the &amp;quot;black arts&amp;quot; were doing. The last part about her mind shattering is both from &amp;quot;History of the Faendryl&amp;quot; and the current messaging on [[Mind Jolt (706)]]. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this way it would become possible to summon beings not of the &amp;quot;near planes,&amp;quot; such as the elementals or spirit servants, but highly alien or malevolent beings from the &amp;quot;outer&amp;quot; dimensions.[434] This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them.[435] While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history.[436]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[434.1] This is partly based on in-game messaging and the &amp;quot;[[History of Elementals]]&amp;quot; document. Volume 2 of this document uses &amp;quot;near planes&amp;quot; as part of a basic higher and lower planes cosmology for this existence, as opposed to the outer/sorcerous valences, which is partly based on the Shadow World cosmology and partly Auchand&#039;s update to the valence Wiki page. Basically, the notion here is Lornon gods like to slum it in the lower &amp;quot;infernal&amp;quot; planes, and the &amp;quot;black arts&amp;quot; practitioners were largely dealing in infernal realm demons or things left over from the Ur-Daemon War. To the extent the Dhe&#039;nar did demonic summoning, it would have been more along these lines. It is the Faendryl who start messing with outer dimensions stuff, but not really infernal realms stuff in the Second Age.&lt;br /&gt;
[434.2] Volume 2 also posits parallel material valences (as distinct form parallel material worlds of this existence which are other Elanthia versions) to describe comparatively habitable valences with extraplanar creatures (and races) that could plausibly be regarded in cryptozoology terms rather than &amp;quot;fiends.&amp;quot; These could often be alien but not particularly chaotic or malevolent, and the subject of cataloguing for the Enchiridion Valentia. This is making some structural bias for Faendryl mapping out too dangerous things to be avoided, and the sorts of comparatively innocuous things that let them downplay &amp;quot;demonic&amp;quot; summoning. Aside from their major summoning war magic and for training Palestra and Armata, the highly corruptive and malevolent &amp;quot;fiends&amp;quot; would be more the province of the black arts or apotropaic countermeasures studies by mainstream Faendryl.&lt;br /&gt;
[435] This environmental corruption by demons and forces/entities of darkness is a very long standing premise. It is explicitly present, for example, in &amp;quot;[[History of the Faendryl]]&amp;quot;. The dangerousness of this kind of magic is framed in &amp;quot;[[Gods of Elanthia]]&amp;quot; with Marlu, and was a large part of the I.C.E. premise for the dangerousness of Fash&#039;lo&#039;nae followers. The &amp;quot;taboo&amp;quot; is keeping consistency with the Faendryl exile.&lt;br /&gt;
[436.1] This framing is necessary for recontextualizing stuff in &amp;quot;[[History of the Faendryl]]&amp;quot; that does not make sense in combination with the rest of the documentation on these issues. Its timeline in particular for the Undead War to Ashrim War is deeply inconsistent with the rest of the history documentation and needs to be treated as some form of revisionism or redaction.&lt;br /&gt;
[436.2] &amp;quot;[[History of the Faendryl]]&amp;quot; has Palestra existing to handle Faendryl demonic summoning 10ish Patriarchs before Despana. The Palestra academies were not founded until after the Ashrim War in the later &amp;quot;Path to Palestra&amp;quot; document. The Palestra reasonably had to have been quite different in purpose and function in the Second Age, so this document is doing that retcon to make sense of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by dark cults in the Southron Wastes.[437] The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets.[438] The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales.[439] These academies were not founded until after the Sea Elf War.[440] In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered.[441] It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution.[442] To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it was not controversial.[443] It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.[444]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[437] This premise of wasteland demon worshippers doing this is an extrapolation and embellishment created in this document. The accidental release of demons is something that should exist naturally in the world setting logic. So emphasizing these directions helps establish how the Palestra could exist in the capital of the Elven Empire when the other Houses were not supposed to know the Faendryl were doing a bunch of demon summoning stuff.&lt;br /&gt;
[438] The commonality of minor demons is shown in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and demonic summoning is portrayed as presently common in &amp;quot;[[History of the Faendryl]]&amp;quot;. This framing is reconciling the factual grains of truth in &amp;quot;History of the Faendryl&amp;quot; with the reaction to the Battle of Maelshyve and Faendryl exile. In &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; all summoners under Patriarch XX Eidiol Jivanatha Faendryl had to schedule summoning and inter-valence travel attempts at the Basilica in advance for the first several hundred years. It then talks about this scheduling rule being ditched to allow more freedom, but that brings us back into the problem of widespread and free practices, so we have to treat that as revisionist history as well in terms of emphases, with the important thing being capital crime to not report summoning discoveries.&lt;br /&gt;
[439] There is a tension between earlier Faendryl documentation and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; on the Basilica versus the Clerisy when it comes to the Enchiridion Valentia. The Palestra academies are defined in &amp;quot;[[Path to Palestra]]&amp;quot;. This line is implying it&#039;s much more large scale and public than it was originally.&lt;br /&gt;
[440] This is established in the &amp;quot;[[Path to Palestra]]&amp;quot; document. It becomes unclear what &amp;quot;graduates&amp;quot; and instructors for Palestra could mean for the time of Ondreian Shamsiel Patriarch 17, or how &amp;quot;magicians could come and hire them directly from the Palestra for a small fee&amp;quot; when this is supposed to be secret forbidden magic. &amp;quot;[[History of the Faendryl]]&amp;quot; probably has to be interpreted as some revisionist propaganda over-reading present day practices into past precursors to exaggerate precedents.&lt;br /&gt;
[441] This explains the role of the Basilica, and how and why this was being done in the Second Age, in a much more restricted fashion. The Basilica makes it more of a state secret and regulation kind of thing. Palestra might be hired by the Basilican sorcerers in this context, but it would have been a much more internal thing than &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound. While the Basilica plainly exists back into the Second Age, the other Pentact divisions are much more dubious, and should probably be given some historical evolution rather than being dragged all the way back to the founding of House Faendryl.&lt;br /&gt;
[442] The severe punishments for violating summoning laws is part of the &amp;quot;[[History of the Faendryl]]&amp;quot; documentation and the &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; documentation.&lt;br /&gt;
[443] This is an embellishment but not wildly implausible, and gives a sensible Second Age seed for how the Faendryl started more innocuously on this path, and got worse with it later. &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound like they were openly all in on it from the beginning, which would maximize the view of the Faendryl exile as pure cynicism by other jealous Houses.&lt;br /&gt;
[444] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; establishes that the Vishmiir &#039;&#039;&amp;quot;had plagued the world prior during the Elven Empire&amp;quot;&#039;&#039;, which is wording and terminology that requires it to have happened during the Second Age. This document&#039;s framing would allow extraplanar threats like that to have been a lot less common back then due to the Eye of the Drake.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks.[445] The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms.[446] For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void.[447]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[445] This is leveraging off the prior definition of &amp;quot;piercing the veil&amp;quot; in terms of Faendryl sorcery, as well as the Illistim stated risks regarding the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;. This is also glancingly recognizing that other kinds of portals (e.g. elemental) are usually not stigmatized, even though they can have high destructive potential. The [[Solhaven Cataclysm]] in 5109 would be one example, [[The Amber Flame]] of House Illistim almost burning down the city is another. Similarly &amp;quot;[[History of Elementals]]&amp;quot; implies the dangers of elemental plane bleedthrough with veil weaknesses. Volume 2 addresses this double standard on portals and summoning elementals, and why demons and sorcerous veil piercing are regarded as worse.&lt;br /&gt;
[446] Demons still come through the unhealed tear in reality at Maelshyve, per &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Corruptive radiation from it is cited in &amp;quot;[[History of the Faendryl]]&amp;quot;. This is also playing off the Illistim complaint about the Ur-Daemon risk due to the Maelshyve implosion in &amp;quot;[[History of Elanthia]]&amp;quot;. Related to note 445, essences from the elemental and spiritual planes could rightly be conceived as magical corruption, but this is regarded as innocuous or possibly even good by biased magic practitioners, where those forms of mana are regarded as natural to this reality.&lt;br /&gt;
[447] This is based on the difference between what [[Implosion (720)]] does in GemStone and what it does in the Rolemaster Sorcerer Air Destruction list, which would be the more conventional &amp;quot;classical sorcery&amp;quot; method. The &amp;quot;interplanar void&amp;quot; is something that is defined in DragonRealms. There is vague stuff in documentation about the currents of planar motions, such as &amp;quot;[[History of Elementals]]&amp;quot; and &amp;quot;[[Griffin Sword War]]&amp;quot;. DragonRealms talks about planar [https://elanthipedia.play.net/Category:Planes#The_Planar_Void intersections] changing magical properties, and we&#039;ve seen planar bleedthrough like that in storylines such as &amp;quot;[[Return to Sunder]]&amp;quot;, and &amp;quot;[[History of Elementals]]&amp;quot; defines elemental nexus sties in terms of plane intersections. Which in turn we see with the [[Elemental Confluence]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those fiends of darkness which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead.[448] Indeed. There are kinds of demons which can hardly be distinguished from undead.[449] Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts.[450] The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.[451]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[448.1] There has been a push and pull for years on how &amp;quot;evil&amp;quot; demons are inherently. They are described as having an &amp;quot;intense hatred of life&amp;quot; in &amp;quot;[[History of Elementals]]&amp;quot;, which distinguishes elementals from demons, and that document pre-dates the [[The Enchiridion Valentia|Common language]] Enchiridion Valentia and spell [[Minor Summoning (725)]]. The minor demons in the Common language abridgement of the Enchiridion Valentia should be treated as a Faendryl propaganda move by Patriarch Korvath in 5103. Which makes sense in the context of that storyline. The combat demons Voraviel constructed ([[vathor]], [[oculoth]], [[necleriine]]) should be much more in line with what everyone means when they refer to &amp;quot;demons&amp;quot;, which he said in a [https://gswiki.play.net/Lesser_demon/saved_posts saved post]: &#039;&#039;&amp;quot;Something that&#039;d justify the nearly worldwide anathema towards demon summoning.&amp;quot;&#039;&#039; Incidentally, the demons in spells [[Cloak of Shadows (712)]] and [[Torment (718)]] do not set off town justice mechanics.&lt;br /&gt;
[448.2] Volume 2 of this document gets into the difference between &amp;quot;fiends&amp;quot; and merely extraplanar species. The basic cosmology it uses allows all &amp;quot;infernal&amp;quot; demons to be inherently evil, while some outer planes entities are merely alien but possibly destructively insane or dangerous, which is roughly consistent with the Shadow World cosmology and demons. (Volume 2 also stipulates that such outer entities most usually will need to manifest out of the darker and more chaotic &amp;quot;sorcerous elements&amp;quot;, their intrinsic alienation to this existence naturally tending toward cursed matter.) Mechanically, elementals and Ithzir and astrals like ki-lin and so on are &amp;quot;extraplanar&amp;quot;, but not mechanically &amp;quot;demons.&amp;quot; So the view some people pushed for with &amp;quot;extraplanar = demons&amp;quot; is long defunct in practice. But the Enchiridion lore makes it sound that way, so here we call that Faendryl propaganda. As pointed out in footnote 434, there may be a Faendryl bias toward studying and summoning &amp;quot;valence creatures&amp;quot; that are low in corruption, especially for minor summoning, while fiends and eldritch horrors are war magic or countermeasure studies (such as Aralyte the Palestra Blade studying how to vanquish the primordial Althedeus.)&lt;br /&gt;
[448.3] DragonRealms also splits [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 the demonic] apart from other extraplanars in this way. It talks about the greater extraplanar entities acting through &amp;quot;conduits&amp;quot; in this plane, which here we relate to &amp;quot;warlocks&amp;quot; and &amp;quot;witches&amp;quot; in the black arts. It talks about the lesser things that can be regarded as &amp;quot;creatures&amp;quot;, much as we see in the Enchiridion Valentia. But it talks about the violence to reality of such greater entities directly manifesting in this reality and that it shatters sanity to so much as look at them.&lt;br /&gt;
[449] This premise has pretty much always been present in GemStone, going all the way back to ambiguities in the Rolemaster bestiaries. [[Necleriine]]s are very concrete example of this ambiguity in the Elanthia setting. This ambiguity is also stated in that DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 post] about extraplanars. It talks about &amp;quot;concept&amp;quot; entities which here we would call occult entities of the &amp;quot;dream worlds&amp;quot;, which can manifest in grotesque and undead seeming forms. These include &amp;quot;shadow&amp;quot; entities formed of concepts of darkness. These things are easily confused with demons. This is possibly an important parallel to draw with Althedeus being formed by the fear/chaos/power of Ur-Daemon War. But there is also a Plane of Shadows, with unclear relationship to the Plane of Probability.&lt;br /&gt;
[450] This is the demonic relationship to creating undead, which is framed in the Order of Voln messaging, and the Ur-Daemon aspects of the Despana lore. There should have been demons present for all the previously stated reasons.&lt;br /&gt;
[451] This is a sensible extrapolation from established world setting premises. This document bolsters it with the made up Lindsandrych Illistim quote about the southern wastelands. We&#039;ve seen NPCs cursed because of demons, such as the paralysis of Praxopius.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But it was mostly the southern wastelands in that period that had what is usually considered &amp;quot;the undead.&amp;quot;[452] The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning.[453] Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces.[454] One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot;[455] The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck.[456] It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents.[457] In this way it was very unlike the necromancy and conjuration of the southern wastelands, and those traditions would mostly not merge until the Faendryl were exiled to Rhoska-Tor.[458]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[452] This should probably be true given the way everything is framed and argued in this document. It does not have to be totally true. There are so many ways for undead to come into existence that do not require necromancers. There should be ghosts, phantoms, restless spirits most everywhere.&lt;br /&gt;
[453] This should follow as a logical consequence of studying demons, and the Faendryl left behind [[lich qyn&#039;arj]] in Old Ta&#039;Faendryl. Volume 3 treats the &amp;quot;[[festering taint]]&amp;quot; kind of mutants in Old Ta&#039;Faendryl as the Faendryl studying Despana&#039;s disease magic, which is necromancy in our broader definition of that word. So this is part of the transitioning of Faendryl sorcery broadening into the more modern necromancy/demonology framework. This also fits into teratology and cryptozoology being described example of Arcane magical research in DragonRealms that is not necessarily necromancy, as defined over there, which is sorcery involving the combining of life mana with other mana (which our modern definition pays lip service to.) And those in turn fit into the occultist tradition for the Faendryl described below in the next section.&lt;br /&gt;
[454] This is the rationalist / materialist worldview framework that has been given earlier for the House Elves.&lt;br /&gt;
[455] This was the cosmology model Banthis [http://www.virilneus.com/demons.php originally] intended when work was being done on demonic summoning the late 1990s. This model was presented at Simucon. It is where the term &amp;quot;valence&amp;quot; came from with this stuff.&lt;br /&gt;
[456] This is nodding to the word &amp;quot;valences&amp;quot; now being out of context. Demons hungering for our magical energy is a premise that goes back to at least the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;, and has earlier antecedents in Unlife concepts from the I.C.E. Age. This concept of feeding upon this plane is also present in the DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conception] of demons, where they are by definition malevolent as a class of extraplanar beings, associated with &amp;quot;anti-life&amp;quot; and necromancy.&lt;br /&gt;
[457] This is how the Faendryl represent it modernly, such as in &amp;quot;[[History of Elanthia]]&amp;quot; and the Enchiridion Valentia documentation.&lt;br /&gt;
[458] This is an embellishment made for this document. It&#039;s establishing collisions and mergers of magic traditions over historical time. It would make sense for that spilling to happen because of geographical proximity, especially with that region being treated as &amp;quot;anathema&amp;quot; in the Second Age. These population migrations could be used to define sorcerous practices in other cultures/regions, but things have been set up already for the Faendryl paradigm to be dominating what the Sorcerer Guilds do with magic (i.e. the Sorcerer profession mechanically.) So there&#039;s only so much that can be diversified. This document is focused on necromancy and the black arts, not so much trying to define sorcery in all race cultures at all times, though it provides the backbone for doing that later.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(3) Occultism&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot;[459] Occultists would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot;[460] These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges.[461] In contrast to the &amp;quot;valences&amp;quot; model, there are higher and lower &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously.[462] What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes.[463] There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.[464]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[459] This is based on real-world occultism, and such things as the Theosophical Society. This section is creating backdoors for knowledge spreading between these culture traditions, and the rationalist third-way middle ground attempt between orthodox magic and superstition. It&#039;s giving Elanith precursors to Mentalism and explaining various disparate threads of lore.&lt;br /&gt;
[460] This is directly inspired by real-world occultism.&lt;br /&gt;
[461] As mentioned previously, this is giving a more self-consciously Neoplatonist dimension to the One creation myths.&lt;br /&gt;
[462] This helps motivate and root the basic cosmology model used in Volume 2, and helps explain the usage of terms &amp;quot;valence&amp;quot; and &amp;quot;planes of existence&amp;quot;, as coming from different cosmological models. This is inspired by the real-world esotericism usage of &amp;quot;planes of existence&amp;quot; with astral projection kind of stuff.&lt;br /&gt;
[463] This is directly based on real-world esotericism and astral projection. There&#039;s a reasonably strong case to be made that these concepts were part of the design of the Broken Land.&lt;br /&gt;
[464] These statements are derived from real-world occultism and esotericism. (Hermeticism, Gnosticism, etc.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states.[465] There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals.[466] This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection.[467] Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination.[468] Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions.[469]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[465] This is directly based on the worldview behind real-world alchemy. This setting up the framework for ascension belief systems.&lt;br /&gt;
[466] This is how the deities actually work as defined in DragonRealms.&lt;br /&gt;
[467] This is providing intellectual foundations for these kinds of doctrines, though there is some empirical fact involved, such as what might be worded instead as the &amp;quot;transcendence&amp;quot; of the disir, or Eorgina herself having said she gains power from her followers when Li&#039;aerion opened.&lt;br /&gt;
[468] This is partly based on Gnosticism, partly based on real-world use of entheogens for religious purposes, partly based on Lovecraft&#039;s Dream Cycle stories.&lt;br /&gt;
[469] This is based on real-world &amp;quot;mystery religions&amp;quot; as well as 19th and early 20th century esotericists/occultists looking to ancient mystery religions in this way. This is setting up motivation for House Elves to be importing some of this &amp;quot;folk&amp;quot; stuff back in more rationalist terms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is mostly thanks to occultists.[470] It was a heterogeneous movement that took different and inconsistent forms.[471] House Illistim tended to draw occultists focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight.[472] The universalism or cosmicism of the Faendryl tended to foster other kinds of occult societies.[473] Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae.[474] They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory.[475] But there were others of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.[476]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[470] This is setting up limited and distorted perspective of something that would otherwise have not been recorded at all.&lt;br /&gt;
[471] This eclecticism is thematic.&lt;br /&gt;
[472.1] There is a long-standing tension in the Lumnis lore, where she is a patroness of fortune tellers and soothsayers (dating back to the ICE Age when she was the patron of Astrologers which were basically what Moon Mages are in DragonRealms), and her Western followers emulate her by acting as oracles and seers in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. While she would also be the goddess of knowledge in the more sciences sense. &amp;quot;History of Lumnis&amp;quot; treats her like a general inspiration goddess of all forms of knowledge, and this wording here is partly based on Gift of Lumnis and RPA messaging. The Illistim patron gods are described in &amp;quot;Elven Dogma and Theology&amp;quot; and their societies along these lines are in the Illistim Society document. In any event, occultism is more of a third way thing, and not what would be seen as Illistim orthodoxy.&lt;br /&gt;
[472.2] With occultism and astrology, this is also tacitly interfacing with the Moon Mage and [https://elanthipedia.play.net/Plane_of_Probability stellar alignment] stuff with the concept realm (&amp;quot;Plane of Probability&amp;quot;) in DragonRealms. Which in turn via our occultism premise is a tacit interface for GemStone&#039;s mentalism with Moon Mage stuff. This is also tacitly rehabilitating via House Illistim the Valris (Lumnis) association with Astrologers, which are Rolemaster&#039;s version of Moon Mages.&lt;br /&gt;
[473] This is leveraging off the worldview bias set up for the Faendryl earlier in this document for the given reasons that motivated it.&lt;br /&gt;
[474] This is generally thematic for the Faendryl overall. But &amp;quot;History of the Faendryl&amp;quot; explicitly talks about how Fash&#039;lo&#039;nae is the closest thing the Faendryl have to a patron Arkati.&lt;br /&gt;
[475] These are categories of real-world occultist research. This is interfacing with Faendryl cryptozoology in other sections, regarding the traditions behind the Enchiridion Valentia.&lt;br /&gt;
[476] This is a Lovecraftian kind of notion, where Lovecraft himself was inspired by the Theosophists, but twisted into his cosmic horror version of it. This whole paragraph is embellishments to make sense of things that probably should have happened in context. The use of the word &amp;quot;jolt&amp;quot; is leaning on the [[Mind Jolt (706)]] messaging. This is also setting up some precedent of Faendryl prejudices on acceptable and unacceptable ways of approaching the demonic and extraplanar studies. This Marluvian occultism is a thread that gets picked up later in the sections about Bandur and Uthex and the Broken Land.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all.[477] That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana.[478] Natural philosophies were ignorant or self-limiting.[479] This may even be why we now define spheres of magic by effect.[480]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[477] This was directly based on the introduction of a real-world book on occultism from about a century ago.&lt;br /&gt;
[478] This is playing into the behavior of the dream world planes with their interaction with minds. This is not actually agreeing that such magic does not involve mana manipulation. But it is playing into how the esoteric mode of it allows understanding of what you&#039;re really doing to be limited, and that such people could believe they&#039;re doing something different from &amp;quot;magic&amp;quot;, which for the orthodoxy framed at that time would be elemental/spiritual thaumaturgy/theurgy.&lt;br /&gt;
[479] This is an anti-orthodox magic position from the rationalist worldview direction. It&#039;s about handling the sympathetic and esoteric magic traditions prior to the view of three spheres of magic rather than two spheres of magic.&lt;br /&gt;
[480] This embellishment is about rationalizing the earlier arguments about Arcane power, with terms like evoking and channeling, and the separatist worldview becoming dominant, and the wording for them like &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; is more effect/phenomenon oriented. But with philosophies likely having been invented trying to interpret them as substantitively correct, such as trying to believe matter is really constituted of handful of pure elements (of fire, air, earth, water.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts.[481] There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories.[482] &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity.[483] Grimoires are notorious for unreliability.[484] They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot;[485] These are, of course, crude over-generalizations of widely diverse indigenous beliefs.[486] &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and human druidism is ancestral to northern reivers.[487]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[481] This is true of real-world grimoires. It&#039;s also building in some unreliable narration in the sources of knowledge.&lt;br /&gt;
[482] This is inspired by real-world grimoires with their posulated hierarchies of demons and angels and so forth. Volume 2 has some made up excerpts from made up Elanthian occult grimoires in this sense, and Volume 3 gives a bunch of names for made up ones.&lt;br /&gt;
[483] It&#039;s important to emphasize things as convention schemes, and the historicism behind words meaning different things or different baggage/connotations/context in different eras. This is an important premise for what Volume 3 tries to do with the unliving.&lt;br /&gt;
[484] This is true of real-world grimoires.&lt;br /&gt;
[485] This is partly based on the hegemony of Elves in the Second Age, and partly because the word &amp;quot;shaman&amp;quot; really has been used for the non-elven races in GemStone, but there have been elven druids. This gives some more breathing space overall.&lt;br /&gt;
[486] This is a nod to controversy over the use of words like &amp;quot;shaman&amp;quot; in real-world anthropology.&lt;br /&gt;
[487] Trance states are a general &amp;quot;shamanism&amp;quot; motif. The last part about the reivers is glancingly trying to address the awkwardness of the multiple retcons of the reivers that have happened over the years. There&#039;s druidic stuff around Luinne Bheinn dating back to 1997, but the reivers have since been retconned to having much more recently migrated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded.[488] The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions.[489] Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot;[490] But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions.[491] They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends.[492] Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone.[493] It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it.[494] Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.[495]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[488] The &amp;quot;knowledge that was discarded&amp;quot; is one aspect of esotericism, and it&#039;s a folklore/mythology and literature thing in general to try to read vestiges of older stuff surviving in later stuff outside its older original context.&lt;br /&gt;
[489] This is a slight embellishment, but should be true.&lt;br /&gt;
[490] Auchand has tended to make his Arkati legend documents dubiously sourced or referred to as apocryphal. &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot; for example is &#039;&#039;&amp;quot;commonly held to be apocryphal&amp;quot;&#039;&#039;, and &amp;quot;[[Origins of Tonis]]&amp;quot; is &#039;&#039;&amp;quot;a translation of an elven text discovered in a cache near the Western Dragonspine.&amp;quot;&#039;&#039; And &amp;quot;[[Origins of Amasalen]]&amp;quot; is only around 150 years old and found in Icemule.&lt;br /&gt;
[491] This is extrapolating off the vague and unreliable nature of communes, and the explicit statement of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; that trying to directly ask Fash&#039;lo&#039;nae about this stuff would not be a useful approach. Likewise Voln refuses to answer theological questions in &amp;quot;[[History of the Order of Voln]].&amp;quot; &lt;br /&gt;
[492] The first part of this refers to such things as the krolvin version of religion in &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; and the Tehir view of Luukos in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; and the different symbols of Imaera in &amp;quot;[[Gods of Elanthia]]&amp;quot; and so on. The second part is an iconoclastic statement, which the IC author might apply to any number of things, such as [[Li&#039;aerion]].&lt;br /&gt;
[493] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; actually states in the analysis section that Fash&#039;lo&#039;nae admitted to making the Grandfather&#039;s Stone, which is supposed to be where he came from in the legend.&lt;br /&gt;
[494] There are lots of contradictions and inconsistencies between the religious legend documents. Xorus ripped through a lot of them in a Mist Harbor library [[Age of Darkness (lecture)|lecture]] once.&lt;br /&gt;
[495] This is treasure hunter and occultist kind of stuff in general, like with lost lands the Theosophists had various notions of Atlantis and Lemuria and so forth. The last part is an oblique reference to situations like [[L&#039;Naere]], whose rumored existence was buried by the Loremasters and House elites.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a backwards flux of methods into the Elven Empire.[496] It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning.[497] The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; had its roots in occult grimoires.[498] It was also this tradition that somewhat softened Elven materialism, making the Faendryl more open to the study of necromancy.[499]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[496] This is setting up part of the motivation for this section. It backdoors some of this other stuff back into urbanized civilization.&lt;br /&gt;
[497] This is an embellishment. But it&#039;s taking the folksy use of summoning circles, and maybe cunning folk apotropaic magic and the [[thanot]] lore with pentagrams being &#039;&#039;&amp;quot;the ancient magical symbol of protection.&amp;quot;&#039;&#039; Pentagrams have been used in demonic summoning contexts in game, such as on top of Bonespear Tower or the cavern of Castle Anwyn. So this embellishment helps mutate the practice into Faendryl summoning methods, where they become stripped of original culture context and made mechanistic.&lt;br /&gt;
[498] Enchiridion literally means &amp;quot;little handbook&amp;quot; in the real-world. This is an embellishment relating the occult grimoire stuff just described and making that a tradition/practice precedent where the subject of them instead became these extraplanar things. In terms of filiation of ideas. This is setting the Enchiridion Valentia in the context of two distinct intellectual traditions mixing in Second Age Faendryl (occultist / cryptozoologist) sorcerers.&lt;br /&gt;
[499] There is an initial rationalist/materialist prejudice set up, so this occultism third-way stuff with its backdoors gives an avenue for softening that up, which then gets motivated and pushed further along later by changing historical conditions. The ideal forms concept tacitly present in the &amp;quot;classical sorcery&amp;quot; definition gives a natural occultist interface into orthodoxy. This is also mildly trying to explain &amp;quot;[[History of the Faendryl]]&amp;quot; referring to Thyrsos Kanigel Faendryl as a &amp;quot;necromancer&amp;quot; in what sounds like was around the time of Patriarch 20, Eidiol Jivanatha Faendryl, who made the law requiring all summoners to report discoveries of new creatures into the Enchiridion Valentia. This would apparently have been in the -30,000s Modern Era. (&amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; implies Thyrsos got 48 people killed, and says initially Eidiol required summoning and valence travel to be scheduled in advance at the Basilica.) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III. The Undead War (-20,000 to -15,000 Modern Era)[500]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;[501]&lt;br /&gt;
&lt;br /&gt;
- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[500] This is using the convention of having a 5,000 year period for when Despana was known to exist. But the actual &amp;quot;Undead War&amp;quot; was much shorter, near the end of this time period. Technically, the Second Age could be brought all the way up to the Battle of ShadowGuard. The &amp;quot;orc wars&amp;quot; is not really defined explicitly, but probably refers to Dharthiir&#039;s orc/troll/etc. alliance, which began a few hundred years earlier. So this would support what this document does, distinguishing a kind of pre-Undead War conflict with Dharthiir in outlying land as like a preparation staging drill for the full scale war, and then the Undead War proper starts with what this document calls &amp;quot;the Surge&amp;quot; with the hordes of undead. This is reconciling the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; going further back into the -15,400s.&lt;br /&gt;
[501] This quote is from &amp;quot;[[History of Elanthia]]&amp;quot;. The last lines of it are an expansion on the original quote, which exists in a museum piece that was in the Wehnimer&#039;s Landing Museum, and is now in the Stormbrow Gallery on Teras Isle. &amp;quot;red elves&amp;quot; refers to the scarlet color Faendryl would wear. This quote uses specific names for different kinds of undead, which subtly creates the implication that these were known concept distinctions. Banshees were the highest level undead in GemStone at the time &amp;quot;History of Elanthia&amp;quot; was written.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals.[502] There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash.[503] This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead.[504] There are many kinds of undead, and many were known to exist in antiquity.[505] Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses.[506]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[502] This is an unfortunate misreading of &amp;quot;[[History of Elanthia]]&amp;quot; that was used in the &amp;quot;[[History of Luukos]]&amp;quot; legend. The Undead is a proper noun referring to Despana&#039;s horde, the document is not saying Despana created the first undead to ever exist. There are many reasons that would not make sense, and &amp;quot;History of Luukos&amp;quot; had to hedge by having Luukos doing it much earlier but not giving it to his followers. This document allows Luukos to have changed behavior after the Undead War, but does not endorse the lack of undead before Despana, which has established contradictions and does not make sense for a lot of reasons.&lt;br /&gt;
[503] This is referring to a legend in &amp;quot;[[History of Luukos]]&amp;quot; about Koar issuing a ruling after the Undead War.&lt;br /&gt;
[504] This obvious problem originates in &amp;quot;[[History of Elanthia]]&amp;quot;, and the Ur-Daemon having books makes little sense when they have since been depicted as behemoths.&lt;br /&gt;
[505] Volume 3 talks a lot about various kinds of undead, and which kinds exist &amp;quot;naturally&amp;quot;, and which would be very ancient beyond the Undead War period. It is also canon in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; that the Dhe&#039;nar learned to control the undead in the -40,000s when they were in Rhoska-Tor.&lt;br /&gt;
[506] This is playing off the Rhak Toram quote, though it is not 100% convincing. Because these terms could have all been coined during the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning.[507] Despana was the first necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields.[508] She innovated methods of hierarchical control, or leverage, as well as for rapidly increasing the size of her forces.[509] What had once been the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.[510]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[507] These are the embellishments introduced forcefully by this document. Incidentally, the term &amp;quot;demon-spawn&amp;quot; is used in &amp;quot;[[Ilynov Journal]]&amp;quot; at an earlier date than the Battle of Maelshyve, and the soldiers journal from Battle of Shadowguard also refers Despana&#039;s horde as &amp;quot;demons&amp;quot; and &amp;quot;fiends.&amp;quot; It also uses the word &amp;quot;ghost&amp;quot; as a notion of previous familiarity. It also uses the word &amp;quot;Lich&amp;quot; for Dharthiir. But it also expresses unfamiliarity with undead. The names Despana and Dharthiir seem to be gradually learned from the soldier&#039;s perspective, but this has to be regarded as the author&#039;s own unfamiliarity. The journal dubiously describes Despana herself being there, without mentioning how this identification is certain, or describing her at all.&lt;br /&gt;
[508] This embellishment need not necessarily be true, but could be a demarcation for explaining why Despana was a Big Deal comparatively, when necromancers of undead had already existed. This turning of the dead and raising corpses on the battlefield is illustrated in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document on 22nd Day of Koaratos. &lt;br /&gt;
[509] It was established explicitly in a Plat storyline called [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] that necromancers can only control something less than twenty undead without the use of artifacts or special artifices (e.g. alchemy, rituals). The Horned Cabal for example relies on using the Sphere of Sorrow to make big hordes, and the Plat storyline actually asserted the [[Fallen from Faith#A Call for Allies|first necromancer]] to make an undead did so with the Sphere of Sorrow, contradicting a commonly held interpretation that it was Despana and the Book of Tormtor. This hierarchy premise is central to the argument made in this section of the document. It motivates and explains why the Faendryl used demons, and why felt using demons (not, say, elementals) was the only option.&lt;br /&gt;
[510] This is referencing the Red Rot as well as the unhealing wounds in the Giantkin history for this period. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] also talks about a festering wound that could make the author turn into one of the undead. This document generalizes this somewhat, having Despana using magical disease curses. This is partly reviving the Rolemaster bestiary information on some of these undead, which were able to infect and turn others into undead. A mechanical example of a disease curse undead would be the [[shambling lurk]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.A Rhoska-Tor [511]&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes.[512] A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers.[513] It is sometimes spoken of as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War.[514] Its history is much older than Despana.[515] &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot;[516] This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles.[517] There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.[518]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[511] There is a lot of scattered Rhoska-Tor lore, and this tries to synthesize it into something coherent that makes sense of everything.&lt;br /&gt;
[512.1] It was referred to as &amp;quot;blackened&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;. In the original context of &amp;quot;History of Elanthia&amp;quot;, before the continent map was known, it was not obvious where Rhoska-Tor was in relation to the Southron Wastes. It can be regarded as a special region of the Southron Wastes, but often gets tretaed as its own region. Part of the problem is it hasn&#039;t been clear how wide an amount of territory qualifies as &amp;quot;Rhoska-Tor&amp;quot;, if it&#039;s the immediate vicinity of Maelshyve or if that&#039;s one spot in a Rhoska-Tor region. This document relents by letting Rhoska-Tor be a broader region, and defines the specific part of it where Maelshyve was built.&lt;br /&gt;
[512.2] This document is allowing volcanic rock to explain some of the &amp;quot;blackness&amp;quot;, but that should likely not solely be a matter of natural geology. &amp;quot;[[Origins of Tonis]]&amp;quot; says the Ur-Daemon actually &amp;quot;blackened the land&amp;quot; directly with the power of their corruption.&lt;br /&gt;
[513] This follows from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document description of it.&lt;br /&gt;
[514.1] This is historicizing the term, since this document gives it an earlier history than Despana, and explains why it was considered an old place of the Ur-Daemon when Despana was searching. This gives some flexibility for usages where Rhoska-Tor seems to be more narrowly referring to the vicinity of Maelshyve. &lt;br /&gt;
[514.2] The &#039;&#039;&amp;quot;blasted lands around Maelshyve&amp;quot;&#039;&#039; comes from the [[urglaes]] lore. It is described as &amp;quot;plains&amp;quot; by the Rhak Toram quote. &amp;quot;Badlands&amp;quot; is used to reflect the geological formation conditions described later in this section, and allows some hill formation stuff as a hook for fey banshee mythology and the ora lore with the very large ora mine in Rhoska-Tor, along with reconciling the hilly terrain description given for it in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[514.3] The language of &#039;&#039;&amp;quot;a barren and blasted land where life was never easy and nothing grew&amp;quot;&#039;&#039; also describes Rhoska-Tor on the Play.net [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp website page] for Old Ta&#039;Faendryl.&lt;br /&gt;
[515] At a minimum this is true because &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; is canonized, but this document fleshes out other reasons.&lt;br /&gt;
[516] This comes from the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document and taken as factual for at least the modern Dhe&#039;nar-si language. But here we&#039;re attributing it as ancient. &amp;quot;[[History of Elanthia]]&amp;quot; says &#039;&#039;&amp;quot;what is &#039;&#039;&#039;now called&#039;&#039;&#039; Rhoska-Tor&amp;quot;&#039;&#039;, so this term has to actually be more recent than when Despana searched for it, which is part of why we refer to it as a region of the Southron Wastes. And we say &amp;quot;descends from ancient Elven&amp;quot; rather than asserting it was always called that. This document uses generics like &amp;quot;southern wastelands&amp;quot; to not have it being called Rhoska-Tor in the Second Age.&lt;br /&gt;
[517] This is inspired by the &amp;quot;[[Origins of Tonis]]&amp;quot; document and the nature of Ur-Daemon body parts. The dark essence from them being left behind is taken from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. In the Tonis legend the &amp;quot;newborn Ur-Daemons&amp;quot; were &#039;&#039;&amp;quot;kept in a sort of creche dug out of the very earth, fed by its hot blood&amp;quot;&#039;&#039; in a location near their great portal.&lt;br /&gt;
[518] This is doubling down on this causative relationship which is being asserted in this document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is geologically bizarre and was drastically transformed in the Age of Darkness.[519] It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults.[520] It is named for the terrible outcroppings known as the Tor.[521] There are, in turn, pseudokarsts formed from this igneous rock, eaten away by caustic black blobs.[522] It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth.[523] These ancient lava fields themselves are artificial.[524]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[519] Taking all the details together makes for weird implications, such as the need for stable cavern systems, but also geological instabilities and some regional volcanism. This description is intended to be highly consistent with the existing room painting for the [[Southron Wastes]], which is the portion adjacent to the Rhoska-Tor region of the wastelands. This sentence is also being consistent with what is explicitly stated in &amp;quot;[[Origins of Tonis]]&amp;quot;: &#039;&#039;&amp;quot;The Ur-Daemon War sundered continents and warped the face of the world, as the horrors from beyond clashed with the drakes and their Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[520] The igneous protrusions are largely meant for the [[urglaes]] lore and the literal geological interpretation of &amp;quot;Tor&amp;quot;, though there are existing [[The Settlement of Eh&#039;lah|premises]] for volcanism in the subcontinent such as Sharath. The vertical faults and badlands are partly meant to explain the steep sloping (valley and hills) that is represented for near Maelshyve in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The limestone plateau is meant to explain the &amp;quot;plains&amp;quot; and presence of extensive underground caverns as karsts, as well as the presence of alabaster and marble and so forth. The mixing of plateaus with mountainous upheavals also already exists in the game, described as &amp;quot;cordillera&amp;quot; in the Southron Wastes room painting around the Ash Barrens section. &lt;br /&gt;
[521] This is a totally made up fact that was mentioned earlier. This document is setting these things up to be related to the Ur-Daemon having slumbered in lava underground, which is literally shown in game with the Beast imprisoned in Teras Isle.&lt;br /&gt;
[522] These &amp;quot;acidic lumps of jelly&amp;quot; and possibly the &amp;quot;plasmatic inky black horrors&amp;quot; were [[Wavedancer]] event creatures in the [[Southron Wastes]] and presumably magru based. So this is making a consistency with the [[magru]] in the Broken Land and our premise of Marluvians in the Southron Wastes. The Broken Land magru were made to imply they created the Dark Grotto tunnels by dissolving away the rock with sulfuric acid.&lt;br /&gt;
[523] This is primarily based on the Beast of Teras Isle, and to some extent on the &amp;quot;[[Origins of Tonis]]&amp;quot; legend. In the Tonis legend they were &amp;quot;infesting&amp;quot; the surrounding land, where it says the &#039;&#039;&amp;quot;corruption of them had blackened the land and twisted the rivers&amp;quot;&#039;&#039; which made Tonis thin and weak from exposure to it. The premise of &#039;&#039;&amp;quot;newborn Ur-Daemon&amp;quot;&#039;&#039; gestating in the &#039;&#039;&amp;quot;hot blood&amp;quot;&#039;&#039; of the earth in &#039;&#039;&amp;quot;creches&amp;quot;&#039;&#039; comes directly from &amp;quot;Origins of Tonis&amp;quot;.&lt;br /&gt;
[524] This statement is explained in the next paragraph. It rationalizes why this should be happening in the same place as a limestone plateau. It is implied in existing documentation as well. &amp;quot;[[Origins of Tonis]]&amp;quot; says: &#039;&#039;&amp;quot;The creatures oozed and glided across the land, deepening their corrosive grasp upon it by the moment. Sickened by what he saw, Tonis marked the location of the rift and prepared himself for the trip back. And then he saw the newborn Ur-Daemons. Skittering and terrible, they were kept in a sort of creche dug out of the very earth, fed by its hot blood.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Theorists have long speculated that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith.[525] They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes.[526] They corrupted the resulting earthnodes with their darkness.[527] This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism.[528] There were then eruptions toward the surface, and below the surrounding ocean.[529] The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash.[530] The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment.[531] Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns.[532] Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.[533]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[525.1] Regional volcanos known to exist include the great mountain at Sharath and [[Mount Ysspethos]] near Tamzyrr. This sentence is tacitly assuming some IC belief in plate tectonic action, though within setting it might be thought of as an artificial collision of the lands due to the scale of the powers unleashed in the Ur-Daemon War. (The I.C.E. Shadow World analog of the First Era war cataclysm had continents sinking.) The premise is based on the Beast of Teras Isle in its volcano. The &amp;quot;theorists have long speculated&amp;quot; line and what follows from it is an embellishment.&lt;br /&gt;
[525.2] This large scale geological disruption by the Ur-Daemon is already an existing premise in documentation. In the &amp;quot;[[Origins of Tonis]]&amp;quot; legend it is stated explicitly that they &#039;&#039;&amp;quot;sundered continents and warped the face of the world.&amp;quot;&#039;&#039;&lt;br /&gt;
[526] This is meant to explain the unnatural earthnodes of Rhoska-Tor and why they are magically corruptive. It follows naturally from the Ur-Daemon feeding on them. It also reconciles the dark essence or demonic energies explanations for Dark Elves with the unusual mana nodes explanations for Dark Elves. This is leaning on the I.C.E. Shadow World explanation of nodes as convergences of flows of essence.&lt;br /&gt;
[527] The &amp;quot;dark essence&amp;quot; in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; account.&lt;br /&gt;
[528] This is partly based on the definition for [[Energy Maelstrom (710)]], whose spell [https://www.play.net/gs4/info/spells/spelllist.asp?circle=6#710 description] was based on: &#039;&#039;&amp;quot;summon[ing] dark energy to swirl around him or her, creating a fierce storm.&amp;quot;&#039;&#039; Its original wording back to at least February 1994 was more explicitly invoking the &amp;quot;essence storm&amp;quot; concept, which was the I.C.E. version of what are now called &amp;quot;mana storms&amp;quot;: &#039;&#039;&amp;quot;The caster summons dark energy to swirl around him or her, creating an essence storm which will blast through everyone and everything in the room. A most potent spell which can be very dangerous to bystanders.&amp;quot;&#039;&#039; That these storms could trigger volcanic behavior was part of the I.C.E. lore for them, and there was some indication of similar behavior (more moderate) as well as quaking when the Elemental Confluence was approaching Elanthia.&lt;br /&gt;
[529] This explains some ancient lava fields for the [[urglaes]] lore and Rhoska-Tor being &amp;quot;blackened&amp;quot;. It also explains why the previous paragraph referred to the lava as artificial, and the Ur-Daemon wanting it to the surface so they could submerge in it.&lt;br /&gt;
[530] This boiling seas and skies blackening with ash premise is meant to be a de-mythologized explanation for the Orslathain sunstone lore in the &amp;quot;[[Elanthian Gems]]&amp;quot; document, which suggests the sea was boiling and tons of soot was getting thrown into the atmosphere during the Ur-Daemon War. This is tacitly assuming the sea levels were higher in that period (it is established that this is fluctuating over millennia such as in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;, and past [[Opalina&#039;s Diary#Exploration of Moonsedge|warmer climates]] without northern ice such as described by [[Barlan Kane]]), so the ocean would be further inland closer to what are now the wastes, whereas the present day climate has glaciers and ice sheets. This description of the heavy sudden floods and inland swells of dead marine matter is meant to rapid form limestone and set up unstable badlands conditions on top of it or further inland. This is consistent with the Southron Wastes room painting, which depicts very unstable geological formations of shale and limestone which are violent upheavals, as well as slot canyons which are implicitly flash flood hazards. Sinkholes would implicitly be another hazard under these conditions. &lt;br /&gt;
[531] This frames limestone formation, which can happen quickly under ideal conditions. The &amp;quot;[[Elanthian Gems]]&amp;quot; documentation establishes there is a lot of alabaster in southwestern Elanith, and that there was a huge amount of alabaster in Rhoska-Tor, which is made from sulfurous volcanic geothermal water and limestone (though possibly as an evaporite), assuming it is gypsum alabaster (while calcite alabaster is made from stalagmitic limestone, but harder and less of a match for the &amp;quot;Elanthian Gems&amp;quot; description). Though this alabaster has been almost all turned into despanal by sorcerous energies. We are using a model where the limestone plateau is closer to the ocean, and badlands are further inland. The huge amounts of shale of the Southron Wastes could then come from long-run drainage of the Rhoska-Tor badlands. This rapid accumulation of marine skeletal matter is also partly meant to help motivate why later historians believe the Ur-Daemon drained the mana &#039;&#039;&amp;quot;bound around all life.&amp;quot;&#039;&#039; There&#039;s a lot of skeletal matter in the Southron Wastes room painting, but that&#039;s probably more about the absence of water in the environment.&lt;br /&gt;
[532] This explains the extensive underground caverns. The black blobs previously mentioned and the lava could have pseudokarsts in the igneous rock as well. That would be further west in the badlands region, closer to the Southron Wastes region visited from the Wavedancer.&lt;br /&gt;
[533] This is meant to explain why it looks like a valley in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document but plains in &amp;quot;[[History of Elanthia]]&amp;quot;. Strictly speaking, &amp;quot;plains&amp;quot; and &amp;quot;valley&amp;quot; are not a contradiction as the plain can be enclosed on two sides and be a valley, but here we are describing something like a &amp;quot;rift valley&amp;quot; with (limestone) plains toward the east and then badlands of unconsolidated sediment (with sandstone) further west, and with the climate of Rhoska-Tor this would need to be a dry valley with underground drainage in the karst system of a limestone plateau. This would probably be volcanic tuff (e.g. the Easter island heads) and tuffaceous / basaltic sandstone from hydromagmatic explosions, which would help explain Rhoska-Tor being described as &amp;quot;blackened.&amp;quot; This would be consistent with deposition distribution patterns of sandstone and limestone that would come from rising water levels from the east. (The part of the [[Southron Wastes]] southwest of Rhoska-Tor was painted for Wavedancer, and has a lot of limestone and sandstone in parts. But the Southron Wastes has whole mountain formations of shale, as well as &amp;quot;ashen barrens&amp;quot;. That is potentially consistent with our description of Rhoska-Tor geology, assuming the water from Rhoska-Tor had slow / stagnant drainage into the west. There is a constraint of &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot; both implying a battle turned it into a lifeless waste, and &amp;quot;History of Elanthia&amp;quot; has petrified trees there with preserved carvings from that time period.) Though this is secondary and we are emphasizing sulfuric acid cavern formation from geothermal conditions, partly to explain the alabaster (gypsum) presence, and the Patriarchal palace from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; is marble which is metamorphic limestone. This is saying &amp;quot;reminiscent of a valley&amp;quot; mainly to emphasize the artificial and tectonic ways it came to exist, as an embellished premise of this document, and to keep the Tor concept as hilly badlands rather than a single confined valley. In fact, &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also describes the area as hilly, so we need a hill concept: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039; The description of the trees and wildlife perhaps needs to be treated as a Sylvan history cultural distortion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are untold horrors in the darkest depths of Rhoska-Tor.[534] The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns.[535] Though the region is unstable, sometimes suffering cavern collapses from earthquakes.[536] Further below ground are unknown ruins and dangerous races.[537] The violence to the flows of essence in this region have caused rifting in the veil, forming often unstable or temporary gateways to other worlds.[538] There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.[539]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[534] This is made up as a potentiality hook. It would be a waste to not have the deep underground be this way. But it is not totally made up, because there are at least some unfamiliar monsters, generalizing off the loresong of [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]] from Hunt for History.&lt;br /&gt;
[535] It is an embellishment to imply that there&#039;s a lot more further down, possibly areas sealed off by cave-ins. The premise of deeper caverns and those being worse was framed to some extent by &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[536] This was the premise of the Maelshyve archaeological dig event that happened in game, where there was also mana storming that happened. These cave-ins have to be infrequent for the Maelshyve caverns to make sense in the first place. The quaking does not have to be tectonic, necessarily, it could be instabilities from the rapid way we have the geology of the area forming. There could very plausibly be sinkhole hazards in Rhoska-Tor as well.&lt;br /&gt;
[537] This is partly made up. But reasonable and likely what should exist. Especially with this document&#039;s premise that the Faendryl pushed pre-existing forces in the area below ground with the expansion of Faendryl control of the land. The existence of unfamiliar underground monsters below Rhoska-Tor fought by the Faendryl is already canon in the Hunt for History loresong for the item [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]].&lt;br /&gt;
[538] There was mana storming during the Maelshyve archaeological dig event, and rifts can form naturally from this kind of phenomenon. There was an underground rift like this in the Southron Wastes room painting during the Wavedancer event. (That is not meant to imply that particular rift was one of these &amp;quot;hellgates&amp;quot;, and might even only have been originally intended as a poetic description of a wall fissure. However, it very strongly resembles the messaging that was later used for the ebon-swirled primal eyeballs, which spontaneously arrive in the Southron Wastes through crimson rips in reality with bursts of heat.)&lt;br /&gt;
[539] It is an embellishment to imply this is a routine phenomenon in the region. But it is canon from the Eyes of the Dawn storyline that the ebon-swirled primal demons reside natively in the Southron Wastes. While also existing in other valences. The term &amp;quot;hellgates&amp;quot; is made up, but fitting for the concept. This is also providing a hook for Marlu in &amp;quot;[[Gods of Elanthia]]&amp;quot; possibly drawing power by loosening &amp;quot;the portals&amp;quot; between dimensions, which implies there must be portals to demonic realms sitting around somewhere that can be loosened. These could be under Lornon, for example, but it would make sense for them to be in the &amp;quot;old places of the Ur-Daemon&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cavern:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Dark Cavern, Nexus]&lt;br /&gt;
Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth &#039;&#039;&#039;from a scarlet-laced russet rip in space.&#039;&#039;&#039;  Waves of essence buffet the area every so often, &#039;&#039;&#039;gusting with the roaring heat&#039;&#039;&#039; of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal Demon Eyeball Rifts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A ripple of heated air begins to waver in midair, &#039;&#039;&#039;emitting waves of heat&#039;&#039;&#039; throughout the area.  Soon, a &#039;&#039;&#039;jagged crimson line begins to form&#039;&#039;&#039; in the center of the disturbance, extending both vertically and horizontally, the line begins to &#039;&#039;&#039;rip a tear in reality.&#039;&#039;&#039;  Within moments, an ichor-soaked floating primal eyeball emerges from the newly formed opening and when it is clear, the tear shuts rapidly behind it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many demented edifices and terrifying monuments in Rhoska-Tor, owing to its long history of dark theocracies and cults.[540] There are dangerous traps that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped.[541] The landscape is as exotic as it is filled with deadly mysteries.[542]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[540] This would follow reasonably if the premise was allowed for this to be the region where the bad stuff was concentrated all the way back to the Age of Darkness, and for being one of old places of the Ur-Daemon. The climate is presumed to be relatively good at preserving things long-term. Strictly speaking this is an embellishment, but Varevice is [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp logged] as having intended eldritch ruins in the region, when she was building New Ta&#039;Faendryl (never released.) Mhorigan had previously [http://www.beaconhall.net/tsoran/forums/history-forum.html stated] that much of (New) Ta&#039;Faendryl was intended to be an underground city, which would help fix the underground period&#039;s definition problem.&lt;br /&gt;
[541] This is made up. But concrete actually used examples of &amp;quot;snares&amp;quot; are given in Volume 3, and this would be an obvious place to have some.&lt;br /&gt;
[542] This is a guiding hook. Because Rhoska-Tor is very thinly defined in existing documentation. It should not be just another desert, there should be something very obviously &amp;quot;wrong&amp;quot; with it just by looking at it. Like the land itself is tortured and unnatural.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to Rhoska-Tor, especially close proximity to the Tor themselves, induces transformations in the living.[543] Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan.[544] Gnomes become feral and were banned by Patriarchal decree.[545] Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows.[546] Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves.[547] Their features become sharper, their bodies physically weaker, with greater capacities for magic.[548] Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language.[549] The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is constructed directly from intonations, through layers of overlapping sounds involving no shared vocabulary of words.[550] In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become quite pale or other complexions.[551]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[543] This is trying to generalize and expand the corrupting influences beyond Maelshyve or even the Battle of Maelshyve, so that the whole region has a lot of bad juju, and some of these spots are that much hotter with badness. The Southron Wastes in general could have a lot of bad juju, but this is trying to be careful to limit the scope to talking about this one area of the southern wastelands, so as to not exhaust the whole thing in a single sweeping definition. Overall these places are better treated with slices of insight like the Wizardwaste in order to not hollow out their menace.&lt;br /&gt;
[544] This is from the &amp;quot;[[Giantkin History]]&amp;quot; documentation.&lt;br /&gt;
[545] The second part of this is canon from the [[Lines of Blood: A History of the Gnomes|Gnome history]] document, though the reason for it is not given, and it is not entirely clear if they are totally banned from the city or only banned from residence. The first part is playing off the feral gnome sickness in the gnome history, and this premise was used for a Dark Elven [[The Dark Mirror (story)|horror story]] from Xorus. The general idea would be gnomes getting too close to those underground ruins of Maelshyve and getting twisted by the dark magical forces. (This is similar in premise to the [[bloody halfling cannibal]]s from the halfling settlement near the Hinterwilds.) But the Faendryl also would not want them snooping around, with all the control they do on the spread of sorcerous knowledge.&lt;br /&gt;
[546] The Collectors are from the Felstorm storyline approaching River&#039;s Rest in 5112. The Disciples of the Shadows have their corruption defined in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, and other shadows corrupted NPCs have been encountered, such as Therendil (nominally Marluvian) having tentacles from his head and Quinshon having shadow tentacles for a mouth.&lt;br /&gt;
[547] This is a term some players used over 20 years ago, referring to how some Dark Elves had acquired darker skin complexion near Maelshyve.&lt;br /&gt;
[548] This is foundational from &amp;quot;[[History of Elanthia]]&amp;quot; and was also in &amp;quot;[[History of the Faendryl]]&amp;quot;, and similar changes happened to the Dhe&#039;nar earlier.&lt;br /&gt;
[549] The &amp;quot;[[Dark Elven languages]]&amp;quot; document describes why there is a universal Dark Elven language.&lt;br /&gt;
[550] This embellishment is reconciling the &amp;quot;[[Dark Elven languages]]&amp;quot; document with statements during an OOC meeting by GM Khshathra, the Dark Elf guru around 2012, trying to treat Dark Elven as a mode of signaling or communication rather than language itself. (i.e. Dark Elven mode of communicating in the Common language and non-Dark Elves not being able to catch all of it). That seemed inadequate and not entirely consistent with the &amp;quot;Dark Elven languages&amp;quot; document, so this premise reconciles both notions and explains its universality and why it cannot be understood by other races and why it does not depend on shared vocabulary and why it has no etymology in common with other languages. Elsewhere in this document refers to &amp;quot;orthographic conventions&amp;quot; of Dark Elven, because there would not be a single version of writing for the language at all times among all fractious and dispersed groups.&lt;br /&gt;
[551] It was already established in &amp;quot;[[History of Elanthia]]&amp;quot; that only the ones closest to the ruins of Maelshyve had skin darkening, and the Dark Elven skin color range mechanically goes all the way to pale. So this is doubling down on the term &amp;quot;Dark Elves&amp;quot; not really, for the most part, referring to skin color. But still having complexion altering effects.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor.[552] Blame is widely attributed to the many unusual mana focii,[553] the dark magic of Despana or the undead,[554] the corruption of the demons summoned by the Faendryl,[555] sorcerous backlashes and explosions,[556] the implosion and unhealed tear in reality at Maelshyve,[557] mana storms,[558] the unholy power of the Ur-Daemon,[559] the valencial tears and instability deep underground,[560] and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.[561]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[552] This is trying to reconcile the many disparate explanations that have been given for the magical effects in the region (e.g. the changes on Dark Elves) across scattered documents. The only solution is to include all of them simultaneously, but point out which ones pre-date Despana.&lt;br /&gt;
[553] This one was in &amp;quot;[[History of Elanthia]]&amp;quot; and the [https://www.play.net/gs4/info/races/darkelf.asp Dark Elf page] on the Play.net website, which omits that it was those closest to the Maelshyve ruins that had the skin darkening while the other changes were more widespread. But that also cannot be about Maelshyve itself, due to the Dhe&#039;nar, but rather whatever it was Maelshyve was built on top. It is not obvious from &amp;quot;History of Elanthia&amp;quot; that it was mana foci that did the skin alteration, which in turn isn&#039;t something that happens to ordinary Elven wizards spending all their time in workshops on nodes, but this document embellishes and explains it in terms of dark essences corrupting the earthnodes.&lt;br /&gt;
[554] There is some of this in &amp;quot;[[Elanthian Gems]]&amp;quot;, such as the despanal lore, and possibly the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[555] This was in &amp;quot;[[History of the Faendryl]]&amp;quot;&lt;br /&gt;
[556] This is in the magically altered insects document, &amp;quot;[[Insects Changed by the Magical Landscape of Elanthia]]&amp;quot;&lt;br /&gt;
[557] This is in &amp;quot;[[History of the Faendryl]]&amp;quot; and the premise reinforced in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;.&lt;br /&gt;
[558] Not in documentation. But this was framed as a phenomenon in the area in the Maelshyve archaeology dig event.&lt;br /&gt;
[559] This was in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and arguably in the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[560] This premise is mostly in this document, but for the reasons motivating them.&lt;br /&gt;
[561] This is necessary because the Dhe&#039;nar are canonized and vastly pre-date the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding.[562] There have been cases of powerful, very old Dark Elves, who must feed on magical energies.[563] Not unlike the Collectors.[564] Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal.[565] There is an unusually high amount of cursed metals, or those associated with the sorcerous elements, especially urglaes which is found in the ancient lava flows.[566] Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons.[567] In the present day the Agrestis often relies on hired Palestra as security for miners.[568] There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &amp;quot;dowsing&amp;quot; methods to seek out troubles.[569]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[562] This was the premise in the player-created Dhe&#039;nar lore, but may not be explicitly present yet in canon documentation. In the canon documentation it is masked in a propaganda sort of way by racial purity rhetoric.&lt;br /&gt;
[563] This comes from the player-created Dhe&#039;nar lore, but magical energy eating is a canon concept in various contexts. Such as the Ithzir and the Ur-Daemon. One of the canon lizards from down there in &amp;quot;[[Creatures of Eh&#039;lah and Sharath]]&amp;quot;, the sha&#039;rom lizard, absorbs magic energy similar to the myklian in the Broken Land. Volume 2 gets into this concept.&lt;br /&gt;
[564] The Collectors are a storyline group who try to escape mortality by feeding off the magical power of relics / artifacts.&lt;br /&gt;
[565] This is from the &amp;quot;[[Elanthian Gems]]&amp;quot; document and the geochemical nature of alabaster.&lt;br /&gt;
[566] This is extrapolating off the [[ora]] mine and [[urglaes]] deposits and so forth in the materials and gems documentation.&lt;br /&gt;
[567] This embellishment is leveraging off the prior hellgates concept, and the geological instability of the badlands. The prehistorical artifacts part is a potentiality hook. It is partly inspired by the veil iron obelisk thought to be an [[Ur-Daemon]] artifact that was in the Wehnimer&#039;s Landing museum and now present in the Stormbrow Gallery, which I&#039;ve been told at one point (circa 2000ish) allowed familiars to pass from the Landing to Teras and/or allowed access to the Teras thought net from the Landing. Though I do not know for certain that is true. But that obelisk was &#039;&#039;&amp;quot;recovered from the ora mines in Rhoska-Tor.&amp;quot;&#039;&#039;&lt;br /&gt;
[568] This is an embellishment leveraging off &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, where the Palestra are used throughout the Pentact branches.&lt;br /&gt;
[569] This is a made up premise, but straight forward from the previous premise of mining under these conditions. Similar mining hazard concept was used in the Shadow Valley story, the &amp;quot;[[Tale of Silver Valley]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.B Despana&lt;br /&gt;
&lt;br /&gt;
No one knows who or what Despana was.[570] There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha.[571] There are cultists who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor.[572] Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover.[573] Her contemporaries believed she was from the jungles beyond the Southron Wastes.[574] There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash.[575] &lt;br /&gt;
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[570] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;, the foundational information for Despana.&lt;br /&gt;
[571] This is riffing off &amp;quot;[[History of Elanthia]]&amp;quot; saying of Chesylcha: &#039;&#039;&amp;quot;There are as many stories about her death as there are storytellers.&amp;quot;&#039;&#039; The word &amp;quot;disappearance&amp;quot; is used instead of &amp;quot;death&amp;quot; because she is only presumed dead in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is reinforced in the [[Maeli Gerydd]] museum piece having Maeli Gerydd (in the wedding party) going missing, and the [[forehead gem]] loresong has the gems of Chesylcha&#039;s handmaids ending up in the ocean. There is also inconsistency between documents on what actually happened to Chesylcha. In &amp;quot;[[History of the Faendryl]]&amp;quot; Chesylcha&#039;s throat is slit, while in &amp;quot;[[History of Elanthia]]&amp;quot; it says &#039;&#039;&amp;quot;Whether it was a Nalfein or Human assassin, or whether she simply fell ill, none are certain.&amp;quot;&#039;&#039; Whereas the Faendryl history states: &#039;&#039;&amp;quot;but the Faendryl never had a doubt as to what happened. The evening of her death, Chesylcha&#039;s three sisters all fell to their knees, screaming in pain and holding their heads. When they were again sensible, each reported seeing the same thing: an assassin of House Nalfein, there by grace of a secret alliance between the Nalfein and the Ashrim, slitting their sibling&#039;s throat.&amp;quot;&#039;&#039; This inconsistency would not make sense if there was a body that could be examined.&lt;br /&gt;
[572] This is what [https://elanthipedia.play.net/Maelshyve Maelshyve] is in DragonRealms, she [https://elanthipedia.play.net/Category:Planes#The_Planar_Void comes back] to Elanthia having been banished. This line is letting the deranged demon worshippers be onto something. The consistency hook on Maelshyve and DragonRealms is another motivator for there being either permanent or temporary &amp;quot;hellgates&amp;quot; under the wastes from rifting / instabilities, so that theory of Despana&#039;s origins has some sense of how she got here in the first place, since this document is also committing to the severe impracticality of demons and other extraplanars being able to get into our plane without the way opened on this side for them.&lt;br /&gt;
[573] This is based on the museum artwork that was in Wehnimer&#039;s Landing, now in Stormbrow Gallery.&lt;br /&gt;
[574] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[575] This is from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption.[576] They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian. Others counter this by asserting the mountains in the Southron Wastes are highly unstable, and seem to be unnatural geological upheavals of shale and limestone from the Ur-Daemon War.[577] They doubt the mountain even existed before the Great Fire. The earliest recorded rumors of Despana began in -19,864 shortly after this disaster.[578]&lt;br /&gt;
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[576] It is represented as a volcanic eruption in &amp;quot;[[The Settlement of Eh&#039;lah]]&amp;quot;. In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it makes it sound like the mountain was not even there prior to the cataclysm. This line is reflecting that tension. The counter-arguments to this might include the fact that the nearby Southron Wastes is full of clearly geologically recent mountains of shale rock that is constantly rumbling and unstable with landslides. Which is potentially consistent with the Ur-Daemon sundered / tortured earth in &amp;quot;[[Origins of Tonis]]&amp;quot;, and there could be unnatural sudden mountain formation for some deep underground reason. Precedents such as Melgorehn&#039;s Reach establish the within-setting plausibility of an artificial or rapidly formed mountain.&lt;br /&gt;
[577.1] Extrapolating off &amp;quot;Obsidian Council&amp;quot; as the name of the new governing body after that cataclysm in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. There was also volcanic glass on the white beaches next to the jungles beyond the Southron Wastes during the Wavedancer event.&lt;br /&gt;
[577.2] This is directly based on the room painting and environmental hazard mechanics of the Southron Wastes, and the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; wording implying the great mountain did not exist until after the cataclysm.&lt;br /&gt;
[578] This is cross-referencing the approximate timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; with the exact date used for Despana in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This line is not meant to be implying the disaster was also in the year -19,864. Only that on Elven time scales these were not far off from each other, and giving a little bit of motivation for &amp;quot;[[History of Elanthia]]&amp;quot; saying her contemporaries believed she was from the jungles down there.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics.[579] It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor.[580] In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years.[581] While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization.[582] Despana herself was not regarded as a great threat from the very long precedent of her inaction.[583]&lt;br /&gt;
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[579] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; and following the implication of &#039;&#039;&amp;quot;her quest succeeded when she found the Book of Tormtor&amp;quot;&#039;&#039; in what is now called Rhoska-Tor. In that time period it would have been considered the nearest part of the Southron Wastes to the Elven Empire. It might even be that Maelshyve was built in that spot looking forward to that reason.&lt;br /&gt;
[580] &amp;quot;[[History of Elanthia]]&amp;quot; establishes that Maelshyve was a keep built in Rhoska-Tor. This sentence refers to it as &amp;quot;haunted lands&amp;quot; due to this document&#039;s arguments about how undead should naturally be present there because of taint / corruption.&lt;br /&gt;
[581] This is the embellishment introduced for this region by this document.&lt;br /&gt;
[582] This is limiting the scale and scope of the practical threat in the Second Age from this region.&lt;br /&gt;
[583] This is explicitly recognizing the very long delay between her construction of Maelshyve and the Undead War, in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, while &amp;quot;[[History of Elanthia]]&amp;quot; had said those undead constructed Maelshyve and that &amp;quot;their numbers grew rapidly.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War.[584] It was founded on an ancient mound of the Old Ones known as the Torm Tor.[585] It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon.[586] There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally.[587] Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through esoteric methods, and thereby knowledge of dark magic more immediately through mental contact.[588] Whether through ruins or some lingering presence below the wastes.[589]&lt;br /&gt;
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[584] These are the dates from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[585] This is totally made up. The premise was framed earlier in this document that Tor refers to the geological feature. Rhoska-Tor is a name that was coined later, per the wording of &amp;quot;[[History of Elanthia]]&amp;quot;, so the &amp;quot;tor&amp;quot; could have come from Book of Tormtor (where Tormtor is a Drow easter egg from Dungeons &amp;amp; Dragons.) But since we are using &amp;quot;Tor&amp;quot; in the sense of Glastonbury Tor, this line is going the opposite way with it. The supposed &amp;quot;Book of Tormtor&amp;quot; is being called that because Maelshyve is built at the Torm Tor, where the implication here is that there is some &amp;quot;Torm&amp;quot; Ur-Daemon. Perhaps the in-world setting etymology root of the word &amp;quot;torment.&amp;quot; Calling this a mound is partly motivated by banshee mythology and partly by keeps being built on mounds.&lt;br /&gt;
[586] As previously mentioned in these footnotes, the Dark Elven language could not have been called &amp;quot;the voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;[[History of Elanthia]]&amp;quot; implies the placename &amp;quot;Rhoska-Tor&amp;quot; was invented later. And there&#039;s some reason to argue that Dark Elves should not have been considered a racial concept in the Second Age, since the Faendryl were not called Dark Elves until after the Ashrim War. So the premise is that contemporaries are using this wording to refer to the tongue of the demon worshippers posited to be in that region.&lt;br /&gt;
[587] It does not actually make literal sense for there to be a book written in the language of the Ur-Daemon and that mortals with no knowledge of that language would be able to read it. There is the &amp;quot;comprehend languages&amp;quot; kind of magic, of course, but that is Mentalism and Elanith does not have Mentalism magic in that time period. It would have to be more esoteric.&lt;br /&gt;
[588] This is a Lovecraftian notion of somehow learning extinct languages across time or mental contact with dead/sleeping daemons.&lt;br /&gt;
[589] One way would be essentially a kind of Ur-Daemon artifact after all, whereas the other could be one of the Ur-Daemon (or some other malign entity) itself.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then if the book existed, it was from Despana herself writing it.[590] Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier.[591] It was a relatively common interpretation to believe that this was actually written in an orthographic convention of the Dark Elven language.[592] While the Dhe&#039;nar were not the only Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would lead to them being blamed.[593]&lt;br /&gt;
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[590] This would make a sensible path for an actual book existing while retaining the truth of that Ur-Daemon link.&lt;br /&gt;
[591] These are from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; respectively. Along with &amp;quot;[[History of Elanthia]]&amp;quot;, all three of these documents have Illistim NPC scholars listed on the top, so taking that with &amp;quot;History of Elanthia&amp;quot; saying none can now know what its contents were, the only conclusion available is that scholars do not actually know what the Book of Tormtor was in reality. It&#039;s more of a mythical thing for explaining or rationalizing Despana. This document actually creates an avenue for the Book of Tormtor not needing to have existed for Despana to have done what she did.&lt;br /&gt;
[592] This is explicitly talking about the alternative possible meaning for language of the Daemons. With the stipulation that in that time period Dark Elves probably were not thought of as a race in the way they are now. This also opens the possibility that the written form of Dark Elven is some dominant convention in the region that comes from the Despana period.&lt;br /&gt;
[593] The rumor of her being from those southern jungles, the notion of the Book of Tormtor possibly being left behind by the ancient Dhe&#039;nar, the prophecy of Noi&#039;sho&#039;rah (perhaps mangled by contemporary knowledge of Despana), and maybe whatever undefined involvement of the Dhe&#039;nar in Despana&#039;s agenda. The Dhe&#039;nar might also be perversely leaning into the theory that Despana was Dhe&#039;nar themselves. The point of this is to provide a hook for why Dhe&#039;nar become called &amp;quot;Dark Elves&amp;quot; as a whole lineage when it took Ashrim genocide for the Faendryl to get labeled &amp;quot;Dark Elves&amp;quot; and that term should really originally have been about cultural condemnation. This is a subtlety. But it&#039;s a mistake to just naively take the Dark Elf racial mechanic that simply and literally, when the lore behind the term gives it a political motivation and meaning. But Dark Elves as a whole are not an ethnicity, with radically divergent cultures, and at best are a shared language group.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep.[594] However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105.[595] There have been countless fake Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics.[596] What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they had never been wielded as vast armies by necromancers.[597] Widespread undeath had only been encountered when dealing with extraplanar horrors such as the Vishmiir.[598]&lt;br /&gt;
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[594] This is going off &amp;quot;[[History of Elanthia]]&amp;quot; saying the book was lost in the events that followed.&lt;br /&gt;
[595] This is from the [[Animate Dead (730)]] release events. Shar had previously been searching for the Book of Tormtor in the late 90s.&lt;br /&gt;
[596] This is an embellishment. But there is no way this would not be true.&lt;br /&gt;
[597] This is the perspective and framing being built by this document.&lt;br /&gt;
[598.1] The [[Vishmiir]] had fought with the Elven Empire according to &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, and the Vishmiir make hordes of undead minions. (This document references the Vishmiir several times just because there are so few ancient things like this that are already defined.) This is just generally acknowledging that these extraplanar threats we deal with typically come with undead hordes, so even if it happened less often in the Second Age, larger scale undead incidents would happen with extraplanar horrors / demons. This document is just leaning on the Vishmiir in particular because there is explicit lore and loresong implying how ancient they are in their relationship to Elanthia. The embellishment that no vast armies by necromancers had been done before was mentioned previously in this document, but that does not necessarily have to be true. It&#039;s just helping distinguish Despana while having necromancy of undead be a known thing for thousands of years prior. Despana might be taken as having innovated rotting corpse kinds of undead, especially communicable diseased undead.&lt;br /&gt;
[598.2] The Faendryl method of countering her strategy also helps explain an apparent absence (or at least lack of effectiveness) of future imitators of Despana. Whatever of these that have happened since then were presumably put down within the region by the Faendryl, along with the Grot&#039;karesh and Dhe&#039;nar and so forth. There seems to be nothing established about clashes with the Horned Cabal, for example, within the subcontinent region [[Story of the Volnath Dai|prior to]] Grandmaster Fineval and invading the Turamzzyrians.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness.[599] With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a hierarchy of command over hordes of lesser undead.[600] The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves.[601] Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches.[602]&lt;br /&gt;
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[599] This is from the [[urglaes]] lore. It is reviving the Rolemaster lore for the metal, though that was still roughly preserved in the urglaes lore. The term &amp;quot;elemental darkness&amp;quot; is a convention used in this document, being shorthand for &amp;quot;the sorcerous element of darkness.&amp;quot; This is elaborated in Volume 2.&lt;br /&gt;
[600] This premise was framed earlier in the document. There is some existing framing for necromancers in Elanthia needing to leverage off artifacts or minions to control large scales of undead. Some of this is relatively implicit (e.g. the Horned Cabal&#039;s dependence on the Sphere of Sorrow for wielding large hordes; the Tablet of Death, etc.), but it was also explicit in the [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] storyline in Plat. This is setting up a vulnerability in her horde methodology that makes the Faendryl summoning demons a silver bullet for stopping her.&lt;br /&gt;
[601] This is reviving the Rolemaster bestiary lore for these kinds of undead. It was true of skeletons, zombies, and ghouls.&lt;br /&gt;
[602] This was explicitly true in the Rolemaster bestiaries, which was the creature lore at the time &amp;quot;[[History of Elanthia]]&amp;quot; was being written in late 1995.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts.[603] Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland.[604] Methods were made so that the fallen on battlefields would rise together in mass.[605] Most importantly of all, Despana was a plaguelord, fashioning cursed diseases.[606] Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries.[607] These were as the transformation curses of witchcraft, except resulting in the undead.[608] Ghouls would make more of themselves by clawing with their nails.[609] Others were infected through contact with fluids, or through bites, or even through pestilent vapors.[610]&lt;br /&gt;
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[603] This document is preferring to treat the Rhoska-Tor banshees as corrupted nature spirits (fey) from the taint of the Ur-Daemon, so that Despana is really conjuring / summoning them, rather than the kinds of banshees that come from cursed sorceresses. Being categorically different from the rotting corpse undead, this is giving her a different control method. In DragonRealms the [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds banesidhes] are black-hearted fey as well, and GemStone has had bainsidhe invasion creatures in the past (e.g. Castle Anwyn).&lt;br /&gt;
[604] Possession of corpses by spirits is a concept in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, and this notion of burial in tainted lands is a trope that is also present. The Grot&#039;karesh incidentally keep their dead in crypts.&lt;br /&gt;
[605] This was described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot;.&lt;br /&gt;
[606] The most clear and explicit example of this is the Red Rot.&lt;br /&gt;
[607] This is represented in the &amp;quot;[[Giantkin History]]&amp;quot;, and the latter part especially is explicitly described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard]]&amp;quot; soldier&#039;s journal document, which also has the festering wounds.&lt;br /&gt;
[608] This is an embellishment but the framework of this document giving historical continuity between these traditions.&lt;br /&gt;
[609] This is the original ghoul lore from Rolemaster. By 1995 the disease curse from ghoul nails was known as Ghoul Rot.&lt;br /&gt;
[610] The fluids and bites are generic. The pestilent vapors (like the Living Dead movies) raising undead is something Raznel was actually doing in the [[Witchful Thinking]] storyline, but for the notion of infecting, the Red Rot was treated as airborne when it resurfaced in 5103 (though it was not represented as turning Dwarves into undead.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire.[611] The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497.[612] This was about three hundred years before the siege of ShadowGuard.[613] In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action.[614] There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief out of the southern wastes.[615] There was much reason to underestimate the weak undead.[616]&lt;br /&gt;
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[611] This sentence may sound like a non-sequitur coming off that paragraph, but the point is that the real threat of her horde was from these not obvious directions, which was not understood until later. This line is pointedly interpreting &amp;quot;the Undead&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; as a proper noun for referencing Despana&#039;s horde specifically and not the undead in general.&lt;br /&gt;
[612] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document had the Undead War going back into the -15,400s and that needs to be handwaved as lower scale skirmishes. It implies the Battle of ShadowGuard happened in the -15,400s but all the other documents with dates disagree. It should be reinterpreted as having Sylvan scouts coming across Dharthiir allied mountain forces, but not coming out to the other Elves until a much later date when ShadowGuard happens&lt;br /&gt;
[613] We are using the other documents having ShadowGuard and Maelshyve destruction not that far separated. But we&#039;re not going to use -15,186 because it doesn&#039;t give space for &amp;quot;years&amp;quot; or war or the Battle of Harradahn. So this document says ShadowGuard was really in -15,196 and just commonly gets misdated as -15,186 (maybe because of legibility of the digit in whatever record in the Chronicles, calendar system discrepancies, and maybe a headache of unreliable documents in the period with politically motivated revisionism.)&lt;br /&gt;
[614] This is a mild retcon for reconciling &amp;quot;[[History of the Sylvan Elves]]&amp;quot; with the other Undead War period history documents with dates. It is also giving some sense to Rhak Toram speaking of &amp;quot;the orc wars&amp;quot; as something more distinct than normal dwarf-orc clashing. What we are doing is having the Sylvan scouts coming across Dharthiir forces back into the -15,400s, but then they noticed what we&#039;re calling &amp;quot;the Surge&amp;quot; around the time ShadowGuard gets taken out (and what&#039;s happening to the crops in the provinces and so forth), and only then do they come out and help the Faendryl fight the Undead.&lt;br /&gt;
[615] This is an embellishment. But with the premise of the nature of the southern wastelands in the Second Age, this is a sensible thing the Vaalor would have done.&lt;br /&gt;
[616] GemStone has done some serious level creep since &amp;quot;[[History of Elanthia]]&amp;quot; was written. But the general idea leaned into with this document is that the weak undead can be controlled in greater numbers, and having big numbers becomes the central threat, particularly when these undead can inflict unhealing festering wounds or turn the wounded into more undead. They do not need to defeat the opponent in single combat. They only need to make contact or get too close, then those wounded or dead get made part of the Undead hordes. So Dharthiir goes for the heavy infantry House first.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chronology of the Undead War is muddy and sometimes contradictory.[617] Library Aies was badly damaged in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records.[618] There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals.[619] The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized.[620]&lt;br /&gt;
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[617] This is explicitly framing the fact that the official documentation has a bunch of contradictory dates and time ranges for the Undead War. The grounding for the premise is that you have a surplus of dubiously reliable personal memoirs, and a long period of time of shoddy document preservation and replication. So even though the documents that exist would be using Elven calendar dates, it is unclear how trustworthy the dates are in a surviving copy. Similarly, if the provenance of the document is unclear and the numbers have to be interpreted, the Houses use calendars with similar but different origin years based on their House founding dates. The &amp;quot;[[Ilynov Journal]]&amp;quot; accounting of ShadowGuard (converted out of Vaalorian calendar dates) ranges from April -15,187 through November -15,186, with ShadowGuard besieged as early as January -15,186, while the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard document]] spans only one month, July into the beginning of August -15,186. We also do not know what kind of calendar drift (e.g. Julian vs. Gregorian calendars would be a whole year off on Elven civilization time scales) happened over thousands of years and the corrections that were or were not applied (and how many times between copies) to the dates.&lt;br /&gt;
[618] The first part of this is an extrapolation from details in the [[Ta&#039;Illistim Monarchs]] document. The second part is from the Half-Elven history document.&lt;br /&gt;
[619.1] This is meant to give some wiggle room on the absolute authority and implications of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] and the [[Ilynov Journal]] documents, and to give some motivation for why chronology of that time period would be difficult for much later historians. The analogy with criminal memoirs is that onced freed from the liabilities, criminals will admit to things they did not do for posterity, and misrepresent things to make themselves sound bigger and more significant. The &amp;quot;criminals&amp;quot; dig is also partly coming from the IC author being Faendryl.&lt;br /&gt;
[619.2] This is also throwing some salt into the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|ShadowGuard journal]]&#039;s final entry as fantastic, of the Vaalorian undead soldiers somehow breaking free and turning on Dharthiir (after standing around idly allowing Dharthiir and Taki to duel), allowing Taki to strike at the lich. But this undead turning on Despana&#039;s own forces phenomenon, whatever the cause of it, helps support the hierarchical control disruption premise used in this document.&lt;br /&gt;
[619.3] This is also throwing shade on [[Ilynov Journal]]. It has Taki Rassien gathering the Sabrar with Despana threatening &amp;quot;even the mighty Vaalor&amp;quot; in April -15,187 , and then Taki &#039;&#039;&amp;quot;prepares for a battle at ShadowGuard&amp;quot;&#039;&#039; in January -15,186 (the forces described as already besieging ShadowGuard at this time with &#039;&#039;&amp;quot;a surprise attack on the forces besieging ShadowGuard&amp;quot;&#039;&#039;), then news of Taki&#039;s defeat in the city in November -15,186 (which [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document has happening in early August.) This makes the month vs. one day tension even worse, so as noted in other footnotes here, it can be reconciled by having Dharthiir not seriously trying to take ShadowGuard at first but instead bottling up the pass around the mountains.&lt;br /&gt;
[620.1] This notion of emphasis-on-what-counts is the way to reconcile these contradictory documents. The &amp;quot;[[History of the Faendryl]]&amp;quot; can be using &amp;quot;Undead War&amp;quot; to refer to the entire 5,000 year period Despana was known to exist by the Elven Empire. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is using a few hundred year date range, reinterpreted here to refer to comparatively low level pre-&amp;quot;Surge&amp;quot; skirmishes with Dharthiir and his allied forces (though this requires bending its timing, which has them only starting to deal with it after ShadowGuard falling.) The relatively short war with a stalled battlelines/front is treating the Battle of ShadowGuard as the start of the Undead War and not that long period Dharthiir was up to hijinx leading up to it. Which incidentally gives everyone a few centuries to know who and what Dharthiir was prior to ShadowGuard (which is still haunted with undead in the present day, having been turned into a haunted place with corruption and so forth.) &lt;br /&gt;
[620.2] There might also be some relatively static presence of Undead forces at ShadowGuard for a longer period of time, then a lightning fast surge through the western provinces, with Dharthiir showing up at ShadowGuard (with a sudden increase in hazards / ability) to then lead an eastern offensive toward Ta&#039;Vaalor after catching the Vaalor legions off guard. This would give some flex time for other Houses not cooperating, the year prior time span in the &amp;quot;[[Ilynov Journal]]&amp;quot; document, and some sense to &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot; At last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense&amp;quot;&#039;&#039;, when a one month time window would seem too short / recent for that wording. But this point is trying to reconcile the &amp;quot;Ilynov Journal&amp;quot; and &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document extended time spans for ShadowGuard with the time spans in &amp;quot;History of Elanthia&amp;quot;, which instead made it sound like an advancement into Elven territory toward Ta&#039;Vaalor and then Taki and the Sabrar going to a fortress in the invasion path to &amp;quot;make a stand&amp;quot;, and then immediately getting steamrolled, while there is no geographical reason the Undead horde should have waited around ShadowGuard that long if it&#039;s as far inland and wide open as shown on the current Elanith map.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185.[621] Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year.[622] It is generally accepted that the war lasted for years.[623] There are even some races who conflate the Undead War with the whole Age of Chaos.[624] There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years.[625] The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade.[626] What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard.[627] Despana&#039;s capacity for rapid escalation was contrary to her own precedent.[628] The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.[629]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[621] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Vaalor journal documents use these dates, though the Vaalor ones are converted into the Vaalor calendar equivalent. The [[Ta&#039;Illistim Monarchs]] document also uses -15,185 for the end of Lanenreat&#039;s reign (using Illistim dates), having been (de facto) deposed during the Undead War. It actually treats Laibanniel in -15,185 as overseeing the &#039;&#039;&amp;quot;initial defense of Ta&#039;Illistim&amp;quot;&#039;&#039;, which means implicitly it&#039;s using the -15,186 date for ShadowGuard, and Lanenreat had resigned for failing to contain Despana and her hordes. This implies something happened to Ta&#039;Illistim after ShadowGuard. The Lanenreat section saying &amp;quot;hordes&amp;quot; and Laibanniel section saying &amp;quot;undead hordes&amp;quot; is a seed for a coming paragraph to say it was Dharthiir&#039;s orc/troll/etc. allies in the mountains that hit Ta&#039;Illistim at first. Which geographically makes sense.&lt;br /&gt;
[622] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and &amp;quot;[[Elanthian Gems]]&amp;quot; in the jet section, which uses the sylvan dates, have -15,188 for the Battle of Maelshyve, which by definition has to happen later than the Battle of ShadowGuard.&lt;br /&gt;
[623] &amp;quot;[[History of Elanthia]]&amp;quot; had said it lasted for years: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039;&lt;br /&gt;
[624] The Giantkin history could be read this way. But &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound that way very directly.&lt;br /&gt;
[625] This could be just very loosely referring to the whole period Despana was known about. But &amp;quot;[[History of the Faendryl]]&amp;quot; only gives a couple of Patriarchs for the entire 15,000 year period between the Undead War and the Ashrim War. It was pretty clearly written to imply the Undead War was very long and the underground period up to the Ashrim War was relatively short. These Patriarch numbers need to be retconned in some way, such as state sanctioned history redacting the Patriarchs in the underground period, or re-numbering the earlier Patriarchs.&lt;br /&gt;
[626] Doing it this way just means a digit error is being done, where instances of -15,186 should be saying -15,196. Or the equivalent in the other calendar systems. Then there&#039;s a reasonable length total war phase and the Battle of Harradahn fits.&lt;br /&gt;
[627] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[628] This is extrapolation from the time gap in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[629] This is going off the timing in &amp;quot;[[History of Elanthia]]&amp;quot;. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] twists it somewhat, having a month long siege of the same place (or closer to a year long siege in [[Ilynov Journal]] and over a year of threatening Vaalor), and then Taki Rassien showing up (after over half a year in Ilynov Journal but only a one month reinforcement call delay in ShadowGuard journal) and that part being the 1 day event. Whereas &amp;quot;History of Elanthia&amp;quot; words it as a month long advance, &#039;&#039;&amp;quot;cut[ting] a swathe&amp;quot;&#039;&#039; into Elven territory, up to the point it was threatening Ta&#039;Vaalor itself. (ShadowGuard is also represented as significantly north of Ta&#039;Nalfein on the Elanith map, about the distance from Tamzyrr to Brisker&#039;s Cove, with no apparent reason why Dharthiir should not just ignore it and go around it.) A static siege at one location is nominally inconsistent with &#039;&#039;&amp;quot;progress was lightning fast, easily destroying what little resistance they met in the outlying provinces&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;the battle of ShadowGuard lasted less than one day.&amp;quot;&#039;&#039; The prior dig on war memoirs is taking some of the edge off this point. The premise that this &amp;quot;shocked [the other houses] into cooperating&amp;quot; originates in &amp;quot;History of Elanthia&amp;quot;, where &amp;quot;at last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense.&amp;quot; This document also presses into the point of the Elven empire&#039;s &amp;quot;outlying provinces&amp;quot; away from the East as having been hit especially very badly, which has never really been elaborated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.C The Faendryl Exile [630]&lt;br /&gt;
&lt;br /&gt;
What the Elves had failed to understand was that Despana had united the malign factions of the southern wastelands, and over those many long years there was a merger of the traditions of the black arts.[631] There was a leap in the arts of necromancy because it was felt as an abrupt revelation.[632] The fall of the outlying provinces in the West was lightning fast, while the southern horn of the DragonSpine was clogged with hordes. In the first month of the invasion into the core of Elven territory, what might be called the Surge, the Undead were regarded as a conventional but mindless force.[633] It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir.[634] They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders.[635] House Vaalor was, bizarrely, the path of the invasion.[636] With the benefit of hindsight, it is now believed Dharthiir intended to make his forces be surrounded as a tumor in the very center of the Empire, which at the time was regarded as illogical and suicidal.[637]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[630] This is setting the fusion of black arts traditions on the one hand, and then the conditions for those spilling over into Faendryl sorcery, and vice versa, to help explain the later widespread use of the dark sorcery paradigm.&lt;br /&gt;
[631] This is an embellishment. Since we have heterogeneous smaller scale factions existing in that region, and Despana having come to dominate that region, and Dharthiir having made allies of various races against the Elves, it is a sensible consequence of this that these stipulated &amp;quot;black arts&amp;quot; traditions would be merging in Despana&#039;s long dormancy period in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Then from the point of view of the Elven Empire, there would have been a sudden burst in unfamiliar necromancy. &lt;br /&gt;
[632] More subtly, this document is creating an internal logic for the Book of Tormtor possibly being more myth than fact, because it would have been tempting to erroneously assume some ancient dark magic was discovered and rapidly acquired by way of an artifact. It could instead be that a lot of merging and innovation was done to large scale and only revealed all at once.&lt;br /&gt;
[633.1] The lines distinguishing the outlying province invasion from the core Elven territory invasion is meant to reconcile the timing discrepancy between &amp;quot;[[History of Elanthia]]&amp;quot; and the Vaalor journal documents concerning ShadowGuard and the months long lead-up to it. This wording is meant to imply the undead were blocking in the pass around the DragonSpine while they wreaked havoc in the West. Then there&#039;s a mass of undead there in the southeast to make sense of the Vaalor journal references, and then there is a &amp;quot;surge&amp;quot; toward ShadowGuard so that there is sense in that being a sudden event that only lasts one day on the one hand and on the other hand describing the month long duration as advancing in the direction toward Ta&#039;Vaalor when the Vaalor journals have a month(s) scale battle at ShadowGuard. This wording added to version 1.0.1 is meant to make both accounts of the Battle of ShadowGuard and its duration consistent with each other. (Other footnotes below address this point from before this new wording was added.)&lt;br /&gt;
[633.2] The phrase &amp;quot;the Surge&amp;quot; is totally made up. &amp;quot;The Undead&amp;quot; is being used as a proper noun for Despana&#039;s horde. This is following off the Undead War section of &amp;quot;[[History of Elanthia]]&amp;quot;, and to some extent the early parts of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document. &amp;quot;the Surge&amp;quot; is creating a distinct phase of the Undead War that allows some flex on the timing. There can be some earlier stuff happening, but then a sudden escalation with ShadowGuard getting overrun as they shifted gears and began pushing northeast into the core Elven Empire. &amp;quot;the southeastern outlands&amp;quot; is talking about pressing into and building up toward ShadowGuard.&lt;br /&gt;
[634] This is cross-referencing &amp;quot;[[History of Elanthia]]&amp;quot; wording with the Elanith continent map, which wasn&#039;t really defined yet when &amp;quot;History of Elanthia&amp;quot; was written. This approach is really &#039;&#039;&amp;quot;the heart of the Elven empire&amp;quot;&#039;&#039;, so &#039;&#039;&amp;quot;the outlying provinces&amp;quot;&#039;&#039; should refer instead more to the western territories, where there would be weaker concentration of forces. And the framing we have given of sovereign land claims being in the way of each other and not allowing military border crossings.&lt;br /&gt;
[635.1] The borders line is a slight embellishment from &amp;quot;History of Elanthia&amp;quot; saying &#039;&#039;&amp;quot;no house would commit troops to defend the territories of another.&amp;quot;&#039;&#039; It would not be possible for some of these land locked Houses to get their troops anywhere without going through the main lands of another House, so what we&#039;re doing here is interpreting this line as meaning something more to the effect of &amp;quot;defend the [outlying province claims] of [other Houses].&amp;quot; This is trying to make sense of the line &#039;&#039;&amp;quot;Each house wished the glory of vanquishing the Undead for themselves&amp;quot;&#039;&#039;, because in terms of the continent map, only Houses Vaalor and Nalfein were geographically positioned to be fighting the invasion. So we have to assume this involving those western provinces which are ill-defined.&lt;br /&gt;
[635.2] We are also tacitly committing to a model of forces moving north into the West (in terms of outlying provinces) because Despana&#039;s progress being lightning fast, and within a month threatening the heart of the Elven Empire, because in terms of the actual continent map there is not much distance between Maelshyve and core Elven or even Vaalorian territory. And if the only thing that&#039;s happening is the thrust toward House Vaalor, the stuff about the other Houses wanting the glory for themselves becomes incoherent. It makes more sense for that to be talking about defending their Western provinces.&lt;br /&gt;
[636] This is referring to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Within a month, the Undead had cut a swathe to the heart of the Elven empire, threatening Ta&#039;Vaalor itself.&amp;quot;&#039;&#039; This has to be interpreted delicately to reconcile it with the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document and ShadowGuard&#039;s position relative to the Sylvans in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. Some of the pressure can be taken off by instead reading it as the horde kept moving onward toward Ta&#039;Vaalor after ShadowGuard. The notion here is Dharthiir directly going after Vaalorian fortifications (e.g. ShadowGuard) and moving in an arc toward Ta&#039;Vaalor while skirting the territory of House Nalfein. And then House Nalfein is not defending Vaalor fortifications, the whole not defending each other&#039;s stuff situation. Second Age borders are not defined. But it would be plausible that House Vaalor had its own land access around the southern DragonSpine for moving its legions.&lt;br /&gt;
[637] This is an embellishment. The strategy is based on extrapolating from the threads in the lore that indicate the use of disease magic and the wounded living turning into undead. It changes the logic of what makes sense for deploying armies. Dharthiir is getting into a close up melee fight with the infantry forces House and doing that damage up front before the longer-run fight with the more magic oriented houses. This logic is also motivating the orcish raids on House Illistim at almost the same time postulated later in this document. Also because of Lanenreat lore and the distance from the Undead. However, this wording is partly leaning on the position of ShadowGuard on the current Elanith map, which is probably much too far north given its implied latitude in the Sylvan documentation. If ShadowGuard were instead placed near the pass leading around the DragonSpine Mountains, on the edge of core Elven territory, the Surge would be mostly heading north into the Western provinces and then the first month in &amp;quot;History of Elanthia&amp;quot; is referring instead to some increased build-up in the direction of ShadowGuard, which is the invasion shifting to instead become northeast focused and starts steam rolling toward Ta&#039;Vaalor when ShadowGuard falls. (e.g. Dharthiir swells his Undead army by incorporating people in the west who had not voluntarily joined him before turning northeast on the Elves directly.) This line is also about reconciling why this is largely bypassing House Nalfein, which for a living military would make supply lines vulnerable to being cut off and then surrounded, and has Dharthiir (who doesn&#039;t take to the field until two weeks into it in the soldier journal document) not immediately trying to take ShadowGuard but instead having a temporary false stalemate while the Western provinces fall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces.[638] This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades.[639] This temporarily disrupted the hierarchy of the Undead.[640] There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.[641]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[638] This line is inspired from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]] document.&lt;br /&gt;
[639] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;, but the specific detail of Taki and Dharthiir vanishing in a sword clash comes from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The &amp;quot;[[Ilynov Journal]]&amp;quot; document suggests the details of this were still not known a century later, and this journal is retrieved back in 2014. It is implicitly a sorcerous backlash from the clash of the incompatible essences in the swords, similar in principle to when the Griffin Sword shattered in the duel between Morvule and Ulstram, and this sorcerous backlash must have thrust them out of this reality.&lt;br /&gt;
[640] This is an embellishment. It is reasonable to think this temporarily disrupted things with the Undead, giving breathing space for the Faendryl to take unified command of the situation. Dharthiir probably wasn&#039;t the only lich, though, so the emphasis here is on temporary. This line does two things. It gives a hook for the Faendryl to recognize the hierarchical dependency of Despana&#039;s undead army. And it tacitly acknowledges ShadowGuard is still overrun with Undead in the present day. ShadowGuard has been visited in this way during storyline events. So this document treats it as a place that became haunted.&lt;br /&gt;
[641] The document is being non-commital on whether this was pre-planned, or Despana shifted gears temporarily when Dharthiir went missing. This line is meant to explain the [[Ta&#039;Illistim Monarchs]] document having Lanenreat resign, when the Undead should not have been near House Illistim, and her successor doing the initial defense against the *undead* hordes. It geographically makes sense that Despana&#039;s orc/troll and maybe minotaur allies in the mountains would hit House Illistim first in an eastern campaign. The Mirror Valastiel&#039;s personal diaries were also stored in Library Aies, &#039;&#039;&amp;quot;but were lost during the Undead War with Despana.&amp;quot;&#039;&#039; This creates a strong implication that Library Aies was damaged during a siege or sacking event, while the Undead front lines should not have been anywhere near Ta&#039;Illistim. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command.[642] They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana.[643] However, in what was a supreme irony and reversal of the natural order, time was working against the Elves.[644] The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics.[645] Where there were battle lines held in the southeast, there was widespread chaos and death in the West.[646] Plagues were spreading that had been made through dark sorcery.[647] Blights were killing the fields and wildlife.[648] The living were in very serious danger of widespread famine and mass starvation.[649] It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners hid the desolation of the West to prevent demoralization.[650]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[642.1] Houses Vaalor and Nalfein would have taken the brunt of the Undead invasion for geographical reasons. This line is adding in House Illistim getting hit out of the mountains as an extrapolation from the [[Ta&#039;Illistim Monarchs]] document. That House Faendryl was able to unify command under these conditions is given in &amp;quot;[[History of Elanthia]]&amp;quot;. They grouped forces to the west of ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which does not make much sense unless ShadowGuard is significantly further south than the current [[Elanith]] map depicts and House Nalfein further east is getting hit by Despana&#039;s forces out of ShadowGuard.&lt;br /&gt;
[642.2] The most current map of Elanith places ShadowGuard much too far inland (and would be a more reasonable location for Harradahn), about as far north as Brisker&#039;s Cove while Maelshyve is roughly as far south as Idolone. This is awkward because it means this Undead horde under Dharthiir is passing right through core Nalfein territory, ignoring House Nalfein and apparently not being fought by the Nalfein. This is awkward enough that the map should probably be retconned, and arguably is not consistent with other documentation. &amp;quot;ShadowGuard&amp;quot; in the Second Age would more sensibly have been between the Sylvan settlement of Nevishrim and Ta&#039;Nalfein or what is now Feywrot Mire, which makes much more sense for Sylvan scout and army grouping positioning relative to ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot;The elves, shocked by the loss of ShadowGuard, a site less than 100 miles to the east, welcomed the sylvans and fervently sought their allegiance against the forces of Despana.&amp;quot;&#039;&#039; ShadowGuard would then be sensibly named with the specific Second Age purpose of guarding against bad stuff coming out of those southern wastelands, and effectively analogous to Minas Morgul which was the forward most fortress guarding against Mordor and is now haunted with undead. Then the fortress would be a kind of choke point that Dharthiir can&#039;t just go around, and makes this House Nalfein issue not a problem. The horde can keep heading toward Ta&#039;Vaalor after ShadowGuard at this position and the original wording still makes sense.&lt;br /&gt;
[642.3] Following off note 642.2, with the lightning fast progress happening in the West, the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] depicting a month long (or longer in &amp;quot;[[Ilynov Journal]]&amp;quot;) siege can be reconciled with &amp;quot;[[History of Elanthia]]&amp;quot;. Dharthiir would be bottling up Elven land forces at a choke point while hordes wreaked havoc in the Western provinces, and only then committing to a &amp;quot;Surge&amp;quot; northeast. But this would require changing the Elanith map to put ShadowGuard farther south as the border of the core Elven Empire. The wording in this document about focusing on House Vaalor as the invasion path in contrast is allowing House Nalfein to be temporarily bypassed. Since Dharthiir gets taken out at ShadowGuard, we would read it as his strategy being continued, cutting the swathe toward Ta&#039;Vaalor.&lt;br /&gt;
[643.1] The Battle of Harradahn is mentioned in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, dating it as the following year is the chronology convention explicitly chosen earlier in this document. The stalemate was established in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039; This incidentally contradicts the 1 year timing in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, but the daily heavy casualties does not allow a very long period of war on this scale. That&#039;s why this document uses approximately 10 years. The Undead advance after ShadowGuard into Vaalorian territory can be fast (after initial disruption with Dharthiir gone), then slower, then stalemate after Harradahn. Also, with the existence of these front lines and a lightning strike being done on Maelshyve, this document supposes a bunch of Despana&#039;s forces were not actually at Maelshyve. This bolsters the vulnerable-hierarchy strategy argument for a decapitation attempt and why her forces apparently fell apart fast with Maelshyve. &lt;br /&gt;
[643.2] &amp;quot;[[History of Elanthia]]&amp;quot; does not say who among the Elves made alliances with the non-elven races. [[Ta&#039;Illistim Monarchs]] has Laibanniel &#039;&#039;&amp;quot;formed the first official alliances with non-elves&amp;quot;&#039;&#039;, but this may only be talking about House Illistim. With the way it is framed in this document, it would make sense for this to have been the Dwarven overking of Kalaza, due to the orcs and trolls. That would plug into what Rhak Toram meant about how they were veterans of the &amp;quot;orc wars.&amp;quot; Though &amp;quot;[[History of Dwarves]]&amp;quot; says there was sadness after the Battle of ShadowGuard, and does not specify the details of the &#039;&#039;&amp;quot;Elven request for help.&amp;quot;&#039;&#039; &amp;quot;[[History of the Sylvan Elves]]&amp;quot; has sylvans contacting the elves first, after the Battle of ShadowGuard, though the chronology of this is suspect. It uses a date range of -15,400 to -15,180. It does have the Eranishal legions with &#039;&#039;&amp;quot;a top-notch army of Faendryl elves&amp;quot;&#039;&#039; in -15,195 at the Battle of Harradahn. In &amp;quot;[[History of the Truefolk]]&amp;quot; it is Faendryl emissaries that go to talk to the halflings. It isn&#039;t defined in &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[644] Elves having the advantages of being very long lived and able to outlast things and wait things out. But also being slow-breeding.&lt;br /&gt;
[645] This is a logical consequence of having an undead army, and the trope is seen in other settings, such as the White Walkers of &amp;quot;Game of Thrones&amp;quot; (though they move forward very very slowly, not needing to be in any kind of rush.) The one complication in this is that Despana&#039;s hordes included the living, which do have such constraints, and there were a lot of these at the routing at the Battle of Harradahn which was later than the Battle of ShadowGuard.&lt;br /&gt;
[646] This is cross-referencing the stalemate of front lines in &amp;quot;[[History of Elanthia]]&amp;quot;, while also more explicitly including the detail of the very rapid conquest that had been done in the &amp;quot;outlying provinces&amp;quot; of the Elven Empire, and details such as &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about the crops rotting in the fields. Part of the logic here is that if the elves are holding a front line against the heart of their empire, they&#039;re not logistically in a position to do much to protect outlying provinces in the west.&lt;br /&gt;
[647] This is generalizing from the Red Rot and the festering wound kind of stuff in &amp;quot;[[Giantkin History]]&amp;quot; and the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The Red Rot itself is particular to the Dwarves going up against undead in Maelshyve, but it does not need to be the only disease curse.&lt;br /&gt;
[648] There is some indication of this in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and it is a sensible thing a necromancer enemy would have done. It is partly inspired by Raznel&#039;s blight around Darkstone Bay. Volume 2 talks about desecration witchcraft, and earlier in this document talked about warding charms to protect crops from witchcraft. &amp;quot;Blight&amp;quot; generally refers to plant disease, but I&#039;m having wildlife in turn getting sick from it, much as with Raznel&#039;s blight.&lt;br /&gt;
[649] This logically follows from the premises, combined with the high mobilization levels, and the population disruptions in general. (e.g. humans leaving to join Despana)&lt;br /&gt;
[650] These several lines are inspired by Germany in World War I. The Kaiser himself did not know Germany was on the brink of having to surrender, because his generals hid the direness of their logistic situation under the British naval embargo and so forth. There was just stalemate fighting on the front in France, so to people in Germany, there was no reason to perceive themselves as losing the war. This information asymmetry is setting up some premise for why the other Elven Houses regarded what the Faendryl did at Maelshyve as unjustified and why the Faendryl rulers said there was no other way. The previously framed notion of a long build up of black arts traditions merging is also World War I inspired, based on the long delay since the Franco-Prussian War having masked how much more destructive war technology had become, with the analogy being between the attitudes at the start of World War I and the Elven Houses glibly viewing defeating the Undead for their own glory, followed by war trauma from getting mugged by reality. This is setting up the trauma responses and resentments for the post-war period. The nationalist withdrawing and implicit autarky is reminiscent of post-WW1, but the decolonization is more like post-WW2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve.[651] By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed.[652] The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead.[653] What needed to be done was to banish them from this reality entirely, so that it would be impractical or impossible for them to make it back to this world.[654] The other problem was actually reaching them.[655]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[651] So these resources and logistical conditions and so forth, a direness situation only fully understood by the centralized war planners, compel a need for a lightning strike. Which is informed by the Undead hierarchy/leverage conditions.&lt;br /&gt;
[652] This is rooted in the earlier premise of large numbers of weak undead, which are comparatively easy / safe to kill when dispersed in small numbers, and the otherwise natural fractiousness of the allies in Despana&#039;s coalition.&lt;br /&gt;
[653] This is a reasonable surmise with Dharthiir being an Arch-Lich, and it should follow that there would be lesser liches. Difficulty keeping permanently dead is foundational to the lich archetype, so there&#039;s some notion here of phylacteries in Maelshyve or whatever.&lt;br /&gt;
[654] This is giving a very specific role to the use of the veil tearing version of Implosion in destroying Maelshyve, and making consistency with &amp;quot;Maelshyve&amp;quot; in DragonRealms having been an extraplanar exile returning to Elanthia, and possibly even tying into how there are liches (who carry their own phylacteries) in the Scatter. The Rift would then be a hook for the threat of Undead War figures returning eventually, though the Rift itself is effectively a prison. Since this document has Vvrael cultists in the southern wastes, it might be this is how at least some of them ended up in the Rift in the first place. This would also help explain the Vvrael quest premise of Daephron Illian studying ancient Vvrael related texts during the early exile in Rhoska-Tor.&lt;br /&gt;
[655] There were front lines between the Elven Houses and Maelshyve. But then there&#039;d also be a mass of forces guarding Maelshyve Keep. So the issue becomes how do you get these lieutenants all concentrated in close quarters to banish them from this reality all at once in an implosion. If you just implode Maelshyve at the outset, you have Undead leaders not inside the fortress for it, and you still have a problem. (Though the ones bound to phylacteries in Maelshyve get destroyed even if they are somewhere else, leaving fragmented or leaderless undead hierarchy in other places; and if there were phylacteries hidden elsewhere or being carried by the liches, the liches themselves are banished off world.) There&#039;s some awkwardness in the basic story premises from &amp;quot;[[History of Elanthia]]&amp;quot; --- how do you go from stalemate frontlines to Despana&#039;s armies &#039;&#039;&amp;quot;said to have been utterly destroyed&amp;quot;&#039;&#039; from a lightning strike on Maelshyve (i.e. why would they all be there), and why not implode Maelshyve at the very beginning. (&amp;quot;[[History of the Minotaurs]]&amp;quot; is an existing canon example of survivors of Despana&#039;s forces.) So this document is going with the Faendryl trying to delay/avoid doing it, until the situation showed it was necessary, for the political cover of how they know everyone is going to react to it. Along with a strategy of making sure her liches are all taken out with her, especially with the uncertainty on whether phylacteries or where they were all located. There might be some more premise to be had of the horde pulling back and concentrating in a mass at Maelshyve since the allied forces were doing a lightning strike toward it, and then it&#039;s a matter of using the demons to get them to all go inside the fortress. But generally a lightning strike in a static front line situation suggests the Elves were leaving their cities wide open to invasion to pull this decapitation attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was decided that the only choice was to summon a great number of powerful demons from the high ground.[656] These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces.[657] These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes.[658] The rotting corpses would then be broken from their command hierarchy, following either the demons, or instinctively turning on the living warriors that were allied with Despana.[659] They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress.[660] The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality.[661] But the Faendryl ruling class was aware that the other Houses would never agree to these actions.[662] Nor would they even see it as necessary from not knowing the true direness of the situation.[663]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[656] The allied forces being higher up on slopes with Maelshyve in a &amp;quot;valley&amp;quot; below and the demons spreading through the valley is framed in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The high ground aspect is about relatively uncontrolled demons generally moving in the right direction.&lt;br /&gt;
[657] The Rhak Toram quote calls it &amp;quot;plains&amp;quot; around Maelshyve, though I think the general Rhoska-Tor region should have badlands geology, with tuffaceous sandstone in addition to limestone plateau for the plains, with igneous intrusions and outcroppings. Generally speaking, this reaction of the living to the demons is leveraging off the Breaking from the Third Elven War in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, and the general notion of some demons having chaotic/evil auras analogous to undead sheer fear. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also talks about wildlife scattering and fleeing when the demons were summoned, but that version weirdly describes trees in the vicinity. But it also establishes that the area is hilly: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039;&lt;br /&gt;
[658] This is a critical premise. The Cleric repel spell lists (at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written) used to classify the level of undead relative to &amp;quot;the lesser demonic&amp;quot; and &amp;quot;the greater demonic.&amp;quot; It isn&#039;t obvious in the Rolemaster bestiary context of 1995 that the undead would have any instinct to attack demons, and there&#039;s a strong argument that these mindless undead would instinctually obey dark demonic fiends. So these demons would rip away control from the undead lieutenants, much as combat demons can steal the minor demons that are summoned by Sorcerers in game mechanics. There is indication of control disruption and turning on the leaders in the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document, even if the way it is described sounds implausible (e.g. maybe the thaumaturges stumbled on something that worked as control interference at that moment, similar in  a way to the Order of Voln symbol of submission.)&lt;br /&gt;
[659] This makes the use of demons not about raw brute force, but because the special intrinsic nature of the demons and their relationship with the undead. So using a bunch of elementals, for example, would not work in this same way. The point is to drive everyone (especially the undead) into Maelshyve Keep for the implosion. So if the undead are instinctually turning on Despana&#039;s living forces, they are going to turn around and retreat into the fortress, since they are being flanked on all sides.&lt;br /&gt;
[660] This is the straight forward logic of what would happen if Despana and her lieutenants lost control of the bulk undead in this situation.&lt;br /&gt;
[661] This is a specific means to a specific end, but it causes permanent damage to the veil in an old place of the Ur-Daemon.&lt;br /&gt;
[662] This is set up from the prior framed anathema of the southern wastelands and demonic summoning and all that in this document, as well as the unknowable Ur-Daemon hazard that the Illistim mages talk about in &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[663.1] This embellishment is from the premises established in this document. This helps rationalize why the Faendryl waited for banshees to throw their own side into disarray and retreat before executing the strategy they had already planned. It&#039;s because they know the blowback that will happen from it. This is also about making it clear that their &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; was not actually new magic, it was forbidden and condemned magic that the others would not have agreed to using. &lt;br /&gt;
[663.2] Any sort of premise of &amp;quot;well people did not know&amp;quot; in GemStone depends to a significant extent on tamping down on the scope of NPC magic such as portals and scrying methods. But what we&#039;re getting at here is more along the lines of logistical matters of quantity, which is more abstract and centralized control of information over a relatively short span of years. It could be known things are rough in the West (imagined as the Houses having some raw resource economic dependency on their outlying provinces), but at the same time not really known how material resources have been tapped out. That the state of total war would be imminently unsustainable, which is roughly the same thing as a not-obvious but impending sudden collapse.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war.[664] The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts.[665] Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners.[666] Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies.[667] But it was the demons themselves that were the greatest outrage.[668] Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop.[669] It was feared that the Arkati themselves would strike down on the Elves in retribution for this violation.[670] The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.[671]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[664] It does not make sense for it to actually be &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; for a lot of reasons, ranging from Marlu and Marlu worshippers to how far back in time Elizhabet Mahkra and the Enchiridion Valentia had to be, due to the timing framed in &amp;quot;[[History of the Faendryl]]&amp;quot;. Some of the other allied races might have perceived it as new magic or taken its newness on face value.&lt;br /&gt;
[665] This is the premise set up by this document. It&#039;s the more consistent and better reading of existing documentation that talks about it as &#039;&#039;&amp;quot;new magic.&amp;quot;&#039;&#039;&lt;br /&gt;
[666] This is represented in various history documents. It is stated explicitly in &amp;quot;[[History of the Truefolk]]&amp;quot; of the Paradis Halfling reaction, and &amp;quot;[[History of Elanthia]]&amp;quot; said: &#039;&#039;&amp;quot;All the Elven houses were appalled at the spells the Faendryl had unleashed. The summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039; There is another thread, represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, where upset comes from demons having gotten loose and attacked allied armies. But the foundational premise was being appalled at demonic summoning in itself. So this document uses that as the central complaint.&lt;br /&gt;
[667] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot; With so many of the sorcerors never having cast the spell before that day, and in such a vast context, it was inevitable that some would falter and lose concentration.&amp;quot;&#039;&#039; It is also helping frame that demonic summoning was not actually common in House Faendryl in this time period, that &amp;quot;[[History of the Faendryl]]&amp;quot; is being misleading on that issue.&lt;br /&gt;
[668] This is referencing &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot;summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039;&lt;br /&gt;
[669] These two lines are based on the Illistim mages complaint about the Ur-Daemon risk in &amp;quot;[[History of Elanthia]]&amp;quot;, and the unhealing tear in the veil at Maelshyve that is mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. They might also have argued that throwing Despana and her high minions offworld in some unpredictable way leaves open the hazard of them returning later, where we cannot be certain they were actually destroyed.&lt;br /&gt;
[670] This is made up. It&#039;s partly playing off the &amp;quot;undemanding liege lord&amp;quot; characterization. It&#039;s plausible in light of the Ur-Daemon risk argument, and the &amp;quot;great chain of being&amp;quot; worldview framed by this document. This kind of thinking may have made more sense in the Second Age to the Elves. (e.g. the [[History of Leya|Leya legend]] is at least quasi-historical, with Kai coming down to watch Elven Empire tournaments and so forth). The Arkati may be more aloof these days. In the I.C.E. setting they would go through phases of being more and less in contact with the world. It also has concrete precedent in the game itself. Charl destroyed / [[Solhaven Cataclysm|flooded Solhaven]] in reaction to the elemental plane accident there while messing with plinite in 5109.&lt;br /&gt;
[671.1] This is the general premise in multiple documents. In &amp;quot;[[History of Elanthia]]&amp;quot; it is: &#039;&#039;&amp;quot;The Faendryl argued that it was necessary, that Despana would have won without these magics. The other houses did not agree. They expressed their outrage by expelling the Faendryl from the empire.&amp;quot;&#039;&#039; Patriarch Unsenis was arguing it in &amp;quot;[[History of the Faendryl]]&amp;quot;. But then he died and his successor Patriarch Cestimir lacked clout in the other courts. &lt;br /&gt;
[671.2] There is no framing on what the imagined alternatives were, but the Illistim plausibly might have argued something like that with a high risk lightning strike being committed to, Despana&#039;s hierarchical control could have been magically interfered with in some more direct way (e.g. anti-magic), and elementals could have been used instead of demons for raw force, and then Maelshyve incinerated with a major flooding into the elemental planes (instead of the interplanar void with implosion.) The Faendryl would argue that is not as effective, not nearly as likely to work as a permanent solution due to the liches, not knowing for certain the phylacteries or analogous anchors are even in Maelshyve, etc. Ironically, this extreme elemental action should instead be used by the Faendryl at Ta&#039;Ashrim, who were burnt up. (Lyredaen confirmed the word roots for Ashrim were ash + grim.) Consistent with the non-canon Sea Elf War ship journal, where it was incinerated. The [[forehead gem]]s loresong also showed smoldering ruins of buildings, which implies heat was used. It would also make more sense for something other than implosion and demon summoning to have been used for destroying the whole of Ta&#039;Ashrim all at once off a relatively small number of Faendryl spellcasters taking extreme methods into their own hands. (There is a mechanics implied limit to how close casters can make implosions to each other, and even what was done at Maelshyve was destroying one fortress building. They could conceivably have done widespread immolation, for example, along with big implosions to create scouring currents of flame throughout the city.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180.[672] House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim.[673] They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses.[674] The Faendryl monarchy instead became more absolutist.[675] There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms.[676] It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly.[677] The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority.[678] They argue their royal line was always the most stable after the founding era.[679] These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay.[680] The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other.[681] The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot;[682]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[672] This is an embellishment extrapolating from Lanenreat resigning during the height of the Undead War in the [[Ta&#039;Illistim Monarchs]] document, which was the councilors and people basically ending dynastic rule in House Illistim. It is giving some more political dimension to how the Faendryl exile happened by having some French Revolution vibes. It&#039;s also setting up divergent views, where the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document talks of this as progress, while the Faendryl commit to their absolutist monarchy.&lt;br /&gt;
[673] This is an embellishment. Lanenreat resigned. But it is framed as her having lost faith and support of her councilors and people, so her abdication is apparently more of a &amp;quot;resign or we&#039;ll fire you&amp;quot; thing. This document interprets some tacit things in the player-accessible version of [[Ta&#039;Illistim Monarchs]] as implying Ta&#039;Illistim got sieged/sacked at some point during the Undead War.&lt;br /&gt;
[674] This is talked about in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document and illustrated in the [[Ta&#039;Illistim Monarchs]] document. The extent to which child of monarch is favored to be made successor may vary by House, as King Eamon was the son of the previous Ardenai king (e.g. &amp;quot;[[Timeline of Elanthian History]]&amp;quot;)&lt;br /&gt;
[675] This is a slight embellishment, with the Faendryl being an absolute monarchy in any case.&lt;br /&gt;
[676.1] The advancement premise with councils taking more power from monarchs is given in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document, which contrasts it with the bloody family politics of the Faendryl, which it says still does hereditary rule. &amp;quot;[[History of the Faendryl]]&amp;quot; says the Patriarchy is by blood. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; vests all power in the Patriarch for designating successors, but also says the Patriarch &#039;&#039;&amp;quot;is raised and trained from birth in the mastership of governance and the duties that fall under its mantle.&amp;quot;&#039;&#039; It says &#039;&#039;&amp;quot;patriarchal succession is not necessarily hereditary&amp;quot;&#039;&#039; and the Patriarch could &#039;&#039;&amp;quot;choose someone not of blood relation&amp;quot;&#039;&#039;, but has that implication of tendency toward blood relation successors. If the &amp;quot;History of the Faendryl&amp;quot; document is to be believed, then cross-referencing it with [[Ta&#039;Illistim Monarchs]] and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, the Faendryl only had one coup incident in the Second Age and the Illistim had worse in the same time period. But &amp;quot;History of the Faendryl&amp;quot; probably has to be treated as whitewashing or omitting things. So these sentences are about reconciling this issue with having contrary views of what is backwards.&lt;br /&gt;
[676.2] The Faendryl counterpart view is already established to some extent in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;: &#039;&#039;&amp;quot;Never again will history speak of the elven empire, because when our house stood resolute in its defense, the lesser houses succumbed to the decay of their ideals and visions. They chose destruction, while we chose preservation. For that choice, they sundered what we had saved and betrayed ten thousand years of brotherhood.&amp;quot;&#039;&#039;&lt;br /&gt;
[677] This is in [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document.&lt;br /&gt;
[678] It has undiluted authority of naming successors in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The way to reconcile these documents is for the Patriarch to often choose a blood relative, family politics stuff, but it does not automatically go the eldest child or first born son or whatever as it might in the Turamzzyrian Empire.&lt;br /&gt;
[679] This is the comparative on &amp;quot;[[History of the Faendryl]]&amp;quot; with [[Ta&#039;Illistim Monarchs]], which are the only defined Second Age monarch lists. It should probably be the case that &amp;quot;History of the Faendryl&amp;quot; is omitting stuff that weakens this argument. It also includes within it that there are occasional coups, even though this is the highest unthinkable crime.&lt;br /&gt;
[680] This is an embellishment. It&#039;s just giving two sides to something [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] set up.&lt;br /&gt;
[681] This is pulling in the explicit premise of popular unrest given in this document, and giving some more motivation for the Faendryl arguments that the other monarchs were scapegoating them out of political opportunism.&lt;br /&gt;
[682] This is likewise inspired by Germany after World War 1, with the front line having been away from the population center, and then one day the leaders surrendered and the Kaiser abdicated. This is setting up wounded pride and jealousies in other Houses, and backstab myth stuff from ordinary population in House Faendryl who would not have known what their elites knew, feeling vilified for something they had nothing to do with. Elves were also getting huge doses of humility relying on the lesser races, and the Faendryl justification in this document&#039;s logic would have included resource arguments that would have involved economic dependence on labor from other resources and so forth, which would have been salt in the wound.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones.[683] The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein.[684] The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility to guard against whatever came or even returned from it.[685]&lt;br /&gt;
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[683] The Patriarch switch and Cestimir lacking influence in the other courts is in &amp;quot;[[History of the Faendryl]]&amp;quot;. The scapegoating partly to protect their own thrones is based on the embellishment made earlier in this document, about Lanenreat having to abdicate because of public backlash. This is a new variation on the Faendryl view that it was political opportunism.&lt;br /&gt;
[684] This is from &amp;quot;[[History of Elanthia]]&amp;quot;. Houses Vaalor and Nalfein would have taken the most direct brunt of the Undead in terms of their lands, because of geography, and likely the greatest dose of forced humility being bailed out with &amp;quot;lesser races&amp;quot; allies, exacerbating the historical chaffing under Faendryl leadership.&lt;br /&gt;
[685.1] This is an embellishment. The premise of the unhealing tear is in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and it is cross-referencing that with the Illistim mages complaint about the Ur-Daemon hazard in &amp;quot;[[History of Elanthia]]&amp;quot;. There is also the Elven [[The Layman&#039;s Guide to Elven Heraldry|crests document]] where Cestimir has a quote about voluntarily cooperating with the exile: &#039;&#039;&amp;quot;Heraldric records of the era, however, list a quote from Cestimir Xisuthros Faendryl, Patriarch XXXV, as the disgraced Faendryl statement: &amp;quot;Respect our obedience and our power, if neither our leadership nor our intentions, and we will go in peace.&amp;quot;&amp;quot;&#039;&#039;&lt;br /&gt;
[685.2] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; document characterizes the Faendryl spin on cooperating with the exile this way: &#039;&#039;&amp;quot;It is only through madness that one can become an exile in their own lands. However, once confronted with the backs of our sisters and brothers, we deigned to depart from this place called home.&amp;quot;&#039;&#039;&lt;br /&gt;
[685.3] So this premise is extrapolating off that point in 685.1 and reconciled with 685.2, with the other monarchs telling the Faendryl rulers &amp;quot;you broke it you bought it&amp;quot; about Maelshyve, saying it was the Faendryl responsibility to reside there to guard against the hazard they created. This provides a prideful / high road leadership kind of rationale for why the Faendryl rulers did not tell them to go to hell and try to do autarky until everyone chilled out and let it go. (&amp;quot;[[History of the Faendryl]]&amp;quot; characterized it as a flare up of taking control of the Elven Empire just long enough to pull off the exile, so the long-term commitment needs motivation: &#039;&#039;&amp;quot;The other Elven Houses used the Patriarch&#039;s death to take control of the Elven Empire for long enough to exile the Faendryl to Rhoska Tor.&amp;quot;&#039;&#039;) Not 100% pure submission and surrender and humiliation and so forth, but a duty and rehabilitating penance, combined with internal popular unrest. &lt;br /&gt;
[685.4] It also explains why the exile had to be to this exact place and nowhere else in spite of all practical hardships and probably lack of coercive enforcement by the other Elves on that. Though people may have cut loose and left for less hardship, and the Faendryl whitewash over there having been deserters. (Pun? Desert?) With perhaps special contempt for those who took up that &amp;quot;right of return&amp;quot; premise this document makes up. This also relates to how the Armata still guards against the tear at Maelshyve, but for the past few hundred years has let demons wander toward the Turamzzyrian Empire as punishment for the Third Elven War.&lt;br /&gt;
[685.5] This is obliquely referring to the return of the demon demi-goddess &amp;quot;Maelshyve&amp;quot; from the [https://elanthipedia.play.net/Category:Planes#The_Planar_Void interplanar void] in DragonRealms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war.[686] Much of the Faendryl population was upset as well, having felt betrayed by their own rulers.[687] It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines.[688] It was decided that those who refused to renounce House Faendryl would be banished with their rulers to the wastelands.[689] Families both immediate and extended were torn apart.[690] Those who were involved in the two crimes against nature had no such leniency.[691] House Faendryl became disgraced, its crest and emblems no longer recognized.[692] The descendants of the exiled could only return by renouncing their heritage.[693] This right of return no longer exists. It was suspended as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.[694]&lt;br /&gt;
&amp;lt;pre{{log2|marin-right=350px}}&amp;gt;&lt;br /&gt;
[686] The &amp;quot;civil war&amp;quot; part is about the postulated popular unrest and resentment and anger, with the Faendryl rulers having prevented the Elves from winning legitimately, after having already relied on all those non-elves. The Elves would have regarded Despana&#039;s forces as racially inferior.&lt;br /&gt;
[687] This is an embellished premise, but we have generally treated these Houses as too monolithic. Joe six pack Faendryl would not have known anything about these demonic summoning plans, and suddenly is being treated like a Marluvian. This is inspired by the post-war reaction in Germany after World War I, the backstab myth that they were betrayed by their own rulers. There might even be some breakaway expatriates at this point for the opposite reason, being mad at the rulers for letting the other Houses exile them. The Faendryl exile is supposed to have torn families apart, and that should include within House Faendryl. They would just be loath to admit it now.&lt;br /&gt;
[688] These lines about the relationship of Elves to the House royalty is what is true in general. For example, [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] talks about how they all ended up ditching pure dynastic rule, though they still have high noble families that the monarchs are going to come from through councils.&lt;br /&gt;
[689] This is 100% made up. It&#039;s a nuance being invented to break up Elven collective guilt ideology into something more reasonable, and to accommodate the internal disagreements that ought to have existed. This also acts as ideological sorting and self-selection bias, helping push House Faendryl into a contrary direction on various matters.&lt;br /&gt;
[690] Extended family tearing up was always intentional with the Faendryl exile, but this brings in some U.S. Civil War immediate family splitting over politics. Likewise, migrations and marriages between Houses would give a lot of webbing between Houses, and it makes it more politically tractable with the angry public situation if the angry public is not also angry about the involuntary banishment of their own family members. This is also meant to get at why House Faendryl was not in a position to refuse. If you use the historical rule of thumb about thirds --- a third of the population supports, a third opposed, a third is neutral and wants to be left alone --- the exile conditions make House Faendryl lose over half of its population to varying forms of dissent.&lt;br /&gt;
[691] This is like a war crimes kind of clause. The people actually involved in the war planning and doing the demon summoning or implosion (the two crimes) cannot &amp;quot;just following orders, my bad&amp;quot; out of it.&lt;br /&gt;
[692] This is from the Elven crests documentation. &amp;quot;Recognized&amp;quot; in this sense means international political recognition. It amounts to denying the sovereignty of House Faendryl over its ancestral lands and denies its political standing.&lt;br /&gt;
[693] This is another 100% made up premise for making the exile more nuanced and reasonable, and is partly meant to help de-racialize the Dark Elf concept. Descendants are not bound by sin to their ancestors for Maelshyve, but they do need to renounce House Faendryl and its actions to be allowed citizenship and all that in the Elven Nations. This is a deep ideological dispute and mandatory exile, not something individuals can freely wander back from on a whim without conceding anything.&lt;br /&gt;
[694] This explains why it has not been happening in game, and provides a lore hook for softening Dark Elven citizenship in the East, with the five thousand year mark coming up soon by Elven standards. This is framing how relations were worse after the Ashrim War than they were before it, where we have [[Ta&#039;Illistim Monarchs]] framing Chesylcha and Caladsal regarding each other as royal cousins and other House members in Chesylcha&#039;s wedding party, which was thousands of people large in &amp;quot;[[History of Elanthia]]&amp;quot;. So this ban on a right of return for renouncing is in effect for roughly several generations as punishment for recent-ish history.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was in this period that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent.[695] The term &amp;quot;dark elves&amp;quot; comes from the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying.[696] This was the essence of Yshryth&#039;s speech.[697] It was deemed one of the great vices of the Drakes.[698] It was a term used for Elves of dark religions and black arts in the southern wastelands.[699] But it had never been used against a whole lineage.[700] Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the past few thousand years. [701] The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language.[702] The root of the term is in cultural condemnation rather than bloodlines.[703] The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.[704]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[695] This is an embellishment inspired by how Selantha Anodheles was rumored to have only been able to accomplish what she did through elven help. Second Age racial attitudes by the Elves should have them biased toward believing lesser races could not have done what Despana did, along with some wounded pride, especially having been bailed out by them as allies (and quite likely already indications of losing control of those outlying provinces.) So this plugs into the contemporary belief that Despana was from the jungles beyond the Southron Wastes, which is where the Dhe&#039;nar reside. This premise is meant to define why Dhe&#039;nar became known as Dark Elves, as something other than physically resembling Faendryl. Because the Faendryl were declared Dark Elves for political reasons 15,000 years after the exile, it was not a racial designator. It just became racialized.&lt;br /&gt;
[696] The word &amp;quot;Draekeche&amp;quot; and its meaning Darkness comes from the original Illistim House motto, its translation illustrated on the [[shimmering glaesine orb]] objects. The &amp;quot;kinslaying&amp;quot; is threading a few different factors. One is Drake stories of dragons fighting and killing each other, such as in &amp;quot;[[History of Luukos]]&amp;quot; and &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;. One is the Faendryl annihilation of the Ashrim. One is the Dhe&#039;nar Obsidian Council successions working through duels to the death, though this practice might not be canonized in documentation. And the implication here is the Dhe&#039;nar being responsible for Despana would be kinslaying because of the Undead War. The premise that &amp;quot;dark elves&amp;quot; comes from this elven word for darkness is partly tautology, but it&#039;s an embellishment for recontextualizing the meaning of &amp;quot;dark elves&amp;quot; to emphasize it as a cultural condemnation signifier that was used to describe people like demon worshippers in the southern wastelands.&lt;br /&gt;
[697] This isn&#039;t the original intent of Yshryth&#039;s speech in an OOC sense, but the retconned context of it in &amp;quot;[[History of the Faendryl]]&amp;quot; is definitely meant as political rhetoric on things like betrayal and infighting and so forth. This just goes a step further in imputing the &amp;quot;Draekeche&amp;quot; connotations into the translated &amp;quot;darkness&amp;quot; in Yshryth&#039;s speech. This line is building in some historical irony, that Yshryth Faendryl was basically accusing seditionists and traitors of being dark elves. It could also add some context to House Nalfein and the other monarchs using that term post-Ashrim War.&lt;br /&gt;
[698] This is based on the Arkati origin legend stories that depict Drakes killing each other. A reasonable extrapolation into Elven attitudes, given the barbaric way Linsandrych describes dragons.&lt;br /&gt;
[699] This is an embellishment for establishing a Second Age usage in its etymology that fits the cultural condemnation usage later in the Ashrim War than its present treatment as a race category. Though there might be a racialized dimension to it, because those with ancestry in that region would have the visible effects of it. Even if they themselves are not part of whatever bad things hung out down there in their ancestral past.&lt;br /&gt;
[700] This is an embellishment meant to give precedent to it having an increasingly racialized use applied to a whole ethnicity or culture of people, and for explaining why Dhe&#039;nar are considered &amp;quot;dark elves&amp;quot; by Elves who know what that phrase is supposed to mean.&lt;br /&gt;
[701.1] Even if this is a slight exaggeration, we need an explanation for why the term &amp;quot;Dark Elves&amp;quot; was used on the Faendryl only starting 5,000 years ago, when they had been in Rhoska-Tor for 15,000 years at that point. If the concept of Dark Elves referred to the physical effects of those southern wastelands and was an existing concept, there would have been no significance to the House Elves declaring the Faendryl to be Dark Elves. So then after that, with the Faendryl and Dhe&#039;nar both &amp;quot;Dark Elves&amp;quot;, you get it turning into more of a race concept centered on a shared unnatural language, which in previous millennia was associated with Daemons per our embellished history of language. Likewise, the Dhe&#039;nar cultural behavior after the Great Fire is sufficiently barbaric to justify &amp;quot;dark elves&amp;quot; condemnation from House Elves.&lt;br /&gt;
[701.2] This general argument would also apply to the Sylvans. &amp;quot;sylvisterai&amp;quot; from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is a (lighter) cultural condemnation loosely having the figurative meaning of &#039;backwoods rube&#039;, and the Sylvan dialect is far enough removed to be considered its own language, so this lingual and political division of elves is quasi-racial. &amp;quot;Dark Elves&amp;quot; should usually reject that term as a political pejorative and refer to themselves as elves. One subtle quirk is that the Sylvans of Yuriqen are the main lineage, but strictly speaking, there are Wyrdeep elves who are not of that lineage who may plausibly be considered &amp;quot;sylvisterai&amp;quot; by imperial elves. The cultural condemnation of &amp;quot;dark elves&amp;quot; ought to apply to elves who are not mechanically Dark Elves as well, it might just be that its meaning has twisted to focus on the Rhoska-Tor ancestry ones.&lt;br /&gt;
[702] This is emphasizing that calling it &amp;quot;Dark Elven language&amp;quot; is relatively recent historically, and likewise &amp;quot;Rhoska-Tor&amp;quot; itself is a more modern term that was implied to have been used later than Despana by &amp;quot;[[History of Elanthia]]&amp;quot;, so &amp;quot;voice of Rhoska-Tor&amp;quot; from the &amp;quot;[[Dark Elven languages]]&amp;quot; document is also a later description for that language.&lt;br /&gt;
[703] This is the actual usage of it in documentation, as opposed to game mechanics. But here we are explicitly stating it.&lt;br /&gt;
[704.1] This is a convergence of Faendryl behavior toward the things that the term &amp;quot;dark elves&amp;quot; is supposed to actually refer to rather than the racialized component of it. This line is partly based on the &amp;quot;[[Path to Palestra]]&amp;quot; fact that the Palestra academies were founded after the Ashrim War and implicitly ramped up the scale of demon summoning, and more were built under the current Patriarch to keep up with demand. The shift to a paradigm of necromancy and demonology, the great big bad evils from the Undead War period, but in the modern meaning of those words used in this document, is bringing ancient Faendryl sorcery up into the present day game mechanics form of necromancy and demonology lores as the defining paradigm.&lt;br /&gt;
[704.2] This is also tempering the &amp;quot;we haven&#039;t changed this is what we always were and did&amp;quot; rhetoric in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; with something more historically nuanced. That document says of the Second Age: &#039;&#039;&amp;quot;It was an age that allowed for the unhindered pursuit of knowledge and the exploration of worlds within worlds. It was magnificent and worth preserving by any means, even ones the weak-willed found abhorrent and horrifying.&amp;quot;&#039;&#039;&amp;quot; The phrase &amp;quot;worlds within worlds&amp;quot; in the cosmology model used in this necromancy document would refer to the &amp;quot;infernal realms&amp;quot;, what could be called &amp;quot;pales&amp;quot; within this existence of more chaotic essences, as opposed to the outer valences. Which would have been more of an exile period thing with the dark essences of Rhoska-Tor and some merging with the black arts. This should generally reflect present day Faendryl over-stating the precedent of their present practices with what their ancestors did. This document is trying to show an evolution from comparatively innocuous practices to increasingly more rejected by others practices. So there needs to be an IC propaganda element when Faendryl NPC authors are talking about this stuff for everything to make sense.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IV. The Age of Chaos (-15,000 until Modern Era) [705]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Surveyor journal for northwestern Elanith [706]&lt;br /&gt;
Library Aies, Circa -15,180&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[705] Some of the history documents conflate, or at least include, the Undead War with the Age of Chaos. The convention we are using here is for the &amp;quot;Age of Chaos&amp;quot; to be the period of political collapse and disorder &#039;&#039;after&#039;&#039; the Undead War. However, it acknowledges that the &amp;quot;Modern&amp;quot; or &amp;quot;Fourth&amp;quot; age could reasonably be extended back as far as 10,000 years ago in at least some places, per &amp;quot;[[History of Elanthia]]&amp;quot; about it being ambiguous. But it uses the Modern Era calendar convention of the past 5,000 years.&lt;br /&gt;
[706] This is a totally made up quote. It is based in the premise established in this document that the crops in the fields were rotting, and so forth, with the outlying provinces of the Elven Empire having been largely wrecked by Despana&#039;s hordes. It is leaning into the blight and plague aspect of her methods. This quote is directly based on actual records from Vancouver&#039;s expedition into the American northwest in the late 1700s, repeatedly coming across native settlements that had been totally wiped out by smallpox. The description of the scars and blindness is also based on smallpox.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones.[707] This was futile and the Houses tended to withdraw from each other.[708] The Elven armies were mostly destroyed in the Undead War.[709] With the slow replenishing of the elven race, this power vacuum lasted for millennia.[710] It was no longer feasible for the Elves to exert control over the outlying provinces.[711] These declared themselves independent, or turned to outright rebellion.[712] The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded.[713]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[707] The &amp;quot;stabilize their own thrones&amp;quot; part is about the popular unrest premise in this document. The other parts refer to &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;Without the Faendryl to lead, the Elven empire began to decay. The houses began an internal struggle for power, as each thought themselves the natural heir to the Faendryl&#039;s position.&amp;quot;&#039;&#039;&lt;br /&gt;
[708] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;The Empire begins to crumble, each house withdrawing and managing their own affairs. The Elven Houses are no longer an organized community.&amp;quot;&#039;&#039;&lt;br /&gt;
[709] This is explicitly stated in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Elves had won the war, but at great cost. Much of their empire had been sacked by the Undead. Their armies were nearly destroyed.&amp;quot;&#039;&#039;&lt;br /&gt;
[710] This time scaling leans on the [[Ta&#039;Illistim Monarchs]] document. Segeir Illistim worked on rebuilding the Illistim military almost a thousand years after the Undead War, up to near -14,000 Modern Era. However, the Ta&#039;Illistim Monarchs document apparently uses the wrong dates for the Kiramon War, being off by about 2,000 years. Kiramon War should start roughly -11,000 and end a little after -10,000. Per &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (-9,800 end date) and an old statue in Ta&#039;Illistim that is a memorial of Istmaeon Illistim, who presided over the end of it. And consistency with the &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; documentation timing of about 15,000 years ago.&lt;br /&gt;
[711] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;Greater Elanith: Anarchy reigns, as the elves are no longer performing the role of protector to the lesser races. Little is known of this dark period.&amp;quot;&#039;&#039;&lt;br /&gt;
[712] Per &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; However, there is no definition for the structure of provincial governments, what it actually means for those territories to &amp;quot;declare themselves independent.&amp;quot; These could conceivably be (largely) ruled by western Elves to start with, but then without eastern support these rump states end up crumbling relatively quickly, and some elves of the West in the present day may have ancestry in the West back to this period.&lt;br /&gt;
[713] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039; (Note: The wording in History of Elanthia inadvertently defined the Age of Chaos as reaching all the way up to the present day.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years.[714] This precluded regaining lordship over the outlands.[715] In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world.[716] Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed the Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.[717]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[714] The Kiramon war would have started about 3,000 years after Segeir Illistim founding the Sapphire Guard and working to rebuild the Illistim military. Again, the Ta&#039;Illistim Monarchs document dates for Istmaeon Illistim appear to be off by 2,000 years. That document has NPCs living several thousand years and even giving birth past age 3,000. Player character ages for elves are broken in general, the range for setting it used to go up to 3,000 and later the whole thing was cut in half. But there are still 3,000 year old player characters.&lt;br /&gt;
[715] In any case, the kiramon war sets them back again up through -9,800, and human fortresses start getting built in the west in -3,000. This document has framed that the Elven Empire only exerted limited direct control over the outlying provinces at its height (e.g. the Vaalor struggling with the Black Wolves in the northwest) so that helps with the impracticality of reasserting control in a war torn West with faster regenerating populations than the Elves. So you combine this with the divisions and isolationism/insularness of Elven politics after the Undead War, you get inability to regain control of the outlying provinces. It is super vague what this part of the continent was like in those time periods.&lt;br /&gt;
[716] This is in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. The irony refers to the Faendryl having been exiled for their dangerous banishment-off-world strategy at Maelshyve, with House Illistim complaining about the unknown risks in it (including the risk of the enemy unexpectedly returning some day.)&lt;br /&gt;
[717] This is in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. It makes clear that the Aelotoi leaders (e.g. Braedn) were told and are aware that the kiramon of Bre&#039;Naere had been banished there by the Elven Nations. It was historically well known enough that the courtiers at the Illistim Keep were able to surmise the coinciding timing of the kiramon banishment and when the Aelotoi said the kiramon arrived. There&#039;s been some expressions over the years of that being some sort of secret hidden from the Aelotoi, but that isn&#039;t the case, the Elven monarchs / elites may just have some more knowledge / better insight into their role in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.A New Ta&#039;Faendryl&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was the famine she unleashed with her necromancy.[718] It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was the blights poisoning the fields and forests.[719] They were struggled against for centuries as recurring illnesses.[720] It was the cause of insurrections and expansionist wars.[721] There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well.[722]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[718] This premise is an embellishment, based on extrapolating details from the Sylvan and Halfling histories. &lt;br /&gt;
[719.1] The &amp;quot;plagues&amp;quot; premise is partly based on &amp;quot;[[History of Elanthia]]&amp;quot; explicitly referring to the plagues in this period. This line is just generalizing it to plantlife (perhaps including wildlife or livestock who eat those plants, as suggested in the Faendryl documentation) with the notion of &amp;quot;blight.&amp;quot;&lt;br /&gt;
[719.2] &amp;quot;Doom of Kalaza&amp;quot; is a totally made up term for the Red Rot destroying Kalaza. The part about the blights is extrapolating from approximate time period references. This is partly based on &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about crops rotting in the fields, where the sylvans from Nevishrim were geographically closer to the outlying provinces of the Elven Empire. It also draws from the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;. The Horse War was a few centuries after the Undead War, so this is recontextualizing the blight problem into the Undead War context. Long-term leftover problems from Despana&#039;s desecration necromancy, which is a concept elaborated somewhat in Volume 2.&lt;br /&gt;
[720] This is an embellishment. But can help exacerbate the conditions that cause the Elven Houses to lose control over their outlying provinces, and turn autarky oriented with respect to each other, due to economic duress from agricultural conditions. This document also set up a framework of the West&#039;s outlying provinces as having been a breadbasket for the Elven Empire, so the structure of their economies would be totally shaken up and then restructuring to local production for everything with all Elven labor. Whereas they may have had manual labor from &amp;quot;lesser races&amp;quot; during the Elven Empire. This partly relates to how much magic is to be allowed to act in the world setting. It gets fairly ill-defined on the *practicality* of large scale magic.&lt;br /&gt;
[721] This is an embellishment. But it provides internal logic reasons for the separatism and rebellions that are supposed to have happened in this decolonization period. Technically, this premise is also present with the Ardenai in the Horse War case, this is just generalizing that dynamic.&lt;br /&gt;
[722] This is the Horse War from &amp;quot;[[History of the Truefolk]]&amp;quot;. This paragraph is turning that into a &amp;quot;for example&amp;quot; of the general time period, which is intended to take out the distortion of having the Horse War being one of the only things defined in depth for the Ardenai for decades while being highly out of character for them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl.[723] The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food.[724] Though there were forests near Maelshyve, these were dark and twisted, too dangerous from proximity.[725]&lt;br /&gt;
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[723] This could be taken in the literal sense of how hard it would be to grow edible food in the vicinity of Maelshyve, which might as well be the magical equivalent of a nuclear test site. But some of this sentence is Faendryl IC author bias.&lt;br /&gt;
[724] It is a desert and possibly badlands, and if you allow remnants of Despana&#039;s forces to be hostile hazards on the surface, the Faendryl would need to grow food in underground caverns for the food security. But people often forget that this location canonically has forms of magical radiation poisoning, and that it twists and makes &amp;quot;hostile&amp;quot; the plants you grow in it. So this sentence is reaffirming that there are also &amp;quot;unnatural&amp;quot; reasons for the problems of food in this location. It&#039;s not just &amp;quot;oh gross who wants to eat bugs&amp;quot;, it&#039;s you should not want to be eating anything from this polluted place.&lt;br /&gt;
[725.1] This is creating a premise to reconcile the closeness of Maelshyve to green parts of the Elanith map and the notion the Faendryl could not grow anything, along with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; saying &#039;&#039;&amp;quot;on wooded slopes surrounding the valley on which Maelshyve Keep stood.&amp;quot;&#039;&#039; The solution here has to be leaning into the kind of thing mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot;, which is that if you make something grow there, it is twisted and hostile and dangerous. &lt;br /&gt;
[725.2] The previously framed premise of being charged with guarding Maelshyve on the one hand, and this task being the penance for future political rehabilitation, which are made up for this document, also provides motivation for why they *had* to be in this specific location and why they were going to all the trouble of agriculture in this near impossible spot instead of some distance away and transporting the food in, which is probably what the Agrestis does modernly. The other framed premise of leftover forces of Despana making the region too hostile and uncontrolled also gives a logic for it being infeasible to do food security at a distance from their caverns. And the premise of the Maelshyve strategy as more of a silver bullet solution that a sheer raw power solution would explain why the Faendryl couldn&#039;t just chase out all such hostiles and make a nice surface nation state from the very beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide.[726] In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam.[727] They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city.[728] It was to spite Laibanniel Illistim for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind.[729] These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.[730]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[726] This is an embellishment in its specific assertion, but it is sensible extrapolation, and consistent with (for example) the spiteful twisting of Elven words in the formation of the Faendryl dialect as described in the &amp;quot;[[Dark Elven languages]]&amp;quot; document. This also sets up the rhetorical basis for this document describing the Faendryl as characterizing the annihilation of the Ashrim Isle as an &amp;quot;exile&amp;quot; rather than a genocide, which is a made up premise of some Faendryl drawing moral equivalency for making Ta&#039;Ashrim unlivable and the Faendryl exile. It is not defined, but a lot of people probably died just from the evacuation and Trail of Tears like moving of the population, though this also runs up into the question of how much NPC magic is allowed to distort the world setting. (e.g. &amp;quot;Well why didn&#039;t they just open portals and everyone just walks through?&amp;quot; or &amp;quot;Why didn&#039;t they just make permanent portals to some other place they could grow food?&amp;quot;)&lt;br /&gt;
[727] The salted earth language comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that they left their creations to roam the city is framed on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Old Ta&#039;Faendryl section] of the Play.net website.&lt;br /&gt;
[728] It is unclear what the original lore intention of the Ithzir was meant to be, it is plausible they were supposed to be experimental mutants like the [[twisted being]]s and [[festering taint]]s. But they have canonically since been treated as extraplanar. The premise that they are world conquerors comes from Kenstrom&#039;s storylines (e.g. [[Return to Sunder]]) and his document &amp;quot;[[Ithzir Genesis]]&amp;quot;. The premise that the Faendryl summoned them to salt the earth comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that it was symbolic over the ingratitude for the Faendryl&#039;s role in guarding against extraplanar threats, which is framed as the roots of their demonic summoning and veil piercing magic they were exiled for, is an embellishment of this document attempting to recontextualize &amp;quot;[[History of the Faendryl]]&amp;quot; regarding the Enchiridion Valentia and Palestra. The premise of having the Ithzir world conquerors symbolically lording over the capital of the Elven Empire is an embellishment that is just synthesizing these other premises. &amp;quot;History of the Faendryl&amp;quot; uses the term &amp;quot;shining city&amp;quot; for Old Ta&#039;Faendryl. That term has since become used for Ta&#039;Illistim in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_1.asp &amp;quot;Illistim Society&amp;quot;] document, but the Faendryl document use of it is almost a decade older than the Illistim document use of it.&lt;br /&gt;
[729.1] This is an embellishment. The design of Old Ta&#039;Faendryl has the entrance characterized as telling the Faendryl they are not welcome here, and the Old Ta&#039;Faendryl background description on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Play.net website] makes it clear that the sentinels and energy barrier were created by the other Elves. So that most Faendryl would not be able to return, only the most powerful would be able to get in, and that this would allow the Elves to study the things the Faendryl left behind: &#039;&#039;&amp;quot;At the entrance to the grounds surrounding Ta&#039;Faendryl, the Elves erected two stone sentinels whose magic would keep all but the most powerful of Elves away. In this manner the bulk of the Faendryl people would never be able to return, however, the most powerful of the other Elven races would be able to enter and investigate the powerful magics developed by the Faendryl sorcerers.&amp;quot;&#039;&#039; &lt;br /&gt;
[729.2] Then it is cross-referencing [[Ta&#039;Illistim Monarchs]] on who the Argent Mirror was at that time, since this energy barrier construction would most plausibly have been made by Illistim mages. Then this document is characterizing summoning the Ithzir as spite over that. &amp;quot;[[Ithzir Genesis]]&amp;quot; has the Glethad NPC saying the Faendryl made the barrier, but that has to be treated as a mistake, because it is not consistent with what exists in-game and the Old Ta&#039;Faendryl background material on the Play.net website. It would also mean the Faendryl putting up a barrier to keep the other Elves out of something they &amp;quot;salted the earth&amp;quot; over anyway.&lt;br /&gt;
[730] Volume 3 especially talks about aberrations and how they are necromancy in the broad sense of the definition used in this document, though teratology might not fall entirely inside the scope of necromancy, for instance elementally corrupted creatures. (This would be consistent with DragonRealms where non-necromancer Arcane users [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 might be] teratologists, using the DragonRealms definition of necromancy of sorcerous crossing/mixing with life mana.) [[Lich qyn&#039;arj]] are just straight up undead. Volume 3 totally makes up some background about them, which makes their presence symbolic for Koar and fallen rulership reasons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun.[731] There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana.[732] Among these latter factions, the Faendryl were the subject of hatred.[733] However, the Faendryl soon discovered entrances to the underground caverns, and were able to erect wards to keep out the banshees and other infernal spirits that are endemic to those lands.[734]&lt;br /&gt;
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[731] The harsh climactic conditions of Rhoska-Tor near Maelshyve have been seen first hand during the Maelshyve archaeological dig expedition event. The hostile forces refer to the arguments made in this document for leftover Despana alliance/horde constituencies, as well as the &amp;quot;natural&amp;quot; undead and demonic hazards of the region framed earlier in this document.&lt;br /&gt;
[732.1] This embellishment is an extrapolation of what should be true in context. It is also leaning on there being indigenous &amp;quot;sinister&amp;quot; types to the region with backgrounds pre-dating Despana.&lt;br /&gt;
[732.2] While we are having the demons causing the mindless undead to chase the retreating living into the keep, more powerful undead further away like the banshees might not have done that, and the demons running wild ought to have pulled some of the undead away with them. Then there is whatever outlying undead forces Despana had away from Maelshyve itself, which had their command hierarchy decapitated. Which the Elves would have pushed out of the East, so they&#039;d either head toward Rhoska-Tor and the wastes or into the West. The point is that Despana&#039;s forces can be destroyed at Maelshyve without it being a just-so story where *everything* ended up inside the building, and everything in the collapsing building got pulled through the tear in reality, without anything about it being messier than that in the fine details. It isn&#039;t a problem for the region to be a chaotic mess afterwards, even though the demons + implosion strategy was fundamentally successful.&lt;br /&gt;
[732.3] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; does say &#039;&#039;&amp;quot;As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die. The fact that there were no surviving enemies to rout was an empty consolation.&amp;quot;&#039;&#039; But this is excessive since they should not all have even been at the Battle of Maelshyve when it was a lightning strike in a stalemate frontlines situation.&lt;br /&gt;
[733] This is a reasonable extrapolation from the prior premise.&lt;br /&gt;
[734] This is tying back into the premise of the Dhe&#039;nar section of this document. The &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;Life in that place was never easy, for little grew there. Below the surface, however, the Faendryl found extensive networks of caverns. Not only did these provide shelter, but they also contained an unusually large number of mana foci.&amp;quot;&#039;&#039; (Other places like the Old Ta&#039;Faendryl [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp page] on the Play.net website and &amp;quot;[[History of the Faendryl]]&amp;quot; instead say &amp;quot;nothing&amp;quot; grew in Rhoska-Tor, while &amp;quot;[[History of the Sylvan Elves]] has wooded slopes right next to it.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic.[735]  But they would emerge twisted and cursed, and were most often poisonous or rotting, or even hostile with a malign will and dark powers.[736] Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves.[737] The instabilities in the flows that were caused by the implosion of Maelshyve made it difficult to keep even crude constructs or golems.[738] The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies.[739] They tried to use the reanimated corpses of their beasts of burden, which was impractical and had milder but similar issues.[740] In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve.[741] In time they were able to make working artificial constructs from exotic metals.[742] It would not be possible to even begin considering this on the surface until the situation stabilized.[743]&lt;br /&gt;
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[735] This is partly based on spirit circle spells that make things grow, such as herbs, though also plants in general in Rolemaster spell lists. This is a scaling issue problem of what should be feasible with spell casting. This is hanging a lantern on the issue and mitigating it by setting up reasons for why the problem could not just be magic wanded away.&lt;br /&gt;
[736] The cursed and &amp;quot;rotting&amp;quot; is inspired by Rift herbs. But generally this premise is already canon in &amp;quot;[[History of the Faendryl]]&amp;quot;: &#039;&#039;&amp;quot;Life was difficult, as nothing would grow, and what few things did sprung from the ground twisted, warped, and often hostile.&amp;quot;&#039;&#039; The wording &amp;quot;hostile&amp;quot; should probably imply some malicious behavior by the plants rather than just being toxic.&lt;br /&gt;
[737] This is addressing the geographical context problem of &amp;quot;well there&#039;s green stuff right next to there so why can&#039;t they grow stuff right near Maelshyve instead of the wasteland itself&amp;quot;. If those green areas are themselves &amp;quot;bad places&amp;quot; due to proximity to Rhoska-Tor, it takes it off the table to do agriculture there (not that having a minor amount of growing plants is necessarily consistent with land able to support agriculture in the near term), plus the framed premises of hostile surface forces this document introduces and emphasizes. The imported top soil and artificial lighting is addressing how to grow stuff in underground caverns, and Faendryl do not have Drow dark vision. Trying to keep that soil purified would be difficult near Maelshyve, and &amp;quot;[[History of the Faendryl]]&amp;quot; talks about the crops getting corrupted with sorcerous radiations.&lt;br /&gt;
[738] This is an embellishment that extrapolates off there being mana storming during the Maelshyve archaeology expedition event. It is trying to reconcile the weirdness of summoning demons to do agriculture labor when the Faendryl would have been aware of the corrupting influence of the demonic on life, when they left behind all these powerful construct automatons in Old Ta&#039;Faendryl. So synthesizing these premises lets you say it wasn&#039;t feasible to just use golems/constructs at that time, which are totally obedient passively unlike demons which require active management and binding.&lt;br /&gt;
[739] This changes the characterization in &amp;quot;[[History of the Faendryl]]&amp;quot;, making using the demons for this as a desperate measure making the best of a bad situation. This can help nudge along the casual open embrace of demonic summoning with the whole population, especially if the objectors had already left House Faendryl from the more nuanced exile logic this document introduces. But the Faendryl should not just casually be all-in on routine rote demon use yet at the start of the exile, that should be treated as &amp;quot;History of the Faendryl&amp;quot; being present biased and doing some revisionist apologetics.&lt;br /&gt;
[740] There is a premise here for reanimating the livestock that die for whatever reason, though it is dubious that the Faendryl had something as resource intensive as &amp;quot;cows&amp;quot; on such a tenuous plant growing basis in that time period. But they would have *some* livestock for fertilizer purposes. So, there is a premise of using reanimated bodies, because it&#039;s walking long-term fertilizer. But reanimation is still sorcerous magic, and it&#039;s also very temporary and micromanaged. You need something more properly undead to act as labor that is more obedient than demons, and that is going to run into the same corruptive dark energies problems. Corruption of the livestock may well have resulted in some properly undead &amp;quot;beasts of burden.&amp;quot;&lt;br /&gt;
[741.1] This is again extrapolating off the mana storming that has been observed around Maelshyve in the present day. It is setting up a premise that the Faendryl summon low corruption entities for mundane use in the present day, recognizing the toxic pollutive problems of &amp;quot;fiends&amp;quot; and the black arts. This is also setting a difficulty-of-retaining-control over the things premise because of the essence instabilities. &lt;br /&gt;
[741.2] It is also addressing and mitigating the fact that &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; states that valence creatures are still used for manual labor in these ways, even though that corruption property would be a known issue: &#039;&#039;&amp;quot;They bear much of the burden of lesser tasks relegated to them so that Faendryl may use their time to focus on more important matters. They assist in the crop planting and mining for the Agresti and help haul the goods of the Emporion from workshop to store.&amp;quot;&#039;&#039; This is talking about &amp;quot;minor demons&amp;quot; (in some broad Faendryl definition of demon) that are not problems for retaining control over them and basically just extraplanar creatures who will obey as servants: &#039;&#039;&amp;quot;an abundance of minor demons abiding their masters&#039; orders and roaming freely within the walls.&amp;quot;&#039;&#039; The concern here is not letting Faendryl mastery of minor demons, or extraplanar creatures, gut the menace and danger and darkness of the demonic as a category. They might have specialized use as assistants in the Agrestis for tasks that are too fine-grained for construct/golem automatons which would do the heavier labor.&lt;br /&gt;
[742] This is (again) bringing in a retcon to make sense of why they did not use constructs/golems given the obvious problems of using demons, given that they left behind powerful magically resistant [[Greater construct|constructs]] in Old Ta&#039;Faendryl. (It might be that higher corruption &amp;quot;fiend&amp;quot; demons were easier to control with the Rhoska-Tor dark essence in the unstable mana flows period close in time to the Maelshyve implosion, but this was pulled back later, and present day &amp;quot;demon&amp;quot; assistants are low pollution outer valence creatures.) They needed time to figure out how to make ones that would work under those conditions, and get enough of the exotic metals to make them. (&amp;quot;[[Elanthian Gems]]&amp;quot; specifically talks about krodera and mithril veins in particular shielding some of the alabaster deposits in Rhoska-Tor from sorcerous radiation.) And then with the immediacy of their problems, and the surface conditions, they could not even begin thinking about trying to do this stuff on the surface at a remote distance. &lt;br /&gt;
[743] They needed to establish a power base and gain effective control over the surroundings before things would be secure enough to allow for remote/distant food dependency. Eventually there will be population spread out. But in the early times we can have this penance premise where there was not an intent of the exile being a permanent situation, so early on staying near Maelshyve would be a good behavior thing into the political situation improved. But then it goes on long enough that you have generations viewing this region as home, and you can have spreading out and making a port and so on, eventually reaching the state where Chesylcha is engaged to an Ashrim prince and best friends with the Illistim Mirror.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the span of decades. For others it was centuries and there was not much affect on skin tone for those farther away.[744] While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the demon worshippers began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor.[745] Despana transformed more into a myth of she who will one day return.[746]&lt;br /&gt;
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[744] The time scale of the Dark Elf magical conversion is somewhat ill-defined. The time scale described here would be consistent with how it is described in &amp;quot;[[History of the Faendryl]]&amp;quot;, but that section of &amp;quot;History of the Faendryl&amp;quot; is deeply inconsistent with the chronology of the other history documents. This within-lifespan speed of it is important, because if it takes thousands of years and multiple generations, that greatly restricts the range of possible Dark Elves who are not of Faendryl or Dhe&#039;nar ancestry. But the premise that only those in the deepest caverns closest to Maelshyve had the skin darkening is explicitly established in &amp;quot;History of the Faendryl&amp;quot;. There was a &amp;quot;did you know&amp;quot; section on the Play.net website of dark elven mothers [https://www.play.net/gs4/info/races/darkelf.asp doing experiments] with making light skinned children, but that is cringe and also unnecessary because it was never the case that Dark Elves were supposed to all be darker skinned in the lore premises. That page itself only says &amp;quot;usually&amp;quot; brown or black skin. Those rumor sections also have stuff in them that is not true in general.&lt;br /&gt;
[745] This is following from the embellished premises earlier in this document. &amp;quot;the voice of Rhoska-Tor&amp;quot; is the Dark Elven language in the &amp;quot;[[Dark Elven languages]]&amp;quot; document, and probably what it should have been called before Dark Elves were historically a racial category (i.e. modernly) but after the region started being called Rhoska-Tor post-Despana. This line is playing off the earlier premise that the demonic cultist types regard it as a &amp;quot;divine language&amp;quot;, so being the deranged types that they are with their weird religions, this softening of hostility to the Faendryl can make sense. Especially as Despana and the war recedes further in the past.&lt;br /&gt;
[746] This is playing off the Grot&#039;karesh Hammer Clan&#039;s reincarnation myth beliefs about Despana returning eventually in &amp;quot;[[Giantkin History]]&amp;quot;. In the other Volumes this document has them being influenced by regional beliefs along those lines, with there being bad guys in Rhoska-Tor who want Despana to return and would help make it happen if they knew how to do it. But that is a made up premise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground.[747] The cultists would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary.[748] The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor.[749] For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery.[750] In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot;[751] Sorcery was broadened in such a way that it absorbed some of the more ancient black arts.[752] The dark arts were then studied through the paradigm of Faendryl rationalism.[753]&lt;br /&gt;
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[747] This is having the Faendryl become the hegemonic power in that region, but the black arts practitioners still being present, especially in illegal kinds of ways. This is related to the earlier framing about the Faendryl only eventually exerting control over the surface lands as their position strengthened and their population size recovered from everything that had happened. Recall earlier we had the other Elven Houses with a big demographic hit, leaving them unable to keep control over the outlying provinces. The Faendryl would have the same problem, even moreso if they lost part of their population to exile politics, whether renouncing the House or splitting off as expatriates for various reasons. That is also recontextualizing &#039;&#039;&amp;quot;not a single elf complained&amp;quot;&#039;&#039; in the Exile section of &amp;quot;[[History of the Faendryl]]&amp;quot;, because the complainers would be the people who already noped out and left House Faendryl. Hardship conditions over this might also have had people leaving at this point to try to live elsewhere further south or to the north in the West, given that the Elven Houses no longer had any effective control over there and there&#039;s no one in a position to stop them from going off on their own. This is part of the general dynamics of present day Faendryl being descendants of people that staunchly loyal House Faendryl and its political positions on all these issues. And the ideological divergence and Overton window shifting that comes from that.&lt;br /&gt;
[748] The Senary comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, treated as a mythical boogey-man of those secretly defying the Patriarchal authority. This premise of cultists infiltrating Faendryl society would make sense if such cultists are taken as existing in the region. There was also an established premise in 5123 of a Faendryl named Enomna impersonating Patriarch Korvath&#039;s recently dead mother to try to kidnap the Patriarch&#039;s son out into the wastes as part of her attempt to find life extension solutions for her human husband. This has not been explained yet, but this would be thematically consistent.&lt;br /&gt;
[749] This is following the same logic as the Dhe&#039;nar section earlier, and the various premises of &amp;quot;dark essences&amp;quot; and demonic energies and undead corruption in the region from the several documents. It is the premise for Faendryl sorcery moving further along to its more modern forms that we are calling &amp;quot;dark sorcery.&amp;quot;&lt;br /&gt;
[750] This is following the logic of the Arcane power section earlier in this document, about how those metaphysical traditions each influenced the development of Faendryl sorcery in the exile period. This is giving more concrete language to how those doctrines were twisted in the new situation of having these energies from other valences or infernal realms.&lt;br /&gt;
[751] This premise is explaining why sorcerer spells are organized on a &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; duality now mechanically, while other documentation has them as a hybrid of elemental and spiritual spheres of magic, with a class description that matches what this document is calling &amp;quot;classical sorcery.&amp;quot; This is all generally about making sense of the issues of defining sorcery and hybrid magic in the world setting.&lt;br /&gt;
[752] Since the Faendryl are using these &amp;quot;dark essence&amp;quot; energies around Rhoska-Tor, and demonic stuff, and there is whatever contact or spillover with the black arts practitioners more indigenous to the region, you have at least some of the &amp;quot;black arts&amp;quot; falling under this broadened definition of &amp;quot;dark sorcery.&amp;quot; But Faendryl sorcery should not include stuff that is highly toxic to the surroundings, debasing to the self, and so forth, it should be &amp;quot;dark grey&amp;quot; magic rather than &amp;quot;black magic.&amp;quot; With a significant amount of focus in how to counteract and prevent the black arts and black magic.&lt;br /&gt;
[753] This is making intellectual tradition continuity with the Second Age Faendryl, and how this form of &amp;quot;dark sorcery&amp;quot; is distinct from the black magic practiced elsewhere in other culture traditions. It is broadening and breaking up the monolithic &amp;quot;sorcery&amp;quot; concept, even if this Faendryl paradigm is what we deal with through Sorcerer Guilds. The Faendryl ties with the Sorcerer Guild institution, only awkwardly IC and distorting as that concept is, finds representation in places such as &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the loresong on the [[forehead gem]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultism provided the back door for these wasteland traditions to become incorporated into the dark arts of sorcery.[754] The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution.[755] It was fashionable to embed the demonic or spirits into weapons or other items.[756] There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through immaterial projections.[757] What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces.[758] The futility of challenging the Faendryl is well known in the Southron Wastes.[759]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[754] This is using the previous established &amp;quot;back door&amp;quot; property of occultism, now for bringing in stuff from the southern wastelands, whereas the Second Age occultists were moreso pulling in stuff from people then living in the West.&lt;br /&gt;
[755] These would be spells similar in nature to [[Cloak of Shadows (712)]] and [[Pestilence (716)]] (though it might be inconsistent for it to be those exact spells), which Second Age Faendryl probably would not have wanted anything to do with, though they might have used magic like the old [[Disease (716)]] which would be more &amp;quot;classical sorcery&amp;quot; compared to Pestilence&#039;s &amp;quot;dark sorcery.&amp;quot; They were bending this way already with having made the festering taints in the Undead War period. Similarly, [[Torment (718)]] is probably out of this wasteland tradition. It isn&#039;t the kind of spell that should have been done by Second Age Faendryl, and most present day Faendryl would probably find it barbarically reckless and dangerous to the caster.&lt;br /&gt;
[756] Stuff like this has been done in game, like the Black Hel slayer demon scimitar from the I.C.E. Age (last possessed by Kree), or the soul eater staffs from Ebon&#039;s Gate. But [[Ensorcell (735)]] is more vanilla than this, just layering necrotic energy on objects. That&#039;d be an example of a &amp;quot;dark arts&amp;quot; spell that is not a &amp;quot;black arts&amp;quot; spell but also not &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[757] This is leveraging off the &amp;quot;dread seer&amp;quot; stuff from the earlier section on warlocks. The Extrachthonic Cartographer&#039;s Guild from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; represents a very &amp;quot;demonology&amp;quot; and materialist approach to valences and summoning demons. But there should also be necromantic methods (i.e. immaterial or possessing or scrying) for this stuff, especially for the outer realms that are unable to support life or even material existence as we know it. Xorus [[Harrowing and Esoteric Archaeology|lectured]] about this once, using the term &amp;quot;occult philology&amp;quot;, generalizing off the Planar Shift spell having runes embedded in flow patterns. Talking about this in more cosmic analogs. This is following a kind of Lovecraftian theme, like what Randolph Carter is doing in [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;].&lt;br /&gt;
[758] With all this bad stuff in the southern wastes (e.g. Horned Cabal), and precedents like the Palestra Blade Aralyte going after Althedeus, and the earlier warding premises for the banshees/etc. for living there, it is sensible that the Faendryl would be majorly invested in controlling dark magic as protection from dark magic. In line with what they did with Despana. This would be a deep ideological dispute with the other Elven Houses, rooting back in disagreement over the Maelshyve strategy.&lt;br /&gt;
[759] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; makes it sound like people down there generally know better than to try to directly take on the Faendryl, but it says: &#039;&#039;&amp;quot;Despite the occasional large-scale external conflicts since the Faendryl defeat of Despana&amp;quot;&#039;&#039;. There are only two in current canon, the Ashrim War and the Third Elven War. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They would come to grow food in their outlying lands, along with relatively minor surface settlements.[760] There was even the eastern port of Gellig after some ten thousand years, as relations between the Faendryl and other Houses had improved.[761] While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age.[762] Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins.[763] Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd.[764] It was a politically controversial royal marriage, which would have shifted the balances of power.[765] (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.)[766] When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle.[767] The Faendryl losses were horrendous.[768] The Houses declared it a genocide, the Faendryl called it an exile.[769] The war had sought to compel a trial and formal restoration of ancestral land claims.[770] But in the end it turned their allies against them and entrenched the opposition.[771]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[760.1] This is getting around the issue of &amp;quot;how do you grow food in a desert wasteland&amp;quot; when Faendryl territory by now extends some distance beyond the desert wasteland. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; has the Agrestis being a triune of ranchers, farmers, and miners. The ranchers and farmers should in the present day be working on the surface away from the desert. This land is defined as all belonging to the Patriarch by default, unless given to someone else, and the Agrestis is in charge of regulating it. It is unclear how old the Pentact divisions are and how far back terms like &amp;quot;Agrestis&amp;quot; should really reach in Faendryl history. &amp;quot;[[Origins of Amasalen]]&amp;quot; attributes Agrestis back to the Second Age, but the document is a translation and not nearly that old. (Though of dubious provenance, it is supposedly over 150 years old, but interestingly describes much more recent events in Kelsha&#039;s paintings.)&lt;br /&gt;
[760.2] The presence of outlying surface settlements in the present age is defined in the Third Elven War period in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[761] Gellig being an eastern port is 100% made up. Gellig is a location that the Turamzzyrian Empire sacked on its march into Faendryl lands, and whatever Gellig was, that was what set off and totally enraged the Faendryl. So this is defining Gellig as a Faendryl sea port, perhaps the location the Faendryl armada launched from in the Ashrim War, to explain why the Faendryl reacted so much worse to Gellig being invaded. The timing of 10,000 years is made up. It&#039;s using that number because &amp;quot;[[History of Elanthia]]&amp;quot; talks about roughly 10,000 years ago being when modern historians often talk about the Age of Chaos starting to end, and &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has human fortresses being built 8,000 years ago. There needs to be some lead up time and interaction with the eastern Elves to reach the point of the Chesylcha-Ashrim marriage so that it is not out of no where, and it is reasonably long after the Undead War for Elven time scales.&lt;br /&gt;
[762] This is the hedge on the 10,000 years ago number, with the Modern Era calendar being defined with a year 0 that was only a bit more than 5,000 years ago.&lt;br /&gt;
[763] This detail comes from the [[Ta&#039;Illistim Monarchs]] document about the Mirror at the time, Caladsal. The wording &amp;quot;best&amp;quot; friends is an embellishment, but the friends and royal cousins parts are in documentation.&lt;br /&gt;
[764] The Loenthran poet detail comes from a display in Museum Alerreth in Ta&#039;Illistim. The wedding party is also described originally in &amp;quot;[[History of Elanthia]]&amp;quot; as quite large. [[Maeli Gerydd]] went missing. &amp;quot;History of Elanthia&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; imply it is known Chesylcha died (though in incompatible ways), but the Maeli Gerydd lore and the [[forehead gem]]s ending up in the ocean make it sound more like a disappearance. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; outright says Chesylcha disappeared and was only presumed dead.&lt;br /&gt;
[765] There is another [[Chesylcha Sukari Faendryl|display]] (of a jade seahorse with ribbon for pinning to the left sleeve) in [[Museum Alerreth]], for example, that talks about the marriage as politically controversial. The &amp;quot;[[History of the Faendryl]]&amp;quot; document blames it on a Nalfein assassin.&lt;br /&gt;
[766.1] This is partly canon in the sense that the [https://www.play.net/gs4/news.asp?id=797 news release] for Museum Alerreth had it as the first construction project of the Argent Mirror Caladsal as an airship depot within the city, and the release said: &#039;&#039;&amp;quot;the outbreak of the Faendryl/Ashrim war and the attendant precautions &#039;&#039;&#039;against collateral attack&#039;&#039;&#039; led to travel being rerouted to docks outside of the main population center.&amp;quot;&#039;&#039; The news blurb said the depot was first built in 47545 Illistim (-1,562 Modern Era), which is actually two thousand years prior to the beginning of the reign of Caladsal in [[Ta&#039;Illistim Monarchs]], while Caladsal&#039;s reign in that document is three centuries later than the Sea Elf War in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. In the case of the news release, at least, it could be handwaved as having been Alerreth&#039;s building, and then Caladsal&#039;s &amp;quot;construction project&amp;quot; was trying to turn it into an airship hub for the whole city. For what it is worth, the non-canon sea captain&#039;s journal of the Ashrim War from the Elanthian Times (2000 through 2002) had the Faendryl ships floating above the water, which recontextualized with the later airship lore would have been because of the Illistim in some fashion.&lt;br /&gt;
[766.2] There should be a lot of socioeconomic and great power politics reasons for the Ashrim War that have never been carefully fleshed out. But it isn&#039;t within the scope of this document. The straight forward logic of the situation is that the Ashrim were the dominant naval power and the Illistim were developing air power, and Chesylcha was the glue on what would have been a forming alliance between them with a restored House Faendryl. Which would be very contrary to the maritime and court interests of House Nalfein (especially if there was Loenthran support), and been disliked by House Vaalor for military pre-eminence reasons. And who knows about the Ardenai.&lt;br /&gt;
[767] The story of the divination of the assassination by Chesylcha&#039;s sisters comes from &amp;quot;[[History of the Faendryl]]&amp;quot;. The spiraled out of control notion is an embellishment, this document is trying to give more rational motivations and war objectives, because the original story is a Helen of Troy kind of thing. It does not make sense to conquest regain the ancestral homeland, especially by invading the Ashrim Isle which is not even in the same direction, and especially when it is far beyond living memory to have actually lived in those ancestral lands. It has to be more abstract, about restoration of ancestral land claims, and political standing in the council of monarchs and so forth. The fog of war line is about the situation turning chaotic and escalating in a way that was not planned. (i.e. we are not having the Faendryl sending ships at the Ashrim to then do some genocide on land.)&lt;br /&gt;
[768] This is framed originally in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[769] The Faendryl calling the obliteration of the Ashrim Isle &amp;quot;an exile&amp;quot; is totally made up for this document. It ties back into this document earlier saying the Faendryl came to regard their exile to a land without food as attempted genocide. The gist is that the Faendryl attitude is there were Ashrim who were not on the Ashrim Isle, and the Ashrim Isle becoming uninhabitable is just an exile, and if House Ashrim no longer exists as a culture and royal line and political entity that speaks only to the failure of the Ashrim people. Likewise, the other Houses did not intervene in the war for the Ashrim, and did not cede their coastal lands to any Ashrim survivors. &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; talks about sea elves who will not acknowledge the Elves of this continent, which Scribes intended as a backdoor hook for Ashrim survivor descendants (though he was not Elf guru), and it might be that whatever Ashrim survivors there were had big grievances with other Houses after that war rather than just the Faendryl. In spite of the maudlin memorial stuff the Elven Houses do today about the Ashrim.&lt;br /&gt;
[770] This is inspired by the non-canon Faendryl [[Siege of Ta&#039;Ashrim|captain&#039;s journal]] of the Ashrim War that Mnar had in the [https://web.archive.org/web/20010723220557/http://gemstone.play.net/etimes/et6/ancient.htm Elanthian Times] back in 2000 in [https://web.archive.org/web/20020205003433/http://gemstone.play.net/etimes/et7/ancient.htm multiple parts] into [https://web.archive.org/web/20030212062741/http://gemstone.play.net/etimes/et8/ancient.htm 2002]. The general notion here is the Faendryl put together a naval fleet to meet the Ashrim on their own culture-tradition terms as a matter of honor, rather than a serious expectation of having a full scale naval war with the Sea Elves, as a matter of compelling a trial of traitors in the Ashrim royalty to get justice for Chesylcha and her wedding party. But then the Ashrim are guarding their royals, and ship violence happens, and things start spiraling out of control. Then in that fog of war context with horrendous Faendryl losses, you get a few ships making it to Ta&#039;Ashrim. Like in the non-canon journal, they&#039;re trying to arrest some royals, and end up in a position of blowing everything up.&lt;br /&gt;
[771] Though the Faendryl in some sense won the battle at Ta&#039;Ashrim, they very much lost the war in terms of achieving the war&#039;s political objectives. It catastrophically damaged their political standing with the other Houses for thousands of years. But they also suffered their own horrendous losses, and they completely doubled down on everything after the Ashrim War. The &amp;quot;[[History of the Faendryl]]&amp;quot; document might be interpreted as omitting most of the exile period where New Ta&#039;Faendryl was an underground city, and it could be treated as state policy to refer to this as some &amp;quot;period of appeasement&amp;quot; that state sanctioned history ignores. New Ta&#039;Faendryl is a surface city that is only a few thousand years old, but it should most likely be treated as the surface facade of something that runs much deeper into the ground, that is a lot older.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism.[772] The Patriarch formally dismissed the penance of House Faendryl in guarding the ruins of Maelshyve for the Elven Empire.[773] It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve.[774] The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor.[775] There was then a full embrace of the dark arts, which were regarded as morally neutral.[776] The Palestra academies were founded to support a vast expansion of demon summoning.[777] The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.[778]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[772] The aftermath of the Ashrim War being the moment the Faendryl was declared to be &amp;quot;dark elves&amp;quot; is defined both in &amp;quot;[[History of Elanthia]]&amp;quot; and in &amp;quot;[[History of the Faendryl]]&amp;quot;, which cross-referenced with the chronology of other documents such as &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, means the Faendryl were *not* known as &amp;quot;dark elves&amp;quot; for 15,000 years of residing in Rhoska-Tor. It is given as a cultural condemnation with a racialized aspect. So we should treat Dark Elves as a race as being a relatively modern thing, and have the meaning of &amp;quot;dark elves&amp;quot; be different in earlier time periods.&lt;br /&gt;
[773] This is an embellishment to bring the premises of the exile in this document up into alignment with the more contemporary attitudes illustrated in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Though the Armata still guards the ruins for its own internal security, but allows demons to wander toward the Demonwall.&lt;br /&gt;
[774] This is the state sanctioned revisionist history being framed, where what we might call the &amp;quot;period of appeasement&amp;quot; is treated as a wrong direction.&lt;br /&gt;
[775] This is explicitly stated in &amp;quot;[[History of the Faendryl]]&amp;quot;. It is partly based on &amp;quot;Path to Palestra&amp;quot; saying the Palestra academies were founded after the Ashrim War, and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; being clear that New Ta&#039;Faendryl is only a few thousand years old, and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; distinguishing New Ta&#039;Faendryl from Rhoska-Tor. The city is described in a highly centrally planed way in that document, and so this is introducing a premise that the society structure was centrally planned in this way in the aftermath of the Ashrim War. Earlier time points would plausibly have some different governing structures. This surface city should probably be treated as the surface facade for connecting down into the older underground city.&lt;br /&gt;
[776] This is leveraging off the founding of the Palestra academies implying a big expansion and embrace in demonic summoning in the population, and doubling down in general on the magic that the Faendryl are being condemned for by everyone else.&lt;br /&gt;
[777] Same point as 776. &amp;quot;[[Path to Palestra]]&amp;quot; says: &#039;&#039;&amp;quot;With the rule of Patriarch Rythwier Sukari Faendryl, we see the building of New Ta&#039;Faendryl. It was during this time that the three major academies of Palestra training were founded.&amp;quot;&#039;&#039; The four lesser academies were founded under the current Patriarch, Korvath Dardanus, to make supply for Palestra meet up with demand. All of this suggests an escalation over past levels of Palestra and summoning.&lt;br /&gt;
[778.1] This is cross-referencing &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot; with the &amp;quot;[[Dark Elven languages]]&amp;quot; document about the Faendryl dialect. The [[forehead gem]]s loresong has consistency issues with documentation. It depicts Patriarch Rythwier in a palace prior to the Ashrim War, but other documentation would imply such a building should have only been after the Ashrim War. It depicts the Faendryl crest, but does not specify which one. It would have to be the ancient crest, because the Layman&#039;s Guide says the Faendryl did not recognize the disgraced crest, and they &#039;&#039;&amp;quot;chose a new crest&amp;quot;&#039;&#039; only when they &#039;&#039;&amp;quot;left Rhoska-Tor to found New Ta&#039;Faendryl.&amp;quot;&#039;&#039; The loresong also depicts the tapestries as &amp;quot;crimson&amp;quot; when they should be &amp;quot;scarlet.&amp;quot; It is a reasonable embellishment to time the court language law to the aftermath of the Ashrim War when the new crest was chosen.&lt;br /&gt;
[778.2] &amp;quot;[[History of the Faendryl]]&amp;quot; says: &#039;&#039;&amp;quot;As time passed, the Faendryl began to turn their eyes northward, towards their ancestral home. They were disgusted with life below ground, and wanted their shining city.&amp;quot;&#039;&#039; and then after the war &#039;&#039;&amp;quot;They turned their backs on the elves and the city they had built and moved north of Rhoska-Tor, although not far, to build their new city.&amp;quot;&#039;&#039; &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; says: &#039;&#039;&amp;quot;She is a new city, New Ta&#039;Faendryl. An eternal city, established only a few thousand years ago.&amp;quot;&#039;&#039; At the same time there should be surface settlements in the surroundings by the time of the Ashrim War, and reasonably there should already have been a sea port. So it is possible this [[Forehead gem|loresong]] &amp;quot;palace&amp;quot; / &amp;quot;castle&amp;quot; is underground, or it is possible it is somewhere else that is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.B The Diaspora&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot; [779]&lt;br /&gt;
&lt;br /&gt;
- Children&#039;s rhyme unconsciously chanted in fugue states, in the&amp;lt;br&amp;gt;&lt;br /&gt;
year 5100, due to Banaltra harvesters for the Feithidmor. Last&amp;lt;br&amp;gt;&lt;br /&gt;
hatching survived by sylvans of Yuriqen in the Age of Chaos.[780]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[779] This is an excerpt of the fugue state chanting from the feithidmor/banaltra storyline. It is an exact quote.&lt;br /&gt;
[780.1] There was a sylvan NPC named [[Wicked Times (storyline)|Draman]] who spoke of Yuriqen in this context. The timing was vague, but the premise was the feithidmor are akin to cicadas, except on the scale of thousands of years. The original intent of Yuriqen was to be founded about 8,000 years ago in the later Age of Chaos and then get cut off from the world around 2,400-ish years ago (per Banthis), though the date might not be defined anywhere in documentation. This usage of &amp;quot;Age of Chaos&amp;quot; is going with the 15,000 year definition of Age of Chaos rather than the 10,000 year one. It is an embellishment to put it in the first half of accessible Yuriqen rather than the second half. It vibes more thematic for Age of Chaos.&lt;br /&gt;
[780.2] More precisely, [[Wicked Times (storyline)|Draman]] was an aged Sylvan member of the Council of Elders in the [[Order of Lorekeepers]] in Ta&#039;Illistim, and his sylvan ancestors had left &#039;&#039;&amp;quot;shortly before the closing of Yuriqen.&amp;quot;&#039;&#039; The log of this NPC lecturing is therefore firmly establishing Yuriqen was closed off thousands of years ago. The premise was that they had survived the previous feithidmor event, and wanted to warn the world. The wording could be taken to imply the feithidmor event was not long before Yuriqen was closed. It is important to note that this was before the [[AGE (verb)]] mechanic and before the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. Here we&#039;re bending a little bit on the timing, calling it Age of Chaos (in the up to 5,000 years ago definition of Age of Chaos), because of the word &amp;quot;ancestors&amp;quot; from an old sylvan elf.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War.[781] There were many dark forces who were not inside Maelshyve at the time of its destruction.[782] With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors.[783] This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor.[784] There was a diaspora of necromancers and practitioners of the black arts out of the southern wastelands.[785] In this way witchcraft had returned to the West, where it originated, but it was now a much darker and more dangerous form of magic.[786]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[781.1] The first part is directly based on &amp;quot;[[History of Elanthia]]&amp;quot; describing mountain race hordes: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039;&lt;br /&gt;
[781.2] The malevolent forces in the South surviving the war is an extrapolation from what would be reasonable, since it does not sound realistic that all of Despana&#039;s forces were at Maelshyve at the moment the Elves do a lightning strike on Maelshyve. And it is leaning on the embellished premises about the sorts of factions found in that region made in this document.&lt;br /&gt;
[782] This should be true just by virtue of having been in other places pursuing the war, since the war was happening all over the continent.&lt;br /&gt;
[783] Part of this point is that with the logic of the Western outlying provinces being impractical to defend, and rapid gains by Despana in the outlying provinces where &amp;quot;[[History of Elanthia]]&amp;quot; said there was little resistance, that would suggest these purported dark factions were already up in the West. And this familiarity with moving up that way can help contextualize the minotaurs migrating up to Wehntoph after the Battle of Maelshyve, which is already canon in &amp;quot;[[History of the Minotaurs]]&amp;quot;. (They had their labyrinth area wrecked by some unknown war at some point in the Age of Chaos as well.) &lt;br /&gt;
[784.1] The loss of control by the Elves of the West in the Age of Chaos, and the Faendryl needing time to base themselves, and then the Faendryl presumably pushing out some of these dark forces with the expansion of Faendryl territory, you have clear pressures for population migration of these &amp;quot;black arts&amp;quot; practitioners northward into the West.&lt;br /&gt;
[784.2] The Faendryl have their own &amp;quot;diaspora&amp;quot; in existing documentation, a term that was introduced by Silvean. In canon documentation the word is used in &amp;quot;[[A Ceremony for the Marriage of Faendryl in the Diaspora]]&amp;quot; by Silvean and Lylia through the Wordsmiths program. This paragraph is just generalizing the whole thing.&lt;br /&gt;
[785] This is an extrapolation on the previous premises. These can include whatever races lived down in that southern region, but those of elven descent should largely be Dark Elves. This diaspora could arguably include [[Morvule]], the Luukosian high priest, who was old enough to witness the Great Fire of Sharath (something he told to a player character) and after the Undead War united Luukosian cults into the Luukosian Order, which would have mostly been in the West in the Age of Chaos.&lt;br /&gt;
[786] This document is using very broad generalities of large scale movement tendencies, rather than narrow specificity. There is no reason ordinary witchcraft practitioners could not have been in the wild woods of the West, or what have you, after all that time without having gone into the southern wastelands. It would still be a form of &amp;quot;black magic&amp;quot;, but not what we mean by the &amp;quot;black arts&amp;quot; most likely. It&#039;s the witches influenced by those southern wasteland traditions that give rise to the Raznel kind of stuff, rather than the wind witches kind of stuff or possibly even the [[Elanthian Journal/Edition 28|Sisters of Blight]] kind of stuff. (This is not what happened with Raznel in the literal sense, she grew up as a noble in Chastonia. But she was taught Southron Wastes demonic blood magic by Xorus, canonically in storylines, who is supposed to be an Ur-Daemon cultist who studies the black arts.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power.[787] This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic.[788] The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering.[789] It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.[790]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[787] There is no reason you could not have (dark) elves of distant ancestry to that Rhoska-Tor region who are not themselves malign in any way. And you could have expatriates of the Faendryl or Dhe&#039;nar for all sorts of reasons. But people wanting to be free of the rule of law, especially law on magic, is the Second Age driving force for migrating into the southern wastelands. So the Faendryl and Dhe&#039;nar building up regional strength during the Age of Chaos is sensibly going to drive similar sorts to go north into West (or possibly just the more lawless regions of the Southron Wastes) because in the Age of Chaos that was the widespread chaos / anarchy / lawless haven for dark forces. So here we go with that, partly to set up traditions to exist behind hooks in the Turamzzyrian History documentation.&lt;br /&gt;
[788] The Palestra being a prideful thing for summoners to have and collect is a little bit of good government propaganda, like teaching children the virtues of paying all your taxes and so forth. Because the natural inclination for a lot of Faendryl sorcerers is going to be not wanting to be regulated or restricted in what they do. Up into the anarchic west is an obvious place for a diaspora of power abuses to wander. This also helps set up some of the animosity in the West to Dark Elves for reasons that are less abstract or foreign to humans than Maelshyve and the Ashrim.&lt;br /&gt;
[789] This is an IC author statement, just characterizing what is established about it in a different way.&lt;br /&gt;
[790] The violence of the period is framed by &amp;quot;[[History of Elanthia]]&amp;quot;. The timeline of human fortifications being built comes from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. It is generally undefined what the governing structures and natures of the outlying provinces were, and how fast they fell apart after breaking off into independence, and what sorts of power structures existed in the interregnum. Volume 2 talks about trials by ordeal in the West, for example, as lay authority in the name of the gods, precisely due to the lack of central authority and hierarchy. Witch hunt panics and so forth. Humans obviously needed to live and survive for thousands of years in the Age of Chaos, so it can be bad but only so bad.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years.[791] Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel.[792] The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep.[793] The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts.[794] The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.[795]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[791] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[792] This is cross-referencing with the Disciples of the Shadows section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[793] This is cross-referencing &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; with the Nanrithowan wards defined in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and the Wyrdeep symptoms described in the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[794] This is pulling on the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[795] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is coincidentally around the same time humans &#039;&#039;&amp;quot;begin to form small organized settlements on the western side of the Dragonspine, building fortresses to protect themselves&amp;quot;&#039;&#039; according to &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever.[796] Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent.[797] This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic.[798] It was why Yuriqen was sealed off almost 2,400 years ago.[799]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[796] This seems fair from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, but there is no telling how much omission of bad events there could be.&lt;br /&gt;
[797] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; calls him Faendryl, but here we are leaving it more ambiguous, because Myrdanian was doing a kind of behavior that could be better suited to the malevolent wasteland types. &lt;br /&gt;
[798] This is all straight from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[799] This date is a made up assertion. However, Banthis has given roughly this amount time as the original intent. His own mid-2400s year old character was supposed to be young when the Yuriqen barrier went up. Using this number creates an opportunity to relate Myrdanian&#039;s presence there to the formation of the Kannalan Empire, notwithstanding the gnomes documentation (and things like the Timeline document pulling off the gnomes history) using some placenames in time periods that should most likely be anachronistic. (e.g. Tamzyrr in Selanthia, three thousand years before Selantha Anodheles)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders.[800] With the coronation of the Emperor of Veng in 2,745 there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known as Hendor.[801] While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West.[802] Looser forms of this alliance had existed for a few thousand years.[803] It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north.[804] It is perhaps for this reason that the Sylvans had troubles with Myrdanian.[805] The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.[806]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[800] This is a reasonable dynamic of what would happen if you push out chaos agents, only to concentrate them outside the borders in more confined spaces. Partly plays off &amp;quot;[[History of Elanthia]]&amp;quot; having it difficult to say when the Age of Chaos ended.&lt;br /&gt;
[801.1] These are made up facts that are meant to reconcile things that do not make sense. The year 2,745 Modern Era is based on &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; having 4,045 Modern Era being the year 1,300 Kannalan (which is likely vestigial from I.C.E. setting timeline messaging on the Path of Enlightenment but got retconned later.) The &amp;quot;Emperor of Veng&amp;quot; is a defined office in the &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. It is unclear if the location of Veng has ever been defined for players. Judging by the distribution of the other known Kannalan settlements to the south, west, and north, and Veng falling to humanoids invading out of the mountains, it should most likely have been somewhere in what is now called Hendor.&lt;br /&gt;
[801.2] The term &amp;quot;formal Kannalan Empire&amp;quot; is meant as a retcon to handwave away the [[Lines of Blood: A History of the Gnomes|Gnome history]] and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (referring to the gnome history) using the term &amp;quot;Kannalan Empire&amp;quot; for times over a few thousand years before year 0 of the Kannalan calendar. There can be earlier stuff that isn&#039;t really the Kannalan Empire but has constituent stuff. The gnome document does much the same with Tamzyrr and Selanthia.&lt;br /&gt;
[802] Feudalism in the Turamzzyrian Empire came from feudalism in Hendor. The definition of a loose alliance of humans, halflings, and giantmen comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[803] This is again the retcon mentioned in footnote 801.2&lt;br /&gt;
[804] This is creating a hook for why there were &amp;quot;dark sorcerous forces&amp;quot; up near what is now Vornavis, harassing refugees of the fallen Kannalan city of Ziristal, in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in the early 4000s Modern Era.&lt;br /&gt;
[805] This is a cross-reference and extrapolation. But if we accept the 2,400 year ago timing for the rise and forming of the Kannalan Empire, reaching up into what is not far off from the Sylvan forest, the Myrdanian types would naturally be tending toward being further north. So this is plausible geographical context for why Myrdanian would have been there bothering the Sylvans at just that point in history.&lt;br /&gt;
[806] This is cross-referencing various things. The undeath of the Wolves Den goes back to the Second Age, who were rebels in the Darkstone Bay region, being put down by the Vaalor. There are scattered threads like the darkness of the Kingdom of Anwyn and whoever destroyed the palace in &amp;quot;[[History of the Minotaurs]]&amp;quot;. Melgorehn&#039;s Reach if it were translated into De-ICE&#039;d timeline would have been something in the vicinity of 8,000 years ago. The Graveyard and Broken Land stories would be 6,300 years ago. The Shadow Valley story probably dated back to a bit earlier than the Graveyard story. Though none of these have canon dates at this time in the Elanthia world setting. The obelisk thing that turned Barnom Slim into a lich, Althedeus related, was seemingly very ancient and had a bunch of dead bodies leading up to it. There&#039;s the dark sorcerous forces of the Cairnfang in the early 4000s, and then modernly there&#039;s Foggy Valley with types like Bonespear and Vespertinae. All the various haunted castles in the northwest. The loresong on the [[forehead gem]] for Return to Black Swan Castle depicts sorcerers sieging the castle and turning it black, which a [[Return to Black Swan Castle/saved posts|saved post]] describes as only a century ago (though this is a retcon as that castle dates back to the ICE Age and weirdly suggests it&#039;s from the same time period as Wehnimer&#039;s Landing). Whatever happened with Bir Mahallah and the Sea of Fire more generally. Modernly the Arcane Eyes summoners were out of Mestanir, Raznel was in Talador. The list could go on.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kannalan Empire abruptly collapsed in the year 3,961.[807] It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains.[808] Historians have since speculated this was caused by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen.[809] There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands.[810] Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.[811]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[807] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[808] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and elaborated in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;, and also described some in &amp;quot;[[History of Reim]]&amp;quot;.&lt;br /&gt;
[809] This is an embellishment, that this is an exist premise from historians. This is cross-referencing several things. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; dates the Sunfist Pact to 16 years before the Kannalan Empire collapsed. (&amp;quot;[[History of Elanthia]]&amp;quot; puts it earlier with a vague 2,000 years ago, but the Timeline gives an exact number.) &amp;quot;[[History of Reim]]&amp;quot; talks about the Kingdom of Dunemire in what is now Bourth having been a Highmen kingdom. This is cross-referenced with the tribes named for the Sunfist pact in &amp;quot;[[Giantkin History]]&amp;quot;, which included the Highmen. &lt;br /&gt;
[810] This is a very plausible historical argument, given the two dates and Highmen overlap in both aspects of it. Even if it were a coincidence, historians (especially those who do not live in the mountains) could easily be convinced of it. This usage of &amp;quot;humanoids&amp;quot; is throughout the human documentation, such as &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[811] This is referring the Cairnfang region sorcerous forces in the Wildwood settlement incident, and more modernly with Foggy Valley. The southern part with the &amp;quot;black elven wizardry&amp;quot; is referring to the fall of Gor&#039;nustre and the Kannalan Alliance cities in the late 4200s. Which is pushing closer to the southern wastelands. These both come from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The geographical distribution of such references to the near edges of civilization is reasonably solid in existing premises.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.C Death Religions&lt;br /&gt;
&lt;br /&gt;
It was in the late Age of Chaos that Lorminstra began softening her treatment of departed souls.[812] The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood.[813] It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death.[814] In antiquity it was very rare for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living.[815] Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul.[816] Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead.[817] Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.[818]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[812] This is totally made up. There&#039;s a basic undefined issue with the death lore, where adventurers are somehow special with their treatment by Lorminstra, and we do not have explicit scaling on how common that is and how long it has been happening for. The death mechanics also change over time, which means the IC death rules are shifting with time. If it&#039;s more than just a small adventuring population, it disrupts the cohesion of the NPC world setting. So here we&#039;re postulating that one of these shifts happened in the late of Age of Chaos, when the West was emerging with the building of fortified human settlements, where the loophole formed with Lorminstra willing or able to return departed souls under some special conditions. And then this is used as a factor in pushing back the chaos, or as framed here, pushing back on the Life/Death imbalance caused by the malign influence of the Luukosians and so forth, which follows off the black arts diaspora framed in the prior section.&lt;br /&gt;
[813] This is a fair statement of what it is like when we try to interact with the Arkati or get explanations from them. When Death&#039;s sting was introduced with the shadow dragon, there was some vague language about the changing cycle of death.&lt;br /&gt;
[814] This is following off the logic in footnote 812 and a reasonable surmise for an IC worldsetting view by a mortal NPC who cannot directly know what the gods are doing on their end.&lt;br /&gt;
[815] This is an important embellishment. When GemStone implemented the Rolemaster mechanics in 1989 / early 1990, it tweaked the relation between resurrection spells and death. Rolemaster is like Dungeons &amp;amp; Dragons in having roughly 10 rounds of &amp;quot;dying&amp;quot; state where players can be revived with magical healing, and in the case of Rolemaster it is from hit point loss or from critical injury. This requires no &amp;quot;lifegiving&amp;quot;/rezz spell! The resurrection magic is for *after* soul departure, which is the state of actual *death* as opposed to dying. In the I.C.E./Shadow World setting the goddess we call Lorminstra is the only one with the power to let clerics call souls back into bodies like that. In the GemStone implementation this would leave corpses lying around and is a problem for the M.U.D. type setting, so it was replaced with rapid decay and reincarnation on soul departure. And then lifegiving/rezz spells applied to the &amp;quot;dying&amp;quot; phase, and players had no actual dead bodies to target with rezz spells. Move time forward and it&#039;s still not possible for player Clerics to resurrect unkept bodies that have been dead for more than a handful of minutes. But there are rare hooks like the old [[Purgatory]] messaging of what looks like the temple old man / Lord High Cleric pulling the soul out of Purgatory, and very rare story incidents of souls getting pulled out from beyond the Ebon Gate. So we are calling this &amp;quot;true resurrection&amp;quot; and it&#039;s much more rare than what ordinary Clerics do.&lt;br /&gt;
[816] This was explicitly true in the I.C.E. lore, which was the context when the death mechanics (the temple and deeds and all that) were created. The explicit language on this point did not carry through into later documentation, by GM Varevice said in a forum post in 2000 (for example) that only Lorminstra has the power to bring souls back to the living like that, whereas any ordinary god can power the kind of resurrection that player characters are doing. Cursing the soul refers to how undeath works in GemStone in light of the Order of Voln messaging, and ascension is referring to the ascension legends usually involving the lesser god having been dead in some way before being raised higher. The theory of how ascension works is talked about in Volume 2. It is not really addressed in Volume 1, but the IC author distinguishes &amp;quot;transcendence&amp;quot; into becoming Arkati servants with retained identity (like the disir in GemStone and [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 spirit helpers] to the Immortals in DragonRealms) from ascension to godhood, maintaining that to the extent &amp;quot;ascension&amp;quot; is possible it likely requires flattening out the personality and identity into limited thematics and essentially would be a form of death where there is some greater spirit imbued power.&lt;br /&gt;
[817] This is the original context of the death lore, and if the true resurrection concept is valid in Elanthia still, this is consistent with the game mechanics. The [[Naidem]] reincarnation [[Purgatory#Naidem|messaging]] is vague, but that voice talking to you presumably isn&#039;t the silent Gosaena, so I will assume that is also just Lorminstra.&lt;br /&gt;
[818.1] This refers to for example the old man variant messaging on the old [[Purgatory]] death mechanics, and how there used to be different levels of power of resurrection spells. I&#039;m told one time a player with special Gosaena &amp;quot;[[DecayWings|avatar]]&amp;quot; wings (from an auction) in a storyline pulled someone out from beyond the Gate, but we&#039;re talking about resurrection spells and this line seems solid. It keeps the NPC world setting coherent for this to be a rare power, and for it to rarely be granted by Lorminstra. Adventurers are freak abnormality special cases, which is actually [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicitly stated] in DragonRealms with its highly similar form of the [https://elanthipedia.play.net/Death death mechanics]. &lt;br /&gt;
[818.2] DragonRealms tweaks this slightly by having the soul being called back from the spirit plane (the &amp;quot;Starry Road&amp;quot;) by the Cleric, provided there is at least one &amp;quot;favor&amp;quot; (deed) linking it to the body, but there is still the auto-depart timer and it is effectively the same situation. By &amp;quot;true resurrection&amp;quot; we are referring to a resurrection at a later time point, which does not apply to adventurers whose bodies disintegrate (unless presumably it is their final death.) GemStone more tightly ties the soul being brought back to Lorminstra intervening herself, which prior to permadeath being removed involved her identifying departed souls in Purgatory with deeds to whom she owed favors. Deeds no longer serve this function as of 5104 Modern Era, and the reason why adventurers without deeds are brought back is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit.[819] High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals.[820] This was a rare power and Lorminstra most often refused.[821] It was only for those who had died prematurely or in insignificant ways. Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself.[822] The very rarest form of resurrection was if Lorminstra took the departed soul and reincarnated its body. [823]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[819] When the De-I.C.E.&#039;d lore for Gosaena was introduced in &amp;quot;[[Gods of Elanthia]]&amp;quot; in 1999, it introduced the following line: &#039;&#039;&amp;quot;Unlike Lorminstra, when a spirit comes to Gosaena, it will not be returning to the mortal realm.&amp;quot;&#039;&#039; The problem is this is not true, or at the very least, requires some extra nuance of beyond the Ebon Gate to be consistent. One aspect of this is that Lorminstra lets spirits out from the Ebon Gate to visit near the Eve of the Reunion, it&#039;s been happening at Ebon&#039;s Gate festivals for decades and is talked about in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The &amp;quot;[[Giantkin History]]&amp;quot; with the Grot&#039;Karesh Hammer clan talks about an event where spirits of the dead return to visit the living called [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]]. So this sentence saying &amp;quot;on special occasions as a spirit&amp;quot; is more accurate that a simple plain reading of the Gosaena documentation. Another aspect of this is the Purgatory death mechanics messaging having implicitly been the other side of the Gates of Oblivion, before the term &amp;quot;Gates of Oblivion&amp;quot; was replaced with &amp;quot;Ebon Gate&amp;quot;. Lorminstra has the framed power of going through the other side of the Gate and pulling out souls for resurrection or reincarnation. So Gosaena needs to be restricted to a special phase of being beyond the Gate. The Purgatory soul departure messaging pre-dates the Gosaena lore, so there was never any mention of her in it.&lt;br /&gt;
[820] This is reviving the original I.C.E. context on what lifegiving / resurrection spells mean and do, and it is arguably represented in the old man variant of the old [[Purgatory]] messaging. Where different messages happened based on conditions.&lt;br /&gt;
[821] This restricts its scope so that the lack of use we&#039;ve seen with it in game makes sense, and revives the original context of Lorminstra refusing these requests unless certain conditions were met.&lt;br /&gt;
[822] This was explicitly stated in her lore at the time the death mechanics were designed. This line is just reviving the premise explicitly. Aspects of this were encoded in the old man variant of the [[Purgatory]] messaging, which talks about &amp;quot;special children&amp;quot; who have things left undone. The insignificant deaths aspect means, among other things, that Lorminstra is not going to agree to return an assassinated high noble or monarch to life.&lt;br /&gt;
[823] It should obviously be the case that Lorminstra reincarnating souls would be more rare on a whole population level than true resurrection requests being granted. The relative handful of minutes it takes for the soul departs reasonably means the ordinary player character raising spell on the dying would not be useful in most practical situations, because the intervention needs to happen in such a brief window of time. It should be the case that the longer a body is truly dead, the less likely the resurrection will be granted and the more damage to the body / recovery will be needed. This document is taking the [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicit] step DragonRealms does and has adventurers being a weird special exemption case involving heroics. While it is the rarest in a whole population demographic sense, for adventurers it is the [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 most common] outcome of death.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) Deeds&lt;br /&gt;
&lt;br /&gt;
Seven thousand years ago, or so, a loophole had formed in her rules.[824] There was a tiny minority of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces.[825] These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot;[826] They were much more rapidly healed with magical herbs than most people, for whom such remedies usually only increase the rate of healing.[827] Traumatic injuries from violence in particular might quickly vanish.[828] Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it.[829] Lorminstra allowed such heroes to fulfill their unfinished purposes.[830] There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures.[831] For this &amp;quot;deed&amp;quot; they would be owed a favor from Death.[832]&lt;br /&gt;
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[824] The seven thousand years number is totally made up, meant to be consistent with the prior framing of the late Age of Chaos. This is meant to be some time into the process of Western fortification settlements by humans. It is meant to imply that this practice just wasn&#039;t even a thing in earlier millennia. The timing is also chosen to make it just a bit earlier than the Graveyard and Broken Land stories, which we&#039;re using the same number of years ago as they were in their original timeline.&lt;br /&gt;
[825] This is directly based on the death mechanics messaging that has existed in game. The &amp;quot;special children&amp;quot; who make a difference was in the old man variant of the [[Purgatory]] messaging, which was when characters without deeds below level 2 were reincarnated. The phrase &amp;quot;heroic fighters against chaotic forces&amp;quot; is very slightly an embellishment, but based on the Hall of Sacrifice encoded into the Landing temple, and the making-a-difference premise in the old man variant, and the original death lore context of missions in the world not being complete yet. Which is a Fate like concept.&lt;br /&gt;
[826] This is a direct quote from the old man variant of the [[Purgatory]] messaging, which player characters have seen and experienced themselves in the past.&lt;br /&gt;
[827] This is an embellishment, taking the opportunity to restrict the scope of something that doesn&#039;t make sense for the NPC setting. Much as with the computer game adaptation of the death mechanics so that deaths happen much more routinely and less permanently in a M.U.D. context with its vastly higher encounter rate than a tabletop setting, the herbs and healing system was vastly accelerated for GemStone&#039;s implementation. Rolemaster herbs generally increased healing rates, or would have serious side effects and addiction risks. The world setting does not make much sense if it&#039;s common as dirt for people to just be able to heal everything, undisease everything, having empaths and so on all over the place. So this embellishment is creating an explicit premise of basically: yes, this rapid healing happens on these abnormal adventurers, but it&#039;s directly related to their weird relationship with the Life-Death balance, and the vast majority of people (NPCs) heal much slower.&lt;br /&gt;
[828] This is another scope restriction. Our healing spells and herbs focus on undoing traumatic injuries from adventuring heroics kind of stuff. They are not focused on chronic illnesses, cancer, and so forth.&lt;br /&gt;
[829] This is reviving what used to be explicitly stated in the death lore, and creating a hook for why these people are brought back from soul departure now, even when they have no deeds (because deeds no longer serve this function in the Death cycle.) Likewise, this was so with the old man variant, but now it&#039;s true regardless of level. This is creating a hook for why people are brought back, and likewise that mortals do not know why it is them and not others, and they do not know how long this flexibility with death will last. Each time might be the last time for all anyone knows.&lt;br /&gt;
[830] This is again reviving what used to be explicitly stated, and historicizes it to this late Age of Chaos time period.&lt;br /&gt;
[831] This is quoting and directly based on the Landing temple deed rituals. [[Research:The Graveyard]] and [[Research:The Broken Lands]] construct a theory about the original context of the death mechanics, because deeds do not come from the I.C.E. mechanics or lore setting. It theorizes that the deed ceremony is intentionally based on medieval homage ceremonies, where the death goddess acts as a liege lord and the soul is the fief being granted to the vassal who is sacrificing to her. This line is further based on the Hall of Sacrifice and the original Shadow World context of her not allowing the return of meaningful / significant deaths. So what GemStone appears to have done is allowed heroic acts by adventurers to result in treasure, and sacrificing this treasure is substituting in heroic acts / meaningful deaths, so a credit of meaningful deaths is used instead. And that this is the essence of what &amp;quot;deeds&amp;quot; really are, and setting up a premise of just donating money isn&#039;t enough.&lt;br /&gt;
[832] This is meant to explicitly ground the meaning of the word &amp;quot;deeds&amp;quot;, which at present have no definition in lore, other than the Lorminstra temple messaging.&lt;br /&gt;
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&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna.[833] But these were deeds of Death.[834] Their sacrifices would substitute other heroic acts for the significant deaths that would leave Lorminstra unable or unwilling to resurrect.[835] The greater the heroic feats to be spared, the greater the sacrifices to be worthy.[836] There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds.[837] Without accruing deeds, the soul was doomed.[838]&lt;br /&gt;
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[833] This is what happened and was done in the [[Vishmiir]] event around 2002. This document is using this to explain death mechanics good deeds, per the Hall of Sacrifice, as instead deeds of Death. (The temple figures refer to Death with a capital D.) This allows us to explain why deeds presently serve an unrelated function as of 2004 with [[Death&#039;s Sting]] introduced. This tacitly interfaces with the liquid in [[chrism]]s and their Death&#039;s sting prevention.&lt;br /&gt;
[834] This is made up but reconciles the difference in what deeds did before 2004 with what they do afterwards.&lt;br /&gt;
[835] This is explicitly stating the prior premises, and is directly based on the death mechanics messaging, from the temple deeds messaging to the warnings in the [[Purgatory]] messaging about the limits of power to intercede.&lt;br /&gt;
[836] This is contextualizing why deeds are more expensive for higher level characters.&lt;br /&gt;
[837] This is putting down any seriousness to the old jokes about Lorminstra rolling in gems and cash for the money. The messaging requires it to be sacrifices of treasure, so it isn&#039;t good enough for rich people to just donate some money.&lt;br /&gt;
[838] This is what deeds used to do. Deeds &#039;&#039;&#039;have not&#039;&#039;&#039; done this for 20 years now, and this is explicitly recognizing it.&lt;br /&gt;
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Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end.[839] If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls.[840] Their bodies would disintegrate upon the departure of their spirit.[841] There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans.[842] For those chosen by the Lady of Winter there is no question.[843] Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.[844]&lt;br /&gt;
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[839] This is just taking the medieval feudal meaning in the language used in the deeds ceremony and the [[Purgatory]] messaging literally. It is explaining the why Lorminstra and why only Lorminstra of it all.&lt;br /&gt;
[840] This is explaining why people (adventurers) with this homage relationship with Lorminstra, if they had accrued deeds of substitute deaths, were given special exemption and brought back from true death under some conditions.&lt;br /&gt;
[841] This is explicitly acknowledging the weirdness of player character instant decay and reincarnation, when the NPC background all leave corpses. Though it doesn&#039;t get around / explain all the monsters decaying, which is mechanically necessary for the game in practice.&lt;br /&gt;
[842] This refers to the &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; document. Koargard is discussed in &amp;quot;[[Worship in the Turamzzyrian Empire]]&amp;quot; and various Church of Koar contexts. It has its own doctrine of what the afterlife is, but the death mechanics adventurers experience is empirical.&lt;br /&gt;
[843] &amp;quot;Lady of Winter&amp;quot; is an epithet that is used in &amp;quot;[[History of the Order of Voln]]&amp;quot;. This line is about framing that adventurers have empirical experience with the other side of the Gate, with the depart / [[Purgatory]] messaging, which in every instance illustrated an oblivion stated of near unconsciousness.&lt;br /&gt;
[844] This is directly based on the [[Purgatory]] / Abyss of Naidem messaging, and the description of the Pale in the second Griffin Sword War. It is how GemStone interpreted the meaning of &amp;quot;Oblivion&amp;quot;, which at that time was undefined in the I.C.E. setting.&lt;br /&gt;
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In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it.[845] She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls.[846] Reincarnation works around some of the conditions that ordinarily prevent resurrection.[847] In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor.[848] It was only certain kinds of deaths that could be substituted for deaths of like kind.[849] Otherwise the rules of Death held without exemption.[850] It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.[851]&lt;br /&gt;
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[845] This is directly describing the [[Purgatory]] death messaging. It is slightly condensed now in GemStone IV, but this is using the original full version of the wording in the decay/depart messaging, which was live up through 2003.&lt;br /&gt;
[846] This is referring to the [[spirit death]] variant of the [[Purgatory]] messaging. The currently used form of the decay/depart messaging uses this particular version in all cases. Spirit death is soul destruction in Rolemaster, but in GemStone, Lorminstra was able to fix it if people had the deeds. Otherwise this special case of permadeath set off the &amp;quot;lost to the demonic&amp;quot; messaging.&lt;br /&gt;
[847] If a body is poisoned in such a way that it cannot host the soul, that would sensibly prevent ordinary raising as well as &amp;quot;true resurrections&amp;quot;. But with Lorminstra able to repair at least some souls, and reincarnate the body out of spirit, that makes it harder to fully prevent Lorminstra from bringing someone back. It isn&#039;t obvious that [[Luukosian deathwort]] would actually permadeath one of our player characters.&lt;br /&gt;
[848] This is referring to the original stuff where Lorminstra would not agree to do the resurrection. This is framing how you could have get-out-of-death deeds for heroic action stuff, but this is not allowing people to get out of dying out of old age just because they have deeds. Or whatever their &amp;quot;mission&amp;quot; is, Fate role, whatever, that being fulfilled is going to overrule any owed favor exemption. Adventurer &amp;quot;favors&amp;quot; [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 explicitly] do not get them out of final death from their lifespans being up in DragonRealms.&lt;br /&gt;
[849] This is an embellishment. But it is consistent with what is implied by the temple and deed ceremony, and explains it in a way that is very adventurer specific and not something relevant to the general NPC population. It wouldn&#039;t even apply to ordinary soldiers in a military. Related to this, empaths and clerics that focus on healing or raising such fortune hunting adventurers, even if they do not go out and slay themselves, would get transferred conferred deeds under this logic. Clerics at one point actually mechanically got a deed for raising those under level 2 before the departure of their soul, where they would otherwise be saved from permadeath by the &amp;quot;old man&amp;quot; Purgatory messaging variant. This point is mentioned about deeds of Death in Volume 2.&lt;br /&gt;
[850] This is setting up Death deeds as having been a very particular loophole, and that Death deeds are not necessary at the present time, but the people for whom they are applicable are the only ones being exempted in this special loophole way.&lt;br /&gt;
[851] This is largely based on the [[Purgatory]] messaging variants that talk about the limits of power in bringing people back. It described deeds (at that time) as very necessary, except for those barely started yet &amp;quot;special children&amp;quot;, where bringing them back without deeds was difficult. And it helps frame that Lorminstra isn&#039;t necessarily really making free choices in this stuff, the exemptions have to be paid for in some kind of Balance logic in weird cosmic stuff. There is limited insight mortals should have into it.&lt;br /&gt;
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The precise rules of resurrection have fluctuated over the centuries.[852] There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed.[853] Those who return from death are never entirely restored.[854] They lose something of themselves, whether temporarily or permanently.[855] Some of this is damage from the decay of the body.[856] While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead.[857] The extent to which Lorminstra has extended her power in mitigating death has fluctuated.[858] Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are instead the power of Life that goes into softening Death&#039;s sting.[859] The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance.[860] But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery.[861] They are often contrary to her own interests, but have some role to play in the unfolding of Fate. [862]&lt;br /&gt;
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[852] The death mechanics have changed repeatedly in the past few decades, including with IC recognition of changes. This wording is partly leaning on the embellished premise of Death deeds starting 7,000 years ago.&lt;br /&gt;
[853] This is damages to the body and to some extent spirit from dying or being dead. In the ICE Age there was permanent stat penalty damages, then in the late 90s and early 00s there was negative experience point loss, then in 2004 onward our current form of [[Death&#039;s Sting]].&lt;br /&gt;
[854] This is true from Rolemaster up through our present [[Death&#039;s Sting]] mechanics.&lt;br /&gt;
[855] There was permanent stat damage risk from too many deaths per level in the I.C.E. Age. This notion of permanent damage from it would likely refer even moreso to cases of what we&#039;re calling &amp;quot;true resurrection&amp;quot; where the body was dead for a while and the soul brought back to it.&lt;br /&gt;
[856] Oxygen deprivation to the brain, for example, was framed in Rolemaster &amp;quot;Character Law&amp;quot;. Volume 2 gets into this more and talks about how there is also spiritual damage from the animus deteriorating in the &amp;quot;dying&amp;quot; state, which explains Death&#039;s sting for dying characters who get raised.&lt;br /&gt;
[857] They were different spells with different functions in Rolemaster &amp;quot;Spell Law&amp;quot;. Preservation halts body decay. Lifekeep stops the soul from departing. GemStone rolls them up together, partly because it doesn&#039;t keep bodies around after soul departure, but you would want / need preservation magic if a &amp;quot;true resurrection&amp;quot; were to be done, where Lifekeep would be pointless. Chrisms likewise could be interpreted as related to preservation magic but not lifekeep magic.&lt;br /&gt;
[858] This is referring to the shifting around in the death mechanics that have happened. There was no stat loss at all from 1996 through 2003, roughly, but there was experience loss from decays / spirit deaths and so forth. These are empirical IC differences in death recovery. The [[Deed#Modern|shadow dragon]] premise when Death&#039;s sting was introduced talked about Lorminstra extending her power in terms of undoing the physical damages when bringing people back. (She takes wounds but leaves scars.)&lt;br /&gt;
[859] This is an empirical fact that deeds no longer have any role in whether Lorminstra brings people back, since 2004 with the shadow dragon stuff and Death&#039;s sting change, which was framed as some cosmic cycle change. This concept of deeds of Life is based on the &amp;quot;good deeds&amp;quot; as liquid substance in the [[Vishmiir]] event for banishing the Vishmiir, and it is an embellishment to contrast these with the Death deeds, and this power of Life as what is going into ameliorating Death&#039;s sting. Because what deeds presently do is mitigate [[Death&#039;s Sting]], so this is directly addressing why they work that way and what changed.&lt;br /&gt;
[860] The Balance is talked about, for example, in &amp;quot;[[History of the Order of Voln]]&amp;quot;. The concept exists in Rolemaster books, but was not really much in the Shadow World setting, though there was a little such as about the barriers between planes getting weakened by portal magic and so forth. Morvule in the Luukosian Order has their own twisted version of Balance concept in Death, Undeath and Lies. And logs show the Luukosians in [[Ride of the Red Dreamer|rituals]] talking about correcting Fate&#039;s flaws. In any case, the vagueness of the cosmic cycle changes was stated in the Death&#039;s sting release, and the balance of Life and Death was framed earlier in this document when talking about Luukos and his relation to the undead.&lt;br /&gt;
[861] It is an empirical fact that deeds no longer serve the role they did before the in game year 5104. There is no explanation for why the &amp;quot;special children&amp;quot; are special or chosen, and there does not really need to be on the mortal end of things. They just got brought back for reasons they do not know for certain, but they&#039;re generally adventurers, and it&#039;s those kinds of deaths they get out of (at least up until some point.) Arkati generally do not give straight answers about this kind of stuff. There should just be IC theological interpretations of it.&lt;br /&gt;
[862] As mentioned, the Luukosians speak of correcting Fate&#039;s flaws, and there are fate notions such as Koar contemplating the fate of all things (the Rift is implicitly inside the Great Drake and the Rift rooms are mostly Tarot cards and the Vvrael quest was all about prophecy and Book of Revelation kind of stuff), and Gosaena&#039;s prophetic powers of knowing when things will die. This document uses Fate as a cosmic force that is tied up in the Life/Death balance (as an embellished premise based on various factors) and directly related to this concept of unfinished business / purpose / special missions. Volume 3 uses this concept for talking about restless spirit types of undead. Also, this embellishment about it being a Fate and cosmic balances mystery thing that isn&#039;t really about Lorminstra choosing, that gives flex on why she&#039;s bringing back all these people contrary to her own interests.&lt;br /&gt;
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Regardless, the role of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order.[863] It was also in the Age of Chaos that we see the earliest records of a figure resembling Voln.[864] There was a proliferation of undeath in the westerlands.[865] Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies.[866] It was many years before the founding of the k&#039;Tafali sect.[867] The witch hunters of that age had no use for mercy, or for regarding the undead with compassion.[868] Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.[869]&lt;br /&gt;
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[863] This is an embellished premise. Since we&#039;re picking a time for this fortune hunter / adventurer special dispensation to begin in the world timeline, having it happen then as civilization is restarting can have some historical significance for the &amp;quot;adventurer&amp;quot; class of people. Because there&#039;s very little in the way of hooks for them impacting historical events farther back than 30 years ago, or the sort of storyline external threats that often dominate over normal nations/politics forces; maybe the only clear example of it is the lore around the Ice Witch Issyldra. In any case, the general notion would be that the aggregate effect of having these tiny minority of heroic fortune hunters surviving longer than they would have is that it cuts down on the monstrous / dark / chaotic populations. And that would have helped push back and tame the Age of Chaos around population centers, especially if those new centers had money economies to incentivize fortune hunting. This does not have to be the purpose / reason for &amp;quot;Death deeds&amp;quot; in itself. But it could be the practical consequence of them. Especially if the Luukosians and necromantic dark forces were causing the Life-Death imbalance that caused the Fate aberration for it.&lt;br /&gt;
[864] There are context reasons to think Voln was not a known entity until after the Undead War. The &amp;quot;[[History of Luukos]]&amp;quot; puts the ascension of Voln at a later time than the Undead War, and says: &#039;&#039;&amp;quot;On the other side, Lorminstra worked with others who believed in the purity of life to put a stop to the flood of corruption that undeath brought. This would eventually lead to the ascendance of the immortal spirit Voln, and the establishment of his Order.&amp;quot;&#039;&#039; It is also a framed in storyline events (e.g. [[Ride of the Red Dreamer]]) that [[Morvule]] was the one who united the Luukosian cults into the Luukosian Order, and the &amp;quot;[[Griffin Sword War]]&amp;quot; document says: &#039;&#039;&amp;quot;Let us begin with Morvule himself – according to Nershuul, Morvule was originally of elven origin, though he does not know of his originating House. During the days after the Undead War, he underwent a transformation initiated by Luukos and appeared forever changed.&amp;quot;&#039;&#039; And the &amp;quot;History of Luukos&amp;quot; commits to Luukos not doing his necromancy thing around mortals until after the Undead War. So then you have &amp;quot;[[Gods of Elanthia]]&amp;quot; saying of Voln: &#039;&#039;&amp;quot;Tales suggest that Voln&#039;s very existence is a result of Lorminstra&#039;s constant entreaties to Koar for some direct action to counter the spreading curse of Luukos&#039; undead. Most tales attribute Voln&#039;s paternal lineage to Koar and a mortal woman. His upbringing, in a land where he witnessed loved ones lost to Luukos&#039; curse, shaped him with an undying hatred of the undead and provided a lifelong mission.&amp;quot;&#039;&#039; Likewise, one of the loresongs on the Stones of Virtue on Mount Aenatumgana shows the ascension of Voln, in front of what is clearly a Luukosian cultist. Similarly, the ascension legend under such conditions would fall apart instantly if Elves had records of Voln dating all the way to prehistory, like the Arkati. So Voln has to begin appearing in historical records at some point. But in the Age of Chaos things are badly recorded. So we go with starting to see something along these lines and be vague on the timing.&lt;br /&gt;
[865] This is an embellishment to the extent that what is firm canon only speaks of orcs, trolls, minotaurs, that kind of thing. In this document we&#039;ve framed some population migrations and leftover Despana forces on some plausible extrapolations, so that there is significantly more undeath in the West after the Undead War than there was before it, which is the essence of what the &amp;quot;[[History of Luukos]]&amp;quot; is saying even if we have to reject some of the stuff about Despana as mythical and distorted.&lt;br /&gt;
[866] This is extrapolating off the conditions that would have existed for the story of Voln&#039;s origins.&lt;br /&gt;
[867] This is the Order of Voln. The volumes of this document treat the &amp;quot;Order of Voln&amp;quot; as a theological tradition stemming from Fasthr k&#039;Tafali, and though it is what is dominant now, the IC author regards a lot of its doctrines as theological constructions of mortals and not Voln himself. The mercy and release of poor cursed souls, for example, is not the mandate. The mandate is to put down the undead. This is reconciling the tension in the lore that exists because the Order of Voln was designed in the context of the I.C.E. lore for Voln (Vult), mercy and release of the suffering and cleansing souls of taint, but then his De-ICE&#039;d [[Gods of Elanthia|version]] makes him the &#039;&#039;&amp;quot;Destroyer of the Undead&amp;quot;&#039;&#039; and having &#039;&#039;&amp;quot;an undying hatred of the undead.&amp;quot;&#039;&#039; Later developments such as &amp;quot;[[History of the Order of Voln]]&amp;quot; are influenced by the in-game messaging, which is actually the ICE lore, so what we&#039;re doing here is setting up a frame for explaining this &amp;quot;undying hatred&amp;quot; and &amp;quot;destroyer&amp;quot; version of Voln. Basically, though the k&#039;Tafali sect is now dominant, especially the past couple of centuries due to the Horned Cabal, this is suggesting their views of Voln were not the norm further in the past, beyond a thousand years ago. &lt;br /&gt;
[868] The very generic term that this document uses for people who hunt down forces of darkness and their minions / monsters is &amp;quot;witch hunter&amp;quot;, which is not meant to be specific to hunting witches. It is used here, but more often in Volume 2.&lt;br /&gt;
[869.1] This is explicitly framing and quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; entry for Voln, and highlight the inconsistency with the mercy/release rhetoric elsewhere. It&#039;s giving a hook for where that &amp;quot;Gods of Elanthia&amp;quot; description is coming from within the setting. The premise of Luukos becoming the Undeath god, in his practical religious focus with mortals, only after the Undead War is following off the &amp;quot;[[History of Luukos]]&amp;quot; document and various context details, like how it was assumed the Book of Tormtor was in some way Ur-Daemon in origin, rather than assuming this mass undeath artifact was related to Luukos. Near the beginning of this document, it explicitly asserts (as an embellishment) the Luukos was regarded as the Soul Eater god in the Second Age, and that this undeath stuff from him happened later. So here we&#039;re giving some context to the Age of Chaos in the West having Luukos expanding his sphere of influence with the spread of all this necromancy. And it can give some more context to all the weight on Luukos with undeath when most of the undead we actually see in the game have nothing directly to do with Luukos.&lt;br /&gt;
[869.2] When the Vaalor monastery for the Order of Voln was [[Edition 27|added]] in [[Hot Summer Nights 2004|summer 2004]], a high priest NPC named Vitharyl [[Edition 23|claimed]] &#039;&#039;&amp;quot;&amp;quot;The Patron&#039;s Order was established among the Houses since after the Undead Wars.  There was public outcry resulting in elves seeing their family members walking as a part of the vile undead.&amp;quot;&#039;&#039; Which is vastly earlier and entirely independent from the Fasthr k&#039;Tafali branch, which is the only part described by the &amp;quot;[[History of the Order of Voln]]&amp;quot; document. This references Voln being a current patron of House Vaalor in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and is a fairly blatant contradiction. Mechanically the society and NPCs seem to be essentially cloned, from what I can tell, though I have not run a character up through the Vaalor branch. But this establishes non-k&#039;Tafali origin Voln orders back into the Age of Chaos. For the implication of Undead War survivors being relevant, that would give very little time for the Voln ascension as a real historical event. While if Voln pre-dates the Undead War it runs into issues with the &amp;quot;[[History of Luukos]]&amp;quot; and so forth, and the Elves would be able to contradict this stuff with Second Age accounts of Voln.&lt;br /&gt;
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(2) The Dark Path&lt;br /&gt;
&lt;br /&gt;
But a little over six thousand years ago, following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north.[870] The Dark Path was a theocracy in homage of Gosaena.[871] It was a heterodox theology, in some ways similar to her Left Hand Path sect, but otherwise highly unusual.[872] It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age.[873] Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway.[874] The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation.[875] Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms.[876]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[870] This is an embellishment but an attempt to keep consistency with pre-existing lore. The Graveyard and Broken Land stories were set approximately 6,300 years ago on the I.C.E. Age timeline, where on the scale of years 1 year is equivalent to 1 year, because in the I.C.E. Age setting (Shadow World) there were 350 days in a year, but Master Atlas 2nd Edition in 1992 established there were 25 hours in a day, which is equivalent to a 365 Earth day calendar for a solar year. There is seemingly no reason to not just keep the 6,300 year ago number and have those stories happening in the late Age of Chaos. The original context was the Wars of Dominion, but nothing directly analogous to the Wars of Dominion happened in the Elanthia setting.&lt;br /&gt;
[871] This is just a straight De-ICE of the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; document, which was the first GemStone unique lore document and a 100% original GemStone story. It does not come from I.C.E., just some of its details were set in it. It is worth noting that Bandur Etrevion himself is post-ICE canon, like one of his books is chained down in Moonsedge Manor.&lt;br /&gt;
[872] The Left Hand Path sect is a Gosaena cult from the second [[Griffin Sword War]]. The gist of it is that its leadership alternates between good leaning and dark leaning, the Right Hand and Left Hand paths. The [[Purgatory#Naidem|shrine]] in Naidem also seemed to represent Gosaena in some bifurcated angel/demon form, like one of the Tarot card Major Arcana rooms in the Rift. So, this is an embellishment, it&#039;s meant to provide a context hook for the Dark Path somehow being consistent with Gosaena, since Gosaena is extremely different from Kadaena, but at the same time what GemStone did with Kadaena was off canon for Shadow World.&lt;br /&gt;
[873.1] This is a made up embellishment to try to square the difference between the off-canon treatment of Empress Kadaena in the Graveyard (and more subtly also in the Broken Land) with the later Gosaena and Eorgina lore, as those two were more changed in the De-ICE than most gods. It&#039;s also mentioning Despana savior myths in this context to tie back into the dark magic diaspora out of the southern wasteland set up earlier in this document, to connect Age of Chaos dark magic to Undead War aftermath.&lt;br /&gt;
[873.2] The motivation behind this is obscure. In the original lore context, Empress Kadaena was not really a goddess, she was a powerful sorceress of demi-god scale power who was decapitated by her cousin. There&#039;s also a version where her headless body fell through the &amp;quot;Gates of the Void&amp;quot; into the demonic realms. Kadaena was also the creator of the gogor (vruul), which were collected by Morgu (Marlu) for some unknown reason, though his original form looked exactly like a vruul. And the Broken Land seems to be insinuating the Kadaena&#039;s race was responsible for the origins of the Dark Gods in their magic experiments.&lt;br /&gt;
[873.3] So this is synthesizing the notion that Despana may have merely been exiled off world by the Maelshyve implosion, the Graveyard&#039;s off-canon representation of Kadaena as a dead goddess who resides beyond the Gates of Oblivion (i.e. a cult belief about Gosaena being like a dead goddess exiled beyond the Ebon Gate), and the Eorgina-Marlu relationship encoded in &amp;quot;[[Origins of Tonis]]&amp;quot; and &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and to a lesser extent the introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot;. This is also deliberately playing into the DragonRealms issue of Maelshyve versus Urrem&#039;tier, as pointed out in footnote 876.3.&lt;br /&gt;
[873.4] There is also a very esoteric argument for the Graveyard and the Broken Land being influenced by the &amp;quot;Demons of the Burning Night&amp;quot; book, where Empress Kadaena&#039;s daughter was the ruler of Orgiana&#039;s (I.C.E. Eorgina) theocracy, and the Broken Land&#039;s own GemStone unique lore might be conflating Kadaena and Orgiana, who were a little conflated in that theocracy.&lt;br /&gt;
[874] This is blending the details described in the footnotes to 873. This document refer to the doctrine as &amp;quot;syncretic&amp;quot;.&lt;br /&gt;
[875] This is leveraging off the &amp;quot;defying Death itself&amp;quot; frieze in the Graveyard crypt and the grotesque statue of &amp;quot;Empress Gosaena&amp;quot; embedded in the Graveyard gate, along with the timeless void of light and darkness in the [[Purgatory]] messaging, which had exits (paths) of light and darkness. The Graveyard itself underground is arguably a symbolic representation of Purgatory where is only the &amp;quot;dark path&amp;quot; into the darkness and the demonic.&lt;br /&gt;
[876.1] This is involving several things. &amp;quot;Guardian of the Forbidden&amp;quot; is the actual translation of the original invoking phrase in the Graveyard crypt, which was an offering formula of &amp;quot;Kadaena Throk Farok&amp;quot; in the I.C.E. language of Iruaric. This is off canon for Kadaena, it&#039;s representing her as some kind of Lovecraftian forbidden knowledge goddess, and a dead goddess along the lines of Hel or Osiris. This sentence is also explicitly recognizing the symbolic parallels between the Graveyard and the Purgatory and deeds death mechanics, and is pulling on theocracy details in the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;.&lt;br /&gt;
[876.2] The &amp;quot;infernal demonic realms&amp;quot; is a literalization of the phrase &amp;quot;lost to the demonic&amp;quot;, which never involved any first hand demon imagery. It is leaning on the original I.C.E. Lorminstra lore where the Key to the Void was never to be used, and that arguably being the meaning of &amp;quot;Guardian of the Forbidden&amp;quot;, where the Void generally refers to the Unlife / demonic realms. In this document the word &amp;quot;infernal&amp;quot; has a specific cosmological meaning, referring to the &amp;quot;pales&amp;quot; of lower existences of more chaotic essences (&amp;quot;sorcerous elements&amp;quot;) that are part of existence&#039;s chaos-order or dark-light spectrum, not outer valences. Then it is interpreting the light and darkness witnessed in Purgatory in this kind of cosmology of higher and lower planes.&lt;br /&gt;
[876.3] The notion that the light and dark are different aspects of the same Oblivion, perhaps experienced differently but the same place, is implied by the old permadeath messaging in [[Purgatory]]. This is the way the Afterlife is also [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 described] in DragonRealms, and Volume 2 of this document tries to stay consistent with the soul description in DragonRealms which has a [https://elanthipedia.play.net/On_Death_and_the_Soul_(book)/Contents tri-partite structure] to it. Here we are going further and associating the Void aspect of it to the demonic, and we are very subtly relating Despana/Gosaena with the DragonRealms [https://elanthipedia.play.net/Starry_Road_(plane)#Regions version] where Maelshyve claimed the Void (the permadeath part of the &amp;quot;Starry Road&amp;quot; spiritual plane) was her realm before she was displaced by the Gosaena-like immortal Urrem&#039;tier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void.[877] To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic.[878] Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.[879]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[877] The light as associated with the higher spirit planes is based on the release event information of [[Searing Light (135)]]. The wording of this sentence uses &amp;quot;interpreted&amp;quot;, so it is a theological interpretation of [[Purgatory]] and not necessarily correct. It may more or less reflect the original intent of that messaging, which was off canon for the I.C.E. setting.&lt;br /&gt;
[878] Bandur would have &amp;quot;omens&amp;quot; and nightmares, implicitly Lovecraftian nightmare visions, in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. Kadaena did not have any established prophetic ability, though that kind of magic existed in the setting, such as her cousin Andraax having a vignette of foreseeing the Unlife coming and blotting out the sun. (The Graveyard is symbolically anti-Sun in various ways.) This sentence is trying to thread the needle of an interpretation that can make sense of both the I.C.E. Age version of Kadaena as represented in the Graveyard with the late 1990s Gosaena lore which is plainly inspired by her presence on the Graveyard gate. This document is framing it as a heterodox theology, in line with the earlier assertion about heterodox and apocryphal theologies in the West and southern wastelands. &lt;br /&gt;
[879] These few lines are attempting to reconcile the earlier issue about Gosaena being the final last stop, in seeming contradiction with Lorminstra letting souls out to visit sometimes and Purgatory probably representing the other side of the Gates in its original intent. The Pale is the Gosaena realm in the Griffin Sword War, and its messaging was clearly very heavily based on the [[Purgatory]] messaging. The permadeath messaging made it clear that soul eventually ends up in the light or the dark, but it&#039;s all the same place and all Oblivion (i.e. oblivion state of unconsciousness) regardless of anything. So the reconciliation here is that Gosaena&#039;s realm is where and when Lorminstra does not have power, which explains the antagonistic way the Dark Path / Graveyard represents them, and recontextualizes the Purgatory messaging about the limits of her power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia.[880] He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness.[881] Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession.[882] He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps.[883] It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions.[884] He was a master of the black arts. But the corruption of this power was driving him mad.[885] He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north.[886] Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.[887]&lt;br /&gt;
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[880] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. [[Library of Biblia|Biblia]] is the De-ICE&#039;d replacement for the Library of Nomikos.&lt;br /&gt;
[881] This is keeping the detail of his being apprehended for stealing a speaking crystal, but recontextualizes it from being a Lord of Essaence artifact (i.e. Empress Kadaena&#039;s people in the First Era) to it being from the analogous Age of Darkness in the Elanthia setting (i.e. back to the time of Drakes / Arkati / Ur-Daemon / whatever.)&lt;br /&gt;
[882] This is directly from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The word &amp;quot;occultist&amp;quot; is tied into the occultism described in this document, and with Bandur meaning a specifically Lovecraftian form of occultism, with &amp;quot;esoteric knowledge&amp;quot; in that way. In other words, &amp;quot;esoteric knowledge&amp;quot; not just meaning obscure or highly technical, but actual esotericism in the occult sense. This nightmare visions premise is also consistent with Gosaena related NPCs (e.g. Volierre) in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[883] The Graveyard has a bunch of explicit spatial warps, but it also has some much more subtle ones in the room painting.&lt;br /&gt;
[884] This is making an explicit statement of some subtext in the Graveyard&#039;s design. Its several original sections are clearly based on a few different real-world mortuary religious architectures, which are related to Underworld mythology with dead gods of the Underworld (especially Hel and Osiris). Along with possibly Orgiana (I.C.E. Eorgina) who was based on Hel. And there is a pretty clearly defensible case for the Graveyard paralleling Dante&#039;s Inferno, where Satan is frozen in the underworld. Volume 3 tries to establish mummies as underworld mythology related out of the Southron Wastes as an embellishment.&lt;br /&gt;
[885] This comes from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The term &amp;quot;Dark Path&amp;quot; in capitals in the Shadow World lore was actually referencing the corruption into madness and service to the Unlife that inevitably results from casting off the Evil spell lists, which in that setting derive their magical power from the Unlife either directly or indirectly (e.g. Dark Gods). The term &amp;quot;black arts&amp;quot; as used in this document is based on the use of the term &amp;quot;black arts&amp;quot; in the Graveyard story.&lt;br /&gt;
[886] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. By keeping the 6,300 years ago chronology, we&#039;re using this to help justify interpreting the West in this period as having a bunch of dark cults, which in the Second Age the document asserts were concentrated in the southern subcontinent. So this is a case of trying to keep things consistent. This is also a thread for a previous assertion in this document that the northwest was always a haven for dark magic because of its geographic remoteness.&lt;br /&gt;
[887] This is an embellishment. The Luukos shrine in the underground stronghold dates back to 1991, and reflects his I.C.E. version. It was expanded about a decade later, I believe Morvule unveiled the expansion as an old place. There is a reasonable case for several reasons to think the Coastal Cliffs area released in 1991, which is related to that stronghold in general, was intended to be related to the Bandur Etrevion story of purging the dark cults in the region when he consolidated his theocracy. So this is just explicitly stating something that was probably the original intent. There is now also an Onar shrine in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra.[888] Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom.[889] Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering.[890] He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design.[891] This commune with intense darkness caused Bandur to be frozen within solid ice.[892] This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.[893]&lt;br /&gt;
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[888] Most of this is explicitly stated in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The last part about the mocking parallel of the Lorminstra religion is an interpretation. The Graveyard has numerous parallels to the temple in the Landing and the deeds / [[Purgatory]] death mechanics. These were all made at approximately the same time at the beginning of GemStone III.&lt;br /&gt;
[889.1] This is a list of example justifying the last part of the sentence that is footnoted 888. It is based on a direct comparison between the Graveyard rooms and the Temple rooms. The Graveyard also leans on some obscure, archaic vestigial lore within the Shadow World setting, about &amp;quot;servants of the Shadow&amp;quot; who artificially created demons. The phrase &amp;quot;power through thralldom&amp;quot; was appended to that for Bandur&#039;s most famous book. Here we are leaning into our medieval interpretation of deeds.&lt;br /&gt;
[889.2] The Sorceror spelling is an odd spillover from I.C.E. books, where it is sometimes spells Sorcerer and other times Sorceror, at least in Shadow World setting books. It may be based on Necromancers being &amp;quot;Sorcerors&amp;quot; in conversion charts between Rolemaster systems, as a contrast to Lord High Cleric, or could be randomly based on some case of it being spelled that way in one of the books. It is probably the only place in GemStone it is spelled this way, and there used to be a message board topic in the Sorcerer forum solely about &amp;quot;Sorcerer vs. Sorceror&amp;quot;. This spelling has also cropped up in the DragonRealms wiki.&lt;br /&gt;
[890] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; and wording his &amp;quot;omens&amp;quot; to a little more clearly Gosaena in nature, similar to what was seen with NPCs in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[891] This is cross-referencing &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; with interpreting the original parts of the Graveyard, which are on real room ID segment 18. This partly referring to the I.C.E. ghoul lore, and partly to the deep underground part of the Graveyard with the huge pile of bodies. Originally there was no way out from down there, the tunnel up to near the entrance to the burial mound was dug up from below ground, of people trapped down there trying to dig their way out. That is the significance of the body pile, who arguably symbolize the spirits of those who could not choose in the [[Purgatory]] messaging. What happened implicitly is that the Graveyard had traps, and grave robbers would get magically transported down there. It is most likely from trying to take stuff from the crypt&#039;s (unplundered) scroll room, as that would fit the Dark Path meaning.&lt;br /&gt;
[892] This is based on the Graveyard. The sarcophagus in the crypt is a fake, Bandur is actually hidden below ground, frozen in a block of ice. There&#039;s a reasonably good chance Kestrel&#039;s tomb is also fake, he might be the melted skeleton throne.&lt;br /&gt;
[893.1] The Chamber of the Dead is most likely an homage to the Graveyard. There were several things in Vvrael quest related areas that could plausibly have been Graveyard parallels, but Ardo&#039;s &amp;quot;sarcophagus&amp;quot; ice block is one of the most overt. The Vvrael were roughly an Unlife analog for the Elanthia setting, the Unlife in the Shadow World setting is &amp;quot;anti-Essaence&amp;quot;, which is what we would call &amp;quot;anti-mana&amp;quot; in Elanthia. It is the furthest extreme of the chaos-order essence spectrum cosmology. Volume 2 of this document restores that model, and treats &amp;quot;anti-mana&amp;quot; as the purest most corrupt form of &amp;quot;elemental darkness.&amp;quot; The use of the term &amp;quot;elemental darkness&amp;quot; is partly based on the dark vysans, originally called dark wisplings, which were apparently based on the Rolemaster &amp;quot;Elemental Companion&amp;quot; and would have been very weak examples of darkness elementals, which would be associated with cold criticals. There is likewise a case for interpreting the dark vorteces as more powerful darkness elementals. Elanthia does not include light and dark as &amp;quot;elements&amp;quot;, but has substantive light associated with the spirit realm (e.g. Searing Light spell), and here we treat darkness as one of the &amp;quot;sorcerous elements&amp;quot;, related to demons and undead.&lt;br /&gt;
[893.2] The Bandur and Uthex treatments break with the style of the rest of the document. Most of the document is talking about intellectual traditions and cultural propensities, or historiographic reinterpretation of historical events. But here we deal with specific historical people (concretely) instead, where the surrounding context in that time period is very ill-defined. But they tie into the occultist tradition and the Death religions. The very last section on the Modern period in contrast is very sweeping compared to the rest of the document. These are maneuvers being made relative to the gaps in the lore and things too close to the present day.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3) The Broken Land&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was a contemporary of Bandur, whom he had known from his earlier days.[894] When his work had been recognized by the Order of Lorekeepers.[895] Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the terrible wars of that period.[896] While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.[897]&lt;br /&gt;
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[894] The original copy of &amp;quot;The Broken Land&amp;quot; from the GEnie file library had an exact date for the demise of Uthex: 6521 Second Era. This was in the first century of the Wars of Dominion, which lasted almost four hundred years. The De-ICEd [[A Popular History of the Broken Lands|copies]] that floated around on player websites cut this out completely. But it was very important, because it explicitly puts Bandur and Uthex in the same place at the same time, on top of more subtle relationships between the stories. The hooded figures in the Broken Land were probably meant to be Dark Path cultists who are effectively immortalized by Uthex&#039;s experiments.&lt;br /&gt;
[895] Uthex was a Loremaster of Karilon in the original story, where Bandur had been recognized by the College of Karilon. Uthex was [https://www.play.net/gs4/news.asp?id=615 retconned] to be a Sage of the [[Order of Lorekeepers]] for the [[Miracle (350)]] spell release. &amp;quot;Sage&amp;quot; was originally the De-ICE&#039;d replacement term for &amp;quot;Loremaster&amp;quot;, as Sage had often been used in Loremaster contexts in the Shadow World setting.&lt;br /&gt;
[896] This is straight from the Broken Land document. It just removes the term &amp;quot;Wars of Dominion&amp;quot;.&lt;br /&gt;
[897] This is an interpretation meant to explain how Uthex was tricked and seduced by servants of the Unlife, and based on the parallel between the Dark Path and the death religion as encoded in GemStone. The story refers to it as a &amp;quot;natural&amp;quot; gateway to another plane of existence, so we are taking its naturalness and having been discovered on face value. The spinning stone ring around it was implicitly made by the Loremasters later. It is most likely based on a powerful spell from the Warding list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur.[898] It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality.[899] The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region.[900] This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot;[901] It is rumored to be on the surface of the moon Lornon. Or perhaps below it.[902] There may be a grain of truth in this as it is apparently an esoteric dimension.[903] There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration.[904] It is in the same vein as the heterodox theology of the Dark Path.[905] The shrine there includes apocrypha depicting Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;[906]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350}}&amp;gt;&lt;br /&gt;
[898] This was explicitly stated in the Broken Land story, except that did not mention Bandur by name. It was implied context.&lt;br /&gt;
[899] The first part is from the Broken Land story, and the last part is based on the Misty Chamber messaging. The dark mirror and nightmarish analog &amp;quot;parallel dimension&amp;quot; aspect of it is an interpretation. It&#039;s very subtle. But there is actually a clear correspondence between the stuff in the Broken Land with analogous stuff in the Lysierian Hills. There is a strong argument for the Broken Land being based on Lovecraft stories involving dream walking / astral projecting into parallel existences, especially the Dreamland, which has nightmarish analogs of the places that exist in the waking world.&lt;br /&gt;
[900] This is extrapolating off the tapestries in Imaera&#039;s shrine and its release event, along with the Shadow World portals lore where natural gateways can be caused by celestial alignments.&lt;br /&gt;
[901] &amp;quot;Broken Land&amp;quot; was originally singular, it gained an &amp;quot;s&amp;quot; in the De-ICE. &amp;quot;Home of Broken Lore&amp;quot; was the literal meaning of its name out of Iruaric. Iruaric was used in numerous parts of the Broken Land originally. (Empress Kadaena&#039;s language.)&lt;br /&gt;
[902] This is just nodding to the wrong belief that it is the surface of Lornon. The Broken Land is actually deeply inconsistent with the I.C.E. version of Lornon. &amp;quot;Perhaps below it&amp;quot; is playing off the I.C.E. version being a gateworld with underground demons, and then &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; being planar experiments below ground in Lornon. You could make a subtext argument for the Broken Land being underground in Charon under highly artificial conditions. But that is probably not the intent. The Dark Gods came from other planes of existence in the I.C.E. lore, and were largely terrorizing the planet rather than residing on the moon when the Broken Land story was set during the Wars of Dominion. The moon case is really weak. Plus the Broken Land story itself explicitly called it another plane of existence, so that&#039;d have to be an outright lie.&lt;br /&gt;
[903] This is interpretation based on the parallel between it and the Lysierian Hills, as well as the Lovecraftian Dreamland subtext. Shadow Valley is more blatantly and obviously a parallel dimension in this fashion.&lt;br /&gt;
[904] This is based on the original gogor (vruul) lore, which is encoded into the Dark Shrine. There is actually a decent case that our &amp;quot;lesser vruul&amp;quot; were not woken up, but instead made out of the dead cultists. In the canon material the gogor were made by Empress Kadaena, but there was no detail into the methods. The Dark Shrine might be encoding the creation process, and these lesser vruul (&amp;quot;minor gogor&amp;quot;) could be meant to be weak ones made with ancient dark knowledge in a much later Age.&lt;br /&gt;
[905] This is reviving and making explicit the relationship between the Graveyard and Broken Land. Which was Empress Kadaena.&lt;br /&gt;
[906] This is explaining the prior sentence and cross-referencing the now archaic &amp;quot;[[Temple of Darkness Poem]]&amp;quot;, which is used for the Dark Shrine puzzle and had some weird off-canon representation of the Dark Gods, with the Eorgina-Marlu relationship such as in &amp;quot;Origins of Tonis&amp;quot; in the Elanthia setting. Keeping in mind we defined the Dark Path as a Gosaena/Eorgina syncretism. The &amp;quot;spirit born of death&amp;quot; part is the translated meaning of the phrase used in the puzzle to gain access to the Dark Shrine.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a shining trapezohedron, which is a siphon stone that concentrates power.[907] It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power.[908] The cultists were trying to make their own form of soul reincarnation, darkly mirroring the reincarnation of souls by Lorminstra.[909] The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year.[910] Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107.[911] But the later work of Uthex was high necromancy.[912]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[907] The crystal dome was implicitly a Lord of Essaence artifact in its original context. It&#039;s probably inspired by Lovecraft&#039;s quasi-sphere from [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] and possibly the almost sphere Shining Trapezohedron from [https://www.hplovecraft.com/writings/texts/fiction/hd.aspx &amp;quot;Haunter of the Dark&amp;quot;] which gave visions of &amp;quot;hooded figures&amp;quot; and eldritch vistas and so forth. The dome in the Broken Land is vaguely hemispherical, being surrounded by boulders and rubble, but actually faceted with panels. So this is describing it as actually a shining &amp;quot;trapezohedron&amp;quot; as an homage to the Lovecraftian subtext of the Broken Land.&lt;br /&gt;
[908] This is more or less explicitly stated by the Broken Land backstory document. The line about &amp;quot;occult researchers&amp;quot; is tying it back to describing Bandur as an &amp;quot;occultist&amp;quot; and the way occultism was described earlier in this document, which included astral projection notions and ascension concepts. The Broken Land was probably implying the artificial origins of the Dark Gods in experiments by the Lords of Essaence, being servants of Empress Kadaena and possibly even Kadaena as a dead goddess, consistent with the subtext representation of Kadaena in the Graveyard. The &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; leans on a weird typo in the source books that implies Kadaena was one of the moon goddesses. This was before Shadow World created the pantheon we call Lornon, which was first defined in 1990, so the Broken Land uses them but the Graveyard doesn&#039;t.&lt;br /&gt;
[909] This is an interpretation based on the parallels of the Graveyard and Broken Land with GemStone&#039;s death mechanics, and also by cross-referencing the Broken Land story with messaging, such as how the hooded figures spawn.&lt;br /&gt;
[910] This actually happened in game. [[Draezir]] temporarily turned off the runes for accessing the Broken Land. The storyline of [[Shar]] struggling with them was in 1998.&lt;br /&gt;
[911] This was the release event for [[Miracle (350)]]. This is an ordinary Cleric spell that applies to all alignments and convert statuses. In terms of the twisting of Uthex&#039;s work, he was presumably trying to make something like the [https://elanthipedia.play.net/Spiteful_Rebirth &amp;quot;Spiteful Rebirth&amp;quot;] necromancer spell in DragonRealms, which is an imitation of lich resuscitation and also has a 24 hour cooldown. This would in turn be related to the monastic liches as a retcon interpretation. &lt;br /&gt;
[912] High necromancy is defined more in Volume 2 of this document. It was arguably immortality / everlasting existence focused because of the Dark Path tie-in, but Uthex was attempting to fashion entities from energy, possibly even recycling them from departed souls. This may also have tied into the notion of Kadaena&#039;s followers having created demons, which is vestigial from older I.C.E. books. This is the likely meaning of them trying to twist Uthex&#039;s work into more perilous forms. The [[Miracle (350)]] release premise can conveniently tie into this necromantic reincarnation concept.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was potential to transmogrify the soul into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood.[913] In this way the Dark Path sought to ensure the reality of their depraved Death theology.[914] They had twisted and perverted the work of Uthex into more dangerous forms.[915] But his fellow Sages discovered that Uthex had gone quite mad, and slew him in -1,264 with a devastating meteor swarm, destroying as many of his experiments and records as they could.[916] There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists.[917] These were astral fights as the portal had been sealed with powerful Runes of Warding.[918] It was a cenobitic monastic order that would come to suffer from isolation and loneliness.[919] The monastery was lost to history, not rediscovered until 5092.[920] The monks had fallen to the very darkness they had struggled against.[921]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[913] The last part of this is rooted in the implications of the artificial origins of the Dark Gods as servants of Kadaena. The first parts of the sentence are based on that &amp;quot;servants of the Shadow&amp;quot; text, as well as the Lovecraftian subtext of the plotline of [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;]. The Graveyard and death mechanics arguably lean on the same Lovecraft stories as the Broken Land.&lt;br /&gt;
[914] This is just synthesizing the prior premises.&lt;br /&gt;
[915] This is from the Broken Land story.&lt;br /&gt;
[916.1] This is the equivalent calendar year to 6521 Second Era in the Shadow World timeline, in the sense of being the same number of years ago from the present. This document is keeping the number of years ago the same, because there is seemingly no reason not to just keep that consistent, putting the events in the late Age of Chaos.&lt;br /&gt;
[916.2] This is from the Broken Land story. It isn&#039;t obvious that the rubble in the Broken Land is all from the meteor swarm, or even the continually falling rocks. While these are &amp;quot;meteors&amp;quot;, it isn&#039;t obvious they&#039;re actually space rocks. The Broken Land might be a collapsed cenote, or ice fracturing on the surrounding mountains may be rolling boulders off the cliff.&lt;br /&gt;
[917] This is cross-referencing the Broken Land story with the imagery depicted in the Monastery. There was an interview with the creator, GM Kygar, in 1994 where he said they struggled in that mountain for centuries before succumbing to darkness.&lt;br /&gt;
[918] The Runes of Warding come from the Broken Land story, and were probably based on a specific spell from the Warding spell list from Shadow World, where there is a stone circle that blocks at half the level of the caster who made it. The reference to &amp;quot;astral fights&amp;quot; is playing off the astral projection subtexts in the Broken Land, including the chakra in the Monastery meditation room and the theosophical subtext of the Lovecraft parallel. The sewer in the Monastery is seemingly connected to a weird cryptic tower with non-Euclidean architecture, and the Broken Land dome maybe used to be connected to the tower as well.&lt;br /&gt;
[919] The isolation and loneliness is talked about in the Kygar interview.&lt;br /&gt;
[920] This is from the Broken Land story. 5092 is referring to the fact that it was discovered in 1992. The portal to the Broken Land was originally dormant. A year later it opened when hooded figures showed up attacking. If there was more detail to the release of it, that is not recorded now.&lt;br /&gt;
[921] This is quoting the Kygar interview.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.D The Modern Age (Last 5,000 Years)&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos.[922] Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood.[923] The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years.[924] In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire.[925] This more human empire pushed the darkness back into the borderlands of the north and south.[926] But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades.[927]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[922] 10,000 or 15,000 years, depending on definition.&lt;br /&gt;
[923] This is from the Xazkruvrixis lore, &amp;quot;[[The Mystique of Xazkruvrixis]]&amp;quot;. The Dark Flood of [[Finnia]] happened several thousand years before the Great Fire of Sharath.&lt;br /&gt;
[924.1] The timing of the Ashrim War has contradictory dates. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; puts it at 157 Modern Era. The [[Ta&#039;Illistim Monarchs]] document has the reign of Caladsal starting a few centuries later than that. The &amp;quot;mostly kept to themselves&amp;quot; is acknowledging that gnomes were allowed in, but there is no indication of involvement with the Kannalan Empire or earlier. It leans on the opening of the trade route in 5101 Modern Era, and slightly earlier with the Ilyan Cloud airship in the late 90s, as having been the beginning of increased cross-cultural trade and contact after the earlier Elven Wars. Banthis has said the original intent of the racial trading penalties was to have them decrease over time with increased contact and mixing of peoples. But this is playing in a very vaguely defined zone, in terms of how recent the opening up of the East has been in general. It was explicitly closed off from other races residing there during the Age of Chaos, up until Ardtin allowed the burghal gnomes to reside in Ta&#039;Illistim about 4,000 years ago. &lt;br /&gt;
[924.2] I&#039;m inclined to say the most consistent thing would be for the past couple of decades to be a recent aberration and very sudden change from the perspective of Elven time scales, rather than there being some long history of mixing of peoples with it being normal to have relatives in farflung parts of the continent. &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; for example frames the year 4845 as there having been smuggling networks that late between the Elven Nations and Turamzzyr, which suggests embargo conditions between the two powers rather than smuggling of goods that are illegal in themselves. The West was essentially always racially mixed going back into the Kannalan Empire and probably further, though Chaston&#039;s Edict made the southern Empire predominantly human, softening in recent centuries such as with the Horned Cabal and Order of Voln in Aldora. The Aelotoi being allowed in was a shock, as framed in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; document, but justified in how the Elves were historically responsible for what happened to them. The 2014 assassination attempt on Myasara was related to racially opening up the city, and Hycinthia had popular supporters on that point. The Vaalor papers system was a reactionary crackdown after bad events in 2009.&lt;br /&gt;
[925] This is from this document&#039;s characterization of the impact the Kannalan Empire had on the geographical distribution of dark magic practitioners. It is an embellishment. This document also never mentions the necromancer Syssanis with his swamp stronghold near River&#039;s Rest on the west coast, but River&#039;s Rest having fallen into post-Kannalan relative lawlessness is generally consistent with the premise we&#039;re using about necromancers versus lawful civilization.&lt;br /&gt;
[926] This refers to the &amp;quot;black elven wizardry&amp;quot; down in Gor&#039;nustre (now Immuron) and the dark sorcerous forces on the Wildwood settlement up in Vornavis (and Foggy Valley and so forth) in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[927] This refers partly to the Horned Cabal and the Scourge / Demonwall, and various storylines in the past few decades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841.[928] The Faendryl assumed it was a minor border expansion at first, with fortifications built along the northern marches, from Tedronne near the Wizardwaste to Harald&#039;s Keep in the east.[929] When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking.[930] Sentinel Happersett went missing and suffered a horrifying fate worse than death.[931]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[928] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[929] This is an interpretation meant to make some sense of the non-reaction of the Faendryl followed by the severe reaction after the invasion of Gellig. The geographical distribution of these places is not defined in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. So here we are defining it as fortifications largely west to east on what would be the northern borderlands, rather than oriented north to south. It may have been intended as north to south, with the sequence of retreat, but that would be more aggressive. What we&#039;re doing here is setting up a pincer movement on the Faendryl that did not get the chance to fully form, rather than a straight line of fortifications with supply lines back to Trauntor. (It is 100% made up that Tedronne is near western Trauntor and the Wizardwaste and that Harald&#039;s Keep is in the east with Creyth in between them.) The idea here is that the Turamzzyrian Empire has bad information on the state of the Faendryl in general, and moving east for setting up to block any possible material assistance from House Nalfein or the Elven Nations. Then we&#039;ve defined Gellig as an eastern port belonging to the Faendryl, which would follow this same cutting-off-from-assistance from the East logic, not really understanding the state of things between the Faendryl and Elven Nations. Because elves are just elves, from the imperial human point of view and understanding, in &amp;quot;History of the Turamzzyrian Empire&amp;quot;. Fortification out west to near the Wizardwaste can be used for an eventual pincer on New Ta&#039;Faendryl, but also to force the Faendryl to go through the Southron Wastes and around the Wizardwaste if it wants to retaliate on Tamzyrr. Then we have Sentinel Happersett stationed in the east moving south to hit Gellig, which we have framed with the assumption it is a port on the eastern coast. The Faendryl then retaliate and send the humans fleeing northwest toward Tedronne and Brantur in Trauntor. Some of the retreat goes to Barrett&#039;s Gorge, and the retreat is largely happening in a westward direction toward Brantur from our assumed position for Gellig. &amp;quot;History of the Turamzzyrian Empire&amp;quot; says: &#039;&#039;&amp;quot;another quarter have fled past Creyth, heading for Tedronne or Barrett&#039;s Gorge.&amp;quot;&#039;&#039; Which suggests Tedronne and Barret&#039;s Gorge are in different directions, or at least slightly different westward directions if Gellig is on the eastern coast, and these fortifications are assumed to be the three &amp;quot;strongholds&amp;quot; built for supply line purposes. The idea would be that Tedronne would be a supply line from Trauntor and Creyth would be a supply line from Barrett&#039;s Gorge, and Harald&#039;s Keep would be a more forward position for cutting off any intervention from the Elves in the East. Though the Faendryl are framed as politically and militarily inactive from the Turamzzyr point of view, this would still be sensible given the relatively recent history of wars with House Nalfein in that Barrett&#039;s Gorge region. So this is so much to say the road to Ta&#039;Faendryl is not being interpreted as a north-south route. It&#039;s instead moving around the Rhoska-Tor wasteland, which is to New Ta&#039;Faendryl&#039;s west, with the road to New Ta&#039;Faendryl really being from the east with Gellig intepreted as being on the east coast.&lt;br /&gt;
[930] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, though Sentinel Happersett was defined as having the name [[Jerram Happersett|Jerram]] during the Witchful Thinking storyline. He appeared as an NPC in a sort of unliving state who had to be released. He was obsessed with trying to purify Dark Elves of darkness, which took the form of trying to smash them with a hammer. It might be the original intent for Sentinel Happersett to have been Harald, to give meaning to Harald&#039;s Keep, because it is implied that those three strongholds were built on the spot to be the supply lines, and they split the army up between them over winter.&lt;br /&gt;
[931] Sentinel Happersett was one of Raznel&#039;s &amp;quot;paragons&amp;quot;. They were in cocoons attached to walls of flesh and filled with a form of [[epochxin|demon blood]] from the Southron Wastes, which she was using as a form of horcrux with these paragons being frozen in time in little pocket dimensions throughout the timeline, having selected historical victims who went missing in known years. Xorus was actually the one who found [https://gswiki.play.net/Witchful_Thinking_-_2019-09-21_-_Worlds_Collide_(log) the cocoon], and the one who did the kill shot on the cocoon, and Xorus was the one [https://gswiki.play.net/Landing_Events_-_2020-04-19_-_Hallmarks_of_History_(log)#Speaker_.234.2C_Xorus_-_Questionable_Responsibility_Given_Temporal_Convergence who taught] Raznel how to do this stuff with the ebon-swirled primal demon&#039;s venom blood when she was his student in her youth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge.[932] The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire.[933] The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes.[934] Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire.[935] There has been a surge of greater dark powers since the failure of the Eye of the Drake.[936] The Vvrael and Vishmiir wielded undead horrors.[937] Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab.[938] There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.[939]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[932] This premise comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The lore hook of demonic hybrids in this sense has never really been fleshed out. We&#039;ve seen some Demonwall invasion creatures that implicitly are these kinds of things. They are listed in Volume 3 of this document.&lt;br /&gt;
[933] This is explicitly stated in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; in the Armata section. The Faendryl do it as punishment to bleed treasure from the Turamzzyrian Empire. The &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document also talks about the Order of the Crimson Fist venturing out from the Demonwall to take the fight to the Faendryl and their fiends. This is remarkable because it frames ongoing, if low level, hostility between them. The Scourge distribution also has implications for the distribution of land use by the Faendryl Agrestis that would have to be carefully considered. The Scourge came from hybridizing with wildlife, but could possibly have been livestock as well. Farmstead in presumably Trauntor were getting massacred by these hybrids.&lt;br /&gt;
[934] This is principally from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but is talked about in various places.&lt;br /&gt;
[935] This pre-history of the Order of Voln fighting with the Horned Cabal, prior to the invasion of the Turamzzyrian Empire, comes from the Volnath Dai history document &amp;quot;[[Story of the Volnath Dai]]&amp;quot;. Grandmaster Fineval killed one of the Horned Cabal liches, and that set off the Horned Cabal invasions northward.&lt;br /&gt;
[936] This is extrapolating off the Eye of the Drake function and premise, which was framed near the beginning of this document. The IC author blames what is presumably a great increase in major extraplanar threats in recent decades to the failure of the Eye. Which is reviving the ICE analog concept.&lt;br /&gt;
[937] These were in 1997/1998 and 2002 storylines.&lt;br /&gt;
[938] This was in 1996 and then again in 2003 onward for a couple of years. The Miscere&#039;Golab is mentioned in the &amp;quot;[[Griffin Sword War]]&amp;quot; document and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Volume 3 of this document talks about it.&lt;br /&gt;
[939] These liches are from various storylines. Vindicto was from [[Ties That Bind]] and was responsible for previous bad things happening to House Vaalor, such as the assassination of King Tyrnian as shown in [[forehead gem]] loresongs. Tseleth was mainly in [[Ride of the Red Dreamer]], and was involved in the [[Sanctum of Scales]] release. The Council of Ten was in the [[Thurfel]] storyline and then a couple of the liches more recently in the Icemule storylines with [[Zeban]] and the [[Hinterwilds]] and [[Moonsedge]] and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows.[940] The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War.[941] The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues.[942] There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.[943]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[940] Althedeus was the big bad behind Kenstrom&#039;s storylines from [[Beyond the Arkati]] in 2010 through [[Cross into shadows|Cross into Shadows]] in 2014. The blood mages were generally members of the Arcane Eyes, a Mestanir group described in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The War of Shadows was in the Cross into Shadows storyline.&lt;br /&gt;
[941] This was the climax of the [[Eyes of the Dawn]] storyline, and this wasteland (the [[Bleaklands]]) has been used in other storylines since, including [[Keeping up with the Kestrels]] and [[Witchful Thinking]]. Xorus actually has a fairly high share of the responsibility and blame for the Bleaklands, because it was done by Raznel largely using the stuff she learned from him.&lt;br /&gt;
[942] This is referring to the [[epochxin]], first established in the [[Eyes of the Dawn]] storyline. Raznel learned about it in her youth because of a time loop paradox due to Melgorehn&#039;s Reach. She largely learned about its uses from Xorus, during the [[Keeping up with the Kestrels]] storyline, and Xorus later cured Larsya of the poison during the Praxopius storyline. It was weaponized into a genocidal disease curse against the krolvin, which led to krolvin invasions later, and is likely involved in the Blight that is presently suppressed around Wehnimer&#039;s Landing.&lt;br /&gt;
[943] This refers to the fact that Grishom Stone has the [[Star of Khar&#039;ta]] artifact and converted it to be oriented to blood and shadows energy. Stone is residing in the Deadfall forest near Wehnimer&#039;s Landing and is going to pull major stuff in a future storyline using that artifact. That forest has a bunch of blood eating demonic trees in it and is magically sealed off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I_-_The_History_of_Necromancy_(essay)&amp;diff=196582</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I_-_The_History_of_Necromancy_(essay)&amp;diff=196582"/>
		<updated>2023-05-10T18:39:39Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: tweak plant wording re: faendryl history&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{creative-work | title = Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy | type = essay | author = Xorus}}&lt;br /&gt;
&lt;br /&gt;
Please note the [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)#OOC Disclaimers|disclaimer]] at the bottom of this page on how to use this &#039;&#039;&#039;unofficial&#039;&#039;&#039; document. There is a highlight key for emphasizing references as 100% made up and not canon.&lt;br /&gt;
&lt;br /&gt;
The following are OOC footnotes cross-referencing and explaining the logic and intent of this document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Footnotes]]&lt;br /&gt;
&lt;br /&gt;
This is a three volume work:&lt;br /&gt;
&lt;br /&gt;
* [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy]]&lt;br /&gt;
* [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume II - Maleficarum and Dark Magic (essay)|Forbidden Knowledge and the Black Arts: Volume II - Maleficarum and Dark Magic]]&lt;br /&gt;
* [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume III - The Unliving and Unnatural (essay)|Forbidden Knowledge and the Black Arts: Volume III - The Unliving and Unnatural]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Forbidden Knowledge and the Black Arts&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist, I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent. What follows here is a brief survey in three volumes. It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order. It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms. There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.&lt;br /&gt;
&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way. For this I will defer to ethnographers and religious historians. In this compendium the unifying focus is necromancy in a very broad sense. Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions. It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vice Chancellor Emeritus&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hazalred Thaumaturgical Insitute&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Volume I: The History of Necromancy=&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul. In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods. It took its earliest forms in mortuary rituals and the divination of ancestral spirits. Throughout history it has become an ever darker form of magic, splitting from its spiritual roots. It is now the black arts of foul corruption and the utter debasement of life and death. Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood. But necromancy has never been as narrow as the undead, and has taken many other forms in history.&lt;br /&gt;
&lt;br /&gt;
It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds. More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify. Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares. In this way it is  difficult to illustrate the whole tapestry of the black arts. Whether a given horror is undead, demonic, or something else, is not always obvious. That is the legacy of necromancers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=I. The Age of Darkness (-130,000? to -50,000 Modern Era)=&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil. The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth. They fed on the essence and the soul. Where they came from is not known. But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands. Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons -- it is said they can never truly die. Their remnants linger, in sleeping death. Horrible relics of dreadful power.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;- Linsandrych Illistim, First Master of Lore, House Illistim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism. With this came the true Age of Darkness. It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other. The dragons who survived were driven mad. It is not known how this happened. The more chaotic or demonic realms beyond the pale are &#039;&#039;incapable&#039;&#039; of opening portals into higher realities. Whether it was an accident, or they were brought here on purpose, the way was opened. Once they were here, they ripped apart the veil. It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons. These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers. They fed upon the magical energies of the world, and their very presence stained their surroundings.&lt;br /&gt;
&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons. The Great Elementals stormed and the Great Spirits mostly hid or were devoured. It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos. Terrible gods were formed in other worlds from the powers unleashed. There were Arkati who hoarded followers, or attempted to shelter lesser races in other places. Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles. With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake. This sealed the interdimensional rift and strengthened the essence barriers separating the worlds. There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being. The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth. With the failure of the Eye in 5098, Elanthia saw more otherworldly threats. The Vvrael hold the world on the edge of a widening abyss. The Vishmiir were driven back into the Void. Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world. Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature. There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead. The Lords of Liabo slew the unnatural. Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem. The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint. The most desecrated fallen realms were too far gone and have remained forever haunted. Spirits in those places were twisted with dark power.&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War. Extraplanar undead such as the Vishmiir are &#039;&#039;at least this old&#039;&#039; as well. Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory. Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War. Some of these monstrosities, such as &#039;&#039;the vruul,&#039;&#039; survive to the present day. There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms. But it was the corruption of dark essences from the demons that brought the true unlife. The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them. They are inherently anti-magical, and in some ways, incapable of death.&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions. Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything. Lornon is rumored to be a gateworld. Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon. It may even be where the Ur-Daemon first entered. There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons. The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that &#039;&#039;blur the distinction&#039;&#039; between demons and the undead. Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War. Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=II. The Second Age (-50,000 to -20,000 Modern Era)=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia. There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation. Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- Linsandrych Illistim, First Master of Lore, House Illistim&lt;br /&gt;
&lt;br /&gt;
==II.A Ancestral Spirits==&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age. There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago. Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races. Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati. But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War. The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods. It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion. Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism. Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins. It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste. There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites. Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir. &lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King. There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world. The sylvankind still worship both the Light and Dark Gods in balance. There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges. &lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions. It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities. History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past. But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world. This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic. There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation. With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead. Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals. These sites are often used &#039;&#039;only up to some limit&#039;&#039; to prevent ghosts. The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them. Necromancy was an &#039;&#039;art of divination&#039;&#039; concerned with spirits of the dead, and thus it found special importance in mortuary rituals. Ancestor veneration is often a major aspect of these religions. Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way. They are called upon or appeased with offerings. &#039;&#039;Folk magic&#039;&#039; is perhaps the very thing Elven materialism was reacting against.&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot; There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body. While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is &#039;&#039;not the primary concern&#039;&#039; of Voln, who is mostly concerned with the release of cursed souls. Little more than any other golem that has a spirit trapped within it. There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention. They may be conjured much like spirits through weaknesses in the veil. These are instead forces of darkness which all pose hazards such as involuntary possession. Warding off particular kinds of evil spirits varies by their individual identities and associations. Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces &#039;&#039;gave rise&#039;&#039; to very different, more personal traditions.&lt;br /&gt;
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&lt;br /&gt;
==II.B The Elven Empire==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. &#039;&#039;&#039;Who among us, then, is more beast than elvenkind?&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages. There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization. There was ultimately a concentration of power in urban centers with the construction of cities. These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions. These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny. The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a &#039;&#039;great chain of being.&#039;&#039; What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an &#039;&#039;ancient Elven word&#039;&#039; &#039;&#039;&#039;meaning a guide or recruiter of the lost&#039;&#039;&#039;, in the Elven image --- as a race of higher beings who inherited the world from its prior masters. The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the &#039;&#039;stewards&#039;&#039; of the world.&lt;br /&gt;
&lt;br /&gt;
As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots. It was taboo to offer piety rather than fealty. As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals. In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions. This bred the seeds of reactionary movements. But there was no room for dissidents in the building of civilization itself. Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There were &#039;&#039;displacements of the population&#039;&#039; in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities. Those who were &#039;&#039;ill-suited&#039;&#039; to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West. Scholars think these conditions invited the subjugation of other races for slave labor. Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters. To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.&lt;br /&gt;
&lt;br /&gt;
The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited. It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses. There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire &#039;&#039;never held any mastery&#039;&#039; over the southern wastelands. The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers. The mountainous borderlands of the Southron Wastes have in &#039;&#039;all times&#039;&#039; been an attractive hiding place for brigands and criminals. When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law. The greatest threats to civilization, in turn, have most often come from the southern wastelands. But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==II.C The Exiles==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;- Linsandrych Illistim, First Master of Lore, House Illistim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization. Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were &#039;&#039;all drawn&#039;&#039; to the southern wastelands. This &#039;&#039;was a haven&#039;&#039; for the most fanatical cults, and is now a graveyard of &#039;&#039;&#039;forgotten theocracies.&#039;&#039;&#039; Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators. &lt;br /&gt;
&lt;br /&gt;
It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent. This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1) The Dhe&#039;nar===&lt;br /&gt;
&lt;br /&gt;
The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar. Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati. The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot; According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah. They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati. Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.&lt;br /&gt;
&lt;br /&gt;
While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths. Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad. That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests. There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.&lt;br /&gt;
&lt;br /&gt;
This is regarded by &#039;&#039;more serious scholars&#039;&#039; as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth. The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations. Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses. The Elven Empire was not a meaningful concept in the time of Korthyr. Nor were the Ardenai those who stayed behind. They lived in cities on &#039;&#039;the forest edges&#039;&#039; and woodland hamlets, with adjacent croplands, &#039;&#039;not unlike&#039;&#039; the Barony of Bourth with its elven settlements in the Wyrdeep Forest. Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years. It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed. It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses. The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.&lt;br /&gt;
&lt;br /&gt;
One of the &#039;&#039;more dominant interpretations&#039;&#039; among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood. Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land. In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si. Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records. No one knows for certain if this identification is correct.&lt;br /&gt;
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The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati. In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years. The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses. In the more cynical view of the &#039;&#039;&#039;&amp;quot;Matter of the Elven Empire,&amp;quot;&#039;&#039;&#039; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology. Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization. With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.&lt;br /&gt;
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According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated. This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578. House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son. This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire. Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness. There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl &#039;&#039;began to truly assume&#039;&#039; its central role over the Empire.&lt;br /&gt;
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To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven. Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law. There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind. &lt;br /&gt;
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Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes. Archaeologists have &#039;&#039;&#039;found relics&#039;&#039;&#039; in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks. One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath. Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness. &lt;br /&gt;
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Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records. But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation. It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a &#039;&#039;need to ward off&#039;&#039; malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands. The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living. In this way they were able to not only &#039;&#039;prevent the possession&#039;&#039; of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands. This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars. &lt;br /&gt;
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It was facilitated, however paradoxically, by their study of the elements. Blazing sand elementals are yet another threat found in the Southron Wastes. With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well. But there are other pure forces beyond the veil than those of the elemental planes. There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or &#039;&#039;elemental darkness.&#039;&#039; It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes. With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.&lt;br /&gt;
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The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor. Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath. It might well be that the journey actually began with the death of the cult leader. Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes. While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath. Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed. Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years. The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were &#039;&#039;quite probably&#039;&#039; corrupted by knowledge of events after the fact.&lt;br /&gt;
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===(2) Witchcraft===&lt;br /&gt;
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In the outlying regions of the Elven Empire, far from the great cities, &#039;&#039;there were survivals of folk religion.&#039;&#039; These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority. Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms. They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead. They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living. Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.&lt;br /&gt;
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But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others. They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated. This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets. Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations. The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.&lt;br /&gt;
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There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression. It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil. In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits. &lt;br /&gt;
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What is particularly important is that this tradition more broadly is what might be called sympathetic magic. It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions. It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up. It is &#039;&#039;what remains&#039;&#039; of more ancient traditions of spiritualism. From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies. It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real. In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;&lt;br /&gt;
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In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation. Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood. There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.&lt;br /&gt;
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Within the modern conventions of magic, this sort of correspondence of forms &#039;&#039;is related to&#039;&#039; what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot; In the mind oriented near planes of existence, such as the Eternal Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world. This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames. There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession. Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.&lt;br /&gt;
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With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, &#039;&#039;witches were exiled&#039;&#039; into the wild woods or darker hiding places. This led to a rising number of witches &#039;&#039;in the Southron Wastes,&#039;&#039; where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them. Blood magic began using demon blood. Curses began using more corruptive essences, facilitating rituals for causing the undead. Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood. There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others. One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.&lt;br /&gt;
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Witches of the South would &#039;&#039;enter pacts&#039;&#039; with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons. There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits. They might have mediating vermin such as maggots or ichor worms inside themselves. Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves. There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them. It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself. Conjuring in this way was &#039;&#039;in stark contrast&#039;&#039; to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.&lt;br /&gt;
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===(3) Cultists===&lt;br /&gt;
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In the Age of Darkness there was always &#039;&#039;a minority of demon worshippers.&#039;&#039; Whether the demonic of the wastelands, or the dead gods themselves. There are buried crypts &#039;&#039;&#039;in the Southron Wastes&#039;&#039;&#039; belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul. Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason. Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation. But the reliefs and frescoes of the interregnum are &#039;&#039;far more hideous&#039;&#039; in their depictions. They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices. &#039;&#039;Cave paintings&#039;&#039; from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are &#039;&#039;often found&#039;&#039; with trepanated skulls.&lt;br /&gt;
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Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent. There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled. Dark mages who would not abide by the laws of civilization would find &#039;&#039;freedom in these lands,&#039;&#039; while fanatics who sought a world ruled by Lornon would &#039;&#039;found&#039;&#039; short-lived, sinister theocracies. Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions. In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.&lt;br /&gt;
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&#039;&#039;Warlocks&#039;&#039; were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds. Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic. This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices. There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out. There were even &#039;&#039;cults&#039;&#039; believing Elves were cursed by the Arkati. That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.&lt;br /&gt;
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In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to &#039;&#039;subvert&#039;&#039; the separation of the living from the demonic. The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a &#039;&#039;divine language&#039;&#039; in some cults. Demon worshippers sometimes &#039;&#039;call it&#039;&#039; the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists. Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.&lt;br /&gt;
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In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions &#039;&#039;&#039;known as Tor.&#039;&#039;&#039; These outcroppings or mounds are &#039;&#039;mythologically named&#039;&#039; for each of the &amp;quot;dead gods,&amp;quot; which &#039;&#039;is how&#039;&#039; the Ur-Daemon are regarded. While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults &#039;&#039;grow around&#039;&#039; these haunted ruins. Cults might at times become extinct, only to arise again, centuries or millennia later. There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them. They &#039;&#039;often believe&#039;&#039; &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world. Consecrating us with their unholy black blood.&lt;br /&gt;
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These kinds of sentiments lent themselves to still other forms of necromancy. There were those who sought to induce demonic possession, such as &#039;&#039;the riders&#039;&#039; of the wasteworms. Others were &#039;&#039;&amp;quot;dread seers,&amp;quot;&#039;&#039; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination. This is a &#039;&#039;necromantic form&#039;&#039; of astral projection for harrowing the outer valences. Some sought to master the power of &#039;&#039;fashioning the demonic&#039;&#039; from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed. &lt;br /&gt;
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Warlocks were especially responsible for the innovations of &#039;&#039;demonic necromancy.&#039;&#039; These would sometimes be abominations that would not, in the narrow sense, be thought of as undead. They were often in reincarnation cults, seeking unnatural forms of immortality. It was noticed &#039;&#039;very early on&#039;&#039; that sometimes the curse of the undead was bound to other objects. Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves. It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be &#039;&#039;developed&#039;&#039; into more elaborate ways of preventing destruction from violence. These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons. Warlocks &#039;&#039;often seek&#039;&#039; to transform their own blood with that of dark powers.&lt;br /&gt;
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These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration. While these were originally only those demons that descended from the Age of Darkness, or had arrived incarnate through unstable rifting, it would &#039;&#039;not remain&#039;&#039; limited to demons which had become trapped in this world. There would &#039;&#039;sometimes be&#039;&#039; Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret. These summoners might be converted to dark religions, or make pacts for safe haven. Knowledge of demonic summoning from the outer valences &#039;&#039;spread&#039;&#039; in this way. It was also the birth of other forms of undeath, caused by the various kinds of demons.&lt;br /&gt;
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==II.D House Faendryl==&lt;br /&gt;
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In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood. But the ancient elves had long since turned from worshipping the Great Spirits. In the Elven dogma or &#039;&#039;&#039;&amp;quot;Matter&amp;quot;&#039;&#039;&#039; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods. The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants. Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness. &lt;br /&gt;
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Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms. It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences. Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.&lt;br /&gt;
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In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters. From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races. In this way there was a &#039;&#039;secular movement&#039;&#039; to wield magic as the Arkati did, rather than borrowing their powers as from master to servant. This was an especially difficult mode of spellcraft known as &#039;&#039;Arcane magic.&#039;&#039;&lt;br /&gt;
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===(1) Arcane Power===&lt;br /&gt;
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Arcane magic is the wielding of the raw, undifferentiated forces into magical effects. It is what would later be called &amp;quot;flow magic,&amp;quot; in its totality, as opposed to the finished spells of &amp;quot;rote magic.&amp;quot; This was split by mortals into modes of spellcraft. The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects. Exoteric magic proscribes the irrational from spellcraft. Esoteric magic is mostly an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions, or else the incomprehensible depths of flow magic with cosmic forces. While the Arcane and sorcery are natively esoteric, the Faendryl developed them toward thaumaturgy. Wielders of Arcane power &#039;&#039;are able,&#039;&#039; in principle, to cast spells of any of the spheres of magic. &lt;br /&gt;
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In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles. Most with a talent for magic have at least a minor capacity for Arcane. It is mostly a thaumaturgical mode of spellcraft, in its orthodox practice, only able to imitate the effects of purely theurgical magic. These were the fault lines which led to the rise of separate spheres of magic.&lt;br /&gt;
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While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that &#039;&#039;dates back&#039;&#039; to the early Elven Empire. It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which &#039;&#039;together influenced&#039;&#039; the merger of sorcery with the black arts. Loosely speaking, there were the &#039;&#039;&amp;quot;monists&amp;quot;&#039;&#039; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &#039;&#039;&amp;quot;dualists&amp;quot;&#039;&#039; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot; In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens. &lt;br /&gt;
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It was dangerous to try to wield elemental magic with the powers from spiritual sources. The inanimate world was made of the elements and the animate world was made of the spirit. When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic. This &#039;&#039;subsumed our various antecedents&#039;&#039; of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist. The spiritual planes of existence that had been characterized as dream worlds &#039;&#039;now tend&#039;&#039; to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; &#039;&#039;corresponding&#039;&#039; to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.&lt;br /&gt;
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Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways. Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance or &amp;quot;influence&amp;quot; of one&#039;s own &amp;quot;aura&amp;quot; or essence personally. One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation. It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos. Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory. These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes. &lt;br /&gt;
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There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws. Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot; There are at most collapses of metastability in the essence field due to the shifting of cosmic forces. Those who believe magic is inherent in spell patterns often regard mana as a kind of conserved substance, which transmutes between forms and causes the willful manifestation of effects when expended. While others say &amp;quot;mana&amp;quot; by itself is not magical at all, but rather that it is merely the potential of a field, and magic results from imbalances once worked into the background essence reversing themselves back toward normality. Spell patterns are regarded instead as tensions twisted into the field from &amp;quot;extending&amp;quot; oneself, which when &amp;quot;cast&amp;quot; or &amp;quot;released&amp;quot; unleashes effects which are not directly controlled. &lt;br /&gt;
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Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental. This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns. Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists. They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.&lt;br /&gt;
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Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos. Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot; The separatist philosophies became dominant, though mostly out of practicality bias. The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic. These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.&lt;br /&gt;
&lt;br /&gt;
The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect. In the separatist view, these are the divisions of nature, with metaphysical verisimilitude. For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions. One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits. Mentalism giving proof to the lie.&lt;br /&gt;
&lt;br /&gt;
Hybrid magicks are those forms of spellcraft that fall in between the spheres. In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies. The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power. Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition. Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed. In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power. Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way. In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption. &lt;br /&gt;
&lt;br /&gt;
To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations. Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness. Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence. Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms. But it takes Arcanist talent to be so flexible. &lt;br /&gt;
&lt;br /&gt;
The Arcanist pays a price for this fluidity. The more specialist wielders of magic make use of &#039;&#039;confounds.&#039;&#039; These are external forces for leveraging the power of magical effects. Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic. Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms. However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling. This is from their lack of reliance on confounds. &lt;br /&gt;
&lt;br /&gt;
With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood. Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter. Witchcraft, blood magic, and black shamanism use mediating substances. Liches infamously make use of phylacteries. Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers. Thus this trade off exists in fluidity with dark magic. Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization. However, it has that natural tendency, for much the same reasons as sorcery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(2) Sorcery===&lt;br /&gt;
&lt;br /&gt;
In the early years of the Elven Empire, the black arts were &#039;&#039;deemed religious magic&#039;&#039; and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were &#039;&#039;not sorcery.&#039;&#039; Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined. It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter. That is, it was an effect without mediation, assaulting the matter itself. This involved channeling toward a target and turning its own essence against it. The destruction is specific to the essence of the exact form being targeted. There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.&lt;br /&gt;
&lt;br /&gt;
In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power. In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot; The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis. These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power. The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic. There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together. This is rooted in the nature of corruption. While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly. Similarly, when dark forces are &#039;&#039;brought in&#039;&#039; from what are now called the sorcerous valences, they &#039;&#039;must&#039;&#039; be used or even fused with the forces of this world. In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects. Sorcery is especially cruel when inflicted on the living.&lt;br /&gt;
&lt;br /&gt;
During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra. While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, &#039;&#039;plaguing&#039;&#039; the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities. They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds. The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities. When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world. &lt;br /&gt;
&lt;br /&gt;
In this way it would become possible to summon beings not of the &#039;&#039;&amp;quot;near planes,&amp;quot;&#039;&#039; such as the elementals or spirit servants, but highly alien or malevolent beings from the &#039;&#039;&amp;quot;outer&amp;quot;&#039;&#039; dimensions. This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them. While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history. &lt;br /&gt;
&lt;br /&gt;
The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by &#039;&#039;dark cults&#039;&#039; in the Southron Wastes. The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets. The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales. These academies were not founded until after the Sea Elf War. In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered. It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution. To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it &#039;&#039;was not&#039;&#039; controversial. It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.&lt;br /&gt;
&lt;br /&gt;
But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks. The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms. For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void. &lt;br /&gt;
&lt;br /&gt;
Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those &#039;&#039;fiends of darkness&#039;&#039; which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead. Indeed. There are kinds of demons which can &#039;&#039;hardly be distinguished&#039;&#039; from undead. Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts. The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.&lt;br /&gt;
&lt;br /&gt;
But it was &#039;&#039;mostly the southern wastelands&#039;&#039; in that period that had what is usually considered &amp;quot;the undead.&amp;quot; The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning. Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces. One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot; The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck. It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents. In this way it was &#039;&#039;very unlike&#039;&#039; the necromancy and conjuration of the southern wastelands, and those traditions would &#039;&#039;mostly not merge&#039;&#039; until the Faendryl were exiled to Rhoska-Tor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(3) Occultism===&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot; &#039;&#039;Occultists&#039;&#039; would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot; These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges. In contrast to the &amp;quot;valences&amp;quot; model, there are &#039;&#039;higher and lower&#039;&#039; &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously. What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes. There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states. There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals. This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection. Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination. Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions. &lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is &#039;&#039;mostly thanks&#039;&#039; to occultists. It was a heterogeneous movement that took different and inconsistent forms. House Illistim tended to &#039;&#039;draw occultists&#039;&#039; focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight. The universalism or cosmicism of the Faendryl tended to &#039;&#039;foster other kinds&#039;&#039; of occult societies. Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae. They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory. But there &#039;&#039;were others&#039;&#039; of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all. That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana. Natural philosophies were ignorant or self-limiting. This may even be why we now define spheres of magic by effect.&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts. There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories. &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity. Grimoires are notorious for unreliability. They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot; These are, of course, crude over-generalizations of widely diverse indigenous beliefs. &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and &#039;&#039;human druidism&#039;&#039; is ancestral to northern reivers.&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded. The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions. Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot; But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions. They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends. Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone. It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it. Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a &#039;&#039;backwards flux&#039;&#039; of methods into the Elven Empire. It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning. The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; &#039;&#039;&#039;had its roots&#039;&#039;&#039; in occult grimoires. It was also this tradition that &#039;&#039;somewhat softened&#039;&#039; Elven materialism, making the Faendryl more open to the study of necromancy. &lt;br /&gt;
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&lt;br /&gt;
=III. The Undead War (-20,000 to -15,000 Modern Era)=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals. There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash. This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead. There are many kinds of undead, and many were known to exist in antiquity. Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses. &lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning. Despana was &#039;&#039;the first&#039;&#039; necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields. She innovated methods of &#039;&#039;hierarchical control,&#039;&#039; or leverage, as well as for rapidly increasing the size of her forces. What had &#039;&#039;once been&#039;&#039; the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.&lt;br /&gt;
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==III.A  Rhoska-Tor==&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes. A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers. It is sometimes spoken of  as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War. Its history is much older than Despana. &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot; This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles. There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is &#039;&#039;geologically bizarre&#039;&#039; and was drastically transformed in the Age of Darkness. It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults. It is &#039;&#039;&#039;named for&#039;&#039;&#039; the terrible outcroppings known as &#039;&#039;&#039;the Tor.&#039;&#039;&#039; There are, in turn, &#039;&#039;pseudokarsts&#039;&#039; formed from this igneous rock, eaten away by caustic black blobs. It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth. These ancient lava fields themselves are artificial.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Theorists have long speculated&#039;&#039; that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith. They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes. They corrupted the resulting earthnodes with their darkness. This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism. There were then eruptions toward the surface, and below the surrounding ocean. The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash. The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment. Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns. Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.&lt;br /&gt;
&lt;br /&gt;
There are &#039;&#039;untold horrors&#039;&#039; in the darkest depths of Rhoska-Tor. The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns. Though the region is unstable, sometimes suffering cavern collapses from earthquakes. Further below ground are &#039;&#039;unknown ruins and dangerous races.&#039;&#039; The violence to the flows of essence in this region have caused &#039;&#039;rifting&#039;&#039; in the veil, forming often unstable or temporary gateways to other worlds. There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.&lt;br /&gt;
&lt;br /&gt;
There are &#039;&#039;many demented edifices and terrifying monuments&#039;&#039; in Rhoska-Tor, owing to its &#039;&#039;long history of dark theocracies and cults.&#039;&#039; There are &#039;&#039;dangerous traps&#039;&#039; that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped. The landscape is as exotic as it is filled with deadly mysteries.&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to Rhoska-Tor, especially close proximity to &#039;&#039;the Tor themselves,&#039;&#039; induces transformations in the living. Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan. Gnomes become feral and were banned by Patriarchal decree. Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows. Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves. Their features become sharper, their bodies physically weaker, with greater capacities for magic. Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language. The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is &#039;&#039;constructed directly from intonations,&#039;&#039; through layers of overlapping sounds involving no shared vocabulary of words. In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become &#039;&#039;quite pale&#039;&#039; or other complexions.&lt;br /&gt;
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The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor. Blame is widely attributed to the many unusual mana focii, the dark magic of Despana or the undead, the corruption of the demons summoned by the Faendryl, sorcerous backlashes and explosions, the implosion and unhealed tear in reality at Maelshyve, mana storms, the unholy power of the Ur-Daemon, the valencial tears and instability deep underground, and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding. There have been cases of powerful, very old Dark Elves, who must feed on magical energies. Not unlike the Collectors. Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal. There is an unusually high amount of cursed metals, or those associated with the &#039;&#039;sorcerous elements,&#039;&#039; especially urglaes which is found in the ancient lava flows. Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons. In the present day the Agrestis often relies on hired Palestra &#039;&#039;as security for miners.&#039;&#039; There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &#039;&#039;&amp;quot;dowsing&amp;quot; methods&#039;&#039; to seek out troubles.&lt;br /&gt;
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&lt;br /&gt;
==III.B  Despana==&lt;br /&gt;
&lt;br /&gt;
No one knows who or what Despana was. There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha. There are &#039;&#039;cultists&#039;&#039; who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor. Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover. Her contemporaries believed she was from the jungles beyond the Southron Wastes. There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash. &lt;br /&gt;
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More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption. They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian. Others counter this by asserting the mountains in the Southron Wastes are highly unstable, and seem to be unnatural geological upheavals of shale and limestone from the Ur-Daemon War. They doubt the mountain even existed before the Great Fire. The earliest recorded rumors of Despana began in -19,864 shortly after this disaster.&lt;br /&gt;
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It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics. It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor. In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years. While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization. Despana herself was not regarded as a great threat from the very long precedent of her inaction.&lt;br /&gt;
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The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War. It was founded on an ancient mound of the Old Ones known as the &#039;&#039;&#039;Torm Tor.&#039;&#039;&#039; It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon. There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally. Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through &#039;&#039;esoteric methods,&#039;&#039; and thereby knowledge of dark magic more immediately through mental contact. Whether through ruins or some lingering presence below the wastes. &lt;br /&gt;
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Then if the book existed, it was from Despana herself writing it. Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier. It was a &#039;&#039;&#039;relatively common interpretation&#039;&#039;&#039; to believe that this was actually written in an orthographic convention of the Dark Elven language. While the Dhe&#039;nar were &#039;&#039;not the only&#039;&#039; Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would &#039;&#039;lead to them being blamed.&#039;&#039;&lt;br /&gt;
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There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep. However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105. There have been &#039;&#039;countless fake&#039;&#039; Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics. What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they &#039;&#039;had never&#039;&#039; been wielded as vast armies by necromancers. Widespread undeath had &#039;&#039;only been encountered&#039;&#039; when dealing with extraplanar horrors such as the Vishmiir.&lt;br /&gt;
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Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness. With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a &#039;&#039;hierarchy of command&#039;&#039; over hordes of lesser undead. The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves. Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches. &lt;br /&gt;
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Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts. Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland. Methods were made so that the fallen on battlefields would rise together in mass. Most importantly of all, Despana was a plaguelord, fashioning cursed diseases. Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries. These were as the transformation curses of witchcraft, except resulting in the undead. Ghouls would make more of themselves by clawing with their nails. Others were infected through contact with fluids, or through bites, or even through pestilent vapors.&lt;br /&gt;
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It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire. The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497. This was about three hundred years before the siege of ShadowGuard. In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action. There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief &#039;&#039;out of the southern wastes.&#039;&#039; There was much reason to underestimate the weak undead.&lt;br /&gt;
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Chronology of the Undead War is muddy and sometimes contradictory. Library Aies was &#039;&#039;badly damaged&#039;&#039; in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records. There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals. The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized. &lt;br /&gt;
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The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185. Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year. It is generally accepted that the war lasted for years. There are even some races who conflate the Undead War with the whole Age of Chaos. There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years. The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade. What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard. Despana&#039;s capacity for rapid escalation was contrary to her own precedent. The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.&lt;br /&gt;
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==III.C  The Faendryl Exile==&lt;br /&gt;
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What the Elves had failed to understand was that Despana had &#039;&#039;united the malign factions&#039;&#039; of the southern wastelands, and over those many long years there was &#039;&#039;a merger of the traditions&#039;&#039; of the black arts. There was a leap in the arts of necromancy because it was felt as an abrupt revelation. The fall of the outlying provinces in the West was lightning fast, while the southern horn of the DragonSpine was clogged with hordes. In the first month of the invasion into the core of Elven territory, what might be called the Surge, the Undead were regarded as a conventional but mindless force. It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir. They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders. House Vaalor was, bizarrely, the path of the invasion. With the benefit of hindsight, it is now believed Dharthiir intended to make his forces &#039;&#039;be surrounded as a tumor&#039;&#039; in the very center of the Empire, which at the time was regarded as illogical and suicidal.&lt;br /&gt;
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The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces. This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades. This temporarily disrupted the hierarchy of the Undead. There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.&lt;br /&gt;
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With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command. They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana. However, in what was a supreme irony and reversal of the natural order, time was working against the Elves. The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics. Where there were battle lines held in the southeast, there was &#039;&#039;widespread chaos and death in the West.&#039;&#039; Plagues were spreading that had been made through dark sorcery. Blights were killing the fields and wildlife. The living were in very serious danger of widespread famine and mass starvation. It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners &#039;&#039;hid the desolation of the West&#039;&#039; to prevent demoralization.&lt;br /&gt;
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The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve. By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed. The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead. What needed to be done was to &#039;&#039;banish them&#039;&#039; from this reality entirely, so that it would be impractical or impossible for them to make it back to this world. The other problem was actually reaching them.&lt;br /&gt;
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It was decided that the only choice was to summon a great number of powerful demons from the high ground. These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces. These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes. The rotting corpses would then &#039;&#039;be broken from their command hierarchy,&#039;&#039; following either the demons, or instinctively turning on the living warriors that were allied with Despana. They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress. The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality. But the Faendryl ruling class was aware that the other Houses would never agree to these actions. Nor would they even see it as necessary from not knowing the true direness of the situation.&lt;br /&gt;
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And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war. The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts. Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners. Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies. But it was the demons themselves that were the greatest outrage. Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop. It was feared that &#039;&#039;the Arkati&#039;&#039; themselves would strike down on the Elves in retribution for this violation. The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.&lt;br /&gt;
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There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180. House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim. They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses. The Faendryl monarchy instead became more absolutist. There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms. It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly. The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority. They argue their royal line was always the most stable after the founding era. These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay. The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other. The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot; &lt;br /&gt;
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When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones. The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein. The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility &#039;&#039;to guard&#039;&#039; against whatever came or even returned from it.&lt;br /&gt;
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In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war. Much of the &#039;&#039;Faendryl population&#039;&#039; was upset as well, having felt betrayed by their own rulers. It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines. It was decided that those who &#039;&#039;&#039;refused to renounce&#039;&#039;&#039; House Faendryl would be banished with their rulers to the wastelands. Families both immediate and extended were torn apart. Those who were involved in the two crimes against nature had no such leniency. House Faendryl became disgraced, its crest and emblems no longer recognized. The descendants of the exiled could &#039;&#039;&#039;only return by renouncing&#039;&#039;&#039; their heritage. This &#039;&#039;&#039;right of return&#039;&#039;&#039; no longer exists. It was &#039;&#039;&#039;suspended&#039;&#039;&#039; as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.&lt;br /&gt;
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It was &#039;&#039;in this period&#039;&#039; that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent. The term &amp;quot;dark elves&amp;quot; &#039;&#039;comes from&#039;&#039; the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying. This was &#039;&#039;the essence&#039;&#039; of Yshryth&#039;s speech. It was deemed one of the great vices of the Drakes. It was a term used for Elves of &#039;&#039;dark religions and black arts&#039;&#039; in the southern wastelands. But it had &#039;&#039;never&#039;&#039; been used against a whole lineage. Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the &#039;&#039;past few thousand years.&#039;&#039; The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language. The root of the term is in cultural condemnation rather than bloodlines. The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.&lt;br /&gt;
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=IV. The Age of Chaos (-15,000 until Modern Era)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;- Surveyor journal for northwestern Elanith&#039;&#039;&#039;&lt;br /&gt;
::::&#039;&#039;&#039;  Library Aies, Circa -15,180&#039;&#039;&#039;&lt;br /&gt;
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With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones. This was futile and the Houses tended to withdraw from each other. The Elven armies were mostly destroyed in the Undead War. With the slow replenishing of the elven race, this power vacuum lasted for millennia. It was no longer feasible for the Elves to exert control over the outlying provinces. These declared themselves independent, or turned to outright rebellion. The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded. &lt;br /&gt;
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The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years. This precluded regaining lordship over the outlands. In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world. Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed the Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.&lt;br /&gt;
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==IV.A  New Ta&#039;Faendryl==&lt;br /&gt;
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One of the darkest legacies of Despana was &#039;&#039;the famine&#039;&#039; she unleashed with her necromancy. It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was &#039;&#039;the blights&#039;&#039; poisoning the fields and forests. They were struggled against for centuries as recurring illnesses. It was the cause of insurrections and expansionist wars. There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well. &lt;br /&gt;
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Still worse was the plight of the Faendryl. The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food. Though there were forests near Maelshyve, these were &#039;&#039;dark and twisted,&#039;&#039; too dangerous from proximity.&lt;br /&gt;
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With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide. In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam. They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city. It was to spite &#039;&#039;Laibanniel Illistim&#039;&#039; for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind. These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.&lt;br /&gt;
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In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun. There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana. Among these latter factions, the Faendryl were the subject of hatred. However, the Faendryl soon discovered entrances to the underground caverns, and were able to &#039;&#039;erect wards&#039;&#039; to keep out the banshees and other infernal spirits that are endemic to those lands.&lt;br /&gt;
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There were attempts to spontaneously grow plants with spiritual magic. But they would emerge twisted and cursed, and were most often poisonous or rotting, or even hostile with a malign will and dark powers. Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves. The instabilities in the flows that were caused by the implosion of Maelshyve &#039;&#039;made it difficult&#039;&#039; to keep even crude constructs or golems. The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies. They tried to use the reanimated corpses of their beasts of burden, which was impractical and had milder but similar issues. In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve. In time they were able to make working artificial constructs from exotic metals. It would not be possible to even begin considering this on the surface until the situation stabilized.&lt;br /&gt;
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Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the &#039;&#039;span of decades.&#039;&#039; For others it was &#039;&#039;centuries&#039;&#039; and there was not much affect on skin tone for those farther away. While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the &#039;&#039;demon worshippers&#039;&#039; began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor. Despana transformed more into a myth of she who will one day return.&lt;br /&gt;
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Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground. The &#039;&#039;cultists&#039;&#039; would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary. The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor. For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery. In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot; Sorcery was broadened in such a way that it absorbed some of the more ancient black arts. The dark arts were then studied through the paradigm of Faendryl rationalism.&lt;br /&gt;
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Occultism provided the back door for these wasteland traditions to &#039;&#039;become incorporated&#039;&#039; into the dark arts of sorcery. The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution. It was fashionable to embed the demonic or spirits into weapons or other items. There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through &#039;&#039;immaterial projections.&#039;&#039; What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces. The futility of challenging the Faendryl is well known in the Southron Wastes.&lt;br /&gt;
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They would come to grow food in their outlying lands, along with relatively minor surface settlements. There was even the &#039;&#039;&#039;eastern port&#039;&#039;&#039; of Gellig after some &#039;&#039;&#039;ten thousand years,&#039;&#039;&#039; as relations between the Faendryl and other Houses had improved. While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age. Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins. Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd. It was a politically controversial royal marriage, which would have shifted the balances of power. (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.) When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle. The Faendryl losses were horrendous. The Houses declared it a genocide, the Faendryl &#039;&#039;&#039;called it an exile.&#039;&#039;&#039; The war had sought to &#039;&#039;compel a trial&#039;&#039; and formal restoration of ancestral land claims. But in the end it turned their allies against them and entrenched the opposition.&lt;br /&gt;
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It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism. The Patriarch formally dismissed the penance of House Faendryl in &#039;&#039;guarding the ruins&#039;&#039; of Maelshyve for the Elven Empire. It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve. The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor. There was then a full embrace of the dark arts, which were regarded as morally neutral. The Palestra academies were founded to support a vast expansion of demon summoning. The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.&lt;br /&gt;
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==IV.B  The Diaspora==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- Children&#039;s rhyme unconsciously chanted in fugue states, in the&lt;br /&gt;
::::  year 5100, due to Banaltra harvesters for the Feithidmor. Last&lt;br /&gt;
::::  hatching survived by sylvans of Yuriqen &#039;&#039;in the Age of Chaos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War. There &#039;&#039;were many&#039;&#039; dark forces who were not inside Maelshyve at the time of its destruction. With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors. This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor. There was &#039;&#039;a diaspora&#039;&#039; of necromancers and practitioners of the black arts out of the southern wastelands. In this way witchcraft had returned to the West, where &#039;&#039;it originated,&#039;&#039; but it was now a much darker and more dangerous form of magic.&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power. This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic. The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering. It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.&lt;br /&gt;
&lt;br /&gt;
After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years. Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel. The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep. The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts. The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever. Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent. This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic. It was why Yuriqen was sealed off almost &#039;&#039;&#039;2,400 years ago.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders. With the &#039;&#039;&#039;coronation of the Emperor of Veng in 2,745&#039;&#039;&#039; there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known &#039;&#039;&#039;as Hendor.&#039;&#039;&#039; While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West. Looser forms of this alliance had existed for a few thousand years. It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north. It is perhaps for this reason that the Sylvans had troubles with Myrdanian. The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.&lt;br /&gt;
&lt;br /&gt;
The Kannalan Empire abruptly collapsed in the year 3,961. It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains. Historians have since speculated &#039;&#039;this was caused&#039;&#039; by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen. There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands. Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IV.C  Death Religions==&lt;br /&gt;
&lt;br /&gt;
It was &#039;&#039;&#039;in the late Age of Chaos&#039;&#039;&#039; that Lorminstra began softening her treatment of departed souls. The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood. It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death. In antiquity it was &#039;&#039;very rare&#039;&#039; for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living. Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul. Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead. Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.&lt;br /&gt;
&lt;br /&gt;
It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit. High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals. This was a rare power and Lorminstra &#039;&#039;most often refused.&#039;&#039; It was only for those who had &#039;&#039;died prematurely or in insignificant ways.&#039;&#039; Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself. The &#039;&#039;very rarest&#039;&#039; form of resurrection was if Lorminstra took the departed soul and reincarnated its body.&lt;br /&gt;
&lt;br /&gt;
===(1) Deeds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven thousand years ago,&#039;&#039;&#039; or so, a loophole had formed in her rules. There was a &#039;&#039;tiny minority&#039;&#039; of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces. These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot; They were much &#039;&#039;more rapidly&#039;&#039; healed with magical herbs than most people, for whom such remedies &#039;&#039;usually only&#039;&#039; increase the rate of healing. Traumatic injuries from violence in particular might quickly vanish. Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it. Lorminstra allowed such heroes to fulfill their unfinished purposes. There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures. For this &amp;quot;deed&amp;quot; they would be owed a favor from Death. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna. But these were deeds of Death. Their sacrifices would &#039;&#039;substitute other heroic acts&#039;&#039; for the significant deaths that would leave Lorminstra unable or unwilling to resurrect. The greater the heroic feats to be spared, the greater the sacrifices to be worthy. There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds. Without accruing deeds, the soul was doomed.&lt;br /&gt;
&lt;br /&gt;
Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end. If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls. Their bodies would disintegrate upon the departure of their spirit. There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans. For those chosen by the Lady of Winter there is no question. Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.&lt;br /&gt;
&lt;br /&gt;
In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it. She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls. Reincarnation works around some of the conditions that ordinarily prevent resurrection. In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor. It was only &#039;&#039;certain kinds&#039;&#039; of deaths that could be substituted for deaths of like kind. Otherwise the rules of Death held without exemption. It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries. There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed. Those who return from death are never entirely restored. They lose something of themselves, whether temporarily or permanently. Some of this is damage from the decay of the body. While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead. The extent to which Lorminstra has extended her power in mitigating death has fluctuated. Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are &#039;&#039;instead the power of Life&#039;&#039; that goes into softening Death&#039;s sting. The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance. But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery. They are often contrary to her own interests, but have some role to play in the &#039;&#039;unfolding of Fate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Regardless, &#039;&#039;the role&#039;&#039; of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order. It was also &#039;&#039;in the Age of Chaos&#039;&#039; that we see the earliest records of a figure resembling Voln. There was a proliferation of undeath in the westerlands. Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies. It was many years before the founding of the k&#039;Tafali sect. The witch hunters of that age had no use for mercy, or for regarding the undead with compassion. Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.&lt;br /&gt;
&lt;br /&gt;
===(2) The Dark Path===&lt;br /&gt;
&lt;br /&gt;
But a little over &#039;&#039;six thousand years ago,&#039;&#039; following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north. The Dark Path was a theocracy in homage of Gosaena. It was a &#039;&#039;heterodox theology,&#039;&#039; in some ways similar to her Left Hand Path sect, but otherwise highly unusual. It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age. Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway. The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation. Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms. &lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void. To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic. Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia. He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness. Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession. He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps. It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions. He was a master of the black arts. But the corruption of this power was driving him mad. He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north. Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra. Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom. Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering. He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design. This commune with intense darkness caused Bandur to be frozen within solid ice. This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.&lt;br /&gt;
&lt;br /&gt;
===(3) The Broken Land===&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was &#039;&#039;a contemporary of Bandur, whom he had known&#039;&#039; from his earlier days. When his work had been recognized by the Order of Lorekeepers. Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the &#039;&#039;terrible wars&#039;&#039; of that period. While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur. It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality. The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region. This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot; It is rumored to be on the surface of the moon Lornon. Or perhaps below it. There may be a grain of truth in this as it is apparently an esoteric dimension. There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration. It is in the same vein as the heterodox theology of the Dark Path. The shrine there includes apocrypha &#039;&#039;depicting&#039;&#039; Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a &#039;&#039;shining trapezohedron,&#039;&#039; which is a siphon stone that concentrates power. It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power. The cultists were trying to make their own form of &#039;&#039;soul reincarnation,&#039;&#039; darkly mirroring the reincarnation of souls by Lorminstra. The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year. Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107. But the later work of Uthex was high necromancy.&lt;br /&gt;
&lt;br /&gt;
There was potential to &#039;&#039;transmogrify the soul&#039;&#039; into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood. In this way the Dark Path sought to ensure the reality of their depraved Death theology. They had twisted and perverted the work of Uthex into more dangerous forms. But his fellow Sages discovered that Uthex had gone quite mad, and slew him &#039;&#039;in -1,264&#039;&#039; with a devastating meteor swarm, destroying as many of his experiments and records as they could. There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists. These were astral fights as the portal had been sealed with powerful Runes of Warding. It was a cenobitic monastic order that would come to suffer from isolation and loneliness. The monastery was lost to history, not rediscovered until 5092. The monks had fallen to the very darkness they had struggled against.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IV.D  The Modern Age   (Last 5,000 Years)==&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos. Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood. The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years. In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire. This more human empire pushed the darkness back into the borderlands of the north and south. But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades. &lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841. The Faendryl assumed it was a minor border expansion at first, with fortifications built along &#039;&#039;&#039;the northern marches,&#039;&#039;&#039; from Tedronne &#039;&#039;&#039;near the Wizardwaste&#039;&#039;&#039; to Harald&#039;s Keep &#039;&#039;&#039;in the east.&#039;&#039;&#039; When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking. Sentinel Happersett went missing and suffered a horrifying fate worse than death.&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge. The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire. The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes. Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire. There has been a surge of greater dark powers since the failure of the Eye of the Drake. The Vvrael and Vishmiir wielded undead horrors. Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab. There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows. The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War. The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues. There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=OOC Disclaimers=&lt;br /&gt;
&lt;br /&gt;
===Author&#039;s Note===&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;first draft&#039;&#039;&#039; of a document that would have been proposed years ago if the Wordsmiths program were still running or player submissions were solicited on general subject matters. For this reason it reaches further than I normally would into &#039;&#039;embellishment.&#039;&#039; It is actually meant to be three documents in separate but interrelated volumes. With Wordsmiths having not been available, it was written in a form that would still be useful as a player character essay. Because it is so very long and systematic, I am belaboring this point for other players: &#039;&#039;&#039;&#039;&#039;Please do not try to treat, or cite, its contents as official lore!&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Ordinarily I would treat that as obvious and not needing saying, but in this case I want to give that special emphasis, because it inter-threads so many things that have only tacit or implicit lore. Parts of it might not even survive QC, or might need to be re-written or further developed, if it were sent through that process. This document is not necessarily static. I might amend it with updated versions to try to stay consistent with future developments.&lt;br /&gt;
&lt;br /&gt;
You can use it for your own RP and in-character perspective. Official documentation on theory of magic and cosmology and NPC black arts at this level of thoroughness is unlikely to ever be written. It is written from the character author&#039;s theory-laden and sometimes contrary perspective, so it is biased, and potentially wrong or disputable on points. There are some points that are wholly made up, since it was intended to eventually be a Wordsmiths document. These tend to be &#039;&#039;&#039;highlighted.&#039;&#039;&#039; It is historiographic, not historical. In other words it is interpretation and characterization of history, something like narrative categories which may be disputed as academic fictions. Much is interpretation to synthesize many strands of lore, which are embellishments and extrapolations, or attempts at reconciling inconsistencies and ambiguities. These are not necessarily correct, and may get contradicted later.&lt;br /&gt;
&lt;br /&gt;
There is an attempt to be approximately consistent (especially magic theory) with both DragonRealms and all time points of GemStone from 1989 through 2022, including the magic documentation on the play.net website that remains from Rolemaster Spell Law and everything related to the death mechanics, and trying to make a single coherent framework that works for both game mechanic and storyline premises. It de-emphasizes Luukos in favor of the many-sources-of-undeath in the Order of Voln messaging, along with de-emphasizing the most unrealistic aspects of the &amp;quot;Overview of Elanthian Magic&amp;quot; document. It interprets the death mechanics (including the Graveyard and Broken Land stories) from an IC perspective, but this aspect is especially vulnerable to future disruption, such as from Ebon&#039;s Gate festival storylines.&lt;br /&gt;
&lt;br /&gt;
It is written in a purely IC form of postulated conventions or theory, and abstracted historical or cultural tendencies, to give a narrativized layer of insulation of generalization to minimize inventing specific concrete details whole cloth. (For example, it mostly avoids inventing specific NPCs, cultures, religious orders, place names, and so on.) This means other PCs and NPCs may have different conventions and organization schemes, and may characterize the history and various other things differently. This way if things develop inconsistent with it, it just reduces its applicability and explanatory power. Future developments in GemStone may require significant revising or re-writing parts of it, especially if basic premises made in it become especially inconsistent with new documents. Because of this potential, it has version numbers.&lt;br /&gt;
&lt;br /&gt;
===Legal Disclaimer===&lt;br /&gt;
&lt;br /&gt;
Simutronics has my permission to use or adapt this work into a canonical version in the future without my involvement if I am no longer present. It was originally intended for Wordsmiths, which presently is still defunct. If I am still present, I may be able to provide extensive footnotes offering line-by-line justifications, explanations, and cross-references. It was written to be highly internally consistent, so changing parts of it may create conflicts.&lt;br /&gt;
&lt;br /&gt;
===Highlight Key===&lt;br /&gt;
&lt;br /&gt;
Full footnotes of explanations would make this unreadable and more than twice as long. I am using highlights to emphasize when things are especially fabricated. &lt;br /&gt;
&lt;br /&gt;
* Bold highlights are totally made up &amp;quot;facts&amp;quot; and not canon at all. These are mostly made up quotes or book titles, or hard statements about geography or history. &#039;&#039;(This is not implying non-bold text has zero invention in it. I do not bold things that are the author&#039;s views or theorizing.)&#039;&#039;&lt;br /&gt;
* Italic highlights are relatively strong embellishments or inferences to synthesize and make sense of disparate elements of the world setting. &#039;&#039;(This is not implying non-italic text has zero assumption or embellishment in it. For readability I mostly italicize the initial premise, not what follows from it.)&#039;&#039;&lt;br /&gt;
* Bold italics or obvious section title highlights do not mean anything. &#039;&#039;(Whole sections are only highly made up if there is seemingly nothing established about it.)&#039;&#039;&lt;br /&gt;
* The unhighlighted text is the IC author&#039;s biased view or interpretations, using his framework and conventions. It may be flawed or incomplete in various ways, or have more minor embellishments.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.1&amp;lt;br&amp;gt;&lt;br /&gt;
5/08/2023&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=196517</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=196517"/>
		<updated>2023-05-10T02:24:52Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: update text to version 1.0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are OOC footnotes for the &#039;&#039;&#039;unofficial&#039;&#039;&#039; document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|&amp;quot;Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
This is meant to explain the motivating logic behind embellishments and what gaps or inconsistencies are being reconciled. (It is actually pretty light on 100% fabrications, which are bolded on the linked copy above without the footnotes.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Forbidden Knowledge and the Black Arts===&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist,[1] I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts[2] and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent.[3] What follows here is a brief survey in three volumes.[4] It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order.[5] It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms.[6] There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.[7]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[1] [[Harrowing and Esoteric Archaeology|Occult archaeology]], or &amp;quot;esoteric archaeology&amp;quot; and &amp;quot;occult philology&amp;quot;, are made up disciplines Xorus explained once for a Faendryl symposium.&lt;br /&gt;
[2] &amp;quot;Black arts&amp;quot; is used in this to refer to highly corruptive magic performed by villain types that is worse and more condemned than the sorcery typically used by Faendryl. (e.g. the [[Blood of the Sea: The Krolvin and Their Descendants|blood mages]] of the krolvin, who Auchand has said on Discord is the only major culture that practices blood magic, and that it is worse / darker than what we call sorcery.) It is used as a distinction from the term &amp;quot;dark arts&amp;quot;, which refers to contemporary sorcery having partly overlapped with historical black arts. The document explicitly and overtly historicizes the word &amp;quot;sorcery&amp;quot;, so that its present meaning / conventions are a product of history, while addressing all its conceptual ambiguities.&lt;br /&gt;
[3] This document treats magic as arising from intellectual and cultural traditions, with a corresponding history of ideas and influenced by historical forces. It splits apart various aspects under the umbrella &amp;quot;sorcerer&amp;quot; into different origins and kinds. It was also to break up the excessive conflation and near monopoly of sorcery by the Faendryl.&lt;br /&gt;
[4] Volume 2 fleshes out the meaning of &amp;quot;black arts&amp;quot; (and magical corruption), taking that term from the original [[Legend of the Necropolis of Etrevion (essay)|&amp;quot;Legend of the Necropolis of Etrevion&amp;quot;]] story for the [[The Graveyard|Graveyard]]. Volume 3 is classification schemes for the unliving. The volumes are stand-alone, more or less, but interrelated. Some terminology in Volume 1 is elaborated in the other volumes. Volume 1 is more or less polished. Volumes 2 and 3 are rough drafts and might better be broken up and cannibalized into more specialized documents.&lt;br /&gt;
[5] The document is trying to characterize traditions out of kinds of cultures (e.g. animism -&amp;gt; druidism, shamanism) as tendencies, rather than the messy gritty details of concrete history, where there would be tons of redundancy and reinventions. This was intentionally done to avoid filtering everything through individual race monocultures, which is a defect of Elanthia&#039;s lore documentation in general, and instead speaks of propensities from worldviews and value systems with geographical or sociopolitical/economic conditions. &lt;br /&gt;
[6] This terminology is explained later in this document. &amp;quot;dark sorcery&amp;quot; is a distinction from &amp;quot;classical sorcery&amp;quot;, and this sentence amounts to saying the document is written with a Faendryl bias. The sentence &amp;quot;sorcery is demonology and necromancy&amp;quot; is true of &amp;quot;dark sorcery&amp;quot;, but it is not true (or very strained and forced) of the way this document defines &amp;quot;classical sorcery&amp;quot;, which is based instead directly on the Sorcerer class definition (which originated in I.C.E. and in practice has only ever accurately characterized a subset of the spell list in GemStone, whereas the duality of demonology and necromancy lores was not implemented until the GemStone IV conversion.)&lt;br /&gt;
[7] Hedge on the scope of its correctness, and allowance for having Faendryl bias but also saying things Faendryl would not like. IC author is contrary on some matters such as the Arkati and Drakes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way.[8] For this I will defer to ethnographers and religious historians.[9] In this compendium the unifying focus is necromancy in a very broad sense.[10] Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions.[11] It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.[12]&lt;br /&gt;
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[8] This is an &amp;quot;Other&amp;quot;-ing framing where archetype categories (e.g. &amp;quot;witch&amp;quot;, &amp;quot;warlock&amp;quot;, &amp;quot;shaman&amp;quot;, &amp;quot;druid&amp;quot;) are used compared to some orthodoxy (Faendryl sorcery, magical theory), not necessarily the ways the people being described would describe themselves. It also uses specific definitions for those words, which are not necessarily the same ordinary usage meanings by others. (e.g. Dhe&#039;nar warlocks may not directly be what this document means by &amp;quot;warlock&amp;quot;)&lt;br /&gt;
[9] This is glib. It would be a very dangerous thing for an ordinary academic to study.&lt;br /&gt;
[10] The scope of &amp;quot;necromancy&amp;quot; is more defined in Volume 2. Sorcerer profession [[Sorcerous Lore, Necromancy|mechanical &amp;quot;necromancy&amp;quot;]] is generally everything related to flesh, blood, life forces, spirit, effectively filling in for the term &amp;quot;animate matter.&amp;quot; This texts broaden the historical scope of the term, so that 50,000 years ago it would instead refer to stuff like communing with departed spirits and resurrections, because that is &amp;quot;death magic.&amp;quot; While the contemporary meaning is written in an inherently sorcerous form but significantly broader than undeath.&lt;br /&gt;
[11] This is explicitly framing this document as IC engaging in convention construction to make an internally consistent rationalist framework.&lt;br /&gt;
[12] The recency bias applies more to Volumes 2 and 3 in terms of examples. But the general point is that interpreting records of past events and practices is warped by expressing it in terms of what exists or is considered important in the present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
Vice Chancellor Emeritus&amp;lt;br&amp;gt;&lt;br /&gt;
Hazalred Thaumaturgical Insitute[13]&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
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[13] This is a completely made up institution and title within the [[The Theory of Governance and Social Order#Clerisy|Clerisy]]. It is named after the ancient Faendryl NPC [[Abdullahi Hazalred]] (which is an obvious easter egg of Lovecraft&#039;s Abdul Alhazred, the fictional author of the Necronomicon, a grimoire with information on summoning otherworldly daemons in the Lovecraft mythos.) Ranks below the level of &amp;quot;Chancellor&amp;quot; are not defined in present documentation, but this could change in the future (e.g. &amp;quot;[[Pathways to the Orders of the Turamzzyrian Empire]]&amp;quot; in May 2023).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
Volume I: The History of Necromancy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul.[14] In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods.[15] It took its earliest forms in mortuary rituals and the divination of ancestral spirits.[16] Throughout history it has become an ever darker form of magic, splitting from its spiritual roots.[17] It is now the black arts of foul corruption and the utter debasement of life and death.[18] Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood.[19] But necromancy has never been as narrow as the undead, and has taken many other forms in history.[20]&lt;br /&gt;
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[14] The general idea is that it is not just spiritual magic, or calling on spirits, but coercively or corruptingly using the substances of life and spirit. This is referring to the more modern meaning of the word, which is contrasted by the next sentence. We are also keeping consistent here with DragonRealms on [https://elanthipedia.play.net/Category:Necromancer_spells &amp;quot;necromancy&amp;quot;] being the hybridizing of life mana, or in special cases holy mana. Life and holy mana are tacitly distinct in GemStone (e.g. Cleric/Paladin base spells and Convert mechanics versus Ranger/Empath base spells), but are treated monolithically as spiritual magic.&lt;br /&gt;
[15] This is what the word would have meant in the early Elven Empire or pre-House villages and colonies, roughly 50,000 to 60,000 years ago, before it went down darker paths. Black arts may have already existed in southern wastelands, but the technical term &amp;quot;necromancy&amp;quot; ought to begin in the Elven Empire to refer to divination practices with spirits of the dead and then have its meaning shift later.&lt;br /&gt;
[16] Rationalist characterization of spiritual and animist magic.&lt;br /&gt;
[17] Necromancy refers to sorcery practices now, which is hybrid magic rather than spiritual magic. This document explains how the precursor forms got twisted into sorcerous forms.&lt;br /&gt;
[18] This refers to what most non-Faendryl mean by the word &amp;quot;necromancy&amp;quot; in the present day. The next sentence instead refers to what this document calls the &amp;quot;dark arts&amp;quot; meaning of necromancy (i.e. Faendryl dominated paradigm) rather than the &amp;quot;black arts&amp;quot; meaning.&lt;br /&gt;
[19] This is what Faendryl and self-identified &amp;quot;sorcerers&amp;quot; (guild member types) often mean by &amp;quot;necromancy&amp;quot;. This typically would not include the darkest stuff, like what this document calls &amp;quot;soulcrafting&amp;quot;. It is presumably illegal in Faendryl lands, for example, to make yourself into a lich and continue on in Faendryl society that way.&lt;br /&gt;
[20] Explicitly stating that we are using a broader definition than undead magic, and that we are historicizing the concept.&lt;br /&gt;
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&amp;lt;/pre&amp;gt;&lt;br /&gt;
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It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds.[21] More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify.[22] Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares.[23] In this way it is difficult to illustrate the whole tapestry of the black arts.[24] Whether a given horror is undead, demonic, or something else, is not always obvious.[25] That is the legacy of necromancers.&lt;br /&gt;
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[21] This is a thesis statement for defining (contemporary) necromancy as a mode of sorcery, where this definition of it is inclusive of the black arts. Implicitly this is referring to &amp;quot;animate matter&amp;quot;, whereas a similar statement for inanimate matter might include the darkest stuff covered by the word &amp;quot;demonology&amp;quot;, or else be where they converge on each other.&lt;br /&gt;
[22] This is rooted in how &amp;quot;sorcery&amp;quot; is defined in this text as unnatural fusions and contradictions. That is keeping consistent with the way sorcery and necromancy are defined in DragonRealms. The distinction between transformation and transmogrification is elaborated in Volumes 2 and 3. Loosely, the convention used here is that transmogrification is more irreversible, more perverse and foundationally corrupted.&lt;br /&gt;
[23] This is elaborated more in Volumes 2 and 3. It is retaining consistency with the metaphysical category corruptions used in DragonRealms&#039; [https://elanthipedia.play.net/Sorcery magic theory for sorcery].&lt;br /&gt;
[24] Hedge for keeping the definitions and examples open ended rather than exhausted by a normative definition. It is also framing a recognition of the inherent blurriness or ill-definition of a lot of this stuff, or that there is a lack of full understanding of what&#039;s really happening in the darker stuff. This is related to the meaning of &amp;quot;esoteric&amp;quot; magic later in this document, and how black arts rituals are characterized in relation to flow magic in Volume 2.&lt;br /&gt;
[25] This is elaborated much more in Volumes 2 and 3. GemStone has always had precedents of artificially made demons and blurring between demons and undead, dating back to early I.C.E. books and all the way through to modern stories. The simplistic formula of &amp;quot;undead are cursed souls of the dead of this world&amp;quot; and &amp;quot;demons are inherently things native to other planes and not this world&amp;quot; does not actually in practice describe what is true in the world setting and never has. It&#039;s much more complicated than that, and this text treats modern &amp;quot;necromancy&amp;quot; as more generally debasement/perversion/etc. of sentient/sapient/etc. beings in general. (One straight forward example is [[vathor]]s making [[necleriine]] demons using a necromantic ritual on Elanthian corpses. Another is the existence of extraplanar undead, such as [[murky soul siphon]]s. Then there are demonic hybrids with the living and all sorts of monsters corrupted by dark energies.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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I. The Age of Darkness (-130,000? to -50,000 Modern Era)[26]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil.[27] The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth.[28] They fed on the essence and the soul.[29] Where they came from is not known.[30] But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands.[31] Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons[32] -- it is said they can never truly die. Their remnants linger, in sleeping death.[33] Horrible relics of dreadful power.&amp;quot;&lt;br /&gt;
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- [[Linsandrych Illistim]], First Master of Lore, House Illistim [34]&lt;br /&gt;
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[26] The -130,000 number comes from the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document. It is using -50,000 because that is shortly before the Houses were founded (i.e. imperial Elven bias), but strictly speaking there was non-urban civilization prior to that but after the Ur-Daemon War, which is described in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The Age of Darkness can be subdivided (e.g. [[Caylio Javilerre]] referred to the Arkati dominated period.)&lt;br /&gt;
[27] This is supposed to be continuing onward from her writing about the oppression of dragon rule, where Linsandrych apparently interpreted the Drakes as literal dragons, as opposed to draconic manifesting greater spirits above the Arkati. This Drakes vs. dragons issue is addressed later in the document. Using &amp;quot;the veil&amp;quot; metaphor in a Linsandrych quote would date its usage back roughly 55,000 years, before veil piercing magic was invented, and is establishing here early Elven Empire understanding of the Ur-Daemon as extraplanar entities. &lt;br /&gt;
[28] This is partly based off the Imaera related [[Gods of Elanthia|gods lore]], and playing off a premise that earlier elves interpreted the Ur-Daemon as &amp;quot;darkness&amp;quot;, not knowing or understanding the extraplanar cosmos concepts. This shadow monsters in the forest concept is depicted in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; for the Age of Darkness period. &amp;quot;[[Origins of Tonis]]&amp;quot; explicitly says the Ur-Daemons &amp;quot;blackened the land&amp;quot; with their &amp;quot;corruption.&amp;quot;&lt;br /&gt;
[29] This is in the original &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[30] This has been the premise with the Ur-Daemon in general, that for all we know they&#039;re still out there somewhere, but we do not actually know. (e.g. &amp;quot;History of Elanthia&amp;quot; with the Faendryl exile arguments, &#039;&#039;&amp;quot;Illistim mages pointed out the dangers of penetrating the veil. For all any knew, the Ur-Daemon still existed somewhere beyond it.&amp;quot;&#039;&#039;; Daephron Illian supposedly trying to summon them and accidentally getting the Vvrael.)&lt;br /&gt;
[31.1] &amp;quot;Demon Lords&amp;quot; is pure invention, it has not been used for them. The Ur-Daemon have precedent of being called &amp;quot;the Dark Ones&amp;quot; and &amp;quot;the Ur&amp;quot; by NPCs, and this text also refers to them as &amp;quot;Old Ones&amp;quot; and &amp;quot;dead gods&amp;quot; as a Lovecraftian motif.&lt;br /&gt;
[31.2] The Ur-Daemon have been portrayed in very different physical forms, including actual visualizations, so it is hard baked that the term has to refer to a wide assortment of morphologies. (Later in this document an oblique reference is made to the possibility of them metamorphing, which could help explain this issue.) The Beast of Teras Isle seems vaguely vathor-like, though it pre-dates the creation of vathors. Ith&#039;can resembled a huge oculoth. Orslathain supposedly had huge wings of darkness. Melgorehn&#039;s Reach time warps have shown them resembling huge floating squids, with Drakes breathing fire on them. The &amp;quot;[[Constellations of the Northern Sky]]&amp;quot; document instead suggests they should have appendages with six taloned claws. These are generally compiled on the [[Ur-Daemon]] page.&lt;br /&gt;
[31.3] The &amp;quot;History of Elanthia&amp;quot; insinuates a logical relationship between the Ur-Daemon and undeath, because of Despana &#039;&#039;searched the land for the old places of the Ur-Daemons&#039;&#039; (Rhoska-Tor) and &#039;&#039;somewhere in what is now called Rhoska-Tor, her quest succeeded when she found the Book of Tormtor.&#039;&#039; The Book of Tormor was &#039;&#039;said to be written in the language of the Daemons&#039;&#039; but &#039;&#039;none can now be sure of its contents.&#039;&#039; &amp;quot;Gods of Elanthia&amp;quot; establishes the twisting of the living by dark forces as a concept, and more specifically rebuilding life after the Ur-Daemon war.&lt;br /&gt;
[31.4] This is a real-world biblical usage of &amp;quot;legion&amp;quot;, but the words legion (along with being misshapen and horrible to look upon) and &amp;quot;vile minions of shadow&amp;quot; are also used to describe them in a fresco in the Drake&#039;s Shrine, which dates back to the Ur-Daemon War. The premise that the demonic were present in vast numbers and endlessly being reinforced through the rift to their &amp;quot;eldritch plane&amp;quot; is also in the &amp;quot;[[Origins of Tonis]]&amp;quot; legend: &#039;&#039;&amp;quot;Though at first the drakes were successful in containing the extraplanar threat, the Ur had numbers without limit, for they had established a great rift that connected the world of Elanthia with their eldritch plane. They had infested the surrounding lands in such numbers that seeking the rift meant a fool’s death, though drakes and Arkati both tried.&amp;quot;&#039;&#039;&lt;br /&gt;
[32] This is interpreting &amp;quot;Ur-Daemon&amp;quot; as just the meaning of the prefix &amp;quot;Ur-&amp;quot; and not necessarily a species name. A Ride of the Red Dreamer NPC also once [https://gswiki.play.net/Category:Ride_of_the_Red_Dreamer implied] they were not always called Ur-Daemon by mortals: &#039;&#039;Beonas says, &amp;quot;...we call them Ur-Daemons, now.&amp;quot;&#039;&#039;&lt;br /&gt;
[33] This premise has been used for Ur-Daemon body parts in storylines by Auchand and Kenstrom. The eye of the Ur-Daemon we call Ith&#039;can was [[Cross into shadows|recharged/revived]] to some extent, for example, with blood from the Beast imprisoned in the glaes caverns on Teras Isle. Other Ur-Daemon body part MacGuffins include the Eye of Goseth (corrupted the [[Sanctum of Scales]]) and the Shroud/Skin (which cut off the Red Dreamer from the power of the Arkati). &amp;quot;[[Origins of Tonis]]&amp;quot; uses similar premises on the Arkati versus Ur-Daemon relationship. This incidentally makes it very dubious that Marlu can consistently be Ur-Daemon, because of Cleric/Paladin magic through Marlu. The IC author does not get into it in this document, but would argue Marlu was more likely an Arkati born from the shattering of the veil when the Ur-Daemon arrived.&lt;br /&gt;
&lt;br /&gt;
[34] This whole paragraph is totally made up. Linsandrych is the founder of House Illistim, existing canon quotes are used elsewhere in the document. &amp;quot;First Master of Lore&amp;quot; is an unclearly defined title, because Meachreasim Illistim in recent years is also called &amp;quot;First Master of Lore&amp;quot; (e.g. in later versions of &amp;quot;History of Elanthia&amp;quot;), and it is not defined in later Illistim documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism.[35] With this came the true Age of Darkness.[36] It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other.[37] The dragons who survived were driven mad.[38] It is not known how this happened.[39] The more chaotic or demonic realms beyond the pale are incapable of opening portals into higher realities.[40] Whether it was an accident, or they were brought here on purpose, the way was opened.[41] Once they were here, they ripped apart the veil.[42] It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons.[43] These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers.[44] They fed upon the magical energies of the world, and their very presence stained their surroundings.[45]&lt;br /&gt;
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[35] The IC author is following the Linsandrych track here of equating Drakes and the dragons the ancient elves hated and feared. He questions this in an iconoclast way in a later section, suggesting draconic manifesting deities that the elves did not distinguish from ordinary dragons. &amp;quot;Utter Darkness&amp;quot; is a pure invention, and trying to plug a meaning into &amp;quot;Age of Darkness.&amp;quot; Later it refers to the Elven word [[Shimmering glaesine orb|&amp;quot;Draekeche&amp;quot;]] from the House Illistim motto as meaning &amp;quot;darkness&amp;quot;, which is an canon translation and from -49,080 Modern Era. The &amp;quot;barbarism&amp;quot; of the dragons plugs in later to interpreting Yshryth Faendryl&#039;s speech.&lt;br /&gt;
[36] Caylio Javilerre split the Age of Darkness up into an Age of the Drakes and an Arkati-dominated era after the Ur-Daemon War. The IC author here is using the Ur-Daemon to say something about the large scale introduction of dark energy corruption from other worlds (including demons and undeath) with the Ur-Daemon War.&lt;br /&gt;
[37] Playing off &amp;quot;Draekeche&amp;quot; meaning &amp;quot;darkness&amp;quot; and the visual fact in time rift manifestations of Drakes breathing fire on Ur-Daemon, and that both are largely dead or gone now.&lt;br /&gt;
[38] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; about dragons being driven mad with fear. The IC author would probably question this as historians trying to rationalize why dragons today are apparently weaker than masters of Arkati. But is not getting into that here, citing it on face value.&lt;br /&gt;
[39] The introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot; and other documents such as &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; have a story of Fash&#039;lo&#039;nae bringing the Ur-Daemon to Elanthia, but &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; at the bottom shows how thin the actual evidence of that legend is. &amp;quot;[[History of Elanthia]]&amp;quot; implies it is not actually known how the portal happened.&lt;br /&gt;
[40] This is an embellishment to explain why demons do not come into this world on their own (and why we do not get summoned by demons), including various ones from storylines that have tried to come here on purpose, but when they are already here they can open rifts to let in more demons. The abyran&#039;ra did this in the [[Rhythus Veranthe Faendryl|Rhythus Veranthe]] event for the release of [[725|725 Minor Summoning]], the Ur-Daemon Ith&#039;can was able to open portals with its eyes, the ebon-swirled primal demons of the Southron Wastes (a variety of oculoth) can likewise send their eyes through rips in space. This cosmology explanation was the reason why in the I.C.E. Age, combined with the Eyes artifacts at the poles, which have a direct analog in the Eye of the Drake artifact from the Vvrael quest. The Vvrael, [[Vishmiir]], Althedeus, and so on, have generally always needed the way opened from this side. (Morvule is likewise an expert in demon summoning and planar studies, but had to be summoned back to Elanthia with the aid of a sacrifice ritual by the Luukosian Order. Yet in the same situation was able to fly back and forth from Elanthia and the Maw of Luukos.) Volume 2 makes more explicit use of this basic cosmology premise of more chaotic and higher ordered essences, consistent with the chaotic energy barriers of combat demons. &amp;quot;History of Elanthia&amp;quot; framed it implicitly as weird with the word &#039;somehow&#039; in the line &#039;&#039;&amp;quot;Ur-Daemons somehow opened a portal to Elanthia&amp;quot;&#039;&#039;.&lt;br /&gt;
[41] This is a nod to the legend that Fash&#039;lo&#039;nae brought in the Ur-Daemon, which is mentioned in a few documents now, and &amp;quot;[[Gods of Elanthia]]&amp;quot; attributes it to Faendryl &amp;quot;elder historians&amp;quot;.&lt;br /&gt;
[42] This refers to the Ith&#039;can ability to open portals / rifts with its eyes. This was stated in a Kenstrom storyline. To a lesser extent in terms of relevance, the ebon-swirled primal demons in the Southron Wastes also do this, their eyes emerging from rips in space.&lt;br /&gt;
[43.1] Partly refers to the [[History of Fash&#039;lo&#039;nae|shattering]] of Fash&#039;lo&#039;nae&#039;s library as an &#039;&#039;&amp;quot;amplifier&amp;quot;&#039;&#039; for anchoring &#039;&#039;&amp;quot;the portal to the Ur-Daemon&#039;s home world&amp;quot;&#039;&#039;, and partly refers to the &#039;&#039;&amp;quot;instability between valences during the cosmic battle&amp;quot;&#039;&#039; in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document. But &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; also uses the plural wording: &#039;&#039;&amp;quot;the portals of the Ur-Daemons&amp;quot;&#039;&#039;. The premise of a single major portal though is also hard baked in the setting for the last battle which blasted the landscape for hundreds of miles &#039;&#039;&amp;quot;leaving it a lifeless wasteland&amp;quot;&#039;&#039;, which in context with the Despana lore only makes sense to refer to Rhoska-Tor and the Southron Wastes. In the I.C.E. Shadow World lore it was possible to form wastelands like that from major portal collapses, which was the then-recent context at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written. In DragonRealms there is some [https://elanthipedia.play.net/Heralds implication] that excessive magical use or power in an area can leave it blasted and ruined. Mana storms similarly are of this notion of power backlash in I.C.E. Shadow World and the Elanthia of both [[mana storm|GemStone]] and [https://elanthipedia.play.net/Manastorm DragonRealms].&lt;br /&gt;
[43.2] With the &amp;quot;[[Ithzir Genesis]]&amp;quot; premise of valencial instabilities forming gateways to this world, and the Ur-Daemon being able to open their own rifts, and similarly random rifts opening in [[mana storm]]s and magical backlashes and so forth, for many reasons a lot of demons in general should have accessed Elanthia. Not just the main ones categorized as &amp;quot;Ur-Daemon&amp;quot;. It is a long-standing development imbalance/distortion in GemStone, for various reasons, that undead are way over-represented mechanically and demons are way under-represented. This document frames premises for demons to &amp;quot;naturally&amp;quot; be in highly corrupted realms and wastelands, including veil weaknesses allowing them to be immaterially present or influencing.&lt;br /&gt;
[44] Another etymological treatment of &amp;quot;Ur-&amp;quot; as its literal prefix meaning. Hedges on how much we actually know about them. For example, Aralyte a Palestra Blade in front of the Beast of Teras Isle (and then using its blood to power up the eye of Ith&#039;can): &#039;&#039;Aralyte says, &amp;quot;It is said...&amp;quot; Aralyte runs a finger along the cavern wall, and briefly across the monstrous head. Aralyte asks, &amp;quot;Is it true, perhaps?&amp;quot; Aralyte asks, &amp;quot;The remnants of an Ur&#039;Daemon?&amp;quot; Aralyte says, &amp;quot;In time perhaps, I will need to return here.&amp;quot;&#039;&#039;&lt;br /&gt;
[45] The premise that Ur-Daemon &#039;&#039;&amp;quot;fed on mana, both that contained in the land&#039;s natural mana foci and that bound around all life&amp;quot;&#039;&#039; stems from the original &amp;quot;[[History of Elanthia]]&amp;quot;. Their bodies are highly corrupting, such as what the Eye of Goseth did to the cultists of the [[Sanctum of Scales]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons.[46] The Great Elementals stormed and the Great Spirits mostly hid or were devoured.[47] It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos.[48] Terrible gods were formed in other worlds from the powers unleashed.[49] There were Arkati who hoarded followers, or attempted to shelter lesser races in other places.[50] Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.[51]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[46] IC author is being non-commital on how much we actually know of that period. In religion the Drakes and some Arkati fought the Ur-Daemon. In time rifts we&#039;ve seen Drakes (meaning apparent dragons) breathing fire on gnarled floating squid monsters, which is ambient messaging for a chamber inside Melgorehn&#039;s Reach. The Planar Shift (740) rift only describes them as &amp;quot;otherworldly creatures&amp;quot;, and the fresco in the Drake&#039;s Shrine is described as &amp;quot;countless legions misshapen and horrible to look upon&amp;quot; and &amp;quot;vile minions of shadow.&amp;quot; The author uses &amp;quot;Great Spirits&amp;quot; as a catch-all for spirit entities up through Arkati and higher in Volumes 2 and 3 and suspects the Drakes were Koar-like Great Spirits and that actual dragons also fought the Ur-Daemon.&lt;br /&gt;
[47] The [[Great Elemental]]s fighting in this period is asserted by the NPC authors of &amp;quot;[[History of Elementals]]&amp;quot;.&lt;br /&gt;
[48] This is stated explicitly in the &amp;quot;[[Ithzir Genesis#Early History|Ithzir Genesis]]&amp;quot; document. It is mildly implied in &amp;quot;[[History of Fash&#039;lo&#039;nae#&amp;quot;Action.&amp;quot;|History of Fash&#039;lo&#039;nae]]&amp;quot; with the shattering of Fash&#039;lo&#039;nae&#039;s library which was &#039;&#039;&amp;quot;scattered to the planar winds, fragmented like a shattered mirror.&amp;quot;&#039;&#039; At least part of it has been visited in-game on the [[Inorios Plateau]].&lt;br /&gt;
[49] Kenstrom refers to these demonic beings as &amp;quot;primordials&amp;quot; and the only named one we have now is Althedeus. (Another might be the force behind the &amp;quot;golden eyes&amp;quot; phenomenon, most familiarly Chaston Griffin with his unnatural mental influence powers, but nothing has really been established yet. Other possible cases of it might be Emperor Aurmont&#039;s son, and the imprisoned force in the Torre reiver ancestor histories, most clearly stated in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.) This premise of Althedeus being formed in another realm by the powers unleashed by the Drake/Ur-Daemon War has been used repeatedly in storylines. It is also in the &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Disciples of the Shadows section.&lt;br /&gt;
[50] For example, &amp;quot;[[History of Eorgina]]&amp;quot; and &amp;quot;[[Legend of L&#039;Naere]]&amp;quot;.&lt;br /&gt;
[51] The devouring shadow monsters of the forests are described in the early part of &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The second half of the sentence is partly based on the twisting and deformation of life that Lornon Arkati do in the Imaera description in &amp;quot;[[Gods of Elanthia]]&amp;quot;, and various monstrosities that have been created through dark magic. [[Althedeus]] itself did similar with its own dark corruptive powers. That is framed from multiple directions, such as Grishom Stone and Elithain Cross under the manipulation of Althedeus, the Shadow Realm creatures that have been encountered, and &amp;quot;[[Orders of the Turamzzyrian Empire#Disciples of the Shadows|Orders of the Turamzzyrian Empire]]&amp;quot; referring to &amp;quot;gruesome shadowy creatures&amp;quot; encountered sailing east of Atan Irith.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles.[52] With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake.[53] This sealed the interdimensional rift and strengthened the essence barriers separating the worlds.[54] There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being.[55] The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth.[56] With the failure of the Eye in 5098, Elanthia saw more otherworldly threats.[57] The Vvrael hold the world on the edge of a widening abyss.[58] The Vishmiir were driven back into the Void.[59] Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.[60]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[52] This is quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; introduction section. This document interprets the wasteland as the Southron Wastes and especially Rhoska-Tor, where &amp;quot;Southron Wastes&amp;quot; is a historically older term, but Rhoska-Tor we interpret as having old language roots in common with Dhe&#039;nar-si. That is because the Dhe&#039;nar-si term &amp;quot;rha&#039;sha&#039;tor&amp;quot; is used in the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document, and &amp;quot;[[History of Elanthia]]&amp;quot; implies it was not called Rhoska-Tor in the Second Age. So this is choosing to give the two forms common etymology rather than having it be a later loan word between languages.&lt;br /&gt;
[53] This is from the Vvrael quest. The entrance to the Rift was initially sealed with a gemstone floating over the ornate pedestal.&lt;br /&gt;
[54] The first part of this sentence was the explicit premise, the second part is a minor extrapolation because the &amp;quot;Eye of the Drake&amp;quot; was blatantly based on the &amp;quot;Eyes of Utha&amp;quot; from the I.C.E. setting, which had the same function and took the same form of a gem floating over a pedestal in inaccessible fortresses near the poles of the world. The failure of the Eye can also be used to handwave explain why we&#039;re dealing with so many huge extraplanar threats in the past few decades.&lt;br /&gt;
[55] Based on the Drake&#039;s Shrine and the loresong on the teleportation orbs given to the Chosen. The imagery involved is pretty clearly from the Book of Revelation, so this is playing into that with the notion of a living seal, and the use of Grail quest motifs in the Vvrael quest treating Koar as the analog of the wounded Grail king with the Dolorous Stroke. The Rift room descriptions also suggest a kind of illness in Koar, and there are numerous indicators that you are supposed to be inside the Great Drake in some sense (especially literal on Plane 5).&lt;br /&gt;
[56] This is from the &amp;quot;[[Wyvern]]&amp;quot; document. The IC author is speaking loosely calling them &amp;quot;lesser dragons&amp;quot;, they&#039;re more like draconic energy beings created by the Great Drakes, whereas &amp;quot;wyrms&amp;quot; in Elanthia would be an actual literal dragon variety (species of the draconic family.) This is iconoclasm and Faendryl skepticism on religion.&lt;br /&gt;
[57] Same point made in note 54.&lt;br /&gt;
[58] The Rift was threatening to widen (i.e. the nebulous sphere would&#039;ve expanded wider into the Drake&#039;s Shrine) in the [[Rift expansion preview (storyline)|release events]] for the Scatter. Also loosely referring to the Scatter opening up. Vvrael quest ended with Terate stabilizing but not actually closing the Rift.&lt;br /&gt;
[59] [[Vishmiir]] event was in 2002 with the day/night release, and they resided in some kind of extraplanar realm called the Void. This document uses the term &amp;quot;Void&amp;quot; later in the context of death mechanics messaging, as well as the term &amp;quot;interplanar void&amp;quot;, but these are not intended to be read as equivalents. It just happens to be the case that the Vishmiir are trapped in a realm that was labeled &amp;quot;Void.&amp;quot;&lt;br /&gt;
[60] This was the climax of the [[Cross into shadows|Cross into Shadows]] storyline in late 2014. This is speaking to an implied difficulty in the most powerful demonic entities to fully manifest in this reality. Althedeus on his own was unable to exist / maintain cohesion in this reality, which is why he needed the urnon golem. DragonRealms has a similar premise, with such demonic powers usually acting through [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conduits] instead of entering and fully manifesting/incarnating. The Ur-Daemon would in this context have been a hugely violating breaking of reality just by being in this existence. There is some indication of that profound alienation in how Lumnis describes them in the &amp;quot;[[Origins of Tonis]]&amp;quot; legend: &#039;&#039;&amp;quot;These creatures are so far removed from all that we know that we are blind in all things concerning them.&amp;quot;&#039;&#039; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world.[61] Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature.[62] There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead.[63] The Lords of Liabo slew the unnatural.[64] Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem.[65] The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint.[66] The most desecrated fallen realms were too far gone and have remained forever haunted.[67] Spirits in those places were twisted with dark power.[68]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[61] For example, the Kuon section of &amp;quot;[[Gods of Elanthia]]&amp;quot;, and the Imaera section about restoring life on the planet as well as the Jaston section.&lt;br /&gt;
[62] This is a straight forward logical consequence of their established nature and properties. Their corruption of the land itself is an explicit premise in &amp;quot;[[Origins of Tonis]]&amp;quot;.&lt;br /&gt;
[63] This is an embellishment that extrapolates from the premise of the [[History of the Turamzzyrian Empire|demonic hybrids]] formed in the [[Third Elven War]], and the previously referenced relationship between the Ur-Daemon and undeath. These concepts of an unliving spectrum are fleshed out a lot more in Volumes 2 and 3, reconciling the scattered creature lore in the game. Because of the shared root of [[Everblood]] in [[Drangell]]&#039;s troll curse and ebon-swirled primal demon blood, it seems likely the case that trolls should have originated anciently in demonic corruption.&lt;br /&gt;
[64] This is reviving the I.C.E. analog of the period, where the various left over demons and so on from the cataclysm were killed or banished, and the ecology was slowly healed with intervention. It does not make sense that the final battle with the Ur-Daemon would have destroyed all the creatures of darkness and random demons.&lt;br /&gt;
[65] This is mostly based on the Imaera lore, as well as the uncursing mechanics. The Council of Light resignation mechanics also show some divine ability of cleansing taint of dark energy from spirit and life.&lt;br /&gt;
[66] This is reviving the I.C.E. analog of the period, where this was stated explicitly. Fey of this kind are still represented as servants of various Arkati. This is just describing their use as scrubbers, and sets up the premise for tainted/corrupted fey spirits, of which there are concrete examples such as Ilvari. This is important because they would be an example of &amp;quot;undead&amp;quot; present in Elanthia in all time periods after the Ur-Daemon War.&lt;br /&gt;
[67] Rhoska-Tor is still a wasteland. Extreme cases like the [[Wizardwaste]] and [[Bleaklands]] seem impossible to be fixed. The [[Orders of the Turamzzyrian Empire#The Green Sisters|Green Sisters]] of Talador have been described in Kenstrom storylines as unable to reverse the Bleaklands.&lt;br /&gt;
[68] As with number 66, this is important for the deep history of undead in Elanthia, and they logically should have existed this far back. This premise is used to explain corrupted wasteland fey (e.g. &amp;quot;infernal sprites&amp;quot; that were in the [[Southron Wastes]] in the [[Wavedancer]] event) and the premise is used in this text to explain how the Dhe&#039;nar learned to manipulate the undead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War.[69] Extraplanar undead such as the Vishmiir are at least this old as well.[70] Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory.[71] Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War.[72] Some of these monstrosities, such as the vruul, survive to the present day.[73] There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms.[74] But it was the corruption of dark essences from the demons that brought the true unlife.[75] The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them.[76] They are inherently anti-magical, and in some ways, incapable of death.[77]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[69] Volume 3 gets into classification schemes for the undead. The presence of this kind of undeath dating back to the Ur-Daemon War is just being consistent with the logic of dark energy taint / corruption.&lt;br /&gt;
[70] This is made up. There is some reason to think the Vishmiir had very ancient Marluvian origins, such as the Hunt for History [[Urglaes-set pitted silver talisman|urglaes talisman]] loresong, so they could have been created any time between the Ur-Daemon War and the founding of the Elven Empire. Possibly even a little later. With the framed premise of Ur-Daemon portals and rifts in that Ur-Daemon War period, it would make sense for some souls of this world to have ended up as extraplanar undead through them.&lt;br /&gt;
[71.1] It has essentially always been a premise in GemStone that demons are involved in making the undead (e.g. the Order of Voln induction messaging), and in DragonRealms necromancy is [https://elanthipedia.play.net/Category:Demons framed] as [https://elanthipedia.play.net/Demons_and_the_Profane/Contents ultimately demonic] in nature and origin [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 in some sense.] The demons that should have been left over from the Ur-Daemon War and the demons that should have managed to get into this world for various reasons both can have been responsible for directly or indirectly causing undead to exist at all time points. With the Vvrael, Daephron Illian was studying how to summon Ur-Daemon in the early exile in Rhoska-Tor, but it turned out he was studying the Vvrael. So there should be Vvrael stuff in that specific location from earlier, but probably later than the Dhe&#039;nar.&lt;br /&gt;
[71.2] With respect to the demons being left over from the Ur-Daemon War, it is a premise that there was a &#039;&#039;&amp;quot;final stand before the portal leading back to their own dimension&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot;, and similar wording in &amp;quot;[[Gods of Elanthia]]&amp;quot;. However, what is less clear is that they were all pushed back through a portal, which seems implausible. There could be a subtlety in this that without the support of their portal, the Ur-Daemon might not have been able to maintain themselves in this reality. This could also speak to Marlu&#039;s need for loosening portals, and were he really Ur-Daemon, could help restrain the scale of his power. So it might really be that the portal was destroyed, blasting the landscape for hundreds of miles, and the Ur-Daemon that were still here were effectively dead due to the closing of their portal(s). That could also heighten the stakes for the implosion at Maelshyve, because if there are now buried &amp;quot;dead&amp;quot; Ur-Daemon they could potentially get revived with a nearby major rip in reality. But weaker demons would not need to be so dependent, just these tremendous ones needing the support to exist in violation of this reality.&lt;br /&gt;
[72] There is some indication of this in the &amp;quot;[[History of Luukos]]&amp;quot; legend document.&lt;br /&gt;
[73] This is reviving the I.C.E. setting premise that what we now call vruul (back then they were called gogor) were created artificially ~100,000 years ago and used in the cataclysmic war that ended that age. Vruul are supposed to slumber in foul black fluid in tall stone jars for thousands of years.&lt;br /&gt;
[74] Ghosts should exist regardless of anything. Phantoms in general could be characterized this way, but it&#039;s been directly established repeatedly that firephantoms are caused this way. It is encoded with the arch in Glatoph, and Sir [[Davard]] after the Church of Koar burned him in [[Cross into shadows|Cross into Shadows]] storyline, and the girls that [[Cyph Kestrel]] accidentally burned to death in [[Keeping up with the Kestrels]] storyline. Such undead should have essentially always existed.&lt;br /&gt;
[75] This distinction is used and elaborated in Volumes 2 and 3. Auchand has since used it some in his [[The Thirsting Dead|vampires documentation]]. This document emphasizes the use of &amp;quot;dark energy&amp;quot; from demonic realms as &amp;quot;tainting&amp;quot; and as the distinguishing characteristic of &amp;quot;black arts&amp;quot; from more ordinary sorcery, but allows definitions of sorcery that can include them.&lt;br /&gt;
[76] This was established in the [[Ride of the Red Dreamer]] storyline, and is reaffirmed in the &amp;quot;[[Origins of Tonis]]&amp;quot; legend. The Arkati are discomfited by the very existence of the Ur-Daemon materializations. They are &amp;quot;blind&amp;quot; to the Ur-Daemon in some sense, and the Ur-Daemon are beyond the capacity to be seen by &amp;quot;seers.&amp;quot; This is unexplained in any deep way, but could be plausibly read as them being outside the &amp;quot;Fate&amp;quot; cosmic forces of this existence and some broken violation in that way.&lt;br /&gt;
[77] Same as number 76. It&#039;s also insinuating a deep and natural relationship with undeath. The &amp;quot;in some ways&amp;quot; line is referring to the ability to revive their body parts and so on. This has been explicitly stated by NPCs, such as Tseleth leading up to the [[Sanctum of Scales]] release: &#039;&#039;Tseleth says, &amp;quot;A piece of an Ur-Daemon never dies.&amp;quot; Tseleth says, &amp;quot;It is full and brimming with the power of its originator.&amp;quot; Tseleth says, &amp;quot;Each artifact of the Ur has a power that the Arkati cannot touch, cannot penetrate.&amp;quot;&#039;&#039; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions.[78] Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything.[79] Lornon is rumored to be a gateworld.[80] Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon.[81] It may even be where the Ur-Daemon first entered.[82] There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons.[83] The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that blur the distinction between demons and the undead.[84] Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War.[85] Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.[86]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[78] This is a characterization of the Arkati lore, and suggesting it shook out that way. Since other powers were involved. There were Great Elementals in that period, and there are more local gods, and there&#039;s always been some premise of lesser spirits and Arkati who became less powerful over time and so forth.&lt;br /&gt;
[79] This is quoting &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[80] This is based on the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document, and also reviving that premise which was explicit in the I.C.E. Shadow World setting version of that moon.&lt;br /&gt;
[81] This comes from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, while the hovering on the boundaries line is reviving the I.C.E. version premise.&lt;br /&gt;
[82] This is referring to the idea that Marlu came first (such as in &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;) or that the Ur-Daemon were interacting with Fash&#039;lo&#039;nae (such as in &amp;quot;[[Gods of Elanthia]]&amp;quot;) before he blasted the door way open somewhere on Elanthia (here assumed to be Rhoska-Tor and the southern wastes.)&lt;br /&gt;
[83] This premise and interpretation of the Lornon gods (that they were darkened by being on Lornon rather than the bad childhood myths or ideological sorting) comes from the introduction section of &amp;quot;[[Gods of Elanthia]]&amp;quot;. Its use is a consistency consideration for Volumes 2 and 3. The issue is that in GemStone&#039;s original framework, the Dark Gods were manifestations of darker energy, related to the Unlife. They had fundamentally different origins from the Light Gods. Evil magic and &amp;quot;unholy&amp;quot; power was associated with these more chaotic/demonic forms of essence. Then in the Elanthia setting we still have dark essence, demons, unholy power, undead and taint concepts, and Lornon Arkati being associated with such things, yet they are now supposed to be of the same origins as the other Arkati. The corrupted-by-demonic-power-on-Lornon premise reconciles this foundational inconsistency.&lt;br /&gt;
[84] This has been established in various ways over the years. Luukos has the Maw of Luukos, for example, and Eorgina was in some other realm when communed with near the climax of the [[Daukhera Darkflorr]] storyline in Icemule. Ivas has the [[Athletic dark-eyed incubus|incubi]]. The notion of blurring the distinction between demons and undead is an important concept in all three volumes. These are probably mostly the &amp;quot;infernal realms&amp;quot; described in volume 2&#039;s cosmology model rather than &amp;quot;outer&amp;quot; valences.&lt;br /&gt;
[85] The &amp;quot;[[History of Luukos]]&amp;quot; legend frames historical details that mean Luukosians in Elanthia were not making undead until after the Undead War. So these lines are about retaining his other qualities and reasons for the animosity between him and Lorminstra that would have been recognized in the Elven Empire period. (Most of the time &amp;quot;Elven Empire&amp;quot; does not refer to the Age of Chaos and later, where instead the usage is usually &amp;quot;Elven Nations&amp;quot; or &amp;quot;United City-States&amp;quot;. There can be odd present-tense exceptions like the beginning of the [[Ta&#039;Loenthra]] document.)&lt;br /&gt;
[86] This is manifestly true in practice for the undead that actually exist in GemStone. Luukos may have some sphere of influence relationship with the undead, but most undead are not actually Luukosian or made by Luukos. (In DragonRealms it is actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 clarified] that not &#039;&#039;all&#039;&#039; undead are &#039;&#039;demonic&#039;&#039; in origin, and even then it is thought demonic patronage in some way is required. Necromancy is fully broken off from Immortals involvement in that Elanthia.) Life and Death balances have generally been used in the religion lore, such as in the &amp;quot;[[History of the Order of Voln]]&amp;quot; document. This concept will be used near the end of this document for explaining and reconciling the death mechanics information.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II. The Second Age (-50,000 to -20,000 Modern Era)[87]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia.[88] There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation.[89] Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
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- Linsandrych Illistim, First Master of Lore, House Illistim[90]&lt;br /&gt;
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[87.1] -20,000 Modern Era is when the earliest rumors of Despana are heard. This is also the date range for the Second Age used by the &amp;quot;[[History of Elanthia]]&amp;quot; document. A reasonable argument could be made that the Second Age should go up to closer to -15,000 Modern Era with the actual Undead War fighting. But this document labels -20,000 to -15,000 as &amp;quot;Undead War&amp;quot;, using the whole Despana build up period, even though the actual war was much shorter. Then the Third Age is the Age of Chaos, but its date range is debatable.&lt;br /&gt;
[87.2] &amp;quot;[[History of the Truefolk#Chapter 3 - The Third Age: Halflings and the Undead War|History of the Truefolk]]&amp;quot; even refers to a &amp;quot;Third Age&amp;quot; including the Undead War, and then talks about the &amp;quot;Age of Chaos and Beyond&amp;quot; after that. But we do not use that convention and simply refer to the Undead War, and the Age of Chaos as after the Undead War. &amp;quot;[[History of Elanthia]]&amp;quot; implies &amp;quot;Age of Chaos&amp;quot; equals Third Age, with the &amp;quot;Modern Era&amp;quot; being explicitly the &amp;quot;Fourth Age&amp;quot;.&lt;br /&gt;
[88] Linsandrych Illistim equates dragons and Drakes. Dragon and Drake are used interchangeably in Meachreasim Illistim&#039;s &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[89] These details are directly referenced later in this document when talking about the southern wastelands in this very early period. The premise of no written records that far back is also stated in the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document and referenced to some extent in the &amp;quot;[[Elanthian Moons]]&amp;quot; document.&lt;br /&gt;
[90] This is a canon quote in the &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
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II.A Ancestral Spirits&lt;br /&gt;
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The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age.[91] There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago.[92] Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races.[93] Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati.[94] But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.[95]&lt;br /&gt;
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[91] The Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot; about the absence of older written records and the characterization of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;.&lt;br /&gt;
[92] Same as 91. The &#039;&#039;&amp;quot;first written history of the growing empire&amp;quot;&#039;&#039; is the Chronicles in -49,238 Modern Era on the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[93] This is related to the Chroniclers with Linsandrych Illistim in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Order of Lorekeepers, and to some extent &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot; shows the sylvans did not have writing until the early Second Age. The premise that other races (e.g. dwarves) would have more distorted oral history is partly reasonably and partly IC elven author bias.&lt;br /&gt;
[94] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document and the [[Legacy of the Lorekeepers|retconned version]] of the Order of Lorekeepers document which replaced &amp;quot;Nantu&amp;quot; with &amp;quot;Ta&#039;Illistim&amp;quot;.&lt;br /&gt;
[95] This is IC author interpretation. But a similar statement is made by the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, talking about how supposedly more ancient ideas may only reflect beliefs held at the time of the Houses founding period. It is setting up a class / elites structure bias to orthodox history, which reasonably ought to exist for socioeconomic reasons. The first house was House Illistim, which also began with the construction of a library (Ta&#039;Illistim), where the Chronicle keepers moved. This was -49,107 Modern Era per the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and this date is the [[Ta&#039;Illistim Monarchs|year zero]] of Illistim calendar dates. (Vaalor calendars use their own founding date of -48,897 Modern Era as their year zero.)&lt;br /&gt;
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It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War.[96] The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods.[97] It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion.[98] Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.[99]&lt;br /&gt;
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[96] &amp;quot;Time of the Rebuilding&amp;quot; is a phrase used for the Arkati dominated period of the Age of Darkness in the &amp;quot;[[Elanthian Moons]]&amp;quot; document. The premise that not all gods helped rebuild the world is stated in &amp;quot;[[History of Elanthia]]&amp;quot;. Arkati assistance with agriculture, for example, should reasonably overlap with early written language / records. So this much should be considered hard fact from Elven history.&lt;br /&gt;
[97] This is pointing out a commonality between the dominant religion lore and what is written in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and also setting up a premise that this is an ancient elven bias enshrined in mainstream Elanith theology.&lt;br /&gt;
[98] The existence of druidism and shamanism and animism in general should, for the same reason real-world Western scholars do, be arguably more primordially ancient than the polytheism and especially good/evil dualism of the Arkati centered religions. This document is referring to what the Elves would call &amp;quot;primitive&amp;quot; or &amp;quot;barbaric&amp;quot; or &amp;quot;uncivilized&amp;quot; cultures because of their ethnocentrism.&lt;br /&gt;
[99] Suggesting Imaera and [[L&#039;Naere]] are not really separate goddesses is iconoclastic, playing off their high similarity and the similarity of their names and the fact that L&#039;Naere does not exist in the historical records period. The last part is referencing the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, where Fash&#039;lo&#039;nae comes into existence later than an elf, combined with the legends that Fash&#039;lo&#039;nae is the oldest of the Arkati. But the IC author of this text later argues the Grandfather Stone (the premise of this legend) is an admitted forgery by Fash&#039;lo&#039;nae himself, which also comes from the &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; document.&lt;br /&gt;
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Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism.[100] Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins.[101] It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste.[102] There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites.[103] Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir.[104]&lt;br /&gt;
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[100] This is a reasonable anthropological characterization or categorization by the IC author writing about them from the outside.&lt;br /&gt;
[101] This is a fact of the world setting that has been demonstrated many times over with both permanent and invasion creatures, and sometimes documentation such as &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;.&lt;br /&gt;
[102] This is from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Travels in the Wizardwaste]]&amp;quot;, as well as suggestions of ancient pre-Kannalan Tehir ancestors in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.&lt;br /&gt;
[103] This is a combination of implemented creatures and documentation such as the [[Giantkin Clans|Giantkin clans]] and Tehir and gnome documentation.&lt;br /&gt;
[104] These are from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Lines of Blood: A History of the Gnomes]]&amp;quot;.&lt;br /&gt;
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The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King.[105] There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world.[106] The sylvankind still worship both the Light and Dark Gods in balance.[107] There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges.[108]&lt;br /&gt;
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[105.1] The first part of this is from &amp;quot;[[Blood of the Sea: The Krolvin and Their Descendants]]&amp;quot;. The krolvin gods more generally are a very different interpretation of the Arkati, as established in &amp;quot;[[A Short Primer on Half-Krolvin Society and Faith]]&amp;quot;. Khar&#039;ta in particular is a blend of Koar, Eorgina, and Charl, but &amp;quot;Blood of the Sea&amp;quot; goes further. &lt;br /&gt;
[105.2] The second part of this partly plays off the mural under the Abandoned Inn, and the human &amp;quot;God King&amp;quot; concept of making Koar into a kind of supreme god. &lt;br /&gt;
[106] This is slightly an embellishment. Onar was established to be the patron of the kingdom of Anwyn in the Demon Queen of Anwyn storyline in 1998, and Castle Anwyn is related to the Vvrael quest, which arguably used a lot of Grail quest mythological elements. One of these was the Grail king mythos, which has been interpreted by some as coming from &amp;quot;dying and rising god&amp;quot; mythologies, with the wasteland myth and world restoration. This is related to the earlier section of this document where the Great Drake seals the Rift as a wound in his living being.&lt;br /&gt;
[107] This is from the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document.&lt;br /&gt;
[108.1] This refers to the One creation myths in the &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;[[History of Elementals]]&amp;quot; documents. There is no reliable within-world authority who can speak to the factuality of such a thing, since it would pre-date their creation. This notion of the One, Many, and so on, has been reference in game, including by some sort of elemental around Zul Logoth in the [[Nations on the Brink]] storyline.&lt;br /&gt;
[108.2] The second part of this is characterizing it in Neoplatonist / gnosticism terms, which is where this kind of cosmological notion comes from in the real world. Later in this document this is historicized in the same way, being attributed to &amp;quot;occultist&amp;quot; movements in the Second Age trying rationalize more ancient superstitious beliefs. That is an invention of this document for reconciling the undefined within-setting origins of the creation myth.&lt;br /&gt;
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The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions.[109] It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities.[110] History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past.[111] But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.[112]&lt;br /&gt;
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[109] This document does not try to sort out what is really true about religious myths and beliefs, and allows them to be either cross-pollinations or convergent evolution to similar notions. This is analogous to the real-world question of whether the things in common between extant &amp;quot;First Societies&amp;quot; are ancient survivals of prehistorical practices or if they independently evolved from those unknown starting points toward similar stuff as each other in the present day. Then this is adding in syncretism as a third option, talking about similarities being the result of cultural cross-pollination, instead of convergence or vestigial survivals. The IC author would argue that shared details in Arkati origin legends, for example, might just be storytellers taking fictional ideas from each other and contaminating them with anachronistic beliefs / values / ideas.&lt;br /&gt;
[110] This document is mostly historiographic rather than historical. It is recasting, reinterpreting, recontextualizing historical texts, and critiquing the methods or assumptions of those historians. It is attempting to explain propensities out of worldviews and culture-traditions for generating the various kinds of necromancy, and the history of collisions is predominantly defined in Faendryl terms because that is where it would be best recorded and now most hegemonic. This is allowing the full history to be a lot messier than the relatively clean and rational-theoretic way it is being characterized.&lt;br /&gt;
[111] This is the IC author acknowledging we are framing things by our present day categories and interests, which to some extent is a distortion from how people in past times or other places would characterize themselves.&lt;br /&gt;
[112] This is the IC author acknowledging that he is describing other people from the outside and limits the scope of our understanding. That in turn gives some flex for things getting established that might be inconsistent with this later.&lt;br /&gt;
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Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.[113]&lt;br /&gt;
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[113] All of this is characterizing the animist worldview, which to some extent is encoded in the spirit spell circles. This paragraph could just as easily be used in the real-world. It is not specific to the Elanthia world setting.&lt;br /&gt;
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There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world.[114] This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.[115]&lt;br /&gt;
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[114] This is elaborated in Volume 3 and has basis in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Xshitha Raamaani section.&lt;br /&gt;
[115.1] All of this is in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The Tehir relationship to dealing with spirits is also discussed a great deal in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, having been intentionally made into an animist culture rather than an Arkati focused culture.&lt;br /&gt;
[115.2] This hook about the Tehir interpretation of Luukos, and Bir Mahallah&#039;s relationship with dark sorcery and undeath, is used here as a springboard for illustrating how necromancy of undeath can arise spontaneously from animist traditions.&lt;br /&gt;
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This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic.[116] There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation.[117] With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead.[118] Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals.[119] These sites are often used only up to some limit to prevent ghosts.[120] The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.[121]&lt;br /&gt;
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[116] This is a thesis statement of the document. The most important trend line for this is trying to do spiritual magic with dark essences and/or trying to channel from demonic powers, which by the logic of the cosmology / magic theory in this document, naturally turns into &amp;quot;dark sorcery&amp;quot; instead of pure spiritual magic because of the necessary hybridization (corruption) with ordinary mana when wielding those cthonic essences for magic. (This document also as a literalizing convention uses &amp;quot;extra&amp;quot;chthonic to refer to outer valences and distinguishes that from &amp;quot;pales&amp;quot; or &amp;quot;infernal realms&amp;quot; of our own spectrum of existence which instead care called &amp;quot;chthonic.&amp;quot; These early theurgic summoners would largely be dealing in chthonic demons, and possibly immaterially through veil weaknesses rather than rifts. Balefire is explicitly an extrachthonic energy due to its spell definition: &#039;&#039;&amp;quot;Contact with the outer valences has provided sorcerers with a knowledge of a strange form of energy.&amp;quot;&#039;&#039; Mawfire in contrast would be chthonic, because the Maw of Luukos is a [[Valence|&amp;quot;near plane&amp;quot;]] and not an outer/sorcerous valence. Auchand for example updated the [https://gswiki.play.net/index.php?title=Valence&amp;amp;type=revision&amp;amp;diff=80941&amp;amp;oldid=44676 valence] page on the Wiki to classify the Maw of Luukos and the Eternal Dream as near planes, and added the distinguishing sentence: &#039;&#039;&amp;quot;While sorcerous magic concerns itself with the connection to and use of demonic valences, it frequently ignores the planes nearest Elanthia.&amp;quot;&#039;&#039;)&lt;br /&gt;
[117] This is an existing premise in the culture mortuary ritual lore, such as the Sylvan [[History of the Sylvan Elves|documentation]] with the [[Sylvan Mourning|Otherworld]]. It provides a natural hook for what if the spirits get stuck and what if they eventually get corrupted. In &amp;quot;[[History of the Truefolk]]&amp;quot; it was a Halfling belief (pre-dating the Undead War) that &#039;&#039;&amp;quot;should one of the Truefolk die in lands far away, they were doomed after death to wander endlessly, searching for those they had loved during their lifetime.&amp;quot;&#039;&#039; Volume 3 talks about this kind of &amp;quot;restless spirit&amp;quot; condition, and also related to the notion of unfinished purpose, which is touched on near the end of this document.&lt;br /&gt;
[118] These two sentences are both right out of the &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; document. The premise of corpses getting possessed by background spirits is also very important for the existence of undead in the deep past, and gets used later in this document for addressing the Dhe&#039;nar learning to control the undead in Rhoska-Tor.&lt;br /&gt;
[119] Sky burials have been used in the game, even by the reivers of the Ember Vale in the [[North by Northwest]] storyline. This is contrasting the previous sentence as essentially the exact opposite belief, where bodies are fed to vultures on purpose, and suggesting skeletal undead (e.g. skeletal giants) come into existence in this way. This is elaborated in Volume 3.&lt;br /&gt;
[120] This is an embellishment. It is a real-world superstition regarding charnel grounds with sky burials.&lt;br /&gt;
[121] This is a reasonable extrapolation and common sense perverse incentive behavior following out of religious beliefs and mortuary rituals for helping spirits depart so they do not become undead. This should be a very common way necromancy evolves out of shaman behaviors.&lt;br /&gt;
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However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them.[122] Necromancy was an art of divination concerned with spirits of the dead, and thus it found special importance in mortuary rituals.[123] Ancestor veneration is often a major aspect of these religions.[124] Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way.[125] They are called upon or appeased with offerings.[126] Folk magic is perhaps the very thing Elven materialism was reacting against.[127]&lt;br /&gt;
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[122] This is the thesis construction of the document again. &amp;quot;Black arts&amp;quot; refers to taint and corruptive energies, and &amp;quot;haunted realms&amp;quot; are described more in Volumes 2 and 3. This document begins by treating &amp;quot;necromancy&amp;quot; as magic involving death rituals, and then in these places with demonic corruption and dark powers, this gets twisted into darker and more twisted forms of magic.&lt;br /&gt;
[123] This is a real-world usage of the literal meaning of &amp;quot;necromancy&amp;quot;, but otherwise an embellishment for Elanthia, where in present modern day conventions this kind of clerical magic is not considered necromancy and necromancy is instead defined in terms of sorcery. So this is talking about very early conventions before that situation existed.&lt;br /&gt;
[124] This is true in the real world. It shows up in parts of the Elanthia lore, and reasonably should be part of the animist skewing cultures.&lt;br /&gt;
[125] Notably, the fey of the Wyrdeep allow the Barons of Bourth to be taken in by them in death, which was seen in the burial of Spensor Caulfield. But this line has been left vague, and Elanthia has a premise of Lorminstra [[Orders of the Turamzzyrian Empire#Keepers of the Golden Key|allowing]] souls to [[Velathae|return]] from beyond the Ebon Gates for the [[Eve of the Reunion]].&lt;br /&gt;
[126] This is generic animist behavior.&lt;br /&gt;
[127] This is an IC author interpretation. Imperial Elven culture in Elanthia seems self-consciously rationalist and rejecting of religious mysticism, but there are others such as elves of the Wyrdeep who are druids. So this document tries to reconcile all this with an Enlightenment style rejection of the more medieval or older kinds of things that would have been pushed into the less civilized provinces in the West. Orthodox religion and theology might also be suppressant of it. Arkati are spirit beings, but the Elves arguably racialized them, for their own dogmatic self-interest. (In DragonRealms they are actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 explicitly] extraplanar beings, and they were extraplanar beings in the I.C.E. Shadow World setting, and as far back as 1996 in GemStone you have Stump [https://web.archive.org/web/20030215014238/http://www.mystikal.com/laranna/arkati.html posting] about the Arkati residing in the &amp;quot;Spirit realm.&amp;quot; It&#039;s really just this religious myth stuff in GemStone that does not generally treat them that way.)&lt;br /&gt;
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The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot;[128] There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body.[129] While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is not the primary concern of Voln, who is mostly concerned with the release of cursed souls.[130] Little more than any other golem that has a spirit trapped within it.[131] There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention. They may be conjured much like spirits through weaknesses in the veil.[132] These are instead forces of darkness which all pose hazards such as involuntary possession.[133] Warding off particular kinds of evil spirits varies by their individual identities and associations.[134] Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces gave rise to very different, more personal traditions.[135]&lt;br /&gt;
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[128] These lines are directly addressing foundational ambiguities in the definition of &amp;quot;undead&amp;quot; and why some things are considered undead and not others, and why some unliving things are not mechanically undead for the Order of Voln.&lt;br /&gt;
[129] This is the nature of [[Animate Dead (730)]].&lt;br /&gt;
[130] This is based on being literal with the Path of Enlightenment messaging. Voln would in practice probably strike down corpse puppets, too, but this is hedged by &amp;quot;primary concern&amp;quot; and not a matter of favor in the Order of Voln.&lt;br /&gt;
[131] Rolemaster golems and constructs are always animated by a captured spirit of some kind. These could also be elementals and demons. Undead golems are only those where the spirit is an undead soul. There have been Elanthia setting golems with souls in them (e.g. the urnon golems from Kenstrom storylines) and that urnon golem also would have hosted the demon primordial Althedeus. Artificial constructs are not targetted for release by the Order of Voln, so this is reconciling these facts.&lt;br /&gt;
[132] Again, it would not have always been understood that there are these extraplanar outworlder entities, so &amp;quot;demons&amp;quot; anciently would have initially been considered wicked spirits or monstrosities of darkness. (DragonRealms also has some framing on [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 historical refinement] of what the word &amp;quot;demon&amp;quot; means, with its own temporary overcorrection of equating them with all extraplanars.) There are also extraplanar undead. Extraplanar origin entities (e.g. the [[water wyrd]]s in River&#039;s Rest) are not always mechanically extraplanar, so it is implicitly possible for such entities to attune to this reality. Some demons (e.g. the spells [[Cloak of Shadows (712)]] and [[Torment (718)]]) are not summoned with summoning circles, apparently being conjured from this world or more passively and immaterially through veil weaknesses. This is explored and reconciled much more in Volumes 2 and 3.&lt;br /&gt;
[133] Various kinds of entities have been demonstrated as having possessing powers, ranging from the [[oculoth]] [[Possessed|possession]] powers to undead with mind control / behavior manipulation abilities to NPCs in storylines such as [[Thadston]] and the [[A Knight To Remember - 2020-10-01 - Re-Rout (log)#Thadston&#039;s Lament|bleakwalker]] or [[Bonespear]] in Bonespear Tower and the [[dybbuk]]s implicitly being possession spirit undead and the [[soul golem]]s with the [[wind wraith]]s.&lt;br /&gt;
[134] This is partly playing off the Xshitha Raamaani lore in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, but just generally how it should be, different kinds of things needing to be handled different kinds of ways by spirit callers.&lt;br /&gt;
[135] This is used to fabricate &amp;quot;black arts&amp;quot; traditions along similar lines in haunted realms, which reconciles and helps explain all the very dark magic that has nothing to do with the Faendryl or Dhe&#039;nar, and does not necessarily come from Lornon. There are little bits of lore about demonic cults and other threats in the Southron Wastes than the Horned Cabal, but for the most part it is very thinly defined. This is bolstering the premise that there should be demon worshippers and so on in the southern wastelands as that is logically where they would have resided given the existing historical framework.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.B The Elven Empire&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. Who among us, then, is more beast than elvenkind?&amp;quot;[136]&lt;br /&gt;
&lt;br /&gt;
- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[136] The paragraph up through &amp;quot;benevolence and aid&amp;quot; is from the &amp;quot;History of Elanthia&amp;quot; document. It was expanded through &amp;quot;need the air to breathe&amp;quot; in the &amp;quot;[[History of the Faendryl]]&amp;quot; document. These parts are already canon. The very last sentence is totally made up for this document. It is there to give support to an interpretation of the speech&#039;s meaning later in this document, emphasizing its more metaphorical quality (which was contextualized as political rhetoric during Yshryth&#039;s coronation by the &amp;quot;History of the Faendryl&amp;quot; document). The time scale used for the first thirteen Patriarchs means that Yshryth Faendryl was coronated after the Houses had been founded but still during the very early Elven Empire. Roughly Circa -46,000s and -45,000s since the Patriarch stabilizes into average 2,000 year reigns after that period, which is consistent with the explicitly stated reign lengths in the [[Ta&#039;Illistim Monarchs]] document for the Second Age.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages.[137] There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization.[138] There was ultimately a concentration of power in urban centers with the construction of cities.[139] These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions.[140] These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny.[141] The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.[142]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[137] The premise that they resided for a long time in these open gaps, while the sylvans were those that stayed nomadic longer, comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It explicitly establishes that these kinds of smaller settlements out in the open were done for a long time before the urban centers were founded. This means the House founder stuff, especially coming out of the forests and building cities, is heavily mythologized. The IC author of this document later calls that examples of the &amp;quot;great man of history&amp;quot; myth.&lt;br /&gt;
[138] This is seeding the socioeconomic reasons for the cultural differentiation, so that it isn&#039;t really ideologies espoused by single charismatic founders out of thin air.&lt;br /&gt;
[139] This is a general civilization development pattern.&lt;br /&gt;
[140] Lyredaen has said in the past that this was the real intent for how the Houses came into being in that time period.&lt;br /&gt;
[141] This is an IC author interpretation, but reasonably grounded.&lt;br /&gt;
[142] This is an embellishment based on the way the Elves and Arkati relationship has generally been framed. &amp;quot;[[Elven Dogma and Theology]]&amp;quot; analogizes them as treating &#039;&#039;&amp;quot;their chosen Arkati as casual vassals might treat an undemanding liege.&amp;quot;&#039;&#039; The [[ICE gods#Intermediate: Fash&#039;lo&#039;nae|original Fash&#039;lo&#039;nae description]] posited a Drakes to Arkati, Arkati to Elves, Elves to Humans scheme. So this sentence is just taking the spheres of influence view of the Arkati, and having the Elves characterize their distinct spheres of interest and power relative to each other as terrestrial reflections of that higher order of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a great chain of being.[143] What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an ancient Elven word meaning a guide or recruiter of the lost, in the Elven image --- as a race of higher beings who inherited the world from its prior masters.[144] The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the stewards of the world.[145]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[143] The first part of this sentence is based on &amp;quot;[[Time on Their Hands: The Evolution of Elven Art]]&amp;quot;, while the second part is based on that Drakes-Arkati-Elves line of descent, and similar notions (like ascension ideologies) in the lore that are made sense of with the &amp;quot;great chain of being&amp;quot; concept from real-world history. This document later uses it to address alchemy and occultist emanationist doctrines. &amp;quot;secular theology&amp;quot; largely refers to the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The term &amp;quot;great chain of being&amp;quot; is used here as an IC historiographer convention for a metaphysical notion that is already present in documentation in less explicit wording.&lt;br /&gt;
[144.1] This etymology of the word &amp;quot;Arkati&amp;quot; is totally made up, but based on the [https://www.wisdomlib.org/definition/arkati#:~:text=Languages%20of%20India%20and%20abroad&amp;amp;text=%C4%80rk%C4%81%E1%B9%ADi%20(%E0%B2%86%E0%B2%B0%E0%B3%8D%E0%B2%95%E0%B2%BE%E0%B2%9F%E0%B2%BF)%3A%E2%80%94%5Bnoun,of%20an%20aircraft%20or%20spacecraft. real-world] [https://www.routledgehandbooks.com/doi/10.4324/9781315672571.ch3 meanings] (in the context of India) of the word &amp;quot;arkati.&amp;quot; The extent to which &amp;quot;ancient&amp;quot; or &amp;quot;archaic&amp;quot; Elven is different from modern Elven isn&#039;t clearly defined, there&#039;s a case to be made that it wouldn&#039;t have drifted all that much similar to Greek and Chinese. But that runs up into problems of Sylvan being a separate language on not much different time scales as the founding period, and questions regarding Dhe&#039;nar-si and the Faendryl dialect being separate languages. Though those could be explained as impacted by the Dark Elven language and possibly impact by southern subcontinent inhabitants that the other Elves do not interact with.&lt;br /&gt;
[144.2] The inherited-the-world doctrine again comes from the elven documentation and their self-justification in lording over lesser races, guiding them (like the Arkati guided the Elves) for their own good out of darkness and savagery. It is also the IC author being iconoclastic, suggesting the Elves imagined the Arkati in their own image, and implying that as with the krolvin, the Arkati feed into what the Elves want to believe about them.&lt;br /&gt;
[145] The &amp;quot;undemanding liege&amp;quot; line is quoting the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The second part of it about the monarchs being &amp;quot;stewards&amp;quot; of the world is an IC author characterization of their position and role in the &amp;quot;great chain of being&amp;quot; dogma, which serves as a basis of political disagreement with the early Dhe&#039;nar who instead view the elves as needing to rise higher up the chain with ascension. This also implicitly relates the Dhe&#039;nar ideology more closely to the imperial Elves than the Sylvans, who by &amp;quot;[[History of the Sylvan Elves]]&amp;quot; should have branched off from both of them much earlier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots.[146] It was taboo to offer piety rather than fealty.[147] As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals.[148] In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions.[149] This bred the seeds of reactionary movements.[150] But there was no room for dissidents in the building of civilization itself.[151] Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;[152]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[146] This is based on a cross of the Elven dogma document and the Elven art document, along with the racial supremacy stuff from Yshryth Silvius (circa -46,000 Modern Era).&lt;br /&gt;
[147] Later in the Second Age, Lilorandrych Illistim cracked down on cultish veneration of preserved hair from Linsandrych Illistim, along this kind of sentiment. This is established by a pendant on display in Museum Alerreth regarding [[Tenesi Illistim]].&lt;br /&gt;
[148] The Elven Empire had outlying provinces, but this has generally been very vaguely defined. This sentence is general civilization development dynamics.&lt;br /&gt;
[149] This is slightly exagerrating in the most absolute literal sense, but this pattern is generally true in the real-world. It&#039;s represented already all the way back in the Epic of Gilgamesh.&lt;br /&gt;
[150] This is a reasonable extrapolation.&lt;br /&gt;
[151] This helps frame and contextualize the Dhe&#039;nar departure from the Elven Empire point of view.&lt;br /&gt;
[152] This comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is generalized here to include &amp;quot;rubes&amp;quot; from the open-air regions rather than just the sylvan nomads in the forest. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has western migration and claims going back to -50,000 which is even earlier than House Illistim, and the founding of written records by the Chroniclers in -49,238 Modern Era. Socioeconomic and class forces are here being used to explain the population migrations, of which the Dhe&#039;nar would only have been one example and possibly later (as in the &amp;quot;Timeline of Elanthian History&amp;quot; document and the timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were displacements of the population in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities.[153] Those who were ill-suited to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West.[154] Scholars think these conditions invited the subjugation of other races for slave labor.[155] Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters.[156] To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.[157]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[153] This is a minor embellishment, extrapolating off the claiming &amp;quot;large portions of the western continent for their own&amp;quot; around -50,000 in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document, which is set a bit before the founding of the House cities in the east. It makes intuitive sense that a dynamic along these lines would exist, with the Dhe&#039;nar being the prominent surviving example. The Sylvans canonically did not migrate until later around -36,567.&lt;br /&gt;
[154] There are existing seeds of this in the Dhe&#039;nar departure being canonical. It just generalizes it to account for the &amp;quot;western continent&amp;quot; claims in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document.&lt;br /&gt;
[155] This is a thesis statement. It is just the equivalent of the real-world sociological/anthropological arguments about slavery forming with the development of agriculture based civilizations. The time period at which slavery by the Great Houses ended seems undefined, but could plausibly have survived longer in the West into the Age of Chaos.&lt;br /&gt;
[156] This is the IC author providing a socioeconomic dimension and motivator behind the Yshryth Silvius Faendryl rhethoric, which we&#039;ve already linked up with secularized great chain of being theology. This is all part of the &amp;quot;dominant ideology&amp;quot; in question.&lt;br /&gt;
[157] This is how the word &amp;quot;evolved&amp;quot; or evolution is used in the [[History of the Aelotoi|Illistim documentation]], and arguably how they interpret the relationship between gnomes and cave gnomes in the original [[Lines of Blood: A History of the Gnomes|Gnome history]] document (which more [[Inyexat|recent gnome]] documentation disputes.) The three volumes of this document is a lot more focused on artificial manipulation of animate beings and the mutating influence of magical environmental factors, which are more active driving conceptions than random mutation and natural selection, but like those has no concept of evolution as &amp;quot;progress.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited.[158] It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses.[159] There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.[160]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[158] The first part of this is just referencing the -50,000 Modern Era entry in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The second part is playing off the [[Aramur Forean]] / Black Wolves story in northwest Elanith, and the fact that the &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; Also, the &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot; and relatedly &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; has the reiver ancestors in what is now Torre possibly as far back as the Second Age independent of elven rule. (Scribes has said he intended the ancient language shown for that region to be the old form of the Kannalan language. It is lightly mangled Old English.)&lt;br /&gt;
[159] The geographic barrier argument is just common sense. The other part about other sovereign land claims getting in the way is extrapolated off the &amp;quot;[[History of Elanthia]]&amp;quot; document saying the houses would not defend each other&#039;s territories or consent to have their troops led by another when Dharthiir was advancing. This more or less amounts to denying the right of military actions through the lands of other houses.&lt;br /&gt;
[160] &amp;quot;[[History of Elanthia]]&amp;quot; describes Second Age humans as nomadic, residing on comparatively barren lands, and Elves refusing to allow others to settle more fertile areas. But some residing in the shadows of the great elven cities as beggars and thieves and slaves. With the modern period population distribution, it can be surmised there was some long-run population sorting, though it is unclear how much non-elven population there initially was in the east. The IC author is skeptical of treating it as terra nova. Agricultural slavery would implicitly be more of a western provinces thing, and this document uses that premise of western agriculture for eastern cities in the Undead War section. It&#039;s undefined in general to what extent there were elven cities in the west, and how the outlying provinces were administered. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire never held any mastery over the southern wastelands.[161] The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers.[162] The mountainous borderlands of the Southron Wastes have in all times been an attractive hiding place for brigands and criminals.[163] When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law.[164] The greatest threats to civilization, in turn, have most often come from the southern wastelands.[165] But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.[166]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[161.1] This is an embellishment that is extrapolated off contextual details. The Elven Empire cannot have been in there in the Dhe&#039;nar period (up to around -40,000), and it would not make sense for them to have controlled it in the Despana period (-20,000 to -15,000). Similarly, it would not make sense for them to control it and then give it up prior to Despana, so the most sensible thing is for the &amp;quot;old places of the Ur-Daemon&amp;quot; in the southern wastelands to be an area the Elven Empire wants nothing to do with for various reasons. The Elven Empire also generally did not control the mountains, where the dwarves were and various monster races. &lt;br /&gt;
[161.2] [[Jontara]] presently refers to a wider continental definition than Elanith, and was the original De-ICE&#039;d term for the continent. For some reason &amp;quot;Elanith&amp;quot; became used for the continent, when it was originally the replacement term for a region in the northwest corner of the continent.&lt;br /&gt;
[162] This is interpreting the lines in &amp;quot;[[Gods of Elanthia]]&amp;quot; that way, because it is the only part of the Elanith map consistent with it. The second part is a necessary logical consequence of established premises about Ur-Daemon corruption, and this is necessary to explain the Dhe&#039;nar becoming Dark Elves tens of millennia before Despana&#039;s work in Rhoska-Tor.&lt;br /&gt;
[163] The Horned Cabal wiped a lot of this out in the &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; timeline (see years 4953 and 4960), but this embellishment is just generalizing that existing premise, because if that&#039;s the dark and lawless region of the continent during the height of the Elven Empire and the worst stuff is farther in, it makes sense the criminal types would reside in the borderlands. (The year 4832 in &amp;quot;History of the Turamzzyrian Empire&amp;quot; suggests that prior to the Horned Cabal agitation and the Third Elven War, the Southron Wastes were relatively quiescent as threats to the north. The Southern Sentinel at the time of the Third Elven War was Empress Selantha II&#039;s exiled husband, so the war was led by Eastern Sentinel [[Jerram Happersett]].) &amp;quot;[[Traveler&#039;s Guide to the Turamzzyrian Empire#Selanthia|Traveler&#039;s Guide to the Turamzzyrian Empire]]&amp;quot; also mentions &#039;&#039;&amp;quot;other threats from the Southron Wastes&amp;quot;&#039;&#039; than the Horned Cabal in the present day (of 5102 Modern Era.)&lt;br /&gt;
[164] This is an extrapolation but a straightforward logical consequence of the geographic constraints.&lt;br /&gt;
[165] This is a made up premise, but sensible and plausible on existing evidence. It would include Despana. The [[Vishmiir]] are a defined threat for the Second Age, and there&#039;s some [[Urglaes-set pitted silver talisman|indication]] they came from Marluvian worship, which should likely have been concentrated in those Ur-Daemon associated lands. The Horned Cabal in recent history also fits this mold. The Faendryl may have been taming it down in recent millennia, but have let the Turamzzyrian Empire take the hits after the Third Elven War in general. (Explicitly stated in the case of demons from &amp;quot;[[The Theory of Governance and Social Order#Armata|The Theory of Governance and Social Order]]&amp;quot;.)&lt;br /&gt;
[166] Despana as a civilization ending shock, but also having been around for a few thousand years without being considered a big deal, needs to be reconciled. It would make sense if villainous black magic sorts had a history of hiding out down there, but were minor enough in practical consequence to the Elven Empire that it was more a matter of police actions and maybe raids sometimes to put bad guys down. It should generally be where Lornon types were hanging out as well.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
II.C The Exiles&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[167]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[167] This is a totally made up quote for the document. It is meant to characterize the view of the southern wastelands held even early on in the Elven Empire. &amp;quot;[[History of Elanthia]]&amp;quot; refers to Rhoska-Tor as &#039;&#039;&amp;quot;barren, blackened land&amp;quot;&#039;&#039; and the [[urglaes]] metals documentation suggests there might be regional ancient lava veins since urglaes is found around Maelshyve. The Night and Dawn stuff is based on the [[Shimmering glaesine orb|original]] Illistim house motto, which is different from the heraldry statement in &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot;. This is also setting up the non-racialized premise of original meaning for the term &amp;quot;dark elves.&amp;quot; The madness and fever dreams stuff is playing off the [[Grot&#039;karesh Hammer Clan]] history, and searching for lost secrets is making Despana only one example of it. The quote is making those lands explicitly defined as cursed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization.[168] Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were all drawn to the southern wastelands.[169] This was a haven for the most fanatical cults, and is now a graveyard of forgotten theocracies.[170] Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators.[171]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[168] This is following from the previous statement of the borderlands being where the brigands and criminals hide out, which is canonical in the modern Turamzzyrian Empire period. The interior should generally be worse than where those are willing to reside. This is only talking about the wastelands, not the subcontinent jungles, or southern mountains where dwarven clans lived.&lt;br /&gt;
[169] This is an embellished premise, but it is the only place where it makes sense for those to be during the Elven Empire, and makes continuity for Despana doing the same thing.&lt;br /&gt;
[170.1] The forgotten theocracies part is totally made up, but would be plausible behavior if the dark religious zealots are concentrated down in that region. The cult activity down there is only thinly defined, such as the Disciples of the Shadows. There should be nutjobs who worshipped demons or the Ur-Daemon, and it would only make sense for them to be around (what is now called) Rhoska-Tor and the Southron Wastes (a much older term.) The cults would not have been allowed in the Elven Empire.&lt;br /&gt;
[170.2] The general premise of other forces in the Southron Wastes region is also important for being something for the Dhe&#039;nar to push up against, having a warrior caste, where the Hunt for History item [[Shimmering crimson Dhe&#039;nar shield]] has a loresong depicting them fighting some great battle at a later time than the burning of Sharath.&lt;br /&gt;
[171] This is the thesis of the document. It is making more sense of things and contextualizing Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent.[172] This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.[173]&lt;br /&gt;
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[172] This is fleshed out in the following subsections on the &amp;quot;black arts&amp;quot; practices down there with corruptive energies.&lt;br /&gt;
[173] This is making it clear that this was a problem at all time points, it was just in the margins of civilization during the Second Age. The last part about the [[Bleaklands]] refers to the [[epochxin]] variants of blood magic with demon blood and [[Raznel]]&#039;s witchcraft involving &amp;quot;the shadows&amp;quot; which is corruptive demonic realm energy. The IC author uses the word &amp;quot;witch&amp;quot; solely to refer to &amp;quot;black magic&amp;quot; practitioners, and usually more specifically to &amp;quot;black arts&amp;quot; practitioners like Raznel (black arts referring specifically to the use of demonic / tainting essences while &amp;quot;black magic&amp;quot; in our usage does not necessarily carry that implication), and instead uses &amp;quot;cunning folk&amp;quot; to refer to what some might call &amp;quot;good witches&amp;quot;. It uses &amp;quot;warlock&amp;quot; in the Dungeons &amp;amp; Dragons class archetype way of conduit or bondage with demonic powers, and not in the &amp;quot;oathbreaker&amp;quot; etymological sense out of Old English. Volume 2 actually constructs dark analogs of the major class types, terms such as &amp;quot;dark mage&amp;quot; used here are defined more in Volume 2.&lt;br /&gt;
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&lt;br /&gt;
(1) The Dhe&#039;nar&lt;br /&gt;
&lt;br /&gt;
The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar.[174] Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati.[175] The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot;[176] According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah.[177] They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati.[178] Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.[179]&lt;br /&gt;
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[174] This is recognition of the fact that there is barely any established definition for any others.&lt;br /&gt;
[175] &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; establishes &amp;quot;first born&amp;quot; (of the Arkati) as the definition of the term Dhe&#039;nar. The way this line is worded is the IC author saying &amp;quot;this is what they claim&amp;quot; rather than &amp;quot;this is what we all agree is the truth.&amp;quot;&lt;br /&gt;
[176.1] This is largely referring to the non-canon player documentation explaining what &amp;quot;the way&amp;quot; means, because it is not clearly explained in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document by itself. Though the phrase gets used in that document. That document does say: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah taught them that the elves are the children of the Arkati, and as a child strives to become as its parents, the Dhe&#039;nar strive to become as the Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[176.2] The goal of the Way, and the way it encodes how the Arkati are viewed, is given near the bottom of &amp;quot;History of the Dhe&#039;nar&amp;quot;: &#039;&#039;&amp;quot;Much like the elves, however, the Dhe&#039;nar do not view the Arkati so much as &amp;quot;gods&amp;quot; or &amp;quot;celestial beings&amp;quot; but more as role models for what they themselves can achieve. Unlike the elves of the six noble Houses, however, the Dhe&#039;nar believe they can become as powerful as the Arkati. They do not see the Arkati as different or better, only more powerful, thus Dhe&#039;nar bow to no &amp;quot;god&amp;quot;. Their religion is not one of worship; instead it is one of self-perfection, not so much as an individual, but as a race in whole; the ultimate goal being to achieve power over all things.&amp;quot;&#039;&#039; Here we are taking this &#039;&#039;&amp;quot;not .. different or better, only more powerful&amp;quot;&#039;&#039; as an ascension view of the Arkati and Drakes rather than them as inherently &amp;quot;celestial beings.&amp;quot;&lt;br /&gt;
[177] This is roughly what Tahlad Tsi&#039;shalar translates as in the player created Dhe&#039;nar-si language. The IC author characterizes this as a myth, but Dhe&#039;nar would probably regard it as historically factual.&lt;br /&gt;
[178] This is stated in the canon &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document.&lt;br /&gt;
[179] This is what the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says, and is characterized more dismissively in the &amp;quot;[[History of the Faendryl]]&amp;quot; document.&lt;br /&gt;
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While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths.[180] Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad.[181] That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests.[182] There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.[183]&lt;br /&gt;
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[180] This is referring to the shared details of Korthyr and Tahlad between the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents. The Departure section of the Dhe&#039;nar history is 50,000 years ago, dating that to around -45,000 Modern Era, which in turn means it happened thousands of years after the Houses formed and long after Korthyr was dead. These House founding dates in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; are further solidified in their use in basing Elven calendar dates in various documents. So this document is trying to reconcile that inconsistency.&lt;br /&gt;
[181] Korthyr would have died some time in the -48,000s and Tahlad does not leave until the -45,000s in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This document reconciles that by having the timeline entry referring to an Illistim historiographer theory of the Dhe&#039;nar departure, while the Dhe&#039;nar themselves might claim it happened more around -50,000 Modern Era before the Illistim Chronicles were started.&lt;br /&gt;
[182] It would be inconsistent with that period in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. The sylvans and elves also would have divided much earlier. The &amp;quot;[[History of the Faendryl]]&amp;quot; supports these things, but has a lot of dubious stuff in it.&lt;br /&gt;
[183] This is from the chronicler preface to the canon version of the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and the &amp;quot;[[History of the Faendryl]]&amp;quot; document refers to Tahlad on similar footing as the House founders. But the actual timeline spaces these thousands of years apart, so it has to be treated as myth making. It can&#039;t be treated literally without causing contradictions.&lt;br /&gt;
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This is regarded by more serious scholars as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth.[184] The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations.[185] Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses.[186] The Elven Empire was not a meaningful concept in the time of Korthyr.[187] Nor were the Ardenai those who stayed behind.[188] They lived in cities on the forest edges and woodland hamlets, with adjacent croplands, not unlike the Barony of Bourth with its elven settlements in the Wyrdeep Forest.[189] Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years.[190] It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed.[191] It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses.[192] The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.[193]&lt;br /&gt;
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[184.1] The &amp;quot;more serious scholars&amp;quot; part is an embellishment, but characterizing the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents as fanciful, and not especially tethered to what actually happened. This document sides entirely with the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; approach of being outside the forests for a long time and only eventually urbanizing. &lt;br /&gt;
[184.2] The term &amp;quot;great man of history&amp;quot; myth is used here as an IC historiographer convention for characterizing the way some historians have chosen to represent history in their texts. It is beyond the scope of this document to get into those meta-history theories in general. But the IC author is also implicitly saying Elves used &amp;quot;best people&amp;quot; (e.g. race, nation) theory of history myths in a few forms (e.g. exceptional, original, chosen, highest). To a lesser extent there is some &amp;quot;great minds of history&amp;quot; mythos. This document uses a mixture of historical idealism (in the sense of colliding world views and value systems pushing forward a history of ideas) with historical materialism, some realpolitik, and some environment-mediated morphing of &amp;quot;human&amp;quot; natures due to metaphysical corruption by dark essences. It avoids using the &amp;quot;great man&amp;quot; and &amp;quot;great mind&amp;quot; models of historicizing, but allows high impact and consequence for contingent events.&lt;br /&gt;
[185] This is a necessary conclusion of the date ranges used for the House foundings in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and all the documents basing off those founding dates.&lt;br /&gt;
[186] This is cross-referencing Korthyr dying when only the first borough of Ta&#039;Faendryl had been built in &amp;quot;[[History of the Faendryl]]&amp;quot;, along with Ta&#039;Faendryl having been built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;, and Ta&#039;Vaalor and Ta&#039;Faendryl having been founded at the same time in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with only Ta&#039;Illistim pre-dating them. For the Tahlad/Korthyr relationship to be true, it would have to be significantly earlier than the cities and before the Houses were founded and before the Elven Empire was a concept.&lt;br /&gt;
[187] This document treats the Elven Empire as becoming a meaningful concept around the time of Yshryth Silvius. It has the Faendryl historians, and in a twisted way the Dhe&#039;nar, being excessively literal with metaphorical language from Yshryth.&lt;br /&gt;
[188] &amp;quot;[[History of the Faendryl]]&amp;quot; treats the Ardenai as having stayed behind, but its leaving-the-forests narrative contradicts the more soberly written &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. &amp;quot;[[History of Elanthia]]&amp;quot; said the Ardenai reside in &amp;quot;towns and cities&amp;quot; and only vaguely refers to having stayed closer to roots in the deep forest.&lt;br /&gt;
[189] The forest edges description is an embellishment. The Sylvans resided deeper inside the Darkling Wood (though using the term &amp;quot;Darkling Wood&amp;quot; for it requires interpreting it as encompassing the forest that far south) and did not have contact with the imperial elves until the -45,000s in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, in the limited sense that the other Elves had no idea there was a Sylvan city there on a centuries scale. Which nearly requires the Ardenai to stay away from the deep woods in that time period, because it is a strain to have them residing in the deep woods and not wandering south. Though the Sylvan history is a little &amp;quot;just-so&amp;quot; with the way it is repeatedly having Elves rediscover the Sylvans even though they were always in Elven Empire borderland forests. The adjacent croplands are described in the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
[190] This cross-references &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and explicitly rejects the literal reading of Yshryth Silvius&#039; speech that is done in &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[191] This refers to the departure date in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is simply explaining why Illistim chroniclers think the Dhe&#039;nar left well after the Houses founded, while this other dogma exists of it having happened several thousand years earlier prior to the Chronicles.&lt;br /&gt;
[192] This is cross-referencing &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[193] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and insinuates Dhe&#039;nar harassment of the sylvans in this time period before the departure in -45,293. This insinuation is also explaining the &amp;quot;lavender&amp;quot; lore with Dhe&#039;nar and sylvan slaves in &amp;quot;[[Speech Unspoken: The Language of Flowers]]&amp;quot;, because they have much more dubious interaction for geographical reasons at any other time period. &lt;br /&gt;
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One of the more dominant interpretations among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood.[194] Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land.[195] In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si.[196] Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records.[197] No one knows for certain if this identification is correct.[198]&lt;br /&gt;
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[194] This is an embellished premise for explaining why the Illistim chroniclers have the Dhe&#039;nar departure happening over two thousand years after the last of the Houses formed. It also characterizes Sharyth Ardenai as a return to nature movement beginning in the open air spaces, so as to be consistent with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; on this period. This can be reconciled by House Ardenai forming out of the open-air population that stayed geographically closest to the Darkling Wood, and maybe partly into it, without themselves being regarded as &amp;quot;sylvisterai&amp;quot; by the other Elves. The Sylvans should be the ones who really just stayed inside the forest, and that particular area of the Great Forest is where they ended up concentrating.&lt;br /&gt;
[195] &amp;quot;Sharath&amp;quot; means &amp;quot;promised land&amp;quot; in Dhe&#039;nar-si. This was canonized in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The trial and tribulation line is meant to motivate why the Dhe&#039;nar would reside in (what is now called) Rhoska-Tor for a protracted period. Which is the nearest part of the Southron Wastes to the eastern Elves.&lt;br /&gt;
[196] This is implying &amp;quot;Sharath&amp;quot; comes from the name &amp;quot;Sharyth&amp;quot;, and insinuates the &amp;quot;sho&#039;rah&amp;quot; in Noi&#039;sho&#039;rah is similarly rooted with Sharath and Sharyth. This then interprets &amp;quot;First Sister&amp;quot; as having an original reactionary meaning of &amp;quot;Sharyth&#039;s intent&amp;quot; according to this hypothetical dissident faction. This is an embellishment, but a plausible contrary view for House elves. The feminine gender neutral case of it meaning &amp;quot;First Sister&amp;quot; is true in the player created Dhe&#039;nar-si language (as introduced into it decades ago by Mnar.) Referring to that as &amp;quot;archaic&amp;quot; Dhe&#039;nar-si is how the &amp;quot;[[Dark Elven languages]]&amp;quot; document treats and refers to the old player constructed language.&lt;br /&gt;
[197] &amp;quot;[[History of Elanthia]]&amp;quot; refers to Sharyth Ardenai as a matriarch, while &amp;quot;[[Timeline of Elanthian History]]&amp;quot; uses the &amp;quot;his&amp;quot; pronoun for Sharyth Ardenai. There is a similar discrepancy for Linsandrych Illistim. These documents are both decades old, so this document takes that gender indeterminancy at face value, since it is so long standing.&lt;br /&gt;
[198] This is a hedge for allowing this whole interpretation and theory to be wrong, which allows Dhe&#039;nar to still believe their version of history. The actual departure would then have happened before the Chronicles started, when Korthyr was a relatively young man. But some of the details would still need to be regarded as distorted a bit by knowledge of later events, even though the prophecy itself is supposed to be prophecy. For example, there could be no singular decision by seven leaders to split into seven Houses, because the Houses were founded over a span of 1,500 years and even then the &amp;quot;Houses&amp;quot; as a political system probably emerged because of the cities rather than the other way around.&lt;br /&gt;
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The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati.[199] In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years.[200] The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses.[201] In the more cynical view of the &amp;quot;Matter of the Elven Empire,&amp;quot; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology.[202] Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization.[203] With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.[204]&lt;br /&gt;
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[199] This is what &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; says.&lt;br /&gt;
[200] There is a 5,000 year gap between the Noi&#039;sho&#039;rah section and the Departure section of &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, so this line is trying to reconcile something that doesn&#039;t even make sense within the Dhe&#039;nar document itself.&lt;br /&gt;
[201] This is partly referring to &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and partly referring to &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.&lt;br /&gt;
[202] &amp;quot;Matter of the Elven Empire&amp;quot; is totally made up, and plays off the real-world historical terms such as the &amp;quot;Matter of Britain&amp;quot;, which is distorted with Arthurian legend and so forth. This is the IC author characterizing this early period as in historical dispute among the elves, with the founding of the royal lines and their pedigree from powers such as Arkati and Wyverns. Treating the contrary view as &amp;quot;peasant ideology&amp;quot; is the sensible counterpart to the Houses royal ideology. The existing documentation has significant founding period inconsistencies, tinged with legends, so the phrase &amp;quot;Matter of the Elven Empire&amp;quot; is used to characterize that IC.&lt;br /&gt;
[203] This is recontextualizing it in terms of the characterization given earlier in this document of monarchs as stewards in a static great chain of being. (The Dhe&#039;nar history document says the other Houses do not believe the Elves &#039;&#039;&amp;quot;can become as powerful as the Arkati&amp;quot;&#039;&#039;, though there has to be some nuance in this because of ascension theologies like Amasalen, it should probably mean this is not a plausible whole race goal and that generally &amp;quot;ascension&amp;quot; however it concretely exists comes from intervention by Great Spirits such as Arkati using their own power.) The Dhe&#039;nar view in contrast would be characterized as the low rising up the chain, and perhaps the high falling off. The IC author is giving that a socioeconomic dimension.&lt;br /&gt;
[204] This is setting up the contrary view of the Noi&#039;sho&#039;rah prophecy as a historical distortion, reading Despana and the Undead War into &amp;quot;Matter&amp;quot; politics as an anachronism after the fact. The Dhe&#039;nar in contrast would maintain it was the original prophecy.&lt;br /&gt;
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According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated.[205] This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578.[206] House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son.[207] This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire.[208] Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness.[209] There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl began to truly assume its central role over the Empire.[210]&lt;br /&gt;
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[205] This is the Patriarch timing given in &amp;quot;[[History of the Faendryl]]&amp;quot;. In &amp;quot;[[History of Elanthia]]&amp;quot; it was Korthyr&#039;s line that built Ta&#039;Faendryl, which this explained.&lt;br /&gt;
[206] This is cross-referencing the timing given in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. However, &amp;quot;History of the Faendryl&amp;quot; has a major timeline contradiction around the Undead War up to the Ashrim War, being fundamentally inconsistent with the other history documents. Here we are treating the timing in the earlier part of the document as still reliable.&lt;br /&gt;
[207] This is all from &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[208] Yshryth was already defined as Patriarch 14 in &amp;quot;[[History of Elanthia]]&amp;quot;, the &amp;quot;[[History of the Faendryl]]&amp;quot; document established his speech was from his coronation. The IC author here is asserting this is the proper birth of the Elven Empire, because of the imperial vision it sets out and its early time period relatively not long after the Houses finished forming.&lt;br /&gt;
[209] The political context was already in &amp;quot;[[History of the Faendryl]]&amp;quot;, but this is more explicitly asserting that what Yshryth was saying about leaving the forests was a metaphor. Later there is argument about connotations of kinslaying in the word &amp;quot;Draekeche&amp;quot; which is the (ancient?) elven for &amp;quot;darkness&amp;quot; dating back to at least -49,080. This is also setting up hostile / exile conditions for the Dhe&#039;nar, if the Illistim chronicler timing for their departure is the correct view.&lt;br /&gt;
[210] This is cross-referencing the &amp;quot;[[History of the Faendryl]]&amp;quot; timing for this period with the Ta&#039;Illistim Monarchs document &amp;quot;[[Ta&#039;Illistim Monarchs|Linsandrych&#039;s Legacy: A Detailed Examination of the Dynastic Argent Mirrors and Their Contributions to Illistimi Society With Notes On Selected Post-Lanenreat Figures]]&amp;quot;, once you convert out of the Illistim calendar into the Modern Era calendar. Then it&#039;s using these power vacuums and schisms and purges and so forth to say this is how and when House Faendryl came to lead the Empire (premise dating back to &amp;quot;[[History of Elanthia]]&amp;quot;), as Linsandrych Illistim had founded the first House and was present until -45,895.&lt;br /&gt;
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To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven.[211] Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law.[212] There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind.[213]&lt;br /&gt;
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[211] This is IC author interpretation. It is suggesting the chaos and disunity motifs, and Korthyr as Tahlad&#039;s nephew, is all a distortion of Korthyr being succeeded by his great-nephew Khalar Andiris and then a bunch of assassinations and coups happen, and that Yshryth&#039;s famous speech (on unity and leaving the forest in a singular event) is being distorted with a Dhe&#039;nar departure that happens in -45,293 during the reign of Patriarch 14.&lt;br /&gt;
[212] This is insinuating Despana and the rising dead motifs are distortions of Geniselle Anaya overthrowing the Faendryl throne and being executed by her son, after a millennium of petty power squabbles and coups following Korthyr&#039;s first successor.&lt;br /&gt;
[213] This is a straight foward incompatibility between the Dhe&#039;nar and Sylvan lores. The &amp;quot;great chain of being&amp;quot; metaphysics worldview construction in this document gives them a much closer filiation of ideas relationship with the House Elves than the Sylvans, because that kind of conception is totally absent in the Sylvan documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes.[214] Archaeologists have found relics in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks.[215] One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath.[216] Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness.[217]&lt;br /&gt;
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[214] The Dhe&#039;nar spent time in what is now called Rhoska-Tor becoming Dark Elves in the racial mechanical sense. They have since resided in the jungles beyond the Southron Wastes.&lt;br /&gt;
[215] This makes up having relics found which prove the Dhe&#039;nar warlocks were in (what is now called) Rhoska-Tor way back then, but the premise of the spidery runes and having left stuff behind in Rhoska-Tor is in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[216] In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it says they learned &#039;&#039;&amp;quot;control of the undead&amp;quot;&#039;&#039; in Rhoska-Tor, which this document will take literally as controlling undead that already existed. That document also suggests the Book of Tormtor was something the Dhe&#039;nar left behind, but there are multiple inconsistent proposed explanations of the Book of Tormtor across documents.&lt;br /&gt;
[217] This is making use &#039;&#039;&amp;quot;old places of the Ur-Daemon&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot; for Rhoska-Tor, and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers to &#039;&#039;&amp;quot;the dark magic of the region&amp;quot;&#039;&#039; as distinct from &#039;&#039;&amp;quot;spells taught by the Arkati themselves.&amp;quot;&#039;&#039; The Dhe&#039;nar history document notably is most explicit on blaming Ur-Daemon dark essence for tainting the bodies and minds and turning elves into dark elves: &#039;&#039;&amp;quot;The dark essence that had been left behind by the Ur-Daemon War not only tainted the appearance and psyche of the Dhe&#039;nar, but it also had a powerful effect on the flows of magic in the region.&amp;quot;&#039;&#039; This document (in all three volumes) is using that view of the region heavily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records.[218] But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation.[219] It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a need to ward off malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands.[220] The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living.[221] In this way they were able to not only prevent the possession of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands.[222] This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars.[223]&lt;br /&gt;
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[218] The absence of written records, other than &amp;quot;spidery runes&amp;quot;, in this period is explicitly stated in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The way that section is written makes it sound like the Book of Tormtor had to be written in those runes, and only Dhe&#039;nar warlocks can read them, therefore Despana being able to read it and being from the southern jungles would mean Despana was Dhe&#039;nar. The IC author of this document is relatively dismissive of that as twisting things to fit the Noi&#039;sho&#039;rah prophecy.&lt;br /&gt;
[219] Similar situation leading to similar methods can help them understand the nature of these runes even though only the Dhe&#039;nar warlocks are supposed to be able to read the script.&lt;br /&gt;
[220] Such undead of twisted nature spirits should &amp;quot;naturally&amp;quot; exist in Rhoska-Tor, given the dark essence tainting described in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This treats banshees as referring to the fey variety, and &amp;quot;infernal sprites&amp;quot; were a [[Southron Wastes]] creature during the [[Wavedancer]] event. The infernal sprites and pale wraiths and banshees were in the part of the map closest in direction to Rhoska-Tor. The banshees are also [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds dark fey] in DragonRealms.&lt;br /&gt;
[221] Using dark essence in this way to control the undead is a premise used throughout these three volumes. It&#039;s unholy magic analog of similar things done through Order of Voln symbols (e.g. Symbol of Submission) and so on.&lt;br /&gt;
[222] Pale wraiths were another Southron Wastes creature from the Wavedancer event. This is playing off the ability of [[wind wraith]]s to possess [[soul golem]]s, as well as the Tehir [[Life and Being in the Sea of Fire|beliefs]] about spirits inhabiting corpses in the Sea of Fire. This &amp;quot;do the opposite&amp;quot; method echoes back to the animism section with mortuary rituals twisting into necromancy of the undead methods.&lt;br /&gt;
[223.1] This relates back to the animist section talking about the spiritual magic roots of necromancy, where in the case of the Dhe&#039;nar it would be spirit magic they attributed to the Arkati. But then in Rhoska-Tor they learn elemental magic, but they&#039;re manipulating a dark energy. It becomes a form of sorcery, as defined in this document. (Sorcerers are grouped with the Temple caste with the spiritual casters in the Dhe&#039;nar caste system, rather than the warlocks / magi caste which are the elementalists.) &lt;br /&gt;
[223.2] The original premise with the Dhe&#039;nar was that the ones around the Landing had begun experimenting with raising the dead clerical magic, but generally in Dhe&#039;nar culture those who do not survive do not deserve to be resurrected. There might be attempts to define Temple caste clerical magic as siphoning power from around Arkati without directly borrowing powers, but that cuts against the grain of how Cleric magic in particular has always been defined in GemStone, and in Volume 2 of this document that is instead described as &amp;quot;ur-priest&amp;quot; methods which can mimic non-denomination Cleric magic but fundamentally isn&#039;t and has corruptive &amp;quot;leeching&amp;quot; dependency effects on the caster. (Analogous to the Dhe&#039;nar warlocks who become dependent on feeding on magical energies in the still non-canon Dhe&#039;nar documentation.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was facilitated, however paradoxically, by their study of the elements.[224] Blazing sand elementals are yet another threat found in the Southron Wastes.[225] With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well.[226] But there are other pure forces beyond the veil than those of the elemental planes.[227] There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or elemental darkness.[228] It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes.[229] With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.[230]&lt;br /&gt;
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[224] The &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says they learned &#039;&#039;&amp;quot;summoning of the elements into a physical manifestation&amp;quot;&#039;&#039; while in Rhoska-Tor.&lt;br /&gt;
[225] These were creatures in the [[Southron Wastes]] during the [[Wavedancer]] event. There are [[Small sand elemental|sand elemental]] companion pets.&lt;br /&gt;
[226] This further sets up what was implied by comparing the similarity of summoning familiars with their manipulation of the undead.&lt;br /&gt;
[227] In Volume 2 these are called &amp;quot;sorcerous elements&amp;quot; and include various terms used in spells and messaging and storylines, including [[Balefire (713)|balefire]] and [[mawfire]]. This is an embellishment to the extent that it is set in a basic cosmological model of more chaotic vs. more ordered essences.&lt;br /&gt;
[228] &amp;quot;the shadows&amp;quot; is a demonic energy used in Kenstrom storylines related to [[Althedeus]] and its realm. Volume 2 of this document treats that as a mixture of elemental chaos and elemental darkness. There are solid roots on treating these as essence substances, but it is still an embellishment.&lt;br /&gt;
[229] The Althedeus lore is cited in documents such as &amp;quot;[[Ithzir Genesis]]&amp;quot; and &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. This is basically the same thing as &amp;quot;unholy power&amp;quot;, and in Volume 2 it is defined as related to &amp;quot;anti-mana&amp;quot;, which is an embellishment but roughly consistent with I.C.E. roots. (Except that the elemental darkness of Rolemaster &amp;quot;Elemental Companion&amp;quot; was a separate concept from the anti-essence of the Shadow World setting.) This is all equivalent to what is called &amp;quot;dark essence&amp;quot; in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[230] This is what was being implied in the previous paragraph, and this concept is used in Volumes 2 and 3. For example, Volume 3 talks about some necromancers suffusing themselves in dark essences to mask their life forces, to make the undead not attack them and instinctually obey them. (This would probably be illegal in Faendryl sorcery because of the corruptive effects on the mind and body.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor.[231] Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath.[232] It might well be that the journey actually began with the death of the cult leader.[233] Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes.[234] While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath.[235] Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed.[236] Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years.[237] The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were quite probably corrupted by knowledge of events after the fact.[238]&lt;br /&gt;
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[231] The hedging on this is about the lack of written records framed for it in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[232] This is playing off Tahlad being a Dhe&#039;nar-si word that means student.&lt;br /&gt;
[233] This is the IC author being iconoclastic, but also pointing at how old Tahlad would had to have been to make historical sense of him.&lt;br /&gt;
[234] The wording &#039;&#039;&amp;quot;the jungles &#039;&#039;&#039;said to&#039;&#039;&#039; lie beyond the Southron Wastes&amp;quot;&#039;&#039; for Despana in &amp;quot;History of Elanthia&amp;quot; suggest the Southron Wastes region was generally anathema to the Elven Empire and not something they ordinarily traveled through and interacted with in that time period. In other words Elven Empire records of the Dhe&#039;nar would implicitly have been sketchy.&lt;br /&gt;
[235] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and is using that provenance issue to cast doubt on the veracity of written records that might have survived the Great Fire.&lt;br /&gt;
[236] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[237] The use of oral tradition in the Dhe&#039;nar lore in general serves the function of introducing unreliable narration on the distant past. &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers outright to hardship &#039;&#039;&amp;quot;twisting their ancient beliefs&amp;quot;&#039;&#039;.&lt;br /&gt;
[238] This is IC author view from Faendryl bias, the Dhe&#039;nar would disagree with this statement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(2) Witchcraft&lt;br /&gt;
&lt;br /&gt;
In the outlying regions of the Elven Empire, far from the great cities, there were survivals of folk religion.[239] These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority.[240] Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms.[241] They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead.[242] They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living.[243] Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.[244]&lt;br /&gt;
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[239] This is an embellishment. It does not really make sense that the more rural populations would not have folk religion and folk magic, much as there virtually has to be animism going all the way back rather than only developing later. Arguably some of the instincts for this still exist in the Elven Nations, and civilizations in general, in the &amp;quot;[[Divination: A Comprehensive Guide]]&amp;quot; lore. This document to some extent is doing a &amp;quot;history from below&amp;quot; contrast to the &amp;quot;great men/minds/etc.&amp;quot; histories to help break up GemStone&#039;s monolithic race-culture ideologies.&lt;br /&gt;
[240] The framework of this document characterized the Elven forest tradition as &amp;quot;druidism&amp;quot;, so this is more or less a tautological statement.&lt;br /&gt;
[241.1] This document uses this as the historical root for Empath magic. It uses the term &amp;quot;cunning folk&amp;quot; to cover &amp;quot;good witches&amp;quot;, so the word &amp;quot;witch&amp;quot; is only being used in the dark and negative connotations. There is a lot of scattered superstition lore, such as [[thanot]] as warding charms because of the pentagram pattern of its berries. This is being consistent with later in this document treating &amp;quot;hybrid&amp;quot; magics, especially esoteric modes of hybrid magic, as historically ancient and prior to the full division of spellcraft into separate spheres of magic.&lt;br /&gt;
[241.2] The term was not used in this document, but these are examples of &amp;quot;apotropaic&amp;quot; magic.&lt;br /&gt;
[242] This is generic folk religion stuff. It is providing the hook for death rituals and magic to get twisted into darker magic with corruptive energies. Volume 2 also gets into this with witchcraft.&lt;br /&gt;
[243] This hedges the animist vs. Lorminstra [[Eve of the Reunion]] issue. Something similar to this is in the [[Grot&#039;karesh Hammer Clan]] giantkin lore with the [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]] at Kilanirij. This is another hook for twisting into wicked spirit calling and commanding undead spirits.&lt;br /&gt;
[244] The Ilvari are an example of fey changeling kidnappers. &amp;quot;Ilvari luck charms&amp;quot; are sold and do not really do anything. [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds &amp;quot;Changelings&amp;quot;] exist in DragonRealms and are called spriggans, thought to be spirits related to elemental air. In the I.C.E. Shadow World version the air fey were servants of the god we call Tonis, a thieves patron, and in DragonRealms the dark fey are the creations of Idon one of the thieves patron immortals. Though this is almost certainly a coincidence.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others.[245] They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated.[246] This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets.[247] Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations.[248] The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.[249]&lt;br /&gt;
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[245] This document is using &amp;quot;witches&amp;quot; almost exclusively for wicked magic practices as a convention, even though the IC author would acknowledge the existence of sympathetic magic practitioners calling themselves &amp;quot;witches&amp;quot; doing good/light practices or morally neutral practices. Similarly with &amp;quot;blood magic&amp;quot;, that term is being reserved for the sorcerous form of it, not the more empathic form of it (e.g. [[Akhash]] the Tehir spirit caller) which would not be corruptive and debasing.&lt;br /&gt;
[246] This is rooting the more (wicked) spiritual magics of the Sorcerer Base list in this culture tradition. Especially [[Curse (715)]]. But these are not &amp;quot;black arts&amp;quot; as will be described later.&lt;br /&gt;
[247] This is the IC author hedge and acknowledgement that to some extent he&#039;s set up a false dichotomy regarding the term &amp;quot;witches.&amp;quot; Curse tablets refers to the ancient Roman practice.&lt;br /&gt;
[248] This is a reasonable anthropological supposition about the filiation of ideas and superstitions, given the initial premise of earlier animist religious traditions partly surviving into later ages.&lt;br /&gt;
[249] Witch hunt panics are not defined in current lore, but this is the general dynamic of how witch panics work in the real-world.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression.[250] It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil.[251] In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits.[252]&lt;br /&gt;
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[250] This tension with orthodoxy is setting up the driving of witches into the wilds, while the medicine man types with healing or clerical powers get to stay. Also seeding the bias of humans against magic because of elves.&lt;br /&gt;
[251] In other words, this is everyday life stuff, superstition suffused throughout cultures.&lt;br /&gt;
[252] This is characteristic of animism in general, and very clearly the case with the Tehir lore. &amp;quot;Great Spirits&amp;quot; is the generic term this document uses for deity scale powers of spiritual mana orientation. If spiritual mana were [https://elanthipedia.play.net/File:ManaField.gif subdivided] like it is in DragonRealms, it might be that the animist magics (e.g. roots of empath, ranger) are moreso using &amp;quot;life mana&amp;quot; while clerics and paladins are moreso using &amp;quot;holy mana.&amp;quot; Lunar mana to some extent in DragonRealms is filling in the roles mental mana does in GemStone IV. In this document there is a framed link between &amp;quot;occultism&amp;quot; and &amp;quot;astrology&amp;quot; to seed that relationship.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is particularly important is that this tradition more broadly is what might be called sympathetic magic.[253] It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions.[254] It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up.[255] It is what remains of more ancient traditions of spiritualism.[256] From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies.[257] It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real.[258] In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;[259]&lt;br /&gt;
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[253] While there is some pure superstition stuff, such as in the divination lore, in the Elanthia setting there is also real sympathetic magic (e.g. Raznel&#039;s voodoo dolls and blood magic.) This document treats this as Elanith&#039;s non-Erithian precursors to what is now called Mentalism.&lt;br /&gt;
[254] This tacitly falls under the notion of NPC &amp;quot;[[Overview of Elanthian Magic|flow magic]]&amp;quot; in current canon, but later in this document that is going to be classified as &amp;quot;thaumaturgical&amp;quot; and &amp;quot;exoteric&amp;quot; magic (in terms of how the Elves try to develop it away from informal lay magic), while what we are talking about here is &amp;quot;esoteric&amp;quot; magic as an informal cousin of &amp;quot;ritual theurgy.&amp;quot; It is elaborating and deepening the magic theory. Volume 2 talks about forming rites with rigid rules in a kind of perverse imitation of rote magic, especially with black arts magic, to try to make predictable effects without really understanding what is being done &amp;quot;theoretically.&amp;quot;&lt;br /&gt;
[255] This is essentially a new premise for making sense out of having this storyline sympathetic magic stuff that does not relate to the spell circles and stuff invoked off scrolls. In IC terms it could be disputed how separate orthodox religion with its clerical magic really is from the rest of spiritual magic in the &amp;quot;vernacular&amp;quot; populations, and sympathetic magic which may now in the present age be considered spiritual-mentalist hybrid. Later in the document is a nod to the DragonRealms division between &amp;quot;life&amp;quot; and &amp;quot;divine&amp;quot; mana when talking about mana conventions. DragonRealms also has &amp;quot;Lay Necromancy&amp;quot;, which is [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 Low Sorcery], where Low Sorcery in general is relatively informal evil magic.&lt;br /&gt;
[256] This is a thesis statement, set up by the prior sections on animism.&lt;br /&gt;
[257] This is establishing the important distinction against pure superstition (e.g. divination without spellcraft of any kind), which is that magical energy (essences) must be manipulated into magical effects to qualify as &amp;quot;magic.&amp;quot;&lt;br /&gt;
[258] Rote superstitious practices acting like de facto rote magic.&lt;br /&gt;
[259] This is explaining why the use of say troll blood in an alchemy recipe, or blood in a religious ceremony, or even what empaths do, does not qualify as &amp;quot;blood magic.&amp;quot; It is only magic involving blood. &amp;quot;Blood magic&amp;quot; here is strictly being used to refer to these sympathetic magic practices, though the other volumes allow an occultist form of blood alchemy for making homunculi. At this point it is tacitly acknowledging &amp;quot;good&amp;quot; practitioners (cunning folk, some shamans), but in most of this document the term &amp;quot;blood magic&amp;quot; is reserved for the highly corruptive sorcerous form, which involves debasement and perversion through the mediating substance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation.[260] Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood.[261] There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.[262]&lt;br /&gt;
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[260] This is just defining the meaning of the term &amp;quot;sympathetic magic&amp;quot;, which is imitative magic or correspondence of forms. Sympathetic magic is a term that was coined by the 19th century folklorist James Frazer in his book &amp;quot;The Golden Bough&amp;quot;, which is either magic of &amp;quot;similarity&amp;quot; or magic of &amp;quot;contagion.&amp;quot; Witchcraft in this document follows these tropes.&lt;br /&gt;
[261] This has been done in storylines, such as those involving the witch Raznel.&lt;br /&gt;
[262] All of this is framed as animist roots, but now running up against orthodox religion with its good vs. evil values duality, which in Elanthia in the Second Age is Liabo vs. Lornon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within the modern conventions of magic, this sort of correspondence of forms is related to what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot;[263] In the mind oriented near planes of existence, such as the Eternal Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world.[264] This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames.[265] There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession.[266] Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.[267]&lt;br /&gt;
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[263] This is establishing the premise of treating this as the Elanith non-Erithian precursor to Mentalism in the contemporary conventions. The notion of &amp;quot;dark empathy&amp;quot; and confounds and hybrid magic are elaborated later in this document.&lt;br /&gt;
[264] This was true in [[Ride of the Red Dreamer]] and Auchand stated it explicitly on the Wiki, distinguing the [[Eternal Dream]] near plane from the sorcerous [[valence]]s. Nightmare steeds and unicorns in the mount system as of summer 2022 had physically manifesting object from dream world interactions. Ebon&#039;s Gate 2022 with [[Naidem]] also had some mind/form distortion premise in it.&lt;br /&gt;
[265] This is generic voodoo doll kind of stuff.&lt;br /&gt;
[266] Dream walkers were present in [[Griffin Sword War]] 2 and [[Ride of the Red Dreamer]] storylines, and other times where minds have been entered, and are mentioned in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. Some minds are [[Valence#Near Planes|able]] in GemStone to slip into the Eternal Dream during sleep. There is a subtextual argument for the decay/spirit-death mechanics messaging having been based on astral projection. The truffles in Lower Dragonsclaw do some sort of astral projection. &lt;br /&gt;
[267] This is part of the thesis and framed previously in the animism section. It&#039;s malignant spellcasters using that propensity to twist mortuary magic into more malicious uses, and then that gets still darker later when dark essences are involved in haunted realms. This sets that up for the next paragraph.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, witches were exiled into the wild woods or darker hiding places.[268] This led to a rising number of witches in the Southron Wastes, where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them.[269] Blood magic began using demon blood.[270] Curses began using more corruptive essences, facilitating rituals for causing the undead.[271] Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood.[272] There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others.[273] One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.[274]&lt;br /&gt;
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[268] This sets up a fragmenting of witchcraft into split traditions. Volume 2 says more about the different kinds of witches. There are elemental themed ones, [[Life and Being in the Sea of Fire|spider witches]] in the Sea of Fire, the Sisters of Blight, and so forth. Raznel was influenced by black arts out of the Southron Wastes and Wizardwaste.&lt;br /&gt;
[269] With the &amp;quot;dark essence&amp;quot; explicitly framed in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and corruptive effects on various peoples in current canon, this is extrapolated here to imply there is a general issue of this for historical wasteland residents. Very little is defined for indigenous populations. Iguanoids were there in the Wavedancer, as well as scourgemages (which were reskinned [[fire mage]]s but Volume 2 treats as demon worshipping analogs to rangers). This region probably had its own animism (e.g. black shamanism), but presumably also earlier demonic and Marluvian cults, and Volume 3 makes up something about mummies and underworld themed death religions influenced by underground rifts. The general point of this line is cross-pollinating the folk magic into the wastes and in turn incorporating the dark essence of that region. Later in this document there is framing for surviving knowledge of Second Age folk magic being sampling/survivor biased toward the Elven forms of it due to the records being from Elven occultists.&lt;br /&gt;
[270] This document leans into various arguments for the presence of &amp;quot;indigenous&amp;quot; demons in the region. The ebon-swirled primal demon in the Southron Wastes is a primitive cousin of the oculoth, and its venom blood is a major storyline factor behind dark magic in Kenstrom&#039;s events. This line is taking the &amp;quot;blood magic&amp;quot; from the witchcraft tradition and now using demon blood in it which is far worse. This is reasonably what would have happened if this population migration happened even in broad outlines.&lt;br /&gt;
[271] This is leveraging off &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; referring to the dark essence of the region, left behind from the Ur-Daemon War.&lt;br /&gt;
[272] Raznel turned a [[Drangell|giantman]] into a troll and a [[Thrayzar|human]] into an orc. This is framing and explaining the generic &amp;quot;witch turns prince into a frog&amp;quot; or werebears and selkies kinds of curses. This &amp;quot;witchcraft&amp;quot; is implicitly partly Mentalist in contemporary magic theory, so the dark transformation of bodies stuff is in it here, and not necessarily present in the prior inhabitants of the southern wastelands (e.g. cultists, black shamans.)&lt;br /&gt;
[273] Stuff like werewolves and [[Gaunt feral selkie|selkies]]. This is setting up the seed for Despana later having cursed diseases such as Red Rot. It follows the &amp;quot;contagion&amp;quot; variety of &amp;quot;sympathetic magic&amp;quot; in Frazer&#039;s definition of the term.&lt;br /&gt;
[274] [[Werebear]]s being mechanically undead is some weird game history anomaly. I think every cursed thing that was flagged as &amp;quot;Unlife&amp;quot; and targettable by Cleric repel spells was treated as undead when the Order of Vult (Voln) was created in 1994. Volume 3 does a lot of differentiation on the various forms of &amp;quot;unliving.&amp;quot; Selkies are much more modern creatures in a game mechanics sense and actually undergo transformation cycles.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Witches of the South would enter pacts with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons.[275] There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits.[276] They might have mediating vermin such as maggots or ichor worms inside themselves.[277] Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves.[278] There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them.[279] It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself.[280] Conjuring in this way was in stark contrast to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.[281]&lt;br /&gt;
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[275] This is the general Satan worshipping witch archetype. Raznel would make blood bonds with people. This distinction is allowing other forms of witchcraft to not work this way. This is speaking of a regional historical generality or propensity, not saying &amp;quot;every witch in the south did this and no witches outside the south did it.&amp;quot;&lt;br /&gt;
[276] This is leaning on the channeling aspect of the framed hybridism of their magic.&lt;br /&gt;
[277] This is directly based on Raznel. She had stuff like this as well as scarabs inside her own body, forming or emerging spontaneously when she was cut. Though Raznel learned how to implant such things into bodies from Quinshon, who is a black shaman.&lt;br /&gt;
[278] This is the general &amp;quot;corrupted by dark power&amp;quot; archetype. It has been used to show characters being driven mad with taint/corruption in GemStone since the I.C.E. Age.&lt;br /&gt;
[279] Raznel would control others sometimes with implanting her scarabs into them. She was also prone to using anti-magic, and stripping magical powers from people.&lt;br /&gt;
[280] This is a characterization of the mode of magic, it does not have to always involve subservience to something else. This wording is partly inspired by [[Torment (718)]].&lt;br /&gt;
[281] This is setting up distinctions between Faendryl sorcery in the Second Age with the &amp;quot;black arts&amp;quot; and forms of magic that would have repulsed the imperial elves. They are reflecting different cultural value systems and ideologies. &amp;quot;[[History of the Faendryl]]&amp;quot; has recognizable sorcery being practiced until at least circa -40,000 and so we are preferring to split apart the historical meaning of &amp;quot;sorcery&amp;quot; so the Faendryl of the Second Age culturally make sense as the leaders of the Elven Empire.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(3) Cultists&lt;br /&gt;
&lt;br /&gt;
In the Age of Darkness there was always a minority of demon worshippers.[282] Whether the demonic of the wastelands, or the dead gods themselves.[283] There are buried crypts in the Southron Wastes belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul.[284] Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason.[285] Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation.[286] But the reliefs and frescoes of the interregnum are far more hideous in their depictions.[287] They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices.[288] Cave paintings from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are often found with trepanated skulls.[289]&lt;br /&gt;
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[282] There is only thin already established evidence for this. The timing on the loresong of the Marluvian [[Urglaes-set pitted silver talisman|urglaes talismans]] from [[Hunt for History]] is unclear, but using an ancient language that was sometimes used in game in the early 2000s. &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; shows archaeological evidence for knowledge of Marlu dating back to before the Elven Empire. There ought to be Marlu worshippers, and Ur-Daemon or demon worshippers more generally, and it would make sense for them to live in the old places of the Ur-Daemon (Rhoska-Tor) rather than in the great forest with the sylvans and imperial elves.&lt;br /&gt;
[283] This is allowing a distinction between animists who are akin to rangers of the demonic (in Volume 2 these are called scourgemages), which are left-over from the Age of Darkness or arriving through underground tears in the veil --- there was possibly an example of this in the room painting of the Southron Wastes during the Wavedancer, and the eyeballs of ebon-swirled primal demons have been seen arriving through spontaneous tears in reality in the Southron Wastes --- and actual cultists worshipping the Ur-Daemon.&lt;br /&gt;
[284] This is reviving and De-I.C.E.ing the vruul lore, which is hard coded into the area design of the Broken Land. It is making sense of the Marlu description in &amp;quot;[[Gods of Elanthia]]&amp;quot; about being seen delving into ancient crypts, which is vestigial from I.C.E. lore about him searching prehistorical crypts for vruul, and then the notion of Marlu loosening portals to draw power is made sense of by assuming there are actually portals to demonic realms present that can be loosened: &#039;&#039;&amp;quot;Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown.&amp;quot;&#039;&#039; This seems to be hedging on whether Marlu is Arkati or has extraplanar power sourcing like the Ur-Daemon portal described earlier in that document. Footnote 71 suggested a possible constraint of Ur-Daemon dependency on this to sustain their existence in this reality, such that destroying their major portal in itself is what defeated them, which could be a conceptual motivator or root for this premise about the power source for Marlu.&lt;br /&gt;
[285] This is explaining the &amp;quot;[[Gods of Elanthia]]&amp;quot; description with the original context.&lt;br /&gt;
[286] This is based on the Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot;. This only clearly referred to glyphs being found in the Southron Wastes, where presumably they survive from climactic conditions. But here we interpret the line instead to include the petrified trees as also being in the Southron Wastes. This is meant to explain and reconcile &amp;quot;[[Gods of Elanthia]]&amp;quot; saying the final battle in the Ur-Daemon War blasted the landscape for hundreds of miles and turning it into a lifeless wasteland. Which implies it wasn&#039;t a wasteland previously, which is where the carvings on the petrified trees would come from (perhaps artificially fast in cataclysmic conditions, though petrification itself usually only takes several thousand years). The Southron Wastes room painting depicts a huge former lake, now a salt basin, and there are unstable (quite likely unnaturally formed in the Ur-Daemon War) shale mountains capped with limestone that are described as geologically &amp;quot;recent&amp;quot; violent upheavals.&lt;br /&gt;
[287] This is referring to the cave paintings from Linsandrych Illistim&#039;s quote, and embellishing it in cross-reference to the frescoes in the Dark Shrine of the Broken Land.&lt;br /&gt;
[288] This is also leveraging off the Broken Land design. This line is trying to establish that region as having dark worshippers dating back into prehistorical times, so that there were effectively always bad guys with dark magic there at all time points.&lt;br /&gt;
[289] This is an embellishment. It is leveraging off the Linsandrych Illistim quote about representing fear, and the &amp;quot;madness&amp;quot; motif in demonic themed places like below the Graveyard and the Broken Land. The trance states are about animism. These volumes treat black shamans and scourgemages as dark magic archetypes of shamanistic nature in that region. The skulls is based off the the Broken Land and Graveyard, and there&#039;s also a skull pile in the burial mound in the [[vourkha]] area outside Ta&#039;Illistim. Trepanation is getting at the notion of &amp;quot;nightmare visions&amp;quot; and &amp;quot;fever dreams&amp;quot; that the made-up Linsandrych quote in this document references.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent.[290] There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled.[291] Dark mages who would not abide by the laws of civilization would find freedom in these lands, while fanatics who sought a world ruled by Lornon would found short-lived, sinister theocracies.[292] Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions.[293] In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.[294]&lt;br /&gt;
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[290] This is leveraging off the previous embellishment about the Elven Empire not claiming and occupying the southern wastelands based on consistency considerations.&lt;br /&gt;
[291] Despana is the existing defined example, but something like that should have happened many times over thousands of years. This line is also using the previous view that the southern wastelands are where the Ur-Daemon portal was destroyed and where the last great battle happened that blasted the landscape for hundreds of miles.&lt;br /&gt;
[292] The theocracies is totally made up, but follows naturally and logically from the framed lawless condition of the region and inhabitation by dark religions. Dark mage is an archetype that is defined later, but also more fully in Volume 2. They would be practitioners of dark essences magic (attuned to &#039;sorcerous elements&#039; like balefire much like mages do with the elements), therefore ultimately sorcerous, who often (not necessarily always) are attempting to come at it from the rationalist orthodox magic theory direction. This is more generally talking about magic practitioners who refused to be bound by regulations and laws. It seeds having pre-exile Faendryl sometimes exiling out there and bringing illegal knowledge with them, and gives a close-at-hand corruption path to blacker arts for Faendryl sorcerers. Dhe&#039;nar &amp;quot;warlocks&amp;quot; might also be prone to becoming &amp;quot;dark mages&amp;quot; in this sense of the term, though the Dhe&#039;nar Stareater legend is loosely how we are using &amp;quot;warlock.&amp;quot;&lt;br /&gt;
[293] There isn&#039;t really any established framing for the Elven Empire allowing Lornon worshipper chaos and machinations within its territories. But they should also have existed. So this is making a hook for explaining where they tended to be concentrated in the Second Age.&lt;br /&gt;
[294] In the Vvrael quest the ghost of Malaphor claimed the Vvrael witches and warlocks were wizards and sorcerers of this world who were corrupted by the Vvrael and eventually made their way into the Rift, and likewise Daephron Illian was working in Rhoska-Tor when he broke open the rift and sealed it in a puzzlebox. It&#039;s basically a Hellraiser concept. Vvrael witches also were in the Demon Queen of Anwyn storyline after the Rift was released and Terate was dead. So having the Vvrael cultists reside in that general region is making consistency of things. It is canon from &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; that the Disciples of the Shadows (Althedeus worshippers) were residing in the Southron Wastes, potentially back into the Age of Chaos. The last part of this sentence is open-ended for all the other bad things that might exist.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds.[295] Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic.[296] This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices.[297] There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out.[298] There were even cults believing Elves were cursed by the Arkati.[299] That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.[300]&lt;br /&gt;
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[295.1] The convention for &amp;quot;warlock&amp;quot; in this document is the Dungeons &amp;amp; Dragons kind of class archetype of powers from binding with demons and so forth. This is keeping consistency with the nature of &amp;quot;Vvrael warlocks&amp;quot; and possibly the Dhe&#039;nar magi being called warlocks (e.g. the Star eater legend). This is more akin to the etymology out of Scots than the &amp;quot;oathbreaker&amp;quot; or &amp;quot;pact breaker&amp;quot; etymology out of Old English, where instead the meaning is more along the lines of pact making with demonic powers in betrayal of good gods.&lt;br /&gt;
[295.2] This is setting up &amp;quot;warlock&amp;quot; as the archetype for teratology and monster making, which in volumes 2 and 3 are related to Arcane or more general definitions of &amp;quot;necromancy.&amp;quot; But they are more demonology focused, so their necromancy is what volume 2 defines as &amp;quot;demonic necromancy.&amp;quot;&lt;br /&gt;
[295.3] Warlocks and witches in the black arts usage here is also staying consistent with demons using [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 &amp;quot;conduits&amp;quot;] to influence this plane in DragonRealms, especially the more powerful demonic entities which would have issues directly manifesting in this reality. (This concept is explicitly present in GemStone with Althedeus.) Volume 2 of this document talks about places where demonic power is infiltrating this plane, or similarly with Dark Gods (or demonic &amp;quot;gods&amp;quot; in other planes), where the soul can get pulled into the demonic realms if someone dies in that place. Which is [[Purgatory|consistent]] with the Temple of Luukos on Teras Isle, and that concept [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 exists] in DragonRealms as well. It is meant in this document to help explain the origin of some extraplanar undead.&lt;br /&gt;
[296] More framing for teratology. The last part about the demonic hybrids is leveraging off the unnatural offspring of demons and animals from the Third Elven War, and extraplanar hybrids from storylines such as [[Rodnay]]. It is providing threads for other forms of the &amp;quot;blood magic&amp;quot; we have seen from Grishom Stone and Elithain Cross.&lt;br /&gt;
[297] This is an embellishment but using the framed premise of the region being a haven for dark religions. The Dhe&#039;nar supposedly did not practice slavery until after the Great Fire, according to &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, but the practice may have existed in the neighbors.&lt;br /&gt;
[298] This is made up but helps illustrate the kinds of black arts that would exist that would not be Faendryl sorcery.&lt;br /&gt;
[299] This is an homage to the Drow.&lt;br /&gt;
[300] This slyly plays off the Dhe&#039;nar referring to themselves as the first born of the Arkati, but having the hunger of the Ur-Daemon. This document characterizes the more indigenous parts of the wastelands as prone to ancestor veneration and the Ur-Daemon as dead gods who are still present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to subvert the separation of the living from the demonic.[301] The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a divine language in some cults.[302] Demon worshippers sometimes call it the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists.[303] Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.[304]&lt;br /&gt;
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[301] This is using the broader definition of necromancy from the beginning of this document. The existence of demonic/living hybrids in Elanthia is long-established canon.&lt;br /&gt;
[302] This is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Its being regarded as a divine language by demon worshipping cults is an embellishment, but something that would probably be true if those cults were present. It would be a manifestation of the influence and presence of their gods in their view.&lt;br /&gt;
[303] This is a retcon to recontextualize the meaning of the Daemon&#039;s language when &amp;quot;[[History of Elanthia]]&amp;quot; talks about the Book of Tormtor. What is in the present age called the Dark Elven language would in the Second Age have been associated with the Ur-Daemon, because of this framing of who was involved with that region in that time period. The part about its source having never been found by extrachthonic linguists is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Another subtle point is that it should not have been known as the &amp;quot;voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;History of Elanthia&amp;quot; implies it was not known as &amp;quot;Rhoska-Tor&amp;quot; yet when Despana was searching it, unless the placename itself comes from the term &amp;quot;voice of Rhoska-Tor&amp;quot; (e.g. through the Dhe&#039;nar rha&#039;sha&#039;tor [[Dark Elven Horror Stories|meaning]] &amp;quot;giver and taker of life&amp;quot; which in turn could speak to how the language was used in that region). Rhoska-Tor has to be considered part of the Southron Wastes in the Second Age.&lt;br /&gt;
[304] This is an embellishment but would sensibly follow from the premise in the line noted by footnote 302.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions known as Tor.[305] These outcroppings or mounds are mythologically named for each of the &amp;quot;dead gods,&amp;quot; which is how the Ur-Daemon are regarded.[306] While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults grow around these haunted ruins.[307] Cults might at times become extinct, only to arise again, centuries or millennia later.[308] There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them.[309] They often believe &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world.[310] Consecrating us with their unholy black blood.[311]&lt;br /&gt;
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[305.1] The first part of this is stemming off the Grot&#039;karesh Hammer Clan exposure to the Battle of Maelshyve. &amp;quot;[[Giantkin History]]&amp;quot; translates Grot&#039;karesh as &amp;quot;magically cursed&amp;quot; or &amp;quot;magically haunted&amp;quot;, but &amp;quot;elder elven scholars&amp;quot; translate it as &amp;quot;Daemon-tainted&amp;quot;.&lt;br /&gt;
[305.2] This interpretation of &amp;quot;Tor&amp;quot; is totally made up. There are several reasons for it. Tor are geological formations that are basically rock outcroppings with hill formations, such as the hill Glastonbury Tor, which is mythologically associated with Arthurian legend and Otherworlds. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; describes hills in the region of Maelshyve. Banshees in turn are fey of the mounds/hills in real-world mythology. Likewise, keeps are generally built on mounds, and Maelshyve is a &amp;quot;great keep&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;Keep&amp;quot; in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The [[ora]] lore from the materials documentation also has a very large ora mine in Rhoska-Tor, but otherwise describes ora as being found in mountains and hilly regions. Tor are typically granite, an intrusive igneous rock, and the [[urglaes]] around Maelshyve ought to implicitly be in igneous rock (with &amp;quot;[[History of Elanthia]]&amp;quot; calling Rhoska-Tor &amp;quot;blackened&amp;quot; and urglaes being implicitly linked to the Ur-Daemon in the [[eonake]] lore), but the underground caverns are suggestive of limestone, which is consistent with the Southron Wastes room painting. &amp;quot;[[Origins of Tonis]]&amp;quot; on the other hand calls the land &amp;quot;blackened&amp;quot; directly from the corruption of the Ur-Daemon, but also speaks of lava (&amp;quot;hot blood&amp;quot; of the earth) nurseries for newborn Ur-Daemon. So all of this together is the logic of treating the word part &amp;quot;Tor&amp;quot; in the geological meaning of igneous protrusion rocks.&lt;br /&gt;
[306] This is a Lovecraftian twist on the Ur-Daemon based on established Ur-Daemon facts, combined with the fey mythology usage of Tor. It is an embellishment to say there are other Tor and that they are named after specific Ur-Daemon, but this retcon is meant to motivate why we supposedly know the names of individual Ur-Daemon (e.g. Ith&#039;can, Goseth, Orslathain) and why this region was considered an old place of the Ur-Daemon. These Ur-Daemon names are represented as used in occultist grimoires in Volume 2 to help explain that point.&lt;br /&gt;
[307] This is a made up embellishment. It serves to motivate the existence of the cults, even if they die out and come back later. It provides the seed for alternate possible origins of the Book of Tormtor, because the literal explanation of a book written in the Ur-Daemon language from &amp;quot;[[History of Elanthia]]&amp;quot; does not make sense without additional premises. That the Ur-Daemon would have a book at all, and then someone tens of thousands of years later can read it, without some weird magic artifice explaining it.&lt;br /&gt;
[308] This premise allows some long-run behaviors without having to posit specific organizations (i.e. cults) or whole cultures continuously existing for tens of millennia.&lt;br /&gt;
[309] This is made up, but based on the storyline instances of using Ur-Daemon body parts, such as rejuvenating them with Ur-Daemon blood. As well as the Beast imprisoned in Teras Isle having ambients of almost waking up. And Tseleth saying pieces of the Ur-Daemon are never truly dead.&lt;br /&gt;
[310] This is meant to relate the cultists to the &amp;quot;warlock&amp;quot; dark magic archetype described earlier, and based on the canon ability of demons and other extraplanars to hybridize with the living. Then they are just exercising religious beliefs about the demonic, doing some confirmation bias conflating them into their ancestor veneration. It isn&#039;t necessary for it to be true that a lot of these demons originated in hybridization of the living with the Ur-Daemon and then banished in the Ur-Daemon War. But it need not be quite obvious that this is wrong, either. Even the abyran might plausibly be made by a more powerful demon out of the missing Faendryl sorcerers.&lt;br /&gt;
[311] The blood of the Beast of Teras Isle is black. It was used to charge up the eye of Ith&#039;can for the climax of [[Cross into shadows|Cross into Shadows]].&lt;br /&gt;
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These kinds of sentiments lent themselves to still other forms of necromancy.[312] There were those who sought to induce demonic possession, such as the riders of the wasteworms.[313] Others were &amp;quot;dread seers,&amp;quot; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination.[314] This is a necromantic form of astral projection for harrowing the outer valences.[315] Some sought to master the power of fashioning the demonic from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed.[316]&lt;br /&gt;
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[312] Specifically, this is following off the parapsychic imputing of forbidden knowledge, so it&#039;s about the sorcerous version of mind and spirit stuff with the demonic and other planes.&lt;br /&gt;
[313] Wasteworms are a creature of the [[Southron Wastes]] from the [[Wavedancer]] event. The idea of there being wasteworm riders is shamelessly ripped off from Dune. The premise here is black arts practitioners acquiring demonic powers for themselves through their bonds or usage of demons.&lt;br /&gt;
[314] This is a made up premise that Xorus [[Harrowing and Esoteric Archaeology|lectured]] about at a Faendryl symposium and has used in vignettes, and to some extent did during the Witchful Thinking storyline when probing the memory past of [[Witchful Thinking - 2019-07-19 - Unwind the Curtains (log)|Thrayzar]] and [[Witchful Thinking - 2019-07-26 - Seeing Time and Emotion (log)|Pylasar]] using Melgorehn&#039;s Reach. &amp;quot;dread seer&amp;quot; is inspired off an attempted translation of the inscription of the Dark Shrine in the Broken Land, where the theory (though I think it&#039;s likely coincidental and the composite word was just trying to mean &amp;quot;cruel&amp;quot;) is that its multiple meanings included referring to the vruul as &amp;quot;dread seers.&amp;quot; There were I.C.E. motivations for that interpretation. Regardless, the premise is sorcerers doing &amp;quot;demonic possession&amp;quot; on demons or unliving monstrosities like the vruul, as conduits for immaterially exploring eldritch vistas and incomprehensible cosmic horror.&lt;br /&gt;
[315] The general idea is it would be the sorcerous analog of dream walking and spirit possession and so forth. It would be necromancy for immaterially exploring the sorcerous valences and infernal realms and so forth. As opposed to the Faendryl sorcery methods of material summoning and materially passing through rifts into other valences like the Extrachthonic Cartographer&#039;s Guild does. This is generally about removing the oversimplification of the domains of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot;, which is significantly done in Volume 2. The wording &amp;quot;outer valences&amp;quot; here is meant to distinguish it from harrowing near plane &amp;quot;chthonic&amp;quot; infernal realms, such as with &amp;quot;black shaman&amp;quot; methods (which has been seen with Quinshon and the Shadow Realm) or Morvule simply flying down into the Maw of Luukos whereas great effort was needed to summon him back from being lost in other planes. (Morvule incidentally is an expert in summoning and planar studies, which is another point for showing the framed impracticality of being able to get to Elanthia from other realities.)&lt;br /&gt;
[316] This is totally made up, but inspired by the premise of what the Broken Land story was about, with Uthex attempting to fashion entities out of energy. This is using that concept specifically for entities of darkness and the demonic, and makes a consistency hook for why Marluvians and so forth would try to twist Uthex&#039;s work in that direction.&lt;br /&gt;
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Warlocks were especially responsible for the innovations of demonic necromancy.[317] These would sometimes be abominations that would not, in the narrow sense, be thought of as undead.[318] They were often in reincarnation cults, seeking unnatural forms of immortality.[319] It was noticed very early on that sometimes the curse of the undead was bound to other objects.[320] Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves.[321] It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be developed into more elaborate ways of preventing destruction from violence.[322] These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons.[323] Warlocks often seek to transform their own blood with that of dark powers.[324]&lt;br /&gt;
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[317] Demonic necromancy is defined in more detail in Volume 2. It is contrasted with low necromancy (roughly, reanimate dead and mindless corpse undead, with rote magic) and high necromancy (roughly flow magic with dark essence). High necromancy is also a [https://elanthipedia.play.net/Category:Necromancer_spells distinction] in DragonRealms, which includes what we are calling transmogrification. Demonic necromancy includes such things as some forms of teratology, making infernal undead (corrupted with &amp;quot;sorcerous elements&amp;quot;), attempting to refashion the demonic into new forms of monstrosity, and mixing the demonic into the undead in various ways. It might be regarded as overlapping with high necromancy, or possibly even being a special subset of it.&lt;br /&gt;
[318] The varied forms of unliving, and undeath as a demonic spectrum, is elaborated in Volume 2. It is somewhat similar to the distinction between [https://elanthipedia.play.net/Corruption_(2.0) &amp;quot;corruption&amp;quot;] and [https://elanthipedia.play.net/Perverse &amp;quot;perversion&amp;quot;] in DragonRealms [https://elanthipedia.play.net/Category:Corruption_spellbook necromancy]. In DragonRealms the [https://elanthipedia.play.net/Category:Necromancer_spells distinction] between corruption and perversion necromancy is whether life mana is being mixed with elemental or lunar mana. For our purposes we have distinctions between the &amp;quot;transmogrified&amp;quot; and the living undead or mutant aberrations, but we&#039;re not trying to map simply to DragonRealms, for instance because we&#039;re including various explicit forms of demonic / sorcerous essences instead of just this life mana hybridization distinction.&lt;br /&gt;
[319] This is related to the animism roots postulated earlier as a debasement. This is used especially in Volume 3 to motivate the development of phylactery and other preservation methods.&lt;br /&gt;
[320] This is just generally something that can happen.&lt;br /&gt;
[321] This phenomenon is then recognized for its potential in preventing destruction from violence.&lt;br /&gt;
[322] Some of these are elaborated in Volume 3 in the &amp;quot;Preservatives&amp;quot; category of undeath.&lt;br /&gt;
[323] These examples generally have precedent from storylines that have happened.&lt;br /&gt;
[324] This is extrapolating off the caustic black blood of the [[Vvrael warlock]]s, and to some extent what Raznel did to her own blood and with her paragons. These were essentially a form of demonic hybridization, because they were made with a processed variant of [[epochxin]], the venom blood of the ebon-swirled primal demon which transforms the blood of the victim into epochxin (or the epochxin variant.) These demons reside natively in the Southron Wastes as well as other valences.&lt;br /&gt;
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These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration.[325] While these were originally only those demons that descended from the Age of Darkness, or had arrived incarnate through unstable rifting, it would not remain limited to demons which had become trapped in this world.[326] There would sometimes be Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret.[327] These summoners might be converted to dark religions, or make pacts for safe haven.[328] Knowledge of demonic summoning from the outer valences spread in this way.[329] It was also the birth of other forms of undeath, caused by the various kinds of demons.[330]&lt;br /&gt;
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[325] This is helping motivate the term &amp;quot;Old Ones&amp;quot; and getting into how very differently these black arts practitioners approach and regard the demonic from how the Faendryl do, and why the Faendryl do not view things that way.&lt;br /&gt;
[326] Such demonic are being presumed to exist, but they should have existed from world logic consistency considerations. This is speaking of the &amp;quot;incarnated&amp;quot; demonic, those fully materialized into this reality. Elsewhere in this document we speak of immaterial demons, demonic forces, conjured and acting through veil weaknesses or &amp;quot;thinness.&amp;quot; This notion does not require veil piercing or fully material &amp;quot;summoning.&amp;quot;&lt;br /&gt;
[327] This is not explicitly stated anywhere, but essentially has to be true out of realism. Given the previously supposed framework of the nature of the southern wastes in the Second Age.&lt;br /&gt;
[328] This reasonably follows from the previous premise.&lt;br /&gt;
[329] &amp;quot;[[History of the Faendryl]]&amp;quot; has Faendryl demonic summoning beginning before -40,000 Modern Era, based on the Patriarch numbers and the timing leading up to Patriarch 14. This document is treating that as very specific form or style of demonic summoning, involving veil piercing and materially pulling through an entity. In practice it would not make sense for this knowledge to not spill out to some extent over the next 25,000 years from rogue sorcerers. So we have some stuff spilling back to the Faendryl through occultists, and some stuff from the Faendryl spilling over into cultists through criminals and traitors. Cross-pollination of methods. The House Elves likewise needed to already know what demonic summoning is and the nature of the Ur-Daemon for the Faendryl exile to make sense. The scope of Faendryl summoning in the Second Age has to be very restricted, more restricted than implied by the &amp;quot;History of the Faendryl&amp;quot; document. It might also be focused on outer valences, or even just similarly material valences and their entities (as opposed to &amp;quot;infernal realms&amp;quot; as defined in Volume 2 or more dangerous outer realms), which might include extraplanar races or creatures like Ithzir but not necessarily &amp;quot;fiends&amp;quot; like vathors and oculoths.&lt;br /&gt;
[330] This is leveraging off GemStone&#039;s long but ill-defined history of relating the demonic to the origins of undead. It is incoherent to have demonic summoning without corresponding exposure to undeath. It is one of numerous reasons it makes no sense for undead to have not existed in Elanthia before Despana.&lt;br /&gt;
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II.D House Faendryl&lt;br /&gt;
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In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood.[331] But the ancient elves had long since turned from worshipping the Great Spirits.[332] In the Elven dogma or &amp;quot;Matter&amp;quot; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods.[333] The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants.[334] Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness.[335]&lt;br /&gt;
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[331] This was cited already in previous sections. The term Rebuilding for the Arkati dominated period comes from &amp;quot;[[Elanthian Moons]]&amp;quot;.&lt;br /&gt;
[332] This is established in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and Great Spirits in this document is a generic for all powerful spirit deity entities, avoiding the baggage of the word &amp;quot;Arkati&amp;quot; which is tied up in Drake servant legends.&lt;br /&gt;
[333] &amp;quot;[[Elven Dogma and Theology]]&amp;quot; can be read as the Drakes being regarded as dark gods, but the plain reading of that document has the Elves not believing the Arkati were servants of the Drakes at the time it actually happened, instead turning to that idea after the fact to rationalize the Ur-Daemon War. It frames the Arkai as gods who kept the Drakes (or perhaps really dragons if these is a distinction) from harming the Elves. The part about Yadzari and Amas is characterizing that part of the legend as merely a &amp;quot;Matter&amp;quot; foundation myth along the lines of the steward / great chain of being conception postulated earlier.&lt;br /&gt;
[334] It is unclear how early exactly the sylvan hierophant [[History of the Sylvan Elves|memory transfer]] method actually goes back. But the Rebuilding goes all the way up to the founding of the Elven Empire, and it certainly dates at least roughly that far back. But the bestial view of dragons, consistent with the Linsandrych Illistim characterization, is represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[335] This plays off &amp;quot;Draekeche&amp;quot; being the (ancient?) Elven word for &amp;quot;Darkness&amp;quot;, and echoes off the beginning of the document saying the darknesses destroyed each other.&lt;br /&gt;
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Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms.[336] It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences.[337] Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.[338]&lt;br /&gt;
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[336] This is an iconoclastic IC author view. This notion of the Drakes really being higher spirits than the Arkati was floated, for example, by Auchand on Milax&#039;s podcast. The point of this line is dealing with the contradictory way this has been handled. &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; are used interchangeably in &amp;quot;[[History of Elanthia]]&amp;quot;, but other times there&#039;s been a notion of them being different, but there are also draconic lineages (e.g. wyrms) that are certainly much less powerful than Arkati, and so forth. So the IC author is questioning whether ancient Elves may have confused actual dragons with draconic-manifesting or incarnating spirits that were more powerful than the humanoid-manifesting or incarnating spirits, and it might well be that both &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; so defined fought the Ur-Daemon.&lt;br /&gt;
[337] Same point as note 336.&lt;br /&gt;
[338] This is reconciling the polar opposite ways the dragon attitude is treated in documentation. Between say the Linsandrych Illistim quote in &amp;quot;[[History of Elanthia]]&amp;quot; and the pro-Wyvern attitudes by Vaalor elves in the &amp;quot;[[Wyvern]]&amp;quot; documentation, and such things as the &amp;quot;Imperial Drakes&amp;quot; and the religious mythos of Koar possibly being the last Great Drake.&lt;br /&gt;
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In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters.[339] From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races.[340] In this way there was a secular movement to wield magic as the Arkati did, rather than borrowing their powers as from master to servant.[341] This was an especially difficult mode of spellcraft known as Arcane magic.[342]&lt;br /&gt;
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[339.1] This is a fair reading of &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. Similarly, the proof of Arkati mortality in it is unconvincing, because they are spirit beings who may take on incarnations, but a struck down incarnation isn&#039;t the same thing as killing the spirit. The IC author view here is characterizing the view of the Arkati in the Second Age as fitting and justifying the ideology of the Elven Empire, and then later religion takes this elven atheist revisionism more credulously as theology.&lt;br /&gt;
[339.2] This is also reconciling the treatment of parents/siblings relationships in &amp;quot;[[Gods of Elanthia]]&amp;quot;, which is arguably vestigial from I.C.E., with the origin legends related to Drakes where it makes no literal sense. It&#039;s treating this as Elven racial ideologies being read into the Arkati.&lt;br /&gt;
[340] This formula used to be part of Fash&#039;lo&#039;nae&#039;s gods description.&lt;br /&gt;
[341] This is suggesting that the Arkati were providing forms of spiritual magic to the Elves, and that the other forms were learned by the Elves on their own. This is sensible given the nature of the Arkati and the nature of spiritual (especially clerical) magic. The idea that there was a secularizing movement in magic is an embellishment, but basically consistent with how the House Elves were developing.&lt;br /&gt;
[342] This is reviving the I.C.E. concept of Arcane magic from Rolemaster and Shadow World, which is already present but not explained in lore with the mechanical Arcane spell circle, and is historically encoding the notion that initially there was not division into separate spheres of magic. But that there was a natural fissure already present for the elemental and spirit spheres to split apart into separate (and easier) categories of magic. Hybrid magic is closer to Arcane magic. The following section is reconciling the magic theory lore from I.C.E., DragonRealms, and what exists all the way throughout all time points of GemStone.&lt;br /&gt;
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(1) Arcane Power [343]&lt;br /&gt;
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Arcane magic is the wielding of the raw, undifferentiated forces into magical effects.[344] It is what would later be called &amp;quot;flow magic,&amp;quot; in its totality, as opposed to the finished spells of &amp;quot;rote magic.&amp;quot;[345] This was split by mortals into modes of spellcraft. The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects.[346] Exoteric magic proscribes the irrational from spellcraft. Esoteric magic is mostly an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions, or else the incomprehensible depths of flow magic with cosmic forces. While the Arcane and sorcery are natively esoteric, the Faendryl developed them toward thaumaturgy.[347] Wielders of Arcane power are able, in principle, to cast spells of any of the spheres of magic.[348]&lt;br /&gt;
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[343] This section is generally fixing the defects and deficits of the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. It is intentionally trying to keep consistency with I.C.E. (Rolemaster and Shadow World) because those are the conceptual foundation and framework the game was built on, as well as consistency with DragonRealms, because Elanthia is supposed to be &#039;&#039;&#039;the same world setting&#039;&#039;&#039; so it should have &#039;&#039;&#039;approximately consistent cosmology and &amp;quot;magic physics&amp;quot;&#039;&#039;&#039; in both GemStone and DragonRealms (and ideally at all time points for GemStone back to 1989.) DragonRealms has magic theory due to GM posts and so forth, and there&#039;s some magic theory out of I.C.E., so it is a matter of making those consistent with what exists in GemStone mechanically and lore documents and in storyline premises.&lt;br /&gt;
[344] This is partly inspired by the [[Arcane Blast (1700)]] messaging, but also emphasizing the non-specialization into spheres of magic.&lt;br /&gt;
[345.1] These terms are from the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. This section is generalizing the magic theory, so that document is representing a particular set of positions on theory of magic. This document is speaking of broad historiographic and metaphysical categories, so that it leaves the particular schools of thought in actual history to be complicated and messy and open-ended in definition. &lt;br /&gt;
[345.2] The equation of &amp;quot;Arcane magic&amp;quot; and &amp;quot;flow magic&amp;quot; will be made more nuanced later in this section, since the view that separate spheres of magic are metaphysically fundamental would maintain that each sphere has its own flow magic. The IC author is more sympathetic to the view that undifferentiated magic is more fundamental. It uses the term &amp;quot;in its totality&amp;quot; to make this distinction.&lt;br /&gt;
[346.1] This sentence is dense in terminology. &amp;quot;Exoteric&amp;quot; refers to what we normally think of as casting spells in a game mechanics sense. What prior sections were calling occultism or sympathetic magic are &amp;quot;esoteric&amp;quot; magic, but when they are actual magic they are still magic just informal in the way they work. Within the category of &amp;quot;exoteric&amp;quot; there are two primary modes of magical manipulation, &amp;quot;thaumaturgic&amp;quot; spells and &amp;quot;theurgic&amp;quot; spells. The basic idea is that the energy is in some sense being manipulated in different ways (&amp;quot;modes&amp;quot;) by physical beings. This becomes the underlying reason in the monist view for the split into separate spheres of magic, where the esoteric stuff is the roots of what later was conventionalized as Mentalism. These terms are about magical method, not category of behavior or effect such as a word like &amp;quot;apotropaic&amp;quot; magic which would refer to things like wards against dark magic and protection spells. Thaumaturges may try to &amp;quot;channel&amp;quot; the essence and possibly imitate theurgic spell effects, but ultimately theurgic magic is channeling spell effects and power from external sources. These are usually what we call &amp;quot;spiritual&amp;quot; sources of mana, but could be other powers such as demons. This document has the early black arts using theurgical and sympathetic magic (e.g. their forms of demonic summoning) with dark forces as a distinction from Elven thaumaturgy.&lt;br /&gt;
[346.2] &amp;quot;Essence&amp;quot; is the I.C.E. terminology and &amp;quot;mana&amp;quot; is Elanthia terminology, but GemStone still uses &amp;quot;essence&amp;quot; and &amp;quot;flows of essence&amp;quot;, and even the notion of background magical energy. In this document we are using &amp;quot;essence&amp;quot; as a generic for magical energy, including darker or more chaotic forms from infernal demonic realms and other valences and so forth, and restricting the word &amp;quot;mana&amp;quot; to the kinds of essence that are used in our ordinary &amp;quot;pure&amp;quot; magic spell circles. In the basic cosmology model Volume 2 uses, these are found in pure form in higher (but still accessible and partly intersecting) &amp;quot;near planes&amp;quot; like the Elemental planes, and other stuff like balefire and necrotic energy and so forth is essence but not &amp;quot;mana&amp;quot; by that definition.&lt;br /&gt;
[347.1] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies Erithians introduced &amp;quot;Mentalism&amp;quot; as a separate sphere of magic starting in 3,786 Modern Era, and people in Elanthia were not regarding Empaths (for example) as mentalist hybrids up through 5103. So we&#039;re here historicizing things by calling that a convention shift, and that Elanith had its own precursors to what is now called Mentalism through these esoteric traditions. The key to being esoteric magic is manipulation of magical energy and an effect that actually concretely works, whereas other more purely superstitious stuff doesn&#039;t count as occultism and so forth.&lt;br /&gt;
[347.2] Esoteric spells in DragonRealms refers to the highest difficulty level of spell casting. This notion is more or less encoded here in the premise that Arcane is magic on hard mode, and Arcane magic in actual development as rational orthodox magic (i.e. the way House Elves tried to do Arcane as opposed to how Arcane is inherently across all cultures) attempts to be thaumaturgical instead, which creates the roots of the split between elemental and spiritual magic. (The Dhe&#039;nar in contrast are described here as arriving at the elemental-spiritual split for different historical reasons.) Esotericism implies a lack of rational understanding of what is happening at a deep level, and the black arts with their dark / chaotic essences are naturally prone to esoteric magic. This references going too deep into Arcane flow magic, which is to say outside the constraints of the thaumaturgical modality (e.g. chaotic / incomprehensible / complexity / instability / self-interacting / uncertainty), as esoteric magic to reconcile these notions. Incidentally, trying to do sorcery with esoteric magic in DragonRealms is highly prone to backlash.&lt;br /&gt;
[348] This is the original premise in Rolemaster for the Arcane realm of power, as well as in the Shadow World setting. Equal ability in each realm, but with trade-offs for that flexibility. Similarly, hybrids had more spell list choice flexibility, and the [https://www.play.net/gs4/info/magic-guide.asp Magic Guide] on Play.net still has language originating in Rolemaster Spell Law that wrongly states hybrids in GemStone have access to both Minor and Major spell circles: &#039;&#039;&amp;quot;Major Spell circles are the deepest and most powerful concepts common to each sphere of magic, and may be mastered only by pure &#039;&#039;&#039;or hybrid users&#039;&#039;&#039; from their respective spheres.&amp;quot;&#039;&#039; What we call Major spell circles could be accessed, but with restrictions such as spell level and so forth, meaning the Hybrid and Arcane caster didn&#039;t have access to some of the most powerful single realm Pure spells. (Though they had their own base lists.) This is effectively the same situation in GemStone because of the limitations on [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles.[349] Most with a talent for magic have at least a minor capacity for Arcane.[350] It is mostly a thaumaturgical mode of spellcraft, in its orthodox practice, only able to imitate the effects of purely theurgical magic. These were the fault lines which led to the rise of separate spheres of magic.[351]&lt;br /&gt;
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[349.1] This is framing why we can&#039;t just train up the Arcane spell circle natively, but are able to use all these spells of other spheres through our magic item use and arcane symbols training. This document is leaning on the DragonRealms concept of magic items effectively acting as the confound instead of depending on what we would call the attunement of the spellcaster.&lt;br /&gt;
[349.2] The discussion of &amp;quot;confounds&amp;quot; further down will explain in an IC way why there is native spell circle limitation for these spellcasting professions. Because our character classes are implicitly using what are more explicitly called confounds in DragonRealms, and essentially attunement to forms of mana, it creates specialization limitations on the ability to manipulate magic in other ways. Similar to what tacitly exists within professions with not being able to max out all the lores (e.g. tradeoff between necromancy and demonology). In Rolemaster there were just hard limitations, but DragonRealms rationalizes it.&lt;br /&gt;
[349.3] Furthermore, in DragonRealms the lack of attunement to particular forms of mana is the natural state for spellcasters, and it must be actively gained. Through tutelage of another spellcaster, guilds and so forth. This means the lack of attunement (except for relatively rare [https://elanthipedia.play.net/Magical_theory spontaneous attunement]) is the natural state of magic, and that specialization is an artifice that historically would have developed later. This would be consistent with Shadow World and would be consistent with GemStone&#039;s arcane blast spell being natively known by full spellcasters of all realms even when they have no spell research training yet. In DragonRealms these mana type attunements involve a physiological relationship of the body. Volume 1 does not go into that. But there is some of that in GemStone in relation of mana to nerves.&lt;br /&gt;
[350] This is playing off all the full magic casting professions having self-knowledge of [[Arcane Blast (1700)]] (which costs no mana to cast, it is effectively just shoving the raw essence at something). In DragonRealms spellcasters are naturally unattuned and usually only become attuned with training in magic traditions. So we are keeping the premise that Arcane is the natural state of magic casting. But historically the Arkati skewed it with teaching magic involving themselves as confounds. Then the Elves we posit do a rationalist/materialist backlash, going back to constructing magic for themselves starting with Arcane, which then leads to the elemental and spiritual split, and eventually mentalism. It becomes academic whether spiritual magic or Arcane magic should be considered historically prior. Technically Arcane is always prior. And related to this document, the animist spiritual magic traditions do not necessarily begin in Arkati, and you can have dark magic traditions out of Arcane roots and not related to Elven orthodox magic, without having come from Arkati. (And after all, Althedeus would teach blood magic to his minion in any give period, and similar demonic powers can go to the warlocks.)&lt;br /&gt;
[351.1] This is setting up the symmetry breaking of being unified magic but splitting up into separate spheres, which is stated explicitly as of version 1.0.1. Arcane magic is tapping the flows of essence, not channeling spells from a deity. It&#039;s replicating the spell effects, but not doing it theurgically. This leads to the split between what in Rolemaster is &amp;quot;essence&amp;quot; and &amp;quot;channeling&amp;quot;, and what by effect is called &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; in the Elanthia setting. Classical sorcery gets defined here later in a way that shows why it is methodically inbetween and therefore &amp;quot;hybrid&amp;quot;. Esotericism could also be considered an informal cousin to thaumaturgy as well, maybe more generally what is left out of the thaumaturgy and theurgy division, with sorcery having natural tendency into it.&lt;br /&gt;
[352.2] This sentence is also slightly misleading. Strictly speaking, Arcane magic is not natively exoteric or esoteric as that is speaking to how spellcasters wield magic, who would naively and natively approach it as esoteric magic. The critical notion is that esoteric spellcasting involves some lack of understanding of what is really happening on a deep level, whereas exoteric spells are rationally proscribed and so we are saying the Elves tried to develop Arcane in an exoteric way which resulted in a lot of sorcery. Arcane is classified as &amp;quot;esoteric&amp;quot; magic in DragonRealms. Esoteric magic is a modality related here to informal lay magic, and lack of attunement is the natural initial state of magic users, unless they weirdly got attuned without training for some reason (e.g. [[Cyph Kestrel]], [[Brieson Cassle]]). The esotericism is in the lack of rational understanding of the flow magic, and the dark magic traditions are similarly rooted in Arcane. What this sentence is really saying is that the orthodox magic tradition developed thaumaturgically, constructing rote magic or within-spheres-only flow magic, with exoteric spell casting in reaction to theurgical magic, where Arkati taught magic involved attunement toward themselves. This attempt to construct rational magic by tapping the flows of essence themselves becomes thaumaturgy, which is a modality that naturally splits the elemental and spiritual spheres and tries to tame it into rote spell patterns, and as a consequence of that leaves out the esoteric traditions. Likewise, in DragonRealms sorcery is considered esoteric magic, also rooted in irrationalism and emotion, which is a Dungeons &amp;amp; Dragons sorcerer versus wizard kind of distinction. Here we are saying the Faendryl primarily tried to construct sorcery as thaumaturgical, exoteric magic, such as the Mahkra asylum being a &amp;quot;thaumaturgical asylum.&amp;quot; But sorcery very naturally turns to esoteric forms, which is part of why it naturally merges with the black arts traditions (and has some mentalist-seeming aspects), which are approaching sorcerous magic that way from the beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that dates back to the early Elven Empire.[352] It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which together influenced the merger of sorcery with the black arts.[353] Loosely speaking, there were the &amp;quot;monists&amp;quot; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &amp;quot;dualists&amp;quot; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot;[354] In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens.[355]&lt;br /&gt;
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[352] The motivation for this is realism. It does not make sense that there would not be conflicting magical philosophies, especially on metaphysical and methodological questions. Academic disciplines always have philosophical disputes on their foundations. So this section illustrates how contrary metaphysical views of magic can exist without an empirical difference between them.&lt;br /&gt;
[353] This is the tie-in with the historicism of the document. There is not an empirical difference in the magic, but the philosophies themselves guide development in different directions. Especially relevant for merging foreign traditions. Doing two broad categories leaves the whole thing open-ended in specific historical details.&lt;br /&gt;
[354] This tension is present in the I.C.E./Rolemaster basis of our whole magic system. The Arcane concept was invented later for Rolemaster Companion, and the Shadow World setting adopted it and made it historically prior to hybrid magic which was historically prior to the three single realms. But then you have a conflict over which is the more natural and fundamental state of magical power. Later Shadow World books include a paragraph to the effect of &amp;quot;I don&#039;t know what we were thinking when we came up with hybrid magic, because mixing these completely different things together doesn&#039;t make sense.&amp;quot;&lt;br /&gt;
[355] This is historicizing why there is an Arcane circle, why the spells in it are often spells that could belong to other spell circles, and why there are these spheres of magic in spite of having Arcane magic. This sentence is not including Mentalism, because of the framing that a third coequal sphere of magic is comparatively recent history with the Erithians, and the earlier framing that esoteric magic traditions were informal rather than orthodox magic theory. This section is mostly talking about organized magic in civilization, especially the Elven Empire, but its motivation is for explaining Faendryl magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was dangerous to try to wield elemental magic with the powers from spiritual sources.[356] The inanimate world was made of the elements and the animate world was made of the spirit.[357] When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic.[358] This subsumed our various antecedents of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist.[359] The spiritual planes of existence that had been characterized as dream worlds now tend to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; corresponding to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.[360]&lt;br /&gt;
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[356.1] This is inherently sorcerous with corruption and backlash risks in DragonRealms, which categorizes different kinds of sorcery depending on which kinds of mana/magic are being improperly crossed. In GemStone we have some explicit chaotic backlash framing for doing this kind of crossing in the combination of Elemental/Spiritual/Mentalism dispels.&lt;br /&gt;
[356.2] This is helping motivate the split into separate spheres of magic. You cannot use power from deities to cast mage spells, and so on, because bad things will happen. But if you want the bad things to happen, you&#039;re doing forms of sorcery.&lt;br /&gt;
[357] This is an oversimplification, the body is not made of spirit. It&#039;s just characterizing the split in spheres of magic in terms of the metaphysical dualism of materialism and immaterialism, with the Elven Empire having been previously characterized in this document as largely materialist in its metaphysical prejudices. &lt;br /&gt;
[358] The IC author bias is that Mentalism is more of a fashionable convention on the elemental-spiritual interface than an actual coequal sphere of power.&lt;br /&gt;
[359] This precursor framework is necessary for the world setting to make sense. It&#039;s not like there were no empaths before Erithian Mentalism was introduced to Elanith.&lt;br /&gt;
[360] This is an embellishment. It follows on the existence of the Elemental Planes in &amp;quot;[[History of Elementals]]&amp;quot; and the existence of spirit planes such as in &amp;quot;[[Giantkin History]]&amp;quot;. But we have the dream realm of Ronan/Sheru from &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;, and now souls of the dead taking on different forms in [[Naidem]], and so forth. Volume 2 uses a simplistic cosmology of these three pure realm &amp;quot;higher&amp;quot; near planes, the higher planes that can actually be accessed from this world, and &amp;quot;lower&amp;quot; near planes of the &amp;quot;sorcerous elements.&amp;quot; All of which are distinct from &amp;quot;outer valences&amp;quot;, where the &amp;quot;near planes&amp;quot; vs &amp;quot;sorcerous valences&amp;quot; is a distinction Auchand introduced on the valences Wiki page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways.[361] Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance or &amp;quot;influence&amp;quot; of one&#039;s own &amp;quot;aura&amp;quot; or essence personally.[362] One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation.[363] It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos.[364] Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory.[365] These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes.[366]&lt;br /&gt;
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[361.1] &amp;quot;Elemental&amp;quot; and &amp;quot;Spiritual&amp;quot; are De-I.C.E.&#039;d replacements of &amp;quot;Essence&amp;quot; and &amp;quot;Channeling&amp;quot;, which were more causal in their magical meaning, whereas elemental and spiritual are more about the kinds of spell effects most dominant in each. So the past few decades have been increasingly elemental-izing what was from the Rolemaster &amp;quot;Essence&amp;quot; lists, because it was just the Mage Base list that was elemental and not Essence realm in general. This line is getting at cause vs. effect disputes.&lt;br /&gt;
[361.2] In the Arcanist point if view, the effects can be generated without theurgy, if the essence is manipulated in the right way. But then the separatists are just doing theurgy, channeling from the spirit sources. So they end up disagreeing on what is fundamental or even what is historically prior due to the Arkati, and what the nature of magic is when done by deities.&lt;br /&gt;
[362] This is making use of the terms &amp;quot;evoke&amp;quot; and &amp;quot;channel&amp;quot;, which get used for game mechanics, but it&#039;s not really trying to read magic theory into those mechanics. &amp;quot;channel&amp;quot; stems from Rolemaster, and &amp;quot;evoke&amp;quot; is just the word we are using, because it&#039;s generally evocation magic in the Dungeons &amp;amp; Dragons sense. &amp;quot;aura&amp;quot; is post-I.C.E. category for GemStone. Savants do not seem to have defined prime requisites, but following the pattern of other professions it would be Influence. So the &amp;quot;resonance&amp;quot; or internal channeling of aura here is what mechanically would be called Influence. The real point is that Mentalism is an inwardly and largely self focused mode of magical energy manipulation, rather than drawing on outside sources of power.&lt;br /&gt;
[363] This is explaining why given kinds of effects tend to dominate out of these separate forms of underlying causation.&lt;br /&gt;
[364] Orthodox magic theory being rationalist in its metaphysical biases. This statement is partly coming from the view point of physiological limitations with mana / confound attunement, and to what extent this represents fundamental magical reality as opposed to conventions getting hard baked.&lt;br /&gt;
[365] This logically follows from the previous premises.&lt;br /&gt;
[366] Since mana is already suffused through this world, but is also in those other pure planes and those planes bleed through into ours (e.g. &amp;quot;[[History of Elementals]]&amp;quot; document), this question cannot be settled. Which means both views should exist. The [[Alusius]] NPC once claimed elemental magic here is due to the Confluence and that Bre&#039;Naere had different elements than Elanthia.&lt;br /&gt;
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There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws.[367] Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot;[368] There are at most collapses of metastability in the essence field due to the shifting of cosmic forces.[368.3] Those who believe magic is inherent in spell patterns often regard mana as a kind of conserved substance, which transmutes between forms and causes the willful manifestation of effects when expended.[368.4] While others say &amp;quot;mana&amp;quot; by itself is not magical at all, but rather that it is merely the potential of a field, and magic results from imbalances once worked into the background essence reversing themselves back toward normality.[368.5] Spell patterns are regarded instead as tensions twisted into the field from &amp;quot;extending&amp;quot; oneself, which when &amp;quot;cast&amp;quot; or &amp;quot;released&amp;quot; unleashes effects which are not directly controlled.[368.6] &lt;br /&gt;
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[367.1] In the Shadow World setting the essence originated in other dimensions and this world was ordinarily just physical and magic did not work if you got too far away from this planet which was near an interdimensional rift. In DragonRealms magical properties [https://elanthipedia.play.net/Category:Demons are altered] by other planes intersecting and basically changing the magic physics of Elanthia.&lt;br /&gt;
[367.2] Likewise in DragonRealms a &amp;quot;spell pattern&amp;quot; is defined as temporary deviation of &amp;quot;mana streams&amp;quot; from their natural states, and that when the spell is complete this unravels back into its natural states. (This is loosely how magic works in I.C.E. Shadow World as well, with the term &amp;quot;flows of essence&amp;quot; instead of &amp;quot;mana streams&amp;quot; and an otherwise natural material universe of physical laws.) This means they do not frame magic as having permanent spell patterns existing in the mana field. Likewise, DragonRealms has a (silvery-grey/rusty) mineral named [https://elanthipedia.play.net/Cambrinth cambrinth] that stores the energy of manipulated mana (like the potential energy stored up in a stretched rubber band), while mana itself (the analog of field &amp;quot;potential&amp;quot; as opposed to &amp;quot;potential energy&amp;quot;) in its passive state does not perform magical &amp;quot;work&amp;quot; in the physics sense of that word. It is the relaxing of the spell pattern that powers the magical effect. The analog of cambrinth in GemStone would be &amp;quot;ahnver&amp;quot;, the De-I.C.E.&#039;d term for &amp;quot;arinyark&amp;quot;, which was a naturally occurring mineral (bluish-green) that could be charged up like a capacitor of power/&amp;quot;mana&amp;quot; points. But ahnver slipped through the cracks when the materials documentation was being written, though it exists in a few places in GemStone today.&lt;br /&gt;
[367.3] So, basically the question is whether magic is will and wish fulfillment, or the intersection of natural laws between planes (and so forth) defines what is magically possible. Invention versus Discovery. This would be philosophically irresolvable much as it cannot be agreed upon in mathematics. Though DragonRealms and I.C.E. Shadow World both land solidly on the natural laws view of magic, and GemStone has some precedent of treating magic that way. Flow magic and what this document calls &amp;quot;esoteric&amp;quot; modes of magic help explain why it can &#039;&#039;seem&#039;&#039; like will and wish fulfillment.&lt;br /&gt;
[368.1] This line is getting at the point in footnote 367.2. The pattern forming from rote spell use interpretation is given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. The carving nature at the joints line instead is based on Plato discussing the reality of ideal forms, and that what works best will happen to correspond to the structure of the true underlying reality. In other words, we&#039;re really discovering rote magic, by finding the things that are easier or even possible to make happen.&lt;br /&gt;
[368.2] The contrary perspective rejecting this view would maintain it is very difficult for mortals to affect the flows of essence so hugely and permanently, much as that view is [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_12:36 rejected] in DragonRealms below godlike power. Though there have been spell pattern release events in GemStone, which could be rationalized in some way, such as mana field metastabilities and spontaneous symmetry breaking and so forth.&lt;br /&gt;
[368.3] Metastability is a physics concept when dealing with energy level or states concepts. Something is stable in its current situation, but a perturbation could jostle it enough to make it fall down into some other level. Intuitively this is like an object on the edge of a table. This line is meant to be the monist view of the spell pattern release events we have seen in game. This is speaking of rote spells, but is related to the view of why the three spheres of magic are natural decompositions, even though monists say the unified field is more fundamental. This is likewise a concept from field theory in physics.&lt;br /&gt;
[368.4] This is meant to incorporate notions of &amp;quot;mana&amp;quot; as quantities and statements that get made treating it like energy conservation, such as mana converting into equivalent forms and being neither created nor destroyed. Action and reaction. Mana is referred to here as some kind of magical charge which can be expended until it reaches zero.&lt;br /&gt;
[368.5] This is a contrary perspective where the central concept is instead that disequilibriation is naturally driven back toward equilibrium, implicitly more of a holistic variational principle of least action, and that these equilibrium points are determined by the configuration of cosmic forces in the essence field. This is much closer to the way magic is supposed to [https://elanthipedia.play.net/Cambrinth work] in DragonRealms, where spell patterns are like stretched rubber bands and magic comes from the &amp;quot;mana streams&amp;quot; relaxing back into their natural states. So in this view it is not the spell pattern that creates the magic until it runs out of charge, it is the breakdown of the spell pattern that causes phenomena to manifest. We do not get into it here, but if intersections of other planes with their energies changes the metaphysical laws of this reality, then the physical matter in that new setting is going to get passively corrupted in a kind of metaphysical radiation poisoning. This is how Volumes 2 and 3 treat GemStone&#039;s magical wastelands and haunted realms.&lt;br /&gt;
[368.6] This is playing off the in-game messaging of being &amp;quot;overextended&amp;quot; when casting too much mana, and the &amp;quot;release&amp;quot; verb costing some but less mana and not triggering any spell effect. The idea that once cast the effects that happen after are not controlled by the caster is consistent with GemStone&#039;s spell mechanics and Rolemaster spells in general. Warding spells for example were generally set up to have a roll to successfully connect, then another roll providing additional variation on how severe the effects.&lt;br /&gt;
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Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental.[369] This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns.[370] Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists.[371] They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.[372]&lt;br /&gt;
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[369.1] This is following the previously framed premise that it is more difficult to make Arcane spells. The pure realms became like separation of variables, restricting equations to single coordinate axes instead of having mixed-term dependencies, and less prone to chaos. If it was a literal sphere, it&#039;d be like only theta angle directions or only phi angles, or only radial changes, changing one variable and holding the other two constant.&lt;br /&gt;
[369.2] Part of this tractability issue is physiological limitations, since the ability to manipulate magic is related to the nervous system of beings of flesh, as evidenced by what happens to nerves when overextended on mana. In principle it would be possible for a physical being [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 to exist] (DragonRealms link) without the same limitations, much as one may embed different varieties of magic into a wand and have the wand used by anyone not of that spell casting realm. The monist view would be that these physiological limits are not cosmologically fundamental.&lt;br /&gt;
[370] This is the view given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document.&lt;br /&gt;
[371.1] In the view of magic as making discoveries, there are easier and harder discoveries. The easier ones are plucked first. And for the Arcanists, the pure realms are about doing magic on easy mode, going for low hanging fruit and simplifying things for wielding more mana/power in spells. &lt;br /&gt;
[371.2] This is restoring the Rolemaster definition of &amp;quot;pures&amp;quot; as referring to single realm of power specialists. In GemStone the terminology has drifted so that hybrids are spoken of as another kind of &amp;quot;pure&amp;quot;, when the terminology should have been &amp;quot;full spellcaster&amp;quot; (pures and hybrids) as opposed to &amp;quot;semi spellcaster.&amp;quot;&lt;br /&gt;
[371.3] This is setting up a duality of being a stronger monist is a weaker specialist, and a stronger specialist is a weaker monist. Crudely, it&#039;d be like someone who casts magic through the use of [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which gets mana expensive and limited in the power and spell level of rote magic it can access. Speaking just in terms of rote spell access. Whereas those specialists have native access all the way up in their base lists, but have no native access to most of the Arcane.&lt;br /&gt;
[372.1] This is making things consistent with what is explicitly true in I.C.E. and DragonRealms, but more implicit in the GemStone implementation. Though DragonRealms treats the Arcane view (what necromancers there do) as really delusional in actuality, but the unified field mana view is a philosophy in that setting. In the I.C.E. Shadow World setting the flexibility of Arcane power is sought after by the mighty, being the way the Lords of Essaence had done magic in antiquity.&lt;br /&gt;
[372.2] This is also subtly setting up a premise that the single realm specializations, and their confounds / attunements and rote magic spells, are short-cuts to power in the sense of raw spell level and mana involved. It is relatively speaking magic on easy mode, similar to the appeal of &amp;quot;black arts&amp;quot; magic as described in Volume 2. This is to help address the nominal paradox players find in &amp;quot;well why should a 35 year old human be as powerful as a 500 year old elf&amp;quot; or &amp;quot;why would elves take so much longer.&amp;quot; That can more generally be addressed with logarithmic curves for NPC population norms, but there would also be this higher standard expectation of not short-cutting the fundamentals and full roundedness. (e.g. similar to a warrior skilled in a weapon class, but the elves would be required to train all the varieties of weapon in that class instead of just the one.)&lt;br /&gt;
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Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos.[373] Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot;[374] The separatist philosophies became dominant, though mostly out of practicality bias.[375] The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic.[376] These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.[377]&lt;br /&gt;
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[373] The irony of this is that &amp;quot;carving nature at its joints&amp;quot; can be regarded by the separatists as the monists reading their own limitations into the cosmos. But this is going of &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; talking about spheres of magic having their own forms of flow magic. For monists there is just flow magic and it is inherently Arcane flow magic, and there would be relatively little in the way of rote Arcane magic.&lt;br /&gt;
[374] The sorcerous backlashes are drawing off DragonRealms, to some extent combinations of dispel magics in GemStone, and to some extent magical failures such as when failed enchants resulted in cursed items. Here &amp;quot;clash of incompatible powers&amp;quot; is the separate spheres of magic worldview, while &amp;quot;cutting against the grain&amp;quot; is the monist view of nature is easiest cut at its joints. The very last part is about the distinction between the sorcerous backlash of something like dispel combinations versus an actual sorcerer spell.&lt;br /&gt;
[375] The practicality bias zing is the IC author bias. The three spheres are reasonably natural divisions in this framework. But there would be some truth in development going into directions were gains are easier.&lt;br /&gt;
[376] This is from &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the comparative absence of Arcane spells in the game and the framed premises from this document. &lt;br /&gt;
[377] This contextualized meaning of &amp;quot;spell circle&amp;quot; is an embellishment, but related to the monistic single sphere analogy in footnote 369.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect.[378] In the separatist view, these are the divisions of nature, with metaphysical verisimilitude.[379] For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions.[380] One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits.[381] Mentalism giving proof to the lie.[382]&lt;br /&gt;
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[378] Realms of power is the Rolemaster terminology. This is just stating explicitly that the spheres of magic in the Elanthia setting are effect / phenomena oriented in what they are called, and then you have metaphysical philosophies disputing whether that is substantively correct or just characteristic phenomena from underlying causes.&lt;br /&gt;
[379] Ironically, nature cut at its joints, at the realm of power level rather than the spell pattern level.&lt;br /&gt;
[380] Somewhat natural because they come from distinct modalities of essence manipulation.&lt;br /&gt;
[381] These are the four divisions of mana in DragonRealms, whereas GemStone presently uses three. There&#039;s some precedent of moon oriented magic in GemStone (e.g. Melgorehn&#039;s Reach, the Red Forest release, Imaera&#039;s shrine release, Lornon&#039;s Eve in &amp;quot;[[Elanthian Moons]]&amp;quot;, etc.), and it would be plausible for ranger/druid animist kind of magic to be considered distinct from mana from deities, so those could split apart elemental and spiritual. Mentalism would actually go with lunar, or possibly lunar and life, because of the plane of probability and so forth in DragonRealms. Moon Mages there are roughly the same thing as Astrologers in Rolemaster, which are Mentalist-Channeling hybrids. Necromancy in DragonRealms are the subsets of sorcery that cross other mana types with life mana. For this document we are more explicitly including in demonic energy forms for &amp;quot;black arts&amp;quot; necromancy, which is seemingly a much more implicit and ill-understood aspect in DragonRealms.&lt;br /&gt;
[382] This is referencing off the introduction of &amp;quot;Mentalism&amp;quot; as a third sphere of magic as a convention reorganization, which &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies should be because of the Erithians, and this document&#039;s framing of esoteric magic precursors now redefined as Mentalism.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Hybrid magicks are those forms of spellcraft that fall in between the spheres.[383] In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies.[384] The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power.[385] Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition.[386] Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed.[387] In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power.[388] Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way.[389] In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption.[390]&lt;br /&gt;
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[383] This is true by definition, such as in the [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;], which is carried over from Rolemaster Spell Law.&lt;br /&gt;
[384] This could reasonably characterize empaths and bards after the GemStone IV conversion. In the Rolemaster Spell Law version, it&#039;s seemingly meant to be a combination, and the caster&#039;s warding resistance goes by the single realms. Hybrid casting is such a calculation mess that the Shadow World Master Atlas started recommending having the player pick one realm or the other as the source of their power to just simplify everything. &lt;br /&gt;
[385] This is what &amp;quot;sorcery&amp;quot; means in DragonRealms and the fusion concept exists in GemStone. The premise of hybrid magic being closer to Arcane power, including historically, and that Arcane is the raw primal form of essaence (mana), is established in the Shadow World setting. So in this document we are using this notion of what hybrid means in the context of sorcery.&lt;br /&gt;
[386] DragonRealms defines different kinds of sorcery, with different kinds of corruption, depending on which kinds of mana are being unnaturally combined. This document (especially Volume 2) invokes various terms used in creature and spell messaging as &amp;quot;sorcerous elements&amp;quot; and allows quite a few variations of sorcery to exist. This document is also generalizing beyond the elemental-spiritual dichotomy for sorcery, which refers to what will be defined as &amp;quot;classical sorcery.&amp;quot; Which is what the &amp;quot;much narrower definition&amp;quot; is referencing. The Sorcerer profession definition is straight from Rolemaster Spell Law, and the base list as implemented in GemStone has never matched it, including a lot of stuff that didn&#039;t come from Rolemaster Sorcerer lists.&lt;br /&gt;
[387] This is partly referencing the mangling that has happened to meaning of &amp;quot;pure&amp;quot;, and partly referring to this issue of whether Arcane is the raw primal form of magical energy or if it is just fusionism.&lt;br /&gt;
[388] This view is framed in this document, and also reviving that premise from the Shadow World setting.&lt;br /&gt;
[389.1] The next section will limit the scope of what the word &amp;quot;sorcery&amp;quot; means. It&#039;s not Arcane magic in general. But the next section also yanks some Faendryl focus away from sorcery. The original premise was: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not the same thing as sorcery, it just explains why as a subset, the Faendryl would have been poised to be relatively strong in sorcery. And by that same reasoning, Arcane, so we are pushing for the Faendryl to have pressed for a universality scope to magic and it bent increasingly to sorcery over time. &lt;br /&gt;
[389.2] In DragonRealms sorcery in general, of which necromancy is a subset, is considered [https://elanthipedia.play.net/Post:Thought_crossed_my_mind._-_2/19/2009_-_17:17:54 part of] Arcane magic. There is some language used about sorcery in DragonRealms being emotional, irrational and &amp;quot;esoteric&amp;quot; magic, that is understood by few and that there is significant amounts of use in spite of lack of understanding of what is really happening, which is supposed to be true of what necromancers are doing and how that is likely really ultimately demonic in nature but not being understood. That is similar to the fundamentally alien way Evil spell lists are described in Shadow World. In this document this kind of dark esotericism is represented in the black arts traditions, which is related to Arcane coming from the non-orthodox direction of the practices and cultures in places with dark essences / sorcerous elements like Rhoska-Tor. Faendryl sorcery in its orthodox rationalism is largely fusionist philosophy, but there are also monists believing there is some fundamental unified form of Arcane mana / essence that transcends the differentiation of planes and their magical properties.&lt;br /&gt;
[390] This is the nature of sorcery in DragonRealms. There is similar messaging in GemStone, such as the word &amp;quot;unnatural&amp;quot; in [[Ensorcell (735)]] flares.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations.[391] Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness.[392] Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence.[393] Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms.[394] But it takes Arcanist talent to be so flexible.[395]&lt;br /&gt;
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[391] This is partly based on the Arcane spell circle in GemStone IV, partly based on the Rolemaster Companion and Shadow World Arcane spell lists, and partly based on the description of Arcane magic in DragonRealms.&lt;br /&gt;
[392] This is based on Arcane spell manipulation and engineering in Rolemaster&lt;br /&gt;
[393] This is based on the Shadow World spell lists which are Arcane in nature, such as the Warding list, the Rolemaster Companion Earthnodes list, to some extent the elemental lists in GemStone, and the Arcane magic description in DragonRealms.&lt;br /&gt;
[394] This is partly based on the spells in the Arcane circle in GemStone IV that cast with either Sorcerer or realm specific CS, that were once spells in other spell lists, and it is partly based on the high redundancy of spells in Rolemaster across spell lists.&lt;br /&gt;
[395] This is the Shadow World concept of Arcane power talent, to some extent justified in GemStone IV by spells like [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], and to some extent the Rolemaster Companion nature of Arcane magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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The Arcanist pays a price for this fluidity.[396] The more specialist wielders of magic make use of confounds.[397] These are external forces for leveraging the power of magical effects.[398] Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic.[399] Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms.[400] However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling.[401] This is from their lack of reliance on confounds.[402]&lt;br /&gt;
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[396] In Rolemaster the Arcanist spell casters have the same kind of trade-offs that Hybrids, just with all three realms of power (essence, channeling, mentalism) instead of just two realms for hybrids. There are also many blends of Arcane mana in DragonRealms, it&#039;s just that there it&#039;s [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:46:58 only] the Necromancer variety that is being dealt with, and spellcasters in DragonRealms naturally begin as unattuned. They attune because of guilds / traditions that use confounds to augment magical effects.&lt;br /&gt;
[397] This is pulling in the concept which is used explicitly (though not in its [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_11:39_AM fullest nuance] mechanically) in DragonRealms. This document uses the position that confounds exist in GemStone&#039;s Elanthian magic as well, it&#039;s just swept under the rug and implicit compared to the game mechanical ways they are used in DragonRealms. GemStone has the analogous concepts and attunements. Making use of the confound concept helps us explain how stuff like &amp;quot;blood magic&amp;quot; is different from just, say, using troll blood as an alchemy ingredient. The Arcane mana usage in DragonRealms that is not necromancy does have this confound absence property.&lt;br /&gt;
[398] This is the definition of the word. Its being a &amp;quot;confounding&amp;quot; element in the spell casting for augmenting the spell power is why it is called a confound.&lt;br /&gt;
[399] This is implicitly present in the profession classes of magic users in GemStone, and then in some cases further narrowed, such as elemental attunement. The trade offs between &amp;quot;lore&amp;quot; training should also be interpreted this way, lore skills should be treated as differential potencies or attunements to the class confounds. Similarly, &amp;quot;convert&amp;quot; status for clerical and paladin magic should be interpreted as a mana source, as well as the class confound being narrowed to a single deity. This would be specific to the way those classes do their magic, and not about worship. (i.e. It would make no magical sense for a Cleric to have polytheistic conversion, just because that is not how Cleric magic works. That dates back Rolemaster and Shadow World.)&lt;br /&gt;
[400.1] This is a limitation built into Rolemaster spell research training, and the language from Rolemaster Spell Law on this for hybrids is still present in the Play.net &amp;quot;Magic Guide&amp;quot;. Hybrids such as a Sorcerer in Rolemaster have the flexibility of choosing Open and Closed spell lists (what we call Minor and Major circles) from two realms instead of only one, but Hybrids are restricted in how high in spell level they can learn from the Closed (Major) lists. Their Base lists go as high as a pure base list, and could have redundant spells with pure base lists, but it&#039;d be from an assortment of other classes and so not as thorough and often not as high in any given kind of spell effect as the pures (limited number of spell slots and a wider variety of kinds of spell with multiple power level versions of the same spell) which are more focused in that kind of spell to the exclusion of other kinds of spells. The [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;] still says hybrids can learn Major lists, but this has never been mechanically true in GemStone. &lt;br /&gt;
[400.2] More informally, this &amp;quot;difficulty with the more powerful spells&amp;quot; is encoded into [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which only gives access to common scroll system spells. Magical items such as scrolls get around the confound issue, which is about the physiological limitations and attunement of the caster. In principle there are &amp;quot;spell patterns&amp;quot; not neatly in the spheres of magic that might only be workable off scrolls, not being patterns that can be permanently remembered (i.e. spell self-knowledge) by our mechanical magic classes, much as we cannot with rote spells of other spheres without the aid of an object. But examples of such non-learnable spells are the magic item spells in our treasure system not accessible by 1750.&lt;br /&gt;
[401] This is largely based on the defensive spells in GemStone&#039;s Arcane spell circle, such as [[Arcane Decoy (1701)]] and [[Arcane Barrier (1720)]].&lt;br /&gt;
[402] This is an embellishment but a sensible reason for it within this magic theoretic framework. Sorcery and necromancy are considered (hybrid) [https://elanthipedia.play.net/Sorcery subsets] of Arcane in DragonRealms and do have confounds. But what we are going for here is the notion that introducing confounds when doing Arcane is how you end up with splitting into narrower specializations and ultimately leading to non-fusionist &amp;quot;pure&amp;quot; magic. Monism vs. separatism in the history of sorcery would be about confounds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood.[403] Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter.[404] Witchcraft, blood magic, and black shamanism use mediating substances.[405] Liches infamously make use of phylacteries. Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers.[406] Thus this trade off exists in fluidity with dark magic.[407] Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization.[408] However, it has that natural tendency, for much the same reasons as sorcery.[409]&lt;br /&gt;
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[403] All of the confound examples in these three sentences come from [https://elanthipedia.play.net/Magical_theory#Confounds the confounds] for character classes in DragonRealms.&lt;br /&gt;
[404.1] This is based on the Rolemaster definition for the Sorcerer class, which is still the language used for the Sorcerer profession on the Play.net website. Sorcerer base lists in Rolemaster fit this definition much better and more literally than the GemStone implementation of Sorcerers, which has since reoriented to necromancy and demonology, which for the most part are not Sorcerer magic in Rolemaster. (Though professions like necromancer and witch and so forth in Rolemaster Companion are treated as Sorcerers for training purposes, and sorcerers are often included when talking about evil magic stuff.) In Shadow World the Sorcerer class is not &amp;quot;evil&amp;quot; for system purposes, because it is the &amp;quot;Evil&amp;quot; professions that use dark essences / the power of Unlife. However, Shadow World also treats the Evil &amp;quot;pure&amp;quot; professions as hybrids, so they&#039;re effectively &amp;quot;dark sorcerers&amp;quot; which is the terminology distinction used in this document versus Rolemaster style &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[404.2] DragonRealms also talks about a [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 &amp;quot;sorcerous focus&amp;quot;] as a mediating device between two incompatible forms of mana, allowing the efficient manipulation of the other form of mana by proxy. This is a rationalizing approach evading &amp;quot;the emotional terror of pure sorcery&amp;quot; and tunes narrowly into specified realms. So &amp;quot;classical sorcery&amp;quot; with its constitutive matter confound, as described here in this document, is about the Faendryl doing a rationalized orthodox magic approach to sorcery in the Second Age.&lt;br /&gt;
[405.1] Lich phylacteries in GemStone have generally not just been the anchor for sustaining the existence of the lich. They have also been the augments of the lich&#039;s magical power, and the lich is much weaker without it if whatever reason they manage to come back as a demi-lich. This has been seen explicitly, for example, in Council of Ten liches such as Zeban. In Volumes 2 and 3 we treat phylactery liches as a special case, partly because the word &amp;quot;lich&amp;quot; is older than the D&amp;amp;D archetype, and not all Rolemaster liches used phylactery type objects. (They also acknowledge someone could hold a convention that a phylactery is the defining feature of a lich, and that other varieties without them are more like special kinds of wraiths or mummies. Another reason we do not go in for this convention is because liches in DragonRealms do not have souls, they only have remnant vestiges of spirit and mind.) This is something akin to the One Ring trope with Sauron, having the phylactery object as the confound of the lich&#039;s dark powers. &lt;br /&gt;
[405.2] This is based on things that have happened with NPCs in storylines, especially Raznel and Quinshon, and to some extent Grishom Stone and Elithain Cross. &amp;quot;Witch&amp;quot; in this document is a convention for the black magic users, not the &amp;quot;good witches&amp;quot;, and this mediating substance / confound point is part of how we are defining the word for this document. The mediating substances such as blood and vermin like maggots, worm, and scarabs, and sorcerously debasing the mediating substances. The close similarity between the premise of this sentence and the preceding one on &amp;quot;classical sorcery&amp;quot; is a subtle internal consistency for there being a deep and natural relationship between these forms of magic, and why these black magic traditions (and later black arts forms of them) would be considered &amp;quot;sorcery&amp;quot; in a more general definition of the term.&lt;br /&gt;
[406] The &amp;quot;thanatology&amp;quot; confound for necromancers comes from DragonRealms. The first part of the sentence about life forces is based on GemStone&#039;s Sorcerer abilities such as Sacrifice and its in-game explanation. The last part about &amp;quot;sorcerous elements&amp;quot; involves the Sorcerer profession use of [[Balefire (713)]], which is defined as a sorcerous element in Volume 2, and the demonology lore skill. Attunement to demonic powers is invoking the Dungeons &amp;amp; Dragons warlock kind of class archetype. This is specifying &amp;quot;dark sorcery&amp;quot; because we are using &amp;quot;classical sorcery&amp;quot; to refer to the Rolemaster kind of spells which mostly do not have anything to do with demons or the undead and are about the immediate destruction of specific forms of matter.&lt;br /&gt;
[407] This is meant to establish that magical manipulation with these other energies follows the same modalities and physical limitations as the rest of magic. But in Volume 2 it is argued that &amp;quot;dark essence&amp;quot; magic is basically easier flow magic for creating malevolent / bad effects and so effectively provides a short-cut to power for malicious uses.&lt;br /&gt;
[408] This is partly based on Rolemaster&#039;s Arcane spells, and partly based on how [https://elanthipedia.play.net/Category:Arcane_magic Arcane magic] is [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:52:11 described] in DragonRealms. For example, a [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 saved post] by Armifer on the subject, from 2010. This post also builds in its natural strong tendency leading toward sorcery. Similar logic in it also informs what this document says about teratology and cryptozoology. Likewise, in the I.C.E. Shadow World setting, the Lords of Essaence (ruled at the end by Empress Kadaena) were largely responsible for mutating and creating the race/monster varieties, and they were generally Arcane spell casters. Later Rolemaster books also have monster races (e.g. orcs) being created by demon magi (Rhodintor).&lt;br /&gt;
[409] This document talks about the reasons for sorcery having corruptive tendencies, and why it is prone to destruction, which is explicitly true in DragonRealms. Arcane magic is not inherently prone to destruction, but as we&#039;ve defined it, it&#039;s harder to manipulate without failures and so forth. And this is tacitly acknowledging the corruption of the Lords of Essaence, and the framing that sorcerous magic comes out of Arcane magic historically because the destructive effects of handling mana this way are easier to accomplish. This section is setting up the rationale for why Faendryl universalism with magic gave way to increasingly sorcerous magic, and then the nature of sorcery will show why sorcery was inclined and able to merge with some of the black arts, becoming &amp;quot;dark sorcery&amp;quot; and a darker more corruptive form of magic. (Mostly in later time periods, but a rogue sorcerer in the Second Age going out to live with the wasteland warlocks would probably be doing &amp;quot;dark sorcery&amp;quot;.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(2) Sorcery&lt;br /&gt;
&lt;br /&gt;
In the early years of the Elven Empire, the black arts were deemed religious magic and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were not sorcery.[410] Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined.[411] It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter.[412] That is, it was an effect without mediation, assaulting the matter itself.[413] This involved channeling toward a target and turning its own essence against it.[414] The destruction is specific to the essence of the exact form being targeted.[415] There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.[416]&lt;br /&gt;
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[410.1] This was already framed more or less by the previous sections. This is using the Rolemaster Spell Law type of sorcery, which is still the Sorcerer [https://www.play.net/gs4/info/professions/sorcerers.asp definition] on the Play.net website, to define what &amp;quot;sorcery&amp;quot; would have meant in the early Elven Empire before Faendryl summoning. It would not have included demonic summoning and undeath in that period, unless someone were [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 loosely using] (DragonRealms link on this same ordinary use of language issue) the word &amp;quot;sorcery&amp;quot; as equivalent for these black arts. We&#039;ve set up the &amp;quot;black arts&amp;quot; as arising out of the debasement of spiritual magic with dark energy sources, and the sort of thing demon worshippers were doing. It uses the term &amp;quot;theurgical conjuration&amp;quot; for that kind of demon summoning, which would be like the demons of [[Cloak of Shadows (712)]] and [[Torment (718)]] rather than the demons of [[Minor Summoning (725)]] which are pulled materially through a rift. The &amp;quot;highly forbidden&amp;quot; is making sense of the condemnation in the Faendryl exile dating back to &amp;quot;[[History of Elanthia]]&amp;quot;. &lt;br /&gt;
[410.2] In Rolemaster the demonic summoning is more of an Evil Mage type of magic and necromancy in the sense of creating undead is Evil Cleric magic. (Though Rolemaster Companions may have demon summoning classes that are essence-channeling hybrid and these get effectively treated as Sorcerers.) These classes (along with many others) were not implemented in GemStone. Various spells from the Evil spell professions were incorporated into the Sorcerer profession, so the Sorcerer profession in GemStone has never matched its class definition, which came from Rolemaster. Because only some of the Sorcerer spells in GemStone are actually Rolemaster Sorcerer spells. Others are from Evil lists. Manny&#039;s guide from the I.C.E. Age argued for this reason Sorcerers in GemStone are evil.&lt;br /&gt;
[411] This is explicitly historicizing the word. It doesn&#039;t make sense for Faendryl to be doing &amp;quot;sorcery&amp;quot; but for sorcery to be defined in terms of necromancy and demonology that early. This is easy to make sense of by looking at earlier versions of the Sorcerer profession in GemStone and in Rolemaster.&lt;br /&gt;
[412] This is the Sorcerer class definition from Rolemaster and on the Play.net website. It refers to spells like [[Mana Disruption (702)]] and [[Limb Disruption (708)]] and [[Pain (711)]]. This document&#039;s modern definition of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; as generalizations of the animate and inanimate matter distinction to generalize beyond elemental-spiritual duality to analogs of that with sorcerous elements is meant to reconcile all this.&lt;br /&gt;
[413] Rolemaster Sorcerer spells were all clearly of this nature, it&#039;s not like throwing a ball of fire at something. Limb disruption only works on limbs. Etc.&lt;br /&gt;
[414] This is illustrating a &amp;quot;hybrid&amp;quot; modality of spellcasting, compared to what was described in the prior section about &amp;quot;channeling.&amp;quot; This is reiterating the prior section&#039;s description of classical sorcery using the constitutive matter of the target as its confound, which reconciles the Rolemaster and DragonRealms concepts of sorcery. This description explains how [[Dark Catalyst (719)]] (targeting mana), for example, is very much a sorcerer spell and not a wizard spell. Due to the way it works.&lt;br /&gt;
[415] Limb disruption only works on limbs. Dark Catalyst does not work on something without mana. Etc. One subtlety about this specificity of ideal forms is that it is a backdoor into sorcery for occultism, which here we are leaning into its real-world ties to Neoplatonism. Since we treat this occultism as part of Elanith&#039;s precursors to mentalism, this is in a subtle way speaking to the seeming overlap of sorcery with destructive mentalism, and explaining why that is the case. As such the next line is actually a logical continuation of this line.&lt;br /&gt;
[416] One third of the Rolemaster Sorcerer spells were &amp;quot;mind&amp;quot; type attacks, with redundancy in mentalist spell lists. This is related to Rolemaster&#039;s categories being cause oriented rather than effect oriented. You could have a Channeling profession in Rolemaster that is all elemental effect spells by using elemental spirits. So, this is explaining the mind effects of sorcery in GemStone, though Dev has been gradually de-mentalizing sorcery for a couple of decades. By our definitions, when the target is the brain or mind, you get a mind type effect. And since mentalism is defined as the self-manipulation of essences, sorcerers manipulating the essence of the target has a natural similarity to mentalism, but only in destructive ways. This logic combined with sorcery being relatively closely related to Arcane power explains the semblance of mentalism in classical sorcery. Dark sorcery does things in a different way. (e.g. nightmare is a curse, mind jolt is exposure to another valence)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power.[417] In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot;[418] The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis.[419] These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power.[420] The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic.[421] There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.[422]&lt;br /&gt;
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[417] This is the definition of how sorcery works in DragonRealms. This rationale is not present in the I.C.E. materials. The separatists would also reject the unified mana perspective as it is rejected by [https://elanthipedia.play.net/Sorcery &amp;quot;mana spectrum&amp;quot;] theorists in DragonRealms, that so-called &amp;quot;Arcane mana&amp;quot; is really an unnatural aggregate of distinct forms of mana. Monists would be like DragonRealms &amp;quot;mana field&amp;quot; theorists.&lt;br /&gt;
[418] This implicitly follows from the premise of the previous sentence. Monists are just interpreting it differently. But this sentence helps frame why there is a natural tendency toward sorcery without it being driven by cultural malice. The Faendryl disproportionately develop sorcery out of practicality bias, much as humans later do with single realm specialization magic (and their anti-sorcery biases.) It is faster paths to wielding higher power or crafting spells of higher power.&lt;br /&gt;
[419] This is the Rolemaster lore for essence and sorcery, combined with the metaphysical language from DragonRealms.&lt;br /&gt;
[420.1] This is giving better meaning to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not saying Faendryl focused on sorcery. People assumed that initially because of the demonic summoning and implosion at Maelshyve, and the sorcerer profession being elemental-spiritual hybrid. But we are establishing why sorcery fell out of this approach over the long run. &lt;br /&gt;
[420.2] More specifically, the separatist approach leads to a lot of different kinds of sorcery by combining different forms of essence, while the universalist approach helps bring in and incorporate the black arts in the Faendryl exile period. It converges on the same thing.&lt;br /&gt;
[421] Other Houses have had and still have sorcerers. There has to be differentiation between more and less acceptable sorcery. There is nothing all the objectionable about [[Mana Disruption (702)]], for example, unless someone was especially aggrieving at the chaotic disruption of mana and the corruptive pollution that might cause long run. Classical sorcery has been here defined in an inherently destructive way in its meaning. It does not include the malevolent stuff in the black arts.&lt;br /&gt;
[422] This is analogous to the notion that any tool can be used as a weapon, but things that are designed to be used as weapons can have much more limited range of non-weapon uses. Limb disruption is really only useful for breaking or exploding limbs. It can only be practiced by blasting limbs with it. Its reason for existence is to smash the limbs of its targets. This is all sensible as war magic, and so forth, but it is not the high minded &amp;quot;research&amp;quot; that Faendryl are framed as doing. Though some of this, such as Phase, would plausibly come out of trying to research the essence foundations of matter, and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together.[423] This is rooted in the nature of corruption.[424] While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly.[425] Similarly, when dark forces are brought in from what are now called the sorcerous valences, they must be used or even fused with the forces of this world.[426] In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects.[427] Sorcery is especially cruel when inflicted on the living.[428]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[423] This paragraph is about to explain that dark essences have to be used in an inherently sorcerous / hybrid way because of their unnaturalness in this plane, which is reviving the Shadow World treatment of the Evil &amp;quot;pure&amp;quot; spell classes as hybrids. The historical forces mentioned here are the population migrations described earlier and later the Faendryl exile. Etc.&lt;br /&gt;
[424] Corruption is defined more thoroughly in Volume 2.&lt;br /&gt;
[425] This is partly referring to failed Wizard enchants cursing the items, partly to stuff like [[History of Reim|Kingdom of Reim]] being cursed into undeath because of sorcerous backlash from its magic users of different kinds trying to stream mana together, partly how this document defines the word &amp;quot;curse&amp;quot;. Rolemaster sorcery also had &amp;quot;black channels&amp;quot; curse spells. Sorcery as disrupting the essence foundation of matter directly plays into the definitions of &amp;quot;curse&amp;quot; and &amp;quot;corruption&amp;quot; in this document.&lt;br /&gt;
[426] This is the concept in footnote 423.&lt;br /&gt;
[427.1] This logically follows from all the preceding premises, and helps explain how the Faendryl transition into using darker forms of their own magic, then being in Rhoska-Tor where there is a lot of &amp;quot;dark essence&amp;quot; per &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This sentence is also playing off the high redundancy between the Rolemaster Sorcerer base lists and the Evil pure lists, while in the Shadow World setting only the Evil lists were evil for system purposes because of the kind of energy it was using. The difference here is that we are also including the DragonRealms notion of ordinary sorcerous magic being corruptive. It treats stuff like necromancy and the undead as ultimately demonic in origin, but that it is happening in a way that is largely beyond the capacity of the necromancer/sorcerer to understand. That in turn is similar to alien nature of Evil spells in Shadow World, which are an entirely separate source of power for spell users, and cannot be used without corrupting the caster.&lt;br /&gt;
[427.2] The ability to do the same kinds of sorcerous spell effects in the different ways, with ordinary mana and dark essences such as &amp;quot;anti-mana&amp;quot;, also works the other way. It helps explain why [[Vvrael warlock]]s and [[Vvrael witch|witches]] cast seemingly ordinary spells. Volume 2 defines &amp;quot;anti-mana&amp;quot; as the purest most corruptive extreme of what this document calls &amp;quot;the sorcerous element of darkness.&amp;quot;&lt;br /&gt;
[428] This is due to the inherent nature of what classical sorcery is and does to targets. But this is framing how a sorcerer could exist who doesn&#039;t use any of the animate matter targetting spells.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra.[429] While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, plaguing the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities.[430] They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds.[431] The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities.[432] When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world.[433]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[429] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The Patriarch numbers combined with the timing for Patriachs 1 through 13 require this to have happened before roughly -40,000 Modern Era, which is roughly twenty thousand years before Despana and twenty-five thousand years before the Faendryl were exiled for demon summoning. The phrase &amp;quot;new magic&amp;quot; in &amp;quot;History of Elanthia&amp;quot; for demonic summoning was a lie, and &amp;quot;History of the Faendryl&amp;quot; requires it to be a lie. (Elizhabet Mahkra is an obvious anagram of Elizabeth Arkham, the insane asylum from Batman. Arkham itself in turn comes from Lovecraft.)&lt;br /&gt;
[430] The Elves would have known about the Ur-Daemon and demons long before they understood anything of cosmology. This is also based on &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Now believed to be extra-dimensional intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately 100,000 years ago.&amp;quot;&#039;&#039;&lt;br /&gt;
[431] This is just consistency with existing world setting premises and phenomena. It does not make sense for demons to have not been &amp;quot;naturally&amp;quot; / accidentally present in the world, so the Elves would have always known what &amp;quot;demons&amp;quot; were, it was not some new and out of no where revelation at the Battle of Maelshyve. This is talking about full manifestations or incarnations, demons fully materially in this world, directly analogous to being summoned in the Faendryl manner. What this document describes as theurgical conjuration is either calling upon or hijacking these already present demons, or summoning immaterial demons through weaknesses in the veil, meaning thinness rather than holes. This notion of thinner veils in some places has multiple established precedents, including Sorcerer Guild summoning chambers and the Sorcerer sense verb. This is also partly why this document talks about the distinction of demons from other wicked spirits being a convention.&lt;br /&gt;
[432] &amp;quot;Otherworlds&amp;quot; is a term used in the Sylvan documentation, and in the real-world is also part of fey mythology. &amp;quot;Essence barriers&amp;quot; is from the Shadow World setting terminology, and refers to things like the energy force barriers in the Order of Voln or misdirection wardings. Referring to the veils between planes as &amp;quot;essence barriers&amp;quot; is essentially correct, but the use of that terminology for it is a reasonable embellishment. That is effectively what the veil or &amp;quot;fabric of reality&amp;quot; is.&lt;br /&gt;
[433] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The term &amp;quot;pierce the veil&amp;quot; stems at least as far back as Arthurian legend, and was used in the Vvrael quest, but the term &amp;quot;penetrating the veil&amp;quot; was used earlier in &amp;quot;[[History of Elanthia]]&amp;quot;. This concept of &amp;quot;turn the essence of the veil against itself&amp;quot; is contextualizing it with the definition of classical sorcery given in this document and thereby explains how and why Faendryl demonic summoning is different from what the &amp;quot;black arts&amp;quot; were doing. The last part about her mind shattering is both from &amp;quot;History of the Faendryl&amp;quot; and the current messaging on [[Mind Jolt (706)]]. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this way it would become possible to summon beings not of the &amp;quot;near planes,&amp;quot; such as the elementals or spirit servants, but highly alien or malevolent beings from the &amp;quot;outer&amp;quot; dimensions.[434] This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them.[435] While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history.[436]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[434.1] This is partly based on in-game messaging and the &amp;quot;[[History of Elementals]]&amp;quot; document. Volume 2 of this document uses &amp;quot;near planes&amp;quot; as part of a basic higher and lower planes cosmology for this existence, as opposed to the outer/sorcerous valences, which is partly based on the Shadow World cosmology and partly Auchand&#039;s update to the valence Wiki page. Basically, the notion here is Lornon gods like to slum it in the lower &amp;quot;infernal&amp;quot; planes, and the &amp;quot;black arts&amp;quot; practitioners were largely dealing in infernal realm demons or things left over from the Ur-Daemon War. To the extent the Dhe&#039;nar did demonic summoning, it would have been more along these lines. It is the Faendryl who start messing with outer dimensions stuff, but not really infernal realms stuff in the Second Age.&lt;br /&gt;
[434.2] Volume 2 also posits parallel material valences (as distinct form parallel material worlds of this existence which are other Elanthia versions) to describe comparatively habitable valences with extraplanar creatures (and races) that could plausibly be regarded in cryptozoology terms rather than &amp;quot;fiends.&amp;quot; These could often be alien but not particularly chaotic or malevolent, and the subject of cataloguing for the Enchiridion Valentia. This is making some structural bias for Faendryl mapping out too dangerous things to be avoided, and the sorts of comparatively innocuous things that let them downplay &amp;quot;demonic&amp;quot; summoning. Aside from their major summoning war magic and for training Palestra and Armata, the highly corruptive and malevolent &amp;quot;fiends&amp;quot; would be more the province of the black arts or apotropaic countermeasures studies by mainstream Faendryl.&lt;br /&gt;
[435] This environmental corruption by demons and forces/entities of darkness is a very long standing premise. It is explicitly present, for example, in &amp;quot;[[History of the Faendryl]]&amp;quot;. The dangerousness of this kind of magic is framed in &amp;quot;[[Gods of Elanthia]]&amp;quot; with Marlu, and was a large part of the I.C.E. premise for the dangerousness of Fash&#039;lo&#039;nae followers. The &amp;quot;taboo&amp;quot; is keeping consistency with the Faendryl exile.&lt;br /&gt;
[436.1] This framing is necessary for recontextualizing stuff in &amp;quot;[[History of the Faendryl]]&amp;quot; that does not make sense in combination with the rest of the documentation on these issues. Its timeline in particular for the Undead War to Ashrim War is deeply inconsistent with the rest of the history documentation and needs to be treated as some form of revisionism or redaction.&lt;br /&gt;
[436.2] &amp;quot;[[History of the Faendryl]]&amp;quot; has Palestra existing to handle Faendryl demonic summoning 10ish Patriarchs before Despana. The Palestra academies were not founded until after the Ashrim War in the later &amp;quot;Path to Palestra&amp;quot; document. The Palestra reasonably had to have been quite different in purpose and function in the Second Age, so this document is doing that retcon to make sense of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by dark cults in the Southron Wastes.[437] The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets.[438] The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales.[439] These academies were not founded until after the Sea Elf War.[440] In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered.[441] It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution.[442] To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it was not controversial.[443] It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.[444]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[437] This premise of wasteland demon worshippers doing this is an extrapolation and embellishment created in this document. The accidental release of demons is something that should exist naturally in the world setting logic. So emphasizing these directions helps establish how the Palestra could exist in the capital of the Elven Empire when the other Houses were not supposed to know the Faendryl were doing a bunch of demon summoning stuff.&lt;br /&gt;
[438] The commonality of minor demons is shown in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and demonic summoning is portrayed as presently common in &amp;quot;[[History of the Faendryl]]&amp;quot;. This framing is reconciling the factual grains of truth in &amp;quot;History of the Faendryl&amp;quot; with the reaction to the Battle of Maelshyve and Faendryl exile. In &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; all summoners under Patriarch XX Eidiol Jivanatha Faendryl had to schedule summoning and inter-valence travel attempts at the Basilica in advance for the first several hundred years. It then talks about this scheduling rule being ditched to allow more freedom, but that brings us back into the problem of widespread and free practices, so we have to treat that as revisionist history as well in terms of emphases, with the important thing being capital crime to not report summoning discoveries.&lt;br /&gt;
[439] There is a tension between earlier Faendryl documentation and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; on the Basilica versus the Clerisy when it comes to the Enchiridion Valentia. The Palestra academies are defined in &amp;quot;[[Path to Palestra]]&amp;quot;. This line is implying it&#039;s much more large scale and public than it was originally.&lt;br /&gt;
[440] This is established in the &amp;quot;[[Path to Palestra]]&amp;quot; document. It becomes unclear what &amp;quot;graduates&amp;quot; and instructors for Palestra could mean for the time of Ondreian Shamsiel Patriarch 17, or how &amp;quot;magicians could come and hire them directly from the Palestra for a small fee&amp;quot; when this is supposed to be secret forbidden magic. &amp;quot;[[History of the Faendryl]]&amp;quot; probably has to be interpreted as some revisionist propaganda over-reading present day practices into past precursors to exaggerate precedents.&lt;br /&gt;
[441] This explains the role of the Basilica, and how and why this was being done in the Second Age, in a much more restricted fashion. The Basilica makes it more of a state secret and regulation kind of thing. Palestra might be hired by the Basilican sorcerers in this context, but it would have been a much more internal thing than &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound. While the Basilica plainly exists back into the Second Age, the other Pentact divisions are much more dubious, and should probably be given some historical evolution rather than being dragged all the way back to the founding of House Faendryl.&lt;br /&gt;
[442] The severe punishments for violating summoning laws is part of the &amp;quot;[[History of the Faendryl]]&amp;quot; documentation and the &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; documentation.&lt;br /&gt;
[443] This is an embellishment but not wildly implausible, and gives a sensible Second Age seed for how the Faendryl started more innocuously on this path, and got worse with it later. &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound like they were openly all in on it from the beginning, which would maximize the view of the Faendryl exile as pure cynicism by other jealous Houses.&lt;br /&gt;
[444] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; establishes that the Vishmiir &#039;&#039;&amp;quot;had plagued the world prior during the Elven Empire&amp;quot;&#039;&#039;, which is wording and terminology that requires it to have happened during the Second Age. This document&#039;s framing would allow extraplanar threats like that to have been a lot less common back then due to the Eye of the Drake.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks.[445] The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms.[446] For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void.[447]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[445] This is leveraging off the prior definition of &amp;quot;piercing the veil&amp;quot; in terms of Faendryl sorcery, as well as the Illistim stated risks regarding the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;. This is also glancingly recognizing that other kinds of portals (e.g. elemental) are usually not stigmatized, even though they can have high destructive potential. The [[Solhaven Cataclysm]] in 5109 would be one example, [[The Amber Flame]] of House Illistim almost burning down the city is another. Similarly &amp;quot;[[History of Elementals]]&amp;quot; implies the dangers of elemental plane bleedthrough with veil weaknesses. Volume 2 addresses this double standard on portals and summoning elementals, and why demons and sorcerous veil piercing are regarded as worse.&lt;br /&gt;
[446] Demons still come through the unhealed tear in reality at Maelshyve, per &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Corruptive radiation from it is cited in &amp;quot;[[History of the Faendryl]]&amp;quot;. This is also playing off the Illistim complaint about the Ur-Daemon risk due to the Maelshyve implosion in &amp;quot;[[History of Elanthia]]&amp;quot;. Related to note 445, essences from the elemental and spiritual planes could rightly be conceived as magical corruption, but this is regarded as innocuous or possibly even good by biased magic practitioners, where those forms of mana are regarded as natural to this reality.&lt;br /&gt;
[447] This is based on the difference between what [[Implosion (720)]] does in GemStone and what it does in the Rolemaster Sorcerer Air Destruction list, which would be the more conventional &amp;quot;classical sorcery&amp;quot; method. The &amp;quot;interplanar void&amp;quot; is something that is defined in DragonRealms. There is vague stuff in documentation about the currents of planar motions, such as &amp;quot;[[History of Elementals]]&amp;quot; and &amp;quot;[[Griffin Sword War]]&amp;quot;. DragonRealms talks about planar [https://elanthipedia.play.net/Category:Planes#The_Planar_Void intersections] changing magical properties, and we&#039;ve seen planar bleedthrough like that in storylines such as &amp;quot;[[Return to Sunder]]&amp;quot;, and &amp;quot;[[History of Elementals]]&amp;quot; defines elemental nexus sties in terms of plane intersections. Which in turn we see with the [[Elemental Confluence]].&lt;br /&gt;
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Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those fiends of darkness which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead.[448] Indeed. There are kinds of demons which can hardly be distinguished from undead.[449] Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts.[450] The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.[451]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[448.1] There has been a push and pull for years on how &amp;quot;evil&amp;quot; demons are inherently. They are described as having an &amp;quot;intense hatred of life&amp;quot; in &amp;quot;[[History of Elementals]]&amp;quot;, which distinguishes elementals from demons, and that document pre-dates the [[The Enchiridion Valentia|Common language]] Enchiridion Valentia and spell [[Minor Summoning (725)]]. The minor demons in the Common language abridgement of the Enchiridion Valentia should be treated as a Faendryl propaganda move by Patriarch Korvath in 5103. Which makes sense in the context of that storyline. The combat demons Voraviel constructed ([[vathor]], [[oculoth]], [[necleriine]]) should be much more in line with what everyone means when they refer to &amp;quot;demons&amp;quot;, which he said in a [https://gswiki.play.net/Lesser_demon/saved_posts saved post]: &#039;&#039;&amp;quot;Something that&#039;d justify the nearly worldwide anathema towards demon summoning.&amp;quot;&#039;&#039; Incidentally, the demons in spells [[Cloak of Shadows (712)]] and [[Torment (718)]] do not set off town justice mechanics.&lt;br /&gt;
[448.2] Volume 2 of this document gets into the difference between &amp;quot;fiends&amp;quot; and merely extraplanar species. The basic cosmology it uses allows all &amp;quot;infernal&amp;quot; demons to be inherently evil, while some outer planes entities are merely alien but possibly destructively insane or dangerous, which is roughly consistent with the Shadow World cosmology and demons. (Volume 2 also stipulates that such outer entities most usually will need to manifest out of the darker and more chaotic &amp;quot;sorcerous elements&amp;quot;, their intrinsic alienation to this existence naturally tending toward cursed matter.) Mechanically, elementals and Ithzir and astrals like ki-lin and so on are &amp;quot;extraplanar&amp;quot;, but not mechanically &amp;quot;demons.&amp;quot; So the view some people pushed for with &amp;quot;extraplanar = demons&amp;quot; is long defunct in practice. But the Enchiridion lore makes it sound that way, so here we call that Faendryl propaganda. As pointed out in footnote 434, there may be a Faendryl bias toward studying and summoning &amp;quot;valence creatures&amp;quot; that are low in corruption, especially for minor summoning, while fiends and eldritch horrors are war magic or countermeasure studies (such as Aralyte the Palestra Blade studying how to vanquish the primordial Althedeus.)&lt;br /&gt;
[448.3] DragonRealms also splits [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 the demonic] apart from other extraplanars in this way. It talks about the greater extraplanar entities acting through &amp;quot;conduits&amp;quot; in this plane, which here we relate to &amp;quot;warlocks&amp;quot; and &amp;quot;witches&amp;quot; in the black arts. It talks about the lesser things that can be regarded as &amp;quot;creatures&amp;quot;, much as we see in the Enchiridion Valentia. But it talks about the violence to reality of such greater entities directly manifesting in this reality and that it shatters sanity to so much as look at them.&lt;br /&gt;
[449] This premise has pretty much always been present in GemStone, going all the way back to ambiguities in the Rolemaster bestiaries. [[Necleriine]]s are very concrete example of this ambiguity in the Elanthia setting. This ambiguity is also stated in that DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 post] about extraplanars. It talks about &amp;quot;concept&amp;quot; entities which here we would call occult entities of the &amp;quot;dream worlds&amp;quot;, which can manifest in grotesque and undead seeming forms. These include &amp;quot;shadow&amp;quot; entities formed of concepts of darkness. These things are easily confused with demons. This is possibly an important parallel to draw with Althedeus being formed by the fear/chaos/power of Ur-Daemon War. But there is also a Plane of Shadows, with unclear relationship to the Plane of Probability.&lt;br /&gt;
[450] This is the demonic relationship to creating undead, which is framed in the Order of Voln messaging, and the Ur-Daemon aspects of the Despana lore. There should have been demons present for all the previously stated reasons.&lt;br /&gt;
[451] This is a sensible extrapolation from established world setting premises. This document bolsters it with the made up Lindsandrych Illistim quote about the southern wastelands. We&#039;ve seen NPCs cursed because of demons, such as the paralysis of Praxopius.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But it was mostly the southern wastelands in that period that had what is usually considered &amp;quot;the undead.&amp;quot;[452] The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning.[453] Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces.[454] One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot;[455] The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck.[456] It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents.[457] In this way it was very unlike the necromancy and conjuration of the southern wastelands, and those traditions would mostly not merge until the Faendryl were exiled to Rhoska-Tor.[458]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[452] This should probably be true given the way everything is framed and argued in this document. It does not have to be totally true. There are so many ways for undead to come into existence that do not require necromancers. There should be ghosts, phantoms, restless spirits most everywhere.&lt;br /&gt;
[453] This should follow as a logical consequence of studying demons, and the Faendryl left behind [[lich qyn&#039;arj]] in Old Ta&#039;Faendryl. Volume 3 treats the &amp;quot;[[festering taint]]&amp;quot; kind of mutants in Old Ta&#039;Faendryl as the Faendryl studying Despana&#039;s disease magic, which is necromancy in our broader definition of that word. So this is part of the transitioning of Faendryl sorcery broadening into the more modern necromancy/demonology framework. This also fits into teratology and cryptozoology being described example of Arcane magical research in DragonRealms that is not necessarily necromancy, as defined over there, which is sorcery involving the combining of life mana with other mana (which our modern definition pays lip service to.) And those in turn fit into the occultist tradition for the Faendryl described below in the next section.&lt;br /&gt;
[454] This is the rationalist / materialist worldview framework that has been given earlier for the House Elves.&lt;br /&gt;
[455] This was the cosmology model Banthis [http://www.virilneus.com/demons.php originally] intended when work was being done on demonic summoning the late 1990s. This model was presented at Simucon. It is where the term &amp;quot;valence&amp;quot; came from with this stuff.&lt;br /&gt;
[456] This is nodding to the word &amp;quot;valences&amp;quot; now being out of context. Demons hungering for our magical energy is a premise that goes back to at least the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;, and has earlier antecedents in Unlife concepts from the I.C.E. Age. This concept of feeding upon this plane is also present in the DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conception] of demons, where they are by definition malevolent as a class of extraplanar beings, associated with &amp;quot;anti-life&amp;quot; and necromancy.&lt;br /&gt;
[457] This is how the Faendryl represent it modernly, such as in &amp;quot;[[History of Elanthia]]&amp;quot; and the Enchiridion Valentia documentation.&lt;br /&gt;
[458] This is an embellishment made for this document. It&#039;s establishing collisions and mergers of magic traditions over historical time. It would make sense for that spilling to happen because of geographical proximity, especially with that region being treated as &amp;quot;anathema&amp;quot; in the Second Age. These population migrations could be used to define sorcerous practices in other cultures/regions, but things have been set up already for the Faendryl paradigm to be dominating what the Sorcerer Guilds do with magic (i.e. the Sorcerer profession mechanically.) So there&#039;s only so much that can be diversified. This document is focused on necromancy and the black arts, not so much trying to define sorcery in all race cultures at all times, though it provides the backbone for doing that later.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(3) Occultism&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot;[459] Occultists would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot;[460] These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges.[461] In contrast to the &amp;quot;valences&amp;quot; model, there are higher and lower &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously.[462] What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes.[463] There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.[464]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[459] This is based on real-world occultism, and such things as the Theosophical Society. This section is creating backdoors for knowledge spreading between these culture traditions, and the rationalist third-way middle ground attempt between orthodox magic and superstition. It&#039;s giving Elanith precursors to Mentalism and explaining various disparate threads of lore.&lt;br /&gt;
[460] This is directly inspired by real-world occultism.&lt;br /&gt;
[461] As mentioned previously, this is giving a more self-consciously Neoplatonist dimension to the One creation myths.&lt;br /&gt;
[462] This helps motivate and root the basic cosmology model used in Volume 2, and helps explain the usage of terms &amp;quot;valence&amp;quot; and &amp;quot;planes of existence&amp;quot;, as coming from different cosmological models. This is inspired by the real-world esotericism usage of &amp;quot;planes of existence&amp;quot; with astral projection kind of stuff.&lt;br /&gt;
[463] This is directly based on real-world esotericism and astral projection. There&#039;s a reasonably strong case to be made that these concepts were part of the design of the Broken Land.&lt;br /&gt;
[464] These statements are derived from real-world occultism and esotericism. (Hermeticism, Gnosticism, etc.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states.[465] There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals.[466] This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection.[467] Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination.[468] Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions.[469]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[465] This is directly based on the worldview behind real-world alchemy. This setting up the framework for ascension belief systems.&lt;br /&gt;
[466] This is how the deities actually work as defined in DragonRealms.&lt;br /&gt;
[467] This is providing intellectual foundations for these kinds of doctrines, though there is some empirical fact involved, such as what might be worded instead as the &amp;quot;transcendence&amp;quot; of the disir, or Eorgina herself having said she gains power from her followers when Li&#039;aerion opened.&lt;br /&gt;
[468] This is partly based on Gnosticism, partly based on real-world use of entheogens for religious purposes, partly based on Lovecraft&#039;s Dream Cycle stories.&lt;br /&gt;
[469] This is based on real-world &amp;quot;mystery religions&amp;quot; as well as 19th and early 20th century esotericists/occultists looking to ancient mystery religions in this way. This is setting up motivation for House Elves to be importing some of this &amp;quot;folk&amp;quot; stuff back in more rationalist terms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is mostly thanks to occultists.[470] It was a heterogeneous movement that took different and inconsistent forms.[471] House Illistim tended to draw occultists focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight.[472] The universalism or cosmicism of the Faendryl tended to foster other kinds of occult societies.[473] Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae.[474] They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory.[475] But there were others of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.[476]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[470] This is setting up limited and distorted perspective of something that would otherwise have not been recorded at all.&lt;br /&gt;
[471] This eclecticism is thematic.&lt;br /&gt;
[472.1] There is a long-standing tension in the Lumnis lore, where she is a patroness of fortune tellers and soothsayers (dating back to the ICE Age when she was the patron of Astrologers which were basically what Moon Mages are in DragonRealms), and her Western followers emulate her by acting as oracles and seers in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. While she would also be the goddess of knowledge in the more sciences sense. &amp;quot;History of Lumnis&amp;quot; treats her like a general inspiration goddess of all forms of knowledge, and this wording here is partly based on Gift of Lumnis and RPA messaging. The Illistim patron gods are described in &amp;quot;Elven Dogma and Theology&amp;quot; and their societies along these lines are in the Illistim Society document. In any event, occultism is more of a third way thing, and not what would be seen as Illistim orthodoxy.&lt;br /&gt;
[472.2] With occultism and astrology, this is also tacitly interfacing with the Moon Mage and [https://elanthipedia.play.net/Plane_of_Probability stellar alignment] stuff with the concept realm (&amp;quot;Plane of Probability&amp;quot;) in DragonRealms. Which in turn via our occultism premise is a tacit interface for GemStone&#039;s mentalism with Moon Mage stuff. This is also tacitly rehabilitating via House Illistim the Valris (Lumnis) association with Astrologers, which are Rolemaster&#039;s version of Moon Mages.&lt;br /&gt;
[473] This is leveraging off the worldview bias set up for the Faendryl earlier in this document for the given reasons that motivated it.&lt;br /&gt;
[474] This is generally thematic for the Faendryl overall. But &amp;quot;History of the Faendryl&amp;quot; explicitly talks about how Fash&#039;lo&#039;nae is the closest thing the Faendryl have to a patron Arkati.&lt;br /&gt;
[475] These are categories of real-world occultist research. This is interfacing with Faendryl cryptozoology in other sections, regarding the traditions behind the Enchiridion Valentia.&lt;br /&gt;
[476] This is a Lovecraftian kind of notion, where Lovecraft himself was inspired by the Theosophists, but twisted into his cosmic horror version of it. This whole paragraph is embellishments to make sense of things that probably should have happened in context. The use of the word &amp;quot;jolt&amp;quot; is leaning on the [[Mind Jolt (706)]] messaging. This is also setting up some precedent of Faendryl prejudices on acceptable and unacceptable ways of approaching the demonic and extraplanar studies. This Marluvian occultism is a thread that gets picked up later in the sections about Bandur and Uthex and the Broken Land.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all.[477] That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana.[478] Natural philosophies were ignorant or self-limiting.[479] This may even be why we now define spheres of magic by effect.[480]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[477] This was directly based on the introduction of a real-world book on occultism from about a century ago.&lt;br /&gt;
[478] This is playing into the behavior of the dream world planes with their interaction with minds. This is not actually agreeing that such magic does not involve mana manipulation. But it is playing into how the esoteric mode of it allows understanding of what you&#039;re really doing to be limited, and that such people could believe they&#039;re doing something different from &amp;quot;magic&amp;quot;, which for the orthodoxy framed at that time would be elemental/spiritual thaumaturgy/theurgy.&lt;br /&gt;
[479] This is an anti-orthodox magic position from the rationalist worldview direction. It&#039;s about handling the sympathetic and esoteric magic traditions prior to the view of three spheres of magic rather than two spheres of magic.&lt;br /&gt;
[480] This embellishment is about rationalizing the earlier arguments about Arcane power, with terms like evoking and channeling, and the separatist worldview becoming dominant, and the wording for them like &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; is more effect/phenomenon oriented. But with philosophies likely having been invented trying to interpret them as substantitively correct, such as trying to believe matter is really constituted of handful of pure elements (of fire, air, earth, water.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts.[481] There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories.[482] &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity.[483] Grimoires are notorious for unreliability.[484] They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot;[485] These are, of course, crude over-generalizations of widely diverse indigenous beliefs.[486] &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and human druidism is ancestral to northern reivers.[487]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[481] This is true of real-world grimoires. It&#039;s also building in some unreliable narration in the sources of knowledge.&lt;br /&gt;
[482] This is inspired by real-world grimoires with their posulated hierarchies of demons and angels and so forth. Volume 2 has some made up excerpts from made up Elanthian occult grimoires in this sense, and Volume 3 gives a bunch of names for made up ones.&lt;br /&gt;
[483] It&#039;s important to emphasize things as convention schemes, and the historicism behind words meaning different things or different baggage/connotations/context in different eras. This is an important premise for what Volume 3 tries to do with the unliving.&lt;br /&gt;
[484] This is true of real-world grimoires.&lt;br /&gt;
[485] This is partly based on the hegemony of Elves in the Second Age, and partly because the word &amp;quot;shaman&amp;quot; really has been used for the non-elven races in GemStone, but there have been elven druids. This gives some more breathing space overall.&lt;br /&gt;
[486] This is a nod to controversy over the use of words like &amp;quot;shaman&amp;quot; in real-world anthropology.&lt;br /&gt;
[487] Trance states are a general &amp;quot;shamanism&amp;quot; motif. The last part about the reivers is glancingly trying to address the awkwardness of the multiple retcons of the reivers that have happened over the years. There&#039;s druidic stuff around Luinne Bheinn dating back to 1997, but the reivers have since been retconned to having much more recently migrated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded.[488] The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions.[489] Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot;[490] But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions.[491] They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends.[492] Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone.[493] It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it.[494] Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.[495]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[488] The &amp;quot;knowledge that was discarded&amp;quot; is one aspect of esotericism, and it&#039;s a folklore/mythology and literature thing in general to try to read vestiges of older stuff surviving in later stuff outside its older original context.&lt;br /&gt;
[489] This is a slight embellishment, but should be true.&lt;br /&gt;
[490] Auchand has tended to make his Arkati legend documents dubiously sourced or referred to as apocryphal. &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot; for example is &#039;&#039;&amp;quot;commonly held to be apocryphal&amp;quot;&#039;&#039;, and &amp;quot;[[Origins of Tonis]]&amp;quot; is &#039;&#039;&amp;quot;a translation of an elven text discovered in a cache near the Western Dragonspine.&amp;quot;&#039;&#039; And &amp;quot;[[Origins of Amasalen]]&amp;quot; is only around 150 years old and found in Icemule.&lt;br /&gt;
[491] This is extrapolating off the vague and unreliable nature of communes, and the explicit statement of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; that trying to directly ask Fash&#039;lo&#039;nae about this stuff would not be a useful approach. Likewise Voln refuses to answer theological questions in &amp;quot;[[History of the Order of Voln]].&amp;quot; &lt;br /&gt;
[492] The first part of this refers to such things as the krolvin version of religion in &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; and the Tehir view of Luukos in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; and the different symbols of Imaera in &amp;quot;[[Gods of Elanthia]]&amp;quot; and so on. The second part is an iconoclastic statement, which the IC author might apply to any number of things, such as [[Li&#039;aerion]].&lt;br /&gt;
[493] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; actually states in the analysis section that Fash&#039;lo&#039;nae admitted to making the Grandfather&#039;s Stone, which is supposed to be where he came from in the legend.&lt;br /&gt;
[494] There are lots of contradictions and inconsistencies between the religious legend documents. Xorus ripped through a lot of them in a Mist Harbor library [[Age of Darkness (lecture)|lecture]] once.&lt;br /&gt;
[495] This is treasure hunter and occultist kind of stuff in general, like with lost lands the Theosophists had various notions of Atlantis and Lemuria and so forth. The last part is an oblique reference to situations like [[L&#039;Naere]], whose rumored existence was buried by the Loremasters and House elites.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a backwards flux of methods into the Elven Empire.[496] It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning.[497] The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; had its roots in occult grimoires.[498] It was also this tradition that somewhat softened Elven materialism, making the Faendryl more open to the study of necromancy.[499]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[496] This is setting up part of the motivation for this section. It backdoors some of this other stuff back into urbanized civilization.&lt;br /&gt;
[497] This is an embellishment. But it&#039;s taking the folksy use of summoning circles, and maybe cunning folk apotropaic magic and the [[thanot]] lore with pentagrams being &#039;&#039;&amp;quot;the ancient magical symbol of protection.&amp;quot;&#039;&#039; Pentagrams have been used in demonic summoning contexts in game, such as on top of Bonespear Tower or the cavern of Castle Anwyn. So this embellishment helps mutate the practice into Faendryl summoning methods, where they become stripped of original culture context and made mechanistic.&lt;br /&gt;
[498] Enchiridion literally means &amp;quot;little handbook&amp;quot; in the real-world. This is an embellishment relating the occult grimoire stuff just described and making that a tradition/practice precedent where the subject of them instead became these extraplanar things. In terms of filiation of ideas. This is setting the Enchiridion Valentia in the context of two distinct intellectual traditions mixing in Second Age Faendryl (occultist / cryptozoologist) sorcerers.&lt;br /&gt;
[499] There is an initial rationalist/materialist prejudice set up, so this occultism third-way stuff with its backdoors gives an avenue for softening that up, which then gets motivated and pushed further along later by changing historical conditions. The ideal forms concept tacitly present in the &amp;quot;classical sorcery&amp;quot; definition gives a natural occultist interface into orthodoxy. This is also mildly trying to explain &amp;quot;[[History of the Faendryl]]&amp;quot; referring to Thyrsos Kanigel Faendryl as a &amp;quot;necromancer&amp;quot; in what sounds like was around the time of Patriarch 20, Eidiol Jivanatha Faendryl, who made the law requiring all summoners to report discoveries of new creatures into the Enchiridion Valentia. This would apparently have been in the -30,000s Modern Era. (&amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; implies Thyrsos got 48 people killed, and says initially Eidiol required summoning and valence travel to be scheduled in advance at the Basilica.) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III. The Undead War (-20,000 to -15,000 Modern Era)[500]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;[501]&lt;br /&gt;
&lt;br /&gt;
- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[500] This is using the convention of having a 5,000 year period for when Despana was known to exist. But the actual &amp;quot;Undead War&amp;quot; was much shorter, near the end of this time period. Technically, the Second Age could be brought all the way up to the Battle of ShadowGuard. The &amp;quot;orc wars&amp;quot; is not really defined explicitly, but probably refers to Dharthiir&#039;s orc/troll/etc. alliance, which began a few hundred years earlier. So this would support what this document does, distinguishing a kind of pre-Undead War conflict with Dharthiir in outlying land as like a preparation staging drill for the full scale war, and then the Undead War proper starts with what this document calls &amp;quot;the Surge&amp;quot; with the hordes of undead. This is reconciling the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; going further back into the -15,400s.&lt;br /&gt;
[501] This quote is from &amp;quot;[[History of Elanthia]]&amp;quot;. The last lines of it are an expansion on the original quote, which exists in a museum piece that was in the Wehnimer&#039;s Landing Museum, and is now in the Stormbrow Gallery on Teras Isle. &amp;quot;red elves&amp;quot; refers to the scarlet color Faendryl would wear. This quote uses specific names for different kinds of undead, which subtly creates the implication that these were known concept distinctions. Banshees were the highest level undead in GemStone at the time &amp;quot;History of Elanthia&amp;quot; was written.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals.[502] There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash.[503] This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead.[504] There are many kinds of undead, and many were known to exist in antiquity.[505] Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses.[506]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[502] This is an unfortunate misreading of &amp;quot;[[History of Elanthia]]&amp;quot; that was used in the &amp;quot;[[History of Luukos]]&amp;quot; legend. The Undead is a proper noun referring to Despana&#039;s horde, the document is not saying Despana created the first undead to ever exist. There are many reasons that would not make sense, and &amp;quot;History of Luukos&amp;quot; had to hedge by having Luukos doing it much earlier but not giving it to his followers. This document allows Luukos to have changed behavior after the Undead War, but does not endorse the lack of undead before Despana, which has established contradictions and does not make sense for a lot of reasons.&lt;br /&gt;
[503] This is referring to a legend in &amp;quot;[[History of Luukos]]&amp;quot; about Koar issuing a ruling after the Undead War.&lt;br /&gt;
[504] This obvious problem originates in &amp;quot;[[History of Elanthia]]&amp;quot;, and the Ur-Daemon having books makes little sense when they have since been depicted as behemoths.&lt;br /&gt;
[505] Volume 3 talks a lot about various kinds of undead, and which kinds exist &amp;quot;naturally&amp;quot;, and which would be very ancient beyond the Undead War period. It is also canon in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; that the Dhe&#039;nar learned to control the undead in the -40,000s when they were in Rhoska-Tor.&lt;br /&gt;
[506] This is playing off the Rhak Toram quote, though it is not 100% convincing. Because these terms could have all been coined during the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning.[507] Despana was the first necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields.[508] She innovated methods of hierarchical control, or leverage, as well as for rapidly increasing the size of her forces.[509] What had once been the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.[510]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[507] These are the embellishments introduced forcefully by this document. Incidentally, the term &amp;quot;demon-spawn&amp;quot; is used in &amp;quot;[[Ilynov Journal]]&amp;quot; at an earlier date than the Battle of Maelshyve, and the soldiers journal from Battle of Shadowguard also refers Despana&#039;s horde as &amp;quot;demons&amp;quot; and &amp;quot;fiends.&amp;quot; It also uses the word &amp;quot;ghost&amp;quot; as a notion of previous familiarity. It also uses the word &amp;quot;Lich&amp;quot; for Dharthiir. But it also expresses unfamiliarity with undead. The names Despana and Dharthiir seem to be gradually learned from the soldier&#039;s perspective, but this has to be regarded as the author&#039;s own unfamiliarity. The journal dubiously describes Despana herself being there, without mentioning how this identification is certain, or describing her at all.&lt;br /&gt;
[508] This embellishment need not necessarily be true, but could be a demarcation for explaining why Despana was a Big Deal comparatively, when necromancers of undead had already existed. This turning of the dead and raising corpses on the battlefield is illustrated in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document on 22nd Day of Koaratos. &lt;br /&gt;
[509] It was established explicitly in a Plat storyline called [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] that necromancers can only control something less than twenty undead without the use of artifacts or special artifices (e.g. alchemy, rituals). The Horned Cabal for example relies on using the Sphere of Sorrow to make big hordes, and the Plat storyline actually asserted the [[Fallen from Faith#A Call for Allies|first necromancer]] to make an undead did so with the Sphere of Sorrow, contradicting a commonly held interpretation that it was Despana and the Book of Tormtor. This hierarchy premise is central to the argument made in this section of the document. It motivates and explains why the Faendryl used demons, and why felt using demons (not, say, elementals) was the only option.&lt;br /&gt;
[510] This is referencing the Red Rot as well as the unhealing wounds in the Giantkin history for this period. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] also talks about a festering wound that could make the author turn into one of the undead. This document generalizes this somewhat, having Despana using magical disease curses. This is partly reviving the Rolemaster bestiary information on some of these undead, which were able to infect and turn others into undead. A mechanical example of a disease curse undead would be the [[shambling lurk]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.A Rhoska-Tor [511]&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes.[512] A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers.[513] It is sometimes spoken of as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War.[514] Its history is much older than Despana.[515] &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot;[516] This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles.[517] There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.[518]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[511] There is a lot of scattered Rhoska-Tor lore, and this tries to synthesize it into something coherent that makes sense of everything.&lt;br /&gt;
[512.1] It was referred to as &amp;quot;blackened&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;. In the original context of &amp;quot;History of Elanthia&amp;quot;, before the continent map was known, it was not obvious where Rhoska-Tor was in relation to the Southron Wastes. It can be regarded as a special region of the Southron Wastes, but often gets tretaed as its own region. Part of the problem is it hasn&#039;t been clear how wide an amount of territory qualifies as &amp;quot;Rhoska-Tor&amp;quot;, if it&#039;s the immediate vicinity of Maelshyve or if that&#039;s one spot in a Rhoska-Tor region. This document relents by letting Rhoska-Tor be a broader region, and defines the specific part of it where Maelshyve was built.&lt;br /&gt;
[512.2] This document is allowing volcanic rock to explain some of the &amp;quot;blackness&amp;quot;, but that should likely not solely be a matter of natural geology. &amp;quot;[[Origins of Tonis]]&amp;quot; says the Ur-Daemon actually &amp;quot;blackened the land&amp;quot; directly with the power of their corruption.&lt;br /&gt;
[513] This follows from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document description of it.&lt;br /&gt;
[514.1] This is historicizing the term, since this document gives it an earlier history than Despana, and explains why it was considered an old place of the Ur-Daemon when Despana was searching. This gives some flexibility for usages where Rhoska-Tor seems to be more narrowly referring to the vicinity of Maelshyve. &lt;br /&gt;
[514.2] The &#039;&#039;&amp;quot;blasted lands around Maelshyve&amp;quot;&#039;&#039; comes from the [[urglaes]] lore. It is described as &amp;quot;plains&amp;quot; by the Rhak Toram quote. &amp;quot;Badlands&amp;quot; is used to reflect the geological formation conditions described later in this section, and allows some hill formation stuff as a hook for fey banshee mythology and the ora lore with the very large ora mine in Rhoska-Tor, along with reconciling the hilly terrain description given for it in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[514.3] The language of &#039;&#039;&amp;quot;a barren and blasted land where life was never easy and nothing grew&amp;quot;&#039;&#039; also describes Rhoska-Tor on the Play.net [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp website page] for Old Ta&#039;Faendryl.&lt;br /&gt;
[515] At a minimum this is true because &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; is canonized, but this document fleshes out other reasons.&lt;br /&gt;
[516] This comes from the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document and taken as factual for at least the modern Dhe&#039;nar-si language. But here we&#039;re attributing it as ancient. &amp;quot;[[History of Elanthia]]&amp;quot; says &#039;&#039;&amp;quot;what is &#039;&#039;&#039;now called&#039;&#039;&#039; Rhoska-Tor&amp;quot;&#039;&#039;, so this term has to actually be more recent than when Despana searched for it, which is part of why we refer to it as a region of the Southron Wastes. And we say &amp;quot;descends from ancient Elven&amp;quot; rather than asserting it was always called that. This document uses generics like &amp;quot;southern wastelands&amp;quot; to not have it being called Rhoska-Tor in the Second Age.&lt;br /&gt;
[517] This is inspired by the &amp;quot;[[Origins of Tonis]]&amp;quot; document and the nature of Ur-Daemon body parts. The dark essence from them being left behind is taken from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. In the Tonis legend the &amp;quot;newborn Ur-Daemons&amp;quot; were &#039;&#039;&amp;quot;kept in a sort of creche dug out of the very earth, fed by its hot blood&amp;quot;&#039;&#039; in a location near their great portal.&lt;br /&gt;
[518] This is doubling down on this causative relationship which is being asserted in this document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is geologically bizarre and was drastically transformed in the Age of Darkness.[519] It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults.[520] It is named for the terrible outcroppings known as the Tor.[521] There are, in turn, pseudokarsts formed from this igneous rock, eaten away by caustic black blobs.[522] It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth.[523] These ancient lava fields themselves are artificial.[524]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[519] Taking all the details together makes for weird implications, such as the need for stable cavern systems, but also geological instabilities and some regional volcanism. This description is intended to be highly consistent with the existing room painting for the [[Southron Wastes]], which is the portion adjacent to the Rhoska-Tor region of the wastelands. This sentence is also being consistent with what is explicitly stated in &amp;quot;[[Origins of Tonis]]&amp;quot;: &#039;&#039;&amp;quot;The Ur-Daemon War sundered continents and warped the face of the world, as the horrors from beyond clashed with the drakes and their Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[520] The igneous protrusions are largely meant for the [[urglaes]] lore and the literal geological interpretation of &amp;quot;Tor&amp;quot;, though there are existing [[The Settlement of Eh&#039;lah|premises]] for volcanism in the subcontinent such as Sharath. The vertical faults and badlands are partly meant to explain the steep sloping (valley and hills) that is represented for near Maelshyve in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The limestone plateau is meant to explain the &amp;quot;plains&amp;quot; and presence of extensive underground caverns as karsts, as well as the presence of alabaster and marble and so forth. The mixing of plateaus with mountainous upheavals also already exists in the game, described as &amp;quot;cordillera&amp;quot; in the Southron Wastes room painting around the Ash Barrens section. &lt;br /&gt;
[521] This is a totally made up fact that was mentioned earlier. This document is setting these things up to be related to the Ur-Daemon having slumbered in lava underground, which is literally shown in game with the Beast imprisoned in Teras Isle.&lt;br /&gt;
[522] These &amp;quot;acidic lumps of jelly&amp;quot; and possibly the &amp;quot;plasmatic inky black horrors&amp;quot; were [[Wavedancer]] event creatures in the [[Southron Wastes]] and presumably magru based. So this is making a consistency with the [[magru]] in the Broken Land and our premise of Marluvians in the Southron Wastes. The Broken Land magru were made to imply they created the Dark Grotto tunnels by dissolving away the rock with sulfuric acid.&lt;br /&gt;
[523] This is primarily based on the Beast of Teras Isle, and to some extent on the &amp;quot;[[Origins of Tonis]]&amp;quot; legend. In the Tonis legend they were &amp;quot;infesting&amp;quot; the surrounding land, where it says the &#039;&#039;&amp;quot;corruption of them had blackened the land and twisted the rivers&amp;quot;&#039;&#039; which made Tonis thin and weak from exposure to it. The premise of &#039;&#039;&amp;quot;newborn Ur-Daemon&amp;quot;&#039;&#039; gestating in the &#039;&#039;&amp;quot;hot blood&amp;quot;&#039;&#039; of the earth in &#039;&#039;&amp;quot;creches&amp;quot;&#039;&#039; comes directly from &amp;quot;Origins of Tonis&amp;quot;.&lt;br /&gt;
[524] This statement is explained in the next paragraph. It rationalizes why this should be happening in the same place as a limestone plateau. It is implied in existing documentation as well. &amp;quot;[[Origins of Tonis]]&amp;quot; says: &#039;&#039;&amp;quot;The creatures oozed and glided across the land, deepening their corrosive grasp upon it by the moment. Sickened by what he saw, Tonis marked the location of the rift and prepared himself for the trip back. And then he saw the newborn Ur-Daemons. Skittering and terrible, they were kept in a sort of creche dug out of the very earth, fed by its hot blood.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Theorists have long speculated that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith.[525] They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes.[526] They corrupted the resulting earthnodes with their darkness.[527] This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism.[528] There were then eruptions toward the surface, and below the surrounding ocean.[529] The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash.[530] The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment.[531] Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns.[532] Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.[533]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[525.1] Regional volcanos known to exist include the great mountain at Sharath and [[Mount Ysspethos]] near Tamzyrr. This sentence is tacitly assuming some IC belief in plate tectonic action, though within setting it might be thought of as an artificial collision of the lands due to the scale of the powers unleashed in the Ur-Daemon War. (The I.C.E. Shadow World analog of the First Era war cataclysm had continents sinking.) The premise is based on the Beast of Teras Isle in its volcano. The &amp;quot;theorists have long speculated&amp;quot; line and what follows from it is an embellishment.&lt;br /&gt;
[525.2] This large scale geological disruption by the Ur-Daemon is already an existing premise in documentation. In the &amp;quot;[[Origins of Tonis]]&amp;quot; legend it is stated explicitly that they &#039;&#039;&amp;quot;sundered continents and warped the face of the world.&amp;quot;&#039;&#039;&lt;br /&gt;
[526] This is meant to explain the unnatural earthnodes of Rhoska-Tor and why they are magically corruptive. It follows naturally from the Ur-Daemon feeding on them. It also reconciles the dark essence or demonic energies explanations for Dark Elves with the unusual mana nodes explanations for Dark Elves. This is leaning on the I.C.E. Shadow World explanation of nodes as convergences of flows of essence.&lt;br /&gt;
[527] The &amp;quot;dark essence&amp;quot; in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; account.&lt;br /&gt;
[528] This is partly based on the definition for [[Energy Maelstrom (710)]], whose spell [https://www.play.net/gs4/info/spells/spelllist.asp?circle=6#710 description] was based on: &#039;&#039;&amp;quot;summon[ing] dark energy to swirl around him or her, creating a fierce storm.&amp;quot;&#039;&#039; Its original wording back to at least February 1994 was more explicitly invoking the &amp;quot;essence storm&amp;quot; concept, which was the I.C.E. version of what are now called &amp;quot;mana storms&amp;quot;: &#039;&#039;&amp;quot;The caster summons dark energy to swirl around him or her, creating an essence storm which will blast through everyone and everything in the room. A most potent spell which can be very dangerous to bystanders.&amp;quot;&#039;&#039; That these storms could trigger volcanic behavior was part of the I.C.E. lore for them, and there was some indication of similar behavior (more moderate) as well as quaking when the Elemental Confluence was approaching Elanthia.&lt;br /&gt;
[529] This explains some ancient lava fields for the [[urglaes]] lore and Rhoska-Tor being &amp;quot;blackened&amp;quot;. It also explains why the previous paragraph referred to the lava as artificial, and the Ur-Daemon wanting it to the surface so they could submerge in it.&lt;br /&gt;
[530] This boiling seas and skies blackening with ash premise is meant to be a de-mythologized explanation for the Orslathain sunstone lore in the &amp;quot;[[Elanthian Gems]]&amp;quot; document, which suggests the sea was boiling and tons of soot was getting thrown into the atmosphere during the Ur-Daemon War. This is tacitly assuming the sea levels were higher in that period (it is established that this is fluctuating over millennia such as in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;, and past [[Opalina&#039;s Diary#Exploration of Moonsedge|warmer climates]] without northern ice such as described by [[Barlan Kane]]), so the ocean would be further inland closer to what are now the wastes, whereas the present day climate has glaciers and ice sheets. This description of the heavy sudden floods and inland swells of dead marine matter is meant to rapid form limestone and set up unstable badlands conditions on top of it or further inland. This is consistent with the Southron Wastes room painting, which depicts very unstable geological formations of shale and limestone which are violent upheavals, as well as slot canyons which are implicitly flash flood hazards. Sinkholes would implicitly be another hazard under these conditions. &lt;br /&gt;
[531] This frames limestone formation, which can happen quickly under ideal conditions. The &amp;quot;[[Elanthian Gems]]&amp;quot; documentation establishes there is a lot of alabaster in southwestern Elanith, and that there was a huge amount of alabaster in Rhoska-Tor, which is made from sulfurous volcanic geothermal water and limestone (though possibly as an evaporite), assuming it is gypsum alabaster (while calcite alabaster is made from stalagmitic limestone, but harder and less of a match for the &amp;quot;Elanthian Gems&amp;quot; description). Though this alabaster has been almost all turned into despanal by sorcerous energies. We are using a model where the limestone plateau is closer to the ocean, and badlands are further inland. The huge amounts of shale of the Southron Wastes could then come from long-run drainage of the Rhoska-Tor badlands. This rapid accumulation of marine skeletal matter is also partly meant to help motivate why later historians believe the Ur-Daemon drained the mana &#039;&#039;&amp;quot;bound around all life.&amp;quot;&#039;&#039; There&#039;s a lot of skeletal matter in the Southron Wastes room painting, but that&#039;s probably more about the absence of water in the environment.&lt;br /&gt;
[532] This explains the extensive underground caverns. The black blobs previously mentioned and the lava could have pseudokarsts in the igneous rock as well. That would be further west in the badlands region, closer to the Southron Wastes region visited from the Wavedancer.&lt;br /&gt;
[533] This is meant to explain why it looks like a valley in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document but plains in &amp;quot;[[History of Elanthia]]&amp;quot;. Strictly speaking, &amp;quot;plains&amp;quot; and &amp;quot;valley&amp;quot; are not a contradiction as the plain can be enclosed on two sides and be a valley, but here we are describing something like a &amp;quot;rift valley&amp;quot; with (limestone) plains toward the east and then badlands of unconsolidated sediment (with sandstone) further west, and with the climate of Rhoska-Tor this would need to be a dry valley with underground drainage in the karst system of a limestone plateau. This would probably be volcanic tuff (e.g. the Easter island heads) and tuffaceous / basaltic sandstone from hydromagmatic explosions, which would help explain Rhoska-Tor being described as &amp;quot;blackened.&amp;quot; This would be consistent with deposition distribution patterns of sandstone and limestone that would come from rising water levels from the east. (The part of the [[Southron Wastes]] southwest of Rhoska-Tor was painted for Wavedancer, and has a lot of limestone and sandstone in parts. But the Southron Wastes has whole mountain formations of shale, as well as &amp;quot;ashen barrens&amp;quot;. That is potentially consistent with our description of Rhoska-Tor geology, assuming the water from Rhoska-Tor had slow / stagnant drainage into the west. There is a constraint of &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot; both implying a battle turned it into a lifeless waste, and &amp;quot;History of Elanthia&amp;quot; has petrified trees there with preserved carvings from that time period.) Though this is secondary and we are emphasizing sulfuric acid cavern formation from geothermal conditions, partly to explain the alabaster (gypsum) presence, and the Patriarchal palace from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; is marble which is metamorphic limestone. This is saying &amp;quot;reminiscent of a valley&amp;quot; mainly to emphasize the artificial and tectonic ways it came to exist, as an embellished premise of this document, and to keep the Tor concept as hilly badlands rather than a single confined valley. In fact, &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also describes the area as hilly, so we need a hill concept: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039; The description of the trees and wildlife perhaps needs to be treated as a Sylvan history cultural distortion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are untold horrors in the darkest depths of Rhoska-Tor.[534] The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns.[535] Though the region is unstable, sometimes suffering cavern collapses from earthquakes.[536] Further below ground are unknown ruins and dangerous races.[537] The violence to the flows of essence in this region have caused rifting in the veil, forming often unstable or temporary gateways to other worlds.[538] There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.[539]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[534] This is made up as a potentiality hook. It would be a waste to not have the deep underground be this way. But it is not totally made up, because there are at least some unfamiliar monsters, generalizing off the loresong of [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]] from Hunt for History.&lt;br /&gt;
[535] It is an embellishment to imply that there&#039;s a lot more further down, possibly areas sealed off by cave-ins. The premise of deeper caverns and those being worse was framed to some extent by &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[536] This was the premise of the Maelshyve archaeological dig event that happened in game, where there was also mana storming that happened. These cave-ins have to be infrequent for the Maelshyve caverns to make sense in the first place. The quaking does not have to be tectonic, necessarily, it could be instabilities from the rapid way we have the geology of the area forming. There could very plausibly be sinkhole hazards in Rhoska-Tor as well.&lt;br /&gt;
[537] This is partly made up. But reasonable and likely what should exist. Especially with this document&#039;s premise that the Faendryl pushed pre-existing forces in the area below ground with the expansion of Faendryl control of the land. The existence of unfamiliar underground monsters below Rhoska-Tor fought by the Faendryl is already canon in the Hunt for History loresong for the item [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]].&lt;br /&gt;
[538] There was mana storming during the Maelshyve archaeological dig event, and rifts can form naturally from this kind of phenomenon. There was an underground rift like this in the Southron Wastes room painting during the Wavedancer event. (That is not meant to imply that particular rift was one of these &amp;quot;hellgates&amp;quot;, and might even only have been originally intended as a poetic description of a wall fissure. However, it very strongly resembles the messaging that was later used for the ebon-swirled primal eyeballs, which spontaneously arrive in the Southron Wastes through crimson rips in reality with bursts of heat.)&lt;br /&gt;
[539] It is an embellishment to imply this is a routine phenomenon in the region. But it is canon from the Eyes of the Dawn storyline that the ebon-swirled primal demons reside natively in the Southron Wastes. While also existing in other valences. The term &amp;quot;hellgates&amp;quot; is made up, but fitting for the concept. This is also providing a hook for Marlu in &amp;quot;[[Gods of Elanthia]]&amp;quot; possibly drawing power by loosening &amp;quot;the portals&amp;quot; between dimensions, which implies there must be portals to demonic realms sitting around somewhere that can be loosened. These could be under Lornon, for example, but it would make sense for them to be in the &amp;quot;old places of the Ur-Daemon&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cavern:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Dark Cavern, Nexus]&lt;br /&gt;
Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth &#039;&#039;&#039;from a scarlet-laced russet rip in space.&#039;&#039;&#039;  Waves of essence buffet the area every so often, &#039;&#039;&#039;gusting with the roaring heat&#039;&#039;&#039; of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal Demon Eyeball Rifts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A ripple of heated air begins to waver in midair, &#039;&#039;&#039;emitting waves of heat&#039;&#039;&#039; throughout the area.  Soon, a &#039;&#039;&#039;jagged crimson line begins to form&#039;&#039;&#039; in the center of the disturbance, extending both vertically and horizontally, the line begins to &#039;&#039;&#039;rip a tear in reality.&#039;&#039;&#039;  Within moments, an ichor-soaked floating primal eyeball emerges from the newly formed opening and when it is clear, the tear shuts rapidly behind it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many demented edifices and terrifying monuments in Rhoska-Tor, owing to its long history of dark theocracies and cults.[540] There are dangerous traps that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped.[541] The landscape is as exotic as it is filled with deadly mysteries.[542]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[540] This would follow reasonably if the premise was allowed for this to be the region where the bad stuff was concentrated all the way back to the Age of Darkness, and for being one of old places of the Ur-Daemon. The climate is presumed to be relatively good at preserving things long-term. Strictly speaking this is an embellishment, but Varevice is [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp logged] as having intended eldritch ruins in the region, when she was building New Ta&#039;Faendryl (never released.) Mhorigan had previously [http://www.beaconhall.net/tsoran/forums/history-forum.html stated] that much of (New) Ta&#039;Faendryl was intended to be an underground city, which would help fix the underground period&#039;s definition problem.&lt;br /&gt;
[541] This is made up. But concrete actually used examples of &amp;quot;snares&amp;quot; are given in Volume 3, and this would be an obvious place to have some.&lt;br /&gt;
[542] This is a guiding hook. Because Rhoska-Tor is very thinly defined in existing documentation. It should not be just another desert, there should be something very obviously &amp;quot;wrong&amp;quot; with it just by looking at it. Like the land itself is tortured and unnatural.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to Rhoska-Tor, especially close proximity to the Tor themselves, induces transformations in the living.[543] Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan.[544] Gnomes become feral and were banned by Patriarchal decree.[545] Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows.[546] Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves.[547] Their features become sharper, their bodies physically weaker, with greater capacities for magic.[548] Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language.[549] The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is constructed directly from intonations, through layers of overlapping sounds involving no shared vocabulary of words.[550] In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become quite pale or other complexions.[551]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[543] This is trying to generalize and expand the corrupting influences beyond Maelshyve or even the Battle of Maelshyve, so that the whole region has a lot of bad juju, and some of these spots are that much hotter with badness. The Southron Wastes in general could have a lot of bad juju, but this is trying to be careful to limit the scope to talking about this one area of the southern wastelands, so as to not exhaust the whole thing in a single sweeping definition. Overall these places are better treated with slices of insight like the Wizardwaste in order to not hollow out their menace.&lt;br /&gt;
[544] This is from the &amp;quot;[[Giantkin History]]&amp;quot; documentation.&lt;br /&gt;
[545] The second part of this is canon from the [[Lines of Blood: A History of the Gnomes|Gnome history]] document, though the reason for it is not given, and it is not entirely clear if they are totally banned from the city or only banned from residence. The first part is playing off the feral gnome sickness in the gnome history, and this premise was used for a Dark Elven [[The Dark Mirror (story)|horror story]] from Xorus. The general idea would be gnomes getting too close to those underground ruins of Maelshyve and getting twisted by the dark magical forces. (This is similar in premise to the [[bloody halfling cannibal]]s from the halfling settlement near the Hinterwilds.) But the Faendryl also would not want them snooping around, with all the control they do on the spread of sorcerous knowledge.&lt;br /&gt;
[546] The Collectors are from the Felstorm storyline approaching River&#039;s Rest in 5112. The Disciples of the Shadows have their corruption defined in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, and other shadows corrupted NPCs have been encountered, such as Therendil (nominally Marluvian) having tentacles from his head and Quinshon having shadow tentacles for a mouth.&lt;br /&gt;
[547] This is a term some players used over 20 years ago, referring to how some Dark Elves had acquired darker skin complexion near Maelshyve.&lt;br /&gt;
[548] This is foundational from &amp;quot;[[History of Elanthia]]&amp;quot; and was also in &amp;quot;[[History of the Faendryl]]&amp;quot;, and similar changes happened to the Dhe&#039;nar earlier.&lt;br /&gt;
[549] The &amp;quot;[[Dark Elven languages]]&amp;quot; document describes why there is a universal Dark Elven language.&lt;br /&gt;
[550] This embellishment is reconciling the &amp;quot;[[Dark Elven languages]]&amp;quot; document with statements during an OOC meeting by GM Khshathra, the Dark Elf guru around 2012, trying to treat Dark Elven as a mode of signaling or communication rather than language itself. (i.e. Dark Elven mode of communicating in the Common language and non-Dark Elves not being able to catch all of it). That seemed inadequate and not entirely consistent with the &amp;quot;Dark Elven languages&amp;quot; document, so this premise reconciles both notions and explains its universality and why it cannot be understood by other races and why it does not depend on shared vocabulary and why it has no etymology in common with other languages. Elsewhere in this document refers to &amp;quot;orthographic conventions&amp;quot; of Dark Elven, because there would not be a single version of writing for the language at all times among all fractious and dispersed groups.&lt;br /&gt;
[551] It was already established in &amp;quot;[[History of Elanthia]]&amp;quot; that only the ones closest to the ruins of Maelshyve had skin darkening, and the Dark Elven skin color range mechanically goes all the way to pale. So this is doubling down on the term &amp;quot;Dark Elves&amp;quot; not really, for the most part, referring to skin color. But still having complexion altering effects.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor.[552] Blame is widely attributed to the many unusual mana focii,[553] the dark magic of Despana or the undead,[554] the corruption of the demons summoned by the Faendryl,[555] sorcerous backlashes and explosions,[556] the implosion and unhealed tear in reality at Maelshyve,[557] mana storms,[558] the unholy power of the Ur-Daemon,[559] the valencial tears and instability deep underground,[560] and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.[561]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[552] This is trying to reconcile the many disparate explanations that have been given for the magical effects in the region (e.g. the changes on Dark Elves) across scattered documents. The only solution is to include all of them simultaneously, but point out which ones pre-date Despana.&lt;br /&gt;
[553] This one was in &amp;quot;[[History of Elanthia]]&amp;quot; and the [https://www.play.net/gs4/info/races/darkelf.asp Dark Elf page] on the Play.net website, which omits that it was those closest to the Maelshyve ruins that had the skin darkening while the other changes were more widespread. But that also cannot be about Maelshyve itself, due to the Dhe&#039;nar, but rather whatever it was Maelshyve was built on top. It is not obvious from &amp;quot;History of Elanthia&amp;quot; that it was mana foci that did the skin alteration, which in turn isn&#039;t something that happens to ordinary Elven wizards spending all their time in workshops on nodes, but this document embellishes and explains it in terms of dark essences corrupting the earthnodes.&lt;br /&gt;
[554] There is some of this in &amp;quot;[[Elanthian Gems]]&amp;quot;, such as the despanal lore, and possibly the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[555] This was in &amp;quot;[[History of the Faendryl]]&amp;quot;&lt;br /&gt;
[556] This is in the magically altered insects document, &amp;quot;[[Insects Changed by the Magical Landscape of Elanthia]]&amp;quot;&lt;br /&gt;
[557] This is in &amp;quot;[[History of the Faendryl]]&amp;quot; and the premise reinforced in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;.&lt;br /&gt;
[558] Not in documentation. But this was framed as a phenomenon in the area in the Maelshyve archaeology dig event.&lt;br /&gt;
[559] This was in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and arguably in the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[560] This premise is mostly in this document, but for the reasons motivating them.&lt;br /&gt;
[561] This is necessary because the Dhe&#039;nar are canonized and vastly pre-date the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding.[562] There have been cases of powerful, very old Dark Elves, who must feed on magical energies.[563] Not unlike the Collectors.[564] Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal.[565] There is an unusually high amount of cursed metals, or those associated with the sorcerous elements, especially urglaes which is found in the ancient lava flows.[566] Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons.[567] In the present day the Agrestis often relies on hired Palestra as security for miners.[568] There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &amp;quot;dowsing&amp;quot; methods to seek out troubles.[569]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[562] This was the premise in the player-created Dhe&#039;nar lore, but may not be explicitly present yet in canon documentation. In the canon documentation it is masked in a propaganda sort of way by racial purity rhetoric.&lt;br /&gt;
[563] This comes from the player-created Dhe&#039;nar lore, but magical energy eating is a canon concept in various contexts. Such as the Ithzir and the Ur-Daemon. One of the canon lizards from down there in &amp;quot;[[Creatures of Eh&#039;lah and Sharath]]&amp;quot;, the sha&#039;rom lizard, absorbs magic energy similar to the myklian in the Broken Land. Volume 2 gets into this concept.&lt;br /&gt;
[564] The Collectors are a storyline group who try to escape mortality by feeding off the magical power of relics / artifacts.&lt;br /&gt;
[565] This is from the &amp;quot;[[Elanthian Gems]]&amp;quot; document and the geochemical nature of alabaster.&lt;br /&gt;
[566] This is extrapolating off the [[ora]] mine and [[urglaes]] deposits and so forth in the materials and gems documentation.&lt;br /&gt;
[567] This embellishment is leveraging off the prior hellgates concept, and the geological instability of the badlands. The prehistorical artifacts part is a potentiality hook. It is partly inspired by the veil iron obelisk thought to be an [[Ur-Daemon]] artifact that was in the Wehnimer&#039;s Landing museum and now present in the Stormbrow Gallery, which I&#039;ve been told at one point (circa 2000ish) allowed familiars to pass from the Landing to Teras and/or allowed access to the Teras thought net from the Landing. Though I do not know for certain that is true. But that obelisk was &#039;&#039;&amp;quot;recovered from the ora mines in Rhoska-Tor.&amp;quot;&#039;&#039;&lt;br /&gt;
[568] This is an embellishment leveraging off &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, where the Palestra are used throughout the Pentact branches.&lt;br /&gt;
[569] This is a made up premise, but straight forward from the previous premise of mining under these conditions. Similar mining hazard concept was used in the Shadow Valley story, the &amp;quot;[[Tale of Silver Valley]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.B Despana&lt;br /&gt;
&lt;br /&gt;
No one knows who or what Despana was.[570] There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha.[571] There are cultists who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor.[572] Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover.[573] Her contemporaries believed she was from the jungles beyond the Southron Wastes.[574] There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash.[575] &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[570] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;, the foundational information for Despana.&lt;br /&gt;
[571] This is riffing off &amp;quot;[[History of Elanthia]]&amp;quot; saying of Chesylcha: &#039;&#039;&amp;quot;There are as many stories about her death as there are storytellers.&amp;quot;&#039;&#039; The word &amp;quot;disappearance&amp;quot; is used instead of &amp;quot;death&amp;quot; because she is only presumed dead in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is reinforced in the [[Maeli Gerydd]] museum piece having Maeli Gerydd (in the wedding party) going missing, and the [[forehead gem]] loresong has the gems of Chesylcha&#039;s handmaids ending up in the ocean. There is also inconsistency between documents on what actually happened to Chesylcha. In &amp;quot;[[History of the Faendryl]]&amp;quot; Chesylcha&#039;s throat is slit, while in &amp;quot;[[History of Elanthia]]&amp;quot; it says &#039;&#039;&amp;quot;Whether it was a Nalfein or Human assassin, or whether she simply fell ill, none are certain.&amp;quot;&#039;&#039; Whereas the Faendryl history states: &#039;&#039;&amp;quot;but the Faendryl never had a doubt as to what happened. The evening of her death, Chesylcha&#039;s three sisters all fell to their knees, screaming in pain and holding their heads. When they were again sensible, each reported seeing the same thing: an assassin of House Nalfein, there by grace of a secret alliance between the Nalfein and the Ashrim, slitting their sibling&#039;s throat.&amp;quot;&#039;&#039; This inconsistency would not make sense if there was a body that could be examined.&lt;br /&gt;
[572] This is what [https://elanthipedia.play.net/Maelshyve Maelshyve] is in DragonRealms, she [https://elanthipedia.play.net/Category:Planes#The_Planar_Void comes back] to Elanthia having been banished. This line is letting the deranged demon worshippers be onto something. The consistency hook on Maelshyve and DragonRealms is another motivator for there being either permanent or temporary &amp;quot;hellgates&amp;quot; under the wastes from rifting / instabilities, so that theory of Despana&#039;s origins has some sense of how she got here in the first place, since this document is also committing to the severe impracticality of demons and other extraplanars being able to get into our plane without the way opened on this side for them.&lt;br /&gt;
[573] This is based on the museum artwork that was in Wehnimer&#039;s Landing, now in Stormbrow Gallery.&lt;br /&gt;
[574] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[575] This is from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption.[576] They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian. Others counter this by asserting the mountains in the Southron Wastes are highly unstable, and seem to be unnatural geological upheavals of shale and limestone from the Ur-Daemon War.[577] They doubt the mountain even existed before the Great Fire. The earliest recorded rumors of Despana began in -19,864 shortly after this disaster.[578]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[576] It is represented as a volcanic eruption in &amp;quot;[[The Settlement of Eh&#039;lah]]&amp;quot;. In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it makes it sound like the mountain was not even there prior to the cataclysm. This line is reflecting that tension. The counter-arguments to this might include the fact that the nearby Southron Wastes is full of clearly geologically recent mountains of shale rock that is constantly rumbling and unstable with landslides. Which is potentially consistent with the Ur-Daemon sundered / tortured earth in &amp;quot;[[Origins of Tonis]]&amp;quot;, and there could be unnatural sudden mountain formation for some deep underground reason. Precedents such as Melgorehn&#039;s Reach establish the within-setting plausibility of an artificial or rapidly formed mountain.&lt;br /&gt;
[577.1] Extrapolating off &amp;quot;Obsidian Council&amp;quot; as the name of the new governing body after that cataclysm in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. There was also volcanic glass on the white beaches next to the jungles beyond the Southron Wastes during the Wavedancer event.&lt;br /&gt;
[577.2] This is directly based on the room painting and environmental hazard mechanics of the Southron Wastes, and the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; wording implying the great mountain did not exist until after the cataclysm.&lt;br /&gt;
[578] This is cross-referencing the approximate timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; with the exact date used for Despana in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This line is not meant to be implying the disaster was also in the year -19,864. Only that on Elven time scales these were not far off from each other, and giving a little bit of motivation for &amp;quot;[[History of Elanthia]]&amp;quot; saying her contemporaries believed she was from the jungles down there.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics.[579] It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor.[580] In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years.[581] While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization.[582] Despana herself was not regarded as a great threat from the very long precedent of her inaction.[583]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[579] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; and following the implication of &#039;&#039;&amp;quot;her quest succeeded when she found the Book of Tormtor&amp;quot;&#039;&#039; in what is now called Rhoska-Tor. In that time period it would have been considered the nearest part of the Southron Wastes to the Elven Empire. It might even be that Maelshyve was built in that spot looking forward to that reason.&lt;br /&gt;
[580] &amp;quot;[[History of Elanthia]]&amp;quot; establishes that Maelshyve was a keep built in Rhoska-Tor. This sentence refers to it as &amp;quot;haunted lands&amp;quot; due to this document&#039;s arguments about how undead should naturally be present there because of taint / corruption.&lt;br /&gt;
[581] This is the embellishment introduced for this region by this document.&lt;br /&gt;
[582] This is limiting the scale and scope of the practical threat in the Second Age from this region.&lt;br /&gt;
[583] This is explicitly recognizing the very long delay between her construction of Maelshyve and the Undead War, in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, while &amp;quot;[[History of Elanthia]]&amp;quot; had said those undead constructed Maelshyve and that &amp;quot;their numbers grew rapidly.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War.[584] It was founded on an ancient mound of the Old Ones known as the Torm Tor.[585] It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon.[586] There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally.[587] Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through esoteric methods, and thereby knowledge of dark magic more immediately through mental contact.[588] Whether through ruins or some lingering presence below the wastes.[589]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[584] These are the dates from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[585] This is totally made up. The premise was framed earlier in this document that Tor refers to the geological feature. Rhoska-Tor is a name that was coined later, per the wording of &amp;quot;[[History of Elanthia]]&amp;quot;, so the &amp;quot;tor&amp;quot; could have come from Book of Tormtor (where Tormtor is a Drow easter egg from Dungeons &amp;amp; Dragons.) But since we are using &amp;quot;Tor&amp;quot; in the sense of Glastonbury Tor, this line is going the opposite way with it. The supposed &amp;quot;Book of Tormtor&amp;quot; is being called that because Maelshyve is built at the Torm Tor, where the implication here is that there is some &amp;quot;Torm&amp;quot; Ur-Daemon. Perhaps the in-world setting etymology root of the word &amp;quot;torment.&amp;quot; Calling this a mound is partly motivated by banshee mythology and partly by keeps being built on mounds.&lt;br /&gt;
[586] As previously mentioned in these footnotes, the Dark Elven language could not have been called &amp;quot;the voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;[[History of Elanthia]]&amp;quot; implies the placename &amp;quot;Rhoska-Tor&amp;quot; was invented later. And there&#039;s some reason to argue that Dark Elves should not have been considered a racial concept in the Second Age, since the Faendryl were not called Dark Elves until after the Ashrim War. So the premise is that contemporaries are using this wording to refer to the tongue of the demon worshippers posited to be in that region.&lt;br /&gt;
[587] It does not actually make literal sense for there to be a book written in the language of the Ur-Daemon and that mortals with no knowledge of that language would be able to read it. There is the &amp;quot;comprehend languages&amp;quot; kind of magic, of course, but that is Mentalism and Elanith does not have Mentalism magic in that time period. It would have to be more esoteric.&lt;br /&gt;
[588] This is a Lovecraftian notion of somehow learning extinct languages across time or mental contact with dead/sleeping daemons.&lt;br /&gt;
[589] One way would be essentially a kind of Ur-Daemon artifact after all, whereas the other could be one of the Ur-Daemon (or some other malign entity) itself.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then if the book existed, it was from Despana herself writing it.[590] Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier.[591] It was a relatively common interpretation to believe that this was actually written in an orthographic convention of the Dark Elven language.[592] While the Dhe&#039;nar were not the only Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would lead to them being blamed.[593]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[590] This would make a sensible path for an actual book existing while retaining the truth of that Ur-Daemon link.&lt;br /&gt;
[591] These are from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; respectively. Along with &amp;quot;[[History of Elanthia]]&amp;quot;, all three of these documents have Illistim NPC scholars listed on the top, so taking that with &amp;quot;History of Elanthia&amp;quot; saying none can now know what its contents were, the only conclusion available is that scholars do not actually know what the Book of Tormtor was in reality. It&#039;s more of a mythical thing for explaining or rationalizing Despana. This document actually creates an avenue for the Book of Tormtor not needing to have existed for Despana to have done what she did.&lt;br /&gt;
[592] This is explicitly talking about the alternative possible meaning for language of the Daemons. With the stipulation that in that time period Dark Elves probably were not thought of as a race in the way they are now. This also opens the possibility that the written form of Dark Elven is some dominant convention in the region that comes from the Despana period.&lt;br /&gt;
[593] The rumor of her being from those southern jungles, the notion of the Book of Tormtor possibly being left behind by the ancient Dhe&#039;nar, the prophecy of Noi&#039;sho&#039;rah (perhaps mangled by contemporary knowledge of Despana), and maybe whatever undefined involvement of the Dhe&#039;nar in Despana&#039;s agenda. The Dhe&#039;nar might also be perversely leaning into the theory that Despana was Dhe&#039;nar themselves. The point of this is to provide a hook for why Dhe&#039;nar become called &amp;quot;Dark Elves&amp;quot; as a whole lineage when it took Ashrim genocide for the Faendryl to get labeled &amp;quot;Dark Elves&amp;quot; and that term should really originally have been about cultural condemnation. This is a subtlety. But it&#039;s a mistake to just naively take the Dark Elf racial mechanic that simply and literally, when the lore behind the term gives it a political motivation and meaning. But Dark Elves as a whole are not an ethnicity, with radically divergent cultures, and at best are a shared language group.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep.[594] However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105.[595] There have been countless fake Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics.[596] What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they had never been wielded as vast armies by necromancers.[597] Widespread undeath had only been encountered when dealing with extraplanar horrors such as the Vishmiir.[598]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[594] This is going off &amp;quot;[[History of Elanthia]]&amp;quot; saying the book was lost in the events that followed.&lt;br /&gt;
[595] This is from the [[Animate Dead (730)]] release events. Shar had previously been searching for the Book of Tormtor in the late 90s.&lt;br /&gt;
[596] This is an embellishment. But there is no way this would not be true.&lt;br /&gt;
[597] This is the perspective and framing being built by this document.&lt;br /&gt;
[598.1] The [[Vishmiir]] had fought with the Elven Empire according to &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, and the Vishmiir make hordes of undead minions. (This document references the Vishmiir several times just because there are so few ancient things like this that are already defined.) This is just generally acknowledging that these extraplanar threats we deal with typically come with undead hordes, so even if it happened less often in the Second Age, larger scale undead incidents would happen with extraplanar horrors / demons. This document is just leaning on the Vishmiir in particular because there is explicit lore and loresong implying how ancient they are in their relationship to Elanthia. The embellishment that no vast armies by necromancers had been done before was mentioned previously in this document, but that does not necessarily have to be true. It&#039;s just helping distinguish Despana while having necromancy of undead be a known thing for thousands of years prior. Despana might be taken as having innovated rotting corpse kinds of undead, especially communicable diseased undead.&lt;br /&gt;
[598.2] The Faendryl method of countering her strategy also helps explain an apparent absence (or at least lack of effectiveness) of future imitators of Despana. Whatever of these that have happened since then were presumably put down within the region by the Faendryl, along with the Grot&#039;karesh and Dhe&#039;nar and so forth. There seems to be nothing established about clashes with the Horned Cabal, for example, within the subcontinent region [[Story of the Volnath Dai|prior to]] Grandmaster Fineval and invading the Turamzzyrians.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness.[599] With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a hierarchy of command over hordes of lesser undead.[600] The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves.[601] Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches.[602]&lt;br /&gt;
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[599] This is from the [[urglaes]] lore. It is reviving the Rolemaster lore for the metal, though that was still roughly preserved in the urglaes lore. The term &amp;quot;elemental darkness&amp;quot; is a convention used in this document, being shorthand for &amp;quot;the sorcerous element of darkness.&amp;quot; This is elaborated in Volume 2.&lt;br /&gt;
[600] This premise was framed earlier in the document. There is some existing framing for necromancers in Elanthia needing to leverage off artifacts or minions to control large scales of undead. Some of this is relatively implicit (e.g. the Horned Cabal&#039;s dependence on the Sphere of Sorrow for wielding large hordes; the Tablet of Death, etc.), but it was also explicit in the [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] storyline in Plat. This is setting up a vulnerability in her horde methodology that makes the Faendryl summoning demons a silver bullet for stopping her.&lt;br /&gt;
[601] This is reviving the Rolemaster bestiary lore for these kinds of undead. It was true of skeletons, zombies, and ghouls.&lt;br /&gt;
[602] This was explicitly true in the Rolemaster bestiaries, which was the creature lore at the time &amp;quot;[[History of Elanthia]]&amp;quot; was being written in late 1995.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts.[603] Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland.[604] Methods were made so that the fallen on battlefields would rise together in mass.[605] Most importantly of all, Despana was a plaguelord, fashioning cursed diseases.[606] Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries.[607] These were as the transformation curses of witchcraft, except resulting in the undead.[608] Ghouls would make more of themselves by clawing with their nails.[609] Others were infected through contact with fluids, or through bites, or even through pestilent vapors.[610]&lt;br /&gt;
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[603] This document is preferring to treat the Rhoska-Tor banshees as corrupted nature spirits (fey) from the taint of the Ur-Daemon, so that Despana is really conjuring / summoning them, rather than the kinds of banshees that come from cursed sorceresses. Being categorically different from the rotting corpse undead, this is giving her a different control method. In DragonRealms the [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds banesidhes] are black-hearted fey as well, and GemStone has had bainsidhe invasion creatures in the past (e.g. Castle Anwyn).&lt;br /&gt;
[604] Possession of corpses by spirits is a concept in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, and this notion of burial in tainted lands is a trope that is also present. The Grot&#039;karesh incidentally keep their dead in crypts.&lt;br /&gt;
[605] This was described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot;.&lt;br /&gt;
[606] The most clear and explicit example of this is the Red Rot.&lt;br /&gt;
[607] This is represented in the &amp;quot;[[Giantkin History]]&amp;quot;, and the latter part especially is explicitly described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard]]&amp;quot; soldier&#039;s journal document, which also has the festering wounds.&lt;br /&gt;
[608] This is an embellishment but the framework of this document giving historical continuity between these traditions.&lt;br /&gt;
[609] This is the original ghoul lore from Rolemaster. By 1995 the disease curse from ghoul nails was known as Ghoul Rot.&lt;br /&gt;
[610] The fluids and bites are generic. The pestilent vapors (like the Living Dead movies) raising undead is something Raznel was actually doing in the [[Witchful Thinking]] storyline, but for the notion of infecting, the Red Rot was treated as airborne when it resurfaced in 5103 (though it was not represented as turning Dwarves into undead.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire.[611] The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497.[612] This was about three hundred years before the siege of ShadowGuard.[613] In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action.[614] There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief out of the southern wastes.[615] There was much reason to underestimate the weak undead.[616]&lt;br /&gt;
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[611] This sentence may sound like a non-sequitur coming off that paragraph, but the point is that the real threat of her horde was from these not obvious directions, which was not understood until later. This line is pointedly interpreting &amp;quot;the Undead&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; as a proper noun for referencing Despana&#039;s horde specifically and not the undead in general.&lt;br /&gt;
[612] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document had the Undead War going back into the -15,400s and that needs to be handwaved as lower scale skirmishes. It implies the Battle of ShadowGuard happened in the -15,400s but all the other documents with dates disagree. It should be reinterpreted as having Sylvan scouts coming across Dharthiir allied mountain forces, but not coming out to the other Elves until a much later date when ShadowGuard happens&lt;br /&gt;
[613] We are using the other documents having ShadowGuard and Maelshyve destruction not that far separated. But we&#039;re not going to use -15,186 because it doesn&#039;t give space for &amp;quot;years&amp;quot; or war or the Battle of Harradahn. So this document says ShadowGuard was really in -15,196 and just commonly gets misdated as -15,186 (maybe because of legibility of the digit in whatever record in the Chronicles, calendar system discrepancies, and maybe a headache of unreliable documents in the period with politically motivated revisionism.)&lt;br /&gt;
[614] This is a mild retcon for reconciling &amp;quot;[[History of the Sylvan Elves]]&amp;quot; with the other Undead War period history documents with dates. It is also giving some sense to Rhak Toram speaking of &amp;quot;the orc wars&amp;quot; as something more distinct than normal dwarf-orc clashing. What we are doing is having the Sylvan scouts coming across Dharthiir forces back into the -15,400s, but then they noticed what we&#039;re calling &amp;quot;the Surge&amp;quot; around the time ShadowGuard gets taken out (and what&#039;s happening to the crops in the provinces and so forth), and only then do they come out and help the Faendryl fight the Undead.&lt;br /&gt;
[615] This is an embellishment. But with the premise of the nature of the southern wastelands in the Second Age, this is a sensible thing the Vaalor would have done.&lt;br /&gt;
[616] GemStone has done some serious level creep since &amp;quot;[[History of Elanthia]]&amp;quot; was written. But the general idea leaned into with this document is that the weak undead can be controlled in greater numbers, and having big numbers becomes the central threat, particularly when these undead can inflict unhealing festering wounds or turn the wounded into more undead. They do not need to defeat the opponent in single combat. They only need to make contact or get too close, then those wounded or dead get made part of the Undead hordes. So Dharthiir goes for the heavy infantry House first.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Chronology of the Undead War is muddy and sometimes contradictory.[617] Library Aies was badly damaged in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records.[618] There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals.[619] The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized.[620]&lt;br /&gt;
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[617] This is explicitly framing the fact that the official documentation has a bunch of contradictory dates and time ranges for the Undead War. The grounding for the premise is that you have a surplus of dubiously reliable personal memoirs, and a long period of time of shoddy document preservation and replication. So even though the documents that exist would be using Elven calendar dates, it is unclear how trustworthy the dates are in a surviving copy. Similarly, if the provenance of the document is unclear and the numbers have to be interpreted, the Houses use calendars with similar but different origin years based on their House founding dates. The &amp;quot;[[Ilynov Journal]]&amp;quot; accounting of ShadowGuard (converted out of Vaalorian calendar dates) ranges from April -15,187 through November -15,186, with ShadowGuard besieged as early as January -15,186, while the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard document]] spans only one month, July into the beginning of August -15,186. We also do not know what kind of calendar drift (e.g. Julian vs. Gregorian calendars would be a whole year off on Elven civilization time scales) happened over thousands of years and the corrections that were or were not applied (and how many times between copies) to the dates.&lt;br /&gt;
[618] The first part of this is an extrapolation from details in the [[Ta&#039;Illistim Monarchs]] document. The second part is from the Half-Elven history document.&lt;br /&gt;
[619.1] This is meant to give some wiggle room on the absolute authority and implications of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] and the [[Ilynov Journal]] documents, and to give some motivation for why chronology of that time period would be difficult for much later historians. The analogy with criminal memoirs is that onced freed from the liabilities, criminals will admit to things they did not do for posterity, and misrepresent things to make themselves sound bigger and more significant. The &amp;quot;criminals&amp;quot; dig is also partly coming from the IC author being Faendryl.&lt;br /&gt;
[619.2] This is also throwing some salt into the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|ShadowGuard journal]]&#039;s final entry as fantastic, of the Vaalorian undead soldiers somehow breaking free and turning on Dharthiir (after standing around idly allowing Dharthiir and Taki to duel), allowing Taki to strike at the lich. But this undead turning on Despana&#039;s own forces phenomenon, whatever the cause of it, helps support the hierarchical control disruption premise used in this document.&lt;br /&gt;
[619.3] This is also throwing shade on [[Ilynov Journal]]. It has Taki Rassien gathering the Sabrar with Despana threatening &amp;quot;even the mighty Vaalor&amp;quot; in April -15,187 , and then Taki &#039;&#039;&amp;quot;prepares for a battle at ShadowGuard&amp;quot;&#039;&#039; in January -15,186 (the forces described as already besieging ShadowGuard at this time with &#039;&#039;&amp;quot;a surprise attack on the forces besieging ShadowGuard&amp;quot;&#039;&#039;), then news of Taki&#039;s defeat in the city in November -15,186 (which [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document has happening in early August.) This makes the month vs. one day tension even worse, so as noted in other footnotes here, it can be reconciled by having Dharthiir not seriously trying to take ShadowGuard at first but instead bottling up the pass around the mountains.&lt;br /&gt;
[620.1] This notion of emphasis-on-what-counts is the way to reconcile these contradictory documents. The &amp;quot;[[History of the Faendryl]]&amp;quot; can be using &amp;quot;Undead War&amp;quot; to refer to the entire 5,000 year period Despana was known to exist by the Elven Empire. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is using a few hundred year date range, reinterpreted here to refer to comparatively low level pre-&amp;quot;Surge&amp;quot; skirmishes with Dharthiir and his allied forces (though this requires bending its timing, which has them only starting to deal with it after ShadowGuard falling.) The relatively short war with a stalled battlelines/front is treating the Battle of ShadowGuard as the start of the Undead War and not that long period Dharthiir was up to hijinx leading up to it. Which incidentally gives everyone a few centuries to know who and what Dharthiir was prior to ShadowGuard (which is still haunted with undead in the present day, having been turned into a haunted place with corruption and so forth.) &lt;br /&gt;
[620.2] There might also be some relatively static presence of Undead forces at ShadowGuard for a longer period of time, then a lightning fast surge through the western provinces, with Dharthiir showing up at ShadowGuard (with a sudden increase in hazards / ability) to then lead an eastern offensive toward Ta&#039;Vaalor after catching the Vaalor legions off guard. This would give some flex time for other Houses not cooperating, the year prior time span in the &amp;quot;[[Ilynov Journal]]&amp;quot; document, and some sense to &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot; At last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense&amp;quot;&#039;&#039;, when a one month time window would seem too short / recent for that wording. But this point is trying to reconcile the &amp;quot;Ilynov Journal&amp;quot; and &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document extended time spans for ShadowGuard with the time spans in &amp;quot;History of Elanthia&amp;quot;, which instead made it sound like an advancement into Elven territory toward Ta&#039;Vaalor and then Taki and the Sabrar going to a fortress in the invasion path to &amp;quot;make a stand&amp;quot;, and then immediately getting steamrolled, while there is no geographical reason the Undead horde should have waited around ShadowGuard that long if it&#039;s as far inland and wide open as shown on the current Elanith map.&lt;br /&gt;
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The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185.[621] Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year.[622] It is generally accepted that the war lasted for years.[623] There are even some races who conflate the Undead War with the whole Age of Chaos.[624] There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years.[625] The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade.[626] What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard.[627] Despana&#039;s capacity for rapid escalation was contrary to her own precedent.[628] The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.[629]&lt;br /&gt;
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[621] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Vaalor journal documents use these dates, though the Vaalor ones are converted into the Vaalor calendar equivalent. The [[Ta&#039;Illistim Monarchs]] document also uses -15,185 for the end of Lanenreat&#039;s reign (using Illistim dates), having been (de facto) deposed during the Undead War. It actually treats Laibanniel in -15,185 as overseeing the &#039;&#039;&amp;quot;initial defense of Ta&#039;Illistim&amp;quot;&#039;&#039;, which means implicitly it&#039;s using the -15,186 date for ShadowGuard, and Lanenreat had resigned for failing to contain Despana and her hordes. This implies something happened to Ta&#039;Illistim after ShadowGuard. The Lanenreat section saying &amp;quot;hordes&amp;quot; and Laibanniel section saying &amp;quot;undead hordes&amp;quot; is a seed for a coming paragraph to say it was Dharthiir&#039;s orc/troll/etc. allies in the mountains that hit Ta&#039;Illistim at first. Which geographically makes sense.&lt;br /&gt;
[622] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and &amp;quot;[[Elanthian Gems]]&amp;quot; in the jet section, which uses the sylvan dates, have -15,188 for the Battle of Maelshyve, which by definition has to happen later than the Battle of ShadowGuard.&lt;br /&gt;
[623] &amp;quot;[[History of Elanthia]]&amp;quot; had said it lasted for years: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039;&lt;br /&gt;
[624] The Giantkin history could be read this way. But &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound that way very directly.&lt;br /&gt;
[625] This could be just very loosely referring to the whole period Despana was known about. But &amp;quot;[[History of the Faendryl]]&amp;quot; only gives a couple of Patriarchs for the entire 15,000 year period between the Undead War and the Ashrim War. It was pretty clearly written to imply the Undead War was very long and the underground period up to the Ashrim War was relatively short. These Patriarch numbers need to be retconned in some way, such as state sanctioned history redacting the Patriarchs in the underground period, or re-numbering the earlier Patriarchs.&lt;br /&gt;
[626] Doing it this way just means a digit error is being done, where instances of -15,186 should be saying -15,196. Or the equivalent in the other calendar systems. Then there&#039;s a reasonable length total war phase and the Battle of Harradahn fits.&lt;br /&gt;
[627] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[628] This is extrapolation from the time gap in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[629] This is going off the timing in &amp;quot;[[History of Elanthia]]&amp;quot;. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] twists it somewhat, having a month long siege of the same place (or closer to a year long siege in [[Ilynov Journal]] and over a year of threatening Vaalor), and then Taki Rassien showing up (after over half a year in Ilynov Journal but only a one month reinforcement call delay in ShadowGuard journal) and that part being the 1 day event. Whereas &amp;quot;History of Elanthia&amp;quot; words it as a month long advance, &#039;&#039;&amp;quot;cut[ting] a swathe&amp;quot;&#039;&#039; into Elven territory, up to the point it was threatening Ta&#039;Vaalor itself. (ShadowGuard is also represented as significantly north of Ta&#039;Nalfein on the Elanith map, about the distance from Tamzyrr to Brisker&#039;s Cove, with no apparent reason why Dharthiir should not just ignore it and go around it.) A static siege at one location is nominally inconsistent with &#039;&#039;&amp;quot;progress was lightning fast, easily destroying what little resistance they met in the outlying provinces&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;the battle of ShadowGuard lasted less than one day.&amp;quot;&#039;&#039; The prior dig on war memoirs is taking some of the edge off this point. The premise that this &amp;quot;shocked [the other houses] into cooperating&amp;quot; originates in &amp;quot;History of Elanthia&amp;quot;, where &amp;quot;at last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense.&amp;quot; This document also presses into the point of the Elven empire&#039;s &amp;quot;outlying provinces&amp;quot; away from the East as having been hit especially very badly, which has never really been elaborated.&lt;br /&gt;
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III.C The Faendryl Exile [630]&lt;br /&gt;
&lt;br /&gt;
What the Elves had failed to understand was that Despana had united the malign factions of the southern wastelands, and over those many long years there was a merger of the traditions of the black arts.[631] There was a leap in the arts of necromancy because it was felt as an abrupt revelation.[632] The fall of the outlying provinces in the West was lightning fast, while the southern horn of the DragonSpine was clogged with hordes. In the first month of the invasion into the core of Elven territory, what might be called the Surge, the Undead were regarded as a conventional but mindless force.[633] It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir.[634] They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders.[635] House Vaalor was, bizarrely, the path of the invasion.[636] With the benefit of hindsight, it is now believed Dharthiir intended to make his forces be surrounded as a tumor in the very center of the Empire, which at the time was regarded as illogical and suicidal.[637]&lt;br /&gt;
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[630] This is setting the fusion of black arts traditions on the one hand, and then the conditions for those spilling over into Faendryl sorcery, and vice versa, to help explain the later widespread use of the dark sorcery paradigm.&lt;br /&gt;
[631] This is an embellishment. Since we have heterogeneous smaller scale factions existing in that region, and Despana having come to dominate that region, and Dharthiir having made allies of various races against the Elves, it is a sensible consequence of this that these stipulated &amp;quot;black arts&amp;quot; traditions would be merging in Despana&#039;s long dormancy period in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Then from the point of view of the Elven Empire, there would have been a sudden burst in unfamiliar necromancy. &lt;br /&gt;
[632] More subtly, this document is creating an internal logic for the Book of Tormtor possibly being more myth than fact, because it would have been tempting to erroneously assume some ancient dark magic was discovered and rapidly acquired by way of an artifact. It could instead be that a lot of merging and innovation was done to large scale and only revealed all at once.&lt;br /&gt;
[633.1] The lines distinguishing the outlying province invasion from the core Elven territory invasion is meant to reconcile the timing discrepancy between &amp;quot;[[History of Elanthia]]&amp;quot; and the Vaalor journal documents concerning ShadowGuard and the months long lead-up to it. This wording is meant to imply the undead were blocking in the pass around the DragonSpine while they wreaked havoc in the West. Then there&#039;s a mass of undead there in the southeast to make sense of the Vaalor journal references, and then there is a &amp;quot;surge&amp;quot; toward ShadowGuard so that there is sense in that being a sudden event that only lasts one day on the one hand and on the other hand describing the month long duration as advancing in the direction toward Ta&#039;Vaalor when the Vaalor journals have a month(s) scale battle at ShadowGuard. This wording added to version 1.0.1 is meant to make both accounts of the Battle of ShadowGuard and its duration consistent with each other. (Other footnotes below address this point from before this new wording was added.)&lt;br /&gt;
[633.2] The phrase &amp;quot;the Surge&amp;quot; is totally made up. &amp;quot;The Undead&amp;quot; is being used as a proper noun for Despana&#039;s horde. This is following off the Undead War section of &amp;quot;[[History of Elanthia]]&amp;quot;, and to some extent the early parts of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document. &amp;quot;the Surge&amp;quot; is creating a distinct phase of the Undead War that allows some flex on the timing. There can be some earlier stuff happening, but then a sudden escalation with ShadowGuard getting overrun as they shifted gears and began pushing northeast into the core Elven Empire. &amp;quot;the southeastern outlands&amp;quot; is talking about pressing into and building up toward ShadowGuard.&lt;br /&gt;
[634] This is cross-referencing &amp;quot;[[History of Elanthia]]&amp;quot; wording with the Elanith continent map, which wasn&#039;t really defined yet when &amp;quot;History of Elanthia&amp;quot; was written. This approach is really &#039;&#039;&amp;quot;the heart of the Elven empire&amp;quot;&#039;&#039;, so &#039;&#039;&amp;quot;the outlying provinces&amp;quot;&#039;&#039; should refer instead more to the western territories, where there would be weaker concentration of forces. And the framing we have given of sovereign land claims being in the way of each other and not allowing military border crossings.&lt;br /&gt;
[635.1] The borders line is a slight embellishment from &amp;quot;History of Elanthia&amp;quot; saying &#039;&#039;&amp;quot;no house would commit troops to defend the territories of another.&amp;quot;&#039;&#039; It would not be possible for some of these land locked Houses to get their troops anywhere without going through the main lands of another House, so what we&#039;re doing here is interpreting this line as meaning something more to the effect of &amp;quot;defend the [outlying province claims] of [other Houses].&amp;quot; This is trying to make sense of the line &#039;&#039;&amp;quot;Each house wished the glory of vanquishing the Undead for themselves&amp;quot;&#039;&#039;, because in terms of the continent map, only Houses Vaalor and Nalfein were geographically positioned to be fighting the invasion. So we have to assume this involving those western provinces which are ill-defined.&lt;br /&gt;
[635.2] We are also tacitly committing to a model of forces moving north into the West (in terms of outlying provinces) because Despana&#039;s progress being lightning fast, and within a month threatening the heart of the Elven Empire, because in terms of the actual continent map there is not much distance between Maelshyve and core Elven or even Vaalorian territory. And if the only thing that&#039;s happening is the thrust toward House Vaalor, the stuff about the other Houses wanting the glory for themselves becomes incoherent. It makes more sense for that to be talking about defending their Western provinces.&lt;br /&gt;
[636] This is referring to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Within a month, the Undead had cut a swathe to the heart of the Elven empire, threatening Ta&#039;Vaalor itself.&amp;quot;&#039;&#039; This has to be interpreted delicately to reconcile it with the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document and ShadowGuard&#039;s position relative to the Sylvans in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. Some of the pressure can be taken off by instead reading it as the horde kept moving onward toward Ta&#039;Vaalor after ShadowGuard. The notion here is Dharthiir directly going after Vaalorian fortifications (e.g. ShadowGuard) and moving in an arc toward Ta&#039;Vaalor while skirting the territory of House Nalfein. And then House Nalfein is not defending Vaalor fortifications, the whole not defending each other&#039;s stuff situation. Second Age borders are not defined. But it would be plausible that House Vaalor had its own land access around the southern DragonSpine for moving its legions.&lt;br /&gt;
[637] This is an embellishment. The strategy is based on extrapolating from the threads in the lore that indicate the use of disease magic and the wounded living turning into undead. It changes the logic of what makes sense for deploying armies. Dharthiir is getting into a close up melee fight with the infantry forces House and doing that damage up front before the longer-run fight with the more magic oriented houses. This logic is also motivating the orcish raids on House Illistim at almost the same time postulated later in this document. Also because of Lanenreat lore and the distance from the Undead. However, this wording is partly leaning on the position of ShadowGuard on the current Elanith map, which is probably much too far north given its implied latitude in the Sylvan documentation. If ShadowGuard were instead placed near the pass leading around the DragonSpine Mountains, on the edge of core Elven territory, the Surge would be mostly heading north into the Western provinces and then the first month in &amp;quot;History of Elanthia&amp;quot; is referring instead to some increased build-up in the direction of ShadowGuard, which is the invasion shifting to instead become northeast focused and starts steam rolling toward Ta&#039;Vaalor when ShadowGuard falls. (e.g. Dharthiir swells his Undead army by incorporating people in the west who had not voluntarily joined him before turning northeast on the Elves directly.) This line is also about reconciling why this is largely bypassing House Nalfein, which for a living military would make supply lines vulnerable to being cut off and then surrounded, and has Dharthiir (who doesn&#039;t take to the field until two weeks into it in the soldier journal document) not immediately trying to take ShadowGuard but instead having a temporary false stalemate while the Western provinces fall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces.[638] This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades.[639] This temporarily disrupted the hierarchy of the Undead.[640] There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.[641]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[638] This line is inspired from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]] document.&lt;br /&gt;
[639] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;, but the specific detail of Taki and Dharthiir vanishing in a sword clash comes from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The &amp;quot;[[Ilynov Journal]]&amp;quot; document suggests the details of this were still not known a century later, and this journal is retrieved back in 2014. It is implicitly a sorcerous backlash from the clash of the incompatible essences in the swords, similar in principle to when the Griffin Sword shattered in the duel between Morvule and Ulstram, and this sorcerous backlash must have thrust them out of this reality.&lt;br /&gt;
[640] This is an embellishment. It is reasonable to think this temporarily disrupted things with the Undead, giving breathing space for the Faendryl to take unified command of the situation. Dharthiir probably wasn&#039;t the only lich, though, so the emphasis here is on temporary. This line does two things. It gives a hook for the Faendryl to recognize the hierarchical dependency of Despana&#039;s undead army. And it tacitly acknowledges ShadowGuard is still overrun with Undead in the present day. ShadowGuard has been visited in this way during storyline events. So this document treats it as a place that became haunted.&lt;br /&gt;
[641] The document is being non-commital on whether this was pre-planned, or Despana shifted gears temporarily when Dharthiir went missing. This line is meant to explain the [[Ta&#039;Illistim Monarchs]] document having Lanenreat resign, when the Undead should not have been near House Illistim, and her successor doing the initial defense against the *undead* hordes. It geographically makes sense that Despana&#039;s orc/troll and maybe minotaur allies in the mountains would hit House Illistim first in an eastern campaign. The Mirror Valastiel&#039;s personal diaries were also stored in Library Aies, &#039;&#039;&amp;quot;but were lost during the Undead War with Despana.&amp;quot;&#039;&#039; This creates a strong implication that Library Aies was damaged during a siege or sacking event, while the Undead front lines should not have been anywhere near Ta&#039;Illistim. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command.[642] They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana.[643] However, in what was a supreme irony and reversal of the natural order, time was working against the Elves.[644] The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics.[645] Where there were battle lines held in the southeast, there was widespread chaos and death in the West.[646] Plagues were spreading that had been made through dark sorcery.[647] Blights were killing the fields and wildlife.[648] The living were in very serious danger of widespread famine and mass starvation.[649] It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners hid the desolation of the West to prevent demoralization.[650]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[642.1] Houses Vaalor and Nalfein would have taken the brunt of the Undead invasion for geographical reasons. This line is adding in House Illistim getting hit out of the mountains as an extrapolation from the [[Ta&#039;Illistim Monarchs]] document. That House Faendryl was able to unify command under these conditions is given in &amp;quot;[[History of Elanthia]]&amp;quot;. They grouped forces to the west of ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which does not make much sense unless ShadowGuard is significantly further south than the current [[Elanith]] map depicts and House Nalfein further east is getting hit by Despana&#039;s forces out of ShadowGuard.&lt;br /&gt;
[642.2] The most current map of Elanith places ShadowGuard much too far inland (and would be a more reasonable location for Harradahn), about as far north as Brisker&#039;s Cove while Maelshyve is roughly as far south as Idolone. This is awkward because it means this Undead horde under Dharthiir is passing right through core Nalfein territory, ignoring House Nalfein and apparently not being fought by the Nalfein. This is awkward enough that the map should probably be retconned, and arguably is not consistent with other documentation. &amp;quot;ShadowGuard&amp;quot; in the Second Age would more sensibly have been between the Sylvan settlement of Nevishrim and Ta&#039;Nalfein or what is now Feywrot Mire, which makes much more sense for Sylvan scout and army grouping positioning relative to ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot;The elves, shocked by the loss of ShadowGuard, a site less than 100 miles to the east, welcomed the sylvans and fervently sought their allegiance against the forces of Despana.&amp;quot;&#039;&#039; ShadowGuard would then be sensibly named with the specific Second Age purpose of guarding against bad stuff coming out of those southern wastelands, and effectively analogous to Minas Morgul which was the forward most fortress guarding against Mordor and is now haunted with undead. Then the fortress would be a kind of choke point that Dharthiir can&#039;t just go around, and makes this House Nalfein issue not a problem. The horde can keep heading toward Ta&#039;Vaalor after ShadowGuard at this position and the original wording still makes sense.&lt;br /&gt;
[642.3] Following off note 642.2, with the lightning fast progress happening in the West, the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] depicting a month long (or longer in &amp;quot;[[Ilynov Journal]]&amp;quot;) siege can be reconciled with &amp;quot;[[History of Elanthia]]&amp;quot;. Dharthiir would be bottling up Elven land forces at a choke point while hordes wreaked havoc in the Western provinces, and only then committing to a &amp;quot;Surge&amp;quot; northeast. But this would require changing the Elanith map to put ShadowGuard farther south as the border of the core Elven Empire. The wording in this document about focusing on House Vaalor as the invasion path in contrast is allowing House Nalfein to be temporarily bypassed. Since Dharthiir gets taken out at ShadowGuard, we would read it as his strategy being continued, cutting the swathe toward Ta&#039;Vaalor.&lt;br /&gt;
[643.1] The Battle of Harradahn is mentioned in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, dating it as the following year is the chronology convention explicitly chosen earlier in this document. The stalemate was established in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039; This incidentally contradicts the 1 year timing in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, but the daily heavy casualties does not allow a very long period of war on this scale. That&#039;s why this document uses approximately 10 years. The Undead advance after ShadowGuard into Vaalorian territory can be fast (after initial disruption with Dharthiir gone), then slower, then stalemate after Harradahn. Also, with the existence of these front lines and a lightning strike being done on Maelshyve, this document supposes a bunch of Despana&#039;s forces were not actually at Maelshyve. This bolsters the vulnerable-hierarchy strategy argument for a decapitation attempt and why her forces apparently fell apart fast with Maelshyve. &lt;br /&gt;
[643.2] &amp;quot;[[History of Elanthia]]&amp;quot; does not say who among the Elves made alliances with the non-elven races. [[Ta&#039;Illistim Monarchs]] has Laibanniel &#039;&#039;&amp;quot;formed the first official alliances with non-elves&amp;quot;&#039;&#039;, but this may only be talking about House Illistim. With the way it is framed in this document, it would make sense for this to have been the Dwarven overking of Kalaza, due to the orcs and trolls. That would plug into what Rhak Toram meant about how they were veterans of the &amp;quot;orc wars.&amp;quot; Though &amp;quot;[[History of Dwarves]]&amp;quot; says there was sadness after the Battle of ShadowGuard, and does not specify the details of the &#039;&#039;&amp;quot;Elven request for help.&amp;quot;&#039;&#039; &amp;quot;[[History of the Sylvan Elves]]&amp;quot; has sylvans contacting the elves first, after the Battle of ShadowGuard, though the chronology of this is suspect. It uses a date range of -15,400 to -15,180. It does have the Eranishal legions with &#039;&#039;&amp;quot;a top-notch army of Faendryl elves&amp;quot;&#039;&#039; in -15,195 at the Battle of Harradahn. In &amp;quot;[[History of the Truefolk]]&amp;quot; it is Faendryl emissaries that go to talk to the halflings. It isn&#039;t defined in &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[644] Elves having the advantages of being very long lived and able to outlast things and wait things out. But also being slow-breeding.&lt;br /&gt;
[645] This is a logical consequence of having an undead army, and the trope is seen in other settings, such as the White Walkers of &amp;quot;Game of Thrones&amp;quot; (though they move forward very very slowly, not needing to be in any kind of rush.) The one complication in this is that Despana&#039;s hordes included the living, which do have such constraints, and there were a lot of these at the routing at the Battle of Harradahn which was later than the Battle of ShadowGuard.&lt;br /&gt;
[646] This is cross-referencing the stalemate of front lines in &amp;quot;[[History of Elanthia]]&amp;quot;, while also more explicitly including the detail of the very rapid conquest that had been done in the &amp;quot;outlying provinces&amp;quot; of the Elven Empire, and details such as &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about the crops rotting in the fields. Part of the logic here is that if the elves are holding a front line against the heart of their empire, they&#039;re not logistically in a position to do much to protect outlying provinces in the west.&lt;br /&gt;
[647] This is generalizing from the Red Rot and the festering wound kind of stuff in &amp;quot;[[Giantkin History]]&amp;quot; and the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The Red Rot itself is particular to the Dwarves going up against undead in Maelshyve, but it does not need to be the only disease curse.&lt;br /&gt;
[648] There is some indication of this in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and it is a sensible thing a necromancer enemy would have done. It is partly inspired by Raznel&#039;s blight around Darkstone Bay. Volume 2 talks about desecration witchcraft, and earlier in this document talked about warding charms to protect crops from witchcraft. &amp;quot;Blight&amp;quot; generally refers to plant disease, but I&#039;m having wildlife in turn getting sick from it, much as with Raznel&#039;s blight.&lt;br /&gt;
[649] This logically follows from the premises, combined with the high mobilization levels, and the population disruptions in general. (e.g. humans leaving to join Despana)&lt;br /&gt;
[650] These several lines are inspired by Germany in World War I. The Kaiser himself did not know Germany was on the brink of having to surrender, because his generals hid the direness of their logistic situation under the British naval embargo and so forth. There was just stalemate fighting on the front in France, so to people in Germany, there was no reason to perceive themselves as losing the war. This information asymmetry is setting up some premise for why the other Elven Houses regarded what the Faendryl did at Maelshyve as unjustified and why the Faendryl rulers said there was no other way. The previously framed notion of a long build up of black arts traditions merging is also World War I inspired, based on the long delay since the Franco-Prussian War having masked how much more destructive war technology had become, with the analogy being between the attitudes at the start of World War I and the Elven Houses glibly viewing defeating the Undead for their own glory, followed by war trauma from getting mugged by reality. This is setting up the trauma responses and resentments for the post-war period. The nationalist withdrawing and implicit autarky is reminiscent of post-WW1, but the decolonization is more like post-WW2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve.[651] By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed.[652] The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead.[653] What needed to be done was to banish them from this reality entirely, so that it would be impractical or impossible for them to make it back to this world.[654] The other problem was actually reaching them.[655]&lt;br /&gt;
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[651] So these resources and logistical conditions and so forth, a direness situation only fully understood by the centralized war planners, compel a need for a lightning strike. Which is informed by the Undead hierarchy/leverage conditions.&lt;br /&gt;
[652] This is rooted in the earlier premise of large numbers of weak undead, which are comparatively easy / safe to kill when dispersed in small numbers, and the otherwise natural fractiousness of the allies in Despana&#039;s coalition.&lt;br /&gt;
[653] This is a reasonable surmise with Dharthiir being an Arch-Lich, and it should follow that there would be lesser liches. Difficulty keeping permanently dead is foundational to the lich archetype, so there&#039;s some notion here of phylacteries in Maelshyve or whatever.&lt;br /&gt;
[654] This is giving a very specific role to the use of the veil tearing version of Implosion in destroying Maelshyve, and making consistency with &amp;quot;Maelshyve&amp;quot; in DragonRealms having been an extraplanar exile returning to Elanthia, and possibly even tying into how there are liches (who carry their own phylacteries) in the Scatter. The Rift would then be a hook for the threat of Undead War figures returning eventually, though the Rift itself is effectively a prison. Since this document has Vvrael cultists in the southern wastes, it might be this is how at least some of them ended up in the Rift in the first place. This would also help explain the Vvrael quest premise of Daephron Illian studying ancient Vvrael related texts during the early exile in Rhoska-Tor.&lt;br /&gt;
[655] There were front lines between the Elven Houses and Maelshyve. But then there&#039;d also be a mass of forces guarding Maelshyve Keep. So the issue becomes how do you get these lieutenants all concentrated in close quarters to banish them from this reality all at once in an implosion. If you just implode Maelshyve at the outset, you have Undead leaders not inside the fortress for it, and you still have a problem. (Though the ones bound to phylacteries in Maelshyve get destroyed even if they are somewhere else, leaving fragmented or leaderless undead hierarchy in other places; and if there were phylacteries hidden elsewhere or being carried by the liches, the liches themselves are banished off world.) There&#039;s some awkwardness in the basic story premises from &amp;quot;[[History of Elanthia]]&amp;quot; --- how do you go from stalemate frontlines to Despana&#039;s armies &#039;&#039;&amp;quot;said to have been utterly destroyed&amp;quot;&#039;&#039; from a lightning strike on Maelshyve (i.e. why would they all be there), and why not implode Maelshyve at the very beginning. (&amp;quot;[[History of the Minotaurs]]&amp;quot; is an existing canon example of survivors of Despana&#039;s forces.) So this document is going with the Faendryl trying to delay/avoid doing it, until the situation showed it was necessary, for the political cover of how they know everyone is going to react to it. Along with a strategy of making sure her liches are all taken out with her, especially with the uncertainty on whether phylacteries or where they were all located. There might be some more premise to be had of the horde pulling back and concentrating in a mass at Maelshyve since the allied forces were doing a lightning strike toward it, and then it&#039;s a matter of using the demons to get them to all go inside the fortress. But generally a lightning strike in a static front line situation suggests the Elves were leaving their cities wide open to invasion to pull this decapitation attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was decided that the only choice was to summon a great number of powerful demons from the high ground.[656] These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces.[657] These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes.[658] The rotting corpses would then be broken from their command hierarchy, following either the demons, or instinctively turning on the living warriors that were allied with Despana.[659] They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress.[660] The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality.[661] But the Faendryl ruling class was aware that the other Houses would never agree to these actions.[662] Nor would they even see it as necessary from not knowing the true direness of the situation.[663]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[656] The allied forces being higher up on slopes with Maelshyve in a &amp;quot;valley&amp;quot; below and the demons spreading through the valley is framed in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The high ground aspect is about relatively uncontrolled demons generally moving in the right direction.&lt;br /&gt;
[657] The Rhak Toram quote calls it &amp;quot;plains&amp;quot; around Maelshyve, though I think the general Rhoska-Tor region should have badlands geology, with tuffaceous sandstone in addition to limestone plateau for the plains, with igneous intrusions and outcroppings. Generally speaking, this reaction of the living to the demons is leveraging off the Breaking from the Third Elven War in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, and the general notion of some demons having chaotic/evil auras analogous to undead sheer fear. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also talks about wildlife scattering and fleeing when the demons were summoned, but that version weirdly describes trees in the vicinity. But it also establishes that the area is hilly: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039;&lt;br /&gt;
[658] This is a critical premise. The Cleric repel spell lists (at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written) used to classify the level of undead relative to &amp;quot;the lesser demonic&amp;quot; and &amp;quot;the greater demonic.&amp;quot; It isn&#039;t obvious in the Rolemaster bestiary context of 1995 that the undead would have any instinct to attack demons, and there&#039;s a strong argument that these mindless undead would instinctually obey dark demonic fiends. So these demons would rip away control from the undead lieutenants, much as combat demons can steal the minor demons that are summoned by Sorcerers in game mechanics. There is indication of control disruption and turning on the leaders in the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document, even if the way it is described sounds implausible (e.g. maybe the thaumaturges stumbled on something that worked as control interference at that moment, similar in  a way to the Order of Voln symbol of submission.)&lt;br /&gt;
[659] This makes the use of demons not about raw brute force, but because the special intrinsic nature of the demons and their relationship with the undead. So using a bunch of elementals, for example, would not work in this same way. The point is to drive everyone (especially the undead) into Maelshyve Keep for the implosion. So if the undead are instinctually turning on Despana&#039;s living forces, they are going to turn around and retreat into the fortress, since they are being flanked on all sides.&lt;br /&gt;
[660] This is the straight forward logic of what would happen if Despana and her lieutenants lost control of the bulk undead in this situation.&lt;br /&gt;
[661] This is a specific means to a specific end, but it causes permanent damage to the veil in an old place of the Ur-Daemon.&lt;br /&gt;
[662] This is set up from the prior framed anathema of the southern wastelands and demonic summoning and all that in this document, as well as the unknowable Ur-Daemon hazard that the Illistim mages talk about in &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[663.1] This embellishment is from the premises established in this document. This helps rationalize why the Faendryl waited for banshees to throw their own side into disarray and retreat before executing the strategy they had already planned. It&#039;s because they know the blowback that will happen from it. This is also about making it clear that their &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; was not actually new magic, it was forbidden and condemned magic that the others would not have agreed to using. &lt;br /&gt;
[663.2] Any sort of premise of &amp;quot;well people did not know&amp;quot; in GemStone depends to a significant extent on tamping down on the scope of NPC magic such as portals and scrying methods. But what we&#039;re getting at here is more along the lines of logistical matters of quantity, which is more abstract and centralized control of information over a relatively short span of years. It could be known things are rough in the West (imagined as the Houses having some raw resource economic dependency on their outlying provinces), but at the same time not really known how material resources have been tapped out. That the state of total war would be imminently unsustainable, which is roughly the same thing as a not-obvious but impending sudden collapse.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war.[664] The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts.[665] Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners.[666] Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies.[667] But it was the demons themselves that were the greatest outrage.[668] Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop.[669] It was feared that the Arkati themselves would strike down on the Elves in retribution for this violation.[670] The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.[671]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[664] It does not make sense for it to actually be &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; for a lot of reasons, ranging from Marlu and Marlu worshippers to how far back in time Elizhabet Mahkra and the Enchiridion Valentia had to be, due to the timing framed in &amp;quot;[[History of the Faendryl]]&amp;quot;. Some of the other allied races might have perceived it as new magic or taken its newness on face value.&lt;br /&gt;
[665] This is the premise set up by this document. It&#039;s the more consistent and better reading of existing documentation that talks about it as &#039;&#039;&amp;quot;new magic.&amp;quot;&#039;&#039;&lt;br /&gt;
[666] This is represented in various history documents. It is stated explicitly in &amp;quot;[[History of the Truefolk]]&amp;quot; of the Paradis Halfling reaction, and &amp;quot;[[History of Elanthia]]&amp;quot; said: &#039;&#039;&amp;quot;All the Elven houses were appalled at the spells the Faendryl had unleashed. The summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039; There is another thread, represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, where upset comes from demons having gotten loose and attacked allied armies. But the foundational premise was being appalled at demonic summoning in itself. So this document uses that as the central complaint.&lt;br /&gt;
[667] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot; With so many of the sorcerors never having cast the spell before that day, and in such a vast context, it was inevitable that some would falter and lose concentration.&amp;quot;&#039;&#039; It is also helping frame that demonic summoning was not actually common in House Faendryl in this time period, that &amp;quot;[[History of the Faendryl]]&amp;quot; is being misleading on that issue.&lt;br /&gt;
[668] This is referencing &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot;summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039;&lt;br /&gt;
[669] These two lines are based on the Illistim mages complaint about the Ur-Daemon risk in &amp;quot;[[History of Elanthia]]&amp;quot;, and the unhealing tear in the veil at Maelshyve that is mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. They might also have argued that throwing Despana and her high minions offworld in some unpredictable way leaves open the hazard of them returning later, where we cannot be certain they were actually destroyed.&lt;br /&gt;
[670] This is made up. It&#039;s partly playing off the &amp;quot;undemanding liege lord&amp;quot; characterization. It&#039;s plausible in light of the Ur-Daemon risk argument, and the &amp;quot;great chain of being&amp;quot; worldview framed by this document. This kind of thinking may have made more sense in the Second Age to the Elves. (e.g. the [[History of Leya|Leya legend]] is at least quasi-historical, with Kai coming down to watch Elven Empire tournaments and so forth). The Arkati may be more aloof these days. In the I.C.E. setting they would go through phases of being more and less in contact with the world. It also has concrete precedent in the game itself. Charl destroyed / [[Solhaven Cataclysm|flooded Solhaven]] in reaction to the elemental plane accident there while messing with plinite in 5109.&lt;br /&gt;
[671.1] This is the general premise in multiple documents. In &amp;quot;[[History of Elanthia]]&amp;quot; it is: &#039;&#039;&amp;quot;The Faendryl argued that it was necessary, that Despana would have won without these magics. The other houses did not agree. They expressed their outrage by expelling the Faendryl from the empire.&amp;quot;&#039;&#039; Patriarch Unsenis was arguing it in &amp;quot;[[History of the Faendryl]]&amp;quot;. But then he died and his successor Patriarch Cestimir lacked clout in the other courts. &lt;br /&gt;
[671.2] There is no framing on what the imagined alternatives were, but the Illistim plausibly might have argued something like that with a high risk lightning strike being committed to, Despana&#039;s hierarchical control could have been magically interfered with in some more direct way (e.g. anti-magic), and elementals could have been used instead of demons for raw force, and then Maelshyve incinerated with a major flooding into the elemental planes (instead of the interplanar void with implosion.) The Faendryl would argue that is not as effective, not nearly as likely to work as a permanent solution due to the liches, not knowing for certain the phylacteries or analogous anchors are even in Maelshyve, etc. Ironically, this extreme elemental action should instead be used by the Faendryl at Ta&#039;Ashrim, who were burnt up. (Lyredaen confirmed the word roots for Ashrim were ash + grim.) Consistent with the non-canon Sea Elf War ship journal, where it was incinerated. The [[forehead gem]]s loresong also showed smoldering ruins of buildings, which implies heat was used. It would also make more sense for something other than implosion and demon summoning to have been used for destroying the whole of Ta&#039;Ashrim all at once off a relatively small number of Faendryl spellcasters taking extreme methods into their own hands. (There is a mechanics implied limit to how close casters can make implosions to each other, and even what was done at Maelshyve was destroying one fortress building. They could conceivably have done widespread immolation, for example, along with big implosions to create scouring currents of flame throughout the city.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180.[672] House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim.[673] They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses.[674] The Faendryl monarchy instead became more absolutist.[675] There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms.[676] It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly.[677] The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority.[678] They argue their royal line was always the most stable after the founding era.[679] These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay.[680] The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other.[681] The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot;[682]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[672] This is an embellishment extrapolating from Lanenreat resigning during the height of the Undead War in the [[Ta&#039;Illistim Monarchs]] document, which was the councilors and people basically ending dynastic rule in House Illistim. It is giving some more political dimension to how the Faendryl exile happened by having some French Revolution vibes. It&#039;s also setting up divergent views, where the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document talks of this as progress, while the Faendryl commit to their absolutist monarchy.&lt;br /&gt;
[673] This is an embellishment. Lanenreat resigned. But it is framed as her having lost faith and support of her councilors and people, so her abdication is apparently more of a &amp;quot;resign or we&#039;ll fire you&amp;quot; thing. This document interprets some tacit things in the player-accessible version of [[Ta&#039;Illistim Monarchs]] as implying Ta&#039;Illistim got sieged/sacked at some point during the Undead War.&lt;br /&gt;
[674] This is talked about in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document and illustrated in the [[Ta&#039;Illistim Monarchs]] document. The extent to which child of monarch is favored to be made successor may vary by House, as King Eamon was the son of the previous Ardenai king (e.g. &amp;quot;[[Timeline of Elanthian History]]&amp;quot;)&lt;br /&gt;
[675] This is a slight embellishment, with the Faendryl being an absolute monarchy in any case.&lt;br /&gt;
[676.1] The advancement premise with councils taking more power from monarchs is given in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document, which contrasts it with the bloody family politics of the Faendryl, which it says still does hereditary rule. &amp;quot;[[History of the Faendryl]]&amp;quot; says the Patriarchy is by blood. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; vests all power in the Patriarch for designating successors, but also says the Patriarch &#039;&#039;&amp;quot;is raised and trained from birth in the mastership of governance and the duties that fall under its mantle.&amp;quot;&#039;&#039; It says &#039;&#039;&amp;quot;patriarchal succession is not necessarily hereditary&amp;quot;&#039;&#039; and the Patriarch could &#039;&#039;&amp;quot;choose someone not of blood relation&amp;quot;&#039;&#039;, but has that implication of tendency toward blood relation successors. If the &amp;quot;History of the Faendryl&amp;quot; document is to be believed, then cross-referencing it with [[Ta&#039;Illistim Monarchs]] and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, the Faendryl only had one coup incident in the Second Age and the Illistim had worse in the same time period. But &amp;quot;History of the Faendryl&amp;quot; probably has to be treated as whitewashing or omitting things. So these sentences are about reconciling this issue with having contrary views of what is backwards.&lt;br /&gt;
[676.2] The Faendryl counterpart view is already established to some extent in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;: &#039;&#039;&amp;quot;Never again will history speak of the elven empire, because when our house stood resolute in its defense, the lesser houses succumbed to the decay of their ideals and visions. They chose destruction, while we chose preservation. For that choice, they sundered what we had saved and betrayed ten thousand years of brotherhood.&amp;quot;&#039;&#039;&lt;br /&gt;
[677] This is in [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document.&lt;br /&gt;
[678] It has undiluted authority of naming successors in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The way to reconcile these documents is for the Patriarch to often choose a blood relative, family politics stuff, but it does not automatically go the eldest child or first born son or whatever as it might in the Turamzzyrian Empire.&lt;br /&gt;
[679] This is the comparative on &amp;quot;[[History of the Faendryl]]&amp;quot; with [[Ta&#039;Illistim Monarchs]], which are the only defined Second Age monarch lists. It should probably be the case that &amp;quot;History of the Faendryl&amp;quot; is omitting stuff that weakens this argument. It also includes within it that there are occasional coups, even though this is the highest unthinkable crime.&lt;br /&gt;
[680] This is an embellishment. It&#039;s just giving two sides to something [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] set up.&lt;br /&gt;
[681] This is pulling in the explicit premise of popular unrest given in this document, and giving some more motivation for the Faendryl arguments that the other monarchs were scapegoating them out of political opportunism.&lt;br /&gt;
[682] This is likewise inspired by Germany after World War 1, with the front line having been away from the population center, and then one day the leaders surrendered and the Kaiser abdicated. This is setting up wounded pride and jealousies in other Houses, and backstab myth stuff from ordinary population in House Faendryl who would not have known what their elites knew, feeling vilified for something they had nothing to do with. Elves were also getting huge doses of humility relying on the lesser races, and the Faendryl justification in this document&#039;s logic would have included resource arguments that would have involved economic dependence on labor from other resources and so forth, which would have been salt in the wound.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones.[683] The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein.[684] The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility to guard against whatever came or even returned from it.[685]&lt;br /&gt;
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[683] The Patriarch switch and Cestimir lacking influence in the other courts is in &amp;quot;[[History of the Faendryl]]&amp;quot;. The scapegoating partly to protect their own thrones is based on the embellishment made earlier in this document, about Lanenreat having to abdicate because of public backlash. This is a new variation on the Faendryl view that it was political opportunism.&lt;br /&gt;
[684] This is from &amp;quot;[[History of Elanthia]]&amp;quot;. Houses Vaalor and Nalfein would have taken the most direct brunt of the Undead in terms of their lands, because of geography, and likely the greatest dose of forced humility being bailed out with &amp;quot;lesser races&amp;quot; allies, exacerbating the historical chaffing under Faendryl leadership.&lt;br /&gt;
[685.1] This is an embellishment. The premise of the unhealing tear is in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and it is cross-referencing that with the Illistim mages complaint about the Ur-Daemon hazard in &amp;quot;[[History of Elanthia]]&amp;quot;. There is also the Elven [[The Layman&#039;s Guide to Elven Heraldry|crests document]] where Cestimir has a quote about voluntarily cooperating with the exile: &#039;&#039;&amp;quot;Heraldric records of the era, however, list a quote from Cestimir Xisuthros Faendryl, Patriarch XXXV, as the disgraced Faendryl statement: &amp;quot;Respect our obedience and our power, if neither our leadership nor our intentions, and we will go in peace.&amp;quot;&amp;quot;&#039;&#039;&lt;br /&gt;
[685.2] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; document characterizes the Faendryl spin on cooperating with the exile this way: &#039;&#039;&amp;quot;It is only through madness that one can become an exile in their own lands. However, once confronted with the backs of our sisters and brothers, we deigned to depart from this place called home.&amp;quot;&#039;&#039;&lt;br /&gt;
[685.3] So this premise is extrapolating off that point in 685.1 and reconciled with 685.2, with the other monarchs telling the Faendryl rulers &amp;quot;you broke it you bought it&amp;quot; about Maelshyve, saying it was the Faendryl responsibility to reside there to guard against the hazard they created. This provides a prideful / high road leadership kind of rationale for why the Faendryl rulers did not tell them to go to hell and try to do autarky until everyone chilled out and let it go. (&amp;quot;[[History of the Faendryl]]&amp;quot; characterized it as a flare up of taking control of the Elven Empire just long enough to pull off the exile, so the long-term commitment needs motivation: &#039;&#039;&amp;quot;The other Elven Houses used the Patriarch&#039;s death to take control of the Elven Empire for long enough to exile the Faendryl to Rhoska Tor.&amp;quot;&#039;&#039;) Not 100% pure submission and surrender and humiliation and so forth, but a duty and rehabilitating penance, combined with internal popular unrest. &lt;br /&gt;
[685.4] It also explains why the exile had to be to this exact place and nowhere else in spite of all practical hardships and probably lack of coercive enforcement by the other Elves on that. Though people may have cut loose and left for less hardship, and the Faendryl whitewash over there having been deserters. (Pun? Desert?) With perhaps special contempt for those who took up that &amp;quot;right of return&amp;quot; premise this document makes up. This also relates to how the Armata still guards against the tear at Maelshyve, but for the past few hundred years has let demons wander toward the Turamzzyrian Empire as punishment for the Third Elven War.&lt;br /&gt;
[685.5] This is obliquely referring to the return of the demon demi-goddess &amp;quot;Maelshyve&amp;quot; from the [https://elanthipedia.play.net/Category:Planes#The_Planar_Void interplanar void] in DragonRealms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war.[686] Much of the Faendryl population was upset as well, having felt betrayed by their own rulers.[687] It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines.[688] It was decided that those who refused to renounce House Faendryl would be banished with their rulers to the wastelands.[689] Families both immediate and extended were torn apart.[690] Those who were involved in the two crimes against nature had no such leniency.[691] House Faendryl became disgraced, its crest and emblems no longer recognized.[692] The descendants of the exiled could only return by renouncing their heritage.[693] This right of return no longer exists. It was suspended as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.[694]&lt;br /&gt;
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[686] The &amp;quot;civil war&amp;quot; part is about the postulated popular unrest and resentment and anger, with the Faendryl rulers having prevented the Elves from winning legitimately, after having already relied on all those non-elves. The Elves would have regarded Despana&#039;s forces as racially inferior.&lt;br /&gt;
[687] This is an embellished premise, but we have generally treated these Houses as too monolithic. Joe six pack Faendryl would not have known anything about these demonic summoning plans, and suddenly is being treated like a Marluvian. This is inspired by the post-war reaction in Germany after World War I, the backstab myth that they were betrayed by their own rulers. There might even be some breakaway expatriates at this point for the opposite reason, being mad at the rulers for letting the other Houses exile them. The Faendryl exile is supposed to have torn families apart, and that should include within House Faendryl. They would just be loath to admit it now.&lt;br /&gt;
[688] These lines about the relationship of Elves to the House royalty is what is true in general. For example, [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] talks about how they all ended up ditching pure dynastic rule, though they still have high noble families that the monarchs are going to come from through councils.&lt;br /&gt;
[689] This is 100% made up. It&#039;s a nuance being invented to break up Elven collective guilt ideology into something more reasonable, and to accommodate the internal disagreements that ought to have existed. This also acts as ideological sorting and self-selection bias, helping push House Faendryl into a contrary direction on various matters.&lt;br /&gt;
[690] Extended family tearing up was always intentional with the Faendryl exile, but this brings in some U.S. Civil War immediate family splitting over politics. Likewise, migrations and marriages between Houses would give a lot of webbing between Houses, and it makes it more politically tractable with the angry public situation if the angry public is not also angry about the involuntary banishment of their own family members. This is also meant to get at why House Faendryl was not in a position to refuse. If you use the historical rule of thumb about thirds --- a third of the population supports, a third opposed, a third is neutral and wants to be left alone --- the exile conditions make House Faendryl lose over half of its population to varying forms of dissent.&lt;br /&gt;
[691] This is like a war crimes kind of clause. The people actually involved in the war planning and doing the demon summoning or implosion (the two crimes) cannot &amp;quot;just following orders, my bad&amp;quot; out of it.&lt;br /&gt;
[692] This is from the Elven crests documentation. &amp;quot;Recognized&amp;quot; in this sense means international political recognition. It amounts to denying the sovereignty of House Faendryl over its ancestral lands and denies its political standing.&lt;br /&gt;
[693] This is another 100% made up premise for making the exile more nuanced and reasonable, and is partly meant to help de-racialize the Dark Elf concept. Descendants are not bound by sin to their ancestors for Maelshyve, but they do need to renounce House Faendryl and its actions to be allowed citizenship and all that in the Elven Nations. This is a deep ideological dispute and mandatory exile, not something individuals can freely wander back from on a whim without conceding anything.&lt;br /&gt;
[694] This explains why it has not been happening in game, and provides a lore hook for softening Dark Elven citizenship in the East, with the five thousand year mark coming up soon by Elven standards. This is framing how relations were worse after the Ashrim War than they were before it, where we have [[Ta&#039;Illistim Monarchs]] framing Chesylcha and Caladsal regarding each other as royal cousins and other House members in Chesylcha&#039;s wedding party, which was thousands of people large in &amp;quot;[[History of Elanthia]]&amp;quot;. So this ban on a right of return for renouncing is in effect for roughly several generations as punishment for recent-ish history.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was in this period that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent.[695] The term &amp;quot;dark elves&amp;quot; comes from the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying.[696] This was the essence of Yshryth&#039;s speech.[697] It was deemed one of the great vices of the Drakes.[698] It was a term used for Elves of dark religions and black arts in the southern wastelands.[699] But it had never been used against a whole lineage.[700] Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the past few thousand years. [701] The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language.[702] The root of the term is in cultural condemnation rather than bloodlines.[703] The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.[704]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[695] This is an embellishment inspired by how Selantha Anodheles was rumored to have only been able to accomplish what she did through elven help. Second Age racial attitudes by the Elves should have them biased toward believing lesser races could not have done what Despana did, along with some wounded pride, especially having been bailed out by them as allies (and quite likely already indications of losing control of those outlying provinces.) So this plugs into the contemporary belief that Despana was from the jungles beyond the Southron Wastes, which is where the Dhe&#039;nar reside. This premise is meant to define why Dhe&#039;nar became known as Dark Elves, as something other than physically resembling Faendryl. Because the Faendryl were declared Dark Elves for political reasons 15,000 years after the exile, it was not a racial designator. It just became racialized.&lt;br /&gt;
[696] The word &amp;quot;Draekeche&amp;quot; and its meaning Darkness comes from the original Illistim House motto, its translation illustrated on the [[shimmering glaesine orb]] objects. The &amp;quot;kinslaying&amp;quot; is threading a few different factors. One is Drake stories of dragons fighting and killing each other, such as in &amp;quot;[[History of Luukos]]&amp;quot; and &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;. One is the Faendryl annihilation of the Ashrim. One is the Dhe&#039;nar Obsidian Council successions working through duels to the death, though this practice might not be canonized in documentation. And the implication here is the Dhe&#039;nar being responsible for Despana would be kinslaying because of the Undead War. The premise that &amp;quot;dark elves&amp;quot; comes from this elven word for darkness is partly tautology, but it&#039;s an embellishment for recontextualizing the meaning of &amp;quot;dark elves&amp;quot; to emphasize it as a cultural condemnation signifier that was used to describe people like demon worshippers in the southern wastelands.&lt;br /&gt;
[697] This isn&#039;t the original intent of Yshryth&#039;s speech in an OOC sense, but the retconned context of it in &amp;quot;[[History of the Faendryl]]&amp;quot; is definitely meant as political rhetoric on things like betrayal and infighting and so forth. This just goes a step further in imputing the &amp;quot;Draekeche&amp;quot; connotations into the translated &amp;quot;darkness&amp;quot; in Yshryth&#039;s speech. This line is building in some historical irony, that Yshryth Faendryl was basically accusing seditionists and traitors of being dark elves. It could also add some context to House Nalfein and the other monarchs using that term post-Ashrim War.&lt;br /&gt;
[698] This is based on the Arkati origin legend stories that depict Drakes killing each other. A reasonable extrapolation into Elven attitudes, given the barbaric way Linsandrych describes dragons.&lt;br /&gt;
[699] This is an embellishment for establishing a Second Age usage in its etymology that fits the cultural condemnation usage later in the Ashrim War than its present treatment as a race category. Though there might be a racialized dimension to it, because those with ancestry in that region would have the visible effects of it. Even if they themselves are not part of whatever bad things hung out down there in their ancestral past.&lt;br /&gt;
[700] This is an embellishment meant to give precedent to it having an increasingly racialized use applied to a whole ethnicity or culture of people, and for explaining why Dhe&#039;nar are considered &amp;quot;dark elves&amp;quot; by Elves who know what that phrase is supposed to mean.&lt;br /&gt;
[701.1] Even if this is a slight exaggeration, we need an explanation for why the term &amp;quot;Dark Elves&amp;quot; was used on the Faendryl only starting 5,000 years ago, when they had been in Rhoska-Tor for 15,000 years at that point. If the concept of Dark Elves referred to the physical effects of those southern wastelands and was an existing concept, there would have been no significance to the House Elves declaring the Faendryl to be Dark Elves. So then after that, with the Faendryl and Dhe&#039;nar both &amp;quot;Dark Elves&amp;quot;, you get it turning into more of a race concept centered on a shared unnatural language, which in previous millennia was associated with Daemons per our embellished history of language. Likewise, the Dhe&#039;nar cultural behavior after the Great Fire is sufficiently barbaric to justify &amp;quot;dark elves&amp;quot; condemnation from House Elves.&lt;br /&gt;
[701.2] This general argument would also apply to the Sylvans. &amp;quot;sylvisterai&amp;quot; from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is a (lighter) cultural condemnation loosely having the figurative meaning of &#039;backwoods rube&#039;, and the Sylvan dialect is far enough removed to be considered its own language, so this lingual and political division of elves is quasi-racial. &amp;quot;Dark Elves&amp;quot; should usually reject that term as a political pejorative and refer to themselves as elves. One subtle quirk is that the Sylvans of Yuriqen are the main lineage, but strictly speaking, there are Wyrdeep elves who are not of that lineage who may plausibly be considered &amp;quot;sylvisterai&amp;quot; by imperial elves. The cultural condemnation of &amp;quot;dark elves&amp;quot; ought to apply to elves who are not mechanically Dark Elves as well, it might just be that its meaning has twisted to focus on the Rhoska-Tor ancestry ones.&lt;br /&gt;
[702] This is emphasizing that calling it &amp;quot;Dark Elven language&amp;quot; is relatively recent historically, and likewise &amp;quot;Rhoska-Tor&amp;quot; itself is a more modern term that was implied to have been used later than Despana by &amp;quot;[[History of Elanthia]]&amp;quot;, so &amp;quot;voice of Rhoska-Tor&amp;quot; from the &amp;quot;[[Dark Elven languages]]&amp;quot; document is also a later description for that language.&lt;br /&gt;
[703] This is the actual usage of it in documentation, as opposed to game mechanics. But here we are explicitly stating it.&lt;br /&gt;
[704.1] This is a convergence of Faendryl behavior toward the things that the term &amp;quot;dark elves&amp;quot; is supposed to actually refer to rather than the racialized component of it. This line is partly based on the &amp;quot;[[Path to Palestra]]&amp;quot; fact that the Palestra academies were founded after the Ashrim War and implicitly ramped up the scale of demon summoning, and more were built under the current Patriarch to keep up with demand. The shift to a paradigm of necromancy and demonology, the great big bad evils from the Undead War period, but in the modern meaning of those words used in this document, is bringing ancient Faendryl sorcery up into the present day game mechanics form of necromancy and demonology lores as the defining paradigm.&lt;br /&gt;
[704.2] This is also tempering the &amp;quot;we haven&#039;t changed this is what we always were and did&amp;quot; rhetoric in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; with something more historically nuanced. That document says of the Second Age: &#039;&#039;&amp;quot;It was an age that allowed for the unhindered pursuit of knowledge and the exploration of worlds within worlds. It was magnificent and worth preserving by any means, even ones the weak-willed found abhorrent and horrifying.&amp;quot;&#039;&#039;&amp;quot; The phrase &amp;quot;worlds within worlds&amp;quot; in the cosmology model used in this necromancy document would refer to the &amp;quot;infernal realms&amp;quot;, what could be called &amp;quot;pales&amp;quot; within this existence of more chaotic essences, as opposed to the outer valences. Which would have been more of an exile period thing with the dark essences of Rhoska-Tor and some merging with the black arts. This should generally reflect present day Faendryl over-stating the precedent of their present practices with what their ancestors did. This document is trying to show an evolution from comparatively innocuous practices to increasingly more rejected by others practices. So there needs to be an IC propaganda element when Faendryl NPC authors are talking about this stuff for everything to make sense.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IV. The Age of Chaos (-15,000 until Modern Era) [705]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Surveyor journal for northwestern Elanith [706]&lt;br /&gt;
Library Aies, Circa -15,180&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[705] Some of the history documents conflate, or at least include, the Undead War with the Age of Chaos. The convention we are using here is for the &amp;quot;Age of Chaos&amp;quot; to be the period of political collapse and disorder &#039;&#039;after&#039;&#039; the Undead War. However, it acknowledges that the &amp;quot;Modern&amp;quot; or &amp;quot;Fourth&amp;quot; age could reasonably be extended back as far as 10,000 years ago in at least some places, per &amp;quot;[[History of Elanthia]]&amp;quot; about it being ambiguous. But it uses the Modern Era calendar convention of the past 5,000 years.&lt;br /&gt;
[706] This is a totally made up quote. It is based in the premise established in this document that the crops in the fields were rotting, and so forth, with the outlying provinces of the Elven Empire having been largely wrecked by Despana&#039;s hordes. It is leaning into the blight and plague aspect of her methods. This quote is directly based on actual records from Vancouver&#039;s expedition into the American northwest in the late 1700s, repeatedly coming across native settlements that had been totally wiped out by smallpox. The description of the scars and blindness is also based on smallpox.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones.[707] This was futile and the Houses tended to withdraw from each other.[708] The Elven armies were mostly destroyed in the Undead War.[709] With the slow replenishing of the elven race, this power vacuum lasted for millennia.[710] It was no longer feasible for the Elves to exert control over the outlying provinces.[711] These declared themselves independent, or turned to outright rebellion.[712] The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded.[713]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[707] The &amp;quot;stabilize their own thrones&amp;quot; part is about the popular unrest premise in this document. The other parts refer to &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;Without the Faendryl to lead, the Elven empire began to decay. The houses began an internal struggle for power, as each thought themselves the natural heir to the Faendryl&#039;s position.&amp;quot;&#039;&#039;&lt;br /&gt;
[708] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;The Empire begins to crumble, each house withdrawing and managing their own affairs. The Elven Houses are no longer an organized community.&amp;quot;&#039;&#039;&lt;br /&gt;
[709] This is explicitly stated in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Elves had won the war, but at great cost. Much of their empire had been sacked by the Undead. Their armies were nearly destroyed.&amp;quot;&#039;&#039;&lt;br /&gt;
[710] This time scaling leans on the [[Ta&#039;Illistim Monarchs]] document. Segeir Illistim worked on rebuilding the Illistim military almost a thousand years after the Undead War, up to near -14,000 Modern Era. However, the Ta&#039;Illistim Monarchs document apparently uses the wrong dates for the Kiramon War, being off by about 2,000 years. Kiramon War should start roughly -11,000 and end a little after -10,000. Per &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (-9,800 end date) and an old statue in Ta&#039;Illistim that is a memorial of Istmaeon Illistim, who presided over the end of it. And consistency with the &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; documentation timing of about 15,000 years ago.&lt;br /&gt;
[711] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;Greater Elanith: Anarchy reigns, as the elves are no longer performing the role of protector to the lesser races. Little is known of this dark period.&amp;quot;&#039;&#039;&lt;br /&gt;
[712] Per &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; However, there is no definition for the structure of provincial governments, what it actually means for those territories to &amp;quot;declare themselves independent.&amp;quot; These could conceivably be (largely) ruled by western Elves to start with, but then without eastern support these rump states end up crumbling relatively quickly, and some elves of the West in the present day may have ancestry in the West back to this period.&lt;br /&gt;
[713] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039; (Note: The wording in History of Elanthia inadvertently defined the Age of Chaos as reaching all the way up to the present day.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years.[714] This precluded regaining lordship over the outlands.[715] In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world.[716] Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed the Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.[717]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[714] The Kiramon war would have started about 3,000 years after Segeir Illistim founding the Sapphire Guard and working to rebuild the Illistim military. Again, the Ta&#039;Illistim Monarchs document dates for Istmaeon Illistim appear to be off by 2,000 years. That document has NPCs living several thousand years and even giving birth past age 3,000. Player character ages for elves are broken in general, the range for setting it used to go up to 3,000 and later the whole thing was cut in half. But there are still 3,000 year old player characters.&lt;br /&gt;
[715] In any case, the kiramon war sets them back again up through -9,800, and human fortresses start getting built in the west in -3,000. This document has framed that the Elven Empire only exerted limited direct control over the outlying provinces at its height (e.g. the Vaalor struggling with the Black Wolves in the northwest) so that helps with the impracticality of reasserting control in a war torn West with faster regenerating populations than the Elves. So you combine this with the divisions and isolationism/insularness of Elven politics after the Undead War, you get inability to regain control of the outlying provinces. It is super vague what this part of the continent was like in those time periods.&lt;br /&gt;
[716] This is in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. The irony refers to the Faendryl having been exiled for their dangerous banishment-off-world strategy at Maelshyve, with House Illistim complaining about the unknown risks in it (including the risk of the enemy unexpectedly returning some day.)&lt;br /&gt;
[717] This is in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. It makes clear that the Aelotoi leaders (e.g. Braedn) were told and are aware that the kiramon of Bre&#039;Naere had been banished there by the Elven Nations. It was historically well known enough that the courtiers at the Illistim Keep were able to surmise the coinciding timing of the kiramon banishment and when the Aelotoi said the kiramon arrived. There&#039;s been some expressions over the years of that being some sort of secret hidden from the Aelotoi, but that isn&#039;t the case, the Elven monarchs / elites may just have some more knowledge / better insight into their role in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.A New Ta&#039;Faendryl&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was the famine she unleashed with her necromancy.[718] It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was the blights poisoning the fields and forests.[719] They were struggled against for centuries as recurring illnesses.[720] It was the cause of insurrections and expansionist wars.[721] There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well.[722]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[718] This premise is an embellishment, based on extrapolating details from the Sylvan and Halfling histories. &lt;br /&gt;
[719.1] The &amp;quot;plagues&amp;quot; premise is partly based on &amp;quot;[[History of Elanthia]]&amp;quot; explicitly referring to the plagues in this period. This line is just generalizing it to plantlife (perhaps including wildlife or livestock who eat those plants, as suggested in the Faendryl documentation) with the notion of &amp;quot;blight.&amp;quot;&lt;br /&gt;
[719.2] &amp;quot;Doom of Kalaza&amp;quot; is a totally made up term for the Red Rot destroying Kalaza. The part about the blights is extrapolating from approximate time period references. This is partly based on &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about crops rotting in the fields, where the sylvans from Nevishrim were geographically closer to the outlying provinces of the Elven Empire. It also draws from the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;. The Horse War was a few centuries after the Undead War, so this is recontextualizing the blight problem into the Undead War context. Long-term leftover problems from Despana&#039;s desecration necromancy, which is a concept elaborated somewhat in Volume 2.&lt;br /&gt;
[720] This is an embellishment. But can help exacerbate the conditions that cause the Elven Houses to lose control over their outlying provinces, and turn autarky oriented with respect to each other, due to economic duress from agricultural conditions. This document also set up a framework of the West&#039;s outlying provinces as having been a breadbasket for the Elven Empire, so the structure of their economies would be totally shaken up and then restructuring to local production for everything with all Elven labor. Whereas they may have had manual labor from &amp;quot;lesser races&amp;quot; during the Elven Empire. This partly relates to how much magic is to be allowed to act in the world setting. It gets fairly ill-defined on the *practicality* of large scale magic.&lt;br /&gt;
[721] This is an embellishment. But it provides internal logic reasons for the separatism and rebellions that are supposed to have happened in this decolonization period. Technically, this premise is also present with the Ardenai in the Horse War case, this is just generalizing that dynamic.&lt;br /&gt;
[722] This is the Horse War from &amp;quot;[[History of the Truefolk]]&amp;quot;. This paragraph is turning that into a &amp;quot;for example&amp;quot; of the general time period, which is intended to take out the distortion of having the Horse War being one of the only things defined in depth for the Ardenai for decades while being highly out of character for them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl.[723] The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food.[724] Though there were forests near Maelshyve, these were dark and twisted, too dangerous from proximity.[725]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[723] This could be taken in the literal sense of how hard it would be to grow edible food in the vicinity of Maelshyve, which might as well be the magical equivalent of a nuclear test site. But some of this sentence is Faendryl IC author bias.&lt;br /&gt;
[724] It is a desert and possibly badlands, and if you allow remnants of Despana&#039;s forces to be hostile hazards on the surface, the Faendryl would need to grow food in underground caverns for the food security. But people often forget that this location canonically has forms of magical radiation poisoning, and that it twists and makes &amp;quot;hostile&amp;quot; the plants you grow in it. So this sentence is reaffirming that there are also &amp;quot;unnatural&amp;quot; reasons for the problems of food in this location. It&#039;s not just &amp;quot;oh gross who wants to eat bugs&amp;quot;, it&#039;s you should not want to be eating anything from this polluted place.&lt;br /&gt;
[725.1] This is creating a premise to reconcile the closeness of Maelshyve to green parts of the Elanith map and the notion the Faendryl could not grow anything, along with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; saying &#039;&#039;&amp;quot;on wooded slopes surrounding the valley on which Maelshyve Keep stood.&amp;quot;&#039;&#039; The solution here has to be leaning into the kind of thing mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot;, which is that if you make something grow there, it is twisted and hostile and dangerous. &lt;br /&gt;
[725.2] The previously framed premise of being charged with guarding Maelshyve on the one hand, and this task being the penance for future political rehabilitation, which are made up for this document, also provides motivation for why they *had* to be in this specific location and why they were going to all the trouble of agriculture in this near impossible spot instead of some distance away and transporting the food in, which is probably what the Agrestis does modernly. The other framed premise of leftover forces of Despana making the region too hostile and uncontrolled also gives a logic for it being infeasible to do food security at a distance from their caverns. And the premise of the Maelshyve strategy as more of a silver bullet solution that a sheer raw power solution would explain why the Faendryl couldn&#039;t just chase out all such hostiles and make a nice surface nation state from the very beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide.[726] In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam.[727] They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city.[728] It was to spite Laibanniel Illistim for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind.[729] These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.[730]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[726] This is an embellishment in its specific assertion, but it is sensible extrapolation, and consistent with (for example) the spiteful twisting of Elven words in the formation of the Faendryl dialect as described in the &amp;quot;[[Dark Elven languages]]&amp;quot; document. This also sets up the rhetorical basis for this document describing the Faendryl as characterizing the annihilation of the Ashrim Isle as an &amp;quot;exile&amp;quot; rather than a genocide, which is a made up premise of some Faendryl drawing moral equivalency for making Ta&#039;Ashrim unlivable and the Faendryl exile. It is not defined, but a lot of people probably died just from the evacuation and Trail of Tears like moving of the population, though this also runs up into the question of how much NPC magic is allowed to distort the world setting. (e.g. &amp;quot;Well why didn&#039;t they just open portals and everyone just walks through?&amp;quot; or &amp;quot;Why didn&#039;t they just make permanent portals to some other place they could grow food?&amp;quot;)&lt;br /&gt;
[727] The salted earth language comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that they left their creations to roam the city is framed on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Old Ta&#039;Faendryl section] of the Play.net website.&lt;br /&gt;
[728] It is unclear what the original lore intention of the Ithzir was meant to be, it is plausible they were supposed to be experimental mutants like the [[twisted being]]s and [[festering taint]]s. But they have canonically since been treated as extraplanar. The premise that they are world conquerors comes from Kenstrom&#039;s storylines (e.g. [[Return to Sunder]]) and his document &amp;quot;[[Ithzir Genesis]]&amp;quot;. The premise that the Faendryl summoned them to salt the earth comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that it was symbolic over the ingratitude for the Faendryl&#039;s role in guarding against extraplanar threats, which is framed as the roots of their demonic summoning and veil piercing magic they were exiled for, is an embellishment of this document attempting to recontextualize &amp;quot;[[History of the Faendryl]]&amp;quot; regarding the Enchiridion Valentia and Palestra. The premise of having the Ithzir world conquerors symbolically lording over the capital of the Elven Empire is an embellishment that is just synthesizing these other premises. &amp;quot;History of the Faendryl&amp;quot; uses the term &amp;quot;shining city&amp;quot; for Old Ta&#039;Faendryl. That term has since become used for Ta&#039;Illistim in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_1.asp &amp;quot;Illistim Society&amp;quot;] document, but the Faendryl document use of it is almost a decade older than the Illistim document use of it.&lt;br /&gt;
[729.1] This is an embellishment. The design of Old Ta&#039;Faendryl has the entrance characterized as telling the Faendryl they are not welcome here, and the Old Ta&#039;Faendryl background description on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Play.net website] makes it clear that the sentinels and energy barrier were created by the other Elves. So that most Faendryl would not be able to return, only the most powerful would be able to get in, and that this would allow the Elves to study the things the Faendryl left behind: &#039;&#039;&amp;quot;At the entrance to the grounds surrounding Ta&#039;Faendryl, the Elves erected two stone sentinels whose magic would keep all but the most powerful of Elves away. In this manner the bulk of the Faendryl people would never be able to return, however, the most powerful of the other Elven races would be able to enter and investigate the powerful magics developed by the Faendryl sorcerers.&amp;quot;&#039;&#039; &lt;br /&gt;
[729.2] Then it is cross-referencing [[Ta&#039;Illistim Monarchs]] on who the Argent Mirror was at that time, since this energy barrier construction would most plausibly have been made by Illistim mages. Then this document is characterizing summoning the Ithzir as spite over that. &amp;quot;[[Ithzir Genesis]]&amp;quot; has the Glethad NPC saying the Faendryl made the barrier, but that has to be treated as a mistake, because it is not consistent with what exists in-game and the Old Ta&#039;Faendryl background material on the Play.net website. It would also mean the Faendryl putting up a barrier to keep the other Elves out of something they &amp;quot;salted the earth&amp;quot; over anyway.&lt;br /&gt;
[730] Volume 3 especially talks about aberrations and how they are necromancy in the broad sense of the definition used in this document, though teratology might not fall entirely inside the scope of necromancy, for instance elementally corrupted creatures. (This would be consistent with DragonRealms where non-necromancer Arcane users [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 might be] teratologists, using the DragonRealms definition of necromancy of sorcerous crossing/mixing with life mana.) [[Lich qyn&#039;arj]] are just straight up undead. Volume 3 totally makes up some background about them, which makes their presence symbolic for Koar and fallen rulership reasons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun.[731] There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana.[732] Among these latter factions, the Faendryl were the subject of hatred.[733] However, the Faendryl soon discovered entrances to the underground caverns, and were able to erect wards to keep out the banshees and other infernal spirits that are endemic to those lands.[734]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[731] The harsh climactic conditions of Rhoska-Tor near Maelshyve have been seen first hand during the Maelshyve archaeological dig expedition event. The hostile forces refer to the arguments made in this document for leftover Despana alliance/horde constituencies, as well as the &amp;quot;natural&amp;quot; undead and demonic hazards of the region framed earlier in this document.&lt;br /&gt;
[732.1] This embellishment is an extrapolation of what should be true in context. It is also leaning on there being indigenous &amp;quot;sinister&amp;quot; types to the region with backgrounds pre-dating Despana.&lt;br /&gt;
[732.2] While we are having the demons causing the mindless undead to chase the retreating living into the keep, more powerful undead further away like the banshees might not have done that, and the demons running wild ought to have pulled some of the undead away with them. Then there is whatever outlying undead forces Despana had away from Maelshyve itself, which had their command hierarchy decapitated. Which the Elves would have pushed out of the East, so they&#039;d either head toward Rhoska-Tor and the wastes or into the West. The point is that Despana&#039;s forces can be destroyed at Maelshyve without it being a just-so story where *everything* ended up inside the building, and everything in the collapsing building got pulled through the tear in reality, without anything about it being messier than that in the fine details. It isn&#039;t a problem for the region to be a chaotic mess afterwards, even though the demons + implosion strategy was fundamentally successful.&lt;br /&gt;
[732.3] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; does say &#039;&#039;&amp;quot;As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die. The fact that there were no surviving enemies to rout was an empty consolation.&amp;quot;&#039;&#039; But this is excessive since they should not all have even been at the Battle of Maelshyve when it was a lightning strike in a stalemate frontlines situation.&lt;br /&gt;
[733] This is a reasonable extrapolation from the prior premise.&lt;br /&gt;
[734] This is tying back into the premise of the Dhe&#039;nar section of this document. The &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;Life in that place was never easy, for little grew there. Below the surface, however, the Faendryl found extensive networks of caverns. Not only did these provide shelter, but they also contained an unusually large number of mana foci.&amp;quot;&#039;&#039; (Other places like the Old Ta&#039;Faendryl [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp page] on the Play.net website and &amp;quot;[[History of the Faendryl]]&amp;quot; instead say &amp;quot;nothing&amp;quot; grew in Rhoska-Tor, while &amp;quot;[[History of the Sylvan Elves]] has wooded slopes right next to it.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic.[735] But they would emerge twisted, and were most often poisonous, or even rotting.[736] Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves.[737] The instabilities in the flows that were caused by the implosion of Maelshyve made it difficult to keep even crude constructs or golems.[738] The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies.[739] They then instead used reanimated corpses, which had milder but similar issues.[740] In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve.[741] In time they were able to make working artificial constructs from exotic metals.[742] It would not be possible to even begin considering this on the surface until the situation stabilized.[743]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[735] This is partly based on spirit circle spells that make things grow, such as herbs, though also plants in general in Rolemaster spell lists. This is a scaling issue problem of what should be feasible with spell casting. This is hanging a lantern on the issue and mitigating it by setting up reasons for why the problem could not just be magic wanded away.&lt;br /&gt;
[736] The &amp;quot;rotting&amp;quot; is inspired by Rift herbs. But generally this premise is already canon in &amp;quot;[[History of the Faendryl]]&amp;quot;: &#039;&#039;&amp;quot;Life was difficult, as nothing would grow, and what few things did sprung from the ground twisted, warped, and often hostile.&amp;quot;&#039;&#039; The wording &amp;quot;hostile&amp;quot; should probably imply some malicious behavior by the plants rather than just being toxic.&lt;br /&gt;
[737] This is addressing the geographical context problem of &amp;quot;well there&#039;s green stuff right next to there so why can&#039;t they grow stuff right near Maelshyve instead of the wasteland itself&amp;quot;. If those green areas are themselves &amp;quot;bad places&amp;quot; due to proximity to Rhoska-Tor, it takes it off the table to do agriculture there (not that having a minor amount of growing plants is necessarily consistent with land able to support agriculture in the near term), plus the framed premises of hostile surface forces this document introduces and emphasizes. The imported top soil and artificial lighting is addressing how to grow stuff in underground caverns, and Faendryl do not have Drow dark vision. Trying to keep that soil purified would be difficult near Maelshyve, and &amp;quot;[[History of the Faendryl]]&amp;quot; talks about the crops getting corrupted with sorcerous radiations.&lt;br /&gt;
[738] This is an embellishment that extrapolates off there being mana storming during the Maelshyve archaeology expedition event. It is trying to reconcile the weirdness of summoning demons to do agriculture labor when the Faendryl would have been aware of the corrupting influence of the demonic on life, when they left behind all these powerful construct automatons in Old Ta&#039;Faendryl. So synthesizing these premises lets you say it wasn&#039;t feasible to just use golems/constructs at that time, which are totally obedient passively unlike demons which require active management and binding.&lt;br /&gt;
[739] This changes the characterization in &amp;quot;[[History of the Faendryl]]&amp;quot;, making using the demons for this as a desperate measure making the best of a bad situation. This can help nudge along the casual open embrace of demonic summoning with the whole population, especially if the objectors had already left House Faendryl from the more nuanced exile logic this document introduces. But the Faendryl should not just casually be all-in on routine rote demon use yet at the start of the exile, that should be treated as &amp;quot;History of the Faendryl&amp;quot; being present biased and doing some revisionist apologetics.&lt;br /&gt;
[740] There is a premise here for reanimating the livestock that die for whatever reason, though it is dubious that the Faendryl had something as resource intensive as &amp;quot;cows&amp;quot; on such a tenuous plant growing basis in that time period. But they would have *some* livestock for fertilizer purposes. So, there is a premise of using reanimated bodies, because it&#039;s walking long-term fertilizer. But reanimation is still sorcerous magic, and it&#039;s also very temporary and micromanaged. You need something more properly undead to act as labor that is more obedient than demons, and that is going to run into the same corruptive dark energies problems.&lt;br /&gt;
[741.1] This is again extrapolating off the mana storming that has been observed around Maelshyve in the present day. It is setting up a premise that the Faendryl summon low corruption entities for mundane use in the present day, recognizing the toxic pollutive problems of &amp;quot;fiends&amp;quot; and the black arts. This is also setting a difficulty-of-retaining-control over the things premise because of the essence instabilities. &lt;br /&gt;
[741.2] It is also addressing and mitigating the fact that &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; states that valence creatures are still used for manual labor in these ways, even though that corruption property would be a known issue: &#039;&#039;&amp;quot;They bear much of the burden of lesser tasks relegated to them so that Faendryl may use their time to focus on more important matters. They assist in the crop planting and mining for the Agresti and help haul the goods of the Emporion from workshop to store.&amp;quot;&#039;&#039; This is talking about &amp;quot;minor demons&amp;quot; (in some broad Faendryl definition of demon) that are not problems for retaining control over them and basically just extraplanar creatures who will obey as servants: &#039;&#039;&amp;quot;an abundance of minor demons abiding their masters&#039; orders and roaming freely within the walls.&amp;quot;&#039;&#039; The concern here is not letting Faendryl mastery of minor demons, or extraplanar creatures, gut the menace and danger and darkness of the demonic as a category. They might have specialized use as assistants in the Agrestis for tasks that are too fine-grained for construct/golem automatons which would do the heavier labor.&lt;br /&gt;
[742] This is (again) bringing in a retcon to make sense of why they did not use constructs/golems given the obvious problems of using demons, given that they left behind powerful magically resistant [[Greater construct|constructs]] in Old Ta&#039;Faendryl. (It might be that higher corruption &amp;quot;fiend&amp;quot; demons were easier to control with the Rhoska-Tor dark essence in the unstable mana flows period close in time to the Maelshyve implosion, but this was pulled back later, and present day &amp;quot;demon&amp;quot; assistants are low pollution outer valence creatures.) They needed time to figure out how to make ones that would work under those conditions, and get enough of the exotic metals to make them. (&amp;quot;[[Elanthian Gems]]&amp;quot; specifically talks about krodera and mithril veins in particular shielding some of the alabaster deposits in Rhoska-Tor from sorcerous radiation.) And then with the immediacy of their problems, and the surface conditions, they could not even begin thinking about trying to do this stuff on the surface at a remote distance. &lt;br /&gt;
[743] They needed to establish a power base and gain effective control over the surroundings before things would be secure enough to allow for remote/distant food dependency. Eventually there will be population spread out. But in the early times we can have this penance premise where there was not an intent of the exile being a permanent situation, so early on staying near Maelshyve would be a good behavior thing into the political situation improved. But then it goes on long enough that you have generations viewing this region as home, and you can have spreading out and making a port and so on, eventually reaching the state where Chesylcha is engaged to an Ashrim prince and best friends with the Illistim Mirror.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the span of decades. For others it was centuries and there was not much affect on skin tone for those farther away.[744] While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the demon worshippers began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor.[745] Despana transformed more into a myth of she who will one day return.[746]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[744] The time scale of the Dark Elf magical conversion is somewhat ill-defined. The time scale described here would be consistent with how it is described in &amp;quot;[[History of the Faendryl]]&amp;quot;, but that section of &amp;quot;History of the Faendryl&amp;quot; is deeply inconsistent with the chronology of the other history documents. This within-lifespan speed of it is important, because if it takes thousands of years and multiple generations, that greatly restricts the range of possible Dark Elves who are not of Faendryl or Dhe&#039;nar ancestry. But the premise that only those in the deepest caverns closest to Maelshyve had the skin darkening is explicitly established in &amp;quot;History of the Faendryl&amp;quot;. There was a &amp;quot;did you know&amp;quot; section on the Play.net website of dark elven mothers [https://www.play.net/gs4/info/races/darkelf.asp doing experiments] with making light skinned children, but that is cringe and also unnecessary because it was never the case that Dark Elves were supposed to all be darker skinned in the lore premises. That page itself only says &amp;quot;usually&amp;quot; brown or black skin. Those rumor sections also have stuff in them that is not true in general.&lt;br /&gt;
[745] This is following from the embellished premises earlier in this document. &amp;quot;the voice of Rhoska-Tor&amp;quot; is the Dark Elven language in the &amp;quot;[[Dark Elven languages]]&amp;quot; document, and probably what it should have been called before Dark Elves were historically a racial category (i.e. modernly) but after the region started being called Rhoska-Tor post-Despana. This line is playing off the earlier premise that the demonic cultist types regard it as a &amp;quot;divine language&amp;quot;, so being the deranged types that they are with their weird religions, this softening of hostility to the Faendryl can make sense. Especially as Despana and the war recedes further in the past.&lt;br /&gt;
[746] This is playing off the Grot&#039;karesh Hammer Clan&#039;s reincarnation myth beliefs about Despana returning eventually in &amp;quot;[[Giantkin History]]&amp;quot;. In the other Volumes this document has them being influenced by regional beliefs along those lines, with there being bad guys in Rhoska-Tor who want Despana to return and would help make it happen if they knew how to do it. But that is a made up premise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground.[747] The cultists would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary.[748] The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor.[749] For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery.[750] In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot;[751] Sorcery was broadened in such a way that it absorbed some of the more ancient black arts.[752] The dark arts were then studied through the paradigm of Faendryl rationalism.[753]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[747] This is having the Faendryl become the hegemonic power in that region, but the black arts practitioners still being present, especially in illegal kinds of ways. This is related to the earlier framing about the Faendryl only eventually exerting control over the surface lands as their position strengthened and their population size recovered from everything that had happened. Recall earlier we had the other Elven Houses with a big demographic hit, leaving them unable to keep control over the outlying provinces. The Faendryl would have the same problem, even moreso if they lost part of their population to exile politics, whether renouncing the House or splitting off as expatriates for various reasons. That is also recontextualizing &#039;&#039;&amp;quot;not a single elf complained&amp;quot;&#039;&#039; in the Exile section of &amp;quot;[[History of the Faendryl]]&amp;quot;, because the complainers would be the people who already noped out and left House Faendryl. Hardship conditions over this might also have had people leaving at this point to try to live elsewhere further south or to the north in the West, given that the Elven Houses no longer had any effective control over there and there&#039;s no one in a position to stop them from going off on their own. This is part of the general dynamics of present day Faendryl being descendants of people that staunchly loyal House Faendryl and its political positions on all these issues. And the ideological divergence and Overton window shifting that comes from that.&lt;br /&gt;
[748] The Senary comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, treated as a mythical boogey-man of those secretly defying the Patriarchal authority. This premise of cultists infiltrating Faendryl society would make sense if such cultists are taken as existing in the region. There was also an established premise in 5123 of a Faendryl named Enomna impersonating Patriarch Korvath&#039;s recently dead mother to try to kidnap the Patriarch&#039;s son out into the wastes as part of her attempt to find life extension solutions for her human husband. This has not been explained yet, but this would be thematically consistent.&lt;br /&gt;
[749] This is following the same logic as the Dhe&#039;nar section earlier, and the various premises of &amp;quot;dark essences&amp;quot; and demonic energies and undead corruption in the region from the several documents. It is the premise for Faendryl sorcery moving further along to its more modern forms that we are calling &amp;quot;dark sorcery.&amp;quot;&lt;br /&gt;
[750] This is following the logic of the Arcane power section earlier in this document, about how those metaphysical traditions each influenced the development of Faendryl sorcery in the exile period. This is giving more concrete language to how those doctrines were twisted in the new situation of having these energies from other valences or infernal realms.&lt;br /&gt;
[751] This premise is explaining why sorcerer spells are organized on a &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; duality now mechanically, while other documentation has them as a hybrid of elemental and spiritual spheres of magic, with a class description that matches what this document is calling &amp;quot;classical sorcery.&amp;quot; This is all generally about making sense of the issues of defining sorcery and hybrid magic in the world setting.&lt;br /&gt;
[752] Since the Faendryl are using these &amp;quot;dark essence&amp;quot; energies around Rhoska-Tor, and demonic stuff, and there is whatever contact or spillover with the black arts practitioners more indigenous to the region, you have at least some of the &amp;quot;black arts&amp;quot; falling under this broadened definition of &amp;quot;dark sorcery.&amp;quot; But Faendryl sorcery should not include stuff that is highly toxic to the surroundings, debasing to the self, and so forth, it should be &amp;quot;dark grey&amp;quot; magic rather than &amp;quot;black magic.&amp;quot; With a significant amount of focus in how to counteract and prevent the black arts and black magic.&lt;br /&gt;
[753] This is making intellectual tradition continuity with the Second Age Faendryl, and how this form of &amp;quot;dark sorcery&amp;quot; is distinct from the black magic practiced elsewhere in other culture traditions. It is broadening and breaking up the monolithic &amp;quot;sorcery&amp;quot; concept, even if this Faendryl paradigm is what we deal with through Sorcerer Guilds. The Faendryl ties with the Sorcerer Guild institution, only awkwardly IC and distorting as that concept is, finds representation in places such as &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the loresong on the [[forehead gem]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultism provided the back door for these wasteland traditions to become incorporated into the dark arts of sorcery.[754] The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution.[755] It was fashionable to embed the demonic or spirits into weapons or other items.[756] There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through immaterial projections.[757] What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces.[758] The futility of challenging the Faendryl is well known in the Southron Wastes.[759]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[754] This is using the previous established &amp;quot;back door&amp;quot; property of occultism, now for bringing in stuff from the southern wastelands, whereas the Second Age occultists were moreso pulling in stuff from people then living in the West.&lt;br /&gt;
[755] These would be spells similar in nature to [[Cloak of Shadows (712)]] and [[Pestilence (716)]] (though it might be inconsistent for it to be those exact spells), which Second Age Faendryl probably would not have wanted anything to do with, though they might have used magic like the old [[Disease (716)]] which would be more &amp;quot;classical sorcery&amp;quot; compared to Pestilence&#039;s &amp;quot;dark sorcery.&amp;quot; They were bending this way already with having made the festering taints in the Undead War period. Similarly, [[Torment (718)]] is probably out of this wasteland tradition. It isn&#039;t the kind of spell that should have been done by Second Age Faendryl, and most present day Faendryl would probably find it barbarically reckless and dangerous to the caster.&lt;br /&gt;
[756] Stuff like this has been done in game, like the Black Hel slayer demon scimitar from the I.C.E. Age (last possessed by Kree), or the soul eater staffs from Ebon&#039;s Gate. But [[Ensorcell (735)]] is more vanilla than this, just layering necrotic energy on objects. That&#039;d be an example of a &amp;quot;dark arts&amp;quot; spell that is not a &amp;quot;black arts&amp;quot; spell but also not &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[757] This is leveraging off the &amp;quot;dread seer&amp;quot; stuff from the earlier section on warlocks. The Extrachthonic Cartographer&#039;s Guild from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; represents a very &amp;quot;demonology&amp;quot; and materialist approach to valences and summoning demons. But there should also be necromantic methods (i.e. immaterial or possessing or scrying) for this stuff, especially for the outer realms that are unable to support life or even material existence as we know it. Xorus [[Harrowing and Esoteric Archaeology|lectured]] about this once, using the term &amp;quot;occult philology&amp;quot;, generalizing off the Planar Shift spell having runes embedded in flow patterns. Talking about this in more cosmic analogs. This is following a kind of Lovecraftian theme, like what Randolph Carter is doing in [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;].&lt;br /&gt;
[758] With all this bad stuff in the southern wastes (e.g. Horned Cabal), and precedents like the Palestra Blade Aralyte going after Althedeus, and the earlier warding premises for the banshees/etc. for living there, it is sensible that the Faendryl would be majorly invested in controlling dark magic as protection from dark magic. In line with what they did with Despana. This would be a deep ideological dispute with the other Elven Houses, rooting back in disagreement over the Maelshyve strategy.&lt;br /&gt;
[759] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; makes it sound like people down there generally know better than to try to directly take on the Faendryl, but it says: &#039;&#039;&amp;quot;Despite the occasional large-scale external conflicts since the Faendryl defeat of Despana&amp;quot;&#039;&#039;. There are only two in current canon, the Ashrim War and the Third Elven War. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They would come to grow food in their outlying lands, along with relatively minor surface settlements.[760] There was even the eastern port of Gellig after some ten thousand years, as relations between the Faendryl and other Houses had improved.[761] While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age.[762] Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins.[763] Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd.[764] It was a politically controversial royal marriage, which would have shifted the balances of power.[765] (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.)[766] When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle.[767] The Faendryl losses were horrendous.[768] The Houses declared it a genocide, the Faendryl called it an exile.[769] The war had sought to compel a trial and formal restoration of ancestral land claims.[770] But in the end it turned their allies against them and entrenched the opposition.[771]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[760.1] This is getting around the issue of &amp;quot;how do you grow food in a desert wasteland&amp;quot; when Faendryl territory by now extends some distance beyond the desert wasteland. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; has the Agrestis being a triune of ranchers, farmers, and miners. The ranchers and farmers should in the present day be working on the surface away from the desert. This land is defined as all belonging to the Patriarch by default, unless given to someone else, and the Agrestis is in charge of regulating it. It is unclear how old the Pentact divisions are and how far back terms like &amp;quot;Agrestis&amp;quot; should really reach in Faendryl history. &amp;quot;[[Origins of Amasalen]]&amp;quot; attributes Agrestis back to the Second Age, but the document is a translation and not nearly that old. (Though of dubious provenance, it is supposedly over 150 years old, but interestingly describes much more recent events in Kelsha&#039;s paintings.)&lt;br /&gt;
[760.2] The presence of outlying surface settlements in the present age is defined in the Third Elven War period in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[761] Gellig being an eastern port is 100% made up. Gellig is a location that the Turamzzyrian Empire sacked on its march into Faendryl lands, and whatever Gellig was, that was what set off and totally enraged the Faendryl. So this is defining Gellig as a Faendryl sea port, perhaps the location the Faendryl armada launched from in the Ashrim War, to explain why the Faendryl reacted so much worse to Gellig being invaded. The timing of 10,000 years is made up. It&#039;s using that number because &amp;quot;[[History of Elanthia]]&amp;quot; talks about roughly 10,000 years ago being when modern historians often talk about the Age of Chaos starting to end, and &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has human fortresses being built 8,000 years ago. There needs to be some lead up time and interaction with the eastern Elves to reach the point of the Chesylcha-Ashrim marriage so that it is not out of no where, and it is reasonably long after the Undead War for Elven time scales.&lt;br /&gt;
[762] This is the hedge on the 10,000 years ago number, with the Modern Era calendar being defined with a year 0 that was only a bit more than 5,000 years ago.&lt;br /&gt;
[763] This detail comes from the [[Ta&#039;Illistim Monarchs]] document about the Mirror at the time, Caladsal. The wording &amp;quot;best&amp;quot; friends is an embellishment, but the friends and royal cousins parts are in documentation.&lt;br /&gt;
[764] The Loenthran poet detail comes from a display in Museum Alerreth in Ta&#039;Illistim. The wedding party is also described originally in &amp;quot;[[History of Elanthia]]&amp;quot; as quite large. [[Maeli Gerydd]] went missing. &amp;quot;History of Elanthia&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; imply it is known Chesylcha died (though in incompatible ways), but the Maeli Gerydd lore and the [[forehead gem]]s ending up in the ocean make it sound more like a disappearance. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; outright says Chesylcha disappeared and was only presumed dead.&lt;br /&gt;
[765] There is another [[Chesylcha Sukari Faendryl|display]] (of a jade seahorse with ribbon for pinning to the left sleeve) in [[Museum Alerreth]], for example, that talks about the marriage as politically controversial. The &amp;quot;[[History of the Faendryl]]&amp;quot; document blames it on a Nalfein assassin.&lt;br /&gt;
[766.1] This is partly canon in the sense that the [https://www.play.net/gs4/news.asp?id=797 news release] for Museum Alerreth had it as the first construction project of the Argent Mirror Caladsal as an airship depot within the city, and the release said: &#039;&#039;&amp;quot;the outbreak of the Faendryl/Ashrim war and the attendant precautions &#039;&#039;&#039;against collateral attack&#039;&#039;&#039; led to travel being rerouted to docks outside of the main population center.&amp;quot;&#039;&#039; The news blurb said the depot was first built in 47545 Illistim (-1,562 Modern Era), which is actually two thousand years prior to the beginning of the reign of Caladsal in [[Ta&#039;Illistim Monarchs]], while Caladsal&#039;s reign in that document is three centuries later than the Sea Elf War in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. In the case of the news release, at least, it could be handwaved as having been Alerreth&#039;s building, and then Caladsal&#039;s &amp;quot;construction project&amp;quot; was trying to turn it into an airship hub for the whole city. For what it is worth, the non-canon sea captain&#039;s journal of the Ashrim War from the Elanthian Times (2000 through 2002) had the Faendryl ships floating above the water, which recontextualized with the later airship lore would have been because of the Illistim in some fashion.&lt;br /&gt;
[766.2] There should be a lot of socioeconomic and great power politics reasons for the Ashrim War that have never been carefully fleshed out. But it isn&#039;t within the scope of this document. The straight forward logic of the situation is that the Ashrim were the dominant naval power and the Illistim were developing air power, and Chesylcha was the glue on what would have been a forming alliance between them with a restored House Faendryl. Which would be very contrary to the maritime and court interests of House Nalfein (especially if there was Loenthran support), and been disliked by House Vaalor for military pre-eminence reasons. And who knows about the Ardenai.&lt;br /&gt;
[767] The story of the divination of the assassination by Chesylcha&#039;s sisters comes from &amp;quot;[[History of the Faendryl]]&amp;quot;. The spiraled out of control notion is an embellishment, this document is trying to give more rational motivations and war objectives, because the original story is a Helen of Troy kind of thing. It does not make sense to conquest regain the ancestral homeland, especially by invading the Ashrim Isle which is not even in the same direction, and especially when it is far beyond living memory to have actually lived in those ancestral lands. It has to be more abstract, about restoration of ancestral land claims, and political standing in the council of monarchs and so forth. The fog of war line is about the situation turning chaotic and escalating in a way that was not planned. (i.e. we are not having the Faendryl sending ships at the Ashrim to then do some genocide on land.)&lt;br /&gt;
[768] This is framed originally in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[769] The Faendryl calling the obliteration of the Ashrim Isle &amp;quot;an exile&amp;quot; is totally made up for this document. It ties back into this document earlier saying the Faendryl came to regard their exile to a land without food as attempted genocide. The gist is that the Faendryl attitude is there were Ashrim who were not on the Ashrim Isle, and the Ashrim Isle becoming uninhabitable is just an exile, and if House Ashrim no longer exists as a culture and royal line and political entity that speaks only to the failure of the Ashrim people. Likewise, the other Houses did not intervene in the war for the Ashrim, and did not cede their coastal lands to any Ashrim survivors. &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; talks about sea elves who will not acknowledge the Elves of this continent, which Scribes intended as a backdoor hook for Ashrim survivor descendants (though he was not Elf guru), and it might be that whatever Ashrim survivors there were had big grievances with other Houses after that war rather than just the Faendryl. In spite of the maudlin memorial stuff the Elven Houses do today about the Ashrim.&lt;br /&gt;
[770] This is inspired by the non-canon Faendryl [[Siege of Ta&#039;Ashrim|captain&#039;s journal]] of the Ashrim War that Mnar had in the [https://web.archive.org/web/20010723220557/http://gemstone.play.net/etimes/et6/ancient.htm Elanthian Times] back in 2000 in [https://web.archive.org/web/20020205003433/http://gemstone.play.net/etimes/et7/ancient.htm multiple parts] into [https://web.archive.org/web/20030212062741/http://gemstone.play.net/etimes/et8/ancient.htm 2002]. The general notion here is the Faendryl put together a naval fleet to meet the Ashrim on their own culture-tradition terms as a matter of honor, rather than a serious expectation of having a full scale naval war with the Sea Elves, as a matter of compelling a trial of traitors in the Ashrim royalty to get justice for Chesylcha and her wedding party. But then the Ashrim are guarding their royals, and ship violence happens, and things start spiraling out of control. Then in that fog of war context with horrendous Faendryl losses, you get a few ships making it to Ta&#039;Ashrim. Like in the non-canon journal, they&#039;re trying to arrest some royals, and end up in a position of blowing everything up.&lt;br /&gt;
[771] Though the Faendryl in some sense won the battle at Ta&#039;Ashrim, they very much lost the war in terms of achieving the war&#039;s political objectives. It catastrophically damaged their political standing with the other Houses for thousands of years. But they also suffered their own horrendous losses, and they completely doubled down on everything after the Ashrim War. The &amp;quot;[[History of the Faendryl]]&amp;quot; document might be interpreted as omitting most of the exile period where New Ta&#039;Faendryl was an underground city, and it could be treated as state policy to refer to this as some &amp;quot;period of appeasement&amp;quot; that state sanctioned history ignores. New Ta&#039;Faendryl is a surface city that is only a few thousand years old, but it should most likely be treated as the surface facade of something that runs much deeper into the ground, that is a lot older.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism.[772] The Patriarch formally dismissed the penance of House Faendryl in guarding the ruins of Maelshyve for the Elven Empire.[773] It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve.[774] The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor.[775] There was then a full embrace of the dark arts, which were regarded as morally neutral.[776] The Palestra academies were founded to support a vast expansion of demon summoning.[777] The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.[778]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[772] The aftermath of the Ashrim War being the moment the Faendryl was declared to be &amp;quot;dark elves&amp;quot; is defined both in &amp;quot;[[History of Elanthia]]&amp;quot; and in &amp;quot;[[History of the Faendryl]]&amp;quot;, which cross-referenced with the chronology of other documents such as &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, means the Faendryl were *not* known as &amp;quot;dark elves&amp;quot; for 15,000 years of residing in Rhoska-Tor. It is given as a cultural condemnation with a racialized aspect. So we should treat Dark Elves as a race as being a relatively modern thing, and have the meaning of &amp;quot;dark elves&amp;quot; be different in earlier time periods.&lt;br /&gt;
[773] This is an embellishment to bring the premises of the exile in this document up into alignment with the more contemporary attitudes illustrated in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Though the Armata still guards the ruins for its own internal security, but allows demons to wander toward the Demonwall.&lt;br /&gt;
[774] This is the state sanctioned revisionist history being framed, where what we might call the &amp;quot;period of appeasement&amp;quot; is treated as a wrong direction.&lt;br /&gt;
[775] This is explicitly stated in &amp;quot;[[History of the Faendryl]]&amp;quot;. It is partly based on &amp;quot;Path to Palestra&amp;quot; saying the Palestra academies were founded after the Ashrim War, and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; being clear that New Ta&#039;Faendryl is only a few thousand years old, and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; distinguishing New Ta&#039;Faendryl from Rhoska-Tor. The city is described in a highly centrally planed way in that document, and so this is introducing a premise that the society structure was centrally planned in this way in the aftermath of the Ashrim War. Earlier time points would plausibly have some different governing structures. This surface city should probably be treated as the surface facade for connecting down into the older underground city.&lt;br /&gt;
[776] This is leveraging off the founding of the Palestra academies implying a big expansion and embrace in demonic summoning in the population, and doubling down in general on the magic that the Faendryl are being condemned for by everyone else.&lt;br /&gt;
[777] Same point as 776. &amp;quot;[[Path to Palestra]]&amp;quot; says: &#039;&#039;&amp;quot;With the rule of Patriarch Rythwier Sukari Faendryl, we see the building of New Ta&#039;Faendryl. It was during this time that the three major academies of Palestra training were founded.&amp;quot;&#039;&#039; The four lesser academies were founded under the current Patriarch, Korvath Dardanus, to make supply for Palestra meet up with demand. All of this suggests an escalation over past levels of Palestra and summoning.&lt;br /&gt;
[778.1] This is cross-referencing &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot; with the &amp;quot;[[Dark Elven languages]]&amp;quot; document about the Faendryl dialect. The [[forehead gem]]s loresong has consistency issues with documentation. It depicts Patriarch Rythwier in a palace prior to the Ashrim War, but other documentation would imply such a building should have only been after the Ashrim War. It depicts the Faendryl crest, but does not specify which one. It would have to be the ancient crest, because the Layman&#039;s Guide says the Faendryl did not recognize the disgraced crest, and they &#039;&#039;&amp;quot;chose a new crest&amp;quot;&#039;&#039; only when they &#039;&#039;&amp;quot;left Rhoska-Tor to found New Ta&#039;Faendryl.&amp;quot;&#039;&#039; The loresong also depicts the tapestries as &amp;quot;crimson&amp;quot; when they should be &amp;quot;scarlet.&amp;quot; It is a reasonable embellishment to time the court language law to the aftermath of the Ashrim War when the new crest was chosen.&lt;br /&gt;
[778.2] &amp;quot;[[History of the Faendryl]]&amp;quot; says: &#039;&#039;&amp;quot;As time passed, the Faendryl began to turn their eyes northward, towards their ancestral home. They were disgusted with life below ground, and wanted their shining city.&amp;quot;&#039;&#039; and then after the war &#039;&#039;&amp;quot;They turned their backs on the elves and the city they had built and moved north of Rhoska-Tor, although not far, to build their new city.&amp;quot;&#039;&#039; &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; says: &#039;&#039;&amp;quot;She is a new city, New Ta&#039;Faendryl. An eternal city, established only a few thousand years ago.&amp;quot;&#039;&#039; At the same time there should be surface settlements in the surroundings by the time of the Ashrim War, and reasonably there should already have been a sea port. So it is possible this [[Forehead gem|loresong]] &amp;quot;palace&amp;quot; / &amp;quot;castle&amp;quot; is underground, or it is possible it is somewhere else that is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.B The Diaspora&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot; [779]&lt;br /&gt;
&lt;br /&gt;
- Children&#039;s rhyme unconsciously chanted in fugue states, in the&amp;lt;br&amp;gt;&lt;br /&gt;
year 5100, due to Banaltra harvesters for the Feithidmor. Last&amp;lt;br&amp;gt;&lt;br /&gt;
hatching survived by sylvans of Yuriqen in the Age of Chaos.[780]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[779] This is an excerpt of the fugue state chanting from the feithidmor/banaltra storyline. It is an exact quote.&lt;br /&gt;
[780.1] There was a sylvan NPC named [[Wicked Times (storyline)|Draman]] who spoke of Yuriqen in this context. The timing was vague, but the premise was the feithidmor are akin to cicadas, except on the scale of thousands of years. The original intent of Yuriqen was to be founded about 8,000 years ago in the later Age of Chaos and then get cut off from the world around 2,400-ish years ago (per Banthis), though the date might not be defined anywhere in documentation. This usage of &amp;quot;Age of Chaos&amp;quot; is going with the 15,000 year definition of Age of Chaos rather than the 10,000 year one. It is an embellishment to put it in the first half of accessible Yuriqen rather than the second half. It vibes more thematic for Age of Chaos.&lt;br /&gt;
[780.2] More precisely, [[Wicked Times (storyline)|Draman]] was an aged Sylvan member of the Council of Elders in the [[Order of Lorekeepers]] in Ta&#039;Illistim, and his sylvan ancestors had left &#039;&#039;&amp;quot;shortly before the closing of Yuriqen.&amp;quot;&#039;&#039; The log of this NPC lecturing is therefore firmly establishing Yuriqen was closed off thousands of years ago. The premise was that they had survived the previous feithidmor event, and wanted to warn the world. The wording could be taken to imply the feithidmor event was not long before Yuriqen was closed. It is important to note that this was before the [[AGE (verb)]] mechanic and before the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. Here we&#039;re bending a little bit on the timing, calling it Age of Chaos (in the up to 5,000 years ago definition of Age of Chaos), because of the word &amp;quot;ancestors&amp;quot; from an old sylvan elf.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War.[781] There were many dark forces who were not inside Maelshyve at the time of its destruction.[782] With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors.[783] This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor.[784] There was a diaspora of necromancers and practitioners of the black arts out of the southern wastelands.[785] In this way witchcraft had returned to the West, where it originated, but it was now a much darker and more dangerous form of magic.[786]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[781.1] The first part is directly based on &amp;quot;[[History of Elanthia]]&amp;quot; describing mountain race hordes: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039;&lt;br /&gt;
[781.2] The malevolent forces in the South surviving the war is an extrapolation from what would be reasonable, since it does not sound realistic that all of Despana&#039;s forces were at Maelshyve at the moment the Elves do a lightning strike on Maelshyve. And it is leaning on the embellished premises about the sorts of factions found in that region made in this document.&lt;br /&gt;
[782] This should be true just by virtue of having been in other places pursuing the war, since the war was happening all over the continent.&lt;br /&gt;
[783] Part of this point is that with the logic of the Western outlying provinces being impractical to defend, and rapid gains by Despana in the outlying provinces where &amp;quot;[[History of Elanthia]]&amp;quot; said there was little resistance, that would suggest these purported dark factions were already up in the West. And this familiarity with moving up that way can help contextualize the minotaurs migrating up to Wehntoph after the Battle of Maelshyve, which is already canon in &amp;quot;[[History of the Minotaurs]]&amp;quot;. (They had their labyrinth area wrecked by some unknown war at some point in the Age of Chaos as well.) &lt;br /&gt;
[784.1] The loss of control by the Elves of the West in the Age of Chaos, and the Faendryl needing time to base themselves, and then the Faendryl presumably pushing out some of these dark forces with the expansion of Faendryl territory, you have clear pressures for population migration of these &amp;quot;black arts&amp;quot; practitioners northward into the West.&lt;br /&gt;
[784.2] The Faendryl have their own &amp;quot;diaspora&amp;quot; in existing documentation, a term that was introduced by Silvean. In canon documentation the word is used in &amp;quot;[[A Ceremony for the Marriage of Faendryl in the Diaspora]]&amp;quot; by Silvean and Lylia through the Wordsmiths program. This paragraph is just generalizing the whole thing.&lt;br /&gt;
[785] This is an extrapolation on the previous premises. These can include whatever races lived down in that southern region, but those of elven descent should largely be Dark Elves. This diaspora could arguably include [[Morvule]], the Luukosian high priest, who was old enough to witness the Great Fire of Sharath (something he told to a player character) and after the Undead War united Luukosian cults into the Luukosian Order, which would have mostly been in the West in the Age of Chaos.&lt;br /&gt;
[786] This document is using very broad generalities of large scale movement tendencies, rather than narrow specificity. There is no reason ordinary witchcraft practitioners could not have been in the wild woods of the West, or what have you, after all that time without having gone into the southern wastelands. It would still be a form of &amp;quot;black magic&amp;quot;, but not what we mean by the &amp;quot;black arts&amp;quot; most likely. It&#039;s the witches influenced by those southern wasteland traditions that give rise to the Raznel kind of stuff, rather than the wind witches kind of stuff or possibly even the [[Elanthian Journal/Edition 28|Sisters of Blight]] kind of stuff. (This is not what happened with Raznel in the literal sense, she grew up as a noble in Chastonia. But she was taught Southron Wastes demonic blood magic by Xorus, canonically in storylines, who is supposed to be an Ur-Daemon cultist who studies the black arts.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power.[787] This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic.[788] The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering.[789] It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.[790]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[787] There is no reason you could not have (dark) elves of distant ancestry to that Rhoska-Tor region who are not themselves malign in any way. And you could have expatriates of the Faendryl or Dhe&#039;nar for all sorts of reasons. But people wanting to be free of the rule of law, especially law on magic, is the Second Age driving force for migrating into the southern wastelands. So the Faendryl and Dhe&#039;nar building up regional strength during the Age of Chaos is sensibly going to drive similar sorts to go north into West (or possibly just the more lawless regions of the Southron Wastes) because in the Age of Chaos that was the widespread chaos / anarchy / lawless haven for dark forces. So here we go with that, partly to set up traditions to exist behind hooks in the Turamzzyrian History documentation.&lt;br /&gt;
[788] The Palestra being a prideful thing for summoners to have and collect is a little bit of good government propaganda, like teaching children the virtues of paying all your taxes and so forth. Because the natural inclination for a lot of Faendryl sorcerers is going to be not wanting to be regulated or restricted in what they do. Up into the anarchic west is an obvious place for a diaspora of power abuses to wander. This also helps set up some of the animosity in the West to Dark Elves for reasons that are less abstract or foreign to humans than Maelshyve and the Ashrim.&lt;br /&gt;
[789] This is an IC author statement, just characterizing what is established about it in a different way.&lt;br /&gt;
[790] The violence of the period is framed by &amp;quot;[[History of Elanthia]]&amp;quot;. The timeline of human fortifications being built comes from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. It is generally undefined what the governing structures and natures of the outlying provinces were, and how fast they fell apart after breaking off into independence, and what sorts of power structures existed in the interregnum. Volume 2 talks about trials by ordeal in the West, for example, as lay authority in the name of the gods, precisely due to the lack of central authority and hierarchy. Witch hunt panics and so forth. Humans obviously needed to live and survive for thousands of years in the Age of Chaos, so it can be bad but only so bad.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years.[791] Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel.[792] The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep.[793] The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts.[794] The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.[795]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[791] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[792] This is cross-referencing with the Disciples of the Shadows section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[793] This is cross-referencing &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; with the Nanrithowan wards defined in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and the Wyrdeep symptoms described in the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[794] This is pulling on the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[795] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is coincidentally around the same time humans &#039;&#039;&amp;quot;begin to form small organized settlements on the western side of the Dragonspine, building fortresses to protect themselves&amp;quot;&#039;&#039; according to &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever.[796] Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent.[797] This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic.[798] It was why Yuriqen was sealed off almost 2,400 years ago.[799]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[796] This seems fair from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, but there is no telling how much omission of bad events there could be.&lt;br /&gt;
[797] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; calls him Faendryl, but here we are leaving it more ambiguous, because Myrdanian was doing a kind of behavior that could be better suited to the malevolent wasteland types. &lt;br /&gt;
[798] This is all straight from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[799] This date is a made up assertion. However, Banthis has given roughly this amount time as the original intent. His own mid-2400s year old character was supposed to be young when the Yuriqen barrier went up. Using this number creates an opportunity to relate Myrdanian&#039;s presence there to the formation of the Kannalan Empire, notwithstanding the gnomes documentation (and things like the Timeline document pulling off the gnomes history) using some placenames in time periods that should most likely be anachronistic. (e.g. Tamzyrr in Selanthia, three thousand years before Selantha Anodheles)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders.[800] With the coronation of the Emperor of Veng in 2,745 there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known as Hendor.[801] While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West.[802] Looser forms of this alliance had existed for a few thousand years.[803] It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north.[804] It is perhaps for this reason that the Sylvans had troubles with Myrdanian.[805] The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.[806]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[800] This is a reasonable dynamic of what would happen if you push out chaos agents, only to concentrate them outside the borders in more confined spaces. Partly plays off &amp;quot;[[History of Elanthia]]&amp;quot; having it difficult to say when the Age of Chaos ended.&lt;br /&gt;
[801.1] These are made up facts that are meant to reconcile things that do not make sense. The year 2,745 Modern Era is based on &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; having 4,045 Modern Era being the year 1,300 Kannalan (which is likely vestigial from I.C.E. setting timeline messaging on the Path of Enlightenment but got retconned later.) The &amp;quot;Emperor of Veng&amp;quot; is a defined office in the &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. It is unclear if the location of Veng has ever been defined for players. Judging by the distribution of the other known Kannalan settlements to the south, west, and north, and Veng falling to humanoids invading out of the mountains, it should most likely have been somewhere in what is now called Hendor.&lt;br /&gt;
[801.2] The term &amp;quot;formal Kannalan Empire&amp;quot; is meant as a retcon to handwave away the [[Lines of Blood: A History of the Gnomes|Gnome history]] and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (referring to the gnome history) using the term &amp;quot;Kannalan Empire&amp;quot; for times over a few thousand years before year 0 of the Kannalan calendar. There can be earlier stuff that isn&#039;t really the Kannalan Empire but has constituent stuff. The gnome document does much the same with Tamzyrr and Selanthia.&lt;br /&gt;
[802] Feudalism in the Turamzzyrian Empire came from feudalism in Hendor. The definition of a loose alliance of humans, halflings, and giantmen comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[803] This is again the retcon mentioned in footnote 801.2&lt;br /&gt;
[804] This is creating a hook for why there were &amp;quot;dark sorcerous forces&amp;quot; up near what is now Vornavis, harassing refugees of the fallen Kannalan city of Ziristal, in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in the early 4000s Modern Era.&lt;br /&gt;
[805] This is a cross-reference and extrapolation. But if we accept the 2,400 year ago timing for the rise and forming of the Kannalan Empire, reaching up into what is not far off from the Sylvan forest, the Myrdanian types would naturally be tending toward being further north. So this is plausible geographical context for why Myrdanian would have been there bothering the Sylvans at just that point in history.&lt;br /&gt;
[806] This is cross-referencing various things. The undeath of the Wolves Den goes back to the Second Age, who were rebels in the Darkstone Bay region, being put down by the Vaalor. There are scattered threads like the darkness of the Kingdom of Anwyn and whoever destroyed the palace in &amp;quot;[[History of the Minotaurs]]&amp;quot;. Melgorehn&#039;s Reach if it were translated into De-ICE&#039;d timeline would have been something in the vicinity of 8,000 years ago. The Graveyard and Broken Land stories would be 6,300 years ago. The Shadow Valley story probably dated back to a bit earlier than the Graveyard story. Though none of these have canon dates at this time in the Elanthia world setting. The obelisk thing that turned Barnom Slim into a lich, Althedeus related, was seemingly very ancient and had a bunch of dead bodies leading up to it. There&#039;s the dark sorcerous forces of the Cairnfang in the early 4000s, and then modernly there&#039;s Foggy Valley with types like Bonespear and Vespertinae. All the various haunted castles in the northwest. The loresong on the [[forehead gem]] for Return to Black Swan Castle depicts sorcerers sieging the castle and turning it black, which a [[Return to Black Swan Castle/saved posts|saved post]] describes as only a century ago (though this is a retcon as that castle dates back to the ICE Age and weirdly suggests it&#039;s from the same time period as Wehnimer&#039;s Landing). Whatever happened with Bir Mahallah and the Sea of Fire more generally. Modernly the Arcane Eyes summoners were out of Mestanir, Raznel was in Talador. The list could go on.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kannalan Empire abruptly collapsed in the year 3,961.[807] It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains.[808] Historians have since speculated this was caused by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen.[809] There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands.[810] Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.[811]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[807] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[808] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and elaborated in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;, and also described some in &amp;quot;[[History of Reim]]&amp;quot;.&lt;br /&gt;
[809] This is an embellishment, that this is an exist premise from historians. This is cross-referencing several things. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; dates the Sunfist Pact to 16 years before the Kannalan Empire collapsed. (&amp;quot;[[History of Elanthia]]&amp;quot; puts it earlier with a vague 2,000 years ago, but the Timeline gives an exact number.) &amp;quot;[[History of Reim]]&amp;quot; talks about the Kingdom of Dunemire in what is now Bourth having been a Highmen kingdom. This is cross-referenced with the tribes named for the Sunfist pact in &amp;quot;[[Giantkin History]]&amp;quot;, which included the Highmen. &lt;br /&gt;
[810] This is a very plausible historical argument, given the two dates and Highmen overlap in both aspects of it. Even if it were a coincidence, historians (especially those who do not live in the mountains) could easily be convinced of it. This usage of &amp;quot;humanoids&amp;quot; is throughout the human documentation, such as &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[811] This is referring the Cairnfang region sorcerous forces in the Wildwood settlement incident, and more modernly with Foggy Valley. The southern part with the &amp;quot;black elven wizardry&amp;quot; is referring to the fall of Gor&#039;nustre and the Kannalan Alliance cities in the late 4200s. Which is pushing closer to the southern wastelands. These both come from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The geographical distribution of such references to the near edges of civilization is reasonably solid in existing premises.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.C Death Religions&lt;br /&gt;
&lt;br /&gt;
It was in the late Age of Chaos that Lorminstra began softening her treatment of departed souls.[812] The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood.[813] It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death.[814] In antiquity it was very rare for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living.[815] Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul.[816] Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead.[817] Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.[818]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[812] This is totally made up. There&#039;s a basic undefined issue with the death lore, where adventurers are somehow special with their treatment by Lorminstra, and we do not have explicit scaling on how common that is and how long it has been happening for. The death mechanics also change over time, which means the IC death rules are shifting with time. If it&#039;s more than just a small adventuring population, it disrupts the cohesion of the NPC world setting. So here we&#039;re postulating that one of these shifts happened in the late of Age of Chaos, when the West was emerging with the building of fortified human settlements, where the loophole formed with Lorminstra willing or able to return departed souls under some special conditions. And then this is used as a factor in pushing back the chaos, or as framed here, pushing back on the Life/Death imbalance caused by the malign influence of the Luukosians and so forth, which follows off the black arts diaspora framed in the prior section.&lt;br /&gt;
[813] This is a fair statement of what it is like when we try to interact with the Arkati or get explanations from them. When Death&#039;s sting was introduced with the shadow dragon, there was some vague language about the changing cycle of death.&lt;br /&gt;
[814] This is following off the logic in footnote 812 and a reasonable surmise for an IC worldsetting view by a mortal NPC who cannot directly know what the gods are doing on their end.&lt;br /&gt;
[815] This is an important embellishment. When GemStone implemented the Rolemaster mechanics in 1989 / early 1990, it tweaked the relation between resurrection spells and death. Rolemaster is like Dungeons &amp;amp; Dragons in having roughly 10 rounds of &amp;quot;dying&amp;quot; state where players can be revived with magical healing, and in the case of Rolemaster it is from hit point loss or from critical injury. This requires no &amp;quot;lifegiving&amp;quot;/rezz spell! The resurrection magic is for *after* soul departure, which is the state of actual *death* as opposed to dying. In the I.C.E./Shadow World setting the goddess we call Lorminstra is the only one with the power to let clerics call souls back into bodies like that. In the GemStone implementation this would leave corpses lying around and is a problem for the M.U.D. type setting, so it was replaced with rapid decay and reincarnation on soul departure. And then lifegiving/rezz spells applied to the &amp;quot;dying&amp;quot; phase, and players had no actual dead bodies to target with rezz spells. Move time forward and it&#039;s still not possible for player Clerics to resurrect unkept bodies that have been dead for more than a handful of minutes. But there are rare hooks like the old [[Purgatory]] messaging of what looks like the temple old man / Lord High Cleric pulling the soul out of Purgatory, and very rare story incidents of souls getting pulled out from beyond the Ebon Gate. So we are calling this &amp;quot;true resurrection&amp;quot; and it&#039;s much more rare than what ordinary Clerics do.&lt;br /&gt;
[816] This was explicitly true in the I.C.E. lore, which was the context when the death mechanics (the temple and deeds and all that) were created. The explicit language on this point did not carry through into later documentation, by GM Varevice said in a forum post in 2000 (for example) that only Lorminstra has the power to bring souls back to the living like that, whereas any ordinary god can power the kind of resurrection that player characters are doing. Cursing the soul refers to how undeath works in GemStone in light of the Order of Voln messaging, and ascension is referring to the ascension legends usually involving the lesser god having been dead in some way before being raised higher. The theory of how ascension works is talked about in Volume 2. It is not really addressed in Volume 1, but the IC author distinguishes &amp;quot;transcendence&amp;quot; into becoming Arkati servants with retained identity (like the disir in GemStone and [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 spirit helpers] to the Immortals in DragonRealms) from ascension to godhood, maintaining that to the extent &amp;quot;ascension&amp;quot; is possible it likely requires flattening out the personality and identity into limited thematics and essentially would be a form of death where there is some greater spirit imbued power.&lt;br /&gt;
[817] This is the original context of the death lore, and if the true resurrection concept is valid in Elanthia still, this is consistent with the game mechanics. The [[Naidem]] reincarnation [[Purgatory#Naidem|messaging]] is vague, but that voice talking to you presumably isn&#039;t the silent Gosaena, so I will assume that is also just Lorminstra.&lt;br /&gt;
[818.1] This refers to for example the old man variant messaging on the old [[Purgatory]] death mechanics, and how there used to be different levels of power of resurrection spells. I&#039;m told one time a player with special Gosaena &amp;quot;[[DecayWings|avatar]]&amp;quot; wings (from an auction) in a storyline pulled someone out from beyond the Gate, but we&#039;re talking about resurrection spells and this line seems solid. It keeps the NPC world setting coherent for this to be a rare power, and for it to rarely be granted by Lorminstra. Adventurers are freak abnormality special cases, which is actually [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicitly stated] in DragonRealms with its highly similar form of the [https://elanthipedia.play.net/Death death mechanics]. &lt;br /&gt;
[818.2] DragonRealms tweaks this slightly by having the soul being called back from the spirit plane (the &amp;quot;Starry Road&amp;quot;) by the Cleric, provided there is at least one &amp;quot;favor&amp;quot; (deed) linking it to the body, but there is still the auto-depart timer and it is effectively the same situation. By &amp;quot;true resurrection&amp;quot; we are referring to a resurrection at a later time point, which does not apply to adventurers whose bodies disintegrate (unless presumably it is their final death.) GemStone more tightly ties the soul being brought back to Lorminstra intervening herself, which prior to permadeath being removed involved her identifying departed souls in Purgatory with deeds to whom she owed favors. Deeds no longer serve this function as of 5104 Modern Era, and the reason why adventurers without deeds are brought back is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit.[819] High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals.[820] This was a rare power and Lorminstra most often refused.[821] It was only for those who had died prematurely or in insignificant ways. Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself.[822] The very rarest form of resurrection was if Lorminstra took the departed soul and reincarnated its body. [823]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[819] When the De-I.C.E.&#039;d lore for Gosaena was introduced in &amp;quot;[[Gods of Elanthia]]&amp;quot; in 1999, it introduced the following line: &#039;&#039;&amp;quot;Unlike Lorminstra, when a spirit comes to Gosaena, it will not be returning to the mortal realm.&amp;quot;&#039;&#039; The problem is this is not true, or at the very least, requires some extra nuance of beyond the Ebon Gate to be consistent. One aspect of this is that Lorminstra lets spirits out from the Ebon Gate to visit near the Eve of the Reunion, it&#039;s been happening at Ebon&#039;s Gate festivals for decades and is talked about in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The &amp;quot;[[Giantkin History]]&amp;quot; with the Grot&#039;Karesh Hammer clan talks about an event where spirits of the dead return to visit the living called [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]]. So this sentence saying &amp;quot;on special occasions as a spirit&amp;quot; is more accurate that a simple plain reading of the Gosaena documentation. Another aspect of this is the Purgatory death mechanics messaging having implicitly been the other side of the Gates of Oblivion, before the term &amp;quot;Gates of Oblivion&amp;quot; was replaced with &amp;quot;Ebon Gate&amp;quot;. Lorminstra has the framed power of going through the other side of the Gate and pulling out souls for resurrection or reincarnation. So Gosaena needs to be restricted to a special phase of being beyond the Gate. The Purgatory soul departure messaging pre-dates the Gosaena lore, so there was never any mention of her in it.&lt;br /&gt;
[820] This is reviving the original I.C.E. context on what lifegiving / resurrection spells mean and do, and it is arguably represented in the old man variant of the old [[Purgatory]] messaging. Where different messages happened based on conditions.&lt;br /&gt;
[821] This restricts its scope so that the lack of use we&#039;ve seen with it in game makes sense, and revives the original context of Lorminstra refusing these requests unless certain conditions were met.&lt;br /&gt;
[822] This was explicitly stated in her lore at the time the death mechanics were designed. This line is just reviving the premise explicitly. Aspects of this were encoded in the old man variant of the [[Purgatory]] messaging, which talks about &amp;quot;special children&amp;quot; who have things left undone. The insignificant deaths aspect means, among other things, that Lorminstra is not going to agree to return an assassinated high noble or monarch to life.&lt;br /&gt;
[823] It should obviously be the case that Lorminstra reincarnating souls would be more rare on a whole population level than true resurrection requests being granted. The relative handful of minutes it takes for the soul departs reasonably means the ordinary player character raising spell on the dying would not be useful in most practical situations, because the intervention needs to happen in such a brief window of time. It should be the case that the longer a body is truly dead, the less likely the resurrection will be granted and the more damage to the body / recovery will be needed. This document is taking the [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicit] step DragonRealms does and has adventurers being a weird special exemption case involving heroics. While it is the rarest in a whole population demographic sense, for adventurers it is the [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 most common] outcome of death.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) Deeds&lt;br /&gt;
&lt;br /&gt;
Seven thousand years ago, or so, a loophole had formed in her rules.[824] There was a tiny minority of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces.[825] These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot;[826] They were much more rapidly healed with magical herbs than most people, for whom such remedies usually only increase the rate of healing.[827] Traumatic injuries from violence in particular might quickly vanish.[828] Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it.[829] Lorminstra allowed such heroes to fulfill their unfinished purposes.[830] There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures.[831] For this &amp;quot;deed&amp;quot; they would be owed a favor from Death.[832]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[824] The seven thousand years number is totally made up, meant to be consistent with the prior framing of the late Age of Chaos. This is meant to be some time into the process of Western fortification settlements by humans. It is meant to imply that this practice just wasn&#039;t even a thing in earlier millennia. The timing is also chosen to make it just a bit earlier than the Graveyard and Broken Land stories, which we&#039;re using the same number of years ago as they were in their original timeline.&lt;br /&gt;
[825] This is directly based on the death mechanics messaging that has existed in game. The &amp;quot;special children&amp;quot; who make a difference was in the old man variant of the [[Purgatory]] messaging, which was when characters without deeds below level 2 were reincarnated. The phrase &amp;quot;heroic fighters against chaotic forces&amp;quot; is very slightly an embellishment, but based on the Hall of Sacrifice encoded into the Landing temple, and the making-a-difference premise in the old man variant, and the original death lore context of missions in the world not being complete yet. Which is a Fate like concept.&lt;br /&gt;
[826] This is a direct quote from the old man variant of the [[Purgatory]] messaging, which player characters have seen and experienced themselves in the past.&lt;br /&gt;
[827] This is an embellishment, taking the opportunity to restrict the scope of something that doesn&#039;t make sense for the NPC setting. Much as with the computer game adaptation of the death mechanics so that deaths happen much more routinely and less permanently in a M.U.D. context with its vastly higher encounter rate than a tabletop setting, the herbs and healing system was vastly accelerated for GemStone&#039;s implementation. Rolemaster herbs generally increased healing rates, or would have serious side effects and addiction risks. The world setting does not make much sense if it&#039;s common as dirt for people to just be able to heal everything, undisease everything, having empaths and so on all over the place. So this embellishment is creating an explicit premise of basically: yes, this rapid healing happens on these abnormal adventurers, but it&#039;s directly related to their weird relationship with the Life-Death balance, and the vast majority of people (NPCs) heal much slower.&lt;br /&gt;
[828] This is another scope restriction. Our healing spells and herbs focus on undoing traumatic injuries from adventuring heroics kind of stuff. They are not focused on chronic illnesses, cancer, and so forth.&lt;br /&gt;
[829] This is reviving what used to be explicitly stated in the death lore, and creating a hook for why these people are brought back from soul departure now, even when they have no deeds (because deeds no longer serve this function in the Death cycle.) Likewise, this was so with the old man variant, but now it&#039;s true regardless of level. This is creating a hook for why people are brought back, and likewise that mortals do not know why it is them and not others, and they do not know how long this flexibility with death will last. Each time might be the last time for all anyone knows.&lt;br /&gt;
[830] This is again reviving what used to be explicitly stated, and historicizes it to this late Age of Chaos time period.&lt;br /&gt;
[831] This is quoting and directly based on the Landing temple deed rituals. [[Research:The Graveyard]] and [[Research:The Broken Lands]] construct a theory about the original context of the death mechanics, because deeds do not come from the I.C.E. mechanics or lore setting. It theorizes that the deed ceremony is intentionally based on medieval homage ceremonies, where the death goddess acts as a liege lord and the soul is the fief being granted to the vassal who is sacrificing to her. This line is further based on the Hall of Sacrifice and the original Shadow World context of her not allowing the return of meaningful / significant deaths. So what GemStone appears to have done is allowed heroic acts by adventurers to result in treasure, and sacrificing this treasure is substituting in heroic acts / meaningful deaths, so a credit of meaningful deaths is used instead. And that this is the essence of what &amp;quot;deeds&amp;quot; really are, and setting up a premise of just donating money isn&#039;t enough.&lt;br /&gt;
[832] This is meant to explicitly ground the meaning of the word &amp;quot;deeds&amp;quot;, which at present have no definition in lore, other than the Lorminstra temple messaging.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna.[833] But these were deeds of Death.[834] Their sacrifices would substitute other heroic acts for the significant deaths that would leave Lorminstra unable or unwilling to resurrect.[835] The greater the heroic feats to be spared, the greater the sacrifices to be worthy.[836] There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds.[837] Without accruing deeds, the soul was doomed.[838]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[833] This is what happened and was done in the [[Vishmiir]] event around 2002. This document is using this to explain death mechanics good deeds, per the Hall of Sacrifice, as instead deeds of Death. (The temple figures refer to Death with a capital D.) This allows us to explain why deeds presently serve an unrelated function as of 2004 with [[Death&#039;s Sting]] introduced. This tacitly interfaces with the liquid in [[chrism]]s and their Death&#039;s sting prevention.&lt;br /&gt;
[834] This is made up but reconciles the difference in what deeds did before 2004 with what they do afterwards.&lt;br /&gt;
[835] This is explicitly stating the prior premises, and is directly based on the death mechanics messaging, from the temple deeds messaging to the warnings in the [[Purgatory]] messaging about the limits of power to intercede.&lt;br /&gt;
[836] This is contextualizing why deeds are more expensive for higher level characters.&lt;br /&gt;
[837] This is putting down any seriousness to the old jokes about Lorminstra rolling in gems and cash for the money. The messaging requires it to be sacrifices of treasure, so it isn&#039;t good enough for rich people to just donate some money.&lt;br /&gt;
[838] This is what deeds used to do. Deeds &#039;&#039;&#039;have not&#039;&#039;&#039; done this for 20 years now, and this is explicitly recognizing it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end.[839] If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls.[840] Their bodies would disintegrate upon the departure of their spirit.[841] There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans.[842] For those chosen by the Lady of Winter there is no question.[843] Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.[844]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[839] This is just taking the medieval feudal meaning in the language used in the deeds ceremony and the [[Purgatory]] messaging literally. It is explaining the why Lorminstra and why only Lorminstra of it all.&lt;br /&gt;
[840] This is explaining why people (adventurers) with this homage relationship with Lorminstra, if they had accrued deeds of substitute deaths, were given special exemption and brought back from true death under some conditions.&lt;br /&gt;
[841] This is explicitly acknowledging the weirdness of player character instant decay and reincarnation, when the NPC background all leave corpses. Though it doesn&#039;t get around / explain all the monsters decaying, which is mechanically necessary for the game in practice.&lt;br /&gt;
[842] This refers to the &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; document. Koargard is discussed in &amp;quot;[[Worship in the Turamzzyrian Empire]]&amp;quot; and various Church of Koar contexts. It has its own doctrine of what the afterlife is, but the death mechanics adventurers experience is empirical.&lt;br /&gt;
[843] &amp;quot;Lady of Winter&amp;quot; is an epithet that is used in &amp;quot;[[History of the Order of Voln]]&amp;quot;. This line is about framing that adventurers have empirical experience with the other side of the Gate, with the depart / [[Purgatory]] messaging, which in every instance illustrated an oblivion stated of near unconsciousness.&lt;br /&gt;
[844] This is directly based on the [[Purgatory]] / Abyss of Naidem messaging, and the description of the Pale in the second Griffin Sword War. It is how GemStone interpreted the meaning of &amp;quot;Oblivion&amp;quot;, which at that time was undefined in the I.C.E. setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it.[845] She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls.[846] Reincarnation works around some of the conditions that ordinarily prevent resurrection.[847] In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor.[848] It was only certain kinds of deaths that could be substituted for deaths of like kind.[849] Otherwise the rules of Death held without exemption.[850] It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.[851]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[845] This is directly describing the [[Purgatory]] death messaging. It is slightly condensed now in GemStone IV, but this is using the original full version of the wording in the decay/depart messaging, which was live up through 2003.&lt;br /&gt;
[846] This is referring to the [[spirit death]] variant of the [[Purgatory]] messaging. The currently used form of the decay/depart messaging uses this particular version in all cases. Spirit death is soul destruction in Rolemaster, but in GemStone, Lorminstra was able to fix it if people had the deeds. Otherwise this special case of permadeath set off the &amp;quot;lost to the demonic&amp;quot; messaging.&lt;br /&gt;
[847] If a body is poisoned in such a way that it cannot host the soul, that would sensibly prevent ordinary raising as well as &amp;quot;true resurrections&amp;quot;. But with Lorminstra able to repair at least some souls, and reincarnate the body out of spirit, that makes it harder to fully prevent Lorminstra from bringing someone back. It isn&#039;t obvious that [[Luukosian deathwort]] would actually permadeath one of our player characters.&lt;br /&gt;
[848] This is referring to the original stuff where Lorminstra would not agree to do the resurrection. This is framing how you could have get-out-of-death deeds for heroic action stuff, but this is not allowing people to get out of dying out of old age just because they have deeds. Or whatever their &amp;quot;mission&amp;quot; is, Fate role, whatever, that being fulfilled is going to overrule any owed favor exemption. Adventurer &amp;quot;favors&amp;quot; [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 explicitly] do not get them out of final death from their lifespans being up in DragonRealms.&lt;br /&gt;
[849] This is an embellishment. But it is consistent with what is implied by the temple and deed ceremony, and explains it in a way that is very adventurer specific and not something relevant to the general NPC population. It wouldn&#039;t even apply to ordinary soldiers in a military. Related to this, empaths and clerics that focus on healing or raising such fortune hunting adventurers, even if they do not go out and slay themselves, would get transferred conferred deeds under this logic. Clerics at one point actually mechanically got a deed for raising those under level 2 before the departure of their soul, where they would otherwise be saved from permadeath by the &amp;quot;old man&amp;quot; Purgatory messaging variant. This point is mentioned about deeds of Death in Volume 2.&lt;br /&gt;
[850] This is setting up Death deeds as having been a very particular loophole, and that Death deeds are not necessary at the present time, but the people for whom they are applicable are the only ones being exempted in this special loophole way.&lt;br /&gt;
[851] This is largely based on the [[Purgatory]] messaging variants that talk about the limits of power in bringing people back. It described deeds (at that time) as very necessary, except for those barely started yet &amp;quot;special children&amp;quot;, where bringing them back without deeds was difficult. And it helps frame that Lorminstra isn&#039;t necessarily really making free choices in this stuff, the exemptions have to be paid for in some kind of Balance logic in weird cosmic stuff. There is limited insight mortals should have into it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries.[852] There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed.[853] Those who return from death are never entirely restored.[854] They lose something of themselves, whether temporarily or permanently.[855] Some of this is damage from the decay of the body.[856] While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead.[857] The extent to which Lorminstra has extended her power in mitigating death has fluctuated.[858] Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are instead the power of Life that goes into softening Death&#039;s sting.[859] The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance.[860] But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery.[861] They are often contrary to her own interests, but have some role to play in the unfolding of Fate. [862]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[852] The death mechanics have changed repeatedly in the past few decades, including with IC recognition of changes. This wording is partly leaning on the embellished premise of Death deeds starting 7,000 years ago.&lt;br /&gt;
[853] This is damages to the body and to some extent spirit from dying or being dead. In the ICE Age there was permanent stat penalty damages, then in the late 90s and early 00s there was negative experience point loss, then in 2004 onward our current form of [[Death&#039;s Sting]].&lt;br /&gt;
[854] This is true from Rolemaster up through our present [[Death&#039;s Sting]] mechanics.&lt;br /&gt;
[855] There was permanent stat damage risk from too many deaths per level in the I.C.E. Age. This notion of permanent damage from it would likely refer even moreso to cases of what we&#039;re calling &amp;quot;true resurrection&amp;quot; where the body was dead for a while and the soul brought back to it.&lt;br /&gt;
[856] Oxygen deprivation to the brain, for example, was framed in Rolemaster &amp;quot;Character Law&amp;quot;. Volume 2 gets into this more and talks about how there is also spiritual damage from the animus deteriorating in the &amp;quot;dying&amp;quot; state, which explains Death&#039;s sting for dying characters who get raised.&lt;br /&gt;
[857] They were different spells with different functions in Rolemaster &amp;quot;Spell Law&amp;quot;. Preservation halts body decay. Lifekeep stops the soul from departing. GemStone rolls them up together, partly because it doesn&#039;t keep bodies around after soul departure, but you would want / need preservation magic if a &amp;quot;true resurrection&amp;quot; were to be done, where Lifekeep would be pointless. Chrisms likewise could be interpreted as related to preservation magic but not lifekeep magic.&lt;br /&gt;
[858] This is referring to the shifting around in the death mechanics that have happened. There was no stat loss at all from 1996 through 2003, roughly, but there was experience loss from decays / spirit deaths and so forth. These are empirical IC differences in death recovery. The [[Deed#Modern|shadow dragon]] premise when Death&#039;s sting was introduced talked about Lorminstra extending her power in terms of undoing the physical damages when bringing people back. (She takes wounds but leaves scars.)&lt;br /&gt;
[859] This is an empirical fact that deeds no longer have any role in whether Lorminstra brings people back, since 2004 with the shadow dragon stuff and Death&#039;s sting change, which was framed as some cosmic cycle change. This concept of deeds of Life is based on the &amp;quot;good deeds&amp;quot; as liquid substance in the [[Vishmiir]] event for banishing the Vishmiir, and it is an embellishment to contrast these with the Death deeds, and this power of Life as what is going into ameliorating Death&#039;s sting. Because what deeds presently do is mitigate [[Death&#039;s Sting]], so this is directly addressing why they work that way and what changed.&lt;br /&gt;
[860] The Balance is talked about, for example, in &amp;quot;[[History of the Order of Voln]]&amp;quot;. The concept exists in Rolemaster books, but was not really much in the Shadow World setting, though there was a little such as about the barriers between planes getting weakened by portal magic and so forth. Morvule in the Luukosian Order has their own twisted version of Balance concept in Death, Undeath and Lies. And logs show the Luukosians in [[Ride of the Red Dreamer|rituals]] talking about correcting Fate&#039;s flaws. In any case, the vagueness of the cosmic cycle changes was stated in the Death&#039;s sting release, and the balance of Life and Death was framed earlier in this document when talking about Luukos and his relation to the undead.&lt;br /&gt;
[861] It is an empirical fact that deeds no longer serve the role they did before the in game year 5104. There is no explanation for why the &amp;quot;special children&amp;quot; are special or chosen, and there does not really need to be on the mortal end of things. They just got brought back for reasons they do not know for certain, but they&#039;re generally adventurers, and it&#039;s those kinds of deaths they get out of (at least up until some point.) Arkati generally do not give straight answers about this kind of stuff. There should just be IC theological interpretations of it.&lt;br /&gt;
[862] As mentioned, the Luukosians speak of correcting Fate&#039;s flaws, and there are fate notions such as Koar contemplating the fate of all things (the Rift is implicitly inside the Great Drake and the Rift rooms are mostly Tarot cards and the Vvrael quest was all about prophecy and Book of Revelation kind of stuff), and Gosaena&#039;s prophetic powers of knowing when things will die. This document uses Fate as a cosmic force that is tied up in the Life/Death balance (as an embellished premise based on various factors) and directly related to this concept of unfinished business / purpose / special missions. Volume 3 uses this concept for talking about restless spirit types of undead. Also, this embellishment about it being a Fate and cosmic balances mystery thing that isn&#039;t really about Lorminstra choosing, that gives flex on why she&#039;s bringing back all these people contrary to her own interests.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless, the role of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order.[863] It was also in the Age of Chaos that we see the earliest records of a figure resembling Voln.[864] There was a proliferation of undeath in the westerlands.[865] Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies.[866] It was many years before the founding of the k&#039;Tafali sect.[867] The witch hunters of that age had no use for mercy, or for regarding the undead with compassion.[868] Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.[869]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[863] This is an embellished premise. Since we&#039;re picking a time for this fortune hunter / adventurer special dispensation to begin in the world timeline, having it happen then as civilization is restarting can have some historical significance for the &amp;quot;adventurer&amp;quot; class of people. Because there&#039;s very little in the way of hooks for them impacting historical events farther back than 30 years ago, or the sort of storyline external threats that often dominate over normal nations/politics forces; maybe the only clear example of it is the lore around the Ice Witch Issyldra. In any case, the general notion would be that the aggregate effect of having these tiny minority of heroic fortune hunters surviving longer than they would have is that it cuts down on the monstrous / dark / chaotic populations. And that would have helped push back and tame the Age of Chaos around population centers, especially if those new centers had money economies to incentivize fortune hunting. This does not have to be the purpose / reason for &amp;quot;Death deeds&amp;quot; in itself. But it could be the practical consequence of them. Especially if the Luukosians and necromantic dark forces were causing the Life-Death imbalance that caused the Fate aberration for it.&lt;br /&gt;
[864] There are context reasons to think Voln was not a known entity until after the Undead War. The &amp;quot;[[History of Luukos]]&amp;quot; puts the ascension of Voln at a later time than the Undead War, and says: &#039;&#039;&amp;quot;On the other side, Lorminstra worked with others who believed in the purity of life to put a stop to the flood of corruption that undeath brought. This would eventually lead to the ascendance of the immortal spirit Voln, and the establishment of his Order.&amp;quot;&#039;&#039; It is also a framed in storyline events (e.g. [[Ride of the Red Dreamer]]) that [[Morvule]] was the one who united the Luukosian cults into the Luukosian Order, and the &amp;quot;[[Griffin Sword War]]&amp;quot; document says: &#039;&#039;&amp;quot;Let us begin with Morvule himself – according to Nershuul, Morvule was originally of elven origin, though he does not know of his originating House. During the days after the Undead War, he underwent a transformation initiated by Luukos and appeared forever changed.&amp;quot;&#039;&#039; And the &amp;quot;History of Luukos&amp;quot; commits to Luukos not doing his necromancy thing around mortals until after the Undead War. So then you have &amp;quot;[[Gods of Elanthia]]&amp;quot; saying of Voln: &#039;&#039;&amp;quot;Tales suggest that Voln&#039;s very existence is a result of Lorminstra&#039;s constant entreaties to Koar for some direct action to counter the spreading curse of Luukos&#039; undead. Most tales attribute Voln&#039;s paternal lineage to Koar and a mortal woman. His upbringing, in a land where he witnessed loved ones lost to Luukos&#039; curse, shaped him with an undying hatred of the undead and provided a lifelong mission.&amp;quot;&#039;&#039; Likewise, one of the loresongs on the Stones of Virtue on Mount Aenatumgana shows the ascension of Voln, in front of what is clearly a Luukosian cultist. Similarly, the ascension legend under such conditions would fall apart instantly if Elves had records of Voln dating all the way to prehistory, like the Arkati. So Voln has to begin appearing in historical records at some point. But in the Age of Chaos things are badly recorded. So we go with starting to see something along these lines and be vague on the timing.&lt;br /&gt;
[865] This is an embellishment to the extent that what is firm canon only speaks of orcs, trolls, minotaurs, that kind of thing. In this document we&#039;ve framed some population migrations and leftover Despana forces on some plausible extrapolations, so that there is significantly more undeath in the West after the Undead War than there was before it, which is the essence of what the &amp;quot;[[History of Luukos]]&amp;quot; is saying even if we have to reject some of the stuff about Despana as mythical and distorted.&lt;br /&gt;
[866] This is extrapolating off the conditions that would have existed for the story of Voln&#039;s origins.&lt;br /&gt;
[867] This is the Order of Voln. The volumes of this document treat the &amp;quot;Order of Voln&amp;quot; as a theological tradition stemming from Fasthr k&#039;Tafali, and though it is what is dominant now, the IC author regards a lot of its doctrines as theological constructions of mortals and not Voln himself. The mercy and release of poor cursed souls, for example, is not the mandate. The mandate is to put down the undead. This is reconciling the tension in the lore that exists because the Order of Voln was designed in the context of the I.C.E. lore for Voln (Vult), mercy and release of the suffering and cleansing souls of taint, but then his De-ICE&#039;d [[Gods of Elanthia|version]] makes him the &#039;&#039;&amp;quot;Destroyer of the Undead&amp;quot;&#039;&#039; and having &#039;&#039;&amp;quot;an undying hatred of the undead.&amp;quot;&#039;&#039; Later developments such as &amp;quot;[[History of the Order of Voln]]&amp;quot; are influenced by the in-game messaging, which is actually the ICE lore, so what we&#039;re doing here is setting up a frame for explaining this &amp;quot;undying hatred&amp;quot; and &amp;quot;destroyer&amp;quot; version of Voln. Basically, though the k&#039;Tafali sect is now dominant, especially the past couple of centuries due to the Horned Cabal, this is suggesting their views of Voln were not the norm further in the past, beyond a thousand years ago. &lt;br /&gt;
[868] The very generic term that this document uses for people who hunt down forces of darkness and their minions / monsters is &amp;quot;witch hunter&amp;quot;, which is not meant to be specific to hunting witches. It is used here, but more often in Volume 2.&lt;br /&gt;
[869.1] This is explicitly framing and quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; entry for Voln, and highlight the inconsistency with the mercy/release rhetoric elsewhere. It&#039;s giving a hook for where that &amp;quot;Gods of Elanthia&amp;quot; description is coming from within the setting. The premise of Luukos becoming the Undeath god, in his practical religious focus with mortals, only after the Undead War is following off the &amp;quot;[[History of Luukos]]&amp;quot; document and various context details, like how it was assumed the Book of Tormtor was in some way Ur-Daemon in origin, rather than assuming this mass undeath artifact was related to Luukos. Near the beginning of this document, it explicitly asserts (as an embellishment) the Luukos was regarded as the Soul Eater god in the Second Age, and that this undeath stuff from him happened later. So here we&#039;re giving some context to the Age of Chaos in the West having Luukos expanding his sphere of influence with the spread of all this necromancy. And it can give some more context to all the weight on Luukos with undeath when most of the undead we actually see in the game have nothing directly to do with Luukos.&lt;br /&gt;
[869.2] When the Vaalor monastery for the Order of Voln was [[Edition 27|added]] in [[Hot Summer Nights 2004|summer 2004]], a high priest NPC named Vitharyl [[Edition 23|claimed]] &#039;&#039;&amp;quot;&amp;quot;The Patron&#039;s Order was established among the Houses since after the Undead Wars.  There was public outcry resulting in elves seeing their family members walking as a part of the vile undead.&amp;quot;&#039;&#039; Which is vastly earlier and entirely independent from the Fasthr k&#039;Tafali branch, which is the only part described by the &amp;quot;[[History of the Order of Voln]]&amp;quot; document. This references Voln being a current patron of House Vaalor in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and is a fairly blatant contradiction. Mechanically the society and NPCs seem to be essentially cloned, from what I can tell, though I have not run a character up through the Vaalor branch. But this establishes non-k&#039;Tafali origin Voln orders back into the Age of Chaos. For the implication of Undead War survivors being relevant, that would give very little time for the Voln ascension as a real historical event. While if Voln pre-dates the Undead War it runs into issues with the &amp;quot;[[History of Luukos]]&amp;quot; and so forth, and the Elves would be able to contradict this stuff with Second Age accounts of Voln.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(2) The Dark Path&lt;br /&gt;
&lt;br /&gt;
But a little over six thousand years ago, following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north.[870] The Dark Path was a theocracy in homage of Gosaena.[871] It was a heterodox theology, in some ways similar to her Left Hand Path sect, but otherwise highly unusual.[872] It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age.[873] Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway.[874] The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation.[875] Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms.[876]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[870] This is an embellishment but an attempt to keep consistency with pre-existing lore. The Graveyard and Broken Land stories were set approximately 6,300 years ago on the I.C.E. Age timeline, where on the scale of years 1 year is equivalent to 1 year, because in the I.C.E. Age setting (Shadow World) there were 350 days in a year, but Master Atlas 2nd Edition in 1992 established there were 25 hours in a day, which is equivalent to a 365 Earth day calendar for a solar year. There is seemingly no reason to not just keep the 6,300 year ago number and have those stories happening in the late Age of Chaos. The original context was the Wars of Dominion, but nothing directly analogous to the Wars of Dominion happened in the Elanthia setting.&lt;br /&gt;
[871] This is just a straight De-ICE of the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; document, which was the first GemStone unique lore document and a 100% original GemStone story. It does not come from I.C.E., just some of its details were set in it. It is worth noting that Bandur Etrevion himself is post-ICE canon, like one of his books is chained down in Moonsedge Manor.&lt;br /&gt;
[872] The Left Hand Path sect is a Gosaena cult from the second [[Griffin Sword War]]. The gist of it is that its leadership alternates between good leaning and dark leaning, the Right Hand and Left Hand paths. The [[Purgatory#Naidem|shrine]] in Naidem also seemed to represent Gosaena in some bifurcated angel/demon form, like one of the Tarot card Major Arcana rooms in the Rift. So, this is an embellishment, it&#039;s meant to provide a context hook for the Dark Path somehow being consistent with Gosaena, since Gosaena is extremely different from Kadaena, but at the same time what GemStone did with Kadaena was off canon for Shadow World.&lt;br /&gt;
[873.1] This is a made up embellishment to try to square the difference between the off-canon treatment of Empress Kadaena in the Graveyard (and more subtly also in the Broken Land) with the later Gosaena and Eorgina lore, as those two were more changed in the De-ICE than most gods. It&#039;s also mentioning Despana savior myths in this context to tie back into the dark magic diaspora out of the southern wasteland set up earlier in this document, to connect Age of Chaos dark magic to Undead War aftermath.&lt;br /&gt;
[873.2] The motivation behind this is obscure. In the original lore context, Empress Kadaena was not really a goddess, she was a powerful sorceress of demi-god scale power who was decapitated by her cousin. There&#039;s also a version where her headless body fell through the &amp;quot;Gates of the Void&amp;quot; into the demonic realms. Kadaena was also the creator of the gogor (vruul), which were collected by Morgu (Marlu) for some unknown reason, though his original form looked exactly like a vruul. And the Broken Land seems to be insinuating the Kadaena&#039;s race was responsible for the origins of the Dark Gods in their magic experiments.&lt;br /&gt;
[873.3] So this is synthesizing the notion that Despana may have merely been exiled off world by the Maelshyve implosion, the Graveyard&#039;s off-canon representation of Kadaena as a dead goddess who resides beyond the Gates of Oblivion (i.e. a cult belief about Gosaena being like a dead goddess exiled beyond the Ebon Gate), and the Eorgina-Marlu relationship encoded in &amp;quot;[[Origins of Tonis]]&amp;quot; and &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and to a lesser extent the introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot;. This is also deliberately playing into the DragonRealms issue of Maelshyve versus Urrem&#039;tier, as pointed out in footnote 876.3.&lt;br /&gt;
[873.4] There is also a very esoteric argument for the Graveyard and the Broken Land being influenced by the &amp;quot;Demons of the Burning Night&amp;quot; book, where Empress Kadaena&#039;s daughter was the ruler of Orgiana&#039;s (I.C.E. Eorgina) theocracy, and the Broken Land&#039;s own GemStone unique lore might be conflating Kadaena and Orgiana, who were a little conflated in that theocracy.&lt;br /&gt;
[874] This is blending the details described in the footnotes to 873. This document refer to the doctrine as &amp;quot;syncretic&amp;quot;.&lt;br /&gt;
[875] This is leveraging off the &amp;quot;defying Death itself&amp;quot; frieze in the Graveyard crypt and the grotesque statue of &amp;quot;Empress Gosaena&amp;quot; embedded in the Graveyard gate, along with the timeless void of light and darkness in the [[Purgatory]] messaging, which had exits (paths) of light and darkness. The Graveyard itself underground is arguably a symbolic representation of Purgatory where is only the &amp;quot;dark path&amp;quot; into the darkness and the demonic.&lt;br /&gt;
[876.1] This is involving several things. &amp;quot;Guardian of the Forbidden&amp;quot; is the actual translation of the original invoking phrase in the Graveyard crypt, which was an offering formula of &amp;quot;Kadaena Throk Farok&amp;quot; in the I.C.E. language of Iruaric. This is off canon for Kadaena, it&#039;s representing her as some kind of Lovecraftian forbidden knowledge goddess, and a dead goddess along the lines of Hel or Osiris. This sentence is also explicitly recognizing the symbolic parallels between the Graveyard and the Purgatory and deeds death mechanics, and is pulling on theocracy details in the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;.&lt;br /&gt;
[876.2] The &amp;quot;infernal demonic realms&amp;quot; is a literalization of the phrase &amp;quot;lost to the demonic&amp;quot;, which never involved any first hand demon imagery. It is leaning on the original I.C.E. Lorminstra lore where the Key to the Void was never to be used, and that arguably being the meaning of &amp;quot;Guardian of the Forbidden&amp;quot;, where the Void generally refers to the Unlife / demonic realms. In this document the word &amp;quot;infernal&amp;quot; has a specific cosmological meaning, referring to the &amp;quot;pales&amp;quot; of lower existences of more chaotic essences (&amp;quot;sorcerous elements&amp;quot;) that are part of existence&#039;s chaos-order or dark-light spectrum, not outer valences. Then it is interpreting the light and darkness witnessed in Purgatory in this kind of cosmology of higher and lower planes.&lt;br /&gt;
[876.3] The notion that the light and dark are different aspects of the same Oblivion, perhaps experienced differently but the same place, is implied by the old permadeath messaging in [[Purgatory]]. This is the way the Afterlife is also [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 described] in DragonRealms, and Volume 2 of this document tries to stay consistent with the soul description in DragonRealms which has a [https://elanthipedia.play.net/On_Death_and_the_Soul_(book)/Contents tri-partite structure] to it. Here we are going further and associating the Void aspect of it to the demonic, and we are very subtly relating Despana/Gosaena with the DragonRealms [https://elanthipedia.play.net/Starry_Road_(plane)#Regions version] where Maelshyve claimed the Void (the permadeath part of the &amp;quot;Starry Road&amp;quot; spiritual plane) was her realm before she was displaced by the Gosaena-like immortal Urrem&#039;tier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void.[877] To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic.[878] Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.[879]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[877] The light as associated with the higher spirit planes is based on the release event information of [[Searing Light (135)]]. The wording of this sentence uses &amp;quot;interpreted&amp;quot;, so it is a theological interpretation of [[Purgatory]] and not necessarily correct. It may more or less reflect the original intent of that messaging, which was off canon for the I.C.E. setting.&lt;br /&gt;
[878] Bandur would have &amp;quot;omens&amp;quot; and nightmares, implicitly Lovecraftian nightmare visions, in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. Kadaena did not have any established prophetic ability, though that kind of magic existed in the setting, such as her cousin Andraax having a vignette of foreseeing the Unlife coming and blotting out the sun. (The Graveyard is symbolically anti-Sun in various ways.) This sentence is trying to thread the needle of an interpretation that can make sense of both the I.C.E. Age version of Kadaena as represented in the Graveyard with the late 1990s Gosaena lore which is plainly inspired by her presence on the Graveyard gate. This document is framing it as a heterodox theology, in line with the earlier assertion about heterodox and apocryphal theologies in the West and southern wastelands. &lt;br /&gt;
[879] These few lines are attempting to reconcile the earlier issue about Gosaena being the final last stop, in seeming contradiction with Lorminstra letting souls out to visit sometimes and Purgatory probably representing the other side of the Gates in its original intent. The Pale is the Gosaena realm in the Griffin Sword War, and its messaging was clearly very heavily based on the [[Purgatory]] messaging. The permadeath messaging made it clear that soul eventually ends up in the light or the dark, but it&#039;s all the same place and all Oblivion (i.e. oblivion state of unconsciousness) regardless of anything. So the reconciliation here is that Gosaena&#039;s realm is where and when Lorminstra does not have power, which explains the antagonistic way the Dark Path / Graveyard represents them, and recontextualizes the Purgatory messaging about the limits of her power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia.[880] He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness.[881] Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession.[882] He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps.[883] It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions.[884] He was a master of the black arts. But the corruption of this power was driving him mad.[885] He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north.[886] Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.[887]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[880] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. [[Library of Biblia|Biblia]] is the De-ICE&#039;d replacement for the Library of Nomikos.&lt;br /&gt;
[881] This is keeping the detail of his being apprehended for stealing a speaking crystal, but recontextualizes it from being a Lord of Essaence artifact (i.e. Empress Kadaena&#039;s people in the First Era) to it being from the analogous Age of Darkness in the Elanthia setting (i.e. back to the time of Drakes / Arkati / Ur-Daemon / whatever.)&lt;br /&gt;
[882] This is directly from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The word &amp;quot;occultist&amp;quot; is tied into the occultism described in this document, and with Bandur meaning a specifically Lovecraftian form of occultism, with &amp;quot;esoteric knowledge&amp;quot; in that way. In other words, &amp;quot;esoteric knowledge&amp;quot; not just meaning obscure or highly technical, but actual esotericism in the occult sense. This nightmare visions premise is also consistent with Gosaena related NPCs (e.g. Volierre) in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[883] The Graveyard has a bunch of explicit spatial warps, but it also has some much more subtle ones in the room painting.&lt;br /&gt;
[884] This is making an explicit statement of some subtext in the Graveyard&#039;s design. Its several original sections are clearly based on a few different real-world mortuary religious architectures, which are related to Underworld mythology with dead gods of the Underworld (especially Hel and Osiris). Along with possibly Orgiana (I.C.E. Eorgina) who was based on Hel. And there is a pretty clearly defensible case for the Graveyard paralleling Dante&#039;s Inferno, where Satan is frozen in the underworld. Volume 3 tries to establish mummies as underworld mythology related out of the Southron Wastes as an embellishment.&lt;br /&gt;
[885] This comes from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The term &amp;quot;Dark Path&amp;quot; in capitals in the Shadow World lore was actually referencing the corruption into madness and service to the Unlife that inevitably results from casting off the Evil spell lists, which in that setting derive their magical power from the Unlife either directly or indirectly (e.g. Dark Gods). The term &amp;quot;black arts&amp;quot; as used in this document is based on the use of the term &amp;quot;black arts&amp;quot; in the Graveyard story.&lt;br /&gt;
[886] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. By keeping the 6,300 years ago chronology, we&#039;re using this to help justify interpreting the West in this period as having a bunch of dark cults, which in the Second Age the document asserts were concentrated in the southern subcontinent. So this is a case of trying to keep things consistent. This is also a thread for a previous assertion in this document that the northwest was always a haven for dark magic because of its geographic remoteness.&lt;br /&gt;
[887] This is an embellishment. The Luukos shrine in the underground stronghold dates back to 1991, and reflects his I.C.E. version. It was expanded about a decade later, I believe Morvule unveiled the expansion as an old place. There is a reasonable case for several reasons to think the Coastal Cliffs area released in 1991, which is related to that stronghold in general, was intended to be related to the Bandur Etrevion story of purging the dark cults in the region when he consolidated his theocracy. So this is just explicitly stating something that was probably the original intent. There is now also an Onar shrine in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra.[888] Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom.[889] Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering.[890] He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design.[891] This commune with intense darkness caused Bandur to be frozen within solid ice.[892] This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.[893]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[888] Most of this is explicitly stated in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The last part about the mocking parallel of the Lorminstra religion is an interpretation. The Graveyard has numerous parallels to the temple in the Landing and the deeds / [[Purgatory]] death mechanics. These were all made at approximately the same time at the beginning of GemStone III.&lt;br /&gt;
[889.1] This is a list of example justifying the last part of the sentence that is footnoted 888. It is based on a direct comparison between the Graveyard rooms and the Temple rooms. The Graveyard also leans on some obscure, archaic vestigial lore within the Shadow World setting, about &amp;quot;servants of the Shadow&amp;quot; who artificially created demons. The phrase &amp;quot;power through thralldom&amp;quot; was appended to that for Bandur&#039;s most famous book. Here we are leaning into our medieval interpretation of deeds.&lt;br /&gt;
[889.2] The Sorceror spelling is an odd spillover from I.C.E. books, where it is sometimes spells Sorcerer and other times Sorceror, at least in Shadow World setting books. It may be based on Necromancers being &amp;quot;Sorcerors&amp;quot; in conversion charts between Rolemaster systems, as a contrast to Lord High Cleric, or could be randomly based on some case of it being spelled that way in one of the books. It is probably the only place in GemStone it is spelled this way, and there used to be a message board topic in the Sorcerer forum solely about &amp;quot;Sorcerer vs. Sorceror&amp;quot;. This spelling has also cropped up in the DragonRealms wiki.&lt;br /&gt;
[890] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; and wording his &amp;quot;omens&amp;quot; to a little more clearly Gosaena in nature, similar to what was seen with NPCs in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[891] This is cross-referencing &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; with interpreting the original parts of the Graveyard, which are on real room ID segment 18. This partly referring to the I.C.E. ghoul lore, and partly to the deep underground part of the Graveyard with the huge pile of bodies. Originally there was no way out from down there, the tunnel up to near the entrance to the burial mound was dug up from below ground, of people trapped down there trying to dig their way out. That is the significance of the body pile, who arguably symbolize the spirits of those who could not choose in the [[Purgatory]] messaging. What happened implicitly is that the Graveyard had traps, and grave robbers would get magically transported down there. It is most likely from trying to take stuff from the crypt&#039;s (unplundered) scroll room, as that would fit the Dark Path meaning.&lt;br /&gt;
[892] This is based on the Graveyard. The sarcophagus in the crypt is a fake, Bandur is actually hidden below ground, frozen in a block of ice. There&#039;s a reasonably good chance Kestrel&#039;s tomb is also fake, he might be the melted skeleton throne.&lt;br /&gt;
[893.1] The Chamber of the Dead is most likely an homage to the Graveyard. There were several things in Vvrael quest related areas that could plausibly have been Graveyard parallels, but Ardo&#039;s &amp;quot;sarcophagus&amp;quot; ice block is one of the most overt. The Vvrael were roughly an Unlife analog for the Elanthia setting, the Unlife in the Shadow World setting is &amp;quot;anti-Essaence&amp;quot;, which is what we would call &amp;quot;anti-mana&amp;quot; in Elanthia. It is the furthest extreme of the chaos-order essence spectrum cosmology. Volume 2 of this document restores that model, and treats &amp;quot;anti-mana&amp;quot; as the purest most corrupt form of &amp;quot;elemental darkness.&amp;quot; The use of the term &amp;quot;elemental darkness&amp;quot; is partly based on the dark vysans, originally called dark wisplings, which were apparently based on the Rolemaster &amp;quot;Elemental Companion&amp;quot; and would have been very weak examples of darkness elementals, which would be associated with cold criticals. There is likewise a case for interpreting the dark vorteces as more powerful darkness elementals. Elanthia does not include light and dark as &amp;quot;elements&amp;quot;, but has substantive light associated with the spirit realm (e.g. Searing Light spell), and here we treat darkness as one of the &amp;quot;sorcerous elements&amp;quot;, related to demons and undead.&lt;br /&gt;
[893.2] The Bandur and Uthex treatments break with the style of the rest of the document. Most of the document is talking about intellectual traditions and cultural propensities, or historiographic reinterpretation of historical events. But here we deal with specific historical people (concretely) instead, where the surrounding context in that time period is very ill-defined. But they tie into the occultist tradition and the Death religions. The very last section on the Modern period in contrast is very sweeping compared to the rest of the document. These are maneuvers being made relative to the gaps in the lore and things too close to the present day.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3) The Broken Land&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was a contemporary of Bandur, whom he had known from his earlier days.[894] When his work had been recognized by the Order of Lorekeepers.[895] Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the terrible wars of that period.[896] While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.[897]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[894] The original copy of &amp;quot;The Broken Land&amp;quot; from the GEnie file library had an exact date for the demise of Uthex: 6521 Second Era. This was in the first century of the Wars of Dominion, which lasted almost four hundred years. The De-ICEd [[A Popular History of the Broken Lands|copies]] that floated around on player websites cut this out completely. But it was very important, because it explicitly puts Bandur and Uthex in the same place at the same time, on top of more subtle relationships between the stories. The hooded figures in the Broken Land were probably meant to be Dark Path cultists who are effectively immortalized by Uthex&#039;s experiments.&lt;br /&gt;
[895] Uthex was a Loremaster of Karilon in the original story, where Bandur had been recognized by the College of Karilon. Uthex was [https://www.play.net/gs4/news.asp?id=615 retconned] to be a Sage of the [[Order of Lorekeepers]] for the [[Miracle (350)]] spell release. &amp;quot;Sage&amp;quot; was originally the De-ICE&#039;d replacement term for &amp;quot;Loremaster&amp;quot;, as Sage had often been used in Loremaster contexts in the Shadow World setting.&lt;br /&gt;
[896] This is straight from the Broken Land document. It just removes the term &amp;quot;Wars of Dominion&amp;quot;.&lt;br /&gt;
[897] This is an interpretation meant to explain how Uthex was tricked and seduced by servants of the Unlife, and based on the parallel between the Dark Path and the death religion as encoded in GemStone. The story refers to it as a &amp;quot;natural&amp;quot; gateway to another plane of existence, so we are taking its naturalness and having been discovered on face value. The spinning stone ring around it was implicitly made by the Loremasters later. It is most likely based on a powerful spell from the Warding list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur.[898] It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality.[899] The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region.[900] This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot;[901] It is rumored to be on the surface of the moon Lornon. Or perhaps below it.[902] There may be a grain of truth in this as it is apparently an esoteric dimension.[903] There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration.[904] It is in the same vein as the heterodox theology of the Dark Path.[905] The shrine there includes apocrypha depicting Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;[906]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350}}&amp;gt;&lt;br /&gt;
[898] This was explicitly stated in the Broken Land story, except that did not mention Bandur by name. It was implied context.&lt;br /&gt;
[899] The first part is from the Broken Land story, and the last part is based on the Misty Chamber messaging. The dark mirror and nightmarish analog &amp;quot;parallel dimension&amp;quot; aspect of it is an interpretation. It&#039;s very subtle. But there is actually a clear correspondence between the stuff in the Broken Land with analogous stuff in the Lysierian Hills. There is a strong argument for the Broken Land being based on Lovecraft stories involving dream walking / astral projecting into parallel existences, especially the Dreamland, which has nightmarish analogs of the places that exist in the waking world.&lt;br /&gt;
[900] This is extrapolating off the tapestries in Imaera&#039;s shrine and its release event, along with the Shadow World portals lore where natural gateways can be caused by celestial alignments.&lt;br /&gt;
[901] &amp;quot;Broken Land&amp;quot; was originally singular, it gained an &amp;quot;s&amp;quot; in the De-ICE. &amp;quot;Home of Broken Lore&amp;quot; was the literal meaning of its name out of Iruaric. Iruaric was used in numerous parts of the Broken Land originally. (Empress Kadaena&#039;s language.)&lt;br /&gt;
[902] This is just nodding to the wrong belief that it is the surface of Lornon. The Broken Land is actually deeply inconsistent with the I.C.E. version of Lornon. &amp;quot;Perhaps below it&amp;quot; is playing off the I.C.E. version being a gateworld with underground demons, and then &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; being planar experiments below ground in Lornon. You could make a subtext argument for the Broken Land being underground in Charon under highly artificial conditions. But that is probably not the intent. The Dark Gods came from other planes of existence in the I.C.E. lore, and were largely terrorizing the planet rather than residing on the moon when the Broken Land story was set during the Wars of Dominion. The moon case is really weak. Plus the Broken Land story itself explicitly called it another plane of existence, so that&#039;d have to be an outright lie.&lt;br /&gt;
[903] This is interpretation based on the parallel between it and the Lysierian Hills, as well as the Lovecraftian Dreamland subtext. Shadow Valley is more blatantly and obviously a parallel dimension in this fashion.&lt;br /&gt;
[904] This is based on the original gogor (vruul) lore, which is encoded into the Dark Shrine. There is actually a decent case that our &amp;quot;lesser vruul&amp;quot; were not woken up, but instead made out of the dead cultists. In the canon material the gogor were made by Empress Kadaena, but there was no detail into the methods. The Dark Shrine might be encoding the creation process, and these lesser vruul (&amp;quot;minor gogor&amp;quot;) could be meant to be weak ones made with ancient dark knowledge in a much later Age.&lt;br /&gt;
[905] This is reviving and making explicit the relationship between the Graveyard and Broken Land. Which was Empress Kadaena.&lt;br /&gt;
[906] This is explaining the prior sentence and cross-referencing the now archaic &amp;quot;[[Temple of Darkness Poem]]&amp;quot;, which is used for the Dark Shrine puzzle and had some weird off-canon representation of the Dark Gods, with the Eorgina-Marlu relationship such as in &amp;quot;Origins of Tonis&amp;quot; in the Elanthia setting. Keeping in mind we defined the Dark Path as a Gosaena/Eorgina syncretism. The &amp;quot;spirit born of death&amp;quot; part is the translated meaning of the phrase used in the puzzle to gain access to the Dark Shrine.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a shining trapezohedron, which is a siphon stone that concentrates power.[907] It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power.[908] The cultists were trying to make their own form of soul reincarnation, darkly mirroring the reincarnation of souls by Lorminstra.[909] The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year.[910] Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107.[911] But the later work of Uthex was high necromancy.[912]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[907] The crystal dome was implicitly a Lord of Essaence artifact in its original context. It&#039;s probably inspired by Lovecraft&#039;s quasi-sphere from [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] and possibly the almost sphere Shining Trapezohedron from [https://www.hplovecraft.com/writings/texts/fiction/hd.aspx &amp;quot;Haunter of the Dark&amp;quot;] which gave visions of &amp;quot;hooded figures&amp;quot; and eldritch vistas and so forth. The dome in the Broken Land is vaguely hemispherical, being surrounded by boulders and rubble, but actually faceted with panels. So this is describing it as actually a shining &amp;quot;trapezohedron&amp;quot; as an homage to the Lovecraftian subtext of the Broken Land.&lt;br /&gt;
[908] This is more or less explicitly stated by the Broken Land backstory document. The line about &amp;quot;occult researchers&amp;quot; is tying it back to describing Bandur as an &amp;quot;occultist&amp;quot; and the way occultism was described earlier in this document, which included astral projection notions and ascension concepts. The Broken Land was probably implying the artificial origins of the Dark Gods in experiments by the Lords of Essaence, being servants of Empress Kadaena and possibly even Kadaena as a dead goddess, consistent with the subtext representation of Kadaena in the Graveyard. The &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; leans on a weird typo in the source books that implies Kadaena was one of the moon goddesses. This was before Shadow World created the pantheon we call Lornon, which was first defined in 1990, so the Broken Land uses them but the Graveyard doesn&#039;t.&lt;br /&gt;
[909] This is an interpretation based on the parallels of the Graveyard and Broken Land with GemStone&#039;s death mechanics, and also by cross-referencing the Broken Land story with messaging, such as how the hooded figures spawn.&lt;br /&gt;
[910] This actually happened in game. [[Draezir]] temporarily turned off the runes for accessing the Broken Land. The storyline of [[Shar]] struggling with them was in 1998.&lt;br /&gt;
[911] This was the release event for [[Miracle (350)]]. This is an ordinary Cleric spell that applies to all alignments and convert statuses. In terms of the twisting of Uthex&#039;s work, he was presumably trying to make something like the [https://elanthipedia.play.net/Spiteful_Rebirth &amp;quot;Spiteful Rebirth&amp;quot;] necromancer spell in DragonRealms, which is an imitation of lich resuscitation and also has a 24 hour cooldown. This would in turn be related to the monastic liches as a retcon interpretation. &lt;br /&gt;
[912] High necromancy is defined more in Volume 2 of this document. It was arguably immortality / everlasting existence focused because of the Dark Path tie-in, but Uthex was attempting to fashion entities from energy, possibly even recycling them from departed souls. This may also have tied into the notion of Kadaena&#039;s followers having created demons, which is vestigial from older I.C.E. books. This is the likely meaning of them trying to twist Uthex&#039;s work into more perilous forms. The [[Miracle (350)]] release premise can conveniently tie into this necromantic reincarnation concept.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was potential to transmogrify the soul into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood.[913] In this way the Dark Path sought to ensure the reality of their depraved Death theology.[914] They had twisted and perverted the work of Uthex into more dangerous forms.[915] But his fellow Sages discovered that Uthex had gone quite mad, and slew him in -1,264 with a devastating meteor swarm, destroying as many of his experiments and records as they could.[916] There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists.[917] These were astral fights as the portal had been sealed with powerful Runes of Warding.[918] It was a cenobitic monastic order that would come to suffer from isolation and loneliness.[919] The monastery was lost to history, not rediscovered until 5092.[920] The monks had fallen to the very darkness they had struggled against.[921]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[913] The last part of this is rooted in the implications of the artificial origins of the Dark Gods as servants of Kadaena. The first parts of the sentence are based on that &amp;quot;servants of the Shadow&amp;quot; text, as well as the Lovecraftian subtext of the plotline of [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;]. The Graveyard and death mechanics arguably lean on the same Lovecraft stories as the Broken Land.&lt;br /&gt;
[914] This is just synthesizing the prior premises.&lt;br /&gt;
[915] This is from the Broken Land story.&lt;br /&gt;
[916.1] This is the equivalent calendar year to 6521 Second Era in the Shadow World timeline, in the sense of being the same number of years ago from the present. This document is keeping the number of years ago the same, because there is seemingly no reason not to just keep that consistent, putting the events in the late Age of Chaos.&lt;br /&gt;
[916.2] This is from the Broken Land story. It isn&#039;t obvious that the rubble in the Broken Land is all from the meteor swarm, or even the continually falling rocks. While these are &amp;quot;meteors&amp;quot;, it isn&#039;t obvious they&#039;re actually space rocks. The Broken Land might be a collapsed cenote, or ice fracturing on the surrounding mountains may be rolling boulders off the cliff.&lt;br /&gt;
[917] This is cross-referencing the Broken Land story with the imagery depicted in the Monastery. There was an interview with the creator, GM Kygar, in 1994 where he said they struggled in that mountain for centuries before succumbing to darkness.&lt;br /&gt;
[918] The Runes of Warding come from the Broken Land story, and were probably based on a specific spell from the Warding spell list from Shadow World, where there is a stone circle that blocks at half the level of the caster who made it. The reference to &amp;quot;astral fights&amp;quot; is playing off the astral projection subtexts in the Broken Land, including the chakra in the Monastery meditation room and the theosophical subtext of the Lovecraft parallel. The sewer in the Monastery is seemingly connected to a weird cryptic tower with non-Euclidean architecture, and the Broken Land dome maybe used to be connected to the tower as well.&lt;br /&gt;
[919] The isolation and loneliness is talked about in the Kygar interview.&lt;br /&gt;
[920] This is from the Broken Land story. 5092 is referring to the fact that it was discovered in 1992. The portal to the Broken Land was originally dormant. A year later it opened when hooded figures showed up attacking. If there was more detail to the release of it, that is not recorded now.&lt;br /&gt;
[921] This is quoting the Kygar interview.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.D The Modern Age (Last 5,000 Years)&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos.[922] Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood.[923] The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years.[924] In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire.[925] This more human empire pushed the darkness back into the borderlands of the north and south.[926] But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades.[927]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[922] 10,000 or 15,000 years, depending on definition.&lt;br /&gt;
[923] This is from the Xazkruvrixis lore, &amp;quot;[[The Mystique of Xazkruvrixis]]&amp;quot;. The Dark Flood of [[Finnia]] happened several thousand years before the Great Fire of Sharath.&lt;br /&gt;
[924.1] The timing of the Ashrim War has contradictory dates. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; puts it at 157 Modern Era. The [[Ta&#039;Illistim Monarchs]] document has the reign of Caladsal starting a few centuries later than that. The &amp;quot;mostly kept to themselves&amp;quot; is acknowledging that gnomes were allowed in, but there is no indication of involvement with the Kannalan Empire or earlier. It leans on the opening of the trade route in 5101 Modern Era, and slightly earlier with the Ilyan Cloud airship in the late 90s, as having been the beginning of increased cross-cultural trade and contact after the earlier Elven Wars. Banthis has said the original intent of the racial trading penalties was to have them decrease over time with increased contact and mixing of peoples. But this is playing in a very vaguely defined zone, in terms of how recent the opening up of the East has been in general. It was explicitly closed off from other races residing there during the Age of Chaos, up until Ardtin allowed the burghal gnomes to reside in Ta&#039;Illistim about 4,000 years ago. &lt;br /&gt;
[924.2] I&#039;m inclined to say the most consistent thing would be for the past couple of decades to be a recent aberration and very sudden change from the perspective of Elven time scales, rather than there being some long history of mixing of peoples with it being normal to have relatives in farflung parts of the continent. &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; for example frames the year 4845 as there having been smuggling networks that late between the Elven Nations and Turamzzyr, which suggests embargo conditions between the two powers rather than smuggling of goods that are illegal in themselves. The West was essentially always racially mixed going back into the Kannalan Empire and probably further, though Chaston&#039;s Edict made the southern Empire predominantly human, softening in recent centuries such as with the Horned Cabal and Order of Voln in Aldora. The Aelotoi being allowed in was a shock, as framed in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; document, but justified in how the Elves were historically responsible for what happened to them. The 2014 assassination attempt on Myasara was related to racially opening up the city, and Hycinthia had popular supporters on that point. The Vaalor papers system was a reactionary crackdown after bad events in 2009.&lt;br /&gt;
[925] This is from this document&#039;s characterization of the impact the Kannalan Empire had on the geographical distribution of dark magic practitioners. It is an embellishment. This document also never mentions the necromancer Syssanis with his swamp stronghold near River&#039;s Rest on the west coast, but River&#039;s Rest having fallen into post-Kannalan relative lawlessness is generally consistent with the premise we&#039;re using about necromancers versus lawful civilization.&lt;br /&gt;
[926] This refers to the &amp;quot;black elven wizardry&amp;quot; down in Gor&#039;nustre (now Immuron) and the dark sorcerous forces on the Wildwood settlement up in Vornavis (and Foggy Valley and so forth) in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[927] This refers partly to the Horned Cabal and the Scourge / Demonwall, and various storylines in the past few decades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841.[928] The Faendryl assumed it was a minor border expansion at first, with fortifications built along the northern marches, from Tedronne near the Wizardwaste to Harald&#039;s Keep in the east.[929] When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking.[930] Sentinel Happersett went missing and suffered a horrifying fate worse than death.[931]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[928] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[929] This is an interpretation meant to make some sense of the non-reaction of the Faendryl followed by the severe reaction after the invasion of Gellig. The geographical distribution of these places is not defined in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. So here we are defining it as fortifications largely west to east on what would be the northern borderlands, rather than oriented north to south. It may have been intended as north to south, with the sequence of retreat, but that would be more aggressive. What we&#039;re doing here is setting up a pincer movement on the Faendryl that did not get the chance to fully form, rather than a straight line of fortifications with supply lines back to Trauntor. (It is 100% made up that Tedronne is near western Trauntor and the Wizardwaste and that Harald&#039;s Keep is in the east with Creyth in between them.) The idea here is that the Turamzzyrian Empire has bad information on the state of the Faendryl in general, and moving east for setting up to block any possible material assistance from House Nalfein or the Elven Nations. Then we&#039;ve defined Gellig as an eastern port belonging to the Faendryl, which would follow this same cutting-off-from-assistance from the East logic, not really understanding the state of things between the Faendryl and Elven Nations. Because elves are just elves, from the imperial human point of view and understanding, in &amp;quot;History of the Turamzzyrian Empire&amp;quot;. Fortification out west to near the Wizardwaste can be used for an eventual pincer on New Ta&#039;Faendryl, but also to force the Faendryl to go through the Southron Wastes and around the Wizardwaste if it wants to retaliate on Tamzyrr. Then we have Sentinel Happersett stationed in the east moving south to hit Gellig, which we have framed with the assumption it is a port on the eastern coast. The Faendryl then retaliate and send the humans fleeing northwest toward Tedronne and Brantur in Trauntor. Some of the retreat goes to Barrett&#039;s Gorge, and the retreat is largely happening in a westward direction toward Brantur from our assumed position for Gellig. &amp;quot;History of the Turamzzyrian Empire&amp;quot; says: &#039;&#039;&amp;quot;another quarter have fled past Creyth, heading for Tedronne or Barrett&#039;s Gorge.&amp;quot;&#039;&#039; Which suggests Tedronne and Barret&#039;s Gorge are in different directions, or at least slightly different westward directions if Gellig is on the eastern coast, and these fortifications are assumed to be the three &amp;quot;strongholds&amp;quot; built for supply line purposes. The idea would be that Tedronne would be a supply line from Trauntor and Creyth would be a supply line from Barrett&#039;s Gorge, and Harald&#039;s Keep would be a more forward position for cutting off any intervention from the Elves in the East. Though the Faendryl are framed as politically and militarily inactive from the Turamzzyr point of view, this would still be sensible given the relatively recent history of wars with House Nalfein in that Barrett&#039;s Gorge region. So this is so much to say the road to Ta&#039;Faendryl is not being interpreted as a north-south route. It&#039;s instead moving around the Rhoska-Tor wasteland, which is to New Ta&#039;Faendryl&#039;s west, with the road to New Ta&#039;Faendryl really being from the east with Gellig intepreted as being on the east coast.&lt;br /&gt;
[930] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, though Sentinel Happersett was defined as having the name [[Jerram Happersett|Jerram]] during the Witchful Thinking storyline. He appeared as an NPC in a sort of unliving state who had to be released. He was obsessed with trying to purify Dark Elves of darkness, which took the form of trying to smash them with a hammer. It might be the original intent for Sentinel Happersett to have been Harald, to give meaning to Harald&#039;s Keep, because it is implied that those three strongholds were built on the spot to be the supply lines, and they split the army up between them over winter.&lt;br /&gt;
[931] Sentinel Happersett was one of Raznel&#039;s &amp;quot;paragons&amp;quot;. They were in cocoons attached to walls of flesh and filled with a form of [[epochxin|demon blood]] from the Southron Wastes, which she was using as a form of horcrux with these paragons being frozen in time in little pocket dimensions throughout the timeline, having selected historical victims who went missing in known years. Xorus was actually the one who found [https://gswiki.play.net/Witchful_Thinking_-_2019-09-21_-_Worlds_Collide_(log) the cocoon], and the one who did the kill shot on the cocoon, and Xorus was the one [https://gswiki.play.net/Landing_Events_-_2020-04-19_-_Hallmarks_of_History_(log)#Speaker_.234.2C_Xorus_-_Questionable_Responsibility_Given_Temporal_Convergence who taught] Raznel how to do this stuff with the ebon-swirled primal demon&#039;s venom blood when she was his student in her youth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge.[932] The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire.[933] The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes.[934] Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire.[935] There has been a surge of greater dark powers since the failure of the Eye of the Drake.[936] The Vvrael and Vishmiir wielded undead horrors.[937] Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab.[938] There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.[939]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[932] This premise comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The lore hook of demonic hybrids in this sense has never really been fleshed out. We&#039;ve seen some Demonwall invasion creatures that implicitly are these kinds of things. They are listed in Volume 3 of this document.&lt;br /&gt;
[933] This is explicitly stated in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; in the Armata section. The Faendryl do it as punishment to bleed treasure from the Turamzzyrian Empire. The &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document also talks about the Order of the Crimson Fist venturing out from the Demonwall to take the fight to the Faendryl and their fiends. This is remarkable because it frames ongoing, if low level, hostility between them. The Scourge distribution also has implications for the distribution of land use by the Faendryl Agrestis that would have to be carefully considered. The Scourge came from hybridizing with wildlife, but could possibly have been livestock as well. Farmstead in presumably Trauntor were getting massacred by these hybrids.&lt;br /&gt;
[934] This is principally from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but is talked about in various places.&lt;br /&gt;
[935] This pre-history of the Order of Voln fighting with the Horned Cabal, prior to the invasion of the Turamzzyrian Empire, comes from the Volnath Dai history document &amp;quot;[[Story of the Volnath Dai]]&amp;quot;. Grandmaster Fineval killed one of the Horned Cabal liches, and that set off the Horned Cabal invasions northward.&lt;br /&gt;
[936] This is extrapolating off the Eye of the Drake function and premise, which was framed near the beginning of this document. The IC author blames what is presumably a great increase in major extraplanar threats in recent decades to the failure of the Eye. Which is reviving the ICE analog concept.&lt;br /&gt;
[937] These were in 1997/1998 and 2002 storylines.&lt;br /&gt;
[938] This was in 1996 and then again in 2003 onward for a couple of years. The Miscere&#039;Golab is mentioned in the &amp;quot;[[Griffin Sword War]]&amp;quot; document and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Volume 3 of this document talks about it.&lt;br /&gt;
[939] These liches are from various storylines. Vindicto was from [[Ties That Bind]] and was responsible for previous bad things happening to House Vaalor, such as the assassination of King Tyrnian as shown in [[forehead gem]] loresongs. Tseleth was mainly in [[Ride of the Red Dreamer]], and was involved in the [[Sanctum of Scales]] release. The Council of Ten was in the [[Thurfel]] storyline and then a couple of the liches more recently in the Icemule storylines with [[Zeban]] and the [[Hinterwilds]] and [[Moonsedge]] and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows.[940] The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War.[941] The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues.[942] There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.[943]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[940] Althedeus was the big bad behind Kenstrom&#039;s storylines from [[Beyond the Arkati]] in 2010 through [[Cross into shadows|Cross into Shadows]] in 2014. The blood mages were generally members of the Arcane Eyes, a Mestanir group described in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The War of Shadows was in the Cross into Shadows storyline.&lt;br /&gt;
[941] This was the climax of the [[Eyes of the Dawn]] storyline, and this wasteland (the [[Bleaklands]]) has been used in other storylines since, including [[Keeping up with the Kestrels]] and [[Witchful Thinking]]. Xorus actually has a fairly high share of the responsibility and blame for the Bleaklands, because it was done by Raznel largely using the stuff she learned from him.&lt;br /&gt;
[942] This is referring to the [[epochxin]], first established in the [[Eyes of the Dawn]] storyline. Raznel learned about it in her youth because of a time loop paradox due to Melgorehn&#039;s Reach. She largely learned about its uses from Xorus, during the [[Keeping up with the Kestrels]] storyline, and Xorus later cured Larsya of the poison during the Praxopius storyline. It was weaponized into a genocidal disease curse against the krolvin, which led to krolvin invasions later, and is likely involved in the Blight that is presently suppressed around Wehnimer&#039;s Landing.&lt;br /&gt;
[943] This refers to the fact that Grishom Stone has the [[Star of Khar&#039;ta]] artifact and converted it to be oriented to blood and shadows energy. Stone is residing in the Deadfall forest near Wehnimer&#039;s Landing and is going to pull major stuff in a future storyline using that artifact. That forest has a bunch of blood eating demonic trees in it and is magically sealed off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I_-_The_History_of_Necromancy_(essay)&amp;diff=196432</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I_-_The_History_of_Necromancy_(essay)&amp;diff=196432"/>
		<updated>2023-05-09T14:36:26Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: minor grammar tweaks&lt;/p&gt;
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&lt;div&gt;{{creative-work | title = Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy | type = essay | author = Xorus}}&lt;br /&gt;
&lt;br /&gt;
Please note the [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)#OOC Disclaimers|disclaimer]] at the bottom of this page on how to use this &#039;&#039;&#039;unofficial&#039;&#039;&#039; document. There is a highlight key for emphasizing references as 100% made up and not canon.&lt;br /&gt;
&lt;br /&gt;
The following are OOC footnotes cross-referencing and explaining the logic and intent of this document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Footnotes]]&lt;br /&gt;
&lt;br /&gt;
This is a three volume work:&lt;br /&gt;
&lt;br /&gt;
* [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy]]&lt;br /&gt;
* [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume II - Maleficarum and Dark Magic (essay)|Forbidden Knowledge and the Black Arts: Volume II - Maleficarum and Dark Magic]]&lt;br /&gt;
* [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume III - The Unliving and Unnatural (essay)|Forbidden Knowledge and the Black Arts: Volume III - The Unliving and Unnatural]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Forbidden Knowledge and the Black Arts&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist, I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent. What follows here is a brief survey in three volumes. It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order. It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms. There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.&lt;br /&gt;
&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way. For this I will defer to ethnographers and religious historians. In this compendium the unifying focus is necromancy in a very broad sense. Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions. It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vice Chancellor Emeritus&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hazalred Thaumaturgical Insitute&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Volume I: The History of Necromancy=&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul. In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods. It took its earliest forms in mortuary rituals and the divination of ancestral spirits. Throughout history it has become an ever darker form of magic, splitting from its spiritual roots. It is now the black arts of foul corruption and the utter debasement of life and death. Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood. But necromancy has never been as narrow as the undead, and has taken many other forms in history.&lt;br /&gt;
&lt;br /&gt;
It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds. More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify. Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares. In this way it is  difficult to illustrate the whole tapestry of the black arts. Whether a given horror is undead, demonic, or something else, is not always obvious. That is the legacy of necromancers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=I. The Age of Darkness (-130,000? to -50,000 Modern Era)=&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil. The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth. They fed on the essence and the soul. Where they came from is not known. But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands. Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons -- it is said they can never truly die. Their remnants linger, in sleeping death. Horrible relics of dreadful power.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;- Linsandrych Illistim, First Master of Lore, House Illistim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism. With this came the true Age of Darkness. It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other. The dragons who survived were driven mad. It is not known how this happened. The more chaotic or demonic realms beyond the pale are &#039;&#039;incapable&#039;&#039; of opening portals into higher realities. Whether it was an accident, or they were brought here on purpose, the way was opened. Once they were here, they ripped apart the veil. It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons. These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers. They fed upon the magical energies of the world, and their very presence stained their surroundings.&lt;br /&gt;
&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons. The Great Elementals stormed and the Great Spirits mostly hid or were devoured. It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos. Terrible gods were formed in other worlds from the powers unleashed. There were Arkati who hoarded followers, or attempted to shelter lesser races in other places. Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles. With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake. This sealed the interdimensional rift and strengthened the essence barriers separating the worlds. There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being. The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth. With the failure of the Eye in 5098, Elanthia saw more otherworldly threats. The Vvrael hold the world on the edge of a widening abyss. The Vishmiir were driven back into the Void. Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world. Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature. There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead. The Lords of Liabo slew the unnatural. Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem. The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint. The most desecrated fallen realms were too far gone and have remained forever haunted. Spirits in those places were twisted with dark power.&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War. Extraplanar undead such as the Vishmiir are &#039;&#039;at least this old&#039;&#039; as well. Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory. Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War. Some of these monstrosities, such as &#039;&#039;the vruul,&#039;&#039; survive to the present day. There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms. But it was the corruption of dark essences from the demons that brought the true unlife. The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them. They are inherently anti-magical, and in some ways, incapable of death.&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions. Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything. Lornon is rumored to be a gateworld. Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon. It may even be where the Ur-Daemon first entered. There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons. The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that &#039;&#039;blur the distinction&#039;&#039; between demons and the undead. Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War. Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=II. The Second Age (-50,000 to -20,000 Modern Era)=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia. There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation. Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- Linsandrych Illistim, First Master of Lore, House Illistim&lt;br /&gt;
&lt;br /&gt;
==II.A Ancestral Spirits==&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age. There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago. Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races. Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati. But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War. The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods. It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion. Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism. Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins. It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste. There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites. Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir. &lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King. There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world. The sylvankind still worship both the Light and Dark Gods in balance. There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges. &lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions. It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities. History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past. But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world. This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic. There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation. With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead. Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals. These sites are often used &#039;&#039;only up to some limit&#039;&#039; to prevent ghosts. The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them. Necromancy was an &#039;&#039;art of divination&#039;&#039; concerned with spirits of the dead, and thus it found special importance in mortuary rituals. Ancestor veneration is often a major aspect of these religions. Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way. They are called upon or appeased with offerings. &#039;&#039;Folk magic&#039;&#039; is perhaps the very thing Elven materialism was reacting against.&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot; There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body. While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is &#039;&#039;not the primary concern&#039;&#039; of Voln, who is mostly concerned with the release of cursed souls. Little more than any other golem that has a spirit trapped within it. There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention. They may be conjured much like spirits through weaknesses in the veil. These are instead forces of darkness which all pose hazards such as involuntary possession. Warding off particular kinds of evil spirits varies by their individual identities and associations. Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces &#039;&#039;gave rise&#039;&#039; to very different, more personal traditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==II.B The Elven Empire==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. &#039;&#039;&#039;Who among us, then, is more beast than elvenkind?&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages. There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization. There was ultimately a concentration of power in urban centers with the construction of cities. These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions. These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny. The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a &#039;&#039;great chain of being.&#039;&#039; What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an &#039;&#039;ancient Elven word&#039;&#039; &#039;&#039;&#039;meaning a guide or recruiter of the lost&#039;&#039;&#039;, in the Elven image --- as a race of higher beings who inherited the world from its prior masters. The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the &#039;&#039;stewards&#039;&#039; of the world.&lt;br /&gt;
&lt;br /&gt;
As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots. It was taboo to offer piety rather than fealty. As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals. In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions. This bred the seeds of reactionary movements. But there was no room for dissidents in the building of civilization itself. Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There were &#039;&#039;displacements of the population&#039;&#039; in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities. Those who were &#039;&#039;ill-suited&#039;&#039; to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West. Scholars think these conditions invited the subjugation of other races for slave labor. Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters. To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.&lt;br /&gt;
&lt;br /&gt;
The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited. It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses. There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire &#039;&#039;never held any mastery&#039;&#039; over the southern wastelands. The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers. The mountainous borderlands of the Southron Wastes have in &#039;&#039;all times&#039;&#039; been an attractive hiding place for brigands and criminals. When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law. The greatest threats to civilization, in turn, have most often come from the southern wastelands. But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==II.C The Exiles==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;- Linsandrych Illistim, First Master of Lore, House Illistim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization. Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were &#039;&#039;all drawn&#039;&#039; to the southern wastelands. This &#039;&#039;was a haven&#039;&#039; for the most fanatical cults, and is now a graveyard of &#039;&#039;&#039;forgotten theocracies.&#039;&#039;&#039; Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators. &lt;br /&gt;
&lt;br /&gt;
It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent. This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.&lt;br /&gt;
&lt;br /&gt;
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===(1) The Dhe&#039;nar===&lt;br /&gt;
&lt;br /&gt;
The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar. Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati. The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot; According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah. They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati. Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.&lt;br /&gt;
&lt;br /&gt;
While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths. Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad. That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests. There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.&lt;br /&gt;
&lt;br /&gt;
This is regarded by &#039;&#039;more serious scholars&#039;&#039; as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth. The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations. Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses. The Elven Empire was not a meaningful concept in the time of Korthyr. Nor were the Ardenai those who stayed behind. They lived in cities on &#039;&#039;the forest edges&#039;&#039; and woodland hamlets, with adjacent croplands, &#039;&#039;not unlike&#039;&#039; the Barony of Bourth with its elven settlements in the Wyrdeep Forest. Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years. It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed. It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses. The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.&lt;br /&gt;
&lt;br /&gt;
One of the &#039;&#039;more dominant interpretations&#039;&#039; among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood. Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land. In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si. Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records. No one knows for certain if this identification is correct.&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati. In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years. The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses. In the more cynical view of the &#039;&#039;&#039;&amp;quot;Matter of the Elven Empire,&amp;quot;&#039;&#039;&#039; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology. Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization. With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.&lt;br /&gt;
&lt;br /&gt;
According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated. This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578. House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son. This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire. Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness. There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl &#039;&#039;began to truly assume&#039;&#039; its central role over the Empire.&lt;br /&gt;
&lt;br /&gt;
To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven. Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law. There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind. &lt;br /&gt;
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Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes. Archaeologists have &#039;&#039;&#039;found relics&#039;&#039;&#039; in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks. One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath. Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness. &lt;br /&gt;
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Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records. But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation. It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a &#039;&#039;need to ward off&#039;&#039; malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands. The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living. In this way they were able to not only &#039;&#039;prevent the possession&#039;&#039; of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands. This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars. &lt;br /&gt;
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It was facilitated, however paradoxically, by their study of the elements. Blazing sand elementals are yet another threat found in the Southron Wastes. With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well. But there are other pure forces beyond the veil than those of the elemental planes. There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or &#039;&#039;elemental darkness.&#039;&#039; It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes. With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.&lt;br /&gt;
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The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor. Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath. It might well be that the journey actually began with the death of the cult leader. Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes. While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath. Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed. Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years. The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were &#039;&#039;quite probably&#039;&#039; corrupted by knowledge of events after the fact.&lt;br /&gt;
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===(2) Witchcraft===&lt;br /&gt;
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In the outlying regions of the Elven Empire, far from the great cities, &#039;&#039;there were survivals of folk religion.&#039;&#039; These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority. Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms. They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead. They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living. Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.&lt;br /&gt;
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But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others. They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated. This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets. Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations. The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.&lt;br /&gt;
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There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression. It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil. In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits. &lt;br /&gt;
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What is particularly important is that this tradition more broadly is what might be called sympathetic magic. It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions. It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up. It is &#039;&#039;what remains&#039;&#039; of more ancient traditions of spiritualism. From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies. It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real. In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;&lt;br /&gt;
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In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation. Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood. There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.&lt;br /&gt;
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Within the modern conventions of magic, this sort of correspondence of forms &#039;&#039;is related to&#039;&#039; what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot; In the mind oriented near planes of existence, such as the Eternal Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world. This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames. There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession. Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.&lt;br /&gt;
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With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, &#039;&#039;witches were exiled&#039;&#039; into the wild woods or darker hiding places. This led to a rising number of witches &#039;&#039;in the Southron Wastes,&#039;&#039; where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them. Blood magic began using demon blood. Curses began using more corruptive essences, facilitating rituals for causing the undead. Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood. There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others. One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.&lt;br /&gt;
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Witches of the South would &#039;&#039;enter pacts&#039;&#039; with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons. There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits. They might have mediating vermin such as maggots or ichor worms inside themselves. Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves. There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them. It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself. Conjuring in this way was &#039;&#039;in stark contrast&#039;&#039; to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.&lt;br /&gt;
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===(3) Cultists===&lt;br /&gt;
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In the Age of Darkness there was always &#039;&#039;a minority of demon worshippers.&#039;&#039; Whether the demonic of the wastelands, or the dead gods themselves. There are buried crypts &#039;&#039;&#039;in the Southron Wastes&#039;&#039;&#039; belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul. Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason. Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation. But the reliefs and frescoes of the interregnum are &#039;&#039;far more hideous&#039;&#039; in their depictions. They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices. &#039;&#039;Cave paintings&#039;&#039; from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are &#039;&#039;often found&#039;&#039; with trepanated skulls.&lt;br /&gt;
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Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent. There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled. Dark mages who would not abide by the laws of civilization would find &#039;&#039;freedom in these lands,&#039;&#039; while fanatics who sought a world ruled by Lornon would &#039;&#039;found&#039;&#039; short-lived, sinister theocracies. Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions. In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.&lt;br /&gt;
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&#039;&#039;Warlocks&#039;&#039; were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds. Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic. This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices. There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out. There were even &#039;&#039;cults&#039;&#039; believing Elves were cursed by the Arkati. That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.&lt;br /&gt;
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In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to &#039;&#039;subvert&#039;&#039; the separation of the living from the demonic. The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a &#039;&#039;divine language&#039;&#039; in some cults. Demon worshippers sometimes &#039;&#039;call it&#039;&#039; the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists. Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.&lt;br /&gt;
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In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions &#039;&#039;&#039;known as Tor.&#039;&#039;&#039; These outcroppings or mounds are &#039;&#039;mythologically named&#039;&#039; for each of the &amp;quot;dead gods,&amp;quot; which &#039;&#039;is how&#039;&#039; the Ur-Daemon are regarded. While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults &#039;&#039;grow around&#039;&#039; these haunted ruins. Cults might at times become extinct, only to arise again, centuries or millennia later. There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them. They &#039;&#039;often believe&#039;&#039; &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world. Consecrating us with their unholy black blood.&lt;br /&gt;
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These kinds of sentiments lent themselves to still other forms of necromancy. There were those who sought to induce demonic possession, such as &#039;&#039;the riders&#039;&#039; of the wasteworms. Others were &#039;&#039;&amp;quot;dread seers,&amp;quot;&#039;&#039; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination. This is a &#039;&#039;necromantic form&#039;&#039; of astral projection for harrowing the outer valences. Some sought to master the power of &#039;&#039;fashioning the demonic&#039;&#039; from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed. &lt;br /&gt;
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Warlocks were especially responsible for the innovations of &#039;&#039;demonic necromancy.&#039;&#039; These would sometimes be abominations that would not, in the narrow sense, be thought of as undead. They were often in reincarnation cults, seeking unnatural forms of immortality. It was noticed &#039;&#039;very early on&#039;&#039; that sometimes the curse of the undead was bound to other objects. Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves. It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be &#039;&#039;developed&#039;&#039; into more elaborate ways of preventing destruction from violence. These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons. Warlocks &#039;&#039;often seek&#039;&#039; to transform their own blood with that of dark powers.&lt;br /&gt;
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These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration. While these were originally only those demons that descended from the Age of Darkness, or had arrived incarnate through unstable rifting, it would &#039;&#039;not remain&#039;&#039; limited to demons which had become trapped in this world. There would &#039;&#039;sometimes be&#039;&#039; Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret. These summoners might be converted to dark religions, or make pacts for safe haven. Knowledge of demonic summoning from the outer valences &#039;&#039;spread&#039;&#039; in this way. It was also the birth of other forms of undeath, caused by the various kinds of demons.&lt;br /&gt;
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==II.D House Faendryl==&lt;br /&gt;
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In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood. But the ancient elves had long since turned from worshipping the Great Spirits. In the Elven dogma or &#039;&#039;&#039;&amp;quot;Matter&amp;quot;&#039;&#039;&#039; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods. The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants. Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness. &lt;br /&gt;
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Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms. It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences. Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.&lt;br /&gt;
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In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters. From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races. In this way there was a &#039;&#039;secular movement&#039;&#039; to wield magic as the Arkati did, rather than borrowing their powers as from master to servant. This was an especially difficult mode of spellcraft known as &#039;&#039;Arcane magic.&#039;&#039;&lt;br /&gt;
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===(1) Arcane Power===&lt;br /&gt;
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Arcane magic is the wielding of the raw, undifferentiated forces into magical effects. It is what would later be called &amp;quot;flow magic,&amp;quot; in its totality, as opposed to the finished spells of &amp;quot;rote magic.&amp;quot; This was split by mortals into modes of spellcraft. The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects. Exoteric magic proscribes the irrational from spellcraft. Esoteric magic is mostly an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions, or else the incomprehensible depths of flow magic with cosmic forces. While the Arcane and sorcery are natively esoteric, the Faendryl developed them toward thaumaturgy. Wielders of Arcane power &#039;&#039;are able,&#039;&#039; in principle, to cast spells of any of the spheres of magic. &lt;br /&gt;
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In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles. Most with a talent for magic have at least a minor capacity for Arcane. It is mostly a thaumaturgical mode of spellcraft, in its orthodox practice, only able to imitate the effects of purely theurgical magic. These were the fault lines which led to the rise of separate spheres of magic.&lt;br /&gt;
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While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that &#039;&#039;dates back&#039;&#039; to the early Elven Empire. It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which &#039;&#039;together influenced&#039;&#039; the merger of sorcery with the black arts. Loosely speaking, there were the &#039;&#039;&amp;quot;monists&amp;quot;&#039;&#039; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &#039;&#039;&amp;quot;dualists&amp;quot;&#039;&#039; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot; In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens. &lt;br /&gt;
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It was dangerous to try to wield elemental magic with the powers from spiritual sources. The inanimate world was made of the elements and the animate world was made of the spirit. When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic. This &#039;&#039;subsumed our various antecedents&#039;&#039; of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist. The spiritual planes of existence that had been characterized as dream worlds &#039;&#039;now tend&#039;&#039; to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; &#039;&#039;corresponding&#039;&#039; to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.&lt;br /&gt;
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Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways. Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance or &amp;quot;influence&amp;quot; of one&#039;s own &amp;quot;aura&amp;quot; or essence personally. One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation. It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos. Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory. These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes. &lt;br /&gt;
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There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws. Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot; There are at most collapses of metastability in the essence field due to the shifting of cosmic forces. Those who believe magic is inherent in spell patterns often regard mana as a kind of conserved substance, which transmutes between forms and causes the willful manifestation of effects when expended. While others say &amp;quot;mana&amp;quot; by itself is not magical at all, but rather that it is merely the potential of a field, and magic results from imbalances once worked into the background essence reversing themselves back toward normality. Spell patterns are regarded instead as tensions twisted into the field from &amp;quot;extending&amp;quot; oneself, which when &amp;quot;cast&amp;quot; or &amp;quot;released&amp;quot; unleashes effects which are not directly controlled. &lt;br /&gt;
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Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental. This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns. Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists. They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.&lt;br /&gt;
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Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos. Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot; The separatist philosophies became dominant, though mostly out of practicality bias. The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic. These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.&lt;br /&gt;
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The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect. In the separatist view, these are the divisions of nature, with metaphysical verisimilitude. For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions. One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits. Mentalism giving proof to the lie.&lt;br /&gt;
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Hybrid magicks are those forms of spellcraft that fall in between the spheres. In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies. The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power. Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition. Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed. In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power. Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way. In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption. &lt;br /&gt;
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To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations. Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness. Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence. Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms. But it takes Arcanist talent to be so flexible. &lt;br /&gt;
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The Arcanist pays a price for this fluidity. The more specialist wielders of magic make use of &#039;&#039;confounds.&#039;&#039; These are external forces for leveraging the power of magical effects. Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic. Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms. However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling. This is from their lack of reliance on confounds. &lt;br /&gt;
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With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood. Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter. Witchcraft, blood magic, and black shamanism use mediating substances. Liches infamously make use of phylacteries. Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers. Thus this trade off exists in fluidity with dark magic. Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization. However, it has that natural tendency, for much the same reasons as sorcery.&lt;br /&gt;
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===(2) Sorcery===&lt;br /&gt;
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In the early years of the Elven Empire, the black arts were &#039;&#039;deemed religious magic&#039;&#039; and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were &#039;&#039;not sorcery.&#039;&#039; Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined. It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter. That is, it was an effect without mediation, assaulting the matter itself. This involved channeling toward a target and turning its own essence against it. The destruction is specific to the essence of the exact form being targeted. There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.&lt;br /&gt;
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In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power. In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot; The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis. These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power. The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic. There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.&lt;br /&gt;
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Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together. This is rooted in the nature of corruption. While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly. Similarly, when dark forces are &#039;&#039;brought in&#039;&#039; from what are now called the sorcerous valences, they &#039;&#039;must&#039;&#039; be used or even fused with the forces of this world. In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects. Sorcery is especially cruel when inflicted on the living.&lt;br /&gt;
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During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra. While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, &#039;&#039;plaguing&#039;&#039; the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities. They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds. The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities. When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world. &lt;br /&gt;
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In this way it would become possible to summon beings not of the &#039;&#039;&amp;quot;near planes,&amp;quot;&#039;&#039; such as the elementals or spirit servants, but highly alien or malevolent beings from the &#039;&#039;&amp;quot;outer&amp;quot;&#039;&#039; dimensions. This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them. While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history. &lt;br /&gt;
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The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by &#039;&#039;dark cults&#039;&#039; in the Southron Wastes. The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets. The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales. These academies were not founded until after the Sea Elf War. In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered. It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution. To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it &#039;&#039;was not&#039;&#039; controversial. It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.&lt;br /&gt;
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But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks. The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms. For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void. &lt;br /&gt;
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Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those &#039;&#039;fiends of darkness&#039;&#039; which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead. Indeed. There are kinds of demons which can &#039;&#039;hardly be distinguished&#039;&#039; from undead. Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts. The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.&lt;br /&gt;
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But it was &#039;&#039;mostly the southern wastelands&#039;&#039; in that period that had what is usually considered &amp;quot;the undead.&amp;quot; The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning. Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces. One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot; The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck. It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents. In this way it was &#039;&#039;very unlike&#039;&#039; the necromancy and conjuration of the southern wastelands, and those traditions would &#039;&#039;mostly not merge&#039;&#039; until the Faendryl were exiled to Rhoska-Tor.&lt;br /&gt;
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===(3) Occultism===&lt;br /&gt;
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There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot; &#039;&#039;Occultists&#039;&#039; would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot; These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges. In contrast to the &amp;quot;valences&amp;quot; model, there are &#039;&#039;higher and lower&#039;&#039; &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously. What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes. There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.&lt;br /&gt;
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This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states. There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals. This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection. Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination. Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions. &lt;br /&gt;
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What is preserved of folk magic from the Second Age is &#039;&#039;mostly thanks&#039;&#039; to occultists. It was a heterogeneous movement that took different and inconsistent forms. House Illistim tended to &#039;&#039;draw occultists&#039;&#039; focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight. The universalism or cosmicism of the Faendryl tended to &#039;&#039;foster other kinds&#039;&#039; of occult societies. Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae. They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory. But there &#039;&#039;were others&#039;&#039; of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.&lt;br /&gt;
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It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all. That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana. Natural philosophies were ignorant or self-limiting. This may even be why we now define spheres of magic by effect.&lt;br /&gt;
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Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts. There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories. &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity. Grimoires are notorious for unreliability. They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot; These are, of course, crude over-generalizations of widely diverse indigenous beliefs. &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and &#039;&#039;human druidism&#039;&#039; is ancestral to northern reivers.&lt;br /&gt;
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However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded. The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions. Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot; But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions. They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends. Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone. It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it. Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.&lt;br /&gt;
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Because of this cosmopolitan attitude toward knowledge, there was also a &#039;&#039;backwards flux&#039;&#039; of methods into the Elven Empire. It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning. The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; &#039;&#039;&#039;had its roots&#039;&#039;&#039; in occult grimoires. It was also this tradition that &#039;&#039;somewhat softened&#039;&#039; Elven materialism, making the Faendryl more open to the study of necromancy. &lt;br /&gt;
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&lt;br /&gt;
=III. The Undead War (-20,000 to -15,000 Modern Era)=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&lt;br /&gt;
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There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals. There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash. This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead. There are many kinds of undead, and many were known to exist in antiquity. Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses. &lt;br /&gt;
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Necromancy was not unheard of, neither was demonic summoning. Despana was &#039;&#039;the first&#039;&#039; necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields. She innovated methods of &#039;&#039;hierarchical control,&#039;&#039; or leverage, as well as for rapidly increasing the size of her forces. What had &#039;&#039;once been&#039;&#039; the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.&lt;br /&gt;
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==III.A  Rhoska-Tor==&lt;br /&gt;
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The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes. A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers. It is sometimes spoken of  as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War. Its history is much older than Despana. &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot; This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles. There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.&lt;br /&gt;
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Rhoska-Tor is &#039;&#039;geologically bizarre&#039;&#039; and was drastically transformed in the Age of Darkness. It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults. It is &#039;&#039;&#039;named for&#039;&#039;&#039; the terrible outcroppings known as &#039;&#039;&#039;the Tor.&#039;&#039;&#039; There are, in turn, &#039;&#039;pseudokarsts&#039;&#039; formed from this igneous rock, eaten away by caustic black blobs. It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth. These ancient lava fields themselves are artificial.&lt;br /&gt;
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&#039;&#039;Theorists have long speculated&#039;&#039; that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith. They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes. They corrupted the resulting earthnodes with their darkness. This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism. There were then eruptions toward the surface, and below the surrounding ocean. The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash. The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment. Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns. Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.&lt;br /&gt;
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There are &#039;&#039;untold horrors&#039;&#039; in the darkest depths of Rhoska-Tor. The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns. Though the region is unstable, sometimes suffering cavern collapses from earthquakes. Further below ground are &#039;&#039;unknown ruins and dangerous races.&#039;&#039; The violence to the flows of essence in this region have caused &#039;&#039;rifting&#039;&#039; in the veil, forming often unstable or temporary gateways to other worlds. There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.&lt;br /&gt;
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There are &#039;&#039;many demented edifices and terrifying monuments&#039;&#039; in Rhoska-Tor, owing to its &#039;&#039;long history of dark theocracies and cults.&#039;&#039; There are &#039;&#039;dangerous traps&#039;&#039; that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped. The landscape is as exotic as it is filled with deadly mysteries.&lt;br /&gt;
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Prolonged exposure to Rhoska-Tor, especially close proximity to &#039;&#039;the Tor themselves,&#039;&#039; induces transformations in the living. Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan. Gnomes become feral and were banned by Patriarchal decree. Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows. Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves. Their features become sharper, their bodies physically weaker, with greater capacities for magic. Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language. The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is &#039;&#039;constructed directly from intonations,&#039;&#039; through layers of overlapping sounds involving no shared vocabulary of words. In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become &#039;&#039;quite pale&#039;&#039; or other complexions.&lt;br /&gt;
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The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor. Blame is widely attributed to the many unusual mana focii, the dark magic of Despana or the undead, the corruption of the demons summoned by the Faendryl, sorcerous backlashes and explosions, the implosion and unhealed tear in reality at Maelshyve, mana storms, the unholy power of the Ur-Daemon, the valencial tears and instability deep underground, and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.&lt;br /&gt;
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The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding. There have been cases of powerful, very old Dark Elves, who must feed on magical energies. Not unlike the Collectors. Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal. There is an unusually high amount of cursed metals, or those associated with the &#039;&#039;sorcerous elements,&#039;&#039; especially urglaes which is found in the ancient lava flows. Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons. In the present day the Agrestis often relies on hired Palestra &#039;&#039;as security for miners.&#039;&#039; There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &#039;&#039;&amp;quot;dowsing&amp;quot; methods&#039;&#039; to seek out troubles.&lt;br /&gt;
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==III.B  Despana==&lt;br /&gt;
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No one knows who or what Despana was. There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha. There are &#039;&#039;cultists&#039;&#039; who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor. Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover. Her contemporaries believed she was from the jungles beyond the Southron Wastes. There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash. &lt;br /&gt;
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More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption. They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian. Others counter this by asserting the mountains in the Southron Wastes are highly unstable, and seem to be unnatural geological upheavals of shale and limestone from the Ur-Daemon War. They doubt the mountain even existed before the Great Fire. The earliest recorded rumors of Despana began in -19,864 shortly after this disaster.&lt;br /&gt;
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It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics. It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor. In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years. While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization. Despana herself was not regarded as a great threat from the very long precedent of her inaction.&lt;br /&gt;
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The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War. It was founded on an ancient mound of the Old Ones known as the &#039;&#039;&#039;Torm Tor.&#039;&#039;&#039; It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon. There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally. Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through &#039;&#039;esoteric methods,&#039;&#039; and thereby knowledge of dark magic more immediately through mental contact. Whether through ruins or some lingering presence below the wastes. &lt;br /&gt;
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Then if the book existed, it was from Despana herself writing it. Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier. It was a &#039;&#039;&#039;relatively common interpretation&#039;&#039;&#039; to believe that this was actually written in an orthographic convention of the Dark Elven language. While the Dhe&#039;nar were &#039;&#039;not the only&#039;&#039; Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would &#039;&#039;lead to them being blamed.&#039;&#039;&lt;br /&gt;
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There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep. However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105. There have been &#039;&#039;countless fake&#039;&#039; Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics. What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they &#039;&#039;had never&#039;&#039; been wielded as vast armies by necromancers. Widespread undeath had &#039;&#039;only been encountered&#039;&#039; when dealing with extraplanar horrors such as the Vishmiir.&lt;br /&gt;
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Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness. With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a &#039;&#039;hierarchy of command&#039;&#039; over hordes of lesser undead. The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves. Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches. &lt;br /&gt;
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Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts. Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland. Methods were made so that the fallen on battlefields would rise together in mass. Most importantly of all, Despana was a plaguelord, fashioning cursed diseases. Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries. These were as the transformation curses of witchcraft, except resulting in the undead. Ghouls would make more of themselves by clawing with their nails. Others were infected through contact with fluids, or through bites, or even through pestilent vapors.&lt;br /&gt;
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It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire. The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497. This was about three hundred years before the siege of ShadowGuard. In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action. There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief &#039;&#039;out of the southern wastes.&#039;&#039; There was much reason to underestimate the weak undead.&lt;br /&gt;
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Chronology of the Undead War is muddy and sometimes contradictory. Library Aies was &#039;&#039;badly damaged&#039;&#039; in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records. There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals. The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized. &lt;br /&gt;
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The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185. Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year. It is generally accepted that the war lasted for years. There are even some races who conflate the Undead War with the whole Age of Chaos. There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years. The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade. What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard. Despana&#039;s capacity for rapid escalation was contrary to her own precedent. The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.&lt;br /&gt;
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==III.C  The Faendryl Exile==&lt;br /&gt;
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What the Elves had failed to understand was that Despana had &#039;&#039;united the malign factions&#039;&#039; of the southern wastelands, and over those many long years there was &#039;&#039;a merger of the traditions&#039;&#039; of the black arts. There was a leap in the arts of necromancy because it was felt as an abrupt revelation. The fall of the outlying provinces in the West was lightning fast, while the southern horn of the DragonSpine was clogged with hordes. In the first month of the invasion into the core of Elven territory, what might be called the Surge, the Undead were regarded as a conventional but mindless force. It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir. They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders. House Vaalor was, bizarrely, the path of the invasion. With the benefit of hindsight, it is now believed Dharthiir intended to make his forces &#039;&#039;be surrounded as a tumor&#039;&#039; in the very center of the Empire, which at the time was regarded as illogical and suicidal.&lt;br /&gt;
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The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces. This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades. This temporarily disrupted the hierarchy of the Undead. There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.&lt;br /&gt;
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With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command. They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana. However, in what was a supreme irony and reversal of the natural order, time was working against the Elves. The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics. Where there were battle lines held in the southeast, there was &#039;&#039;widespread chaos and death in the West.&#039;&#039; Plagues were spreading that had been made through dark sorcery. Blights were killing the fields and wildlife. The living were in very serious danger of widespread famine and mass starvation. It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners &#039;&#039;hid the desolation of the West&#039;&#039; to prevent demoralization.&lt;br /&gt;
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The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve. By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed. The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead. What needed to be done was to &#039;&#039;banish them&#039;&#039; from this reality entirely, so that it would be impractical or impossible for them to make it back to this world. The other problem was actually reaching them.&lt;br /&gt;
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It was decided that the only choice was to summon a great number of powerful demons from the high ground. These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces. These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes. The rotting corpses would then &#039;&#039;be broken from their command hierarchy,&#039;&#039; following either the demons, or instinctively turning on the living warriors that were allied with Despana. They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress. The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality. But the Faendryl ruling class was aware that the other Houses would never agree to these actions. Nor would they even see it as necessary from not knowing the true direness of the situation.&lt;br /&gt;
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And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war. The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts. Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners. Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies. But it was the demons themselves that were the greatest outrage. Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop. It was feared that &#039;&#039;the Arkati&#039;&#039; themselves would strike down on the Elves in retribution for this violation. The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.&lt;br /&gt;
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There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180. House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim. They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses. The Faendryl monarchy instead became more absolutist. There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms. It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly. The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority. They argue their royal line was always the most stable after the founding era. These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay. The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other. The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot; &lt;br /&gt;
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When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones. The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein. The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility &#039;&#039;to guard&#039;&#039; against whatever came or even returned from it.&lt;br /&gt;
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In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war. Much of the &#039;&#039;Faendryl population&#039;&#039; was upset as well, having felt betrayed by their own rulers. It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines. It was decided that those who &#039;&#039;&#039;refused to renounce&#039;&#039;&#039; House Faendryl would be banished with their rulers to the wastelands. Families both immediate and extended were torn apart. Those who were involved in the two crimes against nature had no such leniency. House Faendryl became disgraced, its crest and emblems no longer recognized. The descendants of the exiled could &#039;&#039;&#039;only return by renouncing&#039;&#039;&#039; their heritage. This &#039;&#039;&#039;right of return&#039;&#039;&#039; no longer exists. It was &#039;&#039;&#039;suspended&#039;&#039;&#039; as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.&lt;br /&gt;
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It was &#039;&#039;in this period&#039;&#039; that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent. The term &amp;quot;dark elves&amp;quot; &#039;&#039;comes from&#039;&#039; the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying. This was &#039;&#039;the essence&#039;&#039; of Yshryth&#039;s speech. It was deemed one of the great vices of the Drakes. It was a term used for Elves of &#039;&#039;dark religions and black arts&#039;&#039; in the southern wastelands. But it had &#039;&#039;never&#039;&#039; been used against a whole lineage. Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the &#039;&#039;past few thousand years.&#039;&#039; The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language. The root of the term is in cultural condemnation rather than bloodlines. The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
=IV. The Age of Chaos (-15,000 until Modern Era)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;- Surveyor journal for northwestern Elanith&#039;&#039;&#039;&lt;br /&gt;
::::&#039;&#039;&#039;  Library Aies, Circa -15,180&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones. This was futile and the Houses tended to withdraw from each other. The Elven armies were mostly destroyed in the Undead War. With the slow replenishing of the elven race, this power vacuum lasted for millennia. It was no longer feasible for the Elves to exert control over the outlying provinces. These declared themselves independent, or turned to outright rebellion. The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded. &lt;br /&gt;
&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years. This precluded regaining lordship over the outlands. In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world. Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed the Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.&lt;br /&gt;
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&lt;br /&gt;
==IV.A  New Ta&#039;Faendryl==&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was &#039;&#039;the famine&#039;&#039; she unleashed with her necromancy. It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was &#039;&#039;the blights&#039;&#039; poisoning the fields and forests. They were struggled against for centuries as recurring illnesses. It was the cause of insurrections and expansionist wars. There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well. &lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl. The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food. Though there were forests near Maelshyve, these were &#039;&#039;dark and twisted,&#039;&#039; too dangerous from proximity.&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide. In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam. They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city. It was to spite &#039;&#039;Laibanniel Illistim&#039;&#039; for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind. These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun. There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana. Among these latter factions, the Faendryl were the subject of hatred. However, the Faendryl soon discovered entrances to the underground caverns, and were able to &#039;&#039;erect wards&#039;&#039; to keep out the banshees and other infernal spirits that are endemic to those lands.&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic. But they would emerge twisted, and were most often poisonous, or even rotting. Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves. The instabilities in the flows that were caused by the implosion of Maelshyve &#039;&#039;made it difficult&#039;&#039; to keep even crude constructs or golems. The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies. They then instead used reanimated corpses, which had milder but similar issues. In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve. In time they were able to make working artificial constructs from exotic metals. It would not be possible to even begin considering this on the surface until the situation stabilized.&lt;br /&gt;
&lt;br /&gt;
Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the &#039;&#039;span of decades.&#039;&#039; For others it was &#039;&#039;centuries&#039;&#039; and there was not much affect on skin tone for those farther away. While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the &#039;&#039;demon worshippers&#039;&#039; began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor. Despana transformed more into a myth of she who will one day return.&lt;br /&gt;
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Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground. The &#039;&#039;cultists&#039;&#039; would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary. The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor. For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery. In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot; Sorcery was broadened in such a way that it absorbed some of the more ancient black arts. The dark arts were then studied through the paradigm of Faendryl rationalism.&lt;br /&gt;
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Occultism provided the back door for these wasteland traditions to &#039;&#039;become incorporated&#039;&#039; into the dark arts of sorcery. The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution. It was fashionable to embed the demonic or spirits into weapons or other items. There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through &#039;&#039;immaterial projections.&#039;&#039; What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces. The futility of challenging the Faendryl is well known in the Southron Wastes.&lt;br /&gt;
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They would come to grow food in their outlying lands, along with relatively minor surface settlements. There was even the &#039;&#039;&#039;eastern port&#039;&#039;&#039; of Gellig after some &#039;&#039;&#039;ten thousand years,&#039;&#039;&#039; as relations between the Faendryl and other Houses had improved. While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age. Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins. Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd. It was a politically controversial royal marriage, which would have shifted the balances of power. (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.) When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle. The Faendryl losses were horrendous. The Houses declared it a genocide, the Faendryl &#039;&#039;&#039;called it an exile.&#039;&#039;&#039; The war had sought to &#039;&#039;compel a trial&#039;&#039; and formal restoration of ancestral land claims. But in the end it turned their allies against them and entrenched the opposition.&lt;br /&gt;
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It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism. The Patriarch formally dismissed the penance of House Faendryl in &#039;&#039;guarding the ruins&#039;&#039; of Maelshyve for the Elven Empire. It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve. The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor. There was then a full embrace of the dark arts, which were regarded as morally neutral. The Palestra academies were founded to support a vast expansion of demon summoning. The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.&lt;br /&gt;
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==IV.B  The Diaspora==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- Children&#039;s rhyme unconsciously chanted in fugue states, in the&lt;br /&gt;
::::  year 5100, due to Banaltra harvesters for the Feithidmor. Last&lt;br /&gt;
::::  hatching survived by sylvans of Yuriqen &#039;&#039;in the Age of Chaos.&#039;&#039;&lt;br /&gt;
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In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War. There &#039;&#039;were many&#039;&#039; dark forces who were not inside Maelshyve at the time of its destruction. With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors. This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor. There was &#039;&#039;a diaspora&#039;&#039; of necromancers and practitioners of the black arts out of the southern wastelands. In this way witchcraft had returned to the West, where &#039;&#039;it originated,&#039;&#039; but it was now a much darker and more dangerous form of magic.&lt;br /&gt;
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There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power. This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic. The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering. It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.&lt;br /&gt;
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After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years. Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel. The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep. The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts. The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.&lt;br /&gt;
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While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever. Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent. This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic. It was why Yuriqen was sealed off almost &#039;&#039;&#039;2,400 years ago.&#039;&#039;&#039;&lt;br /&gt;
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It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders. With the &#039;&#039;&#039;coronation of the Emperor of Veng in 2,745&#039;&#039;&#039; there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known &#039;&#039;&#039;as Hendor.&#039;&#039;&#039; While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West. Looser forms of this alliance had existed for a few thousand years. It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north. It is perhaps for this reason that the Sylvans had troubles with Myrdanian. The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.&lt;br /&gt;
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The Kannalan Empire abruptly collapsed in the year 3,961. It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains. Historians have since speculated &#039;&#039;this was caused&#039;&#039; by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen. There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands. Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.&lt;br /&gt;
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==IV.C  Death Religions==&lt;br /&gt;
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It was &#039;&#039;&#039;in the late Age of Chaos&#039;&#039;&#039; that Lorminstra began softening her treatment of departed souls. The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood. It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death. In antiquity it was &#039;&#039;very rare&#039;&#039; for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living. Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul. Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead. Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.&lt;br /&gt;
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It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit. High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals. This was a rare power and Lorminstra &#039;&#039;most often refused.&#039;&#039; It was only for those who had &#039;&#039;died prematurely or in insignificant ways.&#039;&#039; Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself. The &#039;&#039;very rarest&#039;&#039; form of resurrection was if Lorminstra took the departed soul and reincarnated its body.&lt;br /&gt;
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===(1) Deeds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven thousand years ago,&#039;&#039;&#039; or so, a loophole had formed in her rules. There was a &#039;&#039;tiny minority&#039;&#039; of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces. These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot; They were much &#039;&#039;more rapidly&#039;&#039; healed with magical herbs than most people, for whom such remedies &#039;&#039;usually only&#039;&#039; increase the rate of healing. Traumatic injuries from violence in particular might quickly vanish. Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it. Lorminstra allowed such heroes to fulfill their unfinished purposes. There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures. For this &amp;quot;deed&amp;quot; they would be owed a favor from Death. &lt;br /&gt;
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&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna. But these were deeds of Death. Their sacrifices would &#039;&#039;substitute other heroic acts&#039;&#039; for the significant deaths that would leave Lorminstra unable or unwilling to resurrect. The greater the heroic feats to be spared, the greater the sacrifices to be worthy. There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds. Without accruing deeds, the soul was doomed.&lt;br /&gt;
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Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end. If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls. Their bodies would disintegrate upon the departure of their spirit. There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans. For those chosen by the Lady of Winter there is no question. Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.&lt;br /&gt;
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In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it. She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls. Reincarnation works around some of the conditions that ordinarily prevent resurrection. In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor. It was only &#039;&#039;certain kinds&#039;&#039; of deaths that could be substituted for deaths of like kind. Otherwise the rules of Death held without exemption. It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries. There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed. Those who return from death are never entirely restored. They lose something of themselves, whether temporarily or permanently. Some of this is damage from the decay of the body. While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead. The extent to which Lorminstra has extended her power in mitigating death has fluctuated. Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are &#039;&#039;instead the power of Life&#039;&#039; that goes into softening Death&#039;s sting. The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance. But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery. They are often contrary to her own interests, but have some role to play in the &#039;&#039;unfolding of Fate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Regardless, &#039;&#039;the role&#039;&#039; of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order. It was also &#039;&#039;in the Age of Chaos&#039;&#039; that we see the earliest records of a figure resembling Voln. There was a proliferation of undeath in the westerlands. Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies. It was many years before the founding of the k&#039;Tafali sect. The witch hunters of that age had no use for mercy, or for regarding the undead with compassion. Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.&lt;br /&gt;
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===(2) The Dark Path===&lt;br /&gt;
&lt;br /&gt;
But a little over &#039;&#039;six thousand years ago,&#039;&#039; following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north. The Dark Path was a theocracy in homage of Gosaena. It was a &#039;&#039;heterodox theology,&#039;&#039; in some ways similar to her Left Hand Path sect, but otherwise highly unusual. It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age. Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway. The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation. Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms. &lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void. To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic. Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia. He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness. Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession. He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps. It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions. He was a master of the black arts. But the corruption of this power was driving him mad. He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north. Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra. Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom. Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering. He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design. This commune with intense darkness caused Bandur to be frozen within solid ice. This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.&lt;br /&gt;
&lt;br /&gt;
===(3) The Broken Land===&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was &#039;&#039;a contemporary of Bandur, whom he had known&#039;&#039; from his earlier days. When his work had been recognized by the Order of Lorekeepers. Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the &#039;&#039;terrible wars&#039;&#039; of that period. While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur. It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality. The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region. This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot; It is rumored to be on the surface of the moon Lornon. Or perhaps below it. There may be a grain of truth in this as it is apparently an esoteric dimension. There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration. It is in the same vein as the heterodox theology of the Dark Path. The shrine there includes apocrypha &#039;&#039;depicting&#039;&#039; Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a &#039;&#039;shining trapezohedron,&#039;&#039; which is a siphon stone that concentrates power. It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power. The cultists were trying to make their own form of &#039;&#039;soul reincarnation,&#039;&#039; darkly mirroring the reincarnation of souls by Lorminstra. The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year. Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107. But the later work of Uthex was high necromancy.&lt;br /&gt;
&lt;br /&gt;
There was potential to &#039;&#039;transmogrify the soul&#039;&#039; into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood. In this way the Dark Path sought to ensure the reality of their depraved Death theology. They had twisted and perverted the work of Uthex into more dangerous forms. But his fellow Sages discovered that Uthex had gone quite mad, and slew him &#039;&#039;in -1,264&#039;&#039; with a devastating meteor swarm, destroying as many of his experiments and records as they could. There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists. These were astral fights as the portal had been sealed with powerful Runes of Warding. It was a cenobitic monastic order that would come to suffer from isolation and loneliness. The monastery was lost to history, not rediscovered until 5092. The monks had fallen to the very darkness they had struggled against.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IV.D  The Modern Age   (Last 5,000 Years)==&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos. Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood. The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years. In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire. This more human empire pushed the darkness back into the borderlands of the north and south. But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades. &lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841. The Faendryl assumed it was a minor border expansion at first, with fortifications built along &#039;&#039;&#039;the northern marches,&#039;&#039;&#039; from Tedronne &#039;&#039;&#039;near the Wizardwaste&#039;&#039;&#039; to Harald&#039;s Keep &#039;&#039;&#039;in the east.&#039;&#039;&#039; When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking. Sentinel Happersett went missing and suffered a horrifying fate worse than death.&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge. The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire. The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes. Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire. There has been a surge of greater dark powers since the failure of the Eye of the Drake. The Vvrael and Vishmiir wielded undead horrors. Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab. There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows. The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War. The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues. There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=OOC Disclaimers=&lt;br /&gt;
&lt;br /&gt;
===Author&#039;s Note===&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;first draft&#039;&#039;&#039; of a document that would have been proposed years ago if the Wordsmiths program were still running or player submissions were solicited on general subject matters. For this reason it reaches further than I normally would into &#039;&#039;embellishment.&#039;&#039; It is actually meant to be three documents in separate but interrelated volumes. With Wordsmiths having not been available, it was written in a form that would still be useful as a player character essay. Because it is so very long and systematic, I am belaboring this point for other players: &#039;&#039;&#039;&#039;&#039;Please do not try to treat, or cite, its contents as official lore!&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Ordinarily I would treat that as obvious and not needing saying, but in this case I want to give that special emphasis, because it inter-threads so many things that have only tacit or implicit lore. Parts of it might not even survive QC, or might need to be re-written or further developed, if it were sent through that process. This document is not necessarily static. I might amend it with updated versions to try to stay consistent with future developments.&lt;br /&gt;
&lt;br /&gt;
You can use it for your own RP and in-character perspective. Official documentation on theory of magic and cosmology and NPC black arts at this level of thoroughness is unlikely to ever be written. It is written from the character author&#039;s theory-laden and sometimes contrary perspective, so it is biased, and potentially wrong or disputable on points. There are some points that are wholly made up, since it was intended to eventually be a Wordsmiths document. These tend to be &#039;&#039;&#039;highlighted.&#039;&#039;&#039; It is historiographic, not historical. In other words it is interpretation and characterization of history, something like narrative categories which may be disputed as academic fictions. Much is interpretation to synthesize many strands of lore, which are embellishments and extrapolations, or attempts at reconciling inconsistencies and ambiguities. These are not necessarily correct, and may get contradicted later.&lt;br /&gt;
&lt;br /&gt;
There is an attempt to be approximately consistent (especially magic theory) with both DragonRealms and all time points of GemStone from 1989 through 2022, including the magic documentation on the play.net website that remains from Rolemaster Spell Law and everything related to the death mechanics, and trying to make a single coherent framework that works for both game mechanic and storyline premises. It de-emphasizes Luukos in favor of the many-sources-of-undeath in the Order of Voln messaging, along with de-emphasizing the most unrealistic aspects of the &amp;quot;Overview of Elanthian Magic&amp;quot; document. It interprets the death mechanics (including the Graveyard and Broken Land stories) from an IC perspective, but this aspect is especially vulnerable to future disruption, such as from Ebon&#039;s Gate festival storylines.&lt;br /&gt;
&lt;br /&gt;
It is written in a purely IC form of postulated conventions or theory, and abstracted historical or cultural tendencies, to give a narrativized layer of insulation of generalization to minimize inventing specific concrete details whole cloth. (For example, it mostly avoids inventing specific NPCs, cultures, religious orders, place names, and so on.) This means other PCs and NPCs may have different conventions and organization schemes, and may characterize the history and various other things differently. This way if things develop inconsistent with it, it just reduces its applicability and explanatory power. Future developments in GemStone may require significant revising or re-writing parts of it, especially if basic premises made in it become especially inconsistent with new documents. Because of this potential, it has version numbers.&lt;br /&gt;
&lt;br /&gt;
===Legal Disclaimer===&lt;br /&gt;
&lt;br /&gt;
Simutronics has my permission to use or adapt this work into a canonical version in the future without my involvement if I am no longer present. It was originally intended for Wordsmiths, which presently is still defunct. If I am still present, I may be able to provide extensive footnotes offering line-by-line justifications, explanations, and cross-references. It was written to be highly internally consistent, so changing parts of it may create conflicts.&lt;br /&gt;
&lt;br /&gt;
===Highlight Key===&lt;br /&gt;
&lt;br /&gt;
Full footnotes of explanations would make this unreadable and more than twice as long. I am using highlights to emphasize when things are especially fabricated. &lt;br /&gt;
&lt;br /&gt;
* Bold highlights are totally made up &amp;quot;facts&amp;quot; and not canon at all. These are mostly made up quotes or book titles, or hard statements about geography or history. &#039;&#039;(This is not implying non-bold text has zero invention in it. I do not bold things that are the author&#039;s views or theorizing.)&#039;&#039;&lt;br /&gt;
* Italic highlights are relatively strong embellishments or inferences to synthesize and make sense of disparate elements of the world setting. &#039;&#039;(This is not implying non-italic text has zero assumption or embellishment in it. For readability I mostly italicize the initial premise, not what follows from it.)&#039;&#039;&lt;br /&gt;
* Bold italics or obvious section title highlights do not mean anything. &#039;&#039;(Whole sections are only highly made up if there is seemingly nothing established about it.)&#039;&#039;&lt;br /&gt;
* The unhighlighted text is the IC author&#039;s biased view or interpretations, using his framework and conventions. It may be flawed or incomplete in various ways, or have more minor embellishments.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.1&amp;lt;br&amp;gt;&lt;br /&gt;
5/08/2023&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I_-_The_History_of_Necromancy_(essay)&amp;diff=196392</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I_-_The_History_of_Necromancy_(essay)&amp;diff=196392"/>
		<updated>2023-05-09T10:22:15Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: mostly grammar tweaks&lt;/p&gt;
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&lt;div&gt;{{creative-work | title = Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy | type = essay | author = Xorus}}&lt;br /&gt;
&lt;br /&gt;
Please note the [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)#OOC Disclaimers|disclaimer]] at the bottom of this page on how to use this &#039;&#039;&#039;unofficial&#039;&#039;&#039; document. There is a highlight key for emphasizing references as 100% made up and not canon.&lt;br /&gt;
&lt;br /&gt;
The following are OOC footnotes cross-referencing and explaining the logic and intent of this document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Footnotes]]&lt;br /&gt;
&lt;br /&gt;
This is a three volume work:&lt;br /&gt;
&lt;br /&gt;
* [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy]]&lt;br /&gt;
* [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume II - Maleficarum and Dark Magic (essay)|Forbidden Knowledge and the Black Arts: Volume II - Maleficarum and Dark Magic]]&lt;br /&gt;
* [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume III - The Unliving and Unnatural (essay)|Forbidden Knowledge and the Black Arts: Volume III - The Unliving and Unnatural]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Forbidden Knowledge and the Black Arts&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist, I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent. What follows here is a brief survey in three volumes. It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order. It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms. There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.&lt;br /&gt;
&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way. For this I will defer to ethnographers and religious historians. In this compendium the unifying focus is necromancy in a very broad sense. Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions. It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vice Chancellor Emeritus&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hazalred Thaumaturgical Insitute&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Volume I: The History of Necromancy=&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul. In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods. It took its earliest forms in mortuary rituals and the divination of ancestral spirits. Throughout history it has become an ever darker form of magic, splitting from its spiritual roots. It is now the black arts of foul corruption and the utter debasement of life and death. Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood. But necromancy has never been as narrow as the undead, and has taken many other forms in history.&lt;br /&gt;
&lt;br /&gt;
It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds. More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify. Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares. In this way it is  difficult to illustrate the whole tapestry of the black arts. Whether a given horror is undead, demonic, or something else, is not always obvious. That is the legacy of necromancers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=I. The Age of Darkness (-130,000? to -50,000 Modern Era)=&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil. The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth. They fed on the essence and the soul. Where they came from is not known. But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands. Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons -- it is said they can never truly die. Their remnants linger, in sleeping death. Horrible relics of dreadful power.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;- Linsandrych Illistim, First Master of Lore, House Illistim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism. With this came the true Age of Darkness. It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other. The dragons who survived were driven mad. It is not known how this happened. The more chaotic or demonic realms beyond the pale are &#039;&#039;incapable&#039;&#039; of opening portals into higher realities. Whether it was an accident, or they were brought here on purpose, the way was opened. Once they were here, they ripped apart the veil. It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons. These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers. They fed upon the magical energies of the world, and their very presence stained their surroundings.&lt;br /&gt;
&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons. The Great Elementals stormed and the Great Spirits mostly hid or were devoured. It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos. Terrible gods were formed in other worlds from the powers unleashed. There were Arkati who hoarded followers, or attempted to shelter lesser races in other places. Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles. With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake. This sealed the interdimensional rift and strengthened the essence barriers separating the worlds. There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being. The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth. With the failure of the Eye in 5098, Elanthia saw more otherworldly threats. The Vvrael hold the world on the edge of a widening abyss. The Vishmiir were driven back into the Void. Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world. Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature. There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead. The Lords of Liabo slew the unnatural. Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem. The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint. The most desecrated fallen realms were too far gone and have remained forever haunted. Spirits in those places were twisted with dark power.&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War. Extraplanar undead such as the Vishmiir are &#039;&#039;at least this old&#039;&#039; as well. Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory. Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War. Some of these monstrosities, such as &#039;&#039;the vruul,&#039;&#039; survive to the present day. There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms. But it was the corruption of dark essences from the demons that brought the true unlife. The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them. They are inherently anti-magical, and in some ways, incapable of death.&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions. Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything. Lornon is rumored to be a gateworld. Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon. It may even be where the Ur-Daemon first entered. There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons. The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that &#039;&#039;blur the distinction&#039;&#039; between demons and the undead. Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War. Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=II. The Second Age (-50,000 to -20,000 Modern Era)=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia. There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation. Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- Linsandrych Illistim, First Master of Lore, House Illistim&lt;br /&gt;
&lt;br /&gt;
==II.A Ancestral Spirits==&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age. There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago. Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races. Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati. But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War. The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods. It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion. Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism. Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins. It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste. There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites. Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir. &lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King. There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world. The sylvankind still worship both the Light and Dark Gods in balance. There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges. &lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions. It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities. History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past. But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world. This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic. There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation. With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead. Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals. These sites are often used &#039;&#039;only up to some limit&#039;&#039; to prevent ghosts. The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them. Necromancy was an &#039;&#039;art of divination&#039;&#039; concerned with spirits of the dead, and thus it found special importance in mortuary rituals. Ancestor veneration is often a major aspect of these religions. Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way. They are called upon or appeased with offerings. &#039;&#039;Folk magic&#039;&#039; is perhaps the very thing Elven materialism was reacting against.&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot; There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body. While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is &#039;&#039;not the primary concern&#039;&#039; of Voln, who is mostly concerned with the release of cursed souls. Little more than any other golem that has a spirit trapped within it. There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention. They may be conjured much like spirits through weaknesses in the veil. These are instead forces of darkness which all pose hazards such as involuntary possession. Warding off particular kinds of evil spirits varies by their individual identities and associations. Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces &#039;&#039;gave rise&#039;&#039; to very different, more personal traditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==II.B The Elven Empire==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. &#039;&#039;&#039;Who among us, then, is more beast than elvenkind?&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages. There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization. There was ultimately a concentration of power in urban centers with the construction of cities. These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions. These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny. The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a &#039;&#039;great chain of being.&#039;&#039; What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an &#039;&#039;ancient Elven word&#039;&#039; &#039;&#039;&#039;meaning a guide or recruiter of the lost&#039;&#039;&#039;, in the Elven image --- as a race of higher beings who inherited the world from its prior masters. The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the &#039;&#039;stewards&#039;&#039; of the world.&lt;br /&gt;
&lt;br /&gt;
As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots. It was taboo to offer piety rather than fealty. As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals. In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions. This bred the seeds of reactionary movements. But there was no room for dissidents in the building of civilization itself. Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There were &#039;&#039;displacements of the population&#039;&#039; in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities. Those who were &#039;&#039;ill-suited&#039;&#039; to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West. Scholars think these conditions invited the subjugation of other races for slave labor. Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters. To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.&lt;br /&gt;
&lt;br /&gt;
The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited. It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses. There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire &#039;&#039;never held any mastery&#039;&#039; over the southern wastelands. The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers. The mountainous borderlands of the Southron Wastes have in &#039;&#039;all times&#039;&#039; been an attractive hiding place for brigands and criminals. When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law. The greatest threats to civilization, in turn, have most often come from the southern wastelands. But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==II.C The Exiles==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;- Linsandrych Illistim, First Master of Lore, House Illistim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization. Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were &#039;&#039;all drawn&#039;&#039; to the southern wastelands. This &#039;&#039;was a haven&#039;&#039; for the most fanatical cults, and is now a graveyard of &#039;&#039;&#039;forgotten theocracies.&#039;&#039;&#039; Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators. &lt;br /&gt;
&lt;br /&gt;
It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent. This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1) The Dhe&#039;nar===&lt;br /&gt;
&lt;br /&gt;
The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar. Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati. The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot; According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah. They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati. Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.&lt;br /&gt;
&lt;br /&gt;
While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths. Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad. That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests. There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.&lt;br /&gt;
&lt;br /&gt;
This is regarded by &#039;&#039;more serious scholars&#039;&#039; as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth. The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations. Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses. The Elven Empire was not a meaningful concept in the time of Korthyr. Nor were the Ardenai those who stayed behind. They lived in cities on &#039;&#039;the forest edges&#039;&#039; and woodland hamlets, with adjacent croplands, &#039;&#039;not unlike&#039;&#039; the Barony of Bourth with its elven settlements in the Wyrdeep Forest. Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years. It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed. It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses. The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.&lt;br /&gt;
&lt;br /&gt;
One of the &#039;&#039;more dominant interpretations&#039;&#039; among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood. Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land. In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si. Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records. No one knows for certain if this identification is correct.&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati. In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years. The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses. In the more cynical view of the &#039;&#039;&#039;&amp;quot;Matter of the Elven Empire,&amp;quot;&#039;&#039;&#039; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology. Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization. With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.&lt;br /&gt;
&lt;br /&gt;
According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated. This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578. House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son. This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire. Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness. There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl &#039;&#039;began to truly assume&#039;&#039; its central role over the Empire.&lt;br /&gt;
&lt;br /&gt;
To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven. Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law. There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind. &lt;br /&gt;
&lt;br /&gt;
Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes. Archaeologists have &#039;&#039;&#039;found relics&#039;&#039;&#039; in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks. One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath. Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness. &lt;br /&gt;
&lt;br /&gt;
Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records. But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation. It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a &#039;&#039;need to ward off&#039;&#039; malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands. The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living. In this way they were able to not only &#039;&#039;prevent the possession&#039;&#039; of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands. This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars. &lt;br /&gt;
&lt;br /&gt;
It was facilitated, however paradoxically, by their study of the elements. Blazing sand elementals are yet another threat found in the Southron Wastes. With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well. But there are other pure forces beyond the veil than those of the elemental planes. There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or &#039;&#039;elemental darkness.&#039;&#039; It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes. With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor. Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath. It might well be that the journey actually began with the death of the cult leader. Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes. While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath. Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed. Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years. The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were &#039;&#039;quite probably&#039;&#039; corrupted by knowledge of events after the fact.&lt;br /&gt;
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===(2) Witchcraft===&lt;br /&gt;
&lt;br /&gt;
In the outlying regions of the Elven Empire, far from the great cities, &#039;&#039;there were survivals of folk religion.&#039;&#039; These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority. Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms. They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead. They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living. Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.&lt;br /&gt;
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But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others. They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated. This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets. Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations. The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.&lt;br /&gt;
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There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression. It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil. In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits. &lt;br /&gt;
&lt;br /&gt;
What is particularly important is that this tradition more broadly is what might be called sympathetic magic. It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions. It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up. It is &#039;&#039;what remains&#039;&#039; of more ancient traditions of spiritualism. From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies. It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real. In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation. Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood. There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.&lt;br /&gt;
&lt;br /&gt;
Within the modern conventions of magic, this sort of correspondence of forms &#039;&#039;is related to&#039;&#039; what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot; In the mind oriented near planes of existence, such as the Eternal Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world. This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames. There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession. Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.&lt;br /&gt;
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With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, &#039;&#039;witches were exiled&#039;&#039; into the wild woods or darker hiding places. This led to a rising number of witches &#039;&#039;in the Southron Wastes,&#039;&#039; where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them. Blood magic began using demon blood. Curses began using more corruptive essences, facilitating rituals for causing the undead. Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood. There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others. One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.&lt;br /&gt;
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Witches of the South would &#039;&#039;enter pacts&#039;&#039; with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons. There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits. They might have mediating vermin such as maggots or ichor worms inside themselves. Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves. There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them. It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself. Conjuring in this way was &#039;&#039;in stark contrast&#039;&#039; to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.&lt;br /&gt;
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===(3) Cultists===&lt;br /&gt;
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In the Age of Darkness there was always &#039;&#039;a minority of demon worshippers.&#039;&#039; Whether the demonic of the wastelands, or the dead gods themselves. There are buried crypts &#039;&#039;&#039;in the Southron Wastes&#039;&#039;&#039; belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul. Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason. Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation. But the reliefs and frescoes of the interregnum are &#039;&#039;far more hideous&#039;&#039; in their depictions. They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices. &#039;&#039;Cave paintings&#039;&#039; from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are &#039;&#039;often found&#039;&#039; with trepanated skulls.&lt;br /&gt;
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Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent. There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled. Dark mages who would not abide by the laws of civilization would find &#039;&#039;freedom in these lands,&#039;&#039; while fanatics who sought a world ruled by Lornon would &#039;&#039;found&#039;&#039; short-lived, sinister theocracies. Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions. In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.&lt;br /&gt;
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&#039;&#039;Warlocks&#039;&#039; were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds. Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic. This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices. There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out. There were even &#039;&#039;cults&#039;&#039; believing Elves were cursed by the Arkati. That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.&lt;br /&gt;
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In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to &#039;&#039;subvert&#039;&#039; the separation of the living from the demonic. The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a &#039;&#039;divine language&#039;&#039; in some cults. Demon worshippers sometimes &#039;&#039;call it&#039;&#039; the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists. Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.&lt;br /&gt;
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In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions &#039;&#039;&#039;known as Tor.&#039;&#039;&#039; These outcroppings or mounds are &#039;&#039;mythologically named&#039;&#039; for each of the &amp;quot;dead gods,&amp;quot; which &#039;&#039;is how&#039;&#039; the Ur-Daemon are regarded. While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults &#039;&#039;grow around&#039;&#039; these haunted ruins. Cults might at times become extinct, only to arise again, centuries or millennia later. There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them. They &#039;&#039;often believe&#039;&#039; &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world. Consecrating us with their unholy black blood.&lt;br /&gt;
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These kinds of sentiments lent themselves to still other forms of necromancy. There were those who sought to induce demonic possession, such as &#039;&#039;the riders&#039;&#039; of the wasteworms. Others were &#039;&#039;&amp;quot;dread seers,&amp;quot;&#039;&#039; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination. This is a &#039;&#039;necromantic form&#039;&#039; of astral projection for harrowing the outer valences. Some sought to master the power of &#039;&#039;fashioning the demonic&#039;&#039; from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed. &lt;br /&gt;
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Warlocks were especially responsible for the innovations of &#039;&#039;demonic necromancy.&#039;&#039; These would sometimes be abominations that would not, in the narrow sense, be thought of as undead. They were often in reincarnation cults, seeking unnatural forms of immortality. It was noticed &#039;&#039;very early on&#039;&#039; that sometimes the curse of the undead was bound to other objects. Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves. It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be &#039;&#039;developed&#039;&#039; into more elaborate ways of preventing destruction from violence. These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons. Warlocks &#039;&#039;often seek&#039;&#039; to transform their own blood with that of dark powers.&lt;br /&gt;
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These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration. While these were originally only those demons that descended from the Age of Darkness, or had arrived incarnate through unstable rifting, it would &#039;&#039;not remain&#039;&#039; limited to demons which had become trapped in this world. There would &#039;&#039;sometimes be&#039;&#039; Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret. These summoners might be converted to dark religions, or make pacts for safe haven. Knowledge of demonic summoning from the outer valences &#039;&#039;spread&#039;&#039; in this way. It was also the birth of other forms of undeath, caused by the various kinds of demons.&lt;br /&gt;
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==II.D House Faendryl==&lt;br /&gt;
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In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood. But the ancient elves had long since turned from worshipping the Great Spirits. In the Elven dogma or &#039;&#039;&#039;&amp;quot;Matter&amp;quot;&#039;&#039;&#039; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods. The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants. Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness. &lt;br /&gt;
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Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms. It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences. Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.&lt;br /&gt;
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In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters. From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races. In this way there was a &#039;&#039;secular movement&#039;&#039; to wield magic as the Arkati did, rather than borrowing their powers as from master to servant. This was an especially difficult mode of spellcraft known as &#039;&#039;Arcane magic.&#039;&#039;&lt;br /&gt;
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===(1) Arcane Power===&lt;br /&gt;
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Arcane magic is the wielding of the raw, undifferentiated forces into magical effects. It is what would later be called &amp;quot;flow magic,&amp;quot; in its totality, as opposed to the finished spells of &amp;quot;rote magic.&amp;quot; This was split by mortals into modes of spellcraft. The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects. Esoteric magic is mostly an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions, or else the incomprehensible depths of flow magic with cosmic forces. While the Arcane and sorcery are natively esoteric, the Faendryl developed them toward thaumaturgy. Wielders of Arcane power &#039;&#039;are able,&#039;&#039; in principle, to cast spells of any of the spheres of magic. &lt;br /&gt;
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In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles. Most with a talent for magic have at least a minor capacity for Arcane. It is mostly a thaumaturgical mode of spellcraft, in its orthodox practice, only able to imitate the effects of purely theurgical magic.&lt;br /&gt;
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While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that &#039;&#039;dates back&#039;&#039; to the early Elven Empire. It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which &#039;&#039;together influenced&#039;&#039; the merger of sorcery with the black arts. Loosely speaking, there were the &#039;&#039;&amp;quot;monists&amp;quot;&#039;&#039; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &#039;&#039;&amp;quot;dualists&amp;quot;&#039;&#039; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot; In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens. &lt;br /&gt;
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It was dangerous to try to wield elemental magic with the powers from spiritual sources. The inanimate world was made of the elements and the animate world was made of the spirit. When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic. This &#039;&#039;subsumed our various antecedents&#039;&#039; of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist. The spiritual planes of existence that had been characterized as dream worlds &#039;&#039;now tend&#039;&#039; to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; &#039;&#039;corresponding&#039;&#039; to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.&lt;br /&gt;
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Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways. Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance or &amp;quot;influence&amp;quot; of one&#039;s own &amp;quot;aura&amp;quot; or essence personally. One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation. It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos. Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory. These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes. &lt;br /&gt;
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There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws. Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot; There are at most collapses of metastable states in the essence field due to the shifting of cosmic forces. Those who believe magic is inherent in spell patterns often regard mana as a kind of conserved substance which transmutes between forms and causes the willful manifestation of effects when expended, while others say &amp;quot;mana&amp;quot; by itself is not magical at all, but rather that it is merely the potential of a field and magic results from imbalances worked into the background essence reversing back toward normality. Spell patterns are regarded instead as tensions twisted into the field from &amp;quot;extending&amp;quot; oneself, which when &amp;quot;released&amp;quot; or &amp;quot;cast&amp;quot; unleashes effects which are not directly controlled. &lt;br /&gt;
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Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental. This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns. Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists. They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.&lt;br /&gt;
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Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos. Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot; The separatist philosophies became dominant, though mostly out of practicality bias. The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic. These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.&lt;br /&gt;
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The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect. In the separatist view, these are the divisions of nature, with metaphysical verisimilitude. For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions. One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits. Mentalism giving proof to the lie.&lt;br /&gt;
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Hybrid magicks are those forms of spellcraft that fall in between the spheres. In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies. The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power. Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition. Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed. In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power. Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way. In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption. &lt;br /&gt;
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To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations. Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness. Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence. Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms. But it takes Arcanist talent to be so flexible. &lt;br /&gt;
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The Arcanist pays a price for this fluidity. The more specialist wielders of magic make use of &#039;&#039;confounds.&#039;&#039; These are external forces for leveraging the power of magical effects. Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic. Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms. However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling. This is from their lack of reliance on confounds. &lt;br /&gt;
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With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood. Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter. Witchcraft, blood magic, and black shamanism use mediating substances. Liches infamously make use of phylacteries. Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers. Thus this trade off exists in fluidity with dark magic. Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization. However, it has that natural tendency, for much the same reasons as sorcery.&lt;br /&gt;
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===(2) Sorcery===&lt;br /&gt;
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In the early years of the Elven Empire, the black arts were &#039;&#039;deemed religious magic&#039;&#039; and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were &#039;&#039;not sorcery.&#039;&#039; Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined. It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter. That is, it was an effect without mediation, assaulting the matter itself. This involved channeling toward a target and turning its own essence against it. The destruction is specific to the essence of the exact form being targeted. There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.&lt;br /&gt;
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In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power. In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot; The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis. These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power. The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic. There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.&lt;br /&gt;
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Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together. This is rooted in the nature of corruption. While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly. Similarly, when dark forces are &#039;&#039;brought in&#039;&#039; from what are now called the sorcerous valences, they &#039;&#039;must&#039;&#039; be used or even fused with the forces of this world. In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects. Sorcery is especially cruel when inflicted on the living.&lt;br /&gt;
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During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra. While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, &#039;&#039;plaguing&#039;&#039; the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities. They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds. The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities. When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world. &lt;br /&gt;
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In this way it would become possible to summon beings not of the &#039;&#039;&amp;quot;near planes,&amp;quot;&#039;&#039; such as the elementals or spirit servants, but highly alien or malevolent beings from the &#039;&#039;&amp;quot;outer&amp;quot;&#039;&#039; dimensions. This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them. While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history. &lt;br /&gt;
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The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by &#039;&#039;dark cults&#039;&#039; in the Southron Wastes. The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets. The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales. These academies were not founded until after the Sea Elf War. In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered. It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution. To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it &#039;&#039;was not&#039;&#039; controversial. It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.&lt;br /&gt;
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But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks. The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms. For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void. &lt;br /&gt;
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Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those &#039;&#039;fiends of darkness&#039;&#039; which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead. Indeed. There are kinds of demons which can &#039;&#039;hardly be distinguished&#039;&#039; from undead. Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts. The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.&lt;br /&gt;
&lt;br /&gt;
But it was &#039;&#039;mostly the southern wastelands&#039;&#039; in that period that had what is usually considered &amp;quot;the undead.&amp;quot; The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning. Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces. One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot; The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck. It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents. In this way it was &#039;&#039;very unlike&#039;&#039; the necromancy and conjuration of the southern wastelands, and those traditions would &#039;&#039;mostly not merge&#039;&#039; until the Faendryl were exiled to Rhoska-Tor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(3) Occultism===&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot; &#039;&#039;Occultists&#039;&#039; would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot; These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges. In contrast to the &amp;quot;valences&amp;quot; model, there are &#039;&#039;higher and lower&#039;&#039; &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously. What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes. There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states. There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals. This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection. Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination. Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions. &lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is &#039;&#039;mostly thanks&#039;&#039; to occultists. It was a heterogeneous movement that took different and inconsistent forms. House Illistim tended to &#039;&#039;draw occultists&#039;&#039; focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight. The universalism or cosmicism of the Faendryl tended to &#039;&#039;foster other kinds&#039;&#039; of occult societies. Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae. They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory. But there &#039;&#039;were others&#039;&#039; of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all. That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana. Natural philosophies were ignorant or self-limiting. This may even be why we now define spheres of magic by effect.&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts. There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories. &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity. Grimoires are notorious for unreliability. They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot; These are, of course, crude over-generalizations of widely diverse indigenous beliefs. &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and &#039;&#039;human druidism&#039;&#039; is ancestral to northern reivers.&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded. The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions. Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot; But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions. They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends. Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone. It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it. Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a &#039;&#039;backwards flux&#039;&#039; of methods into the Elven Empire. It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning. The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; &#039;&#039;&#039;had its roots&#039;&#039;&#039; in occult grimoires. It was also this tradition that &#039;&#039;somewhat softened&#039;&#039; Elven materialism, making the Faendryl more open to the study of necromancy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=III. The Undead War (-20,000 to -15,000 Modern Era)=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals. There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash. This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead. There are many kinds of undead, and many were known to exist in antiquity. Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses. &lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning. Despana was &#039;&#039;the first&#039;&#039; necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields. She innovated methods of &#039;&#039;hierarchical control,&#039;&#039; or leverage, as well as for rapidly increasing the size of her forces. What had &#039;&#039;once been&#039;&#039; the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.&lt;br /&gt;
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&lt;br /&gt;
==III.A  Rhoska-Tor==&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes. A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers. It is sometimes spoken of  as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War. Its history is much older than Despana. &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot; This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles. There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is &#039;&#039;geologically bizarre&#039;&#039; and was drastically transformed in the Age of Darkness. It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults. It is &#039;&#039;&#039;named for&#039;&#039;&#039; the terrible outcroppings known as &#039;&#039;&#039;the Tor.&#039;&#039;&#039; There are, in turn, &#039;&#039;pseudokarsts&#039;&#039; formed from this igneous rock, eaten away by caustic black blobs. It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth. These ancient lava fields themselves are artificial.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Theorists have long speculated&#039;&#039; that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith. They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes. They corrupted the resulting earthnodes with their darkness. This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism. There were then eruptions toward the surface, and below the surrounding ocean. The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash. The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment. Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns. Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.&lt;br /&gt;
&lt;br /&gt;
There are &#039;&#039;untold horrors&#039;&#039; in the darkest depths of Rhoska-Tor. The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns. Though the region is unstable, sometimes suffering cavern collapses from earthquakes. Further below ground are &#039;&#039;unknown ruins and dangerous races.&#039;&#039; The violence to the flows of essence in this region have caused &#039;&#039;rifting&#039;&#039; in the veil, forming often unstable or temporary gateways to other worlds. There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.&lt;br /&gt;
&lt;br /&gt;
There are &#039;&#039;many demented edifices and terrifying monuments&#039;&#039; in Rhoska-Tor, owing to its &#039;&#039;long history of dark theocracies and cults.&#039;&#039; There are &#039;&#039;dangerous traps&#039;&#039; that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped. The landscape is as exotic as it is filled with deadly mysteries.&lt;br /&gt;
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Prolonged exposure to Rhoska-Tor, especially close proximity to &#039;&#039;the Tor themselves,&#039;&#039; induces transformations in the living. Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan. Gnomes become feral and were banned by Patriarchal decree. Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows. Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves. Their features become sharper, their bodies physically weaker, with greater capacities for magic. Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language. The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is &#039;&#039;constructed directly from intonations,&#039;&#039; through layers of overlapping sounds involving no shared vocabulary of words. In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become &#039;&#039;quite pale&#039;&#039; or other complexions.&lt;br /&gt;
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The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor. Blame is widely attributed to the many unusual mana focii, the dark magic of Despana or the undead, the corruption of the demons summoned by the Faendryl, sorcerous backlashes and explosions, the implosion and unhealed tear in reality at Maelshyve, mana storms, the unholy power of the Ur-Daemon, the valencial tears and instability deep underground, and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.&lt;br /&gt;
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The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding. There have been cases of powerful, very old Dark Elves, who must feed on magical energies. Not unlike the Collectors. Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal. There is an unusually high amount of cursed metals, or those associated with the &#039;&#039;sorcerous elements,&#039;&#039; especially urglaes which is found in the ancient lava flows. Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons. In the present day the Agrestis often relies on hired Palestra &#039;&#039;as security for miners.&#039;&#039; There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &#039;&#039;&amp;quot;dowsing&amp;quot; methods&#039;&#039; to seek out troubles.&lt;br /&gt;
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==III.B  Despana==&lt;br /&gt;
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No one knows who or what Despana was. There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha. There are &#039;&#039;cultists&#039;&#039; who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor. Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover. Her contemporaries believed she was from the jungles beyond the Southron Wastes. There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash. More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption. They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian. Others counter this by saying the mountains in the Southron Wastes are highly unstable, seeming to be unnatural geological upheavals of shale and limestone from the Ur-Daemon War. They doubt the mountain even existed before the Great Fire. The earliest recorded rumors of Despana began in -19,864 shortly after this disaster.&lt;br /&gt;
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It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics. It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor. In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years. While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization. Despana herself was not regarded as a great threat from the very long precedent of her inaction.&lt;br /&gt;
&lt;br /&gt;
The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War. It was founded on an ancient mound of the Old Ones known as the &#039;&#039;&#039;Torm Tor.&#039;&#039;&#039; It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon. There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally. Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through &#039;&#039;esoteric methods,&#039;&#039; and thereby knowledge of dark magic more immediately through mental contact. Whether through ruins or some lingering presence below the wastes. &lt;br /&gt;
&lt;br /&gt;
Then if the book existed, it was from Despana herself writing it. Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier. It was a &#039;&#039;&#039;relatively common interpretation&#039;&#039;&#039; to believe that this was actually written in an orthographic convention of the Dark Elven language. While the Dhe&#039;nar were &#039;&#039;not the only&#039;&#039; Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would &#039;&#039;lead to them being blamed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep. However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105. There have been &#039;&#039;countless fake&#039;&#039; Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics. What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they &#039;&#039;had never&#039;&#039; been wielded as vast armies by necromancers. Widespread undeath had &#039;&#039;only been encountered&#039;&#039; when dealing with extraplanar horrors such as the Vishmiir.&lt;br /&gt;
&lt;br /&gt;
Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness. With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a &#039;&#039;hierarchy of command&#039;&#039; over hordes of lesser undead. The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves. Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches. &lt;br /&gt;
&lt;br /&gt;
Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts. Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland. Methods were made so that the fallen on battlefields would rise together in mass. Most importantly of all, Despana was a plaguelord, fashioning cursed diseases. Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries. These were as the transformation curses of witchcraft, except resulting in the undead. Ghouls would make more of themselves by clawing with their nails. Others were infected through contact with fluids, or through bites, or even through pestilent vapors.&lt;br /&gt;
&lt;br /&gt;
It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire. The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497. This was about three hundred years before the siege of ShadowGuard. In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action. There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief &#039;&#039;out of the southern wastes.&#039;&#039; There was much reason to underestimate the weak undead.&lt;br /&gt;
&lt;br /&gt;
Chronology of the Undead War is muddy and sometimes contradictory. Library Aies was &#039;&#039;badly damaged&#039;&#039; in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records. There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals. The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized. &lt;br /&gt;
&lt;br /&gt;
The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185. Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year. It is generally accepted that the war lasted for years. There are even some races who conflate the Undead War with the whole Age of Chaos. There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years. The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade. What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard. Despana&#039;s capacity for rapid escalation was contrary to her own precedent. The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.&lt;br /&gt;
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==III.C  The Faendryl Exile==&lt;br /&gt;
&lt;br /&gt;
What the Elves had failed to understand was that Despana had &#039;&#039;united the malign factions&#039;&#039; of the southern wastelands, and over those many long years there was &#039;&#039;a merger of the traditions&#039;&#039; of the black arts. There was a leap in the arts of necromancy because it was felt as an abrupt revelation. The fall of the outlying provinces in the West was lightning fast, while the southern horn of the DragonSpine was clogged with undead hordes. In the first month of the invasion into core Elven territory, what might be called the Surge, the Undead were regarded as a conventional but mindless force. It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir. They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders. House Vaalor was, bizarrely, the path of the invasion. With the benefit of hindsight, it is now believed Dharthiir intended to make his forces &#039;&#039;be surrounded as a tumor&#039;&#039; in the very center of the Empire, which at the time was regarded as illogical and suicidal.&lt;br /&gt;
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The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces. This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades. This temporarily disrupted the hierarchy of the Undead. There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.&lt;br /&gt;
&lt;br /&gt;
With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command. They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana. However, in what was a supreme irony and reversal of the natural order, time was working against the Elves. The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics. Where there were battle lines held in the southeast, there was &#039;&#039;widespread chaos and death in the West.&#039;&#039; Plagues were spreading that had been made through dark sorcery. Blights were killing the fields and wildlife. The living were in very serious danger of widespread famine and mass starvation. It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners &#039;&#039;hid the desolation of the West&#039;&#039; to prevent demoralization.&lt;br /&gt;
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The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve. By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed. The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead. What needed to be done was to &#039;&#039;banish them&#039;&#039; from this reality entirely, so that it would be impractical or impossible for them to make it back to this world. The other problem was actually reaching them.&lt;br /&gt;
&lt;br /&gt;
It was decided that the only choice was to summon a great number of powerful demons from the high ground. These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces. These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes. The rotting corpses would then &#039;&#039;be broken from their command hierarchy,&#039;&#039; following either the demons, or instinctively turning on the living warriors that were allied with Despana. They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress. The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality. But the Faendryl ruling class was aware that the other Houses would never agree to these actions. Nor would they even see it as necessary from not knowing the true direness of the situation.&lt;br /&gt;
&lt;br /&gt;
And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war. The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts. Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners. Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies. But it was the demons themselves that were the greatest outrage. Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop. It was feared that &#039;&#039;the Arkati&#039;&#039; themselves would strike down on the Elves in retribution for this violation. The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.&lt;br /&gt;
&lt;br /&gt;
There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180. House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim. They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses. The Faendryl monarchy instead became more absolutist. There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms. It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly. The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority. They argue their royal line was always the most stable after the founding era. These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay. The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other. The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones. The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein. The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility &#039;&#039;to guard&#039;&#039; against whatever came or even returned from it.&lt;br /&gt;
&lt;br /&gt;
In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war. Much of the &#039;&#039;Faendryl population&#039;&#039; was upset as well, having felt betrayed by their own rulers. It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines. It was decided that those who &#039;&#039;&#039;refused to renounce&#039;&#039;&#039; House Faendryl would be banished with their rulers to the wastelands. Families both immediate and extended were torn apart. Those who were involved in the two crimes against nature had no such leniency. House Faendryl became disgraced, its crest and emblems no longer recognized. The descendants of the exiled could &#039;&#039;&#039;only return by renouncing&#039;&#039;&#039; their heritage. This &#039;&#039;&#039;right of return&#039;&#039;&#039; no longer exists. It was &#039;&#039;&#039;suspended&#039;&#039;&#039; as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.&lt;br /&gt;
&lt;br /&gt;
It was &#039;&#039;in this period&#039;&#039; that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent. The term &amp;quot;dark elves&amp;quot; &#039;&#039;comes from&#039;&#039; the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying. This was &#039;&#039;the essence&#039;&#039; of Yshryth&#039;s speech. It was deemed one of the great vices of the Drakes. It was a term used for Elves of &#039;&#039;dark religions and black arts&#039;&#039; in the southern wastelands. But it had &#039;&#039;never&#039;&#039; been used against a whole lineage. Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the &#039;&#039;past few thousand years.&#039;&#039; The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language. The root of the term is in cultural condemnation rather than bloodlines. The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=IV. The Age of Chaos (-15,000 until Modern Era)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;- Surveyor journal for northwestern Elanith&#039;&#039;&#039;&lt;br /&gt;
::::&#039;&#039;&#039;  Library Aies, Circa -15,180&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones. This was futile and the Houses tended to withdraw from each other. The Elven armies were mostly destroyed in the Undead War. With the slow replenishing of the elven race, this power vacuum lasted for millennia. It was no longer feasible for the Elves to exert control over the outlying provinces. These declared themselves independent, or turned to outright rebellion. The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded. &lt;br /&gt;
&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years. This precluded regaining lordship over the outlands. In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world. Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed the Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IV.A  New Ta&#039;Faendryl==&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was &#039;&#039;the famine&#039;&#039; she unleashed with her necromancy. It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was &#039;&#039;the blights&#039;&#039; poisoning the fields and forests. They were struggled against for centuries as recurring illnesses. It was the cause of insurrections and expansionist wars. There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well. &lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl. The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food. Though there were forests near Maelshyve, these were &#039;&#039;dark and twisted,&#039;&#039; too dangerous from proximity.&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide. In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam. They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city. It was to spite &#039;&#039;Laibanniel Illistim&#039;&#039; for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind. These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun. There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana. Among these latter factions, the Faendryl were the subject of hatred. However, the Faendryl soon discovered entrances to the underground caverns, and were able to &#039;&#039;erect wards&#039;&#039; to keep out the banshees and other infernal spirits that are endemic to those lands.&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic. But they would emerge twisted, and were most often poisonous, or even rotting. Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves. The instabilities in the flows that were caused by the implosion of Maelshyve &#039;&#039;made it difficult&#039;&#039; to keep even crude constructs or golems. The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies. They then instead used reanimated corpses, which had milder but similar issues. In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve. In time they were able to make working artificial constructs from exotic metals. It would not be possible to even begin considering this on the surface until the situation stabilized.&lt;br /&gt;
&lt;br /&gt;
Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the &#039;&#039;span of decades.&#039;&#039; For others it was &#039;&#039;centuries&#039;&#039; and there was not much affect on skin tone for those farther away. While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the &#039;&#039;demon worshippers&#039;&#039; began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor. Despana transformed more into a myth of she who will one day return.&lt;br /&gt;
&lt;br /&gt;
Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground. The &#039;&#039;cultists&#039;&#039; would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary. The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor. For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery. In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot; Sorcery was broadened in such a way that it absorbed some of the more ancient black arts. The dark arts were then studied through the paradigm of Faendryl rationalism.&lt;br /&gt;
&lt;br /&gt;
Occultism provided the back door for these wasteland traditions to &#039;&#039;become incorporated&#039;&#039; into the dark arts of sorcery. The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution. It was fashionable to embed the demonic or spirits into weapons or other items. There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through &#039;&#039;immaterial projections.&#039;&#039; What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces. The futility of challenging the Faendryl is well known in the Southron Wastes.&lt;br /&gt;
&lt;br /&gt;
They would come to grow food in their outlying lands, along with relatively minor surface settlements. There was even the &#039;&#039;&#039;eastern port&#039;&#039;&#039; of Gellig after some &#039;&#039;&#039;ten thousand years,&#039;&#039;&#039; as relations between the Faendryl and other Houses had improved. While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age. Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins. Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd. It was a politically controversial royal marriage, which would have shifted the balances of power. (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.) When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle. The Faendryl losses were horrendous. The Houses declared it a genocide, the Faendryl &#039;&#039;&#039;called it an exile.&#039;&#039;&#039; The war had sought to &#039;&#039;compel a trial&#039;&#039; and formal restoration of ancestral land claims. But in the end it turned their allies against them and entrenched the opposition.&lt;br /&gt;
&lt;br /&gt;
It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism. The Patriarch formally dismissed the penance of House Faendryl in &#039;&#039;guarding the ruins&#039;&#039; of Maelshyve for the Elven Empire. It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve. The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor. There was then a full embrace of the dark arts, which were regarded as morally neutral. The Palestra academies were founded to support a vast expansion of demon summoning. The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IV.B  The Diaspora==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- Children&#039;s rhyme unconsciously chanted in fugue states, in the&lt;br /&gt;
::::  year 5100, due to Banaltra harvesters for the Feithidmor. Last&lt;br /&gt;
::::  hatching survived by sylvans of Yuriqen &#039;&#039;in the Age of Chaos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War. There &#039;&#039;were many&#039;&#039; dark forces who were not inside Maelshyve at the time of its destruction. With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors. This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor. There was &#039;&#039;a diaspora&#039;&#039; of necromancers and practitioners of the black arts out of the southern wastelands. In this way witchcraft had returned to the West, where &#039;&#039;it originated,&#039;&#039; but it was now a much darker and more dangerous form of magic.&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power. This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic. The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering. It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.&lt;br /&gt;
&lt;br /&gt;
After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years. Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel. The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep. The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts. The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever. Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent. This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic. It was why Yuriqen was sealed off almost &#039;&#039;&#039;2,400 years ago.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders. With the &#039;&#039;&#039;coronation of the Emperor of Veng in 2,745&#039;&#039;&#039; there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known &#039;&#039;&#039;as Hendor.&#039;&#039;&#039; While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West. Looser forms of this alliance had existed for a few thousand years. It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north. It is perhaps for this reason that the Sylvans had troubles with Myrdanian. The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.&lt;br /&gt;
&lt;br /&gt;
The Kannalan Empire abruptly collapsed in the year 3,961. It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains. Historians have since speculated &#039;&#039;this was caused&#039;&#039; by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen. There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands. Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IV.C  Death Religions==&lt;br /&gt;
&lt;br /&gt;
It was &#039;&#039;&#039;in the late Age of Chaos&#039;&#039;&#039; that Lorminstra began softening her treatment of departed souls. The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood. It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death. In antiquity it was &#039;&#039;very rare&#039;&#039; for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living. Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul. Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead. Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.&lt;br /&gt;
&lt;br /&gt;
It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit. High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals. This was a rare power and Lorminstra &#039;&#039;most often refused.&#039;&#039; It was only for those who had &#039;&#039;died prematurely or in insignificant ways.&#039;&#039; Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself. The &#039;&#039;very rarest&#039;&#039; form of resurrection was if Lorminstra took the departed soul and reincarnated its body.&lt;br /&gt;
&lt;br /&gt;
===(1) Deeds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven thousand years ago,&#039;&#039;&#039; or so, a loophole had formed in her rules. There was a &#039;&#039;tiny minority&#039;&#039; of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces. These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot; They were much &#039;&#039;more rapidly&#039;&#039; healed with magical herbs than most people, for whom such remedies &#039;&#039;usually only&#039;&#039; increase the rate of healing. Traumatic injuries from violence in particular might quickly vanish. Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it. Lorminstra allowed such heroes to fulfill their unfinished purposes. There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures. For this &amp;quot;deed&amp;quot; they would be owed a favor from Death. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna. But these were deeds of Death. Their sacrifices would &#039;&#039;substitute other heroic acts&#039;&#039; for the significant deaths that would leave Lorminstra unable or unwilling to resurrect. The greater the heroic feats to be spared, the greater the sacrifices to be worthy. There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds. Without accruing deeds, the soul was doomed.&lt;br /&gt;
&lt;br /&gt;
Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end. If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls. Their bodies would disintegrate upon the departure of their spirit. There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans. For those chosen by the Lady of Winter there is no question. Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.&lt;br /&gt;
&lt;br /&gt;
In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it. She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls. Reincarnation works around some of the conditions that ordinarily prevent resurrection. In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor. It was only &#039;&#039;certain kinds&#039;&#039; of deaths that could be substituted for deaths of like kind. Otherwise the rules of Death held without exemption. It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries. There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed. Those who return from death are never entirely restored. They lose something of themselves, whether temporarily or permanently. Some of this is damage from the decay of the body. While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead. The extent to which Lorminstra has extended her power in mitigating death has fluctuated. Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are &#039;&#039;instead the power of Life&#039;&#039; that goes into softening Death&#039;s sting. The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance. But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery. They are often contrary to her own interests, but have some role to play in the &#039;&#039;unfolding of Fate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Regardless, &#039;&#039;the role&#039;&#039; of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order. It was also &#039;&#039;in the Age of Chaos&#039;&#039; that we see the earliest records of a figure resembling Voln. There was a proliferation of undeath in the westerlands. Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies. It was many years before the founding of the k&#039;Tafali sect. The witch hunters of that age had no use for mercy, or for regarding the undead with compassion. Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.&lt;br /&gt;
&lt;br /&gt;
===(2) The Dark Path===&lt;br /&gt;
&lt;br /&gt;
But a little over &#039;&#039;six thousand years ago,&#039;&#039; following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north. The Dark Path was a theocracy in homage of Gosaena. It was a &#039;&#039;heterodox theology,&#039;&#039; in some ways similar to her Left Hand Path sect, but otherwise highly unusual. It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age. Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway. The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation. Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms. &lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void. To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic. Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia. He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness. Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession. He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps. It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions. He was a master of the black arts. But the corruption of this power was driving him mad. He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north. Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra. Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom. Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering. He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design. This commune with intense darkness caused Bandur to be frozen within solid ice. This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.&lt;br /&gt;
&lt;br /&gt;
===(3) The Broken Land===&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was &#039;&#039;a contemporary of Bandur, whom he had known&#039;&#039; from his earlier days. When his work had been recognized by the Order of Lorekeepers. Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the &#039;&#039;terrible wars&#039;&#039; of that period. While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur. It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality. The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region. This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot; It is rumored to be on the surface of the moon Lornon. Or perhaps below it. There may be a grain of truth in this as it is apparently an esoteric dimension. There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration. It is in the same vein as the heterodox theology of the Dark Path. The shrine there includes apocrypha &#039;&#039;depicting&#039;&#039; Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a &#039;&#039;shining trapezohedron,&#039;&#039; which is a siphon stone that concentrates power. It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power. The cultists were trying to make their own form of &#039;&#039;soul reincarnation,&#039;&#039; darkly mirroring the reincarnation of souls by Lorminstra. The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year. Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107. But the later work of Uthex was high necromancy.&lt;br /&gt;
&lt;br /&gt;
There was potential to &#039;&#039;transmogrify the soul&#039;&#039; into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood. In this way the Dark Path sought to ensure the reality of their depraved Death theology. They had twisted and perverted the work of Uthex into more dangerous forms. But his fellow Sages discovered that Uthex had gone quite mad, and slew him &#039;&#039;in -1,264&#039;&#039; with a devastating meteor swarm, destroying as many of his experiments and records as they could. There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists. These were astral fights as the portal had been sealed with powerful Runes of Warding. It was a cenobitic monastic order that would come to suffer from isolation and loneliness. The monastery was lost to history, not rediscovered until 5092. The monks had fallen to the very darkness they had struggled against.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IV.D  The Modern Age   (Last 5,000 Years)==&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos. Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood. The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years. In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire. This more human empire pushed the darkness back into the borderlands of the north and south. But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades. &lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841. The Faendryl assumed it was a minor border expansion at first, with fortifications built along &#039;&#039;&#039;the northern marches,&#039;&#039;&#039; from Tedronne &#039;&#039;&#039;near the Wizardwaste&#039;&#039;&#039; to Harald&#039;s Keep &#039;&#039;&#039;in the east.&#039;&#039;&#039; When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking. Sentinel Happersett went missing and suffered a horrifying fate worse than death.&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge. The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire. The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes. Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire. There has been a surge of greater dark powers since the failure of the Eye of the Drake. The Vvrael and Vishmiir wielded undead horrors. Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab. There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows. The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War. The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues. There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=OOC Disclaimers=&lt;br /&gt;
&lt;br /&gt;
===Author&#039;s Note===&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;first draft&#039;&#039;&#039; of a document that would have been proposed years ago if the Wordsmiths program were still running or player submissions were solicited on general subject matters. For this reason it reaches further than I normally would into &#039;&#039;embellishment.&#039;&#039; It is actually meant to be three documents in separate but interrelated volumes. With Wordsmiths having not been available, it was written in a form that would still be useful as a player character essay. Because it is so very long and systematic, I am belaboring this point for other players: &#039;&#039;&#039;&#039;&#039;Please do not try to treat, or cite, its contents as official lore!&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Ordinarily I would treat that as obvious and not needing saying, but in this case I want to give that special emphasis, because it inter-threads so many things that have only tacit or implicit lore. Parts of it might not even survive QC, or might need to be re-written or further developed, if it were sent through that process. This document is not necessarily static. I might amend it with updated versions to try to stay consistent with future developments.&lt;br /&gt;
&lt;br /&gt;
You can use it for your own RP and in-character perspective. Official documentation on theory of magic and cosmology and NPC black arts at this level of thoroughness is unlikely to ever be written. It is written from the character author&#039;s theory-laden and sometimes contrary perspective, so it is biased, and potentially wrong or disputable on points. There are some points that are wholly made up, since it was intended to eventually be a Wordsmiths document. These tend to be &#039;&#039;&#039;highlighted.&#039;&#039;&#039; It is historiographic, not historical. In other words it is interpretation and characterization of history, something like narrative categories which may be disputed as academic fictions. Much is interpretation to synthesize many strands of lore, which are embellishments and extrapolations, or attempts at reconciling inconsistencies and ambiguities. These are not necessarily correct, and may get contradicted later.&lt;br /&gt;
&lt;br /&gt;
There is an attempt to be approximately consistent (especially magic theory) with both DragonRealms and all time points of GemStone from 1989 through 2022, including the magic documentation on the play.net website that remains from Rolemaster Spell Law and everything related to the death mechanics, and trying to make a single coherent framework that works for both game mechanic and storyline premises. It de-emphasizes Luukos in favor of the many-sources-of-undeath in the Order of Voln messaging, along with de-emphasizing the most unrealistic aspects of the &amp;quot;Overview of Elanthian Magic&amp;quot; document. It interprets the death mechanics (including the Graveyard and Broken Land stories) from an IC perspective, but this aspect is especially vulnerable to future disruption, such as from Ebon&#039;s Gate festival storylines.&lt;br /&gt;
&lt;br /&gt;
It is written in a purely IC form of postulated conventions or theory, and abstracted historical or cultural tendencies, to give a narrativized layer of insulation of generalization to minimize inventing specific concrete details whole cloth. (For example, it mostly avoids inventing specific NPCs, cultures, religious orders, place names, and so on.) This means other PCs and NPCs may have different conventions and organization schemes, and may characterize the history and various other things differently. This way if things develop inconsistent with it, it just reduces its applicability and explanatory power. Future developments in GemStone may require significant revising or re-writing parts of it, especially if basic premises made in it become especially inconsistent with new documents. Because of this potential, it has version numbers.&lt;br /&gt;
&lt;br /&gt;
===Legal Disclaimer===&lt;br /&gt;
&lt;br /&gt;
Simutronics has my permission to use or adapt this work into a canonical version in the future without my involvement if I am no longer present. It was originally intended for Wordsmiths, which presently is still defunct. If I am still present, I may be able to provide extensive footnotes offering line-by-line justifications, explanations, and cross-references. It was written to be highly internally consistent, so changing parts of it may create conflicts.&lt;br /&gt;
&lt;br /&gt;
===Highlight Key===&lt;br /&gt;
&lt;br /&gt;
Full footnotes of explanations would make this unreadable and more than twice as long. I am using highlights to emphasize when things are especially fabricated. &lt;br /&gt;
&lt;br /&gt;
* Bold highlights are totally made up &amp;quot;facts&amp;quot; and not canon at all. These are mostly made up quotes or book titles, or hard statements about geography or history. &#039;&#039;(This is not implying non-bold text has zero invention in it. I do not bold things that are the author&#039;s views or theorizing.)&#039;&#039;&lt;br /&gt;
* Italic highlights are relatively strong embellishments or inferences to synthesize and make sense of disparate elements of the world setting. &#039;&#039;(This is not implying non-italic text has zero assumption or embellishment in it. For readability I mostly italicize the initial premise, not what follows from it.)&#039;&#039;&lt;br /&gt;
* Bold italics or obvious section title highlights do not mean anything. &#039;&#039;(Whole sections are only highly made up if there is seemingly nothing established about it.)&#039;&#039;&lt;br /&gt;
* The unhighlighted text is the IC author&#039;s biased view or interpretations, using his framework and conventions. It may be flawed or incomplete in various ways, or have more minor embellishments.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.1&amp;lt;br&amp;gt;&lt;br /&gt;
5/08/2023&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I_-_The_History_of_Necromancy_(essay)&amp;diff=196388</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I_-_The_History_of_Necromancy_(essay)&amp;diff=196388"/>
		<updated>2023-05-09T01:23:44Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: version 1.0.1 - fix typo, &amp;quot;eternal dream&amp;quot;; tweak esoteric and Arcane thaumaturgy; add lines about spell pattern releases&lt;/p&gt;
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&lt;div&gt;{{creative-work | title = Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy | type = essay | author = Xorus}}&lt;br /&gt;
&lt;br /&gt;
Please note the [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)#OOC Disclaimers|disclaimer]] at the bottom of this page on how to use this &#039;&#039;&#039;unofficial&#039;&#039;&#039; document. There is a highlight key for emphasizing references as 100% made up and not canon.&lt;br /&gt;
&lt;br /&gt;
The following are OOC footnotes cross-referencing and explaining the logic and intent of this document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Footnotes]]&lt;br /&gt;
&lt;br /&gt;
This is a three volume work:&lt;br /&gt;
&lt;br /&gt;
* [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy]]&lt;br /&gt;
* [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume II - Maleficarum and Dark Magic (essay)|Forbidden Knowledge and the Black Arts: Volume II - Maleficarum and Dark Magic]]&lt;br /&gt;
* [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume III - The Unliving and Unnatural (essay)|Forbidden Knowledge and the Black Arts: Volume III - The Unliving and Unnatural]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;Forbidden Knowledge and the Black Arts&amp;lt;/h1&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist, I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent. What follows here is a brief survey in three volumes. It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order. It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms. There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.&lt;br /&gt;
&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way. For this I will defer to ethnographers and religious historians. In this compendium the unifying focus is necromancy in a very broad sense. Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions. It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vice Chancellor Emeritus&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hazalred Thaumaturgical Insitute&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Volume I: The History of Necromancy=&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul. In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods. It took its earliest forms in mortuary rituals and the divination of ancestral spirits. Throughout history it has become an ever darker form of magic, splitting from its spiritual roots. It is now the black arts of foul corruption and the utter debasement of life and death. Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood. But necromancy has never been as narrow as the undead, and has taken many other forms in history.&lt;br /&gt;
&lt;br /&gt;
It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds. More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify. Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares. In this way it is  difficult to illustrate the whole tapestry of the black arts. Whether a given horror is undead, demonic, or something else, is not always obvious. That is the legacy of necromancers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=I. The Age of Darkness (-130,000? to -50,000 Modern Era)=&lt;br /&gt;
	&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil. The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth. They fed on the essence and the soul. Where they came from is not known. But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands. Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons -- it is said they can never truly die. Their remnants linger, in sleeping death. Horrible relics of dreadful power.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;- Linsandrych Illistim, First Master of Lore, House Illistim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism. With this came the true Age of Darkness. It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other. The dragons who survived were driven mad. It is not known how this happened. The more chaotic or demonic realms beyond the pale are &#039;&#039;incapable&#039;&#039; of opening portals into higher realities. Whether it was an accident, or they were brought here on purpose, the way was opened. Once they were here, they ripped apart the veil. It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons. These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers. They fed upon the magical energies of the world, and their very presence stained their surroundings.&lt;br /&gt;
&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons. The Great Elementals stormed and the Great Spirits mostly hid or were devoured. It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos. Terrible gods were formed in other worlds from the powers unleashed. There were Arkati who hoarded followers, or attempted to shelter lesser races in other places. Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles. With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake. This sealed the interdimensional rift and strengthened the essence barriers separating the worlds. There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being. The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth. With the failure of the Eye in 5098, Elanthia saw more otherworldly threats. The Vvrael hold the world on the edge of a widening abyss. The Vishmiir were driven back into the Void. Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world. Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature. There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead. The Lords of Liabo slew the unnatural. Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem. The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint. The most desecrated fallen realms were too far gone and have remained forever haunted. Spirits in those places were twisted with dark power.&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War. Extraplanar undead such as the Vishmiir are &#039;&#039;at least this old&#039;&#039; as well. Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory. Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War. Some of these monstrosities, such as &#039;&#039;the vruul,&#039;&#039; survive to the present day. There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms. But it was the corruption of dark essences from the demons that brought the true unlife. The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them. They are inherently anti-magical, and in some ways, incapable of death.&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions. Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything. Lornon is rumored to be a gateworld. Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon. It may even be where the Ur-Daemon first entered. There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons. The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that &#039;&#039;blur the distinction&#039;&#039; between demons and the undead. Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War. Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=II. The Second Age (-50,000 to -20,000 Modern Era)=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia. There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation. Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- Linsandrych Illistim, First Master of Lore, House Illistim&lt;br /&gt;
&lt;br /&gt;
==II.A Ancestral Spirits==&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age. There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago. Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races. Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati. But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War. The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods. It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion. Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism. Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins. It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste. There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites. Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir. &lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King. There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world. The sylvankind still worship both the Light and Dark Gods in balance. There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges. &lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions. It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities. History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past. But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world. This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic. There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation. With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead. Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals. These sites are often used &#039;&#039;only up to some limit&#039;&#039; to prevent ghosts. The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them. Necromancy was an &#039;&#039;art of divination&#039;&#039; concerned with spirits of the dead, and thus it found special importance in mortuary rituals. Ancestor veneration is often a major aspect of these religions. Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way. They are called upon or appeased with offerings. &#039;&#039;Folk magic&#039;&#039; is perhaps the very thing Elven materialism was reacting against.&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot; There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body. While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is &#039;&#039;not the primary concern&#039;&#039; of Voln, who is mostly concerned with the release of cursed souls. Little more than any other golem that has a spirit trapped within it. There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention. They may be conjured much like spirits through weaknesses in the veil. These are instead forces of darkness which all pose hazards such as involuntary possession. Warding off particular kinds of evil spirits varies by their individual identities and associations. Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces &#039;&#039;gave rise&#039;&#039; to very different, more personal traditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==II.B The Elven Empire==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. &#039;&#039;&#039;Who among us, then, is more beast than elvenkind?&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages. There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization. There was ultimately a concentration of power in urban centers with the construction of cities. These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions. These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny. The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a &#039;&#039;great chain of being.&#039;&#039; What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an &#039;&#039;ancient Elven word&#039;&#039; &#039;&#039;&#039;meaning a guide or recruiter of the lost&#039;&#039;&#039;, in the Elven image --- as a race of higher beings who inherited the world from its prior masters. The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the &#039;&#039;stewards&#039;&#039; of the world.&lt;br /&gt;
&lt;br /&gt;
As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots. It was taboo to offer piety rather than fealty. As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals. In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions. This bred the seeds of reactionary movements. But there was no room for dissidents in the building of civilization itself. Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There were &#039;&#039;displacements of the population&#039;&#039; in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities. Those who were &#039;&#039;ill-suited&#039;&#039; to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West. Scholars think these conditions invited the subjugation of other races for slave labor. Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters. To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.&lt;br /&gt;
&lt;br /&gt;
The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited. It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses. There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire &#039;&#039;never held any mastery&#039;&#039; over the southern wastelands. The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers. The mountainous borderlands of the Southron Wastes have in &#039;&#039;all times&#039;&#039; been an attractive hiding place for brigands and criminals. When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law. The greatest threats to civilization, in turn, have most often come from the southern wastelands. But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==II.C The Exiles==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;- Linsandrych Illistim, First Master of Lore, House Illistim&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization. Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were &#039;&#039;all drawn&#039;&#039; to the southern wastelands. This &#039;&#039;was a haven&#039;&#039; for the most fanatical cults, and is now a graveyard of &#039;&#039;&#039;forgotten theocracies.&#039;&#039;&#039; Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators. &lt;br /&gt;
&lt;br /&gt;
It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent. This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(1) The Dhe&#039;nar===&lt;br /&gt;
&lt;br /&gt;
The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar. Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati. The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot; According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah. They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati. Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.&lt;br /&gt;
&lt;br /&gt;
While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths. Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad. That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests. There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.&lt;br /&gt;
&lt;br /&gt;
This is regarded by &#039;&#039;more serious scholars&#039;&#039; as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth. The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations. Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses. The Elven Empire was not a meaningful concept in the time of Korthyr. Nor were the Ardenai those who stayed behind. They lived in cities on &#039;&#039;the forest edges&#039;&#039; and woodland hamlets, with adjacent croplands, &#039;&#039;not unlike&#039;&#039; the Barony of Bourth with its elven settlements in the Wyrdeep Forest. Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years. It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed. It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses. The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.&lt;br /&gt;
&lt;br /&gt;
One of the &#039;&#039;more dominant interpretations&#039;&#039; among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood. Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land. In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si. Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records. No one knows for certain if this identification is correct.&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati. In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years. The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses. In the more cynical view of the &#039;&#039;&#039;&amp;quot;Matter of the Elven Empire,&amp;quot;&#039;&#039;&#039; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology. Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization. With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.&lt;br /&gt;
&lt;br /&gt;
According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated. This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578. House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son. This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire. Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness. There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl &#039;&#039;began to truly assume&#039;&#039; its central role over the Empire.&lt;br /&gt;
&lt;br /&gt;
To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven. Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law. There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind. &lt;br /&gt;
&lt;br /&gt;
Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes. Archaeologists have &#039;&#039;&#039;found relics&#039;&#039;&#039; in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks. One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath. Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness. &lt;br /&gt;
&lt;br /&gt;
Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records. But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation. It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a &#039;&#039;need to ward off&#039;&#039; malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands. The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living. In this way they were able to not only &#039;&#039;prevent the possession&#039;&#039; of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands. This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars. &lt;br /&gt;
&lt;br /&gt;
It was facilitated, however paradoxically, by their study of the elements. Blazing sand elementals are yet another threat found in the Southron Wastes. With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well. But there are other pure forces beyond the veil than those of the elemental planes. There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or &#039;&#039;elemental darkness.&#039;&#039; It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes. With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor. Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath. It might well be that the journey actually began with the death of the cult leader. Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes. While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath. Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed. Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years. The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were &#039;&#039;quite probably&#039;&#039; corrupted by knowledge of events after the fact.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(2) Witchcraft===&lt;br /&gt;
&lt;br /&gt;
In the outlying regions of the Elven Empire, far from the great cities, &#039;&#039;there were survivals of folk religion.&#039;&#039; These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority. Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms. They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead. They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living. Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.&lt;br /&gt;
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But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others. They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated. This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets. Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations. The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.&lt;br /&gt;
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There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression. It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil. In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits. &lt;br /&gt;
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What is particularly important is that this tradition more broadly is what might be called sympathetic magic. It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions. It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up. It is &#039;&#039;what remains&#039;&#039; of more ancient traditions of spiritualism. From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies. It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real. In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;&lt;br /&gt;
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In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation. Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood. There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.&lt;br /&gt;
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Within the modern conventions of magic, this sort of correspondence of forms &#039;&#039;is related to&#039;&#039; what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot; In the mind oriented near planes of existence, such as the Eternal Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world. This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames. There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession. Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.&lt;br /&gt;
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With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, &#039;&#039;witches were exiled&#039;&#039; into the wild woods or darker hiding places. This led to a rising number of witches &#039;&#039;in the Southron Wastes,&#039;&#039; where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them. Blood magic began using demon blood. Curses began using more corruptive essences, facilitating rituals for causing the undead. Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood. There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others. One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.&lt;br /&gt;
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Witches of the South would &#039;&#039;enter pacts&#039;&#039; with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons. There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits. They might have mediating vermin such as maggots or ichor worms inside themselves. Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves. There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them. It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself. Conjuring in this way was &#039;&#039;in stark contrast&#039;&#039; to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.&lt;br /&gt;
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===(3) Cultists===&lt;br /&gt;
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In the Age of Darkness there was always &#039;&#039;a minority of demon worshippers.&#039;&#039; Whether the demonic of the wastelands, or the dead gods themselves. There are buried crypts &#039;&#039;&#039;in the Southron Wastes&#039;&#039;&#039; belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul. Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason. Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation. But the reliefs and frescoes of the interregnum are &#039;&#039;far more hideous&#039;&#039; in their depictions. They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices. &#039;&#039;Cave paintings&#039;&#039; from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are &#039;&#039;often found&#039;&#039; with trepanated skulls.&lt;br /&gt;
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Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent. There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled. Dark mages who would not abide by the laws of civilization would find &#039;&#039;freedom in these lands,&#039;&#039; while fanatics who sought a world ruled by Lornon would &#039;&#039;found&#039;&#039; short-lived, sinister theocracies. Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions. In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.&lt;br /&gt;
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&#039;&#039;Warlocks&#039;&#039; were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds. Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic. This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices. There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out. There were even &#039;&#039;cults&#039;&#039; believing Elves were cursed by the Arkati. That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.&lt;br /&gt;
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In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to &#039;&#039;subvert&#039;&#039; the separation of the living from the demonic. The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a &#039;&#039;divine language&#039;&#039; in some cults. Demon worshippers sometimes &#039;&#039;call it&#039;&#039; the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists. Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.&lt;br /&gt;
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In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions &#039;&#039;&#039;known as Tor.&#039;&#039;&#039; These outcroppings or mounds are &#039;&#039;mythologically named&#039;&#039; for each of the &amp;quot;dead gods,&amp;quot; which &#039;&#039;is how&#039;&#039; the Ur-Daemon are regarded. While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults &#039;&#039;grow around&#039;&#039; these haunted ruins. Cults might at times become extinct, only to arise again, centuries or millennia later. There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them. They &#039;&#039;often believe&#039;&#039; &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world. Consecrating us with their unholy black blood.&lt;br /&gt;
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These kinds of sentiments lent themselves to still other forms of necromancy. There were those who sought to induce demonic possession, such as &#039;&#039;the riders&#039;&#039; of the wasteworms. Others were &#039;&#039;&amp;quot;dread seers,&amp;quot;&#039;&#039; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination. This is a &#039;&#039;necromantic form&#039;&#039; of astral projection for harrowing the outer valences. Some sought to master the power of &#039;&#039;fashioning the demonic&#039;&#039; from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed. &lt;br /&gt;
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Warlocks were especially responsible for the innovations of &#039;&#039;demonic necromancy.&#039;&#039; These would sometimes be abominations that would not, in the narrow sense, be thought of as undead. They were often in reincarnation cults, seeking unnatural forms of immortality. It was noticed &#039;&#039;very early on&#039;&#039; that sometimes the curse of the undead was bound to other objects. Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves. It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be &#039;&#039;developed&#039;&#039; into more elaborate ways of preventing destruction from violence. These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons. Warlocks &#039;&#039;often seek&#039;&#039; to transform their own blood with that of dark powers.&lt;br /&gt;
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These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration. While these were originally only those demons that descended from the Age of Darkness, or had arrived incarnate through unstable rifting, it would &#039;&#039;not remain&#039;&#039; limited to demons which had become trapped in this world. There would &#039;&#039;sometimes be&#039;&#039; Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret. These summoners might be converted to dark religions, or make pacts for safe haven. Knowledge of demonic summoning from the outer valences &#039;&#039;spread&#039;&#039; in this way. It was also the birth of other forms of undeath, caused by the various kinds of demons.&lt;br /&gt;
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==II.D House Faendryl==&lt;br /&gt;
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In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood. But the ancient elves had long since turned from worshipping the Great Spirits. In the Elven dogma or &#039;&#039;&#039;&amp;quot;Matter&amp;quot;&#039;&#039;&#039; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods. The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants. Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness. &lt;br /&gt;
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Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms. It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences. Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.&lt;br /&gt;
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In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters. From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races. In this way there was a &#039;&#039;secular movement&#039;&#039; to wield magic as the Arkati did, rather than borrowing their powers as from master to servant. This was an especially difficult mode of spellcraft known as &#039;&#039;Arcane magic.&#039;&#039;&lt;br /&gt;
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===(1) Arcane Power===&lt;br /&gt;
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Arcane magic is the wielding of the raw, undifferentiated forces into magical effects. It is what would later be called &amp;quot;flow magic,&amp;quot; in its totality, as opposed to the finished spells of &amp;quot;rote magic.&amp;quot; This was split by mortals into modes of spellcraft. The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects. Esoteric magic is mostly an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions, or else the incomprehensible depths of flow magic with cosmic forces. While the Arcane and sorcery are natively esoteric, the Faendryl developed them toward thaumaturgy. Wielders of Arcane power &#039;&#039;are able,&#039;&#039; in principle, to cast spells of any of the spheres of magic. &lt;br /&gt;
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In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles. Most with a talent for magic have at least a minor capacity for Arcane. It is mostly a thaumaturgical mode of spellcraft, as practiced in orthodox magic, only able to imitate the effects of purely theurgical magic.&lt;br /&gt;
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While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that &#039;&#039;dates back&#039;&#039; to the early Elven Empire. It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which &#039;&#039;together influenced&#039;&#039; the merger of sorcery with the black arts. Loosely speaking, there were the &#039;&#039;&amp;quot;monists&amp;quot;&#039;&#039; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &#039;&#039;&amp;quot;dualists&amp;quot;&#039;&#039; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot; In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens. &lt;br /&gt;
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It was dangerous to try to wield elemental magic with the powers from spiritual sources. The inanimate world was made of the elements and the animate world was made of the spirit. When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic. This &#039;&#039;subsumed our various antecedents&#039;&#039; of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist. The spiritual planes of existence that had been characterized as dream worlds &#039;&#039;now tend&#039;&#039; to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; &#039;&#039;corresponding&#039;&#039; to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.&lt;br /&gt;
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Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways. Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance or &amp;quot;influence&amp;quot; of one&#039;s own &amp;quot;aura&amp;quot; or essence personally. One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation. It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos. Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory. These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes. &lt;br /&gt;
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There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws. Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot; There are at most collapses from metastable states of the essence field due to the shifting of cosmic forces. Those who believe magic is inherent in the spell pattern often regard mana as a kind of conserved substance which causes the willful manifestation of effects, while others say &amp;quot;mana&amp;quot; by itself is not magical at all, but rather that magic results from imbalances worked into the background essence reversing back toward normality. Spell patterns are regarded instead as tensions twisted into the field from &amp;quot;extending&amp;quot; oneself, which when &amp;quot;released&amp;quot; unleashes effects which are not directly controlled. &lt;br /&gt;
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Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental. This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns. Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists. They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.&lt;br /&gt;
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Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos. Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot; The separatist philosophies became dominant, though mostly out of practicality bias. The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic. These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.&lt;br /&gt;
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The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect. In the separatist view, these are the divisions of nature, with metaphysical verisimilitude. For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions. One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits. Mentalism giving proof to the lie.&lt;br /&gt;
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Hybrid magicks are those forms of spellcraft that fall in between the spheres. In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies. The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power. Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition. Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed. In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power. Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way. In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption. &lt;br /&gt;
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To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations. Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness. Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence. Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms. But it takes Arcanist talent to be so flexible. &lt;br /&gt;
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The Arcanist pays a price for this fluidity. The more specialist wielders of magic make use of &#039;&#039;confounds.&#039;&#039; These are external forces for leveraging the power of magical effects. Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic. Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms. However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling. This is from their lack of reliance on confounds. &lt;br /&gt;
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With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood. Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter. Witchcraft, blood magic, and black shamanism use mediating substances. Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers. Thus this trade off exists in fluidity with dark magic. Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization. However, it has that natural tendency, for much the same reasons as sorcery.&lt;br /&gt;
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===(2) Sorcery===&lt;br /&gt;
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In the early years of the Elven Empire, the black arts were &#039;&#039;deemed religious magic&#039;&#039; and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were &#039;&#039;not sorcery.&#039;&#039; Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined. It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter. That is, it was an effect without mediation, assaulting the matter itself. This involved channeling toward a target and turning its own essence against it. The destruction is specific to the essence of the exact form being targeted. There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.&lt;br /&gt;
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In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power. In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot; The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis. These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power. The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic. There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.&lt;br /&gt;
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Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together. This is rooted in the nature of corruption. While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly. Similarly, when dark forces are &#039;&#039;brought in&#039;&#039; from what are now called the sorcerous valences, they &#039;&#039;must&#039;&#039; be used or even fused with the forces of this world. In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects. Sorcery is especially cruel when inflicted on the living.&lt;br /&gt;
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During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra. While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, &#039;&#039;plaguing&#039;&#039; the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities. They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds. The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities. When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world. &lt;br /&gt;
&lt;br /&gt;
In this way it would become possible to summon beings not of the &#039;&#039;&amp;quot;near planes,&amp;quot;&#039;&#039; such as the elementals or spirit servants, but highly alien or malevolent beings from the &#039;&#039;&amp;quot;outer&amp;quot;&#039;&#039; dimensions. This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them. While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history. &lt;br /&gt;
&lt;br /&gt;
The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by &#039;&#039;dark cults&#039;&#039; in the Southron Wastes. The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets. The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales. These academies were not founded until after the Sea Elf War. In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered. It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution. To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it &#039;&#039;was not&#039;&#039; controversial. It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.&lt;br /&gt;
&lt;br /&gt;
But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks. The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms. For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void. &lt;br /&gt;
&lt;br /&gt;
Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those &#039;&#039;fiends of darkness&#039;&#039; which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead. Indeed. There are kinds of demons which can &#039;&#039;hardly be distinguished&#039;&#039; from undead. Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts. The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.&lt;br /&gt;
&lt;br /&gt;
But it was &#039;&#039;mostly the southern wastelands&#039;&#039; in that period that had what is usually considered &amp;quot;the undead.&amp;quot; The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning. Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces. One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot; The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck. It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents. In this way it was &#039;&#039;very unlike&#039;&#039; the necromancy and conjuration of the southern wastelands, and those traditions would &#039;&#039;mostly not merge&#039;&#039; until the Faendryl were exiled to Rhoska-Tor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(3) Occultism===&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot; &#039;&#039;Occultists&#039;&#039; would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot; These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges. In contrast to the &amp;quot;valences&amp;quot; model, there are &#039;&#039;higher and lower&#039;&#039; &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously. What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes. There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states. There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals. This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection. Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination. Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions. &lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is &#039;&#039;mostly thanks&#039;&#039; to occultists. It was a heterogeneous movement that took different and inconsistent forms. House Illistim tended to &#039;&#039;draw occultists&#039;&#039; focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight. The universalism or cosmicism of the Faendryl tended to &#039;&#039;foster other kinds&#039;&#039; of occult societies. Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae. They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory. But there &#039;&#039;were others&#039;&#039; of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all. That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana. Natural philosophies were ignorant or self-limiting. This may even be why we now define spheres of magic by effect.&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts. There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories. &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity. Grimoires are notorious for unreliability. They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot; These are, of course, crude over-generalizations of widely diverse indigenous beliefs. &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and &#039;&#039;human druidism&#039;&#039; is ancestral to northern reivers.&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded. The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions. Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot; But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions. They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends. Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone. It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it. Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a &#039;&#039;backwards flux&#039;&#039; of methods into the Elven Empire. It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning. The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; &#039;&#039;&#039;had its roots&#039;&#039;&#039; in occult grimoires. It was also this tradition that &#039;&#039;somewhat softened&#039;&#039; Elven materialism, making the Faendryl more open to the study of necromancy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=III. The Undead War (-20,000 to -15,000 Modern Era)=&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals. There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash. This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead. There are many kinds of undead, and many were known to exist in antiquity. Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses. &lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning. Despana was &#039;&#039;the first&#039;&#039; necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields. She innovated methods of &#039;&#039;hierarchical control,&#039;&#039; or leverage, as well as for rapidly increasing the size of her forces. What had &#039;&#039;once been&#039;&#039; the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.&lt;br /&gt;
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==III.A  Rhoska-Tor==&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes. A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers. It is sometimes spoken of  as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War. Its history is much older than Despana. &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot; This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles. There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is &#039;&#039;geologically bizarre&#039;&#039; and was drastically transformed in the Age of Darkness. It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults. It is &#039;&#039;&#039;named for&#039;&#039;&#039; the terrible outcroppings known as &#039;&#039;&#039;the Tor.&#039;&#039;&#039; There are, in turn, &#039;&#039;pseudokarsts&#039;&#039; formed from this igneous rock, eaten away by caustic black blobs. It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth. These ancient lava fields themselves are artificial.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Theorists have long speculated&#039;&#039; that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith. They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes. They corrupted the resulting earthnodes with their darkness. This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism. There were then eruptions toward the surface, and below the surrounding ocean. The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash. The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment. Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns. Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.&lt;br /&gt;
&lt;br /&gt;
There are &#039;&#039;untold horrors&#039;&#039; in the darkest depths of Rhoska-Tor. The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns. Though the region is unstable, sometimes suffering cavern collapses from earthquakes. Further below ground are &#039;&#039;unknown ruins and dangerous races.&#039;&#039; The violence to the flows of essence in this region have caused &#039;&#039;rifting&#039;&#039; in the veil, forming often unstable or temporary gateways to other worlds. There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.&lt;br /&gt;
&lt;br /&gt;
There are &#039;&#039;many demented edifices and terrifying monuments&#039;&#039; in Rhoska-Tor, owing to its &#039;&#039;long history of dark theocracies and cults.&#039;&#039; There are &#039;&#039;dangerous traps&#039;&#039; that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped. The landscape is as exotic as it is filled with deadly mysteries.&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to Rhoska-Tor, especially close proximity to &#039;&#039;the Tor themselves,&#039;&#039; induces transformations in the living. Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan. Gnomes become feral and were banned by Patriarchal decree. Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows. Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves. Their features become sharper, their bodies physically weaker, with greater capacities for magic. Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language. The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is &#039;&#039;constructed directly from intonations,&#039;&#039; through layers of overlapping sounds involving no shared vocabulary of words. In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become &#039;&#039;quite pale&#039;&#039; or other complexions.&lt;br /&gt;
&lt;br /&gt;
The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor. Blame is widely attributed to the many unusual mana focii, the dark magic of Despana or the undead, the corruption of the demons summoned by the Faendryl, sorcerous backlashes and explosions, the implosion and unhealed tear in reality at Maelshyve, mana storms, the unholy power of the Ur-Daemon, the valencial tears and instability deep underground, and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding. There have been cases of powerful, very old Dark Elves, who must feed on magical energies. Not unlike the Collectors. Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal. There is an unusually high amount of cursed metals, or those associated with the &#039;&#039;sorcerous elements,&#039;&#039; especially urglaes which is found in the ancient lava flows. Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons. In the present day the Agrestis often relies on hired Palestra &#039;&#039;as security for miners.&#039;&#039; There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &#039;&#039;&amp;quot;dowsing&amp;quot; methods&#039;&#039; to seek out troubles.&lt;br /&gt;
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&lt;br /&gt;
==III.B  Despana==&lt;br /&gt;
&lt;br /&gt;
No one knows who or what Despana was. There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha. There are &#039;&#039;cultists&#039;&#039; who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor. Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover. Her contemporaries believed she was from the jungles beyond the Southron Wastes. There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash. More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption. They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian. The earliest recorded rumors of Despana began shortly after this disaster in -19,864.&lt;br /&gt;
&lt;br /&gt;
It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics. It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor. In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years. While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization. Despana herself was not regarded as a great threat from the very long precedent of her inaction.&lt;br /&gt;
&lt;br /&gt;
The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War. It was founded on an ancient mound of the Old Ones known as the &#039;&#039;&#039;Torm Tor.&#039;&#039;&#039; It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon. There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally. Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through &#039;&#039;esoteric methods,&#039;&#039; and thereby knowledge of dark magic more immediately through mental contact. Whether through ruins or some lingering presence below the wastes. &lt;br /&gt;
&lt;br /&gt;
Then if the book existed, it was from Despana herself writing it. Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier. It was a &#039;&#039;&#039;relatively common interpretation&#039;&#039;&#039; to believe that this was actually written in an orthographic convention of the Dark Elven language. While the Dhe&#039;nar were &#039;&#039;not the only&#039;&#039; Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would &#039;&#039;lead to them being blamed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep. However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105. There have been &#039;&#039;countless fake&#039;&#039; Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics. What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they &#039;&#039;had never&#039;&#039; been wielded as vast armies by necromancers. Widespread undeath had &#039;&#039;only been encountered&#039;&#039; when dealing with extraplanar horrors such as the Vishmiir.&lt;br /&gt;
&lt;br /&gt;
Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness. With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a &#039;&#039;hierarchy of command&#039;&#039; over hordes of lesser undead. The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves. Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches. &lt;br /&gt;
&lt;br /&gt;
Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts. Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland. Methods were made so that the fallen on battlefields would rise together in mass. Most importantly of all, Despana was a plaguelord, fashioning cursed diseases. Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries. These were as the transformation curses of witchcraft, except resulting in the undead. Ghouls would make more of themselves by clawing with their nails. Others were infected through contact with fluids, or through bites, or even through pestilent vapors.&lt;br /&gt;
&lt;br /&gt;
It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire. The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497. This was about three hundred years before the siege of ShadowGuard. In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action. There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief &#039;&#039;out of the southern wastes.&#039;&#039; There was much reason to underestimate the weak undead.&lt;br /&gt;
&lt;br /&gt;
Chronology of the Undead War is muddy and sometimes contradictory. Library Aies was &#039;&#039;badly damaged&#039;&#039; in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records. There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals. The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized. &lt;br /&gt;
&lt;br /&gt;
The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185. Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year. It is generally accepted that the war lasted for years. There are even some races who conflate the Undead War with the whole Age of Chaos. There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years. The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade. What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard. Despana&#039;s capacity for rapid escalation was contrary to her own precedent. The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.&lt;br /&gt;
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==III.C  The Faendryl Exile==&lt;br /&gt;
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What the Elves had failed to understand was that Despana had &#039;&#039;united the malign factions&#039;&#039; of the southern wastelands, and over those many long years there was &#039;&#039;a merger of the traditions&#039;&#039; of the black arts. There was a leap in the arts of necromancy because it was felt as an abrupt revelation. The fall of the outlying provinces in the West was lightning fast, while the southern horn of the DragonSpine was clogged with undead hordes. In the first month of the invasion into core Elven territory, what might be called the Surge, the Undead were regarded as a conventional but mindless force. It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir. They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders. House Vaalor was, bizarrely, the path of the invasion. With the benefit of hindsight, it is now believed Dharthiir intended to make his forces &#039;&#039;be surrounded as a tumor&#039;&#039; in the very center of the Empire, which at the time was regarded as illogical and suicidal.&lt;br /&gt;
&lt;br /&gt;
The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces. This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades. This temporarily disrupted the hierarchy of the Undead. There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.&lt;br /&gt;
&lt;br /&gt;
With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command. They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana. However, in what was a supreme irony and reversal of the natural order, time was working against the Elves. The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics. Where there were battle lines held in the southeast, there was &#039;&#039;widespread chaos and death in the West.&#039;&#039; Plagues were spreading that had been made through dark sorcery. Blights were killing the fields and wildlife. The living were in very serious danger of widespread famine and mass starvation. It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners &#039;&#039;hid the desolation of the West&#039;&#039; to prevent demoralization.&lt;br /&gt;
&lt;br /&gt;
The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve. By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed. The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead. What needed to be done was to &#039;&#039;banish them&#039;&#039; from this reality entirely, so that it would be impractical or impossible for them to make it back to this world. The other problem was actually reaching them.&lt;br /&gt;
&lt;br /&gt;
It was decided that the only choice was to summon a great number of powerful demons from the high ground. These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces. These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes. The rotting corpses would then &#039;&#039;be broken from their command hierarchy,&#039;&#039; following either the demons, or instinctively turning on the living warriors that were allied with Despana. They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress. The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality. But the Faendryl ruling class was aware that the other Houses would never agree to these actions. Nor would they even see it as necessary from not knowing the true direness of the situation.&lt;br /&gt;
&lt;br /&gt;
And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war. The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts. Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners. Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies. But it was the demons themselves that were the greatest outrage. Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop. It was feared that &#039;&#039;the Arkati&#039;&#039; themselves would strike down on the Elves in retribution for this violation. The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.&lt;br /&gt;
&lt;br /&gt;
There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180. House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim. They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses. The Faendryl monarchy instead became more absolutist. There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms. It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly. The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority. They argue their royal line was always the most stable after the founding era. These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay. The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other. The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones. The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein. The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility &#039;&#039;to guard&#039;&#039; against whatever came or even returned from it.&lt;br /&gt;
&lt;br /&gt;
In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war. Much of the &#039;&#039;Faendryl population&#039;&#039; was upset as well, having felt betrayed by their own rulers. It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines. It was decided that those who &#039;&#039;&#039;refused to renounce&#039;&#039;&#039; House Faendryl would be banished with their rulers to the wastelands. Families both immediate and extended were torn apart. Those who were involved in the two crimes against nature had no such leniency. House Faendryl became disgraced, its crest and emblems no longer recognized. The descendants of the exiled could &#039;&#039;&#039;only return by renouncing&#039;&#039;&#039; their heritage. This &#039;&#039;&#039;right of return&#039;&#039;&#039; no longer exists. It was &#039;&#039;&#039;suspended&#039;&#039;&#039; as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.&lt;br /&gt;
&lt;br /&gt;
It was &#039;&#039;in this period&#039;&#039; that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent. The term &amp;quot;dark elves&amp;quot; &#039;&#039;comes from&#039;&#039; the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying. This was &#039;&#039;the essence&#039;&#039; of Yshryth&#039;s speech. It was deemed one of the great vices of the Drakes. It was a term used for Elves of &#039;&#039;dark religions and black arts&#039;&#039; in the southern wastelands. But it had &#039;&#039;never&#039;&#039; been used against a whole lineage. Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the &#039;&#039;past few thousand years.&#039;&#039; The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language. The root of the term is in cultural condemnation rather than bloodlines. The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=IV. The Age of Chaos (-15,000 until Modern Era)=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::&#039;&#039;&#039;- Surveyor journal for northwestern Elanith&#039;&#039;&#039;&lt;br /&gt;
::::&#039;&#039;&#039;  Library Aies, Circa -15,180&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones. This was futile and the Houses tended to withdraw from each other. The Elven armies were mostly destroyed in the Undead War. With the slow replenishing of the elven race, this power vacuum lasted for millennia. It was no longer feasible for the Elves to exert control over the outlying provinces. These declared themselves independent, or turned to outright rebellion. The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded. &lt;br /&gt;
&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years. This precluded regaining lordship over the outlands. In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world. Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed the Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IV.A  New Ta&#039;Faendryl==&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was &#039;&#039;the famine&#039;&#039; she unleashed with her necromancy. It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was &#039;&#039;the blights&#039;&#039; poisoning the fields and forests. They were struggled against for centuries as recurring illnesses. It was the cause of insurrections and expansionist wars. There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well. &lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl. The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food. Though there were forests near Maelshyve, these were &#039;&#039;dark and twisted,&#039;&#039; too dangerous from proximity.&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide. In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam. They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city. It was to spite &#039;&#039;Laibanniel Illistim&#039;&#039; for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind. These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun. There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana. Among these latter factions, the Faendryl were the subject of hatred. However, the Faendryl soon discovered entrances to the underground caverns, and were able to &#039;&#039;erect wards&#039;&#039; to keep out the banshees and other infernal spirits that are endemic to those lands.&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic. But they would emerge twisted, and were most often poisonous, or even rotting. Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves. The instabilities in the flows that were caused by the implosion of Maelshyve &#039;&#039;made it difficult&#039;&#039; to keep even crude constructs or golems. The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies. They then instead used reanimated corpses, which had milder but similar issues. In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve. In time they were able to make working artificial constructs from exotic metals. It would not be possible to even begin considering this on the surface until the situation stabilized.&lt;br /&gt;
&lt;br /&gt;
Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the &#039;&#039;span of decades.&#039;&#039; For others it was &#039;&#039;centuries&#039;&#039; and there was not much affect on skin tone for those farther away. While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the &#039;&#039;demon worshippers&#039;&#039; began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor. Despana transformed more into a myth of she who will one day return.&lt;br /&gt;
&lt;br /&gt;
Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground. The &#039;&#039;cultists&#039;&#039; would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary. The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor. For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery. In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot; Sorcery was broadened in such a way that it absorbed some of the more ancient black arts. The dark arts were then studied through the paradigm of Faendryl rationalism.&lt;br /&gt;
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Occultism provided the back door for these wasteland traditions to &#039;&#039;become incorporated&#039;&#039; into the dark arts of sorcery. The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution. It was fashionable to embed the demonic or spirits into weapons or other items. There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through &#039;&#039;immaterial projections.&#039;&#039; What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces. The futility of challenging the Faendryl is well known in the Southron Wastes.&lt;br /&gt;
&lt;br /&gt;
They would come to grow food in their outlying lands, along with relatively minor surface settlements. There was even the &#039;&#039;&#039;eastern port&#039;&#039;&#039; of Gellig after some &#039;&#039;&#039;ten thousand years,&#039;&#039;&#039; as relations between the Faendryl and other Houses had improved. While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age. Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins. Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd. It was a politically controversial royal marriage, which would have shifted the balances of power. (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.) When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle. The Faendryl losses were horrendous. The Houses declared it a genocide, the Faendryl &#039;&#039;&#039;called it an exile.&#039;&#039;&#039; The war had sought to &#039;&#039;compel a trial&#039;&#039; and formal restoration of ancestral land claims. But in the end it turned their allies against them and entrenched the opposition.&lt;br /&gt;
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It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism. The Patriarch formally dismissed the penance of House Faendryl in &#039;&#039;guarding the ruins&#039;&#039; of Maelshyve for the Elven Empire. It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve. The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor. There was then a full embrace of the dark arts, which were regarded as morally neutral. The Palestra academies were founded to support a vast expansion of demon summoning. The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.&lt;br /&gt;
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==IV.B  The Diaspora==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
::::- Children&#039;s rhyme unconsciously chanted in fugue states, in the&lt;br /&gt;
::::  year 5100, due to Banaltra harvesters for the Feithidmor. Last&lt;br /&gt;
::::  hatching survived by sylvans of Yuriqen &#039;&#039;in the Age of Chaos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War. There &#039;&#039;were many&#039;&#039; dark forces who were not inside Maelshyve at the time of its destruction. With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors. This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor. There was &#039;&#039;a diaspora&#039;&#039; of necromancers and practitioners of the black arts out of the southern wastelands. In this way witchcraft had returned to the West, where &#039;&#039;it originated,&#039;&#039; but it was now a much darker and more dangerous form of magic.&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power. This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic. The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering. It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.&lt;br /&gt;
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After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years. Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel. The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep. The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts. The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever. Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent. This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic. It was why Yuriqen was sealed off almost &#039;&#039;&#039;2,400 years ago.&#039;&#039;&#039;&lt;br /&gt;
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It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders. With the &#039;&#039;&#039;coronation of the Emperor of Veng in 2,745&#039;&#039;&#039; there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known &#039;&#039;&#039;as Hendor.&#039;&#039;&#039; While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West. Looser forms of this alliance had existed for a few thousand years. It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north. It is perhaps for this reason that the Sylvans had troubles with Myrdanian. The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.&lt;br /&gt;
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The Kannalan Empire abruptly collapsed in the year 3,961. It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains. Historians have since speculated &#039;&#039;this was caused&#039;&#039; by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen. There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands. Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.&lt;br /&gt;
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==IV.C  Death Religions==&lt;br /&gt;
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It was &#039;&#039;&#039;in the late Age of Chaos&#039;&#039;&#039; that Lorminstra began softening her treatment of departed souls. The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood. It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death. In antiquity it was &#039;&#039;very rare&#039;&#039; for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living. Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul. Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead. Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.&lt;br /&gt;
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It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit. High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals. This was a rare power and Lorminstra &#039;&#039;most often refused.&#039;&#039; It was only for those who had &#039;&#039;died prematurely or in insignificant ways.&#039;&#039; Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself. The &#039;&#039;very rarest&#039;&#039; form of resurrection was if Lorminstra took the departed soul and reincarnated its body.&lt;br /&gt;
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===(1) Deeds===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven thousand years ago,&#039;&#039;&#039; or so, a loophole had formed in her rules. There was a &#039;&#039;tiny minority&#039;&#039; of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces. These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot; They were much &#039;&#039;more rapidly&#039;&#039; healed with magical herbs than most people, for whom such remedies &#039;&#039;usually only&#039;&#039; increase the rate of healing. Traumatic injuries from violence in particular might quickly vanish. Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it. Lorminstra allowed such heroes to fulfill their unfinished purposes. There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures. For this &amp;quot;deed&amp;quot; they would be owed a favor from Death. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna. But these were deeds of Death. Their sacrifices would &#039;&#039;substitute other heroic acts&#039;&#039; for the significant deaths that would leave Lorminstra unable or unwilling to resurrect. The greater the heroic feats to be spared, the greater the sacrifices to be worthy. There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds. Without accruing deeds, the soul was doomed.&lt;br /&gt;
&lt;br /&gt;
Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end. If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls. Their bodies would disintegrate upon the departure of their spirit. There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans. For those chosen by the Lady of Winter there is no question. Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.&lt;br /&gt;
&lt;br /&gt;
In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it. She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls. Reincarnation works around some of the conditions that ordinarily prevent resurrection. In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor. It was only &#039;&#039;certain kinds&#039;&#039; of deaths that could be substituted for deaths of like kind. Otherwise the rules of Death held without exemption. It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries. There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed. Those who return from death are never entirely restored. They lose something of themselves, whether temporarily or permanently. Some of this is damage from the decay of the body. While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead. The extent to which Lorminstra has extended her power in mitigating death has fluctuated. Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are &#039;&#039;instead the power of Life&#039;&#039; that goes into softening Death&#039;s sting. The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance. But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery. They are often contrary to her own interests, but have some role to play in the &#039;&#039;unfolding of Fate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Regardless, &#039;&#039;the role&#039;&#039; of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order. It was also &#039;&#039;in the Age of Chaos&#039;&#039; that we see the earliest records of a figure resembling Voln. There was a proliferation of undeath in the westerlands. Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies. It was many years before the founding of the k&#039;Tafali sect. The witch hunters of that age had no use for mercy, or for regarding the undead with compassion. Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.&lt;br /&gt;
&lt;br /&gt;
===(2) The Dark Path===&lt;br /&gt;
&lt;br /&gt;
But a little over &#039;&#039;six thousand years ago,&#039;&#039; following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north. The Dark Path was a theocracy in homage of Gosaena. It was a &#039;&#039;heterodox theology,&#039;&#039; in some ways similar to her Left Hand Path sect, but otherwise highly unusual. It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age. Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway. The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation. Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms. &lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void. To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic. Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia. He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness. Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession. He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps. It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions. He was a master of the black arts. But the corruption of this power was driving him mad. He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north. Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra. Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom. Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering. He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design. This commune with intense darkness caused Bandur to be frozen within solid ice. This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.&lt;br /&gt;
&lt;br /&gt;
===(3) The Broken Land===&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was &#039;&#039;a contemporary of Bandur, whom he had known&#039;&#039; from his earlier days. When his work had been recognized by the Order of Lorekeepers. Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the &#039;&#039;terrible wars&#039;&#039; of that period. While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur. It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality. The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region. This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot; It is rumored to be on the surface of the moon Lornon. Or perhaps below it. There may be a grain of truth in this as it is apparently an esoteric dimension. There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration. It is in the same vein as the heterodox theology of the Dark Path. The shrine there includes apocrypha &#039;&#039;depicting&#039;&#039; Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a &#039;&#039;shining trapezohedron,&#039;&#039; which is a siphon stone that concentrates power. It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power. The cultists were trying to make their own form of &#039;&#039;soul reincarnation,&#039;&#039; darkly mirroring the reincarnation of souls by Lorminstra. The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year. Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107. But the later work of Uthex was high necromancy.&lt;br /&gt;
&lt;br /&gt;
There was potential to &#039;&#039;transmogrify the soul&#039;&#039; into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood. In this way the Dark Path sought to ensure the reality of their depraved Death theology. They had twisted and perverted the work of Uthex into more dangerous forms. But his fellow Sages discovered that Uthex had gone quite mad, and slew him &#039;&#039;in -1,264&#039;&#039; with a devastating meteor swarm, destroying as many of his experiments and records as they could. There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists. These were astral fights as the portal had been sealed with powerful Runes of Warding. It was a cenobitic monastic order that would come to suffer from isolation and loneliness. The monastery was lost to history, not rediscovered until 5092. The monks had fallen to the very darkness they had struggled against.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IV.D  The Modern Age   (Last 5,000 Years)==&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos. Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood. The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years. In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire. This more human empire pushed the darkness back into the borderlands of the north and south. But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades. &lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841. The Faendryl assumed it was a minor border expansion at first, with fortifications built along &#039;&#039;&#039;the northern marches,&#039;&#039;&#039; from Tedronne &#039;&#039;&#039;near the Wizardwaste&#039;&#039;&#039; to Harald&#039;s Keep &#039;&#039;&#039;in the east.&#039;&#039;&#039; When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking. Sentinel Happersett went missing and suffered a horrifying fate worse than death.&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge. The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire. The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes. Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire. There has been a surge of greater dark powers since the failure of the Eye of the Drake. The Vvrael and Vishmiir wielded undead horrors. Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab. There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows. The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War. The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues. There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=OOC Disclaimers=&lt;br /&gt;
&lt;br /&gt;
===Author&#039;s Note===&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;first draft&#039;&#039;&#039; of a document that would have been proposed years ago if the Wordsmiths program were still running or player submissions were solicited on general subject matters. For this reason it reaches further than I normally would into &#039;&#039;embellishment.&#039;&#039; It is actually meant to be three documents in separate but interrelated volumes. With Wordsmiths having not been available, it was written in a form that would still be useful as a player character essay. Because it is so very long and systematic, I am belaboring this point for other players: &#039;&#039;&#039;&#039;&#039;Please do not try to treat, or cite, its contents as official lore!&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Ordinarily I would treat that as obvious and not needing saying, but in this case I want to give that special emphasis, because it inter-threads so many things that have only tacit or implicit lore. Parts of it might not even survive QC, or might need to be re-written or further developed, if it were sent through that process. This document is not necessarily static. I might amend it with updated versions to try to stay consistent with future developments.&lt;br /&gt;
&lt;br /&gt;
You can use it for your own RP and in-character perspective. Official documentation on theory of magic and cosmology and NPC black arts at this level of thoroughness is unlikely to ever be written. It is written from the character author&#039;s theory-laden and sometimes contrary perspective, so it is biased, and potentially wrong or disputable on points. There are some points that are wholly made up, since it was intended to eventually be a Wordsmiths document. These tend to be &#039;&#039;&#039;highlighted.&#039;&#039;&#039; It is historiographic, not historical. In other words it is interpretation and characterization of history, something like narrative categories which may be disputed as academic fictions. Much is interpretation to synthesize many strands of lore, which are embellishments and extrapolations, or attempts at reconciling inconsistencies and ambiguities. These are not necessarily correct, and may get contradicted later.&lt;br /&gt;
&lt;br /&gt;
There is an attempt to be approximately consistent (especially magic theory) with both DragonRealms and all time points of GemStone from 1989 through 2022, including the magic documentation on the play.net website that remains from Rolemaster Spell Law and everything related to the death mechanics, and trying to make a single coherent framework that works for both game mechanic and storyline premises. It de-emphasizes Luukos in favor of the many-sources-of-undeath in the Order of Voln messaging, along with de-emphasizing the most unrealistic aspects of the &amp;quot;Overview of Elanthian Magic&amp;quot; document. It interprets the death mechanics (including the Graveyard and Broken Land stories) from an IC perspective, but this aspect is especially vulnerable to future disruption, such as from Ebon&#039;s Gate festival storylines.&lt;br /&gt;
&lt;br /&gt;
It is written in a purely IC form of postulated conventions or theory, and abstracted historical or cultural tendencies, to give a narrativized layer of insulation of generalization to minimize inventing specific concrete details whole cloth. (For example, it mostly avoids inventing specific NPCs, cultures, religious orders, place names, and so on.) This means other PCs and NPCs may have different conventions and organization schemes, and may characterize the history and various other things differently. This way if things develop inconsistent with it, it just reduces its applicability and explanatory power. Future developments in GemStone may require significant revising or re-writing parts of it, especially if basic premises made in it become especially inconsistent with new documents. Because of this potential, it has version numbers.&lt;br /&gt;
&lt;br /&gt;
===Legal Disclaimer===&lt;br /&gt;
&lt;br /&gt;
Simutronics has my permission to use or adapt this work into a canonical version in the future without my involvement if I am no longer present. It was originally intended for Wordsmiths, which presently is still defunct. If I am still present, I may be able to provide extensive footnotes offering line-by-line justifications, explanations, and cross-references. It was written to be highly internally consistent, so changing parts of it may create conflicts.&lt;br /&gt;
&lt;br /&gt;
===Highlight Key===&lt;br /&gt;
&lt;br /&gt;
Full footnotes of explanations would make this unreadable and more than twice as long. I am using highlights to emphasize when things are especially fabricated. &lt;br /&gt;
&lt;br /&gt;
* Bold highlights are totally made up &amp;quot;facts&amp;quot; and not canon at all. These are mostly made up quotes or book titles, or hard statements about geography or history. &#039;&#039;(This is not implying non-bold text has zero invention in it. I do not bold things that are the author&#039;s views or theorizing.)&#039;&#039;&lt;br /&gt;
* Italic highlights are relatively strong embellishments or inferences to synthesize and make sense of disparate elements of the world setting. &#039;&#039;(This is not implying non-italic text has zero assumption or embellishment in it. For readability I mostly italicize the initial premise, not what follows from it.)&#039;&#039;&lt;br /&gt;
* Bold italics or obvious section title highlights do not mean anything. &#039;&#039;(Whole sections are only highly made up if there is seemingly nothing established about it.)&#039;&#039;&lt;br /&gt;
* The unhighlighted text is the IC author&#039;s biased view or interpretations, using his framework and conventions. It may be flawed or incomplete in various ways, or have more minor embellishments.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.1&amp;lt;br&amp;gt;&lt;br /&gt;
5/08/2023&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Protectorate&amp;diff=196350</id>
		<title>Protectorate</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Protectorate&amp;diff=196350"/>
		<updated>2023-05-07T21:33:39Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: empire and nation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Protectorates&#039;&#039;&#039; of the [[Turamzzyrian Empire]] are non-sovereign dependent territories under the protection of a feudal overlord. Protectorates are either in the form of an unincorporated territory, or incorporated lands temporarily without a vested ruler such as a Baron or higher lord. There is considerable range in how much local autonomy is allowed by the overlord, but even in the loosest cases this autonomy does not extend to acting against the will of the Empire. Protectorates may exist as unilateral decrees that require no consent. However, the protectorate is guaranteed that no foreign power may claim or annex it, being regarded as belonging to the sphere of influence of the Turamzzyrian Empire. This does not imply that the lands under protection may not in the future become incorporated, with the formation of a new Barony or transferring the lands to another ruler as expanded borders for their existing territory.&lt;br /&gt;
&lt;br /&gt;
Protectorates are distinct from Free Ports such as [[Solhaven]], or merely ignored backwaters such as River&#039;s Rest, which are also granted a degree of local autonomy. These remain part of the territory of vested feudal lords, such as Baron [[Dunrith Malwind|Malwind]] and Count [[Clarence Claybourne|Claybourne]]. Protectorates are also not colonies, which are direct possessions inhabited by imported foreigners, governed by a home territory. Protectorates will usually, but not always, be mostly governed by local rulers. They may be subject to some degree of indirect rule, if not outright dominion. They are not vassal states in their own right or protected states with their own sovereignty, but instead suzerainties without the right to deny the presence of imperial forces. While protectorates may be allowed to conduct their own trade relations, they will be intervened upon if they act contrary to the will of the Empire, especially in military or foreign affairs.&lt;br /&gt;
&lt;br /&gt;
==Turamzzyrian Protectorates==&lt;br /&gt;
&lt;br /&gt;
The following are examples of Turamzzyrian Protectorates in recent decades. By its nature these have been evolving political statuses. The protectorate of [[Talador]] involved significantly deeper commitment of resources and intervention than the protectorate of [[Wehnimer&#039;s Landing]], which the Empire has long deemed its sphere of influence but has not felt (with the notable exception of Baron [[Lerep Hochstib|Hochstib]]) worth the trouble of annexing its environs until recently.&lt;br /&gt;
&lt;br /&gt;
===Jantalar===&lt;br /&gt;
&lt;br /&gt;
The Barony of Talador had been seized in 5087 Modern Era by Baron Lerep Hochstib of [[Jantalar]], who also annexed the Barony of [[Mestanir]] in 5092 Modern Era, and was ruled by him until he was killed in 5103 Modern Era. His sister [[Delphinuria Hochstib]] was invested as Baroness of Jantalar in 5107 Modern Era by Emperor [[Aurmont Anodheles]]. The first act of Baroness Hochstib was a writ of [[Orders of the Turamzzyrian Empire#The Hedgewizards of Mestanir|relinquishment]] that renounced the claims of Jantalar upon Mestanir, which was followed by the Emperor investing his old friend [[Seurdyn Chydenar]] as Baron of Mestanir. However, Talador remained under the control of Jantalar for years longer than Mestanir, until the transition around 5113 Modern Era. &lt;br /&gt;
&lt;br /&gt;
While the term &amp;quot;protectorate&amp;quot; has not been seen used for Jantalar in the period between 5103 and 5107 Modern Era, and Jantalar was &#039;&#039;de jure&#039;&#039; a Barony, it could be plausibly argued that it was an incorporated territory and &#039;&#039;de facto&#039;&#039; protectorate until the restoration of its Barony. Similarly, one might argue the Barony of Darkstone is more truly an incorporated territory being carved out of the protectorate of Wehnimer&#039;s Landing, until Lord [[Elidal Dhenin]] is coronated Baron. But the word &amp;quot;protectorate&amp;quot; &#039;&#039;&#039;has not been used&#039;&#039;&#039; in these ways. In contrast the Barony of Talador was reduced in status &#039;&#039;de jure&#039;&#039; (though this term is also not used) to a protectorate of North Hendor in 5115 Modern Era.&lt;br /&gt;
&lt;br /&gt;
===Talador===&lt;br /&gt;
&lt;br /&gt;
Talador had a Dwarven population which significantly reduced over a few decades with the decline of the silver mine, which left the human population in control of much of the business and politics. Fear of humanoid attacks (such as orcs) led Talador in 5030 Modern Era to accept offers of protection from the Turamzzyrian Empire, but the Merchant Council of Talador went further and requested annexation. (This is a misuse of the word annexation, such an agreement should be called a cession. But this depends on the [[History of the Turamzzyrian Empire|characterization]] of [[Deinirius Antroydes]], who writes with sympathetic bias toward Jantalar.) The Empire established an imperial garrison in Talador to defend it from the orcs of [[Doggoroth Keep]]. The head of the Merchant Council at that time, [[Ciaran Donnebrugh]], was invested as Baron of Talador. However, this title had no importance within Talador, which remained effectively ruled by the Merchant Council. Thus, Talador was a Barony in name only, though the baronial title remained with the Donnebrugh family. However, the Donnebrugh line did not remain in leadership of the barony, and were not regarded as nobles by the other nobles in the north.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Annexation:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Baron Lerep Hochstib of Jantalar exploited this lack of noble leadership, asserting Talador as a land without nobility, and so in 5087 invaded and seized control of the silver mine. Without significant representation in royal courts or noble leadership, the Merchant Council was unable to gain support to withstand invasion by Jantalar. The Northern [[Imperial Sentinel|Sentinel]] in that period, Earl [[Kurdin V Weirlund]] of [[South Hendor]], expressed disapproval but allowed the incident to slide as it was a territory with no nobility. However, he ruled that any actions against lords in good standing with the empire would not be tolerated, which left Baron Hochstib only with control over Talador.&lt;br /&gt;
&lt;br /&gt;
Within a month of Earl Weirlund&#039;s death in 5092, which was shortly followed by the death of Emperor [[Hannelas Anodheles]], Baron Hochstib took advantage of the power vacuum to invade his other neighboring Barony of Mestanir. Emperor Hannelas had not appointed a Northern Sentinel prior to his death, and the newly ascended Empress [[Mynal&#039;lyanna Anodheles]] used this state of warfare to delay appointing a replacement, which is required within four years under the [[Rysus Codex]] unless the Empire is in a state of war. Consequently, Baron Hochstib then declared war on the Barony of [[Vornavis]] in 5096, which extended this delay further. &lt;br /&gt;
&lt;br /&gt;
Baron Hochstib and Empress Mynal&#039;lyanna have both been associated with Luukosian forces. It is worth noting that Sir Davard Priot of Talador at his trial believed the witch Raznel&#039;s dark magic was involved in the Jantalar aggression into Talador, and Raznel is known to have been involved with the Luukosians in the death of Mynal&#039;lyanna&#039;s siblings in 5092. Raznel was ultimately responsible for the annihilation of Talador in 5116 Modern Era with the formation of the [[Bleaklands]]. When Earl [[Eddric Jovery]] of [[North Hendor]] was made the Northern Sentinel by Emperor Aurmont in 5103 after the assassination of Empress Mynal&#039;lyanna, Jantalar was intervened upon, and &amp;quot;the mad baron&amp;quot; Hochstib was ultimately killed while pressing his attempted annexation of Wehnimer&#039;s Landing. Mestanir remained under the annexation of Jantalar until 5107, while Talador was annexed by Jantalar through the end of 5113.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restoration of Barony:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Northern Sentinel of the Empire, Earl Eddric Jovery of North Hendor, was tasked in 5113 Modern Era with traveling to Talador to oversee the transition of power from Jantalar back to Talador&#039;s own people. Earl Jovery declared Talador&#039;s Merchant Council to become a Noble Council, granted with more lands, influence and the ability to appoint their trusted mercenaries and warriors into Knights. The Northern Sentinel and the new Noble Council worked together to select Lord [[Kuligar Gardane]] to become the new Baron of Talador, set to occur during a month long festival in Talador. &lt;br /&gt;
&lt;br /&gt;
However, Kuligar was killed when thrown from his horse, and was replaced by the shapeshifter [[Deylan]] from Wehnimer&#039;s Landing. Deylan impersonated Kuligar up until the baronial coronation, seeking to use Talador to aid in the War of Shadows, when he was assassinated by the urnon golem [[Madelyne]]. This revelation of a failed usurpation resulted in a war between Talador and Wehnimer&#039;s Landing, with the Taladorian Guard sent by Interim Potentate of Talador, Lord [[Thermon|Thermon Chisholm]], the father of Kuligar&#039;s betrothed [[Cosima]]. Lord Thermon committed suicide when it was discovered he was in league with the witch [[Raznel]]. Sir [[Davard|Davard Priot]], Commander of the Taladorian Guard, was similarly corrupted. Davard was tried in Wehnimer&#039;s Landing and executed by a Second Watcher of the [[Church of Koar]] for his crimes. In this state of affairs Talador was bereft of military forces and once again relied upon Jantalar.&lt;br /&gt;
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&#039;&#039;&#039;Protectorate:&#039;&#039;&#039;&lt;br /&gt;
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Following the war between Talador and Wehnimer&#039;s Landing in 5114 Modern Era, the Northern Sentinel in early 5115 [[Cross Into Shadows - 2015-01-13 - Hendor Decree and the Burial of Walkar Wellington (log)|declared Talador]] to be a protectorate of the Earldom of North Hendor, with the laws of Talador becoming the laws of North Hendor. In this way the nobles of North Hendor were to rule over the peoples of Talador, granted dominion over it and its lands. This was to remain until the Earl of North Hendor felt Talador was mature enough to be self-governing, and would then nominate a Baron of Talador pending the acceptance of that nomination by the Emperor. This is illustrative of a protectorate that is incorporated territory in possession of the Empire and without local autonomy, though it borders on making Talador into a Hendoran colony. It is an unusual situation in that Talador was legally a Barony, but in practice was effectively only a protectorate with an imperial garrison as it had no Baron or other nobility.&lt;br /&gt;
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However, Prelate [[Chaston Griffin]] of the Church of Koar would take over Talador in the year 5116 Modern Era, his forces slaying the governing Lords of Hendor. This was under the false pretense of Hendor trying to rebel and break away from the Empire. He installed a Council of the Upright to rule Talador, which was endorsed by Baron [[Spensor Caulfield]] of [[Bourth]]. The Prelate declared a crusade, and his crusaders were made invincible with [[Everblood]]. His [[Orders of the Turamzzyrian Empire#The Blameless|Blameless]] crusaders then invaded the city of Lolle in North Hendor, and arrested Earl Jovery, who was eventually rescued by adventurers from Wehnimer&#039;s Landing. Chaston had declared himself the Northern Sentinel. The Emperor ordered him to release Jovery and his followers to back down, with the full backing of the Patriarch of the Church of Koar, which Chaston responded to by declaring both of them to be apostates and called for the purification of the Empire.&lt;br /&gt;
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When Chaston Griffin ultimately fell in Talador, he detonated an obelisk of blood marble he had intended for Tamzyrr, which was infused with cursed blood (by the witch Raznel) from an unnatural plague affecting half-elves. The magical explosion transformed most of Talador into a wasteland known as the [[Bleaklands]], though there are refugees from its outlying regions and pockets of preserved land known as the [[Bleaklands#Tears of Koar|Tears of Koar]]. (Illistim aid for these refugees resulted in the [[Valley of Gold]] treaty of friendly relations between Emperor Aurmont and [[Ta&#039;Illistim Monarchs|Argent Mirror]] [[Myasara]] in 5119 Modern Era.) Talador is presumably still, technically and now indefinitely, a protectorate under Earl Jovery. Though the Hendoran lords governing it are all dead and most of the region is a demonic wasteland. Refugees from Talador are among the settlers being sent from 5122 Modern Era onward to populate the newly annexed [[Barony of Darkstone]].&lt;br /&gt;
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===Wehnimer&#039;s Landing===&lt;br /&gt;
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Wehnimer&#039;s Landing was founded in the untamed wilderness by [[Rone Wehnimer]] in 4892 Modern Era. Imperial expedition scouts of the northern seas discovered the krolvin holding of [[Glaoveln]], and the Empire sent three emissaries to the krolvin as a sovereign nation to propose peace and trade in 4926 Modern Era. These emissaries passed through Wehnimer&#039;s Landing. The krolvin returned the three emissaries in six sacks, along with a war party that laid siege on the Landing, as well as the northern coasts including [[Solhaven]] and [[Brisker&#039;s Cove]]. The krolvin forces descended into arguing over succession after their war leader was slain by [[Talbot Dabbings]] as the gates of Wehnimer&#039;s Landing were breached, and then broke apart and retreated when imperial reinforcements from Empress [[Geleena Anodheles]] arrived two days later. Most of the krolvin were driven back off the mainland of the continent in general.&lt;br /&gt;
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Wehnimer&#039;s Landing was founded to be a trade center for the [[Darkstone Bay]] region on the road to the heart of the Turamzzyrian Empire. It is located on the edge of the northern marches of the Empire, thus with early precedent of imperial protection from Tamzyrr. Around the year 5095 Modern Era, Baron Lerep Hochstib held more provincial designs, turning his annexations northwest. He sought to take Wehnimer&#039;s Landing as an unclaimed territory without its own nobility. Sir [[Maldon Wellesbourne]] of Jantalar founded the [[Order of the Silver Gryphon]], thus establishing a minor nobility of knighthood, in the vicinity of Wehnimer&#039;s Landing to thwart and delay the legal claims of Baron Hochstib.&lt;br /&gt;
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&#039;&#039;&#039;Early Protectorate:&#039;&#039;&#039;&lt;br /&gt;
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This conflict would eventually culminate in the use of [[Mandis Crystal]]s in the north by Baron Hochstib during the War of Nations in 5103 Modern Era. Requests for aid from Wehnimer&#039;s Landing were made to Baron [[Dunrith Malwind]] of Vornavis. The newly appointed Northern Sentinel, Earl Eddric Jovery of North Hendor, sent Hendoran soldiers to intervene in protection of Wehnimer&#039;s Landing. Though there were locals who slew hundreds of the assisting forces, regarding them as foreign invaders themselves. While Earl Jovery at that time asserted in the court of Vornavis that he regarded Wehnimer&#039;s Landing as a region beyond the boundaries of the Empire and &amp;quot;largely&amp;quot; to be left to its own devices and own defense, and a future amiable neighbor to the northern marches, these events were the seeds of the Empire recognizing in force of arms that the environs of Darkstone Bay are a protectorate of it.&lt;br /&gt;
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The Turamzzyrian Empire has regarded Wehnimer&#039;s Landing as its sphere of influence for essentially the whole existence of the Landing. The status of being a &amp;quot;protectorate&amp;quot; evolved from the acts of intervention where the Empire protected Wehnimer&#039;s Landing from annexation, and thereby establishing that such claims would not be allowed in mutual obligation. This &amp;quot;de facto&amp;quot; status soon became &amp;quot;de jure&amp;quot; with formal declarations.&lt;br /&gt;
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&#039;&#039;&#039;Formal Protectorate:&#039;&#039;&#039;&lt;br /&gt;
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Within a decade of the [[War of Nations]], the Turamzzyrian Empire began formally declaring Wehnimer&#039;s Landing to be a Turamzzyrian Protectorate, holding a &amp;quot;unique status&amp;quot; of local autonomy due to its distance from the Empire. When the Interim Mayor of Wehnimer&#039;s Landing in 5111 Modern Era, [[Barnom Slim]], was abusing imperial knights the word of it reached back to Earl Jovery. He issued a decree at the time asserting that as a protectorate of the Empire, Wehnimer&#039;s Landing is obligated to govern itself in accordance with the will of the Empire, which is the condition of its internal governance being suffered. Its independence would be ended if it acts in direct defiance of the Empire and imperial Orders, resulting in a swift reprisal and great increase in imperial presence in the region. This may have been the first explicit statement that the &#039;&#039;de facto&#039;&#039; &amp;quot;independence&amp;quot; of Wehnimer&#039;s Landing is only tolerated on condition of good behavior.&lt;br /&gt;
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In the year 5114 Modern Era under Mayor [[Walkar Wellington]], the shapeshifter Deylan impersonated Lord Kuligar Gardane, attempting to usurp the throne of the Barony of Talador. This began as an accident from Deylan attempting to spy on Kuligar, who was killed when his horse was startled by Deylan. Deylan killed the only witness and shifted into the form of Kuligar, impersonating the future Baron with his knowledge from spying. Walkar reluctantly but knowingly allowed Deylan to continue impersonating Kuligar, seeking to use Talador&#039;s resources to aid in the War of Shadows, which he claimed was only meant to be temporary. This was discovered when Deylan was killed and resulted in a war between Talador and Wehnimer&#039;s Landing. Earl Jovery would not assist either side in the conflict, though he strongly urged Talador to seek some other redress, and ordered the Order of the Silver Gryphon to stand down (which they disobeyed.) The Earldom of Estoria was also sending forces north to the Landing over its own grievances, but the Emperor redirected most of them against the krolvin armada of [[Kragnack]]. Earl Jovery directed Vornavis to fight the krolvin, while Hendor and Jantalar would focus on aiding Mestanir from monsters. The increasing seriousness of problems arising out of the Landing, affecting the Empire proper, incited increased imperial intervention through the perceived need for it.&lt;br /&gt;
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&#039;&#039;&#039;Reduced Autonomy:&#039;&#039;&#039;&lt;br /&gt;
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Following the end of the War of Shadows, Earl Jovery declared Talador to be a protectorate of the Earldom of North Hendor, while Wehnimer&#039;s Landing as a protectorate of [[Tamzyrr]] was to be kept on a shorter leash. This was in no small part due to the causes of the Talador war, and various residents of the region having been involved in the assassination of [[Berniah Kestrel|the Earl]] of [[Chastonia]]. There were also many other recent incidents such as the murders of Grand Magister [[Tayeros]] and inquisitor [[Rinhale Hurrst]] of Estoria, Councilman [[Stephos DeArchon]] selling weapons to the krolvin at war with the Empire, harboring [[Elithain Cross]] supporters involved with the chimera in Mestanir, and the crimes of the [[Brotherhood of Rooks]] including the death of Cosima. [[Grishom Stone]] had also very recently escaped from his imprisonment in Wehnimer&#039;s Landing through alchemical trickery.&lt;br /&gt;
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Sir [[Thadston Andrews]] was tasked with constructing a Hendoran fortress outpost next to Wehnimer&#039;s Landing, which had originally been planned to only be an embassy. As Commander of the Hendoran outpost, Sir Thadston would on his own authority send raids into the tunnels under the Landing to go after the Brotherhood of Rooks. Mayor [[Puptilian (prime)|Puptilian]] unsuccessfully sought to unilaterally increase the legal jurisdiction to wider surrounding lands. While the Empire refers to Wehnimer&#039;s Landing as the protectorate, and that it is allowed to govern itself, in practice it treats the &amp;quot;environs&amp;quot; as part of its claim and denies that Wehnimer&#039;s Landing has any ultimate authority over those lands. &lt;br /&gt;
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Though it is called the Hendoran outpost, and Sir Thadston was [[Orders of the Turamzzyrian Empire#The Order of Llaestal&#039;s Guard|a knight]] of Hendor, as a protectorate of Tamzyrr it was possible for high station nobles from other regions of the Empire to use their influence to become Commander of the outpost. In the year 5117 Modern Era the outpost was governed by Grand Magister [[Dennet Kestrel]] of the [[Hall of Mages]], a member of the ruling family of Chastonia, but not in the ruling line of the Earldom. Following the death of Dennet, the commander from 5118 Modern Era was Lord [[Breshon Caulfield]], the son of Baron Spensor Caulfield of Bourth. (Neither Chastonia nor Bourth are under the overlordship of the Northern Sentinel, but Hendoran knights remain and the outpost is ultimately under the authority of the Northern Sentinel.)&lt;br /&gt;
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In the year 5118 Modern Era, while [[House Vaalor]] was suffering from the effects of a magical winter, the Mayors of Wehnimer&#039;s Landing and [[Icemule Trace]] offered material aid. While this was declined, High Lord Chamberlain [[Retassal|Retassal er&#039;Anlan Vaalor]] called the Mayors to meet, seeking formal apologies and recompense for past grievances. This resulted in unlimited and perpetual freedom of [[The Icemule Trace and Ta&#039;Vaalor Military Accord#Icemule Trace Mayor Tawariell and the Meeting with High Lord Chamberlain Retassal of Ta&#039;Vaalor (Koaratos 5118)|military access]] in the region of Icemule Trace, though this is not being exercised &#039;&#039;de facto&#039;&#039; as of Fashanos 5123. With Wehnimer&#039;s Landing the Chamberlain demanded the &amp;quot;return&amp;quot; of the wrongfully held Elven village settlement next to the Red Forest. This was implicitly a direct challenge to the status of Wehnimer&#039;s Landing and its environs as a Turamzzyrian protectorate, as it was treating Wehnimer&#039;s Landing as the ruler of a sovereign nation. The historical basis of this demand was dubious at best. While the town council of Wehnimer&#039;s Landing would ultimately not allow Mayor [[Lylia (prime)|Lylia Rashere]] to give that settlement to House Vaalor, and conversely would not assert any right to refuse it to House Vaalor (instead asserting it has no claims on that land), the Empire through Breshon Caulfield of Bourth gave that one parcel of land to the Elven Nations and reasserted its imperial protectorate claim on the region along with a warning against any further encroachment. When Breshon eventually returned to Bourth for his ill father, his younger sister Lady [[Larsya Caulfield]] of Bourth (having been cured of her own illness in late 5118) was left in &amp;quot;command&amp;quot; of the Outpost, though largely because she has repeatedly refused to return to Bourth.&lt;br /&gt;
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Later in 5118 Modern Era than the Elven village dispute, the lords of [[Idolone]] in Estoria sent warships to the Landing for [[Praxopius Fortney]], as well as funding warship construction in Wehnimer&#039;s Landing for an assault on Glaoveln. In the subsequent year, Wehnimer&#039;s Landing was [[Witchful Thinking|struggling]] to end Raznel, and then the blight she left behind. Following the destruction of Raznel, Earl Jovery in early 5120 Modern Era installed [[Cordarius]] as Regional Envoy of Wehnimer&#039;s Landing, unilaterally imposing a voting member of the local government and the town&#039;s foreign ambassador. This was announced by Lord Breshon Caulfield, who was at that time still present as the Commander of the imperial outpost. In the view of Earl Jovery there have been bad actors arising from both the Landing and the Empire, and such interventions are benign alignments of their common interests against villains, rather than assertions of dominion.&lt;br /&gt;
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Wehnimer&#039;s Landing was engulfed in a civil war of violent factions in the following year, ultimately leading to the [[Darkstone Bay Consortium|propertied interests]] in town overthrowing Mayor [[Leafiara (prime)|Leafiara]] under the leadership of [[Amos]]. In this period it was decided that most of the environs of Wehnimer&#039;s Landing south of the [[Locksmehr River]] were to be annexed to form the Barony of Darkstone. Lord [[Elidal Dhenin]] was chosen to be invested as Baron, having come from a highly wealthy and connected family in [[Riverwood]], and as a childhood friend of the ruling family of Bourth (who control the imperial outpost by Darkstone Bay.) Though this would not be announced until almost two years later in late 5122 Modern Era. Responding to a letter from Lord Elidal on behalf of the town council in [[North By Northwest - 2023-01-28 - The Earl Unfurls (log)#Earl Jovery&#039;s Letter|early 5123]] Modern Era, Earl Jovery refused to revoke the protectorate, and explicitly stated a list of rights and limitations and responsibilities for Wehnimer&#039;s Landing as a protectorate of the Empire. Part of this was removing Cordarius as Regional Envoy, allowing the town to choose its own envoys again, but with explicit restrictions on what they may do with foreign governments. Elidal had previously stated that the Hendoran outpost served a unique purpose for its time, but that it will be repurposed for the Barony of Darkstone. Mayor Thadston had also [[North By Northwest - 2023-01-15 - Freepudiation (log)#Thadston&#039;s Announcement|reasserted]] the Landing as a protectorate two weeks earlier.&lt;br /&gt;
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==Legal Status==&lt;br /&gt;
The legal status of a &amp;quot;protectorate&amp;quot; is inbetween that of unclaimed territory and a fully vested feudal realm of the Empire. Feudal realms have a limited form of sovereignty in that their feudal lords are largely allowed to govern their own territories as they wish and have rights under the Rysus Codex. The terminology of &amp;quot;incorporated&amp;quot; and &amp;quot;unincorporated&amp;quot; territory &#039;&#039;&#039;has not been used,&#039;&#039;&#039; but they are useful for clarifying the meaning of the concept. Incorporated dependent territories are subject to the laws of the Empire, such as when Hendor replaced the nobles of Talador with its own lords, and supplanted its own laws with the laws of Hendor. In spite of not being fully vested subdivisions of the Empire. &lt;br /&gt;
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Unincorporated territories in contrast have some limited degree of independence from imperial law. Their residents are not considered citizens of the Empire (though such a protectorate could theoretically exist with partial citizenship), but the residents may become deemed criminals of the Empire depending on their actions. The feudal overlord will assert the right to rendition committers of imperial crimes, such as when Earl Jovery sent Hendoran soldiers in 5114 Modern Era to take possession of the arrested interim mayor Stephos DeArchon, which was not resisted by the town government of Wehnimer&#039;s Landing. Though they might allow the imperial criminal to be tried locally in individual cases.&lt;br /&gt;
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===Unofficial Terminology===&lt;br /&gt;
While the word &amp;quot;protectorate&amp;quot; has been used and has historical meaning, there is other terminology for characterizing dependent territory that has not been explicitly used. Other kinds of dependent territory, such as &amp;quot;Crown dependencies&amp;quot;, could exist but have not been defined. These terms are being used here to keep concepts distinct, but should be treated with caution having not been used (or in some cases used but not necessarily used carefully) by NPCs:&lt;br /&gt;
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* &#039;&#039;&#039;unincorporated:&#039;&#039;&#039; Unincorporated territory is a way of designating land in the possession of a power that is not an integral part or subdivision of that power&#039;s territorial integrity, and which is only partially subject to the laws of the possessing power. Residents may or may not have a limited form of citizenship as subjects of the possessor. It might be considered indirect possession, or merely controlling interest, if there is allowance of &amp;quot;independence.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;incorporated:&#039;&#039;&#039; Incorporated territory is similar to the concept of unincorporated territory, except it is direct possession, and non-sovereign integral territory that in principle is fully subject to the laws of the possessor. Residents will have some degree of citizenship as subjects of the possessor. It might also be used to characterize integral territory that is temporarily not fully vested. While incorporation as integral territory can be treated as distinct from &amp;quot;a possession&amp;quot; and dependency, as a &#039;&#039;convention&#039;&#039; we are using it here to emphasize being &amp;quot;a territory&amp;quot; in ceded or annexed land and not &#039;&#039;fully&#039;&#039; a member of the empire in its legal powers. It is effectively a dependency within the sovereign power.&lt;br /&gt;
* &#039;&#039;&#039;dependent:&#039;&#039;&#039; Territory that &amp;quot;belongs to&amp;quot; some other power which it is not &amp;quot;part of&amp;quot;, though in a hierarchical system they may both be integral territory to some higher sovereign. Edicts were made on inter-territorial relations in the wake of Hochstib&#039;s annexation of Talador, but without a Northern Sentinel this did not stop him. Strictly speaking, it is possible to have &amp;quot;dependent sovereign nations&amp;quot; within a country when absorbed by treaty, such as a tribal nation independent of the other subdivisions but not independent of the highest sovereign authority. This does not exist in the Turamzzyrian Empire. The Sea of Fire is inhabited by Tehir tribes, for example, but claimed by the County of Seareach.&lt;br /&gt;
* &#039;&#039;&#039;integral:&#039;&#039;&#039; The land which is &amp;quot;part of&amp;quot; a sovereign power and regarded as its own territorial integrity.&lt;br /&gt;
* &#039;&#039;&#039;de facto:&#039;&#039;&#039; What is true &amp;quot;in fact&amp;quot; and in practice, regardless of legal status or formal recognition. (Often used for emphasis when not de jure, but they are not actually opposites.)&lt;br /&gt;
* &#039;&#039;&#039;de jure:&#039;&#039;&#039; What is claimed &amp;quot;by right&amp;quot; in legal status or formal recognition, regardless of whether it is true in practice or fact. (If it is not really true in practice or fact, it may be a legal fiction or &amp;quot;useful fiction.&amp;quot;)&lt;br /&gt;
* &#039;&#039;&#039;annexation:&#039;&#039;&#039; The compulsory acquisition of land into the territorial integrity of a possessing power, either expanding the borders of an existing authority or making a new integral subdivision. Annexation is a word for involuntary actions, often illegal and violent, but not necessarily by conquest. It may be acting upon a recognized sovereign state, or exploiting a secession, or it may involve asserting a territory was unclaimed. In principle it would also be a form of annexation to remove the recognized governments of a territory and turn them into some form of dependent territory, especially if the new government is a colony or becomes a dominion of the possessing power. Forming a vassal state through regime change to enforce a sphere of influence is closely related, but not quite the same as annexation as the puppet regime or more compliant government keeps nominal sovereignty over its borders.&lt;br /&gt;
* &#039;&#039;&#039;unclaimed:&#039;&#039;&#039; Unclaimed territory or &amp;quot;nobody&#039;s land&amp;quot; means the land is not claimed by anyone with legal standing (e.g. imperial nobility) or a recognized sovereign power and thus may be acquired by occupation. It is not the same thing as uninhabited land or land with no &amp;quot;claims&amp;quot; on it, and might even refer to a territory that is a sovereignty dispute between imperial powers. The indigenous population of unclaimed land, if such exist, are not recognized as sovereign by imperial powers. The land may be characterized as having no &amp;quot;civilized&amp;quot; inhabitants or having no meaningful state or being insufficiently self-governed or otherwise bereft of lordship.&lt;br /&gt;
* &#039;&#039;&#039;claim:&#039;&#039;&#039; The legal authority over an interest asserted by a sovereign power, whether or not it has de facto exercise of it. This is completely distinct from any notion of private property &amp;quot;claims&amp;quot; such as prospecting or homesteading. There can be multiple inconsistent claims of legal authority over the same territory, property, or interests. The precise legal status of a claimed, but not directly possessed, territory may be ambiguous. Especially if it is disputed.&lt;br /&gt;
* &#039;&#039;&#039;empire:&#039;&#039;&#039; Empires consist of an aggregation of multiple countries or kingdoms integrated under a single ruler or oligarchy, and generally consist of heterogeneous nationalities, ethnicities, races, religions with unequal power or legal status. They are usually a contiguous territory which is ruled from a metropolitan capital, with hierarchical control over the absorbed territories and overlapping jurisdictions. Overseas empires are instead called thalassocracies. Empires with excessively devolved or relinquished powers, and overly equalized or decentralized rights of citizenship or self-governance by constituent identity groups and tribal sovereignties, may become empires in name only, such as a federation of autonomous states or loose confederation of city-states or commonwealth with an elected emperor by the constituent rulers. Empires might also break apart into more homogeneous nation states, which tends to be an unstable international order over the long run, where another empire forms from nations engaging in imperialism to increase their own land and power and resources. They might also fragment into regional empires if too much power is concentrated in the provinces outside the original capital. Rulers of nations might also mischaracterize themselves as empires with emperor titles out of self-aggrandizement and overstatement of their power.&lt;br /&gt;
* &#039;&#039;&#039;nation:&#039;&#039;&#039; Nations are a homogeneous identity grouping based on factors such as shared ethnicity, race, culture, language, and religion. Nation states are countries where the state is contiguous with the nation, though nationals may reside elsewhere in a diaspora, and a nation state might claim some degree of jurisdiction on its expatriate nationals. When sovereign states relinquish jurisdiction over nationals within their borders to foreign nation states, this legal immunity of those foreign subjects from the country&#039;s own courts and laws is known as capitulation. This is something that happens to empires that allow too much self-governance to their constituent nationalities. Nationalism is generally the notion of nations having the right to self-determine their own sovereignty. However, nation states may eventually turn into empires by dominating their neighbors, through various kinds of imperialism.&lt;br /&gt;
* &#039;&#039;&#039;colony:&#039;&#039;&#039; Colonies are lands dominated by foreign immigrants, usually referring to dependent territories who owe allegiance to another ruling state (the colonizing power), which are neither incorporated territories of that state nor are vassal states in their own right. Such a territory is generally a direct possession and owes obedience to colonial governors or possibly military occupation. Though a colony might eventually become a dominion or try to become an independent nation. Independent colonies might become subject to repatriation claims.  &amp;quot;Colony&amp;quot; might also be used to refer to imperial possession and governance over a purely foreign territory. But this would be a contentious usage of the word. Imperial powers are more likely to use a word like &amp;quot;protectorate&amp;quot; for such situations. Protectorate claims may act as placeholders for greater interventions later, serving to deny the right of other powers to make claims on it.&lt;br /&gt;
* &#039;&#039;&#039;dominion:&#039;&#039;&#039; Internally governed states where the head of state is the ruler of another country, where multiple dominions are separate but have the same liege lord or monarch. Imported rulers or governors may &amp;quot;hold dominion&amp;quot; over such states for the sovereign.&lt;br /&gt;
* &#039;&#039;&#039;indirect rule:&#039;&#039;&#039; Dependent territories with indirect rule have native governments which de facto are the mediators of rule by foreign agents, such as imperial advisors or chartered companies, as opposed to &amp;quot;direct&amp;quot; dominion by imported imperial governors. In extreme cases of intervention such a protectorate is essentially a colony.&lt;br /&gt;
* &#039;&#039;&#039;amical:&#039;&#039;&#039; Protectorates or even almost sovereign states with the protection of a much greater power, often for the purpose of countering a rival of that power, with very little sacrifice or imposition on the protected state other than consistent foreign policy. Amical protection is generally rooted in strategic or moral justifications, and guarantees the integrity of a state which cannot credibly defend itself from the rival power.&lt;br /&gt;
* &#039;&#039;&#039;cession:&#039;&#039;&#039; The voluntary incorporation of a territory into the rule of a possessing power, whether as a dependent territory or integration as a subdivision of that power. Though this may happen under duress as a de facto annexation. Ceded lands can happen in many ways, such as land grants, land sales, dowries, relinquishing claims, appeasements, and border changes as terms in treaties. Treaties can even make unusual situations such as joint control of territory in sovereignty disputes, or allowing occupation and control of territory by a foreign power without ceding sovereignty. In the latter case there may be leases over territory with unilateral options to renew.&lt;br /&gt;
* &#039;&#039;&#039;secession:&#039;&#039;&#039; Separation by a territory from its possessor, most likely regarded as illegal by the possessor. Secession may be used as a de jure smokescreen for annexation, often on premises of irredentism or repatriation. Secession usually refers to the separation of an integral territory, whether federated subdivisions or unitary rule, rather than a dependent possession declaring independence which is instead &amp;quot;decolonization.&amp;quot; Sovereign powers usually make secession illegal. However, seceded territories may be legitimized through recognition by other sovereign powers, as sovereignty is a state of diplomatic relations which should not be confused with assertions of self-determination.&lt;br /&gt;
* &#039;&#039;&#039;sovereignty:&#039;&#039;&#039; The ultimate legal authority over a territory within recognized borders. Sovereignty has essentially no meaning if it is not recognized both de facto and de jure by other powers. Sovereignty of a territory might also be recognized by one imperial power as a useful fiction for subverting the sovereignty or sphere of influence of another imperial power over that territory without fully committing its own resources and claims to it. Sovereignty may also exist in limited form within subdivisions below the higher authority. When a territory disputes itself as sovereign, while another power regards it as integral territory, the latter may refer to the former as an &amp;quot;errant province.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;self-determination:&#039;&#039;&#039; When some group identity asserts it has the right to declare its own sovereignty, whether or not this is recognized by other sovereign powers. When not legitimized by other powers, this is likely to be a situation of sovereignty dispute or civil war, especially when occurring in claimed lands which are sovereign under the self-determination of some other identity or doctrine of authority. This could be seeking either secession or revolution.&lt;br /&gt;
* &#039;&#039;&#039;jurisdiction:&#039;&#039;&#039; Jurisdiction refers to the legal authority granted by a sovereign power to some institution (e.g. criminal courts) for enforcing laws. Territorial jurisdiction applies to all within relevant borders, whether residents of that polity or foreigners with fewer rights. Sovereign powers might claim jurisdiction over their nationals outside their own territory, or upon nationals of other territory who are harms or threats to themselves. It is not necessarily the case that one may evade jurisdiction by leaving a territory or living in exile if the power is not bound by treaty or willing to force the matter. Extradition refers to cooperative transfers of jurisdiction, but rendition may also be involuntary or hierarchical.&lt;br /&gt;
* &#039;&#039;&#039;autonomy:&#039;&#039;&#039; Some degree of self-governance and local legislative authority of a territory, which is conceptually distinct from the power of sovereignty. Domestic law jurisdiction might only be held within the walls of a city-state, for example, while a claim of sovereignty by that same city-state might mean being the ultimate authority over surrounding territory, where those local laws are not enforced or other cities and settlements may exist with their own laws. Autonomous regions may be either integral or dependent territories. &amp;quot;Free ports&amp;quot; are a special case of this, generally referring to special economic zones, with advantageous trade and tax exemptions that may be revoked.&lt;br /&gt;
* &#039;&#039;&#039;devolution:&#039;&#039;&#039; Delegation of legislative authority to territories that increases their autonomy, but may be temporary or rescinded by the sovereign power, whereas federal subdivisions of a state or their ruling nobility may have inherent powers and rights that cannot be revoked. Devolved powers retain the unitary authority of the sovereign.&lt;br /&gt;
* &#039;&#039;&#039;ecclesiastical:&#039;&#039;&#039; Without separation of church and state, a church may have its own legal authority, enforcing &amp;quot;ecclesiastical&amp;quot; laws of the clergy. Church leaders may even defy the temporal feudal rulers. In the Turamzzyrian Empire under the Rysus Codex, the Emperor is supreme over the Patriarch (whose authority comes from imperial grant), selecting the head of the Church of Koar from the Presbyters. This has been defied on occasion historically. Each imperial territory has its own Prelate chosen by the Patriarch, wielding the local authority of the Church of Koar, and the Church of Koar has enforced its own laws in the protectorates.&lt;br /&gt;
* &#039;&#039;&#039;sphere of influence:&#039;&#039;&#039; The influence, sway, or even dominance over another territory or even sovereign state by a greater power, up to the most extreme case of de facto control of that state, possibly in spite of nominal recognition of sovereignty as a useful fiction. Formal alliances by themselves do not imply being part of a sphere of influence. Spheres of influence of sovereign powers are generally to the exclusion of the influence of other sovereign powers.&lt;br /&gt;
* &#039;&#039;&#039;suzerainty:&#039;&#039;&#039; The de facto condition of foreign policy control of a territory by a greater power, with only technical independence and self-rule by the local government, whether or not this is the result of a treaty or a de jure assertion of protectorate status. Suzerains may only be interested in their sphere of influence, denying the claims of others, or they may have more possessing interest. Suzerainties may be vassal states with nominal sovereignty.&lt;br /&gt;
* &#039;&#039;&#039;alliance:&#039;&#039;&#039; Formal military alliances (de jure) between two powers are either mutual defense pacts (binding each other to aid when the other is at war), non-aggression pacts (agreeing by treaty to not attack each other), or ententes (relatively informal treaties of friendly relations with an agreement to consult and cooperate with each other especially during crisis.) The word &amp;quot;alliance&amp;quot; may be used informally or as propaganda by an imperial power to characterize its suzerainty over a vassal state or dependent territory or its dominance over states in its sphere of influence. Alliances between significantly unequal powers may have unequal influence, with the more powerful ally controlling the weaker to some extent. But a formal alliance may be hazardous to the greater power, as the weaker power may compel the greater into wars. Such situations of perverse incentives are called &amp;quot;the tail wagging the dog.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;realm:&#039;&#039;&#039; Subinfeudated division of the territorial integrity of a monarchy, ruled by a noble with some rank of investiture (i.e. ranging from Baron to Duke.) These have sometimes been called the imperial &amp;quot;provinces&amp;quot;, which generically avoids a specific rank such as &amp;quot;baronies.&amp;quot; &amp;quot;The realm&amp;quot; in the context of a monarch may refer to all territory held by the crown, including dependent territory, rather than just the kingdom itself (i.e. the lands held in demesne by the liege lords and the fiefdoms held by vassals.) Depending on context &amp;quot;the realms&amp;quot; might even refer only to such possessions. &amp;quot;The provinces&amp;quot; in yet another usage might refer to all of the outlying territory away from the urban capital.&lt;br /&gt;
* &#039;&#039;&#039;subject:&#039;&#039;&#039; Those who are &amp;quot;subjects of&amp;quot; the authority of a sovereign in the context of a monarchy, which is distinct from more voluntary associations of rights and responsibilities such as &amp;quot;citizen&amp;quot; or more specific hierarchical ranks. In the real world usage this is historically complex and arises out of feudalism, originating in involuntary and perpetual allegiance to the monarch, but evolving over the centuries. Foreign aliens could be declared &amp;quot;denizens&amp;quot;, essentially permanent residents with non-hereditary status, with only some of the rights of subjects. Colonists would have a more limited subject status within the colony, but not throughout the empire nor with its right of abode in the homeland. Protectorate residents had even less status as &amp;quot;protected persons.&amp;quot; Eventually &amp;quot;subject&amp;quot; and &amp;quot;citizen&amp;quot; became roughly synonymous. The word &amp;quot;citizen&amp;quot; has broad and somewhat vague usage in the [[History of the Turamzzyrian Empire#Timeline of Events|Turamzzyrian history]] documentation, but it was explicitly stated that non-humans were citizens but &amp;quot;not full citizens&amp;quot; when Chaston&#039;s Edict still existed. The precise relationship of the various existing mechanical town citizenships with Turamzzyrian &amp;quot;imperial citizenship&amp;quot; is ill-defined, while their rights and &amp;quot;subjecthood&amp;quot; should probably vary with their idiosyncratic histories in the Rysus Codex. Institutions such as the Church of Koar importantly have their own jurisdiction spanning across territories.&lt;br /&gt;
* &#039;&#039;&#039;vested:&#039;&#039;&#039; Invested feudal lords have been granted title and lands by a higher imperial authority and have special legal status as nobility. Investiture is the transferring of a fief by an overlord to a vassal, generally following an homage ceremony. Integral territories may temporarily be not fully vested if there is not a coronated ruler for those lands, and the absence of nobility in a realm may open the way to claims by nobles in other territory. High born nobility have hereditary imperial ranks with rigid rules of succession (or nomination in the absence of heirs with councils of baronets or viscounts), while the lesser nobility such as chevaliers and knights raised from the baseborn are almost always non-hereditary, with any lands returning to the liege lords upon their deaths. Incorporated territory will generally become a vested realm, being known as &amp;quot;imperial territory&amp;quot; and having imperial citizens.&lt;br /&gt;
* &#039;&#039;&#039;vassal:&#039;&#039;&#039; The feudal subject of a liege lord (suzerain), in exchange for a fief, with mutual obligations between each other. Such a fief is most likely subinfeudated land in the territorial integrity of a monarchy, but could be other revenue generating property or rights or offices held &amp;quot;in fee&amp;quot; or fealty by the vassal. By pure analogy, &amp;quot;vassal states&amp;quot; outside such a territorial integrity may be &amp;quot;suzerainties&amp;quot; of greater powers, where the literal and metaphorical usages should not be confused.&lt;br /&gt;
&lt;br /&gt;
===Non-Sovereignty===&lt;br /&gt;
&lt;br /&gt;
There is no allowed distinction between the enemies of a protectorate and the enemies of the Turamzzyrian Empire. In this sense the protectorate is not allowed to conduct its own foreign policy, except for trade agreements that do not subvert the security or interests of the Empire. Protectorates are also not at liberty to have the tail wag the dog, so to speak, by causing conflicts with other governments and hiding behind the protection of the overlord. The Northern Sentinel declined to protect Wehnimer&#039;s Landing or aid Talador in their war of 5114 Modern Era. With a foreign power the Empire would intervene on behalf of the protectorate, but forcing the Empire into such a conflict would likely result in increased imperial intervention, and the reduction or outright revocation of independence. Generally speaking, the &amp;quot;independence&amp;quot; granted to a protectorate is conditional, and may be revoked. &lt;br /&gt;
&lt;br /&gt;
Though the non-imperial government is allowed its own defenses, and may be assisted in conflicts by imperial orders, this does not imply recognition as a sovereign military. While the residents of such a protectorate may not be imperial citizens by default, they might be permitted to enlist in the imperial military. This has been seen in Lord Elidal Dhenin&#039;s suggestion that some citizens of Wehnimer&#039;s Landing may one day be members of the army of the Barony of Darkstone. The history of the Order of the Silver Gryphon is notable as well, founded as men-at-arms by Sir Maldon in the unclaimed territory, and later invested as [[Prestige and Prejudice in the Empire - On Imperial Rank and Titles#Knight Errant|Knights Errant]] by Baron Malwind or Knights of the Empire by Earl Jovery.&lt;br /&gt;
&lt;br /&gt;
The protectorate is not in general allowed to secede or deny its protectorate status, especially if it is the result of a unilateral imposition of imperial writ. In principle a territory might become a protectorate by relinquishing any claim to sovereignty through a cession treaty with agreed upon rights, which may have essentially been what the Empire was offering Talador in 5030 Modern Era, but its merchant council chose instead to become the Barony of Talador. In the protectorate period of Talador prior to the Atonement purge, Prelate Chaston Griffin exerted ecclesiastical legal authority. Sir Davard Priot of Talador was previously tried in Wehnimer&#039;s Landing, partly for violating the laws of the Church.&lt;br /&gt;
&lt;br /&gt;
The Empire is unlikely to recognize the surrounding lands of an unincorporated territory as belonging to the (non-imperial) local government, or falling under its legal jurisdiction, as the lands of a protectorate are not permitted to be claimed by any non-imperial entity. This is a distinction between the way the government of Wehnimer&#039;s Landing is treated, for example, and the way the merchant council of Talador had imperial granted authority over that territory until it was removed from power by the Northern Sentinel in 5115 Modern Era. In his decree of 5123 Modern Era, for instance, Earl Jovery asserted he had never sent troops to occupy the lands or garnish the resources of Wehnimer&#039;s Landing, while just three months prior he had annexed most of the land immediately to the south. By its very nature this implies the Empire does not regard Wehnimer&#039;s Landing as possessing the lands in its vicinity. Thus, the guarantee that Wehnimer&#039;s Landing has &amp;quot;the right to not be absorbed into imperial territory&amp;quot; refers only to the town itself, with all of the surrounding land potentially subject to future incorporation or annexation if allowed by the Emperor.&lt;br /&gt;
&lt;br /&gt;
===Official Rules===&lt;br /&gt;
&lt;br /&gt;
While this only refers to the protectorate of Wehnimer&#039;s Landing, the decree of Earl Jovery in 5123 Modern Era explicitly illustrates the legal meaning of the word protectorate:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=landingprotectorate /&amp;gt;* The protectorate status of Wehnimer&#039;s Landing remains unchanged and shall not be revoked.&lt;br /&gt;
* Non-imperial entities or governments are disallowed from laying claim to any territory within or around Wehnimer&#039;s Landing. This includes the presence of any foreign military, such as outposts or armies. Such advances will be viewed as an act of war.&lt;br /&gt;
* The formation of the Barony of Darkstone shall never result in the future annexation of Wehnimer&#039;s Landing, affording the town the right to not be absorbed into imperial territory.&lt;br /&gt;
* The town of Wehnimer&#039;s Landing will be officially recognized to govern itself independently, in both the creation and management of their laws and leadership, without any interference or influence from imperial entities, so long as said regulations do not run contradictory to the established laws, well-being and interests of the Turamzzyrian Empire.&lt;br /&gt;
* Threats, dangers, and enemies of Wehnimer&#039;s Landing shall also be designated at the same status level within the Turamzzyrian Empire. Furthermore, the Empire shall defer to Wehnimer&#039;s local laws and defense measures first but will respond accordingly in relation to the severity of the threat to imperial interests.&lt;br /&gt;
* Likewise, adversarial organizations, armies, or governments officially identified as threats to the Turamzzyrian Empire will also be subject to the same status level within Wehnimer&#039;s Landing, affording the Empire the right to extradite imperial criminals to face trial and justice within their borders.&lt;br /&gt;
* Imperial citizens found guilty of crimes or corruption operating within the walls of Wehnimer&#039;s Landing shall be subject to imperial justice and will no longer be provided safe haven for abusive or criminal behavior. Crimes of imperial citizens within Wehnimer&#039;s Landing, at the discretion of the Northern Sentinel, may be tried and punished within the jurisdiction of Wehnimer&#039;s Landing&#039;s courts.&lt;br /&gt;
* Additionally, Wehnimer&#039;s Landing shall be free to conduct trade as an independent government, allowing them autonomy in their economic matters, so long as said contracts do not negatively harm or undermine the interests and well-being of the Turamzzyrian Empire, or are entered into agreement with imperial-designated adversarial organizations or governments.&lt;br /&gt;
* The imperial position of Regional Envoy of Wehnimer&#039;s Landing shall be vacated at the end of Charlatos, 5123, and at the prior approval of the mayor shall henceforth be doubled in capacity, serving for terms of two-year cycles. It is now established that no official governing or advisory position within Wehnimer&#039;s Landing shall be held by any non-citizen of the town.&amp;lt;section end=landingprotectorate /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Declarations==&lt;br /&gt;
&lt;br /&gt;
The following are statements or imperial writ on the subject of the protectorates. There is no actual quote here for it from 2003, but the Empire is supposed to have declared Wehnimer&#039;s Landing its protectorate in 5103 Modern Era.&lt;br /&gt;
&lt;br /&gt;
===5103===&lt;br /&gt;
&lt;br /&gt;
Prior to the death of Baron Hochstib, Earl Jovery explained his expectation of Wehnimer&#039;s Landing being left to be &amp;quot;largely&amp;quot; independent, and remaining outside the Empire&#039;s northern borders as an &amp;quot;amiable neighbor.&amp;quot; This is significantly short of ceding any future claims to the north, or the Landing having sovereignty, and arguably is an assertion of amical protection. In the surrounding context Vornavian and Hendoran forces had just intervened on behalf of Wehnimer&#039;s Landing, and some of them had been killed as invaders by some people (including Cemb who was about to get banished) in the Landing. This was on [[2003-08-03 - Baronial Court Session (log)|08/03/5103]] in Vornavis court shortly after the destruction of the Mandis crystals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Cemb asks, &amp;quot;Earl Jovery, given the recent changes and such, and your appointing of knights sworn to you and the empire, I would ask how you view the Landing at this time, still wilds or as your territory, and or how you would see it in the future?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eddric nods to Cemb.&lt;br /&gt;
&lt;br /&gt;
Eddric stands up.&lt;br /&gt;
&lt;br /&gt;
Eddric says, &amp;quot;I view the town of Wehnimer&#039;s Landing and it&#039;s environs as a region beyond the boundaries of the Empire and largely left to its own devices and its own defence. I expect to see it in the future as an amiable neighbor to the Northern Marches of the Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cemb asks, &amp;quot;That is a change from what I have heard in the past and it is refreshing if it is truelly ment. My second question would be related to that, when do you forsee Solhaven being freed once again from your rule and put back into the rightful merchant hands it has always been trusted in?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eddric says, &amp;quot;That is up to the Emperor to decide. The Freeport status of the town was revoked in reaction to the Empress&#039; assassination. It rests with the Emperor to change that status when he sees fit.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===5111===&lt;br /&gt;
This is from Earl Jovery on [[Beyond the Arkati/saved posts#From His Excellency, Earl Eddric Jovery.., 11/17/2011|11/17/5111]] concerning no tolerance for abuses on imperial knights, and asserting the conditionality of the Landing&#039;s self-governance:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;From His Excellency, Earl Eddric Jovery, Regarding the Protectorate of Wehnimer&#039;s Landing &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recent and disconcerting rumors have spread through the Empire regarding the Turamzzyrian Protectorate of Wehnimer&#039;s Landing. These rumors have centered around the expulsion of the Order of the Silver Gryphon from the aforementioned town. While We fully expect that these rumors are nothing more than the product of overactive imaginations and careless tongues, We find the very thought of such an act intellectually offensive as well as contrary to the good order and discipline of a Turamzzyrian Protectorate.&lt;br /&gt;
&lt;br /&gt;
Therefore, let us make ourselves scintillatingly clear: the town of Wehnimer&#039;s Landing is an interest of the Empire with unique status due to its distance from the civilized heart of the Empire. As such, it has been suffered to maintain its own internal governance, with the expectation that said governance make decisions in accordance with the will of the Empire.&lt;br /&gt;
&lt;br /&gt;
Should We determine that the town of Wehnimer&#039;s Landing has acted in direct defiance of the Empire or any Imperial Order, reprisal shall be swift and terrible.&lt;br /&gt;
&lt;br /&gt;
However, as We remain certain that there is little truth to this rumor, We shall not bestir our august personage to travel northward at this time. We expect confirmation within fourteen days that the source of these rumors has been squelched. Should this confirmation not arrive promptly and with ample verification, the independence of Wehnimer&#039;s Landing shall be promptly reconsidered, and a greater Imperial presence will be dispatched to the area.&lt;br /&gt;
&lt;br /&gt;
His Excellency Eddric Jovery&lt;br /&gt;
Defender of the Faith&lt;br /&gt;
Earl of North Hendor&lt;br /&gt;
Northern Sentinel of the Turamzzyrian Empire&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===5113===&lt;br /&gt;
There was an inquisition led by Lord [[Rinhale Hurrst]] of Estoria, also known as &amp;quot;The Bluecoat&amp;quot;, in Wehnimer&#039;s Landing [[Cross Into Shadows - 2013-12-21 - Exploding Orbs (log)|beginning]] in late 5113 Modern Era. There had been reports of krolvin assaulting imperial ships while avoiding others, and it was thought the krolvin were being funded or even commanded by a powerful interest in the town. Rinhale was thus focused on investigating the leadership of Wehnimer&#039;s Landing. It would turn out Councilman Stephos DeArchon, an exile from Estoria and an old enemy of Rinhale&#039;s, was arming the krolvin with weapons. Rinhale questioned a large number of people in Wehnimer&#039;s Landing, and stated that it was expected they would comply with him.&lt;br /&gt;
&lt;br /&gt;
Mayor Walkar Wellington eventually demanded the town militia must be present for questioning of town citizens, while Rinhale would maintain that the town leaders were prolonging his investigation by delaying their meetings with him. Rinhale then disappeared and turned out to have been murdered by a shadowy figure while having a secret lover&#039;s tryst with [[Alendrial DeArchon]]. It was discovered by studying his [[black coral amulet]] that he was murdered by [[Madelyne]] the urnon golem, and that he was making a skewed report to some higher imperial authority. Black coral amulets are warped scrying talismans made with demonic blood magic and forbidden under Turamzzyrian law.&lt;br /&gt;
&lt;br /&gt;
===5114===&lt;br /&gt;
Earl Jovery mentioned the allowance of self-governance of the Landing when addressing the inquisition by Rinhale of Estoria on 01/08/5114:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Earl Jovery Addresses Inquisition &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recent word has been received regarding the formal imperial inquisition underway in the Turamzzyrian Protectorate of Wehnimer&#039;s Landing regarding ties to a substantially increased threat from krolvin fleets. In recent years, there has been much troubling news originating out of Wehnimer&#039;s Landing, who has been afforded a unique position to govern themselves due to the distance from our borders, and the good will of the Empire.&lt;br /&gt;
&lt;br /&gt;
Given the delicate situation, We strongly recommend Lord Rinhale Hurrst to speed along his research and return home so that any findings of his investigation can be weighed in on. Likewise, We encourage the local authorities of Wehnimer&#039;s Landing to willingly comply with their imperial guest, while still undertaking lawful matters to protect their citizens.&lt;br /&gt;
&lt;br /&gt;
We remind all parties involved that a threat to the Turamzzyrian Empire is a threat to the world.&lt;br /&gt;
&lt;br /&gt;
His Excellency Eddric Jovery&lt;br /&gt;
Defender of the Faith&lt;br /&gt;
Earl of North Hendor&lt;br /&gt;
Northern Sentinel of the Turamzzyrian Empire&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Following Rinhale&#039;s death, and Talador seeking vengeance over Kuligar, Earl Jovery issued an imperial decree on 03/19/5114 on the protectorate of Wehnimer&#039;s Landing and his intent to bring its leadership in better alignment with the interests of the Turamzzyrian Empire:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Earl Jovery Addresses the North &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We are not without pause or great concern in regards to the Tragedy of Talador and the role the leaders of Wehnimer&#039;s Landing have played in it. It is of no surprise that We receive more and more news from Wehnimer&#039;s Landing, none of which bring any good light to the town beyond our borders. Actions that We cannot allow to be ignored.&lt;br /&gt;
&lt;br /&gt;
Estoria sails under a call to arms for justice, and We will not act to deter their resolve. We will not however support unnecessary war in the north, when our greater enemies grow more dangerous and bold during our squabbles. By imperial decree, We command Vornavis to set its sights to the seas and prepare for escalating krolvin conflicts. We hereby command Talador to reconsider its quest for revenge, yet offer our sympathy for their loss. More blood will not wash out the stains of tragedy. We will not act to prevent, but nor will we support any crusade, and instead will seek future measures to bring the leadership of the protectorate of Wehnimer&#039;s Landing into better alignment with the interests of the Turamzzyrian Empire. In addition, We have dispersed Hendoran resources to aid Mestanir in its troubles along its border.&lt;br /&gt;
&lt;br /&gt;
Regardless of what is to come, We command the knights of the Order of the Silver Gryphons to stand down, deeming their involvement in any conflict as additional complications in an already fragile situation.&lt;br /&gt;
&lt;br /&gt;
Signed,&lt;br /&gt;
&lt;br /&gt;
His Excellency Eddric Jovery&lt;br /&gt;
Defender of the Faith&lt;br /&gt;
Earl of North Hendor&lt;br /&gt;
Northern Sentinel of the Turamzzyrian Empire&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then on 08/13/5114 there was an OOC post from GM Kenstrom referring to a letter sent by Earl Jovery to Wehnimer&#039;s Landing, which was received by the town marshal, informing the protectorate that Hendoran soldiers led by Sir Thadston were being dispatched to take possession of Stephos DeArchon for trial in Tamzyrr (who had recently been arrested locally for it while being the interim mayor after Alendrial outed him.) This would have been extraordinary rendition if the Landing were sovereign, or at least coerced rendition, but only extradition if it is a protectorate of the Empire. Judge [[Renpaw]] was presented with the letter and put up no resistance to the imperial decree:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
This morning it was learned that a letter had arrived a few days ago from Earl Jovery, the Northern Sentinel at the desk of the town marshal [[Khylon]] in Wehnimer&#039;s Landing. The letter originally went unnoticed as Khylon is still nearly incapacitated from a disease he was stricken with at the end of the Talador war, and [[Thrayzar]] has been serving in his role, but quite preoccupied in training and recruiting the local militia. Councilman [[Juramis]] and Thrayzar became aware of the letter this morning and shared the details of its contents.&lt;br /&gt;
&lt;br /&gt;
The letter held the seal of the Earl Eddric Jovery of Hendor, the Northern Sentinel and informed the protectorate of Wehnimer&#039;s Landing that days ago a small detachment of Hendoran soldiers had set out for the town in order to provide a secured escort of the criminal Stephos DeArchon to the capital of Tamzzyr to face charges and a trial for his involvement in funding and arming the krolvin threat menacing the Empire. The Hendoran soldiers are being led by Sir Thadston, a high ranking official in the Hendoran Guard. They are expected to arrive as early as this evening.&lt;br /&gt;
&lt;br /&gt;
After Judge Renpaw was presented with the Earl&#039;s message, he offered up no resistance to releasing Stephos to the fate of an imperial trial, having seen enough of imperial justice in the last few months.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Slightly earlier in Lumnea 5114 following the climax of the violence between Talador and the Landing, Sir [[Davard|Davard Priot]] was captured outside the orphanage in Wehnimer&#039;s Landing. Davard had come into league with the witch Raznel after the murder of Cosima by Drangell, and would reveal her father Thermon&#039;s involvement with Raznel during his trial. Judge Renpaw petitioned Earl Jovery to hold the trial of Davard in Wehnimer&#039;s Landing, where he was being charged with imperial crimes of necromancy and blood rituals in aiding the witch. Earl Jovery allowed the trial to be held in the Landing, but required two other judges to be appointed by himself. &lt;br /&gt;
&lt;br /&gt;
One of these was Grand Magister Pylasar of the Hall of Mages, who it would later be understood was involved with his own crimes with Raznel. At the suggestion of Baroness Delphinuria Hochstib of Jantalar, the third judge was the bastard son of Baron Lerep Hochstib, her nephew [[Lheren Hochstib]] who was a Second Watcher of the Church of Koar. This was a case of an imperial citizen being allowed to be tried in the Landing for breaking imperial laws. The trial of Davard took place over several nights with many witnesses. Davard was declared guilty and then burned at the stake by Lheren Hochstib.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lheren Hochstib:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sir Davard Priot you are hereby accused of association with forbidden magic, specifically for your involvement with the witch Raznel and her necromancy and blood rituals. These deplorable acts are seen as grave affronts to both the Church of Koar and the Turamzzyrian Empire. &lt;br /&gt;
&lt;br /&gt;
Such crimes can be punishable by death. &lt;br /&gt;
&lt;br /&gt;
You have bared witness to three evenings of your trial, as many were brought before the court to testify for, or against you. You have heard the allegations, and now you will be presented with your chance to refute those claims, or admit your guilt. &lt;br /&gt;
&lt;br /&gt;
Are you prepared to speak then to the charges? Bear in mind, that Koar above watches and will judge your words, should you speak anything but the truth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===5115===&lt;br /&gt;
Earl Jovery ordered the construction of a Hendoran fortress outpost next to Wehnimer&#039;s Landing on [[Cross Into Shadows - 2015-01-13 - Hendor Decree and the Burial of Walkar Wellington (log)|01/13/5115]], partly due to the town harboring many of the assassins of Earl Kestrel of Chastonia from 08/02/5114:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Thadston removes a sealed scroll from his cloak, breaking the seal, and slowly rolling it open.&lt;br /&gt;
&lt;br /&gt;
Thadston clears his throat.&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;By Decree of the Lord Sentinel of the North, Earl of North Hendor, and Lord Protector of the Broken Kingdom and by grant of his Imperial Majesty, Emperor Aurmont Chandrennin Anodheles, Lord Jovery hereby orders the following:&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;That, the Barony of Talador, immature in its nobility and inexperienced in its pride, shall be deemed a protectorate of the Earldom of North Hendor. So as the laws of North Hendor, so shall be the laws of Talador, so as the good nobles of North Hendor rule wisely with approval of the Sun Throne, so shall they now rule wisely over Talador and her people, and all this shall remain until the time arrives when the Earl of North Hendor nominates the barony as adequately prepared to rule herself to His Majesty, and His Majesty grants such nomination.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;That, among the principled Lords of Hendor who shall be granted dominion over Talador and her lands, Sir Thadston, raised to the Order of Llaestal&#039;s Guard, shall forthwith be sent to the northern lands under the claim of the Sun Throne, and there build and command, an outpost in the Landing of Wehnimer, protectorate of Tamzyrr, gateway of the North, and so shall remain at said outpost until a time deemed proper by the Sentinel Jovery, Earl of North Hendor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;That, in augment to the soldiers of Hendor, who shall be under the command of Sir Thadston at said outpost, there shall be the knights of the order formerly recognized by the Sun Throne, now stricken from the tomes of Immuron, the Order of the Silver Gryphon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;By command of his Imperial Majesty, all oaths and services of such knights as made previous to the Baron Dunrith Malwind, the Swan Lord, shall be as if they were made to Lord Jovery, Earl of North Hendor. So proclaimed by His Majesty, so it was and now shall be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;In recognition for prior chivalry and noble sacrifice, of misplaced obedience in the orders of chastened parties, these knights will be granted the right to pay homage to the Northern Sentinel or to such representative as the Earl selects.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;At such time as the Lord Sentinel of the North chooses, Earl Jovery of Hendor may nominate said knights to be released of their obligations, that the Order of the Silver Gryphon shall be written anew in the tomes of Immuron, and trusted once again as loyal servants of the Sun Throne.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;So it is ordered, so it is decreed, and so it shall be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston rolls up his parchment, stuffing it into his cloak.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Phoenatos 5114 Modern Era, Grand Magister [[Tayeros]] of the Hall of Mages arrived in Wehnimer&#039;s Landing to apprehend and interrogate suspects in the murder of Earl Berniah Kestrel of Estoria, with Tayeros being a mentalist and a brutal torturer. Tayeros was murdered. His mind was destroyed in a raid led by [[Nysina]] and others. Later in 5115 Modern Era, Lord [[Brieson Cassle]] of the Hall of Mages tracked down many of the assassins of Earl Kestrel, and had their flesh burned with the Pariah&#039;s Brand. He also ascertained the demise of Tayeros. His report on 05/23/5115 recommended increasing tariffs on the protectorate of Wehnimer&#039;s Landing to recover expenses for the damages caused in Chastonia:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Late this evening, Lord Brieson and his sister Lady Soffeia returned to Wehnimer&#039;s Landing after traveling to the coast of Tamzzyr to conclude their research of Earl Kestrel, by visiting the ruins of Kestrel Keep. His full report was kept in secrecy and sent back to the Hall of Mages, but he was able to share some statements about his findings and consequences to those determined to be guilty in the assassination of Earl Kestrel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the eve of the 2nd of Phoenatos, in the year 5114, a Nalfein airship carried a number of anti-imperial criminals who successfully carried out an assassination plot against Earl Berniah Kestrel of Chastonia. This mission was orchestrated by Elithain Cross, and commanded by the Nalfein mercenary Nysina. Many of these assassins have scattered to far reaches of Elanthia, while others still operate beyond imperial jurisdiction.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Since my assignment to this task, I have questioned many people that our organization was informed of who might have been involved, and many denied their deeds, while others accepted responsibility. I have interrogated countless citizens and adventurers in and around Wehnimer&#039;s Landing, and through the course of my inquiries the information slowly narrowed, eventually cutting through the manipulated deceptions and failed attempts to escape justice. To further solidify my work, and in turn conclude the investigation, my sister and I traveled to the ruins of Kestrel Keep, where the Earl himself was murdered and many of his staff and guards were killed in the onslaught from both assassins and powerful golems.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Using what skills and magic I have at my disposal, I have gleaned all of the identities and actions of those involved in this crime. These pariahs of the Turamzzyrian Empire are forever disparaged in the eyes of the Sun Throne, viewed as the harshest of outlaws, banished from imperial borders and subject to persecution and death should they find themselves within the Empire&#039;s jurisdiction again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Those known as the disdained are as follows; Turinrond, Drektor, Aeavenne, Malik, Bellaja, Sareja, Songar, Masrath, Shimmerain, Maiehia, Rhayveign, Mystiq, Rinswynd, Qistra, Aureate, Fealoke, Kuthar, Raidmeyn, Anyauma, Lehna, Varsric, Daiyon, Madmountan, Rekarth, Darcthundar, Varucca, Ridic, Deckits, Archales and Altheorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As noted, many of these names have gone underground or otherwise fled, hoping to escape the might of Turamzzyrian justice, while many others find sanctuary among shadows in the town of Wehnimer&#039;s Landing. In the coming days and weeks, under my orders, the Disdained shall be hunted down, their flesh marked with the Pariah&#039;s Brand of the Turamzzyrian Empire. There shall be bounties upon their heads within the Empire, and their presence within imperial provinces will subject them to imperial justice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Many will ask, even among my own peers, why these outlaws are not dragged from their homes and hiding to be made to suffer for their crimes. To which I will answer now and again when needed, that the circumstances surrounding their involvement were questionable. It was now of my understanding that before their sins against the Sun Throne, these pariahs were misguided into offering a blood oath to Elithain Cross, a powerful sorcerer and enemy of the Empire before his demise. In the honor of reasonable justice, control might not have always been their luxury.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But regardless, their actions do not excuse them from justice. Their flesh shall bear the mark of their deeds, and should their feet tread upon imperial soil again, their deaths will be swift, which is more mercy than they deserve for such a folly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;While we do not wish to strain relationships with Wehnimer&#039;s Landing at this time, I am making a recommendation to those provinces that do business with the frontier town, that tariffs be increased in order to collect financial compensation from the imperial protectorate to fund both repairs and reconstruction of Kestrel Keep, and obligatory donations to the families of those who lost loved ones in the attack. Furthermore, I recommend to the fair leaders and upstanding citizens of Wehnimer&#039;s Landing, that these imperial criminals within your midst be judged in your eyes as well, may the doors of your Great Houses turn them away and may your merchants extract justified costs for their offenses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;While this concludes my investigation into the murder of Earl Kestrel, my work in Wehnimer&#039;s Landing is far from finished, as I turn all of my focus into the events, and those involved, in the escape of Grishom Stone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Signed this Feastday, the 23rd of Ivaestaen in the year 5115,&lt;br /&gt;
&lt;br /&gt;
Lord Brieson Cassle&lt;br /&gt;
Hall Adjudicator&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===5116===&lt;br /&gt;
This is an OOC recap of the [[Eyes of the Dawn#Phoenatos - The Eyes of the Dawn: 1. Without A Prayer|Atonement purge]] of the Hendoran nobles on 08/28/5116, who were ruling the protectorate of Talador, and their replacement by Taladorians loyal to Prelate Chaston Griffin:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Church bells rang out from the High Temple of Koar in Talador. Just days ago, a new era of leadership and a revival of faith were forever crystallized into history in the Barony of Talador. Many citizens of Talador, and those of faith, witnessed a spectacular event known as the Atonement. Upon the high perch of the Temple, [[Drangell]] was brought before a host of Blameless crusaders.&lt;br /&gt;
&lt;br /&gt;
Drangell was once a mercenary in the employ of the Turamzzyrian Empire, and then went on become one of the most notorious criminals the imperial provinces had known. For a time, he was seen as one of Talador&#039;s greatest enemies for his involvement in the murder of Cosima. Because of such, Drangell had been captured and encapsulated inside of one of the Hall of Mages&#039; bane coffins, where he was kept safe and unable to harm others. The coffin, with Drangell inside, was transported to Talador as a peace offering from Wehnimer&#039;s Landing, handing over Cosima&#039;s killer to the people who deserved justice.&lt;br /&gt;
&lt;br /&gt;
As it turned out, Prelate Chaston Griffin and his disciples often visited the confined Drangell, offering daily prayers and vigils before the coffin, hoping in good time that the light of Koar would reach out to the madman&#039;s heart. Weeks ago, Prelate Chaston had Drangell released, and he was greeted with mixed emotions by the people of Talador, but many fears were quieted when the Prelate revealed that Drangell had converted to Koar and was now a devout follower, and in time would make amends for his sins by offering up his atonement. &lt;br /&gt;
&lt;br /&gt;
Such an atonement did in fact take place, when priests of Koar issued up a mass prayer before Drangell spilled his own everlasting blood, over and over, filling anointed chalices with his life&#039;s fluid. In turn, these cups of blood were passed among the ranks of the Blameless, bestowing Koar&#039;s gift of [[Everblood|immortality]] upon his most fervent and righteous followers. Drangell then took his new place as an appointed Commander of the Blameless, taking on the title of Wrathbringer. &lt;br /&gt;
&lt;br /&gt;
Shortly after the Atonement, the faithful of Talador rose up and wrestled power away from the Lords of Hendor. For almost two years, Hendor has ruled over Talador in the aftermath of the War of Shadows, until a time when Talador could prove themselves and rule once more. After recent revelations (or rumors) of Hendor trying to break free from the Turamzzyrian Empire, and undermine many of their supposed allies in the process, Talador sought to put an end to such attempts and regain control of their lands. Official reports out of Talador claim that the Lords of Hendor were offered a chance to surrender or leave, but instead chose violence, and so they were dealt with accordingly. &lt;br /&gt;
&lt;br /&gt;
In the wake of Talador&#039;s new rise to power over its own lands, there were seven nobles of Talador who aligned themselves as a measure of interim leadership, calling themselves the Council of the Upright. They have declared Talador free of Hendoran rule and have renewed their pledges to the God-King, declaring the worship of [[Koar]] as prominent in the region, and that followers of [[Lornon]] shall be put to death. Furthermore, the Council has, with the backing of Prelate Chaston Griffin, reintroduced the imperial laws of Chaston&#039;s Edict, even declaring half-elves and half-krolvin as abominations and would face justice as such. &lt;br /&gt;
&lt;br /&gt;
The following day, Baron Spensor Caulfield of Bourth, who currently resides in the Hendoran Outpost near Wehnimer&#039;s Landing, also dispatched a series of letters. One letter expressed open support of Prelate Chaston and the Council of the Upright in Talador, publically offering the Barony of Bourth&#039;s support in Talador&#039;s latest actions. A second letter was dispatched to Emperor Aurmont in Tamzzyr, requested an impartial investigation into the evidence and claims of Hendor trying to break free of the Empire, and undermine Bourth in the process. The Baron stressed the importance of Bourthian wood to the Empire&#039;s capital as a main supply of lumber for their shipwrights and demanded an escalated response. &lt;br /&gt;
&lt;br /&gt;
Adding to the war of words, Earl Jovery released a public statement denying the allegations of Hendor trying to rebel against the Sun Throne and blamed overzealous politics and faith for the recent influx of rumors. The Earl of North Hendor went on to explain that he would gladly travel to Tamzzyr to address any questions or concerns and reinforce his loyalty to the Sun Throne. The Earl has also requested consequences to be dealt out for what he described as Talador&#039;s slaughter of their Hendoran brothers. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, reports have already circulated about multitudes of Blameless already on the march in various directions, prepared to carry out the work of the God-King.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Prior to the Atonement purge, Prelate Chaston Griffin was executing heretics as sinners using his ecclesiastical legal authority, compelling them mentally to confess their sins. These were worshippers of other gods, regardless of their pantheon. While this was sometimes within Talador, his Blameless crusaders often travelled to other imperial territories, including the Citadel near River&#039;s Rest with its shrine of [[Aiea]]. Chaston by this time had thousands of Blameless crusaders, and would ultimately defy the imperial nobles, arresting Earl Jovery and declaring himself the Northern Sentinel. Emperor Aurmont Anodheles ordered the release of Earl Jovery, reaffirming Jovery as the Northern Sentinel, and threatened to send the imperial army after Chaston and his crusaders if they did not stand down. This was with a majority backing of the Council of Lords as well as the Patriarch of the Church of Koar. Prelate Chaston responded by saying the Cult of Luukos had infiltrated the highest levels of the Empire, that the Emperor and Patriarch had rejected the Light of Koar, and called on followers to rise up throughout the Empire. Chaston was then acting in an entirely illegal way.&lt;br /&gt;
&lt;br /&gt;
===5118===&lt;br /&gt;
The Town Council of Wehnimer&#039;s Landing issued a declaration that it denies having a territorial claim to the Elven Village, which House Vaalor demanded the Landing return as compensation for their being [[All the Lich King&#039;s Men#Jan 2013|assaulted]] by Barnom Slim and for [[Star of Khar&#039;ta#May 2012|the death]] of Illistim scholars due to krolvin after being arrested by Mayor Walkar Wellington. These events were half a decade earlier. At the time of this declaration, Thadston was no longer a knight, and was the Marshal of Wehnimer&#039;s Landing which was a member of the Town Council:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The following documents are on thicker stock, one of them a rough parchment and the other thick vellum. They bear writing in two distinctive hands.&lt;br /&gt;
&lt;br /&gt;
The recent demand disguised as a request by House Ta&#039;Vaalor for Wehnimer&#039;s Landing to surrender any claims to the Elven Village by the [[Red Forest]], in recognition of the development of a new elven outpost has been considered and debated at length among the Town Council. At this time, the Town Council has voted and declared that the town of Wehnimer&#039;s Landing has no territorial claim to the Elven Village. We do however have a distinct duty to protect the lives of noble and innocent allies in the region.&lt;br /&gt;
&lt;br /&gt;
To that end, Wehnimer&#039;s Landing supports [[Ta&#039;Vaalor]] and its cousins in their construction of an elven outpost near or in the village. Furthermore, Wehnimer&#039;s Landing hopes that this mutual agreement of the importance of such an undertaking helps to further solidify open and abundant trade between the west and east.&lt;br /&gt;
&lt;br /&gt;
While we do not control the land in question, we are concerned with the wellbeing of the red elves who call it home. As such, should the red elves agree to Ta&#039;Vaalor&#039;s request, then we will honor it with no disagreement. Should the red elves not wish to be among a new outpost, then we politely request an appropriate time frame to help move the red elves to a more suitable location acceptable to them and the life and protections they&#039;ve experienced thus far.&lt;br /&gt;
&lt;br /&gt;
We look forward to the presence of a considerable ally in the region and welcome the trade and enrichment that both cultures can bring to one another.&lt;br /&gt;
&lt;br /&gt;
Lord Thadston. &lt;br /&gt;
Marshal of the Landing Militia&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Simultaneous with this declaration by the town council on 08/16/5118, Lord Breshon Caulfield of Bourth (then the Outpost commander and before becoming Baron of Bourth) issued a decree on behalf of the Empire, granting the Elven Village to the Elven Nations but reasserting the protectorate claim on Wehnimer&#039;s Landing and its environs:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
As a son of Bourth, I am no stranger to the culture and heart of the elves. I have grown up with the sun in my face, and the lush stretch of [[Wyrdeep]] at my back. I have seen firsthand the struggles that intolerance bring, and the tragedy of hatred festering in the hearts of both man and elf. In contrast, I have seen the overwhelming beauty when those things do not exist. Our future is ours to decide. Unity and trust are ours to take, casting aside war and fear.&lt;br /&gt;
&lt;br /&gt;
When corners of the Empire heard of Ta&#039;Vaalor&#039;s plan to erect an outpost at the elven village on the western side of the spines, it was met with a range of responses as one can imagine. I have been given full authority to speak as the prominent noble in the area, and who better to judge such actions and reactions than a child of Bourth. &lt;br /&gt;
&lt;br /&gt;
A Caulfield.&lt;br /&gt;
&lt;br /&gt;
But while we have an eye to the future, we can never lose sight of the past. Compassion is not the absence of caution. As acting commander of the imperial outpost in the protectorate of the Turamzzyrian Empire, I officially declare recognition of the [[Elven Nations]] right to construct an outpost at the Elven Village in the shadow of the Red Forest. We welcome the chance for trade and camaraderie not to be broken by an expanse of ice and rock.&lt;br /&gt;
&lt;br /&gt;
But make no mistake. While this development is agreeable, any further encroachment or advancement of influence in the region of Wehnimer&#039;s Landing and its environs, widely known as a protectorate of the Empire, will be considered an act of aggression and dealt with appropriately.&lt;br /&gt;
&lt;br /&gt;
By my hand, &lt;br /&gt;
Lord Breshon Caulfield of the Barony of Bourth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Around this same time and later into that year, &amp;quot;The Alchemist&amp;quot; Praxopius Fortney involved significant naval forces from Estoria along with Wehnimer&#039;s Landing, pursuing an assault on Glaoveln and the krolvin warlord Kragnack. Praxopius had been brought in by Lord Breshon Caulfield to help cure his sister Larsya, but Praxopius had long-standing ulterior motives and was mainly interested in weaponizing the poison in her blood. This was done by Wehnimer&#039;s Landing without consulting the Northern Sentinel, and it is unclear what permissions were sought by Praxopius. Lord Breshon was very upset when he learned how his sister&#039;s blood was really being used by Praxopius.&lt;br /&gt;
&lt;br /&gt;
===5120===&lt;br /&gt;
In the following year there was a cursed blight left over from the witch Raznel (who was slain in late 5119), and Magister Cordarius Hodges was brought in to help suppress it. But the Northern Sentinel in early 5120 had the Hall of Mages install a Magister, which turned out to be Cordarius, as the Regional Envoy of Wehnimer&#039;s Landing now that Pylasar had gone missing. Pylasar had been revealed to have been involved in serious historical crimes against the Empire with Raznel in their youth, but the town had largely continued to pursue Raznel on its own without imperial involvement. This decision was a reduction of local autonomy by invoking the Earl&#039;s authority over the protectorate.&lt;br /&gt;
&lt;br /&gt;
The Regional Envoy at that time was not only the Landing&#039;s foreign ambassador, but a voting member of the town council, and would legally have to be appointed by the Mayor of Wehnimer&#039;s Landing. Earl Jovery unilaterally installed the Regional Envoy, as an appointment by the Hall of Mages, and the town government did not try to resist it. Breshon at the time [[Landing Events - 2020-01-24 - Important Imperial Implications (log)#Jovery&#039;s News|said]] he felt the Earl just wants to feel closer and more involved. Nominally it was about better aligning both sides against rogue actors. The most immediate context was that the previous Regional Envoy, former Grand Magister Pylasar of the Hall of Mages, was soon to be tried for aiding Raznel in her dark magic in their youth.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Breshon says, &amp;quot;I am pleased to say tonight will see no one banished or spurs removed or crown scars burned into necks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;...I was not here for that, but I&#039;ve heard stories.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;But there is something that...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon rubs his chin thoughtfully.&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;An adjustment, if you will. A measure of...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon rubs his chin thoughtfully.&lt;br /&gt;
&lt;br /&gt;
Breshon places his coffee aside, not finishing it.&lt;br /&gt;
&lt;br /&gt;
Breshon pours himself a mug of ginger mead.&lt;br /&gt;
&lt;br /&gt;
Breshon takes a drink from his ginger mead.&lt;br /&gt;
&lt;br /&gt;
Breshon takes a drink from his ginger mead.&lt;br /&gt;
&lt;br /&gt;
Breshon slowly empties his lungs.&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;It is my understanding there exists some vacancies within the town council. One in particular is the role once served by former imperial Pylasar. The position was a regional envoy that represented the Landing and its interests in various matters with other locations.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;While the danger of Raznel has passed, at least with the ending of her life, the last several years have not been kind to the Landing and Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;Grishom Stone brews in the southern Trollfang beyond a living forest of darkness...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;An [[Rodnay|Ithzir-human boy]] dwells in a mountain of immense power that has been a focus point for many...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;Danger exists, it always will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;The Empire and the Landing have had their issues, primarily caused by rogue elements, on both sides. A shame, really. We both have so much to offer each other.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;I think it&#039;s time the latter take shape more than the past.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;Since Wehnimer&#039;s Landing is in fact a protectorate of the Empire, and will remain operating with its freedoms, the Northern Sentinel Earl Jovery has spoken with the Hall of Mages and an agreement has been made that someone from the Hall will be placed as the newest councilman on the Landing Town Council to fill the spot left by [[Pylasar]], of Regional Envoy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;He or she will serve as a direct connection to the Empire, a voice, a champion, for both sides. To better build our relationship and not let our future be defined or controlled by rogue actors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;In addition, while I know there will be further discussions and collaboration on working to attack this blight, the appointment of the Regional Envoy will also bring aid from the Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nehor idly inquires, &amp;quot;And how much of this aid will come in the form of increased military presence?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;To help the Landing, to help those hungry, those still suffering, those needing homes, whatever may be needed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;No increased military presence outside of what exists here within the Outpost.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;The other vacant council spots will remain appointed by the Mayor. I believe an election is coming soon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lylia smoothly counters, &amp;quot;I prefer to think of it as an exchange of goods and services than as &#039;aid.&#039; The Landing has prospered, until Raznel decided to afflict it as she has.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;Exchange is a fair term.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon nods at Lylia.&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;I&#039;m optimistic. I know there&#039;s been challenges and concerns in the past.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;Hopefully this can help change some of that.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Though Pylasar was tried in absentia, his trial for imperial crimes in assisting the witch Raznel was held in Wehnimer&#039;s Landing, arranged under Grand Magister Octaven of the Hall of Mages. The trial was held on [[Landing Events - 2020-04-19 - Hallmarks of History (log)|04/19/5120]] with testimony under the direction of Magister [[Cordarius Hodges]] and Adjudicator [[Vlashandra]], though in the subsequent month Vlashandra would turn out to be a zealous disciple of the lich Barnom Slim. The ruling on the trial was to be made by Judge Renpaw and the Town Council of Wehnimer&#039;s Landing, with recommendations by Cordarius and Vlashandra. Grand Magister Octaven was required to repay the damages to the Landing towers she destroyed in late 5117 Modern Era as a necessary condition for cooperation with the trial. While a guilty verdict would be binding on Pylasar, being made by the local authorities, there was the option for the Empire to hold a second trial in an imperial court.&lt;br /&gt;
&lt;br /&gt;
This illustrates the conditionality of ruling by non-imperial judges in matters of double jeopardy. The powers that be in Wehnimer&#039;s Landing ultimately ruled on [[Landing Events - 2020-04-22 - A Promising or Portentous Pronouncement on Pylasar (log)|04/22/5120]] to declare Pylasar innocent. There was the potential of a second trial to be held in the Empire, which was the recommendation of Vlashandra at the request of Octaven. However, as the appointed Regional Envoy of Wehnimer&#039;s Landing by Earl Jovery seeking to foster stronger ties with the town, the final decision on whether the trial in Wehnimer&#039;s Landing would be binding and the final word was solely that of Cordarius. Cordarius decided with his imperial authority that there would be no second trial of Pylasar in an imperial court. This was a blow to Octaven, who had a history of literally being in bed with both Cordarius and Vlashandra, which was intended to make the trial significantly rigged. Pylasar was never present for it, having had gone into [[Landing Events - 2019-12-01 - Time&#039;s Gate (log)|the past]] to Kezmon Isle.&lt;br /&gt;
&lt;br /&gt;
===5122===&lt;br /&gt;
On 11/04/5122 Earl Jovery announced through his appointed Regional Envoy (Cordarius) the Barony of Darkstone to the people of Wehnimer&#039;s Landing. Though the nomination had been decided and made almost two years earlier. This is annexing most of the land between Vornavis and the Locksmehr River, which is a very large chunk of the land that is the source of the economy of Wehnimer&#039;s Landing:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To the free people of Wehnimer&#039;s Landing....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is no better ally to you than your brothers and sisters who call the Turamzzyrian Empire their home. As Sir Thadston Andrews once so famously declared, the Empire has come not as occupiers, but as liberators and protectors. He went on to say that for too long Wehnimer&#039;s Landing and its environs have been crushed under the heavy boot of darkness and chaos, and that our combined efforts helped raise the town out of depravity and disaster. Our years of cooperation and steadfast alliance were but only steps forward, but the journey was not yet over.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have faced countless enemies together. From the shadows of Grishom Stone and Elithain Cross, to the wild machinations of Drangell and the bloody crusade of Chaston. We have equally shared in our triumphs, and our losses. But never should the accord between Wehnimer&#039;s Landing and the Turamzzyrian Empire ever have been doubted, nor should it ever be still. As a protectorate of the Empire, our people are forever entwined both in prosperity and in promise.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Danger still permeates in the far north. Age old sites such as [[Melgorehn&#039;s Reach]] and [[Darkstone Castle]] provide both chaos, temptation, and threats from our enemies. We have seen what devastation such evil or power can bring forth. There have been heavy casualties in the last few years. The entire region of Talador was reduced to a barren wasteland, with hundreds of imperial citizens still displaced, many still longing for a new land to call their home. In our combined efforts for good fortune and lasting unity, we must ensure that we all rise as one, standing as both a stalwart defense against our enemies and as a haven for our citizens.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius gazes in wonder at his surroundings.&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is time for the Empire to grow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is time to stretch our borders to allow progress for our people and strength for our collaboration. But it is equally important to value relationships and freedom. With the explicit blessing of the Sun Throne, and by my own decree, the borders of the Turamzyrrian Empire will expand to the north and northwest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The new lands will reach to many edges of the Locksmehr River, and far west to Darkstone Bay. Such landmarks included within the new region will be the [[Graendlor Pasture]], the mountainous ranges of [[Wehntoph]], [[Sentoph]], [[Zeltoph|Zelatoph]], and [[Thanatoph]] along with Melgorehn&#039;s Reach and Darkstone Castle. In the coming days, an imperial caravan will be arriving to Wehnimer&#039;s Landing on a diplomatic mission to announce the new ruler of the declared Barony of Darkstone and begin the anticipated cooperation and transition as our people go forward not only as allies, but as neighbors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By my Hand, Earl Eddric Jovery, The Northern Sentinel of the Turamzzyrian Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius put a crisp scroll in his ashen-hued robe.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===5123===&lt;br /&gt;
[[Vaemyr (prime)|Vaemyr]] on the Town Council of Wehnimer&#039;s Landing had a letter sent to Earl Jovery by Lord Elidal, in the same period as the [[Black Thorn Resistance]] was calling for a referendum to reject the protectorate, asking about the possibility of revoking the protectorate or clarifying in detail what it means. This was taken as an insult by the Earl. But he responded on [[North By Northwest - 2023-01-28 - The Earl Unfurls (log)#Earl Jovery&#039;s Letter|01/28/5123]] by explicitly spelling out the legal status of Wehnimer&#039;s Landing as far as the Turamzzyrian Empire is concerned. The declaration begins by reminding the historical origins of the protectorate, which is the Northern Sentinel providing a legal hurdle from imperial provinces being able to annex the Landing at will as unclaimed territory:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Cordarius clears his throat.&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have heard you, citizens and alike of Wehnimer&#039;s Landing. I have always heard you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When the demon Hochstib came to steal your freedom and peace in 5103, I heard you. The banners of the north rose to the sky while our brothers and sisters took to the field to rescue Wehnimer&#039;s Landing from the mad Baron. Our sons and daughters fought and bled beside you. We understand the value and promise of a free Wehnimer&#039;s Landing as much then as we do now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When Barnon Slim usurped the government of Wehnimer&#039;s Landing in 5111 and ordered the Silver Gryphons executed, we went on to dispatch the might of the imperial north and crush any oppression of the town&#039;s people and their protectors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In 5112 we joined forces in eliminating perhaps the single greatest threat of our lifetimes, when we rid the world of [[Althedeus]] during the [[Cross into shadows|War of Shadows]]. We did not do such as men standing in opposing corners. We did so as a united people who embraced life, freedom, and family above all else.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In 5115, I issued the command to construct the Hendoran Outpost within the grasslands near Wehnimer&#039;s Landing, to be commanded by Sir Thadston at the time. It was not an act of war, it was not the preamble of an invasion. It was to serve as a staunch reminder to our shared enemies beyond the walls that we have fought and stood together, and we will continue to do so. It was to remind those threats lurking in the shadows of the world that together we have always known nothing less than victory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In 5116, your great citizens braved it all to save my life, when the wickedness of Chaston Griffin had put it in peril. We have faced countless enemies and have seen years of turmoil, but from each conflict we have risen stronger. But that has not come without its scars.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is at times difficult to forget our wounds. Even if the flesh has long since healed, the memory of its pain can linger. It is that anguish that can forge a man into a weapon for good, or for evil. When do we admit wrongs, and what do we do to end their cycle? When does a man swallow his pride, face his sin, and deliver grace?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is why writing this letter has pained me so. There has never been a time when I looked upon Wehnimer&#039;s Landing as anything but a trusted ally and neighbor to the north. Never once have I sent troops to occupy your lands, or garnish your resources, or impose upon your freedoms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am an old man, and with age has come wisdom, but perhaps I had been a fool to believe my actions were somehow more valued in comparison to inked words. Had I known letters and not blood was more critical in proving my intentions, then there might be thousands of imperial mothers who did not have to bury their sons or husbands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I refuse to accept that we have entered a world and time where actions are meaningless. You, Wehnimer&#039;s Landing, above all should know the danger of silvered tongues in the mouths of corrupt and depraved imperials. Those who have sinned against you were as much our enemy as they were yours.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it is words you are desiring, then so be it. I hope the action in that alone speaks louder than the ink on this parchment. It is my genuine fear that for those in such need of these things will still find themselves unsated. Will words provide true comfort, and quiet the fears that actions alone did not? Time will tell.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twenty years ago, Wehnimer&#039;s Landing was declared a protectorate of the Turamzzyrian Empire. That has not changed, nor will it. Within that status, Wehnimer&#039;s Landing exists under the protective eye of the Empire. Your enemies are our enemies. Your interests are our interests. Your freedom and existence are equally important to the Empire, which is why your town remains beyond imperial borders, but can still benefit from our resources and might.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But our two people can surely benefit from further clarification. I have received Lord Elidal Dhenin&#039;s requests, and recommendations, and I have ruled a response accordingly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By decree of the Lord Sentinel of the North, Earl of North Hendor, and Lord Protector of the Broken Kingdom, and by grant of his Imperial Majesty, Emperor Aurmont Chandrennin Anodheles, I have hereby ordered the following:&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The protectorate status of Wehnimer&#039;s Landing remains unchanged and shall not be revoked.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non-imperial entities or governments are disallowed from laying claim to any territory within or around Wehnimer&#039;s Landing. This includes the presence of any foreign military, such as outposts or armies. Such advances will be viewed as an act of war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The formation of the Barony of Darkstone shall never result in the future annexation of Wehnimer&#039;s Landing, affording the town the right to not be absorbed into imperial territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The town of Wehnimer&#039;s Landing will be officially recognized to govern itself independently, in both the creation and management of their laws and leadership, without any interference or influence from imperial entities, so long as said regulations do not run contradictory to the established laws, well-being and interests of the Turamzzyrian Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Threats, dangers, and enemies of Wehnimer&#039;s Landing shall also be designated at the same status level within the Turamzzyrian Empire. Furthermore, the Empire shall defer to Wehnimer&#039;s local laws and defense measures first but will respond accordingly in relation to the severity of the threat to imperial interests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Likewise, adversarial organizations, armies, or governments officially identified as threats to the Turamzzyrian Empire will also be subject to the same status level within Wehnimer&#039;s Landing, affording the Empire the right to extradite imperial criminals to face trial and justice within their borders.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Imperial citizens found guilty of crimes or corruption operating within the walls of Wehnimer&#039;s Landing shall be subject to imperial justice and will no longer be provided safe haven for abusive or criminal behavior. Crimes of imperial citizens within Wehnimer&#039;s Landing, at the discretion of the Northern Sentinel, may be tried and punished within the jurisdiction of Wehnimer&#039;s Landing&#039;s courts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Additionally, Wehnimer&#039;s Landing shall be free to conduct trade as an independent government, allowing them autonomy in their economic matters, so long as said contracts do not negatively harm or undermine the interests and well-being of the Turamzzyrian Empire, or are entered into agreement with imperial-designated adversarial organizations or governments.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The imperial position of Regional Envoy of Wehnimer&#039;s Landing shall be vacated at the end of Charlatos, 5123, and at the prior approval of the mayor shall henceforth be doubled in capacity, serving for terms of two-year cycles. It is now established that no official governing or advisory position within Wehnimer&#039;s Landing shall be held by any non-citizen of the town.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius blinks.&lt;br /&gt;
&lt;br /&gt;
Cordarius asks, &amp;quot;Wait..what?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius looks back at the scroll.&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is my hope, that as I have always heard you, that you will now hear me. May the future of Wehnimer&#039;s Landing, and the neighboring Barony of Darkstone be one of shared benefit, cooperation, and peace. May we agree that those who would wish or work against such an outcome are mutually our enemies and will be responded to in kind. May we never lessen the weight of actions and tarnish the good deeds of our truest heroes.&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By my hand,&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Earl Eddric Jovery. The Northern Sentinel. Earl of North Hendor. Lord Protector of the Broken Kingdom. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius says, &amp;quot;Etc....etc...&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Two weeks prior on [[North By Northwest - 2023-01-15 - Freepudiation (log)#Thadston&#039;s Announcement|01/15/5123]], in response to the petition signed by various parties and organizations (some of whom were not based in Wehnimer&#039;s Landing) for a referendum on rejecting the protectorate status, Mayor Thadston denounced the attempt and reasserted Wehnimer&#039;s Landing as a protectorate of the Empire. The government of Wehnimer&#039;s Landing has generally acquiesced to imperial decrees and tolerated some minor indirect rule, but had tended to not affirmatively reference the word &amp;quot;protectorate.&amp;quot; However, it was entirely consistent and predictable for Thadston to do so as Mayor, as he originally came to the town as an imperial knight to assert that status.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Freedom.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston twists his head slightly, cracking his neck. He looks relieved.&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have grown so tired of this word tossed about from every side, from every mouth, acting as if each mind can suddenly redefine or redraw its meaning and purpose. Freedom is not an opinion or an angle. Freedom is a truth, and it ascends men and borders and strangling thorns. There are small voices clamoring to make noise louder than they are. I stand at the highest peak of Wehnimer&#039;s Landing. My ears are reached daily with the needs of our farmers, our merchants, our dockworkers, our families. My desk is littered daily with the demands of our blacksmiths, our fishermen, our loggers and our shipwrights. Do you know what they speak of? Do you know what they ask?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They ask for protection from nefarious men in masks claiming to be a Brotherhood. They ask for peace in their streets without threat of harassment for their opinions. They ask for bountiful harvests to help feed their families and fill their storehouses. They ask for walls of stone to deter great beasts and shield against strong winds. They ask for increased trade to open a world of opportunity for them and beyond. Do you know what they do not speak of? Do you know what they do not ask for?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Freedom.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you know why?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is because they already have freedom. That is why they do not bombard with me such requests. Because our townspeople, our true heart of this town and community, refuse to waste time in asking for that which they already have and acknowledge. Yet here I stand before you, having to address these tiny mouths with loud bellows. Oh, but you have penned a letter and collected signatures. How incredibly noble. Except, they are as illusionary as the threat you swear to work against.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Half of these organizations who stir up chaos under the guise of defending Wehnimer&#039;s Landing do not even call the town their home. They creep down here from Icemule Trace to spread their cold lies, since apparently their home does not have enough troubles as it is. I promise you this, if you come south to Wehnimer&#039;s Landing and bring trouble, I will come north and bring a measure of my own. I will win. You should work well to avoid that embarrassment and tarnish on your history. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Half of these names I see signed I do not even recognize. Some of you must dwell so deep in the shadows that you might as well be a ghost. I do not hear your name shouted in the midst of invasions as townspeople declare their appreciation for your assistance, your shield, or your healing or services. Your names have not echoed in my mind as battle commands are proclaimed while we defend the great Wehnimer&#039;s Landing. Perhaps you should remain under the rocks or return to whatever town you came from.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston twists his head slightly, cracking his neck. He looks relieved.&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, the Dae&#039;Randir, how you have strayed from your roots, stretching too far and too wide to be nourished properly and grow. Do you not recall the words of the Coyote himself? &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ours is a refuge and safehouse for the lost and hapless shadow. Ours is the even scale of balance amidst a world of predictable and unpredictable challenges. Ours is a spiritual enlightenment for those who lack or want. We offer our services and insight to all who walk Elanthia. It is found that even the most chaotic of souls craves a little order upon occasion, a little direction. Even the most organized, controlling, and orderly of souls, can benefit from a little freedom of action and inspired change in their lives. Those are the words of Turinrond. He understood balance, and order, and welcomed all not as enemies first. You would do well to remember too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Claws of the Drake, do you even deserve my words right now? You call Icemule Trace home, so why can I hear you from here? Keep your eyes and voices attuned to your own hearth. I will not tolerate you coming here and trying to sway the minds of our hardworking people. You are less welcome than the imperials you rail against. When you return, I would suggest you revisit your purpose. You say you serve the greater good of the lands and accept all races and cultures who are willing to contribute. You seek to promote the exchange of ideas throughout the lands and increase cultural understanding and unity across culture divides. Yet your actions and your words are the opposite of that. You operate in lies. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fenog&#039;s Regulars, have you filed the appropriate paperwork to move your organization&#039;s headquarters from Icemule to Wehnimer&#039;s? No? Nothing? Then perhaps you should think twice before lending your name and complaints to matters of our town. You say your main goal is to assist the community of our lands as a whole, lending a helping hand wherever needed. There are imperial settlers who have braved the new land and need your assistance. Are you true to your word, or in fact just charlatans? &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Northern Regulators. Your very name implies a form of control and restriction, so I find it laughable that you lend your whiny voice to some misconstrued fight for freedom. Your group is dedicated to the protection of Icemule Trace. Go then, stay there, prepare to defend, prepare to protect. Because if you continue to meddle in the affairs of my town and home, Icemule will need you more than ever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RYSK you cannot even spell. You exist to sail the seas and have been formed under the banner of ale. Are you even sober enough to know what you signed? I think you&#039;ve received all of the attention you deserve from me. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let me be very clear. I am the Mayor of Wehnimer&#039;s Landing. I speak for the town, for the voices of our populace have given me that honor and that right. I speak for them so that you are not confused and do not need to. The Empire is not our enemy. Division within the town is our enemy. The rot of the Brotherhood of Rooks is our enemy. The entanglement of baby thorns is our enemy. They are as oppressive as the opponent they claim to defend against. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Empire has already given and protected our freedom. They have soaked our own lands with their blood. Hendor. Bourth. Vornavis. Mestanir. They did not die here to enslave us. They died to fight with us, to defend our small jewel on the bay. They died so that our true freedom could live, because they recognized its value to us, and perhaps in some ways they envied parts of it and wished it for themselves. We do not bend to a Baron, or an Earl, or an Emperor. We are led by an office, within a wooden building, within spitting distance of the heart of town.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We vote for our mayor. We vote for our councilors. We rise each morning unshackled, and we lay our heads to rest each night unchained. If anything, our freedom has allowed voices of dissent to even exist. Yet those voices do not see the true threat they bring. We have entered a turning point in our history. Wehnimer&#039;s Landing is uniquely positioned to gain more prosperity, more opportunity, and more value. Yet bitter voices threaten to unravel all of that, and tip over the apple cart, leading to chaos and distrust and perhaps even war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are a protectorate. It comes with more blessings than curses. It is time we spend our efforts to ensure a fair future, of mutual gain, of mutual defense, of true acceptance, and unity, that the organizations who signed their name to a letter once vowed to make their purpose. Is it any surprise, that you cannot muster many names of organizations who call Wehnimer&#039;s home to your cause? It is because the true people of this town, and the true heroes of this town, welcome a brighter future of agreement and peace, not chaos and resentment. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh yes, the north is free. It will always remain such. But it should also be free from those that would seek to sow chaos. Your time has ended. This is a warning more than a proclamation. If you continue to work against the future of Wehnimer&#039;s Landing, there is no tunnel and no wall of thorns that can hide or protect you. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;Goodnight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mayor Thadston just marched stiffly into the Moot Hall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
* [[/saved posts|Saved posts]] - OOC posts by GMs on the meaning of the protectorate concept and how it developed over years of events.&lt;br /&gt;
* [[Northern Sentinel&#039;s Decree on the Imperial Protection of Wehnimer&#039;s Landing]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wehnimer&#039;s Landing]]&lt;br /&gt;
[[Category:Turamzzyrian Empire]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196300</id>
		<title>Talk:Announcement: New Unofficial History Timeline Page</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196300"/>
		<updated>2023-05-06T21:31:18Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: note about calendars&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a lot of subtle inconsistencies or unexplained cross-relationships between historical documents. This now idle [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Wordsmiths project]] on the history of necromancy was built as my model for reconciling tons of them. This copy of it has a thousand footnotes. To be clear, I do not think inconsistencies and contradictions between documents are inherently a problem, I am almost allergic to retcons. The problem is lack of IC framing for why they are inconsistent. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Undead War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::The Undead War in particular has a lot of contradictory dates and time spans and inconsistent fine details across documents. The most serious of these is &amp;quot;[[History of the Faendryl#The Undead War|History of the Faendryl]]&amp;quot;. It has &#039;&#039;&amp;quot;Eight Patriarchs watched over the conflict&amp;quot;&#039;&#039; before the Battle of Maelshyve, which most ([[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|but]] [[Elanthian Gems#Jet|not all]]) documents date as [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,185]] Modern Era based off &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (sometimes converted into Illistim or Vaalor calendar systems with their House founding dates as year 0), during the reign of Patriarch Unsenis who is number 34. Patriarch Rythwier is number 37 at the time of the Ashrim War in [[Timeline of Elanthian History#1999-1000|+157]] Modern Era (which is itself a few centuries earlier than the reign of Caladsal implies for it in [[Ta&#039;Illistim Monarchs]], and Istmaeon&#039;s reign is two thousand years too early in it for the Kiramon war.) The current Patriarch [[Korvath Dardanus]] refers to himself in letters as Patriarch 39.&lt;br /&gt;
&lt;br /&gt;
::The eight Patriarchs could maybe be handwaved as referring to the entire [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|five thousand year]] period Despana was known to exist, since most (but [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|not all]]) documents have the Undead War being short on the scale of a few years. But then there are just two Patriarchs covering almost 15,000 years up to Rythwier Faendryl and the Ashrim War, with Patriarch 35 starting in roughly -15,180 with the Faendryl exile to the ruins of Maelshyve. &lt;br /&gt;
&lt;br /&gt;
::(The timing descriptions of the advance to ShadowGuard and its duration are also pretty deeply inconsistent between &amp;quot;[[History of Elanthia#III. A. The Undead War|History of Elanthia]]&amp;quot; and the Vaalor [[Ilynov Journal|journal]] [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|documents]] which have that one battle lasting months using Vaalorian calendar dates, while its present northern position on the [[Elanith]] map makes it seem like there is no reason the undead army should have even bothered stopping in that location. If ShadowGuard were instead further south between [https://gswiki.play.net/File:Sylvan_map_sm.jpg Nevishrim] and Ta&#039;Nalfein, it would be more consistent with [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|History of the Sylvan Elves]], and would be the Undead blocking in that relatively narrow pass around the mountains while they wreaked havoc in the &amp;quot;outlying provinces&amp;quot; west of the DragonSpine. In that position ShadowGuard&#039;s purpose could then be defined as a guardian position on the edge of the Elven Empire&#039;s core territory for dark stuff coming out of the southern wastelands, and you could have an extended period of stagnation in the forests around ShadowGuard before Dharthiir suddenly shifts gears and tries to surge northeast into the Elven Empire itself. The Sylvan history also has the Battle of Harradahn in -15,195 &#039;&#039;seven&#039;&#039; years before Maelshyve in -15,188 and later than ShadowGuard, while the Vaalor journals and &amp;quot;[[Wyvern]]&amp;quot; use the equivalent of -15,186 for ShadowGuard, with the Battle of Maelshyve within &#039;&#039;one&#039;&#039; year in -15,185. Other documents have the Undead War lasting for plural &amp;quot;years&amp;quot; after Shadow Guard, including &amp;quot;[[History of Elanthia]]&amp;quot;, &amp;quot;[[History of the Truefolk]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. I would suggest -15,196 as the real year for ShadowGuard falling, -15,195 for Harradahn, and Maelshyve at -15,185 or -15,188, and blame it on differences between calendar systems in how they corrected or didn&#039;t correct the 365th day of the solar year. Even Julian versus Gregorian would make errors that large on these time scales. It is very difficult to reconstruct ancient chronologies from intercalculating between calendar systems, such as lunar calendars and regnal year calendars and founding year calendars where different authors disagree on the mythical founding year being used as the basis, and cross-referencing across less reliable calendars can explain much larger date range disagreements. Then other inconsistencies would be unreliable narration or differences of emphasis, like Dharthiir recruiting allies as early at [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,497]] and maybe low level provinces conflict reaching back to roughly [[History of the Sylvan Elves#Chapter Six - Nevishrim, ca. -22,460 to -15,490|-15,490]], or that could be a calendar system discrepancy.)&lt;br /&gt;
&lt;br /&gt;
::The entire underground period for the Faendryl has almost no definition. The [http://www.beaconhall.net/tsoran/forums/history-forum.html original intent] was for much of (New) Ta&#039;Faendryl to be an underground city, and then &amp;quot;built on a hill overlooking Rhoska-Tor&amp;quot; with [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp regional sinister and eldritch ruins/relics], and then [[History of the Faendryl#New Ta&#039;Faendryl|later]] documentation had NTF as a [[The Theory of Governance and Social Order#New Ta&#039;Faendryl|brand new]] surface city built after moving out of Rhoska-Tor to a nearby spot only after the Ashrim War. Except there had to have been other surface constructions prior to that point, such as the port where they launched their war ships and maybe Chesylcha&#039;s wedding party. (Which I think should be defined to be Gellig so that Gellig is something major enough to explain why the Faendryl reacted so much more severely to the Turamzzyrian Empire [[History of the Turamzzyrian Empire|invading]] it in the [[Incomplete History of River&#039;s Rest#The River&#039;s Rest Irregulars of the Third Elven War|Third Elven War]]. Tedronne, Creyth, and Harald&#039;s Keep would then be oriented west to east on the Faendryl northern borderlands, with Barrett&#039;s Gorge and Brantur to the west and Gellig on the east coast, and those three fortresses meant to cut off potential intervention from the Elven Nations and possibly to eventually pincer New Ta&#039;Faendryl. Then there is a road from Gellig toward New Ta&#039;Faendryl with the army going around the wastes and the Breaking happening southwest of Gellig and Harald&#039;s Keep, with northwest fleeing and Tedronne more in the direction of Brantur and the Wizardwaste, and Creyth more in the direction of Barrett&#039;s Gorge.) I think the sensible thing to do here is for there to be an old underground city and for what&#039;s now called New Ta&#039;Faendryl to connect down into it, and this surface facade and its five boroughs were centrally planned for organizing the whole society governance structure from the top down. I also think the [[The Theory of Governance and Social Order|&amp;quot;Patriarchal Palace&amp;quot;]] should be a center city within NTF where the Enchiridion Valentia is kept underground, akin to [https://www.nationsonline.org/maps/Vatican-City-map_1200px.jpg Vatican City], so that the Basilica is architecturally a basilica like it is in OTF and the Palace in the sense of royal residence is its own towering building. Analogous to St. Peter&#039;s Basilica versus the Apostolic Palace. This would reconcile some tensions between Faendryl documents about the roles of the Basilica and the Clerisy and the Patriarchal residence and the Enchiridion archives. (e.g. Are the &amp;quot;Basilican Sorcerers&amp;quot; actually the Clerisy? Clerisy positions in the Rachis? Did Second Era Faendryl summoning, such as it actually existed in state sanctioned form, all happen secretly within and under the Basilica itself in OTF in a strictly controlled and scheduled way?)&lt;br /&gt;
&lt;br /&gt;
::So, either Unsenis and Cestimir should be pushed back to something like Patriarchs 27/28 and those eight unnamed monarchs can be between Cestimir and Rythwier, or a premise can be framed that state sanctioned history by the Faendryl is somewhat revisionist / propaganda in nature and the Faendryl basically redacted that 15,000 year underground period and renumbered the Patriarchs after the Ashrim War to make the underground period sound relatively brief (allowing only one then-living memory predecessor for Rythwier.) Rythwier is officially Patriarch 37, for example, but might &amp;quot;in reality&amp;quot; be something like the 53rd Patriarch. I would add an NPC note by an Illistim scholar to the top of &amp;quot;History of the Faendryl&amp;quot; saying the Faendryl have revised their Patriarch numbers to omit things, and generally exaggerate and distort historical precedent or continuity for their current practices with dark magic. That would also take pressure off &amp;quot;[[History of the Faendryl#The Growth of Faendryl Magic|History of the Faendryl]]&amp;quot; and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; making it sound like demonic summoning was widespread and public in the capital of the Elven Empire for roughly 20,000 years leading up to the Battle of Maelshyve, while &amp;quot;[[Path to Palestra]]&amp;quot; has the Palestra academies not being founded until after the Ashrim War (and the lesser academies founded under the current Patriarch.)&lt;br /&gt;
&lt;br /&gt;
::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Dhe&#039;nar Departure and House Founding Timing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::There is inconsistency on the details of the Dhe&#039;nar departure from the other Elves and the split into Houses in general. The core of the issue is that &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; has a 5,000 year gap between the Noi&#039;sho&#039;rah prophecy (circa -50,000) and the Tahlad departure (circa -45,000). &amp;quot;[[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|Timeline of Elanthian History]]&amp;quot; follows this with dating the departure as -45,293. But this makes the whole Dhe&#039;nar version of events incoherent. It is 2,000 years &#039;&#039;after&#039;&#039; the last House formed, and 4,000 years &#039;&#039;after&#039;&#039; the first House formed. (This may have happened because &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; had originally used 50,000 years ago for the Elven &#039;&#039;Empire,&#039;&#039; but the timeline document later defined the individual House / city foundings at earlier dates pushing back to 54,000 years ago, and the unofficial player Dhe&#039;nar history got canonized using the original 50,000 years ago timing. But moving that date back doesn&#039;t fix the fundamental problems. The Sylvan history is the most scholarly account of the period and makes it clear the &amp;quot;split&amp;quot; into Houses was really just the urbanization of spread out and long pre-existing colonies / bloodlines.)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;(1) Age:&#039;&#039;&#039; Tahlad is Korthyr&#039;s &#039;&#039;uncle&#039;&#039; in &amp;quot;History of the Dhe&#039;nar&amp;quot; and &amp;quot;History of the Faendryl&amp;quot;. Korthyr only lives long enough to build the first borough of Ta&#039;Faendryl, founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-48,897]] in &amp;quot;Timeline of Elanthian History&amp;quot;, where Ta&#039;Faendryl was built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; and mostly under Korthyr&#039;s successor, his own great nephew Khalar Andiris in &amp;quot;[[History of the Faendryl]]&amp;quot; up until around circa -48,000. Working through the timing of Patriarchs in &amp;quot;History of the Faendryl&amp;quot;, the Dhe&#039;nar departure in &amp;quot;Timeline of Elanthian History&amp;quot; probably happened during the reign of Yshryth Silvius Patriarch 14, which is around the time the Elven Empire becomes a meaningful concept (consistent with &amp;quot;History of Elanthia&amp;quot;.) Whereas it would not have been a meaningful concept in -50,000 when none of the Houses existed yet, and the founders were most likely of different generations. Some may have not even been alive at the same time as others, or not known each other, the capital cities having been founded over a span of 1,500 years. This line in &amp;quot;History of the Faendryl&amp;quot; has to be an anachronism or &amp;quot;great man of history&amp;quot; myth: &#039;&#039;&amp;quot;The elves were ready to leave the forests and split into eight noble Houses to form the greatest empire the world had known, lead by Korthyr Faendryl, Aradhul Vaalor, Zishra Nalfein, Sharyth Ardenai, Bhoreas Ashrim, Callisto Loenthra, Linsandrych Illistim and Tahlad Tsi&#039;shalar.&amp;quot;&#039;&#039; Tahlad in turn dies around circa [[History of the Dhe&#039;nar#IV. Sharath (45,000 - 30,000 years ago)|-40,000]] in &amp;quot;History of the Dhe&#039;nar&amp;quot;. He would have been well over ten thousand years old if he was Korthyr&#039;s uncle.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;(2) Founding Spread:&#039;&#039;&#039; &amp;quot;History of the Faendryl&amp;quot; words it this way: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah&#039;s cult left the forests, lead by Tahlad Tsi&#039;shalar, and later became known as the Dhe&#039;nar. Undaunted by his uncle&#039;s desertion, Korthyr Faendryl lead the rest of the elves from their home of ages amid the trees, leaving behind those that are the sylphs, and Sharyth Ardenai&#039;s line, who would lead the elven holdings there.&amp;quot;&#039;&#039; This is inconsistent in several ways. &amp;quot;[[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|History of the Sylvan Elves]]&amp;quot; has the Elves spread out in disparate colonies and living in open-air spaces outside the forests for a very long time before urbanizing, back to some time well before circa -55,000 (i.e. the split with the sylvans begins earlier than 60,000 years ago and the sylvan nomadic bands &amp;quot;gradually&amp;quot; consolidated into one colony), inconsistent with any abrupt planned division into Seven Cities of noble houses out of some central location or unified civilization. &amp;quot;Timeline of Elanthian History&amp;quot; and the documents using Illistim calendar dates have House Illistim as the first &amp;quot;House&amp;quot; in [[Timeline of Elanthian History#Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,107]]. House Ardenai was the second to last House in -47,689. The Ardenai lineages were apparently not considered [[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|&amp;quot;sylvisterai&amp;quot;]] in the pre-House period, so even with them, it would make more sense with the Sylvan history for Sharyth Ardenai to be leading a back to nature kind of movement into the Darkling Wood. Or at least having [[History of the Truefolk#The Horse War|croplands]] on the forest edges with sedentary woodland hamlets (instead of clear cutting the forests to expand croplands like the other Elves) and later moving deeper into the woods to found Ta&#039;Ardenai.&lt;br /&gt;
&lt;br /&gt;
::The Sylvan city of Ithnishmyn is founded circa [[History of the Sylvan Elves#Chapter Two - The First Sylvan City, ca. -45,400|-45,400]] in between Ta&#039;Ardenai and Ta&#039;Loenthra, and the Dhe&#039;nar departure is dated after that as well. There may be some cross-reference sense in this because sylvan harassment by Elven religious cults and slavers in &amp;quot;[[History of the Sylvan Elves#Chapter Three - Ithnishmyn and the Elven Nations|History of the Sylvan Elves]]&amp;quot; started around that time, and given the Dhe&#039;nar enslavement of Sylvans for eighty years mentioned in the lavender lore in [[Speech Unspoken: The Language of Flowers#Lavender|Speech Unspoken: The Language of Flowers]] (which makes no geographic sense in other time periods.) The treatment of the cities Ithnishmyn versus Ta&#039;Ardenai, for nine thousand years until -36,567, would not make much sense unless the Elves and Sylvans had culturally split much earlier. Similarly for their religious differences versus &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. The tension here I think would be best handled by establishing a framing for it as being a general disagreement among the Elven lineages (biased by their own self-interests or ideologies) about when the dissidents that eventually became the Dhe&#039;nar really left and who they were in the first place. One aspect of inconsistent views they could have of the &amp;quot;Matter of the Elven Empire&amp;quot; in general, which would be something analogous to the history and legend / founding myth mixed Matter of Britain. (e.g. the Illistim emphasize Lindsandrych Illistim founded the first city with the Chronicle keepers, the Faendryl argue Korthyr lead the House movement and so they have a perverse incentive to support the Noi&#039;sho&#039;rah/Tahlad legend, the Vaalor with their [[Wyvern]] oral tradition mythology, etc.)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;(3) Separate Versions:&#039;&#039;&#039; One view would be the Dhe&#039;nar left in circa -50,000 prior to the Illistim Chronicles being founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,238]] with Noi&#039;sho&#039;rah as a real person, Tahlad as the uncle of Korthyr, and were a distinct ideological tradition who could have been their own House if they had not left (giving the premise and timing in &amp;quot;[[History of the Faendryl]]&amp;quot; and to some extent &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.) Another view might be that Tahlad, or whoever that name really refers to in practice (possibly a few people using that name-title which means &amp;quot;Student&amp;quot; in Dhe&#039;nar-si), was a dissident proselytizing for thousands of years and left with a group of followers after the Houses finished forming and the near dozen Faendryl coups (giving the circa -45,000 timing in &amp;quot;History of the Dhe&#039;nar&amp;quot;.) A third version for explaining the use of the specific date -45,293 might be an Illistim historiographer theory that the &amp;quot;Sharath&amp;quot; promised land people were really what became of some recorded reactionary offshoot branch of &amp;quot;Sharyth&amp;quot; Ardenai&#039;s movement who rejected the Houses and cities, and then left the forest after failing to convert the Sylvans. Possibly they would argue the &amp;quot;sho&#039;rah&amp;quot; (which means &amp;quot;sister&amp;quot;) is also an oral history debasement of &amp;quot;Sharyth.&amp;quot; The second and third versions might then view the Noi&#039;sho&#039;rah story and &amp;quot;prophecy&amp;quot; as distorted with anachronistic details of the Houses and Elven Empire as a single nation, from the bloody politics and instability of the Faendryl in the millennium leading up to Yshryth&#039;s mother overthrowing the government, and then Yshryth executing her and purging those who undermine Elven unity and the eternal empire. Then becoming more distorted with Despana being read into it later. The first version would go all-in on the Noi&#039;sho&#039;rah prophecy as an actual historical event.&lt;br /&gt;
&lt;br /&gt;
::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:13, 27 April 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Kannalan Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::The Kannalan Empire has some dubious chronology due to the Gnomes documentation. These do not really need to be retconned in a hard way, recontextualizing the dates would be sufficient in most cases. Though a few of them do unavoidably need hard retcons from contradictions. The term &amp;quot;Kannalan Empire&amp;quot; was almost certainly De-I.C.E.&#039;d from &amp;quot;Lankan Empire&amp;quot; (which was a totally different thing in nature) in the Path of Enlightenment messaging for the Order of Voln. This messaging has always used the year &amp;quot;1,300&amp;quot;, which would have originally referred to the timeline of the archaic world setting. The meaning of this was implicitly retconned by &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in 2000 (real world), where the year +1,300 on the Kannalan calendar is equivalent to +4,045 Modern Era. This calendar system conversion for that date was explicitly canonized about a decade later in &amp;quot;[[History of the Order of Voln#Section II: The Founding|History of the Order of Voln]]&amp;quot;. No explanation has ever been given, as far as I am aware, for why +2,745 Modern Era is year zero on the Kannalan calendar. But there is also no explanation for year 0 on the Modern Era calendar system. &lt;br /&gt;
&lt;br /&gt;
::(This could be any number of things, such as a new 365th day correction calendar system, perhaps a convention adopted by the Library of Biblia and the relatively early Chronomages. The [[Ta&#039;Illistim Monarchs]] document refers to it as the &amp;quot;Common calendar&amp;quot;, and it is at least used in the Turamzzyrian Empire. But then the choice for year 0 makes even less sense in terms of established premises if it is a Turamzzyrian convention, and the present day form of the &amp;quot;Common&amp;quot; language would not have existed yet. Though I would prefer it if Biblia itself was older than that, keeping the Bandur / Graveyard story in its original 6,300 years ago timing, which would recontextualize it as the late Age of Chaos. Because Bandur resided for a time at the Library of Biblia, and as an NPC he is still canon. There is a book by him in Moonsedge. Human fortifications beginning 8,000 years ago in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
::The complication then enters from &amp;quot;[[Lines of Blood: A History of the Gnomes#The Great Schism|Lines of Blood: A History of the Gnomes]]&amp;quot; from roughly 2003 (real world), which dates the burghal gnomes moving into the &amp;quot;Kannalan Empire&amp;quot; a little after the year -135, but it does not say which calendar system it is using. Then &amp;quot;[[Timeline of Elanthian History]]&amp;quot; takes this and makes that &amp;quot;Circa -125&amp;quot; Modern Era. The gnome history is then talking about human cities, and Tamzyrr and &amp;quot;Selanthia&amp;quot; in year +725. Which as a Modern Era date would be 3500 years before the time of Selantha Anodheles. If it is instead +725 Kannalan, that is +3,470 Modern Era. This is still dubious, but significantly less dubious. Tamzyrr was already established as a &amp;quot;town&amp;quot; predating +3,961 Modern Era in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but which has it &amp;quot;grow[ing] tremendously&amp;quot; after the trade alliance of +4,222 Modern Era. The gnome history talks about Tamzyrr as a town in &amp;quot;-125&amp;quot; and refers to &amp;quot;Selanthia&amp;quot; outside Tamzyrr in &amp;quot;+725&amp;quot;. Perhaps &amp;quot;Selanthia&amp;quot; could be defined as Tamzyrr&#039;s surrounding territory going back some ways before the Turamzzyrian Empire but still only being &amp;quot;town&amp;quot; sized during the Kannalan Empire period. Selantha would have to be named after the territory rather than the other way around, or else the Gnome history could be taken as sort of anachronistically referring to what the region was named in later centuries. &lt;br /&gt;
&lt;br /&gt;
::Leaving it as it is now would mean the Kannalan Empire existed for at least several thousand years. That is much longer than the Turamzzyrian Empire, much too long for a weak empire with very little lore defining it. Another more subtle point is that it [[Lines of Blood: A History of the Gnomes#The Great Schism|says]] &#039;&#039;&amp;quot; Sjandor Withycombe led the Burghal Gnomes into the cities and towns of the Kannalan Empire&amp;quot;&#039;&#039;, but then turns around and has Sjandor [[Lines of Blood: A History of the Gnomes#Bloodline Withycombe|leading]] the burghal gnomes to Tamzyrr, which along with the other human cities in the southwest were already [[History of the Turamzzyrian Empire|established]] as having &#039;&#039;not&#039;&#039; been part of the Kannalan Empire. Which makes the burghal gnomes in the Kannalan Empire in -125 under Sjandor a misattribution in the first place. But we cannot just treat it as mythical distortions of what really happened, because the timing was then reused by other documents, &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and [[Ta&#039;Illistim Monarchs]] (converted into the Illistim calendar.)&lt;br /&gt;
&lt;br /&gt;
::I would suggest defining the Kannalan Empire as being founded in +2,745 Modern Era with a coronation of the Emperor of Veng, year 0 on the Kannalan calendar, which is a defined title in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. I do not know if the capital city of Veng has a defined location on the backend somewhere. For various reasons I think it would make most sense to have been somewhere in Hendor, whether or not &amp;quot;Hendor&amp;quot; was a name that only existed later, with the Kingdom of Hendor as its eventual successor state. Then the cities and so forth that formed the Kannalan Empire (or its neighbors in the case of Tamzyrr which was one of the &amp;quot;independent towns&amp;quot; that took in Kannalan refugees in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;) would be what the gnome documentation is referencing. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (which has numerous contradictory dates) could then be tweaked to having the gnomes showing up Circa +2,620 Modern Era and then put parentheses saying &amp;quot;-125 Kannalan&amp;quot;. Which recontextualizes the Gnome history document as using Kannalan dates instead of Modern Era dates. The alternative would be to have precursor alliances between cities pre-dating the formal Kannalan Empire (which could begin in +2,745), since human fortifications begin eight thousand years ago circa -3,000 Modern Era, and then the gnome history is just loosely referring to that earlier period (and Tamzyrr) as &amp;quot;Kannalan Empire&amp;quot; in an anachronistic way. Still more tortured would be to have the Kannalan Empire as a continuous entity founded in some deeply negative year on the Kannalan calendar. But I think the cleanest way to handle this is to just have the Gnome history be mostly referring to Kannalan calendar dates, and define year 0 on that calendar system as the Kannalan Empire founding.&lt;br /&gt;
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::That being said, that clearly isn&#039;t the original intent in the Gnomes document, because it uses the dates +2,389 in the Greengair section and +4,120 in the Nylem section (and the 4120 one is also used in the &amp;quot;Timeline of Elanthian History&amp;quot;), which would have to be tweaked to say &amp;quot;Modern Era&amp;quot; but the other dates tweaked to be saying &amp;quot;Kannalan&amp;quot;. It also speaks of Elven rangers having the &amp;quot;first extended contact&amp;quot; with a gnome in -4,500. This is copied over as a Modern Era date in &amp;quot;Timeline of Elanthian History&amp;quot;. However, [[Ta&#039;Illistim Monarchs]] has &amp;quot;contact was first officially made&amp;quot; sometime between 43,019 and 43,232 Illistim (-6,088 and -5,875 Modern Era) during the reign of the Mirror Alaein Illistim. Treating the -4,500 as a Kannalan date (which would be -1,755 Modern Era) actually makes that contradiction worse. The cases of Circa -4,500 (Modern Era) could be hard retconned to Circa -6,000 Modern Era, to be consistent with the Illistim monarchs documentation since a hard retcon is unavoidable in this case, and then that Illistim documentation is just using more precise dates. Or Alaein could be pushed forward around 2,000 years. (All of this also requires pushing Ardtin forward by 2,000 years, because she is the one who let the Winedotter gnomes live in Ta&#039;Illistim. As it stands Ardtin is well over 4,000 years old but had a [[Nualina Greyvael|daughter]] as a recent Handmaiden.)&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:57, 5 May 2023 (CDT)&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196289</id>
		<title>Talk:Announcement: New Unofficial History Timeline Page</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196289"/>
		<updated>2023-05-06T10:04:29Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: note tamzyrr inconsistency&lt;/p&gt;
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&lt;div&gt;There are a lot of subtle inconsistencies or unexplained cross-relationships between historical documents. This now idle [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Wordsmiths project]] on the history of necromancy was built as my model for reconciling tons of them. This copy of it has a thousand footnotes. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Undead War&#039;&#039;&#039;&lt;br /&gt;
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::The Undead War in particular has a lot of contradictory dates and time spans and inconsistent fine details across documents. The most serious of these is &amp;quot;[[History of the Faendryl#The Undead War|History of the Faendryl]]&amp;quot;. It has &#039;&#039;&amp;quot;Eight Patriarchs watched over the conflict&amp;quot;&#039;&#039; before the Battle of Maelshyve, which most ([[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|but]] [[Elanthian Gems#Jet|not all]]) documents date as [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,185]] Modern Era based off &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (sometimes converted into Illistim or Vaalor calendar systems with their House founding dates as year 0), during the reign of Patriarch Unsenis who is number 34. Patriarch Rythwier is number 37 at the time of the Ashrim War in [[Timeline of Elanthian History#1999-1000|+157]] Modern Era (which is itself a few centuries earlier than the reign of Caladsal implies for it in [[Ta&#039;Illistim Monarchs]], and Istmaeon&#039;s reign is two thousand years too early in it for the Kiramon war.) The current Patriarch [[Korvath Dardanus]] refers to himself in letters as Patriarch 39.&lt;br /&gt;
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::The eight Patriarchs could maybe be handwaved as referring to the entire [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|five thousand year]] period Despana was known to exist, since most (but [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|not all]]) documents have the Undead War being short on the scale of a few years. But then there are just two Patriarchs covering almost 15,000 years up to Rythwier Faendryl and the Ashrim War, with Patriarch 35 starting in roughly -15,180 with the Faendryl exile to the ruins of Maelshyve. &lt;br /&gt;
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::(The timing descriptions of the advance to ShadowGuard and its duration are also pretty deeply inconsistent between &amp;quot;[[History of Elanthia#III. A. The Undead War|History of Elanthia]]&amp;quot; and the Vaalor [[Ilynov Journal|journal]] [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|documents]] which have that one battle lasting months using Vaalorian calendar dates, while its present northern position on the [[Elanith]] map makes it seem like there is no reason the undead army should have even bothered stopping in that location. If ShadowGuard were instead further south between [https://gswiki.play.net/File:Sylvan_map_sm.jpg Nevishrim] and Ta&#039;Nalfein, it would be more consistent with [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|History of the Sylvan Elves]], and would be the Undead blocking in that relatively narrow pass around the mountains while they wreaked havoc in the &amp;quot;outlying provinces&amp;quot; west of the DragonSpine. In that position ShadowGuard&#039;s purpose could then be defined as a guardian position on the edge of the Elven Empire&#039;s core territory for dark stuff coming out of the southern wastelands, and you could have an extended period of stagnation in the forests around ShadowGuard before Dharthiir suddenly shifts gears and tries to surge northeast into the Elven Empire itself. The Sylvan history also has the Battle of Harradahn in -15,195 &#039;&#039;seven&#039;&#039; years before Maelshyve in -15,188 and later than ShadowGuard, while the Vaalor journals and &amp;quot;[[Wyvern]]&amp;quot; use the equivalent of -15,186 for ShadowGuard, with the Battle of Maelshyve within &#039;&#039;one&#039;&#039; year in -15,185. I would suggest -15,196 as the real year for ShadowGuard falling, -15,195 for Harradahn, and Maelshyve at -15,185 or -15,188, and blame it on differences between calendar systems in how they corrected or didn&#039;t correct the 365th day of the solar year. Then other inconsistencies would be unreliable narration or differences of emphasis, like Dharthiir recruiting allies as early at [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,497]] and maybe low level provinces conflict reaching back to roughly [[History of the Sylvan Elves#Chapter Six - Nevishrim, ca. -22,460 to -15,490|-15,490]].)&lt;br /&gt;
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::The entire underground period for the Faendryl has almost no definition. The [http://www.beaconhall.net/tsoran/forums/history-forum.html original intent] was for much of (New) Ta&#039;Faendryl to be an underground city, and then &amp;quot;built on a hill overlooking Rhoska-Tor&amp;quot; with [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp regional sinister and eldritch ruins/relics], and then [[History of the Faendryl#New Ta&#039;Faendryl|later]] documentation had NTF as a [[The Theory of Governance and Social Order#New Ta&#039;Faendryl|brand new]] surface city built after moving out of Rhoska-Tor to a nearby spot only after the Ashrim War. Except there had to have been other surface constructions prior to that point, such as the port where they launched their war ships and maybe Chesylcha&#039;s wedding party. (Which I think should be defined to be Gellig so that Gellig is something major enough to explain why the Faendryl reacted so much more severely to the Turamzzyrian Empire [[History of the Turamzzyrian Empire|invading]] it in the [[Incomplete History of River&#039;s Rest#The River&#039;s Rest Irregulars of the Third Elven War|Third Elven War]]. Tedronne, Creyth, and Harald&#039;s Keep would then be oriented west to east on the Faendryl northern borderlands, with Barrett&#039;s Gorge and Brantur to the west and Gellig on the east coast, and those three fortresses meant to cut off potential intervention from the Elven Nations and possibly to eventually pincer New Ta&#039;Faendryl. Then there is a road from Gellig toward New Ta&#039;Faendryl with the army going around the wastes and the Breaking happening southwest of Gellig and Harald&#039;s Keep, with northwest fleeing and Tedronne more in the direction of Brantur and the Wizardwaste, and Creyth more in the direction of Barrett&#039;s Gorge.) I think the sensible thing to do here is for there to be an old underground city and for what&#039;s now called New Ta&#039;Faendryl to connect down into it, and this surface facade and its five boroughs were centrally planned for organizing the whole society governance structure from the top down. I also think the [[The Theory of Governance and Social Order|&amp;quot;Patriarchal Palace&amp;quot;]] should be a center city within NTF where the Enchiridion Valentia is kept underground, akin to [https://www.nationsonline.org/maps/Vatican-City-map_1200px.jpg Vatican City], so that the Basilica is architecturally a basilica like it is in OTF and the Palace in the sense of royal residence is its own towering building. Analogous to St. Peter&#039;s Basilica versus the Apostolic Palace. This would reconcile some tensions between Faendryl documents about the roles of the Basilica and the Clerisy and the Patriarchal residence and the Enchiridion archives. (e.g. Are the &amp;quot;Basilican Sorcerers&amp;quot; actually the Clerisy? Clerisy positions in the Rachis? Did Second Era Faendryl summoning, such as it actually existed in state sanctioned form, all happen secretly within and under the Basilica itself in OTF in a strictly controlled and scheduled way?)&lt;br /&gt;
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::So, either Unsenis and Cestimir should be pushed back to something like Patriarchs 27/28 and those eight unnamed monarchs can be between Cestimir and Rythwier, or a premise can be framed that state sanctioned history by the Faendryl is somewhat revisionist / propaganda in nature and the Faendryl basically redacted that 15,000 year underground period and renumbered the Patriarchs after the Ashrim War to make the underground period sound relatively brief (allowing only one then living memory predecessor for Rythwier.) Rythwier is officially Patriarch 37, for example, but might &amp;quot;in reality&amp;quot; be something like the 53rd Patriarch. I would add an NPC note by an Illistim scholar to the top of &amp;quot;History of the Faendryl&amp;quot; saying the Faendryl have revised their Patriarch numbers to omit things, and generally exaggerate and distort historical precedent or continuity for their current practices with dark magic. That would also take pressure off &amp;quot;[[History of the Faendryl#The Growth of Faendryl Magic|History of the Faendryl]]&amp;quot; and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; making it sound like demonic summoning was widespread and public in the capital of the Elven Empire for roughly 20,000 years leading up to the Battle of Maelshyve, while &amp;quot;[[Path to Palestra]]&amp;quot; has the Palestra academies not being founded until after the Ashrim War (and the lesser academies founded under the current Patriarch.)&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Dhe&#039;nar Departure and House Founding Timing&#039;&#039;&#039;&lt;br /&gt;
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::There is inconsistency on the details of the Dhe&#039;nar departure from the other Elves and the split into Houses in general. The core of the issue is that &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; has a 5,000 year gap between the Noi&#039;sho&#039;rah prophecy (circa -50,000) and the Tahlad departure (circa -45,000). &amp;quot;[[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|Timeline of Elanthian History]]&amp;quot; follows this with dating the departure as -45,293. But this makes the whole Dhe&#039;nar version of events incoherent. It is 2,000 years &#039;&#039;after&#039;&#039; the last House formed, and 4,000 years &#039;&#039;after&#039;&#039; the first House formed. (This may have happened because &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; had originally used 50,000 years ago for the Elven &#039;&#039;Empire,&#039;&#039; but the timeline document later defined the individual House / city foundings at earlier dates pushing back to 54,000 years ago, and the unofficial player Dhe&#039;nar history got canonized using the original 50,000 years ago timing. But moving that date back doesn&#039;t fix the fundamental problems. The Sylvan history is the most scholarly account of the period and makes it clear the &amp;quot;split&amp;quot; into Houses was really just the urbanization of spread out and long pre-existing colonies / bloodlines.)&lt;br /&gt;
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::&#039;&#039;&#039;(1) Age:&#039;&#039;&#039; Tahlad is Korthyr&#039;s &#039;&#039;uncle&#039;&#039; in &amp;quot;History of the Dhe&#039;nar&amp;quot; and &amp;quot;History of the Faendryl&amp;quot;. Korthyr only lives long enough to build the first borough of Ta&#039;Faendryl, founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-48,897]] in &amp;quot;Timeline of Elanthian History&amp;quot;, where Ta&#039;Faendryl was built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; and mostly under Korthyr&#039;s successor, his own great nephew Khalar Andiris in &amp;quot;[[History of the Faendryl]]&amp;quot; up until around circa -48,000. Working through the timing of Patriarchs in &amp;quot;History of the Faendryl&amp;quot;, the Dhe&#039;nar departure in &amp;quot;Timeline of Elanthian History&amp;quot; probably happened during the reign of Yshryth Silvius Patriarch 14, which is around the time the Elven Empire becomes a meaningful concept (consistent with &amp;quot;History of Elanthia&amp;quot;.) Whereas it would not have been a meaningful concept in -50,000 when none of the Houses existed yet, and the founders were most likely of different generations. Some may have not even been alive at the same time as others, or not known each other, the capital cities having been founded over a span of 1,500 years. This line in &amp;quot;History of the Faendryl&amp;quot; has to be an anachronism or &amp;quot;great man of history&amp;quot; myth: &#039;&#039;&amp;quot;The elves were ready to leave the forests and split into eight noble Houses to form the greatest empire the world had known, lead by Korthyr Faendryl, Aradhul Vaalor, Zishra Nalfein, Sharyth Ardenai, Bhoreas Ashrim, Callisto Loenthra, Linsandrych Illistim and Tahlad Tsi&#039;shalar.&amp;quot;&#039;&#039; Tahlad in turn dies around circa [[History of the Dhe&#039;nar#IV. Sharath (45,000 - 30,000 years ago)|-40,000]] in &amp;quot;History of the Dhe&#039;nar&amp;quot;. He would have been well over ten thousand years old if he was Korthyr&#039;s uncle.&lt;br /&gt;
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::&#039;&#039;&#039;(2) Founding Spread:&#039;&#039;&#039; &amp;quot;History of the Faendryl&amp;quot; words it this way: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah&#039;s cult left the forests, lead by Tahlad Tsi&#039;shalar, and later became known as the Dhe&#039;nar. Undaunted by his uncle&#039;s desertion, Korthyr Faendryl lead the rest of the elves from their home of ages amid the trees, leaving behind those that are the sylphs, and Sharyth Ardenai&#039;s line, who would lead the elven holdings there.&amp;quot;&#039;&#039; This is inconsistent in several ways. &amp;quot;[[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|History of the Sylvan Elves]]&amp;quot; has the Elves spread out in disparate colonies and living in open-air spaces outside the forests for a very long time before urbanizing, back to some time well before circa -55,000 (i.e. the split with the sylvans begins earlier than 60,000 years ago and the sylvan nomadic bands &amp;quot;gradually&amp;quot; consolidated into one colony), inconsistent with any abrupt planned division into Seven Cities of noble houses out of some central location or unified civilization. &amp;quot;Timeline of Elanthian History&amp;quot; and the documents using Illistim calendar dates have House Illistim as the first &amp;quot;House&amp;quot; in [[Timeline of Elanthian History#Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,107]]. House Ardenai was the second to last House in -47,689. The Ardenai lineages were apparently not considered [[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|&amp;quot;sylvisterai&amp;quot;]] in the pre-House period, so even with them, it would make more sense with the Sylvan history for Sharyth Ardenai to be leading a back to nature kind of movement into the Darkling Wood. Or at least having [[History of the Truefolk#The Horse War|croplands]] on the forest edges with sedentary woodland hamlets (instead of clear cutting the forests to expand croplands like the other Elves) and later moving deeper into the woods to found Ta&#039;Ardenai.&lt;br /&gt;
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::The Sylvan city of Ithnishmyn is founded circa [[History of the Sylvan Elves#Chapter Two - The First Sylvan City, ca. -45,400|-45,400]] in between Ta&#039;Ardenai and Ta&#039;Loenthra, and the Dhe&#039;nar departure is dated after that as well. There may be some cross-reference sense in this because sylvan harassment by Elven religious cults and slavers in &amp;quot;[[History of the Sylvan Elves#Chapter Three - Ithnishmyn and the Elven Nations|History of the Sylvan Elves]]&amp;quot; started around that time, and given the Dhe&#039;nar enslavement of Sylvans for eighty years mentioned in the lavender lore in [[Speech Unspoken: The Language of Flowers#Lavender|Speech Unspoken: The Language of Flowers]] (which makes no geographic sense in other time periods.) The treatment of the cities Ithnishmyn versus Ta&#039;Ardenai, for nine thousand years until -36,567, would not make much sense unless the Elves and Sylvans had culturally split much earlier. Similarly for their religious differences versus &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. The tension here I think would be best handled by establishing a framing for it as being a general disagreement among the Elven lineages (biased by their own self-interests or ideologies) about when the dissidents that eventually became the Dhe&#039;nar really left and who they were in the first place. One aspect of inconsistent views they could have of the &amp;quot;Matter of the Elven Empire&amp;quot; in general, which would be something analogous to the history and legend / founding myth mixed Matter of Britain. (e.g. the Illistim emphasize Lindsandrych Illistim founded the first city with the Chronicle keepers, the Faendryl argue Korthyr lead the House movement and so they have a perverse incentive to support the Noi&#039;sho&#039;rah/Tahlad legend, the Vaalor with their [[Wyvern]] oral tradition mythology, etc.)&lt;br /&gt;
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::&#039;&#039;&#039;(3) Separate Versions:&#039;&#039;&#039; One view would be the Dhe&#039;nar left in circa -50,000 prior to the Illistim Chronicles being founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,238]] with Noi&#039;sho&#039;rah as a real person, Tahlad as the uncle of Korthyr, and were a distinct ideological tradition who could have been their own House if they had not left (giving the premise and timing in &amp;quot;[[History of the Faendryl]]&amp;quot; and to some extent &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.) Another view might be that Tahlad, or whoever that name really refers to in practice (possibly a few people using that name-title which means &amp;quot;Student&amp;quot; in Dhe&#039;nar-si), was a dissident proselytizing for thousands of years and left with a group of followers after the Houses finished forming and the near dozen Faendryl coups (giving the circa -45,000 timing in &amp;quot;History of the Dhe&#039;nar&amp;quot;.) A third version for explaining the use of the specific date -45,293 might be an Illistim historiographer theory that the &amp;quot;Sharath&amp;quot; promised land people were really what became of some recorded reactionary offshoot branch of &amp;quot;Sharyth&amp;quot; Ardenai&#039;s movement who rejected the Houses and cities, and then left the forest after failing to convert the Sylvans. Possibly they would argue the &amp;quot;sho&#039;rah&amp;quot; (which means &amp;quot;sister&amp;quot;) is also an oral history debasement of &amp;quot;Sharyth.&amp;quot; The second and third versions might then view the Noi&#039;sho&#039;rah story and &amp;quot;prophecy&amp;quot; as distorted with anachronistic details of the Houses and Elven Empire as a single nation, from the bloody politics and instability of the Faendryl in the millennium leading up to Yshryth&#039;s mother overthrowing the government, and then Yshryth executing her and purging those who undermine Elven unity and the eternal empire. Then becoming more distorted with Despana being read into it later. The first version would go all-in on the Noi&#039;sho&#039;rah prophecy as an actual historical event.&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:13, 27 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Kannalan Empire&#039;&#039;&#039;&lt;br /&gt;
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::The Kannalan Empire has some dubious chronology due to the Gnomes documentation. These do not really need to be retconned in a hard way, recontextualizing the dates would be sufficient in most cases. Though a few of them do unavoidably need hard retcons from contradictions. The term &amp;quot;Kannalan Empire&amp;quot; was almost certainly De-I.C.E.&#039;d from &amp;quot;Lankan Empire&amp;quot; (which was a totally different thing in nature) in the Path of Enlightenment messaging for the Order of Voln. This messaging has always used the year &amp;quot;1,300&amp;quot;, which would have originally referred to the timeline of the archaic world setting. The meaning of this was implicitly retconned by &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in 2000 (real world), where the year +1,300 on the Kannalan calendar is equivalent to +4,045 Modern Era. This calendar system conversion for that date was explicitly canonized about a decade later in &amp;quot;[[History of the Order of Voln#Section II: The Founding|History of the Order of Voln]]&amp;quot;. No explanation has ever been given, as far as I am aware, for why +2,745 Modern Era is year zero on the Kannalan calendar. But there is also no explanation for year 0 on the Modern Era calendar system. &lt;br /&gt;
&lt;br /&gt;
::(This could be any number of things, such as a new 365th day correction calendar system, perhaps a convention adopted by the Library of Biblia and the relatively early Chronomages. The [[Ta&#039;Illistim Monarchs]] document refers to it as the &amp;quot;Common calendar&amp;quot;, and it is at least used in the Turamzzyrian Empire. But then the choice for year 0 makes even less sense in terms of established premises if it is a Turamzzyrian convention, and the present day form of the &amp;quot;Common&amp;quot; language would not have existed yet. Though I would prefer it if Biblia itself was older than that, keeping the Bandur / Graveyard story in its original 6,300 years ago timing, which would recontextualize it as the late Age of Chaos. Because Bandur resided for a time at the Library of Biblia, and as an NPC he is still canon. There is a book by him in Moonsedge. Human fortifications beginning 8,000 years ago in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
::The complication then enters from &amp;quot;[[Lines of Blood: A History of the Gnomes#The Great Schism|Lines of Blood: A History of the Gnomes]]&amp;quot; from roughly 2003 (real world), which dates the burghal gnomes moving into the &amp;quot;Kannalan Empire&amp;quot; a little after the year -135, but it does not say which calendar system it is using. Then &amp;quot;[[Timeline of Elanthian History]]&amp;quot; takes this and makes that &amp;quot;Circa -125&amp;quot; Modern Era. The gnome history is then talking about human cities, and Tamzyrr and &amp;quot;Selanthia&amp;quot; in year +725. Which as a Modern Era date would be 3500 years before the time of Selantha Anodheles. If it is instead +725 Kannalan, that is +3,470 Modern Era. This is still dubious, but significantly less dubious. Tamzyrr was already established as a &amp;quot;town&amp;quot; predating +3,961 Modern Era in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but which has it &amp;quot;grow[ing] tremendously&amp;quot; after the trade alliance of +4,222 Modern Era. The gnome history talks about Tamzyrr as a town in &amp;quot;-125&amp;quot; and refers to &amp;quot;Selanthia&amp;quot; outside Tamzyrr in &amp;quot;+725&amp;quot;. Perhaps &amp;quot;Selanthia&amp;quot; could be defined as Tamzyrr&#039;s surrounding territory going back some ways before the Turamzzyrian Empire but still only being &amp;quot;town&amp;quot; sized during the Kannalan Empire period. Selantha would have to be named after the territory rather than the other way around, or else the Gnome history could be taken as sort of anachronistically referring to what the region was named in later centuries. &lt;br /&gt;
&lt;br /&gt;
::Leaving it as it is now would mean the Kannalan Empire existed for at least several thousand years. That is much longer than the Turamzzyrian Empire, much too long for a weak empire with very little lore defining it. Another more subtle point is that it [[Lines of Blood: A History of the Gnomes#The Great Schism|says]] &#039;&#039;&amp;quot; Sjandor Withycombe led the Burghal Gnomes into the cities and towns of the Kannalan Empire&amp;quot;&#039;&#039;, but then turns around and has Sjandor [[Lines of Blood: A History of the Gnomes#Bloodline Withycombe|leading]] the burghal gnomes to Tamzyrr, which was already established in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; as not having been part of the Kannalan Empire. Which makes the burghal gnomes in the Kannalan Empire in -125 under Sjandor a misattribution or mythical in the first place. But we cannot just treat it as mythical distortions of what really happened, because the timing was then reified by other documents, &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and [[Ta&#039;Illistim Monarchs]] (converted into the Illistim calendar.)&lt;br /&gt;
&lt;br /&gt;
::I would suggest defining the Kannalan Empire as being founded in +2,745 Modern Era with a coronation of the Emperor of Veng, year 0 on the Kannalan calendar, which is a defined title in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. I do not know if the capital city of Veng has a defined location on the backend somewhere. For various reasons I think it would make most sense to have been somewhere in Hendor, whether or not &amp;quot;Hendor&amp;quot; was a name that only existed later, with the Kingdom of Hendor as its eventual successor state. Then the cities and so forth that formed the Kannalan Empire (or its neighbors in the case of Tamzyrr which was one of the &amp;quot;independent towns&amp;quot; that took in Kannalan refugees in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;) would be what the gnome documentation is referencing. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (which has numerous contradictory dates) could then be tweaked to having the gnomes showing up Circa +2,620 Modern Era and then put parentheses saying &amp;quot;-125 Kannalan&amp;quot;. Which recontextualizes the Gnome history document as using Kannalan dates instead of Modern Era dates. The alternative would be to have precursor alliances between cities pre-dating the formal Kannalan Empire (which could begin in +2,745), since human fortifications begin eight thousand years ago circa -3,000 Modern Era, and then the gnome history is just loosely referring to that earlier period (and Tamzyrr) as &amp;quot;Kannalan Empire&amp;quot; in an anachronistic way. Still more tortured would be to have the Kannalan Empire as a continuous entity founded in some deeply negative year on the Kannalan calendar. But I think the cleanest way to handle this is to just have the Gnome history be mostly referring to Kannalan calendar dates, and define year 0 on that calendar system as the Kannalan Empire founding.&lt;br /&gt;
&lt;br /&gt;
::That being said, that clearly isn&#039;t the original intent in the Gnomes document, because it uses the dates +2,389 in the Greengair section and +4,120 in the Nylem section (and the 4120 one is also used in the &amp;quot;Timeline of Elanthian History&amp;quot;), which would have to be tweaked to say &amp;quot;Modern Era&amp;quot; but the other dates tweaked to be saying &amp;quot;Kannalan&amp;quot;. It also speaks of Elven rangers having the &amp;quot;first extended contact&amp;quot; with a gnome in -4,500. This is copied over as a Modern Era date in &amp;quot;Timeline of Elanthian History&amp;quot;. However, [[Ta&#039;Illistim Monarchs]] has &amp;quot;contact was first officially made&amp;quot; sometime between 43,019 and 43,232 Illistim (-6,088 and -5,875 Modern Era) during the reign of the Mirror Alaein Illistim. Treating the -4,500 as a Kannalan date (which would be -1,755 Modern Era) actually makes that contradiction worse. The cases of Circa -4,500 (Modern Era) could be hard retconned to Circa -6,000 Modern Era, to be consistent with the Illistim monarchs documentation since a hard retcon is unavoidable in this case, and then that Illistim documentation is just using more precise dates. Or Alaein could be pushed forward around 2,000 years. (All of this also requires pushing Ardtin forward by 2,000 years, because she is the one who let the Winedotter gnomes live in Ta&#039;Illistim. As it stands Ardtin is well over 4,000 years old but had a [[Nualina Greyvael|daughter]] as a recent Handmaiden.)&lt;br /&gt;
&lt;br /&gt;
::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:57, 5 May 2023 (CDT)&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=196288</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=196288"/>
		<updated>2023-05-06T09:37:28Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: footnote about Elven Nations orders of Voln&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are OOC footnotes for the &#039;&#039;&#039;unofficial&#039;&#039;&#039; document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|&amp;quot;Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
This is meant to explain the motivating logic behind embellishments and what gaps or inconsistencies are being reconciled. (It is actually pretty light on 100% fabrications, which are bolded on the linked copy above without the footnotes.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Forbidden Knowledge and the Black Arts===&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist,[1] I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts[2] and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent.[3] What follows here is a brief survey in three volumes.[4] It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order.[5] It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms.[6] There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.[7]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[1] [[Harrowing and Esoteric Archaeology|Occult archaeology]], or &amp;quot;esoteric archaeology&amp;quot; and &amp;quot;occult philology&amp;quot;, are made up disciplines Xorus explained once for a Faendryl symposium.&lt;br /&gt;
[2] &amp;quot;Black arts&amp;quot; is used in this to refer to highly corruptive magic performed by villain types that is worse and more condemned than the sorcery typically used by Faendryl. (e.g. the [[Blood of the Sea: The Krolvin and Their Descendants|blood mages]] of the krolvin, who Auchand has said on Discord is the only major culture that practices blood magic, and that it is worse / darker than what we call sorcery.) It is used as a distinction from the term &amp;quot;dark arts&amp;quot;, which refers to contemporary sorcery having partly overlapped with historical black arts. The document explicitly and overtly historicizes the word &amp;quot;sorcery&amp;quot;, so that its present meaning / conventions are a product of history, while addressing all its conceptual ambiguities.&lt;br /&gt;
[3] This document treats magic as arising from intellectual and cultural traditions, with a corresponding history of ideas and influenced by historical forces. It splits apart various aspects under the umbrella &amp;quot;sorcerer&amp;quot; into different origins and kinds. It was also to break up the excessive conflation and near monopoly of sorcery by the Faendryl.&lt;br /&gt;
[4] Volume 2 fleshes out the meaning of &amp;quot;black arts&amp;quot; (and magical corruption), taking that term from the original [[Legend of the Necropolis of Etrevion (essay)|&amp;quot;Legend of the Necropolis of Etrevion&amp;quot;]] story for the [[The Graveyard|Graveyard]]. Volume 3 is classification schemes for the unliving. The volumes are stand-alone, more or less, but interrelated. Some terminology in Volume 1 is elaborated in the other volumes. Volume 1 is more or less polished. Volumes 2 and 3 are rough drafts and might better be broken up and cannibalized into more specialized documents.&lt;br /&gt;
[5] The document is trying to characterize traditions out of kinds of cultures (e.g. animism -&amp;gt; druidism, shamanism) as tendencies, rather than the messy gritty details of concrete history, where there would be tons of redundancy and reinventions. This was intentionally done to avoid filtering everything through individual race monocultures, which is a defect of Elanthia&#039;s lore documentation in general, and instead speaks of propensities from worldviews and value systems with geographical or sociopolitical/economic conditions. &lt;br /&gt;
[6] This terminology is explained later in this document. &amp;quot;dark sorcery&amp;quot; is a distinction from &amp;quot;classical sorcery&amp;quot;, and this sentence amounts to saying the document is written with a Faendryl bias. The sentence &amp;quot;sorcery is demonology and necromancy&amp;quot; is true of &amp;quot;dark sorcery&amp;quot;, but it is not true (or very strained and forced) of the way this document defines &amp;quot;classical sorcery&amp;quot;, which is based instead directly on the Sorcerer class definition (which originated in I.C.E. and in practice has only ever accurately characterized a subset of the spell list in GemStone, whereas the duality of demonology and necromancy lores was not implemented until the GemStone IV conversion.)&lt;br /&gt;
[7] Hedge on the scope of its correctness, and allowance for having Faendryl bias but also saying things Faendryl would not like. IC author is contrary on some matters such as the Arkati and Drakes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way.[8] For this I will defer to ethnographers and religious historians.[9] In this compendium the unifying focus is necromancy in a very broad sense.[10] Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions.[11] It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.[12]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[8] This is an &amp;quot;Other&amp;quot;-ing framing where archetype categories (e.g. &amp;quot;witch&amp;quot;, &amp;quot;warlock&amp;quot;, &amp;quot;shaman&amp;quot;, &amp;quot;druid&amp;quot;) are used compared to some orthodoxy (Faendryl sorcery, magical theory), not necessarily the ways the people being described would describe themselves. It also uses specific definitions for those words, which are not necessarily the same ordinary usage meanings by others. (e.g. Dhe&#039;nar warlocks may not directly be what this document means by &amp;quot;warlock&amp;quot;)&lt;br /&gt;
[9] This is glib. It would be a very dangerous thing for an ordinary academic to study.&lt;br /&gt;
[10] The scope of &amp;quot;necromancy&amp;quot; is more defined in Volume 2. Sorcerer profession [[Sorcerous Lore, Necromancy|mechanical &amp;quot;necromancy&amp;quot;]] is generally everything related to flesh, blood, life forces, spirit, effectively filling in for the term &amp;quot;animate matter.&amp;quot; This texts broaden the historical scope of the term, so that 50,000 years ago it would instead refer to stuff like communing with departed spirits and resurrections, because that is &amp;quot;death magic.&amp;quot; While the contemporary meaning is written in an inherently sorcerous form but significantly broader than undeath.&lt;br /&gt;
[11] This is explicitly framing this document as IC engaging in convention construction to make an internally consistent rationalist framework.&lt;br /&gt;
[12] The recency bias applies more to Volumes 2 and 3 in terms of examples. But the general point is that interpreting records of past events and practices is warped by expressing it in terms of what exists or is considered important in the present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
Vice Chancellor Emeritus&amp;lt;br&amp;gt;&lt;br /&gt;
Hazalred Thaumaturgical Insitute[13]&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[13] This is a completely made up institution and title within the [[The Theory of Governance and Social Order#Clerisy|Clerisy]]. It is named after the ancient Faendryl NPC [[Abdullahi Hazalred]] (which is an obvious easter egg of Lovecraft&#039;s Abdul Alhazred, the fictional author of the Necronomicon, a grimoire with information on summoning otherworldly daemons in the Lovecraft mythos.) Ranks below the level of &amp;quot;Chancellor&amp;quot; are not defined in present documentation, but this could change in the future (e.g. &amp;quot;[[Pathways to the Orders of the Turamzzyrian Empire]]&amp;quot; in May 2023).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volume I: The History of Necromancy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul.[14] In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods.[15] It took its earliest forms in mortuary rituals and the divination of ancestral spirits.[16] Throughout history it has become an ever darker form of magic, splitting from its spiritual roots.[17] It is now the black arts of foul corruption and the utter debasement of life and death.[18] Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood.[19] But necromancy has never been as narrow as the undead, and has taken many other forms in history.[20]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[14] The general idea is that it is not just spiritual magic, or calling on spirits, but coercively or corruptingly using the substances of life and spirit. This is referring to the more modern meaning of the word, which is contrasted by the next sentence. We are also keeping consistent here with DragonRealms on [https://elanthipedia.play.net/Category:Necromancer_spells &amp;quot;necromancy&amp;quot;] being the hybridizing of life mana, or in special cases holy mana. Life and holy mana are tacitly distinct in GemStone (e.g. Cleric/Paladin base spells and Convert mechanics versus Ranger/Empath base spells), but are treated monolithically as spiritual magic.&lt;br /&gt;
[15] This is what the word would have meant in the early Elven Empire or pre-House villages and colonies, roughly 50,000 to 60,000 years ago, before it went down darker paths. Black arts may have already existed in southern wastelands, but the technical term &amp;quot;necromancy&amp;quot; ought to begin in the Elven Empire to refer to divination practices with spirits of the dead and then have its meaning shift later.&lt;br /&gt;
[16] Rationalist characterization of spiritual and animist magic.&lt;br /&gt;
[17] Necromancy refers to sorcery practices now, which is hybrid magic rather than spiritual magic. This document explains how the precursor forms got twisted into sorcerous forms.&lt;br /&gt;
[18] This refers to what most non-Faendryl mean by the word &amp;quot;necromancy&amp;quot; in the present day. The next sentence instead refers to what this document calls the &amp;quot;dark arts&amp;quot; meaning of necromancy (i.e. Faendryl dominated paradigm) rather than the &amp;quot;black arts&amp;quot; meaning.&lt;br /&gt;
[19] This is what Faendryl and self-identified &amp;quot;sorcerers&amp;quot; (guild member types) often mean by &amp;quot;necromancy&amp;quot;. This typically would not include the darkest stuff, like what this document calls &amp;quot;soulcrafting&amp;quot;. It is presumably illegal in Faendryl lands, for example, to make yourself into a lich and continue on in Faendryl society that way.&lt;br /&gt;
[20] Explicitly stating that we are using a broader definition than undead magic, and that we are historicizing the concept.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds.[21] More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify.[22] Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares.[23] In this way it is difficult to illustrate the whole tapestry of the black arts.[24] Whether a given horror is undead, demonic, or something else, is not always obvious.[25] That is the legacy of necromancers.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[21] This is a thesis statement for defining (contemporary) necromancy as a mode of sorcery, where this definition of it is inclusive of the black arts. Implicitly this is referring to &amp;quot;animate matter&amp;quot;, whereas a similar statement for inanimate matter might include the darkest stuff covered by the word &amp;quot;demonology&amp;quot;, or else be where they converge on each other.&lt;br /&gt;
[22] This is rooted in how &amp;quot;sorcery&amp;quot; is defined in this text as unnatural fusions and contradictions. That is keeping consistent with the way sorcery and necromancy are defined in DragonRealms. The distinction between transformation and transmogrification is elaborated in Volumes 2 and 3. Loosely, the convention used here is that transmogrification is more irreversible, more perverse and foundationally corrupted.&lt;br /&gt;
[23] This is elaborated more in Volumes 2 and 3. It is retaining consistency with the metaphysical category corruptions used in DragonRealms&#039; [https://elanthipedia.play.net/Sorcery magic theory for sorcery].&lt;br /&gt;
[24] Hedge for keeping the definitions and examples open ended rather than exhausted by a normative definition. It is also framing a recognition of the inherent blurriness or ill-definition of a lot of this stuff, or that there is a lack of full understanding of what&#039;s really happening in the darker stuff. This is related to the meaning of &amp;quot;esoteric&amp;quot; magic later in this document, and how black arts rituals are characterized in relation to flow magic in Volume 2.&lt;br /&gt;
[25] This is elaborated much more in Volumes 2 and 3. GemStone has always had precedents of artificially made demons and blurring between demons and undead, dating back to early I.C.E. books and all the way through to modern stories. The simplistic formula of &amp;quot;undead are cursed souls of the dead of this world&amp;quot; and &amp;quot;demons are inherently things native to other planes and not this world&amp;quot; does not actually in practice describe what is true in the world setting and never has. It&#039;s much more complicated than that, and this text treats modern &amp;quot;necromancy&amp;quot; as more generally debasement/perversion/etc. of sentient/sapient/etc. beings in general. (One straight forward example is [[vathor]]s making [[necleriine]] demons using a necromantic ritual on Elanthian corpses. Another is the existence of extraplanar undead, such as [[murky soul siphon]]s. Then there are demonic hybrids with the living and all sorts of monsters corrupted by dark energies.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I. The Age of Darkness (-130,000? to -50,000 Modern Era)[26]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil.[27] The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth.[28] They fed on the essence and the soul.[29] Where they came from is not known.[30] But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands.[31] Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons[32] -- it is said they can never truly die. Their remnants linger, in sleeping death.[33] Horrible relics of dreadful power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- [[Linsandrych Illistim]], First Master of Lore, House Illistim [34]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[26] The -130,000 number comes from the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document. It is using -50,000 because that is shortly before the Houses were founded (i.e. imperial Elven bias), but strictly speaking there was non-urban civilization prior to that but after the Ur-Daemon War, which is described in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The Age of Darkness can be subdivided (e.g. [[Caylio Javilerre]] referred to the Arkati dominated period.)&lt;br /&gt;
[27] This is supposed to be continuing onward from her writing about the oppression of dragon rule, where Linsandrych apparently interpreted the Drakes as literal dragons, as opposed to draconic manifesting greater spirits above the Arkati. This Drakes vs. dragons issue is addressed later in the document. Using &amp;quot;the veil&amp;quot; metaphor in a Linsandrych quote would date its usage back roughly 55,000 years, before veil piercing magic was invented, and is establishing here early Elven Empire understanding of the Ur-Daemon as extraplanar entities. &lt;br /&gt;
[28] This is partly based off the Imaera related [[Gods of Elanthia|gods lore]], and playing off a premise that earlier elves interpreted the Ur-Daemon as &amp;quot;darkness&amp;quot;, not knowing or understanding the extraplanar cosmos concepts. This shadow monsters in the forest concept is depicted in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; for the Age of Darkness period. &amp;quot;[[Origins of Tonis]]&amp;quot; explicitly says the Ur-Daemons &amp;quot;blackened the land&amp;quot; with their &amp;quot;corruption.&amp;quot;&lt;br /&gt;
[29] This is in the original &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[30] This has been the premise with the Ur-Daemon in general, that for all we know they&#039;re still out there somewhere, but we do not actually know. (e.g. &amp;quot;History of Elanthia&amp;quot; with the Faendryl exile arguments, &#039;&#039;&amp;quot;Illistim mages pointed out the dangers of penetrating the veil. For all any knew, the Ur-Daemon still existed somewhere beyond it.&amp;quot;&#039;&#039;; Daephron Illian supposedly trying to summon them and accidentally getting the Vvrael.)&lt;br /&gt;
[31.1] &amp;quot;Demon Lords&amp;quot; is pure invention, it has not been used for them. The Ur-Daemon have precedent of being called &amp;quot;the Dark Ones&amp;quot; and &amp;quot;the Ur&amp;quot; by NPCs, and this text also refers to them as &amp;quot;Old Ones&amp;quot; and &amp;quot;dead gods&amp;quot; as a Lovecraftian motif.&lt;br /&gt;
[31.2] The Ur-Daemon have been portrayed in very different physical forms, including actual visualizations, so it is hard baked that the term has to refer to a wide assortment of morphologies. (Later in this document an oblique reference is made to the possibility of them metamorphing, which could help explain this issue.) The Beast of Teras Isle seems vaguely vathor-like, though it pre-dates the creation of vathors. Ith&#039;can resembled a huge oculoth. Orslathain supposedly had huge wings of darkness. Melgorehn&#039;s Reach time warps have shown them resembling huge floating squids, with Drakes breathing fire on them. The &amp;quot;[[Constellations of the Northern Sky]]&amp;quot; document instead suggests they should have appendages with six taloned claws. These are generally compiled on the [[Ur-Daemon]] page.&lt;br /&gt;
[31.3] The &amp;quot;History of Elanthia&amp;quot; insinuates a logical relationship between the Ur-Daemon and undeath, because of Despana &#039;&#039;searched the land for the old places of the Ur-Daemons&#039;&#039; (Rhoska-Tor) and &#039;&#039;somewhere in what is now called Rhoska-Tor, her quest succeeded when she found the Book of Tormtor.&#039;&#039; The Book of Tormor was &#039;&#039;said to be written in the language of the Daemons&#039;&#039; but &#039;&#039;none can now be sure of its contents.&#039;&#039; &amp;quot;Gods of Elanthia&amp;quot; establishes the twisting of the living by dark forces as a concept, and more specifically rebuilding life after the Ur-Daemon war.&lt;br /&gt;
[31.4] This is a real-world biblical usage of &amp;quot;legion&amp;quot;, but the words legion (along with being misshapen and horrible to look upon) and &amp;quot;vile minions of shadow&amp;quot; are also used to describe them in a fresco in the Drake&#039;s Shrine, which dates back to the Ur-Daemon War. The premise that the demonic were present in vast numbers and endlessly being reinforced through the rift to their &amp;quot;eldritch plane&amp;quot; is also in the &amp;quot;[[Origins of Tonis]]&amp;quot; legend: &#039;&#039;&amp;quot;Though at first the drakes were successful in containing the extraplanar threat, the Ur had numbers without limit, for they had established a great rift that connected the world of Elanthia with their eldritch plane. They had infested the surrounding lands in such numbers that seeking the rift meant a fool’s death, though drakes and Arkati both tried.&amp;quot;&#039;&#039;&lt;br /&gt;
[32] This is interpreting &amp;quot;Ur-Daemon&amp;quot; as just the meaning of the prefix &amp;quot;Ur-&amp;quot; and not necessarily a species name. A Ride of the Red Dreamer NPC also once [https://gswiki.play.net/Category:Ride_of_the_Red_Dreamer implied] they were not always called Ur-Daemon by mortals: &#039;&#039;Beonas says, &amp;quot;...we call them Ur-Daemons, now.&amp;quot;&#039;&#039;&lt;br /&gt;
[33] This premise has been used for Ur-Daemon body parts in storylines by Auchand and Kenstrom. The eye of the Ur-Daemon we call Ith&#039;can was [[Cross into shadows|recharged/revived]] to some extent, for example, with blood from the Beast imprisoned in the glaes caverns on Teras Isle. Other Ur-Daemon body part MacGuffins include the Eye of Goseth (corrupted the [[Sanctum of Scales]]) and the Shroud/Skin (which cut off the Red Dreamer from the power of the Arkati). &amp;quot;[[Origins of Tonis]]&amp;quot; uses similar premises on the Arkati versus Ur-Daemon relationship. This incidentally makes it very dubious that Marlu can consistently be Ur-Daemon, because of Cleric/Paladin magic through Marlu. The IC author does not get into it in this document, but would argue Marlu was more likely an Arkati born from the shattering of the veil when the Ur-Daemon arrived.&lt;br /&gt;
&lt;br /&gt;
[34] This whole paragraph is totally made up. Linsandrych is the founder of House Illistim, existing canon quotes are used elsewhere in the document. &amp;quot;First Master of Lore&amp;quot; is an unclearly defined title, because Meachreasim Illistim in recent years is also called &amp;quot;First Master of Lore&amp;quot; (e.g. in later versions of &amp;quot;History of Elanthia&amp;quot;), and it is not defined in later Illistim documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism.[35] With this came the true Age of Darkness.[36] It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other.[37] The dragons who survived were driven mad.[38] It is not known how this happened.[39] The more chaotic or demonic realms beyond the pale are incapable of opening portals into higher realities.[40] Whether it was an accident, or they were brought here on purpose, the way was opened.[41] Once they were here, they ripped apart the veil.[42] It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons.[43] These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers.[44] They fed upon the magical energies of the world, and their very presence stained their surroundings.[45]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[35] The IC author is following the Linsandrych track here of equating Drakes and the dragons the ancient elves hated and feared. He questions this in an iconoclast way in a later section, suggesting draconic manifesting deities that the elves did not distinguish from ordinary dragons. &amp;quot;Utter Darkness&amp;quot; is a pure invention, and trying to plug a meaning into &amp;quot;Age of Darkness.&amp;quot; Later it refers to the Elven word [[Shimmering glaesine orb|&amp;quot;Draekeche&amp;quot;]] from the House Illistim motto as meaning &amp;quot;darkness&amp;quot;, which is an canon translation and from -49,080 Modern Era. The &amp;quot;barbarism&amp;quot; of the dragons plugs in later to interpreting Yshryth Faendryl&#039;s speech.&lt;br /&gt;
[36] Caylio Javilerre split the Age of Darkness up into an Age of the Drakes and an Arkati-dominated era after the Ur-Daemon War. The IC author here is using the Ur-Daemon to say something about the large scale introduction of dark energy corruption from other worlds (including demons and undeath) with the Ur-Daemon War.&lt;br /&gt;
[37] Playing off &amp;quot;Draekeche&amp;quot; meaning &amp;quot;darkness&amp;quot; and the visual fact in time rift manifestations of Drakes breathing fire on Ur-Daemon, and that both are largely dead or gone now.&lt;br /&gt;
[38] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; about dragons being driven mad with fear. The IC author would probably question this as historians trying to rationalize why dragons today are apparently weaker than masters of Arkati. But is not getting into that here, citing it on face value.&lt;br /&gt;
[39] The introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot; and other documents such as &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; have a story of Fash&#039;lo&#039;nae bringing the Ur-Daemon to Elanthia, but &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; at the bottom shows how thin the actual evidence of that legend is. &amp;quot;[[History of Elanthia]]&amp;quot; implies it is not actually known how the portal happened.&lt;br /&gt;
[40] This is an embellishment to explain why demons do not come into this world on their own (and why we do not get summoned by demons), including various ones from storylines that have tried to come here on purpose, but when they are already here they can open rifts to let in more demons. The abyran&#039;ra did this in the [[Rhythus Veranthe Faendryl|Rhythus Veranthe]] event for the release of [[725|725 Minor Summoning]], the Ur-Daemon Ith&#039;can was able to open portals with its eyes, the ebon-swirled primal demons of the Southron Wastes (a variety of oculoth) can likewise send their eyes through rips in space. This cosmology explanation was the reason why in the I.C.E. Age, combined with the Eyes artifacts at the poles, which have a direct analog in the Eye of the Drake artifact from the Vvrael quest. The Vvrael, [[Vishmiir]], Althedeus, and so on, have generally always needed the way opened from this side. (Morvule is likewise an expert in demon summoning and planar studies, but had to be summoned back to Elanthia with the aid of a sacrifice ritual by the Luukosian Order. Yet in the same situation was able to fly back and forth from Elanthia and the Maw of Luukos.) Volume 2 makes more explicit use of this basic cosmology premise of more chaotic and higher ordered essences, consistent with the chaotic energy barriers of combat demons. &amp;quot;History of Elanthia&amp;quot; framed it implicitly as weird with the word &#039;somehow&#039; in the line &#039;&#039;&amp;quot;Ur-Daemons somehow opened a portal to Elanthia&amp;quot;&#039;&#039;.&lt;br /&gt;
[41] This is a nod to the legend that Fash&#039;lo&#039;nae brought in the Ur-Daemon, which is mentioned in a few documents now, and &amp;quot;[[Gods of Elanthia]]&amp;quot; attributes it to Faendryl &amp;quot;elder historians&amp;quot;.&lt;br /&gt;
[42] This refers to the Ith&#039;can ability to open portals / rifts with its eyes. This was stated in a Kenstrom storyline. To a lesser extent in terms of relevance, the ebon-swirled primal demons in the Southron Wastes also do this, their eyes emerging from rips in space.&lt;br /&gt;
[43.1] Partly refers to the [[History of Fash&#039;lo&#039;nae|shattering]] of Fash&#039;lo&#039;nae&#039;s library as an &#039;&#039;&amp;quot;amplifier&amp;quot;&#039;&#039; for anchoring &#039;&#039;&amp;quot;the portal to the Ur-Daemon&#039;s home world&amp;quot;&#039;&#039;, and partly refers to the &#039;&#039;&amp;quot;instability between valences during the cosmic battle&amp;quot;&#039;&#039; in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document. But &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; also uses the plural wording: &#039;&#039;&amp;quot;the portals of the Ur-Daemons&amp;quot;&#039;&#039;. The premise of a single major portal though is also hard baked in the setting for the last battle which blasted the landscape for hundreds of miles &#039;&#039;&amp;quot;leaving it a lifeless wasteland&amp;quot;&#039;&#039;, which in context with the Despana lore only makes sense to refer to Rhoska-Tor and the Southron Wastes. In the I.C.E. Shadow World lore it was possible to form wastelands like that from major portal collapses, which was the then-recent context at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written. In DragonRealms there is some [https://elanthipedia.play.net/Heralds implication] that excessive magical use or power in an area can leave it blasted and ruined. Mana storms similarly are of this notion of power backlash in I.C.E. Shadow World and the Elanthia of both [[mana storm|GemStone]] and [https://elanthipedia.play.net/Manastorm DragonRealms].&lt;br /&gt;
[43.2] With the &amp;quot;[[Ithzir Genesis]]&amp;quot; premise of valencial instabilities forming gateways to this world, and the Ur-Daemon being able to open their own rifts, and similarly random rifts opening in [[mana storm]]s and magical backlashes and so forth, for many reasons a lot of demons in general should have accessed Elanthia. Not just the main ones categorized as &amp;quot;Ur-Daemon&amp;quot;. It is a long-standing development imbalance/distortion in GemStone, for various reasons, that undead are way over-represented mechanically and demons are way under-represented. This document frames premises for demons to &amp;quot;naturally&amp;quot; be in highly corrupted realms and wastelands, including veil weaknesses allowing them to be immaterially present or influencing.&lt;br /&gt;
[44] Another etymological treatment of &amp;quot;Ur-&amp;quot; as its literal prefix meaning. Hedges on how much we actually know about them. For example, Aralyte a Palestra Blade in front of the Beast of Teras Isle (and then using its blood to power up the eye of Ith&#039;can): &#039;&#039;Aralyte says, &amp;quot;It is said...&amp;quot; Aralyte runs a finger along the cavern wall, and briefly across the monstrous head. Aralyte asks, &amp;quot;Is it true, perhaps?&amp;quot; Aralyte asks, &amp;quot;The remnants of an Ur&#039;Daemon?&amp;quot; Aralyte says, &amp;quot;In time perhaps, I will need to return here.&amp;quot;&#039;&#039;&lt;br /&gt;
[45] The premise that Ur-Daemon &#039;&#039;&amp;quot;fed on mana, both that contained in the land&#039;s natural mana foci and that bound around all life&amp;quot;&#039;&#039; stems from the original &amp;quot;[[History of Elanthia]]&amp;quot;. Their bodies are highly corrupting, such as what the Eye of Goseth did to the cultists of the [[Sanctum of Scales]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons.[46] The Great Elementals stormed and the Great Spirits mostly hid or were devoured.[47] It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos.[48] Terrible gods were formed in other worlds from the powers unleashed.[49] There were Arkati who hoarded followers, or attempted to shelter lesser races in other places.[50] Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.[51]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[46] IC author is being non-commital on how much we actually know of that period. In religion the Drakes and some Arkati fought the Ur-Daemon. In time rifts we&#039;ve seen Drakes (meaning apparent dragons) breathing fire on gnarled floating squid monsters, which is ambient messaging for a chamber inside Melgorehn&#039;s Reach. The Planar Shift (740) rift only describes them as &amp;quot;otherworldly creatures&amp;quot;, and the fresco in the Drake&#039;s Shrine is described as &amp;quot;countless legions misshapen and horrible to look upon&amp;quot; and &amp;quot;vile minions of shadow.&amp;quot; The author uses &amp;quot;Great Spirits&amp;quot; as a catch-all for spirit entities up through Arkati and higher in Volumes 2 and 3 and suspects the Drakes were Koar-like Great Spirits and that actual dragons also fought the Ur-Daemon.&lt;br /&gt;
[47] The [[Great Elemental]]s fighting in this period is asserted by the NPC authors of &amp;quot;[[History of Elementals]]&amp;quot;.&lt;br /&gt;
[48] This is stated explicitly in the &amp;quot;[[Ithzir Genesis#Early History|Ithzir Genesis]]&amp;quot; document. It is mildly implied in &amp;quot;[[History of Fash&#039;lo&#039;nae#&amp;quot;Action.&amp;quot;|History of Fash&#039;lo&#039;nae]]&amp;quot; with the shattering of Fash&#039;lo&#039;nae&#039;s library which was &#039;&#039;&amp;quot;scattered to the planar winds, fragmented like a shattered mirror.&amp;quot;&#039;&#039; At least part of it has been visited in-game on the [[Inorios Plateau]].&lt;br /&gt;
[49] Kenstrom refers to these demonic beings as &amp;quot;primordials&amp;quot; and the only named one we have now is Althedeus. (Another might be the force behind the &amp;quot;golden eyes&amp;quot; phenomenon, most familiarly Chaston Griffin with his unnatural mental influence powers, but nothing has really been established yet. Other possible cases of it might be Emperor Aurmont&#039;s son, and the imprisoned force in the Torre reiver ancestor histories, most clearly stated in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.) This premise of Althedeus being formed in another realm by the powers unleashed by the Drake/Ur-Daemon War has been used repeatedly in storylines. It is also in the &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Disciples of the Shadows section.&lt;br /&gt;
[50] For example, &amp;quot;[[History of Eorgina]]&amp;quot; and &amp;quot;[[Legend of L&#039;Naere]]&amp;quot;.&lt;br /&gt;
[51] The devouring shadow monsters of the forests are described in the early part of &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The second half of the sentence is partly based on the twisting and deformation of life that Lornon Arkati do in the Imaera description in &amp;quot;[[Gods of Elanthia]]&amp;quot;, and various monstrosities that have been created through dark magic. [[Althedeus]] itself did similar with its own dark corruptive powers. That is framed from multiple directions, such as Grishom Stone and Elithain Cross under the manipulation of Althedeus, the Shadow Realm creatures that have been encountered, and &amp;quot;[[Orders of the Turamzzyrian Empire#Disciples of the Shadows|Orders of the Turamzzyrian Empire]]&amp;quot; referring to &amp;quot;gruesome shadowy creatures&amp;quot; encountered sailing east of Atan Irith.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles.[52] With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake.[53] This sealed the interdimensional rift and strengthened the essence barriers separating the worlds.[54] There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being.[55] The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth.[56] With the failure of the Eye in 5098, Elanthia saw more otherworldly threats.[57] The Vvrael hold the world on the edge of a widening abyss.[58] The Vishmiir were driven back into the Void.[59] Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.[60]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[52] This is quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; introduction section. This document interprets the wasteland as the Southron Wastes and especially Rhoska-Tor, where &amp;quot;Southron Wastes&amp;quot; is a historically older term, but Rhoska-Tor we interpret as having old language roots in common with Dhe&#039;nar-si. That is because the Dhe&#039;nar-si term &amp;quot;rha&#039;sha&#039;tor&amp;quot; is used in the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document, and &amp;quot;[[History of Elanthia]]&amp;quot; implies it was not called Rhoska-Tor in the Second Age. So this is choosing to give the two forms common etymology rather than having it be a later loan word between languages.&lt;br /&gt;
[53] This is from the Vvrael quest. The entrance to the Rift was initially sealed with a gemstone floating over the ornate pedestal.&lt;br /&gt;
[54] The first part of this sentence was the explicit premise, the second part is a minor extrapolation because the &amp;quot;Eye of the Drake&amp;quot; was blatantly based on the &amp;quot;Eyes of Utha&amp;quot; from the I.C.E. setting, which had the same function and took the same form of a gem floating over a pedestal in inaccessible fortresses near the poles of the world. The failure of the Eye can also be used to handwave explain why we&#039;re dealing with so many huge extraplanar threats in the past few decades.&lt;br /&gt;
[55] Based on the Drake&#039;s Shrine and the loresong on the teleportation orbs given to the Chosen. The imagery involved is pretty clearly from the Book of Revelation, so this is playing into that with the notion of a living seal, and the use of Grail quest motifs in the Vvrael quest treating Koar as the analog of the wounded Grail king with the Dolorous Stroke. The Rift room descriptions also suggest a kind of illness in Koar, and there are numerous indicators that you are supposed to be inside the Great Drake in some sense (especially literal on Plane 5).&lt;br /&gt;
[56] This is from the &amp;quot;[[Wyvern]]&amp;quot; document. The IC author is speaking loosely calling them &amp;quot;lesser dragons&amp;quot;, they&#039;re more like draconic energy beings created by the Great Drakes, whereas &amp;quot;wyrms&amp;quot; in Elanthia would be an actual literal dragon variety (species of the draconic family.) This is iconoclasm and Faendryl skepticism on religion.&lt;br /&gt;
[57] Same point made in note 54.&lt;br /&gt;
[58] The Rift was threatening to widen (i.e. the nebulous sphere would&#039;ve expanded wider into the Drake&#039;s Shrine) in the [[Rift expansion preview (storyline)|release events]] for the Scatter. Also loosely referring to the Scatter opening up. Vvrael quest ended with Terate stabilizing but not actually closing the Rift.&lt;br /&gt;
[59] [[Vishmiir]] event was in 2002 with the day/night release, and they resided in some kind of extraplanar realm called the Void. This document uses the term &amp;quot;Void&amp;quot; later in the context of death mechanics messaging, as well as the term &amp;quot;interplanar void&amp;quot;, but these are not intended to be read as equivalents. It just happens to be the case that the Vishmiir are trapped in a realm that was labeled &amp;quot;Void.&amp;quot;&lt;br /&gt;
[60] This was the climax of the [[Cross into shadows|Cross into Shadows]] storyline in late 2014. This is speaking to an implied difficulty in the most powerful demonic entities to fully manifest in this reality. Althedeus on his own was unable to exist / maintain cohesion in this reality, which is why he needed the urnon golem. DragonRealms has a similar premise, with such demonic powers usually acting through [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conduits] instead of entering and fully manifesting/incarnating. The Ur-Daemon would in this context have been a hugely violating breaking of reality just by being in this existence. There is some indication of that profound alienation in how Lumnis describes them in the &amp;quot;[[Origins of Tonis]]&amp;quot; legend: &#039;&#039;&amp;quot;These creatures are so far removed from all that we know that we are blind in all things concerning them.&amp;quot;&#039;&#039; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world.[61] Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature.[62] There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead.[63] The Lords of Liabo slew the unnatural.[64] Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem.[65] The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint.[66] The most desecrated fallen realms were too far gone and have remained forever haunted.[67] Spirits in those places were twisted with dark power.[68]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[61] For example, the Kuon section of &amp;quot;[[Gods of Elanthia]]&amp;quot;, and the Imaera section about restoring life on the planet as well as the Jaston section.&lt;br /&gt;
[62] This is a straight forward logical consequence of their established nature and properties. Their corruption of the land itself is an explicit premise in &amp;quot;[[Origins of Tonis]]&amp;quot;.&lt;br /&gt;
[63] This is an embellishment that extrapolates from the premise of the [[History of the Turamzzyrian Empire|demonic hybrids]] formed in the [[Third Elven War]], and the previously referenced relationship between the Ur-Daemon and undeath. These concepts of an unliving spectrum are fleshed out a lot more in Volumes 2 and 3, reconciling the scattered creature lore in the game. Because of the shared root of [[Everblood]] in [[Drangell]]&#039;s troll curse and ebon-swirled primal demon blood, it seems likely the case that trolls should have originated anciently in demonic corruption.&lt;br /&gt;
[64] This is reviving the I.C.E. analog of the period, where the various left over demons and so on from the cataclysm were killed or banished, and the ecology was slowly healed with intervention. It does not make sense that the final battle with the Ur-Daemon would have destroyed all the creatures of darkness and random demons.&lt;br /&gt;
[65] This is mostly based on the Imaera lore, as well as the uncursing mechanics. The Council of Light resignation mechanics also show some divine ability of cleansing taint of dark energy from spirit and life.&lt;br /&gt;
[66] This is reviving the I.C.E. analog of the period, where this was stated explicitly. Fey of this kind are still represented as servants of various Arkati. This is just describing their use as scrubbers, and sets up the premise for tainted/corrupted fey spirits, of which there are concrete examples such as Ilvari. This is important because they would be an example of &amp;quot;undead&amp;quot; present in Elanthia in all time periods after the Ur-Daemon War.&lt;br /&gt;
[67] Rhoska-Tor is still a wasteland. Extreme cases like the [[Wizardwaste]] and [[Bleaklands]] seem impossible to be fixed. The [[Orders of the Turamzzyrian Empire#The Green Sisters|Green Sisters]] of Talador have been described in Kenstrom storylines as unable to reverse the Bleaklands.&lt;br /&gt;
[68] As with number 66, this is important for the deep history of undead in Elanthia, and they logically should have existed this far back. This premise is used to explain corrupted wasteland fey (e.g. &amp;quot;infernal sprites&amp;quot; that were in the [[Southron Wastes]] in the [[Wavedancer]] event) and the premise is used in this text to explain how the Dhe&#039;nar learned to manipulate the undead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War.[69] Extraplanar undead such as the Vishmiir are at least this old as well.[70] Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory.[71] Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War.[72] Some of these monstrosities, such as the vruul, survive to the present day.[73] There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms.[74] But it was the corruption of dark essences from the demons that brought the true unlife.[75] The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them.[76] They are inherently anti-magical, and in some ways, incapable of death.[77]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[69] Volume 3 gets into classification schemes for the undead. The presence of this kind of undeath dating back to the Ur-Daemon War is just being consistent with the logic of dark energy taint / corruption.&lt;br /&gt;
[70] This is made up. There is some reason to think the Vishmiir had very ancient Marluvian origins, such as the Hunt for History [[Urglaes-set pitted silver talisman|urglaes talisman]] loresong, so they could have been created any time between the Ur-Daemon War and the founding of the Elven Empire. Possibly even a little later. With the framed premise of Ur-Daemon portals and rifts in that Ur-Daemon War period, it would make sense for some souls of this world to have ended up as extraplanar undead through them.&lt;br /&gt;
[71.1] It has essentially always been a premise in GemStone that demons are involved in making the undead (e.g. the Order of Voln induction messaging), and in DragonRealms necromancy is [https://elanthipedia.play.net/Category:Demons framed] as [https://elanthipedia.play.net/Demons_and_the_Profane/Contents ultimately demonic] in nature and origin [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 in some sense.] The demons that should have been left over from the Ur-Daemon War and the demons that should have managed to get into this world for various reasons both can have been responsible for directly or indirectly causing undead to exist at all time points. With the Vvrael, Daephron Illian was studying how to summon Ur-Daemon in the early exile in Rhoska-Tor, but it turned out he was studying the Vvrael. So there should be Vvrael stuff in that specific location from earlier, but probably later than the Dhe&#039;nar.&lt;br /&gt;
[71.2] With respect to the demons being left over from the Ur-Daemon War, it is a premise that there was a &#039;&#039;&amp;quot;final stand before the portal leading back to their own dimension&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot;, and similar wording in &amp;quot;[[Gods of Elanthia]]&amp;quot;. However, what is less clear is that they were all pushed back through a portal, which seems implausible. There could be a subtlety in this that without the support of their portal, the Ur-Daemon might not have been able to maintain themselves in this reality. This could also speak to Marlu&#039;s need for loosening portals, and were he really Ur-Daemon, could help restrain the scale of his power. So it might really be that the portal was destroyed, blasting the landscape for hundreds of miles, and the Ur-Daemon that were still here were effectively dead due to the closing of their portal(s). That could also heighten the stakes for the implosion at Maelshyve, because if there are now buried &amp;quot;dead&amp;quot; Ur-Daemon they could potentially get revived with a nearby major rip in reality. But weaker demons would not need to be so dependent, just these tremendous ones needing the support to exist in violation of this reality.&lt;br /&gt;
[72] There is some indication of this in the &amp;quot;[[History of Luukos]]&amp;quot; legend document.&lt;br /&gt;
[73] This is reviving the I.C.E. setting premise that what we now call vruul (back then they were called gogor) were created artificially ~100,000 years ago and used in the cataclysmic war that ended that age. Vruul are supposed to slumber in foul black fluid in tall stone jars for thousands of years.&lt;br /&gt;
[74] Ghosts should exist regardless of anything. Phantoms in general could be characterized this way, but it&#039;s been directly established repeatedly that firephantoms are caused this way. It is encoded with the arch in Glatoph, and Sir [[Davard]] after the Church of Koar burned him in [[Cross into shadows|Cross into Shadows]] storyline, and the girls that [[Cyph Kestrel]] accidentally burned to death in [[Keeping up with the Kestrels]] storyline. Such undead should have essentially always existed.&lt;br /&gt;
[75] This distinction is used and elaborated in Volumes 2 and 3. Auchand has since used it some in his [[The Thirsting Dead|vampires documentation]]. This document emphasizes the use of &amp;quot;dark energy&amp;quot; from demonic realms as &amp;quot;tainting&amp;quot; and as the distinguishing characteristic of &amp;quot;black arts&amp;quot; from more ordinary sorcery, but allows definitions of sorcery that can include them.&lt;br /&gt;
[76] This was established in the [[Ride of the Red Dreamer]] storyline, and is reaffirmed in the &amp;quot;[[Origins of Tonis]]&amp;quot; legend. The Arkati are discomfited by the very existence of the Ur-Daemon materializations. They are &amp;quot;blind&amp;quot; to the Ur-Daemon in some sense, and the Ur-Daemon are beyond the capacity to be seen by &amp;quot;seers.&amp;quot; This is unexplained in any deep way, but could be plausibly read as them being outside the &amp;quot;Fate&amp;quot; cosmic forces of this existence and some broken violation in that way.&lt;br /&gt;
[77] Same as number 76. It&#039;s also insinuating a deep and natural relationship with undeath. The &amp;quot;in some ways&amp;quot; line is referring to the ability to revive their body parts and so on. This has been explicitly stated by NPCs, such as Tseleth leading up to the [[Sanctum of Scales]] release: &#039;&#039;Tseleth says, &amp;quot;A piece of an Ur-Daemon never dies.&amp;quot; Tseleth says, &amp;quot;It is full and brimming with the power of its originator.&amp;quot; Tseleth says, &amp;quot;Each artifact of the Ur has a power that the Arkati cannot touch, cannot penetrate.&amp;quot;&#039;&#039; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions.[78] Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything.[79] Lornon is rumored to be a gateworld.[80] Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon.[81] It may even be where the Ur-Daemon first entered.[82] There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons.[83] The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that blur the distinction between demons and the undead.[84] Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War.[85] Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.[86]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[78] This is a characterization of the Arkati lore, and suggesting it shook out that way. Since other powers were involved. There were Great Elementals in that period, and there are more local gods, and there&#039;s always been some premise of lesser spirits and Arkati who became less powerful over time and so forth.&lt;br /&gt;
[79] This is quoting &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[80] This is based on the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document, and also reviving that premise which was explicit in the I.C.E. Shadow World setting version of that moon.&lt;br /&gt;
[81] This comes from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, while the hovering on the boundaries line is reviving the I.C.E. version premise.&lt;br /&gt;
[82] This is referring to the idea that Marlu came first (such as in &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;) or that the Ur-Daemon were interacting with Fash&#039;lo&#039;nae (such as in &amp;quot;[[Gods of Elanthia]]&amp;quot;) before he blasted the door way open somewhere on Elanthia (here assumed to be Rhoska-Tor and the southern wastes.)&lt;br /&gt;
[83] This premise and interpretation of the Lornon gods (that they were darkened by being on Lornon rather than the bad childhood myths or ideological sorting) comes from the introduction section of &amp;quot;[[Gods of Elanthia]]&amp;quot;. Its use is a consistency consideration for Volumes 2 and 3. The issue is that in GemStone&#039;s original framework, the Dark Gods were manifestations of darker energy, related to the Unlife. They had fundamentally different origins from the Light Gods. Evil magic and &amp;quot;unholy&amp;quot; power was associated with these more chaotic/demonic forms of essence. Then in the Elanthia setting we still have dark essence, demons, unholy power, undead and taint concepts, and Lornon Arkati being associated with such things, yet they are now supposed to be of the same origins as the other Arkati. The corrupted-by-demonic-power-on-Lornon premise reconciles this foundational inconsistency.&lt;br /&gt;
[84] This has been established in various ways over the years. Luukos has the Maw of Luukos, for example, and Eorgina was in some other realm when communed with near the climax of the [[Daukhera Darkflorr]] storyline in Icemule. Ivas has the [[Athletic dark-eyed incubus|incubi]]. The notion of blurring the distinction between demons and undead is an important concept in all three volumes. These are probably mostly the &amp;quot;infernal realms&amp;quot; described in volume 2&#039;s cosmology model rather than &amp;quot;outer&amp;quot; valences.&lt;br /&gt;
[85] The &amp;quot;[[History of Luukos]]&amp;quot; legend frames historical details that mean Luukosians in Elanthia were not making undead until after the Undead War. So these lines are about retaining his other qualities and reasons for the animosity between him and Lorminstra that would have been recognized in the Elven Empire period. (Most of the time &amp;quot;Elven Empire&amp;quot; does not refer to the Age of Chaos and later, where instead the usage is usually &amp;quot;Elven Nations&amp;quot; or &amp;quot;United City-States&amp;quot;. There can be odd present-tense exceptions like the beginning of the [[Ta&#039;Loenthra]] document.)&lt;br /&gt;
[86] This is manifestly true in practice for the undead that actually exist in GemStone. Luukos may have some sphere of influence relationship with the undead, but most undead are not actually Luukosian or made by Luukos. (In DragonRealms it is actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 clarified] that not &#039;&#039;all&#039;&#039; undead are &#039;&#039;demonic&#039;&#039; in origin, and even then it is thought demonic patronage in some way is required. Necromancy is fully broken off from Immortals involvement in that Elanthia.) Life and Death balances have generally been used in the religion lore, such as in the &amp;quot;[[History of the Order of Voln]]&amp;quot; document. This concept will be used near the end of this document for explaining and reconciling the death mechanics information.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II. The Second Age (-50,000 to -20,000 Modern Era)[87]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia.[88] There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation.[89] Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[90]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[87.1] -20,000 Modern Era is when the earliest rumors of Despana are heard. This is also the date range for the Second Age used by the &amp;quot;[[History of Elanthia]]&amp;quot; document. A reasonable argument could be made that the Second Age should go up to closer to -15,000 Modern Era with the actual Undead War fighting. But this document labels -20,000 to -15,000 as &amp;quot;Undead War&amp;quot;, using the whole Despana build up period, even though the actual war was much shorter. Then the Third Age is the Age of Chaos, but its date range is debatable.&lt;br /&gt;
[87.2] &amp;quot;[[History of the Truefolk#Chapter 3 - The Third Age: Halflings and the Undead War|History of the Truefolk]]&amp;quot; even refers to a &amp;quot;Third Age&amp;quot; including the Undead War, and then talks about the &amp;quot;Age of Chaos and Beyond&amp;quot; after that. But we do not use that convention and simply refer to the Undead War, and the Age of Chaos as after the Undead War. &amp;quot;[[History of Elanthia]]&amp;quot; implies &amp;quot;Age of Chaos&amp;quot; equals Third Age, with the &amp;quot;Modern Era&amp;quot; being explicitly the &amp;quot;Fourth Age&amp;quot;.&lt;br /&gt;
[88] Linsandrych Illistim equates dragons and Drakes. Dragon and Drake are used interchangeably in Meachreasim Illistim&#039;s &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[89] These details are directly referenced later in this document when talking about the southern wastelands in this very early period. The premise of no written records that far back is also stated in the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document and referenced to some extent in the &amp;quot;[[Elanthian Moons]]&amp;quot; document.&lt;br /&gt;
[90] This is a canon quote in the &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.A Ancestral Spirits&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age.[91] There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago.[92] Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races.[93] Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati.[94] But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.[95]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[91] The Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot; about the absence of older written records and the characterization of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;.&lt;br /&gt;
[92] Same as 91. The &#039;&#039;&amp;quot;first written history of the growing empire&amp;quot;&#039;&#039; is the Chronicles in -49,238 Modern Era on the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[93] This is related to the Chroniclers with Linsandrych Illistim in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Order of Lorekeepers, and to some extent &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot; shows the sylvans did not have writing until the early Second Age. The premise that other races (e.g. dwarves) would have more distorted oral history is partly reasonably and partly IC elven author bias.&lt;br /&gt;
[94] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document and the [[Legacy of the Lorekeepers|retconned version]] of the Order of Lorekeepers document which replaced &amp;quot;Nantu&amp;quot; with &amp;quot;Ta&#039;Illistim&amp;quot;.&lt;br /&gt;
[95] This is IC author interpretation. But a similar statement is made by the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, talking about how supposedly more ancient ideas may only reflect beliefs held at the time of the Houses founding period. It is setting up a class / elites structure bias to orthodox history, which reasonably ought to exist for socioeconomic reasons. The first house was House Illistim, which also began with the construction of a library (Ta&#039;Illistim), where the Chronicle keepers moved. This was -49,107 Modern Era per the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and this date is the [[Ta&#039;Illistim Monarchs|year zero]] of Illistim calendar dates. (Vaalor calendars use their own founding date of -48,897 Modern Era as their year zero.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War.[96] The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods.[97] It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion.[98] Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.[99]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[96] &amp;quot;Time of the Rebuilding&amp;quot; is a phrase used for the Arkati dominated period of the Age of Darkness in the &amp;quot;[[Elanthian Moons]]&amp;quot; document. The premise that not all gods helped rebuild the world is stated in &amp;quot;[[History of Elanthia]]&amp;quot;. Arkati assistance with agriculture, for example, should reasonably overlap with early written language / records. So this much should be considered hard fact from Elven history.&lt;br /&gt;
[97] This is pointing out a commonality between the dominant religion lore and what is written in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and also setting up a premise that this is an ancient elven bias enshrined in mainstream Elanith theology.&lt;br /&gt;
[98] The existence of druidism and shamanism and animism in general should, for the same reason real-world Western scholars do, be arguably more primordially ancient than the polytheism and especially good/evil dualism of the Arkati centered religions. This document is referring to what the Elves would call &amp;quot;primitive&amp;quot; or &amp;quot;barbaric&amp;quot; or &amp;quot;uncivilized&amp;quot; cultures because of their ethnocentrism.&lt;br /&gt;
[99] Suggesting Imaera and [[L&#039;Naere]] are not really separate goddesses is iconoclastic, playing off their high similarity and the similarity of their names and the fact that L&#039;Naere does not exist in the historical records period. The last part is referencing the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, where Fash&#039;lo&#039;nae comes into existence later than an elf, combined with the legends that Fash&#039;lo&#039;nae is the oldest of the Arkati. But the IC author of this text later argues the Grandfather Stone (the premise of this legend) is an admitted forgery by Fash&#039;lo&#039;nae himself, which also comes from the &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism.[100] Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins.[101] It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste.[102] There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites.[103] Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir.[104]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[100] This is a reasonable anthropological characterization or categorization by the IC author writing about them from the outside.&lt;br /&gt;
[101] This is a fact of the world setting that has been demonstrated many times over with both permanent and invasion creatures, and sometimes documentation such as &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;.&lt;br /&gt;
[102] This is from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Travels in the Wizardwaste]]&amp;quot;, as well as suggestions of ancient pre-Kannalan Tehir ancestors in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.&lt;br /&gt;
[103] This is a combination of implemented creatures and documentation such as the [[Giantkin Clans|Giantkin clans]] and Tehir and gnome documentation.&lt;br /&gt;
[104] These are from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Lines of Blood: A History of the Gnomes]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King.[105] There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world.[106] The sylvankind still worship both the Light and Dark Gods in balance.[107] There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges.[108]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[105.1] The first part of this is from &amp;quot;[[Blood of the Sea: The Krolvin and Their Descendants]]&amp;quot;. The krolvin gods more generally are a very different interpretation of the Arkati, as established in &amp;quot;[[A Short Primer on Half-Krolvin Society and Faith]]&amp;quot;. Khar&#039;ta in particular is a blend of Koar, Eorgina, and Charl, but &amp;quot;Blood of the Sea&amp;quot; goes further. &lt;br /&gt;
[105.2] The second part of this partly plays off the mural under the Abandoned Inn, and the human &amp;quot;God King&amp;quot; concept of making Koar into a kind of supreme god. &lt;br /&gt;
[106] This is slightly an embellishment. Onar was established to be the patron of the kingdom of Anwyn in the Demon Queen of Anwyn storyline in 1998, and Castle Anwyn is related to the Vvrael quest, which arguably used a lot of Grail quest mythological elements. One of these was the Grail king mythos, which has been interpreted by some as coming from &amp;quot;dying and rising god&amp;quot; mythologies, with the wasteland myth and world restoration. This is related to the earlier section of this document where the Great Drake seals the Rift as a wound in his living being.&lt;br /&gt;
[107] This is from the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document.&lt;br /&gt;
[108.1] This refers to the One creation myths in the &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;[[History of Elementals]]&amp;quot; documents. There is no reliable within-world authority who can speak to the factuality of such a thing, since it would pre-date their creation. This notion of the One, Many, and so on, has been reference in game, including by some sort of elemental around Zul Logoth in the [[Nations on the Brink]] storyline.&lt;br /&gt;
[108.2] The second part of this is characterizing it in Neoplatonist / gnosticism terms, which is where this kind of cosmological notion comes from in the real world. Later in this document this is historicized in the same way, being attributed to &amp;quot;occultist&amp;quot; movements in the Second Age trying rationalize more ancient superstitious beliefs. That is an invention of this document for reconciling the undefined within-setting origins of the creation myth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions.[109] It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities.[110] History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past.[111] But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.[112]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[109] This document does not try to sort out what is really true about religious myths and beliefs, and allows them to be either cross-pollinations or convergent evolution to similar notions. This is analogous to the real-world question of whether the things in common between extant &amp;quot;First Societies&amp;quot; are ancient survivals of prehistorical practices or if they independently evolved from those unknown starting points toward similar stuff as each other in the present day. Then this is adding in syncretism as a third option, talking about similarities being the result of cultural cross-pollination, instead of convergence or vestigial survivals. The IC author would argue that shared details in Arkati origin legends, for example, might just be storytellers taking fictional ideas from each other and contaminating them with anachronistic beliefs / values / ideas.&lt;br /&gt;
[110] This document is mostly historiographic rather than historical. It is recasting, reinterpreting, recontextualizing historical texts, and critiquing the methods or assumptions of those historians. It is attempting to explain propensities out of worldviews and culture-traditions for generating the various kinds of necromancy, and the history of collisions is predominantly defined in Faendryl terms because that is where it would be best recorded and now most hegemonic. This is allowing the full history to be a lot messier than the relatively clean and rational-theoretic way it is being characterized.&lt;br /&gt;
[111] This is the IC author acknowledging we are framing things by our present day categories and interests, which to some extent is a distortion from how people in past times or other places would characterize themselves.&lt;br /&gt;
[112] This is the IC author acknowledging that he is describing other people from the outside and limits the scope of our understanding. That in turn gives some flex for things getting established that might be inconsistent with this later.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.[113]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[113] All of this is characterizing the animist worldview, which to some extent is encoded in the spirit spell circles. This paragraph could just as easily be used in the real-world. It is not specific to the Elanthia world setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world.[114] This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.[115]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[114] This is elaborated in Volume 3 and has basis in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Xshitha Raamaani section.&lt;br /&gt;
[115.1] All of this is in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The Tehir relationship to dealing with spirits is also discussed a great deal in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, having been intentionally made into an animist culture rather than an Arkati focused culture.&lt;br /&gt;
[115.2] This hook about the Tehir interpretation of Luukos, and Bir Mahallah&#039;s relationship with dark sorcery and undeath, is used here as a springboard for illustrating how necromancy of undeath can arise spontaneously from animist traditions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic.[116] There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation.[117] With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead.[118] Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals.[119] These sites are often used only up to some limit to prevent ghosts.[120] The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.[121]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[116] This is a thesis statement of the document. The most important trend line for this is trying to do spiritual magic with dark essences and/or trying to channel from demonic powers, which by the logic of the cosmology / magic theory in this document, naturally turns into &amp;quot;dark sorcery&amp;quot; instead of pure spiritual magic because of the necessary hybridization (corruption) with ordinary mana when wielding those cthonic essences for magic. (This document also as a literalizing convention uses &amp;quot;extra&amp;quot;chthonic to refer to outer valences and distinguishes that from &amp;quot;pales&amp;quot; or &amp;quot;infernal realms&amp;quot; of our own spectrum of existence which instead care called &amp;quot;chthonic.&amp;quot; These early theurgic summoners would largely be dealing in chthonic demons, and possibly immaterially through veil weaknesses rather than rifts. Balefire is explicitly an extrachthonic energy due to its spell definition: &#039;&#039;&amp;quot;Contact with the outer valences has provided sorcerers with a knowledge of a strange form of energy.&amp;quot;&#039;&#039; Mawfire in contrast would be chthonic, because the Maw of Luukos is a [[Valence|&amp;quot;near plane&amp;quot;]] and not an outer/sorcerous valence. Auchand for example updated the [https://gswiki.play.net/index.php?title=Valence&amp;amp;type=revision&amp;amp;diff=80941&amp;amp;oldid=44676 valence] page on the Wiki to classify the Maw of Luukos and the Eternal Dream as near planes, and added the distinguishing sentence: &#039;&#039;&amp;quot;While sorcerous magic concerns itself with the connection to and use of demonic valences, it frequently ignores the planes nearest Elanthia.&amp;quot;&#039;&#039;)&lt;br /&gt;
[117] This is an existing premise in the culture mortuary ritual lore, such as the Sylvan [[History of the Sylvan Elves|documentation]] with the [[Sylvan Mourning|Otherworld]]. It provides a natural hook for what if the spirits get stuck and what if they eventually get corrupted. In &amp;quot;[[History of the Truefolk]]&amp;quot; it was a Halfling belief (pre-dating the Undead War) that &#039;&#039;&amp;quot;should one of the Truefolk die in lands far away, they were doomed after death to wander endlessly, searching for those they had loved during their lifetime.&amp;quot;&#039;&#039; Volume 3 talks about this kind of &amp;quot;restless spirit&amp;quot; condition, and also related to the notion of unfinished purpose, which is touched on near the end of this document.&lt;br /&gt;
[118] These two sentences are both right out of the &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; document. The premise of corpses getting possessed by background spirits is also very important for the existence of undead in the deep past, and gets used later in this document for addressing the Dhe&#039;nar learning to control the undead in Rhoska-Tor.&lt;br /&gt;
[119] Sky burials have been used in the game, even by the reivers of the Ember Vale in the [[North by Northwest]] storyline. This is contrasting the previous sentence as essentially the exact opposite belief, where bodies are fed to vultures on purpose, and suggesting skeletal undead (e.g. skeletal giants) come into existence in this way. This is elaborated in Volume 3.&lt;br /&gt;
[120] This is an embellishment. It is a real-world superstition regarding charnel grounds with sky burials.&lt;br /&gt;
[121] This is a reasonable extrapolation and common sense perverse incentive behavior following out of religious beliefs and mortuary rituals for helping spirits depart so they do not become undead. This should be a very common way necromancy evolves out of shaman behaviors.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them.[122] Necromancy was an art of divination concerned with spirits of the dead, and thus it found special importance in mortuary rituals.[123] Ancestor veneration is often a major aspect of these religions.[124] Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way.[125] They are called upon or appeased with offerings.[126] Folk magic is perhaps the very thing Elven materialism was reacting against.[127]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[122] This is the thesis construction of the document again. &amp;quot;Black arts&amp;quot; refers to taint and corruptive energies, and &amp;quot;haunted realms&amp;quot; are described more in Volumes 2 and 3. This document begins by treating &amp;quot;necromancy&amp;quot; as magic involving death rituals, and then in these places with demonic corruption and dark powers, this gets twisted into darker and more twisted forms of magic.&lt;br /&gt;
[123] This is a real-world usage of the literal meaning of &amp;quot;necromancy&amp;quot;, but otherwise an embellishment for Elanthia, where in present modern day conventions this kind of clerical magic is not considered necromancy and necromancy is instead defined in terms of sorcery. So this is talking about very early conventions before that situation existed.&lt;br /&gt;
[124] This is true in the real world. It shows up in parts of the Elanthia lore, and reasonably should be part of the animist skewing cultures.&lt;br /&gt;
[125] Notably, the fey of the Wyrdeep allow the Barons of Bourth to be taken in by them in death, which was seen in the burial of Spensor Caulfield. But this line has been left vague, and Elanthia has a premise of Lorminstra [[Orders of the Turamzzyrian Empire#Keepers of the Golden Key|allowing]] souls to [[Velathae|return]] from beyond the Ebon Gates for the [[Eve of the Reunion]].&lt;br /&gt;
[126] This is generic animist behavior.&lt;br /&gt;
[127] This is an IC author interpretation. Imperial Elven culture in Elanthia seems self-consciously rationalist and rejecting of religious mysticism, but there are others such as elves of the Wyrdeep who are druids. So this document tries to reconcile all this with an Enlightenment style rejection of the more medieval or older kinds of things that would have been pushed into the less civilized provinces in the West. Orthodox religion and theology might also be suppressant of it. Arkati are spirit beings, but the Elves arguably racialized them, for their own dogmatic self-interest. (In DragonRealms they are actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 explicitly] extraplanar beings, and they were extraplanar beings in the I.C.E. Shadow World setting, and as far back as 1996 in GemStone you have Stump [https://web.archive.org/web/20030215014238/http://www.mystikal.com/laranna/arkati.html posting] about the Arkati residing in the &amp;quot;Spirit realm.&amp;quot; It&#039;s really just this religious myth stuff in GemStone that does not generally treat them that way.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot;[128] There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body.[129] While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is not the primary concern of Voln, who is mostly concerned with the release of cursed souls.[130] Little more than any other golem that has a spirit trapped within it.[131] There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention.[132] These are instead forces of darkness which all pose hazards such as involuntary possession.[133] Warding off particular kinds of evil spirits varies by their individual identities and associations.[134] Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces gave rise to very different, more personal traditions.[135]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[128] These lines are directly addressing foundational ambiguities in the definition of &amp;quot;undead&amp;quot; and why some things are considered undead and not others, and why some unliving things are not mechanically undead for the Order of Voln.&lt;br /&gt;
[129] This is the nature of [[Animate Dead (730)]].&lt;br /&gt;
[130] This is based on being literal with the Path of Enlightenment messaging. Voln would in practice probably strike down corpse puppets, too, but this is hedged by &amp;quot;primary concern&amp;quot; and not a matter of favor in the Order of Voln.&lt;br /&gt;
[131] Rolemaster golems and constructs are always animated by a captured spirit of some kind. These could also be elementals and demons. Undead golems are only those where the spirit is an undead soul. There have been Elanthia setting golems with souls in them (e.g. the urnon golems from Kenstrom storylines) and that urnon golem also would have hosted the demon primordial Althedeus. Artificial constructs are not targetted for release by the Order of Voln, so this is reconciling these facts.&lt;br /&gt;
[132] Again, it would not have always been understood that there are these extraplanar outworlder entities, so &amp;quot;demons&amp;quot; anciently would have initially been considered wicked spirits or monstrosities of darkness. (DragonRealms also has some framing on [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 historical refinement] of what the word &amp;quot;demon&amp;quot; means, with its own temporary overcorrection of equating them with all extraplanars.) There are also extraplanar undead. Extraplanar origin entities (e.g. the [[water wyrd]]s in River&#039;s Rest) are not always mechanically extraplanar, so it is implicitly possible for such entities to attune to this reality. Some demons (e.g. the spells [[Cloak of Shadows (712)]] and [[Torment (718)]]) are not summoned with summoning circles, apparently being conjured from this world or more passively and immaterially through veil weaknesses. This is explored and reconciled much more in Volumes 2 and 3.&lt;br /&gt;
[133] Various kinds of entities have been demonstrated as having possessing powers, ranging from the [[oculoth]] [[Possessed|possession]] powers to undead with mind control / behavior manipulation abilities to NPCs in storylines such as [[Thadston]] and the [[A Knight To Remember - 2020-10-01 - Re-Rout (log)#Thadston&#039;s Lament|bleakwalker]] or [[Bonespear]] in Bonespear Tower and the [[dybbuk]]s implicitly being possession spirit undead and the [[soul golem]]s with the [[wind wraith]]s.&lt;br /&gt;
[134] This is partly playing off the Xshitha Raamaani lore in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, but just generally how it should be, different kinds of things needing to be handled different kinds of ways by spirit callers.&lt;br /&gt;
[135] This is used to fabricate &amp;quot;black arts&amp;quot; traditions along similar lines in haunted realms, which reconciles and helps explain all the very dark magic that has nothing to do with the Faendryl or Dhe&#039;nar, and does not necessarily come from Lornon. There are little bits of lore about demonic cults and other threats in the Southron Wastes than the Horned Cabal, but for the most part it is very thinly defined. This is bolstering the premise that there should be demon worshippers and so on in the southern wastelands as that is logically where they would have resided given the existing historical framework.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.B The Elven Empire&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. Who among us, then, is more beast than elvenkind?&amp;quot;[136]&lt;br /&gt;
&lt;br /&gt;
- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[136] The paragraph up through &amp;quot;benevolence and aid&amp;quot; is from the &amp;quot;History of Elanthia&amp;quot; document. It was expanded through &amp;quot;need the air to breathe&amp;quot; in the &amp;quot;[[History of the Faendryl]]&amp;quot; document. These parts are already canon. The very last sentence is totally made up for this document. It is there to give support to an interpretation of the speech&#039;s meaning later in this document, emphasizing its more metaphorical quality (which was contextualized as political rhetoric during Yshryth&#039;s coronation by the &amp;quot;History of the Faendryl&amp;quot; document). The time scale used for the first thirteen Patriarchs means that Yshryth Faendryl was coronated after the Houses had been founded but still during the very early Elven Empire. Roughly Circa -46,000s and -45,000s since the Patriarch stabilizes into average 2,000 year reigns after that period, which is consistent with the explicitly stated reign lengths in the [[Ta&#039;Illistim Monarchs]] document for the Second Age.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages.[137] There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization.[138] There was ultimately a concentration of power in urban centers with the construction of cities.[139] These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions.[140] These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny.[141] The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.[142]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[137] The premise that they resided for a long time in these open gaps, while the sylvans were those that stayed nomadic longer, comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It explicitly establishes that these kinds of smaller settlements out in the open were done for a long time before the urban centers were founded. This means the House founder stuff, especially coming out of the forests and building cities, is heavily mythologized. The IC author of this document later calls that examples of the &amp;quot;great man of history&amp;quot; myth.&lt;br /&gt;
[138] This is seeding the socioeconomic reasons for the cultural differentiation, so that it isn&#039;t really ideologies espoused by single charismatic founders out of thin air.&lt;br /&gt;
[139] This is a general civilization development pattern.&lt;br /&gt;
[140] Lyredaen has said in the past that this was the real intent for how the Houses came into being in that time period.&lt;br /&gt;
[141] This is an IC author interpretation, but reasonably grounded.&lt;br /&gt;
[142] This is an embellishment based on the way the Elves and Arkati relationship has generally been framed. &amp;quot;[[Elven Dogma and Theology]]&amp;quot; analogizes them as treating &#039;&#039;&amp;quot;their chosen Arkati as casual vassals might treat an undemanding liege.&amp;quot;&#039;&#039; The [[ICE gods#Intermediate: Fash&#039;lo&#039;nae|original Fash&#039;lo&#039;nae description]] posited a Drakes to Arkati, Arkati to Elves, Elves to Humans scheme. So this sentence is just taking the spheres of influence view of the Arkati, and having the Elves characterize their distinct spheres of interest and power relative to each other as terrestrial reflections of that higher order of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a great chain of being.[143] What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an ancient Elven word meaning a guide or recruiter of the lost, in the Elven image --- as a race of higher beings who inherited the world from its prior masters.[144] The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the stewards of the world.[145]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[143] The first part of this sentence is based on &amp;quot;[[Time on Their Hands: The Evolution of Elven Art]]&amp;quot;, while the second part is based on that Drakes-Arkati-Elves line of descent, and similar notions (like ascension ideologies) in the lore that are made sense of with the &amp;quot;great chain of being&amp;quot; concept from real-world history. This document later uses it to address alchemy and occultist emanationist doctrines. &amp;quot;secular theology&amp;quot; largely refers to the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The term &amp;quot;great chain of being&amp;quot; is used here as an IC historiographer convention for a metaphysical notion that is already present in documentation in less explicit wording.&lt;br /&gt;
[144.1] This etymology of the word &amp;quot;Arkati&amp;quot; is totally made up, but based on the [https://www.wisdomlib.org/definition/arkati#:~:text=Languages%20of%20India%20and%20abroad&amp;amp;text=%C4%80rk%C4%81%E1%B9%ADi%20(%E0%B2%86%E0%B2%B0%E0%B3%8D%E0%B2%95%E0%B2%BE%E0%B2%9F%E0%B2%BF)%3A%E2%80%94%5Bnoun,of%20an%20aircraft%20or%20spacecraft. real-world] [https://www.routledgehandbooks.com/doi/10.4324/9781315672571.ch3 meanings] (in the context of India) of the word &amp;quot;arkati.&amp;quot; The extent to which &amp;quot;ancient&amp;quot; or &amp;quot;archaic&amp;quot; Elven is different from modern Elven isn&#039;t clearly defined, there&#039;s a case to be made that it wouldn&#039;t have drifted all that much similar to Greek and Chinese. But that runs up into problems of Sylvan being a separate language on not much different time scales as the founding period, and questions regarding Dhe&#039;nar-si and the Faendryl dialect being separate languages. Though those could be explained as impacted by the Dark Elven language and possibly impact by southern subcontinent inhabitants that the other Elves do not interact with.&lt;br /&gt;
[144.2] The inherited-the-world doctrine again comes from the elven documentation and their self-justification in lording over lesser races, guiding them (like the Arkati guided the Elves) for their own good out of darkness and savagery. It is also the IC author being iconoclastic, suggesting the Elves imagined the Arkati in their own image, and implying that as with the krolvin, the Arkati feed into what the Elves want to believe about them.&lt;br /&gt;
[145] The &amp;quot;undemanding liege&amp;quot; line is quoting the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The second part of it about the monarchs being &amp;quot;stewards&amp;quot; of the world is an IC author characterization of their position and role in the &amp;quot;great chain of being&amp;quot; dogma, which serves as a basis of political disagreement with the early Dhe&#039;nar who instead view the elves as needing to rise higher up the chain with ascension. This also implicitly relates the Dhe&#039;nar ideology more closely to the imperial Elves than the Sylvans, who by &amp;quot;[[History of the Sylvan Elves]]&amp;quot; should have branched off from both of them much earlier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots.[146] It was taboo to offer piety rather than fealty.[147] As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals.[148] In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions.[149] This bred the seeds of reactionary movements.[150] But there was no room for dissidents in the building of civilization itself.[151] Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;[152]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[146] This is based on a cross of the Elven dogma document and the Elven art document, along with the racial supremacy stuff from Yshryth Silvius (circa -46,000 Modern Era).&lt;br /&gt;
[147] Later in the Second Age, Lilorandrych Illistim cracked down on cultish veneration of preserved hair from Linsandrych Illistim, along this kind of sentiment. This is established by a pendant on display in Museum Alerreth regarding [[Tenesi Illistim]].&lt;br /&gt;
[148] The Elven Empire had outlying provinces, but this has generally been very vaguely defined. This sentence is general civilization development dynamics.&lt;br /&gt;
[149] This is slightly exagerrating in the most absolute literal sense, but this pattern is generally true in the real-world. It&#039;s represented already all the way back in the Epic of Gilgamesh.&lt;br /&gt;
[150] This is a reasonable extrapolation.&lt;br /&gt;
[151] This helps frame and contextualize the Dhe&#039;nar departure from the Elven Empire point of view.&lt;br /&gt;
[152] This comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is generalized here to include &amp;quot;rubes&amp;quot; from the open-air regions rather than just the sylvan nomads in the forest. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has western migration and claims going back to -50,000 which is even earlier than House Illistim, and the founding of written records by the Chroniclers in -49,238 Modern Era. Socioeconomic and class forces are here being used to explain the population migrations, of which the Dhe&#039;nar would only have been one example and possibly later (as in the &amp;quot;Timeline of Elanthian History&amp;quot; document and the timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were displacements of the population in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities.[153] Those who were ill-suited to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West.[154] Scholars think these conditions invited the subjugation of other races for slave labor.[155] Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters.[156] To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.[157]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[153] This is a minor embellishment, extrapolating off the claiming &amp;quot;large portions of the western continent for their own&amp;quot; around -50,000 in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document, which is set a bit before the founding of the House cities in the east. It makes intuitive sense that a dynamic along these lines would exist, with the Dhe&#039;nar being the prominent surviving example. The Sylvans canonically did not migrate until later around -36,567.&lt;br /&gt;
[154] There are existing seeds of this in the Dhe&#039;nar departure being canonical. It just generalizes it to account for the &amp;quot;western continent&amp;quot; claims in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document.&lt;br /&gt;
[155] This is a thesis statement. It is just the equivalent of the real-world sociological/anthropological arguments about slavery forming with the development of agriculture based civilizations. The time period at which slavery by the Great Houses ended seems undefined, but could plausibly have survived longer in the West into the Age of Chaos.&lt;br /&gt;
[156] This is the IC author providing a socioeconomic dimension and motivator behind the Yshryth Silvius Faendryl rhethoric, which we&#039;ve already linked up with secularized great chain of being theology. This is all part of the &amp;quot;dominant ideology&amp;quot; in question.&lt;br /&gt;
[157] This is how the word &amp;quot;evolved&amp;quot; or evolution is used in the [[History of the Aelotoi|Illistim documentation]], and arguably how they interpret the relationship between gnomes and cave gnomes in the original [[Lines of Blood: A History of the Gnomes|Gnome history]] document (which more [[Inyexat|recent gnome]] documentation disputes.) The three volumes of this document is a lot more focused on artificial manipulation of animate beings and the mutating influence of magical environmental factors, which are more active driving conceptions than random mutation and natural selection, but like those has no concept of evolution as &amp;quot;progress.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited.[158] It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses.[159] There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.[160]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[158] The first part of this is just referencing the -50,000 Modern Era entry in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The second part is playing off the [[Aramur Forean]] / Black Wolves story in northwest Elanith, and the fact that the &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; Also, the &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot; and relatedly &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; has the reiver ancestors in what is now Torre possibly as far back as the Second Age independent of elven rule. (Scribes has said he intended the ancient language shown for that region to be the old form of the Kannalan language. It is lightly mangled Old English.)&lt;br /&gt;
[159] The geographic barrier argument is just common sense. The other part about other sovereign land claims getting in the way is extrapolated off the &amp;quot;[[History of Elanthia]]&amp;quot; document saying the houses would not defend each other&#039;s territories or consent to have their troops led by another when Dharthiir was advancing. This more or less amounts to denying the right of military actions through the lands of other houses.&lt;br /&gt;
[160] &amp;quot;[[History of Elanthia]]&amp;quot; describes Second Age humans as nomadic, residing on comparatively barren lands, and Elves refusing to allow others to settle more fertile areas. But some residing in the shadows of the great elven cities as beggars and thieves and slaves. With the modern period population distribution, it can be surmised there was some long-run population sorting, though it is unclear how much non-elven population there initially was in the east. The IC author is skeptical of treating it as terra nova. Agricultural slavery would implicitly be more of a western provinces thing, and this document uses that premise of western agriculture for eastern cities in the Undead War section. It&#039;s undefined in general to what extent there were elven cities in the west, and how the outlying provinces were administered. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire never held any mastery over the southern wastelands.[161] The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers.[162] The mountainous borderlands of the Southron Wastes have in all times been an attractive hiding place for brigands and criminals.[163] When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law.[164] The greatest threats to civilization, in turn, have most often come from the southern wastelands.[165] But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.[166]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[161.1] This is an embellishment that is extrapolated off contextual details. The Elven Empire cannot have been in there in the Dhe&#039;nar period (up to around -40,000), and it would not make sense for them to have controlled it in the Despana period (-20,000 to -15,000). Similarly, it would not make sense for them to control it and then give it up prior to Despana, so the most sensible thing is for the &amp;quot;old places of the Ur-Daemon&amp;quot; in the southern wastelands to be an area the Elven Empire wants nothing to do with for various reasons. The Elven Empire also generally did not control the mountains, where the dwarves were and various monster races. &lt;br /&gt;
[161.2] [[Jontara]] presently refers to a wider continental definition than Elanith, and was the original De-ICE&#039;d term for the continent. For some reason &amp;quot;Elanith&amp;quot; became used for the continent, when it was originally the replacement term for a region in the northwest corner of the continent.&lt;br /&gt;
[162] This is interpreting the lines in &amp;quot;[[Gods of Elanthia]]&amp;quot; that way, because it is the only part of the Elanith map consistent with it. The second part is a necessary logical consequence of established premises about Ur-Daemon corruption, and this is necessary to explain the Dhe&#039;nar becoming Dark Elves tens of millennia before Despana&#039;s work in Rhoska-Tor.&lt;br /&gt;
[163] The Horned Cabal wiped a lot of this out in the &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; timeline (see years 4953 and 4960), but this embellishment is just generalizing that existing premise, because if that&#039;s the dark and lawless region of the continent during the height of the Elven Empire and the worst stuff is farther in, it makes sense the criminal types would reside in the borderlands. (The year 4832 in &amp;quot;History of the Turamzzyrian Empire&amp;quot; suggests that prior to the Horned Cabal agitation and the Third Elven War, the Southron Wastes were relatively quiescent as threats to the north. The Southern Sentinel at the time of the Third Elven War was Empress Selantha II&#039;s exiled husband, so the war was led by Eastern Sentinel [[Jerram Happersett]].) &amp;quot;[[Traveler&#039;s Guide to the Turamzzyrian Empire#Selanthia|Traveler&#039;s Guide to the Turamzzyrian Empire]]&amp;quot; also mentions &#039;&#039;&amp;quot;other threats from the Southron Wastes&amp;quot;&#039;&#039; than the Horned Cabal in the present day (of 5102 Modern Era.)&lt;br /&gt;
[164] This is an extrapolation but a straightforward logical consequence of the geographic constraints.&lt;br /&gt;
[165] This is a made up premise, but sensible and plausible on existing evidence. It would include Despana. The [[Vishmiir]] are a defined threat for the Second Age, and there&#039;s some [[Urglaes-set pitted silver talisman|indication]] they came from Marluvian worship, which should likely have been concentrated in those Ur-Daemon associated lands. The Horned Cabal in recent history also fits this mold. The Faendryl may have been taming it down in recent millennia, but have let the Turamzzyrian Empire take the hits after the Third Elven War in general. (Explicitly stated in the case of demons from &amp;quot;[[The Theory of Governance and Social Order#Armata|The Theory of Governance and Social Order]]&amp;quot;.)&lt;br /&gt;
[166] Despana as a civilization ending shock, but also having been around for a few thousand years without being considered a big deal, needs to be reconciled. It would make sense if villainous black magic sorts had a history of hiding out down there, but were minor enough in practical consequence to the Elven Empire that it was more a matter of police actions and maybe raids sometimes to put bad guys down. It should generally be where Lornon types were hanging out as well.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
II.C The Exiles&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[167]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[167] This is a totally made up quote for the document. It is meant to characterize the view of the southern wastelands held even early on in the Elven Empire. &amp;quot;[[History of Elanthia]]&amp;quot; refers to Rhoska-Tor as &#039;&#039;&amp;quot;barren, blackened land&amp;quot;&#039;&#039; and the [[urglaes]] metals documentation suggests there might be regional ancient lava veins since urglaes is found around Maelshyve. The Night and Dawn stuff is based on the [[Shimmering glaesine orb|original]] Illistim house motto, which is different from the heraldry statement in &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot;. This is also setting up the non-racialized premise of original meaning for the term &amp;quot;dark elves.&amp;quot; The madness and fever dreams stuff is playing off the [[Grot&#039;karesh Hammer Clan]] history, and searching for lost secrets is making Despana only one example of it. The quote is making those lands explicitly defined as cursed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization.[168] Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were all drawn to the southern wastelands.[169] This was a haven for the most fanatical cults, and is now a graveyard of forgotten theocracies.[170] Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators.[171]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[168] This is following from the previous statement of the borderlands being where the brigands and criminals hide out, which is canonical in the modern Turamzzyrian Empire period. The interior should generally be worse than where those are willing to reside. This is only talking about the wastelands, not the subcontinent jungles, or southern mountains where dwarven clans lived.&lt;br /&gt;
[169] This is an embellished premise, but it is the only place where it makes sense for those to be during the Elven Empire, and makes continuity for Despana doing the same thing.&lt;br /&gt;
[170.1] The forgotten theocracies part is totally made up, but would be plausible behavior if the dark religious zealots are concentrated down in that region. The cult activity down there is only thinly defined, such as the Disciples of the Shadows. There should be nutjobs who worshipped demons or the Ur-Daemon, and it would only make sense for them to be around (what is now called) Rhoska-Tor and the Southron Wastes (a much older term.) The cults would not have been allowed in the Elven Empire.&lt;br /&gt;
[170.2] The general premise of other forces in the Southron Wastes region is also important for being something for the Dhe&#039;nar to push up against, having a warrior caste, where the Hunt for History item [[Shimmering crimson Dhe&#039;nar shield]] has a loresong depicting them fighting some great battle at a later time than the burning of Sharath.&lt;br /&gt;
[171] This is the thesis of the document. It is making more sense of things and contextualizing Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent.[172] This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.[173]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[172] This is fleshed out in the following subsections on the &amp;quot;black arts&amp;quot; practices down there with corruptive energies.&lt;br /&gt;
[173] This is making it clear that this was a problem at all time points, it was just in the margins of civilization during the Second Age. The last part about the [[Bleaklands]] refers to the [[epochxin]] variants of blood magic with demon blood and [[Raznel]]&#039;s witchcraft involving &amp;quot;the shadows&amp;quot; which is corruptive demonic realm energy. The IC author uses the word &amp;quot;witch&amp;quot; solely to refer to &amp;quot;black magic&amp;quot; practitioners, and usually more specifically to &amp;quot;black arts&amp;quot; practitioners like Raznel (black arts referring specifically to the use of demonic / tainting essences while &amp;quot;black magic&amp;quot; in our usage does not necessarily carry that implication), and instead uses &amp;quot;cunning folk&amp;quot; to refer to what some might call &amp;quot;good witches&amp;quot;. It uses &amp;quot;warlock&amp;quot; in the Dungeons &amp;amp; Dragons class archetype way of conduit or bondage with demonic powers, and not in the &amp;quot;oathbreaker&amp;quot; etymological sense out of Old English. Volume 2 actually constructs dark analogs of the major class types, terms such as &amp;quot;dark mage&amp;quot; used here are defined more in Volume 2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(1) The Dhe&#039;nar&lt;br /&gt;
&lt;br /&gt;
The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar.[174] Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati.[175] The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot;[176] According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah.[177] They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati.[178] Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.[179]&lt;br /&gt;
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[174] This is recognition of the fact that there is barely any established definition for any others.&lt;br /&gt;
[175] &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; establishes &amp;quot;first born&amp;quot; (of the Arkati) as the definition of the term Dhe&#039;nar. The way this line is worded is the IC author saying &amp;quot;this is what they claim&amp;quot; rather than &amp;quot;this is what we all agree is the truth.&amp;quot;&lt;br /&gt;
[176.1] This is largely referring to the non-canon player documentation explaining what &amp;quot;the way&amp;quot; means, because it is not clearly explained in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document by itself. Though the phrase gets used in that document. That document does say: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah taught them that the elves are the children of the Arkati, and as a child strives to become as its parents, the Dhe&#039;nar strive to become as the Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[176.2] The goal of the Way, and the way it encodes how the Arkati are viewed, is given near the bottom of &amp;quot;History of the Dhe&#039;nar&amp;quot;: &#039;&#039;&amp;quot;Much like the elves, however, the Dhe&#039;nar do not view the Arkati so much as &amp;quot;gods&amp;quot; or &amp;quot;celestial beings&amp;quot; but more as role models for what they themselves can achieve. Unlike the elves of the six noble Houses, however, the Dhe&#039;nar believe they can become as powerful as the Arkati. They do not see the Arkati as different or better, only more powerful, thus Dhe&#039;nar bow to no &amp;quot;god&amp;quot;. Their religion is not one of worship; instead it is one of self-perfection, not so much as an individual, but as a race in whole; the ultimate goal being to achieve power over all things.&amp;quot;&#039;&#039; Here we are taking this &#039;&#039;&amp;quot;not .. different or better, only more powerful&amp;quot;&#039;&#039; as an ascension view of the Arkati and Drakes rather than them as inherently &amp;quot;celestial beings.&amp;quot;&lt;br /&gt;
[177] This is roughly what Tahlad Tsi&#039;shalar translates as in the player created Dhe&#039;nar-si language. The IC author characterizes this as a myth, but Dhe&#039;nar would probably regard it as historically factual.&lt;br /&gt;
[178] This is stated in the canon &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document.&lt;br /&gt;
[179] This is what the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says, and is characterized more dismissively in the &amp;quot;[[History of the Faendryl]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths.[180] Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad.[181] That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests.[182] There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.[183]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[180] This is referring to the shared details of Korthyr and Tahlad between the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents. The Departure section of the Dhe&#039;nar history is 50,000 years ago, dating that to around -45,000 Modern Era, which in turn means it happened thousands of years after the Houses formed and long after Korthyr was dead. These House founding dates in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; are further solidified in their use in basing Elven calendar dates in various documents. So this document is trying to reconcile that inconsistency.&lt;br /&gt;
[181] Korthyr would have died some time in the -48,000s and Tahlad does not leave until the -45,000s in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This document reconciles that by having the timeline entry referring to an Illistim historiographer theory of the Dhe&#039;nar departure, while the Dhe&#039;nar themselves might claim it happened more around -50,000 Modern Era before the Illistim Chronicles were started.&lt;br /&gt;
[182] It would be inconsistent with that period in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. The sylvans and elves also would have divided much earlier. The &amp;quot;[[History of the Faendryl]]&amp;quot; supports these things, but has a lot of dubious stuff in it.&lt;br /&gt;
[183] This is from the chronicler preface to the canon version of the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and the &amp;quot;[[History of the Faendryl]]&amp;quot; document refers to Tahlad on similar footing as the House founders. But the actual timeline spaces these thousands of years apart, so it has to be treated as myth making. It can&#039;t be treated literally without causing contradictions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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This is regarded by more serious scholars as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth.[184] The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations.[185] Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses.[186] The Elven Empire was not a meaningful concept in the time of Korthyr.[187] Nor were the Ardenai those who stayed behind.[188] They lived in cities on the forest edges and woodland hamlets, with adjacent croplands, not unlike the Barony of Bourth with its elven settlements in the Wyrdeep Forest.[189] Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years.[190] It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed.[191] It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses.[192] The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.[193]&lt;br /&gt;
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[184.1] The &amp;quot;more serious scholars&amp;quot; part is an embellishment, but characterizing the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents as fanciful, and not especially tethered to what actually happened. This document sides entirely with the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; approach of being outside the forests for a long time and only eventually urbanizing. &lt;br /&gt;
[184.2] The term &amp;quot;great man of history&amp;quot; myth is used here as an IC historiographer convention for characterizing the way some historians have chosen to represent history in their texts. It is beyond the scope of this document to get into those meta-history theories in general. But the IC author is also implicitly saying Elves used &amp;quot;best people&amp;quot; (e.g. race, nation) theory of history myths in a few forms (e.g. exceptional, original, chosen, highest). To a lesser extent there is some &amp;quot;great minds of history&amp;quot; mythos. This document uses a mixture of historical idealism (in the sense of colliding world views and value systems pushing forward a history of ideas) with historical materialism, some realpolitik, and some environment-mediated morphing of &amp;quot;human&amp;quot; natures due to metaphysical corruption by dark essences. It avoids using the &amp;quot;great man&amp;quot; and &amp;quot;great mind&amp;quot; models of historicizing, but allows high impact and consequence for contingent events.&lt;br /&gt;
[185] This is a necessary conclusion of the date ranges used for the House foundings in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and all the documents basing off those founding dates.&lt;br /&gt;
[186] This is cross-referencing Korthyr dying when only the first borough of Ta&#039;Faendryl had been built in &amp;quot;[[History of the Faendryl]]&amp;quot;, along with Ta&#039;Faendryl having been built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;, and Ta&#039;Vaalor and Ta&#039;Faendryl having been founded at the same time in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with only Ta&#039;Illistim pre-dating them. For the Tahlad/Korthyr relationship to be true, it would have to be significantly earlier than the cities and before the Houses were founded and before the Elven Empire was a concept.&lt;br /&gt;
[187] This document treats the Elven Empire as becoming a meaningful concept around the time of Yshryth Silvius. It has the Faendryl historians, and in a twisted way the Dhe&#039;nar, being excessively literal with metaphorical language from Yshryth.&lt;br /&gt;
[188] &amp;quot;[[History of the Faendryl]]&amp;quot; treats the Ardenai as having stayed behind, but its leaving-the-forests narrative contradicts the more soberly written &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. &amp;quot;[[History of Elanthia]]&amp;quot; said the Ardenai reside in &amp;quot;towns and cities&amp;quot; and only vaguely refers to having stayed closer to roots in the deep forest.&lt;br /&gt;
[189] The forest edges description is an embellishment. The Sylvans resided deeper inside the Darkling Wood (though using the term &amp;quot;Darkling Wood&amp;quot; for it requires interpreting it as encompassing the forest that far south) and did not have contact with the imperial elves until the -45,000s in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, in the limited sense that the other Elves had no idea there was a Sylvan city there on a centuries scale. Which nearly requires the Ardenai to stay away from the deep woods in that time period, because it is a strain to have them residing in the deep woods and not wandering south. Though the Sylvan history is a little &amp;quot;just-so&amp;quot; with the way it is repeatedly having Elves rediscover the Sylvans even though they were always in Elven Empire borderland forests. The adjacent croplands are described in the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
[190] This cross-references &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and explicitly rejects the literal reading of Yshryth Silvius&#039; speech that is done in &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[191] This refers to the departure date in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is simply explaining why Illistim chroniclers think the Dhe&#039;nar left well after the Houses founded, while this other dogma exists of it having happened several thousand years earlier prior to the Chronicles.&lt;br /&gt;
[192] This is cross-referencing &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[193] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and insinuates Dhe&#039;nar harassment of the sylvans in this time period before the departure in -45,293. This insinuation is also explaining the &amp;quot;lavender&amp;quot; lore with Dhe&#039;nar and sylvan slaves in &amp;quot;[[Speech Unspoken: The Language of Flowers]]&amp;quot;, because they have much more dubious interaction for geographical reasons at any other time period. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the more dominant interpretations among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood.[194] Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land.[195] In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si.[196] Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records.[197] No one knows for certain if this identification is correct.[198]&lt;br /&gt;
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[194] This is an embellished premise for explaining why the Illistim chroniclers have the Dhe&#039;nar departure happening over two thousand years after the last of the Houses formed. It also characterizes Sharyth Ardenai as a return to nature movement beginning in the open air spaces, so as to be consistent with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; on this period. This can be reconciled by House Ardenai forming out of the open-air population that stayed geographically closest to the Darkling Wood, and maybe partly into it, without themselves being regarded as &amp;quot;sylvisterai&amp;quot; by the other Elves. The Sylvans should be the ones who really just stayed inside the forest, and that particular area of the Great Forest is where they ended up concentrating.&lt;br /&gt;
[195] &amp;quot;Sharath&amp;quot; means &amp;quot;promised land&amp;quot; in Dhe&#039;nar-si. This was canonized in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The trial and tribulation line is meant to motivate why the Dhe&#039;nar would reside in (what is now called) Rhoska-Tor for a protracted period. Which is the nearest part of the Southron Wastes to the eastern Elves.&lt;br /&gt;
[196] This is implying &amp;quot;Sharath&amp;quot; comes from the name &amp;quot;Sharyth&amp;quot;, and insinuates the &amp;quot;sho&#039;rah&amp;quot; in Noi&#039;sho&#039;rah is similarly rooted with Sharath and Sharyth. This then interprets &amp;quot;First Sister&amp;quot; as having an original reactionary meaning of &amp;quot;Sharyth&#039;s intent&amp;quot; according to this hypothetical dissident faction. This is an embellishment, but a plausible contrary view for House elves. The feminine gender neutral case of it meaning &amp;quot;First Sister&amp;quot; is true in the player created Dhe&#039;nar-si language (as introduced into it decades ago by Mnar.) Referring to that as &amp;quot;archaic&amp;quot; Dhe&#039;nar-si is how the &amp;quot;[[Dark Elven languages]]&amp;quot; document treats and refers to the old player constructed language.&lt;br /&gt;
[197] &amp;quot;[[History of Elanthia]]&amp;quot; refers to Sharyth Ardenai as a matriarch, while &amp;quot;[[Timeline of Elanthian History]]&amp;quot; uses the &amp;quot;his&amp;quot; pronoun for Sharyth Ardenai. There is a similar discrepancy for Linsandrych Illistim. These documents are both decades old, so this document takes that gender indeterminancy at face value, since it is so long standing.&lt;br /&gt;
[198] This is a hedge for allowing this whole interpretation and theory to be wrong, which allows Dhe&#039;nar to still believe their version of history. The actual departure would then have happened before the Chronicles started, when Korthyr was a relatively young man. But some of the details would still need to be regarded as distorted a bit by knowledge of later events, even though the prophecy itself is supposed to be prophecy. For example, there could be no singular decision by seven leaders to split into seven Houses, because the Houses were founded over a span of 1,500 years and even then the &amp;quot;Houses&amp;quot; as a political system probably emerged because of the cities rather than the other way around.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati.[199] In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years.[200] The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses.[201] In the more cynical view of the &amp;quot;Matter of the Elven Empire,&amp;quot; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology.[202] Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization.[203] With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.[204]&lt;br /&gt;
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[199] This is what &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; says.&lt;br /&gt;
[200] There is a 5,000 year gap between the Noi&#039;sho&#039;rah section and the Departure section of &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, so this line is trying to reconcile something that doesn&#039;t even make sense within the Dhe&#039;nar document itself.&lt;br /&gt;
[201] This is partly referring to &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and partly referring to &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.&lt;br /&gt;
[202] &amp;quot;Matter of the Elven Empire&amp;quot; is totally made up, and plays off the real-world historical terms such as the &amp;quot;Matter of Britain&amp;quot;, which is distorted with Arthurian legend and so forth. This is the IC author characterizing this early period as in historical dispute among the elves, with the founding of the royal lines and their pedigree from powers such as Arkati and Wyverns. Treating the contrary view as &amp;quot;peasant ideology&amp;quot; is the sensible counterpart to the Houses royal ideology. The existing documentation has significant founding period inconsistencies, tinged with legends, so the phrase &amp;quot;Matter of the Elven Empire&amp;quot; is used to characterize that IC.&lt;br /&gt;
[203] This is recontextualizing it in terms of the characterization given earlier in this document of monarchs as stewards in a static great chain of being. (The Dhe&#039;nar history document says the other Houses do not believe the Elves &#039;&#039;&amp;quot;can become as powerful as the Arkati&amp;quot;&#039;&#039;, though there has to be some nuance in this because of ascension theologies like Amasalen, it should probably mean this is not a plausible whole race goal and that generally &amp;quot;ascension&amp;quot; however it concretely exists comes from intervention by Great Spirits such as Arkati using their own power.) The Dhe&#039;nar view in contrast would be characterized as the low rising up the chain, and perhaps the high falling off. The IC author is giving that a socioeconomic dimension.&lt;br /&gt;
[204] This is setting up the contrary view of the Noi&#039;sho&#039;rah prophecy as a historical distortion, reading Despana and the Undead War into &amp;quot;Matter&amp;quot; politics as an anachronism after the fact. The Dhe&#039;nar in contrast would maintain it was the original prophecy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated.[205] This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578.[206] House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son.[207] This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire.[208] Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness.[209] There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl began to truly assume its central role over the Empire.[210]&lt;br /&gt;
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[205] This is the Patriarch timing given in &amp;quot;[[History of the Faendryl]]&amp;quot;. In &amp;quot;[[History of Elanthia]]&amp;quot; it was Korthyr&#039;s line that built Ta&#039;Faendryl, which this explained.&lt;br /&gt;
[206] This is cross-referencing the timing given in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. However, &amp;quot;History of the Faendryl&amp;quot; has a major timeline contradiction around the Undead War up to the Ashrim War, being fundamentally inconsistent with the other history documents. Here we are treating the timing in the earlier part of the document as still reliable.&lt;br /&gt;
[207] This is all from &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[208] Yshryth was already defined as Patriarch 14 in &amp;quot;[[History of Elanthia]]&amp;quot;, the &amp;quot;[[History of the Faendryl]]&amp;quot; document established his speech was from his coronation. The IC author here is asserting this is the proper birth of the Elven Empire, because of the imperial vision it sets out and its early time period relatively not long after the Houses finished forming.&lt;br /&gt;
[209] The political context was already in &amp;quot;[[History of the Faendryl]]&amp;quot;, but this is more explicitly asserting that what Yshryth was saying about leaving the forests was a metaphor. Later there is argument about connotations of kinslaying in the word &amp;quot;Draekeche&amp;quot; which is the (ancient?) elven for &amp;quot;darkness&amp;quot; dating back to at least -49,080. This is also setting up hostile / exile conditions for the Dhe&#039;nar, if the Illistim chronicler timing for their departure is the correct view.&lt;br /&gt;
[210] This is cross-referencing the &amp;quot;[[History of the Faendryl]]&amp;quot; timing for this period with the Ta&#039;Illistim Monarchs document &amp;quot;[[Ta&#039;Illistim Monarchs|Linsandrych&#039;s Legacy: A Detailed Examination of the Dynastic Argent Mirrors and Their Contributions to Illistimi Society With Notes On Selected Post-Lanenreat Figures]]&amp;quot;, once you convert out of the Illistim calendar into the Modern Era calendar. Then it&#039;s using these power vacuums and schisms and purges and so forth to say this is how and when House Faendryl came to lead the Empire (premise dating back to &amp;quot;[[History of Elanthia]]&amp;quot;), as Linsandrych Illistim had founded the first House and was present until -45,895.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven.[211] Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law.[212] There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind.[213]&lt;br /&gt;
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[211] This is IC author interpretation. It is suggesting the chaos and disunity motifs, and Korthyr as Tahlad&#039;s nephew, is all a distortion of Korthyr being succeeded by his great-nephew Khalar Andiris and then a bunch of assassinations and coups happen, and that Yshryth&#039;s famous speech (on unity and leaving the forest in a singular event) is being distorted with a Dhe&#039;nar departure that happens in -45,293 during the reign of Patriarch 14.&lt;br /&gt;
[212] This is insinuating Despana and the rising dead motifs are distortions of Geniselle Anaya overthrowing the Faendryl throne and being executed by her son, after a millennium of petty power squabbles and coups following Korthyr&#039;s first successor.&lt;br /&gt;
[213] This is a straight foward incompatibility between the Dhe&#039;nar and Sylvan lores. The &amp;quot;great chain of being&amp;quot; metaphysics worldview construction in this document gives them a much closer filiation of ideas relationship with the House Elves than the Sylvans, because that kind of conception is totally absent in the Sylvan documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes.[214] Archaeologists have found relics in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks.[215] One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath.[216] Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness.[217]&lt;br /&gt;
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[214] The Dhe&#039;nar spent time in what is now called Rhoska-Tor becoming Dark Elves in the racial mechanical sense. They have since resided in the jungles beyond the Southron Wastes.&lt;br /&gt;
[215] This makes up having relics found which prove the Dhe&#039;nar warlocks were in (what is now called) Rhoska-Tor way back then, but the premise of the spidery runes and having left stuff behind in Rhoska-Tor is in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[216] In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it says they learned &#039;&#039;&amp;quot;control of the undead&amp;quot;&#039;&#039; in Rhoska-Tor, which this document will take literally as controlling undead that already existed. That document also suggests the Book of Tormtor was something the Dhe&#039;nar left behind, but there are multiple inconsistent proposed explanations of the Book of Tormtor across documents.&lt;br /&gt;
[217] This is making use &#039;&#039;&amp;quot;old places of the Ur-Daemon&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot; for Rhoska-Tor, and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers to &#039;&#039;&amp;quot;the dark magic of the region&amp;quot;&#039;&#039; as distinct from &#039;&#039;&amp;quot;spells taught by the Arkati themselves.&amp;quot;&#039;&#039; The Dhe&#039;nar history document notably is most explicit on blaming Ur-Daemon dark essence for tainting the bodies and minds and turning elves into dark elves: &#039;&#039;&amp;quot;The dark essence that had been left behind by the Ur-Daemon War not only tainted the appearance and psyche of the Dhe&#039;nar, but it also had a powerful effect on the flows of magic in the region.&amp;quot;&#039;&#039; This document (in all three volumes) is using that view of the region heavily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records.[218] But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation.[219] It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a need to ward off malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands.[220] The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living.[221] In this way they were able to not only prevent the possession of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands.[222] This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars.[223]&lt;br /&gt;
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[218] The absence of written records, other than &amp;quot;spidery runes&amp;quot;, in this period is explicitly stated in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The way that section is written makes it sound like the Book of Tormtor had to be written in those runes, and only Dhe&#039;nar warlocks can read them, therefore Despana being able to read it and being from the southern jungles would mean Despana was Dhe&#039;nar. The IC author of this document is relatively dismissive of that as twisting things to fit the Noi&#039;sho&#039;rah prophecy.&lt;br /&gt;
[219] Similar situation leading to similar methods can help them understand the nature of these runes even though only the Dhe&#039;nar warlocks are supposed to be able to read the script.&lt;br /&gt;
[220] Such undead of twisted nature spirits should &amp;quot;naturally&amp;quot; exist in Rhoska-Tor, given the dark essence tainting described in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This treats banshees as referring to the fey variety, and &amp;quot;infernal sprites&amp;quot; were a [[Southron Wastes]] creature during the [[Wavedancer]] event. The infernal sprites and pale wraiths and banshees were in the part of the map closest in direction to Rhoska-Tor. The banshees are also [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds dark fey] in DragonRealms.&lt;br /&gt;
[221] Using dark essence in this way to control the undead is a premise used throughout these three volumes. It&#039;s unholy magic analog of similar things done through Order of Voln symbols (e.g. Symbol of Submission) and so on.&lt;br /&gt;
[222] Pale wraiths were another Southron Wastes creature from the Wavedancer event. This is playing off the ability of [[wind wraith]]s to possess [[soul golem]]s, as well as the Tehir [[Life and Being in the Sea of Fire|beliefs]] about spirits inhabiting corpses in the Sea of Fire. This &amp;quot;do the opposite&amp;quot; method echoes back to the animism section with mortuary rituals twisting into necromancy of the undead methods.&lt;br /&gt;
[223.1] This relates back to the animist section talking about the spiritual magic roots of necromancy, where in the case of the Dhe&#039;nar it would be spirit magic they attributed to the Arkati. But then in Rhoska-Tor they learn elemental magic, but they&#039;re manipulating a dark energy. It becomes a form of sorcery, as defined in this document. (Sorcerers are grouped with the Temple caste with the spiritual casters in the Dhe&#039;nar caste system, rather than the warlocks / magi caste which are the elementalists.) &lt;br /&gt;
[223.2] The original premise with the Dhe&#039;nar was that the ones around the Landing had begun experimenting with raising the dead clerical magic, but generally in Dhe&#039;nar culture those who do not survive do not deserve to be resurrected. There might be attempts to define Temple caste clerical magic as siphoning power from around Arkati without directly borrowing powers, but that cuts against the grain of how Cleric magic in particular has always been defined in GemStone, and in Volume 2 of this document that is instead described as &amp;quot;ur-priest&amp;quot; methods which can mimic non-denomination Cleric magic but fundamentally isn&#039;t and has corruptive &amp;quot;leeching&amp;quot; dependency effects on the caster. (Analogous to the Dhe&#039;nar warlocks who become dependent on feeding on magical energies in the still non-canon Dhe&#039;nar documentation.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was facilitated, however paradoxically, by their study of the elements.[224] Blazing sand elementals are yet another threat found in the Southron Wastes.[225] With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well.[226] But there are other pure forces beyond the veil than those of the elemental planes.[227] There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or elemental darkness.[228] It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes.[229] With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.[230]&lt;br /&gt;
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[224] The &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says they learned &#039;&#039;&amp;quot;summoning of the elements into a physical manifestation&amp;quot;&#039;&#039; while in Rhoska-Tor.&lt;br /&gt;
[225] These were creatures in the [[Southron Wastes]] during the [[Wavedancer]] event. There are [[Small sand elemental|sand elemental]] companion pets.&lt;br /&gt;
[226] This further sets up what was implied by comparing the similarity of summoning familiars with their manipulation of the undead.&lt;br /&gt;
[227] In Volume 2 these are called &amp;quot;sorcerous elements&amp;quot; and include various terms used in spells and messaging and storylines, including [[Balefire (713)|balefire]] and [[mawfire]]. This is an embellishment to the extent that it is set in a basic cosmological model of more chaotic vs. more ordered essences.&lt;br /&gt;
[228] &amp;quot;the shadows&amp;quot; is a demonic energy used in Kenstrom storylines related to [[Althedeus]] and its realm. Volume 2 of this document treats that as a mixture of elemental chaos and elemental darkness. There are solid roots on treating these as essence substances, but it is still an embellishment.&lt;br /&gt;
[229] The Althedeus lore is cited in documents such as &amp;quot;[[Ithzir Genesis]]&amp;quot; and &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. This is basically the same thing as &amp;quot;unholy power&amp;quot;, and in Volume 2 it is defined as related to &amp;quot;anti-mana&amp;quot;, which is an embellishment but roughly consistent with I.C.E. roots. (Except that the elemental darkness of Rolemaster &amp;quot;Elemental Companion&amp;quot; was a separate concept from the anti-essence of the Shadow World setting.) This is all equivalent to what is called &amp;quot;dark essence&amp;quot; in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[230] This is what was being implied in the previous paragraph, and this concept is used in Volumes 2 and 3. For example, Volume 3 talks about some necromancers suffusing themselves in dark essences to mask their life forces, to make the undead not attack them and instinctually obey them. (This would probably be illegal in Faendryl sorcery because of the corruptive effects on the mind and body.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor.[231] Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath.[232] It might well be that the journey actually began with the death of the cult leader.[233] Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes.[234] While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath.[235] Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed.[236] Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years.[237] The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were quite probably corrupted by knowledge of events after the fact.[238]&lt;br /&gt;
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[231] The hedging on this is about the lack of written records framed for it in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[232] This is playing off Tahlad being a Dhe&#039;nar-si word that means student.&lt;br /&gt;
[233] This is the IC author being iconoclastic, but also pointing at how old Tahlad would had to have been to make historical sense of him.&lt;br /&gt;
[234] The wording &#039;&#039;&amp;quot;the jungles &#039;&#039;&#039;said to&#039;&#039;&#039; lie beyond the Southron Wastes&amp;quot;&#039;&#039; for Despana in &amp;quot;History of Elanthia&amp;quot; suggest the Southron Wastes region was generally anathema to the Elven Empire and not something they ordinarily traveled through and interacted with in that time period. In other words Elven Empire records of the Dhe&#039;nar would implicitly have been sketchy.&lt;br /&gt;
[235] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and is using that provenance issue to cast doubt on the veracity of written records that might have survived the Great Fire.&lt;br /&gt;
[236] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[237] The use of oral tradition in the Dhe&#039;nar lore in general serves the function of introducing unreliable narration on the distant past. &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers outright to hardship &#039;&#039;&amp;quot;twisting their ancient beliefs&amp;quot;&#039;&#039;.&lt;br /&gt;
[238] This is IC author view from Faendryl bias, the Dhe&#039;nar would disagree with this statement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(2) Witchcraft&lt;br /&gt;
&lt;br /&gt;
In the outlying regions of the Elven Empire, far from the great cities, there were survivals of folk religion.[239] These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority.[240] Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms.[241] They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead.[242] They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living.[243] Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.[244]&lt;br /&gt;
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[239] This is an embellishment. It does not really make sense that the more rural populations would not have folk religion and folk magic, much as there virtually has to be animism going all the way back rather than only developing later. Arguably some of the instincts for this still exist in the Elven Nations, and civilizations in general, in the &amp;quot;[[Divination: A Comprehensive Guide]]&amp;quot; lore. This document to some extent is doing a &amp;quot;history from below&amp;quot; contrast to the &amp;quot;great men/minds/etc.&amp;quot; histories to help break up GemStone&#039;s monolithic race-culture ideologies.&lt;br /&gt;
[240] The framework of this document characterized the Elven forest tradition as &amp;quot;druidism&amp;quot;, so this is more or less a tautological statement.&lt;br /&gt;
[241.1] This document uses this as the historical root for Empath magic. It uses the term &amp;quot;cunning folk&amp;quot; to cover &amp;quot;good witches&amp;quot;, so the word &amp;quot;witch&amp;quot; is only being used in the dark and negative connotations. There is a lot of scattered superstition lore, such as [[thanot]] as warding charms because of the pentagram pattern of its berries. This is being consistent with later in this document treating &amp;quot;hybrid&amp;quot; magics, especially esoteric modes of hybrid magic, as historically ancient and prior to the full division of spellcraft into separate spheres of magic.&lt;br /&gt;
[241.2] The term was not used in this document, but these are examples of &amp;quot;apotropaic&amp;quot; magic.&lt;br /&gt;
[242] This is generic folk religion stuff. It is providing the hook for death rituals and magic to get twisted into darker magic with corruptive energies. Volume 2 also gets into this with witchcraft.&lt;br /&gt;
[243] This hedges the animist vs. Lorminstra [[Eve of the Reunion]] issue. Something similar to this is in the [[Grot&#039;karesh Hammer Clan]] giantkin lore with the [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]] at Kilanirij. This is another hook for twisting into wicked spirit calling and commanding undead spirits.&lt;br /&gt;
[244] The Ilvari are an example of fey changeling kidnappers. &amp;quot;Ilvari luck charms&amp;quot; are sold and do not really do anything. [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds &amp;quot;Changelings&amp;quot;] exist in DragonRealms and are called spriggans, thought to be spirits related to elemental air. In the I.C.E. Shadow World version the air fey were servants of the god we call Tonis, a thieves patron, and in DragonRealms the dark fey are the creations of Idon one of the thieves patron immortals. Though this is almost certainly a coincidence.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others.[245] They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated.[246] This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets.[247] Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations.[248] The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.[249]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[245] This document is using &amp;quot;witches&amp;quot; almost exclusively for wicked magic practices as a convention, even though the IC author would acknowledge the existence of sympathetic magic practitioners calling themselves &amp;quot;witches&amp;quot; doing good/light practices or morally neutral practices. Similarly with &amp;quot;blood magic&amp;quot;, that term is being reserved for the sorcerous form of it, not the more empathic form of it (e.g. [[Akhash]] the Tehir spirit caller) which would not be corruptive and debasing.&lt;br /&gt;
[246] This is rooting the more (wicked) spiritual magics of the Sorcerer Base list in this culture tradition. Especially [[Curse (715)]]. But these are not &amp;quot;black arts&amp;quot; as will be described later.&lt;br /&gt;
[247] This is the IC author hedge and acknowledgement that to some extent he&#039;s set up a false dichotomy regarding the term &amp;quot;witches.&amp;quot; Curse tablets refers to the ancient Roman practice.&lt;br /&gt;
[248] This is a reasonable anthropological supposition about the filiation of ideas and superstitions, given the initial premise of earlier animist religious traditions partly surviving into later ages.&lt;br /&gt;
[249] Witch hunt panics are not defined in current lore, but this is the general dynamic of how witch panics work in the real-world.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression.[250] It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil.[251] In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits.[252]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[250] This tension with orthodoxy is setting up the driving of witches into the wilds, while the medicine man types with healing or clerical powers get to stay. Also seeding the bias of humans against magic because of elves.&lt;br /&gt;
[251] In other words, this is everyday life stuff, superstition suffused throughout cultures.&lt;br /&gt;
[252] This is characteristic of animism in general, and very clearly the case with the Tehir lore. &amp;quot;Great Spirits&amp;quot; is the generic term this document uses for deity scale powers of spiritual mana orientation. If spiritual mana were [https://elanthipedia.play.net/File:ManaField.gif subdivided] like it is in DragonRealms, it might be that the animist magics (e.g. roots of empath, ranger) are moreso using &amp;quot;life mana&amp;quot; while clerics and paladins are moreso using &amp;quot;holy mana.&amp;quot; Lunar mana to some extent in DragonRealms is filling in the roles mental mana does in GemStone IV. In this document there is a framed link between &amp;quot;occultism&amp;quot; and &amp;quot;astrology&amp;quot; to seed that relationship.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is particularly important is that this tradition more broadly is what might be called sympathetic magic.[253] It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions.[254] It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up.[255] It is what remains of more ancient traditions of spiritualism.[256] From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies.[257] It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real.[258] In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;[259]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[253] While there is some pure superstition stuff, such as in the divination lore, in the Elanthia setting there is also real sympathetic magic (e.g. Raznel&#039;s voodoo dolls and blood magic.) This document treats this as Elanith&#039;s non-Erithian precursors to what is now called Mentalism.&lt;br /&gt;
[254] This tacitly falls under the notion of NPC &amp;quot;[[Overview of Elanthian Magic|flow magic]]&amp;quot; in current canon, but later in this document that is going to be classified as &amp;quot;thaumaturgical&amp;quot; and &amp;quot;exoteric&amp;quot; magic (in terms of how the Elves try to develop it away from informal lay magic), while what we are talking about here is &amp;quot;esoteric&amp;quot; magic as an informal cousin of &amp;quot;ritual theurgy.&amp;quot; It is elaborating and deepening the magic theory. Volume 2 talks about forming rites with rigid rules in a kind of perverse imitation of rote magic, especially with black arts magic, to try to make predictable effects without really understanding what is being done &amp;quot;theoretically.&amp;quot;&lt;br /&gt;
[255] This is essentially a new premise for making sense out of having this storyline sympathetic magic stuff that does not relate to the spell circles and stuff invoked off scrolls. In IC terms it could be disputed how separate orthodox religion with its clerical magic really is from the rest of spiritual magic in the &amp;quot;vernacular&amp;quot; populations, and sympathetic magic which may now in the present age be considered spiritual-mentalist hybrid. Later in the document is a nod to the DragonRealms division between &amp;quot;life&amp;quot; and &amp;quot;divine&amp;quot; mana when talking about mana conventions. DragonRealms also has &amp;quot;Lay Necromancy&amp;quot;, which is [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 Low Sorcery], where Low Sorcery in general is relatively informal evil magic.&lt;br /&gt;
[256] This is a thesis statement, set up by the prior sections on animism.&lt;br /&gt;
[257] This is establishing the important distinction against pure superstition (e.g. divination without spellcraft of any kind), which is that magical energy (essences) must be manipulated into magical effects to qualify as &amp;quot;magic.&amp;quot;&lt;br /&gt;
[258] Rote superstitious practices acting like de facto rote magic.&lt;br /&gt;
[259] This is explaining why the use of say troll blood in an alchemy recipe, or blood in a religious ceremony, or even what empaths do, does not qualify as &amp;quot;blood magic.&amp;quot; It is only magic involving blood. &amp;quot;Blood magic&amp;quot; here is strictly being used to refer to these sympathetic magic practices, though the other volumes allow an occultist form of blood alchemy for making homunculi. At this point it is tacitly acknowledging &amp;quot;good&amp;quot; practitioners (cunning folk, some shamans), but in most of this document the term &amp;quot;blood magic&amp;quot; is reserved for the highly corruptive sorcerous form, which involves debasement and perversion through the mediating substance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation.[260] Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood.[261] There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.[262]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[260] This is just defining the meaning of the term &amp;quot;sympathetic magic&amp;quot;, which is imitative magic or correspondence of forms. Sympathetic magic is a term that was coined by the 19th century folklorist James Frazer in his book &amp;quot;The Golden Bough&amp;quot;, which is either magic of &amp;quot;similarity&amp;quot; or magic of &amp;quot;contagion.&amp;quot; Witchcraft in this document follows these tropes.&lt;br /&gt;
[261] This has been done in storylines, such as those involving the witch Raznel.&lt;br /&gt;
[262] All of this is framed as animist roots, but now running up against orthodox religion with its good vs. evil values duality, which in Elanthia in the Second Age is Liabo vs. Lornon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within the modern conventions of magic, this sort of correspondence of forms is related to what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot;[263] In the mind oriented near planes of existence, such as the Endless Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world.[264] This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames.[265] There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession.[266] Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.[267]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[263] This is establishing the premise of treating this as the Elanith non-Erithian precursor to Mentalism in the contemporary conventions. The notion of &amp;quot;dark empathy&amp;quot; and confounds and hybrid magic are elaborated later in this document.&lt;br /&gt;
[264] This was true in [[Ride of the Red Dreamer]] and Auchand stated it explicitly on the Wiki, distinguing the [[Eternal Dream]] near plane from the sorcerous [[valence]]s. &amp;quot;Endless Dream&amp;quot; is a typo which I will fix in the next revision. Nightmare steeds and unicorns in the mount system as of summer 2022 had physically manifesting object from dream world interactions. Ebon&#039;s Gate 2022 with [[Naidem]] also had some mind/form distortion premise in it.&lt;br /&gt;
[265] This is generic voodoo doll kind of stuff.&lt;br /&gt;
[266] Dream walkers were present in [[Griffin Sword War]] 2 and [[Ride of the Red Dreamer]] storylines, and other times where minds have been entered, and are mentioned in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. Some minds are [[Valence#Near Planes|able]] in GemStone to slip into the Eternal Dream during sleep. There is a subtextual argument for the decay/spirit-death mechanics messaging having been based on astral projection. The truffles in Lower Dragonsclaw do some sort of astral projection. &lt;br /&gt;
[267] This is part of the thesis and framed previously in the animism section. It&#039;s malignant spellcasters using that propensity to twist mortuary magic into more malicious uses, and then that gets still darker later when dark essences are involved in haunted realms. This sets that up for the next paragraph.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, witches were exiled into the wild woods or darker hiding places.[268] This led to a rising number of witches in the Southron Wastes, where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them.[269] Blood magic began using demon blood.[270] Curses began using more corruptive essences, facilitating rituals for causing the undead.[271] Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood.[272] There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others.[273] One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.[274]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[268] This sets up a fragmenting of witchcraft into split traditions. Volume 2 says more about the different kinds of witches. There are elemental themed ones, [[Life and Being in the Sea of Fire|spider witches]] in the Sea of Fire, the Sisters of Blight, and so forth. Raznel was influenced by black arts out of the Southron Wastes and Wizardwaste.&lt;br /&gt;
[269] With the &amp;quot;dark essence&amp;quot; explicitly framed in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and corruptive effects on various peoples in current canon, this is extrapolated here to imply there is a general issue of this for historical wasteland residents. Very little is defined for indigenous populations. Iguanoids were there in the Wavedancer, as well as scourgemages (which were reskinned [[fire mage]]s but Volume 2 treats as demon worshipping analogs to rangers). This region probably had its own animism (e.g. black shamanism), but presumably also earlier demonic and Marluvian cults, and Volume 3 makes up something about mummies and underworld themed death religions influenced by underground rifts. The general point of this line is cross-pollinating the folk magic into the wastes and in turn incorporating the dark essence of that region. Later in this document there is framing for surviving knowledge of Second Age folk magic being sampling/survivor biased toward the Elven forms of it due to the records being from Elven occultists.&lt;br /&gt;
[270] This document leans into various arguments for the presence of &amp;quot;indigenous&amp;quot; demons in the region. The ebon-swirled primal demon in the Southron Wastes is a primitive cousin of the oculoth, and its venom blood is a major storyline factor behind dark magic in Kenstrom&#039;s events. This line is taking the &amp;quot;blood magic&amp;quot; from the witchcraft tradition and now using demon blood in it which is far worse. This is reasonably what would have happened if this population migration happened even in broad outlines.&lt;br /&gt;
[271] This is leveraging off &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; referring to the dark essence of the region, left behind from the Ur-Daemon War.&lt;br /&gt;
[272] Raznel turned a [[Drangell|giantman]] into a troll and a [[Thrayzar|human]] into an orc. This is framing and explaining the generic &amp;quot;witch turns prince into a frog&amp;quot; or werebears and selkies kinds of curses. This &amp;quot;witchcraft&amp;quot; is implicitly partly Mentalist in contemporary magic theory, so the dark transformation of bodies stuff is in it here, and not necessarily present in the prior inhabitants of the southern wastelands (e.g. cultists, black shamans.)&lt;br /&gt;
[273] Stuff like werewolves and [[Gaunt feral selkie|selkies]]. This is setting up the seed for Despana later having cursed diseases such as Red Rot. It follows the &amp;quot;contagion&amp;quot; variety of &amp;quot;sympathetic magic&amp;quot; in Frazer&#039;s definition of the term.&lt;br /&gt;
[274] [[Werebear]]s being mechanically undead is some weird game history anomaly. I think every cursed thing that was flagged as &amp;quot;Unlife&amp;quot; and targettable by Cleric repel spells was treated as undead when the Order of Vult (Voln) was created in 1994. Volume 3 does a lot of differentiation on the various forms of &amp;quot;unliving.&amp;quot; Selkies are much more modern creatures in a game mechanics sense and actually undergo transformation cycles.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Witches of the South would enter pacts with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons.[275] There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits.[276] They might have mediating vermin such as maggots or ichor worms inside themselves.[277] Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves.[278] There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them.[279] It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself.[280] Conjuring in this way was in stark contrast to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.[281]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[275] This is the general Satan worshipping witch archetype. Raznel would make blood bonds with people. This distinction is allowing other forms of witchcraft to not work this way. This is speaking of a regional historical generality or propensity, not saying &amp;quot;every witch in the south did this and no witches outside the south did it.&amp;quot;&lt;br /&gt;
[276] This is leaning on the channeling aspect of the framed hybridism of their magic.&lt;br /&gt;
[277] This is directly based on Raznel. She had stuff like this as well as scarabs inside her own body, forming or emerging spontaneously when she was cut. Though Raznel learned how to implant such things into bodies from Quinshon, who is a black shaman.&lt;br /&gt;
[278] This is the general &amp;quot;corrupted by dark power&amp;quot; archetype. It has been used to show characters being driven mad with taint/corruption in GemStone since the I.C.E. Age.&lt;br /&gt;
[279] Raznel would control others sometimes with implanting her scarabs into them. She was also prone to using anti-magic, and stripping magical powers from people.&lt;br /&gt;
[280] This is a characterization of the mode of magic, it does not have to always involve subservience to something else. This wording is partly inspired by [[Torment (718)]].&lt;br /&gt;
[281] This is setting up distinctions between Faendryl sorcery in the Second Age with the &amp;quot;black arts&amp;quot; and forms of magic that would have repulsed the imperial elves. They are reflecting different cultural value systems and ideologies. &amp;quot;[[History of the Faendryl]]&amp;quot; has recognizable sorcery being practiced until at least circa -40,000 and so we are preferring to split apart the historical meaning of &amp;quot;sorcery&amp;quot; so the Faendryl of the Second Age culturally make sense as the leaders of the Elven Empire.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(3) Cultists&lt;br /&gt;
&lt;br /&gt;
In the Age of Darkness there was always a minority of demon worshippers.[282] Whether the demonic of the wastelands, or the dead gods themselves.[283] There are buried crypts in the Southron Wastes belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul.[284] Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason.[285] Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation.[286] But the reliefs and frescoes of the interregnum are far more hideous in their depictions.[287] They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices.[288] Cave paintings from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are often found with trepanated skulls.[289]&lt;br /&gt;
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[282] There is only thin already established evidence for this. The timing on the loresong of the Marluvian [[Urglaes-set pitted silver talisman|urglaes talismans]] from [[Hunt for History]] is unclear, but using an ancient language that was sometimes used in game in the early 2000s. &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; shows archaeological evidence for knowledge of Marlu dating back to before the Elven Empire. There ought to be Marlu worshippers, and Ur-Daemon or demon worshippers more generally, and it would make sense for them to live in the old places of the Ur-Daemon (Rhoska-Tor) rather than in the great forest with the sylvans and imperial elves.&lt;br /&gt;
[283] This is allowing a distinction between animists who are akin to rangers of the demonic (in Volume 2 these are called scourgemages), which are left-over from the Age of Darkness or arriving through underground tears in the veil --- there was possibly an example of this in the room painting of the Southron Wastes during the Wavedancer, and the eyeballs of ebon-swirled primal demons have been seen arriving through spontaneous tears in reality in the Southron Wastes --- and actual cultists worshipping the Ur-Daemon.&lt;br /&gt;
[284] This is reviving and De-I.C.E.ing the vruul lore, which is hard coded into the area design of the Broken Land. It is making sense of the Marlu description in &amp;quot;[[Gods of Elanthia]]&amp;quot; about being seen delving into ancient crypts, which is vestigial from I.C.E. lore about him searching prehistorical crypts for vruul, and then the notion of Marlu loosening portals to draw power is made sense of by assuming there are actually portals to demonic realms present that can be loosened: &#039;&#039;&amp;quot;Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown.&amp;quot;&#039;&#039; This seems to be hedging on whether Marlu is Arkati or has extraplanar power sourcing like the Ur-Daemon portal described earlier in that document. Footnote 71 suggested a possible constraint of Ur-Daemon dependency on this to sustain their existence in this reality, such that destroying their major portal in itself is what defeated them, which could be a conceptual motivator or root for this premise about the power source for Marlu.&lt;br /&gt;
[285] This is explaining the &amp;quot;[[Gods of Elanthia]]&amp;quot; description with the original context.&lt;br /&gt;
[286] This is based on the Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot;. This only clearly referred to glyphs being found in the Southron Wastes, where presumably they survive from climactic conditions. But here we interpret the line instead to include the petrified trees as also being in the Southron Wastes. This is meant to explain and reconcile &amp;quot;[[Gods of Elanthia]]&amp;quot; saying the final battle in the Ur-Daemon War blasted the landscape for hundreds of miles and turning it into a lifeless wasteland. Which implies it wasn&#039;t a wasteland previously, which is where the carvings on the petrified trees would come from (perhaps artificially fast in cataclysmic conditions, though petrification itself usually only takes several thousand years). The Southron Wastes room painting depicts a huge former lake, now a salt basin, and there are unstable (quite likely unnaturally formed in the Ur-Daemon War) shale mountains capped with limestone that are described as geologically &amp;quot;recent&amp;quot; violent upheavals.&lt;br /&gt;
[287] This is referring to the cave paintings from Linsandrych Illistim&#039;s quote, and embellishing it in cross-reference to the frescoes in the Dark Shrine of the Broken Land.&lt;br /&gt;
[288] This is also leveraging off the Broken Land design. This line is trying to establish that region as having dark worshippers dating back into prehistorical times, so that there were effectively always bad guys with dark magic there at all time points.&lt;br /&gt;
[289] This is an embellishment. It is leveraging off the Linsandrych Illistim quote about representing fear, and the &amp;quot;madness&amp;quot; motif in demonic themed places like below the Graveyard and the Broken Land. The trance states are about animism. These volumes treat black shamans and scourgemages as dark magic archetypes of shamanistic nature in that region. The skulls is based off the the Broken Land and Graveyard, and there&#039;s also a skull pile in the burial mound in the [[vourkha]] area outside Ta&#039;Illistim. Trepanation is getting at the notion of &amp;quot;nightmare visions&amp;quot; and &amp;quot;fever dreams&amp;quot; that the made-up Linsandrych quote in this document references.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent.[290] There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled.[291] Dark mages who would not abide by the laws of civilization would find freedom in these lands, while fanatics who sought a world ruled by Lornon would found short-lived, sinister theocracies.[292] Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions.[293] In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.[294]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[290] This is leveraging off the previous embellishment about the Elven Empire not claiming and occupying the southern wastelands based on consistency considerations.&lt;br /&gt;
[291] Despana is the existing defined example, but something like that should have happened many times over thousands of years. This line is also using the previous view that the southern wastelands are where the Ur-Daemon portal was destroyed and where the last great battle happened that blasted the landscape for hundreds of miles.&lt;br /&gt;
[292] The theocracies is totally made up, but follows naturally and logically from the framed lawless condition of the region and inhabitation by dark religions. Dark mage is an archetype that is defined later, but also more fully in Volume 2. They would be practitioners of dark essences magic (attuned to &#039;sorcerous elements&#039; like balefire much like mages do with the elements), therefore ultimately sorcerous, who often (not necessarily always) are attempting to come at it from the rationalist orthodox magic theory direction. This is more generally talking about magic practitioners who refused to be bound by regulations and laws. It seeds having pre-exile Faendryl sometimes exiling out there and bringing illegal knowledge with them, and gives a close-at-hand corruption path to blacker arts for Faendryl sorcerers. Dhe&#039;nar &amp;quot;warlocks&amp;quot; might also be prone to becoming &amp;quot;dark mages&amp;quot; in this sense of the term, though the Dhe&#039;nar Stareater legend is loosely how we are using &amp;quot;warlock.&amp;quot;&lt;br /&gt;
[293] There isn&#039;t really any established framing for the Elven Empire allowing Lornon worshipper chaos and machinations within its territories. But they should also have existed. So this is making a hook for explaining where they tended to be concentrated in the Second Age.&lt;br /&gt;
[294] In the Vvrael quest the ghost of Malaphor claimed the Vvrael witches and warlocks were wizards and sorcerers of this world who were corrupted by the Vvrael and eventually made their way into the Rift, and likewise Daephron Illian was working in Rhoska-Tor when he broke open the rift and sealed it in a puzzlebox. It&#039;s basically a Hellraiser concept. Vvrael witches also were in the Demon Queen of Anwyn storyline after the Rift was released and Terate was dead. So having the Vvrael cultists reside in that general region is making consistency of things. It is canon from &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; that the Disciples of the Shadows (Althedeus worshippers) were residing in the Southron Wastes, potentially back into the Age of Chaos. The last part of this sentence is open-ended for all the other bad things that might exist.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds.[295] Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic.[296] This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices.[297] There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out.[298] There were even cults believing Elves were cursed by the Arkati.[299] That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.[300]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[295.1] The convention for &amp;quot;warlock&amp;quot; in this document is the Dungeons &amp;amp; Dragons kind of class archetype of powers from binding with demons and so forth. This is keeping consistency with the nature of &amp;quot;Vvrael warlocks&amp;quot; and possibly the Dhe&#039;nar magi being called warlocks (e.g. the Star eater legend). This is more akin to the etymology out of Scots than the &amp;quot;oathbreaker&amp;quot; or &amp;quot;pact breaker&amp;quot; etymology out of Old English, where instead the meaning is more along the lines of pact making with demonic powers in betrayal of good gods.&lt;br /&gt;
[295.2] This is setting up &amp;quot;warlock&amp;quot; as the archetype for teratology and monster making, which in volumes 2 and 3 are related to Arcane or more general definitions of &amp;quot;necromancy.&amp;quot; But they are more demonology focused, so their necromancy is what volume 2 defines as &amp;quot;demonic necromancy.&amp;quot;&lt;br /&gt;
[295.3] Warlocks and witches in the black arts usage here is also staying consistent with demons using [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 &amp;quot;conduits&amp;quot;] to influence this plane in DragonRealms, especially the more powerful demonic entities which would have issues directly manifesting in this reality. (This concept is explicitly present in GemStone with Althedeus.) Volume 2 of this document talks about places where demonic power is infiltrating this plane, or similarly with Dark Gods (or demonic &amp;quot;gods&amp;quot; in other planes), where the soul can get pulled into the demonic realms if someone dies in that place. Which is [[Purgatory|consistent]] with the Temple of Luukos on Teras Isle, and that concept [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 exists] in DragonRealms as well. It is meant in this document to help explain the origin of some extraplanar undead.&lt;br /&gt;
[296] More framing for teratology. The last part about the demonic hybrids is leveraging off the unnatural offspring of demons and animals from the Third Elven War, and extraplanar hybrids from storylines such as [[Rodnay]]. It is providing threads for other forms of the &amp;quot;blood magic&amp;quot; we have seen from Grishom Stone and Elithain Cross.&lt;br /&gt;
[297] This is an embellishment but using the framed premise of the region being a haven for dark religions. The Dhe&#039;nar supposedly did not practice slavery until after the Great Fire, according to &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, but the practice may have existed in the neighbors.&lt;br /&gt;
[298] This is made up but helps illustrate the kinds of black arts that would exist that would not be Faendryl sorcery.&lt;br /&gt;
[299] This is an homage to the Drow.&lt;br /&gt;
[300] This slyly plays off the Dhe&#039;nar referring to themselves as the first born of the Arkati, but having the hunger of the Ur-Daemon. This document characterizes the more indigenous parts of the wastelands as prone to ancestor veneration and the Ur-Daemon as dead gods who are still present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to subvert the separation of the living from the demonic.[301] The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a divine language in some cults.[302] Demon worshippers sometimes call it the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists.[303] Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.[304]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[301] This is using the broader definition of necromancy from the beginning of this document. The existence of demonic/living hybrids in Elanthia is long-established canon.&lt;br /&gt;
[302] This is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Its being regarded as a divine language by demon worshipping cults is an embellishment, but something that would probably be true if those cults were present. It would be a manifestation of the influence and presence of their gods in their view.&lt;br /&gt;
[303] This is a retcon to recontextualize the meaning of the Daemon&#039;s language when &amp;quot;[[History of Elanthia]]&amp;quot; talks about the Book of Tormtor. What is in the present age called the Dark Elven language would in the Second Age have been associated with the Ur-Daemon, because of this framing of who was involved with that region in that time period. The part about its source having never been found by extrachthonic linguists is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Another subtle point is that it should not have been known as the &amp;quot;voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;History of Elanthia&amp;quot; implies it was not known as &amp;quot;Rhoska-Tor&amp;quot; yet when Despana was searching it, unless the placename itself comes from the term &amp;quot;voice of Rhoska-Tor&amp;quot; (e.g. through the Dhe&#039;nar rha&#039;sha&#039;tor [[Dark Elven Horror Stories|meaning]] &amp;quot;giver and taker of life&amp;quot; which in turn could speak to how the language was used in that region). Rhoska-Tor has to be considered part of the Southron Wastes in the Second Age.&lt;br /&gt;
[304] This is an embellishment but would sensibly follow from the premise in the line noted by footnote 302.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions known as Tor.[305] These outcroppings or mounds are mythologically named for each of the &amp;quot;dead gods,&amp;quot; which is how the Ur-Daemon are regarded.[306] While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults grow around these haunted ruins.[307] Cults might at times become extinct, only to arise again, centuries or millennia later.[308] There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them.[309] They often believe &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world.[310] Consecrating us with their unholy black blood.[311]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[305.1] The first part of this is stemming off the Grot&#039;karesh Hammer Clan exposure to the Battle of Maelshyve. &amp;quot;[[Giantkin History]]&amp;quot; translates Grot&#039;karesh as &amp;quot;magically cursed&amp;quot; or &amp;quot;magically haunted&amp;quot;, but &amp;quot;elder elven scholars&amp;quot; translate it as &amp;quot;Daemon-tainted&amp;quot;.&lt;br /&gt;
[305.2] This interpretation of &amp;quot;Tor&amp;quot; is totally made up. There are several reasons for it. Tor are geological formations that are basically rock outcroppings with hill formations, such as the hill Glastonbury Tor, which is mythologically associated with Arthurian legend and Otherworlds. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; describes hills in the region of Maelshyve. Banshees in turn are fey of the mounds/hills in real-world mythology. Likewise, keeps are generally built on mounds, and Maelshyve is a &amp;quot;great keep&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;Keep&amp;quot; in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The [[ora]] lore from the materials documentation also has a very large ora mine in Rhoska-Tor, but otherwise describes ora as being found in mountains and hilly regions. Tor are typically granite, an intrusive igneous rock, and the [[urglaes]] around Maelshyve ought to implicitly be in igneous rock (with &amp;quot;[[History of Elanthia]]&amp;quot; calling Rhoska-Tor &amp;quot;blackened&amp;quot; and urglaes being implicitly linked to the Ur-Daemon in the [[eonake]] lore), but the underground caverns are suggestive of limestone, which is consistent with the Southron Wastes room painting. &amp;quot;[[Origins of Tonis]]&amp;quot; on the other hand calls the land &amp;quot;blackened&amp;quot; directly from the corruption of the Ur-Daemon, but also speaks of lava (&amp;quot;hot blood&amp;quot; of the earth) nurseries for newborn Ur-Daemon. So all of this together is the logic of treating the word part &amp;quot;Tor&amp;quot; in the geological meaning of igneous protrusion rocks.&lt;br /&gt;
[306] This is a Lovecraftian twist on the Ur-Daemon based on established Ur-Daemon facts, combined with the fey mythology usage of Tor. It is an embellishment to say there are other Tor and that they are named after specific Ur-Daemon, but this retcon is meant to motivate why we supposedly know the names of individual Ur-Daemon (e.g. Ith&#039;can, Goseth, Orslathain) and why this region was considered an old place of the Ur-Daemon. These Ur-Daemon names are represented as used in occultist grimoires in Volume 2 to help explain that point.&lt;br /&gt;
[307] This is a made up embellishment. It serves to motivate the existence of the cults, even if they die out and come back later. It provides the seed for alternate possible origins of the Book of Tormtor, because the literal explanation of a book written in the Ur-Daemon language from &amp;quot;[[History of Elanthia]]&amp;quot; does not make sense without additional premises. That the Ur-Daemon would have a book at all, and then someone tens of thousands of years later can read it, without some weird magic artifice explaining it.&lt;br /&gt;
[308] This premise allows some long-run behaviors without having to posit specific organizations (i.e. cults) or whole cultures continuously existing for tens of millennia.&lt;br /&gt;
[309] This is made up, but based on the storyline instances of using Ur-Daemon body parts, such as rejuvenating them with Ur-Daemon blood. As well as the Beast imprisoned in Teras Isle having ambients of almost waking up. And Tseleth saying pieces of the Ur-Daemon are never truly dead.&lt;br /&gt;
[310] This is meant to relate the cultists to the &amp;quot;warlock&amp;quot; dark magic archetype described earlier, and based on the canon ability of demons and other extraplanars to hybridize with the living. Then they are just exercising religious beliefs about the demonic, doing some confirmation bias conflating them into their ancestor veneration. It isn&#039;t necessary for it to be true that a lot of these demons originated in hybridization of the living with the Ur-Daemon and then banished in the Ur-Daemon War. But it need not be quite obvious that this is wrong, either. Even the abyran might plausibly be made by a more powerful demon out of the missing Faendryl sorcerers.&lt;br /&gt;
[311] The blood of the Beast of Teras Isle is black. It was used to charge up the eye of Ith&#039;can for the climax of [[Cross into shadows|Cross into Shadows]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These kinds of sentiments lent themselves to still other forms of necromancy.[312] There were those who sought to induce demonic possession, such as the riders of the wasteworms.[313] Others were &amp;quot;dread seers,&amp;quot; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination.[314] This is a necromantic form of astral projection for harrowing the outer valences.[315] Some sought to master the power of fashioning the demonic from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed.[316]&lt;br /&gt;
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[312] Specifically, this is following off the parapsychic imputing of forbidden knowledge, so it&#039;s about the sorcerous version of mind and spirit stuff with the demonic and other planes.&lt;br /&gt;
[313] Wasteworms are a creature of the [[Southron Wastes]] from the [[Wavedancer]] event. The idea of there being wasteworm riders is shamelessly ripped off from Dune. The premise here is black arts practitioners acquiring demonic powers for themselves through their bonds or usage of demons.&lt;br /&gt;
[314] This is a made up premise that Xorus [[Harrowing and Esoteric Archaeology|lectured]] about at a Faendryl symposium and has used in vignettes, and to some extent did during the Witchful Thinking storyline when probing the memory past of [[Witchful Thinking - 2019-07-19 - Unwind the Curtains (log)|Thrayzar]] and [[Witchful Thinking - 2019-07-26 - Seeing Time and Emotion (log)|Pylasar]] using Melgorehn&#039;s Reach. &amp;quot;dread seer&amp;quot; is inspired off an attempted translation of the inscription of the Dark Shrine in the Broken Land, where the theory (though I think it&#039;s likely coincidental and the composite word was just trying to mean &amp;quot;cruel&amp;quot;) is that its multiple meanings included referring to the vruul as &amp;quot;dread seers.&amp;quot; There were I.C.E. motivations for that interpretation. Regardless, the premise is sorcerers doing &amp;quot;demonic possession&amp;quot; on demons or unliving monstrosities like the vruul, as conduits for immaterially exploring eldritch vistas and incomprehensible cosmic horror.&lt;br /&gt;
[315] The general idea is it would be the sorcerous analog of dream walking and spirit possession and so forth. It would be necromancy for immaterially exploring the sorcerous valences and infernal realms and so forth. As opposed to the Faendryl sorcery methods of material summoning and materially passing through rifts into other valences like the Extrachthonic Cartographer&#039;s Guild does. This is generally about removing the oversimplification of the domains of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot;, which is significantly done in Volume 2. The wording &amp;quot;outer valences&amp;quot; here is meant to distinguish it from harrowing near plane &amp;quot;chthonic&amp;quot; infernal realms, such as with &amp;quot;black shaman&amp;quot; methods (which has been seen with Quinshon and the Shadow Realm) or Morvule simply flying down into the Maw of Luukos whereas great effort was needed to summon him back from being lost in other planes. (Morvule incidentally is an expert in summoning and planar studies, which is another point for showing the framed impracticality of being able to get to Elanthia from other realities.)&lt;br /&gt;
[316] This is totally made up, but inspired by the premise of what the Broken Land story was about, with Uthex attempting to fashion entities out of energy. This is using that concept specifically for entities of darkness and the demonic, and makes a consistency hook for why Marluvians and so forth would try to twist Uthex&#039;s work in that direction.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were especially responsible for the innovations of demonic necromancy.[317] These would sometimes be abominations that would not, in the narrow sense, be thought of as undead.[318] They were often in reincarnation cults, seeking unnatural forms of immortality.[319] It was noticed very early on that sometimes the curse of the undead was bound to other objects.[320] Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves.[321] It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be developed into more elaborate ways of preventing destruction from violence.[322] These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons.[323] Warlocks often seek to transform their own blood with that of dark powers.[324]&lt;br /&gt;
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[317] Demonic necromancy is defined in more detail in Volume 2. It is contrasted with low necromancy (roughly, reanimate dead and mindless corpse undead, with rote magic) and high necromancy (roughly flow magic with dark essence). High necromancy is also a [https://elanthipedia.play.net/Category:Necromancer_spells distinction] in DragonRealms, which includes what we are calling transmogrification. Demonic necromancy includes such things as some forms of teratology, making infernal undead (corrupted with &amp;quot;sorcerous elements&amp;quot;), attempting to refashion the demonic into new forms of monstrosity, and mixing the demonic into the undead in various ways. It might be regarded as overlapping with high necromancy, or possibly even being a special subset of it.&lt;br /&gt;
[318] The varied forms of unliving, and undeath as a demonic spectrum, is elaborated in Volume 2. It is somewhat similar to the distinction between [https://elanthipedia.play.net/Corruption_(2.0) &amp;quot;corruption&amp;quot;] and [https://elanthipedia.play.net/Perverse &amp;quot;perversion&amp;quot;] in DragonRealms [https://elanthipedia.play.net/Category:Corruption_spellbook necromancy]. In DragonRealms the [https://elanthipedia.play.net/Category:Necromancer_spells distinction] between corruption and perversion necromancy is whether life mana is being mixed with elemental or lunar mana. For our purposes we have distinctions between the &amp;quot;transmogrified&amp;quot; and the living undead or mutant aberrations, but we&#039;re not trying to map simply to DragonRealms, for instance because we&#039;re including various explicit forms of demonic / sorcerous essences instead of just this life mana hybridization distinction.&lt;br /&gt;
[319] This is related to the animism roots postulated earlier as a debasement. This is used especially in Volume 3 to motivate the development of phylactery and other preservation methods.&lt;br /&gt;
[320] This is just generally something that can happen.&lt;br /&gt;
[321] This phenomenon is then recognized for its potential in preventing destruction from violence.&lt;br /&gt;
[322] Some of these are elaborated in Volume 3 in the &amp;quot;Preservatives&amp;quot; category of undeath.&lt;br /&gt;
[323] These examples generally have precedent from storylines that have happened.&lt;br /&gt;
[324] This is extrapolating off the caustic black blood of the [[Vvrael warlock]]s, and to some extent what Raznel did to her own blood and with her paragons. These were essentially a form of demonic hybridization, because they were made with a processed variant of [[epochxin]], the venom blood of the ebon-swirled primal demon which transforms the blood of the victim into epochxin (or the epochxin variant.) These demons reside natively in the Southron Wastes as well as other valences.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration.[325] While these were originally only those demons that descended from the Age of Darkness, or had arrived through unstable rifting, it would not remain limited to demons which had become trapped in this world.[326] There would sometimes be Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret.[327] These summoners might be converted to dark religions, or make pacts for safe haven.[328] Knowledge of demonic summoning from the outer valences spread in this way.[329] It was also the birth of other forms of undeath, caused by the various kinds of demons.[330]&lt;br /&gt;
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[325] This is helping motivate the term &amp;quot;Old Ones&amp;quot; and getting into how very differently these black arts practitioners approach and regard the demonic from how the Faendryl do, and why the Faendryl do not view things that way.&lt;br /&gt;
[326] Such demonic are being presumed to exist, but they should have existed from world logic consistency considerations.&lt;br /&gt;
[327] This is not explicitly stated anywhere, but essentially has to be true out of realism. Given the previously supposed framework of the nature of the southern wastes in the Second Age.&lt;br /&gt;
[328] This reasonably follows from the previous premise.&lt;br /&gt;
[329] &amp;quot;[[History of the Faendryl]]&amp;quot; has Faendryl demonic summoning beginning before -40,000 Modern Era, based on the Patriarch numbers and the timing leading up to Patriarch 14. This document is treating that as very specific form or style of demonic summoning, involving veil piercing and materially pulling through an entity. In practice it would not make sense for this knowledge to not spill out to some extent over the next 25,000 years from rogue sorcerers. So we have some stuff spilling back to the Faendryl through occultists, and some stuff from the Faendryl spilling over into cultists through criminals and traitors. Cross-pollination of methods. The House Elves likewise needed to already know what demonic summoning is and the nature of the Ur-Daemon for the Faendryl exile to make sense. The scope of Faendryl summoning in the Second Age has to be very restricted, more restricted than implied by the &amp;quot;History of the Faendryl&amp;quot; document. It might also be focused on outer valences, or even just similarly material valences and their entities (as opposed to &amp;quot;infernal realms&amp;quot; as defined in Volume 2 or more dangerous outer realms), which might include extraplanar races or creatures like Ithzir but not necessarily &amp;quot;fiends&amp;quot; like vathors and oculoths.&lt;br /&gt;
[330] This is leveraging off GemStone&#039;s long but ill-defined history of relating the demonic to the origins of undead. It is incoherent to have demonic summoning without corresponding exposure to undeath. It is one of numerous reasons it makes no sense for undead to have not existed in Elanthia before Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
II.D House Faendryl&lt;br /&gt;
&lt;br /&gt;
In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood.[331] But the ancient elves had long since turned from worshipping the Great Spirits.[332] In the Elven dogma or &amp;quot;Matter&amp;quot; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods.[333] The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants.[334] Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness.[335]&lt;br /&gt;
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[331] This was cited already in previous sections. The term Rebuilding for the Arkati dominated period comes from &amp;quot;[[Elanthian Moons]]&amp;quot;.&lt;br /&gt;
[332] This is established in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and Great Spirits in this document is a generic for all powerful spirit deity entities, avoiding the baggage of the word &amp;quot;Arkati&amp;quot; which is tied up in Drake servant legends.&lt;br /&gt;
[333] &amp;quot;[[Elven Dogma and Theology]]&amp;quot; can be read as the Drakes being regarded as dark gods, but the plain reading of that document has the Elves not believing the Arkati were servants of the Drakes at the time it actually happened, instead turning to that idea after the fact to rationalize the Ur-Daemon War. It frames the Arkai as gods who kept the Drakes (or perhaps really dragons if these is a distinction) from harming the Elves. The part about Yadzari and Amas is characterizing that part of the legend as merely a &amp;quot;Matter&amp;quot; foundation myth along the lines of the steward / great chain of being conception postulated earlier.&lt;br /&gt;
[334] It is unclear how early exactly the sylvan hierophant [[History of the Sylvan Elves|memory transfer]] method actually goes back. But the Rebuilding goes all the way up to the founding of the Elven Empire, and it certainly dates at least roughly that far back. But the bestial view of dragons, consistent with the Linsandrych Illistim characterization, is represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[335] This plays off &amp;quot;Draekeche&amp;quot; being the (ancient?) Elven word for &amp;quot;Darkness&amp;quot;, and echoes off the beginning of the document saying the darknesses destroyed each other.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms.[336] It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences.[337] Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.[338]&lt;br /&gt;
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[336] This is an iconoclastic IC author view. This notion of the Drakes really being higher spirits than the Arkati was floated, for example, by Auchand on Milax&#039;s podcast. The point of this line is dealing with the contradictory way this has been handled. &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; are used interchangeably in &amp;quot;[[History of Elanthia]]&amp;quot;, but other times there&#039;s been a notion of them being different, but there are also draconic lineages (e.g. wyrms) that are certainly much less powerful than Arkati, and so forth. So the IC author is questioning whether ancient Elves may have confused actual dragons with draconic-manifesting or incarnating spirits that were more powerful than the humanoid-manifesting or incarnating spirits, and it might well be that both &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; so defined fought the Ur-Daemon.&lt;br /&gt;
[337] Same point as note 336.&lt;br /&gt;
[338] This is reconciling the polar opposite ways the dragon attitude is treated in documentation. Between say the Linsandrych Illistim quote in &amp;quot;[[History of Elanthia]]&amp;quot; and the pro-Wyvern attitudes by Vaalor elves in the &amp;quot;[[Wyvern]]&amp;quot; documentation, and such things as the &amp;quot;Imperial Drakes&amp;quot; and the religious mythos of Koar possibly being the last Great Drake.&lt;br /&gt;
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In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters.[339] From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races.[340] In this way there was a secular movement to wield magic as the Arkati did, rather than borrowing their powers as from master to servant.[341] This was an especially difficult mode of spellcraft known as Arcane magic.[342]&lt;br /&gt;
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[339.1] This is a fair reading of &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. Similarly, the proof of Arkati mortality in it is unconvincing, because they are spirit beings who may take on incarnations, but a struck down incarnation isn&#039;t the same thing as killing the spirit. The IC author view here is characterizing the view of the Arkati in the Second Age as fitting and justifying the ideology of the Elven Empire, and then later religion takes this elven atheist revisionism more credulously as theology.&lt;br /&gt;
[339.2] This is also reconciling the treatment of parents/siblings relationships in &amp;quot;[[Gods of Elanthia]]&amp;quot;, which is arguably vestigial from I.C.E., with the origin legends related to Drakes where it makes no literal sense. It&#039;s treating this as Elven racial ideologies being read into the Arkati.&lt;br /&gt;
[340] This formula used to be part of Fash&#039;lo&#039;nae&#039;s gods description.&lt;br /&gt;
[341] This is suggesting that the Arkati were providing forms of spiritual magic to the Elves, and that the other forms were learned by the Elves on their own. This is sensible given the nature of the Arkati and the nature of spiritual (especially clerical) magic. The idea that there was a secularizing movement in magic is an embellishment, but basically consistent with how the House Elves were developing.&lt;br /&gt;
[342] This is reviving the I.C.E. concept of Arcane magic from Rolemaster and Shadow World, which is already present but not explained in lore with the mechanical Arcane spell circle, and is historically encoding the notion that initially there was not division into separate spheres of magic. But that there was a natural fissure already present for the elemental and spirit spheres to split apart into separate (and easier) categories of magic. Hybrid magic is closer to Arcane magic. The following section is reconciling the magic theory lore from I.C.E., DragonRealms, and what exists all the way throughout all time points of GemStone.&lt;br /&gt;
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(1) Arcane Power [343]&lt;br /&gt;
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Arcane magic is the wielding of the raw, undifferentiated forces into magical effects.[344] It is what would later be called &amp;quot;flow magic,&amp;quot; as opposed to the finished spells of &amp;quot;rote magic.&amp;quot;[345] The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects.[346] Esoteric magic is an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions.[347] Wielders of Arcane power are able, in principle, to cast spells of any of the spheres of magic.[348]&lt;br /&gt;
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[343] This section is generally fixing the defects and deficits of the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. It is intentionally trying to keep consistency with I.C.E. (Rolemaster and Shadow World) because those are the conceptual foundation and framework the game was built on, as well as consistency with DragonRealms, because Elanthia is supposed to be &#039;&#039;&#039;the same world setting&#039;&#039;&#039; so it should have &#039;&#039;&#039;approximately consistent cosmology and &amp;quot;magic physics&amp;quot;&#039;&#039;&#039; in both GemStone and DragonRealms (and ideally at all time points for GemStone back to 1989.) DragonRealms has magic theory due to GM posts and so forth, and there&#039;s some magic theory out of I.C.E., so it is a matter of making those consistent with what exists in GemStone mechanically and lore documents and in storyline premises.&lt;br /&gt;
[344] This is partly inspired by the [[Arcane Blast (1700)]] messaging, but also emphasizing the non-specialization into spheres of magic.&lt;br /&gt;
[345.1] These terms are from the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. This section is generalizing the magic theory, so that document is representing a particular set of positions on theory of magic. This document is speaking of broad historiographic and metaphysical categories, so that it leaves the particular schools of thought in actual history to be complicated and messy and open-ended in definition. &lt;br /&gt;
[345.2] The equation of &amp;quot;Arcane magic&amp;quot; and &amp;quot;flow magic&amp;quot; will be made more nuanced later in this section, since the view that separate spheres of magic are metaphysically fundamental would maintain that each sphere has its own flow magic. The IC author is more sympathetic to the view that undifferentiated magic is more fundamental.&lt;br /&gt;
[346.1] This sentence is dense in terminology. &amp;quot;Exoteric&amp;quot; refers to what we normally think of as casting spells in a game mechanics sense. What prior sections were calling occultism or sympathetic magic are &amp;quot;esoteric&amp;quot; magic, but when they are actual magic they are still magic just informal in the way they work. Within the category of &amp;quot;exoteric&amp;quot; there are two primary modes of magical manipulation, &amp;quot;thaumaturgic&amp;quot; spells and &amp;quot;theurgic&amp;quot; spells. This becomes the underlying reason for the split into separate spheres of magic, where the esoteric stuff is the roots of what later was conventionalized as Mentalism. These terms are about magical method, not category of behavior or effect such as a word like &amp;quot;apotropaic&amp;quot; magic which would refer to things like wards against dark magic and protection spells. Thaumaturges may try to &amp;quot;channel&amp;quot; the essence and possibly imitate theurgic spell effects, but ultimately theurgic magic is channeling spell effects and power from external sources. These are usually what we call &amp;quot;spiritual&amp;quot; sources of mana, but could be other powers such as demons. This document has the early black arts using theurgical and sympathetic magic (e.g. their forms of demonic summoning) with dark forces as a distinction from Elven thaumaturgy.&lt;br /&gt;
[346.2] &amp;quot;Essence&amp;quot; is the I.C.E. terminology and &amp;quot;mana&amp;quot; is Elanthia terminology, but GemStone still uses &amp;quot;essence&amp;quot; and &amp;quot;flows of essence&amp;quot;, and even the notion of background magical energy. In this document we are using &amp;quot;essence&amp;quot; as a generic for magical energy, including darker or more chaotic forms from infernal demonic realms and other valences and so forth, and restricting the word &amp;quot;mana&amp;quot; to the kinds of essence that are used in our ordinary &amp;quot;pure&amp;quot; magic spell circles. In the basic cosmology model Volume 2 uses, these are found in pure form in higher (but still accessible and partly intersecting) &amp;quot;near planes&amp;quot; like the Elemental planes, and other stuff like balefire and necrotic energy and so forth is essence but not &amp;quot;mana&amp;quot; by that definition.&lt;br /&gt;
[347.1] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies Erithians introduced &amp;quot;Mentalism&amp;quot; as a separate sphere of magic starting in 3,786 Modern Era, and people in Elanthia were not regarding Empaths (for example) as mentalist hybrids up through 5103. So we&#039;re here historicizing things by calling that a convention shift, and that Elanith had its own precursors to what is now called Mentalism through these esoteric traditions. The key to being esoteric magic is manipulation of magical energy and an effect that actually concretely works, whereas other more purely superstitious stuff doesn&#039;t count as occultism and so forth.&lt;br /&gt;
[347.2] Esoteric spells in DragonRealms refers to the highest difficulty level of spell casting. This notion is more or less encoded here in the premise that Arcane is magic on hard mode, and Arcane magic in actual development as rational orthodox magic (i.e. the way House Elves tried to do Arcane as opposed to how Arcane is inherently across all cultures) attempts to be thaumaturgical instead, which creates the roots of the split between elemental and spiritual magic. (The Dhe&#039;nar in contrast are described here as arriving at the elemental-spiritual split for different historical reasons.) Esotericism implies a lack of rational understanding of what is happening at a deep level, and the black arts with their dark / chaotic essences are naturally prone to esoteric magic. Incidentally, trying to do sorcery with esoteric magic in DragonRealms is highly prone to backlash.&lt;br /&gt;
[348] This is the original premise in Rolemaster for the Arcane realm of power, as well as in the Shadow World setting. Equal ability in each realm, but with trade-offs for that flexibility. Similarly, hybrids had more spell list choice flexibility, and the [https://www.play.net/gs4/info/magic-guide.asp Magic Guide] on Play.net still has language originating in Rolemaster Spell Law that wrongly states hybrids in GemStone have access to both Minor and Major spell circles: &#039;&#039;&amp;quot;Major Spell circles are the deepest and most powerful concepts common to each sphere of magic, and may be mastered only by pure &#039;&#039;&#039;or hybrid users&#039;&#039;&#039; from their respective spheres.&amp;quot;&#039;&#039; What we call Major spell circles could be accessed, but with restrictions such as spell level and so forth, meaning the Hybrid and Arcane caster didn&#039;t have access to some of the most powerful single realm Pure spells. (Though they had their own base lists.) This is effectively the same situation in GemStone because of the limitations on [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]].&lt;br /&gt;
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In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles.[349] Most with a talent for magic have at least a minor capacity for Arcane.[350] It is mostly a thaumaturgical mode of spellcraft, only able to imitate the effects of purely theurgical magic.[351]&lt;br /&gt;
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[349.1] This is framing why we can&#039;t just train up the Arcane spell circle natively, but are able to use all these spells of other spheres through our magic item use and arcane symbols training. This document is leaning on the DragonRealms concept of magic items effectively acting as the confound instead of depending on what we would call the attunement of the spellcaster.&lt;br /&gt;
[349.2] The discussion of &amp;quot;confounds&amp;quot; further down will explain in an IC way why there is native spell circle limitation for these spellcasting professions. Because our character classes are implicitly using what are more explicitly called confounds in DragonRealms, and essentially attunement to forms of mana, it creates specialization limitations on the ability to manipulate magic in other ways. Similar to what tacitly exists within professions with not being able to max out all the lores (e.g. tradeoff between necromancy and demonology). In Rolemaster there were just hard limitations, but DragonRealms rationalizes it.&lt;br /&gt;
[349.3] Furthermore, in DragonRealms the lack of attunement to particular forms of mana is the natural state for spellcasters, and it must be actively gained. Through tutelage of another spellcaster, guilds and so forth. This means the lack of attunement (except for relatively rare [https://elanthipedia.play.net/Magical_theory spontaneous attunement]) is the natural state of magic, and that specialization is an artifice that historically would have developed later. This would be consistent with Shadow World and would be consistent with GemStone&#039;s arcane blast spell being natively known by full spellcasters of all realms even when they have no spell research training yet. In DragonRealms these mana type attunements involve a physiological relationship of the body. Volume 1 does not go into that. But there is some of that in GemStone in relation of mana to nerves.&lt;br /&gt;
[350] This is playing off all the full magic casting professions having self-knowledge of [[Arcane Blast (1700)]] (which costs no mana to cast, it is effectively just shoving the raw essence at something). In DragonRealms spellcasters are naturally unattuned and usually only become attuned with training in magic traditions. So we are keeping the premise that Arcane is the natural state of magic casting. But historically the Arkati skewed it with teaching magic involving themselves as confounds. Then the Elves we posit do a rationalist/materialist backlash, going back to constructing magic for themselves starting with Arcane, which then leads to the elemental and spiritual split, and eventually mentalism. It becomes academic whether spiritual magic or Arcane magic should be considered historically prior. Technically Arcane is always prior. And related to this document, the animist spiritual magic traditions do not necessarily begin in Arkati, and you can have dark magic traditions out of Arcane roots and not related to Elven orthodox magic, without having come from Arkati. (And after all, Althedeus would teach blood magic to his minion in any give period, and similar demonic powers can go to the warlocks.)&lt;br /&gt;
[351.1] This is setting up the symmetry breaking of being unified magic but splitting up into separate spheres. Arcane magic is tapping the flows of essence, not channeling spells from a deity. It&#039;s replicating the spell effects, but not doing it theurgically. This leads to the split between what in Rolemaster is &amp;quot;essence&amp;quot; and &amp;quot;channeling&amp;quot;, and what by effect is called &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; in the Elanthia setting. Classical sorcery gets defined here later in a way that shows why it is methodically inbetween and therefore &amp;quot;hybrid&amp;quot;. Esotericism could also be considered an informal cousin to thaumaturgy as well, maybe more generally what is left out of the thaumaturgy and theurgy division, with sorcery having natural tendency into it.&lt;br /&gt;
[352.2] This sentence is also slightly misleading. Strictly speaking, Arcane magic is not natively exoteric or esoteric as that is speaking to how spellcasters wield magic, who would naively and natively approach it as esoteric magic. The critical notion is that esoteric spellcasting involves some lack of understanding of what is really happening on a deep level, whereas exoteric spells are rationally proscribed and so we are saying the Elves tried to develop Arcane in an exoteric way which resulted in a lot of sorcery. Arcane is classified as &amp;quot;esoteric&amp;quot; magic in DragonRealms. Esoteric magic is a modality related here to informal lay magic, and lack of attunement is the natural initial state of magic users, unless they weirdly got attuned without training for some reason (e.g. [[Cyph Kestrel]], [[Brieson Cassle]]). The esotericism is in the lack of rational understanding of the flow magic, and the dark magic traditions are similarly rooted in Arcane. What this sentence is really saying is that the orthodox magic tradition developed thaumaturgically, constructing rote magic or within-spheres-only flow magic, with exoteric spell casting in reaction to theurgical magic, where Arkati taught magic involved attunement toward themselves. This attempt to construct rational magic by tapping the flows of essence themselves becomes thaumaturgy, which is a modality that naturally splits the elemental and spiritual spheres and tries to tame it into rote spell patterns, and as a consequence of that leaves out the esoteric traditions. Likewise, in DragonRealms sorcery is considered esoteric magic, also rooted in irrationalism and emotion, which is a Dungeons &amp;amp; Dragons sorcerer versus wizard kind of distinction. Here we are saying the Faendryl primarily tried to construct sorcery as thaumaturgical, exoteric magic, such as the Mahkra asylum being a &amp;quot;thaumaturgical asylum.&amp;quot; But sorcery very naturally turns to esoteric forms, which is part of why it naturally merges with the black arts traditions (and has some mentalist-seeming aspects), which are approaching sorcerous magic that way from the beginning.&lt;br /&gt;
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While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that dates back to the early Elven Empire.[352] It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which together influenced the merger of sorcery with the black arts.[353] Loosely speaking, there were the &amp;quot;monists&amp;quot; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &amp;quot;dualists&amp;quot; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot;[354] In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens.[355]&lt;br /&gt;
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[352] The motivation for this is realism. It does not make sense that there would not be conflicting magical philosophies, especially on metaphysical and methodological questions. Academic disciplines always have philosophical disputes on their foundations. So this section illustrates how contrary metaphysical views of magic can exist without an empirical difference between them.&lt;br /&gt;
[353] This is the tie-in with the historicism of the document. There is not an empirical difference in the magic, but the philosophies themselves guide development in different directions. Especially relevant for merging foreign traditions. Doing two broad categories leaves the whole thing open-ended in specific historical details.&lt;br /&gt;
[354] This tension is present in the I.C.E./Rolemaster basis of our whole magic system. The Arcane concept was invented later for Rolemaster Companion, and the Shadow World setting adopted it and made it historically prior to hybrid magic which was historically prior to the three single realms. But then you have a conflict over which is the more natural and fundamental state of magical power. Later Shadow World books include a paragraph to the effect of &amp;quot;I don&#039;t know what we were thinking when we came up with hybrid magic, because mixing these completely different things together doesn&#039;t make sense.&amp;quot;&lt;br /&gt;
[355] This is historicizing why there is an Arcane circle, why the spells in it are often spells that could belong to other spell circles, and why there are these spheres of magic in spite of having Arcane magic. This sentence is not including Mentalism, because of the framing that a third coequal sphere of magic is comparatively recent history with the Erithians, and the earlier framing that esoteric magic traditions were informal rather than orthodox magic theory. This section is mostly talking about organized magic in civilization, especially the Elven Empire, but its motivation is for explaining Faendryl magic.&lt;br /&gt;
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It was dangerous to try to wield elemental magic with the powers from spiritual sources.[356] The inanimate world was made of the elements and the animate world was made of the spirit.[357] When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic.[358] This subsumed our various antecedents of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist.[359] The spiritual planes of existence that had been characterized as dream worlds now tend to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; corresponding to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.[360]&lt;br /&gt;
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[356.1] This is inherently sorcerous with corruption and backlash risks in DragonRealms, which categorizes different kinds of sorcery depending on which kinds of mana/magic are being improperly crossed. In GemStone we have some explicit chaotic backlash framing for doing this kind of crossing in the combination of Elemental/Spiritual/Mentalism dispels.&lt;br /&gt;
[356.2] This is helping motivate the split into separate spheres of magic. You cannot use power from deities to cast mage spells, and so on, because bad things will happen. But if you want the bad things to happen, you&#039;re doing forms of sorcery.&lt;br /&gt;
[357] This is an oversimplification, the body is not made of spirit. It&#039;s just characterizing the split in spheres of magic in terms of the metaphysical dualism of materialism and immaterialism, with the Elven Empire having been previously characterized in this document as largely materialist in its metaphysical prejudices. &lt;br /&gt;
[358] The IC author bias is that Mentalism is more of a fashionable convention on the elemental-spiritual interface than an actual coequal sphere of power.&lt;br /&gt;
[359] This precursor framework is necessary for the world setting to make sense. It&#039;s not like there were no empaths before Erithian Mentalism was introduced to Elanith.&lt;br /&gt;
[360] This is an embellishment. It follows on the existence of the Elemental Planes in &amp;quot;[[History of Elementals]]&amp;quot; and the existence of spirit planes such as in &amp;quot;[[Giantkin History]]&amp;quot;. But we have the dream realm of Ronan/Sheru from &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;, and now souls of the dead taking on different forms in [[Naidem]], and so forth. Volume 2 uses a simplistic cosmology of these three pure realm &amp;quot;higher&amp;quot; near planes, the higher planes that can actually be accessed from this world, and &amp;quot;lower&amp;quot; near planes of the &amp;quot;sorcerous elements.&amp;quot; All of which are distinct from &amp;quot;outer valences&amp;quot;, where the &amp;quot;near planes&amp;quot; vs &amp;quot;sorcerous valences&amp;quot; is a distinction Auchand introduced on the valences Wiki page.&lt;br /&gt;
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Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways.[361] Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance of one&#039;s own &amp;quot;aura&amp;quot; or essence personally.[362] One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation.[363] It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos.[364] Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory.[365] These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes.[366]&lt;br /&gt;
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[361.1] &amp;quot;Elemental&amp;quot; and &amp;quot;Spiritual&amp;quot; are De-I.C.E.&#039;d replacements of &amp;quot;Essence&amp;quot; and &amp;quot;Channeling&amp;quot;, which were more causal in their magical meaning, whereas elemental and spiritual are more about the kinds of spell effects most dominant in each. So the past few decades have been increasingly elemental-izing what was from the Rolemaster &amp;quot;Essence&amp;quot; lists, because it was just the Mage Base list that was elemental and not Essence realm in general. This line is getting at cause vs. effect disputes.&lt;br /&gt;
[361.2] In the Arcanist point if view, the effects can be generated without theurgy, if the essence is manipulated in the right way. But then the separatists are just doing theurgy, channeling from the spirit sources. So they end up disagreeing on what is fundamental or even what is historically prior due to the Arkati, and what the nature of magic is when done by deities.&lt;br /&gt;
[362] This is making use of the terms &amp;quot;evoke&amp;quot; and &amp;quot;channel&amp;quot;, which get used for game mechanics, but it&#039;s not really trying to read magic theory into those mechanics. &amp;quot;channel&amp;quot; stems from Rolemaster, and &amp;quot;evoke&amp;quot; is just the word we are using, because it&#039;s generally evocation magic in the Dungeons &amp;amp; Dragons sense. &amp;quot;aura&amp;quot; is post-I.C.E. category for GemStone. Savants do not seem to have defined prime requisites, but following the pattern of other professions it would be Influence. So the &amp;quot;resonance&amp;quot; or internal channeling of aura here is what mechanically would be called Influence. The real point is that Mentalism is an inwardly and largely self focused mode of magical energy manipulation, rather than drawing on outside sources of power.&lt;br /&gt;
[363] This is explaining why given kinds of effects tend to dominate out of these separate forms of underlying causation.&lt;br /&gt;
[364] Orthodox magic theory being rationalist in its metaphysical biases. This statement is partly coming from the view point of physiological limitations with mana / confound attunement, and to what extent this represents fundamental magical reality as opposed to conventions getting hard baked.&lt;br /&gt;
[365] This logically follows from the previous premises.&lt;br /&gt;
[366] Since mana is already suffused through this world, but is also in those other pure planes and those planes bleed through into ours (e.g. &amp;quot;[[History of Elementals]]&amp;quot; document), this question cannot be settled. Which means both views should exist. The [[Alusius]] NPC once claimed elemental magic here is due to the Confluence and that Bre&#039;Naere had different elements than Elanthia.&lt;br /&gt;
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There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws.[367] Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot;[368] Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental.[369] This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns.[370] Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists.[371] They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.[372]&lt;br /&gt;
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[367.1] In the Shadow World setting the essence originated in other dimensions and this world was ordinarily just physical and magic did not work if you got too far away from this planet which was near an interdimensional rift. In DragonRealms magical properties [https://elanthipedia.play.net/Category:Demons are altered] by other planes intersecting and basically changing the magic physics of Elanthia.&lt;br /&gt;
[367.2] Likewise in DragonRealms a &amp;quot;spell pattern&amp;quot; is defined as temporary deviation of &amp;quot;mana streams&amp;quot; from their natural states, and that when the spell is complete this unravels back into its natural states. (This is loosely how magic works in I.C.E. Shadow World as well, with the term &amp;quot;flows of essence&amp;quot; instead of &amp;quot;mana streams&amp;quot; and an otherwise natural material universe of physical laws.) This means they do not frame magic as having permanent spell patterns existing in the mana field. Likewise, DragonRealms has a (silvery-grey/rusty) mineral named [https://elanthipedia.play.net/Cambrinth cambrinth] that stores the energy of manipulated mana (like the potential energy stored up in a stretched rubber band), while mana itself (the analog of field &amp;quot;potential&amp;quot; as opposed to &amp;quot;potential energy&amp;quot;) in its passive state does not perform magical &amp;quot;work&amp;quot; in the physics sense of that word. It is the relaxing of the spell pattern that powers the magical effect. The analog of cambrinth in GemStone would be &amp;quot;ahnver&amp;quot;, the De-I.C.E.&#039;d term for &amp;quot;arinyark&amp;quot;, which was a naturally occurring mineral (bluish-green) that could be charged up like a capacitor of power/&amp;quot;mana&amp;quot; points. But ahnver slipped through the cracks when the materials documentation was being written, though it exists in a few places in GemStone today.&lt;br /&gt;
[367.3] So, basically the question is whether magic is will and wish fulfillment, or the intersection of natural laws between planes (and so forth) defines what is magically possible. Invention versus Discovery. This would be philosophically irresolvable much as it cannot be agreed upon in mathematics. Though DragonRealms and I.C.E. Shadow World both land solidly on the natural laws view of magic, and GemStone has some precedent of treating magic that way. Flow magic and what this document calls &amp;quot;esoteric&amp;quot; modes of magic help explain why it can &#039;&#039;seem&#039;&#039; like will and wish fulfillment.&lt;br /&gt;
[368.1] This line is getting at the point in footnote 367.2. The pattern forming from rote spell use interpretation is given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. The carving nature at the joints line instead is based on Plato discussing the reality of ideal forms, and that what works best will happen to correspond to the structure of the true underlying reality. In other words, we&#039;re really discovering rote magic, by finding the things that are easier or even possible to make happen.&lt;br /&gt;
[368.2] The contrary perspective rejecting this view would maintain it is very difficult for mortals to affect the flows of essence so hugely and permanently, much as that view is [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_12:36 rejected] in DragonRealms below godlike power. Though there have been spell pattern release events in GemStone, which could be rationalized in some way, such as mana field metastabilities and spontaneous symmetry breaking and so forth.&lt;br /&gt;
[369.1] This is following the previously framed premise that it is more difficult to make Arcane spells. The pure realms became like separation of variables, restricting equations to single coordinate axes instead of having mixed-term dependencies, and less prone to chaos. If it was a literal sphere, it&#039;d be like only theta angle directions or only phi angles, or only radial changes, changing one variable and holding the other two constant.&lt;br /&gt;
[369.2] Part of this tractability issue is physiological limitations, since the ability to manipulate magic is related to the nervous system of beings of flesh, as evidenced by what happens to nerves when overextended on mana. In principle it would be possible for a physical being [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 to exist] (DragonRealms link) without the same limitations, much as one may embed different varieties of magic into a wand and have the wand used by anyone not of that spell casting realm. The monist view would be that these physiological limits are not cosmologically fundamental.&lt;br /&gt;
[370] This is the view given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document.&lt;br /&gt;
[371.1] In the view of magic as making discoveries, there are easier and harder discoveries. The easier ones are plucked first. And for the Arcanists, the pure realms are about doing magic on easy mode, going for low hanging fruit and simplifying things for wielding more mana/power in spells. &lt;br /&gt;
[371.2] This is restoring the Rolemaster definition of &amp;quot;pures&amp;quot; as referring to single realm of power specialists. In GemStone the terminology has drifted so that hybrids are spoken of as another kind of &amp;quot;pure&amp;quot;, when the terminology should have been &amp;quot;full spellcaster&amp;quot; (pures and hybrids) as opposed to &amp;quot;semi spellcaster.&amp;quot;&lt;br /&gt;
[371.3] This is setting up a duality of being a stronger monist is a weaker specialist, and a stronger specialist is a weaker monist. Crudely, it&#039;d be like someone who casts magic through the use of [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which gets mana expensive and limited in the power and spell level of rote magic it can access. Speaking just in terms of rote spell access. Whereas those specialists have native access all the way up in their base lists, but have no native access to most of the Arcane.&lt;br /&gt;
[372.1] This is making things consistent with what is explicitly true in I.C.E. and DragonRealms, but more implicit in the GemStone implementation. Though DragonRealms treats the Arcane view (what necromancers there do) as really delusional in actuality, but the unified field mana view is a philosophy in that setting. In the I.C.E. Shadow World setting the flexibility of Arcane power is sought after by the mighty, being the way the Lords of Essaence had done magic in antiquity.&lt;br /&gt;
[372.2] This is also subtly setting up a premise that the single realm specializations, and their confounds / attunements and rote magic spells, are short-cuts to power in the sense of raw spell level and mana involved. It is relatively speaking magic on easy mode, similar to the appeal of &amp;quot;black arts&amp;quot; magic as described in Volume 2. This is to help address the nominal paradox players find in &amp;quot;well why should a 35 year old human be as powerful as a 500 year old elf&amp;quot; or &amp;quot;why would elves take so much longer.&amp;quot; That can more generally be addressed with logarithmic curves for NPC population norms, but there would also be this higher standard expectation of not short-cutting the fundamentals and full roundedness. (e.g. similar to a warrior skilled in a weapon class, but the elves would be required to train all the varieties of weapon in that class instead of just the one.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos.[373] Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot;[374] The separatist philosophies became dominant, though mostly out of practicality bias.[375] The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic.[376] These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.[377]&lt;br /&gt;
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[373] The irony of this is that &amp;quot;carving nature at its joints&amp;quot; can be regarded by the separatists as the monists reading their own limitations into the cosmos. But this is going of &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; talking about spheres of magic having their own forms of flow magic. For monists there is just flow magic and it is inherently Arcane flow magic, and there would be relatively little in the way of rote Arcane magic.&lt;br /&gt;
[374] The sorcerous backlashes are drawing off DragonRealms, to some extent combinations of dispel magics in GemStone, and to some extent magical failures such as when failed enchants resulted in cursed items. Here &amp;quot;clash of incompatible powers&amp;quot; is the separate spheres of magic worldview, while &amp;quot;cutting against the grain&amp;quot; is the monist view of nature is easiest cut at its joints. The very last part is about the distinction between the sorcerous backlash of something like dispel combinations versus an actual sorcerer spell.&lt;br /&gt;
[375] The practicality bias zing is the IC author bias. The three spheres are reasonably natural divisions in this framework. But there would be some truth in development going into directions were gains are easier.&lt;br /&gt;
[376] This is from &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the comparative absence of Arcane spells in the game and the framed premises from this document. &lt;br /&gt;
[377] This contextualized meaning of &amp;quot;spell circle&amp;quot; is an embellishment, but related to the monistic single sphere analogy in footnote 369.&lt;br /&gt;
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The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect.[378] In the separatist view, these are the divisions of nature, with metaphysical verisimilitude.[379] For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions.[380] One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits.[381] Mentalism giving proof to the lie.[382]&lt;br /&gt;
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[378] Realms of power is the Rolemaster terminology. This is just stating explicitly that the spheres of magic in the Elanthia setting are effect / phenomena oriented in what they are called, and then you have metaphysical philosophies disputing whether that is substantively correct or just characteristic phenomena from underlying causes.&lt;br /&gt;
[379] Ironically, nature cut at its joints, at the realm of power level rather than the spell pattern level.&lt;br /&gt;
[380] Somewhat natural because they come from distinct modalities of essence manipulation.&lt;br /&gt;
[381] These are the four divisions of mana in DragonRealms, whereas GemStone presently uses three. There&#039;s some precedent of moon oriented magic in GemStone (e.g. Melgorehn&#039;s Reach, the Red Forest release, Imaera&#039;s shrine release, Lornon&#039;s Eve in &amp;quot;[[Elanthian Moons]]&amp;quot;, etc.), and it would be plausible for ranger/druid animist kind of magic to be considered distinct from mana from deities, so those could split apart elemental and spiritual. Mentalism would actually go with lunar, or possibly lunar and life, because of the plane of probability and so forth in DragonRealms. Moon Mages there are roughly the same thing as Astrologers in Rolemaster, which are Mentalist-Channeling hybrids. Necromancy in DragonRealms are the subsets of sorcery that cross other mana types with life mana. For this document we are more explicitly including in demonic energy forms for &amp;quot;black arts&amp;quot; necromancy, which is seemingly a much more implicit and ill-understood aspect in DragonRealms.&lt;br /&gt;
[382] This is referencing off the introduction of &amp;quot;Mentalism&amp;quot; as a third sphere of magic as a convention reorganization, which &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies should be because of the Erithians, and this document&#039;s framing of esoteric magic precursors now redefined as Mentalism.&lt;br /&gt;
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Hybrid magicks are those forms of spellcraft that fall in between the spheres.[383] In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies.[384] The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power.[385] Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition.[386] Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed.[387] In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power.[388] Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way.[389] In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption.[390]&lt;br /&gt;
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[383] This is true by definition, such as in the [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;], which is carried over from Rolemaster Spell Law.&lt;br /&gt;
[384] This could reasonably characterize empaths and bards after the GemStone IV conversion. In the Rolemaster Spell Law version, it&#039;s seemingly meant to be a combination, and the caster&#039;s warding resistance goes by the single realms. Hybrid casting is such a calculation mess that the Shadow World Master Atlas started recommending having the player pick one realm or the other as the source of their power to just simplify everything. &lt;br /&gt;
[385] This is what &amp;quot;sorcery&amp;quot; means in DragonRealms and the fusion concept exists in GemStone. The premise of hybrid magic being closer to Arcane power, including historically, and that Arcane is the raw primal form of essaence (mana), is established in the Shadow World setting. So in this document we are using this notion of what hybrid means in the context of sorcery.&lt;br /&gt;
[386] DragonRealms defines different kinds of sorcery, with different kinds of corruption, depending on which kinds of mana are being unnaturally combined. This document (especially Volume 2) invokes various terms used in creature and spell messaging as &amp;quot;sorcerous elements&amp;quot; and allows quite a few variations of sorcery to exist. This document is also generalizing beyond the elemental-spiritual dichotomy for sorcery, which refers to what will be defined as &amp;quot;classical sorcery.&amp;quot; Which is what the &amp;quot;much narrower definition&amp;quot; is referencing. The Sorcerer profession definition is straight from Rolemaster Spell Law, and the base list as implemented in GemStone has never matched it, including a lot of stuff that didn&#039;t come from Rolemaster Sorcerer lists.&lt;br /&gt;
[387] This is partly referencing the mangling that has happened to meaning of &amp;quot;pure&amp;quot;, and partly referring to this issue of whether Arcane is the raw primal form of magical energy or if it is just fusionism.&lt;br /&gt;
[388] This view is framed in this document, and also reviving that premise from the Shadow World setting.&lt;br /&gt;
[389.1] The next section will limit the scope of what the word &amp;quot;sorcery&amp;quot; means. It&#039;s not Arcane magic in general. But the next section also yanks some Faendryl focus away from sorcery. The original premise was: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not the same thing as sorcery, it just explains why as a subset, the Faendryl would have been poised to be relatively strong in sorcery. And by that same reasoning, Arcane, so we are pushing for the Faendryl to have pressed for a universality scope to magic and it bent increasingly to sorcery over time. &lt;br /&gt;
[389.2] In DragonRealms sorcery in general, of which necromancy is a subset, is considered [https://elanthipedia.play.net/Post:Thought_crossed_my_mind._-_2/19/2009_-_17:17:54 part of] Arcane magic. There is some language used about sorcery in DragonRealms being emotional, irrational and &amp;quot;esoteric&amp;quot; magic, that is understood by few and that there is significant amounts of use in spite of lack of understanding of what is really happening, which is supposed to be true of what necromancers are doing and how that is likely really ultimately demonic in nature but not being understood. That is similar to the fundamentally alien way Evil spell lists are described in Shadow World. In this document this kind of dark esotericism is represented in the black arts traditions, which is related to Arcane coming from the non-orthodox direction of the practices and cultures in places with dark essences / sorcerous elements like Rhoska-Tor. Faendryl sorcery in its orthodox rationalism is largely fusionist philosophy, but there are also monists believing there is some fundamental unified form of Arcane mana / essence that transcends the differentiation of planes and their magical properties.&lt;br /&gt;
[390] This is the nature of sorcery in DragonRealms. There is similar messaging in GemStone, such as the word &amp;quot;unnatural&amp;quot; in [[Ensorcell (735)]] flares.&lt;br /&gt;
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To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations.[391] Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness.[392] Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence.[393] Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms.[394] But it takes Arcanist talent to be so flexible.[395]&lt;br /&gt;
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[391] This is partly based on the Arcane spell circle in GemStone IV, partly based on the Rolemaster Companion and Shadow World Arcane spell lists, and partly based on the description of Arcane magic in DragonRealms.&lt;br /&gt;
[392] This is based on Arcane spell manipulation and engineering in Rolemaster&lt;br /&gt;
[393] This is based on the Shadow World spell lists which are Arcane in nature, such as the Warding list, the Rolemaster Companion Earthnodes list, to some extent the elemental lists in GemStone, and the Arcane magic description in DragonRealms.&lt;br /&gt;
[394] This is partly based on the spells in the Arcane circle in GemStone IV that cast with either Sorcerer or realm specific CS, that were once spells in other spell lists, and it is partly based on the high redundancy of spells in Rolemaster across spell lists.&lt;br /&gt;
[395] This is the Shadow World concept of Arcane power talent, to some extent justified in GemStone IV by spells like [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], and to some extent the Rolemaster Companion nature of Arcane magic.&lt;br /&gt;
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The Arcanist pays a price for this fluidity.[396] The more specialist wielders of magic make use of confounds.[397] These are external forces for leveraging the power of magical effects.[398] Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic.[399] Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms.[400] However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling.[401] This is from their lack of reliance on confounds.[402]&lt;br /&gt;
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[396] In Rolemaster the Arcanist spell casters have the same kind of trade-offs that Hybrids, just with all three realms of power (essence, channeling, mentalism) instead of just two realms for hybrids. There are also many blends of Arcane mana in DragonRealms, it&#039;s just that there it&#039;s [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:46:58 only] the Necromancer variety that is being dealt with, and spellcasters in DragonRealms naturally begin as unattuned. They attune because of guilds / traditions that use confounds to augment magical effects.&lt;br /&gt;
[397] This is pulling in the concept which is used explicitly (though not in its [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_11:39_AM fullest nuance] mechanically) in DragonRealms. This document uses the position that confounds exist in GemStone&#039;s Elanthian magic as well, it&#039;s just swept under the rug and implicit compared to the game mechanical ways they are used in DragonRealms. GemStone has the analogous concepts and attunements. Making use of the confound concept helps us explain how stuff like &amp;quot;blood magic&amp;quot; is different from just, say, using troll blood as an alchemy ingredient. The Arcane mana usage in DragonRealms that is not necromancy does have this confound absence property.&lt;br /&gt;
[398] This is the definition of the word. Its being a &amp;quot;confounding&amp;quot; element in the spell casting for augmenting the spell power is why it is called a confound.&lt;br /&gt;
[399] This is implicitly present in the profession classes of magic users in GemStone, and then in some cases further narrowed, such as elemental attunement. The trade offs between &amp;quot;lore&amp;quot; training should also be interpreted this way, lore skills should be treated as differential potencies or attunements to the class confounds. Similarly, &amp;quot;convert&amp;quot; status for clerical and paladin magic should be interpreted as a mana source, as well as the class confound being narrowed to a single deity. This would be specific to the way those classes do their magic, and not about worship. (i.e. It would make no magical sense for a Cleric to have polytheistic conversion, just because that is not how Cleric magic works. That dates back Rolemaster and Shadow World.)&lt;br /&gt;
[400.1] This is a limitation built into Rolemaster spell research training, and the language from Rolemaster Spell Law on this for hybrids is still present in the Play.net &amp;quot;Magic Guide&amp;quot;. Hybrids such as a Sorcerer in Rolemaster have the flexibility of choosing Open and Closed spell lists (what we call Minor and Major circles) from two realms instead of only one, but Hybrids are restricted in how high in spell level they can learn from the Closed (Major) lists. Their Base lists go as high as a pure base list, and could have redundant spells with pure base lists, but it&#039;d be from an assortment of other classes and so not as thorough and often not as high in any given kind of spell effect as the pures (limited number of spell slots and a wider variety of kinds of spell with multiple power level versions of the same spell) which are more focused in that kind of spell to the exclusion of other kinds of spells. The [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;] still says hybrids can learn Major lists, but this has never been mechanically true in GemStone. &lt;br /&gt;
[400.2] More informally, this &amp;quot;difficulty with the more powerful spells&amp;quot; is encoded into [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which only gives access to common scroll system spells. Magical items such as scrolls get around the confound issue, which is about the physiological limitations and attunement of the caster. In principle there are &amp;quot;spell patterns&amp;quot; not neatly in the spheres of magic that might only be workable off scrolls, not being patterns that can be permanently remembered (i.e. spell self-knowledge) by our mechanical magic classes, much as we cannot with rote spells of other spheres without the aid of an object. But examples of such non-learnable spells are the magic item spells in our treasure system not accessible by 1750.&lt;br /&gt;
[401] This is largely based on the defensive spells in GemStone&#039;s Arcane spell circle, such as [[Arcane Decoy (1701)]] and [[Arcane Barrier (1720)]].&lt;br /&gt;
[402] This is an embellishment but a sensible reason for it within this magic theoretic framework. Sorcery and necromancy are considered (hybrid) [https://elanthipedia.play.net/Sorcery subsets] of Arcane in DragonRealms and do have confounds. But what we are going for here is the notion that introducing confounds when doing Arcane is how you end up with splitting into narrower specializations and ultimately leading to non-fusionist &amp;quot;pure&amp;quot; magic. Monism vs. separatism in the history of sorcery would be about confounds.&lt;br /&gt;
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With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood.[403] Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter.[404] Witchcraft, blood magic, and black shamanism use mediating substances.[405] Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers.[406] Thus this trade off exists in fluidity with dark magic.[407] Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization.[408] However, it has that natural tendency, for much the same reasons as sorcery.[409]&lt;br /&gt;
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[403] All of the confound examples in these three sentences come from [https://elanthipedia.play.net/Magical_theory#Confounds the confounds] for character classes in DragonRealms.&lt;br /&gt;
[404.1] This is based on the Rolemaster definition for the Sorcerer class, which is still the language used for the Sorcerer profession on the Play.net website. Sorcerer base lists in Rolemaster fit this definition much better and more literally than the GemStone implementation of Sorcerers, which has since reoriented to necromancy and demonology, which for the most part are not Sorcerer magic in Rolemaster. (Though professions like necromancer and witch and so forth in Rolemaster Companion are treated as Sorcerers for training purposes, and sorcerers are often included when talking about evil magic stuff.) In Shadow World the Sorcerer class is not &amp;quot;evil&amp;quot; for system purposes, because it is the &amp;quot;Evil&amp;quot; professions that use dark essences / the power of Unlife. However, Shadow World also treats the Evil &amp;quot;pure&amp;quot; professions as hybrids, so they&#039;re effectively &amp;quot;dark sorcerers&amp;quot; which is the terminology distinction used in this document versus Rolemaster style &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[404.2] DragonRealms also talks about a [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 &amp;quot;sorcerous focus&amp;quot;] as a mediating device between two incompatible forms of mana, allowing the efficient manipulation of the other form of mana by proxy. This is a rationalizing approach evading &amp;quot;the emotional terror of pure sorcery&amp;quot; and tunes narrowly into specified realms. So &amp;quot;classical sorcery&amp;quot; with its constitutive matter confound, as described here in this document, is about the Faendryl doing a rationalized orthodox magic approach to sorcery in the Second Age.&lt;br /&gt;
[405] This is based on things that have happened with NPCs in storylines, especially Raznel and Quinshon, and to some extent Grishom Stone and Elithain Cross. &amp;quot;Witch&amp;quot; in this document is a convention for the black magic users, not the &amp;quot;good witches&amp;quot;, and this mediating substance / confound point is part of how we are defining the word for this document. The mediating substances such as blood and vermin like maggots, worm, and scarabs, and sorcerously debasing the mediating substances. The close similarity between the premise of this sentence and the preceding one on &amp;quot;classical sorcery&amp;quot; is a subtle internal consistency for there being a deep and natural relationship between these forms of magic, and why these black magic traditions (and later black arts forms of them) would be considered &amp;quot;sorcery&amp;quot; in a more general definition of the term.&lt;br /&gt;
[406] The &amp;quot;thanatology&amp;quot; confound for necromancers comes from DragonRealms. The first part of the sentence about life forces is based on GemStone&#039;s Sorcerer abilities such as Sacrifice and its in-game explanation. The last part about &amp;quot;sorcerous elements&amp;quot; involves the Sorcerer profession use of [[Balefire (713)]], which is defined as a sorcerous element in Volume 2, and the demonology lore skill. Attunement to demonic powers is invoking the Dungeons &amp;amp; Dragons warlock kind of class archetype. This is specifying &amp;quot;dark sorcery&amp;quot; because we are using &amp;quot;classical sorcery&amp;quot; to refer to the Rolemaster kind of spells which mostly do not have anything to do with demons or the undead and are about the immediate destruction of specific forms of matter.&lt;br /&gt;
[407] This is meant to establish that magical manipulation with these other energies follows the same modalities and physical limitations as the rest of magic. But in Volume 2 it is argued that &amp;quot;dark essence&amp;quot; magic is basically easier flow magic for creating malevolent / bad effects and so effectively provides a short-cut to power for malicious uses.&lt;br /&gt;
[408] This is partly based on Rolemaster&#039;s Arcane spells, and partly based on how [https://elanthipedia.play.net/Category:Arcane_magic Arcane magic] is [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:52:11 described] in DragonRealms. For example, a [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 saved post] by Armifer on the subject, from 2010. This post also builds in its natural strong tendency leading toward sorcery. Similar logic in it also informs what this document says about teratology and cryptozoology. Likewise, in the I.C.E. Shadow World setting, the Lords of Essaence (ruled at the end by Empress Kadaena) were largely responsible for mutating and creating the race/monster varieties, and they were generally Arcane spell casters. Later Rolemaster books also have monster races (e.g. orcs) being created by demon magi (Rhodintor).&lt;br /&gt;
[409] This document talks about the reasons for sorcery having corruptive tendencies, and why it is prone to destruction, which is explicitly true in DragonRealms. Arcane magic is not inherently prone to destruction, but as we&#039;ve defined it, it&#039;s harder to manipulate without failures and so forth. And this is tacitly acknowledging the corruption of the Lords of Essaence, and the framing that sorcerous magic comes out of Arcane magic historically because the destructive effects of handling mana this way are easier to accomplish. This section is setting up the rationale for why Faendryl universalism with magic gave way to increasingly sorcerous magic, and then the nature of sorcery will show why sorcery was inclined and able to merge with some of the black arts, becoming &amp;quot;dark sorcery&amp;quot; and a darker more corruptive form of magic. (Mostly in later time periods, but a rogue sorcerer in the Second Age going out to live with the wasteland warlocks would probably be doing &amp;quot;dark sorcery&amp;quot;.)&lt;br /&gt;
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(2) Sorcery&lt;br /&gt;
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In the early years of the Elven Empire, the black arts were deemed religious magic and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were not sorcery.[410] Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined.[411] It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter.[412] That is, it was an effect without mediation, assaulting the matter itself.[413] This involved channeling toward a target and turning its own essence against it.[414] The destruction is specific to the essence of the exact form being targeted.[415] There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.[416]&lt;br /&gt;
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[410.1] This was already framed more or less by the previous sections. This is using the Rolemaster Spell Law type of sorcery, which is still the Sorcerer [https://www.play.net/gs4/info/professions/sorcerers.asp definition] on the Play.net website, to define what &amp;quot;sorcery&amp;quot; would have meant in the early Elven Empire before Faendryl summoning. It would not have included demonic summoning and undeath in that period, unless someone were [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 loosely using] (DragonRealms link on this same ordinary use of language issue) the word &amp;quot;sorcery&amp;quot; as equivalent for these black arts. We&#039;ve set up the &amp;quot;black arts&amp;quot; as arising out of the debasement of spiritual magic with dark energy sources, and the sort of thing demon worshippers were doing. It uses the term &amp;quot;theurgical conjuration&amp;quot; for that kind of demon summoning, which would be like the demons of [[Cloak of Shadows (712)]] and [[Torment (718)]] rather than the demons of [[Minor Summoning (725)]] which are pulled materially through a rift. The &amp;quot;highly forbidden&amp;quot; is making sense of the condemnation in the Faendryl exile dating back to &amp;quot;[[History of Elanthia]]&amp;quot;. &lt;br /&gt;
[410.2] In Rolemaster the demonic summoning is more of an Evil Mage type of magic and necromancy in the sense of creating undead is Evil Cleric magic. (Though Rolemaster Companions may have demon summoning classes that are essence-channeling hybrid and these get effectively treated as Sorcerers.) These classes (along with many others) were not implemented in GemStone. Various spells from the Evil spell professions were incorporated into the Sorcerer profession, so the Sorcerer profession in GemStone has never matched its class definition, which came from Rolemaster. Because only some of the Sorcerer spells in GemStone are actually Rolemaster Sorcerer spells. Others are from Evil lists. Manny&#039;s guide from the I.C.E. Age argued for this reason Sorcerers in GemStone are evil.&lt;br /&gt;
[411] This is explicitly historicizing the word. It doesn&#039;t make sense for Faendryl to be doing &amp;quot;sorcery&amp;quot; but for sorcery to be defined in terms of necromancy and demonology that early. This is easy to make sense of by looking at earlier versions of the Sorcerer profession in GemStone and in Rolemaster.&lt;br /&gt;
[412] This is the Sorcerer class definition from Rolemaster and on the Play.net website. It refers to spells like [[Mana Disruption (702)]] and [[Limb Disruption (708)]] and [[Pain (711)]]. This document&#039;s modern definition of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; as generalizations of the animate and inanimate matter distinction to generalize beyond elemental-spiritual duality to analogs of that with sorcerous elements is meant to reconcile all this.&lt;br /&gt;
[413] Rolemaster Sorcerer spells were all clearly of this nature, it&#039;s not like throwing a ball of fire at something. Limb disruption only works on limbs. Etc.&lt;br /&gt;
[414] This is illustrating a &amp;quot;hybrid&amp;quot; modality of spellcasting, compared to what was described in the prior section about &amp;quot;channeling.&amp;quot; This is reiterating the prior section&#039;s description of classical sorcery using the constitutive matter of the target as its confound, which reconciles the Rolemaster and DragonRealms concepts of sorcery. This description explains how [[Dark Catalyst (719)]] (targeting mana), for example, is very much a sorcerer spell and not a wizard spell. Due to the way it works.&lt;br /&gt;
[415] Limb disruption only works on limbs. Dark Catalyst does not work on something without mana. Etc. One subtlety about this specificity of ideal forms is that it is a backdoor into sorcery for occultism, which here we are leaning into its real-world ties to Neoplatonism. Since we treat this occultism as part of Elanith&#039;s precursors to mentalism, this is in a subtle way speaking to the seeming overlap of sorcery with destructive mentalism, and explaining why that is the case. As such the next line is actually a logical continuation of this line.&lt;br /&gt;
[416] One third of the Rolemaster Sorcerer spells were &amp;quot;mind&amp;quot; type attacks, with redundancy in mentalist spell lists. This is related to Rolemaster&#039;s categories being cause oriented rather than effect oriented. You could have a Channeling profession in Rolemaster that is all elemental effect spells by using elemental spirits. So, this is explaining the mind effects of sorcery in GemStone, though Dev has been gradually de-mentalizing sorcery for a couple of decades. By our definitions, when the target is the brain or mind, you get a mind type effect. And since mentalism is defined as the self-manipulation of essences, sorcerers manipulating the essence of the target has a natural similarity to mentalism, but only in destructive ways. This logic combined with sorcery being relatively closely related to Arcane power explains the semblance of mentalism in classical sorcery. Dark sorcery does things in a different way. (e.g. nightmare is a curse, mind jolt is exposure to another valence)&lt;br /&gt;
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In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power.[417] In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot;[418] The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis.[419] These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power.[420] The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic.[421] There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.[422]&lt;br /&gt;
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[417] This is the definition of how sorcery works in DragonRealms. This rationale is not present in the I.C.E. materials. The separatists would also reject the unified mana perspective as it is rejected by [https://elanthipedia.play.net/Sorcery &amp;quot;mana spectrum&amp;quot;] theorists in DragonRealms, that so-called &amp;quot;Arcane mana&amp;quot; is really an unnatural aggregate of distinct forms of mana. Monists would be like DragonRealms &amp;quot;mana field&amp;quot; theorists.&lt;br /&gt;
[418] This implicitly follows from the premise of the previous sentence. Monists are just interpreting it differently. But this sentence helps frame why there is a natural tendency toward sorcery without it being driven by cultural malice. The Faendryl disproportionately develop sorcery out of practicality bias, much as humans later do with single realm specialization magic (and their anti-sorcery biases.) It is faster paths to wielding higher power or crafting spells of higher power.&lt;br /&gt;
[419] This is the Rolemaster lore for essence and sorcery, combined with the metaphysical language from DragonRealms.&lt;br /&gt;
[420.1] This is giving better meaning to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not saying Faendryl focused on sorcery. People assumed that initially because of the demonic summoning and implosion at Maelshyve, and the sorcerer profession being elemental-spiritual hybrid. But we are establishing why sorcery fell out of this approach over the long run. &lt;br /&gt;
[420.2] More specifically, the separatist approach leads to a lot of different kinds of sorcery by combining different forms of essence, while the universalist approach helps bring in and incorporate the black arts in the Faendryl exile period. It converges on the same thing.&lt;br /&gt;
[421] Other Houses have had and still have sorcerers. There has to be differentiation between more and less acceptable sorcery. There is nothing all the objectionable about [[Mana Disruption (702)]], for example, unless someone was especially aggrieving at the chaotic disruption of mana and the corruptive pollution that might cause long run. Classical sorcery has been here defined in an inherently destructive way in its meaning. It does not include the malevolent stuff in the black arts.&lt;br /&gt;
[422] This is analogous to the notion that any tool can be used as a weapon, but things that are designed to be used as weapons can have much more limited range of non-weapon uses. Limb disruption is really only useful for breaking or exploding limbs. It can only be practiced by blasting limbs with it. Its reason for existence is to smash the limbs of its targets. This is all sensible as war magic, and so forth, but it is not the high minded &amp;quot;research&amp;quot; that Faendryl are framed as doing. Though some of this, such as Phase, would plausibly come out of trying to research the essence foundations of matter, and so forth.&lt;br /&gt;
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Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together.[423] This is rooted in the nature of corruption.[424] While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly.[425] Similarly, when dark forces are brought in from what are now called the sorcerous valences, they must be used or even fused with the forces of this world.[426] In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects.[427] Sorcery is especially cruel when inflicted on the living.[428]&lt;br /&gt;
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[423] This paragraph is about to explain that dark essences have to be used in an inherently sorcerous / hybrid way because of their unnaturalness in this plane, which is reviving the Shadow World treatment of the Evil &amp;quot;pure&amp;quot; spell classes as hybrids. The historical forces mentioned here are the population migrations described earlier and later the Faendryl exile. Etc.&lt;br /&gt;
[424] Corruption is defined more thoroughly in Volume 2.&lt;br /&gt;
[425] This is partly referring to failed Wizard enchants cursing the items, partly to stuff like [[History of Reim|Kingdom of Reim]] being cursed into undeath because of sorcerous backlash from its magic users of different kinds trying to stream mana together, partly how this document defines the word &amp;quot;curse&amp;quot;. Rolemaster sorcery also had &amp;quot;black channels&amp;quot; curse spells. Sorcery as disrupting the essence foundation of matter directly plays into the definitions of &amp;quot;curse&amp;quot; and &amp;quot;corruption&amp;quot; in this document.&lt;br /&gt;
[426] This is the concept in footnote 423.&lt;br /&gt;
[427.1] This logically follows from all the preceding premises, and helps explain how the Faendryl transition into using darker forms of their own magic, then being in Rhoska-Tor where there is a lot of &amp;quot;dark essence&amp;quot; per &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This sentence is also playing off the high redundancy between the Rolemaster Sorcerer base lists and the Evil pure lists, while in the Shadow World setting only the Evil lists were evil for system purposes because of the kind of energy it was using. The difference here is that we are also including the DragonRealms notion of ordinary sorcerous magic being corruptive. It treats stuff like necromancy and the undead as ultimately demonic in origin, but that it is happening in a way that is largely beyond the capacity of the necromancer/sorcerer to understand. That in turn is similar to alien nature of Evil spells in Shadow World, which are an entirely separate source of power for spell users, and cannot be used without corrupting the caster.&lt;br /&gt;
[427.2] The ability to do the same kinds of sorcerous spell effects in the different ways, with ordinary mana and dark essences such as &amp;quot;anti-mana&amp;quot;, also works the other way. It helps explain why [[Vvrael warlock]]s and [[Vvrael witch|witches]] cast seemingly ordinary spells. Volume 2 defines &amp;quot;anti-mana&amp;quot; as the purest most corruptive extreme of what this document calls &amp;quot;the sorcerous element of darkness.&amp;quot;&lt;br /&gt;
[428] This is due to the inherent nature of what classical sorcery is and does to targets. But this is framing how a sorcerer could exist who doesn&#039;t use any of the animate matter targetting spells.&lt;br /&gt;
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During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra.[429] While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, plaguing the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities.[430] They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds.[431] The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities.[432] When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world.[433]&lt;br /&gt;
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[429] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The Patriarch numbers combined with the timing for Patriachs 1 through 13 require this to have happened before roughly -40,000 Modern Era, which is roughly twenty thousand years before Despana and twenty-five thousand years before the Faendryl were exiled for demon summoning. The phrase &amp;quot;new magic&amp;quot; in &amp;quot;History of Elanthia&amp;quot; for demonic summoning was a lie, and &amp;quot;History of the Faendryl&amp;quot; requires it to be a lie. (Elizhabet Mahkra is an obvious anagram of Elizabeth Arkham, the insane asylum from Batman. Arkham itself in turn comes from Lovecraft.)&lt;br /&gt;
[430] The Elves would have known about the Ur-Daemon and demons long before they understood anything of cosmology. This is also based on &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Now believed to be extra-dimensional intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately 100,000 years ago.&amp;quot;&#039;&#039;&lt;br /&gt;
[431] This is just consistency with existing world setting premises and phenomena. It does not make sense for demons to have not been &amp;quot;naturally&amp;quot; / accidentally present in the world, so the Elves would have always known what &amp;quot;demons&amp;quot; were, it was not some new and out of no where revelation at the Battle of Maelshyve. This is talking about full manifestations or incarnations, demons fully materially in this world, directly analogous to being summoned in the Faendryl manner. What this document describes as theurgical conjuration is either calling upon or hijacking these already present demons, or summoning immaterial demons through weaknesses in the veil, meaning thinness rather than holes. This notion of thinner veils in some places has multiple established precedents, including Sorcerer Guild summoning chambers and the Sorcerer sense verb. This is also partly why this document talks about the distinction of demons from other wicked spirits being a convention.&lt;br /&gt;
[432] &amp;quot;Otherworlds&amp;quot; is a term used in the Sylvan documentation, and in the real-world is also part of fey mythology. &amp;quot;Essence barriers&amp;quot; is from the Shadow World setting terminology, and refers to things like the energy force barriers in the Order of Voln or misdirection wardings. Referring to the veils between planes as &amp;quot;essence barriers&amp;quot; is essentially correct, but the use of that terminology for it is a reasonable embellishment. That is effectively what the veil or &amp;quot;fabric of reality&amp;quot; is.&lt;br /&gt;
[433] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The term &amp;quot;pierce the veil&amp;quot; stems at least as far back as Arthurian legend, and was used in the Vvrael quest, but the term &amp;quot;penetrating the veil&amp;quot; was used earlier in &amp;quot;[[History of Elanthia]]&amp;quot;. This concept of &amp;quot;turn the essence of the veil against itself&amp;quot; is contextualizing it with the definition of classical sorcery given in this document and thereby explains how and why Faendryl demonic summoning is different from what the &amp;quot;black arts&amp;quot; were doing. The last part about her mind shattering is both from &amp;quot;History of the Faendryl&amp;quot; and the current messaging on [[Mind Jolt (706)]]. &lt;br /&gt;
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In this way it would become possible to summon beings not of the &amp;quot;near planes,&amp;quot; such as the elementals or spirit servants, but highly alien or malevolent beings from the &amp;quot;outer&amp;quot; dimensions.[434] This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them.[435] While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history.[436]&lt;br /&gt;
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[434.1] This is partly based on in-game messaging and the &amp;quot;[[History of Elementals]]&amp;quot; document. Volume 2 of this document uses &amp;quot;near planes&amp;quot; as part of a basic higher and lower planes cosmology for this existence, as opposed to the outer/sorcerous valences, which is partly based on the Shadow World cosmology and partly Auchand&#039;s update to the valence Wiki page. Basically, the notion here is Lornon gods like to slum it in the lower &amp;quot;infernal&amp;quot; planes, and the &amp;quot;black arts&amp;quot; practitioners were largely dealing in infernal realm demons or things left over from the Ur-Daemon War. To the extent the Dhe&#039;nar did demonic summoning, it would have been more along these lines. It is the Faendryl who start messing with outer dimensions stuff, but not really infernal realms stuff in the Second Age.&lt;br /&gt;
[434.2] Volume 2 also posits parallel material valences (as distinct form parallel material worlds of this existence which are other Elanthia versions) to describe comparatively habitable valences with extraplanar creatures (and races) that could plausibly be regarded in cryptozoology terms rather than &amp;quot;fiends.&amp;quot; These could often be alien but not particularly chaotic or malevolent, and the subject of cataloguing for the Enchiridion Valentia. This is making some structural bias for Faendryl mapping out too dangerous things to be avoided, and the sorts of comparatively innocuous things that let them downplay &amp;quot;demonic&amp;quot; summoning. Aside from their major summoning war magic and for training Palestra and Armata, the highly corruptive and malevolent &amp;quot;fiends&amp;quot; would be more the province of the black arts or apotropaic countermeasures studies by mainstream Faendryl.&lt;br /&gt;
[435] This environmental corruption by demons and forces/entities of darkness is a very long standing premise. It is explicitly present, for example, in &amp;quot;[[History of the Faendryl]]&amp;quot;. The dangerousness of this kind of magic is framed in &amp;quot;[[Gods of Elanthia]]&amp;quot; with Marlu, and was a large part of the I.C.E. premise for the dangerousness of Fash&#039;lo&#039;nae followers. The &amp;quot;taboo&amp;quot; is keeping consistency with the Faendryl exile.&lt;br /&gt;
[436.1] This framing is necessary for recontextualizing stuff in &amp;quot;[[History of the Faendryl]]&amp;quot; that does not make sense in combination with the rest of the documentation on these issues. Its timeline in particular for the Undead War to Ashrim War is deeply inconsistent with the rest of the history documentation and needs to be treated as some form of revisionism or redaction.&lt;br /&gt;
[436.2] &amp;quot;[[History of the Faendryl]]&amp;quot; has Palestra existing to handle Faendryl demonic summoning 10ish Patriarchs before Despana. The Palestra academies were not founded until after the Ashrim War in the later &amp;quot;Path to Palestra&amp;quot; document. The Palestra reasonably had to have been quite different in purpose and function in the Second Age, so this document is doing that retcon to make sense of things.&lt;br /&gt;
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The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by dark cults in the Southron Wastes.[437] The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets.[438] The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales.[439] These academies were not founded until after the Sea Elf War.[440] In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered.[441] It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution.[442] To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it was not controversial.[443] It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.[444]&lt;br /&gt;
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[437] This premise of wasteland demon worshippers doing this is an extrapolation and embellishment created in this document. The accidental release of demons is something that should exist naturally in the world setting logic. So emphasizing these directions helps establish how the Palestra could exist in the capital of the Elven Empire when the other Houses were not supposed to know the Faendryl were doing a bunch of demon summoning stuff.&lt;br /&gt;
[438] The commonality of minor demons is shown in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and demonic summoning is portrayed as presently common in &amp;quot;[[History of the Faendryl]]&amp;quot;. This framing is reconciling the factual grains of truth in &amp;quot;History of the Faendryl&amp;quot; with the reaction to the Battle of Maelshyve and Faendryl exile. In &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; all summoners under Patriarch XX Eidiol Jivanatha Faendryl had to schedule summoning and inter-valence travel attempts at the Basilica in advance for the first several hundred years. It then talks about this scheduling rule being ditched to allow more freedom, but that brings us back into the problem of widespread and free practices, so we have to treat that as revisionist history as well in terms of emphases, with the important thing being capital crime to not report summoning discoveries.&lt;br /&gt;
[439] There is a tension between earlier Faendryl documentation and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; on the Basilica versus the Clerisy when it comes to the Enchiridion Valentia. The Palestra academies are defined in &amp;quot;[[Path to Palestra]]&amp;quot;. This line is implying it&#039;s much more large scale and public than it was originally.&lt;br /&gt;
[440] This is established in the &amp;quot;[[Path to Palestra]]&amp;quot; document. It becomes unclear what &amp;quot;graduates&amp;quot; and instructors for Palestra could mean for the time of Ondreian Shamsiel Patriarch 17, or how &amp;quot;magicians could come and hire them directly from the Palestra for a small fee&amp;quot; when this is supposed to be secret forbidden magic. &amp;quot;[[History of the Faendryl]]&amp;quot; probably has to be interpreted as some revisionist propaganda over-reading present day practices into past precursors to exaggerate precedents.&lt;br /&gt;
[441] This explains the role of the Basilica, and how and why this was being done in the Second Age, in a much more restricted fashion. The Basilica makes it more of a state secret and regulation kind of thing. Palestra might be hired by the Basilican sorcerers in this context, but it would have been a much more internal thing than &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound. While the Basilica plainly exists back into the Second Age, the other Pentact divisions are much more dubious, and should probably be given some historical evolution rather than being dragged all the way back to the founding of House Faendryl.&lt;br /&gt;
[442] The severe punishments for violating summoning laws is part of the &amp;quot;[[History of the Faendryl]]&amp;quot; documentation and the &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; documentation.&lt;br /&gt;
[443] This is an embellishment but not wildly implausible, and gives a sensible Second Age seed for how the Faendryl started more innocuously on this path, and got worse with it later. &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound like they were openly all in on it from the beginning, which would maximize the view of the Faendryl exile as pure cynicism by other jealous Houses.&lt;br /&gt;
[444] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; establishes that the Vishmiir &#039;&#039;&amp;quot;had plagued the world prior during the Elven Empire&amp;quot;&#039;&#039;, which is wording and terminology that requires it to have happened during the Second Age. This document&#039;s framing would allow extraplanar threats like that to have been a lot less common back then due to the Eye of the Drake.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks.[445] The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms.[446] For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void.[447]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[445] This is leveraging off the prior definition of &amp;quot;piercing the veil&amp;quot; in terms of Faendryl sorcery, as well as the Illistim stated risks regarding the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;. This is also glancingly recognizing that other kinds of portals (e.g. elemental) are usually not stigmatized, even though they can have high destructive potential. The [[Solhaven Cataclysm]] in 5109 would be one example, [[The Amber Flame]] of House Illistim almost burning down the city is another. Similarly &amp;quot;[[History of Elementals]]&amp;quot; implies the dangers of elemental plane bleedthrough with veil weaknesses. Volume 2 addresses this double standard on portals and summoning elementals, and why demons and sorcerous veil piercing are regarded as worse.&lt;br /&gt;
[446] Demons still come through the unhealed tear in reality at Maelshyve, per &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Corruptive radiation from it is cited in &amp;quot;[[History of the Faendryl]]&amp;quot;. This is also playing off the Illistim complaint about the Ur-Daemon risk due to the Maelshyve implosion in &amp;quot;[[History of Elanthia]]&amp;quot;. Related to note 445, essences from the elemental and spiritual planes could rightly be conceived as magical corruption, but this is regarded as innocuous or possibly even good by biased magic practitioners, where those forms of mana are regarded as natural to this reality.&lt;br /&gt;
[447] This is based on the difference between what [[Implosion (720)]] does in GemStone and what it does in the Rolemaster Sorcerer Air Destruction list, which would be the more conventional &amp;quot;classical sorcery&amp;quot; method. The &amp;quot;interplanar void&amp;quot; is something that is defined in DragonRealms. There is vague stuff in documentation about the currents of planar motions, such as &amp;quot;[[History of Elementals]]&amp;quot; and &amp;quot;[[Griffin Sword War]]&amp;quot;. DragonRealms talks about planar [https://elanthipedia.play.net/Category:Planes#The_Planar_Void intersections] changing magical properties, and we&#039;ve seen planar bleedthrough like that in storylines such as &amp;quot;[[Return to Sunder]]&amp;quot;, and &amp;quot;[[History of Elementals]]&amp;quot; defines elemental nexus sties in terms of plane intersections. Which in turn we see with the [[Elemental Confluence]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those fiends of darkness which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead.[448] Indeed. There are kinds of demons which can hardly be distinguished from undead.[449] Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts.[450] The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.[451]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[448.1] There has been a push and pull for years on how &amp;quot;evil&amp;quot; demons are inherently. They are described as having an &amp;quot;intense hatred of life&amp;quot; in &amp;quot;[[History of Elementals]]&amp;quot;, which distinguishes elementals from demons, and that document pre-dates the [[The Enchiridion Valentia|Common language]] Enchiridion Valentia and spell [[Minor Summoning (725)]]. The minor demons in the Common language abridgement of the Enchiridion Valentia should be treated as a Faendryl propaganda move by Patriarch Korvath in 5103. Which makes sense in the context of that storyline. The combat demons Voraviel constructed ([[vathor]], [[oculoth]], [[necleriine]]) should be much more in line with what everyone means when they refer to &amp;quot;demons&amp;quot;, which he said in a [https://gswiki.play.net/Lesser_demon/saved_posts saved post]: &#039;&#039;&amp;quot;Something that&#039;d justify the nearly worldwide anathema towards demon summoning.&amp;quot;&#039;&#039; Incidentally, the demons in spells [[Cloak of Shadows (712)]] and [[Torment (718)]] do not set off town justice mechanics.&lt;br /&gt;
[448.2] Volume 2 of this document gets into the difference between &amp;quot;fiends&amp;quot; and merely extraplanar species. The basic cosmology it uses allows all &amp;quot;infernal&amp;quot; demons to be inherently evil, while some outer planes entities are merely alien but possibly destructively insane or dangerous, which is roughly consistent with the Shadow World cosmology and demons. (Volume 2 also stipulates that such outer entities most usually will need to manifest out of the darker and more chaotic &amp;quot;sorcerous elements&amp;quot;, their intrinsic alienation to this existence naturally tending toward cursed matter.) Mechanically, elementals and Ithzir and astrals like ki-lin and so on are &amp;quot;extraplanar&amp;quot;, but not mechanically &amp;quot;demons.&amp;quot; So the view some people pushed for with &amp;quot;extraplanar = demons&amp;quot; is long defunct in practice. But the Enchiridion lore makes it sound that way, so here we call that Faendryl propaganda. As pointed out in footnote 434, there may be a Faendryl bias toward studying and summoning &amp;quot;valence creatures&amp;quot; that are low in corruption, especially for minor summoning, while fiends and eldritch horrors are war magic or countermeasure studies (such as Aralyte the Palestra Blade studying how to vanquish the primordial Althedeus.)&lt;br /&gt;
[448.3] DragonRealms also splits [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 the demonic] apart from other extraplanars in this way. It talks about the greater extraplanar entities acting through &amp;quot;conduits&amp;quot; in this plane, which here we relate to &amp;quot;warlocks&amp;quot; and &amp;quot;witches&amp;quot; in the black arts. It talks about the lesser things that can be regarded as &amp;quot;creatures&amp;quot;, much as we see in the Enchiridion Valentia. But it talks about the violence to reality of such greater entities directly manifesting in this reality and that it shatters sanity to so much as look at them.&lt;br /&gt;
[449] This premise has pretty much always been present in GemStone, going all the way back to ambiguities in the Rolemaster bestiaries. [[Necleriine]]s are very concrete example of this ambiguity in the Elanthia setting. This ambiguity is also stated in that DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 post] about extraplanars. It talks about &amp;quot;concept&amp;quot; entities which here we would call occult entities of the &amp;quot;dream worlds&amp;quot;, which can manifest in grotesque and undead seeming forms. These include &amp;quot;shadow&amp;quot; entities formed of concepts of darkness. These things are easily confused with demons. This is possibly an important parallel to draw with Althedeus being formed by the fear/chaos/power of Ur-Daemon War. But there is also a Plane of Shadows, with unclear relationship to the Plane of Probability.&lt;br /&gt;
[450] This is the demonic relationship to creating undead, which is framed in the Order of Voln messaging, and the Ur-Daemon aspects of the Despana lore. There should have been demons present for all the previously stated reasons.&lt;br /&gt;
[451] This is a sensible extrapolation from established world setting premises. This document bolsters it with the made up Lindsandrych Illistim quote about the southern wastelands. We&#039;ve seen NPCs cursed because of demons, such as the paralysis of Praxopius.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But it was mostly the southern wastelands in that period that had what is usually considered &amp;quot;the undead.&amp;quot;[452] The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning.[453] Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces.[454] One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot;[455] The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck.[456] It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents.[457] In this way it was very unlike the necromancy and conjuration of the southern wastelands, and those traditions would mostly not merge until the Faendryl were exiled to Rhoska-Tor.[458]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[452] This should probably be true given the way everything is framed and argued in this document. It does not have to be totally true. There are so many ways for undead to come into existence that do not require necromancers. There should be ghosts, phantoms, restless spirits most everywhere.&lt;br /&gt;
[453] This should follow as a logical consequence of studying demons, and the Faendryl left behind [[lich qyn&#039;arj]] in Old Ta&#039;Faendryl. Volume 3 treats the &amp;quot;[[festering taint]]&amp;quot; kind of mutants in Old Ta&#039;Faendryl as the Faendryl studying Despana&#039;s disease magic, which is necromancy in our broader definition of that word. So this is part of the transitioning of Faendryl sorcery broadening into the more modern necromancy/demonology framework. This also fits into teratology and cryptozoology being described example of Arcane magical research in DragonRealms that is not necessarily necromancy, as defined over there, which is sorcery involving the combining of life mana with other mana (which our modern definition pays lip service to.) And those in turn fit into the occultist tradition for the Faendryl described below in the next section.&lt;br /&gt;
[454] This is the rationalist / materialist worldview framework that has been given earlier for the House Elves.&lt;br /&gt;
[455] This was the cosmology model Banthis [http://www.virilneus.com/demons.php originally] intended when work was being done on demonic summoning the late 1990s. This model was presented at Simucon. It is where the term &amp;quot;valence&amp;quot; came from with this stuff.&lt;br /&gt;
[456] This is nodding to the word &amp;quot;valences&amp;quot; now being out of context. Demons hungering for our magical energy is a premise that goes back to at least the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;, and has earlier antecedents in Unlife concepts from the I.C.E. Age. This concept of feeding upon this plane is also present in the DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conception] of demons, where they are by definition malevolent as a class of extraplanar beings, associated with &amp;quot;anti-life&amp;quot; and necromancy.&lt;br /&gt;
[457] This is how the Faendryl represent it modernly, such as in &amp;quot;[[History of Elanthia]]&amp;quot; and the Enchiridion Valentia documentation.&lt;br /&gt;
[458] This is an embellishment made for this document. It&#039;s establishing collisions and mergers of magic traditions over historical time. It would make sense for that spilling to happen because of geographical proximity, especially with that region being treated as &amp;quot;anathema&amp;quot; in the Second Age. These population migrations could be used to define sorcerous practices in other cultures/regions, but things have been set up already for the Faendryl paradigm to be dominating what the Sorcerer Guilds do with magic (i.e. the Sorcerer profession mechanically.) So there&#039;s only so much that can be diversified. This document is focused on necromancy and the black arts, not so much trying to define sorcery in all race cultures at all times, though it provides the backbone for doing that later.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(3) Occultism&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot;[459] Occultists would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot;[460] These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges.[461] In contrast to the &amp;quot;valences&amp;quot; model, there are higher and lower &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously.[462] What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes.[463] There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.[464]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[459] This is based on real-world occultism, and such things as the Theosophical Society. This section is creating backdoors for knowledge spreading between these culture traditions, and the rationalist third-way middle ground attempt between orthodox magic and superstition. It&#039;s giving Elanith precursors to Mentalism and explaining various disparate threads of lore.&lt;br /&gt;
[460] This is directly inspired by real-world occultism.&lt;br /&gt;
[461] As mentioned previously, this is giving a more self-consciously Neoplatonist dimension to the One creation myths.&lt;br /&gt;
[462] This helps motivate and root the basic cosmology model used in Volume 2, and helps explain the usage of terms &amp;quot;valence&amp;quot; and &amp;quot;planes of existence&amp;quot;, as coming from different cosmological models. This is inspired by the real-world esotericism usage of &amp;quot;planes of existence&amp;quot; with astral projection kind of stuff.&lt;br /&gt;
[463] This is directly based on real-world esotericism and astral projection. There&#039;s a reasonably strong case to be made that these concepts were part of the design of the Broken Land.&lt;br /&gt;
[464] These statements are derived from real-world occultism and esotericism. (Hermeticism, Gnosticism, etc.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states.[465] There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals.[466] This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection.[467] Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination.[468] Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions.[469]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[465] This is directly based on the worldview behind real-world alchemy. This setting up the framework for ascension belief systems.&lt;br /&gt;
[466] This is how the deities actually work as defined in DragonRealms.&lt;br /&gt;
[467] This is providing intellectual foundations for these kinds of doctrines, though there is some empirical fact involved, such as what might be worded instead as the &amp;quot;transcendence&amp;quot; of the disir, or Eorgina herself having said she gains power from her followers when Li&#039;aerion opened.&lt;br /&gt;
[468] This is partly based on Gnosticism, partly based on real-world use of entheogens for religious purposes, partly based on Lovecraft&#039;s Dream Cycle stories.&lt;br /&gt;
[469] This is based on real-world &amp;quot;mystery religions&amp;quot; as well as 19th and early 20th century esotericists/occultists looking to ancient mystery religions in this way. This is setting up motivation for House Elves to be importing some of this &amp;quot;folk&amp;quot; stuff back in more rationalist terms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is mostly thanks to occultists.[470] It was a heterogeneous movement that took different and inconsistent forms.[471] House Illistim tended to draw occultists focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight.[472] The universalism or cosmicism of the Faendryl tended to foster other kinds of occult societies.[473] Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae.[474] They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory.[475] But there were others of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.[476]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[470] This is setting up limited and distorted perspective of something that would otherwise have not been recorded at all.&lt;br /&gt;
[471] This eclecticism is thematic.&lt;br /&gt;
[472.1] There is a long-standing tension in the Lumnis lore, where she is a patroness of fortune tellers and soothsayers (dating back to the ICE Age when she was the patron of Astrologers which were basically what Moon Mages are in DragonRealms), and her Western followers emulate her by acting as oracles and seers in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. While she would also be the goddess of knowledge in the more sciences sense. &amp;quot;History of Lumnis&amp;quot; treats her like a general inspiration goddess of all forms of knowledge, and this wording here is partly based on Gift of Lumnis and RPA messaging. The Illistim patron gods are described in &amp;quot;Elven Dogma and Theology&amp;quot; and their societies along these lines are in the Illistim Society document. In any event, occultism is more of a third way thing, and not what would be seen as Illistim orthodoxy.&lt;br /&gt;
[472.2] With occultism and astrology, this is also tacitly interfacing with the Moon Mage and [https://elanthipedia.play.net/Plane_of_Probability stellar alignment] stuff with the concept realm (&amp;quot;Plane of Probability&amp;quot;) in DragonRealms. Which in turn via our occultism premise is a tacit interface for GemStone&#039;s mentalism with Moon Mage stuff. This is also tacitly rehabilitating via House Illistim the Valris (Lumnis) association with Astrologers, which are Rolemaster&#039;s version of Moon Mages.&lt;br /&gt;
[473] This is leveraging off the worldview bias set up for the Faendryl earlier in this document for the given reasons that motivated it.&lt;br /&gt;
[474] This is generally thematic for the Faendryl overall. But &amp;quot;History of the Faendryl&amp;quot; explicitly talks about how Fash&#039;lo&#039;nae is the closest thing the Faendryl have to a patron Arkati.&lt;br /&gt;
[475] These are categories of real-world occultist research. This is interfacing with Faendryl cryptozoology in other sections, regarding the traditions behind the Enchiridion Valentia.&lt;br /&gt;
[476] This is a Lovecraftian kind of notion, where Lovecraft himself was inspired by the Theosophists, but twisted into his cosmic horror version of it. This whole paragraph is embellishments to make sense of things that probably should have happened in context. The use of the word &amp;quot;jolt&amp;quot; is leaning on the [[Mind Jolt (706)]] messaging. This is also setting up some precedent of Faendryl prejudices on acceptable and unacceptable ways of approaching the demonic and extraplanar studies. This Marluvian occultism is a thread that gets picked up later in the sections about Bandur and Uthex and the Broken Land.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all.[477] That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana.[478] Natural philosophies were ignorant or self-limiting.[479] This may even be why we now define spheres of magic by effect.[480]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[477] This was directly based on the introduction of a real-world book on occultism from about a century ago.&lt;br /&gt;
[478] This is playing into the behavior of the dream world planes with their interaction with minds. This is not actually agreeing that such magic does not involve mana manipulation. But it is playing into how the esoteric mode of it allows understanding of what you&#039;re really doing to be limited, and that such people could believe they&#039;re doing something different from &amp;quot;magic&amp;quot;, which for the orthodoxy framed at that time would be elemental/spiritual thaumaturgy/theurgy.&lt;br /&gt;
[479] This is an anti-orthodox magic position from the rationalist worldview direction. It&#039;s about handling the sympathetic and esoteric magic traditions prior to the view of three spheres of magic rather than two spheres of magic.&lt;br /&gt;
[480] This embellishment is about rationalizing the earlier arguments about Arcane power, with terms like evoking and channeling, and the separatist worldview becoming dominant, and the wording for them like &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; is more effect/phenomenon oriented. But with philosophies likely having been invented trying to interpret them as substantitively correct, such as trying to believe matter is really constituted of handful of pure elements (of fire, air, earth, water.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts.[481] There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories.[482] &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity.[483] Grimoires are notorious for unreliability.[484] They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot;[485] These are, of course, crude over-generalizations of widely diverse indigenous beliefs.[486] &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and human druidism is ancestral to northern reivers.[487]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[481] This is true of real-world grimoires. It&#039;s also building in some unreliable narration in the sources of knowledge.&lt;br /&gt;
[482] This is inspired by real-world grimoires with their posulated hierarchies of demons and angels and so forth. Volume 2 has some made up excerpts from made up Elanthian occult grimoires in this sense, and Volume 3 gives a bunch of names for made up ones.&lt;br /&gt;
[483] It&#039;s important to emphasize things as convention schemes, and the historicism behind words meaning different things or different baggage/connotations/context in different eras. This is an important premise for what Volume 3 tries to do with the unliving.&lt;br /&gt;
[484] This is true of real-world grimoires.&lt;br /&gt;
[485] This is partly based on the hegemony of Elves in the Second Age, and partly because the word &amp;quot;shaman&amp;quot; really has been used for the non-elven races in GemStone, but there have been elven druids. This gives some more breathing space overall.&lt;br /&gt;
[486] This is a nod to controversy over the use of words like &amp;quot;shaman&amp;quot; in real-world anthropology.&lt;br /&gt;
[487] Trance states are a general &amp;quot;shamanism&amp;quot; motif. The last part about the reivers is glancingly trying to address the awkwardness of the multiple retcons of the reivers that have happened over the years. There&#039;s druidic stuff around Luinne Bheinn dating back to 1997, but the reivers have since been retconned to having much more recently migrated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded.[488] The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions.[489] Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot;[490] But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions.[491] They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends.[492] Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone.[493] It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it.[494] Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.[495]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[488] The &amp;quot;knowledge that was discarded&amp;quot; is one aspect of esotericism, and it&#039;s a folklore/mythology and literature thing in general to try to read vestiges of older stuff surviving in later stuff outside its older original context.&lt;br /&gt;
[489] This is a slight embellishment, but should be true.&lt;br /&gt;
[490] Auchand has tended to make his Arkati legend documents dubiously sourced or referred to as apocryphal. &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot; for example is &#039;&#039;&amp;quot;commonly held to be apocryphal&amp;quot;&#039;&#039;, and &amp;quot;[[Origins of Tonis]]&amp;quot; is &#039;&#039;&amp;quot;a translation of an elven text discovered in a cache near the Western Dragonspine.&amp;quot;&#039;&#039; And &amp;quot;[[Origins of Amasalen]]&amp;quot; is only around 150 years old and found in Icemule.&lt;br /&gt;
[491] This is extrapolating off the vague and unreliable nature of communes, and the explicit statement of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; that trying to directly ask Fash&#039;lo&#039;nae about this stuff would not be a useful approach. Likewise Voln refuses to answer theological questions in &amp;quot;[[History of the Order of Voln]].&amp;quot; &lt;br /&gt;
[492] The first part of this refers to such things as the krolvin version of religion in &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; and the Tehir view of Luukos in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; and the different symbols of Imaera in &amp;quot;[[Gods of Elanthia]]&amp;quot; and so on. The second part is an iconoclastic statement, which the IC author might apply to any number of things, such as [[Li&#039;aerion]].&lt;br /&gt;
[493] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; actually states in the analysis section that Fash&#039;lo&#039;nae admitted to making the Grandfather&#039;s Stone, which is supposed to be where he came from in the legend.&lt;br /&gt;
[494] There are lots of contradictions and inconsistencies between the religious legend documents. Xorus ripped through a lot of them in a Mist Harbor library [[Age of Darkness (lecture)|lecture]] once.&lt;br /&gt;
[495] This is treasure hunter and occultist kind of stuff in general, like with lost lands the Theosophists had various notions of Atlantis and Lemuria and so forth. The last part is an oblique reference to situations like [[L&#039;Naere]], whose rumored existence was buried by the Loremasters and House elites.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a backwards flux of methods into the Elven Empire.[496] It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning.[497] The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; had its roots in occult grimoires.[498] It was also this tradition that somewhat softened Elven materialism, making the Faendryl more open to the study of necromancy.[499]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[496] This is setting up part of the motivation for this section. It backdoors some of this other stuff back into urbanized civilization.&lt;br /&gt;
[497] This is an embellishment. But it&#039;s taking the folksy use of summoning circles, and maybe cunning folk apotropaic magic and the [[thanot]] lore with pentagrams being &#039;&#039;&amp;quot;the ancient magical symbol of protection.&amp;quot;&#039;&#039; Pentagrams have been used in demonic summoning contexts in game, such as on top of Bonespear Tower or the cavern of Castle Anwyn. So this embellishment helps mutate the practice into Faendryl summoning methods, where they become stripped of original culture context and made mechanistic.&lt;br /&gt;
[498] Enchiridion literally means &amp;quot;little handbook&amp;quot; in the real-world. This is an embellishment relating the occult grimoire stuff just described and making that a tradition/practice precedent where the subject of them instead became these extraplanar things. In terms of filiation of ideas. This is setting the Enchiridion Valentia in the context of two distinct intellectual traditions mixing in Second Age Faendryl (occultist / cryptozoologist) sorcerers.&lt;br /&gt;
[499] There is an initial rationalist/materialist prejudice set up, so this occultism third-way stuff with its backdoors gives an avenue for softening that up, which then gets motivated and pushed further along later by changing historical conditions. The ideal forms concept tacitly present in the &amp;quot;classical sorcery&amp;quot; definition gives a natural occultist interface into orthodoxy. This is also mildly trying to explain &amp;quot;[[History of the Faendryl]]&amp;quot; referring to Thyrsos Kanigel Faendryl as a &amp;quot;necromancer&amp;quot; in what sounds like was around the time of Patriarch 20, Eidiol Jivanatha Faendryl, who made the law requiring all summoners to report discoveries of new creatures into the Enchiridion Valentia. This would apparently have been in the -30,000s Modern Era. (&amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; implies Thyrsos got 48 people killed, and says initially Eidiol required summoning and valence travel to be scheduled in advance at the Basilica.) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III. The Undead War (-20,000 to -15,000 Modern Era)[500]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;[501]&lt;br /&gt;
&lt;br /&gt;
- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[500] This is using the convention of having a 5,000 year period for when Despana was known to exist. But the actual &amp;quot;Undead War&amp;quot; was much shorter, near the end of this time period. Technically, the Second Age could be brought all the way up to the Battle of ShadowGuard. The &amp;quot;orc wars&amp;quot; is not really defined explicitly, but probably refers to Dharthiir&#039;s orc/troll/etc. alliance, which began a few hundred years earlier. So this would support what this document does, distinguishing a kind of pre-Undead War conflict with Dharthiir in outlying land as like a preparation staging drill for the full scale war, and then the Undead War proper starts with what this document calls &amp;quot;the Surge&amp;quot; with the hordes of undead. This is reconciling the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; going further back into the -15,400s.&lt;br /&gt;
[501] This quote is from &amp;quot;[[History of Elanthia]]&amp;quot;. The last lines of it are an expansion on the original quote, which exists in a museum piece that was in the Wehnimer&#039;s Landing Museum, and is now in the Stormbrow Gallery on Teras Isle. &amp;quot;red elves&amp;quot; refers to the scarlet color Faendryl would wear. This quote uses specific names for different kinds of undead, which subtly creates the implication that these were known concept distinctions. Banshees were the highest level undead in GemStone at the time &amp;quot;History of Elanthia&amp;quot; was written.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals.[502] There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash.[503] This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead.[504] There are many kinds of undead, and many were known to exist in antiquity.[505] Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses.[506]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[502] This is an unfortunate misreading of &amp;quot;[[History of Elanthia]]&amp;quot; that was used in the &amp;quot;[[History of Luukos]]&amp;quot; legend. The Undead is a proper noun referring to Despana&#039;s horde, the document is not saying Despana created the first undead to ever exist. There are many reasons that would not make sense, and &amp;quot;History of Luukos&amp;quot; had to hedge by having Luukos doing it much earlier but not giving it to his followers. This document allows Luukos to have changed behavior after the Undead War, but does not endorse the lack of undead before Despana, which has established contradictions and does not make sense for a lot of reasons.&lt;br /&gt;
[503] This is referring to a legend in &amp;quot;[[History of Luukos]]&amp;quot; about Koar issuing a ruling after the Undead War.&lt;br /&gt;
[504] This obvious problem originates in &amp;quot;[[History of Elanthia]]&amp;quot;, and the Ur-Daemon having books makes little sense when they have since been depicted as behemoths.&lt;br /&gt;
[505] Volume 3 talks a lot about various kinds of undead, and which kinds exist &amp;quot;naturally&amp;quot;, and which would be very ancient beyond the Undead War period. It is also canon in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; that the Dhe&#039;nar learned to control the undead in the -40,000s when they were in Rhoska-Tor.&lt;br /&gt;
[506] This is playing off the Rhak Toram quote, though it is not 100% convincing. Because these terms could have all been coined during the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning.[507] Despana was the first necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields.[508] She innovated methods of hierarchical control, or leverage, as well as for rapidly increasing the size of her forces.[509] What had once been the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.[510]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[507] These are the embellishments introduced forcefully by this document. Incidentally, the term &amp;quot;demon-spawn&amp;quot; is used in &amp;quot;[[Ilynov Journal]]&amp;quot; at an earlier date than the Battle of Maelshyve, and the soldiers journal from Battle of Shadowguard also refers Despana&#039;s horde as &amp;quot;demons&amp;quot; and &amp;quot;fiends.&amp;quot; It also uses the word &amp;quot;ghost&amp;quot; as a notion of previous familiarity. It also uses the word &amp;quot;Lich&amp;quot; for Dharthiir. But it also expresses unfamiliarity with undead. The names Despana and Dharthiir seem to be gradually learned from the soldier&#039;s perspective, but this has to be regarded as the author&#039;s own unfamiliarity. The journal dubiously describes Despana herself being there, without mentioning how this identification is certain, or describing her at all.&lt;br /&gt;
[508] This embellishment need not necessarily be true, but could be a demarcation for explaining why Despana was a Big Deal comparatively, when necromancers of undead had already existed. This turning of the dead and raising corpses on the battlefield is illustrated in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document on 22nd Day of Koaratos. &lt;br /&gt;
[509] It was established explicitly in a Plat storyline called [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] that necromancers can only control something less than twenty undead without the use of artifacts or special artifices (e.g. alchemy, rituals). The Horned Cabal for example relies on using the Sphere of Sorrow to make big hordes, and the Plat storyline actually asserted the [[Fallen from Faith#A Call for Allies|first necromancer]] to make an undead did so with the Sphere of Sorrow, contradicting a commonly held interpretation that it was Despana and the Book of Tormtor. This hierarchy premise is central to the argument made in this section of the document. It motivates and explains why the Faendryl used demons, and why felt using demons (not, say, elementals) was the only option.&lt;br /&gt;
[510] This is referencing the Red Rot as well as the unhealing wounds in the Giantkin history for this period. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] also talks about a festering wound that could make the author turn into one of the undead. This document generalizes this somewhat, having Despana using magical disease curses. This is partly reviving the Rolemaster bestiary information on some of these undead, which were able to infect and turn others into undead. A mechanical example of a disease curse undead would be the [[shambling lurk]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.A Rhoska-Tor [511]&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes.[512] A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers.[513] It is sometimes spoken of as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War.[514] Its history is much older than Despana.[515] &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot;[516] This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles.[517] There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.[518]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[511] There is a lot of scattered Rhoska-Tor lore, and this tries to synthesize it into something coherent that makes sense of everything.&lt;br /&gt;
[512.1] It was referred to as &amp;quot;blackened&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;. In the original context of &amp;quot;History of Elanthia&amp;quot;, before the continent map was known, it was not obvious where Rhoska-Tor was in relation to the Southron Wastes. It can be regarded as a special region of the Southron Wastes, but often gets tretaed as its own region. Part of the problem is it hasn&#039;t been clear how wide an amount of territory qualifies as &amp;quot;Rhoska-Tor&amp;quot;, if it&#039;s the immediate vicinity of Maelshyve or if that&#039;s one spot in a Rhoska-Tor region. This document relents by letting Rhoska-Tor be a broader region, and defines the specific part of it where Maelshyve was built.&lt;br /&gt;
[512.2] This document is allowing volcanic rock to explain some of the &amp;quot;blackness&amp;quot;, but that should likely not solely be a matter of natural geology. &amp;quot;[[Origins of Tonis]]&amp;quot; says the Ur-Daemon actually &amp;quot;blackened the land&amp;quot; directly with the power of their corruption.&lt;br /&gt;
[513] This follows from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document description of it.&lt;br /&gt;
[514.1] This is historicizing the term, since this document gives it an earlier history than Despana, and explains why it was considered an old place of the Ur-Daemon when Despana was searching. This gives some flexibility for usages where Rhoska-Tor seems to be more narrowly referring to the vicinity of Maelshyve. &lt;br /&gt;
[514.2] The &#039;&#039;&amp;quot;blasted lands around Maelshyve&amp;quot;&#039;&#039; comes from the [[urglaes]] lore. It is described as &amp;quot;plains&amp;quot; by the Rhak Toram quote. &amp;quot;Badlands&amp;quot; is used to reflect the geological formation conditions described later in this section, and allows some hill formation stuff as a hook for fey banshee mythology and the ora lore with the very large ora mine in Rhoska-Tor, along with reconciling the hilly terrain description given for it in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[514.3] The language of &#039;&#039;&amp;quot;a barren and blasted land where life was never easy and nothing grew&amp;quot;&#039;&#039; also describes Rhoska-Tor on the Play.net [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp website page] for Old Ta&#039;Faendryl.&lt;br /&gt;
[515] At a minimum this is true because &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; is canonized, but this document fleshes out other reasons.&lt;br /&gt;
[516] This comes from the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document and taken as factual for at least the modern Dhe&#039;nar-si language. But here we&#039;re attributing it as ancient. &amp;quot;[[History of Elanthia]]&amp;quot; says &#039;&#039;&amp;quot;what is &#039;&#039;&#039;now called&#039;&#039;&#039; Rhoska-Tor&amp;quot;&#039;&#039;, so this term has to actually be more recent than when Despana searched for it, which is part of why we refer to it as a region of the Southron Wastes. And we say &amp;quot;descends from ancient Elven&amp;quot; rather than asserting it was always called that. This document uses generics like &amp;quot;southern wastelands&amp;quot; to not have it being called Rhoska-Tor in the Second Age.&lt;br /&gt;
[517] This is inspired by the &amp;quot;[[Origins of Tonis]]&amp;quot; document and the nature of Ur-Daemon body parts. The dark essence from them being left behind is taken from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. In the Tonis legend the &amp;quot;newborn Ur-Daemons&amp;quot; were &#039;&#039;&amp;quot;kept in a sort of creche dug out of the very earth, fed by its hot blood&amp;quot;&#039;&#039; in a location near their great portal.&lt;br /&gt;
[518] This is doubling down on this causative relationship which is being asserted in this document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is geologically bizarre and was drastically transformed in the Age of Darkness.[519] It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults.[520] It is named for the terrible outcroppings known as the Tor.[521] There are, in turn, pseudokarsts formed from this igneous rock, eaten away by caustic black blobs.[522] It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth.[523] These ancient lava fields themselves are artificial.[524]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[519] Taking all the details together makes for weird implications, such as the need for stable cavern systems, but also geological instabilities and some regional volcanism. This description is intended to be highly consistent with the existing room painting for the [[Southron Wastes]], which is the portion adjacent to the Rhoska-Tor region of the wastelands. This sentence is also being consistent with what is explicitly stated in &amp;quot;[[Origins of Tonis]]&amp;quot;: &#039;&#039;&amp;quot;The Ur-Daemon War sundered continents and warped the face of the world, as the horrors from beyond clashed with the drakes and their Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[520] The igneous protrusions are largely meant for the [[urglaes]] lore and the literal geological interpretation of &amp;quot;Tor&amp;quot;, though there are existing [[The Settlement of Eh&#039;lah|premises]] for volcanism in the subcontinent such as Sharath. The vertical faults and badlands are partly meant to explain the steep sloping (valley and hills) that is represented for near Maelshyve in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The limestone plateau is meant to explain the &amp;quot;plains&amp;quot; and presence of extensive underground caverns as karsts, as well as the presence of alabaster and marble and so forth. The mixing of plateaus with mountainous upheavals also already exists in the game, described as &amp;quot;cordillera&amp;quot; in the Southron Wastes room painting around the Ash Barrens section. &lt;br /&gt;
[521] This is a totally made up fact that was mentioned earlier. This document is setting these things up to be related to the Ur-Daemon having slumbered in lava underground, which is literally shown in game with the Beast imprisoned in Teras Isle.&lt;br /&gt;
[522] These &amp;quot;acidic lumps of jelly&amp;quot; and possibly the &amp;quot;plasmatic inky black horrors&amp;quot; were [[Wavedancer]] event creatures in the [[Southron Wastes]] and presumably magru based. So this is making a consistency with the [[magru]] in the Broken Land and our premise of Marluvians in the Southron Wastes. The Broken Land magru were made to imply they created the Dark Grotto tunnels by dissolving away the rock with sulfuric acid.&lt;br /&gt;
[523] This is primarily based on the Beast of Teras Isle, and to some extent on the &amp;quot;[[Origins of Tonis]]&amp;quot; legend. In the Tonis legend they were &amp;quot;infesting&amp;quot; the surrounding land, where it says the &#039;&#039;&amp;quot;corruption of them had blackened the land and twisted the rivers&amp;quot;&#039;&#039; which made Tonis thin and weak from exposure to it. The premise of &#039;&#039;&amp;quot;newborn Ur-Daemon&amp;quot;&#039;&#039; gestating in the &#039;&#039;&amp;quot;hot blood&amp;quot;&#039;&#039; of the earth in &#039;&#039;&amp;quot;creches&amp;quot;&#039;&#039; comes directly from &amp;quot;Origins of Tonis&amp;quot;.&lt;br /&gt;
[524] This statement is explained in the next paragraph. It rationalizes why this should be happening in the same place as a limestone plateau. It is implied in existing documentation as well. &amp;quot;[[Origins of Tonis]]&amp;quot; says: &#039;&#039;&amp;quot;The creatures oozed and glided across the land, deepening their corrosive grasp upon it by the moment. Sickened by what he saw, Tonis marked the location of the rift and prepared himself for the trip back. And then he saw the newborn Ur-Daemons. Skittering and terrible, they were kept in a sort of creche dug out of the very earth, fed by its hot blood.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Theorists have long speculated that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith.[525] They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes.[526] They corrupted the resulting earthnodes with their darkness.[527] This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism.[528] There were then eruptions toward the surface, and below the surrounding ocean.[529] The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash.[530] The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment.[531] Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns.[532] Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.[533]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[525.1] Regional volcanos known to exist include the great mountain at Sharath and [[Mount Ysspethos]] near Tamzyrr. This sentence is tacitly assuming some IC belief in plate tectonic action, though within setting it might be thought of as an artificial collision of the lands due to the scale of the powers unleashed in the Ur-Daemon War. (The I.C.E. Shadow World analog of the First Era war cataclysm had continents sinking.) The premise is based on the Beast of Teras Isle in its volcano. The &amp;quot;theorists have long speculated&amp;quot; line and what follows from it is an embellishment.&lt;br /&gt;
[525.2] This large scale geological disruption by the Ur-Daemon is already an existing premise in documentation. In the &amp;quot;[[Origins of Tonis]]&amp;quot; legend it is stated explicitly that they &#039;&#039;&amp;quot;sundered continents and warped the face of the world.&amp;quot;&#039;&#039;&lt;br /&gt;
[526] This is meant to explain the unnatural earthnodes of Rhoska-Tor and why they are magically corruptive. It follows naturally from the Ur-Daemon feeding on them. It also reconciles the dark essence or demonic energies explanations for Dark Elves with the unusual mana nodes explanations for Dark Elves. This is leaning on the I.C.E. Shadow World explanation of nodes as convergences of flows of essence.&lt;br /&gt;
[527] The &amp;quot;dark essence&amp;quot; in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; account.&lt;br /&gt;
[528] This is partly based on the definition for [[Energy Maelstrom (710)]], whose spell [https://www.play.net/gs4/info/spells/spelllist.asp?circle=6#710 description] was based on: &#039;&#039;&amp;quot;summon[ing] dark energy to swirl around him or her, creating a fierce storm.&amp;quot;&#039;&#039; Its original wording back to at least February 1994 was more explicitly invoking the &amp;quot;essence storm&amp;quot; concept, which was the I.C.E. version of what are now called &amp;quot;mana storms&amp;quot;: &#039;&#039;&amp;quot;The caster summons dark energy to swirl around him or her, creating an essence storm which will blast through everyone and everything in the room. A most potent spell which can be very dangerous to bystanders.&amp;quot;&#039;&#039; That these storms could trigger volcanic behavior was part of the I.C.E. lore for them, and there was some indication of similar behavior (more moderate) as well as quaking when the Elemental Confluence was approaching Elanthia.&lt;br /&gt;
[529] This explains some ancient lava fields for the [[urglaes]] lore and Rhoska-Tor being &amp;quot;blackened&amp;quot;. It also explains why the previous paragraph referred to the lava as artificial, and the Ur-Daemon wanting it to the surface so they could submerge in it.&lt;br /&gt;
[530] This boiling seas and skies blackening with ash premise is meant to be a de-mythologized explanation for the Orslathain sunstone lore in the &amp;quot;[[Elanthian Gems]]&amp;quot; document, which suggests the sea was boiling and tons of soot was getting thrown into the atmosphere during the Ur-Daemon War. This is tacitly assuming the sea levels were higher in that period (it is established that this is fluctuating over millennia such as in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;, and past [[Opalina&#039;s Diary#Exploration of Moonsedge|warmer climates]] without northern ice such as described by [[Barlan Kane]]), so the ocean would be further inland closer to what are now the wastes, whereas the present day climate has glaciers and ice sheets. This description of the heavy sudden floods and inland swells of dead marine matter is meant to rapid form limestone and set up unstable badlands conditions on top of it or further inland. This is consistent with the Southron Wastes room painting, which depicts very unstable geological formations of shale and limestone which are violent upheavals, as well as slot canyons which are implicitly flash flood hazards. Sinkholes would implicitly be another hazard under these conditions. &lt;br /&gt;
[531] This frames limestone formation, which can happen quickly under ideal conditions. The &amp;quot;[[Elanthian Gems]]&amp;quot; documentation establishes there is a lot of alabaster in southwestern Elanith, and that there was a huge amount of alabaster in Rhoska-Tor, which is made from sulfurous volcanic geothermal water and limestone (though possibly as an evaporite), assuming it is gypsum alabaster (while calcite alabaster is made from stalagmitic limestone, but harder and less of a match for the &amp;quot;Elanthian Gems&amp;quot; description). Though this alabaster has been almost all turned into despanal by sorcerous energies. We are using a model where the limestone plateau is closer to the ocean, and badlands are further inland. The huge amounts of shale of the Southron Wastes could then come from long-run drainage of the Rhoska-Tor badlands. This rapid accumulation of marine skeletal matter is also partly meant to help motivate why later historians believe the Ur-Daemon drained the mana &#039;&#039;&amp;quot;bound around all life.&amp;quot;&#039;&#039; There&#039;s a lot of skeletal matter in the Southron Wastes room painting, but that&#039;s probably more about the absence of water in the environment.&lt;br /&gt;
[532] This explains the extensive underground caverns. The black blobs previously mentioned and the lava could have pseudokarsts in the igneous rock as well. That would be further west in the badlands region, closer to the Southron Wastes region visited from the Wavedancer.&lt;br /&gt;
[533] This is meant to explain why it looks like a valley in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document but plains in &amp;quot;[[History of Elanthia]]&amp;quot;. Strictly speaking, &amp;quot;plains&amp;quot; and &amp;quot;valley&amp;quot; are not a contradiction as the plain can be enclosed on two sides and be a valley, but here we are describing something like a &amp;quot;rift valley&amp;quot; with (limestone) plains toward the east and then badlands of unconsolidated sediment (with sandstone) further west, and with the climate of Rhoska-Tor this would need to be a dry valley with underground drainage in the karst system of a limestone plateau. This would probably be volcanic tuff (e.g. the Easter island heads) and tuffaceous / basaltic sandstone from hydromagmatic explosions, which would help explain Rhoska-Tor being described as &amp;quot;blackened.&amp;quot; This would be consistent with deposition distribution patterns of sandstone and limestone that would come from rising water levels from the east. (The part of the [[Southron Wastes]] southwest of Rhoska-Tor was painted for Wavedancer, and has a lot of limestone and sandstone in parts. But the Southron Wastes has whole mountain formations of shale, as well as &amp;quot;ashen barrens&amp;quot;. That is potentially consistent with our description of Rhoska-Tor geology, assuming the water from Rhoska-Tor had slow / stagnant drainage into the west. There is a constraint of &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot; both implying a battle turned it into a lifeless waste, and &amp;quot;History of Elanthia&amp;quot; has petrified trees there with preserved carvings from that time period.) Though this is secondary and we are emphasizing sulfuric acid cavern formation from geothermal conditions, partly to explain the alabaster (gypsum) presence, and the Patriarchal palace from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; is marble which is metamorphic limestone. This is saying &amp;quot;reminiscent of a valley&amp;quot; mainly to emphasize the artificial and tectonic ways it came to exist, as an embellished premise of this document, and to keep the Tor concept as hilly badlands rather than a single confined valley. In fact, &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also describes the area as hilly, so we need a hill concept: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039; The description of the trees and wildlife perhaps needs to be treated as a Sylvan history cultural distortion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are untold horrors in the darkest depths of Rhoska-Tor.[534] The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns.[535] Though the region is unstable, sometimes suffering cavern collapses from earthquakes.[536] Further below ground are unknown ruins and dangerous races.[537] The violence to the flows of essence in this region have caused rifting in the veil, forming often unstable or temporary gateways to other worlds.[538] There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.[539]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[534] This is made up as a potentiality hook. It would be a waste to not have the deep underground be this way. But it is not totally made up, because there are at least some unfamiliar monsters, generalizing off the loresong of [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]] from Hunt for History.&lt;br /&gt;
[535] It is an embellishment to imply that there&#039;s a lot more further down, possibly areas sealed off by cave-ins. The premise of deeper caverns and those being worse was framed to some extent by &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[536] This was the premise of the Maelshyve archaeological dig event that happened in game, where there was also mana storming that happened. These cave-ins have to be infrequent for the Maelshyve caverns to make sense in the first place. The quaking does not have to be tectonic, necessarily, it could be instabilities from the rapid way we have the geology of the area forming. There could very plausibly be sinkhole hazards in Rhoska-Tor as well.&lt;br /&gt;
[537] This is partly made up. But reasonable and likely what should exist. Especially with this document&#039;s premise that the Faendryl pushed pre-existing forces in the area below ground with the expansion of Faendryl control of the land. The existence of unfamiliar underground monsters below Rhoska-Tor fought by the Faendryl is already canon in the Hunt for History loresong for the item [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]].&lt;br /&gt;
[538] There was mana storming during the Maelshyve archaeological dig event, and rifts can form naturally from this kind of phenomenon. There was an underground rift like this in the Southron Wastes room painting during the Wavedancer event. (That is not meant to imply that particular rift was one of these &amp;quot;hellgates&amp;quot;, and might even only have been originally intended as a poetic description of a wall fissure. However, it very strongly resembles the messaging that was later used for the ebon-swirled primal eyeballs, which spontaneously arrive in the Southron Wastes through crimson rips in reality with bursts of heat.)&lt;br /&gt;
[539] It is an embellishment to imply this is a routine phenomenon in the region. But it is canon from the Eyes of the Dawn storyline that the ebon-swirled primal demons reside natively in the Southron Wastes. While also existing in other valences. The term &amp;quot;hellgates&amp;quot; is made up, but fitting for the concept. This is also providing a hook for Marlu in &amp;quot;[[Gods of Elanthia]]&amp;quot; possibly drawing power by loosening &amp;quot;the portals&amp;quot; between dimensions, which implies there must be portals to demonic realms sitting around somewhere that can be loosened. These could be under Lornon, for example, but it would make sense for them to be in the &amp;quot;old places of the Ur-Daemon&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cavern:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Dark Cavern, Nexus]&lt;br /&gt;
Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth &#039;&#039;&#039;from a scarlet-laced russet rip in space.&#039;&#039;&#039;  Waves of essence buffet the area every so often, &#039;&#039;&#039;gusting with the roaring heat&#039;&#039;&#039; of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal Demon Eyeball Rifts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A ripple of heated air begins to waver in midair, &#039;&#039;&#039;emitting waves of heat&#039;&#039;&#039; throughout the area.  Soon, a &#039;&#039;&#039;jagged crimson line begins to form&#039;&#039;&#039; in the center of the disturbance, extending both vertically and horizontally, the line begins to &#039;&#039;&#039;rip a tear in reality.&#039;&#039;&#039;  Within moments, an ichor-soaked floating primal eyeball emerges from the newly formed opening and when it is clear, the tear shuts rapidly behind it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many demented edifices and terrifying monuments in Rhoska-Tor, owing to its long history of dark theocracies and cults.[540] There are dangerous traps that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped.[541] The landscape is as exotic as it is filled with deadly mysteries.[542]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[540] This would follow reasonably if the premise was allowed for this to be the region where the bad stuff was concentrated all the way back to the Age of Darkness, and for being one of old places of the Ur-Daemon. The climate is presumed to be relatively good at preserving things long-term. Strictly speaking this is an embellishment, but Varevice is [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp logged] as having intended eldritch ruins in the region, when she was building New Ta&#039;Faendryl (never released.) Mhorigan had previously [http://www.beaconhall.net/tsoran/forums/history-forum.html stated] that much of (New) Ta&#039;Faendryl was intended to be an underground city, which would help fix the underground period&#039;s definition problem.&lt;br /&gt;
[541] This is made up. But concrete actually used examples of &amp;quot;snares&amp;quot; are given in Volume 3, and this would be an obvious place to have some.&lt;br /&gt;
[542] This is a guiding hook. Because Rhoska-Tor is very thinly defined in existing documentation. It should not be just another desert, there should be something very obviously &amp;quot;wrong&amp;quot; with it just by looking at it. Like the land itself is tortured and unnatural.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to Rhoska-Tor, especially close proximity to the Tor themselves, induces transformations in the living.[543] Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan.[544] Gnomes become feral and were banned by Patriarchal decree.[545] Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows.[546] Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves.[547] Their features become sharper, their bodies physically weaker, with greater capacities for magic.[548] Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language.[549] The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is constructed directly from intonations, through layers of overlapping sounds involving no shared vocabulary of words.[550] In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become quite pale or other complexions.[551]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[543] This is trying to generalize and expand the corrupting influences beyond Maelshyve or even the Battle of Maelshyve, so that the whole region has a lot of bad juju, and some of these spots are that much hotter with badness. The Southron Wastes in general could have a lot of bad juju, but this is trying to be careful to limit the scope to talking about this one area of the southern wastelands, so as to not exhaust the whole thing in a single sweeping definition. Overall these places are better treated with slices of insight like the Wizardwaste in order to not hollow out their menace.&lt;br /&gt;
[544] This is from the &amp;quot;[[Giantkin History]]&amp;quot; documentation.&lt;br /&gt;
[545] The second part of this is canon from the [[Lines of Blood: A History of the Gnomes|Gnome history]] document, though the reason for it is not given, and it is not entirely clear if they are totally banned from the city or only banned from residence. The first part is playing off the feral gnome sickness in the gnome history, and this premise was used for a Dark Elven [[The Dark Mirror (story)|horror story]] from Xorus. The general idea would be gnomes getting too close to those underground ruins of Maelshyve and getting twisted by the dark magical forces. (This is similar in premise to the [[bloody halfling cannibal]]s from the halfling settlement near the Hinterwilds.) But the Faendryl also would not want them snooping around, with all the control they do on the spread of sorcerous knowledge.&lt;br /&gt;
[546] The Collectors are from the Felstorm storyline approaching River&#039;s Rest in 5112. The Disciples of the Shadows have their corruption defined in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, and other shadows corrupted NPCs have been encountered, such as Therendil (nominally Marluvian) having tentacles from his head and Quinshon having shadow tentacles for a mouth.&lt;br /&gt;
[547] This is a term some players used over 20 years ago, referring to how some Dark Elves had acquired darker skin complexion near Maelshyve.&lt;br /&gt;
[548] This is foundational from &amp;quot;[[History of Elanthia]]&amp;quot; and was also in &amp;quot;[[History of the Faendryl]]&amp;quot;, and similar changes happened to the Dhe&#039;nar earlier.&lt;br /&gt;
[549] The &amp;quot;[[Dark Elven languages]]&amp;quot; document describes why there is a universal Dark Elven language.&lt;br /&gt;
[550] This embellishment is reconciling the &amp;quot;[[Dark Elven languages]]&amp;quot; document with statements during an OOC meeting by GM Khshathra, the Dark Elf guru around 2012, trying to treat Dark Elven as a mode of signaling or communication rather than language itself. (i.e. Dark Elven mode of communicating in the Common language and non-Dark Elves not being able to catch all of it). That seemed inadequate and not entirely consistent with the &amp;quot;Dark Elven languages&amp;quot; document, so this premise reconciles both notions and explains its universality and why it cannot be understood by other races and why it does not depend on shared vocabulary and why it has no etymology in common with other languages. Elsewhere in this document refers to &amp;quot;orthographic conventions&amp;quot; of Dark Elven, because there would not be a single version of writing for the language at all times among all fractious and dispersed groups.&lt;br /&gt;
[551] It was already established in &amp;quot;[[History of Elanthia]]&amp;quot; that only the ones closest to the ruins of Maelshyve had skin darkening, and the Dark Elven skin color range mechanically goes all the way to pale. So this is doubling down on the term &amp;quot;Dark Elves&amp;quot; not really, for the most part, referring to skin color. But still having complexion altering effects.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor.[552] Blame is widely attributed to the many unusual mana focii,[553] the dark magic of Despana or the undead,[554] the corruption of the demons summoned by the Faendryl,[555] sorcerous backlashes and explosions,[556] the implosion and unhealed tear in reality at Maelshyve,[557] mana storms,[558] the unholy power of the Ur-Daemon,[559] the valencial tears and instability deep underground,[560] and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.[561]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[552] This is trying to reconcile the many disparate explanations that have been given for the magical effects in the region (e.g. the changes on Dark Elves) across scattered documents. The only solution is to include all of them simultaneously, but point out which ones pre-date Despana.&lt;br /&gt;
[553] This one was in &amp;quot;[[History of Elanthia]]&amp;quot; and the [https://www.play.net/gs4/info/races/darkelf.asp Dark Elf page] on the Play.net website, which omits that it was those closest to the Maelshyve ruins that had the skin darkening while the other changes were more widespread. But that also cannot be about Maelshyve itself, due to the Dhe&#039;nar, but rather whatever it was Maelshyve was built on top. It is not obvious from &amp;quot;History of Elanthia&amp;quot; that it was mana foci that did the skin alteration, which in turn isn&#039;t something that happens to ordinary Elven wizards spending all their time in workshops on nodes, but this document embellishes and explains it in terms of dark essences corrupting the earthnodes.&lt;br /&gt;
[554] There is some of this in &amp;quot;[[Elanthian Gems]]&amp;quot;, such as the despanal lore, and possibly the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[555] This was in &amp;quot;[[History of the Faendryl]]&amp;quot;&lt;br /&gt;
[556] This is in the magically altered insects document, &amp;quot;[[Insects Changed by the Magical Landscape of Elanthia]]&amp;quot;&lt;br /&gt;
[557] This is in &amp;quot;[[History of the Faendryl]]&amp;quot; and the premise reinforced in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;.&lt;br /&gt;
[558] Not in documentation. But this was framed as a phenomenon in the area in the Maelshyve archaeology dig event.&lt;br /&gt;
[559] This was in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and arguably in the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[560] This premise is mostly in this document, but for the reasons motivating them.&lt;br /&gt;
[561] This is necessary because the Dhe&#039;nar are canonized and vastly pre-date the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding.[562] There have been cases of powerful, very old Dark Elves, who must feed on magical energies.[563] Not unlike the Collectors.[564] Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal.[565] There is an unusually high amount of cursed metals, or those associated with the sorcerous elements, especially urglaes which is found in the ancient lava flows.[566] Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons.[567] In the present day the Agrestis often relies on hired Palestra as security for miners.[568] There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &amp;quot;dowsing&amp;quot; methods to seek out troubles.[569]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[562] This was the premise in the player-created Dhe&#039;nar lore, but may not be explicitly present yet in canon documentation. In the canon documentation it is masked in a propaganda sort of way by racial purity rhetoric.&lt;br /&gt;
[563] This comes from the player-created Dhe&#039;nar lore, but magical energy eating is a canon concept in various contexts. Such as the Ithzir and the Ur-Daemon. One of the canon lizards from down there in &amp;quot;[[Creatures of Eh&#039;lah and Sharath]]&amp;quot;, the sha&#039;rom lizard, absorbs magic energy similar to the myklian in the Broken Land. Volume 2 gets into this concept.&lt;br /&gt;
[564] The Collectors are a storyline group who try to escape mortality by feeding off the magical power of relics / artifacts.&lt;br /&gt;
[565] This is from the &amp;quot;[[Elanthian Gems]]&amp;quot; document and the geochemical nature of alabaster.&lt;br /&gt;
[566] This is extrapolating off the [[ora]] mine and [[urglaes]] deposits and so forth in the materials and gems documentation.&lt;br /&gt;
[567] This embellishment is leveraging off the prior hellgates concept, and the geological instability of the badlands. The prehistorical artifacts part is a potentiality hook. It is partly inspired by the veil iron obelisk thought to be an [[Ur-Daemon]] artifact that was in the Wehnimer&#039;s Landing museum and now present in the Stormbrow Gallery, which I&#039;ve been told at one point (circa 2000ish) allowed familiars to pass from the Landing to Teras and/or allowed access to the Teras thought net from the Landing. Though I do not know for certain that is true. But that obelisk was &#039;&#039;&amp;quot;recovered from the ora mines in Rhoska-Tor.&amp;quot;&#039;&#039;&lt;br /&gt;
[568] This is an embellishment leveraging off &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, where the Palestra are used throughout the Pentact branches.&lt;br /&gt;
[569] This is a made up premise, but straight forward from the previous premise of mining under these conditions. Similar mining hazard concept was used in the Shadow Valley story, the &amp;quot;[[Tale of Silver Valley]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.B Despana&lt;br /&gt;
&lt;br /&gt;
No one knows who or what Despana was.[570] There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha.[571] There are cultists who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor.[572] Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover.[573] Her contemporaries believed she was from the jungles beyond the Southron Wastes.[574] There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash.[575] More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption.[576] They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian.[577] The earliest recorded rumors of Despana began shortly after this disaster in -19,864.[578]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[570] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;, the foundational information for Despana.&lt;br /&gt;
[571] This is riffing off &amp;quot;[[History of Elanthia]]&amp;quot; saying of Chesylcha: &#039;&#039;&amp;quot;There are as many stories about her death as there are storytellers.&amp;quot;&#039;&#039; The word &amp;quot;disappearance&amp;quot; is used instead of &amp;quot;death&amp;quot; because she is only presumed dead in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is reinforced in the [[Maeli Gerydd]] museum piece having Maeli Gerydd (in the wedding party) going missing, and the [[forehead gem]] loresong has the gems of Chesylcha&#039;s handmaids ending up in the ocean. There is also inconsistency between documents on what actually happened to Chesylcha. In &amp;quot;[[History of the Faendryl]]&amp;quot; Chesylcha&#039;s throat is slit, while in &amp;quot;[[History of Elanthia]]&amp;quot; it says &#039;&#039;&amp;quot;Whether it was a Nalfein or Human assassin, or whether she simply fell ill, none are certain.&amp;quot;&#039;&#039; Whereas the Faendryl history states: &#039;&#039;&amp;quot;but the Faendryl never had a doubt as to what happened. The evening of her death, Chesylcha&#039;s three sisters all fell to their knees, screaming in pain and holding their heads. When they were again sensible, each reported seeing the same thing: an assassin of House Nalfein, there by grace of a secret alliance between the Nalfein and the Ashrim, slitting their sibling&#039;s throat.&amp;quot;&#039;&#039; This inconsistency would not make sense if there was a body that could be examined.&lt;br /&gt;
[572] This is what [https://elanthipedia.play.net/Maelshyve Maelshyve] is in DragonRealms, she [https://elanthipedia.play.net/Category:Planes#The_Planar_Void comes back] to Elanthia having been banished. This line is letting the deranged demon worshippers be onto something. The consistency hook on Maelshyve and DragonRealms is another motivator for there being either permanent or temporary &amp;quot;hellgates&amp;quot; under the wastes from rifting / instabilities, so that theory of Despana&#039;s origins has some sense of how she got here in the first place, since this document is also committing to the severe impracticality of demons and other extraplanars being able to get into our plane without the way opened on this side for them.&lt;br /&gt;
[573] This is based on the museum artwork that was in Wehnimer&#039;s Landing, now in Stormbrow Gallery.&lt;br /&gt;
[574] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[575] This is from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[576] It is represented as a volcanic eruption in &amp;quot;[[The Settlement of Eh&#039;lah]]&amp;quot;. In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it makes it sound like the mountain was not even there prior to the cataclysm. This line is reflecting that tension. The counter-arguments to this might include the fact that the nearby Southron Wastes is full of clearly geologically recent mountains of shale rock that is constantly rumbling and unstable with landslides. Which is potentially consistent with the Ur-Daemon sundered / tortured earth in &amp;quot;[[Origins of Tonis]]&amp;quot;, and there could be unnatural sudden mountain formation for some deep underground reason. Precedents such as Melgorehn&#039;s Reach establish the within-setting plausibility of an artificial or rapidly formed mountain.&lt;br /&gt;
[577] Extrapolating off &amp;quot;Obsidian Council&amp;quot; as the name of the new governing body after that cataclysm in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;&lt;br /&gt;
[578] This is cross-referencing the approximate timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; with the exact date used for Despana in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This line is not meant to be implying the disaster was also in the year -19,864. Only that on Elven time scales these were not far off from each other, and giving a little bit of motivation for &amp;quot;[[History of Elanthia]]&amp;quot; saying her contemporaries believed she was from the jungles down there.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics.[579] It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor.[580] In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years.[581] While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization.[582] Despana herself was not regarded as a great threat from the very long precedent of her inaction.[583]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[579] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; and following the implication of &#039;&#039;&amp;quot;her quest succeeded when she found the Book of Tormtor&amp;quot;&#039;&#039; in what is now called Rhoska-Tor. In that time period it would have been considered the nearest part of the Southron Wastes to the Elven Empire. It might even be that Maelshyve was built in that spot looking forward to that reason.&lt;br /&gt;
[580] &amp;quot;[[History of Elanthia]]&amp;quot; establishes that Maelshyve was a keep built in Rhoska-Tor. This sentence refers to it as &amp;quot;haunted lands&amp;quot; due to this document&#039;s arguments about how undead should naturally be present there because of taint / corruption.&lt;br /&gt;
[581] This is the embellishment introduced for this region by this document.&lt;br /&gt;
[582] This is limiting the scale and scope of the practical threat in the Second Age from this region.&lt;br /&gt;
[583] This is explicitly recognizing the very long delay between her construction of Maelshyve and the Undead War, in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, while &amp;quot;[[History of Elanthia]]&amp;quot; had said those undead constructed Maelshyve and that &amp;quot;their numbers grew rapidly.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War.[584] It was founded on an ancient mound of the Old Ones known as the Torm Tor.[585] It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon.[586] There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally.[587] Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through esoteric methods, and thereby knowledge of dark magic more immediately through mental contact.[588] Whether through ruins or some lingering presence below the wastes.[589]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[584] These are the dates from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[585] This is totally made up. The premise was framed earlier in this document that Tor refers to the geological feature. Rhoska-Tor is a name that was coined later, per the wording of &amp;quot;[[History of Elanthia]]&amp;quot;, so the &amp;quot;tor&amp;quot; could have come from Book of Tormtor (where Tormtor is a Drow easter egg from Dungeons &amp;amp; Dragons.) But since we are using &amp;quot;Tor&amp;quot; in the sense of Glastonbury Tor, this line is going the opposite way with it. The supposed &amp;quot;Book of Tormtor&amp;quot; is being called that because Maelshyve is built at the Torm Tor, where the implication here is that there is some &amp;quot;Torm&amp;quot; Ur-Daemon. Perhaps the in-world setting etymology root of the word &amp;quot;torment.&amp;quot; Calling this a mound is partly motivated by banshee mythology and partly by keeps being built on mounds.&lt;br /&gt;
[586] As previously mentioned in these footnotes, the Dark Elven language could not have been called &amp;quot;the voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;[[History of Elanthia]]&amp;quot; implies the placename &amp;quot;Rhoska-Tor&amp;quot; was invented later. And there&#039;s some reason to argue that Dark Elves should not have been considered a racial concept in the Second Age, since the Faendryl were not called Dark Elves until after the Ashrim War. So the premise is that contemporaries are using this wording to refer to the tongue of the demon worshippers posited to be in that region.&lt;br /&gt;
[587] It does not actually make literal sense for there to be a book written in the language of the Ur-Daemon and that mortals with no knowledge of that language would be able to read it. There is the &amp;quot;comprehend languages&amp;quot; kind of magic, of course, but that is Mentalism and Elanith does not have Mentalism magic in that time period. It would have to be more esoteric.&lt;br /&gt;
[588] This is a Lovecraftian notion of somehow learning extinct languages across time or mental contact with dead/sleeping daemons.&lt;br /&gt;
[589] One way would be essentially a kind of Ur-Daemon artifact after all, whereas the other could be one of the Ur-Daemon (or some other malign entity) itself.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then if the book existed, it was from Despana herself writing it.[590] Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier.[591] It was a relatively common interpretation to believe that this was actually written in an orthographic convention of the Dark Elven language.[592] While the Dhe&#039;nar were not the only Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would lead to them being blamed.[593]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[590] This would make a sensible path for an actual book existing while retaining the truth of that Ur-Daemon link.&lt;br /&gt;
[591] These are from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; respectively. Along with &amp;quot;[[History of Elanthia]]&amp;quot;, all three of these documents have Illistim NPC scholars listed on the top, so taking that with &amp;quot;History of Elanthia&amp;quot; saying none can now know what its contents were, the only conclusion available is that scholars do not actually know what the Book of Tormtor was in reality. It&#039;s more of a mythical thing for explaining or rationalizing Despana. This document actually creates an avenue for the Book of Tormtor not needing to have existed for Despana to have done what she did.&lt;br /&gt;
[592] This is explicitly talking about the alternative possible meaning for language of the Daemons. With the stipulation that in that time period Dark Elves probably were not thought of as a race in the way they are now. This also opens the possibility that the written form of Dark Elven is some dominant convention in the region that comes from the Despana period.&lt;br /&gt;
[593] The rumor of her being from those southern jungles, the notion of the Book of Tormtor possibly being left behind by the ancient Dhe&#039;nar, the prophecy of Noi&#039;sho&#039;rah (perhaps mangled by contemporary knowledge of Despana), and maybe whatever undefined involvement of the Dhe&#039;nar in Despana&#039;s agenda. The Dhe&#039;nar might also be perversely leaning into the theory that Despana was Dhe&#039;nar themselves. The point of this is to provide a hook for why Dhe&#039;nar become called &amp;quot;Dark Elves&amp;quot; as a whole lineage when it took Ashrim genocide for the Faendryl to get labeled &amp;quot;Dark Elves&amp;quot; and that term should really originally have been about cultural condemnation. This is a subtlety. But it&#039;s a mistake to just naively take the Dark Elf racial mechanic that simply and literally, when the lore behind the term gives it a political motivation and meaning. But Dark Elves as a whole are not an ethnicity, with radically divergent cultures, and at best are a shared language group.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep.[594] However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105.[595] There have been countless fake Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics.[596] What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they had never been wielded as vast armies by necromancers.[597] Widespread undeath had only been encountered when dealing with extraplanar horrors such as the Vishmiir.[598]&lt;br /&gt;
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[594] This is going off &amp;quot;[[History of Elanthia]]&amp;quot; saying the book was lost in the events that followed.&lt;br /&gt;
[595] This is from the [[Animate Dead (730)]] release events. Shar had previously been searching for the Book of Tormtor in the late 90s.&lt;br /&gt;
[596] This is an embellishment. But there is no way this would not be true.&lt;br /&gt;
[597] This is the perspective and framing being built by this document.&lt;br /&gt;
[598.1] The [[Vishmiir]] had fought with the Elven Empire according to &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, and the Vishmiir make hordes of undead minions. (This document references the Vishmiir several times just because there are so few ancient things like this that are already defined.) This is just generally acknowledging that these extraplanar threats we deal with typically come with undead hordes, so even if it happened less often in the Second Age, larger scale undead incidents would happen with extraplanar horrors / demons. This document is just leaning on the Vishmiir in particular because there is explicit lore and loresong implying how ancient they are in their relationship to Elanthia. The embellishment that no vast armies by necromancers had been done before was mentioned previously in this document, but that does not necessarily have to be true. It&#039;s just helping distinguish Despana while having necromancy of undead be a known thing for thousands of years prior. Despana might be taken as having innovated rotting corpse kinds of undead, especially communicable diseased undead.&lt;br /&gt;
[598.2] The Faendryl method of countering her strategy also helps explain an apparent absence (or at least lack of effectiveness) of future imitators of Despana. Whatever of these that have happened since then were presumably put down within the region by the Faendryl, along with the Grot&#039;karesh and Dhe&#039;nar and so forth. There seems to be nothing established about clashes with the Horned Cabal, for example, within the subcontinent region [[Story of the Volnath Dai|prior to]] Grandmaster Fineval and invading the Turamzzyrians.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness.[599] With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a hierarchy of command over hordes of lesser undead.[600] The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves.[601] Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches.[602]&lt;br /&gt;
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[599] This is from the [[urglaes]] lore. It is reviving the Rolemaster lore for the metal, though that was still roughly preserved in the urglaes lore. The term &amp;quot;elemental darkness&amp;quot; is a convention used in this document, being shorthand for &amp;quot;the sorcerous element of darkness.&amp;quot; This is elaborated in Volume 2.&lt;br /&gt;
[600] This premise was framed earlier in the document. There is some existing framing for necromancers in Elanthia needing to leverage off artifacts or minions to control large scales of undead. Some of this is relatively implicit (e.g. the Horned Cabal&#039;s dependence on the Sphere of Sorrow for wielding large hordes; the Tablet of Death, etc.), but it was also explicit in the [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] storyline in Plat. This is setting up a vulnerability in her horde methodology that makes the Faendryl summoning demons a silver bullet for stopping her.&lt;br /&gt;
[601] This is reviving the Rolemaster bestiary lore for these kinds of undead. It was true of skeletons, zombies, and ghouls.&lt;br /&gt;
[602] This was explicitly true in the Rolemaster bestiaries, which was the creature lore at the time &amp;quot;[[History of Elanthia]]&amp;quot; was being written in late 1995.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts.[603] Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland.[604] Methods were made so that the fallen on battlefields would rise together in mass.[605] Most importantly of all, Despana was a plaguelord, fashioning cursed diseases.[606] Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries.[607] These were as the transformation curses of witchcraft, except resulting in the undead.[608] Ghouls would make more of themselves by clawing with their nails.[609] Others were infected through contact with fluids, or through bites, or even through pestilent vapors.[610]&lt;br /&gt;
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[603] This document is preferring to treat the Rhoska-Tor banshees as corrupted nature spirits (fey) from the taint of the Ur-Daemon, so that Despana is really conjuring / summoning them, rather than the kinds of banshees that come from cursed sorceresses. Being categorically different from the rotting corpse undead, this is giving her a different control method. In DragonRealms the [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds banesidhes] are black-hearted fey as well, and GemStone has had bainsidhe invasion creatures in the past (e.g. Castle Anwyn).&lt;br /&gt;
[604] Possession of corpses by spirits is a concept in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, and this notion of burial in tainted lands is a trope that is also present. The Grot&#039;karesh incidentally keep their dead in crypts.&lt;br /&gt;
[605] This was described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot;.&lt;br /&gt;
[606] The most clear and explicit example of this is the Red Rot.&lt;br /&gt;
[607] This is represented in the &amp;quot;[[Giantkin History]]&amp;quot;, and the latter part especially is explicitly described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard]]&amp;quot; soldier&#039;s journal document, which also has the festering wounds.&lt;br /&gt;
[608] This is an embellishment but the framework of this document giving historical continuity between these traditions.&lt;br /&gt;
[609] This is the original ghoul lore from Rolemaster. By 1995 the disease curse from ghoul nails was known as Ghoul Rot.&lt;br /&gt;
[610] The fluids and bites are generic. The pestilent vapors (like the Living Dead movies) raising undead is something Raznel was actually doing in the [[Witchful Thinking]] storyline, but for the notion of infecting, the Red Rot was treated as airborne when it resurfaced in 5103 (though it was not represented as turning Dwarves into undead.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire.[611] The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497.[612] This was about three hundred years before the siege of ShadowGuard.[613] In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action.[614] There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief out of the southern wastes.[615] There was much reason to underestimate the weak undead.[616]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[611] This sentence may sound like a non-sequitur coming off that paragraph, but the point is that the real threat of her horde was from these not obvious directions, which was not understood until later. This line is pointedly interpreting &amp;quot;the Undead&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; as a proper noun for referencing Despana&#039;s horde specifically and not the undead in general.&lt;br /&gt;
[612] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document had the Undead War going back into the -15,400s and that needs to be handwaved as lower scale skirmishes. It implies the Battle of ShadowGuard happened in the -15,400s but all the other documents with dates disagree. It should be reinterpreted as having Sylvan scouts coming across Dharthiir allied mountain forces, but not coming out to the other Elves until a much later date when ShadowGuard happens&lt;br /&gt;
[613] We are using the other documents having ShadowGuard and Maelshyve destruction not that far separated. But we&#039;re not going to use -15,186 because it doesn&#039;t give space for &amp;quot;years&amp;quot; or war or the Battle of Harradahn. So this document says ShadowGuard was really in -15,196 and just commonly gets misdated as -15,186 (maybe because of legibility of the digit in whatever record in the Chronicles, calendar system discrepancies, and maybe a headache of unreliable documents in the period with politically motivated revisionism.)&lt;br /&gt;
[614] This is a mild retcon for reconciling &amp;quot;[[History of the Sylvan Elves]]&amp;quot; with the other Undead War period history documents with dates. It is also giving some sense to Rhak Toram speaking of &amp;quot;the orc wars&amp;quot; as something more distinct than normal dwarf-orc clashing. What we are doing is having the Sylvan scouts coming across Dharthiir forces back into the -15,400s, but then they noticed what we&#039;re calling &amp;quot;the Surge&amp;quot; around the time ShadowGuard gets taken out (and what&#039;s happening to the crops in the provinces and so forth), and only then do they come out and help the Faendryl fight the Undead.&lt;br /&gt;
[615] This is an embellishment. But with the premise of the nature of the southern wastelands in the Second Age, this is a sensible thing the Vaalor would have done.&lt;br /&gt;
[616] GemStone has done some serious level creep since &amp;quot;[[History of Elanthia]]&amp;quot; was written. But the general idea leaned into with this document is that the weak undead can be controlled in greater numbers, and having big numbers becomes the central threat, particularly when these undead can inflict unhealing festering wounds or turn the wounded into more undead. They do not need to defeat the opponent in single combat. They only need to make contact or get too close, then those wounded or dead get made part of the Undead hordes. So Dharthiir goes for the heavy infantry House first.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chronology of the Undead War is muddy and sometimes contradictory.[617] Library Aies was badly damaged in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records.[618] There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals.[619] The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized.[620]&lt;br /&gt;
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[617] This is explicitly framing the fact that the official documentation has a bunch of contradictory dates and time ranges for the Undead War. The grounding for the premise is that you have a surplus of dubiously reliable personal memoirs, and a long period of time of shoddy document preservation and replication. So even though the documents that exist would be using Elven calendar dates, it is unclear how trustworthy the dates are in a surviving copy. Similarly, if the provenance of the document is unclear and the numbers have to be interpreted, the Houses use calendars with similar but different origin years based on their House founding dates. The &amp;quot;[[Ilynov Journal]]&amp;quot; accounting of ShadowGuard (converted out of Vaalorian calendar dates) ranges from April -15,187 through November -15,186, with ShadowGuard besieged as early as January -15,186, while the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard document]] spans only one month, July into the beginning of August -15,186. We also do not know what kind of calendar drift (e.g. Julian vs. Gregorian calendars would be a whole year off on Elven civilization time scales) happened over thousands of years and the corrections that were or were not applied (and how many times between copies) to the dates.&lt;br /&gt;
[618] The first part of this is an extrapolation from details in the [[Ta&#039;Illistim Monarchs]] document. The second part is from the Half-Elven history document.&lt;br /&gt;
[619.1] This is meant to give some wiggle room on the absolute authority and implications of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] and the [[Ilynov Journal]] documents, and to give some motivation for why chronology of that time period would be difficult for much later historians. The analogy with criminal memoirs is that onced freed from the liabilities, criminals will admit to things they did not do for posterity, and misrepresent things to make themselves sound bigger and more significant. The &amp;quot;criminals&amp;quot; dig is also partly coming from the IC author being Faendryl.&lt;br /&gt;
[619.2] This is also throwing some salt into the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|ShadowGuard journal]]&#039;s final entry as fantastic, of the Vaalorian undead soldiers somehow breaking free and turning on Dharthiir (after standing around idly allowing Dharthiir and Taki to duel), allowing Taki to strike at the lich. But this undead turning on Despana&#039;s own forces phenomenon, whatever the cause of it, helps support the hierarchical control disruption premise used in this document.&lt;br /&gt;
[619.3] This is also throwing shade on [[Ilynov Journal]]. It has Taki Rassien gathering the Sabrar with Despana threatening &amp;quot;even the mighty Vaalor&amp;quot; in April -15,187 , and then Taki &#039;&#039;&amp;quot;prepares for a battle at ShadowGuard&amp;quot;&#039;&#039; in January -15,186 (the forces described as already besieging ShadowGuard at this time with &#039;&#039;&amp;quot;a surprise attack on the forces besieging ShadowGuard&amp;quot;&#039;&#039;), then news of Taki&#039;s defeat in the city in November -15,186 (which [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document has happening in early August.) This makes the month vs. one day tension even worse, so as noted in other footnotes here, it can be reconciled by having Dharthiir not seriously trying to take ShadowGuard at first but instead bottling up the pass around the mountains.&lt;br /&gt;
[620.1] This notion of emphasis-on-what-counts is the way to reconcile these contradictory documents. The &amp;quot;[[History of the Faendryl]]&amp;quot; can be using &amp;quot;Undead War&amp;quot; to refer to the entire 5,000 year period Despana was known to exist by the Elven Empire. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is using a few hundred year date range, reinterpreted here to refer to comparatively low level pre-&amp;quot;Surge&amp;quot; skirmishes with Dharthiir and his allied forces (though this requires bending its timing, which has them only starting to deal with it after ShadowGuard falling.) The relatively short war with a stalled battlelines/front is treating the Battle of ShadowGuard as the start of the Undead War and not that long period Dharthiir was up to hijinx leading up to it. Which incidentally gives everyone a few centuries to know who and what Dharthiir was prior to ShadowGuard (which is still haunted with undead in the present day, having been turned into a haunted place with corruption and so forth.) &lt;br /&gt;
[620.2] There might also be some relatively static presence of Undead forces at ShadowGuard for a longer period of time, then a lightning fast surge through the western provinces, with Dharthiir showing up at ShadowGuard (with a sudden increase in hazards / ability) to then lead an eastern offensive toward Ta&#039;Vaalor after catching the Vaalor legions off guard. This would give some flex time for other Houses not cooperating, the year prior time span in the &amp;quot;[[Ilynov Journal]]&amp;quot; document, and some sense to &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot; At last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense&amp;quot;&#039;&#039;, when a one month time window would seem too short / recent for that wording. But this point is trying to reconcile the &amp;quot;Ilynov Journal&amp;quot; and &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document extended time spans for ShadowGuard with the time spans in &amp;quot;History of Elanthia&amp;quot;, which instead made it sound like an advancement into Elven territory toward Ta&#039;Vaalor and then Taki and the Sabrar going to a fortress in the invasion path to &amp;quot;make a stand&amp;quot;, and then immediately getting steamrolled, while there is no geographical reason the Undead horde should have waited around ShadowGuard that long if it&#039;s as far inland and wide open as shown on the current Elanith map.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185.[621] Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year.[622] It is generally accepted that the war lasted for years.[623] There are even some races who conflate the Undead War with the whole Age of Chaos.[624] There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years.[625] The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade.[626] What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard.[627] Despana&#039;s capacity for rapid escalation was contrary to her own precedent.[628] The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.[629]&lt;br /&gt;
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[621] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Vaalor journal documents use these dates, though the Vaalor ones are converted into the Vaalor calendar equivalent. The [[Ta&#039;Illistim Monarchs]] document also uses -15,185 for the end of Lanenreat&#039;s reign (using Illistim dates), having been (de facto) deposed during the Undead War. It actually treats Laibanniel in -15,185 as overseeing the &#039;&#039;&amp;quot;initial defense of Ta&#039;Illistim&amp;quot;&#039;&#039;, which means implicitly it&#039;s using the -15,186 date for ShadowGuard, and Lanenreat had resigned for failing to contain Despana and her hordes. This implies something happened to Ta&#039;Illistim after ShadowGuard. The Lanenreat section saying &amp;quot;hordes&amp;quot; and Laibanniel section saying &amp;quot;undead hordes&amp;quot; is a seed for a coming paragraph to say it was Dharthiir&#039;s orc/troll/etc. allies in the mountains that hit Ta&#039;Illistim at first. Which geographically makes sense.&lt;br /&gt;
[622] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and &amp;quot;[[Elanthian Gems]]&amp;quot; in the jet section, which uses the sylvan dates, have -15,188 for the Battle of Maelshyve, which by definition has to happen later than the Battle of ShadowGuard.&lt;br /&gt;
[623] &amp;quot;[[History of Elanthia]]&amp;quot; had said it lasted for years: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039;&lt;br /&gt;
[624] The Giantkin history could be read this way. But &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound that way very directly.&lt;br /&gt;
[625] This could be just very loosely referring to the whole period Despana was known about. But &amp;quot;[[History of the Faendryl]]&amp;quot; only gives a couple of Patriarchs for the entire 15,000 year period between the Undead War and the Ashrim War. It was pretty clearly written to imply the Undead War was very long and the underground period up to the Ashrim War was relatively short. These Patriarch numbers need to be retconned in some way, such as state sanctioned history redacting the Patriarchs in the underground period, or re-numbering the earlier Patriarchs.&lt;br /&gt;
[626] Doing it this way just means a digit error is being done, where instances of -15,186 should be saying -15,196. Or the equivalent in the other calendar systems. Then there&#039;s a reasonable length total war phase and the Battle of Harradahn fits.&lt;br /&gt;
[627] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[628] This is extrapolation from the time gap in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[629] This is going off the timing in &amp;quot;[[History of Elanthia]]&amp;quot;. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] twists it somewhat, having a month long siege of the same place (or closer to a year long siege in [[Ilynov Journal]] and over a year of threatening Vaalor), and then Taki Rassien showing up (after over half a year in Ilynov Journal but only a one month reinforcement call delay in ShadowGuard journal) and that part being the 1 day event. Whereas &amp;quot;History of Elanthia&amp;quot; words it as a month long advance, &#039;&#039;&amp;quot;cut[ting] a swathe&amp;quot;&#039;&#039; into Elven territory, up to the point it was threatening Ta&#039;Vaalor itself. (ShadowGuard is also represented as significantly north of Ta&#039;Nalfein on the Elanith map, about the distance from Tamzyrr to Brisker&#039;s Cove, with no apparent reason why Dharthiir should not just ignore it and go around it.) A static siege at one location is nominally inconsistent with &#039;&#039;&amp;quot;progress was lightning fast, easily destroying what little resistance they met in the outlying provinces&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;the battle of ShadowGuard lasted less than one day.&amp;quot;&#039;&#039; The prior dig on war memoirs is taking some of the edge off this point. The premise that this &amp;quot;shocked [the other houses] into cooperating&amp;quot; originates in &amp;quot;History of Elanthia&amp;quot;, where &amp;quot;at last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense.&amp;quot; This document also presses into the point of the Elven empire&#039;s &amp;quot;outlying provinces&amp;quot; away from the East as having been hit especially very badly, which has never really been elaborated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
III.C The Faendryl Exile [630]&lt;br /&gt;
&lt;br /&gt;
What the Elves had failed to understand was that Despana had united the malign factions of the southern wastelands, and over those many long years there was a merger of the traditions of the black arts.[631] There was a leap in the arts of necromancy because it was felt as an abrupt revelation.[632] In the first month of the invasion, what might be called the Surge, the Undead were regarded as a conventional but mindless force.[633] It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir.[634] They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders.[635] House Vaalor was, bizarrely, the path of the invasion.[636] With the benefit of hindsight, it is now believed Dharthiir intended to make his forces be surrounded as a tumor in the very center of the Empire, which at the time was regarded as illogical and suicidal.[637]&lt;br /&gt;
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[630] This is setting the fusion of black arts traditions on the one hand, and then the conditions for those spilling over into Faendryl sorcery, and vice versa, to help explain the later widespread use of the dark sorcery paradigm.&lt;br /&gt;
[631] This is an embellishment. Since we have heterogeneous smaller scale factions existing in that region, and Despana having come to dominate that region, and Dharthiir having made allies of various races against the Elves, it is a sensible consequence of this that these stipulated &amp;quot;black arts&amp;quot; traditions would be merging in Despana&#039;s long dormancy period in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Then from the point of view of the Elven Empire, there would have been a sudden burst in unfamiliar necromancy. &lt;br /&gt;
[632] More subtly, this document is creating an internal logic for the Book of Tormtor possibly being more myth than fact, because it would have been tempting to erroneously assume some ancient dark magic was discovered and rapidly acquired by way of an artifact. It could instead be that a lot of merging and innovation was done to large scale and only revealed all at once.&lt;br /&gt;
[633] The phrase &amp;quot;the Surge&amp;quot; is totally made up. &amp;quot;The Undead&amp;quot; is being used as a proper noun for Despana&#039;s horde. This is following off the Undead War section of &amp;quot;[[History of Elanthia]]&amp;quot;, and to some extent the early parts of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document. &amp;quot;the Surge&amp;quot; is creating a distinct phase of the Undead War that allows some flex on the timing. There can be some earlier stuff happening, but then a sudden escalation with ShadowGuard getting overrun as they shifted gears and began pushing northeast into the core Elven Empire. &amp;quot;the southeastern outlands&amp;quot; is talking about pressing into and building up toward ShadowGuard.&lt;br /&gt;
[634] This is cross-referencing &amp;quot;[[History of Elanthia]]&amp;quot; wording with the Elanith continent map, which wasn&#039;t really defined yet when &amp;quot;History of Elanthia&amp;quot; was written. This approach is really &#039;&#039;&amp;quot;the heart of the Elven empire&amp;quot;&#039;&#039;, so &#039;&#039;&amp;quot;the outlying provinces&amp;quot;&#039;&#039; should refer instead more to the western territories, where there would be weaker concentration of forces. And the framing we have given of sovereign land claims being in the way of each other and not allowing military border crossings.&lt;br /&gt;
[635.1] The borders line is a slight embellishment from &amp;quot;History of Elanthia&amp;quot; saying &#039;&#039;&amp;quot;no house would commit troops to defend the territories of another.&amp;quot;&#039;&#039; It would not be possible for some of these land locked Houses to get their troops anywhere without going through the main lands of another House, so what we&#039;re doing here is interpreting this line as meaning something more to the effect of &amp;quot;defend the [outlying province claims] of [other Houses].&amp;quot; This is trying to make sense of the line &#039;&#039;&amp;quot;Each house wished the glory of vanquishing the Undead for themselves&amp;quot;&#039;&#039;, because in terms of the continent map, only Houses Vaalor and Nalfein were geographically positioned to be fighting the invasion. So we have to assume this involving those western provinces which are ill-defined.&lt;br /&gt;
[635.2] We are also tacitly committing to a model of forces moving north into the West (in terms of outlying provinces) because Despana&#039;s progress being lightning fast, and within a month threatening the heart of the Elven Empire, because in terms of the actual continent map there is not much distance between Maelshyve and core Elven or even Vaalorian territory. And if the only thing that&#039;s happening is the thrust toward House Vaalor, the stuff about the other Houses wanting the glory for themselves becomes incoherent. It makes more sense for that to be talking about defending their Western provinces.&lt;br /&gt;
[636] This is referring to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Within a month, the Undead had cut a swathe to the heart of the Elven empire, threatening Ta&#039;Vaalor itself.&amp;quot;&#039;&#039; This has to be interpreted delicately to reconcile it with the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document and ShadowGuard&#039;s position relative to the Sylvans in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. Some of the pressure can be taken off by instead reading it as the horde kept moving onward toward Ta&#039;Vaalor after ShadowGuard. The notion here is Dharthiir directly going after Vaalorian fortifications (e.g. ShadowGuard) and moving in an arc toward Ta&#039;Vaalor while skirting the territory of House Nalfein. And then House Nalfein is not defending Vaalor fortifications, the whole not defending each other&#039;s stuff situation. Second Age borders are not defined. But it would be plausible that House Vaalor had its own land access around the southern DragonSpine for moving its legions.&lt;br /&gt;
[637] This is an embellishment. The strategy is based on extrapolating from the threads in the lore that indicate the use of disease magic and the wounded living turning into undead. It changes the logic of what makes sense for deploying armies. Dharthiir is getting into a close up melee fight with the infantry forces House and doing that damage up front before the longer-run fight with the more magic oriented houses. This logic is also motivating the orcish raids on House Illistim at almost the same time postulated later in this document. Also because of Lanenreat lore and the distance from the Undead. However, this wording is partly leaning on the position of ShadowGuard on the current Elanith map, which is probably much too far north given its implied latitude in the Sylvan documentation. If ShadowGuard were instead placed near the pass leading around the DragonSpine Mountains, on the edge of core Elven territory, the Surge would be mostly heading north into the Western provinces and then the first month in &amp;quot;History of Elanthia&amp;quot; is referring instead to some increased build-up in the direction of ShadowGuard, which is the invasion shifting to instead become northeast focused and starts steam rolling toward Ta&#039;Vaalor when ShadowGuard falls. (e.g. Dharthiir swells his Undead army by incorporating people in the west who had not voluntarily joined him before turning northeast on the Elves directly.) This line is also about reconciling why this is largely bypassing House Nalfein, which for a living military would make supply lines vulnerable to being cut off and then surrounded, and has Dharthiir (who doesn&#039;t take to the field until two weeks into it in the soldier journal document) not immediately trying to take ShadowGuard but instead having a temporary false stalemate while the Western provinces fall.&lt;br /&gt;
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The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces.[638] This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades.[639] This temporarily disrupted the hierarchy of the Undead.[640] There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.[641]&lt;br /&gt;
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[638] This line is inspired from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]] document.&lt;br /&gt;
[639] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;, but the specific detail of Taki and Dharthiir vanishing in a sword clash comes from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The &amp;quot;[[Ilynov Journal]]&amp;quot; document suggests the details of this were still not known a century later, and this journal is retrieved back in 2014. It is implicitly a sorcerous backlash from the clash of the incompatible essences in the swords, similar in principle to when the Griffin Sword shattered in the duel between Morvule and Ulstram, and this sorcerous backlash must have thrust them out of this reality.&lt;br /&gt;
[640] This is an embellishment. It is reasonable to think this temporarily disrupted things with the Undead, giving breathing space for the Faendryl to take unified command of the situation. Dharthiir probably wasn&#039;t the only lich, though, so the emphasis here is on temporary. This line does two things. It gives a hook for the Faendryl to recognize the hierarchical dependency of Despana&#039;s undead army. And it tacitly acknowledges ShadowGuard is still overrun with Undead in the present day. ShadowGuard has been visited in this way during storyline events. So this document treats it as a place that became haunted.&lt;br /&gt;
[641] The document is being non-commital on whether this was pre-planned, or Despana shifted gears temporarily when Dharthiir went missing. This line is meant to explain the [[Ta&#039;Illistim Monarchs]] document having Lanenreat resign, when the Undead should not have been near House Illistim, and her successor doing the initial defense against the *undead* hordes. It geographically makes sense that Despana&#039;s orc/troll and maybe minotaur allies in the mountains would hit House Illistim first in an eastern campaign. The Mirror Valastiel&#039;s personal diaries were also stored in Library Aies, &#039;&#039;&amp;quot;but were lost during the Undead War with Despana.&amp;quot;&#039;&#039; This creates a strong implication that Library Aies was damaged during a siege or sacking event, while the Undead front lines should not have been anywhere near Ta&#039;Illistim. &lt;br /&gt;
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With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command.[642] They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana.[643] However, in what was a supreme irony and reversal of the natural order, time was working against the Elves.[644] The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics.[645] Where there were battle lines held in the southeast, there was widespread chaos and death in the West.[646] Plagues were spreading that had been made through dark sorcery.[647] Blights were killing the fields and wildlife.[648] The living were in very serious danger of widespread famine and mass starvation.[649] It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners hid the desolation of the West to prevent demoralization.[650]&lt;br /&gt;
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[642.1] Houses Vaalor and Nalfein would have taken the brunt of the Undead invasion for geographical reasons. This line is adding in House Illistim getting hit out of the mountains as an extrapolation from the [[Ta&#039;Illistim Monarchs]] document. That House Faendryl was able to unify command under these conditions is given in &amp;quot;[[History of Elanthia]]&amp;quot;. They grouped forces to the west of ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which does not make much sense unless ShadowGuard is significantly further south than the current [[Elanith]] map depicts and House Nalfein further east is getting hit by Despana&#039;s forces out of ShadowGuard.&lt;br /&gt;
[642.2] The most current map of Elanith places ShadowGuard much too far inland (and would be a more reasonable location for Harradahn), about as far north as Brisker&#039;s Cove while Maelshyve is roughly as far south as Idolone. This is awkward because it means this Undead horde under Dharthiir is passing right through core Nalfein territory, ignoring House Nalfein and apparently not being fought by the Nalfein. This is awkward enough that the map should probably be retconned, and arguably is not consistent with other documentation. &amp;quot;ShadowGuard&amp;quot; in the Second Age would more sensibly have been between the Sylvan settlement of Nevishrim and Ta&#039;Nalfein or what is now Feywrot Mire, which makes much more sense for Sylvan scout and army grouping positioning relative to ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot;The elves, shocked by the loss of ShadowGuard, a site less than 100 miles to the east, welcomed the sylvans and fervently sought their allegiance against the forces of Despana.&amp;quot;&#039;&#039; ShadowGuard would then be sensibly named with the specific Second Age purpose of guarding against bad stuff coming out of those southern wastelands, and effectively analogous to Minas Morgul which was the forward most fortress guarding against Mordor and is now haunted with undead. Then the fortress would be a kind of choke point that Dharthiir can&#039;t just go around, and makes this House Nalfein issue not a problem. The horde can keep heading toward Ta&#039;Vaalor after ShadowGuard at this position and the original wording still makes sense.&lt;br /&gt;
[642.3] Following off note 642.2, with the lightning fast progress happening in the West, the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] depicting a month long (or longer in &amp;quot;[[Ilynov Journal]]&amp;quot;) siege can be reconciled with &amp;quot;[[History of Elanthia]]&amp;quot;. Dharthiir would be bottling up Elven land forces at a choke point while hordes wreaked havoc in the Western provinces, and only then committing to a &amp;quot;Surge&amp;quot; northeast. But this would require changing the Elanith map to put ShadowGuard farther south as the border of the core Elven Empire. The wording in this document about focusing on House Vaalor as the invasion path in contrast is allowing House Nalfein to be temporarily bypassed. Since Dharthiir gets taken out at ShadowGuard, we would read it as his strategy being continued, cutting the swathe toward Ta&#039;Vaalor.&lt;br /&gt;
[643.1] The Battle of Harradahn is mentioned in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, dating it as the following year is the chronology convention explicitly chosen earlier in this document. The stalemate was established in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039; This incidentally contradicts the 1 year timing in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, but the daily heavy casualties does not allow a very long period of war on this scale. That&#039;s why this document uses approximately 10 years. The Undead advance after ShadowGuard into Vaalorian territory can be fast (after initial disruption with Dharthiir gone), then slower, then stalemate after Harradahn. Also, with the existence of these front lines and a lightning strike being done on Maelshyve, this document supposes a bunch of Despana&#039;s forces were not actually at Maelshyve. This bolsters the vulnerable-hierarchy strategy argument for a decapitation attempt and why her forces apparently fell apart fast with Maelshyve. &lt;br /&gt;
[643.2] &amp;quot;[[History of Elanthia]]&amp;quot; does not say who among the Elves made alliances with the non-elven races. [[Ta&#039;Illistim Monarchs]] has Laibanniel &#039;&#039;&amp;quot;formed the first official alliances with non-elves&amp;quot;&#039;&#039;, but this may only be talking about House Illistim. With the way it is framed in this document, it would make sense for this to have been the Dwarven overking of Kalaza, due to the orcs and trolls. That would plug into what Rhak Toram meant about how they were veterans of the &amp;quot;orc wars.&amp;quot; Though &amp;quot;[[History of Dwarves]]&amp;quot; says there was sadness after the Battle of ShadowGuard, and does not specify the details of the &#039;&#039;&amp;quot;Elven request for help.&amp;quot;&#039;&#039; &amp;quot;[[History of the Sylvan Elves]]&amp;quot; has sylvans contacting the elves first, after the Battle of ShadowGuard, though the chronology of this is suspect. It uses a date range of -15,400 to -15,180. It does have the Eranishal legions with &#039;&#039;&amp;quot;a top-notch army of Faendryl elves&amp;quot;&#039;&#039; in -15,195 at the Battle of Harradahn. In &amp;quot;[[History of the Truefolk]]&amp;quot; it is Faendryl emissaries that go to talk to the halflings. It isn&#039;t defined in &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[644] Elves having the advantages of being very long lived and able to outlast things and wait things out. But also being slow-breeding.&lt;br /&gt;
[645] This is a logical consequence of having an undead army, and the trope is seen in other settings, such as the White Walkers of &amp;quot;Game of Thrones&amp;quot; (though they move forward very very slowly, not needing to be in any kind of rush.) The one complication in this is that Despana&#039;s hordes included the living, which do have such constraints, and there were a lot of these at the routing at the Battle of Harradahn which was later than the Battle of ShadowGuard.&lt;br /&gt;
[646] This is cross-referencing the stalemate of front lines in &amp;quot;[[History of Elanthia]]&amp;quot;, while also more explicitly including the detail of the very rapid conquest that had been done in the &amp;quot;outlying provinces&amp;quot; of the Elven Empire, and details such as &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about the crops rotting in the fields. Part of the logic here is that if the elves are holding a front line against the heart of their empire, they&#039;re not logistically in a position to do much to protect outlying provinces in the west.&lt;br /&gt;
[647] This is generalizing from the Red Rot and the festering wound kind of stuff in &amp;quot;[[Giantkin History]]&amp;quot; and the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The Red Rot itself is particular to the Dwarves going up against undead in Maelshyve, but it does not need to be the only disease curse.&lt;br /&gt;
[648] There is some indication of this in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and it is a sensible thing a necromancer enemy would have done. It is partly inspired by Raznel&#039;s blight around Darkstone Bay. Volume 2 talks about desecration witchcraft, and earlier in this document talked about warding charms to protect crops from witchcraft. &amp;quot;Blight&amp;quot; generally refers to plant disease, but I&#039;m having wildlife in turn getting sick from it, much as with Raznel&#039;s blight.&lt;br /&gt;
[649] This logically follows from the premises, combined with the high mobilization levels, and the population disruptions in general. (e.g. humans leaving to join Despana)&lt;br /&gt;
[650] These several lines are inspired by Germany in World War I. The Kaiser himself did not know Germany was on the brink of having to surrender, because his generals hid the direness of their logistic situation under the British naval embargo and so forth. There was just stalemate fighting on the front in France, so to people in Germany, there was no reason to perceive themselves as losing the war. This information asymmetry is setting up some premise for why the other Elven Houses regarded what the Faendryl did at Maelshyve as unjustified and why the Faendryl rulers said there was no other way. The previously framed notion of a long build up of black arts traditions merging is also World War I inspired, based on the long delay since the Franco-Prussian War having masked how much more destructive war technology had become, with the analogy being between the attitudes at the start of World War I and the Elven Houses glibly viewing defeating the Undead for their own glory, followed by war trauma from getting mugged by reality. This is setting up the trauma responses and resentments for the post-war period. The nationalist withdrawing and implicit autarky is reminiscent of post-WW1, but the decolonization is more like post-WW2.&lt;br /&gt;
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The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve.[651] By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed.[652] The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead.[653] What needed to be done was to banish them from this reality entirely, so that it would be impractical or impossible for them to make it back to this world.[654] The other problem was actually reaching them.[655]&lt;br /&gt;
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[651] So these resources and logistical conditions and so forth, a direness situation only fully understood by the centralized war planners, compel a need for a lightning strike. Which is informed by the Undead hierarchy/leverage conditions.&lt;br /&gt;
[652] This is rooted in the earlier premise of large numbers of weak undead, which are comparatively easy / safe to kill when dispersed in small numbers, and the otherwise natural fractiousness of the allies in Despana&#039;s coalition.&lt;br /&gt;
[653] This is a reasonable surmise with Dharthiir being an Arch-Lich, and it should follow that there would be lesser liches. Difficulty keeping permanently dead is foundational to the lich archetype, so there&#039;s some notion here of phylacteries in Maelshyve or whatever.&lt;br /&gt;
[654] This is giving a very specific role to the use of the veil tearing version of Implosion in destroying Maelshyve, and making consistency with &amp;quot;Maelshyve&amp;quot; in DragonRealms having been an extraplanar exile returning to Elanthia, and possibly even tying into how there are liches (who carry their own phylacteries) in the Scatter. The Rift would then be a hook for the threat of Undead War figures returning eventually, though the Rift itself is effectively a prison. Since this document has Vvrael cultists in the southern wastes, it might be this is how at least some of them ended up in the Rift in the first place. This would also help explain the Vvrael quest premise of Daephron Illian studying ancient Vvrael related texts during the early exile in Rhoska-Tor.&lt;br /&gt;
[655] There were front lines between the Elven Houses and Maelshyve. But then there&#039;d also be a mass of forces guarding Maelshyve Keep. So the issue becomes how do you get these lieutenants all concentrated in close quarters to banish them from this reality all at once in an implosion. If you just implode Maelshyve at the outset, you have Undead leaders not inside the fortress for it, and you still have a problem. (Though the ones bound to phylacteries in Maelshyve get destroyed even if they are somewhere else, leaving fragmented or leaderless undead hierarchy in other places; and if there were phylacteries hidden elsewhere or being carried by the liches, the liches themselves are banished off world.) There&#039;s some awkwardness in the basic story premises from &amp;quot;[[History of Elanthia]]&amp;quot; --- how do you go from stalemate frontlines to Despana&#039;s armies &#039;&#039;&amp;quot;said to have been utterly destroyed&amp;quot;&#039;&#039; from a lightning strike on Maelshyve (i.e. why would they all be there), and why not implode Maelshyve at the very beginning. (&amp;quot;[[History of the Minotaurs]]&amp;quot; is an existing canon example of survivors of Despana&#039;s forces.) So this document is going with the Faendryl trying to delay/avoid doing it, until the situation showed it was necessary, for the political cover of how they know everyone is going to react to it. Along with a strategy of making sure her liches are all taken out with her, especially with the uncertainty on whether phylacteries or where they were all located. There might be some more premise to be had of the horde pulling back and concentrating in a mass at Maelshyve since the allied forces were doing a lightning strike toward it, and then it&#039;s a matter of using the demons to get them to all go inside the fortress. But generally a lightning strike in a static front line situation suggests the Elves were leaving their cities wide open to invasion to pull this decapitation attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was decided that the only choice was to summon a great number of powerful demons from the high ground.[656] These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces.[657] These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes.[658] The rotting corpses would then be broken from their command hierarchy, following either the demons, or instinctively turning on the living warriors that were allied with Despana.[659] They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress.[660] The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality.[661] But the Faendryl ruling class was aware that the other Houses would never agree to these actions.[662] Nor would they even see it as necessary from not knowing the true direness of the situation.[663]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[656] The allied forces being higher up on slopes with Maelshyve in a &amp;quot;valley&amp;quot; below and the demons spreading through the valley is framed in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The high ground aspect is about relatively uncontrolled demons generally moving in the right direction.&lt;br /&gt;
[657] The Rhak Toram quote calls it &amp;quot;plains&amp;quot; around Maelshyve, though I think the general Rhoska-Tor region should have badlands geology, with tuffaceous sandstone in addition to limestone plateau for the plains, with igneous intrusions and outcroppings. Generally speaking, this reaction of the living to the demons is leveraging off the Breaking from the Third Elven War in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, and the general notion of some demons having chaotic/evil auras analogous to undead sheer fear. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also talks about wildlife scattering and fleeing when the demons were summoned, but that version weirdly describes trees in the vicinity. But it also establishes that the area is hilly: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039;&lt;br /&gt;
[658] This is a critical premise. The Cleric repel spell lists (at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written) used to classify the level of undead relative to &amp;quot;the lesser demonic&amp;quot; and &amp;quot;the greater demonic.&amp;quot; It isn&#039;t obvious in the Rolemaster bestiary context of 1995 that the undead would have any instinct to attack demons, and there&#039;s a strong argument that these mindless undead would instinctually obey dark demonic fiends. So these demons would rip away control from the undead lieutenants, much as combat demons can steal the minor demons that are summoned by Sorcerers in game mechanics. There is indication of control disruption and turning on the leaders in the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document, even if the way it is described sounds implausible (e.g. maybe the thaumaturges stumbled on something that worked as control interference at that moment, similar in  a way to the Order of Voln symbol of submission.)&lt;br /&gt;
[659] This makes the use of demons not about raw brute force, but because the special intrinsic nature of the demons and their relationship with the undead. So using a bunch of elementals, for example, would not work in this same way. The point is to drive everyone (especially the undead) into Maelshyve Keep for the implosion. So if the undead are instinctually turning on Despana&#039;s living forces, they are going to turn around and retreat into the fortress, since they are being flanked on all sides.&lt;br /&gt;
[660] This is the straight forward logic of what would happen if Despana and her lieutenants lost control of the bulk undead in this situation.&lt;br /&gt;
[661] This is a specific means to a specific end, but it causes permanent damage to the veil in an old place of the Ur-Daemon.&lt;br /&gt;
[662] This is set up from the prior framed anathema of the southern wastelands and demonic summoning and all that in this document, as well as the unknowable Ur-Daemon hazard that the Illistim mages talk about in &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[663.1] This embellishment is from the premises established in this document. This helps rationalize why the Faendryl waited for banshees to throw their own side into disarray and retreat before executing the strategy they had already planned. It&#039;s because they know the blowback that will happen from it. This is also about making it clear that their &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; was not actually new magic, it was forbidden and condemned magic that the others would not have agreed to using. &lt;br /&gt;
[663.2] Any sort of premise of &amp;quot;well people did not know&amp;quot; in GemStone depends to a significant extent on tamping down on the scope of NPC magic such as portals and scrying methods. But what we&#039;re getting at here is more along the lines of logistical matters of quantity, which is more abstract and centralized control of information over a relatively short span of years. It could be known things are rough in the West (imagined as the Houses having some raw resource economic dependency on their outlying provinces), but at the same time not really known how material resources have been tapped out. That the state of total war would be imminently unsustainable, which is roughly the same thing as a not-obvious but impending sudden collapse.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war.[664] The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts.[665] Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners.[666] Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies.[667] But it was the demons themselves that were the greatest outrage.[668] Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop.[669] It was feared that the Arkati themselves would strike down on the Elves in retribution for this violation.[670] The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.[671]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[664] It does not make sense for it to actually be &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; for a lot of reasons, ranging from Marlu and Marlu worshippers to how far back in time Elizhabet Mahkra and the Enchiridion Valentia had to be, due to the timing framed in &amp;quot;[[History of the Faendryl]]&amp;quot;. Some of the other allied races might have perceived it as new magic or taken its newness on face value.&lt;br /&gt;
[665] This is the premise set up by this document. It&#039;s the more consistent and better reading of existing documentation that talks about it as &#039;&#039;&amp;quot;new magic.&amp;quot;&#039;&#039;&lt;br /&gt;
[666] This is represented in various history documents. It is stated explicitly in &amp;quot;[[History of the Truefolk]]&amp;quot; of the Paradis Halfling reaction, and &amp;quot;[[History of Elanthia]]&amp;quot; said: &#039;&#039;&amp;quot;All the Elven houses were appalled at the spells the Faendryl had unleashed. The summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039; There is another thread, represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, where upset comes from demons having gotten loose and attacked allied armies. But the foundational premise was being appalled at demonic summoning in itself. So this document uses that as the central complaint.&lt;br /&gt;
[667] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot; With so many of the sorcerors never having cast the spell before that day, and in such a vast context, it was inevitable that some would falter and lose concentration.&amp;quot;&#039;&#039; It is also helping frame that demonic summoning was not actually common in House Faendryl in this time period, that &amp;quot;[[History of the Faendryl]]&amp;quot; is being misleading on that issue.&lt;br /&gt;
[668] This is referencing &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot;summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039;&lt;br /&gt;
[669] These two lines are based on the Illistim mages complaint about the Ur-Daemon risk in &amp;quot;[[History of Elanthia]]&amp;quot;, and the unhealing tear in the veil at Maelshyve that is mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. They might also have argued that throwing Despana and her high minions offworld in some unpredictable way leaves open the hazard of them returning later, where we cannot be certain they were actually destroyed.&lt;br /&gt;
[670] This is made up. It&#039;s partly playing off the &amp;quot;undemanding liege lord&amp;quot; characterization. It&#039;s plausible in light of the Ur-Daemon risk argument, and the &amp;quot;great chain of being&amp;quot; worldview framed by this document. This kind of thinking may have made more sense in the Second Age to the Elves. (e.g. the [[History of Leya|Leya legend]] is at least quasi-historical, with Kai coming down to watch Elven Empire tournaments and so forth). The Arkati may be more aloof these days. In the I.C.E. setting they would go through phases of being more and less in contact with the world. It also has concrete precedent in the game itself. Charl destroyed / [[Solhaven Cataclysm|flooded Solhaven]] in reaction to the elemental plane accident there while messing with plinite in 5109.&lt;br /&gt;
[671.1] This is the general premise in multiple documents. In &amp;quot;[[History of Elanthia]]&amp;quot; it is: &#039;&#039;&amp;quot;The Faendryl argued that it was necessary, that Despana would have won without these magics. The other houses did not agree. They expressed their outrage by expelling the Faendryl from the empire.&amp;quot;&#039;&#039; Patriarch Unsenis was arguing it in &amp;quot;[[History of the Faendryl]]&amp;quot;. But then he died and his successor Patriarch Cestimir lacked clout in the other courts. &lt;br /&gt;
[671.2] There is no framing on what the imagined alternatives were, but the Illistim plausibly might have argued something like that with a high risk lightning strike being committed to, Despana&#039;s hierarchical control could have been magically interfered with in some more direct way (e.g. anti-magic), and elementals could have been used instead of demons for raw force, and then Maelshyve incinerated with a major flooding into the elemental planes (instead of the interplanar void with implosion.) The Faendryl would argue that is not as effective, not nearly as likely to work as a permanent solution due to the liches, not knowing for certain the phylacteries or analogous anchors are even in Maelshyve, etc. Ironically, this extreme elemental action should instead be used by the Faendryl at Ta&#039;Ashrim, who were burnt up. (Lyredaen confirmed the word roots for Ashrim were ash + grim.) Consistent with the non-canon Sea Elf War ship journal, where it was incinerated. The [[forehead gem]]s loresong also showed smoldering ruins of buildings, which implies heat was used. It would also make more sense for something other than implosion and demon summoning to have been used for destroying the whole of Ta&#039;Ashrim all at once off a relatively small number of Faendryl spellcasters taking extreme methods into their own hands. (There is a mechanics implied limit to how close casters can make implosions to each other, and even what was done at Maelshyve was destroying one fortress building. They could conceivably have done widespread immolation, for example, along with big implosions to create scouring currents of flame throughout the city.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180.[672] House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim.[673] They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses.[674] The Faendryl monarchy instead became more absolutist.[675] There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms.[676] It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly.[677] The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority.[678] They argue their royal line was always the most stable after the founding era.[679] These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay.[680] The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other.[681] The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot;[682]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[672] This is an embellishment extrapolating from Lanenreat resigning during the height of the Undead War in the [[Ta&#039;Illistim Monarchs]] document, which was the councilors and people basically ending dynastic rule in House Illistim. It is giving some more political dimension to how the Faendryl exile happened by having some French Revolution vibes. It&#039;s also setting up divergent views, where the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document talks of this as progress, while the Faendryl commit to their absolutist monarchy.&lt;br /&gt;
[673] This is an embellishment. Lanenreat resigned. But it is framed as her having lost faith and support of her councilors and people, so her abdication is apparently more of a &amp;quot;resign or we&#039;ll fire you&amp;quot; thing. This document interprets some tacit things in the player-accessible version of [[Ta&#039;Illistim Monarchs]] as implying Ta&#039;Illistim got sieged/sacked at some point during the Undead War.&lt;br /&gt;
[674] This is talked about in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document and illustrated in the [[Ta&#039;Illistim Monarchs]] document. The extent to which child of monarch is favored to be made successor may vary by House, as King Eamon was the son of the previous Ardenai king (e.g. &amp;quot;[[Timeline of Elanthian History]]&amp;quot;)&lt;br /&gt;
[675] This is a slight embellishment, with the Faendryl being an absolute monarchy in any case.&lt;br /&gt;
[676.1] The advancement premise with councils taking more power from monarchs is given in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document, which contrasts it with the bloody family politics of the Faendryl, which it says still does hereditary rule. &amp;quot;[[History of the Faendryl]]&amp;quot; says the Patriarchy is by blood. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; vests all power in the Patriarch for designating successors, but also says the Patriarch &#039;&#039;&amp;quot;is raised and trained from birth in the mastership of governance and the duties that fall under its mantle.&amp;quot;&#039;&#039; It says &#039;&#039;&amp;quot;patriarchal succession is not necessarily hereditary&amp;quot;&#039;&#039; and the Patriarch could &#039;&#039;&amp;quot;choose someone not of blood relation&amp;quot;&#039;&#039;, but has that implication of tendency toward blood relation successors. If the &amp;quot;History of the Faendryl&amp;quot; document is to be believed, then cross-referencing it with [[Ta&#039;Illistim Monarchs]] and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, the Faendryl only had one coup incident in the Second Age and the Illistim had worse in the same time period. But &amp;quot;History of the Faendryl&amp;quot; probably has to be treated as whitewashing or omitting things. So these sentences are about reconciling this issue with having contrary views of what is backwards.&lt;br /&gt;
[676.2] The Faendryl counterpart view is already established to some extent in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;: &#039;&#039;&amp;quot;Never again will history speak of the elven empire, because when our house stood resolute in its defense, the lesser houses succumbed to the decay of their ideals and visions. They chose destruction, while we chose preservation. For that choice, they sundered what we had saved and betrayed ten thousand years of brotherhood.&amp;quot;&#039;&#039;&lt;br /&gt;
[677] This is in [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document.&lt;br /&gt;
[678] It has undiluted authority of naming successors in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The way to reconcile these documents is for the Patriarch to often choose a blood relative, family politics stuff, but it does not automatically go the eldest child or first born son or whatever as it might in the Turamzzyrian Empire.&lt;br /&gt;
[679] This is the comparative on &amp;quot;[[History of the Faendryl]]&amp;quot; with [[Ta&#039;Illistim Monarchs]], which are the only defined Second Age monarch lists. It should probably be the case that &amp;quot;History of the Faendryl&amp;quot; is omitting stuff that weakens this argument. It also includes within it that there are occasional coups, even though this is the highest unthinkable crime.&lt;br /&gt;
[680] This is an embellishment. It&#039;s just giving two sides to something [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] set up.&lt;br /&gt;
[681] This is pulling in the explicit premise of popular unrest given in this document, and giving some more motivation for the Faendryl arguments that the other monarchs were scapegoating them out of political opportunism.&lt;br /&gt;
[682] This is likewise inspired by Germany after World War 1, with the front line having been away from the population center, and then one day the leaders surrendered and the Kaiser abdicated. This is setting up wounded pride and jealousies in other Houses, and backstab myth stuff from ordinary population in House Faendryl who would not have known what their elites knew, feeling vilified for something they had nothing to do with. Elves were also getting huge doses of humility relying on the lesser races, and the Faendryl justification in this document&#039;s logic would have included resource arguments that would have involved economic dependence on labor from other resources and so forth, which would have been salt in the wound.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones.[683] The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein.[684] The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility to guard against whatever came or even returned from it.[685]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[683] The Patriarch switch and Cestimir lacking influence in the other courts is in &amp;quot;[[History of the Faendryl]]&amp;quot;. The scapegoating partly to protect their own thrones is based on the embellishment made earlier in this document, about Lanenreat having to abdicate because of public backlash. This is a new variation on the Faendryl view that it was political opportunism.&lt;br /&gt;
[684] This is from &amp;quot;[[History of Elanthia]]&amp;quot;. Houses Vaalor and Nalfein would have taken the most direct brunt of the Undead in terms of their lands, because of geography, and likely the greatest dose of forced humility being bailed out with &amp;quot;lesser races&amp;quot; allies, exacerbating the historical chaffing under Faendryl leadership.&lt;br /&gt;
[685.1] This is an embellishment. The premise of the unhealing tear is in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and it is cross-referencing that with the Illistim mages complaint about the Ur-Daemon hazard in &amp;quot;[[History of Elanthia]]&amp;quot;. There is also the Elven [[The Layman&#039;s Guide to Elven Heraldry|crests document]] where Cestimir has a quote about voluntarily cooperating with the exile: &#039;&#039;&amp;quot;Heraldric records of the era, however, list a quote from Cestimir Xisuthros Faendryl, Patriarch XXXV, as the disgraced Faendryl statement: &amp;quot;Respect our obedience and our power, if neither our leadership nor our intentions, and we will go in peace.&amp;quot;&amp;quot;&#039;&#039;&lt;br /&gt;
[685.2] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; document characterizes the Faendryl spin on cooperating with the exile this way: &#039;&#039;&amp;quot;It is only through madness that one can become an exile in their own lands. However, once confronted with the backs of our sisters and brothers, we deigned to depart from this place called home.&amp;quot;&#039;&#039;&lt;br /&gt;
[685.3] So this premise is extrapolating off that point in 685.1 and reconciled with 685.2, with the other monarchs telling the Faendryl rulers &amp;quot;you broke it you bought it&amp;quot; about Maelshyve, saying it was the Faendryl responsibility to reside there to guard against the hazard they created. This provides a prideful / high road leadership kind of rationale for why the Faendryl rulers did not tell them to go to hell and try to do autarky until everyone chilled out and let it go. (&amp;quot;[[History of the Faendryl]]&amp;quot; characterized it as a flare up of taking control of the Elven Empire just long enough to pull off the exile, so the long-term commitment needs motivation: &#039;&#039;&amp;quot;The other Elven Houses used the Patriarch&#039;s death to take control of the Elven Empire for long enough to exile the Faendryl to Rhoska Tor.&amp;quot;&#039;&#039;) Not 100% pure submission and surrender and humiliation and so forth, but a duty and rehabilitating penance, combined with internal popular unrest. &lt;br /&gt;
[685.4] It also explains why the exile had to be to this exact place and nowhere else in spite of all practical hardships and probably lack of coercive enforcement by the other Elves on that. Though people may have cut loose and left for less hardship, and the Faendryl whitewash over there having been deserters. (Pun? Desert?) With perhaps special contempt for those who took up that &amp;quot;right of return&amp;quot; premise this document makes up. This also relates to how the Armata still guards against the tear at Maelshyve, but for the past few hundred years has let demons wander toward the Turamzzyrian Empire as punishment for the Third Elven War.&lt;br /&gt;
[685.5] This is obliquely referring to the return of the demon demi-goddess &amp;quot;Maelshyve&amp;quot; from the [https://elanthipedia.play.net/Category:Planes#The_Planar_Void interplanar void] in DragonRealms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war.[686] Much of the Faendryl population was upset as well, having felt betrayed by their own rulers.[687] It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines.[688] It was decided that those who refused to renounce House Faendryl would be banished with their rulers to the wastelands.[689] Families both immediate and extended were torn apart.[690] Those who were involved in the two crimes against nature had no such leniency.[691] House Faendryl became disgraced, its crest and emblems no longer recognized.[692] The descendants of the exiled could only return by renouncing their heritage.[693] This right of return no longer exists. It was suspended as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.[694]&lt;br /&gt;
&amp;lt;pre{{log2|marin-right=350px}}&amp;gt;&lt;br /&gt;
[686] The &amp;quot;civil war&amp;quot; part is about the postulated popular unrest and resentment and anger, with the Faendryl rulers having prevented the Elves from winning legitimately, after having already relied on all those non-elves. The Elves would have regarded Despana&#039;s forces as racially inferior.&lt;br /&gt;
[687] This is an embellished premise, but we have generally treated these Houses as too monolithic. Joe six pack Faendryl would not have known anything about these demonic summoning plans, and suddenly is being treated like a Marluvian. This is inspired by the post-war reaction in Germany after World War I, the backstab myth that they were betrayed by their own rulers. There might even be some breakaway expatriates at this point for the opposite reason, being mad at the rulers for letting the other Houses exile them. The Faendryl exile is supposed to have torn families apart, and that should include within House Faendryl. They would just be loath to admit it now.&lt;br /&gt;
[688] These lines about the relationship of Elves to the House royalty is what is true in general. For example, [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] talks about how they all ended up ditching pure dynastic rule, though they still have high noble families that the monarchs are going to come from through councils.&lt;br /&gt;
[689] This is 100% made up. It&#039;s a nuance being invented to break up Elven collective guilt ideology into something more reasonable, and to accommodate the internal disagreements that ought to have existed. This also acts as ideological sorting and self-selection bias, helping push House Faendryl into a contrary direction on various matters.&lt;br /&gt;
[690] Extended family tearing up was always intentional with the Faendryl exile, but this brings in some U.S. Civil War immediate family splitting over politics. Likewise, migrations and marriages between Houses would give a lot of webbing between Houses, and it makes it more politically tractable with the angry public situation if the angry public is not also angry about the involuntary banishment of their own family members. This is also meant to get at why House Faendryl was not in a position to refuse. If you use the historical rule of thumb about thirds --- a third of the population supports, a third opposed, a third is neutral and wants to be left alone --- the exile conditions make House Faendryl lose over half of its population to varying forms of dissent.&lt;br /&gt;
[691] This is like a war crimes kind of clause. The people actually involved in the war planning and doing the demon summoning or implosion (the two crimes) cannot &amp;quot;just following orders, my bad&amp;quot; out of it.&lt;br /&gt;
[692] This is from the Elven crests documentation. &amp;quot;Recognized&amp;quot; in this sense means international political recognition. It amounts to denying the sovereignty of House Faendryl over its ancestral lands and denies its political standing.&lt;br /&gt;
[693] This is another 100% made up premise for making the exile more nuanced and reasonable, and is partly meant to help de-racialize the Dark Elf concept. Descendants are not bound by sin to their ancestors for Maelshyve, but they do need to renounce House Faendryl and its actions to be allowed citizenship and all that in the Elven Nations. This is a deep ideological dispute and mandatory exile, not something individuals can freely wander back from on a whim without conceding anything.&lt;br /&gt;
[694] This explains why it has not been happening in game, and provides a lore hook for softening Dark Elven citizenship in the East, with the five thousand year mark coming up soon by Elven standards. This is framing how relations were worse after the Ashrim War than they were before it, where we have [[Ta&#039;Illistim Monarchs]] framing Chesylcha and Caladsal regarding each other as royal cousins and other House members in Chesylcha&#039;s wedding party, which was thousands of people large in &amp;quot;[[History of Elanthia]]&amp;quot;. So this ban on a right of return for renouncing is in effect for roughly several generations as punishment for recent-ish history.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was in this period that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent.[695] The term &amp;quot;dark elves&amp;quot; comes from the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying.[696] This was the essence of Yshryth&#039;s speech.[697] It was deemed one of the great vices of the Drakes.[698] It was a term used for Elves of dark religions and black arts in the southern wastelands.[699] But it had never been used against a whole lineage.[700] Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the past few thousand years. [701] The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language.[702] The root of the term is in cultural condemnation rather than bloodlines.[703] The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.[704]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[695] This is an embellishment inspired by how Selantha Anodheles was rumored to have only been able to accomplish what she did through elven help. Second Age racial attitudes by the Elves should have them biased toward believing lesser races could not have done what Despana did, along with some wounded pride, especially having been bailed out by them as allies (and quite likely already indications of losing control of those outlying provinces.) So this plugs into the contemporary belief that Despana was from the jungles beyond the Southron Wastes, which is where the Dhe&#039;nar reside. This premise is meant to define why Dhe&#039;nar became known as Dark Elves, as something other than physically resembling Faendryl. Because the Faendryl were declared Dark Elves for political reasons 15,000 years after the exile, it was not a racial designator. It just became racialized.&lt;br /&gt;
[696] The word &amp;quot;Draekeche&amp;quot; and its meaning Darkness comes from the original Illistim House motto, its translation illustrated on the [[shimmering glaesine orb]] objects. The &amp;quot;kinslaying&amp;quot; is threading a few different factors. One is Drake stories of dragons fighting and killing each other, such as in &amp;quot;[[History of Luukos]]&amp;quot; and &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;. One is the Faendryl annihilation of the Ashrim. One is the Dhe&#039;nar Obsidian Council successions working through duels to the death, though this practice might not be canonized in documentation. And the implication here is the Dhe&#039;nar being responsible for Despana would be kinslaying because of the Undead War. The premise that &amp;quot;dark elves&amp;quot; comes from this elven word for darkness is partly tautology, but it&#039;s an embellishment for recontextualizing the meaning of &amp;quot;dark elves&amp;quot; to emphasize it as a cultural condemnation signifier that was used to describe people like demon worshippers in the southern wastelands.&lt;br /&gt;
[697] This isn&#039;t the original intent of Yshryth&#039;s speech in an OOC sense, but the retconned context of it in &amp;quot;[[History of the Faendryl]]&amp;quot; is definitely meant as political rhetoric on things like betrayal and infighting and so forth. This just goes a step further in imputing the &amp;quot;Draekeche&amp;quot; connotations into the translated &amp;quot;darkness&amp;quot; in Yshryth&#039;s speech. This line is building in some historical irony, that Yshryth Faendryl was basically accusing seditionists and traitors of being dark elves. It could also add some context to House Nalfein and the other monarchs using that term post-Ashrim War.&lt;br /&gt;
[698] This is based on the Arkati origin legend stories that depict Drakes killing each other. A reasonable extrapolation into Elven attitudes, given the barbaric way Linsandrych describes dragons.&lt;br /&gt;
[699] This is an embellishment for establishing a Second Age usage in its etymology that fits the cultural condemnation usage later in the Ashrim War than its present treatment as a race category. Though there might be a racialized dimension to it, because those with ancestry in that region would have the visible effects of it. Even if they themselves are not part of whatever bad things hung out down there in their ancestral past.&lt;br /&gt;
[700] This is an embellishment meant to give precedent to it having an increasingly racialized use applied to a whole ethnicity or culture of people, and for explaining why Dhe&#039;nar are considered &amp;quot;dark elves&amp;quot; by Elves who know what that phrase is supposed to mean.&lt;br /&gt;
[701.1] Even if this is a slight exaggeration, we need an explanation for why the term &amp;quot;Dark Elves&amp;quot; was used on the Faendryl only starting 5,000 years ago, when they had been in Rhoska-Tor for 15,000 years at that point. If the concept of Dark Elves referred to the physical effects of those southern wastelands and was an existing concept, there would have been no significance to the House Elves declaring the Faendryl to be Dark Elves. So then after that, with the Faendryl and Dhe&#039;nar both &amp;quot;Dark Elves&amp;quot;, you get it turning into more of a race concept centered on a shared unnatural language, which in previous millennia was associated with Daemons per our embellished history of language. Likewise, the Dhe&#039;nar cultural behavior after the Great Fire is sufficiently barbaric to justify &amp;quot;dark elves&amp;quot; condemnation from House Elves.&lt;br /&gt;
[701.2] This general argument would also apply to the Sylvans. &amp;quot;sylvisterai&amp;quot; from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is a (lighter) cultural condemnation loosely having the figurative meaning of &#039;backwoods rube&#039;, and the Sylvan dialect is far enough removed to be considered its own language, so this lingual and political division of elves is quasi-racial. &amp;quot;Dark Elves&amp;quot; should usually reject that term as a political pejorative and refer to themselves as elves. One subtle quirk is that the Sylvans of Yuriqen are the main lineage, but strictly speaking, there are Wyrdeep elves who are not of that lineage who may plausibly be considered &amp;quot;sylvisterai&amp;quot; by imperial elves. The cultural condemnation of &amp;quot;dark elves&amp;quot; ought to apply to elves who are not mechanically Dark Elves as well, it might just be that its meaning has twisted to focus on the Rhoska-Tor ancestry ones.&lt;br /&gt;
[702] This is emphasizing that calling it &amp;quot;Dark Elven language&amp;quot; is relatively recent historically, and likewise &amp;quot;Rhoska-Tor&amp;quot; itself is a more modern term that was implied to have been used later than Despana by &amp;quot;[[History of Elanthia]]&amp;quot;, so &amp;quot;voice of Rhoska-Tor&amp;quot; from the &amp;quot;[[Dark Elven languages]]&amp;quot; document is also a later description for that language.&lt;br /&gt;
[703] This is the actual usage of it in documentation, as opposed to game mechanics. But here we are explicitly stating it.&lt;br /&gt;
[704.1] This is a convergence of Faendryl behavior toward the things that the term &amp;quot;dark elves&amp;quot; is supposed to actually refer to rather than the racialized component of it. This line is partly based on the &amp;quot;[[Path to Palestra]]&amp;quot; fact that the Palestra academies were founded after the Ashrim War and implicitly ramped up the scale of demon summoning, and more were built under the current Patriarch to keep up with demand. The shift to a paradigm of necromancy and demonology, the great big bad evils from the Undead War period, but in the modern meaning of those words used in this document, is bringing ancient Faendryl sorcery up into the present day game mechanics form of necromancy and demonology lores as the defining paradigm.&lt;br /&gt;
[704.2] This is also tempering the &amp;quot;we haven&#039;t changed this is what we always were and did&amp;quot; rhetoric in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; with something more historically nuanced. That document says of the Second Age: &#039;&#039;&amp;quot;It was an age that allowed for the unhindered pursuit of knowledge and the exploration of worlds within worlds. It was magnificent and worth preserving by any means, even ones the weak-willed found abhorrent and horrifying.&amp;quot;&#039;&#039;&amp;quot; The phrase &amp;quot;worlds within worlds&amp;quot; in the cosmology model used in this necromancy document would refer to the &amp;quot;infernal realms&amp;quot;, what could be called &amp;quot;pales&amp;quot; within this existence of more chaotic essences, as opposed to the outer valences. Which would have been more of an exile period thing with the dark essences of Rhoska-Tor and some merging with the black arts. This should generally reflect present day Faendryl over-stating the precedent of their present practices with what their ancestors did. This document is trying to show an evolution from comparatively innocuous practices to increasingly more rejected by others practices. So there needs to be an IC propaganda element when Faendryl NPC authors are talking about this stuff for everything to make sense.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IV. The Age of Chaos (-15,000 until Modern Era) [705]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Surveyor journal for northwestern Elanith [706]&lt;br /&gt;
Library Aies, Circa -15,180&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[705] Some of the history documents conflate, or at least include, the Undead War with the Age of Chaos. The convention we are using here is for the &amp;quot;Age of Chaos&amp;quot; to be the period of political collapse and disorder &#039;&#039;after&#039;&#039; the Undead War. However, it acknowledges that the &amp;quot;Modern&amp;quot; or &amp;quot;Fourth&amp;quot; age could reasonably be extended back as far as 10,000 years ago in at least some places, per &amp;quot;[[History of Elanthia]]&amp;quot; about it being ambiguous. But it uses the Modern Era calendar convention of the past 5,000 years.&lt;br /&gt;
[706] This is a totally made up quote. It is based in the premise established in this document that the crops in the fields were rotting, and so forth, with the outlying provinces of the Elven Empire having been largely wrecked by Despana&#039;s hordes. It is leaning into the blight and plague aspect of her methods. This quote is directly based on actual records from Vancouver&#039;s expedition into the American northwest in the late 1700s, repeatedly coming across native settlements that had been totally wiped out by smallpox. The description of the scars and blindness is also based on smallpox.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones.[707] This was futile and the Houses tended to withdraw from each other.[708] The Elven armies were mostly destroyed in the Undead War.[709] With the slow replenishing of the elven race, this power vacuum lasted for millennia.[710] It was no longer feasible for the Elves to exert control over the outlying provinces.[711] These declared themselves independent, or turned to outright rebellion.[712] The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded.[713]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[707] The &amp;quot;stabilize their own thrones&amp;quot; part is about the popular unrest premise in this document. The other parts refer to &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;Without the Faendryl to lead, the Elven empire began to decay. The houses began an internal struggle for power, as each thought themselves the natural heir to the Faendryl&#039;s position.&amp;quot;&#039;&#039;&lt;br /&gt;
[708] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;The Empire begins to crumble, each house withdrawing and managing their own affairs. The Elven Houses are no longer an organized community.&amp;quot;&#039;&#039;&lt;br /&gt;
[709] This is explicitly stated in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Elves had won the war, but at great cost. Much of their empire had been sacked by the Undead. Their armies were nearly destroyed.&amp;quot;&#039;&#039;&lt;br /&gt;
[710] This time scaling leans on the [[Ta&#039;Illistim Monarchs]] document. Segeir Illistim worked on rebuilding the Illistim military almost a thousand years after the Undead War, up to near -14,000 Modern Era. However, the Ta&#039;Illistim Monarchs document apparently uses the wrong dates for the Kiramon War, being off by about 2,000 years. Kiramon War should start roughly -11,000 and end a little after -10,000. Per &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (-9,800 end date) and an old statue in Ta&#039;Illistim that is a memorial of Istmaeon Illistim, who presided over the end of it. And consistency with the &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; documentation timing of about 15,000 years ago.&lt;br /&gt;
[711] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;Greater Elanith: Anarchy reigns, as the elves are no longer performing the role of protector to the lesser races. Little is known of this dark period.&amp;quot;&#039;&#039;&lt;br /&gt;
[712] Per &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; However, there is no definition for the structure of provincial governments, what it actually means for those territories to &amp;quot;declare themselves independent.&amp;quot; These could conceivably be (largely) ruled by western Elves to start with, but then without eastern support these rump states end up crumbling relatively quickly, and some elves of the West in the present day may have ancestry in the West back to this period.&lt;br /&gt;
[713] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039; (Note: The wording in History of Elanthia inadvertently defined the Age of Chaos as reaching all the way up to the present day.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years.[714] This precluded regaining lordship over the outlands.[715] In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world.[716] Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed to Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.[717]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[714] The Kiramon war would have started about 3,000 years after Segeir Illistim founding the Sapphire Guard and working to rebuild the Illistim military. Again, the Ta&#039;Illistim Monarchs document dates for Istmaeon Illistim appear to be off by 2,000 years. That document has NPCs living several thousand years and even giving birth past age 3,000. Player character ages for elves are broken in general, the range for setting it used to go up to 3,000 and later the whole thing was cut in half. But there are still 3,000 year old player characters.&lt;br /&gt;
[715] In any case, the kiramon war sets them back again up through -9,800, and human fortresses start getting built in the west in -3,000. This document has framed that the Elven Empire only exerted limited direct control over the outlying provinces at its height (e.g. the Vaalor struggling with the Black Wolves in the northwest) so that helps with the impracticality of reasserting control in a war torn West with faster regenerating populations than the Elves. So you combine this with the divisions and isolationism/insularness of Elven politics after the Undead War, you get inability to regain control of the outlying provinces. It is super vague what this part of the continent was like in those time periods.&lt;br /&gt;
[716] This is in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. The irony refers to the Faendryl having been exiled for their dangerous banishment-off-world strategy at Maelshyve, with House Illistim complaining about the unknown risks in it (including the risk of the enemy unexpectedly returning some day.)&lt;br /&gt;
[717] This is in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. It makes clear that the Aelotoi leaders (e.g. Braedn) were told and are aware that the kiramon of Bre&#039;Naere had been banished there by the Elven Nations. It was historically well known enough that the courtiers at the Illistim Keep were able to surmise the coinciding timing of the kiramon banishment and when the Aelotoi said the kiramon arrived. There&#039;s been some expressions over the years of that being some sort of secret hidden from the Aelotoi, but that isn&#039;t the case, the Elven monarchs / elites may just have some more knowledge / better insight into their role in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.A New Ta&#039;Faendryl&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was the famine she unleashed with her necromancy.[718] It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was the blights poisoning the fields and forests.[719] They were struggled against for centuries as recurring illnesses.[720] It was the cause of insurrections and expansionist wars.[721] There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well.[722]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[718] This premise is an embellishment, based on extrapolating details from the Sylvan and Halfling histories. &lt;br /&gt;
[719.1] The &amp;quot;plagues&amp;quot; premise is partly based on &amp;quot;[[History of Elanthia]]&amp;quot; explicitly referring to the plagues in this period. This line is just generalizing it to plantlife (perhaps including wildlife or livestock who eat those plants, as suggested in the Faendryl documentation) with the notion of &amp;quot;blight.&amp;quot;&lt;br /&gt;
[719.2] &amp;quot;Doom of Kalaza&amp;quot; is a totally made up term for the Red Rot destroying Kalaza. The part about the blights is extrapolating from approximate time period references. This is partly based on &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about crops rotting in the fields, where the sylvans from Nevishrim were geographically closer to the outlying provinces of the Elven Empire. It also draws from the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;. The Horse War was a few centuries after the Undead War, so this is recontextualizing the blight problem into the Undead War context. Long-term leftover problems from Despana&#039;s desecration necromancy, which is a concept elaborated somewhat in Volume 2.&lt;br /&gt;
[720] This is an embellishment. But can help exacerbate the conditions that cause the Elven Houses to lose control over their outlying provinces, and turn autarky oriented with respect to each other, due to economic duress from agricultural conditions. This document also set up a framework of the West&#039;s outlying provinces as having been a breadbasket for the Elven Empire, so the structure of their economies would be totally shaken up and then restructuring to local production for everything with all Elven labor. Whereas they may have had manual labor from &amp;quot;lesser races&amp;quot; during the Elven Empire. This partly relates to how much magic is to be allowed to act in the world setting. It gets fairly ill-defined on the *practicality* of large scale magic.&lt;br /&gt;
[721] This is an embellishment. But it provides internal logic reasons for the separatism and rebellions that are supposed to have happened in this decolonization period. Technically, this premise is also present with the Ardenai in the Horse War case, this is just generalizing that dynamic.&lt;br /&gt;
[722] This is the Horse War from &amp;quot;[[History of the Truefolk]]&amp;quot;. This paragraph is turning that into a &amp;quot;for example&amp;quot; of the general time period, which is intended to take out the distortion of having the Horse War being one of the only things defined in depth for the Ardenai for decades while being highly out of character for them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl.[723] The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food.[724] Though there were forests near Maelshyve, these were dark and twisted, too dangerous from proximity.[725]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[723] This could be taken in the literal sense of how hard it would be to grow edible food in the vicinity of Maelshyve, which might as well be the magical equivalent of a nuclear test site. But some of this sentence is Faendryl IC author bias.&lt;br /&gt;
[724] It is a desert and possibly badlands, and if you allow remnants of Despana&#039;s forces to be hostile hazards on the surface, the Faendryl would need to grow food in underground caverns for the food security. But people often forget that this location canonically has forms of magical radiation poisoning, and that it twists and makes &amp;quot;hostile&amp;quot; the plants you grow in it. So this sentence is reaffirming that there are also &amp;quot;unnatural&amp;quot; reasons for the problems of food in this location. It&#039;s not just &amp;quot;oh gross who wants to eat bugs&amp;quot;, it&#039;s you should not want to be eating anything from this polluted place.&lt;br /&gt;
[725.1] This is creating a premise to reconcile the closeness of Maelshyve to green parts of the Elanith map and the notion the Faendryl could not grow anything, along with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; saying &#039;&#039;&amp;quot;on wooded slopes surrounding the valley on which Maelshyve Keep stood.&amp;quot;&#039;&#039; The solution here has to be leaning into the kind of thing mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot;, which is that if you make something grow there, it is twisted and hostile and dangerous. &lt;br /&gt;
[725.2] The previously framed premise of being charged with guarding Maelshyve on the one hand, and this task being the penance for future political rehabilitation, which are made up for this document, also provides motivation for why they *had* to be in this specific location and why they were going to all the trouble of agriculture in this near impossible spot instead of some distance away and transporting the food in, which is probably what the Agrestis does modernly. The other framed premise of leftover forces of Despana making the region too hostile and uncontrolled also gives a logic for it being infeasible to do food security at a distance from their caverns. And the premise of the Maelshyve strategy as more of a silver bullet solution that a sheer raw power solution would explain why the Faendryl couldn&#039;t just chase out all such hostiles and make a nice surface nation state from the very beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide.[726] In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam.[727] They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city.[728] It was to spite Laibanniel Illistim for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind.[729] These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.[730]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[726] This is an embellishment in its specific assertion, but it is sensible extrapolation, and consistent with (for example) the spiteful twisting of Elven words in the formation of the Faendryl dialect as described in the &amp;quot;[[Dark Elven languages]]&amp;quot; document. This also sets up the rhetorical basis for this document describing the Faendryl as characterizing the annihilation of the Ashrim Isle as an &amp;quot;exile&amp;quot; rather than a genocide, which is a made up premise of some Faendryl drawing moral equivalency for making Ta&#039;Ashrim unlivable and the Faendryl exile. It is not defined, but a lot of people probably died just from the evacuation and Trail of Tears like moving of the population, though this also runs up into the question of how much NPC magic is allowed to distort the world setting. (e.g. &amp;quot;Well why didn&#039;t they just open portals and everyone just walks through?&amp;quot; or &amp;quot;Why didn&#039;t they just make permanent portals to some other place they could grow food?&amp;quot;)&lt;br /&gt;
[727] The salted earth language comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that they left their creations to roam the city is framed on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Old Ta&#039;Faendryl section] of the Play.net website.&lt;br /&gt;
[728] It is unclear what the original lore intention of the Ithzir was meant to be, it is plausible they were supposed to be experimental mutants like the [[twisted being]]s and [[festering taint]]s. But they have canonically since been treated as extraplanar. The premise that they are world conquerors comes from Kenstrom&#039;s storylines (e.g. [[Return to Sunder]]) and his document &amp;quot;[[Ithzir Genesis]]&amp;quot;. The premise that the Faendryl summoned them to salt the earth comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that it was symbolic over the ingratitude for the Faendryl&#039;s role in guarding against extraplanar threats, which is framed as the roots of their demonic summoning and veil piercing magic they were exiled for, is an embellishment of this document attempting to recontextualize &amp;quot;[[History of the Faendryl]]&amp;quot; regarding the Enchiridion Valentia and Palestra. The premise of having the Ithzir world conquerors symbolically lording over the capital of the Elven Empire is an embellishment that is just synthesizing these other premises. &amp;quot;History of the Faendryl&amp;quot; uses the term &amp;quot;shining city&amp;quot; for Old Ta&#039;Faendryl. That term has since become used for Ta&#039;Illistim in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_1.asp &amp;quot;Illistim Society&amp;quot;] document, but the Faendryl document use of it is almost a decade older than the Illistim document use of it.&lt;br /&gt;
[729.1] This is an embellishment. The design of Old Ta&#039;Faendryl has the entrance characterized as telling the Faendryl they are not welcome here, and the Old Ta&#039;Faendryl background description on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Play.net website] makes it clear that the sentinels and energy barrier were created by the other Elves. So that most Faendryl would not be able to return, only the most powerful would be able to get in, and that this would allow the Elves to study the things the Faendryl left behind: &#039;&#039;&amp;quot;At the entrance to the grounds surrounding Ta&#039;Faendryl, the Elves erected two stone sentinels whose magic would keep all but the most powerful of Elves away. In this manner the bulk of the Faendryl people would never be able to return, however, the most powerful of the other Elven races would be able to enter and investigate the powerful magics developed by the Faendryl sorcerers.&amp;quot;&#039;&#039; &lt;br /&gt;
[729.2] Then it is cross-referencing [[Ta&#039;Illistim Monarchs]] on who the Argent Mirror was at that time, since this energy barrier construction would most plausibly have been made by Illistim mages. Then this document is characterizing summoning the Ithzir as spite over that. &amp;quot;[[Ithzir Genesis]]&amp;quot; has the Glethad NPC saying the Faendryl made the barrier, but that has to be treated as a mistake, because it is not consistent with what exists in-game and the Old Ta&#039;Faendryl background material on the Play.net website. It would also mean the Faendryl putting up a barrier to keep the other Elves out of something they &amp;quot;salted the earth&amp;quot; over anyway.&lt;br /&gt;
[730] Volume 3 especially talks about aberrations and how they are necromancy in the broad sense of the definition used in this document, though teratology might not fall entirely inside the scope of necromancy, for instance elementally corrupted creatures. (This would be consistent with DragonRealms where non-necromancer Arcane users [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 might be] teratologists, using the DragonRealms definition of necromancy of sorcerous crossing/mixing with life mana.) [[Lich qyn&#039;arj]] are just straight up undead. Volume 3 totally makes up some background about them, which makes their presence symbolic for Koar and fallen rulership reasons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun.[731] There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana.[732] Among these latter factions, the Faendryl were the subject of hatred.[733] However, the Faendryl soon discovered entrances to the underground caverns, and were able to erect wards to keep out the banshees and other infernal spirits that are endemic to those lands.[734]&lt;br /&gt;
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[731] The harsh climactic conditions of Rhoska-Tor near Maelshyve have been seen first hand during the Maelshyve archaeological dig expedition event. The hostile forces refer to the arguments made in this document for leftover Despana alliance/horde constituencies, as well as the &amp;quot;natural&amp;quot; undead and demonic hazards of the region framed earlier in this document.&lt;br /&gt;
[732.1] This embellishment is an extrapolation of what should be true in context. It is also leaning on there being indigenous &amp;quot;sinister&amp;quot; types to the region with backgrounds pre-dating Despana.&lt;br /&gt;
[732.2] While we are having the demons causing the mindless undead to chase the retreating living into the keep, more powerful undead further away like the banshees might not have done that, and the demons running wild ought to have pulled some of the undead away with them. Then there is whatever outlying undead forces Despana had away from Maelshyve itself, which had their command hierarchy decapitated. Which the Elves would have pushed out of the East, so they&#039;d either head toward Rhoska-Tor and the wastes or into the West. The point is that Despana&#039;s forces can be destroyed at Maelshyve without it being a just-so story where *everything* ended up inside the building, and everything in the collapsing building got pulled through the tear in reality, without anything about it being messier than that in the fine details. It isn&#039;t a problem for the region to be a chaotic mess afterwards, even though the demons + implosion strategy was fundamentally successful.&lt;br /&gt;
[732.3] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; does say &#039;&#039;&amp;quot;As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die. The fact that there were no surviving enemies to rout was an empty consolation.&amp;quot;&#039;&#039; But this is excessive since they should not all have even been at the Battle of Maelshyve when it was a lightning strike in a stalemate frontlines situation.&lt;br /&gt;
[733] This is a reasonable extrapolation from the prior premise.&lt;br /&gt;
[734] This is tying back into the premise of the Dhe&#039;nar section of this document. The &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;Life in that place was never easy, for little grew there. Below the surface, however, the Faendryl found extensive networks of caverns. Not only did these provide shelter, but they also contained an unusually large number of mana foci.&amp;quot;&#039;&#039; (Other places like the Old Ta&#039;Faendryl [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp page] on the Play.net website and &amp;quot;[[History of the Faendryl]]&amp;quot; instead say &amp;quot;nothing&amp;quot; grew in Rhoska-Tor, while &amp;quot;[[History of the Sylvan Elves]] has wooded slopes right next to it.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic.[735] But they would emerge twisted, and were most often poisonous, or even rotting.[736] Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves.[737] The instabilities in the flows that were caused by the implosion of Maelshyve made it difficult to keep even crude constructs or golems.[738] The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies.[739] They then instead used reanimated corpses, which had milder but similar issues.[740] In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve.[741] In time they were able to make working artificial constructs from exotic metals.[742] It would not be possible to even begin considering this on the surface until the situation stabilized.[743]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[735] This is partly based on spirit circle spells that make things grow, such as herbs, though also plants in general in Rolemaster spell lists. This is a scaling issue problem of what should be feasible with spell casting. This is hanging a lantern on the issue and mitigating it by setting up reasons for why the problem could not just be magic wanded away.&lt;br /&gt;
[736] The &amp;quot;rotting&amp;quot; is inspired by Rift herbs. But generally this premise is already canon in &amp;quot;[[History of the Faendryl]]&amp;quot;: &#039;&#039;&amp;quot;Life was difficult, as nothing would grow, and what few things did sprung from the ground twisted, warped, and often hostile.&amp;quot;&#039;&#039; The wording &amp;quot;hostile&amp;quot; should probably imply some malicious behavior by the plants rather than just being toxic.&lt;br /&gt;
[737] This is addressing the geographical context problem of &amp;quot;well there&#039;s green stuff right next to there so why can&#039;t they grow stuff right near Maelshyve instead of the wasteland itself&amp;quot;. If those green areas are themselves &amp;quot;bad places&amp;quot; due to proximity to Rhoska-Tor, it takes it off the table to do agriculture there (not that having a minor amount of growing plants is necessarily consistent with land able to support agriculture in the near term), plus the framed premises of hostile surface forces this document introduces and emphasizes. The imported top soil and artificial lighting is addressing how to grow stuff in underground caverns, and Faendryl do not have Drow dark vision. Trying to keep that soil purified would be difficult near Maelshyve, and &amp;quot;[[History of the Faendryl]]&amp;quot; talks about the crops getting corrupted with sorcerous radiations.&lt;br /&gt;
[738] This is an embellishment that extrapolates off there being mana storming during the Maelshyve archaeology expedition event. It is trying to reconcile the weirdness of summoning demons to do agriculture labor when the Faendryl would have been aware of the corrupting influence of the demonic on life, when they left behind all these powerful construct automatons in Old Ta&#039;Faendryl. So synthesizing these premises lets you say it wasn&#039;t feasible to just use golems/constructs at that time, which are totally obedient passively unlike demons which require active management and binding.&lt;br /&gt;
[739] This changes the characterization in &amp;quot;[[History of the Faendryl]]&amp;quot;, making using the demons for this as a desperate measure making the best of a bad situation. This can help nudge along the casual open embrace of demonic summoning with the whole population, especially if the objectors had already left House Faendryl from the more nuanced exile logic this document introduces. But the Faendryl should not just casually be all-in on routine rote demon use yet at the start of the exile, that should be treated as &amp;quot;History of the Faendryl&amp;quot; being present biased and doing some revisionist apologetics.&lt;br /&gt;
[740] There is a premise here for reanimating the livestock that die for whatever reason, though it is dubious that the Faendryl had something as resource intensive as &amp;quot;cows&amp;quot; on such a tenuous plant growing basis in that time period. But they would have *some* livestock for fertilizer purposes. So, there is a premise of using reanimated bodies, because it&#039;s walking long-term fertilizer. But reanimation is still sorcerous magic, and it&#039;s also very temporary and micromanaged. You need something more properly undead to act as labor that is more obedient than demons, and that is going to run into the same corruptive dark energies problems.&lt;br /&gt;
[741.1] This is again extrapolating off the mana storming that has been observed around Maelshyve in the present day. It is setting up a premise that the Faendryl summon low corruption entities for mundane use in the present day, recognizing the toxic pollutive problems of &amp;quot;fiends&amp;quot; and the black arts. This is also setting a difficulty-of-retaining-control over the things premise because of the essence instabilities. &lt;br /&gt;
[741.2] It is also addressing and mitigating the fact that &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; states that valence creatures are still used for manual labor in these ways, even though that corruption property would be a known issue: &#039;&#039;&amp;quot;They bear much of the burden of lesser tasks relegated to them so that Faendryl may use their time to focus on more important matters. They assist in the crop planting and mining for the Agresti and help haul the goods of the Emporion from workshop to store.&amp;quot;&#039;&#039; This is talking about &amp;quot;minor demons&amp;quot; (in some broad Faendryl definition of demon) that are not problems for retaining control over them and basically just extraplanar creatures who will obey as servants: &#039;&#039;&amp;quot;an abundance of minor demons abiding their masters&#039; orders and roaming freely within the walls.&amp;quot;&#039;&#039; The concern here is not letting Faendryl mastery of minor demons, or extraplanar creatures, gut the menace and danger and darkness of the demonic as a category. They might have specialized use as assistants in the Agrestis for tasks that are too fine-grained for construct/golem automatons which would do the heavier labor.&lt;br /&gt;
[742] This is (again) bringing in a retcon to make sense of why they did not use constructs/golems given the obvious problems of using demons, given that they left behind powerful magically resistant [[Greater construct|constructs]] in Old Ta&#039;Faendryl. (It might be that higher corruption &amp;quot;fiend&amp;quot; demons were easier to control with the Rhoska-Tor dark essence in the unstable mana flows period close in time to the Maelshyve implosion, but this was pulled back later, and present day &amp;quot;demon&amp;quot; assistants are low pollution outer valence creatures.) They needed time to figure out how to make ones that would work under those conditions, and get enough of the exotic metals to make them. (&amp;quot;[[Elanthian Gems]]&amp;quot; specifically talks about krodera and mithril veins in particular shielding some of the alabaster deposits in Rhoska-Tor from sorcerous radiation.) And then with the immediacy of their problems, and the surface conditions, they could not even begin thinking about trying to do this stuff on the surface at a remote distance. &lt;br /&gt;
[743] They needed to establish a power base and gain effective control over the surroundings before things would be secure enough to allow for remote/distant food dependency. Eventually there will be population spread out. But in the early times we can have this penance premise where there was not an intent of the exile being a permanent situation, so early on staying near Maelshyve would be a good behavior thing into the political situation improved. But then it goes on long enough that you have generations viewing this region as home, and you can have spreading out and making a port and so on, eventually reaching the state where Chesylcha is engaged to an Ashrim prince and best friends with the Illistim Mirror.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the span of decades. For others it was centuries and there was not much affect on skin tone for those farther away.[744] While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the demon worshippers began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor.[745] Despana transformed more into a myth of she who will one day return.[746]&lt;br /&gt;
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[744] The time scale of the Dark Elf magical conversion is somewhat ill-defined. The time scale described here would be consistent with how it is described in &amp;quot;[[History of the Faendryl]]&amp;quot;, but that section of &amp;quot;History of the Faendryl&amp;quot; is deeply inconsistent with the chronology of the other history documents. This within-lifespan speed of it is important, because if it takes thousands of years and multiple generations, that greatly restricts the range of possible Dark Elves who are not of Faendryl or Dhe&#039;nar ancestry. But the premise that only those in the deepest caverns closest to Maelshyve had the skin darkening is explicitly established in &amp;quot;History of the Faendryl&amp;quot;. There was a &amp;quot;did you know&amp;quot; section on the Play.net website of dark elven mothers [https://www.play.net/gs4/info/races/darkelf.asp doing experiments] with making light skinned children, but that is cringe and also unnecessary because it was never the case that Dark Elves were supposed to all be darker skinned in the lore premises. That page itself only says &amp;quot;usually&amp;quot; brown or black skin. Those rumor sections also have stuff in them that is not true in general.&lt;br /&gt;
[745] This is following from the embellished premises earlier in this document. &amp;quot;the voice of Rhoska-Tor&amp;quot; is the Dark Elven language in the &amp;quot;[[Dark Elven languages]]&amp;quot; document, and probably what it should have been called before Dark Elves were historically a racial category (i.e. modernly) but after the region started being called Rhoska-Tor post-Despana. This line is playing off the earlier premise that the demonic cultist types regard it as a &amp;quot;divine language&amp;quot;, so being the deranged types that they are with their weird religions, this softening of hostility to the Faendryl can make sense. Especially as Despana and the war recedes further in the past.&lt;br /&gt;
[746] This is playing off the Grot&#039;karesh Hammer Clan&#039;s reincarnation myth beliefs about Despana returning eventually in &amp;quot;[[Giantkin History]]&amp;quot;. In the other Volumes this document has them being influenced by regional beliefs along those lines, with there being bad guys in Rhoska-Tor who want Despana to return and would help make it happen if they knew how to do it. But that is a made up premise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground.[747] The cultists would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary.[748] The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor.[749] For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery.[750] In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot;[751] Sorcery was broadened in such a way that it absorbed some of the more ancient black arts.[752] The dark arts were then studied through the paradigm of Faendryl rationalism.[753]&lt;br /&gt;
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[747] This is having the Faendryl become the hegemonic power in that region, but the black arts practitioners still being present, especially in illegal kinds of ways. This is related to the earlier framing about the Faendryl only eventually exerting control over the surface lands as their position strengthened and their population size recovered from everything that had happened. Recall earlier we had the other Elven Houses with a big demographic hit, leaving them unable to keep control over the outlying provinces. The Faendryl would have the same problem, even moreso if they lost part of their population to exile politics, whether renouncing the House or splitting off as expatriates for various reasons. That is also recontextualizing &#039;&#039;&amp;quot;not a single elf complained&amp;quot;&#039;&#039; in the Exile section of &amp;quot;[[History of the Faendryl]]&amp;quot;, because the complainers would be the people who already noped out and left House Faendryl. Hardship conditions over this might also have had people leaving at this point to try to live elsewhere further south or to the north in the West, given that the Elven Houses no longer had any effective control over there and there&#039;s no one in a position to stop them from going off on their own. This is part of the general dynamics of present day Faendryl being descendants of people that staunchly loyal House Faendryl and its political positions on all these issues. And the ideological divergence and Overton window shifting that comes from that.&lt;br /&gt;
[748] The Senary comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, treated as a mythical boogey-man of those secretly defying the Patriarchal authority. This premise of cultists infiltrating Faendryl society would make sense if such cultists are taken as existing in the region. There was also an established premise in 5123 of a Faendryl named Enomna impersonating Patriarch Korvath&#039;s recently dead mother to try to kidnap the Patriarch&#039;s son out into the wastes as part of her attempt to find life extension solutions for her human husband. This has not been explained yet, but this would be thematically consistent.&lt;br /&gt;
[749] This is following the same logic as the Dhe&#039;nar section earlier, and the various premises of &amp;quot;dark essences&amp;quot; and demonic energies and undead corruption in the region from the several documents. It is the premise for Faendryl sorcery moving further along to its more modern forms that we are calling &amp;quot;dark sorcery.&amp;quot;&lt;br /&gt;
[750] This is following the logic of the Arcane power section earlier in this document, about how those metaphysical traditions each influenced the development of Faendryl sorcery in the exile period. This is giving more concrete language to how those doctrines were twisted in the new situation of having these energies from other valences or infernal realms.&lt;br /&gt;
[751] This premise is explaining why sorcerer spells are organized on a &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; duality now mechanically, while other documentation has them as a hybrid of elemental and spiritual spheres of magic, with a class description that matches what this document is calling &amp;quot;classical sorcery.&amp;quot; This is all generally about making sense of the issues of defining sorcery and hybrid magic in the world setting.&lt;br /&gt;
[752] Since the Faendryl are using these &amp;quot;dark essence&amp;quot; energies around Rhoska-Tor, and demonic stuff, and there is whatever contact or spillover with the black arts practitioners more indigenous to the region, you have at least some of the &amp;quot;black arts&amp;quot; falling under this broadened definition of &amp;quot;dark sorcery.&amp;quot; But Faendryl sorcery should not include stuff that is highly toxic to the surroundings, debasing to the self, and so forth, it should be &amp;quot;dark grey&amp;quot; magic rather than &amp;quot;black magic.&amp;quot; With a significant amount of focus in how to counteract and prevent the black arts and black magic.&lt;br /&gt;
[753] This is making intellectual tradition continuity with the Second Age Faendryl, and how this form of &amp;quot;dark sorcery&amp;quot; is distinct from the black magic practiced elsewhere in other culture traditions. It is broadening and breaking up the monolithic &amp;quot;sorcery&amp;quot; concept, even if this Faendryl paradigm is what we deal with through Sorcerer Guilds. The Faendryl ties with the Sorcerer Guild institution, only awkwardly IC and distorting as that concept is, finds representation in places such as &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the loresong on the [[forehead gem]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultism provided the back door for these wasteland traditions to become incorporated into the dark arts of sorcery.[754] The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution.[755] It was fashionable to embed the demonic or spirits into weapons or other items.[756] There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through immaterial projections.[757] What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces.[758] The futility of challenging the Faendryl is well known in the Southron Wastes.[759]&lt;br /&gt;
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[754] This is using the previous established &amp;quot;back door&amp;quot; property of occultism, now for bringing in stuff from the southern wastelands, whereas the Second Age occultists were moreso pulling in stuff from people then living in the West.&lt;br /&gt;
[755] These would be spells similar in nature to [[Cloak of Shadows (712)]] and [[Pestilence (716)]] (though it might be inconsistent for it to be those exact spells), which Second Age Faendryl probably would not have wanted anything to do with, though they might have used magic like the old [[Disease (716)]] which would be more &amp;quot;classical sorcery&amp;quot; compared to Pestilence&#039;s &amp;quot;dark sorcery.&amp;quot; They were bending this way already with having made the festering taints in the Undead War period. Similarly, [[Torment (718)]] is probably out of this wasteland tradition. It isn&#039;t the kind of spell that should have been done by Second Age Faendryl, and most present day Faendryl would probably find it barbarically reckless and dangerous to the caster.&lt;br /&gt;
[756] Stuff like this has been done in game, like the Black Hel slayer demon scimitar from the I.C.E. Age (last possessed by Kree), or the soul eater staffs from Ebon&#039;s Gate. But [[Ensorcell (735)]] is more vanilla than this, just layering necrotic energy on objects. That&#039;d be an example of a &amp;quot;dark arts&amp;quot; spell that is not a &amp;quot;black arts&amp;quot; spell but also not &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[757] This is leveraging off the &amp;quot;dread seer&amp;quot; stuff from the earlier section on warlocks. The Extrachthonic Cartographer&#039;s Guild from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; represents a very &amp;quot;demonology&amp;quot; and materialist approach to valences and summoning demons. But there should also be necromantic methods (i.e. immaterial or possessing or scrying) for this stuff, especially for the outer realms that are unable to support life or even material existence as we know it. Xorus [[Harrowing and Esoteric Archaeology|lectured]] about this once, using the term &amp;quot;occult philology&amp;quot;, generalizing off the Planar Shift spell having runes embedded in flow patterns. Talking about this in more cosmic analogs. This is following a kind of Lovecraftian theme, like what Randolph Carter is doing in [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;].&lt;br /&gt;
[758] With all this bad stuff in the southern wastes (e.g. Horned Cabal), and precedents like the Palestra Blade Aralyte going after Althedeus, and the earlier warding premises for the banshees/etc. for living there, it is sensible that the Faendryl would be majorly invested in controlling dark magic as protection from dark magic. In line with what they did with Despana. This would be a deep ideological dispute with the other Elven Houses, rooting back in disagreement over the Maelshyve strategy.&lt;br /&gt;
[759] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; makes it sound like people down there generally know better than to try to directly take on the Faendryl, but it says: &#039;&#039;&amp;quot;Despite the occasional large-scale external conflicts since the Faendryl defeat of Despana&amp;quot;&#039;&#039;. There are only two in current canon, the Ashrim War and the Third Elven War. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They would come to grow food in their outlying lands, along with relatively minor surface settlements.[760] There was even the eastern port of Gellig after some ten thousand years, as relations between the Faendryl and other Houses had improved.[761] While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age.[762] Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins.[763] Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd.[764] It was a politically controversial royal marriage, which would have shifted the balances of power.[765] (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.)[766] When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle.[767] The Faendryl losses were horrendous.[768] The Houses declared it a genocide, the Faendryl called it an exile.[769] The war had sought to compel a trial and formal restoration of ancestral land claims.[770] But in the end it turned their allies against them and entrenched the opposition.[771]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[760.1] This is getting around the issue of &amp;quot;how do you grow food in a desert wasteland&amp;quot; when Faendryl territory by now extends some distance beyond the desert wasteland. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; has the Agrestis being a triune of ranchers, farmers, and miners. The ranchers and farmers should in the present day be working on the surface away from the desert. This land is defined as all belonging to the Patriarch by default, unless given to someone else, and the Agrestis is in charge of regulating it. It is unclear how old the Pentact divisions are and how far back terms like &amp;quot;Agrestis&amp;quot; should really reach in Faendryl history. &amp;quot;[[Origins of Amasalen]]&amp;quot; attributes Agrestis back to the Second Age, but the document is a translation and not nearly that old. (Though of dubious provenance, it is supposedly over 150 years old, but interestingly describes much more recent events in Kelsha&#039;s paintings.)&lt;br /&gt;
[760.2] The presence of outlying surface settlements in the present age is defined in the Third Elven War period in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[761] Gellig being an eastern port is 100% made up. Gellig is a location that the Turamzzyrian Empire sacked on its march into Faendryl lands, and whatever Gellig was, that was what set off and totally enraged the Faendryl. So this is defining Gellig as a Faendryl sea port, perhaps the location the Faendryl armada launched from in the Ashrim War, to explain why the Faendryl reacted so much worse to Gellig being invaded. The timing of 10,000 years is made up. It&#039;s using that number because &amp;quot;[[History of Elanthia]]&amp;quot; talks about roughly 10,000 years ago being when modern historians often talk about the Age of Chaos starting to end, and &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has human fortresses being built 8,000 years ago. There needs to be some lead up time and interaction with the eastern Elves to reach the point of the Chesylcha-Ashrim marriage so that it is not out of no where, and it is reasonably long after the Undead War for Elven time scales.&lt;br /&gt;
[762] This is the hedge on the 10,000 years ago number, with the Modern Era calendar being defined with a year 0 that was only a bit more than 5,000 years ago.&lt;br /&gt;
[763] This detail comes from the [[Ta&#039;Illistim Monarchs]] document about the Mirror at the time, Caladsal. The wording &amp;quot;best&amp;quot; friends is an embellishment, but the friends and royal cousins parts are in documentation.&lt;br /&gt;
[764] The Loenthran poet detail comes from a display in Museum Alerreth in Ta&#039;Illistim. The wedding party is also described originally in &amp;quot;[[History of Elanthia]]&amp;quot; as quite large. [[Maeli Gerydd]] went missing. &amp;quot;History of Elanthia&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; imply it is known Chesylcha died (though in incompatible ways), but the Maeli Gerydd lore and the [[forehead gem]]s ending up in the ocean make it sound more like a disappearance. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; outright says Chesylcha disappeared and was only presumed dead.&lt;br /&gt;
[765] There is another [[Chesylcha Sukari Faendryl|display]] (of a jade seahorse with ribbon for pinning to the left sleeve) in [[Museum Alerreth]], for example, that talks about the marriage as politically controversial. The &amp;quot;[[History of the Faendryl]]&amp;quot; document blames it on a Nalfein assassin.&lt;br /&gt;
[766.1] This is partly canon in the sense that the [https://www.play.net/gs4/news.asp?id=797 news release] for Museum Alerreth had it as the first construction project of the Argent Mirror Caladsal as an airship depot within the city, and the release said: &#039;&#039;&amp;quot;the outbreak of the Faendryl/Ashrim war and the attendant precautions &#039;&#039;&#039;against collateral attack&#039;&#039;&#039; led to travel being rerouted to docks outside of the main population center.&amp;quot;&#039;&#039; The news blurb said the depot was first built in 47545 Illistim (-1,562 Modern Era), which is actually two thousand years prior to the beginning of the reign of Caladsal in [[Ta&#039;Illistim Monarchs]], while Caladsal&#039;s reign in that document is three centuries later than the Sea Elf War in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. In the case of the news release, at least, it could be handwaved as having been Alerreth&#039;s building, and then Caladsal&#039;s &amp;quot;construction project&amp;quot; was trying to turn it into an airship hub for the whole city. For what it is worth, the non-canon sea captain&#039;s journal of the Ashrim War from the Elanthian Times (2000 through 2002) had the Faendryl ships floating above the water, which recontextualized with the later airship lore would have been because of the Illistim in some fashion.&lt;br /&gt;
[766.2] There should be a lot of socioeconomic and great power politics reasons for the Ashrim War that have never been carefully fleshed out. But it isn&#039;t within the scope of this document. The straight forward logic of the situation is that the Ashrim were the dominant naval power and the Illistim were developing air power, and Chesylcha was the glue on what would have been a forming alliance between them with a restored House Faendryl. Which would be very contrary to the maritime and court interests of House Nalfein (especially if there was Loenthran support), and been disliked by House Vaalor for military pre-eminence reasons. And who knows about the Ardenai.&lt;br /&gt;
[767] The story of the divination of the assassination by Chesylcha&#039;s sisters comes from &amp;quot;[[History of the Faendryl]]&amp;quot;. The spiraled out of control notion is an embellishment, this document is trying to give more rational motivations and war objectives, because the original story is a Helen of Troy kind of thing. It does not make sense to conquest regain the ancestral homeland, especially by invading the Ashrim Isle which is not even in the same direction, and especially when it is far beyond living memory to have actually lived in those ancestral lands. It has to be more abstract, about restoration of ancestral land claims, and political standing in the council of monarchs and so forth. The fog of war line is about the situation turning chaotic and escalating in a way that was not planned. (i.e. we are not having the Faendryl sending ships at the Ashrim to then do some genocide on land.)&lt;br /&gt;
[768] This is framed originally in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[769] The Faendryl calling the obliteration of the Ashrim Isle &amp;quot;an exile&amp;quot; is totally made up for this document. It ties back into this document earlier saying the Faendryl came to regard their exile to a land without food as attempted genocide. The gist is that the Faendryl attitude is there were Ashrim who were not on the Ashrim Isle, and the Ashrim Isle becoming uninhabitable is just an exile, and if House Ashrim no longer exists as a culture and royal line and political entity that speaks only to the failure of the Ashrim people. Likewise, the other Houses did not intervene in the war for the Ashrim, and did not cede their coastal lands to any Ashrim survivors. &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; talks about sea elves who will not acknowledge the Elves of this continent, which Scribes intended as a backdoor hook for Ashrim survivor descendants (though he was not Elf guru), and it might be that whatever Ashrim survivors there were had big grievances with other Houses after that war rather than just the Faendryl. In spite of the maudlin memorial stuff the Elven Houses do today about the Ashrim.&lt;br /&gt;
[770] This is inspired by the non-canon Faendryl [[Siege of Ta&#039;Ashrim|captain&#039;s journal]] of the Ashrim War that Mnar had in the [https://web.archive.org/web/20010723220557/http://gemstone.play.net/etimes/et6/ancient.htm Elanthian Times] back in 2000 in [https://web.archive.org/web/20020205003433/http://gemstone.play.net/etimes/et7/ancient.htm multiple parts] into [https://web.archive.org/web/20030212062741/http://gemstone.play.net/etimes/et8/ancient.htm 2002]. The general notion here is the Faendryl put together a naval fleet to meet the Ashrim on their own culture-tradition terms as a matter of honor, rather than a serious expectation of having a full scale naval war with the Sea Elves, as a matter of compelling a trial of traitors in the Ashrim royalty to get justice for Chesylcha and her wedding party. But then the Ashrim are guarding their royals, and ship violence happens, and things start spiraling out of control. Then in that fog of war context with horrendous Faendryl losses, you get a few ships making it to Ta&#039;Ashrim. Like in the non-canon journal, they&#039;re trying to arrest some royals, and end up in a position of blowing everything up.&lt;br /&gt;
[771] Though the Faendryl in some sense won the battle at Ta&#039;Ashrim, they very much lost the war in terms of achieving the war&#039;s political objectives. It catastrophically damaged their political standing with the other Houses for thousands of years. But they also suffered their own horrendous losses, and they completely doubled down on everything after the Ashrim War. The &amp;quot;[[History of the Faendryl]]&amp;quot; document might be interpreted as omitting most of the exile period where New Ta&#039;Faendryl was an underground city, and it could be treated as state policy to refer to this as some &amp;quot;period of appeasement&amp;quot; that state sanctioned history ignores. New Ta&#039;Faendryl is a surface city that is only a few thousand years old, but it should most likely be treated as the surface facade of something that runs much deeper into the ground, that is a lot older.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism.[772] The Patriarch formally dismissed the penance of House Faendryl in guarding the ruins of Maelshyve for the Elven Empire.[773] It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve.[774] The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor.[775] There was then a full embrace of the dark arts, which were regarded as morally neutral.[776] The Palestra academies were founded to support a vast expansion of demon summoning.[777] The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.[778]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[772] The aftermath of the Ashrim War being the moment the Faendryl was declared to be &amp;quot;dark elves&amp;quot; is defined both in &amp;quot;[[History of Elanthia]]&amp;quot; and in &amp;quot;[[History of the Faendryl]]&amp;quot;, which cross-referenced with the chronology of other documents such as &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, means the Faendryl were *not* known as &amp;quot;dark elves&amp;quot; for 15,000 years of residing in Rhoska-Tor. It is given as a cultural condemnation with a racialized aspect. So we should treat Dark Elves as a race as being a relatively modern thing, and have the meaning of &amp;quot;dark elves&amp;quot; be different in earlier time periods.&lt;br /&gt;
[773] This is an embellishment to bring the premises of the exile in this document up into alignment with the more contemporary attitudes illustrated in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Though the Armata still guards the ruins for its own internal security, but allows demons to wander toward the Demonwall.&lt;br /&gt;
[774] This is the state sanctioned revisionist history being framed, where what we might call the &amp;quot;period of appeasement&amp;quot; is treated as a wrong direction.&lt;br /&gt;
[775] This is explicitly stated in &amp;quot;[[History of the Faendryl]]&amp;quot;. It is partly based on &amp;quot;Path to Palestra&amp;quot; saying the Palestra academies were founded after the Ashrim War, and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; being clear that New Ta&#039;Faendryl is only a few thousand years old, and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; distinguishing New Ta&#039;Faendryl from Rhoska-Tor. The city is described in a highly centrally planed way in that document, and so this is introducing a premise that the society structure was centrally planned in this way in the aftermath of the Ashrim War. Earlier time points would plausibly have some different governing structures. This surface city should probably be treated as the surface facade for connecting down into the older underground city.&lt;br /&gt;
[776] This is leveraging off the founding of the Palestra academies implying a big expansion and embrace in demonic summoning in the population, and doubling down in general on the magic that the Faendryl are being condemned for by everyone else.&lt;br /&gt;
[777] Same point as 776. &amp;quot;[[Path to Palestra]]&amp;quot; says: &#039;&#039;&amp;quot;With the rule of Patriarch Rythwier Sukari Faendryl, we see the building of New Ta&#039;Faendryl. It was during this time that the three major academies of Palestra training were founded.&amp;quot;&#039;&#039; The four lesser academies were founded under the current Patriarch, Korvath Dardanus, to make supply for Palestra meet up with demand. All of this suggests an escalation over past levels of Palestra and summoning.&lt;br /&gt;
[778.1] This is cross-referencing &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot; with the &amp;quot;[[Dark Elven languages]]&amp;quot; document about the Faendryl dialect. The [[forehead gem]]s loresong has consistency issues with documentation. It depicts Patriarch Rythwier in a palace prior to the Ashrim War, but other documentation would imply such a building should have only been after the Ashrim War. It depicts the Faendryl crest, but does not specify which one. It would have to be the ancient crest, because the Layman&#039;s Guide says the Faendryl did not recognize the disgraced crest, and they &#039;&#039;&amp;quot;chose a new crest&amp;quot;&#039;&#039; only when they &#039;&#039;&amp;quot;left Rhoska-Tor to found New Ta&#039;Faendryl.&amp;quot;&#039;&#039; The loresong also depicts the tapestries as &amp;quot;crimson&amp;quot; when they should be &amp;quot;scarlet.&amp;quot; It is a reasonable embellishment to time the court language law to the aftermath of the Ashrim War when the new crest was chosen.&lt;br /&gt;
[778.2] &amp;quot;[[History of the Faendryl]]&amp;quot; says: &#039;&#039;&amp;quot;As time passed, the Faendryl began to turn their eyes northward, towards their ancestral home. They were disgusted with life below ground, and wanted their shining city.&amp;quot;&#039;&#039; and then after the war &#039;&#039;&amp;quot;They turned their backs on the elves and the city they had built and moved north of Rhoska-Tor, although not far, to build their new city.&amp;quot;&#039;&#039; &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; says: &#039;&#039;&amp;quot;She is a new city, New Ta&#039;Faendryl. An eternal city, established only a few thousand years ago.&amp;quot;&#039;&#039; At the same time there should be surface settlements in the surroundings by the time of the Ashrim War, and reasonably there should already have been a sea port. So it is possible this [[Forehead gem|loresong]] &amp;quot;palace&amp;quot; / &amp;quot;castle&amp;quot; is underground, or it is possible it is somewhere else that is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.B The Diaspora&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot; [779]&lt;br /&gt;
&lt;br /&gt;
- Children&#039;s rhyme unconsciously chanted in fugue states, in the&amp;lt;br&amp;gt;&lt;br /&gt;
year 5100, due to Banaltra harvesters for the Feithidmor. Last&amp;lt;br&amp;gt;&lt;br /&gt;
hatching survived by sylvans of Yuriqen in the Age of Chaos.[780]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[779] This is an excerpt of the fugue state chanting from the feithidmor/banaltra storyline. It is an exact quote.&lt;br /&gt;
[780.1] There was a sylvan NPC named [[Wicked Times (storyline)|Draman]] who spoke of Yuriqen in this context. The timing was vague, but the premise was the feithidmor are akin to cicadas, except on the scale of thousands of years. The original intent of Yuriqen was to be founded about 8,000 years ago in the later Age of Chaos and then get cut off from the world around 2,400-ish years ago (per Banthis), though the date might not be defined anywhere in documentation. This usage of &amp;quot;Age of Chaos&amp;quot; is going with the 15,000 year definition of Age of Chaos rather than the 10,000 year one. It is an embellishment to put it in the first half of accessible Yuriqen rather than the second half. It vibes more thematic for Age of Chaos.&lt;br /&gt;
[780.2] More precisely, [[Wicked Times (storyline)|Draman]] was an aged Sylvan member of the Council of Elders in the [[Order of Lorekeepers]] in Ta&#039;Illistim, and his sylvan ancestors had left &#039;&#039;&amp;quot;shortly before the closing of Yuriqen.&amp;quot;&#039;&#039; The log of this NPC lecturing is therefore firmly establishing Yuriqen was closed off thousands of years ago. The premise was that they had survived the previous feithidmor event, and wanted to warn the world. The wording could be taken to imply the feithidmor event was not long before Yuriqen was closed. It is important to note that this was before the [[AGE (verb)]] mechanic and before the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. Here we&#039;re bending a little bit on the timing, calling it Age of Chaos (in the up to 5,000 years ago definition of Age of Chaos), because of the word &amp;quot;ancestors&amp;quot; from an old sylvan elf.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War.[781] There were many dark forces who were not inside Maelshyve at the time of its destruction.[782] With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors.[783] This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor.[784] There was a diaspora of necromancers and practitioners of the black arts out of the southern wastelands.[785] In this way witchcraft had returned to the West, where it originated, but it was now a much darker and more dangerous form of magic.[786]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[781.1] The first part is directly based on &amp;quot;[[History of Elanthia]]&amp;quot; describing mountain race hordes: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039;&lt;br /&gt;
[781.2] The malevolent forces in the South surviving the war is an extrapolation from what would be reasonable, since it does not sound realistic that all of Despana&#039;s forces were at Maelshyve at the moment the Elves do a lightning strike on Maelshyve. And it is leaning on the embellished premises about the sorts of factions found in that region made in this document.&lt;br /&gt;
[782] This should be true just by virtue of having been in other places pursuing the war, since the war was happening all over the continent.&lt;br /&gt;
[783] Part of this point is that with the logic of the Western outlying provinces being impractical to defend, and rapid gains by Despana in the outlying provinces where &amp;quot;[[History of Elanthia]]&amp;quot; said there was little resistance, that would suggest these purported dark factions were already up in the West. And this familiarity with moving up that way can help contextualize the minotaurs migrating up to Wehntoph after the Battle of Maelshyve, which is already canon in &amp;quot;[[History of the Minotaurs]]&amp;quot;. (They had their labyrinth area wrecked by some unknown war at some point in the Age of Chaos as well.) &lt;br /&gt;
[784.1] The loss of control by the Elves of the West in the Age of Chaos, and the Faendryl needing time to base themselves, and then the Faendryl presumably pushing out some of these dark forces with the expansion of Faendryl territory, you have clear pressures for population migration of these &amp;quot;black arts&amp;quot; practitioners northward into the West.&lt;br /&gt;
[784.2] The Faendryl have their own &amp;quot;diaspora&amp;quot; in existing documentation, a term that was introduced by Silvean. In canon documentation the word is used in &amp;quot;[[A Ceremony for the Marriage of Faendryl in the Diaspora]]&amp;quot; by Silvean and Lylia through the Wordsmiths program. This paragraph is just generalizing the whole thing.&lt;br /&gt;
[785] This is an extrapolation on the previous premises. These can include whatever races lived down in that southern region, but those of elven descent should largely be Dark Elves. This diaspora could arguably include [[Morvule]], the Luukosian high priest, who was old enough to witness the Great Fire of Sharath (something he told to a player character) and after the Undead War united Luukosian cults into the Luukosian Order, which would have mostly been in the West in the Age of Chaos.&lt;br /&gt;
[786] This document is using very broad generalities of large scale movement tendencies, rather than narrow specificity. There is no reason ordinary witchcraft practitioners could not have been in the wild woods of the West, or what have you, after all that time without having gone into the southern wastelands. It would still be a form of &amp;quot;black magic&amp;quot;, but not what we mean by the &amp;quot;black arts&amp;quot; most likely. It&#039;s the witches influenced by those southern wasteland traditions that give rise to the Raznel kind of stuff, rather than the wind witches kind of stuff or possibly even the [[Elanthian Journal/Edition 28|Sisters of Blight]] kind of stuff. (This is not what happened with Raznel in the literal sense, she grew up as a noble in Chastonia. But she was taught Southron Wastes demonic blood magic by Xorus, canonically in storylines, who is supposed to be an Ur-Daemon cultist who studies the black arts.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power.[787] This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic.[788] The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering.[789] It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.[790]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[787] There is no reason you could not have (dark) elves of distant ancestry to that Rhoska-Tor region who are not themselves malign in any way. And you could have expatriates of the Faendryl or Dhe&#039;nar for all sorts of reasons. But people wanting to be free of the rule of law, especially law on magic, is the Second Age driving force for migrating into the southern wastelands. So the Faendryl and Dhe&#039;nar building up regional strength during the Age of Chaos is sensibly going to drive similar sorts to go north into West (or possibly just the more lawless regions of the Southron Wastes) because in the Age of Chaos that was the widespread chaos / anarchy / lawless haven for dark forces. So here we go with that, partly to set up traditions to exist behind hooks in the Turamzzyrian History documentation.&lt;br /&gt;
[788] The Palestra being a prideful thing for summoners to have and collect is a little bit of good government propaganda, like teaching children the virtues of paying all your taxes and so forth. Because the natural inclination for a lot of Faendryl sorcerers is going to be not wanting to be regulated or restricted in what they do. Up into the anarchic west is an obvious place for a diaspora of power abuses to wander. This also helps set up some of the animosity in the West to Dark Elves for reasons that are less abstract or foreign to humans than Maelshyve and the Ashrim.&lt;br /&gt;
[789] This is an IC author statement, just characterizing what is established about it in a different way.&lt;br /&gt;
[790] The violence of the period is framed by &amp;quot;[[History of Elanthia]]&amp;quot;. The timeline of human fortifications being built comes from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. It is generally undefined what the governing structures and natures of the outlying provinces were, and how fast they fell apart after breaking off into independence, and what sorts of power structures existed in the interregnum. Volume 2 talks about trials by ordeal in the West, for example, as lay authority in the name of the gods, precisely due to the lack of central authority and hierarchy. Witch hunt panics and so forth. Humans obviously needed to live and survive for thousands of years in the Age of Chaos, so it can be bad but only so bad.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years.[791] Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel.[792] The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep.[793] The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts.[794] The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.[795]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[791] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[792] This is cross-referencing with the Disciples of the Shadows section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[793] This is cross-referencing &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; with the Nanrithowan wards defined in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and the Wyrdeep symptoms described in the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[794] This is pulling on the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[795] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is coincidentally around the same time humans &#039;&#039;&amp;quot;begin to form small organized settlements on the western side of the Dragonspine, building fortresses to protect themselves&amp;quot;&#039;&#039; according to &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever.[796] Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent.[797] This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic.[798] It was why Yuriqen was sealed off almost 2,400 years ago.[799]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[796] This seems fair from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, but there is no telling how much omission of bad events there could be.&lt;br /&gt;
[797] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; calls him Faendryl, but here we are leaving it more ambiguous, because Myrdanian was doing a kind of behavior that could be better suited to the malevolent wasteland types. &lt;br /&gt;
[798] This is all straight from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[799] This date is a made up assertion. However, Banthis has given roughly this amount time as the original intent. His own mid-2400s year old character was supposed to be young when the Yuriqen barrier went up. Using this number creates an opportunity to relate Myrdanian&#039;s presence there to the formation of the Kannalan Empire, notwithstanding the gnomes documentation (and things like the Timeline document pulling off the gnomes history) using some placenames in time periods that should most likely be anachronistic. (e.g. Tamzyrr in Selanthia, three thousand years before Selantha Anodheles)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders.[800] With the coronation of the Emperor of Veng in 2,745 there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known as Hendor.[801] While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West.[802] Looser forms of this alliance had existed for a few thousand years.[803] It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north.[804] It is perhaps for this reason that the Sylvans had troubles with Myrdanian.[805] The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.[806]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[800] This is a reasonable dynamic of what would happen if you push out chaos agents, only to concentrate them outside the borders in more confined spaces. Partly plays off &amp;quot;[[History of Elanthia]]&amp;quot; having it difficult to say when the Age of Chaos ended.&lt;br /&gt;
[801.1] These are made up facts that are meant to reconcile things that do not make sense. The year 2,745 Modern Era is based on &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; having 4,045 Modern Era being the year 1,300 Kannalan (which is likely vestigial from I.C.E. setting timeline messaging on the Path of Enlightenment but got retconned later.) The &amp;quot;Emperor of Veng&amp;quot; is a defined office in the &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. It is unclear if the location of Veng has ever been defined for players. Judging by the distribution of the other known Kannalan settlements to the south, west, and north, and Veng falling to humanoids invading out of the mountains, it should most likely have been somewhere in what is now called Hendor.&lt;br /&gt;
[801.2] The term &amp;quot;formal Kannalan Empire&amp;quot; is meant as a retcon to handwave away the [[Lines of Blood: A History of the Gnomes|Gnome history]] and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (referring to the gnome history) using the term &amp;quot;Kannalan Empire&amp;quot; for times over a few thousand years before year 0 of the Kannalan calendar. There can be earlier stuff that isn&#039;t really the Kannalan Empire but has constituent stuff. The gnome document does much the same with Tamzyrr and Selanthia.&lt;br /&gt;
[802] Feudalism in the Turamzzyrian Empire came from feudalism in Hendor. The definition of a loose alliance of humans, halflings, and giantmen comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[803] This is again the retcon mentioned in footnote 801.2&lt;br /&gt;
[804] This is creating a hook for why there were &amp;quot;dark sorcerous forces&amp;quot; up near what is now Vornavis, harassing refugees of the fallen Kannalan city of Ziristal, in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in the early 4000s Modern Era.&lt;br /&gt;
[805] This is a cross-reference and extrapolation. But if we accept the 2,400 year ago timing for the rise and forming of the Kannalan Empire, reaching up into what is not far off from the Sylvan forest, the Myrdanian types would naturally be tending toward being further north. So this is plausible geographical context for why Myrdanian would have been there bothering the Sylvans at just that point in history.&lt;br /&gt;
[806] This is cross-referencing various things. The undeath of the Wolves Den goes back to the Second Age, who were rebels in the Darkstone Bay region, being put down by the Vaalor. There are scattered threads like the darkness of the Kingdom of Anwyn and whoever destroyed the palace in &amp;quot;[[History of the Minotaurs]]&amp;quot;. Melgorehn&#039;s Reach if it were translated into De-ICE&#039;d timeline would have been something in the vicinity of 8,000 years ago. The Graveyard and Broken Land stories would be 6,300 years ago. The Shadow Valley story probably dated back to a bit earlier than the Graveyard story. Though none of these have canon dates at this time in the Elanthia world setting. The obelisk thing that turned Barnom Slim into a lich, Althedeus related, was seemingly very ancient and had a bunch of dead bodies leading up to it. There&#039;s the dark sorcerous forces of the Cairnfang in the early 4000s, and then modernly there&#039;s Foggy Valley with types like Bonespear and Vespertinae. All the various haunted castles in the northwest. The loresong on the [[forehead gem]] for Return to Black Swan Castle depicts sorcerers sieging the castle and turning it black, which a [[Return to Black Swan Castle/saved posts|saved post]] describes as only a century ago (though this is a retcon as that castle dates back to the ICE Age and weirdly suggests it&#039;s from the same time period as Wehnimer&#039;s Landing). Whatever happened with Bir Mahallah and the Sea of Fire more generally. Modernly the Arcane Eyes summoners were out of Mestanir, Raznel was in Talador. The list could go on.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kannalan Empire abruptly collapsed in the year 3,961.[807] It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains.[808] Historians have since speculated this was caused by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen.[809] There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands.[810] Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.[811]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[807] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[808] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and elaborated in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;, and also described some in &amp;quot;[[History of Reim]]&amp;quot;.&lt;br /&gt;
[809] This is an embellishment, that this is an exist premise from historians. This is cross-referencing several things. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; dates the Sunfist Pact to 16 years before the Kannalan Empire collapsed. (&amp;quot;[[History of Elanthia]]&amp;quot; puts it earlier with a vague 2,000 years ago, but the Timeline gives an exact number.) &amp;quot;[[History of Reim]]&amp;quot; talks about the Kingdom of Dunemire in what is now Bourth having been a Highmen kingdom. This is cross-referenced with the tribes named for the Sunfist pact in &amp;quot;[[Giantkin History]]&amp;quot;, which included the Highmen. &lt;br /&gt;
[810] This is a very plausible historical argument, given the two dates and Highmen overlap in both aspects of it. Even if it were a coincidence, historians (especially those who do not live in the mountains) could easily be convinced of it. This usage of &amp;quot;humanoids&amp;quot; is throughout the human documentation, such as &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[811] This is referring the Cairnfang region sorcerous forces in the Wildwood settlement incident, and more modernly with Foggy Valley. The southern part with the &amp;quot;black elven wizardry&amp;quot; is referring to the fall of Gor&#039;nustre and the Kannalan Alliance cities in the late 4200s. Which is pushing closer to the southern wastelands. These both come from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The geographical distribution of such references to the near edges of civilization is reasonably solid in existing premises.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.C Death Religions&lt;br /&gt;
&lt;br /&gt;
It was in the late Age of Chaos that Lorminstra began softening her treatment of departed souls.[812] The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood.[813] It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death.[814] In antiquity it was very rare for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living.[815] Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul.[816] Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead.[817] Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.[818]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[812] This is totally made up. There&#039;s a basic undefined issue with the death lore, where adventurers are somehow special with their treatment by Lorminstra, and we do not have explicit scaling on how common that is and how long it has been happening for. The death mechanics also change over time, which means the IC death rules are shifting with time. If it&#039;s more than just a small adventuring population, it disrupts the cohesion of the NPC world setting. So here we&#039;re postulating that one of these shifts happened in the late of Age of Chaos, when the West was emerging with the building of fortified human settlements, where the loophole formed with Lorminstra willing or able to return departed souls under some special conditions. And then this is used as a factor in pushing back the chaos, or as framed here, pushing back on the Life/Death imbalance caused by the malign influence of the Luukosians and so forth, which follows off the black arts diaspora framed in the prior section.&lt;br /&gt;
[813] This is a fair statement of what it is like when we try to interact with the Arkati or get explanations from them. When Death&#039;s sting was introduced with the shadow dragon, there was some vague language about the changing cycle of death.&lt;br /&gt;
[814] This is following off the logic in footnote 812 and a reasonable surmise for an IC worldsetting view by a mortal NPC who cannot directly know what the gods are doing on their end.&lt;br /&gt;
[815] This is an important embellishment. When GemStone implemented the Rolemaster mechanics in 1989 / early 1990, it tweaked the relation between resurrection spells and death. Rolemaster is like Dungeons &amp;amp; Dragons in having roughly 10 rounds of &amp;quot;dying&amp;quot; state where players can be revived with magical healing, and in the case of Rolemaster it is from hit point loss or from critical injury. This requires no &amp;quot;lifegiving&amp;quot;/rezz spell! The resurrection magic is for *after* soul departure, which is the state of actual *death* as opposed to dying. In the I.C.E./Shadow World setting the goddess we call Lorminstra is the only one with the power to let clerics call souls back into bodies like that. In the GemStone implementation this would leave corpses lying around and is a problem for the M.U.D. type setting, so it was replaced with rapid decay and reincarnation on soul departure. And then lifegiving/rezz spells applied to the &amp;quot;dying&amp;quot; phase, and players had no actual dead bodies to target with rezz spells. Move time forward and it&#039;s still not possible for player Clerics to resurrect unkept bodies that have been dead for more than a handful of minutes. But there are rare hooks like the old [[Purgatory]] messaging of what looks like the temple old man / Lord High Cleric pulling the soul out of Purgatory, and very rare story incidents of souls getting pulled out from beyond the Ebon Gate. So we are calling this &amp;quot;true resurrection&amp;quot; and it&#039;s much more rare than what ordinary Clerics do.&lt;br /&gt;
[816] This was explicitly true in the I.C.E. lore, which was the context when the death mechanics (the temple and deeds and all that) were created. The explicit language on this point did not carry through into later documentation, by GM Varevice said in a forum post in 2000 (for example) that only Lorminstra has the power to bring souls back to the living like that, whereas any ordinary god can power the kind of resurrection that player characters are doing. Cursing the soul refers to how undeath works in GemStone in light of the Order of Voln messaging, and ascension is referring to the ascension legends usually involving the lesser god having been dead in some way before being raised higher. The theory of how ascension works is talked about in Volume 2. It is not really addressed in Volume 1, but the IC author distinguishes &amp;quot;transcendence&amp;quot; into becoming Arkati servants with retained identity (like the disir in GemStone and [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 spirit helpers] to the Immortals in DragonRealms) from ascension to godhood, maintaining that to the extent &amp;quot;ascension&amp;quot; is possible it likely requires flattening out the personality and identity into limited thematics and essentially would be a form of death where there is some greater spirit imbued power.&lt;br /&gt;
[817] This is the original context of the death lore, and if the true resurrection concept is valid in Elanthia still, this is consistent with the game mechanics. The [[Naidem]] reincarnation [[Purgatory#Naidem|messaging]] is vague, but that voice talking to you presumably isn&#039;t the silent Gosaena, so I will assume that is also just Lorminstra.&lt;br /&gt;
[818.1] This refers to for example the old man variant messaging on the old [[Purgatory]] death mechanics, and how there used to be different levels of power of resurrection spells. I&#039;m told one time a player with special Gosaena &amp;quot;[[DecayWings|avatar]]&amp;quot; wings (from an auction) in a storyline pulled someone out from beyond the Gate, but we&#039;re talking about resurrection spells and this line seems solid. It keeps the NPC world setting coherent for this to be a rare power, and for it to rarely be granted by Lorminstra. Adventurers are freak abnormality special cases, which is actually [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicitly stated] in DragonRealms with its highly similar form of the [https://elanthipedia.play.net/Death death mechanics]. &lt;br /&gt;
[818.2] DragonRealms tweaks this slightly by having the soul being called back from the spirit plane (the &amp;quot;Starry Road&amp;quot;) by the Cleric, provided there is at least one &amp;quot;favor&amp;quot; (deed) linking it to the body, but there is still the auto-depart timer and it is effectively the same situation. By &amp;quot;true resurrection&amp;quot; we are referring to a resurrection at a later time point, which does not apply to adventurers whose bodies disintegrate (unless presumably it is their final death.) GemStone more tightly ties the soul being brought back to Lorminstra intervening herself, which prior to permadeath being removed involved her identifying departed souls in Purgatory with deeds to whom she owed favors. Deeds no longer serve this function as of 5104 Modern Era, and the reason why adventurers without deeds are brought back is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit.[819] High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals.[820] This was a rare power and Lorminstra most often refused.[821] It was only for those who had died prematurely or in insignificant ways. Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself.[822] The very rarest form of resurrection was if Lorminstra took the departed soul and reincarnated its body. [823]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[819] When the De-I.C.E.&#039;d lore for Gosaena was introduced in &amp;quot;[[Gods of Elanthia]]&amp;quot; in 1999, it introduced the following line: &#039;&#039;&amp;quot;Unlike Lorminstra, when a spirit comes to Gosaena, it will not be returning to the mortal realm.&amp;quot;&#039;&#039; The problem is this is not true, or at the very least, requires some extra nuance of beyond the Ebon Gate to be consistent. One aspect of this is that Lorminstra lets spirits out from the Ebon Gate to visit near the Eve of the Reunion, it&#039;s been happening at Ebon&#039;s Gate festivals for decades and is talked about in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The &amp;quot;[[Giantkin History]]&amp;quot; with the Grot&#039;Karesh Hammer clan talks about an event where spirits of the dead return to visit the living called [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]]. So this sentence saying &amp;quot;on special occasions as a spirit&amp;quot; is more accurate that a simple plain reading of the Gosaena documentation. Another aspect of this is the Purgatory death mechanics messaging having implicitly been the other side of the Gates of Oblivion, before the term &amp;quot;Gates of Oblivion&amp;quot; was replaced with &amp;quot;Ebon Gate&amp;quot;. Lorminstra has the framed power of going through the other side of the Gate and pulling out souls for resurrection or reincarnation. So Gosaena needs to be restricted to a special phase of being beyond the Gate. The Purgatory soul departure messaging pre-dates the Gosaena lore, so there was never any mention of her in it.&lt;br /&gt;
[820] This is reviving the original I.C.E. context on what lifegiving / resurrection spells mean and do, and it is arguably represented in the old man variant of the old [[Purgatory]] messaging. Where different messages happened based on conditions.&lt;br /&gt;
[821] This restricts its scope so that the lack of use we&#039;ve seen with it in game makes sense, and revives the original context of Lorminstra refusing these requests unless certain conditions were met.&lt;br /&gt;
[822] This was explicitly stated in her lore at the time the death mechanics were designed. This line is just reviving the premise explicitly. Aspects of this were encoded in the old man variant of the [[Purgatory]] messaging, which talks about &amp;quot;special children&amp;quot; who have things left undone. The insignificant deaths aspect means, among other things, that Lorminstra is not going to agree to return an assassinated high noble or monarch to life.&lt;br /&gt;
[823] It should obviously be the case that Lorminstra reincarnating souls would be more rare on a whole population level than true resurrection requests being granted. The relative handful of minutes it takes for the soul departs reasonably means the ordinary player character raising spell on the dying would not be useful in most practical situations, because the intervention needs to happen in such a brief window of time. It should be the case that the longer a body is truly dead, the less likely the resurrection will be granted and the more damage to the body / recovery will be needed. This document is taking the [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicit] step DragonRealms does and has adventurers being a weird special exemption case involving heroics. While it is the rarest in a whole population demographic sense, for adventurers it is the [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 most common] outcome of death.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) Deeds&lt;br /&gt;
&lt;br /&gt;
Seven thousand years ago, or so, a loophole had formed in her rules.[824] There was a tiny minority of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces.[825] These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot;[826] They were much more rapidly healed with magical herbs than most people, for whom such remedies usually only increase the rate of healing.[827] Traumatic injuries from violence in particular might quickly vanish.[828] Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it.[829] Lorminstra allowed such heroes to fulfill their unfinished purposes.[830] There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures.[831] For this &amp;quot;deed&amp;quot; they would be owed a favor from Death.[832]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[824] The seven thousand years number is totally made up, meant to be consistent with the prior framing of the late Age of Chaos. This is meant to be some time into the process of Western fortification settlements by humans. It is meant to imply that this practice just wasn&#039;t even a thing in earlier millennia. The timing is also chosen to make it just a bit earlier than the Graveyard and Broken Land stories, which we&#039;re using the same number of years ago as they were in their original timeline.&lt;br /&gt;
[825] This is directly based on the death mechanics messaging that has existed in game. The &amp;quot;special children&amp;quot; who make a difference was in the old man variant of the [[Purgatory]] messaging, which was when characters without deeds below level 2 were reincarnated. The phrase &amp;quot;heroic fighters against chaotic forces&amp;quot; is very slightly an embellishment, but based on the Hall of Sacrifice encoded into the Landing temple, and the making-a-difference premise in the old man variant, and the original death lore context of missions in the world not being complete yet. Which is a Fate like concept.&lt;br /&gt;
[826] This is a direct quote from the old man variant of the [[Purgatory]] messaging, which player characters have seen and experienced themselves in the past.&lt;br /&gt;
[827] This is an embellishment, taking the opportunity to restrict the scope of something that doesn&#039;t make sense for the NPC setting. Much as with the computer game adaptation of the death mechanics so that deaths happen much more routinely and less permanently in a M.U.D. context with its vastly higher encounter rate than a tabletop setting, the herbs and healing system was vastly accelerated for GemStone&#039;s implementation. Rolemaster herbs generally increased healing rates, or would have serious side effects and addiction risks. The world setting does not make much sense if it&#039;s common as dirt for people to just be able to heal everything, undisease everything, having empaths and so on all over the place. So this embellishment is creating an explicit premise of basically: yes, this rapid healing happens on these abnormal adventurers, but it&#039;s directly related to their weird relationship with the Life-Death balance, and the vast majority of people (NPCs) heal much slower.&lt;br /&gt;
[828] This is another scope restriction. Our healing spells and herbs focus on undoing traumatic injuries from adventuring heroics kind of stuff. They are not focused on chronic illnesses, cancer, and so forth.&lt;br /&gt;
[829] This is reviving what used to be explicitly stated in the death lore, and creating a hook for why these people are brought back from soul departure now, even when they have no deeds (because deeds no longer serve this function in the Death cycle.) Likewise, this was so with the old man variant, but now it&#039;s true regardless of level. This is creating a hook for why people are brought back, and likewise that mortals do not know why it is them and not others, and they do not know how long this flexibility with death will last. Each time might be the last time for all anyone knows.&lt;br /&gt;
[830] This is again reviving what used to be explicitly stated, and historicizes it to this late Age of Chaos time period.&lt;br /&gt;
[831] This is quoting and directly based on the Landing temple deed rituals. [[Research:The Graveyard]] and [[Research:The Broken Lands]] construct a theory about the original context of the death mechanics, because deeds do not come from the I.C.E. mechanics or lore setting. It theorizes that the deed ceremony is intentionally based on medieval homage ceremonies, where the death goddess acts as a liege lord and the soul is the fief being granted to the vassal who is sacrificing to her. This line is further based on the Hall of Sacrifice and the original Shadow World context of her not allowing the return of meaningful / significant deaths. So what GemStone appears to have done is allowed heroic acts by adventurers to result in treasure, and sacrificing this treasure is substituting in heroic acts / meaningful deaths, so a credit of meaningful deaths is used instead. And that this is the essence of what &amp;quot;deeds&amp;quot; really are, and setting up a premise of just donating money isn&#039;t enough.&lt;br /&gt;
[832] This is meant to explicitly ground the meaning of the word &amp;quot;deeds&amp;quot;, which at present have no definition in lore, other than the Lorminstra temple messaging.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna.[833] But these were deeds of Death.[834] Their sacrifices would substitute other heroic acts for the significant deaths that would leave Lorminstra unable or unwilling to resurrect.[835] The greater the heroic feats to be spared, the greater the sacrifices to be worthy.[836] There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds.[837] Without accruing deeds, the soul was doomed.[838]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[833] This is what happened and was done in the [[Vishmiir]] event around 2002. This document is using this to explain death mechanics good deeds, per the Hall of Sacrifice, as instead deeds of Death. (The temple figures refer to Death with a capital D.) This allows us to explain why deeds presently serve an unrelated function as of 2004 with [[Death&#039;s Sting]] introduced. This tacitly interfaces with the liquid in [[chrism]]s and their Death&#039;s sting prevention.&lt;br /&gt;
[834] This is made up but reconciles the difference in what deeds did before 2004 with what they do afterwards.&lt;br /&gt;
[835] This is explicitly stating the prior premises, and is directly based on the death mechanics messaging, from the temple deeds messaging to the warnings in the [[Purgatory]] messaging about the limits of power to intercede.&lt;br /&gt;
[836] This is contextualizing why deeds are more expensive for higher level characters.&lt;br /&gt;
[837] This is putting down any seriousness to the old jokes about Lorminstra rolling in gems and cash for the money. The messaging requires it to be sacrifices of treasure, so it isn&#039;t good enough for rich people to just donate some money.&lt;br /&gt;
[838] This is what deeds used to do. Deeds &#039;&#039;&#039;have not&#039;&#039;&#039; done this for 20 years now, and this is explicitly recognizing it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end.[839] If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls.[840] Their bodies would disintegrate upon the departure of their spirit.[841] There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans.[842] For those chosen by the Lady of Winter there is no question.[843] Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.[844]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[839] This is just taking the medieval feudal meaning in the language used in the deeds ceremony and the [[Purgatory]] messaging literally. It is explaining the why Lorminstra and why only Lorminstra of it all.&lt;br /&gt;
[840] This is explaining why people (adventurers) with this homage relationship with Lorminstra, if they had accrued deeds of substitute deaths, were given special exemption and brought back from true death under some conditions.&lt;br /&gt;
[841] This is explicitly acknowledging the weirdness of player character instant decay and reincarnation, when the NPC background all leave corpses. Though it doesn&#039;t get around / explain all the monsters decaying, which is mechanically necessary for the game in practice.&lt;br /&gt;
[842] This refers to the &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; document. Koargard is discussed in &amp;quot;[[Worship in the Turamzzyrian Empire]]&amp;quot; and various Church of Koar contexts. It has its own doctrine of what the afterlife is, but the death mechanics adventurers experience is empirical.&lt;br /&gt;
[843] &amp;quot;Lady of Winter&amp;quot; is an epithet that is used in &amp;quot;[[History of the Order of Voln]]&amp;quot;. This line is about framing that adventurers have empirical experience with the other side of the Gate, with the depart / [[Purgatory]] messaging, which in every instance illustrated an oblivion stated of near unconsciousness.&lt;br /&gt;
[844] This is directly based on the [[Purgatory]] / Abyss of Naidem messaging, and the description of the Pale in the second Griffin Sword War. It is how GemStone interpreted the meaning of &amp;quot;Oblivion&amp;quot;, which at that time was undefined in the I.C.E. setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it.[845] She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls.[846] Reincarnation works around some of the conditions that ordinarily prevent resurrection.[847] In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor.[848] It was only certain kinds of deaths that could be substituted for deaths of like kind.[849] Otherwise the rules of Death held without exemption.[850] It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.[851]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[845] This is directly describing the [[Purgatory]] death messaging. It is slightly condensed now in GemStone IV, but this is using the original full version of the wording in the decay/depart messaging, which was live up through 2003.&lt;br /&gt;
[846] This is referring to the [[spirit death]] variant of the [[Purgatory]] messaging. The currently used form of the decay/depart messaging uses this particular version in all cases. Spirit death is soul destruction in Rolemaster, but in GemStone, Lorminstra was able to fix it if people had the deeds. Otherwise this special case of permadeath set off the &amp;quot;lost to the demonic&amp;quot; messaging.&lt;br /&gt;
[847] If a body is poisoned in such a way that it cannot host the soul, that would sensibly prevent ordinary raising as well as &amp;quot;true resurrections&amp;quot;. But with Lorminstra able to repair at least some souls, and reincarnate the body out of spirit, that makes it harder to fully prevent Lorminstra from bringing someone back. It isn&#039;t obvious that [[Luukosian deathwort]] would actually permadeath one of our player characters.&lt;br /&gt;
[848] This is referring to the original stuff where Lorminstra would not agree to do the resurrection. This is framing how you could have get-out-of-death deeds for heroic action stuff, but this is not allowing people to get out of dying out of old age just because they have deeds. Or whatever their &amp;quot;mission&amp;quot; is, Fate role, whatever, that being fulfilled is going to overrule any owed favor exemption. Adventurer &amp;quot;favors&amp;quot; [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 explicitly] do not get them out of final death from their lifespans being up in DragonRealms.&lt;br /&gt;
[849] This is an embellishment. But it is consistent with what is implied by the temple and deed ceremony, and explains it in a way that is very adventurer specific and not something relevant to the general NPC population. It wouldn&#039;t even apply to ordinary soldiers in a military. Related to this, empaths and clerics that focus on healing or raising such fortune hunting adventurers, even if they do not go out and slay themselves, would get transferred conferred deeds under this logic. Clerics at one point actually mechanically got a deed for raising those under level 2 before the departure of their soul, where they would otherwise be saved from permadeath by the &amp;quot;old man&amp;quot; Purgatory messaging variant. This point is mentioned about deeds of Death in Volume 2.&lt;br /&gt;
[850] This is setting up Death deeds as having been a very particular loophole, and that Death deeds are not necessary at the present time, but the people for whom they are applicable are the only ones being exempted in this special loophole way.&lt;br /&gt;
[851] This is largely based on the [[Purgatory]] messaging variants that talk about the limits of power in bringing people back. It described deeds (at that time) as very necessary, except for those barely started yet &amp;quot;special children&amp;quot;, where bringing them back without deeds was difficult. And it helps frame that Lorminstra isn&#039;t necessarily really making free choices in this stuff, the exemptions have to be paid for in some kind of Balance logic in weird cosmic stuff. There is limited insight mortals should have into it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries.[852] There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed.[853] Those who return from death are never entirely restored.[854] They lose something of themselves, whether temporarily or permanently.[855] Some of this is damage from the decay of the body.[856] While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead.[857] The extent to which Lorminstra has extended her power in mitigating death has fluctuated.[858] Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are instead the power of Life that goes into softening Death&#039;s sting.[859] The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance.[860] But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery.[861] They are often contrary to her own interests, but have some role to play in the unfolding of Fate. [862]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[852] The death mechanics have changed repeatedly in the past few decades, including with IC recognition of changes. This wording is partly leaning on the embellished premise of Death deeds starting 7,000 years ago.&lt;br /&gt;
[853] This is damages to the body and to some extent spirit from dying or being dead. In the ICE Age there was permanent stat penalty damages, then in the late 90s and early 00s there was negative experience point loss, then in 2004 onward our current form of [[Death&#039;s Sting]].&lt;br /&gt;
[854] This is true from Rolemaster up through our present [[Death&#039;s Sting]] mechanics.&lt;br /&gt;
[855] There was permanent stat damage risk from too many deaths per level in the I.C.E. Age. This notion of permanent damage from it would likely refer even moreso to cases of what we&#039;re calling &amp;quot;true resurrection&amp;quot; where the body was dead for a while and the soul brought back to it.&lt;br /&gt;
[856] Oxygen deprivation to the brain, for example, was framed in Rolemaster &amp;quot;Character Law&amp;quot;. Volume 2 gets into this more and talks about how there is also spiritual damage from the animus deteriorating in the &amp;quot;dying&amp;quot; state, which explains Death&#039;s sting for dying characters who get raised.&lt;br /&gt;
[857] They were different spells with different functions in Rolemaster &amp;quot;Spell Law&amp;quot;. Preservation halts body decay. Lifekeep stops the soul from departing. GemStone rolls them up together, partly because it doesn&#039;t keep bodies around after soul departure, but you would want / need preservation magic if a &amp;quot;true resurrection&amp;quot; were to be done, where Lifekeep would be pointless. Chrisms likewise could be interpreted as related to preservation magic but not lifekeep magic.&lt;br /&gt;
[858] This is referring to the shifting around in the death mechanics that have happened. There was no stat loss at all from 1996 through 2003, roughly, but there was experience loss from decays / spirit deaths and so forth. These are empirical IC differences in death recovery. The [[Deed#Modern|shadow dragon]] premise when Death&#039;s sting was introduced talked about Lorminstra extending her power in terms of undoing the physical damages when bringing people back. (She takes wounds but leaves scars.)&lt;br /&gt;
[859] This is an empirical fact that deeds no longer have any role in whether Lorminstra brings people back, since 2004 with the shadow dragon stuff and Death&#039;s sting change, which was framed as some cosmic cycle change. This concept of deeds of Life is based on the &amp;quot;good deeds&amp;quot; as liquid substance in the [[Vishmiir]] event for banishing the Vishmiir, and it is an embellishment to contrast these with the Death deeds, and this power of Life as what is going into ameliorating Death&#039;s sting. Because what deeds presently do is mitigate [[Death&#039;s Sting]], so this is directly addressing why they work that way and what changed.&lt;br /&gt;
[860] The Balance is talked about, for example, in &amp;quot;[[History of the Order of Voln]]&amp;quot;. The concept exists in Rolemaster books, but was not really much in the Shadow World setting, though there was a little such as about the barriers between planes getting weakened by portal magic and so forth. Morvule in the Luukosian Order has their own twisted version of Balance concept in Death, Undeath and Lies. And logs show the Luukosians in [[Ride of the Red Dreamer|rituals]] talking about correcting Fate&#039;s flaws. In any case, the vagueness of the cosmic cycle changes was stated in the Death&#039;s sting release, and the balance of Life and Death was framed earlier in this document when talking about Luukos and his relation to the undead.&lt;br /&gt;
[861] It is an empirical fact that deeds no longer serve the role they did before the in game year 5104. There is no explanation for why the &amp;quot;special children&amp;quot; are special or chosen, and there does not really need to be on the mortal end of things. They just got brought back for reasons they do not know for certain, but they&#039;re generally adventurers, and it&#039;s those kinds of deaths they get out of (at least up until some point.) Arkati generally do not give straight answers about this kind of stuff. There should just be IC theological interpretations of it.&lt;br /&gt;
[862] As mentioned, the Luukosians speak of correcting Fate&#039;s flaws, and there are fate notions such as Koar contemplating the fate of all things (the Rift is implicitly inside the Great Drake and the Rift rooms are mostly Tarot cards and the Vvrael quest was all about prophecy and Book of Revelation kind of stuff), and Gosaena&#039;s prophetic powers of knowing when things will die. This document uses Fate as a cosmic force that is tied up in the Life/Death balance (as an embellished premise based on various factors) and directly related to this concept of unfinished business / purpose / special missions. Volume 3 uses this concept for talking about restless spirit types of undead. Also, this embellishment about it being a Fate and cosmic balances mystery thing that isn&#039;t really about Lorminstra choosing, that gives flex on why she&#039;s bringing back all these people contrary to her own interests.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless, the role of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order.[863] It was also in the Age of Chaos that we see the earliest records of a figure resembling Voln.[864] There was a proliferation of undeath in the westerlands.[865] Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies.[866] It was many years before the founding of the k&#039;Tafali sect.[867] The witch hunters of that age had no use for mercy, or for regarding the undead with compassion.[868] Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.[869]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[863] This is an embellished premise. Since we&#039;re picking a time for this fortune hunter / adventurer special dispensation to begin in the world timeline, having it happen then as civilization is restarting can have some historical significance for the &amp;quot;adventurer&amp;quot; class of people. Because there&#039;s very little in the way of hooks for them impacting historical events farther back than 30 years ago, or the sort of storyline external threats that often dominate over normal nations/politics forces; maybe the only clear example of it is the lore around the Ice Witch Issyldra. In any case, the general notion would be that the aggregate effect of having these tiny minority of heroic fortune hunters surviving longer than they would have is that it cuts down on the monstrous / dark / chaotic populations. And that would have helped push back and tame the Age of Chaos around population centers, especially if those new centers had money economies to incentivize fortune hunting. This does not have to be the purpose / reason for &amp;quot;Death deeds&amp;quot; in itself. But it could be the practical consequence of them. Especially if the Luukosians and necromantic dark forces were causing the Life-Death imbalance that caused the Fate aberration for it.&lt;br /&gt;
[864] There are context reasons to think Voln was not a known entity until after the Undead War. The &amp;quot;[[History of Luukos]]&amp;quot; puts the ascension of Voln at a later time than the Undead War, and says: &#039;&#039;&amp;quot;On the other side, Lorminstra worked with others who believed in the purity of life to put a stop to the flood of corruption that undeath brought. This would eventually lead to the ascendance of the immortal spirit Voln, and the establishment of his Order.&amp;quot;&#039;&#039; It is also a framed in storyline events (e.g. [[Ride of the Red Dreamer]]) that [[Morvule]] was the one who united the Luukosian cults into the Luukosian Order, and the &amp;quot;[[Griffin Sword War]]&amp;quot; document says: &#039;&#039;&amp;quot;Let us begin with Morvule himself – according to Nershuul, Morvule was originally of elven origin, though he does not know of his originating House. During the days after the Undead War, he underwent a transformation initiated by Luukos and appeared forever changed.&amp;quot;&#039;&#039; And the &amp;quot;History of Luukos&amp;quot; commits to Luukos not doing his necromancy thing around mortals until after the Undead War. So then you have &amp;quot;[[Gods of Elanthia]]&amp;quot; saying of Voln: &#039;&#039;&amp;quot;Tales suggest that Voln&#039;s very existence is a result of Lorminstra&#039;s constant entreaties to Koar for some direct action to counter the spreading curse of Luukos&#039; undead. Most tales attribute Voln&#039;s paternal lineage to Koar and a mortal woman. His upbringing, in a land where he witnessed loved ones lost to Luukos&#039; curse, shaped him with an undying hatred of the undead and provided a lifelong mission.&amp;quot;&#039;&#039; Likewise, one of the loresongs on the Stones of Virtue on Mount Aenatumgana shows the ascension of Voln, in front of what is clearly a Luukosian cultist. Similarly, the ascension legend under such conditions would fall apart instantly if Elves had records of Voln dating all the way to prehistory, like the Arkati. So Voln has to begin appearing in historical records at some point. But in the Age of Chaos things are badly recorded. So we go with starting to see something along these lines and be vague on the timing.&lt;br /&gt;
[865] This is an embellishment to the extent that what is firm canon only speaks of orcs, trolls, minotaurs, that kind of thing. In this document we&#039;ve framed some population migrations and leftover Despana forces on some plausible extrapolations, so that there is significantly more undeath in the West after the Undead War than there was before it, which is the essence of what the &amp;quot;[[History of Luukos]]&amp;quot; is saying even if we have to reject some of the stuff about Despana as mythical and distorted.&lt;br /&gt;
[866] This is extrapolating off the conditions that would have existed for the story of Voln&#039;s origins.&lt;br /&gt;
[867] This is the Order of Voln. The volumes of this document treat the &amp;quot;Order of Voln&amp;quot; as a theological tradition stemming from Fasthr k&#039;Tafali, and though it is what is dominant now, the IC author regards a lot of its doctrines as theological constructions of mortals and not Voln himself. The mercy and release of poor cursed souls, for example, is not the mandate. The mandate is to put down the undead. This is reconciling the tension in the lore that exists because the Order of Voln was designed in the context of the I.C.E. lore for Voln (Vult), mercy and release of the suffering and cleansing souls of taint, but then his De-ICE&#039;d [[Gods of Elanthia|version]] makes him the &#039;&#039;&amp;quot;Destroyer of the Undead&amp;quot;&#039;&#039; and having &#039;&#039;&amp;quot;an undying hatred of the undead.&amp;quot;&#039;&#039; Later developments such as &amp;quot;[[History of the Order of Voln]]&amp;quot; are influenced by the in-game messaging, which is actually the ICE lore, so what we&#039;re doing here is setting up a frame for explaining this &amp;quot;undying hatred&amp;quot; and &amp;quot;destroyer&amp;quot; version of Voln. Basically, though the k&#039;Tafali sect is now dominant, especially the past couple of centuries due to the Horned Cabal, this is suggesting their views of Voln were not the norm further in the past, beyond a thousand years ago. &lt;br /&gt;
[868] The very generic term that this document uses for people who hunt down forces of darkness and their minions / monsters is &amp;quot;witch hunter&amp;quot;, which is not meant to be specific to hunting witches. It is used here, but more often in Volume 2.&lt;br /&gt;
[869.1] This is explicitly framing and quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; entry for Voln, and highlight the inconsistency with the mercy/release rhetoric elsewhere. It&#039;s giving a hook for where that &amp;quot;Gods of Elanthia&amp;quot; description is coming from within the setting. The premise of Luukos becoming the Undeath god, in his practical religious focus with mortals, only after the Undead War is following off the &amp;quot;[[History of Luukos]]&amp;quot; document and various context details, like how it was assumed the Book of Tormtor was in some way Ur-Daemon in origin, rather than assuming this mass undeath artifact was related to Luukos. Near the beginning of this document, it explicitly asserts (as an embellishment) the Luukos was regarded as the Soul Eater god in the Second Age, and that this undeath stuff from him happened later. So here we&#039;re giving some context to the Age of Chaos in the West having Luukos expanding his sphere of influence with the spread of all this necromancy. And it can give some more context to all the weight on Luukos with undeath when most of the undead we actually see in the game have nothing directly to do with Luukos.&lt;br /&gt;
[869.2] When the Vaalor monastery for the Order of Voln was [[Edition 27|added]] in [[Hot Summer Nights 2004|summer 2004]], a high priest NPC named Vitharyl [[Edition 23|claimed]] &#039;&#039;&amp;quot;&amp;quot;The Patron&#039;s Order was established among the Houses since after the Undead Wars.  There was public outcry resulting in elves seeing their family members walking as a part of the vile undead.&amp;quot;&#039;&#039; Which is vastly earlier and entirely independent from the Fasthr k&#039;Tafali branch, which is the only part described by the &amp;quot;[[History of the Order of Voln]]&amp;quot; document. This references Voln being a current patron of House Vaalor in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and is a fairly blatant contradiction. Mechanically the society and NPCs seem to be essentially cloned, from what I can tell, though I have not run a character up through the Vaalor branch. But this establishes non-k&#039;Tafali origin Voln orders back into the Age of Chaos. For the implication of Undead War survivors being relevant, that would give very little time for the Voln ascension as a real historical event. While if Voln pre-dates the Undead War it runs into issues with the &amp;quot;[[History of Luukos]]&amp;quot; and so forth, and the Elves would be able to contradict this stuff with Second Age accounts of Voln.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(2) The Dark Path&lt;br /&gt;
&lt;br /&gt;
But a little over six thousand years ago, following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north.[870] The Dark Path was a theocracy in homage of Gosaena.[871] It was a heterodox theology, in some ways similar to her Left Hand Path sect, but otherwise highly unusual.[872] It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age.[873] Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway.[874] The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation.[875] Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms.[876]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[870] This is an embellishment but an attempt to keep consistency with pre-existing lore. The Graveyard and Broken Land stories were set approximately 6,300 years ago on the I.C.E. Age timeline, where on the scale of years 1 year is equivalent to 1 year, because in the I.C.E. Age setting (Shadow World) there were 350 days in a year, but Master Atlas 2nd Edition in 1992 established there were 25 hours in a day, which is equivalent to a 365 Earth day calendar for a solar year. There is seemingly no reason to not just keep the 6,300 year ago number and have those stories happening in the late Age of Chaos. The original context was the Wars of Dominion, but nothing directly analogous to the Wars of Dominion happened in the Elanthia setting.&lt;br /&gt;
[871] This is just a straight De-ICE of the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; document, which was the first GemStone unique lore document and a 100% original GemStone story. It does not come from I.C.E., just some of its details were set in it. It is worth noting that Bandur Etrevion himself is post-ICE canon, like one of his books is chained down in Moonsedge Manor.&lt;br /&gt;
[872] The Left Hand Path sect is a Gosaena cult from the second [[Griffin Sword War]]. The gist of it is that its leadership alternates between good leaning and dark leaning, the Right Hand and Left Hand paths. The [[Purgatory#Naidem|shrine]] in Naidem also seemed to represent Gosaena in some bifurcated angel/demon form, like one of the Tarot card Major Arcana rooms in the Rift. So, this is an embellishment, it&#039;s meant to provide a context hook for the Dark Path somehow being consistent with Gosaena, since Gosaena is extremely different from Kadaena, but at the same time what GemStone did with Kadaena was off canon for Shadow World.&lt;br /&gt;
[873.1] This is a made up embellishment to try to square the difference between the off-canon treatment of Empress Kadaena in the Graveyard (and more subtly also in the Broken Land) with the later Gosaena and Eorgina lore, as those two were more changed in the De-ICE than most gods. It&#039;s also mentioning Despana savior myths in this context to tie back into the dark magic diaspora out of the southern wasteland set up earlier in this document, to connect Age of Chaos dark magic to Undead War aftermath.&lt;br /&gt;
[873.2] The motivation behind this is obscure. In the original lore context, Empress Kadaena was not really a goddess, she was a powerful sorceress of demi-god scale power who was decapitated by her cousin. There&#039;s also a version where her headless body fell through the &amp;quot;Gates of the Void&amp;quot; into the demonic realms. Kadaena was also the creator of the gogor (vruul), which were collected by Morgu (Marlu) for some unknown reason, though his original form looked exactly like a vruul. And the Broken Land seems to be insinuating the Kadaena&#039;s race was responsible for the origins of the Dark Gods in their magic experiments.&lt;br /&gt;
[873.3] So this is synthesizing the notion that Despana may have merely been exiled off world by the Maelshyve implosion, the Graveyard&#039;s off-canon representation of Kadaena as a dead goddess who resides beyond the Gates of Oblivion (i.e. a cult belief about Gosaena being like a dead goddess exiled beyond the Ebon Gate), and the Eorgina-Marlu relationship encoded in &amp;quot;[[Origins of Tonis]]&amp;quot; and &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and to a lesser extent the introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot;. This is also deliberately playing into the DragonRealms issue of Maelshyve versus Urrem&#039;tier, as pointed out in footnote 876.3.&lt;br /&gt;
[873.4] There is also a very esoteric argument for the Graveyard and the Broken Land being influenced by the &amp;quot;Demons of the Burning Night&amp;quot; book, where Empress Kadaena&#039;s daughter was the ruler of Orgiana&#039;s (I.C.E. Eorgina) theocracy, and the Broken Land&#039;s own GemStone unique lore might be conflating Kadaena and Orgiana, who were a little conflated in that theocracy.&lt;br /&gt;
[874] This is blending the details described in the footnotes to 873. This document refer to the doctrine as &amp;quot;syncretic&amp;quot;.&lt;br /&gt;
[875] This is leveraging off the &amp;quot;defying Death itself&amp;quot; frieze in the Graveyard crypt and the grotesque statue of &amp;quot;Empress Gosaena&amp;quot; embedded in the Graveyard gate, along with the timeless void of light and darkness in the [[Purgatory]] messaging, which had exits (paths) of light and darkness. The Graveyard itself underground is arguably a symbolic representation of Purgatory where is only the &amp;quot;dark path&amp;quot; into the darkness and the demonic.&lt;br /&gt;
[876.1] This is involving several things. &amp;quot;Guardian of the Forbidden&amp;quot; is the actual translation of the original invoking phrase in the Graveyard crypt, which was an offering formula of &amp;quot;Kadaena Throk Farok&amp;quot; in the I.C.E. language of Iruaric. This is off canon for Kadaena, it&#039;s representing her as some kind of Lovecraftian forbidden knowledge goddess, and a dead goddess along the lines of Hel or Osiris. This sentence is also explicitly recognizing the symbolic parallels between the Graveyard and the Purgatory and deeds death mechanics, and is pulling on theocracy details in the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;.&lt;br /&gt;
[876.2] The &amp;quot;infernal demonic realms&amp;quot; is a literalization of the phrase &amp;quot;lost to the demonic&amp;quot;, which never involved any first hand demon imagery. It is leaning on the original I.C.E. Lorminstra lore where the Key to the Void was never to be used, and that arguably being the meaning of &amp;quot;Guardian of the Forbidden&amp;quot;, where the Void generally refers to the Unlife / demonic realms. In this document the word &amp;quot;infernal&amp;quot; has a specific cosmological meaning, referring to the &amp;quot;pales&amp;quot; of lower existences of more chaotic essences (&amp;quot;sorcerous elements&amp;quot;) that are part of existence&#039;s chaos-order or dark-light spectrum, not outer valences. Then it is interpreting the light and darkness witnessed in Purgatory in this kind of cosmology of higher and lower planes.&lt;br /&gt;
[876.3] The notion that the light and dark are different aspects of the same Oblivion, perhaps experienced differently but the same place, is implied by the old permadeath messaging in [[Purgatory]]. This is the way the Afterlife is also [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 described] in DragonRealms, and Volume 2 of this document tries to stay consistent with the soul description in DragonRealms which has a [https://elanthipedia.play.net/On_Death_and_the_Soul_(book)/Contents tri-partite structure] to it. Here we are going further and associating the Void aspect of it to the demonic, and we are very subtly relating Despana/Gosaena with the DragonRealms [https://elanthipedia.play.net/Starry_Road_(plane)#Regions version] where Maelshyve claimed the Void (the permadeath part of the &amp;quot;Starry Road&amp;quot; spiritual plane) was her realm before she was displaced by the Gosaena-like immortal Urrem&#039;tier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void.[877] To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic.[878] Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.[879]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[877] The light as associated with the higher spirit planes is based on the release event information of [[Searing Light (135)]]. The wording of this sentence uses &amp;quot;interpreted&amp;quot;, so it is a theological interpretation of [[Purgatory]] and not necessarily correct. It may more or less reflect the original intent of that messaging, which was off canon for the I.C.E. setting.&lt;br /&gt;
[878] Bandur would have &amp;quot;omens&amp;quot; and nightmares, implicitly Lovecraftian nightmare visions, in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. Kadaena did not have any established prophetic ability, though that kind of magic existed in the setting, such as her cousin Andraax having a vignette of foreseeing the Unlife coming and blotting out the sun. (The Graveyard is symbolically anti-Sun in various ways.) This sentence is trying to thread the needle of an interpretation that can make sense of both the I.C.E. Age version of Kadaena as represented in the Graveyard with the late 1990s Gosaena lore which is plainly inspired by her presence on the Graveyard gate. This document is framing it as a heterodox theology, in line with the earlier assertion about heterodox and apocryphal theologies in the West and southern wastelands. &lt;br /&gt;
[879] These few lines are attempting to reconcile the earlier issue about Gosaena being the final last stop, in seeming contradiction with Lorminstra letting souls out to visit sometimes and Purgatory probably representing the other side of the Gates in its original intent. The Pale is the Gosaena realm in the Griffin Sword War, and its messaging was clearly very heavily based on the [[Purgatory]] messaging. The permadeath messaging made it clear that soul eventually ends up in the light or the dark, but it&#039;s all the same place and all Oblivion (i.e. oblivion state of unconsciousness) regardless of anything. So the reconciliation here is that Gosaena&#039;s realm is where and when Lorminstra does not have power, which explains the antagonistic way the Dark Path / Graveyard represents them, and recontextualizes the Purgatory messaging about the limits of her power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia.[880] He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness.[881] Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession.[882] He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps.[883] It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions.[884] He was a master of the black arts. But the corruption of this power was driving him mad.[885] He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north.[886] Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.[887]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[880] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. [[Library of Biblia|Biblia]] is the De-ICE&#039;d replacement for the Library of Nomikos.&lt;br /&gt;
[881] This is keeping the detail of his being apprehended for stealing a speaking crystal, but recontextualizes it from being a Lord of Essaence artifact (i.e. Empress Kadaena&#039;s people in the First Era) to it being from the analogous Age of Darkness in the Elanthia setting (i.e. back to the time of Drakes / Arkati / Ur-Daemon / whatever.)&lt;br /&gt;
[882] This is directly from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The word &amp;quot;occultist&amp;quot; is tied into the occultism described in this document, and with Bandur meaning a specifically Lovecraftian form of occultism, with &amp;quot;esoteric knowledge&amp;quot; in that way. In other words, &amp;quot;esoteric knowledge&amp;quot; not just meaning obscure or highly technical, but actual esotericism in the occult sense. This nightmare visions premise is also consistent with Gosaena related NPCs (e.g. Volierre) in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[883] The Graveyard has a bunch of explicit spatial warps, but it also has some much more subtle ones in the room painting.&lt;br /&gt;
[884] This is making an explicit statement of some subtext in the Graveyard&#039;s design. Its several original sections are clearly based on a few different real-world mortuary religious architectures, which are related to Underworld mythology with dead gods of the Underworld (especially Hel and Osiris). Along with possibly Orgiana (I.C.E. Eorgina) who was based on Hel. And there is a pretty clearly defensible case for the Graveyard paralleling Dante&#039;s Inferno, where Satan is frozen in the underworld. Volume 3 tries to establish mummies as underworld mythology related out of the Southron Wastes as an embellishment.&lt;br /&gt;
[885] This comes from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The term &amp;quot;Dark Path&amp;quot; in capitals in the Shadow World lore was actually referencing the corruption into madness and service to the Unlife that inevitably results from casting off the Evil spell lists, which in that setting derive their magical power from the Unlife either directly or indirectly (e.g. Dark Gods). The term &amp;quot;black arts&amp;quot; as used in this document is based on the use of the term &amp;quot;black arts&amp;quot; in the Graveyard story.&lt;br /&gt;
[886] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. By keeping the 6,300 years ago chronology, we&#039;re using this to help justify interpreting the West in this period as having a bunch of dark cults, which in the Second Age the document asserts were concentrated in the southern subcontinent. So this is a case of trying to keep things consistent. This is also a thread for a previous assertion in this document that the northwest was always a haven for dark magic because of its geographic remoteness.&lt;br /&gt;
[887] This is an embellishment. The Luukos shrine in the underground stronghold dates back to 1991, and reflects his I.C.E. version. It was expanded about a decade later, I believe Morvule unveiled the expansion as an old place. There is a reasonable case for several reasons to think the Coastal Cliffs area released in 1991, which is related to that stronghold in general, was intended to be related to the Bandur Etrevion story of purging the dark cults in the region when he consolidated his theocracy. So this is just explicitly stating something that was probably the original intent. There is now also an Onar shrine in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra.[888] Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom.[889] Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering.[890] He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design.[891] This commune with intense darkness caused Bandur to be frozen within solid ice.[892] This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.[893]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[888] Most of this is explicitly stated in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The last part about the mocking parallel of the Lorminstra religion is an interpretation. The Graveyard has numerous parallels to the temple in the Landing and the deeds / [[Purgatory]] death mechanics. These were all made at approximately the same time at the beginning of GemStone III.&lt;br /&gt;
[889.1] This is a list of example justifying the last part of the sentence that is footnoted 888. It is based on a direct comparison between the Graveyard rooms and the Temple rooms. The Graveyard also leans on some obscure, archaic vestigial lore within the Shadow World setting, about &amp;quot;servants of the Shadow&amp;quot; who artificially created demons. The phrase &amp;quot;power through thralldom&amp;quot; was appended to that for Bandur&#039;s most famous book. Here we are leaning into our medieval interpretation of deeds.&lt;br /&gt;
[889.2] The Sorceror spelling is an odd spillover from I.C.E. books, where it is sometimes spells Sorcerer and other times Sorceror, at least in Shadow World setting books. It may be based on Necromancers being &amp;quot;Sorcerors&amp;quot; in conversion charts between Rolemaster systems, as a contrast to Lord High Cleric, or could be randomly based on some case of it being spelled that way in one of the books. It is probably the only place in GemStone it is spelled this way, and there used to be a message board topic in the Sorcerer forum solely about &amp;quot;Sorcerer vs. Sorceror&amp;quot;. This spelling has also cropped up in the DragonRealms wiki.&lt;br /&gt;
[890] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; and wording his &amp;quot;omens&amp;quot; to a little more clearly Gosaena in nature, similar to what was seen with NPCs in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[891] This is cross-referencing &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; with interpreting the original parts of the Graveyard, which are on real room ID segment 18. This partly referring to the I.C.E. ghoul lore, and partly to the deep underground part of the Graveyard with the huge pile of bodies. Originally there was no way out from down there, the tunnel up to near the entrance to the burial mound was dug up from below ground, of people trapped down there trying to dig their way out. That is the significance of the body pile, who arguably symbolize the spirits of those who could not choose in the [[Purgatory]] messaging. What happened implicitly is that the Graveyard had traps, and grave robbers would get magically transported down there. It is most likely from trying to take stuff from the crypt&#039;s (unplundered) scroll room, as that would fit the Dark Path meaning.&lt;br /&gt;
[892] This is based on the Graveyard. The sarcophagus in the crypt is a fake, Bandur is actually hidden below ground, frozen in a block of ice. There&#039;s a reasonably good chance Kestrel&#039;s tomb is also fake, he might be the melted skeleton throne.&lt;br /&gt;
[893.1] The Chamber of the Dead is most likely an homage to the Graveyard. There were several things in Vvrael quest related areas that could plausibly have been Graveyard parallels, but Ardo&#039;s &amp;quot;sarcophagus&amp;quot; ice block is one of the most overt. The Vvrael were roughly an Unlife analog for the Elanthia setting, the Unlife in the Shadow World setting is &amp;quot;anti-Essaence&amp;quot;, which is what we would call &amp;quot;anti-mana&amp;quot; in Elanthia. It is the furthest extreme of the chaos-order essence spectrum cosmology. Volume 2 of this document restores that model, and treats &amp;quot;anti-mana&amp;quot; as the purest most corrupt form of &amp;quot;elemental darkness.&amp;quot; The use of the term &amp;quot;elemental darkness&amp;quot; is partly based on the dark vysans, originally called dark wisplings, which were apparently based on the Rolemaster &amp;quot;Elemental Companion&amp;quot; and would have been very weak examples of darkness elementals, which would be associated with cold criticals. There is likewise a case for interpreting the dark vorteces as more powerful darkness elementals. Elanthia does not include light and dark as &amp;quot;elements&amp;quot;, but has substantive light associated with the spirit realm (e.g. Searing Light spell), and here we treat darkness as one of the &amp;quot;sorcerous elements&amp;quot;, related to demons and undead.&lt;br /&gt;
[893.2] The Bandur and Uthex treatments break with the style of the rest of the document. Most of the document is talking about intellectual traditions and cultural propensities, or historiographic reinterpretation of historical events. But here we deal with specific historical people (concretely) instead, where the surrounding context in that time period is very ill-defined. But they tie into the occultist tradition and the Death religions. The very last section on the Modern period in contrast is very sweeping compared to the rest of the document. These are maneuvers being made relative to the gaps in the lore and things too close to the present day.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3) The Broken Land&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was a contemporary of Bandur, whom he had known from his earlier days.[894] When his work had been recognized by the Order of Lorekeepers.[895] Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the terrible wars of that period.[896] While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.[897]&lt;br /&gt;
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[894] The original copy of &amp;quot;The Broken Land&amp;quot; from the GEnie file library had an exact date for the demise of Uthex: 6521 Second Era. This was in the first century of the Wars of Dominion, which lasted almost four hundred years. The De-ICEd [[A Popular History of the Broken Lands|copies]] that floated around on player websites cut this out completely. But it was very important, because it explicitly puts Bandur and Uthex in the same place at the same time, on top of more subtle relationships between the stories. The hooded figures in the Broken Land were probably meant to be Dark Path cultists who are effectively immortalized by Uthex&#039;s experiments.&lt;br /&gt;
[895] Uthex was a Loremaster of Karilon in the original story, where Bandur had been recognized by the College of Karilon. Uthex was [https://www.play.net/gs4/news.asp?id=615 retconned] to be a Sage of the [[Order of Lorekeepers]] for the [[Miracle (350)]] spell release. &amp;quot;Sage&amp;quot; was originally the De-ICE&#039;d replacement term for &amp;quot;Loremaster&amp;quot;, as Sage had often been used in Loremaster contexts in the Shadow World setting.&lt;br /&gt;
[896] This is straight from the Broken Land document. It just removes the term &amp;quot;Wars of Dominion&amp;quot;.&lt;br /&gt;
[897] This is an interpretation meant to explain how Uthex was tricked and seduced by servants of the Unlife, and based on the parallel between the Dark Path and the death religion as encoded in GemStone. The story refers to it as a &amp;quot;natural&amp;quot; gateway to another plane of existence, so we are taking its naturalness and having been discovered on face value. The spinning stone ring around it was implicitly made by the Loremasters later. It is most likely based on a powerful spell from the Warding list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur.[898] It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality.[899] The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region.[900] This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot;[901] It is rumored to be on the surface of the moon Lornon. Or perhaps below it.[902] There may be a grain of truth in this as it is apparently an esoteric dimension.[903] There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration.[904] It is in the same vein as the heterodox theology of the Dark Path.[905] The shrine there includes apocrypha depicting Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;[906]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350}}&amp;gt;&lt;br /&gt;
[898] This was explicitly stated in the Broken Land story, except that did not mention Bandur by name. It was implied context.&lt;br /&gt;
[899] The first part is from the Broken Land story, and the last part is based on the Misty Chamber messaging. The dark mirror and nightmarish analog &amp;quot;parallel dimension&amp;quot; aspect of it is an interpretation. It&#039;s very subtle. But there is actually a clear correspondence between the stuff in the Broken Land with analogous stuff in the Lysierian Hills. There is a strong argument for the Broken Land being based on Lovecraft stories involving dream walking / astral projecting into parallel existences, especially the Dreamland, which has nightmarish analogs of the places that exist in the waking world.&lt;br /&gt;
[900] This is extrapolating off the tapestries in Imaera&#039;s shrine and its release event, along with the Shadow World portals lore where natural gateways can be caused by celestial alignments.&lt;br /&gt;
[901] &amp;quot;Broken Land&amp;quot; was originally singular, it gained an &amp;quot;s&amp;quot; in the De-ICE. &amp;quot;Home of Broken Lore&amp;quot; was the literal meaning of its name out of Iruaric. Iruaric was used in numerous parts of the Broken Land originally. (Empress Kadaena&#039;s language.)&lt;br /&gt;
[902] This is just nodding to the wrong belief that it is the surface of Lornon. The Broken Land is actually deeply inconsistent with the I.C.E. version of Lornon. &amp;quot;Perhaps below it&amp;quot; is playing off the I.C.E. version being a gateworld with underground demons, and then &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; being planar experiments below ground in Lornon. You could make a subtext argument for the Broken Land being underground in Charon under highly artificial conditions. But that is probably not the intent. The Dark Gods came from other planes of existence in the I.C.E. lore, and were largely terrorizing the planet rather than residing on the moon when the Broken Land story was set during the Wars of Dominion. The moon case is really weak. Plus the Broken Land story itself explicitly called it another plane of existence, so that&#039;d have to be an outright lie.&lt;br /&gt;
[903] This is interpretation based on the parallel between it and the Lysierian Hills, as well as the Lovecraftian Dreamland subtext. Shadow Valley is more blatantly and obviously a parallel dimension in this fashion.&lt;br /&gt;
[904] This is based on the original gogor (vruul) lore, which is encoded into the Dark Shrine. There is actually a decent case that our &amp;quot;lesser vruul&amp;quot; were not woken up, but instead made out of the dead cultists. In the canon material the gogor were made by Empress Kadaena, but there was no detail into the methods. The Dark Shrine might be encoding the creation process, and these lesser vruul (&amp;quot;minor gogor&amp;quot;) could be meant to be weak ones made with ancient dark knowledge in a much later Age.&lt;br /&gt;
[905] This is reviving and making explicit the relationship between the Graveyard and Broken Land. Which was Empress Kadaena.&lt;br /&gt;
[906] This is explaining the prior sentence and cross-referencing the now archaic &amp;quot;[[Temple of Darkness Poem]]&amp;quot;, which is used for the Dark Shrine puzzle and had some weird off-canon representation of the Dark Gods, with the Eorgina-Marlu relationship such as in &amp;quot;Origins of Tonis&amp;quot; in the Elanthia setting. Keeping in mind we defined the Dark Path as a Gosaena/Eorgina syncretism. The &amp;quot;spirit born of death&amp;quot; part is the translated meaning of the phrase used in the puzzle to gain access to the Dark Shrine.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a shining trapezohedron, which is a siphon stone that concentrates power.[907] It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power.[908] The cultists were trying to make their own form of soul reincarnation, darkly mirroring the reincarnation of souls by Lorminstra.[909] The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year.[910] Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107.[911] But the later work of Uthex was high necromancy.[912]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[907] The crystal dome was implicitly a Lord of Essaence artifact in its original context. It&#039;s probably inspired by Lovecraft&#039;s quasi-sphere from [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] and possibly the almost sphere Shining Trapezohedron from [https://www.hplovecraft.com/writings/texts/fiction/hd.aspx &amp;quot;Haunter of the Dark&amp;quot;] which gave visions of &amp;quot;hooded figures&amp;quot; and eldritch vistas and so forth. The dome in the Broken Land is vaguely hemispherical, being surrounded by boulders and rubble, but actually faceted with panels. So this is describing it as actually a shining &amp;quot;trapezohedron&amp;quot; as an homage to the Lovecraftian subtext of the Broken Land.&lt;br /&gt;
[908] This is more or less explicitly stated by the Broken Land backstory document. The line about &amp;quot;occult researchers&amp;quot; is tying it back to describing Bandur as an &amp;quot;occultist&amp;quot; and the way occultism was described earlier in this document, which included astral projection notions and ascension concepts. The Broken Land was probably implying the artificial origins of the Dark Gods in experiments by the Lords of Essaence, being servants of Empress Kadaena and possibly even Kadaena as a dead goddess, consistent with the subtext representation of Kadaena in the Graveyard. The &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; leans on a weird typo in the source books that implies Kadaena was one of the moon goddesses. This was before Shadow World created the pantheon we call Lornon, which was first defined in 1990, so the Broken Land uses them but the Graveyard doesn&#039;t.&lt;br /&gt;
[909] This is an interpretation based on the parallels of the Graveyard and Broken Land with GemStone&#039;s death mechanics, and also by cross-referencing the Broken Land story with messaging, such as how the hooded figures spawn.&lt;br /&gt;
[910] This actually happened in game. [[Draezir]] temporarily turned off the runes for accessing the Broken Land. The storyline of [[Shar]] struggling with them was in 1998.&lt;br /&gt;
[911] This was the release event for [[Miracle (350)]]. This is an ordinary Cleric spell that applies to all alignments and convert statuses. In terms of the twisting of Uthex&#039;s work, he was presumably trying to make something like the [https://elanthipedia.play.net/Spiteful_Rebirth &amp;quot;Spiteful Rebirth&amp;quot;] necromancer spell in DragonRealms, which is an imitation of lich resuscitation and also has a 24 hour cooldown. This would in turn be related to the monastic liches as a retcon interpretation. &lt;br /&gt;
[912] High necromancy is defined more in Volume 2 of this document. It was arguably immortality / everlasting existence focused because of the Dark Path tie-in, but Uthex was attempting to fashion entities from energy, possibly even recycling them from departed souls. This may also have tied into the notion of Kadaena&#039;s followers having created demons, which is vestigial from older I.C.E. books. This is the likely meaning of them trying to twist Uthex&#039;s work into more perilous forms. The [[Miracle (350)]] release premise can conveniently tie into this necromantic reincarnation concept.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was potential to transmogrify the soul into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood.[913] In this way the Dark Path sought to ensure the reality of their depraved Death theology.[914] They had twisted and perverted the work of Uthex into more dangerous forms.[915] But his fellow Sages discovered that Uthex had gone quite mad, and slew him in -1,264 with a devastating meteor swarm, destroying as many of his experiments and records as they could.[916] There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists.[917] These were astral fights as the portal had been sealed with powerful Runes of Warding.[918] It was a cenobitic monastic order that would come to suffer from isolation and loneliness.[919] The monastery was lost to history, not rediscovered until 5092.[920] The monks had fallen to the very darkness they had struggled against.[921]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[913] The last part of this is rooted in the implications of the artificial origins of the Dark Gods as servants of Kadaena. The first parts of the sentence are based on that &amp;quot;servants of the Shadow&amp;quot; text, as well as the Lovecraftian subtext of the plotline of [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;]. The Graveyard and death mechanics arguably lean on the same Lovecraft stories as the Broken Land.&lt;br /&gt;
[914] This is just synthesizing the prior premises.&lt;br /&gt;
[915] This is from the Broken Land story.&lt;br /&gt;
[916.1] This is the equivalent calendar year to 6521 Second Era in the Shadow World timeline, in the sense of being the same number of years ago from the present. This document is keeping the number of years ago the same, because there is seemingly no reason not to just keep that consistent, putting the events in the late Age of Chaos.&lt;br /&gt;
[916.2] This is from the Broken Land story. It isn&#039;t obvious that the rubble in the Broken Land is all from the meteor swarm, or even the continually falling rocks. While these are &amp;quot;meteors&amp;quot;, it isn&#039;t obvious they&#039;re actually space rocks. The Broken Land might be a collapsed cenote, or ice fracturing on the surrounding mountains may be rolling boulders off the cliff.&lt;br /&gt;
[917] This is cross-referencing the Broken Land story with the imagery depicted in the Monastery. There was an interview with the creator, GM Kygar, in 1994 where he said they struggled in that mountain for centuries before succumbing to darkness.&lt;br /&gt;
[918] The Runes of Warding come from the Broken Land story, and were probably based on a specific spell from the Warding spell list from Shadow World, where there is a stone circle that blocks at half the level of the caster who made it. The reference to &amp;quot;astral fights&amp;quot; is playing off the astral projection subtexts in the Broken Land, including the chakra in the Monastery meditation room and the theosophical subtext of the Lovecraft parallel. The sewer in the Monastery is seemingly connected to a weird cryptic tower with non-Euclidean architecture, and the Broken Land dome maybe used to be connected to the tower as well.&lt;br /&gt;
[919] The isolation and loneliness is talked about in the Kygar interview.&lt;br /&gt;
[920] This is from the Broken Land story. 5092 is referring to the fact that it was discovered in 1992. The portal to the Broken Land was originally dormant. A year later it opened when hooded figures showed up attacking. If there was more detail to the release of it, that is not recorded now.&lt;br /&gt;
[921] This is quoting the Kygar interview.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.D The Modern Age (Last 5,000 Years)&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos.[922] Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood.[923] The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years.[924] In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire.[925] This more human empire pushed the darkness back into the borderlands of the north and south.[926] But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades.[927]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[922] 10,000 or 15,000 years, depending on definition.&lt;br /&gt;
[923] This is from the Xazkruvrixis lore, &amp;quot;[[The Mystique of Xazkruvrixis]]&amp;quot;. The Dark Flood of [[Finnia]] happened several thousand years before the Great Fire of Sharath.&lt;br /&gt;
[924.1] The timing of the Ashrim War has contradictory dates. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; puts it at 157 Modern Era. The [[Ta&#039;Illistim Monarchs]] document has the reign of Caladsal starting a few centuries later than that. The &amp;quot;mostly kept to themselves&amp;quot; is acknowledging that gnomes were allowed in, but there is no indication of involvement with the Kannalan Empire or earlier. It leans on the opening of the trade route in 5101 Modern Era, and slightly earlier with the Ilyan Cloud airship in the late 90s, as having been the beginning of increased cross-cultural trade and contact after the earlier Elven Wars. Banthis has said the original intent of the racial trading penalties was to have them decrease over time with increased contact and mixing of peoples. But this is playing in a very vaguely defined zone, in terms of how recent the opening up of the East has been in general. It was explicitly closed off from other races residing there during the Age of Chaos, up until Ardtin allowed the burghal gnomes to reside in Ta&#039;Illistim about 4,000 years ago. &lt;br /&gt;
[924.2] I&#039;m inclined to say the most consistent thing would be for the past couple of decades to be a recent aberration and very sudden change from the perspective of Elven time scales, rather than there being some long history of mixing of peoples with it being normal to have relatives in farflung parts of the continent. &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; for example frames the year 4845 as there having been smuggling networks that late between the Elven Nations and Turamzzyr, which suggests embargo conditions between the two powers rather than smuggling of goods that are illegal in themselves. The West was essentially always racially mixed going back into the Kannalan Empire and probably further, though Chaston&#039;s Edict made the southern Empire predominantly human, softening in recent centuries such as with the Horned Cabal and Order of Voln in Aldora. The Aelotoi being allowed in was a shock, as framed in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; document, but justified in how the Elves were historically responsible for what happened to them. The 2014 assassination attempt on Myasara was related to racially opening up the city, and Hycinthia had popular supporters on that point. The Vaalor papers system was a reactionary crackdown after bad events in 2009.&lt;br /&gt;
[925] This is from this document&#039;s characterization of the impact the Kannalan Empire had on the geographical distribution of dark magic practitioners. It is an embellishment. This document also never mentions the necromancer Syssanis with his swamp stronghold near River&#039;s Rest on the west coast, but River&#039;s Rest having fallen into post-Kannalan relative lawlessness is generally consistent with the premise we&#039;re using about necromancers versus lawful civilization.&lt;br /&gt;
[926] This refers to the &amp;quot;black elven wizardry&amp;quot; down in Gor&#039;nustre (now Immuron) and the dark sorcerous forces on the Wildwood settlement up in Vornavis (and Foggy Valley and so forth) in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[927] This refers partly to the Horned Cabal and the Scourge / Demonwall, and various storylines in the past few decades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841.[928] The Faendryl assumed it was a minor border expansion at first, with fortifications built along the northern marches, from Tedronne near the Wizardwaste to Harald&#039;s Keep in the east.[929] When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking.[930] Sentinel Happersett went missing and suffered a horrifying fate worse than death.[931]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[928] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[929] This is an interpretation meant to make some sense of the non-reaction of the Faendryl followed by the severe reaction after the invasion of Gellig. The geographical distribution of these places is not defined in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. So here we are defining it as fortifications largely west to east on what would be the northern borderlands, rather than oriented north to south. It may have been intended as north to south, with the sequence of retreat, but that would be more aggressive. What we&#039;re doing here is setting up a pincer movement on the Faendryl that did not get the chance to fully form, rather than a straight line of fortifications with supply lines back to Trauntor. (It is 100% made up that Tedronne is near western Trauntor and the Wizardwaste and that Harald&#039;s Keep is in the east with Creyth in between them.) The idea here is that the Turamzzyrian Empire has bad information on the state of the Faendryl in general, and moving east for setting up to block any possible material assistance from House Nalfein or the Elven Nations. Then we&#039;ve defined Gellig as an eastern port belonging to the Faendryl, which would follow this same cutting-off-from-assistance from the East logic, not really understanding the state of things between the Faendryl and Elven Nations. Because elves are just elves, from the imperial human point of view and understanding, in &amp;quot;History of the Turamzzyrian Empire&amp;quot;. Fortification out west to near the Wizardwaste can be used for an eventual pincer on New Ta&#039;Faendryl, but also to force the Faendryl to go through the Southron Wastes and around the Wizardwaste if it wants to retaliate on Tamzyrr. Then we have Sentinel Happersett stationed in the east moving south to hit Gellig, which we have framed with the assumption it is a port on the eastern coast. The Faendryl then retaliate and send the humans fleeing northwest toward Tedronne and Brantur in Trauntor. Some of the retreat goes to Barrett&#039;s Gorge, and the retreat is largely happening in a westward direction toward Brantur from our assumed position for Gellig. &amp;quot;History of the Turamzzyrian Empire&amp;quot; says: &#039;&#039;&amp;quot;another quarter have fled past Creyth, heading for Tedronne or Barrett&#039;s Gorge.&amp;quot;&#039;&#039; Which suggests Tedronne and Barret&#039;s Gorge are in different directions, or at least slightly different westward directions if Gellig is on the eastern coast, and these fortifications are assumed to be the three &amp;quot;strongholds&amp;quot; built for supply line purposes. The idea would be that Tedronne would be a supply line from Trauntor and Creyth would be a supply line from Barrett&#039;s Gorge, and Harald&#039;s Keep would be a more forward position for cutting off any intervention from the Elves in the East. Though the Faendryl are framed as politically and militarily inactive from the Turamzzyr point of view, this would still be sensible given the relatively recent history of wars with House Nalfein in that Barrett&#039;s Gorge region. So this is so much to say the road to Ta&#039;Faendryl is not being interpreted as a north-south route. It&#039;s instead moving around the Rhoska-Tor wasteland, which is to New Ta&#039;Faendryl&#039;s west, with the road to New Ta&#039;Faendryl really being from the east with Gellig intepreted as being on the east coast.&lt;br /&gt;
[930] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, though Sentinel Happersett was defined as having the name [[Jerram Happersett|Jerram]] during the Witchful Thinking storyline. He appeared as an NPC in a sort of unliving state who had to be released. He was obsessed with trying to purify Dark Elves of darkness, which took the form of trying to smash them with a hammer. It might be the original intent for Sentinel Happersett to have been Harald, to give meaning to Harald&#039;s Keep, because it is implied that those three strongholds were built on the spot to be the supply lines, and they split the army up between them over winter.&lt;br /&gt;
[931] Sentinel Happersett was one of Raznel&#039;s &amp;quot;paragons&amp;quot;. They were in cocoons attached to walls of flesh and filled with a form of [[epochxin|demon blood]] from the Southron Wastes, which she was using as a form of horcrux with these paragons being frozen in time in little pocket dimensions throughout the timeline, having selected historical victims who went missing in known years. Xorus was actually the one who found [https://gswiki.play.net/Witchful_Thinking_-_2019-09-21_-_Worlds_Collide_(log) the cocoon], and the one who did the kill shot on the cocoon, and Xorus was the one [https://gswiki.play.net/Landing_Events_-_2020-04-19_-_Hallmarks_of_History_(log)#Speaker_.234.2C_Xorus_-_Questionable_Responsibility_Given_Temporal_Convergence who taught] Raznel how to do this stuff with the ebon-swirled primal demon&#039;s venom blood when she was his student in her youth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge.[932] The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire.[933] The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes.[934] Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire.[935] There has been a surge of greater dark powers since the failure of the Eye of the Drake.[936] The Vvrael and Vishmiir wielded undead horrors.[937] Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab.[938] There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.[939]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[932] This premise comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The lore hook of demonic hybrids in this sense has never really been fleshed out. We&#039;ve seen some Demonwall invasion creatures that implicitly are these kinds of things. They are listed in Volume 3 of this document.&lt;br /&gt;
[933] This is explicitly stated in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; in the Armata section. The Faendryl do it as punishment to bleed treasure from the Turamzzyrian Empire. The &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document also talks about the Order of the Crimson Fist venturing out from the Demonwall to take the fight to the Faendryl and their fiends. This is remarkable because it frames ongoing, if low level, hostility between them. The Scourge distribution also has implications for the distribution of land use by the Faendryl Agrestis that would have to be carefully considered. The Scourge came from hybridizing with wildlife, but could possibly have been livestock as well. Farmstead in presumably Trauntor were getting massacred by these hybrids.&lt;br /&gt;
[934] This is principally from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but is talked about in various places.&lt;br /&gt;
[935] This pre-history of the Order of Voln fighting with the Horned Cabal, prior to the invasion of the Turamzzyrian Empire, comes from the Volnath Dai history document &amp;quot;[[Story of the Volnath Dai]]&amp;quot;. Grandmaster Fineval killed one of the Horned Cabal liches, and that set off the Horned Cabal invasions northward.&lt;br /&gt;
[936] This is extrapolating off the Eye of the Drake function and premise, which was framed near the beginning of this document. The IC author blames what is presumably a great increase in major extraplanar threats in recent decades to the failure of the Eye. Which is reviving the ICE analog concept.&lt;br /&gt;
[937] These were in 1997/1998 and 2002 storylines.&lt;br /&gt;
[938] This was in 1996 and then again in 2003 onward for a couple of years. The Miscere&#039;Golab is mentioned in the &amp;quot;[[Griffin Sword War]]&amp;quot; document and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Volume 3 of this document talks about it.&lt;br /&gt;
[939] These liches are from various storylines. Vindicto was from [[Ties That Bind]] and was responsible for previous bad things happening to House Vaalor, such as the assassination of King Tyrnian as shown in [[forehead gem]] loresongs. Tseleth was mainly in [[Ride of the Red Dreamer]], and was involved in the [[Sanctum of Scales]] release. The Council of Ten was in the [[Thurfel]] storyline and then a couple of the liches more recently in the Icemule storylines with [[Zeban]] and the [[Hinterwilds]] and [[Moonsedge]] and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows.[940] The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War.[941] The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues.[942] There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.[943]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[940] Althedeus was the big bad behind Kenstrom&#039;s storylines from [[Beyond the Arkati]] in 2010 through [[Cross into shadows|Cross into Shadows]] in 2014. The blood mages were generally members of the Arcane Eyes, a Mestanir group described in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The War of Shadows was in the Cross into Shadows storyline.&lt;br /&gt;
[941] This was the climax of the [[Eyes of the Dawn]] storyline, and this wasteland (the [[Bleaklands]]) has been used in other storylines since, including [[Keeping up with the Kestrels]] and [[Witchful Thinking]]. Xorus actually has a fairly high share of the responsibility and blame for the Bleaklands, because it was done by Raznel largely using the stuff she learned from him.&lt;br /&gt;
[942] This is referring to the [[epochxin]], first established in the [[Eyes of the Dawn]] storyline. Raznel learned about it in her youth because of a time loop paradox due to Melgorehn&#039;s Reach. She largely learned about its uses from Xorus, during the [[Keeping up with the Kestrels]] storyline, and Xorus later cured Larsya of the poison during the Praxopius storyline. It was weaponized into a genocidal disease curse against the krolvin, which led to krolvin invasions later, and is likely involved in the Blight that is presently suppressed around Wehnimer&#039;s Landing.&lt;br /&gt;
[943] This refers to the fact that Grishom Stone has the [[Star of Khar&#039;ta]] artifact and converted it to be oriented to blood and shadows energy. Stone is residing in the Deadfall forest near Wehnimer&#039;s Landing and is going to pull major stuff in a future storyline using that artifact. That forest has a bunch of blood eating demonic trees in it and is magically sealed off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196287</id>
		<title>Talk:Announcement: New Unofficial History Timeline Page</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196287"/>
		<updated>2023-05-05T23:15:30Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: kannalan time span&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a lot of subtle inconsistencies or unexplained cross-relationships between historical documents. This now idle [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Wordsmiths project]] on the history of necromancy was built as my model for reconciling tons of them. This copy of it has a thousand footnotes. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Undead War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::The Undead War in particular has a lot of contradictory dates and time spans and inconsistent fine details across documents. The most serious of these is &amp;quot;[[History of the Faendryl#The Undead War|History of the Faendryl]]&amp;quot;. It has &#039;&#039;&amp;quot;Eight Patriarchs watched over the conflict&amp;quot;&#039;&#039; before the Battle of Maelshyve, which most ([[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|but]] [[Elanthian Gems#Jet|not all]]) documents date as [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,185]] Modern Era based off &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (sometimes converted into Illistim or Vaalor calendar systems with their House founding dates as year 0), during the reign of Patriarch Unsenis who is number 34. Patriarch Rythwier is number 37 at the time of the Ashrim War in [[Timeline of Elanthian History#1999-1000|+157]] Modern Era (which is itself a few centuries earlier than the reign of Caladsal implies for it in [[Ta&#039;Illistim Monarchs]], and Istmaeon&#039;s reign is two thousand years too early in it for the Kiramon war.) The current Patriarch [[Korvath Dardanus]] refers to himself in letters as Patriarch 39.&lt;br /&gt;
&lt;br /&gt;
::The eight Patriarchs could maybe be handwaved as referring to the entire [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|five thousand year]] period Despana was known to exist, since most (but [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|not all]]) documents have the Undead War being short on the scale of a few years. But then there are just two Patriarchs covering almost 15,000 years up to Rythwier Faendryl and the Ashrim War, with Patriarch 35 starting in roughly -15,180 with the Faendryl exile to the ruins of Maelshyve. &lt;br /&gt;
&lt;br /&gt;
::(The timing descriptions of the advance to ShadowGuard and its duration are also pretty deeply inconsistent between &amp;quot;[[History of Elanthia#III. A. The Undead War|History of Elanthia]]&amp;quot; and the Vaalor [[Ilynov Journal|journal]] [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|documents]] which have that one battle lasting months using Vaalorian calendar dates, while its present northern position on the [[Elanith]] map makes it seem like there is no reason the undead army should have even bothered stopping in that location. If ShadowGuard were instead further south between [https://gswiki.play.net/File:Sylvan_map_sm.jpg Nevishrim] and Ta&#039;Nalfein, it would be more consistent with [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|History of the Sylvan Elves]], and would be the Undead blocking in that relatively narrow pass around the mountains while they wreaked havoc in the &amp;quot;outlying provinces&amp;quot; west of the DragonSpine. In that position ShadowGuard&#039;s purpose could then be defined as a guardian position on the edge of the Elven Empire&#039;s core territory for dark stuff coming out of the southern wastelands, and you could have an extended period of stagnation in the forests around ShadowGuard before Dharthiir suddenly shifts gears and tries to surge northeast into the Elven Empire itself. The Sylvan history also has the Battle of Harradahn in -15,195 &#039;&#039;seven&#039;&#039; years before Maelshyve in -15,188 and later than ShadowGuard, while the Vaalor journals and &amp;quot;[[Wyvern]]&amp;quot; use the equivalent of -15,186 for ShadowGuard, with the Battle of Maelshyve within &#039;&#039;one&#039;&#039; year in -15,185. I would suggest -15,196 as the real year for ShadowGuard falling, -15,195 for Harradahn, and Maelshyve at -15,185 or -15,188, and blame it on differences between calendar systems in how they corrected or didn&#039;t correct the 365th day of the solar year. Then other inconsistencies would be unreliable narration or differences of emphasis, like Dharthiir recruiting allies as early at [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,497]] and maybe low level provinces conflict reaching back to roughly [[History of the Sylvan Elves#Chapter Six - Nevishrim, ca. -22,460 to -15,490|-15,490]].)&lt;br /&gt;
&lt;br /&gt;
::The entire underground period for the Faendryl has almost no definition. The [http://www.beaconhall.net/tsoran/forums/history-forum.html original intent] was for much of (New) Ta&#039;Faendryl to be an underground city, and then &amp;quot;built on a hill overlooking Rhoska-Tor&amp;quot; with [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp regional sinister and eldritch ruins/relics], and then [[History of the Faendryl#New Ta&#039;Faendryl|later]] documentation had NTF as a [[The Theory of Governance and Social Order#New Ta&#039;Faendryl|brand new]] surface city built after moving out of Rhoska-Tor to a nearby spot only after the Ashrim War. Except there had to have been other surface constructions prior to that point, such as the port where they launched their war ships and maybe Chesylcha&#039;s wedding party. (Which I think should be defined to be Gellig so that Gellig is something major enough to explain why the Faendryl reacted so much more severely to the Turamzzyrian Empire [[History of the Turamzzyrian Empire|invading]] it in the [[Incomplete History of River&#039;s Rest#The River&#039;s Rest Irregulars of the Third Elven War|Third Elven War]]. Tedronne, Creyth, and Harald&#039;s Keep would then be oriented west to east on the Faendryl northern borderlands, with Barrett&#039;s Gorge and Brantur to the west and Gellig on the east coast, and those three fortresses meant to cut off potential intervention from the Elven Nations and possibly to eventually pincer New Ta&#039;Faendryl. Then there is a road from Gellig toward New Ta&#039;Faendryl with the army going around the wastes and the Breaking happening southwest of Gellig and Harald&#039;s Keep, with northwest fleeing and Tedronne more in the direction of Brantur and the Wizardwaste, and Creyth more in the direction of Barrett&#039;s Gorge.) I think the sensible thing to do here is for there to be an old underground city and for what&#039;s now called New Ta&#039;Faendryl to connect down into it, and this surface facade and its five boroughs were centrally planned for organizing the whole society governance structure from the top down. I also think the [[The Theory of Governance and Social Order|&amp;quot;Patriarchal Palace&amp;quot;]] should be a center city within NTF where the Enchiridion Valentia is kept underground, akin to [https://www.nationsonline.org/maps/Vatican-City-map_1200px.jpg Vatican City], so that the Basilica is architecturally a basilica like it is in OTF and the Palace in the sense of royal residence is its own towering building. Analogous to St. Peter&#039;s Basilica versus the Apostolic Palace. This would reconcile some tensions between Faendryl documents about the roles of the Basilica and the Clerisy and the Patriarchal residence and the Enchiridion archives. (e.g. Are the &amp;quot;Basilican Sorcerers&amp;quot; actually the Clerisy? Clerisy positions in the Rachis? Did Second Era Faendryl summoning, such as it actually existed in state sanctioned form, all happen secretly within and under the Basilica itself in OTF in a strictly controlled and scheduled way?)&lt;br /&gt;
&lt;br /&gt;
::So, either Unsenis and Cestimir should be pushed back to something like Patriarchs 27/28 and those eight unnamed monarchs can be between Cestimir and Rythwier, or a premise can be framed that state sanctioned history by the Faendryl is somewhat revisionist / propaganda in nature and the Faendryl basically redacted that 15,000 year underground period and renumbered the Patriarchs after the Ashrim War to make the underground period sound relatively brief (allowing only one then living memory predecessor for Rythwier.) Rythwier is officially Patriarch 37, for example, but might &amp;quot;in reality&amp;quot; be something like the 53rd Patriarch. I would add an NPC note by an Illistim scholar to the top of &amp;quot;History of the Faendryl&amp;quot; saying the Faendryl have revised their Patriarch numbers to omit things, and generally exaggerate and distort historical precedent or continuity for their current practices with dark magic. That would also take pressure off &amp;quot;[[History of the Faendryl#The Growth of Faendryl Magic|History of the Faendryl]]&amp;quot; and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; making it sound like demonic summoning was widespread and public in the capital of the Elven Empire for roughly 20,000 years leading up to the Battle of Maelshyve, while &amp;quot;[[Path to Palestra]]&amp;quot; has the Palestra academies not being founded until after the Ashrim War (and the lesser academies founded under the current Patriarch.)&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Dhe&#039;nar Departure and House Founding Timing&#039;&#039;&#039;&lt;br /&gt;
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::There is inconsistency on the details of the Dhe&#039;nar departure from the other Elves and the split into Houses in general. The core of the issue is that &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; has a 5,000 year gap between the Noi&#039;sho&#039;rah prophecy (circa -50,000) and the Tahlad departure (circa -45,000). &amp;quot;[[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|Timeline of Elanthian History]]&amp;quot; follows this with dating the departure as -45,293. But this makes the whole Dhe&#039;nar version of events incoherent. It is 2,000 years &#039;&#039;after&#039;&#039; the last House formed, and 4,000 years &#039;&#039;after&#039;&#039; the first House formed. (This may have happened because &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; had originally used 50,000 years ago for the Elven &#039;&#039;Empire,&#039;&#039; but the timeline document later defined the individual House / city foundings at earlier dates pushing back to 54,000 years ago, and the unofficial player Dhe&#039;nar history got canonized using the original 50,000 years ago timing. But moving that date back doesn&#039;t fix the fundamental problems. The Sylvan history is the most scholarly account of the period and makes it clear the &amp;quot;split&amp;quot; into Houses was really just the urbanization of spread out and long pre-existing colonies / bloodlines.)&lt;br /&gt;
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::&#039;&#039;&#039;(1) Age:&#039;&#039;&#039; Tahlad is Korthyr&#039;s &#039;&#039;uncle&#039;&#039; in &amp;quot;History of the Dhe&#039;nar&amp;quot; and &amp;quot;History of the Faendryl&amp;quot;. Korthyr only lives long enough to build the first borough of Ta&#039;Faendryl, founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-48,897]] in &amp;quot;Timeline of Elanthian History&amp;quot;, where Ta&#039;Faendryl was built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; and mostly under Korthyr&#039;s successor, his own great nephew Khalar Andiris in &amp;quot;[[History of the Faendryl]]&amp;quot; up until around circa -48,000. Working through the timing of Patriarchs in &amp;quot;History of the Faendryl&amp;quot;, the Dhe&#039;nar departure in &amp;quot;Timeline of Elanthian History&amp;quot; probably happened during the reign of Yshryth Silvius Patriarch 14, which is around the time the Elven Empire becomes a meaningful concept (consistent with &amp;quot;History of Elanthia&amp;quot;.) Whereas it would not have been a meaningful concept in -50,000 when none of the Houses existed yet, and the founders were most likely of different generations. Some may have not even been alive at the same time as others, or not known each other, the capital cities having been founded over a span of 1,500 years. This line in &amp;quot;History of the Faendryl&amp;quot; has to be an anachronism or &amp;quot;great man of history&amp;quot; myth: &#039;&#039;&amp;quot;The elves were ready to leave the forests and split into eight noble Houses to form the greatest empire the world had known, lead by Korthyr Faendryl, Aradhul Vaalor, Zishra Nalfein, Sharyth Ardenai, Bhoreas Ashrim, Callisto Loenthra, Linsandrych Illistim and Tahlad Tsi&#039;shalar.&amp;quot;&#039;&#039; Tahlad in turn dies around circa [[History of the Dhe&#039;nar#IV. Sharath (45,000 - 30,000 years ago)|-40,000]] in &amp;quot;History of the Dhe&#039;nar&amp;quot;. He would have been well over ten thousand years old if he was Korthyr&#039;s uncle.&lt;br /&gt;
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::&#039;&#039;&#039;(2) Founding Spread:&#039;&#039;&#039; &amp;quot;History of the Faendryl&amp;quot; words it this way: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah&#039;s cult left the forests, lead by Tahlad Tsi&#039;shalar, and later became known as the Dhe&#039;nar. Undaunted by his uncle&#039;s desertion, Korthyr Faendryl lead the rest of the elves from their home of ages amid the trees, leaving behind those that are the sylphs, and Sharyth Ardenai&#039;s line, who would lead the elven holdings there.&amp;quot;&#039;&#039; This is inconsistent in several ways. &amp;quot;[[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|History of the Sylvan Elves]]&amp;quot; has the Elves spread out in disparate colonies and living in open-air spaces outside the forests for a very long time before urbanizing, back to some time well before circa -55,000 (i.e. the split with the sylvans begins earlier than 60,000 years ago and the sylvan nomadic bands &amp;quot;gradually&amp;quot; consolidated into one colony), inconsistent with any abrupt planned division into Seven Cities of noble houses out of some central location or unified civilization. &amp;quot;Timeline of Elanthian History&amp;quot; and the documents using Illistim calendar dates have House Illistim as the first &amp;quot;House&amp;quot; in [[Timeline of Elanthian History#Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,107]]. House Ardenai was the second to last House in -47,689. The Ardenai lineages were apparently not considered [[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|&amp;quot;sylvisterai&amp;quot;]] in the pre-House period, so even with them, it would make more sense with the Sylvan history for Sharyth Ardenai to be leading a back to nature kind of movement into the Darkling Wood. Or at least having [[History of the Truefolk#The Horse War|croplands]] on the forest edges with sedentary woodland hamlets (instead of clear cutting the forests to expand croplands like the other Elves) and later moving deeper into the woods to found Ta&#039;Ardenai.&lt;br /&gt;
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::The Sylvan city of Ithnishmyn is founded circa [[History of the Sylvan Elves#Chapter Two - The First Sylvan City, ca. -45,400|-45,400]] in between Ta&#039;Ardenai and Ta&#039;Loenthra, and the Dhe&#039;nar departure is dated after that as well. There may be some cross-reference sense in this because sylvan harassment by Elven religious cults and slavers in &amp;quot;[[History of the Sylvan Elves#Chapter Three - Ithnishmyn and the Elven Nations|History of the Sylvan Elves]]&amp;quot; started around that time, and given the Dhe&#039;nar enslavement of Sylvans for eighty years mentioned in the lavender lore in [[Speech Unspoken: The Language of Flowers#Lavender|Speech Unspoken: The Language of Flowers]] (which makes no geographic sense in other time periods.) The treatment of the cities Ithnishmyn versus Ta&#039;Ardenai, for nine thousand years until -36,567, would not make much sense unless the Elves and Sylvans had culturally split much earlier. Similarly for their religious differences versus &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. The tension here I think would be best handled by establishing a framing for it as being a general disagreement among the Elven lineages (biased by their own self-interests or ideologies) about when the dissidents that eventually became the Dhe&#039;nar really left and who they were in the first place. One aspect of inconsistent views they could have of the &amp;quot;Matter of the Elven Empire&amp;quot; in general, which would be something analogous to the history and legend / founding myth mixed Matter of Britain. (e.g. the Illistim emphasize Lindsandrych Illistim founded the first city with the Chronicle keepers, the Faendryl argue Korthyr lead the House movement and so they have a perverse incentive to support the Noi&#039;sho&#039;rah/Tahlad legend, the Vaalor with their [[Wyvern]] oral tradition mythology, etc.)&lt;br /&gt;
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::&#039;&#039;&#039;(3) Separate Versions:&#039;&#039;&#039; One view would be the Dhe&#039;nar left in circa -50,000 prior to the Illistim Chronicles being founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,238]] with Noi&#039;sho&#039;rah as a real person, Tahlad as the uncle of Korthyr, and were a distinct ideological tradition who could have been their own House if they had not left (giving the premise and timing in &amp;quot;[[History of the Faendryl]]&amp;quot; and to some extent &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.) Another view might be that Tahlad, or whoever that name really refers to in practice (possibly a few people using that name-title which means &amp;quot;Student&amp;quot; in Dhe&#039;nar-si), was a dissident proselytizing for thousands of years and left with a group of followers after the Houses finished forming and the near dozen Faendryl coups (giving the circa -45,000 timing in &amp;quot;History of the Dhe&#039;nar&amp;quot;.) A third version for explaining the use of the specific date -45,293 might be an Illistim historiographer theory that the &amp;quot;Sharath&amp;quot; promised land people were really what became of some recorded reactionary offshoot branch of &amp;quot;Sharyth&amp;quot; Ardenai&#039;s movement who rejected the Houses and cities, and then left the forest after failing to convert the Sylvans. Possibly they would argue the &amp;quot;sho&#039;rah&amp;quot; (which means &amp;quot;sister&amp;quot;) is also an oral history debasement of &amp;quot;Sharyth.&amp;quot; The second and third versions might then view the Noi&#039;sho&#039;rah story and &amp;quot;prophecy&amp;quot; as distorted with anachronistic details of the Houses and Elven Empire as a single nation, from the bloody politics and instability of the Faendryl in the millennium leading up to Yshryth&#039;s mother overthrowing the government, and then Yshryth executing her and purging those who undermine Elven unity and the eternal empire. Then becoming more distorted with Despana being read into it later. The first version would go all-in on the Noi&#039;sho&#039;rah prophecy as an actual historical event.&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:13, 27 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Kannalan Empire&#039;&#039;&#039;&lt;br /&gt;
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::The Kannalan Empire has some dubious chronology due to the Gnomes documentation. These do not really need to be retconned in a hard way, recontextualizing the dates would be sufficient in most cases. Though a few of them do unavoidably need hard retcons from contradictions. The term &amp;quot;Kannalan Empire&amp;quot; was almost certainly De-I.C.E.&#039;d from &amp;quot;Lankan Empire&amp;quot; (which was a totally different thing in nature) in the Order of Voln messaging for the Path of Enlightenment. This messaging used the year &amp;quot;1,300&amp;quot;, which would have originally referred to the timeline of the archaic world setting. The meaning of this was implicitly retconned by &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in 2000 (real world), where the year +1,300 on the Kannalan calendar is equivalent to +4,045 Modern Era. This calendar system conversion for that date was explicitly recognized about a decade later in &amp;quot;[[History of the Order of Voln#Section II: The Founding|History of the Order of Voln]]&amp;quot;. No explanation has ever been given, as far as I am aware, for why +2,745 Modern Era is year zero on the Kannalan calendar. But there is also no explanation for year 0 on the Modern Era calendar system. &lt;br /&gt;
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::(This could be any number of things, such as a new 365th day correction calendar system, perhaps a convention adopted by the Library of Biblia and the relatively early Chronomages. The [[Ta&#039;Illistim Monarchs]] document refers to it as the &amp;quot;Common calendar&amp;quot;, and it is at least used in the Turamzzyrian Empire. But then the choice for year 0 makes even less sense in terms of established premises if it is a Turamzzyrian convention, and the present day form of the &amp;quot;Common&amp;quot; language would not have existed yet. Though I would prefer it if Biblia itself was older than that, keeping the Bandur / Graveyard story in its original 6,300 years ago timing, which would recontextualize it as the late Age of Chaos. Because Bandur resided for a time at the Library of Biblia, and as an NPC he is still canon. There is a book by him in Moonsedge. Human fortifications beginning 8,000 years ago in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.)&lt;br /&gt;
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::The complication then enters from &amp;quot;[[Lines of Blood: A History of the Gnomes#The Great Schism|Lines of Blood: A History of the Gnomes]]&amp;quot; from roughly 2003 (real world), which dates the burghal gnomes moving into the &amp;quot;Kannalan Empire&amp;quot; a little after the year -135, but it does not say which calendar system it is using. Then &amp;quot;[[Timeline of Elanthian History]]&amp;quot; takes this and makes that &amp;quot;Circa -125&amp;quot; Modern Era. The gnome history is then talking about human cities, and Tamzyrr and &amp;quot;Selanthia&amp;quot; in year +725. Which as a Modern Era date would be 3500 years before the time of Selantha Anodheles. If it is instead +725 Kannalan, that is +3,470 Modern Era. This is still dubious, but significantly less dubious. Tamzyrr was already established as a &amp;quot;town&amp;quot; predating +3,961 Modern Era in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but which has it &amp;quot;grow[ing] tremendously&amp;quot; after the trade alliance of +4,222 Modern Era. The gnome history talks about Tamzyrr as a town in &amp;quot;-125&amp;quot; and refers to &amp;quot;Selanthia&amp;quot; outside Tamzyrr in &amp;quot;+725&amp;quot;. Perhaps &amp;quot;Selanthia&amp;quot; could be defined as Tamzyrr&#039;s surrounding territory going back some ways before the Turamzzyrian Empire but still only being &amp;quot;town&amp;quot; sized during the Kannalan Empire period. Selantha would have to be named after the territory rather than the other way around, or else the Gnome history could be taken as sort of anachronistically referring to what the region was named in later centuries. Leaving it as it is now would mean the Kannalan Empire existed for at least several thousand years. That is much longer than the Turamzzyrian Empire, much too long for a weak empire with very little lore defining it.&lt;br /&gt;
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::I would suggest defining the Kannalan Empire as being founded in +2,745 Modern Era with a coronation of the Emperor of Veng, year 0 on the Kannalan calendar, which is a defined title in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. I do not know if the capital city of Veng has a defined location on the backend somewhere. For various reasons I think it would make most sense to have been somewhere in Hendor, whether or not &amp;quot;Hendor&amp;quot; was a name that only existed later, with the Kingdom of Hendor as its eventual successor state. Then the cities and so forth that formed the Kannalan Empire (or its neighbors in the case of Tamzyrr which was one of the &amp;quot;independent towns&amp;quot; that took in Kannalan refugees in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;) would be what the gnome documentation is referencing. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (which has numerous contradictory dates) could then be tweaked to having the gnomes showing up Circa +2,620 Modern Era and then put parentheses saying &amp;quot;-125 Kannalan&amp;quot;. Which recontextualizes the Gnome history document as using Kannalan dates instead of Modern Era dates. The alternative would be to have precursor alliances between cities pre-dating the formal Kannalan Empire (which could begin in +2,745), since human fortifications begin eight thousand years ago circa -3,000 Modern Era, and then the gnome history is just loosely referring to that earlier period as &amp;quot;Kannalan Empire&amp;quot; in an anachronistic way. Still messier would be to have the Kannalan Empire being founded in some deeply negative year on the Kannalan calendar. But I think the cleanest way to handle this is to just have the Gnome history be mostly referring to Kannalan calendar dates, and define year 0 on that calendar system as the Kannalan Empire founding.&lt;br /&gt;
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::That being said, that clearly isn&#039;t the original intent in the Gnomes document, because it uses the dates +2,389 in the Greengair section and +4,120 in the Nylem section (and the 4120 one is also used in the &amp;quot;Timeline of Elanthian History&amp;quot;), which would have to be tweaked to say &amp;quot;Modern Era&amp;quot; but the other dates tweaked to be saying &amp;quot;Kannalan&amp;quot;. It also speaks of Elven rangers having the &amp;quot;first extended contact&amp;quot; with a gnome in -4,500. This is copied over as a Modern Era date in &amp;quot;Timeline of Elanthian History&amp;quot;. However, [[Ta&#039;Illistim Monarchs]] has &amp;quot;contact was first officially made&amp;quot; sometime between 43,019 and 43,232 Illistim (-6,088 and -5,875 Modern Era) during the reign of the Mirror Alaein Illistim. Treating the -4,500 as a Kannalan date (which would be -1,755 Modern Era) actually makes that contradiction worse. The cases of Circa -4,500 (Modern Era) could be hard retconned to Circa -6,000 Modern Era, to be consistent with the Illistim monarchs documentation since a hard retcon is unavoidable in this case, and then that Illistim documentation is just using more precise dates. Or Alaein could be pushed forward around 2,000 years. (All of this also requires pushing Ardtin forward by 2,000 years, because she is the one who let the Winedotter gnomes live in Ta&#039;Illistim. As it stands Ardtin is well over 4,000 years old but had a [[Nualina Greyvael|daughter]] as a recent Handmaiden.)&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:57, 5 May 2023 (CDT)&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196286</id>
		<title>Talk:Announcement: New Unofficial History Timeline Page</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196286"/>
		<updated>2023-05-05T22:35:57Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: &lt;/p&gt;
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&lt;div&gt;There are a lot of subtle inconsistencies or unexplained cross-relationships between historical documents. This now idle [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Wordsmiths project]] on the history of necromancy was built as my model for reconciling tons of them. This copy of it has a thousand footnotes. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Undead War&#039;&#039;&#039;&lt;br /&gt;
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::The Undead War in particular has a lot of contradictory dates and time spans and inconsistent fine details across documents. The most serious of these is &amp;quot;[[History of the Faendryl#The Undead War|History of the Faendryl]]&amp;quot;. It has &#039;&#039;&amp;quot;Eight Patriarchs watched over the conflict&amp;quot;&#039;&#039; before the Battle of Maelshyve, which most ([[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|but]] [[Elanthian Gems#Jet|not all]]) documents date as [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,185]] Modern Era based off &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (sometimes converted into Illistim or Vaalor calendar systems with their House founding dates as year 0), during the reign of Patriarch Unsenis who is number 34. Patriarch Rythwier is number 37 at the time of the Ashrim War in [[Timeline of Elanthian History#1999-1000|+157]] Modern Era (which is itself a few centuries earlier than the reign of Caladsal implies for it in [[Ta&#039;Illistim Monarchs]], and Istmaeon&#039;s reign is two thousand years too early in it for the Kiramon war.) The current Patriarch [[Korvath Dardanus]] refers to himself in letters as Patriarch 39.&lt;br /&gt;
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::The eight Patriarchs could maybe be handwaved as referring to the entire [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|five thousand year]] period Despana was known to exist, since most (but [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|not all]]) documents have the Undead War being short on the scale of a few years. But then there are just two Patriarchs covering almost 15,000 years up to Rythwier Faendryl and the Ashrim War, with Patriarch 35 starting in roughly -15,180 with the Faendryl exile to the ruins of Maelshyve. &lt;br /&gt;
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::(The timing descriptions of the advance to ShadowGuard and its duration are also pretty deeply inconsistent between &amp;quot;[[History of Elanthia#III. A. The Undead War|History of Elanthia]]&amp;quot; and the Vaalor [[Ilynov Journal|journal]] [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|documents]] which have that one battle lasting months using Vaalorian calendar dates, while its present northern position on the [[Elanith]] map makes it seem like there is no reason the undead army should have even bothered stopping in that location. If ShadowGuard were instead further south between [https://gswiki.play.net/File:Sylvan_map_sm.jpg Nevishrim] and Ta&#039;Nalfein, it would be more consistent with [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|History of the Sylvan Elves]], and would be the Undead blocking in that relatively narrow pass around the mountains while they wreaked havoc in the &amp;quot;outlying provinces&amp;quot; west of the DragonSpine. In that position ShadowGuard&#039;s purpose could then be defined as a guardian position on the edge of the Elven Empire&#039;s core territory for dark stuff coming out of the southern wastelands, and you could have an extended period of stagnation in the forests around ShadowGuard before Dharthiir suddenly shifts gears and tries to surge northeast into the Elven Empire itself. The Sylvan history also has the Battle of Harradahn in -15,195 &#039;&#039;seven&#039;&#039; years before Maelshyve in -15,188 and later than ShadowGuard, while the Vaalor journals and &amp;quot;[[Wyvern]]&amp;quot; use the equivalent of -15,186 for ShadowGuard, with the Battle of Maelshyve within &#039;&#039;one&#039;&#039; year in -15,185. I would suggest -15,196 as the real year for ShadowGuard falling, -15,195 for Harradahn, and Maelshyve at -15,185 or -15,188, and blame it on differences between calendar systems in how they corrected or didn&#039;t correct the 365th day of the solar year. Then other inconsistencies would be unreliable narration or differences of emphasis, like Dharthiir recruiting allies as early at [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,497]] and maybe low level provinces conflict reaching back to roughly [[History of the Sylvan Elves#Chapter Six - Nevishrim, ca. -22,460 to -15,490|-15,490]].)&lt;br /&gt;
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::The entire underground period for the Faendryl has almost no definition. The [http://www.beaconhall.net/tsoran/forums/history-forum.html original intent] was for much of (New) Ta&#039;Faendryl to be an underground city, and then &amp;quot;built on a hill overlooking Rhoska-Tor&amp;quot; with [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp regional sinister and eldritch ruins/relics], and then [[History of the Faendryl#New Ta&#039;Faendryl|later]] documentation had NTF as a [[The Theory of Governance and Social Order#New Ta&#039;Faendryl|brand new]] surface city built after moving out of Rhoska-Tor to a nearby spot only after the Ashrim War. Except there had to have been other surface constructions prior to that point, such as the port where they launched their war ships and maybe Chesylcha&#039;s wedding party. (Which I think should be defined to be Gellig so that Gellig is something major enough to explain why the Faendryl reacted so much more severely to the Turamzzyrian Empire [[History of the Turamzzyrian Empire|invading]] it in the [[Incomplete History of River&#039;s Rest#The River&#039;s Rest Irregulars of the Third Elven War|Third Elven War]]. Tedronne, Creyth, and Harald&#039;s Keep would then be oriented west to east on the Faendryl northern borderlands, with Barrett&#039;s Gorge and Brantur to the west and Gellig on the east coast, and those three fortresses meant to cut off potential intervention from the Elven Nations and possibly to eventually pincer New Ta&#039;Faendryl. Then there is a road from Gellig toward New Ta&#039;Faendryl with the army going around the wastes and the Breaking happening southwest of Gellig and Harald&#039;s Keep, with northwest fleeing and Tedronne more in the direction of Brantur and the Wizardwaste, and Creyth more in the direction of Barrett&#039;s Gorge.) I think the sensible thing to do here is for there to be an old underground city and for what&#039;s now called New Ta&#039;Faendryl to connect down into it, and this surface facade and its five boroughs were centrally planned for organizing the whole society governance structure from the top down. I also think the [[The Theory of Governance and Social Order|&amp;quot;Patriarchal Palace&amp;quot;]] should be a center city within NTF where the Enchiridion Valentia is kept underground, akin to [https://www.nationsonline.org/maps/Vatican-City-map_1200px.jpg Vatican City], so that the Basilica is architecturally a basilica like it is in OTF and the Palace in the sense of royal residence is its own towering building. Analogous to St. Peter&#039;s Basilica versus the Apostolic Palace. This would reconcile some tensions between Faendryl documents about the roles of the Basilica and the Clerisy and the Patriarchal residence and the Enchiridion archives. (e.g. Are the &amp;quot;Basilican Sorcerers&amp;quot; actually the Clerisy? Clerisy positions in the Rachis? Did Second Era Faendryl summoning, such as it actually existed in state sanctioned form, all happen secretly within and under the Basilica itself in OTF in a strictly controlled and scheduled way?)&lt;br /&gt;
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::So, either Unsenis and Cestimir should be pushed back to something like Patriarchs 27/28 and those eight unnamed monarchs can be between Cestimir and Rythwier, or a premise can be framed that state sanctioned history by the Faendryl is somewhat revisionist / propaganda in nature and the Faendryl basically redacted that 15,000 year underground period and renumbered the Patriarchs after the Ashrim War to make the underground period sound relatively brief (allowing only one then living memory predecessor for Rythwier.) Rythwier is officially Patriarch 37, for example, but might &amp;quot;in reality&amp;quot; be something like the 53rd Patriarch. I would add an NPC note by an Illistim scholar to the top of &amp;quot;History of the Faendryl&amp;quot; saying the Faendryl have revised their Patriarch numbers to omit things, and generally exaggerate and distort historical precedent or continuity for their current practices with dark magic. That would also take pressure off &amp;quot;[[History of the Faendryl#The Growth of Faendryl Magic|History of the Faendryl]]&amp;quot; and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; making it sound like demonic summoning was widespread and public in the capital of the Elven Empire for roughly 20,000 years leading up to the Battle of Maelshyve, while &amp;quot;[[Path to Palestra]]&amp;quot; has the Palestra academies not being founded until after the Ashrim War (and the lesser academies founded under the current Patriarch.)&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Dhe&#039;nar Departure and House Founding Timing&#039;&#039;&#039;&lt;br /&gt;
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::There is inconsistency on the details of the Dhe&#039;nar departure from the other Elves and the split into Houses in general. The core of the issue is that &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; has a 5,000 year gap between the Noi&#039;sho&#039;rah prophecy (circa -50,000) and the Tahlad departure (circa -45,000). &amp;quot;[[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|Timeline of Elanthian History]]&amp;quot; follows this with dating the departure as -45,293. But this makes the whole Dhe&#039;nar version of events incoherent. It is 2,000 years &#039;&#039;after&#039;&#039; the last House formed, and 4,000 years &#039;&#039;after&#039;&#039; the first House formed. (This may have happened because &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; had originally used 50,000 years ago for the Elven &#039;&#039;Empire,&#039;&#039; but the timeline document later defined the individual House / city foundings at earlier dates pushing back to 54,000 years ago, and the unofficial player Dhe&#039;nar history got canonized using the original 50,000 years ago timing. But moving that date back doesn&#039;t fix the fundamental problems. The Sylvan history is the most scholarly account of the period and makes it clear the &amp;quot;split&amp;quot; into Houses was really just the urbanization of spread out and long pre-existing colonies / bloodlines.)&lt;br /&gt;
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::&#039;&#039;&#039;(1) Age:&#039;&#039;&#039; Tahlad is Korthyr&#039;s &#039;&#039;uncle&#039;&#039; in &amp;quot;History of the Dhe&#039;nar&amp;quot; and &amp;quot;History of the Faendryl&amp;quot;. Korthyr only lives long enough to build the first borough of Ta&#039;Faendryl, founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-48,897]] in &amp;quot;Timeline of Elanthian History&amp;quot;, where Ta&#039;Faendryl was built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; and mostly under Korthyr&#039;s successor, his own great nephew Khalar Andiris in &amp;quot;[[History of the Faendryl]]&amp;quot; up until around circa -48,000. Working through the timing of Patriarchs in &amp;quot;History of the Faendryl&amp;quot;, the Dhe&#039;nar departure in &amp;quot;Timeline of Elanthian History&amp;quot; probably happened during the reign of Yshryth Silvius Patriarch 14, which is around the time the Elven Empire becomes a meaningful concept (consistent with &amp;quot;History of Elanthia&amp;quot;.) Whereas it would not have been a meaningful concept in -50,000 when none of the Houses existed yet, and the founders were most likely of different generations. Some may have not even been alive at the same time as others, or not known each other, the capital cities having been founded over a span of 1,500 years. This line in &amp;quot;History of the Faendryl&amp;quot; has to be an anachronism or &amp;quot;great man of history&amp;quot; myth: &#039;&#039;&amp;quot;The elves were ready to leave the forests and split into eight noble Houses to form the greatest empire the world had known, lead by Korthyr Faendryl, Aradhul Vaalor, Zishra Nalfein, Sharyth Ardenai, Bhoreas Ashrim, Callisto Loenthra, Linsandrych Illistim and Tahlad Tsi&#039;shalar.&amp;quot;&#039;&#039; Tahlad in turn dies around circa [[History of the Dhe&#039;nar#IV. Sharath (45,000 - 30,000 years ago)|-40,000]] in &amp;quot;History of the Dhe&#039;nar&amp;quot;. He would have been well over ten thousand years old if he was Korthyr&#039;s uncle.&lt;br /&gt;
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::&#039;&#039;&#039;(2) Founding Spread:&#039;&#039;&#039; &amp;quot;History of the Faendryl&amp;quot; words it this way: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah&#039;s cult left the forests, lead by Tahlad Tsi&#039;shalar, and later became known as the Dhe&#039;nar. Undaunted by his uncle&#039;s desertion, Korthyr Faendryl lead the rest of the elves from their home of ages amid the trees, leaving behind those that are the sylphs, and Sharyth Ardenai&#039;s line, who would lead the elven holdings there.&amp;quot;&#039;&#039; This is inconsistent in several ways. &amp;quot;[[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|History of the Sylvan Elves]]&amp;quot; has the Elves spread out in disparate colonies and living in open-air spaces outside the forests for a very long time before urbanizing, back to some time well before circa -55,000 (i.e. the split with the sylvans begins earlier than 60,000 years ago and the sylvan nomadic bands &amp;quot;gradually&amp;quot; consolidated into one colony), inconsistent with any abrupt planned division into Seven Cities of noble houses out of some central location or unified civilization. &amp;quot;Timeline of Elanthian History&amp;quot; and the documents using Illistim calendar dates have House Illistim as the first &amp;quot;House&amp;quot; in [[Timeline of Elanthian History#Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,107]]. House Ardenai was the second to last House in -47,689. The Ardenai lineages were apparently not considered [[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|&amp;quot;sylvisterai&amp;quot;]] in the pre-House period, so even with them, it would make more sense with the Sylvan history for Sharyth Ardenai to be leading a back to nature kind of movement into the Darkling Wood. Or at least having [[History of the Truefolk#The Horse War|croplands]] on the forest edges with sedentary woodland hamlets (instead of clear cutting the forests to expand croplands like the other Elves) and later moving deeper into the woods to found Ta&#039;Ardenai.&lt;br /&gt;
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::The Sylvan city of Ithnishmyn is founded circa [[History of the Sylvan Elves#Chapter Two - The First Sylvan City, ca. -45,400|-45,400]] in between Ta&#039;Ardenai and Ta&#039;Loenthra, and the Dhe&#039;nar departure is dated after that as well. There may be some cross-reference sense in this because sylvan harassment by Elven religious cults and slavers in &amp;quot;[[History of the Sylvan Elves#Chapter Three - Ithnishmyn and the Elven Nations|History of the Sylvan Elves]]&amp;quot; started around that time, and given the Dhe&#039;nar enslavement of Sylvans for eighty years mentioned in the lavender lore in [[Speech Unspoken: The Language of Flowers#Lavender|Speech Unspoken: The Language of Flowers]] (which makes no geographic sense in other time periods.) The treatment of the cities Ithnishmyn versus Ta&#039;Ardenai, for nine thousand years until -36,567, would not make much sense unless the Elves and Sylvans had culturally split much earlier. Similarly for their religious differences versus &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. The tension here I think would be best handled by establishing a framing for it as being a general disagreement among the Elven lineages (biased by their own self-interests or ideologies) about when the dissidents that eventually became the Dhe&#039;nar really left and who they were in the first place. One aspect of inconsistent views they could have of the &amp;quot;Matter of the Elven Empire&amp;quot; in general, which would be something analogous to the history and legend / founding myth mixed Matter of Britain. (e.g. the Illistim emphasize Lindsandrych Illistim founded the first city with the Chronicle keepers, the Faendryl argue Korthyr lead the House movement and so they have a perverse incentive to support the Noi&#039;sho&#039;rah/Tahlad legend, the Vaalor with their [[Wyvern]] oral tradition mythology, etc.)&lt;br /&gt;
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::&#039;&#039;&#039;(3) Separate Versions:&#039;&#039;&#039; One view would be the Dhe&#039;nar left in circa -50,000 prior to the Illistim Chronicles being founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,238]] with Noi&#039;sho&#039;rah as a real person, Tahlad as the uncle of Korthyr, and were a distinct ideological tradition who could have been their own House if they had not left (giving the premise and timing in &amp;quot;[[History of the Faendryl]]&amp;quot; and to some extent &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.) Another view might be that Tahlad, or whoever that name really refers to in practice (possibly a few people using that name-title which means &amp;quot;Student&amp;quot; in Dhe&#039;nar-si), was a dissident proselytizing for thousands of years and left with a group of followers after the Houses finished forming and the near dozen Faendryl coups (giving the circa -45,000 timing in &amp;quot;History of the Dhe&#039;nar&amp;quot;.) A third version for explaining the use of the specific date -45,293 might be an Illistim historiographer theory that the &amp;quot;Sharath&amp;quot; promised land people were really what became of some recorded reactionary offshoot branch of &amp;quot;Sharyth&amp;quot; Ardenai&#039;s movement who rejected the Houses and cities, and then left the forest after failing to convert the Sylvans. Possibly they would argue the &amp;quot;sho&#039;rah&amp;quot; (which means &amp;quot;sister&amp;quot;) is also an oral history debasement of &amp;quot;Sharyth.&amp;quot; The second and third versions might then view the Noi&#039;sho&#039;rah story and &amp;quot;prophecy&amp;quot; as distorted with anachronistic details of the Houses and Elven Empire as a single nation, from the bloody politics and instability of the Faendryl in the millennium leading up to Yshryth&#039;s mother overthrowing the government, and then Yshryth executing her and purging those who undermine Elven unity and the eternal empire. Then becoming more distorted with Despana being read into it later. The first version would go all-in on the Noi&#039;sho&#039;rah prophecy as an actual historical event.&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:13, 27 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Kannalan Empire&#039;&#039;&#039;&lt;br /&gt;
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::The Kannalan Empire has some dubious chronology due to the Gnomes documentation. These do not really need to be retconned in a hard way, recontextualizing the dates would be sufficient in most cases. Though a few of them do unavoidably need hard retcons from contradictions. The term &amp;quot;Kannalan Empire&amp;quot; was almost certainly De-I.C.E.&#039;d from &amp;quot;Lankan Empire&amp;quot; (which was a totally different thing in nature) in the Order of Voln messaging for the Path of Enlightenment. This messaging used the year &amp;quot;1,300&amp;quot;, which would have originally referred to the timeline of the archaic world setting. The meaning of this was implicitly retconned by &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in 2000 (real world), where the year +1,300 on the Kannalan calendar is equivalent to +4,045 Modern Era. This calendar system conversion for that date was explicitly recognized about a decade later in &amp;quot;[[History of the Order of Voln#Section II: The Founding|History of the Order of Voln]]&amp;quot;. No explanation has ever been given, as far as I am aware, for why +2,745 Modern Era is year zero on the Kannalan calendar. But there is also no explanation for year 0 on the Modern Era calendar system. &lt;br /&gt;
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::(This could be any number of things, such as a new 365th day correction calendar system, perhaps a convention adopted by the Library of Biblia and the relatively early Chronomages. The [[Ta&#039;Illistim Monarchs]] document refers to it as the &amp;quot;Common calendar&amp;quot;, and it is at least used in the Turamzzyrian Empire. But then the choice for year 0 makes even less sense in terms of established premises if it is a Turamzzyrian convention, and the present day form of the &amp;quot;Common&amp;quot; language would not have existed yet. Though I would prefer it if Biblia itself was older than that, keeping the Bandur / Graveyard story in its original 6,300 years ago timing, which would recontextualize it as the late Age of Chaos. Because Bandur resided for a time at the Library of Biblia, and as an NPC he is still canon. There is a book by him in Moonsedge. Human fortifications beginning 8,000 years ago in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.)&lt;br /&gt;
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::The complication then enters from &amp;quot;[[Lines of Blood: A History of the Gnomes#The Great Schism|Lines of Blood: A History of the Gnomes]]&amp;quot; from roughly 2003 (real world), which dates the burghal gnomes moving into the &amp;quot;Kannalan Empire&amp;quot; a little after the year -135, but it does not say which calendar system it is using. Then &amp;quot;[[Timeline of Elanthian History]]&amp;quot; takes this and makes that &amp;quot;Circa -125&amp;quot; Modern Era. The gnome history is then talking about human cities, and Tamzyrr and &amp;quot;Selanthia&amp;quot; in year +725. Which as a Modern Era date would be 3500 years before the time of Selantha Anodheles. If it is instead +725 Kannalan, that is +3,470 Modern Era. This is still dubious, but significantly less dubious. Tamzyrr was already established as a &amp;quot;town&amp;quot; predating +3,961 Modern Era in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but which has it &amp;quot;grow[ing] tremendously&amp;quot; after the trade alliance of +4,222 Modern Era. The gnome history talks about Tamzyrr as a town in &amp;quot;-125&amp;quot; and refers to &amp;quot;Selanthia&amp;quot; outside Tamzyrr in &amp;quot;+725&amp;quot;. Perhaps &amp;quot;Selanthia&amp;quot; could be defined as Tamzyrr&#039;s surrounding territory going back some ways before the Turamzzyrian Empire but still only being &amp;quot;town&amp;quot; sized during the Kannalan Empire period. Selantha would have to be named after the territory rather than the other way around, or else the Gnome history could be taken as sort of anachronistically referring to what the region was named in later centuries.&lt;br /&gt;
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::I would suggest defining the Kannalan Empire as being founded in +2,745 Modern Era with a coronation of the Emperor of Veng, year 0 on the Kannalan calendar, which is a defined title in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. I do not know if the capital city of Veng has a defined location on the backend somewhere. For various reasons I think it would make most sense to have been somewhere in Hendor, whether or not &amp;quot;Hendor&amp;quot; was a name that only existed later, with the Kingdom of Hendor as its eventual successor state. Then the cities and so forth that formed the Kannalan Empire (or its neighbors in the case of Tamzyrr which was one of the &amp;quot;independent towns&amp;quot; that took in Kannalan refugees in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;) would be what the gnome documentation is referencing. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (which has numerous contradictory dates) could then be tweaked to having the gnomes showing up Circa +2,620 Modern Era and then put parentheses saying &amp;quot;-125 Kannalan&amp;quot;. Which recontextualizes the Gnome history document as using Kannalan dates instead of Modern Era dates. The alternative would be to have precursor alliances between cities pre-dating the formal Kannalan Empire (which could begin in +2,745), since human fortifications begin eight thousand years ago circa -3,000 Modern Era, and then the gnome history is just loosely referring to that earlier period as &amp;quot;Kannalan Empire&amp;quot; in an anachronistic way. Still messier would be to have the Kannalan Empire being founded in some deeply negative year on the Kannalan calendar. But I think the cleanest way to handle this is to just have the Gnome history be mostly referring to Kannalan calendar dates, and define year 0 on that calendar system as the Kannalan Empire founding.&lt;br /&gt;
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::That being said, that clearly isn&#039;t the original intent in the Gnomes document, because it uses the dates +2,389 in the Greengair section and +4,120 in the Nylem section (and the 4120 one is also used in the &amp;quot;Timeline of Elanthian History&amp;quot;), which would have to be tweaked to say &amp;quot;Modern Era&amp;quot; but the other dates tweaked to be saying &amp;quot;Kannalan&amp;quot;. It also speaks of Elven rangers having the &amp;quot;first extended contact&amp;quot; with a gnome in -4,500. This is copied over as a Modern Era date in &amp;quot;Timeline of Elanthian History&amp;quot;. However, [[Ta&#039;Illistim Monarchs]] has &amp;quot;contact was first officially made&amp;quot; sometime between 43,019 and 43,232 Illistim (-6,088 and -5,875 Modern Era) during the reign of the Mirror Alaein Illistim. Treating the -4,500 as a Kannalan date (which would be -1,755 Modern Era) actually makes that contradiction worse. The cases of Circa -4,500 (Modern Era) could be hard retconned to Circa -6,000 Modern Era, to be consistent with the Illistim monarchs documentation since a hard retcon is unavoidable in this case, and then that Illistim documentation is just using more precise dates. Or Alaein could be pushed forward around 2,000 years. (All of this also requires pushing Ardtin forward by 2,000 years, because she is the one who let the Winedotter gnomes live in Ta&#039;Illistim. As it stands Ardtin is well over 4,000 years old but had a [[Nualina Greyvael|daughter]] as a recent Handmaiden.)&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:57, 5 May 2023 (CDT)&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196285</id>
		<title>Talk:Announcement: New Unofficial History Timeline Page</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196285"/>
		<updated>2023-05-05T21:10:35Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: &lt;/p&gt;
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&lt;div&gt;There are a lot of subtle inconsistencies or unexplained cross-relationships between historical documents. This now idle [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Wordsmiths project]] on the history of necromancy was built as my model for reconciling tons of them. This copy of it has a thousand footnotes. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Undead War&#039;&#039;&#039;&lt;br /&gt;
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::The Undead War in particular has a lot of contradictory dates and time spans and inconsistent fine details across documents. The most serious of these is &amp;quot;[[History of the Faendryl#The Undead War|History of the Faendryl]]&amp;quot;. It has &#039;&#039;&amp;quot;Eight Patriarchs watched over the conflict&amp;quot;&#039;&#039; before the Battle of Maelshyve, which most ([[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|but]] [[Elanthian Gems#Jet|not all]]) documents date as [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,185]] Modern Era based off &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (sometimes converted into Illistim or Vaalor calendar systems with their House founding dates as year 0), during the reign of Patriarch Unsenis who is number 34. Patriarch Rythwier is number 37 at the time of the Ashrim War in [[Timeline of Elanthian History#1999-1000|+157]] Modern Era (which is itself a few centuries earlier than the reign of Caladsal implies for it in [[Ta&#039;Illistim Monarchs]], and Istmaeon&#039;s reign is two thousand years too early in it for the Kiramon war.) The current Patriarch [[Korvath Dardanus]] refers to himself in letters as Patriarch 39.&lt;br /&gt;
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::The eight Patriarchs could maybe be handwaved as referring to the entire [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|five thousand year]] period Despana was known to exist, since most (but [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|not all]]) documents have the Undead War being short on the scale of a few years. But then there are just two Patriarchs covering almost 15,000 years up to Rythwier Faendryl and the Ashrim War, with Patriarch 35 starting in roughly -15,180 with the Faendryl exile to the ruins of Maelshyve. &lt;br /&gt;
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::(The timing descriptions of the advance to ShadowGuard and its duration are also pretty deeply inconsistent between &amp;quot;[[History of Elanthia#III. A. The Undead War|History of Elanthia]]&amp;quot; and the Vaalor [[Ilynov Journal|journal]] [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|documents]] which have that one battle lasting months using Vaalorian calendar dates, while its present northern position on the [[Elanith]] map makes it seem like there is no reason the undead army should have even bothered stopping in that location. If ShadowGuard were instead further south between [https://gswiki.play.net/File:Sylvan_map_sm.jpg Nevishrim] and Ta&#039;Nalfein, it would be more consistent with [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|History of the Sylvan Elves]], and would be the Undead blocking in that relatively narrow pass around the mountains while they wreaked havoc in the &amp;quot;outlying provinces&amp;quot; west of the DragonSpine. In that position ShadowGuard&#039;s purpose could then be defined as a guardian position on the edge of the Elven Empire&#039;s core territory for dark stuff coming out of the southern wastelands, and you could have an extended period of stagnation in the forests around ShadowGuard before Dharthiir suddenly shifts gears and tries to surge northeast into the Elven Empire itself. The Sylvan history also has the Battle of Harradahn in -15,195 &#039;&#039;seven&#039;&#039; years before Maelshyve in -15,188 and later than ShadowGuard, while the Vaalor journals and &amp;quot;[[Wyvern]]&amp;quot; use the equivalent of -15,186 for ShadowGuard, with the Battle of Maelshyve within &#039;&#039;one&#039;&#039; year in -15,185. I would suggest -15,196 as the real year for ShadowGuard falling, -15,195 for Harradahn, and Maelshyve at -15,185 or -15,188, and blame it on differences between calendar systems in how they corrected or didn&#039;t correct the 365th day of the solar year. Then other inconsistencies would be unreliable narration or differences of emphasis, like Dharthiir recruiting allies as early at [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,497]] and maybe low level provinces conflict reaching back to roughly [[History of the Sylvan Elves#Chapter Six - Nevishrim, ca. -22,460 to -15,490|-15,490]].)&lt;br /&gt;
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::The entire underground period for the Faendryl has almost no definition. The [http://www.beaconhall.net/tsoran/forums/history-forum.html original intent] was for much of (New) Ta&#039;Faendryl to be an underground city, and then &amp;quot;built on a hill overlooking Rhoska-Tor&amp;quot; with [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp regional sinister and eldritch ruins/relics], and then [[History of the Faendryl#New Ta&#039;Faendryl|later]] documentation had NTF as a [[The Theory of Governance and Social Order#New Ta&#039;Faendryl|brand new]] surface city built after moving out of Rhoska-Tor to a nearby spot only after the Ashrim War. Except there had to have been other surface constructions prior to that point, such as the port where they launched their war ships and maybe Chesylcha&#039;s wedding party. (Which I think should be defined to be Gellig so that Gellig is something major enough to explain why the Faendryl reacted so much more severely to the Turamzzyrian Empire [[History of the Turamzzyrian Empire|invading]] it in the [[Incomplete History of River&#039;s Rest#The River&#039;s Rest Irregulars of the Third Elven War|Third Elven War]]. Tedronne, Creyth, and Harald&#039;s Keep would then be oriented west to east on the Faendryl northern borderlands, with Barrett&#039;s Gorge and Brantur to the west and Gellig on the east coast, and those three fortresses meant to cut off potential intervention from the Elven Nations and possibly to eventually pincer New Ta&#039;Faendryl. Then there is a road from Gellig toward New Ta&#039;Faendryl with the army going around the wastes and the Breaking happening southwest of Gellig and Harald&#039;s Keep, with northwest fleeing and Tedronne more in the direction of Brantur and the Wizardwaste, and Creyth more in the direction of Barrett&#039;s Gorge.) I think the sensible thing to do here is for there to be an old underground city and for what&#039;s now called New Ta&#039;Faendryl to connect down into it, and this surface facade and its five boroughs were centrally planned for organizing the whole society governance structure from the top down. I also think the [[The Theory of Governance and Social Order|&amp;quot;Patriarchal Palace&amp;quot;]] should be a center city within NTF where the Enchiridion Valentia is kept underground, akin to [https://www.nationsonline.org/maps/Vatican-City-map_1200px.jpg Vatican City], so that the Basilica is architecturally a basilica like it is in OTF and the Palace in the sense of royal residence is its own towering building. Analogous to St. Peter&#039;s Basilica versus the Apostolic Palace. This would reconcile some tensions between Faendryl documents about the roles of the Basilica and the Clerisy and the Patriarchal residence and the Enchiridion archives. (e.g. Are the &amp;quot;Basilican Sorcerers&amp;quot; actually the Clerisy? Clerisy positions in the Rachis? Did Second Era Faendryl summoning, such as it actually existed in state sanctioned form, all happen secretly within and under the Basilica itself in OTF in a strictly controlled and scheduled way?)&lt;br /&gt;
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::So, either Unsenis and Cestimir should be pushed back to something like Patriarchs 27/28 and those eight unnamed monarchs can be between Cestimir and Rythwier, or a premise can be framed that state sanctioned history by the Faendryl is somewhat revisionist / propaganda in nature and the Faendryl basically redacted that 15,000 year underground period and renumbered the Patriarchs after the Ashrim War to make the underground period sound relatively brief (allowing only one then living memory predecessor for Rythwier.) Rythwier is officially Patriarch 37, for example, but might &amp;quot;in reality&amp;quot; be something like the 53rd Patriarch. I would add an NPC note by an Illistim scholar to the top of &amp;quot;History of the Faendryl&amp;quot; saying the Faendryl have revised their Patriarch numbers to omit things, and generally exaggerate and distort historical precedent or continuity for their current practices with dark magic. That would also take pressure off &amp;quot;[[History of the Faendryl#The Growth of Faendryl Magic|History of the Faendryl]]&amp;quot; and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; making it sound like demonic summoning was widespread and public in the capital of the Elven Empire for roughly 20,000 years leading up to the Battle of Maelshyve, while &amp;quot;[[Path to Palestra]]&amp;quot; has the Palestra academies not being founded until after the Ashrim War (and the lesser academies founded under the current Patriarch.)&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Dhe&#039;nar Departure and House Founding Timing&#039;&#039;&#039;&lt;br /&gt;
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::There is inconsistency on the details of the Dhe&#039;nar departure from the other Elves and the split into Houses in general. The core of the issue is that &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; has a 5,000 year gap between the Noi&#039;sho&#039;rah prophecy (circa -50,000) and the Tahlad departure (circa -45,000). &amp;quot;[[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|Timeline of Elanthian History]]&amp;quot; follows this with dating the departure as -45,293. But this makes the whole Dhe&#039;nar version of events incoherent. It is 2,000 years &#039;&#039;after&#039;&#039; the last House formed, and 4,000 years &#039;&#039;after&#039;&#039; the first House formed. (This may have happened because &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; had originally used 50,000 years ago for the Elven &#039;&#039;Empire,&#039;&#039; but the timeline document later defined the individual House / city foundings at earlier dates pushing back to 54,000 years ago, and the unofficial player Dhe&#039;nar history got canonized using the original 50,000 years ago timing. But moving that date back doesn&#039;t fix the fundamental problems. The Sylvan history is the most scholarly account of the period and makes it clear the &amp;quot;split&amp;quot; into Houses was really just the urbanization of spread out and long pre-existing colonies / bloodlines.)&lt;br /&gt;
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::&#039;&#039;&#039;(1) Age:&#039;&#039;&#039; Tahlad is Korthyr&#039;s &#039;&#039;uncle&#039;&#039; in &amp;quot;History of the Dhe&#039;nar&amp;quot; and &amp;quot;History of the Faendryl&amp;quot;. Korthyr only lives long enough to build the first borough of Ta&#039;Faendryl, founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-48,897]] in &amp;quot;Timeline of Elanthian History&amp;quot;, where Ta&#039;Faendryl was built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; and mostly under Korthyr&#039;s successor, his own great nephew Khalar Andiris in &amp;quot;[[History of the Faendryl]]&amp;quot; up until around circa -48,000. Working through the timing of Patriarchs in &amp;quot;History of the Faendryl&amp;quot;, the Dhe&#039;nar departure in &amp;quot;Timeline of Elanthian History&amp;quot; probably happened during the reign of Yshryth Silvius Patriarch 14, which is around the time the Elven Empire becomes a meaningful concept (consistent with &amp;quot;History of Elanthia&amp;quot;.) Whereas it would not have been a meaningful concept in -50,000 when none of the Houses existed yet, and the founders were most likely of different generations. Some may have not even been alive at the same time as others, or not known each other, the capital cities having been founded over a span of 1,500 years. This line in &amp;quot;History of the Faendryl&amp;quot; has to be an anachronism or &amp;quot;great man of history&amp;quot; myth: &#039;&#039;&amp;quot;The elves were ready to leave the forests and split into eight noble Houses to form the greatest empire the world had known, lead by Korthyr Faendryl, Aradhul Vaalor, Zishra Nalfein, Sharyth Ardenai, Bhoreas Ashrim, Callisto Loenthra, Linsandrych Illistim and Tahlad Tsi&#039;shalar.&amp;quot;&#039;&#039; Tahlad in turn dies around circa [[History of the Dhe&#039;nar#IV. Sharath (45,000 - 30,000 years ago)|-40,000]] in &amp;quot;History of the Dhe&#039;nar&amp;quot;. He would have been well over ten thousand years old if he was Korthyr&#039;s uncle.&lt;br /&gt;
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::&#039;&#039;&#039;(2) Founding Spread:&#039;&#039;&#039; &amp;quot;History of the Faendryl&amp;quot; words it this way: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah&#039;s cult left the forests, lead by Tahlad Tsi&#039;shalar, and later became known as the Dhe&#039;nar. Undaunted by his uncle&#039;s desertion, Korthyr Faendryl lead the rest of the elves from their home of ages amid the trees, leaving behind those that are the sylphs, and Sharyth Ardenai&#039;s line, who would lead the elven holdings there.&amp;quot;&#039;&#039; This is inconsistent in several ways. &amp;quot;[[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|History of the Sylvan Elves]]&amp;quot; has the Elves spread out in disparate colonies and living in open-air spaces outside the forests for a very long time before urbanizing, back to some time well before circa -55,000 (i.e. the split with the sylvans begins earlier than 60,000 years ago and the sylvan nomadic bands &amp;quot;gradually&amp;quot; consolidated into one colony), inconsistent with any abrupt planned division into Seven Cities of noble houses out of some central location or unified civilization. &amp;quot;Timeline of Elanthian History&amp;quot; and the documents using Illistim calendar dates have House Illistim as the first &amp;quot;House&amp;quot; in [[Timeline of Elanthian History#Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,107]]. House Ardenai was the second to last House in -47,689. The Ardenai lineages were apparently not considered [[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|&amp;quot;sylvisterai&amp;quot;]] in the pre-House period, so even with them, it would make more sense with the Sylvan history for Sharyth Ardenai to be leading a back to nature kind of movement into the Darkling Wood. Or at least having [[History of the Truefolk#The Horse War|croplands]] on the forest edges with sedentary woodland hamlets (instead of clear cutting the forests to expand croplands like the other Elves) and later moving deeper into the woods to found Ta&#039;Ardenai.&lt;br /&gt;
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::The Sylvan city of Ithnishmyn is founded circa [[History of the Sylvan Elves#Chapter Two - The First Sylvan City, ca. -45,400|-45,400]] in between Ta&#039;Ardenai and Ta&#039;Loenthra, and the Dhe&#039;nar departure is dated after that as well. There may be some cross-reference sense in this because sylvan harassment by Elven religious cults and slavers in &amp;quot;[[History of the Sylvan Elves#Chapter Three - Ithnishmyn and the Elven Nations|History of the Sylvan Elves]]&amp;quot; started around that time, and given the Dhe&#039;nar enslavement of Sylvans for eighty years mentioned in the lavender lore in [[Speech Unspoken: The Language of Flowers#Lavender|Speech Unspoken: The Language of Flowers]] (which makes no geographic sense in other time periods.) The treatment of the cities Ithnishmyn versus Ta&#039;Ardenai, for nine thousand years until -36,567, would not make much sense unless the Elves and Sylvans had culturally split much earlier. Similarly for their religious differences versus &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. The tension here I think would be best handled by establishing a framing for it as being a general disagreement among the Elven lineages (biased by their own self-interests or ideologies) about when the dissidents that eventually became the Dhe&#039;nar really left and who they were in the first place. One aspect of inconsistent views they could have of the &amp;quot;Matter of the Elven Empire&amp;quot; in general, which would be something analogous to the history and legend / founding myth mixed Matter of Britain. (e.g. the Illistim emphasize Lindsandrych Illistim founded the first city with the Chronicle keepers, the Faendryl argue Korthyr lead the House movement and so they have a perverse incentive to support the Noi&#039;sho&#039;rah/Tahlad legend, the Vaalor with their [[Wyvern]] oral tradition mythology, etc.)&lt;br /&gt;
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::&#039;&#039;&#039;(3) Separate Versions:&#039;&#039;&#039; One view would be the Dhe&#039;nar left in circa -50,000 prior to the Illistim Chronicles being founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,238]] with Noi&#039;sho&#039;rah as a real person, Tahlad as the uncle of Korthyr, and were a distinct ideological tradition who could have been their own House if they had not left (giving the premise and timing in &amp;quot;[[History of the Faendryl]]&amp;quot; and to some extent &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.) Another view might be that Tahlad, or whoever that name really refers to in practice (possibly a few people using that name-title which means &amp;quot;Student&amp;quot; in Dhe&#039;nar-si), was a dissident proselytizing for thousands of years and left with a group of followers after the Houses finished forming and the near dozen Faendryl coups (giving the circa -45,000 timing in &amp;quot;History of the Dhe&#039;nar&amp;quot;.) A third version for explaining the use of the specific date -45,293 might be an Illistim historiographer theory that the &amp;quot;Sharath&amp;quot; promised land people were really what became of some recorded reactionary offshoot branch of &amp;quot;Sharyth&amp;quot; Ardenai&#039;s movement who rejected the Houses and cities, and then left the forest after failing to convert the Sylvans. Possibly they would argue the &amp;quot;sho&#039;rah&amp;quot; (which means &amp;quot;sister&amp;quot;) is also an oral history debasement of &amp;quot;Sharyth.&amp;quot; The second and third versions might then view the Noi&#039;sho&#039;rah story and &amp;quot;prophecy&amp;quot; as distorted with anachronistic details of the Houses and Elven Empire as a single nation, from the bloody politics and instability of the Faendryl in the millennium leading up to Yshryth&#039;s mother overthrowing the government, and then Yshryth executing her and purging those who undermine Elven unity and the eternal empire. Then becoming more distorted with Despana being read into it later. The first version would go all-in on the Noi&#039;sho&#039;rah prophecy as an actual historical event.&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:13, 27 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Kannalan Empire&#039;&#039;&#039;&lt;br /&gt;
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::The Kannalan Empire has some dubious chronology due to the Gnomes documentation. These do not really need to be retconned in a hard way, recontextualizing the dates would be sufficient in most cases. The term &amp;quot;Kannalan Empire&amp;quot; was almost certainly De-I.C.E.&#039;d from &amp;quot;Lankan Empire&amp;quot; (which was a totally different thing in nature) in the Order of Voln messaging for the Path of Enlightenment. This messaging used the year &amp;quot;1,300&amp;quot;, which would have originally referred to the timeline of the archaic world setting. The meaning of this was implicitly retconned by &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in 2000 (real world), where the year +1,300 on the Kannalan calendar is equivalent to +4,045 Modern Era. This calendar system conversion for that date was explicitly recognized about a decade later in &amp;quot;[[History of the Order of Voln#Section II: The Founding|History of the Order of Voln]]&amp;quot;. No explanation has ever been given, as far as I am aware, for why +2,745 Modern Era is year zero on the Kannalan calendar. But there is also no explanation for year 0 on the Modern Era calendar system. (This could be any number of things, such as a new 365th day correction calendar system, perhaps a convention adopted by the Library of Biblia and the relatively early Chronomages. Though I would prefer it if Biblia itself was older than that, keeping the Bandur / Graveyard story in its original 6,300 years ago timing, which would recontextualize it as the late Age of Chaos. Because Bandur resided for a time at the Library of Biblia, and as an NPC he is still canon. There is a book by him in Moonsedge. Human fortifications beginning 8,000 years ago.)&lt;br /&gt;
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::The complication then enters from &amp;quot;[[Lines of Blood: A History of the Gnomes#The Great Schism|Lines of Blood: A History of the Gnomes]]&amp;quot; from roughly 2003 (real world), which dates the burghal gnomes moving into the &amp;quot;Kannalan Empire&amp;quot; a little after the year -135, but it does not say which calendar system it is using. Then &amp;quot;[[Timeline of Elanthian History]]&amp;quot; takes this and makes that &amp;quot;Circa -125&amp;quot; Modern Era. The gnome history is then talking about human cities, and Tamzyrr and &amp;quot;Selanthia&amp;quot; in year +725. Which as a Modern Era date would be 3500 years before the time of Selantha Anodheles. If it is instead +725 Kannalan, that is +3,470 Modern Era. This is still dubious, but significantly less dubious. Tamzyrr was already established as a &amp;quot;town&amp;quot; predating +3,961 Modern Era in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but which has it &amp;quot;grow[ing] tremendously&amp;quot; after the trade alliance of +4,222 Modern Era. The gnome history talks about Tamzyrr as a town in &amp;quot;-125&amp;quot; and refers to &amp;quot;Selanthia&amp;quot; outside Tamzyrr in &amp;quot;+725&amp;quot;. Perhaps &amp;quot;Selanthia&amp;quot; could be defined as Tamzyrr&#039;s surrounding territory going back some ways before the Turamzzyrian Empire but still only being &amp;quot;town&amp;quot; sized during the Kannalan Empire period. Selantha would have to be named after the territory rather than the other way around, or else the Gnome history could be taken as sort of anachronistically referring to what the region was named in later centuries.&lt;br /&gt;
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::I would suggest defining the Kannalan Empire as being founded in +2,745 Modern Era with a coronation of the Emperor of Veng, year 0 on the Kannalan calendar, which is a defined title in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. I do not know if the capital city of Veng has a defined location on the backend somewhere. For various reasons I think it would make most sense to have been somewhere in Hendor, whether or not &amp;quot;Hendor&amp;quot; was a name that only existed later, with the Kingdom of Hendor as its eventual successor state. Then the cities and so forth that formed the Kannalan Empire (or its neighbors in the case of Tamzyrr which was one of the &amp;quot;independent towns&amp;quot; that took in Kannalan refugees in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;) would be what the gnome documentation is referencing. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (which has numerous contradictory dates) could then be tweaked to having the gnomes showing up Circa +2,620 Modern Era and then put parentheses saying &amp;quot;-125 Kannalan&amp;quot;. Which recontextualizes the Gnome history document as using Kannalan dates instead of Modern Era dates. The alternative would be to have precursor alliances between cities pre-dating the formal Kannalan Empire (which could begin in +2,745), since human fortifications begin eight thousand years ago circa -3,000 Modern Era, and then the gnome history is just loosely referring to that earlier period as &amp;quot;Kannalan Empire&amp;quot; in an anachronistic way. Still messier would be to have the Kannalan Empire being founded in some deeply negative year on the Kannalan calendar. But I think the cleanest way to handle this is to just have the Gnome history be mostly referring to Kannalan calendar dates, and define year 0 on that calendar system as the Kannalan Empire founding.&lt;br /&gt;
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::That being said, that clearly isn&#039;t the original intent in the Gnomes document, because it uses the dates +2,389 in the Greengair section and +4,120 in the Nylem section (and the 4120 one is also used in the &amp;quot;Timeline of Elanthian History&amp;quot;), which would have to be tweaked to say &amp;quot;Modern Era&amp;quot; but the other dates tweaked to be saying &amp;quot;Kannalan&amp;quot;. It also speaks of Elven rangers having the &amp;quot;first extended contact&amp;quot; with a gnome in -4,500. This is copied over as a Modern Era date in &amp;quot;Timeline of Elanthian History&amp;quot;. However, [[Ta&#039;Illistim Monarchs]] has &amp;quot;contact was first officially made&amp;quot; sometime between 43,019 and 43,232 Illistim (-6,088 and -5,875 Modern Era) during the reign of the Mirror Alaein Illistim. Treating the -4,500 as a Kannalan date (which would be -1,755 Modern Era) actually makes that contradiction worse. The cases of Circa -4,500 (Modern Era) could be hard retconned to Circa -6,000 Modern Era, to be consistent with the Illistim monarchs documentation since a hard retcon is unavoidable in this case, and then that Illistim documentation is just using more precise dates. Or Alaein could be pushed forward around 2,000 years. (But this would also require pushing Ardtin forward by 2,000 years, because she is the one who let the Winedotter gnomes live in Ta&#039;Illistim. As it stands Ardtin is well over 4,000 years old but had a daughter as a recent Handmaiden.)&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:57, 5 May 2023 (CDT)&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196284</id>
		<title>Talk:Announcement: New Unofficial History Timeline Page</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=196284"/>
		<updated>2023-05-05T20:57:34Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: kannalan empire chronology&lt;/p&gt;
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&lt;div&gt;There are a lot of subtle inconsistencies or unexplained cross-relationships between historical documents. This now idle [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Wordsmiths project]] on the history of necromancy was built as my model for reconciling tons of them. This copy of it has a thousand footnotes. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Undead War&#039;&#039;&#039;&lt;br /&gt;
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::The Undead War in particular has a lot of contradictory dates and time spans and inconsistent fine details across documents. The most serious of these is &amp;quot;[[History of the Faendryl#The Undead War|History of the Faendryl]]&amp;quot;. It has &#039;&#039;&amp;quot;Eight Patriarchs watched over the conflict&amp;quot;&#039;&#039; before the Battle of Maelshyve, which most ([[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|but]] [[Elanthian Gems#Jet|not all]]) documents date as [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,185]] Modern Era based off &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (sometimes converted into Illistim or Vaalor calendar systems with their House founding dates as year 0), during the reign of Patriarch Unsenis who is number 34. Patriarch Rythwier is number 37 at the time of the Ashrim War in [[Timeline of Elanthian History#1999-1000|+157]] Modern Era (which is itself a few centuries earlier than the reign of Caladsal implies for it in [[Ta&#039;Illistim Monarchs]], and Istmaeon&#039;s reign is two thousand years too early in it for the Kiramon war.) The current Patriarch [[Korvath Dardanus]] refers to himself in letters as Patriarch 39.&lt;br /&gt;
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::The eight Patriarchs could maybe be handwaved as referring to the entire [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|five thousand year]] period Despana was known to exist, since most (but [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|not all]]) documents have the Undead War being short on the scale of a few years. But then there are just two Patriarchs covering almost 15,000 years up to Rythwier Faendryl and the Ashrim War, with Patriarch 35 starting in roughly -15,180 with the Faendryl exile to the ruins of Maelshyve. &lt;br /&gt;
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::(The timing descriptions of the advance to ShadowGuard and its duration are also pretty deeply inconsistent between &amp;quot;[[History of Elanthia#III. A. The Undead War|History of Elanthia]]&amp;quot; and the Vaalor [[Ilynov Journal|journal]] [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|documents]] which have that one battle lasting months using Vaalorian calendar dates, while its present northern position on the [[Elanith]] map makes it seem like there is no reason the undead army should have even bothered stopping in that location. If ShadowGuard were instead further south between [https://gswiki.play.net/File:Sylvan_map_sm.jpg Nevishrim] and Ta&#039;Nalfein, it would be more consistent with [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|History of the Sylvan Elves]], and would be the Undead blocking in that relatively narrow pass around the mountains while they wreaked havoc in the &amp;quot;outlying provinces&amp;quot; west of the DragonSpine. In that position ShadowGuard&#039;s purpose could then be defined as a guardian position on the edge of the Elven Empire&#039;s core territory for dark stuff coming out of the southern wastelands, and you could have an extended period of stagnation in the forests around ShadowGuard before Dharthiir suddenly shifts gears and tries to surge northeast into the Elven Empire itself. The Sylvan history also has the Battle of Harradahn in -15,195 &#039;&#039;seven&#039;&#039; years before Maelshyve in -15,188 and later than ShadowGuard, while the Vaalor journals and &amp;quot;[[Wyvern]]&amp;quot; use the equivalent of -15,186 for ShadowGuard, with the Battle of Maelshyve within &#039;&#039;one&#039;&#039; year in -15,185. I would suggest -15,196 as the real year for ShadowGuard falling, -15,195 for Harradahn, and Maelshyve at -15,185 or -15,188, and blame it on differences between calendar systems in how they corrected or didn&#039;t correct the 365th day of the solar year. Then other inconsistencies would be unreliable narration or differences of emphasis, like Dharthiir recruiting allies as early at [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,497]] and maybe low level provinces conflict reaching back to roughly [[History of the Sylvan Elves#Chapter Six - Nevishrim, ca. -22,460 to -15,490|-15,490]].)&lt;br /&gt;
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::The entire underground period for the Faendryl has almost no definition. The [http://www.beaconhall.net/tsoran/forums/history-forum.html original intent] was for much of (New) Ta&#039;Faendryl to be an underground city, and then &amp;quot;built on a hill overlooking Rhoska-Tor&amp;quot; with [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp regional sinister and eldritch ruins/relics], and then [[History of the Faendryl#New Ta&#039;Faendryl|later]] documentation had NTF as a [[The Theory of Governance and Social Order#New Ta&#039;Faendryl|brand new]] surface city built after moving out of Rhoska-Tor to a nearby spot only after the Ashrim War. Except there had to have been other surface constructions prior to that point, such as the port where they launched their war ships and maybe Chesylcha&#039;s wedding party. (Which I think should be defined to be Gellig so that Gellig is something major enough to explain why the Faendryl reacted so much more severely to the Turamzzyrian Empire [[History of the Turamzzyrian Empire|invading]] it in the [[Incomplete History of River&#039;s Rest#The River&#039;s Rest Irregulars of the Third Elven War|Third Elven War]]. Tedronne, Creyth, and Harald&#039;s Keep would then be oriented west to east on the Faendryl northern borderlands, with Barrett&#039;s Gorge and Brantur to the west and Gellig on the east coast, and those three fortresses meant to cut off potential intervention from the Elven Nations and possibly to eventually pincer New Ta&#039;Faendryl. Then there is a road from Gellig toward New Ta&#039;Faendryl with the army going around the wastes and the Breaking happening southwest of Gellig and Harald&#039;s Keep, with northwest fleeing and Tedronne more in the direction of Brantur and the Wizardwaste, and Creyth more in the direction of Barrett&#039;s Gorge.) I think the sensible thing to do here is for there to be an old underground city and for what&#039;s now called New Ta&#039;Faendryl to connect down into it, and this surface facade and its five boroughs were centrally planned for organizing the whole society governance structure from the top down. I also think the [[The Theory of Governance and Social Order|&amp;quot;Patriarchal Palace&amp;quot;]] should be a center city within NTF where the Enchiridion Valentia is kept underground, akin to [https://www.nationsonline.org/maps/Vatican-City-map_1200px.jpg Vatican City], so that the Basilica is architecturally a basilica like it is in OTF and the Palace in the sense of royal residence is its own towering building. Analogous to St. Peter&#039;s Basilica versus the Apostolic Palace. This would reconcile some tensions between Faendryl documents about the roles of the Basilica and the Clerisy and the Patriarchal residence and the Enchiridion archives. (e.g. Are the &amp;quot;Basilican Sorcerers&amp;quot; actually the Clerisy? Clerisy positions in the Rachis? Did Second Era Faendryl summoning, such as it actually existed in state sanctioned form, all happen secretly within and under the Basilica itself in OTF in a strictly controlled and scheduled way?)&lt;br /&gt;
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::So, either Unsenis and Cestimir should be pushed back to something like Patriarchs 27/28 and those eight unnamed monarchs can be between Cestimir and Rythwier, or a premise can be framed that state sanctioned history by the Faendryl is somewhat revisionist / propaganda in nature and the Faendryl basically redacted that 15,000 year underground period and renumbered the Patriarchs after the Ashrim War to make the underground period sound relatively brief (allowing only one then living memory predecessor for Rythwier.) Rythwier is officially Patriarch 37, for example, but might &amp;quot;in reality&amp;quot; be something like the 53rd Patriarch. I would add an NPC note by an Illistim scholar to the top of &amp;quot;History of the Faendryl&amp;quot; saying the Faendryl have revised their Patriarch numbers to omit things, and generally exaggerate and distort historical precedent or continuity for their current practices with dark magic. That would also take pressure off &amp;quot;[[History of the Faendryl#The Growth of Faendryl Magic|History of the Faendryl]]&amp;quot; and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; making it sound like demonic summoning was widespread and public in the capital of the Elven Empire for roughly 20,000 years leading up to the Battle of Maelshyve, while &amp;quot;[[Path to Palestra]]&amp;quot; has the Palestra academies not being founded until after the Ashrim War (and the lesser academies founded under the current Patriarch.)&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Dhe&#039;nar Departure and House Founding Timing&#039;&#039;&#039;&lt;br /&gt;
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::There is inconsistency on the details of the Dhe&#039;nar departure from the other Elves and the split into Houses in general. The core of the issue is that &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; has a 5,000 year gap between the Noi&#039;sho&#039;rah prophecy (circa -50,000) and the Tahlad departure (circa -45,000). &amp;quot;[[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|Timeline of Elanthian History]]&amp;quot; follows this with dating the departure as -45,293. But this makes the whole Dhe&#039;nar version of events incoherent. It is 2,000 years &#039;&#039;after&#039;&#039; the last House formed, and 4,000 years &#039;&#039;after&#039;&#039; the first House formed. (This may have happened because &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; had originally used 50,000 years ago for the Elven &#039;&#039;Empire,&#039;&#039; but the timeline document later defined the individual House / city foundings at earlier dates pushing back to 54,000 years ago, and the unofficial player Dhe&#039;nar history got canonized using the original 50,000 years ago timing. But moving that date back doesn&#039;t fix the fundamental problems. The Sylvan history is the most scholarly account of the period and makes it clear the &amp;quot;split&amp;quot; into Houses was really just the urbanization of spread out and long pre-existing colonies / bloodlines.)&lt;br /&gt;
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::&#039;&#039;&#039;(1) Age:&#039;&#039;&#039; Tahlad is Korthyr&#039;s &#039;&#039;uncle&#039;&#039; in &amp;quot;History of the Dhe&#039;nar&amp;quot; and &amp;quot;History of the Faendryl&amp;quot;. Korthyr only lives long enough to build the first borough of Ta&#039;Faendryl, founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-48,897]] in &amp;quot;Timeline of Elanthian History&amp;quot;, where Ta&#039;Faendryl was built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; and mostly under Korthyr&#039;s successor, his own great nephew Khalar Andiris in &amp;quot;[[History of the Faendryl]]&amp;quot; up until around circa -48,000. Working through the timing of Patriarchs in &amp;quot;History of the Faendryl&amp;quot;, the Dhe&#039;nar departure in &amp;quot;Timeline of Elanthian History&amp;quot; probably happened during the reign of Yshryth Silvius Patriarch 14, which is around the time the Elven Empire becomes a meaningful concept (consistent with &amp;quot;History of Elanthia&amp;quot;.) Whereas it would not have been a meaningful concept in -50,000 when none of the Houses existed yet, and the founders were most likely of different generations. Some may have not even been alive at the same time as others, or not known each other, the capital cities having been founded over a span of 1,500 years. This line in &amp;quot;History of the Faendryl&amp;quot; has to be an anachronism or &amp;quot;great man of history&amp;quot; myth: &#039;&#039;&amp;quot;The elves were ready to leave the forests and split into eight noble Houses to form the greatest empire the world had known, lead by Korthyr Faendryl, Aradhul Vaalor, Zishra Nalfein, Sharyth Ardenai, Bhoreas Ashrim, Callisto Loenthra, Linsandrych Illistim and Tahlad Tsi&#039;shalar.&amp;quot;&#039;&#039; Tahlad in turn dies around circa [[History of the Dhe&#039;nar#IV. Sharath (45,000 - 30,000 years ago)|-40,000]] in &amp;quot;History of the Dhe&#039;nar&amp;quot;. He would have been well over ten thousand years old if he was Korthyr&#039;s uncle.&lt;br /&gt;
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::&#039;&#039;&#039;(2) Founding Spread:&#039;&#039;&#039; &amp;quot;History of the Faendryl&amp;quot; words it this way: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah&#039;s cult left the forests, lead by Tahlad Tsi&#039;shalar, and later became known as the Dhe&#039;nar. Undaunted by his uncle&#039;s desertion, Korthyr Faendryl lead the rest of the elves from their home of ages amid the trees, leaving behind those that are the sylphs, and Sharyth Ardenai&#039;s line, who would lead the elven holdings there.&amp;quot;&#039;&#039; This is inconsistent in several ways. &amp;quot;[[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|History of the Sylvan Elves]]&amp;quot; has the Elves spread out in disparate colonies and living in open-air spaces outside the forests for a very long time before urbanizing, back to some time well before circa -55,000 (i.e. the split with the sylvans begins earlier than 60,000 years ago and the sylvan nomadic bands &amp;quot;gradually&amp;quot; consolidated into one colony), inconsistent with any abrupt planned division into Seven Cities of noble houses out of some central location or unified civilization. &amp;quot;Timeline of Elanthian History&amp;quot; and the documents using Illistim calendar dates have House Illistim as the first &amp;quot;House&amp;quot; in [[Timeline of Elanthian History#Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,107]]. House Ardenai was the second to last House in -47,689. The Ardenai lineages were apparently not considered [[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|&amp;quot;sylvisterai&amp;quot;]] in the pre-House period, so even with them, it would make more sense with the Sylvan history for Sharyth Ardenai to be leading a back to nature kind of movement into the Darkling Wood. Or at least having [[History of the Truefolk#The Horse War|croplands]] on the forest edges with sedentary woodland hamlets (instead of clear cutting the forests to expand croplands like the other Elves) and later moving deeper into the woods to found Ta&#039;Ardenai.&lt;br /&gt;
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::The Sylvan city of Ithnishmyn is founded circa [[History of the Sylvan Elves#Chapter Two - The First Sylvan City, ca. -45,400|-45,400]] in between Ta&#039;Ardenai and Ta&#039;Loenthra, and the Dhe&#039;nar departure is dated after that as well. There may be some cross-reference sense in this because sylvan harassment by Elven religious cults and slavers in &amp;quot;[[History of the Sylvan Elves#Chapter Three - Ithnishmyn and the Elven Nations|History of the Sylvan Elves]]&amp;quot; started around that time, and given the Dhe&#039;nar enslavement of Sylvans for eighty years mentioned in the lavender lore in [[Speech Unspoken: The Language of Flowers#Lavender|Speech Unspoken: The Language of Flowers]] (which makes no geographic sense in other time periods.) The treatment of the cities Ithnishmyn versus Ta&#039;Ardenai, for nine thousand years until -36,567, would not make much sense unless the Elves and Sylvans had culturally split much earlier. Similarly for their religious differences versus &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. The tension here I think would be best handled by establishing a framing for it as being a general disagreement among the Elven lineages (biased by their own self-interests or ideologies) about when the dissidents that eventually became the Dhe&#039;nar really left and who they were in the first place. One aspect of inconsistent views they could have of the &amp;quot;Matter of the Elven Empire&amp;quot; in general, which would be something analogous to the history and legend / founding myth mixed Matter of Britain. (e.g. the Illistim emphasize Lindsandrych Illistim founded the first city with the Chronicle keepers, the Faendryl argue Korthyr lead the House movement and so they have a perverse incentive to support the Noi&#039;sho&#039;rah/Tahlad legend, the Vaalor with their [[Wyvern]] oral tradition mythology, etc.)&lt;br /&gt;
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::&#039;&#039;&#039;(3) Separate Versions:&#039;&#039;&#039; One view would be the Dhe&#039;nar left in circa -50,000 prior to the Illistim Chronicles being founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,238]] with Noi&#039;sho&#039;rah as a real person, Tahlad as the uncle of Korthyr, and were a distinct ideological tradition who could have been their own House if they had not left (giving the premise and timing in &amp;quot;[[History of the Faendryl]]&amp;quot; and to some extent &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.) Another view might be that Tahlad, or whoever that name really refers to in practice (possibly a few people using that name-title which means &amp;quot;Student&amp;quot; in Dhe&#039;nar-si), was a dissident proselytizing for thousands of years and left with a group of followers after the Houses finished forming and the near dozen Faendryl coups (giving the circa -45,000 timing in &amp;quot;History of the Dhe&#039;nar&amp;quot;.) A third version for explaining the use of the specific date -45,293 might be an Illistim historiographer theory that the &amp;quot;Sharath&amp;quot; promised land people were really what became of some recorded reactionary offshoot branch of &amp;quot;Sharyth&amp;quot; Ardenai&#039;s movement who rejected the Houses and cities, and then left the forest after failing to convert the Sylvans. Possibly they would argue the &amp;quot;sho&#039;rah&amp;quot; (which means &amp;quot;sister&amp;quot;) is also an oral history debasement of &amp;quot;Sharyth.&amp;quot; The second and third versions might then view the Noi&#039;sho&#039;rah story and &amp;quot;prophecy&amp;quot; as distorted with anachronistic details of the Houses and Elven Empire as a single nation, from the bloody politics and instability of the Faendryl in the millennium leading up to Yshryth&#039;s mother overthrowing the government, and then Yshryth executing her and purging those who undermine Elven unity and the eternal empire. Then becoming more distorted with Despana being read into it later. The first version would go all-in on the Noi&#039;sho&#039;rah prophecy as an actual historical event.&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:13, 27 April 2023 (CDT)&lt;br /&gt;
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::&#039;&#039;&#039;Kannalan Empire&#039;&#039;&#039;&lt;br /&gt;
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::The Kannalan Empire has some dubious chronology due to the Gnomes documentation. These do not really need to be retconned in a hard way, recontextualizing the dates would be sufficient in most cases. The term &amp;quot;Kannalan Empire&amp;quot; was almost certainly De-I.C.E.&#039;d from &amp;quot;Lankan Empire&amp;quot; (which was a totally different thing in nature) in the Order of Voln messaging for the Path of Enlightenment. This messaging used the year &amp;quot;1,300&amp;quot;, which would have originally referred to the timeline of the archaic world setting. The meaning of this was implicitly retconned by &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in 2000 (real world), where the year +1,300 on the Kannalan calendar is equivalent to +4,045 Modern Era. This calendar system conversion for that date was explicitly recognized about a decade later in &amp;quot;[[History of the Order of Voln#Section II: The Founding|History of the Order of Voln]]&amp;quot;. No explanation has ever been given, as far as I am aware, for why +2,745 Modern Era is year zero on the Kannalan calendar. But there is also no explanation for year 0 on the Modern Era calendar system. (This could be any number of things, such as a new 365th day correction calendar system, perhaps a convention adopted by the Library of Biblia and the relatively early Chronomages. Though I would prefer it if Biblia itself was older than that, keeping the Bandur / Graveyard story in its original 6,300 years ago timing, which would recontextualize it as the late Age of Chaos. Because Bandur resided for a time at the Library of Biblia, and as an NPC he is still canon. There is a book by him in Moonsedge. Human fortifications beginning 8,000 years ago.)&lt;br /&gt;
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::The complication then enters from &amp;quot;[[Lines of Blood: A History of the Gnomes#The Great Schism|Lines of Blood: A History of the Gnomes]]&amp;quot; from roughly 2003 (real world), which dates the burghal gnomes moving into the &amp;quot;Kannalan Empire&amp;quot; a little after the year -135, but it does not say which calendar system it is using. Then &amp;quot;[[Timeline of Elanthian History]]&amp;quot; takes this and makes that &amp;quot;Circa -125&amp;quot; Modern Era. The gnome history is then talking about human cities, and Tamzyrr and &amp;quot;Selanthia&amp;quot; in year +725. Which as a Modern Era date would be 3500 years before the time of Selantha Anodheles. If it is instead +725 Kannalan, that is +3,470 Modern Era. This is still dubious, but significantly less dubious. Tamzyrr was already established as a &amp;quot;town&amp;quot; predating +3,961 Modern Era in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but which has it &amp;quot;grow[ing] tremendously&amp;quot; after the trade alliance of +4,222 Modern Era. The gnome history talks about Tamzyrr as a town in &amp;quot;-125&amp;quot; and refers to &amp;quot;Selanthia&amp;quot; outside Tamzyrr in &amp;quot;+725&amp;quot;. Perhaps &amp;quot;Selanthia&amp;quot; could be defined as Tamzyrr&#039;s surrounding territory going back some ways before the Turamzzyrian Empire but still only being &amp;quot;town&amp;quot; sized during the Kannalan Empire period. Selantha would have to be named after the territory rather than the other way around, or else the Gnome history could be taken as sort of anachronistically referring to what the region was named in later centuries.&lt;br /&gt;
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::I would suggest defining the Kannalan Empire as being founded in +2,745 Modern Era with a coronation of the Emperor of Veng, year 0 on the Kannalan calendar, which is a defined title in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. I do not know if the capital city of Veng has a defined location on the backend somewhere. For various reasons I think it would make most sense to have been somewhere in Hendor, whether or not &amp;quot;Hendor&amp;quot; was a name that only existed later, with the Kingdom of Hendor as its eventual successor state. Then the cities and so forth that formed the Kannalan Empire (or its neighbors in the case of Tamzyrr which was one of the &amp;quot;independent towns&amp;quot; that took in Kannalan refugees in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;) would be what the gnome documentation is referencing. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (which has numerous contradictory dates) could then be tweaked to having the gnomes showing up Circa +2,620 Modern Era and then put parentheses saying &amp;quot;-125 Kannalan&amp;quot;. Which recontextualizes the Gnome history document as using Kannalan dates instead of Modern Era dates. The alternative would be to have precursor alliances between cities pre-dating the formal Kannalan Empire (which could begin in +2,745), since human fortifications begin eight thousand years ago circa -3,000 Modern Era, and then the gnome history is just loosely referring to that earlier period as &amp;quot;Kannalan Empire&amp;quot; in an anachronistic way. Still messier would be to have the Kannalan Empire being founded in some deeply negative year on the Kannalan calendar. But I think the cleanest way to handle this is to just have the Gnome history be mostly referring to Kannalan calendar dates, and define year 0 on that calendar system as the Kannalan Empire founding.&lt;br /&gt;
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::That being said, that clearly isn&#039;t the original intent in the Gnomes document, because it uses the dates +2,389 in the Greengair section and +4,120 in the Nylem section (and the 4120 one is also used in the &amp;quot;Timeline of Elanthian History&amp;quot;), which would have to be tweaked to say &amp;quot;Modern Era&amp;quot; but the other dates tweaked to be saying &amp;quot;Kannalan&amp;quot;. It also speaks of Elven rangers having the &amp;quot;first extended contact&amp;quot; with a gnome in -4,500. This is copied over as a Modern Era date in &amp;quot;Timeline of Elanthian History&amp;quot;. However, [[Ta&#039;Illistim Monarchs]] has &amp;quot;contact was first officially made&amp;quot; sometime between 43,019 and 43,232 Illistim (-6,088 and -5,875 Modern Era) during the reign of the Mirror Alaein Illistim. Treating the -4,500 as a Kannalan date (which would be -1,755 Modern Era) actually makes that contradiction worse. The cases of Circa -4,500 (Modern Era) could be hard retconned to Circa -6,000 Modern Era, to be consistent with the Illistim monarchs documentation since a hard retcon is unavoidable in this case, and then that Illistim documentation is just using more precise dates. Or Alaein could be pushed forward around 2,000 years.&lt;br /&gt;
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::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:57, 5 May 2023 (CDT)&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Protectorate&amp;diff=196274</id>
		<title>Protectorate</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Protectorate&amp;diff=196274"/>
		<updated>2023-05-05T16:11:59Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: stephos was locally arrested prior to Jovery ordering his extradition, and he had most recently been interim mayor rather than councilman&lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Protectorates&#039;&#039;&#039; of the [[Turamzzyrian Empire]] are non-sovereign dependent territories under the protection of a feudal overlord. Protectorates are either in the form of an unincorporated territory, or incorporated lands temporarily without a vested ruler such as a Baron or higher lord. There is considerable range in how much local autonomy is allowed by the overlord, but even in the loosest cases this autonomy does not extend to acting against the will of the Empire. Protectorates may exist as unilateral decrees that require no consent. However, the protectorate is guaranteed that no foreign power may claim or annex it, being regarded as belonging to the sphere of influence of the Turamzzyrian Empire. This does not imply that the lands under protection may not in the future become incorporated, with the formation of a new Barony or transferring the lands to another ruler as expanded borders for their existing territory.&lt;br /&gt;
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Protectorates are distinct from Free Ports such as [[Solhaven]], or merely ignored backwaters such as River&#039;s Rest, which are also granted a degree of local autonomy. These remain part of the territory of vested feudal lords, such as Baron [[Dunrith Malwind|Malwind]] and Count [[Clarence Claybourne|Claybourne]]. Protectorates are also not colonies, which are direct possessions inhabited by imported foreigners, governed by a home territory. Protectorates will usually, but not always, be mostly governed by local rulers. They may be subject to some degree of indirect rule, if not outright dominion. They are not vassal states in their own right or protected states with their own sovereignty, but instead suzerainties without the right to deny the presence of imperial forces. While protectorates may be allowed to conduct their own trade relations, they will be intervened upon if they act contrary to the will of the Empire, especially in military or foreign affairs.&lt;br /&gt;
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==Turamzzyrian Protectorates==&lt;br /&gt;
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The following are examples of Turamzzyrian Protectorates in recent decades. By its nature these have been evolving political statuses. The protectorate of [[Talador]] involved significantly deeper commitment of resources and intervention than the protectorate of [[Wehnimer&#039;s Landing]], which the Empire has long deemed its sphere of influence but has not felt (with the notable exception of Baron [[Lerep Hochstib|Hochstib]]) worth the trouble of annexing its environs until recently.&lt;br /&gt;
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===Jantalar===&lt;br /&gt;
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The Barony of Talador had been seized in 5087 Modern Era by Baron Lerep Hochstib of [[Jantalar]], who also annexed the Barony of [[Mestanir]] in 5092 Modern Era, and was ruled by him until he was killed in 5103 Modern Era. His sister [[Delphinuria Hochstib]] was invested as Baroness of Jantalar in 5107 Modern Era by Emperor [[Aurmont Anodheles]]. The first act of Baroness Hochstib was a writ of [[Orders of the Turamzzyrian Empire#The Hedgewizards of Mestanir|relinquishment]] that renounced the claims of Jantalar upon Mestanir, which was followed by the Emperor investing his old friend [[Seurdyn Chydenar]] as Baron of Mestanir. However, Talador remained under the control of Jantalar for years longer than Mestanir, until the transition around 5113 Modern Era. &lt;br /&gt;
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While the term &amp;quot;protectorate&amp;quot; has not been seen used for Jantalar in the period between 5103 and 5107 Modern Era, and Jantalar was &#039;&#039;de jure&#039;&#039; a Barony, it could be plausibly argued that it was an incorporated territory and &#039;&#039;de facto&#039;&#039; protectorate until the restoration of its Barony. Similarly, one might argue the Barony of Darkstone is more truly an incorporated territory being carved out of the protectorate of Wehnimer&#039;s Landing, until Lord [[Elidal Dhenin]] is coronated Baron. But the word &amp;quot;protectorate&amp;quot; &#039;&#039;&#039;has not been used&#039;&#039;&#039; in these ways. In contrast the Barony of Talador was reduced in status &#039;&#039;de jure&#039;&#039; (though this term is also not used) to a protectorate of North Hendor in 5115 Modern Era.&lt;br /&gt;
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===Talador===&lt;br /&gt;
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Talador had a Dwarven population which significantly reduced over a few decades with the decline of the silver mine, which left the human population in control of much of the business and politics. Fear of humanoid attacks (such as orcs) led Talador in 5030 Modern Era to accept offers of protection from the Turamzzyrian Empire, but the Merchant Council of Talador went further and requested annexation. (This is a misuse of the word annexation, such an agreement should be called a cession. But this depends on the [[History of the Turamzzyrian Empire|characterization]] of [[Deinirius Antroydes]], who writes with sympathetic bias toward Jantalar.) The Empire established an imperial garrison in Talador to defend it from the orcs of [[Doggoroth Keep]]. The head of the Merchant Council at that time, [[Ciaran Donnebrugh]], was invested as Baron of Talador. However, this title had no importance within Talador, which remained effectively ruled by the Merchant Council. Thus, Talador was a Barony in name only, though the baronial title remained with the Donnebrugh family. However, the Donnebrugh line did not remain in leadership of the barony, and were not regarded as nobles by the other nobles in the north.&lt;br /&gt;
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&#039;&#039;&#039;Annexation:&#039;&#039;&#039;&lt;br /&gt;
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Baron Lerep Hochstib of Jantalar exploited this lack of noble leadership, asserting Talador as a land without nobility, and so in 5087 invaded and seized control of the silver mine. Without significant representation in royal courts or noble leadership, the Merchant Council was unable to gain support to withstand invasion by Jantalar. The Northern [[Imperial Sentinel|Sentinel]] in that period, Earl [[Kurdin V Weirlund]] of [[South Hendor]], expressed disapproval but allowed the incident to slide as it was a territory with no nobility. However, he ruled that any actions against lords in good standing with the empire would not be tolerated, which left Baron Hochstib only with control over Talador.&lt;br /&gt;
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Within a month of Earl Weirlund&#039;s death in 5092, which was shortly followed by the death of Emperor [[Hannelas Anodheles]], Baron Hochstib took advantage of the power vacuum to invade his other neighboring Barony of Mestanir. Emperor Hannelas had not appointed a Northern Sentinel prior to his death, and the newly ascended Empress [[Mynal&#039;lyanna Anodheles]] used this state of warfare to delay appointing a replacement, which is required within four years under the [[Rysus Codex]] unless the Empire is in a state of war. Consequently, Baron Hochstib then declared war on the Barony of [[Vornavis]] in 5096, which extended this delay further. &lt;br /&gt;
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Baron Hochstib and Empress Mynal&#039;lyanna have both been associated with Luukosian forces. It is worth noting that Sir Davard Priot of Talador at his trial believed the witch Raznel&#039;s dark magic was involved in the Jantalar aggression into Talador, and Raznel is known to have been involved with the Luukosians in the death of Mynal&#039;lyanna&#039;s siblings in 5092. Raznel was ultimately responsible for the annihilation of Talador in 5116 Modern Era with the formation of the [[Bleaklands]]. When Earl [[Eddric Jovery]] of [[North Hendor]] was made the Northern Sentinel by Emperor Aurmont in 5103 after the assassination of Empress Mynal&#039;lyanna, Jantalar was intervened upon, and &amp;quot;the mad baron&amp;quot; Hochstib was ultimately killed while pressing his attempted annexation of Wehnimer&#039;s Landing. Mestanir remained under the annexation of Jantalar until 5107, while Talador was annexed by Jantalar through the end of 5113.&lt;br /&gt;
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&#039;&#039;&#039;Restoration of Barony:&#039;&#039;&#039;&lt;br /&gt;
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The Northern Sentinel of the Empire, Earl Eddric Jovery of North Hendor, was tasked in 5113 Modern Era with traveling to Talador to oversee the transition of power from Jantalar back to Talador&#039;s own people. Earl Jovery declared Talador&#039;s Merchant Council to become a Noble Council, granted with more lands, influence and the ability to appoint their trusted mercenaries and warriors into Knights. The Northern Sentinel and the new Noble Council worked together to select Lord [[Kuligar Gardane]] to become the new Baron of Talador, set to occur during a month long festival in Talador. &lt;br /&gt;
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However, Kuligar was killed when thrown from his horse, and was replaced by the shapeshifter [[Deylan]] from Wehnimer&#039;s Landing. Deylan impersonated Kuligar up until the baronial coronation, seeking to use Talador to aid in the War of Shadows, when he was assassinated by the urnon golem [[Madelyne]]. This revelation of a failed usurpation resulted in a war between Talador and Wehnimer&#039;s Landing, with the Taladorian Guard sent by Interim Potentate of Talador, Lord [[Thermon|Thermon Chisholm]], the father of Kuligar&#039;s betrothed [[Cosima]]. Lord Thermon committed suicide when it was discovered he was in league with the witch [[Raznel]]. Sir [[Davard|Davard Priot]], Commander of the Taladorian Guard, was similarly corrupted. Davard was tried in Wehnimer&#039;s Landing and executed by a Second Watcher of the [[Church of Koar]] for his crimes. In this state of affairs Talador was bereft of military forces and once again relied upon Jantalar.&lt;br /&gt;
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&#039;&#039;&#039;Protectorate:&#039;&#039;&#039;&lt;br /&gt;
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Following the war between Talador and Wehnimer&#039;s Landing in 5114 Modern Era, the Northern Sentinel in early 5115 [[Cross Into Shadows - 2015-01-13 - Hendor Decree and the Burial of Walkar Wellington (log)|declared Talador]] to be a protectorate of the Earldom of North Hendor, with the laws of Talador becoming the laws of North Hendor. In this way the nobles of North Hendor were to rule over the peoples of Talador, granted dominion over it and its lands. This was to remain until the Earl of North Hendor felt Talador was mature enough to be self-governing, and would then nominate a Baron of Talador pending the acceptance of that nomination by the Emperor. This is illustrative of a protectorate that is incorporated territory in possession of the Empire and without local autonomy, though it borders on making Talador into a Hendoran colony. It is an unusual situation in that Talador was legally a Barony, but in practice was effectively only a protectorate with an imperial garrison as it had no Baron or other nobility.&lt;br /&gt;
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However, Prelate [[Chaston Griffin]] of the Church of Koar would take over Talador in the year 5116 Modern Era, his forces slaying the governing Lords of Hendor. This was under the false pretense of Hendor trying to rebel and break away from the Empire. He installed a Council of the Upright to rule Talador, which was endorsed by Baron [[Spensor Caulfield]] of [[Bourth]]. The Prelate declared a crusade, and his crusaders were made invincible with [[Everblood]]. His [[Orders of the Turamzzyrian Empire#The Blameless|Blameless]] crusaders then invaded the city of Lolle in North Hendor, and arrested Earl Jovery, who was eventually rescued by adventurers from Wehnimer&#039;s Landing. Chaston had declared himself the Northern Sentinel. The Emperor ordered him to release Jovery and his followers to back down, with the full backing of the Patriarch of the Church of Koar, which Chaston responded to by declaring both of them to be apostates and called for the purification of the Empire.&lt;br /&gt;
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When Chaston Griffin ultimately fell in Talador, he detonated an obelisk of blood marble he had intended for Tamzyrr, which was infused with cursed blood (by the witch Raznel) from an unnatural plague affecting half-elves. The magical explosion transformed most of Talador into a wasteland known as the [[Bleaklands]], though there are refugees from its outlying regions and pockets of preserved land known as the [[Bleaklands#Tears of Koar|Tears of Koar]]. (Illistim aid for these refugees resulted in the [[Valley of Gold]] treaty of friendly relations between Emperor Aurmont and [[Ta&#039;Illistim Monarchs|Argent Mirror]] [[Myasara]] in 5119 Modern Era.) Talador is presumably still, technically and now indefinitely, a protectorate under Earl Jovery. Though the Hendoran lords governing it are all dead and most of the region is a demonic wasteland. Refugees from Talador are among the settlers being sent from 5122 Modern Era onward to populate the newly annexed [[Barony of Darkstone]].&lt;br /&gt;
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===Wehnimer&#039;s Landing===&lt;br /&gt;
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Wehnimer&#039;s Landing was founded in the untamed wilderness by [[Rone Wehnimer]] in 4892 Modern Era. Imperial expedition scouts of the northern seas discovered the krolvin holding of [[Glaoveln]], and the Empire sent three emissaries to the krolvin as a sovereign nation to propose peace and trade in 4926 Modern Era. These emissaries passed through Wehnimer&#039;s Landing. The krolvin returned the three emissaries in six sacks, along with a war party that laid siege on the Landing, as well as the northern coasts including [[Solhaven]] and [[Brisker&#039;s Cove]]. The krolvin forces descended into arguing over succession after their war leader was slain by [[Talbot Dabbings]] as the gates of Wehnimer&#039;s Landing were breached, and then broke apart and retreated when imperial reinforcements from Empress [[Geleena Anodheles]] arrived two days later. Most of the krolvin were driven back off the mainland of the continent in general.&lt;br /&gt;
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Wehnimer&#039;s Landing was founded to be a trade center for the [[Darkstone Bay]] region on the road to the heart of the Turamzzyrian Empire. It is located on the edge of the northern marches of the Empire, thus with early precedent of imperial protection from Tamzyrr. Around the year 5095 Modern Era, Baron Lerep Hochstib held more provincial designs, turning his annexations northwest. He sought to take Wehnimer&#039;s Landing as an unclaimed territory without its own nobility. Sir [[Maldon Wellesbourne]] of Jantalar founded the [[Order of the Silver Gryphon]], thus establishing a minor nobility of knighthood, in the vicinity of Wehnimer&#039;s Landing to thwart and delay the legal claims of Baron Hochstib.&lt;br /&gt;
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&#039;&#039;&#039;Early Protectorate:&#039;&#039;&#039;&lt;br /&gt;
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This conflict would eventually culminate in the use of [[Mandis Crystal]]s in the north by Baron Hochstib during the War of Nations in 5103 Modern Era. Requests for aid from Wehnimer&#039;s Landing were made to Baron [[Dunrith Malwind]] of Vornavis. The newly appointed Northern Sentinel, Earl Eddric Jovery of North Hendor, sent Hendoran soldiers to intervene in protection of Wehnimer&#039;s Landing. Though there were locals who slew hundreds of the assisting forces, regarding them as foreign invaders themselves. While Earl Jovery at that time asserted in the court of Vornavis that he regarded Wehnimer&#039;s Landing as a region beyond the boundaries of the Empire and &amp;quot;largely&amp;quot; to be left to its own devices and own defense, and a future amiable neighbor to the northern marches, these events were the seeds of the Empire recognizing in force of arms that the environs of Darkstone Bay are a protectorate of it.&lt;br /&gt;
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The Turamzzyrian Empire has regarded Wehnimer&#039;s Landing as its sphere of influence for essentially the whole existence of the Landing. The status of being a &amp;quot;protectorate&amp;quot; evolved from the acts of intervention where the Empire protected Wehnimer&#039;s Landing from annexation, and thereby establishing that such claims would not be allowed in mutual obligation. This &amp;quot;de facto&amp;quot; status soon became &amp;quot;de jure&amp;quot; with formal declarations.&lt;br /&gt;
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&#039;&#039;&#039;Formal Protectorate:&#039;&#039;&#039;&lt;br /&gt;
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Within a decade of the [[War of Nations]], the Turamzzyrian Empire began formally declaring Wehnimer&#039;s Landing to be a Turamzzyrian Protectorate, holding a &amp;quot;unique status&amp;quot; of local autonomy due to its distance from the Empire. When the Interim Mayor of Wehnimer&#039;s Landing in 5111 Modern Era, [[Barnom Slim]], was abusing imperial knights the word of it reached back to Earl Jovery. He issued a decree at the time asserting that as a protectorate of the Empire, Wehnimer&#039;s Landing is obligated to govern itself in accordance with the will of the Empire, which is the condition of its internal governance being suffered. Its independence would be ended if it acts in direct defiance of the Empire and imperial Orders, resulting in a swift reprisal and great increase in imperial presence in the region. This may have been the first explicit statement that the &#039;&#039;de facto&#039;&#039; &amp;quot;independence&amp;quot; of Wehnimer&#039;s Landing is only tolerated on condition of good behavior.&lt;br /&gt;
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In the year 5114 Modern Era under Mayor [[Walkar Wellington]], the shapeshifter Deylan impersonated Lord Kuligar Gardane, attempting to usurp the throne of the Barony of Talador. This began as an accident from Deylan attempting to spy on Kuligar, who was killed when his horse was startled by Deylan. Deylan killed the only witness and shifted into the form of Kuligar, impersonating the future Baron with his knowledge from spying. Walkar reluctantly but knowingly allowed Deylan to continue impersonating Kuligar, seeking to use Talador&#039;s resources to aid in the War of Shadows, which he claimed was only meant to be temporary. This was discovered when Deylan was killed and resulted in a war between Talador and Wehnimer&#039;s Landing. Earl Jovery would not assist either side in the conflict, though he strongly urged Talador to seek some other redress, and ordered the Order of the Silver Gryphon to stand down (which they disobeyed.) The Earldom of Estoria was also sending forces north to the Landing over its own grievances, but the Emperor redirected most of them against the krolvin armada of [[Kragnack]]. Earl Jovery directed Vornavis to fight the krolvin, while Hendor and Jantalar would focus on aiding Mestanir from monsters. The increasing seriousness of problems arising out of the Landing, affecting the Empire proper, incited increased imperial intervention through the perceived need for it.&lt;br /&gt;
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&#039;&#039;&#039;Reduced Autonomy:&#039;&#039;&#039;&lt;br /&gt;
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Following the end of the War of Shadows, Earl Jovery declared Talador to be a protectorate of the Earldom of North Hendor, while Wehnimer&#039;s Landing as a protectorate of [[Tamzyrr]] was to be kept on a shorter leash. This was in no small part due to the causes of the Talador war, and various residents of the region having been involved in the assassination of [[Berniah Kestrel|the Earl]] of [[Chastonia]]. There were also many other recent incidents such as the murders of Grand Magister [[Tayeros]] and inquisitor [[Rinhale Hurrst]] of Estoria, Councilman [[Stephos DeArchon]] selling weapons to the krolvin at war with the Empire, harboring [[Elithain Cross]] supporters involved with the chimera in Mestanir, and the crimes of the [[Brotherhood of Rooks]] including the death of Cosima. [[Grishom Stone]] had also very recently escaped from his imprisonment in Wehnimer&#039;s Landing through alchemical trickery.&lt;br /&gt;
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Sir [[Thadston Andrews]] was tasked with constructing a Hendoran fortress outpost next to Wehnimer&#039;s Landing, which had originally been planned to only be an embassy. As Commander of the Hendoran outpost, Sir Thadston would on his own authority send raids into the tunnels under the Landing to go after the Brotherhood of Rooks. Mayor [[Puptilian (prime)|Puptilian]] unsuccessfully sought to unilaterally increase the legal jurisdiction to wider surrounding lands. While the Empire refers to Wehnimer&#039;s Landing as the protectorate, and that it is allowed to govern itself, in practice it treats the &amp;quot;environs&amp;quot; as part of its claim and denies that Wehnimer&#039;s Landing has any ultimate authority over those lands. &lt;br /&gt;
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Though it is called the Hendoran outpost, and Sir Thadston was [[Orders of the Turamzzyrian Empire#The Order of Llaestal&#039;s Guard|a knight]] of Hendor, as a protectorate of Tamzyrr it was possible for high station nobles from other regions of the Empire to use their influence to become Commander of the outpost. In the year 5117 Modern Era the outpost was governed by Grand Magister [[Dennet Kestrel]] of the [[Hall of Mages]], a member of the ruling family of Chastonia, but not in the ruling line of the Earldom. Following the death of Dennet, the commander from 5118 Modern Era was Lord [[Breshon Caulfield]], the son of Baron Spensor Caulfield of Bourth. (Neither Chastonia nor Bourth are under the overlordship of the Northern Sentinel, but Hendoran knights remain and the outpost is ultimately under the authority of the Northern Sentinel.)&lt;br /&gt;
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In the year 5118 Modern Era, while [[House Vaalor]] was suffering from the effects of a magical winter, the Mayors of Wehnimer&#039;s Landing and [[Icemule Trace]] offered material aid. While this was declined, High Lord Chamberlain [[Retassal|Retassal er&#039;Anlan Vaalor]] called the Mayors to meet, seeking formal apologies and recompense for past grievances. This resulted in unlimited and perpetual freedom of [[The Icemule Trace and Ta&#039;Vaalor Military Accord#Icemule Trace Mayor Tawariell and the Meeting with High Lord Chamberlain Retassal of Ta&#039;Vaalor (Koaratos 5118)|military access]] in the region of Icemule Trace, though this is not being exercised &#039;&#039;de facto&#039;&#039; as of Fashanos 5123. With Wehnimer&#039;s Landing the Chamberlain demanded the &amp;quot;return&amp;quot; of the wrongfully held Elven village settlement next to the Red Forest. This was implicitly a direct challenge to the status of Wehnimer&#039;s Landing and its environs as a Turamzzyrian protectorate, as it was treating Wehnimer&#039;s Landing as the ruler of a sovereign nation. The historical basis of this demand was dubious at best. While the town council of Wehnimer&#039;s Landing would ultimately not allow Mayor [[Lylia (prime)|Lylia Rashere]] to give that settlement to House Vaalor, and conversely would not assert any right to refuse it to House Vaalor (instead asserting it has no claims on that land), the Empire through Breshon Caulfield of Bourth gave that one parcel of land to the Elven Nations and reasserted its imperial protectorate claim on the region along with a warning against any further encroachment. When Breshon eventually returned to Bourth for his ill father, his younger sister Lady [[Larsya Caulfield]] of Bourth (having been cured of her own illness in late 5118) was left in &amp;quot;command&amp;quot; of the Outpost, though largely because she has repeatedly refused to return to Bourth.&lt;br /&gt;
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Later in 5118 Modern Era than the Elven village dispute, the lords of [[Idolone]] in Estoria sent warships to the Landing for [[Praxopius Fortney]], as well as funding warship construction in Wehnimer&#039;s Landing for an assault on Glaoveln. In the subsequent year, Wehnimer&#039;s Landing was [[Witchful Thinking|struggling]] to end Raznel, and then the blight she left behind. Following the destruction of Raznel, Earl Jovery in early 5120 Modern Era installed [[Cordarius]] as Regional Envoy of Wehnimer&#039;s Landing, unilaterally imposing a voting member of the local government and the town&#039;s foreign ambassador. This was announced by Lord Breshon Caulfield, who was at that time still present as the Commander of the imperial outpost. In the view of Earl Jovery there have been bad actors arising from both the Landing and the Empire, and such interventions are benign alignments of their common interests against villains, rather than assertions of dominion.&lt;br /&gt;
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Wehnimer&#039;s Landing was engulfed in a civil war of violent factions in the following year, ultimately leading to the [[Darkstone Bay Consortium|propertied interests]] in town overthrowing Mayor [[Leafiara (prime)|Leafiara]] under the leadership of [[Amos]]. In this period it was decided that most of the environs of Wehnimer&#039;s Landing south of the [[Locksmehr River]] were to be annexed to form the Barony of Darkstone. Lord [[Elidal Dhenin]] was chosen to be invested as Baron, having come from a highly wealthy and connected family in [[Riverwood]], and as a childhood friend of the ruling family of Bourth (who control the imperial outpost by Darkstone Bay.) Though this would not be announced until almost two years later in late 5122 Modern Era. Responding to a letter from Lord Elidal on behalf of the town council in [[North By Northwest - 2023-01-28 - The Earl Unfurls (log)#Earl Jovery&#039;s Letter|early 5123]] Modern Era, Earl Jovery refused to revoke the protectorate, and explicitly stated a list of rights and limitations and responsibilities for Wehnimer&#039;s Landing as a protectorate of the Empire. Part of this was removing Cordarius as Regional Envoy, allowing the town to choose its own envoys again, but with explicit restrictions on what they may do with foreign governments. Elidal had previously stated that the Hendoran outpost served a unique purpose for its time, but that it will be repurposed for the Barony of Darkstone. Mayor Thadston had also [[North By Northwest - 2023-01-15 - Freepudiation (log)#Thadston&#039;s Announcement|reasserted]] the Landing as a protectorate two weeks earlier.&lt;br /&gt;
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==Legal Status==&lt;br /&gt;
The legal status of a &amp;quot;protectorate&amp;quot; is inbetween that of unclaimed territory and a fully vested feudal realm of the Empire. Feudal realms have a limited form of sovereignty in that their feudal lords are largely allowed to govern their own territories as they wish and have rights under the Rysus Codex. The terminology of &amp;quot;incorporated&amp;quot; and &amp;quot;unincorporated&amp;quot; territory &#039;&#039;&#039;has not been used,&#039;&#039;&#039; but they are useful for clarifying the meaning of the concept. Incorporated dependent territories are subject to the laws of the Empire, such as when Hendor replaced the nobles of Talador with its own lords, and supplanted its own laws with the laws of Hendor. In spite of not being fully vested subdivisions of the Empire. &lt;br /&gt;
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Unincorporated territories in contrast have some limited degree of independence from imperial law. Their residents are not considered citizens of the Empire (though such a protectorate could theoretically exist with partial citizenship), but the residents may become deemed criminals of the Empire depending on their actions. The feudal overlord will assert the right to rendition committers of imperial crimes, such as when Earl Jovery sent Hendoran soldiers in 5114 Modern Era to take possession of the arrested interim mayor Stephos DeArchon, which was not resisted by the town government of Wehnimer&#039;s Landing. Though they might allow the imperial criminal to be tried locally in individual cases.&lt;br /&gt;
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===Unofficial Terminology===&lt;br /&gt;
While the word &amp;quot;protectorate&amp;quot; has been used and has historical meaning, there is other terminology for characterizing dependent territory that has not been explicitly used. Other kinds of dependent territory, such as &amp;quot;Crown dependencies&amp;quot;, could exist but have not been defined. These terms are being used here to keep concepts distinct, but should be treated with caution having not been used (or in some cases used but not necessarily used carefully) by NPCs:&lt;br /&gt;
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* &#039;&#039;&#039;unincorporated:&#039;&#039;&#039; Unincorporated territory is a way of designating land in the possession of a power that is not an integral part or subdivision of that power&#039;s territorial integrity, and which is only partially subject to the laws of the possessing power. Residents may or may not have a limited form of citizenship as subjects of the possessor. It might be considered indirect possession, or merely controlling interest, if there is allowance of &amp;quot;independence.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;incorporated:&#039;&#039;&#039; Incorporated territory is similar to the concept of unincorporated territory, except it is direct possession, and non-sovereign integral territory that in principle is fully subject to the laws of the possessor. Residents will have some degree of citizenship as subjects of the possessor. It might also be used to characterize integral territory that is temporarily not fully vested. While incorporation as integral territory can be treated as distinct from &amp;quot;a possession&amp;quot; and dependency, as a &#039;&#039;convention&#039;&#039; we are using it here to emphasize being &amp;quot;a territory&amp;quot; in ceded or annexed land and not &#039;&#039;fully&#039;&#039; a member of the empire in its legal powers. It is effectively a dependency within the sovereign power.&lt;br /&gt;
* &#039;&#039;&#039;dependent:&#039;&#039;&#039; Territory that &amp;quot;belongs to&amp;quot; some other power which it is not &amp;quot;part of&amp;quot;, though in a hierarchical system they may both be integral territory to some higher sovereign. Edicts were made on inter-territorial relations in the wake of Hochstib&#039;s annexation of Talador, but without a Northern Sentinel this did not stop him. Strictly speaking, it is possible to have &amp;quot;dependent sovereign nations&amp;quot; within a country when absorbed by treaty, such as a tribal nation independent of the other subdivisions but not independent of the highest sovereign authority. This does not exist in the Turamzzyrian Empire. The Sea of Fire is inhabited by Tehir tribes, for example, but claimed by the County of Seareach.&lt;br /&gt;
* &#039;&#039;&#039;integral:&#039;&#039;&#039; The land which is &amp;quot;part of&amp;quot; a sovereign power and regarded as its own territorial integrity.&lt;br /&gt;
* &#039;&#039;&#039;de facto:&#039;&#039;&#039; What is true &amp;quot;in fact&amp;quot; and in practice, regardless of legal status or formal recognition. (Often used for emphasis when not de jure, but they are not actually opposites.)&lt;br /&gt;
* &#039;&#039;&#039;de jure:&#039;&#039;&#039; What is claimed &amp;quot;by right&amp;quot; in legal status or formal recognition, regardless of whether it is true in practice or fact. (If it is not really true in practice or fact, it may be a legal fiction or &amp;quot;useful fiction.&amp;quot;)&lt;br /&gt;
* &#039;&#039;&#039;annexation:&#039;&#039;&#039; The compulsory acquisition of land into the territorial integrity of a possessing power, either expanding the borders of an existing authority or making a new integral subdivision. Annexation is a word for involuntary actions, often illegal and violent, but not necessarily by conquest. It may be acting upon a recognized sovereign state, or exploiting a secession, or it may involve asserting a territory was unclaimed. In principle it would also be a form of annexation to remove the recognized governments of a territory and turn them into some form of dependent territory, especially if the new government is a colony or becomes a dominion of the possessing power. Forming a vassal state through regime change to enforce a sphere of influence is closely related, but not quite the same as annexation as the puppet regime or more compliant government keeps nominal sovereignty over its borders.&lt;br /&gt;
* &#039;&#039;&#039;unclaimed:&#039;&#039;&#039; Unclaimed territory or &amp;quot;nobody&#039;s land&amp;quot; means the land is not claimed by anyone with legal standing (e.g. imperial nobility) or a recognized sovereign power and thus may be acquired by occupation. It is not the same thing as uninhabited land or land with no &amp;quot;claims&amp;quot; on it, and might even refer to a territory that is a sovereignty dispute between imperial powers. The indigenous population of unclaimed land, if such exist, are not recognized as sovereign by imperial powers. The land may be characterized as having no &amp;quot;civilized&amp;quot; inhabitants or having no meaningful state or being insufficiently self-governed or otherwise bereft of lordship.&lt;br /&gt;
* &#039;&#039;&#039;claim:&#039;&#039;&#039; The legal authority over an interest asserted by a sovereign power, whether or not it has de facto exercise of it. This is completely distinct from any notion of private property &amp;quot;claims&amp;quot; such as prospecting or homesteading. There can be multiple inconsistent claims of legal authority over the same territory, property, or interests. The precise legal status of a claimed, but not directly possessed, territory may be ambiguous. Especially if it is disputed.&lt;br /&gt;
* &#039;&#039;&#039;colony:&#039;&#039;&#039; Colonies are lands dominated by foreign immigrants, usually referring to dependent territories who owe allegiance to another ruling state (the colonizing power), which are neither incorporated territories of that state nor are vassal states in their own right. Such a territory is generally a direct possession and owes obedience to colonial governors or possibly military occupation. Though a colony might eventually become a dominion or try to become an independent nation. Independent colonies might become subject to repatriation claims.  &amp;quot;Colony&amp;quot; might also be used to refer to imperial possession and governance over a purely foreign territory. But this would be a contentious usage of the word. Imperial powers are more likely to use a word like &amp;quot;protectorate&amp;quot; for such situations. Protectorate claims may act as placeholders for greater interventions later, serving to deny the right of other powers to make claims on it.&lt;br /&gt;
* &#039;&#039;&#039;dominion:&#039;&#039;&#039; Internally governed states where the head of state is the ruler of another country, where multiple dominions are separate but have the same liege lord or monarch. Imported rulers or governors may &amp;quot;hold dominion&amp;quot; over such states for the sovereign.&lt;br /&gt;
* &#039;&#039;&#039;indirect rule:&#039;&#039;&#039; Dependent territories with indirect rule have native governments which de facto are the mediators of rule by foreign agents, such as imperial advisors or chartered companies, as opposed to &amp;quot;direct&amp;quot; dominion by imported imperial governors. In extreme cases of intervention such a protectorate is essentially a colony.&lt;br /&gt;
* &#039;&#039;&#039;amical:&#039;&#039;&#039; Protectorates or even almost sovereign states with the protection of a much greater power, often for the purpose of countering a rival of that power, with very little sacrifice or imposition on the protected state other than consistent foreign policy. Amical protection is generally rooted in strategic or moral justifications, and guarantees the integrity of a state which cannot credibly defend itself from the rival power.&lt;br /&gt;
* &#039;&#039;&#039;cession:&#039;&#039;&#039; The voluntary incorporation of a territory into the rule of a possessing power, whether as a dependent territory or integration as a subdivision of that power. Though this may happen under duress as a de facto annexation. Ceded lands can happen in many ways, such as land grants, land sales, dowries, relinquishing claims, appeasements, and border changes as terms in treaties. Treaties can even make unusual situations such as joint control of territory in sovereignty disputes, or allowing occupation and control of territory by a foreign power without ceding sovereignty. In the latter case there may be leases over territory with unilateral options to renew.&lt;br /&gt;
* &#039;&#039;&#039;secession:&#039;&#039;&#039; Separation by a territory from its possessor, most likely regarded as illegal by the possessor. Secession may be used as a de jure smokescreen for annexation, often on premises of irredentism or repatriation. Secession usually refers to the separation of an integral territory, whether federated subdivisions or unitary rule, rather than a dependent possession declaring independence which is instead &amp;quot;decolonization.&amp;quot; Sovereign powers usually make secession illegal. However, seceded territories may be legitimized through recognition by other sovereign powers, as sovereignty is a state of diplomatic relations which should not be confused with assertions of self-determination.&lt;br /&gt;
* &#039;&#039;&#039;sovereignty:&#039;&#039;&#039; The ultimate legal authority over a territory within recognized borders. Sovereignty has essentially no meaning if it is not recognized both de facto and de jure by other powers. Sovereignty of a territory might also be recognized by one imperial power as a useful fiction for subverting the sovereignty or sphere of influence of another imperial power over that territory without fully committing its own resources and claims to it. Sovereignty may also exist in limited form within subdivisions below the higher authority. When a territory disputes itself as sovereign, while another power regards it as integral territory, the latter may refer to the former as an &amp;quot;errant province.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;self-determination:&#039;&#039;&#039; When some group identity asserts it has the right to declare its own sovereignty, whether or not this is recognized by other sovereign powers. When not legitimized by other powers, this is likely to be a situation of sovereignty dispute or civil war, especially when occurring in claimed lands which are sovereign under the self-determination of some other identity or doctrine of authority. This could be seeking either secession or revolution.&lt;br /&gt;
* &#039;&#039;&#039;jurisdiction:&#039;&#039;&#039; Jurisdiction refers to the legal authority granted by a sovereign power to some institution (e.g. criminal courts) for enforcing laws. Territorial jurisdiction applies to all within relevant borders, whether residents of that polity or foreigners with fewer rights. Sovereign powers might claim jurisdiction over their nationals outside their own territory, or upon nationals of other territory who are harms or threats to themselves. It is not necessarily the case that one may evade jurisdiction by leaving a territory or living in exile if the power is not bound by treaty or willing to force the matter. Extradition refers to cooperative transfers of jurisdiction, but rendition may also be involuntary or hierarchical.&lt;br /&gt;
* &#039;&#039;&#039;autonomy:&#039;&#039;&#039; Some degree of self-governance and local legislative authority of a territory, which is conceptually distinct from the power of sovereignty. Domestic law jurisdiction might only be held within the walls of a city-state, for example, while a claim of sovereignty by that same city-state might mean being the ultimate authority over surrounding territory, where those local laws are not enforced or other cities and settlements may exist with their own laws. Autonomous regions may be either integral or dependent territories. &amp;quot;Free ports&amp;quot; are a special case of this, generally referring to special economic zones, with advantageous trade and tax exemptions that may be revoked.&lt;br /&gt;
* &#039;&#039;&#039;devolution:&#039;&#039;&#039; Delegation of legislative authority to territories that increases their autonomy, but may be temporary or rescinded by the sovereign power, whereas federal subdivisions of a state or their ruling nobility may have inherent powers and rights that cannot be revoked. Devolved powers retain the unitary authority of the sovereign.&lt;br /&gt;
* &#039;&#039;&#039;ecclesiastical:&#039;&#039;&#039; Without separation of church and state, a church may have its own legal authority, enforcing &amp;quot;ecclesiastical&amp;quot; laws of the clergy. Church leaders may even defy the temporal feudal rulers. In the Turamzzyrian Empire under the Rysus Codex, the Emperor is supreme over the Patriarch (whose authority comes from imperial grant), selecting the head of the Church of Koar from the Presbyters. This has been defied on occasion historically. Each imperial territory has its own Prelate chosen by the Patriarch, wielding the local authority of the Church of Koar, and the Church of Koar has enforced its own laws in the protectorates.&lt;br /&gt;
* &#039;&#039;&#039;sphere of influence:&#039;&#039;&#039; The influence, sway, or even dominance over another territory or even sovereign state by a greater power, up to the most extreme case of de facto control of that state, possibly in spite of nominal recognition of sovereignty as a useful fiction. Formal alliances by themselves do not imply being part of a sphere of influence. Spheres of influence of sovereign powers are generally to the exclusion of the influence of other sovereign powers.&lt;br /&gt;
* &#039;&#039;&#039;suzerainty:&#039;&#039;&#039; The de facto condition of foreign policy control of a territory by a greater power, with only technical independence and self-rule by the local government, whether or not this is the result of a treaty or a de jure assertion of protectorate status. Suzerains may only be interested in their sphere of influence, denying the claims of others, or they may have more possessing interest. Suzerainties may be vassal states with nominal sovereignty.&lt;br /&gt;
* &#039;&#039;&#039;alliance:&#039;&#039;&#039; Formal military alliances (de jure) between two powers are either mutual defense pacts (binding each other to aid when the other is at war), non-aggression pacts (agreeing by treaty to not attack each other), or ententes (relatively informal treaties of friendly relations with an agreement to consult and cooperate with each other especially during crisis.) The word &amp;quot;alliance&amp;quot; may be used informally or as propaganda by an imperial power to characterize its suzerainty over a vassal state or dependent territory or its dominance over states in its sphere of influence. Alliances between significantly unequal powers may have unequal influence, with the more powerful ally controlling the weaker to some extent. But a formal alliance may be hazardous to the greater power, as the weaker power may compel the greater into wars. Such situations of perverse incentives are called &amp;quot;the tail wagging the dog.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;realm:&#039;&#039;&#039; Subinfeudated division of the territorial integrity of a monarchy, ruled by a noble with some rank of investiture (i.e. ranging from Baron to Duke.) These have sometimes been called the imperial &amp;quot;provinces&amp;quot;, which generically avoids a specific rank such as &amp;quot;baronies.&amp;quot; &amp;quot;The realm&amp;quot; in the context of a monarch may refer to all territory held by the crown, including dependent territory, rather than just the kingdom itself (i.e. the lands held in demesne by the liege lords and the fiefdoms held by vassals.) Depending on context &amp;quot;the realms&amp;quot; might even refer only to such possessions. &amp;quot;The provinces&amp;quot; in yet another usage might refer to all of the outlying territory away from the urban capital.&lt;br /&gt;
* &#039;&#039;&#039;subject:&#039;&#039;&#039; Those who are &amp;quot;subjects of&amp;quot; the authority of a sovereign in the context of a monarchy, which is distinct from more voluntary associations of rights and responsibilities such as &amp;quot;citizen&amp;quot; or more specific hierarchical ranks. In the real world usage this is historically complex and arises out of feudalism, originating in involuntary and perpetual allegiance to the monarch, but evolving over the centuries. Foreign aliens could be declared &amp;quot;denizens&amp;quot;, essentially permanent residents with non-hereditary status, with only some of the rights of subjects. Colonists would have a more limited subject status within the colony, but not throughout the empire nor with its right of abode in the homeland. Protectorate residents had even less status as &amp;quot;protected persons.&amp;quot; Eventually &amp;quot;subject&amp;quot; and &amp;quot;citizen&amp;quot; became roughly synonymous. The word &amp;quot;citizen&amp;quot; has broad and somewhat vague usage in the [[History of the Turamzzyrian Empire#Timeline of Events|Turamzzyrian history]] documentation, but it was explicitly stated that non-humans were citizens but &amp;quot;not full citizens&amp;quot; when Chaston&#039;s Edict still existed. The precise relationship of the various existing mechanical town citizenships with Turamzzyrian &amp;quot;imperial citizenship&amp;quot; is ill-defined, while their rights and &amp;quot;subjecthood&amp;quot; should probably vary with their idiosyncratic histories in the Rysus Codex. Institutions such as the Church of Koar importantly have their own jurisdiction spanning across territories.&lt;br /&gt;
* &#039;&#039;&#039;vested:&#039;&#039;&#039; Invested feudal lords have been granted title and lands by a higher imperial authority and have special legal status as nobility. Investiture is the transferring of a fief by an overlord to a vassal, generally following an homage ceremony. Integral territories may temporarily be not fully vested if there is not a coronated ruler for those lands, and the absence of nobility in a realm may open the way to claims by nobles in other territory. High born nobility have hereditary imperial ranks with rigid rules of succession (or nomination in the absence of heirs with councils of baronets or viscounts), while the lesser nobility such as chevaliers and knights raised from the baseborn are almost always non-hereditary, with any lands returning to the liege lords upon their deaths. Incorporated territory will generally become a vested realm, being known as &amp;quot;imperial territory&amp;quot; and having imperial citizens.&lt;br /&gt;
* &#039;&#039;&#039;vassal:&#039;&#039;&#039; The feudal subject of a liege lord (suzerain), in exchange for a fief, with mutual obligations between each other. Such a fief is most likely subinfeudated land in the territorial integrity of a monarchy, but could be other revenue generating property or rights or offices held &amp;quot;in fee&amp;quot; or fealty by the vassal. By pure analogy, &amp;quot;vassal states&amp;quot; outside such a territorial integrity may be &amp;quot;suzerainties&amp;quot; of greater powers, where the literal and metaphorical usages should not be confused.&lt;br /&gt;
&lt;br /&gt;
===Non-Sovereignty===&lt;br /&gt;
&lt;br /&gt;
There is no allowed distinction between the enemies of a protectorate and the enemies of the Turamzzyrian Empire. In this sense the protectorate is not allowed to conduct its own foreign policy, except for trade agreements that do not subvert the security or interests of the Empire. Protectorates are also not at liberty to have the tail wag the dog, so to speak, by causing conflicts with other governments and hiding behind the protection of the overlord. The Northern Sentinel declined to protect Wehnimer&#039;s Landing or aid Talador in their war of 5114 Modern Era. With a foreign power the Empire would intervene on behalf of the protectorate, but forcing the Empire into such a conflict would likely result in increased imperial intervention, and the reduction or outright revocation of independence. Generally speaking, the &amp;quot;independence&amp;quot; granted to a protectorate is conditional, and may be revoked. &lt;br /&gt;
&lt;br /&gt;
Though the non-imperial government is allowed its own defenses, and may be assisted in conflicts by imperial orders, this does not imply recognition as a sovereign military. While the residents of such a protectorate may not be imperial citizens by default, they might be permitted to enlist in the imperial military. This has been seen in Lord Elidal Dhenin&#039;s suggestion that some citizens of Wehnimer&#039;s Landing may one day be members of the army of the Barony of Darkstone. The history of the Order of the Silver Gryphon is notable as well, founded as men-at-arms by Sir Maldon in the unclaimed territory, and later invested as [[Prestige and Prejudice in the Empire - On Imperial Rank and Titles#Knight Errant|Knights Errant]] by Baron Malwind or Knights of the Empire by Earl Jovery.&lt;br /&gt;
&lt;br /&gt;
The protectorate is not in general allowed to secede or deny its protectorate status, especially if it is the result of a unilateral imposition of imperial writ. In principle a territory might become a protectorate by relinquishing any claim to sovereignty through a cession treaty with agreed upon rights, which may have essentially been what the Empire was offering Talador in 5030 Modern Era, but its merchant council chose instead to become the Barony of Talador. In the protectorate period of Talador prior to the Atonement purge, Prelate Chaston Griffin exerted ecclesiastical legal authority. Sir Davard Priot of Talador was previously tried in Wehnimer&#039;s Landing, partly for violating the laws of the Church.&lt;br /&gt;
&lt;br /&gt;
The Empire is unlikely to recognize the surrounding lands of an unincorporated territory as belonging to the (non-imperial) local government, or falling under its legal jurisdiction, as the lands of a protectorate are not permitted to be claimed by any non-imperial entity. This is a distinction between the way the government of Wehnimer&#039;s Landing is treated, for example, and the way the merchant council of Talador had imperial granted authority over that territory until it was removed from power by the Northern Sentinel in 5115 Modern Era. In his decree of 5123 Modern Era, for instance, Earl Jovery asserted he had never sent troops to occupy the lands or garnish the resources of Wehnimer&#039;s Landing, while just three months prior he had annexed most of the land immediately to the south. By its very nature this implies the Empire does not regard Wehnimer&#039;s Landing as possessing the lands in its vicinity. Thus, the guarantee that Wehnimer&#039;s Landing has &amp;quot;the right to not be absorbed into imperial territory&amp;quot; refers only to the town itself, with all of the surrounding land potentially subject to future incorporation or annexation if allowed by the Emperor.&lt;br /&gt;
&lt;br /&gt;
===Official Rules===&lt;br /&gt;
&lt;br /&gt;
While this only refers to the protectorate of Wehnimer&#039;s Landing, the decree of Earl Jovery in 5123 Modern Era explicitly illustrates the legal meaning of the word protectorate:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=landingprotectorate /&amp;gt;* The protectorate status of Wehnimer&#039;s Landing remains unchanged and shall not be revoked.&lt;br /&gt;
* Non-imperial entities or governments are disallowed from laying claim to any territory within or around Wehnimer&#039;s Landing. This includes the presence of any foreign military, such as outposts or armies. Such advances will be viewed as an act of war.&lt;br /&gt;
* The formation of the Barony of Darkstone shall never result in the future annexation of Wehnimer&#039;s Landing, affording the town the right to not be absorbed into imperial territory.&lt;br /&gt;
* The town of Wehnimer&#039;s Landing will be officially recognized to govern itself independently, in both the creation and management of their laws and leadership, without any interference or influence from imperial entities, so long as said regulations do not run contradictory to the established laws, well-being and interests of the Turamzzyrian Empire.&lt;br /&gt;
* Threats, dangers, and enemies of Wehnimer&#039;s Landing shall also be designated at the same status level within the Turamzzyrian Empire. Furthermore, the Empire shall defer to Wehnimer&#039;s local laws and defense measures first but will respond accordingly in relation to the severity of the threat to imperial interests.&lt;br /&gt;
* Likewise, adversarial organizations, armies, or governments officially identified as threats to the Turamzzyrian Empire will also be subject to the same status level within Wehnimer&#039;s Landing, affording the Empire the right to extradite imperial criminals to face trial and justice within their borders.&lt;br /&gt;
* Imperial citizens found guilty of crimes or corruption operating within the walls of Wehnimer&#039;s Landing shall be subject to imperial justice and will no longer be provided safe haven for abusive or criminal behavior. Crimes of imperial citizens within Wehnimer&#039;s Landing, at the discretion of the Northern Sentinel, may be tried and punished within the jurisdiction of Wehnimer&#039;s Landing&#039;s courts.&lt;br /&gt;
* Additionally, Wehnimer&#039;s Landing shall be free to conduct trade as an independent government, allowing them autonomy in their economic matters, so long as said contracts do not negatively harm or undermine the interests and well-being of the Turamzzyrian Empire, or are entered into agreement with imperial-designated adversarial organizations or governments.&lt;br /&gt;
* The imperial position of Regional Envoy of Wehnimer&#039;s Landing shall be vacated at the end of Charlatos, 5123, and at the prior approval of the mayor shall henceforth be doubled in capacity, serving for terms of two-year cycles. It is now established that no official governing or advisory position within Wehnimer&#039;s Landing shall be held by any non-citizen of the town.&amp;lt;section end=landingprotectorate /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Declarations==&lt;br /&gt;
&lt;br /&gt;
The following are statements or imperial writ on the subject of the protectorates. There is no actual quote here for it from 2003, but the Empire is supposed to have declared Wehnimer&#039;s Landing its protectorate in 5103 Modern Era.&lt;br /&gt;
&lt;br /&gt;
===5103===&lt;br /&gt;
&lt;br /&gt;
Prior to the death of Baron Hochstib, Earl Jovery explained his expectation of Wehnimer&#039;s Landing being left to be &amp;quot;largely&amp;quot; independent, and remaining outside the Empire&#039;s northern borders as an &amp;quot;amiable neighbor.&amp;quot; This is significantly short of ceding any future claims to the north, or the Landing having sovereignty, and arguably is an assertion of amical protection. In the surrounding context Vornavian and Hendoran forces had just intervened on behalf of Wehnimer&#039;s Landing, and some of them had been killed as invaders by some people (including Cemb who was about to get banished) in the Landing. This was on [[2003-08-03 - Baronial Court Session (log)|08/03/5103]] in Vornavis court shortly after the destruction of the Mandis crystals.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Cemb asks, &amp;quot;Earl Jovery, given the recent changes and such, and your appointing of knights sworn to you and the empire, I would ask how you view the Landing at this time, still wilds or as your territory, and or how you would see it in the future?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eddric nods to Cemb.&lt;br /&gt;
&lt;br /&gt;
Eddric stands up.&lt;br /&gt;
&lt;br /&gt;
Eddric says, &amp;quot;I view the town of Wehnimer&#039;s Landing and it&#039;s environs as a region beyond the boundaries of the Empire and largely left to its own devices and its own defence. I expect to see it in the future as an amiable neighbor to the Northern Marches of the Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cemb asks, &amp;quot;That is a change from what I have heard in the past and it is refreshing if it is truelly ment. My second question would be related to that, when do you forsee Solhaven being freed once again from your rule and put back into the rightful merchant hands it has always been trusted in?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eddric says, &amp;quot;That is up to the Emperor to decide. The Freeport status of the town was revoked in reaction to the Empress&#039; assassination. It rests with the Emperor to change that status when he sees fit.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===5111===&lt;br /&gt;
This is from Earl Jovery on [[Beyond the Arkati/saved posts#From His Excellency, Earl Eddric Jovery.., 11/17/2011|11/17/5111]] concerning no tolerance for abuses on imperial knights, and asserting the conditionality of the Landing&#039;s self-governance:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;From His Excellency, Earl Eddric Jovery, Regarding the Protectorate of Wehnimer&#039;s Landing &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recent and disconcerting rumors have spread through the Empire regarding the Turamzzyrian Protectorate of Wehnimer&#039;s Landing. These rumors have centered around the expulsion of the Order of the Silver Gryphon from the aforementioned town. While We fully expect that these rumors are nothing more than the product of overactive imaginations and careless tongues, We find the very thought of such an act intellectually offensive as well as contrary to the good order and discipline of a Turamzzyrian Protectorate.&lt;br /&gt;
&lt;br /&gt;
Therefore, let us make ourselves scintillatingly clear: the town of Wehnimer&#039;s Landing is an interest of the Empire with unique status due to its distance from the civilized heart of the Empire. As such, it has been suffered to maintain its own internal governance, with the expectation that said governance make decisions in accordance with the will of the Empire.&lt;br /&gt;
&lt;br /&gt;
Should We determine that the town of Wehnimer&#039;s Landing has acted in direct defiance of the Empire or any Imperial Order, reprisal shall be swift and terrible.&lt;br /&gt;
&lt;br /&gt;
However, as We remain certain that there is little truth to this rumor, We shall not bestir our august personage to travel northward at this time. We expect confirmation within fourteen days that the source of these rumors has been squelched. Should this confirmation not arrive promptly and with ample verification, the independence of Wehnimer&#039;s Landing shall be promptly reconsidered, and a greater Imperial presence will be dispatched to the area.&lt;br /&gt;
&lt;br /&gt;
His Excellency Eddric Jovery&lt;br /&gt;
Defender of the Faith&lt;br /&gt;
Earl of North Hendor&lt;br /&gt;
Northern Sentinel of the Turamzzyrian Empire&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===5113===&lt;br /&gt;
There was an inquisition led by Lord [[Rinhale Hurrst]] of Estoria, also known as &amp;quot;The Bluecoat&amp;quot;, in Wehnimer&#039;s Landing [[Cross Into Shadows - 2013-12-21 - Exploding Orbs (log)|beginning]] in late 5113 Modern Era. There had been reports of krolvin assaulting imperial ships while avoiding others, and it was thought the krolvin were being funded or even commanded by a powerful interest in the town. Rinhale was thus focused on investigating the leadership of Wehnimer&#039;s Landing. It would turn out Councilman Stephos DeArchon, an exile from Estoria and an old enemy of Rinhale&#039;s, was arming the krolvin with weapons. Rinhale questioned a large number of people in Wehnimer&#039;s Landing, and stated that it was expected they would comply with him.&lt;br /&gt;
&lt;br /&gt;
Mayor Walkar Wellington eventually demanded the town militia must be present for questioning of town citizens, while Rinhale would maintain that the town leaders were prolonging his investigation by delaying their meetings with him. Rinhale then disappeared and turned out to have been murdered by a shadowy figure while having a secret lover&#039;s tryst with [[Alendrial DeArchon]]. It was discovered by studying his [[black coral amulet]] that he was murdered by [[Madelyne]] the urnon golem, and that he was making a skewed report to some higher imperial authority. Black coral amulets are warped scrying talismans made with demonic blood magic and forbidden under Turamzzyrian law.&lt;br /&gt;
&lt;br /&gt;
===5114===&lt;br /&gt;
Earl Jovery mentioned the allowance of self-governance of the Landing when addressing the inquisition by Rinhale of Estoria on 01/08/5114:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Earl Jovery Addresses Inquisition &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recent word has been received regarding the formal imperial inquisition underway in the Turamzzyrian Protectorate of Wehnimer&#039;s Landing regarding ties to a substantially increased threat from krolvin fleets. In recent years, there has been much troubling news originating out of Wehnimer&#039;s Landing, who has been afforded a unique position to govern themselves due to the distance from our borders, and the good will of the Empire.&lt;br /&gt;
&lt;br /&gt;
Given the delicate situation, We strongly recommend Lord Rinhale Hurrst to speed along his research and return home so that any findings of his investigation can be weighed in on. Likewise, We encourage the local authorities of Wehnimer&#039;s Landing to willingly comply with their imperial guest, while still undertaking lawful matters to protect their citizens.&lt;br /&gt;
&lt;br /&gt;
We remind all parties involved that a threat to the Turamzzyrian Empire is a threat to the world.&lt;br /&gt;
&lt;br /&gt;
His Excellency Eddric Jovery&lt;br /&gt;
Defender of the Faith&lt;br /&gt;
Earl of North Hendor&lt;br /&gt;
Northern Sentinel of the Turamzzyrian Empire&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Following Rinhale&#039;s death, and Talador seeking vengeance over Kuligar, Earl Jovery issued an imperial decree on 03/19/5114 on the protectorate of Wehnimer&#039;s Landing and his intent to bring its leadership in better alignment with the interests of the Turamzzyrian Empire:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Earl Jovery Addresses the North &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We are not without pause or great concern in regards to the Tragedy of Talador and the role the leaders of Wehnimer&#039;s Landing have played in it. It is of no surprise that We receive more and more news from Wehnimer&#039;s Landing, none of which bring any good light to the town beyond our borders. Actions that We cannot allow to be ignored.&lt;br /&gt;
&lt;br /&gt;
Estoria sails under a call to arms for justice, and We will not act to deter their resolve. We will not however support unnecessary war in the north, when our greater enemies grow more dangerous and bold during our squabbles. By imperial decree, We command Vornavis to set its sights to the seas and prepare for escalating krolvin conflicts. We hereby command Talador to reconsider its quest for revenge, yet offer our sympathy for their loss. More blood will not wash out the stains of tragedy. We will not act to prevent, but nor will we support any crusade, and instead will seek future measures to bring the leadership of the protectorate of Wehnimer&#039;s Landing into better alignment with the interests of the Turamzzyrian Empire. In addition, We have dispersed Hendoran resources to aid Mestanir in its troubles along its border.&lt;br /&gt;
&lt;br /&gt;
Regardless of what is to come, We command the knights of the Order of the Silver Gryphons to stand down, deeming their involvement in any conflict as additional complications in an already fragile situation.&lt;br /&gt;
&lt;br /&gt;
Signed,&lt;br /&gt;
&lt;br /&gt;
His Excellency Eddric Jovery&lt;br /&gt;
Defender of the Faith&lt;br /&gt;
Earl of North Hendor&lt;br /&gt;
Northern Sentinel of the Turamzzyrian Empire&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Then on 08/13/5114 there was an OOC post from GM Kenstrom referring to a letter sent by Earl Jovery to Wehnimer&#039;s Landing, which was received by the town marshal, informing the protectorate that Hendoran soldiers led by Sir Thadston were being dispatched to take possession of Stephos DeArchon for trial in Tamzyrr (who had recently been arrested locally for it while being the interim mayor after Alendrial outed him.) This would have been extraordinary rendition if the Landing were sovereign, or at least coerced rendition, but only extradition if it is a protectorate of the Empire. Judge [[Renpaw]] was presented with the letter and put up no resistance to the imperial decree:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
This morning it was learned that a letter had arrived a few days ago from Earl Jovery, the Northern Sentinel at the desk of the town marshal [[Khylon]] in Wehnimer&#039;s Landing. The letter originally went unnoticed as Khylon is still nearly incapacitated from a disease he was stricken with at the end of the Talador war, and [[Thrayzar]] has been serving in his role, but quite preoccupied in training and recruiting the local militia. Councilman [[Juramis]] and Thrayzar became aware of the letter this morning and shared the details of its contents.&lt;br /&gt;
&lt;br /&gt;
The letter held the seal of the Earl Eddric Jovery of Hendor, the Northern Sentinel and informed the protectorate of Wehnimer&#039;s Landing that days ago a small detachment of Hendoran soldiers had set out for the town in order to provide a secured escort of the criminal Stephos DeArchon to the capital of Tamzzyr to face charges and a trial for his involvement in funding and arming the krolvin threat menacing the Empire. The Hendoran soldiers are being led by Sir Thadston, a high ranking official in the Hendoran Guard. They are expected to arrive as early as this evening.&lt;br /&gt;
&lt;br /&gt;
After Judge Renpaw was presented with the Earl&#039;s message, he offered up no resistance to releasing Stephos to the fate of an imperial trial, having seen enough of imperial justice in the last few months.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Slightly earlier in Lumnea 5114 following the climax of the violence between Talador and the Landing, Sir [[Davard|Davard Priot]] was captured outside the orphanage in Wehnimer&#039;s Landing. Davard had come into league with the witch Raznel after the murder of Cosima by Drangell, and would reveal her father Thermon&#039;s involvement with Raznel during his trial. Judge Renpaw petitioned Earl Jovery to hold the trial of Davard in Wehnimer&#039;s Landing, where he was being charged with imperial crimes of necromancy and blood rituals in aiding the witch. Earl Jovery allowed the trial to be held in the Landing, but required two other judges to be appointed by himself. &lt;br /&gt;
&lt;br /&gt;
One of these was Grand Magister Pylasar of the Hall of Mages, who it would later be understood was involved with his own crimes with Raznel. At the suggestion of Baroness Delphinuria Hochstib of Jantalar, the third judge was the bastard son of Baron Lerep Hochstib, her nephew [[Lheren Hochstib]] who was a Second Watcher of the Church of Koar. This was a case of an imperial citizen being allowed to be tried in the Landing for breaking imperial laws. The trial of Davard took place over several nights with many witnesses. Davard was declared guilty and then burned at the stake by Lheren Hochstib.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lheren Hochstib:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sir Davard Priot you are hereby accused of association with forbidden magic, specifically for your involvement with the witch Raznel and her necromancy and blood rituals. These deplorable acts are seen as grave affronts to both the Church of Koar and the Turamzzyrian Empire. &lt;br /&gt;
&lt;br /&gt;
Such crimes can be punishable by death. &lt;br /&gt;
&lt;br /&gt;
You have bared witness to three evenings of your trial, as many were brought before the court to testify for, or against you. You have heard the allegations, and now you will be presented with your chance to refute those claims, or admit your guilt. &lt;br /&gt;
&lt;br /&gt;
Are you prepared to speak then to the charges? Bear in mind, that Koar above watches and will judge your words, should you speak anything but the truth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===5115===&lt;br /&gt;
Earl Jovery ordered the construction of a Hendoran fortress outpost next to Wehnimer&#039;s Landing on [[Cross Into Shadows - 2015-01-13 - Hendor Decree and the Burial of Walkar Wellington (log)|01/13/5115]], partly due to the town harboring many of the assassins of Earl Kestrel of Chastonia from 08/02/5114:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Thadston removes a sealed scroll from his cloak, breaking the seal, and slowly rolling it open.&lt;br /&gt;
&lt;br /&gt;
Thadston clears his throat.&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;By Decree of the Lord Sentinel of the North, Earl of North Hendor, and Lord Protector of the Broken Kingdom and by grant of his Imperial Majesty, Emperor Aurmont Chandrennin Anodheles, Lord Jovery hereby orders the following:&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;That, the Barony of Talador, immature in its nobility and inexperienced in its pride, shall be deemed a protectorate of the Earldom of North Hendor. So as the laws of North Hendor, so shall be the laws of Talador, so as the good nobles of North Hendor rule wisely with approval of the Sun Throne, so shall they now rule wisely over Talador and her people, and all this shall remain until the time arrives when the Earl of North Hendor nominates the barony as adequately prepared to rule herself to His Majesty, and His Majesty grants such nomination.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;That, among the principled Lords of Hendor who shall be granted dominion over Talador and her lands, Sir Thadston, raised to the Order of Llaestal&#039;s Guard, shall forthwith be sent to the northern lands under the claim of the Sun Throne, and there build and command, an outpost in the Landing of Wehnimer, protectorate of Tamzyrr, gateway of the North, and so shall remain at said outpost until a time deemed proper by the Sentinel Jovery, Earl of North Hendor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;That, in augment to the soldiers of Hendor, who shall be under the command of Sir Thadston at said outpost, there shall be the knights of the order formerly recognized by the Sun Throne, now stricken from the tomes of Immuron, the Order of the Silver Gryphon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;By command of his Imperial Majesty, all oaths and services of such knights as made previous to the Baron Dunrith Malwind, the Swan Lord, shall be as if they were made to Lord Jovery, Earl of North Hendor. So proclaimed by His Majesty, so it was and now shall be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;In recognition for prior chivalry and noble sacrifice, of misplaced obedience in the orders of chastened parties, these knights will be granted the right to pay homage to the Northern Sentinel or to such representative as the Earl selects.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;At such time as the Lord Sentinel of the North chooses, Earl Jovery of Hendor may nominate said knights to be released of their obligations, that the Order of the Silver Gryphon shall be written anew in the tomes of Immuron, and trusted once again as loyal servants of the Sun Throne.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;So it is ordered, so it is decreed, and so it shall be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston rolls up his parchment, stuffing it into his cloak.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Phoenatos 5114 Modern Era, Grand Magister [[Tayeros]] of the Hall of Mages arrived in Wehnimer&#039;s Landing to apprehend and interrogate suspects in the murder of Earl Berniah Kestrel of Estoria, with Tayeros being a mentalist and a brutal torturer. Tayeros was murdered. His mind was destroyed in a raid led by [[Nysina]] and others. Later in 5115 Modern Era, Lord [[Brieson Cassle]] of the Hall of Mages tracked down many of the assassins of Earl Kestrel, and had their flesh burned with the Pariah&#039;s Brand. He also ascertained the demise of Tayeros. His report on 05/23/5115 recommended increasing tariffs on the protectorate of Wehnimer&#039;s Landing to recover expenses for the damages caused in Chastonia:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Late this evening, Lord Brieson and his sister Lady Soffeia returned to Wehnimer&#039;s Landing after traveling to the coast of Tamzzyr to conclude their research of Earl Kestrel, by visiting the ruins of Kestrel Keep. His full report was kept in secrecy and sent back to the Hall of Mages, but he was able to share some statements about his findings and consequences to those determined to be guilty in the assassination of Earl Kestrel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the eve of the 2nd of Phoenatos, in the year 5114, a Nalfein airship carried a number of anti-imperial criminals who successfully carried out an assassination plot against Earl Berniah Kestrel of Chastonia. This mission was orchestrated by Elithain Cross, and commanded by the Nalfein mercenary Nysina. Many of these assassins have scattered to far reaches of Elanthia, while others still operate beyond imperial jurisdiction.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Since my assignment to this task, I have questioned many people that our organization was informed of who might have been involved, and many denied their deeds, while others accepted responsibility. I have interrogated countless citizens and adventurers in and around Wehnimer&#039;s Landing, and through the course of my inquiries the information slowly narrowed, eventually cutting through the manipulated deceptions and failed attempts to escape justice. To further solidify my work, and in turn conclude the investigation, my sister and I traveled to the ruins of Kestrel Keep, where the Earl himself was murdered and many of his staff and guards were killed in the onslaught from both assassins and powerful golems.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Using what skills and magic I have at my disposal, I have gleaned all of the identities and actions of those involved in this crime. These pariahs of the Turamzzyrian Empire are forever disparaged in the eyes of the Sun Throne, viewed as the harshest of outlaws, banished from imperial borders and subject to persecution and death should they find themselves within the Empire&#039;s jurisdiction again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Those known as the disdained are as follows; Turinrond, Drektor, Aeavenne, Malik, Bellaja, Sareja, Songar, Masrath, Shimmerain, Maiehia, Rhayveign, Mystiq, Rinswynd, Qistra, Aureate, Fealoke, Kuthar, Raidmeyn, Anyauma, Lehna, Varsric, Daiyon, Madmountan, Rekarth, Darcthundar, Varucca, Ridic, Deckits, Archales and Altheorn.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As noted, many of these names have gone underground or otherwise fled, hoping to escape the might of Turamzzyrian justice, while many others find sanctuary among shadows in the town of Wehnimer&#039;s Landing. In the coming days and weeks, under my orders, the Disdained shall be hunted down, their flesh marked with the Pariah&#039;s Brand of the Turamzzyrian Empire. There shall be bounties upon their heads within the Empire, and their presence within imperial provinces will subject them to imperial justice.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Many will ask, even among my own peers, why these outlaws are not dragged from their homes and hiding to be made to suffer for their crimes. To which I will answer now and again when needed, that the circumstances surrounding their involvement were questionable. It was now of my understanding that before their sins against the Sun Throne, these pariahs were misguided into offering a blood oath to Elithain Cross, a powerful sorcerer and enemy of the Empire before his demise. In the honor of reasonable justice, control might not have always been their luxury.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But regardless, their actions do not excuse them from justice. Their flesh shall bear the mark of their deeds, and should their feet tread upon imperial soil again, their deaths will be swift, which is more mercy than they deserve for such a folly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;While we do not wish to strain relationships with Wehnimer&#039;s Landing at this time, I am making a recommendation to those provinces that do business with the frontier town, that tariffs be increased in order to collect financial compensation from the imperial protectorate to fund both repairs and reconstruction of Kestrel Keep, and obligatory donations to the families of those who lost loved ones in the attack. Furthermore, I recommend to the fair leaders and upstanding citizens of Wehnimer&#039;s Landing, that these imperial criminals within your midst be judged in your eyes as well, may the doors of your Great Houses turn them away and may your merchants extract justified costs for their offenses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;While this concludes my investigation into the murder of Earl Kestrel, my work in Wehnimer&#039;s Landing is far from finished, as I turn all of my focus into the events, and those involved, in the escape of Grishom Stone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Signed this Feastday, the 23rd of Ivaestaen in the year 5115,&lt;br /&gt;
&lt;br /&gt;
Lord Brieson Cassle&lt;br /&gt;
Hall Adjudicator&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===5116===&lt;br /&gt;
This is an OOC recap of the [[Eyes of the Dawn#Phoenatos - The Eyes of the Dawn: 1. Without A Prayer|Atonement purge]] of the Hendoran nobles on 08/28/5116, who were ruling the protectorate of Talador, and their replacement by Taladorians loyal to Prelate Chaston Griffin:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Church bells rang out from the High Temple of Koar in Talador. Just days ago, a new era of leadership and a revival of faith were forever crystallized into history in the Barony of Talador. Many citizens of Talador, and those of faith, witnessed a spectacular event known as the Atonement. Upon the high perch of the Temple, [[Drangell]] was brought before a host of Blameless crusaders.&lt;br /&gt;
&lt;br /&gt;
Drangell was once a mercenary in the employ of the Turamzzyrian Empire, and then went on become one of the most notorious criminals the imperial provinces had known. For a time, he was seen as one of Talador&#039;s greatest enemies for his involvement in the murder of Cosima. Because of such, Drangell had been captured and encapsulated inside of one of the Hall of Mages&#039; bane coffins, where he was kept safe and unable to harm others. The coffin, with Drangell inside, was transported to Talador as a peace offering from Wehnimer&#039;s Landing, handing over Cosima&#039;s killer to the people who deserved justice.&lt;br /&gt;
&lt;br /&gt;
As it turned out, Prelate Chaston Griffin and his disciples often visited the confined Drangell, offering daily prayers and vigils before the coffin, hoping in good time that the light of Koar would reach out to the madman&#039;s heart. Weeks ago, Prelate Chaston had Drangell released, and he was greeted with mixed emotions by the people of Talador, but many fears were quieted when the Prelate revealed that Drangell had converted to Koar and was now a devout follower, and in time would make amends for his sins by offering up his atonement. &lt;br /&gt;
&lt;br /&gt;
Such an atonement did in fact take place, when priests of Koar issued up a mass prayer before Drangell spilled his own everlasting blood, over and over, filling anointed chalices with his life&#039;s fluid. In turn, these cups of blood were passed among the ranks of the Blameless, bestowing Koar&#039;s gift of [[Everblood|immortality]] upon his most fervent and righteous followers. Drangell then took his new place as an appointed Commander of the Blameless, taking on the title of Wrathbringer. &lt;br /&gt;
&lt;br /&gt;
Shortly after the Atonement, the faithful of Talador rose up and wrestled power away from the Lords of Hendor. For almost two years, Hendor has ruled over Talador in the aftermath of the War of Shadows, until a time when Talador could prove themselves and rule once more. After recent revelations (or rumors) of Hendor trying to break free from the Turamzzyrian Empire, and undermine many of their supposed allies in the process, Talador sought to put an end to such attempts and regain control of their lands. Official reports out of Talador claim that the Lords of Hendor were offered a chance to surrender or leave, but instead chose violence, and so they were dealt with accordingly. &lt;br /&gt;
&lt;br /&gt;
In the wake of Talador&#039;s new rise to power over its own lands, there were seven nobles of Talador who aligned themselves as a measure of interim leadership, calling themselves the Council of the Upright. They have declared Talador free of Hendoran rule and have renewed their pledges to the God-King, declaring the worship of [[Koar]] as prominent in the region, and that followers of [[Lornon]] shall be put to death. Furthermore, the Council has, with the backing of Prelate Chaston Griffin, reintroduced the imperial laws of Chaston&#039;s Edict, even declaring half-elves and half-krolvin as abominations and would face justice as such. &lt;br /&gt;
&lt;br /&gt;
The following day, Baron Spensor Caulfield of Bourth, who currently resides in the Hendoran Outpost near Wehnimer&#039;s Landing, also dispatched a series of letters. One letter expressed open support of Prelate Chaston and the Council of the Upright in Talador, publically offering the Barony of Bourth&#039;s support in Talador&#039;s latest actions. A second letter was dispatched to Emperor Aurmont in Tamzzyr, requested an impartial investigation into the evidence and claims of Hendor trying to break free of the Empire, and undermine Bourth in the process. The Baron stressed the importance of Bourthian wood to the Empire&#039;s capital as a main supply of lumber for their shipwrights and demanded an escalated response. &lt;br /&gt;
&lt;br /&gt;
Adding to the war of words, Earl Jovery released a public statement denying the allegations of Hendor trying to rebel against the Sun Throne and blamed overzealous politics and faith for the recent influx of rumors. The Earl of North Hendor went on to explain that he would gladly travel to Tamzzyr to address any questions or concerns and reinforce his loyalty to the Sun Throne. The Earl has also requested consequences to be dealt out for what he described as Talador&#039;s slaughter of their Hendoran brothers. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, reports have already circulated about multitudes of Blameless already on the march in various directions, prepared to carry out the work of the God-King.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Prior to the Atonement purge, Prelate Chaston Griffin was executing heretics as sinners using his ecclesiastical legal authority, compelling them mentally to confess their sins. These were worshippers of other gods, regardless of their pantheon. While this was sometimes within Talador, his Blameless crusaders often travelled to other imperial territories, including the Citadel near River&#039;s Rest with its shrine of [[Aiea]]. Chaston by this time had thousands of Blameless crusaders, and would ultimately defy the imperial nobles, arresting Earl Jovery and declaring himself the Northern Sentinel. Emperor Aurmont Anodheles ordered the release of Earl Jovery, reaffirming Jovery as the Northern Sentinel, and threatened to send the imperial army after Chaston and his crusaders if they did not stand down. This was with a majority backing of the Council of Lords as well as the Patriarch of the Church of Koar. Prelate Chaston responded by saying the Cult of Luukos had infiltrated the highest levels of the Empire, that the Emperor and Patriarch had rejected the Light of Koar, and called on followers to rise up throughout the Empire. Chaston was then acting in an entirely illegal way.&lt;br /&gt;
&lt;br /&gt;
===5118===&lt;br /&gt;
The Town Council of Wehnimer&#039;s Landing issued a declaration that it denies having a territorial claim to the Elven Village, which House Vaalor demanded the Landing return as compensation for their being [[All the Lich King&#039;s Men#Jan 2013|assaulted]] by Barnom Slim and for [[Star of Khar&#039;ta#May 2012|the death]] of Illistim scholars due to krolvin after being arrested by Mayor Walkar Wellington. These events were half a decade earlier. At the time of this declaration, Thadston was no longer a knight, and was the Marshal of Wehnimer&#039;s Landing which was a member of the Town Council:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The following documents are on thicker stock, one of them a rough parchment and the other thick vellum. They bear writing in two distinctive hands.&lt;br /&gt;
&lt;br /&gt;
The recent demand disguised as a request by House Ta&#039;Vaalor for Wehnimer&#039;s Landing to surrender any claims to the Elven Village by the [[Red Forest]], in recognition of the development of a new elven outpost has been considered and debated at length among the Town Council. At this time, the Town Council has voted and declared that the town of Wehnimer&#039;s Landing has no territorial claim to the Elven Village. We do however have a distinct duty to protect the lives of noble and innocent allies in the region.&lt;br /&gt;
&lt;br /&gt;
To that end, Wehnimer&#039;s Landing supports [[Ta&#039;Vaalor]] and its cousins in their construction of an elven outpost near or in the village. Furthermore, Wehnimer&#039;s Landing hopes that this mutual agreement of the importance of such an undertaking helps to further solidify open and abundant trade between the west and east.&lt;br /&gt;
&lt;br /&gt;
While we do not control the land in question, we are concerned with the wellbeing of the red elves who call it home. As such, should the red elves agree to Ta&#039;Vaalor&#039;s request, then we will honor it with no disagreement. Should the red elves not wish to be among a new outpost, then we politely request an appropriate time frame to help move the red elves to a more suitable location acceptable to them and the life and protections they&#039;ve experienced thus far.&lt;br /&gt;
&lt;br /&gt;
We look forward to the presence of a considerable ally in the region and welcome the trade and enrichment that both cultures can bring to one another.&lt;br /&gt;
&lt;br /&gt;
Lord Thadston. &lt;br /&gt;
Marshal of the Landing Militia&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Simultaneous with this declaration by the town council on 08/16/5118, Lord Breshon Caulfield of Bourth (then the Outpost commander and before becoming Baron of Bourth) issued a decree on behalf of the Empire, granting the Elven Village to the Elven Nations but reasserting the protectorate claim on Wehnimer&#039;s Landing and its environs:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
As a son of Bourth, I am no stranger to the culture and heart of the elves. I have grown up with the sun in my face, and the lush stretch of [[Wyrdeep]] at my back. I have seen firsthand the struggles that intolerance bring, and the tragedy of hatred festering in the hearts of both man and elf. In contrast, I have seen the overwhelming beauty when those things do not exist. Our future is ours to decide. Unity and trust are ours to take, casting aside war and fear.&lt;br /&gt;
&lt;br /&gt;
When corners of the Empire heard of Ta&#039;Vaalor&#039;s plan to erect an outpost at the elven village on the western side of the spines, it was met with a range of responses as one can imagine. I have been given full authority to speak as the prominent noble in the area, and who better to judge such actions and reactions than a child of Bourth. &lt;br /&gt;
&lt;br /&gt;
A Caulfield.&lt;br /&gt;
&lt;br /&gt;
But while we have an eye to the future, we can never lose sight of the past. Compassion is not the absence of caution. As acting commander of the imperial outpost in the protectorate of the Turamzzyrian Empire, I officially declare recognition of the [[Elven Nations]] right to construct an outpost at the Elven Village in the shadow of the Red Forest. We welcome the chance for trade and camaraderie not to be broken by an expanse of ice and rock.&lt;br /&gt;
&lt;br /&gt;
But make no mistake. While this development is agreeable, any further encroachment or advancement of influence in the region of Wehnimer&#039;s Landing and its environs, widely known as a protectorate of the Empire, will be considered an act of aggression and dealt with appropriately.&lt;br /&gt;
&lt;br /&gt;
By my hand, &lt;br /&gt;
Lord Breshon Caulfield of the Barony of Bourth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Around this same time and later into that year, &amp;quot;The Alchemist&amp;quot; Praxopius Fortney involved significant naval forces from Estoria along with Wehnimer&#039;s Landing, pursuing an assault on Glaoveln and the krolvin warlord Kragnack. Praxopius had been brought in by Lord Breshon Caulfield to help cure his sister Larsya, but Praxopius had long-standing ulterior motives and was mainly interested in weaponizing the poison in her blood. This was done by Wehnimer&#039;s Landing without consulting the Northern Sentinel, and it is unclear what permissions were sought by Praxopius. Lord Breshon was very upset when he learned how his sister&#039;s blood was really being used by Praxopius.&lt;br /&gt;
&lt;br /&gt;
===5120===&lt;br /&gt;
In the following year there was a cursed blight left over from the witch Raznel (who was slain in late 5119), and Magister Cordarius Hodges was brought in to help suppress it. But the Northern Sentinel in early 5120 had the Hall of Mages install a Magister, which turned out to be Cordarius, as the Regional Envoy of Wehnimer&#039;s Landing now that Pylasar had gone missing. Pylasar had been revealed to have been involved in serious historical crimes against the Empire with Raznel in their youth, but the town had largely continued to pursue Raznel on its own without imperial involvement. This decision was a reduction of local autonomy by invoking the Earl&#039;s authority over the protectorate.&lt;br /&gt;
&lt;br /&gt;
The Regional Envoy at that time was not only the Landing&#039;s foreign ambassador, but a voting member of the town council, and would legally have to be appointed by the Mayor of Wehnimer&#039;s Landing. Earl Jovery unilaterally installed the Regional Envoy, as an appointment by the Hall of Mages, and the town government did not try to resist it. Breshon at the time [[Landing Events - 2020-01-24 - Important Imperial Implications (log)#Jovery&#039;s News|said]] he felt the Earl just wants to feel closer and more involved. Nominally it was about better aligning both sides against rogue actors. The most immediate context was that the previous Regional Envoy, former Grand Magister Pylasar of the Hall of Mages, was soon to be tried for aiding Raznel in her dark magic in their youth.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Breshon says, &amp;quot;I am pleased to say tonight will see no one banished or spurs removed or crown scars burned into necks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;...I was not here for that, but I&#039;ve heard stories.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;But there is something that...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon rubs his chin thoughtfully.&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;An adjustment, if you will. A measure of...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon rubs his chin thoughtfully.&lt;br /&gt;
&lt;br /&gt;
Breshon places his coffee aside, not finishing it.&lt;br /&gt;
&lt;br /&gt;
Breshon pours himself a mug of ginger mead.&lt;br /&gt;
&lt;br /&gt;
Breshon takes a drink from his ginger mead.&lt;br /&gt;
&lt;br /&gt;
Breshon takes a drink from his ginger mead.&lt;br /&gt;
&lt;br /&gt;
Breshon slowly empties his lungs.&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;It is my understanding there exists some vacancies within the town council. One in particular is the role once served by former imperial Pylasar. The position was a regional envoy that represented the Landing and its interests in various matters with other locations.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;While the danger of Raznel has passed, at least with the ending of her life, the last several years have not been kind to the Landing and Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;Grishom Stone brews in the southern Trollfang beyond a living forest of darkness...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;An [[Rodnay|Ithzir-human boy]] dwells in a mountain of immense power that has been a focus point for many...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;Danger exists, it always will.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;The Empire and the Landing have had their issues, primarily caused by rogue elements, on both sides. A shame, really. We both have so much to offer each other.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;I think it&#039;s time the latter take shape more than the past.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;Since Wehnimer&#039;s Landing is in fact a protectorate of the Empire, and will remain operating with its freedoms, the Northern Sentinel Earl Jovery has spoken with the Hall of Mages and an agreement has been made that someone from the Hall will be placed as the newest councilman on the Landing Town Council to fill the spot left by [[Pylasar]], of Regional Envoy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;He or she will serve as a direct connection to the Empire, a voice, a champion, for both sides. To better build our relationship and not let our future be defined or controlled by rogue actors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;In addition, while I know there will be further discussions and collaboration on working to attack this blight, the appointment of the Regional Envoy will also bring aid from the Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nehor idly inquires, &amp;quot;And how much of this aid will come in the form of increased military presence?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;To help the Landing, to help those hungry, those still suffering, those needing homes, whatever may be needed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;No increased military presence outside of what exists here within the Outpost.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;The other vacant council spots will remain appointed by the Mayor. I believe an election is coming soon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lylia smoothly counters, &amp;quot;I prefer to think of it as an exchange of goods and services than as &#039;aid.&#039; The Landing has prospered, until Raznel decided to afflict it as she has.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;Exchange is a fair term.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon nods at Lylia.&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;I&#039;m optimistic. I know there&#039;s been challenges and concerns in the past.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Breshon says, &amp;quot;Hopefully this can help change some of that.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Though Pylasar was tried in absentia, his trial for imperial crimes in assisting the witch Raznel was held in Wehnimer&#039;s Landing, arranged under Grand Magister Octaven of the Hall of Mages. The trial was held on [[Landing Events - 2020-04-19 - Hallmarks of History (log)|04/19/5120]] with testimony under the direction of Magister [[Cordarius Hodges]] and Adjudicator [[Vlashandra]], though in the subsequent month Vlashandra would turn out to be a zealous disciple of the lich Barnom Slim. The ruling on the trial was to be made by Judge Renpaw and the Town Council of Wehnimer&#039;s Landing, with recommendations by Cordarius and Vlashandra. Grand Magister Octaven was required to repay the damages to the Landing towers she destroyed in late 5117 Modern Era as a necessary condition for cooperation with the trial. While a guilty verdict would be binding on Pylasar, being made by the local authorities, there was the option for the Empire to hold a second trial in an imperial court.&lt;br /&gt;
&lt;br /&gt;
This illustrates the conditionality of ruling by non-imperial judges in matters of double jeopardy. The powers that be in Wehnimer&#039;s Landing ultimately ruled on [[Landing Events - 2020-04-22 - A Promising or Portentous Pronouncement on Pylasar (log)|04/22/5120]] to declare Pylasar innocent. There was the potential of a second trial to be held in the Empire, which was the recommendation of Vlashandra at the request of Octaven. However, as the appointed Regional Envoy of Wehnimer&#039;s Landing by Earl Jovery seeking to foster stronger ties with the town, the final decision on whether the trial in Wehnimer&#039;s Landing would be binding and the final word was solely that of Cordarius. Cordarius decided with his imperial authority that there would be no second trial of Pylasar in an imperial court. This was a blow to Octaven, who had a history of literally being in bed with both Cordarius and Vlashandra, which was intended to make the trial significantly rigged. Pylasar was never present for it, having had gone into [[Landing Events - 2019-12-01 - Time&#039;s Gate (log)|the past]] to Kezmon Isle.&lt;br /&gt;
&lt;br /&gt;
===5122===&lt;br /&gt;
On 11/04/5122 Earl Jovery announced through his appointed Regional Envoy (Cordarius) the Barony of Darkstone to the people of Wehnimer&#039;s Landing. Though the nomination had been decided and made almost two years earlier. This is annexing most of the land between Vornavis and the Locksmehr River, which is a very large chunk of the land that is the source of the economy of Wehnimer&#039;s Landing:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To the free people of Wehnimer&#039;s Landing....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is no better ally to you than your brothers and sisters who call the Turamzzyrian Empire their home. As Sir Thadston Andrews once so famously declared, the Empire has come not as occupiers, but as liberators and protectors. He went on to say that for too long Wehnimer&#039;s Landing and its environs have been crushed under the heavy boot of darkness and chaos, and that our combined efforts helped raise the town out of depravity and disaster. Our years of cooperation and steadfast alliance were but only steps forward, but the journey was not yet over.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have faced countless enemies together. From the shadows of Grishom Stone and Elithain Cross, to the wild machinations of Drangell and the bloody crusade of Chaston. We have equally shared in our triumphs, and our losses. But never should the accord between Wehnimer&#039;s Landing and the Turamzzyrian Empire ever have been doubted, nor should it ever be still. As a protectorate of the Empire, our people are forever entwined both in prosperity and in promise.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Danger still permeates in the far north. Age old sites such as [[Melgorehn&#039;s Reach]] and [[Darkstone Castle]] provide both chaos, temptation, and threats from our enemies. We have seen what devastation such evil or power can bring forth. There have been heavy casualties in the last few years. The entire region of Talador was reduced to a barren wasteland, with hundreds of imperial citizens still displaced, many still longing for a new land to call their home. In our combined efforts for good fortune and lasting unity, we must ensure that we all rise as one, standing as both a stalwart defense against our enemies and as a haven for our citizens.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius gazes in wonder at his surroundings.&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is time for the Empire to grow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is time to stretch our borders to allow progress for our people and strength for our collaboration. But it is equally important to value relationships and freedom. With the explicit blessing of the Sun Throne, and by my own decree, the borders of the Turamzyrrian Empire will expand to the north and northwest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The new lands will reach to many edges of the Locksmehr River, and far west to Darkstone Bay. Such landmarks included within the new region will be the [[Graendlor Pasture]], the mountainous ranges of [[Wehntoph]], [[Sentoph]], [[Zeltoph|Zelatoph]], and [[Thanatoph]] along with Melgorehn&#039;s Reach and Darkstone Castle. In the coming days, an imperial caravan will be arriving to Wehnimer&#039;s Landing on a diplomatic mission to announce the new ruler of the declared Barony of Darkstone and begin the anticipated cooperation and transition as our people go forward not only as allies, but as neighbors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By my Hand, Earl Eddric Jovery, The Northern Sentinel of the Turamzzyrian Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius put a crisp scroll in his ashen-hued robe.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===5123===&lt;br /&gt;
[[Vaemyr (prime)|Vaemyr]] on the Town Council of Wehnimer&#039;s Landing had a letter sent to Earl Jovery by Lord Elidal, in the same period as the [[Black Thorn Resistance]] was calling for a referendum to reject the protectorate, asking about the possibility of revoking the protectorate or clarifying in detail what it means. This was taken as an insult by the Earl. But he responded on [[North By Northwest - 2023-01-28 - The Earl Unfurls (log)#Earl Jovery&#039;s Letter|01/28/5123]] by explicitly spelling out the legal status of Wehnimer&#039;s Landing as far as the Turamzzyrian Empire is concerned. The declaration begins by reminding the historical origins of the protectorate, which is the Northern Sentinel providing a legal hurdle from imperial provinces being able to annex the Landing at will as unclaimed territory:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Cordarius clears his throat.&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have heard you, citizens and alike of Wehnimer&#039;s Landing. I have always heard you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When the demon Hochstib came to steal your freedom and peace in 5103, I heard you. The banners of the north rose to the sky while our brothers and sisters took to the field to rescue Wehnimer&#039;s Landing from the mad Baron. Our sons and daughters fought and bled beside you. We understand the value and promise of a free Wehnimer&#039;s Landing as much then as we do now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When Barnon Slim usurped the government of Wehnimer&#039;s Landing in 5111 and ordered the Silver Gryphons executed, we went on to dispatch the might of the imperial north and crush any oppression of the town&#039;s people and their protectors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In 5112 we joined forces in eliminating perhaps the single greatest threat of our lifetimes, when we rid the world of [[Althedeus]] during the [[Cross into shadows|War of Shadows]]. We did not do such as men standing in opposing corners. We did so as a united people who embraced life, freedom, and family above all else.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In 5115, I issued the command to construct the Hendoran Outpost within the grasslands near Wehnimer&#039;s Landing, to be commanded by Sir Thadston at the time. It was not an act of war, it was not the preamble of an invasion. It was to serve as a staunch reminder to our shared enemies beyond the walls that we have fought and stood together, and we will continue to do so. It was to remind those threats lurking in the shadows of the world that together we have always known nothing less than victory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In 5116, your great citizens braved it all to save my life, when the wickedness of Chaston Griffin had put it in peril. We have faced countless enemies and have seen years of turmoil, but from each conflict we have risen stronger. But that has not come without its scars.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is at times difficult to forget our wounds. Even if the flesh has long since healed, the memory of its pain can linger. It is that anguish that can forge a man into a weapon for good, or for evil. When do we admit wrongs, and what do we do to end their cycle? When does a man swallow his pride, face his sin, and deliver grace?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is why writing this letter has pained me so. There has never been a time when I looked upon Wehnimer&#039;s Landing as anything but a trusted ally and neighbor to the north. Never once have I sent troops to occupy your lands, or garnish your resources, or impose upon your freedoms.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am an old man, and with age has come wisdom, but perhaps I had been a fool to believe my actions were somehow more valued in comparison to inked words. Had I known letters and not blood was more critical in proving my intentions, then there might be thousands of imperial mothers who did not have to bury their sons or husbands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I refuse to accept that we have entered a world and time where actions are meaningless. You, Wehnimer&#039;s Landing, above all should know the danger of silvered tongues in the mouths of corrupt and depraved imperials. Those who have sinned against you were as much our enemy as they were yours.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it is words you are desiring, then so be it. I hope the action in that alone speaks louder than the ink on this parchment. It is my genuine fear that for those in such need of these things will still find themselves unsated. Will words provide true comfort, and quiet the fears that actions alone did not? Time will tell.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twenty years ago, Wehnimer&#039;s Landing was declared a protectorate of the Turamzzyrian Empire. That has not changed, nor will it. Within that status, Wehnimer&#039;s Landing exists under the protective eye of the Empire. Your enemies are our enemies. Your interests are our interests. Your freedom and existence are equally important to the Empire, which is why your town remains beyond imperial borders, but can still benefit from our resources and might.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But our two people can surely benefit from further clarification. I have received Lord Elidal Dhenin&#039;s requests, and recommendations, and I have ruled a response accordingly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By decree of the Lord Sentinel of the North, Earl of North Hendor, and Lord Protector of the Broken Kingdom, and by grant of his Imperial Majesty, Emperor Aurmont Chandrennin Anodheles, I have hereby ordered the following:&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The protectorate status of Wehnimer&#039;s Landing remains unchanged and shall not be revoked.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non-imperial entities or governments are disallowed from laying claim to any territory within or around Wehnimer&#039;s Landing. This includes the presence of any foreign military, such as outposts or armies. Such advances will be viewed as an act of war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The formation of the Barony of Darkstone shall never result in the future annexation of Wehnimer&#039;s Landing, affording the town the right to not be absorbed into imperial territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The town of Wehnimer&#039;s Landing will be officially recognized to govern itself independently, in both the creation and management of their laws and leadership, without any interference or influence from imperial entities, so long as said regulations do not run contradictory to the established laws, well-being and interests of the Turamzzyrian Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Threats, dangers, and enemies of Wehnimer&#039;s Landing shall also be designated at the same status level within the Turamzzyrian Empire. Furthermore, the Empire shall defer to Wehnimer&#039;s local laws and defense measures first but will respond accordingly in relation to the severity of the threat to imperial interests.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Likewise, adversarial organizations, armies, or governments officially identified as threats to the Turamzzyrian Empire will also be subject to the same status level within Wehnimer&#039;s Landing, affording the Empire the right to extradite imperial criminals to face trial and justice within their borders.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Imperial citizens found guilty of crimes or corruption operating within the walls of Wehnimer&#039;s Landing shall be subject to imperial justice and will no longer be provided safe haven for abusive or criminal behavior. Crimes of imperial citizens within Wehnimer&#039;s Landing, at the discretion of the Northern Sentinel, may be tried and punished within the jurisdiction of Wehnimer&#039;s Landing&#039;s courts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Additionally, Wehnimer&#039;s Landing shall be free to conduct trade as an independent government, allowing them autonomy in their economic matters, so long as said contracts do not negatively harm or undermine the interests and well-being of the Turamzzyrian Empire, or are entered into agreement with imperial-designated adversarial organizations or governments.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The imperial position of Regional Envoy of Wehnimer&#039;s Landing shall be vacated at the end of Charlatos, 5123, and at the prior approval of the mayor shall henceforth be doubled in capacity, serving for terms of two-year cycles. It is now established that no official governing or advisory position within Wehnimer&#039;s Landing shall be held by any non-citizen of the town.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius blinks.&lt;br /&gt;
&lt;br /&gt;
Cordarius asks, &amp;quot;Wait..what?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius looks back at the scroll.&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is my hope, that as I have always heard you, that you will now hear me. May the future of Wehnimer&#039;s Landing, and the neighboring Barony of Darkstone be one of shared benefit, cooperation, and peace. May we agree that those who would wish or work against such an outcome are mutually our enemies and will be responded to in kind. May we never lessen the weight of actions and tarnish the good deeds of our truest heroes.&amp;quot;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By my hand,&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Earl Eddric Jovery. The Northern Sentinel. Earl of North Hendor. Lord Protector of the Broken Kingdom. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordarius says, &amp;quot;Etc....etc...&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Two weeks prior on [[North By Northwest - 2023-01-15 - Freepudiation (log)#Thadston&#039;s Announcement|01/15/5123]], in response to the petition signed by various parties and organizations (some of whom were not based in Wehnimer&#039;s Landing) for a referendum on rejecting the protectorate status, Mayor Thadston denounced the attempt and reasserted Wehnimer&#039;s Landing as a protectorate of the Empire. The government of Wehnimer&#039;s Landing has generally acquiesced to imperial decrees and tolerated some minor indirect rule, but had tended to not affirmatively reference the word &amp;quot;protectorate.&amp;quot; However, it was entirely consistent and predictable for Thadston to do so as Mayor, as he originally came to the town as an imperial knight to assert that status.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Freedom.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston twists his head slightly, cracking his neck. He looks relieved.&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have grown so tired of this word tossed about from every side, from every mouth, acting as if each mind can suddenly redefine or redraw its meaning and purpose. Freedom is not an opinion or an angle. Freedom is a truth, and it ascends men and borders and strangling thorns. There are small voices clamoring to make noise louder than they are. I stand at the highest peak of Wehnimer&#039;s Landing. My ears are reached daily with the needs of our farmers, our merchants, our dockworkers, our families. My desk is littered daily with the demands of our blacksmiths, our fishermen, our loggers and our shipwrights. Do you know what they speak of? Do you know what they ask?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They ask for protection from nefarious men in masks claiming to be a Brotherhood. They ask for peace in their streets without threat of harassment for their opinions. They ask for bountiful harvests to help feed their families and fill their storehouses. They ask for walls of stone to deter great beasts and shield against strong winds. They ask for increased trade to open a world of opportunity for them and beyond. Do you know what they do not speak of? Do you know what they do not ask for?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Freedom.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you know why?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is because they already have freedom. That is why they do not bombard with me such requests. Because our townspeople, our true heart of this town and community, refuse to waste time in asking for that which they already have and acknowledge. Yet here I stand before you, having to address these tiny mouths with loud bellows. Oh, but you have penned a letter and collected signatures. How incredibly noble. Except, they are as illusionary as the threat you swear to work against.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Half of these organizations who stir up chaos under the guise of defending Wehnimer&#039;s Landing do not even call the town their home. They creep down here from Icemule Trace to spread their cold lies, since apparently their home does not have enough troubles as it is. I promise you this, if you come south to Wehnimer&#039;s Landing and bring trouble, I will come north and bring a measure of my own. I will win. You should work well to avoid that embarrassment and tarnish on your history. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Half of these names I see signed I do not even recognize. Some of you must dwell so deep in the shadows that you might as well be a ghost. I do not hear your name shouted in the midst of invasions as townspeople declare their appreciation for your assistance, your shield, or your healing or services. Your names have not echoed in my mind as battle commands are proclaimed while we defend the great Wehnimer&#039;s Landing. Perhaps you should remain under the rocks or return to whatever town you came from.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston twists his head slightly, cracking his neck. He looks relieved.&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, the Dae&#039;Randir, how you have strayed from your roots, stretching too far and too wide to be nourished properly and grow. Do you not recall the words of the Coyote himself? &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ours is a refuge and safehouse for the lost and hapless shadow. Ours is the even scale of balance amidst a world of predictable and unpredictable challenges. Ours is a spiritual enlightenment for those who lack or want. We offer our services and insight to all who walk Elanthia. It is found that even the most chaotic of souls craves a little order upon occasion, a little direction. Even the most organized, controlling, and orderly of souls, can benefit from a little freedom of action and inspired change in their lives. Those are the words of Turinrond. He understood balance, and order, and welcomed all not as enemies first. You would do well to remember too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Claws of the Drake, do you even deserve my words right now? You call Icemule Trace home, so why can I hear you from here? Keep your eyes and voices attuned to your own hearth. I will not tolerate you coming here and trying to sway the minds of our hardworking people. You are less welcome than the imperials you rail against. When you return, I would suggest you revisit your purpose. You say you serve the greater good of the lands and accept all races and cultures who are willing to contribute. You seek to promote the exchange of ideas throughout the lands and increase cultural understanding and unity across culture divides. Yet your actions and your words are the opposite of that. You operate in lies. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fenog&#039;s Regulars, have you filed the appropriate paperwork to move your organization&#039;s headquarters from Icemule to Wehnimer&#039;s? No? Nothing? Then perhaps you should think twice before lending your name and complaints to matters of our town. You say your main goal is to assist the community of our lands as a whole, lending a helping hand wherever needed. There are imperial settlers who have braved the new land and need your assistance. Are you true to your word, or in fact just charlatans? &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Northern Regulators. Your very name implies a form of control and restriction, so I find it laughable that you lend your whiny voice to some misconstrued fight for freedom. Your group is dedicated to the protection of Icemule Trace. Go then, stay there, prepare to defend, prepare to protect. Because if you continue to meddle in the affairs of my town and home, Icemule will need you more than ever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;RYSK you cannot even spell. You exist to sail the seas and have been formed under the banner of ale. Are you even sober enough to know what you signed? I think you&#039;ve received all of the attention you deserve from me. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let me be very clear. I am the Mayor of Wehnimer&#039;s Landing. I speak for the town, for the voices of our populace have given me that honor and that right. I speak for them so that you are not confused and do not need to. The Empire is not our enemy. Division within the town is our enemy. The rot of the Brotherhood of Rooks is our enemy. The entanglement of baby thorns is our enemy. They are as oppressive as the opponent they claim to defend against. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Empire has already given and protected our freedom. They have soaked our own lands with their blood. Hendor. Bourth. Vornavis. Mestanir. They did not die here to enslave us. They died to fight with us, to defend our small jewel on the bay. They died so that our true freedom could live, because they recognized its value to us, and perhaps in some ways they envied parts of it and wished it for themselves. We do not bend to a Baron, or an Earl, or an Emperor. We are led by an office, within a wooden building, within spitting distance of the heart of town.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We vote for our mayor. We vote for our councilors. We rise each morning unshackled, and we lay our heads to rest each night unchained. If anything, our freedom has allowed voices of dissent to even exist. Yet those voices do not see the true threat they bring. We have entered a turning point in our history. Wehnimer&#039;s Landing is uniquely positioned to gain more prosperity, more opportunity, and more value. Yet bitter voices threaten to unravel all of that, and tip over the apple cart, leading to chaos and distrust and perhaps even war.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are a protectorate. It comes with more blessings than curses. It is time we spend our efforts to ensure a fair future, of mutual gain, of mutual defense, of true acceptance, and unity, that the organizations who signed their name to a letter once vowed to make their purpose. Is it any surprise, that you cannot muster many names of organizations who call Wehnimer&#039;s home to your cause? It is because the true people of this town, and the true heroes of this town, welcome a brighter future of agreement and peace, not chaos and resentment. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston recites:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh yes, the north is free. It will always remain such. But it should also be free from those that would seek to sow chaos. Your time has ended. This is a warning more than a proclamation. If you continue to work against the future of Wehnimer&#039;s Landing, there is no tunnel and no wall of thorns that can hide or protect you. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thadston says, &amp;quot;Goodnight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mayor Thadston just marched stiffly into the Moot Hall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Additional Information==&lt;br /&gt;
&lt;br /&gt;
* [[/saved posts|Saved posts]] - OOC posts by GMs on the meaning of the protectorate concept and how it developed over years of events.&lt;br /&gt;
* [[Northern Sentinel&#039;s Decree on the Imperial Protection of Wehnimer&#039;s Landing]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Wehnimer&#039;s Landing]]&lt;br /&gt;
[[Category:Turamzzyrian Empire]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=196272</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=196272"/>
		<updated>2023-05-05T15:08:29Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: miscellaneous&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are OOC footnotes for the &#039;&#039;&#039;unofficial&#039;&#039;&#039; document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|&amp;quot;Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
This is meant to explain the motivating logic behind embellishments and what gaps or inconsistencies are being reconciled. (It is actually pretty light on 100% fabrications, which are bolded on the linked copy above without the footnotes.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Forbidden Knowledge and the Black Arts===&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist,[1] I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts[2] and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent.[3] What follows here is a brief survey in three volumes.[4] It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order.[5] It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms.[6] There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.[7]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[1] [[Harrowing and Esoteric Archaeology|Occult archaeology]], or &amp;quot;esoteric archaeology&amp;quot; and &amp;quot;occult philology&amp;quot;, are made up disciplines Xorus explained once for a Faendryl symposium.&lt;br /&gt;
[2] &amp;quot;Black arts&amp;quot; is used in this to refer to highly corruptive magic performed by villain types that is worse and more condemned than the sorcery typically used by Faendryl. (e.g. the [[Blood of the Sea: The Krolvin and Their Descendants|blood mages]] of the krolvin, who Auchand has said on Discord is the only major culture that practices blood magic, and that it is worse / darker than what we call sorcery.) It is used as a distinction from the term &amp;quot;dark arts&amp;quot;, which refers to contemporary sorcery having partly overlapped with historical black arts. The document explicitly and overtly historicizes the word &amp;quot;sorcery&amp;quot;, so that its present meaning / conventions are a product of history, while addressing all its conceptual ambiguities.&lt;br /&gt;
[3] This document treats magic as arising from intellectual and cultural traditions, with a corresponding history of ideas and influenced by historical forces. It splits apart various aspects under the umbrella &amp;quot;sorcerer&amp;quot; into different origins and kinds. It was also to break up the excessive conflation and near monopoly of sorcery by the Faendryl.&lt;br /&gt;
[4] Volume 2 fleshes out the meaning of &amp;quot;black arts&amp;quot; (and magical corruption), taking that term from the original [[Legend of the Necropolis of Etrevion (essay)|&amp;quot;Legend of the Necropolis of Etrevion&amp;quot;]] story for the [[The Graveyard|Graveyard]]. Volume 3 is classification schemes for the unliving. The volumes are stand-alone, more or less, but interrelated. Some terminology in Volume 1 is elaborated in the other volumes. Volume 1 is more or less polished. Volumes 2 and 3 are rough drafts and might better be broken up and cannibalized into more specialized documents.&lt;br /&gt;
[5] The document is trying to characterize traditions out of kinds of cultures (e.g. animism -&amp;gt; druidism, shamanism) as tendencies, rather than the messy gritty details of concrete history, where there would be tons of redundancy and reinventions. This was intentionally done to avoid filtering everything through individual race monocultures, which is a defect of Elanthia&#039;s lore documentation in general, and instead speaks of propensities from worldviews and value systems with geographical or sociopolitical/economic conditions. &lt;br /&gt;
[6] This terminology is explained later in this document. &amp;quot;dark sorcery&amp;quot; is a distinction from &amp;quot;classical sorcery&amp;quot;, and this sentence amounts to saying the document is written with a Faendryl bias. The sentence &amp;quot;sorcery is demonology and necromancy&amp;quot; is true of &amp;quot;dark sorcery&amp;quot;, but it is not true (or very strained and forced) of the way this document defines &amp;quot;classical sorcery&amp;quot;, which is based instead directly on the Sorcerer class definition (which originated in I.C.E. and in practice has only ever accurately characterized a subset of the spell list in GemStone, whereas the duality of demonology and necromancy lores was not implemented until the GemStone IV conversion.)&lt;br /&gt;
[7] Hedge on the scope of its correctness, and allowance for having Faendryl bias but also saying things Faendryl would not like. IC author is contrary on some matters such as the Arkati and Drakes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way.[8] For this I will defer to ethnographers and religious historians.[9] In this compendium the unifying focus is necromancy in a very broad sense.[10] Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions.[11] It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.[12]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[8] This is an &amp;quot;Other&amp;quot;-ing framing where archetype categories (e.g. &amp;quot;witch&amp;quot;, &amp;quot;warlock&amp;quot;, &amp;quot;shaman&amp;quot;, &amp;quot;druid&amp;quot;) are used compared to some orthodoxy (Faendryl sorcery, magical theory), not necessarily the ways the people being described would describe themselves. It also uses specific definitions for those words, which are not necessarily the same ordinary usage meanings by others. (e.g. Dhe&#039;nar warlocks may not directly be what this document means by &amp;quot;warlock&amp;quot;)&lt;br /&gt;
[9] This is glib. It would be a very dangerous thing for an ordinary academic to study.&lt;br /&gt;
[10] The scope of &amp;quot;necromancy&amp;quot; is more defined in Volume 2. Sorcerer profession [[Sorcerous Lore, Necromancy|mechanical &amp;quot;necromancy&amp;quot;]] is generally everything related to flesh, blood, life forces, spirit, effectively filling in for the term &amp;quot;animate matter.&amp;quot; This texts broaden the historical scope of the term, so that 50,000 years ago it would instead refer to stuff like communing with departed spirits and resurrections, because that is &amp;quot;death magic.&amp;quot; While the contemporary meaning is written in an inherently sorcerous form but significantly broader than undeath.&lt;br /&gt;
[11] This is explicitly framing this document as IC engaging in convention construction to make an internally consistent rationalist framework.&lt;br /&gt;
[12] The recency bias applies more to Volumes 2 and 3 in terms of examples. But the general point is that interpreting records of past events and practices is warped by expressing it in terms of what exists or is considered important in the present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
Vice Chancellor Emeritus&amp;lt;br&amp;gt;&lt;br /&gt;
Hazalred Thaumaturgical Insitute[13]&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[13] This is a completely made up institution and title within the [[The Theory of Governance and Social Order#Clerisy|Clerisy]]. It is named after the ancient Faendryl NPC [[Abdullahi Hazalred]] (which is an obvious easter egg of Lovecraft&#039;s Abdul Alhazred, the fictional author of the Necronomicon, a grimoire with information on summoning otherworldly daemons in the Lovecraft mythos.) Ranks below the level of &amp;quot;Chancellor&amp;quot; are not defined in present documentation, but this could change in the future (e.g. &amp;quot;[[Pathways to the Orders of the Turamzzyrian Empire]]&amp;quot; in May 2023).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volume I: The History of Necromancy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul.[14] In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods.[15] It took its earliest forms in mortuary rituals and the divination of ancestral spirits.[16] Throughout history it has become an ever darker form of magic, splitting from its spiritual roots.[17] It is now the black arts of foul corruption and the utter debasement of life and death.[18] Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood.[19] But necromancy has never been as narrow as the undead, and has taken many other forms in history.[20]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[14] The general idea is that it is not just spiritual magic, or calling on spirits, but coercively or corruptingly using the substances of life and spirit. This is referring to the more modern meaning of the word, which is contrasted by the next sentence. We are also keeping consistent here with DragonRealms on [https://elanthipedia.play.net/Category:Necromancer_spells &amp;quot;necromancy&amp;quot;] being the hybridizing of life mana, or in special cases holy mana. Life and holy mana are tacitly distinct in GemStone (e.g. Cleric/Paladin base spells and Convert mechanics versus Ranger/Empath base spells), but are treated monolithically as spiritual magic.&lt;br /&gt;
[15] This is what the word would have meant in the early Elven Empire or pre-House villages and colonies, roughly 50,000 to 60,000 years ago, before it went down darker paths. Black arts may have already existed in southern wastelands, but the technical term &amp;quot;necromancy&amp;quot; ought to begin in the Elven Empire to refer to divination practices with spirits of the dead and then have its meaning shift later.&lt;br /&gt;
[16] Rationalist characterization of spiritual and animist magic.&lt;br /&gt;
[17] Necromancy refers to sorcery practices now, which is hybrid magic rather than spiritual magic. This document explains how the precursor forms got twisted into sorcerous forms.&lt;br /&gt;
[18] This refers to what most non-Faendryl mean by the word &amp;quot;necromancy&amp;quot; in the present day. The next sentence instead refers to what this document calls the &amp;quot;dark arts&amp;quot; meaning of necromancy (i.e. Faendryl dominated paradigm) rather than the &amp;quot;black arts&amp;quot; meaning.&lt;br /&gt;
[19] This is what Faendryl and self-identified &amp;quot;sorcerers&amp;quot; (guild member types) often mean by &amp;quot;necromancy&amp;quot;. This typically would not include the darkest stuff, like what this document calls &amp;quot;soulcrafting&amp;quot;. It is presumably illegal in Faendryl lands, for example, to make yourself into a lich and continue on in Faendryl society that way.&lt;br /&gt;
[20] Explicitly stating that we are using a broader definition than undead magic, and that we are historicizing the concept.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds.[21] More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify.[22] Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares.[23] In this way it is difficult to illustrate the whole tapestry of the black arts.[24] Whether a given horror is undead, demonic, or something else, is not always obvious.[25] That is the legacy of necromancers.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[21] This is a thesis statement for defining (contemporary) necromancy as a mode of sorcery, where this definition of it is inclusive of the black arts. Implicitly this is referring to &amp;quot;animate matter&amp;quot;, whereas a similar statement for inanimate matter might include the darkest stuff covered by the word &amp;quot;demonology&amp;quot;, or else be where they converge on each other.&lt;br /&gt;
[22] This is rooted in how &amp;quot;sorcery&amp;quot; is defined in this text as unnatural fusions and contradictions. That is keeping consistent with the way sorcery and necromancy are defined in DragonRealms. The distinction between transformation and transmogrification is elaborated in Volumes 2 and 3. Loosely, the convention used here is that transmogrification is more irreversible, more perverse and foundationally corrupted.&lt;br /&gt;
[23] This is elaborated more in Volumes 2 and 3. It is retaining consistency with the metaphysical category corruptions used in DragonRealms&#039; [https://elanthipedia.play.net/Sorcery magic theory for sorcery].&lt;br /&gt;
[24] Hedge for keeping the definitions and examples open ended rather than exhausted by a normative definition. It is also framing a recognition of the inherent blurriness or ill-definition of a lot of this stuff, or that there is a lack of full understanding of what&#039;s really happening in the darker stuff. This is related to the meaning of &amp;quot;esoteric&amp;quot; magic later in this document, and how black arts rituals are characterized in relation to flow magic in Volume 2.&lt;br /&gt;
[25] This is elaborated much more in Volumes 2 and 3. GemStone has always had precedents of artificially made demons and blurring between demons and undead, dating back to early I.C.E. books and all the way through to modern stories. The simplistic formula of &amp;quot;undead are cursed souls of the dead of this world&amp;quot; and &amp;quot;demons are inherently things native to other planes and not this world&amp;quot; does not actually in practice describe what is true in the world setting and never has. It&#039;s much more complicated than that, and this text treats modern &amp;quot;necromancy&amp;quot; as more generally debasement/perversion/etc. of sentient/sapient/etc. beings in general. (One straight forward example is [[vathor]]s making [[necleriine]] demons using a necromantic ritual on Elanthian corpses. Another is the existence of extraplanar undead, such as [[murky soul siphon]]s. Then there are demonic hybrids with the living and all sorts of monsters corrupted by dark energies.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I. The Age of Darkness (-130,000? to -50,000 Modern Era)[26]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil.[27] The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth.[28] They fed on the essence and the soul.[29] Where they came from is not known.[30] But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands.[31] Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons[32] -- it is said they can never truly die. Their remnants linger, in sleeping death.[33] Horrible relics of dreadful power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- [[Linsandrych Illistim]], First Master of Lore, House Illistim [34]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[26] The -130,000 number comes from the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document. It is using -50,000 because that is shortly before the Houses were founded (i.e. imperial Elven bias), but strictly speaking there was non-urban civilization prior to that but after the Ur-Daemon War, which is described in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The Age of Darkness can be subdivided (e.g. [[Caylio Javilerre]] referred to the Arkati dominated period.)&lt;br /&gt;
[27] This is supposed to be continuing onward from her writing about the oppression of dragon rule, where Linsandrych apparently interpreted the Drakes as literal dragons, as opposed to draconic manifesting greater spirits above the Arkati. This Drakes vs. dragons issue is addressed later in the document. Using &amp;quot;the veil&amp;quot; metaphor in a Linsandrych quote would date its usage back roughly 55,000 years, before veil piercing magic was invented, and is establishing here early Elven Empire understanding of the Ur-Daemon as extraplanar entities. &lt;br /&gt;
[28] This is partly based off the Imaera related [[Gods of Elanthia|gods lore]], and playing off a premise that earlier elves interpreted the Ur-Daemon as &amp;quot;darkness&amp;quot;, not knowing or understanding the extraplanar cosmos concepts. This shadow monsters in the forest concept is depicted in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; for the Age of Darkness period. &amp;quot;[[Origins of Tonis]]&amp;quot; explicitly says the Ur-Daemons &amp;quot;blackened the land&amp;quot; with their &amp;quot;corruption.&amp;quot;&lt;br /&gt;
[29] This is in the original &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[30] This has been the premise with the Ur-Daemon in general, that for all we know they&#039;re still out there somewhere, but we do not actually know. (e.g. &amp;quot;History of Elanthia&amp;quot; with the Faendryl exile arguments, &#039;&#039;&amp;quot;Illistim mages pointed out the dangers of penetrating the veil. For all any knew, the Ur-Daemon still existed somewhere beyond it.&amp;quot;&#039;&#039;; Daephron Illian supposedly trying to summon them and accidentally getting the Vvrael.)&lt;br /&gt;
[31.1] &amp;quot;Demon Lords&amp;quot; is pure invention, it has not been used for them. The Ur-Daemon have precedent of being called &amp;quot;the Dark Ones&amp;quot; and &amp;quot;the Ur&amp;quot; by NPCs, and this text also refers to them as &amp;quot;Old Ones&amp;quot; and &amp;quot;dead gods&amp;quot; as a Lovecraftian motif.&lt;br /&gt;
[31.2] The Ur-Daemon have been portrayed in very different physical forms, including actual visualizations, so it is hard baked that the term has to refer to a wide assortment of morphologies. (Later in this document an oblique reference is made to the possibility of them metamorphing, which could help explain this issue.) The Beast of Teras Isle seems vaguely vathor-like, though it pre-dates the creation of vathors. Ith&#039;can resembled a huge oculoth. Orslathain supposedly had huge wings of darkness. Melgorehn&#039;s Reach time warps have shown them resembling huge floating squids, with Drakes breathing fire on them. The &amp;quot;[[Constellations of the Northern Sky]]&amp;quot; document instead suggests they should have appendages with six taloned claws. These are generally compiled on the [[Ur-Daemon]] page.&lt;br /&gt;
[31.3] The &amp;quot;History of Elanthia&amp;quot; insinuates a logical relationship between the Ur-Daemon and undeath, because of Despana &#039;&#039;searched the land for the old places of the Ur-Daemons&#039;&#039; (Rhoska-Tor) and &#039;&#039;somewhere in what is now called Rhoska-Tor, her quest succeeded when she found the Book of Tormtor.&#039;&#039; The Book of Tormor was &#039;&#039;said to be written in the language of the Daemons&#039;&#039; but &#039;&#039;none can now be sure of its contents.&#039;&#039; &amp;quot;Gods of Elanthia&amp;quot; establishes the twisting of the living by dark forces as a concept, and more specifically rebuilding life after the Ur-Daemon war.&lt;br /&gt;
[31.4] This is a real-world biblical usage of &amp;quot;legion&amp;quot;, but the words legion (along with being misshapen and horrible to look upon) and &amp;quot;vile minions of shadow&amp;quot; are also used to describe them in a fresco in the Drake&#039;s Shrine, which dates back to the Ur-Daemon War. The premise that the demonic were present in vast numbers and endlessly being reinforced through the rift to their &amp;quot;eldritch plane&amp;quot; is also in the &amp;quot;[[Origins of Tonis]]&amp;quot; legend: &#039;&#039;&amp;quot;Though at first the drakes were successful in containing the extraplanar threat, the Ur had numbers without limit, for they had established a great rift that connected the world of Elanthia with their eldritch plane. They had infested the surrounding lands in such numbers that seeking the rift meant a fool’s death, though drakes and Arkati both tried.&amp;quot;&#039;&#039;&lt;br /&gt;
[32] This is interpreting &amp;quot;Ur-Daemon&amp;quot; as just the meaning of the prefix &amp;quot;Ur-&amp;quot; and not necessarily a species name. A Ride of the Red Dreamer NPC also once [https://gswiki.play.net/Category:Ride_of_the_Red_Dreamer implied] they were not always called Ur-Daemon by mortals: &#039;&#039;Beonas says, &amp;quot;...we call them Ur-Daemons, now.&amp;quot;&#039;&#039;&lt;br /&gt;
[33] This premise has been used for Ur-Daemon body parts in storylines by Auchand and Kenstrom. The eye of the Ur-Daemon we call Ith&#039;can was [[Cross into shadows|recharged/revived]] to some extent, for example, with blood from the Beast imprisoned in the glaes caverns on Teras Isle. Other Ur-Daemon body part MacGuffins include the Eye of Goseth (corrupted the [[Sanctum of Scales]]) and the Shroud/Skin (which cut off the Red Dreamer from the power of the Arkati). &amp;quot;[[Origins of Tonis]]&amp;quot; uses similar premises on the Arkati versus Ur-Daemon relationship. This incidentally makes it very dubious that Marlu can consistently be Ur-Daemon, because of Cleric/Paladin magic through Marlu. The IC author does not get into it in this document, but would argue Marlu was more likely an Arkati born from the shattering of the veil when the Ur-Daemon arrived.&lt;br /&gt;
&lt;br /&gt;
[34] This whole paragraph is totally made up. Linsandrych is the founder of House Illistim, existing canon quotes are used elsewhere in the document. &amp;quot;First Master of Lore&amp;quot; is an unclearly defined title, because Meachreasim Illistim in recent years is also called &amp;quot;First Master of Lore&amp;quot; (e.g. in later versions of &amp;quot;History of Elanthia&amp;quot;), and it is not defined in later Illistim documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism.[35] With this came the true Age of Darkness.[36] It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other.[37] The dragons who survived were driven mad.[38] It is not known how this happened.[39] The more chaotic or demonic realms beyond the pale are incapable of opening portals into higher realities.[40] Whether it was an accident, or they were brought here on purpose, the way was opened.[41] Once they were here, they ripped apart the veil.[42] It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons.[43] These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers.[44] They fed upon the magical energies of the world, and their very presence stained their surroundings.[45]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[35] The IC author is following the Linsandrych track here of equating Drakes and the dragons the ancient elves hated and feared. He questions this in an iconoclast way in a later section, suggesting draconic manifesting deities that the elves did not distinguish from ordinary dragons. &amp;quot;Utter Darkness&amp;quot; is a pure invention, and trying to plug a meaning into &amp;quot;Age of Darkness.&amp;quot; Later it refers to the Elven word [[Shimmering glaesine orb|&amp;quot;Draekeche&amp;quot;]] from the House Illistim motto as meaning &amp;quot;darkness&amp;quot;, which is an canon translation and from -49,080 Modern Era. The &amp;quot;barbarism&amp;quot; of the dragons plugs in later to interpreting Yshryth Faendryl&#039;s speech.&lt;br /&gt;
[36] Caylio Javilerre split the Age of Darkness up into an Age of the Drakes and an Arkati-dominated era after the Ur-Daemon War. The IC author here is using the Ur-Daemon to say something about the large scale introduction of dark energy corruption from other worlds (including demons and undeath) with the Ur-Daemon War.&lt;br /&gt;
[37] Playing off &amp;quot;Draekeche&amp;quot; meaning &amp;quot;darkness&amp;quot; and the visual fact in time rift manifestations of Drakes breathing fire on Ur-Daemon, and that both are largely dead or gone now.&lt;br /&gt;
[38] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; about dragons being driven mad with fear. The IC author would probably question this as historians trying to rationalize why dragons today are apparently weaker than masters of Arkati. But is not getting into that here, citing it on face value.&lt;br /&gt;
[39] The introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot; and other documents such as &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; have a story of Fash&#039;lo&#039;nae bringing the Ur-Daemon to Elanthia, but &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; at the bottom shows how thin the actual evidence of that legend is. &amp;quot;[[History of Elanthia]]&amp;quot; implies it is not actually known how the portal happened.&lt;br /&gt;
[40] This is an embellishment to explain why demons do not come into this world on their own (and why we do not get summoned by demons), including various ones from storylines that have tried to come here on purpose, but when they are already here they can open rifts to let in more demons. The abyran&#039;ra did this in the [[Rhythus Veranthe Faendryl|Rhythus Veranthe]] event for the release of [[725|725 Minor Summoning]], the Ur-Daemon Ith&#039;can was able to open portals with its eyes, the ebon-swirled primal demons of the Southron Wastes (a variety of oculoth) can likewise send their eyes through rips in space. This cosmology explanation was the reason why in the I.C.E. Age, combined with the Eyes artifacts at the poles, which have a direct analog in the Eye of the Drake artifact from the Vvrael quest. The Vvrael, [[Vishmiir]], Althedeus, and so on, have generally always needed the way opened from this side. (Morvule is likewise an expert in demon summoning and planar studies, but had to be summoned back to Elanthia with the aid of a sacrifice ritual by the Luukosian Order. Yet in the same situation was able to fly back and forth from Elanthia and the Maw of Luukos.) Volume 2 makes more explicit use of this basic cosmology premise of more chaotic and higher ordered essences, consistent with the chaotic energy barriers of combat demons. &amp;quot;History of Elanthia&amp;quot; framed it implicitly as weird with the word &#039;somehow&#039; in the line &#039;&#039;&amp;quot;Ur-Daemons somehow opened a portal to Elanthia&amp;quot;&#039;&#039;.&lt;br /&gt;
[41] This is a nod to the legend that Fash&#039;lo&#039;nae brought in the Ur-Daemon, which is mentioned in a few documents now, and &amp;quot;[[Gods of Elanthia]]&amp;quot; attributes it to Faendryl &amp;quot;elder historians&amp;quot;.&lt;br /&gt;
[42] This refers to the Ith&#039;can ability to open portals / rifts with its eyes. This was stated in a Kenstrom storyline. To a lesser extent in terms of relevance, the ebon-swirled primal demons in the Southron Wastes also do this, their eyes emerging from rips in space.&lt;br /&gt;
[43.1] Partly refers to the [[History of Fash&#039;lo&#039;nae|shattering]] of Fash&#039;lo&#039;nae&#039;s library as an &#039;&#039;&amp;quot;amplifier&amp;quot;&#039;&#039; for anchoring &#039;&#039;&amp;quot;the portal to the Ur-Daemon&#039;s home world&amp;quot;&#039;&#039;, and partly refers to the &#039;&#039;&amp;quot;instability between valences during the cosmic battle&amp;quot;&#039;&#039; in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document. But &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; also uses the plural wording: &#039;&#039;&amp;quot;the portals of the Ur-Daemons&amp;quot;&#039;&#039;. The premise of a single major portal though is also hard baked in the setting for the last battle which blasted the landscape for hundreds of miles &#039;&#039;&amp;quot;leaving it a lifeless wasteland&amp;quot;&#039;&#039;, which in context with the Despana lore only makes sense to refer to Rhoska-Tor and the Southron Wastes. In the I.C.E. Shadow World lore it was possible to form wastelands like that from major portal collapses, which was the then-recent context at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written. In DragonRealms there is some [https://elanthipedia.play.net/Heralds implication] that excessive magical use or power in an area can leave it blasted and ruined. Mana storms similarly are of this notion of power backlash in I.C.E. Shadow World and the Elanthia of both [[mana storm|GemStone]] and [https://elanthipedia.play.net/Manastorm DragonRealms].&lt;br /&gt;
[43.2] With the &amp;quot;[[Ithzir Genesis]]&amp;quot; premise of valencial instabilities forming gateways to this world, and the Ur-Daemon being able to open their own rifts, and similarly random rifts opening in [[mana storm]]s and magical backlashes and so forth, for many reasons a lot of demons in general should have accessed Elanthia. Not just the main ones categorized as &amp;quot;Ur-Daemon&amp;quot;. It is a long-standing development imbalance/distortion in GemStone, for various reasons, that undead are way over-represented mechanically and demons are way under-represented. This document frames premises for demons to &amp;quot;naturally&amp;quot; be in highly corrupted realms and wastelands, including veil weaknesses allowing them to be immaterially present or influencing.&lt;br /&gt;
[44] Another etymological treatment of &amp;quot;Ur-&amp;quot; as its literal prefix meaning. Hedges on how much we actually know about them. For example, Aralyte a Palestra Blade in front of the Beast of Teras Isle (and then using its blood to power up the eye of Ith&#039;can): &#039;&#039;Aralyte says, &amp;quot;It is said...&amp;quot; Aralyte runs a finger along the cavern wall, and briefly across the monstrous head. Aralyte asks, &amp;quot;Is it true, perhaps?&amp;quot; Aralyte asks, &amp;quot;The remnants of an Ur&#039;Daemon?&amp;quot; Aralyte says, &amp;quot;In time perhaps, I will need to return here.&amp;quot;&#039;&#039;&lt;br /&gt;
[45] The premise that Ur-Daemon &#039;&#039;&amp;quot;fed on mana, both that contained in the land&#039;s natural mana foci and that bound around all life&amp;quot;&#039;&#039; stems from the original &amp;quot;[[History of Elanthia]]&amp;quot;. Their bodies are highly corrupting, such as what the Eye of Goseth did to the cultists of the [[Sanctum of Scales]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons.[46] The Great Elementals stormed and the Great Spirits mostly hid or were devoured.[47] It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos.[48] Terrible gods were formed in other worlds from the powers unleashed.[49] There were Arkati who hoarded followers, or attempted to shelter lesser races in other places.[50] Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.[51]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[46] IC author is being non-commital on how much we actually know of that period. In religion the Drakes and some Arkati fought the Ur-Daemon. In time rifts we&#039;ve seen Drakes (meaning apparent dragons) breathing fire on gnarled floating squid monsters, which is ambient messaging for a chamber inside Melgorehn&#039;s Reach. The Planar Shift (740) rift only describes them as &amp;quot;otherworldly creatures&amp;quot;, and the fresco in the Drake&#039;s Shrine is described as &amp;quot;countless legions misshapen and horrible to look upon&amp;quot; and &amp;quot;vile minions of shadow.&amp;quot; The author uses &amp;quot;Great Spirits&amp;quot; as a catch-all for spirit entities up through Arkati and higher in Volumes 2 and 3 and suspects the Drakes were Koar-like Great Spirits and that actual dragons also fought the Ur-Daemon.&lt;br /&gt;
[47] The [[Great Elemental]]s fighting in this period is asserted by the NPC authors of &amp;quot;[[History of Elementals]]&amp;quot;.&lt;br /&gt;
[48] This is stated explicitly in the &amp;quot;[[Ithzir Genesis#Early History|Ithzir Genesis]]&amp;quot; document. It is mildly implied in &amp;quot;[[History of Fash&#039;lo&#039;nae#&amp;quot;Action.&amp;quot;|History of Fash&#039;lo&#039;nae]]&amp;quot; with the shattering of Fash&#039;lo&#039;nae&#039;s library which was &#039;&#039;&amp;quot;scattered to the planar winds, fragmented like a shattered mirror.&amp;quot;&#039;&#039; At least part of it has been visited in-game on the [[Inorios Plateau]].&lt;br /&gt;
[49] Kenstrom refers to these demonic beings as &amp;quot;primordials&amp;quot; and the only named one we have now is Althedeus. (Another might be the force behind the &amp;quot;golden eyes&amp;quot; phenomenon, most familiarly Chaston Griffin with his unnatural mental influence powers, but nothing has really been established yet. Other possible cases of it might be Emperor Aurmont&#039;s son, and the imprisoned force in the Torre reiver ancestor histories, most clearly stated in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.) This premise of Althedeus being formed in another realm by the powers unleashed by the Drake/Ur-Daemon War has been used repeatedly in storylines. It is also in the &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Disciples of the Shadows section.&lt;br /&gt;
[50] For example, &amp;quot;[[History of Eorgina]]&amp;quot; and &amp;quot;[[Legend of L&#039;Naere]]&amp;quot;.&lt;br /&gt;
[51] The devouring shadow monsters of the forests are described in the early part of &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The second half of the sentence is partly based on the twisting and deformation of life that Lornon Arkati do in the Imaera description in &amp;quot;[[Gods of Elanthia]]&amp;quot;, and various monstrosities that have been created through dark magic. [[Althedeus]] itself did similar with its own dark corruptive powers. That is framed from multiple directions, such as Grishom Stone and Elithain Cross under the manipulation of Althedeus, the Shadow Realm creatures that have been encountered, and &amp;quot;[[Orders of the Turamzzyrian Empire#Disciples of the Shadows|Orders of the Turamzzyrian Empire]]&amp;quot; referring to &amp;quot;gruesome shadowy creatures&amp;quot; encountered sailing east of Atan Irith.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles.[52] With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake.[53] This sealed the interdimensional rift and strengthened the essence barriers separating the worlds.[54] There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being.[55] The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth.[56] With the failure of the Eye in 5098, Elanthia saw more otherworldly threats.[57] The Vvrael hold the world on the edge of a widening abyss.[58] The Vishmiir were driven back into the Void.[59] Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.[60]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[52] This is quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; introduction section. This document interprets the wasteland as the Southron Wastes and especially Rhoska-Tor, where &amp;quot;Southron Wastes&amp;quot; is a historically older term, but Rhoska-Tor we interpret as having old language roots in common with Dhe&#039;nar-si. That is because the Dhe&#039;nar-si term &amp;quot;rha&#039;sha&#039;tor&amp;quot; is used in the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document, and &amp;quot;[[History of Elanthia]]&amp;quot; implies it was not called Rhoska-Tor in the Second Age. So this is choosing to give the two forms common etymology rather than having it be a later loan word between languages.&lt;br /&gt;
[53] This is from the Vvrael quest. The entrance to the Rift was initially sealed with a gemstone floating over the ornate pedestal.&lt;br /&gt;
[54] The first part of this sentence was the explicit premise, the second part is a minor extrapolation because the &amp;quot;Eye of the Drake&amp;quot; was blatantly based on the &amp;quot;Eyes of Utha&amp;quot; from the I.C.E. setting, which had the same function and took the same form of a gem floating over a pedestal in inaccessible fortresses near the poles of the world. The failure of the Eye can also be used to handwave explain why we&#039;re dealing with so many huge extraplanar threats in the past few decades.&lt;br /&gt;
[55] Based on the Drake&#039;s Shrine and the loresong on the teleportation orbs given to the Chosen. The imagery involved is pretty clearly from the Book of Revelation, so this is playing into that with the notion of a living seal, and the use of Grail quest motifs in the Vvrael quest treating Koar as the analog of the wounded Grail king with the Dolorous Stroke. The Rift room descriptions also suggest a kind of illness in Koar, and there are numerous indicators that you are supposed to be inside the Great Drake in some sense (especially literal on Plane 5).&lt;br /&gt;
[56] This is from the &amp;quot;[[Wyvern]]&amp;quot; document. The IC author is speaking loosely calling them &amp;quot;lesser dragons&amp;quot;, they&#039;re more like draconic energy beings created by the Great Drakes, whereas &amp;quot;wyrms&amp;quot; in Elanthia would be an actual literal dragon variety (species of the draconic family.) This is iconoclasm and Faendryl skepticism on religion.&lt;br /&gt;
[57] Same point made in note 54.&lt;br /&gt;
[58] The Rift was threatening to widen (i.e. the nebulous sphere would&#039;ve expanded wider into the Drake&#039;s Shrine) in the [[Rift expansion preview (storyline)|release events]] for the Scatter. Also loosely referring to the Scatter opening up. Vvrael quest ended with Terate stabilizing but not actually closing the Rift.&lt;br /&gt;
[59] [[Vishmiir]] event was in 2002 with the day/night release, and they resided in some kind of extraplanar realm called the Void. This document uses the term &amp;quot;Void&amp;quot; later in the context of death mechanics messaging, as well as the term &amp;quot;interplanar void&amp;quot;, but these are not intended to be read as equivalents. It just happens to be the case that the Vishmiir are trapped in a realm that was labeled &amp;quot;Void.&amp;quot;&lt;br /&gt;
[60] This was the climax of the [[Cross into shadows|Cross into Shadows]] storyline in late 2014. This is speaking to an implied difficulty in the most powerful demonic entities to fully manifest in this reality. Althedeus on his own was unable to exist / maintain cohesion in this reality, which is why he needed the urnon golem. DragonRealms has a similar premise, with such demonic powers usually acting through [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conduits] instead of entering and fully manifesting/incarnating. The Ur-Daemon would in this context have been a hugely violating breaking of reality just by being in this existence. There is some indication of that profound alienation in how Lumnis describes them in the &amp;quot;[[Origins of Tonis]]&amp;quot; legend: &#039;&#039;&amp;quot;These creatures are so far removed from all that we know that we are blind in all things concerning them.&amp;quot;&#039;&#039; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world.[61] Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature.[62] There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead.[63] The Lords of Liabo slew the unnatural.[64] Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem.[65] The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint.[66] The most desecrated fallen realms were too far gone and have remained forever haunted.[67] Spirits in those places were twisted with dark power.[68]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[61] For example, the Kuon section of &amp;quot;[[Gods of Elanthia]]&amp;quot;, and the Imaera section about restoring life on the planet as well as the Jaston section.&lt;br /&gt;
[62] This is a straight forward logical consequence of their established nature and properties. Their corruption of the land itself is an explicit premise in &amp;quot;[[Origins of Tonis]]&amp;quot;.&lt;br /&gt;
[63] This is an embellishment that extrapolates from the premise of the [[History of the Turamzzyrian Empire|demonic hybrids]] formed in the [[Third Elven War]], and the previously referenced relationship between the Ur-Daemon and undeath. These concepts of an unliving spectrum are fleshed out a lot more in Volumes 2 and 3, reconciling the scattered creature lore in the game. Because of the shared root of [[Everblood]] in [[Drangell]]&#039;s troll curse and ebon-swirled primal demon blood, it seems likely the case that trolls should have originated anciently in demonic corruption.&lt;br /&gt;
[64] This is reviving the I.C.E. analog of the period, where the various left over demons and so on from the cataclysm were killed or banished, and the ecology was slowly healed with intervention. It does not make sense that the final battle with the Ur-Daemon would have destroyed all the creatures of darkness and random demons.&lt;br /&gt;
[65] This is mostly based on the Imaera lore, as well as the uncursing mechanics. The Council of Light resignation mechanics also show some divine ability of cleansing taint of dark energy from spirit and life.&lt;br /&gt;
[66] This is reviving the I.C.E. analog of the period, where this was stated explicitly. Fey of this kind are still represented as servants of various Arkati. This is just describing their use as scrubbers, and sets up the premise for tainted/corrupted fey spirits, of which there are concrete examples such as Ilvari. This is important because they would be an example of &amp;quot;undead&amp;quot; present in Elanthia in all time periods after the Ur-Daemon War.&lt;br /&gt;
[67] Rhoska-Tor is still a wasteland. Extreme cases like the [[Wizardwaste]] and [[Bleaklands]] seem impossible to be fixed. The [[Orders of the Turamzzyrian Empire#The Green Sisters|Green Sisters]] of Talador have been described in Kenstrom storylines as unable to reverse the Bleaklands.&lt;br /&gt;
[68] As with number 66, this is important for the deep history of undead in Elanthia, and they logically should have existed this far back. This premise is used to explain corrupted wasteland fey (e.g. &amp;quot;infernal sprites&amp;quot; that were in the [[Southron Wastes]] in the [[Wavedancer]] event) and the premise is used in this text to explain how the Dhe&#039;nar learned to manipulate the undead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War.[69] Extraplanar undead such as the Vishmiir are at least this old as well.[70] Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory.[71] Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War.[72] Some of these monstrosities, such as the vruul, survive to the present day.[73] There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms.[74] But it was the corruption of dark essences from the demons that brought the true unlife.[75] The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them.[76] They are inherently anti-magical, and in some ways, incapable of death.[77]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[69] Volume 3 gets into classification schemes for the undead. The presence of this kind of undeath dating back to the Ur-Daemon War is just being consistent with the logic of dark energy taint / corruption.&lt;br /&gt;
[70] This is made up. There is some reason to think the Vishmiir had very ancient Marluvian origins, such as the Hunt for History [[Urglaes-set pitted silver talisman|urglaes talisman]] loresong, so they could have been created any time between the Ur-Daemon War and the founding of the Elven Empire. Possibly even a little later. With the framed premise of Ur-Daemon portals and rifts in that Ur-Daemon War period, it would make sense for some souls of this world to have ended up as extraplanar undead through them.&lt;br /&gt;
[71.1] It has essentially always been a premise in GemStone that demons are involved in making the undead (e.g. the Order of Voln induction messaging), and in DragonRealms necromancy is [https://elanthipedia.play.net/Category:Demons framed] as [https://elanthipedia.play.net/Demons_and_the_Profane/Contents ultimately demonic] in nature and origin [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 in some sense.] The demons that should have been left over from the Ur-Daemon War and the demons that should have managed to get into this world for various reasons both can have been responsible for directly or indirectly causing undead to exist at all time points. With the Vvrael, Daephron Illian was studying how to summon Ur-Daemon in the early exile in Rhoska-Tor, but it turned out he was studying the Vvrael. So there should be Vvrael stuff in that specific location from earlier, but probably later than the Dhe&#039;nar.&lt;br /&gt;
[71.2] With respect to the demons being left over from the Ur-Daemon War, it is a premise that there was a &#039;&#039;&amp;quot;final stand before the portal leading back to their own dimension&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot;, and similar wording in &amp;quot;[[Gods of Elanthia]]&amp;quot;. However, what is less clear is that they were all pushed back through a portal, which seems implausible. There could be a subtlety in this that without the support of their portal, the Ur-Daemon might not have been able to maintain themselves in this reality. This could also speak to Marlu&#039;s need for loosening portals, and were he really Ur-Daemon, could help restrain the scale of his power. So it might really be that the portal was destroyed, blasting the landscape for hundreds of miles, and the Ur-Daemon that were still here were effectively dead due to the closing of their portal(s). That could also heighten the stakes for the implosion at Maelshyve, because if there are now buried &amp;quot;dead&amp;quot; Ur-Daemon they could potentially get revived with a nearby major rip in reality. But weaker demons would not need to be so dependent, just these tremendous ones needing the support to exist in violation of this reality.&lt;br /&gt;
[72] There is some indication of this in the &amp;quot;[[History of Luukos]]&amp;quot; legend document.&lt;br /&gt;
[73] This is reviving the I.C.E. setting premise that what we now call vruul (back then they were called gogor) were created artificially ~100,000 years ago and used in the cataclysmic war that ended that age. Vruul are supposed to slumber in foul black fluid in tall stone jars for thousands of years.&lt;br /&gt;
[74] Ghosts should exist regardless of anything. Phantoms in general could be characterized this way, but it&#039;s been directly established repeatedly that firephantoms are caused this way. It is encoded with the arch in Glatoph, and Sir [[Davard]] after the Church of Koar burned him in [[Cross into shadows|Cross into Shadows]] storyline, and the girls that [[Cyph Kestrel]] accidentally burned to death in [[Keeping up with the Kestrels]] storyline. Such undead should have essentially always existed.&lt;br /&gt;
[75] This distinction is used and elaborated in Volumes 2 and 3. Auchand has since used it some in his [[The Thirsting Dead|vampires documentation]]. This document emphasizes the use of &amp;quot;dark energy&amp;quot; from demonic realms as &amp;quot;tainting&amp;quot; and as the distinguishing characteristic of &amp;quot;black arts&amp;quot; from more ordinary sorcery, but allows definitions of sorcery that can include them.&lt;br /&gt;
[76] This was established in the [[Ride of the Red Dreamer]] storyline, and is reaffirmed in the &amp;quot;[[Origins of Tonis]]&amp;quot; legend. The Arkati are discomfited by the very existence of the Ur-Daemon materializations. They are &amp;quot;blind&amp;quot; to the Ur-Daemon in some sense, and the Ur-Daemon are beyond the capacity to be seen by &amp;quot;seers.&amp;quot; This is unexplained in any deep way, but could be plausibly read as them being outside the &amp;quot;Fate&amp;quot; cosmic forces of this existence and some broken violation in that way.&lt;br /&gt;
[77] Same as number 76. It&#039;s also insinuating a deep and natural relationship with undeath. The &amp;quot;in some ways&amp;quot; line is referring to the ability to revive their body parts and so on. This has been explicitly stated by NPCs, such as Tseleth leading up to the [[Sanctum of Scales]] release: &#039;&#039;Tseleth says, &amp;quot;A piece of an Ur-Daemon never dies.&amp;quot; Tseleth says, &amp;quot;It is full and brimming with the power of its originator.&amp;quot; Tseleth says, &amp;quot;Each artifact of the Ur has a power that the Arkati cannot touch, cannot penetrate.&amp;quot;&#039;&#039; &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions.[78] Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything.[79] Lornon is rumored to be a gateworld.[80] Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon.[81] It may even be where the Ur-Daemon first entered.[82] There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons.[83] The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that blur the distinction between demons and the undead.[84] Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War.[85] Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.[86]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[78] This is a characterization of the Arkati lore, and suggesting it shook out that way. Since other powers were involved. There were Great Elementals in that period, and there are more local gods, and there&#039;s always been some premise of lesser spirits and Arkati who became less powerful over time and so forth.&lt;br /&gt;
[79] This is quoting &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[80] This is based on the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document, and also reviving that premise which was explicit in the I.C.E. Shadow World setting version of that moon.&lt;br /&gt;
[81] This comes from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, while the hovering on the boundaries line is reviving the I.C.E. version premise.&lt;br /&gt;
[82] This is referring to the idea that Marlu came first (such as in &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;) or that the Ur-Daemon were interacting with Fash&#039;lo&#039;nae (such as in &amp;quot;[[Gods of Elanthia]]&amp;quot;) before he blasted the door way open somewhere on Elanthia (here assumed to be Rhoska-Tor and the southern wastes.)&lt;br /&gt;
[83] This premise and interpretation of the Lornon gods (that they were darkened by being on Lornon rather than the bad childhood myths or ideological sorting) comes from the introduction section of &amp;quot;[[Gods of Elanthia]]&amp;quot;. Its use is a consistency consideration for Volumes 2 and 3. The issue is that in GemStone&#039;s original framework, the Dark Gods were manifestations of darker energy, related to the Unlife. They had fundamentally different origins from the Light Gods. Evil magic and &amp;quot;unholy&amp;quot; power was associated with these more chaotic/demonic forms of essence. Then in the Elanthia setting we still have dark essence, demons, unholy power, undead and taint concepts, and Lornon Arkati being associated with such things, yet they are now supposed to be of the same origins as the other Arkati. The corrupted-by-demonic-power-on-Lornon premise reconciles this foundational inconsistency.&lt;br /&gt;
[84] This has been established in various ways over the years. Luukos has the Maw of Luukos, for example, and Eorgina was in some other realm when communed with near the climax of the [[Daukhera Darkflorr]] storyline in Icemule. Ivas has the [[Athletic dark-eyed incubus|incubi]]. The notion of blurring the distinction between demons and undead is an important concept in all three volumes. These are probably mostly the &amp;quot;infernal realms&amp;quot; described in volume 2&#039;s cosmology model rather than &amp;quot;outer&amp;quot; valences.&lt;br /&gt;
[85] The &amp;quot;[[History of Luukos]]&amp;quot; legend frames historical details that mean Luukosians in Elanthia were not making undead until after the Undead War. So these lines are about retaining his other qualities and reasons for the animosity between him and Lorminstra that would have been recognized in the Elven Empire period. (Most of the time &amp;quot;Elven Empire&amp;quot; does not refer to the Age of Chaos and later, where instead the usage is usually &amp;quot;Elven Nations&amp;quot; or &amp;quot;United City-States&amp;quot;. There can be odd present-tense exceptions like the beginning of the [[Ta&#039;Loenthra]] document.)&lt;br /&gt;
[86] This is manifestly true in practice for the undead that actually exist in GemStone. Luukos may have some sphere of influence relationship with the undead, but most undead are not actually Luukosian or made by Luukos. (In DragonRealms it is actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 clarified] that not &#039;&#039;all&#039;&#039; undead are &#039;&#039;demonic&#039;&#039; in origin, and even then it is thought demonic patronage in some way is required. Necromancy is fully broken off from Immortals involvement in that Elanthia.) Life and Death balances have generally been used in the religion lore, such as in the &amp;quot;[[History of the Order of Voln]]&amp;quot; document. This concept will be used near the end of this document for explaining and reconciling the death mechanics information.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II. The Second Age (-50,000 to -20,000 Modern Era)[87]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia.[88] There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation.[89] Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[90]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[87.1] -20,000 Modern Era is when the earliest rumors of Despana are heard. This is also the date range for the Second Age used by the &amp;quot;[[History of Elanthia]]&amp;quot; document. A reasonable argument could be made that the Second Age should go up to closer to -15,000 Modern Era with the actual Undead War fighting. But this document labels -20,000 to -15,000 as &amp;quot;Undead War&amp;quot;, using the whole Despana build up period, even though the actual war was much shorter. Then the Third Age is the Age of Chaos, but its date range is debatable.&lt;br /&gt;
[87.2] &amp;quot;[[History of the Truefolk#Chapter 3 - The Third Age: Halflings and the Undead War|History of the Truefolk]]&amp;quot; even refers to a &amp;quot;Third Age&amp;quot; including the Undead War, and then talks about the &amp;quot;Age of Chaos and Beyond&amp;quot; after that. But we do not use that convention and simply refer to the Undead War, and the Age of Chaos as after the Undead War. &amp;quot;[[History of Elanthia]]&amp;quot; implies &amp;quot;Age of Chaos&amp;quot; equals Third Age, with the &amp;quot;Modern Era&amp;quot; being explicitly the &amp;quot;Fourth Age&amp;quot;.&lt;br /&gt;
[88] Linsandrych Illistim equates dragons and Drakes. Dragon and Drake are used interchangeably in Meachreasim Illistim&#039;s &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[89] These details are directly referenced later in this document when talking about the southern wastelands in this very early period. The premise of no written records that far back is also stated in the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document and referenced to some extent in the &amp;quot;[[Elanthian Moons]]&amp;quot; document.&lt;br /&gt;
[90] This is a canon quote in the &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.A Ancestral Spirits&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age.[91] There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago.[92] Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races.[93] Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati.[94] But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.[95]&lt;br /&gt;
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[91] The Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot; about the absence of older written records and the characterization of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;.&lt;br /&gt;
[92] Same as 91. The &#039;&#039;&amp;quot;first written history of the growing empire&amp;quot;&#039;&#039; is the Chronicles in -49,238 Modern Era on the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[93] This is related to the Chroniclers with Linsandrych Illistim in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Order of Lorekeepers, and to some extent &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot; shows the sylvans did not have writing until the early Second Age. The premise that other races (e.g. dwarves) would have more distorted oral history is partly reasonably and partly IC elven author bias.&lt;br /&gt;
[94] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document and the [[Legacy of the Lorekeepers|retconned version]] of the Order of Lorekeepers document which replaced &amp;quot;Nantu&amp;quot; with &amp;quot;Ta&#039;Illistim&amp;quot;.&lt;br /&gt;
[95] This is IC author interpretation. But a similar statement is made by the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, talking about how supposedly more ancient ideas may only reflect beliefs held at the time of the Houses founding period. It is setting up a class / elites structure bias to orthodox history, which reasonably ought to exist for socioeconomic reasons. The first house was House Illistim, which also began with the construction of a library (Ta&#039;Illistim), where the Chronicle keepers moved. This was -49,107 Modern Era per the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and this date is the [[Ta&#039;Illistim Monarchs|year zero]] of Illistim calendar dates. (Vaalor calendars use their own founding date of -48,897 Modern Era as their year zero.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War.[96] The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods.[97] It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion.[98] Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.[99]&lt;br /&gt;
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[96] &amp;quot;Time of the Rebuilding&amp;quot; is a phrase used for the Arkati dominated period of the Age of Darkness in the &amp;quot;[[Elanthian Moons]]&amp;quot; document. The premise that not all gods helped rebuild the world is stated in &amp;quot;[[History of Elanthia]]&amp;quot;. Arkati assistance with agriculture, for example, should reasonably overlap with early written language / records. So this much should be considered hard fact from Elven history.&lt;br /&gt;
[97] This is pointing out a commonality between the dominant religion lore and what is written in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and also setting up a premise that this is an ancient elven bias enshrined in mainstream Elanith theology.&lt;br /&gt;
[98] The existence of druidism and shamanism and animism in general should, for the same reason real-world Western scholars do, be arguably more primordially ancient than the polytheism and especially good/evil dualism of the Arkati centered religions. This document is referring to what the Elves would call &amp;quot;primitive&amp;quot; or &amp;quot;barbaric&amp;quot; or &amp;quot;uncivilized&amp;quot; cultures because of their ethnocentrism.&lt;br /&gt;
[99] Suggesting Imaera and [[L&#039;Naere]] are not really separate goddesses is iconoclastic, playing off their high similarity and the similarity of their names and the fact that L&#039;Naere does not exist in the historical records period. The last part is referencing the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, where Fash&#039;lo&#039;nae comes into existence later than an elf, combined with the legends that Fash&#039;lo&#039;nae is the oldest of the Arkati. But the IC author of this text later argues the Grandfather Stone (the premise of this legend) is an admitted forgery by Fash&#039;lo&#039;nae himself, which also comes from the &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism.[100] Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins.[101] It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste.[102] There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites.[103] Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir.[104]&lt;br /&gt;
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[100] This is a reasonable anthropological characterization or categorization by the IC author writing about them from the outside.&lt;br /&gt;
[101] This is a fact of the world setting that has been demonstrated many times over with both permanent and invasion creatures, and sometimes documentation such as &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;.&lt;br /&gt;
[102] This is from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Travels in the Wizardwaste]]&amp;quot;, as well as suggestions of ancient pre-Kannalan Tehir ancestors in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.&lt;br /&gt;
[103] This is a combination of implemented creatures and documentation such as the [[Giantkin Clans|Giantkin clans]] and Tehir and gnome documentation.&lt;br /&gt;
[104] These are from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Lines of Blood: A History of the Gnomes]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King.[105] There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world.[106] The sylvankind still worship both the Light and Dark Gods in balance.[107] There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges.[108]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[105.1] The first part of this is from &amp;quot;[[Blood of the Sea: The Krolvin and Their Descendants]]&amp;quot;. The krolvin gods more generally are a very different interpretation of the Arkati, as established in &amp;quot;[[A Short Primer on Half-Krolvin Society and Faith]]&amp;quot;. Khar&#039;ta in particular is a blend of Koar, Eorgina, and Charl, but &amp;quot;Blood of the Sea&amp;quot; goes further. &lt;br /&gt;
[105.2] The second part of this partly plays off the mural under the Abandoned Inn, and the human &amp;quot;God King&amp;quot; concept of making Koar into a kind of supreme god. &lt;br /&gt;
[106] This is slightly an embellishment. Onar was established to be the patron of the kingdom of Anwyn in the Demon Queen of Anwyn storyline in 1998, and Castle Anwyn is related to the Vvrael quest, which arguably used a lot of Grail quest mythological elements. One of these was the Grail king mythos, which has been interpreted by some as coming from &amp;quot;dying and rising god&amp;quot; mythologies, with the wasteland myth and world restoration. This is related to the earlier section of this document where the Great Drake seals the Rift as a wound in his living being.&lt;br /&gt;
[107] This is from the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document.&lt;br /&gt;
[108.1] This refers to the One creation myths in the &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;[[History of Elementals]]&amp;quot; documents. There is no reliable within-world authority who can speak to the factuality of such a thing, since it would pre-date their creation. This notion of the One, Many, and so on, has been reference in game, including by some sort of elemental around Zul Logoth in the [[Nations on the Brink]] storyline.&lt;br /&gt;
[108.2] The second part of this is characterizing it in Neoplatonist / gnosticism terms, which is where this kind of cosmological notion comes from in the real world. Later in this document this is historicized in the same way, being attributed to &amp;quot;occultist&amp;quot; movements in the Second Age trying rationalize more ancient superstitious beliefs. That is an invention of this document for reconciling the undefined within-setting origins of the creation myth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions.[109] It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities.[110] History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past.[111] But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.[112]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[109] This document does not try to sort out what is really true about religious myths and beliefs, and allows them to be either cross-pollinations or convergent evolution to similar notions. This is analogous to the real-world question of whether the things in common between extant &amp;quot;First Societies&amp;quot; are ancient survivals of prehistorical practices or if they independently evolved from those unknown starting points toward similar stuff as each other in the present day. Then this is adding in syncretism as a third option, talking about similarities being the result of cultural cross-pollination, instead of convergence or vestigial survivals. The IC author would argue that shared details in Arkati origin legends, for example, might just be storytellers taking fictional ideas from each other and contaminating them with anachronistic beliefs / values / ideas.&lt;br /&gt;
[110] This document is mostly historiographic rather than historical. It is recasting, reinterpreting, recontextualizing historical texts, and critiquing the methods or assumptions of those historians. It is attempting to explain propensities out of worldviews and culture-traditions for generating the various kinds of necromancy, and the history of collisions is predominantly defined in Faendryl terms because that is where it would be best recorded and now most hegemonic. This is allowing the full history to be a lot messier than the relatively clean and rational-theoretic way it is being characterized.&lt;br /&gt;
[111] This is the IC author acknowledging we are framing things by our present day categories and interests, which to some extent is a distortion from how people in past times or other places would characterize themselves.&lt;br /&gt;
[112] This is the IC author acknowledging that he is describing other people from the outside and limits the scope of our understanding. That in turn gives some flex for things getting established that might be inconsistent with this later.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.[113]&lt;br /&gt;
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[113] All of this is characterizing the animist worldview, which to some extent is encoded in the spirit spell circles. This paragraph could just as easily be used in the real-world. It is not specific to the Elanthia world setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world.[114] This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.[115]&lt;br /&gt;
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[114] This is elaborated in Volume 3 and has basis in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Xshitha Raamaani section.&lt;br /&gt;
[115.1] All of this is in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The Tehir relationship to dealing with spirits is also discussed a great deal in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, having been intentionally made into an animist culture rather than an Arkati focused culture.&lt;br /&gt;
[115.2] This hook about the Tehir interpretation of Luukos, and Bir Mahallah&#039;s relationship with dark sorcery and undeath, is used here as a springboard for illustrating how necromancy of undeath can arise spontaneously from animist traditions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic.[116] There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation.[117] With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead.[118] Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals.[119] These sites are often used only up to some limit to prevent ghosts.[120] The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.[121]&lt;br /&gt;
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[116] This is a thesis statement of the document. The most important trend line for this is trying to do spiritual magic with dark essences and/or trying to channel from demonic powers, which by the logic of the cosmology / magic theory in this document, naturally turns into &amp;quot;dark sorcery&amp;quot; instead of pure spiritual magic because of the necessary hybridization (corruption) with ordinary mana when wielding those cthonic essences for magic. (This document also as a literalizing convention uses &amp;quot;extra&amp;quot;chthonic to refer to outer valences and distinguishes that from &amp;quot;pales&amp;quot; or &amp;quot;infernal realms&amp;quot; of our own spectrum of existence which instead care called &amp;quot;chthonic.&amp;quot; These early theurgic summoners would largely be dealing in chthonic demons, and possibly immaterially through veil weaknesses rather than rifts. Balefire is explicitly an extrachthonic energy due to its spell definition: &#039;&#039;&amp;quot;Contact with the outer valences has provided sorcerers with a knowledge of a strange form of energy.&amp;quot;&#039;&#039; Mawfire in contrast would be chthonic, because the Maw of Luukos is a [[Valence|&amp;quot;near plane&amp;quot;]] and not an outer/sorcerous valence. Auchand for example updated the [https://gswiki.play.net/index.php?title=Valence&amp;amp;type=revision&amp;amp;diff=80941&amp;amp;oldid=44676 valence] page on the Wiki to classify the Maw of Luukos and the Eternal Dream as near planes, and added the distinguishing sentence: &#039;&#039;&amp;quot;While sorcerous magic concerns itself with the connection to and use of demonic valences, it frequently ignores the planes nearest Elanthia.&amp;quot;&#039;&#039;)&lt;br /&gt;
[117] This is an existing premise in the culture mortuary ritual lore, such as the Sylvan [[History of the Sylvan Elves|documentation]] with the [[Sylvan Mourning|Otherworld]]. It provides a natural hook for what if the spirits get stuck and what if they eventually get corrupted. In &amp;quot;[[History of the Truefolk]]&amp;quot; it was a Halfling belief (pre-dating the Undead War) that &#039;&#039;&amp;quot;should one of the Truefolk die in lands far away, they were doomed after death to wander endlessly, searching for those they had loved during their lifetime.&amp;quot;&#039;&#039; Volume 3 talks about this kind of &amp;quot;restless spirit&amp;quot; condition, and also related to the notion of unfinished purpose, which is touched on near the end of this document.&lt;br /&gt;
[118] These two sentences are both right out of the &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; document. The premise of corpses getting possessed by background spirits is also very important for the existence of undead in the deep past, and gets used later in this document for addressing the Dhe&#039;nar learning to control the undead in Rhoska-Tor.&lt;br /&gt;
[119] Sky burials have been used in the game, even by the reivers of the Ember Vale in the [[North by Northwest]] storyline. This is contrasting the previous sentence as essentially the exact opposite belief, where bodies are fed to vultures on purpose, and suggesting skeletal undead (e.g. skeletal giants) come into existence in this way. This is elaborated in Volume 3.&lt;br /&gt;
[120] This is an embellishment. It is a real-world superstition regarding charnel grounds with sky burials.&lt;br /&gt;
[121] This is a reasonable extrapolation and common sense perverse incentive behavior following out of religious beliefs and mortuary rituals for helping spirits depart so they do not become undead. This should be a very common way necromancy evolves out of shaman behaviors.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them.[122] Necromancy was an art of divination concerned with spirits of the dead, and thus it found special importance in mortuary rituals.[123] Ancestor veneration is often a major aspect of these religions.[124] Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way.[125] They are called upon or appeased with offerings.[126] Folk magic is perhaps the very thing Elven materialism was reacting against.[127]&lt;br /&gt;
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[122] This is the thesis construction of the document again. &amp;quot;Black arts&amp;quot; refers to taint and corruptive energies, and &amp;quot;haunted realms&amp;quot; are described more in Volumes 2 and 3. This document begins by treating &amp;quot;necromancy&amp;quot; as magic involving death rituals, and then in these places with demonic corruption and dark powers, this gets twisted into darker and more twisted forms of magic.&lt;br /&gt;
[123] This is a real-world usage of the literal meaning of &amp;quot;necromancy&amp;quot;, but otherwise an embellishment for Elanthia, where in present modern day conventions this kind of clerical magic is not considered necromancy and necromancy is instead defined in terms of sorcery. So this is talking about very early conventions before that situation existed.&lt;br /&gt;
[124] This is true in the real world. It shows up in parts of the Elanthia lore, and reasonably should be part of the animist skewing cultures.&lt;br /&gt;
[125] Notably, the fey of the Wyrdeep allow the Barons of Bourth to be taken in by them in death, which was seen in the burial of Spensor Caulfield. But this line has been left vague, and Elanthia has a premise of Lorminstra [[Orders of the Turamzzyrian Empire#Keepers of the Golden Key|allowing]] souls to [[Velathae|return]] from beyond the Ebon Gates for the [[Eve of the Reunion]].&lt;br /&gt;
[126] This is generic animist behavior.&lt;br /&gt;
[127] This is an IC author interpretation. Imperial Elven culture in Elanthia seems self-consciously rationalist and rejecting of religious mysticism, but there are others such as elves of the Wyrdeep who are druids. So this document tries to reconcile all this with an Enlightenment style rejection of the more medieval or older kinds of things that would have been pushed into the less civilized provinces in the West. Orthodox religion and theology might also be suppressant of it. Arkati are spirit beings, but the Elves arguably racialized them, for their own dogmatic self-interest. (In DragonRealms they are actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 explicitly] extraplanar beings, and they were extraplanar beings in the I.C.E. Shadow World setting, and as far back as 1996 in GemStone you have Stump [https://web.archive.org/web/20030215014238/http://www.mystikal.com/laranna/arkati.html posting] about the Arkati residing in the &amp;quot;Spirit realm.&amp;quot; It&#039;s really just this religious myth stuff in GemStone that does not generally treat them that way.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot;[128] There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body.[129] While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is not the primary concern of Voln, who is mostly concerned with the release of cursed souls.[130] Little more than any other golem that has a spirit trapped within it.[131] There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention.[132] These are instead forces of darkness which all pose hazards such as involuntary possession.[133] Warding off particular kinds of evil spirits varies by their individual identities and associations.[134] Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces gave rise to very different, more personal traditions.[135]&lt;br /&gt;
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[128] These lines are directly addressing foundational ambiguities in the definition of &amp;quot;undead&amp;quot; and why some things are considered undead and not others, and why some unliving things are not mechanically undead for the Order of Voln.&lt;br /&gt;
[129] This is the nature of [[Animate Dead (730)]].&lt;br /&gt;
[130] This is based on being literal with the Path of Enlightenment messaging. Voln would in practice probably strike down corpse puppets, too, but this is hedged by &amp;quot;primary concern&amp;quot; and not a matter of favor in the Order of Voln.&lt;br /&gt;
[131] Rolemaster golems and constructs are always animated by a captured spirit of some kind. These could also be elementals and demons. Undead golems are only those where the spirit is an undead soul. There have been Elanthia setting golems with souls in them (e.g. the urnon golems from Kenstrom storylines) and that urnon golem also would have hosted the demon primordial Althedeus. Artificial constructs are not targetted for release by the Order of Voln, so this is reconciling these facts.&lt;br /&gt;
[132] Again, it would not have always been understood that there are these extraplanar outworlder entities, so &amp;quot;demons&amp;quot; anciently would have initially been considered wicked spirits or monstrosities of darkness. (DragonRealms also has some framing on [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 historical refinement] of what the word &amp;quot;demon&amp;quot; means, with its own temporary overcorrection of equating them with all extraplanars.) There are also extraplanar undead. Extraplanar origin entities (e.g. the [[water wyrd]]s in River&#039;s Rest) are not always mechanically extraplanar, so it is implicitly possible for such entities to attune to this reality. Some demons (e.g. the spells [[Cloak of Shadows (712)]] and [[Torment (718)]]) are not summoned with summoning circles, apparently being conjured from this world or more passively and immaterially through veil weaknesses. This is explored and reconciled much more in Volumes 2 and 3.&lt;br /&gt;
[133] Various kinds of entities have been demonstrated as having possessing powers, ranging from the [[oculoth]] [[Possessed|possession]] powers to undead with mind control / behavior manipulation abilities to NPCs in storylines such as [[Thadston]] and the [[A Knight To Remember - 2020-10-01 - Re-Rout (log)#Thadston&#039;s Lament|bleakwalker]] or [[Bonespear]] in Bonespear Tower and the [[dybbuk]]s implicitly being possession spirit undead and the [[soul golem]]s with the [[wind wraith]]s.&lt;br /&gt;
[134] This is partly playing off the Xshitha Raamaani lore in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, but just generally how it should be, different kinds of things needing to be handled different kinds of ways by spirit callers.&lt;br /&gt;
[135] This is used to fabricate &amp;quot;black arts&amp;quot; traditions along similar lines in haunted realms, which reconciles and helps explain all the very dark magic that has nothing to do with the Faendryl or Dhe&#039;nar, and does not necessarily come from Lornon. There are little bits of lore about demonic cults and other threats in the Southron Wastes than the Horned Cabal, but for the most part it is very thinly defined. This is bolstering the premise that there should be demon worshippers and so on in the southern wastelands as that is logically where they would have resided given the existing historical framework.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.B The Elven Empire&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. Who among us, then, is more beast than elvenkind?&amp;quot;[136]&lt;br /&gt;
&lt;br /&gt;
- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[136] The paragraph up through &amp;quot;benevolence and aid&amp;quot; is from the &amp;quot;History of Elanthia&amp;quot; document. It was expanded through &amp;quot;need the air to breathe&amp;quot; in the &amp;quot;[[History of the Faendryl]]&amp;quot; document. These parts are already canon. The very last sentence is totally made up for this document. It is there to give support to an interpretation of the speech&#039;s meaning later in this document, emphasizing its more metaphorical quality (which was contextualized as political rhetoric during Yshryth&#039;s coronation by the &amp;quot;History of the Faendryl&amp;quot; document). The time scale used for the first thirteen Patriarchs means that Yshryth Faendryl was coronated after the Houses had been founded but still during the very early Elven Empire. Roughly Circa -46,000s and -45,000s since the Patriarch stabilizes into average 2,000 year reigns after that period, which is consistent with the explicitly stated reign lengths in the [[Ta&#039;Illistim Monarchs]] document for the Second Age.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages.[137] There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization.[138] There was ultimately a concentration of power in urban centers with the construction of cities.[139] These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions.[140] These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny.[141] The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.[142]&lt;br /&gt;
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[137] The premise that they resided for a long time in these open gaps, while the sylvans were those that stayed nomadic longer, comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It explicitly establishes that these kinds of smaller settlements out in the open were done for a long time before the urban centers were founded. This means the House founder stuff, especially coming out of the forests and building cities, is heavily mythologized. The IC author of this document later calls that examples of the &amp;quot;great man of history&amp;quot; myth.&lt;br /&gt;
[138] This is seeding the socioeconomic reasons for the cultural differentiation, so that it isn&#039;t really ideologies espoused by single charismatic founders out of thin air.&lt;br /&gt;
[139] This is a general civilization development pattern.&lt;br /&gt;
[140] Lyredaen has said in the past that this was the real intent for how the Houses came into being in that time period.&lt;br /&gt;
[141] This is an IC author interpretation, but reasonably grounded.&lt;br /&gt;
[142] This is an embellishment based on the way the Elves and Arkati relationship has generally been framed. &amp;quot;[[Elven Dogma and Theology]]&amp;quot; analogizes them as treating &#039;&#039;&amp;quot;their chosen Arkati as casual vassals might treat an undemanding liege.&amp;quot;&#039;&#039; The [[ICE gods#Intermediate: Fash&#039;lo&#039;nae|original Fash&#039;lo&#039;nae description]] posited a Drakes to Arkati, Arkati to Elves, Elves to Humans scheme. So this sentence is just taking the spheres of influence view of the Arkati, and having the Elves characterize their distinct spheres of interest and power relative to each other as terrestrial reflections of that higher order of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a great chain of being.[143] What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an ancient Elven word meaning a guide or recruiter of the lost, in the Elven image --- as a race of higher beings who inherited the world from its prior masters.[144] The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the stewards of the world.[145]&lt;br /&gt;
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[143] The first part of this sentence is based on &amp;quot;[[Time on Their Hands: The Evolution of Elven Art]]&amp;quot;, while the second part is based on that Drakes-Arkati-Elves line of descent, and similar notions (like ascension ideologies) in the lore that are made sense of with the &amp;quot;great chain of being&amp;quot; concept from real-world history. This document later uses it to address alchemy and occultist emanationist doctrines. &amp;quot;secular theology&amp;quot; largely refers to the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The term &amp;quot;great chain of being&amp;quot; is used here as an IC historiographer convention for a metaphysical notion that is already present in documentation in less explicit wording.&lt;br /&gt;
[144.1] This etymology of the word &amp;quot;Arkati&amp;quot; is totally made up, but based on the [https://www.wisdomlib.org/definition/arkati#:~:text=Languages%20of%20India%20and%20abroad&amp;amp;text=%C4%80rk%C4%81%E1%B9%ADi%20(%E0%B2%86%E0%B2%B0%E0%B3%8D%E0%B2%95%E0%B2%BE%E0%B2%9F%E0%B2%BF)%3A%E2%80%94%5Bnoun,of%20an%20aircraft%20or%20spacecraft. real-world] [https://www.routledgehandbooks.com/doi/10.4324/9781315672571.ch3 meanings] (in the context of India) of the word &amp;quot;arkati.&amp;quot; The extent to which &amp;quot;ancient&amp;quot; or &amp;quot;archaic&amp;quot; Elven is different from modern Elven isn&#039;t clearly defined, there&#039;s a case to be made that it wouldn&#039;t have drifted all that much similar to Greek and Chinese. But that runs up into problems of Sylvan being a separate language on not much different time scales as the founding period, and questions regarding Dhe&#039;nar-si and the Faendryl dialect being separate languages. Though those could be explained as impacted by the Dark Elven language and possibly impact by southern subcontinent inhabitants that the other Elves do not interact with.&lt;br /&gt;
[144.2] The inherited-the-world doctrine again comes from the elven documentation and their self-justification in lording over lesser races, guiding them (like the Arkati guided the Elves) for their own good out of darkness and savagery. It is also the IC author being iconoclastic, suggesting the Elves imagined the Arkati in their own image, and implying that as with the krolvin, the Arkati feed into what the Elves want to believe about them.&lt;br /&gt;
[145] The &amp;quot;undemanding liege&amp;quot; line is quoting the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The second part of it about the monarchs being &amp;quot;stewards&amp;quot; of the world is an IC author characterization of their position and role in the &amp;quot;great chain of being&amp;quot; dogma, which serves as a basis of political disagreement with the early Dhe&#039;nar who instead view the elves as needing to rise higher up the chain with ascension. This also implicitly relates the Dhe&#039;nar ideology more closely to the imperial Elves than the Sylvans, who by &amp;quot;[[History of the Sylvan Elves]]&amp;quot; should have branched off from both of them much earlier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots.[146] It was taboo to offer piety rather than fealty.[147] As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals.[148] In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions.[149] This bred the seeds of reactionary movements.[150] But there was no room for dissidents in the building of civilization itself.[151] Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;[152]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[146] This is based on a cross of the Elven dogma document and the Elven art document, along with the racial supremacy stuff from Yshryth Silvius (circa -46,000 Modern Era).&lt;br /&gt;
[147] Later in the Second Age, Lilorandrych Illistim cracked down on cultish veneration of preserved hair from Linsandrych Illistim, along this kind of sentiment. This is established by a pendant on display in Museum Alerreth regarding [[Tenesi Illistim]].&lt;br /&gt;
[148] The Elven Empire had outlying provinces, but this has generally been very vaguely defined. This sentence is general civilization development dynamics.&lt;br /&gt;
[149] This is slightly exagerrating in the most absolute literal sense, but this pattern is generally true in the real-world. It&#039;s represented already all the way back in the Epic of Gilgamesh.&lt;br /&gt;
[150] This is a reasonable extrapolation.&lt;br /&gt;
[151] This helps frame and contextualize the Dhe&#039;nar departure from the Elven Empire point of view.&lt;br /&gt;
[152] This comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is generalized here to include &amp;quot;rubes&amp;quot; from the open-air regions rather than just the sylvan nomads in the forest. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has western migration and claims going back to -50,000 which is even earlier than House Illistim, and the founding of written records by the Chroniclers in -49,238 Modern Era. Socioeconomic and class forces are here being used to explain the population migrations, of which the Dhe&#039;nar would only have been one example and possibly later (as in the &amp;quot;Timeline of Elanthian History&amp;quot; document and the timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were displacements of the population in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities.[153] Those who were ill-suited to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West.[154] Scholars think these conditions invited the subjugation of other races for slave labor.[155] Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters.[156] To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.[157]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[153] This is a minor embellishment, extrapolating off the claiming &amp;quot;large portions of the western continent for their own&amp;quot; around -50,000 in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document, which is set a bit before the founding of the House cities in the east. It makes intuitive sense that a dynamic along these lines would exist, with the Dhe&#039;nar being the prominent surviving example. The Sylvans canonically did not migrate until later around -36,567.&lt;br /&gt;
[154] There are existing seeds of this in the Dhe&#039;nar departure being canonical. It just generalizes it to account for the &amp;quot;western continent&amp;quot; claims in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document.&lt;br /&gt;
[155] This is a thesis statement. It is just the equivalent of the real-world sociological/anthropological arguments about slavery forming with the development of agriculture based civilizations. The time period at which slavery by the Great Houses ended seems undefined, but could plausibly have survived longer in the West into the Age of Chaos.&lt;br /&gt;
[156] This is the IC author providing a socioeconomic dimension and motivator behind the Yshryth Silvius Faendryl rhethoric, which we&#039;ve already linked up with secularized great chain of being theology. This is all part of the &amp;quot;dominant ideology&amp;quot; in question.&lt;br /&gt;
[157] This is how the word &amp;quot;evolved&amp;quot; or evolution is used in the [[History of the Aelotoi|Illistim documentation]], and arguably how they interpret the relationship between gnomes and cave gnomes in the original [[Lines of Blood: A History of the Gnomes|Gnome history]] document (which more [[Inyexat|recent gnome]] documentation disputes.) The three volumes of this document is a lot more focused on artificial manipulation of animate beings and the mutating influence of magical environmental factors, which are more active driving conceptions than random mutation and natural selection, but like those has no concept of evolution as &amp;quot;progress.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited.[158] It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses.[159] There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.[160]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[158] The first part of this is just referencing the -50,000 Modern Era entry in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The second part is playing off the [[Aramur Forean]] / Black Wolves story in northwest Elanith, and the fact that the &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; Also, the &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot; and relatedly &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; has the reiver ancestors in what is now Torre possibly as far back as the Second Age independent of elven rule. (Scribes has said he intended the ancient language shown for that region to be the old form of the Kannalan language. It is lightly mangled Old English.)&lt;br /&gt;
[159] The geographic barrier argument is just common sense. The other part about other sovereign land claims getting in the way is extrapolated off the &amp;quot;[[History of Elanthia]]&amp;quot; document saying the houses would not defend each other&#039;s territories or consent to have their troops led by another when Dharthiir was advancing. This more or less amounts to denying the right of military actions through the lands of other houses.&lt;br /&gt;
[160] &amp;quot;[[History of Elanthia]]&amp;quot; describes Second Age humans as nomadic, residing on comparatively barren lands, and Elves refusing to allow others to settle more fertile areas. But some residing in the shadows of the great elven cities as beggars and thieves and slaves. With the modern period population distribution, it can be surmised there was some long-run population sorting, though it is unclear how much non-elven population there initially was in the east. The IC author is skeptical of treating it as terra nova. Agricultural slavery would implicitly be more of a western provinces thing, and this document uses that premise of western agriculture for eastern cities in the Undead War section. It&#039;s undefined in general to what extent there were elven cities in the west, and how the outlying provinces were administered. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire never held any mastery over the southern wastelands.[161] The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers.[162] The mountainous borderlands of the Southron Wastes have in all times been an attractive hiding place for brigands and criminals.[163] When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law.[164] The greatest threats to civilization, in turn, have most often come from the southern wastelands.[165] But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.[166]&lt;br /&gt;
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[161.1] This is an embellishment that is extrapolated off contextual details. The Elven Empire cannot have been in there in the Dhe&#039;nar period (up to around -40,000), and it would not make sense for them to have controlled it in the Despana period (-20,000 to -15,000). Similarly, it would not make sense for them to control it and then give it up prior to Despana, so the most sensible thing is for the &amp;quot;old places of the Ur-Daemon&amp;quot; in the southern wastelands to be an area the Elven Empire wants nothing to do with for various reasons. The Elven Empire also generally did not control the mountains, where the dwarves were and various monster races. &lt;br /&gt;
[161.2] [[Jontara]] presently refers to a wider continental definition than Elanith, and was the original De-ICE&#039;d term for the continent. For some reason &amp;quot;Elanith&amp;quot; became used for the continent, when it was originally the replacement term for a region in the northwest corner of the continent.&lt;br /&gt;
[162] This is interpreting the lines in &amp;quot;[[Gods of Elanthia]]&amp;quot; that way, because it is the only part of the Elanith map consistent with it. The second part is a necessary logical consequence of established premises about Ur-Daemon corruption, and this is necessary to explain the Dhe&#039;nar becoming Dark Elves tens of millennia before Despana&#039;s work in Rhoska-Tor.&lt;br /&gt;
[163] The Horned Cabal wiped a lot of this out in the &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; timeline (see years 4953 and 4960), but this embellishment is just generalizing that existing premise, because if that&#039;s the dark and lawless region of the continent during the height of the Elven Empire and the worst stuff is farther in, it makes sense the criminal types would reside in the borderlands. (The year 4832 in &amp;quot;History of the Turamzzyrian Empire&amp;quot; suggests that prior to the Horned Cabal agitation and the Third Elven War, the Southron Wastes were relatively quiescent as threats to the north. The Southern Sentinel at the time of the Third Elven War was Empress Selantha II&#039;s exiled husband, so the war was led by Eastern Sentinel [[Jerram Happersett]].) &amp;quot;[[Traveler&#039;s Guide to the Turamzzyrian Empire#Selanthia|Traveler&#039;s Guide to the Turamzzyrian Empire]]&amp;quot; also mentions &#039;&#039;&amp;quot;other threats from the Southron Wastes&amp;quot;&#039;&#039; than the Horned Cabal in the present day (of 5102 Modern Era.)&lt;br /&gt;
[164] This is an extrapolation but a straightforward logical consequence of the geographic constraints.&lt;br /&gt;
[165] This is a made up premise, but sensible and plausible on existing evidence. It would include Despana. The [[Vishmiir]] are a defined threat for the Second Age, and there&#039;s some [[Urglaes-set pitted silver talisman|indication]] they came from Marluvian worship, which should likely have been concentrated in those Ur-Daemon associated lands. The Horned Cabal in recent history also fits this mold. The Faendryl may have been taming it down in recent millennia, but have let the Turamzzyrian Empire take the hits after the Third Elven War in general. (Explicitly stated in the case of demons from &amp;quot;[[The Theory of Governance and Social Order#Armata|The Theory of Governance and Social Order]]&amp;quot;.)&lt;br /&gt;
[166] Despana as a civilization ending shock, but also having been around for a few thousand years without being considered a big deal, needs to be reconciled. It would make sense if villainous black magic sorts had a history of hiding out down there, but were minor enough in practical consequence to the Elven Empire that it was more a matter of police actions and maybe raids sometimes to put bad guys down. It should generally be where Lornon types were hanging out as well.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
II.C The Exiles&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[167]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[167] This is a totally made up quote for the document. It is meant to characterize the view of the southern wastelands held even early on in the Elven Empire. &amp;quot;[[History of Elanthia]]&amp;quot; refers to Rhoska-Tor as &#039;&#039;&amp;quot;barren, blackened land&amp;quot;&#039;&#039; and the [[urglaes]] metals documentation suggests there might be regional ancient lava veins since urglaes is found around Maelshyve. The Night and Dawn stuff is based on the [[Shimmering glaesine orb|original]] Illistim house motto, which is different from the heraldry statement in &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot;. This is also setting up the non-racialized premise of original meaning for the term &amp;quot;dark elves.&amp;quot; The madness and fever dreams stuff is playing off the [[Grot&#039;karesh Hammer Clan]] history, and searching for lost secrets is making Despana only one example of it. The quote is making those lands explicitly defined as cursed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization.[168] Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were all drawn to the southern wastelands.[169] This was a haven for the most fanatical cults, and is now a graveyard of forgotten theocracies.[170] Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators.[171]&lt;br /&gt;
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[168] This is following from the previous statement of the borderlands being where the brigands and criminals hide out, which is canonical in the modern Turamzzyrian Empire period. The interior should generally be worse than where those are willing to reside. This is only talking about the wastelands, not the subcontinent jungles, or southern mountains where dwarven clans lived.&lt;br /&gt;
[169] This is an embellished premise, but it is the only place where it makes sense for those to be during the Elven Empire, and makes continuity for Despana doing the same thing.&lt;br /&gt;
[170.1] The forgotten theocracies part is totally made up, but would be plausible behavior if the dark religious zealots are concentrated down in that region. The cult activity down there is only thinly defined, such as the Disciples of the Shadows. There should be nutjobs who worshipped demons or the Ur-Daemon, and it would only make sense for them to be around (what is now called) Rhoska-Tor and the Southron Wastes (a much older term.) The cults would not have been allowed in the Elven Empire.&lt;br /&gt;
[170.2] The general premise of other forces in the Southron Wastes region is also important for being something for the Dhe&#039;nar to push up against, having a warrior caste, where the Hunt for History item [[Shimmering crimson Dhe&#039;nar shield]] has a loresong depicting them fighting some great battle at a later time than the burning of Sharath.&lt;br /&gt;
[171] This is the thesis of the document. It is making more sense of things and contextualizing Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent.[172] This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.[173]&lt;br /&gt;
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[172] This is fleshed out in the following subsections on the &amp;quot;black arts&amp;quot; practices down there with corruptive energies.&lt;br /&gt;
[173] This is making it clear that this was a problem at all time points, it was just in the margins of civilization during the Second Age. The last part about the [[Bleaklands]] refers to the [[epochxin]] variants of blood magic with demon blood and [[Raznel]]&#039;s witchcraft involving &amp;quot;the shadows&amp;quot; which is corruptive demonic realm energy. The IC author uses the word &amp;quot;witch&amp;quot; solely to refer to &amp;quot;black magic&amp;quot; practitioners, and usually more specifically to &amp;quot;black arts&amp;quot; practitioners like Raznel (black arts referring specifically to the use of demonic / tainting essences while &amp;quot;black magic&amp;quot; in our usage does not necessarily carry that implication), and instead uses &amp;quot;cunning folk&amp;quot; to refer to what some might call &amp;quot;good witches&amp;quot;. It uses &amp;quot;warlock&amp;quot; in the Dungeons &amp;amp; Dragons class archetype way of conduit or bondage with demonic powers, and not in the &amp;quot;oathbreaker&amp;quot; etymological sense out of Old English. Volume 2 actually constructs dark analogs of the major class types, terms such as &amp;quot;dark mage&amp;quot; used here are defined more in Volume 2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(1) The Dhe&#039;nar&lt;br /&gt;
&lt;br /&gt;
The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar.[174] Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati.[175] The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot;[176] According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah.[177] They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati.[178] Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.[179]&lt;br /&gt;
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[174] This is recognition of the fact that there is barely any established definition for any others.&lt;br /&gt;
[175] &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; establishes &amp;quot;first born&amp;quot; (of the Arkati) as the definition of the term Dhe&#039;nar. The way this line is worded is the IC author saying &amp;quot;this is what they claim&amp;quot; rather than &amp;quot;this is what we all agree is the truth.&amp;quot;&lt;br /&gt;
[176.1] This is largely referring to the non-canon player documentation explaining what &amp;quot;the way&amp;quot; means, because it is not clearly explained in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document by itself. Though the phrase gets used in that document. That document does say: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah taught them that the elves are the children of the Arkati, and as a child strives to become as its parents, the Dhe&#039;nar strive to become as the Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[176.2] The goal of the Way, and the way it encodes how the Arkati are viewed, is given near the bottom of &amp;quot;History of the Dhe&#039;nar&amp;quot;: &#039;&#039;&amp;quot;Much like the elves, however, the Dhe&#039;nar do not view the Arkati so much as &amp;quot;gods&amp;quot; or &amp;quot;celestial beings&amp;quot; but more as role models for what they themselves can achieve. Unlike the elves of the six noble Houses, however, the Dhe&#039;nar believe they can become as powerful as the Arkati. They do not see the Arkati as different or better, only more powerful, thus Dhe&#039;nar bow to no &amp;quot;god&amp;quot;. Their religion is not one of worship; instead it is one of self-perfection, not so much as an individual, but as a race in whole; the ultimate goal being to achieve power over all things.&amp;quot;&#039;&#039; Here we are taking this &#039;&#039;&amp;quot;not .. different or better, only more powerful&amp;quot;&#039;&#039; as an ascension view of the Arkati and Drakes rather than them as inherently &amp;quot;celestial beings.&amp;quot;&lt;br /&gt;
[177] This is roughly what Tahlad Tsi&#039;shalar translates as in the player created Dhe&#039;nar-si language. The IC author characterizes this as a myth, but Dhe&#039;nar would probably regard it as historically factual.&lt;br /&gt;
[178] This is stated in the canon &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document.&lt;br /&gt;
[179] This is what the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says, and is characterized more dismissively in the &amp;quot;[[History of the Faendryl]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths.[180] Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad.[181] That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests.[182] There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.[183]&lt;br /&gt;
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[180] This is referring to the shared details of Korthyr and Tahlad between the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents. The Departure section of the Dhe&#039;nar history is 50,000 years ago, dating that to around -45,000 Modern Era, which in turn means it happened thousands of years after the Houses formed and long after Korthyr was dead. These House founding dates in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; are further solidified in their use in basing Elven calendar dates in various documents. So this document is trying to reconcile that inconsistency.&lt;br /&gt;
[181] Korthyr would have died some time in the -48,000s and Tahlad does not leave until the -45,000s in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This document reconciles that by having the timeline entry referring to an Illistim historiographer theory of the Dhe&#039;nar departure, while the Dhe&#039;nar themselves might claim it happened more around -50,000 Modern Era before the Illistim Chronicles were started.&lt;br /&gt;
[182] It would be inconsistent with that period in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. The sylvans and elves also would have divided much earlier. The &amp;quot;[[History of the Faendryl]]&amp;quot; supports these things, but has a lot of dubious stuff in it.&lt;br /&gt;
[183] This is from the chronicler preface to the canon version of the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and the &amp;quot;[[History of the Faendryl]]&amp;quot; document refers to Tahlad on similar footing as the House founders. But the actual timeline spaces these thousands of years apart, so it has to be treated as myth making. It can&#039;t be treated literally without causing contradictions.&lt;br /&gt;
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This is regarded by more serious scholars as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth.[184] The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations.[185] Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses.[186] The Elven Empire was not a meaningful concept in the time of Korthyr.[187] Nor were the Ardenai those who stayed behind.[188] They lived in cities on the forest edges and woodland hamlets, with adjacent croplands, not unlike the Barony of Bourth with its elven settlements in the Wyrdeep Forest.[189] Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years.[190] It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed.[191] It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses.[192] The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.[193]&lt;br /&gt;
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[184.1] The &amp;quot;more serious scholars&amp;quot; part is an embellishment, but characterizing the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents as fanciful, and not especially tethered to what actually happened. This document sides entirely with the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; approach of being outside the forests for a long time and only eventually urbanizing. &lt;br /&gt;
[184.2] The term &amp;quot;great man of history&amp;quot; myth is used here as an IC historiographer convention for characterizing the way some historians have chosen to represent history in their texts. It is beyond the scope of this document to get into those meta-history theories in general. But the IC author is also implicitly saying Elves used &amp;quot;best people&amp;quot; (e.g. race, nation) theory of history myths in a few forms (e.g. exceptional, original, chosen, highest). To a lesser extent there is some &amp;quot;great minds of history&amp;quot; mythos. This document uses a mixture of historical idealism (in the sense of colliding world views and value systems pushing forward a history of ideas) with historical materialism, some realpolitik, and some environment-mediated morphing of &amp;quot;human&amp;quot; natures due to metaphysical corruption by dark essences. It avoids using the &amp;quot;great man&amp;quot; and &amp;quot;great mind&amp;quot; models of historicizing, but allows high impact and consequence for contingent events.&lt;br /&gt;
[185] This is a necessary conclusion of the date ranges used for the House foundings in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and all the documents basing off those founding dates.&lt;br /&gt;
[186] This is cross-referencing Korthyr dying when only the first borough of Ta&#039;Faendryl had been built in &amp;quot;[[History of the Faendryl]]&amp;quot;, along with Ta&#039;Faendryl having been built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;, and Ta&#039;Vaalor and Ta&#039;Faendryl having been founded at the same time in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with only Ta&#039;Illistim pre-dating them. For the Tahlad/Korthyr relationship to be true, it would have to be significantly earlier than the cities and before the Houses were founded and before the Elven Empire was a concept.&lt;br /&gt;
[187] This document treats the Elven Empire as becoming a meaningful concept around the time of Yshryth Silvius. It has the Faendryl historians, and in a twisted way the Dhe&#039;nar, being excessively literal with metaphorical language from Yshryth.&lt;br /&gt;
[188] &amp;quot;[[History of the Faendryl]]&amp;quot; treats the Ardenai as having stayed behind, but its leaving-the-forests narrative contradicts the more soberly written &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. &amp;quot;[[History of Elanthia]]&amp;quot; said the Ardenai reside in &amp;quot;towns and cities&amp;quot; and only vaguely refers to having stayed closer to roots in the deep forest.&lt;br /&gt;
[189] The forest edges description is an embellishment. The Sylvans resided deeper inside the Darkling Wood (though using the term &amp;quot;Darkling Wood&amp;quot; for it requires interpreting it as encompassing the forest that far south) and did not have contact with the imperial elves until the -45,000s in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, in the limited sense that the other Elves had no idea there was a Sylvan city there on a centuries scale. Which nearly requires the Ardenai to stay away from the deep woods in that time period, because it is a strain to have them residing in the deep woods and not wandering south. Though the Sylvan history is a little &amp;quot;just-so&amp;quot; with the way it is repeatedly having Elves rediscover the Sylvans even though they were always in Elven Empire borderland forests. The adjacent croplands are described in the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
[190] This cross-references &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and explicitly rejects the literal reading of Yshryth Silvius&#039; speech that is done in &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[191] This refers to the departure date in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is simply explaining why Illistim chroniclers think the Dhe&#039;nar left well after the Houses founded, while this other dogma exists of it having happened several thousand years earlier prior to the Chronicles.&lt;br /&gt;
[192] This is cross-referencing &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[193] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and insinuates Dhe&#039;nar harassment of the sylvans in this time period before the departure in -45,293. This insinuation is also explaining the &amp;quot;lavender&amp;quot; lore with Dhe&#039;nar and sylvan slaves in &amp;quot;[[Speech Unspoken: The Language of Flowers]]&amp;quot;, because they have much more dubious interaction for geographical reasons at any other time period. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the more dominant interpretations among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood.[194] Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land.[195] In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si.[196] Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records.[197] No one knows for certain if this identification is correct.[198]&lt;br /&gt;
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[194] This is an embellished premise for explaining why the Illistim chroniclers have the Dhe&#039;nar departure happening over two thousand years after the last of the Houses formed. It also characterizes Sharyth Ardenai as a return to nature movement beginning in the open air spaces, so as to be consistent with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; on this period. This can be reconciled by House Ardenai forming out of the open-air population that stayed geographically closest to the Darkling Wood, and maybe partly into it, without themselves being regarded as &amp;quot;sylvisterai&amp;quot; by the other Elves. The Sylvans should be the ones who really just stayed inside the forest, and that particular area of the Great Forest is where they ended up concentrating.&lt;br /&gt;
[195] &amp;quot;Sharath&amp;quot; means &amp;quot;promised land&amp;quot; in Dhe&#039;nar-si. This was canonized in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The trial and tribulation line is meant to motivate why the Dhe&#039;nar would reside in (what is now called) Rhoska-Tor for a protracted period. Which is the nearest part of the Southron Wastes to the eastern Elves.&lt;br /&gt;
[196] This is implying &amp;quot;Sharath&amp;quot; comes from the name &amp;quot;Sharyth&amp;quot;, and insinuates the &amp;quot;sho&#039;rah&amp;quot; in Noi&#039;sho&#039;rah is similarly rooted with Sharath and Sharyth. This then interprets &amp;quot;First Sister&amp;quot; as having an original reactionary meaning of &amp;quot;Sharyth&#039;s intent&amp;quot; according to this hypothetical dissident faction. This is an embellishment, but a plausible contrary view for House elves. The feminine gender neutral case of it meaning &amp;quot;First Sister&amp;quot; is true in the player created Dhe&#039;nar-si language (as introduced into it decades ago by Mnar.) Referring to that as &amp;quot;archaic&amp;quot; Dhe&#039;nar-si is how the &amp;quot;[[Dark Elven languages]]&amp;quot; document treats and refers to the old player constructed language.&lt;br /&gt;
[197] &amp;quot;[[History of Elanthia]]&amp;quot; refers to Sharyth Ardenai as a matriarch, while &amp;quot;[[Timeline of Elanthian History]]&amp;quot; uses the &amp;quot;his&amp;quot; pronoun for Sharyth Ardenai. There is a similar discrepancy for Linsandrych Illistim. These documents are both decades old, so this document takes that gender indeterminancy at face value, since it is so long standing.&lt;br /&gt;
[198] This is a hedge for allowing this whole interpretation and theory to be wrong, which allows Dhe&#039;nar to still believe their version of history. The actual departure would then have happened before the Chronicles started, when Korthyr was a relatively young man. But some of the details would still need to be regarded as distorted a bit by knowledge of later events, even though the prophecy itself is supposed to be prophecy. For example, there could be no singular decision by seven leaders to split into seven Houses, because the Houses were founded over a span of 1,500 years and even then the &amp;quot;Houses&amp;quot; as a political system probably emerged because of the cities rather than the other way around.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati.[199] In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years.[200] The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses.[201] In the more cynical view of the &amp;quot;Matter of the Elven Empire,&amp;quot; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology.[202] Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization.[203] With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.[204]&lt;br /&gt;
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[199] This is what &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; says.&lt;br /&gt;
[200] There is a 5,000 year gap between the Noi&#039;sho&#039;rah section and the Departure section of &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, so this line is trying to reconcile something that doesn&#039;t even make sense within the Dhe&#039;nar document itself.&lt;br /&gt;
[201] This is partly referring to &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and partly referring to &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.&lt;br /&gt;
[202] &amp;quot;Matter of the Elven Empire&amp;quot; is totally made up, and plays off the real-world historical terms such as the &amp;quot;Matter of Britain&amp;quot;, which is distorted with Arthurian legend and so forth. This is the IC author characterizing this early period as in historical dispute among the elves, with the founding of the royal lines and their pedigree from powers such as Arkati and Wyverns. Treating the contrary view as &amp;quot;peasant ideology&amp;quot; is the sensible counterpart to the Houses royal ideology. The existing documentation has significant founding period inconsistencies, tinged with legends, so the phrase &amp;quot;Matter of the Elven Empire&amp;quot; is used to characterize that IC.&lt;br /&gt;
[203] This is recontextualizing it in terms of the characterization given earlier in this document of monarchs as stewards in a static great chain of being. (The Dhe&#039;nar history document says the other Houses do not believe the Elves &#039;&#039;&amp;quot;can become as powerful as the Arkati&amp;quot;&#039;&#039;, though there has to be some nuance in this because of ascension theologies like Amasalen, it should probably mean this is not a plausible whole race goal and that generally &amp;quot;ascension&amp;quot; however it concretely exists comes from intervention by Great Spirits such as Arkati using their own power.) The Dhe&#039;nar view in contrast would be characterized as the low rising up the chain, and perhaps the high falling off. The IC author is giving that a socioeconomic dimension.&lt;br /&gt;
[204] This is setting up the contrary view of the Noi&#039;sho&#039;rah prophecy as a historical distortion, reading Despana and the Undead War into &amp;quot;Matter&amp;quot; politics as an anachronism after the fact. The Dhe&#039;nar in contrast would maintain it was the original prophecy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated.[205] This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578.[206] House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son.[207] This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire.[208] Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness.[209] There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl began to truly assume its central role over the Empire.[210]&lt;br /&gt;
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[205] This is the Patriarch timing given in &amp;quot;[[History of the Faendryl]]&amp;quot;. In &amp;quot;[[History of Elanthia]]&amp;quot; it was Korthyr&#039;s line that built Ta&#039;Faendryl, which this explained.&lt;br /&gt;
[206] This is cross-referencing the timing given in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. However, &amp;quot;History of the Faendryl&amp;quot; has a major timeline contradiction around the Undead War up to the Ashrim War, being fundamentally inconsistent with the other history documents. Here we are treating the timing in the earlier part of the document as still reliable.&lt;br /&gt;
[207] This is all from &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[208] Yshryth was already defined as Patriarch 14 in &amp;quot;[[History of Elanthia]]&amp;quot;, the &amp;quot;[[History of the Faendryl]]&amp;quot; document established his speech was from his coronation. The IC author here is asserting this is the proper birth of the Elven Empire, because of the imperial vision it sets out and its early time period relatively not long after the Houses finished forming.&lt;br /&gt;
[209] The political context was already in &amp;quot;[[History of the Faendryl]]&amp;quot;, but this is more explicitly asserting that what Yshryth was saying about leaving the forests was a metaphor. Later there is argument about connotations of kinslaying in the word &amp;quot;Draekeche&amp;quot; which is the (ancient?) elven for &amp;quot;darkness&amp;quot; dating back to at least -49,080. This is also setting up hostile / exile conditions for the Dhe&#039;nar, if the Illistim chronicler timing for their departure is the correct view.&lt;br /&gt;
[210] This is cross-referencing the &amp;quot;[[History of the Faendryl]]&amp;quot; timing for this period with the Ta&#039;Illistim Monarchs document &amp;quot;[[Ta&#039;Illistim Monarchs|Linsandrych&#039;s Legacy: A Detailed Examination of the Dynastic Argent Mirrors and Their Contributions to Illistimi Society With Notes On Selected Post-Lanenreat Figures]]&amp;quot;, once you convert out of the Illistim calendar into the Modern Era calendar. Then it&#039;s using these power vacuums and schisms and purges and so forth to say this is how and when House Faendryl came to lead the Empire (premise dating back to &amp;quot;[[History of Elanthia]]&amp;quot;), as Linsandrych Illistim had founded the first House and was present until -45,895.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven.[211] Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law.[212] There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind.[213]&lt;br /&gt;
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[211] This is IC author interpretation. It is suggesting the chaos and disunity motifs, and Korthyr as Tahlad&#039;s nephew, is all a distortion of Korthyr being succeeded by his great-nephew Khalar Andiris and then a bunch of assassinations and coups happen, and that Yshryth&#039;s famous speech (on unity and leaving the forest in a singular event) is being distorted with a Dhe&#039;nar departure that happens in -45,293 during the reign of Patriarch 14.&lt;br /&gt;
[212] This is insinuating Despana and the rising dead motifs are distortions of Geniselle Anaya overthrowing the Faendryl throne and being executed by her son, after a millennium of petty power squabbles and coups following Korthyr&#039;s first successor.&lt;br /&gt;
[213] This is a straight foward incompatibility between the Dhe&#039;nar and Sylvan lores. The &amp;quot;great chain of being&amp;quot; metaphysics worldview construction in this document gives them a much closer filiation of ideas relationship with the House Elves than the Sylvans, because that kind of conception is totally absent in the Sylvan documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes.[214] Archaeologists have found relics in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks.[215] One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath.[216] Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness.[217]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[214] The Dhe&#039;nar spent time in what is now called Rhoska-Tor becoming Dark Elves in the racial mechanical sense. They have since resided in the jungles beyond the Southron Wastes.&lt;br /&gt;
[215] This makes up having relics found which prove the Dhe&#039;nar warlocks were in (what is now called) Rhoska-Tor way back then, but the premise of the spidery runes and having left stuff behind in Rhoska-Tor is in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[216] In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it says they learned &#039;&#039;&amp;quot;control of the undead&amp;quot;&#039;&#039; in Rhoska-Tor, which this document will take literally as controlling undead that already existed. That document also suggests the Book of Tormtor was something the Dhe&#039;nar left behind, but there are multiple inconsistent proposed explanations of the Book of Tormtor across documents.&lt;br /&gt;
[217] This is making use &#039;&#039;&amp;quot;old places of the Ur-Daemon&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot; for Rhoska-Tor, and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers to &#039;&#039;&amp;quot;the dark magic of the region&amp;quot;&#039;&#039; as distinct from &#039;&#039;&amp;quot;spells taught by the Arkati themselves.&amp;quot;&#039;&#039; The Dhe&#039;nar history document notably is most explicit on blaming Ur-Daemon dark essence for tainting the bodies and minds and turning elves into dark elves: &#039;&#039;&amp;quot;The dark essence that had been left behind by the Ur-Daemon War not only tainted the appearance and psyche of the Dhe&#039;nar, but it also had a powerful effect on the flows of magic in the region.&amp;quot;&#039;&#039; This document (in all three volumes) is using that view of the region heavily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records.[218] But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation.[219] It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a need to ward off malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands.[220] The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living.[221] In this way they were able to not only prevent the possession of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands.[222] This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars.[223]&lt;br /&gt;
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[218] The absence of written records, other than &amp;quot;spidery runes&amp;quot;, in this period is explicitly stated in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The way that section is written makes it sound like the Book of Tormtor had to be written in those runes, and only Dhe&#039;nar warlocks can read them, therefore Despana being able to read it and being from the southern jungles would mean Despana was Dhe&#039;nar. The IC author of this document is relatively dismissive of that as twisting things to fit the Noi&#039;sho&#039;rah prophecy.&lt;br /&gt;
[219] Similar situation leading to similar methods can help them understand the nature of these runes even though only the Dhe&#039;nar warlocks are supposed to be able to read the script.&lt;br /&gt;
[220] Such undead of twisted nature spirits should &amp;quot;naturally&amp;quot; exist in Rhoska-Tor, given the dark essence tainting described in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This treats banshees as referring to the fey variety, and &amp;quot;infernal sprites&amp;quot; were a [[Southron Wastes]] creature during the [[Wavedancer]] event. The infernal sprites and pale wraiths and banshees were in the part of the map closest in direction to Rhoska-Tor. The banshees are also [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds dark fey] in DragonRealms.&lt;br /&gt;
[221] Using dark essence in this way to control the undead is a premise used throughout these three volumes. It&#039;s unholy magic analog of similar things done through Order of Voln symbols (e.g. Symbol of Submission) and so on.&lt;br /&gt;
[222] Pale wraiths were another Southron Wastes creature from the Wavedancer event. This is playing off the ability of [[wind wraith]]s to possess [[soul golem]]s, as well as the Tehir [[Life and Being in the Sea of Fire|beliefs]] about spirits inhabiting corpses in the Sea of Fire. This &amp;quot;do the opposite&amp;quot; method echoes back to the animism section with mortuary rituals twisting into necromancy of the undead methods.&lt;br /&gt;
[223.1] This relates back to the animist section talking about the spiritual magic roots of necromancy, where in the case of the Dhe&#039;nar it would be spirit magic they attributed to the Arkati. But then in Rhoska-Tor they learn elemental magic, but they&#039;re manipulating a dark energy. It becomes a form of sorcery, as defined in this document. (Sorcerers are grouped with the Temple caste with the spiritual casters in the Dhe&#039;nar caste system, rather than the warlocks / magi caste which are the elementalists.) &lt;br /&gt;
[223.2] The original premise with the Dhe&#039;nar was that the ones around the Landing had begun experimenting with raising the dead clerical magic, but generally in Dhe&#039;nar culture those who do not survive do not deserve to be resurrected. There might be attempts to define Temple caste clerical magic as siphoning power from around Arkati without directly borrowing powers, but that cuts against the grain of how Cleric magic in particular has always been defined in GemStone, and in Volume 2 of this document that is instead described as &amp;quot;ur-priest&amp;quot; methods which can mimic non-denomination Cleric magic but fundamentally isn&#039;t and has corruptive &amp;quot;leeching&amp;quot; dependency effects on the caster. (Analogous to the Dhe&#039;nar warlocks who become dependent on feeding on magical energies in the still non-canon Dhe&#039;nar documentation.)&lt;br /&gt;
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&lt;br /&gt;
It was facilitated, however paradoxically, by their study of the elements.[224] Blazing sand elementals are yet another threat found in the Southron Wastes.[225] With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well.[226] But there are other pure forces beyond the veil than those of the elemental planes.[227] There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or elemental darkness.[228] It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes.[229] With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.[230]&lt;br /&gt;
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[224] The &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says they learned &#039;&#039;&amp;quot;summoning of the elements into a physical manifestation&amp;quot;&#039;&#039; while in Rhoska-Tor.&lt;br /&gt;
[225] These were creatures in the [[Southron Wastes]] during the [[Wavedancer]] event. There are [[Small sand elemental|sand elemental]] companion pets.&lt;br /&gt;
[226] This further sets up what was implied by comparing the similarity of summoning familiars with their manipulation of the undead.&lt;br /&gt;
[227] In Volume 2 these are called &amp;quot;sorcerous elements&amp;quot; and include various terms used in spells and messaging and storylines, including [[Balefire (713)|balefire]] and [[mawfire]]. This is an embellishment to the extent that it is set in a basic cosmological model of more chaotic vs. more ordered essences.&lt;br /&gt;
[228] &amp;quot;the shadows&amp;quot; is a demonic energy used in Kenstrom storylines related to [[Althedeus]] and its realm. Volume 2 of this document treats that as a mixture of elemental chaos and elemental darkness. There are solid roots on treating these as essence substances, but it is still an embellishment.&lt;br /&gt;
[229] The Althedeus lore is cited in documents such as &amp;quot;[[Ithzir Genesis]]&amp;quot; and &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. This is basically the same thing as &amp;quot;unholy power&amp;quot;, and in Volume 2 it is defined as related to &amp;quot;anti-mana&amp;quot;, which is an embellishment but roughly consistent with I.C.E. roots. (Except that the elemental darkness of Rolemaster &amp;quot;Elemental Companion&amp;quot; was a separate concept from the anti-essence of the Shadow World setting.) This is all equivalent to what is called &amp;quot;dark essence&amp;quot; in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[230] This is what was being implied in the previous paragraph, and this concept is used in Volumes 2 and 3. For example, Volume 3 talks about some necromancers suffusing themselves in dark essences to mask their life forces, to make the undead not attack them and instinctually obey them. (This would probably be illegal in Faendryl sorcery because of the corruptive effects on the mind and body.)&lt;br /&gt;
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The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor.[231] Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath.[232] It might well be that the journey actually began with the death of the cult leader.[233] Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes.[234] While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath.[235] Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed.[236] Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years.[237] The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were quite probably corrupted by knowledge of events after the fact.[238]&lt;br /&gt;
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[231] The hedging on this is about the lack of written records framed for it in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[232] This is playing off Tahlad being a Dhe&#039;nar-si word that means student.&lt;br /&gt;
[233] This is the IC author being iconoclastic, but also pointing at how old Tahlad would had to have been to make historical sense of him.&lt;br /&gt;
[234] The wording &#039;&#039;&amp;quot;the jungles &#039;&#039;&#039;said to&#039;&#039;&#039; lie beyond the Southron Wastes&amp;quot;&#039;&#039; for Despana in &amp;quot;History of Elanthia&amp;quot; suggest the Southron Wastes region was generally anathema to the Elven Empire and not something they ordinarily traveled through and interacted with in that time period. In other words Elven Empire records of the Dhe&#039;nar would implicitly have been sketchy.&lt;br /&gt;
[235] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and is using that provenance issue to cast doubt on the veracity of written records that might have survived the Great Fire.&lt;br /&gt;
[236] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[237] The use of oral tradition in the Dhe&#039;nar lore in general serves the function of introducing unreliable narration on the distant past. &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers outright to hardship &#039;&#039;&amp;quot;twisting their ancient beliefs&amp;quot;&#039;&#039;.&lt;br /&gt;
[238] This is IC author view from Faendryl bias, the Dhe&#039;nar would disagree with this statement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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(2) Witchcraft&lt;br /&gt;
&lt;br /&gt;
In the outlying regions of the Elven Empire, far from the great cities, there were survivals of folk religion.[239] These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority.[240] Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms.[241] They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead.[242] They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living.[243] Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.[244]&lt;br /&gt;
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[239] This is an embellishment. It does not really make sense that the more rural populations would not have folk religion and folk magic, much as there virtually has to be animism going all the way back rather than only developing later. Arguably some of the instincts for this still exist in the Elven Nations, and civilizations in general, in the &amp;quot;[[Divination: A Comprehensive Guide]]&amp;quot; lore. This document to some extent is doing a &amp;quot;history from below&amp;quot; contrast to the &amp;quot;great men/minds/etc.&amp;quot; histories to help break up GemStone&#039;s monolithic race-culture ideologies.&lt;br /&gt;
[240] The framework of this document characterized the Elven forest tradition as &amp;quot;druidism&amp;quot;, so this is more or less a tautological statement.&lt;br /&gt;
[241.1] This document uses this as the historical root for Empath magic. It uses the term &amp;quot;cunning folk&amp;quot; to cover &amp;quot;good witches&amp;quot;, so the word &amp;quot;witch&amp;quot; is only being used in the dark and negative connotations. There is a lot of scattered superstition lore, such as [[thanot]] as warding charms because of the pentagram pattern of its berries. This is being consistent with later in this document treating &amp;quot;hybrid&amp;quot; magics, especially esoteric modes of hybrid magic, as historically ancient and prior to the full division of spellcraft into separate spheres of magic.&lt;br /&gt;
[241.2] The term was not used in this document, but these are examples of &amp;quot;apotropaic&amp;quot; magic.&lt;br /&gt;
[242] This is generic folk religion stuff. It is providing the hook for death rituals and magic to get twisted into darker magic with corruptive energies. Volume 2 also gets into this with witchcraft.&lt;br /&gt;
[243] This hedges the animist vs. Lorminstra [[Eve of the Reunion]] issue. Something similar to this is in the [[Grot&#039;karesh Hammer Clan]] giantkin lore with the [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]] at Kilanirij. This is another hook for twisting into wicked spirit calling and commanding undead spirits.&lt;br /&gt;
[244] The Ilvari are an example of fey changeling kidnappers. &amp;quot;Ilvari luck charms&amp;quot; are sold and do not really do anything. [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds &amp;quot;Changelings&amp;quot;] exist in DragonRealms and are called spriggans, thought to be spirits related to elemental air. In the I.C.E. Shadow World version the air fey were servants of the god we call Tonis, a thieves patron, and in DragonRealms the dark fey are the creations of Idon one of the thieves patron immortals. Though this is almost certainly a coincidence.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others.[245] They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated.[246] This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets.[247] Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations.[248] The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.[249]&lt;br /&gt;
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[245] This document is using &amp;quot;witches&amp;quot; almost exclusively for wicked magic practices as a convention, even though the IC author would acknowledge the existence of sympathetic magic practitioners calling themselves &amp;quot;witches&amp;quot; doing good/light practices or morally neutral practices. Similarly with &amp;quot;blood magic&amp;quot;, that term is being reserved for the sorcerous form of it, not the more empathic form of it (e.g. [[Akhash]] the Tehir spirit caller) which would not be corruptive and debasing.&lt;br /&gt;
[246] This is rooting the more (wicked) spiritual magics of the Sorcerer Base list in this culture tradition. Especially [[Curse (715)]]. But these are not &amp;quot;black arts&amp;quot; as will be described later.&lt;br /&gt;
[247] This is the IC author hedge and acknowledgement that to some extent he&#039;s set up a false dichotomy regarding the term &amp;quot;witches.&amp;quot; Curse tablets refers to the ancient Roman practice.&lt;br /&gt;
[248] This is a reasonable anthropological supposition about the filiation of ideas and superstitions, given the initial premise of earlier animist religious traditions partly surviving into later ages.&lt;br /&gt;
[249] Witch hunt panics are not defined in current lore, but this is the general dynamic of how witch panics work in the real-world.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression.[250] It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil.[251] In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits.[252]&lt;br /&gt;
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[250] This tension with orthodoxy is setting up the driving of witches into the wilds, while the medicine man types with healing or clerical powers get to stay. Also seeding the bias of humans against magic because of elves.&lt;br /&gt;
[251] In other words, this is everyday life stuff, superstition suffused throughout cultures.&lt;br /&gt;
[252] This is characteristic of animism in general, and very clearly the case with the Tehir lore. &amp;quot;Great Spirits&amp;quot; is the generic term this document uses for deity scale powers of spiritual mana orientation. If spiritual mana were [https://elanthipedia.play.net/File:ManaField.gif subdivided] like it is in DragonRealms, it might be that the animist magics (e.g. roots of empath, ranger) are moreso using &amp;quot;life mana&amp;quot; while clerics and paladins are moreso using &amp;quot;holy mana.&amp;quot; Lunar mana to some extent in DragonRealms is filling in the roles mental mana does in GemStone IV. In this document there is a framed link between &amp;quot;occultism&amp;quot; and &amp;quot;astrology&amp;quot; to seed that relationship.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is particularly important is that this tradition more broadly is what might be called sympathetic magic.[253] It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions.[254] It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up.[255] It is what remains of more ancient traditions of spiritualism.[256] From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies.[257] It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real.[258] In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;[259]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[253] While there is some pure superstition stuff, such as in the divination lore, in the Elanthia setting there is also real sympathetic magic (e.g. Raznel&#039;s voodoo dolls and blood magic.) This document treats this as Elanith&#039;s non-Erithian precursors to what is now called Mentalism.&lt;br /&gt;
[254] This tacitly falls under the notion of NPC &amp;quot;[[Overview of Elanthian Magic|flow magic]]&amp;quot; in current canon, but later in this document that is going to be classified as &amp;quot;thaumaturgical&amp;quot; and &amp;quot;exoteric&amp;quot; magic (in terms of how the Elves try to develop it away from informal lay magic), while what we are talking about here is &amp;quot;esoteric&amp;quot; magic as an informal cousin of &amp;quot;ritual theurgy.&amp;quot; It is elaborating and deepening the magic theory. Volume 2 talks about forming rites with rigid rules in a kind of perverse imitation of rote magic, especially with black arts magic, to try to make predictable effects without really understanding what is being done &amp;quot;theoretically.&amp;quot;&lt;br /&gt;
[255] This is essentially a new premise for making sense out of having this storyline sympathetic magic stuff that does not relate to the spell circles and stuff invoked off scrolls. In IC terms it could be disputed how separate orthodox religion with its clerical magic really is from the rest of spiritual magic in the &amp;quot;vernacular&amp;quot; populations, and sympathetic magic which may now in the present age be considered spiritual-mentalist hybrid. Later in the document is a nod to the DragonRealms division between &amp;quot;life&amp;quot; and &amp;quot;divine&amp;quot; mana when talking about mana conventions. DragonRealms also has &amp;quot;Lay Necromancy&amp;quot;, which is [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 Low Sorcery], where Low Sorcery in general is relatively informal evil magic.&lt;br /&gt;
[256] This is a thesis statement, set up by the prior sections on animism.&lt;br /&gt;
[257] This is establishing the important distinction against pure superstition (e.g. divination without spellcraft of any kind), which is that magical energy (essences) must be manipulated into magical effects to qualify as &amp;quot;magic.&amp;quot;&lt;br /&gt;
[258] Rote superstitious practices acting like de facto rote magic.&lt;br /&gt;
[259] This is explaining why the use of say troll blood in an alchemy recipe, or blood in a religious ceremony, or even what empaths do, does not qualify as &amp;quot;blood magic.&amp;quot; It is only magic involving blood. &amp;quot;Blood magic&amp;quot; here is strictly being used to refer to these sympathetic magic practices, though the other volumes allow an occultist form of blood alchemy for making homunculi. At this point it is tacitly acknowledging &amp;quot;good&amp;quot; practitioners (cunning folk, some shamans), but in most of this document the term &amp;quot;blood magic&amp;quot; is reserved for the highly corruptive sorcerous form, which involves debasement and perversion through the mediating substance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation.[260] Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood.[261] There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.[262]&lt;br /&gt;
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[260] This is just defining the meaning of the term &amp;quot;sympathetic magic&amp;quot;, which is imitative magic or correspondence of forms. Sympathetic magic is a term that was coined by the 19th century folklorist James Frazer in his book &amp;quot;The Golden Bough&amp;quot;, which is either magic of &amp;quot;similarity&amp;quot; or magic of &amp;quot;contagion.&amp;quot; Witchcraft in this document follows these tropes.&lt;br /&gt;
[261] This has been done in storylines, such as those involving the witch Raznel.&lt;br /&gt;
[262] All of this is framed as animist roots, but now running up against orthodox religion with its good vs. evil values duality, which in Elanthia in the Second Age is Liabo vs. Lornon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within the modern conventions of magic, this sort of correspondence of forms is related to what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot;[263] In the mind oriented near planes of existence, such as the Endless Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world.[264] This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames.[265] There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession.[266] Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.[267]&lt;br /&gt;
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[263] This is establishing the premise of treating this as the Elanith non-Erithian precursor to Mentalism in the contemporary conventions. The notion of &amp;quot;dark empathy&amp;quot; and confounds and hybrid magic are elaborated later in this document.&lt;br /&gt;
[264] This was true in [[Ride of the Red Dreamer]] and Auchand stated it explicitly on the Wiki, distinguing the [[Eternal Dream]] near plane from the sorcerous [[valence]]s. &amp;quot;Endless Dream&amp;quot; is a typo which I will fix in the next revision. Nightmare steeds and unicorns in the mount system as of summer 2022 had physically manifesting object from dream world interactions. Ebon&#039;s Gate 2022 with [[Naidem]] also had some mind/form distortion premise in it.&lt;br /&gt;
[265] This is generic voodoo doll kind of stuff.&lt;br /&gt;
[266] Dream walkers were present in [[Griffin Sword War]] 2 and [[Ride of the Red Dreamer]] storylines, and other times where minds have been entered, and are mentioned in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. Some minds are [[Valence#Near Planes|able]] in GemStone to slip into the Eternal Dream during sleep. There is a subtextual argument for the decay/spirit-death mechanics messaging having been based on astral projection. The truffles in Lower Dragonsclaw do some sort of astral projection. &lt;br /&gt;
[267] This is part of the thesis and framed previously in the animism section. It&#039;s malignant spellcasters using that propensity to twist mortuary magic into more malicious uses, and then that gets still darker later when dark essences are involved in haunted realms. This sets that up for the next paragraph.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, witches were exiled into the wild woods or darker hiding places.[268] This led to a rising number of witches in the Southron Wastes, where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them.[269] Blood magic began using demon blood.[270] Curses began using more corruptive essences, facilitating rituals for causing the undead.[271] Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood.[272] There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others.[273] One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.[274]&lt;br /&gt;
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[268] This sets up a fragmenting of witchcraft into split traditions. Volume 2 says more about the different kinds of witches. There are elemental themed ones, [[Life and Being in the Sea of Fire|spider witches]] in the Sea of Fire, the Sisters of Blight, and so forth. Raznel was influenced by black arts out of the Southron Wastes and Wizardwaste.&lt;br /&gt;
[269] With the &amp;quot;dark essence&amp;quot; explicitly framed in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and corruptive effects on various peoples in current canon, this is extrapolated here to imply there is a general issue of this for historical wasteland residents. Very little is defined for indigenous populations. Iguanoids were there in the Wavedancer, as well as scourgemages (which were reskinned [[fire mage]]s but Volume 2 treats as demon worshipping analogs to rangers). This region probably had its own animism (e.g. black shamanism), but presumably also earlier demonic and Marluvian cults, and Volume 3 makes up something about mummies and underworld themed death religions influenced by underground rifts. The general point of this line is cross-pollinating the folk magic into the wastes and in turn incorporating the dark essence of that region. Later in this document there is framing for surviving knowledge of Second Age folk magic being sampling/survivor biased toward the Elven forms of it due to the records being from Elven occultists.&lt;br /&gt;
[270] This document leans into various arguments for the presence of &amp;quot;indigenous&amp;quot; demons in the region. The ebon-swirled primal demon in the Southron Wastes is a primitive cousin of the oculoth, and its venom blood is a major storyline factor behind dark magic in Kenstrom&#039;s events. This line is taking the &amp;quot;blood magic&amp;quot; from the witchcraft tradition and now using demon blood in it which is far worse. This is reasonably what would have happened if this population migration happened even in broad outlines.&lt;br /&gt;
[271] This is leveraging off &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; referring to the dark essence of the region, left behind from the Ur-Daemon War.&lt;br /&gt;
[272] Raznel turned a [[Drangell|giantman]] into a troll and a [[Thrayzar|human]] into an orc. This is framing and explaining the generic &amp;quot;witch turns prince into a frog&amp;quot; or werebears and selkies kinds of curses. This &amp;quot;witchcraft&amp;quot; is implicitly partly Mentalist in contemporary magic theory, so the dark transformation of bodies stuff is in it here, and not necessarily present in the prior inhabitants of the southern wastelands (e.g. cultists, black shamans.)&lt;br /&gt;
[273] Stuff like werewolves and [[Gaunt feral selkie|selkies]]. This is setting up the seed for Despana later having cursed diseases such as Red Rot. It follows the &amp;quot;contagion&amp;quot; variety of &amp;quot;sympathetic magic&amp;quot; in Frazer&#039;s definition of the term.&lt;br /&gt;
[274] [[Werebear]]s being mechanically undead is some weird game history anomaly. I think every cursed thing that was flagged as &amp;quot;Unlife&amp;quot; and targettable by Cleric repel spells was treated as undead when the Order of Vult (Voln) was created in 1994. Volume 3 does a lot of differentiation on the various forms of &amp;quot;unliving.&amp;quot; Selkies are much more modern creatures in a game mechanics sense and actually undergo transformation cycles.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Witches of the South would enter pacts with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons.[275] There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits.[276] They might have mediating vermin such as maggots or ichor worms inside themselves.[277] Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves.[278] There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them.[279] It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself.[280] Conjuring in this way was in stark contrast to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.[281]&lt;br /&gt;
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[275] This is the general Satan worshipping witch archetype. Raznel would make blood bonds with people. This distinction is allowing other forms of witchcraft to not work this way. This is speaking of a regional historical generality or propensity, not saying &amp;quot;every witch in the south did this and no witches outside the south did it.&amp;quot;&lt;br /&gt;
[276] This is leaning on the channeling aspect of the framed hybridism of their magic.&lt;br /&gt;
[277] This is directly based on Raznel. She had stuff like this as well as scarabs inside her own body, forming or emerging spontaneously when she was cut. Though Raznel learned how to implant such things into bodies from Quinshon, who is a black shaman.&lt;br /&gt;
[278] This is the general &amp;quot;corrupted by dark power&amp;quot; archetype. It has been used to show characters being driven mad with taint/corruption in GemStone since the I.C.E. Age.&lt;br /&gt;
[279] Raznel would control others sometimes with implanting her scarabs into them. She was also prone to using anti-magic, and stripping magical powers from people.&lt;br /&gt;
[280] This is a characterization of the mode of magic, it does not have to always involve subservience to something else. This wording is partly inspired by [[Torment (718)]].&lt;br /&gt;
[281] This is setting up distinctions between Faendryl sorcery in the Second Age with the &amp;quot;black arts&amp;quot; and forms of magic that would have repulsed the imperial elves. They are reflecting different cultural value systems and ideologies. &amp;quot;[[History of the Faendryl]]&amp;quot; has recognizable sorcery being practiced until at least circa -40,000 and so we are preferring to split apart the historical meaning of &amp;quot;sorcery&amp;quot; so the Faendryl of the Second Age culturally make sense as the leaders of the Elven Empire.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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(3) Cultists&lt;br /&gt;
&lt;br /&gt;
In the Age of Darkness there was always a minority of demon worshippers.[282] Whether the demonic of the wastelands, or the dead gods themselves.[283] There are buried crypts in the Southron Wastes belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul.[284] Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason.[285] Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation.[286] But the reliefs and frescoes of the interregnum are far more hideous in their depictions.[287] They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices.[288] Cave paintings from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are often found with trepanated skulls.[289]&lt;br /&gt;
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[282] There is only thin already established evidence for this. The timing on the loresong of the Marluvian [[Urglaes-set pitted silver talisman|urglaes talismans]] from [[Hunt for History]] is unclear, but using an ancient language that was sometimes used in game in the early 2000s. &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; shows archaeological evidence for knowledge of Marlu dating back to before the Elven Empire. There ought to be Marlu worshippers, and Ur-Daemon or demon worshippers more generally, and it would make sense for them to live in the old places of the Ur-Daemon (Rhoska-Tor) rather than in the great forest with the sylvans and imperial elves.&lt;br /&gt;
[283] This is allowing a distinction between animists who are akin to rangers of the demonic (in Volume 2 these are called scourgemages), which are left-over from the Age of Darkness or arriving through underground tears in the veil --- there was possibly an example of this in the room painting of the Southron Wastes during the Wavedancer, and the eyeballs of ebon-swirled primal demons have been seen arriving through spontaneous tears in reality in the Southron Wastes --- and actual cultists worshipping the Ur-Daemon.&lt;br /&gt;
[284] This is reviving and De-I.C.E.ing the vruul lore, which is hard coded into the area design of the Broken Land. It is making sense of the Marlu description in &amp;quot;[[Gods of Elanthia]]&amp;quot; about being seen delving into ancient crypts, which is vestigial from I.C.E. lore about him searching prehistorical crypts for vruul, and then the notion of Marlu loosening portals to draw power is made sense of by assuming there are actually portals to demonic realms present that can be loosened: &#039;&#039;&amp;quot;Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown.&amp;quot;&#039;&#039; This seems to be hedging on whether Marlu is Arkati or has extraplanar power sourcing like the Ur-Daemon portal described earlier in that document. Footnote 71 suggested a possible constraint of Ur-Daemon dependency on this to sustain their existence in this reality, such that destroying their major portal in itself is what defeated them, which could be a conceptual motivator or root for this premise about the power source for Marlu.&lt;br /&gt;
[285] This is explaining the &amp;quot;[[Gods of Elanthia]]&amp;quot; description with the original context.&lt;br /&gt;
[286] This is based on the Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot;. This only clearly referred to glyphs being found in the Southron Wastes, where presumably they survive from climactic conditions. But here we interpret the line instead to include the petrified trees as also being in the Southron Wastes. This is meant to explain and reconcile &amp;quot;[[Gods of Elanthia]]&amp;quot; saying the final battle in the Ur-Daemon War blasted the landscape for hundreds of miles and turning it into a lifeless wasteland. Which implies it wasn&#039;t a wasteland previously, which is where the carvings on the petrified trees would come from (perhaps artificially fast in cataclysmic conditions, though petrification itself usually only takes several thousand years). The Southron Wastes room painting depicts a huge former lake, now a salt basin, and there are unstable (quite likely unnaturally formed in the Ur-Daemon War) shale mountains capped with limestone that are described as geologically &amp;quot;recent&amp;quot; violent upheavals.&lt;br /&gt;
[287] This is referring to the cave paintings from Linsandrych Illistim&#039;s quote, and embellishing it in cross-reference to the frescoes in the Dark Shrine of the Broken Land.&lt;br /&gt;
[288] This is also leveraging off the Broken Land design. This line is trying to establish that region as having dark worshippers dating back into prehistorical times, so that there were effectively always bad guys with dark magic there at all time points.&lt;br /&gt;
[289] This is an embellishment. It is leveraging off the Linsandrych Illistim quote about representing fear, and the &amp;quot;madness&amp;quot; motif in demonic themed places like below the Graveyard and the Broken Land. The trance states are about animism. These volumes treat black shamans and scourgemages as dark magic archetypes of shamanistic nature in that region. The skulls is based off the the Broken Land and Graveyard, and there&#039;s also a skull pile in the burial mound in the [[vourkha]] area outside Ta&#039;Illistim. Trepanation is getting at the notion of &amp;quot;nightmare visions&amp;quot; and &amp;quot;fever dreams&amp;quot; that the made-up Linsandrych quote in this document references.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent.[290] There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled.[291] Dark mages who would not abide by the laws of civilization would find freedom in these lands, while fanatics who sought a world ruled by Lornon would found short-lived, sinister theocracies.[292] Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions.[293] In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.[294]&lt;br /&gt;
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[290] This is leveraging off the previous embellishment about the Elven Empire not claiming and occupying the southern wastelands based on consistency considerations.&lt;br /&gt;
[291] Despana is the existing defined example, but something like that should have happened many times over thousands of years. This line is also using the previous view that the southern wastelands are where the Ur-Daemon portal was destroyed and where the last great battle happened that blasted the landscape for hundreds of miles.&lt;br /&gt;
[292] The theocracies is totally made up, but follows naturally and logically from the framed lawless condition of the region and inhabitation by dark religions. Dark mage is an archetype that is defined later, but also more fully in Volume 2. They would be practitioners of dark essences magic (attuned to &#039;sorcerous elements&#039; like balefire much like mages do with the elements), therefore ultimately sorcerous, who often (not necessarily always) are attempting to come at it from the rationalist orthodox magic theory direction. This is more generally talking about magic practitioners who refused to be bound by regulations and laws. It seeds having pre-exile Faendryl sometimes exiling out there and bringing illegal knowledge with them, and gives a close-at-hand corruption path to blacker arts for Faendryl sorcerers. Dhe&#039;nar &amp;quot;warlocks&amp;quot; might also be prone to becoming &amp;quot;dark mages&amp;quot; in this sense of the term, though the Dhe&#039;nar Stareater legend is loosely how we are using &amp;quot;warlock.&amp;quot;&lt;br /&gt;
[293] There isn&#039;t really any established framing for the Elven Empire allowing Lornon worshipper chaos and machinations within its territories. But they should also have existed. So this is making a hook for explaining where they tended to be concentrated in the Second Age.&lt;br /&gt;
[294] In the Vvrael quest the ghost of Malaphor claimed the Vvrael witches and warlocks were wizards and sorcerers of this world who were corrupted by the Vvrael and eventually made their way into the Rift, and likewise Daephron Illian was working in Rhoska-Tor when he broke open the rift and sealed it in a puzzlebox. It&#039;s basically a Hellraiser concept. Vvrael witches also were in the Demon Queen of Anwyn storyline after the Rift was released and Terate was dead. So having the Vvrael cultists reside in that general region is making consistency of things. It is canon from &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; that the Disciples of the Shadows (Althedeus worshippers) were residing in the Southron Wastes, potentially back into the Age of Chaos. The last part of this sentence is open-ended for all the other bad things that might exist.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds.[295] Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic.[296] This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices.[297] There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out.[298] There were even cults believing Elves were cursed by the Arkati.[299] That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.[300]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[295.1] The convention for &amp;quot;warlock&amp;quot; in this document is the Dungeons &amp;amp; Dragons kind of class archetype of powers from binding with demons and so forth. This is keeping consistency with the nature of &amp;quot;Vvrael warlocks&amp;quot; and possibly the Dhe&#039;nar magi being called warlocks (e.g. the Star eater legend). This is more akin to the etymology out of Scots than the &amp;quot;oathbreaker&amp;quot; or &amp;quot;pact breaker&amp;quot; etymology out of Old English, where instead the meaning is more along the lines of pact making with demonic powers in betrayal of good gods.&lt;br /&gt;
[295.2] This is setting up &amp;quot;warlock&amp;quot; as the archetype for teratology and monster making, which in volumes 2 and 3 are related to Arcane or more general definitions of &amp;quot;necromancy.&amp;quot; But they are more demonology focused, so their necromancy is what volume 2 defines as &amp;quot;demonic necromancy.&amp;quot;&lt;br /&gt;
[295.3] Warlocks and witches in the black arts usage here is also staying consistent with demons using [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 &amp;quot;conduits&amp;quot;] to influence this plane in DragonRealms, especially the more powerful demonic entities which would have issues directly manifesting in this reality. (This concept is explicitly present in GemStone with Althedeus.) Volume 2 of this document talks about places where demonic power is infiltrating this plane, or similarly with Dark Gods (or demonic &amp;quot;gods&amp;quot; in other planes), where the soul can get pulled into the demonic realms if someone dies in that place. Which is [[Purgatory|consistent]] with the Temple of Luukos on Teras Isle, and that concept [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 exists] in DragonRealms as well. It is meant in this document to help explain the origin of some extraplanar undead.&lt;br /&gt;
[296] More framing for teratology. The last part about the demonic hybrids is leveraging off the unnatural offspring of demons and animals from the Third Elven War, and extraplanar hybrids from storylines such as [[Rodnay]]. It is providing threads for other forms of the &amp;quot;blood magic&amp;quot; we have seen from Grishom Stone and Elithain Cross.&lt;br /&gt;
[297] This is an embellishment but using the framed premise of the region being a haven for dark religions. The Dhe&#039;nar supposedly did not practice slavery until after the Great Fire, according to &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, but the practice may have existed in the neighbors.&lt;br /&gt;
[298] This is made up but helps illustrate the kinds of black arts that would exist that would not be Faendryl sorcery.&lt;br /&gt;
[299] This is an homage to the Drow.&lt;br /&gt;
[300] This slyly plays off the Dhe&#039;nar referring to themselves as the first born of the Arkati, but having the hunger of the Ur-Daemon. This document characterizes the more indigenous parts of the wastelands as prone to ancestor veneration and the Ur-Daemon as dead gods who are still present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to subvert the separation of the living from the demonic.[301] The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a divine language in some cults.[302] Demon worshippers sometimes call it the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists.[303] Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.[304]&lt;br /&gt;
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[301] This is using the broader definition of necromancy from the beginning of this document. The existence of demonic/living hybrids in Elanthia is long-established canon.&lt;br /&gt;
[302] This is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Its being regarded as a divine language by demon worshipping cults is an embellishment, but something that would probably be true if those cults were present. It would be a manifestation of the influence and presence of their gods in their view.&lt;br /&gt;
[303] This is a retcon to recontextualize the meaning of the Daemon&#039;s language when &amp;quot;[[History of Elanthia]]&amp;quot; talks about the Book of Tormtor. What is in the present age called the Dark Elven language would in the Second Age have been associated with the Ur-Daemon, because of this framing of who was involved with that region in that time period. The part about its source having never been found by extrachthonic linguists is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Another subtle point is that it should not have been known as the &amp;quot;voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;History of Elanthia&amp;quot; implies it was not known as &amp;quot;Rhoska-Tor&amp;quot; yet when Despana was searching it, unless the placename itself comes from the term &amp;quot;voice of Rhoska-Tor&amp;quot; (e.g. through the Dhe&#039;nar rha&#039;sha&#039;tor [[Dark Elven Horror Stories|meaning]] &amp;quot;giver and taker of life&amp;quot; which in turn could speak to how the language was used in that region). Rhoska-Tor has to be considered part of the Southron Wastes in the Second Age.&lt;br /&gt;
[304] This is an embellishment but would sensibly follow from the premise in the line noted by footnote 302.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions known as Tor.[305] These outcroppings or mounds are mythologically named for each of the &amp;quot;dead gods,&amp;quot; which is how the Ur-Daemon are regarded.[306] While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults grow around these haunted ruins.[307] Cults might at times become extinct, only to arise again, centuries or millennia later.[308] There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them.[309] They often believe &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world.[310] Consecrating us with their unholy black blood.[311]&lt;br /&gt;
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[305.1] The first part of this is stemming off the Grot&#039;karesh Hammer Clan exposure to the Battle of Maelshyve. &amp;quot;[[Giantkin History]]&amp;quot; translates Grot&#039;karesh as &amp;quot;magically cursed&amp;quot; or &amp;quot;magically haunted&amp;quot;, but &amp;quot;elder elven scholars&amp;quot; translate it as &amp;quot;Daemon-tainted&amp;quot;.&lt;br /&gt;
[305.2] This interpretation of &amp;quot;Tor&amp;quot; is totally made up. There are several reasons for it. Tor are geological formations that are basically rock outcroppings with hill formations, such as the hill Glastonbury Tor, which is mythologically associated with Arthurian legend and Otherworlds. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; describes hills in the region of Maelshyve. Banshees in turn are fey of the mounds/hills in real-world mythology. Likewise, keeps are generally built on mounds, and Maelshyve is a &amp;quot;great keep&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;Keep&amp;quot; in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The [[ora]] lore from the materials documentation also has a very large ora mine in Rhoska-Tor, but otherwise describes ora as being found in mountains and hilly regions. Tor are typically granite, an intrusive igneous rock, and the [[urglaes]] around Maelshyve ought to implicitly be in igneous rock (with &amp;quot;[[History of Elanthia]]&amp;quot; calling Rhoska-Tor &amp;quot;blackened&amp;quot; and urglaes being implicitly linked to the Ur-Daemon in the [[eonake]] lore), but the underground caverns are suggestive of limestone, which is consistent with the Southron Wastes room painting. &amp;quot;[[Origins of Tonis]]&amp;quot; on the other hand calls the land &amp;quot;blackened&amp;quot; directly from the corruption of the Ur-Daemon, but also speaks of lava (&amp;quot;hot blood&amp;quot; of the earth) nurseries for newborn Ur-Daemon. So all of this together is the logic of treating the word part &amp;quot;Tor&amp;quot; in the geological meaning of igneous protrusion rocks.&lt;br /&gt;
[306] This is a Lovecraftian twist on the Ur-Daemon based on established Ur-Daemon facts, combined with the fey mythology usage of Tor. It is an embellishment to say there are other Tor and that they are named after specific Ur-Daemon, but this retcon is meant to motivate why we supposedly know the names of individual Ur-Daemon (e.g. Ith&#039;can, Goseth, Orslathain) and why this region was considered an old place of the Ur-Daemon. These Ur-Daemon names are represented as used in occultist grimoires in Volume 2 to help explain that point.&lt;br /&gt;
[307] This is a made up embellishment. It serves to motivate the existence of the cults, even if they die out and come back later. It provides the seed for alternate possible origins of the Book of Tormtor, because the literal explanation of a book written in the Ur-Daemon language from &amp;quot;[[History of Elanthia]]&amp;quot; does not make sense without additional premises. That the Ur-Daemon would have a book at all, and then someone tens of thousands of years later can read it, without some weird magic artifice explaining it.&lt;br /&gt;
[308] This premise allows some long-run behaviors without having to posit specific organizations (i.e. cults) or whole cultures continuously existing for tens of millennia.&lt;br /&gt;
[309] This is made up, but based on the storyline instances of using Ur-Daemon body parts, such as rejuvenating them with Ur-Daemon blood. As well as the Beast imprisoned in Teras Isle having ambients of almost waking up. And Tseleth saying pieces of the Ur-Daemon are never truly dead.&lt;br /&gt;
[310] This is meant to relate the cultists to the &amp;quot;warlock&amp;quot; dark magic archetype described earlier, and based on the canon ability of demons and other extraplanars to hybridize with the living. Then they are just exercising religious beliefs about the demonic, doing some confirmation bias conflating them into their ancestor veneration. It isn&#039;t necessary for it to be true that a lot of these demons originated in hybridization of the living with the Ur-Daemon and then banished in the Ur-Daemon War. But it need not be quite obvious that this is wrong, either. Even the abyran might plausibly be made by a more powerful demon out of the missing Faendryl sorcerers.&lt;br /&gt;
[311] The blood of the Beast of Teras Isle is black. It was used to charge up the eye of Ith&#039;can for the climax of [[Cross into shadows|Cross into Shadows]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These kinds of sentiments lent themselves to still other forms of necromancy.[312] There were those who sought to induce demonic possession, such as the riders of the wasteworms.[313] Others were &amp;quot;dread seers,&amp;quot; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination.[314] This is a necromantic form of astral projection for harrowing the outer valences.[315] Some sought to master the power of fashioning the demonic from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed.[316]&lt;br /&gt;
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[312] Specifically, this is following off the parapsychic imputing of forbidden knowledge, so it&#039;s about the sorcerous version of mind and spirit stuff with the demonic and other planes.&lt;br /&gt;
[313] Wasteworms are a creature of the [[Southron Wastes]] from the [[Wavedancer]] event. The idea of there being wasteworm riders is shamelessly ripped off from Dune. The premise here is black arts practitioners acquiring demonic powers for themselves through their bonds or usage of demons.&lt;br /&gt;
[314] This is a made up premise that Xorus [[Harrowing and Esoteric Archaeology|lectured]] about at a Faendryl symposium and has used in vignettes, and to some extent did during the Witchful Thinking storyline when probing the memory past of [[Witchful Thinking - 2019-07-19 - Unwind the Curtains (log)|Thrayzar]] and [[Witchful Thinking - 2019-07-26 - Seeing Time and Emotion (log)|Pylasar]] using Melgorehn&#039;s Reach. &amp;quot;dread seer&amp;quot; is inspired off an attempted translation of the inscription of the Dark Shrine in the Broken Land, where the theory (though I think it&#039;s likely coincidental and the composite word was just trying to mean &amp;quot;cruel&amp;quot;) is that its multiple meanings included referring to the vruul as &amp;quot;dread seers.&amp;quot; There were I.C.E. motivations for that interpretation. Regardless, the premise is sorcerers doing &amp;quot;demonic possession&amp;quot; on demons or unliving monstrosities like the vruul, as conduits for immaterially exploring eldritch vistas and incomprehensible cosmic horror.&lt;br /&gt;
[315] The general idea is it would be the sorcerous analog of dream walking and spirit possession and so forth. It would be necromancy for immaterially exploring the sorcerous valences and infernal realms and so forth. As opposed to the Faendryl sorcery methods of material summoning and materially passing through rifts into other valences like the Extrachthonic Cartographer&#039;s Guild does. This is generally about removing the oversimplification of the domains of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot;, which is significantly done in Volume 2. The wording &amp;quot;outer valences&amp;quot; here is meant to distinguish it from harrowing near plane &amp;quot;chthonic&amp;quot; infernal realms, such as with &amp;quot;black shaman&amp;quot; methods (which has been seen with Quinshon and the Shadow Realm) or Morvule simply flying down into the Maw of Luukos whereas great effort was needed to summon him back from being lost in other planes. (Morvule incidentally is an expert in summoning and planar studies, which is another point for showing the framed impracticality of being able to get to Elanthia from other realities.)&lt;br /&gt;
[316] This is totally made up, but inspired by the premise of what the Broken Land story was about, with Uthex attempting to fashion entities out of energy. This is using that concept specifically for entities of darkness and the demonic, and makes a consistency hook for why Marluvians and so forth would try to twist Uthex&#039;s work in that direction.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were especially responsible for the innovations of demonic necromancy.[317] These would sometimes be abominations that would not, in the narrow sense, be thought of as undead.[318] They were often in reincarnation cults, seeking unnatural forms of immortality.[319] It was noticed very early on that sometimes the curse of the undead was bound to other objects.[320] Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves.[321] It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be developed into more elaborate ways of preventing destruction from violence.[322] These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons.[323] Warlocks often seek to transform their own blood with that of dark powers.[324]&lt;br /&gt;
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[317] Demonic necromancy is defined in more detail in Volume 2. It is contrasted with low necromancy (roughly, reanimate dead and mindless corpse undead, with rote magic) and high necromancy (roughly flow magic with dark essence). High necromancy is also a [https://elanthipedia.play.net/Category:Necromancer_spells distinction] in DragonRealms, which includes what we are calling transmogrification. Demonic necromancy includes such things as some forms of teratology, making infernal undead (corrupted with &amp;quot;sorcerous elements&amp;quot;), attempting to refashion the demonic into new forms of monstrosity, and mixing the demonic into the undead in various ways. It might be regarded as overlapping with high necromancy, or possibly even being a special subset of it.&lt;br /&gt;
[318] The varied forms of unliving, and undeath as a demonic spectrum, is elaborated in Volume 2. It is somewhat similar to the distinction between [https://elanthipedia.play.net/Corruption_(2.0) &amp;quot;corruption&amp;quot;] and [https://elanthipedia.play.net/Perverse &amp;quot;perversion&amp;quot;] in DragonRealms [https://elanthipedia.play.net/Category:Corruption_spellbook necromancy]. In DragonRealms the [https://elanthipedia.play.net/Category:Necromancer_spells distinction] between corruption and perversion necromancy is whether life mana is being mixed with elemental or lunar mana. For our purposes we have distinctions between the &amp;quot;transmogrified&amp;quot; and the living undead or mutant aberrations, but we&#039;re not trying to map simply to DragonRealms, for instance because we&#039;re including various explicit forms of demonic / sorcerous essences instead of just this life mana hybridization distinction.&lt;br /&gt;
[319] This is related to the animism roots postulated earlier as a debasement. This is used especially in Volume 3 to motivate the development of phylactery and other preservation methods.&lt;br /&gt;
[320] This is just generally something that can happen.&lt;br /&gt;
[321] This phenomenon is then recognized for its potential in preventing destruction from violence.&lt;br /&gt;
[322] Some of these are elaborated in Volume 3 in the &amp;quot;Preservatives&amp;quot; category of undeath.&lt;br /&gt;
[323] These examples generally have precedent from storylines that have happened.&lt;br /&gt;
[324] This is extrapolating off the caustic black blood of the [[Vvrael warlock]]s, and to some extent what Raznel did to her own blood and with her paragons. These were essentially a form of demonic hybridization, because they were made with a processed variant of [[epochxin]], the venom blood of the ebon-swirled primal demon which transforms the blood of the victim into epochxin (or the epochxin variant.) These demons reside natively in the Southron Wastes as well as other valences.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration.[325] While these were originally only those demons that descended from the Age of Darkness, or had arrived through unstable rifting, it would not remain limited to demons which had become trapped in this world.[326] There would sometimes be Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret.[327] These summoners might be converted to dark religions, or make pacts for safe haven.[328] Knowledge of demonic summoning from the outer valences spread in this way.[329] It was also the birth of other forms of undeath, caused by the various kinds of demons.[330]&lt;br /&gt;
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[325] This is helping motivate the term &amp;quot;Old Ones&amp;quot; and getting into how very differently these black arts practitioners approach and regard the demonic from how the Faendryl do, and why the Faendryl do not view things that way.&lt;br /&gt;
[326] Such demonic are being presumed to exist, but they should have existed from world logic consistency considerations.&lt;br /&gt;
[327] This is not explicitly stated anywhere, but essentially has to be true out of realism. Given the previously supposed framework of the nature of the southern wastes in the Second Age.&lt;br /&gt;
[328] This reasonably follows from the previous premise.&lt;br /&gt;
[329] &amp;quot;[[History of the Faendryl]]&amp;quot; has Faendryl demonic summoning beginning before -40,000 Modern Era, based on the Patriarch numbers and the timing leading up to Patriarch 14. This document is treating that as very specific form or style of demonic summoning, involving veil piercing and materially pulling through an entity. In practice it would not make sense for this knowledge to not spill out to some extent over the next 25,000 years from rogue sorcerers. So we have some stuff spilling back to the Faendryl through occultists, and some stuff from the Faendryl spilling over into cultists through criminals and traitors. Cross-pollination of methods. The House Elves likewise needed to already know what demonic summoning is and the nature of the Ur-Daemon for the Faendryl exile to make sense. The scope of Faendryl summoning in the Second Age has to be very restricted, more restricted than implied by the &amp;quot;History of the Faendryl&amp;quot; document. It might also be focused on outer valences, or even just similarly material valences and their entities (as opposed to &amp;quot;infernal realms&amp;quot; as defined in Volume 2 or more dangerous outer realms), which might include extraplanar races or creatures like Ithzir but not necessarily &amp;quot;fiends&amp;quot; like vathors and oculoths.&lt;br /&gt;
[330] This is leveraging off GemStone&#039;s long but ill-defined history of relating the demonic to the origins of undead. It is incoherent to have demonic summoning without corresponding exposure to undeath. It is one of numerous reasons it makes no sense for undead to have not existed in Elanthia before Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
II.D House Faendryl&lt;br /&gt;
&lt;br /&gt;
In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood.[331] But the ancient elves had long since turned from worshipping the Great Spirits.[332] In the Elven dogma or &amp;quot;Matter&amp;quot; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods.[333] The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants.[334] Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness.[335]&lt;br /&gt;
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[331] This was cited already in previous sections. The term Rebuilding for the Arkati dominated period comes from &amp;quot;[[Elanthian Moons]]&amp;quot;.&lt;br /&gt;
[332] This is established in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and Great Spirits in this document is a generic for all powerful spirit deity entities, avoiding the baggage of the word &amp;quot;Arkati&amp;quot; which is tied up in Drake servant legends.&lt;br /&gt;
[333] &amp;quot;[[Elven Dogma and Theology]]&amp;quot; can be read as the Drakes being regarded as dark gods, but the plain reading of that document has the Elves not believing the Arkati were servants of the Drakes at the time it actually happened, instead turning to that idea after the fact to rationalize the Ur-Daemon War. It frames the Arkai as gods who kept the Drakes (or perhaps really dragons if these is a distinction) from harming the Elves. The part about Yadzari and Amas is characterizing that part of the legend as merely a &amp;quot;Matter&amp;quot; foundation myth along the lines of the steward / great chain of being conception postulated earlier.&lt;br /&gt;
[334] It is unclear how early exactly the sylvan hierophant [[History of the Sylvan Elves|memory transfer]] method actually goes back. But the Rebuilding goes all the way up to the founding of the Elven Empire, and it certainly dates at least roughly that far back. But the bestial view of dragons, consistent with the Linsandrych Illistim characterization, is represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[335] This plays off &amp;quot;Draekeche&amp;quot; being the (ancient?) Elven word for &amp;quot;Darkness&amp;quot;, and echoes off the beginning of the document saying the darknesses destroyed each other.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms.[336] It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences.[337] Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.[338]&lt;br /&gt;
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[336] This is an iconoclastic IC author view. This notion of the Drakes really being higher spirits than the Arkati was floated, for example, by Auchand on Milax&#039;s podcast. The point of this line is dealing with the contradictory way this has been handled. &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; are used interchangeably in &amp;quot;[[History of Elanthia]]&amp;quot;, but other times there&#039;s been a notion of them being different, but there are also draconic lineages (e.g. wyrms) that are certainly much less powerful than Arkati, and so forth. So the IC author is questioning whether ancient Elves may have confused actual dragons with draconic-manifesting or incarnating spirits that were more powerful than the humanoid-manifesting or incarnating spirits, and it might well be that both &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; so defined fought the Ur-Daemon.&lt;br /&gt;
[337] Same point as note 336.&lt;br /&gt;
[338] This is reconciling the polar opposite ways the dragon attitude is treated in documentation. Between say the Linsandrych Illistim quote in &amp;quot;[[History of Elanthia]]&amp;quot; and the pro-Wyvern attitudes by Vaalor elves in the &amp;quot;[[Wyvern]]&amp;quot; documentation, and such things as the &amp;quot;Imperial Drakes&amp;quot; and the religious mythos of Koar possibly being the last Great Drake.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters.[339] From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races.[340] In this way there was a secular movement to wield magic as the Arkati did, rather than borrowing their powers as from master to servant.[341] This was an especially difficult mode of spellcraft known as Arcane magic.[342]&lt;br /&gt;
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[339.1] This is a fair reading of &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. Similarly, the proof of Arkati mortality in it is unconvincing, because they are spirit beings who may take on incarnations, but a struck down incarnation isn&#039;t the same thing as killing the spirit. The IC author view here is characterizing the view of the Arkati in the Second Age as fitting and justifying the ideology of the Elven Empire, and then later religion takes this elven atheist revisionism more credulously as theology.&lt;br /&gt;
[339.2] This is also reconciling the treatment of parents/siblings relationships in &amp;quot;[[Gods of Elanthia]]&amp;quot;, which is arguably vestigial from I.C.E., with the origin legends related to Drakes where it makes no literal sense. It&#039;s treating this as Elven racial ideologies being read into the Arkati.&lt;br /&gt;
[340] This formula used to be part of Fash&#039;lo&#039;nae&#039;s gods description.&lt;br /&gt;
[341] This is suggesting that the Arkati were providing forms of spiritual magic to the Elves, and that the other forms were learned by the Elves on their own. This is sensible given the nature of the Arkati and the nature of spiritual (especially clerical) magic. The idea that there was a secularizing movement in magic is an embellishment, but basically consistent with how the House Elves were developing.&lt;br /&gt;
[342] This is reviving the I.C.E. concept of Arcane magic from Rolemaster and Shadow World, which is already present but not explained in lore with the mechanical Arcane spell circle, and is historically encoding the notion that initially there was not division into separate spheres of magic. But that there was a natural fissure already present for the elemental and spirit spheres to split apart into separate (and easier) categories of magic. Hybrid magic is closer to Arcane magic. The following section is reconciling the magic theory lore from I.C.E., DragonRealms, and what exists all the way throughout all time points of GemStone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(1) Arcane Power [343]&lt;br /&gt;
&lt;br /&gt;
Arcane magic is the wielding of the raw, undifferentiated forces into magical effects.[344] It is what would later be called &amp;quot;flow magic,&amp;quot; as opposed to the finished spells of &amp;quot;rote magic.&amp;quot;[345] The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects.[346] Esoteric magic is an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions.[347] Wielders of Arcane power are able, in principle, to cast spells of any of the spheres of magic.[348]&lt;br /&gt;
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[343] This section is generally fixing the defects and deficits of the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. It is intentionally trying to keep consistency with I.C.E. (Rolemaster and Shadow World) because those are the conceptual foundation and framework the game was built on, as well as consistency with DragonRealms, because Elanthia is supposed to be &#039;&#039;&#039;the same world setting&#039;&#039;&#039; so it should have &#039;&#039;&#039;approximately consistent cosmology and &amp;quot;magic physics&amp;quot;&#039;&#039;&#039; in both GemStone and DragonRealms (and ideally at all time points for GemStone back to 1989.) DragonRealms has magic theory due to GM posts and so forth, and there&#039;s some magic theory out of I.C.E., so it is a matter of making those consistent with what exists in GemStone mechanically and lore documents and in storyline premises.&lt;br /&gt;
[344] This is partly inspired by the [[Arcane Blast (1700)]] messaging, but also emphasizing the non-specialization into spheres of magic.&lt;br /&gt;
[345.1] These terms are from the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. This section is generalizing the magic theory, so that document is representing a particular set of positions on theory of magic. This document is speaking of broad historiographic and metaphysical categories, so that it leaves the particular schools of thought in actual history to be complicated and messy and open-ended in definition. &lt;br /&gt;
[345.2] The equation of &amp;quot;Arcane magic&amp;quot; and &amp;quot;flow magic&amp;quot; will be made more nuanced later in this section, since the view that separate spheres of magic are metaphysically fundamental would maintain that each sphere has its own flow magic. The IC author is more sympathetic to the view that undifferentiated magic is more fundamental.&lt;br /&gt;
[346.1] This sentence is dense in terminology. &amp;quot;Exoteric&amp;quot; refers to what we normally think of as casting spells in a game mechanics sense. What prior sections were calling occultism or sympathetic magic are &amp;quot;esoteric&amp;quot; magic, but when they are actual magic they are still magic just informal in the way they work. Within the category of &amp;quot;exoteric&amp;quot; there are two primary modes of magical manipulation, &amp;quot;thaumaturgic&amp;quot; spells and &amp;quot;theurgic&amp;quot; spells. This becomes the underlying reason for the split into separate spheres of magic, where the esoteric stuff is the roots of what later was conventionalized as Mentalism. These terms are about magical method, not category of behavior or effect such as a word like &amp;quot;apotropaic&amp;quot; magic which would refer to things like wards against dark magic and protection spells. Thaumaturges may try to &amp;quot;channel&amp;quot; the essence and possibly imitate theurgic spell effects, but ultimately theurgic magic is channeling spell effects and power from external sources. These are usually what we call &amp;quot;spiritual&amp;quot; sources of mana, but could be other powers such as demons. This document has the early black arts using theurgical and sympathetic magic (e.g. their forms of demonic summoning) with dark forces as a distinction from Elven thaumaturgy.&lt;br /&gt;
[346.2] &amp;quot;Essence&amp;quot; is the I.C.E. terminology and &amp;quot;mana&amp;quot; is Elanthia terminology, but GemStone still uses &amp;quot;essence&amp;quot; and &amp;quot;flows of essence&amp;quot;, and even the notion of background magical energy. In this document we are using &amp;quot;essence&amp;quot; as a generic for magical energy, including darker or more chaotic forms from infernal demonic realms and other valences and so forth, and restricting the word &amp;quot;mana&amp;quot; to the kinds of essence that are used in our ordinary &amp;quot;pure&amp;quot; magic spell circles. In the basic cosmology model Volume 2 uses, these are found in pure form in higher (but still accessible and partly intersecting) &amp;quot;near planes&amp;quot; like the Elemental planes, and other stuff like balefire and necrotic energy and so forth is essence but not &amp;quot;mana&amp;quot; by that definition.&lt;br /&gt;
[347.1] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies Erithians introduced &amp;quot;Mentalism&amp;quot; as a separate sphere of magic starting in 3,786 Modern Era, and people in Elanthia were not regarding Empaths (for example) as mentalist hybrids up through 5103. So we&#039;re here historicizing things by calling that a convention shift, and that Elanith had its own precursors to what is now called Mentalism through these esoteric traditions. The key to being esoteric magic is manipulation of magical energy and an effect that actually concretely works, whereas other more purely superstitious stuff doesn&#039;t count as occultism and so forth.&lt;br /&gt;
[347.2] Esoteric spells in DragonRealms refers to the highest difficulty level of spell casting. This notion is more or less encoded here in the premise that Arcane is magic on hard mode, and Arcane magic in actual development as rational orthodox magic (i.e. the way House Elves tried to do Arcane as opposed to how Arcane is inherently across all cultures) attempts to be thaumaturgical instead, which creates the roots of the split between elemental and spiritual magic. (The Dhe&#039;nar in contrast are described here as arriving at the elemental-spiritual split for different historical reasons.) Esotericism implies a lack of rational understanding of what is happening at a deep level, and the black arts with their dark / chaotic essences are naturally prone to esoteric magic. Incidentally, trying to do sorcery with esoteric magic in DragonRealms is highly prone to backlash.&lt;br /&gt;
[348] This is the original premise in Rolemaster for the Arcane realm of power, as well as in the Shadow World setting. Equal ability in each realm, but with trade-offs for that flexibility. Similarly, hybrids had more spell list choice flexibility, and the [https://www.play.net/gs4/info/magic-guide.asp Magic Guide] on Play.net still has language originating in Rolemaster Spell Law that wrongly states hybrids in GemStone have access to both Minor and Major spell circles: &#039;&#039;&amp;quot;Major Spell circles are the deepest and most powerful concepts common to each sphere of magic, and may be mastered only by pure &#039;&#039;&#039;or hybrid users&#039;&#039;&#039; from their respective spheres.&amp;quot;&#039;&#039; What we call Major spell circles could be accessed, but with restrictions such as spell level and so forth, meaning the Hybrid and Arcane caster didn&#039;t have access to some of the most powerful single realm Pure spells. (Though they had their own base lists.) This is effectively the same situation in GemStone because of the limitations on [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]].&lt;br /&gt;
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In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles.[349] Most with a talent for magic have at least a minor capacity for Arcane.[350] It is mostly a thaumaturgical mode of spellcraft, only able to imitate the effects of purely theurgical magic.[351]&lt;br /&gt;
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[349.1] This is framing why we can&#039;t just train up the Arcane spell circle natively, but are able to use all these spells of other spheres through our magic item use and arcane symbols training. This document is leaning on the DragonRealms concept of magic items effectively acting as the confound instead of depending on what we would call the attunement of the spellcaster.&lt;br /&gt;
[349.2] The discussion of &amp;quot;confounds&amp;quot; further down will explain in an IC way why there is native spell circle limitation for these spellcasting professions. Because our character classes are implicitly using what are more explicitly called confounds in DragonRealms, and essentially attunement to forms of mana, it creates specialization limitations on the ability to manipulate magic in other ways. Similar to what tacitly exists within professions with not being able to max out all the lores (e.g. tradeoff between necromancy and demonology). In Rolemaster there were just hard limitations, but DragonRealms rationalizes it.&lt;br /&gt;
[349.3] Furthermore, in DragonRealms the lack of attunement to particular forms of mana is the natural state for spellcasters, and it must be actively gained. Through tutelage of another spellcaster, guilds and so forth. This means the lack of attunement (except for relatively rare [https://elanthipedia.play.net/Magical_theory spontaneous attunement]) is the natural state of magic, and that specialization is an artifice that historically would have developed later. This would be consistent with Shadow World and would be consistent with GemStone&#039;s arcane blast spell being natively known by full spellcasters of all realms even when they have no spell research training yet. In DragonRealms these mana type attunements involve a physiological relationship of the body. Volume 1 does not go into that. But there is some of that in GemStone in relation of mana to nerves.&lt;br /&gt;
[350] This is playing off all the full magic casting professions having self-knowledge of [[Arcane Blast (1700)]] (which costs no mana to cast, it is effectively just shoving the raw essence at something). In DragonRealms spellcasters are naturally unattuned and usually only become attuned with training in magic traditions. So we are keeping the premise that Arcane is the natural state of magic casting. But historically the Arkati skewed it with teaching magic involving themselves as confounds. Then the Elves we posit do a rationalist/materialist backlash, going back to constructing magic for themselves starting with Arcane, which then leads to the elemental and spiritual split, and eventually mentalism. It becomes academic whether spiritual magic or Arcane magic should be considered historically prior. Technically Arcane is always prior. And related to this document, the animist spiritual magic traditions do not necessarily begin in Arkati, and you can have dark magic traditions out of Arcane roots and not related to Elven orthodox magic, without having come from Arkati. (And after all, Althedeus would teach blood magic to his minion in any give period, and similar demonic powers can go to the warlocks.)&lt;br /&gt;
[351.1] This is setting up the symmetry breaking of being unified magic but splitting up into separate spheres. Arcane magic is tapping the flows of essence, not channeling spells from a deity. It&#039;s replicating the spell effects, but not doing it theurgically. This leads to the split between what in Rolemaster is &amp;quot;essence&amp;quot; and &amp;quot;channeling&amp;quot;, and what by effect is called &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; in the Elanthia setting. Classical sorcery gets defined here later in a way that shows why it is methodically inbetween and therefore &amp;quot;hybrid&amp;quot;. Esotericism could also be considered an informal cousin to thaumaturgy as well, maybe more generally what is left out of the thaumaturgy and theurgy division, with sorcery having natural tendency into it.&lt;br /&gt;
[352.2] This sentence is also slightly misleading. Strictly speaking, Arcane magic is not natively exoteric or esoteric as that is speaking to how spellcasters wield magic, who would naively and natively approach it as esoteric magic. The critical notion is that esoteric spellcasting involves some lack of understanding of what is really happening on a deep level, whereas exoteric spells are rationally proscribed and so we are saying the Elves tried to develop Arcane in an exoteric way which resulted in a lot of sorcery. Arcane is classified as &amp;quot;esoteric&amp;quot; magic in DragonRealms. Esoteric magic is a modality related here to informal lay magic, and lack of attunement is the natural initial state of magic users, unless they weirdly got attuned without training for some reason (e.g. [[Cyph Kestrel]], [[Brieson Cassle]]). The esotericism is in the lack of rational understanding of the flow magic, and the dark magic traditions are similarly rooted in Arcane. What this sentence is really saying is that the orthodox magic tradition developed thaumaturgically, constructing rote magic or within-spheres-only flow magic, with exoteric spell casting in reaction to theurgical magic, where Arkati taught magic involved attunement toward themselves. This attempt to construct rational magic by tapping the flows of essence themselves becomes thaumaturgy, which is a modality that naturally splits the elemental and spiritual spheres and tries to tame it into rote spell patterns, and as a consequence of that leaves out the esoteric traditions. Likewise, in DragonRealms sorcery is considered esoteric magic, also rooted in irrationalism and emotion, which is a Dungeons &amp;amp; Dragons sorcerer versus wizard kind of distinction. Here we are saying the Faendryl primarily tried to construct sorcery as thaumaturgical, exoteric magic, such as the Mahkra asylum being a &amp;quot;thaumaturgical asylum.&amp;quot; But sorcery very naturally turns to esoteric forms, which is part of why it naturally merges with the black arts traditions (and has some mentalist-seeming aspects), which are approaching sorcerous magic that way from the beginning.&lt;br /&gt;
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While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that dates back to the early Elven Empire.[352] It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which together influenced the merger of sorcery with the black arts.[353] Loosely speaking, there were the &amp;quot;monists&amp;quot; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &amp;quot;dualists&amp;quot; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot;[354] In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens.[355]&lt;br /&gt;
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[352] The motivation for this is realism. It does not make sense that there would not be conflicting magical philosophies, especially on metaphysical and methodological questions. Academic disciplines always have philosophical disputes on their foundations. So this section illustrates how contrary metaphysical views of magic can exist without an empirical difference between them.&lt;br /&gt;
[353] This is the tie-in with the historicism of the document. There is not an empirical difference in the magic, but the philosophies themselves guide development in different directions. Especially relevant for merging foreign traditions. Doing two broad categories leaves the whole thing open-ended in specific historical details.&lt;br /&gt;
[354] This tension is present in the I.C.E./Rolemaster basis of our whole magic system. The Arcane concept was invented later for Rolemaster Companion, and the Shadow World setting adopted it and made it historically prior to hybrid magic which was historically prior to the three single realms. But then you have a conflict over which is the more natural and fundamental state of magical power. Later Shadow World books include a paragraph to the effect of &amp;quot;I don&#039;t know what we were thinking when we came up with hybrid magic, because mixing these completely different things together doesn&#039;t make sense.&amp;quot;&lt;br /&gt;
[355] This is historicizing why there is an Arcane circle, why the spells in it are often spells that could belong to other spell circles, and why there are these spheres of magic in spite of having Arcane magic. This sentence is not including Mentalism, because of the framing that a third coequal sphere of magic is comparatively recent history with the Erithians, and the earlier framing that esoteric magic traditions were informal rather than orthodox magic theory. This section is mostly talking about organized magic in civilization, especially the Elven Empire, but its motivation is for explaining Faendryl magic.&lt;br /&gt;
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It was dangerous to try to wield elemental magic with the powers from spiritual sources.[356] The inanimate world was made of the elements and the animate world was made of the spirit.[357] When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic.[358] This subsumed our various antecedents of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist.[359] The spiritual planes of existence that had been characterized as dream worlds now tend to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; corresponding to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.[360]&lt;br /&gt;
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[356.1] This is inherently sorcerous with corruption and backlash risks in DragonRealms, which categorizes different kinds of sorcery depending on which kinds of mana/magic are being improperly crossed. In GemStone we have some explicit chaotic backlash framing for doing this kind of crossing in the combination of Elemental/Spiritual/Mentalism dispels.&lt;br /&gt;
[356.2] This is helping motivate the split into separate spheres of magic. You cannot use power from deities to cast mage spells, and so on, because bad things will happen. But if you want the bad things to happen, you&#039;re doing forms of sorcery.&lt;br /&gt;
[357] This is an oversimplification, the body is not made of spirit. It&#039;s just characterizing the split in spheres of magic in terms of the metaphysical dualism of materialism and immaterialism, with the Elven Empire having been previously characterized in this document as largely materialist in its metaphysical prejudices. &lt;br /&gt;
[358] The IC author bias is that Mentalism is more of a fashionable convention on the elemental-spiritual interface than an actual coequal sphere of power.&lt;br /&gt;
[359] This precursor framework is necessary for the world setting to make sense. It&#039;s not like there were no empaths before Erithian Mentalism was introduced to Elanith.&lt;br /&gt;
[360] This is an embellishment. It follows on the existence of the Elemental Planes in &amp;quot;[[History of Elementals]]&amp;quot; and the existence of spirit planes such as in &amp;quot;[[Giantkin History]]&amp;quot;. But we have the dream realm of Ronan/Sheru from &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;, and now souls of the dead taking on different forms in [[Naidem]], and so forth. Volume 2 uses a simplistic cosmology of these three pure realm &amp;quot;higher&amp;quot; near planes, the higher planes that can actually be accessed from this world, and &amp;quot;lower&amp;quot; near planes of the &amp;quot;sorcerous elements.&amp;quot; All of which are distinct from &amp;quot;outer valences&amp;quot;, where the &amp;quot;near planes&amp;quot; vs &amp;quot;sorcerous valences&amp;quot; is a distinction Auchand introduced on the valences Wiki page.&lt;br /&gt;
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Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways.[361] Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance of one&#039;s own &amp;quot;aura&amp;quot; or essence personally.[362] One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation.[363] It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos.[364] Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory.[365] These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes.[366]&lt;br /&gt;
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[361.1] &amp;quot;Elemental&amp;quot; and &amp;quot;Spiritual&amp;quot; are De-I.C.E.&#039;d replacements of &amp;quot;Essence&amp;quot; and &amp;quot;Channeling&amp;quot;, which were more causal in their magical meaning, whereas elemental and spiritual are more about the kinds of spell effects most dominant in each. So the past few decades have been increasingly elemental-izing what was from the Rolemaster &amp;quot;Essence&amp;quot; lists, because it was just the Mage Base list that was elemental and not Essence realm in general. This line is getting at cause vs. effect disputes.&lt;br /&gt;
[361.2] In the Arcanist point if view, the effects can be generated without theurgy, if the essence is manipulated in the right way. But then the separatists are just doing theurgy, channeling from the spirit sources. So they end up disagreeing on what is fundamental or even what is historically prior due to the Arkati, and what the nature of magic is when done by deities.&lt;br /&gt;
[362] This is making use of the terms &amp;quot;evoke&amp;quot; and &amp;quot;channel&amp;quot;, which get used for game mechanics, but it&#039;s not really trying to read magic theory into those mechanics. &amp;quot;channel&amp;quot; stems from Rolemaster, and &amp;quot;evoke&amp;quot; is just the word we are using, because it&#039;s generally evocation magic in the Dungeons &amp;amp; Dragons sense. &amp;quot;aura&amp;quot; is post-I.C.E. category for GemStone. Savants do not seem to have defined prime requisites, but following the pattern of other professions it would be Influence. So the &amp;quot;resonance&amp;quot; or internal channeling of aura here is what mechanically would be called Influence. The real point is that Mentalism is an inwardly and largely self focused mode of magical energy manipulation, rather than drawing on outside sources of power.&lt;br /&gt;
[363] This is explaining why given kinds of effects tend to dominate out of these separate forms of underlying causation.&lt;br /&gt;
[364] Orthodox magic theory being rationalist in its metaphysical biases. This statement is partly coming from the view point of physiological limitations with mana / confound attunement, and to what extent this represents fundamental magical reality as opposed to conventions getting hard baked.&lt;br /&gt;
[365] This logically follows from the previous premises.&lt;br /&gt;
[366] Since mana is already suffused through this world, but is also in those other pure planes and those planes bleed through into ours (e.g. &amp;quot;[[History of Elementals]]&amp;quot; document), this question cannot be settled. Which means both views should exist. The [[Alusius]] NPC once claimed elemental magic here is due to the Confluence and that Bre&#039;Naere had different elements than Elanthia.&lt;br /&gt;
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&lt;br /&gt;
There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws.[367] Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot;[368] Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental.[369] This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns.[370] Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists.[371] They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.[372]&lt;br /&gt;
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[367.1] In the Shadow World setting the essence originated in other dimensions and this world was ordinarily just physical and magic did not work if you got too far away from this planet which was near an interdimensional rift. In DragonRealms magical properties [https://elanthipedia.play.net/Category:Demons are altered] by other planes intersecting and basically changing the magic physics of Elanthia.&lt;br /&gt;
[367.2] Likewise in DragonRealms a &amp;quot;spell pattern&amp;quot; is defined as temporary deviation of &amp;quot;mana streams&amp;quot; from their natural states, and that when the spell is complete this unravels back into its natural states. (This is loosely how magic works in I.C.E. Shadow World as well, with the term &amp;quot;flows of essence&amp;quot; instead of &amp;quot;mana streams&amp;quot; and an otherwise natural material universe of physical laws.) This means they do not frame magic as having permanent spell patterns existing in the mana field. Likewise, DragonRealms has a (silvery-grey/rusty) mineral named [https://elanthipedia.play.net/Cambrinth cambrinth] that stores the energy of manipulated mana (like the potential energy stored up in a stretched rubber band), while mana itself (the analog of field &amp;quot;potential&amp;quot; as opposed to &amp;quot;potential energy&amp;quot;) in its passive state does not perform magical &amp;quot;work&amp;quot; in the physics sense of that word. It is the relaxing of the spell pattern that powers the magical effect. The analog of cambrinth in GemStone would be &amp;quot;ahnver&amp;quot;, the De-I.C.E.&#039;d term for &amp;quot;arinyark&amp;quot;, which was a naturally occurring mineral (bluish-green) that could be charged up like a capacitor of power/&amp;quot;mana&amp;quot; points. But ahnver slipped through the cracks when the materials documentation was being written, though it exists in a few places in GemStone today.&lt;br /&gt;
[367.3] So, basically the question is whether magic is will and wish fulfillment, or the intersection of natural laws between planes (and so forth) defines what is magically possible. Invention versus Discovery. This would be philosophically irresolvable much as it cannot be agreed upon in mathematics. Though DragonRealms and I.C.E. Shadow World both land solidly on the natural laws view of magic, and GemStone has some precedent of treating magic that way. Flow magic and what this document calls &amp;quot;esoteric&amp;quot; modes of magic help explain why it can &#039;&#039;seem&#039;&#039; like will and wish fulfillment.&lt;br /&gt;
[368.1] This line is getting at the point in footnote 367.2. The pattern forming from rote spell use interpretation is given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. The carving nature at the joints line instead is based on Plato discussing the reality of ideal forms, and that what works best will happen to correspond to the structure of the true underlying reality. In other words, we&#039;re really discovering rote magic, by finding the things that are easier or even possible to make happen.&lt;br /&gt;
[368.2] The contrary perspective rejecting this view would maintain it is very difficult for mortals to affect the flows of essence so hugely and permanently, much as that view is [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_12:36 rejected] in DragonRealms below godlike power. Though there have been spell pattern release events in GemStone, which could be rationalized in some way, such as mana field metastabilities and spontaneous symmetry breaking and so forth.&lt;br /&gt;
[369.1] This is following the previously framed premise that it is more difficult to make Arcane spells. The pure realms became like separation of variables, restricting equations to single coordinate axes instead of having mixed-term dependencies, and less prone to chaos. If it was a literal sphere, it&#039;d be like only theta angle directions or only phi angles, or only radial changes, changing one variable and holding the other two constant.&lt;br /&gt;
[369.2] Part of this tractability issue is physiological limitations, since the ability to manipulate magic is related to the nervous system of beings of flesh, as evidenced by what happens to nerves when overextended on mana. In principle it would be possible for a physical being [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 to exist] (DragonRealms link) without the same limitations, much as one may embed different varieties of magic into a wand and have the wand used by anyone not of that spell casting realm. The monist view would be that these physiological limits are not cosmologically fundamental.&lt;br /&gt;
[370] This is the view given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document.&lt;br /&gt;
[371.1] In the view of magic as making discoveries, there are easier and harder discoveries. The easier ones are plucked first. And for the Arcanists, the pure realms are about doing magic on easy mode, going for low hanging fruit and simplifying things for wielding more mana/power in spells. &lt;br /&gt;
[371.2] This is restoring the Rolemaster definition of &amp;quot;pures&amp;quot; as referring to single realm of power specialists. In GemStone the terminology has drifted so that hybrids are spoken of as another kind of &amp;quot;pure&amp;quot;, when the terminology should have been &amp;quot;full spellcaster&amp;quot; (pures and hybrids) as opposed to &amp;quot;semi spellcaster.&amp;quot;&lt;br /&gt;
[371.3] This is setting up a duality of being a stronger monist is a weaker specialist, and a stronger specialist is a weaker monist. Crudely, it&#039;d be like someone who casts magic through the use of [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which gets mana expensive and limited in the power and spell level of rote magic it can access. Speaking just in terms of rote spell access. Whereas those specialists have native access all the way up in their base lists, but have no native access to most of the Arcane.&lt;br /&gt;
[372.1] This is making things consistent with what is explicitly true in I.C.E. and DragonRealms, but more implicit in the GemStone implementation. Though DragonRealms treats the Arcane view (what necromancers there do) as really delusional in actuality, but the unified field mana view is a philosophy in that setting. In the I.C.E. Shadow World setting the flexibility of Arcane power is sought after by the mighty, being the way the Lords of Essaence had done magic in antiquity.&lt;br /&gt;
[372.2] This is also subtly setting up a premise that the single realm specializations, and their confounds / attunements and rote magic spells, are short-cuts to power in the sense of raw spell level and mana involved. It is relatively speaking magic on easy mode, similar to the appeal of &amp;quot;black arts&amp;quot; magic as described in Volume 2. This is to help address the nominal paradox players find in &amp;quot;well why should a 35 year old human be as powerful as a 500 year old elf&amp;quot; or &amp;quot;why would elves take so much longer.&amp;quot; That can more generally be addressed with logarithmic curves for NPC population norms, but there would also be this higher standard expectation of not short-cutting the fundamentals and full roundedness. (e.g. similar to a warrior skilled in a weapon class, but the elves would be required to train all the varieties of weapon in that class instead of just the one.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos.[373] Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot;[374] The separatist philosophies became dominant, though mostly out of practicality bias.[375] The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic.[376] These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.[377]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[373] The irony of this is that &amp;quot;carving nature at its joints&amp;quot; can be regarded by the separatists as the monists reading their own limitations into the cosmos. But this is going of &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; talking about spheres of magic having their own forms of flow magic. For monists there is just flow magic and it is inherently Arcane flow magic, and there would be relatively little in the way of rote Arcane magic.&lt;br /&gt;
[374] The sorcerous backlashes are drawing off DragonRealms, to some extent combinations of dispel magics in GemStone, and to some extent magical failures such as when failed enchants resulted in cursed items. Here &amp;quot;clash of incompatible powers&amp;quot; is the separate spheres of magic worldview, while &amp;quot;cutting against the grain&amp;quot; is the monist view of nature is easiest cut at its joints. The very last part is about the distinction between the sorcerous backlash of something like dispel combinations versus an actual sorcerer spell.&lt;br /&gt;
[375] The practicality bias zing is the IC author bias. The three spheres are reasonably natural divisions in this framework. But there would be some truth in development going into directions were gains are easier.&lt;br /&gt;
[376] This is from &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the comparative absence of Arcane spells in the game and the framed premises from this document. &lt;br /&gt;
[377] This contextualized meaning of &amp;quot;spell circle&amp;quot; is an embellishment, but related to the monistic single sphere analogy in footnote 369.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect.[378] In the separatist view, these are the divisions of nature, with metaphysical verisimilitude.[379] For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions.[380] One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits.[381] Mentalism giving proof to the lie.[382]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[378] Realms of power is the Rolemaster terminology. This is just stating explicitly that the spheres of magic in the Elanthia setting are effect / phenomena oriented in what they are called, and then you have metaphysical philosophies disputing whether that is substantively correct or just characteristic phenomena from underlying causes.&lt;br /&gt;
[379] Ironically, nature cut at its joints, at the realm of power level rather than the spell pattern level.&lt;br /&gt;
[380] Somewhat natural because they come from distinct modalities of essence manipulation.&lt;br /&gt;
[381] These are the four divisions of mana in DragonRealms, whereas GemStone presently uses three. There&#039;s some precedent of moon oriented magic in GemStone (e.g. Melgorehn&#039;s Reach, the Red Forest release, Imaera&#039;s shrine release, Lornon&#039;s Eve in &amp;quot;[[Elanthian Moons]]&amp;quot;, etc.), and it would be plausible for ranger/druid animist kind of magic to be considered distinct from mana from deities, so those could split apart elemental and spiritual. Mentalism would actually go with lunar, or possibly lunar and life, because of the plane of probability and so forth in DragonRealms. Moon Mages there are roughly the same thing as Astrologers in Rolemaster, which are Mentalist-Channeling hybrids. Necromancy in DragonRealms are the subsets of sorcery that cross other mana types with life mana. For this document we are more explicitly including in demonic energy forms for &amp;quot;black arts&amp;quot; necromancy, which is seemingly a much more implicit and ill-understood aspect in DragonRealms.&lt;br /&gt;
[382] This is referencing off the introduction of &amp;quot;Mentalism&amp;quot; as a third sphere of magic as a convention reorganization, which &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies should be because of the Erithians, and this document&#039;s framing of esoteric magic precursors now redefined as Mentalism.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hybrid magicks are those forms of spellcraft that fall in between the spheres.[383] In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies.[384] The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power.[385] Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition.[386] Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed.[387] In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power.[388] Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way.[389] In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption.[390]&lt;br /&gt;
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[383] This is true by definition, such as in the [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;], which is carried over from Rolemaster Spell Law.&lt;br /&gt;
[384] This could reasonably characterize empaths and bards after the GemStone IV conversion. In the Rolemaster Spell Law version, it&#039;s seemingly meant to be a combination, and the caster&#039;s warding resistance goes by the single realms. Hybrid casting is such a calculation mess that the Shadow World Master Atlas started recommending having the player pick one realm or the other as the source of their power to just simplify everything. &lt;br /&gt;
[385] This is what &amp;quot;sorcery&amp;quot; means in DragonRealms and the fusion concept exists in GemStone. The premise of hybrid magic being closer to Arcane power, including historically, and that Arcane is the raw primal form of essaence (mana), is established in the Shadow World setting. So in this document we are using this notion of what hybrid means in the context of sorcery.&lt;br /&gt;
[386] DragonRealms defines different kinds of sorcery, with different kinds of corruption, depending on which kinds of mana are being unnaturally combined. This document (especially Volume 2) invokes various terms used in creature and spell messaging as &amp;quot;sorcerous elements&amp;quot; and allows quite a few variations of sorcery to exist. This document is also generalizing beyond the elemental-spiritual dichotomy for sorcery, which refers to what will be defined as &amp;quot;classical sorcery.&amp;quot; Which is what the &amp;quot;much narrower definition&amp;quot; is referencing. The Sorcerer profession definition is straight from Rolemaster Spell Law, and the base list as implemented in GemStone has never matched it, including a lot of stuff that didn&#039;t come from Rolemaster Sorcerer lists.&lt;br /&gt;
[387] This is partly referencing the mangling that has happened to meaning of &amp;quot;pure&amp;quot;, and partly referring to this issue of whether Arcane is the raw primal form of magical energy or if it is just fusionism.&lt;br /&gt;
[388] This view is framed in this document, and also reviving that premise from the Shadow World setting.&lt;br /&gt;
[389.1] The next section will limit the scope of what the word &amp;quot;sorcery&amp;quot; means. It&#039;s not Arcane magic in general. But the next section also yanks some Faendryl focus away from sorcery. The original premise was: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not the same thing as sorcery, it just explains why as a subset, the Faendryl would have been poised to be relatively strong in sorcery. And by that same reasoning, Arcane, so we are pushing for the Faendryl to have pressed for a universality scope to magic and it bent increasingly to sorcery over time. &lt;br /&gt;
[389.2] In DragonRealms sorcery in general, of which necromancy is a subset, is considered [https://elanthipedia.play.net/Post:Thought_crossed_my_mind._-_2/19/2009_-_17:17:54 part of] Arcane magic. There is some language used about sorcery in DragonRealms being emotional, irrational and &amp;quot;esoteric&amp;quot; magic, that is understood by few and that there is significant amounts of use in spite of lack of understanding of what is really happening, which is supposed to be true of what necromancers are doing and how that is likely really ultimately demonic in nature but not being understood. That is similar to the fundamentally alien way Evil spell lists are described in Shadow World. In this document this kind of dark esotericism is represented in the black arts traditions, which is related to Arcane coming from the non-orthodox direction of the practices and cultures in places with dark essences / sorcerous elements like Rhoska-Tor. Faendryl sorcery in its orthodox rationalism is largely fusionist philosophy, but there are also monists believing there is some fundamental unified form of Arcane mana / essence that transcends the differentiation of planes and their magical properties.&lt;br /&gt;
[390] This is the nature of sorcery in DragonRealms. There is similar messaging in GemStone, such as the word &amp;quot;unnatural&amp;quot; in [[Ensorcell (735)]] flares.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations.[391] Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness.[392] Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence.[393] Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms.[394] But it takes Arcanist talent to be so flexible.[395]&lt;br /&gt;
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[391] This is partly based on the Arcane spell circle in GemStone IV, partly based on the Rolemaster Companion and Shadow World Arcane spell lists, and partly based on the description of Arcane magic in DragonRealms.&lt;br /&gt;
[392] This is based on Arcane spell manipulation and engineering in Rolemaster&lt;br /&gt;
[393] This is based on the Shadow World spell lists which are Arcane in nature, such as the Warding list, the Rolemaster Companion Earthnodes list, to some extent the elemental lists in GemStone, and the Arcane magic description in DragonRealms.&lt;br /&gt;
[394] This is partly based on the spells in the Arcane circle in GemStone IV that cast with either Sorcerer or realm specific CS, that were once spells in other spell lists, and it is partly based on the high redundancy of spells in Rolemaster across spell lists.&lt;br /&gt;
[395] This is the Shadow World concept of Arcane power talent, to some extent justified in GemStone IV by spells like [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], and to some extent the Rolemaster Companion nature of Arcane magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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The Arcanist pays a price for this fluidity.[396] The more specialist wielders of magic make use of confounds.[397] These are external forces for leveraging the power of magical effects.[398] Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic.[399] Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms.[400] However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling.[401] This is from their lack of reliance on confounds.[402]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[396] In Rolemaster the Arcanist spell casters have the same kind of trade-offs that Hybrids, just with all three realms of power (essence, channeling, mentalism) instead of just two realms for hybrids. There are also many blends of Arcane mana in DragonRealms, it&#039;s just that there it&#039;s [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:46:58 only] the Necromancer variety that is being dealt with, and spellcasters in DragonRealms naturally begin as unattuned. They attune because of guilds / traditions that use confounds to augment magical effects.&lt;br /&gt;
[397] This is pulling in the concept which is used explicitly (though not in its [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_11:39_AM fullest nuance] mechanically) in DragonRealms. This document uses the position that confounds exist in GemStone&#039;s Elanthian magic as well, it&#039;s just swept under the rug and implicit compared to the game mechanical ways they are used in DragonRealms. GemStone has the analogous concepts and attunements. Making use of the confound concept helps us explain how stuff like &amp;quot;blood magic&amp;quot; is different from just, say, using troll blood as an alchemy ingredient. The Arcane mana usage in DragonRealms that is not necromancy does have this confound absence property.&lt;br /&gt;
[398] This is the definition of the word. Its being a &amp;quot;confounding&amp;quot; element in the spell casting for augmenting the spell power is why it is called a confound.&lt;br /&gt;
[399] This is implicitly present in the profession classes of magic users in GemStone, and then in some cases further narrowed, such as elemental attunement. The trade offs between &amp;quot;lore&amp;quot; training should also be interpreted this way, lore skills should be treated as differential potencies or attunements to the class confounds. Similarly, &amp;quot;convert&amp;quot; status for clerical and paladin magic should be interpreted as a mana source, as well as the class confound being narrowed to a single deity. This would be specific to the way those classes do their magic, and not about worship. (i.e. It would make no magical sense for a Cleric to have polytheistic conversion, just because that is not how Cleric magic works. That dates back Rolemaster and Shadow World.)&lt;br /&gt;
[400.1] This is a limitation built into Rolemaster spell research training, and the language from Rolemaster Spell Law on this for hybrids is still present in the Play.net &amp;quot;Magic Guide&amp;quot;. Hybrids such as a Sorcerer in Rolemaster have the flexibility of choosing Open and Closed spell lists (what we call Minor and Major circles) from two realms instead of only one, but Hybrids are restricted in how high in spell level they can learn from the Closed (Major) lists. Their Base lists go as high as a pure base list, and could have redundant spells with pure base lists, but it&#039;d be from an assortment of other classes and so not as thorough and often not as high in any given kind of spell effect as the pures (limited number of spell slots and a wider variety of kinds of spell with multiple power level versions of the same spell) which are more focused in that kind of spell to the exclusion of other kinds of spells. The [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;] still says hybrids can learn Major lists, but this has never been mechanically true in GemStone. &lt;br /&gt;
[400.2] More informally, this &amp;quot;difficulty with the more powerful spells&amp;quot; is encoded into [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which only gives access to common scroll system spells. Magical items such as scrolls get around the confound issue, which is about the physiological limitations and attunement of the caster. In principle there are &amp;quot;spell patterns&amp;quot; not neatly in the spheres of magic that might only be workable off scrolls, not being patterns that can be permanently remembered (i.e. spell self-knowledge) by our mechanical magic classes, much as we cannot with rote spells of other spheres without the aid of an object. But examples of such non-learnable spells are the magic item spells in our treasure system not accessible by 1750.&lt;br /&gt;
[401] This is largely based on the defensive spells in GemStone&#039;s Arcane spell circle, such as [[Arcane Decoy (1701)]] and [[Arcane Barrier (1720)]].&lt;br /&gt;
[402] This is an embellishment but a sensible reason for it within this magic theoretic framework. Sorcery and necromancy are considered (hybrid) [https://elanthipedia.play.net/Sorcery subsets] of Arcane in DragonRealms and do have confounds. But what we are going for here is the notion that introducing confounds when doing Arcane is how you end up with splitting into narrower specializations and ultimately leading to non-fusionist &amp;quot;pure&amp;quot; magic. Monism vs. separatism in the history of sorcery would be about confounds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood.[403] Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter.[404] Witchcraft, blood magic, and black shamanism use mediating substances.[405] Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers.[406] Thus this trade off exists in fluidity with dark magic.[407] Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization.[408] However, it has that natural tendency, for much the same reasons as sorcery.[409]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[403] All of the confound examples in these three sentences come from [https://elanthipedia.play.net/Magical_theory#Confounds the confounds] for character classes in DragonRealms.&lt;br /&gt;
[404.1] This is based on the Rolemaster definition for the Sorcerer class, which is still the language used for the Sorcerer profession on the Play.net website. Sorcerer base lists in Rolemaster fit this definition much better and more literally than the GemStone implementation of Sorcerers, which has since reoriented to necromancy and demonology, which for the most part are not Sorcerer magic in Rolemaster. (Though professions like necromancer and witch and so forth in Rolemaster Companion are treated as Sorcerers for training purposes, and sorcerers are often included when talking about evil magic stuff.) In Shadow World the Sorcerer class is not &amp;quot;evil&amp;quot; for system purposes, because it is the &amp;quot;Evil&amp;quot; professions that use dark essences / the power of Unlife. However, Shadow World also treats the Evil &amp;quot;pure&amp;quot; professions as hybrids, so they&#039;re effectively &amp;quot;dark sorcerers&amp;quot; which is the terminology distinction used in this document versus Rolemaster style &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[404.2] DragonRealms also talks about a [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 &amp;quot;sorcerous focus&amp;quot;] as a mediating device between two incompatible forms of mana, allowing the efficient manipulation of the other form of mana by proxy. This is a rationalizing approach evading &amp;quot;the emotional terror of pure sorcery&amp;quot; and tunes narrowly into specified realms. So &amp;quot;classical sorcery&amp;quot; with its constitutive matter confound, as described here in this document, is about the Faendryl doing a rationalized orthodox magic approach to sorcery in the Second Age.&lt;br /&gt;
[405] This is based on things that have happened with NPCs in storylines, especially Raznel and Quinshon, and to some extent Grishom Stone and Elithain Cross. &amp;quot;Witch&amp;quot; in this document is a convention for the black magic users, not the &amp;quot;good witches&amp;quot;, and this mediating substance / confound point is part of how we are defining the word for this document. The mediating substances such as blood and vermin like maggots, worm, and scarabs, and sorcerously debasing the mediating substances. The close similarity between the premise of this sentence and the preceding one on &amp;quot;classical sorcery&amp;quot; is a subtle internal consistency for there being a deep and natural relationship between these forms of magic, and why these black magic traditions (and later black arts forms of them) would be considered &amp;quot;sorcery&amp;quot; in a more general definition of the term.&lt;br /&gt;
[406] The &amp;quot;thanatology&amp;quot; confound for necromancers comes from DragonRealms. The first part of the sentence about life forces is based on GemStone&#039;s Sorcerer abilities such as Sacrifice and its in-game explanation. The last part about &amp;quot;sorcerous elements&amp;quot; involves the Sorcerer profession use of [[Balefire (713)]], which is defined as a sorcerous element in Volume 2, and the demonology lore skill. Attunement to demonic powers is invoking the Dungeons &amp;amp; Dragons warlock kind of class archetype. This is specifying &amp;quot;dark sorcery&amp;quot; because we are using &amp;quot;classical sorcery&amp;quot; to refer to the Rolemaster kind of spells which mostly do not have anything to do with demons or the undead and are about the immediate destruction of specific forms of matter.&lt;br /&gt;
[407] This is meant to establish that magical manipulation with these other energies follows the same modalities and physical limitations as the rest of magic. But in Volume 2 it is argued that &amp;quot;dark essence&amp;quot; magic is basically easier flow magic for creating malevolent / bad effects and so effectively provides a short-cut to power for malicious uses.&lt;br /&gt;
[408] This is partly based on Rolemaster&#039;s Arcane spells, and partly based on how [https://elanthipedia.play.net/Category:Arcane_magic Arcane magic] is [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:52:11 described] in DragonRealms. For example, a [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 saved post] by Armifer on the subject, from 2010. This post also builds in its natural strong tendency leading toward sorcery. Similar logic in it also informs what this document says about teratology and cryptozoology. Likewise, in the I.C.E. Shadow World setting, the Lords of Essaence (ruled at the end by Empress Kadaena) were largely responsible for mutating and creating the race/monster varieties, and they were generally Arcane spell casters. Later Rolemaster books also have monster races (e.g. orcs) being created by demon magi (Rhodintor).&lt;br /&gt;
[409] This document talks about the reasons for sorcery having corruptive tendencies, and why it is prone to destruction, which is explicitly true in DragonRealms. Arcane magic is not inherently prone to destruction, but as we&#039;ve defined it, it&#039;s harder to manipulate without failures and so forth. And this is tacitly acknowledging the corruption of the Lords of Essaence, and the framing that sorcerous magic comes out of Arcane magic historically because the destructive effects of handling mana this way are easier to accomplish. This section is setting up the rationale for why Faendryl universalism with magic gave way to increasingly sorcerous magic, and then the nature of sorcery will show why sorcery was inclined and able to merge with some of the black arts, becoming &amp;quot;dark sorcery&amp;quot; and a darker more corruptive form of magic. (Mostly in later time periods, but a rogue sorcerer in the Second Age going out to live with the wasteland warlocks would probably be doing &amp;quot;dark sorcery&amp;quot;.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(2) Sorcery&lt;br /&gt;
&lt;br /&gt;
In the early years of the Elven Empire, the black arts were deemed religious magic and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were not sorcery.[410] Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined.[411] It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter.[412] That is, it was an effect without mediation, assaulting the matter itself.[413] This involved channeling toward a target and turning its own essence against it.[414] The destruction is specific to the essence of the exact form being targeted.[415] There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.[416]&lt;br /&gt;
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[410.1] This was already framed more or less by the previous sections. This is using the Rolemaster Spell Law type of sorcery, which is still the Sorcerer [https://www.play.net/gs4/info/professions/sorcerers.asp definition] on the Play.net website, to define what &amp;quot;sorcery&amp;quot; would have meant in the early Elven Empire before Faendryl summoning. It would not have included demonic summoning and undeath in that period, unless someone were [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 loosely using] (DragonRealms link on this same ordinary use of language issue) the word &amp;quot;sorcery&amp;quot; as equivalent for these black arts. We&#039;ve set up the &amp;quot;black arts&amp;quot; as arising out of the debasement of spiritual magic with dark energy sources, and the sort of thing demon worshippers were doing. It uses the term &amp;quot;theurgical conjuration&amp;quot; for that kind of demon summoning, which would be like the demons of [[Cloak of Shadows (712)]] and [[Torment (718)]] rather than the demons of [[Minor Summoning (725)]] which are pulled materially through a rift. The &amp;quot;highly forbidden&amp;quot; is making sense of the condemnation in the Faendryl exile dating back to &amp;quot;[[History of Elanthia]]&amp;quot;. &lt;br /&gt;
[410.2] In Rolemaster the demonic summoning is more of an Evil Mage type of magic and necromancy in the sense of creating undead is Evil Cleric magic. (Though Rolemaster Companions may have demon summoning classes that are essence-channeling hybrid and these get effectively treated as Sorcerers.) These classes (along with many others) were not implemented in GemStone. Various spells from the Evil spell professions were incorporated into the Sorcerer profession, so the Sorcerer profession in GemStone has never matched its class definition, which came from Rolemaster. Because only some of the Sorcerer spells in GemStone are actually Rolemaster Sorcerer spells. Others are from Evil lists. Manny&#039;s guide from the I.C.E. Age argued for this reason Sorcerers in GemStone are evil.&lt;br /&gt;
[411] This is explicitly historicizing the word. It doesn&#039;t make sense for Faendryl to be doing &amp;quot;sorcery&amp;quot; but for sorcery to be defined in terms of necromancy and demonology that early. This is easy to make sense of by looking at earlier versions of the Sorcerer profession in GemStone and in Rolemaster.&lt;br /&gt;
[412] This is the Sorcerer class definition from Rolemaster and on the Play.net website. It refers to spells like [[Mana Disruption (702)]] and [[Limb Disruption (708)]] and [[Pain (711)]]. This document&#039;s modern definition of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; as generalizations of the animate and inanimate matter distinction to generalize beyond elemental-spiritual duality to analogs of that with sorcerous elements is meant to reconcile all this.&lt;br /&gt;
[413] Rolemaster Sorcerer spells were all clearly of this nature, it&#039;s not like throwing a ball of fire at something. Limb disruption only works on limbs. Etc.&lt;br /&gt;
[414] This is illustrating a &amp;quot;hybrid&amp;quot; modality of spellcasting, compared to what was described in the prior section about &amp;quot;channeling.&amp;quot; This is reiterating the prior section&#039;s description of classical sorcery using the constitutive matter of the target as its confound, which reconciles the Rolemaster and DragonRealms concepts of sorcery. This description explains how [[Dark Catalyst (719)]] (targeting mana), for example, is very much a sorcerer spell and not a wizard spell. Due to the way it works.&lt;br /&gt;
[415] Limb disruption only works on limbs. Dark Catalyst does not work on something without mana. Etc. One subtlety about this specificity of ideal forms is that it is a backdoor into sorcery for occultism, which here we are leaning into its real-world ties to Neoplatonism. Since we treat this occultism as part of Elanith&#039;s precursors to mentalism, this is in a subtle way speaking to the seeming overlap of sorcery with destructive mentalism, and explaining why that is the case. As such the next line is actually a logical continuation of this line.&lt;br /&gt;
[416] One third of the Rolemaster Sorcerer spells were &amp;quot;mind&amp;quot; type attacks, with redundancy in mentalist spell lists. This is related to Rolemaster&#039;s categories being cause oriented rather than effect oriented. You could have a Channeling profession in Rolemaster that is all elemental effect spells by using elemental spirits. So, this is explaining the mind effects of sorcery in GemStone, though Dev has been gradually de-mentalizing sorcery for a couple of decades. By our definitions, when the target is the brain or mind, you get a mind type effect. And since mentalism is defined as the self-manipulation of essences, sorcerers manipulating the essence of the target has a natural similarity to mentalism, but only in destructive ways. This logic combined with sorcery being relatively closely related to Arcane power explains the semblance of mentalism in classical sorcery. Dark sorcery does things in a different way. (e.g. nightmare is a curse, mind jolt is exposure to another valence)&lt;br /&gt;
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In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power.[417] In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot;[418] The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis.[419] These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power.[420] The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic.[421] There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.[422]&lt;br /&gt;
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[417] This is the definition of how sorcery works in DragonRealms. This rationale is not present in the I.C.E. materials. The separatists would also reject the unified mana perspective as it is rejected by [https://elanthipedia.play.net/Sorcery &amp;quot;mana spectrum&amp;quot;] theorists in DragonRealms, that so-called &amp;quot;Arcane mana&amp;quot; is really an unnatural aggregate of distinct forms of mana. Monists would be like DragonRealms &amp;quot;mana field&amp;quot; theorists.&lt;br /&gt;
[418] This implicitly follows from the premise of the previous sentence. Monists are just interpreting it differently. But this sentence helps frame why there is a natural tendency toward sorcery without it being driven by cultural malice. The Faendryl disproportionately develop sorcery out of practicality bias, much as humans later do with single realm specialization magic (and their anti-sorcery biases.) It is faster paths to wielding higher power or crafting spells of higher power.&lt;br /&gt;
[419] This is the Rolemaster lore for essence and sorcery, combined with the metaphysical language from DragonRealms.&lt;br /&gt;
[420.1] This is giving better meaning to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not saying Faendryl focused on sorcery. People assumed that initially because of the demonic summoning and implosion at Maelshyve, and the sorcerer profession being elemental-spiritual hybrid. But we are establishing why sorcery fell out of this approach over the long run. &lt;br /&gt;
[420.2] More specifically, the separatist approach leads to a lot of different kinds of sorcery by combining different forms of essence, while the universalist approach helps bring in and incorporate the black arts in the Faendryl exile period. It converges on the same thing.&lt;br /&gt;
[421] Other Houses have had and still have sorcerers. There has to be differentiation between more and less acceptable sorcery. There is nothing all the objectionable about [[Mana Disruption (702)]], for example, unless someone was especially aggrieving at the chaotic disruption of mana and the corruptive pollution that might cause long run. Classical sorcery has been here defined in an inherently destructive way in its meaning. It does not include the malevolent stuff in the black arts.&lt;br /&gt;
[422] This is analogous to the notion that any tool can be used as a weapon, but things that are designed to be used as weapons can have much more limited range of non-weapon uses. Limb disruption is really only useful for breaking or exploding limbs. It can only be practiced by blasting limbs with it. Its reason for existence is to smash the limbs of its targets. This is all sensible as war magic, and so forth, but it is not the high minded &amp;quot;research&amp;quot; that Faendryl are framed as doing. Though some of this, such as Phase, would plausibly come out of trying to research the essence foundations of matter, and so forth.&lt;br /&gt;
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Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together.[423] This is rooted in the nature of corruption.[424] While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly.[425] Similarly, when dark forces are brought in from what are now called the sorcerous valences, they must be used or even fused with the forces of this world.[426] In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects.[427] Sorcery is especially cruel when inflicted on the living.[428]&lt;br /&gt;
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[423] This paragraph is about to explain that dark essences have to be used in an inherently sorcerous / hybrid way because of their unnaturalness in this plane, which is reviving the Shadow World treatment of the Evil &amp;quot;pure&amp;quot; spell classes as hybrids. The historical forces mentioned here are the population migrations described earlier and later the Faendryl exile. Etc.&lt;br /&gt;
[424] Corruption is defined more thoroughly in Volume 2.&lt;br /&gt;
[425] This is partly referring to failed Wizard enchants cursing the items, partly to stuff like [[History of Reim|Kingdom of Reim]] being cursed into undeath because of sorcerous backlash from its magic users of different kinds trying to stream mana together, partly how this document defines the word &amp;quot;curse&amp;quot;. Rolemaster sorcery also had &amp;quot;black channels&amp;quot; curse spells. Sorcery as disrupting the essence foundation of matter directly plays into the definitions of &amp;quot;curse&amp;quot; and &amp;quot;corruption&amp;quot; in this document.&lt;br /&gt;
[426] This is the concept in footnote 423.&lt;br /&gt;
[427.1] This logically follows from all the preceding premises, and helps explain how the Faendryl transition into using darker forms of their own magic, then being in Rhoska-Tor where there is a lot of &amp;quot;dark essence&amp;quot; per &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This sentence is also playing off the high redundancy between the Rolemaster Sorcerer base lists and the Evil pure lists, while in the Shadow World setting only the Evil lists were evil for system purposes because of the kind of energy it was using. The difference here is that we are also including the DragonRealms notion of ordinary sorcerous magic being corruptive. It treats stuff like necromancy and the undead as ultimately demonic in origin, but that it is happening in a way that is largely beyond the capacity of the necromancer/sorcerer to understand. That in turn is similar to alien nature of Evil spells in Shadow World, which are an entirely separate source of power for spell users, and cannot be used without corrupting the caster.&lt;br /&gt;
[427.2] The ability to do the same kinds of sorcerous spell effects in the different ways, with ordinary mana and dark essences such as &amp;quot;anti-mana&amp;quot;, also works the other way. It helps explain why [[Vvrael warlock]]s and [[Vvrael witch|witches]] cast seemingly ordinary spells. Volume 2 defines &amp;quot;anti-mana&amp;quot; as the purest most corruptive extreme of what this document calls &amp;quot;the sorcerous element of darkness.&amp;quot;&lt;br /&gt;
[428] This is due to the inherent nature of what classical sorcery is and does to targets. But this is framing how a sorcerer could exist who doesn&#039;t use any of the animate matter targetting spells.&lt;br /&gt;
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During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra.[429] While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, plaguing the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities.[430] They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds.[431] The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities.[432] When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world.[433]&lt;br /&gt;
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[429] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The Patriarch numbers combined with the timing for Patriachs 1 through 13 require this to have happened before roughly -40,000 Modern Era, which is roughly twenty thousand years before Despana and twenty-five thousand years before the Faendryl were exiled for demon summoning. The phrase &amp;quot;new magic&amp;quot; in &amp;quot;History of Elanthia&amp;quot; for demonic summoning was a lie, and &amp;quot;History of the Faendryl&amp;quot; requires it to be a lie. (Elizhabet Mahkra is an obvious anagram of Elizabeth Arkham, the insane asylum from Batman. Arkham itself in turn comes from Lovecraft.)&lt;br /&gt;
[430] The Elves would have known about the Ur-Daemon and demons long before they understood anything of cosmology. This is also based on &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Now believed to be extra-dimensional intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately 100,000 years ago.&amp;quot;&#039;&#039;&lt;br /&gt;
[431] This is just consistency with existing world setting premises and phenomena. It does not make sense for demons to have not been &amp;quot;naturally&amp;quot; / accidentally present in the world, so the Elves would have always known what &amp;quot;demons&amp;quot; were, it was not some new and out of no where revelation at the Battle of Maelshyve. This is talking about full manifestations or incarnations, demons fully materially in this world, directly analogous to being summoned in the Faendryl manner. What this document describes as theurgical conjuration is either calling upon or hijacking these already present demons, or summoning immaterial demons through weaknesses in the veil, meaning thinness rather than holes. This notion of thinner veils in some places has multiple established precedents, including Sorcerer Guild summoning chambers and the Sorcerer sense verb. This is also partly why this document talks about the distinction of demons from other wicked spirits being a convention.&lt;br /&gt;
[432] &amp;quot;Otherworlds&amp;quot; is a term used in the Sylvan documentation, and in the real-world is also part of fey mythology. &amp;quot;Essence barriers&amp;quot; is from the Shadow World setting terminology, and refers to things like the energy force barriers in the Order of Voln or misdirection wardings. Referring to the veils between planes as &amp;quot;essence barriers&amp;quot; is essentially correct, but the use of that terminology for it is a reasonable embellishment. That is effectively what the veil or &amp;quot;fabric of reality&amp;quot; is.&lt;br /&gt;
[433] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The term &amp;quot;pierce the veil&amp;quot; stems at least as far back as Arthurian legend, and was used in the Vvrael quest, but the term &amp;quot;penetrating the veil&amp;quot; was used earlier in &amp;quot;[[History of Elanthia]]&amp;quot;. This concept of &amp;quot;turn the essence of the veil against itself&amp;quot; is contextualizing it with the definition of classical sorcery given in this document and thereby explains how and why Faendryl demonic summoning is different from what the &amp;quot;black arts&amp;quot; were doing. The last part about her mind shattering is both from &amp;quot;History of the Faendryl&amp;quot; and the current messaging on [[Mind Jolt (706)]]. &lt;br /&gt;
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In this way it would become possible to summon beings not of the &amp;quot;near planes,&amp;quot; such as the elementals or spirit servants, but highly alien or malevolent beings from the &amp;quot;outer&amp;quot; dimensions.[434] This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them.[435] While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history.[436]&lt;br /&gt;
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[434.1] This is partly based on in-game messaging and the &amp;quot;[[History of Elementals]]&amp;quot; document. Volume 2 of this document uses &amp;quot;near planes&amp;quot; as part of a basic higher and lower planes cosmology for this existence, as opposed to the outer/sorcerous valences, which is partly based on the Shadow World cosmology and partly Auchand&#039;s update to the valence Wiki page. Basically, the notion here is Lornon gods like to slum it in the lower &amp;quot;infernal&amp;quot; planes, and the &amp;quot;black arts&amp;quot; practitioners were largely dealing in infernal realm demons or things left over from the Ur-Daemon War. To the extent the Dhe&#039;nar did demonic summoning, it would have been more along these lines. It is the Faendryl who start messing with outer dimensions stuff, but not really infernal realms stuff in the Second Age.&lt;br /&gt;
[434.2] Volume 2 also posits parallel material valences (as distinct form parallel material worlds of this existence which are other Elanthia versions) to describe comparatively habitable valences with extraplanar creatures (and races) that could plausibly be regarded in cryptozoology terms rather than &amp;quot;fiends.&amp;quot; These could often be alien but not particularly chaotic or malevolent, and the subject of cataloguing for the Enchiridion Valentia. This is making some structural bias for Faendryl mapping out too dangerous things to be avoided, and the sorts of comparatively innocuous things that let them downplay &amp;quot;demonic&amp;quot; summoning. Aside from their major summoning war magic and for training Palestra and Armata, the highly corruptive and malevolent &amp;quot;fiends&amp;quot; would be more the province of the black arts or apotropaic countermeasures studies by mainstream Faendryl.&lt;br /&gt;
[435] This environmental corruption by demons and forces/entities of darkness is a very long standing premise. It is explicitly present, for example, in &amp;quot;[[History of the Faendryl]]&amp;quot;. The dangerousness of this kind of magic is framed in &amp;quot;[[Gods of Elanthia]]&amp;quot; with Marlu, and was a large part of the I.C.E. premise for the dangerousness of Fash&#039;lo&#039;nae followers. The &amp;quot;taboo&amp;quot; is keeping consistency with the Faendryl exile.&lt;br /&gt;
[436.1] This framing is necessary for recontextualizing stuff in &amp;quot;[[History of the Faendryl]]&amp;quot; that does not make sense in combination with the rest of the documentation on these issues. Its timeline in particular for the Undead War to Ashrim War is deeply inconsistent with the rest of the history documentation and needs to be treated as some form of revisionism or redaction.&lt;br /&gt;
[436.2] &amp;quot;[[History of the Faendryl]]&amp;quot; has Palestra existing to handle Faendryl demonic summoning 10ish Patriarchs before Despana. The Palestra academies were not founded until after the Ashrim War in the later &amp;quot;Path to Palestra&amp;quot; document. The Palestra reasonably had to have been quite different in purpose and function in the Second Age, so this document is doing that retcon to make sense of things.&lt;br /&gt;
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The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by dark cults in the Southron Wastes.[437] The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets.[438] The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales.[439] These academies were not founded until after the Sea Elf War.[440] In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered.[441] It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution.[442] To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it was not controversial.[443] It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.[444]&lt;br /&gt;
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[437] This premise of wasteland demon worshippers doing this is an extrapolation and embellishment created in this document. The accidental release of demons is something that should exist naturally in the world setting logic. So emphasizing these directions helps establish how the Palestra could exist in the capital of the Elven Empire when the other Houses were not supposed to know the Faendryl were doing a bunch of demon summoning stuff.&lt;br /&gt;
[438] The commonality of minor demons is shown in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and demonic summoning is portrayed as presently common in &amp;quot;[[History of the Faendryl]]&amp;quot;. This framing is reconciling the factual grains of truth in &amp;quot;History of the Faendryl&amp;quot; with the reaction to the Battle of Maelshyve and Faendryl exile. In &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; all summoners under Patriarch XX Eidiol Jivanatha Faendryl had to schedule summoning and inter-valence travel attempts at the Basilica in advance for the first several hundred years. It then talks about this scheduling rule being ditched to allow more freedom, but that brings us back into the problem of widespread and free practices, so we have to treat that as revisionist history as well in terms of emphases, with the important thing being capital crime to not report summoning discoveries.&lt;br /&gt;
[439] There is a tension between earlier Faendryl documentation and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; on the Basilica versus the Clerisy when it comes to the Enchiridion Valentia. The Palestra academies are defined in &amp;quot;[[Path to Palestra]]&amp;quot;. This line is implying it&#039;s much more large scale and public than it was originally.&lt;br /&gt;
[440] This is established in the &amp;quot;[[Path to Palestra]]&amp;quot; document. It becomes unclear what &amp;quot;graduates&amp;quot; and instructors for Palestra could mean for the time of Ondreian Shamsiel Patriarch 17, or how &amp;quot;magicians could come and hire them directly from the Palestra for a small fee&amp;quot; when this is supposed to be secret forbidden magic. &amp;quot;[[History of the Faendryl]]&amp;quot; probably has to be interpreted as some revisionist propaganda over-reading present day practices into past precursors to exaggerate precedents.&lt;br /&gt;
[441] This explains the role of the Basilica, and how and why this was being done in the Second Age, in a much more restricted fashion. The Basilica makes it more of a state secret and regulation kind of thing. Palestra might be hired by the Basilican sorcerers in this context, but it would have been a much more internal thing than &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound. While the Basilica plainly exists back into the Second Age, the other Pentact divisions are much more dubious, and should probably be given some historical evolution rather than being dragged all the way back to the founding of House Faendryl.&lt;br /&gt;
[442] The severe punishments for violating summoning laws is part of the &amp;quot;[[History of the Faendryl]]&amp;quot; documentation and the &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; documentation.&lt;br /&gt;
[443] This is an embellishment but not wildly implausible, and gives a sensible Second Age seed for how the Faendryl started more innocuously on this path, and got worse with it later. &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound like they were openly all in on it from the beginning, which would maximize the view of the Faendryl exile as pure cynicism by other jealous Houses.&lt;br /&gt;
[444] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; establishes that the Vishmiir &#039;&#039;&amp;quot;had plagued the world prior during the Elven Empire&amp;quot;&#039;&#039;, which is wording and terminology that requires it to have happened during the Second Age. This document&#039;s framing would allow extraplanar threats like that to have been a lot less common back then due to the Eye of the Drake.&lt;br /&gt;
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But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks.[445] The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms.[446] For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void.[447]&lt;br /&gt;
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[445] This is leveraging off the prior definition of &amp;quot;piercing the veil&amp;quot; in terms of Faendryl sorcery, as well as the Illistim stated risks regarding the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;. This is also glancingly recognizing that other kinds of portals (e.g. elemental) are usually not stigmatized, even though they can have high destructive potential. The [[Solhaven Cataclysm]] in 5109 would be one example, [[The Amber Flame]] of House Illistim almost burning down the city is another. Similarly &amp;quot;[[History of Elementals]]&amp;quot; implies the dangers of elemental plane bleedthrough with veil weaknesses. Volume 2 addresses this double standard on portals and summoning elementals, and why demons and sorcerous veil piercing are regarded as worse.&lt;br /&gt;
[446] Demons still come through the unhealed tear in reality at Maelshyve, per &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Corruptive radiation from it is cited in &amp;quot;[[History of the Faendryl]]&amp;quot;. This is also playing off the Illistim complaint about the Ur-Daemon risk due to the Maelshyve implosion in &amp;quot;[[History of Elanthia]]&amp;quot;. Related to note 445, essences from the elemental and spiritual planes could rightly be conceived as magical corruption, but this is regarded as innocuous or possibly even good by biased magic practitioners, where those forms of mana are regarded as natural to this reality.&lt;br /&gt;
[447] This is based on the difference between what [[Implosion (720)]] does in GemStone and what it does in the Rolemaster Sorcerer Air Destruction list, which would be the more conventional &amp;quot;classical sorcery&amp;quot; method. The &amp;quot;interplanar void&amp;quot; is something that is defined in DragonRealms. There is vague stuff in documentation about the currents of planar motions, such as &amp;quot;[[History of Elementals]]&amp;quot; and &amp;quot;[[Griffin Sword War]]&amp;quot;. DragonRealms talks about planar [https://elanthipedia.play.net/Category:Planes#The_Planar_Void intersections] changing magical properties, and we&#039;ve seen planar bleedthrough like that in storylines such as &amp;quot;[[Return to Sunder]]&amp;quot;, and &amp;quot;[[History of Elementals]]&amp;quot; defines elemental nexus sties in terms of plane intersections. Which in turn we see with the [[Elemental Confluence]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those fiends of darkness which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead.[448] Indeed. There are kinds of demons which can hardly be distinguished from undead.[449] Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts.[450] The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.[451]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[448.1] There has been a push and pull for years on how &amp;quot;evil&amp;quot; demons are inherently. They are described as having an &amp;quot;intense hatred of life&amp;quot; in &amp;quot;[[History of Elementals]]&amp;quot;, which distinguishes elementals from demons, and that document pre-dates the [[The Enchiridion Valentia|Common language]] Enchiridion Valentia and spell [[Minor Summoning (725)]]. The minor demons in the Common language abridgement of the Enchiridion Valentia should be treated as a Faendryl propaganda move by Patriarch Korvath in 5103. Which makes sense in the context of that storyline. The combat demons Voraviel constructed ([[vathor]], [[oculoth]], [[necleriine]]) should be much more in line with what everyone means when they refer to &amp;quot;demons&amp;quot;, which he said in a [https://gswiki.play.net/Lesser_demon/saved_posts saved post]: &#039;&#039;&amp;quot;Something that&#039;d justify the nearly worldwide anathema towards demon summoning.&amp;quot;&#039;&#039; Incidentally, the demons in spells [[Cloak of Shadows (712)]] and [[Torment (718)]] do not set off town justice mechanics.&lt;br /&gt;
[448.2] Volume 2 of this document gets into the difference between &amp;quot;fiends&amp;quot; and merely extraplanar species. The basic cosmology it uses allows all &amp;quot;infernal&amp;quot; demons to be inherently evil, while some outer planes entities are merely alien but possibly destructively insane or dangerous, which is roughly consistent with the Shadow World cosmology and demons. (Volume 2 also stipulates that such outer entities most usually will need to manifest out of the darker and more chaotic &amp;quot;sorcerous elements&amp;quot;, their intrinsic alienation to this existence naturally tending toward cursed matter.) Mechanically, elementals and Ithzir and astrals like ki-lin and so on are &amp;quot;extraplanar&amp;quot;, but not mechanically &amp;quot;demons.&amp;quot; So the view some people pushed for with &amp;quot;extraplanar = demons&amp;quot; is long defunct in practice. But the Enchiridion lore makes it sound that way, so here we call that Faendryl propaganda. As pointed out in footnote 434, there may be a Faendryl bias toward studying and summoning &amp;quot;valence creatures&amp;quot; that are low in corruption, especially for minor summoning, while fiends and eldritch horrors are war magic or countermeasure studies (such as Aralyte the Palestra Blade studying how to vanquish the primordial Althedeus.)&lt;br /&gt;
[448.3] DragonRealms also splits [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 the demonic] apart from other extraplanars in this way. It talks about the greater extraplanar entities acting through &amp;quot;conduits&amp;quot; in this plane, which here we relate to &amp;quot;warlocks&amp;quot; and &amp;quot;witches&amp;quot; in the black arts. It talks about the lesser things that can be regarded as &amp;quot;creatures&amp;quot;, much as we see in the Enchiridion Valentia. But it talks about the violence to reality of such greater entities directly manifesting in this reality and that it shatters sanity to so much as look at them.&lt;br /&gt;
[449] This premise has pretty much always been present in GemStone, going all the way back to ambiguities in the Rolemaster bestiaries. [[Necleriine]]s are very concrete example of this ambiguity in the Elanthia setting. This ambiguity is also stated in that DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 post] about extraplanars. It talks about &amp;quot;concept&amp;quot; entities which here we would call occult entities of the &amp;quot;dream worlds&amp;quot;, which can manifest in grotesque and undead seeming forms. These include &amp;quot;shadow&amp;quot; entities formed of concepts of darkness. These things are easily confused with demons. This is possibly an important parallel to draw with Althedeus being formed by the fear/chaos/power of Ur-Daemon War. But there is also a Plane of Shadows, with unclear relationship to the Plane of Probability.&lt;br /&gt;
[450] This is the demonic relationship to creating undead, which is framed in the Order of Voln messaging, and the Ur-Daemon aspects of the Despana lore. There should have been demons present for all the previously stated reasons.&lt;br /&gt;
[451] This is a sensible extrapolation from established world setting premises. This document bolsters it with the made up Lindsandrych Illistim quote about the southern wastelands. We&#039;ve seen NPCs cursed because of demons, such as the paralysis of Praxopius.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But it was mostly the southern wastelands in that period that had what is usually considered &amp;quot;the undead.&amp;quot;[452] The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning.[453] Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces.[454] One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot;[455] The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck.[456] It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents.[457] In this way it was very unlike the necromancy and conjuration of the southern wastelands, and those traditions would mostly not merge until the Faendryl were exiled to Rhoska-Tor.[458]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[452] This should probably be true given the way everything is framed and argued in this document. It does not have to be totally true. There are so many ways for undead to come into existence that do not require necromancers. There should be ghosts, phantoms, restless spirits most everywhere.&lt;br /&gt;
[453] This should follow as a logical consequence of studying demons, and the Faendryl left behind [[lich qyn&#039;arj]] in Old Ta&#039;Faendryl. Volume 3 treats the &amp;quot;[[festering taint]]&amp;quot; kind of mutants in Old Ta&#039;Faendryl as the Faendryl studying Despana&#039;s disease magic, which is necromancy in our broader definition of that word. So this is part of the transitioning of Faendryl sorcery broadening into the more modern necromancy/demonology framework. This also fits into teratology and cryptozoology being described example of Arcane magical research in DragonRealms that is not necessarily necromancy, as defined over there, which is sorcery involving the combining of life mana with other mana (which our modern definition pays lip service to.) And those in turn fit into the occultist tradition for the Faendryl described below in the next section.&lt;br /&gt;
[454] This is the rationalist / materialist worldview framework that has been given earlier for the House Elves.&lt;br /&gt;
[455] This was the cosmology model Banthis [http://www.virilneus.com/demons.php originally] intended when work was being done on demonic summoning the late 1990s. This model was presented at Simucon. It is where the term &amp;quot;valence&amp;quot; came from with this stuff.&lt;br /&gt;
[456] This is nodding to the word &amp;quot;valences&amp;quot; now being out of context. Demons hungering for our magical energy is a premise that goes back to at least the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;, and has earlier antecedents in Unlife concepts from the I.C.E. Age. This concept of feeding upon this plane is also present in the DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conception] of demons, where they are by definition malevolent as a class of extraplanar beings, associated with &amp;quot;anti-life&amp;quot; and necromancy.&lt;br /&gt;
[457] This is how the Faendryl represent it modernly, such as in &amp;quot;[[History of Elanthia]]&amp;quot; and the Enchiridion Valentia documentation.&lt;br /&gt;
[458] This is an embellishment made for this document. It&#039;s establishing collisions and mergers of magic traditions over historical time. It would make sense for that spilling to happen because of geographical proximity, especially with that region being treated as &amp;quot;anathema&amp;quot; in the Second Age. These population migrations could be used to define sorcerous practices in other cultures/regions, but things have been set up already for the Faendryl paradigm to be dominating what the Sorcerer Guilds do with magic (i.e. the Sorcerer profession mechanically.) So there&#039;s only so much that can be diversified. This document is focused on necromancy and the black arts, not so much trying to define sorcery in all race cultures at all times, though it provides the backbone for doing that later.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(3) Occultism&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot;[459] Occultists would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot;[460] These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges.[461] In contrast to the &amp;quot;valences&amp;quot; model, there are higher and lower &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously.[462] What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes.[463] There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.[464]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[459] This is based on real-world occultism, and such things as the Theosophical Society. This section is creating backdoors for knowledge spreading between these culture traditions, and the rationalist third-way middle ground attempt between orthodox magic and superstition. It&#039;s giving Elanith precursors to Mentalism and explaining various disparate threads of lore.&lt;br /&gt;
[460] This is directly inspired by real-world occultism.&lt;br /&gt;
[461] As mentioned previously, this is giving a more self-consciously Neoplatonist dimension to the One creation myths.&lt;br /&gt;
[462] This helps motivate and root the basic cosmology model used in Volume 2, and helps explain the usage of terms &amp;quot;valence&amp;quot; and &amp;quot;planes of existence&amp;quot;, as coming from different cosmological models. This is inspired by the real-world esotericism usage of &amp;quot;planes of existence&amp;quot; with astral projection kind of stuff.&lt;br /&gt;
[463] This is directly based on real-world esotericism and astral projection. There&#039;s a reasonably strong case to be made that these concepts were part of the design of the Broken Land.&lt;br /&gt;
[464] These statements are derived from real-world occultism and esotericism. (Hermeticism, Gnosticism, etc.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states.[465] There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals.[466] This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection.[467] Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination.[468] Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions.[469]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[465] This is directly based on the worldview behind real-world alchemy. This setting up the framework for ascension belief systems.&lt;br /&gt;
[466] This is how the deities actually work as defined in DragonRealms.&lt;br /&gt;
[467] This is providing intellectual foundations for these kinds of doctrines, though there is some empirical fact involved, such as what might be worded instead as the &amp;quot;transcendence&amp;quot; of the disir, or Eorgina herself having said she gains power from her followers when Li&#039;aerion opened.&lt;br /&gt;
[468] This is partly based on Gnosticism, partly based on real-world use of entheogens for religious purposes, partly based on Lovecraft&#039;s Dream Cycle stories.&lt;br /&gt;
[469] This is based on real-world &amp;quot;mystery religions&amp;quot; as well as 19th and early 20th century esotericists/occultists looking to ancient mystery religions in this way. This is setting up motivation for House Elves to be importing some of this &amp;quot;folk&amp;quot; stuff back in more rationalist terms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is mostly thanks to occultists.[470] It was a heterogeneous movement that took different and inconsistent forms.[471] House Illistim tended to draw occultists focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight.[472] The universalism or cosmicism of the Faendryl tended to foster other kinds of occult societies.[473] Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae.[474] They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory.[475] But there were others of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.[476]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[470] This is setting up limited and distorted perspective of something that would otherwise have not been recorded at all.&lt;br /&gt;
[471] This eclecticism is thematic.&lt;br /&gt;
[472.1] There is a long-standing tension in the Lumnis lore, where she is a patroness of fortune tellers and soothsayers (dating back to the ICE Age when she was the patron of Astrologers which were basically what Moon Mages are in DragonRealms), and her Western followers emulate her by acting as oracles and seers in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. While she would also be the goddess of knowledge in the more sciences sense. &amp;quot;History of Lumnis&amp;quot; treats her like a general inspiration goddess of all forms of knowledge, and this wording here is partly based on Gift of Lumnis and RPA messaging. The Illistim patron gods are described in &amp;quot;Elven Dogma and Theology&amp;quot; and their societies along these lines are in the Illistim Society document. In any event, occultism is more of a third way thing, and not what would be seen as Illistim orthodoxy.&lt;br /&gt;
[472.2] With occultism and astrology, this is also tacitly interfacing with the Moon Mage and [https://elanthipedia.play.net/Plane_of_Probability stellar alignment] stuff with the concept realm (&amp;quot;Plane of Probability&amp;quot;) in DragonRealms. Which in turn via our occultism premise is a tacit interface for GemStone&#039;s mentalism with Moon Mage stuff. This is also tacitly rehabilitating via House Illistim the Valris (Lumnis) association with Astrologers, which are Rolemaster&#039;s version of Moon Mages.&lt;br /&gt;
[473] This is leveraging off the worldview bias set up for the Faendryl earlier in this document for the given reasons that motivated it.&lt;br /&gt;
[474] This is generally thematic for the Faendryl overall. But &amp;quot;History of the Faendryl&amp;quot; explicitly talks about how Fash&#039;lo&#039;nae is the closest thing the Faendryl have to a patron Arkati.&lt;br /&gt;
[475] These are categories of real-world occultist research. This is interfacing with Faendryl cryptozoology in other sections, regarding the traditions behind the Enchiridion Valentia.&lt;br /&gt;
[476] This is a Lovecraftian kind of notion, where Lovecraft himself was inspired by the Theosophists, but twisted into his cosmic horror version of it. This whole paragraph is embellishments to make sense of things that probably should have happened in context. The use of the word &amp;quot;jolt&amp;quot; is leaning on the [[Mind Jolt (706)]] messaging. This is also setting up some precedent of Faendryl prejudices on acceptable and unacceptable ways of approaching the demonic and extraplanar studies. This Marluvian occultism is a thread that gets picked up later in the sections about Bandur and Uthex and the Broken Land.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all.[477] That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana.[478] Natural philosophies were ignorant or self-limiting.[479] This may even be why we now define spheres of magic by effect.[480]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[477] This was directly based on the introduction of a real-world book on occultism from about a century ago.&lt;br /&gt;
[478] This is playing into the behavior of the dream world planes with their interaction with minds. This is not actually agreeing that such magic does not involve mana manipulation. But it is playing into how the esoteric mode of it allows understanding of what you&#039;re really doing to be limited, and that such people could believe they&#039;re doing something different from &amp;quot;magic&amp;quot;, which for the orthodoxy framed at that time would be elemental/spiritual thaumaturgy/theurgy.&lt;br /&gt;
[479] This is an anti-orthodox magic position from the rationalist worldview direction. It&#039;s about handling the sympathetic and esoteric magic traditions prior to the view of three spheres of magic rather than two spheres of magic.&lt;br /&gt;
[480] This embellishment is about rationalizing the earlier arguments about Arcane power, with terms like evoking and channeling, and the separatist worldview becoming dominant, and the wording for them like &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; is more effect/phenomenon oriented. But with philosophies likely having been invented trying to interpret them as substantitively correct, such as trying to believe matter is really constituted of handful of pure elements (of fire, air, earth, water.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts.[481] There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories.[482] &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity.[483] Grimoires are notorious for unreliability.[484] They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot;[485] These are, of course, crude over-generalizations of widely diverse indigenous beliefs.[486] &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and human druidism is ancestral to northern reivers.[487]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[481] This is true of real-world grimoires. It&#039;s also building in some unreliable narration in the sources of knowledge.&lt;br /&gt;
[482] This is inspired by real-world grimoires with their posulated hierarchies of demons and angels and so forth. Volume 2 has some made up excerpts from made up Elanthian occult grimoires in this sense, and Volume 3 gives a bunch of names for made up ones.&lt;br /&gt;
[483] It&#039;s important to emphasize things as convention schemes, and the historicism behind words meaning different things or different baggage/connotations/context in different eras. This is an important premise for what Volume 3 tries to do with the unliving.&lt;br /&gt;
[484] This is true of real-world grimoires.&lt;br /&gt;
[485] This is partly based on the hegemony of Elves in the Second Age, and partly because the word &amp;quot;shaman&amp;quot; really has been used for the non-elven races in GemStone, but there have been elven druids. This gives some more breathing space overall.&lt;br /&gt;
[486] This is a nod to controversy over the use of words like &amp;quot;shaman&amp;quot; in real-world anthropology.&lt;br /&gt;
[487] Trance states are a general &amp;quot;shamanism&amp;quot; motif. The last part about the reivers is glancingly trying to address the awkwardness of the multiple retcons of the reivers that have happened over the years. There&#039;s druidic stuff around Luinne Bheinn dating back to 1997, but the reivers have since been retconned to having much more recently migrated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded.[488] The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions.[489] Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot;[490] But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions.[491] They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends.[492] Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone.[493] It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it.[494] Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.[495]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[488] The &amp;quot;knowledge that was discarded&amp;quot; is one aspect of esotericism, and it&#039;s a folklore/mythology and literature thing in general to try to read vestiges of older stuff surviving in later stuff outside its older original context.&lt;br /&gt;
[489] This is a slight embellishment, but should be true.&lt;br /&gt;
[490] Auchand has tended to make his Arkati legend documents dubiously sourced or referred to as apocryphal. &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot; for example is &#039;&#039;&amp;quot;commonly held to be apocryphal&amp;quot;&#039;&#039;, and &amp;quot;[[Origins of Tonis]]&amp;quot; is &#039;&#039;&amp;quot;a translation of an elven text discovered in a cache near the Western Dragonspine.&amp;quot;&#039;&#039; And &amp;quot;[[Origins of Amasalen]]&amp;quot; is only around 150 years old and found in Icemule.&lt;br /&gt;
[491] This is extrapolating off the vague and unreliable nature of communes, and the explicit statement of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; that trying to directly ask Fash&#039;lo&#039;nae about this stuff would not be a useful approach. Likewise Voln refuses to answer theological questions in &amp;quot;[[History of the Order of Voln]].&amp;quot; &lt;br /&gt;
[492] The first part of this refers to such things as the krolvin version of religion in &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; and the Tehir view of Luukos in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; and the different symbols of Imaera in &amp;quot;[[Gods of Elanthia]]&amp;quot; and so on. The second part is an iconoclastic statement, which the IC author might apply to any number of things, such as [[Li&#039;aerion]].&lt;br /&gt;
[493] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; actually states in the analysis section that Fash&#039;lo&#039;nae admitted to making the Grandfather&#039;s Stone, which is supposed to be where he came from in the legend.&lt;br /&gt;
[494] There are lots of contradictions and inconsistencies between the religious legend documents. Xorus ripped through a lot of them in a Mist Harbor library [[Age of Darkness (lecture)|lecture]] once.&lt;br /&gt;
[495] This is treasure hunter and occultist kind of stuff in general, like with lost lands the Theosophists had various notions of Atlantis and Lemuria and so forth. The last part is an oblique reference to situations like [[L&#039;Naere]], whose rumored existence was buried by the Loremasters and House elites.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a backwards flux of methods into the Elven Empire.[496] It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning.[497] The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; had its roots in occult grimoires.[498] It was also this tradition that somewhat softened Elven materialism, making the Faendryl more open to the study of necromancy.[499]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[496] This is setting up part of the motivation for this section. It backdoors some of this other stuff back into urbanized civilization.&lt;br /&gt;
[497] This is an embellishment. But it&#039;s taking the folksy use of summoning circles, and maybe cunning folk apotropaic magic and the [[thanot]] lore with pentagrams being &#039;&#039;&amp;quot;the ancient magical symbol of protection.&amp;quot;&#039;&#039; Pentagrams have been used in demonic summoning contexts in game, such as on top of Bonespear Tower or the cavern of Castle Anwyn. So this embellishment helps mutate the practice into Faendryl summoning methods, where they become stripped of original culture context and made mechanistic.&lt;br /&gt;
[498] Enchiridion literally means &amp;quot;little handbook&amp;quot; in the real-world. This is an embellishment relating the occult grimoire stuff just described and making that a tradition/practice precedent where the subject of them instead became these extraplanar things. In terms of filiation of ideas. This is setting the Enchiridion Valentia in the context of two distinct intellectual traditions mixing in Second Age Faendryl (occultist / cryptozoologist) sorcerers.&lt;br /&gt;
[499] There is an initial rationalist/materialist prejudice set up, so this occultism third-way stuff with its backdoors gives an avenue for softening that up, which then gets motivated and pushed further along later by changing historical conditions. The ideal forms concept tacitly present in the &amp;quot;classical sorcery&amp;quot; definition gives a natural occultist interface into orthodoxy. This is also mildly trying to explain &amp;quot;[[History of the Faendryl]]&amp;quot; referring to Thyrsos Kanigel Faendryl as a &amp;quot;necromancer&amp;quot; in what sounds like was around the time of Patriarch 20, Eidiol Jivanatha Faendryl, who made the law requiring all summoners to report discoveries of new creatures into the Enchiridion Valentia. This would apparently have been in the -30,000s Modern Era. (&amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; implies Thyrsos got 48 people killed, and says initially Eidiol required summoning and valence travel to be scheduled in advance at the Basilica.) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III. The Undead War (-20,000 to -15,000 Modern Era)[500]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;[501]&lt;br /&gt;
&lt;br /&gt;
- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[500] This is using the convention of having a 5,000 year period for when Despana was known to exist. But the actual &amp;quot;Undead War&amp;quot; was much shorter, near the end of this time period. Technically, the Second Age could be brought all the way up to the Battle of ShadowGuard. The &amp;quot;orc wars&amp;quot; is not really defined explicitly, but probably refers to Dharthiir&#039;s orc/troll/etc. alliance, which began a few hundred years earlier. So this would support what this document does, distinguishing a kind of pre-Undead War conflict with Dharthiir in outlying land as like a preparation staging drill for the full scale war, and then the Undead War proper starts with what this document calls &amp;quot;the Surge&amp;quot; with the hordes of undead. This is reconciling the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; going further back into the -15,400s.&lt;br /&gt;
[501] This quote is from &amp;quot;[[History of Elanthia]]&amp;quot;. The last lines of it are an expansion on the original quote, which exists in a museum piece that was in the Wehnimer&#039;s Landing Museum, and is now in the Stormbrow Gallery on Teras Isle. &amp;quot;red elves&amp;quot; refers to the scarlet color Faendryl would wear. This quote uses specific names for different kinds of undead, which subtly creates the implication that these were known concept distinctions. Banshees were the highest level undead in GemStone at the time &amp;quot;History of Elanthia&amp;quot; was written.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals.[502] There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash.[503] This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead.[504] There are many kinds of undead, and many were known to exist in antiquity.[505] Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses.[506]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[502] This is an unfortunate misreading of &amp;quot;[[History of Elanthia]]&amp;quot; that was used in the &amp;quot;[[History of Luukos]]&amp;quot; legend. The Undead is a proper noun referring to Despana&#039;s horde, the document is not saying Despana created the first undead to ever exist. There are many reasons that would not make sense, and &amp;quot;History of Luukos&amp;quot; had to hedge by having Luukos doing it much earlier but not giving it to his followers. This document allows Luukos to have changed behavior after the Undead War, but does not endorse the lack of undead before Despana, which has established contradictions and does not make sense for a lot of reasons.&lt;br /&gt;
[503] This is referring to a legend in &amp;quot;[[History of Luukos]]&amp;quot; about Koar issuing a ruling after the Undead War.&lt;br /&gt;
[504] This obvious problem originates in &amp;quot;[[History of Elanthia]]&amp;quot;, and the Ur-Daemon having books makes little sense when they have since been depicted as behemoths.&lt;br /&gt;
[505] Volume 3 talks a lot about various kinds of undead, and which kinds exist &amp;quot;naturally&amp;quot;, and which would be very ancient beyond the Undead War period. It is also canon in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; that the Dhe&#039;nar learned to control the undead in the -40,000s when they were in Rhoska-Tor.&lt;br /&gt;
[506] This is playing off the Rhak Toram quote, though it is not 100% convincing. Because these terms could have all been coined during the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning.[507] Despana was the first necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields.[508] She innovated methods of hierarchical control, or leverage, as well as for rapidly increasing the size of her forces.[509] What had once been the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.[510]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[507] These are the embellishments introduced forcefully by this document. Incidentally, the term &amp;quot;demon-spawn&amp;quot; is used in &amp;quot;[[Ilynov Journal]]&amp;quot; at an earlier date than the Battle of Maelshyve, and the soldiers journal from Battle of Shadowguard also refers Despana&#039;s horde as &amp;quot;demons&amp;quot; and &amp;quot;fiends.&amp;quot; It also uses the word &amp;quot;ghost&amp;quot; as a notion of previous familiarity. It also uses the word &amp;quot;Lich&amp;quot; for Dharthiir. But it also expresses unfamiliarity with undead. The names Despana and Dharthiir seem to be gradually learned from the soldier&#039;s perspective, but this has to be regarded as the author&#039;s own unfamiliarity. The journal dubiously describes Despana herself being there, without mentioning how this identification is certain, or describing her at all.&lt;br /&gt;
[508] This embellishment need not necessarily be true, but could be a demarcation for explaining why Despana was a Big Deal comparatively, when necromancers of undead had already existed. This turning of the dead and raising corpses on the battlefield is illustrated in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document on 22nd Day of Koaratos. &lt;br /&gt;
[509] It was established explicitly in a Plat storyline called [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] that necromancers can only control something less than twenty undead without the use of artifacts or special artifices (e.g. alchemy, rituals). The Horned Cabal for example relies on using the Sphere of Sorrow to make big hordes, and the Plat storyline actually asserted the [[Fallen from Faith#A Call for Allies|first necromancer]] to make an undead did so with the Sphere of Sorrow, contradicting a commonly held interpretation that it was Despana and the Book of Tormtor. This hierarchy premise is central to the argument made in this section of the document. It motivates and explains why the Faendryl used demons, and why felt using demons (not, say, elementals) was the only option.&lt;br /&gt;
[510] This is referencing the Red Rot as well as the unhealing wounds in the Giantkin history for this period. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] also talks about a festering wound that could make the author turn into one of the undead. This document generalizes this somewhat, having Despana using magical disease curses. This is partly reviving the Rolemaster bestiary information on some of these undead, which were able to infect and turn others into undead. A mechanical example of a disease curse undead would be the [[shambling lurk]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.A Rhoska-Tor [511]&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes.[512] A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers.[513] It is sometimes spoken of as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War.[514] Its history is much older than Despana.[515] &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot;[516] This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles.[517] There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.[518]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[511] There is a lot of scattered Rhoska-Tor lore, and this tries to synthesize it into something coherent that makes sense of everything.&lt;br /&gt;
[512.1] It was referred to as &amp;quot;blackened&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;. In the original context of &amp;quot;History of Elanthia&amp;quot;, before the continent map was known, it was not obvious where Rhoska-Tor was in relation to the Southron Wastes. It can be regarded as a special region of the Southron Wastes, but often gets tretaed as its own region. Part of the problem is it hasn&#039;t been clear how wide an amount of territory qualifies as &amp;quot;Rhoska-Tor&amp;quot;, if it&#039;s the immediate vicinity of Maelshyve or if that&#039;s one spot in a Rhoska-Tor region. This document relents by letting Rhoska-Tor be a broader region, and defines the specific part of it where Maelshyve was built.&lt;br /&gt;
[512.2] This document is allowing volcanic rock to explain some of the &amp;quot;blackness&amp;quot;, but that should likely not solely be a matter of natural geology. &amp;quot;[[Origins of Tonis]]&amp;quot; says the Ur-Daemon actually &amp;quot;blackened the land&amp;quot; directly with the power of their corruption.&lt;br /&gt;
[513] This follows from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document description of it.&lt;br /&gt;
[514.1] This is historicizing the term, since this document gives it an earlier history than Despana, and explains why it was considered an old place of the Ur-Daemon when Despana was searching. This gives some flexibility for usages where Rhoska-Tor seems to be more narrowly referring to the vicinity of Maelshyve. &lt;br /&gt;
[514.2] The &#039;&#039;&amp;quot;blasted lands around Maelshyve&amp;quot;&#039;&#039; comes from the [[urglaes]] lore. It is described as &amp;quot;plains&amp;quot; by the Rhak Toram quote. &amp;quot;Badlands&amp;quot; is used to reflect the geological formation conditions described later in this section, and allows some hill formation stuff as a hook for fey banshee mythology and the ora lore with the very large ora mine in Rhoska-Tor, along with reconciling the hilly terrain description given for it in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[514.3] The language of &#039;&#039;&amp;quot;a barren and blasted land where life was never easy and nothing grew&amp;quot;&#039;&#039; also describes Rhoska-Tor on the Play.net [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp website page] for Old Ta&#039;Faendryl.&lt;br /&gt;
[515] At a minimum this is true because &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; is canonized, but this document fleshes out other reasons.&lt;br /&gt;
[516] This comes from the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document and taken as factual for at least the modern Dhe&#039;nar-si language. But here we&#039;re attributing it as ancient. &amp;quot;[[History of Elanthia]]&amp;quot; says &#039;&#039;&amp;quot;what is &#039;&#039;&#039;now called&#039;&#039;&#039; Rhoska-Tor&amp;quot;&#039;&#039;, so this term has to actually be more recent than when Despana searched for it, which is part of why we refer to it as a region of the Southron Wastes. And we say &amp;quot;descends from ancient Elven&amp;quot; rather than asserting it was always called that. This document uses generics like &amp;quot;southern wastelands&amp;quot; to not have it being called Rhoska-Tor in the Second Age.&lt;br /&gt;
[517] This is inspired by the &amp;quot;[[Origins of Tonis]]&amp;quot; document and the nature of Ur-Daemon body parts. The dark essence from them being left behind is taken from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. In the Tonis legend the &amp;quot;newborn Ur-Daemons&amp;quot; were &#039;&#039;&amp;quot;kept in a sort of creche dug out of the very earth, fed by its hot blood&amp;quot;&#039;&#039; in a location near their great portal.&lt;br /&gt;
[518] This is doubling down on this causative relationship which is being asserted in this document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is geologically bizarre and was drastically transformed in the Age of Darkness.[519] It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults.[520] It is named for the terrible outcroppings known as the Tor.[521] There are, in turn, pseudokarsts formed from this igneous rock, eaten away by caustic black blobs.[522] It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth.[523] These ancient lava fields themselves are artificial.[524]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[519] Taking all the details together makes for weird implications, such as the need for stable cavern systems, but also geological instabilities and some regional volcanism. This description is intended to be highly consistent with the existing room painting for the [[Southron Wastes]], which is the portion adjacent to the Rhoska-Tor region of the wastelands. This sentence is also being consistent with what is explicitly stated in &amp;quot;[[Origins of Tonis]]&amp;quot;: &#039;&#039;&amp;quot;The Ur-Daemon War sundered continents and warped the face of the world, as the horrors from beyond clashed with the drakes and their Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[520] The igneous protrusions are largely meant for the [[urglaes]] lore and the literal geological interpretation of &amp;quot;Tor&amp;quot;, though there are existing [[The Settlement of Eh&#039;lah|premises]] for volcanism in the subcontinent such as Sharath. The vertical faults and badlands are partly meant to explain the steep sloping (valley and hills) that is represented for near Maelshyve in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The limestone plateau is meant to explain the &amp;quot;plains&amp;quot; and presence of extensive underground caverns as karsts, as well as the presence of alabaster and marble and so forth. The mixing of plateaus with mountainous upheavals also already exists in the game, described as &amp;quot;cordillera&amp;quot; in the Southron Wastes room painting around the Ash Barrens section. &lt;br /&gt;
[521] This is a totally made up fact that was mentioned earlier. This document is setting these things up to be related to the Ur-Daemon having slumbered in lava underground, which is literally shown in game with the Beast imprisoned in Teras Isle.&lt;br /&gt;
[522] These &amp;quot;acidic lumps of jelly&amp;quot; and possibly the &amp;quot;plasmatic inky black horrors&amp;quot; were [[Wavedancer]] event creatures in the [[Southron Wastes]] and presumably magru based. So this is making a consistency with the [[magru]] in the Broken Land and our premise of Marluvians in the Southron Wastes. The Broken Land magru were made to imply they created the Dark Grotto tunnels by dissolving away the rock with sulfuric acid.&lt;br /&gt;
[523] This is primarily based on the Beast of Teras Isle, and to some extent on the &amp;quot;[[Origins of Tonis]]&amp;quot; legend. In the Tonis legend they were &amp;quot;infesting&amp;quot; the surrounding land, where it says the &#039;&#039;&amp;quot;corruption of them had blackened the land and twisted the rivers&amp;quot;&#039;&#039; which made Tonis thin and weak from exposure to it. The premise of &#039;&#039;&amp;quot;newborn Ur-Daemon&amp;quot;&#039;&#039; gestating in the &#039;&#039;&amp;quot;hot blood&amp;quot;&#039;&#039; of the earth in &#039;&#039;&amp;quot;creches&amp;quot;&#039;&#039; comes directly from &amp;quot;Origins of Tonis&amp;quot;.&lt;br /&gt;
[524] This statement is explained in the next paragraph. It rationalizes why this should be happening in the same place as a limestone plateau. It is implied in existing documentation as well. &amp;quot;[[Origins of Tonis]]&amp;quot; says: &#039;&#039;&amp;quot;The creatures oozed and glided across the land, deepening their corrosive grasp upon it by the moment. Sickened by what he saw, Tonis marked the location of the rift and prepared himself for the trip back. And then he saw the newborn Ur-Daemons. Skittering and terrible, they were kept in a sort of creche dug out of the very earth, fed by its hot blood.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Theorists have long speculated that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith.[525] They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes.[526] They corrupted the resulting earthnodes with their darkness.[527] This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism.[528] There were then eruptions toward the surface, and below the surrounding ocean.[529] The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash.[530] The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment.[531] Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns.[532] Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.[533]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[525.1] Regional volcanos known to exist include the great mountain at Sharath and [[Mount Ysspethos]] near Tamzyrr. This sentence is tacitly assuming some IC belief in plate tectonic action, though within setting it might be thought of as an artificial collision of the lands due to the scale of the powers unleashed in the Ur-Daemon War. (The I.C.E. Shadow World analog of the First Era war cataclysm had continents sinking.) The premise is based on the Beast of Teras Isle in its volcano. The &amp;quot;theorists have long speculated&amp;quot; line and what follows from it is an embellishment.&lt;br /&gt;
[525.2] This large scale geological disruption by the Ur-Daemon is already an existing premise in documentation. In the &amp;quot;[[Origins of Tonis]]&amp;quot; legend it is stated explicitly that they &#039;&#039;&amp;quot;sundered continents and warped the face of the world.&amp;quot;&#039;&#039;&lt;br /&gt;
[526] This is meant to explain the unnatural earthnodes of Rhoska-Tor and why they are magically corruptive. It follows naturally from the Ur-Daemon feeding on them. It also reconciles the dark essence or demonic energies explanations for Dark Elves with the unusual mana nodes explanations for Dark Elves. This is leaning on the I.C.E. Shadow World explanation of nodes as convergences of flows of essence.&lt;br /&gt;
[527] The &amp;quot;dark essence&amp;quot; in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; account.&lt;br /&gt;
[528] This is partly based on the definition for [[Energy Maelstrom (710)]], whose spell [https://www.play.net/gs4/info/spells/spelllist.asp?circle=6#710 description] was based on: &#039;&#039;&amp;quot;summon[ing] dark energy to swirl around him or her, creating a fierce storm.&amp;quot;&#039;&#039; Its original wording back to at least February 1994 was more explicitly invoking the &amp;quot;essence storm&amp;quot; concept, which was the I.C.E. version of what are now called &amp;quot;mana storms&amp;quot;: &#039;&#039;&amp;quot;The caster summons dark energy to swirl around him or her, creating an essence storm which will blast through everyone and everything in the room. A most potent spell which can be very dangerous to bystanders.&amp;quot;&#039;&#039; That these storms could trigger volcanic behavior was part of the I.C.E. lore for them, and there was some indication of similar behavior (more moderate) as well as quaking when the Elemental Confluence was approaching Elanthia.&lt;br /&gt;
[529] This explains some ancient lava fields for the [[urglaes]] lore and Rhoska-Tor being &amp;quot;blackened&amp;quot;. It also explains why the previous paragraph referred to the lava as artificial, and the Ur-Daemon wanting it to the surface so they could submerge in it.&lt;br /&gt;
[530] This boiling seas and skies blackening with ash premise is meant to be a de-mythologized explanation for the Orslathain sunstone lore in the &amp;quot;[[Elanthian Gems]]&amp;quot; document, which suggests the sea was boiling and tons of soot was getting thrown into the atmosphere during the Ur-Daemon War. This is tacitly assuming the sea levels were higher in that period (it is established that this is fluctuating over millennia such as in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;, and past [[Opalina&#039;s Diary#Exploration of Moonsedge|warmer climates]] without northern ice such as described by [[Barlan Kane]]), so the ocean would be further inland closer to what are now the wastes, whereas the present day climate has glaciers and ice sheets. This description of the heavy sudden floods and inland swells of dead marine matter is meant to rapid form limestone and set up unstable badlands conditions on top of it or further inland. This is consistent with the Southron Wastes room painting, which depicts very unstable geological formations of shale and limestone which are violent upheavals, as well as slot canyons which are implicitly flash flood hazards. Sinkholes would implicitly be another hazard under these conditions. &lt;br /&gt;
[531] This frames limestone formation, which can happen quickly under ideal conditions. The &amp;quot;[[Elanthian Gems]]&amp;quot; documentation establishes there is a lot of alabaster in southwestern Elanith, and that there was a huge amount of alabaster in Rhoska-Tor, which is made from sulfurous volcanic geothermal water and limestone (though possibly as an evaporite), assuming it is gypsum alabaster (while calcite alabaster is made from stalagmitic limestone, but harder and less of a match for the &amp;quot;Elanthian Gems&amp;quot; description). Though this alabaster has been almost all turned into despanal by sorcerous energies. We are using a model where the limestone plateau is closer to the ocean, and badlands are further inland. The huge amounts of shale of the Southron Wastes could then come from long-run drainage of the Rhoska-Tor badlands. This rapid accumulation of marine skeletal matter is also partly meant to help motivate why later historians believe the Ur-Daemon drained the mana &#039;&#039;&amp;quot;bound around all life.&amp;quot;&#039;&#039; There&#039;s a lot of skeletal matter in the Southron Wastes room painting, but that&#039;s probably more about the absence of water in the environment.&lt;br /&gt;
[532] This explains the extensive underground caverns. The black blobs previously mentioned and the lava could have pseudokarsts in the igneous rock as well. That would be further west in the badlands region, closer to the Southron Wastes region visited from the Wavedancer.&lt;br /&gt;
[533] This is meant to explain why it looks like a valley in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document but plains in &amp;quot;[[History of Elanthia]]&amp;quot;. Strictly speaking, &amp;quot;plains&amp;quot; and &amp;quot;valley&amp;quot; are not a contradiction as the plain can be enclosed on two sides and be a valley, but here we are describing something like a &amp;quot;rift valley&amp;quot; with (limestone) plains toward the east and then badlands of unconsolidated sediment (with sandstone) further west, and with the climate of Rhoska-Tor this would need to be a dry valley with underground drainage in the karst system of a limestone plateau. This would probably be volcanic tuff (e.g. the Easter island heads) and tuffaceous / basaltic sandstone from hydromagmatic explosions, which would help explain Rhoska-Tor being described as &amp;quot;blackened.&amp;quot; This would be consistent with deposition distribution patterns of sandstone and limestone that would come from rising water levels from the east. (The part of the [[Southron Wastes]] southwest of Rhoska-Tor was painted for Wavedancer, and has a lot of limestone and sandstone in parts. But the Southron Wastes has whole mountain formations of shale, as well as &amp;quot;ashen barrens&amp;quot;. That is potentially consistent with our description of Rhoska-Tor geology, assuming the water from Rhoska-Tor had slow / stagnant drainage into the west. There is a constraint of &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot; both implying a battle turned it into a lifeless waste, and &amp;quot;History of Elanthia&amp;quot; has petrified trees there with preserved carvings from that time period.) Though this is secondary and we are emphasizing sulfuric acid cavern formation from geothermal conditions, partly to explain the alabaster (gypsum) presence, and the Patriarchal palace from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; is marble which is metamorphic limestone. This is saying &amp;quot;reminiscent of a valley&amp;quot; mainly to emphasize the artificial and tectonic ways it came to exist, as an embellished premise of this document, and to keep the Tor concept as hilly badlands rather than a single confined valley. In fact, &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also describes the area as hilly, so we need a hill concept: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039; The description of the trees and wildlife perhaps needs to be treated as a Sylvan history cultural distortion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are untold horrors in the darkest depths of Rhoska-Tor.[534] The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns.[535] Though the region is unstable, sometimes suffering cavern collapses from earthquakes.[536] Further below ground are unknown ruins and dangerous races.[537] The violence to the flows of essence in this region have caused rifting in the veil, forming often unstable or temporary gateways to other worlds.[538] There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.[539]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[534] This is made up as a potentiality hook. It would be a waste to not have the deep underground be this way. But it is not totally made up, because there are at least some unfamiliar monsters, generalizing off the loresong of [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]] from Hunt for History.&lt;br /&gt;
[535] It is an embellishment to imply that there&#039;s a lot more further down, possibly areas sealed off by cave-ins. The premise of deeper caverns and those being worse was framed to some extent by &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[536] This was the premise of the Maelshyve archaeological dig event that happened in game, where there was also mana storming that happened. These cave-ins have to be infrequent for the Maelshyve caverns to make sense in the first place. The quaking does not have to be tectonic, necessarily, it could be instabilities from the rapid way we have the geology of the area forming. There could very plausibly be sinkhole hazards in Rhoska-Tor as well.&lt;br /&gt;
[537] This is partly made up. But reasonable and likely what should exist. Especially with this document&#039;s premise that the Faendryl pushed pre-existing forces in the area below ground with the expansion of Faendryl control of the land. The existence of unfamiliar underground monsters below Rhoska-Tor fought by the Faendryl is already canon in the Hunt for History loresong for the item [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]].&lt;br /&gt;
[538] There was mana storming during the Maelshyve archaeological dig event, and rifts can form naturally from this kind of phenomenon. There was an underground rift like this in the Southron Wastes room painting during the Wavedancer event. (That is not meant to imply that particular rift was one of these &amp;quot;hellgates&amp;quot;, and might even only have been originally intended as a poetic description of a wall fissure. However, it very strongly resembles the messaging that was later used for the ebon-swirled primal eyeballs, which spontaneously arrive in the Southron Wastes through crimson rips in reality with bursts of heat.)&lt;br /&gt;
[539] It is an embellishment to imply this is a routine phenomenon in the region. But it is canon from the Eyes of the Dawn storyline that the ebon-swirled primal demons reside natively in the Southron Wastes. While also existing in other valences. The term &amp;quot;hellgates&amp;quot; is made up, but fitting for the concept. This is also providing a hook for Marlu in &amp;quot;[[Gods of Elanthia]]&amp;quot; possibly drawing power by loosening &amp;quot;the portals&amp;quot; between dimensions, which implies there must be portals to demonic realms sitting around somewhere that can be loosened. These could be under Lornon, for example, but it would make sense for them to be in the &amp;quot;old places of the Ur-Daemon&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cavern:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Dark Cavern, Nexus]&lt;br /&gt;
Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth &#039;&#039;&#039;from a scarlet-laced russet rip in space.&#039;&#039;&#039;  Waves of essence buffet the area every so often, &#039;&#039;&#039;gusting with the roaring heat&#039;&#039;&#039; of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal Demon Eyeball Rifts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A ripple of heated air begins to waver in midair, &#039;&#039;&#039;emitting waves of heat&#039;&#039;&#039; throughout the area.  Soon, a &#039;&#039;&#039;jagged crimson line begins to form&#039;&#039;&#039; in the center of the disturbance, extending both vertically and horizontally, the line begins to &#039;&#039;&#039;rip a tear in reality.&#039;&#039;&#039;  Within moments, an ichor-soaked floating primal eyeball emerges from the newly formed opening and when it is clear, the tear shuts rapidly behind it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many demented edifices and terrifying monuments in Rhoska-Tor, owing to its long history of dark theocracies and cults.[540] There are dangerous traps that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped.[541] The landscape is as exotic as it is filled with deadly mysteries.[542]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[540] This would follow reasonably if the premise was allowed for this to be the region where the bad stuff was concentrated all the way back to the Age of Darkness, and for being one of old places of the Ur-Daemon. The climate is presumed to be relatively good at preserving things long-term. Strictly speaking this is an embellishment, but Varevice is [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp logged] as having intended eldritch ruins in the region, when she was building New Ta&#039;Faendryl (never released.) Mhorigan had previously [http://www.beaconhall.net/tsoran/forums/history-forum.html stated] that much of (New) Ta&#039;Faendryl was intended to be an underground city, which would help fix the underground period&#039;s definition problem.&lt;br /&gt;
[541] This is made up. But concrete actually used examples of &amp;quot;snares&amp;quot; are given in Volume 3, and this would be an obvious place to have some.&lt;br /&gt;
[542] This is a guiding hook. Because Rhoska-Tor is very thinly defined in existing documentation. It should not be just another desert, there should be something very obviously &amp;quot;wrong&amp;quot; with it just by looking at it. Like the land itself is tortured and unnatural.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to Rhoska-Tor, especially close proximity to the Tor themselves, induces transformations in the living.[543] Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan.[544] Gnomes become feral and were banned by Patriarchal decree.[545] Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows.[546] Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves.[547] Their features become sharper, their bodies physically weaker, with greater capacities for magic.[548] Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language.[549] The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is constructed directly from intonations, through layers of overlapping sounds involving no shared vocabulary of words.[550] In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become quite pale or other complexions.[551]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[543] This is trying to generalize and expand the corrupting influences beyond Maelshyve or even the Battle of Maelshyve, so that the whole region has a lot of bad juju, and some of these spots are that much hotter with badness. The Southron Wastes in general could have a lot of bad juju, but this is trying to be careful to limit the scope to talking about this one area of the southern wastelands, so as to not exhaust the whole thing in a single sweeping definition. Overall these places are better treated with slices of insight like the Wizardwaste in order to not hollow out their menace.&lt;br /&gt;
[544] This is from the &amp;quot;[[Giantkin History]]&amp;quot; documentation.&lt;br /&gt;
[545] The second part of this is canon from the [[Lines of Blood: A History of the Gnomes|Gnome history]] document, though the reason for it is not given, and it is not entirely clear if they are totally banned from the city or only banned from residence. The first part is playing off the feral gnome sickness in the gnome history, and this premise was used for a Dark Elven [[The Dark Mirror (story)|horror story]] from Xorus. The general idea would be gnomes getting too close to those underground ruins of Maelshyve and getting twisted by the dark magical forces. (This is similar in premise to the [[bloody halfling cannibal]]s from the halfling settlement near the Hinterwilds.) But the Faendryl also would not want them snooping around, with all the control they do on the spread of sorcerous knowledge.&lt;br /&gt;
[546] The Collectors are from the Felstorm storyline approaching River&#039;s Rest in 5112. The Disciples of the Shadows have their corruption defined in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, and other shadows corrupted NPCs have been encountered, such as Therendil (nominally Marluvian) having tentacles from his head and Quinshon having shadow tentacles for a mouth.&lt;br /&gt;
[547] This is a term some players used over 20 years ago, referring to how some Dark Elves had acquired darker skin complexion near Maelshyve.&lt;br /&gt;
[548] This is foundational from &amp;quot;[[History of Elanthia]]&amp;quot; and was also in &amp;quot;[[History of the Faendryl]]&amp;quot;, and similar changes happened to the Dhe&#039;nar earlier.&lt;br /&gt;
[549] The &amp;quot;[[Dark Elven languages]]&amp;quot; document describes why there is a universal Dark Elven language.&lt;br /&gt;
[550] This embellishment is reconciling the &amp;quot;[[Dark Elven languages]]&amp;quot; document with statements during an OOC meeting by GM Khshathra, the Dark Elf guru around 2012, trying to treat Dark Elven as a mode of signaling or communication rather than language itself. (i.e. Dark Elven mode of communicating in the Common language and non-Dark Elves not being able to catch all of it). That seemed inadequate and not entirely consistent with the &amp;quot;Dark Elven languages&amp;quot; document, so this premise reconciles both notions and explains its universality and why it cannot be understood by other races and why it does not depend on shared vocabulary and why it has no etymology in common with other languages. Elsewhere in this document refers to &amp;quot;orthographic conventions&amp;quot; of Dark Elven, because there would not be a single version of writing for the language at all times among all fractious and dispersed groups.&lt;br /&gt;
[551] It was already established in &amp;quot;[[History of Elanthia]]&amp;quot; that only the ones closest to the ruins of Maelshyve had skin darkening, and the Dark Elven skin color range mechanically goes all the way to pale. So this is doubling down on the term &amp;quot;Dark Elves&amp;quot; not really, for the most part, referring to skin color. But still having complexion altering effects.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor.[552] Blame is widely attributed to the many unusual mana focii,[553] the dark magic of Despana or the undead,[554] the corruption of the demons summoned by the Faendryl,[555] sorcerous backlashes and explosions,[556] the implosion and unhealed tear in reality at Maelshyve,[557] mana storms,[558] the unholy power of the Ur-Daemon,[559] the valencial tears and instability deep underground,[560] and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.[561]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[552] This is trying to reconcile the many disparate explanations that have been given for the magical effects in the region (e.g. the changes on Dark Elves) across scattered documents. The only solution is to include all of them simultaneously, but point out which ones pre-date Despana.&lt;br /&gt;
[553] This one was in &amp;quot;[[History of Elanthia]]&amp;quot; and the [https://www.play.net/gs4/info/races/darkelf.asp Dark Elf page] on the Play.net website, which omits that it was those closest to the Maelshyve ruins that had the skin darkening while the other changes were more widespread. But that also cannot be about Maelshyve itself, due to the Dhe&#039;nar, but rather whatever it was Maelshyve was built on top. It is not obvious from &amp;quot;History of Elanthia&amp;quot; that it was mana foci that did the skin alteration, which in turn isn&#039;t something that happens to ordinary Elven wizards spending all their time in workshops on nodes, but this document embellishes and explains it in terms of dark essences corrupting the earthnodes.&lt;br /&gt;
[554] There is some of this in &amp;quot;[[Elanthian Gems]]&amp;quot;, such as the despanal lore, and possibly the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[555] This was in &amp;quot;[[History of the Faendryl]]&amp;quot;&lt;br /&gt;
[556] This is in the magically altered insects document, &amp;quot;[[Insects Changed by the Magical Landscape of Elanthia]]&amp;quot;&lt;br /&gt;
[557] This is in &amp;quot;[[History of the Faendryl]]&amp;quot; and the premise reinforced in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;.&lt;br /&gt;
[558] Not in documentation. But this was framed as a phenomenon in the area in the Maelshyve archaeology dig event.&lt;br /&gt;
[559] This was in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and arguably in the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[560] This premise is mostly in this document, but for the reasons motivating them.&lt;br /&gt;
[561] This is necessary because the Dhe&#039;nar are canonized and vastly pre-date the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding.[562] There have been cases of powerful, very old Dark Elves, who must feed on magical energies.[563] Not unlike the Collectors.[564] Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal.[565] There is an unusually high amount of cursed metals, or those associated with the sorcerous elements, especially urglaes which is found in the ancient lava flows.[566] Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons.[567] In the present day the Agrestis often relies on hired Palestra as security for miners.[568] There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &amp;quot;dowsing&amp;quot; methods to seek out troubles.[569]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[562] This was the premise in the player-created Dhe&#039;nar lore, but may not be explicitly present yet in canon documentation. In the canon documentation it is masked in a propaganda sort of way by racial purity rhetoric.&lt;br /&gt;
[563] This comes from the player-created Dhe&#039;nar lore, but magical energy eating is a canon concept in various contexts. Such as the Ithzir and the Ur-Daemon. One of the canon lizards from down there in &amp;quot;[[Creatures of Eh&#039;lah and Sharath]]&amp;quot;, the sha&#039;rom lizard, absorbs magic energy similar to the myklian in the Broken Land. Volume 2 gets into this concept.&lt;br /&gt;
[564] The Collectors are a storyline group who try to escape mortality by feeding off the magical power of relics / artifacts.&lt;br /&gt;
[565] This is from the &amp;quot;[[Elanthian Gems]]&amp;quot; document and the geochemical nature of alabaster.&lt;br /&gt;
[566] This is extrapolating off the [[ora]] mine and [[urglaes]] deposits and so forth in the materials and gems documentation.&lt;br /&gt;
[567] This embellishment is leveraging off the prior hellgates concept, and the geological instability of the badlands. The prehistorical artifacts part is a potentiality hook. It is partly inspired by the veil iron obelisk thought to be an [[Ur-Daemon]] artifact that was in the Wehnimer&#039;s Landing museum and now present in the Stormbrow Gallery, which I&#039;ve been told at one point (circa 2000ish) allowed familiars to pass from the Landing to Teras and/or allowed access to the Teras thought net from the Landing. Though I do not know for certain that is true. But that obelisk was &#039;&#039;&amp;quot;recovered from the ora mines in Rhoska-Tor.&amp;quot;&#039;&#039;&lt;br /&gt;
[568] This is an embellishment leveraging off &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, where the Palestra are used throughout the Pentact branches.&lt;br /&gt;
[569] This is a made up premise, but straight forward from the previous premise of mining under these conditions. Similar mining hazard concept was used in the Shadow Valley story, the &amp;quot;[[Tale of Silver Valley]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.B Despana&lt;br /&gt;
&lt;br /&gt;
No one knows who or what Despana was.[570] There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha.[571] There are cultists who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor.[572] Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover.[573] Her contemporaries believed she was from the jungles beyond the Southron Wastes.[574] There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash.[575] More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption.[576] They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian.[577] The earliest recorded rumors of Despana began shortly after this disaster in -19,864.[578]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[570] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;, the foundational information for Despana.&lt;br /&gt;
[571] This is riffing off &amp;quot;[[History of Elanthia]]&amp;quot; saying of Chesylcha: &#039;&#039;&amp;quot;There are as many stories about her death as there are storytellers.&amp;quot;&#039;&#039; The word &amp;quot;disappearance&amp;quot; is used instead of &amp;quot;death&amp;quot; because she is only presumed dead in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is reinforced in the [[Maeli Gerydd]] museum piece having Maeli Gerydd (in the wedding party) going missing, and the [[forehead gem]] loresong has the gems of Chesylcha&#039;s handmaids ending up in the ocean. There is also inconsistency between documents on what actually happened to Chesylcha. In &amp;quot;[[History of the Faendryl]]&amp;quot; Chesylcha&#039;s throat is slit, while in &amp;quot;[[History of Elanthia]]&amp;quot; it says &#039;&#039;&amp;quot;Whether it was a Nalfein or Human assassin, or whether she simply fell ill, none are certain.&amp;quot;&#039;&#039; Whereas the Faendryl history states: &#039;&#039;&amp;quot;but the Faendryl never had a doubt as to what happened. The evening of her death, Chesylcha&#039;s three sisters all fell to their knees, screaming in pain and holding their heads. When they were again sensible, each reported seeing the same thing: an assassin of House Nalfein, there by grace of a secret alliance between the Nalfein and the Ashrim, slitting their sibling&#039;s throat.&amp;quot;&#039;&#039; This inconsistency would not make sense if there was a body that could be examined.&lt;br /&gt;
[572] This is what [https://elanthipedia.play.net/Maelshyve Maelshyve] is in DragonRealms, she [https://elanthipedia.play.net/Category:Planes#The_Planar_Void comes back] to Elanthia having been banished. This line is letting the deranged demon worshippers be onto something. The consistency hook on Maelshyve and DragonRealms is another motivator for there being either permanent or temporary &amp;quot;hellgates&amp;quot; under the wastes from rifting / instabilities, so that theory of Despana&#039;s origins has some sense of how she got here in the first place, since this document is also committing to the severe impracticality of demons and other extraplanars being able to get into our plane without the way opened on this side for them.&lt;br /&gt;
[573] This is based on the museum artwork that was in Wehnimer&#039;s Landing, now in Stormbrow Gallery.&lt;br /&gt;
[574] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[575] This is from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[576] It is represented as a volcanic eruption in &amp;quot;[[The Settlement of Eh&#039;lah]]&amp;quot;. In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it makes it sound like the mountain was not even there prior to the cataclysm. This line is reflecting that tension. The counter-arguments to this might include the fact that the nearby Southron Wastes is full of clearly geologically recent mountains of shale rock that is constantly rumbling and unstable with landslides. Which is potentially consistent with the Ur-Daemon sundered / tortured earth in &amp;quot;[[Origins of Tonis]]&amp;quot;, and there could be unnatural sudden mountain formation for some deep underground reason. Precedents such as Melgorehn&#039;s Reach establish the within-setting plausibility of an artificial or rapidly formed mountain.&lt;br /&gt;
[577] Extrapolating off &amp;quot;Obsidian Council&amp;quot; as the name of the new governing body after that cataclysm in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;&lt;br /&gt;
[578] This is cross-referencing the approximate timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; with the exact date used for Despana in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This line is not meant to be implying the disaster was also in the year -19,864. Only that on Elven time scales these were not far off from each other, and giving a little bit of motivation for &amp;quot;[[History of Elanthia]]&amp;quot; saying her contemporaries believed she was from the jungles down there.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics.[579] It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor.[580] In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years.[581] While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization.[582] Despana herself was not regarded as a great threat from the very long precedent of her inaction.[583]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[579] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; and following the implication of &#039;&#039;&amp;quot;her quest succeeded when she found the Book of Tormtor&amp;quot;&#039;&#039; in what is now called Rhoska-Tor. In that time period it would have been considered the nearest part of the Southron Wastes to the Elven Empire. It might even be that Maelshyve was built in that spot looking forward to that reason.&lt;br /&gt;
[580] &amp;quot;[[History of Elanthia]]&amp;quot; establishes that Maelshyve was a keep built in Rhoska-Tor. This sentence refers to it as &amp;quot;haunted lands&amp;quot; due to this document&#039;s arguments about how undead should naturally be present there because of taint / corruption.&lt;br /&gt;
[581] This is the embellishment introduced for this region by this document.&lt;br /&gt;
[582] This is limiting the scale and scope of the practical threat in the Second Age from this region.&lt;br /&gt;
[583] This is explicitly recognizing the very long delay between her construction of Maelshyve and the Undead War, in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, while &amp;quot;[[History of Elanthia]]&amp;quot; had said those undead constructed Maelshyve and that &amp;quot;their numbers grew rapidly.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War.[584] It was founded on an ancient mound of the Old Ones known as the Torm Tor.[585] It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon.[586] There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally.[587] Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through esoteric methods, and thereby knowledge of dark magic more immediately through mental contact.[588] Whether through ruins or some lingering presence below the wastes.[589]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[584] These are the dates from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[585] This is totally made up. The premise was framed earlier in this document that Tor refers to the geological feature. Rhoska-Tor is a name that was coined later, per the wording of &amp;quot;[[History of Elanthia]]&amp;quot;, so the &amp;quot;tor&amp;quot; could have come from Book of Tormtor (where Tormtor is a Drow easter egg from Dungeons &amp;amp; Dragons.) But since we are using &amp;quot;Tor&amp;quot; in the sense of Glastonbury Tor, this line is going the opposite way with it. The supposed &amp;quot;Book of Tormtor&amp;quot; is being called that because Maelshyve is built at the Torm Tor, where the implication here is that there is some &amp;quot;Torm&amp;quot; Ur-Daemon. Perhaps the in-world setting etymology root of the word &amp;quot;torment.&amp;quot; Calling this a mound is partly motivated by banshee mythology and partly by keeps being built on mounds.&lt;br /&gt;
[586] As previously mentioned in these footnotes, the Dark Elven language could not have been called &amp;quot;the voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;[[History of Elanthia]]&amp;quot; implies the placename &amp;quot;Rhoska-Tor&amp;quot; was invented later. And there&#039;s some reason to argue that Dark Elves should not have been considered a racial concept in the Second Age, since the Faendryl were not called Dark Elves until after the Ashrim War. So the premise is that contemporaries are using this wording to refer to the tongue of the demon worshippers posited to be in that region.&lt;br /&gt;
[587] It does not actually make literal sense for there to be a book written in the language of the Ur-Daemon and that mortals with no knowledge of that language would be able to read it. There is the &amp;quot;comprehend languages&amp;quot; kind of magic, of course, but that is Mentalism and Elanith does not have Mentalism magic in that time period. It would have to be more esoteric.&lt;br /&gt;
[588] This is a Lovecraftian notion of somehow learning extinct languages across time or mental contact with dead/sleeping daemons.&lt;br /&gt;
[589] One way would be essentially a kind of Ur-Daemon artifact after all, whereas the other could be one of the Ur-Daemon (or some other malign entity) itself.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then if the book existed, it was from Despana herself writing it.[590] Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier.[591] It was a relatively common interpretation to believe that this was actually written in an orthographic convention of the Dark Elven language.[592] While the Dhe&#039;nar were not the only Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would lead to them being blamed.[593]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[590] This would make a sensible path for an actual book existing while retaining the truth of that Ur-Daemon link.&lt;br /&gt;
[591] These are from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; respectively. Along with &amp;quot;[[History of Elanthia]]&amp;quot;, all three of these documents have Illistim NPC scholars listed on the top, so taking that with &amp;quot;History of Elanthia&amp;quot; saying none can now know what its contents were, the only conclusion available is that scholars do not actually know what the Book of Tormtor was in reality. It&#039;s more of a mythical thing for explaining or rationalizing Despana. This document actually creates an avenue for the Book of Tormtor not needing to have existed for Despana to have done what she did.&lt;br /&gt;
[592] This is explicitly talking about the alternative possible meaning for language of the Daemons. With the stipulation that in that time period Dark Elves probably were not thought of as a race in the way they are now. This also opens the possibility that the written form of Dark Elven is some dominant convention in the region that comes from the Despana period.&lt;br /&gt;
[593] The rumor of her being from those southern jungles, the notion of the Book of Tormtor possibly being left behind by the ancient Dhe&#039;nar, the prophecy of Noi&#039;sho&#039;rah (perhaps mangled by contemporary knowledge of Despana), and maybe whatever undefined involvement of the Dhe&#039;nar in Despana&#039;s agenda. The Dhe&#039;nar might also be perversely leaning into the theory that Despana was Dhe&#039;nar themselves. The point of this is to provide a hook for why Dhe&#039;nar become called &amp;quot;Dark Elves&amp;quot; as a whole lineage when it took Ashrim genocide for the Faendryl to get labeled &amp;quot;Dark Elves&amp;quot; and that term should really originally have been about cultural condemnation. This is a subtlety. But it&#039;s a mistake to just naively take the Dark Elf racial mechanic that simply and literally, when the lore behind the term gives it a political motivation and meaning. But Dark Elves as a whole are not an ethnicity, with radically divergent cultures, and at best are a shared language group.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep.[594] However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105.[595] There have been countless fake Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics.[596] What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they had never been wielded as vast armies by necromancers.[597] Widespread undeath had only been encountered when dealing with extraplanar horrors such as the Vishmiir.[598]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[594] This is going off &amp;quot;[[History of Elanthia]]&amp;quot; saying the book was lost in the events that followed.&lt;br /&gt;
[595] This is from the [[Animate Dead (730)]] release events. Shar had previously been searching for the Book of Tormtor in the late 90s.&lt;br /&gt;
[596] This is an embellishment. But there is no way this would not be true.&lt;br /&gt;
[597] This is the perspective and framing being built by this document.&lt;br /&gt;
[598.1] The [[Vishmiir]] had fought with the Elven Empire according to &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, and the Vishmiir make hordes of undead minions. (This document references the Vishmiir several times just because there are so few ancient things like this that are already defined.) This is just generally acknowledging that these extraplanar threats we deal with typically come with undead hordes, so even if it happened less often in the Second Age, larger scale undead incidents would happen with extraplanar horrors / demons. This document is just leaning on the Vishmiir in particular because there is explicit lore and loresong implying how ancient they are in their relationship to Elanthia. The embellishment that no vast armies by necromancers had been done before was mentioned previously in this document, but that does not necessarily have to be true. It&#039;s just helping distinguish Despana while having necromancy of undead be a known thing for thousands of years prior. Despana might be taken as having innovated rotting corpse kinds of undead, especially communicable diseased undead.&lt;br /&gt;
[598.2] The Faendryl method of countering her strategy also helps explain an apparent absence (or at least lack of effectiveness) of future imitators of Despana. Whatever of these that have happened since then were presumably put down within the region by the Faendryl, along with the Grot&#039;karesh and Dhe&#039;nar and so forth. There seems to be nothing established about clashes with the Horned Cabal, for example, within the subcontinent region [[Story of the Volnath Dai|prior to]] Grandmaster Fineval and invading the Turamzzyrians.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness.[599] With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a hierarchy of command over hordes of lesser undead.[600] The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves.[601] Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches.[602]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[599] This is from the [[urglaes]] lore. It is reviving the Rolemaster lore for the metal, though that was still roughly preserved in the urglaes lore. The term &amp;quot;elemental darkness&amp;quot; is a convention used in this document, being shorthand for &amp;quot;the sorcerous element of darkness.&amp;quot; This is elaborated in Volume 2.&lt;br /&gt;
[600] This premise was framed earlier in the document. There is some existing framing for necromancers in Elanthia needing to leverage off artifacts or minions to control large scales of undead. Some of this is relatively implicit (e.g. the Horned Cabal&#039;s dependence on the Sphere of Sorrow for wielding large hordes; the Tablet of Death, etc.), but it was also explicit in the [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] storyline in Plat. This is setting up a vulnerability in her horde methodology that makes the Faendryl summoning demons a silver bullet for stopping her.&lt;br /&gt;
[601] This is reviving the Rolemaster bestiary lore for these kinds of undead. It was true of skeletons, zombies, and ghouls.&lt;br /&gt;
[602] This was explicitly true in the Rolemaster bestiaries, which was the creature lore at the time &amp;quot;[[History of Elanthia]]&amp;quot; was being written in late 1995.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts.[603] Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland.[604] Methods were made so that the fallen on battlefields would rise together in mass.[605] Most importantly of all, Despana was a plaguelord, fashioning cursed diseases.[606] Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries.[607] These were as the transformation curses of witchcraft, except resulting in the undead.[608] Ghouls would make more of themselves by clawing with their nails.[609] Others were infected through contact with fluids, or through bites, or even through pestilent vapors.[610]&lt;br /&gt;
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[603] This document is preferring to treat the Rhoska-Tor banshees as corrupted nature spirits (fey) from the taint of the Ur-Daemon, so that Despana is really conjuring / summoning them, rather than the kinds of banshees that come from cursed sorceresses. Being categorically different from the rotting corpse undead, this is giving her a different control method. In DragonRealms the [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds banesidhes] are black-hearted fey as well, and GemStone has had bainsidhe invasion creatures in the past (e.g. Castle Anwyn).&lt;br /&gt;
[604] Possession of corpses by spirits is a concept in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, and this notion of burial in tainted lands is a trope that is also present. The Grot&#039;karesh incidentally keep their dead in crypts.&lt;br /&gt;
[605] This was described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot;.&lt;br /&gt;
[606] The most clear and explicit example of this is the Red Rot.&lt;br /&gt;
[607] This is represented in the &amp;quot;[[Giantkin History]]&amp;quot;, and the latter part especially is explicitly described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard]]&amp;quot; soldier&#039;s journal document, which also has the festering wounds.&lt;br /&gt;
[608] This is an embellishment but the framework of this document giving historical continuity between these traditions.&lt;br /&gt;
[609] This is the original ghoul lore from Rolemaster. By 1995 the disease curse from ghoul nails was known as Ghoul Rot.&lt;br /&gt;
[610] The fluids and bites are generic. The pestilent vapors (like the Living Dead movies) raising undead is something Raznel was actually doing in the [[Witchful Thinking]] storyline, but for the notion of infecting, the Red Rot was treated as airborne when it resurfaced in 5103 (though it was not represented as turning Dwarves into undead.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire.[611] The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497.[612] This was about three hundred years before the siege of ShadowGuard.[613] In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action.[614] There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief out of the southern wastes.[615] There was much reason to underestimate the weak undead.[616]&lt;br /&gt;
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[611] This sentence may sound like a non-sequitur coming off that paragraph, but the point is that the real threat of her horde was from these not obvious directions, which was not understood until later. This line is pointedly interpreting &amp;quot;the Undead&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; as a proper noun for referencing Despana&#039;s horde specifically and not the undead in general.&lt;br /&gt;
[612] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document had the Undead War going back into the -15,400s and that needs to be handwaved as lower scale skirmishes. It implies the Battle of ShadowGuard happened in the -15,400s but all the other documents with dates disagree. It should be reinterpreted as having Sylvan scouts coming across Dharthiir allied mountain forces, but not coming out to the other Elves until a much later date when ShadowGuard happens&lt;br /&gt;
[613] We are using the other documents having ShadowGuard and Maelshyve destruction not that far separated. But we&#039;re not going to use -15,186 because it doesn&#039;t give space for &amp;quot;years&amp;quot; or war or the Battle of Harradahn. So this document says ShadowGuard was really in -15,196 and just commonly gets misdated as -15,186 (maybe because of legibility of the digit in whatever record in the Chronicles, calendar system discrepancies, and maybe a headache of unreliable documents in the period with politically motivated revisionism.)&lt;br /&gt;
[614] This is a mild retcon for reconciling &amp;quot;[[History of the Sylvan Elves]]&amp;quot; with the other Undead War period history documents with dates. It is also giving some sense to Rhak Toram speaking of &amp;quot;the orc wars&amp;quot; as something more distinct than normal dwarf-orc clashing. What we are doing is having the Sylvan scouts coming across Dharthiir forces back into the -15,400s, but then they noticed what we&#039;re calling &amp;quot;the Surge&amp;quot; around the time ShadowGuard gets taken out (and what&#039;s happening to the crops in the provinces and so forth), and only then do they come out and help the Faendryl fight the Undead.&lt;br /&gt;
[615] This is an embellishment. But with the premise of the nature of the southern wastelands in the Second Age, this is a sensible thing the Vaalor would have done.&lt;br /&gt;
[616] GemStone has done some serious level creep since &amp;quot;[[History of Elanthia]]&amp;quot; was written. But the general idea leaned into with this document is that the weak undead can be controlled in greater numbers, and having big numbers becomes the central threat, particularly when these undead can inflict unhealing festering wounds or turn the wounded into more undead. They do not need to defeat the opponent in single combat. They only need to make contact or get too close, then those wounded or dead get made part of the Undead hordes. So Dharthiir goes for the heavy infantry House first.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chronology of the Undead War is muddy and sometimes contradictory.[617] Library Aies was badly damaged in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records.[618] There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals.[619] The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized.[620]&lt;br /&gt;
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[617] This is explicitly framing the fact that the official documentation has a bunch of contradictory dates and time ranges for the Undead War. The grounding for the premise is that you have a surplus of dubiously reliable personal memoirs, and a long period of time of shoddy document preservation and replication. So even though the documents that exist would be using Elven calendar dates, it is unclear how trustworthy the dates are in a surviving copy. Similarly, if the provenance of the document is unclear and the numbers have to be interpreted, the Houses use calendars with similar but different origin years based on their House founding dates. The &amp;quot;[[Ilynov Journal]]&amp;quot; accounting of ShadowGuard (converted out of Vaalorian calendar dates) ranges from April -15,187 through November -15,186, with ShadowGuard besieged as early as January -15,186, while the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard document]] spans only one month, July into the beginning of August -15,186. We also do not know what kind of calendar drift (e.g. Julian vs. Gregorian calendars would be a whole year off on Elven civilization time scales) happened over thousands of years and the corrections that were or were not applied (and how many times between copies) to the dates.&lt;br /&gt;
[618] The first part of this is an extrapolation from details in the [[Ta&#039;Illistim Monarchs]] document. The second part is from the Half-Elven history document.&lt;br /&gt;
[619.1] This is meant to give some wiggle room on the absolute authority and implications of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] and the [[Ilynov Journal]] documents, and to give some motivation for why chronology of that time period would be difficult for much later historians. The analogy with criminal memoirs is that onced freed from the liabilities, criminals will admit to things they did not do for posterity, and misrepresent things to make themselves sound bigger and more significant. The &amp;quot;criminals&amp;quot; dig is also partly coming from the IC author being Faendryl.&lt;br /&gt;
[619.2] This is also throwing some salt into the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|ShadowGuard journal]]&#039;s final entry as fantastic, of the Vaalorian undead soldiers somehow breaking free and turning on Dharthiir (after standing around idly allowing Dharthiir and Taki to duel), allowing Taki to strike at the lich. But this undead turning on Despana&#039;s own forces phenomenon, whatever the cause of it, helps support the hierarchical control disruption premise used in this document.&lt;br /&gt;
[619.3] This is also throwing shade on [[Ilynov Journal]]. It has Taki Rassien gathering the Sabrar with Despana threatening &amp;quot;even the mighty Vaalor&amp;quot; in April -15,187 , and then Taki &#039;&#039;&amp;quot;prepares for a battle at ShadowGuard&amp;quot;&#039;&#039; in January -15,186 (the forces described as already besieging ShadowGuard at this time with &#039;&#039;&amp;quot;a surprise attack on the forces besieging ShadowGuard&amp;quot;&#039;&#039;), then news of Taki&#039;s defeat in the city in November -15,186 (which [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document has happening in early August.) This makes the month vs. one day tension even worse, so as noted in other footnotes here, it can be reconciled by having Dharthiir not seriously trying to take ShadowGuard at first but instead bottling up the pass around the mountains.&lt;br /&gt;
[620.1] This notion of emphasis-on-what-counts is the way to reconcile these contradictory documents. The &amp;quot;[[History of the Faendryl]]&amp;quot; can be using &amp;quot;Undead War&amp;quot; to refer to the entire 5,000 year period Despana was known to exist by the Elven Empire. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is using a few hundred year date range, reinterpreted here to refer to comparatively low level pre-&amp;quot;Surge&amp;quot; skirmishes with Dharthiir and his allied forces (though this requires bending its timing, which has them only starting to deal with it after ShadowGuard falling.) The relatively short war with a stalled battlelines/front is treating the Battle of ShadowGuard as the start of the Undead War and not that long period Dharthiir was up to hijinx leading up to it. Which incidentally gives everyone a few centuries to know who and what Dharthiir was prior to ShadowGuard (which is still haunted with undead in the present day, having been turned into a haunted place with corruption and so forth.) &lt;br /&gt;
[620.2] There might also be some relatively static presence of Undead forces at ShadowGuard for a longer period of time, then a lightning fast surge through the western provinces, with Dharthiir showing up at ShadowGuard (with a sudden increase in hazards / ability) to then lead an eastern offensive toward Ta&#039;Vaalor after catching the Vaalor legions off guard. This would give some flex time for other Houses not cooperating, the year prior time span in the &amp;quot;[[Ilynov Journal]]&amp;quot; document, and some sense to &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot; At last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense&amp;quot;&#039;&#039;, when a one month time window would seem too short / recent for that wording. But this point is trying to reconcile the &amp;quot;Ilynov Journal&amp;quot; and &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document extended time spans for ShadowGuard with the time spans in &amp;quot;History of Elanthia&amp;quot;, which instead made it sound like an advancement into Elven territory toward Ta&#039;Vaalor and then Taki and the Sabrar going to a fortress in the invasion path to &amp;quot;make a stand&amp;quot;, and then immediately getting steamrolled, while there is no geographical reason the Undead horde should have waited around ShadowGuard that long if it&#039;s as far inland and wide open as shown on the current Elanith map.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185.[621] Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year.[622] It is generally accepted that the war lasted for years.[623] There are even some races who conflate the Undead War with the whole Age of Chaos.[624] There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years.[625] The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade.[626] What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard.[627] Despana&#039;s capacity for rapid escalation was contrary to her own precedent.[628] The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.[629]&lt;br /&gt;
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[621] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Vaalor journal documents use these dates, though the Vaalor ones are converted into the Vaalor calendar equivalent. The [[Ta&#039;Illistim Monarchs]] document also uses -15,185 for the end of Lanenreat&#039;s reign (using Illistim dates), having been (de facto) deposed during the Undead War. It actually treats Laibanniel in -15,185 as overseeing the &#039;&#039;&amp;quot;initial defense of Ta&#039;Illistim&amp;quot;&#039;&#039;, which means implicitly it&#039;s using the -15,186 date for ShadowGuard, and Lanenreat had resigned for failing to contain Despana and her hordes. This implies something happened to Ta&#039;Illistim after ShadowGuard. The Lanenreat section saying &amp;quot;hordes&amp;quot; and Laibanniel section saying &amp;quot;undead hordes&amp;quot; is a seed for a coming paragraph to say it was Dharthiir&#039;s orc/troll/etc. allies in the mountains that hit Ta&#039;Illistim at first. Which geographically makes sense.&lt;br /&gt;
[622] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and &amp;quot;[[Elanthian Gems]]&amp;quot; in the jet section, which uses the sylvan dates, have -15,188 for the Battle of Maelshyve, which by definition has to happen later than the Battle of ShadowGuard.&lt;br /&gt;
[623] &amp;quot;[[History of Elanthia]]&amp;quot; had said it lasted for years: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039;&lt;br /&gt;
[624] The Giantkin history could be read this way. But &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound that way very directly.&lt;br /&gt;
[625] This could be just very loosely referring to the whole period Despana was known about. But &amp;quot;[[History of the Faendryl]]&amp;quot; only gives a couple of Patriarchs for the entire 15,000 year period between the Undead War and the Ashrim War. It was pretty clearly written to imply the Undead War was very long and the underground period up to the Ashrim War was relatively short. These Patriarch numbers need to be retconned in some way, such as state sanctioned history redacting the Patriarchs in the underground period, or re-numbering the earlier Patriarchs.&lt;br /&gt;
[626] Doing it this way just means a digit error is being done, where instances of -15,186 should be saying -15,196. Or the equivalent in the other calendar systems. Then there&#039;s a reasonable length total war phase and the Battle of Harradahn fits.&lt;br /&gt;
[627] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[628] This is extrapolation from the time gap in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[629] This is going off the timing in &amp;quot;[[History of Elanthia]]&amp;quot;. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] twists it somewhat, having a month long siege of the same place (or closer to a year long siege in [[Ilynov Journal]] and over a year of threatening Vaalor), and then Taki Rassien showing up (after over half a year in Ilynov Journal but only a one month reinforcement call delay in ShadowGuard journal) and that part being the 1 day event. Whereas &amp;quot;History of Elanthia&amp;quot; words it as a month long advance, &#039;&#039;&amp;quot;cut[ting] a swathe&amp;quot;&#039;&#039; into Elven territory, up to the point it was threatening Ta&#039;Vaalor itself. (ShadowGuard is also represented as significantly north of Ta&#039;Nalfein on the Elanith map, about the distance from Tamzyrr to Brisker&#039;s Cove, with no apparent reason why Dharthiir should not just ignore it and go around it.) A static siege at one location is nominally inconsistent with &#039;&#039;&amp;quot;progress was lightning fast, easily destroying what little resistance they met in the outlying provinces&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;the battle of ShadowGuard lasted less than one day.&amp;quot;&#039;&#039; The prior dig on war memoirs is taking some of the edge off this point. The premise that this &amp;quot;shocked [the other houses] into cooperating&amp;quot; originates in &amp;quot;History of Elanthia&amp;quot;, where &amp;quot;at last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense.&amp;quot; This document also presses into the point of the Elven empire&#039;s &amp;quot;outlying provinces&amp;quot; away from the East as having been hit especially very badly, which has never really been elaborated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.C The Faendryl Exile [630]&lt;br /&gt;
&lt;br /&gt;
What the Elves had failed to understand was that Despana had united the malign factions of the southern wastelands, and over those many long years there was a merger of the traditions of the black arts.[631] There was a leap in the arts of necromancy because it was felt as an abrupt revelation.[632] In the first month of the invasion, what might be called the Surge, the Undead were regarded as a conventional but mindless force.[633] It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir.[634] They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders.[635] House Vaalor was, bizarrely, the path of the invasion.[636] With the benefit of hindsight, it is now believed Dharthiir intended to make his forces be surrounded as a tumor in the very center of the Empire, which at the time was regarded as illogical and suicidal.[637]&lt;br /&gt;
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[630] This is setting the fusion of black arts traditions on the one hand, and then the conditions for those spilling over into Faendryl sorcery, and vice versa, to help explain the later widespread use of the dark sorcery paradigm.&lt;br /&gt;
[631] This is an embellishment. Since we have heterogeneous smaller scale factions existing in that region, and Despana having come to dominate that region, and Dharthiir having made allies of various races against the Elves, it is a sensible consequence of this that these stipulated &amp;quot;black arts&amp;quot; traditions would be merging in Despana&#039;s long dormancy period in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Then from the point of view of the Elven Empire, there would have been a sudden burst in unfamiliar necromancy. &lt;br /&gt;
[632] More subtly, this document is creating an internal logic for the Book of Tormtor possibly being more myth than fact, because it would have been tempting to erroneously assume some ancient dark magic was discovered and rapidly acquired by way of an artifact. It could instead be that a lot of merging and innovation was done to large scale and only revealed all at once.&lt;br /&gt;
[633] The phrase &amp;quot;the Surge&amp;quot; is totally made up. &amp;quot;The Undead&amp;quot; is being used as a proper noun for Despana&#039;s horde. This is following off the Undead War section of &amp;quot;[[History of Elanthia]]&amp;quot;, and to some extent the early parts of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document. &amp;quot;the Surge&amp;quot; is creating a distinct phase of the Undead War that allows some flex on the timing. There can be some earlier stuff happening, but then a sudden escalation with ShadowGuard getting overrun as they shifted gears and began pushing northeast into the core Elven Empire. &amp;quot;the southeastern outlands&amp;quot; is talking about pressing into and building up toward ShadowGuard.&lt;br /&gt;
[634] This is cross-referencing &amp;quot;[[History of Elanthia]]&amp;quot; wording with the Elanith continent map, which wasn&#039;t really defined yet when &amp;quot;History of Elanthia&amp;quot; was written. This approach is really &#039;&#039;&amp;quot;the heart of the Elven empire&amp;quot;&#039;&#039;, so &#039;&#039;&amp;quot;the outlying provinces&amp;quot;&#039;&#039; should refer instead more to the western territories, where there would be weaker concentration of forces. And the framing we have given of sovereign land claims being in the way of each other and not allowing military border crossings.&lt;br /&gt;
[635.1] The borders line is a slight embellishment from &amp;quot;History of Elanthia&amp;quot; saying &#039;&#039;&amp;quot;no house would commit troops to defend the territories of another.&amp;quot;&#039;&#039; It would not be possible for some of these land locked Houses to get their troops anywhere without going through the main lands of another House, so what we&#039;re doing here is interpreting this line as meaning something more to the effect of &amp;quot;defend the [outlying province claims] of [other Houses].&amp;quot; This is trying to make sense of the line &#039;&#039;&amp;quot;Each house wished the glory of vanquishing the Undead for themselves&amp;quot;&#039;&#039;, because in terms of the continent map, only Houses Vaalor and Nalfein were geographically positioned to be fighting the invasion. So we have to assume this involving those western provinces which are ill-defined.&lt;br /&gt;
[635.2] We are also tacitly committing to a model of forces moving north into the West (in terms of outlying provinces) because Despana&#039;s progress being lightning fast, and within a month threatening the heart of the Elven Empire, because in terms of the actual continent map there is not much distance between Maelshyve and core Elven or even Vaalorian territory. And if the only thing that&#039;s happening is the thrust toward House Vaalor, the stuff about the other Houses wanting the glory for themselves becomes incoherent. It makes more sense for that to be talking about defending their Western provinces.&lt;br /&gt;
[636] This is referring to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Within a month, the Undead had cut a swathe to the heart of the Elven empire, threatening Ta&#039;Vaalor itself.&amp;quot;&#039;&#039; This has to be interpreted delicately to reconcile it with the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document and ShadowGuard&#039;s position relative to the Sylvans in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. Some of the pressure can be taken off by instead reading it as the horde kept moving onward toward Ta&#039;Vaalor after ShadowGuard. The notion here is Dharthiir directly going after Vaalorian fortifications (e.g. ShadowGuard) and moving in an arc toward Ta&#039;Vaalor while skirting the territory of House Nalfein. And then House Nalfein is not defending Vaalor fortifications, the whole not defending each other&#039;s stuff situation. Second Age borders are not defined. But it would be plausible that House Vaalor had its own land access around the southern DragonSpine for moving its legions.&lt;br /&gt;
[637] This is an embellishment. The strategy is based on extrapolating from the threads in the lore that indicate the use of disease magic and the wounded living turning into undead. It changes the logic of what makes sense for deploying armies. Dharthiir is getting into a close up melee fight with the infantry forces House and doing that damage up front before the longer-run fight with the more magic oriented houses. This logic is also motivating the orcish raids on House Illistim at almost the same time postulated later in this document. Also because of Lanenreat lore and the distance from the Undead. However, this wording is partly leaning on the position of ShadowGuard on the current Elanith map, which is probably much too far north given its implied latitude in the Sylvan documentation. If ShadowGuard were instead placed near the pass leading around the DragonSpine Mountains, on the edge of core Elven territory, the Surge would be mostly heading north into the Western provinces and then the first month in &amp;quot;History of Elanthia&amp;quot; is referring instead to some increased build-up in the direction of ShadowGuard, which is the invasion shifting to instead become northeast focused and starts steam rolling toward Ta&#039;Vaalor when ShadowGuard falls. (e.g. Dharthiir swells his Undead army by incorporating people in the west who had not voluntarily joined him before turning northeast on the Elves directly.) This line is also about reconciling why this is largely bypassing House Nalfein, which for a living military would make supply lines vulnerable to being cut off and then surrounded, and has Dharthiir (who doesn&#039;t take to the field until two weeks into it in the soldier journal document) not immediately trying to take ShadowGuard but instead having a temporary false stalemate while the Western provinces fall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces.[638] This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades.[639] This temporarily disrupted the hierarchy of the Undead.[640] There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.[641]&lt;br /&gt;
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[638] This line is inspired from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]] document.&lt;br /&gt;
[639] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;, but the specific detail of Taki and Dharthiir vanishing in a sword clash comes from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The &amp;quot;[[Ilynov Journal]]&amp;quot; document suggests the details of this were still not known a century later, and this journal is retrieved back in 2014. It is implicitly a sorcerous backlash from the clash of the incompatible essences in the swords, similar in principle to when the Griffin Sword shattered in the duel between Morvule and Ulstram, and this sorcerous backlash must have thrust them out of this reality.&lt;br /&gt;
[640] This is an embellishment. It is reasonable to think this temporarily disrupted things with the Undead, giving breathing space for the Faendryl to take unified command of the situation. Dharthiir probably wasn&#039;t the only lich, though, so the emphasis here is on temporary. This line does two things. It gives a hook for the Faendryl to recognize the hierarchical dependency of Despana&#039;s undead army. And it tacitly acknowledges ShadowGuard is still overrun with Undead in the present day. ShadowGuard has been visited in this way during storyline events. So this document treats it as a place that became haunted.&lt;br /&gt;
[641] The document is being non-commital on whether this was pre-planned, or Despana shifted gears temporarily when Dharthiir went missing. This line is meant to explain the [[Ta&#039;Illistim Monarchs]] document having Lanenreat resign, when the Undead should not have been near House Illistim, and her successor doing the initial defense against the *undead* hordes. It geographically makes sense that Despana&#039;s orc/troll and maybe minotaur allies in the mountains would hit House Illistim first in an eastern campaign. The Mirror Valastiel&#039;s personal diaries were also stored in Library Aies, &#039;&#039;&amp;quot;but were lost during the Undead War with Despana.&amp;quot;&#039;&#039; This creates a strong implication that Library Aies was damaged during a siege or sacking event, while the Undead front lines should not have been anywhere near Ta&#039;Illistim. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command.[642] They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana.[643] However, in what was a supreme irony and reversal of the natural order, time was working against the Elves.[644] The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics.[645] Where there were battle lines held in the southeast, there was widespread chaos and death in the West.[646] Plagues were spreading that had been made through dark sorcery.[647] Blights were killing the fields and wildlife.[648] The living were in very serious danger of widespread famine and mass starvation.[649] It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners hid the desolation of the West to prevent demoralization.[650]&lt;br /&gt;
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[642.1] Houses Vaalor and Nalfein would have taken the brunt of the Undead invasion for geographical reasons. This line is adding in House Illistim getting hit out of the mountains as an extrapolation from the [[Ta&#039;Illistim Monarchs]] document. That House Faendryl was able to unify command under these conditions is given in &amp;quot;[[History of Elanthia]]&amp;quot;. They grouped forces to the west of ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which does not make much sense unless ShadowGuard is significantly further south than the current [[Elanith]] map depicts and House Nalfein further east is getting hit by Despana&#039;s forces out of ShadowGuard.&lt;br /&gt;
[642.2] The most current map of Elanith places ShadowGuard much too far inland (and would be a more reasonable location for Harradahn), about as far north as Brisker&#039;s Cove while Maelshyve is roughly as far south as Idolone. This is awkward because it means this Undead horde under Dharthiir is passing right through core Nalfein territory, ignoring House Nalfein and apparently not being fought by the Nalfein. This is awkward enough that the map should probably be retconned, and arguably is not consistent with other documentation. &amp;quot;ShadowGuard&amp;quot; in the Second Age would more sensibly have been between the Sylvan settlement of Nevishrim and Ta&#039;Nalfein or what is now Feywrot Mire, which makes much more sense for Sylvan scout and army grouping positioning relative to ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot;The elves, shocked by the loss of ShadowGuard, a site less than 100 miles to the east, welcomed the sylvans and fervently sought their allegiance against the forces of Despana.&amp;quot;&#039;&#039; ShadowGuard would then be sensibly named with the specific Second Age purpose of guarding against bad stuff coming out of those southern wastelands, and effectively analogous to Minas Morgul which was the forward most fortress guarding against Mordor and is now haunted with undead. Then the fortress would be a kind of choke point that Dharthiir can&#039;t just go around, and makes this House Nalfein issue not a problem. The horde can keep heading toward Ta&#039;Vaalor after ShadowGuard at this position and the original wording still makes sense.&lt;br /&gt;
[642.3] Following off note 642.2, with the lightning fast progress happening in the West, the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] depicting a month long (or longer in &amp;quot;[[Ilynov Journal]]&amp;quot;) siege can be reconciled with &amp;quot;[[History of Elanthia]]&amp;quot;. Dharthiir would be bottling up Elven land forces at a choke point while hordes wreaked havoc in the Western provinces, and only then committing to a &amp;quot;Surge&amp;quot; northeast. But this would require changing the Elanith map to put ShadowGuard farther south as the border of the core Elven Empire. The wording in this document about focusing on House Vaalor as the invasion path in contrast is allowing House Nalfein to be temporarily bypassed. Since Dharthiir gets taken out at ShadowGuard, we would read it as his strategy being continued, cutting the swathe toward Ta&#039;Vaalor.&lt;br /&gt;
[643.1] The Battle of Harradahn is mentioned in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, dating it as the following year is the chronology convention explicitly chosen earlier in this document. The stalemate was established in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039; This incidentally contradicts the 1 year timing in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, but the daily heavy casualties does not allow a very long period of war on this scale. That&#039;s why this document uses approximately 10 years. The Undead advance after ShadowGuard into Vaalorian territory can be fast (after initial disruption with Dharthiir gone), then slower, then stalemate after Harradahn. Also, with the existence of these front lines and a lightning strike being done on Maelshyve, this document supposes a bunch of Despana&#039;s forces were not actually at Maelshyve. This bolsters the vulnerable-hierarchy strategy argument for a decapitation attempt and why her forces apparently fell apart fast with Maelshyve. &lt;br /&gt;
[643.2] &amp;quot;[[History of Elanthia]]&amp;quot; does not say who among the Elves made alliances with the non-elven races. [[Ta&#039;Illistim Monarchs]] has Laibanniel &#039;&#039;&amp;quot;formed the first official alliances with non-elves&amp;quot;&#039;&#039;, but this may only be talking about House Illistim. With the way it is framed in this document, it would make sense for this to have been the Dwarven overking of Kalaza, due to the orcs and trolls. That would plug into what Rhak Toram meant about how they were veterans of the &amp;quot;orc wars.&amp;quot; Though &amp;quot;[[History of Dwarves]]&amp;quot; says there was sadness after the Battle of ShadowGuard, and does not specify the details of the &#039;&#039;&amp;quot;Elven request for help.&amp;quot;&#039;&#039; &amp;quot;[[History of the Sylvan Elves]]&amp;quot; has sylvans contacting the elves first, after the Battle of ShadowGuard, though the chronology of this is suspect. It uses a date range of -15,400 to -15,180. It does have the Eranishal legions with &#039;&#039;&amp;quot;a top-notch army of Faendryl elves&amp;quot;&#039;&#039; in -15,195 at the Battle of Harradahn. In &amp;quot;[[History of the Truefolk]]&amp;quot; it is Faendryl emissaries that go to talk to the halflings. It isn&#039;t defined in &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[644] Elves having the advantages of being very long lived and able to outlast things and wait things out. But also being slow-breeding.&lt;br /&gt;
[645] This is a logical consequence of having an undead army, and the trope is seen in other settings, such as the White Walkers of &amp;quot;Game of Thrones&amp;quot; (though they move forward very very slowly, not needing to be in any kind of rush.) The one complication in this is that Despana&#039;s hordes included the living, which do have such constraints, and there were a lot of these at the routing at the Battle of Harradahn which was later than the Battle of ShadowGuard.&lt;br /&gt;
[646] This is cross-referencing the stalemate of front lines in &amp;quot;[[History of Elanthia]]&amp;quot;, while also more explicitly including the detail of the very rapid conquest that had been done in the &amp;quot;outlying provinces&amp;quot; of the Elven Empire, and details such as &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about the crops rotting in the fields. Part of the logic here is that if the elves are holding a front line against the heart of their empire, they&#039;re not logistically in a position to do much to protect outlying provinces in the west.&lt;br /&gt;
[647] This is generalizing from the Red Rot and the festering wound kind of stuff in &amp;quot;[[Giantkin History]]&amp;quot; and the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The Red Rot itself is particular to the Dwarves going up against undead in Maelshyve, but it does not need to be the only disease curse.&lt;br /&gt;
[648] There is some indication of this in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and it is a sensible thing a necromancer enemy would have done. It is partly inspired by Raznel&#039;s blight around Darkstone Bay. Volume 2 talks about desecration witchcraft, and earlier in this document talked about warding charms to protect crops from witchcraft. &amp;quot;Blight&amp;quot; generally refers to plant disease, but I&#039;m having wildlife in turn getting sick from it, much as with Raznel&#039;s blight.&lt;br /&gt;
[649] This logically follows from the premises, combined with the high mobilization levels, and the population disruptions in general. (e.g. humans leaving to join Despana)&lt;br /&gt;
[650] These several lines are inspired by Germany in World War I. The Kaiser himself did not know Germany was on the brink of having to surrender, because his generals hid the direness of their logistic situation under the British naval embargo and so forth. There was just stalemate fighting on the front in France, so to people in Germany, there was no reason to perceive themselves as losing the war. This information asymmetry is setting up some premise for why the other Elven Houses regarded what the Faendryl did at Maelshyve as unjustified and why the Faendryl rulers said there was no other way. The previously framed notion of a long build up of black arts traditions merging is also World War I inspired, based on the long delay since the Franco-Prussian War having masked how much more destructive war technology had become, with the analogy being between the attitudes at the start of World War I and the Elven Houses glibly viewing defeating the Undead for their own glory, followed by war trauma from getting mugged by reality. This is setting up the trauma responses and resentments for the post-war period. The nationalist withdrawing and implicit autarky is reminiscent of post-WW1, but the decolonization is more like post-WW2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve.[651] By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed.[652] The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead.[653] What needed to be done was to banish them from this reality entirely, so that it would be impractical or impossible for them to make it back to this world.[654] The other problem was actually reaching them.[655]&lt;br /&gt;
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[651] So these resources and logistical conditions and so forth, a direness situation only fully understood by the centralized war planners, compel a need for a lightning strike. Which is informed by the Undead hierarchy/leverage conditions.&lt;br /&gt;
[652] This is rooted in the earlier premise of large numbers of weak undead, which are comparatively easy / safe to kill when dispersed in small numbers, and the otherwise natural fractiousness of the allies in Despana&#039;s coalition.&lt;br /&gt;
[653] This is a reasonable surmise with Dharthiir being an Arch-Lich, and it should follow that there would be lesser liches. Difficulty keeping permanently dead is foundational to the lich archetype, so there&#039;s some notion here of phylacteries in Maelshyve or whatever.&lt;br /&gt;
[654] This is giving a very specific role to the use of the veil tearing version of Implosion in destroying Maelshyve, and making consistency with &amp;quot;Maelshyve&amp;quot; in DragonRealms having been an extraplanar exile returning to Elanthia, and possibly even tying into how there are liches (who carry their own phylacteries) in the Scatter. The Rift would then be a hook for the threat of Undead War figures returning eventually, though the Rift itself is effectively a prison. Since this document has Vvrael cultists in the southern wastes, it might be this is how at least some of them ended up in the Rift in the first place. This would also help explain the Vvrael quest premise of Daephron Illian studying ancient Vvrael related texts during the early exile in Rhoska-Tor.&lt;br /&gt;
[655] There were front lines between the Elven Houses and Maelshyve. But then there&#039;d also be a mass of forces guarding Maelshyve Keep. So the issue becomes how do you get these lieutenants all concentrated in close quarters to banish them from this reality all at once in an implosion. If you just implode Maelshyve at the outset, you have Undead leaders not inside the fortress for it, and you still have a problem. (Though the ones bound to phylacteries in Maelshyve get destroyed even if they are somewhere else, leaving fragmented or leaderless undead hierarchy in other places; and if there were phylacteries hidden elsewhere or being carried by the liches, the liches themselves are banished off world.) There&#039;s some awkwardness in the basic story premises from &amp;quot;[[History of Elanthia]]&amp;quot; --- how do you go from stalemate frontlines to Despana&#039;s armies &#039;&#039;&amp;quot;said to have been utterly destroyed&amp;quot;&#039;&#039; from a lightning strike on Maelshyve (i.e. why would they all be there), and why not implode Maelshyve at the very beginning. (&amp;quot;[[History of the Minotaurs]]&amp;quot; is an existing canon example of survivors of Despana&#039;s forces.) So this document is going with the Faendryl trying to delay/avoid doing it, until the situation showed it was necessary, for the political cover of how they know everyone is going to react to it. Along with a strategy of making sure her liches are all taken out with her, especially with the uncertainty on whether phylacteries or where they were all located. There might be some more premise to be had of the horde pulling back and concentrating in a mass at Maelshyve since the allied forces were doing a lightning strike toward it, and then it&#039;s a matter of using the demons to get them to all go inside the fortress. But generally a lightning strike in a static front line situation suggests the Elves were leaving their cities wide open to invasion to pull this decapitation attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was decided that the only choice was to summon a great number of powerful demons from the high ground.[656] These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces.[657] These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes.[658] The rotting corpses would then be broken from their command hierarchy, following either the demons, or instinctively turning on the living warriors that were allied with Despana.[659] They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress.[660] The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality.[661] But the Faendryl ruling class was aware that the other Houses would never agree to these actions.[662] Nor would they even see it as necessary from not knowing the true direness of the situation.[663]&lt;br /&gt;
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[656] The allied forces being higher up on slopes with Maelshyve in a &amp;quot;valley&amp;quot; below and the demons spreading through the valley is framed in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The high ground aspect is about relatively uncontrolled demons generally moving in the right direction.&lt;br /&gt;
[657] The Rhak Toram quote calls it &amp;quot;plains&amp;quot; around Maelshyve, though I think the general Rhoska-Tor region should have badlands geology, with tuffaceous sandstone in addition to limestone plateau for the plains, with igneous intrusions and outcroppings. Generally speaking, this reaction of the living to the demons is leveraging off the Breaking from the Third Elven War in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, and the general notion of some demons having chaotic/evil auras analogous to undead sheer fear. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also talks about wildlife scattering and fleeing when the demons were summoned, but that version weirdly describes trees in the vicinity. But it also establishes that the area is hilly: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039;&lt;br /&gt;
[658] This is a critical premise. The Cleric repel spell lists (at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written) used to classify the level of undead relative to &amp;quot;the lesser demonic&amp;quot; and &amp;quot;the greater demonic.&amp;quot; It isn&#039;t obvious in the Rolemaster bestiary context of 1995 that the undead would have any instinct to attack demons, and there&#039;s a strong argument that these mindless undead would instinctually obey dark demonic fiends. So these demons would rip away control from the undead lieutenants, much as combat demons can steal the minor demons that are summoned by Sorcerers in game mechanics. There is indication of control disruption and turning on the leaders in the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document, even if the way it is described sounds implausible (e.g. maybe the thaumaturges stumbled on something that worked as control interference at that moment, similar in  a way to the Order of Voln symbol of submission.)&lt;br /&gt;
[659] This makes the use of demons not about raw brute force, but because the special intrinsic nature of the demons and their relationship with the undead. So using a bunch of elementals, for example, would not work in this same way. The point is to drive everyone (especially the undead) into Maelshyve Keep for the implosion. So if the undead are instinctually turning on Despana&#039;s living forces, they are going to turn around and retreat into the fortress, since they are being flanked on all sides.&lt;br /&gt;
[660] This is the straight forward logic of what would happen if Despana and her lieutenants lost control of the bulk undead in this situation.&lt;br /&gt;
[661] This is a specific means to a specific end, but it causes permanent damage to the veil in an old place of the Ur-Daemon.&lt;br /&gt;
[662] This is set up from the prior framed anathema of the southern wastelands and demonic summoning and all that in this document, as well as the unknowable Ur-Daemon hazard that the Illistim mages talk about in &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[663.1] This embellishment is from the premises established in this document. This helps rationalize why the Faendryl waited for banshees to throw their own side into disarray and retreat before executing the strategy they had already planned. It&#039;s because they know the blowback that will happen from it. This is also about making it clear that their &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; was not actually new magic, it was forbidden and condemned magic that the others would not have agreed to using. &lt;br /&gt;
[663.2] Any sort of premise of &amp;quot;well people did not know&amp;quot; in GemStone depends to a significant extent on tamping down on the scope of NPC magic such as portals and scrying methods. But what we&#039;re getting at here is more along the lines of logistical matters of quantity, which is more abstract and centralized control of information over a relatively short span of years. It could be known things are rough in the West (imagined as the Houses having some raw resource economic dependency on their outlying provinces), but at the same time not really known how material resources have been tapped out. That the state of total war would be imminently unsustainable, which is roughly the same thing as a not-obvious but impending sudden collapse.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war.[664] The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts.[665] Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners.[666] Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies.[667] But it was the demons themselves that were the greatest outrage.[668] Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop.[669] It was feared that the Arkati themselves would strike down on the Elves in retribution for this violation.[670] The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.[671]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[664] It does not make sense for it to actually be &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; for a lot of reasons, ranging from Marlu and Marlu worshippers to how far back in time Elizhabet Mahkra and the Enchiridion Valentia had to be, due to the timing framed in &amp;quot;[[History of the Faendryl]]&amp;quot;. Some of the other allied races might have perceived it as new magic or taken its newness on face value.&lt;br /&gt;
[665] This is the premise set up by this document. It&#039;s the more consistent and better reading of existing documentation that talks about it as &#039;&#039;&amp;quot;new magic.&amp;quot;&#039;&#039;&lt;br /&gt;
[666] This is represented in various history documents. It is stated explicitly in &amp;quot;[[History of the Truefolk]]&amp;quot; of the Paradis Halfling reaction, and &amp;quot;[[History of Elanthia]]&amp;quot; said: &#039;&#039;&amp;quot;All the Elven houses were appalled at the spells the Faendryl had unleashed. The summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039; There is another thread, represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, where upset comes from demons having gotten loose and attacked allied armies. But the foundational premise was being appalled at demonic summoning in itself. So this document uses that as the central complaint.&lt;br /&gt;
[667] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot; With so many of the sorcerors never having cast the spell before that day, and in such a vast context, it was inevitable that some would falter and lose concentration.&amp;quot;&#039;&#039; It is also helping frame that demonic summoning was not actually common in House Faendryl in this time period, that &amp;quot;[[History of the Faendryl]]&amp;quot; is being misleading on that issue.&lt;br /&gt;
[668] This is referencing &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot;summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039;&lt;br /&gt;
[669] These two lines are based on the Illistim mages complaint about the Ur-Daemon risk in &amp;quot;[[History of Elanthia]]&amp;quot;, and the unhealing tear in the veil at Maelshyve that is mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. They might also have argued that throwing Despana and her high minions offworld in some unpredictable way leaves open the hazard of them returning later, where we cannot be certain they were actually destroyed.&lt;br /&gt;
[670] This is made up. It&#039;s partly playing off the &amp;quot;undemanding liege lord&amp;quot; characterization. It&#039;s plausible in light of the Ur-Daemon risk argument, and the &amp;quot;great chain of being&amp;quot; worldview framed by this document. This kind of thinking may have made more sense in the Second Age to the Elves. (e.g. the [[History of Leya|Leya legend]] is at least quasi-historical, with Kai coming down to watch Elven Empire tournaments and so forth). The Arkati may be more aloof these days. In the I.C.E. setting they would go through phases of being more and less in contact with the world. It also has concrete precedent in the game itself. Charl destroyed / [[Solhaven Cataclysm|flooded Solhaven]] in reaction to the elemental plane accident there while messing with plinite in 5109.&lt;br /&gt;
[671.1] This is the general premise in multiple documents. In &amp;quot;[[History of Elanthia]]&amp;quot; it is: &#039;&#039;&amp;quot;The Faendryl argued that it was necessary, that Despana would have won without these magics. The other houses did not agree. They expressed their outrage by expelling the Faendryl from the empire.&amp;quot;&#039;&#039; Patriarch Unsenis was arguing it in &amp;quot;[[History of the Faendryl]]&amp;quot;. But then he died and his successor Patriarch Cestimir lacked clout in the other courts. &lt;br /&gt;
[671.2] There is no framing on what the imagined alternatives were, but the Illistim plausibly might have argued something like that with a high risk lightning strike being committed to, Despana&#039;s hierarchical control could have been magically interfered with in some more direct way (e.g. anti-magic), and elementals could have been used instead of demons for raw force, and then Maelshyve incinerated with a major flooding into the elemental planes (instead of the interplanar void with implosion.) The Faendryl would argue that is not as effective, not nearly as likely to work as a permanent solution due to the liches, not knowing for certain the phylacteries or analogous anchors are even in Maelshyve, etc. Ironically, this extreme elemental action should instead be used by the Faendryl at Ta&#039;Ashrim, who were burnt up. (Lyredaen confirmed the word roots for Ashrim were ash + grim.) Consistent with the non-canon Sea Elf War ship journal, where it was incinerated. The [[forehead gem]]s loresong also showed smoldering ruins of buildings, which implies heat was used. It would also make more sense for something other than implosion and demon summoning to have been used for destroying the whole of Ta&#039;Ashrim all at once off a relatively small number of Faendryl spellcasters taking extreme methods into their own hands. (There is a mechanics implied limit to how close casters can make implosions to each other, and even what was done at Maelshyve was destroying one fortress building. They could conceivably have done widespread immolation, for example, along with big implosions to create scouring currents of flame throughout the city.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180.[672] House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim.[673] They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses.[674] The Faendryl monarchy instead became more absolutist.[675] There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms.[676] It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly.[677] The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority.[678] They argue their royal line was always the most stable after the founding era.[679] These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay.[680] The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other.[681] The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot;[682]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[672] This is an embellishment extrapolating from Lanenreat resigning during the height of the Undead War in the [[Ta&#039;Illistim Monarchs]] document, which was the councilors and people basically ending dynastic rule in House Illistim. It is giving some more political dimension to how the Faendryl exile happened by having some French Revolution vibes. It&#039;s also setting up divergent views, where the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document talks of this as progress, while the Faendryl commit to their absolutist monarchy.&lt;br /&gt;
[673] This is an embellishment. Lanenreat resigned. But it is framed as her having lost faith and support of her councilors and people, so her abdication is apparently more of a &amp;quot;resign or we&#039;ll fire you&amp;quot; thing. This document interprets some tacit things in the player-accessible version of [[Ta&#039;Illistim Monarchs]] as implying Ta&#039;Illistim got sieged/sacked at some point during the Undead War.&lt;br /&gt;
[674] This is talked about in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document and illustrated in the [[Ta&#039;Illistim Monarchs]] document. The extent to which child of monarch is favored to be made successor may vary by House, as King Eamon was the son of the previous Ardenai king (e.g. &amp;quot;[[Timeline of Elanthian History]]&amp;quot;)&lt;br /&gt;
[675] This is a slight embellishment, with the Faendryl being an absolute monarchy in any case.&lt;br /&gt;
[676.1] The advancement premise with councils taking more power from monarchs is given in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document, which contrasts it with the bloody family politics of the Faendryl, which it says still does hereditary rule. &amp;quot;[[History of the Faendryl]]&amp;quot; says the Patriarchy is by blood. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; vests all power in the Patriarch for designating successors, but also says the Patriarch &#039;&#039;&amp;quot;is raised and trained from birth in the mastership of governance and the duties that fall under its mantle.&amp;quot;&#039;&#039; It says &#039;&#039;&amp;quot;patriarchal succession is not necessarily hereditary&amp;quot;&#039;&#039; and the Patriarch could &#039;&#039;&amp;quot;choose someone not of blood relation&amp;quot;&#039;&#039;, but has that implication of tendency toward blood relation successors. If the &amp;quot;History of the Faendryl&amp;quot; document is to be believed, then cross-referencing it with [[Ta&#039;Illistim Monarchs]] and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, the Faendryl only had one coup incident in the Second Age and the Illistim had worse in the same time period. But &amp;quot;History of the Faendryl&amp;quot; probably has to be treated as whitewashing or omitting things. So these sentences are about reconciling this issue with having contrary views of what is backwards.&lt;br /&gt;
[676.2] The Faendryl counterpart view is already established to some extent in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;: &#039;&#039;&amp;quot;Never again will history speak of the elven empire, because when our house stood resolute in its defense, the lesser houses succumbed to the decay of their ideals and visions. They chose destruction, while we chose preservation. For that choice, they sundered what we had saved and betrayed ten thousand years of brotherhood.&amp;quot;&#039;&#039;&lt;br /&gt;
[677] This is in [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document.&lt;br /&gt;
[678] It has undiluted authority of naming successors in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The way to reconcile these documents is for the Patriarch to often choose a blood relative, family politics stuff, but it does not automatically go the eldest child or first born son or whatever as it might in the Turamzzyrian Empire.&lt;br /&gt;
[679] This is the comparative on &amp;quot;[[History of the Faendryl]]&amp;quot; with [[Ta&#039;Illistim Monarchs]], which are the only defined Second Age monarch lists. It should probably be the case that &amp;quot;History of the Faendryl&amp;quot; is omitting stuff that weakens this argument. It also includes within it that there are occasional coups, even though this is the highest unthinkable crime.&lt;br /&gt;
[680] This is an embellishment. It&#039;s just giving two sides to something [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] set up.&lt;br /&gt;
[681] This is pulling in the explicit premise of popular unrest given in this document, and giving some more motivation for the Faendryl arguments that the other monarchs were scapegoating them out of political opportunism.&lt;br /&gt;
[682] This is likewise inspired by Germany after World War 1, with the front line having been away from the population center, and then one day the leaders surrendered and the Kaiser abdicated. This is setting up wounded pride and jealousies in other Houses, and backstab myth stuff from ordinary population in House Faendryl who would not have known what their elites knew, feeling vilified for something they had nothing to do with. Elves were also getting huge doses of humility relying on the lesser races, and the Faendryl justification in this document&#039;s logic would have included resource arguments that would have involved economic dependence on labor from other resources and so forth, which would have been salt in the wound.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones.[683] The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein.[684] The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility to guard against whatever came or even returned from it.[685]&lt;br /&gt;
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[683] The Patriarch switch and Cestimir lacking influence in the other courts is in &amp;quot;[[History of the Faendryl]]&amp;quot;. The scapegoating partly to protect their own thrones is based on the embellishment made earlier in this document, about Lanenreat having to abdicate because of public backlash. This is a new variation on the Faendryl view that it was political opportunism.&lt;br /&gt;
[684] This is from &amp;quot;[[History of Elanthia]]&amp;quot;. Houses Vaalor and Nalfein would have taken the most direct brunt of the Undead in terms of their lands, because of geography, and likely the greatest dose of forced humility being bailed out with &amp;quot;lesser races&amp;quot; allies, exacerbating the historical chaffing under Faendryl leadership.&lt;br /&gt;
[685.1] This is an embellishment. The premise of the unhealing tear is in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and it is cross-referencing that with the Illistim mages complaint about the Ur-Daemon hazard in &amp;quot;[[History of Elanthia]]&amp;quot;. There is also the Elven [[The Layman&#039;s Guide to Elven Heraldry|crests document]] where Cestimir has a quote about voluntarily cooperating with the exile: &#039;&#039;&amp;quot;Heraldric records of the era, however, list a quote from Cestimir Xisuthros Faendryl, Patriarch XXXV, as the disgraced Faendryl statement: &amp;quot;Respect our obedience and our power, if neither our leadership nor our intentions, and we will go in peace.&amp;quot;&amp;quot;&#039;&#039;&lt;br /&gt;
[685.2] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; document characterizes the Faendryl spin on cooperating with the exile this way: &#039;&#039;&amp;quot;It is only through madness that one can become an exile in their own lands. However, once confronted with the backs of our sisters and brothers, we deigned to depart from this place called home.&amp;quot;&#039;&#039;&lt;br /&gt;
[685.3] So this premise is extrapolating off that point in 685.1 and reconciled with 685.2, with the other monarchs telling the Faendryl rulers &amp;quot;you broke it you bought it&amp;quot; about Maelshyve, saying it was the Faendryl responsibility to reside there to guard against the hazard they created. This provides a prideful / high road leadership kind of rationale for why the Faendryl rulers did not tell them to go to hell and try to do autarky until everyone chilled out and let it go. (&amp;quot;[[History of the Faendryl]]&amp;quot; characterized it as a flare up of taking control of the Elven Empire just long enough to pull off the exile, so the long-term commitment needs motivation: &#039;&#039;&amp;quot;The other Elven Houses used the Patriarch&#039;s death to take control of the Elven Empire for long enough to exile the Faendryl to Rhoska Tor.&amp;quot;&#039;&#039;) Not 100% pure submission and surrender and humiliation and so forth, but a duty and rehabilitating penance, combined with internal popular unrest. &lt;br /&gt;
[685.4] It also explains why the exile had to be to this exact place and nowhere else in spite of all practical hardships and probably lack of coercive enforcement by the other Elves on that. Though people may have cut loose and left for less hardship, and the Faendryl whitewash over there having been deserters. (Pun? Desert?) With perhaps special contempt for those who took up that &amp;quot;right of return&amp;quot; premise this document makes up. This also relates to how the Armata still guards against the tear at Maelshyve, but for the past few hundred years has let demons wander toward the Turamzzyrian Empire as punishment for the Third Elven War.&lt;br /&gt;
[685.5] This is obliquely referring to the return of the demon demi-goddess &amp;quot;Maelshyve&amp;quot; from the [https://elanthipedia.play.net/Category:Planes#The_Planar_Void interplanar void] in DragonRealms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war.[686] Much of the Faendryl population was upset as well, having felt betrayed by their own rulers.[687] It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines.[688] It was decided that those who refused to renounce House Faendryl would be banished with their rulers to the wastelands.[689] Families both immediate and extended were torn apart.[690] Those who were involved in the two crimes against nature had no such leniency.[691] House Faendryl became disgraced, its crest and emblems no longer recognized.[692] The descendants of the exiled could only return by renouncing their heritage.[693] This right of return no longer exists. It was suspended as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.[694]&lt;br /&gt;
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[686] The &amp;quot;civil war&amp;quot; part is about the postulated popular unrest and resentment and anger, with the Faendryl rulers having prevented the Elves from winning legitimately, after having already relied on all those non-elves. The Elves would have regarded Despana&#039;s forces as racially inferior.&lt;br /&gt;
[687] This is an embellished premise, but we have generally treated these Houses as too monolithic. Joe six pack Faendryl would not have known anything about these demonic summoning plans, and suddenly is being treated like a Marluvian. This is inspired by the post-war reaction in Germany after World War I, the backstab myth that they were betrayed by their own rulers. There might even be some breakaway expatriates at this point for the opposite reason, being mad at the rulers for letting the other Houses exile them. The Faendryl exile is supposed to have torn families apart, and that should include within House Faendryl. They would just be loath to admit it now.&lt;br /&gt;
[688] These lines about the relationship of Elves to the House royalty is what is true in general. For example, [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] talks about how they all ended up ditching pure dynastic rule, though they still have high noble families that the monarchs are going to come from through councils.&lt;br /&gt;
[689] This is 100% made up. It&#039;s a nuance being invented to break up Elven collective guilt ideology into something more reasonable, and to accommodate the internal disagreements that ought to have existed. This also acts as ideological sorting and self-selection bias, helping push House Faendryl into a contrary direction on various matters.&lt;br /&gt;
[690] Extended family tearing up was always intentional with the Faendryl exile, but this brings in some U.S. Civil War immediate family splitting over politics. Likewise, migrations and marriages between Houses would give a lot of webbing between Houses, and it makes it more politically tractable with the angry public situation if the angry public is not also angry about the involuntary banishment of their own family members. This is also meant to get at why House Faendryl was not in a position to refuse. If you use the historical rule of thumb about thirds --- a third of the population supports, a third opposed, a third is neutral and wants to be left alone --- the exile conditions make House Faendryl lose over half of its population to varying forms of dissent.&lt;br /&gt;
[691] This is like a war crimes kind of clause. The people actually involved in the war planning and doing the demon summoning or implosion (the two crimes) cannot &amp;quot;just following orders, my bad&amp;quot; out of it.&lt;br /&gt;
[692] This is from the Elven crests documentation. &amp;quot;Recognized&amp;quot; in this sense means international political recognition. It amounts to denying the sovereignty of House Faendryl over its ancestral lands and denies its political standing.&lt;br /&gt;
[693] This is another 100% made up premise for making the exile more nuanced and reasonable, and is partly meant to help de-racialize the Dark Elf concept. Descendants are not bound by sin to their ancestors for Maelshyve, but they do need to renounce House Faendryl and its actions to be allowed citizenship and all that in the Elven Nations. This is a deep ideological dispute and mandatory exile, not something individuals can freely wander back from on a whim without conceding anything.&lt;br /&gt;
[694] This explains why it has not been happening in game, and provides a lore hook for softening Dark Elven citizenship in the East, with the five thousand year mark coming up soon by Elven standards. This is framing how relations were worse after the Ashrim War than they were before it, where we have [[Ta&#039;Illistim Monarchs]] framing Chesylcha and Caladsal regarding each other as royal cousins and other House members in Chesylcha&#039;s wedding party, which was thousands of people large in &amp;quot;[[History of Elanthia]]&amp;quot;. So this ban on a right of return for renouncing is in effect for roughly several generations as punishment for recent-ish history.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was in this period that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent.[695] The term &amp;quot;dark elves&amp;quot; comes from the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying.[696] This was the essence of Yshryth&#039;s speech.[697] It was deemed one of the great vices of the Drakes.[698] It was a term used for Elves of dark religions and black arts in the southern wastelands.[699] But it had never been used against a whole lineage.[700] Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the past few thousand years. [701] The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language.[702] The root of the term is in cultural condemnation rather than bloodlines.[703] The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.[704]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[695] This is an embellishment inspired by how Selantha Anodheles was rumored to have only been able to accomplish what she did through elven help. Second Age racial attitudes by the Elves should have them biased toward believing lesser races could not have done what Despana did, along with some wounded pride, especially having been bailed out by them as allies (and quite likely already indications of losing control of those outlying provinces.) So this plugs into the contemporary belief that Despana was from the jungles beyond the Southron Wastes, which is where the Dhe&#039;nar reside. This premise is meant to define why Dhe&#039;nar became known as Dark Elves, as something other than physically resembling Faendryl. Because the Faendryl were declared Dark Elves for political reasons 15,000 years after the exile, it was not a racial designator. It just became racialized.&lt;br /&gt;
[696] The word &amp;quot;Draekeche&amp;quot; and its meaning Darkness comes from the original Illistim House motto, its translation illustrated on the [[shimmering glaesine orb]] objects. The &amp;quot;kinslaying&amp;quot; is threading a few different factors. One is Drake stories of dragons fighting and killing each other, such as in &amp;quot;[[History of Luukos]]&amp;quot; and &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;. One is the Faendryl annihilation of the Ashrim. One is the Dhe&#039;nar Obsidian Council successions working through duels to the death, though this practice might not be canonized in documentation. And the implication here is the Dhe&#039;nar being responsible for Despana would be kinslaying because of the Undead War. The premise that &amp;quot;dark elves&amp;quot; comes from this elven word for darkness is partly tautology, but it&#039;s an embellishment for recontextualizing the meaning of &amp;quot;dark elves&amp;quot; to emphasize it as a cultural condemnation signifier that was used to describe people like demon worshippers in the southern wastelands.&lt;br /&gt;
[697] This isn&#039;t the original intent of Yshryth&#039;s speech in an OOC sense, but the retconned context of it in &amp;quot;[[History of the Faendryl]]&amp;quot; is definitely meant as political rhetoric on things like betrayal and infighting and so forth. This just goes a step further in imputing the &amp;quot;Draekeche&amp;quot; connotations into the translated &amp;quot;darkness&amp;quot; in Yshryth&#039;s speech. This line is building in some historical irony, that Yshryth Faendryl was basically accusing seditionists and traitors of being dark elves. It could also add some context to House Nalfein and the other monarchs using that term post-Ashrim War.&lt;br /&gt;
[698] This is based on the Arkati origin legend stories that depict Drakes killing each other. A reasonable extrapolation into Elven attitudes, given the barbaric way Linsandrych describes dragons.&lt;br /&gt;
[699] This is an embellishment for establishing a Second Age usage in its etymology that fits the cultural condemnation usage later in the Ashrim War than its present treatment as a race category. Though there might be a racialized dimension to it, because those with ancestry in that region would have the visible effects of it. Even if they themselves are not part of whatever bad things hung out down there in their ancestral past.&lt;br /&gt;
[700] This is an embellishment meant to give precedent to it having an increasingly racialized use applied to a whole ethnicity or culture of people, and for explaining why Dhe&#039;nar are considered &amp;quot;dark elves&amp;quot; by Elves who know what that phrase is supposed to mean.&lt;br /&gt;
[701.1] Even if this is a slight exaggeration, we need an explanation for why the term &amp;quot;Dark Elves&amp;quot; was used on the Faendryl only starting 5,000 years ago, when they had been in Rhoska-Tor for 15,000 years at that point. If the concept of Dark Elves referred to the physical effects of those southern wastelands and was an existing concept, there would have been no significance to the House Elves declaring the Faendryl to be Dark Elves. So then after that, with the Faendryl and Dhe&#039;nar both &amp;quot;Dark Elves&amp;quot;, you get it turning into more of a race concept centered on a shared unnatural language, which in previous millennia was associated with Daemons per our embellished history of language. Likewise, the Dhe&#039;nar cultural behavior after the Great Fire is sufficiently barbaric to justify &amp;quot;dark elves&amp;quot; condemnation from House Elves.&lt;br /&gt;
[701.2] This general argument would also apply to the Sylvans. &amp;quot;sylvisterai&amp;quot; from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is a (lighter) cultural condemnation loosely having the figurative meaning of &#039;backwoods rube&#039;, and the Sylvan dialect is far enough removed to be considered its own language, so this lingual and political division of elves is quasi-racial. &amp;quot;Dark Elves&amp;quot; should usually reject that term as a political pejorative and refer to themselves as elves. One subtle quirk is that the Sylvans of Yuriqen are the main lineage, but strictly speaking, there are Wyrdeep elves who are not of that lineage who may plausibly be considered &amp;quot;sylvisterai&amp;quot; by imperial elves. The cultural condemnation of &amp;quot;dark elves&amp;quot; ought to apply to elves who are not mechanically Dark Elves as well, it might just be that its meaning has twisted to focus on the Rhoska-Tor ancestry ones.&lt;br /&gt;
[702] This is emphasizing that calling it &amp;quot;Dark Elven language&amp;quot; is relatively recent historically, and likewise &amp;quot;Rhoska-Tor&amp;quot; itself is a more modern term that was implied to have been used later than Despana by &amp;quot;[[History of Elanthia]]&amp;quot;, so &amp;quot;voice of Rhoska-Tor&amp;quot; from the &amp;quot;[[Dark Elven languages]]&amp;quot; document is also a later description for that language.&lt;br /&gt;
[703] This is the actual usage of it in documentation, as opposed to game mechanics. But here we are explicitly stating it.&lt;br /&gt;
[704.1] This is a convergence of Faendryl behavior toward the things that the term &amp;quot;dark elves&amp;quot; is supposed to actually refer to rather than the racialized component of it. This line is partly based on the &amp;quot;[[Path to Palestra]]&amp;quot; fact that the Palestra academies were founded after the Ashrim War and implicitly ramped up the scale of demon summoning, and more were built under the current Patriarch to keep up with demand. The shift to a paradigm of necromancy and demonology, the great big bad evils from the Undead War period, but in the modern meaning of those words used in this document, is bringing ancient Faendryl sorcery up into the present day game mechanics form of necromancy and demonology lores as the defining paradigm.&lt;br /&gt;
[704.2] This is also tempering the &amp;quot;we haven&#039;t changed this is what we always were and did&amp;quot; rhetoric in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; with something more historically nuanced. That document says of the Second Age: &#039;&#039;&amp;quot;It was an age that allowed for the unhindered pursuit of knowledge and the exploration of worlds within worlds. It was magnificent and worth preserving by any means, even ones the weak-willed found abhorrent and horrifying.&amp;quot;&#039;&#039;&amp;quot; The phrase &amp;quot;worlds within worlds&amp;quot; in the cosmology model used in this necromancy document would refer to the &amp;quot;infernal realms&amp;quot;, what could be called &amp;quot;pales&amp;quot; within this existence of more chaotic essences, as opposed to the outer valences. Which would have been more of an exile period thing with the dark essences of Rhoska-Tor and some merging with the black arts. This should generally reflect present day Faendryl over-stating the precedent of their present practices with what their ancestors did. This document is trying to show an evolution from comparatively innocuous practices to increasingly more rejected by others practices. So there needs to be an IC propaganda element when Faendryl NPC authors are talking about this stuff for everything to make sense.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IV. The Age of Chaos (-15,000 until Modern Era) [705]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Surveyor journal for northwestern Elanith [706]&lt;br /&gt;
Library Aies, Circa -15,180&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[705] Some of the history documents conflate, or at least include, the Undead War with the Age of Chaos. The convention we are using here is for the &amp;quot;Age of Chaos&amp;quot; to be the period of political collapse and disorder &#039;&#039;after&#039;&#039; the Undead War. However, it acknowledges that the &amp;quot;Modern&amp;quot; or &amp;quot;Fourth&amp;quot; age could reasonably be extended back as far as 10,000 years ago in at least some places, per &amp;quot;[[History of Elanthia]]&amp;quot; about it being ambiguous. But it uses the Modern Era calendar convention of the past 5,000 years.&lt;br /&gt;
[706] This is a totally made up quote. It is based in the premise established in this document that the crops in the fields were rotting, and so forth, with the outlying provinces of the Elven Empire having been largely wrecked by Despana&#039;s hordes. It is leaning into the blight and plague aspect of her methods. This quote is directly based on actual records from Vancouver&#039;s expedition into the American northwest in the late 1700s, repeatedly coming across native settlements that had been totally wiped out by smallpox. The description of the scars and blindness is also based on smallpox.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones.[707] This was futile and the Houses tended to withdraw from each other.[708] The Elven armies were mostly destroyed in the Undead War.[709] With the slow replenishing of the elven race, this power vacuum lasted for millennia.[710] It was no longer feasible for the Elves to exert control over the outlying provinces.[711] These declared themselves independent, or turned to outright rebellion.[712] The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded.[713]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[707] The &amp;quot;stabilize their own thrones&amp;quot; part is about the popular unrest premise in this document. The other parts refer to &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;Without the Faendryl to lead, the Elven empire began to decay. The houses began an internal struggle for power, as each thought themselves the natural heir to the Faendryl&#039;s position.&amp;quot;&#039;&#039;&lt;br /&gt;
[708] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;The Empire begins to crumble, each house withdrawing and managing their own affairs. The Elven Houses are no longer an organized community.&amp;quot;&#039;&#039;&lt;br /&gt;
[709] This is explicitly stated in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Elves had won the war, but at great cost. Much of their empire had been sacked by the Undead. Their armies were nearly destroyed.&amp;quot;&#039;&#039;&lt;br /&gt;
[710] This time scaling leans on the [[Ta&#039;Illistim Monarchs]] document. Segeir Illistim worked on rebuilding the Illistim military almost a thousand years after the Undead War, up to near -14,000 Modern Era. However, the Ta&#039;Illistim Monarchs document apparently uses the wrong dates for the Kiramon War, being off by about 2,000 years. Kiramon War should start roughly -11,000 and end a little after -10,000. Per &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (-9,800 end date) and an old statue in Ta&#039;Illistim that is a memorial of Istmaeon Illistim, who presided over the end of it. And consistency with the &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; documentation timing of about 15,000 years ago.&lt;br /&gt;
[711] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;Greater Elanith: Anarchy reigns, as the elves are no longer performing the role of protector to the lesser races. Little is known of this dark period.&amp;quot;&#039;&#039;&lt;br /&gt;
[712] Per &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; However, there is no definition for the structure of provincial governments, what it actually means for those territories to &amp;quot;declare themselves independent.&amp;quot; These could conceivably be (largely) ruled by western Elves to start with, but then without eastern support these rump states end up crumbling relatively quickly, and some elves of the West in the present day may have ancestry in the West back to this period.&lt;br /&gt;
[713] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039; (Note: The wording in History of Elanthia inadvertently defined the Age of Chaos as reaching all the way up to the present day.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years.[714] This precluded regaining lordship over the outlands.[715] In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world.[716] Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed to Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.[717]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[714] The Kiramon war would have started about 3,000 years after Segeir Illistim founding the Sapphire Guard and working to rebuild the Illistim military. Again, the Ta&#039;Illistim Monarchs document dates for Istmaeon Illistim appear to be off by 2,000 years. That document has NPCs living several thousand years and even giving birth past age 3,000. Player character ages for elves are broken in general, the range for setting it used to go up to 3,000 and later the whole thing was cut in half. But there are still 3,000 year old player characters.&lt;br /&gt;
[715] In any case, the kiramon war sets them back again up through -9,800, and human fortresses start getting built in the west in -3,000. This document has framed that the Elven Empire only exerted limited direct control over the outlying provinces at its height (e.g. the Vaalor struggling with the Black Wolves in the northwest) so that helps with the impracticality of reasserting control in a war torn West with faster regenerating populations than the Elves. So you combine this with the divisions and isolationism/insularness of Elven politics after the Undead War, you get inability to regain control of the outlying provinces. It is super vague what this part of the continent was like in those time periods.&lt;br /&gt;
[716] This is in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. The irony refers to the Faendryl having been exiled for their dangerous banishment-off-world strategy at Maelshyve, with House Illistim complaining about the unknown risks in it (including the risk of the enemy unexpectedly returning some day.)&lt;br /&gt;
[717] This is in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. It makes clear that the Aelotoi leaders (e.g. Braedn) were told and are aware that the kiramon of Bre&#039;Naere had been banished there by the Elven Nations. It was historically well known enough that the courtiers at the Illistim Keep were able to surmise the coinciding timing of the kiramon banishment and when the Aelotoi said the kiramon arrived. There&#039;s been some expressions over the years of that being some sort of secret hidden from the Aelotoi, but that isn&#039;t the case, the Elven monarchs / elites may just have some more knowledge / better insight into their role in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.A New Ta&#039;Faendryl&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was the famine she unleashed with her necromancy.[718] It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was the blights poisoning the fields and forests.[719] They were struggled against for centuries as recurring illnesses.[720] It was the cause of insurrections and expansionist wars.[721] There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well.[722]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[718] This premise is an embellishment, based on extrapolating details from the Sylvan and Halfling histories. &lt;br /&gt;
[719.1] The &amp;quot;plagues&amp;quot; premise is partly based on &amp;quot;[[History of Elanthia]]&amp;quot; explicitly referring to the plagues in this period. This line is just generalizing it to plantlife (perhaps including wildlife or livestock who eat those plants, as suggested in the Faendryl documentation) with the notion of &amp;quot;blight.&amp;quot;&lt;br /&gt;
[719.2] &amp;quot;Doom of Kalaza&amp;quot; is a totally made up term for the Red Rot destroying Kalaza. The part about the blights is extrapolating from approximate time period references. This is partly based on &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about crops rotting in the fields, where the sylvans from Nevishrim were geographically closer to the outlying provinces of the Elven Empire. It also draws from the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;. The Horse War was a few centuries after the Undead War, so this is recontextualizing the blight problem into the Undead War context. Long-term leftover problems from Despana&#039;s desecration necromancy, which is a concept elaborated somewhat in Volume 2.&lt;br /&gt;
[720] This is an embellishment. But can help exacerbate the conditions that cause the Elven Houses to lose control over their outlying provinces, and turn autarky oriented with respect to each other, due to economic duress from agricultural conditions. This document also set up a framework of the West&#039;s outlying provinces as having been a breadbasket for the Elven Empire, so the structure of their economies would be totally shaken up and then restructuring to local production for everything with all Elven labor. Whereas they may have had manual labor from &amp;quot;lesser races&amp;quot; during the Elven Empire. This partly relates to how much magic is to be allowed to act in the world setting. It gets fairly ill-defined on the *practicality* of large scale magic.&lt;br /&gt;
[721] This is an embellishment. But it provides internal logic reasons for the separatism and rebellions that are supposed to have happened in this decolonization period. Technically, this premise is also present with the Ardenai in the Horse War case, this is just generalizing that dynamic.&lt;br /&gt;
[722] This is the Horse War from &amp;quot;[[History of the Truefolk]]&amp;quot;. This paragraph is turning that into a &amp;quot;for example&amp;quot; of the general time period, which is intended to take out the distortion of having the Horse War being one of the only things defined in depth for the Ardenai for decades while being highly out of character for them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl.[723] The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food.[724] Though there were forests near Maelshyve, these were dark and twisted, too dangerous from proximity.[725]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[723] This could be taken in the literal sense of how hard it would be to grow edible food in the vicinity of Maelshyve, which might as well be the magical equivalent of a nuclear test site. But some of this sentence is Faendryl IC author bias.&lt;br /&gt;
[724] It is a desert and possibly badlands, and if you allow remnants of Despana&#039;s forces to be hostile hazards on the surface, the Faendryl would need to grow food in underground caverns for the food security. But people often forget that this location canonically has forms of magical radiation poisoning, and that it twists and makes &amp;quot;hostile&amp;quot; the plants you grow in it. So this sentence is reaffirming that there are also &amp;quot;unnatural&amp;quot; reasons for the problems of food in this location. It&#039;s not just &amp;quot;oh gross who wants to eat bugs&amp;quot;, it&#039;s you should not want to be eating anything from this polluted place.&lt;br /&gt;
[725.1] This is creating a premise to reconcile the closeness of Maelshyve to green parts of the Elanith map and the notion the Faendryl could not grow anything, along with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; saying &#039;&#039;&amp;quot;on wooded slopes surrounding the valley on which Maelshyve Keep stood.&amp;quot;&#039;&#039; The solution here has to be leaning into the kind of thing mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot;, which is that if you make something grow there, it is twisted and hostile and dangerous. &lt;br /&gt;
[725.2] The previously framed premise of being charged with guarding Maelshyve on the one hand, and this task being the penance for future political rehabilitation, which are made up for this document, also provides motivation for why they *had* to be in this specific location and why they were going to all the trouble of agriculture in this near impossible spot instead of some distance away and transporting the food in, which is probably what the Agrestis does modernly. The other framed premise of leftover forces of Despana making the region too hostile and uncontrolled also gives a logic for it being infeasible to do food security at a distance from their caverns. And the premise of the Maelshyve strategy as more of a silver bullet solution that a sheer raw power solution would explain why the Faendryl couldn&#039;t just chase out all such hostiles and make a nice surface nation state from the very beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide.[726] In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam.[727] They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city.[728] It was to spite Laibanniel Illistim for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind.[729] These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.[730]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[726] This is an embellishment in its specific assertion, but it is sensible extrapolation, and consistent with (for example) the spiteful twisting of Elven words in the formation of the Faendryl dialect as described in the &amp;quot;[[Dark Elven languages]]&amp;quot; document. This also sets up the rhetorical basis for this document describing the Faendryl as characterizing the annihilation of the Ashrim Isle as an &amp;quot;exile&amp;quot; rather than a genocide, which is a made up premise of some Faendryl drawing moral equivalency for making Ta&#039;Ashrim unlivable and the Faendryl exile. It is not defined, but a lot of people probably died just from the evacuation and Trail of Tears like moving of the population, though this also runs up into the question of how much NPC magic is allowed to distort the world setting. (e.g. &amp;quot;Well why didn&#039;t they just open portals and everyone just walks through?&amp;quot; or &amp;quot;Why didn&#039;t they just make permanent portals to some other place they could grow food?&amp;quot;)&lt;br /&gt;
[727] The salted earth language comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that they left their creations to roam the city is framed on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Old Ta&#039;Faendryl section] of the Play.net website.&lt;br /&gt;
[728] It is unclear what the original lore intention of the Ithzir was meant to be, it is plausible they were supposed to be experimental mutants like the [[twisted being]]s and [[festering taint]]s. But they have canonically since been treated as extraplanar. The premise that they are world conquerors comes from Kenstrom&#039;s storylines (e.g. [[Return to Sunder]]) and his document &amp;quot;[[Ithzir Genesis]]&amp;quot;. The premise that the Faendryl summoned them to salt the earth comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that it was symbolic over the ingratitude for the Faendryl&#039;s role in guarding against extraplanar threats, which is framed as the roots of their demonic summoning and veil piercing magic they were exiled for, is an embellishment of this document attempting to recontextualize &amp;quot;[[History of the Faendryl]]&amp;quot; regarding the Enchiridion Valentia and Palestra. The premise of having the Ithzir world conquerors symbolically lording over the capital of the Elven Empire is an embellishment that is just synthesizing these other premises. &amp;quot;History of the Faendryl&amp;quot; uses the term &amp;quot;shining city&amp;quot; for Old Ta&#039;Faendryl. That term has since become used for Ta&#039;Illistim in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_1.asp &amp;quot;Illistim Society&amp;quot;] document, but the Faendryl document use of it is almost a decade older than the Illistim document use of it.&lt;br /&gt;
[729.1] This is an embellishment. The design of Old Ta&#039;Faendryl has the entrance characterized as telling the Faendryl they are not welcome here, and the Old Ta&#039;Faendryl background description on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Play.net website] makes it clear that the sentinels and energy barrier were created by the other Elves. So that most Faendryl would not be able to return, only the most powerful would be able to get in, and that this would allow the Elves to study the things the Faendryl left behind: &#039;&#039;&amp;quot;At the entrance to the grounds surrounding Ta&#039;Faendryl, the Elves erected two stone sentinels whose magic would keep all but the most powerful of Elves away. In this manner the bulk of the Faendryl people would never be able to return, however, the most powerful of the other Elven races would be able to enter and investigate the powerful magics developed by the Faendryl sorcerers.&amp;quot;&#039;&#039; &lt;br /&gt;
[729.2] Then it is cross-referencing [[Ta&#039;Illistim Monarchs]] on who the Argent Mirror was at that time, since this energy barrier construction would most plausibly have been made by Illistim mages. Then this document is characterizing summoning the Ithzir as spite over that. &amp;quot;[[Ithzir Genesis]]&amp;quot; has the Glethad NPC saying the Faendryl made the barrier, but that has to be treated as a mistake, because it is not consistent with what exists in-game and the Old Ta&#039;Faendryl background material on the Play.net website. It would also mean the Faendryl putting up a barrier to keep the other Elves out of something they &amp;quot;salted the earth&amp;quot; over anyway.&lt;br /&gt;
[730] Volume 3 especially talks about aberrations and how they are necromancy in the broad sense of the definition used in this document, though teratology might not fall entirely inside the scope of necromancy, for instance elementally corrupted creatures. (This would be consistent with DragonRealms where non-necromancer Arcane users [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 might be] teratologists, using the DragonRealms definition of necromancy of sorcerous crossing/mixing with life mana.) [[Lich qyn&#039;arj]] are just straight up undead. Volume 3 totally makes up some background about them, which makes their presence symbolic for Koar and fallen rulership reasons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun.[731] There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana.[732] Among these latter factions, the Faendryl were the subject of hatred.[733] However, the Faendryl soon discovered entrances to the underground caverns, and were able to erect wards to keep out the banshees and other infernal spirits that are endemic to those lands.[734]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[731] The harsh climactic conditions of Rhoska-Tor near Maelshyve have been seen first hand during the Maelshyve archaeological dig expedition event. The hostile forces refer to the arguments made in this document for leftover Despana alliance/horde constituencies, as well as the &amp;quot;natural&amp;quot; undead and demonic hazards of the region framed earlier in this document.&lt;br /&gt;
[732.1] This embellishment is an extrapolation of what should be true in context. It is also leaning on there being indigenous &amp;quot;sinister&amp;quot; types to the region with backgrounds pre-dating Despana.&lt;br /&gt;
[732.2] While we are having the demons causing the mindless undead to chase the retreating living into the keep, more powerful undead further away like the banshees might not have done that, and the demons running wild ought to have pulled some of the undead away with them. Then there is whatever outlying undead forces Despana had away from Maelshyve itself, which had their command hierarchy decapitated. Which the Elves would have pushed out of the East, so they&#039;d either head toward Rhoska-Tor and the wastes or into the West. The point is that Despana&#039;s forces can be destroyed at Maelshyve without it being a just-so story where *everything* ended up inside the building, and everything in the collapsing building got pulled through the tear in reality, without anything about it being messier than that in the fine details. It isn&#039;t a problem for the region to be a chaotic mess afterwards, even though the demons + implosion strategy was fundamentally successful.&lt;br /&gt;
[732.3] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; does say &#039;&#039;&amp;quot;As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die. The fact that there were no surviving enemies to rout was an empty consolation.&amp;quot;&#039;&#039; But this is excessive since they should not all have even been at the Battle of Maelshyve when it was a lightning strike in a stalemate frontlines situation.&lt;br /&gt;
[733] This is a reasonable extrapolation from the prior premise.&lt;br /&gt;
[734] This is tying back into the premise of the Dhe&#039;nar section of this document. The &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;Life in that place was never easy, for little grew there. Below the surface, however, the Faendryl found extensive networks of caverns. Not only did these provide shelter, but they also contained an unusually large number of mana foci.&amp;quot;&#039;&#039; (Other places like the Old Ta&#039;Faendryl [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp page] on the Play.net website and &amp;quot;[[History of the Faendryl]]&amp;quot; instead say &amp;quot;nothing&amp;quot; grew in Rhoska-Tor, while &amp;quot;[[History of the Sylvan Elves]] has wooded slopes right next to it.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic.[735] But they would emerge twisted, and were most often poisonous, or even rotting.[736] Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves.[737] The instabilities in the flows that were caused by the implosion of Maelshyve made it difficult to keep even crude constructs or golems.[738] The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies.[739] They then instead used reanimated corpses, which had milder but similar issues.[740] In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve.[741] In time they were able to make working artificial constructs from exotic metals.[742] It would not be possible to even begin considering this on the surface until the situation stabilized.[743]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[735] This is partly based on spirit circle spells that make things grow, such as herbs, though also plants in general in Rolemaster spell lists. This is a scaling issue problem of what should be feasible with spell casting. This is hanging a lantern on the issue and mitigating it by setting up reasons for why the problem could not just be magic wanded away.&lt;br /&gt;
[736] The &amp;quot;rotting&amp;quot; is inspired by Rift herbs. But generally this premise is already canon in &amp;quot;[[History of the Faendryl]]&amp;quot;: &#039;&#039;&amp;quot;Life was difficult, as nothing would grow, and what few things did sprung from the ground twisted, warped, and often hostile.&amp;quot;&#039;&#039;&lt;br /&gt;
[737] This is addressing the geographical context problem of &amp;quot;well there&#039;s green stuff right next to there so why can&#039;t they grow stuff right near Maelshyve instead of the wasteland itself&amp;quot;. If those green areas are themselves &amp;quot;bad places&amp;quot; due to proximity to Rhoska-Tor, it takes it off the table to do agriculture there (not that having a minor amount of growing plants is necessarily consistent with land able to support agriculture in the near term), plus the framed premises of hostile surface forces this document introduces and emphasizes. The imported top soil and artificial lighting is addressing how to grow stuff in underground caverns, and Faendryl do not have Drow dark vision. Trying to keep that soil purified would be difficult near Maelshyve, and &amp;quot;[[History of the Faendryl]]&amp;quot; talks about the crops getting corrupted with sorcerous radiations.&lt;br /&gt;
[738] This is an embellishment that extrapolates off there being mana storming during the Maelshyve archaeology expedition event. It is trying to reconcile the weirdness of summoning demons to do agriculture labor when the Faendryl would have been aware of the corrupting influence of the demonic on life, when they left behind all these powerful construct automatons in Old Ta&#039;Faendryl. So synthesizing these premises lets you say it wasn&#039;t feasible to just use golems/constructs at that time, which are totally obedient passively unlike demons which require active management and binding.&lt;br /&gt;
[739] This changes the characterization in &amp;quot;[[History of the Faendryl]]&amp;quot;, making using the demons for this as a desperate measure making the best of a bad situation. This can help nudge along the casual open embrace of demonic summoning with the whole population, especially if the objectors had already left House Faendryl from the more nuanced exile logic this document introduces. But the Faendryl should not just casually be all-in on routine rote demon use yet at the start of the exile, that should be treated as &amp;quot;History of the Faendryl&amp;quot; being present biased and doing some revisionist apologetics.&lt;br /&gt;
[740] There is a premise here for reanimating the livestock that die for whatever reason, though it is dubious that the Faendryl had something as resource intensive as &amp;quot;cows&amp;quot; on such a tenuous plant growing basis in that time period. But they would have *some* livestock for fertilizer purposes. So, there is a premise of using reanimated bodies, because it&#039;s walking long-term fertilizer. But reanimation is still sorcerous magic, and it&#039;s also very temporary and micromanaged. You need something more properly undead to act as labor that is more obedient than demons, and that is going to run into the same corruptive dark energies problems.&lt;br /&gt;
[741.1] This is again extrapolating off the mana storming that has been observed around Maelshyve in the present day. It is setting up a premise that the Faendryl summon low corruption entities for mundane use in the present day, recognizing the toxic pollutive problems of &amp;quot;fiends&amp;quot; and the black arts. This is also setting a difficulty-of-retaining-control over the things premise because of the essence instabilities. &lt;br /&gt;
[741.2] It is also addressing and mitigating the fact that &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; states that valence creatures are still used for manual labor in these ways, even though that corruption property would be a known issue: &#039;&#039;&amp;quot;They bear much of the burden of lesser tasks relegated to them so that Faendryl may use their time to focus on more important matters. They assist in the crop planting and mining for the Agresti and help haul the goods of the Emporion from workshop to store.&amp;quot;&#039;&#039; This is talking about &amp;quot;minor demons&amp;quot; (in some broad Faendryl definition of demon) that are not problems for retaining control over them and basically just extraplanar creatures who will obey as servants: &#039;&#039;&amp;quot;an abundance of minor demons abiding their masters&#039; orders and roaming freely within the walls.&amp;quot;&#039;&#039; The concern here is not letting Faendryl mastery of minor demons, or extraplanar creatures, gut the menace and danger and darkness of the demonic as a category. They might have specialized use as assistants in the Agrestis for tasks that are too fine-grained for construct/golem automatons which would do the heavier labor.&lt;br /&gt;
[742] This is (again) bringing in a retcon to make sense of why they did not use constructs/golems given the obvious problems of using demons, given that they left behind powerful magically resistant [[Greater construct|constructs]] in Old Ta&#039;Faendryl. (It might be that higher corruption &amp;quot;fiend&amp;quot; demons were easier to control with the Rhoska-Tor dark essence in the unstable mana flows period close in time to the Maelshyve implosion, but this was pulled back later, and present day &amp;quot;demon&amp;quot; assistants are low pollution outer valence creatures.) They needed time to figure out how to make ones that would work under those conditions, and get enough of the exotic metals to make them. (&amp;quot;[[Elanthian Gems]]&amp;quot; specifically talks about krodera and mithril veins in particular shielding some of the alabaster deposits in Rhoska-Tor from sorcerous radiation.) And then with the immediacy of their problems, and the surface conditions, they could not even begin thinking about trying to do this stuff on the surface at a remote distance. &lt;br /&gt;
[743] They needed to establish a power base and gain effective control over the surroundings before things would be secure enough to allow for remote/distant food dependency. Eventually there will be population spread out. But in the early times we can have this penance premise where there was not an intent of the exile being a permanent situation, so early on staying near Maelshyve would be a good behavior thing into the political situation improved. But then it goes on long enough that you have generations viewing this region as home, and you can have spreading out and making a port and so on, eventually reaching the state where Chesylcha is engaged to an Ashrim prince and best friends with the Illistim Mirror.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the span of decades. For others it was centuries and there was not much affect on skin tone for those farther away.[744] While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the demon worshippers began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor.[745] Despana transformed more into a myth of she who will one day return.[746]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[744] The time scale of the Dark Elf magical conversion is somewhat ill-defined. The time scale described here would be consistent with how it is described in &amp;quot;[[History of the Faendryl]]&amp;quot;, but that section of &amp;quot;History of the Faendryl&amp;quot; is deeply inconsistent with the chronology of the other history documents. This within-lifespan speed of it is important, because if it takes thousands of years and multiple generations, that greatly restricts the range of possible Dark Elves who are not of Faendryl or Dhe&#039;nar ancestry. But the premise that only those in the deepest caverns closest to Maelshyve had the skin darkening is explicitly established in &amp;quot;History of the Faendryl&amp;quot;. There was a &amp;quot;did you know&amp;quot; section on the Play.net website of dark elven mothers [https://www.play.net/gs4/info/races/darkelf.asp doing experiments] with making light skinned children, but that is cringe and also unnecessary because it was never the case that Dark Elves were supposed to all be darker skinned in the lore premises. That page itself only says &amp;quot;usually&amp;quot; brown or black skin. Those rumor sections also have stuff in them that is not true in general.&lt;br /&gt;
[745] This is following from the embellished premises earlier in this document. &amp;quot;the voice of Rhoska-Tor&amp;quot; is the Dark Elven language in the &amp;quot;[[Dark Elven languages]]&amp;quot; document, and probably what it should have been called before Dark Elves were historically a racial category (i.e. modernly) but after the region started being called Rhoska-Tor post-Despana. This line is playing off the earlier premise that the demonic cultist types regard it as a &amp;quot;divine language&amp;quot;, so being the deranged types that they are with their weird religions, this softening of hostility to the Faendryl can make sense. Especially as Despana and the war recedes further in the past.&lt;br /&gt;
[746] This is playing off the Grot&#039;karesh Hammer Clan&#039;s reincarnation myth beliefs about Despana returning eventually in &amp;quot;[[Giantkin History]]&amp;quot;. In the other Volumes this document has them being influenced by regional beliefs along those lines, with there being bad guys in Rhoska-Tor who want Despana to return and would help make it happen if they knew how to do it. But that is a made up premise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground.[747] The cultists would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary.[748] The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor.[749] For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery.[750] In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot;[751] Sorcery was broadened in such a way that it absorbed some of the more ancient black arts.[752] The dark arts were then studied through the paradigm of Faendryl rationalism.[753]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[747] This is having the Faendryl become the hegemonic power in that region, but the black arts practitioners still being present, especially in illegal kinds of ways. This is related to the earlier framing about the Faendryl only eventually exerting control over the surface lands as their position strengthened and their population size recovered from everything that had happened. Recall earlier we had the other Elven Houses with a big demographic hit, leaving them unable to keep control over the outlying provinces. The Faendryl would have the same problem, even moreso if they lost part of their population to exile politics, whether renouncing the House or splitting off as expatriates for various reasons. That is also recontextualizing &#039;&#039;&amp;quot;not a single elf complained&amp;quot;&#039;&#039; in the Exile section of &amp;quot;[[History of the Faendryl]]&amp;quot;, because the complainers would be the people who already noped out and left House Faendryl. Hardship conditions over this might also have had people leaving at this point to try to live elsewhere further south or to the north in the West, given that the Elven Houses no longer had any effective control over there and there&#039;s no one in a position to stop them from going off on their own. This is part of the general dynamics of present day Faendryl being descendants of people that staunchly loyal House Faendryl and its political positions on all these issues. And the ideological divergence and Overton window shifting that comes from that.&lt;br /&gt;
[748] The Senary comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, treated as a mythical boogey-man of those secretly defying the Patriarchal authority. This premise of cultists infiltrating Faendryl society would make sense if such cultists are taken as existing in the region. There was also an established premise in 5123 of a Faendryl named Enomna impersonating Patriarch Korvath&#039;s recently dead mother to try to kidnap the Patriarch&#039;s son out into the wastes as part of her attempt to find life extension solutions for her human husband. This has not been explained yet, but this would be thematically consistent.&lt;br /&gt;
[749] This is following the same logic as the Dhe&#039;nar section earlier, and the various premises of &amp;quot;dark essences&amp;quot; and demonic energies and undead corruption in the region from the several documents. It is the premise for Faendryl sorcery moving further along to its more modern forms that we are calling &amp;quot;dark sorcery.&amp;quot;&lt;br /&gt;
[750] This is following the logic of the Arcane power section earlier in this document, about how those metaphysical traditions each influenced the development of Faendryl sorcery in the exile period. This is giving more concrete language to how those doctrines were twisted in the new situation of having these energies from other valences or infernal realms.&lt;br /&gt;
[751] This premise is explaining why sorcerer spells are organized on a &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; duality now mechanically, while other documentation has them as a hybrid of elemental and spiritual spheres of magic, with a class description that matches what this document is calling &amp;quot;classical sorcery.&amp;quot; This is all generally about making sense of the issues of defining sorcery and hybrid magic in the world setting.&lt;br /&gt;
[752] Since the Faendryl are using these &amp;quot;dark essence&amp;quot; energies around Rhoska-Tor, and demonic stuff, and there is whatever contact or spillover with the black arts practitioners more indigenous to the region, you have at least some of the &amp;quot;black arts&amp;quot; falling under this broadened definition of &amp;quot;dark sorcery.&amp;quot; But Faendryl sorcery should not include stuff that is highly toxic to the surroundings, debasing to the self, and so forth, it should be &amp;quot;dark grey&amp;quot; magic rather than &amp;quot;black magic.&amp;quot; With a significant amount of focus in how to counteract and prevent the black arts and black magic.&lt;br /&gt;
[753] This is making intellectual tradition continuity with the Second Age Faendryl, and how this form of &amp;quot;dark sorcery&amp;quot; is distinct from the black magic practiced elsewhere in other culture traditions. It is broadening and breaking up the monolithic &amp;quot;sorcery&amp;quot; concept, even if this Faendryl paradigm is what we deal with through Sorcerer Guilds. The Faendryl ties with the Sorcerer Guild institution, only awkwardly IC and distorting as that concept is, finds representation in places such as &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the loresong on the [[forehead gem]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultism provided the back door for these wasteland traditions to become incorporated into the dark arts of sorcery.[754] The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution.[755] It was fashionable to embed the demonic or spirits into weapons or other items.[756] There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through immaterial projections.[757] What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces.[758] The futility of challenging the Faendryl is well known in the Southron Wastes.[759]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[754] This is using the previous established &amp;quot;back door&amp;quot; property of occultism, now for bringing in stuff from the southern wastelands, whereas the Second Age occultists were moreso pulling in stuff from people then living in the West.&lt;br /&gt;
[755] These would be spells similar in nature to [[Cloak of Shadows (712)]] and [[Pestilence (716)]] (though it might be inconsistent for it to be those exact spells), which Second Age Faendryl probably would not have wanted anything to do with, though they might have used magic like the old [[Disease (716)]] which would be more &amp;quot;classical sorcery&amp;quot; compared to Pestilence&#039;s &amp;quot;dark sorcery.&amp;quot; They were bending this way already with having made the festering taints in the Undead War period. Similarly, [[Torment (718)]] is probably out of this wasteland tradition. It isn&#039;t the kind of spell that should have been done by Second Age Faendryl, and most present day Faendryl would probably find it barbarically reckless and dangerous to the caster.&lt;br /&gt;
[756] Stuff like this has been done in game, like the Black Hel slayer demon scimitar from the I.C.E. Age (last possessed by Kree), or the soul eater staffs from Ebon&#039;s Gate. But [[Ensorcell (735)]] is more vanilla than this, just layering necrotic energy on objects. That&#039;d be an example of a &amp;quot;dark arts&amp;quot; spell that is not a &amp;quot;black arts&amp;quot; spell but also not &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[757] This is leveraging off the &amp;quot;dread seer&amp;quot; stuff from the earlier section on warlocks. The Extrachthonic Cartographer&#039;s Guild from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; represents a very &amp;quot;demonology&amp;quot; and materialist approach to valences and summoning demons. But there should also be necromantic methods (i.e. immaterial or possessing or scrying) for this stuff, especially for the outer realms that are unable to support life or even material existence as we know it. Xorus [[Harrowing and Esoteric Archaeology|lectured]] about this once, using the term &amp;quot;occult philology&amp;quot;, generalizing off the Planar Shift spell having runes embedded in flow patterns. Talking about this in more cosmic analogs. This is following a kind of Lovecraftian theme, like what Randolph Carter is doing in [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;].&lt;br /&gt;
[758] With all this bad stuff in the southern wastes (e.g. Horned Cabal), and precedents like the Palestra Blade Aralyte going after Althedeus, and the earlier warding premises for the banshees/etc. for living there, it is sensible that the Faendryl would be majorly invested in controlling dark magic as protection from dark magic. In line with what they did with Despana. This would be a deep ideological dispute with the other Elven Houses, rooting back in disagreement over the Maelshyve strategy.&lt;br /&gt;
[759] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; makes it sound like people down there generally know better than to try to directly take on the Faendryl, but it says: &#039;&#039;&amp;quot;Despite the occasional large-scale external conflicts since the Faendryl defeat of Despana&amp;quot;&#039;&#039;. There are only two in current canon, the Ashrim War and the Third Elven War. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They would come to grow food in their outlying lands, along with relatively minor surface settlements.[760] There was even the eastern port of Gellig after some ten thousand years, as relations between the Faendryl and other Houses had improved.[761] While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age.[762] Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins.[763] Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd.[764] It was a politically controversial royal marriage, which would have shifted the balances of power.[765] (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.)[766] When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle.[767] The Faendryl losses were horrendous.[768] The Houses declared it a genocide, the Faendryl called it an exile.[769] The war had sought to compel a trial and formal restoration of ancestral land claims.[770] But in the end it turned their allies against them and entrenched the opposition.[771]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[760.1] This is getting around the issue of &amp;quot;how do you grow food in a desert wasteland&amp;quot; when Faendryl territory by now extends some distance beyond the desert wasteland. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; has the Agrestis being a triune of ranchers, farmers, and miners. The ranchers and farmers should in the present day be working on the surface away from the desert. This land is defined as all belonging to the Patriarch by default, unless given to someone else, and the Agrestis is in charge of regulating it. It is unclear how old the Pentact divisions are and how far back terms like &amp;quot;Agrestis&amp;quot; should really reach in Faendryl history. &amp;quot;[[Origins of Amasalen]]&amp;quot; attributes Agrestis back to the Second Age, but the document is a translation and not nearly that old. (Though of dubious provenance, it is supposedly over 150 years old, but interestingly describes much more recent events in Kelsha&#039;s paintings.)&lt;br /&gt;
[760.2] The presence of outlying surface settlements in the present age is defined in the Third Elven War period in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[761] Gellig being an eastern port is 100% made up. Gellig is a location that the Turamzzyrian Empire sacked on its march into Faendryl lands, and whatever Gellig was, that was what set off and totally enraged the Faendryl. So this is defining Gellig as a Faendryl sea port, perhaps the location the Faendryl armada launched from in the Ashrim War, to explain why the Faendryl reacted so much worse to Gellig being invaded. The timing of 10,000 years is made up. It&#039;s using that number because &amp;quot;[[History of Elanthia]]&amp;quot; talks about roughly 10,000 years ago being when modern historians often talk about the Age of Chaos starting to end, and &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has human fortresses being built 8,000 years ago. There needs to be some lead up time and interaction with the eastern Elves to reach the point of the Chesylcha-Ashrim marriage so that it is not out of no where, and it is reasonably long after the Undead War for Elven time scales.&lt;br /&gt;
[762] This is the hedge on the 10,000 years ago number, with the Modern Era calendar being defined with a year 0 that was only a bit more than 5,000 years ago.&lt;br /&gt;
[763] This detail comes from the [[Ta&#039;Illistim Monarchs]] document about the Mirror at the time, Caladsal.&lt;br /&gt;
[764] The Loenthran poet detail comes from a display in Museum Alerreth in Ta&#039;Illistim. The wedding party is also described originally in &amp;quot;[[History of Elanthia]]&amp;quot; as quite large. [[Maeli Gerydd]] went missing. &amp;quot;History of Elanthia&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; imply it is known Chesylcha died (though in incompatible ways), but the Maeli Gerydd lore and the [[forehead gem]]s ending up in the ocean make it sound more like a disappearance. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; outright says Chesylcha disappeared and was only presumed dead.&lt;br /&gt;
[765] There is another [[Chesylcha Sukari Faendryl|display]] (of a jade seahorse with ribbon for pinning to the left sleeve) in [[Museum Alerreth]], for example, that talks about the marriage as politically controversial. The &amp;quot;[[History of the Faendryl]]&amp;quot; document blames it on a Nalfein assassin.&lt;br /&gt;
[766.1] This is partly canon in the sense that the [https://www.play.net/gs4/news.asp?id=797 news release] for Museum Alerreth had it as the first construction project of the Argent Mirror Caladsal as an airship depot within the city, and the release said: &#039;&#039;&amp;quot;the outbreak of the Faendryl/Ashrim war and the attendant precautions &#039;&#039;&#039;against collateral attack&#039;&#039;&#039; led to travel being rerouted to docks outside of the main population center.&amp;quot;&#039;&#039; The news blurb said the depot was first built in 47545 Illistim (-1,562 Modern Era), which is actually two thousand years prior to the beginning of the reign of Caladsal in [[Ta&#039;Illistim Monarchs]], while Caladsal&#039;s reign in that document is three centuries later than the Sea Elf War in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. In the case of the news release, at least, it could be handwaved as having been Alerreth&#039;s building, and then Caladsal&#039;s &amp;quot;construction project&amp;quot; was trying to turn it into an airship hub for the whole city. For what it is worth, the non-canon sea captain&#039;s journal of the Ashrim War from the Elanthian Times (2000 through 2002) had the Faendryl ships floating above the water, which recontextualized with the later airship lore would have been because of the Illistim in some fashion.&lt;br /&gt;
[766.2] There should be a lot of socioeconomic and great power politics reasons for the Ashrim War that have never been carefully fleshed out. But it isn&#039;t within the scope of this document. The straight forward logic of the situation is that the Ashrim were the dominant naval power and the Illistim were developing air power, and Chesylcha was the glue on what would have been a forming alliance between them with a restored House Faendryl. Which would be very contrary to the maritime and court interests of House Nalfein (especially if there was Loenthran support), and been disliked by House Vaalor for military pre-eminence reasons. And who knows about the Ardenai.&lt;br /&gt;
[767] The story of the divination of the assassination by Chesylcha&#039;s sisters comes from &amp;quot;[[History of the Faendryl]]&amp;quot;. The spiraled out of control notion is an embellishment, this document is trying to give more rational motivations and war objectives, because the original story is a Helen of Troy kind of thing. It does not make sense to conquest regain the ancestral homeland, especially by invading the Ashrim Isle which is not even in the same direction, and especially when it is far beyond living memory to have actually lived in those ancestral lands. It has to be more abstract, about restoration of ancestral land claims, and political standing in the council of monarchs and so forth. The fog of war line is about the situation turning chaotic and escalating in a way that was not planned. (i.e. we are not having the Faendryl sending ships at the Ashrim to then do some genocide on land.)&lt;br /&gt;
[768] This is framed originally in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[769] The Faendryl calling the obliteration of the Ashrim Isle &amp;quot;an exile&amp;quot; is totally made up for this document. It ties back into this document earlier saying the Faendryl came to regard their exile to a land without food as attempted genocide. The gist is that the Faendryl attitude is there were Ashrim who were not on the Ashrim Isle, and the Ashrim Isle becoming uninhabitable is just an exile, and if House Ashrim no longer exists as a culture and royal line and political entity that speaks only to the failure of the Ashrim people. Likewise, the other Houses did not intervene in the war for the Ashrim, and did not cede their coastal lands to any Ashrim survivors. &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; talks about sea elves who will not acknowledge the Elves of this continent, which Scribes intended as a backdoor hook for Ashrim survivor descendants (though he was not Elf guru), and it might be that whatever Ashrim survivors there were had big grievances with other Houses after that war rather than just the Faendryl. In spite of the maudlin memorial stuff the Elven Houses do today about the Ashrim.&lt;br /&gt;
[770] This is inspired by the non-canon Faendryl [[Siege of Ta&#039;Ashrim|captain&#039;s journal]] of the Ashrim War that Mnar had in the [https://web.archive.org/web/20010723220557/http://gemstone.play.net/etimes/et6/ancient.htm Elanthian Times] back in 2000 in [https://web.archive.org/web/20020205003433/http://gemstone.play.net/etimes/et7/ancient.htm multiple parts] into [https://web.archive.org/web/20030212062741/http://gemstone.play.net/etimes/et8/ancient.htm 2002]. The general notion here is the Faendryl put together a naval fleet to meet the Ashrim on their own culture-tradition terms as a matter of honor, rather than a serious expectation of having a full scale naval war with the Sea Elves, as a matter of compelling a trial of traitors in the Ashrim royalty to get justice for Chesylcha and her wedding party. But then the Ashrim are guarding their royals, and ship violence happens, and things start spiraling out of control. Then in that fog of war context with horrendous Faendryl losses, you get a few ships making it to Ta&#039;Ashrim. Like in the non-canon journal, they&#039;re trying to arrest some royals, and end up in a position of blowing everything up.&lt;br /&gt;
[771] Though the Faendryl in some sense won the battle at Ta&#039;Ashrim, they very much lost the war in terms of achieving the war&#039;s political objectives. It catastrophically damaged their political standing with the other Houses for thousands of years. But they also suffered their own horrendous losses, and they completely doubled down on everything after the Ashrim War. The &amp;quot;[[History of the Faendryl]]&amp;quot; document might be interpreted as omitting most of the exile period where New Ta&#039;Faendryl was an underground city, and it could be treated as state policy to refer to this as some &amp;quot;period of appeasement&amp;quot; that state sanctioned history ignores. New Ta&#039;Faendryl is a surface city that is only a few thousand years old, but it should most likely be treated as the surface facade of something that runs much deeper into the ground, that is a lot older.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism.[772] The Patriarch formally dismissed the penance of House Faendryl in guarding the ruins of Maelshyve for the Elven Empire.[773] It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve.[774] The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor.[775] There was then a full embrace of the dark arts, which were regarded as morally neutral.[776] The Palestra academies were founded to support a vast expansion of demon summoning.[777] The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.[778]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[772] The aftermath of the Ashrim War being the moment the Faendryl was declared to be &amp;quot;dark elves&amp;quot; is defined both in &amp;quot;[[History of Elanthia]]&amp;quot; and in &amp;quot;[[History of the Faendryl]]&amp;quot;, which cross-referenced with the chronology of other documents such as &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, means the Faendryl were *not* known as &amp;quot;dark elves&amp;quot; for 15,000 years of residing in Rhoska-Tor. It is given as a cultural condemnation with a racialized aspect. So we should treat Dark Elves as a race as being a relatively modern thing, and have the meaning of &amp;quot;dark elves&amp;quot; be different in earlier time periods.&lt;br /&gt;
[773] This is an embellishment to bring the premises of the exile in this document up into alignment with the more contemporary attitudes illustrated in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Though the Armata still guards the ruins for its own internal security, but allows demons to wander toward the Demonwall.&lt;br /&gt;
[774] This is the state sanctioned revisionist history being framed, where what we might call the &amp;quot;period of appeasement&amp;quot; is treated as a wrong direction.&lt;br /&gt;
[775] This is explicitly stated in &amp;quot;[[History of the Faendryl]]&amp;quot;. It is partly based on &amp;quot;Path to Palestra&amp;quot; saying the Palestra academies were founded after the Ashrim War, and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; being clear that New Ta&#039;Faendryl is only a few thousand years old, and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; distinguishing New Ta&#039;Faendryl from Rhoska-Tor. The city is described in a highly centrally planed way in that document, and so this is introducing a premise that the society structure was centrally planned in this way in the aftermath of the Ashrim War. Earlier time points would plausibly have some different governing structures. This surface city should probably be treated as the surface facade for connecting down into the older underground city.&lt;br /&gt;
[776] This is leveraging off the founding of the Palestra academies implying a big expansion and embrace in demonic summoning in the population, and doubling down in general on the magic that the Faendryl are being condemned for by everyone else.&lt;br /&gt;
[777] Same point as 776. &amp;quot;[[Path to Palestra]]&amp;quot; says: &#039;&#039;&amp;quot;With the rule of Patriarch Rythwier Sukari Faendryl, we see the building of New Ta&#039;Faendryl. It was during this time that the three major academies of Palestra training were founded.&amp;quot;&#039;&#039; The four lesser academies were founded under the current Patriarch, Korvath Dardanus, to make supply for Palestra meet up with demand. All of this suggests an escalation over past levels of Palestra and summoning.&lt;br /&gt;
[778.1] This is cross-referencing &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot; with the &amp;quot;[[Dark Elven languages]]&amp;quot; document about the Faendryl dialect. The [[forehead gem]]s loresong has consistency issues with documentation. It depicts Patriarch Rythwier in a palace prior to the Ashrim War, but other documentation would imply such a building should have only been after the Ashrim War. It depicts the Faendryl crest, but does not specify which one. It would have to be the ancient crest, because the Layman&#039;s Guide says the Faendryl did not recognize the disgraced crest, and they &#039;&#039;&amp;quot;chose a new crest&amp;quot;&#039;&#039; only when they &#039;&#039;&amp;quot;left Rhoska-Tor to found New Ta&#039;Faendryl.&amp;quot;&#039;&#039; The loresong also depicts the tapestries as &amp;quot;crimson&amp;quot; when they should be &amp;quot;scarlet.&amp;quot; It is a reasonable embellishment to time the court language law to the aftermath of the Ashrim War when the new crest was chosen.&lt;br /&gt;
[778.2] &amp;quot;[[History of the Faendryl]]&amp;quot; says: &#039;&#039;&amp;quot;As time passed, the Faendryl began to turn their eyes northward, towards their ancestral home. They were disgusted with life below ground, and wanted their shining city.&amp;quot;&#039;&#039; and then after the war &#039;&#039;&amp;quot;They turned their backs on the elves and the city they had built and moved north of Rhoska-Tor, although not far, to build their new city.&amp;quot;&#039;&#039; &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; says: &#039;&#039;&amp;quot;She is a new city, New Ta&#039;Faendryl. An eternal city, established only a few thousand years ago.&amp;quot;&#039;&#039; At the same time there should be surface settlements in the surroundings by the time of the Ashrim War, and reasonably there should already have been a sea port. So it is possible this [[Forehead gem|loresong]] &amp;quot;palace&amp;quot; / &amp;quot;castle&amp;quot; is underground, or it is possible it is somewhere else that is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.B The Diaspora&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot; [779]&lt;br /&gt;
&lt;br /&gt;
- Children&#039;s rhyme unconsciously chanted in fugue states, in the&amp;lt;br&amp;gt;&lt;br /&gt;
year 5100, due to Banaltra harvesters for the Feithidmor. Last&amp;lt;br&amp;gt;&lt;br /&gt;
hatching survived by sylvans of Yuriqen in the Age of Chaos.[780]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[779] This is an excerpt of the fugue state chanting from the feithidmor/banaltra storyline. It is an exact quote.&lt;br /&gt;
[780.1] There was a sylvan NPC named [[Wicked Times (storyline)|Draman]] who spoke of Yuriqen in this context. The timing was vague, but the premise was the feithidmor are akin to cicadas, except on the scale of thousands of years. The original intent of Yuriqen was to be founded about 8,000 years ago in the later Age of Chaos and then get cut off from the world around 2,400-ish years ago (per Banthis), though the date might not be defined anywhere in documentation. This usage of &amp;quot;Age of Chaos&amp;quot; is going with the 15,000 year definition of Age of Chaos rather than the 10,000 year one. It is an embellishment to put it in the first half of accessible Yuriqen rather than the second half. It vibes more thematic for Age of Chaos.&lt;br /&gt;
[780.2] More precisely, [[Wicked Times (storyline)|Draman]] was an aged Sylvan member of the Council of Elders in the [[Order of Lorekeepers]] in Ta&#039;Illistim, and his sylvan ancestors had left &#039;&#039;&amp;quot;shortly before the closing of Yuriqen.&amp;quot;&#039;&#039; The log of this NPC lecturing is therefore firmly establishing Yuriqen was closed off thousands of years ago. The premise was that they had survived the previous feithidmor event, and wanted to warn the world. The wording could be taken to imply the feithidmor event was not long before Yuriqen was closed. It is important to note that this was before the [[AGE (verb)]] mechanic and before the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. Here we&#039;re bending a little bit on the timing, calling it Age of Chaos (in the up to 5,000 years ago definition of Age of Chaos), because of the word &amp;quot;ancestors&amp;quot; from an old sylvan elf.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War.[781] There were many dark forces who were not inside Maelshyve at the time of its destruction.[782] With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors.[783] This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor.[784] There was a diaspora of necromancers and practitioners of the black arts out of the southern wastelands.[785] In this way witchcraft had returned to the West, where it originated, but it was now a much darker and more dangerous form of magic.[786]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[781.1] The first part is directly based on &amp;quot;[[History of Elanthia]]&amp;quot; describing mountain race hordes: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039;&lt;br /&gt;
[781.2] The malevolent forces in the South surviving the war is an extrapolation from what would be reasonable, since it does not sound realistic that all of Despana&#039;s forces were at Maelshyve at the moment the Elves do a lightning strike on Maelshyve. And it is leaning on the embellished premises about the sorts of factions found in that region made in this document.&lt;br /&gt;
[782] This should be true just by virtue of having been in other places pursuing the war, since the war was happening all over the continent.&lt;br /&gt;
[783] Part of this point is that with the logic of the Western outlying provinces being impractical to defend, and rapid gains by Despana in the outlying provinces where &amp;quot;[[History of Elanthia]]&amp;quot; said there was little resistance, that would suggest these purported dark factions were already up in the West. And this familiarity with moving up that way can help contextualize the minotaurs migrating up to Wehntoph after the Battle of Maelshyve, which is already canon in &amp;quot;[[History of the Minotaurs]]&amp;quot;. (They had their labyrinth area wrecked by some unknown war at some point in the Age of Chaos as well.) &lt;br /&gt;
[784.1] The loss of control by the Elves of the West in the Age of Chaos, and the Faendryl needing time to base themselves, and then the Faendryl presumably pushing out some of these dark forces with the expansion of Faendryl territory, you have clear pressures for population migration of these &amp;quot;black arts&amp;quot; practitioners northward into the West.&lt;br /&gt;
[784.2] The Faendryl have their own &amp;quot;diaspora&amp;quot; in existing documentation, a term that was introduced by Silvean. In canon documentation the word is used in &amp;quot;[[A Ceremony for the Marriage of Faendryl in the Diaspora]]&amp;quot; by Silvean and Lylia through the Wordsmiths program. This paragraph is just generalizing the whole thing.&lt;br /&gt;
[785] This is an extrapolation on the previous premises. These can include whatever races lived down in that southern region, but those of elven descent should largely be Dark Elves. This diaspora could arguably include [[Morvule]], the Luukosian high priest, who was old enough to witness the Great Fire of Sharath (something he told to a player character) and after the Undead War united Luukosian cults into the Luukosian Order, which would have mostly been in the West in the Age of Chaos.&lt;br /&gt;
[786] This document is using very broad generalities of large scale movement tendencies, rather than narrow specificity. There is no reason ordinary witchcraft practitioners could not have been in the wild woods of the West, or what have you, after all that time without having gone into the southern wastelands. It would still be a form of &amp;quot;black magic&amp;quot;, but not what we mean by the &amp;quot;black arts&amp;quot; most likely. It&#039;s the witches influenced by those southern wasteland traditions that give rise to the Raznel kind of stuff, rather than the wind witches kind of stuff or possibly even the [[Elanthian Journal/Edition 28|Sisters of Blight]] kind of stuff. (This is not what happened with Raznel in the literal sense, she grew up as a noble in Chastonia. But she was taught Southron Wastes demonic blood magic by Xorus, canonically in storylines, who is supposed to be an Ur-Daemon cultist who studies the black arts.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power.[787] This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic.[788] The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering.[789] It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.[790]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[787] There is no reason you could not have (dark) elves of distant ancestry to that Rhoska-Tor region who are not themselves malign in any way. And you could have expatriates of the Faendryl or Dhe&#039;nar for all sorts of reasons. But people wanting to be free of the rule of law, especially law on magic, is the Second Age driving force for migrating into the southern wastelands. So the Faendryl and Dhe&#039;nar building up regional strength during the Age of Chaos is sensibly going to drive similar sorts to go north into West (or possibly just the more lawless regions of the Southron Wastes) because in the Age of Chaos that was the widespread chaos / anarchy / lawless haven for dark forces. So here we go with that, partly to set up traditions to exist behind hooks in the Turamzzyrian History documentation.&lt;br /&gt;
[788] The Palestra being a prideful thing for summoners to have and collect is a little bit of good government propaganda, like teaching children the virtues of paying all your taxes and so forth. Because the natural inclination for a lot of Faendryl sorcerers is going to be not wanting to be regulated or restricted in what they do. Up into the anarchic west is an obvious place for a diaspora of power abuses to wander. This also helps set up some of the animosity in the West to Dark Elves for reasons that are less abstract or foreign to humans than Maelshyve and the Ashrim.&lt;br /&gt;
[789] This is an IC author statement, just characterizing what is established about it in a different way.&lt;br /&gt;
[790] The violence of the period is framed by &amp;quot;[[History of Elanthia]]&amp;quot;. The timeline of human fortifications being built comes from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. It is generally undefined what the governing structures and natures of the outlying provinces were, and how fast they fell apart after breaking off into independence, and what sorts of power structures existed in the interregnum. Volume 2 talks about trials by ordeal in the West, for example, as lay authority in the name of the gods, precisely due to the lack of central authority and hierarchy. Witch hunt panics and so forth. Humans obviously needed to live and survive for thousands of years in the Age of Chaos, so it can be bad but only so bad.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years.[791] Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel.[792] The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep.[793] The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts.[794] The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.[795]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[791] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[792] This is cross-referencing with the Disciples of the Shadows section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[793] This is cross-referencing &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; with the Nanrithowan wards defined in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and the Wyrdeep symptoms described in the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[794] This is pulling on the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[795] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is coincidentally around the same time humans &#039;&#039;&amp;quot;begin to form small organized settlements on the western side of the Dragonspine, building fortresses to protect themselves&amp;quot;&#039;&#039; according to &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever.[796] Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent.[797] This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic.[798] It was why Yuriqen was sealed off almost 2,400 years ago.[799]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[796] This seems fair from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, but there is no telling how much omission of bad events there could be.&lt;br /&gt;
[797] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; calls him Faendryl, but here we are leaving it more ambiguous, because Myrdanian was doing a kind of behavior that could be better suited to the malevolent wasteland types. &lt;br /&gt;
[798] This is all straight from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[799] This date is a made up assertion. However, Banthis has given roughly this amount time as the original intent. His own mid-2400s year old character was supposed to be young when the Yuriqen barrier went up. Using this number creates an opportunity to relate Myrdanian&#039;s presence there to the formation of the Kannalan Empire, notwithstanding the gnomes documentation (and things like the Timeline document pulling off the gnomes history) using some placenames in time periods that should most likely be anachronistic. (e.g. Tamzyrr in Selanthia, three thousand years before Selantha Anodheles)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders.[800] With the coronation of the Emperor of Veng in 2,745 there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known as Hendor.[801] While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West.[802] Looser forms of this alliance had existed for a few thousand years.[803] It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north.[804] It is perhaps for this reason that the Sylvans had troubles with Myrdanian.[805] The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.[806]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[800] This is a reasonable dynamic of what would happen if you push out chaos agents, only to concentrate them outside the borders in more confined spaces. Partly plays off &amp;quot;[[History of Elanthia]]&amp;quot; having it difficult to say when the Age of Chaos ended.&lt;br /&gt;
[801.1] These are made up facts that are meant to reconcile things that do not make sense. The year 2,745 Modern Era is based on &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; having 4,045 Modern Era being the year 1,300 Kannalan (which is likely vestigial from I.C.E. setting timeline messaging on the Path of Enlightenment but got retconned later.) The &amp;quot;Emperor of Veng&amp;quot; is a defined office in the &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. It is unclear if the location of Veng has ever been defined for players. Judging by the distribution of the other known Kannalan settlements to the south, west, and north, and Veng falling to humanoids invading out of the mountains, it should most likely have been somewhere in what is now called Hendor.&lt;br /&gt;
[801.2] The term &amp;quot;formal Kannalan Empire&amp;quot; is meant as a retcon to handwave away the [[Lines of Blood: A History of the Gnomes|Gnome history]] and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (referring to the gnome history) using the term &amp;quot;Kannalan Empire&amp;quot; for times over a few thousand years before year 0 of the Kannalan calendar. There can be earlier stuff that isn&#039;t really the Kannalan Empire but has constituent stuff. The gnome document does much the same with Tamzyrr and Selanthia.&lt;br /&gt;
[802] Feudalism in the Turamzzyrian Empire came from feudalism in Hendor. The definition of a loose alliance of humans, halflings, and giantmen comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[803] This is again the retcon mentioned in footnote 801.2&lt;br /&gt;
[804] This is creating a hook for why there were &amp;quot;dark sorcerous forces&amp;quot; up near what is now Vornavis, harassing refugees of the fallen Kannalan city of Ziristal, in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in the early 4000s Modern Era.&lt;br /&gt;
[805] This is a cross-reference and extrapolation. But if we accept the 2,400 year ago timing for the rise and forming of the Kannalan Empire, reaching up into what is not far off from the Sylvan forest, the Myrdanian types would naturally be tending toward being further north. So this is plausible geographical context for why Myrdanian would have been there bothering the Sylvans at just that point in history.&lt;br /&gt;
[806] This is cross-referencing various things. The undeath of the Wolves Den goes back to the Second Age, who were rebels in the Darkstone Bay region, being put down by the Vaalor. There are scattered threads like the darkness of the Kingdom of Anwyn and whoever destroyed the palace in &amp;quot;[[History of the Minotaurs]]&amp;quot;. Melgorehn&#039;s Reach if it were translated into De-ICE&#039;d timeline would have been something in the vicinity of 8,000 years ago. The Graveyard and Broken Land stories would be 6,300 years ago. The Shadow Valley story probably dated back to a bit earlier than the Graveyard story. Though none of these have canon dates at this time in the Elanthia world setting. The obelisk thing that turned Barnom Slim into a lich, Althedeus related, was seemingly very ancient and had a bunch of dead bodies leading up to it. There&#039;s the dark sorcerous forces of the Cairnfang in the early 4000s, and then modernly there&#039;s Foggy Valley with types like Bonespear and Vespertinae. All the various haunted castles in the northwest. The loresong on the [[forehead gem]] for Return to Black Swan Castle depicts sorcerers sieging the castle and turning it black, which a [[Return to Black Swan Castle/saved posts|saved post]] describes as only a century ago (though this is a retcon as that castle dates back to the ICE Age and weirdly suggests it&#039;s from the same time period as Wehnimer&#039;s Landing). Whatever happened with Bir Mahallah and the Sea of Fire more generally. Modernly the Arcane Eyes summoners were out of Mestanir, Raznel was in Talador. The list could go on.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kannalan Empire abruptly collapsed in the year 3,961.[807] It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains.[808] Historians have since speculated this was caused by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen.[809] There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands.[810] Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.[811]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[807] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[808] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and elaborated in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;, and also described some in &amp;quot;[[History of Reim]]&amp;quot;.&lt;br /&gt;
[809] This is an embellishment, that this is an exist premise from historians. This is cross-referencing several things. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; dates the Sunfist Pact to 16 years before the Kannalan Empire collapsed. (&amp;quot;[[History of Elanthia]]&amp;quot; puts it earlier with a vague 2,000 years ago, but the Timeline gives an exact number.) &amp;quot;[[History of Reim]]&amp;quot; talks about the Kingdom of Dunemire in what is now Bourth having been a Highmen kingdom. This is cross-referenced with the tribes named for the Sunfist pact in &amp;quot;[[Giantkin History]]&amp;quot;, which included the Highmen. &lt;br /&gt;
[810] This is a very plausible historical argument, given the two dates and Highmen overlap in both aspects of it. Even if it were a coincidence, historians (especially those who do not live in the mountains) could easily be convinced of it. This usage of &amp;quot;humanoids&amp;quot; is throughout the human documentation, such as &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[811] This is referring the Cairnfang region sorcerous forces in the Wildwood settlement incident, and more modernly with Foggy Valley. The southern part with the &amp;quot;black elven wizardry&amp;quot; is referring to the fall of Gor&#039;nustre and the Kannalan Alliance cities in the late 4200s. Which is pushing closer to the southern wastelands. These both come from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The geographical distribution of such references to the near edges of civilization is reasonably solid in existing premises.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.C Death Religions&lt;br /&gt;
&lt;br /&gt;
It was in the late Age of Chaos that Lorminstra began softening her treatment of departed souls.[812] The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood.[813] It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death.[814] In antiquity it was very rare for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living.[815] Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul.[816] Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead.[817] Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.[818]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[812] This is totally made up. There&#039;s a basic undefined issue with the death lore, where adventurers are somehow special with their treatment by Lorminstra, and we do not have explicit scaling on how common that is and how long it has been happening for. The death mechanics also change over time, which means the IC death rules are shifting with time. If it&#039;s more than just a small adventuring population, it disrupts the cohesion of the NPC world setting. So here we&#039;re postulating that one of these shifts happened in the late of Age of Chaos, when the West was emerging with the building of fortified human settlements, where the loophole formed with Lorminstra willing or able to return departed souls under some special conditions. And then this is used as a factor in pushing back the chaos, or as framed here, pushing back on the Life/Death imbalance caused by the malign influence of the Luukosians and so forth, which follows off the black arts diaspora framed in the prior section.&lt;br /&gt;
[813] This is a fair statement of what it is like when we try to interact with the Arkati or get explanations from them. When Death&#039;s sting was introduced with the shadow dragon, there was some vague language about the changing cycle of death.&lt;br /&gt;
[814] This is following off the logic in footnote 812 and a reasonable surmise for an IC worldsetting view by a mortal NPC who cannot directly know what the gods are doing on their end.&lt;br /&gt;
[815] This is an important embellishment. When GemStone implemented the Rolemaster mechanics in 1989 / early 1990, it tweaked the relation between resurrection spells and death. Rolemaster is like Dungeons &amp;amp; Dragons in having roughly 10 rounds of &amp;quot;dying&amp;quot; state where players can be revived with magical healing, and in the case of Rolemaster it is from hit point loss or from critical injury. This requires no &amp;quot;lifegiving&amp;quot;/rezz spell! The resurrection magic is for *after* soul departure, which is the state of actual *death* as opposed to dying. In the I.C.E./Shadow World setting the goddess we call Lorminstra is the only one with the power to let clerics call souls back into bodies like that. In the GemStone implementation this would leave corpses lying around and is a problem for the M.U.D. type setting, so it was replaced with rapid decay and reincarnation on soul departure. And then lifegiving/rezz spells applied to the &amp;quot;dying&amp;quot; phase, and players had no actual dead bodies to target with rezz spells. Move time forward and it&#039;s still not possible for player Clerics to resurrect unkept bodies that have been dead for more than a handful of minutes. But there are rare hooks like the old [[Purgatory]] messaging of what looks like the temple old man / Lord High Cleric pulling the soul out of Purgatory, and very rare story incidents of souls getting pulled out from beyond the Ebon Gate. So we are calling this &amp;quot;true resurrection&amp;quot; and it&#039;s much more rare than what ordinary Clerics do.&lt;br /&gt;
[816] This was explicitly true in the I.C.E. lore, which was the context when the death mechanics (the temple and deeds and all that) were created. The explicit language on this point did not carry through into later documentation, by GM Varevice said in a forum post in 2000 (for example) that only Lorminstra has the power to bring souls back to the living like that, whereas any ordinary god can power the kind of resurrection that player characters are doing. Cursing the soul refers to how undeath works in GemStone in light of the Order of Voln messaging, and ascension is referring to the ascension legends usually involving the lesser god having been dead in some way before being raised higher. The theory of how ascension works is talked about in Volume 2. It is not really addressed in Volume 1, but the IC author distinguishes &amp;quot;transcendence&amp;quot; into becoming Arkati servants with retained identity (like the disir in GemStone and [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 spirit helpers] to the Immortals in DragonRealms) from ascension to godhood, maintaining that to the extent &amp;quot;ascension&amp;quot; is possible it likely requires flattening out the personality and identity into limited thematics and essentially would be a form of death where there is some greater spirit imbued power.&lt;br /&gt;
[817] This is the original context of the death lore, and if the true resurrection concept is valid in Elanthia still, this is consistent with the game mechanics. The [[Naidem]] reincarnation [[Purgatory#Naidem|messaging]] is vague, but that voice talking to you presumably isn&#039;t the silent Gosaena, so I will assume that is also just Lorminstra.&lt;br /&gt;
[818.1] This refers to for example the old man variant messaging on the old [[Purgatory]] death mechanics, and how there used to be different levels of power of resurrection spells. I&#039;m told one time a player with special Gosaena &amp;quot;[[DecayWings|avatar]]&amp;quot; wings (from an auction) in a storyline pulled someone out from beyond the Gate, but we&#039;re talking about resurrection spells and this line seems solid. It keeps the NPC world setting coherent for this to be a rare power, and for it to rarely be granted by Lorminstra. Adventurers are freak abnormality special cases, which is actually [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicitly stated] in DragonRealms with its highly similar form of the [https://elanthipedia.play.net/Death death mechanics]. &lt;br /&gt;
[818.2] DragonRealms tweaks this slightly by having the soul being called back from the spirit plane (the &amp;quot;Starry Road&amp;quot;) by the Cleric, provided there is at least one &amp;quot;favor&amp;quot; (deed) linking it to the body, but there is still the auto-depart timer and it is effectively the same situation. By &amp;quot;true resurrection&amp;quot; we are referring to a resurrection at a later time point, which does not apply to adventurers whose bodies disintegrate (unless presumably it is their final death.) GemStone more tightly ties the soul being brought back to Lorminstra intervening herself, which prior to permadeath being removed involved her identifying departed souls in Purgatory with deeds to whom she owed favors. Deeds no longer serve this function as of 5104 Modern Era, and the reason why adventurers without deeds are brought back is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit.[819] High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals.[820] This was a rare power and Lorminstra most often refused.[821] It was only for those who had died prematurely or in insignificant ways. Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself.[822] The very rarest form of resurrection was if Lorminstra took the departed soul and reincarnated its body. [823]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[819] When the De-I.C.E.&#039;d lore for Gosaena was introduced in &amp;quot;[[Gods of Elanthia]]&amp;quot; in 1999, it introduced the following line: &#039;&#039;&amp;quot;Unlike Lorminstra, when a spirit comes to Gosaena, it will not be returning to the mortal realm.&amp;quot;&#039;&#039; The problem is this is not true, or at the very least, requires some extra nuance of beyond the Ebon Gate to be consistent. One aspect of this is that Lorminstra lets spirits out from the Ebon Gate to visit near the Eve of the Reunion, it&#039;s been happening at Ebon&#039;s Gate festivals for decades and is talked about in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The &amp;quot;[[Giantkin History]]&amp;quot; with the Grot&#039;Karesh Hammer clan talks about an event where spirits of the dead return to visit the living called [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]]. So this sentence saying &amp;quot;on special occasions as a spirit&amp;quot; is more accurate that a simple plain reading of the Gosaena documentation. Another aspect of this is the Purgatory death mechanics messaging having implicitly been the other side of the Gates of Oblivion, before the term &amp;quot;Gates of Oblivion&amp;quot; was replaced with &amp;quot;Ebon Gate&amp;quot;. Lorminstra has the framed power of going through the other side of the Gate and pulling out souls for resurrection or reincarnation. So Gosaena needs to be restricted to a special phase of being beyond the Gate. The Purgatory soul departure messaging pre-dates the Gosaena lore, so there was never any mention of her in it.&lt;br /&gt;
[820] This is reviving the original I.C.E. context on what lifegiving / resurrection spells mean and do, and it is arguably represented in the old man variant of the old [[Purgatory]] messaging. Where different messages happened based on conditions.&lt;br /&gt;
[821] This restricts its scope so that the lack of use we&#039;ve seen with it in game makes sense, and revives the original context of Lorminstra refusing these requests unless certain conditions were met.&lt;br /&gt;
[822] This was explicitly stated in her lore at the time the death mechanics were designed. This line is just reviving the premise explicitly. Aspects of this were encoded in the old man variant of the [[Purgatory]] messaging, which talks about &amp;quot;special children&amp;quot; who have things left undone. The insignificant deaths aspect means, among other things, that Lorminstra is not going to agree to return an assassinated high noble or monarch to life.&lt;br /&gt;
[823] It should obviously be the case that Lorminstra reincarnating souls would be more rare on a whole population level than true resurrection requests being granted. The relative handful of minutes it takes for the soul departs reasonably means the ordinary player character raising spell on the dying would not be useful in most practical situations, because the intervention needs to happen in such a brief window of time. It should be the case that the longer a body is truly dead, the less likely the resurrection will be granted and the more damage to the body / recovery will be needed. This document is taking the [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicit] step DragonRealms does and has adventurers being a weird special exemption case involving heroics. While it is the rarest in a whole population demographic sense, for adventurers it is the [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 most common] outcome of death.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) Deeds&lt;br /&gt;
&lt;br /&gt;
Seven thousand years ago, or so, a loophole had formed in her rules.[824] There was a tiny minority of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces.[825] These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot;[826] They were much more rapidly healed with magical herbs than most people, for whom such remedies usually only increase the rate of healing.[827] Traumatic injuries from violence in particular might quickly vanish.[828] Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it.[829] Lorminstra allowed such heroes to fulfill their unfinished purposes.[830] There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures.[831] For this &amp;quot;deed&amp;quot; they would be owed a favor from Death.[832]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[824] The seven thousand years number is totally made up, meant to be consistent with the prior framing of the late Age of Chaos. This is meant to be some time into the process of Western fortification settlements by humans. It is meant to imply that this practice just wasn&#039;t even a thing in earlier millennia. The timing is also chosen to make it just a bit earlier than the Graveyard and Broken Land stories, which we&#039;re using the same number of years ago as they were in their original timeline.&lt;br /&gt;
[825] This is directly based on the death mechanics messaging that has existed in game. The &amp;quot;special children&amp;quot; who make a difference was in the old man variant of the [[Purgatory]] messaging, which was when characters without deeds below level 2 were reincarnated. The phrase &amp;quot;heroic fighters against chaotic forces&amp;quot; is very slightly an embellishment, but based on the Hall of Sacrifice encoded into the Landing temple, and the making-a-difference premise in the old man variant, and the original death lore context of missions in the world not being complete yet. Which is a Fate like concept.&lt;br /&gt;
[826] This is a direct quote from the old man variant of the [[Purgatory]] messaging, which player characters have seen and experienced themselves in the past.&lt;br /&gt;
[827] This is an embellishment, taking the opportunity to restrict the scope of something that doesn&#039;t make sense for the NPC setting. Much as with the computer game adaptation of the death mechanics so that deaths happen much more routinely and less permanently in a M.U.D. context with its vastly higher encounter rate than a tabletop setting, the herbs and healing system was vastly accelerated for GemStone&#039;s implementation. Rolemaster herbs generally increased healing rates, or would have serious side effects and addiction risks. The world setting does not make much sense if it&#039;s common as dirt for people to just be able to heal everything, undisease everything, having empaths and so on all over the place. So this embellishment is creating an explicit premise of basically: yes, this rapid healing happens on these abnormal adventurers, but it&#039;s directly related to their weird relationship with the Life-Death balance, and the vast majority of people (NPCs) heal much slower.&lt;br /&gt;
[828] This is another scope restriction. Our healing spells and herbs focus on undoing traumatic injuries from adventuring heroics kind of stuff. They are not focused on chronic illnesses, cancer, and so forth.&lt;br /&gt;
[829] This is reviving what used to be explicitly stated in the death lore, and creating a hook for why these people are brought back from soul departure now, even when they have no deeds (because deeds no longer serve this function in the Death cycle.) Likewise, this was so with the old man variant, but now it&#039;s true regardless of level. This is creating a hook for why people are brought back, and likewise that mortals do not know why it is them and not others, and they do not know how long this flexibility with death will last. Each time might be the last time for all anyone knows.&lt;br /&gt;
[830] This is again reviving what used to be explicitly stated, and historicizes it to this late Age of Chaos time period.&lt;br /&gt;
[831] This is quoting and directly based on the Landing temple deed rituals. [[Research:The Graveyard]] and [[Research:The Broken Lands]] construct a theory about the original context of the death mechanics, because deeds do not come from the I.C.E. mechanics or lore setting. It theorizes that the deed ceremony is intentionally based on medieval homage ceremonies, where the death goddess acts as a liege lord and the soul is the fief being granted to the vassal who is sacrificing to her. This line is further based on the Hall of Sacrifice and the original Shadow World context of her not allowing the return of meaningful / significant deaths. So what GemStone appears to have done is allowed heroic acts by adventurers to result in treasure, and sacrificing this treasure is substituting in heroic acts / meaningful deaths, so a credit of meaningful deaths is used instead. And that this is the essence of what &amp;quot;deeds&amp;quot; really are, and setting up a premise of just donating money isn&#039;t enough.&lt;br /&gt;
[832] This is meant to explicitly ground the meaning of the word &amp;quot;deeds&amp;quot;, which at present have no definition in lore, other than the Lorminstra temple messaging.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna.[833] But these were deeds of Death.[834] Their sacrifices would substitute other heroic acts for the significant deaths that would leave Lorminstra unable or unwilling to resurrect.[835] The greater the heroic feats to be spared, the greater the sacrifices to be worthy.[836] There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds.[837] Without accruing deeds, the soul was doomed.[838]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[833] This is what happened and was done in the [[Vishmiir]] event around 2002. This document is using this to explain death mechanics good deeds, per the Hall of Sacrifice, as instead deeds of Death. (The temple figures refer to Death with a capital D.) This allows us to explain why deeds presently serve an unrelated function as of 2004 with [[Death&#039;s Sting]] introduced. This tacitly interfaces with the liquid in [[chrism]]s and their Death&#039;s sting prevention.&lt;br /&gt;
[834] This is made up but reconciles the difference in what deeds did before 2004 with what they do afterwards.&lt;br /&gt;
[835] This is explicitly stating the prior premises, and is directly based on the death mechanics messaging, from the temple deeds messaging to the warnings in the [[Purgatory]] messaging about the limits of power to intercede.&lt;br /&gt;
[836] This is contextualizing why deeds are more expensive for higher level characters.&lt;br /&gt;
[837] This is putting down any seriousness to the old jokes about Lorminstra rolling in gems and cash for the money. The messaging requires it to be sacrifices of treasure, so it isn&#039;t good enough for rich people to just donate some money.&lt;br /&gt;
[838] This is what deeds used to do. Deeds &#039;&#039;&#039;have not&#039;&#039;&#039; done this for 20 years now, and this is explicitly recognizing it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end.[839] If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls.[840] Their bodies would disintegrate upon the departure of their spirit.[841] There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans.[842] For those chosen by the Lady of Winter there is no question.[843] Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.[844]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[839] This is just taking the medieval feudal meaning in the language used in the deeds ceremony and the [[Purgatory]] messaging literally. It is explaining the why Lorminstra and why only Lorminstra of it all.&lt;br /&gt;
[840] This is explaining why people (adventurers) with this homage relationship with Lorminstra, if they had accrued deeds of substitute deaths, were given special exemption and brought back from true death under some conditions.&lt;br /&gt;
[841] This is explicitly acknowledging the weirdness of player character instant decay and reincarnation, when the NPC background all leave corpses. Though it doesn&#039;t get around / explain all the monsters decaying, which is mechanically necessary for the game in practice.&lt;br /&gt;
[842] This refers to the &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; document. Koargard is discussed in &amp;quot;[[Worship in the Turamzzyrian Empire]]&amp;quot; and various Church of Koar contexts. It has its own doctrine of what the afterlife is, but the death mechanics adventurers experience is empirical.&lt;br /&gt;
[843] &amp;quot;Lady of Winter&amp;quot; is an epithet that is used in &amp;quot;[[History of the Order of Voln]]&amp;quot;. This line is about framing that adventurers have empirical experience with the other side of the Gate, with the depart / [[Purgatory]] messaging, which in every instance illustrated an oblivion stated of near unconsciousness.&lt;br /&gt;
[844] This is directly based on the [[Purgatory]] / Abyss of Naidem messaging, and the description of the Pale in the second Griffin Sword War. It is how GemStone interpreted the meaning of &amp;quot;Oblivion&amp;quot;, which at that time was undefined in the I.C.E. setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it.[845] She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls.[846] Reincarnation works around some of the conditions that ordinarily prevent resurrection.[847] In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor.[848] It was only certain kinds of deaths that could be substituted for deaths of like kind.[849] Otherwise the rules of Death held without exemption.[850] It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.[851]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[845] This is directly describing the [[Purgatory]] death messaging. It is slightly condensed now in GemStone IV, but this is using the original full version of the wording in the decay/depart messaging, which was live up through 2003.&lt;br /&gt;
[846] This is referring to the [[spirit death]] variant of the [[Purgatory]] messaging. The currently used form of the decay/depart messaging uses this particular version in all cases. Spirit death is soul destruction in Rolemaster, but in GemStone, Lorminstra was able to fix it if people had the deeds. Otherwise this special case of permadeath set off the &amp;quot;lost to the demonic&amp;quot; messaging.&lt;br /&gt;
[847] If a body is poisoned in such a way that it cannot host the soul, that would sensibly prevent ordinary raising as well as &amp;quot;true resurrections&amp;quot;. But with Lorminstra able to repair at least some souls, and reincarnate the body out of spirit, that makes it harder to fully prevent Lorminstra from bringing someone back. It isn&#039;t obvious that [[Luukosian deathwort]] would actually permadeath one of our player characters.&lt;br /&gt;
[848] This is referring to the original stuff where Lorminstra would not agree to do the resurrection. This is framing how you could have get-out-of-death deeds for heroic action stuff, but this is not allowing people to get out of dying out of old age just because they have deeds. Or whatever their &amp;quot;mission&amp;quot; is, Fate role, whatever, that being fulfilled is going to overrule any owed favor exemption. Adventurer &amp;quot;favors&amp;quot; [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 explicitly] do not get them out of final death from their lifespans being up in DragonRealms.&lt;br /&gt;
[849] This is an embellishment. But it is consistent with what is implied by the temple and deed ceremony, and explains it in a way that is very adventurer specific and not something relevant to the general NPC population. It wouldn&#039;t even apply to ordinary soldiers in a military. Related to this, empaths and clerics that focus on healing or raising such fortune hunting adventurers, even if they do not go out and slay themselves, would get transferred conferred deeds under this logic. Clerics at one point actually mechanically got a deed for raising those under level 2 before the departure of their soul, where they would otherwise be saved from permadeath by the &amp;quot;old man&amp;quot; Purgatory messaging variant. This point is mentioned about deeds of Death in Volume 2.&lt;br /&gt;
[850] This is setting up Death deeds as having been a very particular loophole, and that Death deeds are not necessary at the present time, but the people for whom they are applicable are the only ones being exempted in this special loophole way.&lt;br /&gt;
[851] This is largely based on the [[Purgatory]] messaging variants that talk about the limits of power in bringing people back. It described deeds (at that time) as very necessary, except for those barely started yet &amp;quot;special children&amp;quot;, where bringing them back without deeds was difficult. And it helps frame that Lorminstra isn&#039;t necessarily really making free choices in this stuff, the exemptions have to be paid for in some kind of Balance logic in weird cosmic stuff. There is limited insight mortals should have into it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries.[852] There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed.[853] Those who return from death are never entirely restored.[854] They lose something of themselves, whether temporarily or permanently.[855] Some of this is damage from the decay of the body.[856] While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead.[857] The extent to which Lorminstra has extended her power in mitigating death has fluctuated.[858] Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are instead the power of Life that goes into softening Death&#039;s sting.[859] The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance.[860] But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery.[861] They are often contrary to her own interests, but have some role to play in the unfolding of Fate. [862]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[852] The death mechanics have changed repeatedly in the past few decades, including with IC recognition of changes. This wording is partly leaning on the embellished premise of Death deeds starting 7,000 years ago.&lt;br /&gt;
[853] This is damages to the body and to some extent spirit from dying or being dead. In the ICE Age there was permanent stat penalty damages, then in the late 90s and early 00s there was negative experience point loss, then in 2004 onward our current form of [[Death&#039;s Sting]].&lt;br /&gt;
[854] This is true from Rolemaster up through our present [[Death&#039;s Sting]] mechanics.&lt;br /&gt;
[855] There was permanent stat damage risk from too many deaths per level in the I.C.E. Age. This notion of permanent damage from it would likely refer even moreso to cases of what we&#039;re calling &amp;quot;true resurrection&amp;quot; where the body was dead for a while and the soul brought back to it.&lt;br /&gt;
[856] Oxygen deprivation to the brain, for example, was framed in Rolemaster &amp;quot;Character Law&amp;quot;. Volume 2 gets into this more and talks about how there is also spiritual damage from the animus deteriorating in the &amp;quot;dying&amp;quot; state, which explains Death&#039;s sting for dying characters who get raised.&lt;br /&gt;
[857] They were different spells with different functions in Rolemaster &amp;quot;Spell Law&amp;quot;. Preservation halts body decay. Lifekeep stops the soul from departing. GemStone rolls them up together, partly because it doesn&#039;t keep bodies around after soul departure, but you would want / need preservation magic if a &amp;quot;true resurrection&amp;quot; were to be done, where Lifekeep would be pointless. Chrisms likewise could be interpreted as related to preservation magic but not lifekeep magic.&lt;br /&gt;
[858] This is referring to the shifting around in the death mechanics that have happened. There was no stat loss at all from 1996 through 2003, roughly, but there was experience loss from decays / spirit deaths and so forth. These are empirical IC differences in death recovery. The [[Deed#Modern|shadow dragon]] premise when Death&#039;s sting was introduced talked about Lorminstra extending her power in terms of undoing the physical damages when bringing people back. (She takes wounds but leaves scars.)&lt;br /&gt;
[859] This is an empirical fact that deeds no longer have any role in whether Lorminstra brings people back, since 2004 with the shadow dragon stuff and Death&#039;s sting change, which was framed as some cosmic cycle change. This concept of deeds of Life is based on the &amp;quot;good deeds&amp;quot; as liquid substance in the [[Vishmiir]] event for banishing the Vishmiir, and it is an embellishment to contrast these with the Death deeds, and this power of Life as what is going into ameliorating Death&#039;s sting. Because what deeds presently do is mitigate [[Death&#039;s Sting]], so this is directly addressing why they work that way and what changed.&lt;br /&gt;
[860] The Balance is talked about, for example, in &amp;quot;[[History of the Order of Voln]]&amp;quot;. The concept exists in Rolemaster books, but was not really much in the Shadow World setting, though there was a little such as about the barriers between planes getting weakened by portal magic and so forth. Morvule in the Luukosian Order has their own twisted version of Balance concept in Death, Undeath and Lies. And logs show the Luukosians in [[Ride of the Red Dreamer|rituals]] talking about correcting Fate&#039;s flaws. In any case, the vagueness of the cosmic cycle changes was stated in the Death&#039;s sting release, and the balance of Life and Death was framed earlier in this document when talking about Luukos and his relation to the undead.&lt;br /&gt;
[861] It is an empirical fact that deeds no longer serve the role they did before the in game year 5104. There is no explanation for why the &amp;quot;special children&amp;quot; are special or chosen, and there does not really need to be on the mortal end of things. They just got brought back for reasons they do not know for certain, but they&#039;re generally adventurers, and it&#039;s those kinds of deaths they get out of (at least up until some point.) Arkati generally do not give straight answers about this kind of stuff. There should just be IC theological interpretations of it.&lt;br /&gt;
[862] As mentioned, the Luukosians speak of correcting Fate&#039;s flaws, and there are fate notions such as Koar contemplating the fate of all things (the Rift is implicitly inside the Great Drake and the Rift rooms are mostly Tarot cards and the Vvrael quest was all about prophecy and Book of Revelation kind of stuff), and Gosaena&#039;s prophetic powers of knowing when things will die. This document uses Fate as a cosmic force that is tied up in the Life/Death balance (as an embellished premise based on various factors) and directly related to this concept of unfinished business / purpose / special missions. Volume 3 uses this concept for talking about restless spirit types of undead. Also, this embellishment about it being a Fate and cosmic balances mystery thing that isn&#039;t really about Lorminstra choosing, that gives flex on why she&#039;s bringing back all these people contrary to her own interests.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless, the role of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order.[863] It was also in the Age of Chaos that we see the earliest records of a figure resembling Voln.[864] There was a proliferation of undeath in the westerlands.[865] Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies.[866] It was many years before the founding of the k&#039;Tafali sect.[867] The witch hunters of that age had no use for mercy, or for regarding the undead with compassion.[868] Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.[869]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[863] This is an embellished premise. Since we&#039;re picking a time for this fortune hunter / adventurer special dispensation to begin in the world timeline, having it happen then as civilization is restarting can have some historical significance for the &amp;quot;adventurer&amp;quot; class of people. Because there&#039;s very little in the way of hooks for them impacting historical events farther back than 30 years ago, or the sort of storyline external threats that often dominate over normal nations/politics forces; maybe the only clear example of it is the lore around the Ice Witch Issyldra. In any case, the general notion would be that the aggregate effect of having these tiny minority of heroic fortune hunters surviving longer than they would have is that it cuts down on the monstrous / dark / chaotic populations. And that would have helped push back and tame the Age of Chaos around population centers, especially if those new centers had money economies to incentivize fortune hunting. This does not have to be the purpose / reason for &amp;quot;Death deeds&amp;quot; in itself. But it could be the practical consequence of them. Especially if the Luukosians and necromantic dark forces were causing the Life-Death imbalance that caused the Fate aberration for it.&lt;br /&gt;
[864] There are context reasons to think Voln was not a known entity until after the Undead War. The &amp;quot;[[History of Luukos]]&amp;quot; puts the ascension of Voln at a later time than the Undead War, and says: &#039;&#039;&amp;quot;On the other side, Lorminstra worked with others who believed in the purity of life to put a stop to the flood of corruption that undeath brought. This would eventually lead to the ascendance of the immortal spirit Voln, and the establishment of his Order.&amp;quot;&#039;&#039; It is also a framed in storyline events (e.g. [[Ride of the Red Dreamer]]) that [[Morvule]] was the one who united the Luukosian cults into the Luukosian Order, and the &amp;quot;[[Griffin Sword War]]&amp;quot; document says: &#039;&#039;&amp;quot;Let us begin with Morvule himself – according to Nershuul, Morvule was originally of elven origin, though he does not know of his originating House. During the days after the Undead War, he underwent a transformation initiated by Luukos and appeared forever changed.&amp;quot;&#039;&#039; And the &amp;quot;History of Luukos&amp;quot; commits to Luukos not doing his necromancy thing around mortals until after the Undead War. So then you have &amp;quot;[[Gods of Elanthia]]&amp;quot; saying of Voln: &#039;&#039;&amp;quot;Tales suggest that Voln&#039;s very existence is a result of Lorminstra&#039;s constant entreaties to Koar for some direct action to counter the spreading curse of Luukos&#039; undead. Most tales attribute Voln&#039;s paternal lineage to Koar and a mortal woman. His upbringing, in a land where he witnessed loved ones lost to Luukos&#039; curse, shaped him with an undying hatred of the undead and provided a lifelong mission.&amp;quot;&#039;&#039; Likewise, one of the loresongs on the Stones of Virtue on Mount Aenatumgana shows the ascension of Voln, in front of what is clearly a Luukosian cultist. Similarly, the ascension legend under such conditions would fall apart instantly if Elves had records of Voln dating all the way to prehistory, like the Arkati. So Voln has to begin appearing in historical records at some point. But in the Age of Chaos things are badly recorded. So we go with starting to see something along these lines and be vague on the timing.&lt;br /&gt;
[865] This is an embellishment to the extent that what is firm canon only speaks of orcs, trolls, minotaurs, that kind of thing. In this document we&#039;ve framed some population migrations and leftover Despana forces on some plausible extrapolations, so that there is significantly more undeath in the West after the Undead War than there was before it, which is the essence of what the &amp;quot;[[History of Luukos]]&amp;quot; is saying even if we have to reject some of the stuff about Despana as mythical and distorted.&lt;br /&gt;
[866] This is extrapolating off the conditions that would have existed for the story of Voln&#039;s origins.&lt;br /&gt;
[867] This is the Order of Voln. The volumes of this document treat the &amp;quot;Order of Voln&amp;quot; as a theological tradition stemming from Fasthr k&#039;Tafali, and though it is what is dominant now, the IC author regards a lot of its doctrines as theological constructions of mortals and not Voln himself. The mercy and release of poor cursed souls, for example, is not the mandate. The mandate is to put down the undead. This is reconciling the tension in the lore that exists because the Order of Voln was designed in the context of the I.C.E. lore for Voln (Vult), mercy and release of the suffering and cleansing souls of taint, but then his De-ICE&#039;d [[Gods of Elanthia|version]] makes him the &#039;&#039;&amp;quot;Destroyer of the Undead&amp;quot;&#039;&#039; and having &#039;&#039;&amp;quot;an undying hatred of the undead.&amp;quot;&#039;&#039; Later developments such as &amp;quot;[[History of the Order of Voln]]&amp;quot; are influenced by the in-game messaging, which is actually the ICE lore, so what we&#039;re doing here is setting up a frame for explaining this &amp;quot;undying hatred&amp;quot; and &amp;quot;destroyer&amp;quot; version of Voln. Basically, though the k&#039;Tafali sect is now dominant, especially the past couple of centuries due to the Horned Cabal, this is suggesting their views of Voln were not the norm further in the past, beyond a thousand years ago. &lt;br /&gt;
[868] The very generic term that this document uses for people who hunt down forces of darkness and their minions / monsters is &amp;quot;witch hunter&amp;quot;, which is not meant to be specific to hunting witches. It is used here, but more often in Volume 2.&lt;br /&gt;
[869] This is explicitly framing and quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; entry for Voln, and highlight the inconsistency with the mercy/release rhetoric elsewhere. It&#039;s giving a hook for where that &amp;quot;Gods of Elanthia&amp;quot; description is coming from within the setting. The premise of Luukos becoming the Undeath god, in his practical religious focus with mortals, only after the Undead War is following off the &amp;quot;[[History of Luukos]]&amp;quot; document and various context details, like how it was assumed the Book of Tormtor was in some way Ur-Daemon in origin, rather than assuming this mass undeath artifact was related to Luukos. Near the beginning of this document, it explicitly asserts (as an embellishment) the Luukos was regarded as the Soul Eater god in the Second Age, and that this undeath stuff from him happened later. So here we&#039;re giving some context to the Age of Chaos in the West having Luukos expanding his sphere of influence with the spread of all this necromancy. And it can give some more context to all the weight on Luukos with undeath when most of the undead we actually see in the game have nothing directly to do with Luukos.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(2) The Dark Path&lt;br /&gt;
&lt;br /&gt;
But a little over six thousand years ago, following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north.[870] The Dark Path was a theocracy in homage of Gosaena.[871] It was a heterodox theology, in some ways similar to her Left Hand Path sect, but otherwise highly unusual.[872] It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age.[873] Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway.[874] The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation.[875] Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms.[876]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[870] This is an embellishment but an attempt to keep consistency with pre-existing lore. The Graveyard and Broken Land stories were set approximately 6,300 years ago on the I.C.E. Age timeline, where on the scale of years 1 year is equivalent to 1 year, because in the I.C.E. Age setting (Shadow World) there were 350 days in a year, but Master Atlas 2nd Edition in 1992 established there were 25 hours in a day, which is equivalent to a 365 Earth day calendar for a solar year. There is seemingly no reason to not just keep the 6,300 year ago number and have those stories happening in the late Age of Chaos. The original context was the Wars of Dominion, but nothing directly analogous to the Wars of Dominion happened in the Elanthia setting.&lt;br /&gt;
[871] This is just a straight De-ICE of the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; document, which was the first GemStone unique lore document and a 100% original GemStone story. It does not come from I.C.E., just some of its details were set in it. It is worth noting that Bandur Etrevion himself is post-ICE canon, like one of his books is chained down in Moonsedge Manor.&lt;br /&gt;
[872] The Left Hand Path sect is a Gosaena cult from the second [[Griffin Sword War]]. The gist of it is that its leadership alternates between good leaning and dark leaning, the Right Hand and Left Hand paths. The [[Purgatory#Naidem|shrine]] in Naidem also seemed to represent Gosaena in some bifurcated angel/demon form, like one of the Tarot card Major Arcana rooms in the Rift. So, this is an embellishment, it&#039;s meant to provide a context hook for the Dark Path somehow being consistent with Gosaena, since Gosaena is extremely different from Kadaena, but at the same time what GemStone did with Kadaena was off canon for Shadow World.&lt;br /&gt;
[873.1] This is a made up embellishment to try to square the difference between the off-canon treatment of Empress Kadaena in the Graveyard (and more subtly also in the Broken Land) with the later Gosaena and Eorgina lore, as those two were more changed in the De-ICE than most gods. It&#039;s also mentioning Despana savior myths in this context to tie back into the dark magic diaspora out of the southern wasteland set up earlier in this document, to connect Age of Chaos dark magic to Undead War aftermath.&lt;br /&gt;
[873.2] The motivation behind this is obscure. In the original lore context, Empress Kadaena was not really a goddess, she was a powerful sorceress of demi-god scale power who was decapitated by her cousin. There&#039;s also a version where her headless body fell through the &amp;quot;Gates of the Void&amp;quot; into the demonic realms. Kadaena was also the creator of the gogor (vruul), which were collected by Morgu (Marlu) for some unknown reason, though his original form looked exactly like a vruul. And the Broken Land seems to be insinuating the Kadaena&#039;s race was responsible for the origins of the Dark Gods in their magic experiments.&lt;br /&gt;
[873.3] So this is synthesizing the notion that Despana may have merely been exiled off world by the Maelshyve implosion, the Graveyard&#039;s off-canon representation of Kadaena as a dead goddess who resides beyond the Gates of Oblivion (i.e. a cult belief about Gosaena being like a dead goddess exiled beyond the Ebon Gate), and the Eorgina-Marlu relationship encoded in &amp;quot;[[Origins of Tonis]]&amp;quot; and &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and to a lesser extent the introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot;. This is also deliberately playing into the DragonRealms issue of Maelshyve versus Urrem&#039;tier, as pointed out in footnote 876.3.&lt;br /&gt;
[873.4] There is also a very esoteric argument for the Graveyard and the Broken Land being influenced by the &amp;quot;Demons of the Burning Night&amp;quot; book, where Empress Kadaena&#039;s daughter was the ruler of Orgiana&#039;s (I.C.E. Eorgina) theocracy, and the Broken Land&#039;s own GemStone unique lore might be conflating Kadaena and Orgiana, who were a little conflated in that theocracy.&lt;br /&gt;
[874] This is blending the details described in the footnotes to 873. This document refer to the doctrine as &amp;quot;syncretic&amp;quot;.&lt;br /&gt;
[875] This is leveraging off the &amp;quot;defying Death itself&amp;quot; frieze in the Graveyard crypt and the grotesque statue of &amp;quot;Empress Gosaena&amp;quot; embedded in the Graveyard gate, along with the timeless void of light and darkness in the [[Purgatory]] messaging, which had exits (paths) of light and darkness. The Graveyard itself underground is arguably a symbolic representation of Purgatory where is only the &amp;quot;dark path&amp;quot; into the darkness and the demonic.&lt;br /&gt;
[876.1] This is involving several things. &amp;quot;Guardian of the Forbidden&amp;quot; is the actual translation of the original invoking phrase in the Graveyard crypt, which was an offering formula of &amp;quot;Kadaena Throk Farok&amp;quot; in the I.C.E. language of Iruaric. This is off canon for Kadaena, it&#039;s representing her as some kind of Lovecraftian forbidden knowledge goddess, and a dead goddess along the lines of Hel or Osiris. This sentence is also explicitly recognizing the symbolic parallels between the Graveyard and the Purgatory and deeds death mechanics, and is pulling on theocracy details in the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;.&lt;br /&gt;
[876.2] The &amp;quot;infernal demonic realms&amp;quot; is a literalization of the phrase &amp;quot;lost to the demonic&amp;quot;, which never involved any first hand demon imagery. It is leaning on the original I.C.E. Lorminstra lore where the Key to the Void was never to be used, and that arguably being the meaning of &amp;quot;Guardian of the Forbidden&amp;quot;, where the Void generally refers to the Unlife / demonic realms. In this document the word &amp;quot;infernal&amp;quot; has a specific cosmological meaning, referring to the &amp;quot;pales&amp;quot; of lower existences of more chaotic essences (&amp;quot;sorcerous elements&amp;quot;) that are part of existence&#039;s chaos-order or dark-light spectrum, not outer valences. Then it is interpreting the light and darkness witnessed in Purgatory in this kind of cosmology of higher and lower planes.&lt;br /&gt;
[876.3] The notion that the light and dark are different aspects of the same Oblivion, perhaps experienced differently but the same place, is implied by the old permadeath messaging in [[Purgatory]]. This is the way the Afterlife is also [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 described] in DragonRealms, and Volume 2 of this document tries to stay consistent with the soul description in DragonRealms which has a [https://elanthipedia.play.net/On_Death_and_the_Soul_(book)/Contents tri-partite structure] to it. Here we are going further and associating the Void aspect of it to the demonic, and we are very subtly relating Despana/Gosaena with the DragonRealms [https://elanthipedia.play.net/Starry_Road_(plane)#Regions version] where Maelshyve claimed the Void (the permadeath part of the &amp;quot;Starry Road&amp;quot; spiritual plane) was her realm before she was displaced by the Gosaena-like immortal Urrem&#039;tier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void.[877] To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic.[878] Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.[879]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[877] The light as associated with the higher spirit planes is based on the release event information of [[Searing Light (135)]]. The wording of this sentence uses &amp;quot;interpreted&amp;quot;, so it is a theological interpretation of [[Purgatory]] and not necessarily correct. It may more or less reflect the original intent of that messaging, which was off canon for the I.C.E. setting.&lt;br /&gt;
[878] Bandur would have &amp;quot;omens&amp;quot; and nightmares, implicitly Lovecraftian nightmare visions, in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. Kadaena did not have any established prophetic ability, though that kind of magic existed in the setting, such as her cousin Andraax having a vignette of foreseeing the Unlife coming and blotting out the sun. (The Graveyard is symbolically anti-Sun in various ways.) This sentence is trying to thread the needle of an interpretation that can make sense of both the I.C.E. Age version of Kadaena as represented in the Graveyard with the late 1990s Gosaena lore which is plainly inspired by her presence on the Graveyard gate. This document is framing it as a heterodox theology, in line with the earlier assertion about heterodox and apocryphal theologies in the West and southern wastelands. &lt;br /&gt;
[879] These few lines are attempting to reconcile the earlier issue about Gosaena being the final last stop, in seeming contradiction with Lorminstra letting souls out to visit sometimes and Purgatory probably representing the other side of the Gates in its original intent. The Pale is the Gosaena realm in the Griffin Sword War, and its messaging was clearly very heavily based on the [[Purgatory]] messaging. The permadeath messaging made it clear that soul eventually ends up in the light or the dark, but it&#039;s all the same place and all Oblivion (i.e. oblivion state of unconsciousness) regardless of anything. So the reconciliation here is that Gosaena&#039;s realm is where and when Lorminstra does not have power, which explains the antagonistic way the Dark Path / Graveyard represents them, and recontextualizes the Purgatory messaging about the limits of her power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia.[880] He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness.[881] Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession.[882] He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps.[883] It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions.[884] He was a master of the black arts. But the corruption of this power was driving him mad.[885] He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north.[886] Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.[887]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[880] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. [[Library of Biblia|Biblia]] is the De-ICE&#039;d replacement for the Library of Nomikos.&lt;br /&gt;
[881] This is keeping the detail of his being apprehended for stealing a speaking crystal, but recontextualizes it from being a Lord of Essaence artifact (i.e. Empress Kadaena&#039;s people in the First Era) to it being from the analogous Age of Darkness in the Elanthia setting (i.e. back to the time of Drakes / Arkati / Ur-Daemon / whatever.)&lt;br /&gt;
[882] This is directly from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The word &amp;quot;occultist&amp;quot; is tied into the occultism described in this document, and with Bandur meaning a specifically Lovecraftian form of occultism, with &amp;quot;esoteric knowledge&amp;quot; in that way. In other words, &amp;quot;esoteric knowledge&amp;quot; not just meaning obscure or highly technical, but actual esotericism in the occult sense. This nightmare visions premise is also consistent with Gosaena related NPCs (e.g. Volierre) in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[883] The Graveyard has a bunch of explicit spatial warps, but it also has some much more subtle ones in the room painting.&lt;br /&gt;
[884] This is making an explicit statement of some subtext in the Graveyard&#039;s design. Its several original sections are clearly based on a few different real-world mortuary religious architectures, which are related to Underworld mythology with dead gods of the Underworld (especially Hel and Osiris). Along with possibly Orgiana (I.C.E. Eorgina) who was based on Hel. And there is a pretty clearly defensible case for the Graveyard paralleling Dante&#039;s Inferno, where Satan is frozen in the underworld. Volume 3 tries to establish mummies as underworld mythology related out of the Southron Wastes as an embellishment.&lt;br /&gt;
[885] This comes from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The term &amp;quot;Dark Path&amp;quot; in capitals in the Shadow World lore was actually referencing the corruption into madness and service to the Unlife that inevitably results from casting off the Evil spell lists, which in that setting derive their magical power from the Unlife either directly or indirectly (e.g. Dark Gods). The term &amp;quot;black arts&amp;quot; as used in this document is based on the use of the term &amp;quot;black arts&amp;quot; in the Graveyard story.&lt;br /&gt;
[886] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. By keeping the 6,300 years ago chronology, we&#039;re using this to help justify interpreting the West in this period as having a bunch of dark cults, which in the Second Age the document asserts were concentrated in the southern subcontinent. So this is a case of trying to keep things consistent. This is also a thread for a previous assertion in this document that the northwest was always a haven for dark magic because of its geographic remoteness.&lt;br /&gt;
[887] This is an embellishment. The Luukos shrine in the underground stronghold dates back to 1991, and reflects his I.C.E. version. It was expanded about a decade later, I believe Morvule unveiled the expansion as an old place. There is a reasonable case for several reasons to think the Coastal Cliffs area released in 1991, which is related to that stronghold in general, was intended to be related to the Bandur Etrevion story of purging the dark cults in the region when he consolidated his theocracy. So this is just explicitly stating something that was probably the original intent. There is now also an Onar shrine in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra.[888] Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom.[889] Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering.[890] He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design.[891] This commune with intense darkness caused Bandur to be frozen within solid ice.[892] This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.[893]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[888] Most of this is explicitly stated in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The last part about the mocking parallel of the Lorminstra religion is an interpretation. The Graveyard has numerous parallels to the temple in the Landing and the deeds / [[Purgatory]] death mechanics. These were all made at approximately the same time at the beginning of GemStone III.&lt;br /&gt;
[889.1] This is a list of example justifying the last part of the sentence that is footnoted 888. It is based on a direct comparison between the Graveyard rooms and the Temple rooms. The Graveyard also leans on some obscure, archaic vestigial lore within the Shadow World setting, about &amp;quot;servants of the Shadow&amp;quot; who artificially created demons. The phrase &amp;quot;power through thralldom&amp;quot; was appended to that for Bandur&#039;s most famous book. Here we are leaning into our medieval interpretation of deeds.&lt;br /&gt;
[889.2] The Sorceror spelling is an odd spillover from I.C.E. books, where it is sometimes spells Sorcerer and other times Sorceror, at least in Shadow World setting books. It may be based on Necromancers being &amp;quot;Sorcerors&amp;quot; in conversion charts between Rolemaster systems, as a contrast to Lord High Cleric, or could be randomly based on some case of it being spelled that way in one of the books. It is probably the only place in GemStone it is spelled this way, and there used to be a message board topic in the Sorcerer forum solely about &amp;quot;Sorcerer vs. Sorceror&amp;quot;. This spelling has also cropped up in the DragonRealms wiki.&lt;br /&gt;
[890] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; and wording his &amp;quot;omens&amp;quot; to a little more clearly Gosaena in nature, similar to what was seen with NPCs in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[891] This is cross-referencing &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; with interpreting the original parts of the Graveyard, which are on real room ID segment 18. This partly referring to the I.C.E. ghoul lore, and partly to the deep underground part of the Graveyard with the huge pile of bodies. Originally there was no way out from down there, the tunnel up to near the entrance to the burial mound was dug up from below ground, of people trapped down there trying to dig their way out. That is the significance of the body pile, who arguably symbolize the spirits of those who could not choose in the [[Purgatory]] messaging. What happened implicitly is that the Graveyard had traps, and grave robbers would get magically transported down there. It is most likely from trying to take stuff from the crypt&#039;s (unplundered) scroll room, as that would fit the Dark Path meaning.&lt;br /&gt;
[892] This is based on the Graveyard. The sarcophagus in the crypt is a fake, Bandur is actually hidden below ground, frozen in a block of ice. There&#039;s a reasonably good chance Kestrel&#039;s tomb is also fake, he might be the melted skeleton throne.&lt;br /&gt;
[893.1] The Chamber of the Dead is most likely an homage to the Graveyard. There were several things in Vvrael quest related areas that could plausibly have been Graveyard parallels, but Ardo&#039;s &amp;quot;sarcophagus&amp;quot; ice block is one of the most overt. The Vvrael were roughly an Unlife analog for the Elanthia setting, the Unlife in the Shadow World setting is &amp;quot;anti-Essaence&amp;quot;, which is what we would call &amp;quot;anti-mana&amp;quot; in Elanthia. It is the furthest extreme of the chaos-order essence spectrum cosmology. Volume 2 of this document restores that model, and treats &amp;quot;anti-mana&amp;quot; as the purest most corrupt form of &amp;quot;elemental darkness.&amp;quot; The use of the term &amp;quot;elemental darkness&amp;quot; is partly based on the dark vysans, originally called dark wisplings, which were apparently based on the Rolemaster &amp;quot;Elemental Companion&amp;quot; and would have been very weak examples of darkness elementals, which would be associated with cold criticals. There is likewise a case for interpreting the dark vorteces as more powerful darkness elementals. Elanthia does not include light and dark as &amp;quot;elements&amp;quot;, but has substantive light associated with the spirit realm (e.g. Searing Light spell), and here we treat darkness as one of the &amp;quot;sorcerous elements&amp;quot;, related to demons and undead.&lt;br /&gt;
[893.2] The Bandur and Uthex treatments break with the style of the rest of the document. Most of the document is talking about intellectual traditions and cultural propensities, or historiographic reinterpretation of historical events. But here we deal with specific historical people (concretely) instead, where the surrounding context in that time period is very ill-defined. But they tie into the occultist tradition and the Death religions. The very last section on the Modern period in contrast is very sweeping compared to the rest of the document. These are maneuvers being made relative to the gaps in the lore and things too close to the present day.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3) The Broken Land&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was a contemporary of Bandur, whom he had known from his earlier days.[894] When his work had been recognized by the Order of Lorekeepers.[895] Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the terrible wars of that period.[896] While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.[897]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[894] The original copy of &amp;quot;The Broken Land&amp;quot; from the GEnie file library had an exact date for the demise of Uthex: 6521 Second Era. This was in the first century of the Wars of Dominion, which lasted almost four hundred years. The De-ICEd [[A Popular History of the Broken Lands|copies]] that floated around on player websites cut this out completely. But it was very important, because it explicitly puts Bandur and Uthex in the same place at the same time, on top of more subtle relationships between the stories. The hooded figures in the Broken Land were probably meant to be Dark Path cultists who are effectively immortalized by Uthex&#039;s experiments.&lt;br /&gt;
[895] Uthex was a Loremaster of Karilon in the original story, where Bandur had been recognized by the College of Karilon. Uthex was [https://www.play.net/gs4/news.asp?id=615 retconned] to be a Sage of the [[Order of Lorekeepers]] for the [[Miracle (350)]] spell release. &amp;quot;Sage&amp;quot; was originally the De-ICE&#039;d replacement term for &amp;quot;Loremaster&amp;quot;, as Sage had often been used in Loremaster contexts in the Shadow World setting.&lt;br /&gt;
[896] This is straight from the Broken Land document. It just removes the term &amp;quot;Wars of Dominion&amp;quot;.&lt;br /&gt;
[897] This is an interpretation meant to explain how Uthex was tricked and seduced by servants of the Unlife, and based on the parallel between the Dark Path and the death religion as encoded in GemStone. The story refers to it as a &amp;quot;natural&amp;quot; gateway to another plane of existence, so we are taking its naturalness and having been discovered on face value. The spinning stone ring around it was implicitly made by the Loremasters later. It is most likely based on a powerful spell from the Warding list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur.[898] It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality.[899] The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region.[900] This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot;[901] It is rumored to be on the surface of the moon Lornon. Or perhaps below it.[902] There may be a grain of truth in this as it is apparently an esoteric dimension.[903] There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration.[904] It is in the same vein as the heterodox theology of the Dark Path.[905] The shrine there includes apocrypha depicting Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;[906]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350}}&amp;gt;&lt;br /&gt;
[898] This was explicitly stated in the Broken Land story, except that did not mention Bandur by name. It was implied context.&lt;br /&gt;
[899] The first part is from the Broken Land story, and the last part is based on the Misty Chamber messaging. The dark mirror and nightmarish analog &amp;quot;parallel dimension&amp;quot; aspect of it is an interpretation. It&#039;s very subtle. But there is actually a clear correspondence between the stuff in the Broken Land with analogous stuff in the Lysierian Hills. There is a strong argument for the Broken Land being based on Lovecraft stories involving dream walking / astral projecting into parallel existences, especially the Dreamland, which has nightmarish analogs of the places that exist in the waking world.&lt;br /&gt;
[900] This is extrapolating off the tapestries in Imaera&#039;s shrine and its release event, along with the Shadow World portals lore where natural gateways can be caused by celestial alignments.&lt;br /&gt;
[901] &amp;quot;Broken Land&amp;quot; was originally singular, it gained an &amp;quot;s&amp;quot; in the De-ICE. &amp;quot;Home of Broken Lore&amp;quot; was the literal meaning of its name out of Iruaric. Iruaric was used in numerous parts of the Broken Land originally. (Empress Kadaena&#039;s language.)&lt;br /&gt;
[902] This is just nodding to the wrong belief that it is the surface of Lornon. The Broken Land is actually deeply inconsistent with the I.C.E. version of Lornon. &amp;quot;Perhaps below it&amp;quot; is playing off the I.C.E. version being a gateworld with underground demons, and then &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; being planar experiments below ground in Lornon. You could make a subtext argument for the Broken Land being underground in Charon under highly artificial conditions. But that is probably not the intent. The Dark Gods came from other planes of existence in the I.C.E. lore, and were largely terrorizing the planet rather than residing on the moon when the Broken Land story was set during the Wars of Dominion. The moon case is really weak. Plus the Broken Land story itself explicitly called it another plane of existence, so that&#039;d have to be an outright lie.&lt;br /&gt;
[903] This is interpretation based on the parallel between it and the Lysierian Hills, as well as the Lovecraftian Dreamland subtext. Shadow Valley is more blatantly and obviously a parallel dimension in this fashion.&lt;br /&gt;
[904] This is based on the original gogor (vruul) lore, which is encoded into the Dark Shrine. There is actually a decent case that our &amp;quot;lesser vruul&amp;quot; were not woken up, but instead made out of the dead cultists. In the canon material the gogor were made by Empress Kadaena, but there was no detail into the methods. The Dark Shrine might be encoding the creation process, and these lesser vruul (&amp;quot;minor gogor&amp;quot;) could be meant to be weak ones made with ancient dark knowledge in a much later Age.&lt;br /&gt;
[905] This is reviving and making explicit the relationship between the Graveyard and Broken Land. Which was Empress Kadaena.&lt;br /&gt;
[906] This is explaining the prior sentence and cross-referencing the now archaic &amp;quot;[[Temple of Darkness Poem]]&amp;quot;, which is used for the Dark Shrine puzzle and had some weird off-canon representation of the Dark Gods, with the Eorgina-Marlu relationship such as in &amp;quot;Origins of Tonis&amp;quot; in the Elanthia setting. Keeping in mind we defined the Dark Path as a Gosaena/Eorgina syncretism. The &amp;quot;spirit born of death&amp;quot; part is the translated meaning of the phrase used in the puzzle to gain access to the Dark Shrine.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a shining trapezohedron, which is a siphon stone that concentrates power.[907] It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power.[908] The cultists were trying to make their own form of soul reincarnation, darkly mirroring the reincarnation of souls by Lorminstra.[909] The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year.[910] Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107.[911] But the later work of Uthex was high necromancy.[912]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[907] The crystal dome was implicitly a Lord of Essaence artifact in its original context. It&#039;s probably inspired by Lovecraft&#039;s quasi-sphere from [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] and possibly the almost sphere Shining Trapezohedron from [https://www.hplovecraft.com/writings/texts/fiction/hd.aspx &amp;quot;Haunter of the Dark&amp;quot;] which gave visions of &amp;quot;hooded figures&amp;quot; and eldritch vistas and so forth. The dome in the Broken Land is vaguely hemispherical, being surrounded by boulders and rubble, but actually faceted with panels. So this is describing it as actually a shining &amp;quot;trapezohedron&amp;quot; as an homage to the Lovecraftian subtext of the Broken Land.&lt;br /&gt;
[908] This is more or less explicitly stated by the Broken Land backstory document. The line about &amp;quot;occult researchers&amp;quot; is tying it back to describing Bandur as an &amp;quot;occultist&amp;quot; and the way occultism was described earlier in this document, which included astral projection notions and ascension concepts. The Broken Land was probably implying the artificial origins of the Dark Gods in experiments by the Lords of Essaence, being servants of Empress Kadaena and possibly even Kadaena as a dead goddess, consistent with the subtext representation of Kadaena in the Graveyard. The &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; leans on a weird typo in the source books that implies Kadaena was one of the moon goddesses. This was before Shadow World created the pantheon we call Lornon, which was first defined in 1990, so the Broken Land uses them but the Graveyard doesn&#039;t.&lt;br /&gt;
[909] This is an interpretation based on the parallels of the Graveyard and Broken Land with GemStone&#039;s death mechanics, and also by cross-referencing the Broken Land story with messaging, such as how the hooded figures spawn.&lt;br /&gt;
[910] This actually happened in game. [[Draezir]] temporarily turned off the runes for accessing the Broken Land. The storyline of [[Shar]] struggling with them was in 1998.&lt;br /&gt;
[911] This was the release event for [[Miracle (350)]]. This is an ordinary Cleric spell that applies to all alignments and convert statuses. In terms of the twisting of Uthex&#039;s work, he was presumably trying to make something like the [https://elanthipedia.play.net/Spiteful_Rebirth &amp;quot;Spiteful Rebirth&amp;quot;] necromancer spell in DragonRealms, which is an imitation of lich resuscitation and also has a 24 hour cooldown. This would in turn be related to the monastic liches as a retcon interpretation. &lt;br /&gt;
[912] High necromancy is defined more in Volume 2 of this document. It was arguably immortality / everlasting existence focused because of the Dark Path tie-in, but Uthex was attempting to fashion entities from energy, possibly even recycling them from departed souls. This may also have tied into the notion of Kadaena&#039;s followers having created demons, which is vestigial from older I.C.E. books. This is the likely meaning of them trying to twist Uthex&#039;s work into more perilous forms. The [[Miracle (350)]] release premise can conveniently tie into this necromantic reincarnation concept.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was potential to transmogrify the soul into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood.[913] In this way the Dark Path sought to ensure the reality of their depraved Death theology.[914] They had twisted and perverted the work of Uthex into more dangerous forms.[915] But his fellow Sages discovered that Uthex had gone quite mad, and slew him in -1,264 with a devastating meteor swarm, destroying as many of his experiments and records as they could.[916] There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists.[917] These were astral fights as the portal had been sealed with powerful Runes of Warding.[918] It was a cenobitic monastic order that would come to suffer from isolation and loneliness.[919] The monastery was lost to history, not rediscovered until 5092.[920] The monks had fallen to the very darkness they had struggled against.[921]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[913] The last part of this is rooted in the implications of the artificial origins of the Dark Gods as servants of Kadaena. The first parts of the sentence are based on that &amp;quot;servants of the Shadow&amp;quot; text, as well as the Lovecraftian subtext of the plotline of [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;]. The Graveyard and death mechanics arguably lean on the same Lovecraft stories as the Broken Land.&lt;br /&gt;
[914] This is just synthesizing the prior premises.&lt;br /&gt;
[915] This is from the Broken Land story.&lt;br /&gt;
[916.1] This is the equivalent calendar year to 6521 Second Era in the Shadow World timeline, in the sense of being the same number of years ago from the present. This document is keeping the number of years ago the same, because there is seemingly no reason not to just keep that consistent, putting the events in the late Age of Chaos.&lt;br /&gt;
[916.2] This is from the Broken Land story. It isn&#039;t obvious that the rubble in the Broken Land is all from the meteor swarm, or even the continually falling rocks. While these are &amp;quot;meteors&amp;quot;, it isn&#039;t obvious they&#039;re actually space rocks. The Broken Land might be a collapsed cenote, or ice fracturing on the surrounding mountains may be rolling boulders off the cliff.&lt;br /&gt;
[917] This is cross-referencing the Broken Land story with the imagery depicted in the Monastery. There was an interview with the creator, GM Kygar, in 1994 where he said they struggled in that mountain for centuries before succumbing to darkness.&lt;br /&gt;
[918] The Runes of Warding come from the Broken Land story, and were probably based on a specific spell from the Warding spell list from Shadow World, where there is a stone circle that blocks at half the level of the caster who made it. The reference to &amp;quot;astral fights&amp;quot; is playing off the astral projection subtexts in the Broken Land, including the chakra in the Monastery meditation room and the theosophical subtext of the Lovecraft parallel. The sewer in the Monastery is seemingly connected to a weird cryptic tower with non-Euclidean architecture, and the Broken Land dome maybe used to be connected to the tower as well.&lt;br /&gt;
[919] The isolation and loneliness is talked about in the Kygar interview.&lt;br /&gt;
[920] This is from the Broken Land story. 5092 is referring to the fact that it was discovered in 1992. The portal to the Broken Land was originally dormant. A year later it opened when hooded figures showed up attacking. If there was more detail to the release of it, that is not recorded now.&lt;br /&gt;
[921] This is quoting the Kygar interview.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.D The Modern Age (Last 5,000 Years)&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos.[922] Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood.[923] The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years.[924] In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire.[925] This more human empire pushed the darkness back into the borderlands of the north and south.[926] But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades.[927]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[922] 10,000 or 15,000 years, depending on definition.&lt;br /&gt;
[923] This is from the Xazkruvrixis lore, &amp;quot;[[The Mystique of Xazkruvrixis]]&amp;quot;. The Dark Flood of [[Finnia]] happened several thousand years before the Great Fire of Sharath.&lt;br /&gt;
[924.1] The timing of the Ashrim War has contradictory dates. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; puts it at 157 Modern Era. The [[Ta&#039;Illistim Monarchs]] document has the reign of Caladsal starting a few centuries later than that. The &amp;quot;mostly kept to themselves&amp;quot; is acknowledging that gnomes were allowed in, but there is no indication of involvement with the Kannalan Empire or earlier. It leans on the opening of the trade route in 5101 Modern Era, and slightly earlier with the Ilyan Cloud airship in the late 90s, as having been the beginning of increased cross-cultural trade and contact after the earlier Elven Wars. Banthis has said the original intent of the racial trading penalties was to have them decrease over time with increased contact and mixing of peoples. But this is playing in a very vaguely defined zone, in terms of how recent the opening up of the East has been in general. It was explicitly closed off from other races residing there during the Age of Chaos, up until Ardtin allowed the burghal gnomes to reside in Ta&#039;Illistim about 4,000 years ago. &lt;br /&gt;
[924.2] I&#039;m inclined to say the most consistent thing would be for the past couple of decades to be a recent aberration and very sudden change from the perspective of Elven time scales, rather than there being some long history of mixing of peoples with it being normal to have relatives in farflung parts of the continent. &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; for example frames the year 4845 as there having been smuggling networks that late between the Elven Nations and Turamzzyr, which suggests embargo conditions between the two powers rather than smuggling of goods that are illegal in themselves. The West was essentially always racially mixed going back into the Kannalan Empire and probably further, though Chaston&#039;s Edict made the southern Empire predominantly human, softening in recent centuries such as with the Horned Cabal and Order of Voln in Aldora. The Aelotoi being allowed in was a shock, as framed in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; document, but justified in how the Elves were historically responsible for what happened to them. The 2014 assassination attempt on Myasara was related to racially opening up the city, and Hycinthia had popular supporters on that point. The Vaalor papers system was a reactionary crackdown after bad events in 2009.&lt;br /&gt;
[925] This is from this document&#039;s characterization of the impact the Kannalan Empire had on the geographical distribution of dark magic practitioners. It is an embellishment. This document also never mentions the necromancer Syssanis with his swamp stronghold near River&#039;s Rest on the west coast, but River&#039;s Rest having fallen into post-Kannalan relative lawlessness is generally consistent with the premise we&#039;re using about necromancers versus lawful civilization.&lt;br /&gt;
[926] This refers to the &amp;quot;black elven wizardry&amp;quot; down in Gor&#039;nustre (now Immuron) and the dark sorcerous forces on the Wildwood settlement up in Vornavis (and Foggy Valley and so forth) in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[927] This refers partly to the Horned Cabal and the Scourge / Demonwall, and various storylines in the past few decades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841.[928] The Faendryl assumed it was a minor border expansion at first, with fortifications built along the northern marches, from Tedronne near the Wizardwaste to Harald&#039;s Keep in the east.[929] When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking.[930] Sentinel Happersett went missing and suffered a horrifying fate worse than death.[931]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[928] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[929] This is an interpretation meant to make some sense of the non-reaction of the Faendryl followed by the severe reaction after the invasion of Gellig. The geographical distribution of these places is not defined in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. So here we are defining it as fortifications largely west to east on what would be the northern borderlands, rather than oriented north to south. It may have been intended as north to south, with the sequence of retreat, but that would be more aggressive. What we&#039;re doing here is setting up a pincer movement on the Faendryl that did not get the chance to fully form, rather than a straight line of fortifications with supply lines back to Trauntor. (It is 100% made up that Tedronne is near western Trauntor and the Wizardwaste and that Harald&#039;s Keep is in the east with Creyth in between them.) The idea here is that the Turamzzyrian Empire has bad information on the state of the Faendryl in general, and moving east for setting up to block any possible material assistance from House Nalfein or the Elven Nations. Then we&#039;ve defined Gellig as an eastern port belonging to the Faendryl, which would follow this same cutting-off-from-assistance from the East logic, not really understanding the state of things between the Faendryl and Elven Nations. Because elves are just elves, from the imperial human point of view and understanding, in &amp;quot;History of the Turamzzyrian Empire&amp;quot;. Fortification out west to near the Wizardwaste can be used for an eventual pincer on New Ta&#039;Faendryl, but also to force the Faendryl to go through the Southron Wastes and around the Wizardwaste if it wants to retaliate on Tamzyrr. Then we have Sentinel Happersett stationed in the east moving south to hit Gellig, which we have framed with the assumption it is a port on the eastern coast. The Faendryl then retaliate and send the humans fleeing northwest toward Tedronne and Brantur in Trauntor. Some of the retreat goes to Barrett&#039;s Gorge, and the retreat is largely happening in a westward direction toward Brantur from our assumed position for Gellig. &amp;quot;History of the Turamzzyrian Empire&amp;quot; says: &#039;&#039;&amp;quot;another quarter have fled past Creyth, heading for Tedronne or Barrett&#039;s Gorge.&amp;quot;&#039;&#039; Which suggests Tedronne and Barret&#039;s Gorge are in different directions, or at least slightly different westward directions if Gellig is on the eastern coast, and these fortifications are assumed to be the three &amp;quot;strongholds&amp;quot; built for supply line purposes. The idea would be that Tedronne would be a supply line from Trauntor and Creyth would be a supply line from Barrett&#039;s Gorge, and Harald&#039;s Keep would be a more forward position for cutting off any intervention from the Elves in the East. Though the Faendryl are framed as politically and militarily inactive from the Turamzzyr point of view, this would still be sensible given the relatively recent history of wars with House Nalfein in that Barrett&#039;s Gorge region. So this is so much to say the road to Ta&#039;Faendryl is not being interpreted as a north-south route. It&#039;s instead moving around the Rhoska-Tor wasteland, which is to New Ta&#039;Faendryl&#039;s west, with the road to New Ta&#039;Faendryl really being from the east with Gellig intepreted as being on the east coast.&lt;br /&gt;
[930] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, though Sentinel Happersett was defined as having the name [[Jerram Happersett|Jerram]] during the Witchful Thinking storyline. He appeared as an NPC in a sort of unliving state who had to be released. He was obsessed with trying to purify Dark Elves of darkness, which took the form of trying to smash them with a hammer. It might be the original intent for Sentinel Happersett to have been Harald, to give meaning to Harald&#039;s Keep, because it is implied that those three strongholds were built on the spot to be the supply lines, and they split the army up between them over winter.&lt;br /&gt;
[931] Sentinel Happersett was one of Raznel&#039;s &amp;quot;paragons&amp;quot;. They were in cocoons attached to walls of flesh and filled with a form of [[epochxin|demon blood]] from the Southron Wastes, which she was using as a form of horcrux with these paragons being frozen in time in little pocket dimensions throughout the timeline, having selected historical victims who went missing in known years. Xorus was actually the one who found [https://gswiki.play.net/Witchful_Thinking_-_2019-09-21_-_Worlds_Collide_(log) the cocoon], and the one who did the kill shot on the cocoon, and Xorus was the one [https://gswiki.play.net/Landing_Events_-_2020-04-19_-_Hallmarks_of_History_(log)#Speaker_.234.2C_Xorus_-_Questionable_Responsibility_Given_Temporal_Convergence who taught] Raznel how to do this stuff with the ebon-swirled primal demon&#039;s venom blood when she was his student in her youth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge.[932] The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire.[933] The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes.[934] Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire.[935] There has been a surge of greater dark powers since the failure of the Eye of the Drake.[936] The Vvrael and Vishmiir wielded undead horrors.[937] Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab.[938] There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.[939]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[932] This premise comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The lore hook of demonic hybrids in this sense has never really been fleshed out. We&#039;ve seen some Demonwall invasion creatures that implicitly are these kinds of things. They are listed in Volume 3 of this document.&lt;br /&gt;
[933] This is explicitly stated in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; in the Armata section. The Faendryl do it as punishment to bleed treasure from the Turamzzyrian Empire. The &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document also talks about the Order of the Crimson Fist venturing out from the Demonwall to take the fight to the Faendryl and their fiends. This is remarkable because it frames ongoing, if low level, hostility between them. The Scourge distribution also has implications for the distribution of land use by the Faendryl Agrestis that would have to be carefully considered. The Scourge came from hybridizing with wildlife, but could possibly have been livestock as well. Farmstead in presumably Trauntor were getting massacred by these hybrids.&lt;br /&gt;
[934] This is principally from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but is talked about in various places.&lt;br /&gt;
[935] This pre-history of the Order of Voln fighting with the Horned Cabal, prior to the invasion of the Turamzzyrian Empire, comes from the Volnath Dai history document &amp;quot;[[Story of the Volnath Dai]]&amp;quot;. Grandmaster Fineval killed one of the Horned Cabal liches, and that set off the Horned Cabal invasions northward.&lt;br /&gt;
[936] This is extrapolating off the Eye of the Drake function and premise, which was framed near the beginning of this document. The IC author blames what is presumably a great increase in major extraplanar threats in recent decades to the failure of the Eye. Which is reviving the ICE analog concept.&lt;br /&gt;
[937] These were in 1997/1998 and 2002 storylines.&lt;br /&gt;
[938] This was in 1996 and then again in 2003 onward for a couple of years. The Miscere&#039;Golab is mentioned in the &amp;quot;[[Griffin Sword War]]&amp;quot; document and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Volume 3 of this document talks about it.&lt;br /&gt;
[939] These liches are from various storylines. Vindicto was from [[Ties That Bind]] and was responsible for previous bad things happening to House Vaalor, such as the assassination of King Tyrnian as shown in [[forehead gem]] loresongs. Tseleth was mainly in [[Ride of the Red Dreamer]], and was involved in the [[Sanctum of Scales]] release. The Council of Ten was in the [[Thurfel]] storyline and then a couple of the liches more recently in the Icemule storylines with [[Zeban]] and the [[Hinterwilds]] and [[Moonsedge]] and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows.[940] The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War.[941] The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues.[942] There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.[943]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[940] Althedeus was the big bad behind Kenstrom&#039;s storylines from [[Beyond the Arkati]] in 2010 through [[Cross into shadows|Cross into Shadows]] in 2014. The blood mages were generally members of the Arcane Eyes, a Mestanir group described in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The War of Shadows was in the Cross into Shadows storyline.&lt;br /&gt;
[941] This was the climax of the [[Eyes of the Dawn]] storyline, and this wasteland (the [[Bleaklands]]) has been used in other storylines since, including [[Keeping up with the Kestrels]] and [[Witchful Thinking]]. Xorus actually has a fairly high share of the responsibility and blame for the Bleaklands, because it was done by Raznel largely using the stuff she learned from him.&lt;br /&gt;
[942] This is referring to the [[epochxin]], first established in the [[Eyes of the Dawn]] storyline. Raznel learned about it in her youth because of a time loop paradox due to Melgorehn&#039;s Reach. She largely learned about its uses from Xorus, during the [[Keeping up with the Kestrels]] storyline, and Xorus later cured Larsya of the poison during the Praxopius storyline. It was weaponized into a genocidal disease curse against the krolvin, which led to krolvin invasions later, and is likely involved in the Blight that is presently suppressed around Wehnimer&#039;s Landing.&lt;br /&gt;
[943] This refers to the fact that Grishom Stone has the [[Star of Khar&#039;ta]] artifact and converted it to be oriented to blood and shadows energy. Stone is residing in the Deadfall forest near Wehnimer&#039;s Landing and is going to pull major stuff in a future storyline using that artifact. That forest has a bunch of blood eating demonic trees in it and is magically sealed off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:ICE_gods&amp;diff=196256</id>
		<title>Talk:ICE gods</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:ICE_gods&amp;diff=196256"/>
		<updated>2023-05-05T03:49:14Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I love the detailed material!  However, your very first listing shows &amp;quot;Akalatan&amp;quot; in the plain-text and &amp;quot;Akaltan&amp;quot; in the copy from the Shadow World material. [[User:KRAKII|KRAKII]] ([[User talk:KRAKII|talk]]) 09:32, 17 January 2019 (CST)&lt;br /&gt;
:They changed the spelling between editions. It was Akaltan in the 1st edition Master Atlas Addendum (page 46) in 1990, and then Akalatan in Master Atlas 2nd edition (page 118) from 1992 onwards. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 22:49, 4 May 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to object to pasting the current official documentation here. I don&#039;t think it&#039;s appropriate, also please see the style guide about repeated information. You&#039;re doing a great job otherwise. [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 01:11, 31 May 2018 (CDT)&lt;br /&gt;
:I will just replace those &amp;quot;modern&amp;quot; sections by only including the links like I have for the &amp;quot;later developments.&amp;quot; It is looking like the details within this particular format have not changed in almost twenty years, but it was not obvious that was going to happen. The later documentation and history often contradicts it, or supersedes it in various ways. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 09:53, 1 June 2018 (CDT)&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=History_and_Language_of_Dark_Elves_(lecture)&amp;diff=196197</id>
		<title>History and Language of Dark Elves (lecture)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=History_and_Language_of_Dark_Elves_(lecture)&amp;diff=196197"/>
		<updated>2023-05-03T14:28:07Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: footnote updates due to documentation changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This lecture was given at the [[Faendryl Enclave]] symposium on 8/9/5120. It is a synthesis of many of the documents and in-game locations. It makes some minor embellishments or extrapolations, such as leaning into how GMs have used real-world languages like Gaelic and Old English and Latin. There are a few throwback references to archaic lore, but those are not important. Beyond a certain level of scrutiny the lore is not going to be self-consistent, so the idea of etymology and history of language in the game context is ultimately superficial. But there are established premises along these lines, like the Torre ruins having the ancestor of the human languages, other dialects of languages and so on. This is grouping together &amp;quot;language families&amp;quot; by what a character could see on spec as distantly related.&lt;br /&gt;
&lt;br /&gt;
This was shortly after the Dark Elf restrictions were removed from inns in Ta&#039;Illistim, but before the removal of the papers system in Ta&#039;Vaalor. The gist is the character is arguing the term &amp;quot;dark elves&amp;quot; has a religious dimension in the human languages that mixes with southern racism, and that the term &amp;quot;dark elves&amp;quot; in elven is an ideological condemnation rooted in concepts of chaos, using what is known of the ancient elven languages. This is a way of interpreting the animus against &amp;quot;dark elves&amp;quot;, retaining the concept, while separating out the idea that it is inherently racist by making it religious and political.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Alabaster Spire, Library]&amp;lt;br&amp;gt;&lt;br /&gt;
The spacious room is crowned by a high, vaulted ceiling of lapis lazuli tiles traced with silver lines, its intricate patterns echoing those of the mosaic floor.  Towering bookcases and armaria line the walls, with champagne silk-covered divans positioned near each.  Four pillars, carved to resemble sturdy lor trees, stand guard over the large, rectangular table and velvet-padded chairs in the center of the room. You also see an arboreal alabaster-set archway, a miniature encaustic portrait and a gilded manuscript page.&lt;br /&gt;
&lt;br /&gt;
You see Xorus Kul&#039;shin the Warlock.&amp;lt;br&amp;gt;&lt;br /&gt;
He appears to be a Dark Elf.&amp;lt;br&amp;gt;&lt;br /&gt;
He is tall and has a gaunt frame.  He has scintillating Eye-of-Koar emeralds for eyes and dark skin.  He has shoulder length, flowing silver hair.  He has a black leather mask contorted into the visage of a vruul over his face and a spider-shaped birthmark on his wrist.&amp;lt;br&amp;gt;&lt;br /&gt;
He has old battle scars on his left leg, an old battle scar across his chest, an old battle scar across his back, and old battle scars on his right leg.&amp;lt;br&amp;gt;&lt;br /&gt;
He is holding a glass of dry Rhoska-Tor merlot in his right hand and a black vruul-hide tome in his left hand.&amp;lt;br&amp;gt;&lt;br /&gt;
He is wearing a shadowy black hood, an ora-chained dark obelisk crystal embellished with an attractive Scalu symbol design, a high-collared black leather coat, a fragrant white lily, a black vruul skin button with a three-lobed burning eye reading, &amp;quot;Obey Xorus&amp;quot;, a veniom bound vruul skin weapon harness inlaid with urglaes fangs, a xenium-threaded backpack, some dark double leather, a hammered white gold armcuff, some blackened glaes vambraces, a reticulated silver bracelet, a pair of vaalin-runed black silk casting gloves, a dark glaes band, a twisted black faenor ring, a carmine and jet spidersilk bag, an ebon suede pouch with sunstone-beaded drawstrings, a gold-trimmed xenium scabbard, a pair of loose stygian black leather trousers, a tiny xenium stitched ankle sheath attached with small razern-etched bells, and some ebon vruul leather boots with blackened ora straps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;I suppose I should begin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;As you know I am, amongst more exotic things, a philologist. The study of the history of languages and written texts, especially those that are very ancient.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Those that were written in now dead or extinct languages, or dialects that have become too archaic to understand without effort.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is related to my more special interests in the [[Age of Darkness]], and I spoke here last year on the esoteric branch of occult philology.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(1)]] [[History and Language of Dark Elves (lecture)#Footnotes|(2)]] [[History and Language of Dark Elves (lecture)#Footnotes|(3)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Tonight I will discuss the term &#039;dark elves&#039;, so-called in Common, and its historical meaning in various languages.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(4)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Which in turn involves speaking on the history that shaped the various languages of the continent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;I will try to be more brief than the history itself, but I make no promises on this point.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Since we are holding this lecture in Common, I will begin with the human languages.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;What is now called &#039;Common&#039; is dominated by the [[Tamzyrr]] dialect, primarily a human tongue, that evolved from the broader Kannalan language family.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(5)]] [[History and Language of Dark Elves (lecture)#Footnotes|(6)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The branch we call &#039;Kannalan&#039; is more specifically the one that was dominant in the [[Kannalan Empire]]. It was the &#039;common&#039; of its period.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(7)]] [[History and Language of Dark Elves (lecture)#Footnotes|(8)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;These languages are relatively difficult to learn, having been seriously impacted by the languages of others.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(9)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Common has something like twenty vowel sounds represented by only five vowel characters.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(10)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The imperial &#039;claymore&#039;, for instance, comes from the reiver &#039;claidhmore&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(11)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Claidhmore is, unsurprisingly, far more common in the north.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(12)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But this word is from a very different language family.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(13)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There are remnants of the ancestral proto-language of the Kannalan family in the County of [[Torre]], once the western port of the Kannalan Empire, which is quite a bit older than the liturgical language now called &#039;elder Kannalan&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(7)]] [[History and Language of Dark Elves (lecture)#Footnotes|(14)]] [[History and Language of Dark Elves (lecture)#Footnotes|(15)]] [[History and Language of Dark Elves (lecture)#Footnotes|(16)]] [[History and Language of Dark Elves (lecture)#Footnotes|(17)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;When the Kannalan Empire fell a thousand years ago, we merely called it &#039;Kannalan&#039;, as its &#039;elder&#039; tongue was that much older.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus wryly says, &amp;quot;This is the folly of letting the mortal races name their own languages.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is not quite the same as the dialect that became Common. &#039;Yfluo&#039; in Torre would have been &#039;Yfel&#039; in [[Tamzyrr]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(18)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Though to be clear, this was tens of thousands of years ago, long before &#039;Torre&#039; and &#039;Tamzyrr&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(7)]] [[History and Language of Dark Elves (lecture)#Footnotes|(19)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is not like the Kannalan Empire. This was a long time ago.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Supposedly it was the kingdom of humans whose fall gave rise to [[Arachne]] and [[The Huntress|the Huntress]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(141)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;&#039;Hite ripane heahchynig&#039;, as they say in Kannalan, &#039;she reaped the King&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(7)]] [[History and Language of Dark Elves (lecture)#Footnotes|(153)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But it is very rare to have surviving fragments of written language in the westlands from that far back into the [[Age of Chaos]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(20)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Mages of the [[Citadel]] believed the kingdom was even older, in the time of the Elven Empire, hidden under the grace of an Arkati until they grew too bold.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(21)]] [[History and Language of Dark Elves (lecture)#Footnotes|(142)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;When the seas were not as high as they are now, and for that reason, most of the ruins of its coastal settlements are now under water.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(143)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;One such example that survives is an astrolabe that was found on the roof of the [[Stone Eye]] building in [[River&#039;s Rest]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Or rather, the roof itself was made into an astrolabe, built on top of far more ancient carvings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;To give you a sense of its flavor, on the edge was written &#039;Sceewian pae sterroan and hit cnaewe se garsecs and saes&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This writing is thousands of years old, but is recognizably an ancestor of Kannalan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There is also an ancient throne nearby with writing from the same period.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Now, not all human languages are descended from this language, and certainly not the non-human languages.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(22)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Of the non-human languages, there are other histories outside the main thread of the political drama of the continent, along with their various implicit biases regarding morality.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(23)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Krolgeh &#039;pritzkra&#039; only conveys a literal lack of illumination, while the Aelotoi &#039;dyre&#039; for &#039;dark&#039; is related to &#039;dyrkha&#039; which is their word for &#039;hate&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(24)]] [[History and Language of Dark Elves (lecture)#Footnotes|(25)]] [[History and Language of Dark Elves (lecture)#Footnotes|(26)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But the Aelotoi have unrelated words to represent &#039;blood traitors&#039;, which usually refers to extreme individual selfishness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;&#039;Dyre elves&#039; to the Aelotoi would speak more to the attitudes of elves toward other elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Aelotian has special interest to philologists because any relation to the languages of this world necessarily dates back deep into the Age of Darkness.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(27)]] [[History and Language of Dark Elves (lecture)#Footnotes|(28)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Dwarves obviously have no issue with darkness, but &#039;dark elves&#039; are still elves, which is by far the primary consideration for them.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(29)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;They do not share quite the same prejudices as our cousins, who often omit the rest of [[Rhak Toram]]&#039;s famous quote from Maelshyve.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(30)]]&lt;br /&gt;
&lt;br /&gt;
Xorus quotes, &amp;quot;I don&#039;t care what them other folks thought. I thank [[Eonak]] for them red elves and their demons!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus smirks.&lt;br /&gt;
&lt;br /&gt;
Shiril chuckles.&lt;br /&gt;
&lt;br /&gt;
Ysharra says, &amp;quot;Eonak had precious little to do with it, but...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Giantmen and halflings were major influences on the Kannalan language, which makes them inextricable from speaking of the human languages.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(31)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The [[Grot&#039;karesh Hammer Clan|Grot&#039;karesh]] giantmen also tend to be obsessed with guarding against [[Maelshyve]], which keeps our Armata in good faith with them.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(32)]] [[History and Language of Dark Elves (lecture)#Footnotes|(33)]] [[History and Language of Dark Elves (lecture)#Footnotes|(34)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;[[Paradis]] halflings hold little special contempt for &#039;dark elves&#039;, perhaps because the horror of their ancestors at demonic summoning was blamed on elves in general, and the Faendryl were not regarded as &#039;dark elves&#039; in that period.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(35)]] [[History and Language of Dark Elves (lecture)#Footnotes|(36)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Halflings of the east have a much greater hatred of [[Ardenai|House Ardenai]]. Who exterminated their ponies with sorcery a few centuries after the [[Undead War]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(37)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is something of a strange grudge for such a short-lived race, considering it happened twenty thousand years ago.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(144)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But [[Icemule]] in the modern age is, nevertheless, more open to sorcery and even the demonic than most territories.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(38)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Gnomes are banned from [[Ta&#039;Faendryl]] by Patriarchal decree, but they would surely come if they were allowed.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(39)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Orcs and trolls have traditionally spoken whatever was the contemporary common of the west in their own garbled dialects.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(40)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;River&#039;s Rest is thought to have been bastardized from &#039;rhee v&#039;reshka&#039;, an old trollish phrase meaning &#039;turtle egg&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(41)]] [[History and Language of Dark Elves (lecture)#Footnotes|(42)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But this reflects the troll tongue of millennia ago. Those words are incomprehensible in troll today.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;[[Grimswarm]] have no dislike of the &#039;dark&#039;, in general, and they have even been known to horde for &#039;dark elven&#039; summoners.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(43)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The various kinds of goblins speak common as well, but they are much more well spoken than orcs and trolls.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;[[Goblin]]s are also wont to mock the idea they should be scared of &#039;dark elves&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Whatever tongues these races once spoke are now extinct.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(44)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The struggles for power in the mountains are ill-recorded in the surface empires, and no great effort has ever gone into understanding it when such forces spill over.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(45)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The non-human languages other than the elven languages, in the end, are thus of little interest for the subject of &#039;dark elves&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Which brings us back to the human language families and the extinct language found around River&#039;s Rest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;What the human [[reiver]]s speak is mostly not from the same language family as the Torre ruins, though the reivers of [[Luinne Bheinn]] do have their own dialect of common descended from it.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(46)]] [[History and Language of Dark Elves (lecture)#Footnotes|(156)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is thought this ancient kingdom in what is now Torre was their ancestral land before the krolvin made reivers of them.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(47)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Most of them travelled the seas to hunt down a terrible primordial &#039;evil&#039; they had unleashed after the fall of that first kingdom, and eventually established a new kingdom of some kind on a continent far to the southwest.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(48)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;When this next kingdom fell to the krolvin and they were scattered, becoming reivers, they must have imported a foreign language family back to Elanith.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(152)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;We see examples of it here in the far north. [[Aillidh Brae]] means something like &#039;beautiful upland slope&#039; or &#039;hill&#039;, Luinne Bheinn means something like &#039;mountain of melody&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(49)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;[[Dubh Brugh]] has intimations of a &#039;dark palace&#039; or mound of the fey, which would encode within it mythic echoes of banshees and Despana.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Dubh is the reiver word for &#039;darkness&#039;, but this is a mythology of the underworld, with its literal darkness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This would be the sense of &#039;dark elves&#039; if they were to say those words in their language.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The mythical element informing its meaning is otherworldly magic, and &#039;dark elves&#039; would be those who mastered the bainsidhe queen.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(145)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The religion of their church, holding its own natural sympathy, reflects the much later myth of regaining lost lands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is ultimately a syncretism of fey otherworlds, eternal lands across the western sea, and fierce struggles against the krolvin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But reivers embrace &#039;eye for an eye&#039;, making themselves kin to chaos. This is the very antithesis of elven mythos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is a subconscious matter of mythemes and the subtle influence languages have on thoughts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The prejudices that shape the prejudices.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Dubh is not the mythical sense of &#039;dark&#039; in the Kannalan language family, and that profoundly impacts their ideals of the world.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(146)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;I do not pretend to be a fluent speaker of all languages. That is not necessary for their study.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It has been centuries since I was last fluent in the Kannalan dialects.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But this astrolabe in Torre would be roughly translated as &#039;Look to the stars and it knows the ocean and seas&#039;, which makes prodigious sense, because it was found near the coast.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(50)]]&lt;br /&gt;
&lt;br /&gt;
Xorus repeats, &amp;quot;Sceewian pae sterroan and hit cnaewe se garsecs and saes.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(7)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;If you listened closely you may have recognized by ear some words as ancestral to Common. Sterroan is &#039;stars&#039;, hit is &#039;it&#039;, and saes is &#039;seas&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Other examples are misleading, such as &#039;north&#039; meaning &#039;left&#039;, where the cardinal direction &#039;north&#039; is left of the rising sun.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(51)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But &#039;dunder&#039; is &#039;under&#039;, &#039;yfel&#039; is &#039;evil&#039;, and &#039;and&#039; is &#039;and&#039;. Even &#039;bladderwrack&#039; survives as a rare word.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Yfel, as we will see, is the word that matters. The darkness of stains on the soul.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Ubl is a close cousin of Yfel. It is unsurprisingly the name of a city just southwest of Tamzyrr.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(52)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The krolvin are certainly &#039;yfluo&#039;. But they are not, perhaps, &#039;yfel&#039; or &#039;ubl&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The reivers in their &#039;lowland&#039; language do have a descendant of &#039;yfluo&#039;. This impacted various regional accents, typically near the mountains.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Barony of Dragach is the most prominent example, and of course, we see some influence on migratory dwarves and giantmen.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(53)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;What the reivers say in this tongue is still mostly intelligible if you are fluent in the imperial dialect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;For example, the lowlander proverb: &#039;Keep yer ain fish-guts tae yer ain seamaws.&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(54)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The meaning of this is clear, even if &#039;gull&#039; is only grasped by context.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is their &#039;highland&#039; language that is utterly foreign. &#039;A&#039; bhiast as mutha ag ithe na beiste as lugha.&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is a similar proverb in the highlander tongue about how big fishes eat small fishes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The highland language is where the word &#039;claidhmore&#039; originated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It means, in the most literal way, &#039;big sword&#039;.&amp;quot;  [[History and Language of Dark Elves (lecture)#Footnotes|(55)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The early language of western [[Elanith]] preserved in those Torren ruins branched into multiple dialects and collided with other languages in various parts of the continent.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(147)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;As far north as what is now [[Vornavis]], from the dwarven &#039;vorn ahvis&#039; which means something like &#039;high sanctuary&#039; or &#039;high tomb&#039;, we see distant relatives of the southern tongues.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(16)]]&lt;br /&gt;
&lt;br /&gt;
Xorus glances at [[Alisaire]].&lt;br /&gt;
&lt;br /&gt;
Alisaire smiles pleasantly.&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The terms Kaskara Zahar and Cascade Taehhar were once vernacular ways of saying &#039;Cascade of Tears&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(56)]]&lt;br /&gt;
&lt;br /&gt;
Alisaire mildly remarks, &amp;quot;And they make for excellent views from one&#039;s patio.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(57)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is because of refugees from [[Ziristal]] a millennium ago, which was the northernmost kingdom of the Kannalan Empire.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(154)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There were also the dwarves of the north, who had a long history in the mountains.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(16)]] [[History and Language of Dark Elves (lecture)#Footnotes|(58)]] [[History and Language of Dark Elves (lecture)#Footnotes|(59)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There were dwarven monuments next to a bust of the giantman king [[Telimnar]], for example, once found in a cavern near what is called [[Stoneharrow Swale]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(60)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There are even runes from the dead dwarven language of [[Vesknot]] on what is now called [[Melgorehn&#039;s Reach]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(61)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Grantok dwarves called it Eonak&#039;s Reach. It was built by neither Melgorehn nor Eonak.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(148)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This would have been something like eight thousand years ago. Give or take.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The [[Kaldsfang|Dragonsclaw]] mountains and many of the local words are debasements of a now dead pidgin dialect of common called [[Seoltang]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(62)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Those mountains with &#039;toph&#039; suffixes were once &#039;toth&#039;, which unsurprisingly, is the Seoltang for &#039;spire&#039; or &#039;mountain&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;[[Sentoph]] was once known as &#039;Smatoth&#039;, where &#039;sma&#039; has ultimate roots in the common &#039;small&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;&#039;[[Smastan]]&#039; also comes from Seoltang. There is a rare kind of smastan berry in the north that shrinks the people who eat it.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(149)]]&lt;br /&gt;
&lt;br /&gt;
Juspera mouths, &amp;quot;Forever?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There are other vestiges in this region, owing to its historical isolation, including fragments of Old Troll.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(63)]]&lt;br /&gt;
&lt;br /&gt;
Speaking to Juspera, Xorus says, &amp;quot;Only for a few seconds.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Juspera nods.&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But this was not the only region of the west to be so insulated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In the [[Sea of Fire]] the pre-Kannalan tribes developed the [[Tehir]] dialects, which are more gendered than Common, but it is to a large extent the same language as the imperial dialect only pronounced very differently.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(64)]] [[History and Language of Dark Elves (lecture)#Footnotes|(155)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is thought that the overlap of closely related Kannalan languages in the south caused most of the inflections to be lost from Common.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(65)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Tehir were instead isolated for many centuries. Their branch of the language shares idioms, but it has others of its own, or sometimes uses those idioms to the exclusion of other words.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Tzou Lekem is what the Tehir call Lornon exclusively, which is rare, as &#039;[[Lornon]]&#039; is a very ancient surviving word found recognizably in most cultures.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(66)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is truly an idiom that in the imperial dialect would be pronounced &#039;shadow moon&#039;. Lornon is sometimes called &#039;The Shadow&#039; in Common.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Alosaka says, &amp;quot;Lornon was universal, I thought.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is mostly an association with metaphorical darkness, for the Tehir perhaps the Luukosian history with [[Bir Mahallah]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(67)]] [[History and Language of Dark Elves (lecture)#Footnotes|(68)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Tehir superstitions involve its new phase, when it is called the &#039;dark moon&#039;. This is the mystical conflation of darkness and evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is consistent with Tehir prejudices against sorcery, which is very much associated with notions of &#039;darkness&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(69)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Lornon is truly more of a pale grey because of its clouds. If that bright contrast did not exist, &#039;shadows&#039; would have no sense to it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is thought to have a dark surface, but this is presumptive, as it is so mist shrouded it is also called &#039;The Faceless&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Xorus, Xanthium says, &amp;quot;That almost sounds like a line of a poem...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Obviously, once a year Lornon turns bloody red, and terrible things happen.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Yet it is called &#039;The Dark Moon&#039; rather than &#039;The Blood Moon&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Similarly the Tehir idiom for [[Liabo]] is Ufura, which is their pronunciation of &#039;ivory&#039;, and [[Tilaok]] is Zlo, which is how they pronounce &#039;small&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Though it is more like &#039;sma&#039; as their dialect has a glottal stop where the elongated &#039;ll&#039; would be in the common dialect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Notice the similarity with the northern dialect of Seoltang, where &#039;sma&#039; is pronounced as it would be in Common.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(70)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;&#039;The Ivory&#039; is a Common idiom for Liabo as well, but &#039;Small&#039; for Tilaok is uniquely Tehir.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In contrast to these human words, Liabo and Lornon are impossibly ancient, and their literal meaning is a matter of speculative reconstruction.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In my own studies of the Age of Darkness, I would suggest Liabo meant &#039;smooth&#039; like plaster, while the root of Lornon meant &#039;lonely&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(71)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There is no certainty in this as written records did not exist before the early Elven Empire.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(66)]] [[History and Language of Dark Elves (lecture)#Footnotes|(72)]] [[History and Language of Dark Elves (lecture)#Footnotes|(73)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This would have been in a time long before the rise of civilization.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Bir Mahallah itself, incidentally, is not Tehir. The words must be a survival from the nameless older civilization who built the great black monoliths in the Sea of Fire.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(74)]] [[History and Language of Dark Elves (lecture)#Footnotes|(155)]]&lt;br /&gt;
&lt;br /&gt;
Lylia asks, &amp;quot;&#039;Loorn&#039; in [[Iruaric]], yes? Or is there a glottal stop, lo&#039;orn?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Speaking to Lylia, Xorus says, &amp;quot;That is my speculation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Doom of Bir Mahallah is blamed on &#039;dark magic&#039; and represents the core of the Tehir superstitions against &#039;the dark arts&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In the south there are other descendants of pre-Kannalan tribes, such as the Quladdim, who are difficult to understand by others in that region who still speak Kannalan.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(14)]] [[History and Language of Dark Elves (lecture)#Footnotes|(15)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Which is why the [[Wizardwaste]] is known in those parts as Ba&#039;Lathon, meaning &#039;Land in Pain&#039; in the elder Kannalan dialect.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(16)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Quladdim are also superstitious of sorcery, but living in the [[Wizardwaste]], we may concede it is with some reason.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus wryly says, &amp;quot;Now that we have covered the memoirs of my youth, we can speak of those nasty things they used to call me...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xanthium flashes a quick grin at Xorus.&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Kannalan Empire was what would be considered a loose alliance of races, which then tore itself apart along racial lines, and ultimately ended in human supremacy.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(1)]] [[History and Language of Dark Elves (lecture)#Footnotes|(16)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It was mostly comprised of humans, halflings, and giantmen. [[Withycombe]] gnomes were also present from very early in their own hidden fashion.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(39)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There were elves as well, but not many, not enough to be powerful. Expatriate populations descended from the [[Elven Nations]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(75)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There were a number of kingdoms within the Kannalan Empire. The [[Kingdom of Elanith]] in what was then River&#039;s Rest, the Kingdom of Dunemire in what is now [[Bourth]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(16)]] [[History and Language of Dark Elves (lecture)#Footnotes|(42)]]  &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The latter was the primary source of the utopians who fled the collapsing empire and founded the ill-fated Kingdom of Reim.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(75)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;[[Reim]] was a truly mixed society. Unlike the Kannalan Empire. Which was more of a suspension of oil and water.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It was exacerbated by an onslaught of hordes of &#039;barbarians&#039; and orcs, trolls, what they call &#039;humanoids&#039;, and then later krolvin as well as more sorcerous forces.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(7)]] [[History and Language of Dark Elves (lecture)#Footnotes|(16)]] [[History and Language of Dark Elves (lecture)#Footnotes|(42)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;With the dissolution of the Empire there were giantmen invaders upon the remaining squabbling members of the Kannalan trading alliance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The [[Sunfist pact|Sunfist compact]] with the dwarves now precluded wars that might otherwise have taken place in the mountains.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(76)]] [[History and Language of Dark Elves (lecture)#Footnotes|(77)]] [[History and Language of Dark Elves (lecture)#Footnotes|(78)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;To be blunt, there were once giantman cities in the west, and this is why they no longer exist.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(79)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The collapse of the empire was very sudden and it happened for a reason.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It was the [[Giantkin History#Part III: Sunfist|Highmen]] and Black Fang tribes who made that truce, which turned into an alliance, and it was the Highmen manor lords who ruled the Kingdom of Dunemire.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(75)]] [[History and Language of Dark Elves (lecture)#Footnotes|(76)]] [[History and Language of Dark Elves (lecture)#Footnotes|(150)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Whose capital [[Kedshold]] was one of the few cities to survive the fall, until it was later burned to the ground by Empress [[Selantha Anodheles]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(16)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The various ogres, hobgoblins, orcs, trolls and so on, had suddenly found it more difficult to pillage inside of the mountains.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The wider context was thus the shift in balances of power that led to hordes out of the mountains and later giantmen and human clans marauding in the south.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Indeed, there are some stark similarities between the reiver and giantman cultures, and some of this undoubtedly spilled back to the dwarves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;These invaders drove the human refugees to settle around the southwestern cities, which then made those independent cities powerful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Tamzyrr chief among them. Which would eventually make its language become dominant.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The sylvan elves of [[Yuriqen]] in the far north had, by the time of the late Kannalan Empire, already isolated themselves behind a great barrier. Which has now partly failed in the neighboring Red Forest.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(43)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Admittedly they were sieged by a wandering Faendryl sorcerer they call Myrdanian, so Yuriqen likely now holds similar prejudices as our eastern cousins.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Age old [[Veng]] no longer exists, nor does the northernmost cavern city, Ziristal. The Citadel of the Kingdom of Elanith eventually fell.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In time so did Kedshold and [[Gor&#039;nustre]], and a few centuries later, [[Toullaire]] followed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;These were the only three cities that had survived the Kannalan Empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Kingdom of Torre was founded two centuries after the Citadel fell, and was not conquered by Selantha, who was struggling until her death to conquer the Kingdom of [[Hendor]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Kingdom of Torre was not annexed for another century, and the Kingdom of Hendor not until two centuries after Torre.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;[[Krestle]] in Bourth was built on the ruins of Kedshold, and [[Immuron]] in [[Honneland]] replaced Gor&#039;nustre.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;River&#039;s Rest was built, of course, on the ruins of River&#039;s Rest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Toullaire was under the old banner of [[Chastonia]] by the time of its destruction, having surrendered in the birth of the [[Turamzzyrian Empire]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is now a magnificent and dangerous crater in a wasteland surrounded by endless [[mana storm]]s.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(15)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Six hundred years after the fall, these were the final death throes of Kannal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus asks, &amp;quot;What, then, of Turamzzyr?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The expansionism of Tamzyrr had driven the non-human races east into the forests or mountains and north into the Kingdom of Hendor, newly formed under King [[Thurbon]] from the union of [[Lolle]] and [[Waterford]], which were never themselves cities of the Kannalan Empire.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(16)]] [[History and Language of Dark Elves (lecture)#Footnotes|(80)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Emperor [[Chaston Kestrel]], as you know, made it formal in law. This was a fevered pitch to what was truly a much deeper and older movement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The [[Chaston&#039;s Edict|Edict]] was never strong in the north, due to the very historical forces that birthed it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Elves were once citizens in Hendor and were not as harassed, though Elven spellcasters were treated harshly, owing to rumors of dark magic in the recent fall of Gor&#039;nustre.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is a matter of some historical complication. Selantha Anodheles was secretly in a covert alliance with elven bandits to perform raids on other cities.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It was typical of her style of intrigues, she did much the same thing with pirates, offering her &#039;protection&#039; to [[Kai Toka]] and [[Elstreth]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;While what Selantha was doing was obvious to those of us observing it, such alliances were inconceivable within Turamzzyr.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This spawned the short-lived &#039;[[Kannalan Alliance]]&#039; in impulsive defiance, the three survivor cities of the old Empire, which were also facing &#039;humanoid&#039; invasions from the east and north.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Selantha thus whipped up long standing attitudes about elves in her rivals, who she weakened and conquered, and then consolidated those incited lands into her own human empire.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;When proof of her elven affiliations was discovered after her death, the regent Chaston Kestrel exploited the scandal to seize power, and leveraged those very prejudices to ban property ownership by elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Which in turn concentrated the central power of the imperial throne, as the elves were mostly in the acquired territories, and their properties within those lands were forfeited to the Emperor himself.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(80)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is typical of the way Turamzzyr conducts its imperialism. It will leverage those lands into submission with trade restrictions, and then imports its own people to replace the locals or make them irrelevant.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(81)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Truthfully, even then the accusation was not believed by the nobility around Tamzyrr, such was the implausibility of the Empress making allies of elven criminals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Thus, in a very short amount of time there was a sharp increase in visceral racism against elves, and a sudden exodus of elves from the south.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Some authors will tell you this was the birth of racism against elves. But that is nonsense. It was fertile soil.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(80)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Thousands of years of hard feelings over past slavery, following three centuries of racial separatism.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(75)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Empress Selantha knew it would work, because those attitudes were deeply rooted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Emperor Chaston was killed in the great volcanic eruption of [[Mount Ysspethos|Ysspethos]]. His successor [[Immuros]] halted the formal and overt harassment, but the law stood, and most elves had been displaced to the borderlands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The racial prejudice in the south did not distinguish between elven lineages. They were all &#039;sylvan devils&#039;, associated now with banditry, and &#039;black elven wizardry&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(16)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;To this day it is not uncommon for humans of the Turamzzyrian Empire to say &#039;sylvan&#039; when they mean elves in general rather than descendants of Yuriqen.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(80)]] [[History and Language of Dark Elves (lecture)#Footnotes|(82)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The &#039;black-hearted fiends&#039; still further south was the bigotry of a later century when the [[Church of Koar]] had become the state religion.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(16)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Theologies with the idea of &#039;yfel&#039;, rather than Koar as ruler of all, which includes those who once dwelled on Lornon.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(14)]] [[History and Language of Dark Elves (lecture)#Footnotes|(16)]] [[History and Language of Dark Elves (lecture)#Footnotes|(83)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is the irony of their religion that [[Koar]] is the great smiter of &#039;evil&#039; who never does any smiting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is left to his followers to persecute the darkness in the name of the God King.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(84)]] [[History and Language of Dark Elves (lecture)#Footnotes|(85)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is the point. In the Kannalan language family and especially the now dominant Tamzyrr dialect, &#039;darkness&#039; is a word related to Lornon, which is religiously associated with the demonic and &#039;dark magic&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There is a religious element of &#039;evil&#039; to &#039;dark elves&#039; in the common tongue, which is mostly rooted in sorcery and demonic summoning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This &#039;dark magic&#039; is a staining of the soul, and it is a staining of the lands.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(16)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Nevermind that the Southron Wastes are a hundred thousand years old.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Not that it is without some reason. The Faendryl have allowed the wasteland demonic to throw themselves against their [[Demonwall]] for the past three hundred years.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(33)]]&lt;br /&gt;
&lt;br /&gt;
Xorus darkly jests, &amp;quot;This is punishment for the [[Third Elven War]]. It underscores their ingratitude for our protection, but this is surely lost in translation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cruxophim chuckles.&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Now, there is some sense of &#039;Dark Elven&#039; as a group of people who natively speak the language usually called &#039;dark elven&#039; in the outlands, but which is instead called &#039;the voice of Rhoska-Tor&#039; in the southern wastes.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(86)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is an inborn &#039;language&#039; or rather a way of vocally signaling, possessed by all elves with ancestry in [[Rhoska-Tor]] barring some anomaly, whether or not they are related to each other.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(87)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In some respects it is not a language as ordinarily understood at all. Its meaning is constructed immediately from the phonemes, it is conveyed without prior shared knowledge of &#039;words&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The &#039;voice&#039; has no resemblance to any other language in the world, and no one has yet identified an origin for it in extrachthonic languages.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Many a young hotshot linguist has gambled their career and reputation in the quest for it. The everlasting fame it would bring.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;To the extent that a specialist of languages might ever be considered famous.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In a sense there is a convergent evolution of physiology from exposure to the powers of that wasteland. But there is no such thing as a Dark Elven nationalism.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The [[Dhe&#039;nar]] and the [[Faendryl]] simply think of themselves as elves, as they are sovereign within their own dominions, with their own irreconcilable cultures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Perhaps those descendants of Rhoska-Tor in the diaspora identify as Dark Elves from their experience as a persecuted minority in other lands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;As well as the lack of a culturally preferred language. Among such elves &#039;Dark Elven&#039; is usually preferred over Common.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In Ta&#039;Faendryl and [[Sharath]] the phrase is something of an eye roll, or adopted with spiteful or mocking irony, as it is a religious or ideological condemnation.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Faendryl language is complex and difficult for other elves to learn in a way that goes beyond ordinary language drift, partly due to the physical changes of our ears and tongues, but partly because many elven words were twisted into having opposite meanings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Needless to say, &#039;dark elves&#039; in the Faendryl tongue has lost its negative meaning, or rather it is reflected back on the accuser.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In the Faendryl culture-ideology it is our cousins in the east who fragmented civilization. The Age of Chaos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;That is, the world would become rightly ordered under our leadership, as it was before [[Despana]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Dhe&#039;nar-si is in some senses even more distantly related than [[Sylvan]], which has barely changed, ironically making the latter closer to Elven.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Though some Dhe&#039;nar still speak a stilted ancient dialect that is much closer to archaic elven than what is spoken in Sharath.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Kris&#039;haresh and all that. You have all heard bits of it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Alisaire amusedly says, &amp;quot;Or even speak it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Scholars do not have any agreement on when Dhe&#039;nar-si first formed as a distinct branch of Elven. The historical records of that time and place simply do not exist.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(86)]] [[History and Language of Dark Elves (lecture)#Footnotes|(88)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This brings us to the older history of those words. What it means when elves refer to other elves as &#039;dark elves&#039; and thus not &#039;truly elven&#039; any longer.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(89)]] [[History and Language of Dark Elves (lecture)#Footnotes|(90)]]&lt;br /&gt;
&lt;br /&gt;
Speaking in Elven, Xorus repeats, &amp;quot;Dark Elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is translated as &#039;dark elves&#039; in Common, but meaning is lost in translation. There is historical context and connotation that goes missing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In the Age of Darkness the elves were all one people, but ideological differences began to emerge between the bands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Those elves who settled in the barren clearings of forest that had been burned away by the great demonic war developed sedentary ways of life, and are said to have been taught how to cultivate crops by [[Arkati]] of Liabo.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(91)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The lands had been twisted and corrupted by the dark power of the Ur-Daemon, which Imaera had cleansed and healed with the aid of fey spirits.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(92)]] [[History and Language of Dark Elves (lecture)#Footnotes|(93)]] [[History and Language of Dark Elves (lecture)#Footnotes|(94)]] [[History and Language of Dark Elves (lecture)#Footnotes|(95)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is the root of why the demonic are anathema to most elves, a quasi-religious prejudice in a mostly non-theistic people.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(96)]] [[History and Language of Dark Elves (lecture)#Footnotes|(97)]]&lt;br /&gt;
&lt;br /&gt;
Xorus glibly says, &amp;quot;This is, after all, a pointless taboo in Rhoska-Tor. Which is the forbidden wasteland of the [[Ur-Daemon]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(98)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is no accident this was the place of banishment, inspired as it was by the exile of the Arkati.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(99)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Of the role the dragons, through Lornon, had played in bringing the great demons.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(73)]] [[History and Language of Dark Elves (lecture)#Footnotes|(83)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;By fracturing the gods who had protected the elves from them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Other elves kept to a nomadic lifestyle in the forests, holding a holistic view of those once gods, which was in some respects older.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(91)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Though it does not at all resemble the Dhe&#039;nar originalist views on the Arkati. The hierophants do not teach the Way.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(100)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Later the sylvan religion, if you could call it that, became centered on [[Imaera]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;These were the seeds of ideological rifts that would only grow deeper over thousands of years. There was even a period of the early empire when there was a black market in sylvan slaves.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(101)]] [[History and Language of Dark Elves (lecture)#Footnotes|(102)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The settlement dwelling elves would eventually build great cities, naming themselves in honor of the leaders of prominent movements.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(103)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is with a certain amount of irony, rarely mentioned in this context, that the increasingly surrounded sylvans actually built their own city named Ithnishmyn.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(101)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Around the same time that the [[Illistim]] claim was the date of the departure of the Dhe&#039;nar. About two thousand years after the last House was founded.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(101)]] [[History and Language of Dark Elves (lecture)#Footnotes|(104)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It was not as though the sylvankind were off in some distant forest. They were within the Elven Empire, and the Houses were all expanding.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;[[Ithnishmyn]] was located between [[Ta&#039;Loenthra]] and [[Ta&#039;Ardenai]], in the middle of the old growth forest between them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;And Ithnishmyn was resided within for almost ten thousand years.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Rhetoric about leaving the forests and building the cities is all poetical fluorish. The Ardenai were a &#039;back to nature&#039; movement, not &#039;those who stayed behind&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(105)]] [[History and Language of Dark Elves (lecture)#Footnotes|(106)]] [[History and Language of Dark Elves (lecture)#Footnotes|(107)]] [[History and Language of Dark Elves (lecture)#Footnotes|(108)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The founders of the Great Houses, as they are conceived of now, were all of different generations. They did not all know each other.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(104)]] [[History and Language of Dark Elves (lecture)#Footnotes|(109)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The ancient elven word &#039;sylvisterai&#039; means roughly &#039;those people who marry the forest&#039;, referring to the more conservative cousins, who were deemed culturally backwards.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(91)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The &#039;sylvisterai&#039;, of course, would have disagreed. It was the elves in their &#039;open-aired cities&#039; who were looked down on for their urban &#039;vices&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(110)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is ultimately the etymological root of the common word &#039;sylvan&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(111)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;While it is true most sylvans are of the Yuriqen lineage, &#039;sylvisterai&#039; would be said of the Wyrdeep druids as well, and no one denies that the expatriate population of the west is descended from the House line elves.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(112)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Perhaps the diaspora of Yuriqen descendants consider themselves &#039;sylvans&#039;. But it is difficult to imagine in Yuriqen they say something other than &#039;elves&#039;, with instead a variation for their urban cousins, though in their own dialect of ancient elven. Which is stationary throughout history like &#039;the voice of Rhoska-Tor&#039;, but for very different reasons.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(86)]] [[History and Language of Dark Elves (lecture)#Footnotes|(113)]] [[History and Language of Dark Elves (lecture)#Footnotes|(114)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There was another ancient elven word, &#039;draekeche&#039;, which is the ultimate ancestor of both the words &#039;dark&#039; and &#039;drake&#039; in Common.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(115)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In fact, one can hardly not notice the resemblance to the [[Aelotoi]] &#039;dyre&#039; and &#039;dyrkha&#039;, which tellingly mean dark and hated.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(26)]] [[History and Language of Dark Elves (lecture)#Footnotes|(116)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Where &#039;darkness&#039; in most human tongues is related to Lornon, &#039;darkness&#039; in elven is related to dragons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;That is, the human mytheme is theistic &#039;evil&#039;, whereas the elven mytheme is primordial chaos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The founder [[Linsandrych Illistim]] for instance once wrote, over fifty thousand years ago, &#039;Frae Naira vers Deiam, Jae esais bevre Tua ae te Draekeche.&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(117)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Which translates into Common to the effect of &#039;From Dusk till Dawn, I stand between Thee and the Darkness&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rendena softly says, &amp;quot;Dark is another word for night, and remember dreams happen at night.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;She was the first of the &#039;town elves&#039; to begin construction of a major city; or rather what would in time become a city, which was the context of this quote, having only recently built its first library.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(104)]] [[History and Language of Dark Elves (lecture)#Footnotes|(118)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This was a movement to consolidate the &#039;knowledge of the Arkati&#039; into written archives. The Chroniclers would be considered religious by modern standards.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(104)]] [[History and Language of Dark Elves (lecture)#Footnotes|(151)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Faendryl and Vaalor cities did not exist yet. They would not be built for another century.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(104)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Though those were founded with the overt intention of becoming seats of power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Linsandrych was still ruling her House at the time of [[Yshryth Silvius]], the fourteenth Faendryl [[Patriarch]], as there was an unstable thousand years of usurpations after the heir of [[Korthyr]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(119)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Had House [[Vaalor]] not schismed because of the movement of [[Zishra Nalfein]], it is possible the Faendryl would not have become the ruling House.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(104)]] [[History and Language of Dark Elves (lecture)#Footnotes|(120)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Upon his coronation Yshryth gave his famous speech on the &#039;lesser races&#039; living in &#039;savagery&#039;.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Well known are the first words, which I translate here in Common. If you will indulge me for a moment. &#039;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid.&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(106)]] &lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is the ideology of subjugating the non-elven races &#039;for their own good&#039;, which as you will see, was actually an outgrowth of the elven contempt for primordial chaos.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Slavery is thought to have been provoked by the development of agriculture, thus without sylvan precedent, but this is beyond the scope of our subject.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This speech is quite possibly also the origin of the royal &#039;we&#039;, which is a rhetorical sleight of hand that is very easily missed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The &#039;eternal empire&#039;, as such, did not exist yet. This was in some respects the moment it was founded.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Less well known are the words that followed. &#039;How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(107)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Recall that this speech was given in archaic elven. Not the Elven of today, not the contemporary Faendryl dialect, and certainly not Common.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In these sentences the words &#039;darkness&#039; and &#039;dragonkind&#039; are variations of &#039;draekeche&#039; in the original wording. They are word plays which do not translate into modern languages.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(121)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;There is even reference to providing &#039;air to breathe&#039;, which is now hopelessly out of context, as it was a contrast of elven cities with the forest canopy.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(122)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Where the elves once hid in the shadows from the Great [[Drakes]], and were preyed upon by the shadows of the Ur-Daemon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Yshryth was not implying the elves walked out of the forests and built cities. That was not living memory at the time of the foundings.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;His speech was an extended metaphor for the Age of Darkness which would have been understood as such by his contemporaries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;He was speaking in a context where many Faendryl rulers had recently been overthrown, about once a century on average, and he was condemning bloody fights between factions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;To make his point in blood Yshryth had his own mother executed for treason. It was outlawing sedition as the eternal law of civilization.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Eternal law which holds at all times, and always held, allowing one to forever condemn &#039;darkness&#039;. However ancient.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Dragons are often idealized by humans, and even the Vaalor, who have a soft spot for wyverns.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(123)]] [[History and Language of Dark Elves (lecture)#Footnotes|(124)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But for the most part elves to this day have ill regard for dragonkind.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(72)]] [[History and Language of Dark Elves (lecture)#Footnotes|(125)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Elves are far more likely than others, after all, to actually encounter a dragon during their own lives.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is an experience that dispels any illusions one might hold about dragons very quickly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;While legends of the &#039;dragons and their spirit buddies&#039; genre are popular religious fiction, they do contain vestiges of truth from ancient oral traditions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is well accepted that the dragons would fight and kill each other, and this lack of unity made them all the weaker against the Ur-Daemon.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(126)]] [[History and Language of Dark Elves (lecture)#Footnotes|(127)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The elves of the Great Houses tended to hold a dim view of the Lornon Arkati for their own brutality and factionalism.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(128)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;That these factions have never warred is essential. The forces of &#039;yfel&#039;, in a more fundamental sense, are still servants of Koar.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(83)]] [[History and Language of Dark Elves (lecture)#Footnotes|(129)]] [[History and Language of Dark Elves (lecture)#Footnotes|(130)]] [[History and Language of Dark Elves (lecture)#Footnotes|(131)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Thus, Lornon as a whole is mostly regarded poorly in both the west and east, but for very different reasons.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In the western mind the faction is the point, while in the eastern mind it is the flaw.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Lornon in itself is disapproved of rather than condemned. It is not the &#039;draekeche&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;While [[Charl]] is reviled by most elves, in spite of being with Liabo.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(128)]] [[History and Language of Dark Elves (lecture)#Footnotes|(132)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The &#039;abyss&#039; in Common has mythic roots in &#039;chaos&#039; for a reason.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Obviously, some of the Lornon set are indeed considered &#039;draekeche&#039;, some even universally.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(133)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Houses all favor or detest the great spirits according to their own ideologies.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(128)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;How alien this is to human theology, where evil gods are still gods.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;That the &#039;Arkati&#039; are considered a race at all is elven dogma.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is as meaningless as a race of [[Great Elemental]]s.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(134)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But for all the racial rhetoric in Yshryth&#039;s speech, the point of it was barbarians fight amongst themselves, whereas civilization ascends over &#039;draekeche&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(121)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;He was equating his political rivals with the &#039;savage&#039; races who were still living in the Age of Darkness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;And so, he was implying they were not &#039;truly elven&#039;. They were incapable of ruling themselves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;They were as the beasts of the field, the slaves and all other such property.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;This is the point. In the Elven descent from the word &#039;draekeche&#039; are connotations of kinslaying, the ruin of lands, and the descent of all into chaos.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(127)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;What, then, are the &#039;dark elves&#039;? Or the &#039;elves of darkness&#039;, the &#039;draken elves&#039; or &#039;dragon elves&#039;? They are the &#039;draekeche&#039;.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(135)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The Dhe&#039;nar for the blame sometimes given to them for Despana and other reasons, not that anyone truly knows Despana&#039;s origins. The Faendryl for the purge of the Ashrim Isle as well as embracing the demonic.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(136)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The less famous exiles of forgotten history as well, who were banished from the Elven Empire, and had no where else to go but the southern wastes.&amp;quot;  [[History and Language of Dark Elves (lecture)#Footnotes|(137)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is no coincidence most &#039;dark elves&#039; in one sense are &#039;dark elves&#039; in the other. It is tautology or self-fulfilling prophecy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Recall that the Faendryl were not declared &#039;dark elves&#039; until five thousand years ago. They had been in Rhoska-Tor for fifteen thousand years and long since spoke its voice.&amp;quot;  [[History and Language of Dark Elves (lecture)#Footnotes|(86)]] [[History and Language of Dark Elves (lecture)#Footnotes|(89)]] [[History and Language of Dark Elves (lecture)#Footnotes|(90)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;In fact, relations had warmed enough to allow a potential restoration. [[Chesylcha]] was a very close friend of the Illistim Mirror and engaged to an Ashrim royal.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(118)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;The famous Loenthran bardess [[Maeli Gerydd]], for example, was lost with Chesylcha&#039;s wedding entourage when the ship went missing.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(138)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;As you can see, it is not an inherently racial concept, racists are merely able to make a &#039;race&#039; out of it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;It is an ideological condemnation of backwardness, regression into the Age of Darkness, much more severe than &#039;sylvisterai&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Obviously the Faendryl and Dhe&#039;nar disagree, and we have the full breadth of elven politics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;That Rhoska-Tor has left its mark was only too accommodating for human &#039;yfel&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;Perhaps our cousins should spare the presumption of collective guilt from those &#039;dark elves&#039; of the diaspora. It is a crude racism more fitting of Tamzyrr than [[Ta&#039;Vaalor]].&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(139)]]&lt;br /&gt;
&lt;br /&gt;
Xorus says, &amp;quot;But what ultimately matters most is our ideological disagreements, not the sins of the fathers, nor some religious stain born of a dark wasteland.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Xorus concludes, &amp;quot;In the end we should leave the &#039;no true Reiver&#039; rhetoric to the reivers. Considering they are the ones who actually enjoy fighting between clans.&amp;quot; [[History and Language of Dark Elves (lecture)#Footnotes|(141)]]&lt;br /&gt;
&lt;br /&gt;
===Footnotes===&lt;br /&gt;
The following are references to the corresponding game documents or OOC explanatory notes.&lt;br /&gt;
&lt;br /&gt;
[1] [[Timeline of Elanthian History#Ancient History - The Age of Darkness - -50,001 to -100,000|&amp;quot;Timeline of Elanthian History: Ancient History - The Age of Darkness - -50,001 to -100,000&amp;quot;]] (OOC: first in 2000, updated through 2003)&lt;br /&gt;
&lt;br /&gt;
[2] &amp;quot;[[Age of Darkness (lecture)|Age of Darkness]]&amp;quot; - Lecture given by Xorus at the Mist Harbor Library Lectures series on 9/27/5120.&lt;br /&gt;
&lt;br /&gt;
[3] &amp;quot;[[Harrowing and Esoteric Archaeology]]&amp;quot; - Lecture given by Xorus at the Faendryl Enclave Symposium on 7/21/5119.&lt;br /&gt;
&lt;br /&gt;
[4] &amp;quot;Common&amp;quot; is vestigial from the [[ICE age|I.C.E. Age]] when humans were called &amp;quot;common men&amp;quot; in game mechanics. Common is just modern English and the dominant tongue of the [[Turamzzyrian Empire]]. The premise in this lecture is that the phrase &amp;quot;dark elves&amp;quot; would have different value-laden connotations in other languages. That is, Elves do not say &amp;quot;dark elves&amp;quot;, as those words are Common. They say analogous words for &amp;quot;dark&amp;quot; and &amp;quot;elves&amp;quot; in the contemporary Elven tongues, and the speaker is arguing that there are different cultural dimensions which make for meaning lost in translation. &lt;br /&gt;
&lt;br /&gt;
[5] This is an extrapolation. The assumption is that the human language in the southwest dominated and spread north with the expansion of the Turamzzyrian Empire over a millennium. This can be rationalized by noting what the [[Decaying Citadel guardsman|Citadel undead]] speak is Common, but trying to apply that kind of internal self-consistency logic to creatures in general is likely to lead to paradoxes. The speaker is also being non-commital on how varying the specifically human dialects were in the late Kannalan Empire. It could be that the &amp;quot;human&amp;quot; dialects were already quite similar to each other regardless of latitude, while the &amp;quot;Kannalan&amp;quot; dialects were more Germanic, as explained further below. But the lecture leans into the idea of languages impacted by the very large population migrations in that period.&lt;br /&gt;
&lt;br /&gt;
[6] The speaker is grouping the southern languages under &amp;quot;Kannalan language family&amp;quot; as a convention. There is no canon term for the language family that includes the various human tongues in the West.&lt;br /&gt;
&lt;br /&gt;
[7] &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest#Part II|Unfinished Smuggler&#039;s History of River&#039;s Rest: Part II]]&amp;quot; by [[Casler Huntington]] (some time before 2014)&lt;br /&gt;
&lt;br /&gt;
[8] It is a minor embellishment to assume Kannalan was the dominant language of the Kannalan Empire, which was a multi-racial alliance of city states under the Emperor from Veng. There is a line in the &amp;quot;Unfinished Smuggler&#039;s History&amp;quot; that speaks of the language that was once the common language of the continent, and this might be referring to Kannalan, but it does not quite explicitly say it. It is speaking of ancient writing that is either a dialect of Kannalan or an ancestor to the former common tongue of the continent. This has to be taken to mean the common tongue used by the non-elven races.&lt;br /&gt;
&lt;br /&gt;
One might naively argue that the human languages should descend from elven. But this would be ignoring that elves lived in the east until about a thousand years before the Elven Houses began to form, which would mean if humans lived in the west (an assumption) they would have spoken something else, and the documentation actually establishes this human kingdom (in what was much later Torre) was magically separated from the Elves. So while we can certainly argue for an impact of Elven on the human languages, we probably cannot assume they derived from Elven.&lt;br /&gt;
&lt;br /&gt;
[9] This is an extrapolation based on the relative difficulty of learning English as a second language, which is due to the history of conquest of England by peoples speaking other languages. The Kannalan Empire was made up of races with their own languages, and it was then invaded by barbarians and humanoids out of the mountains.&lt;br /&gt;
&lt;br /&gt;
[10] Common is just modern English, and this statement is true for English.&lt;br /&gt;
&lt;br /&gt;
[11] This is an extrapolation. It is leaning on the real-world etymology of claymore in English from Scottish Gaelic, since the reiver areas often make use of Scottish Gaelic.&lt;br /&gt;
&lt;br /&gt;
[12] This is a subjective assertion by the speaker. Claidhmore is an unusual spelling used in GemStone for the weapon. In principle in the Turamzzyrian Empire, away from the reiver (i.e. Gaelic) influence, the dominant spelling should be the English &amp;quot;claymore&amp;quot;. It is an embellishment leveraged off that being a mostly inaccessible region of the world map.&lt;br /&gt;
&lt;br /&gt;
[13] This is extrapolating from the fact that English is mostly a Germanic language and Gaelic is part of the Celtic language family.&lt;br /&gt;
&lt;br /&gt;
[14] &amp;quot;[[Worship in the Turamzzyrian Empire#In the South|Worship in the Turamzzyrian Empire: In the South]]&amp;quot; (OOC: some time before 2015)&lt;br /&gt;
&lt;br /&gt;
[15] &amp;quot;[[Travels in the Wizardwaste]]&amp;quot; Magister Roediker Veswind; 5078 Modern Era (OOC: actually 2019)&lt;br /&gt;
&lt;br /&gt;
[16] &amp;quot;[[History of the Turamzzyrian Empire#Timeline|History of the Turamzzyrian Empire: Timeline]]&amp;quot; - Deinirius Antroydes Sage, M. H. S., of the Lost Tower Nydds; 5100 Modern Era&lt;br /&gt;
&lt;br /&gt;
[17] It is a minor embellishment to assume that the phrase &amp;quot;elder Kannalan&amp;quot; in the timeline document from 2000, in the context of the [[Wizardwaste]] being named Ba&#039;Lathon (which was formed six hundred years ago in 4565 Modern Era), carries forward into the liturgical form of Kannalan spoken in the Barony of [[Trauntor]] in the documents from 2015-ish and 2019. The speaker is over 1,000 years old and remembers Kannalan as it was spoken during the time of the Kannalan Empire. This is extrapolating based on the real-world distinction between ecclesiastical, classical, and vulgar Latin.&lt;br /&gt;
&lt;br /&gt;
[18] The Unfinished Smuggler&#039;s document and the throne with the same language outside River&#039;s Rest both use the same language to refer to this very ancient ancestor of Kannalan and the human languages. GM Scribes lightly mangled a dialect of Old English in writing them when he was Human Guru. &amp;quot;Yfluo&amp;quot; is used here when the Wessex dialect of Old English would be &amp;quot;Yfel&amp;quot;. This is a minor embellishment that extrapolates the use of lowland Scots in the reiver area, which descends from the Northumbrian dialect, to imply that the reiver ancestors of Torre spoke a slightly different dialect than those further south, and that Common arose from language collision like the Mercian dialect of Old English did following the Viking and Norman conquests and thus becoming Middle English.&lt;br /&gt;
&lt;br /&gt;
[19] The time scale of this ancient language is framed in the Unfinished Smuggler&#039;s document as deep into the Age of Chaos, and perhaps even before the Undead War, during the Elven Empire of the Second Age. There is no documentation referring to Elven records of what lesser races spoke in the western territories in that period. The assumption used is that the human languages developed out of this separately from elven after the Undead War.&lt;br /&gt;
&lt;br /&gt;
[20] &amp;quot;[[History of Elanthia#III. B. Aftermath of the Undead War - the Age of Chaos|History of Elanthia: III. B. Aftermath of the Undead War - the Age of Chaos]]&amp;quot; - [[Meachreasim Illistim]], First Master of Lore; 5100 Modern Era (OOC: actually 1995)&lt;br /&gt;
&lt;br /&gt;
[21] The next half dozen lines all come from the Unfinished Smuggler&#039;s document.&lt;br /&gt;
&lt;br /&gt;
[22] This is extrapolating from the fact that Old English is a Germanic language, very similar to Old German and Old Norse, and that the game has cases of words descended from (or outright using) Latin, romance languages, as well as Celtic languages. The reiver areas with the Gaelic were made around 1997, long before the documents associating their very distant ancestors with the Torre region.&lt;br /&gt;
&lt;br /&gt;
[23] There is very little development of lore from the point of view of &amp;quot;humanoid&amp;quot;, non-dwarven races out of the mountains, and limited information for the history of wars between races within the mountains. The speaker is recognizing in an IC way that the history documents are ethnocentric, written from the point of view of the surface civilizations, and treat the &amp;quot;barbaric&amp;quot; races as random hostile forces.&lt;br /&gt;
&lt;br /&gt;
[24] &amp;quot;[[Krolgeh Language]]&amp;quot; (2004)&lt;br /&gt;
&lt;br /&gt;
[25] &amp;quot;[[Aelotian language|The Aelotian Language: A Treatise]] - Liraquin Fyrsah of the Mrae’ni Clan, contributions by Ladies Nayolan, Asenora, Viiolet, and Traiva (OOC: Player Wordsmith project prior to 2015. Gives meaning to NPC sentences from Aelotoi [[Introduction of the Aelotoi|release event]] in late 2003 shortly before the GemStone IV conversion, though it is unclear if it is consistent with the original GM meanings of the words.)&lt;br /&gt;
&lt;br /&gt;
[26] Krolgeh and Aelotian are word-part substitution languages requiring a glossary, even though mechanically Half-Krolvin and Aelotoi speak them without using these glossaries. Similar awkwardness exists with Tehir, except that language is a cipher. Erithian does not have a glossary document, but a few words have translations. The speaker does not address Erithian for this reason and whether they descended from elves of this continent. He mostly ignores Gnomish. It is unclear when exactly the various language mechanics were introduced. Krolvin, Aelotian, Gnomish, and Erithian were probably introduced with the races in late 2003 with GemStone IV. Aelotoi initially spoke &amp;quot;broken&amp;quot; Common. The cultural languages such as Faendryl, Dhe&#039;nar, and Tehir seem to have been implemented mechanically later, perhaps around 2008, though culture registration itself first began in May 2002. There was a period between 2002 and 2003 where Dark Elves could no longer speak the Elven language.&lt;br /&gt;
&lt;br /&gt;
[27] &amp;quot;[[Brief History of the Aelotoi|A Brief History of the Aelotoi]]&amp;quot; - Drawn from the Journals of Gwennelen Mea&#039;reth Illistim; 5103 Modern Era&lt;br /&gt;
&lt;br /&gt;
[28] &amp;quot;[[Legend of L&#039;Naere]]&amp;quot; - [[Meachreasim Illistim]], First Master of Lore; 5103 Modern Era&lt;br /&gt;
&lt;br /&gt;
[29] This is extrapolating off the racial trading bonuses/penalties in dwarven settlements being the same for the various kinds of elves, though interestingly this seems to be more severe for dark elves in Khazar&#039;s Hold, which is the interface route for the west side of the DragonSpine Mountains.&lt;br /&gt;
&lt;br /&gt;
[30] The extended passage showing appreciation for the Faendryl and their demons was given in a museum display piece in the Wehnimer&#039;s Landing museum around 2000. It is captured on the page for [[Rhak Toram]]. This is extrapolating somewhat with the conjecture that for dwarves &amp;quot;elves are elves.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[31] This is a minor embellishment of assuming the Kannalan language, which is taken to implicitly be the common tongue of its period, was impacted by the races making up the Kannalan Empire who have their own geographically dispersed racial languages. In principle it makes no sense that Paradis Halflings of Icemule, for example, speak the same Halfling language as their eastern relatives after 20,000 years of separation. But beyond a certain level of scrutiny the lore is not going to be coherent.&lt;br /&gt;
&lt;br /&gt;
[32] There is no mention in the documentation of the attitudes between the Grot&#039;Karesh and Faendryl. The giantmen clans were defined around 2001, and the Faendryl Armata was defined about a decade later in the socio-political document, whose official form was released in 2015. This is extrapolating based on the Maelshyve watching focus of the Grot&#039;Karesh and the guardian patrol activity of the Patriarch&#039;s Order of the Guardians of the City. It is conceivable that they could be indifferent to each other, or that the opposite could be true, with friction existing between them over Maelshyve.&lt;br /&gt;
&lt;br /&gt;
[33] &amp;quot;[[The Theory of Governance and Social Order#Armata|The Theory of Governance and Social Order: Armata]]&amp;quot; - Lord [[Tredohal Hashier Faendryl]], Ambassador to the Elven Nations; 5115 Modern Era (OOC: actually several years older)&lt;br /&gt;
&lt;br /&gt;
[34] &amp;quot;[[Giantkin History#I. Origins &amp;amp; Locations|Giantkin History: I. Origins &amp;amp; Locations]]&amp;quot; and &amp;quot;[[Giantkin Clans#Grot&#039;karesh Hammer Clan|Giantkin Clans: Grot&#039;karesh Hammer Clan]]&amp;quot; (2001)&lt;br /&gt;
&lt;br /&gt;
[35] This is another extrapolation based on the [[Trading#Trading chart|racial penalties chart]] for trading, where Icemule was founded by Paradis halflings. Icemule was released in later 1996, and the Halfling documentation was half a decade later, so this is really a retcon. The speaker&#039;s point about dark elves is that the Nalfein labeled the Faendryl that 15,000 years later after the Dark Elf-Sea Elf war.&lt;br /&gt;
&lt;br /&gt;
[36] &amp;quot;[[History of the Truefolk#Chapter 5 - Age of Chaos and Beyond: The Journey of the Paradis|History of the Truefolk: Chapter 5 - Age of Chaos and Beyond: The Journey of the Paradis]]&amp;quot; (2002)&lt;br /&gt;
&lt;br /&gt;
[37] &amp;quot;[[History of the Truefolk#Chapter 4 - Age of Chaos and Beyond: The Trinity of Truefolk|History of the Truefolk: Chapter 4 - Age of Chaos and Beyond: The Trinity of Truefolk]]&amp;quot; (2002)&lt;br /&gt;
&lt;br /&gt;
[38] Demonic summoning has long been legal in Icemule Trace, and the town allows the Sorcerer Guild to be located within the town walls.&lt;br /&gt;
&lt;br /&gt;
[39] &amp;quot;[[Lines of Blood: A History of the Gnomes#Bloodline Winedotter|Lines of Blood: A History of the Gnomes: Bloodline Winedotter]]&amp;quot; (2003)&lt;br /&gt;
&lt;br /&gt;
[40] [[Orcspeak]] and [[Trollspeak]] are cipher languages made around 1998, effectively just the way orcs and trolls pronounce the languages they are speaking, rather than actual languages themselves. Orcs can be understood as speaking Common with only a little effort, while trolls speak everything backwards and it is more garbled. Since this would be recognizable to characters, they should arguably be the called orc/troll accents or dialects, not their own languages.&lt;br /&gt;
&lt;br /&gt;
[41] In contemporary Trollspeak &amp;quot;turtle egg&amp;quot; would actually be &amp;quot;grg&#039; &#039;lartr&#039;rrut&amp;quot;, while &amp;quot;rhee v&#039;reshka&amp;quot; out of trollish is &amp;quot;akhserev eehr&amp;quot;, which is incomprehensible gibberish. The next line is extrapolating from this to say the trolls of the region over a thousand years ago were speaking a different language than they do today. The inconsistency is necessary for the conceit, since &amp;quot;grg&#039; &#039;lartr&#039;rrut&amp;quot; sounds nothing like &amp;quot;River&#039;s Rest&amp;quot;, but it is unclear if the implication is intentional.&lt;br /&gt;
&lt;br /&gt;
[42] &amp;quot;[[Incomplete History of River&#039;s Rest#Turtle Egg Island|Incomplete History of River&#039;s Rest: Turtle Egg Island]]&amp;quot; (2003)&lt;br /&gt;
&lt;br /&gt;
[43] &amp;quot;[[History of the Sylvan Elves#Chapter Eleven - The Final Forest, ca. -2985 to present|History of the Sylvan Elves: Chapter Eleven - The Final Forest, ca. -2985 to present]]&amp;quot; (2003)  (Note: By &amp;quot;Grimswarm&amp;quot; the speaker only means those monster races, not the contemporary horde alliance fought by the [[Guardians of Sunfist]].)&lt;br /&gt;
&lt;br /&gt;
[44] This is extrapolating from the non-presence of languages for them in the game or documentation that are not merely forms of Common. Goblins mock Dark Elf characters by saying they&#039;re so scared and laughing.&lt;br /&gt;
&lt;br /&gt;
[45] This is interpreting the lore gap as ethnocentrism by the surface empires, whose documentation does not give insight into the motives or history of those forces.&lt;br /&gt;
&lt;br /&gt;
[46] Luinne Bheinn is from around 1997 and their ancient Torre roots is from material made over a decade later. This is referring to the lowland Scots words used in the reiver settlement, which is a Germanic language descended from Northumbrian English, moreso than the Scottish accent they use when speaking Common. It is an extrapolation based on assuming internal consistency for their history. The speaker is assuming this language family originated on some other continent and the reivers imported it back to Elanith with them, and then the several Celtic languages present in northwest Elanith areas can be hand-waved as having evolved from this common root. There are multiple cases of Irish and Welsh, such as Castle Anwyn, used within the game as well as the Scottish Gaelic.&lt;br /&gt;
&lt;br /&gt;
This kind of reasoning can only be pushed so far, or else we would need in-character origins of languages like French and Latin and so on, since there are many English words originating in them. It is similarly absurd to try to define (as people have sometimes tried to do) a European equivalent time period for Elanthia based on, say, the presence of castle terminology originating in French from a certain century. GemStone is ultimately a pastiche and not a historical period setting. Though Scribes used Old English, a West Germanic language, we are effectively assuming the whole Germanic language branch. There is a reasonable argument that the Greek/Latin influences in Common should be interpreted as having come from the elves given its heavy use in the Faendryl documentation. &#039;&#039;(Edit: This footnote is modified by footnote 156, due to later lore documentation.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[47] This is the implication when combining the &amp;quot;Unfinished Smuggler&#039;s History of River&#039;s Rest&amp;quot; and &amp;quot;Of Krolvin and Reivers&amp;quot; documents. The Casler Huntington storyline was between 2007 and 2010.&lt;br /&gt;
&lt;br /&gt;
[48] &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; (OOC: prior to 2015)&lt;br /&gt;
&lt;br /&gt;
[49] This is translating the place names out of Scottish Gaelic into English, and leaning into Gaelic and English being part of separate language families. The following lines embellish by leaning into Celtic fey folklore, which is where banshees (bainsidhe) originated, and various fey spirits are mentioned in the game such as in Shadow Valley and around Castle Anwyn. The reiver religion is encoded in the church building of their settlement and the much later &amp;quot;Of Krolvin and Reivers&amp;quot; document. The land pirate concept and the word &amp;quot;reiver&amp;quot; obviously come from the historical &amp;quot;border reivers&amp;quot; of warring clans on the Scotland-England border around the 15th century.&lt;br /&gt;
&lt;br /&gt;
[50] This section is translating the Old English words into modern English. Bladderwrack exists on the Coastal Cliffs, which dates back to 1991. But it is not self-consciously Old English, it is local flora for the Landing region in its I.C.E. Age source book. It is just being used here as an example of a word that has not changed. Pre-existing examples such as this have no true continuity with the ancient Torre premise 10 or 20 years later.&lt;br /&gt;
&lt;br /&gt;
[51] This is a real-world conjectured etymological origin of &amp;quot;north&amp;quot; out of the proto-Germanic roots.&lt;br /&gt;
&lt;br /&gt;
[52] This is an extrapolation on the strong similarity of Old English with other Germanic languages of that period, where &amp;quot;ubel&amp;quot; meant &amp;quot;bad&amp;quot; and so essentially the same thing. The speaker is assuming a common linguistic root of &amp;quot;ubl&amp;quot; and &amp;quot;yfel&amp;quot; in the southwestern region. Ubl as a place name seems to be retconned from the I.C.E. Age, where Ubl does not obviously replace a [[Shadow World]] term, and might have been self-consciously used as archaic language in 1990. This is explored in [[Research:The Graveyard]] in the context of the death mechanics.&lt;br /&gt;
&lt;br /&gt;
[53] This is an in-character recognition and rationalization of why the game has a few different &amp;quot;Scottish&amp;quot; cultures and races. The speaker&#039;s theory is that the highland reivers influenced the giantmen during the Kannalan Empire (or vice versa), which then spilled over to the dwarves after the Sunfist Compact (e.g. McKyren&#039;s Folly). The Barony of Dragach is an especially Scottish part of the Turamzzyrian Empire near the DragonSpine Mountains.&lt;br /&gt;
&lt;br /&gt;
[54] This is a minor embellishment. These are real-world Scottish and Scottish Gaelic proverbs, they do not actually exist in the game itself.&lt;br /&gt;
&lt;br /&gt;
[55] Feithidmor is similar in this way, but like banaltra, these words are instead Irish.&lt;br /&gt;
&lt;br /&gt;
[56] These alternative names for the Cascade of Tears appear in a room on the trail between Solhaven and Wehnimer&#039;s Landing. While these might have self-consciously leaned on real-world etymology into [https://en.wiktionary.org/wiki/zahar#Old_High_German Old High German] roots for &amp;quot;tears&amp;quot;, and perhaps vulgar Latin for [https://en.wiktionary.org/wiki/cascare#Italian &amp;quot;cascade&amp;quot;], the trail was released in late 1998 and so greatly pre-dates the Old English premise introduced by GM Scribes. Interpreting it this way for self-consistency is an extrapolation. The northernmost Kannalan city of Ziristal was apparently at similar latitude as Vornavis, combining the Wildwood story in the Turamzzyrian History timeline from 2000 with the Ebon Gate backstory ( &amp;quot;[[Of Crows and Journals]]&amp;quot; from 2007 ) for [[Velathae]] in the Barony of [[Riverwood]].&lt;br /&gt;
&lt;br /&gt;
[57] Alisaire&#039;s private property is located in the ruins of Vorn Ahvis.&lt;br /&gt;
&lt;br /&gt;
[58] [[History of Dwarves#Chapter Eight - Dwarves and the Modern Age|History of Dwarves: Chapter Eight - Dwarves and the Modern Age]] (2002)&lt;br /&gt;
&lt;br /&gt;
[59] There have been in-game story developments about the Dwarves of Talador, such as the events involving Baron [[Lerep Hochstib]] dating back to the 1990s, as well Wehnimer&#039;s Landing storylines under GM Kenstrom such as [[Eyes of the Dawn]] (2016) and [[Witchful Thinking]] (2019). Doggoroth Keep was built in the time of the [[Kingdom of Hendor]].&lt;br /&gt;
&lt;br /&gt;
[60] The bust of Telimnar was a very short-lived object when the Solhaven trail opened in late 1998. It was taken away by shadows.&lt;br /&gt;
&lt;br /&gt;
[61] Melgorehn&#039;s Reach is often used as a plot device in Wehnimer&#039;s Landing storylines by GM Kenstrom. However, the Melgorehn&#039;s Reach story is from the early I.C.E. Age when it was made by GM Bardon, and there is no official De-I.C.E.&#039;d version of it. The Grantok dwarves are a Shadow World clan which are undefined in the Elanthia world setting, though the form of their name may have influenced the names later given to the Dwarven clans in 2002. Since the story for the Reach, originally called Iorak&#039;s Reach, is set in the Shadow World timeline and the calendar years are equivalent (365 Earth days), the speaker is using the premise that the mountain is somewhere around 8,000 years old. But this is relying on archaic documentation. The dead language of Vesknot is mentioned in the game, but has no definition anywhere, including the I.C.E. source books.&lt;br /&gt;
&lt;br /&gt;
[62] This is archaic lore as Seoltang is an I.C.E. Age language. When the mountains were named with &amp;quot;-toth&amp;quot; suffixes, this argument was literally correct. They were changed to &amp;quot;-toph&amp;quot; forms in the De-I.C.E., but there is no explanation for their names in the modern world setting. This is just borrowing the original meaning of the suffix from the archaic documentation. &amp;quot;Smastan&amp;quot; is an example of a word constructed out of Seoltang that was not De-I.C.E.&#039;d, which is constructed out of Seoltang word-parts but is specific to GemStone and thus not itself a copyrighted term.&lt;br /&gt;
&lt;br /&gt;
[63] This is referring to the I.C.E. Age troll language, and not the Trollspeak developed by GM Aephir. It was used in the Landing region in a few places. It is archaic but technically it still exists.&lt;br /&gt;
&lt;br /&gt;
[64] The Tehir language in the documentation ( &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; ) is a slightly complicated cipher of English. Since this is something a character could recognize by studying it, the speaker is interpreting Tehir as a distant dialect of Common (even though it&#039;s too artificial to be a dialect), since it&#039;s effectively just a very different way of pronouncing English with its own cultural idioms. The cipher is broken down at [[Research:Tehir Language]]. This cipher language was developed before the mechanic for speaking Tehir as a culture language was introduced. It allows someone to construct new words in Tehir by following the rules. This sentence refers to &amp;quot;Tehir dialects&amp;quot; to skirt around being both a fictional constructed language and a mechanic that sweeps it under the rug. &#039;&#039;(Edit: See footnote 155, revising this footnote.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[65] This is a minor embellishment. Since the proto-language is Old English, and Common is modern English, it is borrowing the reason modern English is not a gendered language. When the Vikings invaded England, the Old Norse and Old English languages collided, and being so similar, the inflections were wiped out from the populations speaking with each other. It is reasonable to assume something similar happened in the fall of the Kannalan Empire to &amp;quot;barbarians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[66] &amp;quot;[[Elanthian Moons]]&amp;quot; (2002)&lt;br /&gt;
&lt;br /&gt;
[67] &amp;quot;[[Orders of the Turamzzyrian Empire#The Sand Snakes|Orders of the Turamzzyrian Empire: The Sand Snakes]]&amp;quot; - Lord [[Brieson Cassle]], Adjudicator of the [[Hall of Mages]]; 5115 Modern Era&lt;br /&gt;
&lt;br /&gt;
[68] This is related to the Arch-Lich [[Tseleth]] NPC, who was present in Solhaven storylines such as Ride of the Red Dreamer, whose cult is the background of the [[Sanctum of Scales]] in the [[Sea of Fire]].&lt;br /&gt;
&lt;br /&gt;
[69] &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; (OOC: Released in 2008)&lt;br /&gt;
&lt;br /&gt;
[70] This is purely coincidental and extrapolating. Seoltang is an (archaic) pidgin language where the word-parts are often contractions of English words. &amp;quot;Small&amp;quot; becomes &amp;quot;Sma&amp;quot; when cconverted out of Tehir because the Tehir dialect does not have support for the equivalent of &amp;quot;ll&amp;quot; in Common.&lt;br /&gt;
&lt;br /&gt;
[71] This is an embellishment. It is assuming the De-I.C.E.&#039;d term &amp;quot;Liabo&amp;quot; was based on that word in Greek/Latin, and that the De-I.C.E.&#039;d term &amp;quot;Lornon&amp;quot; was based on &amp;quot;loorn&amp;quot; from the archaic I.C.E. language of Iruaric, where the latter is motivated by the &amp;quot;lo&#039;nae&amp;quot; in Fash&#039;lo&#039;nae bein Iruaric for &amp;quot;spirit of the past&amp;quot;. These are purely guesses. The speaker is not giving an in-character motivation for suggesting it.&lt;br /&gt;
&lt;br /&gt;
[72] &amp;quot;[[History of Elanthia#I. The Age of the Drakes (100,000+ years ago?)|History of Elanthia: I. The Age of the Drakes (100,000+ years ago?)]]&amp;quot; - [[Meachreasim Illistim]], First Master of Lore; 5100 Modern Era (OOC: actually 1995)&lt;br /&gt;
&lt;br /&gt;
[73] &amp;quot;[[History of Fash&#039;lo&#039;nae#&amp;quot;Results.&amp;quot;|History of Fash&#039;lo&#039;nae: &amp;quot;Results.&amp;quot;]] - [[Vaelsoth Inzuniel]], [[Watchers of the Eternal Eye|Watcher of the Eternal Eye]]; 5108, Modern Era&lt;br /&gt;
&lt;br /&gt;
[74] While &amp;quot;Bir&amp;quot; could be &amp;quot;Ring&amp;quot; in the Tehir cipher, &amp;quot;Mahallah&amp;quot; is gibberish. This is extrapolated by the speaker to assume the word originates in the prior civilization from its ruins. The Sea of Fire originated arbitrarily in the first map of northwest Elanith by GM Banthis in 1996, which was pieced together with imagery of Australia, and was a fiery coloration on that map. The Tehir and Sea of Fire (along with the term Bir Mahallah) were left as an undeveloped plot hook by GM Warden in the Turamzzyrian timeline document. Players developed their own Tehir cultures, and the Tehir culture document and cipher language were written later, so Mahallah does not mean anything in it because it is older. The Common elongated &amp;quot;ll&amp;quot; sound also is not supported in the Tehir cipher, which is another reason to interpret the word as foreign. &#039;&#039;(Edit: See footnote 155. This argument on Mahallah not being a Tehir word is possibly outmoded by later documentation about the cipher rules being a within-setting Tehir practice of artificial sub-language.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[75] &amp;quot;[[History of Reim]]&amp;quot; (2016)&lt;br /&gt;
&lt;br /&gt;
[76] &amp;quot;[[History of the Guardians of Sunfist]]&amp;quot; (OOC: prior to 2015)&lt;br /&gt;
&lt;br /&gt;
[77] &amp;quot;[[Timeline of Elanthian History#3999-3000|Timeline of Elanthian History: 3999-3000]]&amp;quot; (2000)&lt;br /&gt;
&lt;br /&gt;
[78] &amp;quot;[[History of Elanthia#IV. B. Dwarven-Giantman War (2,000 years ago)|History of Elanthia: IV. B. Dwarven-Giantman War (2,000 years ago)]] - [[Meachreasim Illistim]], First Master of Lore; 5100 Modern Era (OOC: actually 1995)&lt;br /&gt;
&lt;br /&gt;
[79] This is the speaker&#039;s perspective and not stated in documentation. The &amp;quot;Timeline of Elanthian History&amp;quot; document dates the Giantman-Dwarven War, followed by their alliance, to just a couple of decades before hordes suddenly start flooding out of the mountains into the Kannalan Empire. The Highmen tribe in particular are a common link to the Kannalan kingdom of Dunemire in that period. The theory is that it suddenly became easier to raid the Kannalan Empire than whatever was being done previously in the mountains as a result of the new Sunfist pact. This is reasonable but an extrapolation from cross-referencing the timelines.&lt;br /&gt;
&lt;br /&gt;
[80] &amp;quot;[[Elves of Wyrdeep|The Empire&#039;s Expatriates: The Elves of the Wyrdeep]]&amp;quot; (OOC: Player Wordsmith document, prior to 2015.)&lt;br /&gt;
&lt;br /&gt;
[81] &amp;quot;[[Incomplete History of River&#039;s Rest#Turamzzyrian Annexation of Torre|Incomplete History of River&#039;s Rest: Turamzzyrian Annexation of Torre]]&amp;quot; (2003)&lt;br /&gt;
&lt;br /&gt;
[82] &amp;quot;[[Worship in the Turamzzyrian Empire#Kannalan Crescent|Worship in the Turamzzyrian Empire: Kannalan Crescent]]&amp;quot; (OOC: some time before 2015)&lt;br /&gt;
&lt;br /&gt;
[83] The phrase &amp;quot;who once lived on Lornon&amp;quot; comes from &amp;quot;[[Gods of Elanthia#Introduction to the Arkati|Gods of Elanthia: Introduction to the Arkati]]&amp;quot;. (OOC: This version of the gods document dates back to roughly 1998 or 1999.)&lt;br /&gt;
&lt;br /&gt;
[84] &amp;quot;[[Orders of the Turamzzyrian Empire#The Blameless|Orders of the Turamzzyrian Empire: The Blameless]]&amp;quot; - Lord [[Brieson Cassle]], Adjudicator of the [[Hall of Mages]]; 5115 Modern Era&lt;br /&gt;
&lt;br /&gt;
[85] This is referring to &amp;quot;the Blameless&amp;quot; extremists of the Church of Koar, who committed half-elven genocide under Prelate [[Chaston Griffin]] in the [[Eyes of the Dawn]] storyline of 2016, which results in the annihilation of Talador forming the [[Bleaklands]]. Koar did not intervene in the matter. Emperor [[Aurmont Anodheles]] has stated he wishes to eliminate Chaston&#039;s Edict, instituted by Emperor Chaston Kestrel eight hundred years ago, as a result of what happened which is in excess of Aurmont&#039;s Edict. &lt;br /&gt;
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[86] &amp;quot;[[Dark Elven languages|The Languages of the Dark Elves]]&amp;quot; (2008)&lt;br /&gt;
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[87] One of the GMs for Dark Elves in the late 2000s once said in a meeting that &amp;quot;Dark Elven&amp;quot; is a way of signaling rather than a language, but the documentation makes it clear it must be vocal, even if it is physically infeasible for other races to speak it or fully hear it. The limitation is often overlooked. The next line is an embellishment to conceptualize how it is possible to have a natively in-born language without a learned vocabulary or universally shared conceptual knowledge. The meaning would have to be constructed on the fly from the signal, so that Dark Elves would inherently be able to understand each other.&lt;br /&gt;
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[88] &amp;quot;[[History of the Dhe&#039;nar#III. Rhoska-Tor (50,000 to 45,000 years ago)|History of the Dhe&#039;nar: III. Rhoska-Tor (50,000 to 45,000 years ago)]]&amp;quot; (OOC: Official version was released in 2002, unofficial version dates back to the late 1990s.)&lt;br /&gt;
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[89] &amp;quot;[[History of Elanthia#IV. A. The Dark Elf - Sea Elf War (5,000 years ago)|History of Elanthia: IV. A. The Dark Elf - Sea Elf War (5,000 years ago)]]&amp;quot;  - [[Meachreasim Illistim]], First Master of Lore; 5100 Modern Era (OOC: actually 1995)&lt;br /&gt;
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[90] &amp;quot;[[History of the Faendryl#The Sea Elf War|The Faendryl Empire: The History of the Faendryl]]&amp;quot; (2002)&lt;br /&gt;
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[91] &amp;quot;[[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000| History of the Sylvan Elves: Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000]]&amp;quot; (2003)&lt;br /&gt;
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[92] &amp;quot;[[Gods of Elanthia#Imaera, Lady of the Green|Gods of Elanthia: Imaera, Lady of the Green]]&amp;quot;&lt;br /&gt;
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[93] &amp;quot;[[Gods of Elanthia#Kuon, the Green|Gods of Elanthia: Kuon, the Green]]&amp;quot;&lt;br /&gt;
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[94] &amp;quot;[[Gods of Elanthia#Jaston, the Windrunner|Gods of Elanthia: Jaston, the Windrunner]]&amp;quot;&lt;br /&gt;
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[95] The point about using the fey spirits is strictly speaking an extrapolation, but it was explictly true in the I.C.E Age lore, where the woodland fey were under Iloura and the water fey were under Shaal. While it is not explicitly stated in documentation, GM Stump posted in 1996 that Arkati which become less powerful over time became spirits of the surrounding environment (e.g. the sky), and it is explicitly stated in the Eorgina document that some of the Arkati gradually became weaker. The fey likely fall under this category, but their lore is not explicitly defined. The speaker has an in-game published Wyil book arguing that the malevolent fey, such as the Ilvari, were corrupted by dark power polluting their environment and become reflections of their influences, which was true in the I.C.E. Age (e.g. violent sea nymphs) and analogous to Arkati spheres of influence.&lt;br /&gt;
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[96] This is a subjective interpretation by the speaker, it is not explicitly stated in documentation. Demonic summoning is illegal in the Elven Nations and the Sorcerer Guild in Ta&#039;Illistim was forced out of the city by a Lumnis order, after a Faendryl was executed for accidentally unleashing abyran&#039;ra in the city in a misguided attempt to show the Illistim that the magic was safe when properly handled. The speaker&#039;s thesis is that the taboo on the demonic stems back to the corruption and destruction of the lands, rather than a merely religious association with the Ur-Daemon.&lt;br /&gt;
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[97] &amp;quot;[[History of Elanthia#III. B. Aftermath of the Undead War - the Age of Chaos|History of Elanthia: III. B. Aftermath of the Undead War - the Age of Chaos]]&amp;quot; - [[Meachreasim Illistim]], First Master of Lore; 5100 Modern Era (OOC: actually 1995)&lt;br /&gt;
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[98] &amp;quot;[[History of Elanthia#III. A. The Undead War|History of Elanthia: III. A. The Undead War]]&amp;quot; - [[Meachreasim Illistim]], First Master of Lore; 5100 Modern Era (OOC: actually 1995)&lt;br /&gt;
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[99] This is a minor embellishment. It is not stated anywhere explicitly that the Faendryl exile was inspired by the Arkati exile, and the story actually pre-dates the introduction of the premise that the Arkati were exiled to the moons by the Drakes.&lt;br /&gt;
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[100] The hierophants of the Sylvans stem from the base &amp;quot;[[History of Elanthia]]&amp;quot; document from right after the De-I.C.E. happening. The Dhe&#039;nar were created by a group of players who played dark elves in the context of the I.C.E. Age documentation. Their history document was not canonized until 2002, but most of their culture material is still unofficial. The expanded Sylvan history was released in 2003, and does not resemble the Noi&#039;sho&#039;rah doctrines. The &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document, created in 2000 and updated through 2003, places the Dhe&#039;nar departure two thousand years after the last of the Houses formed, which was long after the Elves had left the forests and very long since they were unified with the Sylvan population. The Dhe&#039;nar and Faendryl histories of 2002, released almost simultaneously, are inconsistent with the timeline in that Korthyr would have been dead long before the Dhe&#039;nar departure happened. This is not inherently a problem since the Dhe&#039;nar history is framed as unreliable narration through cataclysms and strictly oral history. The release of the Sylvan expanded history shows they were still in the forests in the middle of the Elven Empire for several thousand years after the Dhe&#039;nar left.&lt;br /&gt;
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[101] &amp;quot;[[History of the Sylvan Elves#Chapter Three - Ithnishmyn and the Elven Nations|History of the Sylvan Elves: Chapter Three - Ithnishmyn and the Elven Nations]]&amp;quot; (2003)&lt;br /&gt;
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[102] The Ta&#039;Illistim Monarchs document ( &amp;quot;[[Ta&#039;Illistim Monarchs|Linsandrych&#039;s Legacy: A Detailed Examination of the Dynastic Argent Mirrors and Their Contributions to Illistimi Society With Notes On Selected Post-Lanenreat Figures]]&amp;quot; ), dated 5110 but seemingly released several yeas later, can be back calculated to determine the sylvans left Ithnishmyn during the reign of the Argent Mirror [[Atilsaah Illistim]].&lt;br /&gt;
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[103] This emergence of the Houses from existing towns and movements, then consolidating into cities, is stated explicitly in the Sylvan history document. Strictly speaking the city founding dates are, arguably, not always equivalent with the House founding. The notion that they were really named after prominent leaders, as opposed to purely sudden founding events, is not explicitly stated in documentation but has been said as having been the original intent by GM Lyredaen.&lt;br /&gt;
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[104] &amp;quot;[[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|Timeline of Elanthian History: The Second Age - The Elven Empire -20,001 to -50,000]]&amp;quot; (OOC: this part from 2003)&lt;br /&gt;
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[105] &amp;quot;[[History of Elanthia#II. B. The Sylvankind|History of Elanthia: II. B. The Sylvankind]]&amp;quot; - [[Meachreasim Illistim]], First Master of Lore; 5100 Modern Era (OOC: actually 1995)&lt;br /&gt;
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[106] &amp;quot;[[History of Elanthia#II. A. The Seven Noble Houses of the Elves|History of Elanthia: II. A. The Seven Noble Houses of the Elves]]&amp;quot; - [[Meachreasim Illistim]], First Master of Lore; 5100 Modern Era (OOC: actually 1995)&lt;br /&gt;
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[107] &amp;quot;[[The Faendryl Empire: The History of the Faendryl#Political Reforms and Geniselle Anaya Faendryl|The Faendryl Empire: The History of the Faendryl - Political Reforms and Geniselle Anaya Faendryl]]&amp;quot; (2002)&lt;br /&gt;
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[108] &amp;quot;[[History of the Dhe&#039;nar#I. The Beginning (80,000 - 55,000 years ago)|History of the Dhe&#039;nar: I. The Beginning (80,000 - 55,000 years ago)]]&amp;quot; (OOC: Official version from 2002, unofficial version from late 1990s)&lt;br /&gt;
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[109] &amp;quot;[[History of the Faendryl#The Beginning|The Faendryl Empire: The History of the Faendryl - The Beginning]]&amp;quot; (2002) (Note: This is cited as an example of the speaker disputing the IC author of the text for myth making. There are various aspects of this document as well that probably need to be treated as unreliable narration because of consistency issues.)&lt;br /&gt;
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[110] &amp;quot;[[History of the Sylvan Elves#Chapter Two - The First Sylvan City, ca. -45,400|History of the Sylvan Elves: Chapter Two - The First Sylvan City, ca. -45,400]] (2003)&lt;br /&gt;
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[111] This is a minor embellishment. It is the obvious implication that the Common word &amp;quot;sylvan&amp;quot; descended out of this, but the document only mentions the &amp;quot;sylvan designation&amp;quot; was born from it. The speaker&#039;s thesis is that this term has a cultural dimension that basically means &amp;quot;woodland rubes&amp;quot;, and this meaning is not exclusive to the Yuriqen line of Sylvan elves.&lt;br /&gt;
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[112] Wyrdeep &amp;quot;wild&amp;quot; elven druids have appeared in Wehnimer&#039;s Landing storylines by GM Kenstrom. This is a group led by a man named [[The Rone Resurgence - 5118-10-14 - Stones Unturned (log)|Briarstorm]], who set up the energy barrier surrounding the Deadfall forest in the southern Upper Trollfang near Zeltoph. &lt;br /&gt;
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[113] &amp;quot;[[History of the Sylvan Elves#Chapter Four - The Sylvan High Council|History of the Sylvan Elves: Chapter Four - The Sylvan High Council]]&amp;quot; (2003)&lt;br /&gt;
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[114] The Sylvan language has barely changed in over 50,000 years due to the knowledge channeling ability of their hierophants. The Dark Elven language is instead something Dark Elves are inherently capable whenever and wherever they are from, suggesting it must in some way be an ahistorical form of communication.&lt;br /&gt;
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[115] &amp;quot;Draekeche&amp;quot; was introduced in the [[Vishmiir]] event in 2002, and appears on the glaesine orbs possessed by characters from that time period. It is the archaic elven language sometimes used in story events in the early 2000s. The vocabulary for this language has never been made available to players, and according to GM Voraviel, was maintained by GM Aelsidhe.&lt;br /&gt;
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[116] This argument is only an extrapolation from the Aelotian glossary. It is not necessarily correct. There is a broken historical record for the Aelotoi, so the speaker would acknowledge this is a speculative etymology.&lt;br /&gt;
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[117] The Linsandrych Illistim quote is from the Vishmiir event in 2002. It was written by GM Lyredaen.&lt;br /&gt;
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[118] &amp;quot;[[Ta&#039;Illistim Monarchs#Linsandrych (The Founder)|Linsandrych&#039;s Legacy: A Detailed Examination of the Dynastic Argent Mirrors and Their Contributions to Illistimi Society With Notes On Selected Post-Lanenreat Figures]]&amp;quot; - Hiraani Gael Illistim, Chief Scholar of House Illistim; 5110 Modern Era (OOC: This was seemingly released several years later.)&lt;br /&gt;
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[119] This is an extrapolation based on cross referencing the &amp;quot;[[History of the Faendryl]]&amp;quot; (2002) and &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (2000-2003) documents. Korthyr Faendryl is implied to have died relatively early, when only the first borough of Ta&#039;Faendryl had been completed. The next dozen Patriarchs were rapid compared to the time scale of city foundings in the timeline document. Back calculating the much later Illistim monarchs document and converting between the calendars shows Yshryth Faendryl must have been coronated while Lindsandrych Illistim was still ruling House Illistim.&lt;br /&gt;
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[120] This is an extrapolation that estimates the period of Faendryl political instability was simultaneous with the Vaalor-Nalfein schism.&lt;br /&gt;
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[121] The Faendryl history document was released later in 2002 than the Vishmiir event, but it was likely written before hand and without coordination. While this contemporary speech argument is logically valid in the in-character reference frame, it is very unlikely this interpretation was intended by GM Varevice.&lt;br /&gt;
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[122] Similarly, this is cross-referencing with the Sylvan history document, which was not released until 2003. The interpretation may be valid in the context of later development but is surely not the original intent.&lt;br /&gt;
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[123] &amp;quot;[[Wyvern]]&amp;quot; (2019)&lt;br /&gt;
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[124] &amp;quot;[[Orders of the Turamzzyrian Empire#The Imperial Drakes|Orders of the Turamzzyrian Empire: The Imperial Drakes]]&amp;quot; - Lord [[Brieson Cassle]], Adjudicator of the [[Hall of Mages]]; 5115 Modern Era&lt;br /&gt;
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[125] This is a subjective assertion by the speaker. It is extrapolating off the dark way the dragons are described by Linsandrych Illistim in the &amp;quot;[[History of Elanthia]]&amp;quot; document and the &amp;quot;Draekeche&amp;quot; word for &amp;quot;darkness.&amp;quot;&lt;br /&gt;
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[126] &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot; (2015)&lt;br /&gt;
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[127] The importance of the elven unity theme exists in the Faendryl and Dhe&#039;nar history documents, in addition to no longer considering the Faendryl to be &amp;quot;true elves&amp;quot; after the destruction of Ta&#039;Ashrim. This is extrapolating that theme as a cultural universal for elves dating back to the Age of Darkness.&lt;br /&gt;
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[128] &amp;quot;[[Elven Dogma and Theology]]&amp;quot; (2001)&lt;br /&gt;
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[129] &amp;quot;[[History of Elanthia#I. C. The Coming of the Arkati (100,000 years ago?)|History of Elanthia: I. C. The Coming of the Arkati (100,000 years ago?)]]&amp;quot; -- [[Meachreasim Illistim]], First Master of Lore; 5100 Modern Era (OOC: actually 1995)&lt;br /&gt;
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[130] &amp;quot;[[History of Luukos]]&amp;quot; - From the Compendium of Elven Legend; Compiled and archived by Ytrhyn Siv&#039;aendas of House Illistim, condensed into the modern legend by Larelle Aiv&#039;thyline of House Loenthra. (2004)&lt;br /&gt;
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[131] &amp;quot;[[Gods of Elanthia#Koar, King of the Gods|Gods of Elanthia: Koar, King of the Gods]]&amp;quot; (OOC: There was an earlier version of this document from 1996 or 1997, where the Koar section is almost unchanged, but the &amp;quot;Introduction to the Arkati&amp;quot; section did not exist yet.)&lt;br /&gt;
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[132] &amp;quot;[https://www.play.net/gs4/info/races/cultures/elf/illistim_3.asp Illistim Culture: Part III - Part III. Societies and Social Groups]&amp;quot; - [[Haethera Illuvassas Illistim]]; 5109, Modern Era&lt;br /&gt;
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[133] This is a minor embellishment in that the cultural significance of &amp;quot;draekeche&amp;quot; is a supposition by the speaker. The lecture is appealing to etymological authority, but it is not possible to do real etymology in this context, as these are artificial game languages.&lt;br /&gt;
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[134] &amp;quot;[[History of Elementals#Chapter 6: Great Elementals|Elementals - The Children of the Planes: Chapter 6: Great Elementals]]&amp;quot; - Lords Ulithian Feras and Isymir Ril-Galad; 5102 Modern Era &lt;br /&gt;
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[135] &amp;quot;Dark Elves&amp;quot; were named in the De-I.C.E. (late 1995) following some lobbying, as High Elves were originally going to become Gnomes. &amp;quot;Draekeche&amp;quot; was not defined until 2002, so this interpretation would have to be considered a retcon.&lt;br /&gt;
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[136] The Dhe&#039;nar history document, dating back to when it was an unofficial player group in the late 1990s, suggests the Book of Tormtor was written by the Dhe&#039;nar and left behind in Rhoska-Tor. They placed themselves in the jungles beyond the southern wastes. The only reference to this location at the time was the &amp;quot;[[History of Elanthia]]&amp;quot; document saying Despana was believed to have come from those jungles. When the Dhe&#039;nar were canonized it thus made a strong implication, because of recontextualization, that Despana was thought by some elves at the time to have been Dhe&#039;nar. Whether she actually was or not. This is then extrapolating that the reason the Dhe&#039;nar are considered &amp;quot;dark elves&amp;quot;, when the Faendryl were not labeled as such until the Ashrim genocide 15,000 years after their exile, might logically be because of Despana guilt by association.&lt;br /&gt;
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[137] This is a minor embellishment. It is most likely true for the Elven Empire period, and there is some evidence for it being true today, even aside from the Faendryl and Dhe&#039;nar. The Horned Cabal, the parasitic collectors, the NPCs such as [[Vlashandra]] who go to the Southron Wastes for nefarious purposes, and so on.&lt;br /&gt;
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[138] This is established in a museum display piece in [[Museum Alerreth]] in Ta&#039;Illistim rather than documentation.&lt;br /&gt;
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[139] This is referring to the racism mechanics in Ta&#039;Vaalor. The lecture was given not long after a controversy on the forums about removing unnecessary problematic elements of the game such as mechanical racism. Ta&#039;Vaalor became more racist and xenophobic under later development, especially the papers system and the NPC reaction messages, which the Elven Nations creators have said was not their intent.&lt;br /&gt;
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[140] This is referring to something called the &amp;quot;no true Scotsman&amp;quot; fallacy.&lt;br /&gt;
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[141] This is a much later retcon by GM Scribes. The Huntress was invented by a group of players around 1996, at least partly out of dislike for the name change of &amp;quot;Hrassk&amp;quot; to &amp;quot;Arachne&amp;quot; (the I.C.E. Age god of the Spider Temple near the Landing), where the Huntress supposed to be a better replacement for Hrassk.&lt;br /&gt;
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[142] The Citadel backstory and events are retcons. The Citadel itself is an I.C.E. Age city that was called [[Quellburn]], and would have been located straight north of Blototh (Modern: Glatoph) on the [[High Plateau]], and south of the Seolfar Strake (Modern: Lysierian Hills). The High Plateau is not represented on image maps, though it can be seen in a few places in the game still, and the Citadel was moved from whatever its original purpose was to the River&#039;s Rest release in 1996. The ravine by the council chambers would actually have the Colewaether (Modern: Locksmehr) river below, though this river is inconsistently located in two different parts of the region map in the I.C.E. source book.&lt;br /&gt;
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[143] The sea level change over the millennia is explicitly stated in the &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot; document.&lt;br /&gt;
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[144] There is a weird loresong on an item that shows an old halfling, from that time originally, trying to get revenge on the contemporary Ardenai king. This makes no sense chronologically.&lt;br /&gt;
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[145] Celtic languages are notorious for words being pronounced differently from how the letters would be said in English. &amp;quot;Bainsidhe&amp;quot; is actually pronounced like &amp;quot;banshee&amp;quot; in English. Bainsidhe were invasion creatures sometimes in the late 1990s, such as in Castle Anwyn and on Teras Isle. The ordinary banshee creature dates back to the late I.C.E. Age and pre-dates the Despana story. It was the most powerful undead creature in the game at the time the &amp;quot;[[History of Elanthia]]&amp;quot; document was written.&lt;br /&gt;
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[146] Assertions of this kind are subjective interpretations by the speaker. It is the thesis of the lecture and not something stated by documentation.&lt;br /&gt;
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[147] The word &amp;quot;Elanith&amp;quot; has historical ambiguity. The I.C.E. Age continent was Jaiman, and was De-I.C.E.&#039;d as Jontara. &amp;quot;Elanith&amp;quot; initially replaced the word &amp;quot;Quellbourne&amp;quot;, which is only the northwest corner of the continent. However, when the continent was being mapped out for new world setting, &amp;quot;Elanith&amp;quot; became the continent itself. The word &amp;quot;Jontara&amp;quot; was still present in a few places and was much later retconned to refer to the main continent plus the surrounding land masses. Meanwhile the Citadel that was Quellburn, another word that became &amp;quot;Elanith&amp;quot;, represents a now fallen &amp;quot;Kingdom of Elanith&amp;quot; around River&#039;s Rest in what became the Kingdom of Torre and later the County of Torre in the Turamzzyrian Empire. Using the phrase &amp;quot;western Elanith&amp;quot; here is a play on words, because it is true in this last sense as well.&lt;br /&gt;
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[148] This is why &amp;quot;Lake Eonak&amp;quot; is next to it. The clue for the Order of Voln step is still worded in a way that only makes sense if you know the mountain was originally named Iorak&#039;s Reach.&lt;br /&gt;
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[149] The smastan berry bush is located near Zeltoph, at the entrance to Ye Oddity Workshop, the private workshop of the player character Lord Odds. Smastan berries only exist in GemStone, they do not come from I.C.E. source books. The &amp;quot;[[Elanthian Flora Guide/Low Brush and Bushes]]&amp;quot; released in 2002, strictly speaking a retcon, makes an oblique reference to this one bush acting atypically for its species.&lt;br /&gt;
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[150] Giantmen in the I.C.E. Age were called &amp;quot;high men&amp;quot;, as opposed to &amp;quot;common men&amp;quot;, and the language mechanic used to give the I.C.E. race terms when toggling languages. There is a &amp;quot;Highmen&amp;quot; tribe as of the &amp;quot;[[Giantkin History]]&amp;quot; from around 2001, and it was later established that these were the ones who ruled what is now the Bourth region, which suggests Fasthr k&#039;Tafali and his followers - the Order of Vult, now Voln, is from the I.C.E. Age - were &amp;quot;high men&amp;quot; after all. But this is probably a serendipitous accident. Regardless, the Kingdom of Dunemire was ruled by &amp;quot;manor lords&amp;quot;, and Fasthr k&#039;Tafali was a manor lord. It is not absolutely clear what &amp;quot;Kannalan Empire&amp;quot; was before the De-I.C.E., but it was most likely &amp;quot;Lankan Empire&amp;quot;, whose landed aristocracy were the nobility of the theocracy of Klysus (Modern: Luukos). The intent of the Order of Vult backstory is unclear, as it seems to willfully contradict [[Shadow World]] canon on several points (such as the year 1300), but it has a very different meaning in its archaic context.&lt;br /&gt;
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[151] The Chroniclers are only a lore stub in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (2000), and might actually refer to the [[Order of Lorekeepers]] (late 1990s when the world setting was much less defined), which is ancient but whose backstory documentation fits only dubiously with later documentation. The city of [[Nantu]] exists in no other document or map, though it is used by a clerk in Moot Hall, and may have been an inconsistent De-I.C.E. of the word [[Library of Nomikos|Nomikos]]. The &amp;quot;Lorekeepers&amp;quot; are a group mentioned in the Ta&#039;Illistim monarchs document from 2010 involving one of the earliest Illistim rulers.&lt;br /&gt;
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[152] This assumption that the Celtic language family is a foreign import is not necessarily correct. The Celtic and Germanic languages are both Indo-European languages, and one might argue these ostensibly northern languages are indigenous to the continent, merely separated from the language represented in the Torre ruins further back in the Second Age or perhaps the Age of Darkness. Similarly, there is very little world system lore at the present time to establish historical population migrations between continents, which would be relevant for constraining how distantly related (or insulated) peoples on other continents are from our own continent. It could be simultaneously true that the two languages are related in the deep past and that it was imported back into Elanith later.&lt;br /&gt;
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[153] It is more literally translated as &amp;quot;she reaped the high king&amp;quot;, with some light mangling of Old English. This is a slightly awkward consistency issue, because it is supposed to be the Citadel dialect of Kannalan from a millennium ago, but Casler Huntington is unable to translate the Torre ruins which is in actuality the same real-world language basis. This is arguably accounted for by his speculating that the more ancient writing is a dialect of Kannalan, but may be &amp;quot;the ancestor of the language that once was the common tongue of Elanith.&amp;quot; Either way, it establishes in the subtext that their dialect of Kannalan is descended from it, even though you have to extrapolate to assume as much.&lt;br /&gt;
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[154] The migration of Ziristal refugees to the Wildwood is part of the Turamzzyrian Empire timeline released in 2000. The trail to Solhaven was opened in late 1998, so this might have to be regarded as a retcon since the room painting pre-dates the document, as well as an extrapolation given the much later framing of Kannalan in terms of Old English and therefore Germanic languages. It is possible the room painters were making those names arbitrarily. Other spots released around the Solhaven expansion, most notably the Foggy Valley areas, were designed using other foreign languages such as Latin. &lt;br /&gt;
&lt;br /&gt;
As a matter of retcon, the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document from 2008 suggests Augustin Vespertinae was probably elven (and that the vesperti were made by experimenting on elves), since it says he traveled west across DragonSpine. (For what it is worth this would have been before the Zul Logoth trail was opened by the Elven monarchs.) Consistent with the recognition that the Faendryl documentation is heavy in Latin and Greek, this could be hand-wave interpreted as an Elven influence on the foggy valley cultists and sorcerers. Though Bonespear was a dwarf and his partner was a human.&lt;br /&gt;
&lt;br /&gt;
[155] The way Xorus worded this can still be interpreted as correct. However, &amp;quot;[[Life and Being in the Sea of Fire#Language|Life and Being in the Sea of Fire]]&amp;quot; was updated in May 2023 to explicitly recognize IC the existence of the cipher, as something the Tehir do on purpose when coining words to obscure their meaning while speaking other languages. The better wording for this than &amp;quot;cipher&amp;quot; would be that these words are an &amp;quot;argot&amp;quot; or cant language within Tehir. This is dubious in its implications because when actually analyzed, most established Tehir words - including &amp;quot;Tehir&amp;quot; itself and almost every Tehir word in that original document - decipher as words in Common rather than some other word in Tehir, with known meaning having been taught to others by Tehir, while Tehir as a whole for a long time was itself a secret language they would not share with outsiders. But it is basically just giving within-setting recognition for the existence of the cipher and treating it as a secretive &amp;quot;sub-language&amp;quot; within the Tehir language. &lt;br /&gt;
&lt;br /&gt;
Xorus in this sentence was instead arguing that if you treat the regularities of pronunciation and grammatical differences between Common and Tehir as if they were a kind of phonetic pseudo-cipher, some words in Tehir are recognizably cognate with Common words due to shared roots in some more ancestral language. So in the subsequent sentences he speaks of it as though it were in a limited sense a very different pronunciation of essentially the same cognate words. This was a strained way of explaining the content of the cipher without calling it a cipher or assuming it was all an artificial sub-language of Tehir. With the argot premise this is instead because all those Tehir words are really just Common words after having been calqued through a specialized Tehir grammar, all within the past few hundred years, which means effectively they are only Tehir words because the Tehir have assimilated them into their own speech. The sentence for footnote 74 however may now be a fallacious argument, because Mahallah could now be a Tehir word outside the cipher rules.&lt;br /&gt;
&lt;br /&gt;
[156] The way Xorus worded this can still be interpreted as correct. However, &amp;quot;[[Pathways to the Orders of the Turamzzyrian Empire]]&amp;quot; in May 2023 (in some ways an update to parts of &amp;quot;Prestige and Prejudice in the Empire - On Imperial Rank and Titles&amp;quot; from almost a decade earlier) introduced a number of Kannalan words, which are actually words in Welsh. (e.g. Mavwyr, Cydsenwyr, Athrasenwyr, and others.) Welsh is in the same language family as the Gaelic words used in reiver areas, but not the same language family as the early Kannalan sentences Scribes wrote using Old English. Celtic family dictionaries were also used for naming places in the Elven Nations (e.g. Teorrain Dale, Glaise Cnoc), and the Kingdom of Anwyn was ruled by Elves. &amp;quot;[[Blood of the Sea: The Krolvin and Their Descendants]]&amp;quot; from July 2021 also established the eastward return of the reivers to the relatively recent year 4629 Modern Era with the krolvin invasion of Skaellig Reive, which implicitly gives a different IC etymology for the word &amp;quot;reiver&amp;quot; than the original implication of &amp;quot;border reivers&amp;quot; in the medieval Scottish-English borderlands sense of the word. &lt;br /&gt;
&lt;br /&gt;
[[Category:Logs]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=196064</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=196064"/>
		<updated>2023-05-01T00:28:52Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are footnotes for the unofficial document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|&amp;quot;Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy&amp;quot;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Forbidden Knowledge and the Black Arts===&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist,[1] I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts[2] and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent.[3] What follows here is a brief survey in three volumes.[4] It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order.[5] It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms.[6] There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.[7]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[1] [[Harrowing and Esoteric Archaeology|Occult archaeology]], or &amp;quot;esoteric archaeology&amp;quot; and &amp;quot;occult philology&amp;quot;, are made up disciplines Xorus explained once for a Faendryl symposium.&lt;br /&gt;
[2] &amp;quot;Black arts&amp;quot; is used in this to refer to highly corruptive magic performed by villain types that is worse and more condemned than the sorcery typically used by Faendryl. (e.g. the [[Blood of the Sea: The Krolvin and Their Descendants|blood mages]] of the krolvin) It is used as a distinction from the term &amp;quot;dark arts&amp;quot;, which refers to contemporary sorcery having partly overlapped with historical black arts.&lt;br /&gt;
[3] This document treats magic as arising from intellectual and cultural traditions, with a corresponding history of ideas and influenced by historical forces. It splits apart various aspects under the umbrella &amp;quot;sorcerer&amp;quot; into different origins and kinds.&lt;br /&gt;
[4] Volume 2 fleshes out the meaning of &amp;quot;black arts&amp;quot; (and magical corruption), taking that term from the original [[Legend of the Necropolis of Etrevion (essay)|&amp;quot;Legend of the Necropolis of Etrevion&amp;quot;]] story for the [[The Graveyard|Graveyard]]. Volume 3 is classification schemes for the unliving. Some terminology in Volume 1 is elaborated in the other volumes.&lt;br /&gt;
[5] The document is trying to characterize traditions out of kinds of cultures (e.g. animism -&amp;gt; druidism, shamanism) as tendencies, rather than the messy gritty details of concrete history, where there would be tons of redundancy and reinventions.&lt;br /&gt;
[6] This terminology is explained later in this document. &amp;quot;dark sorcery&amp;quot; is a distinction from &amp;quot;classical sorcery&amp;quot;, and this sentence amounts to saying the document is written with a Faendryl bias.&lt;br /&gt;
[7] Hedge on the scope of its correctness, and allowance for having Faendryl bias but also saying things Faendryl would not like. IC author is contrary on some matters such as the Arkati and Drakes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way.[8] For this I will defer to ethnographers and religious historians.[9] In this compendium the unifying focus is necromancy in a very broad sense.[10] Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions.[11] It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.[12]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[8] This is an &amp;quot;Other&amp;quot;ing framing where categories (e.g. &amp;quot;witch&amp;quot;, &amp;quot;warlock&amp;quot;, &amp;quot;shaman&amp;quot;) are used compared to some orthodoxy (Faendryl sorcery, magical theory), not necessarily the ways the people being described would describe themselves. It also uses specific definitions for those words, which are not necessarily the same ordinary usage meanings by others. (e.g. Dhe&#039;nar warlocks may not directly be what this document means by &amp;quot;warlock&amp;quot;)&lt;br /&gt;
[9] This is glib. It would be a very dangerous thing for an ordinary academic to study.&lt;br /&gt;
[10] The scope of &amp;quot;necromancy&amp;quot; is more defined in Volume 2. Sorcerer profession [[Sorcerous Lore, Necromancy|mechanical &amp;quot;necromancy&amp;quot;]] is generally everything related to flesh, blood, life forces, spirit, effectively filling in for the term &amp;quot;animate matter.&amp;quot; The texts broaden the historical scope of the term, so that 50,000 years ago it would refer to stuff like communing with departed spirits and resurrections. While the contemporary meaning is written in an inherently sorcerous form significantly broader than undeath.&lt;br /&gt;
[11] This is explicitly framing the document as engaging in convention construction.&lt;br /&gt;
[12] The recency bias applies more to Volumes 2 and 3 in terms of examples, but the general point is that interpreting records of past events and practices is warped by expressing it in terms of what exists or is considered important in the present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
Vice Chancellor Emeritus&amp;lt;br&amp;gt;&lt;br /&gt;
Hazalred Thaumaturgical Insitute[13]&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[13] This is a completely made up institution and title within the [[The Theory of Governance and Social Order#Clerisy|Clerisy]]. It is named after the ancient Faendryl NPC [[Abdullahi Hazalred]] (which is an obvious easter egg of Lovecraft&#039;s Abdul Alhazred, the fictional author of the Necronomicon, a grimoire with information on otherworldly daemons in the Lovecraft mythos.) Ranks below the level of &amp;quot;Chancellor&amp;quot; are not defined in present documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volume I: The History of Necromancy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul.[14] In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods.[15] It took its earliest forms in mortuary rituals and the divination of ancestral spirits.[16] Throughout history it has become an ever darker form of magic, splitting from its spiritual roots.[17] It is now the black arts of foul corruption and the utter debasement of life and death.[18] Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood.[19] But necromancy has never been as narrow as the undead, and has taken many other forms in history.[20]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[14] The general idea is that it is not just spiritual magic, or calling on spirits, but coercively or corruptingly using the substances of life and spirit. We are also keeping consistent with DragonRealms on [https://elanthipedia.play.net/Category:Necromancer_spells &amp;quot;necromancy&amp;quot;] being the hybridizing of life mana, or in special cases holy mana.&lt;br /&gt;
[15] This is what the word would have meant in the early Elven Empire, roughly 50,000 years ago, before it went down darker paths. Black arts may have already existed in southern wastelands, but the technical term &amp;quot;necromancy&amp;quot; ought to begin in the Elven Empire to refer to divination practices with spirits of the dead and then shift later.&lt;br /&gt;
[16] Rationalist characterization of spiritual and animist magic.&lt;br /&gt;
[17] Necromancy refers to sorcery practices now, which is hybrid magic.&lt;br /&gt;
[18] This refers to what most non-Faendryl mean by the word &amp;quot;necromancy&amp;quot; in the present day.&lt;br /&gt;
[19] This is what Faendryl and self-identified &amp;quot;sorcerers&amp;quot; (guild member types) often mean by &amp;quot;necromancy&amp;quot;.&lt;br /&gt;
[20] Explicitly stating that we are using a broader definition than undead magic, and that we are historicizing the concept.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds.[21] More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify.[22] Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares.[23] In this way it is difficult to illustrate the whole tapestry of the black arts.[24] Whether a given horror is undead, demonic, or something else, is not always obvious.[25] That is the legacy of necromancers.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[21] This is a thesis statement for defining (contemporary) necromancy as a mode of sorcery, where this definition of it is inclusive of the black arts.&lt;br /&gt;
[22] This is rooted in how &amp;quot;sorcery&amp;quot; is defined in the text as unnatural fusions and contradictions. The distinction between transformation and transmogrification is elaborated in Volumes 2 and 3. Loosely, the convention used here, transmogrification is more irreversible and perverse and foundationally corrupted.&lt;br /&gt;
[23] This is elaborated more in Volumes 2 and 3. It is retaining consistency with the metaphysical category corruptions used in DragonRealms&#039; [https://elanthipedia.play.net/Sorcery magic theory for sorcery].&lt;br /&gt;
[24] Hedge for keeping the definitions and examples open ended rather than exhausted by a normative definition. It is also framing a recognition of the inherent blurriness or ill-definition of a lot of this stuff, or that there is a lack of full understanding of what&#039;s really happening in the darker stuff.&lt;br /&gt;
[25] This is elaborated much more in Volumes 2 and 3. GemStone has always had precedents of artificially made demons and blurring between demons and undead, dating back to early I.C.E. books and all the way through to modern stories. The simplistic formula of &amp;quot;undead are cursed souls of the dead of this world&amp;quot; and &amp;quot;demons are inherently things native to other planes and not this world&amp;quot; does not actually in practice describe what is true in the world setting and never has. It&#039;s much more complicated than that, and this text treats modern &amp;quot;necromancy&amp;quot; as more generally debasement/perversion/etc. of sentient/sapient/etc. beings in general. One straight forward example is [[vathor]]s making [[necleriine]] demons using a necromantic ritual on Elanthian corpses. Another is the existence of extraplanar undead, such as [[murky soul siphon]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I. The Age of Darkness (-130,000? to -50,000 Modern Era)[26]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil.[27] The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth.[28] They fed on the essence and the soul.[29] Where they came from is not known.[30] But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands.[31] Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons[32] -- it is said they can never truly die. Their remnants linger, in sleeping death.[33] Horrible relics of dreadful power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- [[Linsandrych Illistim]], First Master of Lore, House Illistim [34]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[26] The -130,000 number comes from the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document. It is using -50,000 because that is shortly before the Houses were founded (i.e. imperial Elven bias), but strictly speaking there was non-urban civilization prior to that but after the Ur-Daemon War, which is described in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The Age of Darkness can be subdivided (e.g. [[Caylio Javilerre]] referred to the Arkati dominated period.)&lt;br /&gt;
[27] This is supposed to be continuing onward from her writing about the oppression of dragon rule, where Linsandrych apparently interpreted the Drakes as literal dragons, as opposed to draconic manifesting greater spirits above the Arkati. This Drakes vs. dragons issue is addressed later in the document. Using &amp;quot;the veil&amp;quot; metaphor in Linsandrych dates its usage back roughly 55,000 years, before veil piercing magic was invented, and is establishing here early Elven Empire understanding of the Ur-Daemon as extraplanar entities.&lt;br /&gt;
[28] This is based off the Imaera related [[Gods of Elanthia|gods lore]], and playing off a premise that earlier elves interpreted the Ur-Daemon as &amp;quot;darkness&amp;quot;, not knowing or understanding the extraplanar cosmos concepts.&lt;br /&gt;
[29] This is in the original &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[30] This has been the premise with the Ur-Daemon in general, that for all we know they&#039;re still out there somewhere. (e.g. &amp;quot;History of Elanthia&amp;quot; with the Faendryl exile arguments, &#039;&#039;&amp;quot;Illistim mages pointed out the dangers of penetrating the veil. For all any knew, the Ur-Daemon still existed somewhere beyond it.&amp;quot;&#039;&#039;; Daephron Illian supposedly trying to summon them and accidentally getting the Vvrael)&lt;br /&gt;
[31.1] &amp;quot;Demon Lords&amp;quot; is pure invention, it has not been used for them. The Ur-Daemon have precedent of being called &amp;quot;the Dark Ones&amp;quot; and &amp;quot;the Ur&amp;quot; by NPCs, and this text also refers to them as &amp;quot;Old Ones&amp;quot; as a Lovecraftian motif.&lt;br /&gt;
[31.2] The Ur-Daemon have been portrayed in very different physical forms, including actual visualizations, so it is hard baked that the term has to refer to a wide assortment of morphologies. The Beast of Teras Isle seems vaguely vathor-like, though it pre-dates the creation of vathors. Ith&#039;can resembled a huge oculoth. Melgorehn&#039;s Reach time warps have shown them resembling huge floating squids, with Drakes breathing fire on them. The &amp;quot;[[Constellations of the Northern Sky]]&amp;quot; document instead suggests they should have appendages with six taloned claws. These are generally compiled on the [[Ur-Daemon]] page.&lt;br /&gt;
[31.3] The &amp;quot;History of Elanthia&amp;quot; insinuates a logical relationship between the Ur-Daemon and undeath, because of Despana &#039;&#039;searched the land for the old places of the Ur-Daemons&#039;&#039; (Rhoska-Tor) and &#039;&#039;somewhere in what is now called Rhoska-Tor, her quest succeeded when she found the Book of Tormtor.&#039;&#039; The Book of Tormor was &#039;&#039;said to be written in the language of the Daemons&#039;&#039; but &#039;&#039;none can now be sure of its contents.&#039;&#039; &amp;quot;Gods of Elanthia&amp;quot; establishes the twisting of the living, and rebuilding life after the Ur-Daemon war.&lt;br /&gt;
[32] This is interpreting &amp;quot;Ur-Daemon&amp;quot; as just the meaning of the prefix &amp;quot;Ur-&amp;quot; and not necessarily a species name. A Ride of the Red Dreamer NPC also once [https://gswiki.play.net/Category:Ride_of_the_Red_Dreamer implied] they were not always called Ur-Daemon by mortals: &#039;&#039;Beonas says, &amp;quot;...we call them Ur-Daemons, now.&amp;quot;&#039;&#039;&lt;br /&gt;
[33] This premise has been used for Ur-Daemon body parts in storylines by Auchand and Kenstrom. The eye of the Ur-Daemon we call Ith&#039;can was [[Cross into shadows|recharged/revived]] to some extent, for example, with blood from the Beast imprisoned in the glaes caverns on Teras Isle. Other Ur-Daemon body part MacGuffins include the Eye of Goseth (corrupted the [[Sanctum of Scales]]) and the Shroud/Skin (cut off the Red Dreamer from the power of the Arkati).&lt;br /&gt;
&lt;br /&gt;
[34] This whole paragraph is totally made up. Linsandrych is the founder of House Illistim, existing canon quotes are used elsewhere in the document. &amp;quot;First Master of Lore&amp;quot; is an unclearly defined title, because Meachreasim Illistim in recent years is also called &amp;quot;First Master of Lore&amp;quot; (e.g. in later versions of &amp;quot;History of Elanthia&amp;quot;), and it is not defined in later Illistim documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism.[35] With this came the true Age of Darkness.[36] It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other.[37] The dragons who survived were driven mad.[38] It is not known how this happened.[39] The more chaotic or demonic realms beyond the pale are incapable of opening portals into higher realities.[40] Whether it was an accident, or they were brought here on purpose, the way was opened.[41] Once they were here, they ripped apart the veil.[42] It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons.[43] These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers.[44] They fed upon the magical energies of the world, and their very presence stained their surroundings.[45]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[35] The IC author is following the Linsandrych track here of equating Drakes and the dragons the ancient elves hated and feared. He questions this in an iconoclast way in a later section, suggesting draconic manifesting deities that the elves did not distinguish from ordinary dragons. &amp;quot;Utter Darkness&amp;quot; is a pure invention, and trying to plug a meaning into &amp;quot;Age of Darkness.&amp;quot; Later it refers to the Elven word [[Shimmering glaesine orb|&amp;quot;Draekeche&amp;quot;]] from the House Illistim motto as meaning &amp;quot;darkness&amp;quot;, which is an canon translation. The &amp;quot;barbarism&amp;quot; of the dragons plugs in later to interpreting Yshryth Faendryl&#039;s speech.&lt;br /&gt;
[36] Caylio Javilerre split the Age of Darkness up into an Age of the Drakes and an Arkati-dominated era after the Ur-Daemon War. The IC author here is using the Ur-Daemon to say something about the large scale introduction of dark energy corruption from other worlds (including demons and undeath) with the Ur-Daemon War.&lt;br /&gt;
[37] Playing off &amp;quot;Draekeche&amp;quot; meaning &amp;quot;darkness&amp;quot; and the visual fact in time rift manifestations of Drakes breathing fire on Ur-Daemon, and that both are largely dead or gone now.&lt;br /&gt;
[38] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; about dragons being driven mad with fear. The IC author would probably question this as historians trying to rationalize why dragons today are apparently weaker than masters of Arkati.&lt;br /&gt;
[39] The introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot; and other documents such as &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; have a story of Fash&#039;lo&#039;nae bringing the Ur-Daemon to Elanthia, but &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; at the bottom shows how thin the actual evidence of that legend is.&lt;br /&gt;
[40] This is an embellishment to explain why demons do not come into this world on their own (and why we do not get summoned by demons), including various ones from storylines that have tried to come here on purpose, but when they are already here they can open rifts to let in more demons. The abyran&#039;ra did this in the [[Rhythus Veranthe Faendryl|Rhythus Veranthe]] event for the release of [[725|725 Minor Summoning]], the Ur-Daemon Ith&#039;can was able to open portals with its eyes. This cosmology explanation was the reason why in the I.C.E. Age, combined with the Eyes artifacts at the poles, which have a direct analog in the Eye of the Drake artifact from the Vvrael quest. The Vvrael, [[Vishmiir]], Althedeus, and so on, have generally always needed the way opened from this side. Volume 2 makes more explicit use of this basic cosmology premise of more chaotic and higher ordered essences, consistent with the chaotic energy barriers of combat demons. &amp;quot;History of Elanthia&amp;quot; framed it implicitly as weird with the word &#039;somehow&#039; in the line &#039;&#039;&amp;quot;Ur-Daemons somehow opened a portal to Elanthia&amp;quot;&#039;&#039;.&lt;br /&gt;
[41] This is a nod to the legend that Fash&#039;lo&#039;nae brought in the Ur-Daemon, which is mentioned in a few documents now, and &amp;quot;[[Gods of Elanthia]]&amp;quot; attributes to Faendryl &amp;quot;elder historians&amp;quot;.&lt;br /&gt;
[42] This refers to the Ith&#039;can ability to open portals / rifts with its eyes. This was stated in a Kenstrom storyline.&lt;br /&gt;
[43.1] Partly refers to the [[History of Fash&#039;lo&#039;nae|shattering]] of Fash&#039;lo&#039;nae&#039;s library as an &#039;&#039;&amp;quot;amplifier&amp;quot;&#039;&#039; for anchoring &#039;&#039;&amp;quot;the portal to the Ur-Daemon&#039;s home world&amp;quot;&#039;&#039;, and partly refers to the &#039;&#039;&amp;quot;instability between valences during the cosmic battle&amp;quot;&#039;&#039; in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document. The premise of a single major portal though is also hard baked in the setting for the last battle which blasted the landscape for hundreds of miles &#039;&#039;&amp;quot;leaving it a lifeless wasteland&amp;quot;&#039;&#039;, which in context with the Despana lore only makes sense to refer to Rhoska-Tor and the Southron Wastes. In the I.C.E. Shadow World lore it was possible to form wastelands like that from major portal collapses. In DragonRealms there is some [https://elanthipedia.play.net/Heralds implication] that excessive magical use or power in an area can leave it blasted and ruined. Mana storms similarly are of this notion of power backlash in I.C.E. Shadow World and the Elanthia of both GemStone and DragonRealms.&lt;br /&gt;
[43.2] With the &amp;quot;[[Ithzir Genesis]]&amp;quot; premise of valencial instabilities forming gateways to this world, and the Ur-Daemon being able to open their own rifts, and similarly random rifts opening in [[mana storm]]s and magical backlashes and so forth, for many reasons a lot of demons in general should have accessed Elanthia. Not just the main ones categorized as &amp;quot;Ur-Daemon&amp;quot;.&lt;br /&gt;
[44] Another etymological treatment of &amp;quot;Ur-&amp;quot; as its literal prefix meaning. Hedges on how much we actually know about them.&lt;br /&gt;
[45] The premise that Ur-Daemon &#039;&#039;&amp;quot;fed on mana, both that contained in the land&#039;s natural mana foci and that bound around all life&amp;quot;&#039;&#039; stems from the original &amp;quot;[[History of Elanthia]]&amp;quot;. Their bodies are highly corrupting, such as what the Eye of Goseth did to the cultists of the [[Sanctum of Scales]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons.[46] The Great Elementals stormed and the Great Spirits mostly hid or were devoured.[47] It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos.[48] Terrible gods were formed in other worlds from the powers unleashed.[49] There were Arkati who hoarded followers, or attempted to shelter lesser races in other places.[50] Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.[51]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[46] IC author is being non-commital on how much we actually know of that period. In religion the Drakes and some Arkati fought the Ur-Daemon. In time rifts we&#039;ve seen Drakes (meaning apparent dragons) breathing fire on gnarled floating squid monsters, which is ambient messaging for a chamber inside Melgorehn&#039;s Reach. The author uses &amp;quot;Great Spirits&amp;quot; as a catch-all for spirit entities up through Arkati and higher in Volumes 2 and 3 and suspects the Drakes were Koar-like Great Spirits and that actual dragons also fought the Ur-Daemon.&lt;br /&gt;
[47] The [[Great Elemental]]s fighting in this period is asserted by the NPC authors of &amp;quot;[[History of Elementals]]&amp;quot;.&lt;br /&gt;
[48] This is stated explicitly in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document.&lt;br /&gt;
[49] Kenstrom refers to these demonic beings as &amp;quot;primordials&amp;quot; and the only named one we have now is Althedeus. This premise of Althedeus being formed in another realm by the powers unleashed by the Drake/Ur-Daemon War has been used repeatedly in storylines. It is also in the &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Disciples of the Shadows section.&lt;br /&gt;
[50] For example, &amp;quot;[[History of Eorgina]]&amp;quot; and &amp;quot;[[Legend of L&#039;Naere]]&amp;quot;.&lt;br /&gt;
[51] The devouring shadow monsters of the forests are described in the early part of &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The second half of the sentence is partly based on the twisting and deformation of life that Lornon Arkati do in the Imaera description in &amp;quot;[[Gods of Elanthia]]&amp;quot;, and various monstrosities that have been created through dark magic. [[Althedeus]] itself did similar with its own dark corruptive powers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles.[52] With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake.[53] This sealed the interdimensional rift and strengthened the essence barriers separating the worlds.[54] There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being.[55] The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth.[56] With the failure of the Eye in 5098, Elanthia saw more otherworldly threats.[57] The Vvrael hold the world on the edge of a widening abyss.[58] The Vishmiir were driven back into the Void.[59] Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.[60]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[52] This is quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; introduction section. This document interprets the wasteland as the Southron Wastes and especially Rhoska-Tor, where &amp;quot;Southron Wastes&amp;quot; is a historically older term, but Rhoska-Tor we interpret as hvaing old language roots in common with Dhe&#039;nar-si.&lt;br /&gt;
[53] This is from the Vvrael quest. The entrance to the Rift was initially sealed with a gemstone floating over the ornate pedestal.&lt;br /&gt;
[54] The first part of this sentence was the explicit premise, the second part is a minor extrapolation because the &amp;quot;Eye of the Drake&amp;quot; was blatantly based on the &amp;quot;Eyes of Utha&amp;quot; from the I.C.E. setting, which had the same function. The failure of the Eye can also be used to handwave explain why we&#039;re dealing with so many huge extraplanar threats in the past few decades.&lt;br /&gt;
[55] Based on the Drake&#039;s Shrine and the loresong on the teleportation orbs given to the Chosen. The imagery involved is pretty clearly from the Book of Revelation, so this is playing into that with the notion of a living seal, and the use of Grail quest motifs in the Vvrael quest treating Koar as the analog of the wounded Grail king with the Dolorous Stroke. The Rift room descriptions also suggest a kind of illness in Koar, and there are numerous indicators that you are supposed to be inside the Great Drake in some sense (especially literal on Plane 5).&lt;br /&gt;
[56] This is from the &amp;quot;[[Wyvern]]&amp;quot; document. The IC author is speaking loosely calling them &amp;quot;lesser dragons&amp;quot;, they&#039;re more like draconic energy beings created by the Great Drakes, whereas &amp;quot;wyrms&amp;quot; in Elanthia would be an actual literal dragon variety. This is iconoclasm and Faendryl skepticism on religion.&lt;br /&gt;
[57] Same point made in note 54.&lt;br /&gt;
[58] The Rift was threatening to widen (i.e. the nebulous sphere would&#039;ve expanded wider into the Drake&#039;s Shrine) in the [[Rift expansion preview (storyline)|release events]] for the Scatter. Also loosely referring to the Scatter opening up. Vvrael quest ended with Terate stabilizing but not actually closing the Rift.&lt;br /&gt;
[59] [[Vishmiir]] event was in 2002 with the day/night release, and they resided in some kind of extraplanar realm called the Void.&lt;br /&gt;
[60] This was the climax of the [[Cross into shadows|Cross into Shadows]] storyline in late 2014.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world.[61] Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature.[62] There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead.[63] The Lords of Liabo slew the unnatural.[64] Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem.[65] The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint.[66] The most desecrated fallen realms were too far gone and have remained forever haunted.[67] Spirits in those places were twisted with dark power.[68]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[61] For example, the Kuon section of &amp;quot;[[Gods of Elanthia]]&amp;quot;, and the Imaera section about restoring life on the planet as well as the Jaston section.&lt;br /&gt;
[62] This is a straight forward logical consequence of their established nature and properties.&lt;br /&gt;
[63] This is an embellishment that extrapolates from the premise of the [[History of the Turamzzyrian Empire|demonic hybrids]] formed in the [[Third Elven War]], and the previously referenced relationship between the Ur-Daemon and undeath. These concepts of an unliving spectrum are fleshed out a lot more in Volumes 2 and 3, reconciling the scattered creature lore in the game. Because of the shared root of [[Everblood]] in [[Drangell]]&#039;s troll curse and ebon-swirled primal demon blood, it seems likely the case that trolls should have originated anciently in demonic corruption.&lt;br /&gt;
[64] This is reviving the I.C.E. analog of the period, where the various left over demons and so on from the cataclysm were killed or banished, and the ecology was slowly healed with intervention. It does not make sense that the final battle with the Ur-Daemon would have destroyed all the creatures of darkness and random demons.&lt;br /&gt;
[65] This is mostly based on the Imaera lore, as well as the uncursing mechanics. The Council of Light resignation mechanics also show some divine ability of cleansing taint of dark energy from spirit and life.&lt;br /&gt;
[66] This is reviving the I.C.E. analog of the period, where this was stated explicitly. Fey of this kind are still represented as servants of various Arkati. This is just describing their use as scrubbers, and sets up the premise for tainted/corrupted fey spirits, of which there are concrete examples such as Ilvari. This is important because they would be an example of &amp;quot;undead&amp;quot; present in Elanthia in all time periods after the Ur-Daemon War.&lt;br /&gt;
[67] Rhoska-Tor is still a wasteland. Extreme cases like the [[Wizardwaste]] and [[Bleaklands]] seem impossible to be fixed.&lt;br /&gt;
[68] As with number 66, this is important for the deep history of undead in Elanthia, and they logically should have existed this far back. This premise is used to explain corrupted wasteland fey (e.g. &amp;quot;infernal sprites&amp;quot; that were in the [[Southron Wastes]] in the [[Wavedancer]] event) and the premise is used in this text to explain how the Dhe&#039;nar learned to manipulate the undead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War.[69] Extraplanar undead such as the Vishmiir are at least this old as well.[70] Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory.[71] Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War.[72] Some of these monstrosities, such as the vruul, survive to the present day.[73] There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms.[74] But it was the corruption of dark essences from the demons that brought the true unlife.[75] The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them.[76] They are inherently anti-magical, and in some ways, incapable of death.[77]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[69] Volume 3 gets into classification schemes for the undead. The presence of this kind of undeath dating back to the Ur-Daemon War is just being consistent with the logic of dark energy taint / corruption.&lt;br /&gt;
[70] This is made up. There is some reason to think the Vishmiir had very ancient Marluvian origins, such as the Hunt for History [[Urglaes-set pitted silver talisman|urglaes talisman]] loresong, so they could have been created any time between the Ur-Daemon War and the founding of the Elven Empire. Possibly even a little later. &lt;br /&gt;
[71] It has essentially always been a premise in GemStone that demons are involved in making the undead (e.g. the Order of Voln induction messaging), and in DragonRealms necromancy is [https://elanthipedia.play.net/Category:Demons framed] as [https://elanthipedia.play.net/Demons_and_the_Profane/Contents ultimately demonic] in nature and origin [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 in some sense.] The demons that should have been left over from the Ur-Daemon War and the demons that should have managed to get into this world for various reasons both can have been responsible for directly or indirectly causing undead to exist at all time points. With the Vvrael, Daephron Illian was studying how to summon Ur-Daemon in the early exile in Rhoska-Tor, but it turned out he was studying the Vvrael. So there should be Vvrael stuff in that specific location from earlier, but probably later than the Dhe&#039;nar.&lt;br /&gt;
[72] There is some indication of this in the &amp;quot;[[History of Luukos]]&amp;quot; legend document.&lt;br /&gt;
[73] This is reviving the I.C.E. setting premise that what we now call vruul (back then they were called gogor) were created artificially ~100,000 years ago and used in the cataclysmic war that ended that age. Vruul are supposed to slumber in foul black fluid in tall stone jars for thousands of years.&lt;br /&gt;
[74] Ghosts should exist regardless of anything. Phantoms in general could be characterized this way, but it&#039;s been directly established repeatedly that firephantoms are caused this way. It is encoded with the arch in Glatoph, and Sir [[Davard]] after the Church of Koar burned him in [[Cross into shadows|Cross into Shadows]] storyline, and the girls that [[Cyph Kestrel]] accidentally burned to death in [[Keeping up with the Kestrels]] storyline. Such undead should have essentially always existed.&lt;br /&gt;
[75] This distinction is used and elaborated in Volumes 2 and 3. Auchand has since used it some in his [[The Thirsting Dead|vampires documentation]]. This document emphasizes the use of &amp;quot;dark energy&amp;quot; from demonic realms as &amp;quot;tainting&amp;quot; and as the distinguishing characteristic of &amp;quot;black arts&amp;quot; from more ordinary sorcery, but allows definitions of sorcery that can include them.&lt;br /&gt;
[76] This was established in the [[Ride of the Red Dreamer]] storyline.&lt;br /&gt;
[77] Same as number 76. The &amp;quot;in some ways&amp;quot; line is referring to the ability to revive their body parts and so on. It&#039;s also insinuating a deep and natural relationship with undeath.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions.[78] Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything.[79] Lornon is rumored to be a gateworld.[80] Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon.[81] It may even be where the Ur-Daemon first entered.[82] There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons.[83] The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that blur the distinction between demons and the undead.[84] Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War.[85] Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.[86]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[78] This is a characterization of the Arkati lore, and suggesting it shook out that way. Since other powers were involved. There were Great Elementals in that period, and there are more local gods, and there&#039;s always been some premise of lesser spirits and Arkati who became less powerful over time and so forth.&lt;br /&gt;
[79] This is quoting &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[80] This is based on the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document, and also reviving that premise which was explicit in the I.C.E. version.&lt;br /&gt;
[81] This comes from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, while the hovering on the boundaries line is reviving the I.C.E. version premise.&lt;br /&gt;
[82] This is referring to the idea that Marlu came first (such as in &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;) or that the Ur-Daemon were interacting with Fash&#039;lo&#039;nae (such as in &amp;quot;[[Gods of Elanthia]]&amp;quot;) before he blasted the door way open somewhere on Elanthia (here assumed to be Rhoska-Tor and the southern wastes.)&lt;br /&gt;
[83] This premise and interpretation of the Lornon gods (that they were darkened by being on Lornon rather than the bad childhood myths or ideological sorting) comes from the introduction section of &amp;quot;[[Gods of Elanthia]]&amp;quot;. Its use is a consistency consideration for Volumes 2 and 3.&lt;br /&gt;
[84] This has been established in various ways over the years. Luukos has the Maw of Luukos, for example, and Eorgina was in some other realm when communed with near the climax of the [[Daukhera Darkflorr]] storyline in Icemule. Ivas has the [[Athletic dark-eyed incubus|incubi]]. The notion of blurring the distinction between demons and undead is an important concept in all three volumes. These are probably mostly the &amp;quot;infernal realms&amp;quot; described in volume 2&#039;s cosmology model rather than &amp;quot;outer&amp;quot; valences.&lt;br /&gt;
[85] The &amp;quot;[[History of Luukos]]&amp;quot; legend frames historical details that mean Luukosians in Elanthia were not making undead until after the Undead War. So these lines are about retaining his other qualities and reasons for the animosity between him and Lorminstra that would have been recognized in the Elven Empire period. (Most of the time &amp;quot;Elven Empire&amp;quot; does not refer to the Age of Chaos and later, where instead the usage is usually &amp;quot;Elven Nations&amp;quot; or &amp;quot;United City-States&amp;quot;. There can be odd present-tense exceptions like the beginning of the [[Ta&#039;Loenthra]] document.)&lt;br /&gt;
[86] This is manifestly true in practice for the undead that actually exist in GemStone. Luukos may have some sphere of influence relationship with the undead, but most undead are not actually Luukosian or made by Luukos. (In DragonRealms it is actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 clarified] that not &#039;&#039;all&#039;&#039; undead are &#039;&#039;demonic&#039;&#039; in origin, and even then it is thought demonic patronage in some way is required. Necromancy is fully broken off from Immortals involvement in that Elanthia.) Life and Death balances have generally been used in the religion lore, such as in the &amp;quot;History of the Order of Voln&amp;quot; document. This concept will be used near the end of this document for explaining and reconciling the death mechanics information.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II. The Second Age (-50,000 to -20,000 Modern Era)[87]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia.[88] There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation.[89] Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[90]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[87.1] -20,000 Modern Era is when the earliest rumors of Despana are heard. This is also the date range for the Second Age used by the &amp;quot;[[History of Elanthia]]&amp;quot; document. A reasonable argument could be made that it should go up to closer to -15,000 Modern Era with the actual Undead War fighting. But this document uses -20,000 to -15,000 as the whole Despana build up period, even though the actual war was much shorter. &lt;br /&gt;
[87.2] &amp;quot;[[History of the Truefolk#Chapter 3 - The Third Age: Halflings and the Undead War|History of the Truefolk]]&amp;quot; even refers to a &amp;quot;Third Age&amp;quot; including the Undead War, and then talks about the &amp;quot;Age of Chaos and Beyond&amp;quot; after that. But we do not use that convention and simply refer to the Undead War, and the Age of Chaos as after the Undead War. &amp;quot;[[History of Elanthia]]&amp;quot; implies &amp;quot;Age of Chaos&amp;quot; equals Third Age, with the &amp;quot;Modern Era&amp;quot; being explicitly the &amp;quot;Fourth Age&amp;quot;.&lt;br /&gt;
[88] Linsandrych Illistim equates dragons and Drakes. Dragon and Drake are used interchangeably in Meachreasim Illistim&#039;s &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[89] These details are directly referenced later in this document when talking about the southern wastelands in this very early period. The premise of no written records that far back is also stated in the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document and referenced to some extent in the &amp;quot;[[Elanthian Moons]]&amp;quot; document.&lt;br /&gt;
[90] This is a canon quote in the &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.A Ancestral Spirits&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age.[91] There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago.[92] Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races.[93] Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati.[94] But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.[95]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[91] The Linsandrych Illistim quote and the characterization of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;.&lt;br /&gt;
[92] Same as 91. The &#039;&#039;&amp;quot;first written history of the growing empire&amp;quot;&#039;&#039; is the Chronicles in -49,238 Modern Era on the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[93] This related to the Chroniclers with Linsandrych Illistim in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Order of Lorekeepers, and to some extent &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot; shows the sylvans did not have writing until the early Second Age. The premise that other races (e.g. dwarves) would have more distorted oral history is partly reasonably and partly IC elven author bias.&lt;br /&gt;
[94] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document and the [[Legacy of the Lorekeepers|retconned version]] of the Order of Lorekeepers document which replaced &amp;quot;Nantu&amp;quot; with &amp;quot;Ta&#039;Illistim&amp;quot;.&lt;br /&gt;
[95] This is IC author interpretation, but a similar statement is made by the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;. It is setting up a class / elites structure bias to orthodox history, which reasonably ought to exist for socioeconomic reasons. The first house was House Illistim, which also began with the construction of a library (Ta&#039;Illistim), where the Chronicle keepers moved. This was -49,107 Modern Era per the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and this date is the [[Ta&#039;Illistim Monarchs|year zero]] of Illistim calendar dates. (Vaalor calendars use their own founding date of -48,897 Modern Era as their year zero.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War.[96] The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods.[97] It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion.[98] Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.[99]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[96] &amp;quot;Time of the Rebuilding&amp;quot; is a phrase used for the Arkati dominated period of the Age of Darkness in the &amp;quot;[[Elanthian Moons]]&amp;quot; document. The premise that not all gods helped rebuild the world is stated in &amp;quot;[[History of Elanthia]]&amp;quot;. Arkati assistance with agriculture, for example, should reasonably overlap with early written language / records. So this much should be considered hard fact from Elven history.&lt;br /&gt;
[97] This is pointing out a commonality between the dominant religion lore and what is written in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and also setting up a premise that this is an ancient elven bias enshrined in mainstream Elanith theology.&lt;br /&gt;
[98] The existence of druidism and shamanism and animism in general should, for the same reason real-world Western scholars do, be arguably more primordially ancient than the polytheism and especially good/evil dualism of the Arkati centered religions. This document is referring to what the Elves would call &amp;quot;primitive&amp;quot; or &amp;quot;barbaric&amp;quot; or &amp;quot;uncivilized&amp;quot; cultures because of their ethnocentrism.&lt;br /&gt;
[99] Suggesting Imaera and [[L&#039;Naere]] are not really separate goddesses is iconoclastic, playing off their high similarity and the similarity of their names and the fact that L&#039;Naere does not exist in the historical records period. The last part is referencing the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, where Fash&#039;lo&#039;nae comes into existence later than an elf, combined with the legends that Fash&#039;lo&#039;nae is the oldest of the Arkati. But the IC author of this text later argues the Grandfather Stone (the premise of this legend) is an admitted forgery by Fash&#039;lo&#039;nae himself, which also comes from the &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism.[100] Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins.[101] It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste.[102] There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites.[103] Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir.[104]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[100] This is a reasonable anthropological characterization or categorization by the IC author writing about them from the outside.&lt;br /&gt;
[101] This is a fact of the world setting that has been demonstrated many times over with both permanent and invasion creatures, and sometimes documentation such as &amp;quot;Life and Being in the Sea of Fire&amp;quot;.&lt;br /&gt;
[102] This is from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Travels in the Wizardwaste]]&amp;quot;, as well as suggestions of ancient pre-Kannalan Tehir ancestors in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.&lt;br /&gt;
[103] This is a combination of implemented creatures and documentation such as the [[Giantkin Clans|Giantkin clans]] and Tehir and gnome documentation.&lt;br /&gt;
[104] These are from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Lines of Blood: A History of the Gnomes]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King.[105] There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world.[106] The sylvankind still worship both the Light and Dark Gods in balance.[107] There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges.[108]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[105.1] The first part of this is from &amp;quot;[[Blood of the Sea: The Krolvin and Their Descendants]]&amp;quot;. The krolvin gods more generally are a very different interpretation of the Arkati, as established in &amp;quot;[[A Short Primer on Half-Krolvin Society and Faith]]&amp;quot;. Khar&#039;ta in particular is a blend of Koar, Eorgina, and Charl, but &amp;quot;Blood of the Sea&amp;quot; goes further. &lt;br /&gt;
[105.2] The second part of this partly plays off the mural under the Abandoned Inn, and the human &amp;quot;God King&amp;quot; concept of making Koar into a kind of supreme god. &lt;br /&gt;
[106] This is slightly an embellishment. Onar was established to be the patron of the kingdom of Anwyn in the Demon Queen of Anwyn storyline in 1998, and Castle Anwyn is related to the Vvrael quest, which arguably used a lot of Grail quest mythological elements. One of these was the Grail king mythos, which has been interpreted by some as coming from &amp;quot;dying and rising god&amp;quot; mythologies, with the wasteland myth and world restoration. This is related to the earlier section of this document where the Great Drake seals the Rift as a wound in his living being.&lt;br /&gt;
[107] This is from the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document.&lt;br /&gt;
[108.1] This refers to the One creation myths in the &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;[[History of Elementals]]&amp;quot; documents. There is no reliable within-world authority who can speak to the factuality of such a thing, since it would pre-date their creation. This notion of the One, Many, and so on, has been reference in game, including by some sort of elemental around Zul Logoth in the [[Nations on the Brink]] storyline.&lt;br /&gt;
[108.2] The second part of this is characterizing it in Neoplatonist / gnosticism terms, which is where this kind of cosmological notion comes from in the real world. Later in this document this is historicized in the same way, being attributed to &amp;quot;occultist&amp;quot; movements in the Second Age trying rationalize more ancient superstitious beliefs. That is an invention of this document for reconciling the undefined within-setting origins of the creation myth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions.[109] It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities.[110] History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past.[111] But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.[112]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[109] This document does not try to sort out what is really true about religious myths and beliefs, and allows them to be either cross-pollinations or convergent evolution to similar notions.&lt;br /&gt;
[110] This document is historiographic rather than historical. It is attempting to explain propensities out of worldviews and culture-traditions for generating the various kinds of necromancy, and the history of collisions is predominantly defined in Faendryl terms because that is where it would be best recorded and now most hegemonic. This is allowing the full history to be a lot messier than the relatively clean and rational-theoretic way it is being characterized.&lt;br /&gt;
[111] This is the IC author acknowledging we are framing things by our present day categories and interests, which to some extent is a distortion from how people in past times or other places would characterize themselves.&lt;br /&gt;
[112] This is the IC author acknowledging that he is describing other people from the outside and limits the scope of our understanding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.[113]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[113] All of this is characterizing the animist worldview, which to some extent is encoded in the spirit spell circles. This paragraph could just as easily be used in the real-world. It is not specific to the Elanthia world setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world.[114] This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.[115]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[114] This is elaborated in Volume 3 and has basis in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Xshitha Raamaani section.&lt;br /&gt;
[115.1] All of this is in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The Tehir relationship to dealing with spirits is also discussed a great deal in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, having been intentionally made into an animist culture rather than an Arkati focused culture.&lt;br /&gt;
[115.2] This hook about the Tehir interpretation of Luukos, and Bir Mahallah&#039;s relationship with dark sorcery and undeath, is used here as a springboard for illustrating how necromancy of undeath can arise spontaneously from animist traditions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic.[116] There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation.[117] With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead.[118] Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals.[119] These sites are often used only up to some limit to prevent ghosts.[120] The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.[121]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[116] This is a thesis statement of the document. The most important trend line for this is trying to do spiritual magic with dark essences and/or trying to channel from demonic powers, which by the logic of the cosmology / magic theory in this document, naturally turns into &amp;quot;dark sorcery&amp;quot; instead of pure spiritual magic because of the necessary hybridization (corruption) with ordinary mana when wielding those cthonic essences for magic. (This document also as a literalizing convention uses &amp;quot;extra&amp;quot;chthonic to refer to outer valences and distinguishes that from &amp;quot;pales&amp;quot; or &amp;quot;infernal realms&amp;quot; of our own spectrum of existence which instead care called &amp;quot;chthonic.&amp;quot; These early theurgic summoners would largely be dealing in chthonic demons, and possibly immaterially through veil weaknesses rather than rifts.)&lt;br /&gt;
[117] This is an existing premise in the culture mortuary ritual lore, such as the Sylvan [[History of the Sylvan Elves|documentation]] with the [[Sylvan Mourning|Otherworld]]. It provides a natural hook for what if the spirits get stuck and what if they eventually get corrupted. In &amp;quot;History of the Truefolk&amp;quot; it was a Halfling belief (pre-dating the Undead War) that &#039;&#039;&amp;quot;should one of the Truefolk die in lands far away, they were doomed after death to wander endlessly, searching for those they had loved during their lifetime.&amp;quot;&#039;&#039; Volume 3 talks about this kind of &amp;quot;restless spirit&amp;quot; condition, and also related to the notion of unfinished purpose, which is touched on near the end of this document.&lt;br /&gt;
[118] These two sentences are both right out of the &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; document. The premise of corpses getting possessed by background spirits is also very important for the existence of undead in the deep past, and gets used later in this document for addressing the Dhe&#039;nar learning to control the undead in Rhoska-Tor.&lt;br /&gt;
[119] Sky burials have been used in the game, even by the reivers of the Ember Vale in the [[North by Northwest]] storyline. This is contrasting the previous sentence as essentially the exact opposite belief, where bodies are fed to vultures on purpose, and suggesting skeletal undead (e.g. skeletal giants) come into existence in this way. This is elaborated in Volume 3.&lt;br /&gt;
[120] This is an embellishment. It is a real-world superstition regarding charnel grounds with sky burials.&lt;br /&gt;
[121] This is a reasonable extrapolation and common sense perverse incentive behavior following out of religious beliefs and mortuary rituals for helping spirits depart so they do not become undead. This should be a very common way necromancy evolves out of shaman behaviors.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them.[122] Necromancy was an art of divination concerned with spirits of the dead, and thus it found special importance in mortuary rituals.[123] Ancestor veneration is often a major aspect of these religions.[124] Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way.[125] They are called upon or appeased with offerings.[126] Folk magic is perhaps the very thing Elven materialism was reacting against.[127]&lt;br /&gt;
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[122] This is the thesis construction of the document again. &amp;quot;Black arts&amp;quot; refers to taint and corruptive energies, and &amp;quot;haunted realms&amp;quot; are described more in Volumes 2 and 3. This document begins by treating &amp;quot;necromancy&amp;quot; as magic involving death rituals, and then in these places with demonic corruption and dark powers, this gets twisted into darker and more twisted forms of magic.&lt;br /&gt;
[123] This is a real-world usage of the literal meaning of &amp;quot;necromancy&amp;quot;, but otherwise an embellishment for Elanthia, where in present modern day conventions this kind of clerical magic is not considered necromancy and necromancy is instead defined in terms of sorcery. So this is talking about very early conventions before that situation existed.&lt;br /&gt;
[124] This is true in the real world. It shows up in parts of the Elanthia lore, and reasonably should be part of the animist skewing cultures.&lt;br /&gt;
[125] Notably, the fey of the Wyrdeep allow the Barons of Bourth to be taken in by them in death, which was seen in the burial of Spensor Caulfield. But this line has been left vague, and Elanthia has a premise of Lorminstra [[Orders of the Turamzzyrian Empire#Keepers of the Golden Key|allowing]] souls to [[Velathae|return]] from beyond the Ebon Gates for the [[Eve of the Reunion]].&lt;br /&gt;
[126] This is generic animist behavior.&lt;br /&gt;
[127] This is an IC author interpretation. Imperial Elven culture in Elanthia seems self-consciously rationalist and rejecting of religious mysticism, but there are others such as elves of the Wyrdeep who are druids. So this document tries to reconcile all this with an Enlightenment style rejection of the more medieval or older kinds of things that would have been pushed into the less civilized provinces in the West. Orthodox religion and theology might also be suppressant of it. Arkati are spirit beings, but the Elves arguably racialized them, for their own dogmatic self-interest. (In DragonRealms they are actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 explicitly] extraplanar beings, and they were extraplanar beings in the I.C.E. Shadow World setting, and as far back as 1996 in GemStone you have Stump posting about the Arkati residing on the spirit plane. It&#039;s really just this religious myth stuff in GemStone that does not generally treat them that way.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot;[128] There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body.[129] While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is not the primary concern of Voln, who is mostly concerned with the release of cursed souls.[130] Little more than any other golem that has a spirit trapped within it.[131] There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention.[132] These are instead forces of darkness which all pose hazards such as involuntary possession.[133] Warding off particular kinds of evil spirits varies by their individual identities and associations.[134] Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces gave rise to very different, more personal traditions.[135]&lt;br /&gt;
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[128] These lines are directly addressing foundational ambiguities in the definition of &amp;quot;undead&amp;quot; and why some things are considered undead and not others, and why some unliving things are not mechanically undead for the Order of Voln.&lt;br /&gt;
[129] This is the nature of [[730]], the Animate Dead spell.&lt;br /&gt;
[130] This is based on being literal with the Path of Enlightenment messaging. Voln would probably strike down corpse puppets, too, but this is hedged by &amp;quot;primary concern&amp;quot; and not a matter of favor in the Order of Voln.&lt;br /&gt;
[131] Rolemaster golems and constructs are always animated by a captured spirit of some kind. These could also be elementals and demons. Undead golems are only those where the spirit is an undead soul. There have been Elanthia setting golems with souls in them (e.g. the urnon golems from Kenstrom storylines) and that urnon golem also would have hosted the demon primordial Althedeus. Artificial constructs are not targetted for release by the Order of Voln, so this is reconciling these facts.&lt;br /&gt;
[132] Again, it would not have always been understood that there are these extraplanar outworlder entities, so &amp;quot;demons&amp;quot; anciently would have initially been considered wicked spirits or monstrosities of darkness. (DragonRealms also has some framing on [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 historical refinement] of what the word &amp;quot;demon&amp;quot; means, with its own temporary overcorrection of equating them with all extraplanars.) There are also extraplanar undead. Extraplanar origin entities (e.g. the [[water wyrd]]s in River&#039;s Rest) are not always mechanically extraplanar, so it is implicitly possible for such entities to attune to this reality. Some demons (e.g. the spells [[Cloak of Shadows (712)]] and [[Torment (718)]]) are not summoned with summoning circles, apparently being conjured from this world or more passively and immaterially through veil weaknesses. This is explored and reconciled much more in Volumes 2 and 3.&lt;br /&gt;
[133] Various kinds of entities have been demonstrated as having possessing powers, ranging from the [[oculoth]] [[Possessed|possession]] powers to undead with mind control / behavior manipulation abilities to NPCs in storylines such as [[Thadston]] and the [[A Knight To Remember - 2020-10-01 - Re-Rout (log)#Thadston&#039;s Lament|bleakwalker]] or [[Bonespear]] in Bonespear Tower and the [[dybbuk]]s implicitly being possession spirit undead and the [[soul golem]]s with the [[wind wraith]]s.&lt;br /&gt;
[134] This is partly playing off the Xshitha Raamaani lore in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, but just generally how it should be, different kinds of things needing to be handled different kinds of ways by spirit callers.&lt;br /&gt;
[135] This is used to fabricate &amp;quot;black arts&amp;quot; traditions along similar lines in haunted realms, which reconciles and helps explain all the very dark magic that has nothing to do with the Faendryl or Dhe&#039;nar, and does not necessarily come from Lornon. There are little bits of lore about demonic cults and other threats in the Southron Wastes than the Horned Cabal, but for the most part it is very thinly defined. This is bolstering the premise that there should be demon worshippers and so on in the southern wastelands as that is logically where they would have resided given the existing historical framework.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.B The Elven Empire&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. Who among us, then, is more beast than elvenkind?&amp;quot;[136]&lt;br /&gt;
&lt;br /&gt;
- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[136] The paragraph up through &amp;quot;benevolence and aid&amp;quot; is from the &amp;quot;History of Elanthia&amp;quot; document. It was expanded through &amp;quot;need the air to breathe&amp;quot; in the &amp;quot;[[History of the Faendryl]]&amp;quot; document. These parts are already canon. The very last sentence is totally made up for this document. It is there to give support to an interpretation of the speech&#039;s meaning later in this document, emphasizing its more metaphorical quality (which was contextualized as political rhetoric during Yshryth&#039;s coronation by the &amp;quot;History of the Faendryl&amp;quot; document). The time scale used for the first thirteen Patriarchs means that Yshryth Faendryl was coronated after the Houses had been founded but still during the very early Elven Empire.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages.[137] There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization.[138] There was ultimately a concentration of power in urban centers with the construction of cities.[139] These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions.[140] These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny.[141] The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.[142]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[137] The premise that they resided for a long time in these open gaps, while the sylvans were those that stayed nomadic longer, comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It explicitly establishes that these kinds of smaller settlements out in the open were done for a long time before the urban centers were founded. This means the House founder stuff, especially coming out of the forests and building cities, is heavily mythologized. The IC author of this document later calls that examples of the &amp;quot;great man of history&amp;quot; myth.&lt;br /&gt;
[138] This is seeding the socioeconomic reasons for the cultural differentiation, so that it isn&#039;t really ideologies of espoused by single charismatic founders out of thin air.&lt;br /&gt;
[139] This is a general civilization development pattern.&lt;br /&gt;
[140] Lyredaen has said in the past that this was the real intent for how the Houses came into being in that time period.&lt;br /&gt;
[141] This is an IC author interpretation, but reasonably grounded.&lt;br /&gt;
[142] This is an embellishment based on the way the Elves and Arkati relationship has generally been framed. &amp;quot;[[Elven Dogma and Theology]]&amp;quot; analogizes them as treating &#039;&#039;&amp;quot;their chosen Arkati as casual vassals might treat an undemanding liege.&amp;quot;&#039;&#039; The [[ICE gods#Intermediate: Fash&#039;lo&#039;nae|original Fash&#039;lo&#039;nae description]] posited a Drakes to Arkati, Arkati to Elves, Elves to Humans scheme. So this sentence is just taking the spheres of influence view of the Arkati, and having the Elves characterize their distinct spheres of interest and power relative to each other as terrestrial reflections of that higher order of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a great chain of being.[143] What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an ancient Elven word meaning a guide or recruiter of the lost, in the Elven image --- as a race of higher beings who inherited the world from its prior masters.[144] The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the stewards of the world.[145]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[143] The first part of this sentence is based on &amp;quot;[[Time on Their Hands: The Evolution of Elven Art]]&amp;quot;, while the second part is based on that Drakes-Arkati-Elves line of descent, and similar notions (like ascension ideologies) in the lore that are made sense of with the &amp;quot;great chain of being&amp;quot; concept from real-world history. This document later uses it to address alchemy and occultist emanationist doctrines. &amp;quot;secular theology&amp;quot; largely refers to the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document.&lt;br /&gt;
[144.1] This etymology of the word &amp;quot;Arkati&amp;quot; is totally made up, but based on the real-world meaning of the word &amp;quot;arkati.&amp;quot; The extent to which &amp;quot;ancient&amp;quot; or &amp;quot;archaic&amp;quot; Elven is different from modern Elven isn&#039;t clearly defined, there&#039;s a case to be made that it wouldn&#039;t have drifted all that much similar to Greek and Chinese. But that runs up into problems of Sylvan being a separate language on not much different time scales as the founding period, and questions regarding Dhe&#039;nar-si and the Faendryl dialect being separate languages. Though those could be explained as impacted by the Dark Elven language and possibly impact by southern subcontinent inhabitants that the other Elves do not interact with.&lt;br /&gt;
[144.2] The inherited the world doctrine again comes from the elven documentation and their self-justification in lorder over lesser races. It is also the IC author being iconoclastic, suggesting the Elves imagined the Arkati in their own image, and implying that as with the krolvin the Arkati feed into what the Elves want to believe about them.&lt;br /&gt;
[145] The &amp;quot;undemanding liege&amp;quot; line is quoting the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The second part of it about the monarchs being &amp;quot;stewards&amp;quot; of the world is an IC author characterization of their position and role in the &amp;quot;great chain of being&amp;quot; dogma, which serves as a basis of political disagreement with the early Dhe&#039;nar who instead view the elves as needing to rise higher up the chain with ascension. This also implicitly relates the Dhe&#039;nar ideology more closely to the imperial Elves than the Sylvans, who by &amp;quot;[[History of the Sylvan Elves]]&amp;quot; should have branched off from both of them much earlier.&lt;br /&gt;
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As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots.[146] It was taboo to offer piety rather than fealty.[147] As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals.[148] In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions.[149] This bred the seeds of reactionary movements.[150] But there was no room for dissidents in the building of civilization itself.[151] Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;[152]&lt;br /&gt;
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[146] This is based on a cross of the Elven dogma document and the Elven art document, along with the racial supremacy stuff from Yshryth Silvius (circa -46,000 Modern Era).&lt;br /&gt;
[147] Later in the Second Age, Lilorandrych Illistim cracked down on cultish veneration of preserved hair from Linsandrych Illistim, along this kind of sentiment. This is established by a pendant on display in Museum Alerreth regarding [[Tenesi Illistim]].&lt;br /&gt;
[148] The Elven Empire had outlying provinces, but this has generally been very vaguely defined. This sentence is general civilization development dynamics.&lt;br /&gt;
[149] This is slightly exagerrating in the most absolute literal sense, but this pattern is generally true in the real-world. It&#039;s represented already all the way back in the Epic of Gilgamesh.&lt;br /&gt;
[150] This is a reasonable extrapolation.&lt;br /&gt;
[151] This helps frame and contextualize the Dhe&#039;nar departure from the Elven Empire point of view.&lt;br /&gt;
[152] This comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is generalized here to include &amp;quot;rubes&amp;quot; from the open-air regions rather than just the sylvan nomads in the forest. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has western migration and claims going back to -50,000 which is even earlier than House Illistim, and the founding of written records by the Chroniclers in -49,238 Modern Era. Socioeconomic and class forces are here being used to explain the population migrations, of which the Dhe&#039;nar would only have been one example and possibly later (as in the &amp;quot;Timeline of Elanthian History&amp;quot; document and the timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
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There were displacements of the population in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities.[153] Those who were ill-suited to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West.[154] Scholars think these conditions invited the subjugation of other races for slave labor.[155] Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters.[156] To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.[157]&lt;br /&gt;
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[153] This is a minor embellishment, extrapolating off the claiming &amp;quot;large portions of the western continent for their own&amp;quot; around -50,000 in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document, which is set a bit before the founding of the House cities in the east. It makes intuitive sense that a dynamic along these lines would exist, with the Dhe&#039;nar being the prominent surviving example. The Sylvans canonically did not migrate until later around -36,567.&lt;br /&gt;
[154] There are existing seeds of this in the Dhe&#039;nar departure being canonical. It just generalizes it to account for the &amp;quot;western continent&amp;quot; claims in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document.&lt;br /&gt;
[155] This is a thesis statement. It is just the equivalent of the real-world sociological/anthropological arguments about slavery forming with the development of agriculture based civilizations. The time period at which slavery by the Great Houses ended seems undefined, but could plausibly have survived longer in the West into the Age of Chaos.&lt;br /&gt;
[156] This is the IC author providing a socioeconomic dimension and motivator behind the Yshryth Silvius Faendryl rhethoric, which we&#039;ve already linked up with secularized great chain of being theology. This is all part of the &amp;quot;dominant ideology&amp;quot; in question.&lt;br /&gt;
[157] This is how the word &amp;quot;evolved&amp;quot; or evolution is used in the [[History of the Aelotoi|Illistim documentation]], and arguably how they interpret the relationship between gnomes and cave gnomes in the original [[Lines of Blood: A History of the Gnomes|Gnome history]] document (which more [[Inyexat|recent gnome]] documentation disputes.) The three volumes of this document is a lot more focused on artificial manipulation of animate beings and the mutating influence of magical environmental factors, which are more active driving conceptions than random mutation and natural selection, but like those has no concept of evolution as &amp;quot;progress.&amp;quot;&lt;br /&gt;
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The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited.[158] It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses.[159] There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.[160]&lt;br /&gt;
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[158] The first part of this is just referencing the -50,000 Modern Era entry in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The second part is playing off the [[Aramur Forean]] / Black Wolves story in northwest Elanith, and the fact that the &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; Also, the &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot; and relatedly &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; has the reiver ancestors in what is now Torre possibly as far back as the Second Age independent of elven rule. (Scribes has said he intended the ancient language shown for that region to be the old form of the Kannalan language. It is lightly mangled Old English.)&lt;br /&gt;
[159] The geographic barrier argument is just common sense. The other part about other sovereign land claims getting in the way is extrapolated off the &amp;quot;[[History of Elanthia]]&amp;quot; document saying the houses would not defend each other&#039;s territories or consent to have their troops led by another when Dharthiir was advancing. This more or less amounts to denying the right of military actions through the lands of other houses.&lt;br /&gt;
[160] &amp;quot;[[History of Elanthia]]&amp;quot; describes Second Age humans as nomadic, residing on comparatively barren lands, and Elves refusing to allow others to settle more fertile areas. But some residing in the shadows of the great elven cities as beggars and thieves and slaves. With the modern period population distribution, it can be surmised there was some long-run population sorting, though it is unclear how much non-elven population there initially was in the east. The IC author is skeptical of treating it as terra nova. Agricultural slavery would implicitly be more of a western provinces thing, and this document uses that premise of western agriculture for eastern cities in the Undead War section. It&#039;s undefined in general to what extent there were elven cities in the west, and how the outlying provinces were administered. &lt;br /&gt;
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Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire never held any mastery over the southern wastelands.[161] The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers.[162] The mountainous borderlands of the Southron Wastes have in all times been an attractive hiding place for brigands and criminals.[163] When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law.[164] The greatest threats to civilization, in turn, have most often come from the southern wastelands.[165] But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.[166]&lt;br /&gt;
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[161.1] This is an embellishment that is extrapolated off contextual details. The Elven Empire cannot have been in there in the Dhe&#039;nar period (up to around -40,000), and it would not make sense for them to have controlled it in the Despana period (-20,000 to -15,000). Similarly, it would not make sense for them to control it and then give it up prior to Despana, so the most sensible thing is for the &amp;quot;old places of the Ur-Daemon&amp;quot; in the southern wastelands to be an area the Elven Empire wants nothing to do with for various reasons. The Elven Empire also generally did not control the mountains, where the dwarves were and various monster races. &lt;br /&gt;
[161.2] [[Jontara]] presently refers to a wider continental definition than Elanith, and was the original De-ICE&#039;d term for the continent. For some reason &amp;quot;Elanith&amp;quot; became used for the continent, when it was originally the replacement term for a region in the northwest corner of the continent.&lt;br /&gt;
[162] This is interpreting the lines in &amp;quot;[[Gods of Elanthia]]&amp;quot; that way, because it is the only part of the Elanith map consistent with it. The second part is a necessary logical consequence of established premises about Ur-Daemon corruption, and this is necessary to explain the Dhe&#039;nar becoming Dark Elves tens of millennia before Despana&#039;s work in Rhoska-Tor.&lt;br /&gt;
[163] The Horned Cabal wiped a lot of this out in the &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; timeline (see years 4953 and 4960), but this embellishment is just generalizing that existing premise, because if that&#039;s the dark and lawless region of the continent during the height of the Elven Empire and the worst stuff is farther in, it makes sense the criminal types would reside in the borderlands. (The year 4832 in &amp;quot;History of the Turamzzyrian Empire&amp;quot; suggests that prior to the Horned Cabal agitation and the Third Elven War, the Southron Wastes were relatively quiescent as threats to the north. The Southern Sentinel at the time of the Third Elven War was Empress Selantha II&#039;s exiled husband, so the war was led by Eastern Sentinel [[Jerram Happersett]].) &amp;quot;[[Traveler&#039;s Guide to the Turamzzyrian Empire#Selanthia|Traveler&#039;s Guide to the Turamzzyrian Empire]]&amp;quot; also mentions &#039;&#039;&amp;quot;other threats from the Southron Wastes&amp;quot;&#039;&#039; than the Horned Cabal in the present day (of 5102 Modern Era.)&lt;br /&gt;
[164] This is an extrapolation but a straightforward logical consequence of the geographic constraints.&lt;br /&gt;
[165] This is a made up premise, but sensible and plausible on existing evidence. It would include Despana. The [[Vishmiir]] are a defined threat for the Second Age, and there&#039;s some [[Urglaes-set pitted silver talisman|indication]] they came from Marluvian worship, which should likely have been concentrated in those Ur-Daemon associated lands. The Horned Cabal in recent history also fits this mold. The Faendryl may have been taming it down in recent millennia, but have let the Turamzzyrian Empire take the hits after the Third Elven War in general. (Explicitly stated in the case of demons from &amp;quot;[[The Theory of Governance and Social Order#Armata|The Theory of Governance and Social Order]]&amp;quot;.)&lt;br /&gt;
[166] Despana as a civilization ending shock, but also having been around for a few thousand years without being considered a big deal, needs to be reconciled. It would make sense if villainous black magic sorts had a history of hiding out down there, but were minor enough in practical consequence to the Elven Empire that it was more a matter of police actions and maybe raids sometimes to put bad guys down. It should generally be where Lornon types were hanging out as well.&lt;br /&gt;
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II.C The Exiles&lt;br /&gt;
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&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&lt;br /&gt;
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- Linsandrych Illistim, First Master of Lore, House Illistim[167]&lt;br /&gt;
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[167] This is a totally made up quote for the document. It is meant to characterize the view of the southern wastelands held even early on in the Elven Empire. &amp;quot;[[History of Elanthia]]&amp;quot; refers to Rhoska-Tor as &#039;&#039;&amp;quot;barren, blackened land&amp;quot;&#039;&#039; and the [[urglaes]] metals documentation suggests there might be regional ancient lava veins since urglaes is found around Maelshyve. The Night and Dawn stuff is based on the [[Shimmering glaesine orb|original]] Illistim house motto, which is different from the heraldry statement in &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot;. This is also setting up the non-racialized premise of original meaning for the term &amp;quot;dark elves.&amp;quot; The madness and fever dreams stuff is playing off the [[Grot&#039;karesh Hammer Clan]] history, and searching for lost secrets is making Despana only one example of it. The quote is making those lands explicitly defined as cursed.&lt;br /&gt;
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The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization.[168] Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were all drawn to the southern wastelands.[169] This was a haven for the most fanatical cults, and is now a graveyard of forgotten theocracies.[170] Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators.[171]&lt;br /&gt;
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[168] This is following from the previous statement of the borderlands being where the brigands and criminals hide out, which is canonical in the modern Turamzzyrian Empire period. The interior should generally be worse than where those are willing to reside. This is only talking about the wastelands, not the subcontinent jungles, or southern mountains where dwarven clans lived.&lt;br /&gt;
[169] This is an embellished premise, but it is the only place where it makes sense for those to be during the Elven Empire, and makes continuity for Despana doing the same thing.&lt;br /&gt;
[170.1] The forgotten theocracies part is totally made up, but would be plausible behavior if the dark religious zealots are concentrated down in that region. The cult activity down there is only thinly defined, such as the Disciples of the Shadows. There should be nutjobs who worshipped demons or the Ur-Daemon, and it would only make sense for them to be around (what is now called) Rhoska-Tor and the Southron Wastes (a much older term.) The cults would not have been allowed in the Elven Empire.&lt;br /&gt;
[170.2] The general premise of other forces in the Southron Wastes region is also important for being something for the Dhe&#039;nar to push up against, having a warrior caste, where the Hunt for History item [[Shimmering crimson Dhe&#039;nar shield]] has a loresong depicting them fighting some great battle at a later time than the burning of Sharath.&lt;br /&gt;
[171] This is the thesis of the document. It is making more sense of things and contextualizing Despana.&lt;br /&gt;
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It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent.[172] This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.[173]&lt;br /&gt;
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[172] This is fleshed out in the following subsections on the &amp;quot;black arts&amp;quot; practices down there with corruptive energies.&lt;br /&gt;
[173] This is making it clear that this was a problem at all time points, it was just in the margins of civilization during the Second Age. The last part about the [[Bleaklands]] refers to the [[epochxin]] variants of blood magic with demon blood and [[Raznel]]&#039;s witchcraft involving &amp;quot;the shadows&amp;quot; which is corruptive demonic realm energy. The IC author uses the word &amp;quot;witch&amp;quot; solely to refer to &amp;quot;black magic&amp;quot; practitioners, and usually more specifically to &amp;quot;black arts&amp;quot; practitioners like Raznel (black arts referring specifically to the use of demonic / tainting essences while &amp;quot;black magic&amp;quot; in our usage does not necessarily carry that implication), and instead uses &amp;quot;cunning folk&amp;quot; to refer to what some might call &amp;quot;good witches&amp;quot;. It uses &amp;quot;warlock&amp;quot; in the Dungeons &amp;amp; Dragons class archetype way of conduit or bondage with demonic powers, and not in the &amp;quot;oathbreaker&amp;quot; etymological sense out of Old English. Volume 2 actually constructs dark analogs of the major class types, terms such as &amp;quot;dark mage&amp;quot; used here are defined more in Volume 2.&lt;br /&gt;
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(1) The Dhe&#039;nar&lt;br /&gt;
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The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar.[174] Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati.[175] The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot;[176] According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah.[177] They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati.[178] Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.[179]&lt;br /&gt;
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[174] This is recognition of the fact that there is barely any established definition for any others.&lt;br /&gt;
[175] &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; establishes &amp;quot;first born&amp;quot; (of the Arkati) as the definition of the term Dhe&#039;nar. The way this line is worded is the IC author saying &amp;quot;this is what they claim&amp;quot; rather than &amp;quot;this is what we all agree is the truth.&amp;quot;&lt;br /&gt;
[176.1] This is largely referring to the non-canon player documentation explaining what &amp;quot;the way&amp;quot; means, because it is not clearly explained in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document by itself. Though the phrase gets used in that document. That document does say: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah taught them that the elves are the children of the Arkati, and as a child strives to become as its parents, the Dhe&#039;nar strive to become as the Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[176.2] The goal of the Way, and the way it encodes how the Arkati are viewed, is given near the bottom of &amp;quot;History of the Dhe&#039;nar&amp;quot;: &#039;&#039;&amp;quot;Much like the elves, however, the Dhe&#039;nar do not view the Arkati so much as &amp;quot;gods&amp;quot; or &amp;quot;celestial beings&amp;quot; but more as role models for what they themselves can achieve. Unlike the elves of the six noble Houses, however, the Dhe&#039;nar believe they can become as powerful as the Arkati. They do not see the Arkati as different or better, only more powerful, thus Dhe&#039;nar bow to no &amp;quot;god&amp;quot;. Their religion is not one of worship; instead it is one of self-perfection, not so much as an individual, but as a race in whole; the ultimate goal being to achieve power over all things.&amp;quot;&#039;&#039; Here we are taking this &#039;&#039;&amp;quot;not .. different or better, only more powerful&amp;quot;&#039;&#039; as an ascension view of the Arkati and Drakes rather than them as inherently &amp;quot;celestial beings.&amp;quot;&lt;br /&gt;
[177] This is roughly what Tahlad Tsi&#039;shalar translates as in the player created Dhe&#039;nar-si language. The IC author characterizes this as a myth, but Dhe&#039;nar would probably regard it as historically factual.&lt;br /&gt;
[178] This is stated in the canon &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document.&lt;br /&gt;
[179] This is what the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says, and is characterized more dismissively in the &amp;quot;[[History of the Faendryl]]&amp;quot; document.&lt;br /&gt;
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While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths.[180] Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad.[181] That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests.[182] There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.[183]&lt;br /&gt;
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[180] This is referring to the shared details of Korthyr and Tahlad between the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents. The Departure section of the Dhe&#039;nar history is 50,000 years ago, dating that to around -45,000 Modern Era, which in turn means it happened thousands of years after the Houses formed and long after Korthyr was dead. These House founding dates in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; are further solidified in their use in basing Elven calendar dates in various documents. So this document is trying to reconcile that inconsistency.&lt;br /&gt;
[181] Korthyr would have died some time in the -48,000s and Tahlad does not leave until the -45,000s in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This document reconciles that by having the timeline entry referring to an Illistim historiographer theory of the Dhe&#039;nar departure, while the Dhe&#039;nar themselves might claim it happened more around -50,000 Modern Era before the Illistim Chronicles were started.&lt;br /&gt;
[182] It would be inconsistent with that period in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. The sylvans and elves also would have divided much earlier. The &amp;quot;[[History of the Faendryl]]&amp;quot; supports these things, but has a lot of dubious stuff in it.&lt;br /&gt;
[183] This is from the chronicler preface to the canon version of the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and the &amp;quot;[[History of the Faendryl]]&amp;quot; document refers to Tahlad on similar footing as the House founders. But the actual timeline spaces these thousands of years apart, so it has to be treated as myth making. It can&#039;t be treated literally without causing contradictions.&lt;br /&gt;
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&lt;br /&gt;
This is regarded by more serious scholars as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth.[184] The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations.[185] Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses.[186] The Elven Empire was not a meaningful concept in the time of Korthyr.[187] Nor were the Ardenai those who stayed behind.[188] They lived in cities on the forest edges and woodland hamlets, with adjacent croplands, not unlike the Barony of Bourth with its elven settlements in the Wyrdeep Forest.[189] Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years.[190] It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed.[191] It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses.[192] The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.[193]&lt;br /&gt;
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[184] The &amp;quot;more serious scholars&amp;quot; part is an embellishment, but characterizing the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents as fanciful, and not especially tethered to what actually happened. This document sides entirely with the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; approach of being outside the forests for a long time and only eventually urbanizing.&lt;br /&gt;
[185] This is a necessary conclusion of the date ranges used for the House foundings in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and all the documents basing off those founding dates.&lt;br /&gt;
[186] This is cross-referencing Korthyr dying when only the first borough of Ta&#039;Faendryl had been built in &amp;quot;[[History of the Faendryl]]&amp;quot;, along with Ta&#039;Faendryl having been built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;, and Ta&#039;Vaalor and Ta&#039;Faendryl having been founded at the same time in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with only Ta&#039;Illistim pre-dating them. For the Tahlad/Korthyr relationship to be true, it would have to be significantly earlier than the cities and before the Houses were founded and before the Elven Empire was a concept.&lt;br /&gt;
[187] This document treats the Elven Empire as becoming a meaningful concept around the time of Yshryth Silvius.&lt;br /&gt;
[188] &amp;quot;[[History of the Faendryl]]&amp;quot; treats the Ardenai as having stayed behind, but its leaving-the-forests narrative contradicts the more soberly written &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. &amp;quot;[[History of Elanthia]]&amp;quot; said the Ardenai reside in &amp;quot;towns and cities&amp;quot; and only vaguely refers to having stayed closer to roots in the deep forest.&lt;br /&gt;
[189] The forest edges description is an embellishment. The Sylvans resided deeper inside the Darkling Wood and did not have contact with the imperial elves until the -45,000s in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which requires the Ardenai to stay away from the deep woods in that time period. The adjacent croplands are described in the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
[190] This cross-references &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and explicitly rejects the literal reading of Yshryth Silvius&#039; speech that is done in &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[191] This refers to the departure date in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is simply explaining why Illistim chroniclers think the Dhe&#039;nar left well after the Houses founded, while this other dogma exists of it having happened several thousand years earlier prior to the Chronicles.&lt;br /&gt;
[192] This is cross-referencing &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[193] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and insinuates Dhe&#039;nar harassment of the sylvans in this time period before the departure in -45,293. This insinuation is also explaining the &amp;quot;lavender&amp;quot; lore with Dhe&#039;nar and sylvan slaves in &amp;quot;[[Speech Unspoken: The Language of Flowers]]&amp;quot;, because they have much more dubious interaction for geographical reasons at any other time period.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the more dominant interpretations among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood.[194] Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land.[195] In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si.[196] Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records.[197] No one knows for certain if this identification is correct.[198]&lt;br /&gt;
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[194] This is an embellished premise for explaining why the Illistim chroniclers have the Dhe&#039;nar departure happening over two thousand years after the last of the Houses formed. It also characterizes Sharyth Ardenai as a return to nature movement beginning in the open air spaces, so as to be consistent with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; on this period. This can be reconciled by House Ardenai forming out of the open-air population that stayed geographically closest to the Darkling Wood and maybe partly into it. The Sylvans should be the ones who really just stayed inside the forest, and that particular area of the Great Forest is where they ended up concentrating.&lt;br /&gt;
[195] &amp;quot;Sharath&amp;quot; means &amp;quot;promised land&amp;quot; in Dhe&#039;nar-si. This was canonized in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The trial and tribulation line is meant to motivate why the Dhe&#039;nar would reside in (what is now called) Rhoska-Tor for a protracted period. Which is the nearest part of the Southron Wastes to the eastern Elves.&lt;br /&gt;
[196] This is implying &amp;quot;Sharath&amp;quot; comes from the name &amp;quot;Sharyth&amp;quot;, and insinuates the &amp;quot;sho&#039;rah&amp;quot; in Noi&#039;sho&#039;rah is similarly rooted with Sharath and Sharyth. This is an embellishment, but a plausible contrary view for House elves. The feminine gender neutral case of it meaning &amp;quot;First Sister&amp;quot; is true in the player created Dhe&#039;nar-si language (as introduced into it decades ago by Mnar.) Referring to that as &amp;quot;archaic&amp;quot; Dhe&#039;nar-si is how the &amp;quot;[[Dark Elven languages]]&amp;quot; document treats and refers to the old player constructed language.&lt;br /&gt;
[197] &amp;quot;[[History of Elanthia]]&amp;quot; refers to Sharyth Ardenai as a matriarch, while &amp;quot;[[Timeline of Elanthian History]]&amp;quot; uses the &amp;quot;his&amp;quot; pronoun for Sharyth Ardenai. These documents are both decades old, so this document takes that gender indeterminancy at face value, since it is so long standing.&lt;br /&gt;
[198] This is a hedge for allowing this whole interpretation and theory to be wrong, which allows Dhe&#039;nar to still believe their version of history. The actual departure would then have happened before the Chronicles started, when Korthyr was a relatively young man. But some of the details would still need to be regarded as distorted a bit by knowledge of later events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati.[199] In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years.[200] The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses.[201] In the more cynical view of the &amp;quot;Matter of the Elven Empire,&amp;quot; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology.[202] Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization.[203] With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.[204]&lt;br /&gt;
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[199] This is what &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; says.&lt;br /&gt;
[200] There is a 5,000 year gap between the Noi&#039;sho&#039;rah section and the Departure section of &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, so this line is trying to reconcile something that doesn&#039;t even make sense within the Dhe&#039;nar document itself.&lt;br /&gt;
[201] This is partly referring to &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and partly referring to &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.&lt;br /&gt;
[202] &amp;quot;Matter of the Elven Empire&amp;quot; is totally made up, and plays off the real-world historical terms such as the &amp;quot;Matter of Britain&amp;quot;, which is distorted with Arthurian legend and so forth. This is the IC author characterizing this early period as in historical dispute among the elves, with the founding of the royal lines and their pedigree from powers such as Arkati and Wyverns. Treating the contrary view as &amp;quot;peasant ideology&amp;quot; is the sensible counterpart to the Houses royal ideology.&lt;br /&gt;
[203] This is recontextualizing it in terms of the characterization given earlier in this document of monarchs as stewards in a static great chain of being. (The Dhe&#039;nar history document says the other Houses do not believe the Elves &#039;&#039;&amp;quot;can become as powerful as the Arkati&amp;quot;&#039;&#039;, though there has to be some nuance in this because of ascension theologies like Amasalen, it should probably mean this is not a plausible whole race goal and that generally &amp;quot;ascension&amp;quot; however it concretely exists comes from intervention by Great Spirits such as Arkati using their own power.) The Dhe&#039;nar view in contrast would be characterized as the low rising up the chain, and perhaps the high falling off. The IC author is giving that a socioeconomic dimension.&lt;br /&gt;
[204] This is setting up the contrary view of the Noi&#039;sho&#039;rah prophecy as a historical distortion, reading Despana and the Undead War into &amp;quot;Matter&amp;quot; politics as an anachronism after the fact. The Dhe&#039;nar in contrast would maintain it was the original prophecy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated.[205] This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578.[206] House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son.[207] This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire.[208] Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness.[209] There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl began to truly assume its central role over the Empire.[210]&lt;br /&gt;
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[205] This is the Patriarch timing given in &amp;quot;[[History of the Faendryl]]&amp;quot;. In &amp;quot;[[History of Elanthia]]&amp;quot; it was Korthyr&#039;s line that built Ta&#039;Faendryl, which this explained.&lt;br /&gt;
[206] This is cross-referencing the timing given in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. However, &amp;quot;History of the Faendryl&amp;quot; has a major timeline contradiction around the Undead War up to the Ashrim War, being fundamentally inconsistent with the other history documents. Here we are treating the timing in the earlier part of the document as still reliable.&lt;br /&gt;
[207] This is all from &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[208] Yshryth was already defined as Patriarch 14 in &amp;quot;[[History of Elanthia]]&amp;quot;, the &amp;quot;[[History of the Faendryl]]&amp;quot; document established his speech was from his coronation. The IC author here is asserting this is the proper birth of the Elven Empire, because of the imperial vision it sets out and its early time period relatively not long after the Houses finished forming.&lt;br /&gt;
[209] The political context was already in &amp;quot;[[History of the Faendryl]]&amp;quot;, but this is more explicitly asserting that what Yshryth was saying about leaving the forests was a metaphor. Later there is argument about connotations of kinslaying in the word &amp;quot;Draekeche&amp;quot; which is the (ancient?) elven for &amp;quot;darkness.&amp;quot; This is also setting up hostile / exile conditions for the Dhe&#039;nar, if the Illistim chronicler timing for their departure is the correct view.&lt;br /&gt;
[210] This is cross-referencing the &amp;quot;[[History of the Faendryl]]&amp;quot; timing for this period with the Ta&#039;Illistim Monarchs document &amp;quot;[[Ta&#039;Illistim Monarchs|Linsandrych&#039;s Legacy: A Detailed Examination of the Dynastic Argent Mirrors and Their Contributions to Illistimi Society With Notes On Selected Post-Lanenreat Figures]]&amp;quot;, once you convert out of the Illistim calendar into the Modern Era calendar. Then it&#039;s using these power vacuums and schisms and purges and so forth to say this is how and when House Faendryl came to lead the Empire (premise dating back to &amp;quot;[[History of Elanthia]]&amp;quot;), as Linsandrych Illistim had founded the first House and was present until -45,895.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven.[211] Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law.[212] There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind.[213]&lt;br /&gt;
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[211] This is IC author interpretation. It is suggesting the chaos and disunity motifs, and Korthyr as Tahlad&#039;s nephew, is all a distortion of Korthyr being succeeded by his great-nephew Khalar Andiris and then a bunch of assassinations and coups happen, and that Yshryth&#039;s famous speech is being distorted with a Dhe&#039;nar departure that happens in -45,293 during the reign of Patriarch 14.&lt;br /&gt;
[212] This is insinuating Despana and the rising dead motifs are distortions of Geniselle Anaya overthrowing the Faendryl throne and being executed by her son.&lt;br /&gt;
[213] This is a straight foward incompatibility between the Dhe&#039;nar and Sylvan lores. The &amp;quot;great chain of being&amp;quot; construction in this document gives much closer filiation of ideas relationship with the House Elves than the Sylvans.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes.[214] Archaeologists have found relics in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks.[215] One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath.[216] Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness.[217]&lt;br /&gt;
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[214] The Dhe&#039;nar spent time in Rhoska-Tor becoming Dark Elves in the racial mechanical sense. They have since resided in the jungles beyond the Southron Wastes.&lt;br /&gt;
[215] This makes up having relics found which prove the Dhe&#039;nar warlocks were in (what is now called) Rhoska-Tor way back then, but the premise of the spidery runes and having left stuff behind in Rhoska-Tor is in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[216] In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it says they learned &#039;&#039;&amp;quot;control of the undead&amp;quot;&#039;&#039; in Rhoska-Tor, which this document will take literally as controlling undead that already existed. The document also suggests the Book of Tormtor was something the Dhe&#039;nar left behind, but there are multiple inconsistent proposed explanations of the Book of Tormtor across documents.&lt;br /&gt;
[217] This is making use &#039;&#039;&amp;quot;old places of the Ur-Daemon&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot; for Rhoska-Tor, and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers to &#039;&#039;&amp;quot;the dark magic of the region&amp;quot;&#039;&#039; as distinct from &amp;quot;spells taught by the Arkati themselves.&amp;quot; The Dhe&#039;nar history document notably is most explicit on blaming Ur-Daemon dark essence for tainting the bodies and minds and turning elves into dark elves: &#039;&#039;&amp;quot;The dark essence that had been left behind by the Ur-Daemon War not only tainted the appearance and psyche of the Dhe&#039;nar, but it also had a powerful effect on the flows of magic in the region.&amp;quot;&#039;&#039; This document (in all three volumes) is using that view of the region heavily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records.[218] But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation.[219] It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a need to ward off malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands.[220] The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living.[221] In this way they were able to not only prevent the possession of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands.[222] This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars.[223]&lt;br /&gt;
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[218] The absence of written records, other than &amp;quot;spidery runes&amp;quot;, in this period is explicitly stated in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The way that section is written makes it sound like the Book of Tormtor had to be written in those runes, and only Dhe&#039;nar warlocks can read them, therefore Despana being able to read it and being from the southern jungles would mean Despana was Dhe&#039;nar. The IC author of this document is relatively dismissive of that as twisting things to fit the Noi&#039;sho&#039;rah prophecy.&lt;br /&gt;
[219] Similar situation leading to similar methods can help them understand the nature of these runes even though only the Dhe&#039;nar warlocks are supposed to be able to read the script.&lt;br /&gt;
[220] Such undead of twisted nature spirits should &amp;quot;naturally&amp;quot; exist in Rhoska-Tor, given the dark essence tainting described in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This treats banshees as referring to the fey variety, and &amp;quot;infernal sprites&amp;quot; were a [[Southron Wastes]] creature during the [[Wavedancer]] event. The infernal sprites and pale wraiths and banshees were in the part of the map closest in direction to Rhoska-Tor. The banshees are also [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds dark fey] in DragonRealms.&lt;br /&gt;
[221] Using dark essence in this way to control the undead is a premise used throughout these three volumes. It&#039;s unholy magic analog of similar things done through Order of Voln symbols (e.g. Symbol of Submission) and so on.&lt;br /&gt;
[222] Pale wraiths were another Southron Wastes creature from the Wavedancer event. This is playing off the ability of [[wind wraith]]s to possess [[soul golem]]s, as well as the Tehir [[Life and Being in the Sea of Fire|beliefs]] about spirits inhabiting corpses in the Sea of Fire. This &amp;quot;do the opposite&amp;quot; method echoes back to the animism section with mortuary rituals twisting into necromancy of the undead methods.&lt;br /&gt;
[223.1] This relates back to the animist section talking about the spiritual magic roots of necromancy, where in the case of the Dhe&#039;nar it would be spirit magic they attributed to the Arkati. But then in Rhoska-Tor they learn elemental magic, but they&#039;re manipulating a dark energy. It becomes a form of sorcery, as defined in this document. (Sorcerers are grouped with the Temple caste with the spiritual casters in the Dhe&#039;nar caste system, rather than the warlocks / magi caste which are the elementalists.) &lt;br /&gt;
[223.2] The original premise with the Dhe&#039;nar was that the ones around the Landing had begun experimenting with raising the dead clerical magic, but generally in Dhe&#039;nar culture those who do not survive do not deserve to be resurrected. There might be attempts to define Temple caste clerical magic as siphoning power from around Arkati without directly borrowing powers, but that cuts against the grain of how Cleric magic in particular has always been defined in GemStone, and in Volume 2 of this document that is instead described as &amp;quot;ur-priest&amp;quot; methods which can mimic non-denomination Cleric magic but fundamentally isn&#039;t and has corruptive &amp;quot;leeching&amp;quot; dependency effects on the caster. (Analogous to the Dhe&#039;nar warlocks who become dependent on feeding on magical energies in the still non-canon Dhe&#039;nar documentation.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was facilitated, however paradoxically, by their study of the elements.[224] Blazing sand elementals are yet another threat found in the Southron Wastes.[225] With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well.[226] But there are other pure forces beyond the veil than those of the elemental planes.[227] There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or elemental darkness.[228] It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes.[229] With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.[230]&lt;br /&gt;
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[224] The &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says they learned &#039;&#039;&amp;quot;summoning of the elements into a physical manifestation&amp;quot;&#039;&#039; while in Rhoska-Tor.&lt;br /&gt;
[225] These were creatures in the [[Southron Wastes]] during the [[Wavedancer]] event. There are [[Small sand elemental|sand elemental]] companion pets.&lt;br /&gt;
[226] This further sets up what was implied by comparing the similarity of summoning familiars with their manipulation of the undead.&lt;br /&gt;
[227] In Volume 2 these are called &amp;quot;sorcerous elements&amp;quot; and include various terms used in spells and messaging and storylines, including [[713|balefire]] and [[mawfire]]. This is an embellishment to the extent that it is set in a basic cosmological model of more chaotic vs. more ordered essences.&lt;br /&gt;
[228] &amp;quot;the shadows&amp;quot; is a demonic energy used in Kenstrom storylines related to [[Althedeus]] and its realm. Volume 2 of this document treats that as a mixture of elemental chaos and elemental darkness. There are solid roots on treating these as essence substances, but it is still an embellishment.&lt;br /&gt;
[229] The Althedeus lore is cited in documents such as &amp;quot;[[Ithzir Genesis]]&amp;quot; and &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. This is basically the same thing as &amp;quot;unholy power&amp;quot;, and in Volume 2 it is defined as related to &amp;quot;anti-mana&amp;quot;, which is an embellishment but consistent with I.C.E. roots. This is all equivalent to what is called &amp;quot;dark essence&amp;quot; in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[230] This is what was being implied in the previous paragraph, and this concept is used in Volumes 2 and 3. For example, Volume 3 talks about some necromancers suffusing themselves in dark essences to mask their life forces, to make the undead not attack them and instinctually obey them. (This would probably be illegal in Faendryl sorcery because of the corruptive effects on the mind and body.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor.[231] Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath.[232] It might well be that the journey actually began with the death of the cult leader.[233] Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes.[234] While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath.[235] Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed.[236] Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years.[237] The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were quite probably corrupted by knowledge of events after the fact.[238]&lt;br /&gt;
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[231] The hedging on this is about the lack of written records framed for it in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[232] This is playing off Tahlad being a Dhe&#039;nar-si word that means student.&lt;br /&gt;
[233] This is the IC author being iconoclastic, but also pointing at how old Tahlad would had to have been to make historical sense of him.&lt;br /&gt;
[234] The wording &#039;&#039;&amp;quot;the jungles &#039;&#039;&#039;said to&#039;&#039;&#039; lie beyond the Southron Wastes&amp;quot;&#039;&#039; for Despana in &amp;quot;History of Elanthia&amp;quot; suggest the Southron Wastes region was generally anathema to the Elven Empire and not something they ordinarily traveled through and interacted with in that time period. In other words Elven Empire records of the Dhe&#039;nar would implicitly have been sketchy.&lt;br /&gt;
[235] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and is using that provenance issue to cast doubt on the veracity of written records that might have survived the Great Fire.&lt;br /&gt;
[236] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[237] The use of oral tradition in the Dhe&#039;nar lore in general serves the function of introducing unreliable narration on the distant past. &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers outright to hardship &#039;&#039;&amp;quot;twisting their ancient beliefs&amp;quot;&#039;&#039;.&lt;br /&gt;
[238] This is IC author view from Faendryl bias, the Dhe&#039;nar would disagree with this statement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(2) Witchcraft&lt;br /&gt;
&lt;br /&gt;
In the outlying regions of the Elven Empire, far from the great cities, there were survivals of folk religion.[239] These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority.[240] Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms.[241] They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead.[242] They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living.[243] Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.[244]&lt;br /&gt;
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[239] This is an embellishment. It does not really make sense that the more rural populations would not have folk religion and folk magic. Arguably some of the instincts for this still exist in the Elven Nations, and civilizations in general, in the &amp;quot;[[Divination: A Comprehensive Guide]]&amp;quot; lore. &lt;br /&gt;
[240] The framework of this document characterized the Elven forest tradition as &amp;quot;druidism&amp;quot;, so this is more or less a tautological statement.&lt;br /&gt;
[241.1] This document uses this as the historical root for Empath magic. It uses the term &amp;quot;cunning folk&amp;quot; to cover &amp;quot;good witches&amp;quot;, so the word &amp;quot;witch&amp;quot; is only being used in the dark and negative connotations. There is a lot of scattered superstition lore, such as [[thanot]] as warding charms because of the pentagram pattern of its berries. &lt;br /&gt;
[241.2] The term was not used in this document, but this is known as &amp;quot;apotropaic&amp;quot; magic.&lt;br /&gt;
[242] This is generic folk religion stuff. It is providing the hook for death rituals and magic to get twisted into darker magic with corruptive energies. Volume 2 also gets into this with witchcraft.&lt;br /&gt;
[243] This hedges the animist vs. Lorminstra [[Eve of the Reunion]] issue. Something similar to this is in the [[Grot&#039;karesh Hammer Clan]] giantkin lore with the [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]] at Kilanirij. This is another hook for twisting into wicked spirit calling and commanding undead spirits.&lt;br /&gt;
[244] The Ilvari are an example of fey changeling kidnappers. &amp;quot;Ilvari luck charms&amp;quot; are sold and do not really do anything. [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds &amp;quot;Changelings&amp;quot;] exist in DragonRealms and are called spriggans, thought to be spirits related to elemental air. In the I.C.E. Shadow World version the air fey were servants of the god we call Tonis, a thieves patron, and in DragonRealms the dark fey are the creations of Idon one of the thieves patron immortals. Though this is almost certainly a coincidence.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others.[245] They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated.[246] This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets.[247] Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations.[248] The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.[249]&lt;br /&gt;
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[245] This document is using &amp;quot;witches&amp;quot; exclusively for wicked magic practices as a convention, even though the IC author would acknowledge the existence of sympathetic magic practitioners calling themselves &amp;quot;witches&amp;quot; doing good/light practices. Similarly with &amp;quot;blood magic&amp;quot;, that term is being reserved for the sorcerous form of it, not the more empathic form of it (e.g. [[Akhash]] the Tehir spirit caller) which would not be corruptive and debasing.&lt;br /&gt;
[246] This is rooting the more (wicked) spiritual magics of the Sorcerer Base list in this culture tradition. Especially 715 Curse. But these are not &amp;quot;black arts&amp;quot; as will be described later.&lt;br /&gt;
[247] This is the IC author hedge and acknowledgement that he&#039;s set up a false dichotomy regarding the term &amp;quot;witches.&amp;quot; Curse tablets refers to the ancient Roman practice.&lt;br /&gt;
[248] This is a reasonable anthropological supposition about the filiation of ideas and superstitions, given the initial premise of earlier animist religious traditions partly surviving into later ages.&lt;br /&gt;
[249] Witch hunt panics are not defined in current lore, but this is the general dynamic of how witch panics work in the real-world.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression.[250] It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil.[251] In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits.[252]&lt;br /&gt;
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[250] This tension with orthodoxy is setting up the driving of witches into the wilds, while the medicine man types with healing or clerical powers get to stay. Also seeding the bias of humans against magic because of elves.&lt;br /&gt;
[251] In other words, this is everyday life stuff, superstition suffused throughout cultures.&lt;br /&gt;
[252] This is characteristic of animism in general, and very clearly the case with the Tehir lore. &amp;quot;Great Spirits&amp;quot; is the generic term this document uses for deity scale powers of spiritual mana orientation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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What is particularly important is that this tradition more broadly is what might be called sympathetic magic.[253] It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions.[254] It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up.[255] It is what remains of more ancient traditions of spiritualism.[256] From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies.[257] It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real.[258] In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;[259]&lt;br /&gt;
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[253] While there is some pure superstition stuff, such as in the divination lore, in the Elanthia setting there is also real sympathetic magic (e.g. Raznel&#039;s voodoo dolls and blood magic.) This document treats this as Elanith&#039;s non-Erithian precursors to what is now called Mentalism.&lt;br /&gt;
[254] This tacitly falls under the notion of NPC &amp;quot;[[Overview of Elanthian Magic|flow magic]]&amp;quot; in current canon, but later in this document that is going to be classified as &amp;quot;thaumaturgical&amp;quot; and &amp;quot;exoteric&amp;quot; magic (in terms of how the Elves try to develop it away from informal lay magic), while what we are talking about here is &amp;quot;esoteric&amp;quot; magic as an informal cousin of &amp;quot;ritual theurgy.&amp;quot; It is elaborating and deepening the magic theory. Volume 2 talks about forming rites with rigid rules in a kind of perverse imitation of rote magic, especially with black arts magic, to try to make predictable effects without really understanding what is being done &amp;quot;theoretically.&amp;quot;&lt;br /&gt;
[255] This is essentially a new premise for making sense out of having this storyline sympathetic magic stuff that does not relate to the spell circles and stuff invoked off scrolls. In IC terms it could be disputed how separate orthodox religion with its clerical magic really is from the rest of spiritual magic in the &amp;quot;vernacular&amp;quot; populations, and sympathetic magic which may now in the present age be considered spiritual-mentalist hybrid. Later in the document is a nod to the DragonRealms division between &amp;quot;life&amp;quot; and &amp;quot;divine&amp;quot; mana when talking about mana conventions. DragonRealms also has &amp;quot;Lay Necromancy&amp;quot;, which is [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 Low Sorcery], where Low Sorcery in general is relatively informal evil magic.&lt;br /&gt;
[256] This is a thesis statement, set up by the prior sections on animism.&lt;br /&gt;
[257] This is establishing the important distinction against pure superstition (e.g. divination without spellcraft of any kind), which is that magical energy (essences) must be manipulated into magical effects to qualify as &amp;quot;magic.&amp;quot;&lt;br /&gt;
[258] Rote superstitious practices acting like de facto rote magic.&lt;br /&gt;
[259] This is explaining why the use of say troll blood in an alchemy recipe, or blood in a religious ceremony, or even what empaths do, does not qualify as &amp;quot;blood magic.&amp;quot; It is only magic involving blood. &amp;quot;Blood magic&amp;quot; here is strictly being used to refer to these sympathetic magic practices, though the other volumes allow an occultist form of blood alchemy for making homunculi. At this point it is tacitly acknowledging &amp;quot;good&amp;quot; practitioners (cunning folk, some shamans), but in most of this document the term &amp;quot;blood magic&amp;quot; is reserved for the highly corruptive sorcerous form, which involves debasement and perversion through the mediating substance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation.[260] Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood.[261] There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.[262]&lt;br /&gt;
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[260] This is just defining the meaning of the term &amp;quot;sympathetic magic&amp;quot;, which is imitative magic or correspondence of forms.&lt;br /&gt;
[261] This has been done in storylines, such as those involving the witch Raznel.&lt;br /&gt;
[262] All of this is framed as animist roots, but now running up against orthodox religion with its good vs. evil values duality, which in Elanthia in the Second Age is Liabo vs. Lornon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Within the modern conventions of magic, this sort of correspondence of forms is related to what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot;[263] In the mind oriented near planes of existence, such as the Endless Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world.[264] This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames.[265] There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession.[266] Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.[267]&lt;br /&gt;
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[263] This is establishing the premise of treating this as the Elanith non-Erithian precursor to Mentalism in the contemporary conventions. The notion of &amp;quot;dark empathy&amp;quot; and confounds and hybrid magic are elaborated later in this document.&lt;br /&gt;
[264] This was true in [[Ride of the Red Dreamer]]. Nightmare steeds and unicorns in the mount system as of summer 2022 had physically manifesting object from dream world interactions. Ebon&#039;s Gate 2022 with [[Naidem]] also had some mind/form distortion premise in it.&lt;br /&gt;
[265] This is generic voodoo doll kind of stuff.&lt;br /&gt;
[266] Dream walkers were present in [[Griffin Sword War]] 2 and [[Ride of the Red Dreamer]] storylines, and other times where minds have been entered, and are mentioned in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. There is a subtextual argument for the decay/spirit-death mechanics messaging having been based on astral projection. The truffles in Lower Dragonsclaw do some sort of astral projection. &lt;br /&gt;
[267] This is part of the thesis and framed previously in the animism section. It&#039;s malignant spellcasters using that propensity to twist mortuary magic into more malicious uses, and then that gets still darker later when dark essences are involved in haunted realms. This sets that up for the next paragraph.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, witches were exiled into the wild woods or darker hiding places.[268] This led to a rising number of witches in the Southron Wastes, where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them.[269] Blood magic began using demon blood.[270] Curses began using more corruptive essences, facilitating rituals for causing the undead.[271] Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood.[272] There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others.[273] One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.[274]&lt;br /&gt;
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[268] This sets up a fragmenting of witchcraft into split traditions. Volume 2 says more about the different kinds of witches. There are elemental themed ones, [[Life and Being in the Sea of Fire|spider witches]] in the Sea of Fire, the Sisters of Blight, and so forth. Raznel was influenced by black arts out of the Southron Wastes and Wizardwaste.&lt;br /&gt;
[269] With the &amp;quot;dark essence&amp;quot; explicitly framed in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and corruptive effects on various peoples in current canon, this is extrapolated here to imply there is a general issue of this for historical wasteland residents. Very little is defined for indigenous populations. Iguanoids were there in the Wavedancer, as well as scourgemages (which were reskinned [[fire mage]]s but Volume 2 treats as demon worshipping analogous to rangers). This region probably had its own animism (e.g. black shamanism), but presumably also earlier demonic and Marluvian cults, and Volume 3 makes up something about mummies and underworld themed death religions influenced by underground rifts. The general point of this line is cross-pollinating the folk magic into the wastes and in turn incorporating the dark essence of that region.&lt;br /&gt;
[270] This document leans into various arguments for the presence of &amp;quot;indigenous&amp;quot; demons in the region. The ebon-swirled primal demon in the Southron Wastes is a primitive cousin of the oculoth, and its venom blood is a major storyline factor behind dark magic in Kenstrom&#039;s events. This line is taking the &amp;quot;blood magic&amp;quot; from the witchcraft tradition and now using demon blood in it which is far worse. This is reasonably what would have happened if this population migration happened even in broad outlines.&lt;br /&gt;
[271] This is leveraging off &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; referring to the dark essence of the region, left behind from the Ur-Daemon War.&lt;br /&gt;
[272] Raznel turned a [[Drangell|giantman]] into a troll and a [[Thrayzar|human]] into an orc. This is framing and explaining the generic &amp;quot;witch turns prince into a frog&amp;quot; or werebears and selkies kinds of curses. This &amp;quot;witchcraft&amp;quot; is implicitly partly Mentalist in contemporary magic theory, so the dark transformation of bodies stuff is in it here, and not necessarily present in the prior inhabitants of the southern wastelands (e.g. cultists, black shamans.)&lt;br /&gt;
[273] Stuff like werewolves and [[Gaunt feral selkie|selkies]]. This is setting up the seed for Despana later having cursed diseases such as Red Rot.&lt;br /&gt;
[274] [[Werebear]]s being mechanically undead is some weird game history anomaly. I think every cursed thing that was flagged as &amp;quot;Unlife&amp;quot; and targettable by Cleric repel spells was treated as undead when the Order of Vult (Voln) was created in 1994. Volume 3 does a lot of differentiation on the various forms of &amp;quot;unliving.&amp;quot; Selkies are much more modern creatures in a game mechanics sense and actually undergo transformation cycles.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Witches of the South would enter pacts with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons.[275] There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits.[276] They might have mediating vermin such as maggots or ichor worms inside themselves.[277] Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves.[278] There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them.[279] It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself.[280] Conjuring in this way was in stark contrast to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.[281]&lt;br /&gt;
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[275] This is the general Satan worshipping witch archetype. Raznel would make blood bonds with people.&lt;br /&gt;
[276] This is leaning on the channeling aspect of the framed hybridism of their magic.&lt;br /&gt;
[277] This is directly based on Raznel. She had stuff like this as well as scarabs inside her own body, forming or emerging spontaneously when she was cut. Though Raznel learned how to implant such things into bodies from Quinshon, who is a black shaman.&lt;br /&gt;
[278] This is the general &amp;quot;corrupted by dark power&amp;quot; archetype. It has been used to show characters being driven mad with taint/corruption in GemStone since the I.C.E. Age.&lt;br /&gt;
[279] Raznel would control others sometimes with implanting her scarabs into them. She was also prone to using anti-magic, and stripping magical powers from people.&lt;br /&gt;
[280] This is a characterization of the mode of magic, it does not have to always involve subservience to something else. This wording is partly inspired by [[Torment (718)]].&lt;br /&gt;
[281] This is setting up distinctions between Faendryl sorcery in the Second Age with the &amp;quot;black arts&amp;quot; and forms of magic that would have repulsed the imperial elves. They are reflecting different cultural value systems and ideologies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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(3) Cultists&lt;br /&gt;
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In the Age of Darkness there was always a minority of demon worshippers.[282] Whether the demonic of the wastelands, or the dead gods themselves.[283] There are buried crypts in the Southron Wastes belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul.[284] Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason.[285] Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation.[286] But the reliefs and frescoes of the interregnum are far more hideous in their depictions.[287] They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices.[288] Cave paintings from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are often found with trepanated skulls.[289]&lt;br /&gt;
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[282] There is only thin already established evidence for this. The timing on the loresong of the Marluvian [[Urglaes-set pitted silver talisman|urglaes talismans]] from [[Hunt for History]] is unclear, but using an ancient language that was sometimes used in game in the early 2000s. &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; shows archaeological evidence for knowledge of Marlu dating back to before the Elven Empire. There ought to be Marlu worshippers, and Ur-Daemon or demon worshippers more generally, and it would make sense for them to live in the old places of the Ur-Daemon (Rhoska-Tor) rather than in the great forest with the sylvans and imperial elves.&lt;br /&gt;
[283] This is allowing a distinction between animists who are akin to rangers of the demonic (in Volume 2 these are called scourgemages), which are left-over from the Age of Darkness or arriving through underground tears in the veil --- there was possibly an example of this in the room painting of the Southron Wastes during the Wavedancer, and the eyeballs of ebon-swirled primal demons have been seen arriving through spontaneous tears in reality in the Southron Wastes --- and actual cultists worshipping the Ur-Daemon.&lt;br /&gt;
[284] This is reviving and De-I.C.E.ing the vruul lore, which is hard coded into the area design of the Broken Land. It is making sense of the Marlu description in &amp;quot;[[Gods of Elanthia]]&amp;quot; about being seen delving into ancient crypts, which is vestigial from I.C.E. lore about him searching prehistorical crypts for vruul, and then the notion of Marlu loosening portals to draw power is made sense of by assuming there are actually portals to demonic realms present that can be loosened: &#039;&#039;&amp;quot;Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown.&amp;quot;&#039;&#039; This seems to be hedging on whether Marlu is Arkati or has extraplanar power sourcing like the Ur-Daemon portal described earlier in that document.&lt;br /&gt;
[285] This is explaining the &amp;quot;[[Gods of Elanthia]]&amp;quot; description with the original context.&lt;br /&gt;
[286] This is based on the Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot;. This only clearly referred to glyphs being found in the Southron Wastes, where presumably they survive from climactic conditions. But here we interpret the line instead to include the petrified trees as also being in the Southron Wastes. This is meant to explain and reconcile &amp;quot;[[Gods of Elanthia]]&amp;quot; saying the final battle in the Ur-Daemon War blasted the landscape for hundreds of miles and turning it into a lifeless wasteland. Which implies it wasn&#039;t a wasteland previously, which is where the carvings on the petrified trees would come from (perhaps artificially fast in cataclysmic conditions, though petrification itself usually only takes several thousand years). The Southron Wastes room painting depicts a huge former lake, now a salt basin, and there are unstable (quite likely unnaturally formed in the Ur-Daemon War) shale mountains capped with limestone that are described as geologically &amp;quot;recent&amp;quot; violent upheavals.&lt;br /&gt;
[287] This is referring to the cave paintings from Linsandrych Illistim&#039;s quote, and embellishing it in cross-reference to the frescoes in the Dark Shrine of the Broken Land.&lt;br /&gt;
[288] This is also leveraging off the Broken Land design. This line is trying to establish that region as having dark worshippers dating back into prehistorical times, so that there were effectively always bad guys with dark magic there at all time points.&lt;br /&gt;
[289] This is an embellishment. It is leveraging off the Linsandrych Illistim quote about representing fear, and the &amp;quot;madness&amp;quot; motif in demonic themed places like below the Graveyard and the Broken Land. The trance states are about animism. These volumes treat black shamans and scourgemages as dark magic archetypes of shamanistic nature in that region. The skulls is based off the the Broken Land and Graveyard, and there&#039;s also a skull pile in the burial mound in the [[vourkha]] area outside Ta&#039;Illistim. Trepanation is getting at the notion of &amp;quot;nightmare visions&amp;quot; and &amp;quot;fever dreams&amp;quot; that the made-up Linsandrych quote in this document references.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent.[290] There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled.[291] Dark mages who would not abide by the laws of civilization would find freedom in these lands, while fanatics who sought a world ruled by Lornon would found short-lived, sinister theocracies.[292] Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions.[293] In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.[294]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[290] This is leveraging off the previous embellishment about the Elven Empire not claiming and occupying the southern wastelands based on consistency considerations.&lt;br /&gt;
[291] Despana is the existing defined example, but something like that should have happened many times over thousands of years. This line is also using the previous view that the southern wastelands are where the Ur-Daemon portal was destroyed and where the last great battle happened that blasted the landscape for hundreds of miles.&lt;br /&gt;
[292] The theocracies is totally made up, but follows naturally and logically from the framed lawless condition of the region and inhabitation by dark religions. Dark mages is an archetype that is defined later but also more fully in Volume 2. This is more generally talking about magic practitioners who refused to be bound by regulations and laws. It seeds having pre-exile Faendryl sometimes exiling out there and bringing illegal knowledge with them.&lt;br /&gt;
[293] There isn&#039;t really any established framing for the Elven Empire allowing Lornon worshipper chaos and machinations within its territories. But they should also have existed. So this is making a hook for explaining where they tended to be concentrated in the Second Age.&lt;br /&gt;
[294] In the Vvrael quest the ghost of Malaphor claimed the Vvrael witches and warlocks were wizards and sorcerers of this world who were corrupted by the Vvrael and eventually made their way into the Rift, and likewise Daephron Illian was working in Rhoska-Tor when he broke open the rift and sealed it in a puzzlebox. It&#039;s basically a Hellraiser concept. Vvrael witches also were in the Demon Queen of Anwyn storyline after the Rift was released and Terate was dead. So having the Vvrael cultists reside in that general region is making consistency of things. It is canon from &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; that the Disciples of the Shadows (Althedeus worshippers) were residing in the Southron Wastes, potentially back into the Age of Chaos. The last part of this sentence is open-ended for all the other bad things that might exist.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds.[295] Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic.[296] This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices.[297] There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out.[298] There were even cults believing Elves were cursed by the Arkati.[299] That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.[300]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[295.1] The convention for &amp;quot;warlock&amp;quot; in this document is the Dungeons &amp;amp; Dragons kind of class archetype of powers from binding with demons and so forth. This is keeping consistency with the nature of &amp;quot;Vvrael warlocks&amp;quot; and possibly the Dhe&#039;nar magi being called warlocks (e.g. the Star eater legend). This is more akin to the etymology out of Scots than the &amp;quot;oathbreaker&amp;quot; or &amp;quot;pact breaker&amp;quot; etymology out of Old English, where instead the meaning is more along the lines of pact making with demonic powers in betrayal of good gods.&lt;br /&gt;
[295.2] This is setting up &amp;quot;warlock&amp;quot; as the archetype for teratology and monster making, which in volumes 2 and 3 are related to Arcane or more general definitions of &amp;quot;necromancy.&amp;quot; But they are more demonology focused, so their necromancy is what volume 2 defines as &amp;quot;demonic necromancy.&amp;quot;&lt;br /&gt;
[295.3] Warlocks and witches in the black arts usage here is also staying consistent with demons using [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 &amp;quot;conduits&amp;quot;] to influence this plane in DragonRealms, especially the more powerful demonic entities which would have issues directly manifesting in this reality. (This concept is explicitly present in GemStone with Althedeus.) Volume 2 of this document talks about places where demonic power is infiltrating this plane, or similarly with Dark Gods (or demonic &amp;quot;gods&amp;quot; in other planes), where the soul can get pulled into the demonic realms if someone dies in that place. Which is [[Purgatory|consistent]] with the Temple of Luukos on Teras Isle, and that concept [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 exists] in DragonRealms as well. It is meant in this document to help explain the origin of some extraplanar undead.&lt;br /&gt;
[296] More framing for teratology. The last part about the demonic hybrids is leveraging off the unnatural offspring of demons and animals from the Third Elven War, and extraplanar hybrids from storylines such as [[Rodnay]]. It is providing threads for other forms of the &amp;quot;blood magic&amp;quot; we have seen from Grishom Stone and Elithain Cross.&lt;br /&gt;
[297] This is an embellishment but using the framed premise of the region being a haven for dark religions. The Dhe&#039;nar supposedly did not practice slavery until after the Great Fire, according to &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, but the practice may have existed in the neighbors.&lt;br /&gt;
[298] This is made up but helps illustrate the kinds of black arts that would exist that would not be Faendryl sorcery.&lt;br /&gt;
[299] This is an homage to the Drow.&lt;br /&gt;
[300] This slyly plays off the Dhe&#039;nar referring to themselves as the first born of the Arkati, but having the hunger of the Ur-Daemon. This document characterizes the more indigenous parts of the wastelands as prone to ancestor veneration and the Ur-Daemon as dead gods who are still present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to subvert the separation of the living from the demonic.[301] The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a divine language in some cults.[302] Demon worshippers sometimes call it the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists.[303] Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.[304]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[301] This is using the broader definition of necromancy from the beginning of this document. The existence of demonic/living hybrids in Elanthia is long-established canon.&lt;br /&gt;
[302] This is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Its being regarded as a divine language by demon worshipping cults is an embellishment, but something that would probably be true if those cults were present. It would be a manifestation of the influence and presence of their gods in their view.&lt;br /&gt;
[303] This is a retcon to recontextualize the meaning of the Daemon&#039;s language when &amp;quot;[[History of Elanthia]]&amp;quot; talks about the Book of Tormtor. What is in the present age called the Dark Elven language would in the Second Age have been associated with the Ur-Daemon, because of this framing of who was involved with that region in that time period. The part about its source having never been found by extrachthonic linguists is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Another subtle point is that it cannot have been known as the &amp;quot;voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;History of Elanthia&amp;quot; implies it was not known as &amp;quot;Rhoska-Tor&amp;quot; yet when Despana was searching it. It has to be considered part of the Southron Wastes in the Second Age.&lt;br /&gt;
[304] This is an embellishment but would sensibly follow from the premise in the line noted by footnote 302.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions known as Tor.[305] These outcroppings or mounds are mythologically named for each of the &amp;quot;dead gods,&amp;quot; which is how the Ur-Daemon are regarded.[306] While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults grow around these haunted ruins.[307] Cults might at times become extinct, only to arise again, centuries or millennia later.[308] There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them.[309] They often believe &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world.[310] Consecrating us with their unholy black blood.[311]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[305.1] The first part of this is stemming off the Grot&#039;karesh Hammer Clan exposure to the Battle of Maelshyve. &amp;quot;[[Giantkin History]]&amp;quot; translates Grot&#039;karesh as &amp;quot;magically cursed&amp;quot; or &amp;quot;magically haunted&amp;quot;, but &amp;quot;elder elven scholars&amp;quot; translate it as &amp;quot;Daemon-tainted&amp;quot;.&lt;br /&gt;
[305.2] This interpretation of &amp;quot;Tor&amp;quot; is totally made up. There are several reasons for it. Tor are geological formations that are basically rock outcroppings with hill formations, such as the hill Glastonbury Tor, which is mythologically associated with Arthurian legend and Otherworlds. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; describes hills in the region of Maelshyve. Banshees in turn are fey of the mounds/hills in real-world mythology. Likewise, keeps are generally built on mounds, and Maelshyve is a &amp;quot;great keep&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;Keep&amp;quot; in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The [[ora]] lore from the materials documentation also has a very large ora mine in Rhoska-Tor, but otherwise describes ora as being found in mountains and hilly regions. Tor are typically granite, an intrusive igneous rock, and the [[urglaes]] around Maelshyve ought to implicitly be in igneous rock (with &amp;quot;[[History of Elanthia]]&amp;quot; calling Rhoska-Tor &amp;quot;blackened&amp;quot;), but the underground caverns are suggestive of limestone, which is consistent with the Southron Wastes room painting. So all of this together is the logic of treating the word part &amp;quot;Tor&amp;quot; in the geological meaning.&lt;br /&gt;
[306] This is a Lovecraftian twist on the Ur-Daemon based on established Ur-Daemon facts, combined with the fey mythology usage of Tor. It is an embellishment to say there are other Tor and that they are named after specific Ur-Daemon, but this retcon is meant to motivate why we supposedly know the names of individual Ur-Daemon (e.g. Ith&#039;can, Goseth) and why this region was considered an old place of the Ur-Daemon. These Ur-Daemon names are represented as used in occultist grimoires in Volume 2 to help explain that point.&lt;br /&gt;
[307] This is a made up embellishment. It serves to motivate the existence of the cults, even if they die out and come back later. It provides the seed for alternate possible origins of the Book of Tormtor, because the literal explanation of a book written in the Ur-Daemon language from &amp;quot;[[History of Elanthia]]&amp;quot; does not make sense without additional premises. That the Ur-Daemon would have a book at all, and then someone tens of thousands of years later can read it, without some weird magic artifice explaining it.&lt;br /&gt;
[308] This premise allows some long-run behaviors without having to posit specific organizations (i.e. cults) or whole cultures continuously existing for tens of millennia.&lt;br /&gt;
[309] This is made up, but based on the storyline instances of using Ur-Daemon body parts, such as rejuvenating them with Ur-Daemon blood. As well as the Beast imprisoned in Teras Isle having ambients of almost waking up.&lt;br /&gt;
[310] This is meant to relate the cultists to the &amp;quot;warlock&amp;quot; dark magic archetype described earlier, and based on the canon ability of demons and other extraplanars to hybridize with the living. Then they are just exercising religious beliefs about the demonic, doing some confirmation bias conflating them into their ancestor veneration. It isn&#039;t necessary for it to be true that a lot of these demons originated in hybridization of the living with the Ur-Daemon and then banished in the Ur-Daemon War. But it need not be quite obvious that this is wrong, either. Even the abyran might plausibly be made by a more powerful demon out of the missing Faendryl sorcerers.&lt;br /&gt;
[311] The blood of the Beast of Teras Isle is black. It was used to charge up the eye of Ith&#039;can for the climax of [[Cross into shadows|Cross into Shadows]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These kinds of sentiments lent themselves to still other forms of necromancy.[312] There were those who sought to induce demonic possession, such as the riders of the wasteworms.[313] Others were &amp;quot;dread seers,&amp;quot; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination.[314] This is a necromantic form of astral projection for harrowing the outer valences.[315] Some sought to master the power of fashioning the demonic from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed.[316]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[312] Specifically, this is following off the parapsychic imputing of forbidden knowledge, so it&#039;s about the sorcerous version of mind and spirit stuff with the demonic and other planes.&lt;br /&gt;
[313] Wasteworms are a creature of the [[Southron Wastes]] from the [[Wavedancer]] event. The idea of there being wasteworm riders is shamelessly ripped off from Dune. The premise here is black arts practitioners acquiring demonic powers for themselves through their bonds or usage of demons.&lt;br /&gt;
[314] This is a made up premise that Xorus [[Harrowing and Esoteric Archaeology|lectured]] about at a Faendryl symposium and has used in vignettes, and to some extent did during the Witchful Thinking storyline when probing the memory past of Thrayzar and Pylasar using Melgorehn&#039;s Reach. &amp;quot;dread seer&amp;quot; is inspired off an attempted translation of the inscription of the Dark Shrine in the Broken Land, where the theory (though I think it&#039;s likely coincidental and the composite word was just trying to mean &amp;quot;cruel&amp;quot;) is that its multiple meanings included referring to the vruul as &amp;quot;dread seers.&amp;quot; There were I.C.E. motivations for that interpretation. Regardless, the premise is sorcerers doing &amp;quot;demonic possession&amp;quot; on demons or unliving monstrosities like the vruul, as conduits for immaterially exploring eldritch vistas and incomprehensible cosmic horror.&lt;br /&gt;
[315] The general idea is it would be the sorcerous analog of dream walking and spirit possession and so forth. It would be necromancy for immaterially exploring the sorcerous valences and infernal realms and so forth. As opposed to the Faendryl sorcery methods of material summoning and materially passing through rifts into other valences like the Extrachthonic Cartographer&#039;s Guild does. This is generally about removing the oversimplification of the domains of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot;, which is significantly done in Volume 2.&lt;br /&gt;
[316] This is totally made up, but inspired by the premise of what the Broken Land story was about, with Uthex attempting to fashion entities out of energy. This is using that concept specifically for entities of darkness and the demonic, and makes a consistency hook for why Marluvians and so forth would try to twist Uthex&#039;s work in that direction.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were especially responsible for the innovations of demonic necromancy.[317] These would sometimes be abominations that would not, in the narrow sense, be thought of as undead.[318] They were often in reincarnation cults, seeking unnatural forms of immortality.[319] It was noticed very early on that sometimes the curse of the undead was bound to other objects.[320] Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves.[321] It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be developed into more elaborate ways of preventing destruction from violence.[322] These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons.[323] Warlocks often seek to transform their own blood with that of dark powers.[324]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[317] Demonic necromancy is defined in more detail in Volume 2. It is contrasted with low necromancy (roughly, reanimate dead and mindless corpse undead, with rote magic) and high necromancy (roughly flow magic with dark essence). High necromancy is also a [https://elanthipedia.play.net/Category:Necromancer_spells distinction] in DragonRealms, which includes what we are calling transmogrification. Demonic necromancy includes such things as some forms of teratology, making infernal undead (corrupted with &amp;quot;sorcerous elements&amp;quot;), attempting to refashion the demonic into new forms of monstrosity, and mixing the demonic into the undead in various ways. It might be regarded as overlapping with high necromancy, or possibly even being a special subset of it.&lt;br /&gt;
[318] The varied forms of unliving, and undeath as a demonic spectrum, is elaborated in Volume 2. It is somewhat similar to the distinction between [https://elanthipedia.play.net/Corruption_(2.0) &amp;quot;corruption&amp;quot;] and [https://elanthipedia.play.net/Perverse &amp;quot;perversion&amp;quot;] in DragonRealms [https://elanthipedia.play.net/Category:Corruption_spellbook necromancy]. In DragonRealms the [https://elanthipedia.play.net/Category:Necromancer_spells distinction] between corruption and perversion necromancy is whether life mana is being mixed with elemental or lunar mana. For our purposes we have distinctions between the &amp;quot;transmogrified&amp;quot; and the living undead or mutant aberrations, but we&#039;re not trying to map simply to DragonRealms, for instance because we&#039;re including various explicit forms of demonic / sorcerous essences instead of just this life mana hybridization distinction.&lt;br /&gt;
[319] This is related to the animism roots postulated earlier as a debasement. This is used especially in Volume 3 to motivate the development of phylactery and other preservation methods.&lt;br /&gt;
[320] This is just generally something that can happen.&lt;br /&gt;
[321] This phenomenon is then recognized for its potential in preventing destruction from violence.&lt;br /&gt;
[322] Some of these are elaborated in Volume 3 in the &amp;quot;Preservatives&amp;quot; category of undeath.&lt;br /&gt;
[323] These examples generally have precedent from storylines that have happened.&lt;br /&gt;
[324] This is extrapolating off the caustic black blood of the [[Vvrael warlock]]s, and to some extent what Raznel did to her own blood and with her paragons. These were essentially a form of demonic hybridization, because they were made with a processed variant of [[epochxin]], the venom blood of the ebon-swirled primal demon which transforms the blood of the victim into epochxin (or the epochxin variant.) These demons reside natively in the Southron Wastes as well as other valences.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration.[325] While these were originally only those demons that descended from the Age of Darkness, or had arrived through unstable rifting, it would not remain limited to demons which had become trapped in this world.[326] There would sometimes be Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret.[327] These summoners might be converted to dark religions, or make pacts for safe haven.[328] Knowledge of demonic summoning from the outer valences spread in this way.[329] It was also the birth of other forms of undeath, caused by the various kinds of demons.[330]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[325] This is helping motivate the term &amp;quot;Old Ones&amp;quot; and getting into how very differently these black arts practitioners approach and regard the demonic from how the Faendryl do, and why the Faendryl do not view things that way.&lt;br /&gt;
[326] Such demonic are being presumed to exist, but they should have existed from world logic consistency considerations.&lt;br /&gt;
[327] This is not explicitly stated anywhere, but essentially has to be true out of realism. Given the previously supposed framework of the nature of the southern wastes in the Second Age.&lt;br /&gt;
[328] This reasonably follows from the previous premise.&lt;br /&gt;
[329] &amp;quot;[[History of the Faendryl]]&amp;quot; has Faendryl demonic summoning beginning before -40,000 Modern Era, based on the Patriarch numbers and the timing leading up to Patriarch 14. This document is treating that as very specific form or style of demonic summoning, involving veil piercing and materially pulling through an entity. In practice it would not make sense for this knowledge to not spill out to some extent over the next 25,000 years from rogue sorcerers. So we have some stuff spilling back to the Faendryl through occultists, and some stuff from the Faendryl spilling over into cultists through criminals and traitors. Cross-pollination of methods. The House Elves likewise needed to already know what demonic summoning is and the nature of the Ur-Daemon for the Faendryl exile to make sense. The scope of Faendryl summoning in the Second Age has to be very restricted, more restricted than implied by the &amp;quot;History of the Faendryl&amp;quot; document. It might also be focused on outer valences, or even just similarly material valences and their entities (as opposed to &amp;quot;infernal realms&amp;quot; as defined in Volume 2 or more dangerous outer realms), which might include extraplanar races or creatures like Ithzir but not necessarily &amp;quot;fiends&amp;quot; like vathors and oculoths.&lt;br /&gt;
[330] This is leveraging off GemStone&#039;s long but ill-defined history of relating the demonic to the origins of undead. It is incoherent to have demonic summoning without corresponding exposure to undeath. It is one of numerous reasons it makes no sense for undead to have not existed in Elanthia before Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
II.D House Faendryl&lt;br /&gt;
&lt;br /&gt;
In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood.[331] But the ancient elves had long since turned from worshipping the Great Spirits.[332] In the Elven dogma or &amp;quot;Matter&amp;quot; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods.[333] The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants.[334] Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness.[335]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[331] This was cited already in previous sections. The term Rebuilding for the Arkati dominated period comes from &amp;quot;[[Elanthian Moons]]&amp;quot;.&lt;br /&gt;
[332] This is established in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and Great Spirits in this document is a generic for all powerful spirit deity entities, avoiding the baggage of the word &amp;quot;Arkati&amp;quot; which is tied up in Drake servant legends.&lt;br /&gt;
[333] &amp;quot;[[Elven Dogma and Theology]]&amp;quot; can be read as the Drakes being regarded as dark gods, but the plain reading of that document has the Elves not believing the Arkati were servants of the Drakes at the time it actually happened, instead turning to that idea after the fact to rationalize the Ur-Daemon War. It frames the Arkai as gods who kept the Drakes (or perhaps really dragons if these is a distinction) from harming the Elves. The part about Yadzari and Amas is characterizing that part of the legend as merely a &amp;quot;Matter&amp;quot; foundation myth along the lines of the steward / great chain of being conception postulated earlier.&lt;br /&gt;
[334] It is unclear how early exactly the sylvan hierophant [[History of the Sylvan Elves|memory transfer]] method actually goes back. But the Rebuilding goes all the way up to the founding of the Elven Empire, and it certainly dates at least roughly that far back. But the bestial view of dragons, consistent with the Linsandrych Illistim characterization, is represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[335] This plays off &amp;quot;Draekeche&amp;quot; being the (ancient?) Elven word for &amp;quot;Darkness&amp;quot;, and echoes off the beginning of the document saying the darknesses destroyed each other.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms.[336] It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences.[337] Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.[338]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[336] This is an iconoclastic IC author view. This notion of the Drakes really being higher spirits than the Arkati was floated, for example, by Auchand on Milax&#039;s podcast. The point of this line is dealing with the contradictory way this has been handled. &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; are used interchangeably in &amp;quot;[[History of Elanthia]]&amp;quot;, but other times there&#039;s been a notion of them being different, but there are also draconic lineages (e.g. wyrms) that are certainly much less powerful than Arkati, and so forth. So the IC author is questioning whether ancient Elves may have confused actual dragons with draconic-manifesting or incarnating spirits that were more powerful than the humanoid-manifesting or incarnating spirits, and it might well be that both &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; so defined fought the Ur-Daemon.&lt;br /&gt;
[337] Same point as note 336.&lt;br /&gt;
[338] This is reconciling the polar opposite ways the dragon attitude is treated in documentation. Between say the Linsandrych Illistim quote in &amp;quot;[[History of Elanthia]]&amp;quot; and the pro-Wyvern attitudes by Vaalor elves in the &amp;quot;[[Wyvern]]&amp;quot; documentation, and such things as the &amp;quot;Imperial Drakes&amp;quot; and the religious mythos of Koar possibly being the last Great Drake.&lt;br /&gt;
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In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters.[339] From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races.[340] In this way there was a secular movement to wield magic as the Arkati did, rather than borrowing their powers as from master to servant.[341] This was an especially difficult mode of spellcraft known as Arcane magic.[342]&lt;br /&gt;
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[339.1] This is a fair reading of &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. Similarly, the proof of Arkati mortality in it is unconvincing, because they are spirit beings who may take on incarnations, but a struck down incarnation isn&#039;t the same thing as killing the spirit. The IC author view here is characterizing the view of the Arkati in the Second Age as fitting and justifying the ideology of the Elven Empire, and then later religion takes this elven atheist revisionism more credulously as theology.&lt;br /&gt;
[339.2] This is also reconciling the treatment of parents/siblings relationships in &amp;quot;[[Gods of Elanthia]]&amp;quot;, which is arguably vestigial from I.C.E., with the origin legends related to Drakes where it makes no literal sense. It&#039;s treating this as Elven racial ideologies being read into the Arkati.&lt;br /&gt;
[340] This formula used to be part of Fash&#039;lo&#039;nae&#039;s gods description.&lt;br /&gt;
[341] This is suggesting that the Arkati were providing forms of spiritual magic to the Elves, and that the other forms were learned by the Elves on their own. This is sensible given the nature of the Arkati and the nature of spiritual (especially clerical) magic. The idea that there was a secularizing movement in magic is an embellishment, but basically consistent with how the House Elves were developing.&lt;br /&gt;
[342] This is reviving the I.C.E. concept of Arcane magic from Rolemaster and Shadow World, which is already present but not explained in lore with the mechanical Arcane spell circle, and is historically encoding the notion that initially there was not division into separate spheres of magic. But that there was a natural fissure already present for the elemental and spirit spheres to split apart into separate (and easier) categories of magic. Hybrid magic is closer to Arcane magic. The following section is reconciling the magic theory lore from I.C.E., DragonRealms, and what exists all the way throughout all time points of GemStone.&lt;br /&gt;
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&lt;br /&gt;
(1) Arcane Power [343]&lt;br /&gt;
&lt;br /&gt;
Arcane magic is the wielding of the raw, undifferentiated forces into magical effects.[344] It is what would later be called &amp;quot;flow magic,&amp;quot; as opposed to the finished spells of &amp;quot;rote magic.&amp;quot;[345] The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects.[346] Esoteric magic is an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions.[347] Wielders of Arcane power are able, in principle, to cast spells of any of the spheres of magic.[348]&lt;br /&gt;
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[343] This section is generally fixing the defects and deficits of the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. It is intentionally trying to keep consistency with I.C.E. (Rolemaster and Shadow World) because those are the conceptual foundation and framework the game was built on, as well as consistency with DragonRealms, because Elanthia is supposed to be &#039;&#039;&#039;the same world setting&#039;&#039;&#039; so it should have &#039;&#039;&#039;approximately consistent cosmology and &amp;quot;magic physics&amp;quot;&#039;&#039;&#039; in both GemStone and DragonRealms (and ideally at all time points for GemStone back to 1989.) DragonRealms has magic theory due to GM posts and so forth, and there&#039;s some magic theory out of I.C.E., so it is a matter of making those consistent with what exists in GemStone mechanically and lore documents and in storyline premises.&lt;br /&gt;
[344] This is partly inspired by the [[Arcane Blast (1700)]] messaging, but also emphasizing the non-specialization into spheres of magic.&lt;br /&gt;
[345.1] These terms are from the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. This section is generalizing the magic theory, so that document is representing a particular set of positions on theory of magic. This document is speaking of broad historiographic and metaphysical categories, so that it leaves the particular schools of thought in actual history to be complicated and messy and open-ended in definition. &lt;br /&gt;
[345.2] The equation of &amp;quot;Arcane magic&amp;quot; and &amp;quot;flow magic&amp;quot; will be made more nuanced later in this section, since the view that separate spheres of magic are metaphysically fundamental would maintain that each sphere has its own flow magic. The IC author is more sympathetic to the view that undifferentiated magic is more fundamental.&lt;br /&gt;
[346.1] This sentence is dense in terminology. &amp;quot;Exoteric&amp;quot; refers to what we normally think of as casting spells in a game mechanics sense. What prior sections were calling occultism or sympathetic magic are &amp;quot;esoteric&amp;quot; magic, but when they are actual magic they are still magic just informal in the way they work. Within the category of &amp;quot;exoteric&amp;quot; there are two primary modes of magical manipulation, &amp;quot;thaumaturgic&amp;quot; spells and &amp;quot;theurgic&amp;quot; spells. This becomes the underlying reason for the split into separate spheres of magic, where the esoteric stuff is the roots of what later was conventionalized as Mentalism. These terms are about magical method, not category of behavior or effect such as a word like &amp;quot;apotropaic&amp;quot; magic which would refer to things like wards against dark magic and protection spells. Thaumaturges may try to &amp;quot;channel&amp;quot; the essence and possibly imitate theurgic spell effects, but ultimately theurgic magic is channeling spell effects and power from external sources. These are usually what we call &amp;quot;spiritual&amp;quot; sources of mana, but could be other powers such as demons. This document has the early black arts using theurgical and sympathetic magic (e.g. their forms of demonic summoning) with dark forces as a distinction from Elven thaumaturgy.&lt;br /&gt;
[346.2] &amp;quot;Essence&amp;quot; is the I.C.E. terminology and &amp;quot;mana&amp;quot; is Elanthia terminology, but GemStone still uses &amp;quot;essence&amp;quot; and &amp;quot;flows of essence&amp;quot;, and even the notion of background magical energy. In this document we are using &amp;quot;essence&amp;quot; as a generic for magical energy, including darker or more chaotic forms from infernal demonic realms and other valences and so forth, and restricting the word &amp;quot;mana&amp;quot; to the kinds of essence that are used in our ordinary &amp;quot;pure&amp;quot; magic spell circles. In the basic cosmology model Volume 2 uses, these are found in pure form in higher (but still accessible and partly intersecting) &amp;quot;near planes&amp;quot; like the Elemental planes, and other stuff like balefire and necrotic energy and so forth is essence but not &amp;quot;mana&amp;quot; by that definition.&lt;br /&gt;
[347.1] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies Erithians introduced &amp;quot;Mentalism&amp;quot; as a separate sphere of magic starting in 3,786 Modern Era, and people in Elanthia were not regarding Empaths (for example) as mentalist hybrids up through 5103. So we&#039;re here historicizing things by calling that a convention shift, and that Elanith had its own precursors to what is now called Mentalism through these esoteric traditions. The key to being esoteric magic is manipulation of magical energy and an effect that actually concretely works, whereas other more purely superstitious stuff doesn&#039;t count as occultism and so forth.&lt;br /&gt;
[347.2] Esoteric spells in DragonRealms refers to the highest difficulty level of spell casting. This notion is more or less encoded here in the premise that Arcane is magic on hard mode, and Arcane magic in actual development as rational orthodox magic (i.e. the way House Elves tried to do Arcane as opposed to how Arcane is inherently across all cultures) attempts to be thaumaturgical instead, which creates the roots of the split between elemental and spiritual magic. (The Dhe&#039;nar in contrast are described here as arriving at the elemental-spiritual split for different historical reasons.) Esotericism implies a lack of rational understanding of what is happening at a deep level, and the black arts with their dark / chaotic essences are naturally prone to esoteric magic. Incidentally, trying to do sorcery with esoteric magic in DragonRealms is highly prone to backlash.&lt;br /&gt;
[348] This is the original premise in Rolemaster for the Arcane realm of power, as well as in the Shadow World setting. Equal ability in each realm, but with trade-offs for that flexibility. Similarly, hybrids had more spell list choice flexibility, and the [https://www.play.net/gs4/info/magic-guide.asp Magic Guide] on Play.net still has language originating in Rolemaster Spell Law that wrongly states hybrids in GemStone have access to both Minor and Major spell circles: &#039;&#039;&amp;quot;Major Spell circles are the deepest and most powerful concepts common to each sphere of magic, and may be mastered only by pure &#039;&#039;&#039;or hybrid users&#039;&#039;&#039; from their respective spheres.&amp;quot;&#039;&#039; What we call Major spell circles could be accessed, but with restrictions such as spell level and so forth, meaning the Hybrid and Arcane caster didn&#039;t have access to some of the most powerful single realm Pure spells. (Though they had their own base lists.) This is effectively the same situation in GemStone because of the limitations on [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]].&lt;br /&gt;
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In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles.[349] Most with a talent for magic have at least a minor capacity for Arcane.[350] It is mostly a thaumaturgical mode of spellcraft, only able to imitate the effects of purely theurgical magic.[351]&lt;br /&gt;
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[349.1] This is framing why we can&#039;t just train up the Arcane spell circle natively, but are able to use all these spells of other spheres through our magic item use and arcane symbols training. This document is leaning on the DragonRealms concept of magic items effectively acting as the confound instead of depending on what we would call the attunement of the spellcaster.&lt;br /&gt;
[349.2] The discussion of &amp;quot;confounds&amp;quot; further down will explain in an IC way why there is native spell circle limitation for these spellcasting professions. Because our character classes are implicitly using what are more explicitly called confounds in DragonRealms, and essentially attunement to forms of mana, it creates specialization limitations on the ability to manipulate magic in other ways. Similar to what tacitly exists within professions with not being able to max out all the lores (e.g. tradeoff between necromancy and demonology). In Rolemaster there were just hard limitations, but DragonRealms rationalizes it.&lt;br /&gt;
[349.3] Furthermore, in DragonRealms the lack of attunement to particular forms of mana is the natural state for spellcasters, and it must be actively gained. Through tutelage of another spellcaster, guilds and so forth. This means the lack of attunement (except for relatively rare [https://elanthipedia.play.net/Magical_theory spontaneous attunement]) is the natural state of magic, and that specialization is an artifice that historically would have developed later. This would be consistent with Shadow World and would be consistent with GemStone&#039;s arcane blast spell being natively known by full spellcasters of all realms even when they have no spell research training yet. In DragonRealms these mana type attunements involve a physiological relationship of the body. Volume 1 does not go into that. But there is some of that in GemStone in relation of mana to nerves.&lt;br /&gt;
[350] This is playing off all the full magic casting professions having self-knowledge of [[Arcane Blast (1700)]] (which costs no mana to cast, it is effectively just shoving the raw essence at something). In DragonRealms spellcasters are naturally unattuned and usually only become attuned with training in magic traditions. So we are keeping the premise that Arcane is the natural state of magic casting. But historically the Arkati skewed it with teaching magic involving themselves as confounds. Then the Elves we posit do a rationalist/materialist backlash, going back to constructing magic for themselves starting with Arcane, which then leads to the elemental and spiritual split, and eventually mentalism. It becomes academic whether spiritual magic or Arcane magic should be considered historically prior. Technically Arcane is always prior. And related to this document, the animist spiritual magic traditions do not necessarily begin in Arkati, and you can have dark magic traditions out of Arcane roots and not related to Elven orthodox magic, without having come from Arkati. (And after all, Althedeus would teach blood magic to his minion in any give period, and similar demonic powers can go to the warlocks.)&lt;br /&gt;
[351.1] This is setting up the symmetry breaking of being unified magic but splitting up into separate spheres. Arcane magic is tapping the flows of essence, not channeling spells from a deity. It&#039;s replicating the spell effects, but not doing it theurgically. This leads to the split between what in Rolemaster is &amp;quot;essence&amp;quot; and &amp;quot;channeling&amp;quot;, and what by effect is called &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; in the Elanthia setting. Classical sorcery gets defined here later in a way that shows why it is methodically inbetween and therefore &amp;quot;hybrid&amp;quot;. Esotericism could also be considered an informal cousin to thaumaturgy as well, maybe more generally what is left out of the thaumaturgy and theurgy division, with sorcery having natural tendency into it.&lt;br /&gt;
[352.2] This sentence is also slightly misleading. Strictly speaking, Arcane magic is not natively exoteric or esoteric as that is speaking to how spellcasters wield magic, who would naively and natively approach it as esoteric magic. The critical notion is that esoteric spellcasting involves some lack of understanding of what is really happening on a deep level, whereas exoteric spells are rationally proscribed and so we are saying the Elves tried to develop Arcane in an exoteric way which resulted in a lot of sorcery. Arcane is classified as &amp;quot;esoteric&amp;quot; magic in DragonRealms. Esoteric magic is a modality related here to informal lay magic, and lack of attunement is the natural initial state of magic users, unless they weirdly got attuned without training for some reason (e.g. [[Cyph Kestrel]], [[Brieson Cassle]]). The esotericism is in the lack of rational understanding of the flow magic, and the dark magic traditions are similarly rooted in Arcane. What this sentence is really saying is that the orthodox magic tradition developed thaumaturgically, constructing rote magic or within-spheres-only flow magic, with exoteric spell casting in reaction to theurgical magic, where Arkati taught magic involved attunement toward themselves. This attempt to construct rational magic by tapping the flows of essence themselves becomes thaumaturgy, which is a modality that naturally splits the elemental and spiritual spheres and tries to tame it into rote spell patterns, and as a consequence of that leaves out the esoteric traditions. Likewise, in DragonRealms sorcery is considered esoteric magic, also rooted in irrationalism and emotion, which is a Dungeons &amp;amp; Dragons sorcerer versus wizard kind of distinction. Here we are saying the Faendryl primarily tried to construct sorcery as thaumaturgical, exoteric magic, such as the Mahkra asylum being a &amp;quot;thaumaturgical asylum.&amp;quot; But sorcery very naturally turns to esoteric forms, which is part of why it naturally merges with the black arts traditions (and has some mentalist-seeming aspects), which are approaching sorcerous magic that way from the beginning.&lt;br /&gt;
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While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that dates back to the early Elven Empire.[352] It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which together influenced the merger of sorcery with the black arts.[353] Loosely speaking, there were the &amp;quot;monists&amp;quot; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &amp;quot;dualists&amp;quot; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot;[354] In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens.[355]&lt;br /&gt;
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[352] The motivation for this is realism. It does not make sense that there would not be conflicting magical philosophies, especially on metaphysical and methodological questions. Academic disciplines always have philosophical disputes on their foundations. So this section illustrates how contrary metaphysical views of magic can exist without an empirical difference between them.&lt;br /&gt;
[353] This is the tie-in with the historicism of the document. There is not an empirical difference in the magic, but the philosophies themselves guide development in different directions. Especially relevant for merging foreign traditions. Doing two broad categories leaves the whole thing open-ended in specific historical details.&lt;br /&gt;
[354] This tension is present in the I.C.E./Rolemaster basis of our whole magic system. The Arcane concept was invented later for Rolemaster Companion, and the Shadow World setting adopted it and made it historically prior to hybrid magic which was historically prior to the three single realms. But then you have a conflict over which is the more natural and fundamental state of magical power. Later Shadow World books include a paragraph to the effect of &amp;quot;I don&#039;t know what we were thinking when we came up with hybrid magic, because mixing these completely different things together doesn&#039;t make sense.&amp;quot;&lt;br /&gt;
[355] This is historicizing why there is an Arcane circle, why the spells in it are often spells that could belong to other spell circles, and why there are these spheres of magic in spite of having Arcane magic. This sentence is not including Mentalism, because of the framing that a third coequal sphere of magic is comparatively recent history with the Erithians, and the earlier framing that esoteric magic traditions were informal rather than orthodox magic theory. This section is mostly talking about organized magic in civilization, especially the Elven Empire, but its motivation is for explaining Faendryl magic.&lt;br /&gt;
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It was dangerous to try to wield elemental magic with the powers from spiritual sources.[356] The inanimate world was made of the elements and the animate world was made of the spirit.[357] When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic.[358] This subsumed our various antecedents of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist.[359] The spiritual planes of existence that had been characterized as dream worlds now tend to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; corresponding to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.[360]&lt;br /&gt;
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[356.1] This is inherently sorcerous with corruption and backlash risks in DragonRealms, which categorizes different kinds of sorcery depending on which kinds of mana/magic are being improperly crossed. In GemStone we have some explicit chaotic backlash framing for doing this kind of crossing in the combination of Elemental/Spiritual/Mentalism dispels.&lt;br /&gt;
[356.2] This is helping motivate the split into separate spheres of magic. You cannot use power from deities to cast mage spells, and so on, because bad things will happen. But if you want the bad things to happen, you&#039;re doing forms of sorcery.&lt;br /&gt;
[357] This is an oversimplification, the body is not made of spirit. It&#039;s just characterizing the split in spheres of magic in terms of the metaphysical dualism of materialism and immaterialism, with the Elven Empire having been previously characterized in this document as largely materialist in its metaphysical prejudices. &lt;br /&gt;
[358] The IC author bias is that Mentalism is more of a fashionable convention on the elemental-spiritual interface than an actual coequal sphere of power.&lt;br /&gt;
[359] This precursor framework is necessary for the world setting to make sense. It&#039;s not like there were no empaths before Erithian Mentalism was introduced to Elanith.&lt;br /&gt;
[360] This is an embellishment. It follows on the existence of the Elemental Planes in &amp;quot;[[History of Elementals]]&amp;quot; and the existence of spirit planes such as in &amp;quot;[[Giantkin History]]&amp;quot;. But we have the dream realm of Ronan/Sheru from &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;, and now souls of the dead taking on different forms in [[Naidem]], and so forth. Volume 2 uses a simplistic cosmology of these three pure realm &amp;quot;higher&amp;quot; near planes, the higher planes that can actually be accessed from this world, and &amp;quot;lower&amp;quot; near planes of the &amp;quot;sorcerous elements.&amp;quot; All of which are distinct from &amp;quot;outer valences&amp;quot;, where the &amp;quot;near planes&amp;quot; vs &amp;quot;sorcerous valences&amp;quot; is a distinction Auchand introduced on the valences Wiki page.&lt;br /&gt;
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Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways.[361] Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance of one&#039;s own &amp;quot;aura&amp;quot; or essence personally.[362] One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation.[363] It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos.[364] Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory.[365] These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes.[366]&lt;br /&gt;
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[361.1] &amp;quot;Elemental&amp;quot; and &amp;quot;Spiritual&amp;quot; are De-I.C.E.&#039;d replacements of &amp;quot;Essence&amp;quot; and &amp;quot;Channeling&amp;quot;, which were more causal in their magical meaning, whereas elemental and spiritual are more about the kinds of spell effects most dominant in each. So the past few decades have been increasingly elemental-izing what was from the Rolemaster &amp;quot;Essence&amp;quot; lists, because it was just the Mage Base list that was elemental and not Essence realm in general. This line is getting at cause vs. effect disputes.&lt;br /&gt;
[361.2] In the Arcanist point if view, the effects can be generated without theurgy, if the essence is manipulated in the right way. But then the separatists are just doing theurgy, channeling from the spirit sources. So they end up disagreeing on what is fundamental or even what is historically prior due to the Arkati, and what the nature of magic is when done by deities.&lt;br /&gt;
[362] This is making use of the terms &amp;quot;evoke&amp;quot; and &amp;quot;channel&amp;quot;, which get used for game mechanics, but it&#039;s not really trying to read magic theory into those mechanics. &amp;quot;channel&amp;quot; stems from Rolemaster, and &amp;quot;evoke&amp;quot; is just the word we are using, because it&#039;s generally evocation magic in the Dungeons &amp;amp; Dragons sense. &amp;quot;aura&amp;quot; is post-I.C.E. category for GemStone. Savants do not seem to have defined prime requisites, but following the pattern of other professions it would be Influence. So the &amp;quot;resonance&amp;quot; or internal channeling of aura here is what mechanically would be called Influence. The real point is that Mentalism is an inwardly and largely self focused mode of magical energy manipulation, rather than drawing on outside sources of power.&lt;br /&gt;
[363] This is explaining why given kinds of effects tend to dominate out of these separate forms of underlying causation.&lt;br /&gt;
[364] Orthodox magic theory being rationalist in its metaphysical biases. This statement is partly coming from the view point of physiological limitations with mana / confound attunement, and to what extent this represents fundamental magical reality as opposed to conventions getting hard baked.&lt;br /&gt;
[365] This logically follows from the previous premises.&lt;br /&gt;
[366] Since mana is already suffused through this world, but is also in those other pure planes and those planes bleed through into ours (e.g. &amp;quot;[[History of Elementals]]&amp;quot; document), this question cannot be settled. Which means both views should exist. The [[Alusius]] NPC once claimed elemental magic here is due to the Confluence and that Bre&#039;Naere had different elements than Elanthia.&lt;br /&gt;
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There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws.[367] Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot;[368] Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental.[369] This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns.[370] Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists.[371] They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.[372]&lt;br /&gt;
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[367.1] In the Shadow World setting the essence originated in other dimensions and this world was ordinarily just physical and magic did not work if you got too far away from this planet which was near an interdimensional rift. In DragonRealms magical properties [https://elanthipedia.play.net/Category:Demons are altered] by other planes intersecting and basically changing the magic physics of Elanthia.&lt;br /&gt;
[367.2] So, basically the question is whether magic is will and wish fulfillment, or the intersection of natural laws between planes (and so forth) defines what is magically possible. Invention versus Discovery. This would be philosophically irresolvable much as it cannot be agreed upon in mathematics.&lt;br /&gt;
[368.1] This line is getting at the point in footnote 367.2. The pattern forming from rote spell use interpretation is given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. The carving nature at the joints line instead is based on Plato discussing the reality of ideal forms, and that what works best will happen to correspond to the structure of the true underlying reality. In other words, we&#039;re really discovering rote magic, by finding the things that are easier or even possible to make happen.&lt;br /&gt;
[368.2] The contrary perspective rejecting this view would maintain it is very difficult for mortals to affect the flows of essence so hugely and permanently, much as that view is [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_12:36 rejected] in DragonRealms below godlike power. Though there have been spell pattern release events in GemStone, which could be rationalized in some way, such as metastabilities and spontaneous symmetry breaking and so forth.&lt;br /&gt;
[369.1] This is following the previously framed premise that it is more difficult to make Arcane spells. The pure realms became like separation of variables, restricting equations to single coordinate axes instead of having mixed-term dependencies, and less prone to chaos. If it was a literal sphere, it&#039;d be like only theta angle directions or only phi angles, or only radial changes, changing one variable and holding the other two constant.&lt;br /&gt;
[369.2] Part of this tractability issue is physiological limitations, since the ability to manipulate magic is related to the nervous system of beings of flesh, as evidenced by what happens to nerves when overextended on mana. In principle it would be possible for a physical being [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 to exist] (DragonRealms link) without the same limitations, much as one may embed different varieties of magic into a wand and have the wand used by anyone not of that spell casting realm. The monist view would be that these physiological limits are not cosmologically fundamental.&lt;br /&gt;
[370] This is the view given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document.&lt;br /&gt;
[371.1] In the view of magic as making discoveries, there are easier and harder discoveries. The easier ones are plucked first. And for the Arcanists, the pure realms are about doing magic on easy mode, going for low hanging fruit and simplifying things for wielding more mana/power in spells. &lt;br /&gt;
[371.2] This is restoring the Rolemaster definition of &amp;quot;pures&amp;quot; as referring to single realm of power specialists. In GemStone the terminology has drifted so that hybrids are spoken of as another kind of &amp;quot;pure&amp;quot;, when the terminology should have been &amp;quot;full spellcaster&amp;quot; (pures and hybrids) as opposed to &amp;quot;semi spellcaster.&amp;quot;&lt;br /&gt;
[371.3] This is setting up a duality of being a stronger monist is a weaker specialist, and a stronger specialist is a weaker monist. Crudely, it&#039;d be like someone who casts magic through the use of [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which gets mana expensive and limited in the power and spell level of rote magic it can access. Speaking just in terms of rote spell access. Whereas those specialists have native access all the way up in their base lists, but have no native access to most of the Arcane.&lt;br /&gt;
[372.1] This is making things consistent with what is explicitly true in I.C.E. and DragonRealms, but more implicit in the GemStone implementation. Though DragonRealms treats the Arcane view (what necromancers there do) as really delusional in actuality, but the unified field mana view is a philosophy in that setting. In the I.C.E. Shadow World setting the flexibility of Arcane power is sought after by the mighty, being the way the Lords of Essaence had done magic in antiquity.&lt;br /&gt;
[372.2] This is also subtly setting up a premise that the single realm specializations, and their confounds / attunements and rote magic spells, are short-cuts to power in the sense of raw spell level and mana involved. It is relatively speaking magic on easy mode, similar to the appeal of &amp;quot;black arts&amp;quot; magic as described in Volume 2. This is to help address the nominal paradox players find in &amp;quot;well why should a 35 year old human be as powerful as a 500 year old elf&amp;quot; or &amp;quot;why would elves take so much longer.&amp;quot; That can more generally be addressed with logarithmic curves for NPC population norms, but there would also be this higher standard expectation of not short-cutting the fundamentals and full roundedness. (e.g. similar to a warrior skilled in a weapon class, but the elves would be required to train all the varieties of weapon in that class instead of just the one.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos.[373] Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot;[374] The separatist philosophies became dominant, though mostly out of practicality bias.[375] The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic.[376] These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.[377]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[373] The irony of this is that &amp;quot;carving nature at its joints&amp;quot; can be regarded by the separatists as the monists reading their own limitations into the cosmos. But this is going of &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; talking about spheres of magic having their own forms of flow magic. For monists there is just flow magic and it is inherently Arcane flow magic, and there would be relatively little in the way of rote Arcane magic.&lt;br /&gt;
[374] The sorcerous backlashes are drawing off DragonRealms, to some extent combinations of dispel magics in GemStone, and to some extent magical failures such as when failed enchants resulted in cursed items. Here &amp;quot;clash of incompatible powers&amp;quot; is the separate spheres of magic worldview, while &amp;quot;cutting against the grain&amp;quot; is the monist view of nature is easiest cut at its joints. The very last part is about the distinction between the sorcerous backlash of something like dispel combinations versus an actual sorcerer spell.&lt;br /&gt;
[375] The practicality bias zing is the IC author bias. The three spheres are reasonably natural divisions in this framework. But there would be some truth in development going into directions were gains are easier.&lt;br /&gt;
[376] This is from &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the comparative absence of Arcane spells in the game and the framed premises from this document. &lt;br /&gt;
[377] This contextualized meaning of &amp;quot;spell circle&amp;quot; is an embellishment, but related to the monistic single sphere analogy in footnote 369.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect.[378] In the separatist view, these are the divisions of nature, with metaphysical verisimilitude.[379] For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions.[380] One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits.[381] Mentalism giving proof to the lie.[382]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[378] Realms of power is the Rolemaster terminology. This is just stating explicitly that the spheres of magic in the Elanthia setting are effect / phenomena oriented in what they are called, and then you have metaphysical philosophies disputing whether that is substantively correct or just characteristic phenomena from underlying causes.&lt;br /&gt;
[379] Ironically, nature cut at its joints, at the realm of power level rather than the spell pattern level.&lt;br /&gt;
[380] Somewhat natural because they come from distinct modalities of essence manipulation.&lt;br /&gt;
[381] These are the four divisions of mana in DragonRealms, whereas GemStone presently uses three. There&#039;s some precedent of moon oriented magic in GemStone (e.g. Melgorehn&#039;s Reach, the Red Forest release, Imaera&#039;s shrine release, Lornon&#039;s Eve in &amp;quot;[[Elanthian Moons]]&amp;quot;, etc.), and it would be plausible for ranger/druid animist kind of magic to be considered distinct from mana from deities, so those could split apart elemental and spiritual. Mentalism would actually go with lunar, or possibly lunar and life, because of the plane of probability and so forth in DragonRealms. Moon Mages there are roughly the same thing as Astrologers in Rolemaster, which are Mentalist-Channeling hybrids. Necromancy in DragonRealms are the subsets of sorcery that cross other mana types with life mana. For this document we are more explicitly including in demonic energy forms for &amp;quot;black arts&amp;quot; necromancy, which is seemingly a much more implicit and ill-understood aspect in DragonRealms.&lt;br /&gt;
[382] This is referencing off the introduction of &amp;quot;Mentalism&amp;quot; as a third sphere of magic as a convention reorganization, which &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies should be because of the Erithians, and this document&#039;s framing of esoteric magic precursors now redefined as Mentalism.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Hybrid magicks are those forms of spellcraft that fall in between the spheres.[383] In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies.[384] The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power.[385] Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition.[386] Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed.[387] In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power.[388] Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way.[389] In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption.[390]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[383] This is true by definition, such as in the [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;], which is carried over from Rolemaster Spell Law.&lt;br /&gt;
[384] This could reasonably characterize empaths and bards after the GemStone IV conversion. In the Rolemaster Spell Law version, it&#039;s seemingly meant to be a combination, and the caster&#039;s warding resistance goes by the single realms. Hybrid casting is such a calculation mess that the Shadow World Master Atlas started recommending having the player pick one realm or the other as the source of their power to just simplify everything. &lt;br /&gt;
[385] This is what &amp;quot;sorcery&amp;quot; means in DragonRealms and the fusion concept exists in GemStone. The premise of hybrid magic being closer to Arcane power, including historically, and that Arcane is the raw primal form of essaence (mana), is established in the Shadow World setting. So in this document we are using this notion of what hybrid means in the context of sorcery.&lt;br /&gt;
[386] DragonRealms defines different kinds of sorcery, with different kinds of corruption, depending on which kinds of mana are being unnaturally combined. This document (especially Volume 2) invokes various terms used in creature and spell messaging as &amp;quot;sorcerous elements&amp;quot; and allows quite a few variations of sorcery to exist. This document is also generalizing beyond the elemental-spiritual dichotomy for sorcery, which refers to what will be defined as &amp;quot;classical sorcery.&amp;quot; Which is what the &amp;quot;much narrower definition&amp;quot; is referencing. The Sorcerer profession definition is straight from Rolemaster Spell Law, and the base list as implemented in GemStone has never matched it, including a lot of stuff that didn&#039;t come from Rolemaster Sorcerer lists.&lt;br /&gt;
[387] This is partly referencing the mangling that has happened to meaning of &amp;quot;pure&amp;quot;, and partly referring to this issue of whether Arcane is the raw primal form of magical energy or if it is just fusionism.&lt;br /&gt;
[388] This view is framed in this document, and also reviving that premise from the Shadow World setting.&lt;br /&gt;
[389.1] The next section will limit the scope of what the word &amp;quot;sorcery&amp;quot; means. It&#039;s not Arcane magic in general. But the next section also yanks some Faendryl focus away from sorcery. The original premise was: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not the same thing as sorcery, it just explains why as a subset, the Faendryl would have been poised to be relatively strong in sorcery. And by that same reasoning, Arcane, so we are pushing for the Faendryl to have pressed for a universality scope to magic and it bent increasingly to sorcery over time. &lt;br /&gt;
[389.2] In DragonRealms sorcery in general, of which necromancy is a subset, is considered [https://elanthipedia.play.net/Post:Thought_crossed_my_mind._-_2/19/2009_-_17:17:54 part of] Arcane magic. There is some language used about sorcery in DragonRealms being emotional, irrational and &amp;quot;esoteric&amp;quot; magic, that is understood by few and that there is significant amounts of use in spite of lack of understanding of what is really happening, which is supposed to be true of what necromancers are doing and how that is likely really ultimately demonic in nature but not being understood. That is similar to the fundamentally alien way Evil spell lists are described in Shadow World. In this document this kind of dark esotericism is represented in the black arts traditions, which is related to Arcane coming from the non-orthodox direction of the practices and cultures in places with dark essences / sorcerous elements like Rhoska-Tor. Faendryl sorcery in its orthodox rationalism is largely fusionist philosophy, but there are also monists believing there is some fundamental unified form of Arcane mana / essence that transcends the differentiation of planes and their magical properties.&lt;br /&gt;
[390] This is the nature of sorcery in DragonRealms. There is similar messaging in GemStone, such as the word &amp;quot;unnatural&amp;quot; in [[Ensorcell (735)]] flares.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations.[391] Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness.[392] Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence.[393] Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms.[394] But it takes Arcanist talent to be so flexible.[395]&lt;br /&gt;
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[391] This is partly based on the Arcane spell circle in GemStone IV, partly based on the Rolemaster Companion and Shadow World Arcane spell lists, and partly based on the description of Arcane magic in DragonRealms.&lt;br /&gt;
[392] This is based on Arcane spell manipulation and engineering in Rolemaster&lt;br /&gt;
[393] This is based on the Shadow World spell lists which are Arcane in nature, such as the Warding list, the Rolemaster Companion Earthnodes list, to some extent the elemental lists in GemStone, and the Arcane magic description in DragonRealms.&lt;br /&gt;
[394] This is partly based on the spells in the Arcane circle in GemStone IV that cast with either Sorcerer or realm specific CS, that were once spells in other spell lists, and it is partly based on the high redundancy of spells in Rolemaster across spell lists.&lt;br /&gt;
[395] This is the Shadow World concept of Arcane power talent, to some extent justified in GemStone IV by spells like [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], and to some extent the Rolemaster Companion nature of Arcane magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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The Arcanist pays a price for this fluidity.[396] The more specialist wielders of magic make use of confounds.[397] These are external forces for leveraging the power of magical effects.[398] Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic.[399] Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms.[400] However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling.[401] This is from their lack of reliance on confounds.[402]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[396] In Rolemaster the Arcanist spell casters have the same kind of trade-offs that Hybrids, just with all three realms of power (essence, channeling, mentalism) instead of just two realms for hybrids. There are also many blends of Arcane mana in DragonRealms, it&#039;s just that there it&#039;s [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:46:58 only] the Necromancer variety that is being dealt with, and spellcasters in DragonRealms naturally begin as unattuned. They attune because of guilds / traditions that use confounds to augment magical effects.&lt;br /&gt;
[397] This is pulling in the concept which is used explicitly (though not in its [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_11:39_AM fullest nuance] mechanically) in DragonRealms. This document uses the position that confounds exist in GemStone&#039;s Elanthian magic as well, it&#039;s just swept under the rug and implicit compared to the game mechanical ways they are used in DragonRealms. GemStone has the analogous concepts and attunements. Making use of the confound concept helps us explain how stuff like &amp;quot;blood magic&amp;quot; is different from just, say, using troll blood as an alchemy ingredient. The Arcane mana usage in DragonRealms that is not necromancy does have this confound absence property.&lt;br /&gt;
[398] This is the definition of the word. Its being a &amp;quot;confounding&amp;quot; element in the spell casting for augmenting the spell power is why it is called a confound.&lt;br /&gt;
[399] This is implicitly present in the profession classes of magic users in GemStone, and then in some cases further narrowed, such as elemental attunement. The trade offs between &amp;quot;lore&amp;quot; training should also be interpreted this way, lore skills should be treated as differential potencies or attunements to the class confounds. Similarly, &amp;quot;convert&amp;quot; status for clerical and paladin magic should be interpreted as a mana source, as well as the class confound being narrowed to a single deity. This would be specific to the way those classes do their magic, and not about worship. (i.e. It would make no magical sense for a Cleric to have polytheistic conversion, just because that is not how Cleric magic works. That dates back Rolemaster and Shadow World.)&lt;br /&gt;
[400.1] This is a limitation built into Rolemaster spell research training, and the language from Rolemaster Spell Law on this for hybrids is still present in the Play.net &amp;quot;Magic Guide&amp;quot;. Hybrids such as a Sorcerer in Rolemaster have the flexibility of choosing Open and Closed spell lists (what we call Minor and Major circles) from two realms instead of only one, but Hybrids are restricted in how high in spell level they can learn from the Closed (Major) lists. Their Base lists go as high as a pure base list, and could have redundant spells with pure base lists, but it&#039;d be from an assortment of other classes and so not as thorough and often not as high in any given kind of spell effect as the pures (limited number of spell slots and a wider variety of kinds of spell with multiple power level versions of the same spell) which are more focused in that kind of spell to the exclusion of other kinds of spells. The [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;] still says hybrids can learn Major lists, but this has never been mechanically true in GemStone. &lt;br /&gt;
[400.2] More informally, this &amp;quot;difficulty with the more powerful spells&amp;quot; is encoded into [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which only gives access to common scroll system spells. Magical items such as scrolls get around the confound issue, which is about the physiological limitations and attunement of the caster. In principle there are &amp;quot;spell patterns&amp;quot; not neatly in the spheres of magic that might only be workable off scrolls, not being patterns that can be permanently remembered (i.e. spell self-knowledge) by our mechanical magic classes, much as we cannot with rote spells of other spheres without the aid of an object. But examples of such non-learnable spells are the magic item spells in our treasure system not accessible by 1750.&lt;br /&gt;
[401] This is largely based on the defensive spells in GemStone&#039;s Arcane spell circle, such as [[Arcane Decoy (1701)]] and [[Arcane Barrier (1720)]].&lt;br /&gt;
[402] This is an embellishment but a sensible reason for it within this magic theoretic framework. Sorcery and necromancy are considered (hybrid) [https://elanthipedia.play.net/Sorcery subsets] of Arcane in DragonRealms and do have confounds. But what we are going for here is the notion that introducing confounds when doing Arcane is how you end up with splitting into narrower specializations and ultimately leading to non-fusionist &amp;quot;pure&amp;quot; magic. Monism vs. separatism in the history of sorcery would be about confounds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood.[403] Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter.[404] Witchcraft, blood magic, and black shamanism use mediating substances.[405] Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers.[406] Thus this trade off exists in fluidity with dark magic.[407] Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization.[408] However, it has that natural tendency, for much the same reasons as sorcery.[409]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[403] All of the confound examples in these three sentences come from [https://elanthipedia.play.net/Magical_theory#Confounds the confounds] for character classes in DragonRealms.&lt;br /&gt;
[404.1] This is based on the Rolemaster definition for the Sorcerer class, which is still the language used for the Sorcerer profession on the Play.net website. Sorcerer base lists in Rolemaster fit this definition much better and more literally than the GemStone implementation of Sorcerers, which has since reoriented to necromancy and demonology, which for the most part are not Sorcerer magic in Rolemaster. (Though professions like necromancer and witch and so forth in Rolemaster Companion are treated as Sorcerers for training purposes, and sorcerers are often included when talking about evil magic stuff.) In Shadow World the Sorcerer class is not &amp;quot;evil&amp;quot; for system purposes, because it is the &amp;quot;Evil&amp;quot; professions that use dark essences / the power of Unlife. However, Shadow World also treats the Evil &amp;quot;pure&amp;quot; professions as hybrids, so they&#039;re effectively &amp;quot;dark sorcerers&amp;quot; which is the terminology distinction used in this document versus Rolemaster style &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[404.2] DragonRealms also talks about a [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 &amp;quot;sorcerous focus&amp;quot;] as a mediating device between two incompatible forms of mana, allowing the efficient manipulation of the other form of mana by proxy. This is a rationalizing approach evading &amp;quot;the emotional terror of pure sorcery&amp;quot; and tunes narrowly into specified realms. So &amp;quot;classical sorcery&amp;quot; with its constitutive matter confound, as described here in this document, is about the Faendryl doing a rationalized orthodox magic approach to sorcery in the Second Age.&lt;br /&gt;
[405] This is based on things that have happened with NPCs in storylines, especially Raznel and Quinshon, and to some extent Grishom Stone and Elithain Cross. &amp;quot;Witch&amp;quot; in this document is a convention for the black magic users, not the &amp;quot;good witches&amp;quot;, and this mediating substance / confound point is part of how we are defining the word for this document. The mediating substances such as blood and vermin like maggots, worm, and scarabs, and sorcerously debasing the mediating substances. The close similarity between the premise of this sentence and the preceding one on &amp;quot;classical sorcery&amp;quot; is a subtle internal consistency for there being a deep and natural relationship between these forms of magic, and why these black magic traditions (and later black arts forms of them) would be considered &amp;quot;sorcery&amp;quot; in a more general definition of the term.&lt;br /&gt;
[406] The &amp;quot;thanatology&amp;quot; confound for necromancers comes from DragonRealms. The first part of the sentence about life forces is based on GemStone&#039;s Sorcerer abilities such as Sacrifice and its in-game explanation. The last part about &amp;quot;sorcerous elements&amp;quot; involves the Sorcerer profession use of [[Balefire (713)]], which is defined as a sorcerous element in Volume 2, and the demonology lore skill. Attunement to demonic powers is invoking the Dungeons &amp;amp; Dragons warlock kind of class archetype. This is specifying &amp;quot;dark sorcery&amp;quot; because we are using &amp;quot;classical sorcery&amp;quot; to refer to the Rolemaster kind of spells which mostly do not have anything to do with demons or the undead and are about the immediate destruction of specific forms of matter.&lt;br /&gt;
[407] This is meant to establish that magical manipulation with these other energies follows the same modalities and physical limitations as the rest of magic. But in Volume 2 it is argued that &amp;quot;dark essence&amp;quot; magic is basically easier flow magic for creating malevolent / bad effects and so effectively provides a short-cut to power for malicious uses.&lt;br /&gt;
[408] This is partly based on Rolemaster&#039;s Arcane spells, and partly based on how [https://elanthipedia.play.net/Category:Arcane_magic Arcane magic] is [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:52:11 described] in DragonRealms. For example, a [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 saved post] by Armifer on the subject, from 2010. This post also builds in its natural strong tendency leading toward sorcery. Similar logic in it also informs what this document says about teratology and cryptozoology. Likewise, in the I.C.E. Shadow World setting, the Lords of Essaence (ruled at the end by Empress Kadaena) were largely responsible for mutating and creating the race/monster varieties, and they were generally Arcane spell casters. Later Rolemaster books also have monster races (e.g. orcs) being created by demon magi (Rhodintor).&lt;br /&gt;
[409] This document talks about the reasons for sorcery having corruptive tendencies, and why it is prone to destruction, which is explicitly true in DragonRealms. Arcane magic is not inherently prone to destruction, but as we&#039;ve defined it, it&#039;s harder to manipulate without failures and so forth. And this is tacitly acknowledging the corruption of the Lords of Essaence, and the framing that sorcerous magic comes out of Arcane magic historically because the destructive effects of handling mana this way are easier to accomplish. This section is setting up the rationale for why Faendryl universalism with magic gave way to increasingly sorcerous magic, and then the nature of sorcery will show why sorcery was inclined and able to merge with some of the black arts, becoming &amp;quot;dark sorcery&amp;quot; and a darker more corruptive form of magic. (Mostly in later time periods, but a rogue sorcerer in the Second Age going out to live with the wasteland warlocks would probably be doing &amp;quot;dark sorcery&amp;quot;.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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(2) Sorcery&lt;br /&gt;
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In the early years of the Elven Empire, the black arts were deemed religious magic and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were not sorcery.[410] Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined.[411] It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter.[412] That is, it was an effect without mediation, assaulting the matter itself.[413] This involved channeling toward a target and turning its own essence against it.[414] The destruction is specific to the essence of the exact form being targeted.[415] There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.[416]&lt;br /&gt;
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[410.1] This was already framed more or less by the previous sections. This is using the Rolemaster Spell Law type of sorcery, which is still the Sorcerer [https://www.play.net/gs4/info/professions/sorcerers.asp definition] on the Play.net website, to define what &amp;quot;sorcery&amp;quot; would have meant in the early Elven Empire before Faendryl summoning. It would not have included demonic summoning and undeath in that period, unless someone were [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 loosely using] (DragonRealms link on this same ordinary use of language issue) the word &amp;quot;sorcery&amp;quot; as equivalent for these black arts. We&#039;ve set up the &amp;quot;black arts&amp;quot; as arising out of the debasement of spiritual magic with dark energy sources, and the sort of thing demon worshippers were doing. It uses the term &amp;quot;theurgical conjuration&amp;quot; for that kind of demon summoning, which would be like the demons of [[Cloak of Shadows (712)]] and [[Torment (718)]] rather than the demons of [[Minor Summoning (725)]] which are pulled materially through a rift. The &amp;quot;highly forbidden&amp;quot; is making sense of the condemnation in the Faendryl exile dating back to &amp;quot;[[History of Elanthia]]&amp;quot;. &lt;br /&gt;
[410.2] In Rolemaster the demonic summoning is more of an Evil Mage type of magic and necromancy in the sense of creating undead is Evil Cleric magic. (Though Rolemaster Companions may have demon summoning classes that are essence-channeling hybrid and these get effectively treated as Sorcerers.) These classes (along with many others) were not implemented in GemStone. Various spells from the Evil spell professions were incorporated into the Sorcerer profession, so the Sorcerer profession in GemStone has never matched its class definition, which came from Rolemaster. Because only some of the Sorcerer spells in GemStone are actually Rolemaster Sorcerer spells. Others are from Evil lists. Manny&#039;s guide from the I.C.E. Age argued for this reason Sorcerers in GemStone are evil.&lt;br /&gt;
[411] This is explicitly historicizing the word. It doesn&#039;t make sense for Faendryl to be doing &amp;quot;sorcery&amp;quot; but for sorcery to be defined in terms of necromancy and demonology that early. This is easy to make sense of by looking at earlier versions of the Sorcerer profession in GemStone and in Rolemaster.&lt;br /&gt;
[412] This is the Sorcerer class definition from Rolemaster and on the Play.net website. It refers to spells like [[Mana Disruption (702)]] and [[Limb Disruption (708)]] and [[Pain (711)]]. This document&#039;s modern definition of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; as generalizations of the animate and inanimate matter distinction to generalize beyond elemental-spiritual duality to analogs of that with sorcerous elements is meant to reconcile all this.&lt;br /&gt;
[413] Rolemaster Sorcerer spells were all clearly of this nature, it&#039;s not like throwing a ball of fire at something. Limb disruption only works on limbs. Etc.&lt;br /&gt;
[414] This is illustrating a &amp;quot;hybrid&amp;quot; modality of spellcasting, compared to what was described in the prior section about &amp;quot;channeling.&amp;quot; This is reiterating the prior section&#039;s description of classical sorcery using the constitutive matter of the target as its confound, which reconciles the Rolemaster and DragonRealms concepts of sorcery. This description explains how [[Dark Catalyst (719)]] (targeting mana), for example, is very much a sorcerer spell and not a wizard spell. Due to the way it works.&lt;br /&gt;
[415] Limb disruption only works on limbs. Dark Catalyst does not work on something without mana. Etc. One subtlety about this specificity of ideal forms is that it is a backdoor into sorcery for occultism, which here we are leaning into its real-world ties to Neoplatonism. Since we treat this occultism as part of Elanith&#039;s precursors to mentalism, this is in a subtle way speaking to the seeming overlap of sorcery with destructive mentalism, and explaining why that is the case. As such the next line is actually a logical continuation of this line.&lt;br /&gt;
[416] One third of the Rolemaster Sorcerer spells were &amp;quot;mind&amp;quot; type attacks, with redundancy in mentalist spell lists. This is related to Rolemaster&#039;s categories being cause oriented rather than effect oriented. You could have a Channeling profession in Rolemaster that is all elemental effect spells by using elemental spirits. So, this is explaining the mind effects of sorcery in GemStone, though Dev has been gradually de-mentalizing sorcery for a couple of decades. By our definitions, when the target is the brain or mind, you get a mind type effect. And since mentalism is defined as the self-manipulation of essences, sorcerers manipulating the essence of the target has a natural similarity to mentalism, but only in destructive ways. This logic combined with sorcery being relatively closely related to Arcane power explains the semblance of mentalism in classical sorcery. Dark sorcery does things in a different way. (e.g. nightmare is a curse, mind jolt is exposure to another valence)&lt;br /&gt;
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In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power.[417] In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot;[418] The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis.[419] These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power.[420] The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic.[421] There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.[422]&lt;br /&gt;
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[417] This is the definition of how sorcery works in DragonRealms. This rationale is not present in the I.C.E. materials. The separatists would also reject the unified mana perspective as it is rejected by [https://elanthipedia.play.net/Sorcery &amp;quot;mana spectrum&amp;quot;] theorists in DragonRealms, that so-called &amp;quot;Arcane mana&amp;quot; is really an unnatural aggregate of distinct forms of mana. Monists would be like DragonRealms &amp;quot;mana field&amp;quot; theorists.&lt;br /&gt;
[418] This implicitly follows from the premise of the previous sentence. Monists are just interpreting it differently. But this sentence helps frame why there is a natural tendency toward sorcery without it being driven by cultural malice. The Faendryl disproportionately develop sorcery out of practicality bias, much as humans later do with single realm specialization magic (and their anti-sorcery biases.) It is faster paths to wielding higher power or crafting spells of higher power.&lt;br /&gt;
[419] This is the Rolemaster lore for essence and sorcery, combined with the metaphysical language from DragonRealms.&lt;br /&gt;
[420.1] This is giving better meaning to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not saying Faendryl focused on sorcery. People assumed that initially because of the demonic summoning and implosion at Maelshyve, and the sorcerer profession being elemental-spiritual hybrid. But we are establishing why sorcery fell out of this approach over the long run. &lt;br /&gt;
[420.2] More specifically, the separatist approach leads to a lot of different kinds of sorcery by combining different forms of essence, while the universalist approach helps bring in and incorporate the black arts in the Faendryl exile period. It converges on the same thing.&lt;br /&gt;
[421] Other Houses have had and still have sorcerers. There has to be differentiation between more and less acceptable sorcery. There is nothing all the objectionable about [[Mana Disruption (702)]], for example, unless someone was especially aggrieving at the chaotic disruption of mana and the corruptive pollution that might cause long run. Classical sorcery has been here defined in an inherently destructive way in its meaning. It does not include the malevolent stuff in the black arts.&lt;br /&gt;
[422] This is analogous to the notion that any tool can be used as a weapon, but things that are designed to be used as weapons can have much more limited range of non-weapon uses. Limb disruption is really only useful for breaking or exploding limbs. It can only be practiced by blasting limbs with it. Its reason for existence is to smash the limbs of its targets. This is all sensible as war magic, and so forth, but it is not the high minded &amp;quot;research&amp;quot; that Faendryl are framed as doing. Though some of this, such as Phase, would plausibly come out of trying to research the essence foundations of matter, and so forth.&lt;br /&gt;
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Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together.[423] This is rooted in the nature of corruption.[424] While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly.[425] Similarly, when dark forces are brought in from what are now called the sorcerous valences, they must be used or even fused with the forces of this world.[426] In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects.[427] Sorcery is especially cruel when inflicted on the living.[428]&lt;br /&gt;
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[423] This paragraph is about to explain that dark essences have to be used in an inherently sorcerous / hybrid way because of their unnaturalness in this plane, which is reviving the Shadow World treatment of the Evil &amp;quot;pure&amp;quot; spell classes as hybrids. The historical forces mentioned here are the population migrations described earlier and later the Faendryl exile. Etc.&lt;br /&gt;
[424] Corruption is defined more thoroughly in Volume 2.&lt;br /&gt;
[425] This is partly referring to failed Wizard enchants cursing the items, partly to stuff like [[History of Reim|Kingdom of Reim]] being cursed into undeath because of sorcerous backlash from its magic users of different kinds trying to stream mana together, partly how this document defines the word &amp;quot;curse&amp;quot;. Rolemaster sorcery also had &amp;quot;black channels&amp;quot; curse spells. Sorcery as disrupting the essence foundation of matter directly plays into the definitions of &amp;quot;curse&amp;quot; and &amp;quot;corruption&amp;quot; in this document.&lt;br /&gt;
[426] This is the concept in footnote 423.&lt;br /&gt;
[427.1] This logically follows from all the preceding premises, and helps explain how the Faendryl transition into using darker forms of their own magic, then being in Rhoska-Tor where there is a lot of &amp;quot;dark essence&amp;quot; per &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This sentence is also playing off the high redundancy between the Rolemaster Sorcerer base lists and the Evil pure lists, while in the Shadow World setting only the Evil lists were evil for system purposes because of the kind of energy it was using. The difference here is that we are also including the DragonRealms notion of ordinary sorcerous magic being corruptive. It treats stuff like necromancy and the undead as ultimately demonic in origin, but that it is happening in a way that is largely beyond the capacity of the necromancer/sorcerer to understand. That in turn is similar to alien nature of Evil spells in Shadow World, which are an entirely separate source of power for spell users, and cannot be used without corrupting the caster.&lt;br /&gt;
[427.2] The ability to do the same kinds of sorcerous spell effects in the different ways, with ordinary mana and dark essences such as &amp;quot;anti-mana&amp;quot;, also works the other way. It helps explain why [[Vvrael warlock]]s and [[Vvrael witch|witches]] cast seemingly ordinary spells. Volume 2 defines &amp;quot;anti-mana&amp;quot; as the purest most corruptive extreme of what this document calls &amp;quot;the sorcerous element of darkness.&amp;quot;&lt;br /&gt;
[428] This is due to the inherent nature of what classical sorcery is and does to targets. But this is framing how a sorcerer could exist who doesn&#039;t use any of the animate matter targetting spells.&lt;br /&gt;
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During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra.[429] While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, plaguing the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities.[430] They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds.[431] The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities.[432] When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world.[433]&lt;br /&gt;
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[429] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The Patriarch numbers combined with the timing for Patriachs 1 through 13 require this to have happened before roughly -40,000 Modern Era, which is roughly twenty thousand years before Despana and twenty-five thousand years before the Faendryl were exiled for demon summoning. The phrase &amp;quot;new magic&amp;quot; in &amp;quot;History of Elanthia&amp;quot; for demonic summoning was a lie, and &amp;quot;History of the Faendryl&amp;quot; requires it to be a lie. (Elizhabet Mahkra is an obvious anagram of Elizabeth Arkham, the insane asylum from Batman. Arkham itself in turn comes from Lovecraft.)&lt;br /&gt;
[430] The Elves would have known about the Ur-Daemon and demons long before they understood anything of cosmology. This is also based on &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Now believed to be extra-dimensional intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately 100,000 years ago.&amp;quot;&#039;&#039;&lt;br /&gt;
[431] This is just consistency with existing world setting premises and phenomena. It does not make sense for demons to have not been &amp;quot;naturally&amp;quot; / accidentally present in the world, so the Elves would have always known what &amp;quot;demons&amp;quot; were, it was not some new and out of no where revelation at the Battle of Maelshyve. This is talking about full manifestations or incarnations, demons fully materially in this world, directly analogous to being summoned in the Faendryl manner. What this document describes as theurgical conjuration is either calling upon or hijacking these already present demons, or summoning immaterial demons through weaknesses in the veil, meaning thinness rather than holes. This notion of thinner veils in some places has multiple established precedents, including Sorcerer Guild summoning chambers and the Sorcerer sense verb. This is also partly why this document talks about the distinction of demons from other wicked spirits being a convention.&lt;br /&gt;
[432] &amp;quot;Otherworlds&amp;quot; is a term used in the Sylvan documentation, and in the real-world is also part of fey mythology. &amp;quot;Essence barriers&amp;quot; is from the Shadow World setting terminology, and refers to things like the energy force barriers in the Order of Voln or misdirection wardings. Referring to the veils between planes as &amp;quot;essence barriers&amp;quot; is essentially correct, but the use of that terminology for it is a reasonable embellishment. That is effectively what the veil or &amp;quot;fabric of reality&amp;quot; is.&lt;br /&gt;
[433] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The term &amp;quot;pierce the veil&amp;quot; stems at least as far back as Arthurian legend, and was used in the Vvrael quest, but the term &amp;quot;penetrating the veil&amp;quot; was used earlier in &amp;quot;[[History of Elanthia]]&amp;quot;. This concept of &amp;quot;turn the essence of the veil against itself&amp;quot; is contextualizing it with the definition of classical sorcery given in this document and thereby explains how and why Faendryl demonic summoning is different from what the &amp;quot;black arts&amp;quot; were doing. The last part about her mind shattering is both from &amp;quot;History of the Faendryl&amp;quot; and the current messaging on [[Mind Jolt (706)]]. &lt;br /&gt;
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In this way it would become possible to summon beings not of the &amp;quot;near planes,&amp;quot; such as the elementals or spirit servants, but highly alien or malevolent beings from the &amp;quot;outer&amp;quot; dimensions.[434] This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them.[435] While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history.[436]&lt;br /&gt;
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[434.1] This is partly based on in-game messaging and the &amp;quot;[[History of Elementals]]&amp;quot; document. Volume 2 of this document uses &amp;quot;near planes&amp;quot; as part of a basic higher and lower planes cosmology for this existence, as opposed to the outer/sorcerous valences, which is partly based on the Shadow World cosmology and partly Auchand&#039;s update to the valence Wiki page. Basically, the notion here is Lornon gods like to slum it in the lower &amp;quot;infernal&amp;quot; planes, and the &amp;quot;black arts&amp;quot; practitioners were largely dealing in infernal realm demons or things left over from the Ur-Daemon War. To the extent the Dhe&#039;nar did demonic summoning, it would have been more along these lines. It is the Faendryl who start messing with outer dimensions stuff, but not really infernal realms stuff in the Second Age.&lt;br /&gt;
[434.2] Volume 2 also posits parallel material valences (as distinct form parallel material worlds of this existence which are other Elanthia versions) to describe comparatively habitable valences with extraplanar creatures (and races) that could plausibly be regarded in cryptozoology terms rather than &amp;quot;fiends.&amp;quot; These could often be alien but not particularly chaotic or malevolent, and the subject of cataloguing for the Enchiridion Valentia. This is making some structural bias for Faendryl mapping out too dangerous things to be avoided, and the sorts of comparatively innocuous things that let them downplay &amp;quot;demonic&amp;quot; summoning. Aside from their major summoning war magic and for training Palestra and Armata, the highly corruptive and malevolent &amp;quot;fiends&amp;quot; would be more the province of the black arts or apotropaic countermeasures studies by mainstream Faendryl.&lt;br /&gt;
[435] This environmental corruption by demons and forces/entities of darkness is a very long standing premise. It is explicitly present, for example, in &amp;quot;[[History of the Faendryl]]&amp;quot;. The dangerousness of this kind of magic is framed in &amp;quot;[[Gods of Elanthia]]&amp;quot; with Marlu, and was a large part of the I.C.E. premise for the dangerousness of Fash&#039;lo&#039;nae followers. The &amp;quot;taboo&amp;quot; is keeping consistency with the Faendryl exile.&lt;br /&gt;
[436.1] This framing is necessary for recontextualizing stuff in &amp;quot;[[History of the Faendryl]]&amp;quot; that does not make sense in combination with the rest of the documentation on these issues. Its timeline in particular for the Undead War to Ashrim War is deeply inconsistent with the rest of the history documentation and needs to be treated as some form of revisionism or redaction.&lt;br /&gt;
[436.2] &amp;quot;[[History of the Faendryl]]&amp;quot; has Palestra existing to handle Faendryl demonic summoning 10ish Patriarchs before Despana. The Palestra academies were not founded until after the Ashrim War in the later &amp;quot;Path to Palestra&amp;quot; document. The Palestra reasonably had to have been quite different in purpose and function in the Second Age, so this document is doing that retcon to make sense of things.&lt;br /&gt;
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The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by dark cults in the Southron Wastes.[437] The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets.[438] The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales.[439] These academies were not founded until after the Sea Elf War.[440] In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered.[441] It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution.[442] To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it was not controversial.[443] It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.[444]&lt;br /&gt;
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[437] This premise of wasteland demon worshippers doing this is an extrapolation and embellishment created in this document. The accidental release of demons is something that should exist naturally in the world setting logic. So emphasizing these directions helps establish how the Palestra could exist in the capital of the Elven Empire when the other Houses were not supposed to know the Faendryl were doing a bunch of demon summoning stuff.&lt;br /&gt;
[438] The commonality of minor demons is shown in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and demonic summoning is portrayed as presently common in &amp;quot;[[History of the Faendryl]]&amp;quot;. This framing is reconciling the factual grains of truth in &amp;quot;History of the Faendryl&amp;quot; with the reaction to the Battle of Maelshyve and Faendryl exile. In &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; all summoners under Patriarch XX Eidiol Jivanatha Faendryl had to schedule summoning and inter-valence travel attempts at the Basilica in advance for the first several hundred years. It then talks about this scheduling rule being ditched to allow more freedom, but that brings us back into the problem of widespread and free practices, so we have to treat that as revisionist history as well in terms of emphases, with the important thing being capital crime to not report summoning discoveries.&lt;br /&gt;
[439] There is a tension between earlier Faendryl documentation and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; on the Basilica versus the Clerisy when it comes to the Enchiridion Valentia. The Palestra academies are defined in &amp;quot;[[Path to Palestra]]&amp;quot;. This line is implying it&#039;s much more large scale and public than it was originally.&lt;br /&gt;
[440] This is established in the &amp;quot;[[Path to Palestra]]&amp;quot; document. It becomes unclear what &amp;quot;graduates&amp;quot; and instructors for Palestra could mean for the time of Ondreian Shamsiel Patriarch 17, or how &amp;quot;magicians could come and hire them directly from the Palestra for a small fee&amp;quot; when this is supposed to be secret forbidden magic. &amp;quot;[[History of the Faendryl]]&amp;quot; probably has to be interpreted as some revisionist propaganda over-reading present day practices into past precursors to exaggerate precedents.&lt;br /&gt;
[441] This explains the role of the Basilica, and how and why this was being done in the Second Age, in a much more restricted fashion. The Basilica makes it more of a state secret and regulation kind of thing. Palestra might be hired by the Basilican sorcerers in this context, but it would have been a much more internal thing than &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound. While the Basilica plainly exists back into the Second Age, the other Pentact divisions are much more dubious, and should probably be given some historical evolution rather than being dragged all the way back to the founding of House Faendryl.&lt;br /&gt;
[442] The severe punishments for violating summoning laws is part of the &amp;quot;[[History of the Faendryl]]&amp;quot; documentation and the &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; documentation.&lt;br /&gt;
[443] This is an embellishment but not wildly implausible, and gives a sensible Second Age seed for how the Faendryl started more innocuously on this path, and got worse with it later. &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound like they were openly all in on it from the beginning, which would maximize the view of the Faendryl exile as pure cynicism by other jealous Houses.&lt;br /&gt;
[444] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; establishes that the Vishmiir &#039;&#039;&amp;quot;had plagued the world prior during the Elven Empire&amp;quot;&#039;&#039;, which is wording and terminology that requires it to have happened during the Second Age. This document&#039;s framing would allow extraplanar threats like that to have been a lot less common back then due to the Eye of the Drake.&lt;br /&gt;
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But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks.[445] The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms.[446] For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void.[447]&lt;br /&gt;
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[445] This is leveraging off the prior definition of &amp;quot;piercing the veil&amp;quot; in terms of Faendryl sorcery, as well as the Illistim stated risks regarding the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;. This is also glancingly recognizing that other kinds of portals (e.g. elemental) are usually not stigmatized, even though they can have high destructive potential. The [[Solhaven Cataclysm]] in 5109 would be one example, [[The Amber Flame]] of House Illistim almost burning down the city is another. Similarly &amp;quot;[[History of Elementals]]&amp;quot; implies the dangers of elemental plane bleedthrough with veil weaknesses. Volume 2 addresses this double standard on portals and summoning elementals, and why demons and sorcerous veil piercing are regarded as worse.&lt;br /&gt;
[446] Demons still come through the unhealed tear in reality at Maelshyve, per &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Corruptive radiation from it is cited in &amp;quot;[[History of the Faendryl]]&amp;quot;. This is also playing off the Illistim complaint about the Ur-Daemon risk due to the Maelshyve implosion in &amp;quot;[[History of Elanthia]]&amp;quot;. Related to note 445, essences from the elemental and spiritual planes could rightly be conceived as magical corruption, but this is regarded as innocuous or possibly even good by biased magic practitioners, where those forms of mana are regarded as natural to this reality.&lt;br /&gt;
[447] This is based on the difference between what [[Implosion (720)]] does in GemStone and what it does in the Rolemaster Sorcerer Air Destruction list, which would be the more conventional &amp;quot;classical sorcery&amp;quot; method. The &amp;quot;interplanar void&amp;quot; is something that is defined in DragonRealms. There is vague stuff in documentation about the currents of planar motions, such as &amp;quot;[[History of Elementals]]&amp;quot; and &amp;quot;[[Griffin Sword War]]&amp;quot;. DragonRealms talks about planar [https://elanthipedia.play.net/Category:Planes#The_Planar_Void intersections] changing magical properties, and we&#039;ve seen planar bleedthrough like that in storylines such as &amp;quot;[[Return to Sunder]]&amp;quot;, and &amp;quot;[[History of Elementals]]&amp;quot; defines elemental nexus sties in terms of plane intersections. Which in turn we see with the [[Elemental Confluence]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those fiends of darkness which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead.[448] Indeed. There are kinds of demons which can hardly be distinguished from undead.[449] Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts.[450] The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.[451]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[448.1] There has been a push and pull for years on how &amp;quot;evil&amp;quot; demons are inherently. They are described as having an &amp;quot;intense hatred of life&amp;quot; in &amp;quot;[[History of Elementals]]&amp;quot;, which distinguishes elementals from demons, and that document pre-dates the [[The Enchiridion Valentia|Common language]] Enchiridion Valentia and spell [[Minor Summoning (725)]]. The minor demons in the Common language abridgement of the Enchiridion Valentia should be treated as a Faendryl propaganda move by Patriarch Korvath in 5103. Which makes sense in the context of that storyline. The combat demons Voraviel constructed ([[vathor]], [[oculoth]], [[necleriine]]) should be much more in line with what everyone means when they refer to &amp;quot;demons&amp;quot;, which he said in a [https://gswiki.play.net/Lesser_demon/saved_posts saved post]: &#039;&#039;&amp;quot;Something that&#039;d justify the nearly worldwide anathema towards demon summoning.&amp;quot;&#039;&#039; Incidentally, the demons in spells [[Cloak of Shadows (712)]] and [[Torment (718)]] do not set off town justice mechanics.&lt;br /&gt;
[448.2] Volume 2 of this document gets into the difference between &amp;quot;fiends&amp;quot; and merely extraplanar species. The basic cosmology it uses allows all &amp;quot;infernal&amp;quot; demons to be inherently evil, while some outer planes entities are merely alien but possibly destructively insane or dangerous, which is roughly consistent with the Shadow World cosmology and demons. (Volume 2 also stipulates that such outer entities most usually will need to manifest out of the darker and more chaotic &amp;quot;sorcerous elements&amp;quot;, their intrinsic alienation to this existence naturally tending toward cursed matter.) Mechanically, elementals and Ithzir and astrals like ki-lin and so on are &amp;quot;extraplanar&amp;quot;, but not mechanically &amp;quot;demons.&amp;quot; So the view some people pushed for with &amp;quot;extraplanar = demons&amp;quot; is long defunct in practice. But the Enchiridion lore makes it sound that way, so here we call that Faendryl propaganda. As pointed out in footnote 434, there may be a Faendryl bias toward studying and summoning &amp;quot;valence creatures&amp;quot; that are low in corruption, especially for minor summoning, while fiends and eldritch horrors are war magic or countermeasure studies (such as Aralyte the Palestra Blade studying how to vanquish the primordial Althedeus.)&lt;br /&gt;
[448.3] DragonRealms also splits [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 the demonic] apart from other extraplanars in this way. It talks about the greater extraplanar entities acting through &amp;quot;conduits&amp;quot; in this plane, which here we relate to &amp;quot;warlocks&amp;quot; and &amp;quot;witches&amp;quot; in the black arts. It talks about the lesser things that can be regarded as &amp;quot;creatures&amp;quot;, much as we see in the Enchiridion Valentia. But it talks about the violence to reality of such greater entities directly manifesting in this reality and that it shatters sanity to so much as look at them.&lt;br /&gt;
[449] This premise has pretty much always been present in GemStone, going all the way back to ambiguities in the Rolemaster bestiaries. [[Necleriine]]s are very concrete example of this ambiguity in the Elanthia setting. This ambiguity is also stated in that DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 post] about extraplanars. It talks about &amp;quot;concept&amp;quot; entities which here we would call occult entities of the &amp;quot;dream worlds&amp;quot;, which can manifest in grotesque and undead seeming forms. These include &amp;quot;shadow&amp;quot; entities formed of concepts of darkness. These things are easily confused with demons. This is possibly an important parallel to draw with Althedeus being formed by the fear/chaos/power of Ur-Daemon War. But there is also a Plane of Shadows, with unclear relationship to the Plane of Probability.&lt;br /&gt;
[450] This is the demonic relationship to creating undead, which is framed in the Order of Voln messaging, and the Ur-Daemon aspects of the Despana lore. There should have been demons present for all the previously stated reasons.&lt;br /&gt;
[451] This is a sensible extrapolation from established world setting premises. This document bolsters it with the made up Lindsandrych Illistim quote about the southern wastelands. We&#039;ve seen NPCs cursed because of demons, such as the paralysis of Praxopius.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But it was mostly the southern wastelands in that period that had what is usually considered &amp;quot;the undead.&amp;quot;[452] The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning.[453] Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces.[454] One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot;[455] The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck.[456] It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents.[457] In this way it was very unlike the necromancy and conjuration of the southern wastelands, and those traditions would mostly not merge until the Faendryl were exiled to Rhoska-Tor.[458]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[452] This should probably be true given the way everything is framed and argued in this document. It does not have to be totally true. There are so many ways for undead to come into existence that do not require necromancers. There should be ghosts, phantoms, restless spirits most everywhere.&lt;br /&gt;
[453] This should follow as a logical consequence of studying demons, and the Faendryl left behind [[lich qyn&#039;arj]] in Old Ta&#039;Faendryl. Volume 3 treats the &amp;quot;[[festering taint]]&amp;quot; kind of mutants in Old Ta&#039;Faendryl as the Faendryl studying Despana&#039;s disease magic, which is necromancy in our broader definition of that word. So this is part of the transitioning of Faendryl sorcery broadening into the more modern necromancy/demonology framework. This also fits into teratology and cryptozoology being described example of Arcane magical research in DragonRealms that is not necessarily necromancy, as defined over there, which is sorcery involving the combining of life mana with other mana (which our modern definition pays lip service to.) And those in turn fit into the occultist tradition for the Faendryl described below in the next section.&lt;br /&gt;
[454] This is the rationalist / materialist worldview framework that has been given earlier for the House Elves.&lt;br /&gt;
[455] This was the cosmology model Banthis [http://www.virilneus.com/demons.php originally] intended when work was being done on demonic summoning the late 1990s. This model was presented at Simucon. It is where the term &amp;quot;valence&amp;quot; came from with this stuff.&lt;br /&gt;
[456] This is nodding to the word &amp;quot;valences&amp;quot; now being out of context. Demons hungering for our magical energy is a premise that goes back to at least the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;, and has earlier antecedents in Unlife concepts from the I.C.E. Age. This concept of feeding upon this plane is also present in the DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conception] of demons, where they are by definition malevolent as a class of extraplanar beings, associated with &amp;quot;anti-life&amp;quot; and necromancy.&lt;br /&gt;
[457] This is how the Faendryl represent it modernly, such as in &amp;quot;[[History of Elanthia]]&amp;quot; and the Enchiridion Valentia documentation.&lt;br /&gt;
[458] This is an embellishment made for this document. It&#039;s establishing collisions and mergers of magic traditions over historical time. It would make sense for that spilling to happen because of geographical proximity, especially with that region being treated as &amp;quot;anathema&amp;quot; in the Second Age. These population migrations could be used to define sorcerous practices in other cultures/regions, but things have been set up already for the Faendryl paradigm to be dominating what the Sorcerer Guilds do with magic (i.e. the Sorcerer profession mechanically.) So there&#039;s only so much that can be diversified. This document is focused on necromancy and the black arts, not so much trying to define sorcery in all race cultures at all times, though it provides the backbone for doing that later.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(3) Occultism&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot;[459] Occultists would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot;[460] These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges.[461] In contrast to the &amp;quot;valences&amp;quot; model, there are higher and lower &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously.[462] What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes.[463] There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.[464]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[459] This is based on real-world occultism, and such things as the Theosophical Society. This section is creating backdoors for knowledge spreading between these culture traditions, and the rationalist third-way middle ground attempt between orthodox magic and superstition. It&#039;s giving Elanith precursors to Mentalism and explaining various disparate threads of lore.&lt;br /&gt;
[460] This is directly inspired by real-world occultism.&lt;br /&gt;
[461] As mentioned previously, this is giving a more self-consciously Neoplatonist dimension to the One creation myths.&lt;br /&gt;
[462] This helps motivate and root the basic cosmology model used in Volume 2, and helps explain the usage of terms &amp;quot;valence&amp;quot; and &amp;quot;planes of existence&amp;quot;, as coming from different cosmological models. This is inspired by the real-world esotericism usage of &amp;quot;planes of existence&amp;quot; with astral projection kind of stuff.&lt;br /&gt;
[463] This is directly based on real-world esotericism and astral projection. There&#039;s a reasonably strong case to be made that these concepts were part of the design of the Broken Land.&lt;br /&gt;
[464] These statements are derived from real-world occultism and esotericism. (Hermeticism, Gnosticism, etc.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states.[465] There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals.[466] This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection.[467] Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination.[468] Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions.[469]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[465] This is directly based on the worldview behind real-world alchemy. This setting up the framework for ascension belief systems.&lt;br /&gt;
[466] This is how the deities actually work as defined in DragonRealms.&lt;br /&gt;
[467] This is providing intellectual foundations for these kinds of doctrines, though there is some empirical fact involved, such as what might be worded instead as the &amp;quot;transcendence&amp;quot; of the disir, or Eorgina herself having said she gains power from her followers when Li&#039;aerion opened.&lt;br /&gt;
[468] This is partly based on Gnosticism, partly based on real-world use of entheogens for religious purposes, partly based on Lovecraft&#039;s Dream Cycle stories.&lt;br /&gt;
[469] This is based on real-world &amp;quot;mystery religions&amp;quot; as well as 19th and early 20th century esotericists/occultists looking to ancient mystery religions in this way. This is setting up motivation for House Elves to be importing some of this &amp;quot;folk&amp;quot; stuff back in more rationalist terms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is mostly thanks to occultists.[470] It was a heterogeneous movement that took different and inconsistent forms.[471] House Illistim tended to draw occultists focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight.[472] The universalism or cosmicism of the Faendryl tended to foster other kinds of occult societies.[473] Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae.[474] They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory.[475] But there were others of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.[476]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[470] This is setting up limited and distorted perspective of something that would otherwise have not been recorded at all.&lt;br /&gt;
[471] This eclecticism is thematic.&lt;br /&gt;
[472.1] There is a long-standing tension in the Lumnis lore, where she is a patroness of fortune tellers and soothsayers (dating back to the ICE Age when she was the patron of Astrologers which were basically what Moon Mages are in DragonRealms), and her Western followers emulate her by acting as oracles and seers in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. While she would also be the goddess of knowledge in the more sciences sense. &amp;quot;History of Lumnis&amp;quot; treats her like a general inspiration goddess of all forms of knowledge, and this wording here is partly based on Gift of Lumnis and RPA messaging. The Illistim patron gods are described in &amp;quot;Elven Dogma and Theology&amp;quot; and their societies along these lines are in the Illistim Society document. In any event, occultism is more of a third way thing, and not what would be seen as Illistim orthodoxy.&lt;br /&gt;
[472.2] With occultism and astrology, this is also tacitly interfacing with the Moon Mage and [https://elanthipedia.play.net/Plane_of_Probability stellar alignment] stuff with the concept realm (&amp;quot;Plane of Probability&amp;quot;) in DragonRealms. Which in turn via our occultism premise is a tacit interface for GemStone&#039;s mentalism with Moon Mage stuff. This is also tacitly rehabilitating via House Illistim the Valris (Lumnis) association with Astrologers, which are Rolemaster&#039;s version of Moon Mages.&lt;br /&gt;
[473] This is leveraging off the worldview bias set up for the Faendryl earlier in this document for the given reasons that motivated it.&lt;br /&gt;
[474] This is generally thematic for the Faendryl overall. But &amp;quot;History of the Faendryl&amp;quot; explicitly talks about how Fash&#039;lo&#039;nae is the closest thing the Faendryl have to a patron Arkati.&lt;br /&gt;
[475] These are categories of real-world occultist research. This is interfacing with Faendryl cryptozoology in other sections, regarding the traditions behind the Enchiridion Valentia.&lt;br /&gt;
[476] This is a Lovecraftian kind of notion, where Lovecraft himself was inspired by the Theosophists, but twisted into his cosmic horror version of it. This whole paragraph is embellishments to make sense of things that probably should have happened in context. The use of the word &amp;quot;jolt&amp;quot; is leaning on the [[Mind Jolt (706)]] messaging. This is also setting up some precedent of Faendryl prejudices on acceptable and unacceptable ways of approaching the demonic and extraplanar studies. This Marluvian occultism is a thread that gets picked up later in the sections about Bandur and Uthex and the Broken Land.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all.[477] That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana.[478] Natural philosophies were ignorant or self-limiting.[479] This may even be why we now define spheres of magic by effect.[480]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[477] This was directly based on the introduction of a real-world book on occultism from about a century ago.&lt;br /&gt;
[478] This is playing into the behavior of the dream world planes with their interaction with minds. This is not actually agreeing that such magic does not involve mana manipulation. But it is playing into how the esoteric mode of it allows understanding of what you&#039;re really doing to be limited, and that such people could believe they&#039;re doing something different from &amp;quot;magic&amp;quot;, which for the orthodoxy framed at that time would be elemental/spiritual thaumaturgy/theurgy.&lt;br /&gt;
[479] This is an anti-orthodox magic position from the rationalist worldview direction. It&#039;s about handling the sympathetic and esoteric magic traditions prior to the view of three spheres of magic rather than two spheres of magic.&lt;br /&gt;
[480] This embellishment is about rationalizing the earlier arguments about Arcane power, with terms like evoking and channeling, and the separatist worldview becoming dominant, and the wording for them like &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; is more effect/phenomenon oriented. But with philosophies likely having been invented trying to interpret them as substantitively correct, such as trying to believe matter is really constituted of handful of pure elements (of fire, air, earth, water.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts.[481] There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories.[482] &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity.[483] Grimoires are notorious for unreliability.[484] They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot;[485] These are, of course, crude over-generalizations of widely diverse indigenous beliefs.[486] &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and human druidism is ancestral to northern reivers.[487]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[481] This is true of real-world grimoires. It&#039;s also building in some unreliable narration in the sources of knowledge.&lt;br /&gt;
[482] This is inspired by real-world grimoires with their posulated hierarchies of demons and angels and so forth. Volume 2 has some made up excerpts from made up Elanthian occult grimoires in this sense, and Volume 3 gives a bunch of names for made up ones.&lt;br /&gt;
[483] It&#039;s important to emphasize things as convention schemes, and the historicism behind words meaning different things or different baggage/connotations/context in different eras. This is an important premise for what Volume 3 tries to do with the unliving.&lt;br /&gt;
[484] This is true of real-world grimoires.&lt;br /&gt;
[485] This is partly based on the hegemony of Elves in the Second Age, and partly because the word &amp;quot;shaman&amp;quot; really has been used for the non-elven races in GemStone, but there have been elven druids. This gives some more breathing space overall.&lt;br /&gt;
[486] This is a nod to controversy over the use of words like &amp;quot;shaman&amp;quot; in real-world anthropology.&lt;br /&gt;
[487] Trance states are a general &amp;quot;shamanism&amp;quot; motif. The last part about the reivers is glancingly trying to address the awkwardness of the multiple retcons of the reivers that have happened over the years. There&#039;s druidic stuff around Luinne Bheinn dating back to 1997, but the reivers have since been retconned to having much more recently migrated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded.[488] The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions.[489] Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot;[490] But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions.[491] They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends.[492] Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone.[493] It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it.[494] Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.[495]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[488] The &amp;quot;knowledge that was discarded&amp;quot; is one aspect of esotericism, and it&#039;s a folklore/mythology and literature thing in general to try to read vestiges of older stuff surviving in later stuff outside its older original context.&lt;br /&gt;
[489] This is a slight embellishment, but should be true.&lt;br /&gt;
[490] Auchand has tended to make his Arkati legend documents dubiously sourced or referred to as apocryphal. &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot; for example is &#039;&#039;&amp;quot;commonly held to be apocryphal&amp;quot;&#039;&#039;, and &amp;quot;[[Origins of Tonis]]&amp;quot; is &#039;&#039;&amp;quot;a translation of an elven text discovered in a cache near the Western Dragonspine.&amp;quot;&#039;&#039; And &amp;quot;[[Origins of Amasalen]]&amp;quot; is only around 150 years old and found in Icemule.&lt;br /&gt;
[491] This is extrapolating off the vague and unreliable nature of communes, and the explicit statement of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; that trying to directly ask Fash&#039;lo&#039;nae about this stuff would not be a useful approach. Likewise Voln refuses to answer theological questions in &amp;quot;[[History of the Order of Voln]].&amp;quot; &lt;br /&gt;
[492] The first part of this refers to such things as the krolvin version of religion in &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; and the Tehir view of Luukos in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; and the different symbols of Imaera in &amp;quot;[[Gods of Elanthia]]&amp;quot; and so on. The second part is an iconoclastic statement, which the IC author might apply to any number of things, such as [[Li&#039;aerion]].&lt;br /&gt;
[493] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; actually states in the analysis section that Fash&#039;lo&#039;nae admitted to making the Grandfather&#039;s Stone, which is supposed to be where he came from in the legend.&lt;br /&gt;
[494] There are lots of contradictions and inconsistencies between the religious legend documents. Xorus ripped through a lot of them in a Mist Harbor library [[Age of Darkness (lecture)|lecture]] once.&lt;br /&gt;
[495] This is treasure hunter and occultist kind of stuff in general, like with lost lands the Theosophists had various notions of Atlantis and Lemuria and so forth. The last part is an oblique reference to situations like [[L&#039;Naere]], whose rumored existence was buried by the Loremasters and House elites.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a backwards flux of methods into the Elven Empire.[496] It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning.[497] The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; had its roots in occult grimoires.[498] It was also this tradition that somewhat softened Elven materialism, making the Faendryl more open to the study of necromancy.[499]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[496] This is setting up part of the motivation for this section. It backdoors some of this other stuff back into urbanized civilization.&lt;br /&gt;
[497] This is an embellishment. But it&#039;s taking the folksy use of summoning circles, and maybe cunning folk apotropaic magic and the [[thanot]] lore with pentagrams being &#039;&#039;&amp;quot;the ancient magical symbol of protection.&amp;quot;&#039;&#039; Pentagrams have been used in demonic summoning contexts in game, such as on top of Bonespear Tower or the cavern of Castle Anwyn. So this embellishment helps mutate the practice into Faendryl summoning methods, where they become stripped of original culture context and made mechanistic.&lt;br /&gt;
[498] Enchiridion literally means &amp;quot;little handbook&amp;quot; in the real-world. This is an embellishment relating the occult grimoire stuff just described and making that a tradition/practice precedent where the subject of them instead became these extraplanar things. In terms of filiation of ideas. This is setting the Enchiridion Valentia in the context of two distinct intellectual traditions mixing in Second Age Faendryl (occultist / cryptozoologist) sorcerers.&lt;br /&gt;
[499] There is an initial rationalist/materialist prejudice set up, so this occultism third-way stuff with its backdoors gives an avenue for softening that up, which then gets motivated and pushed further along later by changing historical conditions. The ideal forms concept tacitly present in the &amp;quot;classical sorcery&amp;quot; definition gives a natural occultist interface into orthodoxy. This is also mildly trying to explain &amp;quot;[[History of the Faendryl]]&amp;quot; referring to Thyrsos Kanigel Faendryl as a &amp;quot;necromancer&amp;quot; in what sounds like was around the time of Patriarch 20, Eidiol Jivanatha Faendryl, who made the law requiring all summoners to report discoveries of new creatures into the Enchiridion Valentia. This would apparently have been in the -30,000s Modern Era. (&amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; implies Thyrsos got 48 people killed, and says initially Eidiol required summoning and valence travel to be scheduled in advance at the Basilica.) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III. The Undead War (-20,000 to -15,000 Modern Era)[500]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;[501]&lt;br /&gt;
&lt;br /&gt;
- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[500] This is using the convention of having a 5,000 year period for when Despana was known to exist. But the actual &amp;quot;Undead War&amp;quot; was much shorter, near the end of this time period. Technically, the Second Age could be brought all the way up to the Battle of ShadowGuard. The &amp;quot;orc wars&amp;quot; is not really defined explicitly, but probably refers to Dharthiir&#039;s orc/troll/etc. alliance, which began a few hundred years earlier. So this would support what this document does, distinguishing a kind of pre-Undead War conflict with Dharthiir in outlying land as like a preparation staging drill for the full scale war, and then the Undead War proper starts with what this document calls &amp;quot;the Surge&amp;quot; with the hordes of undead. This is reconciling the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; going further back into the -15,400s.&lt;br /&gt;
[501] This quote is from &amp;quot;[[History of Elanthia]]&amp;quot;. The last lines of it are an expansion on the original quote, which exists in a museum piece that was in the Wehnimer&#039;s Landing Museum, and is now in the Stormbrow Gallery on Teras Isle. &amp;quot;red elves&amp;quot; refers to the scarlet color Faendryl would wear. This quote uses specific names for different kinds of undead, which subtly creates the implication that these were known concept distinctions. Banshees were the highest level undead in GemStone at the time &amp;quot;History of Elanthia&amp;quot; was written.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals.[502] There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash.[503] This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead.[504] There are many kinds of undead, and many were known to exist in antiquity.[505] Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses.[506]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[502] This is an unfortunate misreading of &amp;quot;[[History of Elanthia]]&amp;quot; that was used in the &amp;quot;[[History of Luukos]]&amp;quot; legend. The Undead is a proper noun referring to Despana&#039;s horde, the document is not saying Despana created the first undead to ever exist. There are many reasons that would not make sense, and &amp;quot;History of Luukos&amp;quot; had to hedge by having Luukos doing it much earlier but not giving it to his followers. This document allows Luukos to have changed behavior after the Undead War, but does not endorse the lack of undead before Despana, which has established contradictions and does not make sense for a lot of reasons.&lt;br /&gt;
[503] This is referring to a legend in &amp;quot;[[History of Luukos]]&amp;quot; about Koar issuing a ruling after the Undead War.&lt;br /&gt;
[504] This obvious problem originates in &amp;quot;[[History of Elanthia]]&amp;quot;, and the Ur-Daemon having books makes little sense when they have since been depicted as behemoths.&lt;br /&gt;
[505] Volume 3 talks a lot about various kinds of undead, and which kinds exist &amp;quot;naturally&amp;quot;, and which would be very ancient beyond the Undead War period. It is also canon in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; that the Dhe&#039;nar learned to control the undead in the -40,000s when they were in Rhoska-Tor.&lt;br /&gt;
[506] This is playing off the Rhak Toram quote, though it is not 100% convincing. Because these terms could have all been coined during the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning.[507] Despana was the first necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields.[508] She innovated methods of hierarchical control, or leverage, as well as for rapidly increasing the size of her forces.[509] What had once been the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.[510]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[507] These are the embellishments introduced forcefully by this document. Incidentally, the term &amp;quot;demon-spawn&amp;quot; is used in &amp;quot;[[Ilynov Journal]]&amp;quot; at an earlier date than the Battle of Maelshyve, and the soldiers journal from Battle of Shadowguard also refers Despana&#039;s horde as &amp;quot;demons&amp;quot; and &amp;quot;fiends.&amp;quot; It also uses the word &amp;quot;ghost&amp;quot; as a notion of previous familiarity. It also uses the word &amp;quot;Lich&amp;quot; for Dharthiir. But it also expresses unfamiliarity with undead. The names Despana and Dharthiir seem to be gradually learned from the soldier&#039;s perspective, but this has to be regarded as the author&#039;s own unfamiliarity. The journal dubiously describes Despana herself being there, without mentioning how this identification is certain, or describing her at all.&lt;br /&gt;
[508] This embellishment need not necessarily be true, but could be a demarcation for explaining why Despana was a Big Deal comparatively, when necromancers of undead had already existed. This turning of the dead and raising corpses on the battlefield is illustrated in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document on 22nd Day of Koaratos. &lt;br /&gt;
[509] It was established explicitly in a Plat storyline called [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] that necromancers can only control something less than twenty undead without the use of artifacts or special artifices (e.g. alchemy, rituals). The Horned Cabal for example relies on using the Sphere of Sorrow to make big hordes, and the Plat storyline actually asserted the [[Fallen from Faith#A Call for Allies|first necromancer]] to make an undead did so with the Sphere of Sorrow, contradicting a commonly held interpretation that it was Despana and the Book of Tormtor. This hierarchy premise is central to the argument made in this section of the document. It motivates and explains why the Faendryl used demons, and why felt using demons (not, say, elementals) was the only option.&lt;br /&gt;
[510] This is referencing the Red Rot as well as the unhealing wounds in the Giantkin history for this period. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] also talks about a festering wound that could make the author turn into one of the undead. This document generalizes this somewhat, having Despana using magical disease curses. This is partly reviving the Rolemaster bestiary information on some of these undead, which were able to infect and turn others into undead. A mechanical example of a disease curse undead would be the [[shambling lurk]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.A Rhoska-Tor [511]&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes.[512] A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers.[513] It is sometimes spoken of as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War.[514] Its history is much older than Despana.[515] &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot;[516] This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles.[517] There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.[518]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[511] There is a lot of scattered Rhoska-Tor lore, and this tries to synthesize it into something coherent that makes sense of everything.&lt;br /&gt;
[512] It was referred to as &amp;quot;blackened&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;. In the original context of &amp;quot;History of Elanthia&amp;quot;, before the continent map was known, it was not obvious where Rhoska-Tor was in relation to the Southron Wastes. It can be regarded as a special region of the Southron Wastes, but often gets tretaed as its own region. Part of the problem is it hasn&#039;t been clear how wide an amount of territory qualifies as &amp;quot;Rhoska-Tor&amp;quot;, if it&#039;s the immediate vicinity of Maelshyve or if that&#039;s one spot in a Rhoska-Tor region. This document relents by letting Rhoska-Tor be a broader region, and defines the specific part of it where Maelshyve was built.&lt;br /&gt;
[513] This follows from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document description of it.&lt;br /&gt;
[514.1] This is historicizing the term, since this document gives it an earlier history than Despana, and explains why it was considered an old place of the Ur-Daemon when Despana was searching. This gives some flexibility for usages where Rhoska-Tor seems to be more narrowly referring to the vicinity of Maelshyve. &lt;br /&gt;
[514.2] The &#039;&#039;&amp;quot;blasted lands around Maelshyve&amp;quot;&#039;&#039; comes from the [[urglaes]] lore. It is described as &amp;quot;plains&amp;quot; by the Rhak Toram quote. &amp;quot;Badlands&amp;quot; is used to reflect the geological formation conditions described later in this section, and allows some hill formation stuff as a hook for fey banshee mythology and the ora lore with the very large ora mine in Rhoska-Tor, along with reconciling the hilly terrain description given for it in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[514.3] The language of &#039;&#039;&amp;quot;a barren and blasted land where life was never easy and nothing grew&amp;quot;&#039;&#039; also describes Rhoska-Tor on the Play.net [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp website page] for Old Ta&#039;Faendryl.&lt;br /&gt;
[515] At a minimum this is true because &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; is canonized, but this document fleshes out other reasons.&lt;br /&gt;
[516] This comes from the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document and taken as factual for at least the modern Dhe&#039;nar-si language. But here we&#039;re attributing it as ancient. &amp;quot;[[History of Elanthia]]&amp;quot; says &#039;&#039;&amp;quot;what is &#039;&#039;&#039;now called&#039;&#039;&#039; Rhoska-Tor&amp;quot;&#039;&#039;, so this term has to actually be more recent than when Despana searched for it, which is part of why we refer to it as a region of the Southron Wastes. And we say &amp;quot;descends from ancient Elven&amp;quot; rather than asserting it was always called that. This document uses generics like &amp;quot;southern wastelands&amp;quot; to not have it being called Rhoska-Tor in the Second Age.&lt;br /&gt;
[517] This is inspired by the &amp;quot;[[Origins of Tonis]]&amp;quot; document and the nature of Ur-Daemon body parts. The dark essence from them being left behind is taken from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[518] This is doubling down on this causative relationship which is being asserted in this document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is geologically bizarre and was drastically transformed in the Age of Darkness.[519] It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults.[520] It is named for the terrible outcroppings known as the Tor.[521] There are, in turn, pseudokarsts formed from this igneous rock, eaten away by caustic black blobs.[522] It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth.[523] These ancient lava fields themselves are artificial.[524]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[519] Taking all the details together makes for weird implications, such as the need for stable cavern systems, but also geological instabilities and some regional volcanism. This description is intended to be highly consistent with the existing room painting for the [[Southron Wastes]], which is the portion adjacent to the Rhoska-Tor region of the wastelands.&lt;br /&gt;
[520] The igneous protrusions are largely meant for the [[urglaes]] lore and the literal geological interpretation of &amp;quot;Tor&amp;quot;, though there are existing [[The Settlement of Eh&#039;lah|premises]] for volcanism in the subcontinent such as Sharath. The vertical faults and badlands are partly meant to explain the steep sloping (valley and hills) that is represented for near Maelshyve in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The limestone plateau is meant to explain the &amp;quot;plains&amp;quot; and presence of extensive underground caverns as karsts, as well as the presence of alabaster and marble and so forth. The mixing of plateaus with mountainous upheavals also already exists in the game, described as &amp;quot;cordillera&amp;quot; in the Southron Wastes room painting around the Ash Barrens section. &lt;br /&gt;
[521] This is a totally made up fact that was mentioned earlier. This document is setting these things up to be related to the Ur-Daemon having slumbered in lava underground, which is literally shown in game with the Beast imprisoned in Teras Isle.&lt;br /&gt;
[522] These &amp;quot;acidic lumps of jelly&amp;quot; and possibly the &amp;quot;plasmatic inky black horrors&amp;quot; were [[Wavedancer]] event creatures in the [[Southron Wastes]] and presumably magru based. So this is making a consistency with the [[magru]] in the Broken Land and our premise of Marluvians in the Southron Wastes. The Broken Land magru were made to imply they created the Dark Grotto tunnels by dissolving away the rock with sulfuric acid.&lt;br /&gt;
[523] This is primarily based on the Beast of Teras Isle, and to some extent on the &amp;quot;[[Origins of Tonis]]&amp;quot; legend.&lt;br /&gt;
[524] This statement is explained in the next paragraph. It rationalizes why this should be happening in the same place as a limestone plateau.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Theorists have long speculated that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith.[525] They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes.[526] They corrupted the resulting earthnodes with their darkness.[527] This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism.[528] There were then eruptions toward the surface, and below the surrounding ocean.[529] The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash.[530] The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment.[531] Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns.[532] Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.[533]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[525] Regional volcanos known to exist include the great mountain at Sharath and [[Mount Ysspethos]] near Tamzyrr. This sentence is tacitly assuming some IC belief in plate tectonic action, though within setting it might be thought of as an artificial collision of the lands due to the scale of the powers unleashed in the Ur-Daemon War. (The I.C.E. Shadow World analog of the First Era war cataclysm had continents sinking.) The premise is based on the Beast of Teras Isle in its volcano. The &amp;quot;theorists have long speculated&amp;quot; line and what follows from it is an embellishment.&lt;br /&gt;
[526] This is meant to explain the unnatural earthnodes of Rhoska-Tor and why they are magically corruptive. It follows naturally from the Ur-Daemon feeding on them. It also reconciles the dark essence or demonic energies explanations for Dark Elves with the unusual mana nodes explanations for Dark Elves. This is leaning on the I.C.E. Shadow World explanation of nodes as convergences of flows of essence.&lt;br /&gt;
[527] The &amp;quot;dark essence&amp;quot; in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; account.&lt;br /&gt;
[528] This is partly based on the definition for [[Energy Maelstrom (710)]], whose spell [https://www.play.net/gs4/info/spells/spelllist.asp?circle=6#710 description] was based on: &#039;&#039;&amp;quot;summon[ing] dark energy to swirl around him or her, creating a fierce storm.&amp;quot;&#039;&#039; Its original wording back to at least February 1994 was more explicitly invoking the &amp;quot;essence storm&amp;quot; concept, which was the I.C.E. version of what are now called &amp;quot;mana storms&amp;quot;: &#039;&#039;&amp;quot;The caster summons dark energy to swirl around him or her, creating an essence storm which will blast through everyone and everything in the room. A most potent spell which can be very dangerous to bystanders.&amp;quot;&#039;&#039; That these storms could trigger volcanic behavior was part of the I.C.E. lore for them, and there was some indication of similar behavior (more moderate) as well as quaking when the Elemental Confluence was approaching Elanthia.&lt;br /&gt;
[529] This explains some ancient lava fields for the [[urglaes]] lore and Rhoska-Tor being &amp;quot;blackened&amp;quot;. It also explains why the previous paragraph referred to the lava as artificial, and the Ur-Daemon wanting it to the surface so they could submerge in it.&lt;br /&gt;
[530] This boiling seas and skies blackening with ash premise is meant to be a de-mythologized explanation for the Orslathain sunstone lore in the &amp;quot;[[Elanthian Gems]]&amp;quot; document, which suggests the sea was boiling and tons of soot was getting thrown into the atmosphere during the Ur-Daemon War. This is tacitly assuming the sea levels were higher in that period (it is established that this is fluctuating over millennia such as in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;, and past [[Opalina&#039;s Diary#Exploration of Moonsedge|warmer climates]] without northern ice such as described by [[Barlan Kane]]), so the ocean would be further inland closer to what are now the wastes, whereas the present day climate has glaciers and ice sheets. This description of the heavy sudden floods and inland swells of dead marine matter is meant to rapid form limestone and set up unstable badlands conditions on top of it or further inland. This is consistent with the Southron Wastes room painting, which depicts very unstable geological formations of shale and limestone which are violent upheavals, as well as slot canyons which are implicitly flash flood hazards. Sinkholes would implicitly be another hazard under these conditions. &lt;br /&gt;
[531] This frames limestone formation, which can happen quickly under ideal conditions. The &amp;quot;[[Elanthian Gems]]&amp;quot; documentation establishes there is a lot of alabaster in southwestern Elanith, and that there was a huge amount of alabaster in Rhoska-Tor, which is made from sulfurous volcanic geothermal water and limestone (though possibly as an evaporite), assuming it is gypsum alabaster (while calcite alabaster is made from stalagmitic limestone, but harder and less of a match for the &amp;quot;Elanthian Gems&amp;quot; description). Though this alabaster has been almost all turned into despanal by sorcerous energies. We are using a model where the limestone plateau is closer to the ocean, and badlands are further inland. The huge amounts of shale of the Southron Wastes could then come from long-run drainage of the Rhoska-Tor badlands. This rapid accumulation of marine skeletal matter is also partly meant to help motivate why later historians believe the Ur-Daemon drained the mana &#039;&#039;&amp;quot;bound around all life.&amp;quot;&#039;&#039; There&#039;s a lot of skeletal matter in the Southron Wastes room painting, but that&#039;s probably more about the absence of water in the environment.&lt;br /&gt;
[532] This explains the extensive underground caverns. The black blobs previously mentioned and the lava could have pseudokarsts in the igneous rock as well. That would be further west in the badlands region, closer to the Southron Wastes region visited from the Wavedancer.&lt;br /&gt;
[533] This is meant to explain why it looks like a valley in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document but plains in &amp;quot;[[History of Elanthia]]&amp;quot;. Strictly speaking, &amp;quot;plains&amp;quot; and &amp;quot;valley&amp;quot; are not a contradiction as the plain can be enclosed on two sides and be a valley, but here we are describing something like a &amp;quot;rift valley&amp;quot; with (limestone) plains toward the east and then badlands of unconsolidated sediment (with sandstone) further west, and with the climate of Rhoska-Tor this would need to be a dry valley with underground drainage in the karst system of a limestone plateau. This would probably be volcanic tuff (e.g. the Easter island heads) and tuffaceous / basaltic sandstone from hydromagmatic explosions, which would help explain Rhoska-Tor being described as &amp;quot;blackened.&amp;quot; This would be consistent with deposition distribution patterns of sandstone and limestone that would come from rising water levels from the east. (The part of the [[Southron Wastes]] southwest of Rhoska-Tor was painted for Wavedancer, and has a lot of limestone and sandstone in parts. But the Southron Wastes has whole mountain formations of shale, as well as &amp;quot;ashen barrens&amp;quot;. That is potentially consistent with our description of Rhoska-Tor geology, assuming the water from Rhoska-Tor had slow / stagnant drainage into the west. There is a constraint of &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot; both implying a battle turned it into a lifeless waste, and &amp;quot;History of Elanthia&amp;quot; has petrified trees there with preserved carvings from that time period.) Though this is secondary and we are emphasizing sulfuric acid cavern formation from geothermal conditions, partly to explain the alabaster (gypsum) presence, and the Patriarchal palace from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; is marble which is metamorphic limestone. This is saying &amp;quot;reminiscent of a valley&amp;quot; mainly to emphasize the artificial and tectonic ways it came to exist, as an embellished premise of this document, and to keep the Tor concept as hilly badlands rather than a single confined valley. In fact, &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also describes the area as hilly, so we need a hill concept: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039; The description of the trees and wildlife perhaps needs to be treated as a Sylvan history cultural distortion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are untold horrors in the darkest depths of Rhoska-Tor.[534] The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns.[535] Though the region is unstable, sometimes suffering cavern collapses from earthquakes.[536] Further below ground are unknown ruins and dangerous races.[537] The violence to the flows of essence in this region have caused rifting in the veil, forming often unstable or temporary gateways to other worlds.[538] There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.[539]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[534] This is made up as a potentiality hook. It would be a waste to not have the deep underground be this way. But it is not totally made up, because there are at least some unfamiliar monsters, generalizing off the loresong of [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]] from Hunt for History.&lt;br /&gt;
[535] It is an embellishment to imply that there&#039;s a lot more further down, possibly areas sealed off by cave-ins. The premise of deeper caverns and those being worse was framed to some extent by &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[536] This was the premise of the Maelshyve archaeological dig event that happened in game, where there was also mana storming that happened. These cave-ins have to be infrequent for the Maelshyve caverns to make sense in the first place. The quaking does not have to be tectonic, necessarily, it could be instabilities from the rapid way we have the geology of the area forming. There could very plausibly be sinkhole hazards in Rhoska-Tor as well.&lt;br /&gt;
[537] This is partly made up. But reasonable and likely what should exist. Especially with this document&#039;s premise that the Faendryl pushed pre-existing forces in the area below ground with the expansion of Faendryl control of the land. The existence of unfamiliar underground monsters below Rhoska-Tor fought by the Faendryl is already canon in the Hunt for History loresong for the item [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]].&lt;br /&gt;
[538] There was mana storming during the Maelshyve archaeological dig event, and rifts can form naturally from this kind of phenomenon. There was an underground rift like this in the Southron Wastes room painting during the Wavedancer event. (That is not meant to imply that particular rift was one of these &amp;quot;hellgates&amp;quot;, and might even only have been originally intended as a poetic description of a wall fissure. However, it very strongly resembles the messaging that was later used for the ebon-swirled primal eyeballs, which spontaneously arrive in the Southron Wastes through crimson rips in reality with bursts of heat.)&lt;br /&gt;
[539] It is an embellishment to imply this is a routine phenomenon in the region. But it is canon from the Eyes of the Dawn storyline that the ebon-swirled primal demons reside natively in the Southron Wastes. While also existing in other valences. The term &amp;quot;hellgates&amp;quot; is made up, but fitting for the concept. This is also providing a hook for Marlu in &amp;quot;[[Gods of Elanthia]]&amp;quot; possibly drawing power by loosening &amp;quot;the portals&amp;quot; between dimensions, which implies there must be portals to demonic realms sitting around somewhere that can be loosened. These could be under Lornon, for example, but it would make sense for them to be in the &amp;quot;old places of the Ur-Daemon&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cavern:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Dark Cavern, Nexus]&lt;br /&gt;
Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth &#039;&#039;&#039;from a scarlet-laced russet rip in space.&#039;&#039;&#039;  Waves of essence buffet the area every so often, &#039;&#039;&#039;gusting with the roaring heat&#039;&#039;&#039; of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal Demon Eyeball Rifts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A ripple of heated air begins to waver in midair, &#039;&#039;&#039;emitting waves of heat&#039;&#039;&#039; throughout the area.  Soon, a &#039;&#039;&#039;jagged crimson line begins to form&#039;&#039;&#039; in the center of the disturbance, extending both vertically and horizontally, the line begins to &#039;&#039;&#039;rip a tear in reality.&#039;&#039;&#039;  Within moments, an ichor-soaked floating primal eyeball emerges from the newly formed opening and when it is clear, the tear shuts rapidly behind it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many demented edifices and terrifying monuments in Rhoska-Tor, owing to its long history of dark theocracies and cults.[540] There are dangerous traps that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped.[541] The landscape is as exotic as it is filled with deadly mysteries.[542]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[540] This would follow reasonably if the premise was allowed for this to be the region where the bad stuff was concentrated all the way back to the Age of Darkness, and for being one of old places of the Ur-Daemon. The climate is presumed to be relatively good at preserving things long-term. Strictly speaking this is an embellishment, but Varevice is [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp logged] as having intended eldritch ruins in the region, when she was building New Ta&#039;Faendryl (never released.) Mhorigan had previously [http://www.beaconhall.net/tsoran/forums/history-forum.html stated] that much of (New) Ta&#039;Faendryl was intended to be an underground city, which would help fix the underground period&#039;s definition problem.&lt;br /&gt;
[541] This is made up. But concrete actually used examples of &amp;quot;snares&amp;quot; are given in Volume 3, and this would be an obvious place to have some.&lt;br /&gt;
[542] This is a guiding hook. Because Rhoska-Tor is very thinly defined in existing documentation. It should not be just another desert, there should be something very obviously &amp;quot;wrong&amp;quot; with it just by looking at it. Like the land itself is tortured and unnatural.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to Rhoska-Tor, especially close proximity to the Tor themselves, induces transformations in the living.[543] Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan.[544] Gnomes become feral and were banned by Patriarchal decree.[545] Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows.[546] Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves.[547] Their features become sharper, their bodies physically weaker, with greater capacities for magic.[548] Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language.[549] The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is constructed directly from intonations, through layers of overlapping sounds involving no shared vocabulary of words.[550] In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become quite pale or other complexions.[551]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[543] This is trying to generalize and expand the corrupting influences beyond Maelshyve or even the Battle of Maelshyve, so that the whole region has a lot of bad juju, and some of these spots are that much hotter with badness. The Southron Wastes in general could have a lot of bad juju, but this is trying to be careful to limit the scope to talking about this one area of the southern wastelands, so as to not exhaust the whole thing in a single sweeping definition. Overall these places are better treated with slices of insight like the Wizardwaste in order to not hollow out their menace.&lt;br /&gt;
[544] This is from the &amp;quot;[[Giantkin History]]&amp;quot; documentation.&lt;br /&gt;
[545] The second part of this is canon from the [[Lines of Blood: A History of the Gnomes|Gnome history]] document, though the reason for it is not given, and it is not entirely clear if they are totally banned from the city or only banned from residence. The first part is playing off the feral gnome sickness in the gnome history, and this premise was used for a Dark Elven [[The Dark Mirror (story)|horror story]] from Xorus. The general idea would be gnomes getting too close to those underground ruins of Maelshyve and getting twisted by the dark magical forces. (This is similar in premise to the [[bloody halfling cannibal]]s from the halfling settlement near the Hinterwilds.) But the Faendryl also would not want them snooping around, with all the control they do on the spread of sorcerous knowledge.&lt;br /&gt;
[546] The Collectors are from the Felstorm storyline approaching River&#039;s Rest in 5112. The Disciples of the Shadows have their corruption defined in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, and other shadows corrupted NPCs have been encountered, such as Therendil (nominally Marluvian) having tentacles from his head and Quinshon having shadow tentacles for a mouth.&lt;br /&gt;
[547] This is a term some players used over 20 years ago, referring to how some Dark Elves had acquired darker skin complexion near Maelshyve.&lt;br /&gt;
[548] This is foundational from &amp;quot;[[History of Elanthia]]&amp;quot; and was also in &amp;quot;[[History of the Faendryl]]&amp;quot;, and similar changes happened to the Dhe&#039;nar earlier.&lt;br /&gt;
[549] The &amp;quot;[[Dark Elven languages]]&amp;quot; document describes why there is a universal Dark Elven language.&lt;br /&gt;
[550] This embellishment is reconciling the &amp;quot;[[Dark Elven languages]]&amp;quot; document with statements during an OOC meeting by GM Khshathra, the Dark Elf guru around 2012, trying to treat Dark Elven as a mode of signaling or communication rather than language itself. (i.e. Dark Elven mode of communicating in the Common language and non-Dark Elves not being able to catch all of it). That seemed inadequate and not entirely consistent with the &amp;quot;Dark Elven languages&amp;quot; document, so this premise reconciles both notions and explains its universality and why it cannot be understood by other races and why it does not depend on shared vocabulary and why it has no etymology in common with other languages. Elsewhere in this document refers to &amp;quot;orthographic conventions&amp;quot; of Dark Elven, because there would not be a single version of writing for the language at all times among all fractious and dispersed groups.&lt;br /&gt;
[551] It was already established in &amp;quot;[[History of Elanthia]]&amp;quot; that only the ones closest to the ruins of Maelshyve had skin darkening, and the Dark Elven skin color range mechanically goes all the way to pale. So this is doubling down on the term &amp;quot;Dark Elves&amp;quot; not really, for the most part, referring to skin color. But still having complexion altering effects.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor.[552] Blame is widely attributed to the many unusual mana focii,[553] the dark magic of Despana or the undead,[554] the corruption of the demons summoned by the Faendryl,[555] sorcerous backlashes and explosions,[556] the implosion and unhealed tear in reality at Maelshyve,[557] mana storms,[558] the unholy power of the Ur-Daemon,[559] the valencial tears and instability deep underground,[560] and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.[561]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[552] This is trying to reconcile the many disparate explanations that have been given for the magical effects in the region (e.g. the changes on Dark Elves) across scattered documents. The only solution is to include all of them simultaneously, but point out which ones pre-date Despana.&lt;br /&gt;
[553] This one was in &amp;quot;[[History of Elanthia]]&amp;quot; and the [https://www.play.net/gs4/info/races/darkelf.asp Dark Elf page] on the Play.net website, which omits that it was those closest to the Maelshyve ruins that had the skin darkening while the other changes were more widespread. But that also cannot be about Maelshyve itself, due to the Dhe&#039;nar, but rather whatever it was Maelshyve was built on top. It is not obvious from &amp;quot;History of Elanthia&amp;quot; that it was mana foci that did the skin alteration, which in turn isn&#039;t something that happens to ordinary Elven wizards spending all their time in workshops on nodes, but this document embellishes and explains it in terms of dark essences corrupting the earthnodes.&lt;br /&gt;
[554] There is some of this in &amp;quot;[[Elanthian Gems]]&amp;quot;, such as the despanal lore, and possibly the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[555] This was in &amp;quot;[[History of the Faendryl]]&amp;quot;&lt;br /&gt;
[556] This is in the magically altered insects document, &amp;quot;[[Insects Changed by the Magical Landscape of Elanthia]]&amp;quot;&lt;br /&gt;
[557] This is in &amp;quot;[[History of the Faendryl]]&amp;quot; and the premise reinforced in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;.&lt;br /&gt;
[558] Not in documentation. But this was framed as a phenomenon in the area in the Maelshyve archaeology dig event.&lt;br /&gt;
[559] This was in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and arguably in the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[560] This premise is mostly in this document, but for the reasons motivating them.&lt;br /&gt;
[561] This is necessary because the Dhe&#039;nar are canonized and vastly pre-date the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding.[562] There have been cases of powerful, very old Dark Elves, who must feed on magical energies.[563] Not unlike the Collectors.[564] Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal.[565] There is an unusually high amount of cursed metals, or those associated with the sorcerous elements, especially urglaes which is found in the ancient lava flows.[566] Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons.[567] In the present day the Agrestis often relies on hired Palestra as security for miners.[568] There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &amp;quot;dowsing&amp;quot; methods to seek out troubles.[569]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[562] This was the premise in the player-created Dhe&#039;nar lore, but may not be explicitly present yet in canon documentation. In the canon documentation it is masked in a propaganda sort of way by racial purity rhetoric.&lt;br /&gt;
[563] This comes from the player-created Dhe&#039;nar lore, but magical energy eating is a canon concept in various contexts. Such as the Ithzir and the Ur-Daemon. One of the canon lizards from down there in &amp;quot;[[Creatures of Eh&#039;lah and Sharath]]&amp;quot;, the sha&#039;rom lizard, absorbs magic energy similar to the myklian in the Broken Land. Volume 2 gets into this concept.&lt;br /&gt;
[564] The Collectors are a storyline group who try to escape mortality by feeding off the magical power of relics / artifacts.&lt;br /&gt;
[565] This is from the &amp;quot;[[Elanthian Gems]]&amp;quot; document and the geochemical nature of alabaster.&lt;br /&gt;
[566] This is extrapolating off the [[ora]] mine and [[urglaes]] deposits and so forth in the materials and gems documentation.&lt;br /&gt;
[567] This embellishment is leveraging off the prior hellgates concept, and the geological instability of the badlands. The prehistorical artifacts part is a potentiality hook. It is partly inspired by the veil iron obelisk thought to be an [[Ur-Daemon]] artifact that was in the Wehnimer&#039;s Landing museum and now present in the Stormbrow Gallery, which I&#039;ve been told at one point (circa 2000ish) allowed familiars to pass from the Landing to Teras and/or allowed access to the Teras thought net from the Landing. Though I do not know for certain that is true. But that obelisk was &#039;&#039;&amp;quot;recovered from the ora mines in Rhoska-Tor.&amp;quot;&#039;&#039;&lt;br /&gt;
[568] This is an embellishment leveraging off &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, where the Palestra are used throughout the Pentact branches.&lt;br /&gt;
[569] This is a made up premise, but straight forward from the previous premise of mining under these conditions. Similar mining hazard concept was used in the Shadow Valley story, the &amp;quot;[[Tale of Silver Valley]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.B Despana&lt;br /&gt;
&lt;br /&gt;
No one knows who or what Despana was.[570] There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha.[571] There are cultists who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor.[572] Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover.[573] Her contemporaries believed she was from the jungles beyond the Southron Wastes.[574] There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash.[575] More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption.[576] They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian.[577] The earliest recorded rumors of Despana began shortly after this disaster in -19,864.[578]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[570] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;, the foundational information for Despana.&lt;br /&gt;
[571] This is riffing off &amp;quot;[[History of Elanthia]]&amp;quot; saying of Chesylcha: &#039;&#039;&amp;quot;There are as many stories about her death as there are storytellers.&amp;quot;&#039;&#039; The word &amp;quot;disappearance&amp;quot; is used instead of &amp;quot;death&amp;quot; because she is only presumed dead in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is reinforced in the [[Maeli Gerydd]] museum piece having Maeli Gerydd (in the wedding party) going missing, and the [[forehead gem]] loresong has the gems of Chesylcha&#039;s handmaids ending up in the ocean. There is also inconsistency between documents on what actually happened to Chesylcha. In &amp;quot;[[History of the Faendryl]]&amp;quot; Chesylcha&#039;s throat is slit, while in &amp;quot;[[History of Elanthia]]&amp;quot; it says &#039;&#039;&amp;quot;Whether it was a Nalfein or Human assassin, or whether she simply fell ill, none are certain.&amp;quot;&#039;&#039; Whereas the Faendryl history states: &#039;&#039;&amp;quot;but the Faendryl never had a doubt as to what happened. The evening of her death, Chesylcha&#039;s three sisters all fell to their knees, screaming in pain and holding their heads. When they were again sensible, each reported seeing the same thing: an assassin of House Nalfein, there by grace of a secret alliance between the Nalfein and the Ashrim, slitting their sibling&#039;s throat.&amp;quot;&#039;&#039; This inconsistency would not make sense if there was a body that could be examined.&lt;br /&gt;
[572] This is what [https://elanthipedia.play.net/Maelshyve Maelshyve] is in DragonRealms, she [https://elanthipedia.play.net/Category:Planes#The_Planar_Void comes back] to Elanthia having been banished. This line is letting the deranged demon worshippers be onto something. The consistency hook on Maelshyve and DragonRealms is another motivator for there being either permanent or temporary &amp;quot;hellgates&amp;quot; under the wastes from rifting / instabilities, so that theory of Despana&#039;s origins has some sense of how she got here in the first place, since this document is also committing to the severe impracticality of demons and other extraplanars being able to get into our plane without the way opened on this side for them.&lt;br /&gt;
[573] This is based on the museum artwork that was in Wehnimer&#039;s Landing, now in Stormbrow Gallery.&lt;br /&gt;
[574] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[575] This is from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[576] It is represented as a volcanic eruption in &amp;quot;[[The Settlement of Eh&#039;lah]]&amp;quot;. In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it makes it sound like the mountain was not even there prior to the cataclysm. This line is reflecting that tension.&lt;br /&gt;
[577] Extrapolating off &amp;quot;Obsidian Council&amp;quot; as the name of the new governing body after that cataclysm in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;&lt;br /&gt;
[578] This is cross-referencing the approximate timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; with the exact date used for Despana in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This line is not meant to be implying the disaster was also in the year -19,864. Only that on Elven time scales these were not far off from each other, and giving a little bit of motivation for &amp;quot;[[History of Elanthia]]&amp;quot; saying her contemporaries believed she was from the jungles down there.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics.[579] It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor.[580] In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years.[581] While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization.[582] Despana herself was not regarded as a great threat from the very long precedent of her inaction.[583]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[579] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; and following the implication of &#039;&#039;&amp;quot;her quest succeeded when she found the Book of Tormtor&amp;quot;&#039;&#039; in what is now called Rhoska-Tor. In that time period it would have been considered the nearest part of the Southron Wastes to the Elven Empire. It might even be that Maelshyve was built in that spot looking forward to that reason.&lt;br /&gt;
[580] &amp;quot;[[History of Elanthia]]&amp;quot; establishes that Maelshyve was a keep built in Rhoska-Tor. This sentence refers to it as &amp;quot;haunted lands&amp;quot; due to this document&#039;s arguments about how undead should naturally be present there because of taint / corruption.&lt;br /&gt;
[581] This is the embellishment introduced for this region by this document.&lt;br /&gt;
[582] This is limiting the scale and scope of the practical threat in the Second Age from this region.&lt;br /&gt;
[583] This is explicitly recognizing the very long delay between her construction of Maelshyve and the Undead War, in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, while &amp;quot;[[History of Elanthia]]&amp;quot; had said those undead constructed Maelshyve and that &amp;quot;their numbers grew rapidly.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War.[584] It was founded on an ancient mound of the Old Ones known as the Torm Tor.[585] It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon.[586] There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally.[587] Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through esoteric methods, and thereby knowledge of dark magic more immediately through mental contact.[588] Whether through ruins or some lingering presence below the wastes.[589]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[584] These are the dates from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[585] This is totally made up. The premise was framed earlier in this document that Tor refers to the geological feature. Rhoska-Tor is a name that was coined later, per the wording of &amp;quot;[[History of Elanthia]]&amp;quot;, so the &amp;quot;tor&amp;quot; could have come from Book of Tormtor (where Tormtor is a Drow easter egg from Dungeons &amp;amp; Dragons.) But since we are using &amp;quot;Tor&amp;quot; in the sense of Glastonbury Tor, this line is going the opposite way with it. The supposed &amp;quot;Book of Tormtor&amp;quot; is being called that because Maelshyve is built at the Torm Tor, where the implication here is that there is some &amp;quot;Torm&amp;quot; Ur-Daemon. Perhaps the in-world setting etymology root of the word &amp;quot;torment.&amp;quot; Calling this a mound is partly motivated by banshee mythology and partly by keeps being built on mounds.&lt;br /&gt;
[586] As previously mentioned in these footnotes, the Dark Elven language could not have been called &amp;quot;the voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;[[History of Elanthia]]&amp;quot; implies the placename &amp;quot;Rhoska-Tor&amp;quot; was invented later. And there&#039;s some reason to argue that Dark Elves should not have been considered a racial concept in the Second Age, since the Faendryl were not called Dark Elves until after the Ashrim War. So the premise is that contemporaries are using this wording to refer to the tongue of the demon worshippers posited to be in that region.&lt;br /&gt;
[587] It does not actually make literal sense for there to be a book written in the language of the Ur-Daemon and that mortals with no knowledge of that language would be able to read it. There is the &amp;quot;comprehend languages&amp;quot; kind of magic, of course, but that is Mentalism and Elanith does not have Mentalism magic in that time period. It would have to be more esoteric.&lt;br /&gt;
[588] This is a Lovecraftian notion of somehow learning extinct languages across time or mental contact with dead/sleeping daemons.&lt;br /&gt;
[589] One way would be essentially a kind of Ur-Daemon artifact after all, whereas the other could be one of the Ur-Daemon (or some other malign entity) itself.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then if the book existed, it was from Despana herself writing it.[590] Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier.[591] It was a relatively common interpretation to believe that this was actually written in an orthographic convention of the Dark Elven language.[592] While the Dhe&#039;nar were not the only Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would lead to them being blamed.[593]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[590] This would make a sensible path for an actual book existing while retaining the truth of that Ur-Daemon link.&lt;br /&gt;
[591] These are from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; respectively. Along with &amp;quot;[[History of Elanthia]]&amp;quot;, all three of these documents have Illistim NPC scholars listed on the top, so taking that with &amp;quot;History of Elanthia&amp;quot; saying none can now know what its contents were, the only conclusion available is that scholars do not actually know what the Book of Tormtor was in reality. It&#039;s more of a mythical thing for explaining or rationalizing Despana. This document actually creates an avenue for the Book of Tormtor not needing to have existed for Despana to have done what she did.&lt;br /&gt;
[592] This is explicitly talking about the alternative possible meaning for language of the Daemons. With the stipulation that in that time period Dark Elves probably were not thought of as a race in the way they are now. This also opens the possibility that the written form of Dark Elven is some dominant convention in the region that comes from the Despana period.&lt;br /&gt;
[593] The rumor of her being from those southern jungles, the notion of the Book of Tormtor possibly being left behind by the ancient Dhe&#039;nar, the prophecy of Noi&#039;sho&#039;rah (perhaps mangled by contemporary knowledge of Despana), and maybe whatever undefined involvement of the Dhe&#039;nar in Despana&#039;s agenda. The Dhe&#039;nar might also be perversely leaning into the theory that Despana was Dhe&#039;nar themselves. The point of this is to provide a hook for why Dhe&#039;nar become called &amp;quot;Dark Elves&amp;quot; as a whole lineage when it took Ashrim genocide for the Faendryl to get labeled &amp;quot;Dark Elves&amp;quot; and that term should really originally have been about cultural condemnation. This is a subtlety. But it&#039;s a mistake to just naively take the Dark Elf racial mechanic that simply and literally, when the lore behind the term gives it a political motivation and meaning. But Dark Elves as a whole are not an ethnicity, with radically divergent cultures, and at best are a shared language group.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep.[594] However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105.[595] There have been countless fake Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics.[596] What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they had never been wielded as vast armies by necromancers.[597] Widespread undeath had only been encountered when dealing with extraplanar horrors such as the Vishmiir.[598]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[594] This is going off &amp;quot;[[History of Elanthia]]&amp;quot; saying the book was lost in the events that followed.&lt;br /&gt;
[595] This is from the [[Animate Dead (730)]] release events. Shar had previously been searching for the Book of Tormtor in the late 90s.&lt;br /&gt;
[596] This is an embellishment. But there is no way this would not be true.&lt;br /&gt;
[597] This is the perspective and framing being built by this document.&lt;br /&gt;
[598.1] The [[Vishmiir]] had fought with the Elven Empire according to &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, and the Vishmiir make hordes of undead minions. (This document references the Vishmiir several times just because there are so few ancient things like this that are already defined.) This is just generally acknowledging that these extraplanar threats we deal with typically come with undead hordes, so even if it happened less often in the Second Age, larger scale undead incidents would happen with extraplanar horrors / demons. This document is just leaning on the Vishmiir in particular because there is explicit lore and loresong implying how ancient they are in their relationship to Elanthia. The embellishment that no vast armies by necromancers had been done before was mentioned previously in this document, but that does not necessarily have to be true. It&#039;s just helping distinguish Despana while having necromancy of undead be a known thing for thousands of years prior. Despana might be taken as having innovated rotting corpse kinds of undead, especially communicable diseased undead.&lt;br /&gt;
[598.2] The Faendryl method of countering her strategy also helps explain an apparent absence (or at least lack of effectiveness) of future imitators of Despana. Whatever of these that have happened since then were presumably put down within the region by the Faendryl, along with the Grot&#039;karesh and Dhe&#039;nar and so forth. There seems to be nothing established about clashes with the Horned Cabal, for example, within the subcontinent region [[Story of the Volnath Dai|prior to]] Grandmaster Fineval and invading the Turamzzyrians.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness.[599] With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a hierarchy of command over hordes of lesser undead.[600] The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves.[601] Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches.[602]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[599] This is from the [[urglaes]] lore. It is reviving the Rolemaster lore for the metal, though that was still roughly preserved in the urglaes lore. The term &amp;quot;elemental darkness&amp;quot; is a convention used in this document, being shorthand for &amp;quot;the sorcerous element of darkness.&amp;quot; This is elaborated in Volume 2.&lt;br /&gt;
[600] This premise was framed earlier in the document. There is some existing framing for necromancers in Elanthia needing to leverage off artifacts or minions to control large scales of undead. Some of this is relatively implicit (e.g. the Horned Cabal&#039;s dependence on the Sphere of Sorrow for wielding large hordes; the Tablet of Death, etc.), but it was also explicit in the [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] storyline in Plat. This is setting up a vulnerability in her horde methodology that makes the Faendryl summoning demons a silver bullet for stopping her.&lt;br /&gt;
[601] This is reviving the Rolemaster bestiary lore for these kinds of undead. It was true of skeletons, zombies, and ghouls.&lt;br /&gt;
[602] This was explicitly true in the Rolemaster bestiaries, which was the creature lore at the time &amp;quot;[[History of Elanthia]]&amp;quot; was being written in late 1995.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts.[603] Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland.[604] Methods were made so that the fallen on battlefields would rise together in mass.[605] Most importantly of all, Despana was a plaguelord, fashioning cursed diseases.[606] Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries.[607] These were as the transformation curses of witchcraft, except resulting in the undead.[608] Ghouls would make more of themselves by clawing with their nails.[609] Others were infected through contact with fluids, or through bites, or even through pestilent vapors.[610]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[603] This document is preferring to treat the Rhoska-Tor banshees as corrupted nature spirits (fey) from the taint of the Ur-Daemon, so that Despana is really conjuring / summoning them, rather than the kinds of banshees that come from cursed sorceresses. Being categorically different from the rotting corpse undead, this is giving her a different control method. In DragonRealms the [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds banesidhes] are black-hearted fey as well, and GemStone has had bainsidhe invasion creatures in the past (e.g. Castle Anwyn).&lt;br /&gt;
[604] Possession of corpses by spirits is a concept in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, and this notion of burial in tainted lands is a trope that is also present. The Grot&#039;karesh incidentally keep their dead in crypts.&lt;br /&gt;
[605] This was described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot;.&lt;br /&gt;
[606] The most clear and explicit example of this is the Red Rot.&lt;br /&gt;
[607] This is represented in the &amp;quot;[[Giantkin History]]&amp;quot;, and the latter part especially is explicitly described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard]]&amp;quot; soldier&#039;s journal document, which also has the festering wounds.&lt;br /&gt;
[608] This is an embellishment but the framework of this document giving historical continuity between these traditions.&lt;br /&gt;
[609] This is the original ghoul lore from Rolemaster. By 1995 the disease curse from ghoul nails was known as Ghoul Rot.&lt;br /&gt;
[610] The fluids and bites are generic. The pestilent vapors (like the Living Dead movies) raising undead is something Raznel was actually doing in the [[Witchful Thinking]] storyline, but for the notion of infecting, the Red Rot was treated as airborne when it resurfaced in 5103 (though it was not represented as turning Dwarves into undead.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire.[611] The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497.[612] This was about three hundred years before the siege of ShadowGuard.[613] In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action.[614] There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief out of the southern wastes.[615] There was much reason to underestimate the weak undead.[616]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[611] This sentence may sound like a non-sequitur coming off that paragraph, but the point is that the real threat of her horde was from these not obvious directions, which was not understood until later. This line is pointedly interpreting &amp;quot;the Undead&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; as a proper noun for referencing Despana&#039;s horde specifically and not the undead in general.&lt;br /&gt;
[612] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document had the Undead War going back into the -15,400s and that needs to be handwaved as lower scale skirmishes. It implies the Battle of ShadowGuard happened in the -15,400s but all the other documents with dates disagree. It should be reinterpreted as having Sylvan scouts coming across Dharthiir allied mountain forces, but not coming out to the other Elves until a much later date when ShadowGuard happens&lt;br /&gt;
[613] We are using the other documents having ShadowGuard and Maelshyve destruction not that far separated. But we&#039;re not going to use -15,186 because it doesn&#039;t give space for &amp;quot;years&amp;quot; or war or the Battle of Harradahn. So this document says ShadowGuard was really in -15,196 and just commonly gets misdated as -15,186 (maybe because of legibility of the digit in whatever record in the Chronicles, calendar system discrepancies, and maybe a headache of unreliable documents in the period with politically motivated revisionism.)&lt;br /&gt;
[614] This is a mild retcon for reconciling &amp;quot;[[History of the Sylvan Elves]]&amp;quot; with the other Undead War period history documents with dates. It is also giving some sense to Rhak Toram speaking of &amp;quot;the orc wars&amp;quot; as something more distinct than normal dwarf-orc clashing. What we are doing is having the Sylvan scouts coming across Dharthiir forces back into the -15,400s, but then they noticed what we&#039;re calling &amp;quot;the Surge&amp;quot; around the time ShadowGuard gets taken out (and what&#039;s happening to the crops in the provinces and so forth), and only then do they come out and help the Faendryl fight the Undead.&lt;br /&gt;
[615] This is an embellishment. But with the premise of the nature of the southern wastelands in the Second Age, this is a sensible thing the Vaalor would have done.&lt;br /&gt;
[616] GemStone has done some serious level creep since &amp;quot;[[History of Elanthia]]&amp;quot; was written. But the general idea leaned into with this document is that the weak undead can be controlled in greater numbers, and having big numbers becomes the central threat, particularly when these undead can inflict unhealing festering wounds or turn the wounded into more undead. They do not need to defeat the opponent in single combat. They only need to make contact or get too close, then those wounded or dead get made part of the Undead hordes. So Dharthiir goes for the heavy infantry House first.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chronology of the Undead War is muddy and sometimes contradictory.[617] Library Aies was badly damaged in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records.[618] There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals.[619] The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized.[620]&lt;br /&gt;
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[617] This is explicitly framing the fact that the official documentation has a bunch of contradictory dates and time ranges for the Undead War. The grounding for the premise is that you have a surplus of dubiously reliable personal memoirs, and a long period of time of shoddy document preservation and replication. So even though the documents that exist would be using Elven calendar dates, it is unclear how trustworthy the dates are in a surviving copy. Similarly, if the provenance of the document is unclear and the numbers have to be interpreted, the Houses use calendars with similar but different origin years based on their House founding dates. The &amp;quot;[[Ilynov Journal]]&amp;quot; accounting of ShadowGuard (converted out of Vaalorian calendar dates) ranges from April -15,187 through November -15,186, with ShadowGuard besieged as early as January -15,186, while the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard document]] spans only one month, July into the beginning of August -15,186. We also do not know what kind of calendar drift (e.g. Julian vs. Gregorian calendars would be a whole year off on Elven civilization time scales) happened over thousands of years and the corrections that were or were not applied (and how many times between copies) to the dates.&lt;br /&gt;
[618] The first part of this is an extrapolation from details in the [[Ta&#039;Illistim Monarchs]] document. The second part is from the Half-Elven history document.&lt;br /&gt;
[619.1] This is meant to give some wiggle room on the absolute authority and implications of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] and the [[Ilynov Journal]] documents, and to give some motivation for why chronology of that time period would be difficult for much later historians. The analogy with criminal memoirs is that onced freed from the liabilities, criminals will admit to things they did not do for posterity, and misrepresent things to make themselves sound bigger and more significant. The &amp;quot;criminals&amp;quot; dig is also partly coming from the IC author being Faendryl.&lt;br /&gt;
[619.2] This is also throwing some salt into the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|ShadowGuard journal]]&#039;s final entry as fantastic, of the Vaalorian undead soldiers somehow breaking free and turning on Dharthiir (after standing around idly allowing Dharthiir and Taki to duel), allowing Taki to strike at the lich. But this undead turning on Despana&#039;s own forces phenomenon, whatever the cause of it, helps support the hierarchical control disruption premise used in this document.&lt;br /&gt;
[619.3] This is also throwing shade on [[Ilynov Journal]]. It has Taki Rassien gathering the Sabrar with Despana threatening &amp;quot;even the mighty Vaalor&amp;quot; in April -15,187 , and then Taki &#039;&#039;&amp;quot;prepares for a battle at ShadowGuard&amp;quot;&#039;&#039; in January -15,186 (the forces described as already besieging ShadowGuard at this time with &#039;&#039;&amp;quot;a surprise attack on the forces besieging ShadowGuard&amp;quot;&#039;&#039;), then news of Taki&#039;s defeat in the city in November -15,186 (which [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document has happening in early August.) This makes the month vs. one day tension even worse, so as noted in other footnotes here, it can be reconciled by having Dharthiir not seriously trying to take ShadowGuard at first but instead bottling up the pass around the mountains.&lt;br /&gt;
[620.1] This notion of emphasis-on-what-counts is the way to reconcile these contradictory documents. The &amp;quot;[[History of the Faendryl]]&amp;quot; can be using &amp;quot;Undead War&amp;quot; to refer to the entire 5,000 year period Despana was known to exist by the Elven Empire. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is using a few hundred year date range, reinterpreted here to refer to comparatively low level pre-&amp;quot;Surge&amp;quot; skirmishes with Dharthiir and his allied forces (though this requires bending its timing, which has them only starting to deal with it after ShadowGuard falling.) The relatively short war with a stalled battlelines/front is treating the Battle of ShadowGuard as the start of the Undead War and not that long period Dharthiir was up to hijinx leading up to it. Which incidentally gives everyone a few centuries to know who and what Dharthiir was prior to ShadowGuard (which is still haunted with undead in the present day, having been turned into a haunted place with corruption and so forth.) &lt;br /&gt;
[620.2] There might also be some relatively static presence of Undead forces at ShadowGuard for a longer period of time, then a lightning fast surge through the western provinces, with Dharthiir showing up at ShadowGuard (with a sudden increase in hazards / ability) to then lead an eastern offensive toward Ta&#039;Vaalor after catching the Vaalor legions off guard. This would give some flex time for other Houses not cooperating, the year prior time span in the &amp;quot;[[Ilynov Journal]]&amp;quot; document, and some sense to &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot; At last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense&amp;quot;&#039;&#039;, when a one month time window would seem too short / recent for that wording. But this point is trying to reconcile the &amp;quot;Ilynov Journal&amp;quot; and &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document extended time spans for ShadowGuard with the time spans in &amp;quot;History of Elanthia&amp;quot;, which instead made it sound like an advancement into Elven territory toward Ta&#039;Vaalor and then Taki and the Sabrar going to a fortress in the invasion path to &amp;quot;make a stand&amp;quot;, and then immediately getting steamrolled, while there is no geographical reason the Undead horde should have waited around ShadowGuard that long if it&#039;s as far inland and wide open as shown on the current Elanith map.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185.[621] Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year.[622] It is generally accepted that the war lasted for years.[623] There are even some races who conflate the Undead War with the whole Age of Chaos.[624] There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years.[625] The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade.[626] What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard.[627] Despana&#039;s capacity for rapid escalation was contrary to her own precedent.[628] The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.[629]&lt;br /&gt;
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[621] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Vaalor journal documents use these dates, though the Vaalor ones are converted into the Vaalor calendar equivalent. The [[Ta&#039;Illistim Monarchs]] document also uses -15,185 for the end of Lanenreat&#039;s reign (using Illistim dates), having been (de facto) deposed during the Undead War. It actually treats Laibanniel in -15,185 as overseeing the &#039;&#039;&amp;quot;initial defense of Ta&#039;Illistim&amp;quot;&#039;&#039;, which means implicitly it&#039;s using the -15,186 date for ShadowGuard, and Lanenreat had resigned for failing to contain Despana and her hordes. This implies something happened to Ta&#039;Illistim after ShadowGuard. The Lanenreat section saying &amp;quot;hordes&amp;quot; and Laibanniel section saying &amp;quot;undead hordes&amp;quot; is a seed for a coming paragraph to say it was Dharthiir&#039;s orc/troll/etc. allies in the mountains that hit Ta&#039;Illistim at first. Which geographically makes sense.&lt;br /&gt;
[622] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and &amp;quot;[[Elanthian Gems]]&amp;quot; in the jet section, which uses the sylvan dates, have -15,188 for the Battle of Maelshyve, which by definition has to happen later than the Battle of ShadowGuard.&lt;br /&gt;
[623] &amp;quot;[[History of Elanthia]]&amp;quot; had said it lasted for years: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039;&lt;br /&gt;
[624] The Giantkin history could be read this way. But &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound that way very directly.&lt;br /&gt;
[625] This could be just very loosely referring to the whole period Despana was known about. But &amp;quot;[[History of the Faendryl]]&amp;quot; only gives a couple of Patriarchs for the entire 15,000 year period between the Undead War and the Ashrim War. It was pretty clearly written to imply the Undead War was very long and the underground period up to the Ashrim War was relatively short. These Patriarch numbers need to be retconned in some way, such as state sanctioned history redacting the Patriarchs in the underground period, or re-numbering the earlier Patriarchs.&lt;br /&gt;
[626] Doing it this way just means a digit error is being done, where instances of -15,186 should be saying -15,196. Or the equivalent in the other calendar systems. Then there&#039;s a reasonable length total war phase and the Battle of Harradahn fits.&lt;br /&gt;
[627] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[628] This is extrapolation from the time gap in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[629] This is going off the timing in &amp;quot;[[History of Elanthia]]&amp;quot;. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] twists it somewhat, having a month long siege of the same place (or closer to a year long siege in [[Ilynov Journal]] and over a year of threatening Vaalor), and then Taki Rassien showing up (after over half a year in Ilynov Journal but only a one month reinforcement call delay in ShadowGuard journal) and that part being the 1 day event. Whereas &amp;quot;History of Elanthia&amp;quot; words it as a month long advance, &#039;&#039;&amp;quot;cut[ting] a swathe&amp;quot;&#039;&#039; into Elven territory, up to the point it was threatening Ta&#039;Vaalor itself. (ShadowGuard is also represented as significantly north of Ta&#039;Nalfein on the Elanith map, about the distance from Tamzyrr to Brisker&#039;s Cove, with no apparent reason why Dharthiir should not just ignore it and go around it.) A static siege at one location is nominally inconsistent with &#039;&#039;&amp;quot;progress was lightning fast, easily destroying what little resistance they met in the outlying provinces&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;the battle of ShadowGuard lasted less than one day.&amp;quot;&#039;&#039; The prior dig on war memoirs is taking some of the edge off this point. The premise that this &amp;quot;shocked [the other houses] into cooperating&amp;quot; originates in &amp;quot;History of Elanthia&amp;quot;, where &amp;quot;at last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense.&amp;quot; This document also presses into the point of the Elven empire&#039;s &amp;quot;outlying provinces&amp;quot; away from the East as having been hit especially very badly, which has never really been elaborated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.C The Faendryl Exile [630]&lt;br /&gt;
&lt;br /&gt;
What the Elves had failed to understand was that Despana had united the malign factions of the southern wastelands, and over those many long years there was a merger of the traditions of the black arts.[631] There was a leap in the arts of necromancy because it was felt as an abrupt revelation.[632] In the first month of the invasion, what might be called the Surge, the Undead were regarded as a conventional but mindless force.[633] It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir.[634] They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders.[635] House Vaalor was, bizarrely, the path of the invasion.[636] With the benefit of hindsight, it is now believed Dharthiir intended to make his forces be surrounded as a tumor in the very center of the Empire, which at the time was regarded as illogical and suicidal.[637]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[630] This is setting the fusion of black arts traditions on the one hand, and then the conditions for those spilling over into Faendryl sorcery, and vice versa, to help explain the later widespread use of the dark sorcery paradigm.&lt;br /&gt;
[631] This is an embellishment. Since we have heterogeneous smaller scale factions existing in that region, and Despana having come to dominate that region, and Dharthiir having made allies of various races against the Elves, it is a sensible consequence of this that these stipulated &amp;quot;black arts&amp;quot; traditions would be merging in Despana&#039;s long dormancy period in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Then from the point of view of the Elven Empire, there would have been a sudden burst in unfamiliar necromancy. &lt;br /&gt;
[632] More subtly, this document is creating an internal logic for the Book of Tormtor possibly being more myth than fact, because it would have been tempting to erroneously assume some ancient dark magic was discovered and rapidly acquired by way of an artifact. It could instead be that a lot of merging and innovation was done to large scale and only revealed all at once.&lt;br /&gt;
[633] The phrase &amp;quot;the Surge&amp;quot; is totally made up. &amp;quot;The Undead&amp;quot; is being used as a proper noun for Despana&#039;s horde. This is following off the Undead War section of &amp;quot;[[History of Elanthia]]&amp;quot;, and to some extent the early parts of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document. &amp;quot;the Surge&amp;quot; is creating a distinct phase of the Undead War that allows some flex on the timing. There can be some earlier stuff happening, but then a sudden escalation with ShadowGuard getting overrun as they shifted gears and began pushing northeast into the core Elven Empire. &amp;quot;the southeastern outlands&amp;quot; is talking about pressing into and building up toward ShadowGuard.&lt;br /&gt;
[634] This is cross-referencing &amp;quot;[[History of Elanthia]]&amp;quot; wording with the Elanith continent map, which wasn&#039;t really defined yet when &amp;quot;History of Elanthia&amp;quot; was written. This approach is really &#039;&#039;&amp;quot;the heart of the Elven empire&amp;quot;&#039;&#039;, so &#039;&#039;&amp;quot;the outlying provinces&amp;quot;&#039;&#039; should refer instead more to the western territories, where there would be weaker concentration of forces. And the framing we have given of sovereign land claims being in the way of each other and not allowing military border crossings.&lt;br /&gt;
[635.1] The borders line is a slight embellishment from &amp;quot;History of Elanthia&amp;quot; saying &#039;&#039;&amp;quot;no house would commit troops to defend the territories of another.&amp;quot;&#039;&#039; It would not be possible for some of these land locked Houses to get their troops anywhere without going through the main lands of another House, so what we&#039;re doing here is interpreting this line as meaning something more to the effect of &amp;quot;defend the [outlying province claims] of [other Houses].&amp;quot; This is trying to make sense of the line &#039;&#039;&amp;quot;Each house wished the glory of vanquishing the Undead for themselves&amp;quot;&#039;&#039;, because in terms of the continent map, only Houses Vaalor and Nalfein were geographically positioned to be fighting the invasion. So we have to assume this involving those western provinces which are ill-defined.&lt;br /&gt;
[635.2] We are also tacitly committing to a model of forces moving north into the West (in terms of outlying provinces) because Despana&#039;s progress being lightning fast, and within a month threatening the heart of the Elven Empire, because in terms of the actual continent map there is not much distance between Maelshyve and core Elven or even Vaalorian territory. And if the only thing that&#039;s happening is the thrust toward House Vaalor, the stuff about the other Houses wanting the glory for themselves becomes incoherent. It makes more sense for that to be talking about defending their Western provinces.&lt;br /&gt;
[636] This is referring to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Within a month, the Undead had cut a swathe to the heart of the Elven empire, threatening Ta&#039;Vaalor itself.&amp;quot;&#039;&#039; This has to be interpreted delicately to reconcile it with the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document and ShadowGuard&#039;s position relative to the Sylvans in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. Some of the pressure can be taken off by instead reading it as the horde kept moving onward toward Ta&#039;Vaalor after ShadowGuard. The notion here is Dharthiir directly going after Vaalorian fortifications (e.g. ShadowGuard) and moving in an arc toward Ta&#039;Vaalor while skirting the territory of House Nalfein. And then House Nalfein is not defending Vaalor fortifications, the whole not defending each other&#039;s stuff situation. Second Age borders are not defined. But it would be plausible that House Vaalor had its own land access around the southern DragonSpine for moving its legions.&lt;br /&gt;
[637] This is an embellishment. The strategy is based on extrapolating from the threads in the lore that indicate the use of disease magic and the wounded living turning into undead. It changes the logic of what makes sense for deploying armies. Dharthiir is getting into a close up melee fight with the infantry forces House and doing that damage up front before the longer-run fight with the more magic oriented houses. This logic is also motivating the orcish raids on House Illistim at almost the same time postulated later in this document. Also because of Lanenreat lore and the distance from the Undead. However, this wording is partly leaning on the position of ShadowGuard on the current Elanith map, which is probably much too far north given its implied latitude in the Sylvan documentation. If ShadowGuard were instead placed near the pass leading around the DragonSpine Mountains, on the edge of core Elven territory, the Surge would be mostly heading north into the Western provinces and then the first month in &amp;quot;History of Elanthia&amp;quot; is referring instead to some increased build-up in the direction of ShadowGuard, which is the invasion shifting to instead become northeast focused and starts steam rolling toward Ta&#039;Vaalor when ShadowGuard falls. (e.g. Dharthiir swells his Undead army by incorporating people in the west who had not voluntarily joined him before turning northeast on the Elves directly.) This line is also about reconciling why this is largely bypassing House Nalfein, which for a living military would make supply lines vulnerable to being cut off and then surrounded, and has Dharthiir (who doesn&#039;t take to the field until two weeks into it in the soldier journal document) not immediately trying to take ShadowGuard but instead having a temporary false stalemate while the Western provinces fall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces.[638] This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades.[639] This temporarily disrupted the hierarchy of the Undead.[640] There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.[641]&lt;br /&gt;
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[638] This line is inspired from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]] document.&lt;br /&gt;
[639] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;, but the specific detail of Taki and Dharthiir vanishing in a sword clash comes from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The &amp;quot;[[Ilynov Journal]]&amp;quot; document suggests the details of this were still not known a century later, and this journal is retrieved back in 2014. It is implicitly a sorcerous backlash from the clash of the incompatible essences in the swords, similar in principle to when the Griffin Sword shattered in the duel between Morvule and Ulstram, and this sorcerous backlash must have thrust them out of this reality.&lt;br /&gt;
[640] This is an embellishment. It is reasonable to think this temporarily disrupted things with the Undead, giving breathing space for the Faendryl to take unified command of the situation. Dharthiir probably wasn&#039;t the only lich, though, so the emphasis here is on temporary. This line does two things. It gives a hook for the Faendryl to recognize the hierarchical dependency of Despana&#039;s undead army. And it tacitly acknowledges ShadowGuard is still overrun with Undead in the present day. ShadowGuard has been visited in this way during storyline events. So this document treats it as a place that became haunted.&lt;br /&gt;
[641] The document is being non-commital on whether this was pre-planned, or Despana shifted gears temporarily when Dharthiir went missing. This line is meant to explain the [[Ta&#039;Illistim Monarchs]] document having Lanenreat resign, when the Undead should not have been near House Illistim, and her successor doing the initial defense against the *undead* hordes. It geographically makes sense that Despana&#039;s orc/troll and maybe minotaur allies in the mountains would hit House Illistim first in an eastern campaign. The Mirror Valastiel&#039;s personal diaries were also stored in Library Aies, &#039;&#039;&amp;quot;but were lost during the Undead War with Despana.&amp;quot;&#039;&#039; This creates a strong implication that Library Aies was damaged during a siege or sacking event, while the Undead front lines should not have been anywhere near Ta&#039;Illistim. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command.[642] They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana.[643] However, in what was a supreme irony and reversal of the natural order, time was working against the Elves.[644] The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics.[645] Where there were battle lines held in the southeast, there was widespread chaos and death in the West.[646] Plagues were spreading that had been made through dark sorcery.[647] Blights were killing the fields and wildlife.[648] The living were in very serious danger of widespread famine and mass starvation.[649] It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners hid the desolation of the West to prevent demoralization.[650]&lt;br /&gt;
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[642.1] Houses Vaalor and Nalfein would have taken the brunt of the Undead invasion for geographical reasons. This line is adding in House Illistim getting hit out of the mountains as an extrapolation from the [[Ta&#039;Illistim Monarchs]] document. That House Faendryl was able to unify command under these conditions is given in &amp;quot;[[History of Elanthia]]&amp;quot;. They grouped forces to the west of ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which does not make much sense unless ShadowGuard is significantly further south than the current [[Elanith]] map depicts and House Nalfein further east is getting hit by Despana&#039;s forces out of ShadowGuard.&lt;br /&gt;
[642.2] The most current map of Elanith places ShadowGuard much too far inland (and would be a more reasonable location for Harradahn), about as far north as Brisker&#039;s Cove while Maelshyve is roughly as far south as Idolone. This is awkward because it means this Undead horde under Dharthiir is passing right through core Nalfein territory, ignoring House Nalfein and apparently not being fought by the Nalfein. This is awkward enough that the map should probably be retconned, and arguably is not consistent with other documentation. &amp;quot;ShadowGuard&amp;quot; in the Second Age would more sensibly have been between the Sylvan settlement of Nevishrim and Ta&#039;Nalfein or what is now Feywrot Mire, which makes much more sense for Sylvan scout and army grouping positioning relative to ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot;The elves, shocked by the loss of ShadowGuard, a site less than 100 miles to the east, welcomed the sylvans and fervently sought their allegiance against the forces of Despana.&amp;quot;&#039;&#039; ShadowGuard would then be sensibly named with the specific Second Age purpose of guarding against bad stuff coming out of those southern wastelands, and effectively analogous to Minas Morgul which was the forward most fortress guarding against Mordor and is now haunted with undead. Then the fortress would be a kind of choke point that Dharthiir can&#039;t just go around, and makes this House Nalfein issue not a problem. The horde can keep heading toward Ta&#039;Vaalor after ShadowGuard at this position and the original wording still makes sense.&lt;br /&gt;
[642.3] Following off note 642.2, with the lightning fast progress happening in the West, the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] depicting a month long (or longer in &amp;quot;[[Ilynov Journal]]&amp;quot;) siege can be reconciled with &amp;quot;[[History of Elanthia]]&amp;quot;. Dharthiir would be bottling up Elven land forces at a choke point while hordes wreaked havoc in the Western provinces, and only then committing to a &amp;quot;Surge&amp;quot; northeast. But this would require changing the Elanith map to put ShadowGuard farther south as the border of the core Elven Empire. The wording in this document about focusing on House Vaalor as the invasion path in contrast is allowing House Nalfein to be temporarily bypassed. Since Dharthiir gets taken out at ShadowGuard, we would read it as his strategy being continued, cutting the swathe toward Ta&#039;Vaalor.&lt;br /&gt;
[643.1] The Battle of Harradahn is mentioned in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, dating it as the following year is the chronology convention explicitly chosen earlier in this document. The stalemate was established in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039; This incidentally contradicts the 1 year timing in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, but the daily heavy casualties does not allow a very long period of war on this scale. That&#039;s why this document uses approximately 10 years. The Undead advance after ShadowGuard into Vaalorian territory can be fast (after initial disruption with Dharthiir gone), then slower, then stalemate after Harradahn. Also, with the existence of these front lines and a lightning strike being done on Maelshyve, this document supposes a bunch of Despana&#039;s forces were not actually at Maelshyve. This bolsters the vulnerable-hierarchy strategy argument for a decapitation attempt and why her forces apparently fell apart fast with Maelshyve. &lt;br /&gt;
[643.2] &amp;quot;[[History of Elanthia]]&amp;quot; does not say who among the Elves made alliances with the non-elven races. [[Ta&#039;Illistim Monarchs]] has Laibanniel &#039;&#039;&amp;quot;formed the first official alliances with non-elves&amp;quot;&#039;&#039;, but this may only be talking about House Illistim. With the way it is framed in this document, it would make sense for this to have been the Dwarven overking of Kalaza, due to the orcs and trolls. That would plug into what Rhak Toram meant about how they were veterans of the &amp;quot;orc wars.&amp;quot; Though &amp;quot;[[History of Dwarves]]&amp;quot; says there was sadness after the Battle of ShadowGuard, and does not specify the details of the &#039;&#039;&amp;quot;Elven request for help.&amp;quot;&#039;&#039; &amp;quot;[[History of the Sylvan Elves]]&amp;quot; has sylvans contacting the elves first, after the Battle of ShadowGuard, though the chronology of this is suspect. It uses a date range of -15,400 to -15,180. It does have the Eranishal legions with &#039;&#039;&amp;quot;a top-notch army of Faendryl elves&amp;quot;&#039;&#039; in -15,195 at the Battle of Harradahn. In &amp;quot;[[History of the Truefolk]]&amp;quot; it is Faendryl emissaries that go to talk to the halflings. It isn&#039;t defined in &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[644] Elves having the advantages of being very long lived and able to outlast things and wait things out. But also being slow-breeding.&lt;br /&gt;
[645] This is a logical consequence of having an undead army, and the trope is seen in other settings, such as the White Walkers of &amp;quot;Game of Thrones&amp;quot; (though they move forward very very slowly, not needing to be in any kind of rush.) The one complication in this is that Despana&#039;s hordes included the living, which do have such constraints, and there were a lot of these at the routing at the Battle of Harradahn which was later than the Battle of ShadowGuard.&lt;br /&gt;
[646] This is cross-referencing the stalemate of front lines in &amp;quot;[[History of Elanthia]]&amp;quot;, while also more explicitly including the detail of the very rapid conquest that had been done in the &amp;quot;outlying provinces&amp;quot; of the Elven Empire, and details such as &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about the crops rotting in the fields. Part of the logic here is that if the elves are holding a front line against the heart of their empire, they&#039;re not logistically in a position to do much to protect outlying provinces in the west.&lt;br /&gt;
[647] This is generalizing from the Red Rot and the festering wound kind of stuff in &amp;quot;[[Giantkin History]]&amp;quot; and the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The Red Rot itself is particular to the Dwarves going up against undead in Maelshyve, but it does not need to be the only disease curse.&lt;br /&gt;
[648] There is some indication of this in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and it is a sensible thing a necromancer enemy would have done. It is partly inspired by Raznel&#039;s blight around Darkstone Bay. Volume 2 talks about desecration witchcraft, and earlier in this document talked about warding charms to protect crops from witchcraft. &amp;quot;Blight&amp;quot; generally refers to plant disease, but I&#039;m having wildlife in turn getting sick from it, much as with Raznel&#039;s blight.&lt;br /&gt;
[649] This logically follows from the premises, combined with the high mobilization levels, and the population disruptions in general. (e.g. humans leaving to join Despana)&lt;br /&gt;
[650] These several lines are inspired by Germany in World War I. The Kaiser himself did not know Germany was on the brink of having to surrender, because his generals hid the direness of their logistic situation under the British naval embargo and so forth. There was just stalemate fighting on the front in France, so to people in Germany, there was no reason to perceive themselves as losing the war. This information asymmetry is setting up some premise for why the other Elven Houses regarded what the Faendryl did at Maelshyve as unjustified and why the Faendryl rulers said there was no other way. The previously framed notion of a long build up of black arts traditions merging is also World War I inspired, based on the long delay since the Franco-Prussian War having masked how much more destructive war technology had become, with the analogy being between the attitudes at the start of World War I and the Elven Houses glibly viewing defeating the Undead for their own glory, followed by war trauma from getting mugged by reality. This is setting up the trauma responses and resentments for the post-war period. The nationalist withdrawing and implicit autarky is reminiscent of post-WW1, but the decolonization is more like post-WW2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve.[651] By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed.[652] The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead.[653] What needed to be done was to banish them from this reality entirely, so that it would be impractical or impossible for them to make it back to this world.[654] The other problem was actually reaching them.[655]&lt;br /&gt;
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[651] So these resources and logistical conditions and so forth, a direness situation only fully understood by the centralized war planners, compel a need for a lightning strike. Which is informed by the Undead hierarchy/leverage conditions.&lt;br /&gt;
[652] This is rooted in the earlier premise of large numbers of weak undead, which are comparatively easy / safe to kill when dispersed in small numbers, and the otherwise natural fractiousness of the allies in Despana&#039;s coalition.&lt;br /&gt;
[653] This is a reasonable surmise with Dharthiir being an Arch-Lich, and it should follow that there would be lesser liches. Difficulty keeping permanently dead is foundational to the lich archetype, so there&#039;s some notion here of phylacteries in Maelshyve or whatever.&lt;br /&gt;
[654] This is giving a very specific role to the use of the veil tearing version of Implosion in destroying Maelshyve, and making consistency with &amp;quot;Maelshyve&amp;quot; in DragonRealms having been an extraplanar exile returning to Elanthia, and possibly even tying into how there are liches (who carry their own phylacteries) in the Scatter. The Rift would then be a hook for the threat of Undead War figures returning eventually, though the Rift itself is effectively a prison. Since this document has Vvrael cultists in the southern wastes, it might be this is how at least some of them ended up in the Rift in the first place. This would also help explain the Vvrael quest premise of Daephron Illian studying ancient Vvrael related texts during the early exile in Rhoska-Tor.&lt;br /&gt;
[655] There were front lines between the Elven Houses and Maelshyve. But then there&#039;d also be a mass of forces guarding Maelshyve Keep. So the issue becomes how do you get these lieutenants all concentrated in close quarters to banish them from this reality all at once in an implosion. If you just implode Maelshyve at the outset, you have Undead leaders not inside the fortress for it, and you still have a problem. (Though the ones bound to phylacteries in Maelshyve get destroyed even if they are somewhere else, leaving fragmented or leaderless undead hierarchy in other places; and if there were phylacteries hidden elsewhere or being carried by the liches, the liches themselves are banished off world.) There&#039;s some awkwardness in the basic story premises from &amp;quot;[[History of Elanthia]]&amp;quot; --- how do you go from stalemate frontlines to Despana&#039;s armies &#039;&#039;&amp;quot;said to have been utterly destroyed&amp;quot;&#039;&#039; from a lightning strike on Maelshyve (i.e. why would they all be there), and why not implode Maelshyve at the very beginning. (&amp;quot;[[History of the Minotaurs]]&amp;quot; is an existing canon example of survivors of Despana&#039;s forces.) So this document is going with the Faendryl trying to delay/avoid doing it, until the situation showed it was necessary, for the political cover of how they know everyone is going to react to it. Along with a strategy of making sure her liches are all taken out with her, especially with the uncertainty on whether phylacteries or where they were all located. There might be some more premise to be had of the horde pulling back and concentrating in a mass at Maelshyve since the allied forces were doing a lightning strike toward it, and then it&#039;s a matter of using the demons to get them to all go inside the fortress. But generally a lightning strike in a static front line situation suggests the Elves were leaving their cities wide open to invasion to pull this decapitation attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was decided that the only choice was to summon a great number of powerful demons from the high ground.[656] These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces.[657] These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes.[658] The rotting corpses would then be broken from their command hierarchy, following either the demons, or instinctively turning on the living warriors that were allied with Despana.[659] They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress.[660] The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality.[661] But the Faendryl ruling class was aware that the other Houses would never agree to these actions.[662] Nor would they even see it as necessary from not knowing the true direness of the situation.[663]&lt;br /&gt;
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[656] The allied forces being higher up on slopes with Maelshyve in a &amp;quot;valley&amp;quot; below and the demons spreading through the valley is framed in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The high ground aspect is about relatively uncontrolled demons generally moving in the right direction.&lt;br /&gt;
[657] The Rhak Toram quote calls it &amp;quot;plains&amp;quot; around Maelshyve, though I think the general Rhoska-Tor region should have badlands geology, with tuffaceous sandstone in addition to limestone plateau for the plains, with igneous intrusions and outcroppings. Generally speaking, this reaction of the living to the demons is leveraging off the Breaking from the Third Elven War in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, and the general notion of some demons having chaotic/evil auras analogous to undead sheer fear. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also talks about wildlife scattering and fleeing when the demons were summoned, but that version weirdly describes trees in the vicinity. But it also establishes that the area is hilly: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039;&lt;br /&gt;
[658] This is a critical premise. The Cleric repel spell lists (at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written) used to classify the level of undead relative to &amp;quot;the lesser demonic&amp;quot; and &amp;quot;the greater demonic.&amp;quot; It isn&#039;t obvious in the Rolemaster bestiary context of 1995 that the undead would have any instinct to attack demons, and there&#039;s a strong argument that these mindless undead would instinctually obey dark demonic fiends. So these demons would rip away control from the undead lieutenants, much as combat demons can steal the minor demons that are summoned by Sorcerers in game mechanics. There is indication of control disruption and turning on the leaders in the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document, even if the way it is described sounds implausible (e.g. maybe the thaumaturges stumbled on something that worked as control interference at that moment, similar in  a way to the Order of Voln symbol of submission.)&lt;br /&gt;
[659] This makes the use of demons not about raw brute force, but because the special intrinsic nature of the demons and their relationship with the undead. So using a bunch of elementals, for example, would not work in this same way. The point is to drive everyone (especially the undead) into Maelshyve Keep for the implosion. So if the undead are instinctually turning on Despana&#039;s living forces, they are going to turn around and retreat into the fortress, since they are being flanked on all sides.&lt;br /&gt;
[660] This is the straight forward logic of what would happen if Despana and her lieutenants lost control of the bulk undead in this situation.&lt;br /&gt;
[661] This is a specific means to a specific end, but it causes permanent damage to the veil in an old place of the Ur-Daemon.&lt;br /&gt;
[662] This is set up from the prior framed anathema of the southern wastelands and demonic summoning and all that in this document, as well as the unknowable Ur-Daemon hazard that the Illistim mages talk about in &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[663.1] This embellishment is from the premises established in this document. This helps rationalize why the Faendryl waited for banshees to throw their own side into disarray and retreat before executing the strategy they had already planned. It&#039;s because they know the blowback that will happen from it. This is also about making it clear that their &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; was not actually new magic, it was forbidden and condemned magic that the others would not have agreed to using. &lt;br /&gt;
[663.2] Any sort of premise of &amp;quot;well people did not know&amp;quot; in GemStone depends to a significant extent on tamping down on the scope of NPC magic such as portals and scrying methods. But what we&#039;re getting at here is more along the lines of logistical matters of quantity, which is more abstract and centralized control of information over a relatively short span of years. It could be known things are rough in the West (imagined as the Houses having some raw resource economic dependency on their outlying provinces), but at the same time not really known how material resources have been tapped out. That the state of total war would be imminently unsustainable, which is roughly the same thing as a not-obvious but impending sudden collapse.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war.[664] The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts.[665] Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners.[666] Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies.[667] But it was the demons themselves that were the greatest outrage.[668] Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop.[669] It was feared that the Arkati themselves would strike down on the Elves in retribution for this violation.[670] The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.[671]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[664] It does not make sense for it to actually be &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; for a lot of reasons, ranging from Marlu and Marlu worshippers to how far back in time Elizhabet Mahkra and the Enchiridion Valentia had to be, due to the timing framed in &amp;quot;[[History of the Faendryl]]&amp;quot;. Some of the other allied races might have perceived it as new magic or taken its newness on face value.&lt;br /&gt;
[665] This is the premise set up by this document. It&#039;s the more consistent and better reading of existing documentation that talks about it as &#039;&#039;&amp;quot;new magic.&amp;quot;&#039;&#039;&lt;br /&gt;
[666] This is represented in various history documents. It is stated explicitly in &amp;quot;[[History of the Truefolk]]&amp;quot; of the Paradis Halfling reaction, and &amp;quot;[[History of Elanthia]]&amp;quot; said: &#039;&#039;&amp;quot;All the Elven houses were appalled at the spells the Faendryl had unleashed. The summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039; There is another thread, represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, where upset comes from demons having gotten loose and attacked allied armies. But the foundational premise was being appalled at demonic summoning in itself. So this document uses that as the central complaint.&lt;br /&gt;
[667] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot; With so many of the sorcerors never having cast the spell before that day, and in such a vast context, it was inevitable that some would falter and lose concentration.&amp;quot;&#039;&#039; It is also helping frame that demonic summoning was not actually common in House Faendryl in this time period, that &amp;quot;[[History of the Faendryl]]&amp;quot; is being misleading on that issue.&lt;br /&gt;
[668] This is referencing &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot;summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039;&lt;br /&gt;
[669] These two lines are based on the Illistim mages complaint about the Ur-Daemon risk in &amp;quot;[[History of Elanthia]]&amp;quot;, and the unhealing tear in the veil at Maelshyve that is mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. They might also have argued that throwing Despana and her high minions offworld in some unpredictable way leaves open the hazard of them returning later, where we cannot be certain they were actually destroyed.&lt;br /&gt;
[670] This is made up. It&#039;s partly playing off the &amp;quot;undemanding liege lord&amp;quot; characterization. It&#039;s plausible in light of the Ur-Daemon risk argument, and the &amp;quot;great chain of being&amp;quot; worldview framed by this document. This kind of thinking may have made more sense in the Second Age to the Elves. (e.g. the [[History of Leya|Leya legend]] is at least quasi-historical, with Kai coming down to watch Elven Empire tournaments and so forth). The Arkati may be more aloof these days. In the I.C.E. setting they would go through phases of being more and less in contact with the world. It also has concrete precedent in the game itself. Charl destroyed / [[Solhaven Cataclysm|flooded Solhaven]] in reaction to the elemental plane accident there while messing with plinite in 5109.&lt;br /&gt;
[671.1] This is the general premise in multiple documents. In &amp;quot;[[History of Elanthia]]&amp;quot; it is: &#039;&#039;&amp;quot;The Faendryl argued that it was necessary, that Despana would have won without these magics. The other houses did not agree. They expressed their outrage by expelling the Faendryl from the empire.&amp;quot;&#039;&#039; Patriarch Unsenis was arguing it in &amp;quot;[[History of the Faendryl]]&amp;quot;. But then he died and his successor Patriarch Cestimir lacked clout in the other courts. &lt;br /&gt;
[671.2] There is no framing on what the imagined alternatives were, but the Illistim plausibly might have argued something like that with a high risk lightning strike being committed to, Despana&#039;s hierarchical control could have been magically interfered with in some more direct way (e.g. anti-magic), and elementals could have been used instead of demons for raw force, and then Maelshyve incinerated with a major flooding into the elemental planes (instead of the interplanar void with implosion.) The Faendryl would argue that is not as effective, not nearly as likely to work as a permanent solution due to the liches, not knowing for certain the phylacteries or analogous anchors are even in Maelshyve, etc. Ironically, this extreme elemental action should instead be used by the Faendryl at Ta&#039;Ashrim, who were burnt up. (Lyredaen confirmed the word roots for Ashrim were ash + grim.) Consistent with the non-canon Sea Elf War ship journal, where it was incinerated. The [[forehead gem]]s loresong also showed smoldering ruins of buildings, which implies heat was used. It would also make more sense for something other than implosion and demon summoning to have been used for destroying the whole of Ta&#039;Ashrim all at once off a relatively small number of Faendryl spellcasters taking extreme methods into their own hands. (There is a mechanics implied limit to how close casters can make implosions to each other, and even what was done at Maelshyve was destroying one fortress building. They could conceivably have done widespread immolation, for example, along with big implosions to create scouring currents of flame throughout the city.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180.[672] House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim.[673] They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses.[674] The Faendryl monarchy instead became more absolutist.[675] There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms.[676] It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly.[677] The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority.[678] They argue their royal line was always the most stable after the founding era.[679] These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay.[680] The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other.[681] The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot;[682]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[672] This is an embellishment extrapolating from Lanenreat resigning during the height of the Undead War in the [[Ta&#039;Illistim Monarchs]] document, which was the councilors and people basically ending dynastic rule in House Illistim. It is giving some more political dimension to how the Faendryl exile happened by having some French Revolution vibes. It&#039;s also setting up divergent views, where the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document talks of this as progress, while the Faendryl commit to their absolutist monarchy.&lt;br /&gt;
[673] This is an embellishment. Lanenreat resigned. But it is framed as her having lost faith and support of her councilors and people, so her abdication is apparently more of a &amp;quot;resign or we&#039;ll fire you&amp;quot; thing. This document interprets some tacit things in the player-accessible version of [[Ta&#039;Illistim Monarchs]] as implying Ta&#039;Illistim got sieged/sacked at some point during the Undead War.&lt;br /&gt;
[674] This is talked about in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document and illustrated in the [[Ta&#039;Illistim Monarchs]] document. The extent to which child of monarch is favored to be made successor may vary by House, as King Eamon was the son of the previous Ardenai king (e.g. &amp;quot;[[Timeline of Elanthian History]]&amp;quot;)&lt;br /&gt;
[675] This is a slight embellishment, with the Faendryl being an absolute monarchy in any case.&lt;br /&gt;
[676.1] The advancement premise with councils taking more power from monarchs is given in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document, which contrasts it with the bloody family politics of the Faendryl, which it says still does hereditary rule. &amp;quot;[[History of the Faendryl]]&amp;quot; says the Patriarchy is by blood. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; vests all power in the Patriarch for designating successors, but also says the Patriarch &#039;&#039;&amp;quot;is raised and trained from birth in the mastership of governance and the duties that fall under its mantle.&amp;quot;&#039;&#039; It says &#039;&#039;&amp;quot;patriarchal succession is not necessarily hereditary&amp;quot;&#039;&#039; and the Patriarch could &#039;&#039;&amp;quot;choose someone not of blood relation&amp;quot;&#039;&#039;, but has that implication of tendency toward blood relation successors. If the &amp;quot;History of the Faendryl&amp;quot; document is to be believed, then cross-referencing it with [[Ta&#039;Illistim Monarchs]] and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, the Faendryl only had one coup incident in the Second Age and the Illistim had worse in the same time period. But &amp;quot;History of the Faendryl&amp;quot; probably has to be treated as whitewashing or omitting things. So these sentences are about reconciling this issue with having contrary views of what is backwards.&lt;br /&gt;
[676.2] The Faendryl counterpart view is already established to some extent in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;: &#039;&#039;&amp;quot;Never again will history speak of the elven empire, because when our house stood resolute in its defense, the lesser houses succumbed to the decay of their ideals and visions. They chose destruction, while we chose preservation. For that choice, they sundered what we had saved and betrayed ten thousand years of brotherhood.&amp;quot;&#039;&#039;&lt;br /&gt;
[677] This is in [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document.&lt;br /&gt;
[678] It has undiluted authority of naming successors in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The way to reconcile these documents is for the Patriarch to often choose a blood relative, family politics stuff, but it does not automatically go the eldest child or first born son or whatever as it might in the Turamzzyrian Empire.&lt;br /&gt;
[679] This is the comparative on &amp;quot;[[History of the Faendryl]]&amp;quot; with [[Ta&#039;Illistim Monarchs]], which are the only defined Second Age monarch lists. It should probably be the case that &amp;quot;History of the Faendryl&amp;quot; is omitting stuff that weakens this argument. It also includes within it that there are occasional coups, even though this is the highest unthinkable crime.&lt;br /&gt;
[680] This is an embellishment. It&#039;s just giving two sides to something [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] set up.&lt;br /&gt;
[681] This is pulling in the explicit premise of popular unrest given in this document, and giving some more motivation for the Faendryl arguments that the other monarchs were scapegoating them out of political opportunism.&lt;br /&gt;
[682] This is likewise inspired by Germany after World War 1, with the front line having been away from the population center, and then one day the leaders surrendered and the Kaiser abdicated. This is setting up wounded pride and jealousies in other Houses, and backstab myth stuff from ordinary population in House Faendryl who would not have known what their elites knew, feeling vilified for something they had nothing to do with. Elves were also getting huge doses of humility relying on the lesser races, and the Faendryl justification in this document&#039;s logic would have included resource arguments that would have involved economic dependence on labor from other resources and so forth, which would have been salt in the wound.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones.[683] The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein.[684] The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility to guard against whatever came or even returned from it.[685]&lt;br /&gt;
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[683] The Patriarch switch and Cestimir lacking influence in the other courts is in &amp;quot;[[History of the Faendryl]]&amp;quot;. The scapegoating partly to protect their own thrones is based on the embellishment made earlier in this document, about Lanenreat having to abdicate because of public backlash. This is a new variation on the Faendryl view that it was political opportunism.&lt;br /&gt;
[684] This is from &amp;quot;[[History of Elanthia]]&amp;quot;. Houses Vaalor and Nalfein would have taken the most direct brunt of the Undead in terms of their lands, because of geography, and likely the greatest dose of forced humility being bailed out with &amp;quot;lesser races&amp;quot; allies, exacerbating the historical chaffing under Faendryl leadership.&lt;br /&gt;
[685.1] This is an embellishment. The premise of the unhealing tear is in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and it is cross-referencing that with the Illistim mages complaint about the Ur-Daemon hazard in &amp;quot;[[History of Elanthia]]&amp;quot;. There is also the Elven [[The Layman&#039;s Guide to Elven Heraldry|crests document]] where Cestimir has a quote about voluntarily cooperating with the exile: &#039;&#039;&amp;quot;Heraldric records of the era, however, list a quote from Cestimir Xisuthros Faendryl, Patriarch XXXV, as the disgraced Faendryl statement: &amp;quot;Respect our obedience and our power, if neither our leadership nor our intentions, and we will go in peace.&amp;quot;&amp;quot;&#039;&#039;&lt;br /&gt;
[685.2] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; document characterizes the Faendryl spin on cooperating with the exile this way: &#039;&#039;&amp;quot;It is only through madness that one can become an exile in their own lands. However, once confronted with the backs of our sisters and brothers, we deigned to depart from this place called home.&amp;quot;&#039;&#039;&lt;br /&gt;
[685.3] So this premise is extrapolating off that point in 685.1 and reconciled with 685.2, with the other monarchs telling the Faendryl rulers &amp;quot;you broke it you bought it&amp;quot; about Maelshyve, saying it was the Faendryl responsibility to reside there to guard against the hazard they created. This provides a prideful / high road leadership kind of rationale for why the Faendryl rulers did not tell them to go to hell and try to do autarky until everyone chilled out and let it go. (&amp;quot;[[History of the Faendryl]]&amp;quot; characterized it as a flare up of taking control of the Elven Empire just long enough to pull off the exile, so the long-term commitment needs motivation: &#039;&#039;&amp;quot;The other Elven Houses used the Patriarch&#039;s death to take control of the Elven Empire for long enough to exile the Faendryl to Rhoska Tor.&amp;quot;&#039;&#039;) Not 100% pure submission and surrender and humiliation and so forth, but a duty and rehabilitating penance, combined with internal popular unrest. &lt;br /&gt;
[685.4] It also explains why the exile had to be to this exact place and nowhere else in spite of all practical hardships and probably lack of coercive enforcement by the other Elves on that. Though people may have cut loose and left for less hardship, and the Faendryl whitewash over there having been deserters. (Pun? Desert?) With perhaps special contempt for those who took up that &amp;quot;right of return&amp;quot; premise this document makes up. This also relates to how the Armata still guards against the tear at Maelshyve, but for the past few hundred years has let demons wander toward the Turamzzyrian Empire as punishment for the Third Elven War.&lt;br /&gt;
[685.5] This is obliquely referring to the return of the demon demi-goddess &amp;quot;Maelshyve&amp;quot; from the [https://elanthipedia.play.net/Category:Planes#The_Planar_Void interplanar void] in DragonRealms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war.[686] Much of the Faendryl population was upset as well, having felt betrayed by their own rulers.[687] It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines.[688] It was decided that those who refused to renounce House Faendryl would be banished with their rulers to the wastelands.[689] Families both immediate and extended were torn apart.[690] Those who were involved in the two crimes against nature had no such leniency.[691] House Faendryl became disgraced, its crest and emblems no longer recognized.[692] The descendants of the exiled could only return by renouncing their heritage.[693] This right of return no longer exists. It was suspended as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.[694]&lt;br /&gt;
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[686] The &amp;quot;civil war&amp;quot; part is about the postulated popular unrest and resentment and anger, with the Faendryl rulers having prevented the Elves from winning legitimately, after having already relied on all those non-elves. The Elves would have regarded Despana&#039;s forces as racially inferior.&lt;br /&gt;
[687] This is an embellished premise, but we have generally treated these Houses as too monolithic. Joe six pack Faendryl would not have known anything about these demonic summoning plans, and suddenly is being treated like a Marluvian. This is inspired by the post-war reaction in Germany after World War I, the backstab myth that they were betrayed by their own rulers. There might even be some breakaway expatriates at this point for the opposite reason, being mad at the rulers for letting the other Houses exile them. The Faendryl exile is supposed to have torn families apart, and that should include within House Faendryl. They would just be loath to admit it now.&lt;br /&gt;
[688] These lines about the relationship of Elves to the House royalty is what is true in general. For example, [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] talks about how they all ended up ditching pure dynastic rule, though they still have high noble families that the monarchs are going to come from through councils.&lt;br /&gt;
[689] This is 100% made up. It&#039;s a nuance being invented to break up Elven collective guilt ideology into something more reasonable, and to accommodate the internal disagreements that ought to have existed. This also acts as ideological sorting and self-selection bias, helping push House Faendryl into a contrary direction on various matters.&lt;br /&gt;
[690] Extended family tearing up was always intentional with the Faendryl exile, but this brings in some U.S. Civil War immediate family splitting over politics. Likewise, migrations and marriages between Houses would give a lot of webbing between Houses, and it makes it more politically tractable with the angry public situation if the angry public is not also angry about the involuntary banishment of their own family members. This is also meant to get at why House Faendryl was not in a position to refuse. If you use the historical rule of thumb about thirds --- a third of the population supports, a third opposed, a third is neutral and wants to be left alone --- the exile conditions make House Faendryl lose over half of its population to varying forms of dissent.&lt;br /&gt;
[691] This is like a war crimes kind of clause. The people actually involved in the war planning and doing the demon summoning or implosion (the two crimes) cannot &amp;quot;just following orders, my bad&amp;quot; out of it.&lt;br /&gt;
[692] This is from the Elven crests documentation. &amp;quot;Recognized&amp;quot; in this sense means international political recognition. It amounts to denying the sovereignty of House Faendryl over its ancestral lands and denies its political standing.&lt;br /&gt;
[693] This is another 100% made up premise for making the exile more nuanced and reasonable, and is partly meant to help de-racialize the Dark Elf concept. Descendants are not bound by sin to their ancestors for Maelshyve, but they do need to renounce House Faendryl and its actions to be allowed citizenship and all that in the Elven Nations. This is a deep ideological dispute and mandatory exile, not something individuals can freely wander back from on a whim without conceding anything.&lt;br /&gt;
[694] This explains why it has not been happening in game, and provides a lore hook for softening Dark Elven citizenship in the East, with the five thousand year mark coming up soon by Elven standards. This is framing how relations were worse after the Ashrim War than they were before it, where we have [[Ta&#039;Illistim Monarchs]] framing Chesylcha and Caladsal regarding each other as royal cousins and other House members in Chesylcha&#039;s wedding party, which was thousands of people large in &amp;quot;[[History of Elanthia]]&amp;quot;. So this ban on a right of return for renouncing is in effect for roughly several generations as punishment for recent-ish history.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was in this period that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent.[695] The term &amp;quot;dark elves&amp;quot; comes from the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying.[696] This was the essence of Yshryth&#039;s speech.[697] It was deemed one of the great vices of the Drakes.[698] It was a term used for Elves of dark religions and black arts in the southern wastelands.[699] But it had never been used against a whole lineage.[700] Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the past few thousand years. [701] The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language.[702] The root of the term is in cultural condemnation rather than bloodlines.[703] The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.[704]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[695] This is an embellishment inspired by how Selantha Anodheles was rumored to have only been able to accomplish what she did through elven help. Second Age racial attitudes by the Elves should have them biased toward believing lesser races could not have done what Despana did, along with some wounded pride, especially having been bailed out by them as allies (and quite likely already indications of losing control of those outlying provinces.) So this plugs into the contemporary belief that Despana was from the jungles beyond the Southron Wastes, which is where the Dhe&#039;nar reside. This premise is meant to define why Dhe&#039;nar became known as Dark Elves, as something other than physically resembling Faendryl. Because the Faendryl were declared Dark Elves for political reasons 15,000 years after the exile, it was not a racial designator. It just became racialized.&lt;br /&gt;
[696] The word &amp;quot;Draekeche&amp;quot; and its meaning Darkness comes from the original Illistim House motto, its translation illustrated on the [[shimmering glaesine orb]] objects. The &amp;quot;kinslaying&amp;quot; is threading a few different factors. One is Drake stories of dragons fighting and killing each other, such as in &amp;quot;[[History of Luukos]]&amp;quot; and &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;. One is the Faendryl annihilation of the Ashrim. One is the Dhe&#039;nar Obsidian Council successions working through duels to the death, though this practice might not be canonized in documentation. And the implication here is the Dhe&#039;nar being responsible for Despana would be kinslaying because of the Undead War. The premise that &amp;quot;dark elves&amp;quot; comes from this elven word for darkness is partly tautology, but it&#039;s an embellishment for recontextualizing the meaning of &amp;quot;dark elves&amp;quot; to emphasize it as a cultural condemnation signifier that was used to describe people like demon worshippers in the southern wastelands.&lt;br /&gt;
[697] This isn&#039;t the original intent of Yshryth&#039;s speech in an OOC sense, but the retconned context of it in &amp;quot;[[History of the Faendryl]]&amp;quot; is definitely meant as political rhetoric on things like betrayal and infighting and so forth. This just goes a step further in imputing the &amp;quot;Draekeche&amp;quot; connotations into the translated &amp;quot;darkness&amp;quot; in Yshryth&#039;s speech. This line is building in some historical irony, that Yshryth Faendryl was basically accusing seditionists and traitors of being dark elves. It could also add some context to House Nalfein and the other monarchs using that term post-Ashrim War.&lt;br /&gt;
[698] This is based on the Arkati origin legend stories that depict Drakes killing each other. A reasonable extrapolation into Elven attitudes, given the barbaric way Linsandrych describes dragons.&lt;br /&gt;
[699] This is an embellishment for establishing a Second Age usage in its etymology that fits the cultural condemnation usage later in the Ashrim War than its present treatment as a race category. Though there might be a racialized dimension to it, because those with ancestry in that region would have the visible effects of it. Even if they themselves are not part of whatever bad things hung out down there in their ancestral past.&lt;br /&gt;
[700] This is an embellishment meant to give precedent to it having an increasingly racialized use applied to a whole ethnicity or culture of people, and for explaining why Dhe&#039;nar are considered &amp;quot;dark elves&amp;quot; by Elves who know what that phrase is supposed to mean.&lt;br /&gt;
[701.1] Even if this is a slight exaggeration, we need an explanation for why the term &amp;quot;Dark Elves&amp;quot; was used on the Faendryl only starting 5,000 years ago, when they had been in Rhoska-Tor for 15,000 years at that point. If the concept of Dark Elves referred to the physical effects of those southern wastelands and was an existing concept, there would have been no significance to the House Elves declaring the Faendryl to be Dark Elves. So then after that, with the Faendryl and Dhe&#039;nar both &amp;quot;Dark Elves&amp;quot;, you get it turning into more of a race concept centered on a shared unnatural language, which in previous millennia was associated with Daemons per our embellished history of language. Likewise, the Dhe&#039;nar cultural behavior after the Great Fire is sufficiently barbaric to justify &amp;quot;dark elves&amp;quot; condemnation from House Elves.&lt;br /&gt;
[701.2] This general argument would also apply to the Sylvans. &amp;quot;sylvisterai&amp;quot; from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is a (lighter) cultural condemnation loosely having the figurative meaning of &#039;backwoods rube&#039;, and the Sylvan dialect is far enough removed to be considered its own language, so this lingual and political division of elves is quasi-racial. &amp;quot;Dark Elves&amp;quot; should usually reject that term as a political pejorative and refer to themselves as elves. One subtle quirk is that the Sylvans of Yuriqen are the main lineage, but strictly speaking, there are Wyrdeep elves who are not of that lineage who may plausibly be considered &amp;quot;sylvisterai&amp;quot; by imperial elves. The cultural condemnation of &amp;quot;dark elves&amp;quot; ought to apply to elves who are not mechanically Dark Elves as well, it might just be that its meaning has twisted to focus on the Rhoska-Tor ancestry ones.&lt;br /&gt;
[702] This is emphasizing that calling it &amp;quot;Dark Elven language&amp;quot; is relatively recent historically, and likewise &amp;quot;Rhoska-Tor&amp;quot; itself is a more modern term that was implied to have been used later than Despana by &amp;quot;[[History of Elanthia]]&amp;quot;, so &amp;quot;voice of Rhoska-Tor&amp;quot; from the &amp;quot;[[Dark Elven languages]]&amp;quot; document is also a later description for that language.&lt;br /&gt;
[703] This is the actual usage of it in documentation, as opposed to game mechanics. But here we are explicitly stating it.&lt;br /&gt;
[704.1] This is a convergence of Faendryl behavior toward the things that the term &amp;quot;dark elves&amp;quot; is supposed to actually refer to rather than the racialized component of it. This line is partly based on the &amp;quot;[[Path to Palestra]]&amp;quot; fact that the Palestra academies were founded after the Ashrim War and implicitly ramped up the scale of demon summoning, and more were built under the current Patriarch to keep up with demand. The shift to a paradigm of necromancy and demonology, the great big bad evils from the Undead War period, but in the modern meaning of those words used in this document, is bringing ancient Faendryl sorcery up into the present day game mechanics form of necromancy and demonology lores as the defining paradigm.&lt;br /&gt;
[704.2] This is also tempering the &amp;quot;we haven&#039;t changed this is what we always were and did&amp;quot; rhetoric in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; with something more historically nuanced. That document says of the Second Age: &#039;&#039;&amp;quot;It was an age that allowed for the unhindered pursuit of knowledge and the exploration of worlds within worlds. It was magnificent and worth preserving by any means, even ones the weak-willed found abhorrent and horrifying.&amp;quot;&#039;&#039;&amp;quot; The phrase &amp;quot;worlds within worlds&amp;quot; in the cosmology model used in this necromancy document would refer to the &amp;quot;infernal realms&amp;quot;, what could be called &amp;quot;pales&amp;quot; within this existence of more chaotic essences, as opposed to the outer valences. Which would have been more of an exile period thing with the dark essences of Rhoska-Tor and some merging with the black arts. This should generally reflect present day Faendryl over-stating the precedent of their present practices with what their ancestors did. This document is trying to show an evolution from comparatively innocuous practices to increasingly more rejected by others practices. So there needs to be an IC propaganda element when Faendryl NPC authors are talking about this stuff for everything to make sense.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IV. The Age of Chaos (-15,000 until Modern Era) [705]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Surveyor journal for northwestern Elanith [706]&lt;br /&gt;
Library Aies, Circa -15,180&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[705] Some of the history documents conflate, or at least include, the Undead War with the Age of Chaos. The convention we are using here is for the &amp;quot;Age of Chaos&amp;quot; to be the period of political collapse and disorder &#039;&#039;after&#039;&#039; the Undead War. However, it acknowledges that the &amp;quot;Modern&amp;quot; or &amp;quot;Fourth&amp;quot; age could reasonably be extended back as far as 10,000 years ago in at least some places, per &amp;quot;[[History of Elanthia]]&amp;quot; about it being ambiguous. But it uses the Modern Era calendar convention of the past 5,000 years.&lt;br /&gt;
[706] This is a totally made up quote. It is based in the premise established in this document that the crops in the fields were rotting, and so forth, with the outlying provinces of the Elven Empire having been largely wrecked by Despana&#039;s hordes. It is leaning into the blight and plague aspect of her methods. This quote is directly based on actual records from Vancouver&#039;s expedition into the American northwest in the late 1700s, repeatedly coming across native settlements that had been totally wiped out by smallpox. The description of the scars and blindness is also based on smallpox.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones.[707] This was futile and the Houses tended to withdraw from each other.[708] The Elven armies were mostly destroyed in the Undead War.[709] With the slow replenishing of the elven race, this power vacuum lasted for millennia.[710] It was no longer feasible for the Elves to exert control over the outlying provinces.[711] These declared themselves independent, or turned to outright rebellion.[712] The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded.[713]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[707] The &amp;quot;stabilize their own thrones&amp;quot; part is about the popular unrest premise in this document. The other parts refer to &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;Without the Faendryl to lead, the Elven empire began to decay. The houses began an internal struggle for power, as each thought themselves the natural heir to the Faendryl&#039;s position.&amp;quot;&#039;&#039;&lt;br /&gt;
[708] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;The Empire begins to crumble, each house withdrawing and managing their own affairs. The Elven Houses are no longer an organized community.&amp;quot;&#039;&#039;&lt;br /&gt;
[709] This is explicitly stated in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Elves had won the war, but at great cost. Much of their empire had been sacked by the Undead. Their armies were nearly destroyed.&amp;quot;&#039;&#039;&lt;br /&gt;
[710] This time scaling leans on the [[Ta&#039;Illistim Monarchs]] document. Segeir Illistim worked on rebuilding the Illistim military almost a thousand years after the Undead War, up to near -14,000 Modern Era. However, the Ta&#039;Illistim Monarchs document apparently uses the wrong dates for the Kiramon War, being off by about 2,000 years. Kiramon War should start roughly -11,000 and end a little after -10,000. Per &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (-9,800 end date) and an old statue in Ta&#039;Illistim that is a memorial of Istmaeon Illistim, who presided over the end of it. And consistency with the &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; documentation timing of about 15,000 years ago.&lt;br /&gt;
[711] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;Greater Elanith: Anarchy reigns, as the elves are no longer performing the role of protector to the lesser races. Little is known of this dark period.&amp;quot;&#039;&#039;&lt;br /&gt;
[712] Per &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; However, there is no definition for the structure of provincial governments, what it actually means for those territories to &amp;quot;declare themselves independent.&amp;quot; These could conceivably be (largely) ruled by western Elves to start with, but then without eastern support these rump states end up crumbling relatively quickly, and some elves of the West in the present day may have ancestry in the West back to this period.&lt;br /&gt;
[713] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039; (Note: The wording in History of Elanthia inadvertently defined the Age of Chaos as reaching all the way up to the present day.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years.[714] This precluded regaining lordship over the outlands.[715] In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world.[716] Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed to Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.[717]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[714] The Kiramon war would have started about 3,000 years after Segeir Illistim founding the Sapphire Guard and working to rebuild the Illistim military. Again, the Ta&#039;Illistim Monarchs document dates for Istmaeon Illistim appear to be off by 2,000 years. That document has NPCs living several thousand years and even giving birth past age 3,000. Player character ages for elves are broken in general, the range for setting it used to go up to 3,000 and later the whole thing was cut in half. But there are still 3,000 year old player characters.&lt;br /&gt;
[715] In any case, the kiramon war sets them back again up through -9,800, and human fortresses start getting built in the west in -3,000. This document has framed that the Elven Empire only exerted limited direct control over the outlying provinces at its height (e.g. the Vaalor struggling with the Black Wolves in the northwest) so that helps with the impracticality of reasserting control in a war torn West with faster regenerating populations than the Elves. So you combine this with the divisions and isolationism/insularness of Elven politics after the Undead War, you get inability to regain control of the outlying provinces. It is super vague what this part of the continent was like in those time periods.&lt;br /&gt;
[716] This is in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. The irony refers to the Faendryl having been exiled for their dangerous banishment-off-world strategy at Maelshyve, with House Illistim complaining about the unknown risks in it (including the risk of the enemy unexpectedly returning some day.)&lt;br /&gt;
[717] This is in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. It makes clear that the Aelotoi leaders (e.g. Braedn) were told and are aware that the kiramon of Bre&#039;Naere had been banished there by the Elven Nations. It was historically well known enough that the courtiers at the Illistim Keep were able to surmise the coinciding timing of the kiramon banishment and when the Aelotoi said the kiramon arrived. There&#039;s been some expressions over the years of that being some sort of secret hidden from the Aelotoi, but that isn&#039;t the case, the Elven monarchs / elites may just have some more knowledge / better insight into their role in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.A New Ta&#039;Faendryl&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was the famine she unleashed with her necromancy.[718] It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was the blights poisoning the fields and forests.[719] They were struggled against for centuries as recurring illnesses.[720] It was the cause of insurrections and expansionist wars.[721] There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well.[722]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[718] This premise is an embellishment, based on extrapolating details from the Sylvan and Halfling histories. &lt;br /&gt;
[719.1] The &amp;quot;plagues&amp;quot; premise is partly based on &amp;quot;[[History of Elanthia]]&amp;quot; explicitly referring to the plagues in this period. This line is just generalizing it to plantlife (perhaps including wildlife or livestock who eat those plants, as suggested in the Faendryl documentation) with the notion of &amp;quot;blight.&amp;quot;&lt;br /&gt;
[719.2] &amp;quot;Doom of Kalaza&amp;quot; is a totally made up term for the Red Rot destroying Kalaza. The part about the blights is extrapolating from approximate time period references. This is partly based on &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about crops rotting in the fields, where the sylvans from Nevishrim were geographically closer to the outlying provinces of the Elven Empire. It also draws from the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;. The Horse War was a few centuries after the Undead War, so this is recontextualizing the blight problem into the Undead War context. Long-term leftover problems from Despana&#039;s desecration necromancy, which is a concept elaborated somewhat in Volume 2.&lt;br /&gt;
[720] This is an embellishment. But can help exacerbate the conditions that cause the Elven Houses to lose control over their outlying provinces, and turn autarky oriented with respect to each other, due to economic duress from agricultural conditions. This document also set up a framework of the West&#039;s outlying provinces as having been a breadbasket for the Elven Empire, so the structure of their economies would be totally shaken up and then restructuring to local production for everything with all Elven labor. Whereas they may have had manual labor from &amp;quot;lesser races&amp;quot; during the Elven Empire. This partly relates to how much magic is to be allowed to act in the world setting. It gets fairly ill-defined on the *practicality* of large scale magic.&lt;br /&gt;
[721] This is an embellishment. But it provides internal logic reasons for the separatism and rebellions that are supposed to have happened in this decolonization period. Technically, this premise is also present with the Ardenai in the Horse War case, this is just generalizing that dynamic.&lt;br /&gt;
[722] This is the Horse War from &amp;quot;[[History of the Truefolk]]&amp;quot;. This paragraph is turning that into a &amp;quot;for example&amp;quot; of the general time period, which is intended to take out the distortion of having the Horse War being one of the only things defined in depth for the Ardenai for decades while being highly out of character for them.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl.[723] The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food.[724] Though there were forests near Maelshyve, these were dark and twisted, too dangerous from proximity.[725]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[723] This could be taken in the literal sense of how hard it would be to grow edible food in the vicinity of Maelshyve, which might as well be the magical equivalent of a nuclear test site. But some of this sentence is Faendryl IC author bias.&lt;br /&gt;
[724] It is a desert and possibly badlands, and if you allow remnants of Despana&#039;s forces to be hostile hazards on the surface, the Faendryl would need to grow food in underground caverns for the food security. But people often forget that this location canonically has forms of magical radiation poisoning, and that it twists and makes &amp;quot;hostile&amp;quot; the plants you grow in it. So this sentence is reaffirming that there are also &amp;quot;unnatural&amp;quot; reasons for the problems of food in this location. It&#039;s not just &amp;quot;oh gross who wants to eat bugs&amp;quot;, it&#039;s you should not want to be eating anything from this polluted place.&lt;br /&gt;
[725.1] This is creating a premise to reconcile the closeness of Maelshyve to green parts of the Elanith map and the notion the Faendryl could not grow anything, along with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; saying &#039;&#039;&amp;quot;on wooded slopes surrounding the valley on which Maelshyve Keep stood.&amp;quot;&#039;&#039; The solution here has to be leaning into the kind of thing mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot;, which is that if you make something grow there, it is twisted and hostile and dangerous. &lt;br /&gt;
[725.2] The previously framed premise of being charged with guarding Maelshyve on the one hand, and this task being the penance for future political rehabilitation, which are made up for this document, also provides motivation for why they *had* to be in this specific location and why they were going to all the trouble of agriculture in this near impossible spot instead of some distance away and transporting the food in, which is probably what the Agrestis does modernly. The other framed premise of leftover forces of Despana making the region too hostile and uncontrolled also gives a logic for it being infeasible to do food security at a distance from their caverns. And the premise of the Maelshyve strategy as more of a silver bullet solution that a sheer raw power solution would explain why the Faendryl couldn&#039;t just chase out all such hostiles and make a nice surface nation state from the very beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide.[726] In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam.[727] They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city.[728] It was to spite Laibanniel Illistim for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind.[729] These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.[730]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[726] This is an embellishment in its specific assertion, but it is sensible extrapolation, and consistent with (for example) the spiteful twisting of Elven words in the formation of the Faendryl dialect as described in the &amp;quot;[[Dark Elven languages]]&amp;quot; document. This also sets up the rhetorical basis for this document describing the Faendryl as characterizing the annihilation of the Ashrim Isle as an &amp;quot;exile&amp;quot; rather than a genocide, which is a made up premise of some Faendryl drawing moral equivalency for making Ta&#039;Ashrim unlivable and the Faendryl exile. It is not defined, but a lot of people probably died just from the evacuation and Trail of Tears like moving of the population, though this also runs up into the question of how much NPC magic is allowed to distort the world setting. (e.g. &amp;quot;Well why didn&#039;t they just open portals and everyone just walks through?&amp;quot; or &amp;quot;Why didn&#039;t they just make permanent portals to some other place they could grow food?&amp;quot;)&lt;br /&gt;
[727] The salted earth language comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that they left their creations to roam the city is framed on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Old Ta&#039;Faendryl section] of the Play.net website.&lt;br /&gt;
[728] It is unclear what the original lore intention of the Ithzir was meant to be, it is plausible they were supposed to be experimental mutants like the [[twisted being]]s and [[festering taint]]s. But they have canonically since been treated as extraplanar. The premise that they are world conquerors comes from Kenstrom&#039;s storylines (e.g. [[Return to Sunder]]) and his document &amp;quot;[[Ithzir Genesis]]&amp;quot;. The premise that the Faendryl summoned them to salt the earth comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that it was symbolic over the ingratitude for the Faendryl&#039;s role in guarding against extraplanar threats, which is framed as the roots of their demonic summoning and veil piercing magic they were exiled for, is an embellishment of this document attempting to recontextualize &amp;quot;[[History of the Faendryl]]&amp;quot; regarding the Enchiridion Valentia and Palestra. The premise of having the Ithzir world conquerors symbolically lording over the capital of the Elven Empire is an embellishment that is just synthesizing these other premises. &amp;quot;History of the Faendryl&amp;quot; uses the term &amp;quot;shining city&amp;quot; for Old Ta&#039;Faendryl. That term has since become used for Ta&#039;Illistim in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_1.asp &amp;quot;Illistim Society&amp;quot;] document, but the Faendryl document use of it is almost a decade older than the Illistim document use of it.&lt;br /&gt;
[729.1] This is an embellishment. The design of Old Ta&#039;Faendryl has the entrance characterized as telling the Faendryl they are not welcome here, and the Old Ta&#039;Faendryl background description on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Play.net website] makes it clear that the sentinels and energy barrier were created by the other Elves. So that most Faendryl would not be able to return, only the most powerful would be able to get in, and that this would allow the Elves to study the things the Faendryl left behind: &#039;&#039;&amp;quot;At the entrance to the grounds surrounding Ta&#039;Faendryl, the Elves erected two stone sentinels whose magic would keep all but the most powerful of Elves away. In this manner the bulk of the Faendryl people would never be able to return, however, the most powerful of the other Elven races would be able to enter and investigate the powerful magics developed by the Faendryl sorcerers.&amp;quot;&#039;&#039; &lt;br /&gt;
[729.2] Then it is cross-referencing [[Ta&#039;Illistim Monarchs]] on who the Argent Mirror was at that time, since this energy barrier construction would most plausibly have been made by Illistim mages. Then this document is characterizing summoning the Ithzir as spite over that. &amp;quot;[[Ithzir Genesis]]&amp;quot; has the Glethad NPC saying the Faendryl made the barrier, but that has to be treated as a mistake, because it is not consistent with what exists in-game and the Old Ta&#039;Faendryl background material on the Play.net website. It would also mean the Faendryl putting up a barrier to keep the other Elves out of something they &amp;quot;salted the earth&amp;quot; over anyway.&lt;br /&gt;
[730] Volume 3 especially talks about aberrations and how they are necromancy in the broad sense of the definition used in this document, though teratology might not fall entirely inside the scope of necromancy, for instance elementally corrupted creatures. (This would be consistent with DragonRealms where non-necromancer Arcane users [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 might be] teratologists, using the DragonRealms definition of necromancy of sorcerous crossing/mixing with life mana.) [[Lich qyn&#039;arj]] are just straight up undead. Volume 3 totally makes up some background about them, which makes their presence symbolic for Koar and fallen rulership reasons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun.[731] There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana.[732] Among these latter factions, the Faendryl were the subject of hatred.[733] However, the Faendryl soon discovered entrances to the underground caverns, and were able to erect wards to keep out the banshees and other infernal spirits that are endemic to those lands.[734]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[731] The harsh climactic conditions of Rhoska-Tor near Maelshyve have been seen first hand during the Maelshyve archaeological dig expedition event. The hostile forces refer to the arguments made in this document for leftover Despana alliance/horde constituencies, as well as the &amp;quot;natural&amp;quot; undead and demonic hazards of the region framed earlier in this document.&lt;br /&gt;
[732.1] This embellishment is an extrapolation of what should be true in context. It is also leaning on there being indigenous &amp;quot;sinister&amp;quot; types to the region with backgrounds pre-dating Despana.&lt;br /&gt;
[732.2] While we are having the demons causing the mindless undead to chase the retreating living into the keep, more powerful undead further away like the banshees might not have done that, and the demons running wild ought to have pulled some of the undead away with them. Then there is whatever outlying undead forces Despana had away from Maelshyve itself, which had their command hierarchy decapitated. Which the Elves would have pushed out of the East, so they&#039;d either head toward Rhoska-Tor and the wastes or into the West. The point is that Despana&#039;s forces can be destroyed at Maelshyve without it being a just-so story where *everything* ended up inside the building, and everything in the collapsing building got pulled through the tear in reality, without anything about it being messier than that in the fine details. It isn&#039;t a problem for the region to be a chaotic mess afterwards, even though the demons + implosion strategy was fundamentally successful.&lt;br /&gt;
[732.3] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; does say &#039;&#039;&amp;quot;As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die. The fact that there were no surviving enemies to rout was an empty consolation.&amp;quot;&#039;&#039; But this is excessive since they should not all have even been at the Battle of Maelshyve when it was a lightning strike in a stalemate frontlines situation.&lt;br /&gt;
[733] This is a reasonable extrapolation from the prior premise.&lt;br /&gt;
[734] This is tying back into the premise of the Dhe&#039;nar section of this document. The &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;Life in that place was never easy, for little grew there. Below the surface, however, the Faendryl found extensive networks of caverns. Not only did these provide shelter, but they also contained an unusually large number of mana foci.&amp;quot;&#039;&#039; (Other places like the Old Ta&#039;Faendryl [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp page] on the Play.net website and &amp;quot;[[History of the Faendryl]]&amp;quot; instead say &amp;quot;nothing&amp;quot; grew in Rhoska-Tor, while &amp;quot;[[History of the Sylvan Elves]] has wooded slopes right next to it.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic.[735] But they would emerge twisted, and were most often poisonous, or even rotting.[736] Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves.[737] The instabilities in the flows that were caused by the implosion of Maelshyve made it difficult to keep even crude constructs or golems.[738] The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies.[739] They then instead used reanimated corpses, which had milder but similar issues.[740] In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve.[741] In time they were able to make working artificial constructs from exotic metals.[742] It would not be possible to even begin considering this on the surface until the situation stabilized.[743]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[735] This is partly based on spirit circle spells that make things grow, such as herbs, though also plants in general in Rolemaster spell lists. This is a scaling issue problem of what should be feasible with spell casting. This is hanging a lantern on the issue and mitigating it by setting up reasons for why the problem could not just be magic wanded away.&lt;br /&gt;
[736] The &amp;quot;rotting&amp;quot; is inspired by Rift herbs. But generally this premise is already canon in &amp;quot;[[History of the Faendryl]]&amp;quot;: &#039;&#039;&amp;quot;Life was difficult, as nothing would grow, and what few things did sprung from the ground twisted, warped, and often hostile.&amp;quot;&#039;&#039;&lt;br /&gt;
[737] This is addressing the geographical context problem of &amp;quot;well there&#039;s green stuff right next to there so why can&#039;t they grow stuff right near Maelshyve instead of the wasteland itself&amp;quot;. If those green areas are themselves &amp;quot;bad places&amp;quot; due to proximity to Rhoska-Tor, it takes it off the table to do agriculture there (not that having a minor amount of growing plants is necessarily consistent with land able to support agriculture in the near term), plus the framed premises of hostile surface forces this document introduces and emphasizes. The imported top soil and artificial lighting is addressing how to grow stuff in underground caverns, and Faendryl do not have Drow dark vision. Trying to keep that soil purified would be difficult near Maelshyve, and &amp;quot;[[History of the Faendryl]]&amp;quot; talks about the crops getting corrupted with sorcerous radiations.&lt;br /&gt;
[738] This is an embellishment that extrapolates off there being mana storming during the Maelshyve archaeology expedition event. It is trying to reconcile the weirdness of summoning demons to do agriculture labor when the Faendryl would have been aware of the corrupting influence of the demonic on life, when they left behind all these powerful construct automatons in Old Ta&#039;Faendryl. So synthesizing these premises lets you say it wasn&#039;t feasible to just use golems/constructs at that time, which are totally obedient passively unlike demons which require active management and binding.&lt;br /&gt;
[739] This changes the characterization in &amp;quot;[[History of the Faendryl]]&amp;quot;, making using the demons for this as a desperate measure making the best of a bad situation. This can help nudge along the casual open embrace of demonic summoning with the whole population, especially if the objectors had already left House Faendryl from the more nuanced exile logic this document introduces. But the Faendryl should not just casually be all-in on routine rote demon use yet at the start of the exile, that should be treated as &amp;quot;History of the Faendryl&amp;quot; being present biased and doing some revisionist apologetics.&lt;br /&gt;
[740] There is a premise here for reanimating the livestock that die for whatever reason, though it is dubious that the Faendryl had something as resource intensive as &amp;quot;cows&amp;quot; on such a tenuous plant growing basis in that time period. But they would have *some* livestock for fertilizer purposes. So, there is a premise of using reanimated bodies, because it&#039;s walking long-term fertilizer. But reanimation is still sorcerous magic, and it&#039;s also very temporary and micromanaged. You need something more properly undead to act as labor that is more obedient than demons, and that is going to run into the same corruptive dark energies problems.&lt;br /&gt;
[741.1] This is again extrapolating off the mana storming that has been observed around Maelshyve in the present day. It is setting up a premise that the Faendryl summon low corruption entities for mundane use in the present day, recognizing the toxic pollutive problems of &amp;quot;fiends&amp;quot; and the black arts. This is also setting a difficulty-of-retaining-control over the things premise because of the essence instabilities. &lt;br /&gt;
[741.2] It is also addressing and mitigating the fact that &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; states that valence creatures are still used for manual labor in these ways, even though that corruption property would be a known issue: &#039;&#039;&amp;quot;They bear much of the burden of lesser tasks relegated to them so that Faendryl may use their time to focus on more important matters. They assist in the crop planting and mining for the Agresti and help haul the goods of the Emporion from workshop to store.&amp;quot;&#039;&#039; This is talking about &amp;quot;minor demons&amp;quot; (in some broad Faendryl definition of demon) that are not problems for retaining control over them and basically just extraplanar creatures who will obey as servants: &#039;&#039;&amp;quot;an abundance of minor demons abiding their masters&#039; orders and roaming freely within the walls.&amp;quot;&#039;&#039; The concern here is not letting Faendryl mastery of minor demons, or extraplanar creatures, gut the menace and danger and darkness of the demonic as a category. They might have specialized use as assistants in the Agrestis for tasks that are too fine-grained for construct/golem automatons which would do the heavier labor.&lt;br /&gt;
[742] This is (again) bringing in a retcon to make sense of why they did not use constructs/golems given the obvious problems of using demons, given that they left behind powerful magically resistant [[Greater construct|constructs]] in Old Ta&#039;Faendryl. (It might be that higher corruption &amp;quot;fiend&amp;quot; demons were easier to control with the Rhoska-Tor dark essence in the unstable mana flows period close in time to the Maelshyve implosion, but this was pulled back later, and present day &amp;quot;demon&amp;quot; assistants are low pollution outer valence creatures.) They needed time to figure out how to make ones that would work under those conditions, and get enough of the exotic metals to make them. (&amp;quot;[[Elanthian Gems]]&amp;quot; specifically talks about krodera and mithril veins in particular shielding some of the alabaster deposits in Rhoska-Tor from sorcerous radiation.) And then with the immediacy of their problems, and the surface conditions, they could not even begin thinking about trying to do this stuff on the surface at a remote distance. &lt;br /&gt;
[743] They needed to establish a power base and gain effective control over the surroundings before things would be secure enough to allow for remote/distant food dependency. Eventually there will be population spread out. But in the early times we can have this penance premise where there was not an intent of the exile being a permanent situation, so early on staying near Maelshyve would be a good behavior thing into the political situation improved. But then it goes on long enough that you have generations viewing this region as home, and you can have spreading out and making a port and so on, eventually reaching the state where Chesylcha is engaged to an Ashrim prince and best friends with the Illistim Mirror.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the span of decades. For others it was centuries and there was not much affect on skin tone for those farther away.[744] While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the demon worshippers began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor.[745] Despana transformed more into a myth of she who will one day return.[746]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[744] The time scale of the Dark Elf magical conversion is somewhat ill-defined. The time scale described here would be consistent with how it is described in &amp;quot;[[History of the Faendryl]]&amp;quot;, but that section of &amp;quot;History of the Faendryl&amp;quot; is deeply inconsistent with the chronology of the other history documents. This within-lifespan speed of it is important, because if it takes thousands of years and multiple generations, that greatly restricts the range of possible Dark Elves who are not of Faendryl or Dhe&#039;nar ancestry. But the premise that only those in the deepest caverns closest to Maelshyve had the skin darkening is explicitly established in &amp;quot;History of the Faendryl&amp;quot;. There was a &amp;quot;did you know&amp;quot; section on the Play.net website of dark elven mothers [https://www.play.net/gs4/info/races/darkelf.asp doing experiments] with making light skinned children, but that is cringe and also unnecessary because it was never the case that Dark Elves were supposed to all be darker skinned in the lore premises. That page itself only says &amp;quot;usually&amp;quot; brown or black skin. Those rumor sections also have stuff in them that is not true in general.&lt;br /&gt;
[745] This is following from the embellished premises earlier in this document. &amp;quot;the voice of Rhoska-Tor&amp;quot; is the Dark Elven language in the &amp;quot;[[Dark Elven languages]]&amp;quot; document, and probably what it should have been called before Dark Elves were historically a racial category (i.e. modernly) but after the region started being called Rhoska-Tor post-Despana. This line is playing off the earlier premise that the demonic cultist types regard it as a &amp;quot;divine language&amp;quot;, so being the deranged types that they are with their weird religions, this softening of hostility to the Faendryl can make sense. Especially as Despana and the war recedes further in the past.&lt;br /&gt;
[746] This is playing off the Grot&#039;karesh Hammer Clan&#039;s reincarnation myth beliefs about Despana returning eventually in &amp;quot;[[Giantkin History]]&amp;quot;. In the other Volumes this document has them being influenced by regional beliefs along those lines, with there being bad guys in Rhoska-Tor who want Despana to return and would help make it happen if they knew how to do it. But that is a made up premise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground.[747] The cultists would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary.[748] The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor.[749] For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery.[750] In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot;[751] Sorcery was broadened in such a way that it absorbed some of the more ancient black arts.[752] The dark arts were then studied through the paradigm of Faendryl rationalism.[753]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[747] This is having the Faendryl become the hegemonic power in that region, but the black arts practitioners still being present, especially in illegal kinds of ways. This is related to the earlier framing about the Faendryl only eventually exerting control over the surface lands as their position strengthened and their population size recovered from everything that had happened. Recall earlier we had the other Elven Houses with a big demographic hit, leaving them unable to keep control over the outlying provinces. The Faendryl would have the same problem, even moreso if they lost part of their population to exile politics, whether renouncing the House or splitting off as expatriates for various reasons. That is also recontextualizing &#039;&#039;&amp;quot;not a single elf complained&amp;quot;&#039;&#039; in the Exile section of &amp;quot;[[History of the Faendryl]]&amp;quot;, because the complainers would be the people who already noped out and left House Faendryl. Hardship conditions over this might also have had people leaving at this point to try to live elsewhere further south or to the north in the West, given that the Elven Houses no longer had any effective control over there and there&#039;s no one in a position to stop them from going off on their own. This is part of the general dynamics of present day Faendryl being descendants of people that staunchly loyal House Faendryl and its political positions on all these issues. And the ideological divergence and Overton window shifting that comes from that.&lt;br /&gt;
[748] The Senary comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, treated as a mythical boogey-man of those secretly defying the Patriarchal authority. This premise of cultists infiltrating Faendryl society would make sense if such cultists are taken as existing in the region. There was also an established premise in 5123 of a Faendryl named Enomna impersonating Patriarch Korvath&#039;s recently dead mother to try to kidnap the Patriarch&#039;s son out into the wastes as part of her attempt to find life extension solutions for her human husband. This has not been explained yet, but this would be thematically consistent.&lt;br /&gt;
[749] This is following the same logic as the Dhe&#039;nar section earlier, and the various premises of &amp;quot;dark essences&amp;quot; and demonic energies and undead corruption in the region from the several documents. It is the premise for Faendryl sorcery moving further along to its more modern forms that we are calling &amp;quot;dark sorcery.&amp;quot;&lt;br /&gt;
[750] This is following the logic of the Arcane power section earlier in this document, about how those metaphysical traditions each influenced the development of Faendryl sorcery in the exile period. This is giving more concrete language to how those doctrines were twisted in the new situation of having these energies from other valences or infernal realms.&lt;br /&gt;
[751] This premise is explaining why sorcerer spells are organized on a &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; duality now mechanically, while other documentation has them as a hybrid of elemental and spiritual spheres of magic, with a class description that matches what this document is calling &amp;quot;classical sorcery.&amp;quot; This is all generally about making sense of the issues of defining sorcery and hybrid magic in the world setting.&lt;br /&gt;
[752] Since the Faendryl are using these &amp;quot;dark essence&amp;quot; energies around Rhoska-Tor, and demonic stuff, and there is whatever contact or spillover with the black arts practitioners more indigenous to the region, you have at least some of the &amp;quot;black arts&amp;quot; falling under this broadened definition of &amp;quot;dark sorcery.&amp;quot; But Faendryl sorcery should not include stuff that is highly toxic to the surroundings, debasing to the self, and so forth, it should be &amp;quot;dark grey&amp;quot; magic rather than &amp;quot;black magic.&amp;quot; With a significant amount of focus in how to counteract and prevent the black arts and black magic.&lt;br /&gt;
[753] This is making intellectual tradition continuity with the Second Age Faendryl, and how this form of &amp;quot;dark sorcery&amp;quot; is distinct from the black magic practiced elsewhere in other culture traditions. It is broadening and breaking up the monolithic &amp;quot;sorcery&amp;quot; concept, even if this Faendryl paradigm is what we deal with through Sorcerer Guilds. The Faendryl ties with the Sorcerer Guild institution, only awkwardly IC and distorting as that concept is, finds representation in places such as &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the loresong on the [[forehead gem]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultism provided the back door for these wasteland traditions to become incorporated into the dark arts of sorcery.[754] The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution.[755] It was fashionable to embed the demonic or spirits into weapons or other items.[756] There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through immaterial projections.[757] What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces.[758] The futility of challenging the Faendryl is well known in the Southron Wastes.[759]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[754] This is using the previous established &amp;quot;back door&amp;quot; property of occultism, now for bringing in stuff from the southern wastelands, whereas the Second Age occultists were moreso pulling in stuff from people then living in the West.&lt;br /&gt;
[755] These would be spells similar in nature to [[Cloak of Shadows (712)]] and [[Pestilence (716)]] (though it might be inconsistent for it to be those exact spells), which Second Age Faendryl probably would not have wanted anything to do with, though they might have used magic like the old [[Disease (716)]] which would be more &amp;quot;classical sorcery&amp;quot; compared to Pestilence&#039;s &amp;quot;dark sorcery.&amp;quot; They were bending this way already with having made the festering taints in the Undead War period. Similarly, [[Torment (718)]] is probably out of this wasteland tradition. It isn&#039;t the kind of spell that should have been done by Second Age Faendryl, and most present day Faendryl would probably find it barbarically reckless and dangerous to the caster.&lt;br /&gt;
[756] Stuff like this has been done in game, like the Black Hel slayer demon scimitar from the I.C.E. Age (last possessed by Kree), or the soul eater staffs from Ebon&#039;s Gate. But [[Ensorcell (735)]] is more vanilla than this, just layering necrotic energy on objects. That&#039;d be an example of a &amp;quot;dark arts&amp;quot; spell that is not a &amp;quot;black arts&amp;quot; spell but also not &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[757] This is leveraging off the &amp;quot;dread seer&amp;quot; stuff from the earlier section on warlocks. The Extrachthonic Cartographer&#039;s Guild from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; represents a very &amp;quot;demonology&amp;quot; and materialist approach to valences and summoning demons. But there should also be necromantic methods (i.e. immaterial or possessing or scrying) for this stuff, especially for the outer realms that are unable to support life or even material existence as we know it. Xorus [[Harrowing and Esoteric Archaeology|lectured]] about this once, using the term &amp;quot;occult philology&amp;quot;, generalizing off the Planar Shift spell having runes embedded in flow patterns. Talking about this in more cosmic analogs. This is following a kind of Lovecraftian theme, like what Randolph Carter is doing in [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;].&lt;br /&gt;
[758] With all this bad stuff in the southern wastes (e.g. Horned Cabal), and precedents like the Palestra Blade Aralyte going after Althedeus, and the earlier warding premises for the banshees/etc. for living there, it is sensible that the Faendryl would be majorly invested in controlling dark magic as protection from dark magic. In line with what they did with Despana. This would be a deep ideological dispute with the other Elven Houses, rooting back in disagreement over the Maelshyve strategy.&lt;br /&gt;
[759] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; makes it sound like people down there generally know better than to try to directly take on the Faendryl, but it says: &#039;&#039;&amp;quot;Despite the occasional large-scale external conflicts since the Faendryl defeat of Despana&amp;quot;&#039;&#039;. There are only two in current canon, the Ashrim War and the Third Elven War. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They would come to grow food in their outlying lands, along with relatively minor surface settlements.[760] There was even the eastern port of Gellig after some ten thousand years, as relations between the Faendryl and other Houses had improved.[761] While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age.[762] Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins.[763] Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd.[764] It was a politically controversial royal marriage, which would have shifted the balances of power.[765] (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.)[766] When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle.[767] The Faendryl losses were horrendous.[768] The Houses declared it a genocide, the Faendryl called it an exile.[769] The war had sought to compel a trial and formal restoration of ancestral land claims.[770] But in the end it turned their allies against them and entrenched the opposition.[771]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[760.1] This is getting around the issue of &amp;quot;how do you grow food in a desert wasteland&amp;quot; when Faendryl territory by now extends some distance beyond the desert wasteland. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; has the Agrestis being a triune of ranchers, farmers, and miners. The ranchers and farmers should in the present day be working on the surface away from the desert. This land is defined as all belonging to the Patriarch by default, unless given to someone else, and the Agrestis is in charge of regulating it. It is unclear how old the Pentact divisions are and how far back terms like &amp;quot;Agrestis&amp;quot; should really reach in Faendryl history. &amp;quot;[[Origins of Amasalen]]&amp;quot; attributes Agrestis back to the Second Age, but the document is a translation and not nearly that old. (Though of dubious provenance, it is supposedly over 150 years old, but interestingly describes much more recent events in Kelsha&#039;s paintings.)&lt;br /&gt;
[760.2] The presence of outlying surface settlements in the present age is defined in the Third Elven War period in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[761] Gellig being an eastern port is 100% made up. Gellig is a location that the Turamzzyrian Empire sacked on its march into Faendryl lands, and whatever Gellig was, that was what set off and totally enraged the Faendryl. So this is defining Gellig as a Faendryl sea port, perhaps the location the Faendryl armada launched from in the Ashrim War, to explain why the Faendryl reacted so much worse to Gellig being invaded. The timing of 10,000 years is made up. It&#039;s using that number because &amp;quot;[[History of Elanthia]]&amp;quot; talks about roughly 10,000 years ago being when modern historians often talk about the Age of Chaos starting to end, and &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has human fortresses being built 8,000 years ago. There needs to be some lead up time and interaction with the eastern Elves to reach the point of the Chesylcha-Ashrim marriage so that it is not out of no where, and it is reasonably long after the Undead War for Elven time scales.&lt;br /&gt;
[762] This is the hedge on the 10,000 years ago number, with the Modern Era calendar being defined with a year 0 that was only a bit more than 5,000 years ago.&lt;br /&gt;
[763] This detail comes from the [[Ta&#039;Illistim Monarchs]] document about the Mirror at the time, Caladsal.&lt;br /&gt;
[764] The Loenthran poet detail comes from a display in Museum Alerreth in Ta&#039;Illistim. The wedding party is also described originally in &amp;quot;[[History of Elanthia]]&amp;quot; as quite large. [[Maeli Gerydd]] went missing. &amp;quot;History of Elanthia&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; imply it is known Chesylcha died (though in incompatible ways), but the Maeli Gerydd lore and the [[forehead gem]]s ending up in the ocean make it sound more like a disappearance. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; outright says Chesylcha disappeared and was only presumed dead.&lt;br /&gt;
[765] There is another [[Chesylcha Sukari Faendryl|display]] (of a jade seahorse with ribbon for pinning to the left sleeve) in [[Museum Alerreth]], for example, that talks about the marriage as politically controversial. The &amp;quot;[[History of the Faendryl]]&amp;quot; document blames it on a Nalfein assassin.&lt;br /&gt;
[766.1] This is partly canon in the sense that the [https://www.play.net/gs4/news.asp?id=797 news release] for Museum Alerreth had it as the first construction project of the Argent Mirror Caladsal as an airship depot within the city, and the release said: &#039;&#039;&amp;quot;the outbreak of the Faendryl/Ashrim war and the attendant precautions &#039;&#039;&#039;against collateral attack&#039;&#039;&#039; led to travel being rerouted to docks outside of the main population center.&amp;quot;&#039;&#039; The news blurb said the depot was first built in 47545 Illistim (-1,562 Modern Era), which is actually two thousand years prior to the beginning of the reign of Caladsal in [[Ta&#039;Illistim Monarchs]], while Caladsal&#039;s reign in that document is three centuries later than the Sea Elf War in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. In the case of the news release, at least, it could be handwaved as having been Alerreth&#039;s building, and then Caladsal&#039;s &amp;quot;construction project&amp;quot; was trying to turn it into an airship hub for the whole city. For what it is worth, the non-canon sea captain&#039;s journal of the Ashrim War from the Elanthian Times (2000 through 2002) had the Faendryl ships floating above the water, which recontextualized with the later airship lore would have been because of the Illistim in some fashion.&lt;br /&gt;
[766.2] There should be a lot of socioeconomic and great power politics reasons for the Ashrim War that have never been carefully fleshed out. But it isn&#039;t within the scope of this document. The straight forward logic of the situation is that the Ashrim were the dominant naval power and the Illistim were developing air power, and Chesylcha was the glue on what would have been a forming alliance between them with a restored House Faendryl. Which would be very contrary to the maritime and court interests of House Nalfein (especially if there was Loenthran support), and been disliked by House Vaalor for military pre-eminence reasons. And who knows about the Ardenai.&lt;br /&gt;
[767] The story of the divination of the assassination by Chesylcha&#039;s sisters comes from &amp;quot;[[History of the Faendryl]]&amp;quot;. The spiraled out of control notion is an embellishment, this document is trying to give more rational motivations and war objectives, because the original story is a Helen of Troy kind of thing. It does not make sense to conquest regain the ancestral homeland, especially by invading the Ashrim Isle which is not even in the same direction, and especially when it is far beyond living memory to have actually lived in those ancestral lands. It has to be more abstract, about restoration of ancestral land claims, and political standing in the council of monarchs and so forth. The fog of war line is about the situation turning chaotic and escalating in a way that was not planned. (i.e. we are not having the Faendryl sending ships at the Ashrim to then do some genocide on land.)&lt;br /&gt;
[768] This is framed originally in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[769] The Faendryl calling the obliteration of the Ashrim Isle &amp;quot;an exile&amp;quot; is totally made up for this document. It ties back into this document earlier saying the Faendryl came to regard their exile to a land without food as attempted genocide. The gist is that the Faendryl attitude is there were Ashrim who were not on the Ashrim Isle, and the Ashrim Isle becoming uninhabitable is just an exile, and if House Ashrim no longer exists as a culture and royal line and political entity that speaks only to the failure of the Ashrim people. Likewise, the other Houses did not intervene in the war for the Ashrim, and did not cede their coastal lands to any Ashrim survivors. &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; talks about sea elves who will not acknowledge the Elves of this continent, which Scribes intended as a backdoor hook for Ashrim survivor descendants (though he was not Elf guru), and it might be that whatever Ashrim survivors there were had big grievances with other Houses after that war rather than just the Faendryl. In spite of the maudlin memorial stuff the Elven Houses do today about the Ashrim.&lt;br /&gt;
[770] This is inspired by the non-canon Faendryl [[Siege of Ta&#039;Ashrim|captain&#039;s journal]] of the Ashrim War that Mnar had in the [https://web.archive.org/web/20010723220557/http://gemstone.play.net/etimes/et6/ancient.htm Elanthian Times] back in 2000 in [https://web.archive.org/web/20020205003433/http://gemstone.play.net/etimes/et7/ancient.htm multiple parts] into [https://web.archive.org/web/20030212062741/http://gemstone.play.net/etimes/et8/ancient.htm 2002]. The general notion here is the Faendryl put together a naval fleet to meet the Ashrim on their own culture-tradition terms as a matter of honor, rather than a serious expectation of having a full scale naval war with the Sea Elves, as a matter of compelling a trial of traitors in the Ashrim royalty to get justice for Chesylcha and her wedding party. But then the Ashrim are guarding their royals, and ship violence happens, and things start spiraling out of control. Then in that fog of war context with horrendous Faendryl losses, you get a few ships making it to Ta&#039;Ashrim. Like in the non-canon journal, they&#039;re trying to arrest some royals, and end up in a position of blowing everything up.&lt;br /&gt;
[771] Though the Faendryl in some sense won the battle at Ta&#039;Ashrim, they very much lost the war in terms of achieving the war&#039;s political objectives. It catastrophically damaged their political standing with the other Houses for thousands of years. But they also suffered their own horrendous losses, and they completely doubled down on everything after the Ashrim War. The &amp;quot;[[History of the Faendryl]]&amp;quot; document might be interpreted as omitting most of the exile period where New Ta&#039;Faendryl was an underground city, and it could be treated as state policy to refer to this as some &amp;quot;period of appeasement&amp;quot; that state sanctioned history ignores. New Ta&#039;Faendryl is a surface city that is only a few thousand years old, but it should most likely be treated as the surface facade of something that runs much deeper into the ground, that is a lot older.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism.[772] The Patriarch formally dismissed the penance of House Faendryl in guarding the ruins of Maelshyve for the Elven Empire.[773] It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve.[774] The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor.[775] There was then a full embrace of the dark arts, which were regarded as morally neutral.[776] The Palestra academies were founded to support a vast expansion of demon summoning.[777] The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.[778]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[772] The aftermath of the Ashrim War being the moment the Faendryl was declared to be &amp;quot;dark elves&amp;quot; is defined both in &amp;quot;[[History of Elanthia]]&amp;quot; and in &amp;quot;[[History of the Faendryl]]&amp;quot;, which cross-referenced with the chronology of other documents such as &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, means the Faendryl were *not* known as &amp;quot;dark elves&amp;quot; for 15,000 years of residing in Rhoska-Tor. It is given as a cultural condemnation with a racialized aspect. So we should treat Dark Elves as a race as being a relatively modern thing, and have the meaning of &amp;quot;dark elves&amp;quot; be different in earlier time periods.&lt;br /&gt;
[773] This is an embellishment to bring the premises of the exile in this document up into alignment with the more contemporary attitudes illustrated in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Though the Armata still guards the ruins for its own internal security, but allows demons to wander toward the Demonwall.&lt;br /&gt;
[774] This is the state sanctioned revisionist history being framed, where what we might call the &amp;quot;period of appeasement&amp;quot; is treated as a wrong direction.&lt;br /&gt;
[775] This is explicitly stated in &amp;quot;[[History of the Faendryl]]&amp;quot;. It is partly based on &amp;quot;Path to Palestra&amp;quot; saying the Palestra academies were founded after the Ashrim War, and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; being clear that New Ta&#039;Faendryl is only a few thousand years old, and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; distinguishing New Ta&#039;Faendryl from Rhoska-Tor. The city is described in a highly centrally planed way in that document, and so this is introducing a premise that the society structure was centrally planned in this way in the aftermath of the Ashrim War. Earlier time points would plausibly have some different governing structures. This surface city should probably be treated as the surface facade for connecting down into the older underground city.&lt;br /&gt;
[776] This is leveraging off the founding of the Palestra academies implying a big expansion and embrace in demonic summoning in the population, and doubling down in general on the magic that the Faendryl are being condemned for by everyone else.&lt;br /&gt;
[777] Same point as 776. &amp;quot;[[Path to Palestra]]&amp;quot; says: &#039;&#039;&amp;quot;With the rule of Patriarch Rythwier Sukari Faendryl, we see the building of New Ta&#039;Faendryl. It was during this time that the three major academies of Palestra training were founded.&amp;quot;&#039;&#039; The four lesser academies were founded under the current Patriarch, Korvath Dardanus, to make supply for Palestra meet up with demand. All of this suggests an escalation over past levels of Palestra and summoning.&lt;br /&gt;
[778.1] This is cross-referencing &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot; with the &amp;quot;[[Dark Elven languages]]&amp;quot; document about the Faendryl dialect. The [[forehead gem]]s loresong has consistency issues with documentation. It depicts Patriarch Rythwier in a palace prior to the Ashrim War, but other documentation would imply such a building should have only been after the Ashrim War. It depicts the Faendryl crest, but does not specify which one. It would have to be the ancient crest, because the Layman&#039;s Guide says the Faendryl did not recognize the disgraced crest, and they &#039;&#039;&amp;quot;chose a new crest&amp;quot;&#039;&#039; only when they &#039;&#039;&amp;quot;left Rhoska-Tor to found New Ta&#039;Faendryl.&amp;quot;&#039;&#039; The loresong also depicts the tapestries as &amp;quot;crimson&amp;quot; when they should be &amp;quot;scarlet.&amp;quot; It is a reasonable embellishment to time the court language law to the aftermath of the Ashrim War when the new crest was chosen.&lt;br /&gt;
[778.2] &amp;quot;[[History of the Faendryl]]&amp;quot; says: &#039;&#039;&amp;quot;As time passed, the Faendryl began to turn their eyes northward, towards their ancestral home. They were disgusted with life below ground, and wanted their shining city.&amp;quot;&#039;&#039; and then after the war &#039;&#039;&amp;quot;They turned their backs on the elves and the city they had built and moved north of Rhoska-Tor, although not far, to build their new city.&amp;quot;&#039;&#039; &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; says: &#039;&#039;&amp;quot;She is a new city, New Ta&#039;Faendryl. An eternal city, established only a few thousand years ago.&amp;quot;&#039;&#039; At the same time there should be surface settlements in the surroundings by the time of the Ashrim War, and reasonably there should already have been a sea port. So it is possible this [[Forehead gem|loresong]] &amp;quot;palace&amp;quot; / &amp;quot;castle&amp;quot; is underground, or it is possible it is somewhere else that is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.B The Diaspora&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot; [779]&lt;br /&gt;
&lt;br /&gt;
- Children&#039;s rhyme unconsciously chanted in fugue states, in the&amp;lt;br&amp;gt;&lt;br /&gt;
year 5100, due to Banaltra harvesters for the Feithidmor. Last&amp;lt;br&amp;gt;&lt;br /&gt;
hatching survived by sylvans of Yuriqen in the Age of Chaos.[780]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[779] This is an excerpt of the fugue state chanting from the feithidmor/banaltra storyline. It is an exact quote.&lt;br /&gt;
[780.1] There was a sylvan NPC named [[Wicked Times (storyline)|Draman]] who spoke of Yuriqen in this context. The timing was vague, but the premise was the feithidmor are akin to cicadas, except on the scale of thousands of years. The original intent of Yuriqen was to be founded about 8,000 years ago in the later Age of Chaos and then get cut off from the world around 2,400-ish years ago (per Banthis), though the date might not be defined anywhere in documentation. This usage of &amp;quot;Age of Chaos&amp;quot; is going with the 15,000 year definition of Age of Chaos rather than the 10,000 year one. It is an embellishment to put it in the first half of accessible Yuriqen rather than the second half. It vibes more thematic for Age of Chaos.&lt;br /&gt;
[780.2] More precisely, [[Wicked Times (storyline)|Draman]] was an aged Sylvan member of the Council of Elders in the [[Order of Lorekeepers]] in Ta&#039;Illistim, and his sylvan ancestors had left &#039;&#039;&amp;quot;shortly before the closing of Yuriqen.&amp;quot;&#039;&#039; The log of this NPC lecturing is therefore firmly establishing Yuriqen was closed off thousands of years ago. The premise was that they had survived the previous feithidmor event, and wanted to warn the world. The wording could be taken to imply the feithidmor event was not long before Yuriqen was closed. It is important to note that this was before the [[AGE (verb)]] mechanic and before the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. Here we&#039;re bending a little bit on the timing, calling it Age of Chaos (in the up to 5,000 years ago definition of Age of Chaos), because of the word &amp;quot;ancestors&amp;quot; from an old sylvan elf.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War.[781] There were many dark forces who were not inside Maelshyve at the time of its destruction.[782] With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors.[783] This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor.[784] There was a diaspora of necromancers and practitioners of the black arts out of the southern wastelands.[785] In this way witchcraft had returned to the West, where it originated, but it was now a much darker and more dangerous form of magic.[786]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[781.1] The first part is directly based on &amp;quot;[[History of Elanthia]]&amp;quot; describing mountain race hordes: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039;&lt;br /&gt;
[781.2] The malevolent forces in the South surviving the war is an extrapolation from what would be reasonable, since it does not sound realistic that all of Despana&#039;s forces were at Maelshyve at the moment the Elves do a lightning strike on Maelshyve. And it is leaning on the embellished premises about the sorts of factions found in that region made in this document.&lt;br /&gt;
[782] This should be true just by virtue of having been in other places pursuing the war, since the war was happening all over the continent.&lt;br /&gt;
[783] Part of this point is that with the logic of the Western outlying provinces being impractical to defend, and rapid gains by Despana in the outlying provinces where &amp;quot;[[History of Elanthia]]&amp;quot; said there was little resistance, that would suggest these purported dark factions were already up in the West. And this familiarity with moving up that way can help contextualize the minotaurs migrating up to Wehntoph after the Battle of Maelshyve, which is already canon in &amp;quot;[[History of the Minotaurs]]&amp;quot;. (They had their labyrinth area wrecked by some unknown war at some point in the Age of Chaos as well.) &lt;br /&gt;
[784.1] The loss of control by the Elves of the West in the Age of Chaos, and the Faendryl needing time to base themselves, and then the Faendryl presumably pushing out some of these dark forces with the expansion of Faendryl territory, you have clear pressures for population migration of these &amp;quot;black arts&amp;quot; practitioners northward into the West.&lt;br /&gt;
[784.2] The Faendryl have their own &amp;quot;diaspora&amp;quot; in existing documentation, a term that was introduced by Silvean. In canon documentation the word is used in &amp;quot;[[A Ceremony for the Marriage of Faendryl in the Diaspora]]&amp;quot; by Silvean and Lylia through the Wordsmiths program. This paragraph is just generalizing the whole thing.&lt;br /&gt;
[785] This is an extrapolation on the previous premises. These can include whatever races lived down in that southern region, but those of elven descent should largely be Dark Elves. This diaspora could arguably include [[Morvule]], the Luukosian high priest, who was old enough to witness the Great Fire of Sharath (something he told to a player character) and after the Undead War united Luukosian cults into the Luukosian Order, which would have mostly been in the West in the Age of Chaos.&lt;br /&gt;
[786] This document is using very broad generalities of large scale movement tendencies, rather than narrow specificity. There is no reason ordinary witchcraft practitioners could not have been in the wild woods of the West, or what have you, after all that time without having gone into the southern wastelands. It would still be a form of &amp;quot;black magic&amp;quot;, but not what we mean by the &amp;quot;black arts&amp;quot; most likely. It&#039;s the witches influenced by those southern wasteland traditions that give rise to the Raznel kind of stuff, rather than the wind witches kind of stuff or possibly even the [[Elanthian Journal/Edition 28|Sisters of Blight]] kind of stuff. (This is not what happened with Raznel in the literal sense, she grew up as a noble in Chastonia. But she was taught Southron Wastes demonic blood magic by Xorus, canonically in storylines, who is supposed to be an Ur-Daemon cultist who studies the black arts.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power.[787] This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic.[788] The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering.[789] It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.[790]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[787] There is no reason you could not have (dark) elves of distant ancestry to that Rhoska-Tor region who are not themselves malign in any way. And you could have expatriates of the Faendryl or Dhe&#039;nar for all sorts of reasons. But people wanting to be free of the rule of law, especially law on magic, is the Second Age driving force for migrating into the southern wastelands. So the Faendryl and Dhe&#039;nar building up regional strength during the Age of Chaos is sensibly going to drive similar sorts to go north into West (or possibly just the more lawless regions of the Southron Wastes) because in the Age of Chaos that was the widespread chaos / anarchy / lawless haven for dark forces. So here we go with that, partly to set up traditions to exist behind hooks in the Turamzzyrian History documentation.&lt;br /&gt;
[788] The Palestra being a prideful thing for summoners to have and collect is a little bit of good government propaganda, like teaching children the virtues of paying all your taxes and so forth. Because the natural inclination for a lot of Faendryl sorcerers is going to be not wanting to be regulated or restricted in what they do. Up into the anarchic west is an obvious place for a diaspora of power abuses to wander. This also helps set up some of the animosity in the West to Dark Elves for reasons that are less abstract or foreign to humans than Maelshyve and the Ashrim.&lt;br /&gt;
[789] This is an IC author statement, just characterizing what is established about it in a different way.&lt;br /&gt;
[790] The violence of the period is framed by &amp;quot;[[History of Elanthia]]&amp;quot;. The timeline of human fortifications being built comes from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. It is generally undefined what the governing structures and natures of the outlying provinces were, and how fast they fell apart after breaking off into independence, and what sorts of power structures existed in the interregnum. Volume 2 talks about trials by ordeal in the West, for example, as lay authority in the name of the gods, precisely due to the lack of central authority and hierarchy. Witch hunt panics and so forth. Humans obviously needed to live and survive for thousands of years in the Age of Chaos, so it can be bad but only so bad.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years.[791] Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel.[792] The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep.[793] The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts.[794] The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.[795]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[791] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[792] This is cross-referencing with the Disciples of the Shadows section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[793] This is cross-referencing &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; with the Nanrithowan wards defined in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and the Wyrdeep symptoms described in the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[794] This is pulling on the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[795] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is coincidentally around the same time humans &#039;&#039;&amp;quot;begin to form small organized settlements on the western side of the Dragonspine, building fortresses to protect themselves&amp;quot;&#039;&#039; according to &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever.[796] Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent.[797] This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic.[798] It was why Yuriqen was sealed off almost 2,400 years ago.[799]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[796] This seems fair from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, but there is no telling how much omission of bad events there could be.&lt;br /&gt;
[797] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; calls him Faendryl, but here we are leaving it more ambiguous, because Myrdanian was doing a kind of behavior that could be better suited to the malevolent wasteland types. &lt;br /&gt;
[798] This is all straight from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[799] This date is a made up assertion. However, Banthis has given roughly this amount time as the original intent. His own mid-2400s year old character was supposed to be young when the Yuriqen barrier went up. Using this number creates an opportunity to relate Myrdanian&#039;s presence there to the formation of the Kannalan Empire, notwithstanding the gnomes documentation (and things like the Timeline document pulling off the gnomes history) using some placenames in time periods that should most likely be anachronistic. (e.g. Tamzyrr in Selanthia, three thousand years before Selantha Anodheles)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders.[800] With the coronation of the Emperor of Veng in 2,745 there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known as Hendor.[801] While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West.[802] Looser forms of this alliance had existed for a few thousand years.[803] It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north.[804] It is perhaps for this reason that the Sylvans had troubles with Myrdanian.[805] The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.[806]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[800] This is a reasonable dynamic of what would happen if you push out chaos agents, only to concentrate them outside the borders in more confined spaces. Partly plays off &amp;quot;[[History of Elanthia]]&amp;quot; having it difficult to say when the Age of Chaos ended.&lt;br /&gt;
[801.1] These are made up facts that are meant to reconcile things that do not make sense. The year 2,745 Modern Era is based on &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; having 4,045 Modern Era being the year 1,300 Kannalan (which is likely vestigial from I.C.E. setting timeline messaging on the Path of Enlightenment but got retconned later.) The &amp;quot;Emperor of Veng&amp;quot; is a defined office in the &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. It is unclear if the location of Veng has ever been defined for players. Judging by the distribution of the other known Kannalan settlements to the south, west, and north, and Veng falling to humanoids invading out of the mountains, it should most likely have been somewhere in what is now called Hendor.&lt;br /&gt;
[801.2] The term &amp;quot;formal Kannalan Empire&amp;quot; is meant as a retcon to handwave away the [[Lines of Blood: A History of the Gnomes|Gnome history]] and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (referring to the gnome history) using the term &amp;quot;Kannalan Empire&amp;quot; for times over a few thousand years before year 0 of the Kannalan calendar. There can be earlier stuff that isn&#039;t really the Kannalan Empire but has constituent stuff. The gnome document does much the same with Tamzyrr and Selanthia.&lt;br /&gt;
[802] Feudalism in the Turamzzyrian Empire came from feudalism in Hendor. The definition of a loose alliance of humans, halflings, and giantmen comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[803] This is again the retcon mentioned in footnote 801.2&lt;br /&gt;
[804] This is creating a hook for why there were &amp;quot;dark sorcerous forces&amp;quot; up near what is now Vornavis, harassing refugees of the fallen Kannalan city of Ziristal, in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in the early 4000s Modern Era.&lt;br /&gt;
[805] This is a cross-reference and extrapolation. But if we accept the 2,400 year ago timing for the rise and forming of the Kannalan Empire, reaching up into what is not far off from the Sylvan forest, the Myrdanian types would naturally be tending toward being further north. So this is plausible geographical context for why Myrdanian would have been there bothering the Sylvans at just that point in history.&lt;br /&gt;
[806] This is cross-referencing various things. The undeath of the Wolves Den goes back to the Second Age, who were rebels in the Darkstone Bay region, being put down by the Vaalor. There are scattered threads like the darkness of the Kingdom of Anwyn and whoever destroyed the palace in &amp;quot;[[History of the Minotaurs]]&amp;quot;. Melgorehn&#039;s Reach if it were translated into De-ICE&#039;d timeline would have been something in the vicinity of 8,000 years ago. The Graveyard and Broken Land stories would be 6,300 years ago. The Shadow Valley story probably dated back to a bit earlier than the Graveyard story. Though none of these have canon dates at this time in the Elanthia world setting. The obelisk thing that turned Barnom Slim into a lich, Althedeus related, was seemingly very ancient and had a bunch of dead bodies leading up to it. There&#039;s the dark sorcerous forces of the Cairnfang in the early 4000s, and then modernly there&#039;s Foggy Valley with types like Bonespear and Vespertinae. All the various haunted castles in the northwest. The loresong on the [[forehead gem]] for Return to Black Swan Castle depicts sorcerers sieging the castle and turning it black, which a [[Return to Black Swan Castle/saved posts|saved post]] describes as only a century ago (though this is a retcon as that castle dates back to the ICE Age and weirdly suggests it&#039;s from the same time period as Wehnimer&#039;s Landing). Whatever happened with Bir Mahallah and the Sea of Fire more generally. Modernly the Arcane Eyes summoners were out of Mestanir, Raznel was in Talador. The list could go on.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kannalan Empire abruptly collapsed in the year 3,961.[807] It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains.[808] Historians have since speculated this was caused by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen.[809] There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands.[810] Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.[811]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[807] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[808] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and elaborated in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;, and also described some in &amp;quot;[[History of Reim]]&amp;quot;.&lt;br /&gt;
[809] This is an embellishment, that this is an exist premise from historians. This is cross-referencing several things. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; dates the Sunfist Pact to 16 years before the Kannalan Empire collapsed. (&amp;quot;[[History of Elanthia]]&amp;quot; puts it earlier with a vague 2,000 years ago, but the Timeline gives an exact number.) &amp;quot;[[History of Reim]]&amp;quot; talks about the Kingdom of Dunemire in what is now Bourth having been a Highmen kingdom. This is cross-referenced with the tribes named for the Sunfist pact in &amp;quot;[[Giantkin History]]&amp;quot;, which included the Highmen. &lt;br /&gt;
[810] This is a very plausible historical argument, given the two dates and Highmen overlap in both aspects of it. Even if it were a coincidence, historians (especially those who do not live in the mountains) could easily be convinced of it. This usage of &amp;quot;humanoids&amp;quot; is throughout the human documentation, such as &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[811] This is referring the Cairnfang region sorcerous forces in the Wildwood settlement incident, and more modernly with Foggy Valley. The southern part with the &amp;quot;black elven wizardry&amp;quot; is referring to the fall of Gor&#039;nustre and the Kannalan Alliance cities in the late 4200s. Which is pushing closer to the southern wastelands. These both come from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The geographical distribution of such references to the near edges of civilization is reasonably solid in existing premises.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.C Death Religions&lt;br /&gt;
&lt;br /&gt;
It was in the late Age of Chaos that Lorminstra began softening her treatment of departed souls.[812] The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood.[813] It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death.[814] In antiquity it was very rare for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living.[815] Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul.[816] Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead.[817] Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.[818]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[812] This is totally made up. There&#039;s a basic undefined issue with the death lore, where adventurers are somehow special with their treatment by Lorminstra, and we do not have explicit scaling on how common that is and how long it has been happening for. The death mechanics also change over time, which means the IC death rules are shifting with time. If it&#039;s more than just a small adventuring population, it disrupts the cohesion of the NPC world setting. So here we&#039;re postulating that one of these shifts happened in the late of Age of Chaos, when the West was emerging with the building of fortified human settlements, where the loophole formed with Lorminstra willing or able to return departed souls under some special conditions. And then this is used as a factor in pushing back the chaos, or as framed here, pushing back on the Life/Death imbalance caused by the malign influence of the Luukosians and so forth, which follows off the black arts diaspora framed in the prior section.&lt;br /&gt;
[813] This is a fair statement of what it is like when we try to interact with the Arkati or get explanations from them. When Death&#039;s sting was introduced with the shadow dragon, there was some vague language about the changing cycle of death.&lt;br /&gt;
[814] This is following off the logic in footnote 812 and a reasonable surmise for an IC worldsetting view by a mortal NPC who cannot directly know what the gods are doing on their end.&lt;br /&gt;
[815] This is an important embellishment. When GemStone implemented the Rolemaster mechanics in 1989 / early 1990, it tweaked the relation between resurrection spells and death. Rolemaster is like Dungeons &amp;amp; Dragons in having roughly 10 rounds of &amp;quot;dying&amp;quot; state where players can be revived with magical healing, and in the case of Rolemaster it is from hit point loss or from critical injury. This requires no &amp;quot;lifegiving&amp;quot;/rezz spell! The resurrection magic is for *after* soul departure, which is the state of actual *death* as opposed to dying. In the I.C.E./Shadow World setting the goddess we call Lorminstra is the only one with the power to let clerics call souls back into bodies like that. In the GemStone implementation this would leave corpses lying around and is a problem for the M.U.D. type setting, so it was replaced with rapid decay and reincarnation on soul departure. And then lifegiving/rezz spells applied to the &amp;quot;dying&amp;quot; phase, and players had no actual dead bodies to target with rezz spells. Move time forward and it&#039;s still not possible for player Clerics to resurrect unkept bodies that have been dead for more than a handful of minutes. But there are rare hooks like the old [[Purgatory]] messaging of what looks like the temple old man / Lord High Cleric pulling the soul out of Purgatory, and very rare story incidents of souls getting pulled out from beyond the Ebon Gate. So we are calling this &amp;quot;true resurrection&amp;quot; and it&#039;s much more rare than what ordinary Clerics do.&lt;br /&gt;
[816] This was explicitly true in the I.C.E. lore, which was the context when the death mechanics (the temple and deeds and all that) were created. The explicit language on this point did not carry through into later documentation, by GM Varevice said in a forum post in 2000 (for example) that only Lorminstra has the power to bring souls back to the living like that, whereas any ordinary god can power the kind of resurrection that player characters are doing. Cursing the soul refers to how undeath works in GemStone in light of the Order of Voln messaging, and ascension is referring to the ascension legends usually involving the lesser god having been dead in some way before being raised higher. The theory of how ascension works is talked about in Volume 2. It is not really addressed in Volume 1, but the IC author distinguishes &amp;quot;transcendence&amp;quot; into becoming Arkati servants with retained identity (like the disir in GemStone and [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 spirit helpers] to the Immortals in DragonRealms) from ascension to godhood, maintaining that to the extent &amp;quot;ascension&amp;quot; is possible it likely requires flattening out the personality and identity into limited thematics and essentially would be a form of death where there is some greater spirit imbued power.&lt;br /&gt;
[817] This is the original context of the death lore, and if the true resurrection concept is valid in Elanthia still, this is consistent with the game mechanics. The [[Naidem]] reincarnation [[Purgatory#Naidem|messaging]] is vague, but that voice talking to you presumably isn&#039;t the silent Gosaena, so I will assume that is also just Lorminstra.&lt;br /&gt;
[818.1] This refers to for example the old man variant messaging on the old [[Purgatory]] death mechanics, and how there used to be different levels of power of resurrection spells. I&#039;m told one time a player with special Gosaena &amp;quot;[[DecayWings|avatar]]&amp;quot; wings (from an auction) in a storyline pulled someone out from beyond the Gate, but we&#039;re talking about resurrection spells and this line seems solid. It keeps the NPC world setting coherent for this to be a rare power, and for it to rarely be granted by Lorminstra. Adventurers are freak abnormality special cases, which is actually [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicitly stated] in DragonRealms with its highly similar form of the [https://elanthipedia.play.net/Death death mechanics]. &lt;br /&gt;
[818.2] DragonRealms tweaks this slightly by having the soul being called back from the spirit plane (the &amp;quot;Starry Road&amp;quot;) by the Cleric, provided there is at least one &amp;quot;favor&amp;quot; (deed) linking it to the body, but there is still the auto-depart timer and it is effectively the same situation. By &amp;quot;true resurrection&amp;quot; we are referring to a resurrection at a later time point, which does not apply to adventurers whose bodies disintegrate (unless presumably it is their final death.) GemStone more tightly ties the soul being brought back to Lorminstra intervening herself, which prior to permadeath being removed involved her identifying departed souls in Purgatory with deeds to whom she owed favors. Deeds no longer serve this function as of 5104 Modern Era, and the reason why adventurers without deeds are brought back is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit.[819] High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals.[820] This was a rare power and Lorminstra most often refused.[821] It was only for those who had died prematurely or in insignificant ways. Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself.[822] The very rarest form of resurrection was if Lorminstra took the departed soul and reincarnated its body. [823]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[819] When the De-I.C.E.&#039;d lore for Gosaena was introduced in &amp;quot;[[Gods of Elanthia]]&amp;quot; in 1999, it introduced the following line: &#039;&#039;&amp;quot;Unlike Lorminstra, when a spirit comes to Gosaena, it will not be returning to the mortal realm.&amp;quot;&#039;&#039; The problem is this is not true, or at the very least, requires some extra nuance of beyond the Ebon Gate to be consistent. One aspect of this is that Lorminstra lets spirits out from the Ebon Gate to visit near the Eve of the Reunion, it&#039;s been happening at Ebon&#039;s Gate festivals for decades and is talked about in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The &amp;quot;[[Giantkin History]]&amp;quot; with the Grot&#039;Karesh Hammer clan talks about an event where spirits of the dead return to visit the living called [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]]. So this sentence saying &amp;quot;on special occasions as a spirit&amp;quot; is more accurate that a simple plain reading of the Gosaena documentation. Another aspect of this is the Purgatory death mechanics messaging having implicitly been the other side of the Gates of Oblivion, before the term &amp;quot;Gates of Oblivion&amp;quot; was replaced with &amp;quot;Ebon Gate&amp;quot;. Lorminstra has the framed power of going through the other side of the Gate and pulling out souls for resurrection or reincarnation. So Gosaena needs to be restricted to a special phase of being beyond the Gate. The Purgatory soul departure messaging pre-dates the Gosaena lore, so there was never any mention of her in it.&lt;br /&gt;
[820] This is reviving the original I.C.E. context on what lifegiving / resurrection spells mean and do, and it is arguably represented in the old man variant of the old [[Purgatory]] messaging. Where different messages happened based on conditions.&lt;br /&gt;
[821] This restricts its scope so that the lack of use we&#039;ve seen with it in game makes sense, and revives the original context of Lorminstra refusing these requests unless certain conditions were met.&lt;br /&gt;
[822] This was explicitly stated in her lore at the time the death mechanics were designed. This line is just reviving the premise explicitly. Aspects of this were encoded in the old man variant of the [[Purgatory]] messaging, which talks about &amp;quot;special children&amp;quot; who have things left undone. The insignificant deaths aspect means, among other things, that Lorminstra is not going to agree to return an assassinated high noble or monarch to life.&lt;br /&gt;
[823] It should obviously be the case that Lorminstra reincarnating souls would be more rare on a whole population level than true resurrection requests being granted. The relative handful of minutes it takes for the soul departs reasonably means the ordinary player character raising spell on the dying would not be useful in most practical situations, because the intervention needs to happen in such a brief window of time. It should be the case that the longer a body is truly dead, the less likely the resurrection will be granted and the more damage to the body / recovery will be needed. This document is taking the [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicit] step DragonRealms does and has adventurers being a weird special exemption case involving heroics. While it is the rarest in a whole population demographic sense, for adventurers it is the [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 most common] outcome of death.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) Deeds&lt;br /&gt;
&lt;br /&gt;
Seven thousand years ago, or so, a loophole had formed in her rules.[824] There was a tiny minority of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces.[825] These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot;[826] They were much more rapidly healed with magical herbs than most people, for whom such remedies usually only increase the rate of healing.[827] Traumatic injuries from violence in particular might quickly vanish.[828] Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it.[829] Lorminstra allowed such heroes to fulfill their unfinished purposes.[830] There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures.[831] For this &amp;quot;deed&amp;quot; they would be owed a favor from Death.[832]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[824] The seven thousand years number is totally made up, meant to be consistent with the prior framing of the late Age of Chaos. This is meant to be some time into the process of Western fortification settlements by humans. It is meant to imply that this practice just wasn&#039;t even a thing in earlier millennia. The timing is also chosen to make it just a bit earlier than the Graveyard and Broken Land stories, which we&#039;re using the same number of years ago as they were in their original timeline.&lt;br /&gt;
[825] This is directly based on the death mechanics messaging that has existed in game. The &amp;quot;special children&amp;quot; who make a difference was in the old man variant of the [[Purgatory]] messaging, which was when characters without deeds below level 2 were reincarnated. The phrase &amp;quot;heroic fighters against chaotic forces&amp;quot; is very slightly an embellishment, but based on the Hall of Sacrifice encoded into the Landing temple, and the making-a-difference premise in the old man variant, and the original death lore context of missions in the world not being complete yet. Which is a Fate like concept.&lt;br /&gt;
[826] This is a direct quote from the old man variant of the [[Purgatory]] messaging, which player characters have seen and experienced themselves in the past.&lt;br /&gt;
[827] This is an embellishment, taking the opportunity to restrict the scope of something that doesn&#039;t make sense for the NPC setting. Much as with the computer game adaptation of the death mechanics so that deaths happen much more routinely and less permanently in a M.U.D. context with its vastly higher encounter rate than a tabletop setting, the herbs and healing system was vastly accelerated for GemStone&#039;s implementation. Rolemaster herbs generally increased healing rates, or would have serious side effects and addiction risks. The world setting does not make much sense if it&#039;s common as dirt for people to just be able to heal everything, undisease everything, having empaths and so on all over the place. So this embellishment is creating an explicit premise of basically: yes, this rapid healing happens on these abnormal adventurers, but it&#039;s directly related to their weird relationship with the Life-Death balance, and the vast majority of people (NPCs) heal much slower.&lt;br /&gt;
[828] This is another scope restriction. Our healing spells and herbs focus on undoing traumatic injuries from adventuring heroics kind of stuff. They are not focused on chronic illnesses, cancer, and so forth.&lt;br /&gt;
[829] This is reviving what used to be explicitly stated in the death lore, and creating a hook for why these people are brought back from soul departure now, even when they have no deeds (because deeds no longer serve this function in the Death cycle.) Likewise, this was so with the old man variant, but now it&#039;s true regardless of level. This is creating a hook for why people are brought back, and likewise that mortals do not know why it is them and not others, and they do not know how long this flexibility with death will last. Each time might be the last time for all anyone knows.&lt;br /&gt;
[830] This is again reviving what used to be explicitly stated, and historicizes it to this late Age of Chaos time period.&lt;br /&gt;
[831] This is quoting and directly based on the Landing temple deed rituals. [[Research:The Graveyard]] and [[Research:The Broken Lands]] construct a theory about the original context of the death mechanics, because deeds do not come from the I.C.E. mechanics or lore setting. It theorizes that the deed ceremony is intentionally based on medieval homage ceremonies, where the death goddess acts as a liege lord and the soul is the fief being granted to the vassal who is sacrificing to her. This line is further based on the Hall of Sacrifice and the original Shadow World context of her not allowing the return of meaningful / significant deaths. So what GemStone appears to have done is allowed heroic acts by adventurers to result in treasure, and sacrificing this treasure is substituting in heroic acts / meaningful deaths, so a credit of meaningful deaths is used instead. And that this is the essence of what &amp;quot;deeds&amp;quot; really are, and setting up a premise of just donating money isn&#039;t enough.&lt;br /&gt;
[832] This is meant to explicitly ground the meaning of the word &amp;quot;deeds&amp;quot;, which at present have no definition in lore, other than the Lorminstra temple messaging.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna.[833] But these were deeds of Death.[834] Their sacrifices would substitute other heroic acts for the significant deaths that would leave Lorminstra unable or unwilling to resurrect.[835] The greater the heroic feats to be spared, the greater the sacrifices to be worthy.[836] There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds.[837] Without accruing deeds, the soul was doomed.[838]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[833] This is what happened and was done in the [[Vishmiir]] event around 2002. This document is using this to explain death mechanics good deeds, per the Hall of Sacrifice, as instead deeds of Death. (The temple figures refer to Death with a capital D.) This allows us to explain why deeds presently serve an unrelated function as of 2004 with [[Death&#039;s Sting]] introduced. This tacitly interfaces with the liquid in [[chrism]]s and their Death&#039;s sting prevention.&lt;br /&gt;
[834] This is made up but reconciles the difference in what deeds did before 2004 with what they do afterwards.&lt;br /&gt;
[835] This is explicitly stating the prior premises, and is directly based on the death mechanics messaging, from the temple deeds messaging to the warnings in the [[Purgatory]] messaging about the limits of power to intercede.&lt;br /&gt;
[836] This is contextualizing why deeds are more expensive for higher level characters.&lt;br /&gt;
[837] This is putting down any seriousness to the old jokes about Lorminstra rolling in gems and cash for the money. The messaging requires it to be sacrifices of treasure, so it isn&#039;t good enough for rich people to just donate some money.&lt;br /&gt;
[838] This is what deeds used to do. Deeds &#039;&#039;&#039;have not&#039;&#039;&#039; done this for 20 years now, and this is explicitly recognizing it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end.[839] If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls.[840] Their bodies would disintegrate upon the departure of their spirit.[841] There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans.[842] For those chosen by the Lady of Winter there is no question.[843] Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.[844]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[839] This is just taking the medieval feudal meaning in the language used in the deeds ceremony and the [[Purgatory]] messaging literally. It is explaining the why Lorminstra and why only Lorminstra of it all.&lt;br /&gt;
[840] This is explaining why people (adventurers) with this homage relationship with Lorminstra, if they had accrued deeds of substitute deaths, were given special exemption and brought back from true death under some conditions.&lt;br /&gt;
[841] This is explicitly acknowledging the weirdness of player character instant decay and reincarnation, when the NPC background all leave corpses. Though it doesn&#039;t get around / explain all the monsters decaying, which is mechanically necessary for the game in practice.&lt;br /&gt;
[842] This refers to the &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; document. Koargard is discussed in &amp;quot;[[Worship in the Turamzzyrian Empire]]&amp;quot; and various Church of Koar contexts. It has its own doctrine of what the afterlife is, but the death mechanics adventurers experience is empirical.&lt;br /&gt;
[843] &amp;quot;Lady of Winter&amp;quot; is an epithet that is used in &amp;quot;[[History of the Order of Voln]]&amp;quot;. This line is about framing that adventurers have empirical experience with the other side of the Gate, with the depart / [[Purgatory]] messaging, which in every instance illustrated an oblivion stated of near unconsciousness.&lt;br /&gt;
[844] This is directly based on the [[Purgatory]] / Abyss of Naidem messaging, and the description of the Pale in the second Griffin Sword War. It is how GemStone interpreted the meaning of &amp;quot;Oblivion&amp;quot;, which at that time was undefined in the I.C.E. setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it.[845] She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls.[846] Reincarnation works around some of the conditions that ordinarily prevent resurrection.[847] In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor.[848] It was only certain kinds of deaths that could be substituted for deaths of like kind.[849] Otherwise the rules of Death held without exemption.[850] It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.[851]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[845] This is directly describing the [[Purgatory]] death messaging. It is slightly condensed now in GemStone IV, but this is using the original full version of the wording in the decay/depart messaging, which was live up through 2003.&lt;br /&gt;
[846] This is referring to the [[spirit death]] variant of the [[Purgatory]] messaging. The currently used form of the decay/depart messaging uses this particular version in all cases. Spirit death is soul destruction in Rolemaster, but in GemStone, Lorminstra was able to fix it if people had the deeds. Otherwise this special case of permadeath set off the &amp;quot;lost to the demonic&amp;quot; messaging.&lt;br /&gt;
[847] If a body is poisoned in such a way that it cannot host the soul, that would sensibly prevent ordinary raising as well as &amp;quot;true resurrections&amp;quot;. But with Lorminstra able to repair at least some souls, and reincarnate the body out of spirit, that makes it harder to fully prevent Lorminstra from bringing someone back. It isn&#039;t obvious that [[Luukosian deathwort]] would actually permadeath one of our player characters.&lt;br /&gt;
[848] This is referring to the original stuff where Lorminstra would not agree to do the resurrection. This is framing how you could have get-out-of-death deeds for heroic action stuff, but this is not allowing people to get out of dying out of old age just because they have deeds. Or whatever their &amp;quot;mission&amp;quot; is, Fate role, whatever, that being fulfilled is going to overrule any owed favor exemption. Adventurer &amp;quot;favors&amp;quot; [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 explicitly] do not get them out of final death from their lifespans being up in DragonRealms.&lt;br /&gt;
[849] This is an embellishment. But it is consistent with what is implied by the temple and deed ceremony, and explains it in a way that is very adventurer specific and not something relevant to the general NPC population. It wouldn&#039;t even apply to ordinary soldiers in a military. Related to this, empaths and clerics that focus on healing or raising such fortune hunting adventurers, even if they do not go out and slay themselves, would get transferred conferred deeds under this logic. Clerics at one point actually mechanically got a deed for raising those under level 2 before the departure of their soul, where they would otherwise be saved from permadeath by the &amp;quot;old man&amp;quot; Purgatory messaging variant. This point is mentioned about deeds of Death in Volume 2.&lt;br /&gt;
[850] This is setting up Death deeds as having been a very particular loophole, and that Death deeds are not necessary at the present time, but the people for whom they are applicable are the only ones being exempted in this special loophole way.&lt;br /&gt;
[851] This is largely based on the [[Purgatory]] messaging variants that talk about the limits of power in bringing people back. It described deeds (at that time) as very necessary, except for those barely started yet &amp;quot;special children&amp;quot;, where bringing them back without deeds was difficult. And it helps frame that Lorminstra isn&#039;t necessarily really making free choices in this stuff, the exemptions have to be paid for in some kind of Balance logic in weird cosmic stuff. There is limited insight mortals should have into it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries.[852] There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed.[853] Those who return from death are never entirely restored.[854] They lose something of themselves, whether temporarily or permanently.[855] Some of this is damage from the decay of the body.[856] While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead.[857] The extent to which Lorminstra has extended her power in mitigating death has fluctuated.[858] Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are instead the power of Life that goes into softening Death&#039;s sting.[859] The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance.[860] But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery.[861] They are often contrary to her own interests, but have some role to play in the unfolding of Fate. [862]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[852] The death mechanics have changed repeatedly in the past few decades, including with IC recognition of changes. This wording is partly leaning on the embellished premise of Death deeds starting 7,000 years ago.&lt;br /&gt;
[853] This is damages to the body and to some extent spirit from dying or being dead. In the ICE Age there was permanent stat penalty damages, then in the late 90s and early 00s there was negative experience point loss, then in 2004 onward our current form of [[Death&#039;s Sting]].&lt;br /&gt;
[854] This is true from Rolemaster up through our present [[Death&#039;s Sting]] mechanics.&lt;br /&gt;
[855] There was permanent stat damage risk from too many deaths per level in the I.C.E. Age. This notion of permanent damage from it would likely refer even moreso to cases of what we&#039;re calling &amp;quot;true resurrection&amp;quot; where the body was dead for a while and the soul brought back to it.&lt;br /&gt;
[856] Oxygen deprivation to the brain, for example, was framed in Rolemaster &amp;quot;Character Law&amp;quot;. Volume 2 gets into this more and talks about how there is also spiritual damage from the animus deteriorating in the &amp;quot;dying&amp;quot; state, which explains Death&#039;s sting for dying characters who get raised.&lt;br /&gt;
[857] They were different spells with different functions in Rolemaster &amp;quot;Spell Law&amp;quot;. Preservation halts body decay. Lifekeep stops the soul from departing. GemStone rolls them up together, partly because it doesn&#039;t keep bodies around after soul departure, but you would want / need preservation magic if a &amp;quot;true resurrection&amp;quot; were to be done, where Lifekeep would be pointless. Chrisms likewise could be interpreted as related to preservation magic but not lifekeep magic.&lt;br /&gt;
[858] This is referring to the shifting around in the death mechanics that have happened. There was no stat loss at all from 1996 through 2003, roughly, but there was experience loss from decays / spirit deaths and so forth. These are empirical IC differences in death recovery. The [[Deed#Modern|shadow dragon]] premise when Death&#039;s sting was introduced talked about Lorminstra extending her power in terms of undoing the physical damages when bringing people back. (She takes wounds but leaves scars.)&lt;br /&gt;
[859] This is an empirical fact that deeds no longer have any role in whether Lorminstra brings people back, since 2004 with the shadow dragon stuff and Death&#039;s sting change, which was framed as some cosmic cycle change. This concept of deeds of Life is based on the &amp;quot;good deeds&amp;quot; as liquid substance in the [[Vishmiir]] event for banishing the Vishmiir, and it is an embellishment to contrast these with the Death deeds, and this power of Life as what is going into ameliorating Death&#039;s sting. Because what deeds presently do is mitigate [[Death&#039;s Sting]], so this is directly addressing why they work that way and what changed.&lt;br /&gt;
[860] The Balance is talked about, for example, in &amp;quot;[[History of the Order of Voln]]&amp;quot;. The concept exists in Rolemaster books, but was not really much in the Shadow World setting, though there was a little such as about the barriers between planes getting weakened by portal magic and so forth. Morvule in the Luukosian Order has their own twisted version of Balance concept in Death, Undeath and Lies. And logs show the Luukosians in [[Ride of the Red Dreamer|rituals]] talking about correcting Fate&#039;s flaws. In any case, the vagueness of the cosmic cycle changes was stated in the Death&#039;s sting release, and the balance of Life and Death was framed earlier in this document when talking about Luukos and his relation to the undead.&lt;br /&gt;
[861] It is an empirical fact that deeds no longer serve the role they did before the in game year 5104. There is no explanation for why the &amp;quot;special children&amp;quot; are special or chosen, and there does not really need to be on the mortal end of things. They just got brought back for reasons they do not know for certain, but they&#039;re generally adventurers, and it&#039;s those kinds of deaths they get out of (at least up until some point.) Arkati generally do not give straight answers about this kind of stuff. There should just be IC theological interpretations of it.&lt;br /&gt;
[862] As mentioned, the Luukosians speak of correcting Fate&#039;s flaws, and there are fate notions such as Koar contemplating the fate of all things (the Rift is implicitly inside the Great Drake and the Rift rooms are mostly Tarot cards and the Vvrael quest was all about prophecy and Book of Revelation kind of stuff), and Gosaena&#039;s prophetic powers of knowing when things will die. This document uses Fate as a cosmic force that is tied up in the Life/Death balance (as an embellished premise based on various factors) and directly related to this concept of unfinished business / purpose / special missions. Volume 3 uses this concept for talking about restless spirit types of undead. Also, this embellishment about it being a Fate and cosmic balances mystery thing that isn&#039;t really about Lorminstra choosing, that gives flex on why she&#039;s bringing back all these people contrary to her own interests.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless, the role of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order.[863] It was also in the Age of Chaos that we see the earliest records of a figure resembling Voln.[864] There was a proliferation of undeath in the westerlands.[865] Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies.[866] It was many years before the founding of the k&#039;Tafali sect.[867] The witch hunters of that age had no use for mercy, or for regarding the undead with compassion.[868] Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.[869]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[863] This is an embellished premise. Since we&#039;re picking a time for this fortune hunter / adventurer special dispensation to begin in the world timeline, having it happen then as civilization is restarting can have some historical significance for the &amp;quot;adventurer&amp;quot; class of people. Because there&#039;s very little in the way of hooks for them impacting historical events farther back than 30 years ago, or the sort of storyline external threats that often dominate over normal nations/politics forces; maybe the only clear example of it is the lore around the Ice Witch Issyldra. In any case, the general notion would be that the aggregate effect of having these tiny minority of heroic fortune hunters surviving longer than they would have is that it cuts down on the monstrous / dark / chaotic populations. And that would have helped push back and tame the Age of Chaos around population centers, especially if those new centers had money economies to incentivize fortune hunting. This does not have to be the purpose / reason for &amp;quot;Death deeds&amp;quot; in itself. But it could be the practical consequence of them. Especially if the Luukosians and necromantic dark forces were causing the Life-Death imbalance that caused the Fate aberration for it.&lt;br /&gt;
[864] There are context reasons to think Voln was not a known entity until after the Undead War. The &amp;quot;[[History of Luukos]]&amp;quot; puts the ascension of Voln at a later time than the Undead War, and says: &#039;&#039;&amp;quot;On the other side, Lorminstra worked with others who believed in the purity of life to put a stop to the flood of corruption that undeath brought. This would eventually lead to the ascendance of the immortal spirit Voln, and the establishment of his Order.&amp;quot;&#039;&#039; It is also a framed in storyline events (e.g. [[Ride of the Red Dreamer]]) that [[Morvule]] was the one who united the Luukosian cults into the Luukosian Order, and the &amp;quot;[[Griffin Sword War]]&amp;quot; document says: &#039;&#039;&amp;quot;Let us begin with Morvule himself – according to Nershuul, Morvule was originally of elven origin, though he does not know of his originating House. During the days after the Undead War, he underwent a transformation initiated by Luukos and appeared forever changed.&amp;quot;&#039;&#039; And the &amp;quot;History of Luukos&amp;quot; commits to Luukos not doing his necromancy thing around mortals until after the Undead War. So then you have &amp;quot;[[Gods of Elanthia]]&amp;quot; saying of Voln: &#039;&#039;&amp;quot;Tales suggest that Voln&#039;s very existence is a result of Lorminstra&#039;s constant entreaties to Koar for some direct action to counter the spreading curse of Luukos&#039; undead. Most tales attribute Voln&#039;s paternal lineage to Koar and a mortal woman. His upbringing, in a land where he witnessed loved ones lost to Luukos&#039; curse, shaped him with an undying hatred of the undead and provided a lifelong mission.&amp;quot;&#039;&#039; Likewise, one of the loresongs on the Stones of Virtue on Mount Aenatumgana shows the ascension of Voln, in front of what is clearly a Luukosian cultist. Similarly, the ascension legend under such conditions would fall apart instantly if Elves had records of Voln dating all the way to prehistory, like the Arkati. So Voln has to begin appearing in historical records at some point. But in the Age of Chaos things are badly recorded. So we go with starting to see something along these lines and be vague on the timing.&lt;br /&gt;
[865] This is an embellishment to the extent that what is firm canon only speaks of orcs, trolls, minotaurs, that kind of thing. In this document we&#039;ve framed some population migrations and leftover Despana forces on some plausible extrapolations, so that there is significantly more undeath in the West after the Undead War than there was before it, which is the essence of what the &amp;quot;[[History of Luukos]]&amp;quot; is saying even if we have to reject some of the stuff about Despana as mythical and distorted.&lt;br /&gt;
[866] This is extrapolating off the conditions that would have existed for the story of Voln&#039;s origins.&lt;br /&gt;
[867] This is the Order of Voln. The volumes of this document treat the &amp;quot;Order of Voln&amp;quot; as a theological tradition stemming from Fasthr k&#039;Tafali, and though it is what is dominant now, the IC author regards a lot of its doctrines as theological constructions of mortals and not Voln himself. The mercy and release of poor cursed souls, for example, is not the mandate. The mandate is to put down the undead. This is reconciling the tension in the lore that exists because the Order of Voln was designed in the context of the I.C.E. lore for Voln (Vult), mercy and release of the suffering and cleansing souls of taint, but then his De-ICE&#039;d [[Gods of Elanthia|version]] makes him the &#039;&#039;&amp;quot;Destroyer of the Undead&amp;quot;&#039;&#039; and having &#039;&#039;&amp;quot;an undying hatred of the undead.&amp;quot;&#039;&#039; Later developments such as &amp;quot;[[History of the Order of Voln]]&amp;quot; are influenced by the in-game messaging, which is actually the ICE lore, so what we&#039;re doing here is setting up a frame for explaining this &amp;quot;undying hatred&amp;quot; and &amp;quot;destroyer&amp;quot; version of Voln. Basically, though the k&#039;Tafali sect is now dominant, especially the past couple of centuries due to the Horned Cabal, this is suggesting their views of Voln were not the norm further in the past, beyond a thousand years ago. &lt;br /&gt;
[868] The very generic term that this document uses for people who hunt down forces of darkness and their minions / monsters is &amp;quot;witch hunter&amp;quot;, which is not meant to be specific to hunting witches. It is used here, but more often in Volume 2.&lt;br /&gt;
[869] This is explicitly framing and quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; entry for Voln, and highlight the inconsistency with the mercy/release rhetoric elsewhere. It&#039;s giving a hook for where that &amp;quot;Gods of Elanthia&amp;quot; description is coming from within the setting. The premise of Luukos becoming the Undeath god, in his practical religious focus with mortals, only after the Undead War is following off the &amp;quot;[[History of Luukos]]&amp;quot; document and various context details, like how it was assumed the Book of Tormtor was in some way Ur-Daemon in origin, rather than assuming this mass undeath artifact was related to Luukos. Near the beginning of this document, it explicitly asserts (as an embellishment) the Luukos was regarded as the Soul Eater god in the Second Age, and that this undeath stuff from him happened later. So here we&#039;re giving some context to the Age of Chaos in the West having Luukos expanding his sphere of influence with the spread of all this necromancy. And it can give some more context to all the weight on Luukos with undeath when most of the undead we actually see in the game have nothing directly to do with Luukos.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(2) The Dark Path&lt;br /&gt;
&lt;br /&gt;
But a little over six thousand years ago, following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north.[870] The Dark Path was a theocracy in homage of Gosaena.[871] It was a heterodox theology, in some ways similar to her Left Hand Path sect, but otherwise highly unusual.[872] It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age.[873] Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway.[874] The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation.[875] Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms.[876]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[870] This is an embellishment but an attempt to keep consistency with pre-existing lore. The Graveyard and Broken Land stories were set approximately 6,300 years ago on the I.C.E. Age timeline, where on the scale of years 1 year is equivalent to 1 year, because in the I.C.E. Age setting (Shadow World) there were 350 days in a year, but Master Atlas 2nd Edition in 1992 established there were 25 hours in a day, which is equivalent to a 365 Earth day calendar for a solar year. There is seemingly no reason to not just keep the 6,300 year ago number and have those stories happening in the late Age of Chaos. The original context was the Wars of Dominion, but nothing directly analogous to the Wars of Dominion happened in the Elanthia setting.&lt;br /&gt;
[871] This is just a straight De-ICE of the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; document, which was the first GemStone unique lore document and a 100% original GemStone story. It does not come from I.C.E., just some of its details were set in it. It is worth noting that Bandur Etrevion himself is post-ICE canon, like one of his books is chained down in Moonsedge Manor.&lt;br /&gt;
[872] The Left Hand Path sect is a Gosaena cult from the second [[Griffin Sword War]]. The gist of it is that its leadership alternates between good leaning and dark leaning, the Right Hand and Left Hand paths. The [[Purgatory#Naidem|shrine]] in Naidem also seemed to represent Gosaena in some bifurcated angel/demon form, like one of the Tarot card Major Arcana rooms in the Rift. So, this is an embellishment, it&#039;s meant to provide a context hook for the Dark Path somehow being consistent with Gosaena, since Gosaena is extremely different from Kadaena, but at the same time what GemStone did with Kadaena was off canon for Shadow World.&lt;br /&gt;
[873.1] This is a made up embellishment to try to square the difference between the off-canon treatment of Empress Kadaena in the Graveyard (and more subtly also in the Broken Land) with the later Gosaena and Eorgina lore, as those two were more changed in the De-ICE than most gods. It&#039;s also mentioning Despana savior myths in this context to tie back into the dark magic diaspora out of the southern wasteland set up earlier in this document, to connect Age of Chaos dark magic to Undead War aftermath.&lt;br /&gt;
[873.2] The motivation behind this is obscure. In the original lore context, Empress Kadaena was not really a goddess, she was a powerful sorceress of demi-god scale power who was decapitated by her cousin. There&#039;s also a version where her headless body fell through the &amp;quot;Gates of the Void&amp;quot; into the demonic realms. Kadaena was also the creator of the gogor (vruul), which were collected by Morgu (Marlu) for some unknown reason, though his original form looked exactly like a vruul. And the Broken Land seems to be insinuating the Kadaena&#039;s race was responsible for the origins of the Dark Gods in their magic experiments.&lt;br /&gt;
[873.3] So this is synthesizing the notion that Despana may have merely been exiled off world by the Maelshyve implosion, the Graveyard&#039;s off-canon representation of Kadaena as a dead goddess who resides beyond the Gates of Oblivion (i.e. a cult belief about Gosaena being like a dead goddess exiled beyond the Ebon Gate), and the Eorgina-Marlu relationship encoded in &amp;quot;[[Origins of Tonis]]&amp;quot; and &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and to a lesser extent the introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot;. This is also deliberately playing into the DragonRealms issue of Maelshyve versus Urrem&#039;tier, as pointed out in footnote 876.3.&lt;br /&gt;
[873.4] There is also a very esoteric argument for the Graveyard and the Broken Land being influenced by the &amp;quot;Demons of the Burning Night&amp;quot; book, where Empress Kadaena&#039;s daughter was the ruler of Orgiana&#039;s (I.C.E. Eorgina) theocracy, and the Broken Land&#039;s own GemStone unique lore might be conflating Kadaena and Orgiana, who were a little conflated in that theocracy.&lt;br /&gt;
[874] This is blending the details described in the footnotes to 873. This document refer to the doctrine as &amp;quot;syncretic&amp;quot;.&lt;br /&gt;
[875] This is leveraging off the &amp;quot;defying Death itself&amp;quot; frieze in the Graveyard crypt and the grotesque statue of &amp;quot;Empress Gosaena&amp;quot; embedded in the Graveyard gate, along with the timeless void of light and darkness in the [[Purgatory]] messaging, which had exits (paths) of light and darkness. The Graveyard itself underground is arguably a symbolic representation of Purgatory where is only the &amp;quot;dark path&amp;quot; into the darkness and the demonic.&lt;br /&gt;
[876.1] This is involving several things. &amp;quot;Guardian of the Forbidden&amp;quot; is the actual translation of the original invoking phrase in the Graveyard crypt, which was an offering formula of &amp;quot;Kadaena Throk Farok&amp;quot; in the I.C.E. language of Iruaric. This is off canon for Kadaena, it&#039;s representing her as some kind of Lovecraftian forbidden knowledge goddess, and a dead goddess along the lines of Hel or Osiris. This sentence is also explicitly recognizing the symbolic parallels between the Graveyard and the Purgatory and deeds death mechanics, and is pulling on theocracy details in the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;.&lt;br /&gt;
[876.2] The &amp;quot;infernal demonic realms&amp;quot; is a literalization of the phrase &amp;quot;lost to the demonic&amp;quot;, which never involved any first hand demon imagery. It is leaning on the original I.C.E. Lorminstra lore where the Key to the Void was never to be used, and that arguably being the meaning of &amp;quot;Guardian of the Forbidden&amp;quot;, where the Void generally refers to the Unlife / demonic realms. In this document the word &amp;quot;infernal&amp;quot; has a specific cosmological meaning, referring to the &amp;quot;pales&amp;quot; of lower existences of more chaotic essences (&amp;quot;sorcerous elements&amp;quot;) that are part of existence&#039;s chaos-order or dark-light spectrum, not outer valences. Then it is interpreting the light and darkness witnessed in Purgatory in this kind of cosmology of higher and lower planes.&lt;br /&gt;
[876.3] The notion that the light and dark are different aspects of the same Oblivion, perhaps experienced differently but the same place, is implied by the old permadeath messaging in [[Purgatory]]. This is the way the Afterlife is also [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 described] in DragonRealms, and Volume 2 of this document tries to stay consistent with the soul description in DragonRealms which has a [https://elanthipedia.play.net/On_Death_and_the_Soul_(book)/Contents tri-partite structure] to it. Here we are going further and associating the Void aspect of it to the demonic, and we are very subtly relating Despana/Gosaena with the DragonRealms [https://elanthipedia.play.net/Starry_Road_(plane)#Regions version] where Maelshyve claimed the Void (the permadeath part of the &amp;quot;Starry Road&amp;quot; spiritual plane) was her realm before she was displaced by the Gosaena-like immortal Urrem&#039;tier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void.[877] To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic.[878] Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.[879]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[877] The light as associated with the higher spirit planes is based on the release event information of [[Searing Light (135)]]. The wording of this sentence uses &amp;quot;interpreted&amp;quot;, so it is a theological interpretation of [[Purgatory]] and not necessarily correct. It may more or less reflect the original intent of that messaging, which was off canon for the I.C.E. setting.&lt;br /&gt;
[878] Bandur would have &amp;quot;omens&amp;quot; and nightmares, implicitly Lovecraftian nightmare visions, in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. Kadaena did not have any established prophetic ability, though that kind of magic existed in the setting, such as her cousin Andraax having a vignette of foreseeing the Unlife coming and blotting out the sun. (The Graveyard is symbolically anti-Sun in various ways.) This sentence is trying to thread the needle of an interpretation that can make sense of both the I.C.E. Age version of Kadaena as represented in the Graveyard with the late 1990s Gosaena lore which is plainly inspired by her presence on the Graveyard gate. This document is framing it as a heterodox theology, in line with the earlier assertion about heterodox and apocryphal theologies in the West and southern wastelands. &lt;br /&gt;
[879] These few lines are attempting to reconcile the earlier issue about Gosaena being the final last stop, in seeming contradiction with Lorminstra letting souls out to visit sometimes and Purgatory probably representing the other side of the Gates in its original intent. The Pale is the Gosaena realm in the Griffin Sword War, and its messaging was clearly very heavily based on the [[Purgatory]] messaging. The permadeath messaging made it clear that soul eventually ends up in the light or the dark, but it&#039;s all the same place and all Oblivion (i.e. oblivion state of unconsciousness) regardless of anything. So the reconciliation here is that Gosaena&#039;s realm is where and when Lorminstra does not have power, which explains the antagonistic way the Dark Path / Graveyard represents them, and recontextualizes the Purgatory messaging about the limits of her power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia.[880] He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness.[881] Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession.[882] He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps.[883] It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions.[884] He was a master of the black arts. But the corruption of this power was driving him mad.[885] He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north.[886] Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.[887]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[880] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. [[Library of Biblia|Biblia]] is the De-ICE&#039;d replacement for the Library of Nomikos.&lt;br /&gt;
[881] This is keeping the detail of his being apprehended for stealing a speaking crystal, but recontextualizes it from being a Lord of Essaence artifact (i.e. Empress Kadaena&#039;s people in the First Era) to it being from the analogous Age of Darkness in the Elanthia setting (i.e. back to the time of Drakes / Arkati / Ur-Daemon / whatever.)&lt;br /&gt;
[882] This is directly from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The word &amp;quot;occultist&amp;quot; is tied into the occultism described in this document, and with Bandur meaning a specifically Lovecraftian form of occultism, with &amp;quot;esoteric knowledge&amp;quot; in that way. In other words, &amp;quot;esoteric knowledge&amp;quot; not just meaning obscure or highly technical, but actual esotericism in the occult sense. This nightmare visions premise is also consistent with Gosaena related NPCs (e.g. Volierre) in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[883] The Graveyard has a bunch of explicit spatial warps, but it also has some much more subtle ones in the room painting.&lt;br /&gt;
[884] This is making an explicit statement of some subtext in the Graveyard&#039;s design. Its several original sections are clearly based on a few different real-world mortuary religious architectures, which are related to Underworld mythology with dead gods of the Underworld (especially Hel and Osiris). Along with possibly Orgiana (I.C.E. Eorgina) who was based on Hel. And there is a pretty clearly defensible case for the Graveyard paralleling Dante&#039;s Inferno, where Satan is frozen in the underworld. Volume 3 tries to establish mummies as underworld mythology related out of the Southron Wastes as an embellishment.&lt;br /&gt;
[885] This comes from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The term &amp;quot;Dark Path&amp;quot; in capitals in the Shadow World lore was actually referencing the corruption into madness and service to the Unlife that inevitably results from casting off the Evil spell lists, which in that setting derive their magical power from the Unlife either directly or indirectly (e.g. Dark Gods). The term &amp;quot;black arts&amp;quot; as used in this document is based on the use of the term &amp;quot;black arts&amp;quot; in the Graveyard story.&lt;br /&gt;
[886] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. By keeping the 6,300 years ago chronology, we&#039;re using this to help justify interpreting the West in this period as having a bunch of dark cults, which in the Second Age the document asserts were concentrated in the southern subcontinent. So this is a case of trying to keep things consistent. This is also a thread for a previous assertion in this document that the northwest was always a haven for dark magic because of its geographic remoteness.&lt;br /&gt;
[887] This is an embellishment. The Luukos shrine in the underground stronghold dates back to 1991, and reflects his I.C.E. version. It was expanded about a decade later, I believe Morvule unveiled the expansion as an old place. There is a reasonable case for several reasons to think the Coastal Cliffs area released in 1991, which is related to that stronghold in general, was intended to be related to the Bandur Etrevion story of purging the dark cults in the region when he consolidated his theocracy. So this is just explicitly stating something that was probably the original intent. There is now also an Onar shrine in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra.[888] Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom.[889] Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering.[890] He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design.[891] This commune with intense darkness caused Bandur to be frozen within solid ice.[892] This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.[893]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[888] Most of this is explicitly stated in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The last part about the mocking parallel of the Lorminstra religion is an interpretation. The Graveyard has numerous parallels to the temple in the Landing and the deeds / [[Purgatory]] death mechanics. These were all made at approximately the same time at the beginning of GemStone III.&lt;br /&gt;
[889.1] This is a list of example justifying the last part of the sentence that is footnoted 888. It is based on a direct comparison between the Graveyard rooms and the Temple rooms. The Graveyard also leans on some obscure, archaic vestigial lore within the Shadow World setting, about &amp;quot;servants of the Shadow&amp;quot; who artificially created demons. The phrase &amp;quot;power through thralldom&amp;quot; was appended to that for Bandur&#039;s most famous book. Here we are leaning into our medieval interpretation of deeds.&lt;br /&gt;
[889.2] The Sorceror spelling is an odd spillover from I.C.E. books, where it is sometimes spells Sorcerer and other times Sorceror, at least in Shadow World setting books. It may be based on Necromancers being &amp;quot;Sorcerors&amp;quot; in conversion charts between Rolemaster systems, as a contrast to Lord High Cleric, or could be randomly based on some case of it being spelled that way in one of the books. It is probably the only place in GemStone it is spelled this way, and there used to be a message board topic in the Sorcerer forum solely about &amp;quot;Sorcerer vs. Sorceror&amp;quot;. This spelling has also cropped up in the DragonRealms wiki.&lt;br /&gt;
[890] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; and wording his &amp;quot;omens&amp;quot; to a little more clearly Gosaena in nature, similar to what was seen with NPCs in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[891] This is cross-referencing &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; with interpreting the original parts of the Graveyard, which are on real room ID segment 18. This partly referring to the I.C.E. ghoul lore, and partly to the deep underground part of the Graveyard with the huge pile of bodies. Originally there was no way out from down there, the tunnel up to near the entrance to the burial mound was dug up from below ground, of people trapped down there trying to dig their way out. That is the significance of the body pile, who arguably symbolize the spirits of those who could not choose in the [[Purgatory]] messaging. What happened implicitly is that the Graveyard had traps, and grave robbers would get magically transported down there. It is most likely from trying to take stuff from the crypt&#039;s (unplundered) scroll room, as that would fit the Dark Path meaning.&lt;br /&gt;
[892] This is based on the Graveyard. The sarcophagus in the crypt is a fake, Bandur is actually hidden below ground, frozen in a block of ice. There&#039;s a reasonably good chance Kestrel&#039;s tomb is also fake, he might be the melted skeleton throne.&lt;br /&gt;
[893.1] The Chamber of the Dead is most likely an homage to the Graveyard. There were several things in Vvrael quest related areas that could plausibly have been Graveyard parallels, but Ardo&#039;s &amp;quot;sarcophagus&amp;quot; ice block is one of the most overt. The Vvrael were roughly an Unlife analog for the Elanthia setting, the Unlife in the Shadow World setting is &amp;quot;anti-Essaence&amp;quot;, which is what we would call &amp;quot;anti-mana&amp;quot; in Elanthia. It is the furthest extreme of the chaos-order essence spectrum cosmology. Volume 2 of this document restores that model, and treats &amp;quot;anti-mana&amp;quot; as the purest most corrupt form of &amp;quot;elemental darkness.&amp;quot; The use of the term &amp;quot;elemental darkness&amp;quot; is partly based on the dark vysans, originally called dark wisplings, which were apparently based on the Rolemaster &amp;quot;Elemental Companion&amp;quot; and would have been very weak examples of darkness elementals, which would be associated with cold criticals. There is likewise a case for interpreting the dark vorteces as more powerful darkness elementals. Elanthia does not include light and dark as &amp;quot;elements&amp;quot;, but has substantive light associated with the spirit realm (e.g. Searing Light spell), and here we treat darkness as one of the &amp;quot;sorcerous elements&amp;quot;, related to demons and undead.&lt;br /&gt;
[893.2] The Bandur and Uthex treatments break with the style of the rest of the document. Most of the document is talking about intellectual traditions and cultural propensities, or historiographic reinterpretation of historical events. But here we deal with specific historical people (concretely) instead, where the surrounding context in that time period is very ill-defined. But they tie into the occultist tradition and the Death religions. The very last section on the Modern period in contrast is very sweeping compared to the rest of the document. These are maneuvers being made relative to the gaps in the lore and things too close to the present day.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3) The Broken Land&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was a contemporary of Bandur, whom he had known from his earlier days.[894] When his work had been recognized by the Order of Lorekeepers.[895] Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the terrible wars of that period.[896] While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.[897]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[894] The original copy of &amp;quot;The Broken Land&amp;quot; from the GEnie file library had an exact date for the demise of Uthex: 6521 Second Era. This was in the first century of the Wars of Dominion, which lasted almost four hundred years. The De-ICEd [[A Popular History of the Broken Lands|copies]] that floated around on player websites cut this out completely. But it was very important, because it explicitly puts Bandur and Uthex in the same place at the same time, on top of more subtle relationships between the stories. The hooded figures in the Broken Land were probably meant to be Dark Path cultists who are effectively immortalized by Uthex&#039;s experiments.&lt;br /&gt;
[895] Uthex was a Loremaster of Karilon in the original story, where Bandur had been recognized by the College of Karilon. Uthex was [https://www.play.net/gs4/news.asp?id=615 retconned] to be a Sage of the [[Order of Lorekeepers]] for the [[Miracle (350)]] spell release. &amp;quot;Sage&amp;quot; was originally the De-ICE&#039;d replacement term for &amp;quot;Loremaster&amp;quot;, as Sage had often been used in Loremaster contexts in the Shadow World setting.&lt;br /&gt;
[896] This is straight from the Broken Land document. It just removes the term &amp;quot;Wars of Dominion&amp;quot;.&lt;br /&gt;
[897] This is an interpretation meant to explain how Uthex was tricked and seduced by servants of the Unlife, and based on the parallel between the Dark Path and the death religion as encoded in GemStone. The story refers to it as a &amp;quot;natural&amp;quot; gateway to another plane of existence, so we are taking its naturalness and having been discovered on face value. The spinning stone ring around it was implicitly made by the Loremasters later. It is most likely based on a powerful spell from the Warding list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur.[898] It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality.[899] The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region.[900] This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot;[901] It is rumored to be on the surface of the moon Lornon. Or perhaps below it.[902] There may be a grain of truth in this as it is apparently an esoteric dimension.[903] There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration.[904] It is in the same vein as the heterodox theology of the Dark Path.[905] The shrine there includes apocrypha depicting Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;[906]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350}}&amp;gt;&lt;br /&gt;
[898] This was explicitly stated in the Broken Land story, except that did not mention Bandur by name. It was implied context.&lt;br /&gt;
[899] The first part is from the Broken Land story, and the last part is based on the Misty Chamber messaging. The dark mirror and nightmarish analog &amp;quot;parallel dimension&amp;quot; aspect of it is an interpretation. It&#039;s very subtle. But there is actually a clear correspondence between the stuff in the Broken Land with analogous stuff in the Lysierian Hills. There is a strong argument for the Broken Land being based on Lovecraft stories involving dream walking / astral projecting into parallel existences, especially the Dreamland, which has nightmarish analogs of the places that exist in the waking world.&lt;br /&gt;
[900] This is extrapolating off the tapestries in Imaera&#039;s shrine and its release event, along with the Shadow World portals lore where natural gateways can be caused by celestial alignments.&lt;br /&gt;
[901] &amp;quot;Broken Land&amp;quot; was originally singular, it gained an &amp;quot;s&amp;quot; in the De-ICE. &amp;quot;Home of Broken Lore&amp;quot; was the literal meaning of its name out of Iruaric. Iruaric was used in numerous parts of the Broken Land originally. (Empress Kadaena&#039;s language.)&lt;br /&gt;
[902] This is just nodding to the wrong belief that it is the surface of Lornon. The Broken Land is actually deeply inconsistent with the I.C.E. version of Lornon. &amp;quot;Perhaps below it&amp;quot; is playing off the I.C.E. version being a gateworld with underground demons, and then &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; being planar experiments below ground in Lornon. You could make a subtext argument for the Broken Land being underground in Charon under highly artificial conditions. But that is probably not the intent. The Dark Gods came from other planes of existence in the I.C.E. lore, and were largely terrorizing the planet rather than residing on the moon when the Broken Land story was set during the Wars of Dominion. The moon case is really weak. Plus the Broken Land story itself explicitly called it another plane of existence, so that&#039;d have to be an outright lie.&lt;br /&gt;
[903] This is interpretation based on the parallel between it and the Lysierian Hills, as well as the Lovecraftian Dreamland subtext. Shadow Valley is more blatantly and obviously a parallel dimension in this fashion.&lt;br /&gt;
[904] This is based on the original gogor (vruul) lore, which is encoded into the Dark Shrine. There is actually a decent case that our &amp;quot;lesser vruul&amp;quot; were not woken up, but instead made out of the dead cultists. In the canon material the gogor were made by Empress Kadaena, but there was no detail into the methods. The Dark Shrine might be encoding the creation process, and these lesser vruul (&amp;quot;minor gogor&amp;quot;) could be meant to be weak ones made with ancient dark knowledge in a much later Age.&lt;br /&gt;
[905] This is reviving and making explicit the relationship between the Graveyard and Broken Land. Which was Empress Kadaena.&lt;br /&gt;
[906] This is explaining the prior sentence and cross-referencing the now archaic &amp;quot;[[Temple of Darkness Poem]]&amp;quot;, which is used for the Dark Shrine puzzle and had some weird off-canon representation of the Dark Gods, with the Eorgina-Marlu relationship such as in &amp;quot;Origins of Tonis&amp;quot; in the Elanthia setting. Keeping in mind we defined the Dark Path as a Gosaena/Eorgina syncretism. The &amp;quot;spirit born of death&amp;quot; part is the translated meaning of the phrase used in the puzzle to gain access to the Dark Shrine.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a shining trapezohedron, which is a siphon stone that concentrates power.[907] It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power.[908] The cultists were trying to make their own form of soul reincarnation, darkly mirroring the reincarnation of souls by Lorminstra.[909] The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year.[910] Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107.[911] But the later work of Uthex was high necromancy.[912]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[907] The crystal dome was implicitly a Lord of Essaence artifact in its original context. It&#039;s probably inspired by Lovecraft&#039;s quasi-sphere from [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] and possibly the almost sphere Shining Trapezohedron from [https://www.hplovecraft.com/writings/texts/fiction/hd.aspx &amp;quot;Haunter of the Dark&amp;quot;] which gave visions of &amp;quot;hooded figures&amp;quot; and eldritch vistas and so forth. The dome in the Broken Land is vaguely hemispherical, being surrounded by boulders and rubble, but actually faceted with panels. So this is describing it as actually a shining &amp;quot;trapezohedron&amp;quot; as an homage to the Lovecraftian subtext of the Broken Land.&lt;br /&gt;
[908] This is more or less explicitly stated by the Broken Land backstory document. The line about &amp;quot;occult researchers&amp;quot; is tying it back to describing Bandur as an &amp;quot;occultist&amp;quot; and the way occultism was described earlier in this document, which included astral projection notions and ascension concepts. The Broken Land was probably implying the artificial origins of the Dark Gods in experiments by the Lords of Essaence, being servants of Empress Kadaena and possibly even Kadaena as a dead goddess, consistent with the subtext representation of Kadaena in the Graveyard. The &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; leans on a weird typo in the source books that implies Kadaena was one of the moon goddesses. This was before Shadow World created the pantheon we call Lornon, which was first defined in 1990, so the Broken Land uses them but the Graveyard doesn&#039;t.&lt;br /&gt;
[909] This is an interpretation based on the parallels of the Graveyard and Broken Land with GemStone&#039;s death mechanics, and also by cross-referencing the Broken Land story with messaging, such as how the hooded figures spawn.&lt;br /&gt;
[910] This actually happened in game. [[Draezir]] temporarily turned off the runes for accessing the Broken Land. The storyline of [[Shar]] struggling with them was in 1998.&lt;br /&gt;
[911] This was the release event for [[Miracle (350)]]. This is an ordinary Cleric spell that applies to all alignments and convert statuses. In terms of the twisting of Uthex&#039;s work, he was presumably trying to make something like the [https://elanthipedia.play.net/Spiteful_Rebirth &amp;quot;Spiteful Rebirth&amp;quot;] necromancer spell in DragonRealms, which is an imitation of lich resuscitation and also has a 24 hour cooldown. This would in turn be related to the monastic liches as a retcon interpretation. &lt;br /&gt;
[912] High necromancy is defined more in Volume 2 of this document. It was arguably immortality / everlasting existence focused because of the Dark Path tie-in, but Uthex was attempting to fashion entities from energy, possibly even recycling them from departed souls. This may also have tied into the notion of Kadaena&#039;s followers having created demons, which is vestigial from older I.C.E. books. This is the likely meaning of them trying to twist Uthex&#039;s work into more perilous forms. The [[Miracle (350)]] release premise can conveniently tie into this necromantic reincarnation concept.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was potential to transmogrify the soul into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood.[913] In this way the Dark Path sought to ensure the reality of their depraved Death theology.[914] They had twisted and perverted the work of Uthex into more dangerous forms.[915] But his fellow Sages discovered that Uthex had gone quite mad, and slew him in -1,264 with a devastating meteor swarm, destroying as many of his experiments and records as they could.[916] There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists.[917] These were astral fights as the portal had been sealed with powerful Runes of Warding.[918] It was a cenobitic monastic order that would come to suffer from isolation and loneliness.[919] The monastery was lost to history, not rediscovered until 5092.[920] The monks had fallen to the very darkness they had struggled against.[921]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[913] The last part of this is rooted in the implications of the artificial origins of the Dark Gods as servants of Kadaena. The first parts of the sentence are based on that &amp;quot;servants of the Shadow&amp;quot; text, as well as the Lovecraftian subtext of the plotline of [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;]. The Graveyard and death mechanics arguably lean on the same Lovecraft stories as the Broken Land.&lt;br /&gt;
[914] This is just synthesizing the prior premises.&lt;br /&gt;
[915] This is from the Broken Land story.&lt;br /&gt;
[916.1] This is the equivalent calendar year to 6521 Second Era in the Shadow World timeline, in the sense of being the same number of years ago from the present. This document is keeping the number of years ago the same, because there is seemingly no reason not to just keep that consistent, putting the events in the late Age of Chaos.&lt;br /&gt;
[916.2] This is from the Broken Land story. It isn&#039;t obvious that the rubble in the Broken Land is all from the meteor swarm, or even the continually falling rocks. While these are &amp;quot;meteors&amp;quot;, it isn&#039;t obvious they&#039;re actually space rocks. The Broken Land might be a collapsed cenote, or ice fracturing on the surrounding mountains may be rolling boulders off the cliff.&lt;br /&gt;
[917] This is cross-referencing the Broken Land story with the imagery depicted in the Monastery. There was an interview with the creator, GM Kygar, in 1994 where he said they struggled in that mountain for centuries before succumbing to darkness.&lt;br /&gt;
[918] The Runes of Warding come from the Broken Land story, and were probably based on a specific spell from the Warding spell list from Shadow World, where there is a stone circle that blocks at half the level of the caster who made it. The reference to &amp;quot;astral fights&amp;quot; is playing off the astral projection subtexts in the Broken Land, including the chakra in the Monastery meditation room and the theosophical subtext of the Lovecraft parallel. The sewer in the Monastery is seemingly connected to a weird cryptic tower with non-Euclidean architecture, and the Broken Land dome maybe used to be connected to the tower as well.&lt;br /&gt;
[919] The isolation and loneliness is talked about in the Kygar interview.&lt;br /&gt;
[920] This is from the Broken Land story. 5092 is referring to the fact that it was discovered in 1992. The portal to the Broken Land was originally dormant. A year later it opened when hooded figures showed up attacking. If there was more detail to the release of it, that is not recorded now.&lt;br /&gt;
[921] This is quoting the Kygar interview.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.D The Modern Age (Last 5,000 Years)&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos.[922] Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood.[923] The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years.[924] In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire.[925] This more human empire pushed the darkness back into the borderlands of the north and south.[926] But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades.[927]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[922] 10,000 or 15,000 years, depending on definition.&lt;br /&gt;
[923] This is from the Xazkruvrixis lore, &amp;quot;[[The Mystique of Xazkruvrixis]]&amp;quot;. The Dark Flood of [[Finnia]] happened several thousand years before the Great Fire of Sharath.&lt;br /&gt;
[924.1] The timing of the Ashrim War has contradictory dates. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; puts it at 157 Modern Era. The [[Ta&#039;Illistim Monarchs]] document has the reign of Caladsal starting a few centuries later than that. The &amp;quot;mostly kept to themselves&amp;quot; is acknowledging that gnomes were allowed in, but there is no indication of involvement with the Kannalan Empire or earlier. It leans on the opening of the trade route in 5101 Modern Era, and slightly earlier with the Ilyan Cloud airship in the late 90s, as having been the beginning of increased cross-cultural trade and contact after the earlier Elven Wars. Banthis has said the original intent of the racial trading penalties was to have them decrease over time with increased contact and mixing of peoples. But this is playing in a very vaguely defined zone, in terms of how recent the opening up of the East has been in general. It was explicitly closed off from other races residing there during the Age of Chaos, up until Ardtin allowed the burghal gnomes to reside in Ta&#039;Illistim about 4,000 years ago. &lt;br /&gt;
[924.2] I&#039;m inclined to say the most consistent thing would be for the past couple of decades to be a recent aberration and very sudden change from the perspective of Elven time scales, rather than there being some long history of mixing of peoples with it being normal to have relatives in farflung parts of the continent. &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; for example frames the year 4845 as there having been smuggling networks that late between the Elven Nations and Turamzzyr, which suggests embargo conditions between the two powers rather than smuggling of goods that are illegal in themselves. The West was essentially always racially mixed going back into the Kannalan Empire and probably further, though Chaston&#039;s Edict made the southern Empire predominantly human, softening in recent centuries such as with the Horned Cabal and Order of Voln in Aldora. The Aelotoi being allowed in was a shock, as framed in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; document, but justified in how the Elves were historically responsible for what happened to them. The 2014 assassination attempt on Myasara was related to racially opening up the city, and Hycinthia had popular supporters on that point. The Vaalor papers system was a reactionary crackdown after bad events in 2009.&lt;br /&gt;
[925] This is from this document&#039;s characterization of the impact the Kannalan Empire had on the geographical distribution of dark magic practitioners. It is an embellishment. This document also never mentions the necromancer Syssanis with his swamp stronghold near River&#039;s Rest on the west coast, but River&#039;s Rest having fallen into post-Kannalan relative lawlessness is generally consistent with the premise we&#039;re using about necromancers versus lawful civilization.&lt;br /&gt;
[926] This refers to the &amp;quot;black elven wizardry&amp;quot; down in Gor&#039;nustre (now Immuron) and the dark sorcerous forces on the Wildwood settlement up in Vornavis (and Foggy Valley and so forth) in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[927] This refers partly to the Horned Cabal and the Scourge / Demonwall, and various storylines in the past few decades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841.[928] The Faendryl assumed it was a minor border expansion at first, with fortifications built along the northern marches, from Tedronne near the Wizardwaste to Harald&#039;s Keep in the east.[929] When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking.[930] Sentinel Happersett went missing and suffered a horrifying fate worse than death.[931]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[928] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[929] This is an interpretation meant to make some sense of the non-reaction of the Faendryl followed by the severe reaction after the invasion of Gellig. The geographical distribution of these places is not defined in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. So here we are defining it as fortifications largely west to east on what would be the northern borderlands, rather than oriented north to south. It may have been intended as north to south, with the sequence of retreat, but that would be more aggressive. What we&#039;re doing here is setting up a pincer movement on the Faendryl that did not get the chance to fully form, rather than a straight line of fortifications with supply lines back to Trauntor. (It is 100% made up that Tedronne is near western Trauntor and the Wizardwaste and that Harald&#039;s Keep is in the east with Creyth in between them.) The idea here is that the Turamzzyrian Empire has bad information on the state of the Faendryl in general, and moving east for setting up to block any possible material assistance from House Nalfein or the Elven Nations. Then we&#039;ve defined Gellig as an eastern port belonging to the Faendryl, which would follow this same cutting-off-from-assistance from the East logic, not really understanding the state of things between the Faendryl and Elven Nations. Because elves are just elves, from the imperial human point of view and understanding, in &amp;quot;History of the Turamzzyrian Empire&amp;quot;. Fortification out west to near the Wizardwaste can be used for an eventual pincer on New Ta&#039;Faendryl, but also to force the Faendryl to go through the Southron Wastes and around the Wizardwaste if it wants to retaliate on Tamzyrr. Then we have Sentinel Happersett stationed in the east moving south to hit Gellig, which we have framed with the assumption it is a port on the eastern coast. The Faendryl then retaliate and send the humans fleeing northwest toward Tedronne and Brantur in Trauntor. Some of the retreat goes to Barrett&#039;s Gorge, and the retreat is largely happening in a westward direction toward Brantur from our assumed position for Gellig. &amp;quot;History of the Turamzzyrian Empire&amp;quot; says: &#039;&#039;&amp;quot;another quarter have fled past Creyth, heading for Tedronne or Barrett&#039;s Gorge.&amp;quot;&#039;&#039; Which suggests Tedronne and Barret&#039;s Gorge are in different directions, or at least slightly different westward directions if Gellig is on the eastern coast, and these fortifications are assumed to be the three &amp;quot;strongholds&amp;quot; built for supply line purposes. The idea would be that Tedronne would be a supply line from Trauntor and Creyth would be a supply line from Barrett&#039;s Gorge, and Harald&#039;s Keep would be a more forward position for cutting off any intervention from the Elves in the East. Though the Faendryl are framed as politically and militarily inactive from the Turamzzyr point of view, this would still be sensible given the relatively recent history of wars with House Nalfein in that Barrett&#039;s Gorge region. So this is so much to say the road to Ta&#039;Faendryl is not being interpreted as a north-south route. It&#039;s instead moving around the Rhoska-Tor wasteland, which is to New Ta&#039;Faendryl&#039;s west, with the road to New Ta&#039;Faendryl really being from the east with Gellig intepreted as being on the east coast.&lt;br /&gt;
[930] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, though Sentinel Happersett was defined as having the name [[Jerram Happersett|Jerram]] during the Witchful Thinking storyline. He appeared as an NPC in a sort of unliving state who had to be released. He was obsessed with trying to purify Dark Elves of darkness, which took the form of trying to smash them with a hammer. It might be the original intent for Sentinel Happersett to have been Harald, to give meaning to Harald&#039;s Keep, because it is implied that those three strongholds were built on the spot to be the supply lines, and they split the army up between them over winter.&lt;br /&gt;
[931] Sentinel Happersett was one of Raznel&#039;s &amp;quot;paragons&amp;quot;. They were in cocoons attached to walls of flesh and filled with a form of [[epochxin|demon blood]] from the Southron Wastes, which she was using as a form of horcrux with these paragons being frozen in time in little pocket dimensions throughout the timeline, having selected historical victims who went missing in known years. Xorus was actually the one who found [https://gswiki.play.net/Witchful_Thinking_-_2019-09-21_-_Worlds_Collide_(log) the cocoon], and the one who did the kill shot on the cocoon, and Xorus was the one [https://gswiki.play.net/Landing_Events_-_2020-04-19_-_Hallmarks_of_History_(log)#Speaker_.234.2C_Xorus_-_Questionable_Responsibility_Given_Temporal_Convergence who taught] Raznel how to do this stuff with the ebon-swirled primal demon&#039;s venom blood when she was his student in her youth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge.[932] The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire.[933] The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes.[934] Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire.[935] There has been a surge of greater dark powers since the failure of the Eye of the Drake.[936] The Vvrael and Vishmiir wielded undead horrors.[937] Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab.[938] There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.[939]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[932] This premise comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The lore hook of demonic hybrids in this sense has never really been fleshed out. We&#039;ve seen some Demonwall invasion creatures that implicitly are these kinds of things. They are listed in Volume 3 of this document.&lt;br /&gt;
[933] This is explicitly stated in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; in the Armata section. The Faendryl do it as punishment to bleed treasure from the Turamzzyrian Empire. The &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document also talks about the Order of the Crimson Fist venturing out from the Demonwall to take the fight to the Faendryl and their fiends. This is remarkable because it frames ongoing, if low level, hostility between them. The Scourge distribution also has implications for the distribution of land use by the Faendryl Agrestis that would have to be carefully considered. The Scourge came from hybridizing with wildlife, but could possibly have been livestock as well. Farmstead in presumably Trauntor were getting massacred by these hybrids.&lt;br /&gt;
[934] This is principally from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but is talked about in various places.&lt;br /&gt;
[935] This pre-history of the Order of Voln fighting with the Horned Cabal, prior to the invasion of the Turamzzyrian Empire, comes from the Volnath Dai history document &amp;quot;[[Story of the Volnath Dai]]&amp;quot;. Grandmaster Fineval killed one of the Horned Cabal liches, and that set off the Horned Cabal invasions northward.&lt;br /&gt;
[936] This is extrapolating off the Eye of the Drake function and premise, which was framed near the beginning of this document. The IC author blames what is presumably a great increase in major extraplanar threats in recent decades to the failure of the Eye. Which is reviving the ICE analog concept.&lt;br /&gt;
[937] These were in 1997/1998 and 2002 storylines.&lt;br /&gt;
[938] This was in 1996 and then again in 2003 onward for a couple of years. The Miscere&#039;Golab is mentioned in the &amp;quot;[[Griffin Sword War]]&amp;quot; document and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Volume 3 of this document talks about it.&lt;br /&gt;
[939] These liches are from various storylines. Vindicto was from [[Ties That Bind]] and was responsible for previous bad things happening to House Vaalor, such as the assassination of King Tyrnian as shown in [[forehead gem]] loresongs. Tseleth was mainly in [[Ride of the Red Dreamer]], and was involved in the [[Sanctum of Scales]] release. The Council of Ten was in the [[Thurfel]] storyline and then a couple of the liches more recently in the Icemule storylines with [[Zeban]] and the [[Hinterwilds]] and [[Moonsedge]] and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows.[940] The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War.[941] The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues.[942] There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.[943]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[940] Althedeus was the big bad behind Kenstrom&#039;s storylines from [[Beyond the Arkati]] in 2010 through [[Cross into shadows|Cross into Shadows]] in 2014. The blood mages were generally members of the Arcane Eyes, a Mestanir group described in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The War of Shadows was in the Cross into Shadows storyline.&lt;br /&gt;
[941] This was the climax of the [[Eyes of the Dawn]] storyline, and this wasteland (the [[Bleaklands]]) has been used in other storylines since, including [[Keeping up with the Kestrels]] and [[Witchful Thinking]]. Xorus actually has a fairly high share of the responsibility and blame for the Bleaklands, because it was done by Raznel largely using the stuff she learned from him.&lt;br /&gt;
[942] This is referring to the [[epochxin]], first established in the [[Eyes of the Dawn]] storyline. Raznel learned about it in her youth because of a time loop paradox due to Melgorehn&#039;s Reach. She largely learned about its uses from Xorus, during the [[Keeping up with the Kestrels]] storyline, and Xorus later cured Larsya of the poison during the Praxopius storyline. It was weaponized into a genocidal disease curse against the krolvin, which led to krolvin invasions later, and is likely involved in the Blight that is presently suppressed around Wehnimer&#039;s Landing.&lt;br /&gt;
[943] This refers to the fact that Grishom Stone has the [[Star of Khar&#039;ta]] artifact and converted it to be oriented to blood and shadows energy. Stone is residing in the Deadfall forest near Wehnimer&#039;s Landing and is going to pull major stuff in a future storyline using that artifact. That forest has a bunch of blood eating demonic trees in it and is magically sealed off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=195915</id>
		<title>Talk:Announcement: New Unofficial History Timeline Page</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=195915"/>
		<updated>2023-04-28T01:53:34Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a lot of subtle inconsistencies or unexplained cross-relationships between historical documents. This now idle [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Wordsmiths project]] on the history of necromancy was built as my model for reconciling tons of them. This copy of it has a thousand footnotes. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Undead War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::The Undead War in particular has a lot of contradictory dates and time spans and inconsistent fine details across documents. The most serious of these is &amp;quot;[[History of the Faendryl#The Undead War|History of the Faendryl]]&amp;quot;. It has &#039;&#039;&amp;quot;Eight Patriarchs watched over the conflict&amp;quot;&#039;&#039; before the Battle of Maelshyve, which most ([[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|but]] [[Elanthian Gems#Jet|not all]]) documents date as [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,185]] Modern Era based off &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (sometimes converted into Illistim or Vaalor calendar systems with their House founding dates as year 0), during the reign of Patriarch Unsenis who is number 34. Patriarch Rythwier is number 37 at the time of the Ashrim War in [[Timeline of Elanthian History#1999-1000|+157]] Modern Era (which is itself a few centuries earlier than the reign of Caladsal implies for it in [[Ta&#039;Illistim Monarchs]], and Istmaeon&#039;s reign is two thousand years too early in it for the Kiramon war.) The current Patriarch [[Korvath Dardanus]] refers to himself in letters as Patriarch 39.&lt;br /&gt;
&lt;br /&gt;
::The eight Patriarchs could maybe be handwaved as referring to the entire [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|five thousand year]] period Despana was known to exist, since most (but [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|not all]]) documents have the Undead War being short on the scale of a few years. But then there are just two Patriarchs covering almost 15,000 years up to Rythwier Faendryl and the Ashrim War, with Patriarch 35 starting in roughly -15,180 with the Faendryl exile to the ruins of Maelshyve. &lt;br /&gt;
&lt;br /&gt;
::(The timing descriptions of the advance to ShadowGuard and its duration are also pretty deeply inconsistent between &amp;quot;[[History of Elanthia#III. A. The Undead War|History of Elanthia]]&amp;quot; and the Vaalor [[Ilynov Journal|journal]] [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|documents]] which have that one battle lasting months using Vaalorian calendar dates, while its present northern position on the [[Elanith]] map makes it seem like there is no reason the undead army should have even bothered stopping in that location. If ShadowGuard were instead further south between [https://gswiki.play.net/File:Sylvan_map_sm.jpg Nevishrim] and Ta&#039;Nalfein, it would be more consistent with [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|History of the Sylvan Elves]], and would be the Undead blocking in that relatively narrow pass around the mountains while they wreaked havoc in the &amp;quot;outlying provinces&amp;quot; west of the DragonSpine. In that position ShadowGuard&#039;s purpose could then be defined as a guardian position on the edge of the Elven Empire&#039;s core territory for dark stuff coming out of the southern wastelands, and you could have an extended period of stagnation in the forests around ShadowGuard before Dharthiir suddenly shifts gears and tries to surge northeast into the Elven Empire itself. The Sylvan history also has the Battle of Harradahn in -15,195 &#039;&#039;seven&#039;&#039; years before Maelshyve in -15,188 and later than ShadowGuard, while the Vaalor journals and &amp;quot;[[Wyvern]]&amp;quot; use the equivalent of -15,186 for ShadowGuard, with the Battle of Maelshyve within &#039;&#039;one&#039;&#039; year in -15,185. I would suggest -15,196 as the real year for ShadowGuard falling, -15,195 for Harradahn, and Maelshyve at -15,185 or -15,188, and blame it on differences between calendar systems in how they corrected or didn&#039;t correct the 365th day of the solar year. Then other inconsistencies would be unreliable narration or differences of emphasis, like Dharthiir recruiting allies as early at [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,497]] and maybe low level provinces conflict reaching back to roughly [[History of the Sylvan Elves#Chapter Six - Nevishrim, ca. -22,460 to -15,490|-15,490]].)&lt;br /&gt;
&lt;br /&gt;
::The entire underground period for the Faendryl has almost no definition. The [http://www.beaconhall.net/tsoran/forums/history-forum.html original intent] was for much of (New) Ta&#039;Faendryl to be an underground city, and then &amp;quot;built on a hill overlooking Rhoska-Tor&amp;quot; with [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp regional sinister and eldritch ruins/relics], and then [[History of the Faendryl#New Ta&#039;Faendryl|later]] documentation had NTF as a [[The Theory of Governance and Social Order#New Ta&#039;Faendryl|brand new]] surface city built after moving out of Rhoska-Tor to a nearby spot only after the Ashrim War. Except there had to have been other surface constructions prior to that point, such as the port where they launched their war ships and maybe Chesylcha&#039;s wedding party. (Which I think should be defined to be Gellig so that Gellig is something major enough to explain why the Faendryl reacted so much more severely to the Turamzzyrian Empire [[History of the Turamzzyrian Empire|invading]] it in the [[Incomplete History of River&#039;s Rest#The River&#039;s Rest Irregulars of the Third Elven War|Third Elven War]]. Tedronne, Creyth, and Harald&#039;s Keep would then be oriented west to east on the Faendryl northern borderlands, with Barrett&#039;s Gorge and Brantur to the west and Gellig on the east coast, and those three fortresses meant to cut off potential intervention from the Elven Nations and possibly to eventually pincer New Ta&#039;Faendryl. Then there is a road from Gellig toward New Ta&#039;Faendryl with the army going around the wastes and the Breaking happening southwest of Gellig and Harald&#039;s Keep, with northwest fleeing and Tedronne more in the direction of Brantur and the Wizardwaste, and Creyth more in the direction of Barrett&#039;s Gorge.) I think the sensible thing to do here is for there to be an old underground city and for what&#039;s now called New Ta&#039;Faendryl to connect down into it, and this surface facade and its five boroughs were centrally planned for organizing the whole society governance structure from the top down. I also think the [[The Theory of Governance and Social Order|&amp;quot;Patriarchal Palace&amp;quot;]] should be a center city within NTF where the Enchiridion Valentia is kept underground, akin to [https://www.nationsonline.org/maps/Vatican-City-map_1200px.jpg Vatican City], so that the Basilica is architecturally a basilica like it is in OTF and the Palace in the sense of royal residence is its own towering building. Analogous to St. Peter&#039;s Basilica versus the Apostolic Palace. This would reconcile some tensions between Faendryl documents about the roles of the Basilica and the Clerisy and the Patriarchal residence and the Enchiridion archives. (e.g. Are the &amp;quot;Basilican Sorcerers&amp;quot; actually the Clerisy? Clerisy positions in the Rachis? Did Second Era Faendryl summoning, such as it actually existed in state sanctioned form, all happen secretly within and under the Basilica itself in OTF in a strictly controlled and scheduled way?)&lt;br /&gt;
&lt;br /&gt;
::So, either Unsenis and Cestimir should be pushed back to something like Patriarchs 27/28 and those eight unnamed monarchs can be between Cestimir and Rythwier, or a premise can be framed that state sanctioned history by the Faendryl is somewhat revisionist / propaganda in nature and the Faendryl basically redacted that 15,000 year underground period and renumbered the Patriarchs after the Ashrim War to make the underground period sound relatively brief (allowing only one then living memory predecessor for Rythwier.) Rythwier is officially Patriarch 37, for example, but might &amp;quot;in reality&amp;quot; be something like the 53rd Patriarch. I would add an NPC note by an Illistim scholar to the top of &amp;quot;History of the Faendryl&amp;quot; saying the Faendryl have revised their Patriarch numbers to omit things, and generally exaggerate and distort historical precedent or continuity for their current practices with dark magic. That would also take pressure off &amp;quot;[[History of the Faendryl#The Growth of Faendryl Magic|History of the Faendryl]]&amp;quot; and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; making it sound like demonic summoning was widespread and public in the capital of the Elven Empire for roughly 20,000 years leading up to the Battle of Maelshyve, while &amp;quot;[[Path to Palestra]]&amp;quot; has the Palestra academies not being founded until after the Ashrim War (and the lesser academies founded under the current Patriarch.)&lt;br /&gt;
&lt;br /&gt;
::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Dhe&#039;nar Departure and House Founding Timing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::There is inconsistency on the details of the Dhe&#039;nar departure from the other Elves and the split into Houses in general. The core of the issue is that &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; has a 5,000 year gap between the Noi&#039;sho&#039;rah prophecy (circa -50,000) and the Tahlad departure (circa -45,000). &amp;quot;[[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|Timeline of Elanthian History]]&amp;quot; follows this with dating the departure as -45,293. But this makes the whole Dhe&#039;nar version of events incoherent. It is 2,000 years &#039;&#039;after&#039;&#039; the last House formed, and 4,000 years &#039;&#039;after&#039;&#039; the first House formed. (This may have happened because &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; had originally used 50,000 years ago for the Elven &#039;&#039;Empire,&#039;&#039; but the timeline document later defined the individual House / city foundings at earlier dates pushing back to 54,000 years ago, and the unofficial player Dhe&#039;nar history got canonized using the original 50,000 years ago timing. But moving that date back doesn&#039;t fix the fundamental problems. The Sylvan history is the most scholarly account of the period and makes it clear the &amp;quot;split&amp;quot; into Houses was really just the urbanization of spread out and long pre-existing colonies / bloodlines.)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;(1) Age:&#039;&#039;&#039; Tahlad is Korthyr&#039;s &#039;&#039;uncle&#039;&#039; in &amp;quot;History of the Dhe&#039;nar&amp;quot; and &amp;quot;History of the Faendryl&amp;quot;. Korthyr only lives long enough to build the first borough of Ta&#039;Faendryl, founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-48,897]] in &amp;quot;Timeline of Elanthian History&amp;quot;, where Ta&#039;Faendryl was built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; and mostly under Korthyr&#039;s successor, his own great nephew Khalar Andiris in &amp;quot;[[History of the Faendryl]]&amp;quot; up until around circa -48,000. Working through the timing of Patriarchs in &amp;quot;History of the Faendryl&amp;quot;, the Dhe&#039;nar departure in &amp;quot;Timeline of Elanthian History&amp;quot; probably happened during the reign of Yshryth Silvius Patriarch 14, which is around the time the Elven Empire becomes a meaningful concept (consistent with &amp;quot;History of Elanthia&amp;quot;.) Whereas it would not have been a meaningful concept in -50,000 when none of the Houses existed yet, and the founders were most likely of different generations. Some may have not even been alive at the same time as others, or not known each other, the capital cities having been founded over a span of 1,500 years. This line in &amp;quot;History of the Faendryl&amp;quot; has to be an anachronism or &amp;quot;great man of history&amp;quot; myth: &#039;&#039;&amp;quot;The elves were ready to leave the forests and split into eight noble Houses to form the greatest empire the world had known, lead by Korthyr Faendryl, Aradhul Vaalor, Zishra Nalfein, Sharyth Ardenai, Bhoreas Ashrim, Callisto Loenthra, Linsandrych Illistim and Tahlad Tsi&#039;shalar.&amp;quot;&#039;&#039; Tahlad in turn dies around circa [[History of the Dhe&#039;nar#IV. Sharath (45,000 - 30,000 years ago)|-40,000]] in &amp;quot;History of the Dhe&#039;nar&amp;quot;. He would have been well over ten thousand years old if he was Korthyr&#039;s uncle.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;(2) Founding Spread:&#039;&#039;&#039; &amp;quot;History of the Faendryl&amp;quot; words it this way: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah&#039;s cult left the forests, lead by Tahlad Tsi&#039;shalar, and later became known as the Dhe&#039;nar. Undaunted by his uncle&#039;s desertion, Korthyr Faendryl lead the rest of the elves from their home of ages amid the trees, leaving behind those that are the sylphs, and Sharyth Ardenai&#039;s line, who would lead the elven holdings there.&amp;quot;&#039;&#039; This is inconsistent in several ways. &amp;quot;[[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|History of the Sylvan Elves]]&amp;quot; has the Elves spread out in disparate colonies and living in open-air spaces outside the forests for a very long time before urbanizing, back to some time well before circa -55,000 (i.e. the split with the sylvans begins earlier than 60,000 years ago and the sylvan nomadic bands &amp;quot;gradually&amp;quot; consolidated into one colony), inconsistent with any abrupt planned division into Seven Cities of noble houses out of some central location or unified civilization. &amp;quot;Timeline of Elanthian History&amp;quot; and the documents using Illistim calendar dates have House Illistim as the first &amp;quot;House&amp;quot; in [[Timeline of Elanthian History#Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,107]]. House Ardenai was the second to last House in -47,689. The Ardenai lineages were apparently not considered [[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|&amp;quot;sylvisterai&amp;quot;]] in the pre-House period, so even with them, it would make more sense with the Sylvan history for Sharyth Ardenai to be leading a back to nature kind of movement into the Darkling Wood. Or at least having [[History of the Truefolk#The Horse War|croplands]] on the forest edges with sedentary woodland hamlets (instead of clear cutting the forests to expand croplands like the other Elves) and later moving deeper into the woods to found Ta&#039;Ardenai.&lt;br /&gt;
&lt;br /&gt;
::The Sylvan city of Ithnishmyn is founded circa [[History of the Sylvan Elves#Chapter Two - The First Sylvan City, ca. -45,400|-45,400]] in between Ta&#039;Ardenai and Ta&#039;Loenthra, and the Dhe&#039;nar departure is dated after that as well. There may be some cross-reference sense in this because sylvan harassment by Elven religious cults and slavers in &amp;quot;[[History of the Sylvan Elves#Chapter Three - Ithnishmyn and the Elven Nations|History of the Sylvan Elves]]&amp;quot; started around that time, and given the Dhe&#039;nar enslavement of Sylvans for eighty years mentioned in the lavender lore in [[Speech Unspoken: The Language of Flowers#Lavender|Speech Unspoken: The Language of Flowers]] (which makes no geographic sense in other time periods.) The treatment of the cities Ithnishmyn versus Ta&#039;Ardenai, for nine thousand years until -36,567, would not make much sense unless the Elves and Sylvans had culturally split much earlier. Similarly for their religious differences versus &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. The tension here I think would be best handled by establishing a framing for it as being a general disagreement among the Elven lineages (biased by their own self-interests or ideologies) about when the dissidents that eventually became the Dhe&#039;nar really left and who they were in the first place. One aspect of inconsistent views they could have of the &amp;quot;Matter of the Elven Empire&amp;quot; in general, which would be something analogous to the history and legend / founding myth mixed Matter of Britain. (e.g. the Illistim emphasize Lindsandrych Illistim founded the first city with the Chronicle keepers, the Faendryl argue Korthyr lead the House movement and so they have a perverse incentive to support the Noi&#039;sho&#039;rah/Tahlad legend, the Vaalor with their [[Wyvern]] oral tradition mythology, etc.)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;(3) Separate Versions:&#039;&#039;&#039; One view would be the Dhe&#039;nar left in circa -50,000 prior to the Illistim Chronicles being founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,238]] with Noi&#039;sho&#039;rah as a real person, Tahlad as the uncle of Korthyr, and were a distinct ideological tradition who could have been their own House if they had not left (giving the premise and timing in &amp;quot;[[History of the Faendryl]]&amp;quot; and to some extent &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.) Another view might be that Tahlad, or whoever that name really refers to in practice (possibly a few people using that name-title which means &amp;quot;Student&amp;quot; in Dhe&#039;nar-si), was a dissident proselytizing for thousands of years and left with a group of followers after the Houses finished forming and the near dozen Faendryl coups (giving the circa -45,000 timing in &amp;quot;History of the Dhe&#039;nar&amp;quot;.) A third version for explaining the use of the specific date -45,293 might be an Illistim historiographer theory that the &amp;quot;Sharath&amp;quot; promised land people were really what became of some recorded reactionary offshoot branch of &amp;quot;Sharyth&amp;quot; Ardenai&#039;s movement who rejected the Houses and cities, and then left the forest after failing to convert the Sylvans. Possibly they would argue the &amp;quot;sho&#039;rah&amp;quot; (which means &amp;quot;sister&amp;quot;) is also an oral history debasement of &amp;quot;Sharyth.&amp;quot; The second and third versions might then view the Noi&#039;sho&#039;rah story and &amp;quot;prophecy&amp;quot; as distorted with anachronistic details of the Houses and Elven Empire as a single nation, from the bloody politics and instability of the Faendryl in the millennium leading up to Yshryth&#039;s mother overthrowing the government, and then Yshryth executing her and purging those who undermine Elven unity and the eternal empire. Then becoming more distorted with Despana being read into it later. The first version would go all-in on the Noi&#039;sho&#039;rah prophecy as an actual historical event.&lt;br /&gt;
&lt;br /&gt;
::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:13, 27 April 2023 (CDT)&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=195911</id>
		<title>Talk:Announcement: New Unofficial History Timeline Page</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=195911"/>
		<updated>2023-04-27T20:13:10Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a lot of subtle inconsistencies or unexplained cross-relationships between historical documents. This now idle [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Wordsmiths project]] on the history of necromancy was built as my model for reconciling tons of them. This copy of it has a thousand footnotes. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Undead War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::The Undead War in particular has a lot of contradictory dates and time spans and inconsistent fine details across documents. The most serious of these is &amp;quot;[[History of the Faendryl#The Undead War|History of the Faendryl]]&amp;quot;. It has &#039;&#039;&amp;quot;Eight Patriarchs watched over the conflict&amp;quot;&#039;&#039; before the Battle of Maelshyve, which most ([[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|but]] [[Elanthian Gems#Jet|not all]]) documents date as [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,185]] Modern Era based off &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (sometimes converted into Illistim or Vaalor calendar systems with their House founding dates as year 0), during the reign of Patriarch Unsenis who is number 34. Patriarch Rythwier is number 37 at the time of the Ashrim War in [[Timeline of Elanthian History#1999-1000|+157]] Modern Era (which is itself a few centuries earlier than the reign of Caladsal implies for it in [[Ta&#039;Illistim Monarchs]], and Istmaeon&#039;s reign is two thousand years too early in it for the Kiramon war.) The current Patriarch [[Korvath Dardanus]] refers to himself in letters as Patriarch 39.&lt;br /&gt;
&lt;br /&gt;
::The eight Patriarchs could maybe be handwaved as referring to the entire [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|five thousand year]] period Despana was known to exist, since most (but [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|not all]]) documents have the Undead War being short on the scale of a few years. But then there are just two Patriarchs covering almost 15,000 years up to Rythwier Faendryl and the Ashrim War, with Patriarch 35 starting in roughly -15,180 with the Faendryl exile to the ruins of Maelshyve. &lt;br /&gt;
&lt;br /&gt;
::(The timing descriptions of the advance to ShadowGuard and its duration are also pretty deeply inconsistent between &amp;quot;[[History of Elanthia#III. A. The Undead War|History of Elanthia]]&amp;quot; and the Vaalor [[Ilynov Journal|journal]] [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|documents]] which have that one battle lasting months using Vaalorian calendar dates, while its present northern position on the [[Elanith]] map makes it seem like there is no reason the undead army should have even bothered stopping in that location. If ShadowGuard were instead further south between [https://gswiki.play.net/File:Sylvan_map_sm.jpg Nevishrim] and Ta&#039;Nalfein, it would be more consistent with [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|History of the Sylvan Elves]], and would be the Undead blocking in that relatively narrow pass around the mountains while they wreaked havoc in the &amp;quot;outlying provinces&amp;quot; west of the DragonSpine. In that position ShadowGuard&#039;s purpose could then be defined as a guardian position on the edge of the Elven Empire&#039;s core territory for dark stuff coming out of the southern wastelands, and you could have an extended period of stagnation in the forests around ShadowGuard before Dharthiir suddenly shifts gears and tries to surge northeast into the Elven Empire itself. The Sylvan history also has the Battle of Harradahn in -15,195 &#039;&#039;seven&#039;&#039; years before Maelshyve in -15,188 and later than ShadowGuard, while the Vaalor journals and &amp;quot;[[Wyvern]]&amp;quot; use the equivalent of -15,186 for ShadowGuard, with the Battle of Maelshyve within &#039;&#039;one&#039;&#039; year in -15,185.)&lt;br /&gt;
&lt;br /&gt;
::The entire underground period for the Faendryl has almost no definition. The [http://www.beaconhall.net/tsoran/forums/history-forum.html original intent] was for much of (New) Ta&#039;Faendryl to be an underground city, and then &amp;quot;built on a hill overlooking Rhoska-Tor&amp;quot; with [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp regional sinister and eldritch ruins/relics], and then [[History of the Faendryl#New Ta&#039;Faendryl|later]] documentation had NTF as a [[The Theory of Governance and Social Order#New Ta&#039;Faendryl|brand new]] surface city built after moving out of Rhoska-Tor to a nearby spot only after the Ashrim War. Except there had to have been other surface constructions prior to that point, such as the port where they launched their war ships and maybe Chesylcha&#039;s wedding party. (Which I think should be defined to be Gellig so that Gellig is something major enough to explain why the Faendryl reacted so much more severely to the Turamzzyrian Empire [[History of the Turamzzyrian Empire|invading]] it in the [[Incomplete History of River&#039;s Rest#The River&#039;s Rest Irregulars of the Third Elven War|Third Elven War]]. Tedronne, Creyth, and Harald&#039;s Keep would then be oriented west to east on the Faendryl northern borderlands, with Barrett&#039;s Gorge and Brantur to the west and Gellig on the east coast, and those three fortresses meant to cut off potential intervention from the Elven Nations and possibly to eventually pincer New Ta&#039;Faendryl. Then there is a road from Gellig toward New Ta&#039;Faendryl with the army going around the wastes and the Breaking happening southwest of Gellig and Harald&#039;s Keep, with northwest fleeing and Tedronne more in the direction of Brantur and the Wizardwaste, and Creyth more in the direction of Barrett&#039;s Gorge.) I think the sensible thing to do here is for there to be an old underground city and for what&#039;s now called New Ta&#039;Faendryl to connect down into it, and this surface facade and its five boroughs were centrally planned for organizing the whole society governance structure from the top down. I also think the [[The Theory of Governance and Social Order|&amp;quot;Patriarchal Palace&amp;quot;]] should be a center city within NTF where the Enchiridion Valentia is kept underground, akin to [https://www.nationsonline.org/maps/Vatican-City-map_1200px.jpg Vatican City], so that the Basilica is architecturally a basilica like it is in OTF and the Palace in the sense of royal residence is its own towering building. Analogous to St. Peter&#039;s Basilica versus the Apostolic Palace. This would reconcile some tensions between Faendryl documents about the roles of the Basilica and the Clerisy and the Patriarchal residence and the Enchiridion archives. (e.g. Are the &amp;quot;Basilican Sorcerers&amp;quot; actually the Clerisy? Clerisy positions in the Rachis? Did Second Era Faendryl summoning, such as it actually existed in state sanctioned form, all happen secretly within and under the Basilica itself in OTF in a strictly controlled and scheduled way?)&lt;br /&gt;
&lt;br /&gt;
::So, either Unsenis and Cestimir should be pushed back to something like Patriarchs 27/28 and those eight unnamed monarchs can be between Cestimir and Rythwier, or a premise can be framed that state sanctioned history by the Faendryl is somewhat revisionist / propaganda in nature and the Faendryl basically redacted that 15,000 year underground period and renumbered the Patriarchs after the Ashrim War to make the underground period sound relatively brief (allowing only one then living memory predecessor for Rythwier.) Rythwier is officially Patriarch 37, for example, but might &amp;quot;in reality&amp;quot; be something like the 53rd Patriarch. I would add an NPC note by an Illistim scholar to the top of &amp;quot;History of the Faendryl&amp;quot; saying the Faendryl have revised their Patriarch numbers to omit things, and generally exaggerate and distort historical precedent or continuity for their current practices with dark magic. That would also take pressure off &amp;quot;[[History of the Faendryl#The Growth of Faendryl Magic|History of the Faendryl]]&amp;quot; and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; making it sound like demonic summoning was widespread and public in the capital of the Elven Empire for roughly 20,000 years leading up to the Battle of Maelshyve, while &amp;quot;[[Path to Palestra]]&amp;quot; has the Palestra academies not being founded until after the Ashrim War (and the lesser academies founded under the current Patriarch.)&lt;br /&gt;
&lt;br /&gt;
::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Dhe&#039;nar Departure and House Founding Timing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::There is inconsistency on the details of the Dhe&#039;nar departure from the other Elves and the split into Houses in general. The core of the issue is that &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; has a 5,000 year gap between the Noi&#039;sho&#039;rah prophecy (circa -50,000) and the Tahlad departure (circa -45,000). &amp;quot;[[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|Timeline of Elanthian History]]&amp;quot; follows this with dating the departure as -45,293. But this makes the whole Dhe&#039;nar version of events incoherent. It is 2,000 years &#039;&#039;after&#039;&#039; the last House formed, and 4,000 years &#039;&#039;after&#039;&#039; the first House formed. (This may have happened because &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; had originally used 50,000 years ago for the Elven &#039;&#039;Empire,&#039;&#039; but the timeline document later defined the individual House / city foundings at earlier dates pushing back to 54,000 years ago, and the unofficial player Dhe&#039;nar history got canonized using the original 50,000 years ago timing. But moving that date back doesn&#039;t fix the fundamental problems. The Sylvan history is the most scholarly account of the period and makes it clear the &amp;quot;split&amp;quot; into Houses was really just the urbanization of spread out and long pre-existing colonies / bloodlines.)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;(1) Age:&#039;&#039;&#039; Tahlad is Korthyr&#039;s &#039;&#039;uncle&#039;&#039; in &amp;quot;History of the Dhe&#039;nar&amp;quot; and &amp;quot;History of the Faendryl&amp;quot;. Korthyr only lives long enough to build the first borough of Ta&#039;Faendryl, founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-48,897]] in &amp;quot;Timeline of Elanthian History&amp;quot;, where Ta&#039;Faendryl was built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia#II. Second Age, The Elven Empire (50,000 - 20,000 years ago)|History of Elanthia]]&amp;quot; and mostly under Korthyr&#039;s successor, his own great nephew Khalar Andiris in &amp;quot;[[History of the Faendryl]]&amp;quot; up until around circa -48,000. Working through the timing of Patriarchs in &amp;quot;History of the Faendryl&amp;quot;, the Dhe&#039;nar departure in &amp;quot;Timeline of Elanthian History&amp;quot; probably happened during the reign of Yshryth Silvius Patriarch 14, which is around the time the Elven Empire becomes a meaningful concept (consistent with &amp;quot;History of Elanthia&amp;quot;.) Whereas it would not have been a meaningful concept in -50,000 when none of the Houses existed yet, and the founders were most likely of different generations. Some may have not even been alive at the same time as others, or not known each other, the capital cities having been founded over a span of 1,500 years. This line in &amp;quot;History of the Faendryl&amp;quot; has to be an anachronism or &amp;quot;great man of history&amp;quot; myth: &#039;&#039;&amp;quot;The elves were ready to leave the forests and split into eight noble Houses to form the greatest empire the world had known, lead by Korthyr Faendryl, Aradhul Vaalor, Zishra Nalfein, Sharyth Ardenai, Bhoreas Ashrim, Callisto Loenthra, Linsandrych Illistim and Tahlad Tsi&#039;shalar.&amp;quot;&#039;&#039; Tahlad in turn dies around circa [[History of the Dhe&#039;nar#IV. Sharath (45,000 - 30,000 years ago)|-40,000]] in &amp;quot;History of the Dhe&#039;nar&amp;quot;. He would have been well over ten thousand years old if he was Korthyr&#039;s uncle.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;(2) Founding Spread:&#039;&#039;&#039; &amp;quot;History of the Faendryl&amp;quot; words it this way: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah&#039;s cult left the forests, lead by Tahlad Tsi&#039;shalar, and later became known as the Dhe&#039;nar. Undaunted by his uncle&#039;s desertion, Korthyr Faendryl lead the rest of the elves from their home of ages amid the trees, leaving behind those that are the sylphs, and Sharyth Ardenai&#039;s line, who would lead the elven holdings there.&amp;quot;&#039;&#039; This is inconsistent in several ways. &amp;quot;[[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|History of the Sylvan Elves]]&amp;quot; has the Elves spread out in disparate colonies and living in open-air spaces outside the forests for a very long time before urbanizing, back to some time well before circa -55,000 (i.e. the split with the sylvans begins earlier than 60,000 years ago and the sylvan nomadic bands &amp;quot;gradually&amp;quot; consolidated into one colony), inconsistent with any abrupt planned division into Seven Cities of noble houses out of some central location or unified civilization. &amp;quot;Timeline of Elanthian History&amp;quot; and the documents using Illistim calendar dates have House Illistim as the first &amp;quot;House&amp;quot; in [[Timeline of Elanthian History#Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,107]]. House Ardenai was the second to last House in -47,689. The Ardenai lineages were apparently not considered [[History of the Sylvan Elves#Chapter One - Early History, Approximately ca. -130,000 to ca. -60,000|&amp;quot;sylvisterai&amp;quot;]] in the pre-House period, so even with them, it would make more sense with the Sylvan history for Sharyth Ardenai to be leading a back to nature kind of movement into the Darkling Wood. Or at least having [[History of the Truefolk#The Horse War|croplands]] on the forest edges with sedentary woodland hamlets (instead of clear cutting the forests to expand croplands like the other Elves) and later moving deeper into the woods to found Ta&#039;Ardenai.&lt;br /&gt;
&lt;br /&gt;
::The Sylvan city of Ithnishmyn is founded circa [[History of the Sylvan Elves#Chapter Two - The First Sylvan City, ca. -45,400|-45,400]] in between Ta&#039;Ardenai and Ta&#039;Loenthra, and the Dhe&#039;nar departure is dated after that as well. There may be some cross-reference sense in this because sylvan harassment by Elven religious cults and slavers in &amp;quot;[[History of the Sylvan Elves#Chapter Three - Ithnishmyn and the Elven Nations|History of the Sylvan Elves]]&amp;quot; started around that time, and given the Dhe&#039;nar enslavement of Sylvans for eighty years mentioned in the lavender lore in [[Speech Unspoken: The Language of Flowers#Lavender|Speech Unspoken: The Language of Flowers]] (which makes no geographic sense in other time periods.) The treatment of the cities Ithnishmyn versus Ta&#039;Ardenai, for nine thousand years until -36,567, would not make much sense unless the Elves and Sylvans had culturally split much earlier. Similarly for their religious differences versus &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. The tension here I think would be best handled by establishing a framing for it as being a general disagreement among the Elven lineages (biased by their own self-interests or ideologies) about when the dissidents that eventually became the Dhe&#039;nar really left and who they were in the first place. One aspect of inconsistent views they could have of the &amp;quot;Matter of the Elven Empire&amp;quot; in general, which would be something analogous to the history and legend / founding myth mixed Matter of Britain. (e.g. the Illistim emphasize Lindsandrych Illistim founded the first city with the Chronicle keepers, the Faendryl argue Korthyr lead the House movement and so they have a perverse incentive to support the Noi&#039;sho&#039;rah/Tahlad legend, the Vaalor with their [[Wyvern]] oral tradition mythology, etc.)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;(3) Separate Versions:&#039;&#039;&#039; One view would be the Dhe&#039;nar left in circa -50,000 prior to the Illistim Chronicles being founded in [[Timeline of Elanthian History#The Second Age - The Elven Empire -20,001 to -50,000|-49,238]] with Noi&#039;sho&#039;rah as a real person, Tahlad as the uncle of Korthyr, and were a distinct ideological tradition who could have been their own House if they had not left (giving the premise and timing in &amp;quot;[[History of the Faendryl]]&amp;quot; and to some extent &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.) Another view might be that Tahlad, or whoever that name really refers to in practice (possibly a few people using that name-title which means &amp;quot;Student&amp;quot; in Dhe&#039;nar-si), was a dissident proselytizing for thousands of years and left with a group of followers after the Houses finished forming and the near dozen Faendryl coups (giving the circa -45,000 timing in &amp;quot;History of the Dhe&#039;nar&amp;quot;.) A third version for explaining the use of the specific date -45,293 might be an Illistim historiographer theory that the &amp;quot;Sharath&amp;quot; promised land people were really what became of some recorded reactionary offshoot branch of &amp;quot;Sharyth&amp;quot; Ardenai&#039;s movement who rejected the Houses and cities, and then left the forest after failing to convert the Sylvans. Possibly they would argue the &amp;quot;sho&#039;rah&amp;quot; (which means &amp;quot;sister&amp;quot;) is also an oral history debasement of &amp;quot;Sharyth.&amp;quot; The second and third versions might then view the Noi&#039;sho&#039;rah story and &amp;quot;prophecy&amp;quot; as distorted with anachronistic details of the Houses and Elven Empire as a single nation, from the bloody politics and instability of the Faendryl in the millennium leading up to Yshryth&#039;s mother overthrowing the government, and then Yshryth executing her and purging those who undermine Elven unity and the eternal empire. Then becoming more distorted with Despana being read into it later. The first version would go all-in on the Noi&#039;sho&#039;rah prophecy as an actual historical event.&lt;br /&gt;
&lt;br /&gt;
::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 15:13, 27 April 2023 (CDT)&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Southron_Wastes&amp;diff=195838</id>
		<title>Southron Wastes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Southron_Wastes&amp;diff=195838"/>
		<updated>2023-04-27T00:51:28Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: few more creatures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Southron Wastes&#039;&#039;&#039; is in the furthest southern region of the continent [[Elanith]].  This was partly accessible to adventurers during the [[Wavedancer]] events, in its central region to the southwest of [[Rhoska-Tor]].  The Southron Wastes is next to the jungles where the [[Dhe&#039;nar]] cities of [[Eh&#039;lah]] and [[Sharath]] are located.  In addition, the remaining liches of the [[Horned Cabal]] dwell within the wastes, as do parasitic humans known as the Collectors who feed on the magical energy of artifacts to unnaturally extend their lives. The [[Orders of the Turamzzyrian Empire#Disciples of the Shadows|Disciples of the Shadows]], worshippers of the primordial demon [[Althedeus]], have also historically been based in the Southron Wastes, possibly dating back into the Age of Chaos.&lt;br /&gt;
&lt;br /&gt;
The Demonwall is being expanded further west from the Wizardwaste and Aldora, with the intent of eventually walling off the whole Southron Wastes from the Turamzzyrian Empire. The southeastern tip of the Southron Wastes has a port known as [[Behizet]], which is known as the Jewel of the Wastes. Somewhere off the southern coast is [[Bone Island]], where a skeletal &amp;quot;demonic&amp;quot; god called [[Kyr&#039;orvrad]] collects bones and is worshipped by island savages.&lt;br /&gt;
&lt;br /&gt;
== Wavedancer ==&lt;br /&gt;
&lt;br /&gt;
The [[Wavedancer]] visited the south central region of the Southron Wastes in 5105 and 5106. This included geological terrain such as slot canyons, ashen barrens, plateaus, salt basins in former lakes, buttes and tufa towers, and mountains of shale with limestone at higher elevations, as well as sandstone near the coast. These mountains are described as recent geological upheavals, with rumbling and instability with landslides. There may be underground rifts in space, or that may only be poetic wording. The &amp;quot;sugar strand&amp;quot; consists of white sand beaches on the southern coast next to the jungles, which give way to savannah, which descends into the salt basin and the wasteland desert.&lt;br /&gt;
&lt;br /&gt;
While this explored part of the southern jungles, it did not include Sharath which is built next to a volcano. Bone Island off the southern coast appears to be a raised coral atoll and thus essentially made of &amp;quot;bone&amp;quot;, with a not entirely natural mountain of limestone at its center serving as the temple of Kyr&#039;orvrad, who may have once been a volcano god. This is a repository of Ashrim bones. The island&#039;s jungles also have monkeys who speak in broken Common.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
Creatures and races encountered in this region of the Southron Wastes during the Wavedancer include the following, though this may be incomplete and the creature localizations may have inaccuracies:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shipwreck (south)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* raggedy salt-encrusted skeleton&lt;br /&gt;
* squat midnight black construct&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Tangle / Sugar Strand (south)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* red-eyed large ridgeback lizard&lt;br /&gt;
* pillar-like skeletal golem&lt;br /&gt;
* fiery giant scarlet worker-ant&lt;br /&gt;
* giant scarlet ant&lt;br /&gt;
* salt crystal golem&lt;br /&gt;
* lustrous steel sentinel&lt;br /&gt;
* blue-crested iguanoid warrior&lt;br /&gt;
* black-crested iguanoid soldier&lt;br /&gt;
* rattle-tailed sleek black viper&lt;br /&gt;
* plains panther&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Range (eastern)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* plasmatic inky black horror&lt;br /&gt;
* infernal sprite&lt;br /&gt;
* flowing pale wraith&lt;br /&gt;
* hulking black beast&lt;br /&gt;
* spiked dull red reptile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Range (western)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* alabaster sentinel&lt;br /&gt;
* massive gnarled wasteworm&lt;br /&gt;
* smooth dark slavaan&lt;br /&gt;
* scarlet desert griffin&lt;br /&gt;
* pale violet blue griffin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ashen Barrens / Salt Basin (central / north)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* hump-backed twisty horned creature&lt;br /&gt;
* shadowy frazzle-haired banshee&lt;br /&gt;
* six-toed furry black hound&lt;br /&gt;
* wild-maned shadowy steed&lt;br /&gt;
* spindly skeletal horse &lt;br /&gt;
* spiked huge sandworm&lt;br /&gt;
* acidic lump of jelly&lt;br /&gt;
* huge black raptor&lt;br /&gt;
* pitted black statue&lt;br /&gt;
* blazing sand elemental&lt;br /&gt;
* dessicated withered black vine&lt;br /&gt;
* sleek large lizard&lt;br /&gt;
* gaunt fanged figure&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brieson&#039;s Expedition ==&lt;br /&gt;
&lt;br /&gt;
On 29 [[Jastatos]] 5116, [[Brieson|Lord Brieson Cassle]] led an expedition into the Southron Wastes to collect samples of [[epochxin]]. The map was also used in the slaying of [[Jerram Happersett]] in 5119, [[Witchful Thinking - 2019-09-21 - Worlds Collide (log)|trapped]] in an unliving state with a variant of epochxin. Happersett had been abducted to the wastes by the witch Raznel during the Third Elven War and suspended in a temporal pocket dimension, where he was constantly reliving the Breaking for the past few centuries.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
Creatures encountered during the expedition included many native inhabitants as well as a breed of demons known as &amp;quot;primals&amp;quot;, who are drawn to a particular place there like a &amp;quot;beacon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*a pale white giant tarantula&lt;br /&gt;
*a massive dune spider&lt;br /&gt;
*a huge sand-hued vulture&lt;br /&gt;
*a scarlet desert griffin&lt;br /&gt;
*a massive gnarled wasteworm&lt;br /&gt;
*a huge chalk white sandworm&lt;br /&gt;
*a blazing sand elemental&lt;br /&gt;
*a slinky black scourgemage&lt;br /&gt;
*a blue-crested iguanoid warrior&lt;br /&gt;
*a black-crested iguanoid shaman&lt;br /&gt;
*a red-crested iguanoid chieftain&lt;br /&gt;
*a six-toed furry black hound (undead)&lt;br /&gt;
*an enormous ebon-swirled primal (demon)&lt;br /&gt;
*an ichor-soaked floating primal eyeball (demon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enormous ebon-swirled primals&#039;&#039;&#039; are primitive relatives of [[oculoth]]s, and are said to also exist in other valences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Within the darkness of night, which hangs like a wall of shadows above the ashen white sands, amorphous forms begin to appear, resembling enormous floating spheres of obsidian.&lt;br /&gt;
&lt;br /&gt;
Clicking echoes from the floating spheres of darkness.&lt;br /&gt;
&lt;br /&gt;
Specks of white sand float up from the base of the crystalline coffin.&lt;br /&gt;
&lt;br /&gt;
Dotting the surface of the enormous black spheres, hundreds of multi-hued alien eyes appear, misshapen, malformed, some red, some white, yellow, grey.  Ichor drips from the huge fangs of the primal demons, and ebon mist swirls about their nebulous forms.&lt;br /&gt;
&lt;br /&gt;
Like falling black stars, the primals descend.&lt;br /&gt;
&lt;br /&gt;
An enormous ebon-swirled primal floats in, its toothy maw glistening with black ichor.&lt;br /&gt;
&lt;br /&gt;
An enormous ebon-swirled primal hovers in, its central eye rolling back and forth.&lt;br /&gt;
&lt;br /&gt;
A ripple of heated air begins to waver in midair, emitting waves of heat throughout the area.  Soon, a jagged crimson line begins to form in the center of the disturbance, extending both vertically and horizontally, the line begins to rip a tear in reality.  Within moments, an ichor-soaked floating primal eyeball emerges from the newly formed opening and when it is clear, the tear shuts rapidly behind it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Room Painting==&lt;br /&gt;
&lt;br /&gt;
The following are room painting examples of the Ashen Barrens portion of the Southron Wastes map. The wastes are described as inhospitable to civilization, often with no vegetation at all. The source of the ebon-swirled primal demons from the Brieson expedition was not explained explicitly, but included here is a dark cavern near the Sugar Strand with an underground &amp;quot;rip in space&amp;quot; (possibly just a wall fissure) buffeting with waves of essence (possibly just sand.) &lt;br /&gt;
&lt;br /&gt;
=== Rift ===&lt;br /&gt;
However, such a rip in space is consistent with the behavior of the primal demon eyeballs, which emerge from spontaneously forming tears in reality with waves of heat emitting from them. The [[Ur-Daemon]] Ith&#039;can was able to open rifts with its eyes in a similar fashion, and was said to resemble an oculoth. It is worth noting that Despana traveled through the Southron Wastes seeking the old places of the Ur-Daemon, settling in the northeast region now called Rhoska-Tor.&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Dark Cavern, Nexus&lt;br /&gt;
|desc = Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth from a &#039;&#039;&#039;scarlet-laced russet rip in space.&#039;&#039;&#039;  Waves of essence buffet the area every so often, gusting with the roaring heat of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.&lt;br /&gt;
|paths = out&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ashen Barrens ===&lt;br /&gt;
&lt;br /&gt;
The following describes the Ashen Barrens on western and southeastern trails, relative to this first room where Brieson&#039;s portal was located. This was the spot [[Larsya]]&#039;s bane coffin was opened to attract the primal demons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Westerly Trail&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Nothing but sand, dune upon dune of pale, white sand stretches to the horizon.  The wind whistles through the emptiness, carrying with it squalls and minor sandstorms.  There is no hope of vegetal salvation within the wasteland.&lt;br /&gt;
|paths = southeast, west&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Peak upon peak, knoll upon knoll, there is only sand and bones in the barrens.  The desert northward presents no vegetation and stretches as far as the eye can see, though the view is greatly obscured by darkness. To the southwest, a shale mountain range breaks the visual void of the wasteland.&lt;br /&gt;
|paths = east, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Slicing through the barrens, a high cliff overlooks the vast no-man&#039;s land.  The dry air has parched even the cactus, whose shriveled hull lies toppled in the ashen sand.  Small rodents with large ears scurry through the area, retreating into their burrows at the earliest sign of territorial invasion.  You also see a blazing sand elemental and a red-crested iguanoid chieftain.&lt;br /&gt;
|paths = northeast, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = A massive cliff juts from the wasteland to the west, while eastward nothing beyond sprawling, empty barrens meets the eye.  In the distance, a vast number of birds constantly circle over the bleak wilderness.&lt;br /&gt;
|paths = northeast, southeast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Between the mountain and the barrens, a single stone spire stands apart from the rest.  A trio of spires hide behind the first, none as tall, nor as impressive.  The sandy wasteland encroaches on their bases, slowly slimming the stone down with the passage of wind and time.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Chalk coats everything in a ghostly white layer of dust.  As the wind rises and wanes, the powder kicks up to obscure the surrounding wasteland.  A single rock, shaped like a column, rises from the sandy barrens.  The surface of the natural obelisk is worn smooth, save for a series of deep, vertical gouges.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Sparse clumps of desert verbena dot the bleak landscape, converging near a red shale butte.  A horde of flying insects buzz about the area some distance to the east, amid a heaping pile of bones and refuse.  You also see a blazing sand elemental and a hulking black beast.&lt;br /&gt;
|paths = south, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = The pathway is littered with stray, crumbling rock, split from the shale butte by some unimaginably traumatic force.  Barely visible in the darkness, a tight ring of birds circling low over the barrens occasionally dives down to the sandy floor.  The attack is followed by a torrent of high-pitched baying which dies out long before the flock resumes its course in the sky.&lt;br /&gt;
|paths = north, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Save for the shale butte and the mountains to the west, the area stands bleak, fairly lifeless, and bathed in ashen soil.  A variety of sepia-toned cactus husks rise from the ivory sand in varying slants to create a field of vegetal death in disarray.&lt;br /&gt;
|paths = southeast, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Crumbling rocks tumble down the mountainside, revealing new layers of vanilla amid the typical red shale. The pale sand is intermixed with bittersweet brown.  Each rock that falls from above takes with it additional stone as it crashes into crags and peaks.  The ground is littered with crushed boulders.&lt;br /&gt;
|paths = northeast, south&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Fierce winds stir the sand, rising in occasional columns above the barrens.  The resulting convoluted formations are peaked with red shale soil from the crumbling mountains.  Even the scattered sagebrush is dusted in vanilla-toned powder.&lt;br /&gt;
|paths = north&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southeasterly Path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Skirting around a curiously crooked spire, the barren pathway stops short of entering the vast, pale desert.  Far to the east, the red shale cordillera dies down, as if being slowly devoured into the timeless, sandy wasteland.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Slowly but surely, the sagebrush and cactus give way to a sprawling, desert wasteland in the north.  As the mountain ranges east and west die down, nothing more remains of interest amid the vast wilderness of pale, ashen sand.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = With occasional vanilla layers revealed by years of wear, a striking red shale massif looms above.  The barrens, littered with detritus and bones, contain little in the way of fruitful life.  Like nearly everywhere else in the wasteland, numerous vultures constantly circle above.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Rising in the north, a drastic precipice peers over the barren wasteland.  The plateau&#039;s geologic composition is varied, consisting of alternating layers of umber, red ochre and a pale vanilla.  From this distance, a gnarled, dense patch of cactus is visible at the mountain ledge&#039;s base.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = The pale, sandy soil is littered with contrasting boulders of red shale.  Desert flowers, stunted but bright, speckle the barren wasteland.  Far above the foothills, a pass set between a pair of mountain peaks is barely visible.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = The blown-out landscape is dotted with scraggly sagebrush, some squashed by a scattering of massive, jagged boulders.  In the gradual foothills to the east, a series of stone spires blocks a view of the red cordillera beyond.  As the elevation rises, the sparse floral accompaniment wanes to nothing.&lt;br /&gt;
|paths = south, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Standing nearly fifteen feet tall, a massive cactus with very long needles sprouts from the sandy soil.  The trail passes precariously close to the tall plant and then branches out to either side, looping back on itself to create a dangerous obstacle in the middle of the path.  Occasionally, a high-pitched &amp;quot;kee-kah!&amp;quot; sound followed by a series of low chitters emanate from the cactus.&lt;br /&gt;
|paths = north, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = A series of wavering lines, one after another, cut through the pale soil heading westward beyond a few clumps of sagebrush.  The scant remains of a large, dead raptor are partially buried in the sand.&lt;br /&gt;
|paths = northeast, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Patches of brittle grass give way to ashen soil and desolate cactuses with short, stiff needles.  Occasionally, a scuttling insect is picked off by one of the many small birds perched safely within the plants&#039; thorny barriers.&lt;br /&gt;
|paths = northeast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Climate and terrain]]&lt;br /&gt;
[[Category:Deserts]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=195748</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=195748"/>
		<updated>2023-04-26T20:50:38Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: links / broken links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are footnotes for the unofficial document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|&amp;quot;Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy&amp;quot;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Forbidden Knowledge and the Black Arts===&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist,[1] I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts[2] and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent.[3] What follows here is a brief survey in three volumes.[4] It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order.[5] It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms.[6] There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.[7]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[1] [[Harrowing and Esoteric Archaeology|Occult archaeology]], or &amp;quot;esoteric archaeology&amp;quot; and &amp;quot;occult philology&amp;quot;, are made up disciplines Xorus explained once for a Faendryl symposium.&lt;br /&gt;
[2] &amp;quot;Black arts&amp;quot; is used in this to refer to highly corruptive magic performed by villain types that is worse and more condemned than the sorcery typically used by Faendryl. (e.g. the [[Blood of the Sea: The Krolvin and Their Descendants|blood mages]] of the krolvin) It is used as a distinction from the term &amp;quot;dark arts&amp;quot;, which refers to contemporary sorcery having partly overlapped with historical black arts.&lt;br /&gt;
[3] This document treats magic as arising from intellectual and cultural traditions, with a corresponding history of ideas and influenced by historical forces. It splits apart various aspects under the umbrella &amp;quot;sorcerer&amp;quot; into different origins and kinds.&lt;br /&gt;
[4] Volume 2 fleshes out the meaning of &amp;quot;black arts&amp;quot; (and magical corruption), taking that term from the original [[Legend of the Necropolis of Etrevion (essay)|&amp;quot;Legend of the Necropolis of Etrevion&amp;quot;]] story for the [[The Graveyard|Graveyard]]. Volume 3 is classification schemes for the unliving. Some terminology in Volume 1 is elaborated in the other volumes.&lt;br /&gt;
[5] The document is trying to characterize traditions out of kinds of cultures (e.g. animism -&amp;gt; druidism, shamanism) as tendencies, rather than the messy gritty details of concrete history, where there would be tons of redundancy and reinventions.&lt;br /&gt;
[6] This terminology is explained later in this document. &amp;quot;dark sorcery&amp;quot; is a distinction from &amp;quot;classical sorcery&amp;quot;, and this sentence amounts to saying the document is written with a Faendryl bias.&lt;br /&gt;
[7] Hedge on the scope of its correctness, and allowance for having Faendryl bias but also saying things Faendryl would not like. IC author is contrary on some matters such as the Arkati and Drakes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way.[8] For this I will defer to ethnographers and religious historians.[9] In this compendium the unifying focus is necromancy in a very broad sense.[10] Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions.[11] It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.[12]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[8] This is an &amp;quot;Other&amp;quot;ing framing where categories (e.g. &amp;quot;witch&amp;quot;, &amp;quot;warlock&amp;quot;, &amp;quot;shaman&amp;quot;) are used compared to some orthodoxy (Faendryl sorcery, magical theory), not necessarily the ways the people being described would describe themselves. It also uses specific definitions for those words, which are not necessarily the same ordinary usage meanings by others. (e.g. Dhe&#039;nar warlocks may not directly be what this document means by &amp;quot;warlock&amp;quot;)&lt;br /&gt;
[9] This is glib. It would be a very dangerous thing for an ordinary academic to study.&lt;br /&gt;
[10] The scope of &amp;quot;necromancy&amp;quot; is more defined in Volume 2. Sorcerer profession [[Sorcerous Lore, Necromancy|mechanical &amp;quot;necromancy&amp;quot;]] is generally everything related to flesh, blood, life forces, spirit, effectively filling in for the term &amp;quot;animate matter.&amp;quot; The texts broaden the historical scope of the term, so that 50,000 years ago it would refer to stuff like communing with departed spirits and resurrections. While the contemporary meaning is written in an inherently sorcerous form significantly broader than undeath.&lt;br /&gt;
[11] This is explicitly framing the document as engaging in convention construction.&lt;br /&gt;
[12] The recency bias applies more to Volumes 2 and 3 in terms of examples, but the general point is that interpreting records of past events and practices is warped by expressing it in terms of what exists or is considered important in the present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
Vice Chancellor Emeritus&amp;lt;br&amp;gt;&lt;br /&gt;
Hazalred Thaumaturgical Insitute[13]&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[13] This is a completely made up institution and title within the [[The Theory of Governance and Social Order#Clerisy|Clerisy]]. It is named after the ancient Faendryl NPC [[Abdullahi Hazalred]] (which is an obvious easter egg of Lovecraft&#039;s Abdul Alhazred, the fictional author of the Necronomicon, a grimoire with information on otherworldly daemons in the Lovecraft mythos.) Ranks below the level of &amp;quot;Chancellor&amp;quot; are not defined in present documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
Volume I: The History of Necromancy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul.[14] In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods.[15] It took its earliest forms in mortuary rituals and the divination of ancestral spirits.[16] Throughout history it has become an ever darker form of magic, splitting from its spiritual roots.[17] It is now the black arts of foul corruption and the utter debasement of life and death.[18] Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood.[19] But necromancy has never been as narrow as the undead, and has taken many other forms in history.[20]&lt;br /&gt;
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[14] The general idea is that it is not just spiritual magic, or calling on spirits, but coercively or corruptingly using the substances of life and spirit. We are also keeping consistent with DragonRealms on [https://elanthipedia.play.net/Category:Necromancer_spells &amp;quot;necromancy&amp;quot;] being the hybridizing of life mana, or in special cases holy mana.&lt;br /&gt;
[15] This is what the word would have meant in the early Elven Empire, roughly 50,000 years ago, before it went down darker paths. Black arts may have already existed in southern wastelands, but the technical term &amp;quot;necromancy&amp;quot; ought to begin in the Elven Empire to refer to divination practices with spirits of the dead and then shift later.&lt;br /&gt;
[16] Rationalist characterization of spiritual and animist magic.&lt;br /&gt;
[17] Necromancy refers to sorcery practices now, which is hybrid magic.&lt;br /&gt;
[18] This refers to what most non-Faendryl mean by the word &amp;quot;necromancy&amp;quot; in the present day.&lt;br /&gt;
[19] This is what Faendryl and self-identified &amp;quot;sorcerers&amp;quot; (guild member types) often mean by &amp;quot;necromancy&amp;quot;.&lt;br /&gt;
[20] Explicitly stating that we are using a broader definition than undead magic, and that we are historicizing the concept.&lt;br /&gt;
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&amp;lt;/pre&amp;gt;&lt;br /&gt;
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It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds.[21] More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify.[22] Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares.[23] In this way it is difficult to illustrate the whole tapestry of the black arts.[24] Whether a given horror is undead, demonic, or something else, is not always obvious.[25] That is the legacy of necromancers.&lt;br /&gt;
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[21] This is a thesis statement for defining (contemporary) necromancy as a mode of sorcery, where this definition of it is inclusive of the black arts.&lt;br /&gt;
[22] This is rooted in how &amp;quot;sorcery&amp;quot; is defined in the text as unnatural fusions and contradictions. The distinction between transformation and transmogrification is elaborated in Volumes 2 and 3. Loosely, the convention used here, transmogrification is more irreversible and perverse and foundationally corrupted.&lt;br /&gt;
[23] This is elaborated more in Volumes 2 and 3. It is retaining consistency with the metaphysical category corruptions used in DragonRealms&#039; [https://elanthipedia.play.net/Sorcery magic theory for sorcery].&lt;br /&gt;
[24] Hedge for keeping the definitions and examples open ended rather than exhausted by a normative definition. It is also framing a recognition of the inherent blurriness or ill-definition of a lot of this stuff, or that there is a lack of full understanding of what&#039;s really happening in the darker stuff.&lt;br /&gt;
[25] This is elaborated much more in Volumes 2 and 3. GemStone has always had precedents of artificially made demons and blurring between demons and undead, dating back to early I.C.E. books and all the way through to modern stories. The simplistic formula of &amp;quot;undead are cursed souls of the dead of this world&amp;quot; and &amp;quot;demons are inherently things native to other planes and not this world&amp;quot; does not actually in practice describe what is true in the world setting and never has. It&#039;s much more complicated than that, and this text treats modern &amp;quot;necromancy&amp;quot; as more generally debasement/perversion/etc. of sentient/sapient/etc. beings in general. One straight forward example is [[vathor]]s making [[necleriine]] demons using a necromantic ritual on Elanthian corpses. Another is the existence of extraplanar undead, such as [[murky soul siphon]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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I. The Age of Darkness (-130,000? to -50,000 Modern Era)[26]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil.[27] The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth.[28] They fed on the essence and the soul.[29] Where they came from is not known.[30] But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands.[31] Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons[32] -- it is said they can never truly die. Their remnants linger, in sleeping death.[33] Horrible relics of dreadful power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- [[Linsandrych Illistim]], First Master of Lore, House Illistim [34]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[26] The -130,000 number comes from the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document. It is using -50,000 because that is shortly before the Houses were founded (i.e. imperial Elven bias), but strictly speaking there was non-urban civilization prior to that but after the Ur-Daemon War, which is described in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The Age of Darkness can be subdivided (e.g. [[Caylio Javilerre]] referred to the Arkati dominated period.)&lt;br /&gt;
[27] This is supposed to be continuing onward from her writing about the oppression of dragon rule, where Linsandrych apparently interpreted the Drakes as literal dragons, as opposed to draconic manifesting greater spirits above the Arkati. This Drakes vs. dragons issue is addressed later in the document. Using &amp;quot;the veil&amp;quot; metaphor in Linsandrych dates its usage back roughly 55,000 years, before veil piercing magic was invented, and is establishing here early Elven Empire understanding of the Ur-Daemon as extraplanar entities.&lt;br /&gt;
[28] This is based off the Imaera related [[Gods of Elanthia|gods lore]], and playing off a premise that earlier elves interpreted the Ur-Daemon as &amp;quot;darkness&amp;quot;, not knowing or understanding the extraplanar cosmos concepts.&lt;br /&gt;
[29] This is in the original &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[30] This has been the premise with the Ur-Daemon in general, that for all we know they&#039;re still out there somewhere. (e.g. &amp;quot;History of Elanthia&amp;quot; with the Faendryl exile arguments, &#039;&#039;&amp;quot;Illistim mages pointed out the dangers of penetrating the veil. For all any knew, the Ur-Daemon still existed somewhere beyond it.&amp;quot;&#039;&#039;; Daephron Illian supposedly trying to summon them and accidentally getting the Vvrael)&lt;br /&gt;
[31.1] &amp;quot;Demon Lords&amp;quot; is pure invention, it has not been used for them. The Ur-Daemon have precedent of being called &amp;quot;the Dark Ones&amp;quot; and &amp;quot;the Ur&amp;quot; by NPCs, and this text also refers to them as &amp;quot;Old Ones&amp;quot; as a Lovecraftian motif.&lt;br /&gt;
[31.2] The Ur-Daemon have been portrayed in very different physical forms, including actual visualizations, so it is hard baked that the term has to refer to a wide assortment of morphologies. The Beast of Teras Isle seems vaguely vathor-like, though it pre-dates the creation of vathors. Ith&#039;can resembled a huge oculoth. Melgorehn&#039;s Reach time warps have shown them resembling huge floating squids, with Drakes breathing fire on them. The &amp;quot;[[Constellations of the Northern Sky]]&amp;quot; document instead suggests they should have appendages with six taloned claws. These are generally compiled on the [[Ur-Daemon]] page.&lt;br /&gt;
[31.3] The &amp;quot;History of Elanthia&amp;quot; insinuates a logical relationship between the Ur-Daemon and undeath, because of Despana &#039;&#039;searched the land for the old places of the Ur-Daemons&#039;&#039; (Rhoska-Tor) and &#039;&#039;somewhere in what is now called Rhoska-Tor, her quest succeeded when she found the Book of Tormtor.&#039;&#039; The Book of Tormor was &#039;&#039;said to be written in the language of the Daemons&#039;&#039; but &#039;&#039;none can now be sure of its contents.&#039;&#039; &amp;quot;Gods of Elanthia&amp;quot; establishes the twisting of the living, and rebuilding life after the Ur-Daemon war.&lt;br /&gt;
[32] This is interpreting &amp;quot;Ur-Daemon&amp;quot; as just the meaning of the prefix &amp;quot;Ur-&amp;quot; and not necessarily a species name. A Ride of the Red Dreamer NPC also once [https://gswiki.play.net/Category:Ride_of_the_Red_Dreamer implied] they were not always called Ur-Daemon by mortals: &#039;&#039;Beonas says, &amp;quot;...we call them Ur-Daemons, now.&amp;quot;&#039;&#039;&lt;br /&gt;
[33] This premise has been used for Ur-Daemon body parts in storylines by Auchand and Kenstrom. The eye of the Ur-Daemon we call Ith&#039;can was [[Cross into shadows|recharged/revived]] to some extent, for example, with blood from the Beast imprisoned in the glaes caverns on Teras Isle. Other Ur-Daemon body part MacGuffins include the Eye of Goseth (corrupted the [[Sanctum of Scales]]) and the Shroud/Skin (cut off the Red Dreamer from the power of the Arkati).&lt;br /&gt;
&lt;br /&gt;
[34] This whole paragraph is totally made up. Linsandrych is the founder of House Illistim, existing canon quotes are used elsewhere in the document. &amp;quot;First Master of Lore&amp;quot; is an unclearly defined title, because Meachreasim Illistim in recent years is also called &amp;quot;First Master of Lore&amp;quot; (e.g. in later versions of &amp;quot;History of Elanthia&amp;quot;), and it is not defined in later Illistim documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism.[35] With this came the true Age of Darkness.[36] It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other.[37] The dragons who survived were driven mad.[38] It is not known how this happened.[39] The more chaotic or demonic realms beyond the pale are incapable of opening portals into higher realities.[40] Whether it was an accident, or they were brought here on purpose, the way was opened.[41] Once they were here, they ripped apart the veil.[42] It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons.[43] These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers.[44] They fed upon the magical energies of the world, and their very presence stained their surroundings.[45]&lt;br /&gt;
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[35] The IC author is following the Linsandrych track here of equating Drakes and the dragons the ancient elves hated and feared. He questions this in an iconoclast way in a later section, suggesting draconic manifesting deities that the elves did not distinguish from ordinary dragons. &amp;quot;Utter Darkness&amp;quot; is a pure invention, and trying to plug a meaning into &amp;quot;Age of Darkness.&amp;quot; Later it refers to the Elven word [[Shimmering glaesine orb|&amp;quot;Draekeche&amp;quot;]] from the House Illistim motto as meaning &amp;quot;darkness&amp;quot;, which is an canon translation. The &amp;quot;barbarism&amp;quot; of the dragons plugs in later to interpreting Yshryth Faendryl&#039;s speech.&lt;br /&gt;
[36] Caylio Javilerre split the Age of Darkness up into an Age of the Drakes and an Arkati-dominated era after the Ur-Daemon War. The IC author here is using the Ur-Daemon to say something about the large scale introduction of dark energy corruption from other worlds (including demons and undeath) with the Ur-Daemon War.&lt;br /&gt;
[37] Playing off &amp;quot;Draekeche&amp;quot; meaning &amp;quot;darkness&amp;quot; and the visual fact in time rift manifestations of Drakes breathing fire on Ur-Daemon, and that both are largely dead or gone now.&lt;br /&gt;
[38] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; about dragons being driven mad with fear. The IC author would probably question this as historians trying to rationalize why dragons today are apparently weaker than masters of Arkati.&lt;br /&gt;
[39] The introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot; and other documents such as &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; have a story of Fash&#039;lo&#039;nae bringing the Ur-Daemon to Elanthia, but &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; at the bottom shows how thin the actual evidence of that legend is.&lt;br /&gt;
[40] This is an embellishment to explain why demons do not come into this world on their own (and why we do not get summoned by demons), including various ones from storylines that have tried to come here on purpose, but when they are already here they can open rifts to let in more demons. The abyran&#039;ra did this in the [[Rhythus Veranthe Faendryl|Rhythus Veranthe]] event for the release of [[725|725 Minor Summoning]], the Ur-Daemon Ith&#039;can was able to open portals with its eyes. This cosmology explanation was the reason why in the I.C.E. Age, combined with the Eyes artifacts at the poles, which have a direct analog in the Eye of the Drake artifact from the Vvrael quest. The Vvrael, [[Vishmiir]], Althedeus, and so on, have generally always needed the way opened from this side. Volume 2 makes more explicit use of this basic cosmology premise of more chaotic and higher ordered essences, consistent with the chaotic energy barriers of combat demons. &amp;quot;History of Elanthia&amp;quot; framed it implicitly as weird with the word &#039;somehow&#039; in the line &#039;&#039;&amp;quot;Ur-Daemons somehow opened a portal to Elanthia&amp;quot;&#039;&#039;.&lt;br /&gt;
[41] This is a nod to the legend that Fash&#039;lo&#039;nae brought in the Ur-Daemon, which is mentioned in a few documents now, and &amp;quot;[[Gods of Elanthia]]&amp;quot; attributes to Faendryl &amp;quot;elder historians&amp;quot;.&lt;br /&gt;
[42] This refers to the Ith&#039;can ability to open portals / rifts with its eyes. This was stated in a Kenstrom storyline.&lt;br /&gt;
[43.1] Partly refers to the [[History of Fash&#039;lo&#039;nae|shattering]] of Fash&#039;lo&#039;nae&#039;s library as an &#039;&#039;&amp;quot;amplifier&amp;quot;&#039;&#039; for anchoring &#039;&#039;&amp;quot;the portal to the Ur-Daemon&#039;s home world&amp;quot;&#039;&#039;, and partly refers to the &#039;&#039;&amp;quot;instability between valences during the cosmic battle&amp;quot;&#039;&#039; in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document. The premise of a single major portal though is also hard baked in the setting for the last battle which blasted the landscape for hundreds of miles &#039;&#039;&amp;quot;leaving it a lifeless wasteland&amp;quot;&#039;&#039;, which in context with the Despana lore only makes sense to refer to Rhoska-Tor and the Southron Wastes. In the I.C.E. Shadow World lore it was possible to form wastelands like that from major portal collapses. In DragonRealms there is some [https://elanthipedia.play.net/Heralds implication] that excessive magical use or power in an area can leave it blasted and ruined. Mana storms similarly are of this notion of power backlash in I.C.E. Shadow World and the Elanthia of both GemStone and DragonRealms.&lt;br /&gt;
[43.2] With the &amp;quot;[[Ithzir Genesis]]&amp;quot; premise of valencial instabilities forming gateways to this world, and the Ur-Daemon being able to open their own rifts, and similarly random rifts opening in [[mana storm]]s and magical backlashes and so forth, for many reasons a lot of demons in general should have accessed Elanthia. Not just the main ones categorized as &amp;quot;Ur-Daemon&amp;quot;.&lt;br /&gt;
[44] Another etymological treatment of &amp;quot;Ur-&amp;quot; as its literal prefix meaning. Hedges on how much we actually know about them.&lt;br /&gt;
[45] The premise that Ur-Daemon &#039;&#039;&amp;quot;fed on mana, both that contained in the land&#039;s natural mana foci and that bound around all life&amp;quot;&#039;&#039; stems from the original &amp;quot;[[History of Elanthia]]&amp;quot;. Their bodies are highly corrupting, such as what the Eye of Goseth did to the cultists of the [[Sanctum of Scales]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons.[46] The Great Elementals stormed and the Great Spirits mostly hid or were devoured.[47] It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos.[48] Terrible gods were formed in other worlds from the powers unleashed.[49] There were Arkati who hoarded followers, or attempted to shelter lesser races in other places.[50] Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.[51]&lt;br /&gt;
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[46] IC author is being non-commital on how much we actually know of that period. In religion the Drakes and some Arkati fought the Ur-Daemon. In time rifts we&#039;ve seen Drakes (meaning apparent dragons) breathing fire on gnarled floating squid monsters, which is ambient messaging for a chamber inside Melgorehn&#039;s Reach. The author uses &amp;quot;Great Spirits&amp;quot; as a catch-all for spirit entities up through Arkati and higher in Volumes 2 and 3 and suspects the Drakes were Koar-like Great Spirits and that actual dragons also fought the Ur-Daemon.&lt;br /&gt;
[47] The [[Great Elemental]]s fighting in this period is asserted by the NPC authors of &amp;quot;[[History of Elementals]]&amp;quot;.&lt;br /&gt;
[48] This is stated explicitly in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document.&lt;br /&gt;
[49] Kenstrom refers to these demonic beings as &amp;quot;primordials&amp;quot; and the only named one we have now is Althedeus. This premise of Althedeus being formed in another realm by the powers unleashed by the Drake/Ur-Daemon War has been used repeatedly in storylines. It is also in the &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Disciples of the Shadows section.&lt;br /&gt;
[50] For example, &amp;quot;[[History of Eorgina]]&amp;quot; and &amp;quot;[[Legend of L&#039;Naere]]&amp;quot;.&lt;br /&gt;
[51] The devouring shadow monsters of the forests are described in the early part of &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The second half of the sentence is partly based on the twisting and deformation of life that Lornon Arkati do in the Imaera description in &amp;quot;[[Gods of Elanthia]]&amp;quot;, and various monstrosities that have been created through dark magic. [[Althedeus]] itself did similar with its own dark corruptive powers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles.[52] With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake.[53] This sealed the interdimensional rift and strengthened the essence barriers separating the worlds.[54] There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being.[55] The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth.[56] With the failure of the Eye in 5098, Elanthia saw more otherworldly threats.[57] The Vvrael hold the world on the edge of a widening abyss.[58] The Vishmiir were driven back into the Void.[59] Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.[60]&lt;br /&gt;
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[52] This is quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; introduction section. This document interprets the wasteland as the Southron Wastes and especially Rhoska-Tor, where &amp;quot;Southron Wastes&amp;quot; is a historically older term, but Rhoska-Tor we interpret as hvaing old language roots in common with Dhe&#039;nar-si.&lt;br /&gt;
[53] This is from the Vvrael quest. The entrance to the Rift was initially sealed with a gemstone floating over the ornate pedestal.&lt;br /&gt;
[54] The first part of this sentence was the explicit premise, the second part is a minor extrapolation because the &amp;quot;Eye of the Drake&amp;quot; was blatantly based on the &amp;quot;Eyes of Utha&amp;quot; from the I.C.E. setting, which had the same function. The failure of the Eye can also be used to handwave explain why we&#039;re dealing with so many huge extraplanar threats in the past few decades.&lt;br /&gt;
[55] Based on the Drake&#039;s Shrine and the loresong on the teleportation orbs given to the Chosen. The imagery involved is pretty clearly from the Book of Revelation, so this is playing into that with the notion of a living seal, and the use of Grail quest motifs in the Vvrael quest treating Koar as the analog of the wounded Grail king with the Dolorous Stroke. The Rift room descriptions also suggest a kind of illness in Koar, and there are numerous indicators that you are supposed to be inside the Great Drake in some sense (especially literal on Plane 5).&lt;br /&gt;
[56] This is from the &amp;quot;[[Wyvern]]&amp;quot; document. The IC author is speaking loosely calling them &amp;quot;lesser dragons&amp;quot;, they&#039;re more like draconic energy beings created by the Great Drakes, whereas &amp;quot;wyrms&amp;quot; in Elanthia would be an actual literal dragon variety. This is iconoclasm and Faendryl skepticism on religion.&lt;br /&gt;
[57] Same point made in note 54.&lt;br /&gt;
[58] The Rift was threatening to widen (i.e. the nebulous sphere would&#039;ve expanded wider into the Drake&#039;s Shrine) in the [[Rift expansion preview (storyline)|release events]] for the Scatter. Also loosely referring to the Scatter opening up. Vvrael quest ended with Terate stabilizing but not actually closing the Rift.&lt;br /&gt;
[59] [[Vishmiir]] event was in 2002 with the day/night release, and they resided in some kind of extraplanar realm called the Void.&lt;br /&gt;
[60] This was the climax of the [[Cross into shadows|Cross into Shadows]] storyline in late 2014.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world.[61] Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature.[62] There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead.[63] The Lords of Liabo slew the unnatural.[64] Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem.[65] The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint.[66] The most desecrated fallen realms were too far gone and have remained forever haunted.[67] Spirits in those places were twisted with dark power.[68]&lt;br /&gt;
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[61] For example, the Kuon section of &amp;quot;[[Gods of Elanthia]]&amp;quot;, and the Imaera section about restoring life on the planet as well as the Jaston section.&lt;br /&gt;
[62] This is a straight forward logical consequence of their established nature and properties.&lt;br /&gt;
[63] This is an embellishment that extrapolates from the premise of the [[History of the Turamzzyrian Empire|demonic hybrids]] formed in the [[Third Elven War]], and the previously referenced relationship between the Ur-Daemon and undeath. These concepts of an unliving spectrum are fleshed out a lot more in Volumes 2 and 3, reconciling the scattered creature lore in the game. Because of the shared root of [[Everblood]] in [[Drangell]]&#039;s troll curse and ebon-swirled primal demon blood, it seems likely the case that trolls should have originated anciently in demonic corruption.&lt;br /&gt;
[64] This is reviving the I.C.E. analog of the period, where the various left over demons and so on from the cataclysm were killed or banished, and the ecology was slowly healed with intervention. It does not make sense that the final battle with the Ur-Daemon would have destroyed all the creatures of darkness and random demons.&lt;br /&gt;
[65] This is mostly based on the Imaera lore, as well as the uncursing mechanics. The Council of Light resignation mechanics also show some divine ability of cleansing taint of dark energy from spirit and life.&lt;br /&gt;
[66] This is reviving the I.C.E. analog of the period, where this was stated explicitly. Fey of this kind are still represented as servants of various Arkati. This is just describing their use as scrubbers, and sets up the premise for tainted/corrupted fey spirits, of which there are concrete examples such as Ilvari. This is important because they would be an example of &amp;quot;undead&amp;quot; present in Elanthia in all time periods after the Ur-Daemon War.&lt;br /&gt;
[67] Rhoska-Tor is still a wasteland. Extreme cases like the [[Wizardwaste]] and [[Bleaklands]] seem impossible to be fixed.&lt;br /&gt;
[68] As with number 66, this is important for the deep history of undead in Elanthia, and they logically should have existed this far back. This premise is used to explain corrupted wasteland fey (e.g. &amp;quot;infernal sprites&amp;quot; that were in the [[Southron Wastes]] in the [[Wavedancer]] event) and the premise is used in this text to explain how the Dhe&#039;nar learned to manipulate the undead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War.[69] Extraplanar undead such as the Vishmiir are at least this old as well.[70] Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory.[71] Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War.[72] Some of these monstrosities, such as the vruul, survive to the present day.[73] There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms.[74] But it was the corruption of dark essences from the demons that brought the true unlife.[75] The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them.[76] They are inherently anti-magical, and in some ways, incapable of death.[77]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[69] Volume 3 gets into classification schemes for the undead. The presence of this kind of undeath dating back to the Ur-Daemon War is just being consistent with the logic of dark energy taint / corruption.&lt;br /&gt;
[70] This is made up. There is some reason to think the Vishmiir had very ancient Marluvian origins, such as the Hunt for History [[Urglaes-set pitted silver talisman|urglaes talisman]] loresong, so they could have been created any time between the Ur-Daemon War and the founding of the Elven Empire. Possibly even a little later. &lt;br /&gt;
[71] It has essentially always been a premise in GemStone that demons are involved in making the undead (e.g. the Order of Voln induction messaging), and in DragonRealms necromancy is [https://elanthipedia.play.net/Category:Demons framed] as [https://elanthipedia.play.net/Demons_and_the_Profane/Contents ultimately demonic] in nature and origin [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 in some sense.] The demons that should have been left over from the Ur-Daemon War and the demons that should have managed to get into this world for various reasons both can have been responsible for directly or indirectly causing undead to exist at all time points. With the Vvrael, Daephron Illian was studying how to summon Ur-Daemon in the early exile in Rhoska-Tor, but it turned out he was studying the Vvrael. So there should be Vvrael stuff in that specific location from earlier, but probably later than the Dhe&#039;nar.&lt;br /&gt;
[72] There is some indication of this in the &amp;quot;[[History of Luukos]]&amp;quot; legend document.&lt;br /&gt;
[73] This is reviving the I.C.E. setting premise that what we now call vruul (back then they were called gogor) were created artificially ~100,000 years ago and used in the cataclysmic war that ended that age. Vruul are supposed to slumber in foul black fluid in tall stone jars for thousands of years.&lt;br /&gt;
[74] Ghosts should exist regardless of anything. Phantoms in general could be characterized this way, but it&#039;s been directly established repeatedly that firephantoms are caused this way. It is encoded with the arch in Glatoph, and Sir [[Davard]] after the Church of Koar burned him in [[Cross into shadows|Cross into Shadows]] storyline, and the girls that [[Cyph Kestrel]] accidentally burned to death in [[Keeping up with the Kestrels]] storyline. Such undead should have essentially always existed.&lt;br /&gt;
[75] This distinction is used and elaborated in Volumes 2 and 3. Auchand has since used it some in his [[The Thirsting Dead|vampires documentation]]. This document emphasizes the use of &amp;quot;dark energy&amp;quot; from demonic realms as &amp;quot;tainting&amp;quot; and as the distinguishing characteristic of &amp;quot;black arts&amp;quot; from more ordinary sorcery, but allows definitions of sorcery that can include them.&lt;br /&gt;
[76] This was established in the [[Ride of the Red Dreamer]] storyline.&lt;br /&gt;
[77] Same as number 76. The &amp;quot;in some ways&amp;quot; line is referring to the ability to revive their body parts and so on. It&#039;s also insinuating a deep and natural relationship with undeath.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions.[78] Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything.[79] Lornon is rumored to be a gateworld.[80] Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon.[81] It may even be where the Ur-Daemon first entered.[82] There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons.[83] The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that blur the distinction between demons and the undead.[84] Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War.[85] Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.[86]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[78] This is a characterization of the Arkati lore, and suggesting it shook out that way. Since other powers were involved. There were Great Elementals in that period, and there are more local gods, and there&#039;s always been some premise of lesser spirits and Arkati who became less powerful over time and so forth.&lt;br /&gt;
[79] This is quoting &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[80] This is based on the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document, and also reviving that premise which was explicit in the I.C.E. version.&lt;br /&gt;
[81] This comes from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, while the hovering on the boundaries line is reviving the I.C.E. version premise.&lt;br /&gt;
[82] This is referring to the idea that Marlu came first (such as in &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;) or that the Ur-Daemon were interacting with Fash&#039;lo&#039;nae (such as in &amp;quot;[[Gods of Elanthia]]&amp;quot;) before he blasted the door way open somewhere on Elanthia (here assumed to be Rhoska-Tor and the southern wastes.)&lt;br /&gt;
[83] This premise and interpretation of the Lornon gods (that they were darkened by being on Lornon rather than the bad childhood myths or ideological sorting) comes from the introduction section of &amp;quot;[[Gods of Elanthia]]&amp;quot;. Its use is a consistency consideration for Volumes 2 and 3.&lt;br /&gt;
[84] This has been established in various ways over the years. Luukos has the Maw of Luukos, for example, and Eorgina was in some other realm when communed with near the climax of the [[Daukhera Darkflorr]] storyline in Icemule. Ivas has the [[Athletic dark-eyed incubus|incubi]]. The notion of blurring the distinction between demons and undead is an important concept in all three volumes. These are probably mostly the &amp;quot;infernal realms&amp;quot; described in volume 2&#039;s cosmology model rather than &amp;quot;outer&amp;quot; valences.&lt;br /&gt;
[85] The &amp;quot;[[History of Luukos]]&amp;quot; legend frames historical details that mean Luukosians in Elanthia were not making undead until after the Undead War. So these lines are about retaining his other qualities and reasons for the animosity between him and Lorminstra that would have been recognized in the Elven Empire period. (Most of the time &amp;quot;Elven Empire&amp;quot; does not refer to the Age of Chaos and later, where instead the usage is usually &amp;quot;Elven Nations&amp;quot; or &amp;quot;United City-States&amp;quot;. There can be odd present-tense exceptions like the beginning of the [[Ta&#039;Loenthra]] document.)&lt;br /&gt;
[86] This is manifestly true in practice for the undead that actually exist in GemStone. Luukos may have some sphere of influence relationship with the undead, but most undead are not actually Luukosian or made by Luukos. (In DragonRealms it is actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 clarified] that not &#039;&#039;all&#039;&#039; undead are &#039;&#039;demonic&#039;&#039; in origin, and even then it is thought demonic patronage in some way is required. Necromancy is fully broken off from Immortals involvement in that Elanthia.) Life and Death balances have generally been used in the religion lore, such as in the &amp;quot;History of the Order of Voln&amp;quot; document. This concept will be used near the end of this document for explaining and reconciling the death mechanics information.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II. The Second Age (-50,000 to -20,000 Modern Era)[87]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia.[88] There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation.[89] Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[90]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[87.1] -20,000 Modern Era is when the earliest rumors of Despana are heard. This is also the date range for the Second Age used by the &amp;quot;[[History of Elanthia]]&amp;quot; document. A reasonable argument could be made that it should go up to closer to -15,000 Modern Era with the actual Undead War fighting. But this document uses -20,000 to -15,000 as the whole Despana build up period, even though the actual war was much shorter. &lt;br /&gt;
[87.2] &amp;quot;[[History of the Truefolk#Chapter 3 - The Third Age: Halflings and the Undead War|History of the Truefolk]]&amp;quot; even refers to a &amp;quot;Third Age&amp;quot; including the Undead War, and then talks about the &amp;quot;Age of Chaos and Beyond&amp;quot; after that. But we do not use that convention and simply refer to the Undead War, and the Age of Chaos as after the Undead War. &amp;quot;[[History of Elanthia]]&amp;quot; implies &amp;quot;Age of Chaos&amp;quot; equals Third Age, with the &amp;quot;Modern Era&amp;quot; being explicitly the &amp;quot;Fourth Age&amp;quot;.&lt;br /&gt;
[88] Linsandrych Illistim equates dragons and Drakes. Dragon and Drake are used interchangeably in Meachreasim Illistim&#039;s &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[89] These details are directly referenced later in this document when talking about the southern wastelands in this very early period. The premise of no written records that far back is also stated in the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document and referenced to some extent in the &amp;quot;[[Elanthian Moons]]&amp;quot; document.&lt;br /&gt;
[90] This is a canon quote in the &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.A Ancestral Spirits&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age.[91] There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago.[92] Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races.[93] Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati.[94] But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.[95]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[91] The Linsandrych Illistim quote and the characterization of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;.&lt;br /&gt;
[92] Same as 91. The &#039;&#039;&amp;quot;first written history of the growing empire&amp;quot;&#039;&#039; is the Chronicles in -49,238 Modern Era on the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[93] This related to the Chroniclers with Linsandrych Illistim in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Order of Lorekeepers, and to some extent &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot; shows the sylvans did not have writing until the early Second Age. The premise that other races (e.g. dwarves) would have more distorted oral history is partly reasonably and partly IC elven author bias.&lt;br /&gt;
[94] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document and the [[Legacy of the Lorekeepers|retconned version]] of the Order of Lorekeepers document which replaced &amp;quot;Nantu&amp;quot; with &amp;quot;Ta&#039;Illistim&amp;quot;.&lt;br /&gt;
[95] This is IC author interpretation, but a similar statement is made by the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;. It is setting up a class / elites structure bias to orthodox history, which reasonably ought to exist for socioeconomic reasons. The first house was House Illistim, which also began with the construction of a library (Ta&#039;Illistim), where the Chronicle keepers moved. This was -49,107 Modern Era per the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and this date is the [[Ta&#039;Illistim Monarchs|year zero]] of Illistim calendar dates. (Vaalor calendars use their own founding date of -48,897 Modern Era as their year zero.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War.[96] The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods.[97] It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion.[98] Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.[99]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[96] &amp;quot;Time of the Rebuilding&amp;quot; is a phrase used for the Arkati dominated period of the Age of Darkness in the &amp;quot;[[Elanthian Moons]]&amp;quot; document. The premise that not all gods helped rebuild the world is stated in &amp;quot;[[History of Elanthia]]&amp;quot;. Arkati assistance with agriculture, for example, should reasonably overlap with early written language / records. So this much should be considered hard fact from Elven history.&lt;br /&gt;
[97] This is pointing out a commonality between the dominant religion lore and what is written in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and also setting up a premise that this is an ancient elven bias enshrined in mainstream Elanith theology.&lt;br /&gt;
[98] The existence of druidism and shamanism and animism in general should, for the same reason real-world Western scholars do, be arguably more primordially ancient than the polytheism and especially good/evil dualism of the Arkati centered religions. This document is referring to what the Elves would call &amp;quot;primitive&amp;quot; or &amp;quot;barbaric&amp;quot; or &amp;quot;uncivilized&amp;quot; cultures because of their ethnocentrism.&lt;br /&gt;
[99] Suggesting Imaera and [[L&#039;Naere]] are not really separate goddesses is iconoclastic, playing off their high similarity and the similarity of their names and the fact that L&#039;Naere does not exist in the historical records period. The last part is referencing the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, where Fash&#039;lo&#039;nae comes into existence later than an elf, combined with the legends that Fash&#039;lo&#039;nae is the oldest of the Arkati. But the IC author of this text later argues the Grandfather Stone (the premise of this legend) is an admitted forgery by Fash&#039;lo&#039;nae himself, which also comes from the &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism.[100] Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins.[101] It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste.[102] There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites.[103] Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir.[104]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[100] This is a reasonable anthropological characterization or categorization by the IC author writing about them from the outside.&lt;br /&gt;
[101] This is a fact of the world setting that has been demonstrated many times over with both permanent and invasion creatures, and sometimes documentation such as &amp;quot;Life and Being in the Sea of Fire&amp;quot;.&lt;br /&gt;
[102] This is from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Travels in the Wizardwaste]]&amp;quot;, as well as suggestions of ancient pre-Kannalan Tehir ancestors in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.&lt;br /&gt;
[103] This is a combination of implemented creatures and documentation such as the [[Giantkin Clans|Giantkin clans]] and Tehir and gnome documentation.&lt;br /&gt;
[104] These are from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Lines of Blood: A History of the Gnomes]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King.[105] There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world.[106] The sylvankind still worship both the Light and Dark Gods in balance.[107] There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges.[108]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[105.1] The first part of this is from &amp;quot;[[Blood of the Sea: The Krolvin and Their Descendants]]&amp;quot;. The krolvin gods more generally are a very different interpretation of the Arkati, as established in &amp;quot;[[A Short Primer on Half-Krolvin Society and Faith]]&amp;quot;. Khar&#039;ta in particular is a blend of Koar, Eorgina, and Charl, but &amp;quot;Blood of the Sea&amp;quot; goes further. &lt;br /&gt;
[105.2] The second part of this partly plays off the mural under the Abandoned Inn, and the human &amp;quot;God King&amp;quot; concept of making Koar into a kind of supreme god. &lt;br /&gt;
[106] This is slightly an embellishment. Onar was established to be the patron of the kingdom of Anwyn in the Demon Queen of Anwyn storyline in 1998, and Castle Anwyn is related to the Vvrael quest, which arguably used a lot of Grail quest mythological elements. One of these was the Grail king mythos, which has been interpreted by some as coming from &amp;quot;dying and rising god&amp;quot; mythologies, with the wasteland myth and world restoration. This is related to the earlier section of this document where the Great Drake seals the Rift as a wound in his living being.&lt;br /&gt;
[107] This is from the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document.&lt;br /&gt;
[108.1] This refers to the One creation myths in the &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;[[History of Elementals]]&amp;quot; documents. There is no reliable within-world authority who can speak to the factuality of such a thing, since it would pre-date their creation. This notion of the One, Many, and so on, has been reference in game, including by some sort of elemental around Zul Logoth in the [[Nations on the Brink]] storyline.&lt;br /&gt;
[108.2] The second part of this is characterizing it in Neoplatonist / gnosticism terms, which is where this kind of cosmological notion comes from in the real world. Later in this document this is historicized in the same way, being attributed to &amp;quot;occultist&amp;quot; movements in the Second Age trying rationalize more ancient superstitious beliefs. That is an invention of this document for reconciling the undefined within-setting origins of the creation myth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions.[109] It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities.[110] History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past.[111] But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.[112]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[109] This document does not try to sort out what is really true about religious myths and beliefs, and allows them to be either cross-pollinations or convergent evolution to similar notions.&lt;br /&gt;
[110] This document is historiographic rather than historical. It is attempting to explain propensities out of worldviews and culture-traditions for generating the various kinds of necromancy, and the history of collisions is predominantly defined in Faendryl terms because that is where it would be best recorded and now most hegemonic. This is allowing the full history to be a lot messier than the relatively clean and rational-theoretic way it is being characterized.&lt;br /&gt;
[111] This is the IC author acknowledging we are framing things by our present day categories and interests, which to some extent is a distortion from how people in past times or other places would characterize themselves.&lt;br /&gt;
[112] This is the IC author acknowledging that he is describing other people from the outside and limits the scope of our understanding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.[113]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[113] All of this is characterizing the animist worldview, which to some extent is encoded in the spirit spell circles. This paragraph could just as easily be used in the real-world. It is not specific to the Elanthia world setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world.[114] This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.[115]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[114] This is elaborated in Volume 3 and has basis in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Xshitha Raamaani section.&lt;br /&gt;
[115.1] All of this is in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The Tehir relationship to dealing with spirits is also discussed a great deal in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, having been intentionally made into an animist culture rather than an Arkati focused culture.&lt;br /&gt;
[115.2] This hook about the Tehir interpretation of Luukos, and Bir Mahallah&#039;s relationship with dark sorcery and undeath, is used here as a springboard for illustrating how necromancy of undeath can arise spontaneously from animist traditions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic.[116] There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation.[117] With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead.[118] Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals.[119] These sites are often used only up to some limit to prevent ghosts.[120] The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.[121]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[116] This is a thesis statement of the document. The most important trend line for this is trying to do spiritual magic with dark essences and/or trying to channel from demonic powers, which by the logic of the cosmology / magic theory in this document, naturally turns into &amp;quot;dark sorcery&amp;quot; instead of pure spiritual magic because of the necessary hybridization (corruption) with ordinary mana when wielding those cthonic essences for magic. (This document also as a literalizing convention uses &amp;quot;extra&amp;quot;chthonic to refer to outer valences and distinguishes that from &amp;quot;pales&amp;quot; or &amp;quot;infernal realms&amp;quot; of our own spectrum of existence which instead care called &amp;quot;chthonic.&amp;quot; These early theurgic summoners would largely be dealing in chthonic demons, and possibly immaterially through veil weaknesses rather than rifts.)&lt;br /&gt;
[117] This is an existing premise in the culture mortuary ritual lore, such as the Sylvan [[History of the Sylvan Elves|documentation]] with the [[Sylvan Mourning|Otherworld]]. It provides a natural hook for what if the spirits get stuck and what if they eventually get corrupted. In &amp;quot;History of the Truefolk&amp;quot; it was a Halfling belief (pre-dating the Undead War) that &#039;&#039;&amp;quot;should one of the Truefolk die in lands far away, they were doomed after death to wander endlessly, searching for those they had loved during their lifetime.&amp;quot;&#039;&#039; Volume 3 talks about this kind of &amp;quot;restless spirit&amp;quot; condition, and also related to the notion of unfinished purpose, which is touched on near the end of this document.&lt;br /&gt;
[118] These two sentences are both right out of the &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; document. The premise of corpses getting possessed by background spirits is also very important for the existence of undead in the deep past, and gets used later in this document for addressing the Dhe&#039;nar learning to control the undead in Rhoska-Tor.&lt;br /&gt;
[119] Sky burials have been used in the game, even by the reivers of the Ember Vale in the [[North by Northwest]] storyline. This is contrasting the previous sentence as essentially the exact opposite belief, where bodies are fed to vultures on purpose, and suggesting skeletal undead (e.g. skeletal giants) come into existence in this way. This is elaborated in Volume 3.&lt;br /&gt;
[120] This is an embellishment. It is a real-world superstition regarding charnel grounds with sky burials.&lt;br /&gt;
[121] This is a reasonable extrapolation and common sense perverse incentive behavior following out of religious beliefs and mortuary rituals for helping spirits depart so they do not become undead. This should be a very common way necromancy evolves out of shaman behaviors.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them.[122] Necromancy was an art of divination concerned with spirits of the dead, and thus it found special importance in mortuary rituals.[123] Ancestor veneration is often a major aspect of these religions.[124] Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way.[125] They are called upon or appeased with offerings.[126] Folk magic is perhaps the very thing Elven materialism was reacting against.[127]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[122] This is the thesis construction of the document again. &amp;quot;Black arts&amp;quot; refers to taint and corruptive energies, and &amp;quot;haunted realms&amp;quot; are described more in Volumes 2 and 3. This document begins by treating &amp;quot;necromancy&amp;quot; as magic involving death rituals, and then in these places with demonic corruption and dark powers, this gets twisted into darker and more twisted forms of magic.&lt;br /&gt;
[123] This is a real-world usage of the literal meaning of &amp;quot;necromancy&amp;quot;, but otherwise an embellishment for Elanthia, where in present modern day conventions this kind of clerical magic is not considered necromancy and necromancy is instead defined in terms of sorcery. So this is talking about very early conventions before that situation existed.&lt;br /&gt;
[124] This is true in the real world. It shows up in parts of the Elanthia lore, and reasonably should be part of the animist skewing cultures.&lt;br /&gt;
[125] Notably, the fey of the Wyrdeep allow the Barons of Bourth to be taken in by them in death, which was seen in the burial of Spensor Caulfield. But this line has been left vague, and Elanthia has a premise of Lorminstra [[Orders of the Turamzzyrian Empire#Keepers of the Golden Key|allowing]] souls to [[Velathae|return]] from beyond the Ebon Gates for the [[Eve of the Reunion]].&lt;br /&gt;
[126] This is generic animist behavior.&lt;br /&gt;
[127] This is an IC author interpretation. Imperial Elven culture in Elanthia seems self-consciously rationalist and rejecting of religious mysticism, but there are others such as elves of the Wyrdeep who are druids. So this document tries to reconcile all this with an Enlightenment style rejection of the more medieval or older kinds of things that would have been pushed into the less civilized provinces in the West. Orthodox religion and theology might also be suppressant of it. Arkati are spirit beings, but the Elves arguably racialized them, for their own dogmatic self-interest. (In DragonRealms they are actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 explicitly] extraplanar beings, and they were extraplanar beings in the I.C.E. Shadow World setting, and as far back as 1996 in GemStone you have Stump posting about the Arkati residing on the spirit plane. It&#039;s really just this religious myth stuff in GemStone that does not generally treat them that way.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot;[128] There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body.[129] While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is not the primary concern of Voln, who is mostly concerned with the release of cursed souls.[130] Little more than any other golem that has a spirit trapped within it.[131] There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention.[132] These are instead forces of darkness which all pose hazards such as involuntary possession.[133] Warding off particular kinds of evil spirits varies by their individual identities and associations.[134] Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces gave rise to very different, more personal traditions.[135]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[128] These lines are directly addressing foundational ambiguities in the definition of &amp;quot;undead&amp;quot; and why some things are considered undead and not others, and why some unliving things are not mechanically undead for the Order of Voln.&lt;br /&gt;
[129] This is the nature of [[730]], the Animate Dead spell.&lt;br /&gt;
[130] This is based on being literal with the Path of Enlightenment messaging. Voln would probably strike down corpse puppets, too, but this is hedged by &amp;quot;primary concern&amp;quot; and not a matter of favor in the Order of Voln.&lt;br /&gt;
[131] Rolemaster golems and constructs are always animated by a captured spirit of some kind. These could also be elementals and demons. Undead golems are only those where the spirit is an undead soul. There have been Elanthia setting golems with souls in them (e.g. the urnon golems from Kenstrom storylines) and that urnon golem also would have hosted the demon primordial Althedeus. Artificial constructs are not targetted for release by the Order of Voln, so this is reconciling these facts.&lt;br /&gt;
[132] Again, it would not have always been understood that there are these extraplanar outworlder entities, so &amp;quot;demons&amp;quot; anciently would have initially been considered wicked spirits or monstrosities of darkness. (DragonRealms also has some framing on [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 historical refinement] of what the word &amp;quot;demon&amp;quot; means, with its own temporary overcorrection of equating them with all extraplanars.) There are also extraplanar undead. Extraplanar origin entities (e.g. the [[water wyrd]]s in River&#039;s Rest) are not always mechanically extraplanar, so it is implicitly possible for such entities to attune to this reality. Some demons (e.g. the spells [[Cloak of Shadows (712)]] and [[Torment (718)]]) are not summoned with summoning circles, apparently being conjured from this world or more passively and immaterially through veil weaknesses. This is explored and reconciled much more in Volumes 2 and 3.&lt;br /&gt;
[133] Various kinds of entities have been demonstrated as having possessing powers, ranging from the [[oculoth]] [[Possessed|possession]] powers to undead with mind control / behavior manipulation abilities to NPCs in storylines such as [[Thadston]] and the [[A Knight To Remember - 2020-10-01 - Re-Rout (log)#Thadston&#039;s Lament|bleakwalker]] or [[Bonespear]] in Bonespear Tower and the [[dybbuk]]s implicitly being possession spirit undead and the [[soul golem]]s with the [[wind wraith]]s.&lt;br /&gt;
[134] This is partly playing off the Xshitha Raamaani lore in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, but just generally how it should be, different kinds of things needing to be handled different kinds of ways by spirit callers.&lt;br /&gt;
[135] This is used to fabricate &amp;quot;black arts&amp;quot; traditions along similar lines in haunted realms, which reconciles and helps explain all the very dark magic that has nothing to do with the Faendryl or Dhe&#039;nar, and does not necessarily come from Lornon. There are little bits of lore about demonic cults and other threats in the Southron Wastes than the Horned Cabal, but for the most part it is very thinly defined. This is bolstering the premise that there should be demon worshippers and so on in the southern wastelands as that is logically where they would have resided given the existing historical framework.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.B The Elven Empire&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. Who among us, then, is more beast than elvenkind?&amp;quot;[136]&lt;br /&gt;
&lt;br /&gt;
- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[136] The paragraph up through &amp;quot;benevolence and aid&amp;quot; is from the &amp;quot;History of Elanthia&amp;quot; document. It was expanded through &amp;quot;need the air to breathe&amp;quot; in the &amp;quot;[[History of the Faendryl]]&amp;quot; document. These parts are already canon. The very last sentence is totally made up for this document. It is there to give support to an interpretation of the speech&#039;s meaning later in this document, emphasizing its more metaphorical quality (which was contextualized as political rhetoric during Yshryth&#039;s coronation by the &amp;quot;History of the Faendryl&amp;quot; document). The time scale used for the first thirteen Patriarchs means that Yshryth Faendryl was coronated after the Houses had been founded but still during the very early Elven Empire.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages.[137] There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization.[138] There was ultimately a concentration of power in urban centers with the construction of cities.[139] These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions.[140] These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny.[141] The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.[142]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[137] The premise that they resided for a long time in these open gaps, while the sylvans were those that stayed nomadic longer, comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It explicitly establishes that these kinds of smaller settlements out in the open were done for a long time before the urban centers were founded. This means the House founder stuff, especially coming out of the forests and building cities, is heavily mythologized. The IC author of this document later calls that examples of the &amp;quot;great man of history&amp;quot; myth.&lt;br /&gt;
[138] This is seeding the socioeconomic reasons for the cultural differentiation, so that it isn&#039;t really ideologies of espoused by single charismatic founders out of thin air.&lt;br /&gt;
[139] This is a general civilization development pattern.&lt;br /&gt;
[140] Lyredaen has said in the past that this was the real intent for how the Houses came into being in that time period.&lt;br /&gt;
[141] This is an IC author interpretation, but reasonably grounded.&lt;br /&gt;
[142] This is an embellishment based on the way the Elves and Arkati relationship has generally been framed. &amp;quot;[[Elven Dogma and Theology]]&amp;quot; analogizes them as treating &#039;&#039;&amp;quot;their chosen Arkati as casual vassals might treat an undemanding liege.&amp;quot;&#039;&#039; The [[ICE gods#Intermediate: Fash&#039;lo&#039;nae|original Fash&#039;lo&#039;nae description]] posited a Drakes to Arkati, Arkati to Elves, Elves to Humans scheme. So this sentence is just taking the spheres of influence view of the Arkati, and having the Elves characterize their distinct spheres of interest and power relative to each other as terrestrial reflections of that higher order of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a great chain of being.[143] What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an ancient Elven word meaning a guide or recruiter of the lost, in the Elven image --- as a race of higher beings who inherited the world from its prior masters.[144] The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the stewards of the world.[145]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[143] The first part of this sentence is based on &amp;quot;[[Time on Their Hands: The Evolution of Elven Art]]&amp;quot;, while the second part is based on that Drakes-Arkati-Elves line of descent, and similar notions (like ascension ideologies) in the lore that are made sense of with the &amp;quot;great chain of being&amp;quot; concept from real-world history. This document later uses it to address alchemy and occultist emanationist doctrines. &amp;quot;secular theology&amp;quot; largely refers to the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document.&lt;br /&gt;
[144.1] This etymology of the word &amp;quot;Arkati&amp;quot; is totally made up, but based on the real-world meaning of the word &amp;quot;arkati.&amp;quot; The extent to which &amp;quot;ancient&amp;quot; or &amp;quot;archaic&amp;quot; Elven is different from modern Elven isn&#039;t clearly defined, there&#039;s a case to be made that it wouldn&#039;t have drifted all that much similar to Greek and Chinese. But that runs up into problems of Sylvan being a separate language on not much different time scales as the founding period, and questions regarding Dhe&#039;nar-si and the Faendryl dialect being separate languages. Though those could be explained as impacted by the Dark Elven language and possibly impact by southern subcontinent inhabitants that the other Elves do not interact with.&lt;br /&gt;
[144.2] The inherited the world doctrine again comes from the elven documentation and their self-justification in lorder over lesser races. It is also the IC author being iconoclastic, suggesting the Elves imagined the Arkati in their own image, and implying that as with the krolvin the Arkati feed into what the Elves want to believe about them.&lt;br /&gt;
[145] The &amp;quot;undemanding liege&amp;quot; line is quoting the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The second part of it about the monarchs being &amp;quot;stewards&amp;quot; of the world is an IC author characterization of their position and role in the &amp;quot;great chain of being&amp;quot; dogma, which serves as a basis of political disagreement with the early Dhe&#039;nar who instead view the elves as needing to rise higher up the chain with ascension. This also implicitly relates the Dhe&#039;nar ideology more closely to the imperial Elves than the Sylvans, who by &amp;quot;[[History of the Sylvan Elves]]&amp;quot; should have branched off from both of them much earlier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots.[146] It was taboo to offer piety rather than fealty.[147] As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals.[148] In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions.[149] This bred the seeds of reactionary movements.[150] But there was no room for dissidents in the building of civilization itself.[151] Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;[152]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[146] This is based on a cross of the Elven dogma document and the Elven art document, along with the racial supremacy stuff from Yshryth Silvius (circa -46,000 Modern Era).&lt;br /&gt;
[147] Later in the Second Age, Lilorandrych Illistim cracked down on cultish veneration of preserved hair from Linsandrych Illistim, along this kind of sentiment. This is established by a pendant on display in Museum Alerreth regarding [[Tenesi Illistim]].&lt;br /&gt;
[148] The Elven Empire had outlying provinces, but this has generally been very vaguely defined. This sentence is general civilization development dynamics.&lt;br /&gt;
[149] This is slightly exagerrating in the most absolute literal sense, but this pattern is generally true in the real-world. It&#039;s represented already all the way back in the Epic of Gilgamesh.&lt;br /&gt;
[150] This is a reasonable extrapolation.&lt;br /&gt;
[151] This helps frame and contextualize the Dhe&#039;nar departure from the Elven Empire point of view.&lt;br /&gt;
[152] This comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is generalized here to include &amp;quot;rubes&amp;quot; from the open-air regions rather than just the sylvan nomads in the forest. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has western migration and claims going back to -50,000 which is even earlier than House Illistim, and the founding of written records by the Chroniclers in -49,238 Modern Era. Socioeconomic and class forces are here being used to explain the population migrations, of which the Dhe&#039;nar would only have been one example and possibly later (as in the &amp;quot;Timeline of Elanthian History&amp;quot; document and the timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were displacements of the population in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities.[153] Those who were ill-suited to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West.[154] Scholars think these conditions invited the subjugation of other races for slave labor.[155] Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters.[156] To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.[157]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[153] This is a minor embellishment, extrapolating off the claiming &amp;quot;large portions of the western continent for their own&amp;quot; around -50,000 in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document, which is set a bit before the founding of the House cities in the east. It makes intuitive sense that a dynamic along these lines would exist, with the Dhe&#039;nar being the prominent surviving example. The Sylvans canonically did not migrate until later around -36,567.&lt;br /&gt;
[154] There are existing seeds of this in the Dhe&#039;nar departure being canonical. It just generalizes it to account for the &amp;quot;western continent&amp;quot; claims in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document.&lt;br /&gt;
[155] This is a thesis statement. It is just the equivalent of the real-world sociological/anthropological arguments about slavery forming with the development of agriculture based civilizations. The time period at which slavery by the Great Houses ended seems undefined, but could plausibly have survived longer in the West into the Age of Chaos.&lt;br /&gt;
[156] This is the IC author providing a socioeconomic dimension and motivator behind the Yshryth Silvius Faendryl rhethoric, which we&#039;ve already linked up with secularized great chain of being theology. This is all part of the &amp;quot;dominant ideology&amp;quot; in question.&lt;br /&gt;
[157] This is how the word &amp;quot;evolved&amp;quot; or evolution is used in the [[History of the Aelotoi|Illistim documentation]], and arguably how they interpret the relationship between gnomes and cave gnomes in the original [[Lines of Blood: A History of the Gnomes|Gnome history]] document (which more [[Inyexat|recent gnome]] documentation disputes.) The three volumes of this document is a lot more focused on artificial manipulation of animate beings and the mutating influence of magical environmental factors, which are more active driving conceptions than random mutation and natural selection, but like those has no concept of evolution as &amp;quot;progress.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited.[158] It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses.[159] There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.[160]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[158] The first part of this is just referencing the -50,000 Modern Era entry in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The second part is playing off the [[Aramur Forean]] / Black Wolves story in northwest Elanith, and the fact that the &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; Also, the &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot; and relatedly &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; has the reiver ancestors in what is now Torre possibly as far back as the Second Age independent of elven rule. (Scribes has said he intended the ancient language shown for that region to be the old form of the Kannalan language. It is lightly mangled Old English.)&lt;br /&gt;
[159] The geographic barrier argument is just common sense. The other part about other sovereign land claims getting in the way is extrapolated off the &amp;quot;[[History of Elanthia]]&amp;quot; document saying the houses would not defend each other&#039;s territories or consent to have their troops led by another when Dharthiir was advancing. This more or less amounts to denying the right of military actions through the lands of other houses.&lt;br /&gt;
[160] &amp;quot;[[History of Elanthia]]&amp;quot; describes Second Age humans as nomadic, residing on comparatively barren lands, and Elves refusing to allow others to settle more fertile areas. But some residing in the shadows of the great elven cities as beggars and thieves and slaves. With the modern period population distribution, it can be surmised there was some long-run population sorting, though it is unclear how much non-elven population there initially was in the east. The IC author is skeptical of treating it as terra nova. Agricultural slavery would implicitly be more of a western provinces thing, and this document uses that premise of western agriculture for eastern cities in the Undead War section. It&#039;s undefined in general to what extent there were elven cities in the west, and how the outlying provinces were administered. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire never held any mastery over the southern wastelands.[161] The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers.[162] The mountainous borderlands of the Southron Wastes have in all times been an attractive hiding place for brigands and criminals.[163] When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law.[164] The greatest threats to civilization, in turn, have most often come from the southern wastelands.[165] But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.[166]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[161.1] This is an embellishment that is extrapolated off contextual details. The Elven Empire cannot have been in there in the Dhe&#039;nar period (up to around -40,000), and it would not make sense for them to have controlled it in the Despana period (-20,000 to -15,000). Similarly, it would not make sense for them to control it and then give it up prior to Despana, so the most sensible thing is for the &amp;quot;old places of the Ur-Daemon&amp;quot; in the southern wastelands to be an area the Elven Empire wants nothing to do with for various reasons. The Elven Empire also generally did not control the mountains, where the dwarves were and various monster races. &lt;br /&gt;
[161.2] [[Jontara]] presently refers to a wider continental definition than Elanith, and was the original De-ICE&#039;d term for the continent. For some reason &amp;quot;Elanith&amp;quot; became used for the continent, when it was originally the replacement term for a region in the northwest corner of the continent.&lt;br /&gt;
[162] This is interpreting the lines in &amp;quot;[[Gods of Elanthia]]&amp;quot; that way, because it is the only part of the Elanith map consistent with it. The second part is a necessary logical consequence of established premises about Ur-Daemon corruption, and this is necessary to explain the Dhe&#039;nar becoming Dark Elves tens of millennia before Despana&#039;s work in Rhoska-Tor.&lt;br /&gt;
[163] The Horned Cabal wiped a lot of this out in the &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; timeline (see years 4953 and 4960), but this embellishment is just generalizing that existing premise, because if that&#039;s the dark and lawless region of the continent during the height of the Elven Empire and the worst stuff is farther in, it makes sense the criminal types would reside in the borderlands. (The year 4832 in &amp;quot;History of the Turamzzyrian Empire&amp;quot; suggests that prior to the Horned Cabal agitation and the Third Elven War, the Southron Wastes were relatively quiescent as threats to the north. The Southern Sentinel at the time of the Third Elven War was Empress Selantha II&#039;s exiled husband, so the war was led by Eastern Sentinel [[Jerram Happersett]].) &amp;quot;[[Traveler&#039;s Guide to the Turamzzyrian Empire#Selanthia|Traveler&#039;s Guide to the Turamzzyrian Empire]]&amp;quot; also mentions &#039;&#039;&amp;quot;other threats from the Southron Wastes&amp;quot;&#039;&#039; than the Horned Cabal in the present day (of 5102 Modern Era.)&lt;br /&gt;
[164] This is an extrapolation but a straightforward logical consequence of the geographic constraints.&lt;br /&gt;
[165] This is a made up premise, but sensible and plausible on existing evidence. It would include Despana. The [[Vishmiir]] are a defined threat for the Second Age, and there&#039;s some [[Urglaes-set pitted silver talisman|indication]] they came from Marluvian worship, which should likely have been concentrated in those Ur-Daemon associated lands. The Horned Cabal in recent history also fits this mold. The Faendryl may have been taming it down in recent millennia, but have let the Turamzzyrian Empire take the hits after the Third Elven War in general. (Explicitly stated in the case of demons from &amp;quot;[[The Theory of Governance and Social Order#Armata|The Theory of Governance and Social Order]]&amp;quot;.)&lt;br /&gt;
[166] Despana as a civilization ending shock, but also having been around for a few thousand years without being considered a big deal, needs to be reconciled. It would make sense if villainous black magic sorts had a history of hiding out down there, but were minor enough in practical consequence to the Elven Empire that it was more a matter of police actions and maybe raids sometimes to put bad guys down. It should generally be where Lornon types were hanging out as well.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
II.C The Exiles&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[167]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[167] This is a totally made up quote for the document. It is meant to characterize the view of the southern wastelands held even early on in the Elven Empire. &amp;quot;[[History of Elanthia]]&amp;quot; refers to Rhoska-Tor as &#039;&#039;&amp;quot;barren, blackened land&amp;quot;&#039;&#039; and the [[urglaes]] metals documentation suggests there might be regional ancient lava veins since urglaes is found around Maelshyve. The Night and Dawn stuff is based on the [[Shimmering glaesine orb|original]] Illistim house motto, which is different from the heraldry statement in &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot;. This is also setting up the non-racialized premise of original meaning for the term &amp;quot;dark elves.&amp;quot; The madness and fever dreams stuff is playing off the [[Grot&#039;karesh Hammer Clan]] history, and searching for lost secrets is making Despana only one example of it. The quote is making those lands explicitly defined as cursed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization.[168] Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were all drawn to the southern wastelands.[169] This was a haven for the most fanatical cults, and is now a graveyard of forgotten theocracies.[170] Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators.[171]&lt;br /&gt;
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[168] This is following from the previous statement of the borderlands being where the brigands and criminals hide out, which is canonical in the modern Turamzzyrian Empire period. The interior should generally be worse than where those are willing to reside. This is only talking about the wastelands, not the subcontinent jungles, or southern mountains where dwarven clans lived.&lt;br /&gt;
[169] This is an embellished premise, but it is the only place where it makes sense for those to be during the Elven Empire, and makes continuity for Despana doing the same thing.&lt;br /&gt;
[170.1] The forgotten theocracies part is totally made up, but would be plausible behavior if the dark religious zealots are concentrated down in that region. The cult activity down there is only thinly defined, such as the Disciples of the Shadows. There should be nutjobs who worshipped demons or the Ur-Daemon, and it would only make sense for them to be around (what is now called) Rhoska-Tor and the Southron Wastes (a much older term.) The cults would not have been allowed in the Elven Empire.&lt;br /&gt;
[170.2] The general premise of other forces in the Southron Wastes region is also important for being something for the Dhe&#039;nar to push up against, having a warrior caste, where the Hunt for History item [[Shimmering crimson Dhe&#039;nar shield]] has a loresong depicting them fighting some great battle at a later time than the burning of Sharath.&lt;br /&gt;
[171] This is the thesis of the document. It is making more sense of things and contextualizing Despana.&lt;br /&gt;
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It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent.[172] This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.[173]&lt;br /&gt;
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[172] This is fleshed out in the following subsections on the &amp;quot;black arts&amp;quot; practices down there with corruptive energies.&lt;br /&gt;
[173] This is making it clear that this was a problem at all time points, it was just in the margins of civilization during the Second Age. The last part about the [[Bleaklands]] refers to the [[epochxin]] variants of blood magic with demon blood and [[Raznel]]&#039;s witchcraft involving &amp;quot;the shadows&amp;quot; which is corruptive demonic realm energy. The IC author uses the word &amp;quot;witch&amp;quot; solely to refer to &amp;quot;black magic&amp;quot; practitioners, and usually more specifically to &amp;quot;black arts&amp;quot; practitioners like Raznel (black arts referring specifically to the use of demonic / tainting essences while &amp;quot;black magic&amp;quot; in our usage does not necessarily carry that implication), and instead uses &amp;quot;cunning folk&amp;quot; to refer to what some might call &amp;quot;good witches&amp;quot;. It uses &amp;quot;warlock&amp;quot; in the Dungeons &amp;amp; Dragons class archetype way of conduit or bondage with demonic powers, and not in the &amp;quot;oathbreaker&amp;quot; etymological sense out of Old English. Volume 2 actually constructs dark analogs of the major class types, terms such as &amp;quot;dark mage&amp;quot; used here are defined more in Volume 2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(1) The Dhe&#039;nar&lt;br /&gt;
&lt;br /&gt;
The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar.[174] Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati.[175] The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot;[176] According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah.[177] They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati.[178] Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.[179]&lt;br /&gt;
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[174] This is recognition of the fact that there is barely any established definition for any others.&lt;br /&gt;
[175] &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; establishes &amp;quot;first born&amp;quot; (of the Arkati) as the definition of the term Dhe&#039;nar. The way this line is worded is the IC author saying &amp;quot;this is what they claim&amp;quot; rather than &amp;quot;this is what we all agree is the truth.&amp;quot;&lt;br /&gt;
[176.1] This is largely referring to the non-canon player documentation explaining what &amp;quot;the way&amp;quot; means, because it is not clearly explained in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document by itself. Though the phrase gets used in that document. That document does say: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah taught them that the elves are the children of the Arkati, and as a child strives to become as its parents, the Dhe&#039;nar strive to become as the Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[176.2] The goal of the Way, and the way it encodes how the Arkati are viewed, is given near the bottom of &amp;quot;History of the Dhe&#039;nar&amp;quot;: &#039;&#039;&amp;quot;Much like the elves, however, the Dhe&#039;nar do not view the Arkati so much as &amp;quot;gods&amp;quot; or &amp;quot;celestial beings&amp;quot; but more as role models for what they themselves can achieve. Unlike the elves of the six noble Houses, however, the Dhe&#039;nar believe they can become as powerful as the Arkati. They do not see the Arkati as different or better, only more powerful, thus Dhe&#039;nar bow to no &amp;quot;god&amp;quot;. Their religion is not one of worship; instead it is one of self-perfection, not so much as an individual, but as a race in whole; the ultimate goal being to achieve power over all things.&amp;quot;&#039;&#039; Here we are taking this &#039;&#039;&amp;quot;not .. different or better, only more powerful&amp;quot;&#039;&#039; as an ascension view of the Arkati and Drakes rather than them as inherently &amp;quot;celestial beings.&amp;quot;&lt;br /&gt;
[177] This is roughly what Tahlad Tsi&#039;shalar translates as in the player created Dhe&#039;nar-si language. The IC author characterizes this as a myth, but Dhe&#039;nar would probably regard it as historically factual.&lt;br /&gt;
[178] This is stated in the canon &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document.&lt;br /&gt;
[179] This is what the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says, and is characterized more dismissively in the &amp;quot;[[History of the Faendryl]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths.[180] Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad.[181] That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests.[182] There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.[183]&lt;br /&gt;
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[180] This is referring to the shared details of Korthyr and Tahlad between the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents. The Departure section of the Dhe&#039;nar history is 50,000 years ago, dating that to around -45,000 Modern Era, which in turn means it happened thousands of years after the Houses formed and long after Korthyr was dead. These House founding dates in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; are further solidified in their use in basing Elven calendar dates in various documents. So this document is trying to reconcile that inconsistency.&lt;br /&gt;
[181] Korthyr would have died some time in the -48,000s and Tahlad does not leave until the -45,000s in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This document reconciles that by having the timeline entry referring to an Illistim historiographer theory of the Dhe&#039;nar departure, while the Dhe&#039;nar themselves might claim it happened more around -50,000 Modern Era before the Illistim Chronicles were started.&lt;br /&gt;
[182] It would be inconsistent with that period in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. The sylvans and elves also would have divided much earlier. The &amp;quot;[[History of the Faendryl]]&amp;quot; supports these things, but has a lot of dubious stuff in it.&lt;br /&gt;
[183] This is from the chronicler preface to the canon version of the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and the &amp;quot;[[History of the Faendryl]]&amp;quot; document refers to Tahlad on similar footing as the House founders. But the actual timeline spaces these thousands of years apart, so it has to be treated as myth making. It can&#039;t be treated literally without causing contradictions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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This is regarded by more serious scholars as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth.[184] The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations.[185] Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses.[186] The Elven Empire was not a meaningful concept in the time of Korthyr.[187] Nor were the Ardenai those who stayed behind.[188] They lived in cities on the forest edges and woodland hamlets, with adjacent croplands, not unlike the Barony of Bourth with its elven settlements in the Wyrdeep Forest.[189] Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years.[190] It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed.[191] It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses.[192] The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.[193]&lt;br /&gt;
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[184] The &amp;quot;more serious scholars&amp;quot; part is an embellishment, but characterizing the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents as fanciful, and not especially tethered to what actually happened. This document sides entirely with the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; approach of being outside the forests for a long time and only eventually urbanizing.&lt;br /&gt;
[185] This is a necessary conclusion of the date ranges used for the House foundings in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and all the documents basing off those founding dates.&lt;br /&gt;
[186] This is cross-referencing Korthyr dying when only the first borough of Ta&#039;Faendryl had been built in &amp;quot;[[History of the Faendryl]]&amp;quot;, along with Ta&#039;Faendryl having been built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;, and Ta&#039;Vaalor and Ta&#039;Faendryl having been founded at the same time in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with only Ta&#039;Illistim pre-dating them. For the Tahlad/Korthyr relationship to be true, it would have to be significantly earlier than the cities and before the Houses were founded and before the Elven Empire was a concept.&lt;br /&gt;
[187] This document treats the Elven Empire as becoming a meaningful concept around the time of Yshryth Silvius.&lt;br /&gt;
[188] &amp;quot;[[History of the Faendryl]]&amp;quot; treats the Ardenai as having stayed behind, but its leaving-the-forests narrative contradicts the more soberly written &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. &amp;quot;[[History of Elanthia]]&amp;quot; said the Ardenai reside in &amp;quot;towns and cities&amp;quot; and only vaguely refers to having stayed closer to roots in the deep forest.&lt;br /&gt;
[189] The forest edges description is an embellishment. The Sylvans resided deeper inside the Darkling Wood and did not have contact with the imperial elves until the -45,000s in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which requires the Ardenai to stay away from the deep woods in that time period. The adjacent croplands are described in the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
[190] This cross-references &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and explicitly rejects the literal reading of Yshryth Silvius&#039; speech that is done in &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[191] This refers to the departure date in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is simply explaining why Illistim chroniclers think the Dhe&#039;nar left well after the Houses founded, while this other dogma exists of it having happened several thousand years earlier prior to the Chronicles.&lt;br /&gt;
[192] This is cross-referencing &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[193] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and insinuates Dhe&#039;nar harassment of the sylvans in this time period before the departure in -45,293. This insinuation is also explaining the &amp;quot;lavender&amp;quot; lore with Dhe&#039;nar and sylvan slaves in &amp;quot;[[Speech Unspoken: The Language of Flowers]]&amp;quot;, because they have much more dubious interaction for geographical reasons at any other time period.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the more dominant interpretations among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood.[194] Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land.[195] In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si.[196] Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records.[197] No one knows for certain if this identification is correct.[198]&lt;br /&gt;
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[194] This is an embellished premise for explaining why the Illistim chroniclers have the Dhe&#039;nar departure happening over two thousand years after the last of the Houses formed. It also characterizes Sharyth Ardenai as a return to nature movement beginning in the open air spaces, so as to be consistent with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; on this period. This can be reconciled by House Ardenai forming out of the open-air population that stayed geographically closest to the Darkling Wood and maybe partly into it. The Sylvans should be the ones who really just stayed inside the forest, and that particular area of the Great Forest is where they ended up concentrating.&lt;br /&gt;
[195] &amp;quot;Sharath&amp;quot; means &amp;quot;promised land&amp;quot; in Dhe&#039;nar-si. This was canonized in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The trial and tribulation line is meant to motivate why the Dhe&#039;nar would reside in (what is now called) Rhoska-Tor for a protracted period. Which is the nearest part of the Southron Wastes to the eastern Elves.&lt;br /&gt;
[196] This is implying &amp;quot;Sharath&amp;quot; comes from the name &amp;quot;Sharyth&amp;quot;, and insinuates the &amp;quot;sho&#039;rah&amp;quot; in Noi&#039;sho&#039;rah is similarly rooted with Sharath and Sharyth. This is an embellishment, but a plausible contrary view for House elves. The feminine gender neutral case of it meaning &amp;quot;First Sister&amp;quot; is true in the player created Dhe&#039;nar-si language (as introduced into it decades ago by Mnar.) Referring to that as &amp;quot;archaic&amp;quot; Dhe&#039;nar-si is how the &amp;quot;[[Dark Elven languages]]&amp;quot; document treats and refers to the old player constructed language.&lt;br /&gt;
[197] &amp;quot;[[History of Elanthia]]&amp;quot; refers to Sharyth Ardenai as a matriarch, while &amp;quot;[[Timeline of Elanthian History]]&amp;quot; uses the &amp;quot;his&amp;quot; pronoun for Sharyth Ardenai. These documents are both decades old, so this document takes that gender indeterminancy at face value, since it is so long standing.&lt;br /&gt;
[198] This is a hedge for allowing this whole interpretation and theory to be wrong, which allows Dhe&#039;nar to still believe their version of history. The actual departure would then have happened before the Chronicles started, when Korthyr was a relatively young man. But some of the details would still need to be regarded as distorted a bit by knowledge of later events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati.[199] In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years.[200] The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses.[201] In the more cynical view of the &amp;quot;Matter of the Elven Empire,&amp;quot; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology.[202] Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization.[203] With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.[204]&lt;br /&gt;
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[199] This is what &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; says.&lt;br /&gt;
[200] There is a 5,000 year gap between the Noi&#039;sho&#039;rah section and the Departure section of &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, so this line is trying to reconcile something that doesn&#039;t even make sense within the Dhe&#039;nar document itself.&lt;br /&gt;
[201] This is partly referring to &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and partly referring to &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.&lt;br /&gt;
[202] &amp;quot;Matter of the Elven Empire&amp;quot; is totally made up, and plays off the real-world historical terms such as the &amp;quot;Matter of Britain&amp;quot;, which is distorted with Arthurian legend and so forth. This is the IC author characterizing this early period as in historical dispute among the elves, with the founding of the royal lines and their pedigree from powers such as Arkati and Wyverns. Treating the contrary view as &amp;quot;peasant ideology&amp;quot; is the sensible counterpart to the Houses royal ideology.&lt;br /&gt;
[203] This is recontextualizing it in terms of the characterization given earlier in this document of monarchs as stewards in a static great chain of being. (The Dhe&#039;nar history document says the other Houses do not believe the Elves &#039;&#039;&amp;quot;can become as powerful as the Arkati&amp;quot;&#039;&#039;, though there has to be some nuance in this because of ascension theologies like Amasalen, it should probably mean this is not a plausible whole race goal and that generally &amp;quot;ascension&amp;quot; however it concretely exists comes from intervention by Great Spirits such as Arkati using their own power.) The Dhe&#039;nar view in contrast would be characterized as the low rising up the chain, and perhaps the high falling off. The IC author is giving that a socioeconomic dimension.&lt;br /&gt;
[204] This is setting up the contrary view of the Noi&#039;sho&#039;rah prophecy as a historical distortion, reading Despana and the Undead War into &amp;quot;Matter&amp;quot; politics as an anachronism after the fact. The Dhe&#039;nar in contrast would maintain it was the original prophecy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated.[205] This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578.[206] House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son.[207] This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire.[208] Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness.[209] There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl began to truly assume its central role over the Empire.[210]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[205] This is the Patriarch timing given in &amp;quot;[[History of the Faendryl]]&amp;quot;. In &amp;quot;[[History of Elanthia]]&amp;quot; it was Korthyr&#039;s line that built Ta&#039;Faendryl, which this explained.&lt;br /&gt;
[206] This is cross-referencing the timing given in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. However, &amp;quot;History of the Faendryl&amp;quot; has a major timeline contradiction around the Undead War up to the Ashrim War, being fundamentally inconsistent with the other history documents. Here we are treating the timing in the earlier part of the document as still reliable.&lt;br /&gt;
[207] This is all from &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[208] Yshryth was already defined as Patriarch 14 in &amp;quot;[[History of Elanthia]]&amp;quot;, the &amp;quot;[[History of the Faendryl]]&amp;quot; document established his speech was from his coronation. The IC author here is asserting this is the proper birth of the Elven Empire, because of the imperial vision it sets out and its early time period relatively not long after the Houses finished forming.&lt;br /&gt;
[209] The political context was already in &amp;quot;[[History of the Faendryl]]&amp;quot;, but this is more explicitly asserting that what Yshryth was saying about leaving the forests was a metaphor. Later there is argument about connotations of kinslaying in the word &amp;quot;Draekeche&amp;quot; which is the (ancient?) elven for &amp;quot;darkness.&amp;quot; This is also setting up hostile / exile conditions for the Dhe&#039;nar, if the Illistim chronicler timing for their departure is the correct view.&lt;br /&gt;
[210] This is cross-referencing the &amp;quot;[[History of the Faendryl]]&amp;quot; timing for this period with the Ta&#039;Illistim Monarchs document &amp;quot;[[Ta&#039;Illistim Monarchs|Linsandrych&#039;s Legacy: A Detailed Examination of the Dynastic Argent Mirrors and Their Contributions to Illistimi Society With Notes On Selected Post-Lanenreat Figures]]&amp;quot;, once you convert out of the Illistim calendar into the Modern Era calendar. Then it&#039;s using these power vacuums and schisms and purges and so forth to say this is how and when House Faendryl came to lead the Empire (premise dating back to &amp;quot;[[History of Elanthia]]&amp;quot;), as Linsandrych Illistim had founded the first House and was present until -45,895.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven.[211] Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law.[212] There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind.[213]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[211] This is IC author interpretation. It is suggesting the chaos and disunity motifs, and Korthyr as Tahlad&#039;s nephew, is all a distortion of Korthyr being succeeded by his great-nephew Khalar Andiris and then a bunch of assassinations and coups happen, and that Yshryth&#039;s famous speech is being distorted with a Dhe&#039;nar departure that happens in -45,293 during the reign of Patriarch 14.&lt;br /&gt;
[212] This is insinuating Despana and the rising dead motifs are distortions of Geniselle Anaya overthrowing the Faendryl throne and being executed by her son.&lt;br /&gt;
[213] This is a straight foward incompatibility between the Dhe&#039;nar and Sylvan lores. The &amp;quot;great chain of being&amp;quot; construction in this document gives much closer filiation of ideas relationship with the House Elves than the Sylvans.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes.[214] Archaeologists have found relics in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks.[215] One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath.[216] Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness.[217]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[214] The Dhe&#039;nar spent time in Rhoska-Tor becoming Dark Elves in the racial mechanical sense. They have since resided in the jungles beyond the Southron Wastes.&lt;br /&gt;
[215] This makes up having relics found which prove the Dhe&#039;nar warlocks were in (what is now called) Rhoska-Tor way back then, but the premise of the spidery runes and having left stuff behind in Rhoska-Tor is in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[216] In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it says they learned &#039;&#039;&amp;quot;control of the undead&amp;quot;&#039;&#039; in Rhoska-Tor, which this document will take literally as controlling undead that already existed. The document also suggests the Book of Tormtor was something the Dhe&#039;nar left behind, but there are multiple inconsistent proposed explanations of the Book of Tormtor across documents.&lt;br /&gt;
[217] This is making use &#039;&#039;&amp;quot;old places of the Ur-Daemon&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot; for Rhoska-Tor, and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers to &#039;&#039;&amp;quot;the dark magic of the region&amp;quot;&#039;&#039; as distinct from &amp;quot;spells taught by the Arkati themselves.&amp;quot; The Dhe&#039;nar history document notably is most explicit on blaming Ur-Daemon dark essence for tainting the bodies and minds and turning elves into dark elves: &#039;&#039;&amp;quot;The dark essence that had been left behind by the Ur-Daemon War not only tainted the appearance and psyche of the Dhe&#039;nar, but it also had a powerful effect on the flows of magic in the region.&amp;quot;&#039;&#039; This document (in all three volumes) is using that view of the region heavily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records.[218] But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation.[219] It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a need to ward off malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands.[220] The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living.[221] In this way they were able to not only prevent the possession of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands.[222] This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars.[223]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[218] The absence of written records, other than &amp;quot;spidery runes&amp;quot;, in this period is explicitly stated in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The way that section is written makes it sound like the Book of Tormtor had to be written in those runes, and only Dhe&#039;nar warlocks can read them, therefore Despana being able to read it and being from the southern jungles would mean Despana was Dhe&#039;nar. The IC author of this document is relatively dismissive of that as twisting things to fit the Noi&#039;sho&#039;rah prophecy.&lt;br /&gt;
[219] Similar situation leading to similar methods can help them understand the nature of these runes even though only the Dhe&#039;nar warlocks are supposed to be able to read the script.&lt;br /&gt;
[220] Such undead of twisted nature spirits should &amp;quot;naturally&amp;quot; exist in Rhoska-Tor, given the dark essence tainting described in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This treats banshees as referring to the fey variety, and &amp;quot;infernal sprites&amp;quot; were a [[Southron Wastes]] creature during the [[Wavedancer]] event. The infernal sprites and pale wraiths and banshees were in the part of the map closest in direction to Rhoska-Tor. The banshees are also [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds dark fey] in DragonRealms.&lt;br /&gt;
[221] Using dark essence in this way to control the undead is a premise used throughout these three volumes. It&#039;s unholy magic analog of similar things done through Order of Voln symbols (e.g. Symbol of Submission) and so on.&lt;br /&gt;
[222] Pale wraiths were another Southron Wastes creature from the Wavedancer event. This is playing off the ability of [[wind wraith]]s to possess [[soul golem]]s, as well as the Tehir [[Life and Being in the Sea of Fire|beliefs]] about spirits inhabiting corpses in the Sea of Fire. This &amp;quot;do the opposite&amp;quot; method echoes back to the animism section with mortuary rituals twisting into necromancy of the undead methods.&lt;br /&gt;
[223.1] This relates back to the animist section talking about the spiritual magic roots of necromancy, where in the case of the Dhe&#039;nar it would be spirit magic they attributed to the Arkati. But then in Rhoska-Tor they learn elemental magic, but they&#039;re manipulating a dark energy. It becomes a form of sorcery, as defined in this document. (Sorcerers are grouped with the Temple caste with the spiritual casters in the Dhe&#039;nar caste system, rather than the warlocks / magi caste which are the elementalists.) &lt;br /&gt;
[223.2] The original premise with the Dhe&#039;nar was that the ones around the Landing had begun experimenting with raising the dead clerical magic, but generally in Dhe&#039;nar culture those who do not survive do not deserve to be resurrected. There might be attempts to define Temple caste clerical magic as siphoning power from around Arkati without directly borrowing powers, but that cuts against the grain of how Cleric magic in particular has always been defined in GemStone, and in Volume 2 of this document that is instead described as &amp;quot;ur-priest&amp;quot; methods which can mimic non-denomination Cleric magic but fundamentally isn&#039;t and has corruptive &amp;quot;leeching&amp;quot; dependency effects on the caster. (Analogous to the Dhe&#039;nar warlocks who become dependent on feeding on magical energies in the still non-canon Dhe&#039;nar documentation.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was facilitated, however paradoxically, by their study of the elements.[224] Blazing sand elementals are yet another threat found in the Southron Wastes.[225] With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well.[226] But there are other pure forces beyond the veil than those of the elemental planes.[227] There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or elemental darkness.[228] It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes.[229] With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.[230]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[224] The &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says they learned &#039;&#039;&amp;quot;summoning of the elements into a physical manifestation&amp;quot;&#039;&#039; while in Rhoska-Tor.&lt;br /&gt;
[225] These were creatures in the [[Southron Wastes]] during the [[Wavedancer]] event. There are [[Small sand elemental|sand elemental]] companion pets.&lt;br /&gt;
[226] This further sets up what was implied by comparing the similarity of summoning familiars with their manipulation of the undead.&lt;br /&gt;
[227] In Volume 2 these are called &amp;quot;sorcerous elements&amp;quot; and include various terms used in spells and messaging and storylines, including [[713|balefire]] and [[mawfire]]. This is an embellishment to the extent that it is set in a basic cosmological model of more chaotic vs. more ordered essences.&lt;br /&gt;
[228] &amp;quot;the shadows&amp;quot; is a demonic energy used in Kenstrom storylines related to [[Althedeus]] and its realm. Volume 2 of this document treats that as a mixture of elemental chaos and elemental darkness. There are solid roots on treating these as essence substances, but it is still an embellishment.&lt;br /&gt;
[229] The Althedeus lore is cited in documents such as &amp;quot;[[Ithzir Genesis]]&amp;quot; and &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. This is basically the same thing as &amp;quot;unholy power&amp;quot;, and in Volume 2 it is defined as related to &amp;quot;anti-mana&amp;quot;, which is an embellishment but consistent with I.C.E. roots. This is all equivalent to what is called &amp;quot;dark essence&amp;quot; in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[230] This is what was being implied in the previous paragraph, and this concept is used in Volumes 2 and 3. For example, Volume 3 talks about some necromancers suffusing themselves in dark essences to mask their life forces, to make the undead not attack them and instinctually obey them. (This would probably be illegal in Faendryl sorcery because of the corruptive effects on the mind and body.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor.[231] Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath.[232] It might well be that the journey actually began with the death of the cult leader.[233] Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes.[234] While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath.[235] Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed.[236] Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years.[237] The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were quite probably corrupted by knowledge of events after the fact.[238]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[231] The hedging on this is about the lack of written records framed for it in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[232] This is playing off Tahlad being a Dhe&#039;nar-si word that means student.&lt;br /&gt;
[233] This is the IC author being iconoclastic, but also pointing at how old Tahlad would had to have been to make historical sense of him.&lt;br /&gt;
[234] The wording &#039;&#039;&amp;quot;the jungles &#039;&#039;&#039;said to&#039;&#039;&#039; lie beyond the Southron Wastes&amp;quot;&#039;&#039; for Despana in &amp;quot;History of Elanthia&amp;quot; suggest the Southron Wastes region was generally anathema to the Elven Empire and not something they ordinarily traveled through and interacted with in that time period. In other words Elven Empire records of the Dhe&#039;nar would implicitly have been sketchy.&lt;br /&gt;
[235] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and is using that provenance issue to cast doubt on the veracity of written records that might have survived the Great Fire.&lt;br /&gt;
[236] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[237] The use of oral tradition in the Dhe&#039;nar lore in general serves the function of introducing unreliable narration on the distant past. &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers outright to hardship &#039;&#039;&amp;quot;twisting their ancient beliefs&amp;quot;&#039;&#039;.&lt;br /&gt;
[238] This is IC author view from Faendryl bias, the Dhe&#039;nar would disagree with this statement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(2) Witchcraft&lt;br /&gt;
&lt;br /&gt;
In the outlying regions of the Elven Empire, far from the great cities, there were survivals of folk religion.[239] These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority.[240] Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms.[241] They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead.[242] They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living.[243] Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.[244]&lt;br /&gt;
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[239] This is an embellishment. It does not really make sense that the more rural populations would not have folk religion and folk magic. Arguably some of the instincts for this still exist in the Elven Nations, and civilizations in general, in the &amp;quot;[[Divination: A Comprehensive Guide]]&amp;quot; lore. &lt;br /&gt;
[240] The framework of this document characterized the Elven forest tradition as &amp;quot;druidism&amp;quot;, so this is more or less a tautological statement.&lt;br /&gt;
[241.1] This document uses this as the historical root for Empath magic. It uses the term &amp;quot;cunning folk&amp;quot; to cover &amp;quot;good witches&amp;quot;, so the word &amp;quot;witch&amp;quot; is only being used in the dark and negative connotations. There is a lot of scattered superstition lore, such as [[thanot]] as warding charms because of the pentagram pattern of its berries. &lt;br /&gt;
[241.2] The term was not used in this document, but this is known as &amp;quot;apotropaic&amp;quot; magic.&lt;br /&gt;
[242] This is generic folk religion stuff. It is providing the hook for death rituals and magic to get twisted into darker magic with corruptive energies. Volume 2 also gets into this with witchcraft.&lt;br /&gt;
[243] This hedges the animist vs. Lorminstra [[Eve of the Reunion]] issue. Something similar to this is in the [[Grot&#039;karesh Hammer Clan]] giantkin lore with the [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]] at Kilanirij. This is another hook for twisting into wicked spirit calling and commanding undead spirits.&lt;br /&gt;
[244] The Ilvari are an example of fey changeling kidnappers. &amp;quot;Ilvari luck charms&amp;quot; are sold and do not really do anything. [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds &amp;quot;Changelings&amp;quot;] exist in DragonRealms and are called spriggans, thought to be spirits related to elemental air. In the I.C.E. Shadow World version the air fey were servants of the god we call Tonis, a thieves patron, and in DragonRealms the dark fey are the creations of Idon one of the thieves patron immortals. Though this is almost certainly a coincidence.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others.[245] They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated.[246] This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets.[247] Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations.[248] The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.[249]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[245] This document is using &amp;quot;witches&amp;quot; exclusively for wicked magic practices as a convention, even though the IC author would acknowledge the existence of sympathetic magic practitioners calling themselves &amp;quot;witches&amp;quot; doing good/light practices. Similarly with &amp;quot;blood magic&amp;quot;, that term is being reserved for the sorcerous form of it, not the more empathic form of it (e.g. [[Akhash]] the Tehir spirit caller) which would not be corruptive and debasing.&lt;br /&gt;
[246] This is rooting the more (wicked) spiritual magics of the Sorcerer Base list in this culture tradition. Especially 715 Curse. But these are not &amp;quot;black arts&amp;quot; as will be described later.&lt;br /&gt;
[247] This is the IC author hedge and acknowledgement that he&#039;s set up a false dichotomy regarding the term &amp;quot;witches.&amp;quot; Curse tablets refers to the ancient Roman practice.&lt;br /&gt;
[248] This is a reasonable anthropological supposition about the filiation of ideas and superstitions, given the initial premise of earlier animist religious traditions partly surviving into later ages.&lt;br /&gt;
[249] Witch hunt panics are not defined in current lore, but this is the general dynamic of how witch panics work in the real-world.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression.[250] It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil.[251] In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits.[252]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[250] This tension with orthodoxy is setting up the driving of witches into the wilds, while the medicine man types with healing or clerical powers get to stay. Also seeding the bias of humans against magic because of elves.&lt;br /&gt;
[251] In other words, this is everyday life stuff, superstition suffused throughout cultures.&lt;br /&gt;
[252] This is characteristic of animism in general, and very clearly the case with the Tehir lore. &amp;quot;Great Spirits&amp;quot; is the generic term this document uses for deity scale powers of spiritual mana orientation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is particularly important is that this tradition more broadly is what might be called sympathetic magic.[253] It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions.[254] It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up.[255] It is what remains of more ancient traditions of spiritualism.[256] From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies.[257] It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real.[258] In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;[259]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[253] While there is some pure superstition stuff, such as in the divination lore, in the Elanthia setting there is also real sympathetic magic (e.g. Raznel&#039;s voodoo dolls and blood magic.) This document treats this as Elanith&#039;s non-Erithian precursors to what is now called Mentalism.&lt;br /&gt;
[254] This tacitly falls under the notion of NPC &amp;quot;[[Overview of Elanthian Magic|flow magic]]&amp;quot; in current canon, but later in this document that is going to be classified as &amp;quot;thaumaturgical&amp;quot; and &amp;quot;exoteric&amp;quot; magic (in terms of how the Elves try to develop it away from informal lay magic), while what we are talking about here is &amp;quot;esoteric&amp;quot; magic as an informal cousin of &amp;quot;ritual theurgy.&amp;quot; It is elaborating and deepening the magic theory. Volume 2 talks about forming rites with rigid rules in a kind of perverse imitation of rote magic, especially with black arts magic, to try to make predictable effects without really understanding what is being done &amp;quot;theoretically.&amp;quot;&lt;br /&gt;
[255] This is essentially a new premise for making sense out of having this storyline sympathetic magic stuff that does not relate to the spell circles and stuff invoked off scrolls. In IC terms it could be disputed how separate orthodox religion with its clerical magic really is from the rest of spiritual magic in the &amp;quot;vernacular&amp;quot; populations, and sympathetic magic which may now in the present age be considered spiritual-mentalist hybrid. Later in the document is a nod to the DragonRealms division between &amp;quot;life&amp;quot; and &amp;quot;divine&amp;quot; mana when talking about mana conventions. DragonRealms also has &amp;quot;Lay Necromancy&amp;quot;, which is [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 Low Sorcery], where Low Sorcery in general is relatively informal evil magic.&lt;br /&gt;
[256] This is a thesis statement, set up by the prior sections on animism.&lt;br /&gt;
[257] This is establishing the important distinction against pure superstition (e.g. divination without spellcraft of any kind), which is that magical energy (essences) must be manipulated into magical effects to qualify as &amp;quot;magic.&amp;quot;&lt;br /&gt;
[258] Rote superstitious practices acting like de facto rote magic.&lt;br /&gt;
[259] This is explaining why the use of say troll blood in an alchemy recipe, or blood in a religious ceremony, or even what empaths do, does not qualify as &amp;quot;blood magic.&amp;quot; It is only magic involving blood. &amp;quot;Blood magic&amp;quot; here is strictly being used to refer to these sympathetic magic practices, though the other volumes allow an occultist form of blood alchemy for making homunculi. At this point it is tacitly acknowledging &amp;quot;good&amp;quot; practitioners (cunning folk, some shamans), but in most of this document the term &amp;quot;blood magic&amp;quot; is reserved for the highly corruptive sorcerous form, which involves debasement and perversion through the mediating substance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation.[260] Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood.[261] There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.[262]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[260] This is just defining the meaning of the term &amp;quot;sympathetic magic&amp;quot;, which is imitative magic or correspondence of forms.&lt;br /&gt;
[261] This has been done in storylines, such as those involving the witch Raznel.&lt;br /&gt;
[262] All of this is framed as animist roots, but now running up against orthodox religion with its good vs. evil values duality, which in Elanthia in the Second Age is Liabo vs. Lornon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within the modern conventions of magic, this sort of correspondence of forms is related to what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot;[263] In the mind oriented near planes of existence, such as the Endless Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world.[264] This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames.[265] There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession.[266] Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.[267]&lt;br /&gt;
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[263] This is establishing the premise of treating this as the Elanith non-Erithian precursor to Mentalism in the contemporary conventions. The notion of &amp;quot;dark empathy&amp;quot; and confounds and hybrid magic are elaborated later in this document.&lt;br /&gt;
[264] This was true in [[Ride of the Red Dreamer]]. Nightmare steeds and unicorns in the mount system as of summer 2022 had physically manifesting object from dream world interactions. Ebon&#039;s Gate 2022 with [[Naidem]] also had some mind/form distortion premise in it.&lt;br /&gt;
[265] This is generic voodoo doll kind of stuff.&lt;br /&gt;
[266] Dream walkers were present in [[Griffin Sword War]] 2 and [[Ride of the Red Dreamer]] storylines, and other times where minds have been entered, and are mentioned in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. There is a subtextual argument for the decay/spirit-death mechanics messaging having been based on astral projection. The truffles in Lower Dragonsclaw do some sort of astral projection. &lt;br /&gt;
[267] This is part of the thesis and framed previously in the animism section. It&#039;s malignant spellcasters using that propensity to twist mortuary magic into more malicious uses, and then that gets still darker later when dark essences are involved in haunted realms. This sets that up for the next paragraph.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, witches were exiled into the wild woods or darker hiding places.[268] This led to a rising number of witches in the Southron Wastes, where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them.[269] Blood magic began using demon blood.[270] Curses began using more corruptive essences, facilitating rituals for causing the undead.[271] Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood.[272] There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others.[273] One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.[274]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[268] This sets up a fragmenting of witchcraft into split traditions. Volume 2 says more about the different kinds of witches. There are elemental themed ones, [[Life and Being in the Sea of Fire|spider witches]] in the Sea of Fire, the Sisters of Blight, and so forth. Raznel was influenced by black arts out of the Southron Wastes and Wizardwaste.&lt;br /&gt;
[269] With the &amp;quot;dark essence&amp;quot; explicitly framed in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and corruptive effects on various peoples in current canon, this is extrapolated here to imply there is a general issue of this for historical wasteland residents. Very little is defined for indigenous populations. Iguanoids were there in the Wavedancer, as well as scourgemages (which were reskinned [[fire mage]]s but Volume 2 treats as demon worshipping analogous to rangers). This region probably had its own animism (e.g. black shamanism), but presumably also earlier demonic and Marluvian cults, and Volume 3 makes up something about mummies and underworld themed death religions influenced by underground rifts. The general point of this line is cross-pollinating the folk magic into the wastes and in turn incorporating the dark essence of that region.&lt;br /&gt;
[270] This document leans into various arguments for the presence of &amp;quot;indigenous&amp;quot; demons in the region. The ebon-swirled primal demon in the Southron Wastes is a primitive cousin of the oculoth, and its venom blood is a major storyline factor behind dark magic in Kenstrom&#039;s events. This line is taking the &amp;quot;blood magic&amp;quot; from the witchcraft tradition and now using demon blood in it which is far worse. This is reasonably what would have happened if this population migration happened even in broad outlines.&lt;br /&gt;
[271] This is leveraging off &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; referring to the dark essence of the region, left behind from the Ur-Daemon War.&lt;br /&gt;
[272] Raznel turned a [[Drangell|giantman]] into a troll and a [[Thrayzar|human]] into an orc. This is framing and explaining the generic &amp;quot;witch turns prince into a frog&amp;quot; or werebears and selkies kinds of curses. This &amp;quot;witchcraft&amp;quot; is implicitly partly Mentalist in contemporary magic theory, so the dark transformation of bodies stuff is in it here, and not necessarily present in the prior inhabitants of the southern wastelands (e.g. cultists, black shamans.)&lt;br /&gt;
[273] Stuff like werewolves and [[Gaunt feral selkie|selkies]]. This is setting up the seed for Despana later having cursed diseases such as Red Rot.&lt;br /&gt;
[274] [[Werebear]]s being mechanically undead is some weird game history anomaly. I think every cursed thing that was flagged as &amp;quot;Unlife&amp;quot; and targettable by Cleric repel spells was treated as undead when the Order of Vult (Voln) was created in 1994. Volume 3 does a lot of differentiation on the various forms of &amp;quot;unliving.&amp;quot; Selkies are much more modern creatures in a game mechanics sense and actually undergo transformation cycles.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Witches of the South would enter pacts with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons.[275] There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits.[276] They might have mediating vermin such as maggots or ichor worms inside themselves.[277] Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves.[278] There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them.[279] It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself.[280] Conjuring in this way was in stark contrast to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.[281]&lt;br /&gt;
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[275] This is the general Satan worshipping witch archetype. Raznel would make blood bonds with people.&lt;br /&gt;
[276] This is leaning on the channeling aspect of the framed hybridism of their magic.&lt;br /&gt;
[277] This is directly based on Raznel. She had stuff like this as well as scarabs inside her own body, forming or emerging spontaneously when she was cut. Though Raznel learned how to implant such things into bodies from Quinshon, who is a black shaman.&lt;br /&gt;
[278] This is the general &amp;quot;corrupted by dark power&amp;quot; archetype. It has been used to show characters being driven mad with taint/corruption in GemStone since the I.C.E. Age.&lt;br /&gt;
[279] Raznel would control others sometimes with implanting her scarabs into them. She was also prone to using anti-magic, and stripping magical powers from people.&lt;br /&gt;
[280] This is a characterization of the mode of magic, it does not have to always involve subservience to something else. This wording is partly inspired by [[Torment (718)]].&lt;br /&gt;
[281] This is setting up distinctions between Faendryl sorcery in the Second Age with the &amp;quot;black arts&amp;quot; and forms of magic that would have repulsed the imperial elves. They are reflecting different cultural value systems and ideologies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(3) Cultists&lt;br /&gt;
&lt;br /&gt;
In the Age of Darkness there was always a minority of demon worshippers.[282] Whether the demonic of the wastelands, or the dead gods themselves.[283] There are buried crypts in the Southron Wastes belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul.[284] Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason.[285] Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation.[286] But the reliefs and frescoes of the interregnum are far more hideous in their depictions.[287] They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices.[288] Cave paintings from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are often found with trepanated skulls.[289]&lt;br /&gt;
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[282] There is only thin already established evidence for this. The timing on the loresong of the Marluvian [[Urglaes-set pitted silver talisman|urglaes talismans]] from [[Hunt for History]] is unclear, but using an ancient language that was sometimes used in game in the early 2000s. &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; shows archaeological evidence for knowledge of Marlu dating back to before the Elven Empire. There ought to be Marlu worshippers, and Ur-Daemon or demon worshippers more generally, and it would make sense for them to live in the old places of the Ur-Daemon (Rhoska-Tor) rather than in the great forest with the sylvans and imperial elves.&lt;br /&gt;
[283] This is allowing a distinction between animists who are akin to rangers of the demonic (in Volume 2 these are called scourgemages), which are left-over from the Age of Darkness or arriving through underground tears in the veil --- there was possibly an example of this in the room painting of the Southron Wastes during the Wavedancer, and the eyeballs of ebon-swirled primal demons have been seen arriving through spontaneous tears in reality in the Southron Wastes --- and actual cultists worshipping the Ur-Daemon.&lt;br /&gt;
[284] This is reviving and De-I.C.E.ing the vruul lore, which is hard coded into the area design of the Broken Land. It is making sense of the Marlu description in &amp;quot;[[Gods of Elanthia]]&amp;quot; about being seen delving into ancient crypts, which is vestigial from I.C.E. lore about him searching prehistorical crypts for vruul, and then the notion of Marlu loosening portals to draw power is made sense of by assuming there are actually portals to demonic realms present that can be loosened: &#039;&#039;&amp;quot;Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown.&amp;quot;&#039;&#039; This seems to be hedging on whether Marlu is Arkati or has extraplanar power sourcing like the Ur-Daemon portal described earlier in that document.&lt;br /&gt;
[285] This is explaining the &amp;quot;[[Gods of Elanthia]]&amp;quot; description with the original context.&lt;br /&gt;
[286] This is based on the Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot;. This only clearly referred to glyphs being found in the Southron Wastes, where presumably they survive from climactic conditions. But here we interpret the line instead to include the petrified trees as also being in the Southron Wastes. This is meant to explain and reconcile &amp;quot;[[Gods of Elanthia]]&amp;quot; saying the final battle in the Ur-Daemon War blasted the landscape for hundreds of miles and turning it into a lifeless wasteland. Which implies it wasn&#039;t a wasteland previously, which is where the carvings on the petrified trees would come from (perhaps artificially fast in cataclysmic conditions, though petrification itself usually only takes several thousand years). The Southron Wastes room painting depicts a huge former lake, now a salt basin, and there are unstable (quite likely unnaturally formed in the Ur-Daemon War) shale mountains capped with limestone that are described as geologically &amp;quot;recent&amp;quot; violent upheavals.&lt;br /&gt;
[287] This is referring to the cave paintings from Linsandrych Illistim&#039;s quote, and embellishing it in cross-reference to the frescoes in the Dark Shrine of the Broken Land.&lt;br /&gt;
[288] This is also leveraging off the Broken Land design. This line is trying to establish that region as having dark worshippers dating back into prehistorical times, so that there were effectively always bad guys with dark magic there at all time points.&lt;br /&gt;
[289] This is an embellishment. It is leveraging off the Linsandrych Illistim quote about representing fear, and the &amp;quot;madness&amp;quot; motif in demonic themed places like below the Graveyard and the Broken Land. The trance states are about animism. These volumes treat black shamans and scourgemages as dark magic archetypes of shamanistic nature in that region. The skulls is based off the the Broken Land and Graveyard, and there&#039;s also a skull pile in the burial mound in the [[vourkha]] area outside Ta&#039;Illistim. Trepanation is getting at the notion of &amp;quot;nightmare visions&amp;quot; and &amp;quot;fever dreams&amp;quot; that the made-up Linsandrych quote in this document references.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent.[290] There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled.[291] Dark mages who would not abide by the laws of civilization would find freedom in these lands, while fanatics who sought a world ruled by Lornon would found short-lived, sinister theocracies.[292] Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions.[293] In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.[294]&lt;br /&gt;
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[290] This is leveraging off the previous embellishment about the Elven Empire not claiming and occupying the southern wastelands based on consistency considerations.&lt;br /&gt;
[291] Despana is the existing defined example, but something like that should have happened many times over thousands of years. This line is also using the previous view that the southern wastelands are where the Ur-Daemon portal was destroyed and where the last great battle happened that blasted the landscape for hundreds of miles.&lt;br /&gt;
[292] The theocracies is totally made up, but follows naturally and logically from the framed lawless condition of the region and inhabitation by dark religions. Dark mages is an archetype that is defined later but also more fully in Volume 2. This is more generally talking about magic practitioners who refused to be bound by regulations and laws. It seeds having pre-exile Faendryl sometimes exiling out there and bringing illegal knowledge with them.&lt;br /&gt;
[293] There isn&#039;t really any established framing for the Elven Empire allowing Lornon worshipper chaos and machinations within its territories. But they should also have existed. So this is making a hook for explaining where they tended to be concentrated in the Second Age.&lt;br /&gt;
[294] In the Vvrael quest the ghost of Malaphor claimed the Vvrael witches and warlocks were wizards and sorcerers of this world who were corrupted by the Vvrael and eventually made their way into the Rift, and likewise Daephron Illian was working in Rhoska-Tor when he broke open the rift and sealed it in a puzzlebox. It&#039;s basically a Hellraiser concept. Vvrael witches also were in the Demon Queen of Anwyn storyline after the Rift was released and Terate was dead. So having the Vvrael cultists reside in that general region is making consistency of things. It is canon from &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; that the Disciples of the Shadows (Althedeus worshippers) were residing in the Southron Wastes, potentially back into the Age of Chaos. The last part of this sentence is open-ended for all the other bad things that might exist.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds.[295] Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic.[296] This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices.[297] There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out.[298] There were even cults believing Elves were cursed by the Arkati.[299] That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.[300]&lt;br /&gt;
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[295.1] The convention for &amp;quot;warlock&amp;quot; in this document is the Dungeons &amp;amp; Dragons kind of class archetype of powers from binding with demons and so forth. This is keeping consistency with the nature of &amp;quot;Vvrael warlocks&amp;quot; and possibly the Dhe&#039;nar magi being called warlocks (e.g. the Star eater legend). This is more akin to the etymology out of Scots than the &amp;quot;oathbreaker&amp;quot; or &amp;quot;pact breaker&amp;quot; etymology out of Old English, where instead the meaning is more along the lines of pact making with demonic powers in betrayal of good gods.&lt;br /&gt;
[295.2] This is setting up &amp;quot;warlock&amp;quot; as the archetype for teratology and monster making, which in volumes 2 and 3 are related to Arcane or more general definitions of &amp;quot;necromancy.&amp;quot; But they are more demonology focused, so their necromancy is what volume 2 defines as &amp;quot;demonic necromancy.&amp;quot;&lt;br /&gt;
[295.3] Warlocks and witches in the black arts usage here is also staying consistent with demons using [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 &amp;quot;conduits&amp;quot;] to influence this plane in DragonRealms, especially the more powerful demonic entities which would have issues directly manifesting in this reality. (This concept is explicitly present in GemStone with Althedeus.) Volume 2 of this document talks about places where demonic power is infiltrating this plane, or similarly with Dark Gods (or demonic &amp;quot;gods&amp;quot; in other planes), where the soul can get pulled into the demonic realms if someone dies in that place. Which is [[Purgatory|consistent]] with the Temple of Luukos on Teras Isle, and that concept [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 exists] in DragonRealms as well. It is meant in this document to help explain the origin of some extraplanar undead.&lt;br /&gt;
[296] More framing for teratology. The last part about the demonic hybrids is leveraging off the unnatural offspring of demons and animals from the Third Elven War, and extraplanar hybrids from storylines such as [[Rodnay]]. It is providing threads for other forms of the &amp;quot;blood magic&amp;quot; we have seen from Grishom Stone and Elithain Cross.&lt;br /&gt;
[297] This is an embellishment but using the framed premise of the region being a haven for dark religions. The Dhe&#039;nar supposedly did not practice slavery until after the Great Fire, according to &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, but the practice may have existed in the neighbors.&lt;br /&gt;
[298] This is made up but helps illustrate the kinds of black arts that would exist that would not be Faendryl sorcery.&lt;br /&gt;
[299] This is an homage to the Drow.&lt;br /&gt;
[300] This slyly plays off the Dhe&#039;nar referring to themselves as the first born of the Arkati, but having the hunger of the Ur-Daemon. This document characterizes the more indigenous parts of the wastelands as prone to ancestor veneration and the Ur-Daemon as dead gods who are still present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to subvert the separation of the living from the demonic.[301] The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a divine language in some cults.[302] Demon worshippers sometimes call it the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists.[303] Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.[304]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[301] This is using the broader definition of necromancy from the beginning of this document. The existence of demonic/living hybrids in Elanthia is long-established canon.&lt;br /&gt;
[302] This is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Its being regarded as a divine language by demon worshipping cults is an embellishment, but something that would probably be true if those cults were present. It would be a manifestation of the influence and presence of their gods in their view.&lt;br /&gt;
[303] This is a retcon to recontextualize the meaning of the Daemon&#039;s language when &amp;quot;[[History of Elanthia]]&amp;quot; talks about the Book of Tormtor. What is in the present age called the Dark Elven language would in the Second Age have been associated with the Ur-Daemon, because of this framing of who was involved with that region in that time period. The part about its source having never been found by extrachthonic linguists is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Another subtle point is that it cannot have been known as the &amp;quot;voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;History of Elanthia&amp;quot; implies it was not known as &amp;quot;Rhoska-Tor&amp;quot; yet when Despana was searching it. It has to be considered part of the Southron Wastes in the Second Age.&lt;br /&gt;
[304] This is an embellishment but would sensibly follow from the premise in the line noted by footnote 302.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions known as Tor.[305] These outcroppings or mounds are mythologically named for each of the &amp;quot;dead gods,&amp;quot; which is how the Ur-Daemon are regarded.[306] While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults grow around these haunted ruins.[307] Cults might at times become extinct, only to arise again, centuries or millennia later.[308] There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them.[309] They often believe &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world.[310] Consecrating us with their unholy black blood.[311]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[305.1] The first part of this is stemming off the Grot&#039;karesh Hammer Clan exposure to the Battle of Maelshyve. &amp;quot;[[Giantkin History]]&amp;quot; translates Grot&#039;karesh as &amp;quot;magically cursed&amp;quot; or &amp;quot;magically haunted&amp;quot;, but &amp;quot;elder elven scholars&amp;quot; translate it as &amp;quot;Daemon-tainted&amp;quot;.&lt;br /&gt;
[305.2] This interpretation of &amp;quot;Tor&amp;quot; is totally made up. There are several reasons for it. Tor are geological formations that are basically rock outcroppings with hill formations, such as the hill Glastonbury Tor, which is mythologically associated with Arthurian legend and Otherworlds. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; describes hills in the region of Maelshyve. Banshees in turn are fey of the mounds/hills in real-world mythology. Likewise, keeps are generally built on mounds, and Maelshyve is a &amp;quot;great keep&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;Keep&amp;quot; in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The [[ora]] lore from the materials documentation also has a very large ora mine in Rhoska-Tor, but otherwise describes ora as being found in mountains and hilly regions. Tor are typically granite, an intrusive igneous rock, and the [[urglaes]] around Maelshyve ought to implicitly be in igneous rock (with &amp;quot;[[History of Elanthia]]&amp;quot; calling Rhoska-Tor &amp;quot;blackened&amp;quot;), but the underground caverns are suggestive of limestone, which is consistent with the Southron Wastes room painting. So all of this together is the logic of treating the word part &amp;quot;Tor&amp;quot; in the geological meaning.&lt;br /&gt;
[306] This is a Lovecraftian twist on the Ur-Daemon based on established Ur-Daemon facts, combined with the fey mythology usage of Tor. It is an embellishment to say there are other Tor and that they are named after specific Ur-Daemon, but this retcon is meant to motivate why we supposedly know the names of individual Ur-Daemon (e.g. Ith&#039;can, Goseth) and why this region was considered an old place of the Ur-Daemon. These Ur-Daemon names are represented as used in occultist grimoires in Volume 2 to help explain that point.&lt;br /&gt;
[307] This is a made up embellishment. It serves to motivate the existence of the cults, even if they die out and come back later. It provides the seed for alternate possible origins of the Book of Tormtor, because the literal explanation of a book written in the Ur-Daemon language from &amp;quot;[[History of Elanthia]]&amp;quot; does not make sense without additional premises. That the Ur-Daemon would have a book at all, and then someone tens of thousands of years later can read it, without some weird magic artifice explaining it.&lt;br /&gt;
[308] This premise allows some long-run behaviors without having to posit specific organizations (i.e. cults) or whole cultures continuously existing for tens of millennia.&lt;br /&gt;
[309] This is made up, but based on the storyline instances of using Ur-Daemon body parts, such as rejuvenating them with Ur-Daemon blood. As well as the Beast imprisoned in Teras Isle having ambients of almost waking up.&lt;br /&gt;
[310] This is meant to relate the cultists to the &amp;quot;warlock&amp;quot; dark magic archetype described earlier, and based on the canon ability of demons and other extraplanars to hybridize with the living. Then they are just exercising religious beliefs about the demonic, doing some confirmation bias conflating them into their ancestor veneration. It isn&#039;t necessary for it to be true that a lot of these demons originated in hybridization of the living with the Ur-Daemon and then banished in the Ur-Daemon War. But it need not be quite obvious that this is wrong, either. Even the abyran might plausibly be made by a more powerful demon out of the missing Faendryl sorcerers.&lt;br /&gt;
[311] The blood of the Beast of Teras Isle is black. It was used to charge up the eye of Ith&#039;can for the climax of [[Cross into shadows|Cross into Shadows]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These kinds of sentiments lent themselves to still other forms of necromancy.[312] There were those who sought to induce demonic possession, such as the riders of the wasteworms.[313] Others were &amp;quot;dread seers,&amp;quot; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination.[314] This is a necromantic form of astral projection for harrowing the outer valences.[315] Some sought to master the power of fashioning the demonic from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed.[316]&lt;br /&gt;
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[312] Specifically, this is following off the parapsychic imputing of forbidden knowledge, so it&#039;s about the sorcerous version of mind and spirit stuff with the demonic and other planes.&lt;br /&gt;
[313] Wasteworms are a creature of the [[Southron Wastes]] from the [[Wavedancer]] event. The idea of there being wasteworm riders is shamelessly ripped off from Dune. The premise here is black arts practitioners acquiring demonic powers for themselves through their bonds or usage of demons.&lt;br /&gt;
[314] This is a made up premise that Xorus [[Harrowing and Esoteric Archaeology|lectured]] about at a Faendryl symposium and has used in vignettes, and to some extent did during the Witchful Thinking storyline when probing the memory past of Thrayzar and Pylasar using Melgorehn&#039;s Reach. &amp;quot;dread seer&amp;quot; is inspired off an attempted translation of the inscription of the Dark Shrine in the Broken Land, where the theory (though I think it&#039;s likely coincidental and the composite word was just trying to mean &amp;quot;cruel&amp;quot;) is that its multiple meanings included referring to the vruul as &amp;quot;dread seers.&amp;quot; There were I.C.E. motivations for that interpretation. Regardless, the premise is sorcerers doing &amp;quot;demonic possession&amp;quot; on demons or unliving monstrosities like the vruul, as conduits for immaterially exploring eldritch vistas and incomprehensible cosmic horror.&lt;br /&gt;
[315] The general idea is it would be the sorcerous analog of dream walking and spirit possession and so forth. It would be necromancy for immaterially exploring the sorcerous valences and infernal realms and so forth. As opposed to the Faendryl sorcery methods of material summoning and materially passing through rifts into other valences like the Extrachthonic Cartographer&#039;s Guild does. This is generally about removing the oversimplification of the domains of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot;, which is significantly done in Volume 2.&lt;br /&gt;
[316] This is totally made up, but inspired by the premise of what the Broken Land story was about, with Uthex attempting to fashion entities out of energy. This is using that concept specifically for entities of darkness and the demonic, and makes a consistency hook for why Marluvians and so forth would try to twist Uthex&#039;s work in that direction.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Warlocks were especially responsible for the innovations of demonic necromancy.[317] These would sometimes be abominations that would not, in the narrow sense, be thought of as undead.[318] They were often in reincarnation cults, seeking unnatural forms of immortality.[319] It was noticed very early on that sometimes the curse of the undead was bound to other objects.[320] Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves.[321] It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be developed into more elaborate ways of preventing destruction from violence.[322] These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons.[323] Warlocks often seek to transform their own blood with that of dark powers.[324]&lt;br /&gt;
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[317] Demonic necromancy is defined in more detail in Volume 2. It is contrasted with low necromancy (roughly, reanimate dead and mindless corpse undead, with rote magic) and high necromancy (roughly flow magic with dark essence). High necromancy is also a [https://elanthipedia.play.net/Category:Necromancer_spells distinction] in DragonRealms, which includes what we are calling transmogrification. Demonic necromancy includes such things as some forms of teratology, making infernal undead (corrupted with &amp;quot;sorcerous elements&amp;quot;), attempting to refashion the demonic into new forms of monstrosity, and mixing the demonic into the undead in various ways. It might be regarded as overlapping with high necromancy, or possibly even being a special subset of it.&lt;br /&gt;
[318] The varied forms of unliving, and undeath as a demonic spectrum, is elaborated in Volume 2. It is somewhat similar to the distinction between [https://elanthipedia.play.net/Corruption_(2.0) &amp;quot;corruption&amp;quot;] and [https://elanthipedia.play.net/Perverse &amp;quot;perversion&amp;quot;] in DragonRealms [https://elanthipedia.play.net/Category:Corruption_spellbook necromancy]. In DragonRealms the [https://elanthipedia.play.net/Category:Necromancer_spells distinction] between corruption and perversion necromancy is whether life mana is being mixed with elemental or lunar mana. For our purposes we have distinctions between the &amp;quot;transmogrified&amp;quot; and the living undead or mutant aberrations, but we&#039;re not trying to map simply to DragonRealms, for instance because we&#039;re including various explicit forms of demonic / sorcerous essences instead of just this life mana hybridization distinction.&lt;br /&gt;
[319] This is related to the animism roots postulated earlier as a debasement. This is used especially in Volume 3 to motivate the development of phylactery and other preservation methods.&lt;br /&gt;
[320] This is just generally something that can happen.&lt;br /&gt;
[321] This phenomenon is then recognized for its potential in preventing destruction from violence.&lt;br /&gt;
[322] Some of these are elaborated in Volume 3 in the &amp;quot;Preservatives&amp;quot; category of undeath.&lt;br /&gt;
[323] These examples generally have precedent from storylines that have happened.&lt;br /&gt;
[324] This is extrapolating off the caustic black blood of the [[Vvrael warlock]]s, and to some extent what Raznel did to her own blood and with her paragons. These were essentially a form of demonic hybridization, because they were made with a processed variant of [[epochxin]], the venom blood of the ebon-swirled primal demon which transforms the blood of the victim into epochxin (or the epochxin variant.) These demons reside natively in the Southron Wastes as well as other valences.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration.[325] While these were originally only those demons that descended from the Age of Darkness, or had arrived through unstable rifting, it would not remain limited to demons which had become trapped in this world.[326] There would sometimes be Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret.[327] These summoners might be converted to dark religions, or make pacts for safe haven.[328] Knowledge of demonic summoning from the outer valences spread in this way.[329] It was also the birth of other forms of undeath, caused by the various kinds of demons.[330]&lt;br /&gt;
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[325] This is helping motivate the term &amp;quot;Old Ones&amp;quot; and getting into how very differently these black arts practitioners approach and regard the demonic from how the Faendryl do, and why the Faendryl do not view things that way.&lt;br /&gt;
[326] Such demonic are being presumed to exist, but they should have existed from world logic consistency considerations.&lt;br /&gt;
[327] This is not explicitly stated anywhere, but essentially has to be true out of realism. Given the previously supposed framework of the nature of the southern wastes in the Second Age.&lt;br /&gt;
[328] This reasonably follows from the previous premise.&lt;br /&gt;
[329] &amp;quot;[[History of the Faendryl]]&amp;quot; has Faendryl demonic summoning beginning before -40,000 Modern Era, based on the Patriarch numbers and the timing leading up to Patriarch 14. This document is treating that as very specific form or style of demonic summoning, involving veil piercing and materially pulling through an entity. In practice it would not make sense for this knowledge to not spill out to some extent over the next 25,000 years from rogue sorcerers. So we have some stuff spilling back to the Faendryl through occultists, and some stuff from the Faendryl spilling over into cultists through criminals and traitors. Cross-pollination of methods. The House Elves likewise needed to already know what demonic summoning is and the nature of the Ur-Daemon for the Faendryl exile to make sense. The scope of Faendryl summoning in the Second Age has to be very restricted, more restricted than implied by the &amp;quot;History of the Faendryl&amp;quot; document. It might also be focused on outer valences, or even just similarly material valences and their entities (as opposed to &amp;quot;infernal realms&amp;quot; as defined in Volume 2 or more dangerous outer realms), which might include extraplanar races or creatures like Ithzir but not necessarily &amp;quot;fiends&amp;quot; like vathors and oculoths.&lt;br /&gt;
[330] This is leveraging off GemStone&#039;s long but ill-defined history of relating the demonic to the origins of undead. It is incoherent to have demonic summoning without corresponding exposure to undeath. It is one of numerous reasons it makes no sense for undead to have not existed in Elanthia before Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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II.D House Faendryl&lt;br /&gt;
&lt;br /&gt;
In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood.[331] But the ancient elves had long since turned from worshipping the Great Spirits.[332] In the Elven dogma or &amp;quot;Matter&amp;quot; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods.[333] The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants.[334] Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness.[335]&lt;br /&gt;
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[331] This was cited already in previous sections. The term Rebuilding for the Arkati dominated period comes from &amp;quot;[[Elanthian Moons]]&amp;quot;.&lt;br /&gt;
[332] This is established in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and Great Spirits in this document is a generic for all powerful spirit deity entities, avoiding the baggage of the word &amp;quot;Arkati&amp;quot; which is tied up in Drake servant legends.&lt;br /&gt;
[333] &amp;quot;[[Elven Dogma and Theology]]&amp;quot; can be read as the Drakes being regarded as dark gods, but the plain reading of that document has the Elves not believing the Arkati were servants of the Drakes at the time it actually happened, instead turning to that idea after the fact to rationalize the Ur-Daemon War. It frames the Arkai as gods who kept the Drakes (or perhaps really dragons if these is a distinction) from harming the Elves. The part about Yadzari and Amas is characterizing that part of the legend as merely a &amp;quot;Matter&amp;quot; foundation myth along the lines of the steward / great chain of being conception postulated earlier.&lt;br /&gt;
[334] It is unclear how early exactly the sylvan hierophant [[History of the Sylvan Elves|memory transfer]] method actually goes back. But the Rebuilding goes all the way up to the founding of the Elven Empire, and it certainly dates at least roughly that far back. But the bestial view of dragons, consistent with the Linsandrych Illistim characterization, is represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[335] This plays off &amp;quot;Draekeche&amp;quot; being the (ancient?) Elven word for &amp;quot;Darkness&amp;quot;, and echoes off the beginning of the document saying the darknesses destroyed each other.&lt;br /&gt;
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Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms.[336] It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences.[337] Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.[338]&lt;br /&gt;
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[336] This is an iconoclastic IC author view. This notion of the Drakes really being higher spirits than the Arkati was floated, for example, by Auchand on Milax&#039;s podcast. The point of this line is dealing with the contradictory way this has been handled. &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; are used interchangeably in &amp;quot;[[History of Elanthia]]&amp;quot;, but other times there&#039;s been a notion of them being different, but there are also draconic lineages (e.g. wyrms) that are certainly much less powerful than Arkati, and so forth. So the IC author is questioning whether ancient Elves may have confused actual dragons with draconic-manifesting or incarnating spirits that were more powerful than the humanoid-manifesting or incarnating spirits, and it might well be that both &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; so defined fought the Ur-Daemon.&lt;br /&gt;
[337] Same point as note 336.&lt;br /&gt;
[338] This is reconciling the polar opposite ways the dragon attitude is treated in documentation. Between say the Linsandrych Illistim quote in &amp;quot;[[History of Elanthia]]&amp;quot; and the pro-Wyvern attitudes by Vaalor elves in the &amp;quot;[[Wyvern]]&amp;quot; documentation, and such things as the &amp;quot;Imperial Drakes&amp;quot; and the religious mythos of Koar possibly being the last Great Drake.&lt;br /&gt;
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In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters.[339] From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races.[340] In this way there was a secular movement to wield magic as the Arkati did, rather than borrowing their powers as from master to servant.[341] This was an especially difficult mode of spellcraft known as Arcane magic.[342]&lt;br /&gt;
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[339.1] This is a fair reading of &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. Similarly, the proof of Arkati mortality in it is unconvincing, because they are spirit beings who may take on incarnations, but a struck down incarnation isn&#039;t the same thing as killing the spirit. The IC author view here is characterizing the view of the Arkati in the Second Age as fitting and justifying the ideology of the Elven Empire, and then later religion takes this elven atheist revisionism more credulously as theology.&lt;br /&gt;
[339.2] This is also reconciling the treatment of parents/siblings relationships in &amp;quot;[[Gods of Elanthia]]&amp;quot;, which is arguably vestigial from I.C.E., with the origin legends related to Drakes where it makes no literal sense. It&#039;s treating this as Elven racial ideologies being read into the Arkati.&lt;br /&gt;
[340] This formula used to be part of Fash&#039;lo&#039;nae&#039;s gods description.&lt;br /&gt;
[341] This is suggesting that the Arkati were providing forms of spiritual magic to the Elves, and that the other forms were learned by the Elves on their own. This is sensible given the nature of the Arkati and the nature of spiritual (especially clerical) magic. The idea that there was a secularizing movement in magic is an embellishment, but basically consistent with how the House Elves were developing.&lt;br /&gt;
[342] This is reviving the I.C.E. concept of Arcane magic from Rolemaster and Shadow World, which is already present but not explained in lore with the mechanical Arcane spell circle, and is historically encoding the notion that initially there was not division into separate spheres of magic. But that there was a natural fissure already present for the elemental and spirit spheres to split apart into separate (and easier) categories of magic. Hybrid magic is closer to Arcane magic. The following section is reconciling the magic theory lore from I.C.E., DragonRealms, and what exists all the way throughout all time points of GemStone.&lt;br /&gt;
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(1) Arcane Power [343]&lt;br /&gt;
&lt;br /&gt;
Arcane magic is the wielding of the raw, undifferentiated forces into magical effects.[344] It is what would later be called &amp;quot;flow magic,&amp;quot; as opposed to the finished spells of &amp;quot;rote magic.&amp;quot;[345] The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects.[346] Esoteric magic is an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions.[347] Wielders of Arcane power are able, in principle, to cast spells of any of the spheres of magic.[348]&lt;br /&gt;
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[343] This section is generally fixing the defects and deficits of the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. It is intentionally trying to keep consistency with I.C.E. (Rolemaster and Shadow World) because those are the conceptual foundation and framework the game was built on, as well as consistency with DragonRealms, because Elanthia is supposed to be &#039;&#039;&#039;the same world setting&#039;&#039;&#039; so it should have &#039;&#039;&#039;approximately consistent cosmology and &amp;quot;magic physics&amp;quot;&#039;&#039;&#039; in both GemStone and DragonRealms (and ideally at all time points for GemStone back to 1989.) DragonRealms has magic theory due to GM posts and so forth, and there&#039;s some magic theory out of I.C.E., so it is a matter of making those consistent with what exists in GemStone mechanically and lore documents and in storyline premises.&lt;br /&gt;
[344] This is partly inspired by the [[Arcane Blast (1700)]] messaging, but also emphasizing the non-specialization into spheres of magic.&lt;br /&gt;
[345.1] These terms are from the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. This section is generalizing the magic theory, so that document is representing a particular set of positions on theory of magic. This document is speaking of broad historiographic and metaphysical categories, so that it leaves the particular schools of thought in actual history to be complicated and messy and open-ended in definition. &lt;br /&gt;
[345.2] The equation of &amp;quot;Arcane magic&amp;quot; and &amp;quot;flow magic&amp;quot; will be made more nuanced later in this section, since the view that separate spheres of magic are metaphysically fundamental would maintain that each sphere has its own flow magic. The IC author is more sympathetic to the view that undifferentiated magic is more fundamental.&lt;br /&gt;
[346.1] This sentence is dense in terminology. &amp;quot;Exoteric&amp;quot; refers to what we normally think of as casting spells in a game mechanics sense. What prior sections were calling occultism or sympathetic magic are &amp;quot;esoteric&amp;quot; magic, but when they are actual magic they are still magic just informal in the way they work. Within the category of &amp;quot;exoteric&amp;quot; there are two primary modes of magical manipulation, &amp;quot;thaumaturgic&amp;quot; spells and &amp;quot;theurgic&amp;quot; spells. This becomes the underlying reason for the split into separate spheres of magic, where the esoteric stuff is the roots of what later was conventionalized as Mentalism. These terms are about magical method, not category of behavior or effect such as a word like &amp;quot;apotropaic&amp;quot; magic which would refer to things like wards against dark magic and protection spells.&lt;br /&gt;
[346.2] &amp;quot;Essence&amp;quot; is the I.C.E. terminology and &amp;quot;mana&amp;quot; is Elanthia terminology, but GemStone still uses &amp;quot;essence&amp;quot; and &amp;quot;flows of essence&amp;quot;, and even the notion of background magical energy. In this document we are using &amp;quot;essence&amp;quot; as a generic for magical energy, including darker or more chaotic forms from infernal demonic realms and other valences and so forth, and restricting the word &amp;quot;mana&amp;quot; to the kinds of essence that are used in our ordinary &amp;quot;pure&amp;quot; magic spell circles. In the basic cosmology model Volume 2 uses, these are found in pure form in higher (but still accessible and partly intersecting) &amp;quot;near planes&amp;quot; like the Elemental planes, and other stuff like balefire and necrotic energy and so forth is essence but not &amp;quot;mana&amp;quot; by that definition.&lt;br /&gt;
[347.1] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies Erithians introduced &amp;quot;Mentalism&amp;quot; as a separate sphere of magic starting in 3,786 Modern Era, and people in Elanthia were not regarding Empaths (for example) as mentalist hybrids up through 5103. So we&#039;re here historicizing things by calling that a convention shift, and that Elanith had its own precursors to what is now called Mentalism through these esoteric traditions. The key to being esoteric magic is manipulation of magical energy and an effect that actually concretely works, whereas other more purely superstitious stuff doesn&#039;t count as occultism and so forth.&lt;br /&gt;
[347.2] Esoteric spells in DragonRealms refers to the highest difficulty level of spell casting. This notion is more or less encoded here in the premise that Arcane is magic on hard mode, and Arcane magic in actual development as rational orthodox magic (i.e. the way House Elves tried to do Arcane as opposed to how Arcane is inherently across all cultures) attempts to be thaumaturgical instead, which creates the roots of the split between elemental and spiritual magic. (The Dhe&#039;nar in contrast are described here as arriving at the elemental-spiritual split for different historical reasons.) Incidentally, trying to do sorcery with esoteric magic in DragonRealms is highly prone to backlash.&lt;br /&gt;
[348] This is the original premise in Rolemaster for the Arcane realm of power, as well as in the Shadow World setting. Equal ability in each realm, but with trade-offs for that flexibility. Similarly, hybrids had more spell list choice flexibility, and the [https://www.play.net/gs4/info/magic-guide.asp Magic Guide] on Play.net still has language originating in Rolemaster Spell Law that wrongly states hybrids in GemStone have access to both Minor and Major spell circles: &#039;&#039;&amp;quot;Major Spell circles are the deepest and most powerful concepts common to each sphere of magic, and may be mastered only by pure &#039;&#039;&#039;or hybrid users&#039;&#039;&#039; from their respective spheres.&amp;quot;&#039;&#039; What we call Major spell circles could be accessed, but with restrictions such as spell level and so forth, meaning the Hybrid and Arcane caster didn&#039;t have access to some of the most powerful single realm Pure spells. (Though they had their own base lists.) This is effectively the same situation in GemStone because of the limitations on [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles.[349] Most with a talent for magic have at least a minor capacity for Arcane.[350] It is mostly a thaumaturgical mode of spellcraft, only able to imitate the effects of purely theurgical magic.[351]&lt;br /&gt;
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[349.1] This is framing why we can&#039;t just train up the Arcane spell circle natively, but are able to use all these spells of other spheres through our magic item use and arcane symbols training. This document is leaning on the DragonRealms concept of magic items effectively acting as the confound instead of depending on what we would call the attunement of the spellcaster.&lt;br /&gt;
[349.2] The discussion of &amp;quot;confounds&amp;quot; further down will explain in an IC way why there is native spell circle limitation for these spellcasting professions. Because our character classes are implicitly using what are more explicitly called confounds in DragonRealms, and essentially attunement to forms of mana, it creates specialization limitations on the ability to manipulate magic in other ways. Similar to what tacitly exists within professions with not being able to max out all the lores (e.g. tradeoff between necromancy and demonology). In Rolemaster there were just hard limitations, but DragonRealms rationalizes it.&lt;br /&gt;
[349.3] Furthermore, in DragonRealms the lack of attunement to particular forms of mana is the natural state for spellcasters, and it must be actively gained. Through tutelage of another spellcaster, guilds and so forth. This means the lack of attunement (except for relatively rare [https://elanthipedia.play.net/Magical_theory spontaneous attunement]) is the natural state of magic, and that specialization is an artifice that historically would have developed later. This would be consistent with Shadow World and would be consistent with GemStone&#039;s arcane blast spell being natively known by full spellcasters of all realms even when they have no spell research training yet. In DragonRealms these mana type attunements involve a physiological relationship of the body. Volume 1 does not go into that. But there is some of that in GemStone in relation of mana to nerves.&lt;br /&gt;
[350] This is playing off all the full magic casting professions having self-knowledge of [[Arcane Blast (1700)]] (which costs no mana to cast, it is effectively just shoving the raw essence at something). In DragonRealms spellcasters are naturally unattuned and usually only become attuned with training in magic traditions. So we are keeping the premise that Arcane is the natural state of magic casting. But historically the Arkati skewed it with teaching magic involving themselves as confounds. Then the Elves we posit do a rationalist/materialist backlash, going back to constructing magic for themselves starting with Arcane, which then leads to the elemental and spiritual split, and eventually mentalism. It becomes academic whether spiritual magic or Arcane magic should be considered historically prior. Technically Arcane is always prior. And related to this document, the animist spiritual magic traditions do not necessarily begin in Arkati, and you can have dark magic traditions out of Arcane roots and not related to Elven orthodox magic, without having come from Arkati. (And after all, Althedeus would teach blood magic to his minion in any give period, and similar demonic powers can go to the warlocks.)&lt;br /&gt;
[351.1] This is setting up the symmetry breaking of being unified magic but splitting up into separate spheres. Arcane magic is tapping the flows of essence, not channeling spells from a deity. It&#039;s replicating the spell effects, but not doing it theurgically. This leads to the split between what in Rolemaster is &amp;quot;essence&amp;quot; and &amp;quot;channeling&amp;quot;, and what by effect is called &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; in the Elanthia setting. Classical sorcery gets defined here later in a way that shows why it is methodically inbetween and therefore &amp;quot;hybrid&amp;quot;. Esotericism could also be considered an informal cousin to thaumaturgy as well, maybe more generally what is left out of the thaumaturgy and theurgy division, with sorcery having natural tendency into it.&lt;br /&gt;
[352.2] This sentence is also slightly misleading. Strictly speaking, Arcane magic is natively esoteric magic, and is classified that way in DragonRealms. Esoteric magic is a modality related here to informal lay magic, and lack of attunement is the natural initial state of magic users, unless they weirdly got attuned without training for some reason (e.g. [[Cyph Kestrel]], [[Brieson Cassle]]). The esotericism is in the lack of rational understanding of the flow magic, and the dark magic traditions are similarly rooted in Arcane. What this sentence is really saying is that the orthodox magic tradition developed thaumaturgically, constructing rote magic or within-spheres-only flow magic, with exoteric spell casting in reaction to theurgical magic, where Arkati taught magic involved attunement toward themselves. This attempt to construct rational magic by tapping the flows of essence themselves becomes thaumaturgy, which is a modality that naturally splits the elemental and spiritual spheres and tries to tame it into rote spell patterns, and as a consequence of that leaves out the esoteric traditions. Likewise, in DragonRealms sorcery is considered esoteric magic, also rooted in irrationalism and emotion, which is a Dungeons &amp;amp; Dragons sorcerer versus wizard kind of distinction. Here we are saying the Faendryl primarily tried to construct sorcery as thaumaturgical, exoteric magic, such as the Mahkra asylum being a &amp;quot;thaumaturgical asylum.&amp;quot; But sorcery very naturally turns to esoteric forms, which is part of why it naturally merges with the black arts traditions (and has some mentalist-seeming aspects), which are approaching sorcerous magic that way from the beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that dates back to the early Elven Empire.[352] It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which together influenced the merger of sorcery with the black arts.[353] Loosely speaking, there were the &amp;quot;monists&amp;quot; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &amp;quot;dualists&amp;quot; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot;[354] In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens.[355]&lt;br /&gt;
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[352] The motivation for this is realism. It does not make sense that there would not be conflicting magical philosophies, especially on metaphysical and methodological questions. Academic disciplines always have philosophical disputes on their foundations. So this section illustrates how contrary metaphysical views of magic can exist without an empirical difference between them.&lt;br /&gt;
[353] This is the tie-in with the historicism of the document. There is not an empirical difference in the magic, but the philosophies themselves guide development in different directions. Especially relevant for merging foreign traditions. Doing two broad categories leaves the whole thing open-ended in specific historical details.&lt;br /&gt;
[354] This tension is present in the I.C.E./Rolemaster basis of our whole magic system. The Arcane concept was invented later for Rolemaster Companion, and the Shadow World setting adopted it and made it historically prior to hybrid magic which was historically prior to the three single realms. But then you have a conflict over which is the more natural and fundamental state of magical power. Later Shadow World books include a paragraph to the effect of &amp;quot;I don&#039;t know what we were thinking when we came up with hybrid magic, because mixing these completely different things together doesn&#039;t make sense.&amp;quot;&lt;br /&gt;
[355] This is historicizing why there is an Arcane circle, why the spells in it are often spells that could belong to other spell circles, and why there are these spheres of magic in spite of having Arcane magic. This sentence is not including Mentalism, because of the framing that a third coequal sphere of magic is comparatively recent history with the Erithians, and the earlier framing that esoteric magic traditions were informal rather than orthodox magic theory. This section is mostly talking about organized magic in civilization, especially the Elven Empire, but its motivation is for explaining Faendryl magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was dangerous to try to wield elemental magic with the powers from spiritual sources.[356] The inanimate world was made of the elements and the animate world was made of the spirit.[357] When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic.[358] This subsumed our various antecedents of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist.[359] The spiritual planes of existence that had been characterized as dream worlds now tend to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; corresponding to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.[360]&lt;br /&gt;
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[356.1] This is inherently sorcerous with corruption and backlash risks in DragonRealms, which categorizes different kinds of sorcery depending on which kinds of mana/magic are being improperly crossed. In GemStone we have some explicit chaotic backlash framing for doing this kind of crossing in the combination of Elemental/Spiritual/Mentalism dispels.&lt;br /&gt;
[356.2] This is helping motivate the split into separate spheres of magic. You cannot use power from deities to cast mage spells, and so on, because bad things will happen. But if you want the bad things to happen, you&#039;re doing forms of sorcery.&lt;br /&gt;
[357] This is an oversimplification, the body is not made of spirit. It&#039;s just characterizing the split in spheres of magic in terms of the metaphysical dualism of materialism and immaterialism, with the Elven Empire having been previously characterized in this document as largely materialist in its metaphysical prejudices. &lt;br /&gt;
[358] The IC author bias is that Mentalism is more of a fashionable convention on the elemental-spiritual interface than an actual coequal sphere of power.&lt;br /&gt;
[359] This precursor framework is necessary for the world setting to make sense. It&#039;s not like there were no empaths before Erithian Mentalism was introduced to Elanith.&lt;br /&gt;
[360] This is an embellishment. It follows on the existence of the Elemental Planes in &amp;quot;[[History of Elementals]]&amp;quot; and the existence of spirit planes such as in &amp;quot;[[Giantkin History]]&amp;quot;. But we have the dream realm of Ronan/Sheru from &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;, and now souls of the dead taking on different forms in [[Naidem]], and so forth. Volume 2 uses a simplistic cosmology of these three pure realm &amp;quot;higher&amp;quot; near planes, the higher planes that can actually be accessed from this world, and &amp;quot;lower&amp;quot; near planes of the &amp;quot;sorcerous elements.&amp;quot; All of which are distinct from &amp;quot;outer valences&amp;quot;, where the &amp;quot;near planes&amp;quot; vs &amp;quot;sorcerous valences&amp;quot; is a distinction Auchand introduced on the valences Wiki page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways.[361] Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance of one&#039;s own &amp;quot;aura&amp;quot; or essence personally.[362] One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation.[363] It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos.[364] Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory.[365] These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes.[366]&lt;br /&gt;
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[361.1] &amp;quot;Elemental&amp;quot; and &amp;quot;Spiritual&amp;quot; are De-I.C.E.&#039;d replacements of &amp;quot;Essence&amp;quot; and &amp;quot;Channeling&amp;quot;, which were more causal in their magical meaning, whereas elemental and spiritual are more about the kinds of spell effects most dominant in each. So the past few decades have been increasingly elemental-izing what was from the Rolemaster &amp;quot;Essence&amp;quot; lists, because it was just the Mage Base list that was elemental and not Essence realm in general. This line is getting at cause vs. effect disputes.&lt;br /&gt;
[361.2] In the Arcanist point if view, the effects can be generated without theurgy, if the essence is manipulated in the right way. But then the separatists are just doing theurgy, channeling from the spirit sources. So they end up disagreeing on what is fundamental or even what is historically prior due to the Arkati, and what the nature of magic is when done by deities.&lt;br /&gt;
[362] This is making use of the terms &amp;quot;evoke&amp;quot; and &amp;quot;channel&amp;quot;, which get used for game mechanics, but it&#039;s not really trying to read magic theory into those mechanics. &amp;quot;channel&amp;quot; stems from Rolemaster, and &amp;quot;evoke&amp;quot; is just the word we are using, because it&#039;s generally evocation magic in the Dungeons &amp;amp; Dragons sense. &amp;quot;aura&amp;quot; is post-I.C.E. category for GemStone. Savants do not seem to have defined prime requisites, but following the pattern of other professions it would be Influence. So the &amp;quot;resonance&amp;quot; or internal channeling of aura here is what mechanically would be called Influence. The real point is that Mentalism is an inwardly and largely self focused mode of magical energy manipulation, rather than drawing on outside sources of power.&lt;br /&gt;
[363] This is explaining why given kinds of effects tend to dominate out of these separate forms of underlying causation.&lt;br /&gt;
[364] Orthodox magic theory being rationalist in its metaphysical biases. This statement is partly coming from the view point of physiological limitations with mana / confound attunement, and to what extent this represents fundamental magical reality as opposed to conventions getting hard baked.&lt;br /&gt;
[365] This logically follows from the previous premises.&lt;br /&gt;
[366] Since mana is already suffused through this world, but is also in those other pure planes and those planes bleed through into ours (e.g. &amp;quot;[[History of Elementals]]&amp;quot; document), this question cannot be settled. Which means both views should exist. The [[Alusius]] NPC once claimed elemental magic here is due to the Confluence and that Bre&#039;Naere had different elements than Elanthia.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws.[367] Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot;[368] Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental.[369] This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns.[370] Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists.[371] They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.[372]&lt;br /&gt;
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[367.1] In the Shadow World setting the essence originated in other dimensions and this world was ordinarily just physical and magic did not work if you got too far away from this planet which was near an interdimensional rift. In DragonRealms magical properties [https://elanthipedia.play.net/Category:Demons are altered] by other planes intersecting and basically changing the magic physics of Elanthia.&lt;br /&gt;
[367.2] So, basically the question is whether magic is will and wish fulfillment, or the intersection of natural laws between planes (and so forth) defines what is magically possible. Invention versus Discovery. This would be philosophically irresolvable much as it cannot be agreed upon in mathematics.&lt;br /&gt;
[368.1] This line is getting at the point in footnote 367.2. The pattern forming from rote spell use interpretation is given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. The carving nature at the joints line instead is based on Plato discussing the reality of ideal forms, and that what works best will happen to correspond to the structure of the true underlying reality. In other words, we&#039;re really discovering rote magic, by finding the things that are easier or even possible to make happen.&lt;br /&gt;
[368.2] The contrary perspective rejecting this view would maintain it is very difficult for mortals to affect the flows of essence so hugely and permanently, much as that view is [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_12:36 rejected] in DragonRealms below godlike power. Though there have been spell pattern release events in GemStone, which could be rationalized in some way, such as metastabilities and spontaneous symmetry breaking and so forth.&lt;br /&gt;
[369.1] This is following the previously framed premise that it is more difficult to make Arcane spells. The pure realms became like separation of variables, restricting equations to single coordinate axes instead of having mixed-term dependencies, and less prone to chaos. If it was a literal sphere, it&#039;d be like only theta angle directions or only phi angles, or only radial changes, changing one variable and holding the other two constant.&lt;br /&gt;
[369.2] Part of this tractability issue is physiological limitations, since the ability to manipulate magic is related to the nervous system of beings of flesh, as evidenced by what happens to nerves when overextended on mana. In principle it would be possible for a physical being [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 to exist] (DragonRealms link) without the same limitations, much as one may embed different varieties of magic into a wand and have the wand used by anyone not of that spell casting realm. The monist view would be that these physiological limits are not cosmologically fundamental.&lt;br /&gt;
[370] This is the view given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document.&lt;br /&gt;
[371.1] In the view of magic as making discoveries, there are easier and harder discoveries. The easier ones are plucked first. And for the Arcanists, the pure realms are about doing magic on easy mode, going for low hanging fruit and simplifying things for wielding more mana/power in spells. &lt;br /&gt;
[371.2] This is restoring the Rolemaster definition of &amp;quot;pures&amp;quot; as referring to single realm of power specialists. In GemStone the terminology has drifted so that hybrids are spoken of as another kind of &amp;quot;pure&amp;quot;, when the terminology should have been &amp;quot;full spellcaster&amp;quot; (pures and hybrids) as opposed to &amp;quot;semi spellcaster.&amp;quot;&lt;br /&gt;
[371.3] This is setting up a duality of being a stronger monist is a weaker specialist, and a stronger specialist is a weaker monist. Crudely, it&#039;d be like someone who casts magic through the use of [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which gets mana expensive and limited in the power and spell level of rote magic it can access. Speaking just in terms of rote spell access. Whereas those specialists have native access all the way up in their base lists, but have no native access to most of the Arcane.&lt;br /&gt;
[372.1] This is making things consistent with what is explicitly true in I.C.E. and DragonRealms, but more implicit in the GemStone implementation. Though DragonRealms treats the Arcane view (what necromancers there do) as really delusional in actuality, but the unified field mana view is a philosophy in that setting. In the I.C.E. Shadow World setting the flexibility of Arcane power is sought after by the mighty, being the way the Lords of Essaence had done magic in antiquity.&lt;br /&gt;
[372.2] This is also subtly setting up a premise that the single realm specializations, and their confounds / attunements and rote magic spells, are short-cuts to power in the sense of raw spell level and mana involved. It is relatively speaking magic on easy mode, similar to the appeal of &amp;quot;black arts&amp;quot; magic as described in Volume 2. This is to help address the nominal paradox players find in &amp;quot;well why should a 35 year old human be as powerful as a 500 year old elf&amp;quot; or &amp;quot;why would elves take so much longer.&amp;quot; That can more generally be addressed with logarithmic curves for NPC population norms, but there would also be this higher standard expectation of not short-cutting the fundamentals and full roundedness. (e.g. similar to a warrior skilled in a weapon class, but the elves would be required to train all the varieties of weapon in that class instead of just the one.)&lt;br /&gt;
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Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos.[373] Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot;[374] The separatist philosophies became dominant, though mostly out of practicality bias.[375] The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic.[376] These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.[377]&lt;br /&gt;
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[373] The irony of this is that &amp;quot;carving nature at its joints&amp;quot; can be regarded by the separatists as the monists reading their own limitations into the cosmos. But this is going of &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; talking about spheres of magic having their own forms of flow magic. For monists there is just flow magic and it is inherently Arcane flow magic, and there would be relatively little in the way of rote Arcane magic.&lt;br /&gt;
[374] The sorcerous backlashes are drawing off DragonRealms, to some extent combinations of dispel magics in GemStone, and to some extent magical failures such as when failed enchants resulted in cursed items. Here &amp;quot;clash of incompatible powers&amp;quot; is the separate spheres of magic worldview, while &amp;quot;cutting against the grain&amp;quot; is the monist view of nature is easiest cut at its joints. The very last part is about the distinction between the sorcerous backlash of something like dispel combinations versus an actual sorcerer spell.&lt;br /&gt;
[375] The practicality bias zing is the IC author bias. The three spheres are reasonably natural divisions in this framework. But there would be some truth in development going into directions were gains are easier.&lt;br /&gt;
[376] This is from &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the comparative absence of Arcane spells in the game and the framed premises from this document. &lt;br /&gt;
[377] This contextualized meaning of &amp;quot;spell circle&amp;quot; is an embellishment, but related to the monistic single sphere analogy in footnote 369.&lt;br /&gt;
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The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect.[378] In the separatist view, these are the divisions of nature, with metaphysical verisimilitude.[379] For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions.[380] One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits.[381] Mentalism giving proof to the lie.[382]&lt;br /&gt;
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[378] Realms of power is the Rolemaster terminology. This is just stating explicitly that the spheres of magic in the Elanthia setting are effect / phenomena oriented in what they are called, and then you have metaphysical philosophies disputing whether that is substantively correct or just characteristic phenomena from underlying causes.&lt;br /&gt;
[379] Ironically, nature cut at its joints, at the realm of power level rather than the spell pattern level.&lt;br /&gt;
[380] Somewhat natural because they come from distinct modalities of essence manipulation.&lt;br /&gt;
[381] These are the four divisions of mana in DragonRealms, whereas GemStone presently uses three. There&#039;s some precedent of moon oriented magic in GemStone (e.g. Melgorehn&#039;s Reach, the Red Forest release, Imaera&#039;s shrine release, Lornon&#039;s Eve in &amp;quot;[[Elanthian Moons]]&amp;quot;, etc.), and it would be plausible for ranger/druid animist kind of magic to be considered distinct from mana from deities, so those could split apart elemental and spiritual. Mentalism would actually go with lunar, or possibly lunar and life, because of the plane of probability and so forth in DragonRealms. Moon Mages there are roughly the same thing as Astrologers in Rolemaster, which are Mentalist-Channeling hybrids. Necromancy in DragonRealms are the subsets of sorcery that cross other mana types with life mana. For this document we are more explicitly including in demonic energy forms for &amp;quot;black arts&amp;quot; necromancy, which is seemingly a much more implicit and ill-understood aspect in DragonRealms.&lt;br /&gt;
[382] This is referencing off the introduction of &amp;quot;Mentalism&amp;quot; as a third sphere of magic as a convention reorganization, which &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies should be because of the Erithians, and this document&#039;s framing of esoteric magic precursors now redefined as Mentalism.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Hybrid magicks are those forms of spellcraft that fall in between the spheres.[383] In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies.[384] The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power.[385] Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition.[386] Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed.[387] In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power.[388] Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way.[389] In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption.[390]&lt;br /&gt;
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[383] This is true by definition, such as in the [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;], which is carried over from Rolemaster Spell Law.&lt;br /&gt;
[384] This could reasonably characterize empaths and bards after the GemStone IV conversion. In the Rolemaster Spell Law version, it&#039;s seemingly meant to be a combination, and the caster&#039;s warding resistance goes by the single realms. Hybrid casting is such a calculation mess that the Shadow World Master Atlas started recommending having the player pick one realm or the other as the source of their power to just simplify everything. &lt;br /&gt;
[385] This is what &amp;quot;sorcery&amp;quot; means in DragonRealms and the fusion concept exists in GemStone. The premise of hybrid magic being closer to Arcane power, including historically, and that Arcane is the raw primal form of essaence (mana), is established in the Shadow World setting. So in this document we are using this notion of what hybrid means in the context of sorcery.&lt;br /&gt;
[386] DragonRealms defines different kinds of sorcery, with different kinds of corruption, depending on which kinds of mana are being unnaturally combined. This document (especially Volume 2) invokes various terms used in creature and spell messaging as &amp;quot;sorcerous elements&amp;quot; and allows quite a few variations of sorcery to exist. This document is also generalizing beyond the elemental-spiritual dichotomy for sorcery, which refers to what will be defined as &amp;quot;classical sorcery.&amp;quot; Which is what the &amp;quot;much narrower definition&amp;quot; is referencing. The Sorcerer profession definition is straight from Rolemaster Spell Law, and the base list as implemented in GemStone has never matched it, including a lot of stuff that didn&#039;t come from Rolemaster Sorcerer lists.&lt;br /&gt;
[387] This is partly referencing the mangling that has happened to meaning of &amp;quot;pure&amp;quot;, and partly referring to this issue of whether Arcane is the raw primal form of magical energy or if it is just fusionism.&lt;br /&gt;
[388] This view is framed in this document, and also reviving that premise from the Shadow World setting.&lt;br /&gt;
[389.1] The next section will limit the scope of what the word &amp;quot;sorcery&amp;quot; means. It&#039;s not Arcane magic in general. But the next section also yanks some Faendryl focus away from sorcery. The original premise was: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not the same thing as sorcery, it just explains why as a subset, the Faendryl would have been poised to be relatively strong in sorcery. And by that same reasoning, Arcane, so we are pushing for the Faendryl to have pressed for a universality scope to magic and it bent increasingly to sorcery over time. &lt;br /&gt;
[389.2] In DragonRealms sorcery in general, of which necromancy is a subset, is considered [https://elanthipedia.play.net/Post:Thought_crossed_my_mind._-_2/19/2009_-_17:17:54 part of] Arcane magic. There is some language used about sorcery in DragonRealms being emotional, irrational and &amp;quot;esoteric&amp;quot; magic, that is understood by few and that there is significant amounts of use in spite of lack of understanding of what is really happening, which is supposed to be true of what necromancers are doing and how that is likely really ultimately demonic in nature but not being understood. That is similar to the fundamentally alien way Evil spell lists are described in Shadow World. In this document this kind of dark esotericism is represented in the black arts traditions, which is related to Arcane coming from the non-orthodox direction of the practices and cultures in places with dark essences / sorcerous elements like Rhoska-Tor. Faendryl sorcery in its orthodox rationalism is largely fusionist philosophy, but there are also monists believing there is some fundamental unified form of Arcane mana / essence that transcends the differentiation of planes and their magical properties.&lt;br /&gt;
[390] This is the nature of sorcery in DragonRealms. There is similar messaging in GemStone, such as the word &amp;quot;unnatural&amp;quot; in [[Ensorcell (735)]] flares.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations.[391] Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness.[392] Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence.[393] Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms.[394] But it takes Arcanist talent to be so flexible.[395]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[391] This is partly based on the Arcane spell circle in GemStone IV, partly based on the Rolemaster Companion and Shadow World Arcane spell lists, and partly based on the description of Arcane magic in DragonRealms.&lt;br /&gt;
[392] This is based on Arcane spell manipulation and engineering in Rolemaster&lt;br /&gt;
[393] This is based on the Shadow World spell lists which are Arcane in nature, such as the Warding list, the Rolemaster Companion Earthnodes list, to some extent the elemental lists in GemStone, and the Arcane magic description in DragonRealms.&lt;br /&gt;
[394] This is partly based on the spells in the Arcane circle in GemStone IV that cast with either Sorcerer or realm specific CS, that were once spells in other spell lists, and it is partly based on the high redundancy of spells in Rolemaster across spell lists.&lt;br /&gt;
[395] This is the Shadow World concept of Arcane power talent, to some extent justified in GemStone IV by spells like [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], and to some extent the Rolemaster Companion nature of Arcane magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Arcanist pays a price for this fluidity.[396] The more specialist wielders of magic make use of confounds.[397] These are external forces for leveraging the power of magical effects.[398] Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic.[399] Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms.[400] However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling.[401] This is from their lack of reliance on confounds.[402]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[396] In Rolemaster the Arcanist spell casters have the same kind of trade-offs that Hybrids, just with all three realms of power (essence, channeling, mentalism) instead of just two realms for hybrids. There are also many blends of Arcane mana in DragonRealms, it&#039;s just that there it&#039;s [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:46:58 only] the Necromancer variety that is being dealt with, and spellcasters in DragonRealms naturally begin as unattuned. They attune because of guilds / traditions that use confounds to augment magical effects.&lt;br /&gt;
[397] This is pulling in the concept which is used explicitly (though not in its [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_11:39_AM fullest nuance] mechanically) in DragonRealms. This document uses the position that confounds exist in GemStone&#039;s Elanthian magic as well, it&#039;s just swept under the rug and implicit compared to the game mechanical ways they are used in DragonRealms. GemStone has the analogous concepts and attunements. Making use of the confound concept helps us explain how stuff like &amp;quot;blood magic&amp;quot; is different from just, say, using troll blood as an alchemy ingredient. The Arcane mana usage in DragonRealms that is not necromancy does have this confound absence property.&lt;br /&gt;
[398] This is the definition of the word. Its being a &amp;quot;confounding&amp;quot; element in the spell casting for augmenting the spell power is why it is called a confound.&lt;br /&gt;
[399] This is implicitly present in the profession classes of magic users in GemStone, and then in some cases further narrowed, such as elemental attunement. The trade offs between &amp;quot;lore&amp;quot; training should also be interpreted this way, lore skills should be treated as differential potencies or attunements to the class confounds. Similarly, &amp;quot;convert&amp;quot; status for clerical and paladin magic should be interpreted as a mana source, as well as the class confound being narrowed to a single deity. This would be specific to the way those classes do their magic, and not about worship. (i.e. It would make no magical sense for a Cleric to have polytheistic conversion, just because that is not how Cleric magic works. That dates back Rolemaster and Shadow World.)&lt;br /&gt;
[400.1] This is a limitation built into Rolemaster spell research training, and the language from Rolemaster Spell Law on this for hybrids is still present in the Play.net &amp;quot;Magic Guide&amp;quot;. Hybrids such as a Sorcerer in Rolemaster have the flexibility of choosing Open and Closed spell lists (what we call Minor and Major circles) from two realms instead of only one, but Hybrids are restricted in how high in spell level they can learn from the Closed (Major) lists. Their Base lists go as high as a pure base list, and could have redundant spells with pure base lists, but it&#039;d be from an assortment of other classes and so not as thorough and often not as high in any given kind of spell effect as the pures (limited number of spell slots and a wider variety of kinds of spell with multiple power level versions of the same spell) which are more focused in that kind of spell to the exclusion of other kinds of spells. The [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;] still says hybrids can learn Major lists, but this has never been mechanically true in GemStone. &lt;br /&gt;
[400.2] More informally, this &amp;quot;difficulty with the more powerful spells&amp;quot; is encoded into [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which only gives access to common scroll system spells. Magical items such as scrolls get around the confound issue, which is about the physiological limitations and attunement of the caster. In principle there are &amp;quot;spell patterns&amp;quot; not neatly in the spheres of magic that might only be workable off scrolls, not being patterns that can be permanently remembered (i.e. spell self-knowledge) by our mechanical magic classes, much as we cannot with rote spells of other spheres without the aid of an object. But examples of such non-learnable spells are the magic item spells in our treasure system not accessible by 1750.&lt;br /&gt;
[401] This is largely based on the defensive spells in GemStone&#039;s Arcane spell circle, such as [[Arcane Decoy (1701)]] and [[Arcane Barrier (1720)]].&lt;br /&gt;
[402] This is an embellishment but a sensible reason for it within this magic theoretic framework. Sorcery and necromancy are considered (hybrid) [https://elanthipedia.play.net/Sorcery subsets] of Arcane in DragonRealms and do have confounds. But what we are going for here is the notion that introducing confounds when doing Arcane is how you end up with splitting into narrower specializations and ultimately leading to non-fusionist &amp;quot;pure&amp;quot; magic. Monism vs. separatism in the history of sorcery would be about confounds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood.[403] Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter.[404] Witchcraft, blood magic, and black shamanism use mediating substances.[405] Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers.[406] Thus this trade off exists in fluidity with dark magic.[407] Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization.[408] However, it has that natural tendency, for much the same reasons as sorcery.[409]&lt;br /&gt;
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[403] All of the confound examples in these three sentences come from [https://elanthipedia.play.net/Magical_theory#Confounds the confounds] for character classes in DragonRealms.&lt;br /&gt;
[404.1] This is based on the Rolemaster definition for the Sorcerer class, which is still the language used for the Sorcerer profession on the Play.net website. Sorcerer base lists in Rolemaster fit this definition much better and more literally than the GemStone implementation of Sorcerers, which has since reoriented to necromancy and demonology, which for the most part are not Sorcerer magic in Rolemaster. (Though professions like necromancer and witch and so forth in Rolemaster Companion are treated as Sorcerers for training purposes, and sorcerers are often included when talking about evil magic stuff.) In Shadow World the Sorcerer class is not &amp;quot;evil&amp;quot; for system purposes, because it is the &amp;quot;Evil&amp;quot; professions that use dark essences / the power of Unlife. However, Shadow World also treats the Evil &amp;quot;pure&amp;quot; professions as hybrids, so they&#039;re effectively &amp;quot;dark sorcerers&amp;quot; which is the terminology distinction used in this document versus Rolemaster style &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[404.2] DragonRealms also talks about a [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 &amp;quot;sorcerous focus&amp;quot;] as a mediating device between two incompatible forms of mana, allowing the efficient manipulation of the other form of mana by proxy. This is a rationalizing approach evading &amp;quot;the emotional terror of pure sorcery&amp;quot; and tunes narrowly into specified realms. So &amp;quot;classical sorcery&amp;quot; with its constitutive matter confound, as described here in this document, is about the Faendryl doing a rationalized orthodox magic approach to sorcery in the Second Age.&lt;br /&gt;
[405] This is based on things that have happened with NPCs in storylines, especially Raznel and Quinshon, and to some extent Grishom Stone and Elithain Cross. &amp;quot;Witch&amp;quot; in this document is a convention for the black magic users, not the &amp;quot;good witches&amp;quot;, and this mediating substance / confound point is part of how we are defining the word for this document. The mediating substances such as blood and vermin like maggots, worm, and scarabs, and sorcerously debasing the mediating substances.&lt;br /&gt;
[406] The &amp;quot;thanatology&amp;quot; confound for necromancers comes from DragonRealms. The first part of the sentence about life forces is based on GemStone&#039;s Sorcerer abilities such as Sacrifice and its in-game explanation. The last part about &amp;quot;sorcerous elements&amp;quot; involves the Sorcerer profession use of [[Balefire (713)]], which is defined as a sorcerous element in Volume 2, and the demonology lore skill. Attunement to demonic powers is invoking the Dungeons &amp;amp; Dragons warlock kind of class archetype. This is specifying &amp;quot;dark sorcery&amp;quot; because we are using &amp;quot;classical sorcery&amp;quot; to refer to the Rolemaster kind of spells which mostly do not have anything to do with demons or the undead and are about the immediate destruction of specific forms of matter.&lt;br /&gt;
[407] This is meant to establish that magical manipulation with these other energies follows the same modalities and physical limitations as the rest of magic. But in Volume 2 it is argued that &amp;quot;dark essence&amp;quot; magic is basically easier flow magic for creating malevolent / bad effects and so effectively provides a short-cut to power for malicious uses.&lt;br /&gt;
[408] This is partly based on Rolemaster&#039;s Arcane spells, and partly based on how [https://elanthipedia.play.net/Category:Arcane_magic Arcane magic] is [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:52:11 described] in DragonRealms. For example, a [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 saved post] by Armifer on the subject, from 2010. This post also builds in its natural strong tendency leading toward sorcery. Similar logic in it also informs what this document says about teratology and cryptozoology. Likewise, in the I.C.E. Shadow World setting, the Lords of Essaence (ruled at the end by Empress Kadaena) were largely responsible for mutating and creating the race/monster varieties, and they were generally Arcane spell casters. Later Rolemaster books also have monster races (e.g. orcs) being created by demon magi (Rhodintor).&lt;br /&gt;
[409] This document talks about the reasons for sorcery having corruptive tendencies, and why it is prone to destruction, which is explicitly true in DragonRealms. Arcane magic is not inherently prone to destruction, but as we&#039;ve defined it, it&#039;s harder to manipulate without failures and so forth. And this is tacitly acknowledging the corruption of the Lords of Essaence, and the framing that sorcerous magic comes out of Arcane magic historically because the destructive effects of handling mana this way are easier to accomplish. This section is setting up the rationale for why Faendryl universalism with magic gave way to increasingly sorcerous magic, and then the nature of sorcery will show why sorcery was inclined and able to merge with some of the black arts, becoming &amp;quot;dark sorcery&amp;quot; and a darker more corruptive form of magic. (Mostly in later time periods, but a rogue sorcerer in the Second Age going out to live with the wasteland warlocks would probably be doing &amp;quot;dark sorcery&amp;quot;.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(2) Sorcery&lt;br /&gt;
&lt;br /&gt;
In the early years of the Elven Empire, the black arts were deemed religious magic and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were not sorcery.[410] Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined.[411] It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter.[412] That is, it was an effect without mediation, assaulting the matter itself.[413] This involved channeling toward a target and turning its own essence against it.[414] The destruction is specific to the essence of the exact form being targeted.[415] There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.[416]&lt;br /&gt;
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[410.1] This was already framed more or less by the previous sections. This is using the Rolemaster Spell Law type of sorcery, which is still the Sorcerer [https://www.play.net/gs4/info/professions/sorcerers.asp definition] on the Play.net website, to define what &amp;quot;sorcery&amp;quot; would have meant in the early Elven Empire before Faendryl summoning. It would not have included demonic summoning and undeath in that period, unless someone were [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 loosely using] (DragonRealms link on this same ordinary use of language issue) the word &amp;quot;sorcery&amp;quot; as equivalent for these black arts. We&#039;ve set up the &amp;quot;black arts&amp;quot; as arising out of the debasement of spiritual magic with dark energy sources, and the sort of thing demon worshippers were doing. It uses the term &amp;quot;theurgical conjuration&amp;quot; for that kind of demon summoning, which would be like the demons of [[Cloak of Shadows (712)]] and [[Torment (718)]] rather than the demons of [[Minor Summoning (725)]] which are pulled materially through a rift. The &amp;quot;highly forbidden&amp;quot; is making sense of the condemnation in the Faendryl exile dating back to &amp;quot;[[History of Elanthia]]&amp;quot;. &lt;br /&gt;
[410.2] In Rolemaster the demonic summoning is more of an Evil Mage type of magic and necromancy in the sense of creating undead is Evil Cleric magic. (Though Rolemaster Companions may have demon summoning classes that are essence-channeling hybrid and these get effectively treated as Sorcerers.) These classes (along with many others) were not implemented in GemStone. Various spells from the Evil spell professions were incorporated into the Sorcerer profession, so the Sorcerer profession in GemStone has never matched its class definition, which came from Rolemaster. Because only some of the Sorcerer spells in GemStone are actually Rolemaster Sorcerer spells. Others are from Evil lists. Manny&#039;s guide from the I.C.E. Age argued for this reason Sorcerers in GemStone are evil.&lt;br /&gt;
[411] This is explicitly historicizing the word. It doesn&#039;t make sense for Faendryl to be doing &amp;quot;sorcery&amp;quot; but for sorcery to be defined in terms of necromancy and demonology that early. This is easy to make sense of by looking at earlier versions of the Sorcerer profession in GemStone and in Rolemaster.&lt;br /&gt;
[412] This is the Sorcerer class definition from Rolemaster and on the Play.net website. It refers to spells like [[Mana Disruption (702)]] and [[Limb Disruption (708)]] and [[Pain (711)]]. This document&#039;s modern definition of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; as generalizations of the animate and inanimate matter distinction to generalize beyond elemental-spiritual duality to analogs of that with sorcerous elements is meant to reconcile all this.&lt;br /&gt;
[413] Rolemaster Sorcerer spells were all clearly of this nature, it&#039;s not like throwing a ball of fire at something. Limb disruption only works on limbs. Etc.&lt;br /&gt;
[414] This is illustrating a &amp;quot;hybrid&amp;quot; modality of spellcasting, compared to what was described in the prior section about &amp;quot;channeling.&amp;quot; This is reiterating the prior section&#039;s description of classical sorcery using the constitutive matter of the target as its confound, which reconciles the Rolemaster and DragonRealms concepts of sorcery. This description explains how [[Dark Catalyst (719)]] (targeting mana), for example, is very much a sorcerer spell and not a wizard spell. Due to the way it works.&lt;br /&gt;
[415] Limb disruption only works on limbs. Dark Catalyst does not work on something without mana. Etc. One subtlety about this specificity of ideal forms is that it is a backdoor into sorcery for occultism, which here we are leaning into its real-world ties to Neoplatonism. Since we treat this occultism as part of Elanith&#039;s precursors to mentalism, this is in a subtle way speaking to the seeming overlap of sorcery with destructive mentalism, and explaining why that is the case. As such the next line is actually a logical continuation of this line.&lt;br /&gt;
[416] One third of the Rolemaster Sorcerer spells were &amp;quot;mind&amp;quot; type attacks, with redundancy in mentalist spell lists. This is related to Rolemaster&#039;s categories being cause oriented rather than effect oriented. You could have a Channeling profession in Rolemaster that is all elemental effect spells by using elemental spirits. So, this is explaining the mind effects of sorcery in GemStone, though Dev has been gradually de-mentalizing sorcery for a couple of decades. By our definitions, when the target is the brain or mind, you get a mind type effect. And since mentalism is defined as the self-manipulation of essences, sorcerers manipulating the essence of the target has a natural similarity to mentalism, but only in destructive ways. This logic combined with sorcery being relatively closely related to Arcane power explains the semblance of mentalism in classical sorcery. Dark sorcery does things in a different way. (e.g. nightmare is a curse, mind jolt is exposure to another valence)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power.[417] In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot;[418] The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis.[419] These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power.[420] The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic.[421] There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.[422]&lt;br /&gt;
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[417] This is the definition of how sorcery works in DragonRealms. This rationale is not present in the I.C.E. materials. The separatists would also reject the unified mana perspective as it is rejected by [https://elanthipedia.play.net/Sorcery &amp;quot;mana spectrum&amp;quot;] theorists in DragonRealms, that so-called &amp;quot;Arcane mana&amp;quot; is really an unnatural aggregate of distinct forms of mana. Monists would be like DragonRealms &amp;quot;mana field&amp;quot; theorists.&lt;br /&gt;
[418] This implicitly follows from the premise of the previous sentence. Monists are just interpreting it differently. But this sentence helps frame why there is a natural tendency toward sorcery without it being driven by cultural malice. The Faendryl disproportionately develop sorcery out of practicality bias, much as humans later do with single realm specialization magic (and their anti-sorcery biases.) It is faster paths to wielding higher power or crafting spells of higher power.&lt;br /&gt;
[419] This is the Rolemaster lore for essence and sorcery, combined with the metaphysical language from DragonRealms.&lt;br /&gt;
[420.1] This is giving better meaning to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not saying Faendryl focused on sorcery. People assumed that initially because of the demonic summoning and implosion at Maelshyve, and the sorcerer profession being elemental-spiritual hybrid. But we are establishing why sorcery fell out of this approach over the long run. &lt;br /&gt;
[420.2] More specifically, the separatist approach leads to a lot of different kinds of sorcery by combining different forms of essence, while the universalist approach helps bring in and incorporate the black arts in the Faendryl exile period. It converges on the same thing.&lt;br /&gt;
[421] Other Houses have had and still have sorcerers. There has to be differentiation between more and less acceptable sorcery. There is nothing all the objectionable about [[Mana Disruption (702)]], for example, unless someone was especially aggrieving at the chaotic disruption of mana and the corruptive pollution that might cause long run. Classical sorcery has been here defined in an inherently destructive way in its meaning. It does not include the malevolent stuff in the black arts.&lt;br /&gt;
[422] This is analogous to the notion that any tool can be used as a weapon, but things that are designed to be used as weapons can have much more limited range of non-weapon uses. Limb disruption is really only useful for breaking or exploding limbs. It can only be practiced by blasting limbs with it. Its reason for existence is to smash the limbs of its targets. This is all sensible as war magic, and so forth, but it is not the high minded &amp;quot;research&amp;quot; that Faendryl are framed as doing. Though some of this, such as Phase, would plausibly come out of trying to research the essence foundations of matter, and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together.[423] This is rooted in the nature of corruption.[424] While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly.[425] Similarly, when dark forces are brought in from what are now called the sorcerous valences, they must be used or even fused with the forces of this world.[426] In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects.[427] Sorcery is especially cruel when inflicted on the living.[428]&lt;br /&gt;
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[423] This paragraph is about to explain that dark essences have to be used in an inherently sorcerous / hybrid way because of their unnaturalness in this plane, which is reviving the Shadow World treatment of the Evil &amp;quot;pure&amp;quot; spell classes as hybrids. The historical forces mentioned here are the population migrations described earlier and later the Faendryl exile. Etc.&lt;br /&gt;
[424] Corruption is defined more thoroughly in Volume 2.&lt;br /&gt;
[425] This is partly referring to failed Wizard enchants cursing the items, partly to stuff like [[History of Reim|Kingdom of Reim]] being cursed into undeath because of sorcerous backlash from its magic users of different kinds trying to stream mana together, partly how this document defines the word &amp;quot;curse&amp;quot;. Rolemaster sorcery also had &amp;quot;black channels&amp;quot; curse spells. Sorcery as disrupting the essence foundation of matter directly plays into the definitions of &amp;quot;curse&amp;quot; and &amp;quot;corruption&amp;quot; in this document.&lt;br /&gt;
[426] This is the concept in footnote 423.&lt;br /&gt;
[427.1] This logically follows from all the preceding premises, and helps explain how the Faendryl transition into using darker forms of their own magic, then being in Rhoska-Tor where there is a lot of &amp;quot;dark essence&amp;quot; per &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This sentence is also playing off the high redundancy between the Rolemaster Sorcerer base lists and the Evil pure lists, while in the Shadow World setting only the Evil lists were evil for system purposes because of the kind of energy it was using. The difference here is that we are also including the DragonRealms notion of ordinary sorcerous magic being corruptive. It treats stuff like necromancy and the undead as ultimately demonic in origin, but that it is happening in a way that is largely beyond the capacity of the necromancer/sorcerer to understand. That in turn is similar to alien nature of Evil spells in Shadow World, which are an entirely separate source of power for spell users, and cannot be used without corrupting the caster.&lt;br /&gt;
[427.2] The ability to do the same kinds of sorcerous spell effects in the different ways, with ordinary mana and dark essences such as &amp;quot;anti-mana&amp;quot;, also works the other way. It helps explain why [[Vvrael warlock]]s and [[Vvrael witch|witches]] cast seemingly ordinary spells. Volume 2 defines &amp;quot;anti-mana&amp;quot; as the purest most corruptive extreme of what this document calls &amp;quot;the sorcerous element of darkness.&amp;quot;&lt;br /&gt;
[428] This is due to the inherent nature of what classical sorcery is and does to targets. But this is framing how a sorcerer could exist who doesn&#039;t use any of the animate matter targetting spells.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra.[429] While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, plaguing the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities.[430] They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds.[431] The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities.[432] When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world.[433]&lt;br /&gt;
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[429] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The Patriarch numbers combined with the timing for Patriachs 1 through 13 require this to have happened before roughly -40,000 Modern Era, which is roughly twenty thousand years before Despana and twenty-five thousand years before the Faendryl were exiled for demon summoning. The phrase &amp;quot;new magic&amp;quot; in &amp;quot;History of Elanthia&amp;quot; for demonic summoning was a lie, and &amp;quot;History of the Faendryl&amp;quot; requires it to be a lie. (Elizhabet Mahkra is an obvious anagram of Elizabeth Arkham, the insane asylum from Batman. Arkham itself in turn comes from Lovecraft.)&lt;br /&gt;
[430] The Elves would have known about the Ur-Daemon and demons long before they understood anything of cosmology. This is also based on &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Now believed to be extra-dimensional intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately 100,000 years ago.&amp;quot;&#039;&#039;&lt;br /&gt;
[431] This is just consistency with existing world setting premises and phenomena. It does not make sense for demons to have not been &amp;quot;naturally&amp;quot; / accidentally present in the world, so the Elves would have always known what &amp;quot;demons&amp;quot; were, it was not some new and out of no where revelation at the Battle of Maelshyve. This is talking about full manifestations or incarnations, demons fully materially in this world, directly analogous to being summoned in the Faendryl manner. What this document describes as theurgical conjuration is either calling upon or hijacking these already present demons, or summoning immaterial demons through weaknesses in the veil, meaning thinness rather than holes. This notion of thinner veils in some places has multiple established precedents, including Sorcerer Guild summoning chambers and the Sorcerer sense verb. This is also partly why this document talks about the distinction of demons from other wicked spirits being a convention.&lt;br /&gt;
[432] &amp;quot;Otherworlds&amp;quot; is a term used in the Sylvan documentation, and in the real-world is also part of fey mythology. &amp;quot;Essence barriers&amp;quot; is from the Shadow World setting terminology, and refers to things like the energy force barriers in the Order of Voln or misdirection wardings. Referring to the veils between planes as &amp;quot;essence barriers&amp;quot; is essentially correct, but the use of that terminology for it is a reasonable embellishment. That is effectively what the veil or &amp;quot;fabric of reality&amp;quot; is.&lt;br /&gt;
[433] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The term &amp;quot;pierce the veil&amp;quot; stems at least as far back as Arthurian legend, and was used in the Vvrael quest, but the term &amp;quot;penetrating the veil&amp;quot; was used earlier in &amp;quot;[[History of Elanthia]]&amp;quot;. This concept of &amp;quot;turn the essence of the veil against itself&amp;quot; is contextualizing it with the definition of classical sorcery given in this document and thereby explains how and why Faendryl demonic summoning is different from what the &amp;quot;black arts&amp;quot; were doing. The last part about her mind shattering is both from &amp;quot;History of the Faendryl&amp;quot; and the current messaging on [[Mind Jolt (706)]]. &lt;br /&gt;
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In this way it would become possible to summon beings not of the &amp;quot;near planes,&amp;quot; such as the elementals or spirit servants, but highly alien or malevolent beings from the &amp;quot;outer&amp;quot; dimensions.[434] This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them.[435] While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history.[436]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[434.1] This is partly based on in-game messaging and the &amp;quot;[[History of Elementals]]&amp;quot; document. Volume 2 of this document uses &amp;quot;near planes&amp;quot; as part of a basic higher and lower planes cosmology for this existence, as opposed to the outer/sorcerous valences, which is partly based on the Shadow World cosmology and partly Auchand&#039;s update to the valence Wiki page. Basically, the notion here is Lornon gods like to slum it in the lower &amp;quot;infernal&amp;quot; planes, and the &amp;quot;black arts&amp;quot; practitioners were largely dealing in infernal realm demons or things left over from the Ur-Daemon War. To the extent the Dhe&#039;nar did demonic summoning, it would have been more along these lines. It is the Faendryl who start messing with outer dimensions stuff, but not really infernal realms stuff in the Second Age.&lt;br /&gt;
[434.2] Volume 2 also posits parallel material valences (as distinct form parallel material worlds of this existence which are other Elanthia versions) to describe comparatively habitable valences with extraplanar creatures (and races) that could plausibly be regarded in cryptozoology terms rather than &amp;quot;fiends.&amp;quot; These could often be alien but not particularly chaotic or malevolent, and the subject of cataloguing for the Enchiridion Valentia. This is making some structural bias for Faendryl mapping out too dangerous things to be avoided, and the sorts of comparatively innocuous things that let them downplay &amp;quot;demonic&amp;quot; summoning. Aside from their major summoning war magic and for training Palestra and Armata, the highly corruptive and malevolent &amp;quot;fiends&amp;quot; would be more the province of the black arts or apotropaic countermeasures studies by mainstream Faendryl.&lt;br /&gt;
[435] This environmental corruption by demons and forces/entities of darkness is a very long standing premise. It is explicitly present, for example, in &amp;quot;[[History of the Faendryl]]&amp;quot;. The dangerousness of this kind of magic is framed in &amp;quot;[[Gods of Elanthia]]&amp;quot; with Marlu, and was a large part of the I.C.E. premise for the dangerousness of Fash&#039;lo&#039;nae followers. The &amp;quot;taboo&amp;quot; is keeping consistency with the Faendryl exile.&lt;br /&gt;
[436.1] This framing is necessary for recontextualizing stuff in &amp;quot;[[History of the Faendryl]]&amp;quot; that does not make sense in combination with the rest of the documentation on these issues. Its timeline in particular for the Undead War to Ashrim War is deeply inconsistent with the rest of the history documentation and needs to be treated as some form of revisionism or redaction.&lt;br /&gt;
[436.2] &amp;quot;[[History of the Faendryl]]&amp;quot; has Palestra existing to handle Faendryl demonic summoning 10ish Patriarchs before Despana. The Palestra academies were not founded until after the Ashrim War in the later &amp;quot;Path to Palestra&amp;quot; document. The Palestra reasonably had to have been quite different in purpose and function in the Second Age, so this document is doing that retcon to make sense of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by dark cults in the Southron Wastes.[437] The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets.[438] The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales.[439] These academies were not founded until after the Sea Elf War.[440] In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered.[441] It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution.[442] To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it was not controversial.[443] It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.[444]&lt;br /&gt;
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[437] This premise of wasteland demon worshippers doing this is an extrapolation and embellishment created in this document. The accidental release of demons is something that should exist naturally in the world setting logic. So emphasizing these directions helps establish how the Palestra could exist in the capital of the Elven Empire when the other Houses were not supposed to know the Faendryl were doing a bunch of demon summoning stuff.&lt;br /&gt;
[438] The commonality of minor demons is shown in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and demonic summoning is portrayed as presently common in &amp;quot;[[History of the Faendryl]]&amp;quot;. This framing is reconciling the factual grains of truth in &amp;quot;History of the Faendryl&amp;quot; with the reaction to the Battle of Maelshyve and Faendryl exile. In &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; all summoners under Patriarch XX Eidiol Jivanatha Faendryl had to schedule summoning and inter-valence travel attempts at the Basilica in advance for the first several hundred years. It then talks about this scheduling rule being ditched to allow more freedom, but that brings us back into the problem of widespread and free practices, so we have to treat that as revisionist history as well in terms of emphases, with the important thing being capital crime to not report summoning discoveries.&lt;br /&gt;
[439] There is a tension between earlier Faendryl documentation and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; on the Basilica versus the Clerisy when it comes to the Enchiridion Valentia. The Palestra academies are defined in &amp;quot;[[Path to Palestra]]&amp;quot;. This line is implying it&#039;s much more large scale and public than it was originally.&lt;br /&gt;
[440] This is established in the &amp;quot;[[Path to Palestra]]&amp;quot; document. It becomes unclear what &amp;quot;graduates&amp;quot; and instructors for Palestra could mean for the time of Ondreian Shamsiel Patriarch 17, or how &amp;quot;magicians could come and hire them directly from the Palestra for a small fee&amp;quot; when this is supposed to be secret forbidden magic. &amp;quot;[[History of the Faendryl]]&amp;quot; probably has to be interpreted as some revisionist propaganda over-reading present day practices into past precursors to exaggerate precedents.&lt;br /&gt;
[441] This explains the role of the Basilica, and how and why this was being done in the Second Age, in a much more restricted fashion. The Basilica makes it more of a state secret and regulation kind of thing. Palestra might be hired by the Basilican sorcerers in this context, but it would have been a much more internal thing than &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound. While the Basilica plainly exists back into the Second Age, the other Pentact divisions are much more dubious, and should probably be given some historical evolution rather than being dragged all the way back to the founding of House Faendryl.&lt;br /&gt;
[442] The severe punishments for violating summoning laws is part of the &amp;quot;[[History of the Faendryl]]&amp;quot; documentation and the &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; documentation.&lt;br /&gt;
[443] This is an embellishment but not wildly implausible, and gives a sensible Second Age seed for how the Faendryl started more innocuously on this path, and got worse with it later. &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound like they were openly all in on it from the beginning, which would maximize the view of the Faendryl exile as pure cynicism by other jealous Houses.&lt;br /&gt;
[444] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; establishes that the Vishmiir &#039;&#039;&amp;quot;had plagued the world prior during the Elven Empire&amp;quot;&#039;&#039;, which is wording and terminology that requires it to have happened during the Second Age. This document&#039;s framing would allow extraplanar threats like that to have been a lot less common back then due to the Eye of the Drake.&lt;br /&gt;
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But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks.[445] The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms.[446] For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void.[447]&lt;br /&gt;
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[445] This is leveraging off the prior definition of &amp;quot;piercing the veil&amp;quot; in terms of Faendryl sorcery, as well as the Illistim stated risks regarding the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;. This is also glancingly recognizing that other kinds of portals (e.g. elemental) are usually not stigmatized, even though they can have high destructive potential. The [[Solhaven Cataclysm]] in 5109 would be one example, [[The Amber Flame]] of House Illistim almost burning down the city is another. Similarly &amp;quot;[[History of Elementals]]&amp;quot; implies the dangers of elemental plane bleedthrough with veil weaknesses. Volume 2 addresses this double standard on portals and summoning elementals, and why demons and sorcerous veil piercing are regarded as worse.&lt;br /&gt;
[446] Demons still come through the unhealed tear in reality at Maelshyve, per &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Corruptive radiation from it is cited in &amp;quot;[[History of the Faendryl]]&amp;quot;. This is also playing off the Illistim complaint about the Ur-Daemon risk due to the Maelshyve implosion in &amp;quot;[[History of Elanthia]]&amp;quot;. Related to note 445, essences from the elemental and spiritual planes could rightly be conceived as magical corruption, but this is regarded as innocuous or possibly even good by biased magic practitioners, where those forms of mana are regarded as natural to this reality.&lt;br /&gt;
[447] This is based on the difference between what [[Implosion (720)]] does in GemStone and what it does in the Rolemaster Sorcerer Air Destruction list, which would be the more conventional &amp;quot;classical sorcery&amp;quot; method. The &amp;quot;interplanar void&amp;quot; is something that is defined in DragonRealms. There is vague stuff in documentation about the currents of planar motions, such as &amp;quot;[[History of Elementals]]&amp;quot; and &amp;quot;[[Griffin Sword War]]&amp;quot;. DragonRealms talks about planar [https://elanthipedia.play.net/Category:Planes#The_Planar_Void intersections] changing magical properties, and we&#039;ve seen planar bleedthrough like that in storylines such as &amp;quot;[[Return to Sunder]]&amp;quot;, and &amp;quot;[[History of Elementals]]&amp;quot; defines elemental nexus sties in terms of plane intersections. Which in turn we see with the [[Elemental Confluence]].&lt;br /&gt;
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Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those fiends of darkness which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead.[448] Indeed. There are kinds of demons which can hardly be distinguished from undead.[449] Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts.[450] The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.[451]&lt;br /&gt;
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[448.1] There has been a push and pull for years on how &amp;quot;evil&amp;quot; demons are inherently. They are described as having an &amp;quot;intense hatred of life&amp;quot; in &amp;quot;[[History of Elementals]]&amp;quot;, which distinguishes elementals from demons, and that document pre-dates the [[The Enchiridion Valentia|Common language]] Enchiridion Valentia and spell [[Minor Summoning (725)]]. The minor demons in the Common language abridgement of the Enchiridion Valentia should be treated as a Faendryl propaganda move by Patriarch Korvath in 5103. Which makes sense in the context of that storyline. The combat demons Voraviel constructed ([[vathor]], [[oculoth]], [[necleriine]]) should be much more in line with what everyone means when they refer to &amp;quot;demons&amp;quot;, which he said in a [https://gswiki.play.net/Lesser_demon/saved_posts saved post]: &#039;&#039;&amp;quot;Something that&#039;d justify the nearly worldwide anathema towards demon summoning.&amp;quot;&#039;&#039; Incidentally, the demons in spells [[Cloak of Shadows (712)]] and [[Torment (718)]] do not set off town justice mechanics.&lt;br /&gt;
[448.2] Volume 2 of this document gets into the difference between &amp;quot;fiends&amp;quot; and merely extraplanar species. The basic cosmology it uses allows all &amp;quot;infernal&amp;quot; demons to be inherently evil, while some outer planes entities are merely alien but possibly destructively insane or dangerous, which is roughly consistent with the Shadow World cosmology and demons. (Volume 2 also stipulates that such outer entities most usually will need to manifest out of the darker and more chaotic &amp;quot;sorcerous elements&amp;quot;, their intrinsic alienation to this existence naturally tending toward cursed matter.) Mechanically, elementals and Ithzir and astrals like ki-lin and so on are &amp;quot;extraplanar&amp;quot;, but not mechanically &amp;quot;demons.&amp;quot; So the view some people pushed for with &amp;quot;extraplanar = demons&amp;quot; is long defunct in practice. But the Enchiridion lore makes it sound that way, so here we call that Faendryl propaganda. As pointed out in footnote 434, there may be a Faendryl bias toward studying and summoning &amp;quot;valence creatures&amp;quot; that are low in corruption, especially for minor summoning, while fiends and eldritch horrors are war magic or countermeasure studies (such as Aralyte the Palestra Blade studying how to vanquish the primordial Althedeus.)&lt;br /&gt;
[448.3] DragonRealms also splits [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 the demonic] apart from other extraplanars in this way. It talks about the greater extraplanar entities acting through &amp;quot;conduits&amp;quot; in this plane, which here we relate to &amp;quot;warlocks&amp;quot; and &amp;quot;witches&amp;quot; in the black arts. It talks about the lesser things that can be regarded as &amp;quot;creatures&amp;quot;, much as we see in the Enchiridion Valentia. But it talks about the violence to reality of such greater entities directly manifesting in this reality and that it shatters sanity to so much as look at them.&lt;br /&gt;
[449] This premise has pretty much always been present in GemStone, going all the way back to ambiguities in the Rolemaster bestiaries. [[Necleriine]]s are very concrete example of this ambiguity in the Elanthia setting. This ambiguity is also stated in that DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 post] about extraplanars. It talks about &amp;quot;concept&amp;quot; entities which here we would call occult entities of the &amp;quot;dream worlds&amp;quot;, which can manifest in grotesque and undead seeming forms. These include &amp;quot;shadow&amp;quot; entities formed of concepts of darkness. These things are easily confused with demons. This is possibly an important parallel to draw with Althedeus being formed by the fear/chaos/power of Ur-Daemon War. But there is also a Plane of Shadows, with unclear relationship to the Plane of Probability.&lt;br /&gt;
[450] This is the demonic relationship to creating undead, which is framed in the Order of Voln messaging, and the Ur-Daemon aspects of the Despana lore. There should have been demons present for all the previously stated reasons.&lt;br /&gt;
[451] This is a sensible extrapolation from established world setting premises. This document bolsters it with the made up Lindsandrych Illistim quote about the southern wastelands. We&#039;ve seen NPCs cursed because of demons, such as the paralysis of Praxopius.&lt;br /&gt;
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But it was mostly the southern wastelands in that period that had what is usually considered &amp;quot;the undead.&amp;quot;[452] The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning.[453] Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces.[454] One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot;[455] The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck.[456] It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents.[457] In this way it was very unlike the necromancy and conjuration of the southern wastelands, and those traditions would mostly not merge until the Faendryl were exiled to Rhoska-Tor.[458]&lt;br /&gt;
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[452] This should probably be true given the way everything is framed and argued in this document. It does not have to be totally true. There are so many ways for undead to come into existence that do not require necromancers. There should be ghosts, phantoms, restless spirits most everywhere.&lt;br /&gt;
[453] This should follow as a logical consequence of studying demons, and the Faendryl left behind [[lich qyn&#039;arj]] in Old Ta&#039;Faendryl. Volume 3 treats the &amp;quot;[[festering taint]]&amp;quot; kind of mutants in Old Ta&#039;Faendryl as the Faendryl studying Despana&#039;s disease magic, which is necromancy in our broader definition of that word. So this is part of the transitioning of Faendryl sorcery broadening into the more modern necromancy/demonology framework. This also fits into teratology and cryptozoology being described example of Arcane magical research in DragonRealms that is not necessarily necromancy, as defined over there, which is sorcery involving the combining of life mana with other mana (which our modern definition pays lip service to.) And those in turn fit into the occultist tradition for the Faendryl described below in the next section.&lt;br /&gt;
[454] This is the rationalist / materialist worldview framework that has been given earlier for the House Elves.&lt;br /&gt;
[455] This was the cosmology model Banthis [http://www.virilneus.com/demons.php originally] intended when work was being done on demonic summoning the late 1990s. This model was presented at Simucon. It is where the term &amp;quot;valence&amp;quot; came from with this stuff.&lt;br /&gt;
[456] This is nodding to the word &amp;quot;valences&amp;quot; now being out of context. Demons hungering for our magical energy is a premise that goes back to at least the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;, and has earlier antecedents in Unlife concepts from the I.C.E. Age. This concept of feeding upon this plane is also present in the DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conception] of demons, where they are by definition malevolent as a class of extraplanar beings, associated with &amp;quot;anti-life&amp;quot; and necromancy.&lt;br /&gt;
[457] This is how the Faendryl represent it modernly, such as in &amp;quot;[[History of Elanthia]]&amp;quot; and the Enchiridion Valentia documentation.&lt;br /&gt;
[458] This is an embellishment made for this document. It&#039;s establishing collisions and mergers of magic traditions over historical time. It would make sense for that spilling to happen because of geographical proximity, especially with that region being treated as &amp;quot;anathema&amp;quot; in the Second Age. These population migrations could be used to define sorcerous practices in other cultures/regions, but things have been set up already for the Faendryl paradigm to be dominating what the Sorcerer Guilds do with magic (i.e. the Sorcerer profession mechanically.) So there&#039;s only so much that can be diversified. This document is focused on necromancy and the black arts, not so much trying to define sorcery in all race cultures at all times, though it provides the backbone for doing that later.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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(3) Occultism&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot;[459] Occultists would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot;[460] These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges.[461] In contrast to the &amp;quot;valences&amp;quot; model, there are higher and lower &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously.[462] What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes.[463] There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.[464]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[459] This is based on real-world occultism, and such things as the Theosophical Society. This section is creating backdoors for knowledge spreading between these culture traditions, and the rationalist third-way middle ground attempt between orthodox magic and superstition. It&#039;s giving Elanith precursors to Mentalism and explaining various disparate threads of lore.&lt;br /&gt;
[460] This is directly inspired by real-world occultism.&lt;br /&gt;
[461] As mentioned previously, this is giving a more self-consciously Neoplatonist dimension to the One creation myths.&lt;br /&gt;
[462] This helps motivate and root the basic cosmology model used in Volume 2, and helps explain the usage of terms &amp;quot;valence&amp;quot; and &amp;quot;planes of existence&amp;quot;, as coming from different cosmological models. This is inspired by the real-world esotericism usage of &amp;quot;planes of existence&amp;quot; with astral projection kind of stuff.&lt;br /&gt;
[463] This is directly based on real-world esotericism and astral projection. There&#039;s a reasonably strong case to be made that these concepts were part of the design of the Broken Land.&lt;br /&gt;
[464] These statements are derived from real-world occultism and esotericism. (Hermeticism, Gnosticism, etc.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states.[465] There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals.[466] This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection.[467] Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination.[468] Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions.[469]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[465] This is directly based on the worldview behind real-world alchemy. This setting up the framework for ascension belief systems.&lt;br /&gt;
[466] This is how the deities actually work as defined in DragonRealms.&lt;br /&gt;
[467] This is providing intellectual foundations for these kinds of doctrines, though there is some empirical fact involved, such as what might be worded instead as the &amp;quot;transcendence&amp;quot; of the disir, or Eorgina herself having said she gains power from her followers when Li&#039;aerion opened.&lt;br /&gt;
[468] This is partly based on Gnosticism, partly based on real-world use of entheogens for religious purposes, partly based on Lovecraft&#039;s Dream Cycle stories.&lt;br /&gt;
[469] This is based on real-world &amp;quot;mystery religions&amp;quot; as well as 19th and early 20th century esotericists/occultists looking to ancient mystery religions in this way. This is setting up motivation for House Elves to be importing some of this &amp;quot;folk&amp;quot; stuff back in more rationalist terms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is mostly thanks to occultists.[470] It was a heterogeneous movement that took different and inconsistent forms.[471] House Illistim tended to draw occultists focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight.[472] The universalism or cosmicism of the Faendryl tended to foster other kinds of occult societies.[473] Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae.[474] They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory.[475] But there were others of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.[476]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[470] This is setting up limited and distorted perspective of something that would otherwise have not been recorded at all.&lt;br /&gt;
[471] This eclecticism is thematic.&lt;br /&gt;
[472.1] There is a long-standing tension in the Lumnis lore, where she is a patroness of fortune tellers and soothsayers (dating back to the ICE Age when she was the patron of Astrologers which were basically what Moon Mages are in DragonRealms), and her Western followers emulate her by acting as oracles and seers in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. While she would also be the goddess of knowledge in the more sciences sense. &amp;quot;History of Lumnis&amp;quot; treats her like a general inspiration goddess of all forms of knowledge, and this wording here is partly based on Gift of Lumnis and RPA messaging. The Illistim patron gods are described in &amp;quot;Elven Dogma and Theology&amp;quot; and their societies along these lines are in the Illistim Society document. In any event, occultism is more of a third way thing, and not what would be seen as Illistim orthodoxy.&lt;br /&gt;
[472.2] With occultism and astrology, this is also tacitly interfacing with the Moon Mage and [https://elanthipedia.play.net/Plane_of_Probability stellar alignment] stuff with the concept realm (&amp;quot;Plane of Probability&amp;quot;) in DragonRealms. Which in turn via our occultism premise is a tacit interface for GemStone&#039;s mentalism with Moon Mage stuff. This is also tacitly rehabilitating via House Illistim the Valris (Lumnis) association with Astrologers, which are Rolemaster&#039;s version of Moon Mages.&lt;br /&gt;
[473] This is leveraging off the worldview bias set up for the Faendryl earlier in this document for the given reasons that motivated it.&lt;br /&gt;
[474] This is generally thematic for the Faendryl overall. But &amp;quot;History of the Faendryl&amp;quot; explicitly talks about how Fash&#039;lo&#039;nae is the closest thing the Faendryl have to a patron Arkati.&lt;br /&gt;
[475] These are categories of real-world occultist research. This is interfacing with Faendryl cryptozoology in other sections, regarding the traditions behind the Enchiridion Valentia.&lt;br /&gt;
[476] This is a Lovecraftian kind of notion, where Lovecraft himself was inspired by the Theosophists, but twisted into his cosmic horror version of it. This whole paragraph is embellishments to make sense of things that probably should have happened in context. The use of the word &amp;quot;jolt&amp;quot; is leaning on the [[Mind Jolt (706)]] messaging. This is also setting up some precedent of Faendryl prejudices on acceptable and unacceptable ways of approaching the demonic and extraplanar studies. This Marluvian occultism is a thread that gets picked up later in the sections about Bandur and Uthex and the Broken Land.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all.[477] That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana.[478] Natural philosophies were ignorant or self-limiting.[479] This may even be why we now define spheres of magic by effect.[480]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[477] This was directly based on the introduction of a real-world book on occultism from about a century ago.&lt;br /&gt;
[478] This is playing into the behavior of the dream world planes with their interaction with minds. This is not actually agreeing that such magic does not involve mana manipulation. But it is playing into how the esoteric mode of it allows understanding of what you&#039;re really doing to be limited, and that such people could believe they&#039;re doing something different from &amp;quot;magic&amp;quot;, which for the orthodoxy framed at that time would be elemental/spiritual thaumaturgy/theurgy.&lt;br /&gt;
[479] This is an anti-orthodox magic position from the rationalist worldview direction. It&#039;s about handling the sympathetic and esoteric magic traditions prior to the view of three spheres of magic rather than two spheres of magic.&lt;br /&gt;
[480] This embellishment is about rationalizing the earlier arguments about Arcane power, with terms like evoking and channeling, and the separatist worldview becoming dominant, and the wording for them like &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; is more effect/phenomenon oriented. But with philosophies likely having been invented trying to interpret them as substantitively correct, such as trying to believe matter is really constituted of handful of pure elements (of fire, air, earth, water.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts.[481] There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories.[482] &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity.[483] Grimoires are notorious for unreliability.[484] They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot;[485] These are, of course, crude over-generalizations of widely diverse indigenous beliefs.[486] &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and human druidism is ancestral to northern reivers.[487]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[481] This is true of real-world grimoires. It&#039;s also building in some unreliable narration in the sources of knowledge.&lt;br /&gt;
[482] This is inspired by real-world grimoires with their posulated hierarchies of demons and angels and so forth. Volume 2 has some made up excerpts from made up Elanthian occult grimoires in this sense, and Volume 3 gives a bunch of names for made up ones.&lt;br /&gt;
[483] It&#039;s important to emphasize things as convention schemes, and the historicism behind words meaning different things or different baggage/connotations/context in different eras. This is an important premise for what Volume 3 tries to do with the unliving.&lt;br /&gt;
[484] This is true of real-world grimoires.&lt;br /&gt;
[485] This is partly based on the hegemony of Elves in the Second Age, and partly because the word &amp;quot;shaman&amp;quot; really has been used for the non-elven races in GemStone, but there have been elven druids. This gives some more breathing space overall.&lt;br /&gt;
[486] This is a nod to controversy over the use of words like &amp;quot;shaman&amp;quot; in real-world anthropology.&lt;br /&gt;
[487] Trance states are a general &amp;quot;shamanism&amp;quot; motif. The last part about the reivers is glancingly trying to address the awkwardness of the multiple retcons of the reivers that have happened over the years. There&#039;s druidic stuff around Luinne Bheinn dating back to 1997, but the reivers have since been retconned to having much more recently migrated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded.[488] The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions.[489] Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot;[490] But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions.[491] They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends.[492] Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone.[493] It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it.[494] Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.[495]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[488] The &amp;quot;knowledge that was discarded&amp;quot; is one aspect of esotericism, and it&#039;s a folklore/mythology and literature thing in general to try to read vestiges of older stuff surviving in later stuff outside its older original context.&lt;br /&gt;
[489] This is a slight embellishment, but should be true.&lt;br /&gt;
[490] Auchand has tended to make his Arkati legend documents dubiously sourced or referred to as apocryphal. &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot; for example is &#039;&#039;&amp;quot;commonly held to be apocryphal&amp;quot;&#039;&#039;, and &amp;quot;[[Origins of Tonis]]&amp;quot; is &#039;&#039;&amp;quot;a translation of an elven text discovered in a cache near the Western Dragonspine.&amp;quot;&#039;&#039; And &amp;quot;[[Origins of Amasalen]]&amp;quot; is only around 150 years old and found in Icemule.&lt;br /&gt;
[491] This is extrapolating off the vague and unreliable nature of communes, and the explicit statement of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; that trying to directly ask Fash&#039;lo&#039;nae about this stuff would not be a useful approach. Likewise Voln refuses to answer theological questions in &amp;quot;[[History of the Order of Voln]].&amp;quot; &lt;br /&gt;
[492] The first part of this refers to such things as the krolvin version of religion in &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; and the Tehir view of Luukos in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; and the different symbols of Imaera in &amp;quot;[[Gods of Elanthia]]&amp;quot; and so on. The second part is an iconoclastic statement, which the IC author might apply to any number of things, such as [[Li&#039;aerion]].&lt;br /&gt;
[493] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; actually states in the analysis section that Fash&#039;lo&#039;nae admitted to making the Grandfather&#039;s Stone, which is supposed to be where he came from in the legend.&lt;br /&gt;
[494] There are lots of contradictions and inconsistencies between the religious legend documents. Xorus ripped through a lot of them in a Mist Harbor library [[Age of Darkness (lecture)|lecture]] once.&lt;br /&gt;
[495] This is treasure hunter and occultist kind of stuff in general, like with lost lands the Theosophists had various notions of Atlantis and Lemuria and so forth. The last part is an oblique reference to situations like [[L&#039;Naere]], whose rumored existence was buried by the Loremasters and House elites.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a backwards flux of methods into the Elven Empire.[496] It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning.[497] The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; had its roots in occult grimoires.[498] It was also this tradition that somewhat softened Elven materialism, making the Faendryl more open to the study of necromancy.[499]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[496] This is setting up part of the motivation for this section. It backdoors some of this other stuff back into urbanized civilization.&lt;br /&gt;
[497] This is an embellishment. But it&#039;s taking the folksy use of summoning circles, and maybe cunning folk apotropaic magic and the [[thanot]] lore with pentagrams being &#039;&#039;&amp;quot;the ancient magical symbol of protection.&amp;quot;&#039;&#039; Pentagrams have been used in demonic summoning contexts in game, such as on top of Bonespear Tower or the cavern of Castle Anwyn. So this embellishment helps mutate the practice into Faendryl summoning methods, where they become stripped of original culture context and made mechanistic.&lt;br /&gt;
[498] Enchiridion literally means &amp;quot;little handbook&amp;quot; in the real-world. This is an embellishment relating the occult grimoire stuff just described and making that a tradition/practice precedent where the subject of them instead became these extraplanar things. In terms of filiation of ideas. This is setting the Enchiridion Valentia in the context of two distinct intellectual traditions mixing in Second Age Faendryl (occultist / cryptozoologist) sorcerers.&lt;br /&gt;
[499] There is an initial rationalist/materialist prejudice set up, so this occultism third-way stuff with its backdoors gives an avenue for softening that up, which then gets motivated and pushed further along later by changing historical conditions. The ideal forms concept tacitly present in the &amp;quot;classical sorcery&amp;quot; definition gives a natural occultist interface into orthodoxy. This is also mildly trying to explain &amp;quot;[[History of the Faendryl]]&amp;quot; referring to Thyrsos Kanigel Faendryl as a &amp;quot;necromancer&amp;quot; in what sounds like was around the time of Patriarch 20, Eidiol Jivanatha Faendryl, who made the law requiring all summoners to report discoveries of new creatures into the Enchiridion Valentia. This would apparently have been in the -30,000s Modern Era. (&amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; implies Thyrsos got 48 people killed, and says initially Eidiol required summoning and valence travel to be scheduled in advance at the Basilica.) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III. The Undead War (-20,000 to -15,000 Modern Era)[500]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;[501]&lt;br /&gt;
&lt;br /&gt;
- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[500] This is using the convention of having a 5,000 year period for when Despana was known to exist. But the actual &amp;quot;Undead War&amp;quot; was much shorter, near the end of this time period. Technically, the Second Age could be brought all the way up to the Battle of ShadowGuard. The &amp;quot;orc wars&amp;quot; is not really defined explicitly, but probably refers to Dharthiir&#039;s orc/troll/etc. alliance, which began a few hundred years earlier. So this would support what this document does, distinguishing a kind of pre-Undead War conflict with Dharthiir in outlying land as like a preparation staging drill for the full scale war, and then the Undead War proper starts with what this document calls &amp;quot;the Surge&amp;quot; with the hordes of undead. This is reconciling the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; going further back into the -15,400s.&lt;br /&gt;
[501] This quote is from &amp;quot;[[History of Elanthia]]&amp;quot;. The last lines of it are an expansion on the original quote, which exists in a museum piece that was in the Wehnimer&#039;s Landing Museum, and is now in the Stormbrow Gallery on Teras Isle. &amp;quot;red elves&amp;quot; refers to the scarlet color Faendryl would wear. This quote uses specific names for different kinds of undead, which subtly creates the implication that these were known concept distinctions. Banshees were the highest level undead in GemStone at the time &amp;quot;History of Elanthia&amp;quot; was written.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals.[502] There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash.[503] This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead.[504] There are many kinds of undead, and many were known to exist in antiquity.[505] Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses.[506]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[502] This is an unfortunate misreading of &amp;quot;[[History of Elanthia]]&amp;quot; that was used in the &amp;quot;[[History of Luukos]]&amp;quot; legend. The Undead is a proper noun referring to Despana&#039;s horde, the document is not saying Despana created the first undead to ever exist. There are many reasons that would not make sense, and &amp;quot;History of Luukos&amp;quot; had to hedge by having Luukos doing it much earlier but not giving it to his followers. This document allows Luukos to have changed behavior after the Undead War, but does not endorse the lack of undead before Despana, which has established contradictions and does not make sense for a lot of reasons.&lt;br /&gt;
[503] This is referring to a legend in &amp;quot;[[History of Luukos]]&amp;quot; about Koar issuing a ruling after the Undead War.&lt;br /&gt;
[504] This obvious problem originates in &amp;quot;[[History of Elanthia]]&amp;quot;, and the Ur-Daemon having books makes little sense when they have since been depicted as behemoths.&lt;br /&gt;
[505] Volume 3 talks a lot about various kinds of undead, and which kinds exist &amp;quot;naturally&amp;quot;, and which would be very ancient beyond the Undead War period. It is also canon in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; that the Dhe&#039;nar learned to control the undead in the -40,000s when they were in Rhoska-Tor.&lt;br /&gt;
[506] This is playing off the Rhak Toram quote, though it is not 100% convincing. Because these terms could have all been coined during the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning.[507] Despana was the first necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields.[508] She innovated methods of hierarchical control, or leverage, as well as for rapidly increasing the size of her forces.[509] What had once been the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.[510]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[507] These are the embellishments introduced forcefully by this document. Incidentally, the term &amp;quot;demon-spawn&amp;quot; is used in &amp;quot;[[Ilynov Journal]]&amp;quot; at an earlier date than the Battle of Maelshyve, and the soldiers journal from Battle of Shadowguard also refers Despana&#039;s horde as &amp;quot;demons&amp;quot; and &amp;quot;fiends.&amp;quot; It also uses the word &amp;quot;ghost&amp;quot; as a notion of previous familiarity. It also uses the word &amp;quot;Lich&amp;quot; for Dharthiir. But it also expresses unfamiliarity with undead. The names Despana and Dharthiir seem to be gradually learned from the soldier&#039;s perspective, but this has to be regarded as the author&#039;s own unfamiliarity. The journal dubiously describes Despana herself being there, without mentioning how this identification is certain, or describing her at all.&lt;br /&gt;
[508] This embellishment need not necessarily be true, but could be a demarcation for explaining why Despana was a Big Deal comparatively, when necromancers of undead had already existed. This turning of the dead and raising corpses on the battlefield is illustrated in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document on 22nd Day of Koaratos. &lt;br /&gt;
[509] It was established explicitly in a Plat storyline called [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] that necromancers can only control something less than twenty undead without the use of artifacts or special artifices (e.g. alchemy, rituals). The Horned Cabal for example relies on using the Sphere of Sorrow to make big hordes, and the Plat storyline actually asserted the [[Fallen from Faith#A Call for Allies|first necromancer]] to make an undead did so with the Sphere of Sorrow, contradicting a commonly held interpretation that it was Despana and the Book of Tormtor. This hierarchy premise is central to the argument made in this section of the document. It motivates and explains why the Faendryl used demons, and why felt using demons (not, say, elementals) was the only option.&lt;br /&gt;
[510] This is referencing the Red Rot as well as the unhealing wounds in the Giantkin history for this period. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] also talks about a festering wound that could make the author turn into one of the undead. This document generalizes this somewhat, having Despana using magical disease curses. This is partly reviving the Rolemaster bestiary information on some of these undead, which were able to infect and turn others into undead. A mechanical example of a disease curse undead would be the [[shambling lurk]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.A Rhoska-Tor [511]&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes.[512] A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers.[513] It is sometimes spoken of as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War.[514] Its history is much older than Despana.[515] &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot;[516] This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles.[517] There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.[518]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[511] There is a lot of scattered Rhoska-Tor lore, and this tries to synthesize it into something coherent that makes sense of everything.&lt;br /&gt;
[512] It was referred to as &amp;quot;blackened&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;. In the original context of &amp;quot;History of Elanthia&amp;quot;, before the continent map was known, it was not obvious where Rhoska-Tor was in relation to the Southron Wastes. It can be regarded as a special region of the Southron Wastes, but often gets tretaed as its own region. Part of the problem is it hasn&#039;t been clear how wide an amount of territory qualifies as &amp;quot;Rhoska-Tor&amp;quot;, if it&#039;s the immediate vicinity of Maelshyve or if that&#039;s one spot in a Rhoska-Tor region. This document relents by letting Rhoska-Tor be a broader region, and defines the specific part of it where Maelshyve was built.&lt;br /&gt;
[513] This follows from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document description of it.&lt;br /&gt;
[514.1] This is historicizing the term, since this document gives it an earlier history than Despana, and explains why it was considered an old place of the Ur-Daemon when Despana was searching. This gives some flexibility for usages where Rhoska-Tor seems to be more narrowly referring to the vicinity of Maelshyve. &lt;br /&gt;
[514.2] The &#039;&#039;&amp;quot;blasted lands around Maelshyve&amp;quot;&#039;&#039; comes from the [[urglaes]] lore. It is described as &amp;quot;plains&amp;quot; by the Rhak Toram quote. &amp;quot;Badlands&amp;quot; is used to reflect the geological formation conditions described later in this section, and allows some hill formation stuff as a hook for fey banshee mythology and the ora lore with the very large ora mine in Rhoska-Tor, along with reconciling the hilly terrain description given for it in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[514.3] The language of &#039;&#039;&amp;quot;a barren and blasted land where life was never easy and nothing grew&amp;quot;&#039;&#039; also describes Rhoska-Tor on the Play.net [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp website page] for Old Ta&#039;Faendryl.&lt;br /&gt;
[515] At a minimum this is true because &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; is canonized, but this document fleshes out other reasons.&lt;br /&gt;
[516] This comes from the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document and taken as factual for at least the modern Dhe&#039;nar-si language. But here we&#039;re attributing it as ancient. &amp;quot;[[History of Elanthia]]&amp;quot; says &#039;&#039;&amp;quot;what is &#039;&#039;&#039;now called&#039;&#039;&#039; Rhoska-Tor&amp;quot;&#039;&#039;, so this term has to actually be more recent than when Despana searched for it, which is part of why we refer to it as a region of the Southron Wastes. And we say &amp;quot;descends from ancient Elven&amp;quot; rather than asserting it was always called that. This document uses generics like &amp;quot;southern wastelands&amp;quot; to not have it being called Rhoska-Tor in the Second Age.&lt;br /&gt;
[517] This is inspired by the &amp;quot;[[Origins of Tonis]]&amp;quot; document and the nature of Ur-Daemon body parts. The dark essence from them being left behind is taken from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[518] This is doubling down on this causative relationship which is being asserted in this document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is geologically bizarre and was drastically transformed in the Age of Darkness.[519] It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults.[520] It is named for the terrible outcroppings known as the Tor.[521] There are, in turn, pseudokarsts formed from this igneous rock, eaten away by caustic black blobs.[522] It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth.[523] These ancient lava fields themselves are artificial.[524]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[519] Taking all the details together makes for weird implications, such as the need for stable cavern systems, but also geological instabilities and some regional volcanism. This description is intended to be highly consistent with the existing room painting for the [[Southron Wastes]], which is the portion adjacent to the Rhoska-Tor region of the wastelands.&lt;br /&gt;
[520] The igneous protrusions are largely meant for the [[urglaes]] lore and the literal geological interpretation of &amp;quot;Tor&amp;quot;, though there are existing [[The Settlement of Eh&#039;lah|premises]] for volcanism in the subcontinent such as Sharath. The vertical faults and badlands are partly meant to explain the steep sloping (valley and hills) that is represented for near Maelshyve in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The limestone plateau is meant to explain the &amp;quot;plains&amp;quot; and presence of extensive underground caverns as karsts, as well as the presence of alabaster and marble and so forth. The mixing of plateaus with mountainous upheavals also already exists in the game, described as &amp;quot;cordillera&amp;quot; in the Southron Wastes room painting around the Ash Barrens section. &lt;br /&gt;
[521] This is a totally made up fact that was mentioned earlier. This document is setting these things up to be related to the Ur-Daemon having slumbered in lava underground, which is literally shown in game with the Beast imprisoned in Teras Isle.&lt;br /&gt;
[522] These &amp;quot;acidic lumps of jelly&amp;quot; and possibly the &amp;quot;plasmatic inky black horrors&amp;quot; were [[Wavedancer]] event creatures in the [[Southron Wastes]] and presumably magru based. So this is making a consistency with the [[magru]] in the Broken Land and our premise of Marluvians in the Southron Wastes. The Broken Land magru were made to imply they created the Dark Grotto tunnels by dissolving away the rock with sulfuric acid.&lt;br /&gt;
[523] This is primarily based on the Beast of Teras Isle, and to some extent on the &amp;quot;[[Origins of Tonis]]&amp;quot; legend.&lt;br /&gt;
[524] This statement is explained in the next paragraph. It rationalizes why this should be happening in the same place as a limestone plateau.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Theorists have long speculated that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith.[525] They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes.[526] They corrupted the resulting earthnodes with their darkness.[527] This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism.[528] There were then eruptions toward the surface, and below the surrounding ocean.[529] The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash.[530] The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment.[531] Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns.[532] Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.[533]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[525] Regional volcanos known to exist include the great mountain at Sharath and [[Mount Ysspethos]] near Tamzyrr. This sentence is tacitly assuming some IC belief in plate tectonic action, though within setting it might be thought of as an artificial collision of the lands due to the scale of the powers unleashed in the Ur-Daemon War. (The I.C.E. Shadow World analog of the First Era war cataclysm had continents sinking.) The premise is based on the Beast of Teras Isle in its volcano. The &amp;quot;theorists have long speculated&amp;quot; line and what follows from it is an embellishment.&lt;br /&gt;
[526] This is meant to explain the unnatural earthnodes of Rhoska-Tor and why they are magically corruptive. It follows naturally from the Ur-Daemon feeding on them. It also reconciles the dark essence or demonic energies explanations for Dark Elves with the unusual mana nodes explanations for Dark Elves. This is leaning on the I.C.E. Shadow World explanation of nodes as convergences of flows of essence.&lt;br /&gt;
[527] The &amp;quot;dark essence&amp;quot; in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; account.&lt;br /&gt;
[528] This is partly based on the definition for [[Energy Maelstrom (710)]], whose spell [https://www.play.net/gs4/info/spells/spelllist.asp?circle=6#710 description] was based on: &#039;&#039;&amp;quot;summon[ing] dark energy to swirl around him or her, creating a fierce storm.&amp;quot;&#039;&#039; Its original wording back to at least February 1994 was more explicitly invoking the &amp;quot;essence storm&amp;quot; concept, which was the I.C.E. version of what are now called &amp;quot;mana storms&amp;quot;: &#039;&#039;&amp;quot;The caster summons dark energy to swirl around him or her, creating an essence storm which will blast through everyone and everything in the room. A most potent spell which can be very dangerous to bystanders.&amp;quot;&#039;&#039; That these storms could trigger volcanic behavior was part of the I.C.E. lore for them, and there was some indication of similar behavior (more moderate) as well as quaking when the Elemental Confluence was approaching Elanthia.&lt;br /&gt;
[529] This explains some ancient lava fields for the [[urglaes]] lore and Rhoska-Tor being &amp;quot;blackened&amp;quot;. It also explains why the previous paragraph referred to the lava as artificial, and the Ur-Daemon wanting it to the surface so they could submerge in it.&lt;br /&gt;
[530] This boiling seas and skies blackening with ash premise is meant to be a de-mythologized explanation for the Orslathain sunstone lore in the &amp;quot;[[Elanthian Gems]]&amp;quot; document, which suggests the sea was boiling and tons of soot was getting thrown into the atmosphere during the Ur-Daemon War. This is tacitly assuming the sea levels were higher in that period (it is established that this is fluctuating over millennia such as in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;, and past [[Opalina&#039;s Diary#Exploration of Moonsedge|warmer climates]] without northern ice such as described by [[Barlan Kane]]), so the ocean would be further inland closer to what are now the wastes, whereas the present day climate has glaciers and ice sheets. This description of the heavy sudden floods and inland swells of dead marine matter is meant to rapid form limestone and set up unstable badlands conditions on top of it or further inland. This is consistent with the Southron Wastes room painting, which depicts very unstable geological formations of shale and limestone which are violent upheavals, as well as slot canyons which are implicitly flash flood hazards. Sinkholes would implicitly be another hazard under these conditions. &lt;br /&gt;
[531] This frames limestone formation, which can happen quickly under ideal conditions. The &amp;quot;[[Elanthian Gems]]&amp;quot; documentation establishes there is a lot of alabaster in southwestern Elanith, and that there was a huge amount of alabaster in Rhoska-Tor, which is made from sulfurous volcanic geothermal water and limestone (though possibly as an evaporite), assuming it is gypsum alabaster (while calcite alabaster is made from stalagmitic limestone, but harder and less of a match for the &amp;quot;Elanthian Gems&amp;quot; description). Though this alabaster has been almost all turned into despanal by sorcerous energies. We are using a model where the limestone plateau is closer to the ocean, and badlands are further inland. The huge amounts of shale of the Southron Wastes could then come from long-run drainage of the Rhoska-Tor badlands. This rapid accumulation of marine skeletal matter is also partly meant to help motivate why later historians believe the Ur-Daemon drained the mana &#039;&#039;&amp;quot;bound around all life.&amp;quot;&#039;&#039; There&#039;s a lot of skeletal matter in the Southron Wastes room painting, but that&#039;s probably more about the absence of water in the environment.&lt;br /&gt;
[532] This explains the extensive underground caverns. The black blobs previously mentioned and the lava could have pseudokarsts in the igneous rock as well. That would be further west in the badlands region, closer to the Southron Wastes region visited from the Wavedancer.&lt;br /&gt;
[533] This is meant to explain why it looks like a valley in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document but plains in &amp;quot;[[History of Elanthia]]&amp;quot;. Strictly speaking, &amp;quot;plains&amp;quot; and &amp;quot;valley&amp;quot; are not a contradiction as the plain can be enclosed on two sides and be a valley, but here we are describing something like a &amp;quot;rift valley&amp;quot; with (limestone) plains toward the east and then badlands of unconsolidated sediment (with sandstone) further west, and with the climate of Rhoska-Tor this would need to be a dry valley with underground drainage in the karst system of a limestone plateau. This would probably be volcanic tuff (e.g. the Easter island heads) and tuffaceous / basaltic sandstone from hydromagmatic explosions, which would help explain Rhoska-Tor being described as &amp;quot;blackened.&amp;quot; This would be consistent with deposition distribution patterns of sandstone and limestone that would come from rising water levels from the east. (The part of the [[Southron Wastes]] southwest of Rhoska-Tor was painted for Wavedancer, and has a lot of limestone and sandstone in parts. But the Southron Wastes has whole mountain formations of shale, as well as &amp;quot;ashen barrens&amp;quot;. That is potentially consistent with our description of Rhoska-Tor geology, assuming the water from Rhoska-Tor had slow / stagnant drainage into the west. There is a constraint of &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot; both implying a battle turned it into a lifeless waste, and &amp;quot;History of Elanthia&amp;quot; has petrified trees there with preserved carvings from that time period.) Though this is secondary and we are emphasizing sulfuric acid cavern formation from geothermal conditions, partly to explain the alabaster (gypsum) presence, and the Patriarchal palace from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; is marble which is metamorphic limestone. This is saying &amp;quot;reminiscent of a valley&amp;quot; mainly to emphasize the artificial and tectonic ways it came to exist, as an embellished premise of this document, and to keep the Tor concept as hilly badlands rather than a single confined valley. In fact, &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also describes the area as hilly, so we need a hill concept: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039; The description of the trees and wildlife perhaps needs to be treated as a Sylvan history cultural distortion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are untold horrors in the darkest depths of Rhoska-Tor.[534] The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns.[535] Though the region is unstable, sometimes suffering cavern collapses from earthquakes.[536] Further below ground are unknown ruins and dangerous races.[537] The violence to the flows of essence in this region have caused rifting in the veil, forming often unstable or temporary gateways to other worlds.[538] There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.[539]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[534] This is made up as a potentiality hook. It would be a waste to not have the deep underground be this way. But it is not totally made up, because there are at least some unfamiliar monsters, generalizing off the loresong of [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]] from Hunt for History.&lt;br /&gt;
[535] It is an embellishment to imply that there&#039;s a lot more further down, possibly areas sealed off by cave-ins. The premise of deeper caverns and those being worse was framed to some extent by &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[536] This was the premise of the Maelshyve archaeological dig event that happened in game, where there was also mana storming that happened. These cave-ins have to be infrequent for the Maelshyve caverns to make sense in the first place. The quaking does not have to be tectonic, necessarily, it could be instabilities from the rapid way we have the geology of the area forming. There could very plausibly be sinkhole hazards in Rhoska-Tor as well.&lt;br /&gt;
[537] This is partly made up. But reasonable and likely what should exist. Especially with this document&#039;s premise that the Faendryl pushed pre-existing forces in the area below ground with the expansion of Faendryl control of the land. The existence of unfamiliar underground monsters below Rhoska-Tor fought by the Faendryl is already canon in the Hunt for History loresong for the item [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]].&lt;br /&gt;
[538] There was mana storming during the Maelshyve archaeological dig event, and rifts can form naturally from this kind of phenomenon. There was an underground rift like this in the Southron Wastes room painting during the Wavedancer event. (That is not meant to imply that particular rift was one of these &amp;quot;hellgates&amp;quot;, and might even only have been originally intended as a poetic description of a wall fissure. However, it very strongly resembles the messaging that was later used for the ebon-swirled primal eyeballs, which spontaneously arrive in the Southron Wastes through crimson rips in reality with bursts of heat.)&lt;br /&gt;
[539] It is an embellishment to imply this is a routine phenomenon in the region. But it is canon from the Eyes of the Dawn storyline that the ebon-swirled primal demons reside natively in the Southron Wastes. While also existing in other valences. The term &amp;quot;hellgates&amp;quot; is made up, but fitting for the concept. This is also providing a hook for Marlu in &amp;quot;[[Gods of Elanthia]]&amp;quot; possibly drawing power by loosening &amp;quot;the portals&amp;quot; between dimensions, which implies there must be portals to demonic realms sitting around somewhere that can be loosened. These could be under Lornon, for example, but it would make sense for them to be in the &amp;quot;old places of the Ur-Daemon&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cavern:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Dark Cavern, Nexus]&lt;br /&gt;
Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth &#039;&#039;&#039;from a scarlet-laced russet rip in space.&#039;&#039;&#039;  Waves of essence buffet the area every so often, &#039;&#039;&#039;gusting with the roaring heat&#039;&#039;&#039; of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal Demon Eyeball Rifts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A ripple of heated air begins to waver in midair, &#039;&#039;&#039;emitting waves of heat&#039;&#039;&#039; throughout the area.  Soon, a &#039;&#039;&#039;jagged crimson line begins to form&#039;&#039;&#039; in the center of the disturbance, extending both vertically and horizontally, the line begins to &#039;&#039;&#039;rip a tear in reality.&#039;&#039;&#039;  Within moments, an ichor-soaked floating primal eyeball emerges from the newly formed opening and when it is clear, the tear shuts rapidly behind it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many demented edifices and terrifying monuments in Rhoska-Tor, owing to its long history of dark theocracies and cults.[540] There are dangerous traps that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped.[541] The landscape is as exotic as it is filled with deadly mysteries.[542]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[540] This would follow reasonably if the premise was allowed for this to be the region where the bad stuff was concentrated all the way back to the Age of Darkness, and for being one of old places of the Ur-Daemon. The climate is presumed to be relatively good at preserving things long-term. Strictly speaking this is an embellishment, but Varevice is [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp logged] as having intended eldritch ruins in the region, when she was building New Ta&#039;Faendryl (never released.) Mhorigan had previously [http://www.beaconhall.net/tsoran/forums/history-forum.html stated] that much of (New) Ta&#039;Faendryl was intended to be an underground city, which would help fix the underground period&#039;s definition problem.&lt;br /&gt;
[541] This is made up. But concrete actually used examples of &amp;quot;snares&amp;quot; are given in Volume 3, and this would be an obvious place to have some.&lt;br /&gt;
[542] This is a guiding hook. Because Rhoska-Tor is very thinly defined in existing documentation. It should not be just another desert, there should be something very obviously &amp;quot;wrong&amp;quot; with it just by looking at it. Like the land itself is tortured and unnatural.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to Rhoska-Tor, especially close proximity to the Tor themselves, induces transformations in the living.[543] Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan.[544] Gnomes become feral and were banned by Patriarchal decree.[545] Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows.[546] Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves.[547] Their features become sharper, their bodies physically weaker, with greater capacities for magic.[548] Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language.[549] The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is constructed directly from intonations, through layers of overlapping sounds involving no shared vocabulary of words.[550] In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become quite pale or other complexions.[551]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[543] This is trying to generalize and expand the corrupting influences beyond Maelshyve or even the Battle of Maelshyve, so that the whole region has a lot of bad juju, and some of these spots are that much hotter with badness. The Southron Wastes in general could have a lot of bad juju, but this is trying to be careful to limit the scope to talking about this one area of the southern wastelands, so as to not exhaust the whole thing in a single sweeping definition. Overall these places are better treated with slices of insight like the Wizardwaste in order to not hollow out their menace.&lt;br /&gt;
[544] This is from the &amp;quot;[[Giantkin History]]&amp;quot; documentation.&lt;br /&gt;
[545] The second part of this is canon from the [[Lines of Blood: A History of the Gnomes|Gnome history]] document, though the reason for it is not given, and it is not entirely clear if they are totally banned from the city or only banned from residence. The first part is playing off the feral gnome sickness in the gnome history, and this premise was used for a Dark Elven [[The Dark Mirror (story)|horror story]] from Xorus. The general idea would be gnomes getting too close to those underground ruins of Maelshyve and getting twisted by the dark magical forces. (This is similar in premise to the [[bloody halfling cannibal]]s from the halfling settlement near the Hinterwilds.) But the Faendryl also would not want them snooping around, with all the control they do on the spread of sorcerous knowledge.&lt;br /&gt;
[546] The Collectors are from the Felstorm storyline approaching River&#039;s Rest in 5112. The Disciples of the Shadows have their corruption defined in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, and other shadows corrupted NPCs have been encountered, such as Therendil (nominally Marluvian) having tentacles from his head and Quinshon having shadow tentacles for a mouth.&lt;br /&gt;
[547] This is a term some players used over 20 years ago, referring to how some Dark Elves had acquired darker skin complexion near Maelshyve.&lt;br /&gt;
[548] This is foundational from &amp;quot;[[History of Elanthia]]&amp;quot; and was also in &amp;quot;[[History of the Faendryl]]&amp;quot;, and similar changes happened to the Dhe&#039;nar earlier.&lt;br /&gt;
[549] The &amp;quot;[[Dark Elven languages]]&amp;quot; document describes why there is a universal Dark Elven language.&lt;br /&gt;
[550] This embellishment is reconciling the &amp;quot;[[Dark Elven languages]]&amp;quot; document with statements during an OOC meeting by GM Khshathra, the Dark Elf guru around 2012, trying to treat Dark Elven as a mode of signaling or communication rather than language itself. (i.e. Dark Elven mode of communicating in the Common language and non-Dark Elves not being able to catch all of it). That seemed inadequate and not entirely consistent with the &amp;quot;Dark Elven languages&amp;quot; document, so this premise reconciles both notions and explains its universality and why it cannot be understood by other races and why it does not depend on shared vocabulary and why it has no etymology in common with other languages. Elsewhere in this document refers to &amp;quot;orthographic conventions&amp;quot; of Dark Elven, because there would not be a single version of writing for the language at all times among all fractious and dispersed groups.&lt;br /&gt;
[551] It was already established in &amp;quot;[[History of Elanthia]]&amp;quot; that only the ones closest to the ruins of Maelshyve had skin darkening, and the Dark Elven skin color range mechanically goes all the way to pale. So this is doubling down on the term &amp;quot;Dark Elves&amp;quot; not really, for the most part, referring to skin color. But still having complexion altering effects.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor.[552] Blame is widely attributed to the many unusual mana focii,[553] the dark magic of Despana or the undead,[554] the corruption of the demons summoned by the Faendryl,[555] sorcerous backlashes and explosions,[556] the implosion and unhealed tear in reality at Maelshyve,[557] mana storms,[558] the unholy power of the Ur-Daemon,[559] the valencial tears and instability deep underground,[560] and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.[561]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[552] This is trying to reconcile the many disparate explanations that have been given for the magical effects in the region (e.g. the changes on Dark Elves) across scattered documents. The only solution is to include all of them simultaneously, but point out which ones pre-date Despana.&lt;br /&gt;
[553] This one was in &amp;quot;[[History of Elanthia]]&amp;quot; and the [https://www.play.net/gs4/info/races/darkelf.asp Dark Elf page] on the Play.net website, which omits that it was those closest to the Maelshyve ruins that had the skin darkening while the other changes were more widespread. But that also cannot be about Maelshyve itself, due to the Dhe&#039;nar, but rather whatever it was Maelshyve was built on top. It is not obvious from &amp;quot;History of Elanthia&amp;quot; that it was mana foci that did the skin alteration, which in turn isn&#039;t something that happens to ordinary Elven wizards spending all their time in workshops on nodes, but this document embellishes and explains it in terms of dark essences corrupting the earthnodes.&lt;br /&gt;
[554] There is some of this in &amp;quot;[[Elanthian Gems]]&amp;quot;, such as the despanal lore, and possibly the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[555] This was in &amp;quot;[[History of the Faendryl]]&amp;quot;&lt;br /&gt;
[556] This is in the magically altered insects document, &amp;quot;[[Insects Changed by the Magical Landscape of Elanthia]]&amp;quot;&lt;br /&gt;
[557] This is in &amp;quot;[[History of the Faendryl]]&amp;quot; and the premise reinforced in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;.&lt;br /&gt;
[558] Not in documentation. But this was framed as a phenomenon in the area in the Maelshyve archaeology dig event.&lt;br /&gt;
[559] This was in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and arguably in the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[560] This premise is mostly in this document, but for the reasons motivating them.&lt;br /&gt;
[561] This is necessary because the Dhe&#039;nar are canonized and vastly pre-date the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding.[562] There have been cases of powerful, very old Dark Elves, who must feed on magical energies.[563] Not unlike the Collectors.[564] Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal.[565] There is an unusually high amount of cursed metals, or those associated with the sorcerous elements, especially urglaes which is found in the ancient lava flows.[566] Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons.[567] In the present day the Agrestis often relies on hired Palestra as security for miners.[568] There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &amp;quot;dowsing&amp;quot; methods to seek out troubles.[569]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[562] This was the premise in the player-created Dhe&#039;nar lore, but may not be explicitly present yet in canon documentation. In the canon documentation it is masked in a propaganda sort of way by racial purity rhetoric.&lt;br /&gt;
[563] This comes from the player-created Dhe&#039;nar lore, but magical energy eating is a canon concept in various contexts. Such as the Ithzir and the Ur-Daemon. One of the canon lizards from down there in &amp;quot;[[Creatures of Eh&#039;lah and Sharath]]&amp;quot;, the sha&#039;rom lizard, absorbs magic energy similar to the myklian in the Broken Land. Volume 2 gets into this concept.&lt;br /&gt;
[564] The Collectors are a storyline group who try to escape mortality by feeding off the magical power of relics / artifacts.&lt;br /&gt;
[565] This is from the &amp;quot;[[Elanthian Gems]]&amp;quot; document and the geochemical nature of alabaster.&lt;br /&gt;
[566] This is extrapolating off the [[ora]] mine and [[urglaes]] deposits and so forth in the materials and gems documentation.&lt;br /&gt;
[567] This embellishment is leveraging off the prior hellgates concept, and the geological instability of the badlands. The prehistorical artifacts part is a potentiality hook. It is partly inspired by the veil iron obelisk thought to be an [[Ur-Daemon]] artifact that was in the Wehnimer&#039;s Landing museum and now present in the Stormbrow Gallery, which I&#039;ve been told at one point (circa 2000ish) allowed familiars to pass from the Landing to Teras and/or allowed access to the Teras thought net from the Landing. Though I do not know for certain that is true. But that obelisk was &#039;&#039;&amp;quot;recovered from the ora mines in Rhoska-Tor.&amp;quot;&#039;&#039;&lt;br /&gt;
[568] This is an embellishment leveraging off &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, where the Palestra are used throughout the Pentact branches.&lt;br /&gt;
[569] This is a made up premise, but straight forward from the previous premise of mining under these conditions. Similar mining hazard concept was used in the Shadow Valley story, the &amp;quot;[[Tale of Silver Valley]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.B Despana&lt;br /&gt;
&lt;br /&gt;
No one knows who or what Despana was.[570] There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha.[571] There are cultists who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor.[572] Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover.[573] Her contemporaries believed she was from the jungles beyond the Southron Wastes.[574] There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash.[575] More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption.[576] They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian.[577] The earliest recorded rumors of Despana began shortly after this disaster in -19,864.[578]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[570] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;, the foundational information for Despana.&lt;br /&gt;
[571] This is riffing off &amp;quot;[[History of Elanthia]]&amp;quot; saying of Chesylcha: &#039;&#039;&amp;quot;There are as many stories about her death as there are storytellers.&amp;quot;&#039;&#039; The word &amp;quot;disappearance&amp;quot; is used instead of &amp;quot;death&amp;quot; because she is only presumed dead in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is reinforced in the [[Maeli Gerydd]] museum piece having Maeli Gerydd (in the wedding party) going missing, and the [[forehead gem]] loresong has the gems of Chesylcha&#039;s handmaids ending up in the ocean. There is also inconsistency between documents on what actually happened to Chesylcha. In &amp;quot;[[History of the Faendryl]]&amp;quot; Chesylcha&#039;s throat is slit, while in &amp;quot;[[History of Elanthia]]&amp;quot; it says &#039;&#039;&amp;quot;Whether it was a Nalfein or Human assassin, or whether she simply fell ill, none are certain.&amp;quot;&#039;&#039; Whereas the Faendryl history states: &#039;&#039;&amp;quot;but the Faendryl never had a doubt as to what happened. The evening of her death, Chesylcha&#039;s three sisters all fell to their knees, screaming in pain and holding their heads. When they were again sensible, each reported seeing the same thing: an assassin of House Nalfein, there by grace of a secret alliance between the Nalfein and the Ashrim, slitting their sibling&#039;s throat.&amp;quot;&#039;&#039; This inconsistency would not make sense if there was a body that could be examined.&lt;br /&gt;
[572] This is what [https://elanthipedia.play.net/Maelshyve Maelshyve] is in DragonRealms, she [https://elanthipedia.play.net/Category:Planes#The_Planar_Void comes back] to Elanthia having been banished. This line is letting the deranged demon worshippers be onto something. The consistency hook on Maelshyve and DragonRealms is another motivator for there being either permanent or temporary &amp;quot;hellgates&amp;quot; under the wastes from rifting / instabilities, so that theory of Despana&#039;s origins has some sense of how she got here in the first place, since this document is also committing to the severe impracticality of demons and other extraplanars being able to get into our plane without the way opened on this side for them.&lt;br /&gt;
[573] This is based on the museum artwork that was in Wehnimer&#039;s Landing, now in Stormbrow Gallery.&lt;br /&gt;
[574] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[575] This is from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[576] It is represented as a volcanic eruption in &amp;quot;[[The Settlement of Eh&#039;lah]]&amp;quot;. In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it makes it sound like the mountain was not even there prior to the cataclysm. This line is reflecting that tension.&lt;br /&gt;
[577] Extrapolating off &amp;quot;Obsidian Council&amp;quot; as the name of the new governing body after that cataclysm in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;&lt;br /&gt;
[578] This is cross-referencing the approximate timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; with the exact date used for Despana in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This line is not meant to be implying the disaster was also in the year -19,864. Only that on Elven time scales these were not far off from each other, and giving a little bit of motivation for &amp;quot;[[History of Elanthia]]&amp;quot; saying her contemporaries believed she was from the jungles down there.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics.[579] It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor.[580] In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years.[581] While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization.[582] Despana herself was not regarded as a great threat from the very long precedent of her inaction.[583]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[579] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; and following the implication of &#039;&#039;&amp;quot;her quest succeeded when she found the Book of Tormtor&amp;quot;&#039;&#039; in what is now called Rhoska-Tor. In that time period it would have been considered the nearest part of the Southron Wastes to the Elven Empire. It might even be that Maelshyve was built in that spot looking forward to that reason.&lt;br /&gt;
[580] &amp;quot;[[History of Elanthia]]&amp;quot; establishes that Maelshyve was a keep built in Rhoska-Tor. This sentence refers to it as &amp;quot;haunted lands&amp;quot; due to this document&#039;s arguments about how undead should naturally be present there because of taint / corruption.&lt;br /&gt;
[581] This is the embellishment introduced for this region by this document.&lt;br /&gt;
[582] This is limiting the scale and scope of the practical threat in the Second Age from this region.&lt;br /&gt;
[583] This is explicitly recognizing the very long delay between her construction of Maelshyve and the Undead War, in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, while &amp;quot;[[History of Elanthia]]&amp;quot; had said those undead constructed Maelshyve and that &amp;quot;their numbers grew rapidly.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War.[584] It was founded on an ancient mound of the Old Ones known as the Torm Tor.[585] It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon.[586] There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally.[587] Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through esoteric methods, and thereby knowledge of dark magic more immediately through mental contact.[588] Whether through ruins or some lingering presence below the wastes.[589]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[584] These are the dates from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[585] This is totally made up. The premise was framed earlier in this document that Tor refers to the geological feature. Rhoska-Tor is a name that was coined later, per the wording of &amp;quot;[[History of Elanthia]]&amp;quot;, so the &amp;quot;tor&amp;quot; could have come from Book of Tormtor (where Tormtor is a Drow easter egg from Dungeons &amp;amp; Dragons.) But since we are using &amp;quot;Tor&amp;quot; in the sense of Glastonbury Tor, this line is going the opposite way with it. The supposed &amp;quot;Book of Tormtor&amp;quot; is being called that because Maelshyve is built at the Torm Tor, where the implication here is that there is some &amp;quot;Torm&amp;quot; Ur-Daemon. Perhaps the in-world setting etymology root of the word &amp;quot;torment.&amp;quot; Calling this a mound is partly motivated by banshee mythology and partly by keeps being built on mounds.&lt;br /&gt;
[586] As previously mentioned in these footnotes, the Dark Elven language could not have been called &amp;quot;the voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;[[History of Elanthia]]&amp;quot; implies the placename &amp;quot;Rhoska-Tor&amp;quot; was invented later. And there&#039;s some reason to argue that Dark Elves should not have been considered a racial concept in the Second Age, since the Faendryl were not called Dark Elves until after the Ashrim War. So the premise is that contemporaries are using this wording to refer to the tongue of the demon worshippers posited to be in that region.&lt;br /&gt;
[587] It does not actually make literal sense for there to be a book written in the language of the Ur-Daemon and that mortals with no knowledge of that language would be able to read it. There is the &amp;quot;comprehend languages&amp;quot; kind of magic, of course, but that is Mentalism and Elanith does not have Mentalism magic in that time period. It would have to be more esoteric.&lt;br /&gt;
[588] This is a Lovecraftian notion of somehow learning extinct languages across time or mental contact with dead/sleeping daemons.&lt;br /&gt;
[589] One way would be essentially a kind of Ur-Daemon artifact after all, whereas the other could be one of the Ur-Daemon (or some other malign entity) itself.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then if the book existed, it was from Despana herself writing it.[590] Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier.[591] It was a relatively common interpretation to believe that this was actually written in an orthographic convention of the Dark Elven language.[592] While the Dhe&#039;nar were not the only Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would lead to them being blamed.[593]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[590] This would make a sensible path for an actual book existing while retaining the truth of that Ur-Daemon link.&lt;br /&gt;
[591] These are from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; respectively. Along with &amp;quot;[[History of Elanthia]]&amp;quot;, all three of these documents have Illistim NPC scholars listed on the top, so taking that with &amp;quot;History of Elanthia&amp;quot; saying none can now know what its contents were, the only conclusion available is that scholars do not actually know what the Book of Tormtor was in reality. It&#039;s more of a mythical thing for explaining or rationalizing Despana. This document actually creates an avenue for the Book of Tormtor not needing to have existed for Despana to have done what she did.&lt;br /&gt;
[592] This is explicitly talking about the alternative possible meaning for language of the Daemons. With the stipulation that in that time period Dark Elves probably were not thought of as a race in the way they are now. This also opens the possibility that the written form of Dark Elven is some dominant convention in the region that comes from the Despana period.&lt;br /&gt;
[593] The rumor of her being from those southern jungles, the notion of the Book of Tormtor possibly being left behind by the ancient Dhe&#039;nar, the prophecy of Noi&#039;sho&#039;rah (perhaps mangled by contemporary knowledge of Despana), and maybe whatever undefined involvement of the Dhe&#039;nar in Despana&#039;s agenda. The Dhe&#039;nar might also be perversely leaning into the theory that Despana was Dhe&#039;nar themselves. The point of this is to provide a hook for why Dhe&#039;nar become called &amp;quot;Dark Elves&amp;quot; as a whole lineage when it took Ashrim genocide for the Faendryl to get labeled &amp;quot;Dark Elves&amp;quot; and that term should really originally have been about cultural condemnation. This is a subtlety. But it&#039;s a mistake to just naively take the Dark Elf racial mechanic that simply and literally, when the lore behind the term gives it a political motivation and meaning. But Dark Elves as a whole are not an ethnicity, with radically divergent cultures, and at best are a shared language group.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep.[594] However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105.[595] There have been countless fake Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics.[596] What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they had never been wielded as vast armies by necromancers.[597] Widespread undeath had only been encountered when dealing with extraplanar horrors such as the Vishmiir.[598]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[594] This is going off &amp;quot;[[History of Elanthia]]&amp;quot; saying the book was lost in the events that followed.&lt;br /&gt;
[595] This is from the [[Animate Dead (730)]] release events. Shar had previously been searching for the Book of Tormtor in the late 90s.&lt;br /&gt;
[596] This is an embellishment. But there is no way this would not be true.&lt;br /&gt;
[597] This is the perspective and framing being built by this document.&lt;br /&gt;
[598.1] The [[Vishmiir]] had fought with the Elven Empire according to &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, and the Vishmiir make hordes of undead minions. (This document references the Vishmiir several times just because there are so few ancient things like this that are already defined.) This is just generally acknowledging that these extraplanar threats we deal with typically come with undead hordes, so even if it happened less often in the Second Age, larger scale undead incidents would happen with extraplanar horrors / demons. This document is just leaning on the Vishmiir in particular because there is explicit lore and loresong implying how ancient they are in their relationship to Elanthia. The embellishment that no vast armies by necromancers had been done before was mentioned previously in this document, but that does not necessarily have to be true. It&#039;s just helping distinguish Despana while having necromancy of undead be a known thing for thousands of years prior. Despana might be taken as having innovated rotting corpse kinds of undead, especially communicable diseased undead.&lt;br /&gt;
[598.2] The Faendryl method of countering her strategy also helps explain an apparent absence (or at least lack of effectiveness) of future imitators of Despana. Whatever of these that have happened since then were presumably put down within the region by the Faendryl, along with the Grot&#039;karesh and Dhe&#039;nar and so forth. There seems to be nothing established about clashes with the Horned Cabal, for example, within the subcontinent region [[Story of the Volnath Dai|prior to]] Grandmaster Fineval and invading the Turamzzyrians.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness.[599] With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a hierarchy of command over hordes of lesser undead.[600] The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves.[601] Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches.[602]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[599] This is from the [[urglaes]] lore. It is reviving the Rolemaster lore for the metal, though that was still roughly preserved in the urglaes lore. The term &amp;quot;elemental darkness&amp;quot; is a convention used in this document, being shorthand for &amp;quot;the sorcerous element of darkness.&amp;quot; This is elaborated in Volume 2.&lt;br /&gt;
[600] This premise was framed earlier in the document. There is some existing framing for necromancers in Elanthia needing to leverage off artifacts or minions to control large scales of undead. Some of this is relatively implicit (e.g. the Horned Cabal&#039;s dependence on the Sphere of Sorrow for wielding large hordes; the Tablet of Death, etc.), but it was also explicit in the [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] storyline in Plat. This is setting up a vulnerability in her horde methodology that makes the Faendryl summoning demons a silver bullet for stopping her.&lt;br /&gt;
[601] This is reviving the Rolemaster bestiary lore for these kinds of undead. It was true of skeletons, zombies, and ghouls.&lt;br /&gt;
[602] This was explicitly true in the Rolemaster bestiaries, which was the creature lore at the time &amp;quot;[[History of Elanthia]]&amp;quot; was being written in late 1995.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts.[603] Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland.[604] Methods were made so that the fallen on battlefields would rise together in mass.[605] Most importantly of all, Despana was a plaguelord, fashioning cursed diseases.[606] Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries.[607] These were as the transformation curses of witchcraft, except resulting in the undead.[608] Ghouls would make more of themselves by clawing with their nails.[609] Others were infected through contact with fluids, or through bites, or even through pestilent vapors.[610]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[603] This document is preferring to treat the Rhoska-Tor banshees as corrupted nature spirits (fey) from the taint of the Ur-Daemon, so that Despana is really conjuring / summoning them, rather than the kinds of banshees that come from cursed sorceresses. Being categorically different from the rotting corpse undead, this is giving her a different control method. In DragonRealms the [https://elanthipedia.play.net/Immortals_(book)#The_Fae_and_Heralds banesidhes] are black-hearted fey as well, and GemStone has had bainsidhe invasion creatures in the past (e.g. Castle Anwyn).&lt;br /&gt;
[604] Possession of corpses by spirits is a concept in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, and this notion of burial in tainted lands is a trope that is also present. The Grot&#039;karesh incidentally keep their dead in crypts.&lt;br /&gt;
[605] This was described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot;.&lt;br /&gt;
[606] The most clear and explicit example of this is the Red Rot.&lt;br /&gt;
[607] This is represented in the &amp;quot;[[Giantkin History]]&amp;quot;, and the latter part especially is explicitly described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard]]&amp;quot; soldier&#039;s journal document, which also has the festering wounds.&lt;br /&gt;
[608] This is an embellishment but the framework of this document giving historical continuity between these traditions.&lt;br /&gt;
[609] This is the original ghoul lore from Rolemaster. By 1995 the disease curse from ghoul nails was known as Ghoul Rot.&lt;br /&gt;
[610] The fluids and bites are generic. The pestilent vapors (like the Living Dead movies) raising undead is something Raznel was actually doing in the [[Witchful Thinking]] storyline, but for the notion of infecting, the Red Rot was treated as airborne when it resurfaced in 5103 (though it was not represented as turning Dwarves into undead.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire.[611] The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497.[612] This was about three hundred years before the siege of ShadowGuard.[613] In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action.[614] There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief out of the southern wastes.[615] There was much reason to underestimate the weak undead.[616]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[611] This sentence may sound like a non-sequitur coming off that paragraph, but the point is that the real threat of her horde was from these not obvious directions, which was not understood until later. This line is pointedly interpreting &amp;quot;the Undead&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; as a proper noun for referencing Despana&#039;s horde specifically and not the undead in general.&lt;br /&gt;
[612] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document had the Undead War going back into the -15,400s and that needs to be handwaved as lower scale skirmishes. It implies the Battle of ShadowGuard happened in the -15,400s but all the other documents with dates disagree. It should be reinterpreted as having Sylvan scouts coming across Dharthiir allied mountain forces, but not coming out to the other Elves until a much later date when ShadowGuard happens&lt;br /&gt;
[613] We are using the other documents having ShadowGuard and Maelshyve destruction not that far separated. But we&#039;re not going to use -15,186 because it doesn&#039;t give space for &amp;quot;years&amp;quot; or war or the Battle of Harradahn. So this document says ShadowGuard was really in -15,196 and just commonly gets misdated as -15,186 (maybe because of legibility of the digit in whatever record in the Chronicles, calendar system discrepancies, and maybe a headache of unreliable documents in the period with politically motivated revisionism.)&lt;br /&gt;
[614] This is a mild retcon for reconciling &amp;quot;[[History of the Sylvan Elves]]&amp;quot; with the other Undead War period history documents with dates. It is also giving some sense to Rhak Toram speaking of &amp;quot;the orc wars&amp;quot; as something more distinct than normal dwarf-orc clashing. What we are doing is having the Sylvan scouts coming across Dharthiir forces back into the -15,400s, but then they noticed what we&#039;re calling &amp;quot;the Surge&amp;quot; around the time ShadowGuard gets taken out (and what&#039;s happening to the crops in the provinces and so forth), and only then do they come out and help the Faendryl fight the Undead.&lt;br /&gt;
[615] This is an embellishment. But with the premise of the nature of the southern wastelands in the Second Age, this is a sensible thing the Vaalor would have done.&lt;br /&gt;
[616] GemStone has done some serious level creep since &amp;quot;[[History of Elanthia]]&amp;quot; was written. But the general idea leaned into with this document is that the weak undead can be controlled in greater numbers, and having big numbers becomes the central threat, particularly when these undead can inflict unhealing festering wounds or turn the wounded into more undead. They do not need to defeat the opponent in single combat. They only need to make contact or get too close, then those wounded or dead get made part of the Undead hordes. So Dharthiir goes for the heavy infantry House first.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chronology of the Undead War is muddy and sometimes contradictory.[617] Library Aies was badly damaged in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records.[618] There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals.[619] The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized.[620]&lt;br /&gt;
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[617] This is explicitly framing the fact that the official documentation has a bunch of contradictory dates and time ranges for the Undead War. The grounding for the premise is that you have a surplus of dubiously reliable personal memoirs, and a long period of time of shoddy document preservation and replication. So even though the documents that exist would be using Elven calendar dates, it is unclear how trustworthy the dates are in a surviving copy. Similarly, if the provenance of the document is unclear and the numbers have to be interpreted, the Houses use calendars with similar but different origin years based on their House founding dates. The &amp;quot;[[Ilynov Journal]]&amp;quot; accounting of ShadowGuard (converted out of Vaalorian calendar dates) ranges from April -15,187 through November -15,186, with ShadowGuard besieged as early as January -15,186, while the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard document]] spans only one month, July into the beginning of August -15,186. We also do not know what kind of calendar drift (e.g. Julian vs. Gregorian calendars would be a whole year off on Elven civilization time scales) happened over thousands of years and the corrections that were or were not applied (and how many times between copies) to the dates.&lt;br /&gt;
[618] The first part of this is an extrapolation from details in the [[Ta&#039;Illistim Monarchs]] document. The second part is from the Half-Elven history document.&lt;br /&gt;
[619.1] This is meant to give some wiggle room on the absolute authority and implications of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] and the [[Ilynov Journal]] documents, and to give some motivation for why chronology of that time period would be difficult for much later historians. The analogy with criminal memoirs is that onced freed from the liabilities, criminals will admit to things they did not do for posterity, and misrepresent things to make themselves sound bigger and more significant. The &amp;quot;criminals&amp;quot; dig is also partly coming from the IC author being Faendryl.&lt;br /&gt;
[619.2] This is also throwing some salt into the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|ShadowGuard journal]]&#039;s final entry as fantastic, of the Vaalorian undead soldiers somehow breaking free and turning on Dharthiir (after standing around idly allowing Dharthiir and Taki to duel), allowing Taki to strike at the lich. But this undead turning on Despana&#039;s own forces phenomenon, whatever the cause of it, helps support the hierarchical control disruption premise used in this document.&lt;br /&gt;
[619.3] This is also throwing shade on [[Ilynov Journal]]. It has Taki Rassien gathering the Sabrar with Despana threatening &amp;quot;even the mighty Vaalor&amp;quot; in April -15,187 , and then Taki &#039;&#039;&amp;quot;prepares for a battle at ShadowGuard&amp;quot;&#039;&#039; in January -15,186 (the forces described as already besieging ShadowGuard at this time with &#039;&#039;&amp;quot;a surprise attack on the forces besieging ShadowGuard&amp;quot;&#039;&#039;), then news of Taki&#039;s defeat in the city in November -15,186 (which [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document has happening in early August.) This makes the month vs. one day tension even worse, so as noted in other footnotes here, it can be reconciled by having Dharthiir not seriously trying to take ShadowGuard at first but instead bottling up the pass around the mountains.&lt;br /&gt;
[620.1] This notion of emphasis-on-what-counts is the way to reconcile these contradictory documents. The &amp;quot;[[History of the Faendryl]]&amp;quot; can be using &amp;quot;Undead War&amp;quot; to refer to the entire 5,000 year period Despana was known to exist by the Elven Empire. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is using a few hundred year date range, reinterpreted here to refer to comparatively low level pre-&amp;quot;Surge&amp;quot; skirmishes with Dharthiir and his allied forces (though this requires bending its timing, which has them only starting to deal with it after ShadowGuard falling.) The relatively short war with a stalled battlelines/front is treating the Battle of ShadowGuard as the start of the Undead War and not that long period Dharthiir was up to hijinx leading up to it. Which incidentally gives everyone a few centuries to know who and what Dharthiir was prior to ShadowGuard (which is still haunted with undead in the present day, having been turned into a haunted place with corruption and so forth.) &lt;br /&gt;
[620.2] There might also be some relatively static presence of Undead forces at ShadowGuard for a longer period of time, then a lightning fast surge through the western provinces, with Dharthiir showing up at ShadowGuard (with a sudden increase in hazards / ability) to then lead an eastern offensive toward Ta&#039;Vaalor after catching the Vaalor legions off guard. This would give some flex time for other Houses not cooperating, the year prior time span in the &amp;quot;[[Ilynov Journal]]&amp;quot; document, and some sense to &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot; At last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense&amp;quot;&#039;&#039;, when a one month time window would seem too short / recent for that wording. But this point is trying to reconcile the &amp;quot;Ilynov Journal&amp;quot; and &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document extended time spans for ShadowGuard with the time spans in &amp;quot;History of Elanthia&amp;quot;, which instead made it sound like an advancement into Elven territory toward Ta&#039;Vaalor and then Taki and the Sabrar going to a fortress in the invasion path to &amp;quot;make a stand&amp;quot;, and then immediately getting steamrolled, while there is no geographical reason the Undead horde should have waited around ShadowGuard that long if it&#039;s as far inland and wide open as shown on the current Elanith map.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185.[621] Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year.[622] It is generally accepted that the war lasted for years.[623] There are even some races who conflate the Undead War with the whole Age of Chaos.[624] There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years.[625] The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade.[626] What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard.[627] Despana&#039;s capacity for rapid escalation was contrary to her own precedent.[628] The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.[629]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[621] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Vaalor journal documents use these dates, though the Vaalor ones are converted into the Vaalor calendar equivalent. The [[Ta&#039;Illistim Monarchs]] document also uses -15,185 for the end of Lanenreat&#039;s reign (using Illistim dates), having been (de facto) deposed during the Undead War. It actually treats Laibanniel in -15,185 as overseeing the &#039;&#039;&amp;quot;initial defense of Ta&#039;Illistim&amp;quot;&#039;&#039;, which means implicitly it&#039;s using the -15,186 date for ShadowGuard, and Lanenreat had resigned for failing to contain Despana and her hordes. This implies something happened to Ta&#039;Illistim after ShadowGuard. The Lanenreat section saying &amp;quot;hordes&amp;quot; and Laibanniel section saying &amp;quot;undead hordes&amp;quot; is a seed for a coming paragraph to say it was Dharthiir&#039;s orc/troll/etc. allies in the mountains that hit Ta&#039;Illistim at first. Which geographically makes sense.&lt;br /&gt;
[622] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and &amp;quot;[[Elanthian Gems]]&amp;quot; in the jet section, which uses the sylvan dates, have -15,188 for the Battle of Maelshyve, which by definition has to happen later than the Battle of ShadowGuard.&lt;br /&gt;
[623] &amp;quot;[[History of Elanthia]]&amp;quot; had said it lasted for years: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039;&lt;br /&gt;
[624] The Giantkin history could be read this way. But &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound that way very directly.&lt;br /&gt;
[625] This could be just very loosely referring to the whole period Despana was known about. But &amp;quot;[[History of the Faendryl]]&amp;quot; only gives a couple of Patriarchs for the entire 15,000 year period between the Undead War and the Ashrim War. It was pretty clearly written to imply the Undead War was very long and the underground period up to the Ashrim War was relatively short. These Patriarch numbers need to be retconned in some way, such as state sanctioned history redacting the Patriarchs in the underground period, or re-numbering the earlier Patriarchs.&lt;br /&gt;
[626] Doing it this way just means a digit error is being done, where instances of -15,186 should be saying -15,196. Or the equivalent in the other calendar systems. Then there&#039;s a reasonable length total war phase and the Battle of Harradahn fits.&lt;br /&gt;
[627] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[628] This is extrapolation from the time gap in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[629] This is going off the timing in &amp;quot;[[History of Elanthia]]&amp;quot;. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] twists it somewhat, having a month long siege of the same place (or closer to a year long siege in [[Ilynov Journal]] and over a year of threatening Vaalor), and then Taki Rassien showing up (after over half a year in Ilynov Journal but only a one month reinforcement call delay in ShadowGuard journal) and that part being the 1 day event. Whereas &amp;quot;History of Elanthia&amp;quot; words it as a month long advance, &#039;&#039;&amp;quot;cut[ting] a swathe&amp;quot;&#039;&#039; into Elven territory, up to the point it was threatening Ta&#039;Vaalor itself. (ShadowGuard is also represented as significantly north of Ta&#039;Nalfein on the Elanith map, about the distance from Tamzyrr to Brisker&#039;s Cove, with no apparent reason why Dharthiir should not just ignore it and go around it.) A static siege at one location is nominally inconsistent with &#039;&#039;&amp;quot;progress was lightning fast, easily destroying what little resistance they met in the outlying provinces&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;the battle of ShadowGuard lasted less than one day.&amp;quot;&#039;&#039; The prior dig on war memoirs is taking some of the edge off this point. The premise that this &amp;quot;shocked [the other houses] into cooperating&amp;quot; originates in &amp;quot;History of Elanthia&amp;quot;, where &amp;quot;at last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense.&amp;quot; This document also presses into the point of the Elven empire&#039;s &amp;quot;outlying provinces&amp;quot; away from the East as having been hit especially very badly, which has never really been elaborated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.C The Faendryl Exile [630]&lt;br /&gt;
&lt;br /&gt;
What the Elves had failed to understand was that Despana had united the malign factions of the southern wastelands, and over those many long years there was a merger of the traditions of the black arts.[631] There was a leap in the arts of necromancy because it was felt as an abrupt revelation.[632] In the first month of the invasion, what might be called the Surge, the Undead were regarded as a conventional but mindless force.[633] It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir.[634] They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders.[635] House Vaalor was, bizarrely, the path of the invasion.[636] With the benefit of hindsight, it is now believed Dharthiir intended to make his forces be surrounded as a tumor in the very center of the Empire, which at the time was regarded as illogical and suicidal.[637]&lt;br /&gt;
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[630] This is setting the fusion of black arts traditions on the one hand, and then the conditions for those spilling over into Faendryl sorcery, and vice versa, to help explain the later widespread use of the dark sorcery paradigm.&lt;br /&gt;
[631] This is an embellishment. Since we have heterogeneous smaller scale factions existing in that region, and Despana having come to dominate that region, and Dharthiir having made allies of various races against the Elves, it is a sensible consequence of this that these stipulated &amp;quot;black arts&amp;quot; traditions would be merging in Despana&#039;s long dormancy period in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Then from the point of view of the Elven Empire, there would have been a sudden burst in unfamiliar necromancy. &lt;br /&gt;
[632] More subtly, this document is creating an internal logic for the Book of Tormtor possibly being more myth than fact, because it would have been tempting to erroneously assume some ancient dark magic was discovered and rapidly acquired by way of an artifact. It could instead be that a lot of merging and innovation was done to large scale and only revealed all at once.&lt;br /&gt;
[633] The phrase &amp;quot;the Surge&amp;quot; is totally made up. &amp;quot;The Undead&amp;quot; is being used as a proper noun for Despana&#039;s horde. This is following off the Undead War section of &amp;quot;[[History of Elanthia]]&amp;quot;, and to some extent the early parts of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document. &amp;quot;the Surge&amp;quot; is creating a distinct phase of the Undead War that allows some flex on the timing. There can be some earlier stuff happening, but then a sudden escalation with ShadowGuard getting overrun as they shifted gears and began pushing northeast into the core Elven Empire. &amp;quot;the southeastern outlands&amp;quot; is talking about pressing into and building up toward ShadowGuard.&lt;br /&gt;
[634] This is cross-referencing &amp;quot;[[History of Elanthia]]&amp;quot; wording with the Elanith continent map, which wasn&#039;t really defined yet when &amp;quot;History of Elanthia&amp;quot; was written. This approach is really &#039;&#039;&amp;quot;the heart of the Elven empire&amp;quot;&#039;&#039;, so &#039;&#039;&amp;quot;the outlying provinces&amp;quot;&#039;&#039; should refer instead more to the western territories, where there would be weaker concentration of forces. And the framing we have given of sovereign land claims being in the way of each other and not allowing military border crossings.&lt;br /&gt;
[635.1] The borders line is a slight embellishment from &amp;quot;History of Elanthia&amp;quot; saying &#039;&#039;&amp;quot;no house would commit troops to defend the territories of another.&amp;quot;&#039;&#039; It would not be possible for some of these land locked Houses to get their troops anywhere without going through the main lands of another House, so what we&#039;re doing here is interpreting this line as meaning something more to the effect of &amp;quot;defend the [outlying province claims] of [other Houses].&amp;quot; This is trying to make sense of the line &#039;&#039;&amp;quot;Each house wished the glory of vanquishing the Undead for themselves&amp;quot;&#039;&#039;, because in terms of the continent map, only Houses Vaalor and Nalfein were geographically positioned to be fighting the invasion. So we have to assume this involving those western provinces which are ill-defined.&lt;br /&gt;
[635.2] We are also tacitly committing to a model of forces moving north into the West (in terms of outlying provinces) because Despana&#039;s progress being lightning fast, and within a month threatening the heart of the Elven Empire, because in terms of the actual continent map there is not much distance between Maelshyve and core Elven or even Vaalorian territory. And if the only thing that&#039;s happening is the thrust toward House Vaalor, the stuff about the other Houses wanting the glory for themselves becomes incoherent. It makes more sense for that to be talking about defending their Western provinces.&lt;br /&gt;
[636] This is referring to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Within a month, the Undead had cut a swathe to the heart of the Elven empire, threatening Ta&#039;Vaalor itself.&amp;quot;&#039;&#039; This has to be interpreted delicately to reconcile it with the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document and ShadowGuard&#039;s position relative to the Sylvans in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. Some of the pressure can be taken off by instead reading it as the horde kept moving onward toward Ta&#039;Vaalor after ShadowGuard. The notion here is Dharthiir directly going after Vaalorian fortifications (e.g. ShadowGuard) and moving in an arc toward Ta&#039;Vaalor while skirting the territory of House Nalfein. And then House Nalfein is not defending Vaalor fortifications, the whole not defending each other&#039;s stuff situation. Second Age borders are not defined. But it would be plausible that House Vaalor had its own land access around the southern DragonSpine for moving its legions.&lt;br /&gt;
[637] This is an embellishment. The strategy is based on extrapolating from the threads in the lore that indicate the use of disease magic and the wounded living turning into undead. It changes the logic of what makes sense for deploying armies. Dharthiir is getting into a close up melee fight with the infantry forces House and doing that damage up front before the longer-run fight with the more magic oriented houses. This logic is also motivating the orcish raids on House Illistim at almost the same time postulated later in this document. Also because of Lanenreat lore and the distance from the Undead. However, this wording is partly leaning on the position of ShadowGuard on the current Elanith map, which is probably much too far north given its implied latitude in the Sylvan documentation. If ShadowGuard were instead placed near the pass leading around the DragonSpine Mountains, on the edge of core Elven territory, the Surge would be mostly heading north into the Western provinces in the first month with some build up at ShadowGuard, then it shifts northeast focused and starts steam rolling toward Ta&#039;Vaalor when ShadowGuard falls. This line is also about reconciling why this is largely bypassing House Nalfein, which for a living military would make supply lines vulnerable to being cut off and then surrounded, and has Dharthiir (who doesn&#039;t take to the field until two weeks into it in the soldier journal document) not immediately trying to take ShadowGuard but instead having a temporary false stalemate while the Western provinces fall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces.[638] This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades.[639] This temporarily disrupted the hierarchy of the Undead.[640] There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.[641]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[638] This line is inspired from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]] document.&lt;br /&gt;
[639] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;, but the specific detail of Taki and Dharthiir vanishing in a sword clash comes from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The &amp;quot;[[Ilynov Journal]]&amp;quot; document suggests the details of this were still not known a century later, and this journal is retrieved back in 2014. It is implicitly a sorcerous backlash from the clash of the incompatible essences in the swords, similar in principle to when the Griffin Sword shattered in the duel between Morvule and Ulstram, and this sorcerous backlash must have thrust them out of this reality.&lt;br /&gt;
[640] This is an embellishment. It is reasonable to think this temporarily disrupted things with the Undead, giving breathing space for the Faendryl to take unified command of the situation. Dharthiir probably wasn&#039;t the only lich, though, so the emphasis here is on temporary. This line does two things. It gives a hook for the Faendryl to recognize the hierarchical dependency of Despana&#039;s undead army. And it tacitly acknowledges ShadowGuard is still overrun with Undead in the present day. ShadowGuard has been visited in this way during storyline events. So this document treats it as a place that became haunted.&lt;br /&gt;
[641] The document is being non-commital on whether this was pre-planned, or Despana shifted gears temporarily when Dharthiir went missing. This line is meant to explain the [[Ta&#039;Illistim Monarchs]] document having Lanenreat resign, when the Undead should not have been near House Illistim, and her successor doing the initial defense against the *undead* hordes. It geographically makes sense that Despana&#039;s orc/troll and maybe minotaur allies in the mountains would hit House Illistim first in an eastern campaign. The Mirror Valastiel&#039;s personal diaries were also stored in Library Aies, &#039;&#039;&amp;quot;but were lost during the Undead War with Despana.&amp;quot;&#039;&#039; This creates a strong implication that Library Aies was damaged during a siege or sacking event, while the Undead front lines should not have been anywhere near Ta&#039;Illistim. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command.[642] They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana.[643] However, in what was a supreme irony and reversal of the natural order, time was working against the Elves.[644] The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics.[645] Where there were battle lines held in the southeast, there was widespread chaos and death in the West.[646] Plagues were spreading that had been made through dark sorcery.[647] Blights were killing the fields and wildlife.[648] The living were in very serious danger of widespread famine and mass starvation.[649] It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners hid the desolation of the West to prevent demoralization.[650]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[642.1] Houses Vaalor and Nalfein would have taken the brunt of the Undead invasion for geographical reasons. This line is adding in House Illistim getting hit out of the mountains as an extrapolation from the [[Ta&#039;Illistim Monarchs]] document. That House Faendryl was able to unify command under these conditions is given in &amp;quot;[[History of Elanthia]]&amp;quot;. They grouped forces to the west of ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which does not make much sense unless ShadowGuard is significantly further south than the current [[Elanith]] map depicts and House Nalfein further east is getting hit by Despana&#039;s forces out of ShadowGuard.&lt;br /&gt;
[642.2] The most current map of Elanith places ShadowGuard much too far inland (and would be a more reasonable location for Harradahn), about as far north as Brisker&#039;s Cove while Maelshyve is roughly as far south as Idolone. This is awkward because it means this Undead horde under Dharthiir is passing right through core Nalfein territory, ignoring House Nalfein and apparently not being fought by the Nalfein. This is awkward enough that the map should probably be retconned, and arguably is not consistent with other documentation. &amp;quot;ShadowGuard&amp;quot; in the Second Age would more sensibly have been between the Sylvan settlement of Nevishrim and Ta&#039;Nalfein or what is now Feywrot Mire, which makes much more sense for Sylvan scout and army grouping positioning relative to ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot;The elves, shocked by the loss of ShadowGuard, a site less than 100 miles to the east, welcomed the sylvans and fervently sought their allegiance against the forces of Despana.&amp;quot;&#039;&#039; ShadowGuard would then be sensibly named with the specific Second Age purpose of guarding against bad stuff coming out of those southern wastelands, and effectively analogous to Minas Morgul which was the forward most fortress guarding against Mordor and is now haunted with undead. Then the fortress would be a kind of choke point that Dharthiir can&#039;t just go around, and makes this House Nalfein issue not a problem. The horde can keep heading toward Ta&#039;Vaalor after ShadowGuard at this position and the original wording still makes sense.&lt;br /&gt;
[642.3] Following off note 642.2, with the lightning fast progress happening in the West, the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] depicting a month long (or longer in &amp;quot;[[Ilynov Journal]]&amp;quot;) siege can be reconciled with &amp;quot;[[History of Elanthia]]&amp;quot;. Dharthiir would be bottling up Elven land forces at a choke point while hordes wreaked havoc in the Western provinces, and only then committing to a &amp;quot;Surge&amp;quot; northeast. But this would require changing the Elanith map to put ShadowGuard farther south as the border of the core Elven Empire. The wording in this document about focusing on House Vaalor as the invasion path in contrast is allowing House Nalfein to be temporarily bypassed. Since Dharthiir gets taken out at ShadowGuard, we would read it as his strategy being continued, cutting the swathe toward Ta&#039;Vaalor.&lt;br /&gt;
[643.1] The Battle of Harradahn is mentioned in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, dating it as the following year is the chronology convention explicitly chosen earlier in this document. The stalemate was established in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039; This incidentally contradicts the 1 year timing in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, but the daily heavy casualties does not allow a very long period of war on this scale. That&#039;s why this document uses approximately 10 years. The Undead advance after ShadowGuard into Vaalorian territory can be fast (after initial disruption with Dharthiir gone), then slower, then stalemate after Harradahn. Also, with the existence of these front lines and a lightning strike being done on Maelshyve, this document supposes a bunch of Despana&#039;s forces were not actually at Maelshyve. This bolsters the vulnerable-hierarchy strategy argument for a decapitation attempt and why her forces apparently fell apart fast with Maelshyve. &lt;br /&gt;
[643.2] &amp;quot;[[History of Elanthia]]&amp;quot; does not say who among the Elves made alliances with the non-elven races. [[Ta&#039;Illistim Monarchs]] has Laibanniel &#039;&#039;&amp;quot;formed the first official alliances with non-elves&amp;quot;&#039;&#039;, but this may only be talking about House Illistim. With the way it is framed in this document, it would make sense for this to have been the Dwarven overking of Kalaza, due to the orcs and trolls. That would plug into what Rhak Toram meant about how they were veterans of the &amp;quot;orc wars.&amp;quot; Though &amp;quot;[[History of Dwarves]]&amp;quot; says there was sadness after the Battle of ShadowGuard, and does not specify the details of the &#039;&#039;&amp;quot;Elven request for help.&amp;quot;&#039;&#039; &amp;quot;[[History of the Sylvan Elves]]&amp;quot; has sylvans contacting the elves first, after the Battle of ShadowGuard, though the chronology of this is suspect. It uses a date range of -15,400 to -15,180. It does have the Eranishal legions with &#039;&#039;&amp;quot;a top-notch army of Faendryl elves&amp;quot;&#039;&#039; in -15,195 at the Battle of Harradahn. In &amp;quot;[[History of the Truefolk]]&amp;quot; it is Faendryl emissaries that go to talk to the halflings. It isn&#039;t defined in &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[644] Elves having the advantages of being very long lived and able to outlast things and wait things out. But also being slow-breeding.&lt;br /&gt;
[645] This is a logical consequence of having an undead army, and the trope is seen in other settings, such as the White Walkers of &amp;quot;Game of Thrones&amp;quot; (though they move forward very very slowly, not needing to be in any kind of rush.) The one complication in this is that Despana&#039;s hordes included the living, which do have such constraints, and there were a lot of these at the routing at the Battle of Harradahn which was later than the Battle of ShadowGuard.&lt;br /&gt;
[646] This is cross-referencing the stalemate of front lines in &amp;quot;[[History of Elanthia]]&amp;quot;, while also more explicitly including the detail of the very rapid conquest that had been done in the &amp;quot;outlying provinces&amp;quot; of the Elven Empire, and details such as &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about the crops rotting in the fields. Part of the logic here is that if the elves are holding a front line against the heart of their empire, they&#039;re not logistically in a position to do much to protect outlying provinces in the west.&lt;br /&gt;
[647] This is generalizing from the Red Rot and the festering wound kind of stuff in &amp;quot;[[Giantkin History]]&amp;quot; and the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The Red Rot itself is particular to the Dwarves going up against undead in Maelshyve, but it does not need to be the only disease curse.&lt;br /&gt;
[648] There is some indication of this in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and it is a sensible thing a necromancer enemy would have done. It is partly inspired by Raznel&#039;s blight around Darkstone Bay. Volume 2 talks about desecration witchcraft, and earlier in this document talked about warding charms to protect crops from witchcraft. &amp;quot;Blight&amp;quot; generally refers to plant disease, but I&#039;m having wildlife in turn getting sick from it, much as with Raznel&#039;s blight.&lt;br /&gt;
[649] This logically follows from the premises, combined with the high mobilization levels, and the population disruptions in general. (e.g. humans leaving to join Despana)&lt;br /&gt;
[650] These several lines are inspired by Germany in World War I. The Kaiser himself did not know Germany was on the brink of having to surrender, because his generals hid the direness of their logistic situation under the British naval embargo and so forth. There was just stalemate fighting on the front in France, so to people in Germany, there was no reason to perceive themselves as losing the war. This information asymmetry is setting up some premise for why the other Elven Houses regarded what the Faendryl did at Maelshyve as unjustified and why the Faendryl rulers said there was no other way. The previously framed notion of a long build up of black arts traditions merging is also World War I inspired, based on the long delay since the Franco-Prussian War having masked how much more destructive war technology had become, with the analogy being between the attitudes at the start of World War I and the Elven Houses glibly viewing defeating the Undead for their own glory, followed by war trauma from getting mugged by reality. This is setting up the trauma responses and resentments for the post-war period. The nationalist withdrawing and implicit autarky is reminiscent of post-WW1, but the decolonization is more like post-WW2.&lt;br /&gt;
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The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve.[651] By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed.[652] The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead.[653] What needed to be done was to banish them from this reality entirely, so that it would be impractical or impossible for them to make it back to this world.[654] The other problem was actually reaching them.[655]&lt;br /&gt;
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[651] So these resources and logistical conditions and so forth, a direness situation only fully understood by the centralized war planners, compel a need for a lightning strike. Which is informed by the Undead hierarchy/leverage conditions.&lt;br /&gt;
[652] This is rooted in the earlier premise of large numbers of weak undead, which are comparatively easy / safe to kill when dispersed in small numbers, and the otherwise natural fractiousness of the allies in Despana&#039;s coalition.&lt;br /&gt;
[653] This is a reasonable surmise with Dharthiir being an Arch-Lich, and it should follow that there would be lesser liches. Difficulty keeping permanently dead is foundational to the lich archetype, so there&#039;s some notion here of phylacteries in Maelshyve or whatever.&lt;br /&gt;
[654] This is giving a very specific role to the use of the veil tearing version of Implosion in destroying Maelshyve, and making consistency with &amp;quot;Maelshyve&amp;quot; in DragonRealms having been an extraplanar exile returning to Elanthia, and possibly even tying into how there are liches (who carry their own phylacteries) in the Scatter. The Rift would then be a hook for the threat of Undead War figures returning eventually, though the Rift itself is effectively a prison. Since this document has Vvrael cultists in the southern wastes, it might be this is how at least some of them ended up in the Rift in the first place. This would also help explain the Vvrael quest premise of Daephron Illian studying ancient Vvrael related texts during the early exile in Rhoska-Tor.&lt;br /&gt;
[655] There were front lines between the Elven Houses and Maelshyve. But then there&#039;d also be a mass of forces guarding Maelshyve Keep. So the issue becomes how do you get these lieutenants all concentrated in close quarters to banish them from this reality all at once in an implosion. If you just implode Maelshyve at the outset, you have Undead leaders not inside the fortress for it, and you still have a problem. (Though the ones bound to phylacteries in Maelshyve get destroyed even if they are somewhere else, leaving fragmented or leaderless undead hierarchy in other places; and if there were phylacteries hidden elsewhere or being carried by the liches, the liches themselves are banished off world.) There&#039;s some awkwardness in the basic story premises from &amp;quot;[[History of Elanthia]]&amp;quot; --- how do you go from stalemate frontlines to Despana&#039;s armies &#039;&#039;&amp;quot;said to have been utterly destroyed&amp;quot;&#039;&#039; from a lightning strike on Maelshyve (i.e. why would they all be there), and why not implode Maelshyve at the very beginning. (&amp;quot;[[History of the Minotaurs]]&amp;quot; is an existing canon example of survivors of Despana&#039;s forces.) So this document is going with the Faendryl trying to delay/avoid doing it, until the situation showed it was necessary, for the political cover of how they know everyone is going to react to it. Along with a strategy of making sure her liches are all taken out with her, especially with the uncertainty on whether phylacteries or where they were all located. There might be some more premise to be had of the horde pulling back and concentrating in a mass at Maelshyve since the allied forces were doing a lightning strike toward it, and then it&#039;s a matter of using the demons to get them to all go inside the fortress. But generally a lightning strike in a static front line situation suggests the Elves were leaving their cities wide open to invasion to pull this decapitation attempt.&lt;br /&gt;
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It was decided that the only choice was to summon a great number of powerful demons from the high ground.[656] These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces.[657] These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes.[658] The rotting corpses would then be broken from their command hierarchy, following either the demons, or instinctively turning on the living warriors that were allied with Despana.[659] They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress.[660] The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality.[661] But the Faendryl ruling class was aware that the other Houses would never agree to these actions.[662] Nor would they even see it as necessary from not knowing the true direness of the situation.[663]&lt;br /&gt;
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[656] The allied forces being higher up on slopes with Maelshyve in a &amp;quot;valley&amp;quot; below and the demons spreading through the valley is framed in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The high ground aspect is about relatively uncontrolled demons generally moving in the right direction.&lt;br /&gt;
[657] The Rhak Toram quote calls it &amp;quot;plains&amp;quot; around Maelshyve, though I think the general Rhoska-Tor region should have badlands geology, with tuffaceous sandstone in addition to limestone plateau for the plains, with igneous intrusions and outcroppings. Generally speaking, this reaction of the living to the demons is leveraging off the Breaking from the Third Elven War in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, and the general notion of some demons having chaotic/evil auras analogous to undead sheer fear. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also talks about wildlife scattering and fleeing when the demons were summoned, but that version weirdly describes trees in the vicinity. But it also establishes that the area is hilly: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039;&lt;br /&gt;
[658] This is a critical premise. The Cleric repel spell lists (at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written) used to classify the level of undead relative to &amp;quot;the lesser demonic&amp;quot; and &amp;quot;the greater demonic.&amp;quot; It isn&#039;t obvious in the Rolemaster bestiary context of 1995 that the undead would have any instinct to attack demons, and there&#039;s a strong argument that these mindless undead would instinctually obey dark demonic fiends. So these demons would rip away control from the undead lieutenants, much as combat demons can steal the minor demons that are summoned by Sorcerers in game mechanics. There is indication of control disruption and turning on the leaders in the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document, even if the way it is described sounds implausible (e.g. maybe the thaumaturges stumbled on something that worked as control interference at that moment, similar in  a way to the Order of Voln symbol of submission.)&lt;br /&gt;
[659] This makes the use of demons not about raw brute force, but because the special intrinsic nature of the demons and their relationship with the undead. So using a bunch of elementals, for example, would not work in this same way. The point is to drive everyone (especially the undead) into Maelshyve Keep for the implosion. So if the undead are instinctually turning on Despana&#039;s living forces, they are going to turn around and retreat into the fortress, since they are being flanked on all sides.&lt;br /&gt;
[660] This is the straight forward logic of what would happen if Despana and her lieutenants lost control of the bulk undead in this situation.&lt;br /&gt;
[661] This is a specific means to a specific end, but it causes permanent damage to the veil in an old place of the Ur-Daemon.&lt;br /&gt;
[662] This is set up from the prior framed anathema of the southern wastelands and demonic summoning and all that in this document, as well as the unknowable Ur-Daemon hazard that the Illistim mages talk about in &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[663.1] This embellishment is from the premises established in this document. This helps rationalize why the Faendryl waited for banshees to throw their own side into disarray and retreat before executing the strategy they had already planned. It&#039;s because they know the blowback that will happen from it. This is also about making it clear that their &#039;&#039;&amp;quot;new magic&amp;quot;&#039; was not actually new magic, it was forbidden and condemned magic that the others would not have agreed to using. &lt;br /&gt;
[663.2] Any sort of premise of &amp;quot;well people did not know&amp;quot; in GemStone depends to a significant extent on tamping down on the scope of NPC magic such as portals and scrying methods. But what we&#039;re getting at here is more along the lines of logistical matters of quantity, which is more abstract and centralized control of information over a relatively short span of years. It could be known things are rough in the West (imagined as the Houses having some raw resource economic dependency on as outlying provinces), but at the same time not really known how material resources have been tapped out. That the state of total war would be imminently unsustainable, which is roughly the same thing as a not-obvious but impending sudden collapse.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war.[664] The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts.[665] Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners.[666] Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies.[667] But it was the demons themselves that were the greatest outrage.[668] Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop.[669] It was feared that the Arkati themselves would strike down on the Elves in retribution for this violation.[670] The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.[671]&lt;br /&gt;
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[664] It does not make sense for it to actually be &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; for a lot of reasons, ranging from Marlu and Marlu worshippers to how far back in time Elizhabet Mahkra and the Enchiridion Valentia had to be, due to the timing framed in &amp;quot;[[History of the Faendryl]]&amp;quot;. Some of the other allied races might have perceived it as new magic or taken its newness on face value.&lt;br /&gt;
[665] This is the premise set up by this document. It&#039;s the more consistent and better reading of existing documentation that talks about it as &#039;&#039;&amp;quot;new magic.&amp;quot;&#039;&#039;&lt;br /&gt;
[666] This is represented in various history documents. It is stated explicitly in &amp;quot;[[History of the Truefolk]]&amp;quot; of the Paradis Halfling reaction, and &amp;quot;[[History of Elanthia]]&amp;quot; said: &#039;&#039;&amp;quot;All the Elven houses were appalled at the spells the Faendryl had unleashed. The summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039; There is another thread, represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, where upset comes from demons having gotten loose and attacked allied armies. But the foundational premise was being appalled at demonic summoning in itself. So this document uses that as the central complaint.&lt;br /&gt;
[667] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot; With so many of the sorcerors never having cast the spell before that day, and in such a vast context, it was inevitable that some would falter and lose concentration.&amp;quot;&#039;&#039; It is also helping frame that demonic summoning was not actually common in House Faendryl in this time period, that &amp;quot;[[History of the Faendryl]]&amp;quot; is being misleading on that issue.&lt;br /&gt;
[668] This is referencing &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot;summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039;&lt;br /&gt;
[669] These two lines are based on the Illistim mages complaint about the Ur-Daemon risk in &amp;quot;[[History of Elanthia]]&amp;quot;, and the unhealing tear in the veil at Maelshyve that is mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. They might also have argued that throwing Despana and her high minions offworld in some unpredictable way leaves open the hazard of them returning later, where we cannot be certain they were actually destroyed.&lt;br /&gt;
[670] This is made up. It&#039;s partly playing off the &amp;quot;undemanding liege lord&amp;quot; characterization. It&#039;s plausible in light of the Ur-Daemon risk argument, and the &amp;quot;great chain of being&amp;quot; worldview framed by this document. This kind of thinking may have made more sense in the Second Age to the Elves. (e.g. the [[History of Leya|Leya legend]] is at least quasi-historical, with Kai coming down to watch Elven Empire tournaments and so forth). The Arkati may be more aloof these days. In the I.C.E. setting they would go through phases of being more and less in contact with the world. It also has concrete precedent in the game itself. Charl destroyed / [[Solhaven Cataclysm|flooded Solhaven]] in reaction to the elemental plane accident there while messing with plinite in 5109.&lt;br /&gt;
[671.1] This is the general premise in multiple documents. In &amp;quot;[[History of Elanthia]]&amp;quot; it is: &#039;&#039;&amp;quot;The Faendryl argued that it was necessary, that Despana would have won without these magics. The other houses did not agree. They expressed their outrage by expelling the Faendryl from the empire.&amp;quot;&#039;&#039; Patriarch Unsenis was arguing it in &amp;quot;[[History of the Faendryl]]&amp;quot;. But then he died and his successor Patriarch Cestimir lacked clout in the other courts. &lt;br /&gt;
[671.2] There is no framing on what the imagined alternatives were, but the Illistim plausibly might have argued something like that with a high risk lightning strike being committed to, Despana&#039;s hierarchical control could have been magically interfered with in some more direct way (e.g. anti-magic), and elementals could have been used instead of demons for raw force, and then Maelshyve incinerated with a major flooding into the elemental planes (instead of the interplanar void with implosion.) The Faendryl would argue that is not as effective, not nearly as likely to work as a permanent solution due to the liches, not knowing for certain the phylacteries or analogous anchors are even in Maelshyve, etc. Ironically, this extreme elemental action should instead be used by the Faendryl at Ta&#039;Ashrim, who were burnt up. (Lyredaen confirmed the word roots for Ashrim were ash + grim.) Consistent with the non-canon Sea Elf War ship journal, where it was incinerated. The [[forehead gem]]s loresong also showed smoldering ruins of buildings, which implies heat was used. It would also make more sense for something other than implosion and demon summoning to have been used for destroying the whole of Ta&#039;Ashrim all at once off a relatively small number of Faendryl spellcasters taking extreme methods into their own hands. (There is a mechanics implied limit to how close casters can make implosions to each other, and even what was done at Maelshyve was destroying one fortress building. They could conceivably have done widespread immolation, for example, along with big implosions to create scouring currents of flame throughout the city.)&lt;br /&gt;
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&lt;br /&gt;
There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180.[672] House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim.[673] They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses.[674] The Faendryl monarchy instead became more absolutist.[675] There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms.[676] It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly.[677] The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority.[678] They argue their royal line was always the most stable after the founding era.[679] These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay.[680] The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other.[681] The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot;[682]&lt;br /&gt;
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[672] This is an embellishment extrapolating from Lanenreat resigning during the height of the Undead War in the [[Ta&#039;Illistim Monarchs]] document, which was the councilors and people basically ending dynastic rule in House Illistim. It is giving some more political dimension to how the Faendryl exile happened by having some French Revolution vibes. It&#039;s also setting up divergent views, where the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document talks of this as progress, while the Faendryl commit to their absolutist monarchy.&lt;br /&gt;
[673] This is an embellishment. Lanenreat resigned. But it is framed as her having lost faith and support of her councilors and people, so her abdication is apparently more of a &amp;quot;resign or we&#039;ll fire you&amp;quot; thing. This document interprets some tacit things in the player-accessible version of [[Ta&#039;Illistim Monarchs]] as implying Ta&#039;Illistim got sieged/sacked at some point during the Undead War.&lt;br /&gt;
[674] This is talked about in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document and illustrated in the [[Ta&#039;Illistim Monarchs]] document. The extent to which child of monarch is favored to be made successor may vary by House, as King Eamon was the son of the previous Ardenai king (e.g. &amp;quot;[[Timeline of Elanthian History]]&amp;quot;)&lt;br /&gt;
[675] This is a slight embellishment, with the Faendryl being an absolute monarchy in any case.&lt;br /&gt;
[676.1] The advancement premise with councils taking more power from monarchs is given in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document, which contrasts it with the bloody family politics of the Faendryl, which it says still does hereditary rule. &amp;quot;[[History of the Faendryl]]&amp;quot; says the Patriarchy is by blood. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; vests all power in the Patriarch for designating successors, but also says the Patriarch &#039;&#039;&amp;quot;is raised and trained from birth in the mastership of governance and the duties that fall under its mantle.&amp;quot;&#039;&#039; It says &#039;&#039;&amp;quot;patriarchal succession is not necessarily hereditary&amp;quot;&#039;&#039; and the Patriarch could &#039;&#039;&amp;quot;choose someone not of blood relation&amp;quot;&#039;&#039;, but has that implication of tendency toward blood relation successors. If the &amp;quot;History of the Faendryl&amp;quot; document is to be believed, then cross-referencing it with [[Ta&#039;Illistim Monarchs]] and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, the Faendryl only had one coup incident in the Second Age and the Illistim had worse in the same time period. But &amp;quot;History of the Faendryl&amp;quot; probably has to be treated as whitewashing or omitting things. So these sentences are about reconciling this issue with having contrary views of what is backwards.&lt;br /&gt;
[676.2] The Faendryl counterpart view is already established to some extent in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;: &#039;&#039;&amp;quot;Never again will history speak of the elven empire, because when our house stood resolute in its defense, the lesser houses succumbed to the decay of their ideals and visions. They chose destruction, while we chose preservation. For that choice, they sundered what we had saved and betrayed ten thousand years of brotherhood.&amp;quot;&#039;&#039;&lt;br /&gt;
[677] This is in [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document.&lt;br /&gt;
[678] It has undiluted authority of naming successors in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The way to reconcile these documents is for the Patriarch to often choose a blood relative, family politics stuff, but it does not automatically go the eldest child or first born son or whatever as it might in the Turamzzyrian Empire.&lt;br /&gt;
[679] This is the comparative on &amp;quot;[[History of the Faendryl]]&amp;quot; with [[Ta&#039;Illistim Monarchs]], which are the only defined Second Age monarch lists. It should probably be the case that &amp;quot;History of the Faendryl&amp;quot; is omitting stuff that weakens this argument. It also includes within it that there are occasional coups, even though this is the highest unthinkable crime.&lt;br /&gt;
[680] This is an embellishment. It&#039;s just giving two sides to something [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] set up.&lt;br /&gt;
[681] This is pulling in the explicit premise of popular unrest given in this document, and giving some more motivation for the Faendryl arguments that the other monarchs were scapegoating them out of political opportunism.&lt;br /&gt;
[682] This is likewise inspired by Germany after World War 1, with the front line having been away from the population center, and then one day the leaders surrendered and the Kaiser abdicated. This is setting up wounded pride and jealousies in other Houses, and backstab myth stuff from ordinary population in House Faendryl who would not have known what their elites knew, feeling vilified for something they had nothing to do with. Elves were also getting huge doses of humility relying on the lesser races, and the Faendryl justification in this document&#039;s logic would have included resource arguments that would have involved economic dependence on labor from other resources and so forth, which would have been salt in the wound.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones.[683] The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein.[684] The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility to guard against whatever came or even returned from it.[685]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[683] The Patriarch switch and Cestimir lacking influence in the other courts is in &amp;quot;[[History of the Faendryl]]&amp;quot;. The scapegoating partly to protect their own thrones is based on the embellishment made earlier in this document, about Lanenreat having to abdicate because of public backlash. This is a new variation on the Faendryl view that it was political opportunism.&lt;br /&gt;
[684] This is from &amp;quot;[[History of Elanthia]]&amp;quot;. Houses Vaalor and Nalfein would have taken the most direct brunt of the Undead in terms of their lands, because of geography, and likely the greatest dose of forced humility being bailed out with &amp;quot;lesser races&amp;quot; allies, exacerbating the historical chaffing under Faendryl leadership.&lt;br /&gt;
[685.1] This is an embellishment. The premise of the unhealing tear is in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and it is cross-referencing that with the Illistim mages complaint about the Ur-Daemon hazard in &amp;quot;[[History of Elanthia]]&amp;quot;. There is also the Elven [[The Layman&#039;s Guide to Elven Heraldry|crests document]] where Cestimir has a quote about voluntarily cooperating with the exile: &#039;&#039;&amp;quot;Heraldric records of the era, however, list a quote from Cestimir Xisuthros Faendryl, Patriarch XXXV, as the disgraced Faendryl statement: &amp;quot;Respect our obedience and our power, if neither our leadership nor our intentions, and we will go in peace.&amp;quot;&amp;quot;&#039;&#039;&lt;br /&gt;
[685.2] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; document characterizes the Faendryl spin on cooperating with the exile this way: &#039;&#039;&amp;quot;It is only through madness that one can become an exile in their own lands. However, once confronted with the backs of our sisters and brothers, we deigned to depart from this place called home.&amp;quot;&#039;&#039;&lt;br /&gt;
[685.3] So this premise is extrapolating off that point in 685.1 and reconciled with 685.2, with the other monarchs telling the Faendryl rulers &amp;quot;you broke it you bought it&amp;quot; about Maelshyve, saying it was the Faendryl responsibility to reside there to guard against the hazard they created. This provides a prideful / high road leadership kind of rationale for why the Faendryl rulers did not tell them to go to hell and try to do autarky until everyone chilled out and let it go. (&amp;quot;[[History of the Faendryl]]&amp;quot; characterized it as a flare up of taking control of the Elven Empire just long enough to pull off the exile, so the long-term commitment needs motivation: &#039;&#039;&amp;quot;The other Elven Houses used the Patriarch&#039;s death to take control of the Elven Empire for long enough to exile the Faendryl to Rhoska Tor.&amp;quot;&#039;&#039;) Not 100% pure submission and surrender and humiliation and so forth, but a duty and rehabilitating penance, combined with internal popular unrest. &lt;br /&gt;
[685.4] It also explains why the exile had to be to this exact place and nowhere else in spite of all practical hardships and probably lack of coercive enforcement by the other Elves on that. Though people may have cut loose and left for less hardship, and the Faendryl whitewash over there having been deserters. (Pun? Desert?) With perhaps special contempt for those who took up that &amp;quot;right of return&amp;quot; premise this document makes up. This also relates to how the Armata still guards against the tear at Maelshyve, but for the past few hundred years has let demons wander toward the Turamzzyrian Empire as punishment for the Third Elven War.&lt;br /&gt;
[685.5] This is obliquely referring to the return of the demon demi-goddess &amp;quot;Maelshyve&amp;quot; from the [https://elanthipedia.play.net/Category:Planes#The_Planar_Void interplanar void] in DragonRealms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war.[686] Much of the Faendryl population was upset as well, having felt betrayed by their own rulers.[687] It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines.[688] It was decided that those who refused to renounce House Faendryl would be banished with their rulers to the wastelands.[689] Families both immediate and extended were torn apart.[690] Those who were involved in the two crimes against nature had no such leniency.[691] House Faendryl became disgraced, its crest and emblems no longer recognized.[692] The descendants of the exiled could only return by renouncing their heritage.[693] This right of return no longer exists. It was suspended as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.[694]&lt;br /&gt;
&amp;lt;pre{{log2|marin-right=350px}}&amp;gt;&lt;br /&gt;
[686] The &amp;quot;civil war&amp;quot; part is about the postulated popular unrest and resentment and anger, with the Faendryl rulers having prevented the Elves from winning legitimately, after having already relied on all those non-elves. The Elves would have regarded Despana&#039;s forces as racially inferior.&lt;br /&gt;
[687] This is an embellished premise, but we have generally treated these Houses as too monolithic. Joe six pack Faendryl would not have known anything about these demonic summoning plans, and suddenly is being treated like a Marluvian. This is inspired by the post-war reaction in Germany after World War I, the backstab myth that they were betrayed by their own rulers. There might even be some breakaway expatriates at this point for the opposite reason, being mad at the rulers for letting the other Houses exile them. The Faendryl exile is supposed to have torn families apart, and that should include within House Faendryl. They would just be loath to admit it now.&lt;br /&gt;
[688] These lines about the relationship of Elves to the House royalty is what is true in general. For example, [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] talks about how they all ended up ditching pure dynastic rule, though they still have high noble families that the monarchs are going to come from through councils.&lt;br /&gt;
[689] This is 100% made up. It&#039;s a nuance being invented to break up Elven collective guilt ideology into something more reasonable, and to accommodate the internal disagreements that ought to have existed. This also acts as ideological sorting and self-selection bias, helping push House Faendryl into a contrary direction on various matters.&lt;br /&gt;
[690] Extended family tearing up was always intentional with the Faendryl exile, but this brings in some U.S. Civil War immediate family splitting over politics. Likewise, migrations and marriages between Houses would give a lot of webbing between Houses, and it makes it more politically tractable with the angry public situation if the angry public is not also angry about the involuntary banishment of their own family members. This is also meant to get at why House Faendryl was not in a position to refuse. If you use the historical rule of thumb about thirds --- a third of the population supports, a third opposed, a third is neutral and wants to be left alone --- the exile conditions make House Faendryl lose over half of its population to varying forms of dissent.&lt;br /&gt;
[691] This is like a war crimes kind of clause. The people actually involved in the war planning and doing the demon summoning or implosion (the two crimes) cannot &amp;quot;just following orders, my bad&amp;quot; out of it.&lt;br /&gt;
[692] This is from the Elven crests documentation. &amp;quot;Recognized&amp;quot; in this sense means international political recognition. It amounts to denying the sovereignty of House Faendryl over its ancestral lands and denies its political standing.&lt;br /&gt;
[693] This is another 100% made up premise for making the exile more nuanced and reasonable, and is partly meant to help de-racialize the Dark Elf concept. Descendants are not bound by sin to their ancestors for Maelshyve, but they do need to renounce House Faendryl and its actions to be allowed citizenship and all that in the Elven Nations. This is a deep ideological dispute and mandatory exile, not something individuals can freely wander back from on a whim without conceding anything.&lt;br /&gt;
[694] This explains why it has not been happening in game, and provides a lore hook for softening Dark Elven citizenship in the East, with the five thousand year mark coming up soon by Elven standards. This is framing how relations were worse after the Ashrim War than they were before it, where we have [[Ta&#039;Illistim Monarchs]] framing Chesylcha and Caladsal regarding each other as royal cousins and other House members in Chesylcha&#039;s wedding party, which was thousands of people large in &amp;quot;[[History of Elanthia]]&amp;quot;. So this ban on a right of return for renouncing is in effect for roughly several generations as punishment for recent-ish history.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was in this period that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent.[695] The term &amp;quot;dark elves&amp;quot; comes from the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying.[696] This was the essence of Yshryth&#039;s speech.[697] It was deemed one of the great vices of the Drakes.[698] It was a term used for Elves of dark religions and black arts in the southern wastelands.[699] But it had never been used against a whole lineage.[700] Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the past few thousand years. [701] The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language.[702] The root of the term is in cultural condemnation rather than bloodlines.[703] The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.[704]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[695] This is an embellishment inspired by how Selantha Anodheles was rumored to have only been able to accomplish what she did through elven help. Second Age racial attitudes by the Elves should have them biased toward believing lesser races could not have done what Despana did, along with some wounded pride, especially having been bailed out by them as allies (and quite likely already indications of losing control of those outlying provinces.) So this plugs into the contemporary belief that Despana was from the jungles beyond the Southron Wastes, which is where the Dhe&#039;nar reside. This premise is meant to define why Dhe&#039;nar became known as Dark Elves, as something other than physically resembling Faendryl. Because the Faendryl were declared Dark Elves for political reasons 15,000 years after the exile, it was not a racial designator. It just became racialized.&lt;br /&gt;
[696] The word &amp;quot;Draekeche&amp;quot; and its meaning Darkness comes from the original Illistim House motto, its translation illustrated on the [[shimmering glaesine orb]] objects. The &amp;quot;kinslaying&amp;quot; is threading a few different factors. One is Drake stories of dragons fighting and killing each other, such as in &amp;quot;[[History of Luukos]]&amp;quot; and &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;. One is the Faendryl annihilation of the Ashrim. One is the Dhe&#039;nar Obsidian Council successions working through duels to the death, though this practice might not be canonized in documentation. And the implication here is the Dhe&#039;nar being responsible for Despana would be kinslaying because of the Undead War. The premise that &amp;quot;dark elves&amp;quot; comes from this elven word for darkness is partly tautology, but it&#039;s an embellishment for recontextualizing the meaning of &amp;quot;dark elves&amp;quot; to emphasize it as a cultural condemnation signifier that was used to describe people like demon worshippers in the southern wastelands.&lt;br /&gt;
[697] This isn&#039;t the original intent of Yshryth&#039;s speech in an OOC sense, but the retconned context of it in &amp;quot;[[History of the Faendryl]]&amp;quot; is definitely meant as political rhetoric on things like betrayal and infighting and so forth. This just goes a step further in imputing the &amp;quot;Draekeche&amp;quot; connotations into the translated &amp;quot;darkness&amp;quot; in Yshryth&#039;s speech. This line is building in some historical irony, that Yshryth Faendryl was basically accusing seditionists and traitors of being dark elves. It could also add some context to House Nalfein and the other monarchs using that term post-Ashrim War.&lt;br /&gt;
[698] This is based on the Arkati origin legend stories that depict Drakes killing each other. A reasonable extrapolation into Elven attitudes, given the barbaric way Linsandrych describes dragons.&lt;br /&gt;
[699] This is an embellishment for establishing a Second Age usage in its etymology that fits the cultural condemnation usage later in the Ashrim War than its present treatment as a race category. Though there might be a racialized dimension to it, because those with ancestry in that region would have the visible effects of it. Even if they themselves are not part of whatever bad things hung out down there in their ancestral past.&lt;br /&gt;
[700] This is an embellishment meant to give precedent to it having an increasingly racialized use applied to a whole ethnicity or culture of people, and for explaining why Dhe&#039;nar are considered &amp;quot;dark elves&amp;quot; by Elves who know what that phrase is supposed to mean.&lt;br /&gt;
[701.1] Even if this is a slight exaggeration, we need an explanation for why the term &amp;quot;Dark Elves&amp;quot; was used on the Faendryl only starting 5,000 years ago, when they had been in Rhoska-Tor for 15,000 years at that point. If the concept of Dark Elves referred to the physical effects of those southern wastelands and was an existing concept, there would have been no significance to the House Elves declaring the Faendryl to be Dark Elves. So then after that, with the Faendryl and Dhe&#039;nar both &amp;quot;Dark Elves&amp;quot;, you get it turning into more of a race concept centered on a shared unnatural language, which in previous millennia was associated with Daemons per our embellished history of language. Likewise, the Dhe&#039;nar cultural behavior after the Great Fire is sufficiently barbaric to justify &amp;quot;dark elves&amp;quot; condemnation from House Elves.&lt;br /&gt;
[701.2] This general argument would also apply to the Sylvans. &amp;quot;sylvisterai&amp;quot; from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is a (lighter) cultural condemnation loosely having the figurative meaning of &#039;backwoods rube&#039;, and the Sylvan dialect is far enough removed to be considered its own language, so this lingual and political division of elves is quasi-racial. &amp;quot;Dark Elves&amp;quot; should usually reject that term as a political pejorative and refer to themselves as elves. One subtle quirk is that the Sylvans of Yuriqen are the main lineage, but strictly speaking, there are Wyrdeep elves who are not of that lineage who may plausibly be considered &amp;quot;sylvisterai&amp;quot; by imperial elves. The cultural condemnation of &amp;quot;dark elves&amp;quot; ought to apply to elves who are not mechanically Dark Elves as well, it might just be that its meaning has twisted to focus on the Rhoska-Tor ancestry ones.&lt;br /&gt;
[702] This is emphasizing that calling it &amp;quot;Dark Elven language&amp;quot; is relatively recent historically, and likewise &amp;quot;Rhoska-Tor&amp;quot; itself is a more modern term that was implied to have been used later than Despana by &amp;quot;[[History of Elanthia]]&amp;quot;, so &amp;quot;voice of Rhoska-Tor&amp;quot; from the &amp;quot;[[Dark Elven languages]]&amp;quot; document is also a later description for that language.&lt;br /&gt;
[703] This is the actual usage of it in documentation, as opposed to game mechanics. But here we are explicitly stating it.&lt;br /&gt;
[704.1] This is a convergence of Faendryl behavior toward the things that the term &amp;quot;dark elves&amp;quot; is supposed to actually refer to rather than the racialized component of it. This line is partly based on the &amp;quot;[[Path to Palestra]]&amp;quot; fact that the Palestra academies were founded after the Ashrim War and implicitly ramped up the scale of demon summoning, and more were built under the current Patriarch to keep up with demand. The shift to a paradigm of necromancy and demonology, the great big bad evils from the Undead War period, but in the modern meaning of those words used in this document, is bringing ancient Faendryl sorcery up into the present day game mechanics form of necromancy and demonology lores as the defining paradigm.&lt;br /&gt;
[704.2] This is also tempering the &amp;quot;we haven&#039;t changed this is what we always were and did&amp;quot; rhetoric in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; with something more historically nuanced. That document says of the Second Age: &#039;&#039;&amp;quot;It was an age that allowed for the unhindered pursuit of knowledge and the exploration of worlds within worlds. It was magnificent and worth preserving by any means, even ones the weak-willed found abhorrent and horrifying.&amp;quot;&#039;&#039;&amp;quot; The phrase &amp;quot;worlds within worlds&amp;quot; in the cosmology model used in this necromancy document would refer to the &amp;quot;infernal realms&amp;quot;, what could be called &amp;quot;pales&amp;quot; within this existence of more chaotic essences, as opposed to the outer valences. Which would have been more of an exile period thing with the dark essences of Rhoska-Tor and some merging with the black arts. This should generally reflect present day Faendryl over-stating the precedent of their present practices with what their ancestors did. This document is trying to show an evolution from comparatively innocuous practices to increasingly more rejected by others practices. So there needs to be an IC propaganda element when Faendryl NPC authors are talking about this stuff for everything to make sense.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IV. The Age of Chaos (-15,000 until Modern Era) [705]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Surveyor journal for northwestern Elanith [706]&lt;br /&gt;
Library Aies, Circa -15,180&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[705] Some of the history documents conflate, or at least include, the Undead War with the Age of Chaos. The convention we are using here is for the &amp;quot;Age of Chaos&amp;quot; to be the period of political collapse and disorder &#039;&#039;after&#039;&#039; the Undead War. However, it acknowledges that the &amp;quot;Modern&amp;quot; or &amp;quot;Fourth&amp;quot; age could reasonably be extended back as far as 10,000 years ago in at least some places, per &amp;quot;[[History of Elanthia]]&amp;quot; about it being ambiguous. But it uses the Modern Era calendar convention of the past 5,000 years.&lt;br /&gt;
[706] This is a totally made up quote. It is based in the premise established in this document that the crops in the fields were rotting, and so forth, with the outlying provinces of the Elven Empire having been largely wrecked by Despana&#039;s hordes. It is leaning into the blight and plague aspect of her methods. This quote is directly based on actual records from Vancouver&#039;s expedition into the American northwest in the late 1700s, repeatedly coming across native settlements that had been totally wiped out by smallpox. The description of the scars and blindness is also based on smallpox.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones.[707] This was futile and the Houses tended to withdraw from each other.[708] The Elven armies were mostly destroyed in the Undead War.[709] With the slow replenishing of the elven race, this power vacuum lasted for millennia.[710] It was no longer feasible for the Elves to exert control over the outlying provinces.[711] These declared themselves independent, or turned to outright rebellion.[712] The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded.[713]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[707] The &amp;quot;stabilize their own thrones&amp;quot; part is about the popular unrest premise in this document. The other parts refer to &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;Without the Faendryl to lead, the Elven empire began to decay. The houses began an internal struggle for power, as each thought themselves the natural heir to the Faendryl&#039;s position.&amp;quot;&#039;&#039;&lt;br /&gt;
[708] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;The Empire begins to crumble, each house withdrawing and managing their own affairs. The Elven Houses are no longer an organized community.&amp;quot;&#039;&#039;&lt;br /&gt;
[709] This is explicitly stated in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Elves had won the war, but at great cost. Much of their empire had been sacked by the Undead. Their armies were nearly destroyed.&amp;quot;&#039;&#039;&lt;br /&gt;
[710] This time scaling leans on the [[Ta&#039;Illistim Monarchs]] document. Segeir Illistim worked on rebuilding the Illistim military almost a thousand years after the Undead War, up to near -14,000 Modern Era. However, the Ta&#039;Illistim Monarchs document apparently uses the wrong dates for the Kiramon War, being off by about 2,000 years. Kiramon War should start roughly -11,000 and end a little after -10,000. Per &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (-9,800 end date) and an old statue in Ta&#039;Illistim that is a memorial of Istmaeon Illistim, who presided over the end of it. And consistency with the &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; documentation timing of about 15,000 years ago.&lt;br /&gt;
[711] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;Greater Elanith: Anarchy reigns, as the elves are no longer performing the role of protector to the lesser races. Little is known of this dark period.&amp;quot;&#039;&#039;&lt;br /&gt;
[712] Per &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; However, there is no definition for the structure of provincial governments, what it actually means for those territories to &amp;quot;declare themselves independent.&amp;quot; These could conceivably be (largely) ruled by western Elves to start with, but then without eastern support these rump states end up crumbling relatively quickly, and some elves of the West in the present day may have ancestry in the West back to this period.&lt;br /&gt;
[713] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039; (Note: The wording in History of Elanthia inadvertently defined the Age of Chaos as reaching all the way up to the present day.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years.[714] This precluded regaining lordship over the outlands.[715] In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world.[716] Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed to Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.[717]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[714] The Kiramon war would have started about 3,000 years after Segeir Illistim founding the Sapphire Guard and working to rebuild the Illistim military. Again, the Ta&#039;Illistim Monarchs document dates for Istmaeon Illistim appear to be off by 2,000 years. That document has NPCs living several thousand years and even giving birth past age 3,000. Player character ages for elves are broken in general, the range for setting it used to go up to 3,000 and later the whole thing was cut in half. But there are still 3,000 year old player characters.&lt;br /&gt;
[715] In any case, the kiramon war sets them back again up through -9,800, and human fortresses start getting built in the west in -3,000. This document has framed that the Elven Empire only exerted limited direct control over the outlying provinces at its height (e.g. the Vaalor struggling with the Black Wolves in the northwest) so that helps with the impracticality of reasserting control in a war torn West with faster regenerating populations than the Elves. So you combine this with the divisions and isolationism/insularness of Elven politics after the Undead War, you get inability to regain control of the outlying provinces. It is super vague what this part of the continent was like in those time periods.&lt;br /&gt;
[716] This is in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. The irony refers to the Faendryl having been exiled for their dangerous banishment-off-world strategy at Maelshyve, with House Illistim complaining about the unknown risks in it (including the risk of the enemy unexpectedly returning some day.)&lt;br /&gt;
[717] This is in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. It makes clear that the Aelotoi leaders (e.g. Braedn) were told and are aware that the kiramon of Bre&#039;Naere had been banished there by the Elven Nations. It was historically well known enough that the courtiers at the Illistim Keep were able to surmise the coinciding timing of the kiramon banishment and when the Aelotoi said the kiramon arrived. There&#039;s been some expressions over the years of that being some sort of secret hidden from the Aelotoi, but that isn&#039;t the case, the Elven monarchs / elites may just have some more knowledge / better insight into their role in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.A New Ta&#039;Faendryl&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was the famine she unleashed with her necromancy.[718] It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was the blights poisoning the fields and forests.[719] They were struggled against for centuries as recurring illnesses.[720] It was the cause of insurrections and expansionist wars.[721] There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well.[722]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[718] This premise is an embellishment, based on extrapolating details from the Sylvan and Halfling histories. &lt;br /&gt;
[719.1] The &amp;quot;plagues&amp;quot; premise is partly based on &amp;quot;[[History of Elanthia]]&amp;quot; explicitly referring to the plagues in this period. This line is just generalizing it to plantlife (perhaps including wildlife or livestock who eat those plants, as suggested in the Faendryl documentation) with the notion of &amp;quot;blight.&amp;quot;&lt;br /&gt;
[719.2] &amp;quot;Doom of Kalaza&amp;quot; is a totally made up term for the Red Rot destroying Kalaza. The part about the blights is extrapolating from approximate time period references. This is partly based on &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about crops rotting in the fields, where the sylvans from Nevishrim were geographically closer to the outlying provinces of the Elven Empire. It also draws from the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;. The Horse War was a few centuries after the Undead War, so this is recontextualizing the blight problem into the Undead War context. Long-term leftover problems from Despana&#039;s desecration necromancy, which is a concept elaborated somewhat in Volume 2.&lt;br /&gt;
[720] This is an embellishment. But can help exacerbate the conditions that cause the Elven Houses to lose control over their outlying provinces, and turn autarky oriented with respect to each other, due to economic duress from agricultural conditions. This document also set up a framework of the West&#039;s outlying provinces as having been a breadbasket for the Elven Empire, so the structure of their economies would be totally shaken up and then restructuring to local production for everything with all Elven labor. Whereas they may have had manual labor from &amp;quot;lesser races&amp;quot; during the Elven Empire. This partly relates to how much magic is to be allowed to act in the world setting. It gets fairly ill-defined on the *practicality* of large scale magic.&lt;br /&gt;
[721] This is an embellishment. But it provides internal logic reasons for the separatism and rebellions that are supposed to have happened in this decolonization period. Technically, this premise is also present with the Ardenai in the Horse War case, this is just generalizing that dynamic.&lt;br /&gt;
[722] This is the Horse War from &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl.[723] The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food.[724] Though there were forests near Maelshyve, these were dark and twisted, too dangerous from proximity.[725]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[723] This could be taken in the literal sense of how hard it would be to grow edible food in the vicinity of Maelshyve, which might as well be the magical equivalent of a nuclear test site. But some of this sentence is Faendryl IC author bias.&lt;br /&gt;
[724] It is a desert and possibly badlands, and if you allow remnants of Despana&#039;s forces to be hostile hazards on the surface, the Faendryl would need to grow food in underground caverns for the food security. But people often forget that this location canonically has forms of magical radiation poisoning, and that it twists and makes &amp;quot;hostile&amp;quot; the plants you grow in it. So this sentence is reaffirming that there are also &amp;quot;unnatural&amp;quot; reasons for the problems of food in this location. It&#039;s not just &amp;quot;oh gross who wants to eat bugs&amp;quot;, it&#039;s you should not want to be eating anything from this polluted place.&lt;br /&gt;
[725.1] This is creating a premise to reconcile the closeness of Maelshyve to green parts of the Elanith map and the notion the Faendryl could not grow anything, along with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; saying &#039;&#039;&amp;quot;on wooded slopes surrounding the valley on which Maelshyve Keep stood.&amp;quot;&#039;&#039; The solution here has to be leaning into the kind of thing mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot;, which is that if you make something grow there, it is twisted and hostile and dangerous. &lt;br /&gt;
[725.2] The previously framed premise of being charged with guarding Maelshyve on the one hand, and this task being the penance for future political rehabilitation, which are made up for this document, also provides motivation for why they *had* to be in this specific location and why they were going to all the trouble of agriculture in this near impossible spot instead of some distance away and transporting the food in, which is probably what the Agrestis does modernly. The other framed premise of leftover forces of Despana making the region too hostile and uncontrolled also gives a logic for it being infeasible to do food security at a distance from their caverns. And the premise of the Maelshyve strategy as more of a silver bullet solution that a sheer raw power solution would explain why the Faendryl couldn&#039;t just chase out all such hostiles and make a nice surface nation state from the very beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide.[726] In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam.[727] They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city.[728] It was to spite Laibanniel Illistim for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind.[729] These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.[730]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[726] This is an embellishment in its specific assertion, but it is sensible extrapolation, and consistent with (for example) the spiteful twisting of Elven words in the formation of the Faendryl dialect as described in the &amp;quot;[[Dark Elven languages]]&amp;quot; document. This also sets up the rhetorical basis for this document describing the Faendryl as characterizing the annihilation of the Ashrim Isle as an &amp;quot;exile&amp;quot; rather than a genocide, which is a made up premise of some Faendryl drawing moral equivalency for making Ta&#039;Ashrim unlivable and the Faendryl exile. It is not defined, but a lot of people probably died just from the evacuation and Trail of Tears like moving of the population, though this also runs up into the question of how much NPC magic is allowed to distort the world setting. (e.g. &amp;quot;Well why didn&#039;t they just open portals and everyone just walks through?&amp;quot; or &amp;quot;Why didn&#039;t they just make permanent portals to some other place they could grow food?&amp;quot;)&lt;br /&gt;
[727] The salted earth language comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that they left their creations to roam the city is framed on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Old Ta&#039;Faendryl section] of the Play.net website.&lt;br /&gt;
[728] It is unclear what the original lore intention of the Ithzir was meant to be, it is plausible they were supposed to be experimental mutants like the [[twisted being]]s and [[festering taint]]s. But they have canonically since been treated as extraplanar. The premise that they are world conquerors comes from Kenstrom&#039;s storylines (e.g. [[Return to Sunder]]) and his document &amp;quot;[[Ithzir Genesis]]&amp;quot;. The premise that the Faendryl summoned them to salt the earth comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that it was symbolic over the ingratitude for the Faendryl&#039;s role in guarding against extraplanar threats, which is framed as the roots of their demonic summoning and veil piercing magic they were exiled for, is an embellishment of this document attempting to recontextualize &amp;quot;[[History of the Faendryl]]&amp;quot; regarding the Enchiridion Valentia and Palestra. The premise of having the Ithzir world conquerors symbolically lording over the capital of the Elven Empire is an embellishment that is just synthesizing these other premises. &amp;quot;History of the Faendryl&amp;quot; uses the term &amp;quot;shining city&amp;quot; for Old Ta&#039;Faendryl. That term has since become used for Ta&#039;Illistim in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_1.asp &amp;quot;Illistim Society&amp;quot;] document, but the Faendryl document use of it is almost a decade older than the Illistim document use of it.&lt;br /&gt;
[729.1] This is an embellishment. The design of Old Ta&#039;Faendryl has the entrance characterized as telling the Faendryl they are not welcome here, and the Old Ta&#039;Faendryl background description on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Play.net website] makes it clear that the sentinels and energy barrier were created by the other Elves. So that most Faendryl would not be able to return, only the most powerful would be able to get in, and that this would allow the Elves to study the things the Faendryl left behind: &#039;&#039;&amp;quot;At the entrance to the grounds surrounding Ta&#039;Faendryl, the Elves erected two stone sentinels whose magic would keep all but the most powerful of Elves away. In this manner the bulk of the Faendryl people would never be able to return, however, the most powerful of the other Elven races would be able to enter and investigate the powerful magics developed by the Faendryl sorcerers.&amp;quot;&#039;&#039; &lt;br /&gt;
[729.2] Then it is cross-referencing [[Ta&#039;Illistim Monarchs]] on who the Argent Mirror was at that time, since this energy barrier construction would most plausibly have been made by Illistim mages. Then this document is characterizing summoning the Ithzir as spite over that. &amp;quot;[[Ithzir Genesis]]&amp;quot; has the Glethad NPC saying the Faendryl made the barrier, but that has to be treated as a mistake, because it is not consistent with what exists in-game and the Old Ta&#039;Faendryl background material on the Play.net website. It would also mean the Faendryl putting up a barrier to keep the other Elves out of something they &amp;quot;salted the earth&amp;quot; over anyway.&lt;br /&gt;
[730] Volume 3 especially talks about aberrations and how they are necromancy in the broad sense of the definition used in this document, though teratology might not fall entirely inside the scope of necromancy, for instance elementally corrupted creatures. (This would be consistent with DragonRealms where non-necromancer Arcane users [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 might be] teratologists, using the DragonRealms definition of necromancy of sorcerous crossing/mixing with life mana.) [[Lich qyn&#039;arj]] are just straight up undead. Volume 3 totally makes up some background about them, which makes their presence symbolic for Koar and fallen rulership reasons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun.[731] There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana.[732] Among these latter factions, the Faendryl were the subject of hatred.[733] However, the Faendryl soon discovered entrances to the underground caverns, and were able to erect wards to keep out the banshees and other infernal spirits that are endemic to those lands.[734]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[731] The harsh climactic conditions of Rhoska-Tor near Maelshyve have been seen first hand during the Maelshyve archaeological dig expedition event. The hostile forces refer to the arguments made in this document for leftover Despana alliance/horde constituencies, as well as the &amp;quot;natural&amp;quot; undead and demonic hazards of the region framed earlier in this document.&lt;br /&gt;
[732.1] This embellishment is an extrapolation of what should be true in context. It is also leaning on there being indigenous &amp;quot;sinister&amp;quot; types to the region with backgrounds pre-dating Despana.&lt;br /&gt;
[732.2] While we are having the demons causing the mindless undead to chase the retreating living into the keep, more powerful undead further away like the banshees might not have done that, and the demons running wild ought to have pulled some of the undead away with them. Then there is whatever outlying undead forces Despana had away from Maelshyve itself, which had their command hierarchy decapitated. Which the Elves would have pushed out of the East, so they&#039;d either head toward Rhoska-Tor and the wastes or into the West. The point is that Despana&#039;s forces can be destroyed at Maelshyve without it being a just-so story where *everything* ended up inside the building, and everything in the collapsing building got pulled through the tear in reality, without anything about it being messier than that in the fine details. It isn&#039;t a problem for the region to be a chaotic mess afterwards, even though the demons + implosion strategy was fundamentally successful.&lt;br /&gt;
[732.3] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; does say &#039;&#039;&amp;quot;As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die. The fact that there were no surviving enemies to rout was an empty consolation.&amp;quot;&#039;&#039; But this is excessive since they should not all have even been at the Battle of Maelshyve when it was a lightning strike in a stalemate frontlines situation.&lt;br /&gt;
[733] This is a reasonable extrapolation from the prior premise.&lt;br /&gt;
[734] This is tying back into the premise of the Dhe&#039;nar section of this document. The &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;Life in that place was never easy, for little grew there. Below the surface, however, the Faendryl found extensive networks of caverns. Not only did these provide shelter, but they also contained an unusually large number of mana foci.&amp;quot;&#039;&#039; (Other places like the Old Ta&#039;Faendryl [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp page] on the Play.net website and &amp;quot;[[History of the Faendryl]]&amp;quot; instead say &amp;quot;nothing&amp;quot; grew in Rhoska-Tor, while &amp;quot;[[History of the Sylvan Elves]] has wooded slopes right next to it.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic.[735] But they would emerge twisted, and were most often poisonous, or even rotting.[736] Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves.[737] The instabilities in the flows that were caused by the implosion of Maelshyve made it difficult to keep even crude constructs or golems.[738] The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies.[739] They then instead used reanimated corpses, which had milder but similar issues.[740] In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve.[741] In time they were able to make working artificial constructs from exotic metals.[742] It would not be possible to even begin considering this on the surface until the situation stabilized.[743]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[735] This is partly based on spirit circle spells that make things grow, such as herbs, though also plants in general in Rolemaster spell lists. This is a scaling issue problem of what should be feasible with spell casting. This is hanging a lantern on the issue and mitigating it by setting up reasons for why the problem could not just be magic wanded away.&lt;br /&gt;
[736] The &amp;quot;rotting&amp;quot; is inspired by Rift herbs. But generally this premise is already canon in &amp;quot;[[History of the Faendryl]]&amp;quot;: &#039;&#039;&amp;quot;Life was difficult, as nothing would grow, and what few things did sprung from the ground twisted, warped, and often hostile.&amp;quot;&#039;&#039;&lt;br /&gt;
[737] This is addressing the geographical context problem of &amp;quot;well there&#039;s green stuff right next to there so why can&#039;t they grow stuff right near Maelshyve instead of the wasteland itself&amp;quot;. If those green areas are themselves &amp;quot;bad places&amp;quot; due to proximity to Rhoska-Tor, it takes it off the table to do agriculture there (not that having a minor amount of growing plants is necessarily consistent with land able to support agriculture in the near term), plus the framed premises of hostile surface forces this document introduces and emphasizes. The imported top soil and artificial lighting is addressing how to grow stuff in underground caverns, and Faendryl do not have Drow dark vision. Trying to keep that soil purified would be difficult near Maelshyve, and &amp;quot;[[History of the Faendryl]]&amp;quot; talks about the crops getting corrupted with sorcerous radiations.&lt;br /&gt;
[738] This is an embellishment that extrapolates off there being mana storming during the Maelshyve archaeology expedition event. It is trying to reconcile the weirdness of summoning demons to do agriculture labor when the Faendryl would have been aware of the corrupting influence of the demonic on life, when they left behind all these powerful construct automatons in Old Ta&#039;Faendryl. So synthesizing these premises lets you say it wasn&#039;t feasible to just use golems/constructs at that time, which are totally obedient passively unlike demons which require active management and binding.&lt;br /&gt;
[739] This changes the characterization in &amp;quot;[[History of the Faendryl]]&amp;quot;, making using the demons for this as a desperate measure making the best of a bad situation. This can help nudge along the casual open embrace of demonic summoning with the whole population, especially if the objectors had already left House Faendryl from the more nuanced exile logic this document introduces. But the Faendryl should not just casually be all-in on routine rote demon use yet at the start of the exile, that should be treated as &amp;quot;History of the Faendryl&amp;quot; being present biased and doing some revisionist apologetics.&lt;br /&gt;
[740] There is a premise here for reanimating the livestock that die for whatever reason, though it is dubious that the Faendryl had something as resource intensive as &amp;quot;cows&amp;quot; on such a tenuous plant growing basis in that time period. But they would have *some* livestock for fertilizer purposes. So, there is a premise of using reanimated bodies, because it&#039;s walking long-term fertilizer. But reanimation is still sorcerous magic, and it&#039;s also very temporary and micromanaged. You need something more properly undead to act as labor that is more obedient than demons, and that is going to run into the same corruptive dark energies problems.&lt;br /&gt;
[741.1] This is again extrapolating off the mana storming that has been observed around Maelshyve in the present day. It is setting up a premise that the Faendryl summon low corruption entities for mundane use in the present day, recognizing the toxic pollutive problems of &amp;quot;fiends&amp;quot; and the black arts. This is also setting a difficulty-of-retaining-control over the things premise because of the essence instabilities. &lt;br /&gt;
[741.2] It is also addressing and mitigating the fact that &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; states that valence creatures are still used for manual labor in these ways, even though that corruption property would be a known issue: &#039;&#039;&amp;quot;They bear much of the burden of lesser tasks relegated to them so that Faendryl may use their time to focus on more important matters. They assist in the crop planting and mining for the Agresti and help haul the goods of the Emporion from workshop to store.&amp;quot;&#039;&#039; This is talking about &amp;quot;minor demons&amp;quot; (in some broad Faendryl definition of demon) that are not problems for retaining control over them and basically just extraplanar creatures who will obey as servants: &#039;&#039;&amp;quot;an abundance of minor demons abiding their masters&#039; orders and roaming freely within the walls.&amp;quot;&#039;&#039; The concern here is not letting Faendryl mastery of minor demons, or extraplanar creatures, gut the menace and danger and darkness of the demonic as a category. They might have specialized use as assistants in the Agrestis for tasks that are too fine-grained for construct/golem automatons which would do the heavier labor.&lt;br /&gt;
[742] This is (again) bringing in a retcon to make sense of why they did not use constructs/golems given the obvious problems of using demons, given that they left behind powerful magically resistant [[Greater construct|constructs]] in Old Ta&#039;Faendryl. (It might be that higher corruption &amp;quot;fiend&amp;quot; demons were easier to control with the Rhoska-Tor dark essence in the unstable mana flows period close in time to the Maelshyve implosion, but this was pulled back later, and present day &amp;quot;demon&amp;quot; assistants are low pollution outer valence creatures.) They needed time to figure out how to make ones that would work under those conditions, and get enough of the exotic metals to make them. (&amp;quot;[[Elanthian Gems]]&amp;quot; specifically talks about krodera and mithril veins in particular shielding some of the alabaster deposits in Rhoska-Tor from sorcerous radiation.) And then with the immediacy of their problems, and the surface conditions, they could not even begin thinking about trying to do this stuff on the surface at a remote distance. &lt;br /&gt;
[743] They needed to establish a power base and gain effective control over the surroundings before things would be secure enough to allow for remote/distant food dependency. Eventually there will be population spread out. But in the early times we can have this penance premise where there was not an intent of the exile being a permanent situation, so early on staying near Maelshyve would be a good behavior thing into the political situation improved. But then it goes on long enough that you have generations viewing this region as home, and you can have spreading out and making a port and so on, eventually reaching the state where Chesylcha is engaged to an Ashrim prince and best friends with the Illistim Mirror.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the span of decades. For others it was centuries and there was not much affect on skin tone for those farther away.[744] While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the demon worshippers began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor.[745] Despana transformed more into a myth of she who will one day return.[746]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[744] The time scale of the Dark Elf magical conversion is somewhat ill-defined. The time scale described here would be consistent with how it is described in &amp;quot;[[History of the Faendryl]]&amp;quot;, but that section of &amp;quot;History of the Faendryl&amp;quot; is deeply inconsistent with the chronology of the other history documents. This within-lifespan speed of it is important, because if it takes thousands of years and multiple generations, that greatly restricts the range of possible Dark Elves who are not of Faendryl or Dhe&#039;nar ancestry. But the premise that only those in the deepest caverns closest to Maelshyve had the skin darkening is explicitly established in &amp;quot;History of the Faendryl&amp;quot;. There was a &amp;quot;did you know&amp;quot; section on the Play.net website of dark elven mothers [https://www.play.net/gs4/info/races/darkelf.asp doing experiments] with making light skinned children, but that is cringe and also unnecessary because it was never the case that Dark Elves were supposed to all be darker skinned in the lore premises. That page itself only says &amp;quot;usually&amp;quot; brown or black skin. Those rumor sections also have stuff in them that is not true in general.&lt;br /&gt;
[745] This is following from the embellished premises earlier in this document. &amp;quot;the voice of Rhoska-Tor&amp;quot; is the Dark Elven language in the &amp;quot;[[Dark Elven languages]]&amp;quot; document, and probably what it should have been called before Dark Elves were historically a racial category (i.e. modernly) but after the region started being called Rhoska-Tor post-Despana. This line is playing off the earlier premise that the demonic cultist types regard it as a &amp;quot;divine language&amp;quot;, so being the deranged types that they are with their weird religions, this softening of hostility to the Faendryl can make sense. Especially as Despana and the war recedes further in the past.&lt;br /&gt;
[746] This is playing off the Grot&#039;karesh Hammer Clan&#039;s reincarnation myth beliefs about Despana returning eventually in &amp;quot;[[Giantkin History]]&amp;quot;. In the other Volumes this document has them being influenced by regional beliefs along those lines, with there being bad guys in Rhoska-Tor who want Despana to return and would help make it happen if they knew how to do it. But that is a made up premise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground.[747] The cultists would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary.[748] The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor.[749] For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery.[750] In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot;[751] Sorcery was broadened in such a way that it absorbed some of the more ancient black arts.[752] The dark arts were then studied through the paradigm of Faendryl rationalism.[753]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[747] This is having the Faendryl become the hegemonic power in that region, but the black arts practitioners still being present, especially in illegal kinds of ways. This is related to the earlier framing about the Faendryl only eventually exerting control over the surface lands as their position strengthened and their population size recovered from everything that had happened. Recall earlier we had the other Elven Houses with a big demographic hit, leaving them unable to keep control over the outlying provinces. The Faendryl would have the same problem, even moreso if they lost part of their population to exile politics, whether renouncing the House or splitting off as expatriates for various reasons. That is also recontextualizing &#039;&#039;&amp;quot;not a single elf complained&amp;quot;&#039;&#039; in the Exile section of &amp;quot;[[History of the Faendryl]]&amp;quot;, because the complainers would be the people who already noped out and left House Faendryl. Hardship conditions over this might also have had people leaving at this point to try to live elsewhere further south or to the north in the West, given that the Elven Houses no longer had any effective control over there and there&#039;s no one in a position to stop them from going off on their own. This is part of the general dynamics of present day Faendryl being descendants of people that staunchly loyal House Faendryl and its political positions on all these issues. And the ideological divergence and Overton window shifting that comes from that.&lt;br /&gt;
[748] The Senary comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, treated as a mythical boogey-man of those secretly defying the Patriarchal authority. This premise of cultists infiltrating Faendryl society would make sense if such cultists are taken as existing in the region. There was also an established premise in 5123 of a Faendryl named Enomna impersonating Patriarch Korvath&#039;s recently dead mother to try to kidnap the Patriarch&#039;s son out into the wastes as part of her attempt to find life extension solutions for her human husband. This has not been explained yet, but this would be thematically consistent.&lt;br /&gt;
[749] This is following the same logic as the Dhe&#039;nar section earlier, and the various premises of &amp;quot;dark essences&amp;quot; and demonic energies and undead corruption in the region from the several documents. It is the premise for Faendryl sorcery moving further along to its more modern forms that we are calling &amp;quot;dark sorcery.&amp;quot;&lt;br /&gt;
[750] This is following the logic of the Arcane power section earlier in this document, about how those metaphysical traditions each influenced the development of Faendryl sorcery in the exile period. This is giving more concrete language to how those doctrines were twisted in the new situation of having these energies from other valences or infernal realms.&lt;br /&gt;
[751] This premise is explaining why sorcerer spells are organized on a &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; duality now mechanically, while other documentation has them as a hybrid of elemental and spiritual spheres of magic, with a class description that matches what this document is calling &amp;quot;classical sorcery.&amp;quot; This is all generally about making sense of the issues of defining sorcery and hybrid magic in the world setting.&lt;br /&gt;
[752] Since the Faendryl are using these &amp;quot;dark essence&amp;quot; energies around Rhoska-Tor, and demonic stuff, and there is whatever contact or spillover with the black arts practitioners more indigenous to the region, you have at least some of the &amp;quot;black arts&amp;quot; falling under this broadened definition of &amp;quot;dark sorcery.&amp;quot; But Faendryl sorcery should not include stuff that is highly toxic to the surroundings, debasing to the self, and so forth, it should be &amp;quot;dark grey&amp;quot; magic rather than &amp;quot;black magic.&amp;quot; With a significant amount of focus in how to counteract and prevent the black arts and black magic.&lt;br /&gt;
[753] This is making intellectual tradition continuity with the Second Age Faendryl, and how this form of &amp;quot;dark sorcery&amp;quot; is distinct from the black magic practiced elsewhere in other culture traditions. It is broadening and breaking up the monolithic &amp;quot;sorcery&amp;quot; concept, even if this Faendryl paradigm is what we deal with through Sorcerer Guilds. The Faendryl ties with the Sorcerer Guild institution, only awkwardly IC and distorting as that concept is, finds representation in places such as &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the loresong on the [[forehead gem]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultism provided the back door for these wasteland traditions to become incorporated into the dark arts of sorcery.[754] The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution.[755] It was fashionable to embed the demonic or spirits into weapons or other items.[756] There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through immaterial projections.[757] What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces.[758] The futility of challenging the Faendryl is well known in the Southron Wastes.[759]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[754] This is using the previous established &amp;quot;back door&amp;quot; property of occultism, now for bringing in stuff from the southern wastelands, whereas the Second Age occultists were moreso pulling in stuff from people then living in the West.&lt;br /&gt;
[755] These would be spells similar in nature to [[Cloak of Shadows (712)]] and [[Pestilence (716)]] (though it might be inconsistent for it to be those exact spells), which Second Age Faendryl probably would not have wanted anything to do with, though they might have used magic like the old [[Disease (716)]] which would be more &amp;quot;classical sorcery&amp;quot; compared to Pestilence&#039;s &amp;quot;dark sorcery.&amp;quot; They were bending this way already with having made the festering taints in the Undead War period. Similarly, [[Torment (718)]] is probably out of this wasteland tradition. It isn&#039;t the kind of spell that should have been done by Second Age Faendryl, and most present day Faendryl would probably find it barbarically reckless and dangerous to the caster.&lt;br /&gt;
[756] Stuff like this has been done in game, like the Black Hel slayer demon scimitar from the I.C.E. Age (last possessed by Kree), or the soul eater staffs from Ebon&#039;s Gate. But [[Ensorcell (735)]] is more vanilla than this, just layering necrotic energy on objects. That&#039;d be an example of a &amp;quot;dark arts&amp;quot; spell that is not a &amp;quot;black arts&amp;quot; spell but also not &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[757] This is leveraging off the &amp;quot;dread seer&amp;quot; stuff from the earlier section on warlocks. The Extrachthonic Cartographer&#039;s Guild from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; represents a very &amp;quot;demonology&amp;quot; and materialist approach to valences and summoning demons. But there should also be necromantic methods (i.e. immaterial or possessing or scrying) for this stuff, especially for the outer realms that are unable to support life or even material existence as we know it. Xorus [[Harrowing and Esoteric Archaeology|lectured]] about this once, using the term &amp;quot;occult philology&amp;quot;, generalizing off the Planar Shift spell having runes embedded in flow patterns. Talking about this in more cosmic analogs. This is following a kind of Lovecraftian theme, like what Randolph Carter is doing in [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;].&lt;br /&gt;
[758] With all this bad stuff in the southern wastes (e.g. Horned Cabal), and precedents like the Palestra Blade Aralyte going after Althedeus, and the earlier warding premises for the banshees/etc. for living there, it is sensible that the Faendryl would be majorly invested in controlling dark magic as protection from dark magic. In line with what they did with Despana. This would be a deep ideological dispute with the other Elven Houses, rooting back in disagreement over the Maelshyve strategy.&lt;br /&gt;
[759] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; makes it sound like people down there generally know better than to try to directly take on the Faendryl, but it says: &#039;&#039;&amp;quot;Despite the occasional large-scale external conflicts since the Faendryl defeat of Despana&amp;quot;&#039;&#039;. There are only two in current canon, the Ashrim War and the Third Elven War. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They would come to grow food in their outlying lands, along with relatively minor surface settlements.[760] There was even the eastern port of Gellig after some ten thousand years, as relations between the Faendryl and other Houses had improved.[761] While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age.[762] Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins.[763] Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd.[764] It was a politically controversial royal marriage, which would have shifted the balances of power.[765] (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.)[766] When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle.[767] The Faendryl losses were horrendous.[768] The Houses declared it a genocide, the Faendryl called it an exile.[769] The war had sought to compel a trial and formal restoration of ancestral land claims.[770] But in the end it turned their allies against them and entrenched the opposition.[771]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[760.1] This is getting around the issue of &amp;quot;how do you grow food in a desert wasteland&amp;quot; when Faendryl territory by now extends some distance beyond the desert wasteland. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; has the Agrestis being a triune of ranchers, farmers, and miners. The ranchers and farmers should in the present day be working on the surface away from the desert. This land is defined as all belonging to the Patriarch by default, unless given to someone else, and the Agrestis is in charge of regulating it. It is unclear how old the Pentact divisions are and how far back terms like &amp;quot;Agrestis&amp;quot; should really reach in Faendryl history. &amp;quot;[[Origins of Amasalen]]&amp;quot; attributes Agrestis back to the Second Age, but the document is a translation and not nearly that old. (Though of dubious provenance, it is supposedly over 150 years old, but interestingly describes much more recent events in Kelsha&#039;s paintings.)&lt;br /&gt;
[760.2] The presence of outlying surface settlements in the present age is defined in the Third Elven War period in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[761] Gellig being an eastern port is 100% made up. Gellig is a location that the Turamzzyrian Empire sacked on its march into Faendryl lands, and whatever Gellig was, that was what set off and totally enraged the Faendryl. So this is defining Gellig as a Faendryl sea port, perhaps the location the Faendryl armada launched from in the Ashrim War, to explain why the Faendryl reacted so much worse to Gellig being invaded. The timing of 10,000 years is made up. It&#039;s using that number because &amp;quot;[[History of Elanthia]]&amp;quot; talks about roughly 10,000 years ago being when modern historians often talk about the Age of Chaos starting to end, and &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has human fortresses being built 8,000 years ago. There needs to be some lead up time and interaction with the eastern Elves to reach the point of the Chesylcha-Ashrim marriage so that it is not out of no where, and it is reasonably long after the Undead War for Elven time scales.&lt;br /&gt;
[762] This is the hedge on the 10,000 years ago number, with the Modern Era calendar being defined with a year 0 that was only a bit more than 5,000 years ago.&lt;br /&gt;
[763] This detail comes from the [[Ta&#039;Illistim Monarchs]] document about the Mirror at the time, Caladsal.&lt;br /&gt;
[764] The Loenthran poet detail comes from a display in Museum Alerreth in Ta&#039;Illistim. The wedding party is also described originally in &amp;quot;[[History of Elanthia]]&amp;quot; as quite large. [[Maeli Gerydd]] went missing. &amp;quot;History of Elanthia&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; imply it is known Chesylcha died (though in incompatible ways), but the Maeli Gerydd lore and the [[forehead gem]]s ending up in the ocean make it sound more like a disappearance. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; outright says Chesylcha disappeared and was only presumed dead.&lt;br /&gt;
[765] There is another [[Chesylcha Sukari Faendryl|display]] (of a jade seahorse with ribbon for pinning to the left sleeve) in [[Museum Alerreth]], for example, that talks about the marriage as politically controversial. The &amp;quot;[[History of the Faendryl]]&amp;quot; document blames it on a Nalfein assassin.&lt;br /&gt;
[766] There should be a lot of socioeconomic and great power politics reasons for the Ashrim War that have never been carefully fleshed out. But it isn&#039;t within the scope of this document. The straight forward logic of the situation is that the Ashrim were the dominant naval power and the Illistim were developing air power, and Chesylcha was the glue on what would have been a forming alliance between them with a restored House Faendryl. Which would be very contrary to the maritime and court interests of House Nalfein (especially if there was Loenthran support), and been disliked by House Vaalor for military pre-eminence reasons. And who knows about the Ardenai.&lt;br /&gt;
[767] The story of the divination of the assassination by Chesylcha&#039;s sisters comes from &amp;quot;[[History of the Faendryl]]&amp;quot;. The spiraled out of control notion is an embellishment, this document is trying to give more rational motivations and war objectives, because the original story is a Helen of Troy kind of thing. It does not make sense to conquest regain the ancestral homeland, especially by invading the Ashrim Isle which is not even in the same direction, and especially when it is far beyond living memory to have actually lived in those ancestral lands. It has to be more abstract, about restoration of ancestral land claims, and political standing in the council of monarchs and so forth. The fog of war line is about the situation turning chaotic and escalating in a way that was not planned. (i.e. we are not having the Faendryl sending ships at the Ashrim to then do some genocide on land.)&lt;br /&gt;
[768] This is framed originally in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[769] The Faendryl calling the obliteration of the Ashrim Isle &amp;quot;an exile&amp;quot; is totally made up for this document. It ties back into this document earlier saying the Faendryl came to regard their exile to a land without food as attempted genocide. The gist is that the Faendryl attitude is there were Ashrim who were not on the Ashrim Isle, and the Ashrim Isle becoming uninhabitable is just an exile, and if House Ashrim no longer exists as a culture and royal line and political entity that speaks only to the failure of the Ashrim people. Likewise, the other Houses did not intervene in the war for the Ashrim, and did not cede their coastal lands to any Ashrim survivors. &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; talks about sea elves who will not acknowledge the Elves of this continent, which Scribes intended as a backdoor hook for Ashrim survivor descendants (though he was not Elf guru), and it might be that whatever Ashrim survivors there were had big grievances with other Houses after that war rather than just the Faendryl. In spite of the maudlin memorial stuff the Elven Houses do today about the Ashrim.&lt;br /&gt;
[770] This is inspired by the non-canon Faendryl [[Siege of Ta&#039;Ashrim|captain&#039;s journal]] of the Ashrim War that Mnar had in the [https://web.archive.org/web/20010723220557/http://gemstone.play.net/etimes/et6/ancient.htm Elanthian Times] back in 2000 in [https://web.archive.org/web/20020205003433/http://gemstone.play.net/etimes/et7/ancient.htm multiple parts] into [https://web.archive.org/web/20030212062741/http://gemstone.play.net/etimes/et8/ancient.htm 2002]. The general notion here is the Faendryl put together a naval fleet to meet the Ashrim on their own culture-tradition terms as a matter of honor, rather than a serious expectation of having a full scale naval war with the Sea Elves, as a matter of compelling a trial of traitors in the Ashrim royalty to get justice for Chesylcha and her wedding party. But then the Ashrim are guarding their royals, and ship violence happens, and things start spiraling out of control. Then in that fog of war context with horrendous Faendryl losses, you get a few ships making it to Ta&#039;Ashrim. Like in the non-canon journal, they&#039;re trying to arrest some royals, and end up in a position of blowing everything up.&lt;br /&gt;
[771] Though the Faendryl in some sense won the battle at Ta&#039;Ashrim, they very much lost the war in terms of achieving the war&#039;s political objectives. It catastrophically damaged their political standing with the other Houses for thousands of years. But they also suffered their own horrendous losses, and they completely doubled down on everything after the Ashrim War. The &amp;quot;[[History of the Faendryl]]&amp;quot; document might be interpreted as omitting most of the exile period where New Ta&#039;Faendryl was an underground city, and it could be treated as state policy to refer to this as some &amp;quot;period of appeasement&amp;quot; that state sanctioned history ignores. New Ta&#039;Faendryl is a surface city that is only a few thousand years old, but it should most likely be treated as the surface facade of something that runs much deeper into the ground, that is a lot older.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism.[772] The Patriarch formally dismissed the penance of House Faendryl in guarding the ruins of Maelshyve for the Elven Empire.[773] It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve.[774] The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor.[775] There was then a full embrace of the dark arts, which were regarded as morally neutral.[776] The Palestra academies were founded to support a vast expansion of demon summoning.[777] The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.[778]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[772] The aftermath of the Ashrim War being the moment the Faendryl was declared to be &amp;quot;dark elves&amp;quot; is defined both in &amp;quot;[[History of Elanthia]]&amp;quot; and in &amp;quot;[[History of the Faendryl]]&amp;quot;, which cross-referenced with the chronology of other documents such as &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, means the Faendryl were *not* known as &amp;quot;dark elves&amp;quot; for 15,000 years of residing in Rhoska-Tor. It is given as a cultural condemnation with a racialized aspect. So we should treat Dark Elves as a race as being a relatively modern thing, and have the meaning of &amp;quot;dark elves&amp;quot; be different in earlier time periods.&lt;br /&gt;
[773] This is an embellishment to bring the premises of the exile in this document up into alignment with the more contemporary attitudes illustrated in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Though the Armata still guards the ruins for its own internal security, but allows demons to wander toward the Demonwall.&lt;br /&gt;
[774] This is the state sanctioned revisionist history being framed, where what we might call the &amp;quot;period of appeasement&amp;quot; is treated as a wrong direction.&lt;br /&gt;
[775] This is explicitly stated in &amp;quot;[[History of the Faendryl]]&amp;quot;. It is partly based on &amp;quot;Path to Palestra&amp;quot; saying the Palestra academies were founded after the Ashrim War, and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; being clear that New Ta&#039;Faendryl is only a few thousand years old, and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; distinguishing New Ta&#039;Faendryl from Rhoska-Tor. The city is described in a highly centrally planed way in that document, and so this is introducing a premise that the society structure was centrally planned in this way in the aftermath of the Ashrim War. Earlier time points would plausibly have some different governing structures. This surface city should probably be treated as the surface facade for connecting down into the older underground city.&lt;br /&gt;
[776] This is leveraging off the founding of the Palestra academies implying a big expansion and embrace in demonic summoning in the population, and doubling down in general on the magic that the Faendryl are being condemned for by everyone else.&lt;br /&gt;
[777] Same point as 776. &amp;quot;[[Path to Palestra]]&amp;quot; says: &#039;&#039;&amp;quot;With the rule of Patriarch Rythwier Sukari Faendryl, we see the building of New Ta&#039;Faendryl. It was during this time that the three major academies of Palestra training were founded.&amp;quot;&#039;&#039; The four lesser academies were founded under the current Patriarch, Korvath Dardanus, to make supply for Palestra meet up with demand. All of this suggests an escalation over past levels of Palestra and summoning.&lt;br /&gt;
[778.1] This is cross-referencing &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot; with the &amp;quot;[[Dark Elven languages]]&amp;quot; document about the Faendryl dialect. The [[forehead gem]]s loresong has consistency issues with documentation. It depicts Patriarch Rythwier in a palace prior to the Ashrim War, but other documentation would imply such a building should have only been after the Ashrim War. It depicts the Faendryl crest, but does not specify which one. It would have to be the ancient crest, because the Layman&#039;s Guide says the Faendryl did not recognize the disgraced crest, and they &#039;&#039;&amp;quot;chose a new crest&amp;quot;&#039;&#039; only when they &#039;&#039;&amp;quot;left Rhoska-Tor to found New Ta&#039;Faendryl.&amp;quot;&#039;&#039; The loresong also depicts the tapestries as &amp;quot;crimson&amp;quot; when they should be &amp;quot;scarlet.&amp;quot; It is a reasonable embellishment to time the court language law to the aftermath of the Ashrim War when the new crest was chosen.&lt;br /&gt;
[778.2] &amp;quot;[[History of the Faendryl]]&amp;quot; says: &#039;&#039;&amp;quot;As time passed, the Faendryl began to turn their eyes northward, towards their ancestral home. They were disgusted with life below ground, and wanted their shining city.&amp;quot;&#039;&#039; and then after the war &#039;&#039;&amp;quot;They turned their backs on the elves and the city they had built and moved north of Rhoska-Tor, although not far, to build their new city.&amp;quot;&#039;&#039; &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; says: &#039;&#039;&amp;quot;She is a new city, New Ta&#039;Faendryl. An eternal city, established only a few thousand years ago.&amp;quot;&#039;&#039; At the same time there should be surface settlements in the surroundings by the time of the Ashrim War, and reasonably there should already have been a sea port. So it is possible this [[Forehead gem|loresong]] &amp;quot;palace&amp;quot; / &amp;quot;castle&amp;quot; is underground, or it is possible it is somewhere else that is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.B The Diaspora&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot; [779]&lt;br /&gt;
&lt;br /&gt;
- Children&#039;s rhyme unconsciously chanted in fugue states, in the&amp;lt;br&amp;gt;&lt;br /&gt;
year 5100, due to Banaltra harvesters for the Feithidmor. Last&amp;lt;br&amp;gt;&lt;br /&gt;
hatching survived by sylvans of Yuriqen in the Age of Chaos.[780]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[779] This is an excerpt of the fugue state chanting from the feithidmor/banaltra storyline. It is an exact quote.&lt;br /&gt;
[780.1] There was a sylvan NPC named [[Wicked Times (storyline)|Draman]] who spoke of Yuriqen in this context. The timing was vague, but the premise was the feithidmor are akin to cicadas, except on the scale of thousands of years. The original intent of Yuriqen was to be founded about 8,000 years ago in the later Age of Chaos and then get cut off from the world around 2,400-ish years ago (per Banthis), though the date might not be defined anywhere in documentation. This usage of &amp;quot;Age of Chaos&amp;quot; is going with the 15,000 year definition of Age of Chaos rather than the 10,000 year one. It is an embellishment to put it in the first half of accessible Yuriqen rather than the second half. It vibes more thematic for Age of Chaos.&lt;br /&gt;
[780.2] More precisely, [[Wicked Times (storyline)|Draman]] was an aged Sylvan member of the Council of Elders in the [[Order of Lorekeepers]] in Ta&#039;Illistim, and his sylvan ancestors had left &#039;&#039;&amp;quot;shortly before the closing of Yuriqen.&amp;quot;&#039;&#039; The log of this NPC lecturing is therefore firmly establishing Yuriqen was closed off thousands of years ago. The premise was that they had survived the previous feithidmor event, and wanted to warn the world. The wording could be taken to imply the feithidmor event was not long before Yuriqen was closed. It is important to note that this was before the [[AGE (verb)]] mechanic and before the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. Here we&#039;re bending a little bit on the timing, calling it Age of Chaos (in the up to 5,000 years ago definition of Age of Chaos), because of the word &amp;quot;ancestors&amp;quot; from an old sylvan elf.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War.[781] There were many dark forces who were not inside Maelshyve at the time of its destruction.[782] With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors.[783] This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor.[784] There was a diaspora of necromancers and practitioners of the black arts out of the southern wastelands.[785] In this way witchcraft had returned to the West, where it originated, but it was now a much darker and more dangerous form of magic.[786]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[781.1] The first part is directly based on &amp;quot;[[History of Elanthia]]&amp;quot; describing mountain race hordes: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039;&lt;br /&gt;
[781.2] The malevolent forces in the South surviving the war is an extrapolation from what would be reasonable, since it does not sound realistic that all of Despana&#039;s forces were at Maelshyve at the moment the Elves do a lightning strike on Maelshyve. And it is leaning on the embellished premises about the sorts of factions found in that region made in this document.&lt;br /&gt;
[782] This should be true just by virtue of having been in other places pursuing the war, since the war was happening all over the continent.&lt;br /&gt;
[783] Part of this point is that with the logic of the Western outlying provinces being impractical to defend, and rapid gains by Despana in the outlying provinces where &amp;quot;[[History of Elanthia]]&amp;quot; said there was little resistance, that would suggest these purported dark factions were already up in the West. And this familiarity with moving up that way can help contextualize the minotaurs migrating up to Wehntoph after the Battle of Maelshyve, which is already canon in &amp;quot;[[History of the Minotaurs]]&amp;quot;. (They had their labyrinth area wrecked by some unknown war at some point in the Age of Chaos as well.) &lt;br /&gt;
[784.1] The loss of control by the Elves of the West in the Age of Chaos, and the Faendryl needing time to base themselves, and then the Faendryl presumably pushing out some of these dark forces with the expansion of Faendryl territory, you have clear pressures for population migration of these &amp;quot;black arts&amp;quot; practitioners northward into the West.&lt;br /&gt;
[784.2] The Faendryl have their own &amp;quot;diaspora&amp;quot; in existing documentation, a term that was introduced by Silvean. In canon documentation the word is used in &amp;quot;[[A Ceremony for the Marriage of Faendryl in the Diaspora]]&amp;quot; by Silvean and Lylia through the Wordsmiths program. This paragraph is just generalizing the whole thing.&lt;br /&gt;
[785] This is an extrapolation on the previous premises. These can include whatever races lived down in that southern region, but those of elven descent should largely be Dark Elves. This diaspora could arguably include [[Morvule]], the Luukosian high priest, who was old enough to witness the Great Fire of Sharath (something he told to a player character) and after the Undead War united Luukosian cults into the Luukosian Order, which would have mostly been in the West in the Age of Chaos.&lt;br /&gt;
[786] This document is using very broad generalities of large scale movement tendencies, rather than narrow specificity. There is no reason ordinary witchcraft practitioners could not have been in the wild woods of the West, or what have you, after all that time without having gone into the southern wastelands. It would still be a form of &amp;quot;black magic&amp;quot;, but not what we mean by the &amp;quot;black arts&amp;quot; most likely. It&#039;s the witches influenced by those southern wasteland traditions that give rise to the Raznel kind of stuff, rather than the wind witches kind of stuff or possibly even the [[Elanthian Journal/Edition 28|Sisters of Blight]] kind of stuff. (This is not what happened with Raznel in the literal sense, she grew up as a noble in Chastonia. But she was taught Southron Wastes demonic blood magic by Xorus, canonically in storylines, who is supposed to be an Ur-Daemon cultist who studies the black arts.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power.[787] This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic.[788] The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering.[789] It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.[790]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[787] There is no reason you could not have (dark) elves of distant ancestry to that Rhoska-Tor region who are not themselves malign in any way. And you could have expatriates of the Faendryl or Dhe&#039;nar for all sorts of reasons. But people wanting to be free of the rule of law, especially law on magic, is the Second Age driving force for migrating into the southern wastelands. So the Faendryl and Dhe&#039;nar building up regional strength during the Age of Chaos is sensibly going to drive similar sorts to go north into West (or possibly just the more lawless regions of the Southron Wastes) because in the Age of Chaos that was the widespread chaos / anarchy / lawless haven for dark forces. So here we go with that, partly to set up traditions to exist behind hooks in the Turamzzyrian History documentation.&lt;br /&gt;
[788] The Palestra being a prideful thing for summoners to have and collect is a little bit of good government propaganda, like teaching children the virtues of paying all your taxes and so forth. Because the natural inclination for a lot of Faendryl sorcerers is going to be not wanting to be regulated or restricted in what they do. Up into the anarchic west is an obvious place for a diaspora of power abuses to wander. This also helps set up some of the animosity in the West to Dark Elves for reasons that are less abstract or foreign to humans than Maelshyve and the Ashrim.&lt;br /&gt;
[789] This is an IC author statement, just characterizing what is established about it in a different way.&lt;br /&gt;
[790] The violence of the period is framed by &amp;quot;[[History of Elanthia]]&amp;quot;. The timeline of human fortifications being built comes from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. It is generally undefined what the governing structures and natures of the outlying provinces were, and how fast they fell apart after breaking off into independence, and what sorts of power structures existed in the interregnum. Volume 2 talks about trials by ordeal in the West, for example, as lay authority in the name of the gods, precisely due to the lack of central authority and hierarchy. Witch hunt panics and so forth. Humans obviously needed to live and survive for thousands of years in the Age of Chaos, so it can be bad but only so bad.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years.[791] Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel.[792] The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep.[793] The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts.[794] The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.[795]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[791] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[792] This is cross-referencing with the Disciples of the Shadows section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[793] This is cross-referencing &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; with the Nanrithowan wards defined in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and the Wyrdeep symptoms described in the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[794] This is pulling on the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[795] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is coincidentally around the same time humans &#039;&#039;&amp;quot;begin to form small organized settlements on the western side of the Dragonspine, building fortresses to protect themselves&amp;quot;&#039;&#039; according to &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever.[796] Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent.[797] This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic.[798] It was why Yuriqen was sealed off almost 2,400 years ago.[799]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[796] This seems fair from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, but there is no telling how much omission of bad events there could be.&lt;br /&gt;
[797] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; calls him Faendryl, but here we are leaving it more ambiguous, because Myrdanian was doing a kind of behavior that could be better suited to the malevolent wasteland types. &lt;br /&gt;
[798] This is all straight from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[799] This date is a made up assertion. However, Banthis has given roughly this amount time as the original intent. His own mid-2400s year old character was supposed to be young when the Yuriqen barrier went up. Using this number creates an opportunity to relate Myrdanian&#039;s presence there to the formation of the Kannalan Empire, notwithstanding the gnomes documentation (and things like the Timeline document pulling off the gnomes history) using some placenames in time periods that should most likely be anachronistic. (e.g. Tamzyrr in Selanthia, three thousand years before Selantha Anodheles)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders.[800] With the coronation of the Emperor of Veng in 2,745 there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known as Hendor.[801] While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West.[802] Looser forms of this alliance had existed for a few thousand years.[803] It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north.[804] It is perhaps for this reason that the Sylvans had troubles with Myrdanian.[805] The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.[806]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[800] This is a reasonable dynamic of what would happen if you push out chaos agents, only to concentrate them outside the borders in more confined spaces. Partly plays off &amp;quot;[[History of Elanthia]]&amp;quot; having it difficult to say when the Age of Chaos ended.&lt;br /&gt;
[801.1] These are made up facts that are meant to reconcile things that do not make sense. The year 2,745 Modern Era is based on &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; having 4,045 Modern Era being the year 1,300 Kannalan (which is likely vestigial from I.C.E. setting timeline messaging on the Path of Enlightenment but got retconned later.) The &amp;quot;Emperor of Veng&amp;quot; is a defined office in the &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. It is unclear if the location of Veng has ever been defined for players. Judging by the distribution of the other known Kannalan settlements to the south, west, and north, and Veng falling to humanoids invading out of the mountains, it should most likely have been somewhere in what is now called Hendor.&lt;br /&gt;
[801.2] The term &amp;quot;formal Kannalan Empire&amp;quot; is meant as a retcon to handwave away the [[Lines of Blood: A History of the Gnomes|Gnome history]] and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (referring to the gnome history) using the term &amp;quot;Kannalan Empire&amp;quot; for times over a few thousand years before year 0 of the Kannalan calendar. There can be earlier stuff that isn&#039;t really the Kannalan Empire but has constituent stuff. The gnome document does much the same with Tamzyrr and Selanthia.&lt;br /&gt;
[802] Feudalism in the Turamzzyrian Empire came from feudalism in Hendor. The definition of a loose alliance of humans, halflings, and giantmen comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[803] This is again the retcon mentioned in footnote 801.2&lt;br /&gt;
[804] This is creating a hook for why there were &amp;quot;dark sorcerous forces&amp;quot; up near what is now Vornavis, harassing refugees of the fallen Kannalan city of Ziristal, in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in the early 4000s Modern Era.&lt;br /&gt;
[805] This is a cross-reference and extrapolation. But if we accept the 2,400 year ago timing for the rise and forming of the Kannalan Empire, reaching up into what is not far off from the Sylvan forest, the Myrdanian types would naturally be tending toward being further north. So this is plausible geographical context for why Myrdanian would have been there bothering the Sylvans at just that point in history.&lt;br /&gt;
[806] This is cross-referencing various things. The undeath of the Wolves Den goes back to the Second Age, who were rebels in the Darkstone Bay region, being put down by the Vaalor. There are scattered threads like the darkness of the Kingdom of Anwyn and whoever destroyed the palace in &amp;quot;[[History of the Minotaurs]]&amp;quot;. Melgorehn&#039;s Reach if it were translated into De-ICE&#039;d timeline would have been something in the vicinity of 8,000 years ago. The Graveyard and Broken Land stories would be 6,300 years ago. The Shadow Valley story probably dated back to a bit earlier than the Graveyard story. Though none of these have canon dates at this time in the Elanthia world setting. The obelisk thing that turned Barnom Slim into a lich, Althedeus related, was seemingly very ancient and had a bunch of dead bodies leading up to it. There&#039;s the dark sorcerous forces of the Cairnfang in the early 4000s, and then modernly there&#039;s Foggy Valley with types like Bonespear and Vespertinae. All the various haunted castles in the northwest. The loresong on the [[forehead gem]] for Return to Black Swan Castle depicts sorcerers sieging the castle and turning it black, which a [[Return to Black Swan Castle/saved posts|saved post]] describes as only a century ago (though this is a retcon as that castle dates back to the ICE Age and weirdly suggests it&#039;s from the same time period as Wehnimer&#039;s Landing). Whatever happened with Bir Mahallah and the Sea of Fire more generally. Modernly the Arcane Eyes summoners were out of Mestanir, Raznel was in Talador. The list could go on.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kannalan Empire abruptly collapsed in the year 3,961.[807] It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains.[808] Historians have since speculated this was caused by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen.[809] There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands.[810] Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.[811]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[807] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[808] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and elaborated in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;, and also described some in &amp;quot;[[History of Reim]]&amp;quot;.&lt;br /&gt;
[809] This is an embellishment, that this is an exist premise from historians. This is cross-referencing several things. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; dates the Sunfist Pact to 16 years before the Kannalan Empire collapsed. (&amp;quot;[[History of Elanthia]]&amp;quot; puts it earlier with a vague 2,000 years ago, but the Timeline gives an exact number.) &amp;quot;[[History of Reim]]&amp;quot; talks about the Kingdom of Dunemire in what is now Bourth having been a Highmen kingdom. This is cross-referenced with the tribes named for the Sunfist pact in &amp;quot;[[Giantkin History]]&amp;quot;, which included the Highmen. &lt;br /&gt;
[810] This is a very plausible historical argument, given the two dates and Highmen overlap in both aspects of it. Even if it were a coincidence, historians (especially those who do not live in the mountains) could easily be convinced of it. This usage of &amp;quot;humanoids&amp;quot; is throughout the human documentation, such as &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[811] This is referring the Cairnfang region sorcerous forces in the Wildwood settlement incident, and more modernly with Foggy Valley. The southern part with the &amp;quot;black elven wizardry&amp;quot; is referring to the fall of Gor&#039;nustre and the Kannalan Alliance cities in the late 4200s. Which is pushing closer to the southern wastelands. These both come from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The geographical distribution of such references to the near edges of civilization is reasonably solid in existing premises.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.C Death Religions&lt;br /&gt;
&lt;br /&gt;
It was in the late Age of Chaos that Lorminstra began softening her treatment of departed souls.[812] The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood.[813] It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death.[814] In antiquity it was very rare for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living.[815] Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul.[816] Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead.[817] Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.[818]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[812] This is totally made up. There&#039;s a basic undefined issue with the death lore, where adventurers are somehow special with their treatment by Lorminstra, and we do not have explicit scaling on how common that is and how long it has been happening for. The death mechanics also change over time, which means the IC death rules are shifting with time. If it&#039;s more than just a small adventuring population, it disrupts the cohesion of the NPC world setting. So here we&#039;re postulating that one of these shifts happened in the late of Age of Chaos, when the West was emerging with the building of fortified human settlements, where the loophole formed with Lorminstra willing or able to return departed souls under some special conditions. And then this is used as a factor in pushing back the chaos, or as framed here, pushing back on the Life/Death imbalance caused by the malign influence of the Luukosians and so forth, which follows off the black arts diaspora framed in the prior section.&lt;br /&gt;
[813] This is a fair statement of what it is like when we try to interact with the Arkati or get explanations from them. When Death&#039;s sting was introduced with the shadow dragon, there was some vague language about the changing cycle of death.&lt;br /&gt;
[814] This is following off the logic in footnote 812 and a reasonable surmise for an IC worldsetting view by a mortal NPC who cannot directly know what the gods are doing on their end.&lt;br /&gt;
[815] This is an important embellishment. When GemStone implemented the Rolemaster mechanics in 1989 / early 1990, it tweaked the relation between resurrection spells and death. Rolemaster is like Dungeons &amp;amp; Dragons in having roughly 10 rounds of &amp;quot;dying&amp;quot; state where players can be revived with magical healing, and in the case of Rolemaster it is from hit point loss or from critical injury. This requires no &amp;quot;lifegiving&amp;quot;/rezz spell! The resurrection magic is for *after* soul departure, which is the state of actual *death* as opposed to dying. In the I.C.E./Shadow World setting the goddess we call Lorminstra is the only one with the power to let clerics call souls back into bodies like that. In the GemStone implementation this would leave corpses lying around and is a problem for the M.U.D. type setting, so it was replaced with rapid decay and reincarnation on soul departure. And then lifegiving/rezz spells applied to the &amp;quot;dying&amp;quot; phase, and players had no actual dead bodies to target with rezz spells. Move time forward and it&#039;s still not possible for player Clerics to resurrect unkept bodies that have been dead for more than a handful of minutes. But there are rare hooks like the old [[Purgatory]] messaging of what looks like the temple old man / Lord High Cleric pulling the soul out of Purgatory, and very rare story incidents of souls getting pulled out from beyond the Ebon Gate. So we are calling this &amp;quot;true resurrection&amp;quot; and it&#039;s much more rare than what ordinary Clerics do.&lt;br /&gt;
[816] This was explicitly true in the I.C.E. lore, which was the context when the death mechanics (the temple and deeds and all that) were created. The explicit language on this point did not carry through into later documentation, by GM Varevice said in a forum post in 2000 (for example) that only Lorminstra has the power to bring souls back to the living like that, whereas any ordinary god can power the kind of resurrection that player characters are doing. Cursing the soul refers to how undeath works in GemStone in light of the Order of Voln messaging, and ascension is referring to the ascension legends usually involving the lesser god having been dead in some way before being raised higher. The theory of how ascension works is talked about in Volume 2. It is not really addressed in Volume 1, but the IC author distinguishes &amp;quot;transcendence&amp;quot; into becoming Arkati servants with retained identity (like the disir in GemStone and [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 spirit helpers] to the Immortals in DragonRealms) from ascension to godhood, maintaining that to the extent &amp;quot;ascension&amp;quot; is possible it likely requires flattening out the personality and identity into limited thematics and essentially would be a form of death where there is some greater spirit imbued power.&lt;br /&gt;
[817] This is the original context of the death lore, and if the true resurrection concept is valid in Elanthia still, this is consistent with the game mechanics. The [[Naidem]] reincarnation [[Purgatory#Naidem|messaging]] is vague, but that voice talking to you presumably isn&#039;t the silent Gosaena, so I will assume that is also just Lorminstra.&lt;br /&gt;
[818.1] This refers to for example the old man variant messaging on the old [[Purgatory]] death mechanics, and how there used to be different levels of power of resurrection spells. I&#039;m told one time a player with special Gosaena &amp;quot;[[DecayWings|avatar]]&amp;quot; wings (from an auction) in a storyline pulled someone out from beyond the Gate, but we&#039;re talking about resurrection spells and this line seems solid. It keeps the NPC world setting coherent for this to be a rare power, and for it to rarely be granted by Lorminstra. Adventurers are freak abnormality special cases, which is actually [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicitly stated] in DragonRealms with its highly similar form of the [https://elanthipedia.play.net/Death death mechanics]. &lt;br /&gt;
[818.2] DragonRealms tweaks this slightly by having the soul being called back from the spirit plane (the &amp;quot;Starry Road&amp;quot;) by the Cleric, provided there is at least one &amp;quot;favor&amp;quot; (deed) linking it to the body, but there is still the auto-depart timer and it is effectively the same situation. By &amp;quot;true resurrection&amp;quot; we are referring to a resurrection at a later time point, which does not apply to adventurers whose bodies disintegrate (unless presumably it is their final death.) GemStone more tightly ties the soul being brought back to Lorminstra intervening herself, which prior to permadeath being removed involved her identifying departed souls in Purgatory with deeds to whom she owed favors. Deeds no longer serve this function as of 5104 Modern Era, and the reason why adventurers without deeds are brought back is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit.[819] High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals.[820] This was a rare power and Lorminstra most often refused.[821] It was only for those who had died prematurely or in insignificant ways. Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself.[822] The very rarest form of resurrection was if Lorminstra took the departed soul and reincarnated its body. [823]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[819] When the De-I.C.E.&#039;d lore for Gosaena was introduced in &amp;quot;[[Gods of Elanthia]]&amp;quot; in 1999, it introduced the following line: &#039;&#039;&amp;quot;Unlike Lorminstra, when a spirit comes to Gosaena, it will not be returning to the mortal realm.&amp;quot;&#039;&#039; The problem is this is not true, or at the very least, requires some extra nuance of beyond the Ebon Gate to be consistent. One aspect of this is that Lorminstra lets spirits out from the Ebon Gate to visit near the Eve of the Reunion, it&#039;s been happening at Ebon&#039;s Gate festivals for decades and is talked about in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The &amp;quot;[[Giantkin History]]&amp;quot; with the Grot&#039;Karesh Hammer clan talks about an event where spirits of the dead return to visit the living called [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]]. So this sentence saying &amp;quot;on special occasions as a spirit&amp;quot; is more accurate that a simple plain reading of the Gosaena documentation. Another aspect of this is the Purgatory death mechanics messaging having implicitly been the other side of the Gates of Oblivion, before the term &amp;quot;Gates of Oblivion&amp;quot; was replaced with &amp;quot;Ebon Gate&amp;quot;. Lorminstra has the framed power of going through the other side of the Gate and pulling out souls for resurrection or reincarnation. So Gosaena needs to be restricted to a special phase of being beyond the Gate. The Purgatory soul departure messaging pre-dates the Gosaena lore, so there was never any mention of her in it.&lt;br /&gt;
[820] This is reviving the original I.C.E. context on what lifegiving / resurrection spells mean and do, and it is arguably represented in the old man variant of the old [[Purgatory]] messaging. Where different messages happened based on conditions.&lt;br /&gt;
[821] This restricts its scope so that the lack of use we&#039;ve seen with it in game makes sense, and revives the original context of Lorminstra refusing these requests unless certain conditions were met.&lt;br /&gt;
[822] This was explicitly stated in her lore at the time the death mechanics were designed. This line is just reviving the premise explicitly. Aspects of this were encoded in the old man variant of the [[Purgatory]] messaging, which talks about &amp;quot;special children&amp;quot; who have things left undone. The insignificant deaths aspect means, among other things, that Lorminstra is not going to agree to return an assassinated high noble or monarch to life.&lt;br /&gt;
[823] It should obviously be the case that Lorminstra reincarnating souls would be more rare on a whole population level than true resurrection requests being granted. The relative handful of minutes it takes for the soul departs reasonably means the ordinary player character raising spell on the dying would not be useful in most practical situations, because the intervention needs to happen in such a brief window of time. It should be the case that the longer a body is truly dead, the less likely the resurrection will be granted and the more damage to the body / recovery will be needed. This document is taking the [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicit] step DragonRealms does and has adventurers being a weird special exemption case involving heroics. While it is the rarest in a whole population demographic sense, for adventurers it is the [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 most common] outcome of death.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) Deeds&lt;br /&gt;
&lt;br /&gt;
Seven thousand years ago, or so, a loophole had formed in her rules.[824] There was a tiny minority of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces.[825] These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot;[826] They were much more rapidly healed with magical herbs than most people, for whom such remedies usually only increase the rate of healing.[827] Traumatic injuries from violence in particular might quickly vanish.[828] Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it.[829] Lorminstra allowed such heroes to fulfill their unfinished purposes.[830] There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures.[831] For this &amp;quot;deed&amp;quot; they would be owed a favor from Death.[832]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[824] The seven thousand years number is totally made up, meant to be consistent with the prior framing of the late Age of Chaos. This is meant to be some time into the process of Western fortification settlements by humans. It is meant to imply that this practice just wasn&#039;t even a thing in earlier millennia. The timing is also chosen to make it just a bit earlier than the Graveyard and Broken Land stories, which we&#039;re using the same number of years ago as they were in their original timeline.&lt;br /&gt;
[825] This is directly based on the death mechanics messaging that has existed in game. The &amp;quot;special children&amp;quot; who make a difference was in the old man variant of the [[Purgatory]] messaging, which was when characters without deeds below level 2 were reincarnated. The phrase &amp;quot;heroic fighters against chaotic forces&amp;quot; is very slightly an embellishment, but based on the Hall of Sacrifice encoded into the Landing temple, and the making-a-difference premise in the old man variant, and the original death lore context of missions in the world not being complete yet. Which is a Fate like concept.&lt;br /&gt;
[826] This is a direct quote from the old man variant of the [[Purgatory]] messaging, which player characters have seen and experienced themselves in the past.&lt;br /&gt;
[827] This is an embellishment, taking the opportunity to restrict the scope of something that doesn&#039;t make sense for the NPC setting. Much as with the computer game adaptation of the death mechanics so that deaths happen much more routinely and less permanently in a M.U.D. context with its vastly higher encounter rate than a tabletop setting, the herbs and healing system was vastly accelerated for GemStone&#039;s implementation. Rolemaster herbs generally increased healing rates, or would have serious side effects and addiction risks. The world setting does not make much sense if it&#039;s common as dirt for people to just be able to heal everything, undisease everything, having empaths and so on all over the place. So this embellishment is creating an explicit premise of basically: yes, this rapid healing happens on these abnormal adventurers, but it&#039;s directly related to their weird relationship with the Life-Death balance, and the vast majority of people (NPCs) heal much slower.&lt;br /&gt;
[828] This is another scope restriction. Our healing spells and herbs focus on undoing traumatic injuries from adventuring heroics kind of stuff. They are not focused on chronic illnesses, cancer, and so forth.&lt;br /&gt;
[829] This is reviving what used to be explicitly stated in the death lore, and creating a hook for why these people are brought back from soul departure now, even when they have no deeds (because deeds no longer serve this function in the Death cycle.) Likewise, this was so with the old man variant, but now it&#039;s true regardless of level. This is creating a hook for why people are brought back, and likewise that mortals do not know why it is them and not others, and they do not know how long this flexibility with death will last. Each time might be the last time for all anyone knows.&lt;br /&gt;
[830] This is again reviving what used to be explicitly stated, and historicizes it to this late Age of Chaos time period.&lt;br /&gt;
[831] This is quoting and directly based on the Landing temple deed rituals. [[Research:The Graveyard]] and [[Research:The Broken Lands]] construct a theory about the original context of the death mechanics, because deeds do not come from the I.C.E. mechanics or lore setting. It theorizes that the deed ceremony is intentionally based on medieval homage ceremonies, where the death goddess acts as a liege lord and the soul is the fief being granted to the vassal who is sacrificing to her. This line is further based on the Hall of Sacrifice and the original Shadow World context of her not allowing the return of meaningful / significant deaths. So what GemStone appears to have done is allowed heroic acts by adventurers to result in treasure, and sacrificing this treasure is substituting in heroic acts / meaningful deaths, so a credit of meaningful deaths is used instead. And that this is the essence of what &amp;quot;deeds&amp;quot; really are, and setting up a premise of just donating money isn&#039;t enough.&lt;br /&gt;
[832] This is meant to explicitly ground the meaning of the word &amp;quot;deeds&amp;quot;, which at present have no definition in lore, other than the Lorminstra temple messaging.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna.[833] But these were deeds of Death.[834] Their sacrifices would substitute other heroic acts for the significant deaths that would leave Lorminstra unable or unwilling to resurrect.[835] The greater the heroic feats to be spared, the greater the sacrifices to be worthy.[836] There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds.[837] Without accruing deeds, the soul was doomed.[838]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[833] This is what happened and was done in the [[Vishmiir]] event around 2002. This document is using this to explain death mechanics good deeds, per the Hall of Sacrifice, as instead deeds of Death. (The temple figures refer to Death with a capital D.) This allows us to explain why deeds presently serve an unrelated function as of 2004 with [[Death&#039;s Sting]] introduced. This tacitly interfaces with the liquid in [[chrism]]s and their Death&#039;s sting prevention.&lt;br /&gt;
[834] This is made up but reconciles the difference in what deeds did before 2004 with what they do afterwards.&lt;br /&gt;
[835] This is explicitly stating the prior premises, and is directly based on the death mechanics messaging, from the temple deeds messaging to the warnings in the [[Purgatory]] messaging about the limits of power to intercede.&lt;br /&gt;
[836] This is contextualizing why deeds are more expensive for higher level characters.&lt;br /&gt;
[837] This is putting down any seriousness to the old jokes about Lorminstra rolling in gems and cash for the money. The messaging requires it to be sacrifices of treasure, so it isn&#039;t good enough for rich people to just donate some money.&lt;br /&gt;
[838] This is what deeds used to do. Deeds &#039;&#039;&#039;have not&#039;&#039;&#039; done this for 20 years now, and this is explicitly recognizing it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end.[839] If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls.[840] Their bodies would disintegrate upon the departure of their spirit.[841] There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans.[842] For those chosen by the Lady of Winter there is no question.[843] Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.[844]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[839] This is just taking the medieval feudal meaning in the language used in the deeds ceremony and the [[Purgatory]] messaging literally. It is explaining the why Lorminstra and why only Lorminstra of it all.&lt;br /&gt;
[840] This is explaining why people (adventurers) with this homage relationship with Lorminstra, if they had accrued deeds of substitute deaths, were given special exemption and brought back from true death under some conditions.&lt;br /&gt;
[841] This is explicitly acknowledging the weirdness of player character instant decay and reincarnation, when the NPC background all leave corpses. Though it doesn&#039;t get around / explain all the monsters decaying, which is mechanically necessary for the game in practice.&lt;br /&gt;
[842] This refers to the &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; document. Koargard is discussed in &amp;quot;[[Worship in the Turamzzyrian Empire]]&amp;quot; and various Church of Koar contexts. It has its own doctrine of what the afterlife is, but the death mechanics adventurers experience is empirical.&lt;br /&gt;
[843] &amp;quot;Lady of Winter&amp;quot; is an epithet that is used in &amp;quot;[[History of the Order of Voln]]&amp;quot;. This line is about framing that adventurers have empirical experience with the other side of the Gate, with the depart / [[Purgatory]] messaging, which in every instance illustrated an oblivion stated of near unconsciousness.&lt;br /&gt;
[844] This is directly based on the [[Purgatory]] / Abyss of Naidem messaging, and the description of the Pale in the second Griffin Sword War. It is how GemStone interpreted the meaning of &amp;quot;Oblivion&amp;quot;, which at that time was undefined in the I.C.E. setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it.[845] She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls.[846] Reincarnation works around some of the conditions that ordinarily prevent resurrection.[847] In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor.[848] It was only certain kinds of deaths that could be substituted for deaths of like kind.[849] Otherwise the rules of Death held without exemption.[850] It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.[851]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[845] This is directly describing the [[Purgatory]] death messaging. It is slightly condensed now in GemStone IV, but this is using the original full version of the wording in the decay/depart messaging, which was live up through 2003.&lt;br /&gt;
[846] This is referring to the [[spirit death]] variant of the [[Purgatory]] messaging. The currently used form of the decay/depart messaging uses this particular version in all cases. Spirit death is soul destruction in Rolemaster, but in GemStone, Lorminstra was able to fix it if people had the deeds. Otherwise this special case of permadeath set off the &amp;quot;lost to the demonic&amp;quot; messaging.&lt;br /&gt;
[847] If a body is poisoned in such a way that it cannot host the soul, that would sensibly prevent ordinary raising as well as &amp;quot;true resurrections&amp;quot;. But with Lorminstra able to repair at least some souls, and reincarnate the body out of spirit, that makes it harder to fully prevent Lorminstra from bringing someone back. It isn&#039;t obvious that [[Luukosian deathwort]] would actually permadeath one of our player characters.&lt;br /&gt;
[848] This is referring to the original stuff where Lorminstra would not agree to do the resurrection. This is framing how you could have get-out-of-death deeds for heroic action stuff, but this is not allowing people to get out of dying out of old age just because they have deeds. Or whatever their &amp;quot;mission&amp;quot; is, Fate role, whatever, that being fulfilled is going to overrule any owed favor exemption. Adventurer &amp;quot;favors&amp;quot; [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 explicitly] do not get them out of final death from their lifespans being up in DragonRealms.&lt;br /&gt;
[849] This is an embellishment. But it is consistent with what is implied by the temple and deed ceremony, and explains it in a way that is very adventurer specific and not something relevant to the general NPC population. It wouldn&#039;t even apply to ordinary soldiers in a military. Related to this, empaths and clerics that focus on healing or raising such fortune hunting adventurers, even if they do not go out and slay themselves, would get transferred conferred deeds under this logic. Clerics at one point actually mechanically got a deed for raising those under level 2 before the departure of their soul, where they would otherwise be saved from permadeath by the &amp;quot;old man&amp;quot; Purgatory messaging variant. This point is mentioned about deeds of Death in Volume 2.&lt;br /&gt;
[850] This is setting up Death deeds as having been a very particular loophole, and that Death deeds are not necessary at the present time, but the people for whom they are applicable are the only ones being exempted in this special loophole way.&lt;br /&gt;
[851] This is largely based on the [[Purgatory]] messaging variants that talk about the limits of power in bringing people back. It described deeds (at that time) as very necessary, except for those barely started yet &amp;quot;special children&amp;quot;, where bringing them back without deeds was difficult. And it helps frame that Lorminstra isn&#039;t necessarily really making free choices in this stuff, the exemptions have to be paid for in some kind of Balance logic in weird cosmic stuff. There is limited insight mortals should have into it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries.[852] There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed.[853] Those who return from death are never entirely restored.[854] They lose something of themselves, whether temporarily or permanently.[855] Some of this is damage from the decay of the body.[856] While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead.[857] The extent to which Lorminstra has extended her power in mitigating death has fluctuated.[858] Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are instead the power of Life that goes into softening Death&#039;s sting.[859] The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance.[860] But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery.[861] They are often contrary to her own interests, but have some role to play in the unfolding of Fate. [862]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[852] The death mechanics have changed repeatedly in the past few decades, including with IC recognition of changes. This wording is partly leaning on the embellished premise of Death deeds starting 7,000 years ago.&lt;br /&gt;
[853] This is damages to the body and to some extent spirit from dying or being dead. In the ICE Age there was permanent stat penalty damages, then in the late 90s and early 00s there was negative experience point loss, then in 2004 onward our current form of [[Death&#039;s Sting]].&lt;br /&gt;
[854] This is true from Rolemaster up through our present [[Death&#039;s Sting]] mechanics.&lt;br /&gt;
[855] There was permanent stat damage risk from too many deaths per level in the I.C.E. Age. This notion of permanent damage from it would likely refer even moreso to cases of what we&#039;re calling &amp;quot;true resurrection&amp;quot; where the body was dead for a while and the soul brought back to it.&lt;br /&gt;
[856] Oxygen deprivation to the brain, for example, was framed in Rolemaster &amp;quot;Character Law&amp;quot;. Volume 2 gets into this more and talks about how there is also spiritual damage from the animus deteriorating in the &amp;quot;dying&amp;quot; state, which explains Death&#039;s sting for dying characters who get raised.&lt;br /&gt;
[857] They were different spells with different functions in Rolemaster &amp;quot;Spell Law&amp;quot;. Preservation halts body decay. Lifekeep stops the soul from departing. GemStone rolls them up together, partly because it doesn&#039;t keep bodies around after soul departure, but you would want / need preservation magic if a &amp;quot;true resurrection&amp;quot; were to be done, where Lifekeep would be pointless. Chrisms likewise could be interpreted as related to preservation magic but not lifekeep magic.&lt;br /&gt;
[858] This is referring to the shifting around in the death mechanics that have happened. There was no stat loss at all from 1996 through 2003, roughly, but there was experience loss from decays / spirit deaths and so forth. These are empirical IC differences in death recovery. The [[Deed#Modern|shadow dragon]] premise when Death&#039;s sting was introduced talked about Lorminstra extending her power in terms of undoing the physical damages when bringing people back. (She takes wounds but leaves scars.)&lt;br /&gt;
[859] This is an empirical fact that deeds no longer have any role in whether Lorminstra brings people back, since 2004 with the shadow dragon stuff and Death&#039;s sting change, which was framed as some cosmic cycle change. This concept of deeds of Life is based on the &amp;quot;good deeds&amp;quot; as liquid substance in the [[Vishmiir]] event for banishing the Vishmiir, and it is an embellishment to contrast these with the Death deeds, and this power of Life as what is going into ameliorating Death&#039;s sting. Because what deeds presently do is mitigate [[Death&#039;s Sting]], so this is directly addressing why they work that way and what changed.&lt;br /&gt;
[860] The Balance is talked about, for example, in &amp;quot;[[History of the Order of Voln]]&amp;quot;. The concept exists in Rolemaster books, but was not really much in the Shadow World setting, though there was a little such as about the barriers between planes getting weakened by portal magic and so forth. Morvule in the Luukosian Order has their own twisted version of Balance concept in Death, Undeath and Lies. And logs show the Luukosians in [[Ride of the Red Dreamer|rituals]] talking about correcting Fate&#039;s flaws. In any case, the vagueness of the cosmic cycle changes was stated in the Death&#039;s sting release, and the balance of Life and Death was framed earlier in this document when talking about Luukos and his relation to the undead.&lt;br /&gt;
[861] It is an empirical fact that deeds no longer serve the role they did before the in game year 5104. There is no explanation for why the &amp;quot;special children&amp;quot; are special or chosen, and there does not really need to be on the mortal end of things. They just got brought back for reasons they do not know for certain, but they&#039;re generally adventurers, and it&#039;s those kinds of deaths they get out of (at least up until some point.) Arkati generally do not give straight answers about this kind of stuff. There should just be IC theological interpretations of it.&lt;br /&gt;
[862] As mentioned, the Luukosians speak of correcting Fate&#039;s flaws, and there are fate notions such as Koar contemplating the fate of all things (the Rift is implicitly inside the Great Drake and the Rift rooms are mostly Tarot cards and the Vvrael quest was all about prophecy and Book of Revelation kind of stuff), and Gosaena&#039;s prophetic powers of knowing when things will die. This document uses Fate as a cosmic force that is tied up in the Life/Death balance (as an embellished premise based on various factors) and directly related to this concept of unfinished business / purpose / special missions. Volume 3 uses this concept for talking about restless spirit types of undead. Also, this embellishment about it being a Fate and cosmic balances mystery thing that isn&#039;t really about Lorminstra choosing, that gives flex on why she&#039;s bringing back all these people contrary to her own interests.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless, the role of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order.[863] It was also in the Age of Chaos that we see the earliest records of a figure resembling Voln.[864] There was a proliferation of undeath in the westerlands.[865] Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies.[866] It was many years before the founding of the k&#039;Tafali sect.[867] The witch hunters of that age had no use for mercy, or for regarding the undead with compassion.[868] Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.[869]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[863] This is an embellished premise. Since we&#039;re picking a time for this fortune hunter / adventurer special dispensation to begin in the world timeline, having it happen then as civilization is restarting can have some historical significance for the &amp;quot;adventurer&amp;quot; class of people. Because there&#039;s very little in the way of hooks for them impacting historical events farther back than 30 years ago, or the sort of storyline external threats that often dominate over normal nations/politics forces; maybe the only clear example of it is the lore around the Ice Witch Issyldra. In any case, the general notion would be that the aggregate effect of having these tiny minority of heroic fortune hunters surviving longer than they would have is that it cuts down on the monstrous / dark / chaotic populations. And that would have helped push back and tame the Age of Chaos around population centers, especially if those new centers had money economies to incentivize fortune hunting. This does not have to be the purpose / reason for &amp;quot;Death deeds&amp;quot; in itself. But it could be the practical consequence of them. Especially if the Luukosians and necromantic dark forces were causing the Life-Death imbalance that caused the Fate aberration for it.&lt;br /&gt;
[864] There are context reasons to think Voln was not a known entity until after the Undead War. The &amp;quot;[[History of Luukos]]&amp;quot; puts the ascension of Voln at a later time than the Undead War, and says: &#039;&#039;&amp;quot;On the other side, Lorminstra worked with others who believed in the purity of life to put a stop to the flood of corruption that undeath brought. This would eventually lead to the ascendance of the immortal spirit Voln, and the establishment of his Order.&amp;quot;&#039;&#039; It is also a framed in storyline events (e.g. [[Ride of the Red Dreamer]]) that [[Morvule]] was the one who united the Luukosian cults into the Luukosian Order, and the &amp;quot;[[Griffin Sword War]]&amp;quot; document says: &#039;&#039;&amp;quot;Let us begin with Morvule himself – according to Nershuul, Morvule was originally of elven origin, though he does not know of his originating House. During the days after the Undead War, he underwent a transformation initiated by Luukos and appeared forever changed.&amp;quot;&#039;&#039; And the &amp;quot;History of Luukos&amp;quot; commits to Luukos not doing his necromancy thing around mortals until after the Undead War. So then you have &amp;quot;[[Gods of Elanthia]]&amp;quot; saying of Voln: &#039;&#039;&amp;quot;Tales suggest that Voln&#039;s very existence is a result of Lorminstra&#039;s constant entreaties to Koar for some direct action to counter the spreading curse of Luukos&#039; undead. Most tales attribute Voln&#039;s paternal lineage to Koar and a mortal woman. His upbringing, in a land where he witnessed loved ones lost to Luukos&#039; curse, shaped him with an undying hatred of the undead and provided a lifelong mission.&amp;quot;&#039;&#039; Likewise, one of the loresongs on the Stones of Virtue on Mount Aenatumgana shows the ascension of Voln, in front of what is clearly a Luukosian cultist. Similarly, the ascension legend under such conditions would fall apart instantly if Elves had records of Voln dating all the way to prehistory, like the Arkati. So Voln has to begin appearing in historical records at some point. But in the Age of Chaos things are badly recorded. So we go with starting to see something along these lines and be vague on the timing.&lt;br /&gt;
[865] This is an embellishment to the extent that what is firm canon only speaks of orcs, trolls, minotaurs, that kind of thing. In this document we&#039;ve framed some population migrations and leftover Despana forces on some plausible extrapolations, so that there is significantly more undeath in the West after the Undead War than there was before it, which is the essence of what the &amp;quot;[[History of Luukos]]&amp;quot; is saying even if we have to reject some of the stuff about Despana as mythical and distorted.&lt;br /&gt;
[866] This is extrapolating off the conditions that would have existed for the story of Voln&#039;s origins.&lt;br /&gt;
[867] This is the Order of Voln. The volumes of this document treat the &amp;quot;Order of Voln&amp;quot; as a theological tradition stemming from Fasthr k&#039;Tafali, and though it is what is dominant now, the IC author regards a lot of its doctrines as theological constructions of mortals and not Voln himself. The mercy and release of poor cursed souls, for example, is not the mandate. The mandate is to put down the undead. This is reconciling the tension in the lore that exists because the Order of Voln was designed in the context of the I.C.E. lore for Voln (Vult), mercy and release of the suffering and cleansing souls of taint, but then his De-ICE&#039;d [[Gods of Elanthia|version]] makes him the &#039;&#039;&amp;quot;Destroyer of the Undead&amp;quot;&#039;&#039; and having &#039;&#039;&amp;quot;an undying hatred of the undead.&amp;quot;&#039;&#039; Later developments such as &amp;quot;[[History of the Order of Voln]]&amp;quot; are influenced by the in-game messaging, which is actually the ICE lore, so what we&#039;re doing here is setting up a frame for explaining this &amp;quot;undying hatred&amp;quot; and &amp;quot;destroyer&amp;quot; version of Voln. Basically, though the k&#039;Tafali sect is now dominant, especially the past couple of centuries due to the Horned Cabal, this is suggesting their views of Voln were not the norm further in the past, beyond a thousand years ago. &lt;br /&gt;
[868] The very generic term that this document uses for people who hunt down forces of darkness and their minions / monsters is &amp;quot;witch hunter&amp;quot;, which is not meant to be specific to hunting witches. It is used here, but more often in Volume 2.&lt;br /&gt;
[869] This is explicitly framing and quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; entry for Voln, and highlight the inconsistency with the mercy/release rhetoric elsewhere. It&#039;s giving a hook for where that &amp;quot;Gods of Elanthia&amp;quot; description is coming from within the setting. The premise of Luukos becoming the Undeath god, in his practical religious focus with mortals, only after the Undead War is following off the &amp;quot;[[History of Luukos]]&amp;quot; document and various context details, like how it was assumed the Book of Tormtor was in some way Ur-Daemon in origin, rather than assuming this mass undeath artifact was related to Luukos. Near the beginning of this document, it explicitly asserts (as an embellishment) the Luukos was regarded as the Soul Eater god in the Second Age, and that this undeath stuff from him happened later. So here we&#039;re giving some context to the Age of Chaos in the West having Luukos expanding his sphere of influence with the spread of all this necromancy. And it can give some more context to all the weight on Luukos with undeath when most of the undead we actually see in the game have nothing directly to do with Luukos.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(2) The Dark Path&lt;br /&gt;
&lt;br /&gt;
But a little over six thousand years ago, following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north.[870] The Dark Path was a theocracy in homage of Gosaena.[871] It was a heterodox theology, in some ways similar to her Left Hand Path sect, but otherwise highly unusual.[872] It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age.[873] Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway.[874] The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation.[875] Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms.[876]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[870] This is an embellishment but an attempt to keep consistency with pre-existing lore. The Graveyard and Broken Land stories were set approximately 6,300 years ago on the I.C.E. Age timeline, where on the scale of years 1 year is equivalent to 1 year, because in the I.C.E. Age setting (Shadow World) there were 350 days in a year, but Master Atlas 2nd Edition in 1992 established there were 25 hours in a day, which is equivalent to a 365 Earth day calendar for a solar year. There is seemingly no reason to not just keep the 6,300 year ago number and have those stories happening in the late Age of Chaos. The original context was the Wars of Dominion, but nothing directly analogous to the Wars of Dominion happened in the Elanthia setting.&lt;br /&gt;
[871] This is just a straight De-ICE of the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; document, which was the first GemStone unique lore document and a 100% original GemStone story. It does not come from I.C.E., just some of its details were set in it. It is worth noting that Bandur Etrevion himself is post-ICE canon, like one of his books is chained down in Moonsedge Manor.&lt;br /&gt;
[872] The Left Hand Path sect is a Gosaena cult from the second [[Griffin Sword War]]. The gist of it is that its leadership alternates between good leaning and dark leaning, the Right Hand and Left Hand paths. The [[Purgatory#Naidem|shrine]] in Naidem also seemed to represent Gosaena in some bifurcated angel/demon form, like one of the Tarot card Major Arcana rooms in the Rift. So, this is an embellishment, it&#039;s meant to provide a context hook for the Dark Path somehow being consistent with Gosaena, since Gosaena is extremely different from Kadaena, but at the same time what GemStone did with Kadaena was off canon for Shadow World.&lt;br /&gt;
[873.1] This is a made up embellishment to try to square the difference between the off-canon treatment of Empress Kadaena in the Graveyard (and more subtly also in the Broken Land) with the later Gosaena and Eorgina lore, as those two were more changed in the De-ICE than most gods. It&#039;s also mentioning Despana savior myths in this context to tie back into the dark magic diaspora out of the southern wasteland set up earlier in this document, to connect Age of Chaos dark magic to Undead War aftermath.&lt;br /&gt;
[873.2] The motivation behind this is obscure. In the original lore context, Empress Kadaena was not really a goddess, she was a powerful sorceress of demi-god scale power who was decapitated by her cousin. There&#039;s also a version where her headless body fell through the &amp;quot;Gates of the Void&amp;quot; into the demonic realms. Kadaena was also the creator of the gogor (vruul), which were collected by Morgu (Marlu) for some unknown reason, though his original form looked exactly like a vruul. And the Broken Land seems to be insinuating the Kadaena&#039;s race was responsible for the origins of the Dark Gods in their magic experiments.&lt;br /&gt;
[873.3] So this is synthesizing the notion that Despana may have merely been exiled off world by the Maelshyve implosion, the Graveyard&#039;s off-canon representation of Kadaena as a dead goddess who resides beyond the Gates of Oblivion (i.e. a cult belief about Gosaena being like a dead goddess exiled beyond the Ebon Gate), and the Eorgina-Marlu relationship encoded in &amp;quot;[[Origins of Tonis]]&amp;quot; and &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and to a lesser extent the introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot;. This is also deliberately playing into the DragonRealms issue of Maelshyve versus Urrem&#039;tier, as pointed out in footnote 876.3.&lt;br /&gt;
[873.4] There is also a very esoteric argument for the Graveyard and the Broken Land being influenced by the &amp;quot;Demons of the Burning Night&amp;quot; book, where Empress Kadaena&#039;s daughter was the ruler of Orgiana&#039;s (I.C.E. Eorgina) theocracy, and the Broken Land&#039;s own GemStone unique lore might be conflating Kadaena and Orgiana, who were a little conflated in that theocracy.&lt;br /&gt;
[874] This is blending the details described in the footnotes to 873. This document refer to the doctrine as &amp;quot;syncretic&amp;quot;.&lt;br /&gt;
[875] This is leveraging off the &amp;quot;defying Death itself&amp;quot; frieze in the Graveyard crypt and the grotesque statue of &amp;quot;Empress Gosaena&amp;quot; embedded in the Graveyard gate, along with the timeless void of light and darkness in the [[Purgatory]] messaging, which had exits (paths) of light and darkness. The Graveyard itself underground is arguably a symbolic representation of Purgatory where is only the &amp;quot;dark path&amp;quot; into the darkness and the demonic.&lt;br /&gt;
[876.1] This is involving several things. &amp;quot;Guardian of the Forbidden&amp;quot; is the actual translation of the original invoking phrase in the Graveyard crypt, which was an offering formula of &amp;quot;Kadaena Throk Farok&amp;quot; in the I.C.E. language of Iruaric. This is off canon for Kadaena, it&#039;s representing her as some kind of Lovecraftian forbidden knowledge goddess, and a dead goddess along the lines of Hel or Osiris. This sentence is also explicitly recognizing the symbolic parallels between the Graveyard and the Purgatory and deeds death mechanics, and is pulling on theocracy details in the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;.&lt;br /&gt;
[876.2] The &amp;quot;infernal demonic realms&amp;quot; is a literalization of the phrase &amp;quot;lost to the demonic&amp;quot;, which never involved any first hand demon imagery. It is leaning on the original I.C.E. Lorminstra lore where the Key to the Void was never to be used, and that arguably being the meaning of &amp;quot;Guardian of the Forbidden&amp;quot;, where the Void generally refers to the Unlife / demonic realms. In this document the word &amp;quot;infernal&amp;quot; has a specific cosmological meaning, referring to the &amp;quot;pales&amp;quot; of lower existences of more chaotic essences (&amp;quot;sorcerous elements&amp;quot;) that are part of existence&#039;s chaos-order or dark-light spectrum, not outer valences. Then it is interpreting the light and darkness witnessed in Purgatory in this kind of cosmology of higher and lower planes.&lt;br /&gt;
[876.3] The notion that the light and dark are different aspects of the same Oblivion, perhaps experienced differently but the same place, is implied by the old permadeath messaging in [[Purgatory]]. This is the way the Afterlife is also [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 described] in DragonRealms, and Volume 2 of this document tries to stay consistent with the soul description in DragonRealms which has a [https://elanthipedia.play.net/On_Death_and_the_Soul_(book)/Contents tri-partite structure] to it. Here we are going further and associating the Void aspect of it to the demonic, and we are very subtly relating Despana/Gosaena with the DragonRealms [https://elanthipedia.play.net/Starry_Road_(plane)#Regions version] where Maelshyve claimed the Void (the permadeath part of the &amp;quot;Starry Road&amp;quot; spiritual plane) was her realm before she was displaced by the Gosaena-like immortal Urrem&#039;tier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void.[877] To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic.[878] Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.[879]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[877] The light as associated with the higher spirit planes is based on the release event information of [[Searing Light (135)]]. The wording of this sentence uses &amp;quot;interpreted&amp;quot;, so it is a theological interpretation of [[Purgatory]] and not necessarily correct. It may more or less reflect the original intent of that messaging, which was off canon for the I.C.E. setting.&lt;br /&gt;
[878] Bandur would have &amp;quot;omens&amp;quot; and nightmares, implicitly Lovecraftian nightmare visions, in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. Kadaena did not have any established prophetic ability, though that kind of magic existed in the setting, such as her cousin Andraax having a vignette of foreseeing the Unlife coming and blotting out the sun. (The Graveyard is symbolically anti-Sun in various ways.) This sentence is trying to thread the needle of an interpretation that can make sense of both the I.C.E. Age version of Kadaena as represented in the Graveyard with the late 1990s Gosaena lore which is plainly inspired by her presence on the Graveyard gate. This document is framing it as a heterodox theology, in line with the earlier assertion about heterodox and apocryphal theologies in the West and southern wastelands. &lt;br /&gt;
[879] These few lines are attempting to reconcile the earlier issue about Gosaena being the final last stop, in seeming contradiction with Lorminstra letting souls out to visit sometimes and Purgatory probably representing the other side of the Gates in its original intent. The Pale is the Gosaena realm in the Griffin Sword War, and its messaging was clearly very heavily based on the [[Purgatory]] messaging. The permadeath messaging made it clear that soul eventually ends up in the light or the dark, but it&#039;s all the same place and all Oblivion (i.e. oblivion state of unconsciousness) regardless of anything. So the reconciliation here is that Gosaena&#039;s realm is where and when Lorminstra does not have power, which explains the antagonistic way the Dark Path / Graveyard represents them, and recontextualizes the Purgatory messaging about the limits of her power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia.[880] He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness.[881] Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession.[882] He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps.[883] It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions.[884] He was a master of the black arts. But the corruption of this power was driving him mad.[885] He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north.[886] Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.[887]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[880] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. [[Library of Biblia|Biblia]] is the De-ICE&#039;d replacement for the Library of Nomikos.&lt;br /&gt;
[881] This is keeping the detail of his being apprehended for stealing a speaking crystal, but recontextualizes it from being a Lord of Essaence artifact (i.e. Empress Kadaena&#039;s people in the First Era) to it being from the analogous Age of Darkness in the Elanthia setting (i.e. back to the time of Drakes / Arkati / Ur-Daemon / whatever.)&lt;br /&gt;
[882] This is directly from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The word &amp;quot;occultist&amp;quot; is tied into the occultism described in this document, and with Bandur meaning a specifically Lovecraftian form of occultism, with &amp;quot;esoteric knowledge&amp;quot; in that way. In other words, &amp;quot;esoteric knowledge&amp;quot; not just meaning obscure or highly technical, but actual esotericism in the occult sense. This nightmare visions premise is also consistent with Gosaena related NPCs (e.g. Volierre) in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[883] The Graveyard has a bunch of explicit spatial warps, but it also has some much more subtle ones in the room painting.&lt;br /&gt;
[884] This is making an explicit statement of some subtext in the Graveyard&#039;s design. Its several original sections are clearly based on a few different real-world mortuary religious architectures, which are related to Underworld mythology with dead gods of the Underworld (especially Hel and Osiris). Along with possibly Orgiana (I.C.E. Eorgina) who was based on Hel. And there is a pretty clearly defensible case for the Graveyard paralleling Dante&#039;s Inferno, where Satan is frozen in the underworld. Volume 3 tries to establish mummies as underworld mythology related out of the Southron Wastes as an embellishment.&lt;br /&gt;
[885] This comes from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The term &amp;quot;Dark Path&amp;quot; in capitals in the Shadow World lore was actually referencing the corruption into madness and service to the Unlife that inevitably results from casting off the Evil spell lists, which in that setting derive their magical power from the Unlife either directly or indirectly (e.g. Dark Gods). The term &amp;quot;black arts&amp;quot; as used in this document is based on the use of the term &amp;quot;black arts&amp;quot; in the Graveyard story.&lt;br /&gt;
[886] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. By keeping the 6,300 years ago chronology, we&#039;re using this to help justify interpreting the West in this period as having a bunch of dark cults, which in the Second Age the document asserts were concentrated in the southern subcontinent. So this is a case of trying to keep things consistent. This is also a thread for a previous assertion in this document that the northwest was always a haven for dark magic because of its geographic remoteness.&lt;br /&gt;
[887] This is an embellishment. The Luukos shrine in the underground stronghold dates back to 1991, and reflects his I.C.E. version. It was expanded about a decade later, I believe Morvule unveiled the expansion as an old place. There is a reasonable case for several reasons to think the Coastal Cliffs area released in 1991, which is related to that stronghold in general, was intended to be related to the Bandur Etrevion story of purging the dark cults in the region when he consolidated his theocracy. So this is just explicitly stating something that was probably the original intent. There is now also an Onar shrine in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra.[888] Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom.[889] Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering.[890] He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design.[891] This commune with intense darkness caused Bandur to be frozen within solid ice.[892] This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.[893]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[888] Most of this is explicitly stated in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The last part about the mocking parallel of the Lorminstra religion is an interpretation. The Graveyard has numerous parallels to the temple in the Landing and the deeds / [[Purgatory]] death mechanics. These were all made at approximately the same time at the beginning of GemStone III.&lt;br /&gt;
[889.1] This is a list of example justifying the last part of the sentence that is footnoted 888. It is based on a direct comparison between the Graveyard rooms and the Temple rooms. The Graveyard also leans on some obscure, archaic vestigial lore within the Shadow World setting, about &amp;quot;servants of the Shadow&amp;quot; who artificially created demons. The phrase &amp;quot;power through thralldom&amp;quot; was appended to that for Bandur&#039;s most famous book. Here we are leaning into our medieval interpretation of deeds.&lt;br /&gt;
[889.2] The Sorceror spelling is an odd spillover from I.C.E. books, where it is sometimes spells Sorcerer and other times Sorceror, at least in Shadow World setting books. It may be based on Necromancers being &amp;quot;Sorcerors&amp;quot; in conversion charts between Rolemaster systems, as a contrast to Lord High Cleric, or could be randomly based on some case of it being spelled that way in one of the books. It is probably the only place in GemStone it is spelled this way, and there used to be a message board topic in the Sorcerer forum solely about &amp;quot;Sorcerer vs. Sorceror&amp;quot;. This spelling has also cropped up in the DragonRealms wiki.&lt;br /&gt;
[890] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; and wording his &amp;quot;omens&amp;quot; to a little more clearly Gosaena in nature, similar to what was seen with NPCs in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[891] This is cross-referencing &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; with interpreting the original parts of the Graveyard, which are on real room ID segment 18. This partly referring to the I.C.E. ghoul lore, and partly to the deep underground part of the Graveyard with the huge pile of bodies. Originally there was no way out from down there, the tunnel up to near the entrance to the burial mound was dug up from below ground, of people trapped down there trying to dig their way out. That is the significance of the body pile, who arguably symbolize the spirits of those who could not choose in the [[Purgatory]] messaging. What happened implicitly is that the Graveyard had traps, and grave robbers would get magically transported down there. It is most likely from trying to take stuff from the crypt&#039;s (unplundered) scroll room, as that would fit the Dark Path meaning.&lt;br /&gt;
[892] This is based on the Graveyard. The sarcophagus in the crypt is a fake, Bandur is actually hidden below ground, frozen in a block of ice. There&#039;s a reasonably good chance Kestrel&#039;s tomb is also fake, he might be the melted skeleton throne.&lt;br /&gt;
[893.1] The Chamber of the Dead is most likely an homage to the Graveyard. There were several things in Vvrael quest related areas that could plausibly have been Graveyard parallels, but Ardo&#039;s &amp;quot;sarcophagus&amp;quot; ice block is one of the most overt. The Vvrael were roughly an Unlife analog for the Elanthia setting, the Unlife in the Shadow World setting is &amp;quot;anti-Essaence&amp;quot;, which is what we would call &amp;quot;anti-mana&amp;quot; in Elanthia. It is the furthest extreme of the chaos-order essence spectrum cosmology. Volume 2 of this document restores that model, and treats &amp;quot;anti-mana&amp;quot; as the purest most corrupt form of &amp;quot;elemental darkness.&amp;quot; The use of the term &amp;quot;elemental darkness&amp;quot; is partly based on the dark vysans, originally called dark wisplings, which were apparently based on the Rolemaster &amp;quot;Elemental Companion&amp;quot; and would have been very weak examples of darkness elementals, which would be associated with cold criticals. There is likewise a case for interpreting the dark vorteces as more powerful darkness elementals. Elanthia does not include light and dark as &amp;quot;elements&amp;quot;, but has substantive light associated with the spirit realm (e.g. Searing Light spell), and here we treat darkness as one of the &amp;quot;sorcerous elements&amp;quot;, related to demons and undead.&lt;br /&gt;
[893.2] The Bandur and Uthex treatments break with the style of the rest of the document. Most of the document is talking about intellectual traditions and cultural propensities, or historiographic reinterpretation of historical events. But here we deal with specific historical people (concretely) instead, where the surrounding context in that time period is very ill-defined. But they tie into the occultist tradition and the Death religions. The very last section on the Modern period in contrast is very sweeping compared to the rest of the document. These are maneuvers being made relative to the gaps in the lore and things too close to the present day.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3) The Broken Land&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was a contemporary of Bandur, whom he had known from his earlier days.[894] When his work had been recognized by the Order of Lorekeepers.[895] Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the terrible wars of that period.[896] While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.[897]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[894] The original copy of &amp;quot;The Broken Land&amp;quot; from the GEnie file library had an exact date for the demise of Uthex: 6521 Second Era. This was in the first century of the Wars of Dominion, which lasted almost four hundred years. The De-ICEd [[A Popular History of the Broken Lands|copies]] that floated around on player websites cut this out completely. But it was very important, because it explicitly puts Bandur and Uthex in the same place at the same time, on top of more subtle relationships between the stories. The hooded figures in the Broken Land were probably meant to be Dark Path cultists who are effectively immortalized by Uthex&#039;s experiments.&lt;br /&gt;
[895] Uthex was a Loremaster of Karilon in the original story, where Bandur had been recognized by the College of Karilon. Uthex was [https://www.play.net/gs4/news.asp?id=615 retconned] to be a Sage of the [[Order of Lorekeepers]] for the [[Miracle (350)]] spell release. &amp;quot;Sage&amp;quot; was originally the De-ICE&#039;d replacement term for &amp;quot;Loremaster&amp;quot;, as Sage had often been used in Loremaster contexts in the Shadow World setting.&lt;br /&gt;
[896] This is straight from the Broken Land document. It just removes the term &amp;quot;Wars of Dominion&amp;quot;.&lt;br /&gt;
[897] This is an interpretation meant to explain how Uthex was tricked and seduced by servants of the Unlife, and based on the parallel between the Dark Path and the death religion as encoded in GemStone. The story refers to it as a &amp;quot;natural&amp;quot; gateway to another plane of existence, so we are taking its naturalness and having been discovered on face value. The spinning stone ring around it was implicitly made by the Loremasters later. It is most likely based on a powerful spell from the Warding list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur.[898] It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality.[899] The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region.[900] This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot;[901] It is rumored to be on the surface of the moon Lornon. Or perhaps below it.[902] There may be a grain of truth in this as it is apparently an esoteric dimension.[903] There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration.[904] It is in the same vein as the heterodox theology of the Dark Path.[905] The shrine there includes apocrypha depicting Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;[906]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350}}&amp;gt;&lt;br /&gt;
[898] This was explicitly stated in the Broken Land story, except that did not mention Bandur by name. It was implied context.&lt;br /&gt;
[899] The first part is from the Broken Land story, and the last part is based on the Misty Chamber messaging. The dark mirror and nightmarish analog &amp;quot;parallel dimension&amp;quot; aspect of it is an interpretation. It&#039;s very subtle. But there is actually a clear correspondence between the stuff in the Broken Land with analogous stuff in the Lysierian Hills. There is a strong argument for the Broken Land being based on Lovecraft stories involving dream walking / astral projecting into parallel existences, especially the Dreamland, which has nightmarish analogs of the places that exist in the waking world.&lt;br /&gt;
[900] This is extrapolating off the tapestries in Imaera&#039;s shrine and its release event, along with the Shadow World portals lore where natural gateways can be caused by celestial alignments.&lt;br /&gt;
[901] &amp;quot;Broken Land&amp;quot; was originally singular, it gained an &amp;quot;s&amp;quot; in the De-ICE. &amp;quot;Home of Broken Lore&amp;quot; was the literal meaning of its name out of Iruaric. Iruaric was used in numerous parts of the Broken Land originally. (Empress Kadaena&#039;s language.)&lt;br /&gt;
[902] This is just nodding to the wrong belief that it is the surface of Lornon. The Broken Land is actually deeply inconsistent with the I.C.E. version of Lornon. &amp;quot;Perhaps below it&amp;quot; is playing off the I.C.E. version being a gateworld with underground demons, and then &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; being planar experiments below ground in Lornon. You could make a subtext argument for the Broken Land being underground in Charon under highly artificial conditions. But that is probably not the intent. The Dark Gods came from other planes of existence in the I.C.E. lore, and were largely terrorizing the planet rather than residing on the moon when the Broken Land story was set during the Wars of Dominion. The moon case is really weak. Plus the Broken Land story itself explicitly called it another plane of existence, so that&#039;d have to be an outright lie.&lt;br /&gt;
[903] This is interpretation based on the parallel between it and the Lysierian Hills, as well as the Lovecraftian Dreamland subtext. Shadow Valley is more blatantly and obviously a parallel dimension in this fashion.&lt;br /&gt;
[904] This is based on the original gogor (vruul) lore, which is encoded into the Dark Shrine. There is actually a decent case that our &amp;quot;lesser vruul&amp;quot; were not woken up, but instead made out of the dead cultists. In the canon material the gogor were made by Empress Kadaena, but there was no detail into the methods. The Dark Shrine might be encoding the creation process, and these lesser vruul (&amp;quot;minor gogor&amp;quot;) could be meant to be weak ones made with ancient dark knowledge in a much later Age.&lt;br /&gt;
[905] This is reviving and making explicit the relationship between the Graveyard and Broken Land. Which was Empress Kadaena.&lt;br /&gt;
[906] This is explaining the prior sentence and cross-referencing the now archaic &amp;quot;[[Temple of Darkness Poem]]&amp;quot;, which is used for the Dark Shrine puzzle and had some weird off-canon representation of the Dark Gods, with the Eorgina-Marlu relationship such as in &amp;quot;Origins of Tonis&amp;quot; in the Elanthia setting. Keeping in mind we defined the Dark Path as a Gosaena/Eorgina syncretism. The &amp;quot;spirit born of death&amp;quot; part is the translated meaning of the phrase used in the puzzle to gain access to the Dark Shrine.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a shining trapezohedron, which is a siphon stone that concentrates power.[907] It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power.[908] The cultists were trying to make their own form of soul reincarnation, darkly mirroring the reincarnation of souls by Lorminstra.[909] The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year.[910] Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107.[911] But the later work of Uthex was high necromancy.[912]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[907] The crystal dome was implicitly a Lord of Essaence artifact in its original context. It&#039;s probably inspired by Lovecraft&#039;s quasi-sphere from [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] and possibly the almost sphere Shining Trapezohedron from [https://www.hplovecraft.com/writings/texts/fiction/hd.aspx &amp;quot;Haunter of the Dark&amp;quot;] which gave visions of &amp;quot;hooded figures&amp;quot; and eldritch vistas and so forth. The dome in the Broken Land is vaguely hemispherical, being surrounded by boulders and rubble, but actually faceted with panels. So this is describing it as actually a shining &amp;quot;trapezohedron&amp;quot; as an homage to the Lovecraftian subtext of the Broken Land.&lt;br /&gt;
[908] This is more or less explicitly stated by the Broken Land backstory document. The line about &amp;quot;occult researchers&amp;quot; is tying it back to describing Bandur as an &amp;quot;occultist&amp;quot; and the way occultism was described earlier in this document, which included astral projection notions and ascension concepts. The Broken Land was probably implying the artificial origins of the Dark Gods in experiments by the Lords of Essaence, being servants of Empress Kadaena and possibly even Kadaena as a dead goddess, consistent with the subtext representation of Kadaena in the Graveyard. The &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; leans on a weird typo in the source books that implies Kadaena was one of the moon goddesses. This was before Shadow World created the pantheon we call Lornon, which was first defined in 1990, so the Broken Land uses them but the Graveyard doesn&#039;t.&lt;br /&gt;
[909] This is an interpretation based on the parallels of the Graveyard and Broken Land with GemStone&#039;s death mechanics, and also by cross-referencing the Broken Land story with messaging, such as how the hooded figures spawn.&lt;br /&gt;
[910] This actually happened in game. [[Draezir]] temporarily turned off the runes for accessing the Broken Land. The storyline of [[Shar]] struggling with them was in 1998.&lt;br /&gt;
[911] This was the release event for [[Miracle (350)]]. This is an ordinary Cleric spell that applies to all alignments and convert statuses. In terms of the twisting of Uthex&#039;s work, he was presumably trying to make something like the [https://elanthipedia.play.net/Spiteful_Rebirth &amp;quot;Spiteful Rebirth&amp;quot;] necromancer spell in DragonRealms, which is an imitation of lich resuscitation and also has a 24 hour cooldown. This would in turn be related to the monastic liches as a retcon interpretation. &lt;br /&gt;
[912] High necromancy is defined more in Volume 2 of this document. It was arguably immortality / everlasting existence focused because of the Dark Path tie-in, but Uthex was attempting to fashion entities from energy, possibly even recycling them from departed souls. This may also have tied into the notion of Kadaena&#039;s followers having created demons, which is vestigial from older I.C.E. books. This is the likely meaning of them trying to twist Uthex&#039;s work into more perilous forms. The [[Miracle (350)]] release premise can conveniently tie into this necromantic reincarnation concept.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was potential to transmogrify the soul into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood.[913] In this way the Dark Path sought to ensure the reality of their depraved Death theology.[914] They had twisted and perverted the work of Uthex into more dangerous forms.[915] But his fellow Sages discovered that Uthex had gone quite mad, and slew him in -1,264 with a devastating meteor swarm, destroying as many of his experiments and records as they could.[916] There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists.[917] These were astral fights as the portal had been sealed with powerful Runes of Warding.[918] It was a cenobitic monastic order that would come to suffer from isolation and loneliness.[919] The monastery was lost to history, not rediscovered until 5092.[920] The monks had fallen to the very darkness they had struggled against.[921]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[913] The last part of this is rooted in the implications of the artificial origins of the Dark Gods as servants of Kadaena. The first parts of the sentence are based on that &amp;quot;servants of the Shadow&amp;quot; text, as well as the Lovecraftian subtext of the plotline of [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;]. The Graveyard and death mechanics arguably lean on the same Lovecraft stories as the Broken Land.&lt;br /&gt;
[914] This is just synthesizing the prior premises.&lt;br /&gt;
[915] This is from the Broken Land story.&lt;br /&gt;
[916.1] This is the equivalent calendar year to 6521 Second Era in the Shadow World timeline, in the sense of being the same number of years ago from the present. This document is keeping the number of years ago the same, because there is seemingly no reason not to just keep that consistent, putting the events in the late Age of Chaos.&lt;br /&gt;
[916.2] This is from the Broken Land story. It isn&#039;t obvious that the rubble in the Broken Land is all from the meteor swarm, or even the continually falling rocks. While these are &amp;quot;meteors&amp;quot;, it isn&#039;t obvious they&#039;re actually space rocks. The Broken Land might be a collapsed cenote, or ice fracturing on the surrounding mountains may be rolling boulders off the cliff.&lt;br /&gt;
[917] This is cross-referencing the Broken Land story with the imagery depicted in the Monastery. There was an interview with the creator, GM Kygar, in 1994 where he said they struggled in that mountain for centuries before succumbing to darkness.&lt;br /&gt;
[918] The Runes of Warding come from the Broken Land story, and were probably based on a specific spell from the Warding spell list from Shadow World, where there is a stone circle that blocks at half the level of the caster who made it. The reference to &amp;quot;astral fights&amp;quot; is playing off the astral projection subtexts in the Broken Land, including the chakra in the Monastery meditation room and the theosophical subtext of the Lovecraft parallel. The sewer in the Monastery is seemingly connected to a weird cryptic tower with non-Euclidean architecture, and the Broken Land dome maybe used to be connected to the tower as well.&lt;br /&gt;
[919] The isolation and loneliness is talked about in the Kygar interview.&lt;br /&gt;
[920] This is from the Broken Land story. 5092 is referring to the fact that it was discovered in 1992. The portal to the Broken Land was originally dormant. A year later it opened when hooded figures showed up attacking. If there was more detail to the release of it, that is not recorded now.&lt;br /&gt;
[921] This is quoting the Kygar interview.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.D The Modern Age (Last 5,000 Years)&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos.[922] Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood.[923] The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years.[924] In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire.[925] This more human empire pushed the darkness back into the borderlands of the north and south.[926] But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades.[927]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[922] 10,000 or 15,000 years, depending on definition.&lt;br /&gt;
[923] This is from the Xazkruvrixis lore, &amp;quot;[[The Mystique of Xazkruvrixis]]&amp;quot;. The Dark Flood of [[Finnia]] happened several thousand years before the Great Fire of Sharath.&lt;br /&gt;
[924.1] The timing of the Ashrim War has contradictory dates. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; puts it at 157 Modern Era. The [[Ta&#039;Illistim Monarchs]] document has the reign of Caladsal starting a few centuries later than that. The &amp;quot;mostly kept to themselves&amp;quot; is acknowledging that gnomes were allowed in, but there is no indication of involvement with the Kannalan Empire or earlier. It leans on the opening of the trade route in 5101 Modern Era, and slightly earlier with the Ilyan Cloud airship in the late 90s, as having been the beginning of increased cross-cultural trade and contact after the earlier Elven Wars. Banthis has said the original intent of the racial trading penalties was to have them decrease over time with increased contact and mixing of peoples. But this is playing in a very vaguely defined zone, in terms of how recent the opening up of the East has been in general. It was explicitly closed off from other races residing there during the Age of Chaos, up until Ardtin allowed the burghal gnomes to reside in Ta&#039;Illistim about 4,000 years ago. &lt;br /&gt;
[924.2] I&#039;m inclined to say the most consistent thing would be for the past couple of decades to be a recent aberration and very sudden change from the perspective of Elven time scales, rather than there being some long history of mixing of peoples with it being normal to have relatives in farflung parts of the continent. &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; for example frames the year 4845 as there having been smuggling networks that late between the Elven Nations and Turamzzyr, which suggests embargo conditions between the two powers rather than smuggling of goods that are illegal in themselves. The West was essentially always racially mixed going back into the Kannalan Empire and probably further, though Chaston&#039;s Edict made the southern Empire predominantly human, softening in recent centuries such as with the Horned Cabal and Order of Voln in Aldora. The Aelotoi being allowed in was a shock, as framed in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; document, but justified in how the Elves were historically responsible for what happened to them. The 2014 assassination attempt on Myasara was related to racially opening up the city, and Hycinthia had popular supporters on that point. The Vaalor papers system was a reactionary crackdown after bad events in 2009.&lt;br /&gt;
[925] This is from this document&#039;s characterization of the impact the Kannalan Empire had on the geographical distribution of dark magic practitioners. It is an embellishment. This document also never mentions the necromancer Syssanis with his swamp stronghold near River&#039;s Rest on the west coast, but River&#039;s Rest having fallen into post-Kannalan relative lawlessness is generally consistent with the premise we&#039;re using about necromancers versus lawful civilization.&lt;br /&gt;
[926] This refers to the &amp;quot;black elven wizardry&amp;quot; down in Gor&#039;nustre (now Immuron) and the dark sorcerous forces on the Wildwood settlement up in Vornavis (and Foggy Valley and so forth) in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[927] This refers partly to the Horned Cabal and the Scourge / Demonwall, and various storylines in the past few decades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841.[928] The Faendryl assumed it was a minor border expansion at first, with fortifications built along the northern marches, from Tedronne near the Wizardwaste to Harald&#039;s Keep in the east.[929] When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking.[930] Sentinel Happersett went missing and suffered a horrifying fate worse than death.[931]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[928] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[929] This is an interpretation meant to make some sense of the non-reaction of the Faendryl followed by the severe reaction after the invasion of Gellig. The geographical distribution of these places is not defined in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. So here we are defining it as fortifications largely west to east on what would be the northern borderlands, rather than oriented north to south. It may have been intended as north to south, with the sequence of retreat, but that would be more aggressive. What we&#039;re doing here is setting up a pincer movement on the Faendryl that did not get the chance to fully form, rather than a straight line of fortifications with supply lines back to Trauntor. (It is 100% made up that Tedronne is near western Trauntor and the Wizardwaste and that Harald&#039;s Keep is in the east with Creyth in between them.) The idea here is that the Turamzzyrian Empire has bad information on the state of the Faendryl in general, and moving east for setting up to block any possible material assistance from House Nalfein or the Elven Nations. Then we&#039;ve defined Gellig as an eastern port belonging to the Faendryl, which would follow this same cutting-off-from-assistance from the East logic, not really understanding the state of things between the Faendryl and Elven Nations. Because elves are just elves, from the imperial human point of view and understanding, in &amp;quot;History of the Turamzzyrian Empire&amp;quot;. Fortification out west to near the Wizardwaste can be used for an eventual pincer on New Ta&#039;Faendryl, but also to force the Faendryl to go through the Southron Wastes and around the Wizardwaste if it wants to retaliate on Tamzyrr. Then we have Sentinel Happersett stationed in the east moving south to hit Gellig, which we have framed with the assumption it is a port on the eastern coast. The Faendryl then retaliate and send the humans fleeing northwest toward Tedronne and Brantur in Trauntor. Some of the retreat goes to Barrett&#039;s Gorge, and the retreat is largely happening in a westward direction toward Brantur from our assumed position for Gellig. &amp;quot;History of the Turamzzyrian Empire&amp;quot; says: &#039;&#039;&amp;quot;another quarter have fled past Creyth, heading for Tedronne or Barrett&#039;s Gorge.&amp;quot;&#039;&#039; Which suggests Tedronne and Barret&#039;s Gorge are in different directions, or at least slightly different westward directions if Gellig is on the eastern coast, and these fortifications are assumed to be the three &amp;quot;strongholds&amp;quot; built for supply line purposes. The idea would be that Tedronne would be a supply line from Trauntor and Creyth would be a supply line from Barrett&#039;s Gorge, and Harald&#039;s Keep would be a more forward position for cutting off any intervention from the Elves in the East. Though the Faendryl are framed as politically and militarily inactive from the Turamzzyr point of view, this would still be sensible given the relatively recent history of wars with House Nalfein in that Barrett&#039;s Gorge region. So this is so much to say the road to Ta&#039;Faendryl is not being interpreted as a north-south route. It&#039;s instead moving around the Rhoska-Tor wasteland, which is to New Ta&#039;Faendryl&#039;s west, with the road to New Ta&#039;Faendryl really being from the east with Gellig intepreted as being on the east coast.&lt;br /&gt;
[930] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, though Sentinel Happersett was defined as having the name [[Jerram Happersett|Jerram]] during the Witchful Thinking storyline. He appeared as an NPC in a sort of unliving state who had to be released. He was obsessed with trying to purify Dark Elves of darkness, which took the form of trying to smash them with a hammer. It might be the original intent for Sentinel Happersett to have been Harald, to give meaning to Harald&#039;s Keep, because it is implied that those three strongholds were built on the spot to be the supply lines, and they split the army up between them over winter.&lt;br /&gt;
[931] Sentinel Happersett was one of Raznel&#039;s &amp;quot;paragons&amp;quot;. They were in cocoons attached to walls of flesh and filled with a form of [[epochxin|demon blood]] from the Southron Wastes, which she was using as a form of horcrux with these paragons being frozen in time in little pocket dimensions throughout the timeline, having selected historical victims who went missing in known years. Xorus was actually the one who found [https://gswiki.play.net/Witchful_Thinking_-_2019-09-21_-_Worlds_Collide_(log) the cocoon], and the one who did the kill shot on the cocoon, and Xorus was the one [https://gswiki.play.net/Landing_Events_-_2020-04-19_-_Hallmarks_of_History_(log)#Speaker_.234.2C_Xorus_-_Questionable_Responsibility_Given_Temporal_Convergence who taught] Raznel how to do this stuff with the ebon-swirled primal demon&#039;s venom blood when she was his student in her youth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge.[932] The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire.[933] The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes.[934] Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire.[935] There has been a surge of greater dark powers since the failure of the Eye of the Drake.[936] The Vvrael and Vishmiir wielded undead horrors.[937] Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab.[938] There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.[939]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[932] This premise comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The lore hook of demonic hybrids in this sense has never really been fleshed out. We&#039;ve seen some Demonwall invasion creatures that implicitly are these kinds of things. They are listed in Volume 3 of this document.&lt;br /&gt;
[933] This is explicitly stated in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; in the Armata section. The Faendryl do it as punishment to bleed treasure from the Turamzzyrian Empire. The &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document also talks about the Order of the Crimson Fist venturing out from the Demonwall to take the fight to the Faendryl and their fiends. This is remarkable because it frames ongoing, if low level, hostility between them. The Scourge distribution also has implications for the distribution of land use by the Faendryl Agrestis that would have to be carefully considered. The Scourge came from hybridizing with wildlife, but could possibly have been livestock as well. Farmstead in presumably Trauntor were getting massacred by these hybrids.&lt;br /&gt;
[934] This is principally from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but is talked about in various places.&lt;br /&gt;
[935] This pre-history of the Order of Voln fighting with the Horned Cabal, prior to the invasion of the Turamzzyrian Empire, comes from the Volnath Dai history document &amp;quot;[[Story of the Volnath Dai]]&amp;quot;. Grandmaster Fineval killed one of the Horned Cabal liches, and that set off the Horned Cabal invasions northward.&lt;br /&gt;
[936] This is extrapolating off the Eye of the Drake function and premise, which was framed near the beginning of this document. The IC author blames what is presumably a great increase in major extraplanar threats in recent decades to the failure of the Eye. Which is reviving the ICE analog concept.&lt;br /&gt;
[937] These were in 1997/1998 and 2002 storylines.&lt;br /&gt;
[938] This was in 1996 and then again in 2003 onward for a couple of years. The Miscere&#039;Golab is mentioned in the &amp;quot;[[Griffin Sword War]]&amp;quot; document and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Volume 3 of this document talks about it.&lt;br /&gt;
[939] These liches are from various storylines. Vindicto was from [[Ties That Bind]] and was responsible for previous bad things happening to House Vaalor, such as the assassination of King Tyrnian as shown in [[forehead gem]] loresongs. Tseleth was mainly in [[Ride of the Red Dreamer]], and was involved in the [[Sanctum of Scales]] release. The Council of Ten was in the [[Thurfel]] storyline and then a couple of the liches more recently in the Icemule storylines with [[Zeban]] and the [[Hinterwilds]] and [[Moonsedge]] and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows.[940] The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War.[941] The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues.[942] There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.[943]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[940] Althedeus was the big bad behind Kenstrom&#039;s storylines from [[Beyond the Arkati]] in 2010 through [[Cross into shadows|Cross into Shadows]] in 2014. The blood mages were generally members of the Arcane Eyes, a Mestanir group described in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The War of Shadows was in the Cross into Shadows storyline.&lt;br /&gt;
[941] This was the climax of the [[Eyes of the Dawn]] storyline, and this wasteland (the [[Bleaklands]]) has been used in other storylines since, including [[Keeping up with the Kestrels]] and [[Witchful Thinking]]. Xorus actually has a fairly high share of the responsibility and blame for the Bleaklands, because it was done by Raznel largely using the stuff she learned from him.&lt;br /&gt;
[942] This is referring to the [[epochxin]], first established in the [[Eyes of the Dawn]] storyline. Raznel learned about it in her youth because of a time loop paradox due to Melgorehn&#039;s Reach. She largely learned about its uses from Xorus, during the [[Keeping up with the Kestrels]] storyline, and Xorus later cured Larsya of the poison during the Praxopius storyline. It was weaponized into a genocidal disease curse against the krolvin, which led to krolvin invasions later, and is likely involved in the Blight that is presently suppressed around Wehnimer&#039;s Landing.&lt;br /&gt;
[943] This refers to the fact that Grishom Stone has the [[Star of Khar&#039;ta]] artifact and converted it to be oriented to blood and shadows energy. Stone is residing in the Deadfall forest near Wehnimer&#039;s Landing and is going to pull major stuff in a future storyline using that artifact. That forest has a bunch of blood eating demonic trees in it and is magically sealed off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=195726</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=195726"/>
		<updated>2023-04-26T18:38:51Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: urrem&amp;#039;tier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are footnotes for the unofficial document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|&amp;quot;Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy&amp;quot;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Forbidden Knowledge and the Black Arts===&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist,[1] I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts[2] and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent.[3] What follows here is a brief survey in three volumes.[4] It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order.[5] It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms.[6] There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.[7]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[1] [[Harrowing and Esoteric Archaeology|Occult archaeology]], or &amp;quot;esoteric archaeology&amp;quot; and &amp;quot;occult philology&amp;quot;, are made up disciplines Xorus explained once for a Faendryl symposium.&lt;br /&gt;
[2] &amp;quot;Black arts&amp;quot; is used in this to refer to highly corruptive magic performed by villain types that is worse and more condemned than the sorcery typically used by Faendryl. (e.g. the [[Blood of the Sea: The Krolvin and Their Descendants|blood mages]] of the krolvin) It is used as a distinction from the term &amp;quot;dark arts&amp;quot;, which refers to contemporary sorcery having partly overlapped with historical black arts.&lt;br /&gt;
[3] This document treats magic as arising from intellectual and cultural traditions, with a corresponding history of ideas and influenced by historical forces. It splits apart various aspects under the umbrella &amp;quot;sorcerer&amp;quot; into different origins and kinds.&lt;br /&gt;
[4] Volume 2 fleshes out the meaning of &amp;quot;black arts&amp;quot; (and magical corruption), taking that term from the original [[Legend of the Necropolis of Etrevion (essay)|&amp;quot;Legend of the Necropolis of Etrevion&amp;quot;]] story for the [[The Graveyard|Graveyard]]. Volume 3 is classification schemes for the unliving. Some terminology in Volume 1 is elaborated in the other volumes.&lt;br /&gt;
[5] The document is trying to characterize traditions out of kinds of cultures (e.g. animism -&amp;gt; druidism, shamanism) as tendencies, rather than the messy gritty details of concrete history, where there would be tons of redundancy and reinventions.&lt;br /&gt;
[6] This terminology is explained later in this document. &amp;quot;dark sorcery&amp;quot; is a distinction from &amp;quot;classical sorcery&amp;quot;, and this sentence amounts to saying the document is written with a Faendryl bias.&lt;br /&gt;
[7] Hedge on the scope of its correctness, and allowance for having Faendryl bias but also saying things Faendryl would not like. IC author is contrary on some matters such as the Arkati and Drakes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way.[8] For this I will defer to ethnographers and religious historians.[9] In this compendium the unifying focus is necromancy in a very broad sense.[10] Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions.[11] It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.[12]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[8] This is an &amp;quot;Other&amp;quot;ing framing where categories (e.g. &amp;quot;witch&amp;quot;, &amp;quot;warlock&amp;quot;, &amp;quot;shaman&amp;quot;) are used compared to some orthodoxy (Faendryl sorcery, magical theory), not necessarily the ways the people being described would describe themselves. It also uses specific definitions for those words, which are not necessarily the same ordinary usage meanings by others. (e.g. Dhe&#039;nar warlocks may not directly be what this document means by &amp;quot;warlock&amp;quot;)&lt;br /&gt;
[9] This is glib. It would be a very dangerous thing for an ordinary academic to study.&lt;br /&gt;
[10] The scope of &amp;quot;necromancy&amp;quot; is more defined in Volume 2. Sorcerer profession [[Sorcerous Lore, Necromancy|mechanical &amp;quot;necromancy&amp;quot;]] is generally everything related to flesh, blood, life forces, spirit, effectively filling in for the term &amp;quot;animate matter.&amp;quot; The texts broaden the historical scope of the term, so that 50,000 years ago it would refer to stuff like communing with departed spirits and resurrections. While the contemporary meaning is written in an inherently sorcerous form significantly broader than undeath.&lt;br /&gt;
[11] This is explicitly framing the document as engaging in convention construction.&lt;br /&gt;
[12] The recency bias applies more to Volumes 2 and 3 in terms of examples, but the general point is that interpreting records of past events and practices is warped by expressing it in terms of what exists or is considered important in the present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
Vice Chancellor Emeritus&amp;lt;br&amp;gt;&lt;br /&gt;
Hazalred Thaumaturgical Insitute[13]&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[13] This is a completely made up institution and title within the [[The Theory of Governance and Social Order#Clerisy|Clerisy]]. It is named after the ancient Faendryl NPC [[Abdullahi Hazalred]] (which is an obvious easter egg of Lovecraft&#039;s Abdul Alhazred, the fictional author of the Necronomicon, a grimoire with information on otherworldly daemons in the Lovecraft mythos.) Ranks below the level of &amp;quot;Chancellor&amp;quot; are not defined in present documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volume I: The History of Necromancy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul.[14] In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods.[15] It took its earliest forms in mortuary rituals and the divination of ancestral spirits.[16] Throughout history it has become an ever darker form of magic, splitting from its spiritual roots.[17] It is now the black arts of foul corruption and the utter debasement of life and death.[18] Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood.[19] But necromancy has never been as narrow as the undead, and has taken many other forms in history.[20]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[14] The general idea is that it is not just spiritual magic, or calling on spirits, but coercively or corruptingly using the substances of life and spirit. We are also keeping consistent with DragonRealms on [https://elanthipedia.play.net/Category:Necromancer_spells &amp;quot;necromancy&amp;quot;] being the hybridizing of life mana, or in special cases holy mana.&lt;br /&gt;
[15] This is what the word would have meant in the early Elven Empire, roughly 50,000 years ago, before it went down darker paths. Black arts may have already existed in southern wastelands, but the technical term &amp;quot;necromancy&amp;quot; ought to begin in the Elven Empire to refer to divination practices with spirits of the dead and then shift later.&lt;br /&gt;
[16] Rationalist characterization of spiritual and animist magic.&lt;br /&gt;
[17] Necromancy refers to sorcery practices now, which is hybrid magic.&lt;br /&gt;
[18] This refers to what most non-Faendryl mean by the word &amp;quot;necromancy&amp;quot; in the present day.&lt;br /&gt;
[19] This is what Faendryl and self-identified &amp;quot;sorcerers&amp;quot; (guild member types) often mean by &amp;quot;necromancy&amp;quot;.&lt;br /&gt;
[20] Explicitly stating that we are using a broader definition than undead magic, and that we are historicizing the concept.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds.[21] More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify.[22] Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares.[23] In this way it is difficult to illustrate the whole tapestry of the black arts.[24] Whether a given horror is undead, demonic, or something else, is not always obvious.[25] That is the legacy of necromancers.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[21] This is a thesis statement for defining (contemporary) necromancy as a mode of sorcery, where this definition of it is inclusive of the black arts.&lt;br /&gt;
[22] This is rooted in how &amp;quot;sorcery&amp;quot; is defined in the text as unnatural fusions and contradictions. The distinction between transformation and transmogrification is elaborated in Volumes 2 and 3. Loosely, the convention used here, transmogrification is more irreversible and perverse and foundationally corrupted.&lt;br /&gt;
[23] This is elaborated more in Volumes 2 and 3. It is retaining consistency with the metaphysical category corruptions used in DragonRealms&#039; [https://elanthipedia.play.net/Sorcery magic theory for sorcery].&lt;br /&gt;
[24] Hedge for keeping the definitions and examples open ended rather than exhausted by a normative definition. It is also framing a recognition of the inherent blurriness or ill-definition of a lot of this stuff, or that there is a lack of full understanding of what&#039;s really happening in the darker stuff.&lt;br /&gt;
[25] This is elaborated much more in Volumes 2 and 3. GemStone has always had precedents of artificially made demons and blurring between demons and undead, dating back to early I.C.E. books and all the way through to modern stories. The simplistic formula of &amp;quot;undead are cursed souls of the dead of this world&amp;quot; and &amp;quot;demons are inherently things native to other planes and not this world&amp;quot; does not actually in practice describe what is true in the world setting and never has. It&#039;s much more complicated than that, and this text treats modern &amp;quot;necromancy&amp;quot; as more generally debasement/perversion/etc. of sentient/sapient/etc. beings in general. One straight forward example is [[vathor]]s making [[necleriine]] demons using a necromantic ritual on Elanthian corpses. Another is the existence of extraplanar undead, such as [[murky soul siphon]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I. The Age of Darkness (-130,000? to -50,000 Modern Era)[26]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil.[27] The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth.[28] They fed on the essence and the soul.[29] Where they came from is not known.[30] But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands.[31] Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons[32] -- it is said they can never truly die. Their remnants linger, in sleeping death.[33] Horrible relics of dreadful power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- [[Linsandrych Illistim]], First Master of Lore, House Illistim [34]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[26] The -130,000 number comes from the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document. It is using -50,000 because that is shortly before the Houses were founded (i.e. imperial Elven bias), but strictly speaking there was non-urban civilization prior to that but after the Ur-Daemon War, which is described in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The Age of Darkness can be subdivided (e.g. [[Caylio Javilerre]] referred to the Arkati dominated period.)&lt;br /&gt;
[27] This is supposed to be continuing onward from her writing about the oppression of dragon rule, where Linsandrych apparently interpreted the Drakes as literal dragons, as opposed to draconic manifesting greater spirits above the Arkati. This Drakes vs. dragons issue is addressed later in the document. Using &amp;quot;the veil&amp;quot; metaphor in Linsandrych dates its usage back roughly 55,000 years, before veil piercing magic was invented, and is establishing here early Elven Empire understanding of the Ur-Daemon as extraplanar entities.&lt;br /&gt;
[28] This is based off the Imaera related [[Gods of Elanthia|gods lore]], and playing off a premise that earlier elves interpreted the Ur-Daemon as &amp;quot;darkness&amp;quot;, not knowing or understanding the extraplanar cosmos concepts.&lt;br /&gt;
[29] This is in the original &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[30] This has been the premise with the Ur-Daemon in general, that for all we know they&#039;re still out there somewhere. (e.g. &amp;quot;History of Elanthia&amp;quot; with the Faendryl exile arguments, &#039;&#039;&amp;quot;Illistim mages pointed out the dangers of penetrating the veil. For all any knew, the Ur-Daemon still existed somewhere beyond it.&amp;quot;&#039;&#039;; Daephron Illian supposedly trying to summon them and accidentally getting the Vvrael)&lt;br /&gt;
[31.1] &amp;quot;Demon Lords&amp;quot; is pure invention, it has not been used for them. The Ur-Daemon have precedent of being called &amp;quot;the Dark Ones&amp;quot; and &amp;quot;the Ur&amp;quot; by NPCs, and this text also refers to them as &amp;quot;Old Ones&amp;quot; as a Lovecraftian motif.&lt;br /&gt;
[31.2] The Ur-Daemon have been portrayed in very different physical forms, including actual visualizations, so it is hard baked that the term has to refer to a wide assortment of morphologies. The Beast of Teras Isle seems vaguely vathor-like, though it pre-dates the creation of vathors. Ith&#039;can resembled a huge oculoth. Melgorehn&#039;s Reach time warps have shown them resembling huge floating squids, with Drakes breathing fire on them. The &amp;quot;[[Constellations of the Northern Sky]]&amp;quot; document instead suggests they should have appendages with six taloned claws. These are generally compiled on the [[Ur-Daemon]] page.&lt;br /&gt;
[31.3] The &amp;quot;History of Elanthia&amp;quot; insinuates a logical relationship between the Ur-Daemon and undeath, because of Despana &#039;&#039;searched the land for the old places of the Ur-Daemons&#039;&#039; (Rhoska-Tor) and &#039;&#039;somewhere in what is now called Rhoska-Tor, her quest succeeded when she found the Book of Tormtor.&#039;&#039; The Book of Tormor was &#039;&#039;said to be written in the language of the Daemons&#039;&#039; but &#039;&#039;none can now be sure of its contents.&#039;&#039; &amp;quot;Gods of Elanthia&amp;quot; establishes the twisting of the living, and rebuilding life after the Ur-Daemon war.&lt;br /&gt;
[32] This is interpreting &amp;quot;Ur-Daemon&amp;quot; as just the meaning of the prefix &amp;quot;Ur-&amp;quot; and not necessarily a species name. A Ride of the Red Dreamer NPC also once [https://gswiki.play.net/Category:Ride_of_the_Red_Dreamer implied] they were not always called Ur-Daemon by mortals: &#039;&#039;Beonas says, &amp;quot;...we call them Ur-Daemons, now.&amp;quot;&#039;&#039;&lt;br /&gt;
[33] This premise has been used for Ur-Daemon body parts in storylines by Auchand and Kenstrom. The eye of the Ur-Daemon we call Ith&#039;can was [[Cross into shadows|recharged/revived]] to some extent, for example, with blood from the Beast imprisoned in the glaes caverns on Teras Isle. Other Ur-Daemon body part MacGuffins include the Eye of Goseth (corrupted the [[Sanctum of Scales]]) and the Shroud/Skin (cut off the Red Dreamer from the power of the Arkati).&lt;br /&gt;
&lt;br /&gt;
[34] This whole paragraph is totally made up. Linsandrych is the founder of House Illistim, existing canon quotes are used elsewhere in the document. &amp;quot;First Master of Lore&amp;quot; is an unclearly defined title, because Meachreasim Illistim in recent years is also called &amp;quot;First Master of Lore&amp;quot; (e.g. in later versions of &amp;quot;History of Elanthia&amp;quot;), and it is not defined in later Illistim documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism.[35] With this came the true Age of Darkness.[36] It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other.[37] The dragons who survived were driven mad.[38] It is not known how this happened.[39] The more chaotic or demonic realms beyond the pale are incapable of opening portals into higher realities.[40] Whether it was an accident, or they were brought here on purpose, the way was opened.[41] Once they were here, they ripped apart the veil.[42] It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons.[43] These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers.[44] They fed upon the magical energies of the world, and their very presence stained their surroundings.[45]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[35] The IC author is following the Linsandrych track here of equating Drakes and the dragons the ancient elves hated and feared. He questions this in an iconoclast way in a later section, suggesting draconic manifesting deities that the elves did not distinguish from ordinary dragons. &amp;quot;Utter Darkness&amp;quot; is a pure invention, and trying to plug a meaning into &amp;quot;Age of Darkness.&amp;quot; Later it refers to the Elven word [[Shimmering glaesine orb|&amp;quot;Draekeche&amp;quot;]] from the House Illistim motto as meaning &amp;quot;darkness&amp;quot;, which is an canon translation. The &amp;quot;barbarism&amp;quot; of the dragons plugs in later to interpreting Yshryth Faendryl&#039;s speech.&lt;br /&gt;
[36] Caylio Javilerre split the Age of Darkness up into an Age of the Drakes and an Arkati-dominated era after the Ur-Daemon War. The IC author here is using the Ur-Daemon to say something about the large scale introduction of dark energy corruption from other worlds (including demons and undeath) with the Ur-Daemon War.&lt;br /&gt;
[37] Playing off &amp;quot;Draekeche&amp;quot; meaning &amp;quot;darkness&amp;quot; and the visual fact in time rift manifestations of Drakes breathing fire on Ur-Daemon, and that both are largely dead or gone now.&lt;br /&gt;
[38] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; about dragons being driven mad with fear. The IC author would probably question this as historians trying to rationalize why dragons today are apparently weaker than masters of Arkati.&lt;br /&gt;
[39] The introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot; and other documents such as &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; have a story of Fash&#039;lo&#039;nae bringing the Ur-Daemon to Elanthia, but &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; at the bottom shows how thin the actual evidence of that legend is.&lt;br /&gt;
[40] This is an embellishment to explain why demons do not come into this world on their own (and why we do not get summoned by demons), including various ones from storylines that have tried to come here on purpose, but when they are already here they can open rifts to let in more demons. The abyran&#039;ra did this in the [[Rhythus Veranthe Faendryl|Rhythus Veranthe]] event for the release of [[725|725 Minor Summoning]], the Ur-Daemon Ith&#039;can was able to open portals with its eyes. This cosmology explanation was the reason why in the I.C.E. Age, combined with the Eyes artifacts at the poles, which have a direct analog in the Eye of the Drake artifact from the Vvrael quest. The Vvrael, [[Vishmiir]], Althedeus, and so on, have generally always needed the way opened from this side. Volume 2 makes more explicit use of this basic cosmology premise of more chaotic and higher ordered essences, consistent with the chaotic energy barriers of combat demons. &amp;quot;History of Elanthia&amp;quot; framed it implicitly as weird with the word &#039;somehow&#039; in the line &#039;&#039;&amp;quot;Ur-Daemons somehow opened a portal to Elanthia&amp;quot;&#039;&#039;.&lt;br /&gt;
[41] This is a nod to the legend that Fash&#039;lo&#039;nae brought in the Ur-Daemon, which is mentioned in a few documents now, and &amp;quot;[[Gods of Elanthia]]&amp;quot; attributes to Faendryl &amp;quot;elder historians&amp;quot;.&lt;br /&gt;
[42] This refers to the Ith&#039;can ability to open portals / rifts with its eyes. This was stated in a Kenstrom storyline.&lt;br /&gt;
[43.1] Partly refers to the [[History of Fash&#039;lo&#039;nae|shattering]] of Fash&#039;lo&#039;nae&#039;s library as an &#039;&#039;&amp;quot;amplifier&amp;quot;&#039;&#039; for anchoring &#039;&#039;&amp;quot;the portal to the Ur-Daemon&#039;s home world&amp;quot;&#039;&#039;, and partly refers to the &#039;&#039;&amp;quot;instability between valences during the cosmic battle&amp;quot;&#039;&#039; in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document. The premise of a single major portal though is also hard baked in the setting for the last battle which blasted the landscape for hundreds of miles &#039;&#039;&amp;quot;leaving it a lifeless wasteland&amp;quot;&#039;&#039;, which in context with the Despana lore only makes sense to refer to Rhoska-Tor and the Southron Wastes. In the I.C.E. Shadow World lore it was possible to form wastelands like that from major portal collapses. In DragonRealms there is some [https://elanthipedia.play.net/Heralds implication] that excessive magical use or power in an area can leave it blasted and ruined. Mana storms similarly are of this notion of power backlash in I.C.E. Shadow World and the Elanthia of both GemStone and DragonRealms.&lt;br /&gt;
[43.2] With the &amp;quot;[[Ithzir Genesis]]&amp;quot; premise of valencial instabilities forming gateways to this world, and the Ur-Daemon being able to open their own rifts, and similarly random rifts opening in [[mana storm]]s and magical backlashes and so forth, for many reasons a lot of demons in general should have accessed Elanthia. Not just the main ones categorized as &amp;quot;Ur-Daemon&amp;quot;.&lt;br /&gt;
[44] Another etymological treatment of &amp;quot;Ur-&amp;quot; as its literal prefix meaning. Hedges on how much we actually know about them.&lt;br /&gt;
[45] The premise that Ur-Daemon &#039;&#039;&amp;quot;fed on mana, both that contained in the land&#039;s natural mana foci and that bound around all life&amp;quot;&#039;&#039; stems from the original &amp;quot;[[History of Elanthia]]&amp;quot;. Their bodies are highly corrupting, such as what the Eye of Goseth did to the cultists of the [[Sanctum of Scales]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons.[46] The Great Elementals stormed and the Great Spirits mostly hid or were devoured.[47] It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos.[48] Terrible gods were formed in other worlds from the powers unleashed.[49] There were Arkati who hoarded followers, or attempted to shelter lesser races in other places.[50] Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.[51]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[46] IC author is being non-commital on how much we actually know of that period. In religion the Drakes and some Arkati fought the Ur-Daemon. In time rifts we&#039;ve seen Drakes (meaning apparent dragons) breathing fire on gnarled floating squid monsters, which is ambient messaging for a chamber inside Melgorehn&#039;s Reach. The author uses &amp;quot;Great Spirits&amp;quot; as a catch-all for spirit entities up through Arkati and higher in Volumes 2 and 3 and suspects the Drakes were Koar-like Great Spirits and that actual dragons also fought the Ur-Daemon.&lt;br /&gt;
[47] The [[Great Elemental]]s fighting in this period is asserted by the NPC authors of &amp;quot;[[History of Elementals]]&amp;quot;.&lt;br /&gt;
[48] This is stated explicitly in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document.&lt;br /&gt;
[49] Kenstrom refers to these demonic beings as &amp;quot;primordials&amp;quot; and the only named one we have now is Althedeus. This premise of Althedeus being formed in another realm by the powers unleashed by the Drake/Ur-Daemon War has been used repeatedly in storylines. It is also in the &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Disciples of the Shadows section.&lt;br /&gt;
[50] For example, &amp;quot;[[History of Eorgina]]&amp;quot; and &amp;quot;[[Legend of L&#039;Naere]]&amp;quot;.&lt;br /&gt;
[51] The devouring shadow monsters of the forests are described in the early part of &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The second half of the sentence is partly based on the twisting and deformation of life that Lornon Arkati do in the Imaera description in &amp;quot;[[Gods of Elanthia]]&amp;quot;, and various monstrosities that have been created through dark magic. [[Althedeus]] itself did similar with its own dark corruptive powers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles.[52] With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake.[53] This sealed the interdimensional rift and strengthened the essence barriers separating the worlds.[54] There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being.[55] The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth.[56] With the failure of the Eye in 5098, Elanthia saw more otherworldly threats.[57] The Vvrael hold the world on the edge of a widening abyss.[58] The Vishmiir were driven back into the Void.[59] Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.[60]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[52] This is quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; introduction section. This document interprets the wasteland as the Southron Wastes and especially Rhoska-Tor, where &amp;quot;Southron Wastes&amp;quot; is a historically older term, but Rhoska-Tor we interpret as hvaing old language roots in common with Dhe&#039;nar-si.&lt;br /&gt;
[53] This is from the Vvrael quest. The entrance to the Rift was initially sealed with a gemstone floating over the ornate pedestal.&lt;br /&gt;
[54] The first part of this sentence was the explicit premise, the second part is a minor extrapolation because the &amp;quot;Eye of the Drake&amp;quot; was blatantly based on the &amp;quot;Eyes of Utha&amp;quot; from the I.C.E. setting, which had the same function. The failure of the Eye can also be used to handwave explain why we&#039;re dealing with so many huge extraplanar threats in the past few decades.&lt;br /&gt;
[55] Based on the Drake&#039;s Shrine and the loresong on the teleportation orbs given to the Chosen. The imagery involved is pretty clearly from the Book of Revelation, so this is playing into that with the notion of a living seal, and the use of Grail quest motifs in the Vvrael quest treating Koar as the analog of the wounded Grail king with the Dolorous Stroke. The Rift room descriptions also suggest a kind of illness in Koar, and there are numerous indicators that you are supposed to be inside the Great Drake in some sense (especially literal on Plane 5).&lt;br /&gt;
[56] This is from the &amp;quot;[[Wyvern]]&amp;quot; document. The IC author is speaking loosely calling them &amp;quot;lesser dragons&amp;quot;, they&#039;re more like draconic energy beings created by the Great Drakes, whereas &amp;quot;wyrms&amp;quot; in Elanthia would be an actual literal dragon variety. This is iconoclasm and Faendryl skepticism on religion.&lt;br /&gt;
[57] Same point made in note 54.&lt;br /&gt;
[58] The Rift was threatening to widen (i.e. the nebulous sphere would&#039;ve expanded wider into the Drake&#039;s Shrine) in the [[Rift expansion preview (storyline)|release events]] for the Scatter. Also loosely referring to the Scatter opening up. Vvrael quest ended with Terate stabilizing but not actually closing the Rift.&lt;br /&gt;
[59] [[Vishmiir]] event was in 2002 with the day/night release, and they resided in some kind of extraplanar realm called the Void.&lt;br /&gt;
[60] This was the climax of the [[Cross into shadows|Cross into Shadows]] storyline in late 2014.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world.[61] Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature.[62] There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead.[63] The Lords of Liabo slew the unnatural.[64] Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem.[65] The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint.[66] The most desecrated fallen realms were too far gone and have remained forever haunted.[67] Spirits in those places were twisted with dark power.[68]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[61] For example, the Kuon section of &amp;quot;[[Gods of Elanthia]]&amp;quot;, and the Imaera section about restoring life on the planet as well as the Jaston section.&lt;br /&gt;
[62] This is a straight forward logical consequence of their established nature and properties.&lt;br /&gt;
[63] This is an embellishment that extrapolates from the premise of the [[History of the Turamzzyrian Empire|demonic hybrids]] formed in the [[Third Elven War]], and the previously referenced relationship between the Ur-Daemon and undeath. These concepts of an unliving spectrum are fleshed out a lot more in Volumes 2 and 3, reconciling the scattered creature lore in the game. Because of the shared root of [[Everblood]] in [[Drangell]]&#039;s troll curse and ebon-swirled primal demon blood, it seems likely the case that trolls should have originated anciently in demonic corruption.&lt;br /&gt;
[64] This is reviving the I.C.E. analog of the period, where the various left over demons and so on from the cataclysm were killed or banished, and the ecology was slowly healed with intervention. It does not make sense that the final battle with the Ur-Daemon would have destroyed all the creatures of darkness and random demons.&lt;br /&gt;
[65] This is mostly based on the Imaera lore, as well as the uncursing mechanics. The Council of Light resignation mechanics also show some divine ability of cleansing taint of dark energy from spirit and life.&lt;br /&gt;
[66] This is reviving the I.C.E. analog of the period, where this was stated explicitly. Fey of this kind are still represented as servants of various Arkati. This is just describing their use as scrubbers, and sets up the premise for tainted/corrupted fey spirits, of which there are concrete examples such as Ilvari. This is important because they would be an example of &amp;quot;undead&amp;quot; present in Elanthia in all time periods after the Ur-Daemon War.&lt;br /&gt;
[67] Rhoska-Tor is still a wasteland. Extreme cases like the [[Wizardwaste]] and [[Bleaklands]] seem impossible to be fixed.&lt;br /&gt;
[68] As with number 66, this is important for the deep history of undead in Elanthia, and they logically should have existed this far back. This premise is used to explain corrupted wasteland fey (e.g. &amp;quot;infernal sprites&amp;quot; that were in the [[Southron Wastes]] in the [[Wavedancer]] event) and the premise is used in this text to explain how the Dhe&#039;nar learned to manipulate the undead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War.[69] Extraplanar undead such as the Vishmiir are at least this old as well.[70] Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory.[71] Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War.[72] Some of these monstrosities, such as the vruul, survive to the present day.[73] There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms.[74] But it was the corruption of dark essences from the demons that brought the true unlife.[75] The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them.[76] They are inherently anti-magical, and in some ways, incapable of death.[77]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[69] Volume 3 gets into classification schemes for the undead. The presence of this kind of undeath dating back to the Ur-Daemon War is just being consistent with the logic of dark energy taint / corruption.&lt;br /&gt;
[70] This is made up. There is some reason to think the Vishmiir had very ancient Marluvian origins, such as the Hunt for History [[Urglaes-set pitted silver talisman|urglaes talisman]] loresong, so they could have been created any time between the Ur-Daemon War and the founding of the Elven Empire. Possibly even a little later. &lt;br /&gt;
[71] It has essentially always been a premise in GemStone that demons are involved in making the undead (e.g. the Order of Voln induction messaging), and in DragonRealms necromancy is [https://elanthipedia.play.net/Category:Demons framed] as [https://elanthipedia.play.net/Demons_and_the_Profane/Contents ultimately demonic] in nature and origin [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 in some sense.] The demons that should have been left over from the Ur-Daemon War and the demons that should have managed to get into this world for various reasons both can have been responsible for directly or indirectly causing undead to exist at all time points. With the Vvrael, Daephron Illian was studying how to summon Ur-Daemon in the early exile in Rhoska-Tor, but it turned out he was studying the Vvrael. So there should be Vvrael stuff in that specific location from earlier, but probably later than the Dhe&#039;nar.&lt;br /&gt;
[72] There is some indication of this in the &amp;quot;[[History of Luukos]]&amp;quot; legend document.&lt;br /&gt;
[73] This is reviving the I.C.E. setting premise that what we now call vruul (back then they were called gogor) were created artificially ~100,000 years ago and used in the cataclysmic war that ended that age. Vruul are supposed to slumber in foul black fluid in tall stone jars for thousands of years.&lt;br /&gt;
[74] Ghosts should exist regardless of anything. Phantoms in general could be characterized this way, but it&#039;s been directly established repeatedly that firephantoms are caused this way. It is encoded with the arch in Glatoph, and Sir [[Davard]] after the Church of Koar burned him in [[Cross into shadows|Cross into Shadows]] storyline, and the girls that [[Cyph Kestrel]] accidentally burned to death in [[Keeping up with the Kestrels]] storyline. Such undead should have essentially always existed.&lt;br /&gt;
[75] This distinction is used and elaborated in Volumes 2 and 3. Auchand has since used it some in his [[The Thirsting Dead|vampires documentation]]. This document emphasizes the use of &amp;quot;dark energy&amp;quot; from demonic realms as &amp;quot;tainting&amp;quot; and as the distinguishing characteristic of &amp;quot;black arts&amp;quot; from more ordinary sorcery, but allows definitions of sorcery that can include them.&lt;br /&gt;
[76] This was established in the [[Ride of the Red Dreamer]] storyline.&lt;br /&gt;
[77] Same as number 76. The &amp;quot;in some ways&amp;quot; line is referring to the ability to revive their body parts and so on. It&#039;s also insinuating a deep and natural relationship with undeath.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions.[78] Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything.[79] Lornon is rumored to be a gateworld.[80] Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon.[81] It may even be where the Ur-Daemon first entered.[82] There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons.[83] The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that blur the distinction between demons and the undead.[84] Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War.[85] Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.[86]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[78] This is a characterization of the Arkati lore, and suggesting it shook out that way. Since other powers were involved. There were Great Elementals in that period, and there are more local gods, and there&#039;s always been some premise of lesser spirits and Arkati who became less powerful over time and so forth.&lt;br /&gt;
[79] This is quoting &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[80] This is based on the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document, and also reviving that premise which was explicit in the I.C.E. version.&lt;br /&gt;
[81] This comes from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, while the hovering on the boundaries line is reviving the I.C.E. version premise.&lt;br /&gt;
[82] This is referring to the idea that Marlu came first (such as in &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;) or that the Ur-Daemon were interacting with Fash&#039;lo&#039;nae (such as in &amp;quot;[[Gods of Elanthia]]&amp;quot;) before he blasted the door way open somewhere on Elanthia (here assumed to be Rhoska-Tor and the southern wastes.)&lt;br /&gt;
[83] This premise and interpretation of the Lornon gods (that they were darkened by being on Lornon rather than the bad childhood myths or ideological sorting) comes from the introduction section of &amp;quot;[[Gods of Elanthia]]&amp;quot;. Its use is a consistency consideration for Volumes 2 and 3.&lt;br /&gt;
[84] This has been established in various ways over the years. Luukos has the Maw of Luukos, for example, and Eorgina was in some other realm when communed with near the climax of the [[Daukhera Darkflorr]] storyline in Icemule. Ivas has the [[Athletic dark-eyed incubus|incubi]]. The notion of blurring the distinction between demons and undead is an important concept in all three volumes. These are probably mostly the &amp;quot;infernal realms&amp;quot; described in volume 2&#039;s cosmology model rather than &amp;quot;outer&amp;quot; valences.&lt;br /&gt;
[85] The &amp;quot;[[History of Luukos]]&amp;quot; legend frames historical details that mean Luukosians in Elanthia were not making undead until after the Undead War. So these lines are about retaining his other qualities and reasons for the animosity between him and Lorminstra that would have been recognized in the Elven Empire period. (Most of the time &amp;quot;Elven Empire&amp;quot; does not refer to the Age of Chaos and later, where instead the usage is usually &amp;quot;Elven Nations&amp;quot; or &amp;quot;United City-States&amp;quot;. There can be odd present-tense exceptions like the beginning of the [[Ta&#039;Loenthra]] document.)&lt;br /&gt;
[86] This is manifestly true in practice for the undead that actually exist in GemStone. Luukos may have some sphere of influence relationship with the undead, but most undead are not actually Luukosian or made by Luukos. (In DragonRealms it is actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 clarified] that not &#039;&#039;all&#039;&#039; undead are &#039;&#039;demonic&#039;&#039; in origin, and even then it is thought demonic patronage in some way is required. Necromancy is fully broken off from Immortals involvement in that Elanthia.) Life and Death balances have generally been used in the religion lore, such as in the &amp;quot;History of the Order of Voln&amp;quot; document. This concept will be used near the end of this document for explaining and reconciling the death mechanics information.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II. The Second Age (-50,000 to -20,000 Modern Era)[87]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia.[88] There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation.[89] Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[90]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[87.1] -20,000 Modern Era is when the earliest rumors of Despana are heard. This is also the date range for the Second Age used by the &amp;quot;[[History of Elanthia]]&amp;quot; document. A reasonable argument could be made that it should go up to closer to -15,000 Modern Era with the actual Undead War fighting. But this document uses -20,000 to -15,000 as the whole Despana build up period, even though the actual war was much shorter. &lt;br /&gt;
[87.2] &amp;quot;[[History of the Truefolk#Chapter 3 - The Third Age: Halflings and the Undead War|History of the Truefolk]]&amp;quot; even refers to a &amp;quot;Third Age&amp;quot; including the Undead War, and then talks about the &amp;quot;Age of Chaos and Beyond&amp;quot; after that. But we do not use that convention and simply refer to the Undead War, and the Age of Chaos as after the Undead War. &amp;quot;[[History of Elanthia]]&amp;quot; implies &amp;quot;Age of Chaos&amp;quot; equals Third Age, with the &amp;quot;Modern Era&amp;quot; being explicitly the &amp;quot;Fourth Age&amp;quot;.&lt;br /&gt;
[88] Linsandrych Illistim equates dragons and Drakes. Dragon and Drake are used interchangeably in Meachreasim Illistim&#039;s &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[89] These details are directly referenced later in this document when talking about the southern wastelands in this very early period. The premise of no written records that far back is also stated in the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document and referenced to some extent in the &amp;quot;[[Elanthian Moons]]&amp;quot; document.&lt;br /&gt;
[90] This is a canon quote in the &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.A Ancestral Spirits&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age.[91] There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago.[92] Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races.[93] Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati.[94] But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.[95]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[91] The Linsandrych Illistim quote and the characterization of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;.&lt;br /&gt;
[92] Same as 91. The &#039;&#039;&amp;quot;first written history of the growing empire&amp;quot;&#039;&#039; is the Chronicles in -49,238 Modern Era on the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[93] This related to the Chroniclers with Linsandrych Illistim in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Order of Lorekeepers, and to some extent &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot; shows the sylvans did not have writing until the early Second Age. The premise that other races (e.g. dwarves) would have more distorted oral history is partly reasonably and partly IC elven author bias.&lt;br /&gt;
[94] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document and the [[Legacy of the Lorekeepers|retconned version]] of the Order of Lorekeepers document which replaced &amp;quot;Nantu&amp;quot; with &amp;quot;Ta&#039;Illistim&amp;quot;.&lt;br /&gt;
[95] This is IC author interpretation, but a similar statement is made by the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;. It is setting up a class / elites structure bias to orthodox history, which reasonably ought to exist for socioeconomic reasons. The first house was House Illistim, which also began with the construction of a library (Ta&#039;Illistim), where the Chronicle keepers moved. This was -49,107 Modern Era per the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and this date is the [[Ta&#039;Illistim Monarchs|year zero]] of Illistim calendar dates. (Vaalor calendars use their own founding date of -48,897 Modern Era as their year zero.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War.[96] The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods.[97] It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion.[98] Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.[99]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[96] &amp;quot;Time of the Rebuilding&amp;quot; is a phrase used for the Arkati dominated period of the Age of Darkness in the &amp;quot;[[Elanthian Moons]]&amp;quot; document. The premise that not all gods helped rebuild the world is stated in &amp;quot;[[History of Elanthia]]&amp;quot;. Arkati assistance with agriculture, for example, should reasonably overlap with early written language / records. So this much should be considered hard fact from Elven history.&lt;br /&gt;
[97] This is pointing out a commonality between the dominant religion lore and what is written in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and also setting up a premise that this is an ancient elven bias enshrined in mainstream Elanith theology.&lt;br /&gt;
[98] The existence of druidism and shamanism and animism in general should, for the same reason real-world Western scholars do, be arguably more primordially ancient than the polytheism and especially good/evil dualism of the Arkati centered religions. This document is referring to what the Elves would call &amp;quot;primitive&amp;quot; or &amp;quot;barbaric&amp;quot; or &amp;quot;uncivilized&amp;quot; cultures because of their ethnocentrism.&lt;br /&gt;
[99] Suggesting Imaera and [[L&#039;Naere]] are not really separate goddesses is iconoclastic, playing off their high similarity and the similarity of their names and the fact that L&#039;Naere does not exist in the historical records period. The last part is referencing the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, where Fash&#039;lo&#039;nae comes into existence later than an elf, combined with the legends that Fash&#039;lo&#039;nae is the oldest of the Arkati. But the IC author of this text later argues the Grandfather Stone (the premise of this legend) is an admitted forgery by Fash&#039;lo&#039;nae himself, which also comes from the &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism.[100] Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins.[101] It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste.[102] There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites.[103] Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir.[104]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[100] This is a reasonable anthropological characterization or categorization by the IC author writing about them from the outside.&lt;br /&gt;
[101] This is a fact of the world setting that has been demonstrated many times over with both permanent and invasion creatures, and sometimes documentation such as &amp;quot;Life and Being in the Sea of Fire&amp;quot;.&lt;br /&gt;
[102] This is from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Travels in the Wizardwaste]]&amp;quot;, as well as suggestions of ancient pre-Kannalan Tehir ancestors in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.&lt;br /&gt;
[103] This is a combination of implemented creatures and documentation such as the [[Giantkin Clans|Giantkin clans]] and Tehir and gnome documentation.&lt;br /&gt;
[104] These are from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Lines of Blood: A History of the Gnomes]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King.[105] There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world.[106] The sylvankind still worship both the Light and Dark Gods in balance.[107] There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges.[108]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[105.1] The first part of this is from &amp;quot;[[Blood of the Sea: The Krolvin and Their Descendants]]&amp;quot;. The krolvin gods more generally are a very different interpretation of the Arkati, as established in &amp;quot;[[A Short Primer on Half-Krolvin Society and Faith]]&amp;quot;. Khar&#039;ta in particular is a blend of Koar, Eorgina, and Charl, but &amp;quot;Blood of the Sea&amp;quot; goes further. &lt;br /&gt;
[105.2] The second part of this partly plays off the mural under the Abandoned Inn, and the human &amp;quot;God King&amp;quot; concept of making Koar into a kind of supreme god. &lt;br /&gt;
[106] This is slightly an embellishment. Onar was established to be the patron of the kingdom of Anwyn in the Demon Queen of Anwyn storyline in 1998, and Castle Anwyn is related to the Vvrael quest, which arguably used a lot of Grail quest mythological elements. One of these was the Grail king mythos, which has been interpreted by some as coming from &amp;quot;dying and rising god&amp;quot; mythologies, with the wasteland myth and world restoration. This is related to the earlier section of this document where the Great Drake seals the Rift as a wound in his living being.&lt;br /&gt;
[107] This is from the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document.&lt;br /&gt;
[108.1] This refers to the One creation myths in the &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;[[History of Elementals]]&amp;quot; documents. There is no reliable within-world authority who can speak to the factuality of such a thing, since it would pre-date their creation. This notion of the One, Many, and so on, has been reference in game, including by some sort of elemental around Zul Logoth in the [[Nations on the Brink]] storyline.&lt;br /&gt;
[108.2] The second part of this is characterizing it in Neoplatonist / gnosticism terms, which is where this kind of cosmological notion comes from in the real world. Later in this document this is historicized in the same way, being attributed to &amp;quot;occultist&amp;quot; movements in the Second Age trying rationalize more ancient superstitious beliefs. That is an invention of this document for reconciling the undefined within-setting origins of the creation myth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions.[109] It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities.[110] History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past.[111] But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.[112]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[109] This document does not try to sort out what is really true about religious myths and beliefs, and allows them to be either cross-pollinations or convergent evolution to similar notions.&lt;br /&gt;
[110] This document is historiographic rather than historical. It is attempting to explain propensities out of worldviews and culture-traditions for generating the various kinds of necromancy, and the history of collisions is predominantly defined in Faendryl terms because that is where it would be best recorded and now most hegemonic. This is allowing the full history to be a lot messier than the relatively clean and rational-theoretic way it is being characterized.&lt;br /&gt;
[111] This is the IC author acknowledging we are framing things by our present day categories and interests, which to some extent is a distortion from how people in past times or other places would characterize themselves.&lt;br /&gt;
[112] This is the IC author acknowledging that he is describing other people from the outside and limits the scope of our understanding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.[113]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[113] All of this is characterizing the animist worldview, which to some extent is encoded in the spirit spell circles. This paragraph could just as easily be used in the real-world. It is not specific to the Elanthia world setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world.[114] This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.[115]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[114] This is elaborated in Volume 3 and has basis in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Xshitha Raamaani section.&lt;br /&gt;
[115.1] All of this is in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The Tehir relationship to dealing with spirits is also discussed a great deal in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, having been intentionally made into an animist culture rather than an Arkati focused culture.&lt;br /&gt;
[115.2] This hook about the Tehir interpretation of Luukos, and Bir Mahallah&#039;s relationship with dark sorcery and undeath, is used here as a springboard for illustrating how necromancy of undeath can arise spontaneously from animist traditions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic.[116] There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation.[117] With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead.[118] Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals.[119] These sites are often used only up to some limit to prevent ghosts.[120] The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.[121]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[116] This is a thesis statement of the document. The most important trend line for this is trying to do spiritual magic with dark essences and/or trying to channel from demonic powers, which by the logic of the cosmology / magic theory in this document, naturally turns into &amp;quot;dark sorcery&amp;quot; instead of pure spiritual magic because of the necessary hybridization (corruption) with ordinary mana when wielding those cthonic essences for magic. (This document also as a literalizing convention uses &amp;quot;extra&amp;quot;chthonic to refer to outer valences and distinguishes that from &amp;quot;pales&amp;quot; or &amp;quot;infernal realms&amp;quot; of our own spectrum of existence which instead care called &amp;quot;chthonic.&amp;quot; These early theurgic summoners would largely be dealing in chthonic demons, and possibly immaterially through veil weaknesses rather than rifts.)&lt;br /&gt;
[117] This is an existing premise in the culture mortuary ritual lore, such as the Sylvan [[History of the Sylvan Elves|documentation]] with the [[Sylvan Mourning|Otherworld]]. It provides a natural hook for what if the spirits get stuck and what if they eventually get corrupted. In &amp;quot;History of the Truefolk&amp;quot; it was a Halfling belief (pre-dating the Undead War) that &#039;&#039;&amp;quot;should one of the Truefolk die in lands far away, they were doomed after death to wander endlessly, searching for those they had loved during their lifetime.&amp;quot;&#039;&#039; Volume 3 talks about this kind of &amp;quot;restless spirit&amp;quot; condition, and also related to the notion of unfinished purpose, which is touched on near the end of this document.&lt;br /&gt;
[118] These two sentences are both right out of the &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; document. The premise of corpses getting possessed by background spirits is also very important for the existence of undead in the deep past, and gets used later in this document for addressing the Dhe&#039;nar learning to control the undead in Rhoska-Tor.&lt;br /&gt;
[119] Sky burials have been used in the game, even by the reivers of the Ember Vale in the [[North by Northwest]] storyline. This is contrasting the previous sentence as essentially the exact opposite belief, where bodies are fed to vultures on purpose, and suggesting skeletal undead (e.g. skeletal giants) come into existence in this way. This is elaborated in Volume 3.&lt;br /&gt;
[120] This is an embellishment. It is a real-world superstition regarding charnel grounds with sky burials.&lt;br /&gt;
[121] This is a reasonable extrapolation and common sense perverse incentive behavior following out of religious beliefs and mortuary rituals for helping spirits depart so they do not become undead. This should be a very common way necromancy evolves out of shaman behaviors.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them.[122] Necromancy was an art of divination concerned with spirits of the dead, and thus it found special importance in mortuary rituals.[123] Ancestor veneration is often a major aspect of these religions.[124] Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way.[125] They are called upon or appeased with offerings.[126] Folk magic is perhaps the very thing Elven materialism was reacting against.[127]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[122] This is the thesis construction of the document again. &amp;quot;Black arts&amp;quot; refers to taint and corruptive energies, and &amp;quot;haunted realms&amp;quot; are described more in Volumes 2 and 3. This document begins by treating &amp;quot;necromancy&amp;quot; as magic involving death rituals, and then in these places with demonic corruption and dark powers, this gets twisted into darker and more twisted forms of magic.&lt;br /&gt;
[123] This is a real-world usage of the literal meaning of &amp;quot;necromancy&amp;quot;, but otherwise an embellishment for Elanthia, where in present modern day conventions this kind of clerical magic is not considered necromancy and necromancy is instead defined in terms of sorcery. So this is talking about very early conventions before that situation existed.&lt;br /&gt;
[124] This is true in the real world. It shows up in parts of the Elanthia lore, and reasonably should be part of the animist skewing cultures.&lt;br /&gt;
[125] Notably, the fey of the Wyrdeep allow the Barons of Bourth to be taken in by them in death, which was seen in the burial of Spensor Caulfield. But this line has been left vague, and Elanthia has a premise of Lorminstra [[Orders of the Turamzzyrian Empire#Keepers of the Golden Key|allowing]] souls to [[Velathae|return]] from beyond the Ebon Gates for the [[Eve of the Reunion]].&lt;br /&gt;
[126] This is generic animist behavior.&lt;br /&gt;
[127] This is an IC author interpretation. Imperial Elven culture in Elanthia seems self-consciously rationalist and rejecting of religious mysticism, but there are others such as elves of the Wyrdeep who are druids. So this document tries to reconcile all this with an Enlightenment style rejection of the more medieval or older kinds of things that would have been pushed into the less civilized provinces in the West. Orthodox religion and theology might also be suppressant of it. Arkati are spirit beings, but the Elves arguably racialized them, for their own dogmatic self-interest. (In DragonRealms they are actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 explicitly] extraplanar beings, and they were extraplanar beings in the I.C.E. Shadow World setting, and as far back as 1996 in GemStone you have Stump posting about the Arkati residing on the spirit plane. It&#039;s really just this religious myth stuff in GemStone that does not generally treat them that way.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot;[128] There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body.[129] While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is not the primary concern of Voln, who is mostly concerned with the release of cursed souls.[130] Little more than any other golem that has a spirit trapped within it.[131] There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention.[132] These are instead forces of darkness which all pose hazards such as involuntary possession.[133] Warding off particular kinds of evil spirits varies by their individual identities and associations.[134] Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces gave rise to very different, more personal traditions.[135]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[128] These lines are directly addressing foundational ambiguities in the definition of &amp;quot;undead&amp;quot; and why some things are considered undead and not others, and why some unliving things are not mechanically undead for the Order of Voln.&lt;br /&gt;
[129] This is the nature of [[730]], the Animate Dead spell.&lt;br /&gt;
[130] This is based on being literal with the Path of Enlightenment messaging. Voln would probably strike down corpse puppets, too, but this is hedged by &amp;quot;primary concern&amp;quot; and not a matter of favor in the Order of Voln.&lt;br /&gt;
[131] Rolemaster golems and constructs are always animated by a captured spirit of some kind. These could also be elementals and demons. Undead golems are only those where the spirit is an undead soul. There have been Elanthia setting golems with souls in them (e.g. the urnon golems from Kenstrom storylines) and that urnon golem also would have hosted the demon primordial Althedeus. Artificial constructs are not targetted for release by the Order of Voln, so this is reconciling these facts.&lt;br /&gt;
[132] Again, it would not have always been understood that there are these extraplanar outworlder entities, so &amp;quot;demons&amp;quot; anciently would have initially been considered wicked spirits or monstrosities of darkness. (DragonRealms also has some framing on [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 historical refinement] of what the word &amp;quot;demon&amp;quot; means, with its own temporary overcorrection of equating them with all extraplanars.) There are also extraplanar undead. Extraplanar origin entities (e.g. the [[water wyrd]]s in River&#039;s Rest) are not always mechanically extraplanar, so it is implicitly possible for such entities to attune to this reality. Some demons (e.g. the spells 712 and 718) are not summoned with summoning circles, apparently being conjured from this world or more passively and immaterially through veil weaknesses. This is explored and reconciled much more in Volumes 2 and 3.&lt;br /&gt;
[133] Various kinds of entities have been demonstrated as having possessing powers, ranging from the [[oculoth]] [[Possessed|possession]] powers to undead with mind control / behavior manipulation abilities to NPCs in storylines such as [[Thadston]] and the [[A Knight To Remember - 2020-10-01 - Re-Rout (log)#Thadston&#039;s Lament|bleakwalker]] or [[Bonespear]] in Bonespear Tower and the [[dybbuk]]s implicitly being possession spirit undead and the [[soul golem]]s with the [[wind wraith]]s.&lt;br /&gt;
[134] This is partly playing off the Xshitha Raamaani lore in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, but just generally how it should be, different kinds of things needing to be handled different kinds of ways by spirit callers.&lt;br /&gt;
[135] This is used to fabricate &amp;quot;black arts&amp;quot; traditions along similar lines in haunted realms, which reconciles and helps explain all the very dark magic that has nothing to do with the Faendryl or Dhe&#039;nar, and does not necessarily come from Lornon. There are little bits of lore about demonic cults and other threats in the Southron Wastes than the Horned Cabal, but for the most part it is very thinly defined. This is bolstering the premise that there should be demon worshippers and so on in the southern wastelands as that is logically where they would have resided given the existing historical framework.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.B The Elven Empire&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. Who among us, then, is more beast than elvenkind?&amp;quot;[136]&lt;br /&gt;
&lt;br /&gt;
- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[136] The paragraph up through &amp;quot;benevolence and aid&amp;quot; is from the &amp;quot;History of Elanthia&amp;quot; document. It was expanded through &amp;quot;need the air to breathe&amp;quot; in the &amp;quot;[[History of the Faendryl]]&amp;quot; document. These parts are already canon. The very last sentence is totally made up for this document. It is there to give support to an interpretation of the speech&#039;s meaning later in this document, emphasizing its more metaphorical quality (which was contextualized as political rhetoric during Yshryth&#039;s coronation by the &amp;quot;History of the Faendryl&amp;quot; document). The time scale used for the first thirteen Patriarchs means that Yshryth Faendryl was coronated after the Houses had been founded but still during the very early Elven Empire.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages.[137] There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization.[138] There was ultimately a concentration of power in urban centers with the construction of cities.[139] These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions.[140] These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny.[141] The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.[142]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[137] The premise that they resided for a long time in these open gaps, while the sylvans were those that stayed nomadic longer, comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It explicitly establishes that these kinds of smaller settlements out in the open were done for a long time before the urban centers were founded. This means the House founder stuff, especially coming out of the forests and building cities, is heavily mythologized. The IC author of this document later calls that examples of the &amp;quot;great man of history&amp;quot; myth.&lt;br /&gt;
[138] This is seeding the socioeconomic reasons for the cultural differentiation, so that it isn&#039;t really ideologies of espoused by single charismatic founders out of thin air.&lt;br /&gt;
[139] This is a general civilization development pattern.&lt;br /&gt;
[140] Lyredaen has said in the past that this was the real intent for how the Houses came into being in that time period.&lt;br /&gt;
[141] This is an IC author interpretation, but reasonably grounded.&lt;br /&gt;
[142] This is an embellishment based on the way the Elves and Arkati relationship has generally been framed. &amp;quot;[[Elven Dogma and Theology]]&amp;quot; analogizes them as treating &#039;&#039;&amp;quot;their chosen Arkati as casual vassals might treat an undemanding liege.&amp;quot;&#039;&#039; The [[ICE gods#Intermediate: Fash&#039;lo&#039;nae|original Fash&#039;lo&#039;nae description]] posited a Drakes to Arkati, Arkati to Elves, Elves to Humans scheme. So this sentence is just taking the spheres of influence view of the Arkati, and having the Elves characterize their distinct spheres of interest and power relative to each other as terrestrial reflections of that higher order of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a great chain of being.[143] What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an ancient Elven word meaning a guide or recruiter of the lost, in the Elven image --- as a race of higher beings who inherited the world from its prior masters.[144] The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the stewards of the world.[145]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[143] The first part of this sentence is based on &amp;quot;[[Time on Their Hands: The Evolution of Elven Art]]&amp;quot;, while the second part is based on that Drakes-Arkati-Elves line of descent, and similar notions (like ascension ideologies) in the lore that are made sense of with the &amp;quot;great chain of being&amp;quot; concept from real-world history. This document later uses it to address alchemy and occultist emanationist doctrines. &amp;quot;secular theology&amp;quot; largely refers to the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document.&lt;br /&gt;
[144.1] This etymology of the word &amp;quot;Arkati&amp;quot; is totally made up, but based on the real-world meaning of the word &amp;quot;arkati.&amp;quot; The extent to which &amp;quot;ancient&amp;quot; or &amp;quot;archaic&amp;quot; Elven is different from modern Elven isn&#039;t clearly defined, there&#039;s a case to be made that it wouldn&#039;t have drifted all that much similar to Greek and Chinese. But that runs up into problems of Sylvan being a separate language on not much different time scales as the founding period, and questions regarding Dhe&#039;nar-si and the Faendryl dialect being separate languages. Though those could be explained as impacted by the Dark Elven language and possibly impact by southern subcontinent inhabitants that the other Elves do not interact with.&lt;br /&gt;
[144.2] The inherited the world doctrine again comes from the elven documentation and their self-justification in lorder over lesser races. It is also the IC author being iconoclastic, suggesting the Elves imagined the Arkati in their own image, and implying that as with the krolvin the Arkati feed into what the Elves want to believe about them.&lt;br /&gt;
[145] The &amp;quot;undemanding liege&amp;quot; line is quoting the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The second part of it about the monarchs being &amp;quot;stewards&amp;quot; of the world is an IC author characterization of their position and role in the &amp;quot;great chain of being&amp;quot; dogma, which serves as a basis of political disagreement with the early Dhe&#039;nar who instead view the elves as needing to rise higher up the chain with ascension. This also implicitly relates the Dhe&#039;nar ideology more closely to the imperial Elves than the Sylvans, who by &amp;quot;[[History of the Sylvan Elves]]&amp;quot; should have branched off from both of them much earlier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots.[146] It was taboo to offer piety rather than fealty.[147] As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals.[148] In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions.[149] This bred the seeds of reactionary movements.[150] But there was no room for dissidents in the building of civilization itself.[151] Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;[152]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[146] This is based on a cross of the Elven dogma document and the Elven art document, along with the racial supremacy stuff from Yshryth Silvius (circa -46,000 Modern Era).&lt;br /&gt;
[147] Later in the Second Age, Lilorandrych Illistim cracked down on cultish veneration of preserved hair from Linsandrych Illistim, along this kind of sentiment. This is established by a pendant on display in Museum Alerreth regarding [[Tenesi Illistim]].&lt;br /&gt;
[148] The Elven Empire had outlying provinces, but this has generally been very vaguely defined. This sentence is general civilization development dynamics.&lt;br /&gt;
[149] This is slightly exagerrating in the most absolute literal sense, but this pattern is generally true in the real-world. It&#039;s represented already all the way back in the Epic of Gilgamesh.&lt;br /&gt;
[150] This is a reasonable extrapolation.&lt;br /&gt;
[151] This helps frame and contextualize the Dhe&#039;nar departure from the Elven Empire point of view.&lt;br /&gt;
[152] This comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is generalized here to include &amp;quot;rubes&amp;quot; from the open-air regions rather than just the sylvan nomads in the forest. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has western migration and claims going back to -50,000 which is even earlier than House Illistim, and the founding of written records by the Chroniclers in -49,238 Modern Era. Socioeconomic and class forces are here being used to explain the population migrations, of which the Dhe&#039;nar would only have been one example and possibly later (as in the &amp;quot;Timeline of Elanthian History&amp;quot; document and the timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were displacements of the population in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities.[153] Those who were ill-suited to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West.[154] Scholars think these conditions invited the subjugation of other races for slave labor.[155] Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters.[156] To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.[157]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[153] This is a minor embellishment, extrapolating off the claiming &amp;quot;large portions of the western continent for their own&amp;quot; around -50,000 in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document, which is set a bit before the founding of the House cities in the east. It makes intuitive sense that a dynamic along these lines would exist, with the Dhe&#039;nar being the prominent surviving example. The Sylvans canonically did not migrate until later around -36,567.&lt;br /&gt;
[154] There are existing seeds of this in the Dhe&#039;nar departure being canonical. It just generalizes it to account for the &amp;quot;western continent&amp;quot; claims in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document.&lt;br /&gt;
[155] This is a thesis statement. It is just the equivalent of the real-world sociological/anthropological arguments about slavery forming with the development of agriculture based civilizations. The time period at which slavery by the Great Houses ended seems undefined, but could plausibly have survived longer in the West into the Age of Chaos.&lt;br /&gt;
[156] This is the IC author providing a socioeconomic dimension and motivator behind the Yshryth Silvius Faendryl rhethoric, which we&#039;ve already linked up with secularized great chain of being theology. This is all part of the &amp;quot;dominant ideology&amp;quot; in question.&lt;br /&gt;
[157] This is how the word &amp;quot;evolved&amp;quot; or evolution is used in the [[History of the Aelotoi|Illistim documentation]], and arguably how they interpret the relationship between gnomes and cave gnomes in the original [[Lines of Blood: A History of the Gnomes|Gnome history]] document (which more [[Inyexat|recent gnome]] documentation disputes.) The three volumes of this document is a lot more focused on artificial manipulation of animate beings and the mutating influence of magical environmental factors, which are more active driving conceptions than random mutation and natural selection, but like those has no concept of evolution as &amp;quot;progress.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited.[158] It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses.[159] There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.[160]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[158] The first part of this is just referencing the -50,000 Modern Era entry in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The second part is playing off the [[Aramur Forean]] / Black Wolves story in northwest Elanith, and the fact that the &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; Also, the &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot; and relatedly &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; has the reiver ancestors in what is now Torre possibly as far back as the Second Age independent of elven rule. (Scribes has said he intended the ancient language shown for that region to be the old form of the Kannalan language. It is lightly mangled Old English.)&lt;br /&gt;
[159] The geographic barrier argument is just common sense. The other part about other sovereign land claims getting in the way is extrapolated off the &amp;quot;[[History of Elanthia]]&amp;quot; document saying the houses would not defend each other&#039;s territories or consent to have their troops led by another when Dharthiir was advancing. This more or less amounts to denying the right of military actions through the lands of other houses.&lt;br /&gt;
[160] &amp;quot;[[History of Elanthia]]&amp;quot; describes Second Age humans as nomadic, residing on comparatively barren lands, and Elves refusing to allow others to settle more fertile areas. But some residing in the shadows of the great elven cities as beggars and thieves and slaves. With the modern period population distribution, it can be surmised there was some long-run population sorting, though it is unclear how much non-elven population there initially was in the east. The IC author is skeptical of treating it as terra nova. Agricultural slavery would implicitly be more of a western provinces thing, and this document uses that premise of western agriculture for eastern cities in the Undead War section. It&#039;s undefined in general to what extent there were elven cities in the west, and how the outlying provinces were administered. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire never held any mastery over the southern wastelands.[161] The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers.[162] The mountainous borderlands of the Southron Wastes have in all times been an attractive hiding place for brigands and criminals.[163] When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law.[164] The greatest threats to civilization, in turn, have most often come from the southern wastelands.[165] But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.[166]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[161.1] This is an embellishment that is extrapolated off contextual details. The Elven Empire cannot have been in there in the Dhe&#039;nar period (up to around -40,000), and it would not make sense for them to have controlled it in the Despana period (-20,000 to -15,000). Similarly, it would not make sense for them to control it and then give it up prior to Despana, so the most sensible thing is for the &amp;quot;old places of the Ur-Daemon&amp;quot; in the southern wastelands to be an area the Elven Empire wants nothing to do with for various reasons. The Elven Empire also generally did not control the mountains, where the dwarves were and various monster races. &lt;br /&gt;
[161.2] [[Jontara]] presently refers to a wider continental definition than Elanith, and was the original De-ICE&#039;d term for the continent. For some reason &amp;quot;Elanith&amp;quot; became used for the continent, when it was originally the replacement term for a region in the northwest corner of the continent.&lt;br /&gt;
[162] This is interpreting the lines in &amp;quot;[[Gods of Elanthia]]&amp;quot; that way, because it is the only part of the Elanith map consistent with it. The second part is a necessary logical consequence of established premises about Ur-Daemon corruption, and this is necessary to explain the Dhe&#039;nar becoming Dark Elves tens of millennia before Despana&#039;s work in Rhoska-Tor.&lt;br /&gt;
[163] The Horned Cabal wiped a lot of this out in the &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; timeline (see years 4953 and 4960), but this embellishment is just generalizing that existing premise, because if that&#039;s the dark and lawless region of the continent during the height of the Elven Empire and the worst stuff is farther in, it makes sense the criminal types would reside in the borderlands. (The year 4832 in &amp;quot;History of the Turamzzyrian Empire&amp;quot; suggests that prior to the Horned Cabal agitation and the Third Elven War, the Southron Wastes were relatively quiescent as threats to the north. The Southern Sentinel at the time of the Third Elven War was Empress Selantha II&#039;s exiled husband, so the war was led by Eastern Sentinel [[Jerram Happersett]].) &amp;quot;[[Traveler&#039;s Guide to the Turamzzyrian Empire#Selanthia|Traveler&#039;s Guide to the Turamzzyrian Empire]]&amp;quot; also mentions &#039;&#039;&amp;quot;other threats from the Southron Wastes&amp;quot;&#039;&#039; than the Horned Cabal in the present day (of 5102 Modern Era.)&lt;br /&gt;
[164] This is an extrapolation but a straightforward logical consequence of the geographic constraints.&lt;br /&gt;
[165] This is a made up premise, but sensible and plausible on existing evidence. It would include Despana. The [[Vishmiir]] are a defined threat for the Second Age, and there&#039;s some [[Urglaes-set pitted silver talisman|indication]] they came from Marluvian worship, which should likely have been concentrated in those Ur-Daemon associated lands. The Horned Cabal in recent history also fits this mold. The Faendryl may have been taming it down in recent millennia, but have let the Turamzzyrian Empire take the hits after the Third Elven War in general. (Explicitly stated in the case of demons from &amp;quot;[[The Theory of Governance and Social Order#Armata|The Theory of Governance and Social Order]]&amp;quot;.)&lt;br /&gt;
[166] Despana as a civilization ending shock, but also having been around for a few thousand years without being considered a big deal, needs to be reconciled. It would make sense if villainous black magic sorts had a history of hiding out down there, but were minor enough in practical consequence to the Elven Empire that it was more a matter of police actions and maybe raids sometimes to put bad guys down. It should generally be where Lornon types were hanging out as well.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
II.C The Exiles&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[167]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[167] This is a totally made up quote for the document. It is meant to characterize the view of the southern wastelands held even early on in the Elven Empire. &amp;quot;[[History of Elanthia]]&amp;quot; refers to Rhoska-Tor as &#039;&#039;&amp;quot;barren, blackened land&amp;quot;&#039;&#039; and the [[urglaes]] metals documentation suggests there might be regional ancient lava veins since urglaes is found around Maelshyve. The Night and Dawn stuff is based on the [[Shimmering glaesine orb|original]] Illistim house motto, which is different from the heraldry statement in &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot;. This is also setting up the non-racialized premise of original meaning for the term &amp;quot;dark elves.&amp;quot; The madness and fever dreams stuff is playing off the [[Grot&#039;karesh Hammer Clan]] history, and searching for lost secrets is making Despana only one example of it. The quote is making those lands explicitly defined as cursed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization.[168] Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were all drawn to the southern wastelands.[169] This was a haven for the most fanatical cults, and is now a graveyard of forgotten theocracies.[170] Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators.[171]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[168] This is following from the previous statement of the borderlands being where the brigands and criminals hide out, which is canonical in the modern Turamzzyrian Empire period. The interior should generally be worse than where those are willing to reside. This is only talking about the wastelands, not the subcontinent jungles, or southern mountains where dwarven clans lived.&lt;br /&gt;
[169] This is an embellished premise, but it is the only place where it makes sense for those to be during the Elven Empire, and makes continuity for Despana doing the same thing.&lt;br /&gt;
[170.1] The forgotten theocracies part is totally made up, but would be plausible behavior if the dark religious zealots are concentrated down in that region. The cult activity down there is only thinly defined, such as the Disciples of the Shadows. There should be nutjobs who worshipped demons or the Ur-Daemon, and it would only make sense for them to be around (what is now called) Rhoska-Tor and the Southron Wastes (a much older term.) The cults would not have been allowed in the Elven Empire.&lt;br /&gt;
[170.2] The general premise of other forces in the Southron Wastes region is also important for being something for the Dhe&#039;nar to push up against, having a warrior caste, where the Hunt for History item [[Shimmering crimson Dhe&#039;nar shield]] has a loresong depicting them fighting some great battle at a later time than the burning of Sharath.&lt;br /&gt;
[171] This is the thesis of the document. It is making more sense of things and contextualizing Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent.[172] This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.[173]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[172] This is fleshed out in the following subsections on the &amp;quot;black arts&amp;quot; practices down there with corruptive energies.&lt;br /&gt;
[173] This is making it clear that this was a problem at all time points, it was just in the margins of civilization during the Second Age. The last part about the [[Bleaklands]] refers to the [[epochxin]] variants of blood magic with demon blood and [[Raznel]]&#039;s witchcraft involving &amp;quot;the shadows&amp;quot; which is corruptive demonic realm energy. The IC author uses the word &amp;quot;witch&amp;quot; solely to refer to &amp;quot;black magic&amp;quot; practitioners, and usually more specifically to &amp;quot;black arts&amp;quot; practitioners like Raznel (black arts referring specifically to the use of demonic / tainting essences while &amp;quot;black magic&amp;quot; in our usage does not necessarily carry that implication), and instead uses &amp;quot;cunning folk&amp;quot; to refer to what some might call &amp;quot;good witches&amp;quot;. It uses &amp;quot;warlock&amp;quot; in the Dungeons &amp;amp; Dragons class archetype way of conduit or bondage with demonic powers, and not in the &amp;quot;oathbreaker&amp;quot; etymological sense out of Old English. Volume 2 actually constructs dark analogs of the major class types, terms such as &amp;quot;dark mage&amp;quot; used here are defined more in Volume 2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(1) The Dhe&#039;nar&lt;br /&gt;
&lt;br /&gt;
The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar.[174] Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati.[175] The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot;[176] According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah.[177] They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati.[178] Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.[179]&lt;br /&gt;
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[174] This is recognition of the fact that there is barely any established definition for any others.&lt;br /&gt;
[175] &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; establishes &amp;quot;first born&amp;quot; (of the Arkati) as the definition of the term Dhe&#039;nar. The way this line is worded is the IC author saying &amp;quot;this is what they claim&amp;quot; rather than &amp;quot;this is what we all agree is the truth.&amp;quot;&lt;br /&gt;
[176.1] This is largely referring to the non-canon player documentation explaining what &amp;quot;the way&amp;quot; means, because it is not clearly explained in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document by itself. Though the phrase gets used in that document. That document does say: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah taught them that the elves are the children of the Arkati, and as a child strives to become as its parents, the Dhe&#039;nar strive to become as the Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[176.2] The goal of the Way, and the way it encodes how the Arkati are viewed, is given near the bottom of &amp;quot;History of the Dhe&#039;nar&amp;quot;: &#039;&#039;&amp;quot;Much like the elves, however, the Dhe&#039;nar do not view the Arkati so much as &amp;quot;gods&amp;quot; or &amp;quot;celestial beings&amp;quot; but more as role models for what they themselves can achieve. Unlike the elves of the six noble Houses, however, the Dhe&#039;nar believe they can become as powerful as the Arkati. They do not see the Arkati as different or better, only more powerful, thus Dhe&#039;nar bow to no &amp;quot;god&amp;quot;. Their religion is not one of worship; instead it is one of self-perfection, not so much as an individual, but as a race in whole; the ultimate goal being to achieve power over all things.&amp;quot;&#039;&#039; Here we are taking this &#039;&#039;&amp;quot;not .. different or better, only more powerful&amp;quot;&#039;&#039; as an ascension view of the Arkati and Drakes rather than them as inherently &amp;quot;celestial beings.&amp;quot;&lt;br /&gt;
[177] This is roughly what Tahlad Tsi&#039;shalar translates as in the player created Dhe&#039;nar-si language. The IC author characterizes this as a myth, but Dhe&#039;nar would probably regard it as historically factual.&lt;br /&gt;
[178] This is stated in the canon &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document.&lt;br /&gt;
[179] This is what the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says, and is characterized more dismissively in the &amp;quot;[[History of the Faendryl]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths.[180] Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad.[181] That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests.[182] There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.[183]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[180] This is referring to the shared details of Korthyr and Tahlad between the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents. The Departure section of the Dhe&#039;nar history is 50,000 years ago, dating that to around -45,000 Modern Era, which in turn means it happened thousands of years after the Houses formed and long after Korthyr was dead. These House founding dates in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; are further solidified in their use in basing Elven calendar dates in various documents. So this document is trying to reconcile that inconsistency.&lt;br /&gt;
[181] Korthyr would have died some time in the -48,000s and Tahlad does not leave until the -45,000s in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This document reconciles that by having the timeline entry referring to an Illistim historiographer theory of the Dhe&#039;nar departure, while the Dhe&#039;nar themselves might claim it happened more around -50,000 Modern Era before the Illistim Chronicles were started.&lt;br /&gt;
[182] It would be inconsistent with that period in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. The sylvans and elves also would have divided much earlier. The &amp;quot;[[History of the Faendryl]]&amp;quot; supports these things, but has a lot of dubious stuff in it.&lt;br /&gt;
[183] This is from the chronicler preface to the canon version of the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and the &amp;quot;[[History of the Faendryl]]&amp;quot; document refers to Tahlad on similar footing as the House founders. But the actual timeline spaces these thousands of years apart, so it has to be treated as myth making. It can&#039;t be treated literally without causing contradictions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is regarded by more serious scholars as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth.[184] The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations.[185] Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses.[186] The Elven Empire was not a meaningful concept in the time of Korthyr.[187] Nor were the Ardenai those who stayed behind.[188] They lived in cities on the forest edges and woodland hamlets, with adjacent croplands, not unlike the Barony of Bourth with its elven settlements in the Wyrdeep Forest.[189] Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years.[190] It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed.[191] It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses.[192] The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.[193]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[184] The &amp;quot;more serious scholars&amp;quot; part is an embellishment, but characterizing the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents as fanciful, and not especially tethered to what actually happened. This document sides entirely with the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; approach of being outside the forests for a long time and only eventually urbanizing.&lt;br /&gt;
[185] This is a necessary conclusion of the date ranges used for the House foundings in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and all the documents basing off those founding dates.&lt;br /&gt;
[186] This is cross-referencing Korthyr dying when only the first borough of Ta&#039;Faendryl had been built in &amp;quot;[[History of the Faendryl]]&amp;quot;, along with Ta&#039;Faendryl having been built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;, and Ta&#039;Vaalor and Ta&#039;Faendryl having been founded at the same time in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with only Ta&#039;Illistim pre-dating them. For the Tahlad/Korthyr relationship to be true, it would have to be significantly earlier than the cities and before the Houses were founded and before the Elven Empire was a concept.&lt;br /&gt;
[187] This document treats the Elven Empire as becoming a meaningful concept around the time of Yshryth Silvius.&lt;br /&gt;
[188] &amp;quot;[[History of the Faendryl]]&amp;quot; treats the Ardenai as having stayed behind, but its leaving-the-forests narrative contradicts the more soberly written &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. &amp;quot;[[History of Elanthia]]&amp;quot; said the Ardenai reside in &amp;quot;towns and cities&amp;quot; and only vaguely refers to having stayed closer to roots in the deep forest.&lt;br /&gt;
[189] The forest edges description is an embellishment. The Sylvans resided deeper inside the Darkling Wood and did not have contact with the imperial elves until the -45,000s in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which requires the Ardenai to stay away from the deep woods in that time period. The adjacent croplands are described in the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
[190] This cross-references &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and explicitly rejects the literal reading of Yshryth Silvius&#039; speech that is done in &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[191] This refers to the departure date in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is simply explaining why Illistim chroniclers think the Dhe&#039;nar left well after the Houses founded, while this other dogma exists of it having happened several thousand years earlier prior to the Chronicles.&lt;br /&gt;
[192] This is cross-referencing &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[193] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and insinuates Dhe&#039;nar harassment of the sylvans in this time period before the departure in -45,293. This insinuation is also explaining the &amp;quot;lavender&amp;quot; lore with Dhe&#039;nar and sylvan slaves in &amp;quot;[[Speech Unspoken: The Language of Flowers]]&amp;quot;, because they have much more dubious interaction for geographical reasons at any other time period.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the more dominant interpretations among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood.[194] Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land.[195] In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si.[196] Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records.[197] No one knows for certain if this identification is correct.[198]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[194] This is an embellished premise for explaining why the Illistim chroniclers have the Dhe&#039;nar departure happening over two thousand years after the last of the Houses formed. It also characterizes Sharyth Ardenai as a return to nature movement beginning in the open air spaces, so as to be consistent with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; on this period. This can be reconciled by House Ardenai forming out of the open-air population that stayed geographically closest to the Darkling Wood and maybe partly into it. The Sylvans should be the ones who really just stayed inside the forest, and that particular area of the Great Forest is where they ended up concentrating.&lt;br /&gt;
[195] &amp;quot;Sharath&amp;quot; means &amp;quot;promised land&amp;quot; in Dhe&#039;nar-si. This was canonized in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The trial and tribulation line is meant to motivate why the Dhe&#039;nar would reside in (what is now called) Rhoska-Tor for a protracted period. Which is the nearest part of the Southron Wastes to the eastern Elves.&lt;br /&gt;
[196] This is implying &amp;quot;Sharath&amp;quot; comes from the name &amp;quot;Sharyth&amp;quot;, and insinuates the &amp;quot;sho&#039;rah&amp;quot; in Noi&#039;sho&#039;rah is similarly rooted with Sharath and Sharyth. This is an embellishment, but a plausible contrary view for House elves. The feminine gender neutral case of it meaning &amp;quot;First Sister&amp;quot; is true in the player created Dhe&#039;nar-si language (as introduced into it decades ago by Mnar.) Referring to that as &amp;quot;archaic&amp;quot; Dhe&#039;nar-si is how the &amp;quot;[[Dark Elven languages]]&amp;quot; document treats and refers to the old player constructed language.&lt;br /&gt;
[197] &amp;quot;[[History of Elanthia]]&amp;quot; refers to Sharyth Ardenai as a matriarch, while &amp;quot;[[Timeline of Elanthian History]]&amp;quot; uses the &amp;quot;his&amp;quot; pronoun for Sharyth Ardenai. These documents are both decades old, so this document takes that gender indeterminancy at face value, since it is so long standing.&lt;br /&gt;
[198] This is a hedge for allowing this whole interpretation and theory to be wrong, which allows Dhe&#039;nar to still believe their version of history. The actual departure would then have happened before the Chronicles started, when Korthyr was a relatively young man. But some of the details would still need to be regarded as distorted a bit by knowledge of later events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati.[199] In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years.[200] The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses.[201] In the more cynical view of the &amp;quot;Matter of the Elven Empire,&amp;quot; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology.[202] Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization.[203] With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.[204]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[199] This is what &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; says.&lt;br /&gt;
[200] There is a 5,000 year gap between the Noi&#039;sho&#039;rah section and the Departure section of &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, so this line is trying to reconcile something that doesn&#039;t even make sense within the Dhe&#039;nar document itself.&lt;br /&gt;
[201] This is partly referring to &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and partly referring to &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.&lt;br /&gt;
[202] &amp;quot;Matter of the Elven Empire&amp;quot; is totally made up, and plays off the real-world historical terms such as the &amp;quot;Matter of Britain&amp;quot;, which is distorted with Arthurian legend and so forth. This is the IC author characterizing this early period as in historical dispute among the elves, with the founding of the royal lines and their pedigree from powers such as Arkati and Wyverns. Treating the contrary view as &amp;quot;peasant ideology&amp;quot; is the sensible counterpart to the Houses royal ideology.&lt;br /&gt;
[203] This is recontextualizing it in terms of the characterization given earlier in this document of monarchs as stewards in a static great chain of being. (The Dhe&#039;nar history document says the other Houses do not believe the Elves &#039;&#039;&amp;quot;can become as powerful as the Arkati&amp;quot;&#039;&#039;, though there has to be some nuance in this because of ascension theologies like Amasalen, it should probably mean this is not a plausible whole race goal and that generally &amp;quot;ascension&amp;quot; however it concretely exists comes from intervention by Great Spirits such as Arkati using their own power.) The Dhe&#039;nar view in contrast would be characterized as the low rising up the chain, and perhaps the high falling off. The IC author is giving that a socioeconomic dimension.&lt;br /&gt;
[204] This is setting up the contrary view of the Noi&#039;sho&#039;rah prophecy as a historical distortion, reading Despana and the Undead War into &amp;quot;Matter&amp;quot; politics as an anachronism after the fact. The Dhe&#039;nar in contrast would maintain it was the original prophecy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated.[205] This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578.[206] House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son.[207] This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire.[208] Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness.[209] There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl began to truly assume its central role over the Empire.[210]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[205] This is the Patriarch timing given in &amp;quot;[[History of the Faendryl]]&amp;quot;. In &amp;quot;[[History of Elanthia]]&amp;quot; it was Korthyr&#039;s line that built Ta&#039;Faendryl, which this explained.&lt;br /&gt;
[206] This is cross-referencing the timing given in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. However, &amp;quot;History of the Faendryl&amp;quot; has a major timeline contradiction around the Undead War up to the Ashrim War, being fundamentally inconsistent with the other history documents. Here we are treating the timing in the earlier part of the document as still reliable.&lt;br /&gt;
[207] This is all from &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[208] Yshryth was already defined as Patriarch 14 in &amp;quot;[[History of Elanthia]]&amp;quot;, the &amp;quot;[[History of the Faendryl]]&amp;quot; document established his speech was from his coronation. The IC author here is asserting this is the proper birth of the Elven Empire, because of the imperial vision it sets out and its early time period relatively not long after the Houses finished forming.&lt;br /&gt;
[209] The political context was already in &amp;quot;[[History of the Faendryl]]&amp;quot;, but this is more explicitly asserting that what Yshryth was saying about leaving the forests was a metaphor. Later there is argument about connotations of kinslaying in the word &amp;quot;Draekeche&amp;quot; which is the (ancient?) elven for &amp;quot;darkness.&amp;quot; This is also setting up hostile / exile conditions for the Dhe&#039;nar, if the Illistim chronicler timing for their departure is the correct view.&lt;br /&gt;
[210] This is cross-referencing the &amp;quot;[[History of the Faendryl]]&amp;quot; timing for this period with the Ta&#039;Illistim Monarchs document &amp;quot;[[Ta&#039;Illistim Monarchs|Linsandrych&#039;s Legacy: A Detailed Examination of the Dynastic Argent Mirrors and Their Contributions to Illistimi Society With Notes On Selected Post-Lanenreat Figures]]&amp;quot;, once you convert out of the Illistim calendar into the Modern Era calendar. Then it&#039;s using these power vacuums and schisms and purges and so forth to say this is how and when House Faendryl came to lead the Empire (premise dating back to &amp;quot;[[History of Elanthia]]&amp;quot;), as Linsandrych Illistim had founded the first House and was present until -45,895.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven.[211] Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law.[212] There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind.[213]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[211] This is IC author interpretation. It is suggesting the chaos and disunity motifs, and Korthyr as Tahlad&#039;s nephew, is all a distortion of Korthyr being succeeded by his great-nephew Khalar Andiris and then a bunch of assassinations and coups happen, and that Yshryth&#039;s famous speech is being distorted with a Dhe&#039;nar departure that happens in -45,293 during the reign of Patriarch 14.&lt;br /&gt;
[212] This is insinuating Despana and the rising dead motifs are distortions of Geniselle Anaya overthrowing the Faendryl throne and being executed by her son.&lt;br /&gt;
[213] This is a straight foward incompatibility between the Dhe&#039;nar and Sylvan lores. The &amp;quot;great chain of being&amp;quot; construction in this document gives much closer filiation of ideas relationship with the House Elves than the Sylvans.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes.[214] Archaeologists have found relics in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks.[215] One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath.[216] Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness.[217]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[214] The Dhe&#039;nar spent time in Rhoska-Tor becoming Dark Elves in the racial mechanical sense. They have since resided in the jungles beyond the Southron Wastes.&lt;br /&gt;
[215] This makes up having relics found which prove the Dhe&#039;nar warlocks were in (what is now called) Rhoska-Tor way back then, but the premise of the spidery runes and having left stuff behind in Rhoska-Tor is in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[216] In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it says they learned &#039;&#039;&amp;quot;control of the undead&amp;quot;&#039;&#039; in Rhoska-Tor, which this document will take literally as controlling undead that already existed. The document also suggests the Book of Tormtor was something the Dhe&#039;nar left behind, but there are multiple inconsistent proposed explanations of the Book of Tormtor across documents.&lt;br /&gt;
[217] This is making use &#039;&#039;&amp;quot;old places of the Ur-Daemon&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot; for Rhoska-Tor, and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers to &#039;&#039;&amp;quot;the dark magic of the region&amp;quot;&#039;&#039; as distinct from &amp;quot;spells taught by the Arkati themselves.&amp;quot; The Dhe&#039;nar history document notably is most explicit on blaming Ur-Daemon dark essence for tainting the bodies and minds and turning elves into dark elves: &#039;&#039;&amp;quot;The dark essence that had been left behind by the Ur-Daemon War not only tainted the appearance and psyche of the Dhe&#039;nar, but it also had a powerful effect on the flows of magic in the region.&amp;quot;&#039;&#039; This document (in all three volumes) is using that view of the region heavily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records.[218] But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation.[219] It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a need to ward off malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands.[220] The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living.[221] In this way they were able to not only prevent the possession of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands.[222] This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars.[223]&lt;br /&gt;
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[218] The absence of written records, other than &amp;quot;spidery runes&amp;quot;, in this period is explicitly stated in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The way that section is written makes it sound like the Book of Tormtor had to be written in those runes, and only Dhe&#039;nar warlocks can read them, therefore Despana being able to read it and being from the southern jungles would mean Despana was Dhe&#039;nar. The IC author of this document is relatively dismissive of that as twisting things to fit the Noi&#039;sho&#039;rah prophecy.&lt;br /&gt;
[219] Similar situation leading to similar methods can help them understand the nature of these runes even though only the Dhe&#039;nar warlocks are supposed to be able to read the script.&lt;br /&gt;
[220] Such undead of twisted nature spirits should &amp;quot;naturally&amp;quot; exist in Rhoska-Tor, given the dark essence tainting described in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This treats banshees as referring to the fey variety, and &amp;quot;infernal sprites&amp;quot; were a [[Southron Wastes]] creature during the [[Wavedancer]] event.&lt;br /&gt;
[221] Using dark essence in this way to control the undead is a premise used throughout these three volumes. It&#039;s unholy magic analog of similar things done through Order of Voln symbols (e.g. Symbol of Submission) and so on.&lt;br /&gt;
[222] Pale wraiths were another Southron Wastes creature from the Wavedancer event. This is playing off the ability of [[wind wraith]]s to possess [[soul golem]]s, as well as the Tehir [[Life and Being in the Sea of Fire|beliefs]] about spirits inhabiting corpses in the Sea of Fire. This &amp;quot;do the opposite&amp;quot; method echoes back to the animism section with mortuary rituals twisting into necromancy of the undead methods.&lt;br /&gt;
[223.1] This relates back to the animist section talking about the spiritual magic roots of necromancy, where in the case of the Dhe&#039;nar it would be spirit magic they attributed to the Arkati. But then in Rhoska-Tor they learn elemental magic, but they&#039;re manipulating a dark energy. It becomes a form of sorcery, as defined in this document. (Sorcerers are grouped with the Temple caste with the spiritual casters in the Dhe&#039;nar caste system, rather than the warlocks / magi caste which are the elementalists.) &lt;br /&gt;
[223.2] The original premise with the Dhe&#039;nar was that the ones around the Landing had begun experimenting with raising the dead clerical magic, but generally in Dhe&#039;nar culture those who do not survive do not deserve to be resurrected. There might be attempts to define Temple caste clerical magic as siphoning power from around Arkati without directly borrowing powers, but that cuts against the grain of how Cleric magic in particular has always been defined in GemStone, and in Volume 2 of this document that is instead described as &amp;quot;ur-priest&amp;quot; methods which can mimic non-denomination Cleric magic but fundamentally isn&#039;t and has corruptive &amp;quot;leeching&amp;quot; dependency effects on the caster. (Analogous to the Dhe&#039;nar warlocks who become dependent on feeding on magical energies in the still non-canon Dhe&#039;nar documentation.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was facilitated, however paradoxically, by their study of the elements.[224] Blazing sand elementals are yet another threat found in the Southron Wastes.[225] With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well.[226] But there are other pure forces beyond the veil than those of the elemental planes.[227] There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or elemental darkness.[228] It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes.[229] With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.[230]&lt;br /&gt;
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[224] The &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says they learned &#039;&#039;&amp;quot;summoning of the elements into a physical manifestation&amp;quot;&#039;&#039; while in Rhoska-Tor.&lt;br /&gt;
[225] These were creatures in the [[Southron Wastes]] during the [[Wavedancer]] event. There are [[Small sand elemental|sand elemental]] companion pets.&lt;br /&gt;
[226] This further sets up what was implied by comparing the similarity of summoning familiars with their manipulation of the undead.&lt;br /&gt;
[227] In Volume 2 these are called &amp;quot;sorcerous elements&amp;quot; and include various terms used in spells and messaging and storylines, including [[713|balefire]] and [[mawfire]]. This is an embellishment to the extent that it is set in a basic cosmological model of more chaotic vs. more ordered essences.&lt;br /&gt;
[228] &amp;quot;the shadows&amp;quot; is a demonic energy used in Kenstrom storylines related to [[Althedeus]] and its realm. Volume 2 of this document treats that as a mixture of elemental chaos and elemental darkness. There are solid roots on treating these as essence substances, but it is still an embellishment.&lt;br /&gt;
[229] The Althedeus lore is cited in documents such as &amp;quot;[[Ithzir Genesis]]&amp;quot; and &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. This is basically the same thing as &amp;quot;unholy power&amp;quot;, and in Volume 2 it is defined as related to &amp;quot;anti-mana&amp;quot;, which is an embellishment but consistent with I.C.E. roots. This is all equivalent to what is called &amp;quot;dark essence&amp;quot; in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[230] This is what was being implied in the previous paragraph, and this concept is used in Volumes 2 and 3. For example, Volume 3 talks about some necromancers suffusing themselves in dark essences to mask their life forces, to make the undead not attack them and instinctually obey them. (This would probably be illegal in Faendryl sorcery because of the corruptive effects on the mind and body.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor.[231] Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath.[232] It might well be that the journey actually began with the death of the cult leader.[233] Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes.[234] While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath.[235] Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed.[236] Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years.[237] The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were quite probably corrupted by knowledge of events after the fact.[238]&lt;br /&gt;
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[231] The hedging on this is about the lack of written records framed for it in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[232] This is playing off Tahlad being a Dhe&#039;nar-si word that means student.&lt;br /&gt;
[233] This is the IC author being iconoclastic, but also pointing at how old Tahlad would had to have been to make historical sense of him.&lt;br /&gt;
[234] The wording &#039;&#039;&amp;quot;the jungles &#039;&#039;&#039;said to&#039;&#039;&#039; lie beyond the Southron Wastes&amp;quot;&#039;&#039; for Despana in &amp;quot;History of Elanthia&amp;quot; suggest the Southron Wastes region was generally anathema to the Elven Empire and not something they ordinarily traveled through and interacted with in that time period. In other words Elven Empire records of the Dhe&#039;nar would implicitly have been sketchy.&lt;br /&gt;
[235] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and is using that provenance issue to cast doubt on the veracity of written records that might have survived the Great Fire.&lt;br /&gt;
[236] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[237] The use of oral tradition in the Dhe&#039;nar lore in general serves the function of introducing unreliable narration on the distant past. &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers outright to hardship &#039;&#039;&amp;quot;twisting their ancient beliefs&amp;quot;&#039;&#039;.&lt;br /&gt;
[238] This is IC author view from Faendryl bias, the Dhe&#039;nar would disagree with this statement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(2) Witchcraft&lt;br /&gt;
&lt;br /&gt;
In the outlying regions of the Elven Empire, far from the great cities, there were survivals of folk religion.[239] These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority.[240] Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms.[241] They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead.[242] They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living.[243] Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.[244]&lt;br /&gt;
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[239] This is an embellishment. It does not really make sense that the more rural populations would not have folk religion and folk magic. Arguably some of the instincts for this still exist in the Elven Nations, and civilizations in general, in the &amp;quot;[[Divination: A Comprehensive Guide]]&amp;quot; lore. &lt;br /&gt;
[240] The framework of this document characterized the Elven forest tradition as &amp;quot;druidism&amp;quot;, so this is more or less a tautological statement.&lt;br /&gt;
[241.1] This document uses this as the historical root for Empath magic. It uses the term &amp;quot;cunning folk&amp;quot; to cover &amp;quot;good witches&amp;quot;, so the word &amp;quot;witch&amp;quot; is only being used in the dark and negative connotations. There is a lot of scattered superstition lore, such as [[thanot]] as warding charms because of the pentagram pattern of its berries. &lt;br /&gt;
[241.2] The term was not used in this document, but this is known as &amp;quot;apotropaic&amp;quot; magic.&lt;br /&gt;
[242] This is generic folk religion stuff. It is providing the hook for death rituals and magic to get twisted into darker magic with corruptive energies. Volume 2 also gets into this with witchcraft.&lt;br /&gt;
[243] This hedges the animist vs. Lorminstra [[Eve of the Reunion]] issue. Something similar to this is in the [[Grot&#039;karesh Hammer Clan]] giantkin lore with the [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]] at Kilanirij. This is another hook for twisting into wicked spirit calling and commanding undead spirits.&lt;br /&gt;
[244] The Ilvari are an example of fey changeling kidnappers. &amp;quot;Ilvari luck charms&amp;quot; are sold and do not really do anything.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others.[245] They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated.[246] This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets.[247] Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations.[248] The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.[249]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[245] This document is using &amp;quot;witches&amp;quot; exclusively for wicked magic practices as a convention, even though the IC author would acknowledge the existence of sympathetic magic practitioners calling themselves &amp;quot;witches&amp;quot; doing good/light practices. Similarly with &amp;quot;blood magic&amp;quot;, that term is being reserved for the sorcerous form of it, not the more empathic form of it (e.g. [[Akhash]] the Tehir spirit caller) which would not be corruptive and debasing.&lt;br /&gt;
[246] This is rooting the more (wicked) spiritual magics of the Sorcerer Base list in this culture tradition. Especially 715 Curse. But these are not &amp;quot;black arts&amp;quot; as will be described later.&lt;br /&gt;
[247] This is the IC author hedge and acknowledgement that he&#039;s set up a false dichotomy regarding the term &amp;quot;witches.&amp;quot; Curse tablets refers to the ancient Roman practice.&lt;br /&gt;
[248] This is a reasonable anthropological supposition about the filiation of ideas and superstitions, given the initial premise of earlier animist religious traditions partly surviving into later ages.&lt;br /&gt;
[249] Witch hunt panics are not defined in current lore, but this is the general dynamic of how witch panics work in the real-world.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression.[250] It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil.[251] In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits.[252]&lt;br /&gt;
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[250] This tension with orthodoxy is setting up the driving of witches into the wilds, while the medicine man types with healing or clerical powers get to stay. Also seeding the bias of humans against magic because of elves.&lt;br /&gt;
[251] In other words, this is everyday life stuff, superstition suffused throughout cultures.&lt;br /&gt;
[252] This is characteristic of animism in general, and very clearly the case with the Tehir lore. &amp;quot;Great Spirits&amp;quot; is the generic term this document uses for deity scale powers of spiritual mana orientation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is particularly important is that this tradition more broadly is what might be called sympathetic magic.[253] It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions.[254] It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up.[255] It is what remains of more ancient traditions of spiritualism.[256] From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies.[257] It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real.[258] In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;[259]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[253] While there is some pure superstition stuff, such as in the divination lore, in the Elanthia setting there is also real sympathetic magic (e.g. Raznel&#039;s voodoo dolls and blood magic.) This document treats this as Elanith&#039;s non-Erithian precursors to what is now called Mentalism.&lt;br /&gt;
[254] This tacitly falls under the notion of NPC &amp;quot;[[Overview of Elanthian Magic|flow magic]]&amp;quot; in current canon, but later in this document that is going to be classified as &amp;quot;thaumaturgical&amp;quot; and &amp;quot;exoteric&amp;quot; magic (in terms of how the Elves try to develop it away from informal lay magic), while what we are talking about here is &amp;quot;esoteric&amp;quot; magic as an informal cousin of &amp;quot;ritual theurgy.&amp;quot; It is elaborating and deepening the magic theory. Volume 2 talks about forming rites with rigid rules in a kind of perverse imitation of rote magic, especially with black arts magic, to try to make predictable effects without really understanding what is being done &amp;quot;theoretically.&amp;quot;&lt;br /&gt;
[255] This is essentially a new premise for making sense out of having this storyline sympathetic magic stuff that does not relate to the spell circles and stuff invoked off scrolls. In IC terms it could be disputed how separate orthodox religion with its clerical magic really is from the rest of spiritual magic in the &amp;quot;vernacular&amp;quot; populations, and sympathetic magic which may now in the present age be considered spiritual-mentalist hybrid. Later in the document is a nod to the DragonRealms division between &amp;quot;life&amp;quot; and &amp;quot;divine&amp;quot; mana when talking about mana conventions. DragonRealms also has &amp;quot;Lay Necromancy&amp;quot;, which is [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 Low Sorcery], where Low Sorcery in general is relatively informal evil magic.&lt;br /&gt;
[256] This is a thesis statement, set up by the prior sections on animism.&lt;br /&gt;
[257] This is establishing the important distinction against pure superstition (e.g. divination without spellcraft of any kind), which is that magical energy (essences) must be manipulated into magical effects to qualify as &amp;quot;magic.&amp;quot;&lt;br /&gt;
[258] Rote superstitious practices acting like de facto rote magic.&lt;br /&gt;
[259] This is explaining why the use of say troll blood in an alchemy recipe, or blood in a religious ceremony, or even what empaths do, does not qualify as &amp;quot;blood magic.&amp;quot; It is only magic involving blood. &amp;quot;Blood magic&amp;quot; here is strictly being used to refer to these sympathetic magic practices, though the other volumes allow an occultist form of blood alchemy for making homunculi. At this point it is tacitly acknowledging &amp;quot;good&amp;quot; practitioners (cunning folk, some shamans), but in most of this document the term &amp;quot;blood magic&amp;quot; is reserved for the highly corruptive sorcerous form, which involves debasement and perversion through the mediating substance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation.[260] Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood.[261] There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.[262]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[260] This is just defining the meaning of the term &amp;quot;sympathetic magic&amp;quot;, which is imitative magic or correspondence of forms.&lt;br /&gt;
[261] This has been done in storylines, such as those involving the witch Raznel.&lt;br /&gt;
[262] All of this is framed as animist roots, but now running up against orthodox religion with its good vs. evil values duality, which in Elanthia in the Second Age is Liabo vs. Lornon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within the modern conventions of magic, this sort of correspondence of forms is related to what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot;[263] In the mind oriented near planes of existence, such as the Endless Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world.[264] This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames.[265] There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession.[266] Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.[267]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[263] This is establishing the premise of treating this as the Elanith non-Erithian precursor to Mentalism in the contemporary conventions. The notion of &amp;quot;dark empathy&amp;quot; and confounds and hybrid magic are elaborated later in this document.&lt;br /&gt;
[264] This was true in [[Ride of the Red Dreamer]]. Nightmare steeds and unicorns in the mount system as of summer 2022 had physically manifesting object from dream world interactions. Ebon&#039;s Gate 2022 with [[Naidem]] also had some mind/form distortion premise in it.&lt;br /&gt;
[265] This is generic voodoo doll kind of stuff.&lt;br /&gt;
[266] Dream walkers were present in [[Griffin Sword War]] 2 and [[Ride of the Red Dreamer]] storylines, and other times where minds have been entered, and are mentioned in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. There is a subtextual argument for the decay/spirit-death mechanics messaging having been based on astral projection. The truffles in Lower Dragonsclaw do some sort of astral projection. &lt;br /&gt;
[267] This is part of the thesis and framed previously in the animism section. It&#039;s malignant spellcasters using that propensity to twist mortuary magic into more malicious uses, and then that gets still darker later when dark essences are involved in haunted realms. This sets that up for the next paragraph.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, witches were exiled into the wild woods or darker hiding places.[268] This led to a rising number of witches in the Southron Wastes, where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them.[269] Blood magic began using demon blood.[270] Curses began using more corruptive essences, facilitating rituals for causing the undead.[271] Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood.[272] There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others.[273] One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.[274]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[268] This sets up a fragmenting of witchcraft into split traditions. Volume 2 says more about the different kinds of witches. There are elemental themed ones, [[Life and Being in the Sea of Fire|spider witches]] in the Sea of Fire, the Sisters of Blight, and so forth. Raznel was influenced by black arts out of the Southron Wastes and Wizardwaste.&lt;br /&gt;
[269] With the &amp;quot;dark essence&amp;quot; explicitly framed in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and corruptive effects on various peoples in current canon, this is extrapolated here to imply there is a general issue of this for historical wasteland residents. Very little is defined for indigenous populations. Iguanoids were there in the Wavedancer, as well as scourgemages (which were reskinned [[fire mage]]s but Volume 2 treats as demon worshipping analogous to rangers). This region probably had its own animism (e.g. black shamanism), but presumably also earlier demonic and Marluvian cults, and Volume 3 makes up something about mummies and underworld themed death religions influenced by underground rifts. The general point of this line is cross-pollinating the folk magic into the wastes and in turn incorporating the dark essence of that region.&lt;br /&gt;
[270] This document leans into various arguments for the presence of &amp;quot;indigenous&amp;quot; demons in the region. The ebon-swirled primal demon in the Southron Wastes is a primitive cousin of the oculoth, and its venom blood is a major storyline factor behind dark magic in Kenstrom&#039;s events. This line is taking the &amp;quot;blood magic&amp;quot; from the witchcraft tradition and now using demon blood in it which is far worse. This is reasonably what would have happened if this population migration happened even in broad outlines.&lt;br /&gt;
[271] This is leveraging off &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; referring to the dark essence of the region, left behind from the Ur-Daemon War.&lt;br /&gt;
[272] Raznel turned a [[Drangell|giantman]] into a troll and a [[Thrayzar|human]] into an orc. This is framing and explaining the generic &amp;quot;witch turns prince into a frog&amp;quot; or werebears and selkies kinds of curses. This &amp;quot;witchcraft&amp;quot; is implicitly partly Mentalist in contemporary magic theory, so the dark transformation of bodies stuff is in it here, and not necessarily present in the prior inhabitants of the southern wastelands (e.g. cultists, black shamans.)&lt;br /&gt;
[273] Stuff like werewolves and [[Gaunt feral selkie|selkies]]. This is setting up the seed for Despana later having cursed diseases such as Red Rot.&lt;br /&gt;
[274] [[Werebear]]s being mechanically undead is some weird game history anomaly. I think every cursed thing that was flagged as &amp;quot;Unlife&amp;quot; and targettable by Cleric repel spells was treated as undead when the Order of Vult (Voln) was created in 1994. Volume 3 does a lot of differentiation on the various forms of &amp;quot;unliving.&amp;quot; Selkies are much more modern creatures in a game mechanics sense and actually undergo transformation cycles.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Witches of the South would enter pacts with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons.[275] There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits.[276] They might have mediating vermin such as maggots or ichor worms inside themselves.[277] Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves.[278] There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them.[279] It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself.[280] Conjuring in this way was in stark contrast to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.[281]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[275] This is the general Satan worshipping witch archetype. Raznel would make blood bonds with people.&lt;br /&gt;
[276] This is leaning on the channeling aspect of the framed hybridism of their magic.&lt;br /&gt;
[277] This is directly based on Raznel. She had stuff like this as well as scarabs inside her own body, forming or emerging spontaneously when she was cut. Though Raznel learned how to implant such things into bodies from Quinshon, who is a black shaman.&lt;br /&gt;
[278] This is the general &amp;quot;corrupted by dark power&amp;quot; archetype. It has been used to show characters being driven mad with taint/corruption in GemStone since the I.C.E. Age.&lt;br /&gt;
[279] Raznel would control others sometimes with implanting her scarabs into them. She was also prone to using anti-magic, and stripping magical powers from people.&lt;br /&gt;
[280] This is a characterization of the mode of magic, it does not have to always involve subservience to something else. This wording is partly inspired by [[Torment (718)]].&lt;br /&gt;
[281] This is setting up distinctions between Faendryl sorcery in the Second Age with the &amp;quot;black arts&amp;quot; and forms of magic that would have repulsed the imperial elves. They are reflecting different cultural value systems and ideologies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(3) Cultists&lt;br /&gt;
&lt;br /&gt;
In the Age of Darkness there was always a minority of demon worshippers.[282] Whether the demonic of the wastelands, or the dead gods themselves.[283] There are buried crypts in the Southron Wastes belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul.[284] Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason.[285] Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation.[286] But the reliefs and frescoes of the interregnum are far more hideous in their depictions.[287] They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices.[288] Cave paintings from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are often found with trepanated skulls.[289]&lt;br /&gt;
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[282] There is only thin already established evidence for this. The timing on the loresong of the Marluvian [[Urglaes-set pitted silver talisman|urglaes talismans]] from [[Hunt for History]] is unclear, but using an ancient language that was sometimes used in game in the early 2000s. &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; shows archaeological evidence for knowledge of Marlu dating back to before the Elven Empire. There ought to be Marlu worshippers, and Ur-Daemon or demon worshippers more generally, and it would make sense for them to live in the old places of the Ur-Daemon (Rhoska-Tor) rather than in the great forest with the sylvans and imperial elves.&lt;br /&gt;
[283] This is allowing a distinction between animists who are akin to rangers of the demonic (in Volume 2 these are called scourgemages), which are left-over from the Age of Darkness or arriving through underground tears in the veil --- there was possibly an example of this in the room painting of the Southron Wastes during the Wavedancer, and the eyeballs of ebon-swirled primal demons have been seen arriving through spontaneous tears in reality in the Southron Wastes --- and actual cultists worshipping the Ur-Daemon.&lt;br /&gt;
[284] This is reviving and De-I.C.E.ing the vruul lore, which is hard coded into the area design of the Broken Land. It is making sense of the Marlu description in &amp;quot;[[Gods of Elanthia]]&amp;quot; about being seen delving into ancient crypts, which is vestigial from I.C.E. lore about him searching prehistorical crypts for vruul, and then the notion of Marlu loosening portals to draw power is made sense of by assuming there are actually portals to demonic realms present that can be loosened: &#039;&#039;&amp;quot;Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown.&amp;quot;&#039;&#039; This seems to be hedging on whether Marlu is Arkati or has extraplanar power sourcing like the Ur-Daemon portal described earlier in that document.&lt;br /&gt;
[285] This is explaining the &amp;quot;[[Gods of Elanthia]]&amp;quot; description with the original context.&lt;br /&gt;
[286] This is based on the Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot;. This only clearly referred to glyphs being found in the Southron Wastes, where presumably they survive from climactic conditions. But here we interpret the line instead to include the petrified trees as also being in the Southron Wastes. This is meant to explain and reconcile &amp;quot;[[Gods of Elanthia]]&amp;quot; saying the final battle in the Ur-Daemon War blasted the landscape for hundreds of miles and turning it into a lifeless wasteland. Which implies it wasn&#039;t a wasteland previously, which is where the carvings on the petrified trees would come from (perhaps artificially fast in cataclysmic conditions, though petrification itself usually only takes several thousand years). The Southron Wastes room painting depicts a huge former lake, now a salt basin, and there are unstable (quite likely unnaturally formed in the Ur-Daemon War) shale mountains capped with limestone that are described as geologically &amp;quot;recent&amp;quot; violent upheavals.&lt;br /&gt;
[287] This is referring to the cave paintings from Linsandrych Illistim&#039;s quote, and embellishing it in cross-reference to the frescoes in the Dark Shrine of the Broken Land.&lt;br /&gt;
[288] This is also leveraging off the Broken Land design. This line is trying to establish that region as having dark worshippers dating back into prehistorical times, so that there were effectively always bad guys with dark magic there at all time points.&lt;br /&gt;
[289] This is an embellishment. It is leveraging off the Linsandrych Illistim quote about representing fear, and the &amp;quot;madness&amp;quot; motif in demonic themed places like below the Graveyard and the Broken Land. The trance states are about animism. These volumes treat black shamans and scourgemages as dark magic archetypes of shamanistic nature in that region. The skulls is based off the the Broken Land and Graveyard, and there&#039;s also a skull pile in the burial mound in the [[vourkha]] area outside Ta&#039;Illistim. Trepanation is getting at the notion of &amp;quot;nightmare visions&amp;quot; and &amp;quot;fever dreams&amp;quot; that the made-up Linsandrych quote in this document references.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent.[290] There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled.[291] Dark mages who would not abide by the laws of civilization would find freedom in these lands, while fanatics who sought a world ruled by Lornon would found short-lived, sinister theocracies.[292] Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions.[293] In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.[294]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[290] This is leveraging off the previous embellishment about the Elven Empire not claiming and occupying the southern wastelands based on consistency considerations.&lt;br /&gt;
[291] Despana is the existing defined example, but something like that should have happened many times over thousands of years. This line is also using the previous view that the southern wastelands are where the Ur-Daemon portal was destroyed and where the last great battle happened that blasted the landscape for hundreds of miles.&lt;br /&gt;
[292] The theocracies is totally made up, but follows naturally and logically from the framed lawless condition of the region and inhabitation by dark religions. Dark mages is an archetype that is defined later but also more fully in Volume 2. This is more generally talking about magic practitioners who refused to be bound by regulations and laws. It seeds having pre-exile Faendryl sometimes exiling out there and bringing illegal knowledge with them.&lt;br /&gt;
[293] There isn&#039;t really any established framing for the Elven Empire allowing Lornon worshipper chaos and machinations within its territories. But they should also have existed. So this is making a hook for explaining where they tended to be concentrated in the Second Age.&lt;br /&gt;
[294] In the Vvrael quest the ghost of Malaphor claimed the Vvrael witches and warlocks were wizards and sorcerers of this world who were corrupted by the Vvrael and eventually made their way into the Rift, and likewise Daephron Illian was working in Rhoska-Tor when he broke open the rift and sealed it in a puzzlebox. It&#039;s basically a Hellraiser concept. Vvrael witches also were in the Demon Queen of Anwyn storyline after the Rift was released and Terate was dead. So having the Vvrael cultists reside in that general region is making consistency of things. It is canon from &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; that the Disciples of the Shadows (Althedeus worshippers) were residing in the Southron Wastes, potentially back into the Age of Chaos. The last part of this sentence is open-ended for all the other bad things that might exist.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds.[295] Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic.[296] This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices.[297] There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out.[298] There were even cults believing Elves were cursed by the Arkati.[299] That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.[300]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[295.1] The convention for &amp;quot;warlock&amp;quot; in this document is the Dungeons &amp;amp; Dragons kind of class archetype of powers from binding with demons and so forth. This is keeping consistency with the nature of &amp;quot;Vvrael warlocks&amp;quot; and possibly the Dhe&#039;nar magi being called warlocks (e.g. the Star eater legend). This is more akin to the etymology out of Scots than the &amp;quot;oathbreaker&amp;quot; or &amp;quot;pact breaker&amp;quot; etymology out of Old English, where instead the meaning is more along the lines of pact making with demonic powers in betrayal of good gods.&lt;br /&gt;
[295.2] This is setting up &amp;quot;warlock&amp;quot; as the archetype for teratology and monster making, which in volumes 2 and 3 are related to Arcane or more general definitions of &amp;quot;necromancy.&amp;quot; But they are more demonology focused, so their necromancy is what volume 2 defines as &amp;quot;demonic necromancy.&amp;quot;&lt;br /&gt;
[295.3] Warlocks and witches in the black arts usage here is also staying consistent with demons using [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 &amp;quot;conduits&amp;quot;] to influence this plane in DragonRealms, especially the more powerful demonic entities which would have issues directly manifesting in this reality. (This concept is explicitly present in GemStone with Althedeus.) Volume 2 of this document talks about places where demonic power is infiltrating this plane, or similarly with Dark Gods (or demonic &amp;quot;gods&amp;quot; in other planes), where the soul can get pulled into the demonic realms if someone dies in that place. Which is [[Purgatory|consistent]] with the Temple of Luukos on Teras Isle, and that concept [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 exists] in DragonRealms as well. It is meant in this document to help explain the origin of some extraplanar undead.&lt;br /&gt;
[296] More framing for teratology. The last part about the demonic hybrids is leveraging off the unnatural offspring of demons and animals from the Third Elven War, and extraplanar hybrids from storylines such as [[Rodnay]]. It is providing threads for other forms of the &amp;quot;blood magic&amp;quot; we have seen from Grishom Stone and Elithain Cross.&lt;br /&gt;
[297] This is an embellishment but using the framed premise of the region being a haven for dark religions. The Dhe&#039;nar supposedly did not practice slavery until after the Great Fire, according to &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, but the practice may have existed in the neighbors.&lt;br /&gt;
[298] This is made up but helps illustrate the kinds of black arts that would exist that would not be Faendryl sorcery.&lt;br /&gt;
[299] This is an homage to the Drow.&lt;br /&gt;
[300] This slyly plays off the Dhe&#039;nar referring to themselves as the first born of the Arkati, but having the hunger of the Ur-Daemon. This document characterizes the more indigenous parts of the wastelands as prone to ancestor veneration and the Ur-Daemon as dead gods who are still present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to subvert the separation of the living from the demonic.[301] The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a divine language in some cults.[302] Demon worshippers sometimes call it the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists.[303] Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.[304]&lt;br /&gt;
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[301] This is using the broader definition of necromancy from the beginning of this document. The existence of demonic/living hybrids in Elanthia is long-established canon.&lt;br /&gt;
[302] This is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Its being regarded as a divine language by demon worshipping cults is an embellishment, but something that would probably be true if those cults were present. It would be a manifestation of the influence and presence of their gods in their view.&lt;br /&gt;
[303] This is a retcon to recontextualize the meaning of the Daemon&#039;s language when &amp;quot;[[History of Elanthia]]&amp;quot; talks about the Book of Tormtor. What is in the present age called the Dark Elven language would in the Second Age have been associated with the Ur-Daemon, because of this framing of who was involved with that region in that time period. The part about its source having never been found by extrachthonic linguists is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Another subtle point is that it cannot have been known as the &amp;quot;voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;History of Elanthia&amp;quot; implies it was not known as &amp;quot;Rhoska-Tor&amp;quot; yet when Despana was searching it. It has to be considered part of the Southron Wastes in the Second Age.&lt;br /&gt;
[304] This is an embellishment but would sensibly follow from the premise in the line noted by footnote 302.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions known as Tor.[305] These outcroppings or mounds are mythologically named for each of the &amp;quot;dead gods,&amp;quot; which is how the Ur-Daemon are regarded.[306] While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults grow around these haunted ruins.[307] Cults might at times become extinct, only to arise again, centuries or millennia later.[308] There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them.[309] They often believe &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world.[310] Consecrating us with their unholy black blood.[311]&lt;br /&gt;
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[305.1] The first part of this is stemming off the Grot&#039;karesh Hammer Clan exposure to the Battle of Maelshyve. &amp;quot;[[Giantkin History]]&amp;quot; translates Grot&#039;karesh as &amp;quot;magically cursed&amp;quot; or &amp;quot;magically haunted&amp;quot;, but &amp;quot;elder elven scholars&amp;quot; translate it as &amp;quot;Daemon-tainted&amp;quot;.&lt;br /&gt;
[305.2] This interpretation of &amp;quot;Tor&amp;quot; is totally made up. There are several reasons for it. Tor are geological formations that are basically rock outcroppings with hill formations, such as the hill Glastonbury Tor, which is mythologically associated with Arthurian legend and Otherworlds. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; describes hills in the region of Maelshyve. Banshees in turn are fey of the mounds/hills in real-world mythology. Likewise, keeps are generally built on mounds, and Maelshyve is a &amp;quot;great keep&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;Keep&amp;quot; in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The [[ora]] lore from the materials documentation also has a very large ora mine in Rhoska-Tor, but otherwise describes ora as being found in mountains and hilly regions. Tor are typically granite, an intrusive igneous rock, and the [[urglaes]] around Maelshyve ought to implicitly be in igneous rock (with &amp;quot;[[History of Elanthia]]&amp;quot; calling Rhoska-Tor &amp;quot;blackened&amp;quot;), but the underground caverns are suggestive of limestone, which is consistent with the Southron Wastes room painting. So all of this together is the logic of treating the word part &amp;quot;Tor&amp;quot; in the geological meaning.&lt;br /&gt;
[306] This is a Lovecraftian twist on the Ur-Daemon based on established Ur-Daemon facts, combined with the fey mythology usage of Tor. It is an embellishment to say there are other Tor and that they are named after specific Ur-Daemon, but this retcon is meant to motivate why we supposedly know the names of individual Ur-Daemon (e.g. Ith&#039;can, Goseth) and why this region was considered an old place of the Ur-Daemon. These Ur-Daemon names are represented as used in occultist grimoires in Volume 2 to help explain that point.&lt;br /&gt;
[307] This is a made up embellishment. It serves to motivate the existence of the cults, even if they die out and come back later. It provides the seed for alternate possible origins of the Book of Tormtor, because the literal explanation of a book written in the Ur-Daemon language from &amp;quot;[[History of Elanthia]]&amp;quot; does not make sense without additional premises. That the Ur-Daemon would have a book at all, and then someone tens of thousands of years later can read it, without some weird magic artifice explaining it.&lt;br /&gt;
[308] This premise allows some long-run behaviors without having to posit specific organizations (i.e. cults) or whole cultures continuously existing for tens of millennia.&lt;br /&gt;
[309] This is made up, but based on the storyline instances of using Ur-Daemon body parts, such as rejuvenating them with Ur-Daemon blood. As well as the Beast imprisoned in Teras Isle having ambients of almost waking up.&lt;br /&gt;
[310] This is meant to relate the cultists to the &amp;quot;warlock&amp;quot; dark magic archetype described earlier, and based on the canon ability of demons and other extraplanars to hybridize with the living. Then they are just exercising religious beliefs about the demonic, doing some confirmation bias conflating them into their ancestor veneration. It isn&#039;t necessary for it to be true that a lot of these demons originated in hybridization of the living with the Ur-Daemon and then banished in the Ur-Daemon War. But it need not be quite obvious that this is wrong, either. Even the abyran might plausibly be made by a more powerful demon out of the missing Faendryl sorcerers.&lt;br /&gt;
[311] The blood of the Beast of Teras Isle is black. It was used to charge up the eye of Ith&#039;can for the climax of [[Cross into shadows|Cross into Shadows]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These kinds of sentiments lent themselves to still other forms of necromancy.[312] There were those who sought to induce demonic possession, such as the riders of the wasteworms.[313] Others were &amp;quot;dread seers,&amp;quot; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination.[314] This is a necromantic form of astral projection for harrowing the outer valences.[315] Some sought to master the power of fashioning the demonic from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed.[316]&lt;br /&gt;
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[312] Specifically, this is following off the parapsychic imputing of forbidden knowledge, so it&#039;s about the sorcerous version of mind and spirit stuff with the demonic and other planes.&lt;br /&gt;
[313] Wasteworms are a creature of the [[Southron Wastes]] from the [[Wavedancer]] event. The idea of there being wasteworm riders is shamelessly ripped off from Dune. The premise here is black arts practitioners acquiring demonic powers for themselves through their bonds or usage of demons.&lt;br /&gt;
[314] This is a made up premise that Xorus [[Harrowing and Esoteric Archaeology|lectured]] about at a Faendryl symposium and has used in vignettes, and to some extent did during the Witchful Thinking storyline when probing the memory past of Thrayzar and Pylasar using Melgorehn&#039;s Reach. &amp;quot;dread seer&amp;quot; is inspired off an attempted translation of the inscription of the Dark Shrine in the Broken Land, where the theory (though I think it&#039;s likely coincidental and the composite word was just trying to mean &amp;quot;cruel&amp;quot;) is that its multiple meanings included referring to the vruul as &amp;quot;dread seers.&amp;quot; There were I.C.E. motivations for that interpretation. Regardless, the premise is sorcerers doing &amp;quot;demonic possession&amp;quot; on demons or unliving monstrosities like the vruul, as conduits for immaterially exploring eldritch vistas and incomprehensible cosmic horror.&lt;br /&gt;
[315] The general idea is it would be the sorcerous analog of dream walking and spirit possession and so forth. It would be necromancy for immaterially exploring the sorcerous valences and infernal realms and so forth. As opposed to the Faendryl sorcery methods of material summoning and materially passing through rifts into other valences like the Extrachthonic Cartographer&#039;s Guild does. This is generally about removing the oversimplification of the domains of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot;, which is significantly done in Volume 2.&lt;br /&gt;
[316] This is totally made up, but inspired by the premise of what the Broken Land story was about, with Uthex attempting to fashion entities out of energy. This is using that concept specifically for entities of darkness and the demonic, and makes a consistency hook for why Marluvians and so forth would try to twist Uthex&#039;s work in that direction.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were especially responsible for the innovations of demonic necromancy.[317] These would sometimes be abominations that would not, in the narrow sense, be thought of as undead.[318] They were often in reincarnation cults, seeking unnatural forms of immortality.[319] It was noticed very early on that sometimes the curse of the undead was bound to other objects.[320] Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves.[321] It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be developed into more elaborate ways of preventing destruction from violence.[322] These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons.[323] Warlocks often seek to transform their own blood with that of dark powers.[324]&lt;br /&gt;
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[317] Demonic necromancy is defined in more detail in Volume 2. It is contrasted with low necromancy (roughly, reanimate dead and mindless corpse undead, with rote magic) and high necromancy (roughly flow magic with dark essence). High necromancy is also a [https://elanthipedia.play.net/Category:Necromancer_spells distinction] in DragonRealms, which includes what we are calling transmogrification. Demonic necromancy includes such things as some forms of teratology, making infernal undead (corrupted with &amp;quot;sorcerous elements&amp;quot;), attempting to refashion the demonic into new forms of monstrosity, and mixing the demonic into the undead in various ways. It might be regarded as overlapping with high necromancy, or possibly even being a special subset of it.&lt;br /&gt;
[318] The varied forms of unliving, and undeath as a demonic spectrum, is elaborated in Volume 2. It is somewhat similar to the distinction between [https://elanthipedia.play.net/Corruption_(2.0) &amp;quot;corruption&amp;quot;] and [https://elanthipedia.play.net/Perverse &amp;quot;perversion&amp;quot;] in DragonRealms [https://elanthipedia.play.net/Category:Corruption_spellbook necromancy]. In DragonRealms the [https://elanthipedia.play.net/Category:Necromancer_spells distinction] between corruption and perversion necromancy is whether life mana is being mixed with elemental or lunar mana. For our purposes we have distinctions between the &amp;quot;transmogrified&amp;quot; and the living undead or mutant aberrations, but we&#039;re not trying to map simply to DragonRealms, for instance because we&#039;re including various explicit forms of demonic / sorcerous essences instead of just this life mana hybridization distinction.&lt;br /&gt;
[319] This is related to the animism roots postulated earlier as a debasement. This is used especially in Volume 3 to motivate the development of phylactery and other preservation methods.&lt;br /&gt;
[320] This is just generally something that can happen.&lt;br /&gt;
[321] This phenomenon is then recognized for its potential in preventing destruction from violence.&lt;br /&gt;
[322] Some of these are elaborated in Volume 3 in the &amp;quot;Preservatives&amp;quot; category of undeath.&lt;br /&gt;
[323] These examples generally have precedent from storylines that have happened.&lt;br /&gt;
[324] This is extrapolating off the caustic black blood of the [[Vvrael warlock]]s, and to some extent what Raznel did to her own blood and with her paragons. These were essentially a form of demonic hybridization, because they were made with a processed variant of [[epochxin]], the venom blood of the ebon-swirled primal demon which transforms the blood of the victim into epochxin (or the epochxin variant.) These demons reside natively in the Southron Wastes as well as other valences.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration.[325] While these were originally only those demons that descended from the Age of Darkness, or had arrived through unstable rifting, it would not remain limited to demons which had become trapped in this world.[326] There would sometimes be Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret.[327] These summoners might be converted to dark religions, or make pacts for safe haven.[328] Knowledge of demonic summoning from the outer valences spread in this way.[329] It was also the birth of other forms of undeath, caused by the various kinds of demons.[330]&lt;br /&gt;
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[325] This is helping motivate the term &amp;quot;Old Ones&amp;quot; and getting into how very differently these black arts practitioners approach and regard the demonic from how the Faendryl do, and why the Faendryl do not view things that way.&lt;br /&gt;
[326] Such demonic are being presumed to exist, but they should have existed from world logic consistency considerations.&lt;br /&gt;
[327] This is not explicitly stated anywhere, but essentially has to be true out of realism. Given the previously supposed framework of the nature of the southern wastes in the Second Age.&lt;br /&gt;
[328] This reasonably follows from the previous premise.&lt;br /&gt;
[329] &amp;quot;[[History of the Faendryl]]&amp;quot; has Faendryl demonic summoning beginning before -40,000 Modern Era, based on the Patriarch numbers and the timing leading up to Patriarch 14. This document is treating that as very specific form or style of demonic summoning, involving veil piercing and materially pulling through an entity. In practice it would not make sense for this knowledge to not spill out to some extent over the next 25,000 years from rogue sorcerers. So we have some stuff spilling back to the Faendryl through occultists, and some stuff from the Faendryl spilling over into cultists through criminals and traitors. Cross-pollination of methods. The House Elves likewise needed to already know what demonic summoning is and the nature of the Ur-Daemon for the Faendryl exile to make sense. The scope of Faendryl summoning in the Second Age has to be very restricted, more restricted than implied by the &amp;quot;History of the Faendryl&amp;quot; document. It might also be focused on outer valences, or even just similarly material valences and their entities (as opposed to &amp;quot;infernal realms&amp;quot; as defined in Volume 2 or more dangerous outer realms), which might include extraplanar races or creatures like Ithzir but not necessarily &amp;quot;fiends&amp;quot; like vathors and oculoths.&lt;br /&gt;
[330] This is leveraging off GemStone&#039;s long but ill-defined history of relating the demonic to the origins of undead. It is incoherent to have demonic summoning without corresponding exposure to undeath. It is one of numerous reasons it makes no sense for undead to have not existed in Elanthia before Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
II.D House Faendryl&lt;br /&gt;
&lt;br /&gt;
In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood.[331] But the ancient elves had long since turned from worshipping the Great Spirits.[332] In the Elven dogma or &amp;quot;Matter&amp;quot; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods.[333] The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants.[334] Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness.[335]&lt;br /&gt;
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[331] This was cited already in previous sections. The term Rebuilding for the Arkati dominated period comes from &amp;quot;[[Elanthian Moons]]&amp;quot;.&lt;br /&gt;
[332] This is established in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and Great Spirits in this document is a generic for all powerful spirit deity entities, avoiding the baggage of the word &amp;quot;Arkati&amp;quot; which is tied up in Drake servant legends.&lt;br /&gt;
[333] &amp;quot;[[Elven Dogma and Theology]]&amp;quot; can be read as the Drakes being regarded as dark gods, but the plain reading of that document has the Elves not believing the Arkati were servants of the Drakes at the time it actually happened, instead turning to that idea after the fact to rationalize the Ur-Daemon War. It frames the Arkai as gods who kept the Drakes (or perhaps really dragons if these is a distinction) from harming the Elves. The part about Yadzari and Amas is characterizing that part of the legend as merely a &amp;quot;Matter&amp;quot; foundation myth along the lines of the steward / great chain of being conception postulated earlier.&lt;br /&gt;
[334] It is unclear how early exactly the sylvan hierophant [[History of the Sylvan Elves|memory transfer]] method actually goes back. But the Rebuilding goes all the way up to the founding of the Elven Empire, and it certainly dates at least roughly that far back. But the bestial view of dragons, consistent with the Linsandrych Illistim characterization, is represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[335] This plays off &amp;quot;Draekeche&amp;quot; being the (ancient?) Elven word for &amp;quot;Darkness&amp;quot;, and echoes off the beginning of the document saying the darknesses destroyed each other.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms.[336] It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences.[337] Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.[338]&lt;br /&gt;
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[336] This is an iconoclastic IC author view. This notion of the Drakes really being higher spirits than the Arkati was floated, for example, by Auchand on Milax&#039;s podcast. The point of this line is dealing with the contradictory way this has been handled. &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; are used interchangeably in &amp;quot;[[History of Elanthia]]&amp;quot;, but other times there&#039;s been a notion of them being different, but there are also draconic lineages (e.g. wyrms) that are certainly much less powerful than Arkati, and so forth. So the IC author is questioning whether ancient Elves may have confused actual dragons with draconic-manifesting or incarnating spirits that were more powerful than the humanoid-manifesting or incarnating spirits, and it might well be that both &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; so defined fought the Ur-Daemon.&lt;br /&gt;
[337] Same point as note 336.&lt;br /&gt;
[338] This is reconciling the polar opposite ways the dragon attitude is treated in documentation. Between say the Linsandrych Illistim quote in &amp;quot;[[History of Elanthia]]&amp;quot; and the pro-Wyvern attitudes by Vaalor elves in the &amp;quot;[[Wyvern]]&amp;quot; documentation, and such things as the &amp;quot;Imperial Drakes&amp;quot; and the religious mythos of Koar possibly being the last Great Drake.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters.[339] From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races.[340] In this way there was a secular movement to wield magic as the Arkati did, rather than borrowing their powers as from master to servant.[341] This was an especially difficult mode of spellcraft known as Arcane magic.[342]&lt;br /&gt;
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[339.1] This is a fair reading of &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. Similarly, the proof of Arkati mortality in it is unconvincing, because they are spirit beings who may take on incarnations, but a struck down incarnation isn&#039;t the same thing as killing the spirit. The IC author view here is characterizing the view of the Arkati in the Second Age as fitting and justifying the ideology of the Elven Empire, and then later religion takes this elven atheist revisionism more credulously as theology.&lt;br /&gt;
[339.2] This is also reconciling the treatment of parents/siblings relationships in &amp;quot;[[Gods of Elanthia]]&amp;quot;, which is arguably vestigial from I.C.E., with the origin legends related to Drakes where it makes no literal sense. It&#039;s treating this as Elven racial ideologies being read into the Arkati.&lt;br /&gt;
[340] This formula used to be part of Fash&#039;lo&#039;nae&#039;s gods description.&lt;br /&gt;
[341] This is suggesting that the Arkati were providing forms of spiritual magic to the Elves, and that the other forms were learned by the Elves on their own. This is sensible given the nature of the Arkati and the nature of spiritual (especially clerical) magic. The idea that there was a secularizing movement in magic is an embellishment, but basically consistent with how the House Elves were developing.&lt;br /&gt;
[342] This is reviving the I.C.E. concept of Arcane magic from Rolemaster and Shadow World, which is already present but not explained in lore with the mechanical Arcane spell circle, and is historically encoding the notion that initially there was not division into separate spheres of magic. But that there was a natural fissure already present for the elemental and spirit spheres to split apart into separate (and easier) categories of magic. Hybrid magic is closer to Arcane magic. The following section is reconciling the magic theory lore from I.C.E., DragonRealms, and what exists all the way throughout all time points of GemStone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(1) Arcane Power [343]&lt;br /&gt;
&lt;br /&gt;
Arcane magic is the wielding of the raw, undifferentiated forces into magical effects.[344] It is what would later be called &amp;quot;flow magic,&amp;quot; as opposed to the finished spells of &amp;quot;rote magic.&amp;quot;[345] The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects.[346] Esoteric magic is an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions.[347] Wielders of Arcane power are able, in principle, to cast spells of any of the spheres of magic.[348]&lt;br /&gt;
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[343] This section is generally fixing the defects and deficits of the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. It is intentionally trying to keep consistency with I.C.E. (Rolemaster and Shadow World) because those are the conceptual foundation and framework the game was built on, as well as consistency with DragonRealms, because Elanthia is supposed to be &#039;&#039;&#039;the same world setting&#039;&#039;&#039; so it should have &#039;&#039;&#039;approximately consistent cosmology and &amp;quot;magic physics&amp;quot;&#039;&#039;&#039; in both GemStone and DragonRealms (and ideally at all time points for GemStone back to 1989.) DragonRealms has magic theory due to GM posts and so forth, and there&#039;s some magic theory out of I.C.E., so it is a matter of making those consistent with what exists in GemStone mechanically and lore documents and in storyline premises.&lt;br /&gt;
[344] This is partly inspired by the [[Arcane Blast (1700)]] messaging, but also emphasizing the non-specialization into spheres of magic.&lt;br /&gt;
[345.1] These terms are from the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. This section is generalizing the magic theory, so that document is representing a particular set of positions on theory of magic. This document is speaking of broad historiographic and metaphysical categories, so that it leaves the particular schools of thought in actual history to be complicated and messy and open-ended in definition. &lt;br /&gt;
[345.2] The equation of &amp;quot;Arcane magic&amp;quot; and &amp;quot;flow magic&amp;quot; will be made more nuanced later in this section, since the view that separate spheres of magic are metaphysically fundamental would maintain that each sphere has its own flow magic. The IC author is more sympathetic to the view that undifferentiated magic is more fundamental.&lt;br /&gt;
[346.1] This sentence is dense in terminology. &amp;quot;Exoteric&amp;quot; refers to what we normally think of as casting spells in a game mechanics sense. What prior sections were calling occultism or sympathetic magic are &amp;quot;esoteric&amp;quot; magic, but when they are actual magic they are still magic just informal in the way they work. Within the category of &amp;quot;exoteric&amp;quot; there are two primary modes of magical manipulation, &amp;quot;thaumaturgic&amp;quot; spells and &amp;quot;theurgic&amp;quot; spells. This becomes the underlying reason for the split into separate spheres of magic, where the esoteric stuff is the roots of what later was conventionalized as Mentalism. These terms are about magical method, not category of behavior or effect such as a word like &amp;quot;apotropaic&amp;quot; magic which would refer to things like wards against dark magic and protection spells.&lt;br /&gt;
[346.2] &amp;quot;Essence&amp;quot; is the I.C.E. terminology and &amp;quot;mana&amp;quot; is Elanthia terminology, but GemStone still uses &amp;quot;essence&amp;quot; and &amp;quot;flows of essence&amp;quot;, and even the notion of background magical energy. In this document we are using &amp;quot;essence&amp;quot; as a generic for magical energy, including darker or more chaotic forms from infernal demonic realms and other valences and so forth, and restricting the word &amp;quot;mana&amp;quot; to the kinds of essence that are used in our ordinary &amp;quot;pure&amp;quot; magic spell circles. In the basic cosmology model Volume 2 uses, these are found in pure form in higher (but still accessible and partly intersecting) &amp;quot;near planes&amp;quot; like the Elemental planes, and other stuff like balefire and necrotic energy and so forth is essence but not &amp;quot;mana&amp;quot; by that definition.&lt;br /&gt;
[347.1] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies Erithians introduced &amp;quot;Mentalism&amp;quot; as a separate sphere of magic starting in 3,786 Modern Era, and people in Elanthia were not regarding Empaths (for example) as mentalist hybrids up through 5103. So we&#039;re here historicizing things by calling that a convention shift, and that Elanith had its own precursors to what is now called Mentalism through these esoteric traditions. The key to being esoteric magic is manipulation of magical energy and an effect that actually concretely works, whereas other more purely superstitious stuff doesn&#039;t count as occultism and so forth.&lt;br /&gt;
[347.2] Esoteric spells in DragonRealms refers to the highest difficulty level of spell casting. This notion is more or less encoded here in the premise that Arcane is magic on hard mode, and Arcane magic in actual development as rational orthodox magic (i.e. the way House Elves tried to do Arcane as opposed to how Arcane is inherently across all cultures) attempts to be thaumaturgical instead, which creates the roots of the split between elemental and spiritual magic. (The Dhe&#039;nar in contrast are described here as arriving at the elemental-spiritual split for different historical reasons.) Incidentally, trying to do sorcery with esoteric magic in DragonRealms is highly prone to backlash.&lt;br /&gt;
[348] This is the original premise in Rolemaster for the Arcane realm of power, as well as in the Shadow World setting. Equal ability in each realm, but with trade-offs for that flexibility. Similarly, hybrids had more spell list choice flexibility, and the [https://www.play.net/gs4/info/magic-guide.asp Magic Guide] on Play.net still has language originating in Rolemaster Spell Law that wrongly states hybrids in GemStone have access to both Minor and Major spell circles: &#039;&#039;&amp;quot;Major Spell circles are the deepest and most powerful concepts common to each sphere of magic, and may be mastered only by pure &#039;&#039;&#039;or hybrid users&#039;&#039;&#039; from their respective spheres.&amp;quot;&#039;&#039; What we call Major spell circles could be accessed, but with restrictions such as spell level and so forth, meaning the Hybrid and Arcane caster didn&#039;t have access to some of the most powerful single realm Pure spells. (Though they had their own base lists.) This is effectively the same situation in GemStone because of the limitations on [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]].&lt;br /&gt;
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In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles.[349] Most with a talent for magic have at least a minor capacity for Arcane.[350] It is mostly a thaumaturgical mode of spellcraft, only able to imitate the effects of purely theurgical magic.[351]&lt;br /&gt;
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[349.1] This is framing why we can&#039;t just train up the Arcane spell circle natively, but are able to use all these spells of other spheres through our magic item use and arcane symbols training. This document is leaning on the DragonRealms concept of magic items effectively acting as the confound instead of depending on what we would call the attunement of the spellcaster.&lt;br /&gt;
[349.2] The discussion of &amp;quot;confounds&amp;quot; further down will explain in an IC way why there is native spell circle limitation for these spellcasting professions. Because our character classes are implicitly using what are more explicitly called confounds in DragonRealms, and essentially attunement to forms of mana, it creates specialization limitations on the ability to manipulate magic in other ways. Similar to what tacitly exists within professions with not being able to max out all the lores (e.g. tradeoff between necromancy and demonology). In Rolemaster there were just hard limitations, but DragonRealms rationalizes it.&lt;br /&gt;
[349.3] Furthermore, in DragonRealms the lack of attunement to particular forms of mana is the natural state for spellcasters, and it must be actively gained. Through tutelage of another spellcaster, guilds and so forth. This means the lack of attunement (except for relatively rare [https://elanthipedia.play.net/Magical_theory spontaneous attunement]) is the natural state of magic, and that specialization is an artifice that historically would have developed later. This would be consistent with Shadow World and would be consistent with GemStone&#039;s arcane blast spell being natively known by full spellcasters of all realms even when they have no spell research training yet. In DragonRealms these mana type attunements involve a physiological relationship of the body. Volume 1 does not go into that. But there is some of that in GemStone in relation of mana to nerves.&lt;br /&gt;
[350] This is playing off all the full magic casting professions having self-knowledge of [[Arcane Blast (1700)]] (which costs no mana to cast, it is effectively just shoving the raw essence at something). In DragonRealms spellcasters are naturally unattuned and usually only become attuned with training in magic traditions. So we are keeping the premise that Arcane is the natural state of magic casting. But historically the Arkati skewed it with teaching magic involving themselves as confounds. Then the Elves we posit do a rationalist/materialist backlash, going back to constructing magic for themselves starting with Arcane, which then leads to the elemental and spiritual split, and eventually mentalism. It becomes academic whether spiritual magic or Arcane magic should be considered historically prior. Technically Arcane is always prior. And related to this document, the animist spiritual magic traditions do not necessarily begin in Arkati, and you can have dark magic traditions out of Arcane roots and not related to Elven orthodox magic, without having come from Arkati. (And after all, Althedeus would teach blood magic to his minion in any give period, and similar demonic powers can go to the warlocks.)&lt;br /&gt;
[351.1] This is setting up the symmetry breaking of being unified magic but splitting up into separate spheres. Arcane magic is tapping the flows of essence, not channeling spells from a deity. It&#039;s replicating the spell effects, but not doing it theurgically. This leads to the split between what in Rolemaster is &amp;quot;essence&amp;quot; and &amp;quot;channeling&amp;quot;, and what by effect is called &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; in the Elanthia setting. Classical sorcery gets defined here later in a way that shows why it is methodically inbetween and therefore &amp;quot;hybrid&amp;quot;. Esotericism could also be considered an informal cousin to thaumaturgy as well, maybe more generally what is left out of the thaumaturgy and theurgy division, with sorcery having natural tendency into it.&lt;br /&gt;
[352.2] This sentence is also slightly misleading. Strictly speaking, Arcane magic is natively esoteric magic, and is classified that way in DragonRealms. Esoteric magic is a modality related here to informal lay magic, and lack of attunement is the natural initial state of magic users, unless they weirdly got attuned without training for some reason (e.g. [[Cyph Kestrel]], [[Brieson Cassle]]). The esotericism is in the lack of rational understanding of the flow magic, and the dark magic traditions are similarly rooted in Arcane. What this sentence is really saying is that the orthodox magic tradition developed thaumaturgically, constructing rote magic or within-spheres-only flow magic, with exoteric spell casting in reaction to theurgical magic, where Arkati taught magic involved attunement toward themselves. This attempt to construct rational magic by tapping the flows of essence themselves becomes thaumaturgy, which is a modality that naturally splits the elemental and spiritual spheres and tries to tame it into rote spell patterns, and as a consequence of that leaves out the esoteric traditions. Likewise, in DragonRealms sorcery is considered esoteric magic, also rooted in irrationalism and emotion, which is a Dungeons &amp;amp; Dragons sorcerer versus wizard kind of distinction. Here we are saying the Faendryl primarily tried to construct sorcery as thaumaturgical, exoteric magic, such as the Mahkra asylum being a &amp;quot;thaumaturgical asylum.&amp;quot; But sorcery very naturally turns to esoteric forms, which is part of why it naturally merges with the black arts traditions (and has some mentalist-seeming aspects), which are approaching sorcerous magic that way from the beginning.&lt;br /&gt;
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While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that dates back to the early Elven Empire.[352] It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which together influenced the merger of sorcery with the black arts.[353] Loosely speaking, there were the &amp;quot;monists&amp;quot; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &amp;quot;dualists&amp;quot; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot;[354] In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens.[355]&lt;br /&gt;
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[352] The motivation for this is realism. It does not make sense that there would not be conflicting magical philosophies, especially on metaphysical and methodological questions. Academic disciplines always have philosophical disputes on their foundations. So this section illustrates how contrary metaphysical views of magic can exist without an empirical difference between them.&lt;br /&gt;
[353] This is the tie-in with the historicism of the document. There is not an empirical difference in the magic, but the philosophies themselves guide development in different directions. Especially relevant for merging foreign traditions. Doing two broad categories leaves the whole thing open-ended in specific historical details.&lt;br /&gt;
[354] This tension is present in the I.C.E./Rolemaster basis of our whole magic system. The Arcane concept was invented later for Rolemaster Companion, and the Shadow World setting adopted it and made it historically prior to hybrid magic which was historically prior to the three single realms. But then you have a conflict over which is the more natural and fundamental state of magical power. Later Shadow World books include a paragraph to the effect of &amp;quot;I don&#039;t know what we were thinking when we came up with hybrid magic, because mixing these completely different things together doesn&#039;t make sense.&amp;quot;&lt;br /&gt;
[355] This is historicizing why there is an Arcane circle, why the spells in it are often spells that could belong to other spell circles, and why there are these spheres of magic in spite of having Arcane magic. This sentence is not including Mentalism, because of the framing that a third coequal sphere of magic is comparatively recent history with the Erithians, and the earlier framing that esoteric magic traditions were informal rather than orthodox magic theory. This section is mostly talking about organized magic in civilization, especially the Elven Empire, but its motivation is for explaining Faendryl magic.&lt;br /&gt;
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It was dangerous to try to wield elemental magic with the powers from spiritual sources.[356] The inanimate world was made of the elements and the animate world was made of the spirit.[357] When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic.[358] This subsumed our various antecedents of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist.[359] The spiritual planes of existence that had been characterized as dream worlds now tend to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; corresponding to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.[360]&lt;br /&gt;
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[356.1] This is inherently sorcerous with corruption and backlash risks in DragonRealms, which categorizes different kinds of sorcery depending on which kinds of mana/magic are being improperly crossed. In GemStone we have some explicit chaotic backlash framing for doing this kind of crossing in the combination of Elemental/Spiritual/Mentalism dispels.&lt;br /&gt;
[356.2] This is helping motivate the split into separate spheres of magic. You cannot use power from deities to cast mage spells, and so on, because bad things will happen. But if you want the bad things to happen, you&#039;re doing forms of sorcery.&lt;br /&gt;
[357] This is an oversimplification, the body is not made of spirit. It&#039;s just characterizing the split in spheres of magic in terms of the metaphysical dualism of materialism and immaterialism, with the Elven Empire having been previously characterized in this document as largely materialist in its metaphysical prejudices. &lt;br /&gt;
[358] The IC author bias is that Mentalism is more of a fashionable convention on the elemental-spiritual interface than an actual coequal sphere of power.&lt;br /&gt;
[359] This precursor framework is necessary for the world setting to make sense. It&#039;s not like there were no empaths before Erithian Mentalism was introduced to Elanith.&lt;br /&gt;
[360] This is an embellishment. It follows on the existence of the Elemental Planes in &amp;quot;[[History of Elementals]]&amp;quot; and the existence of spirit planes such as in &amp;quot;[[Giantkin History]]&amp;quot;. But we have the dream realm of Ronan/Sheru from &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;, and now souls of the dead taking on different forms in [[Naidem]], and so forth. Volume 2 uses a simplistic cosmology of these three pure realm &amp;quot;higher&amp;quot; near planes, the higher planes that can actually be accessed from this world, and &amp;quot;lower&amp;quot; near planes of the &amp;quot;sorcerous elements.&amp;quot; All of which are distinct from &amp;quot;outer valences&amp;quot;, where the &amp;quot;near planes&amp;quot; vs &amp;quot;sorcerous valences&amp;quot; is a distinction Auchand introduced on the valences Wiki page.&lt;br /&gt;
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Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways.[361] Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance of one&#039;s own &amp;quot;aura&amp;quot; or essence personally.[362] One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation.[363] It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos.[364] Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory.[365] These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes.[366]&lt;br /&gt;
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[361.1] &amp;quot;Elemental&amp;quot; and &amp;quot;Spiritual&amp;quot; are De-I.C.E.&#039;d replacements of &amp;quot;Essence&amp;quot; and &amp;quot;Channeling&amp;quot;, which were more causal in their magical meaning, whereas elemental and spiritual are more about the kinds of spell effects most dominant in each. So the past few decades have been increasingly elemental-izing what was from the Rolemaster &amp;quot;Essence&amp;quot; lists, because it was just the Mage Base list that was elemental and not Essence realm in general. This line is getting at cause vs. effect disputes.&lt;br /&gt;
[361.2] In the Arcanist point if view, the effects can be generated without theurgy, if the essence is manipulated in the right way. But then the separatists are just doing theurgy, channeling from the spirit sources. So they end up disagreeing on what is fundamental or even what is historically prior due to the Arkati, and what the nature of magic is when done by deities.&lt;br /&gt;
[362] This is making use of the terms &amp;quot;evoke&amp;quot; and &amp;quot;channel&amp;quot;, which get used for game mechanics, but it&#039;s not really trying to read magic theory into those mechanics. &amp;quot;channel&amp;quot; stems from Rolemaster, and &amp;quot;evoke&amp;quot; is just the word we are using, because it&#039;s generally evocation magic in the Dungeons &amp;amp; Dragons sense. &amp;quot;aura&amp;quot; is post-I.C.E. category for GemStone. Savants do not seem to have defined prime requisites, but following the pattern of other professions it would be Influence. So the &amp;quot;resonance&amp;quot; or internal channeling of aura here is what mechanically would be called Influence. The real point is that Mentalism is an inwardly and largely self focused mode of magical energy manipulation, rather than drawing on outside sources of power.&lt;br /&gt;
[363] This is explaining why given kinds of effects tend to dominate out of these separate forms of underlying causation.&lt;br /&gt;
[364] Orthodox magic theory being rationalist in its metaphysical biases. This statement is partly coming from the view point of physiological limitations with mana / confound attunement, and to what extent this represents fundamental magical reality as opposed to conventions getting hard baked.&lt;br /&gt;
[365] This logically follows from the previous premises.&lt;br /&gt;
[366] Since mana is already suffused through this world, but is also in those other pure planes and those planes bleed through into ours (e.g. &amp;quot;[[History of Elementals]]&amp;quot; document), this question cannot be settled. Which means both views should exist. The [[Alusius]] NPC once claimed elemental magic here is due to the Confluence and that Bre&#039;Naere had different elements than Elanthia.&lt;br /&gt;
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There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws.[367] Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot;[368] Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental.[369] This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns.[370] Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists.[371] They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.[372]&lt;br /&gt;
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[367.1] In the Shadow World setting the essence originated in other dimensions and this world was ordinarily just physical and magic did not work if you got too far away from this planet which was near an interdimensional rift. In DragonRealms magical properties [https://elanthipedia.play.net/Category:Demons are altered] by other planes intersecting and basically changing the magic physics of Elanthia.&lt;br /&gt;
[367.2] So, basically the question is whether magic is will and wish fulfillment, or the intersection of natural laws between planes (and so forth) defines what is magically possible. Invention versus Discovery. This would be philosophically irresolvable much as it cannot be agreed upon in mathematics.&lt;br /&gt;
[368.1] This line is getting at the point in footnote 367.2. The pattern forming from rote spell use interpretation is given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. The carving nature at the joints line instead is based on Plato discussing the reality of ideal forms, and that what works best will happen to correspond to the structure of the true underlying reality. In other words, we&#039;re really discovering rote magic, by finding the things that are easier or even possible to make happen.&lt;br /&gt;
[368.2] The contrary perspective rejecting this view would maintain it is very difficult for mortals to affect the flows of essence so hugely and permanently, much as that view is [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_12:36 rejected] in DragonRealms below godlike power. Though there have been spell pattern release events in GemStone, which could be rationalized in some way, such as metastabilities and spontaneous symmetry breaking and so forth.&lt;br /&gt;
[369.1] This is following the previously framed premise that it is more difficult to make Arcane spells. The pure realms became like separation of variables, restricting equations to single coordinate axes instead of having mixed-term dependencies, and less prone to chaos. If it was a literal sphere, it&#039;d be like only theta angle directions or only phi angles, or only radial changes, changing one variable and holding the other two constant.&lt;br /&gt;
[369.2] Part of this tractability issue is physiological limitations, since the ability to manipulate magic is related to the nervous system of beings of flesh, as evidenced by what happens to nerves when overextended on mana. In principle it would be possible for a physical being [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 to exist] (DragonRealms link) without the same limitations, much as one may embed different varieties of magic into a wand and have the wand used by anyone not of that spell casting realm. The monist view would be that these physiological limits are not cosmologically fundamental.&lt;br /&gt;
[370] This is the view given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document.&lt;br /&gt;
[371.1] In the view of magic as making discoveries, there are easier and harder discoveries. The easier ones are plucked first. And for the Arcanists, the pure realms are about doing magic on easy mode, going for low hanging fruit and simplifying things for wielding more mana/power in spells. &lt;br /&gt;
[371.2] This is restoring the Rolemaster definition of &amp;quot;pures&amp;quot; as referring to single realm of power specialists. In GemStone the terminology has drifted so that hybrids are spoken of as another kind of &amp;quot;pure&amp;quot;, when the terminology should have been &amp;quot;full spellcaster&amp;quot; (pures and hybrids) as opposed to &amp;quot;semi spellcaster.&amp;quot;&lt;br /&gt;
[371.3] This is setting up a duality of being a stronger monist is a weaker specialist, and a stronger specialist is a weaker monist. Crudely, it&#039;d be like someone who casts magic through the use of [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which gets mana expensive and limited in the power and spell level of rote magic it can access. Speaking just in terms of rote spell access. Whereas those specialists have native access all the way up in their base lists, but have no native access to most of the Arcane.&lt;br /&gt;
[372.1] This is making things consistent with what is explicitly true in I.C.E. and DragonRealms, but more implicit in the GemStone implementation. Though DragonRealms treats the Arcane view (what necromancers there do) as really delusional in actuality, but the unified field mana view is a philosophy in that setting. In the I.C.E. Shadow World setting the flexibility of Arcane power is sought after by the mighty, being the way the Lords of Essaence had done magic in antiquity.&lt;br /&gt;
[372.2] This is also subtly setting up a premise that the single realm specializations, and their confounds / attunements and rote magic spells, are short-cuts to power in the sense of raw spell level and mana involved. It is relatively speaking magic on easy mode, similar to the appeal of &amp;quot;black arts&amp;quot; magic as described in Volume 2. This is to help address the nominal paradox players find in &amp;quot;well why should a 35 year old human be as powerful as a 500 year old elf&amp;quot; or &amp;quot;why would elves take so much longer.&amp;quot; That can more generally be addressed with logarithmic curves for NPC population norms, but there would also be this higher standard expectation of not short-cutting the fundamentals and full roundedness. (e.g. similar to a warrior skilled in a weapon class, but the elves would be required to train all the varieties of weapon in that class instead of just the one.)&lt;br /&gt;
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Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos.[373] Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot;[374] The separatist philosophies became dominant, though mostly out of practicality bias.[375] The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic.[376] These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.[377]&lt;br /&gt;
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[373] The irony of this is that &amp;quot;carving nature at its joints&amp;quot; can be regarded by the separatists as the monists reading their own limitations into the cosmos. But this is going of &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; talking about spheres of magic having their own forms of flow magic. For monists there is just flow magic and it is inherently Arcane flow magic, and there would be relatively little in the way of rote Arcane magic.&lt;br /&gt;
[374] The sorcerous backlashes are drawing off DragonRealms, to some extent combinations of dispel magics in GemStone, and to some extent magical failures such as when failed enchants resulted in cursed items. Here &amp;quot;clash of incompatible powers&amp;quot; is the separate spheres of magic worldview, while &amp;quot;cutting against the grain&amp;quot; is the monist view of nature is easiest cut at its joints. The very last part is about the distinction between the sorcerous backlash of something like dispel combinations versus an actual sorcerer spell.&lt;br /&gt;
[375] The practicality bias zing is the IC author bias. The three spheres are reasonably natural divisions in this framework. But there would be some truth in development going into directions were gains are easier.&lt;br /&gt;
[376] This is from &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the comparative absence of Arcane spells in the game and the framed premises from this document. &lt;br /&gt;
[377] This contextualized meaning of &amp;quot;spell circle&amp;quot; is an embellishment, but related to the monistic single sphere analogy in footnote 369.&lt;br /&gt;
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The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect.[378] In the separatist view, these are the divisions of nature, with metaphysical verisimilitude.[379] For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions.[380] One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits.[381] Mentalism giving proof to the lie.[382]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[378] Realms of power is the Rolemaster terminology. This is just stating explicitly that the spheres of magic in the Elanthia setting are effect / phenomena oriented in what they are called, and then you have metaphysical philosophies disputing whether that is substantively correct or just characteristic phenomena from underlying causes.&lt;br /&gt;
[379] Ironically, nature cut at its joints, at the realm of power level rather than the spell pattern level.&lt;br /&gt;
[380] Somewhat natural because they come from distinct modalities of essence manipulation.&lt;br /&gt;
[381] These are the four divisions of mana in DragonRealms, whereas GemStone presently uses three. There&#039;s some precedent of moon oriented magic in GemStone (e.g. Melgorehn&#039;s Reach, the Red Forest release, Imaera&#039;s shrine release, Lornon&#039;s Eve in &amp;quot;[[Elanthian Moons]]&amp;quot;, etc.), and it would be plausible for ranger/druid animist kind of magic to be considered distinct from mana from deities, so those could split apart elemental and spiritual. Mentalism would actually go with lunar, or possibly lunar and life, because of the plane of probability and so forth in DragonRealms. Moon Mages there are roughly the same thing as Astrologers in Rolemaster, which are Mentalist-Channeling hybrids. Necromancy in DragonRealms are the subsets of sorcery that cross other mana types with life mana. For this document we are more explicitly including in demonic energy forms for &amp;quot;black arts&amp;quot; necromancy, which is seemingly a much more implicit and ill-understood aspect in DragonRealms.&lt;br /&gt;
[382] This is referencing off the introduction of &amp;quot;Mentalism&amp;quot; as a third sphere of magic as a convention reorganization, which &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies should be because of the Erithians, and this document&#039;s framing of esoteric magic precursors now redefined as Mentalism.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hybrid magicks are those forms of spellcraft that fall in between the spheres.[383] In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies.[384] The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power.[385] Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition.[386] Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed.[387] In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power.[388] Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way.[389] In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption.[390]&lt;br /&gt;
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[383] This is true by definition, such as in the [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;], which is carried over from Rolemaster Spell Law.&lt;br /&gt;
[384] This could reasonably characterize empaths and bards after the GemStone IV conversion. In the Rolemaster Spell Law version, it&#039;s seemingly meant to be a combination, and the caster&#039;s warding resistance goes by the single realms. Hybrid casting is such a calculation mess that the Shadow World Master Atlas started recommending having the player pick one realm or the other as the source of their power to just simplify everything. &lt;br /&gt;
[385] This is what &amp;quot;sorcery&amp;quot; means in DragonRealms and the fusion concept exists in GemStone. The premise of hybrid magic being closer to Arcane power, including historically, and that Arcane is the raw primal form of essaence (mana), is established in the Shadow World setting. So in this document we are using this notion of what hybrid means in the context of sorcery.&lt;br /&gt;
[386] DragonRealms defines different kinds of sorcery, with different kinds of corruption, depending on which kinds of mana are being unnaturally combined. This document (especially Volume 2) invokes various terms used in creature and spell messaging as &amp;quot;sorcerous elements&amp;quot; and allows quite a few variations of sorcery to exist. This document is also generalizing beyond the elemental-spiritual dichotomy for sorcery, which refers to what will be defined as &amp;quot;classical sorcery.&amp;quot; Which is what the &amp;quot;much narrower definition&amp;quot; is referencing. The Sorcerer profession definition is straight from Rolemaster Spell Law, and the base list as implemented in GemStone has never matched it, including a lot of stuff that didn&#039;t come from Rolemaster Sorcerer lists.&lt;br /&gt;
[387] This is partly referencing the mangling that has happened to meaning of &amp;quot;pure&amp;quot;, and partly referring to this issue of whether Arcane is the raw primal form of magical energy or if it is just fusionism.&lt;br /&gt;
[388] This view is framed in this document, and also reviving that premise from the Shadow World setting.&lt;br /&gt;
[389.1] The next section will limit the scope of what the word &amp;quot;sorcery&amp;quot; means. It&#039;s not Arcane magic in general. But the next section also yanks some Faendryl focus away from sorcery. The original premise was: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not the same thing as sorcery, it just explains why as a subset, the Faendryl would have been poised to be relatively strong in sorcery. And by that same reasoning, Arcane, so we are pushing for the Faendryl to have pressed for a universality scope to magic and it bent increasingly to sorcery over time. &lt;br /&gt;
[389.2] In DragonRealms sorcery in general, of which necromancy is a subset, is considered [https://elanthipedia.play.net/Post:Thought_crossed_my_mind._-_2/19/2009_-_17:17:54 part of] Arcane magic. There is some language used about sorcery in DragonRealms being emotional, irrational and &amp;quot;esoteric&amp;quot; magic, that is understood by few and that there is significant amounts of use in spite of lack of understanding of what is really happening, which is supposed to be true of what necromancers are doing and how that is likely really ultimately demonic in nature but not being understood. That is similar to the fundamentally alien way Evil spell lists are described in Shadow World. In this document this kind of dark esotericism is represented in the black arts traditions, which is related to Arcane coming from the non-orthodox direction of the practices and cultures in places with dark essences / sorcerous elements like Rhoska-Tor. Faendryl sorcery in its orthodox rationalism is largely fusionist philosophy, but there are also monists believing there is some fundamental unified form of Arcane mana / essence that transcends the differentiation of planes and their magical properties.&lt;br /&gt;
[390] This is the nature of sorcery in DragonRealms. There is similar messaging in GemStone, such as the word &amp;quot;unnatural&amp;quot; in [[Ensorcell (735)]] flares.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations.[391] Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness.[392] Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence.[393] Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms.[394] But it takes Arcanist talent to be so flexible.[395]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[391] This is partly based on the Arcane spell circle in GemStone IV, partly based on the Rolemaster Companion and Shadow World Arcane spell lists, and partly based on the description of Arcane magic in DragonRealms.&lt;br /&gt;
[392] This is based on Arcane spell manipulation and engineering in Rolemaster&lt;br /&gt;
[393] This is based on the Shadow World spell lists which are Arcane in nature, such as the Warding list, the Rolemaster Companion Earthnodes list, to some extent the elemental lists in GemStone, and the Arcane magic description in DragonRealms.&lt;br /&gt;
[394] This is partly based on the spells in the Arcane circle in GemStone IV that cast with either Sorcerer or realm specific CS, that were once spells in other spell lists, and it is partly based on the high redundancy of spells in Rolemaster across spell lists.&lt;br /&gt;
[395] This is the Shadow World concept of Arcane power talent, to some extent justified in GemStone IV by spells like [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], and to some extent the Rolemaster Companion nature of Arcane magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Arcanist pays a price for this fluidity.[396] The more specialist wielders of magic make use of confounds.[397] These are external forces for leveraging the power of magical effects.[398] Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic.[399] Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms.[400] However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling.[401] This is from their lack of reliance on confounds.[402]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[396] In Rolemaster the Arcanist spell casters have the same kind of trade-offs that Hybrids, just with all three realms of power (essence, channeling, mentalism) instead of just two realms for hybrids. There are also many blends of Arcane mana in DragonRealms, it&#039;s just that there it&#039;s [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:46:58 only] the Necromancer variety that is being dealt with, and spellcasters in DragonRealms naturally begin as unattuned. They attune because of guilds / traditions that use confounds to augment magical effects.&lt;br /&gt;
[397] This is pulling in the concept which is used explicitly (though not in its [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_11:39_AM fullest nuance] mechanically) in DragonRealms. This document uses the position that confounds exist in GemStone&#039;s Elanthian magic as well, it&#039;s just swept under the rug and implicit compared to the game mechanical ways they are used in DragonRealms. GemStone has the analogous concepts and attunements. Making use of the confound concept helps us explain how stuff like &amp;quot;blood magic&amp;quot; is different from just, say, using troll blood as an alchemy ingredient. The Arcane mana usage in DragonRealms that is not necromancy does have this confound absence property.&lt;br /&gt;
[398] This is the definition of the word. Its being a &amp;quot;confounding&amp;quot; element in the spell casting for augmenting the spell power is why it is called a confound.&lt;br /&gt;
[399] This is implicitly present in the profession classes of magic users in GemStone, and then in some cases further narrowed, such as elemental attunement. The trade offs between &amp;quot;lore&amp;quot; training should also be interpreted this way, lore skills should be treated as differential potencies or attunements to the class confounds. Similarly, &amp;quot;convert&amp;quot; status for clerical and paladin magic should be interpreted as a mana source, as well as the class confound being narrowed to a single deity. This would be specific to the way those classes do their magic, and not about worship. (i.e. It would make no magical sense for a Cleric to have polytheistic conversion, just because that is not how Cleric magic works. That dates back Rolemaster and Shadow World.)&lt;br /&gt;
[400.1] This is a limitation built into Rolemaster spell research training, and the language from Rolemaster Spell Law on this for hybrids is still present in the Play.net &amp;quot;Magic Guide&amp;quot;. Hybrids such as a Sorcerer in Rolemaster have the flexibility of choosing Open and Closed spell lists (what we call Minor and Major circles) from two realms instead of only one, but Hybrids are restricted in how high in spell level they can learn from the Closed (Major) lists. Their Base lists go as high as a pure base list, and could have redundant spells with pure base lists, but it&#039;d be from an assortment of other classes and so not as thorough and often not as high in any given kind of spell effect as the pures (limited number of spell slots and a wider variety of kinds of spell with multiple power level versions of the same spell) which are more focused in that kind of spell to the exclusion of other kinds of spells. The [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;] still says hybrids can learn Major lists, but this has never been mechanically true in GemStone. &lt;br /&gt;
[400.2] More informally, this &amp;quot;difficulty with the more powerful spells&amp;quot; is encoded into [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which only gives access to common scroll system spells. Magical items such as scrolls get around the confound issue, which is about the physiological limitations and attunement of the caster. In principle there are &amp;quot;spell patterns&amp;quot; not neatly in the spheres of magic that might only be workable off scrolls, not being patterns that can be permanently remembered (i.e. spell self-knowledge) by our mechanical magic classes, much as we cannot with rote spells of other spheres without the aid of an object. But examples of such non-learnable spells are the magic item spells in our treasure system not accessible by 1750.&lt;br /&gt;
[401] This is largely based on the defensive spells in GemStone&#039;s Arcane spell circle, such as [[Arcane Decoy (1701)]] and [[Arcane Barrier (1720)]].&lt;br /&gt;
[402] This is an embellishment but a sensible reason for it within this magic theoretic framework. Sorcery and necromancy are considered (hybrid) [https://elanthipedia.play.net/Sorcery subsets] of Arcane in DragonRealms and do have confounds. But what we are going for here is the notion that introducing confounds when doing Arcane is how you end up with splitting into narrower specializations and ultimately leading to non-fusionist &amp;quot;pure&amp;quot; magic. Monism vs. separatism in the history of sorcery would be about confounds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood.[403] Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter.[404] Witchcraft, blood magic, and black shamanism use mediating substances.[405] Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers.[406] Thus this trade off exists in fluidity with dark magic.[407] Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization.[408] However, it has that natural tendency, for much the same reasons as sorcery.[409]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[403] All of the confound examples in these three sentences come from [https://elanthipedia.play.net/Magical_theory#Confounds the confounds] for character classes in DragonRealms.&lt;br /&gt;
[404.1] This is based on the Rolemaster definition for the Sorcerer class, which is still the language used for the Sorcerer profession on the Play.net website. Sorcerer base lists in Rolemaster fit this definition much better and more literally than the GemStone implementation of Sorcerers, which has since reoriented to necromancy and demonology, which for the most part are not Sorcerer magic in Rolemaster. (Though professions like necromancer and witch and so forth in Rolemaster Companion are treated as Sorcerers for training purposes, and sorcerers are often included when talking about evil magic stuff.) In Shadow World the Sorcerer class is not &amp;quot;evil&amp;quot; for system purposes, because it is the &amp;quot;Evil&amp;quot; professions that use dark essences / the power of Unlife. However, Shadow World also treats the Evil &amp;quot;pure&amp;quot; professions as hybrids, so they&#039;re effectively &amp;quot;dark sorcerers&amp;quot; which is the terminology distinction used in this document versus Rolemaster style &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[404.2] DragonRealms also talks about a [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 &amp;quot;sorcerous focus&amp;quot;] as a mediating device between two incompatible forms of mana, allowing the efficient manipulation of the other form of mana by proxy. This is a rationalizing approach evading &amp;quot;the emotional terror of pure sorcery&amp;quot; and tunes narrowly into specified realms. So &amp;quot;classical sorcery&amp;quot; with its constitutive matter confound, as described here in this document, is about the Faendryl doing a rationalized orthodox magic approach to sorcery in the Second Age.&lt;br /&gt;
[405] This is based on things that have happened with NPCs in storylines, especially Raznel and Quinshon, and to some extent Grishom Stone and Elithain Cross. &amp;quot;Witch&amp;quot; in this document is a convention for the black magic users, not the &amp;quot;good witches&amp;quot;, and this mediating substance / confound point is part of how we are defining the word for this document. The mediating substances such as blood and vermin like maggots, worm, and scarabs, and sorcerously debasing the mediating substances.&lt;br /&gt;
[406] The &amp;quot;thanatology&amp;quot; confound for necromancers comes from DragonRealms. The first part of the sentence about life forces is based on GemStone&#039;s Sorcerer abilities such as Sacrifice and its in-game explanation. The last part about &amp;quot;sorcerous elements&amp;quot; involves the Sorcerer profession use of [[Balefire (713)]], which is defined as a sorcerous element in Volume 2, and the demonology lore skill. Attunement to demonic powers is invoking the Dungeons &amp;amp; Dragons warlock kind of class archetype. This is specifying &amp;quot;dark sorcery&amp;quot; because we are using &amp;quot;classical sorcery&amp;quot; to refer to the Rolemaster kind of spells which mostly do not have anything to do with demons or the undead and are about the immediate destruction of specific forms of matter.&lt;br /&gt;
[407] This is meant to establish that magical manipulation with these other energies follows the same modalities and physical limitations as the rest of magic. But in Volume 2 it is argued that &amp;quot;dark essence&amp;quot; magic is basically easier flow magic for creating malevolent / bad effects and so effectively provides a short-cut to power for malicious uses.&lt;br /&gt;
[408] This is partly based on Rolemaster&#039;s Arcane spells, and partly based on how [https://elanthipedia.play.net/Category:Arcane_magic Arcane magic] is [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:52:11 described] in DragonRealms. For example, a [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 saved post] by Armifer on the subject, from 2010. This post also builds in its natural strong tendency leading toward sorcery. Similar logic in it also informs what this document says about teratology and cryptozoology. Likewise, in the I.C.E. Shadow World setting, the Lords of Essaence (ruled at the end by Empress Kadaena) were largely responsible for mutating and creating the race/monster varieties, and they were generally Arcane spell casters. Later Rolemaster books also have monster races (e.g. orcs) being created by demon magi (Rhodintor).&lt;br /&gt;
[409] This document talks about the reasons for sorcery having corruptive tendencies, and why it is prone to destruction, which is explicitly true in DragonRealms. Arcane magic is not inherently prone to destruction, but as we&#039;ve defined it, it&#039;s harder to manipulate without failures and so forth. And this is tacitly acknowledging the corruption of the Lords of Essaence, and the framing that sorcerous magic comes out of Arcane magic historically because the destructive effects of handling mana this way are easier to accomplish. This section is setting up the rationale for why Faendryl universalism with magic gave way to increasingly sorcerous magic, and then the nature of sorcery will show why sorcery was inclined and able to merge with some of the black arts, becoming &amp;quot;dark sorcery&amp;quot; and a darker more corruptive form of magic. (Mostly in later time periods, but a rogue sorcerer in the Second Age going out to live with the wasteland warlocks would probably be doing &amp;quot;dark sorcery&amp;quot;.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(2) Sorcery&lt;br /&gt;
&lt;br /&gt;
In the early years of the Elven Empire, the black arts were deemed religious magic and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were not sorcery.[410] Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined.[411] It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter.[412] That is, it was an effect without mediation, assaulting the matter itself.[413] This involved channeling toward a target and turning its own essence against it.[414] The destruction is specific to the essence of the exact form being targeted.[415] There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.[416]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[410.1] This was already framed more or less by the previous sections. This is using the Rolemaster Spell Law type of sorcery, which is still the Sorcerer [https://www.play.net/gs4/info/professions/sorcerers.asp definition] on the Play.net website, to define what &amp;quot;sorcery&amp;quot; would have meant in the early Elven Empire before Faendryl summoning. It would not have included demonic summoning and undeath in that period, unless someone were [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 loosely using] (DragonRealms link on this same ordinary use of language issue) the word &amp;quot;sorcery&amp;quot; as equivalent for these black arts. We&#039;ve set up the &amp;quot;black arts&amp;quot; as arising out of the debasement of spiritual magic with dark energy sources, and the sort of thing demon worshippers were doing. It uses the term &amp;quot;theurgical conjuration&amp;quot; for that kind of demon summoning, which would be like the demons of [[Cloak of Shadows (712)]] and [[Torment (718)]] rather than the demons of [[Minor Summoning (725)]] which are pulled materially through a rift. The &amp;quot;highly forbidden&amp;quot; is making sense of the condemnation in the Faendryl exile dating back to &amp;quot;[[History of Elanthia]]&amp;quot;. &lt;br /&gt;
[410.2] In Rolemaster the demonic summoning is more of an Evil Mage type of magic and necromancy in the sense of creating undead is Evil Cleric magic. (Though Rolemaster Companions may have demon summoning classes that are essence-channeling hybrid and these get effectively treated as Sorcerers.) These classes (along with many others) were not implemented in GemStone. Various spells from the Evil spell professions were incorporated into the Sorcerer profession, so the Sorcerer profession in GemStone has never matched its class definition, which came from Rolemaster. Because only some of the Sorcerer spells in GemStone are actually Rolemaster Sorcerer spells. Others are from Evil lists. Manny&#039;s guide from the I.C.E. Age argued for this reason Sorcerers in GemStone are evil.&lt;br /&gt;
[411] This is explicitly historicizing the word. It doesn&#039;t make sense for Faendryl to be doing &amp;quot;sorcery&amp;quot; but for sorcery to be defined in terms of necromancy and demonology that early. This is easy to make sense of by looking at earlier versions of the Sorcerer profession in GemStone and in Rolemaster.&lt;br /&gt;
[412] This is the Sorcerer class definition from Rolemaster and on the Play.net website. It refers to spells like [[Mana Disruption (702)]] and [[Limb Disruption (708)]] and [[Pain (711)]]. This document&#039;s modern definition of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; as generalizations of the animate and inanimate matter distinction to generalize beyond elemental-spiritual duality to analogs of that with sorcerous elements is meant to reconcile all this.&lt;br /&gt;
[413] Rolemaster Sorcerer spells were all clearly of this nature, it&#039;s not like throwing a ball of fire at something. Limb disruption only works on limbs. Etc.&lt;br /&gt;
[414] This is illustrating a &amp;quot;hybrid&amp;quot; modality of spellcasting, compared to what was described in the prior section about &amp;quot;channeling.&amp;quot; This is reiterating the prior section&#039;s description of classical sorcery using the constitutive matter of the target as its confound, which reconciles the Rolemaster and DragonRealms concepts of sorcery. This description explains how [[Dark Catalyst (719)]] (targeting mana), for example, is very much a sorcerer spell and not a wizard spell. Due to the way it works.&lt;br /&gt;
[415] Limb disruption only works on limbs. Dark Catalyst does not work on something without mana. Etc. One subtlety about this specificity of ideal forms is that it is a backdoor into sorcery for occultism, which here we are leaning into its real-world ties to Neoplatonism. Since we treat this occultism as part of Elanith&#039;s precursors to mentalism, this is in a subtle way speaking to the seeming overlap of sorcery with destructive mentalism, and explaining why that is the case. As such the next line is actually a logical continuation of this line.&lt;br /&gt;
[416] One third of the Rolemaster Sorcerer spells were &amp;quot;mind&amp;quot; type attacks, with redundancy in mentalist spell lists. This is related to Rolemaster&#039;s categories being cause oriented rather than effect oriented. You could have a Channeling profession in Rolemaster that is all elemental effect spells by using elemental spirits. So, this is explaining the mind effects of sorcery in GemStone, though Dev has been gradually de-mentalizing sorcery for a couple of decades. By our definitions, when the target is the brain or mind, you get a mind type effect. And since mentalism is defined as the self-manipulation of essences, sorcerers manipulating the essence of the target has a natural similarity to mentalism, but only in destructive ways. This logic combined with sorcery being relatively closely related to Arcane power explains the semblance of mentalism in classical sorcery. Dark sorcery does things in a different way. (e.g. nightmare is a curse, mind jolt is exposure to another valence)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power.[417] In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot;[418] The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis.[419] These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power.[420] The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic.[421] There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.[422]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[417] This is the definition of how sorcery works in DragonRealms. This rationale is not present in the I.C.E. materials. The separatists would also reject the unified mana perspective as it is rejected by [https://elanthipedia.play.net/Sorcery &amp;quot;mana spectrum&amp;quot;] theorists in DragonRealms, that so-called &amp;quot;Arcane mana&amp;quot; is really an unnatural aggregate of distinct forms of mana. Monists would be like DragonRealms &amp;quot;mana field&amp;quot; theorists.&lt;br /&gt;
[418] This implicitly follows from the premise of the previous sentence. Monists are just interpreting it differently. But this sentence helps frame why there is a natural tendency toward sorcery without it being driven by cultural malice. The Faendryl disproportionately develop sorcery out of practicality bias, much as humans later do with single realm specialization magic (and their anti-sorcery biases.) It is faster paths to wielding higher power or crafting spells of higher power.&lt;br /&gt;
[419] This is the Rolemaster lore for essence and sorcery, combined with the metaphysical language from DragonRealms.&lt;br /&gt;
[420.1] This is giving better meaning to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not saying Faendryl focused on sorcery. People assumed that initially because of the demonic summoning and implosion at Maelshyve, and the sorcerer profession being elemental-spiritual hybrid. But we are establishing why sorcery fell out of this approach over the long run. &lt;br /&gt;
[420.2] More specifically, the separatist approach leads to a lot of different kinds of sorcery by combining different forms of essence, while the universalist approach helps bring in and incorporate the black arts in the Faendryl exile period. It converges on the same thing.&lt;br /&gt;
[421] Other Houses have had and still have sorcerers. There has to be differentiation between more and less acceptable sorcery. There is nothing all the objectionable about [[Mana Disruption (702)]], for example, unless someone was especially aggrieving at the chaotic disruption of mana and the corruptive pollution that might cause long run. Classical sorcery has been here defined in an inherently destructive way in its meaning. It does not include the malevolent stuff in the black arts.&lt;br /&gt;
[422] This is analogous to the notion that any tool can be used as a weapon, but things that are designed to be used as weapons can have much more limited range of non-weapon uses. Limb disruption is really only useful for breaking or exploding limbs. It can only be practiced by blasting limbs with it. Its reason for existence is to smash the limbs of its targets. This is all sensible as war magic, and so forth, but it is not the high minded &amp;quot;research&amp;quot; that Faendryl are framed as doing. Though some of this, such as Phase, would plausibly come out of trying to research the essence foundations of matter, and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together.[423] This is rooted in the nature of corruption.[424] While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly.[425] Similarly, when dark forces are brought in from what are now called the sorcerous valences, they must be used or even fused with the forces of this world.[426] In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects.[427] Sorcery is especially cruel when inflicted on the living.[428]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[423] This paragraph is about to explain that dark essences have to be used in an inherently sorcerous / hybrid way because of their unnaturalness in this plane, which is reviving the Shadow World treatment of the Evil &amp;quot;pure&amp;quot; spell classes as hybrids. The historical forces mentioned here are the population migrations described earlier and later the Faendryl exile. Etc.&lt;br /&gt;
[424] Corruption is defined more thoroughly in Volume 2.&lt;br /&gt;
[425] This is partly referring to failed Wizard enchants cursing the items, partly to stuff like [[History of Reim|Kingdom of Reim]] being cursed into undeath because of sorcerous backlash from its magic users of different kinds trying to stream mana together, partly how this document defines the word &amp;quot;curse&amp;quot;. Rolemaster sorcery also had &amp;quot;black channels&amp;quot; curse spells. Sorcery as disrupting the essence foundation of matter directly plays into the definitions of &amp;quot;curse&amp;quot; and &amp;quot;corruption&amp;quot; in this document.&lt;br /&gt;
[426] This is the concept in footnote 423.&lt;br /&gt;
[427.1] This logically follows from all the preceding premises, and helps explain how the Faendryl transition into using darker forms of their own magic, then being in Rhoska-Tor where there is a lot of &amp;quot;dark essence&amp;quot; per &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This sentence is also playing off the high redundancy between the Rolemaster Sorcerer base lists and the Evil pure lists, while in the Shadow World setting only the Evil lists were evil for system purposes because of the kind of energy it was using. The difference here is that we are also including the DragonRealms notion of ordinary sorcerous magic being corruptive. It treats stuff like necromancy and the undead as ultimately demonic in origin, but that it is happening in a way that is largely beyond the capacity of the necromancer/sorcerer to understand. That in turn is similar to alien nature of Evil spells in Shadow World, which are an entirely separate source of power for spell users, and cannot be used without corrupting the caster.&lt;br /&gt;
[427.2] The ability to do the same kinds of sorcerous spell effects in the different ways, with ordinary mana and dark essences such as &amp;quot;anti-mana&amp;quot;, also works the other way. It helps explain why [[Vvrael warlock]]s and [[Vvrael witch|witches]] cast seemingly ordinary spells. Volume 2 defines &amp;quot;anti-mana&amp;quot; as the purest most corruptive extreme of what this document calls &amp;quot;the sorcerous element of darkness.&amp;quot;&lt;br /&gt;
[428] This is due to the inherent nature of what classical sorcery is and does to targets. But this is framing how a sorcerer could exist who doesn&#039;t use any of the animate matter targetting spells.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra.[429] While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, plaguing the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities.[430] They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds.[431] The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities.[432] When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world.[433]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[429] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The Patriarch numbers combined with the timing for Patriachs 1 through 13 require this to have happened before roughly -40,000 Modern Era, which is roughly twenty thousand years before Despana and twenty-five thousand years before the Faendryl were exiled for demon summoning. The phrase &amp;quot;new magic&amp;quot; in &amp;quot;History of Elanthia&amp;quot; for demonic summoning was a lie, and &amp;quot;History of the Faendryl&amp;quot; requires it to be a lie. (Elizhabet Mahkra is an obvious anagram of Elizabeth Arkham, the insane asylum from Batman. Arkham itself in turn comes from Lovecraft.)&lt;br /&gt;
[430] The Elves would have known about the Ur-Daemon and demons long before they understood anything of cosmology. This is also based on &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Now believed to be extra-dimensional intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately 100,000 years ago.&amp;quot;&#039;&#039;&lt;br /&gt;
[431] This is just consistency with existing world setting premises and phenomena. It does not make sense for demons to have not been &amp;quot;naturally&amp;quot; / accidentally present in the world, so the Elves would have always known what &amp;quot;demons&amp;quot; were, it was not some new and out of no where revelation at the Battle of Maelshyve. This is talking about full manifestations or incarnations, demons fully materially in this world, directly analogous to being summoned in the Faendryl manner. What this document describes as theurgical conjuration is either calling upon or hijacking these already present demons, or summoning immaterial demons through weaknesses in the veil, meaning thinness rather than holes. This notion of thinner veils in some places has multiple established precedents, including Sorcerer Guild summoning chambers and the Sorcerer sense verb. This is also partly why this document talks about the distinction of demons from other wicked spirits being a convention.&lt;br /&gt;
[432] &amp;quot;Otherworlds&amp;quot; is a term used in the Sylvan documentation, and in the real-world is also part of fey mythology. &amp;quot;Essence barriers&amp;quot; is from the Shadow World setting terminology, and refers to things like the energy force barriers in the Order of Voln or misdirection wardings. Referring to the veils between planes as &amp;quot;essence barriers&amp;quot; is essentially correct, but the use of that terminology for it is a reasonable embellishment. That is effectively what the veil or &amp;quot;fabric of reality&amp;quot; is.&lt;br /&gt;
[433] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The term &amp;quot;pierce the veil&amp;quot; stems at least as far back as Arthurian legend, and was used in the Vvrael quest, but the term &amp;quot;penetrating the veil&amp;quot; was used earlier in &amp;quot;[[History of Elanthia]]&amp;quot;. This concept of &amp;quot;turn the essence of the veil against itself&amp;quot; is contextualizing it with the definition of classical sorcery given in this document and thereby explains how and why Faendryl demonic summoning is different from what the &amp;quot;black arts&amp;quot; were doing. The last part about her mind shattering is both from &amp;quot;History of the Faendryl&amp;quot; and the current messaging on [[Mind Jolt (706)]]. &lt;br /&gt;
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In this way it would become possible to summon beings not of the &amp;quot;near planes,&amp;quot; such as the elementals or spirit servants, but highly alien or malevolent beings from the &amp;quot;outer&amp;quot; dimensions.[434] This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them.[435] While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history.[436]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[434.1] This is partly based on in-game messaging and the &amp;quot;[[History of Elementals]]&amp;quot; document. Volume 2 of this document uses &amp;quot;near planes&amp;quot; as part of a basic higher and lower planes cosmology for this existence, as opposed to the outer/sorcerous valences, which is partly based on the Shadow World cosmology and partly Auchand&#039;s update to the valence Wiki page. Basically, the notion here is Lornon gods like to slum it in the lower &amp;quot;infernal&amp;quot; planes, and the &amp;quot;black arts&amp;quot; practitioners were largely dealing in infernal realm demons or things left over from the Ur-Daemon War. To the extent the Dhe&#039;nar did demonic summoning, it would have been more along these lines. It is the Faendryl who start messing with outer dimensions stuff, but not really infernal realms stuff in the Second Age.&lt;br /&gt;
[434.2] Volume 2 also posits parallel material valences (as distinct form parallel material worlds of this existence which are other Elanthia versions) to describe comparatively habitable valences with extraplanar creatures (and races) that could plausibly be regarded in cryptozoology terms rather than &amp;quot;fiends.&amp;quot; These could often be alien but not particularly chaotic or malevolent, and the subject of cataloguing for the Enchiridion Valentia. This is making some structural bias for Faendryl mapping out too dangerous things to be avoided, and the sorts of comparatively innocuous things that let them downplay &amp;quot;demonic&amp;quot; summoning. Aside from their major summoning war magic and for training Palestra and Armata, the highly corruptive and malevolent &amp;quot;fiends&amp;quot; would be more the province of the black arts or apotropaic countermeasures studies by mainstream Faendryl.&lt;br /&gt;
[435] This environmental corruption by demons and forces/entities of darkness is a very long standing premise. It is explicitly present, for example, in &amp;quot;[[History of the Faendryl]]&amp;quot;. The dangerousness of this kind of magic is framed in &amp;quot;[[Gods of Elanthia]]&amp;quot; with Marlu, and was a large part of the I.C.E. premise for the dangerousness of Fash&#039;lo&#039;nae followers. The &amp;quot;taboo&amp;quot; is keeping consistency with the Faendryl exile.&lt;br /&gt;
[436.1] This framing is necessary for recontextualizing stuff in &amp;quot;[[History of the Faendryl]]&amp;quot; that does not make sense in combination with the rest of the documentation on these issues. Its timeline in particular for the Undead War to Ashrim War is deeply inconsistent with the rest of the history documentation and needs to be treated as some form of revisionism or redaction.&lt;br /&gt;
[436.2] &amp;quot;[[History of the Faendryl]]&amp;quot; has Palestra existing to handle Faendryl demonic summoning 10ish Patriarchs before Despana. The Palestra academies were not founded until after the Ashrim War in the later &amp;quot;Path to Palestra&amp;quot; document. The Palestra reasonably had to have been quite different in purpose and function in the Second Age, so this document is doing that retcon to make sense of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by dark cults in the Southron Wastes.[437] The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets.[438] The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales.[439] These academies were not founded until after the Sea Elf War.[440] In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered.[441] It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution.[442] To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it was not controversial.[443] It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.[444]&lt;br /&gt;
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[437] This premise of wasteland demon worshippers doing this is an extrapolation and embellishment created in this document. The accidental release of demons is something that should exist naturally in the world setting logic. So emphasizing these directions helps establish how the Palestra could exist in the capital of the Elven Empire when the other Houses were not supposed to know the Faendryl were doing a bunch of demon summoning stuff.&lt;br /&gt;
[438] The commonality of minor demons is shown in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and demonic summoning is portrayed as presently common in &amp;quot;[[History of the Faendryl]]&amp;quot;. This framing is reconciling the factual grains of truth in &amp;quot;History of the Faendryl&amp;quot; with the reaction to the Battle of Maelshyve and Faendryl exile. In &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; all summoners under Patriarch XX Eidiol Jivanatha Faendryl had to schedule summoning and inter-valence travel attempts at the Basilica in advance for the first several hundred years. It then talks about this scheduling rule being ditched to allow more freedom, but that brings us back into the problem of widespread and free practices, so we have to treat that as revisionist history as well in terms of emphases, with the important thing being capital crime to not report summoning discoveries.&lt;br /&gt;
[439] There is a tension between earlier Faendryl documentation and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; on the Basilica versus the Clerisy when it comes to the Enchiridion Valentia. The Palestra academies are defined in &amp;quot;[[Path to Palestra]]&amp;quot;. This line is implying it&#039;s much more large scale and public than it was originally.&lt;br /&gt;
[440] This is established in the &amp;quot;[[Path to Palestra]]&amp;quot; document. It becomes unclear what &amp;quot;graduates&amp;quot; and instructors for Palestra could mean for the time of Ondreian Shamsiel Patriarch 17, or how &amp;quot;magicians could come and hire them directly from the Palestra for a small fee&amp;quot; when this is supposed to be secret forbidden magic. &amp;quot;[[History of the Faendryl]]&amp;quot; probably has to be interpreted as some revisionist propaganda over-reading present day practices into past precursors to exaggerate precedents.&lt;br /&gt;
[441] This explains the role of the Basilica, and how and why this was being done in the Second Age, in a much more restricted fashion. The Basilica makes it more of a state secret and regulation kind of thing. Palestra might be hired by the Basilican sorcerers in this context, but it would have been a much more internal thing than &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound. While the Basilica plainly exists back into the Second Age, the other Pentact divisions are much more dubious, and should probably be given some historical evolution rather than being dragged all the way back to the founding of House Faendryl.&lt;br /&gt;
[442] The severe punishments for violating summoning laws is part of the &amp;quot;[[History of the Faendryl]]&amp;quot; documentation and the &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; documentation.&lt;br /&gt;
[443] This is an embellishment but not wildly implausible, and gives a sensible Second Age seed for how the Faendryl started more innocuously on this path, and got worse with it later. &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound like they were openly all in on it from the beginning, which would maximize the view of the Faendryl exile as pure cynicism by other jealous Houses.&lt;br /&gt;
[444] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; establishes that the Vishmiir &#039;&#039;&amp;quot;had plagued the world prior during the Elven Empire&amp;quot;&#039;&#039;, which is wording and terminology that requires it to have happened during the Second Age. This document&#039;s framing would allow extraplanar threats like that to have been a lot less common back then due to the Eye of the Drake.&lt;br /&gt;
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But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks.[445] The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms.[446] For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void.[447]&lt;br /&gt;
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[445] This is leveraging off the prior definition of &amp;quot;piercing the veil&amp;quot; in terms of Faendryl sorcery, as well as the Illistim stated risks regarding the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;. This is also glancingly recognizing that other kinds of portals (e.g. elemental) are usually not stigmatized, even though they can have high destructive potential. The [[Solhaven Cataclysm]] in 5109 would be one example, [[The Amber Flame]] of House Illistim almost burning down the city is another. Similarly &amp;quot;[[History of Elementals]]&amp;quot; implies the dangers of elemental plane bleedthrough with veil weaknesses. Volume 2 addresses this double standard on portals and summoning elementals, and why demons and sorcerous veil piercing are regarded as worse.&lt;br /&gt;
[446] Demons still come through the unhealed tear in reality at Maelshyve, per &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Corruptive radiation from it is cited in &amp;quot;[[History of the Faendryl]]&amp;quot;. This is also playing off the Illistim complaint about the Ur-Daemon risk due to the Maelshyve implosion in &amp;quot;[[History of Elanthia]]&amp;quot;. Related to note 445, essences from the elemental and spiritual planes could rightly be conceived as magical corruption, but this is regarded as innocuous or possibly even good by biased magic practitioners, where those forms of mana are regarded as natural to this reality.&lt;br /&gt;
[447] This is based on the difference between what [Implosion (720)]] does in GemStone and what it does in the Rolemaster Sorcerer Air Destruction list, which would be the more conventional &amp;quot;classical sorcery&amp;quot; method. The &amp;quot;interplanar void&amp;quot; is something that is defined in DragonRealms. There is vague stuff in documentation about the currents of planar motions, such as &amp;quot;[[History of Elementals]]&amp;quot; and &amp;quot;[[Griffin Sword War]]&amp;quot;. DragonRealms talks about planar [https://elanthipedia.play.net/Category:Planes#The_Planar_Void intersections] changing magical properties, and we&#039;ve seen planar bleedthrough like that in storylines such as &amp;quot;[[Return to Sunder]]&amp;quot;, and &amp;quot;[[History of Elementals]]&amp;quot; defines elemental nexus sties in terms of plane intersections. Which in turn we see with the [[Elemental Confluence]].&lt;br /&gt;
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Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those fiends of darkness which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead.[448] Indeed. There are kinds of demons which can hardly be distinguished from undead.[449] Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts.[450] The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.[451]&lt;br /&gt;
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[448.1] There has been a push and pull for years on how &amp;quot;evil&amp;quot; demons are inherently. They are described as having an &amp;quot;intense hatred of life&amp;quot; in &amp;quot;[[History of Elementals]]&amp;quot;, which distinguishes elementals from demons, and that document pre-dates the [[The Enchiridion Valentia|Common language]] Enchiridion Valentia and spell [[Minor Summoning (725)]]. The minor demons in the Common language abridgement of the Enchiridion Valentia should be treated as a Faendryl propaganda move by Patriarch Korvath in 5103. Which makes sense in the context of that storyline. The combat demons Voraviel constructed ([[vathor]], [[oculoth]], [[necleriine]]) should be much more in line with what everyone means when they refer to &amp;quot;demons&amp;quot;, which he said in a [https://gswiki.play.net/Lesser_demon/saved_posts saved post]: &#039;&#039;&amp;quot;Something that&#039;d justify the nearly worldwide anathema towards demon summoning.&amp;quot;&#039;&#039; Incidentally, the demons in spells [[Cloak of Shadows (712)]] and [[Torment (718)]] do not set off town justice mechanics.&lt;br /&gt;
[448.2] Volume 2 of this document gets into the difference between &amp;quot;fiends&amp;quot; and merely extraplanar species. The basic cosmology it uses allows all &amp;quot;infernal&amp;quot; demons to be inherently evil, while some outer planes entities are merely alien but possibly destructively insane or dangerous, which is roughly consistent with the Shadow World cosmology and demons. (Volume 2 also stipulates that such outer entities most usually will need to manifest out of the darker and more chaotic &amp;quot;sorcerous elements&amp;quot;, their intrinsic alienation to this existence naturally tending toward cursed matter.) Mechanically, elementals and Ithzir and astrals like ki-lin and so on are &amp;quot;extraplanar&amp;quot;, but not mechanically &amp;quot;demons.&amp;quot; So the view some people pushed for with &amp;quot;extraplanar = demons&amp;quot; is long defunct in practice. But the Enchiridion lore makes it sound that way, so here we call that Faendryl propaganda. As pointed out in footnote 434, there may be a Faendryl bias toward studying and summoning &amp;quot;valence creatures&amp;quot; that are low in corruption, especially for minor summoning, while fiends and eldritch horrors are war magic or countermeasure studies (such as Aralyte the Palestra Blade studying how to vanquish the primordial Althedeus.)&lt;br /&gt;
[448.3] DragonRealms also splits [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 the demonic] apart from other extraplanars in this way. It talks about the greater extraplanar entities acting through &amp;quot;conduits&amp;quot; in this plane, which here we relate to &amp;quot;warlocks&amp;quot; and &amp;quot;witches&amp;quot; in the black arts. It talks about the lesser things that can be regarded as &amp;quot;creatures&amp;quot;, much as we see in the Enchiridion Valentia. But it talks about the violence to reality of such greater entities directly manifesting in this reality and that it shatters sanity to so much as look at them.&lt;br /&gt;
[449] This premise has pretty much always been present in GemStone, going all the way back to ambiguities in the Rolemaster bestiaries. [[Necleriine]]s are very concrete example of this ambiguity in the Elanthia setting. This ambiguity is also stated in that DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 post] about extraplanars. It talks about &amp;quot;concept&amp;quot; entities which here we would call occult entities of the &amp;quot;dream worlds&amp;quot;, which can manifest in grotesque and undead seeming forms. These include &amp;quot;shadow&amp;quot; entities formed of concepts of darkness. These things are easily confused with demons. This is possibly an important parallel to draw with Althedeus being formed by the fear/chaos/power of Ur-Daemon War. But there is also a Plane of Shadows, with unclear relationship to the Plane of Probability.&lt;br /&gt;
[450] This is the demonic relationship to creating undead, which is framed in the Order of Voln messaging, and the Ur-Daemon aspects of the Despana lore. There should have been demons present for all the previously stated reasons.&lt;br /&gt;
[451] This is a sensible extrapolation from established world setting premises. This document bolsters it with the made up Lindsandrych Illistim quote about the southern wastelands. We&#039;ve seen NPCs cursed because of demons, such as the paralysis of Praxopius.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But it was mostly the southern wastelands in that period that had what is usually considered &amp;quot;the undead.&amp;quot;[452] The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning.[453] Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces.[454] One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot;[455] The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck.[456] It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents.[457] In this way it was very unlike the necromancy and conjuration of the southern wastelands, and those traditions would mostly not merge until the Faendryl were exiled to Rhoska-Tor.[458]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[452] This should probably be true given the way everything is framed and argued in this document. It does not have to be totally true. There are so many ways for undead to come into existence that do not require necromancers. There should be ghosts, phantoms, restless spirits most everywhere.&lt;br /&gt;
[453] This should follow as a logical consequence of studying demons, and the Faendryl left behind [[lich qyn&#039;arj]] in Old Ta&#039;Faendryl. Volume 3 treats the &amp;quot;[[festering taint]]&amp;quot; kind of mutants in Old Ta&#039;Faendryl as the Faendryl studying Despana&#039;s disease magic, which is necromancy in our broader definition of that word. So this is part of the transitioning of Faendryl sorcery broadening into the more modern necromancy/demonology framework. This also fits into teratology and cryptozoology being described example of Arcane magical research in DragonRealms that is not necessarily necromancy, as defined over there, which is sorcery involving the combining of life mana with other mana (which our modern definition pays lip service to.) And those in turn fit into the occultist tradition for the Faendryl described below in the next section.&lt;br /&gt;
[454] This is the rationalist / materialist worldview framework that has been given earlier for the House Elves.&lt;br /&gt;
[455] This was the cosmology model Banthis [http://www.virilneus.com/demons.php originally] intended when work was being done on demonic summoning the late 1990s. This model was presented at Simucon. It is where the term &amp;quot;valence&amp;quot; came from with this stuff.&lt;br /&gt;
[456] This is nodding to the word &amp;quot;valences&amp;quot; now being out of context. Demons hungering for our magical energy is a premise that goes back to at least the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;, and has earlier antecedents in Unlife concepts from the I.C.E. Age. This concept of feeding upon this plane is also present in the DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conception] of demons, where they are by definition malevolent as a class of extraplanar beings, associated with &amp;quot;anti-life&amp;quot; and necromancy.&lt;br /&gt;
[457] This is how the Faendryl represent it modernly, such as in &amp;quot;[[History of Elanthia]]&amp;quot; and the Enchiridion Valentia documentation.&lt;br /&gt;
[458] This is an embellishment made for this document. It&#039;s establishing collisions and mergers of magic traditions over historical time. It would make sense for that spilling to happen because of geographical proximity, especially with that region being treated as &amp;quot;anathema&amp;quot; in the Second Age. These population migrations could be used to define sorcerous practices in other cultures/regions, but things have been set up already for the Faendryl paradigm to be dominating what the Sorcerer Guilds do with magic (i.e. the Sorcerer profession mechanically.) So there&#039;s only so much that can be diversified. This document is focused on necromancy and the black arts, not so much trying to define sorcery in all race cultures at all times, though it provides the backbone for doing that later.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(3) Occultism&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot;[459] Occultists would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot;[460] These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges.[461] In contrast to the &amp;quot;valences&amp;quot; model, there are higher and lower &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously.[462] What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes.[463] There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.[464]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[459] This is based on real-world occultism, and such things as the Theosophical Society. This section is creating backdoors for knowledge spreading between these culture traditions, and the rationalist third-way middle ground attempt between orthodox magic and superstition. It&#039;s giving Elanith precursors to Mentalism and explaining various disparate threads of lore.&lt;br /&gt;
[460] This is directly inspired by real-world occultism.&lt;br /&gt;
[461] As mentioned previously, this is giving a more self-consciously Neoplatonist dimension to the One creation myths.&lt;br /&gt;
[462] This helps motivate and root the basic cosmology model used in Volume 2, and helps explain the usage of terms &amp;quot;valence&amp;quot; and &amp;quot;planes of existence&amp;quot;, as coming from different cosmological models. This is inspired by the real-world esotericism usage of &amp;quot;planes of existence&amp;quot; with astral projection kind of stuff.&lt;br /&gt;
[463] This is directly based on real-world esotericism and astral projection. There&#039;s a reasonably strong case to be made that these concepts were part of the design of the Broken Land.&lt;br /&gt;
[464] These statements are derived from real-world occultism and esotericism. (Hermeticism, Gnosticism, etc.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states.[465] There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals.[466] This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection.[467] Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination.[468] Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions.[469]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[465] This is directly based on the worldview behind real-world alchemy. This setting up the framework for ascension belief systems.&lt;br /&gt;
[466] This is how the deities actually work as defined in DragonRealms.&lt;br /&gt;
[467] This is providing intellectual foundations for these kinds of doctrines, though there is some empirical fact involved, such as what might be worded instead as the &amp;quot;transcendence&amp;quot; of the disir, or Eorgina herself having said she gains power from her followers when Li&#039;aerion opened.&lt;br /&gt;
[468] This is partly based on Gnosticism, partly based on real-world use of entheogens for religious purposes, partly based on Lovecraft&#039;s Dream Cycle stories.&lt;br /&gt;
[469] This is based on real-world &amp;quot;mystery religions&amp;quot; as well as 19th and early 20th century esotericists/occultists looking to ancient mystery religions in this way. This is setting up motivation for House Elves to be importing some of this &amp;quot;folk&amp;quot; stuff back in more rationalist terms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is mostly thanks to occultists.[470] It was a heterogeneous movement that took different and inconsistent forms.[471] House Illistim tended to draw occultists focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight.[472] The universalism or cosmicism of the Faendryl tended to foster other kinds of occult societies.[473] Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae.[474] They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory.[475] But there were others of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.[476]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[470] This is setting up limited and distorted perspective of something that would otherwise have not been recorded at all.&lt;br /&gt;
[471] This eclecticism is thematic.&lt;br /&gt;
[472.1] There is a long-standing tension in the Lumnis lore, where she is a patroness of fortune tellers and soothsayers (dating back to the ICE Age when she was the patron of Astrologers which were basically what Moon Mages are in DragonRealms), and her Western followers emulate her by acting as oracles and seers in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. While she would also be the goddess of knowledge in the more sciences sense. &amp;quot;History of Lumnis&amp;quot; treats her like a general inspiration goddess of all forms of knowledge, and this wording here is partly based on Gift of Lumnis and RPA messaging. The Illistim patron gods are described in &amp;quot;Elven Dogma and Theology&amp;quot; and their societies along these lines are in the Illistim Society document. In any event, occultism is more of a third way thing, and not what would be seen as Illistim orthodoxy.&lt;br /&gt;
[472.2] With occultism and astrology, this is also tacitly interfacing with the Moon Mage and [https://elanthipedia.play.net/Plane_of_Probability stellar alignment] stuff with the concept realm (&amp;quot;Plane of Probability&amp;quot;) in DragonRealms. Which in turn via our occultism premise is a tacit interface for GemStone&#039;s mentalism with Moon Mage stuff. This is also tacitly rehabilitating via House Illistim the Valris (Lumnis) association with Astrologers, which are Rolemaster&#039;s version of Moon Mages.&lt;br /&gt;
[473] This is leveraging off the worldview bias set up for the Faendryl earlier in this document for the given reasons that motivated it.&lt;br /&gt;
[474] This is generally thematic for the Faendryl overall. But &amp;quot;History of the Faendryl&amp;quot; explicitly talks about how Fash&#039;lo&#039;nae is the closest thing the Faendryl have to a patron Arkati.&lt;br /&gt;
[475] These are categories of real-world occultist research. This is interfacing with Faendryl cryptozoology in other sections, regarding the traditions behind the Enchiridion Valentia.&lt;br /&gt;
[476] This is a Lovecraftian kind of notion, where Lovecraft himself was inspired by the Theosophists, but twisted into his cosmic horror version of it. This whole paragraph is embellishments to make sense of things that probably should have happened in context. The use of the word &amp;quot;jolt&amp;quot; is leaning on the [[Mind Jolt (706)]] messaging. This is also setting up some precedent of Faendryl prejudices on acceptable and unacceptable ways of approaching the demonic and extraplanar studies. This Marluvian occultism is a thread that gets picked up later in the sections about Bandur and Uthex and the Broken Land.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all.[477] That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana.[478] Natural philosophies were ignorant or self-limiting.[479] This may even be why we now define spheres of magic by effect.[480]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[477] This was directly based on the introduction of a real-world book on occultism from about a century ago.&lt;br /&gt;
[478] This is playing into the behavior of the dream world planes with their interaction with minds. This is not actually agreeing that such magic does not involve mana manipulation. But it is playing into how the esoteric mode of it allows understanding of what you&#039;re really doing to be limited, and that such people could believe they&#039;re doing something different from &amp;quot;magic&amp;quot;, which for the orthodoxy framed at that time would be elemental/spiritual thaumaturgy/theurgy.&lt;br /&gt;
[479] This is an anti-orthodox magic position from the rationalist worldview direction. It&#039;s about handling the sympathetic and esoteric magic traditions prior to the view of three spheres of magic rather than two spheres of magic.&lt;br /&gt;
[480] This embellishment is about rationalizing the earlier arguments about Arcane power, with terms like evoking and channeling, and the separatist worldview becoming dominant, and the wording for them like &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; is more effect/phenomenon oriented. But with philosophies likely having been invented trying to interpret them as substantitively correct, such as trying to believe matter is really constituted of handful of pure elements (of fire, air, earth, water.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts.[481] There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories.[482] &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity.[483] Grimoires are notorious for unreliability.[484] They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot;[485] These are, of course, crude over-generalizations of widely diverse indigenous beliefs.[486] &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and human druidism is ancestral to northern reivers.[487]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[481] This is true of real-world grimoires. It&#039;s also building in some unreliable narration in the sources of knowledge.&lt;br /&gt;
[482] This is inspired by real-world grimoires with their posulated hierarchies of demons and angels and so forth. Volume 2 has some made up excerpts from made up Elanthian occult grimoires in this sense, and Volume 3 gives a bunch of names for made up ones.&lt;br /&gt;
[483] It&#039;s important to emphasize things as convention schemes, and the historicism behind words meaning different things or different baggage/connotations/context in different eras. This is an important premise for what Volume 3 tries to do with the unliving.&lt;br /&gt;
[484] This is true of real-world grimoires.&lt;br /&gt;
[485] This is partly based on the hegemony of Elves in the Second Age, and partly because the word &amp;quot;shaman&amp;quot; really has been used for the non-elven races in GemStone, but there have been elven druids. This gives some more breathing space overall.&lt;br /&gt;
[486] This is a nod to controversy over the use of words like &amp;quot;shaman&amp;quot; in real-world anthropology.&lt;br /&gt;
[487] Trance states are a general &amp;quot;shamanism&amp;quot; motif. The last part about the reivers is glancingly trying to address the awkwardness of the multiple retcons of the reivers that have happened over the years. There&#039;s druidic stuff around Luinne Bheinn dating back to 1997, but the reivers have since been retconned to having much more recently migrated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded.[488] The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions.[489] Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot;[490] But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions.[491] They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends.[492] Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone.[493] It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it.[494] Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.[495]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[488] The &amp;quot;knowledge that was discarded&amp;quot; is one aspect of esotericism, and it&#039;s a folklore/mythology and literature thing in general to try to read vestiges of older stuff surviving in later stuff outside its older original context.&lt;br /&gt;
[489] This is a slight embellishment, but should be true.&lt;br /&gt;
[490] Auchand has tended to make his Arkati legend documents dubiously sourced or referred to as apocryphal. &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot; for example is &#039;&#039;&amp;quot;commonly held to be apocryphal&amp;quot;&#039;&#039;, and &amp;quot;[[Origins of Tonis]]&amp;quot; is &#039;&#039;&amp;quot;a translation of an elven text discovered in a cache near the Western Dragonspine.&amp;quot;&#039;&#039; And &amp;quot;[[Origins of Amasalen]]&amp;quot; is only around 150 years old and found in Icemule.&lt;br /&gt;
[491] This is extrapolating off the vague and unreliable nature of communes, and the explicit statement of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; that trying to directly ask Fash&#039;lo&#039;nae about this stuff would not be a useful approach. Likewise Voln refuses to answer theological questions in &amp;quot;[[History of the Order of Voln]].&amp;quot; &lt;br /&gt;
[492] The first part of this refers to such things as the krolvin version of religion in &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; and the Tehir view of Luukos in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; and the different symbols of Imaera in &amp;quot;[[Gods of Elanthia]]&amp;quot; and so on. The second part is an iconoclastic statement, which the IC author might apply to any number of things, such as [[Li&#039;aerion]].&lt;br /&gt;
[493] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; actually states in the analysis section that Fash&#039;lo&#039;nae admitted to making the Grandfather&#039;s Stone, which is supposed to be where he came from in the legend.&lt;br /&gt;
[494] There are lots of contradictions and inconsistencies between the religious legend documents. Xorus ripped through a lot of them in a Mist Harbor library [[Age of Darkness (lecture)|lecture]] once.&lt;br /&gt;
[495] This is treasure hunter and occultist kind of stuff in general, like with lost lands the Theosophists had various notions of Atlantis and Lemuria and so forth. The last part is an oblique reference to situations like [[L&#039;Naere]], whose rumored existence was buried by the Loremasters and House elites.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a backwards flux of methods into the Elven Empire.[496] It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning.[497] The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; had its roots in occult grimoires.[498] It was also this tradition that somewhat softened Elven materialism, making the Faendryl more open to the study of necromancy.[499]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[496] This is setting up part of the motivation for this section. It backdoors some of this other stuff back into urbanized civilization.&lt;br /&gt;
[497] This is an embellishment. But it&#039;s taking the folksy use of summoning circles, and maybe cunning folk apotropaic magic and the [[thanot]] lore with pentagrams being &#039;&#039;&amp;quot;the ancient magical symbol of protection.&amp;quot;&#039;&#039; Pentagrams have been used in demonic summoning contexts in game, such as on top of Bonespear Tower or the cavern of Castle Anwyn. So this embellishment helps mutate the practice into Faendryl summoning methods, where they become stripped of original culture context and made mechanistic.&lt;br /&gt;
[498] Enchiridion literally means &amp;quot;little handbook&amp;quot; in the real-world. This is an embellishment relating the occult grimoire stuff just described and making that a tradition/practice precedent where the subject of them instead became these extraplanar things. In terms of filiation of ideas. This is setting the Enchiridion Valentia in the context of two distinct intellectual traditions mixing in Second Age Faendryl (occultist / cryptozoologist) sorcerers.&lt;br /&gt;
[499] There is an initial rationalist/materialist prejudice set up, so this occultism third-way stuff with its backdoors gives an avenue for softening that up, which then gets motivated and pushed further along later by changing historical conditions. The ideal forms concept tacitly present in the &amp;quot;classical sorcery&amp;quot; definition gives a natural occultist interface into orthodoxy. This is also mildly trying to explain &amp;quot;[[History of the Faendryl]]&amp;quot; referring to Thyrsos Kanigel Faendryl as a &amp;quot;necromancer&amp;quot; in what sounds like was around the time of Patriarch 20, Eidiol Jivanatha Faendryl, who made the law requiring all summoners to report discoveries of new creatures into the Enchiridion Valentia. This would apparently have been in the -30,000s Modern Era. (&amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; implies Thyrsos got 48 people killed, and says initially Eidiol required summoning and valence travel to be scheduled in advance at the Basilica.) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III. The Undead War (-20,000 to -15,000 Modern Era)[500]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;[501]&lt;br /&gt;
&lt;br /&gt;
- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[500] This is using the convention of having a 5,000 year period for when Despana was known to exist. But the actual &amp;quot;Undead War&amp;quot; was much shorter, near the end of this time period. Technically, the Second Age could be brought all the way up to the Battle of ShadowGuard. The &amp;quot;orc wars&amp;quot; is not really defined explicitly, but probably refers to Dharthiir&#039;s orc/troll/etc. alliance, which began a few hundred years earlier. So this would support what this document does, distinguishing a kind of pre-Undead War conflict with Dharthiir in outlying land as like a preparation staging drill for the full scale war, and then the Undead War proper starts with what this document calls &amp;quot;the Surge&amp;quot; with the hordes of undead. This is reconciling the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; going further back into the -15,400s.&lt;br /&gt;
[501] This quote is from &amp;quot;[[History of Elanthia]]&amp;quot;. The last lines of it are an expansion on the original quote, which exists in a museum piece that was in the Wehnimer&#039;s Landing Museum, and is now in the Stormbrow Gallery on Teras Isle. &amp;quot;red elves&amp;quot; refers to the scarlet color Faendryl would wear. This quote uses specific names for different kinds of undead, which subtly creates the implication that these were known concept distinctions. Banshees were the highest level undead in GemStone at the time &amp;quot;History of Elanthia&amp;quot; was written.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals.[502] There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash.[503] This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead.[504] There are many kinds of undead, and many were known to exist in antiquity.[505] Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses.[506]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[502] This is an unfortunate misreading of &amp;quot;[[History of Elanthia]]&amp;quot; that was used in the &amp;quot;[[History of Luukos]]&amp;quot; legend. The Undead is a proper noun referring to Despana&#039;s horde, the document is not saying Despana created the first undead to ever exist. There are many reasons that would not make sense, and &amp;quot;History of Luukos&amp;quot; had to hedge by having Luukos doing it much earlier but not giving it to his followers. This document allows Luukos to have changed behavior after the Undead War, but does not endorse the lack of undead before Despana, which has established contradictions and does not make sense for a lot of reasons.&lt;br /&gt;
[503] This is referring to a legend in &amp;quot;[[History of Luukos]]&amp;quot; about Koar issuing a ruling after the Undead War.&lt;br /&gt;
[504] This obvious problem originates in &amp;quot;[[History of Elanthia]]&amp;quot;, and the Ur-Daemon having books makes little sense when they have since been depicted as behemoths.&lt;br /&gt;
[505] Volume 3 talks a lot about various kinds of undead, and which kinds exist &amp;quot;naturally&amp;quot;, and which would be very ancient beyond the Undead War period. It is also canon in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; that the Dhe&#039;nar learned to control the undead in the -40,000s when they were in Rhoska-Tor.&lt;br /&gt;
[506] This is playing off the Rhak Toram quote, though it is not 100% convincing. Because these terms could have all been coined during the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning.[507] Despana was the first necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields.[508] She innovated methods of hierarchical control, or leverage, as well as for rapidly increasing the size of her forces.[509] What had once been the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.[510]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[507] These are the embellishments introduced forcefully by this document. Incidentally, the term &amp;quot;demon-spawn&amp;quot; is used in &amp;quot;[[Ilynov Journal]]&amp;quot; at an earlier date than the Battle of Maelshyve, and the soldiers journal from Battle of Shadowguard also refers Despana&#039;s horde as &amp;quot;demons&amp;quot; and &amp;quot;fiends.&amp;quot; It also uses the word &amp;quot;ghost&amp;quot; as a notion of previous familiarity. It also uses the word &amp;quot;Lich&amp;quot; for Dharthiir. But it also expresses unfamiliarity with undead. The names Despana and Dharthiir seem to be gradually learned from the soldier&#039;s perspective, but this has to be regarded as the author&#039;s own unfamiliarity. The journal dubiously describes Despana herself being there, without mentioning how this identification is certain, or describing her at all.&lt;br /&gt;
[508] This embellishment need not necessarily be true, but could be a demarcation for explaining why Despana was a Big Deal comparatively, when necromancers of undead had already existed. This turning of the dead and raising corpses on the battlefield is illustrated in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document on 22nd Day of Koaratos. &lt;br /&gt;
[509] It was established explicitly in a Plat storyline called [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] that necromancers can only control something less than twenty undead without the use of artifacts or special artifices (e.g. alchemy, rituals). The Horned Cabal for example relies on using the Sphere of Sorrow to make big hordes, and the Plat storyline actually asserted the [[Fallen from Faith#A Call for Allies|first necromancer]] to make an undead did so with the Sphere of Sorrow, contradicting a commonly held interpretation that it was Despana and the Book of Tormtor. This hierarchy premise is central to the argument made in this section of the document. It motivates and explains why the Faendryl used demons, and why felt using demons (not, say, elementals) was the only option.&lt;br /&gt;
[510] This is referencing the Red Rot as well as the unhealing wounds in the Giantkin history for this period. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] also talks about a festering wound that could make the author turn into one of the undead. This document generalizes this somewhat, having Despana using magical disease curses. This is partly reviving the Rolemaster bestiary information on some of these undead, which were able to infect and turn others into undead. A mechanical example of a disease curse undead would be the [[shambling lurk]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.A Rhoska-Tor [511]&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes.[512] A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers.[513] It is sometimes spoken of as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War.[514] Its history is much older than Despana.[515] &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot;[516] This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles.[517] There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.[518]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[511] There is a lot of scattered Rhoska-Tor lore, and this tries to synthesize it into something coherent that makes sense of everything.&lt;br /&gt;
[512] It was referred to as &amp;quot;blackened&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;. In the original context of &amp;quot;History of Elanthia&amp;quot;, before the continent map was known, it was not obvious where Rhoska-Tor was in relation to the Southron Wastes. It can be regarded as a special region of the Southron Wastes, but often gets tretaed as its own region. Part of the problem is it hasn&#039;t been clear how wide an amount of territory qualifies as &amp;quot;Rhoska-Tor&amp;quot;, if it&#039;s the immediate vicinity of Maelshyve or if that&#039;s one spot in a Rhoska-Tor region. This document relents by letting Rhoska-Tor be a broader region, and defines the specific part of it where Maelshyve was built.&lt;br /&gt;
[513] This follows from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document description of it.&lt;br /&gt;
[514.1] This is historicizing the term, since this document gives it an earlier history than Despana, and explains why it was considered an old place of the Ur-Daemon when Despana was searching. This gives some flexibility for usages where Rhoska-Tor seems to be more narrowly referring to the vicinity of Maelshyve. &lt;br /&gt;
[514.2] The &#039;&#039;&amp;quot;blasted lands around Maelshyve&amp;quot;&#039;&#039; comes from the [[urglaes]] lore. It is described as &amp;quot;plains&amp;quot; by the Rhak Toram quote. &amp;quot;Badlands&amp;quot; is used to reflect the geological formation conditions described later in this section, and allows some hill formation stuff as a hook for fey banshee mythology and the ora lore with the very large ora mine in Rhoska-Tor, along with reconciling the hilly terrain description given for it in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[514.3] The language of &#039;&#039;&amp;quot;a barren and blasted land where life was never easy and nothing grew&amp;quot;&#039;&#039; also describes Rhoska-Tor on the Play.net [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp website page] for Old Ta&#039;Faendryl.&lt;br /&gt;
[515] At a minimum this is true because &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; is canonized, but this document fleshes out other reasons.&lt;br /&gt;
[516] This comes from the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document and taken as factual for at least the modern Dhe&#039;nar-si language. But here we&#039;re attributing it as ancient. &amp;quot;[[History of Elanthia]]&amp;quot; says &#039;&#039;&amp;quot;what is &#039;&#039;&#039;now called&#039;&#039;&#039; Rhoska-Tor&amp;quot;&#039;&#039;, so this term has to actually be more recent than when Despana searched for it, which is part of why we refer to it as a region of the Southron Wastes. And we say &amp;quot;descends from ancient Elven&amp;quot; rather than asserting it was always called that. This document uses generics like &amp;quot;southern wastelands&amp;quot; to not have it being called Rhoska-Tor in the Second Age.&lt;br /&gt;
[517] This is inspired by the &amp;quot;[[Origins of Tonis]]&amp;quot; document and the nature of Ur-Daemon body parts. The dark essence from them being left behind is taken from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[518] This is doubling down on this causative relationship which is being asserted in this document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is geologically bizarre and was drastically transformed in the Age of Darkness.[519] It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults.[520] It is named for the terrible outcroppings known as the Tor.[521] There are, in turn, pseudokarsts formed from this igneous rock, eaten away by caustic black blobs.[522] It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth.[523] These ancient lava fields themselves are artificial.[524]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[519] Taking all the details together makes for weird implications, such as the need for stable cavern systems, but also geological instabilities and some regional volcanism. This description is intended to be highly consistent with the existing room painting for the [[Southron Wastes]], which is the portion adjacent to the Rhoska-Tor region of the wastelands.&lt;br /&gt;
[520] The igneous protrusions are largely meant for the [[urglaes]] lore and the literal geological interpretation of &amp;quot;Tor&amp;quot;, though there are existing [[The Settlement of Eh&#039;lah|premises]] for volcanism in the subcontinent such as Sharath. The vertical faults and badlands are partly meant to explain the steep sloping (valley and hills) that is represented for near Maelshyve in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The limestone plateau is meant to explain the &amp;quot;plains&amp;quot; and presence of extensive underground caverns as karsts, as well as the presence of alabaster and marble and so forth. The mixing of plateaus with mountainous upheavals also already exists in the game, described as &amp;quot;cordillera&amp;quot; in the Southron Wastes room painting around the Ash Barrens section. &lt;br /&gt;
[521] This is a totally made up fact that was mentioned earlier. This document is setting these things up to be related to the Ur-Daemon having slumbered in lava underground, which is literally shown in game with the Beast imprisoned in Teras Isle.&lt;br /&gt;
[522] These &amp;quot;acidic lumps of jelly&amp;quot; and possibly the &amp;quot;plasmatic inky black horrors&amp;quot; were [[Wavedancer]] event creatures in the [[Southron Wastes]] and presumably magru based. So this is making a consistency with the [[magru]] in the Broken Land and our premise of Marluvians in the Southron Wastes. The Broken Land magru were made to imply they created the Dark Grotto tunnels by dissolving away the rock with sulfuric acid.&lt;br /&gt;
[523] This is primarily based on the Beast of Teras Isle, and to some extent on the &amp;quot;[[Origins of Tonis]]&amp;quot; legend.&lt;br /&gt;
[524] This statement is explained in the next paragraph. It rationalizes why this should be happening in the same place as a limestone plateau.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Theorists have long speculated that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith.[525] They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes.[526] They corrupted the resulting earthnodes with their darkness.[527] This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism.[528] There were then eruptions toward the surface, and below the surrounding ocean.[529] The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash.[530] The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment.[531] Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns.[532] Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.[533]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[525] Regional volcanos known to exist include the great mountain at Sharath and [[Mount Ysspethos]] near Tamzyrr. This sentence is tacitly assuming some IC belief in plate tectonic action, though within setting it might be thought of as an artificial collision of the lands due to the scale of the powers unleashed in the Ur-Daemon War. (The I.C.E. Shadow World analog of the First Era war cataclysm had continents sinking.) The premise is based on the Beast of Teras Isle in its volcano. The &amp;quot;theorists have long speculated&amp;quot; line and what follows from it is an embellishment.&lt;br /&gt;
[526] This is meant to explain the unnatural earthnodes of Rhoska-Tor and why they are magically corruptive. It follows naturally from the Ur-Daemon feeding on them. It also reconciles the dark essence or demonic energies explanations for Dark Elves with the unusual mana nodes explanations for Dark Elves. This is leaning on the I.C.E. Shadow World explanation of nodes as convergences of flows of essence.&lt;br /&gt;
[527] The &amp;quot;dark essence&amp;quot; in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; account.&lt;br /&gt;
[528] This is partly based on the definition for [[Energy Maelstrom (710)]], whose spell [https://www.play.net/gs4/info/spells/spelllist.asp?circle=6#710 description] was based on: &#039;&#039;&amp;quot;summon[ing] dark energy to swirl around him or her, creating a fierce storm.&amp;quot;&#039;&#039; Its original wording back to at least February 1994 was more explicitly invoking the &amp;quot;essence storm&amp;quot; concept, which was the I.C.E. version of what are now called &amp;quot;mana storms&amp;quot;: &#039;&#039;&amp;quot;The caster summons dark energy to swirl around him or her, creating an essence storm which will blast through everyone and everything in the room. A most potent spell which can be very dangerous to bystanders.&amp;quot;&#039;&#039; That these storms could trigger volcanic behavior was part of the I.C.E. lore for them, and there was some indication of similar behavior (more moderate) as well as quaking when the Elemental Confluence was approaching Elanthia.&lt;br /&gt;
[529] This explains some ancient lava fields for the [[urglaes]] lore and Rhoska-Tor being &amp;quot;blackened&amp;quot;. It also explains why the previous paragraph referred to the lava as artificial, and the Ur-Daemon wanting it to the surface so they could submerge in it.&lt;br /&gt;
[530] This boiling seas and skies blackening with ash premise is meant to be a de-mythologized explanation for the Orslathain sunstone lore in the &amp;quot;[[Elanthian Gems]]&amp;quot; document, which suggests the sea was boiling and tons of soot was getting thrown into the atmosphere during the Ur-Daemon War. This is tacitly assuming the sea levels were higher in that period (it is established that this is fluctuating over millennia such as in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;, and past [[Opalina&#039;s Diary#Exploration of Moonsedge|warmer climates]] without northern ice such as described by [[Barlan Kane]]), so the ocean would be further inland closer to what are now the wastes, whereas the present day climate has glaciers and ice sheets. This description of the heavy sudden floods and inland swells of dead marine matter is meant to rapid form limestone and set up unstable badlands conditions on top of it or further inland. This is consistent with the Southron Wastes room painting, which depicts very unstable geological formations of shale and limestone which are violent upheavals, as well as slot canyons which are implicitly flash flood hazards. Sinkholes would implicitly be another hazard under these conditions. &lt;br /&gt;
[531] This frames limestone formation, which can happen quickly under ideal conditions. The &amp;quot;[[Elanthian Gems]]&amp;quot; documentation establishes there is a lot of alabaster in southwestern Elanith, and that there was a huge amount of alabaster in Rhoska-Tor, which is made from sulfurous volcanic geothermal water and limestone (though possibly as an evaporite), assuming it is gypsum alabaster (while calcite alabaster is made from stalagmitic limestone, but harder and less of a match for the &amp;quot;Elanthian Gems&amp;quot; description). Though this alabaster has been almost all turned into despanal by sorcerous energies. We are using a model where the limestone plateau is closer to the ocean, and badlands are further inland. The huge amounts of shale of the Southron Wastes could then come from long-run drainage of the Rhoska-Tor badlands. This rapid accumulation of marine skeletal matter is also partly meant to help motivate why later historians believe the Ur-Daemon drained the mana &#039;&#039;&amp;quot;bound around all life.&amp;quot;&#039;&#039; There&#039;s a lot of skeletal matter in the Southron Wastes room painting, but that&#039;s probably more about the absence of water in the environment.&lt;br /&gt;
[532] This explains the extensive underground caverns. The black blobs previously mentioned and the lava could have pseudokarsts in the igneous rock as well. That would be further west in the badlands region, closer to the Southron Wastes region visited from the Wavedancer.&lt;br /&gt;
[533] This is meant to explain why it looks like a valley in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document but plains in &amp;quot;[[History of Elanthia]]&amp;quot;. Strictly speaking, &amp;quot;plains&amp;quot; and &amp;quot;valley&amp;quot; are not a contradiction as the plain can be enclosed on two sides and be a valley, but here we are describing something like a &amp;quot;rift valley&amp;quot; with (limestone) plains toward the east and then badlands of unconsolidated sediment (with sandstone) further west, and with the climate of Rhoska-Tor this would need to be a dry valley with underground drainage in the karst system of a limestone plateau. This would probably be volcanic tuff (e.g. the Easter island heads) and tuffaceous / basaltic sandstone from hydromagmatic explosions, which would help explain Rhoska-Tor being described as &amp;quot;blackened.&amp;quot; This would be consistent with deposition distribution patterns of sandstone and limestone that would come from rising water levels from the east. (The part of the [[Southron Wastes]] southwest of Rhoska-Tor was painted for Wavedancer, and has a lot of limestone and sandstone in parts. But the Southron Wastes has whole mountain formations of shale, as well as &amp;quot;ashen barrens&amp;quot;. That is potentially consistent with our description of Rhoska-Tor geology, assuming the water from Rhoska-Tor had slow / stagnant drainage into the west. There is a constraint of &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot; both implying a battle turned it into a lifeless waste, and &amp;quot;History of Elanthia&amp;quot; has petrified trees there with preserved carvings from that time period.) Though this is secondary and we are emphasizing sulfuric acid cavern formation from geothermal conditions, partly to explain the alabaster (gypsum) presence, and the Patriarchal palace from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; is marble which is metamorphic limestone. This is saying &amp;quot;reminiscent of a valley&amp;quot; mainly to emphasize the artificial and tectonic ways it came to exist, as an embellished premise of this document, and to keep the Tor concept as hilly badlands rather than a single confined valley. In fact, &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also describes the area as hilly, so we need a hill concept: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039; The description of the trees and wildlife perhaps needs to be treated as a Sylvan history cultural distortion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are untold horrors in the darkest depths of Rhoska-Tor.[534] The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns.[535] Though the region is unstable, sometimes suffering cavern collapses from earthquakes.[536] Further below ground are unknown ruins and dangerous races.[537] The violence to the flows of essence in this region have caused rifting in the veil, forming often unstable or temporary gateways to other worlds.[538] There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.[539]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[534] This is made up as a potentiality hook. It would be a waste to not have the deep underground be this way. But it is not totally made up, because there are at least some unfamiliar monsters, generalizing off the loresong of [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]] from Hunt for History.&lt;br /&gt;
[535] It is an embellishment to imply that there&#039;s a lot more further down, possibly areas sealed off by cave-ins. The premise of deeper caverns and those being worse was framed to some extent by &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[536] This was the premise of the Maelshyve archaeological dig event that happened in game, where there was also mana storming that happened. These cave-ins have to be infrequent for the Maelshyve caverns to make sense in the first place. The quaking does not have to be tectonic, necessarily, it could be instabilities from the rapid way we have the geology of the area forming. There could very plausibly be sinkhole hazards in Rhoska-Tor as well.&lt;br /&gt;
[537] This is partly made up. But reasonable and likely what should exist. Especially with this document&#039;s premise that the Faendryl pushed pre-existing forces in the area below ground with the expansion of Faendryl control of the land. The existence of unfamiliar underground monsters below Rhoska-Tor fought by the Faendryl is already canon in the Hunt for History loresong for the item [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]].&lt;br /&gt;
[538] There was mana storming during the Maelshyve archaeological dig event, and rifts can form naturally from this kind of phenomenon. There was an underground rift like this in the Southron Wastes room painting during the Wavedancer event. (That is not meant to imply that particular rift was one of these &amp;quot;hellgates&amp;quot;, and might even only have been originally intended as a poetic description of a wall fissure. However, it very strongly resembles the messaging that was later used for the ebon-swirled primal eyeballs, which spontaneously arrive in the Southron Wastes through crimson rips in reality with bursts of heat.)&lt;br /&gt;
[539] It is an embellishment to imply this is a routine phenomenon in the region. But it is canon from the Eyes of the Dawn storyline that the ebon-swirled primal demons reside natively in the Southron Wastes. While also existing in other valences. The term &amp;quot;hellgates&amp;quot; is made up, but fitting for the concept. This is also providing a hook for Marlu in &amp;quot;[[Gods of Elanthia]]&amp;quot; possibly drawing power by loosening &amp;quot;the portals&amp;quot; between dimensions, which implies there must be portals to demonic realms sitting around somewhere that can be loosened. These could be under Lornon, for example, but it would make sense for them to be in the &amp;quot;old places of the Ur-Daemon&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cavern:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Dark Cavern, Nexus]&lt;br /&gt;
Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth &#039;&#039;&#039;from a scarlet-laced russet rip in space.&#039;&#039;&#039;  Waves of essence buffet the area every so often, &#039;&#039;&#039;gusting with the roaring heat&#039;&#039;&#039; of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal Demon Eyeball Rifts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A ripple of heated air begins to waver in midair, &#039;&#039;&#039;emitting waves of heat&#039;&#039;&#039; throughout the area.  Soon, a &#039;&#039;&#039;jagged crimson line begins to form&#039;&#039;&#039; in the center of the disturbance, extending both vertically and horizontally, the line begins to &#039;&#039;&#039;rip a tear in reality.&#039;&#039;&#039;  Within moments, an ichor-soaked floating primal eyeball emerges from the newly formed opening and when it is clear, the tear shuts rapidly behind it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many demented edifices and terrifying monuments in Rhoska-Tor, owing to its long history of dark theocracies and cults.[540] There are dangerous traps that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped.[541] The landscape is as exotic as it is filled with deadly mysteries.[542]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[540] This would follow reasonably if the premise was allowed for this to be the region where the bad stuff was concentrated all the way back to the Age of Darkness, and for being one of old places of the Ur-Daemon. The climate is presumed to be relatively good at preserving things long-term. Strictly speaking this is an embellishment, but Varevice is [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp logged] as having intended eldritch ruins in the region, when she was building New Ta&#039;Faendryl (never released.) Mhorigan had previously [http://www.beaconhall.net/tsoran/forums/history-forum.html stated] that much of (New) Ta&#039;Faendryl was intended to be an underground city, which would help fix the underground period&#039;s definition problem.&lt;br /&gt;
[541] This is made up. But concrete actually used examples of &amp;quot;snares&amp;quot; are given in Volume 3, and this would be an obvious place to have some.&lt;br /&gt;
[542] This is a guiding hook. Because Rhoska-Tor is very thinly defined in existing documentation. It should not be just another desert, there should be something very obviously &amp;quot;wrong&amp;quot; with it just by looking at it. Like the land itself is tortured and unnatural.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to Rhoska-Tor, especially close proximity to the Tor themselves, induces transformations in the living.[543] Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan.[544] Gnomes become feral and were banned by Patriarchal decree.[545] Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows.[546] Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves.[547] Their features become sharper, their bodies physically weaker, with greater capacities for magic.[548] Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language.[549] The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is constructed directly from intonations, through layers of overlapping sounds involving no shared vocabulary of words.[550] In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become quite pale or other complexions.[551]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[543] This is trying to generalize and expand the corrupting influences beyond Maelshyve or even the Battle of Maelshyve, so that the whole region has a lot of bad juju, and some of these spots are that much hotter with badness. The Southron Wastes in general could have a lot of bad juju, but this is trying to be careful to limit the scope to talking about this one area of the southern wastelands, so as to not exhaust the whole thing in a single sweeping definition. Overall these places are better treated with slices of insight like the Wizardwaste in order to not hollow out their menace.&lt;br /&gt;
[544] This is from the &amp;quot;[[Giantkin History]]&amp;quot; documentation.&lt;br /&gt;
[545] The second part of this is canon from the [[Lines of Blood: A History of the Gnomes|Gnome history]] document, though the reason for it is not given, and it is not entirely clear if they are totally banned from the city or only banned from residence. The first part is playing off the feral gnome sickness in the gnome history, and this premise was used for a Dark Elven [[The Dark Mirror (story)|horror story]] from Xorus. The general idea would be gnomes getting too close to those underground ruins of Maelshyve and getting twisted by the dark magical forces. (This is similar in premise to the [[bloody halfling cannibal]]s from the halfling settlement near the Hinterwilds.) But the Faendryl also would not want them snooping around, with all the control they do on the spread of sorcerous knowledge.&lt;br /&gt;
[546] The Collectors are from the Felstorm storyline approaching River&#039;s Rest in 5112. The Disciples of the Shadows have their corruption defined in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, and other shadows corrupted NPCs have been encountered, such as Therendil (nominally Marluvian) having tentacles from his head and Quinshon having shadow tentacles for a mouth.&lt;br /&gt;
[547] This is a term some players used over 20 years ago, referring to how some Dark Elves had acquired darker skin complexion near Maelshyve.&lt;br /&gt;
[548] This is foundational from &amp;quot;[[History of Elanthia]]&amp;quot; and was also in &amp;quot;[[History of the Faendryl]]&amp;quot;, and similar changes happened to the Dhe&#039;nar earlier.&lt;br /&gt;
[549] The &amp;quot;[[Dark Elven languages]]&amp;quot; document describes why there is a universal Dark Elven language.&lt;br /&gt;
[550] This embellishment is reconciling the &amp;quot;[[Dark Elven languages]]&amp;quot; document with statements during an OOC meeting by GM Khshathra, the Dark Elf guru around 2012, trying to treat Dark Elven as a mode of signaling or communication rather than language itself. (i.e. Dark Elven mode of communicating in the Common language and non-Dark Elves not being able to catch all of it). That seemed inadequate and not entirely consistent with the &amp;quot;Dark Elven languages&amp;quot; document, so this premise reconciles both notions and explains its universality and why it cannot be understood by other races and why it does not depend on shared vocabulary and why it has no etymology in common with other languages. Elsewhere in this document refers to &amp;quot;orthographic conventions&amp;quot; of Dark Elven, because there would not be a single version of writing for the language at all times among all fractious and dispersed groups.&lt;br /&gt;
[551] It was already established in &amp;quot;[[History of Elanthia]]&amp;quot; that only the ones closest to the ruins of Maelshyve had skin darkening, and the Dark Elven skin color range mechanically goes all the way to pale. So this is doubling down on the term &amp;quot;Dark Elves&amp;quot; not really, for the most part, referring to skin color. But still having complexion altering effects.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor.[552] Blame is widely attributed to the many unusual mana focii,[553] the dark magic of Despana or the undead,[554] the corruption of the demons summoned by the Faendryl,[555] sorcerous backlashes and explosions,[556] the implosion and unhealed tear in reality at Maelshyve,[557] mana storms,[558] the unholy power of the Ur-Daemon,[559] the valencial tears and instability deep underground,[560] and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.[561]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[552] This is trying to reconcile the many disparate explanations that have been given for the magical effects in the region (e.g. the changes on Dark Elves) across scattered documents. The only solution is to include all of them simultaneously, but point out which ones pre-date Despana.&lt;br /&gt;
[553] This one was in &amp;quot;[[History of Elanthia]]&amp;quot; and the [https://www.play.net/gs4/info/races/darkelf.asp Dark Elf page] on the Play.net website, which omits that it was those closest to the Maelshyve ruins that had the skin darkening while the other changes were more widespread. But that also cannot be about Maelshyve itself, due to the Dhe&#039;nar, but rather whatever it was Maelshyve was built on top. It is not obvious from &amp;quot;History of Elanthia&amp;quot; that it was mana foci that did the skin alteration, which in turn isn&#039;t something that happens to ordinary Elven wizards spending all their time in workshops on nodes, but this document embellishes and explains it in terms of dark essences corrupting the earthnodes.&lt;br /&gt;
[554] There is some of this in &amp;quot;[[Elanthian Gems]]&amp;quot;, such as the despanal lore, and possibly the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[555] This was in &amp;quot;[[History of the Faendryl]]&amp;quot;&lt;br /&gt;
[556] This is in the magically altered insects document, &amp;quot;[[Insects Changed by the Magical Landscape of Elanthia]]&amp;quot;&lt;br /&gt;
[557] This is in &amp;quot;[[History of the Faendryl]]&amp;quot; and the premise reinforced in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;.&lt;br /&gt;
[558] Not in documentation. But this was framed as a phenomenon in the area in the Maelshyve archaeology dig event.&lt;br /&gt;
[559] This was in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and arguably in the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[560] This premise is mostly in this document, but for the reasons motivating them.&lt;br /&gt;
[561] This is necessary because the Dhe&#039;nar are canonized and vastly pre-date the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding.[562] There have been cases of powerful, very old Dark Elves, who must feed on magical energies.[563] Not unlike the Collectors.[564] Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal.[565] There is an unusually high amount of cursed metals, or those associated with the sorcerous elements, especially urglaes which is found in the ancient lava flows.[566] Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons.[567] In the present day the Agrestis often relies on hired Palestra as security for miners.[568] There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &amp;quot;dowsing&amp;quot; methods to seek out troubles.[569]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[562] This was the premise in the player-created Dhe&#039;nar lore, but may not be explicitly present yet in canon documentation. In the canon documentation it is masked in a propaganda sort of way by racial purity rhetoric.&lt;br /&gt;
[563] This comes from the player-created Dhe&#039;nar lore, but magical energy eating is a canon concept in various contexts. Such as the Ithzir and the Ur-Daemon. One of the canon lizards from down there in &amp;quot;[[Creatures of Eh&#039;lah and Sharath]]&amp;quot;, the sha&#039;rom lizard, absorbs magic energy similar to the myklian in the Broken Land. Volume 2 gets into this concept.&lt;br /&gt;
[564] The Collectors are a storyline group who try to escape mortality by feeding off the magical power of relics / artifacts.&lt;br /&gt;
[565] This is from the &amp;quot;[[Elanthian Gems]]&amp;quot; document and the geochemical nature of alabaster.&lt;br /&gt;
[566] This is extrapolating off the [[ora]] mine and [[urglaes]] deposits and so forth in the materials and gems documentation.&lt;br /&gt;
[567] This embellishment is leveraging off the prior hellgates concept, and the geological instability of the badlands. The prehistorical artifacts part is a potentiality hook. It is partly inspired by the veil iron obelisk thought to be an [[Ur-Daemon]] artifact that was in the Wehnimer&#039;s Landing museum and now present in the Stormbrow Gallery, which I&#039;ve been told at one point (circa 2000ish) allowed familiars to pass from the Landing to Teras and/or allowed access to the Teras thought net from the Landing. Though I do not know for certain that is true. But that obelisk was &#039;&#039;&amp;quot;recovered from the ora mines in Rhoska-Tor.&amp;quot;&#039;&#039;&lt;br /&gt;
[568] This is an embellishment leveraging off &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, where the Palestra are used throughout the Pentact branches.&lt;br /&gt;
[569] This is a made up premise, but straight forward from the previous premise of mining under these conditions. Similar mining hazard concept was used in the Shadow Valley story, the &amp;quot;[[Tale of Silver Valley]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.B Despana&lt;br /&gt;
&lt;br /&gt;
No one knows who or what Despana was.[570] There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha.[571] There are cultists who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor.[572] Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover.[573] Her contemporaries believed she was from the jungles beyond the Southron Wastes.[574] There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash.[575] More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption.[576] They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian.[577] The earliest recorded rumors of Despana began shortly after this disaster in -19,864.[578]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[570] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;, the foundational information for Despana.&lt;br /&gt;
[571] This is riffing off &amp;quot;[[History of Elanthia]]&amp;quot; saying of Chesylcha: &#039;&#039;&amp;quot;There are as many stories about her death as there are storytellers.&amp;quot;&#039;&#039; The word &amp;quot;disappearance&amp;quot; is used instead of &amp;quot;death&amp;quot; because she is only presumed dead in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is reinforced in the [[Maeli Gerydd]] museum piece having Maeli Gerydd (in the wedding party) going missing, and the [[forehead gem]] loresong has the gems of Chesylcha&#039;s handmaids ending up in the ocean. There is also inconsistency between documents on what actually happened to Chesylcha. In &amp;quot;[[History of the Faendryl]]&amp;quot; Chesylcha&#039;s throat is slit, while in &amp;quot;[[History of Elanthia]]&amp;quot; it says &#039;&#039;&amp;quot;Whether it was a Nalfein or Human assassin, or whether she simply fell ill, none are certain.&amp;quot;&#039;&#039; Whereas the Faendryl history states: &#039;&#039;&amp;quot;but the Faendryl never had a doubt as to what happened. The evening of her death, Chesylcha&#039;s three sisters all fell to their knees, screaming in pain and holding their heads. When they were again sensible, each reported seeing the same thing: an assassin of House Nalfein, there by grace of a secret alliance between the Nalfein and the Ashrim, slitting their sibling&#039;s throat.&amp;quot;&#039;&#039; This inconsistency would not make sense if there was a body that could be examined.&lt;br /&gt;
[572] This is what [https://elanthipedia.play.net/Maelshyve Maelshyve] is in DragonRealms, she [https://elanthipedia.play.net/Category:Planes#The_Planar_Void comes back] to Elanthia having been banished. This line is letting the deranged demon worshippers be onto something. The consistency hook on Maelshyve and DragonRealms is another motivator for there being either permanent or temporary &amp;quot;hellgates&amp;quot; under the wastes from rifting / instabilities, so that theory of Despana&#039;s origins has some sense of how she got here in the first place, since this document is also committing to the severe impracticality of demons and other extraplanars being able to get into our plane without the way opened on this side for them.&lt;br /&gt;
[573] This is based on the museum artwork that was in Wehnimer&#039;s Landing, now in Stormbrow Gallery.&lt;br /&gt;
[574] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[575] This is from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[576] It is represented as a volcanic eruption in &amp;quot;[[The Settlement of Eh&#039;lah]]&amp;quot;. In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it makes it sound like the mountain was not even there prior to the cataclysm. This line is reflecting that tension.&lt;br /&gt;
[577] Extrapolating off &amp;quot;Obsidian Council&amp;quot; as the name of the new governing body after that cataclysm in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;&lt;br /&gt;
[578] This is cross-referencing the approximate timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; with the exact date used for Despana in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This line is not meant to be implying the disaster was also in the year -19,864. Only that on Elven time scales these were not far off from each other, and giving a little bit of motivation for &amp;quot;[[History of Elanthia]]&amp;quot; saying her contemporaries believed she was from the jungles down there.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics.[579] It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor.[580] In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years.[581] While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization.[582] Despana herself was not regarded as a great threat from the very long precedent of her inaction.[583]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[579] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; and following the implication of &#039;&#039;&amp;quot;her quest succeeded when she found the Book of Tormtor&amp;quot;&#039;&#039; in what is now called Rhoska-Tor. In that time period it would have been considered the nearest part of the Southron Wastes to the Elven Empire. It might even be that Maelshyve was built in that spot looking forward to that reason.&lt;br /&gt;
[580] &amp;quot;[[History of Elanthia]]&amp;quot; establishes that Maelshyve was a keep built in Rhoska-Tor. This sentence refers to it as &amp;quot;haunted lands&amp;quot; due to this document&#039;s arguments about how undead should naturally be present there because of taint / corruption.&lt;br /&gt;
[581] This is the embellishment introduced for this region by this document.&lt;br /&gt;
[582] This is limiting the scale and scope of the practical threat in the Second Age from this region.&lt;br /&gt;
[583] This is explicitly recognizing the very long delay between her construction of Maelshyve and the Undead War, in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, while &amp;quot;[[History of Elanthia]]&amp;quot; had said those undead constructed Maelshyve and that &amp;quot;their numbers grew rapidly.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War.[584] It was founded on an ancient mound of the Old Ones known as the Torm Tor.[585] It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon.[586] There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally.[587] Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through esoteric methods, and thereby knowledge of dark magic more immediately through mental contact.[588] Whether through ruins or some lingering presence below the wastes.[589]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[584] These are the dates from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[585] This is totally made up. The premise was framed earlier in this document that Tor refers to the geological feature. Rhoska-Tor is a name that was coined later, per the wording of &amp;quot;[[History of Elanthia]]&amp;quot;, so the &amp;quot;tor&amp;quot; could have come from Book of Tormtor (where Tormtor is a Drow easter egg from Dungeons &amp;amp; Dragons.) But since we are using &amp;quot;Tor&amp;quot; in the sense of Glastonbury Tor, this line is going the opposite way with it. The supposed &amp;quot;Book of Tormtor&amp;quot; is being called that because Maelshyve is built at the Torm Tor, where the implication here is that there is some &amp;quot;Torm&amp;quot; Ur-Daemon. Perhaps the in-world setting etymology root of the word &amp;quot;torment.&amp;quot; Calling this a mound is partly motivated by banshee mythology and partly by keeps being built on mounds.&lt;br /&gt;
[586] As previously mentioned in these footnotes, the Dark Elven language could not have been called &amp;quot;the voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;[[History of Elanthia]]&amp;quot; implies the placename &amp;quot;Rhoska-Tor&amp;quot; was invented later. And there&#039;s some reason to argue that Dark Elves should not have been considered a racial concept in the Second Age, since the Faendryl were not called Dark Elves until after the Ashrim War. So the premise is that contemporaries are using this wording to refer to the tongue of the demon worshippers posited to be in that region.&lt;br /&gt;
[587] It does not actually make literal sense for there to be a book written in the language of the Ur-Daemon and that mortals with no knowledge of that language would be able to read it. There is the &amp;quot;comprehend languages&amp;quot; kind of magic, of course, but that is Mentalism and Elanith does not have Mentalism magic in that time period. It would have to be more esoteric.&lt;br /&gt;
[588] This is a Lovecraftian notion of somehow learning extinct languages across time or mental contact with dead/sleeping daemons.&lt;br /&gt;
[589] One way would be essentially a kind of Ur-Daemon artifact after all, whereas the other could be one of the Ur-Daemon (or some other malign entity) itself.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then if the book existed, it was from Despana herself writing it.[590] Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier.[591] It was a relatively common interpretation to believe that this was actually written in an orthographic convention of the Dark Elven language.[592] While the Dhe&#039;nar were not the only Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would lead to them being blamed.[593]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[590] This would make a sensible path for an actual book existing while retaining the truth of that Ur-Daemon link.&lt;br /&gt;
[591] These are from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; respectively. Along with &amp;quot;[[History of Elanthia]]&amp;quot;, all three of these documents have Illistim NPC scholars listed on the top, so taking that with &amp;quot;History of Elanthia&amp;quot; saying none can now know what its contents were, the only conclusion available is that scholars do not actually know what the Book of Tormtor was in reality. It&#039;s more of a mythical thing for explaining or rationalizing Despana. This document actually creates an avenue for the Book of Tormtor not needing to have existed for Despana to have done what she did.&lt;br /&gt;
[592] This is explicitly talking about the alternative possible meaning for language of the Daemons. With the stipulation that in that time period Dark Elves probably were not thought of as a race in the way they are now. This also opens the possibility that the written form of Dark Elven is some dominant convention in the region that comes from the Despana period.&lt;br /&gt;
[593] The rumor of her being from those southern jungles, the notion of the Book of Tormtor possibly being left behind by the ancient Dhe&#039;nar, the prophecy of Noi&#039;sho&#039;rah (perhaps mangled by contemporary knowledge of Despana), and maybe whatever undefined involvement of the Dhe&#039;nar in Despana&#039;s agenda. The Dhe&#039;nar might also be perversely leaning into the theory that Despana was Dhe&#039;nar themselves. The point of this is to provide a hook for why Dhe&#039;nar become called &amp;quot;Dark Elves&amp;quot; as a whole lineage when it took Ashrim genocide for the Faendryl to get labeled &amp;quot;Dark Elves&amp;quot; and that term should really originally have been about cultural condemnation. This is a subtlety. But it&#039;s a mistake to just naively take the Dark Elf racial mechanic that simply and literally, when the lore behind the term gives it a political motivation and meaning. But Dark Elves as a whole are not an ethnicity, with radically divergent cultures, and at best are a shared language group.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep.[594] However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105.[595] There have been countless fake Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics.[596] What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they had never been wielded as vast armies by necromancers.[597] Widespread undeath had only been encountered when dealing with extraplanar horrors such as the Vishmiir.[598]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[594] This is going off &amp;quot;[[History of Elanthia]]&amp;quot; saying the book was lost in the events that followed.&lt;br /&gt;
[595] This is from the [[Animate Dead (730)]] release events. Shar had previously been searching for the Book of Tormtor in the late 90s.&lt;br /&gt;
[596] This is an embellishment. But there is no way this would not be true.&lt;br /&gt;
[597] This is the perspective and framing being built by this document.&lt;br /&gt;
[598.1] The [[Vishmiir]] had fought with the Elven Empire according to &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, and the Vishmiir make hordes of undead minions. (This document references the Vishmiir several times just because there are so few ancient things like this that are already defined.) This is just generally acknowledging that these extraplanar threats we deal with typically come with undead hordes, so even if it happened less often in the Second Age, larger scale undead incidents would happen with extraplanar horrors / demons. This document is just leaning on the Vishmiir in particular because there is explicit lore and loresong implying how ancient they are in their relationship to Elanthia. The embellishment that no vast armies by necromancers had been done before was mentioned previously in this document, but that does not necessarily have to be true. It&#039;s just helping distinguish Despana while having necromancy of undead be a known thing for thousands of years prior. Despana might be taken as having innovated rotting corpse kinds of undead, especially communicable diseased undead.&lt;br /&gt;
[598.2] The Faendryl method of countering her strategy also helps explain an apparent absence (or at least lack of effectiveness) of future imitators of Despana. Whatever of these that have happened since then were presumably put down within the region by the Faendryl, along with the Grot&#039;karesh and Dhe&#039;nar and so forth. There seems to be nothing established about clashes with the Horned Cabal, for example, within the subcontinent region [[Story of the Volnath Dai|prior to]] Grandmaster Fineval and invading the Turamzzyrians.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness.[599] With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a hierarchy of command over hordes of lesser undead.[600] The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves.[601] Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches.[602]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[599] This is from the [[urglaes]] lore. It is reviving the Rolemaster lore for the metal, though that was still roughly preserved in the urglaes lore. The term &amp;quot;elemental darkness&amp;quot; is a convention used in this document, being shorthand for &amp;quot;the sorcerous element of darkness.&amp;quot; This is elaborated in Volume 2.&lt;br /&gt;
[600] This premise was framed earlier in the document. There is some existing framing for necromancers in Elanthia needing to leverage off artifacts or minions to control large scales of undead. Some of this is relatively implicit (e.g. the Horned Cabal&#039;s dependence on the Sphere of Sorrow for wielding large hordes; the Tablet of Death, etc.), but it was also explicit in the [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] storyline in Plat. This is setting up a vulnerability in her horde methodology that makes the Faendryl summoning demons a silver bullet for stopping her.&lt;br /&gt;
[601] This is reviving the Rolemaster bestiary lore for these kinds of undead. It was true of skeletons, zombies, and ghouls.&lt;br /&gt;
[602] This was explicitly true in the Rolemaster bestiaries, which was the creature lore at the time &amp;quot;[[History of Elanthia]]&amp;quot; was being written in late 1995.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts.[603] Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland.[604] Methods were made so that the fallen on battlefields would rise together in mass.[605] Most importantly of all, Despana was a plaguelord, fashioning cursed diseases.[606] Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries.[607] These were as the transformation curses of witchcraft, except resulting in the undead.[608] Ghouls would make more of themselves by clawing with their nails.[609] Others were infected through contact with fluids, or through bites, or even through pestilent vapors.[610]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[603] This document is preferring to treat the Rhoska-Tor banshees as corrupted nature spirits (fey) from the taint of the Ur-Daemon, so that Despana is really conjuring / summoning them, rather than the kinds of banshees that come from cursed sorceresses. Being categorically different from the rotting corpse undead, this is giving her a different control method.&lt;br /&gt;
[604] Possession of corpses by spirits is a concept in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, and this notion of burial in tainted lands is a trope that is also present. The Grot&#039;karesh incidentally keep their dead in crypts.&lt;br /&gt;
[605] This was described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot;.&lt;br /&gt;
[606] The most clear and explicit example of this is the Red Rot.&lt;br /&gt;
[607] This is represented in the &amp;quot;[[Giantkin History]]&amp;quot;, and the latter part especially is explicitly described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard]]&amp;quot; soldier&#039;s journal document, which also has the festering wounds.&lt;br /&gt;
[608] This is an embellishment but the framework of this document giving historical continuity between these traditions.&lt;br /&gt;
[609] This is the original ghoul lore from Rolemaster. By 1995 the disease curse from ghoul nails was known as Ghoul Rot.&lt;br /&gt;
[610] The fluids and bites are generic. The pestilent vapors (like the Living Dead movies) raising undead is something Raznel was actually doing in the [[Witchful Thinking]] storyline, but for the notion of infecting, the Red Rot was treated as airborne when it resurfaced in 5103 (though it was not represented as turning Dwarves into undead.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire.[611] The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497.[612] This was about three hundred years before the siege of ShadowGuard.[613] In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action.[614] There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief out of the southern wastes.[615] There was much reason to underestimate the weak undead.[616]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[611] This sentence may sound like a non-sequitur coming off that paragraph, but the point is that the real threat of her horde was from these not obvious directions, which was not understood until later. This line is pointedly interpreting &amp;quot;the Undead&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; as a proper noun for referencing Despana&#039;s horde specifically and not the undead in general.&lt;br /&gt;
[612] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document had the Undead War going back into the -15,400s and that needs to be handwaved as lower scale skirmishes. It implies the Battle of ShadowGuard happened in the -15,400s but all the other documents with dates disagree. It should be reinterpreted as having Sylvan scouts coming across Dharthiir allied mountain forces, but not coming out to the other Elves until a much later date when ShadowGuard happens&lt;br /&gt;
[613] We are using the other documents having ShadowGuard and Maelshyve destruction not that far separated. But we&#039;re not going to use -15,186 because it doesn&#039;t give space for &amp;quot;years&amp;quot; or war or the Battle of Harradahn. So this document says ShadowGuard was really in -15,196 and just commonly gets misdated as -15,186 (maybe because of legibility of the digit in whatever record in the Chronicles, calendar system discrepancies, and maybe a headache of unreliable documents in the period with politically motivated revisionism.)&lt;br /&gt;
[614] This is a mild retcon for reconciling &amp;quot;[[History of the Sylvan Elves]]&amp;quot; with the other Undead War period history documents with dates. It is also giving some sense to Rhak Toram speaking of &amp;quot;the orc wars&amp;quot; as something more distinct than normal dwarf-orc clashing. What we are doing is having the Sylvan scouts coming across Dharthiir forces back into the -15,400s, but then they noticed what we&#039;re calling &amp;quot;the Surge&amp;quot; around the time ShadowGuard gets taken out (and what&#039;s happening to the crops in the provinces and so forth), and only then do they come out and help the Faendryl fight the Undead.&lt;br /&gt;
[615] This is an embellishment. But with the premise of the nature of the southern wastelands in the Second Age, this is a sensible thing the Vaalor would have done.&lt;br /&gt;
[616] GemStone has done some serious level creep since &amp;quot;[[History of Elanthia]]&amp;quot; was written. But the general idea leaned into with this document is that the weak undead can be controlled in greater numbers, and having big numbers becomes the central threat, particularly when these undead can inflict unhealing festering wounds or turn the wounded into more undead. They do not need to defeat the opponent in single combat. They only need to make contact or get too close, then those wounded or dead get made part of the Undead hordes. So Dharthiir goes for the heavy infantry House first.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chronology of the Undead War is muddy and sometimes contradictory.[617] Library Aies was badly damaged in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records.[618] There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals.[619] The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized.[620]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[617] This is explicitly framing the fact that the official documentation has a bunch of contradictory dates and time ranges for the Undead War. The grounding for the premise is that you have a surplus of dubiously reliable personal memoirs, and a long period of time of shoddy document preservation and replication. So even though the documents that exist would be using Elven calendar dates, it is unclear how trustworthy the dates are in a surviving copy. Similarly, if the provenance of the document is unclear and the numbers have to be interpreted, the Houses use calendars with similar but different origin years based on their House founding dates. The &amp;quot;[[Ilynov Journal]]&amp;quot; accounting of ShadowGuard (converted out of Vaalorian calendar dates) ranges from April -15,187 through November -15,186, with ShadowGuard besieged as early as January -15,186, while the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard document]] spans only one month, July into the beginning of August -15,186. We also do not know what kind of calendar drift (e.g. Julian vs. Gregorian calendars would be a whole year off on Elven civilization time scales) happened over thousands of years and the corrections that were or were not applied (and how many times between copies) to the dates.&lt;br /&gt;
[618] The first part of this is an extrapolation from details in the [[Ta&#039;Illistim Monarchs]] document. The second part is from the Half-Elven history document.&lt;br /&gt;
[619.1] This is meant to give some wiggle room on the absolute authority and implications of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] and the [[Ilynov Journal]] documents, and to give some motivation for why chronology of that time period would be difficult for much later historians. The analogy with criminal memoirs is that onced freed from the liabilities, criminals will admit to things they did not do for posterity, and misrepresent things to make themselves sound bigger and more significant. The &amp;quot;criminals&amp;quot; dig is also partly coming from the IC author being Faendryl.&lt;br /&gt;
[619.2] This is also throwing some salt into the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|ShadowGuard journal]]&#039;s final entry as fantastic, of the Vaalorian undead soldiers somehow breaking free and turning on Dharthiir (after standing around idly allowing Dharthiir and Taki to duel), allowing Taki to strike at the lich. But this undead turning on Despana&#039;s own forces phenomenon, whatever the cause of it, helps support the hierarchical control disruption premise used in this document.&lt;br /&gt;
[619.3] This is also throwing shade on [[Ilynov Journal]]. It has Taki Rassien gathering the Sabrar with Despana threatening &amp;quot;even the mighty Vaalor&amp;quot; in April -15,187 , and then Taki &#039;&#039;&amp;quot;prepares for a battle at ShadowGuard&amp;quot;&#039;&#039; in January -15,186 (the forces described as already besieging ShadowGuard at this time with &#039;&#039;&amp;quot;a surprise attack on the forces besieging ShadowGuard&amp;quot;&#039;&#039;), then news of Taki&#039;s defeat in the city in November -15,186 (which [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document has happening in early August.) This makes the month vs. one day tension even worse, so as noted in other footnotes here, it can be reconciled by having Dharthiir not seriously trying to take ShadowGuard at first but instead bottling up the pass around the mountains.&lt;br /&gt;
[620.1] This notion of emphasis-on-what-counts is the way to reconcile these contradictory documents. The &amp;quot;[[History of the Faendryl]]&amp;quot; can be using &amp;quot;Undead War&amp;quot; to refer to the entire 5,000 year period Despana was known to exist by the Elven Empire. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is using a few hundred year date range, reinterpreted here to refer to comparatively low level pre-&amp;quot;Surge&amp;quot; skirmishes with Dharthiir and his allied forces (though this requires bending its timing, which has them only starting to deal with it after ShadowGuard falling.) The relatively short war with a stalled battlelines/front is treating the Battle of ShadowGuard as the start of the Undead War and not that long period Dharthiir was up to hijinx leading up to it. Which incidentally gives everyone a few centuries to know who and what Dharthiir was prior to ShadowGuard (which is still haunted with undead in the present day, having been turned into a haunted place with corruption and so forth.) &lt;br /&gt;
[620.2] There might also be some relatively static presence of Undead forces at ShadowGuard for a longer period of time, then a lightning fast surge through the western provinces, with Dharthiir showing up at ShadowGuard (with a sudden increase in hazards / ability) to then lead an eastern offensive toward Ta&#039;Vaalor after catching the Vaalor legions off guard. This would give some flex time for other Houses not cooperating, the year prior time span in the &amp;quot;[[Ilynov Journal]]&amp;quot; document, and some sense to &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot; At last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense&amp;quot;&#039;&#039;, when a one month time window would seem too short / recent for that wording. But this point is trying to reconcile the &amp;quot;Ilynov Journal&amp;quot; and &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document extended time spans for ShadowGuard with the time spans in &amp;quot;History of Elanthia&amp;quot;, which instead made it sound like an advancement into Elven territory toward Ta&#039;Vaalor and then Taki and the Sabrar going to a fortress in the invasion path to &amp;quot;make a stand&amp;quot;, and then immediately getting steamrolled, while there is no geographical reason the Undead horde should have waited around ShadowGuard that long if it&#039;s as far inland and wide open as shown on the current Elanith map.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185.[621] Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year.[622] It is generally accepted that the war lasted for years.[623] There are even some races who conflate the Undead War with the whole Age of Chaos.[624] There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years.[625] The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade.[626] What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard.[627] Despana&#039;s capacity for rapid escalation was contrary to her own precedent.[628] The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.[629]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[621] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Vaalor journal documents use these dates, though the Vaalor ones are converted into the Vaalor calendar equivalent. The [[Ta&#039;Illistim Monarchs]] document also uses -15,185 for the end of Lanenreat&#039;s reign (using Illistim dates), having been (de facto) deposed during the Undead War. It actually treats Laibanniel in -15,185 as overseeing the &#039;&#039;&amp;quot;initial defense of Ta&#039;Illistim&amp;quot;&#039;&#039;, which means implicitly it&#039;s using the -15,186 date for ShadowGuard, and Lanenreat had resigned for failing to contain Despana and her hordes. This implies something happened to Ta&#039;Illistim after ShadowGuard. The Lanenreat section saying &amp;quot;hordes&amp;quot; and Laibanniel section saying &amp;quot;undead hordes&amp;quot; is a seed for a coming paragraph to say it was Dharthiir&#039;s orc/troll/etc. allies in the mountains that hit Ta&#039;Illistim at first. Which geographically makes sense.&lt;br /&gt;
[622] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and &amp;quot;[[Elanthian Gems]]&amp;quot; in the jet section, which uses the sylvan dates, have -15,188 for the Battle of Maelshyve, which by definition has to happen later than the Battle of ShadowGuard.&lt;br /&gt;
[623] &amp;quot;[[History of Elanthia]]&amp;quot; had said it lasted for years: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039;&lt;br /&gt;
[624] The Giantkin history could be read this way. But &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound that way very directly.&lt;br /&gt;
[625] This could be just very loosely referring to the whole period Despana was known about. But &amp;quot;[[History of the Faendryl]]&amp;quot; only gives a couple of Patriarchs for the entire 15,000 year period between the Undead War and the Ashrim War. It was pretty clearly written to imply the Undead War was very long and the underground period up to the Ashrim War was relatively short. These Patriarch numbers need to be retconned in some way, such as state sanctioned history redacting the Patriarchs in the underground period, or re-numbering the earlier Patriarchs.&lt;br /&gt;
[626] Doing it this way just means a digit error is being done, where instances of -15,186 should be saying -15,196. Or the equivalent in the other calendar systems. Then there&#039;s a reasonable length total war phase and the Battle of Harradahn fits.&lt;br /&gt;
[627] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[628] This is extrapolation from the time gap in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[629] This is going off the timing in &amp;quot;[[History of Elanthia]]&amp;quot;. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] twists it somewhat, having a month long siege of the same place (or closer to a year long siege in [[Ilynov Journal]] and over a year of threatening Vaalor), and then Taki Rassien showing up (after over half a year in Ilynov Journal but only a one month reinforcement call delay in ShadowGuard journal) and that part being the 1 day event. Whereas &amp;quot;History of Elanthia&amp;quot; words it as a month long advance, &#039;&#039;&amp;quot;cut[ting] a swathe&amp;quot;&#039;&#039; into Elven territory, up to the point it was threatening Ta&#039;Vaalor itself. (ShadowGuard is also represented as significantly north of Ta&#039;Nalfein on the Elanith map, about the distance from Tamzyrr to Brisker&#039;s Cove, with no apparent reason why Dharthiir should not just ignore it and go around it.) A static siege at one location is nominally inconsistent with &#039;&#039;&amp;quot;progress was lightning fast, easily destroying what little resistance they met in the outlying provinces&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;the battle of ShadowGuard lasted less than one day.&amp;quot;&#039;&#039; The prior dig on war memoirs is taking some of the edge off this point. The premise that this &amp;quot;shocked [the other houses] into cooperating&amp;quot; originates in &amp;quot;History of Elanthia&amp;quot;, where &amp;quot;at last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense.&amp;quot; This document also presses into the point of the Elven empire&#039;s &amp;quot;outlying provinces&amp;quot; away from the East as having been hit especially very badly, which has never really been elaborated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.C The Faendryl Exile [630]&lt;br /&gt;
&lt;br /&gt;
What the Elves had failed to understand was that Despana had united the malign factions of the southern wastelands, and over those many long years there was a merger of the traditions of the black arts.[631] There was a leap in the arts of necromancy because it was felt as an abrupt revelation.[632] In the first month of the invasion, what might be called the Surge, the Undead were regarded as a conventional but mindless force.[633] It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir.[634] They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders.[635] House Vaalor was, bizarrely, the path of the invasion.[636] With the benefit of hindsight, it is now believed Dharthiir intended to make his forces be surrounded as a tumor in the very center of the Empire, which at the time was regarded as illogical and suicidal.[637]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[630] This is setting the fusion of black arts traditions on the one hand, and then the conditions for those spilling over into Faendryl sorcery, and vice versa, to help explain the later widespread use of the dark sorcery paradigm.&lt;br /&gt;
[631] This is an embellishment. Since we have heterogeneous smaller scale factions existing in that region, and Despana having come to dominate that region, and Dharthiir having made allies of various races against the Elves, it is a sensible consequence of this that these stipulated &amp;quot;black arts&amp;quot; traditions would be merging in Despana&#039;s long dormancy period in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Then from the point of view of the Elven Empire, there would have been a sudden burst in unfamiliar necromancy. &lt;br /&gt;
[632] More subtly, this document is creating an internal logic for the Book of Tormtor possibly being more myth than fact, because it would have been tempting to erroneously assume some ancient dark magic was discovered and rapidly acquired by way of an artifact. It could instead be that a lot of merging and innovation was done to large scale and only revealed all at once.&lt;br /&gt;
[633] The phrase &amp;quot;the Surge&amp;quot; is totally made up. &amp;quot;The Undead&amp;quot; is being used as a proper noun for Despana&#039;s horde. This is following off the Undead War section of &amp;quot;[[History of Elanthia]]&amp;quot;, and to some extent the early parts of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document. &amp;quot;the Surge&amp;quot; is creating a distinct phase of the Undead War that allows some flex on the timing. There can be some earlier stuff happening, but then a sudden escalation with ShadowGuard getting overrun as they shifted gears and began pushing northeast into the core Elven Empire. &amp;quot;the southeastern outlands&amp;quot; is talking about pressing into and building up toward ShadowGuard.&lt;br /&gt;
[634] This is cross-referencing &amp;quot;[[History of Elanthia]]&amp;quot; wording with the Elanith continent map, which wasn&#039;t really defined yet when &amp;quot;History of Elanthia&amp;quot; was written. This approach is really &#039;&#039;&amp;quot;the heart of the Elven empire&amp;quot;&#039;&#039;, so &#039;&#039;&amp;quot;the outlying provinces&amp;quot;&#039;&#039; should refer instead more to the western territories, where there would be weaker concentration of forces. And the framing we have given of sovereign land claims being in the way of each other and not allowing military border crossings.&lt;br /&gt;
[635.1] The borders line is a slight embellishment from &amp;quot;History of Elanthia&amp;quot; saying &#039;&#039;&amp;quot;no house would commit troops to defend the territories of another.&amp;quot;&#039;&#039; It would not be possible for some of these land locked Houses to get their troops anywhere without going through the main lands of another House, so what we&#039;re doing here is interpreting this line as meaning something more to the effect of &amp;quot;defend the [outlying province claims] of [other Houses].&amp;quot; This is trying to make sense of the line &#039;&#039;&amp;quot;Each house wished the glory of vanquishing the Undead for themselves&amp;quot;&#039;&#039;, because in terms of the continent map, only Houses Vaalor and Nalfein were geographically positioned to be fighting the invasion. So we have to assume this involving those western provinces which are ill-defined.&lt;br /&gt;
[635.2] We are also tacitly committing to a model of forces moving north into the West (in terms of outlying provinces) because Despana&#039;s progress being lightning fast, and within a month threatening the heart of the Elven Empire, because in terms of the actual continent map there is not much distance between Maelshyve and core Elven or even Vaalorian territory. And if the only thing that&#039;s happening is the thrust toward House Vaalor, the stuff about the other Houses wanting the glory for themselves becomes incoherent. It makes more sense for that to be talking about defending their Western provinces.&lt;br /&gt;
[636] This is referring to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Within a month, the Undead had cut a swathe to the heart of the Elven empire, threatening Ta&#039;Vaalor itself.&amp;quot;&#039;&#039; This has to be interpreted delicately to reconcile it with the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document and ShadowGuard&#039;s position relative to the Sylvans in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. Some of the pressure can be taken off by instead reading it as the horde kept moving onward toward Ta&#039;Vaalor after ShadowGuard. The notion here is Dharthiir directly going after Vaalorian fortifications (e.g. ShadowGuard) and moving in an arc toward Ta&#039;Vaalor while skirting the territory of House Nalfein. And then House Nalfein is not defending Vaalor fortifications, the whole not defending each other&#039;s stuff situation. Second Age borders are not defined. But it would be plausible that House Vaalor had its own land access around the southern DragonSpine for moving its legions.&lt;br /&gt;
[637] This is an embellishment. The strategy is based on extrapolating from the threads in the lore that indicate the use of disease magic and the wounded living turning into undead. It changes the logic of what makes sense for deploying armies. Dharthiir is getting into a close up melee fight with the infantry forces House and doing that damage up front before the longer-run fight with the more magic oriented houses. This logic is also motivating the orcish raids on House Illistim at almost the same time postulated later in this document. Also because of Lanenreat lore and the distance from the Undead. However, this wording is partly leaning on the position of ShadowGuard on the current Elanith map, which is probably much too far north given its implied latitude in the Sylvan documentation. If ShadowGuard were instead placed near the pass leading around the DragonSpine Mountains, on the edge of core Elven territory, the Surge would be mostly heading north into the Western provinces in the first month with some build up at ShadowGuard, then it shifts northeast focused and starts steam rolling toward Ta&#039;Vaalor when ShadowGuard falls. This line is also about reconciling why this is largely bypassing House Nalfein, which for a living military would make supply lines vulnerable to being cut off and then surrounded, and has Dharthiir (who doesn&#039;t take to the field until two weeks into it in the soldier journal document) not immediately trying to take ShadowGuard but instead having a temporary false stalemate while the Western provinces fall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces.[638] This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades.[639] This temporarily disrupted the hierarchy of the Undead.[640] There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.[641]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[638] This line is inspired from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]] document.&lt;br /&gt;
[639] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;, but the specific detail of Taki and Dharthiir vanishing in a sword clash comes from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The &amp;quot;[[Ilynov Journal]]&amp;quot; document suggests the details of this were still not known a century later, and this journal is retrieved back in 2014. It is implicitly a sorcerous backlash from the clash of the incompatible essences in the swords, similar in principle to when the Griffin Sword shattered in the duel between Morvule and Ulstram, and this sorcerous backlash must have thrust them out of this reality.&lt;br /&gt;
[640] This is an embellishment. It is reasonable to think this temporarily disrupted things with the Undead, giving breathing space for the Faendryl to take unified command of the situation. Dharthiir probably wasn&#039;t the only lich, though, so the emphasis here is on temporary. This line does two things. It gives a hook for the Faendryl to recognize the hierarchical dependency of Despana&#039;s undead army. And it tacitly acknowledges ShadowGuard is still overrun with Undead in the present day. ShadowGuard has been visited in this way during storyline events. So this document treats it as a place that became haunted.&lt;br /&gt;
[641] The document is being non-commital on whether this was pre-planned, or Despana shifted gears temporarily when Dharthiir went missing. This line is meant to explain the [[Ta&#039;Illistim Monarchs]] document having Lanenreat resign, when the Undead should not have been near House Illistim, and her successor doing the initial defense against the *undead* hordes. It geographically makes sense that Despana&#039;s orc/troll and maybe minotaur allies in the mountains would hit House Illistim first in an eastern campaign. The Mirror Valastiel&#039;s personal diaries were also stored in Library Aies, &#039;&#039;&amp;quot;but were lost during the Undead War with Despana.&amp;quot;&#039;&#039; This creates a strong implication that Library Aies was damaged during a siege or sacking event, while the Undead front lines should not have been anywhere near Ta&#039;Illistim. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command.[642] They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana.[643] However, in what was a supreme irony and reversal of the natural order, time was working against the Elves.[644] The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics.[645] Where there were battle lines held in the southeast, there was widespread chaos and death in the West.[646] Plagues were spreading that had been made through dark sorcery.[647] Blights were killing the fields and wildlife.[648] The living were in very serious danger of widespread famine and mass starvation.[649] It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners hid the desolation of the West to prevent demoralization.[650]&lt;br /&gt;
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[642.1] Houses Vaalor and Nalfein would have taken the brunt of the Undead invasion for geographical reasons. This line is adding in House Illistim getting hit out of the mountains as an extrapolation from the [[Ta&#039;Illistim Monarchs]] document. That House Faendryl was able to unify command under these conditions is given in &amp;quot;[[History of Elanthia]]&amp;quot;. They grouped forces to the west of ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which does not make much sense unless ShadowGuard is significantly further south than the current [[Elanith]] map depicts and House Nalfein further east is getting hit by Despana&#039;s forces out of ShadowGuard.&lt;br /&gt;
[642.2] The most current map of Elanith places ShadowGuard much too far inland (and would be a more reasonable location for Harradahn), about as far north as Brisker&#039;s Cove while Maelshyve is roughly as far south as Idolone. This is awkward because it means this Undead horde under Dharthiir is passing right through core Nalfein territory, ignoring House Nalfein and apparently not being fought by the Nalfein. This is awkward enough that the map should probably be retconned, and arguably is not consistent with other documentation. &amp;quot;ShadowGuard&amp;quot; in the Second Age would more sensibly have been between the Sylvan settlement of Nevishrim and Ta&#039;Nalfein or what is now Feywrot Mire, which makes much more sense for Sylvan scout and army grouping positioning relative to ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot;The elves, shocked by the loss of ShadowGuard, a site less than 100 miles to the east, welcomed the sylvans and fervently sought their allegiance against the forces of Despana.&amp;quot;&#039;&#039; ShadowGuard would then be sensibly named with the specific Second Age purpose of guarding against bad stuff coming out of those southern wastelands, and effectively analogous to Minas Morgul which was the forward most fortress guarding against Mordor and is now haunted with undead. Then the fortress would be a kind of choke point that Dharthiir can&#039;t just go around, and makes this House Nalfein issue not a problem. The horde can keep heading toward Ta&#039;Vaalor after ShadowGuard at this position and the original wording still makes sense.&lt;br /&gt;
[642.3] Following off note 642.2, with the lightning fast progress happening in the West, the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] depicting a month long (or longer in &amp;quot;[[Ilynov Journal]]&amp;quot;) siege can be reconciled with &amp;quot;[[History of Elanthia]]&amp;quot;. Dharthiir would be bottling up Elven land forces at a choke point while hordes wreaked havoc in the Western provinces, and only then committing to a &amp;quot;Surge&amp;quot; northeast. But this would require changing the Elanith map to put ShadowGuard farther south as the border of the core Elven Empire. The wording in this document about focusing on House Vaalor as the invasion path in contrast is allowing House Nalfein to be temporarily bypassed. Since Dharthiir gets taken out at ShadowGuard, we would read it as his strategy being continued, cutting the swathe toward Ta&#039;Vaalor.&lt;br /&gt;
[643.1] The Battle of Harradahn is mentioned in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, dating it as the following year is the chronology convention explicitly chosen earlier in this document. The stalemate was established in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039; This incidentally contradicts the 1 year timing in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, but the daily heavy casualties does not allow a very long period of war on this scale. That&#039;s why this document uses approximately 10 years. The Undead advance after ShadowGuard into Vaalorian territory can be fast (after initial disruption with Dharthiir gone), then slower, then stalemate after Harradahn. Also, with the existence of these front lines and a lightning strike being done on Maelshyve, this document supposes a bunch of Despana&#039;s forces were not actually at Maelshyve. This bolsters the vulnerable-hierarchy strategy argument for a decapitation attempt and why her forces apparently fell apart fast with Maelshyve. &lt;br /&gt;
[643.2] &amp;quot;[[History of Elanthia]]&amp;quot; does not say who among the Elves made alliances with the non-elven races. [[Ta&#039;Illistim Monarchs]] has Laibanniel &#039;&#039;&amp;quot;formed the first official alliances with non-elves&amp;quot;&#039;&#039;, but this may only be talking about House Illistim. With the way it is framed in this document, it would make sense for this to have been the Dwarven overking of Kalaza, due to the orcs and trolls. That would plug into what Rhak Toram meant about how they were veterans of the &amp;quot;orc wars.&amp;quot; Though &amp;quot;[[History of Dwarves]]&amp;quot; says there was sadness after the Battle of ShadowGuard, and does not specify the details of the &#039;&#039;&amp;quot;Elven request for help.&amp;quot;&#039;&#039; &amp;quot;[[History of the Sylvan Elves]]&amp;quot; has sylvans contacting the elves first, after the Battle of ShadowGuard, though the chronology of this is suspect. It uses a date range of -15,400 to -15,180. It does have the Eranishal legions with &#039;&#039;&amp;quot;a top-notch army of Faendryl elves&amp;quot;&#039;&#039; in -15,195 at the Battle of Harradahn. In &amp;quot;[[History of the Truefolk]]&amp;quot; it is Faendryl emissaries that go to talk to the halflings. It isn&#039;t defined in &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[644] Elves having the advantages of being very long lived and able to outlast things and wait things out. But also being slow-breeding.&lt;br /&gt;
[645] This is a logical consequence of having an undead army, and the trope is seen in other settings, such as the White Walkers of &amp;quot;Game of Thrones&amp;quot; (though they move forward very very slowly, not needing to be in any kind of rush.) The one complication in this is that Despana&#039;s hordes included the living, which do have such constraints, and there were a lot of these at the routing at the Battle of Harradahn which was later than the Battle of ShadowGuard.&lt;br /&gt;
[646] This is cross-referencing the stalemate of front lines in &amp;quot;[[History of Elanthia]]&amp;quot;, while also more explicitly including the detail of the very rapid conquest that had been done in the &amp;quot;outlying provinces&amp;quot; of the Elven Empire, and details such as &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about the crops rotting in the fields. Part of the logic here is that if the elves are holding a front line against the heart of their empire, they&#039;re not logistically in a position to do much to protect outlying provinces in the west.&lt;br /&gt;
[647] This is generalizing from the Red Rot and the festering wound kind of stuff in &amp;quot;[[Giantkin History]]&amp;quot; and the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The Red Rot itself is particular to the Dwarves going up against undead in Maelshyve, but it does not need to be the only disease curse.&lt;br /&gt;
[648] There is some indication of this in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and it is a sensible thing a necromancer enemy would have done. It is partly inspired by Raznel&#039;s blight around Darkstone Bay. Volume 2 talks about desecration witchcraft, and earlier in this document talked about warding charms to protect crops from witchcraft. &amp;quot;Blight&amp;quot; generally refers to plant disease, but I&#039;m having wildlife in turn getting sick from it, much as with Raznel&#039;s blight.&lt;br /&gt;
[649] This logically follows from the premises, combined with the high mobilization levels, and the population disruptions in general. (e.g. humans leaving to join Despana)&lt;br /&gt;
[650] These several lines are inspired by Germany in World War I. The Kaiser himself did not know Germany was on the brink of having to surrender, because his generals hid the direness of their logistic situation under the British naval embargo and so forth. There was just stalemate fighting on the front in France, so to people in Germany, there was no reason to perceive themselves as losing the war. This information asymmetry is setting up some premise for why the other Elven Houses regarded what the Faendryl did at Maelshyve as unjustified and why the Faendryl rulers said there was no other way. The previously framed notion of a long build up of black arts traditions merging is also World War I inspired, based on the long delay since the Franco-Prussian War having masked how much more destructive war technology had become, with the analogy being between the attitudes at the start of World War I and the Elven Houses glibly viewing defeating the Undead for their own glory, followed by war trauma from getting mugged by reality. This is setting up the trauma responses and resentments for the post-war period. The nationalist withdrawing and implicit autarky is reminiscent of post-WW1, but the decolonization is more like post-WW2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve.[651] By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed.[652] The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead.[653] What needed to be done was to banish them from this reality entirely, so that it would be impractical or impossible for them to make it back to this world.[654] The other problem was actually reaching them.[655]&lt;br /&gt;
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[651] So these resources and logistical conditions and so forth, a direness situation only fully understood by the centralized war planners, compel a need for a lightning strike. Which is informed by the Undead hierarchy/leverage conditions.&lt;br /&gt;
[652] This is rooted in the earlier premise of large numbers of weak undead, which are comparatively easy / safe to kill when dispersed in small numbers, and the otherwise natural fractiousness of the allies in Despana&#039;s coalition.&lt;br /&gt;
[653] This is a reasonable surmise with Dharthiir being an Arch-Lich, and it should follow that there would be lesser liches. Difficulty keeping permanently dead is foundational to the lich archetype, so there&#039;s some notion here of phylacteries in Maelshyve or whatever.&lt;br /&gt;
[654] This is giving a very specific role to the use of the veil tearing version of Implosion in destroying Maelshyve, and making consistency with &amp;quot;Maelshyve&amp;quot; in DragonRealms having been an extraplanar exile returning to Elanthia, and possibly even tying into how there are liches (who carry their own phylacteries) in the Scatter. The Rift would then be a hook for the threat of Undead War figures returning eventually, though the Rift itself is effectively a prison. Since this document has Vvrael cultists in the southern wastes, it might be this is how at least some of them ended up in the Rift in the first place. This would also help explain the Vvrael quest premise of Daephron Illian studying ancient Vvrael related texts during the early exile in Rhoska-Tor.&lt;br /&gt;
[655] There were front lines between the Elven Houses and Maelshyve. But then there&#039;d also be a mass of forces guarding Maelshyve Keep. So the issue becomes how do you get these lieutenants all concentrated in close quarters to banish them from this reality all at once in an implosion. If you just implode Maelshyve at the outset, you have Undead leaders not inside the fortress for it, and you still have a problem. (Though the ones bound to phylacteries in Maelshyve get destroyed even if they are somewhere else, leaving fragmented or leaderless undead hierarchy in other places; and if there were phylacteries hidden elsewhere or being carried by the liches, the liches themselves are banished off world.) There&#039;s some awkwardness in the basic story premises from &amp;quot;[[History of Elanthia]]&amp;quot; --- how do you go from stalemate frontlines to Despana&#039;s armies &#039;&#039;&amp;quot;said to have been utterly destroyed&amp;quot;&#039;&#039; from a lightning strike on Maelshyve (i.e. why would they all be there), and why not implode Maelshyve at the very beginning. (&amp;quot;[[History of the Minotaurs]]&amp;quot; is an existing canon example of survivors of Despana&#039;s forces.) So this document is going with the Faendryl trying to delay/avoid doing it, until the situation showed it was necessary, for the political cover of how they know everyone is going to react to it. Along with a strategy of making sure her liches are all taken out with her, especially with the uncertainty on whether phylacteries or where they were all located. There might be some more premise to be had of the horde pulling back and concentrating in a mass at Maelshyve since the allied forces were doing a lightning strike toward it, and then it&#039;s a matter of using the demons to get them to all go inside the fortress. But generally a lightning strike in a static front line situation suggests the Elves were leaving their cities wide open to invasion to pull this decapitation attempt.&lt;br /&gt;
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It was decided that the only choice was to summon a great number of powerful demons from the high ground.[656] These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces.[657] These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes.[658] The rotting corpses would then be broken from their command hierarchy, following either the demons, or instinctively turning on the living warriors that were allied with Despana.[659] They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress.[660] The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality.[661] But the Faendryl ruling class was aware that the other Houses would never agree to these actions.[662] Nor would they even see it as necessary from not knowing the true direness of the situation.[663]&lt;br /&gt;
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[656] The allied forces being higher up on slopes with Maelshyve in a &amp;quot;valley&amp;quot; below and the demons spreading through the valley is framed in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The high ground aspect is about relatively uncontrolled demons generally moving in the right direction.&lt;br /&gt;
[657] The Rhak Toram quote calls it &amp;quot;plains&amp;quot; around Maelshyve, though I think the general Rhoska-Tor region should have badlands geology, with tuffaceous sandstone in addition to limestone plateau for the plains, with igneous intrusions and outcroppings. Generally speaking, this reaction of the living to the demons is leveraging off the Breaking from the Third Elven War in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, and the general notion of some demons having chaotic/evil auras analogous to undead sheer fear. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also talks about wildlife scattering and fleeing when the demons were summoned, but that version weirdly describes trees in the vicinity. But it also establishes that the area is hilly: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039;&lt;br /&gt;
[658] This is a critical premise. The Cleric repel spell lists (at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written) used to classify the level of undead relative to &amp;quot;the lesser demonic&amp;quot; and &amp;quot;the greater demonic.&amp;quot; It isn&#039;t obvious in the Rolemaster bestiary context of 1995 that the undead would have any instinct to attack demons, and there&#039;s a strong argument that these mindless undead would instinctually obey dark demonic fiends. So these demons would rip away control from the undead lieutenants, much as combat demons can steal the minor demons that are summoned by Sorcerers in game mechanics. There is indication of control disruption and turning on the leaders in the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document, even if the way it is described sounds implausible (e.g. maybe the thaumaturges stumbled on something that worked as control interference at that moment, similar in  a way to the Order of Voln symbol of submission.)&lt;br /&gt;
[659] This makes the use of demons not about raw brute force, but because the special intrinsic nature of the demons and their relationship with the undead. So using a bunch of elementals, for example, would not work in this same way. The point is to drive everyone (especially the undead) into Maelshyve Keep for the implosion. So if the undead are instinctually turning on Despana&#039;s living forces, they are going to turn around and retreat into the fortress, since they are being flanked on all sides.&lt;br /&gt;
[660] This is the straight forward logic of what would happen if Despana and her lieutenants lost control of the bulk undead in this situation.&lt;br /&gt;
[661] This is a specific means to a specific end, but it causes permanent damage to the veil in an old place of the Ur-Daemon.&lt;br /&gt;
[662] This is set up from the prior framed anathema of the southern wastelands and demonic summoning and all that in this document, as well as the unknowable Ur-Daemon hazard that the Illistim mages talk about in &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[663.1] This embellishment is from the premises established in this document. This helps rationalize why the Faendryl waited for banshees to throw their own side into disarray and retreat before executing the strategy they had already planned. It&#039;s because they know the blowback that will happen from it. This is also about making it clear that their &#039;&#039;&amp;quot;new magic&amp;quot;&#039; was not actually new magic, it was forbidden and condemned magic that the others would not have agreed to using. &lt;br /&gt;
[663.2] Any sort of premise of &amp;quot;well people did not know&amp;quot; in GemStone depends to a significant extent on tamping down on the scope of NPC magic such as portals and scrying methods. But what we&#039;re getting at here is more along the lines of logistical matters of quantity, which is more abstract and centralized control of information over a relatively short span of years. It could be known things are rough in the West (imagined as the Houses having some raw resource economic dependency on as outlying provinces), but at the same time not really known how material resources have been tapped out. That the state of total war would be imminently unsustainable, which is roughly the same thing as a not-obvious but impending sudden collapse.&lt;br /&gt;
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And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war.[664] The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts.[665] Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners.[666] Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies.[667] But it was the demons themselves that were the greatest outrage.[668] Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop.[669] It was feared that the Arkati themselves would strike down on the Elves in retribution for this violation.[670] The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.[671]&lt;br /&gt;
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[664] It does not make sense for it to actually be &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; for a lot of reasons, ranging from Marlu and Marlu worshippers to how far back in time Elizhabet Mahkra and the Enchiridion Valentia had to be, due to the timing framed in &amp;quot;[[History of the Faendryl]]&amp;quot;. Some of the other allied races might have perceived it as new magic or taken its newness on face value.&lt;br /&gt;
[665] This is the premise set up by this document. It&#039;s the more consistent and better reading of existing documentation that talks about it as &#039;&#039;&amp;quot;new magic.&amp;quot;&#039;&#039;&lt;br /&gt;
[666] This is represented in various history documents. It is stated explicitly in &amp;quot;[[History of the Truefolk]]&amp;quot; of the Paradis Halfling reaction, and &amp;quot;[[History of Elanthia]]&amp;quot; said: &#039;&#039;&amp;quot;All the Elven houses were appalled at the spells the Faendryl had unleashed. The summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039; There is another thread, represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, where upset comes from demons having gotten loose and attacked allied armies. But the foundational premise was being appalled at demonic summoning in itself. So this document uses that as the central complaint.&lt;br /&gt;
[667] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot; With so many of the sorcerors never having cast the spell before that day, and in such a vast context, it was inevitable that some would falter and lose concentration.&amp;quot;&#039;&#039; It is also helping frame that demonic summoning was not actually common in House Faendryl in this time period, that &amp;quot;[[History of the Faendryl]]&amp;quot; is being misleading on that issue.&lt;br /&gt;
[668] This is referencing &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot;summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039;&lt;br /&gt;
[669] These two lines are based on the Illistim mages complaint about the Ur-Daemon risk in &amp;quot;[[History of Elanthia]]&amp;quot;, and the unhealing tear in the veil at Maelshyve that is mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. They might also have argued that throwing Despana and her high minions offworld in some unpredictable way leaves open the hazard of them returning later, where we cannot be certain they were actually destroyed.&lt;br /&gt;
[670] This is made up. It&#039;s partly playing off the &amp;quot;undemanding liege lord&amp;quot; characterization. It&#039;s plausible in light of the Ur-Daemon risk argument, and the &amp;quot;great chain of being&amp;quot; worldview framed by this document. This kind of thinking may have made more sense in the Second Age to the Elves. (e.g. the [[History of Leya|Leya legend]] is at least quasi-historical, with Kai coming down to watch Elven Empire tournaments and so forth). The Arkati may be more aloof these days. In the I.C.E. setting they would go through phases of being more and less in contact with the world. It also has concrete precedent in the game itself. Charl destroyed / [[Solhaven Cataclysm|flooded Solhaven]] in reaction to the elemental plane accident there while messing with plinite in 5109.&lt;br /&gt;
[671.1] This is the general premise in multiple documents. In &amp;quot;[[History of Elanthia]]&amp;quot; it is: &#039;&#039;&amp;quot;The Faendryl argued that it was necessary, that Despana would have won without these magics. The other houses did not agree. They expressed their outrage by expelling the Faendryl from the empire.&amp;quot;&#039;&#039; Patriarch Unsenis was arguing it in &amp;quot;[[History of the Faendryl]]&amp;quot;. But then he died and his successor Patriarch Cestimir lacked clout in the other courts. &lt;br /&gt;
[671.2] There is no framing on what the imagined alternatives were, but the Illistim plausibly might have argued something like that with a high risk lightning strike being committed to, Despana&#039;s hierarchical control could have been magically interfered with in some more direct way (e.g. anti-magic), and elementals could have been used instead of demons for raw force, and then Maelshyve incinerated with a major flooding into the elemental planes (instead of the interplanar void with implosion.) The Faendryl would argue that is not as effective, not nearly as likely to work as a permanent solution due to the liches, not knowing for certain the phylacteries or analogous anchors are even in Maelshyve, etc. Ironically, this extreme elemental action should instead be used by the Faendryl at Ta&#039;Ashrim, who were burnt up. (Lyredaen confirmed the word roots for Ashrim were ash + grim.) Consistent with the non-canon Sea Elf War ship journal, where it was incinerated. The [[forehead gem]]s loresong also showed smoldering ruins of buildings, which implies heat was used. It would also make more sense for something other than implosion and demon summoning to have been used for destroying the whole of Ta&#039;Ashrim all at once off a relatively small number of Faendryl spellcasters taking extreme methods into their own hands. (There is a mechanics implied limit to how close casters can make implosions to each other, and even what was done at Maelshyve was destroying one fortress building. They could conceivably have done widespread immolation, for example, along with big implosions to create scouring currents of flame throughout the city.)&lt;br /&gt;
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&lt;br /&gt;
There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180.[672] House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim.[673] They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses.[674] The Faendryl monarchy instead became more absolutist.[675] There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms.[676] It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly.[677] The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority.[678] They argue their royal line was always the most stable after the founding era.[679] These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay.[680] The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other.[681] The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot;[682]&lt;br /&gt;
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[672] This is an embellishment extrapolating from Lanenreat resigning during the height of the Undead War in the [[Ta&#039;Illistim Monarchs]] document, which was the councilors and people basically ending dynastic rule in House Illistim. It is giving some more political dimension to how the Faendryl exile happened by having some French Revolution vibes. It&#039;s also setting up divergent views, where the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document talks of this as progress, while the Faendryl commit to their absolutist monarchy.&lt;br /&gt;
[673] This is an embellishment. Lanenreat resigned. But it is framed as her having lost faith and support of her councilors and people, so her abdication is apparently more of a &amp;quot;resign or we&#039;ll fire you&amp;quot; thing. This document interprets some tacit things in the player-accessible version of [[Ta&#039;Illistim Monarchs]] as implying Ta&#039;Illistim got sieged/sacked at some point during the Undead War.&lt;br /&gt;
[674] This is talked about in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document and illustrated in the [[Ta&#039;Illistim Monarchs]] document. The extent to which child of monarch is favored to be made successor may vary by House, as King Eamon was the son of the previous Ardenai king (e.g. &amp;quot;[[Timeline of Elanthian History]]&amp;quot;)&lt;br /&gt;
[675] This is a slight embellishment, with the Faendryl being an absolute monarchy in any case.&lt;br /&gt;
[676.1] The advancement premise with councils taking more power from monarchs is given in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document, which contrasts it with the bloody family politics of the Faendryl, which it says still does hereditary rule. &amp;quot;[[History of the Faendryl]]&amp;quot; says the Patriarchy is by blood. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; vests all power in the Patriarch for designating successors, but also says the Patriarch &#039;&#039;&amp;quot;is raised and trained from birth in the mastership of governance and the duties that fall under its mantle.&amp;quot;&#039;&#039; It says &#039;&#039;&amp;quot;patriarchal succession is not necessarily hereditary&amp;quot;&#039;&#039; and the Patriarch could &#039;&#039;&amp;quot;choose someone not of blood relation&amp;quot;&#039;&#039;, but has that implication of tendency toward blood relation successors. If the &amp;quot;History of the Faendryl&amp;quot; document is to be believed, then cross-referencing it with [[Ta&#039;Illistim Monarchs]] and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, the Faendryl only had one coup incident in the Second Age and the Illistim had worse in the same time period. But &amp;quot;History of the Faendryl&amp;quot; probably has to be treated as whitewashing or omitting things. So these sentences are about reconciling this issue with having contrary views of what is backwards.&lt;br /&gt;
[676.2] The Faendryl counterpart view is already established to some extent in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;: &#039;&#039;&amp;quot;Never again will history speak of the elven empire, because when our house stood resolute in its defense, the lesser houses succumbed to the decay of their ideals and visions. They chose destruction, while we chose preservation. For that choice, they sundered what we had saved and betrayed ten thousand years of brotherhood.&amp;quot;&#039;&#039;&lt;br /&gt;
[677] This is in [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document.&lt;br /&gt;
[678] It has undiluted authority of naming successors in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The way to reconcile these documents is for the Patriarch to often choose a blood relative, family politics stuff, but it does not automatically go the eldest child or first born son or whatever as it might in the Turamzzyrian Empire.&lt;br /&gt;
[679] This is the comparative on &amp;quot;[[History of the Faendryl]]&amp;quot; with [[Ta&#039;Illistim Monarchs]], which are the only defined Second Age monarch lists. It should probably be the case that &amp;quot;History of the Faendryl&amp;quot; is omitting stuff that weakens this argument. It also includes within it that there are occasional coups, even though this is the highest unthinkable crime.&lt;br /&gt;
[680] This is an embellishment. It&#039;s just giving two sides to something [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] set up.&lt;br /&gt;
[681] This is pulling in the explicit premise of popular unrest given in this document, and giving some more motivation for the Faendryl arguments that the other monarchs were scapegoating them out of political opportunism.&lt;br /&gt;
[682] This is likewise inspired by Germany after World War 1, with the front line having been away from the population center, and then one day the leaders surrendered and the Kaiser abdicated. This is setting up wounded pride and jealousies in other Houses, and backstab myth stuff from ordinary population in House Faendryl who would not have known what their elites knew, feeling vilified for something they had nothing to do with. Elves were also getting huge doses of humility relying on the lesser races, and the Faendryl justification in this document&#039;s logic would have included resource arguments that would have involved economic dependence on labor from other resources and so forth, which would have been salt in the wound.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones.[683] The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein.[684] The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility to guard against whatever came or even returned from it.[685]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[683] The Patriarch switch and Cestimir lacking influence in the other courts is in &amp;quot;[[History of the Faendryl]]&amp;quot;. The scapegoating partly to protect their own thrones is based on the embellishment made earlier in this document, about Lanenreat having to abdicate because of public backlash. This is a new variation on the Faendryl view that it was political opportunism.&lt;br /&gt;
[684] This is from &amp;quot;[[History of Elanthia]]&amp;quot;. Houses Vaalor and Nalfein would have taken the most direct brunt of the Undead in terms of their lands, because of geography, and likely the greatest dose of forced humility being bailed out with &amp;quot;lesser races&amp;quot; allies, exacerbating the historical chaffing under Faendryl leadership.&lt;br /&gt;
[685.1] This is an embellishment. The premise of the unhealing tear is in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and it is cross-referencing that with the Illistim mages complaint about the Ur-Daemon hazard in &amp;quot;[[History of Elanthia]]&amp;quot;. There is also the Elven [[The Layman&#039;s Guide to Elven Heraldry|crests document]] where Cestimir has a quote about voluntarily cooperating with the exile: &#039;&#039;&amp;quot;Heraldric records of the era, however, list a quote from Cestimir Xisuthros Faendryl, Patriarch XXXV, as the disgraced Faendryl statement: &amp;quot;Respect our obedience and our power, if neither our leadership nor our intentions, and we will go in peace.&amp;quot;&amp;quot;&#039;&#039;&lt;br /&gt;
[685.2] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; document characterizes the Faendryl spin on cooperating with the exile this way: &#039;&#039;&amp;quot;It is only through madness that one can become an exile in their own lands. However, once confronted with the backs of our sisters and brothers, we deigned to depart from this place called home.&amp;quot;&#039;&#039;&lt;br /&gt;
[685.3] So this premise is extrapolating off that point in 685.1 and reconciled with 685.2, with the other monarchs telling the Faendryl rulers &amp;quot;you broke it you bought it&amp;quot; about Maelshyve, saying it was the Faendryl responsibility to reside there to guard against the hazard they created. This provides a prideful / high road leadership kind of rationale for why the Faendryl rulers did not tell them to go to hell and try to do autarky until everyone chilled out and let it go. (&amp;quot;[[History of the Faendryl]]&amp;quot; characterized it as a flare up of taking control of the Elven Empire just long enough to pull off the exile, so the long-term commitment needs motivation: &#039;&#039;&amp;quot;The other Elven Houses used the Patriarch&#039;s death to take control of the Elven Empire for long enough to exile the Faendryl to Rhoska Tor.&amp;quot;&#039;&#039;) Not 100% pure submission and surrender and humiliation and so forth, but a duty and rehabilitating penance, combined with internal popular unrest. &lt;br /&gt;
[685.4] It also explains why the exile had to be to this exact place and nowhere else in spite of all practical hardships and probably lack of coercive enforcement by the other Elves on that. Though people may have cut loose and left for less hardship, and the Faendryl whitewash over there having been deserters. (Pun? Desert?) With perhaps special contempt for those who took up that &amp;quot;right of return&amp;quot; premise this document makes up. This also relates to how the Armata still guards against the tear at Maelshyve, but for the past few hundred years has let demons wander toward the Turamzzyrian Empire as punishment for the Third Elven War.&lt;br /&gt;
[685.5] This is obliquely referring to the return of the demon demi-goddess &amp;quot;Maelshyve&amp;quot; from the [https://elanthipedia.play.net/Category:Planes#The_Planar_Void interplanar void] in DragonRealms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war.[686] Much of the Faendryl population was upset as well, having felt betrayed by their own rulers.[687] It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines.[688] It was decided that those who refused to renounce House Faendryl would be banished with their rulers to the wastelands.[689] Families both immediate and extended were torn apart.[690] Those who were involved in the two crimes against nature had no such leniency.[691] House Faendryl became disgraced, its crest and emblems no longer recognized.[692] The descendants of the exiled could only return by renouncing their heritage.[693] This right of return no longer exists. It was suspended as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.[694]&lt;br /&gt;
&amp;lt;pre{{log2|marin-right=350px}}&amp;gt;&lt;br /&gt;
[686] The &amp;quot;civil war&amp;quot; part is about the postulated popular unrest and resentment and anger, with the Faendryl rulers having prevented the Elves from winning legitimately, after having already relied on all those non-elves. The Elves would have regarded Despana&#039;s forces as racially inferior.&lt;br /&gt;
[687] This is an embellished premise, but we have generally treated these Houses as too monolithic. Joe six pack Faendryl would not have known anything about these demonic summoning plans, and suddenly is being treated like a Marluvian. This is inspired by the post-war reaction in Germany after World War I, the backstab myth that they were betrayed by their own rulers. There might even be some breakaway expatriates at this point for the opposite reason, being mad at the rulers for letting the other Houses exile them. The Faendryl exile is supposed to have torn families apart, and that should include within House Faendryl. They would just be loath to admit it now.&lt;br /&gt;
[688] These lines about the relationship of Elves to the House royalty is what is true in general. For example, [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] talks about how they all ended up ditching pure dynastic rule, though they still have high noble families that the monarchs are going to come from through councils.&lt;br /&gt;
[689] This is 100% made up. It&#039;s a nuance being invented to break up Elven collective guilt ideology into something more reasonable, and to accommodate the internal disagreements that ought to have existed. This also acts as ideological sorting and self-selection bias, helping push House Faendryl into a contrary direction on various matters.&lt;br /&gt;
[690] Extended family tearing up was always intentional with the Faendryl exile, but this brings in some U.S. Civil War immediate family splitting over politics. Likewise, migrations and marriages between Houses would give a lot of webbing between Houses, and it makes it more politically tractable with the angry public situation if the angry public is not also angry about the involuntary banishment of their own family members. This is also meant to get at why House Faendryl was not in a position to refuse. If you use the historical rule of thumb about thirds --- a third of the population supports, a third opposed, a third is neutral and wants to be left alone --- the exile conditions make House Faendryl lose over half of its population to varying forms of dissent.&lt;br /&gt;
[691] This is like a war crimes kind of clause. The people actually involved in the war planning and doing the demon summoning or implosion (the two crimes) cannot &amp;quot;just following orders, my bad&amp;quot; out of it.&lt;br /&gt;
[692] This is from the Elven crests documentation. &amp;quot;Recognized&amp;quot; in this sense means international political recognition. It amounts to denying the sovereignty of House Faendryl over its ancestral lands and denies its political standing.&lt;br /&gt;
[693] This is another 100% made up premise for making the exile more nuanced and reasonable, and is partly meant to help de-racialize the Dark Elf concept. Descendants are not bound by sin to their ancestors for Maelshyve, but they do need to renounce House Faendryl and its actions to be allowed citizenship and all that in the Elven Nations. This is a deep ideological dispute and mandatory exile, not something individuals can freely wander back from on a whim without conceding anything.&lt;br /&gt;
[694] This explains why it has not been happening in game, and provides a lore hook for softening Dark Elven citizenship in the East, with the five thousand year mark coming up soon by Elven standards. This is framing how relations were worse after the Ashrim War than they were before it, where we have [[Ta&#039;Illistim Monarchs]] framing Chesylcha and Caladsal regarding each other as royal cousins and other House members in Chesylcha&#039;s wedding party, which was thousands of people large in &amp;quot;[[History of Elanthia]]&amp;quot;. So this ban on a right of return for renouncing is in effect for roughly several generations as punishment for recent-ish history.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was in this period that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent.[695] The term &amp;quot;dark elves&amp;quot; comes from the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying.[696] This was the essence of Yshryth&#039;s speech.[697] It was deemed one of the great vices of the Drakes.[698] It was a term used for Elves of dark religions and black arts in the southern wastelands.[699] But it had never been used against a whole lineage.[700] Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the past few thousand years. [701] The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language.[702] The root of the term is in cultural condemnation rather than bloodlines.[703] The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.[704]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[695] This is an embellishment inspired by how Selantha Anodheles was rumored to have only been able to accomplish what she did through elven help. Second Age racial attitudes by the Elves should have them biased toward believing lesser races could not have done what Despana did, along with some wounded pride, especially having been bailed out by them as allies (and quite likely already indications of losing control of those outlying provinces.) So this plugs into the contemporary belief that Despana was from the jungles beyond the Southron Wastes, which is where the Dhe&#039;nar reside. This premise is meant to define why Dhe&#039;nar became known as Dark Elves, as something other than physically resembling Faendryl. Because the Faendryl were declared Dark Elves for political reasons 15,000 years after the exile, it was not a racial designator. It just became racialized.&lt;br /&gt;
[696] The word &amp;quot;Draekeche&amp;quot; and its meaning Darkness comes from the original Illistim House motto, its translation illustrated on the [[shimmering glaesine orb]] objects. The &amp;quot;kinslaying&amp;quot; is threading a few different factors. One is Drake stories of dragons fighting and killing each other, such as in &amp;quot;[[History of Luukos]]&amp;quot; and &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;. One is the Faendryl annihilation of the Ashrim. One is the Dhe&#039;nar Obsidian Council successions working through duels to the death, though this practice might not be canonized in documentation. And the implication here is the Dhe&#039;nar being responsible for Despana would be kinslaying because of the Undead War. The premise that &amp;quot;dark elves&amp;quot; comes from this elven word for darkness is partly tautology, but it&#039;s an embellishment for recontextualizing the meaning of &amp;quot;dark elves&amp;quot; to emphasize it as a cultural condemnation signifier that was used to describe people like demon worshippers in the southern wastelands.&lt;br /&gt;
[697] This isn&#039;t the original intent of Yshryth&#039;s speech in an OOC sense, but the retconned context of it in &amp;quot;[[History of the Faendryl]]&amp;quot; is definitely meant as political rhetoric on things like betrayal and infighting and so forth. This just goes a step further in imputing the &amp;quot;Draekeche&amp;quot; connotations into the translated &amp;quot;darkness&amp;quot; in Yshryth&#039;s speech. This line is building in some historical irony, that Yshryth Faendryl was basically accusing seditionists and traitors of being dark elves. It could also add some context to House Nalfein and the other monarchs using that term post-Ashrim War.&lt;br /&gt;
[698] This is based on the Arkati origin legend stories that depict Drakes killing each other. A reasonable extrapolation into Elven attitudes, given the barbaric way Linsandrych describes dragons.&lt;br /&gt;
[699] This is an embellishment for establishing a Second Age usage in its etymology that fits the cultural condemnation usage later in the Ashrim War than its present treatment as a race category. Though there might be a racialized dimension to it, because those with ancestry in that region would have the visible effects of it. Even if they themselves are not part of whatever bad things hung out down there in their ancestral past.&lt;br /&gt;
[700] This is an embellishment meant to give precedent to it having an increasingly racialized use applied to a whole ethnicity or culture of people, and for explaining why Dhe&#039;nar are considered &amp;quot;dark elves&amp;quot; by Elves who know what that phrase is supposed to mean.&lt;br /&gt;
[701.1] Even if this is a slight exaggeration, we need an explanation for why the term &amp;quot;Dark Elves&amp;quot; was used on the Faendryl only starting 5,000 years ago, when they had been in Rhoska-Tor for 15,000 years at that point. If the concept of Dark Elves referred to the physical effects of those southern wastelands and was an existing concept, there would have been no significance to the House Elves declaring the Faendryl to be Dark Elves. So then after that, with the Faendryl and Dhe&#039;nar both &amp;quot;Dark Elves&amp;quot;, you get it turning into more of a race concept centered on a shared unnatural language, which in previous millennia was associated with Daemons per our embellished history of language. Likewise, the Dhe&#039;nar cultural behavior after the Great Fire is sufficiently barbaric to justify &amp;quot;dark elves&amp;quot; condemnation from House Elves.&lt;br /&gt;
[701.2] This general argument would also apply to the Sylvans. &amp;quot;sylvisterai&amp;quot; from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is a (lighter) cultural condemnation loosely having the figurative meaning of &#039;backwoods rube&#039;, and the Sylvan dialect is far enough removed to be considered its own language, so this lingual and political division of elves is quasi-racial. &amp;quot;Dark Elves&amp;quot; should usually reject that term as a political pejorative and refer to themselves as elves. One subtle quirk is that the Sylvans of Yuriqen are the main lineage, but strictly speaking, there are Wyrdeep elves who are not of that lineage who may plausibly be considered &amp;quot;sylvisterai&amp;quot; by imperial elves. The cultural condemnation of &amp;quot;dark elves&amp;quot; ought to apply to elves who are not mechanically Dark Elves as well, it might just be that its meaning has twisted to focus on the Rhoska-Tor ancestry ones.&lt;br /&gt;
[702] This is emphasizing that calling it &amp;quot;Dark Elven language&amp;quot; is relatively recent historically, and likewise &amp;quot;Rhoska-Tor&amp;quot; itself is a more modern term that was implied to have been used later than Despana by &amp;quot;[[History of Elanthia]]&amp;quot;, so &amp;quot;voice of Rhoska-Tor&amp;quot; from the &amp;quot;[[Dark Elven languages]]&amp;quot; document is also a later description for that language.&lt;br /&gt;
[703] This is the actual usage of it in documentation, as opposed to game mechanics. But here we are explicitly stating it.&lt;br /&gt;
[704.1] This is a convergence of Faendryl behavior toward the things that the term &amp;quot;dark elves&amp;quot; is supposed to actually refer to rather than the racialized component of it. This line is partly based on the &amp;quot;[[Path to Palestra]]&amp;quot; fact that the Palestra academies were founded after the Ashrim War and implicitly ramped up the scale of demon summoning, and more were built under the current Patriarch to keep up with demand. The shift to a paradigm of necromancy and demonology, the great big bad evils from the Undead War period, but in the modern meaning of those words used in this document, is bringing ancient Faendryl sorcery up into the present day game mechanics form of necromancy and demonology lores as the defining paradigm.&lt;br /&gt;
[704.2] This is also tempering the &amp;quot;we haven&#039;t changed this is what we always were and did&amp;quot; rhetoric in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; with something more historically nuanced. That document says of the Second Age: &#039;&#039;&amp;quot;It was an age that allowed for the unhindered pursuit of knowledge and the exploration of worlds within worlds. It was magnificent and worth preserving by any means, even ones the weak-willed found abhorrent and horrifying.&amp;quot;&#039;&#039;&amp;quot; The phrase &amp;quot;worlds within worlds&amp;quot; in the cosmology model used in this necromancy document would refer to the &amp;quot;infernal realms&amp;quot;, what could be called &amp;quot;pales&amp;quot; within this existence of more chaotic essences, as opposed to the outer valences. Which would have been more of an exile period thing with the dark essences of Rhoska-Tor and some merging with the black arts. This should generally reflect present day Faendryl over-stating the precedent of their present practices with what their ancestors did. This document is trying to show an evolution from comparatively innocuous practices to increasingly more rejected by others practices. So there needs to be an IC propaganda element when Faendryl NPC authors are talking about this stuff for everything to make sense.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IV. The Age of Chaos (-15,000 until Modern Era) [705]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Surveyor journal for northwestern Elanith [706]&lt;br /&gt;
Library Aies, Circa -15,180&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[705] Some of the history documents conflate, or at least include, the Undead War with the Age of Chaos. The convention we are using here is for the &amp;quot;Age of Chaos&amp;quot; to be the period of political collapse and disorder &#039;&#039;after&#039;&#039; the Undead War. However, it acknowledges that the &amp;quot;Modern&amp;quot; or &amp;quot;Fourth&amp;quot; age could reasonably be extended back as far as 10,000 years ago in at least some places, per &amp;quot;[[History of Elanthia]]&amp;quot; about it being ambiguous. But it uses the Modern Era calendar convention of the past 5,000 years.&lt;br /&gt;
[706] This is a totally made up quote. It is based in the premise established in this document that the crops in the fields were rotting, and so forth, with the outlying provinces of the Elven Empire having been largely wrecked by Despana&#039;s hordes. It is leaning into the blight and plague aspect of her methods. This quote is directly based on actual records from Vancouver&#039;s expedition into the American northwest in the late 1700s, repeatedly coming across native settlements that had been totally wiped out by smallpox. The description of the scars and blindness is also based on smallpox.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones.[707] This was futile and the Houses tended to withdraw from each other.[708] The Elven armies were mostly destroyed in the Undead War.[709] With the slow replenishing of the elven race, this power vacuum lasted for millennia.[710] It was no longer feasible for the Elves to exert control over the outlying provinces.[711] These declared themselves independent, or turned to outright rebellion.[712] The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded.[713]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[707] The &amp;quot;stabilize their own thrones&amp;quot; part is about the popular unrest premise in this document. The other parts refer to &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;Without the Faendryl to lead, the Elven empire began to decay. The houses began an internal struggle for power, as each thought themselves the natural heir to the Faendryl&#039;s position.&amp;quot;&#039;&#039;&lt;br /&gt;
[708] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;The Empire begins to crumble, each house withdrawing and managing their own affairs. The Elven Houses are no longer an organized community.&amp;quot;&#039;&#039;&lt;br /&gt;
[709] This is explicitly stated in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Elves had won the war, but at great cost. Much of their empire had been sacked by the Undead. Their armies were nearly destroyed.&amp;quot;&#039;&#039;&lt;br /&gt;
[710] This time scaling leans on the [[Ta&#039;Illistim Monarchs]] document. Segeir Illistim worked on rebuilding the Illistim military almost a thousand years after the Undead War, up to near -14,000 Modern Era. However, the Ta&#039;Illistim Monarchs document apparently uses the wrong dates for the Kiramon War, being off by about 2,000 years. Kiramon War should start roughly -11,000 and end a little after -10,000. Per &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (-9,800 end date) and an old statue in Ta&#039;Illistim that is a memorial of Istmaeon Illistim, who presided over the end of it. And consistency with the &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; documentation timing of about 15,000 years ago.&lt;br /&gt;
[711] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;Greater Elanith: Anarchy reigns, as the elves are no longer performing the role of protector to the lesser races. Little is known of this dark period.&amp;quot;&#039;&#039;&lt;br /&gt;
[712] Per &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; However, there is no definition for the structure of provincial governments, what it actually means for those territories to &amp;quot;declare themselves independent.&amp;quot; These could conceivably be (largely) ruled by western Elves to start with, but then without eastern support these rump states end up crumbling relatively quickly, and some elves of the West in the present day may have ancestry in the West back to this period.&lt;br /&gt;
[713] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039; (Note: The wording in History of Elanthia inadvertently defined the Age of Chaos as reaching all the way up to the present day.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years.[714] This precluded regaining lordship over the outlands.[715] In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world.[716] Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed to Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.[717]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[714] The Kiramon war would have started about 3,000 years after Segeir Illistim founding the Sapphire Guard and working to rebuild the Illistim military. Again, the Ta&#039;Illistim Monarchs document dates for Istmaeon Illistim appear to be off by 2,000 years. That document has NPCs living several thousand years and even giving birth past age 3,000. Player character ages for elves are broken in general, the range for setting it used to go up to 3,000 and later the whole thing was cut in half. But there are still 3,000 year old player characters.&lt;br /&gt;
[715] In any case, the kiramon war sets them back again up through -9,800, and human fortresses start getting built in the west in -3,000. This document has framed that the Elven Empire only exerted limited direct control over the outlying provinces at its height (e.g. the Vaalor struggling with the Black Wolves in the northwest) so that helps with the impracticality of reasserting control in a war torn West with faster regenerating populations than the Elves. So you combine this with the divisions and isolationism/insularness of Elven politics after the Undead War, you get inability to regain control of the outlying provinces. It is super vague what this part of the continent was like in those time periods.&lt;br /&gt;
[716] This is in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. The irony refers to the Faendryl having been exiled for their dangerous banishment-off-world strategy at Maelshyve, with House Illistim complaining about the unknown risks in it (including the risk of the enemy unexpectedly returning some day.)&lt;br /&gt;
[717] This is in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. It makes clear that the Aelotoi leaders (e.g. Braedn) were told and are aware that the kiramon of Bre&#039;Naere had been banished there by the Elven Nations. It was historically well known enough that the courtiers at the Illistim Keep were able to surmise the coinciding timing of the kiramon banishment and when the Aelotoi said the kiramon arrived. There&#039;s been some expressions over the years of that being some sort of secret hidden from the Aelotoi, but that isn&#039;t the case, the Elven monarchs / elites may just have some more knowledge / better insight into their role in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.A New Ta&#039;Faendryl&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was the famine she unleashed with her necromancy.[718] It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was the blights poisoning the fields and forests.[719] They were struggled against for centuries as recurring illnesses.[720] It was the cause of insurrections and expansionist wars.[721] There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well.[722]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[718] This premise is an embellishment, based on extrapolating details from the Sylvan and Halfling histories. &lt;br /&gt;
[719.1] The &amp;quot;plagues&amp;quot; premise is partly based on &amp;quot;[[History of Elanthia]]&amp;quot; explicitly referring to the plagues in this period. This line is just generalizing it to plantlife (perhaps including wildlife or livestock who eat those plants, as suggested in the Faendryl documentation) with the notion of &amp;quot;blight.&amp;quot;&lt;br /&gt;
[719.2] &amp;quot;Doom of Kalaza&amp;quot; is a totally made up term for the Red Rot destroying Kalaza. The part about the blights is extrapolating from approximate time period references. This is partly based on &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about crops rotting in the fields, where the sylvans from Nevishrim were geographically closer to the outlying provinces of the Elven Empire. It also draws from the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;. The Horse War was a few centuries after the Undead War, so this is recontextualizing the blight problem into the Undead War context. Long-term leftover problems from Despana&#039;s desecration necromancy, which is a concept elaborated somewhat in Volume 2.&lt;br /&gt;
[720] This is an embellishment. But can help exacerbate the conditions that cause the Elven Houses to lose control over their outlying provinces, and turn autarky oriented with respect to each other, due to economic duress from agricultural conditions. This document also set up a framework of the West&#039;s outlying provinces as having been a breadbasket for the Elven Empire, so the structure of their economies would be totally shaken up and then restructuring to local production for everything with all Elven labor. Whereas they may have had manual labor from &amp;quot;lesser races&amp;quot; during the Elven Empire. This partly relates to how much magic is to be allowed to act in the world setting. It gets fairly ill-defined on the *practicality* of large scale magic.&lt;br /&gt;
[721] This is an embellishment. But it provides internal logic reasons for the separatism and rebellions that are supposed to have happened in this decolonization period. Technically, this premise is also present with the Ardenai in the Horse War case, this is just generalizing that dynamic.&lt;br /&gt;
[722] This is the Horse War from &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl.[723] The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food.[724] Though there were forests near Maelshyve, these were dark and twisted, too dangerous from proximity.[725]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[723] This could be taken in the literal sense of how hard it would be to grow edible food in the vicinity of Maelshyve, which might as well be the magical equivalent of a nuclear test site. But some of this sentence is Faendryl IC author bias.&lt;br /&gt;
[724] It is a desert and possibly badlands, and if you allow remnants of Despana&#039;s forces to be hostile hazards on the surface, the Faendryl would need to grow food in underground caverns for the food security. But people often forget that this location canonically has forms of magical radiation poisoning, and that it twists and makes &amp;quot;hostile&amp;quot; the plants you grow in it. So this sentence is reaffirming that there are also &amp;quot;unnatural&amp;quot; reasons for the problems of food in this location. It&#039;s not just &amp;quot;oh gross who wants to eat bugs&amp;quot;, it&#039;s you should not want to be eating anything from this polluted place.&lt;br /&gt;
[725.1] This is creating a premise to reconcile the closeness of Maelshyve to green parts of the Elanith map and the notion the Faendryl could not grow anything, along with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; saying &#039;&#039;&amp;quot;on wooded slopes surrounding the valley on which Maelshyve Keep stood.&amp;quot;&#039;&#039; The solution here has to be leaning into the kind of thing mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot;, which is that if you make something grow there, it is twisted and hostile and dangerous. &lt;br /&gt;
[725.2] The previously framed premise of being charged with guarding Maelshyve on the one hand, and this task being the penance for future political rehabilitation, which are made up for this document, also provides motivation for why they *had* to be in this specific location and why they were going to all the trouble of agriculture in this near impossible spot instead of some distance away and transporting the food in, which is probably what the Agrestis does modernly. The other framed premise of leftover forces of Despana making the region too hostile and uncontrolled also gives a logic for it being infeasible to do food security at a distance from their caverns. And the premise of the Maelshyve strategy as more of a silver bullet solution that a sheer raw power solution would explain why the Faendryl couldn&#039;t just chase out all such hostiles and make a nice surface nation state from the very beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide.[726] In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam.[727] They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city.[728] It was to spite Laibanniel Illistim for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind.[729] These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.[730]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[726] This is an embellishment in its specific assertion, but it is sensible extrapolation, and consistent with (for example) the spiteful twisting of Elven words in the formation of the Faendryl dialect as described in the &amp;quot;[[Dark Elven languages]]&amp;quot; document. This also sets up the rhetorical basis for this document describing the Faendryl as characterizing the annihilation of the Ashrim Isle as an &amp;quot;exile&amp;quot; rather than a genocide, which is a made up premise of some Faendryl drawing moral equivalency for making Ta&#039;Ashrim unlivable and the Faendryl exile. It is not defined, but a lot of people probably died just from the evacuation and Trail of Tears like moving of the population, though this also runs up into the question of how much NPC magic is allowed to distort the world setting. (e.g. &amp;quot;Well why didn&#039;t they just open portals and everyone just walks through?&amp;quot; or &amp;quot;Why didn&#039;t they just make permanent portals to some other place they could grow food?&amp;quot;)&lt;br /&gt;
[727] The salted earth language comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that they left their creations to roam the city is framed on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Old Ta&#039;Faendryl section] of the Play.net website.&lt;br /&gt;
[728] It is unclear what the original lore intention of the Ithzir was meant to be, it is plausible they were supposed to be experimental mutants like the [[twisted being]]s and [[festering taint]]s. But they have canonically since been treated as extraplanar. The premise that they are world conquerors comes from Kenstrom&#039;s storylines (e.g. [[Return to Sunder]]) and his document &amp;quot;[[Ithzir Genesis]]&amp;quot;. The premise that the Faendryl summoned them to salt the earth comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that it was symbolic over the ingratitude for the Faendryl&#039;s role in guarding against extraplanar threats, which is framed as the roots of their demonic summoning and veil piercing magic they were exiled for, is an embellishment of this document attempting to recontextualize &amp;quot;[[History of the Faendryl]]&amp;quot; regarding the Enchiridion Valentia and Palestra. The premise of having the Ithzir world conquerors symbolically lording over the capital of the Elven Empire is an embellishment that is just synthesizing these other premises. &amp;quot;History of the Faendryl&amp;quot; uses the term &amp;quot;shining city&amp;quot; for Old Ta&#039;Faendryl. That term has since become used for Ta&#039;Illistim in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_1.asp &amp;quot;Illistim Society&amp;quot;] document, but the Faendryl document use of it is almost a decade older than the Illistim document use of it.&lt;br /&gt;
[729.1] This is an embellishment. The design of Old Ta&#039;Faendryl has the entrance characterized as telling the Faendryl they are not welcome here, and the Old Ta&#039;Faendryl background description on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Play.net website] makes it clear that the sentinels and energy barrier were created by the other Elves. So that most Faendryl would not be able to return, only the most powerful would be able to get in, and that this would allow the Elves to study the things the Faendryl left behind: &#039;&#039;&amp;quot;At the entrance to the grounds surrounding Ta&#039;Faendryl, the Elves erected two stone sentinels whose magic would keep all but the most powerful of Elves away. In this manner the bulk of the Faendryl people would never be able to return, however, the most powerful of the other Elven races would be able to enter and investigate the powerful magics developed by the Faendryl sorcerers.&amp;quot;&#039;&#039; &lt;br /&gt;
[729.2] Then it is cross-referencing [[Ta&#039;Illistim Monarchs]] on who the Argent Mirror was at that time, since this energy barrier construction would most plausibly have been made by Illistim mages. Then this document is characterizing summoning the Ithzir as spite over that. &amp;quot;[[Ithzir Genesis]]&amp;quot; has the Glethad NPC saying the Faendryl made the barrier, but that has to be treated as a mistake, because it is not consistent with what exists in-game and the Old Ta&#039;Faendryl background material on the Play.net website. It would also mean the Faendryl putting up a barrier to keep the other Elves out of something they &amp;quot;salted the earth&amp;quot; over anyway.&lt;br /&gt;
[730] Volume 3 especially talks about aberrations and how they are necromancy in the broad sense of the definition used in this document, though teratology might not fall entirely inside the scope of necromancy, for instance elementally corrupted creatures. (This would be consistent with DragonRealms where non-necromancer Arcane users [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 might be] teratologists, using the DragonRealms definition of necromancy of sorcerous crossing/mixing with life mana.) [[Lich qyn&#039;arj]] are just straight up undead. Volume 3 totally makes up some background about them, which makes their presence symbolic for Koar and fallen rulership reasons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun.[731] There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana.[732] Among these latter factions, the Faendryl were the subject of hatred.[733] However, the Faendryl soon discovered entrances to the underground caverns, and were able to erect wards to keep out the banshees and other infernal spirits that are endemic to those lands.[734]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[731] The harsh climactic conditions of Rhoska-Tor near Maelshyve have been seen first hand during the Maelshyve archaeological dig expedition event. The hostile forces refer to the arguments made in this document for leftover Despana alliance/horde constituencies, as well as the &amp;quot;natural&amp;quot; undead and demonic hazards of the region framed earlier in this document.&lt;br /&gt;
[732.1] This embellishment is an extrapolation of what should be true in context. It is also leaning on there being indigenous &amp;quot;sinister&amp;quot; types to the region with backgrounds pre-dating Despana.&lt;br /&gt;
[732.2] While we are having the demons causing the mindless undead to chase the retreating living into the keep, more powerful undead further away like the banshees might not have done that, and the demons running wild ought to have pulled some of the undead away with them. Then there is whatever outlying undead forces Despana had away from Maelshyve itself, which had their command hierarchy decapitated. Which the Elves would have pushed out of the East, so they&#039;d either head toward Rhoska-Tor and the wastes or into the West. The point is that Despana&#039;s forces can be destroyed at Maelshyve without it being a just-so story where *everything* ended up inside the building, and everything in the collapsing building got pulled through the tear in reality, without anything about it being messier than that in the fine details. It isn&#039;t a problem for the region to be a chaotic mess afterwards, even though the demons + implosion strategy was fundamentally successful.&lt;br /&gt;
[732.3] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; does say &#039;&#039;&amp;quot;As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die. The fact that there were no surviving enemies to rout was an empty consolation.&amp;quot;&#039;&#039; But this is excessive since they should not all have even been at the Battle of Maelshyve when it was a lightning strike in a stalemate frontlines situation.&lt;br /&gt;
[733] This is a reasonable extrapolation from the prior premise.&lt;br /&gt;
[734] This is tying back into the premise of the Dhe&#039;nar section of this document. The &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;Life in that place was never easy, for little grew there. Below the surface, however, the Faendryl found extensive networks of caverns. Not only did these provide shelter, but they also contained an unusually large number of mana foci.&amp;quot;&#039;&#039; (Other places like the Old Ta&#039;Faendryl [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp page] on the Play.net website and &amp;quot;[[History of the Faendryl]]&amp;quot; instead say &amp;quot;nothing&amp;quot; grew in Rhoska-Tor, while &amp;quot;[[History of the Sylvan Elves]] has wooded slopes right next to it.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic.[735] But they would emerge twisted, and were most often poisonous, or even rotting.[736] Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves.[737] The instabilities in the flows that were caused by the implosion of Maelshyve made it difficult to keep even crude constructs or golems.[738] The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies.[739] They then instead used reanimated corpses, which had milder but similar issues.[740] In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve.[741] In time they were able to make working artificial constructs from exotic metals.[742] It would not be possible to even begin considering this on the surface until the situation stabilized.[743]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[735] This is partly based on spirit circle spells that make things grow, such as herbs, though also plants in general in Rolemaster spell lists. This is a scaling issue problem of what should be feasible with spell casting. This is hanging a lantern on the issue and mitigating it by setting up reasons for why the problem could not just be magic wanded away.&lt;br /&gt;
[736] The &amp;quot;rotting&amp;quot; is inspired by Rift herbs. But generally this premise is already canon in &amp;quot;[[History of the Faendryl]]&amp;quot;: &#039;&#039;&amp;quot;Life was difficult, as nothing would grow, and what few things did sprung from the ground twisted, warped, and often hostile.&amp;quot;&#039;&#039;&lt;br /&gt;
[737] This is addressing the geographical context problem of &amp;quot;well there&#039;s green stuff right next to there so why can&#039;t they grow stuff right near Maelshyve instead of the wasteland itself&amp;quot;. If those green areas are themselves &amp;quot;bad places&amp;quot; due to proximity to Rhoska-Tor, it takes it off the table to do agriculture there (not that having a minor amount of growing plants is necessarily consistent with land able to support agriculture in the near term), plus the framed premises of hostile surface forces this document introduces and emphasizes. The imported top soil and artificial lighting is addressing how to grow stuff in underground caverns, and Faendryl do not have Drow dark vision. Trying to keep that soil purified would be difficult near Maelshyve, and &amp;quot;[[History of the Faendryl]]&amp;quot; talks about the crops getting corrupted with sorcerous radiations.&lt;br /&gt;
[738] This is an embellishment that extrapolates off there being mana storming during the Maelshyve archaeology expedition event. It is trying to reconcile the weirdness of summoning demons to do agriculture labor when the Faendryl would have been aware of the corrupting influence of the demonic on life, when they left behind all these powerful construct automatons in Old Ta&#039;Faendryl. So synthesizing these premises lets you say it wasn&#039;t feasible to just use golems/constructs at that time, which are totally obedient passively unlike demons which require active management and binding.&lt;br /&gt;
[739] This changes the characterization in &amp;quot;[[History of the Faendryl]]&amp;quot;, making using the demons for this as a desperate measure making the best of a bad situation. This can help nudge along the casual open embrace of demonic summoning with the whole population, especially if the objectors had already left House Faendryl from the more nuanced exile logic this document introduces. But the Faendryl should not just casually be all-in on routine rote demon use yet at the start of the exile, that should be treated as &amp;quot;History of the Faendryl&amp;quot; being present biased and doing some revisionist apologetics.&lt;br /&gt;
[740] There is a premise here for reanimating the livestock that die for whatever reason, though it is dubious that the Faendryl had something as resource intensive as &amp;quot;cows&amp;quot; on such a tenuous plant growing basis in that time period. But they would have *some* livestock for fertilizer purposes. So, there is a premise of using reanimated bodies, because it&#039;s walking long-term fertilizer. But reanimation is still sorcerous magic, and it&#039;s also very temporary and micromanaged. You need something more properly undead to act as labor that is more obedient than demons, and that is going to run into the same corruptive dark energies problems.&lt;br /&gt;
[741.1] This is again extrapolating off the mana storming that has been observed around Maelshyve in the present day. It is setting up a premise that the Faendryl summon low corruption entities for mundane use in the present day, recognizing the toxic pollutive problems of &amp;quot;fiends&amp;quot; and the black arts. This is also setting a difficulty-of-retaining-control over the things premise because of the essence instabilities. &lt;br /&gt;
[741.2] It is also addressing and mitigating the fact that &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; states that valence creatures are still used for manual labor in these ways, even though that corruption property would be a known issue: &#039;&#039;&amp;quot;They bear much of the burden of lesser tasks relegated to them so that Faendryl may use their time to focus on more important matters. They assist in the crop planting and mining for the Agresti and help haul the goods of the Emporion from workshop to store.&amp;quot;&#039;&#039; This is talking about &amp;quot;minor demons&amp;quot; (in some broad Faendryl definition of demon) that are not problems for retaining control over them and basically just extraplanar creatures who will obey as servants: &#039;&#039;&amp;quot;an abundance of minor demons abiding their masters&#039; orders and roaming freely within the walls.&amp;quot;&#039;&#039; The concern here is not letting Faendryl mastery of minor demons, or extraplanar creatures, gut the menace and danger and darkness of the demonic as a category. They might have specialized use as assistants in the Agrestis for tasks that are too fine-grained for construct/golem automatons which would do the heavier labor.&lt;br /&gt;
[742] This is (again) bringing in a retcon to make sense of why they did not use constructs/golems given the obvious problems of using demons, given that they left behind powerful magically resistant [[Greater construct|constructs]] in Old Ta&#039;Faendryl. (It might be that higher corruption &amp;quot;fiend&amp;quot; demons were easier to control with the Rhoska-Tor dark essence in the unstable mana flows period close in time to the Maelshyve implosion, but this was pulled back later, and present day &amp;quot;demon&amp;quot; assistants are low pollution outer valence creatures.) They needed time to figure out how to make ones that would work under those conditions, and get enough of the exotic metals to make them. (&amp;quot;[[Elanthian Gems]]&amp;quot; specifically talks about krodera and mithril veins in particular shielding some of the alabaster deposits in Rhoska-Tor from sorcerous radiation.) And then with the immediacy of their problems, and the surface conditions, they could not even begin thinking about trying to do this stuff on the surface at a remote distance. &lt;br /&gt;
[743] They needed to establish a power base and gain effective control over the surroundings before things would be secure enough to allow for remote/distant food dependency. Eventually there will be population spread out. But in the early times we can have this penance premise where there was not an intent of the exile being a permanent situation, so early on staying near Maelshyve would be a good behavior thing into the political situation improved. But then it goes on long enough that you have generations viewing this region as home, and you can have spreading out and making a port and so on, eventually reaching the state where Chesylcha is engaged to an Ashrim prince and best friends with the Illistim Mirror.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the span of decades. For others it was centuries and there was not much affect on skin tone for those farther away.[744] While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the demon worshippers began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor.[745] Despana transformed more into a myth of she who will one day return.[746]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[744] The time scale of the Dark Elf magical conversion is somewhat ill-defined. The time scale described here would be consistent with how it is described in &amp;quot;[[History of the Faendryl]]&amp;quot;, but that section of &amp;quot;History of the Faendryl&amp;quot; is deeply inconsistent with the chronology of the other history documents. This within-lifespan speed of it is important, because if it takes thousands of years and multiple generations, that greatly restricts the range of possible Dark Elves who are not of Faendryl or Dhe&#039;nar ancestry. But the premise that only those in the deepest caverns closest to Maelshyve had the skin darkening is explicitly established in &amp;quot;History of the Faendryl&amp;quot;. There was a &amp;quot;did you know&amp;quot; section on the Play.net website of dark elven mothers [https://www.play.net/gs4/info/races/darkelf.asp doing experiments] with making light skinned children, but that is cringe and also unnecessary because it was never the case that Dark Elves were supposed to all be darker skinned in the lore premises. That page itself only says &amp;quot;usually&amp;quot; brown or black skin. Those rumor sections also have stuff in them that is not true in general.&lt;br /&gt;
[745] This is following from the embellished premises earlier in this document. &amp;quot;the voice of Rhoska-Tor&amp;quot; is the Dark Elven language in the &amp;quot;[[Dark Elven languages]]&amp;quot; document, and probably what it should have been called before Dark Elves were historically a racial category (i.e. modernly) but after the region started being called Rhoska-Tor post-Despana. This line is playing off the earlier premise that the demonic cultist types regard it as a &amp;quot;divine language&amp;quot;, so being the deranged types that they are with their weird religions, this softening of hostility to the Faendryl can make sense. Especially as Despana and the war recedes further in the past.&lt;br /&gt;
[746] This is playing off the Grot&#039;karesh Hammer Clan&#039;s reincarnation myth beliefs about Despana returning eventually in &amp;quot;[[Giantkin History]]&amp;quot;. In the other Volumes this document has them being influenced by regional beliefs along those lines, with there being bad guys in Rhoska-Tor who want Despana to return and would help make it happen if they knew how to do it. But that is a made up premise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground.[747] The cultists would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary.[748] The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor.[749] For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery.[750] In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot;[751] Sorcery was broadened in such a way that it absorbed some of the more ancient black arts.[752] The dark arts were then studied through the paradigm of Faendryl rationalism.[753]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[747] This is having the Faendryl become the hegemonic power in that region, but the black arts practitioners still being present, especially in illegal kinds of ways. This is related to the earlier framing about the Faendryl only eventually exerting control over the surface lands as their position strengthened and their population size recovered from everything that had happened. Recall earlier we had the other Elven Houses with a big demographic hit, leaving them unable to keep control over the outlying provinces. The Faendryl would have the same problem, even moreso if they lost part of their population to exile politics, whether renouncing the House or splitting off as expatriates for various reasons. That is also recontextualizing &#039;&#039;&amp;quot;not a single elf complained&amp;quot;&#039;&#039; in the Exile section of &amp;quot;[[History of the Faendryl]]&amp;quot;, because the complainers would be the people who already noped out and left House Faendryl. Hardship conditions over this might also have had people leaving at this point to try to live elsewhere further south or to the north in the West, given that the Elven Houses no longer had any effective control over there and there&#039;s no one in a position to stop them from going off on their own. This is part of the general dynamics of present day Faendryl being descendants of people that staunchly loyal House Faendryl and its political positions on all these issues. And the ideological divergence and Overton window shifting that comes from that.&lt;br /&gt;
[748] The Senary comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, treated as a mythical boogey-man of those secretly defying the Patriarchal authority. This premise of cultists infiltrating Faendryl society would make sense if such cultists are taken as existing in the region. There was also an established premise in 5123 of a Faendryl named Enomna impersonating Patriarch Korvath&#039;s recently dead mother to try to kidnap the Patriarch&#039;s son out into the wastes as part of her attempt to find life extension solutions for her human husband. This has not been explained yet, but this would be thematically consistent.&lt;br /&gt;
[749] This is following the same logic as the Dhe&#039;nar section earlier, and the various premises of &amp;quot;dark essences&amp;quot; and demonic energies and undead corruption in the region from the several documents. It is the premise for Faendryl sorcery moving further along to its more modern forms that we are calling &amp;quot;dark sorcery.&amp;quot;&lt;br /&gt;
[750] This is following the logic of the Arcane power section earlier in this document, about how those metaphysical traditions each influenced the development of Faendryl sorcery in the exile period. This is giving more concrete language to how those doctrines were twisted in the new situation of having these energies from other valences or infernal realms.&lt;br /&gt;
[751] This premise is explaining why sorcerer spells are organized on a &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; duality now mechanically, while other documentation has them as a hybrid of elemental and spiritual spheres of magic, with a class description that matches what this document is calling &amp;quot;classical sorcery.&amp;quot; This is all generally about making sense of the issues of defining sorcery and hybrid magic in the world setting.&lt;br /&gt;
[752] Since the Faendryl are using these &amp;quot;dark essence&amp;quot; energies around Rhoska-Tor, and demonic stuff, and there is whatever contact or spillover with the black arts practitioners more indigenous to the region, you have at least some of the &amp;quot;black arts&amp;quot; falling under this broadened definition of &amp;quot;dark sorcery.&amp;quot; But Faendryl sorcery should not include stuff that is highly toxic to the surroundings, debasing to the self, and so forth, it should be &amp;quot;dark grey&amp;quot; magic rather than &amp;quot;black magic.&amp;quot; With a significant amount of focus in how to counteract and prevent the black arts and black magic.&lt;br /&gt;
[753] This is making intellectual tradition continuity with the Second Age Faendryl, and how this form of &amp;quot;dark sorcery&amp;quot; is distinct from the black magic practiced elsewhere in other culture traditions. It is broadening and breaking up the monolithic &amp;quot;sorcery&amp;quot; concept, even if this Faendryl paradigm is what we deal with through Sorcerer Guilds. The Faendryl ties with the Sorcerer Guild institution, only awkwardly IC and distorting as that concept is, finds representation in places such as &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the loresong on the [[forehead gem]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultism provided the back door for these wasteland traditions to become incorporated into the dark arts of sorcery.[754] The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution.[755] It was fashionable to embed the demonic or spirits into weapons or other items.[756] There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through immaterial projections.[757] What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces.[758] The futility of challenging the Faendryl is well known in the Southron Wastes.[759]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[754] This is using the previous established &amp;quot;back door&amp;quot; property of occultism, now for bringing in stuff from the southern wastelands, whereas the Second Age occultists were moreso pulling in stuff from people then living in the West.&lt;br /&gt;
[755] These would be spells similar in nature to [[Cloak of Shadows (712)]] and [[Pestilence (716)]] (though it might be inconsistent for it to be those exact spells), which Second Age Faendryl probably would not have wanted anything to do with, though they might have used magic like the old [[Disease (716)]] which would be more &amp;quot;classical sorcery&amp;quot; compared to Pestilence&#039;s &amp;quot;dark sorcery.&amp;quot; They were bending this way already with having made the festering taints in the Undead War period. Similarly, [[Torment (718)]] is probably out of this wasteland tradition. It isn&#039;t the kind of spell that should have been done by Second Age Faendryl, and most present day Faendryl would probably find it barbarically reckless and dangerous to the caster.&lt;br /&gt;
[756] Stuff like this has been done in game, like the Black Hel slayer demon scimitar from the I.C.E. Age (last possessed by Kree), or the soul eater staffs from Ebon&#039;s Gate. But [[Ensorcell (735)]] is more vanilla than this, just layering necrotic energy on objects. That&#039;d be an example of a &amp;quot;dark arts&amp;quot; spell that is not a &amp;quot;black arts&amp;quot; spell but also not &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[757] This is leveraging off the &amp;quot;dread seer&amp;quot; stuff from the earlier section on warlocks. The Extrachthonic Cartographer&#039;s Guild from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; represents a very &amp;quot;demonology&amp;quot; and materialist approach to valences and summoning demons. But there should also be necromantic methods (i.e. immaterial or possessing or scrying) for this stuff, especially for the outer realms that are unable to support life or even material existence as we know it. Xorus [[Harrowing and Esoteric Archaeology|lectured]] about this once, using the term &amp;quot;occult philology&amp;quot;, generalizing off the Planar Shift spell having runes embedded in flow patterns. Talking about this in more cosmic analogs. This is following a kind of Lovecraftian theme, like what Randolph Carter is doing in [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;].&lt;br /&gt;
[758] With all this bad stuff in the southern wastes (e.g. Horned Cabal), and precedents like the Palestra Blade Aralyte going after Althedeus, and the earlier warding premises for the banshees/etc. for living there, it is sensible that the Faendryl would be majorly invested in controlling dark magic as protection from dark magic. In line with what they did with Despana. This would be a deep ideological dispute with the other Elven Houses, rooting back in disagreement over the Maelshyve strategy.&lt;br /&gt;
[759] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; makes it sound like people down there generally know better than to try to directly take on the Faendryl, but it says: &#039;&#039;&amp;quot;Despite the occasional large-scale external conflicts since the Faendryl defeat of Despana&amp;quot;&#039;&#039;. There are only two in current canon, the Ashrim War and the Third Elven War. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They would come to grow food in their outlying lands, along with relatively minor surface settlements.[760] There was even the eastern port of Gellig after some ten thousand years, as relations between the Faendryl and other Houses had improved.[761] While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age.[762] Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins.[763] Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd.[764] It was a politically controversial royal marriage, which would have shifted the balances of power.[765] (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.)[766] When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle.[767] The Faendryl losses were horrendous.[768] The Houses declared it a genocide, the Faendryl called it an exile.[769] The war had sought to compel a trial and formal restoration of ancestral land claims.[770] But in the end it turned their allies against them and entrenched the opposition.[771]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[760.1] This is getting around the issue of &amp;quot;how do you grow food in a desert wasteland&amp;quot; when Faendryl territory by now extends some distance beyond the desert wasteland. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; has the Agrestis being a triune of ranchers, farmers, and miners. The ranchers and farmers should in the present day be working on the surface away from the desert. This land is defined as all belonging to the Patriarch by default, unless given to someone else, and the Agrestis is in charge of regulating it. It is unclear how old the Pentact divisions are and how far back terms like &amp;quot;Agrestis&amp;quot; should really reach in Faendryl history. &amp;quot;[[Origins of Amasalen]]&amp;quot; attributes Agrestis back to the Second Age, but the document is a translation and not nearly that old. (Though of dubious provenance, it is supposedly over 150 years old, but interestingly describes much more recent events in Kelsha&#039;s paintings.)&lt;br /&gt;
[760.2] The presence of outlying surface settlements in the present age is defined in the Third Elven War period in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[761] Gellig being an eastern port is 100% made up. Gellig is a location that the Turamzzyrian Empire sacked on its march into Faendryl lands, and whatever Gellig was, that was what set off and totally enraged the Faendryl. So this is defining Gellig as a Faendryl sea port, perhaps the location the Faendryl armada launched from in the Ashrim War, to explain why the Faendryl reacted so much worse to Gellig being invaded. The timing of 10,000 years is made up. It&#039;s using that number because &amp;quot;[[History of Elanthia]]&amp;quot; talks about roughly 10,000 years ago being when modern historians often talk about the Age of Chaos starting to end, and &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has human fortresses being built 8,000 years ago. There needs to be some lead up time and interaction with the eastern Elves to reach the point of the Chesylcha-Ashrim marriage so that it is not out of no where, and it is reasonably long after the Undead War for Elven time scales.&lt;br /&gt;
[762] This is the hedge on the 10,000 years ago number, with the Modern Era calendar being defined with a year 0 that was only a bit more than 5,000 years ago.&lt;br /&gt;
[763] This detail comes from the [[Ta&#039;Illistim Monarchs]] document about the Mirror at the time, Caladsal.&lt;br /&gt;
[764] The Loenthran poet detail comes from a display in Museum Alerreth in Ta&#039;Illistim. The wedding party is also described originally in &amp;quot;[[History of Elanthia]]&amp;quot; as quite large. [[Maeli Gerydd]] went missing. &amp;quot;History of Elanthia&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; imply it is known Chesylcha died (though in incompatible ways), but the Maeli Gerydd lore and the [[forehead gem]]s ending up in the ocean make it sound more like a disappearance.&lt;br /&gt;
[765] There is another [[Chesylcha Sukari Faendryl|display]] (of a jade seahorse with ribbon for pinning to the left sleeve) in [[Museum Alerreth]], for example, that talks about the marriage as politically controversial. The &amp;quot;[[History of the Faendryl]]&amp;quot; document blames it on a Nalfein assassin.&lt;br /&gt;
[766] There should be a lot of socioeconomic and great power politics reasons for the Ashrim War that have never been carefully fleshed out. But it isn&#039;t within the scope of this document. The straight forward logic of the situation is that the Ashrim were the dominant naval power and the Illistim were developing air power, and Chesylcha was the glue on what would have been a forming alliance between them with a restored House Faendryl. Which would be very contrary to the maritime and court interests of House Nalfein (especially if there was Loenthran support), and been disliked by House Vaalor for military pre-eminence reasons. And who knows about the Ardenai.&lt;br /&gt;
[767] The story of the divination of the assassination by Chesylcha&#039;s sisters comes from &amp;quot;[[History of the Faendryl]]&amp;quot;. The spiraled out of control notion is an embellishment, this document is trying to give more rational motivations and war objectives, because the original story is a Helen of Troy kind of thing. It does not make sense to conquest regain the ancestral homeland, especially by invading the Ashrim Isle which is not even in the same direction, and especially when it is far beyond living memory to have actually lived in those ancestral lands. It has to be more abstract, about restoration of ancestral land claims, and political standing in the council of monarchs and so forth. The fog of war line is about the situation turning chaotic and escalating in a way that was not planned. (i.e. we are not having the Faendryl sending ships at the Ashrim to then do some genocide on land.)&lt;br /&gt;
[768] This is framed originally in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[769] The Faendryl calling the obliteration of the Ashrim Isle &amp;quot;an exile&amp;quot; is totally made up for this document. It ties back into this document earlier saying the Faendryl came to regard their exile to a land without food as attempted genocide. The gist is that the Faendryl attitude is there were Ashrim who were not on the Ashrim Isle, and the Ashrim Isle becoming uninhabitable is just an exile, and if House Ashrim no longer exists as a culture and royal line and political entity that speaks only to the failure of the Ashrim people. Likewise, the other Houses did not intervene in the war for the Ashrim, and did not cede their coastal lands to any Ashrim survivors. &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; talks about sea elves who will not acknowledge the Elves of this continent, which Scribes intended as a backdoor hook for Ashrim survivor descendants (though he was not Elf guru), and it might be that whatever Ashrim survivors there were had big grievances with other Houses after that war rather than just the Faendryl. In spite of the maudlin memorial stuff the Elven Houses do today about the Ashrim.&lt;br /&gt;
[770] This is inspired by the non-canon Faendryl [[Siege of Ta&#039;Ashrim|captain&#039;s journal]] of the Ashrim War that Mnar had in the [https://web.archive.org/web/20010723220557/http://gemstone.play.net/etimes/et6/ancient.htm Elanthian Times] back in 2000 in [https://web.archive.org/web/20020205003433/http://gemstone.play.net/etimes/et7/ancient.htm multiple parts] into [https://web.archive.org/web/20030212062741/http://gemstone.play.net/etimes/et8/ancient.htm 2002]. The general notion here is the Faendryl put together a naval fleet to meet the Ashrim on their own culture-tradition terms as a matter of honor, rather than a serious expectation of having a full scale naval war with the Sea Elves, as a matter of compelling a trial of traitors in the Ashrim royalty to get justice for Chesylcha and her wedding party. But then the Ashrim are guarding their royals, and ship violence happens, and things start spiraling out of control. Then in that fog of war context with horrendous Faendryl losses, you get a few ships making it to Ta&#039;Ashrim. Like in the non-canon journal, they&#039;re trying to arrest some royals, and end up in a position of blowing everything up.&lt;br /&gt;
[771] Though the Faendryl in some sense won the battle at Ta&#039;Ashrim, they very much lost the war in terms of achieving the war&#039;s political objectives. It catastrophically damaged their political standing with the other Houses for thousands of years. But they also suffered their own horrendous losses, and they completely doubled down on everything after the Ashrim War. The &amp;quot;[[History of the Faendryl]]&amp;quot; document might be interpreted as omitting most of the exile period where New Ta&#039;Faendryl was an underground city, and it could be treated as state policy to refer to this as some &amp;quot;period of appeasement&amp;quot; that state sanctioned history ignores. New Ta&#039;Faendryl is a surface city that is only a few thousand years old, but it should most likely be treated as the surface facade of something that runs much deeper into the ground, that is a lot older.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism.[772] The Patriarch formally dismissed the penance of House Faendryl in guarding the ruins of Maelshyve for the Elven Empire.[773] It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve.[774] The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor.[775] There was then a full embrace of the dark arts, which were regarded as morally neutral.[776] The Palestra academies were founded to support a vast expansion of demon summoning.[777] The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.[778]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[772] The aftermath of the Ashrim War being the moment the Faendryl was declared to be &amp;quot;dark elves&amp;quot; is defined both in &amp;quot;[[History of Elanthia]]&amp;quot; and in &amp;quot;[[History of the Faendryl]]&amp;quot;, which cross-referenced with the chronology of other documents such as &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, means the Faendryl were *not* known as &amp;quot;dark elves&amp;quot; for 15,000 years of residing in Rhoska-Tor. It is given as a cultural condemnation with a racialized aspect. So we should treat Dark Elves as a race as being a relatively modern thing, and have the meaning of &amp;quot;dark elves&amp;quot; be different in earlier time periods.&lt;br /&gt;
[773] This is an embellishment to bring the premises of the exile in this document up into alignment with the more contemporary attitudes illustrated in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Though the Armata still guards the ruins for its own internal security, but allows demons to wander toward the Demonwall.&lt;br /&gt;
[774] This is the state sanctioned revisionist history being framed, where what we might call the &amp;quot;period of appeasement&amp;quot; is treated as a wrong direction.&lt;br /&gt;
[775] This is explicitly stated in &amp;quot;[[History of the Faendryl]]&amp;quot;. It is partly based on &amp;quot;Path to Palestra&amp;quot; saying the Palestra academies were founded after the Ashrim War, and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; being clear that New Ta&#039;Faendryl is only a few thousand years old, and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; distinguishing New Ta&#039;Faendryl from Rhoska-Tor. The city is described in a highly centrally planed way in that document, and so this is introducing a premise that the society structure was centrally planned in this way in the aftermath of the Ashrim War. Earlier time points would plausibly have some different governing structures. This surface city should probably be treated as the surface facade for connecting down into the older underground city.&lt;br /&gt;
[776] This is leveraging off the founding of the Palestra academies implying a big expansion and embrace in demonic summoning in the population, and doubling down in general on the magic that the Faendryl are being condemned for by everyone else.&lt;br /&gt;
[777] Same point as 776. &amp;quot;[[Path to Palestra]]&amp;quot; says: &#039;&#039;&amp;quot;With the rule of Patriarch Rythwier Sukari Faendryl, we see the building of New Ta&#039;Faendryl. It was during this time that the three major academies of Palestra training were founded.&amp;quot;&#039;&#039; The four lesser academies were founded under the current Patriarch, Korvath Dardanus, to make supply for Palestra meet up with demand. All of this suggests an escalation over past levels of Palestra and summoning.&lt;br /&gt;
[778.1] This is cross-referencing &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot; with the &amp;quot;[[Dark Elven languages]]&amp;quot; document about the Faendryl dialect. The [[forehead gem]]s loresong has consistency issues with documentation. It depicts Patriarch Rythwier in a palace prior to the Ashrim War, but other documentation would imply such a building should have only been after the Ashrim War. It depicts the Faendryl crest, but does not specify which one. It would have to be the ancient crest, because the Layman&#039;s Guide says the Faendryl did not recognize the disgraced crest, and they &#039;&#039;&amp;quot;chose a new crest&amp;quot;&#039;&#039; only when they &#039;&#039;&amp;quot;left Rhoska-Tor to found New Ta&#039;Faendryl.&amp;quot;&#039;&#039; The loresong also depicts the tapestries as &amp;quot;crimson&amp;quot; when they should be &amp;quot;scarlet.&amp;quot; It is a reasonable embellishment to time the court language law to the aftermath of the Ashrim War when the new crest was chosen.&lt;br /&gt;
[778.2] &amp;quot;[[History of the Faendryl]]&amp;quot; says: &#039;&#039;&amp;quot;As time passed, the Faendryl began to turn their eyes northward, towards their ancestral home. They were disgusted with life below ground, and wanted their shining city.&amp;quot;&#039;&#039; and then after the war &#039;&#039;&amp;quot;They turned their backs on the elves and the city they had built and moved north of Rhoska-Tor, although not far, to build their new city.&amp;quot;&#039;&#039; &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; says: &#039;&#039;&amp;quot;She is a new city, New Ta&#039;Faendryl. An eternal city, established only a few thousand years ago.&amp;quot;&#039;&#039; At the same time there should be surface settlements in the surroundings by the time of the Ashrim War, and reasonably there should already have been a sea port. So it is possible this [[Forehead gem|loresong]] &amp;quot;palace&amp;quot; / &amp;quot;castle&amp;quot; is underground, or it is possible it is somewhere else that is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.B The Diaspora&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot; [779]&lt;br /&gt;
&lt;br /&gt;
- Children&#039;s rhyme unconsciously chanted in fugue states, in the&amp;lt;br&amp;gt;&lt;br /&gt;
year 5100, due to Banaltra harvesters for the Feithidmor. Last&amp;lt;br&amp;gt;&lt;br /&gt;
hatching survived by sylvans of Yuriqen in the Age of Chaos.[780]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[779] This is an excerpt of the fugue state chanting from the feithidmor/banaltra storyline. It is an exact quote.&lt;br /&gt;
[780.1] There was a sylvan NPC named [[Wicked Times (storyline)|Draman]] who spoke of Yuriqen in this context. The timing was vague, but the premise was the feithidmor are akin to cicadas, except on the scale of thousands of years. The original intent of Yuriqen was to be founded about 8,000 years ago in the later Age of Chaos and then get cut off from the world around 2,400-ish years ago (per Banthis), though the date might not be defined anywhere in documentation. This usage of &amp;quot;Age of Chaos&amp;quot; is going with the 15,000 year definition of Age of Chaos rather than the 10,000 year one. It is an embellishment to put it in the first half of accessible Yuriqen rather than the second half. It vibes more thematic for Age of Chaos.&lt;br /&gt;
[780.2] More precisely, [[Wicked Times (storyline)|Draman]] was an aged Sylvan member of the Council of Elders in the [[Order of Lorekeepers]] in Ta&#039;Illistim, and his sylvan ancestors had left &#039;&#039;&amp;quot;shortly before the closing of Yuriqen.&amp;quot;&#039;&#039; The log of this NPC lecturing is therefore firmly establishing Yuriqen was closed off thousands of years ago. The premise was that they had survived the previous feithidmor event, and wanted to warn the world. The wording could be taken to imply the feithidmor event was not long before Yuriqen was closed. It is important to note that this was before the [[AGE (verb)]] mechanic and before the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. Here we&#039;re bending a little bit on the timing, calling it Age of Chaos (in the up to 5,000 years ago definition of Age of Chaos), because of the word &amp;quot;ancestors&amp;quot; from an old sylvan elf.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War.[781] There were many dark forces who were not inside Maelshyve at the time of its destruction.[782] With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors.[783] This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor.[784] There was a diaspora of necromancers and practitioners of the black arts out of the southern wastelands.[785] In this way witchcraft had returned to the West, where it originated, but it was now a much darker and more dangerous form of magic.[786]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[781.1] The first part is directly based on &amp;quot;[[History of Elanthia]]&amp;quot; describing mountain race hordes: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039;&lt;br /&gt;
[781.2] The malevolent forces in the South surviving the war is an extrapolation from what would be reasonable, since it does not sound realistic that all of Despana&#039;s forces were at Maelshyve at the moment the Elves do a lightning strike on Maelshyve. And it is leaning on the embellished premises about the sorts of factions found in that region made in this document.&lt;br /&gt;
[782] This should be true just by virtue of having been in other places pursuing the war, since the war was happening all over the continent.&lt;br /&gt;
[783] Part of this point is that with the logic of the Western outlying provinces being impractical to defend, and rapid gains by Despana in the outlying provinces where &amp;quot;[[History of Elanthia]]&amp;quot; said there was little resistance, that would suggest these purported dark factions were already up in the West. And this familiarity with moving up that way can help contextualize the minotaurs migrating up to Wehntoph after the Battle of Maelshyve, which is already canon in &amp;quot;[[History of the Minotaurs]]&amp;quot;. (They had their labyrinth area wrecked by some unknown war at some point in the Age of Chaos as well.) &lt;br /&gt;
[784.1] The loss of control by the Elves of the West in the Age of Chaos, and the Faendryl needing time to base themselves, and then the Faendryl presumably pushing out some of these dark forces with the expansion of Faendryl territory, you have clear pressures for population migration of these &amp;quot;black arts&amp;quot; practitioners northward into the West.&lt;br /&gt;
[784.2] The Faendryl have their own &amp;quot;diaspora&amp;quot; in existing documentation, a term that was introduced by Silvean. In canon documentation the word is used in &amp;quot;[[A Ceremony for the Marriage of Faendryl in the Diaspora]]&amp;quot; by Silvean and Lylia through the Wordsmiths program. This paragraph is just generalizing the whole thing.&lt;br /&gt;
[785] This is an extrapolation on the previous premises. These can include whatever races lived down in that southern region, but those of elven descent should largely be Dark Elves. This diaspora could arguably include [[Morvule]], the Luukosian high priest, who was old enough to witness the Great Fire of Sharath (something he told to a player character) and after the Undead War united Luukosian cults into the Luukosian Order, which would have mostly been in the West in the Age of Chaos.&lt;br /&gt;
[786] This document is using very broad generalities of large scale movement tendencies, rather than narrow specificity. There is no reason ordinary witchcraft practitioners could not have been in the wild woods of the West, or what have you, after all that time without having gone into the southern wastelands. It would still be a form of &amp;quot;black magic&amp;quot;, but not what we mean by the &amp;quot;black arts&amp;quot; most likely. It&#039;s the witches influenced by those southern wasteland traditions that give rise to the Raznel kind of stuff, rather than the wind witches kind of stuff or possibly even the [[Elanthian Journal/Edition 28|Sisters of Blight]] kind of stuff. (This is not what happened with Raznel in the literal sense, she grew up as a noble in Chastonia. But she was taught Southron Wastes demonic blood magic by Xorus, canonically in storylines, who is supposed to be an Ur-Daemon cultist who studies the black arts.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power.[787] This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic.[788] The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering.[789] It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.[790]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[787] There is no reason you could not have (dark) elves of distant ancestry to that Rhoska-Tor region who are not themselves malign in any way. And you could have expatriates of the Faendryl or Dhe&#039;nar for all sorts of reasons. But people wanting to be free of the rule of law, especially law on magic, is the Second Age driving force for migrating into the southern wastelands. So the Faendryl and Dhe&#039;nar building up regional strength during the Age of Chaos is sensibly going to drive similar sorts to go north into West (or possibly just the more lawless regions of the Southron Wastes) because in the Age of Chaos that was the widespread chaos / anarchy / lawless haven for dark forces. So here we go with that, partly to set up traditions to exist behind hooks in the Turamzzyrian History documentation.&lt;br /&gt;
[788] The Palestra being a prideful thing for summoners to have and collect is a little bit of good government propaganda, like teaching children the virtues of paying all your taxes and so forth. Because the natural inclination for a lot of Faendryl sorcerers is going to be not wanting to be regulated or restricted in what they do. Up into the anarchic west is an obvious place for a diaspora of power abuses to wander. This also helps set up some of the animosity in the West to Dark Elves for reasons that are less abstract or foreign to humans than Maelshyve and the Ashrim.&lt;br /&gt;
[789] This is an IC author statement, just characterizing what is established about it in a different way.&lt;br /&gt;
[790] The violence of the period is framed by &amp;quot;[[History of Elanthia]]&amp;quot;. The timeline of human fortifications being built comes from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. It is generally undefined what the governing structures and natures of the outlying provinces were, and how fast they fell apart after breaking off into independence, and what sorts of power structures existed in the interregnum. Volume 2 talks about trials by ordeal in the West, for example, as lay authority in the name of the gods, precisely due to the lack of central authority and hierarchy. Witch hunt panics and so forth. Humans obviously needed to live and survive for thousands of years in the Age of Chaos, so it can be bad but only so bad.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years.[791] Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel.[792] The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep.[793] The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts.[794] The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.[795]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[791] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[792] This is cross-referencing with the Disciples of the Shadows section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[793] This is cross-referencing &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; with the Nanrithowan wards defined in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and the Wyrdeep symptoms described in the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[794] This is pulling on the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[795] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is coincidentally around the same time humans &#039;&#039;&amp;quot;begin to form small organized settlements on the western side of the Dragonspine, building fortresses to protect themselves&amp;quot;&#039;&#039; according to &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever.[796] Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent.[797] This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic.[798] It was why Yuriqen was sealed off almost 2,400 years ago.[799]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[796] This seems fair from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, but there is no telling how much omission of bad events there could be.&lt;br /&gt;
[797] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; calls him Faendryl, but here we are leaving it more ambiguous, because Myrdanian was doing a kind of behavior that could be better suited to the malevolent wasteland types. &lt;br /&gt;
[798] This is all straight from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[799] This date is a made up assertion. However, Banthis has given roughly this amount time as the original intent. His own mid-2400s year old character was supposed to be young when the Yuriqen barrier went up. Using this number creates an opportunity to relate Myrdanian&#039;s presence there to the formation of the Kannalan Empire, notwithstanding the gnomes documentation (and things like the Timeline document pulling off the gnomes history) using some placenames in time periods that should most likely be anachronistic. (e.g. Tamzyrr in Selanthia, three thousand years before Selantha Anodheles)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders.[800] With the coronation of the Emperor of Veng in 2,745 there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known as Hendor.[801] While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West.[802] Looser forms of this alliance had existed for a few thousand years.[803] It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north.[804] It is perhaps for this reason that the Sylvans had troubles with Myrdanian.[805] The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.[806]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[800] This is a reasonable dynamic of what would happen if you push out chaos agents, only to concentrate them outside the borders in more confined spaces. Partly plays off &amp;quot;[[History of Elanthia]]&amp;quot; having it difficult to say when the Age of Chaos ended.&lt;br /&gt;
[801.1] These are made up facts that are meant to reconcile things that do not make sense. The year 2,745 Modern Era is based on &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; having 4,045 Modern Era being the year 1,300 Kannalan (which is likely vestigial from I.C.E. setting timeline messaging on the Path of Enlightenment but got retconned later.) The &amp;quot;Emperor of Veng&amp;quot; is a defined office in the &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. It is unclear if the location of Veng has ever been defined for players. Judging by the distribution of the other known Kannalan settlements to the south, west, and north, and Veng falling to humanoids invading out of the mountains, it should most likely have been somewhere in what is now called Hendor.&lt;br /&gt;
[801.2] The term &amp;quot;formal Kannalan Empire&amp;quot; is meant as a retcon to handwave away the [[Lines of Blood: A History of the Gnomes|Gnome history]] and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (referring to the gnome history) using the term &amp;quot;Kannalan Empire&amp;quot; for times over a few thousand years before year 0 of the Kannalan calendar. There can be earlier stuff that isn&#039;t really the Kannalan Empire but has constituent stuff. The gnome document does much the same with Tamzyrr and Selanthia.&lt;br /&gt;
[802] Feudalism in the Turamzzyrian Empire came from feudalism in Hendor. The definition of a loose alliance of humans, halflings, and giantmen comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[803] This is again the retcon mentioned in footnote 801.2&lt;br /&gt;
[804] This is creating a hook for why there were &amp;quot;dark sorcerous forces&amp;quot; up near what is now Vornavis, harassing refugees of the fallen Kannalan city of Ziristal, in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in the early 4000s Modern Era.&lt;br /&gt;
[805] This is a cross-reference and extrapolation. But if we accept the 2,400 year ago timing for the rise and forming of the Kannalan Empire, reaching up into what is not far off from the Sylvan forest, the Myrdanian types would naturally be tending toward being further north. So this is plausible geographical context for why Myrdanian would have been there bothering the Sylvans at just that point in history.&lt;br /&gt;
[806] This is cross-referencing various things. The undeath of the Wolves Den goes back to the Second Age, who were rebels in the Darkstone Bay region, being put down by the Vaalor. There are scattered threads like the darkness of the Kingdom of Anwyn and whoever destroyed the palace in &amp;quot;[[History of the Minotaurs]]&amp;quot;. Melgorehn&#039;s Reach if it were translated into De-ICE&#039;d timeline would have been something in the vicinity of 8,000 years ago. The Graveyard and Broken Land stories would be 6,300 years ago. The Shadow Valley story probably dated back to a bit earlier than the Graveyard story. Though none of these have canon dates at this time in the Elanthia world setting. The obelisk thing that turned Barnom Slim into a lich, Althedeus related, was seemingly very ancient and had a bunch of dead bodies leading up to it. There&#039;s the dark sorcerous forces of the Cairnfang in the early 4000s, and then modernly there&#039;s Foggy Valley with types like Bonespear and Vespertinae. All the various haunted castles in the northwest. The loresong on the [[forehead gem]] for Return to Black Swan Castle depicts sorcerers sieging the castle and turning it black, which a [[Return to Black Swan Castle/saved posts|saved post]] describes as only a century ago (though this is a retcon as that castle dates back to the ICE Age and weirdly suggests it&#039;s from the same time period as Wehnimer&#039;s Landing). Whatever happened with Bir Mahallah and the Sea of Fire more generally. Modernly the Arcane Eyes summoners were out of Mestanir, Raznel was in Talador. The list could go on.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kannalan Empire abruptly collapsed in the year 3,961.[807] It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains.[808] Historians have since speculated this was caused by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen.[809] There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands.[810] Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.[811]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[807] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[808] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and elaborated in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;, and also described some in &amp;quot;[[History of Reim]]&amp;quot;.&lt;br /&gt;
[809] This is an embellishment, that this is an exist premise from historians. This is cross-referencing several things. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; dates the Sunfist Pact to 16 years before the Kannalan Empire collapsed. (&amp;quot;[[History of Elanthia]]&amp;quot; puts it earlier with a vague 2,000 years ago, but the Timeline gives an exact number.) &amp;quot;[[History of Reim]]&amp;quot; talks about the Kingdom of Dunemire in what is now Bourth having been a Highmen kingdom. This is cross-referenced with the tribes named for the Sunfist pact in &amp;quot;[[Giantkin History]]&amp;quot;, which included the Highmen. &lt;br /&gt;
[810] This is a very plausible historical argument, given the two dates and Highmen overlap in both aspects of it. Even if it were a coincidence, historians (especially those who do not live in the mountains) could easily be convinced of it. This usage of &amp;quot;humanoids&amp;quot; is throughout the human documentation, such as &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[811] This is referring the Cairnfang region sorcerous forces in the Wildwood settlement incident, and more modernly with Foggy Valley. The southern part with the &amp;quot;black elven wizardry&amp;quot; is referring to the fall of Gor&#039;nustre and the Kannalan Alliance cities in the late 4200s. Which is pushing closer to the southern wastelands. These both come from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The geographical distribution of such references to the near edges of civilization is reasonably solid in existing premises.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
IV.C Death Religions&lt;br /&gt;
&lt;br /&gt;
It was in the late Age of Chaos that Lorminstra began softening her treatment of departed souls.[812] The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood.[813] It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death.[814] In antiquity it was very rare for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living.[815] Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul.[816] Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead.[817] Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.[818]&lt;br /&gt;
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[812] This is totally made up. There&#039;s a basic undefined issue with the death lore, where adventurers are somehow special with their treatment by Lorminstra, and we do not have explicit scaling on how common that is and how long it has been happening for. The death mechanics also change over time, which means the IC death rules are shifting with time. If it&#039;s more than just a small adventuring population, it disrupts the cohesion of the NPC world setting. So here we&#039;re postulating that one of these shifts happened in the late of Age of Chaos, when the West was emerging with the building of fortified human settlements, where the loophole formed with Lorminstra willing or able to return departed souls under some special conditions. And then this is used as a factor in pushing back the chaos, or as framed here, pushing back on the Life/Death imbalance caused by the malign influence of the Luukosians and so forth, which follows off the black arts diaspora framed in the prior section.&lt;br /&gt;
[813] This is a fair statement of what it is like when we try to interact with the Arkati or get explanations from them. When Death&#039;s sting was introduced with the shadow dragon, there was some vague language about the changing cycle of death.&lt;br /&gt;
[814] This is following off the logic in footnote 812 and a reasonable surmise for an IC worldsetting view by a mortal NPC who cannot directly know what the gods are doing on their end.&lt;br /&gt;
[815] This is an important embellishment. When GemStone implemented the Rolemaster mechanics in 1989 / early 1990, it tweaked the relation between resurrection spells and death. Rolemaster is like Dungeons &amp;amp; Dragons in having roughly 10 rounds of &amp;quot;dying&amp;quot; state where players can be revived with magical healing, and in the case of Rolemaster it is from hit point loss or from critical injury. This requires no &amp;quot;lifegiving&amp;quot;/rezz spell! The resurrection magic is for *after* soul departure, which is the state of actual *death* as opposed to dying. In the I.C.E./Shadow World setting the goddess we call Lorminstra is the only one with the power to let clerics call souls back into bodies like that. In the GemStone implementation this would leave corpses lying around and is a problem for the M.U.D. type setting, so it was replaced with rapid decay and reincarnation on soul departure. And then lifegiving/rezz spells applied to the &amp;quot;dying&amp;quot; phase, and players had no actual dead bodies to target with rezz spells. Move time forward and it&#039;s still not possible for player Clerics to resurrect unkept bodies that have been dead for more than a handful of minutes. But there are rare hooks like the old [[Purgatory]] messaging of what looks like the temple old man / Lord High Cleric pulling the soul out of Purgatory, and very rare story incidents of souls getting pulled out from beyond the Ebon Gate. So we are calling this &amp;quot;true resurrection&amp;quot; and it&#039;s much more rare than what ordinary Clerics do.&lt;br /&gt;
[816] This was explicitly true in the I.C.E. lore, which was the context when the death mechanics (the temple and deeds and all that) were created. The explicit language on this point did not carry through into later documentation, by GM Varevice said in a forum post in 2000 (for example) that only Lorminstra has the power to bring souls back to the living like that, whereas any ordinary god can power the kind of resurrection that player characters are doing. Cursing the soul refers to how undeath works in GemStone in light of the Order of Voln messaging, and ascension is referring to the ascension legends usually involving the lesser god having been dead in some way before being raised higher. The theory of how ascension works is talked about in Volume 2.&lt;br /&gt;
[817] This is the original context of the death lore, and if the true resurrection concept is valid in Elanthia still, this is consistent with the game mechanics. The [[Naidem]] reincarnation [[Purgatory#Naidem|messaging]] is vague, but that voice talking to you presumably isn&#039;t the silent Gosaena, so I will assume that is also just Lorminstra.&lt;br /&gt;
[818] This refers to for example the old man variant messaging on the old [[Purgatory]] death mechanics, and how there used to be different levels of power of resurrection spells. I&#039;m told one time a player with special Gosaena &amp;quot;[[DecayWings|avatar]]&amp;quot; wings (from an auction) in a storyline pulled someone out from beyond the Gate, but we&#039;re talking about resurrection spells and this line seems solid. It keeps the NPC world setting coherent for this to be a rare power, and for it to rarely be granted by Lorminstra. Adventurers are freak abnormality special cases, which is actually [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicitly stated] in DragonRealms with its highly similar form of the [https://elanthipedia.play.net/Death death mechanics].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit.[819] High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals.[820] This was a rare power and Lorminstra most often refused.[821] It was only for those who had died prematurely or in insignificant ways. Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself.[822] The very rarest form of resurrection was if Lorminstra took the departed soul and reincarnated its body. [823]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[819] When the De-I.C.E.&#039;d lore for Gosaena was introduced in &amp;quot;[[Gods of Elanthia]]&amp;quot; in 1999, it introduced the following line: &#039;&#039;&amp;quot;Unlike Lorminstra, when a spirit comes to Gosaena, it will not be returning to the mortal realm.&amp;quot;&#039;&#039; The problem is this is not true, or at the very least, requires some extra nuance of beyond the Ebon Gate to be consistent. One aspect of this is that Lorminstra lets spirits out from the Ebon Gate to visit near the Eve of the Reunion, it&#039;s been happening at Ebon&#039;s Gate festivals for decades and is talked about in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The &amp;quot;[[Giantkin History]]&amp;quot; with the Grot&#039;Karesh Hammer clan talks about an event where spirits of the dead return to visit the living called [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]]. So this sentence saying &amp;quot;on special occasions as a spirit&amp;quot; is more accurate that a simple plain reading of the Gosaena documentation. Another aspect of this is the Purgatory death mechanics messaging having implicitly been the other side of the Gates of Oblivion, before the term &amp;quot;Gates of Oblivion&amp;quot; was replaced with &amp;quot;Ebon Gate&amp;quot;. Lorminstra has the framed power of going through the other side of the Gate and pulling out souls for resurrection or reincarnation. So Gosaena needs to be restricted to a special phase of being beyond the Gate. The Purgatory soul departure messaging pre-dates the Gosaena lore, so there was never any mention of her in it.&lt;br /&gt;
[820] This is reviving the original I.C.E. context on what lifegiving / resurrection spells mean and do, and it is arguably represented in the old man variant of the old [[Purgatory]] messaging. Where different messages happened based on conditions.&lt;br /&gt;
[821] This restricts its scope so that the lack of use we&#039;ve seen with it in game makes sense, and revives the original context of Lorminstra refusing these requests unless certain conditions were met.&lt;br /&gt;
[822] This was explicitly stated in her lore at the time the death mechanics were designed. This line is just reviving the premise explicitly. Aspects of this were encoded in the old man variant of the [[Purgatory]] messaging, which talks about &amp;quot;special children&amp;quot; who have things left undone. The insignificant deaths aspect means, among other things, that Lorminstra is not going to agree to return an assassinated high noble or monarch to life.&lt;br /&gt;
[823] It should obviously be the case that Lorminstra reincarnating souls would be more rare on a whole population level than true resurrection requests being granted. The relative handful of minutes it takes for the soul departs reasonably means the ordinary player character raising spell on the dying would not be useful in most practical situations, because the intervention needs to happen in such a brief window of time. It should be the case that the longer a body is truly dead, the less likely the resurrection will be granted and the more damage to the body / recovery will be needed. This document is taking the [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicit] step DragonRealms does and has adventurers being a weird special exemption case involving heroics. While it is the rarest in a whole population demographic sense, for adventurers it is the [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 most common] outcome of death.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) Deeds&lt;br /&gt;
&lt;br /&gt;
Seven thousand years ago, or so, a loophole had formed in her rules.[824] There was a tiny minority of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces.[825] These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot;[826] They were much more rapidly healed with magical herbs than most people, for whom such remedies usually only increase the rate of healing.[827] Traumatic injuries from violence in particular might quickly vanish.[828] Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it.[829] Lorminstra allowed such heroes to fulfill their unfinished purposes.[830] There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures.[831] For this &amp;quot;deed&amp;quot; they would be owed a favor from Death.[832]&lt;br /&gt;
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[824] The seven thousand years number is totally made up, meant to be consistent with the prior framing of the late Age of Chaos. This is meant to be some time into the process of Western fortification settlements by humans. It is meant to imply that this practice just wasn&#039;t even a thing in earlier millennia. The timing is also chosen to make it just a bit earlier than the Graveyard and Broken Land stories, which we&#039;re using the same number of years ago as they were in their original timeline.&lt;br /&gt;
[825] This is directly based on the death mechanics messaging that has existed in game. The &amp;quot;special children&amp;quot; who make a difference was in the old man variant of the [[Purgatory]] messaging, which was when characters without deeds below level 2 were reincarnated. The phrase &amp;quot;heroic fighters against chaotic forces&amp;quot; is very slightly an embellishment, but based on the Hall of Sacrifice encoded into the Landing temple, and the making-a-difference premise in the old man variant, and the original death lore context of missions in the world not being complete yet. Which is a Fate like concept.&lt;br /&gt;
[826] This is a direct quote from the old man variant of the [[Purgatory]] messaging, which player characters have seen and experienced themselves in the past.&lt;br /&gt;
[827] This is an embellishment, taking the opportunity to restrict the scope of something that doesn&#039;t make sense for the NPC setting. Much as with the computer game adaptation of the death mechanics so that deaths happen much more routinely and less permanently in a M.U.D. context with its vastly higher encounter rate than a tabletop setting, the herbs and healing system was vastly accelerated for GemStone&#039;s implementation. Rolemaster herbs generally increased healing rates, or would have serious side effects and addiction risks. The world setting does not make much sense if it&#039;s common as dirt for people to just be able to heal everything, undisease everything, having empaths and so on all over the place. So this embellishment is creating an explicit premise of basically: yes, this rapid healing happens on these abnormal adventurers, but it&#039;s directly related to their weird relationship with the Life-Death balance, and the vast majority of people (NPCs) heal much slower.&lt;br /&gt;
[828] This is another scope restriction. Our healing spells and herbs focus on undoing traumatic injuries from adventuring heroics kind of stuff. They are not focused on chronic illnesses, cancer, and so forth.&lt;br /&gt;
[829] This is reviving what used to be explicitly stated in the death lore, and creating a hook for why these people are brought back from soul departure now, even when they have no deeds (because deeds no longer serve this function in the Death cycle.) Likewise, this was so with the old man variant, but now it&#039;s true regardless of level. This is creating a hook for why people are brought back, and likewise that mortals do not know why it is them and not others, and they do not know how long this flexibility with death will last. Each time might be the last time for all anyone knows.&lt;br /&gt;
[830] This is again reviving what used to be explicitly stated, and historicizes it to this late Age of Chaos time period.&lt;br /&gt;
[831] This is quoting and directly based on the Landing temple deed rituals. [[Research:The Graveyard]] and [[Research:The Broken Lands]] construct a theory about the original context of the death mechanics, because deeds do not come from the I.C.E. mechanics or lore setting. It theorizes that the deed ceremony is intentionally based on medieval homage ceremonies, where the death goddess acts as a liege lord and the soul is the fief being granted to the vassal who is sacrificing to her. This line is further based on the Hall of Sacrifice and the original Shadow World context of her not allowing the return of meaningful / significant deaths. So what GemStone appears to have done is allowed heroic acts by adventurers to result in treasure, and sacrificing this treasure is substituting in heroic acts / meaningful deaths, so a credit of meaningful deaths is used instead. And that this is the essence of what &amp;quot;deeds&amp;quot; really are, and setting up a premise of just donating money isn&#039;t enough.&lt;br /&gt;
[832] This is meant to explicitly ground the meaning of the word &amp;quot;deeds&amp;quot;, which at present have no definition in lore, other than the Lorminstra temple messaging.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna.[833] But these were deeds of Death.[834] Their sacrifices would substitute other heroic acts for the significant deaths that would leave Lorminstra unable or unwilling to resurrect.[835] The greater the heroic feats to be spared, the greater the sacrifices to be worthy.[836] There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds.[837] Without accruing deeds, the soul was doomed.[838]&lt;br /&gt;
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[833] This is what happened and was done in the [[Vishmiir]] event around 2002. This document is using this to explain death mechanics good deeds, per the Hall of Sacrifice, as instead deeds of Death. (The temple figures refer to Death with a capital D.) This allows us to explain why deeds presently serve an unrelated function as of 2004 with [[Death&#039;s Sting]] introduced. This tacitly interfaces with the liquid in [[chrism]]s and their Death&#039;s sting prevention.&lt;br /&gt;
[834] This is made up but reconciles the difference in what deeds did before 2004 with what they do afterwards.&lt;br /&gt;
[835] This is explicitly stating the prior premises, and is directly based on the death mechanics messaging, from the temple deeds messaging to the warnings in the [[Purgatory]] messaging about the limits of power to intercede.&lt;br /&gt;
[836] This is contextualizing why deeds are more expensive for higher level characters.&lt;br /&gt;
[837] This is putting down any seriousness to the old jokes about Lorminstra rolling in gems and cash for the money. The messaging requires it to be sacrifices of treasure, so it isn&#039;t good enough for rich people to just donate some money.&lt;br /&gt;
[838] This is what deeds used to do. Deeds &#039;&#039;&#039;have not&#039;&#039;&#039; done this for 20 years now, and this is explicitly recognizing it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end.[839] If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls.[840] Their bodies would disintegrate upon the departure of their spirit.[841] There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans.[842] For those chosen by the Lady of Winter there is no question.[843] Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.[844]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[839] This is just taking the medieval feudal meaning in the language used in the deeds ceremony and the [[Purgatory]] messaging literally. It is explaining the why Lorminstra and why only Lorminstra of it all.&lt;br /&gt;
[840] This is explaining why people (adventurers) with this homage relationship with Lorminstra, if they had accrued deeds of substitute deaths, were given special exemption and brought back from true death under some conditions.&lt;br /&gt;
[841] This is explicitly acknowledging the weirdness of player character instant decay and reincarnation, when the NPC background all leave corpses. Though it doesn&#039;t get around / explain all the monsters decaying, which is mechanically necessary for the game in practice.&lt;br /&gt;
[842] This refers to the &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; document. Koargard is discussed in &amp;quot;[[Worship in the Turamzzyrian Empire]]&amp;quot; and various Church of Koar contexts. It has its own doctrine of what the afterlife is, but the death mechanics adventurers experience is empirical.&lt;br /&gt;
[843] &amp;quot;Lady of Winter&amp;quot; is an epithet that is used in &amp;quot;[[History of the Order of Voln]]&amp;quot;. This line is about framing that adventurers have empirical experience with the other side of the Gate, with the depart / [[Purgatory]] messaging, which in every instance illustrated an oblivion stated of near unconsciousness.&lt;br /&gt;
[844] This is directly based on the [[Purgatory]] / Abyss of Naidem messaging, and the description of the Pale in the second Griffin Sword War. It is how GemStone interpreted the meaning of &amp;quot;Oblivion&amp;quot;, which at that time was undefined in the I.C.E. setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it.[845] She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls.[846] Reincarnation works around some of the conditions that ordinarily prevent resurrection.[847] In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor.[848] It was only certain kinds of deaths that could be substituted for deaths of like kind.[849] Otherwise the rules of Death held without exemption.[850] It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.[851]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[845] This is directly describing the [[Purgatory]] death messaging. It is slightly condensed now in GemStone IV, but this is using the original full version of the wording in the decay/depart messaging, which was live up through 2003.&lt;br /&gt;
[846] This is referring to the [[spirit death]] variant of the [[Purgatory]] messaging. The currently used form of the decay/depart messaging uses this particular version in all cases. Spirit death is soul destruction in Rolemaster, but in GemStone, Lorminstra was able to fix it if people had the deeds. Otherwise this special case of permadeath set off the &amp;quot;lost to the demonic&amp;quot; messaging.&lt;br /&gt;
[847] If a body is poisoned in such a way that it cannot host the soul, that would sensibly prevent ordinary raising as well as &amp;quot;true resurrections&amp;quot;. But with Lorminstra able to repair at least some souls, and reincarnate the body out of spirit, that makes it harder to fully prevent Lorminstra from bringing someone back. It isn&#039;t obvious that [[Luukosian deathwort]] would actually permadeath one of our player characters.&lt;br /&gt;
[848] This is referring to the original stuff where Lorminstra would not agree to do the resurrection. This is framing how you could have get-out-of-death deeds for heroic action stuff, but this is not allowing people to get out of dying out of old age just because they have deeds. Or whatever their &amp;quot;mission&amp;quot; is, Fate role, whatever, that being fulfilled is going to overrule any owed favor exemption. Adventurer &amp;quot;favors&amp;quot; [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 explicitly] do not get them out of final death from their lifespans being up in DragonRealms.&lt;br /&gt;
[849] This is an embellishment. But it is consistent with what is implied by the temple and deed ceremony, and explains it in a way that is very adventurer specific and not something relevant to the general NPC population. It wouldn&#039;t even apply to ordinary soldiers in a military. Related to this, empaths and clerics that focus on healing or raising such fortune hunting adventurers, even if they do not go out and slay themselves, would get transferred conferred deeds under this logic. Clerics at one point actually mechanically got a deed for raising those under level 2 before the departure of their soul, where they would otherwise be saved from permadeath by the &amp;quot;old man&amp;quot; Purgatory messaging variant. This point is mentioned about deeds of Death in Volume 2.&lt;br /&gt;
[850] This is setting up Death deeds as having been a very particular loophole, and that Death deeds are not necessary at the present time, but the people for whom they are applicable are the only ones being exempted in this special loophole way.&lt;br /&gt;
[851] This is largely based on the [[Purgatory]] messaging variants that talk about the limits of power in bringing people back. It described deeds (at that time) as very necessary, except for those barely started yet &amp;quot;special children&amp;quot;, where bringing them back without deeds was difficult. And it helps frame that Lorminstra isn&#039;t necessarily really making free choices in this stuff, the exemptions have to be paid for in some kind of Balance logic in weird cosmic stuff. There is limited insight mortals should have into it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries.[852] There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed.[853] Those who return from death are never entirely restored.[854] They lose something of themselves, whether temporarily or permanently.[855] Some of this is damage from the decay of the body.[856] While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead.[857] The extent to which Lorminstra has extended her power in mitigating death has fluctuated.[858] Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are instead the power of Life that goes into softening Death&#039;s sting.[859] The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance.[860] But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery.[861] They are often contrary to her own interests, but have some role to play in the unfolding of Fate. [862]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[852] The death mechanics have changed repeatedly in the past few decades, including with IC recognition of changes. This wording is partly leaning on the embellished premise of Death deeds starting 7,000 years ago.&lt;br /&gt;
[853] This is damages to the body and to some extent spirit from dying or being dead. In the ICE Age there was permanent stat penalty damages, then in the late 90s and early 00s there was negative experience point loss, then in 2004 onward our current form of [[Death&#039;s Sting]].&lt;br /&gt;
[854] This is true from Rolemaster up through our present [[Death&#039;s Sting]] mechanics.&lt;br /&gt;
[855] There was permanent stat damage risk from too many deaths per level in the I.C.E. Age. This notion of permanent damage from it would likely refer even moreso to cases of what we&#039;re calling &amp;quot;true resurrection&amp;quot; where the body was dead for a while and the soul brought back to it.&lt;br /&gt;
[856] Oxygen deprivation to the brain, for example, was framed in Rolemaster &amp;quot;Character Law&amp;quot;. Volume 2 gets into this more and talks about how there is also spiritual damage from the animus deteriorating in the &amp;quot;dying&amp;quot; state, which explains Death&#039;s sting for dying characters who get raised.&lt;br /&gt;
[857] They were different spells with different functions in Rolemaster &amp;quot;Spell Law&amp;quot;. Preservation halts body decay. Lifekeep stops the soul from departing. GemStone rolls them up together, partly because it doesn&#039;t keep bodies around after soul departure, but you would want / need preservation magic if a &amp;quot;true resurrection&amp;quot; were to be done, where Lifekeep would be pointless. Chrisms likewise could be interpreted as related to preservation magic but not lifekeep magic.&lt;br /&gt;
[858] This is referring to the shifting around in the death mechanics that have happened. There was no stat loss at all from 1996 through 2003, roughly, but there was experience loss from decays / spirit deaths and so forth. These are empirical IC differences in death recovery. The [[Deed#Modern|shadow dragon]] premise when Death&#039;s sting was introduced talked about Lorminstra extending her power in terms of undoing the physical damages when bringing people back. (She takes wounds but leaves scars.)&lt;br /&gt;
[859] This is an empirical fact that deeds no longer have any role in whether Lorminstra brings people back, since 2004 with the shadow dragon stuff and Death&#039;s sting change, which was framed as some cosmic cycle change. This concept of deeds of Life is based on the &amp;quot;good deeds&amp;quot; as liquid substance in the [[Vishmiir]] event for banishing the Vishmiir, and it is an embellishment to contrast these with the Death deeds, and this power of Life as what is going into ameliorating Death&#039;s sting. Because what deeds presently do is mitigate [[Death&#039;s Sting]], so this is directly addressing why they work that way and what changed.&lt;br /&gt;
[860] The Balance is talked about, for example, in &amp;quot;[[History of the Order of Voln]]&amp;quot;. The concept exists in Rolemaster books, but was not really much in the Shadow World setting, though there was a little such as about the barriers between planes getting weakened by portal magic and so forth. Morvule in the Luukosian Order has their own twisted version of Balance concept in Death, Undeath and Lies. And logs show the Luukosians in [[Ride of the Red Dreamer|rituals]] talking about correcting Fate&#039;s flaws. In any case, the vagueness of the cosmic cycle changes was stated in the Death&#039;s sting release, and the balance of Life and Death was framed earlier in this document when talking about Luukos and his relation to the undead.&lt;br /&gt;
[861] It is an empirical fact that deeds no longer serve the role they did before the in game year 5104. There is no explanation for why the &amp;quot;special children&amp;quot; are special or chosen, and there does not really need to be on the mortal end of things. They just got brought back for reasons they do not know for certain, but they&#039;re generally adventurers, and it&#039;s those kinds of deaths they get out of (at least up until some point.) Arkati generally do not give straight answers about this kind of stuff. There should just be IC theological interpretations of it.&lt;br /&gt;
[862] As mentioned, the Luukosians speak of correcting Fate&#039;s flaws, and there are fate notions such as Koar contemplating the fate of all things (the Rift is implicitly inside the Great Drake and the Rift rooms are mostly Tarot cards and the Vvrael quest was all about prophecy and Book of Revelation kind of stuff), and Gosaena&#039;s prophetic powers of knowing when things will die. This document uses Fate as a cosmic force that is tied up in the Life/Death balance (as an embellished premise based on various factors) and directly related to this concept of unfinished business / purpose / special missions. Volume 3 uses this concept for talking about restless spirit types of undead. Also, this embellishment about it being a Fate and cosmic balances mystery thing that isn&#039;t really about Lorminstra choosing, that gives flex on why she&#039;s bringing back all these people contrary to her own interests.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless, the role of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order.[863] It was also in the Age of Chaos that we see the earliest records of a figure resembling Voln.[864] There was a proliferation of undeath in the westerlands.[865] Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies.[866] It was many years before the founding of the k&#039;Tafali sect.[867] The witch hunters of that age had no use for mercy, or for regarding the undead with compassion.[868] Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.[869]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[863] This is an embellished premise. Since we&#039;re picking a time for this fortune hunter / adventurer special dispensation to begin in the world timeline, having it happen then as civilization is restarting can have some historical significance for the &amp;quot;adventurer&amp;quot; class of people. Because there&#039;s very little in the way of hooks for them impacting historical events farther back than 30 years ago, or the sort of storyline external threats that often dominate over normal nations/politics forces; maybe the only clear example of it is the lore around the Ice Witch Issyldra. In any case, the general notion would be that the aggregate effect of having these tiny minority of heroic fortune hunters surviving longer than they would have is that it cuts down on the monstrous / dark / chaotic populations. And that would have helped push back and tame the Age of Chaos around population centers, especially if those new centers had money economies to incentivize fortune hunting. This does not have to be the purpose / reason for &amp;quot;Death deeds&amp;quot; in itself. But it could be the practical consequence of them. Especially if the Luukosians and necromantic dark forces were causing the Life-Death imbalance that caused the Fate aberration for it.&lt;br /&gt;
[864] There are context reasons to think Voln was not a known entity until after the Undead War. The &amp;quot;[[History of Luukos]]&amp;quot; puts the ascension of Voln at a later time than the Undead War, and says: &#039;&#039;&amp;quot;On the other side, Lorminstra worked with others who believed in the purity of life to put a stop to the flood of corruption that undeath brought. This would eventually lead to the ascendance of the immortal spirit Voln, and the establishment of his Order.&amp;quot;&#039;&#039; It is also a framed in storyline events (e.g. [[Ride of the Red Dreamer]]) that [[Morvule]] was the one who united the Luukosian cults into the Luukosian Order, and the &amp;quot;[[Griffin Sword War]]&amp;quot; document says: &#039;&#039;&amp;quot;Let us begin with Morvule himself – according to Nershuul, Morvule was originally of elven origin, though he does not know of his originating House. During the days after the Undead War, he underwent a transformation initiated by Luukos and appeared forever changed.&amp;quot;&#039;&#039; And the &amp;quot;History of Luukos&amp;quot; commits to Luukos not doing his necromancy thing around mortals until after the Undead War. So then you have &amp;quot;[[Gods of Elanthia]]&amp;quot; saying of Voln: &#039;&#039;&amp;quot;Tales suggest that Voln&#039;s very existence is a result of Lorminstra&#039;s constant entreaties to Koar for some direct action to counter the spreading curse of Luukos&#039; undead. Most tales attribute Voln&#039;s paternal lineage to Koar and a mortal woman. His upbringing, in a land where he witnessed loved ones lost to Luukos&#039; curse, shaped him with an undying hatred of the undead and provided a lifelong mission.&amp;quot;&#039;&#039; Likewise, one of the loresongs on the Stones of Virtue on Mount Aenatumgana shows the ascension of Voln, in front of what is clearly a Luukosian cultist. Similarly, the ascension legend under such conditions would fall apart instantly if Elves had records of Voln dating all the way to prehistory, like the Arkati. So Voln has to begin appearing in historical records at some point. But in the Age of Chaos things are badly recorded. So we go with starting to see something along these lines and be vague on the timing.&lt;br /&gt;
[865] This is an embellishment to the extent that what is firm canon only speaks of orcs, trolls, minotaurs, that kind of thing. In this document we&#039;ve framed some population migrations and leftover Despana forces on some plausible extrapolations, so that there is significantly more undeath in the West after the Undead War than there was before it, which is the essence of what the &amp;quot;[[History of Luukos]]&amp;quot; is saying even if we have to reject some of the stuff about Despana as mythical and distorted.&lt;br /&gt;
[866] This is extrapolating off the conditions that would have existed for the story of Voln&#039;s origins.&lt;br /&gt;
[867] This is the Order of Voln. The volumes of this document treat the &amp;quot;Order of Voln&amp;quot; as a theological tradition stemming from Fasthr k&#039;Tafali, and though it is what is dominant now, the IC author regards a lot of its doctrines as theological constructions of mortals and not Voln himself. The mercy and release of poor cursed souls, for example, is not the mandate. The mandate is to put down the undead. This is reconciling the tension in the lore that exists because the Order of Voln was designed in the context of the I.C.E. lore for Voln (Vult), mercy and release of the suffering and cleansing souls of taint, but then his De-ICE&#039;d [[Gods of Elanthia|version]] makes him the &#039;&#039;&amp;quot;Destroyer of the Undead&amp;quot;&#039;&#039; and having &#039;&#039;&amp;quot;an undying hatred of the undead.&amp;quot;&#039;&#039; Later developments such as &amp;quot;[[History of the Order of Voln]]&amp;quot; are influenced by the in-game messaging, which is actually the ICE lore, so what we&#039;re doing here is setting up a frame for explaining this &amp;quot;undying hatred&amp;quot; and &amp;quot;destroyer&amp;quot; version of Voln. Basically, though the k&#039;Tafali sect is now dominant, especially the past couple of centuries due to the Horned Cabal, this is suggesting their views of Voln were not the norm further in the past, beyond a thousand years ago. &lt;br /&gt;
[868] The very generic term that this document uses for people who hunt down forces of darkness and their minions / monsters is &amp;quot;witch hunter&amp;quot;, which is not meant to be specific to hunting witches. It is used here, but more often in Volume 2.&lt;br /&gt;
[869] This is explicitly framing and quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; entry for Voln, and highlight the inconsistency with the mercy/release rhetoric elsewhere. It&#039;s giving a hook for where that &amp;quot;Gods of Elanthia&amp;quot; description is coming from within the setting. The premise of Luukos becoming the Undeath god, in his practical religious focus with mortals, only after the Undead War is following off the &amp;quot;[[History of Luukos]]&amp;quot; document and various context details, like how it was assumed the Book of Tormtor was in some way Ur-Daemon in origin, rather than assuming this mass undeath artifact was related to Luukos. Near the beginning of this document, it explicitly asserts (as an embellishment) the Luukos was regarded as the Soul Eater god in the Second Age, and that this undeath stuff from him happened later. So here we&#039;re giving some context to the Age of Chaos in the West having Luukos expanding his sphere of influence with the spread of all this necromancy. And it can give some more context to all the weight on Luukos with undeath when most of the undead we actually see in the game have nothing directly to do with Luukos.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(2) The Dark Path&lt;br /&gt;
&lt;br /&gt;
But a little over six thousand years ago, following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north.[870] The Dark Path was a theocracy in homage of Gosaena.[871] It was a heterodox theology, in some ways similar to her Left Hand Path sect, but otherwise highly unusual.[872] It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age.[873] Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway.[874] The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation.[875] Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms.[876]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[870] This is an embellishment but an attempt to keep consistency with pre-existing lore. The Graveyard and Broken Land stories were set approximately 6,300 years ago on the I.C.E. Age timeline, where on the scale of years 1 year is equivalent to 1 year, because in the I.C.E. Age setting (Shadow World) there were 350 days in a year, but Master Atlas 2nd Edition in 1992 established there were 25 hours in a day, which is equivalent to a 365 Earth day calendar for a solar year. There is seemingly no reason to not just keep the 6,300 year ago number and have those stories happening in the late Age of Chaos. The original context was the Wars of Dominion, but nothing directly analogous to the Wars of Dominion happened in the Elanthia setting.&lt;br /&gt;
[871] This is just a straight De-ICE of the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; document, which was the first GemStone unique lore document and a 100% original GemStone story. It does not come from I.C.E., just some of its details were set in it. It is worth noting that Bandur Etrevion himself is post-ICE canon, like one of his books is chained down in Moonsedge Manor.&lt;br /&gt;
[872] The Left Hand Path sect is a Gosaena cult from the second [[Griffin Sword War]]. The gist of it is that its leadership alternates between good leaning and dark leaning, the Right Hand and Left Hand paths. The [[Purgatory#Naidem|shrine]] in Naidem also seemed to represent Gosaena in some bifurcated angel/demon form, like one of the Tarot card Major Arcana rooms in the Rift. So, this is an embellishment, it&#039;s meant to provide a context hook for the Dark Path somehow being consistent with Gosaena, since Gosaena is extremely different from Kadaena, but at the same time what GemStone did with Kadaena was off canon for Shadow World.&lt;br /&gt;
[873.1] This is a made up embellishment to try to square the difference between the off-canon treatment of Empress Kadaena in the Graveyard (and more subtly also in the Broken Land) with the later Gosaena and Eorgina lore, as those two were more changed in the De-ICE than most gods. It&#039;s also mentioning Despana savior myths in this context to tie back into the dark magic diaspora out of the southern wasteland set up earlier in this document, to connect Age of Chaos dark magic to Undead War aftermath.&lt;br /&gt;
[873.2] The motivation behind this is obscure. In the original lore context, Empress Kadaena was not really a goddess, she was a powerful sorceress of demi-god scale power who was decapitated by her cousin. There&#039;s also a version where her headless body fell through the &amp;quot;Gates of the Void&amp;quot; into the demonic realms. Kadaena was also the creator of the gogor (vruul), which were collected by Morgu (Marlu) for some unknown reason, though his original form looked exactly like a vruul. And the Broken Land seems to be insinuating the Kadaena&#039;s race was responsible for the origins of the Dark Gods in their magic experiments.&lt;br /&gt;
[873.3] So this is synthesizing the notion that Despana may have merely been exiled off world by the Maelshyve implosion, the Graveyard&#039;s off-canon representation of Kadaena as a dead goddess who resides beyond the Gates of Oblivion (i.e. a cult belief about Gosaena being like a dead goddess exiled beyond the Ebon Gate), and the Eorgina-Marlu relationship encoded in &amp;quot;[[Origins of Tonis]]&amp;quot; and &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and to a lesser extent the introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot;. This is also deliberately playing into the DragonRealms issue of Maelshyve versus Urrem&#039;tier, as pointed out in footnote 876.3.&lt;br /&gt;
[873.4] There is also a very esoteric argument for the Graveyard and the Broken Land being influenced by the &amp;quot;Demons of the Burning Night&amp;quot; book, where Empress Kadaena&#039;s daughter was the ruler of Orgiana&#039;s (I.C.E. Eorgina) theocracy, and the Broken Land&#039;s own GemStone unique lore might be conflating Kadaena and Orgiana, who were a little conflated in that theocracy.&lt;br /&gt;
[874] This is blending the details described in the footnotes to 873. This document refer to the doctrine as &amp;quot;syncretic&amp;quot;.&lt;br /&gt;
[875] This is leveraging off the &amp;quot;defying Death itself&amp;quot; frieze in the Graveyard crypt and the grotesque statue of &amp;quot;Empress Gosaena&amp;quot; embedded in the Graveyard gate, along with the timeless void of light and darkness in the [[Purgatory]] messaging, which had exits (paths) of light and darkness. The Graveyard itself underground is arguably a symbolic representation of Purgatory where is only the &amp;quot;dark path&amp;quot; into the darkness and the demonic.&lt;br /&gt;
[876.1] This is involving several things. &amp;quot;Guardian of the Forbidden&amp;quot; is the actual translation of the original invoking phrase in the Graveyard crypt, which was an offering formula of &amp;quot;Kadaena Throk Farok&amp;quot; in the I.C.E. language of Iruaric. This is off canon for Kadaena, it&#039;s representing her as some kind of Lovecraftian forbidden knowledge goddess, and a dead goddess along the lines of Hel or Osiris. This sentence is also explicitly recognizing the symbolic parallels between the Graveyard and the Purgatory and deeds death mechanics, and is pulling on theocracy details in the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;.&lt;br /&gt;
[876.2] The &amp;quot;infernal demonic realms&amp;quot; is a literalization of the phrase &amp;quot;lost to the demonic&amp;quot;, which never involved any first hand demon imagery. It is leaning on the original I.C.E. Lorminstra lore where the Key to the Void was never to be used, and that arguably being the meaning of &amp;quot;Guardian of the Forbidden&amp;quot;, where the Void generally refers to the Unlife / demonic realms. In this document the word &amp;quot;infernal&amp;quot; has a specific cosmological meaning, referring to the &amp;quot;pales&amp;quot; of lower existences of more chaotic essences (&amp;quot;sorcerous elements&amp;quot;) that are part of existence&#039;s chaos-order or dark-light spectrum, not outer valences. Then it is interpreting the light and darkness witnessed in Purgatory in this kind of cosmology of higher and lower planes.&lt;br /&gt;
[876.3] The notion that the light and dark are different aspects of the same Oblivion, perhaps experienced differently but the same place, is implied by the old permadeath messaging in [[Purgatory]]. This is the way the Afterlife is also [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 described] in DragonRealms, and Volume 2 of this document tries to stay consistent with the soul description in DragonRealms which has a [https://elanthipedia.play.net/On_Death_and_the_Soul_(book)/Contents tri-partite structure] to it. Here we are going further and associating the Void aspect of it to the demonic, and we are very subtly relating Despana/Gosaena with the DragonRealms [https://elanthipedia.play.net/Starry_Road_(plane)#Regions version] where Maelshyve claimed the Void (the permadeath part of the &amp;quot;Starry Road&amp;quot; spiritual plane) was her realm before she was displaced by the Gosaena-like immortal Urrem&#039;tier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void.[877] To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic.[878] Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.[879]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[877] The light as associated with the higher spirit planes is based on the release event information of [[Searing Light (135)]]. The wording of this sentence uses &amp;quot;interpreted&amp;quot;, so it is a theological interpretation of [[Purgatory]] and not necessarily correct. It may more or less reflect the original intent of that messaging, which was off canon for the I.C.E. setting.&lt;br /&gt;
[878] Bandur would have &amp;quot;omens&amp;quot; and nightmares, implicitly Lovecraftian nightmare visions, in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. Kadaena did not have any established prophetic ability, though that kind of magic existed in the setting, such as her cousin Andraax having a vignette of foreseeing the Unlife coming and blotting out the sun. (The Graveyard is symbolically anti-Sun in various ways.) This sentence is trying to thread the needle of an interpretation that can make sense of both the I.C.E. Age version of Kadaena as represented in the Graveyard with the late 1990s Gosaena lore which is plainly inspired by her presence on the Graveyard gate. This document is framing it as a heterodox theology, in line with the earlier assertion about heterodox and apocryphal theologies in the West and southern wastelands. &lt;br /&gt;
[879] These few lines are attempting to reconcile the earlier issue about Gosaena being the final last stop, in seeming contradiction with Lorminstra letting souls out to visit sometimes and Purgatory probably representing the other side of the Gates in its original intent. The Pale is the Gosaena realm in the Griffin Sword War, and its messaging was clearly very heavily based on the [[Purgatory]] messaging. The permadeath messaging made it clear that soul eventually ends up in the light or the dark, but it&#039;s all the same place and all Oblivion (i.e. oblivion state of unconsciousness) regardless of anything. So the reconciliation here is that Gosaena&#039;s realm is where and when Lorminstra does not have power, which explains the antagonistic way the Dark Path / Graveyard represents them, and recontextualizes the Purgatory messaging about the limits of her power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia.[880] He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness.[881] Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession.[882] He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps.[883] It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions.[884] He was a master of the black arts. But the corruption of this power was driving him mad.[885] He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north.[886] Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.[887]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[880] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. [[Library of Biblia|Biblia]] is the De-ICE&#039;d replacement for the Library of Nomikos.&lt;br /&gt;
[881] This is keeping the detail of his being apprehended for stealing a speaking crystal, but recontextualizes it from being a Lord of Essaence artifact (i.e. Empress Kadaena&#039;s people in the First Era) to it being from the analogous Age of Darkness in the Elanthia setting (i.e. back to the time of Drakes / Arkati / Ur-Daemon / whatever.)&lt;br /&gt;
[882] This is directly from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The word &amp;quot;occultist&amp;quot; is tied into the occultism described in this document, and with Bandur meaning a specifically Lovecraftian form of occultism, with &amp;quot;esoteric knowledge&amp;quot; in that way. In other words, &amp;quot;esoteric knowledge&amp;quot; not just meaning obscure or highly technical, but actual esotericism in the occult sense. This nightmare visions premise is also consistent with Gosaena related NPCs (e.g. Volierre) in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[883] The Graveyard has a bunch of explicit spatial warps, but it also has some much more subtle ones in the room painting.&lt;br /&gt;
[884] This is making an explicit statement of some subtext in the Graveyard&#039;s design. Its several original sections are clearly based on a few different real-world mortuary religious architectures, which are related to Underworld mythology with dead gods of the Underworld (especially Hel and Osiris). Along with possibly Orgiana (I.C.E. Eorgina) who was based on Hel. And there is a pretty clearly defensible case for the Graveyard paralleling Dante&#039;s Inferno, where Satan is frozen in the underworld. Volume 3 tries to establish mummies as underworld mythology related out of the Southron Wastes as an embellishment.&lt;br /&gt;
[885] This comes from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The term &amp;quot;Dark Path&amp;quot; in capitals in the Shadow World lore was actually referencing the corruption into madness and service to the Unlife that inevitably results from casting off the Evil spell lists, which in that setting derive their magical power from the Unlife either directly or indirectly (e.g. Dark Gods). The term &amp;quot;black arts&amp;quot; as used in this document is based on the use of the term &amp;quot;black arts&amp;quot; in the Graveyard story.&lt;br /&gt;
[886] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. By keeping the 6,300 years ago chronology, we&#039;re using this to help justify interpreting the West in this period as having a bunch of dark cults, which in the Second Age the document asserts were concentrated in the southern subcontinent. So this is a case of trying to keep things consistent. This is also a thread for a previous assertion in this document that the northwest was always a haven for dark magic because of its geographic remoteness.&lt;br /&gt;
[887] This is an embellishment. The Luukos shrine in the underground stronghold dates back to 1991, and reflects his I.C.E. version. It was expanded about a decade later, I believe Morvule unveiled the expansion as an old place. There is a reasonable case for several reasons to think the Coastal Cliffs area released in 1991, which is related to that stronghold in general, was intended to be related to the Bandur Etrevion story of purging the dark cults in the region when he consolidated his theocracy. So this is just explicitly stating something that was probably the original intent. There is now also an Onar shrine in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra.[888] Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom.[889] Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering.[890] He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design.[891] This commune with intense darkness caused Bandur to be frozen within solid ice.[892] This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.[893]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[888] Most of this is explicitly stated in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The last part about the mocking parallel of the Lorminstra religion is an interpretation. The Graveyard has numerous parallels to the temple in the Landing and the deeds / [[Purgatory]] death mechanics. These were all made at approximately the same time at the beginning of GemStone III.&lt;br /&gt;
[889.1] This is a list of example justifying the last part of the sentence that is footnoted 888. It is based on a direct comparison between the Graveyard rooms and the Temple rooms. The Graveyard also leans on some obscure, archaic vestigial lore within the Shadow World setting, about &amp;quot;servants of the Shadow&amp;quot; who artificially created demons. The phrase &amp;quot;power through thralldom&amp;quot; was appended to that for Bandur&#039;s most famous book. Here we are leaning into our medieval interpretation of deeds.&lt;br /&gt;
[889.2] The Sorceror spelling is an odd spillover from I.C.E. books, where it is sometimes spells Sorcerer and other times Sorceror, at least in Shadow World setting books. It may be based on Necromancers being &amp;quot;Sorcerors&amp;quot; in conversion charts between Rolemaster systems, as a contrast to Lord High Cleric, or could be randomly based on some case of it being spelled that way in one of the books. It is probably the only place in GemStone it is spelled this way, and there used to be a message board topic in the Sorcerer forum solely about &amp;quot;Sorcerer vs. Sorceror&amp;quot;. This spelling has also cropped up in the DragonRealms wiki.&lt;br /&gt;
[890] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; and wording his &amp;quot;omens&amp;quot; to a little more clearly Gosaena in nature, similar to what was seen with NPCs in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[891] This is cross-referencing &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; with interpreting the original parts of the Graveyard, which are on real room ID segment 18. This partly referring to the I.C.E. ghoul lore, and partly to the deep underground part of the Graveyard with the huge pile of bodies. Originally there was no way out from down there, the tunnel up to near the entrance to the burial mound was dug up from below ground, of people trapped down there trying to dig their way out. That is the significance of the body pile, who arguably symbolize the spirits of those who could not choose in the [[Purgatory]] messaging. What happened implicitly is that the Graveyard had traps, and grave robbers would get magically transported down there. It is most likely from trying to take stuff from the crypt&#039;s (unplundered) scroll room, as that would fit the Dark Path meaning.&lt;br /&gt;
[892] This is based on the Graveyard. The sarcophagus in the crypt is a fake, Bandur is actually hidden below ground, frozen in a block of ice. There&#039;s a reasonably good chance Kestrel&#039;s tomb is also fake, he might be the melted skeleton throne.&lt;br /&gt;
[893.1] The Chamber of the Dead is most likely an homage to the Graveyard. There were several things in Vvrael quest related areas that could plausibly have been Graveyard parallels, but Ardo&#039;s &amp;quot;sarcophagus&amp;quot; ice block is one of the most overt. The Vvrael were roughly an Unlife analog for the Elanthia setting, the Unlife in the Shadow World setting is &amp;quot;anti-Essaence&amp;quot;, which is what we would call &amp;quot;anti-mana&amp;quot; in Elanthia. It is the furthest extreme of the chaos-order essence spectrum cosmology. Volume 2 of this document restores that model, and treats &amp;quot;anti-mana&amp;quot; as the purest most corrupt form of &amp;quot;elemental darkness.&amp;quot; The use of the term &amp;quot;elemental darkness&amp;quot; is partly based on the dark vysans, originally called dark wisplings, which were apparently based on the Rolemaster &amp;quot;Elemental Companion&amp;quot; and would have been very weak examples of darkness elementals, which would be associated with cold criticals. There is likewise a case for interpreting the dark vorteces as more powerful darkness elementals. Elanthia does not include light and dark as &amp;quot;elements&amp;quot;, but has substantive light associated with the spirit realm (e.g. Searing Light spell), and here we treat darkness as one of the &amp;quot;sorcerous elements&amp;quot;, related to demons and undead.&lt;br /&gt;
[893.2] The Bandur and Uthex treatments break with the style of the rest of the document. Most of the document is talking about intellectual traditions and cultural propensities, or historiographic reinterpretation of historical events. But here we deal with specific historical people (concretely) instead, where the surrounding context in that time period is very ill-defined. But they tie into the occultist tradition and the Death religions. The very last section on the Modern period in contrast is very sweeping compared to the rest of the document. These are maneuvers being made relative to the gaps in the lore and things too close to the present day.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3) The Broken Land&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was a contemporary of Bandur, whom he had known from his earlier days.[894] When his work had been recognized by the Order of Lorekeepers.[895] Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the terrible wars of that period.[896] While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.[897]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[894] The original copy of &amp;quot;The Broken Land&amp;quot; from the GEnie file library had an exact date for the demise of Uthex: 6521 Second Era. This was in the first century of the Wars of Dominion, which lasted almost four hundred years. The De-ICEd [[A Popular History of the Broken Lands|copies]] that floated around on player websites cut this out completely. But it was very important, because it explicitly puts Bandur and Uthex in the same place at the same time, on top of more subtle relationships between the stories. The hooded figures in the Broken Land were probably meant to be Dark Path cultists who are effectively immortalized by Uthex&#039;s experiments.&lt;br /&gt;
[895] Uthex was a Loremaster of Karilon in the original story, where Bandur had been recognized by the College of Karilon. Uthex was [https://www.play.net/gs4/news.asp?id=615 retconned] to be a Sage of the [[Order of Lorekeepers]] for the [Miracle (350)]] spell release. &amp;quot;Sage&amp;quot; was originally the De-ICE&#039;d replacement term for &amp;quot;Loremaster&amp;quot;, as Sage had often been used in Loremaster contexts in the Shadow World setting.&lt;br /&gt;
[896] This is straight from the Broken Land document. It just removes the term &amp;quot;Wars of Dominion&amp;quot;.&lt;br /&gt;
[897] This is an interpretation meant to explain how Uthex was tricked and seduced by servants of the Unlife, and based on the parallel between the Dark Path and the death religion as encoded in GemStone. The story refers to it as a &amp;quot;natural&amp;quot; gateway to another plane of existence, so we are taking its naturalness and having been discovered on face value. The spinning stone ring around it was implicitly made by the Loremasters later. It is most likely based on a powerful spell from the Warding list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur.[898] It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality.[899] The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region.[900] This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot;[901] It is rumored to be on the surface of the moon Lornon. Or perhaps below it.[902] There may be a grain of truth in this as it is apparently an esoteric dimension.[903] There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration.[904] It is in the same vein as the heterodox theology of the Dark Path.[905] The shrine there includes apocrypha depicting Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;[906]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350}}&amp;gt;&lt;br /&gt;
[898] This was explicitly stated in the Broken Land story, except that did not mention Bandur by name. It was implied context.&lt;br /&gt;
[899] The first part is from the Broken Land story, and the last part is based on the Misty Chamber messaging. The dark mirror and nightmarish analog &amp;quot;parallel dimension&amp;quot; aspect of it is an interpretation. It&#039;s very subtle. But there is actually a clear correspondence between the stuff in the Broken Land with analogous stuff in the Lysierian Hills. There is a strong argument for the Broken Land being based on Lovecraft stories involving dream walking / astral projecting into parallel existences, especially the Dreamland, which has nightmarish analogs of the places that exist in the waking world.&lt;br /&gt;
[900] This is extrapolating off the tapestries in Imaera&#039;s shrine and its release event, along with the Shadow World portals lore where natural gateways can be caused by celestial alignments.&lt;br /&gt;
[901] &amp;quot;Broken Land&amp;quot; was originally singular, it gained an &amp;quot;s&amp;quot; in the De-ICE. &amp;quot;Home of Broken Lore&amp;quot; was the literal meaning of its name out of Iruaric. Iruaric was used in numerous parts of the Broken Land originally. (Empress Kadaena&#039;s language.)&lt;br /&gt;
[902] This is just nodding to the wrong belief that it is the surface of Lornon. The Broken Land is actually deeply inconsistent with the I.C.E. version of Lornon. &amp;quot;Perhaps below it&amp;quot; is playing off the I.C.E. version being a gateworld with underground demons, and then &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; being planar experiments below ground in Lornon. You could make a subtext argument for the Broken Land being underground in Charon under highly artificial conditions. But that is probably not the intent. The Dark Gods came from other planes of existence in the I.C.E. lore, and were largely terrorizing the planet rather than residing on the moon when the Broken Land story was set during the Wars of Dominion. The moon case is really weak. Plus the Broken Land story itself explicitly called it another plane of existence, so that&#039;d have to be an outright lie.&lt;br /&gt;
[903] This is interpretation based on the parallel between it and the Lysierian Hills, as well as the Lovecraftian Dreamland subtext. Shadow Valley is more blatantly and obviously a parallel dimension in this fashion.&lt;br /&gt;
[904] This is based on the original gogor (vruul) lore, which is encoded into the Dark Shrine. There is actually a decent case that our &amp;quot;lesser vruul&amp;quot; were not woken up, but instead made out of the dead cultists. In the canon material the gogor were made by Empress Kadaena, but there was no detail into the methods. The Dark Shrine might be encoding the creation process, and these lesser vruul (&amp;quot;minor gogor&amp;quot;) could be meant to be weak ones made with ancient dark knowledge in a much later Age.&lt;br /&gt;
[905] This is reviving and making explicit the relationship between the Graveyard and Broken Land. Which was Empress Kadaena.&lt;br /&gt;
[906] This is explaining the prior sentence and cross-referencing the now archaic &amp;quot;[[Temple of Darkness Poem]]&amp;quot;, which is used for the Dark Shrine puzzle and had some weird off-canon representation of the Dark Gods, with the Eorgina-Marlu relationship such as in &amp;quot;Origins of Tonis&amp;quot; in the Elanthia setting. Keeping in mind we defined the Dark Path as a Gosaena/Eorgina syncretism. The &amp;quot;spirit born of death&amp;quot; part is the translated meaning of the phrase used in the puzzle to gain access to the Dark Shrine.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a shining trapezohedron, which is a siphon stone that concentrates power.[907] It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power.[908] The cultists were trying to make their own form of soul reincarnation, darkly mirroring the reincarnation of souls by Lorminstra.[909] The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year.[910] Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107.[911] But the later work of Uthex was high necromancy.[912]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[907] The crystal dome was implicitly a Lord of Essaence artifact in its original context. It&#039;s probably inspired by Lovecraft&#039;s quasi-sphere from [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] and possibly the almost sphere Shining Trapezohedron from [https://www.hplovecraft.com/writings/texts/fiction/hd.aspx &amp;quot;Haunter of the Dark&amp;quot;] which gave visions of &amp;quot;hooded figures&amp;quot; and eldritch vistas and so forth. The dome in the Broken Land is vaguely hemispherical, being surrounded by boulders and rubble, but actually faceted with panels. So this is describing it as actually a shining &amp;quot;trapezohedron&amp;quot; as an homage to the Lovecraftian subtext of the Broken Land.&lt;br /&gt;
[908] This is more or less explicitly stated by the Broken Land backstory document. The line about &amp;quot;occult researchers&amp;quot; is tying it back to describing Bandur as an &amp;quot;occultist&amp;quot; and the way occultism was described earlier in this document, which included astral projection notions and ascension concepts. The Broken Land was probably implying the artificial origins of the Dark Gods in experiments by the Lords of Essaence, being servants of Empress Kadaena and possibly even Kadaena as a dead goddess, consistent with the subtext representation of Kadaena in the Graveyard. The &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; leans on a weird typo in the source books that implies Kadaena was one of the moon goddesses. This was before Shadow World created the pantheon we call Lornon, which was first defined in 1990, so the Broken Land uses them but the Graveyard doesn&#039;t.&lt;br /&gt;
[909] This is an interpretation based on the parallels of the Graveyard and Broken Land with GemStone&#039;s death mechanics, and also by cross-referencing the Broken Land story with messaging, such as how the hooded figures spawn.&lt;br /&gt;
[910] This actually happened in game. [[Draezir]] temporarily turned off the runes for accessing the Broken Land. The storyline of [[Shar]] struggling with them was in 1998.&lt;br /&gt;
[911] This was the release event for [[Miracle (350)]].&lt;br /&gt;
[912] High necromancy is defined more in Volume 2 of this document. It was arguably immortality / everlasting existence focused because of the Dark Path tie-in, but Uthex was attempting to fashion entities from energy, possibly even recycling them from departed souls. This may also have tied into the notion of Kadaena&#039;s followers having created demons, which is vestigila from older I.C.E. books. This is the likely meaning of them trying to twist Uthex&#039;s work into more perilous forms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was potential to transmogrify the soul into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood.[913] In this way the Dark Path sought to ensure the reality of their depraved Death theology.[914] They had twisted and perverted the work of Uthex into more dangerous forms.[915] But his fellow Sages discovered that Uthex had gone quite mad, and slew him in -1,264 with a devastating meteor swarm, destroying as many of his experiments and records as they could.[916] There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists.[917] These were astral fights as the portal had been sealed with powerful Runes of Warding.[918] It was a cenobitic monastic order that would come to suffer from isolation and loneliness.[919] The monastery was lost to history, not rediscovered until 5092.[920] The monks had fallen to the very darkness they had struggled against.[921]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[913] The last part of this is rooted in the implications of the artificial origins of the Dark Gods as servants of Kadaena. The first parts of the sentence are based on that &amp;quot;servants of the Shadow&amp;quot; text, as well as the Lovecraftian subtext of the plotline of [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;]. The Graveyard and death mechanics arguably lean on the same Lovecraft stories as the Broken Land.&lt;br /&gt;
[914] This is just synthesizing the prior premises.&lt;br /&gt;
[915] This is from the Broken Land story.&lt;br /&gt;
[916.1] This is the equivalent calendar year to 6521 Second Era in the Shadow World timeline, in the sense of being the same number of years ago from the present. This document is keeping the number of years ago the same, because there is seemingly no reason not to just keep that consistent, putting the events in the late Age of Chaos.&lt;br /&gt;
[916.2] This is from the Broken Land story. It isn&#039;t obvious that the rubble in the Broken Land is all from the meteor swarm, or even the continually falling rocks. While these are &amp;quot;meteors&amp;quot;, it isn&#039;t obvious they&#039;re actually space rocks. The Broken Land might be a collapsed cenote, or ice fracturing on the surrounding mountains may be rolling boulders off the cliff.&lt;br /&gt;
[917] This is cross-referencing the Broken Land story with the imagery depicted in the Monastery. There was an interview with the creator, GM Kygar, in 1994 where he said they struggled in that mountain for centuries before succumbing to darkness.&lt;br /&gt;
[918] The Runes of Warding come from the Broken Land story, and were probably based on a specific spell from the Warding spell list from Shadow World, where there is a stone circle that blocks at half the level of the caster who made it. The reference to &amp;quot;astral fights&amp;quot; is playing off the astral projection subtexts in the Broken Land, including the chakra in the Monastery meditation room and the theosophical subtext of the Lovecraft parallel. The sewer in the Monastery is seemingly connected to a weird cryptic tower with non-Euclidean architecture, and the Broken Land dome maybe used to be connected to the tower as well.&lt;br /&gt;
[919] The isolation and loneliness is talked about in the Kygar interview.&lt;br /&gt;
[920] This is from the Broken Land story. 5092 is referring to the fact that it was discovered in 1992. The portal to the Broken Land was originally dormant. A year later it opened when hooded figures showed up attacking. If there was more detail to the release of it, that is not recorded now.&lt;br /&gt;
[921] This is quoting the Kygar interview.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.D The Modern Age (Last 5,000 Years)&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos.[922] Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood.[923] The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years.[924] In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire.[925] This more human empire pushed the darkness back into the borderlands of the north and south.[926] But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades.[927]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[922] 10,000 or 15,000 years, depending on definition.&lt;br /&gt;
[923] This is from the Xazkruvrixis lore, &amp;quot;[[The Mystique of Xazkruvrixis]]&amp;quot;. The Dark Flood of [[Finnia]] happened several thousand years before the Great Fire of Sharath.&lt;br /&gt;
[924.1] The timing of the Ashrim War has contradictory dates. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; puts it at 157 Modern Era. The [[Ta&#039;Illistim Monarchs]] document has the reign of Caladsal starting a few centuries later than that. The &amp;quot;mostly kept to themselves&amp;quot; is acknowledging that gnomes were allowed in, but there is no indication of involvement with the Kannalan Empire or earlier. It leans on the opening of the trade route in 5101 Modern Era, and slightly earlier with the Ilyan Cloud airship in the late 90s, as having been the beginning of increased cross-cultural trade and contact after the earlier Elven Wars. Banthis has said the original intent of the racial trading penalties was to have them decrease over time with increased contact and mixing of peoples. But this is playing in a very vaguely defined zone, in terms of how recent the opening up of the East has been in general. It was explicitly closed off from other races residing there during the Age of Chaos, up until Ardtin allowed the burghal gnomes to reside in Ta&#039;Illistim about 4,000 years ago. &lt;br /&gt;
[924.2] I&#039;m inclined to say the most consistent thing would be for the past couple of decades to be a recent aberration and very sudden change from the perspective of Elven time scales, rather than there being some long history of mixing of peoples with it being normal to have relatives in farflung parts of the continent. &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; for example frames the year 4845 as there having been smuggling networks that late between the Elven Nations and Turamzzyr, which suggests embargo conditions between the two powers rather than smuggling of goods that are illegal in themselves. The West was essentially always racially mixed going back into the Kannalan Empire and probably further, though Chaston&#039;s Edict made the southern Empire predominantly human, softening in recent centuries such as with the Horned Cabal and Order of Voln in Aldora. The Aelotoi being allowed in was a shock, as framed in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; document, but justified in how the Elves were historically responsible for what happened to them. The 2014 assassination attempt on Myasara was related to racially opening up the city, and Hycinthia had popular supporters on that point. The Vaalor papers system was a reactionary crackdown after bad events in 2009.&lt;br /&gt;
[925] This is from this document&#039;s characterization of the impact the Kannalan Empire had on the geographical distribution of dark magic practitioners. It is an embellishment. This document also never mentions the necromancer Syssanis with his swamp stronghold near River&#039;s Rest on the west coast, but River&#039;s Rest having fallen into post-Kannalan relative lawlessness is generally consistent with the premise we&#039;re using about necromancers versus lawful civilization.&lt;br /&gt;
[926] This refers to the &amp;quot;black elven wizardry&amp;quot; down in Gor&#039;nustre (now Immuron) and the dark sorcerous forces on the Wildwood settlement up in Vornavis (and Foggy Valley and so forth) in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[927] This refers partly to the Horned Cabal and the Scourge / Demonwall, and various storylines in the past few decades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841.[928] The Faendryl assumed it was a minor border expansion at first, with fortifications built along the northern marches, from Tedronne near the Wizardwaste to Harald&#039;s Keep in the east.[929] When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking.[930] Sentinel Happersett went missing and suffered a horrifying fate worse than death.[931]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[928] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[929] This is an interpretation meant to make some sense of the non-reaction of the Faendryl followed by the severe reaction after the invasion of Gellig. The geographical distribution of these places is not defined in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. So here we are defining it as fortifications largely west to east on what would be the northern borderlands, rather than oriented north to south. It may have been intended as north to south, with the sequence of retreat, but that would be more aggressive. What we&#039;re doing here is setting up a pincer movement on the Faendryl that did not get the chance to fully form, rather than a straight line of fortifications with supply lines back to Trauntor. (It is 100% made up that Tedronne is near western Trauntor and the Wizardwaste and that Harald&#039;s Keep is in the east with Creyth in between them.) The idea here is that the Turamzzyrian Empire has bad information on the state of the Faendryl in general, and moving east for setting up to block any possible material assistance from House Nalfein or the Elven Nations. Then we&#039;ve defined Gellig as an eastern port belonging to the Faendryl, which would follow this same cutting-off-from-assistance from the East logic, not really understanding the state of things between the Faendryl and Elven Nations. Because elves are just elves, from the imperial human point of view and understanding, in &amp;quot;History of the Turamzzyrian Empire&amp;quot;. Fortification out west to near the Wizardwaste can be used for an eventual pincer on New Ta&#039;Faendryl, but also to force the Faendryl to go through the Southron Wastes and around the Wizardwaste if it wants to retaliate on Tamzyrr. Then we have Sentinel Happersett stationed in the east moving south to hit Gellig, which we have framed with the assumption it is a port on the eastern coast. The Faendryl then retaliate and send the humans fleeing northwest toward Tedronne and Brantur in Trauntor. Some of the retreat goes to Barrett&#039;s Gorge, and the retreat is largely happening in a westward direction toward Brantur from our assumed position for Gellig. &amp;quot;History of the Turamzzyrian Empire&amp;quot; says: &#039;&#039;&amp;quot;another quarter have fled past Creyth, heading for Tedronne or Barrett&#039;s Gorge.&amp;quot;&#039;&#039; Which suggests Tedronne and Barret&#039;s Gorge are in different directions, or at least slightly different westward directions if Gellig is on the eastern coast, and these fortifications are assumed to be the three &amp;quot;strongholds&amp;quot; built for supply line purposes. The idea would be that Tedronne would be a supply line from Trauntor and Creyth would be a supply line from Barrett&#039;s Gorge, and Harald&#039;s Keep would be a more forward position for cutting off any intervention from the Elves in the East. Though the Faendryl are framed as politically and militarily inactive from the Turamzzyr point of view, this would still be sensible given the relatively recent history of wars with House Nalfein in that Barrett&#039;s Gorge region. So this is so much to say the road to Ta&#039;Faendryl is not being interpreted as a north-south route. It&#039;s instead moving around the Rhoska-Tor wasteland, which is to New Ta&#039;Faendryl&#039;s west, with the road to New Ta&#039;Faendryl really being from the east with Gellig intepreted as being on the east coast.&lt;br /&gt;
[930] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, though Sentinel Happersett was defined as having the name [[Jerram Happersett|Jerram]] during the Witchful Thinking storyline. He appeared as an NPC in a sort of unliving state who had to be released. He was obsessed with trying to purify Dark Elves of darkness, which took the form of trying to smash them with a hammer. It might be the original intent for Sentinel Happersett to have been Harald, to give meaning to Harald&#039;s Keep, because it is implied that those three strongholds were built on the spot to be the supply lines, and they split the army up between them over winter.&lt;br /&gt;
[931] Sentinel Happersett was one of Raznel&#039;s &amp;quot;paragons&amp;quot;. They were in cocoons attached to walls of flesh and filled with a form of [[epochxin|demon blood]] from the Southron Wastes, which she was using as a form of horcrux with these paragons being frozen in time in little pocket dimensions throughout the timeline, having selected historical victims who went missing in known years. Xorus was actually the one who found the cocoon, and the one who did the kill shot on the cocoon, and Xorus was the one who taught Raznel how to do this stuff with the ebon-swirled primal demon&#039;s venom blood when she was his student in her youth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge.[932] The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire.[933] The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes.[934] Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire.[935] There has been a surge of greater dark powers since the failure of the Eye of the Drake.[936] The Vvrael and Vishmiir wielded undead horrors.[937] Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab.[938] There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.[939]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[932] This premise comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The lore hook of demonic hybrids in this sense has never really been fleshed out. We&#039;ve seen some Demonwall invasion creatures that implicitly are these kinds of things. They are listed in Volume 3 of this document.&lt;br /&gt;
[933] This is explicitly stated in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; in the Armata section. The Faendryl do it as punishment to bleed treasure from the Turamzzyrian Empire. The &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document also talks about the Order of the Crimson Fist venturing out from the Demonwall to take the fight to the Faendryl and their fiends. This is remarkable because it frames ongoing, if low level, hostility between them. The Scourge distribution also has implications for the distribution of land use by the Faendryl Agrestis that would have to be carefully considered. The Scourge came from hybridizing with wildlife, but could possibly have been livestock as well. Farmstead in presumably Trauntor were getting massacred by these hybrids.&lt;br /&gt;
[934] This is principally from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but is talked about in various places.&lt;br /&gt;
[935] This pre-history of the Order of Voln fighting with the Horned Cabal, prior to the invasion of the Turamzzyrian Empire, comes from the Volnath Dai history document &amp;quot;[[Story of the Volnath Dai]]&amp;quot;. Grandmaster Fineval killed one of the Horned Cabal liches, and that set off the Horned Cabal invasions northward.&lt;br /&gt;
[936] This is extrapolating off the Eye of the Drake function and premise, which was framed near the beginning of this document. The IC author blames what is presumably a great increase in major extraplanar threats in recent decades to the failure of the Eye. Which is reviving the ICE analog concept.&lt;br /&gt;
[937] These were in 1997/1998 and 2002 storylines.&lt;br /&gt;
[938] This was in 1996 and then again in 2003 onward for a couple of years. The Miscere&#039;Golab is mentioned in the &amp;quot;[[Griffin Sword War]]&amp;quot; document and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Volume 3 of this document talks about it.&lt;br /&gt;
[939] These liches are from various storylines. Vindicto was from [[Ties That Bind]] and was responsible for previous bad things happening to House Vaalor, such as the assassination of King Tyrnian as shown in [[forehead gem]] loresongs. Tseleth was mainly in [[Ride of the Red Dreamer]], and was involved in the [[Sanctum of Scales]] release. The Council of Ten was in the [[Thurfel]] storyline and then a couple of the liches more recently in the Icemule storylines with [[Zeban]] and the [[Hinterwilds]] and [[Moonsedge]] and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows.[940] The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War.[941] The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues.[942] There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.[943]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[940] Althedeus was the big bad behind Kenstrom&#039;s storylines from [[Beyond the Arkati]] in 2010 through [[Cross into shadows|Cross into Shadows]] in 2014. The blood mages were generally members of the Arcane Eyes, a Mestanir group described in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The War of Shadows was in the Cross into Shadows storyline.&lt;br /&gt;
[941] This was the climax of the [[Eyes of the Dawn]] storyline, and this wasteland (the [[Bleaklands]]) has been used in other storylines since, including [[Keeping up with the Kestrels]] and [[Witchful Thinking]]. Xorus actually has a fairly high share of the responsibility and blame for the Bleaklands, because it was done by Raznel largely using the stuff she learned from him.&lt;br /&gt;
[942] This is referring to the [[epochxin]], first established in the [[Eyes of the Dawn]] storyline. Raznel learned about it in her youth because of a time loop paradox due to Melgorehn&#039;s Reach. She largely learned about its uses from Xorus, during the [[Keeping up with the Kestrels]] storyline, and Xorus later cured Larsya of the poison during the Praxopius storyline. It was weaponized into a genocidal disease curse against the krolvin, which led to krolvin invasions later, and is likely involved in the Blight that is presently suppressed around Wehnimer&#039;s Landing.&lt;br /&gt;
[943] This refers to the fact that Grishom Stone has the [[Star of Khar&#039;ta]] artifact and converted it to be oriented to blood and shadows energy. Stone is residing in the Deadfall forest near Wehnimer&#039;s Landing and is going to pull major stuff in a future storyline using that artifact. That forest has a bunch of blood eating demonic trees in it and is magically sealed off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=195725</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=195725"/>
		<updated>2023-04-26T17:49:02Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: miscellaneous&lt;/p&gt;
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&lt;div&gt;These are footnotes for the unofficial document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|&amp;quot;Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy&amp;quot;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Forbidden Knowledge and the Black Arts===&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist,[1] I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts[2] and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent.[3] What follows here is a brief survey in three volumes.[4] It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order.[5] It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms.[6] There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.[7]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[1] [[Harrowing and Esoteric Archaeology|Occult archaeology]], or &amp;quot;esoteric archaeology&amp;quot; and &amp;quot;occult philology&amp;quot;, are made up disciplines Xorus explained once for a Faendryl symposium.&lt;br /&gt;
[2] &amp;quot;Black arts&amp;quot; is used in this to refer to highly corruptive magic performed by villain types that is worse and more condemned than the sorcery typically used by Faendryl. (e.g. the [[Blood of the Sea: The Krolvin and Their Descendants|blood mages]] of the krolvin) It is used as a distinction from the term &amp;quot;dark arts&amp;quot;, which refers to contemporary sorcery having partly overlapped with historical black arts.&lt;br /&gt;
[3] This document treats magic as arising from intellectual and cultural traditions, with a corresponding history of ideas and influenced by historical forces. It splits apart various aspects under the umbrella &amp;quot;sorcerer&amp;quot; into different origins and kinds.&lt;br /&gt;
[4] Volume 2 fleshes out the meaning of &amp;quot;black arts&amp;quot; (and magical corruption), taking that term from the original [[Legend of the Necropolis of Etrevion (essay)|&amp;quot;Legend of the Necropolis of Etrevion&amp;quot;]] story for the [[The Graveyard|Graveyard]]. Volume 3 is classification schemes for the unliving. Some terminology in Volume 1 is elaborated in the other volumes.&lt;br /&gt;
[5] The document is trying to characterize traditions out of kinds of cultures (e.g. animism -&amp;gt; druidism, shamanism) as tendencies, rather than the messy gritty details of concrete history, where there would be tons of redundancy and reinventions.&lt;br /&gt;
[6] This terminology is explained later in this document. &amp;quot;dark sorcery&amp;quot; is a distinction from &amp;quot;classical sorcery&amp;quot;, and this sentence amounts to saying the document is written with a Faendryl bias.&lt;br /&gt;
[7] Hedge on the scope of its correctness, and allowance for having Faendryl bias but also saying things Faendryl would not like. IC author is contrary on some matters such as the Arkati and Drakes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way.[8] For this I will defer to ethnographers and religious historians.[9] In this compendium the unifying focus is necromancy in a very broad sense.[10] Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions.[11] It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.[12]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[8] This is an &amp;quot;Other&amp;quot;ing framing where categories (e.g. &amp;quot;witch&amp;quot;, &amp;quot;warlock&amp;quot;, &amp;quot;shaman&amp;quot;) are used compared to some orthodoxy (Faendryl sorcery, magical theory), not necessarily the ways the people being described would describe themselves. It also uses specific definitions for those words, which are not necessarily the same ordinary usage meanings by others. (e.g. Dhe&#039;nar warlocks may not directly be what this document means by &amp;quot;warlock&amp;quot;)&lt;br /&gt;
[9] This is glib. It would be a very dangerous thing for an ordinary academic to study.&lt;br /&gt;
[10] The scope of &amp;quot;necromancy&amp;quot; is more defined in Volume 2. Sorcerer profession [[Sorcerous Lore, Necromancy|mechanical &amp;quot;necromancy&amp;quot;]] is generally everything related to flesh, blood, life forces, spirit, effectively filling in for the term &amp;quot;animate matter.&amp;quot; The texts broaden the historical scope of the term, so that 50,000 years ago it would refer to stuff like communing with departed spirits and resurrections. While the contemporary meaning is written in an inherently sorcerous form significantly broader than undeath.&lt;br /&gt;
[11] This is explicitly framing the document as engaging in convention construction.&lt;br /&gt;
[12] The recency bias applies more to Volumes 2 and 3 in terms of examples, but the general point is that interpreting records of past events and practices is warped by expressing it in terms of what exists or is considered important in the present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
Vice Chancellor Emeritus&amp;lt;br&amp;gt;&lt;br /&gt;
Hazalred Thaumaturgical Insitute[13]&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[13] This is a completely made up institution and title within the [[The Theory of Governance and Social Order#Clerisy|Clerisy]]. It is named after the ancient Faendryl NPC [[Abdullahi Hazalred]] (which is an obvious easter egg of Lovecraft&#039;s Abdul Alhazred, the fictional author of the Necronomicon, a grimoire with information on otherworldly daemons in the Lovecraft mythos.) Ranks below the level of &amp;quot;Chancellor&amp;quot; are not defined in present documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volume I: The History of Necromancy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul.[14] In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods.[15] It took its earliest forms in mortuary rituals and the divination of ancestral spirits.[16] Throughout history it has become an ever darker form of magic, splitting from its spiritual roots.[17] It is now the black arts of foul corruption and the utter debasement of life and death.[18] Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood.[19] But necromancy has never been as narrow as the undead, and has taken many other forms in history.[20]&lt;br /&gt;
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[14] The general idea is that it is not just spiritual magic, or calling on spirits, but coercively or corruptingly using the substances of life and spirit. We are also keeping consistent with DragonRealms on [https://elanthipedia.play.net/Category:Necromancer_spells &amp;quot;necromancy&amp;quot;] being the hybridizing of life mana, or in special cases holy mana.&lt;br /&gt;
[15] This is what the word would have meant in the early Elven Empire, roughly 50,000 years ago, before it went down darker paths. Black arts may have already existed in southern wastelands, but the technical term &amp;quot;necromancy&amp;quot; ought to begin in the Elven Empire to refer to divination practices with spirits of the dead and then shift later.&lt;br /&gt;
[16] Rationalist characterization of spiritual and animist magic.&lt;br /&gt;
[17] Necromancy refers to sorcery practices now, which is hybrid magic.&lt;br /&gt;
[18] This refers to what most non-Faendryl mean by the word &amp;quot;necromancy&amp;quot; in the present day.&lt;br /&gt;
[19] This is what Faendryl and self-identified &amp;quot;sorcerers&amp;quot; (guild member types) often mean by &amp;quot;necromancy&amp;quot;.&lt;br /&gt;
[20] Explicitly stating that we are using a broader definition than undead magic, and that we are historicizing the concept.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds.[21] More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify.[22] Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares.[23] In this way it is difficult to illustrate the whole tapestry of the black arts.[24] Whether a given horror is undead, demonic, or something else, is not always obvious.[25] That is the legacy of necromancers.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[21] This is a thesis statement for defining (contemporary) necromancy as a mode of sorcery, where this definition of it is inclusive of the black arts.&lt;br /&gt;
[22] This is rooted in how &amp;quot;sorcery&amp;quot; is defined in the text as unnatural fusions and contradictions. The distinction between transformation and transmogrification is elaborated in Volumes 2 and 3. Loosely, the convention used here, transmogrification is more irreversible and perverse and foundationally corrupted.&lt;br /&gt;
[23] This is elaborated more in Volumes 2 and 3. It is retaining consistency with the metaphysical category corruptions used in DragonRealms&#039; [https://elanthipedia.play.net/Sorcery magic theory for sorcery].&lt;br /&gt;
[24] Hedge for keeping the definitions and examples open ended rather than exhausted by a normative definition. It is also framing a recognition of the inherent blurriness or ill-definition of a lot of this stuff, or that there is a lack of full understanding of what&#039;s really happening in the darker stuff.&lt;br /&gt;
[25] This is elaborated much more in Volumes 2 and 3. GemStone has always had precedents of artificially made demons and blurring between demons and undead, dating back to early I.C.E. books and all the way through to modern stories. The simplistic formula of &amp;quot;undead are cursed souls of the dead of this world&amp;quot; and &amp;quot;demons are inherently things native to other planes and not this world&amp;quot; does not actually in practice describe what is true in the world setting and never has. It&#039;s much more complicated than that, and this text treats modern &amp;quot;necromancy&amp;quot; as more generally debasement/perversion/etc. of sentient/sapient/etc. beings in general. One straight forward example is [[vathor]]s making [[necleriine]] demons using a necromantic ritual on Elanthian corpses. Another is the existence of extraplanar undead, such as [[murky soul siphon]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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I. The Age of Darkness (-130,000? to -50,000 Modern Era)[26]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil.[27] The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth.[28] They fed on the essence and the soul.[29] Where they came from is not known.[30] But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands.[31] Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons[32] -- it is said they can never truly die. Their remnants linger, in sleeping death.[33] Horrible relics of dreadful power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- [[Linsandrych Illistim]], First Master of Lore, House Illistim [34]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[26] The -130,000 number comes from the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document. It is using -50,000 because that is shortly before the Houses were founded (i.e. imperial Elven bias), but strictly speaking there was non-urban civilization prior to that but after the Ur-Daemon War, which is described in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The Age of Darkness can be subdivided (e.g. [[Caylio Javilerre]] referred to the Arkati dominated period.)&lt;br /&gt;
[27] This is supposed to be continuing onward from her writing about the oppression of dragon rule, where Linsandrych apparently interpreted the Drakes as literal dragons, as opposed to draconic manifesting greater spirits above the Arkati. This Drakes vs. dragons issue is addressed later in the document. Using &amp;quot;the veil&amp;quot; metaphor in Linsandrych dates its usage back roughly 55,000 years, before veil piercing magic was invented, and is establishing here early Elven Empire understanding of the Ur-Daemon as extraplanar entities.&lt;br /&gt;
[28] This is based off the Imaera related [[Gods of Elanthia|gods lore]], and playing off a premise that earlier elves interpreted the Ur-Daemon as &amp;quot;darkness&amp;quot;, not knowing or understanding the extraplanar cosmos concepts.&lt;br /&gt;
[29] This is in the original &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[30] This has been the premise with the Ur-Daemon in general, that for all we know they&#039;re still out there somewhere. (e.g. &amp;quot;History of Elanthia&amp;quot; with the Faendryl exile arguments, &#039;&#039;&amp;quot;Illistim mages pointed out the dangers of penetrating the veil. For all any knew, the Ur-Daemon still existed somewhere beyond it.&amp;quot;&#039;&#039;; Daephron Illian supposedly trying to summon them and accidentally getting the Vvrael)&lt;br /&gt;
[31.1] &amp;quot;Demon Lords&amp;quot; is pure invention, it has not been used for them. The Ur-Daemon have precedent of being called &amp;quot;the Dark Ones&amp;quot; and &amp;quot;the Ur&amp;quot; by NPCs, and this text also refers to them as &amp;quot;Old Ones&amp;quot; as a Lovecraftian motif.&lt;br /&gt;
[31.2] The Ur-Daemon have been portrayed in very different physical forms, including actual visualizations, so it is hard baked that the term has to refer to a wide assortment of morphologies. The Beast of Teras Isle seems vaguely vathor-like, though it pre-dates the creation of vathors. Ith&#039;can resembled a huge oculoth. Melgorehn&#039;s Reach time warps have shown them resembling huge floating squids, with Drakes breathing fire on them. The &amp;quot;[[Constellations of the Northern Sky]]&amp;quot; document instead suggests they should have appendages with six taloned claws. These are generally compiled on the [[Ur-Daemon]] page.&lt;br /&gt;
[31.3] The &amp;quot;History of Elanthia&amp;quot; insinuates a logical relationship between the Ur-Daemon and undeath, because of Despana &#039;&#039;searched the land for the old places of the Ur-Daemons&#039;&#039; (Rhoska-Tor) and &#039;&#039;somewhere in what is now called Rhoska-Tor, her quest succeeded when she found the Book of Tormtor.&#039;&#039; The Book of Tormor was &#039;&#039;said to be written in the language of the Daemons&#039;&#039; but &#039;&#039;none can now be sure of its contents.&#039;&#039; &amp;quot;Gods of Elanthia&amp;quot; establishes the twisting of the living, and rebuilding life after the Ur-Daemon war.&lt;br /&gt;
[32] This is interpreting &amp;quot;Ur-Daemon&amp;quot; as just the meaning of the prefix &amp;quot;Ur-&amp;quot; and not necessarily a species name. A Ride of the Red Dreamer NPC also once [https://gswiki.play.net/Category:Ride_of_the_Red_Dreamer implied] they were not always called Ur-Daemon by mortals: &#039;&#039;Beonas says, &amp;quot;...we call them Ur-Daemons, now.&amp;quot;&#039;&#039;&lt;br /&gt;
[33] This premise has been used for Ur-Daemon body parts in storylines by Auchand and Kenstrom. The eye of the Ur-Daemon we call Ith&#039;can was [[Cross into shadows|recharged/revived]] to some extent, for example, with blood from the Beast imprisoned in the glaes caverns on Teras Isle. Other Ur-Daemon body part MacGuffins include the Eye of Goseth (corrupted the [[Sanctum of Scales]]) and the Shroud/Skin (cut off the Red Dreamer from the power of the Arkati).&lt;br /&gt;
&lt;br /&gt;
[34] This whole paragraph is totally made up. Linsandrych is the founder of House Illistim, existing canon quotes are used elsewhere in the document. &amp;quot;First Master of Lore&amp;quot; is an unclearly defined title, because Meachreasim Illistim in recent years is also called &amp;quot;First Master of Lore&amp;quot; (e.g. in later versions of &amp;quot;History of Elanthia&amp;quot;), and it is not defined in later Illistim documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism.[35] With this came the true Age of Darkness.[36] It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other.[37] The dragons who survived were driven mad.[38] It is not known how this happened.[39] The more chaotic or demonic realms beyond the pale are incapable of opening portals into higher realities.[40] Whether it was an accident, or they were brought here on purpose, the way was opened.[41] Once they were here, they ripped apart the veil.[42] It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons.[43] These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers.[44] They fed upon the magical energies of the world, and their very presence stained their surroundings.[45]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[35] The IC author is following the Linsandrych track here of equating Drakes and the dragons the ancient elves hated and feared. He questions this in an iconoclast way in a later section, suggesting draconic manifesting deities that the elves did not distinguish from ordinary dragons. &amp;quot;Utter Darkness&amp;quot; is a pure invention, and trying to plug a meaning into &amp;quot;Age of Darkness.&amp;quot; Later it refers to the Elven word [[Shimmering glaesine orb|&amp;quot;Draekeche&amp;quot;]] from the House Illistim motto as meaning &amp;quot;darkness&amp;quot;, which is an canon translation. The &amp;quot;barbarism&amp;quot; of the dragons plugs in later to interpreting Yshryth Faendryl&#039;s speech.&lt;br /&gt;
[36] Caylio Javilerre split the Age of Darkness up into an Age of the Drakes and an Arkati-dominated era after the Ur-Daemon War. The IC author here is using the Ur-Daemon to say something about the large scale introduction of dark energy corruption from other worlds (including demons and undeath) with the Ur-Daemon War.&lt;br /&gt;
[37] Playing off &amp;quot;Draekeche&amp;quot; meaning &amp;quot;darkness&amp;quot; and the visual fact in time rift manifestations of Drakes breathing fire on Ur-Daemon, and that both are largely dead or gone now.&lt;br /&gt;
[38] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; about dragons being driven mad with fear. The IC author would probably question this as historians trying to rationalize why dragons today are apparently weaker than masters of Arkati.&lt;br /&gt;
[39] The introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot; and other documents such as &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; have a story of Fash&#039;lo&#039;nae bringing the Ur-Daemon to Elanthia, but &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; at the bottom shows how thin the actual evidence of that legend is.&lt;br /&gt;
[40] This is an embellishment to explain why demons do not come into this world on their own (and why we do not get summoned by demons), including various ones from storylines that have tried to come here on purpose, but when they are already here they can open rifts to let in more demons. The abyran&#039;ra did this in the [[Rhythus Veranthe Faendryl|Rhythus Veranthe]] event for the release of [[725|725 Minor Summoning]], the Ur-Daemon Ith&#039;can was able to open portals with its eyes. This cosmology explanation was the reason why in the I.C.E. Age, combined with the Eyes artifacts at the poles, which have a direct analog in the Eye of the Drake artifact from the Vvrael quest. The Vvrael, [[Vishmiir]], Althedeus, and so on, have generally always needed the way opened from this side. Volume 2 makes more explicit use of this basic cosmology premise of more chaotic and higher ordered essences, consistent with the chaotic energy barriers of combat demons. &amp;quot;History of Elanthia&amp;quot; framed it implicitly as weird with the word &#039;somehow&#039; in the line &#039;&#039;&amp;quot;Ur-Daemons somehow opened a portal to Elanthia&amp;quot;&#039;&#039;.&lt;br /&gt;
[41] This is a nod to the legend that Fash&#039;lo&#039;nae brought in the Ur-Daemon, which is mentioned in a few documents now, and &amp;quot;[[Gods of Elanthia]]&amp;quot; attributes to Faendryl &amp;quot;elder historians&amp;quot;.&lt;br /&gt;
[42] This refers to the Ith&#039;can ability to open portals / rifts with its eyes. This was stated in a Kenstrom storyline.&lt;br /&gt;
[43.1] Partly refers to the [[History of Fash&#039;lo&#039;nae|shattering]] of Fash&#039;lo&#039;nae&#039;s library as an &#039;&#039;&amp;quot;amplifier&amp;quot;&#039;&#039; for anchoring &#039;&#039;&amp;quot;the portal to the Ur-Daemon&#039;s home world&amp;quot;&#039;&#039;, and partly refers to the &#039;&#039;&amp;quot;instability between valences during the cosmic battle&amp;quot;&#039;&#039; in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document. The premise of a single major portal though is also hard baked in the setting for the last battle which blasted the landscape for hundreds of miles &#039;&#039;&amp;quot;leaving it a lifeless wasteland&amp;quot;&#039;&#039;, which in context with the Despana lore only makes sense to refer to Rhoska-Tor and the Southron Wastes. In the I.C.E. Shadow World lore it was possible to form wastelands like that from major portal collapses. In DragonRealms there is some [https://elanthipedia.play.net/Heralds implication] that excessive magical use or power in an area can leave it blasted and ruined. Mana storms similarly are of this notion of power backlash in I.C.E. Shadow World and the Elanthia of both GemStone and DragonRealms.&lt;br /&gt;
[43.2] With the &amp;quot;[[Ithzir Genesis]]&amp;quot; premise of valencial instabilities forming gateways to this world, and the Ur-Daemon being able to open their own rifts, and similarly random rifts opening in [[mana storm]]s and magical backlashes and so forth, for many reasons a lot of demons in general should have accessed Elanthia. Not just the main ones categorized as &amp;quot;Ur-Daemon&amp;quot;.&lt;br /&gt;
[44] Another etymological treatment of &amp;quot;Ur-&amp;quot; as its literal prefix meaning. Hedges on how much we actually know about them.&lt;br /&gt;
[45] The premise that Ur-Daemon &#039;&#039;&amp;quot;fed on mana, both that contained in the land&#039;s natural mana foci and that bound around all life&amp;quot;&#039;&#039; stems from the original &amp;quot;[[History of Elanthia]]&amp;quot;. Their bodies are highly corrupting, such as what the Eye of Goseth did to the cultists of the [[Sanctum of Scales]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons.[46] The Great Elementals stormed and the Great Spirits mostly hid or were devoured.[47] It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos.[48] Terrible gods were formed in other worlds from the powers unleashed.[49] There were Arkati who hoarded followers, or attempted to shelter lesser races in other places.[50] Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.[51]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[46] IC author is being non-commital on how much we actually know of that period. In religion the Drakes and some Arkati fought the Ur-Daemon. In time rifts we&#039;ve seen Drakes (meaning apparent dragons) breathing fire on gnarled floating squid monsters, which is ambient messaging for a chamber inside Melgorehn&#039;s Reach. The author uses &amp;quot;Great Spirits&amp;quot; as a catch-all for spirit entities up through Arkati and higher in Volumes 2 and 3 and suspects the Drakes were Koar-like Great Spirits and that actual dragons also fought the Ur-Daemon.&lt;br /&gt;
[47] The [[Great Elemental]]s fighting in this period is asserted by the NPC authors of &amp;quot;[[History of Elementals]]&amp;quot;.&lt;br /&gt;
[48] This is stated explicitly in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document.&lt;br /&gt;
[49] Kenstrom refers to these demonic beings as &amp;quot;primordials&amp;quot; and the only named one we have now is Althedeus. This premise of Althedeus being formed in another realm by the powers unleashed by the Drake/Ur-Daemon War has been used repeatedly in storylines. It is also in the &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Disciples of the Shadows section.&lt;br /&gt;
[50] For example, &amp;quot;[[History of Eorgina]]&amp;quot; and &amp;quot;[[Legend of L&#039;Naere]]&amp;quot;.&lt;br /&gt;
[51] The devouring shadow monsters of the forests are described in the early part of &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The second half of the sentence is partly based on the twisting and deformation of life that Lornon Arkati do in the Imaera description in &amp;quot;[[Gods of Elanthia]]&amp;quot;, and various monstrosities that have been created through dark magic. [[Althedeus]] itself did similar with its own dark corruptive powers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles.[52] With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake.[53] This sealed the interdimensional rift and strengthened the essence barriers separating the worlds.[54] There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being.[55] The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth.[56] With the failure of the Eye in 5098, Elanthia saw more otherworldly threats.[57] The Vvrael hold the world on the edge of a widening abyss.[58] The Vishmiir were driven back into the Void.[59] Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.[60]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[52] This is quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; introduction section. This document interprets the wasteland as the Southron Wastes and especially Rhoska-Tor, where &amp;quot;Southron Wastes&amp;quot; is a historically older term, but Rhoska-Tor we interpret as hvaing old language roots in common with Dhe&#039;nar-si.&lt;br /&gt;
[53] This is from the Vvrael quest. The entrance to the Rift was initially sealed with a gemstone floating over the ornate pedestal.&lt;br /&gt;
[54] The first part of this sentence was the explicit premise, the second part is a minor extrapolation because the &amp;quot;Eye of the Drake&amp;quot; was blatantly based on the &amp;quot;Eyes of Utha&amp;quot; from the I.C.E. setting, which had the same function. The failure of the Eye can also be used to handwave explain why we&#039;re dealing with so many huge extraplanar threats in the past few decades.&lt;br /&gt;
[55] Based on the Drake&#039;s Shrine and the loresong on the teleportation orbs given to the Chosen. The imagery involved is pretty clearly from the Book of Revelation, so this is playing into that with the notion of a living seal, and the use of Grail quest motifs in the Vvrael quest treating Koar as the analog of the wounded Grail king with the Dolorous Stroke. The Rift room descriptions also suggest a kind of illness in Koar, and there are numerous indicators that you are supposed to be inside the Great Drake in some sense (especially literal on Plane 5).&lt;br /&gt;
[56] This is from the &amp;quot;[[Wyvern]]&amp;quot; document. The IC author is speaking loosely calling them &amp;quot;lesser dragons&amp;quot;, they&#039;re more like draconic energy beings created by the Great Drakes, whereas &amp;quot;wyrms&amp;quot; in Elanthia would be an actual literal dragon variety. This is iconoclasm and Faendryl skepticism on religion.&lt;br /&gt;
[57] Same point made in note 54.&lt;br /&gt;
[58] The Rift was threatening to widen (i.e. the nebulous sphere would&#039;ve expanded wider into the Drake&#039;s Shrine) in the [[Rift expansion preview (storyline)|release events]] for the Scatter. Also loosely referring to the Scatter opening up. Vvrael quest ended with Terate stabilizing but not actually closing the Rift.&lt;br /&gt;
[59] [[Vishmiir]] event was in 2002 with the day/night release, and they resided in some kind of extraplanar realm called the Void.&lt;br /&gt;
[60] This was the climax of the [[Cross into shadows|Cross into Shadows]] storyline in late 2014.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world.[61] Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature.[62] There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead.[63] The Lords of Liabo slew the unnatural.[64] Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem.[65] The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint.[66] The most desecrated fallen realms were too far gone and have remained forever haunted.[67] Spirits in those places were twisted with dark power.[68]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[61] For example, the Kuon section of &amp;quot;[[Gods of Elanthia]]&amp;quot;, and the Imaera section about restoring life on the planet as well as the Jaston section.&lt;br /&gt;
[62] This is a straight forward logical consequence of their established nature and properties.&lt;br /&gt;
[63] This is an embellishment that extrapolates from the premise of the [[History of the Turamzzyrian Empire|demonic hybrids]] formed in the [[Third Elven War]], and the previously referenced relationship between the Ur-Daemon and undeath. These concepts of an unliving spectrum are fleshed out a lot more in Volumes 2 and 3, reconciling the scattered creature lore in the game. Because of the shared root of [[Everblood]] in [[Drangell]]&#039;s troll curse and ebon-swirled primal demon blood, it seems likely the case that trolls should have originated anciently in demonic corruption.&lt;br /&gt;
[64] This is reviving the I.C.E. analog of the period, where the various left over demons and so on from the cataclysm were killed or banished, and the ecology was slowly healed with intervention. It does not make sense that the final battle with the Ur-Daemon would have destroyed all the creatures of darkness and random demons.&lt;br /&gt;
[65] This is mostly based on the Imaera lore, as well as the uncursing mechanics. The Council of Light resignation mechanics also show some divine ability of cleansing taint of dark energy from spirit and life.&lt;br /&gt;
[66] This is reviving the I.C.E. analog of the period, where this was stated explicitly. Fey of this kind are still represented as servants of various Arkati. This is just describing their use as scrubbers, and sets up the premise for tainted/corrupted fey spirits, of which there are concrete examples such as Ilvari. This is important because they would be an example of &amp;quot;undead&amp;quot; present in Elanthia in all time periods after the Ur-Daemon War.&lt;br /&gt;
[67] Rhoska-Tor is still a wasteland. Extreme cases like the [[Wizardwaste]] and [[Bleaklands]] seem impossible to be fixed.&lt;br /&gt;
[68] As with number 66, this is important for the deep history of undead in Elanthia, and they logically should have existed this far back. This premise is used to explain corrupted wasteland fey (e.g. &amp;quot;infernal sprites&amp;quot; that were in the [[Southron Wastes]] in the [[Wavedancer]] event) and the premise is used in this text to explain how the Dhe&#039;nar learned to manipulate the undead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War.[69] Extraplanar undead such as the Vishmiir are at least this old as well.[70] Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory.[71] Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War.[72] Some of these monstrosities, such as the vruul, survive to the present day.[73] There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms.[74] But it was the corruption of dark essences from the demons that brought the true unlife.[75] The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them.[76] They are inherently anti-magical, and in some ways, incapable of death.[77]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[69] Volume 3 gets into classification schemes for the undead. The presence of this kind of undeath dating back to the Ur-Daemon War is just being consistent with the logic of dark energy taint / corruption.&lt;br /&gt;
[70] This is made up. There is some reason to think the Vishmiir had very ancient Marluvian origins, such as the Hunt for History [[Urglaes-set pitted silver talisman|urglaes talisman]] loresong, so they could have been created any time between the Ur-Daemon War and the founding of the Elven Empire. Possibly even a little later. &lt;br /&gt;
[71] It has essentially always been a premise in GemStone that demons are involved in making the undead (e.g. the Order of Voln induction messaging), and in DragonRealms necromancy is [https://elanthipedia.play.net/Category:Demons framed] as [https://elanthipedia.play.net/Demons_and_the_Profane/Contents ultimately demonic] in nature and origin [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 in some sense.] The demons that should have been left over from the Ur-Daemon War and the demons that should have managed to get into this world for various reasons both can have been responsible for directly or indirectly causing undead to exist at all time points. With the Vvrael, Daephron Illian was studying how to summon Ur-Daemon in the early exile in Rhoska-Tor, but it turned out he was studying the Vvrael. So there should be Vvrael stuff in that specific location from earlier, but probably later than the Dhe&#039;nar.&lt;br /&gt;
[72] There is some indication of this in the &amp;quot;[[History of Luukos]]&amp;quot; legend document.&lt;br /&gt;
[73] This is reviving the I.C.E. setting premise that what we now call vruul (back then they were called gogor) were created artificially ~100,000 years ago and used in the cataclysmic war that ended that age. Vruul are supposed to slumber in foul black fluid in tall stone jars for thousands of years.&lt;br /&gt;
[74] Ghosts should exist regardless of anything. Phantoms in general could be characterized this way, but it&#039;s been directly established repeatedly that firephantoms are caused this way. It is encoded with the arch in Glatoph, and Sir [[Davard]] after the Church of Koar burned him in [[Cross into shadows|Cross into Shadows]] storyline, and the girls that [[Cyph Kestrel]] accidentally burned to death in [[Keeping up with the Kestrels]] storyline. Such undead should have essentially always existed.&lt;br /&gt;
[75] This distinction is used and elaborated in Volumes 2 and 3. Auchand has since used it some in his [[The Thirsting Dead|vampires documentation]]. This document emphasizes the use of &amp;quot;dark energy&amp;quot; from demonic realms as &amp;quot;tainting&amp;quot; and as the distinguishing characteristic of &amp;quot;black arts&amp;quot; from more ordinary sorcery, but allows definitions of sorcery that can include them.&lt;br /&gt;
[76] This was established in the [[Ride of the Red Dreamer]] storyline.&lt;br /&gt;
[77] Same as number 76. The &amp;quot;in some ways&amp;quot; line is referring to the ability to revive their body parts and so on. It&#039;s also insinuating a deep and natural relationship with undeath.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions.[78] Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything.[79] Lornon is rumored to be a gateworld.[80] Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon.[81] It may even be where the Ur-Daemon first entered.[82] There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons.[83] The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that blur the distinction between demons and the undead.[84] Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War.[85] Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.[86]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[78] This is a characterization of the Arkati lore, and suggesting it shook out that way. Since other powers were involved. There were Great Elementals in that period, and there are more local gods, and there&#039;s always been some premise of lesser spirits and Arkati who became less powerful over time and so forth.&lt;br /&gt;
[79] This is quoting &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[80] This is based on the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document, and also reviving that premise which was explicit in the I.C.E. version.&lt;br /&gt;
[81] This comes from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, while the hovering on the boundaries line is reviving the I.C.E. version premise.&lt;br /&gt;
[82] This is referring to the idea that Marlu came first (such as in &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;) or that the Ur-Daemon were interacting with Fash&#039;lo&#039;nae (such as in &amp;quot;[[Gods of Elanthia]]&amp;quot;) before he blasted the door way open somewhere on Elanthia (here assumed to be Rhoska-Tor and the southern wastes.)&lt;br /&gt;
[83] This premise and interpretation of the Lornon gods (that they were darkened by being on Lornon rather than the bad childhood myths or ideological sorting) comes from the introduction section of &amp;quot;[[Gods of Elanthia]]&amp;quot;. Its use is a consistency consideration for Volumes 2 and 3.&lt;br /&gt;
[84] This has been established in various ways over the years. Luukos has the Maw of Luukos, for example, and Eorgina was in some other realm when communed with near the climax of the [[Daukhera Darkflorr]] storyline in Icemule. Ivas has the [[Athletic dark-eyed incubus|incubi]]. The notion of blurring the distinction between demons and undead is an important concept in all three volumes. These are probably mostly the &amp;quot;infernal realms&amp;quot; described in volume 2&#039;s cosmology model rather than &amp;quot;outer&amp;quot; valences.&lt;br /&gt;
[85] The &amp;quot;[[History of Luukos]]&amp;quot; legend frames historical details that mean Luukosians in Elanthia were not making undead until after the Undead War. So these lines are about retaining his other qualities and reasons for the animosity between him and Lorminstra that would have been recognized in the Elven Empire period. (Most of the time &amp;quot;Elven Empire&amp;quot; does not refer to the Age of Chaos and later, where instead the usage is usually &amp;quot;Elven Nations&amp;quot; or &amp;quot;United City-States&amp;quot;. There can be odd present-tense exceptions like the beginning of the [[Ta&#039;Loenthra]] document.)&lt;br /&gt;
[86] This is manifestly true in practice for the undead that actually exist in GemStone. Luukos may have some sphere of influence relationship with the undead, but most undead are not actually Luukosian or made by Luukos. (In DragonRealms it is actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 clarified] that not &#039;&#039;all&#039;&#039; undead are &#039;&#039;demonic&#039;&#039; in origin, and even then it is thought demonic patronage in some way is required. Necromancy is fully broken off from Immortals involvement in that Elanthia.) Life and Death balances have generally been used in the religion lore, such as in the &amp;quot;History of the Order of Voln&amp;quot; document. This concept will be used near the end of this document for explaining and reconciling the death mechanics information.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II. The Second Age (-50,000 to -20,000 Modern Era)[87]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia.[88] There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation.[89] Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[90]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[87.1] -20,000 Modern Era is when the earliest rumors of Despana are heard. This is also the date range for the Second Age used by the &amp;quot;[[History of Elanthia]]&amp;quot; document. A reasonable argument could be made that it should go up to closer to -15,000 Modern Era with the actual Undead War fighting. But this document uses -20,000 to -15,000 as the whole Despana build up period, even though the actual war was much shorter. &lt;br /&gt;
[87.2] &amp;quot;[[History of the Truefolk#Chapter 3 - The Third Age: Halflings and the Undead War|History of the Truefolk]]&amp;quot; even refers to a &amp;quot;Third Age&amp;quot; including the Undead War, and then talks about the &amp;quot;Age of Chaos and Beyond&amp;quot; after that. But we do not use that convention and simply refer to the Undead War, and the Age of Chaos as after the Undead War. &amp;quot;[[History of Elanthia]]&amp;quot; implies &amp;quot;Age of Chaos&amp;quot; equals Third Age, with the &amp;quot;Modern Era&amp;quot; being explicitly the &amp;quot;Fourth Age&amp;quot;.&lt;br /&gt;
[88] Linsandrych Illistim equates dragons and Drakes. Dragon and Drake are used interchangeably in Meachreasim Illistim&#039;s &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[89] These details are directly referenced later in this document when talking about the southern wastelands in this very early period. The premise of no written records that far back is also stated in the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document and referenced to some extent in the &amp;quot;[[Elanthian Moons]]&amp;quot; document.&lt;br /&gt;
[90] This is a canon quote in the &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.A Ancestral Spirits&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age.[91] There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago.[92] Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races.[93] Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati.[94] But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.[95]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[91] The Linsandrych Illistim quote and the characterization of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;.&lt;br /&gt;
[92] Same as 91. The &#039;&#039;&amp;quot;first written history of the growing empire&amp;quot;&#039;&#039; is the Chronicles in -49,238 Modern Era on the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[93] This related to the Chroniclers with Linsandrych Illistim in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Order of Lorekeepers, and to some extent &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot; shows the sylvans did not have writing until the early Second Age. The premise that other races (e.g. dwarves) would have more distorted oral history is partly reasonably and partly IC elven author bias.&lt;br /&gt;
[94] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document and the [[Legacy of the Lorekeepers|retconned version]] of the Order of Lorekeepers document which replaced &amp;quot;Nantu&amp;quot; with &amp;quot;Ta&#039;Illistim&amp;quot;.&lt;br /&gt;
[95] This is IC author interpretation, but a similar statement is made by the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;. It is setting up a class / elites structure bias to orthodox history, which reasonably ought to exist for socioeconomic reasons. The first house was House Illistim, which also began with the construction of a library (Ta&#039;Illistim), where the Chronicle keepers moved. This was -49,107 Modern Era per the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and this date is the [[Ta&#039;Illistim Monarchs|year zero]] of Illistim calendar dates. (Vaalor calendars use their own founding date of -48,897 Modern Era as their year zero.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War.[96] The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods.[97] It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion.[98] Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.[99]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[96] &amp;quot;Time of the Rebuilding&amp;quot; is a phrase used for the Arkati dominated period of the Age of Darkness in the &amp;quot;[[Elanthian Moons]]&amp;quot; document. The premise that not all gods helped rebuild the world is stated in &amp;quot;[[History of Elanthia]]&amp;quot;. Arkati assistance with agriculture, for example, should reasonably overlap with early written language / records. So this much should be considered hard fact from Elven history.&lt;br /&gt;
[97] This is pointing out a commonality between the dominant religion lore and what is written in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and also setting up a premise that this is an ancient elven bias enshrined in mainstream Elanith theology.&lt;br /&gt;
[98] The existence of druidism and shamanism and animism in general should, for the same reason real-world Western scholars do, be arguably more primordially ancient than the polytheism and especially good/evil dualism of the Arkati centered religions. This document is referring to what the Elves would call &amp;quot;primitive&amp;quot; or &amp;quot;barbaric&amp;quot; or &amp;quot;uncivilized&amp;quot; cultures because of their ethnocentrism.&lt;br /&gt;
[99] Suggesting Imaera and [[L&#039;Naere]] are not really separate goddesses is iconoclastic, playing off their high similarity and the similarity of their names and the fact that L&#039;Naere does not exist in the historical records period. The last part is referencing the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, where Fash&#039;lo&#039;nae comes into existence later than an elf, combined with the legends that Fash&#039;lo&#039;nae is the oldest of the Arkati. But the IC author of this text later argues the Grandfather Stone (the premise of this legend) is an admitted forgery by Fash&#039;lo&#039;nae himself, which also comes from the &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism.[100] Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins.[101] It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste.[102] There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites.[103] Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir.[104]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[100] This is a reasonable anthropological characterization or categorization by the IC author writing about them from the outside.&lt;br /&gt;
[101] This is a fact of the world setting that has been demonstrated many times over with both permanent and invasion creatures, and sometimes documentation such as &amp;quot;Life and Being in the Sea of Fire&amp;quot;.&lt;br /&gt;
[102] This is from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Travels in the Wizardwaste]]&amp;quot;, as well as suggestions of ancient pre-Kannalan Tehir ancestors in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.&lt;br /&gt;
[103] This is a combination of implemented creatures and documentation such as the [[Giantkin Clans|Giantkin clans]] and Tehir and gnome documentation.&lt;br /&gt;
[104] These are from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Lines of Blood: A History of the Gnomes]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King.[105] There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world.[106] The sylvankind still worship both the Light and Dark Gods in balance.[107] There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges.[108]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[105.1] The first part of this is from &amp;quot;[[Blood of the Sea: The Krolvin and Their Descendants]]&amp;quot;. The krolvin gods more generally are a very different interpretation of the Arkati, as established in &amp;quot;[[A Short Primer on Half-Krolvin Society and Faith]]&amp;quot;. Khar&#039;ta in particular is a blend of Koar, Eorgina, and Charl, but &amp;quot;Blood of the Sea&amp;quot; goes further. &lt;br /&gt;
[105.2] The second part of this partly plays off the mural under the Abandoned Inn, and the human &amp;quot;God King&amp;quot; concept of making Koar into a kind of supreme god. &lt;br /&gt;
[106] This is slightly an embellishment. Onar was established to be the patron of the kingdom of Anwyn in the Demon Queen of Anwyn storyline in 1998, and Castle Anwyn is related to the Vvrael quest, which arguably used a lot of Grail quest mythological elements. One of these was the Grail king mythos, which has been interpreted by some as coming from &amp;quot;dying and rising god&amp;quot; mythologies, with the wasteland myth and world restoration. This is related to the earlier section of this document where the Great Drake seals the Rift as a wound in his living being.&lt;br /&gt;
[107] This is from the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document.&lt;br /&gt;
[108.1] This refers to the One creation myths in the &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;[[History of Elementals]]&amp;quot; documents. There is no reliable within-world authority who can speak to the factuality of such a thing, since it would pre-date their creation. This notion of the One, Many, and so on, has been reference in game, including by some sort of elemental around Zul Logoth in the [[Nations on the Brink]] storyline.&lt;br /&gt;
[108.2] The second part of this is characterizing it in Neoplatonist / gnosticism terms, which is where this kind of cosmological notion comes from in the real world. Later in this document this is historicized in the same way, being attributed to &amp;quot;occultist&amp;quot; movements in the Second Age trying rationalize more ancient superstitious beliefs. That is an invention of this document for reconciling the undefined within-setting origins of the creation myth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions.[109] It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities.[110] History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past.[111] But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.[112]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[109] This document does not try to sort out what is really true about religious myths and beliefs, and allows them to be either cross-pollinations or convergent evolution to similar notions.&lt;br /&gt;
[110] This document is historiographic rather than historical. It is attempting to explain propensities out of worldviews and culture-traditions for generating the various kinds of necromancy, and the history of collisions is predominantly defined in Faendryl terms because that is where it would be best recorded and now most hegemonic. This is allowing the full history to be a lot messier than the relatively clean and rational-theoretic way it is being characterized.&lt;br /&gt;
[111] This is the IC author acknowledging we are framing things by our present day categories and interests, which to some extent is a distortion from how people in past times or other places would characterize themselves.&lt;br /&gt;
[112] This is the IC author acknowledging that he is describing other people from the outside and limits the scope of our understanding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.[113]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[113] All of this is characterizing the animist worldview, which to some extent is encoded in the spirit spell circles. This paragraph could just as easily be used in the real-world. It is not specific to the Elanthia world setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world.[114] This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.[115]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[114] This is elaborated in Volume 3 and has basis in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Xshitha Raamaani section.&lt;br /&gt;
[115.1] All of this is in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The Tehir relationship to dealing with spirits is also discussed a great deal in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, having been intentionally made into an animist culture rather than an Arkati focused culture.&lt;br /&gt;
[115.2] This hook about the Tehir interpretation of Luukos, and Bir Mahallah&#039;s relationship with dark sorcery and undeath, is used here as a springboard for illustrating how necromancy of undeath can arise spontaneously from animist traditions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic.[116] There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation.[117] With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead.[118] Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals.[119] These sites are often used only up to some limit to prevent ghosts.[120] The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.[121]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[116] This is a thesis statement of the document. The most important trend line for this is trying to do spiritual magic with dark essences and/or trying to channel from demonic powers, which by the logic of the cosmology / magic theory in this document, naturally turns into &amp;quot;dark sorcery&amp;quot; instead of pure spiritual magic because of the necessary hybridization (corruption) with ordinary mana when wielding those cthonic essences for magic. (This document also as a literalizing convention uses &amp;quot;extra&amp;quot;chthonic to refer to outer valences and distinguishes that from &amp;quot;pales&amp;quot; or &amp;quot;infernal realms&amp;quot; of our own spectrum of existence which instead care called &amp;quot;chthonic.&amp;quot; These early theurgic summoners would largely be dealing in chthonic demons, and possibly immaterially through veil weaknesses rather than rifts.)&lt;br /&gt;
[117] This is an existing premise in the culture mortuary ritual lore, such as the Sylvan [[History of the Sylvan Elves|documentation]] with the [[Sylvan Mourning|Otherworld]]. It provides a natural hook for what if the spirits get stuck and what if they eventually get corrupted. In &amp;quot;History of the Truefolk&amp;quot; it was a Halfling belief (pre-dating the Undead War) that &#039;&#039;&amp;quot;should one of the Truefolk die in lands far away, they were doomed after death to wander endlessly, searching for those they had loved during their lifetime.&amp;quot;&#039;&#039; Volume 3 talks about this kind of &amp;quot;restless spirit&amp;quot; condition, and also related to the notion of unfinished purpose, which is touched on near the end of this document.&lt;br /&gt;
[118] These two sentences are both right out of the &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; document. The premise of corpses getting possessed by background spirits is also very important for the existence of undead in the deep past, and gets used later in this document for addressing the Dhe&#039;nar learning to control the undead in Rhoska-Tor.&lt;br /&gt;
[119] Sky burials have been used in the game, even by the reivers of the Ember Vale in the [[North by Northwest]] storyline. This is contrasting the previous sentence as essentially the exact opposite belief, where bodies are fed to vultures on purpose, and suggesting skeletal undead (e.g. skeletal giants) come into existence in this way. This is elaborated in Volume 3.&lt;br /&gt;
[120] This is an embellishment. It is a real-world superstition regarding charnel grounds with sky burials.&lt;br /&gt;
[121] This is a reasonable extrapolation and common sense perverse incentive behavior following out of religious beliefs and mortuary rituals for helping spirits depart so they do not become undead. This should be a very common way necromancy evolves out of shaman behaviors.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them.[122] Necromancy was an art of divination concerned with spirits of the dead, and thus it found special importance in mortuary rituals.[123] Ancestor veneration is often a major aspect of these religions.[124] Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way.[125] They are called upon or appeased with offerings.[126] Folk magic is perhaps the very thing Elven materialism was reacting against.[127]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[122] This is the thesis construction of the document again. &amp;quot;Black arts&amp;quot; refers to taint and corruptive energies, and &amp;quot;haunted realms&amp;quot; are described more in Volumes 2 and 3. This document begins by treating &amp;quot;necromancy&amp;quot; as magic involving death rituals, and then in these places with demonic corruption and dark powers, this gets twisted into darker and more twisted forms of magic.&lt;br /&gt;
[123] This is a real-world usage of the literal meaning of &amp;quot;necromancy&amp;quot;, but otherwise an embellishment for Elanthia, where in present modern day conventions this kind of clerical magic is not considered necromancy and necromancy is instead defined in terms of sorcery. So this is talking about very early conventions before that situation existed.&lt;br /&gt;
[124] This is true in the real world. It shows up in parts of the Elanthia lore, and reasonably should be part of the animist skewing cultures.&lt;br /&gt;
[125] Notably, the fey of the Wyrdeep allow the Barons of Bourth to be taken in by them in death, which was seen in the burial of Spensor Caulfield. But this line has been left vague, and Elanthia has a premise of Lorminstra [[Orders of the Turamzzyrian Empire#Keepers of the Golden Key|allowing]] souls to [[Velathae|return]] from beyond the Ebon Gates for the [[Eve of the Reunion]].&lt;br /&gt;
[126] This is generic animist behavior.&lt;br /&gt;
[127] This is an IC author interpretation. Imperial Elven culture in Elanthia seems self-consciously rationalist and rejecting of religious mysticism, but there are others such as elves of the Wyrdeep who are druids. So this document tries to reconcile all this with an Enlightenment style rejection of the more medieval or older kinds of things that would have been pushed into the less civilized provinces in the West. Orthodox religion and theology might also be suppressant of it. Arkati are spirit beings, but the Elves arguably racialized them, for their own dogmatic self-interest. (In DragonRealms they are actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 explicitly] extraplanar beings, and they were extraplanar beings in the I.C.E. Shadow World setting, and as far back as 1996 in GemStone you have Stump posting about the Arkati residing on the spirit plane. It&#039;s really just this religious myth stuff in GemStone that does not generally treat them that way.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot;[128] There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body.[129] While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is not the primary concern of Voln, who is mostly concerned with the release of cursed souls.[130] Little more than any other golem that has a spirit trapped within it.[131] There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention.[132] These are instead forces of darkness which all pose hazards such as involuntary possession.[133] Warding off particular kinds of evil spirits varies by their individual identities and associations.[134] Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces gave rise to very different, more personal traditions.[135]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[128] These lines are directly addressing foundational ambiguities in the definition of &amp;quot;undead&amp;quot; and why some things are considered undead and not others, and why some unliving things are not mechanically undead for the Order of Voln.&lt;br /&gt;
[129] This is the nature of [[730]], the Animate Dead spell.&lt;br /&gt;
[130] This is based on being literal with the Path of Enlightenment messaging. Voln would probably strike down corpse puppets, too, but this is hedged by &amp;quot;primary concern&amp;quot; and not a matter of favor in the Order of Voln.&lt;br /&gt;
[131] Rolemaster golems and constructs are always animated by a captured spirit of some kind. These could also be elementals and demons. Undead golems are only those where the spirit is an undead soul. There have been Elanthia setting golems with souls in them (e.g. the urnon golems from Kenstrom storylines) and that urnon golem also would have hosted the demon primordial Althedeus. Artificial constructs are not targetted for release by the Order of Voln, so this is reconciling these facts.&lt;br /&gt;
[132] Again, it would not have always been understood that there are these extraplanar outworlder entities, so &amp;quot;demons&amp;quot; anciently would have initially been considered wicked spirits or monstrosities of darkness. (DragonRealms also has some framing on [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 historical refinement] of what the word &amp;quot;demon&amp;quot; means, with its own temporary overcorrection of equating them with all extraplanars.) There are also extraplanar undead. Extraplanar origin entities (e.g. the [[water wyrd]]s in River&#039;s Rest) are not always mechanically extraplanar, so it is implicitly possible for such entities to attune to this reality. Some demons (e.g. the spells 712 and 718) are not summoned with summoning circles, apparently being conjured from this world or more passively and immaterially through veil weaknesses. This is explored and reconciled much more in Volumes 2 and 3.&lt;br /&gt;
[133] Various kinds of entities have been demonstrated as having possessing powers, ranging from the [[oculoth]] [[Possessed|possession]] powers to undead with mind control / behavior manipulation abilities to NPCs in storylines such as [[Thadston]] and the [[A Knight To Remember - 2020-10-01 - Re-Rout (log)#Thadston&#039;s Lament|bleakwalker]] or [[Bonespear]] in Bonespear Tower and the [[dybbuk]]s implicitly being possession spirit undead and the [[soul golem]]s with the [[wind wraith]]s.&lt;br /&gt;
[134] This is partly playing off the Xshitha Raamaani lore in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, but just generally how it should be, different kinds of things needing to be handled different kinds of ways by spirit callers.&lt;br /&gt;
[135] This is used to fabricate &amp;quot;black arts&amp;quot; traditions along similar lines in haunted realms, which reconciles and helps explain all the very dark magic that has nothing to do with the Faendryl or Dhe&#039;nar, and does not necessarily come from Lornon. There are little bits of lore about demonic cults and other threats in the Southron Wastes than the Horned Cabal, but for the most part it is very thinly defined. This is bolstering the premise that there should be demon worshippers and so on in the southern wastelands as that is logically where they would have resided given the existing historical framework.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.B The Elven Empire&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. Who among us, then, is more beast than elvenkind?&amp;quot;[136]&lt;br /&gt;
&lt;br /&gt;
- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[136] The paragraph up through &amp;quot;benevolence and aid&amp;quot; is from the &amp;quot;History of Elanthia&amp;quot; document. It was expanded through &amp;quot;need the air to breathe&amp;quot; in the &amp;quot;[[History of the Faendryl]]&amp;quot; document. These parts are already canon. The very last sentence is totally made up for this document. It is there to give support to an interpretation of the speech&#039;s meaning later in this document, emphasizing its more metaphorical quality (which was contextualized as political rhetoric during Yshryth&#039;s coronation by the &amp;quot;History of the Faendryl&amp;quot; document). The time scale used for the first thirteen Patriarchs means that Yshryth Faendryl was coronated after the Houses had been founded but still during the very early Elven Empire.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages.[137] There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization.[138] There was ultimately a concentration of power in urban centers with the construction of cities.[139] These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions.[140] These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny.[141] The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.[142]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[137] The premise that they resided for a long time in these open gaps, while the sylvans were those that stayed nomadic longer, comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It explicitly establishes that these kinds of smaller settlements out in the open were done for a long time before the urban centers were founded. This means the House founder stuff, especially coming out of the forests and building cities, is heavily mythologized. The IC author of this document later calls that examples of the &amp;quot;great man of history&amp;quot; myth.&lt;br /&gt;
[138] This is seeding the socioeconomic reasons for the cultural differentiation, so that it isn&#039;t really ideologies of espoused by single charismatic founders out of thin air.&lt;br /&gt;
[139] This is a general civilization development pattern.&lt;br /&gt;
[140] Lyredaen has said in the past that this was the real intent for how the Houses came into being in that time period.&lt;br /&gt;
[141] This is an IC author interpretation, but reasonably grounded.&lt;br /&gt;
[142] This is an embellishment based on the way the Elves and Arkati relationship has generally been framed. &amp;quot;[[Elven Dogma and Theology]]&amp;quot; analogizes them as treating &#039;&#039;&amp;quot;their chosen Arkati as casual vassals might treat an undemanding liege.&amp;quot;&#039;&#039; The [[ICE gods#Intermediate: Fash&#039;lo&#039;nae|original Fash&#039;lo&#039;nae description]] posited a Drakes to Arkati, Arkati to Elves, Elves to Humans scheme. So this sentence is just taking the spheres of influence view of the Arkati, and having the Elves characterize their distinct spheres of interest and power relative to each other as terrestrial reflections of that higher order of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a great chain of being.[143] What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an ancient Elven word meaning a guide or recruiter of the lost, in the Elven image --- as a race of higher beings who inherited the world from its prior masters.[144] The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the stewards of the world.[145]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[143] The first part of this sentence is based on &amp;quot;[[Time on Their Hands: The Evolution of Elven Art]]&amp;quot;, while the second part is based on that Drakes-Arkati-Elves line of descent, and similar notions (like ascension ideologies) in the lore that are made sense of with the &amp;quot;great chain of being&amp;quot; concept from real-world history. This document later uses it to address alchemy and occultist emanationist doctrines. &amp;quot;secular theology&amp;quot; largely refers to the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document.&lt;br /&gt;
[144.1] This etymology of the word &amp;quot;Arkati&amp;quot; is totally made up, but based on the real-world meaning of the word &amp;quot;arkati.&amp;quot; The extent to which &amp;quot;ancient&amp;quot; or &amp;quot;archaic&amp;quot; Elven is different from modern Elven isn&#039;t clearly defined, there&#039;s a case to be made that it wouldn&#039;t have drifted all that much similar to Greek and Chinese. But that runs up into problems of Sylvan being a separate language on not much different time scales as the founding period, and questions regarding Dhe&#039;nar-si and the Faendryl dialect being separate languages. Though those could be explained as impacted by the Dark Elven language and possibly impact by southern subcontinent inhabitants that the other Elves do not interact with.&lt;br /&gt;
[144.2] The inherited the world doctrine again comes from the elven documentation and their self-justification in lorder over lesser races. It is also the IC author being iconoclastic, suggesting the Elves imagined the Arkati in their own image, and implying that as with the krolvin the Arkati feed into what the Elves want to believe about them.&lt;br /&gt;
[145] The &amp;quot;undemanding liege&amp;quot; line is quoting the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The second part of it about the monarchs being &amp;quot;stewards&amp;quot; of the world is an IC author characterization of their position and role in the &amp;quot;great chain of being&amp;quot; dogma, which serves as a basis of political disagreement with the early Dhe&#039;nar who instead view the elves as needing to rise higher up the chain with ascension. This also implicitly relates the Dhe&#039;nar ideology more closely to the imperial Elves than the Sylvans, who by &amp;quot;[[History of the Sylvan Elves]]&amp;quot; should have branched off from both of them much earlier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots.[146] It was taboo to offer piety rather than fealty.[147] As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals.[148] In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions.[149] This bred the seeds of reactionary movements.[150] But there was no room for dissidents in the building of civilization itself.[151] Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;[152]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[146] This is based on a cross of the Elven dogma document and the Elven art document, along with the racial supremacy stuff from Yshryth Silvius (circa -46,000 Modern Era).&lt;br /&gt;
[147] Later in the Second Age, Lilorandrych Illistim cracked down on cultish veneration of preserved hair from Linsandrych Illistim, along this kind of sentiment. This is established by a pendant on display in Museum Alerreth regarding [[Tenesi Illistim]].&lt;br /&gt;
[148] The Elven Empire had outlying provinces, but this has generally been very vaguely defined. This sentence is general civilization development dynamics.&lt;br /&gt;
[149] This is slightly exagerrating in the most absolute literal sense, but this pattern is generally true in the real-world. It&#039;s represented already all the way back in the Epic of Gilgamesh.&lt;br /&gt;
[150] This is a reasonable extrapolation.&lt;br /&gt;
[151] This helps frame and contextualize the Dhe&#039;nar departure from the Elven Empire point of view.&lt;br /&gt;
[152] This comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is generalized here to include &amp;quot;rubes&amp;quot; from the open-air regions rather than just the sylvan nomads in the forest. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has western migration and claims going back to -50,000 which is even earlier than House Illistim, and the founding of written records by the Chroniclers in -49,238 Modern Era. Socioeconomic and class forces are here being used to explain the population migrations, of which the Dhe&#039;nar would only have been one example and possibly later (as in the &amp;quot;Timeline of Elanthian History&amp;quot; document and the timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were displacements of the population in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities.[153] Those who were ill-suited to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West.[154] Scholars think these conditions invited the subjugation of other races for slave labor.[155] Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters.[156] To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.[157]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[153] This is a minor embellishment, extrapolating off the claiming &amp;quot;large portions of the western continent for their own&amp;quot; around -50,000 in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document, which is set a bit before the founding of the House cities in the east. It makes intuitive sense that a dynamic along these lines would exist, with the Dhe&#039;nar being the prominent surviving example. The Sylvans canonically did not migrate until later around -36,567.&lt;br /&gt;
[154] There are existing seeds of this in the Dhe&#039;nar departure being canonical. It just generalizes it to account for the &amp;quot;western continent&amp;quot; claims in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document.&lt;br /&gt;
[155] This is a thesis statement. It is just the equivalent of the real-world sociological/anthropological arguments about slavery forming with the development of agriculture based civilizations. The time period at which slavery by the Great Houses ended seems undefined, but could plausibly have survived longer in the West into the Age of Chaos.&lt;br /&gt;
[156] This is the IC author providing a socioeconomic dimension and motivator behind the Yshryth Silvius Faendryl rhethoric, which we&#039;ve already linked up with secularized great chain of being theology. This is all part of the &amp;quot;dominant ideology&amp;quot; in question.&lt;br /&gt;
[157] This is how the word &amp;quot;evolved&amp;quot; or evolution is used in the [[History of the Aelotoi|Illistim documentation]], and arguably how they interpret the relationship between gnomes and cave gnomes in the original [[Lines of Blood: A History of the Gnomes|Gnome history]] document (which more [[Inyexat|recent gnome]] documentation disputes.) The three volumes of this document is a lot more focused on artificial manipulation of animate beings and the mutating influence of magical environmental factors, which are more active driving conceptions than random mutation and natural selection, but like those has no concept of evolution as &amp;quot;progress.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited.[158] It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses.[159] There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.[160]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[158] The first part of this is just referencing the -50,000 Modern Era entry in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The second part is playing off the [[Aramur Forean]] / Black Wolves story in northwest Elanith, and the fact that the &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; Also, the &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot; and relatedly &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; has the reiver ancestors in what is now Torre possibly as far back as the Second Age independent of elven rule. (Scribes has said he intended the ancient language shown for that region to be the old form of the Kannalan language. It is lightly mangled Old English.)&lt;br /&gt;
[159] The geographic barrier argument is just common sense. The other part about other sovereign land claims getting in the way is extrapolated off the &amp;quot;[[History of Elanthia]]&amp;quot; document saying the houses would not defend each other&#039;s territories or consent to have their troops led by another when Dharthiir was advancing. This more or less amounts to denying the right of military actions through the lands of other houses.&lt;br /&gt;
[160] &amp;quot;[[History of Elanthia]]&amp;quot; describes Second Age humans as nomadic, residing on comparatively barren lands, and Elves refusing to allow others to settle more fertile areas. But some residing in the shadows of the great elven cities as beggars and thieves and slaves. With the modern period population distribution, it can be surmised there was some long-run population sorting, though it is unclear how much non-elven population there initially was in the east. The IC author is skeptical of treating it as terra nova. Agricultural slavery would implicitly be more of a western provinces thing, and this document uses that premise of western agriculture for eastern cities in the Undead War section. It&#039;s undefined in general to what extent there were elven cities in the west, and how the outlying provinces were administered. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire never held any mastery over the southern wastelands.[161] The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers.[162] The mountainous borderlands of the Southron Wastes have in all times been an attractive hiding place for brigands and criminals.[163] When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law.[164] The greatest threats to civilization, in turn, have most often come from the southern wastelands.[165] But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.[166]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[161.1] This is an embellishment that is extrapolated off contextual details. The Elven Empire cannot have been in there in the Dhe&#039;nar period (up to around -40,000), and it would not make sense for them to have controlled it in the Despana period (-20,000 to -15,000). Similarly, it would not make sense for them to control it and then give it up prior to Despana, so the most sensible thing is for the &amp;quot;old places of the Ur-Daemon&amp;quot; in the southern wastelands to be an area the Elven Empire wants nothing to do with for various reasons. The Elven Empire also generally did not control the mountains, where the dwarves were and various monster races. &lt;br /&gt;
[161.2] [[Jontara]] presently refers to a wider continental definition than Elanith, and was the original De-ICE&#039;d term for the continent. For some reason &amp;quot;Elanith&amp;quot; became used for the continent, when it was originally the replacement term for a region in the northwest corner of the continent.&lt;br /&gt;
[162] This is interpreting the lines in &amp;quot;[[Gods of Elanthia]]&amp;quot; that way, because it is the only part of the Elanith map consistent with it. The second part is a necessary logical consequence of established premises about Ur-Daemon corruption, and this is necessary to explain the Dhe&#039;nar becoming Dark Elves tens of millennia before Despana&#039;s work in Rhoska-Tor.&lt;br /&gt;
[163] The Horned Cabal wiped a lot of this out in the &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; timeline (see years 4953 and 4960), but this embellishment is just generalizing that existing premise, because if that&#039;s the dark and lawless region of the continent during the height of the Elven Empire and the worst stuff is farther in, it makes sense the criminal types would reside in the borderlands. (The year 4832 in &amp;quot;History of the Turamzzyrian Empire&amp;quot; suggests that prior to the Horned Cabal agitation and the Third Elven War, the Southron Wastes were relatively quiescent as threats to the north. The Southern Sentinel at the time of the Third Elven War was Empress Selantha II&#039;s exiled husband, so the war was led by Eastern Sentinel [[Jerram Happersett]].) &amp;quot;[[Traveler&#039;s Guide to the Turamzzyrian Empire#Selanthia|Traveler&#039;s Guide to the Turamzzyrian Empire]]&amp;quot; also mentions &#039;&#039;&amp;quot;other threats from the Southron Wastes&amp;quot;&#039;&#039; than the Horned Cabal in the present day (of 5102 Modern Era.)&lt;br /&gt;
[164] This is an extrapolation but a straightforward logical consequence of the geographic constraints.&lt;br /&gt;
[165] This is a made up premise, but sensible and plausible on existing evidence. It would include Despana. The [[Vishmiir]] are a defined threat for the Second Age, and there&#039;s some [[Urglaes-set pitted silver talisman|indication]] they came from Marluvian worship, which should likely have been concentrated in those Ur-Daemon associated lands. The Horned Cabal in recent history also fits this mold. The Faendryl may have been taming it down in recent millennia, but have let the Turamzzyrian Empire take the hits after the Third Elven War in general. (Explicitly stated in the case of demons from &amp;quot;[[The Theory of Governance and Social Order#Armata|The Theory of Governance and Social Order]]&amp;quot;.)&lt;br /&gt;
[166] Despana as a civilization ending shock, but also having been around for a few thousand years without being considered a big deal, needs to be reconciled. It would make sense if villainous black magic sorts had a history of hiding out down there, but were minor enough in practical consequence to the Elven Empire that it was more a matter of police actions and maybe raids sometimes to put bad guys down. It should generally be where Lornon types were hanging out as well.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
II.C The Exiles&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[167]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[167] This is a totally made up quote for the document. It is meant to characterize the view of the southern wastelands held even early on in the Elven Empire. &amp;quot;[[History of Elanthia]]&amp;quot; refers to Rhoska-Tor as &#039;&#039;&amp;quot;barren, blackened land&amp;quot;&#039;&#039; and the [[urglaes]] metals documentation suggests there might be regional ancient lava veins since urglaes is found around Maelshyve. The Night and Dawn stuff is based on the [[Shimmering glaesine orb|original]] Illistim house motto, which is different from the heraldry statement in &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot;. This is also setting up the non-racialized premise of original meaning for the term &amp;quot;dark elves.&amp;quot; The madness and fever dreams stuff is playing off the [[Grot&#039;karesh Hammer Clan]] history, and searching for lost secrets is making Despana only one example of it. The quote is making those lands explicitly defined as cursed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization.[168] Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were all drawn to the southern wastelands.[169] This was a haven for the most fanatical cults, and is now a graveyard of forgotten theocracies.[170] Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators.[171]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[168] This is following from the previous statement of the borderlands being where the brigands and criminals hide out, which is canonical in the modern Turamzzyrian Empire period. The interior should generally be worse than where those are willing to reside. This is only talking about the wastelands, not the subcontinent jungles, or southern mountains where dwarven clans lived.&lt;br /&gt;
[169] This is an embellished premise, but it is the only place where it makes sense for those to be during the Elven Empire, and makes continuity for Despana doing the same thing.&lt;br /&gt;
[170.1] The forgotten theocracies part is totally made up, but would be plausible behavior if the dark religious zealots are concentrated down in that region. The cult activity down there is only thinly defined, such as the Disciples of the Shadows. There should be nutjobs who worshipped demons or the Ur-Daemon, and it would only make sense for them to be around (what is now called) Rhoska-Tor and the Southron Wastes (a much older term.) The cults would not have been allowed in the Elven Empire.&lt;br /&gt;
[170.2] The general premise of other forces in the Southron Wastes region is also important for being something for the Dhe&#039;nar to push up against, having a warrior caste, where the Hunt for History item [[Shimmering crimson Dhe&#039;nar shield]] has a loresong depicting them fighting some great battle at a later time than the burning of Sharath.&lt;br /&gt;
[171] This is the thesis of the document. It is making more sense of things and contextualizing Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent.[172] This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.[173]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[172] This is fleshed out in the following subsections on the &amp;quot;black arts&amp;quot; practices down there with corruptive energies.&lt;br /&gt;
[173] This is making it clear that this was a problem at all time points, it was just in the margins of civilization during the Second Age. The last part about the [[Bleaklands]] refers to the [[epochxin]] variants of blood magic with demon blood and [[Raznel]]&#039;s witchcraft involving &amp;quot;the shadows&amp;quot; which is corruptive demonic realm energy. The IC author uses the word &amp;quot;witch&amp;quot; solely to refer to &amp;quot;black magic&amp;quot; practitioners, and usually more specifically to &amp;quot;black arts&amp;quot; practitioners like Raznel (black arts referring specifically to the use of demonic / tainting essences while &amp;quot;black magic&amp;quot; in our usage does not necessarily carry that implication), and instead uses &amp;quot;cunning folk&amp;quot; to refer to what some might call &amp;quot;good witches&amp;quot;. It uses &amp;quot;warlock&amp;quot; in the Dungeons &amp;amp; Dragons class archetype way of conduit or bondage with demonic powers, and not in the &amp;quot;oathbreaker&amp;quot; etymological sense out of Old English. Volume 2 actually constructs dark analogs of the major class types, terms such as &amp;quot;dark mage&amp;quot; used here are defined more in Volume 2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(1) The Dhe&#039;nar&lt;br /&gt;
&lt;br /&gt;
The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar.[174] Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati.[175] The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot;[176] According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah.[177] They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati.[178] Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.[179]&lt;br /&gt;
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[174] This is recognition of the fact that there is barely any established definition for any others.&lt;br /&gt;
[175] &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; establishes &amp;quot;first born&amp;quot; (of the Arkati) as the definition of the term Dhe&#039;nar. The way this line is worded is the IC author saying &amp;quot;this is what they claim&amp;quot; rather than &amp;quot;this is what we all agree is the truth.&amp;quot;&lt;br /&gt;
[176.1] This is largely referring to the non-canon player documentation explaining what &amp;quot;the way&amp;quot; means, because it is not clearly explained in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document by itself. Though the phrase gets used in that document. That document does say: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah taught them that the elves are the children of the Arkati, and as a child strives to become as its parents, the Dhe&#039;nar strive to become as the Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[176.2] The goal of the Way, and the way it encodes how the Arkati are viewed, is given near the bottom of &amp;quot;History of the Dhe&#039;nar&amp;quot;: &#039;&#039;&amp;quot;Much like the elves, however, the Dhe&#039;nar do not view the Arkati so much as &amp;quot;gods&amp;quot; or &amp;quot;celestial beings&amp;quot; but more as role models for what they themselves can achieve. Unlike the elves of the six noble Houses, however, the Dhe&#039;nar believe they can become as powerful as the Arkati. They do not see the Arkati as different or better, only more powerful, thus Dhe&#039;nar bow to no &amp;quot;god&amp;quot;. Their religion is not one of worship; instead it is one of self-perfection, not so much as an individual, but as a race in whole; the ultimate goal being to achieve power over all things.&amp;quot;&#039;&#039; Here we are taking this &#039;&#039;&amp;quot;not .. different or better, only more powerful&amp;quot;&#039;&#039; as an ascension view of the Arkati and Drakes rather than them as inherently &amp;quot;celestial beings.&amp;quot;&lt;br /&gt;
[177] This is roughly what Tahlad Tsi&#039;shalar translates as in the player created Dhe&#039;nar-si language. The IC author characterizes this as a myth, but Dhe&#039;nar would probably regard it as historically factual.&lt;br /&gt;
[178] This is stated in the canon &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document.&lt;br /&gt;
[179] This is what the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says, and is characterized more dismissively in the &amp;quot;[[History of the Faendryl]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths.[180] Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad.[181] That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests.[182] There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.[183]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[180] This is referring to the shared details of Korthyr and Tahlad between the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents. The Departure section of the Dhe&#039;nar history is 50,000 years ago, dating that to around -45,000 Modern Era, which in turn means it happened thousands of years after the Houses formed and long after Korthyr was dead. These House founding dates in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; are further solidified in their use in basing Elven calendar dates in various documents. So this document is trying to reconcile that inconsistency.&lt;br /&gt;
[181] Korthyr would have died some time in the -48,000s and Tahlad does not leave until the -45,000s in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This document reconciles that by having the timeline entry referring to an Illistim historiographer theory of the Dhe&#039;nar departure, while the Dhe&#039;nar themselves might claim it happened more around -50,000 Modern Era before the Illistim Chronicles were started.&lt;br /&gt;
[182] It would be inconsistent with that period in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. The sylvans and elves also would have divided much earlier. The &amp;quot;[[History of the Faendryl]]&amp;quot; supports these things, but has a lot of dubious stuff in it.&lt;br /&gt;
[183] This is from the chronicler preface to the canon version of the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and the &amp;quot;[[History of the Faendryl]]&amp;quot; document refers to Tahlad on similar footing as the House founders. But the actual timeline spaces these thousands of years apart, so it has to be treated as myth making. It can&#039;t be treated literally without causing contradictions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is regarded by more serious scholars as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth.[184] The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations.[185] Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses.[186] The Elven Empire was not a meaningful concept in the time of Korthyr.[187] Nor were the Ardenai those who stayed behind.[188] They lived in cities on the forest edges and woodland hamlets, with adjacent croplands, not unlike the Barony of Bourth with its elven settlements in the Wyrdeep Forest.[189] Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years.[190] It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed.[191] It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses.[192] The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.[193]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[184] The &amp;quot;more serious scholars&amp;quot; part is an embellishment, but characterizing the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents as fanciful, and not especially tethered to what actually happened. This document sides entirely with the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; approach of being outside the forests for a long time and only eventually urbanizing.&lt;br /&gt;
[185] This is a necessary conclusion of the date ranges used for the House foundings in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and all the documents basing off those founding dates.&lt;br /&gt;
[186] This is cross-referencing Korthyr dying when only the first borough of Ta&#039;Faendryl had been built in &amp;quot;[[History of the Faendryl]]&amp;quot;, along with Ta&#039;Faendryl having been built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;, and Ta&#039;Vaalor and Ta&#039;Faendryl having been founded at the same time in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with only Ta&#039;Illistim pre-dating them. For the Tahlad/Korthyr relationship to be true, it would have to be significantly earlier than the cities and before the Houses were founded and before the Elven Empire was a concept.&lt;br /&gt;
[187] This document treats the Elven Empire as becoming a meaningful concept around the time of Yshryth Silvius.&lt;br /&gt;
[188] &amp;quot;[[History of the Faendryl]]&amp;quot; treats the Ardenai as having stayed behind, but its leaving-the-forests narrative contradicts the more soberly written &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. &amp;quot;[[History of Elanthia]]&amp;quot; said the Ardenai reside in &amp;quot;towns and cities&amp;quot; and only vaguely refers to having stayed closer to roots in the deep forest.&lt;br /&gt;
[189] The forest edges description is an embellishment. The Sylvans resided deeper inside the Darkling Wood and did not have contact with the imperial elves until the -45,000s in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which requires the Ardenai to stay away from the deep woods in that time period. The adjacent croplands are described in the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
[190] This cross-references &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and explicitly rejects the literal reading of Yshryth Silvius&#039; speech that is done in &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[191] This refers to the departure date in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is simply explaining why Illistim chroniclers think the Dhe&#039;nar left well after the Houses founded, while this other dogma exists of it having happened several thousand years earlier prior to the Chronicles.&lt;br /&gt;
[192] This is cross-referencing &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[193] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and insinuates Dhe&#039;nar harassment of the sylvans in this time period before the departure in -45,293. This insinuation is also explaining the &amp;quot;lavender&amp;quot; lore with Dhe&#039;nar and sylvan slaves in &amp;quot;[[Speech Unspoken: The Language of Flowers]]&amp;quot;, because they have much more dubious interaction for geographical reasons at any other time period.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the more dominant interpretations among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood.[194] Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land.[195] In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si.[196] Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records.[197] No one knows for certain if this identification is correct.[198]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[194] This is an embellished premise for explaining why the Illistim chroniclers have the Dhe&#039;nar departure happening over two thousand years after the last of the Houses formed. It also characterizes Sharyth Ardenai as a return to nature movement beginning in the open air spaces, so as to be consistent with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; on this period. This can be reconciled by House Ardenai forming out of the open-air population that stayed geographically closest to the Darkling Wood and maybe partly into it. The Sylvans should be the ones who really just stayed inside the forest, and that particular area of the Great Forest is where they ended up concentrating.&lt;br /&gt;
[195] &amp;quot;Sharath&amp;quot; means &amp;quot;promised land&amp;quot; in Dhe&#039;nar-si. This was canonized in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The trial and tribulation line is meant to motivate why the Dhe&#039;nar would reside in (what is now called) Rhoska-Tor for a protracted period. Which is the nearest part of the Southron Wastes to the eastern Elves.&lt;br /&gt;
[196] This is implying &amp;quot;Sharath&amp;quot; comes from the name &amp;quot;Sharyth&amp;quot;, and insinuates the &amp;quot;sho&#039;rah&amp;quot; in Noi&#039;sho&#039;rah is similarly rooted with Sharath and Sharyth. This is an embellishment, but a plausible contrary view for House elves. The feminine gender neutral case of it meaning &amp;quot;First Sister&amp;quot; is true in the player created Dhe&#039;nar-si language (as introduced into it decades ago by Mnar.) Referring to that as &amp;quot;archaic&amp;quot; Dhe&#039;nar-si is how the &amp;quot;[[Dark Elven languages]]&amp;quot; document treats and refers to the old player constructed language.&lt;br /&gt;
[197] &amp;quot;[[History of Elanthia]]&amp;quot; refers to Sharyth Ardenai as a matriarch, while &amp;quot;[[Timeline of Elanthian History]]&amp;quot; uses the &amp;quot;his&amp;quot; pronoun for Sharyth Ardenai. These documents are both decades old, so this document takes that gender indeterminancy at face value, since it is so long standing.&lt;br /&gt;
[198] This is a hedge for allowing this whole interpretation and theory to be wrong, which allows Dhe&#039;nar to still believe their version of history. The actual departure would then have happened before the Chronicles started, when Korthyr was a relatively young man. But some of the details would still need to be regarded as distorted a bit by knowledge of later events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati.[199] In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years.[200] The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses.[201] In the more cynical view of the &amp;quot;Matter of the Elven Empire,&amp;quot; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology.[202] Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization.[203] With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.[204]&lt;br /&gt;
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[199] This is what &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; says.&lt;br /&gt;
[200] There is a 5,000 year gap between the Noi&#039;sho&#039;rah section and the Departure section of &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, so this line is trying to reconcile something that doesn&#039;t even make sense within the Dhe&#039;nar document itself.&lt;br /&gt;
[201] This is partly referring to &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and partly referring to &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.&lt;br /&gt;
[202] &amp;quot;Matter of the Elven Empire&amp;quot; is totally made up, and plays off the real-world historical terms such as the &amp;quot;Matter of Britain&amp;quot;, which is distorted with Arthurian legend and so forth. This is the IC author characterizing this early period as in historical dispute among the elves, with the founding of the royal lines and their pedigree from powers such as Arkati and Wyverns. Treating the contrary view as &amp;quot;peasant ideology&amp;quot; is the sensible counterpart to the Houses royal ideology.&lt;br /&gt;
[203] This is recontextualizing it in terms of the characterization given earlier in this document of monarchs as stewards in a static great chain of being. (The Dhe&#039;nar history document says the other Houses do not believe the Elves &#039;&#039;&amp;quot;can become as powerful as the Arkati&amp;quot;&#039;&#039;, though there has to be some nuance in this because of ascension theologies like Amasalen, it should probably mean this is not a plausible whole race goal and that generally &amp;quot;ascension&amp;quot; however it concretely exists comes from intervention by Great Spirits such as Arkati using their own power.) The Dhe&#039;nar view in contrast would be characterized as the low rising up the chain, and perhaps the high falling off. The IC author is giving that a socioeconomic dimension.&lt;br /&gt;
[204] This is setting up the contrary view of the Noi&#039;sho&#039;rah prophecy as a historical distortion, reading Despana and the Undead War into &amp;quot;Matter&amp;quot; politics as an anachronism after the fact. The Dhe&#039;nar in contrast would maintain it was the original prophecy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated.[205] This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578.[206] House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son.[207] This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire.[208] Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness.[209] There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl began to truly assume its central role over the Empire.[210]&lt;br /&gt;
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[205] This is the Patriarch timing given in &amp;quot;[[History of the Faendryl]]&amp;quot;. In &amp;quot;[[History of Elanthia]]&amp;quot; it was Korthyr&#039;s line that built Ta&#039;Faendryl, which this explained.&lt;br /&gt;
[206] This is cross-referencing the timing given in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. However, &amp;quot;History of the Faendryl&amp;quot; has a major timeline contradiction around the Undead War up to the Ashrim War, being fundamentally inconsistent with the other history documents. Here we are treating the timing in the earlier part of the document as still reliable.&lt;br /&gt;
[207] This is all from &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[208] Yshryth was already defined as Patriarch 14 in &amp;quot;[[History of Elanthia]]&amp;quot;, the &amp;quot;[[History of the Faendryl]]&amp;quot; document established his speech was from his coronation. The IC author here is asserting this is the proper birth of the Elven Empire, because of the imperial vision it sets out and its early time period relatively not long after the Houses finished forming.&lt;br /&gt;
[209] The political context was already in &amp;quot;[[History of the Faendryl]]&amp;quot;, but this is more explicitly asserting that what Yshryth was saying about leaving the forests was a metaphor. Later there is argument about connotations of kinslaying in the word &amp;quot;Draekeche&amp;quot; which is the (ancient?) elven for &amp;quot;darkness.&amp;quot; This is also setting up hostile / exile conditions for the Dhe&#039;nar, if the Illistim chronicler timing for their departure is the correct view.&lt;br /&gt;
[210] This is cross-referencing the &amp;quot;[[History of the Faendryl]]&amp;quot; timing for this period with the Ta&#039;Illistim Monarchs document &amp;quot;[[Ta&#039;Illistim Monarchs|Linsandrych&#039;s Legacy: A Detailed Examination of the Dynastic Argent Mirrors and Their Contributions to Illistimi Society With Notes On Selected Post-Lanenreat Figures]]&amp;quot;, once you convert out of the Illistim calendar into the Modern Era calendar. Then it&#039;s using these power vacuums and schisms and purges and so forth to say this is how and when House Faendryl came to lead the Empire (premise dating back to &amp;quot;[[History of Elanthia]]&amp;quot;), as Linsandrych Illistim had founded the first House and was present until -45,895.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven.[211] Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law.[212] There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind.[213]&lt;br /&gt;
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[211] This is IC author interpretation. It is suggesting the chaos and disunity motifs, and Korthyr as Tahlad&#039;s nephew, is all a distortion of Korthyr being succeeded by his great-nephew Khalar Andiris and then a bunch of assassinations and coups happen, and that Yshryth&#039;s famous speech is being distorted with a Dhe&#039;nar departure that happens in -45,293 during the reign of Patriarch 14.&lt;br /&gt;
[212] This is insinuating Despana and the rising dead motifs are distortions of Geniselle Anaya overthrowing the Faendryl throne and being executed by her son.&lt;br /&gt;
[213] This is a straight foward incompatibility between the Dhe&#039;nar and Sylvan lores. The &amp;quot;great chain of being&amp;quot; construction in this document gives much closer filiation of ideas relationship with the House Elves than the Sylvans.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes.[214] Archaeologists have found relics in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks.[215] One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath.[216] Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness.[217]&lt;br /&gt;
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[214] The Dhe&#039;nar spent time in Rhoska-Tor becoming Dark Elves in the racial mechanical sense. They have since resided in the jungles beyond the Southron Wastes.&lt;br /&gt;
[215] This makes up having relics found which prove the Dhe&#039;nar warlocks were in (what is now called) Rhoska-Tor way back then, but the premise of the spidery runes and having left stuff behind in Rhoska-Tor is in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[216] In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it says they learned &#039;&#039;&amp;quot;control of the undead&amp;quot;&#039;&#039; in Rhoska-Tor, which this document will take literally as controlling undead that already existed. The document also suggests the Book of Tormtor was something the Dhe&#039;nar left behind, but there are multiple inconsistent proposed explanations of the Book of Tormtor across documents.&lt;br /&gt;
[217] This is making use &#039;&#039;&amp;quot;old places of the Ur-Daemon&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot; for Rhoska-Tor, and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers to &#039;&#039;&amp;quot;the dark magic of the region&amp;quot;&#039;&#039; as distinct from &amp;quot;spells taught by the Arkati themselves.&amp;quot; The Dhe&#039;nar history document notably is most explicit on blaming Ur-Daemon dark essence for tainting the bodies and minds and turning elves into dark elves: &#039;&#039;&amp;quot;The dark essence that had been left behind by the Ur-Daemon War not only tainted the appearance and psyche of the Dhe&#039;nar, but it also had a powerful effect on the flows of magic in the region.&amp;quot;&#039;&#039; This document (in all three volumes) is using that view of the region heavily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records.[218] But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation.[219] It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a need to ward off malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands.[220] The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living.[221] In this way they were able to not only prevent the possession of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands.[222] This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars.[223]&lt;br /&gt;
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[218] The absence of written records, other than &amp;quot;spidery runes&amp;quot;, in this period is explicitly stated in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The way that section is written makes it sound like the Book of Tormtor had to be written in those runes, and only Dhe&#039;nar warlocks can read them, therefore Despana being able to read it and being from the southern jungles would mean Despana was Dhe&#039;nar. The IC author of this document is relatively dismissive of that as twisting things to fit the Noi&#039;sho&#039;rah prophecy.&lt;br /&gt;
[219] Similar situation leading to similar methods can help them understand the nature of these runes even though only the Dhe&#039;nar warlocks are supposed to be able to read the script.&lt;br /&gt;
[220] Such undead of twisted nature spirits should &amp;quot;naturally&amp;quot; exist in Rhoska-Tor, given the dark essence tainting described in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This treats banshees as referring to the fey variety, and &amp;quot;infernal sprites&amp;quot; were a [[Southron Wastes]] creature during the [[Wavedancer]] event.&lt;br /&gt;
[221] Using dark essence in this way to control the undead is a premise used throughout these three volumes. It&#039;s unholy magic analog of similar things done through Order of Voln symbols (e.g. Symbol of Submission) and so on.&lt;br /&gt;
[222] Pale wraiths were another Southron Wastes creature from the Wavedancer event. This is playing off the ability of [[wind wraith]]s to possess [[soul golem]]s, as well as the Tehir [[Life and Being in the Sea of Fire|beliefs]] about spirits inhabiting corpses in the Sea of Fire. This &amp;quot;do the opposite&amp;quot; method echoes back to the animism section with mortuary rituals twisting into necromancy of the undead methods.&lt;br /&gt;
[223.1] This relates back to the animist section talking about the spiritual magic roots of necromancy, where in the case of the Dhe&#039;nar it would be spirit magic they attributed to the Arkati. But then in Rhoska-Tor they learn elemental magic, but they&#039;re manipulating a dark energy. It becomes a form of sorcery, as defined in this document. (Sorcerers are grouped with the Temple caste with the spiritual casters in the Dhe&#039;nar caste system, rather than the warlocks / magi caste which are the elementalists.) &lt;br /&gt;
[223.2] The original premise with the Dhe&#039;nar was that the ones around the Landing had begun experimenting with raising the dead clerical magic, but generally in Dhe&#039;nar culture those who do not survive do not deserve to be resurrected. There might be attempts to define Temple caste clerical magic as siphoning power from around Arkati without directly borrowing powers, but that cuts against the grain of how Cleric magic in particular has always been defined in GemStone, and in Volume 2 of this document that is instead described as &amp;quot;ur-priest&amp;quot; methods which can mimic non-denomination Cleric magic but fundamentally isn&#039;t and has corruptive &amp;quot;leeching&amp;quot; dependency effects on the caster. (Analogous to the Dhe&#039;nar warlocks who become dependent on feeding on magical energies in the still non-canon Dhe&#039;nar documentation.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was facilitated, however paradoxically, by their study of the elements.[224] Blazing sand elementals are yet another threat found in the Southron Wastes.[225] With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well.[226] But there are other pure forces beyond the veil than those of the elemental planes.[227] There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or elemental darkness.[228] It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes.[229] With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.[230]&lt;br /&gt;
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[224] The &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says they learned &#039;&#039;&amp;quot;summoning of the elements into a physical manifestation&amp;quot;&#039;&#039; while in Rhoska-Tor.&lt;br /&gt;
[225] These were creatures in the [[Southron Wastes]] during the [[Wavedancer]] event. There are [[Small sand elemental|sand elemental]] companion pets.&lt;br /&gt;
[226] This further sets up what was implied by comparing the similarity of summoning familiars with their manipulation of the undead.&lt;br /&gt;
[227] In Volume 2 these are called &amp;quot;sorcerous elements&amp;quot; and include various terms used in spells and messaging and storylines, including [[713|balefire]] and [[mawfire]]. This is an embellishment to the extent that it is set in a basic cosmological model of more chaotic vs. more ordered essences.&lt;br /&gt;
[228] &amp;quot;the shadows&amp;quot; is a demonic energy used in Kenstrom storylines related to [[Althedeus]] and its realm. Volume 2 of this document treats that as a mixture of elemental chaos and elemental darkness. There are solid roots on treating these as essence substances, but it is still an embellishment.&lt;br /&gt;
[229] The Althedeus lore is cited in documents such as &amp;quot;[[Ithzir Genesis]]&amp;quot; and &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. This is basically the same thing as &amp;quot;unholy power&amp;quot;, and in Volume 2 it is defined as related to &amp;quot;anti-mana&amp;quot;, which is an embellishment but consistent with I.C.E. roots. This is all equivalent to what is called &amp;quot;dark essence&amp;quot; in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[230] This is what was being implied in the previous paragraph, and this concept is used in Volumes 2 and 3. For example, Volume 3 talks about some necromancers suffusing themselves in dark essences to mask their life forces, to make the undead not attack them and instinctually obey them. (This would probably be illegal in Faendryl sorcery because of the corruptive effects on the mind and body.)&lt;br /&gt;
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&lt;br /&gt;
The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor.[231] Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath.[232] It might well be that the journey actually began with the death of the cult leader.[233] Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes.[234] While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath.[235] Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed.[236] Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years.[237] The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were quite probably corrupted by knowledge of events after the fact.[238]&lt;br /&gt;
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[231] The hedging on this is about the lack of written records framed for it in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[232] This is playing off Tahlad being a Dhe&#039;nar-si word that means student.&lt;br /&gt;
[233] This is the IC author being iconoclastic, but also pointing at how old Tahlad would had to have been to make historical sense of him.&lt;br /&gt;
[234] The wording &#039;&#039;&amp;quot;the jungles &#039;&#039;&#039;said to&#039;&#039;&#039; lie beyond the Southron Wastes&amp;quot;&#039;&#039; for Despana in &amp;quot;History of Elanthia&amp;quot; suggest the Southron Wastes region was generally anathema to the Elven Empire and not something they ordinarily traveled through and interacted with in that time period. In other words Elven Empire records of the Dhe&#039;nar would implicitly have been sketchy.&lt;br /&gt;
[235] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and is using that provenance issue to cast doubt on the veracity of written records that might have survived the Great Fire.&lt;br /&gt;
[236] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[237] The use of oral tradition in the Dhe&#039;nar lore in general serves the function of introducing unreliable narration on the distant past. &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers outright to hardship &#039;&#039;&amp;quot;twisting their ancient beliefs&amp;quot;&#039;&#039;.&lt;br /&gt;
[238] This is IC author view from Faendryl bias, the Dhe&#039;nar would disagree with this statement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(2) Witchcraft&lt;br /&gt;
&lt;br /&gt;
In the outlying regions of the Elven Empire, far from the great cities, there were survivals of folk religion.[239] These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority.[240] Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms.[241] They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead.[242] They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living.[243] Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.[244]&lt;br /&gt;
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[239] This is an embellishment. It does not really make sense that the more rural populations would not have folk religion and folk magic. Arguably some of the instincts for this still exist in the Elven Nations, and civilizations in general, in the &amp;quot;[[Divination: A Comprehensive Guide]]&amp;quot; lore. &lt;br /&gt;
[240] The framework of this document characterized the Elven forest tradition as &amp;quot;druidism&amp;quot;, so this is more or less a tautological statement.&lt;br /&gt;
[241.1] This document uses this as the historical root for Empath magic. It uses the term &amp;quot;cunning folk&amp;quot; to cover &amp;quot;good witches&amp;quot;, so the word &amp;quot;witch&amp;quot; is only being used in the dark and negative connotations. There is a lot of scattered superstition lore, such as [[thanot]] as warding charms because of the pentagram pattern of its berries. &lt;br /&gt;
[241.2] The term was not used in this document, but this is known as &amp;quot;apotropaic&amp;quot; magic.&lt;br /&gt;
[242] This is generic folk religion stuff. It is providing the hook for death rituals and magic to get twisted into darker magic with corruptive energies. Volume 2 also gets into this with witchcraft.&lt;br /&gt;
[243] This hedges the animist vs. Lorminstra [[Eve of the Reunion]] issue. Something similar to this is in the [[Grot&#039;karesh Hammer Clan]] giantkin lore with the [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]] at Kilanirij. This is another hook for twisting into wicked spirit calling and commanding undead spirits.&lt;br /&gt;
[244] The Ilvari are an example of fey changeling kidnappers. &amp;quot;Ilvari luck charms&amp;quot; are sold and do not really do anything.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others.[245] They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated.[246] This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets.[247] Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations.[248] The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.[249]&lt;br /&gt;
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[245] This document is using &amp;quot;witches&amp;quot; exclusively for wicked magic practices as a convention, even though the IC author would acknowledge the existence of sympathetic magic practitioners calling themselves &amp;quot;witches&amp;quot; doing good/light practices. Similarly with &amp;quot;blood magic&amp;quot;, that term is being reserved for the sorcerous form of it, not the more empathic form of it (e.g. [[Akhash]] the Tehir spirit caller) which would not be corruptive and debasing.&lt;br /&gt;
[246] This is rooting the more (wicked) spiritual magics of the Sorcerer Base list in this culture tradition. Especially 715 Curse. But these are not &amp;quot;black arts&amp;quot; as will be described later.&lt;br /&gt;
[247] This is the IC author hedge and acknowledgement that he&#039;s set up a false dichotomy regarding the term &amp;quot;witches.&amp;quot; Curse tablets refers to the ancient Roman practice.&lt;br /&gt;
[248] This is a reasonable anthropological supposition about the filiation of ideas and superstitions, given the initial premise of earlier animist religious traditions partly surviving into later ages.&lt;br /&gt;
[249] Witch hunt panics are not defined in current lore, but this is the general dynamic of how witch panics work in the real-world.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression.[250] It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil.[251] In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits.[252]&lt;br /&gt;
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[250] This tension with orthodoxy is setting up the driving of witches into the wilds, while the medicine man types with healing or clerical powers get to stay. Also seeding the bias of humans against magic because of elves.&lt;br /&gt;
[251] In other words, this is everyday life stuff, superstition suffused throughout cultures.&lt;br /&gt;
[252] This is characteristic of animism in general, and very clearly the case with the Tehir lore. &amp;quot;Great Spirits&amp;quot; is the generic term this document uses for deity scale powers of spiritual mana orientation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is particularly important is that this tradition more broadly is what might be called sympathetic magic.[253] It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions.[254] It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up.[255] It is what remains of more ancient traditions of spiritualism.[256] From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies.[257] It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real.[258] In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;[259]&lt;br /&gt;
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[253] While there is some pure superstition stuff, such as in the divination lore, in the Elanthia setting there is also real sympathetic magic (e.g. Raznel&#039;s voodoo dolls and blood magic.) This document treats this as Elanith&#039;s non-Erithian precursors to what is now called Mentalism.&lt;br /&gt;
[254] This tacitly falls under the notion of NPC &amp;quot;[[Overview of Elanthian Magic|flow magic]]&amp;quot; in current canon, but later in this document that is going to be classified as &amp;quot;thaumaturgical&amp;quot; and &amp;quot;exoteric&amp;quot; magic (in terms of how the Elves try to develop it away from informal lay magic), while what we are talking about here is &amp;quot;esoteric&amp;quot; magic as an informal cousin of &amp;quot;ritual theurgy.&amp;quot; It is elaborating and deepening the magic theory. Volume 2 talks about forming rites with rigid rules in a kind of perverse imitation of rote magic, especially with black arts magic, to try to make predictable effects without really understanding what is being done &amp;quot;theoretically.&amp;quot;&lt;br /&gt;
[255] This is essentially a new premise for making sense out of having this storyline sympathetic magic stuff that does not relate to the spell circles and stuff invoked off scrolls. In IC terms it could be disputed how separate orthodox religion with its clerical magic really is from the rest of spiritual magic in the &amp;quot;vernacular&amp;quot; populations, and sympathetic magic which may now in the present age be considered spiritual-mentalist hybrid. Later in the document is a nod to the DragonRealms division between &amp;quot;life&amp;quot; and &amp;quot;divine&amp;quot; mana when talking about mana conventions. DragonRealms also has &amp;quot;Lay Necromancy&amp;quot;, which is [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 Low Sorcery], where Low Sorcery in general is relatively informal evil magic.&lt;br /&gt;
[256] This is a thesis statement, set up by the prior sections on animism.&lt;br /&gt;
[257] This is establishing the important distinction against pure superstition (e.g. divination without spellcraft of any kind), which is that magical energy (essences) must be manipulated into magical effects to qualify as &amp;quot;magic.&amp;quot;&lt;br /&gt;
[258] Rote superstitious practices acting like de facto rote magic.&lt;br /&gt;
[259] This is explaining why the use of say troll blood in an alchemy recipe, or blood in a religious ceremony, or even what empaths do, does not qualify as &amp;quot;blood magic.&amp;quot; It is only magic involving blood. &amp;quot;Blood magic&amp;quot; here is strictly being used to refer to these sympathetic magic practices, though the other volumes allow an occultist form of blood alchemy for making homunculi. At this point it is tacitly acknowledging &amp;quot;good&amp;quot; practitioners (cunning folk, some shamans), but in most of this document the term &amp;quot;blood magic&amp;quot; is reserved for the highly corruptive sorcerous form, which involves debasement and perversion through the mediating substance.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation.[260] Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood.[261] There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.[262]&lt;br /&gt;
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[260] This is just defining the meaning of the term &amp;quot;sympathetic magic&amp;quot;, which is imitative magic or correspondence of forms.&lt;br /&gt;
[261] This has been done in storylines, such as those involving the witch Raznel.&lt;br /&gt;
[262] All of this is framed as animist roots, but now running up against orthodox religion with its good vs. evil values duality, which in Elanthia in the Second Age is Liabo vs. Lornon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within the modern conventions of magic, this sort of correspondence of forms is related to what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot;[263] In the mind oriented near planes of existence, such as the Endless Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world.[264] This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames.[265] There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession.[266] Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.[267]&lt;br /&gt;
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[263] This is establishing the premise of treating this as the Elanith non-Erithian precursor to Mentalism in the contemporary conventions. The notion of &amp;quot;dark empathy&amp;quot; and confounds and hybrid magic are elaborated later in this document.&lt;br /&gt;
[264] This was true in [[Ride of the Red Dreamer]]. Nightmare steeds and unicorns in the mount system as of summer 2022 had physically manifesting object from dream world interactions. Ebon&#039;s Gate 2022 with [[Naidem]] also had some mind/form distortion premise in it.&lt;br /&gt;
[265] This is generic voodoo doll kind of stuff.&lt;br /&gt;
[266] Dream walkers were present in [[Griffin Sword War]] 2 and [[Ride of the Red Dreamer]] storylines, and other times where minds have been entered, and are mentioned in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. There is a subtextual argument for the decay/spirit-death mechanics messaging having been based on astral projection. The truffles in Lower Dragonsclaw do some sort of astral projection. &lt;br /&gt;
[267] This is part of the thesis and framed previously in the animism section. It&#039;s malignant spellcasters using that propensity to twist mortuary magic into more malicious uses, and then that gets still darker later when dark essences are involved in haunted realms. This sets that up for the next paragraph.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, witches were exiled into the wild woods or darker hiding places.[268] This led to a rising number of witches in the Southron Wastes, where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them.[269] Blood magic began using demon blood.[270] Curses began using more corruptive essences, facilitating rituals for causing the undead.[271] Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood.[272] There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others.[273] One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.[274]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[268] This sets up a fragmenting of witchcraft into split traditions. Volume 2 says more about the different kinds of witches. There are elemental themed ones, [[Life and Being in the Sea of Fire|spider witches]] in the Sea of Fire, the Sisters of Blight, and so forth. Raznel was influenced by black arts out of the Southron Wastes and Wizardwaste.&lt;br /&gt;
[269] With the &amp;quot;dark essence&amp;quot; explicitly framed in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and corruptive effects on various peoples in current canon, this is extrapolated here to imply there is a general issue of this for historical wasteland residents. Very little is defined for indigenous populations. Iguanoids were there in the Wavedancer, as well as scourgemages (which were reskinned [[fire mage]]s but Volume 2 treats as demon worshipping analogous to rangers). This region probably had its own animism (e.g. black shamanism), but presumably also earlier demonic and Marluvian cults, and Volume 3 makes up something about mummies and underworld themed death religions influenced by underground rifts. The general point of this line is cross-pollinating the folk magic into the wastes and in turn incorporating the dark essence of that region.&lt;br /&gt;
[270] This document leans into various arguments for the presence of &amp;quot;indigenous&amp;quot; demons in the region. The ebon-swirled primal demon in the Southron Wastes is a primitive cousin of the oculoth, and its venom blood is a major storyline factor behind dark magic in Kenstrom&#039;s events. This line is taking the &amp;quot;blood magic&amp;quot; from the witchcraft tradition and now using demon blood in it which is far worse. This is reasonably what would have happened if this population migration happened even in broad outlines.&lt;br /&gt;
[271] This is leveraging off &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; referring to the dark essence of the region, left behind from the Ur-Daemon War.&lt;br /&gt;
[272] Raznel turned a [[Drangell|giantman]] into a troll and a [[Thrayzar|human]] into an orc. This is framing and explaining the generic &amp;quot;witch turns prince into a frog&amp;quot; or werebears and selkies kinds of curses. This &amp;quot;witchcraft&amp;quot; is implicitly partly Mentalist in contemporary magic theory, so the dark transformation of bodies stuff is in it here, and not necessarily present in the prior inhabitants of the southern wastelands (e.g. cultists, black shamans.)&lt;br /&gt;
[273] Stuff like werewolves and [[Gaunt feral selkie|selkies]]. This is setting up the seed for Despana later having cursed diseases such as Red Rot.&lt;br /&gt;
[274] [[Werebear]]s being mechanically undead is some weird game history anomaly. I think every cursed thing that was flagged as &amp;quot;Unlife&amp;quot; and targettable by Cleric repel spells was treated as undead when the Order of Vult (Voln) was created in 1994. Volume 3 does a lot of differentiation on the various forms of &amp;quot;unliving.&amp;quot; Selkies are much more modern creatures in a game mechanics sense and actually undergo transformation cycles.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Witches of the South would enter pacts with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons.[275] There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits.[276] They might have mediating vermin such as maggots or ichor worms inside themselves.[277] Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves.[278] There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them.[279] It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself.[280] Conjuring in this way was in stark contrast to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.[281]&lt;br /&gt;
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[275] This is the general Satan worshipping witch archetype. Raznel would make blood bonds with people.&lt;br /&gt;
[276] This is leaning on the channeling aspect of the framed hybridism of their magic.&lt;br /&gt;
[277] This is directly based on Raznel. She had stuff like this as well as scarabs inside her own body, forming or emerging spontaneously when she was cut. Though Raznel learned how to implant such things into bodies from Quinshon, who is a black shaman.&lt;br /&gt;
[278] This is the general &amp;quot;corrupted by dark power&amp;quot; archetype. It has been used to show characters being driven mad with taint/corruption in GemStone since the I.C.E. Age.&lt;br /&gt;
[279] Raznel would control others sometimes with implanting her scarabs into them. She was also prone to using anti-magic, and stripping magical powers from people.&lt;br /&gt;
[280] This is a characterization of the mode of magic, it does not have to always involve subservience to something else. This wording is partly inspired by [[Torment (718)]].&lt;br /&gt;
[281] This is setting up distinctions between Faendryl sorcery in the Second Age with the &amp;quot;black arts&amp;quot; and forms of magic that would have repulsed the imperial elves. They are reflecting different cultural value systems and ideologies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(3) Cultists&lt;br /&gt;
&lt;br /&gt;
In the Age of Darkness there was always a minority of demon worshippers.[282] Whether the demonic of the wastelands, or the dead gods themselves.[283] There are buried crypts in the Southron Wastes belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul.[284] Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason.[285] Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation.[286] But the reliefs and frescoes of the interregnum are far more hideous in their depictions.[287] They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices.[288] Cave paintings from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are often found with trepanated skulls.[289]&lt;br /&gt;
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[282] There is only thin already established evidence for this. The timing on the loresong of the Marluvian [[Urglaes-set pitted silver talisman|urglaes talismans]] from [[Hunt for History]] is unclear, but using an ancient language that was sometimes used in game in the early 2000s. &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; shows archaeological evidence for knowledge of Marlu dating back to before the Elven Empire. There ought to be Marlu worshippers, and Ur-Daemon or demon worshippers more generally, and it would make sense for them to live in the old places of the Ur-Daemon (Rhoska-Tor) rather than in the great forest with the sylvans and imperial elves.&lt;br /&gt;
[283] This is allowing a distinction between animists who are akin to rangers of the demonic (in Volume 2 these are called scourgemages), which are left-over from the Age of Darkness or arriving through underground tears in the veil --- there was possibly an example of this in the room painting of the Southron Wastes during the Wavedancer, and the eyeballs of ebon-swirled primal demons have been seen arriving through spontaneous tears in reality in the Southron Wastes --- and actual cultists worshipping the Ur-Daemon.&lt;br /&gt;
[284] This is reviving and De-I.C.E.ing the vruul lore, which is hard coded into the area design of the Broken Land. It is making sense of the Marlu description in &amp;quot;[[Gods of Elanthia]]&amp;quot; about being seen delving into ancient crypts, which is vestigial from I.C.E. lore about him searching prehistorical crypts for vruul, and then the notion of Marlu loosening portals to draw power is made sense of by assuming there are actually portals to demonic realms present that can be loosened: &#039;&#039;&amp;quot;Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown.&amp;quot;&#039;&#039; This seems to be hedging on whether Marlu is Arkati or has extraplanar power sourcing like the Ur-Daemon portal described earlier in that document.&lt;br /&gt;
[285] This is explaining the &amp;quot;[[Gods of Elanthia]]&amp;quot; description with the original context.&lt;br /&gt;
[286] This is based on the Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot;. This only clearly referred to glyphs being found in the Southron Wastes, where presumably they survive from climactic conditions. But here we interpret the line instead to include the petrified trees as also being in the Southron Wastes. This is meant to explain and reconcile &amp;quot;[[Gods of Elanthia]]&amp;quot; saying the final battle in the Ur-Daemon War blasted the landscape for hundreds of miles and turning it into a lifeless wasteland. Which implies it wasn&#039;t a wasteland previously, which is where the carvings on the petrified trees would come from (perhaps artificially fast in cataclysmic conditions, though petrification itself usually only takes several thousand years). The Southron Wastes room painting depicts a huge former lake, now a salt basin, and there are unstable (quite likely unnaturally formed in the Ur-Daemon War) shale mountains capped with limestone that are described as geologically &amp;quot;recent&amp;quot; violent upheavals.&lt;br /&gt;
[287] This is referring to the cave paintings from Linsandrych Illistim&#039;s quote, and embellishing it in cross-reference to the frescoes in the Dark Shrine of the Broken Land.&lt;br /&gt;
[288] This is also leveraging off the Broken Land design. This line is trying to establish that region as having dark worshippers dating back into prehistorical times, so that there were effectively always bad guys with dark magic there at all time points.&lt;br /&gt;
[289] This is an embellishment. It is leveraging off the Linsandrych Illistim quote about representing fear, and the &amp;quot;madness&amp;quot; motif in demonic themed places like below the Graveyard and the Broken Land. The trance states are about animism. These volumes treat black shamans and scourgemages as dark magic archetypes of shamanistic nature in that region. The skulls is based off the the Broken Land and Graveyard, and there&#039;s also a skull pile in the burial mound in the [[vourkha]] area outside Ta&#039;Illistim. Trepanation is getting at the notion of &amp;quot;nightmare visions&amp;quot; and &amp;quot;fever dreams&amp;quot; that the made-up Linsandrych quote in this document references.&lt;br /&gt;
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Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent.[290] There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled.[291] Dark mages who would not abide by the laws of civilization would find freedom in these lands, while fanatics who sought a world ruled by Lornon would found short-lived, sinister theocracies.[292] Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions.[293] In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.[294]&lt;br /&gt;
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[290] This is leveraging off the previous embellishment about the Elven Empire not claiming and occupying the southern wastelands based on consistency considerations.&lt;br /&gt;
[291] Despana is the existing defined example, but something like that should have happened many times over thousands of years. This line is also using the previous view that the southern wastelands are where the Ur-Daemon portal was destroyed and where the last great battle happened that blasted the landscape for hundreds of miles.&lt;br /&gt;
[292] The theocracies is totally made up, but follows naturally and logically from the framed lawless condition of the region and inhabitation by dark religions. Dark mages is an archetype that is defined later but also more fully in Volume 2. This is more generally talking about magic practitioners who refused to be bound by regulations and laws. It seeds having pre-exile Faendryl sometimes exiling out there and bringing illegal knowledge with them.&lt;br /&gt;
[293] There isn&#039;t really any established framing for the Elven Empire allowing Lornon worshipper chaos and machinations within its territories. But they should also have existed. So this is making a hook for explaining where they tended to be concentrated in the Second Age.&lt;br /&gt;
[294] In the Vvrael quest the ghost of Malaphor claimed the Vvrael witches and warlocks were wizards and sorcerers of this world who were corrupted by the Vvrael and eventually made their way into the Rift, and likewise Daephron Illian was working in Rhoska-Tor when he broke open the rift and sealed it in a puzzlebox. It&#039;s basically a Hellraiser concept. Vvrael witches also were in the Demon Queen of Anwyn storyline after the Rift was released and Terate was dead. So having the Vvrael cultists reside in that general region is making consistency of things. It is canon from &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; that the Disciples of the Shadows (Althedeus worshippers) were residing in the Southron Wastes, potentially back into the Age of Chaos. The last part of this sentence is open-ended for all the other bad things that might exist.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds.[295] Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic.[296] This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices.[297] There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out.[298] There were even cults believing Elves were cursed by the Arkati.[299] That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.[300]&lt;br /&gt;
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[295.1] The convention for &amp;quot;warlock&amp;quot; in this document is the Dungeons &amp;amp; Dragons kind of class archetype of powers from binding with demons and so forth. This is keeping consistency with the nature of &amp;quot;Vvrael warlocks&amp;quot; and possibly the Dhe&#039;nar magi being called warlocks (e.g. the Star eater legend). This is more akin to the etymology out of Scots than the &amp;quot;oathbreaker&amp;quot; or &amp;quot;pact breaker&amp;quot; etymology out of Old English, where instead the meaning is more along the lines of pact making with demonic powers in betrayal of good gods.&lt;br /&gt;
[295.2] This is setting up &amp;quot;warlock&amp;quot; as the archetype for teratology and monster making, which in volumes 2 and 3 are related to Arcane or more general definitions of &amp;quot;necromancy.&amp;quot; But they are more demonology focused, so their necromancy is what volume 2 defines as &amp;quot;demonic necromancy.&amp;quot;&lt;br /&gt;
[295.3] Warlocks and witches in the black arts usage here is also staying consistent with demons using [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 &amp;quot;conduits&amp;quot;] to influence this plane in DragonRealms, especially the more powerful demonic entities which would have issues directly manifesting in this reality. (This concept is explicitly present in GemStone with Althedeus.) Volume 2 of this document talks about places where demonic power is infiltrating this plane, or similarly with Dark Gods (or demonic &amp;quot;gods&amp;quot; in other planes), where the soul can get pulled into the demonic realms if someone dies in that place. Which is [[Purgatory|consistent]] with the Temple of Luukos on Teras Isle, and that concept [https://elanthipedia.play.net/Post:Death_and_the_Soul_-_5/11/2009_-_1:39:41 exists] in DragonRealms as well. It is meant in this document to help explain the origin of some extraplanar undead.&lt;br /&gt;
[296] More framing for teratology. The last part about the demonic hybrids is leveraging off the unnatural offspring of demons and animals from the Third Elven War, and extraplanar hybrids from storylines such as [[Rodnay]]. It is providing threads for other forms of the &amp;quot;blood magic&amp;quot; we have seen from Grishom Stone and Elithain Cross.&lt;br /&gt;
[297] This is an embellishment but using the framed premise of the region being a haven for dark religions. The Dhe&#039;nar supposedly did not practice slavery until after the Great Fire, according to &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, but the practice may have existed in the neighbors.&lt;br /&gt;
[298] This is made up but helps illustrate the kinds of black arts that would exist that would not be Faendryl sorcery.&lt;br /&gt;
[299] This is an homage to the Drow.&lt;br /&gt;
[300] This slyly plays off the Dhe&#039;nar referring to themselves as the first born of the Arkati, but having the hunger of the Ur-Daemon. This document characterizes the more indigenous parts of the wastelands as prone to ancestor veneration and the Ur-Daemon as dead gods who are still present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to subvert the separation of the living from the demonic.[301] The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a divine language in some cults.[302] Demon worshippers sometimes call it the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists.[303] Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.[304]&lt;br /&gt;
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[301] This is using the broader definition of necromancy from the beginning of this document. The existence of demonic/living hybrids in Elanthia is long-established canon.&lt;br /&gt;
[302] This is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Its being regarded as a divine language by demon worshipping cults is an embellishment, but something that would probably be true if those cults were present. It would be a manifestation of the influence and presence of their gods in their view.&lt;br /&gt;
[303] This is a retcon to recontextualize the meaning of the Daemon&#039;s language when &amp;quot;[[History of Elanthia]]&amp;quot; talks about the Book of Tormtor. What is in the present age called the Dark Elven language would in the Second Age have been associated with the Ur-Daemon, because of this framing of who was involved with that region in that time period. The part about its source having never been found by extrachthonic linguists is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Another subtle point is that it cannot have been known as the &amp;quot;voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;History of Elanthia&amp;quot; implies it was not known as &amp;quot;Rhoska-Tor&amp;quot; yet when Despana was searching it. It has to be considered part of the Southron Wastes in the Second Age.&lt;br /&gt;
[304] This is an embellishment but would sensibly follow from the premise in the line noted by footnote 302.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions known as Tor.[305] These outcroppings or mounds are mythologically named for each of the &amp;quot;dead gods,&amp;quot; which is how the Ur-Daemon are regarded.[306] While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults grow around these haunted ruins.[307] Cults might at times become extinct, only to arise again, centuries or millennia later.[308] There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them.[309] They often believe &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world.[310] Consecrating us with their unholy black blood.[311]&lt;br /&gt;
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[305.1] The first part of this is stemming off the Grot&#039;karesh Hammer Clan exposure to the Battle of Maelshyve. &amp;quot;[[Giantkin History]]&amp;quot; translates Grot&#039;karesh as &amp;quot;magically cursed&amp;quot; or &amp;quot;magically haunted&amp;quot;, but &amp;quot;elder elven scholars&amp;quot; translate it as &amp;quot;Daemon-tainted&amp;quot;.&lt;br /&gt;
[305.2] This interpretation of &amp;quot;Tor&amp;quot; is totally made up. There are several reasons for it. Tor are geological formations that are basically rock outcroppings with hill formations, such as the hill Glastonbury Tor, which is mythologically associated with Arthurian legend and Otherworlds. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; describes hills in the region of Maelshyve. Banshees in turn are fey of the mounds/hills in real-world mythology. Likewise, keeps are generally built on mounds, and Maelshyve is a &amp;quot;great keep&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;Keep&amp;quot; in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The [[ora]] lore from the materials documentation also has a very large ora mine in Rhoska-Tor, but otherwise describes ora as being found in mountains and hilly regions. Tor are typically granite, an intrusive igneous rock, and the [[urglaes]] around Maelshyve ought to implicitly be in igneous rock (with &amp;quot;[[History of Elanthia]]&amp;quot; calling Rhoska-Tor &amp;quot;blackened&amp;quot;), but the underground caverns are suggestive of limestone, which is consistent with the Southron Wastes room painting. So all of this together is the logic of treating the word part &amp;quot;Tor&amp;quot; in the geological meaning.&lt;br /&gt;
[306] This is a Lovecraftian twist on the Ur-Daemon based on established Ur-Daemon facts, combined with the fey mythology usage of Tor. It is an embellishment to say there are other Tor and that they are named after specific Ur-Daemon, but this retcon is meant to motivate why we supposedly know the names of individual Ur-Daemon (e.g. Ith&#039;can, Goseth) and why this region was considered an old place of the Ur-Daemon. These Ur-Daemon names are represented as used in occultist grimoires in Volume 2 to help explain that point.&lt;br /&gt;
[307] This is a made up embellishment. It serves to motivate the existence of the cults, even if they die out and come back later. It provides the seed for alternate possible origins of the Book of Tormtor, because the literal explanation of a book written in the Ur-Daemon language from &amp;quot;[[History of Elanthia]]&amp;quot; does not make sense without additional premises. That the Ur-Daemon would have a book at all, and then someone tens of thousands of years later can read it, without some weird magic artifice explaining it.&lt;br /&gt;
[308] This premise allows some long-run behaviors without having to posit specific organizations (i.e. cults) or whole cultures continuously existing for tens of millennia.&lt;br /&gt;
[309] This is made up, but based on the storyline instances of using Ur-Daemon body parts, such as rejuvenating them with Ur-Daemon blood. As well as the Beast imprisoned in Teras Isle having ambients of almost waking up.&lt;br /&gt;
[310] This is meant to relate the cultists to the &amp;quot;warlock&amp;quot; dark magic archetype described earlier, and based on the canon ability of demons and other extraplanars to hybridize with the living. Then they are just exercising religious beliefs about the demonic, doing some confirmation bias conflating them into their ancestor veneration. It isn&#039;t necessary for it to be true that a lot of these demons originated in hybridization of the living with the Ur-Daemon and then banished in the Ur-Daemon War. But it need not be quite obvious that this is wrong, either. Even the abyran might plausibly be made by a more powerful demon out of the missing Faendryl sorcerers.&lt;br /&gt;
[311] The blood of the Beast of Teras Isle is black. It was used to charge up the eye of Ith&#039;can for the climax of [[Cross into shadows|Cross into Shadows]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These kinds of sentiments lent themselves to still other forms of necromancy.[312] There were those who sought to induce demonic possession, such as the riders of the wasteworms.[313] Others were &amp;quot;dread seers,&amp;quot; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination.[314] This is a necromantic form of astral projection for harrowing the outer valences.[315] Some sought to master the power of fashioning the demonic from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed.[316]&lt;br /&gt;
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[312] Specifically, this is following off the parapsychic imputing of forbidden knowledge, so it&#039;s about the sorcerous version of mind and spirit stuff with the demonic and other planes.&lt;br /&gt;
[313] Wasteworms are a creature of the [[Southron Wastes]] from the [[Wavedancer]] event. The idea of there being wasteworm riders is shamelessly ripped off from Dune. The premise here is black arts practitioners acquiring demonic powers for themselves through their bonds or usage of demons.&lt;br /&gt;
[314] This is a made up premise that Xorus [[Harrowing and Esoteric Archaeology|lectured]] about at a Faendryl symposium and has used in vignettes, and to some extent did during the Witchful Thinking storyline when probing the memory past of Thrayzar and Pylasar using Melgorehn&#039;s Reach. &amp;quot;dread seer&amp;quot; is inspired off an attempted translation of the inscription of the Dark Shrine in the Broken Land, where the theory (though I think it&#039;s likely coincidental and the composite word was just trying to mean &amp;quot;cruel&amp;quot;) is that its multiple meanings included referring to the vruul as &amp;quot;dread seers.&amp;quot; There were I.C.E. motivations for that interpretation. Regardless, the premise is sorcerers doing &amp;quot;demonic possession&amp;quot; on demons or unliving monstrosities like the vruul, as conduits for immaterially exploring eldritch vistas and incomprehensible cosmic horror.&lt;br /&gt;
[315] The general idea is it would be the sorcerous analog of dream walking and spirit possession and so forth. It would be necromancy for immaterially exploring the sorcerous valences and infernal realms and so forth. As opposed to the Faendryl sorcery methods of material summoning and materially passing through rifts into other valences like the Extrachthonic Cartographer&#039;s Guild does. This is generally about removing the oversimplification of the domains of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot;, which is significantly done in Volume 2.&lt;br /&gt;
[316] This is totally made up, but inspired by the premise of what the Broken Land story was about, with Uthex attempting to fashion entities out of energy. This is using that concept specifically for entities of darkness and the demonic, and makes a consistency hook for why Marluvians and so forth would try to twist Uthex&#039;s work in that direction.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Warlocks were especially responsible for the innovations of demonic necromancy.[317] These would sometimes be abominations that would not, in the narrow sense, be thought of as undead.[318] They were often in reincarnation cults, seeking unnatural forms of immortality.[319] It was noticed very early on that sometimes the curse of the undead was bound to other objects.[320] Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves.[321] It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be developed into more elaborate ways of preventing destruction from violence.[322] These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons.[323] Warlocks often seek to transform their own blood with that of dark powers.[324]&lt;br /&gt;
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[317] Demonic necromancy is defined in more detail in Volume 2. It is contrasted with low necromancy (roughly, reanimate dead and mindless corpse undead, with rote magic) and high necromancy (roughly flow magic with dark essence). High necromancy is also a [https://elanthipedia.play.net/Category:Necromancer_spells distinction] in DragonRealms, which includes what we are calling transmogrification. Demonic necromancy includes such things as some forms of teratology, making infernal undead (corrupted with &amp;quot;sorcerous elements&amp;quot;), attempting to refashion the demonic into new forms of monstrosity, and mixing the demonic into the undead in various ways. It might be regarded as overlapping with high necromancy, or possibly even being a special subset of it.&lt;br /&gt;
[318] The varied forms of unliving, and undeath as a demonic spectrum, is elaborated in Volume 2. It is somewhat similar to the distinction between [https://elanthipedia.play.net/Corruption_(2.0) &amp;quot;corruption&amp;quot;] and [https://elanthipedia.play.net/Perverse &amp;quot;perversion&amp;quot;] in DragonRealms [https://elanthipedia.play.net/Category:Corruption_spellbook necromancy]. In DragonRealms the [https://elanthipedia.play.net/Category:Necromancer_spells distinction] between corruption and perversion necromancy is whether life mana is being mixed with elemental or lunar mana. For our purposes we have distinctions between the &amp;quot;transmogrified&amp;quot; and the living undead or mutant aberrations, but we&#039;re not trying to map simply to DragonRealms, for instance because we&#039;re including various explicit forms of demonic / sorcerous essences instead of just this life mana hybridization distinction.&lt;br /&gt;
[319] This is related to the animism roots postulated earlier as a debasement. This is used especially in Volume 3 to motivate the development of phylactery and other preservation methods.&lt;br /&gt;
[320] This is just generally something that can happen.&lt;br /&gt;
[321] This phenomenon is then recognized for its potential in preventing destruction from violence.&lt;br /&gt;
[322] Some of these are elaborated in Volume 3 in the &amp;quot;Preservatives&amp;quot; category of undeath.&lt;br /&gt;
[323] These examples generally have precedent from storylines that have happened.&lt;br /&gt;
[324] This is extrapolating off the caustic black blood of the [[Vvrael warlock]]s, and to some extent what Raznel did to her own blood and with her paragons. These were essentially a form of demonic hybridization, because they were made with a processed variant of [[epochxin]], the venom blood of the ebon-swirled primal demon which transforms the blood of the victim into epochxin (or the epochxin variant.) These demons reside natively in the Southron Wastes as well as other valences.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration.[325] While these were originally only those demons that descended from the Age of Darkness, or had arrived through unstable rifting, it would not remain limited to demons which had become trapped in this world.[326] There would sometimes be Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret.[327] These summoners might be converted to dark religions, or make pacts for safe haven.[328] Knowledge of demonic summoning from the outer valences spread in this way.[329] It was also the birth of other forms of undeath, caused by the various kinds of demons.[330]&lt;br /&gt;
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[325] This is helping motivate the term &amp;quot;Old Ones&amp;quot; and getting into how very differently these black arts practitioners approach and regard the demonic from how the Faendryl do, and why the Faendryl do not view things that way.&lt;br /&gt;
[326] Such demonic are being presumed to exist, but they should have existed from world logic consistency considerations.&lt;br /&gt;
[327] This is not explicitly stated anywhere, but essentially has to be true out of realism. Given the previously supposed framework of the nature of the southern wastes in the Second Age.&lt;br /&gt;
[328] This reasonably follows from the previous premise.&lt;br /&gt;
[329] &amp;quot;[[History of the Faendryl]]&amp;quot; has Faendryl demonic summoning beginning before -40,000 Modern Era, based on the Patriarch numbers and the timing leading up to Patriarch 14. This document is treating that as very specific form or style of demonic summoning, involving veil piercing and materially pulling through an entity. In practice it would not make sense for this knowledge to not spill out to some extent over the next 25,000 years from rogue sorcerers. So we have some stuff spilling back to the Faendryl through occultists, and some stuff from the Faendryl spilling over into cultists through criminals and traitors. Cross-pollination of methods. The House Elves likewise needed to already know what demonic summoning is and the nature of the Ur-Daemon for the Faendryl exile to make sense. The scope of Faendryl summoning in the Second Age has to be very restricted, more restricted than implied by the &amp;quot;History of the Faendryl&amp;quot; document. It might also be focused on outer valences, or even just similarly material valences and their entities (as opposed to &amp;quot;infernal realms&amp;quot; as defined in Volume 2 or more dangerous outer realms), which might include extraplanar races or creatures like Ithzir but not necessarily &amp;quot;fiends&amp;quot; like vathors and oculoths.&lt;br /&gt;
[330] This is leveraging off GemStone&#039;s long but ill-defined history of relating the demonic to the origins of undead. It is incoherent to have demonic summoning without corresponding exposure to undeath. It is one of numerous reasons it makes no sense for undead to have not existed in Elanthia before Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
II.D House Faendryl&lt;br /&gt;
&lt;br /&gt;
In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood.[331] But the ancient elves had long since turned from worshipping the Great Spirits.[332] In the Elven dogma or &amp;quot;Matter&amp;quot; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods.[333] The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants.[334] Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness.[335]&lt;br /&gt;
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[331] This was cited already in previous sections. The term Rebuilding for the Arkati dominated period comes from &amp;quot;[[Elanthian Moons]]&amp;quot;.&lt;br /&gt;
[332] This is established in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and Great Spirits in this document is a generic for all powerful spirit deity entities, avoiding the baggage of the word &amp;quot;Arkati&amp;quot; which is tied up in Drake servant legends.&lt;br /&gt;
[333] &amp;quot;[[Elven Dogma and Theology]]&amp;quot; can be read as the Drakes being regarded as dark gods, but the plain reading of that document has the Elves not believing the Arkati were servants of the Drakes at the time it actually happened, instead turning to that idea after the fact to rationalize the Ur-Daemon War. It frames the Arkai as gods who kept the Drakes (or perhaps really dragons if these is a distinction) from harming the Elves. The part about Yadzari and Amas is characterizing that part of the legend as merely a &amp;quot;Matter&amp;quot; foundation myth along the lines of the steward / great chain of being conception postulated earlier.&lt;br /&gt;
[334] It is unclear how early exactly the sylvan hierophant [[History of the Sylvan Elves|memory transfer]] method actually goes back. But the Rebuilding goes all the way up to the founding of the Elven Empire, and it certainly dates at least roughly that far back. But the bestial view of dragons, consistent with the Linsandrych Illistim characterization, is represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[335] This plays off &amp;quot;Draekeche&amp;quot; being the (ancient?) Elven word for &amp;quot;Darkness&amp;quot;, and echoes off the beginning of the document saying the darknesses destroyed each other.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms.[336] It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences.[337] Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.[338]&lt;br /&gt;
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[336] This is an iconoclastic IC author view. This notion of the Drakes really being higher spirits than the Arkati was floated, for example, by Auchand on Milax&#039;s podcast. The point of this line is dealing with the contradictory way this has been handled. &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; are used interchangeably in &amp;quot;[[History of Elanthia]]&amp;quot;, but other times there&#039;s been a notion of them being different, but there are also draconic lineages (e.g. wyrms) that are certainly much less powerful than Arkati, and so forth. So the IC author is questioning whether ancient Elves may have confused actual dragons with draconic-manifesting or incarnating spirits that were more powerful than the humanoid-manifesting or incarnating spirits, and it might well be that both &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; so defined fought the Ur-Daemon.&lt;br /&gt;
[337] Same point as note 336.&lt;br /&gt;
[338] This is reconciling the polar opposite ways the dragon attitude is treated in documentation. Between say the Linsandrych Illistim quote in &amp;quot;[[History of Elanthia]]&amp;quot; and the pro-Wyvern attitudes by Vaalor elves in the &amp;quot;[[Wyvern]]&amp;quot; documentation, and such things as the &amp;quot;Imperial Drakes&amp;quot; and the religious mythos of Koar possibly being the last Great Drake.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters.[339] From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races.[340] In this way there was a secular movement to wield magic as the Arkati did, rather than borrowing their powers as from master to servant.[341] This was an especially difficult mode of spellcraft known as Arcane magic.[342]&lt;br /&gt;
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[339.1] This is a fair reading of &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. Similarly, the proof of Arkati mortality in it is unconvincing, because they are spirit beings who may take on incarnations, but a struck down incarnation isn&#039;t the same thing as killing the spirit. The IC author view here is characterizing the view of the Arkati in the Second Age as fitting and justifying the ideology of the Elven Empire, and then later religion takes this elven atheist revisionism more credulously as theology.&lt;br /&gt;
[339.2] This is also reconciling the treatment of parents/siblings relationships in &amp;quot;[[Gods of Elanthia]]&amp;quot;, which is arguably vestigial from I.C.E., with the origin legends related to Drakes where it makes no literal sense. It&#039;s treating this as Elven racial ideologies being read into the Arkati.&lt;br /&gt;
[340] This formula used to be part of Fash&#039;lo&#039;nae&#039;s gods description.&lt;br /&gt;
[341] This is suggesting that the Arkati were providing forms of spiritual magic to the Elves, and that the other forms were learned by the Elves on their own. This is sensible given the nature of the Arkati and the nature of spiritual (especially clerical) magic. The idea that there was a secularizing movement in magic is an embellishment, but basically consistent with how the House Elves were developing.&lt;br /&gt;
[342] This is reviving the I.C.E. concept of Arcane magic from Rolemaster and Shadow World, which is already present but not explained in lore with the mechanical Arcane spell circle, and is historically encoding the notion that initially there was not division into separate spheres of magic. But that there was a natural fissure already present for the elemental and spirit spheres to split apart into separate (and easier) categories of magic. Hybrid magic is closer to Arcane magic. The following section is reconciling the magic theory lore from I.C.E., DragonRealms, and what exists all the way throughout all time points of GemStone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(1) Arcane Power [343]&lt;br /&gt;
&lt;br /&gt;
Arcane magic is the wielding of the raw, undifferentiated forces into magical effects.[344] It is what would later be called &amp;quot;flow magic,&amp;quot; as opposed to the finished spells of &amp;quot;rote magic.&amp;quot;[345] The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects.[346] Esoteric magic is an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions.[347] Wielders of Arcane power are able, in principle, to cast spells of any of the spheres of magic.[348]&lt;br /&gt;
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[343] This section is generally fixing the defects and deficits of the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. It is intentionally trying to keep consistency with I.C.E. (Rolemaster and Shadow World) because those are the conceptual foundation and framework the game was built on, as well as consistency with DragonRealms, because Elanthia is supposed to be &#039;&#039;&#039;the same world setting&#039;&#039;&#039; so it should have &#039;&#039;&#039;approximately consistent cosmology and &amp;quot;magic physics&amp;quot;&#039;&#039;&#039; in both GemStone and DragonRealms (and ideally at all time points for GemStone back to 1989.) DragonRealms has magic theory due to GM posts and so forth, and there&#039;s some magic theory out of I.C.E., so it is a matter of making those consistent with what exists in GemStone mechanically and lore documents and in storyline premises.&lt;br /&gt;
[344] This is partly inspired by the [[Arcane Blast (1700)]] messaging, but also emphasizing the non-specialization into spheres of magic.&lt;br /&gt;
[345.1] These terms are from the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. This section is generalizing the magic theory, so that document is representing a particular set of positions on theory of magic. This document is speaking of broad historiographic and metaphysical categories, so that it leaves the particular schools of thought in actual history to be complicated and messy and open-ended in definition. &lt;br /&gt;
[345.2] The equation of &amp;quot;Arcane magic&amp;quot; and &amp;quot;flow magic&amp;quot; will be made more nuanced later in this section, since the view that separate spheres of magic are metaphysically fundamental would maintain that each sphere has its own flow magic. The IC author is more sympathetic to the view that undifferentiated magic is more fundamental.&lt;br /&gt;
[346.1] This sentence is dense in terminology. &amp;quot;Exoteric&amp;quot; refers to what we normally think of as casting spells in a game mechanics sense. What prior sections were calling occultism or sympathetic magic are &amp;quot;esoteric&amp;quot; magic, but when they are actual magic they are still magic just informal in the way they work. Within the category of &amp;quot;exoteric&amp;quot; there are two primary modes of magical manipulation, &amp;quot;thaumaturgic&amp;quot; spells and &amp;quot;theurgic&amp;quot; spells. This becomes the underlying reason for the split into separate spheres of magic, where the esoteric stuff is the roots of what later was conventionalized as Mentalism. These terms are about magical method, not category of behavior or effect such as a word like &amp;quot;apotropaic&amp;quot; magic which would refer to things like wards against dark magic and protection spells.&lt;br /&gt;
[346.2] &amp;quot;Essence&amp;quot; is the I.C.E. terminology and &amp;quot;mana&amp;quot; is Elanthia terminology, but GemStone still uses &amp;quot;essence&amp;quot; and &amp;quot;flows of essence&amp;quot;, and even the notion of background magical energy. In this document we are using &amp;quot;essence&amp;quot; as a generic for magical energy, including darker or more chaotic forms from infernal demonic realms and other valences and so forth, and restricting the word &amp;quot;mana&amp;quot; to the kinds of essence that are used in our ordinary &amp;quot;pure&amp;quot; magic spell circles. In the basic cosmology model Volume 2 uses, these are found in pure form in higher (but still accessible and partly intersecting) &amp;quot;near planes&amp;quot; like the Elemental planes, and other stuff like balefire and necrotic energy and so forth is essence but not &amp;quot;mana&amp;quot; by that definition.&lt;br /&gt;
[347.1] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies Erithians introduced &amp;quot;Mentalism&amp;quot; as a separate sphere of magic starting in 3,786 Modern Era, and people in Elanthia were not regarding Empaths (for example) as mentalist hybrids up through 5103. So we&#039;re here historicizing things by calling that a convention shift, and that Elanith had its own precursors to what is now called Mentalism through these esoteric traditions. The key to being esoteric magic is manipulation of magical energy and an effect that actually concretely works, whereas other more purely superstitious stuff doesn&#039;t count as occultism and so forth.&lt;br /&gt;
[347.2] Esoteric spells in DragonRealms refers to the highest difficulty level of spell casting. This notion is more or less encoded here in the premise that Arcane is magic on hard mode, and Arcane magic in actual development as rational orthodox magic (i.e. the way House Elves tried to do Arcane as opposed to how Arcane is inherently across all cultures) attempts to be thaumaturgical instead, which creates the roots of the split between elemental and spiritual magic. (The Dhe&#039;nar in contrast are described here as arriving at the elemental-spiritual split for different historical reasons.) Incidentally, trying to do sorcery with esoteric magic in DragonRealms is highly prone to backlash.&lt;br /&gt;
[348] This is the original premise in Rolemaster for the Arcane realm of power, as well as in the Shadow World setting. Equal ability in each realm, but with trade-offs for that flexibility. Similarly, hybrids had more spell list choice flexibility, and the [https://www.play.net/gs4/info/magic-guide.asp Magic Guide] on Play.net still has language originating in Rolemaster Spell Law that wrongly states hybrids in GemStone have access to both Minor and Major spell circles: &#039;&#039;&amp;quot;Major Spell circles are the deepest and most powerful concepts common to each sphere of magic, and may be mastered only by pure &#039;&#039;&#039;or hybrid users&#039;&#039;&#039; from their respective spheres.&amp;quot;&#039;&#039; What we call Major spell circles could be accessed, but with restrictions such as spell level and so forth, meaning the Hybrid and Arcane caster didn&#039;t have access to some of the most powerful single realm Pure spells. (Though they had their own base lists.) This is effectively the same situation in GemStone because of the limitations on [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles.[349] Most with a talent for magic have at least a minor capacity for Arcane.[350] It is mostly a thaumaturgical mode of spellcraft, only able to imitate the effects of purely theurgical magic.[351]&lt;br /&gt;
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[349.1] This is framing why we can&#039;t just train up the Arcane spell circle natively, but are able to use all these spells of other spheres through our magic item use and arcane symbols training. This document is leaning on the DragonRealms concept of magic items effectively acting as the confound instead of depending on what we would call the attunement of the spellcaster.&lt;br /&gt;
[349.2] The discussion of &amp;quot;confounds&amp;quot; further down will explain in an IC way why there is native spell circle limitation for these spellcasting professions. Because our character classes are implicitly using what are more explicitly called confounds in DragonRealms, and essentially attunement to forms of mana, it creates specialization limitations on the ability to manipulate magic in other ways. Similar to what tacitly exists within professions with not being able to max out all the lores (e.g. tradeoff between necromancy and demonology). In Rolemaster there were just hard limitations, but DragonRealms rationalizes it.&lt;br /&gt;
[349.3] Furthermore, in DragonRealms the lack of attunement to particular forms of mana is the natural state for spellcasters, and it must be actively gained. Through tutelage of another spellcaster, guilds and so forth. This means the lack of attunement (except for relatively rare [https://elanthipedia.play.net/Magical_theory spontaneous attunement]) is the natural state of magic, and that specialization is an artifice that historically would have developed later. This would be consistent with Shadow World and would be consistent with GemStone&#039;s arcane blast spell being natively known by full spellcasters of all realms even when they have no spell research training yet. In DragonRealms these mana type attunements involve a physiological relationship of the body. Volume 1 does not go into that. But there is some of that in GemStone in relation of mana to nerves.&lt;br /&gt;
[350] This is playing off all the full magic casting professions having self-knowledge of [[Arcane Blast (1700)]] (which costs no mana to cast, it is effectively just shoving the raw essence at something). In DragonRealms spellcasters are naturally unattuned and usually only become attuned with training in magic traditions. So we are keeping the premise that Arcane is the natural state of magic casting. But historically the Arkati skewed it with teaching magic involving themselves as confounds. Then the Elves we posit do a rationalist/materialist backlash, going back to constructing magic for themselves starting with Arcane, which then leads to the elemental and spiritual split, and eventually mentalism. It becomes academic whether spiritual magic or Arcane magic should be considered historically prior. Technically Arcane is always prior. And related to this document, the animist spiritual magic traditions do not necessarily begin in Arkati, and you can have dark magic traditions out of Arcane roots and not related to Elven orthodox magic, without having come from Arkati. (And after all, Althedeus would teach blood magic to his minion in any give period, and similar demonic powers can go to the warlocks.)&lt;br /&gt;
[351.1] This is setting up the symmetry breaking of being unified magic but splitting up into separate spheres. Arcane magic is tapping the flows of essence, not channeling spells from a deity. It&#039;s replicating the spell effects, but not doing it theurgically. This leads to the split between what in Rolemaster is &amp;quot;essence&amp;quot; and &amp;quot;channeling&amp;quot;, and what by effect is called &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; in the Elanthia setting. Classical sorcery gets defined here later in a way that shows why it is methodically inbetween and therefore &amp;quot;hybrid&amp;quot;. Esotericism could also be considered an informal cousin to thaumaturgy as well, maybe more generally what is left out of the thaumaturgy and theurgy division, with sorcery having natural tendency into it.&lt;br /&gt;
[352.2] This sentence is also slightly misleading. Strictly speaking, Arcane magic is natively esoteric magic, and is classified that way in DragonRealms. Esoteric magic is a modality related here to informal lay magic, and lack of attunement is the natural initial state of magic users, unless they weirdly got attuned without training for some reason (e.g. [[Cyph Kestrel]], [[Brieson Cassle]]). The esotericism is in the lack of rational understanding of the flow magic, and the dark magic traditions are similarly rooted in Arcane. What this sentence is really saying is that the orthodox magic tradition developed thaumaturgically, constructing rote magic or within-spheres-only flow magic, with exoteric spell casting in reaction to theurgical magic, where Arkati taught magic involved attunement toward themselves. This attempt to construct rational magic by tapping the flows of essence themselves becomes thaumaturgy, which is a modality that naturally splits the elemental and spiritual spheres and tries to tame it into rote spell patterns, and as a consequence of that leaves out the esoteric traditions. Likewise, in DragonRealms sorcery is considered esoteric magic, also rooted in irrationalism and emotion, which is a Dungeons &amp;amp; Dragons sorcerer versus wizard kind of distinction. Here we are saying the Faendryl primarily tried to construct sorcery as thaumaturgical, exoteric magic, such as the Mahkra asylum being a &amp;quot;thaumaturgical asylum.&amp;quot; But sorcery very naturally turns to esoteric forms, which is part of why it naturally merges with the black arts traditions (and has some mentalist-seeming aspects), which are approaching sorcerous magic that way from the beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that dates back to the early Elven Empire.[352] It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which together influenced the merger of sorcery with the black arts.[353] Loosely speaking, there were the &amp;quot;monists&amp;quot; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &amp;quot;dualists&amp;quot; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot;[354] In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens.[355]&lt;br /&gt;
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[352] The motivation for this is realism. It does not make sense that there would not be conflicting magical philosophies, especially on metaphysical and methodological questions. Academic disciplines always have philosophical disputes on their foundations. So this section illustrates how contrary metaphysical views of magic can exist without an empirical difference between them.&lt;br /&gt;
[353] This is the tie-in with the historicism of the document. There is not an empirical difference in the magic, but the philosophies themselves guide development in different directions. Especially relevant for merging foreign traditions. Doing two broad categories leaves the whole thing open-ended in specific historical details.&lt;br /&gt;
[354] This tension is present in the I.C.E./Rolemaster basis of our whole magic system. The Arcane concept was invented later for Rolemaster Companion, and the Shadow World setting adopted it and made it historically prior to hybrid magic which was historically prior to the three single realms. But then you have a conflict over which is the more natural and fundamental state of magical power. Later Shadow World books include a paragraph to the effect of &amp;quot;I don&#039;t know what we were thinking when we came up with hybrid magic, because mixing these completely different things together doesn&#039;t make sense.&amp;quot;&lt;br /&gt;
[355] This is historicizing why there is an Arcane circle, why the spells in it are often spells that could belong to other spell circles, and why there are these spheres of magic in spite of having Arcane magic. This sentence is not including Mentalism, because of the framing that a third coequal sphere of magic is comparatively recent history with the Erithians, and the earlier framing that esoteric magic traditions were informal rather than orthodox magic theory. This section is mostly talking about organized magic in civilization, especially the Elven Empire, but its motivation is for explaining Faendryl magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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It was dangerous to try to wield elemental magic with the powers from spiritual sources.[356] The inanimate world was made of the elements and the animate world was made of the spirit.[357] When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic.[358] This subsumed our various antecedents of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist.[359] The spiritual planes of existence that had been characterized as dream worlds now tend to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; corresponding to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.[360]&lt;br /&gt;
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[356.1] This is inherently sorcerous with corruption and backlash risks in DragonRealms, which categorizes different kinds of sorcery depending on which kinds of mana/magic are being improperly crossed. In GemStone we have some explicit chaotic backlash framing for doing this kind of crossing in the combination of Elemental/Spiritual/Mentalism dispels.&lt;br /&gt;
[356.2] This is helping motivate the split into separate spheres of magic. You cannot use power from deities to cast mage spells, and so on, because bad things will happen. But if you want the bad things to happen, you&#039;re doing forms of sorcery.&lt;br /&gt;
[357] This is an oversimplification, the body is not made of spirit. It&#039;s just characterizing the split in spheres of magic in terms of the metaphysical dualism of materialism and immaterialism, with the Elven Empire having been previously characterized in this document as largely materialist in its metaphysical prejudices. &lt;br /&gt;
[358] The IC author bias is that Mentalism is more of a fashionable convention on the elemental-spiritual interface than an actual coequal sphere of power.&lt;br /&gt;
[359] This precursor framework is necessary for the world setting to make sense. It&#039;s not like there were no empaths before Erithian Mentalism was introduced to Elanith.&lt;br /&gt;
[360] This is an embellishment. It follows on the existence of the Elemental Planes in &amp;quot;[[History of Elementals]]&amp;quot; and the existence of spirit planes such as in &amp;quot;[[Giantkin History]]&amp;quot;. But we have the dream realm of Ronan/Sheru from &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;, and now souls of the dead taking on different forms in [[Naidem]], and so forth. Volume 2 uses a simplistic cosmology of these three pure realm &amp;quot;higher&amp;quot; near planes, the higher planes that can actually be accessed from this world, and &amp;quot;lower&amp;quot; near planes of the &amp;quot;sorcerous elements.&amp;quot; All of which are distinct from &amp;quot;outer valences&amp;quot;, where the &amp;quot;near planes&amp;quot; vs &amp;quot;sorcerous valences&amp;quot; is a distinction Auchand introduced on the valences Wiki page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways.[361] Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance of one&#039;s own &amp;quot;aura&amp;quot; or essence personally.[362] One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation.[363] It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos.[364] Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory.[365] These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes.[366]&lt;br /&gt;
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[361.1] &amp;quot;Elemental&amp;quot; and &amp;quot;Spiritual&amp;quot; are De-I.C.E.&#039;d replacements of &amp;quot;Essence&amp;quot; and &amp;quot;Channeling&amp;quot;, which were more causal in their magical meaning, whereas elemental and spiritual are more about the kinds of spell effects most dominant in each. So the past few decades have been increasingly elemental-izing what was from the Rolemaster &amp;quot;Essence&amp;quot; lists, because it was just the Mage Base list that was elemental and not Essence realm in general. This line is getting at cause vs. effect disputes.&lt;br /&gt;
[361.2] In the Arcanist point if view, the effects can be generated without theurgy, if the essence is manipulated in the right way. But then the separatists are just doing theurgy, channeling from the spirit sources. So they end up disagreeing on what is fundamental or even what is historically prior due to the Arkati, and what the nature of magic is when done by deities.&lt;br /&gt;
[362] This is making use of the terms &amp;quot;evoke&amp;quot; and &amp;quot;channel&amp;quot;, which get used for game mechanics, but it&#039;s not really trying to read magic theory into those mechanics. &amp;quot;channel&amp;quot; stems from Rolemaster, and &amp;quot;evoke&amp;quot; is just the word we are using, because it&#039;s generally evocation magic in the Dungeons &amp;amp; Dragons sense. &amp;quot;aura&amp;quot; is post-I.C.E. category for GemStone. Savants do not seem to have defined prime requisites, but following the pattern of other professions it would be Influence. So the &amp;quot;resonance&amp;quot; or internal channeling of aura here is what mechanically would be called Influence. The real point is that Mentalism is an inwardly and largely self focused mode of magical energy manipulation, rather than drawing on outside sources of power.&lt;br /&gt;
[363] This is explaining why given kinds of effects tend to dominate out of these separate forms of underlying causation.&lt;br /&gt;
[364] Orthodox magic theory being rationalist in its metaphysical biases. This statement is partly coming from the view point of physiological limitations with mana / confound attunement, and to what extent this represents fundamental magical reality as opposed to conventions getting hard baked.&lt;br /&gt;
[365] This logically follows from the previous premises.&lt;br /&gt;
[366] Since mana is already suffused through this world, but is also in those other pure planes and those planes bleed through into ours (e.g. &amp;quot;[[History of Elementals]]&amp;quot; document), this question cannot be settled. Which means both views should exist. The [[Alusius]] NPC once claimed elemental magic here is due to the Confluence and that Bre&#039;Naere had different elements than Elanthia.&lt;br /&gt;
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There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws.[367] Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot;[368] Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental.[369] This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns.[370] Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists.[371] They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.[372]&lt;br /&gt;
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[367.1] In the Shadow World setting the essence originated in other dimensions and this world was ordinarily just physical and magic did not work if you got too far away from this planet which was near an interdimensional rift. In DragonRealms magical properties [https://elanthipedia.play.net/Category:Demons are altered] by other planes intersecting and basically changing the magic physics of Elanthia.&lt;br /&gt;
[367.2] So, basically the question is whether magic is will and wish fulfillment, or the intersection of natural laws between planes (and so forth) defines what is magically possible. Invention versus Discovery. This would be philosophically irresolvable much as it cannot be agreed upon in mathematics.&lt;br /&gt;
[368.1] This line is getting at the point in footnote 367.2. The pattern forming from rote spell use interpretation is given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. The carving nature at the joints line instead is based on Plato discussing the reality of ideal forms, and that what works best will happen to correspond to the structure of the true underlying reality. In other words, we&#039;re really discovering rote magic, by finding the things that are easier or even possible to make happen.&lt;br /&gt;
[368.2] The contrary perspective rejecting this view would maintain it is very difficult for mortals to affect the flows of essence so hugely and permanently, much as that view is [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_12:36 rejected] in DragonRealms below godlike power. Though there have been spell pattern release events in GemStone, which could be rationalized in some way, such as metastabilities and spontaneous symmetry breaking and so forth.&lt;br /&gt;
[369.1] This is following the previously framed premise that it is more difficult to make Arcane spells. The pure realms became like separation of variables, restricting equations to single coordinate axes instead of having mixed-term dependencies, and less prone to chaos. If it was a literal sphere, it&#039;d be like only theta angle directions or only phi angles, or only radial changes, changing one variable and holding the other two constant.&lt;br /&gt;
[369.2] Part of this tractability issue is physiological limitations, since the ability to manipulate magic is related to the nervous system of beings of flesh, as evidenced by what happens to nerves when overextended on mana. In principle it would be possible for a physical being [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 to exist] (DragonRealms link) without the same limitations, much as one may embed different varieties of magic into a wand and have the wand used by anyone not of that spell casting realm. The monist view would be that these physiological limits are not cosmologically fundamental.&lt;br /&gt;
[370] This is the view given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document.&lt;br /&gt;
[371.1] In the view of magic as making discoveries, there are easier and harder discoveries. The easier ones are plucked first. And for the Arcanists, the pure realms are about doing magic on easy mode, going for low hanging fruit and simplifying things for wielding more mana/power in spells. &lt;br /&gt;
[371.2] This is restoring the Rolemaster definition of &amp;quot;pures&amp;quot; as referring to single realm of power specialists. In GemStone the terminology has drifted so that hybrids are spoken of as another kind of &amp;quot;pure&amp;quot;, when the terminology should have been &amp;quot;full spellcaster&amp;quot; (pures and hybrids) as opposed to &amp;quot;semi spellcaster.&amp;quot;&lt;br /&gt;
[371.3] This is setting up a duality of being a stronger monist is a weaker specialist, and a stronger specialist is a weaker monist. Crudely, it&#039;d be like someone who casts magic through the use of [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which gets mana expensive and limited in the power and spell level of rote magic it can access. Speaking just in terms of rote spell access. Whereas those specialists have native access all the way up in their base lists, but have no native access to most of the Arcane.&lt;br /&gt;
[372.1] This is making things consistent with what is explicitly true in I.C.E. and DragonRealms, but more implicit in the GemStone implementation. Though DragonRealms treats the Arcane view (what necromancers there do) as really delusional in actuality, but the unified field mana view is a philosophy in that setting. In the I.C.E. Shadow World setting the flexibility of Arcane power is sought after by the mighty, being the way the Lords of Essaence had done magic in antiquity.&lt;br /&gt;
[372.2] This is also subtly setting up a premise that the single realm specializations, and their confounds / attunements and rote magic spells, are short-cuts to power in the sense of raw spell level and mana involved. It is relatively speaking magic on easy mode, similar to the appeal of &amp;quot;black arts&amp;quot; magic as described in Volume 2. This is to help address the nominal paradox players find in &amp;quot;well why should a 35 year old human be as powerful as a 500 year old elf&amp;quot; or &amp;quot;why would elves take so much longer.&amp;quot; That can more generally be addressed with logarithmic curves for NPC population norms, but there would also be this higher standard expectation of not short-cutting the fundamentals and full roundedness. (e.g. similar to a warrior skilled in a weapon class, but the elves would be required to train all the varieties of weapon in that class instead of just the one.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos.[373] Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot;[374] The separatist philosophies became dominant, though mostly out of practicality bias.[375] The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic.[376] These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.[377]&lt;br /&gt;
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[373] The irony of this is that &amp;quot;carving nature at its joints&amp;quot; can be regarded by the separatists as the monists reading their own limitations into the cosmos. But this is going of &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; talking about spheres of magic having their own forms of flow magic. For monists there is just flow magic and it is inherently Arcane flow magic, and there would be relatively little in the way of rote Arcane magic.&lt;br /&gt;
[374] The sorcerous backlashes are drawing off DragonRealms, to some extent combinations of dispel magics in GemStone, and to some extent magical failures such as when failed enchants resulted in cursed items. Here &amp;quot;clash of incompatible powers&amp;quot; is the separate spheres of magic worldview, while &amp;quot;cutting against the grain&amp;quot; is the monist view of nature is easiest cut at its joints. The very last part is about the distinction between the sorcerous backlash of something like dispel combinations versus an actual sorcerer spell.&lt;br /&gt;
[375] The practicality bias zing is the IC author bias. The three spheres are reasonably natural divisions in this framework. But there would be some truth in development going into directions were gains are easier.&lt;br /&gt;
[376] This is from &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the comparative absence of Arcane spells in the game and the framed premises from this document. &lt;br /&gt;
[377] This contextualized meaning of &amp;quot;spell circle&amp;quot; is an embellishment, but related to the monistic single sphere analogy in footnote 369.&lt;br /&gt;
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The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect.[378] In the separatist view, these are the divisions of nature, with metaphysical verisimilitude.[379] For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions.[380] One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits.[381] Mentalism giving proof to the lie.[382]&lt;br /&gt;
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[378] Realms of power is the Rolemaster terminology. This is just stating explicitly that the spheres of magic in the Elanthia setting are effect / phenomena oriented in what they are called, and then you have metaphysical philosophies disputing whether that is substantively correct or just characteristic phenomena from underlying causes.&lt;br /&gt;
[379] Ironically, nature cut at its joints, at the realm of power level rather than the spell pattern level.&lt;br /&gt;
[380] Somewhat natural because they come from distinct modalities of essence manipulation.&lt;br /&gt;
[381] These are the four divisions of mana in DragonRealms, whereas GemStone presently uses three. There&#039;s some precedent of moon oriented magic in GemStone (e.g. Melgorehn&#039;s Reach, the Red Forest release, Imaera&#039;s shrine release, Lornon&#039;s Eve in &amp;quot;[[Elanthian Moons]]&amp;quot;, etc.), and it would be plausible for ranger/druid animist kind of magic to be considered distinct from mana from deities, so those could split apart elemental and spiritual. Mentalism would actually go with lunar, or possibly lunar and life, because of the plane of probability and so forth in DragonRealms. Moon Mages there are roughly the same thing as Astrologers in Rolemaster, which are Mentalist-Channeling hybrids. Necromancy in DragonRealms are the subsets of sorcery that cross other mana types with life mana. For this document we are more explicitly including in demonic energy forms for &amp;quot;black arts&amp;quot; necromancy, which is seemingly a much more implicit and ill-understood aspect in DragonRealms.&lt;br /&gt;
[382] This is referencing off the introduction of &amp;quot;Mentalism&amp;quot; as a third sphere of magic as a convention reorganization, which &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies should be because of the Erithians, and this document&#039;s framing of esoteric magic precursors now redefined as Mentalism.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Hybrid magicks are those forms of spellcraft that fall in between the spheres.[383] In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies.[384] The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power.[385] Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition.[386] Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed.[387] In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power.[388] Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way.[389] In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption.[390]&lt;br /&gt;
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[383] This is true by definition, such as in the [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;], which is carried over from Rolemaster Spell Law.&lt;br /&gt;
[384] This could reasonably characterize empaths and bards after the GemStone IV conversion. In the Rolemaster Spell Law version, it&#039;s seemingly meant to be a combination, and the caster&#039;s warding resistance goes by the single realms. Hybrid casting is such a calculation mess that the Shadow World Master Atlas started recommending having the player pick one realm or the other as the source of their power to just simplify everything. &lt;br /&gt;
[385] This is what &amp;quot;sorcery&amp;quot; means in DragonRealms and the fusion concept exists in GemStone. The premise of hybrid magic being closer to Arcane power, including historically, and that Arcane is the raw primal form of essaence (mana), is established in the Shadow World setting. So in this document we are using this notion of what hybrid means in the context of sorcery.&lt;br /&gt;
[386] DragonRealms defines different kinds of sorcery, with different kinds of corruption, depending on which kinds of mana are being unnaturally combined. This document (especially Volume 2) invokes various terms used in creature and spell messaging as &amp;quot;sorcerous elements&amp;quot; and allows quite a few variations of sorcery to exist. This document is also generalizing beyond the elemental-spiritual dichotomy for sorcery, which refers to what will be defined as &amp;quot;classical sorcery.&amp;quot; Which is what the &amp;quot;much narrower definition&amp;quot; is referencing. The Sorcerer profession definition is straight from Rolemaster Spell Law, and the base list as implemented in GemStone has never matched it, including a lot of stuff that didn&#039;t come from Rolemaster Sorcerer lists.&lt;br /&gt;
[387] This is partly referencing the mangling that has happened to meaning of &amp;quot;pure&amp;quot;, and partly referring to this issue of whether Arcane is the raw primal form of magical energy or if it is just fusionism.&lt;br /&gt;
[388] This view is framed in this document, and also reviving that premise from the Shadow World setting.&lt;br /&gt;
[389.1] The next section will limit the scope of what the word &amp;quot;sorcery&amp;quot; means. It&#039;s not Arcane magic in general. But the next section also yanks some Faendryl focus away from sorcery. The original premise was: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not the same thing as sorcery, it just explains why as a subset, the Faendryl would have been poised to be relatively strong in sorcery. And by that same reasoning, Arcane, so we are pushing for the Faendryl to have pressed for a universality scope to magic and it bent increasingly to sorcery over time. &lt;br /&gt;
[389.2] In DragonRealms sorcery in general, of which necromancy is a subset, is considered [https://elanthipedia.play.net/Post:Thought_crossed_my_mind._-_2/19/2009_-_17:17:54 part of] Arcane magic. There is some language used about sorcery in DragonRealms being emotional, irrational and &amp;quot;esoteric&amp;quot; magic, that is understood by few and that there is significant amounts of use in spite of lack of understanding of what is really happening, which is supposed to be true of what necromancers are doing and how that is likely really ultimately demonic in nature but not being understood. That is similar to the fundamentally alien way Evil spell lists are described in Shadow World. In this document this kind of dark esotericism is represented in the black arts traditions, which is related to Arcane coming from the non-orthodox direction of the practices and cultures in places with dark essences / sorcerous elements like Rhoska-Tor. Faendryl sorcery in its orthodox rationalism is largely fusionist philosophy, but there are also monists believing there is some fundamental unified form of Arcane mana / essence that transcends the differentiation of planes and their magical properties.&lt;br /&gt;
[390] This is the nature of sorcery in DragonRealms. There is similar messaging in GemStone, such as the word &amp;quot;unnatural&amp;quot; in [[Ensorcell (735)]] flares.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations.[391] Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness.[392] Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence.[393] Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms.[394] But it takes Arcanist talent to be so flexible.[395]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[391] This is partly based on the Arcane spell circle in GemStone IV, partly based on the Rolemaster Companion and Shadow World Arcane spell lists, and partly based on the description of Arcane magic in DragonRealms.&lt;br /&gt;
[392] This is based on Arcane spell manipulation and engineering in Rolemaster&lt;br /&gt;
[393] This is based on the Shadow World spell lists which are Arcane in nature, such as the Warding list, the Rolemaster Companion Earthnodes list, to some extent the elemental lists in GemStone, and the Arcane magic description in DragonRealms.&lt;br /&gt;
[394] This is partly based on the spells in the Arcane circle in GemStone IV that cast with either Sorcerer or realm specific CS, that were once spells in other spell lists, and it is partly based on the high redundancy of spells in Rolemaster across spell lists.&lt;br /&gt;
[395] This is the Shadow World concept of Arcane power talent, to some extent justified in GemStone IV by spells like [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], and to some extent the Rolemaster Companion nature of Arcane magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Arcanist pays a price for this fluidity.[396] The more specialist wielders of magic make use of confounds.[397] These are external forces for leveraging the power of magical effects.[398] Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic.[399] Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms.[400] However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling.[401] This is from their lack of reliance on confounds.[402]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[396] In Rolemaster the Arcanist spell casters have the same kind of trade-offs that Hybrids, just with all three realms of power (essence, channeling, mentalism) instead of just two realms for hybrids. There are also many blends of Arcane mana in DragonRealms, it&#039;s just that there it&#039;s [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:46:58 only] the Necromancer variety that is being dealt with, and spellcasters in DragonRealms naturally begin as unattuned. They attune because of guilds / traditions that use confounds to augment magical effects.&lt;br /&gt;
[397] This is pulling in the concept which is used explicitly (though not in its [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_11:39_AM fullest nuance] mechanically) in DragonRealms. This document uses the position that confounds exist in GemStone&#039;s Elanthian magic as well, it&#039;s just swept under the rug and implicit compared to the game mechanical ways they are used in DragonRealms. GemStone has the analogous concepts and attunements. Making use of the confound concept helps us explain how stuff like &amp;quot;blood magic&amp;quot; is different from just, say, using troll blood as an alchemy ingredient. The Arcane mana usage in DragonRealms that is not necromancy does have this confound absence property.&lt;br /&gt;
[398] This is the definition of the word. Its being a &amp;quot;confounding&amp;quot; element in the spell casting for augmenting the spell power is why it is called a confound.&lt;br /&gt;
[399] This is implicitly present in the profession classes of magic users in GemStone, and then in some cases further narrowed, such as elemental attunement. The trade offs between &amp;quot;lore&amp;quot; training should also be interpreted this way, lore skills should be treated as differential potencies or attunements to the class confounds. Similarly, &amp;quot;convert&amp;quot; status for clerical and paladin magic should be interpreted as a mana source, as well as the class confound being narrowed to a single deity. This would be specific to the way those classes do their magic, and not about worship. (i.e. It would make no magical sense for a Cleric to have polytheistic conversion, just because that is not how Cleric magic works. That dates back Rolemaster and Shadow World.)&lt;br /&gt;
[400.1] This is a limitation built into Rolemaster spell research training, and the language from Rolemaster Spell Law on this for hybrids is still present in the Play.net &amp;quot;Magic Guide&amp;quot;. Hybrids such as a Sorcerer in Rolemaster have the flexibility of choosing Open and Closed spell lists (what we call Minor and Major circles) from two realms instead of only one, but Hybrids are restricted in how high in spell level they can learn from the Closed (Major) lists. Their Base lists go as high as a pure base list, and could have redundant spells with pure base lists, but it&#039;d be from an assortment of other classes and so not as thorough and often not as high in any given kind of spell effect as the pures (limited number of spell slots and a wider variety of kinds of spell with multiple power level versions of the same spell) which are more focused in that kind of spell to the exclusion of other kinds of spells. The [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;] still says hybrids can learn Major lists, but this has never been mechanically true in GemStone. &lt;br /&gt;
[400.2] More informally, this &amp;quot;difficulty with the more powerful spells&amp;quot; is encoded into [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which only gives access to common scroll system spells. Magical items such as scrolls get around the confound issue, which is about the physiological limitations and attunement of the caster. In principle there are &amp;quot;spell patterns&amp;quot; not neatly in the spheres of magic that might only be workable off scrolls, not being patterns that can be permanently remembered (i.e. spell self-knowledge) by our mechanical magic classes, much as we cannot with rote spells of other spheres without the aid of an object. But examples of such non-learnable spells are the magic item spells in our treasure system not accessible by 1750.&lt;br /&gt;
[401] This is largely based on the defensive spells in GemStone&#039;s Arcane spell circle, such as [[Arcane Decoy (1701)]] and [[Arcane Barrier (1720)]].&lt;br /&gt;
[402] This is an embellishment but a sensible reason for it within this magic theoretic framework. Sorcery and necromancy are considered (hybrid) [https://elanthipedia.play.net/Sorcery subsets] of Arcane in DragonRealms and do have confounds. But what we are going for here is the notion that introducing confounds when doing Arcane is how you end up with splitting into narrower specializations and ultimately leading to non-fusionist &amp;quot;pure&amp;quot; magic. Monism vs. separatism in the history of sorcery would be about confounds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood.[403] Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter.[404] Witchcraft, blood magic, and black shamanism use mediating substances.[405] Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers.[406] Thus this trade off exists in fluidity with dark magic.[407] Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization.[408] However, it has that natural tendency, for much the same reasons as sorcery.[409]&lt;br /&gt;
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[403] All of the confound examples in these three sentences come from [https://elanthipedia.play.net/Magical_theory#Confounds the confounds] for character classes in DragonRealms.&lt;br /&gt;
[404.1] This is based on the Rolemaster definition for the Sorcerer class, which is still the language used for the Sorcerer profession on the Play.net website. Sorcerer base lists in Rolemaster fit this definition much better and more literally than the GemStone implementation of Sorcerers, which has since reoriented to necromancy and demonology, which for the most part are not Sorcerer magic in Rolemaster. (Though professions like necromancer and witch and so forth in Rolemaster Companion are treated as Sorcerers for training purposes, and sorcerers are often included when talking about evil magic stuff.) In Shadow World the Sorcerer class is not &amp;quot;evil&amp;quot; for system purposes, because it is the &amp;quot;Evil&amp;quot; professions that use dark essences / the power of Unlife. However, Shadow World also treats the Evil &amp;quot;pure&amp;quot; professions as hybrids, so they&#039;re effectively &amp;quot;dark sorcerers&amp;quot; which is the terminology distinction used in this document versus Rolemaster style &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[404.2] DragonRealms also talks about a [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 &amp;quot;sorcerous focus&amp;quot;] as a mediating device between two incompatible forms of mana, allowing the efficient manipulation of the other form of mana by proxy. This is a rationalizing approach evading &amp;quot;the emotional terror of pure sorcery&amp;quot; and tunes narrowly into specified realms. So &amp;quot;classical sorcery&amp;quot; with its constitutive matter confound, as described here in this document, is about the Faendryl doing a rationalized orthodox magic approach to sorcery in the Second Age.&lt;br /&gt;
[405] This is based on things that have happened with NPCs in storylines, especially Raznel and Quinshon, and to some extent Grishom Stone and Elithain Cross. &amp;quot;Witch&amp;quot; in this document is a convention for the black magic users, not the &amp;quot;good witches&amp;quot;, and this mediating substance / confound point is part of how we are defining the word for this document. The mediating substances such as blood and vermin like maggots, worm, and scarabs, and sorcerously debasing the mediating substances.&lt;br /&gt;
[406] The &amp;quot;thanatology&amp;quot; confound for necromancers comes from DragonRealms. The first part of the sentence about life forces is based on GemStone&#039;s Sorcerer abilities such as Sacrifice and its in-game explanation. The last part about &amp;quot;sorcerous elements&amp;quot; involves the Sorcerer profession use of [[Balefire (713)]], which is defined as a sorcerous element in Volume 2, and the demonology lore skill. Attunement to demonic powers is invoking the Dungeons &amp;amp; Dragons warlock kind of class archetype. This is specifying &amp;quot;dark sorcery&amp;quot; because we are using &amp;quot;classical sorcery&amp;quot; to refer to the Rolemaster kind of spells which mostly do not have anything to do with demons or the undead and are about the immediate destruction of specific forms of matter.&lt;br /&gt;
[407] This is meant to establish that magical manipulation with these other energies follows the same modalities and physical limitations as the rest of magic. But in Volume 2 it is argued that &amp;quot;dark essence&amp;quot; magic is basically easier flow magic for creating malevolent / bad effects and so effectively provides a short-cut to power for malicious uses.&lt;br /&gt;
[408] This is partly based on Rolemaster&#039;s Arcane spells, and partly based on how [https://elanthipedia.play.net/Category:Arcane_magic Arcane magic] is [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:52:11 described] in DragonRealms. For example, a [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 saved post] by Armifer on the subject, from 2010. This post also builds in its natural strong tendency leading toward sorcery. Similar logic in it also informs what this document says about teratology and cryptozoology. Likewise, in the I.C.E. Shadow World setting, the Lords of Essaence (ruled at the end by Empress Kadaena) were largely responsible for mutating and creating the race/monster varieties, and they were generally Arcane spell casters. Later Rolemaster books also have monster races (e.g. orcs) being created by demon magi (Rhodintor).&lt;br /&gt;
[409] This document talks about the reasons for sorcery having corruptive tendencies, and why it is prone to destruction, which is explicitly true in DragonRealms. Arcane magic is not inherently prone to destruction, but as we&#039;ve defined it, it&#039;s harder to manipulate without failures and so forth. And this is tacitly acknowledging the corruption of the Lords of Essaence, and the framing that sorcerous magic comes out of Arcane magic historically because the destructive effects of handling mana this way are easier to accomplish. This section is setting up the rationale for why Faendryl universalism with magic gave way to increasingly sorcerous magic, and then the nature of sorcery will show why sorcery was inclined and able to merge with some of the black arts, becoming &amp;quot;dark sorcery&amp;quot; and a darker more corruptive form of magic. (Mostly in later time periods, but a rogue sorcerer in the Second Age going out to live with the wasteland warlocks would probably be doing &amp;quot;dark sorcery&amp;quot;.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(2) Sorcery&lt;br /&gt;
&lt;br /&gt;
In the early years of the Elven Empire, the black arts were deemed religious magic and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were not sorcery.[410] Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined.[411] It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter.[412] That is, it was an effect without mediation, assaulting the matter itself.[413] This involved channeling toward a target and turning its own essence against it.[414] The destruction is specific to the essence of the exact form being targeted.[415] There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.[416]&lt;br /&gt;
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[410.1] This was already framed more or less by the previous sections. This is using the Rolemaster Spell Law type of sorcery, which is still the Sorcerer [https://www.play.net/gs4/info/professions/sorcerers.asp definition] on the Play.net website, to define what &amp;quot;sorcery&amp;quot; would have meant in the early Elven Empire before Faendryl summoning. It would not have included demonic summoning and undeath in that period, unless someone were [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 loosely using] (DragonRealms link on this same ordinary use of language issue) the word &amp;quot;sorcery&amp;quot; as equivalent for these black arts. We&#039;ve set up the &amp;quot;black arts&amp;quot; as arising out of the debasement of spiritual magic with dark energy sources, and the sort of thing demon worshippers were doing. It uses the term &amp;quot;theurgical conjuration&amp;quot; for that kind of demon summoning, which would be like the demons of [[Cloak of Shadows (712)]] and [[Torment (718)]] rather than the demons of [[Minor Summoning (725)]] which are pulled materially through a rift. The &amp;quot;highly forbidden&amp;quot; is making sense of the condemnation in the Faendryl exile dating back to &amp;quot;[[History of Elanthia]]&amp;quot;. &lt;br /&gt;
[410.2] In Rolemaster the demonic summoning is more of an Evil Mage type of magic and necromancy in the sense of creating undead is Evil Cleric magic. (Though Rolemaster Companions may have demon summoning classes that are essence-channeling hybrid and these get effectively treated as Sorcerers.) These classes (along with many others) were not implemented in GemStone. Various spells from the Evil spell professions were incorporated into the Sorcerer profession, so the Sorcerer profession in GemStone has never matched its class definition, which came from Rolemaster. Because only some of the Sorcerer spells in GemStone are actually Rolemaster Sorcerer spells. Others are from Evil lists. Manny&#039;s guide from the I.C.E. Age argued for this reason Sorcerers in GemStone are evil.&lt;br /&gt;
[411] This is explicitly historicizing the word. It doesn&#039;t make sense for Faendryl to be doing &amp;quot;sorcery&amp;quot; but for sorcery to be defined in terms of necromancy and demonology that early. This is easy to make sense of by looking at earlier versions of the Sorcerer profession in GemStone and in Rolemaster.&lt;br /&gt;
[412] This is the Sorcerer class definition from Rolemaster and on the Play.net website. It refers to spells like [[Mana Disruption (702)]] and [[Limb Disruption (708)]] and [[Pain (711)]]. This document&#039;s modern definition of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; as generalizations of the animate and inanimate matter distinction to generalize beyond elemental-spiritual duality to analogs of that with sorcerous elements is meant to reconcile all this.&lt;br /&gt;
[413] Rolemaster Sorcerer spells were all clearly of this nature, it&#039;s not like throwing a ball of fire at something. Limb disruption only works on limbs. Etc.&lt;br /&gt;
[414] This is illustrating a &amp;quot;hybrid&amp;quot; modality of spellcasting, compared to what was described in the prior section about &amp;quot;channeling.&amp;quot; This is reiterating the prior section&#039;s description of classical sorcery using the constitutive matter of the target as its confound, which reconciles the Rolemaster and DragonRealms concepts of sorcery. This description explains how [[Dark Catalyst (719)]] (targeting mana), for example, is very much a sorcerer spell and not a wizard spell. Due to the way it works.&lt;br /&gt;
[415] Limb disruption only works on limbs. Dark Catalyst does not work on something without mana. Etc. One subtlety about this specificity of ideal forms is that it is a backdoor into sorcery for occultism, which here we are leaning into its real-world ties to Neoplatonism. Since we treat this occultism as part of Elanith&#039;s precursors to mentalism, this is in a subtle way speaking to the seeming overlap of sorcery with destructive mentalism, and explaining why that is the case. As such the next line is actually a logical continuation of this line.&lt;br /&gt;
[416] One third of the Rolemaster Sorcerer spells were &amp;quot;mind&amp;quot; type attacks, with redundancy in mentalist spell lists. This is related to Rolemaster&#039;s categories being cause oriented rather than effect oriented. You could have a Channeling profession in Rolemaster that is all elemental effect spells by using elemental spirits. So, this is explaining the mind effects of sorcery in GemStone, though Dev has been gradually de-mentalizing sorcery for a couple of decades. By our definitions, when the target is the brain or mind, you get a mind type effect. And since mentalism is defined as the self-manipulation of essences, sorcerers manipulating the essence of the target has a natural similarity to mentalism, but only in destructive ways. This logic combined with sorcery being relatively closely related to Arcane power explains the semblance of mentalism in classical sorcery. Dark sorcery does things in a different way. (e.g. nightmare is a curse, mind jolt is exposure to another valence)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power.[417] In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot;[418] The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis.[419] These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power.[420] The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic.[421] There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.[422]&lt;br /&gt;
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[417] This is the definition of how sorcery works in DragonRealms. This rationale is not present in the I.C.E. materials. The separatists would also reject the unified mana perspective as it is rejected by [https://elanthipedia.play.net/Sorcery &amp;quot;mana spectrum&amp;quot;] theorists in DragonRealms, that so-called &amp;quot;Arcane mana&amp;quot; is really an unnatural aggregate of distinct forms of mana. Monists would be like DragonRealms &amp;quot;mana field&amp;quot; theorists.&lt;br /&gt;
[418] This implicitly follows from the premise of the previous sentence. Monists are just interpreting it differently. But this sentence helps frame why there is a natural tendency toward sorcery without it being driven by cultural malice. The Faendryl disproportionately develop sorcery out of practicality bias, much as humans later do with single realm specialization magic (and their anti-sorcery biases.) It is faster paths to wielding higher power or crafting spells of higher power.&lt;br /&gt;
[419] This is the Rolemaster lore for essence and sorcery, combined with the metaphysical language from DragonRealms.&lt;br /&gt;
[420.1] This is giving better meaning to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not saying Faendryl focused on sorcery. People assumed that initially because of the demonic summoning and implosion at Maelshyve, and the sorcerer profession being elemental-spiritual hybrid. But we are establishing why sorcery fell out of this approach over the long run. &lt;br /&gt;
[420.2] More specifically, the separatist approach leads to a lot of different kinds of sorcery by combining different forms of essence, while the universalist approach helps bring in and incorporate the black arts in the Faendryl exile period. It converges on the same thing.&lt;br /&gt;
[421] Other Houses have had and still have sorcerers. There has to be differentiation between more and less acceptable sorcery. There is nothing all the objectionable about [[Mana Disruption (702)]], for example, unless someone was especially aggrieving at the chaotic disruption of mana and the corruptive pollution that might cause long run. Classical sorcery has been here defined in an inherently destructive way in its meaning. It does not include the malevolent stuff in the black arts.&lt;br /&gt;
[422] This is analogous to the notion that any tool can be used as a weapon, but things that are designed to be used as weapons can have much more limited range of non-weapon uses. Limb disruption is really only useful for breaking or exploding limbs. It can only be practiced by blasting limbs with it. Its reason for existence is to smash the limbs of its targets. This is all sensible as war magic, and so forth, but it is not the high minded &amp;quot;research&amp;quot; that Faendryl are framed as doing. Though some of this, such as Phase, would plausibly come out of trying to research the essence foundations of matter, and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together.[423] This is rooted in the nature of corruption.[424] While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly.[425] Similarly, when dark forces are brought in from what are now called the sorcerous valences, they must be used or even fused with the forces of this world.[426] In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects.[427] Sorcery is especially cruel when inflicted on the living.[428]&lt;br /&gt;
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[423] This paragraph is about to explain that dark essences have to be used in an inherently sorcerous / hybrid way because of their unnaturalness in this plane, which is reviving the Shadow World treatment of the Evil &amp;quot;pure&amp;quot; spell classes as hybrids. The historical forces mentioned here are the population migrations described earlier and later the Faendryl exile. Etc.&lt;br /&gt;
[424] Corruption is defined more thoroughly in Volume 2.&lt;br /&gt;
[425] This is partly referring to failed Wizard enchants cursing the items, partly to stuff like [[History of Reim|Kingdom of Reim]] being cursed into undeath because of sorcerous backlash from its magic users of different kinds trying to stream mana together, partly how this document defines the word &amp;quot;curse&amp;quot;. Rolemaster sorcery also had &amp;quot;black channels&amp;quot; curse spells. Sorcery as disrupting the essence foundation of matter directly plays into the definitions of &amp;quot;curse&amp;quot; and &amp;quot;corruption&amp;quot; in this document.&lt;br /&gt;
[426] This is the concept in footnote 423.&lt;br /&gt;
[427.1] This logically follows from all the preceding premises, and helps explain how the Faendryl transition into using darker forms of their own magic, then being in Rhoska-Tor where there is a lot of &amp;quot;dark essence&amp;quot; per &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This sentence is also playing off the high redundancy between the Rolemaster Sorcerer base lists and the Evil pure lists, while in the Shadow World setting only the Evil lists were evil for system purposes because of the kind of energy it was using. The difference here is that we are also including the DragonRealms notion of ordinary sorcerous magic being corruptive. It treats stuff like necromancy and the undead as ultimately demonic in origin, but that it is happening in a way that is largely beyond the capacity of the necromancer/sorcerer to understand. That in turn is similar to alien nature of Evil spells in Shadow World, which are an entirely separate source of power for spell users, and cannot be used without corrupting the caster.&lt;br /&gt;
[427.2] The ability to do the same kinds of sorcerous spell effects in the different ways, with ordinary mana and dark essences such as &amp;quot;anti-mana&amp;quot;, also works the other way. It helps explain why [[Vvrael warlock]]s and [[Vvrael witch|witches]] cast seemingly ordinary spells. Volume 2 defines &amp;quot;anti-mana&amp;quot; as the purest most corruptive extreme of what this document calls &amp;quot;the sorcerous element of darkness.&amp;quot;&lt;br /&gt;
[428] This is due to the inherent nature of what classical sorcery is and does to targets. But this is framing how a sorcerer could exist who doesn&#039;t use any of the animate matter targetting spells.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra.[429] While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, plaguing the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities.[430] They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds.[431] The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities.[432] When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world.[433]&lt;br /&gt;
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[429] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The Patriarch numbers combined with the timing for Patriachs 1 through 13 require this to have happened before roughly -40,000 Modern Era, which is roughly twenty thousand years before Despana and twenty-five thousand years before the Faendryl were exiled for demon summoning. The phrase &amp;quot;new magic&amp;quot; in &amp;quot;History of Elanthia&amp;quot; for demonic summoning was a lie, and &amp;quot;History of the Faendryl&amp;quot; requires it to be a lie. (Elizhabet Mahkra is an obvious anagram of Elizabeth Arkham, the insane asylum from Batman. Arkham itself in turn comes from Lovecraft.)&lt;br /&gt;
[430] The Elves would have known about the Ur-Daemon and demons long before they understood anything of cosmology. This is also based on &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Now believed to be extra-dimensional intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately 100,000 years ago.&amp;quot;&#039;&#039;&lt;br /&gt;
[431] This is just consistency with existing world setting premises and phenomena. It does not make sense for demons to have not been &amp;quot;naturally&amp;quot; / accidentally present in the world, so the Elves would have always known what &amp;quot;demons&amp;quot; were, it was not some new and out of no where revelation at the Battle of Maelshyve. This is talking about full manifestations or incarnations, demons fully materially in this world, directly analogous to being summoned in the Faendryl manner. What this document describes as theurgical conjuration is either calling upon or hijacking these already present demons, or summoning immaterial demons through weaknesses in the veil, meaning thinness rather than holes. This notion of thinner veils in some places has multiple established precedents, including Sorcerer Guild summoning chambers and the Sorcerer sense verb. This is also partly why this document talks about the distinction of demons from other wicked spirits being a convention.&lt;br /&gt;
[432] &amp;quot;Otherworlds&amp;quot; is a term used in the Sylvan documentation, and in the real-world is also part of fey mythology. &amp;quot;Essence barriers&amp;quot; is from the Shadow World setting terminology, and refers to things like the energy force barriers in the Order of Voln or misdirection wardings. Referring to the veils between planes as &amp;quot;essence barriers&amp;quot; is essentially correct, but the use of that terminology for it is a reasonable embellishment. That is effectively what the veil or &amp;quot;fabric of reality&amp;quot; is.&lt;br /&gt;
[433] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The term &amp;quot;pierce the veil&amp;quot; stems at least as far back as Arthurian legend, and was used in the Vvrael quest, but the term &amp;quot;penetrating the veil&amp;quot; was used earlier in &amp;quot;[[History of Elanthia]]&amp;quot;. This concept of &amp;quot;turn the essence of the veil against itself&amp;quot; is contextualizing it with the definition of classical sorcery given in this document and thereby explains how and why Faendryl demonic summoning is different from what the &amp;quot;black arts&amp;quot; were doing. The last part about her mind shattering is both from &amp;quot;History of the Faendryl&amp;quot; and the current messaging on [[Mind Jolt (706)]]. &lt;br /&gt;
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In this way it would become possible to summon beings not of the &amp;quot;near planes,&amp;quot; such as the elementals or spirit servants, but highly alien or malevolent beings from the &amp;quot;outer&amp;quot; dimensions.[434] This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them.[435] While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history.[436]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[434.1] This is partly based on in-game messaging and the &amp;quot;[[History of Elementals]]&amp;quot; document. Volume 2 of this document uses &amp;quot;near planes&amp;quot; as part of a basic higher and lower planes cosmology for this existence, as opposed to the outer/sorcerous valences, which is partly based on the Shadow World cosmology and partly Auchand&#039;s update to the valence Wiki page. Basically, the notion here is Lornon gods like to slum it in the lower &amp;quot;infernal&amp;quot; planes, and the &amp;quot;black arts&amp;quot; practitioners were largely dealing in infernal realm demons or things left over from the Ur-Daemon War. To the extent the Dhe&#039;nar did demonic summoning, it would have been more along these lines. It is the Faendryl who start messing with outer dimensions stuff, but not really infernal realms stuff in the Second Age.&lt;br /&gt;
[434.2] Volume 2 also posits parallel material valences (as distinct form parallel material worlds of this existence which are other Elanthia versions) to describe comparatively habitable valences with extraplanar creatures (and races) that could plausibly be regarded in cryptozoology terms rather than &amp;quot;fiends.&amp;quot; These could often be alien but not particularly chaotic or malevolent, and the subject of cataloguing for the Enchiridion Valentia. This is making some structural bias for Faendryl mapping out too dangerous things to be avoided, and the sorts of comparatively innocuous things that let them downplay &amp;quot;demonic&amp;quot; summoning. Aside from their major summoning war magic and for training Palestra and Armata, the highly corruptive and malevolent &amp;quot;fiends&amp;quot; would be more the province of the black arts or apotropaic countermeasures studies by mainstream Faendryl.&lt;br /&gt;
[435] This environmental corruption by demons and forces/entities of darkness is a very long standing premise. It is explicitly present, for example, in &amp;quot;[[History of the Faendryl]]&amp;quot;. The dangerousness of this kind of magic is framed in &amp;quot;[[Gods of Elanthia]]&amp;quot; with Marlu, and was a large part of the I.C.E. premise for the dangerousness of Fash&#039;lo&#039;nae followers. The &amp;quot;taboo&amp;quot; is keeping consistency with the Faendryl exile.&lt;br /&gt;
[436.1] This framing is necessary for recontextualizing stuff in &amp;quot;[[History of the Faendryl]]&amp;quot; that does not make sense in combination with the rest of the documentation on these issues. Its timeline in particular for the Undead War to Ashrim War is deeply inconsistent with the rest of the history documentation and needs to be treated as some form of revisionism or redaction.&lt;br /&gt;
[436.2] &amp;quot;[[History of the Faendryl]]&amp;quot; has Palestra existing to handle Faendryl demonic summoning 10ish Patriarchs before Despana. The Palestra academies were not founded until after the Ashrim War in the later &amp;quot;Path to Palestra&amp;quot; document. The Palestra reasonably had to have been quite different in purpose and function in the Second Age, so this document is doing that retcon to make sense of things.&lt;br /&gt;
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The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by dark cults in the Southron Wastes.[437] The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets.[438] The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales.[439] These academies were not founded until after the Sea Elf War.[440] In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered.[441] It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution.[442] To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it was not controversial.[443] It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.[444]&lt;br /&gt;
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[437] This premise of wasteland demon worshippers doing this is an extrapolation and embellishment created in this document. The accidental release of demons is something that should exist naturally in the world setting logic. So emphasizing these directions helps establish how the Palestra could exist in the capital of the Elven Empire when the other Houses were not supposed to know the Faendryl were doing a bunch of demon summoning stuff.&lt;br /&gt;
[438] The commonality of minor demons is shown in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and demonic summoning is portrayed as presently common in &amp;quot;[[History of the Faendryl]]&amp;quot;. This framing is reconciling the factual grains of truth in &amp;quot;History of the Faendryl&amp;quot; with the reaction to the Battle of Maelshyve and Faendryl exile. In &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; all summoners under Patriarch XX Eidiol Jivanatha Faendryl had to schedule summoning and inter-valence travel attempts at the Basilica in advance for the first several hundred years. It then talks about this scheduling rule being ditched to allow more freedom, but that brings us back into the problem of widespread and free practices, so we have to treat that as revisionist history as well in terms of emphases, with the important thing being capital crime to not report summoning discoveries.&lt;br /&gt;
[439] There is a tension between earlier Faendryl documentation and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; on the Basilica versus the Clerisy when it comes to the Enchiridion Valentia. The Palestra academies are defined in &amp;quot;[[Path to Palestra]]&amp;quot;. This line is implying it&#039;s much more large scale and public than it was originally.&lt;br /&gt;
[440] This is established in the &amp;quot;[[Path to Palestra]]&amp;quot; document. It becomes unclear what &amp;quot;graduates&amp;quot; and instructors for Palestra could mean for the time of Ondreian Shamsiel Patriarch 17, or how &amp;quot;magicians could come and hire them directly from the Palestra for a small fee&amp;quot; when this is supposed to be secret forbidden magic. &amp;quot;[[History of the Faendryl]]&amp;quot; probably has to be interpreted as some revisionist propaganda over-reading present day practices into past precursors to exaggerate precedents.&lt;br /&gt;
[441] This explains the role of the Basilica, and how and why this was being done in the Second Age, in a much more restricted fashion. The Basilica makes it more of a state secret and regulation kind of thing. Palestra might be hired by the Basilican sorcerers in this context, but it would have been a much more internal thing than &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound. While the Basilica plainly exists back into the Second Age, the other Pentact divisions are much more dubious, and should probably be given some historical evolution rather than being dragged all the way back to the founding of House Faendryl.&lt;br /&gt;
[442] The severe punishments for violating summoning laws is part of the &amp;quot;[[History of the Faendryl]]&amp;quot; documentation and the &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; documentation.&lt;br /&gt;
[443] This is an embellishment but not wildly implausible, and gives a sensible Second Age seed for how the Faendryl started more innocuously on this path, and got worse with it later. &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound like they were openly all in on it from the beginning, which would maximize the view of the Faendryl exile as pure cynicism by other jealous Houses.&lt;br /&gt;
[444] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; establishes that the Vishmiir &#039;&#039;&amp;quot;had plagued the world prior during the Elven Empire&amp;quot;&#039;&#039;, which is wording and terminology that requires it to have happened during the Second Age. This document&#039;s framing would allow extraplanar threats like that to have been a lot less common back then due to the Eye of the Drake.&lt;br /&gt;
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But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks.[445] The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms.[446] For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void.[447]&lt;br /&gt;
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[445] This is leveraging off the prior definition of &amp;quot;piercing the veil&amp;quot; in terms of Faendryl sorcery, as well as the Illistim stated risks regarding the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;. This is also glancingly recognizing that other kinds of portals (e.g. elemental) are usually not stigmatized, even though they can have high destructive potential. The [[Solhaven Cataclysm]] in 5109 would be one example, [[The Amber Flame]] of House Illistim almost burning down the city is another. Similarly &amp;quot;[[History of Elementals]]&amp;quot; implies the dangers of elemental plane bleedthrough with veil weaknesses. Volume 2 addresses this double standard on portals and summoning elementals, and why demons and sorcerous veil piercing are regarded as worse.&lt;br /&gt;
[446] Demons still come through the unhealed tear in reality at Maelshyve, per &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Corruptive radiation from it is cited in &amp;quot;[[History of the Faendryl]]&amp;quot;. This is also playing off the Illistim complaint about the Ur-Daemon risk due to the Maelshyve implosion in &amp;quot;[[History of Elanthia]]&amp;quot;. Related to note 445, essences from the elemental and spiritual planes could rightly be conceived as magical corruption, but this is regarded as innocuous or possibly even good by biased magic practitioners, where those forms of mana are regarded as natural to this reality.&lt;br /&gt;
[447] This is based on the difference between what [Implosion (720)]] does in GemStone and what it does in the Rolemaster Sorcerer Air Destruction list, which would be the more conventional &amp;quot;classical sorcery&amp;quot; method. The &amp;quot;interplanar void&amp;quot; is something that is defined in DragonRealms. There is vague stuff in documentation about the currents of planar motions, such as &amp;quot;[[History of Elementals]]&amp;quot; and &amp;quot;[[Griffin Sword War]]&amp;quot;. DragonRealms talks about planar intersections changing magical properties, and we&#039;ve seen planar bleedthrough like that in storylines such as &amp;quot;[[Return to Sunder]]&amp;quot;, and &amp;quot;[[History of Elementals]]&amp;quot; defines elemental nexus sties in terms of plane intersections. Which in turn we see with the [[Elemental Confluence]].&lt;br /&gt;
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Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those fiends of darkness which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead.[448] Indeed. There are kinds of demons which can hardly be distinguished from undead.[449] Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts.[450] The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.[451]&lt;br /&gt;
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[448.1] There has been a push and pull for years on how &amp;quot;evil&amp;quot; demons are inherently. They are described as having an &amp;quot;intense hatred of life&amp;quot; in &amp;quot;[[History of Elementals]]&amp;quot;, which distinguishes elementals from demons, and that document pre-dates the [[The Enchiridion Valentia|Common language]] Enchiridion Valentia and spell [[Minor Summoning (725)]]. The minor demons in the Common language abridgement of the Enchiridion Valentia should be treated as a Faendryl propaganda move by Patriarch Korvath in 5103. Which makes sense in the context of that storyline. The combat demons Voraviel constructed ([[vathor]], [[oculoth]], [[necleriine]]) should be much more in line with what everyone means when they refer to &amp;quot;demons&amp;quot;, which he said in a [https://gswiki.play.net/Lesser_demon/saved_posts saved post]: &#039;&#039;&amp;quot;Something that&#039;d justify the nearly worldwide anathema towards demon summoning.&amp;quot;&#039;&#039; Incidentally, the demons in spells [[Cloak of Shadows (712)]] and [[Torment (718)]] do not set off town justice mechanics.&lt;br /&gt;
[448.2] Volume 2 of this document gets into the difference between &amp;quot;fiends&amp;quot; and merely extraplanar species. The basic cosmology it uses allows all &amp;quot;infernal&amp;quot; demons to be inherently evil, while some outer planes entities are merely alien but possibly destructively insane or dangerous, which is roughly consistent with the Shadow World cosmology and demons. (Volume 2 also stipulates that such outer entities most usually will need to manifest out of the darker and more chaotic &amp;quot;sorcerous elements&amp;quot;, their intrinsic alienation to this existence naturally tending toward cursed matter.) Mechanically, elementals and Ithzir and astrals like ki-lin and so on are &amp;quot;extraplanar&amp;quot;, but not mechanically &amp;quot;demons.&amp;quot; So the view some people pushed for with &amp;quot;extraplanar = demons&amp;quot; is long defunct in practice. But the Enchiridion lore makes it sound that way, so here we call that Faendryl propaganda. As pointed out in footnote 434, there may be a Faendryl bias toward studying and summoning &amp;quot;valence creatures&amp;quot; that are low in corruption, especially for minor summoning, while fiends and eldritch horrors are war magic or countermeasure studies (such as Aralyte the Palestra Blade studying how to vanquish the primordial Althedeus.)&lt;br /&gt;
[448.3] DragonRealms also splits [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 the demonic] apart from other extraplanars in this way. It talks about the greater extraplanar entities acting through &amp;quot;conduits&amp;quot; in this plane, which here we relate to &amp;quot;warlocks&amp;quot; and &amp;quot;witches&amp;quot; in the black arts. It talks about the lesser things that can be regarded as &amp;quot;creatures&amp;quot;, much as we see in the Enchiridion Valentia. But it talks about the violence to reality of such greater entities directly manifesting in this reality and that it shatters sanity to so much as look at them.&lt;br /&gt;
[449] This premise has pretty much always been present in GemStone, going all the way back to ambiguities in the Rolemaster bestiaries. [[Necleriine]]s are very concrete example of this ambiguity in the Elanthia setting. This ambiguity is also stated in that DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 post] about extraplanars. It talks about &amp;quot;concept&amp;quot; entities which here we would call occult entities of the &amp;quot;dream worlds&amp;quot;, which can manifest in grotesque and undead seeming forms. These include &amp;quot;shadow&amp;quot; entities formed of concepts of darkness. These things are easily confused with demons. This is possibly an important parallel to draw with Althedeus being formed by the fear/chaos/power of Ur-Daemon War. But there is also a Plane of Shadows, with unclear relationship to the Plane of Probability.&lt;br /&gt;
[450] This is the demonic relationship to creating undead, which is framed in the Order of Voln messaging, and the Ur-Daemon aspects of the Despana lore. There should have been demons present for all the previously stated reasons.&lt;br /&gt;
[451] This is a sensible extrapolation from established world setting premises. This document bolsters it with the made up Lindsandrych Illistim quote about the southern wastelands. We&#039;ve seen NPCs cursed because of demons, such as the paralysis of Praxopius.&lt;br /&gt;
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But it was mostly the southern wastelands in that period that had what is usually considered &amp;quot;the undead.&amp;quot;[452] The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning.[453] Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces.[454] One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot;[455] The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck.[456] It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents.[457] In this way it was very unlike the necromancy and conjuration of the southern wastelands, and those traditions would mostly not merge until the Faendryl were exiled to Rhoska-Tor.[458]&lt;br /&gt;
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[452] This should probably be true given the way everything is framed and argued in this document. It does not have to be totally true. There are so many ways for undead to come into existence that do not require necromancers. There should be ghosts, phantoms, restless spirits most everywhere.&lt;br /&gt;
[453] This should follow as a logical consequence of studying demons, and the Faendryl left behind [[lich qyn&#039;arj]] in Old Ta&#039;Faendryl. Volume 3 treats the &amp;quot;[[festering taint]]&amp;quot; kind of mutants in Old Ta&#039;Faendryl as the Faendryl studying Despana&#039;s disease magic, which is necromancy in our broader definition of that word. So this is part of the transitioning of Faendryl sorcery broadening into the more modern necromancy/demonology framework. This also fits into teratology and cryptozoology being described example of Arcane magical research in DragonRealms that is not necessarily necromancy, as defined over there, which is sorcery involving the combining of life mana with other mana (which our modern definition pays lip service to.) And those in turn fit into the occultist tradition for the Faendryl described below in the next section.&lt;br /&gt;
[454] This is the rationalist / materialist worldview framework that has been given earlier for the House Elves.&lt;br /&gt;
[455] This was the cosmology model Banthis [http://www.virilneus.com/demons.php originally] intended when work was being done on demonic summoning the late 1990s. This model was presented at Simucon. It is where the term &amp;quot;valence&amp;quot; came from with this stuff.&lt;br /&gt;
[456] This is nodding to the word &amp;quot;valences&amp;quot; now being out of context. Demons hungering for our magical energy is a premise that goes back to at least the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;, and has earlier antecedents in Unlife concepts from the I.C.E. Age. This concept of feeding upon this plane is also present in the DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conception] of demons, where they are by definition malevolent as a class of extraplanar beings, associated with &amp;quot;anti-life&amp;quot; and necromancy.&lt;br /&gt;
[457] This is how the Faendryl represent it modernly, such as in &amp;quot;[[History of Elanthia]]&amp;quot; and the Enchiridion Valentia documentation.&lt;br /&gt;
[458] This is an embellishment made for this document. It&#039;s establishing collisions and mergers of magic traditions over historical time. It would make sense for that spilling to happen because of geographical proximity, especially with that region being treated as &amp;quot;anathema&amp;quot; in the Second Age. These population migrations could be used to define sorcerous practices in other cultures/regions, but things have been set up already for the Faendryl paradigm to be dominating what the Sorcerer Guilds do with magic (i.e. the Sorcerer profession mechanically.) So there&#039;s only so much that can be diversified. This document is focused on necromancy and the black arts, not so much trying to define sorcery in all race cultures at all times, though it provides the backbone for doing that later.&lt;br /&gt;
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(3) Occultism&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot;[459] Occultists would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot;[460] These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges.[461] In contrast to the &amp;quot;valences&amp;quot; model, there are higher and lower &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously.[462] What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes.[463] There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.[464]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[459] This is based on real-world occultism, and such things as the Theosophical Society. This section is creating backdoors for knowledge spreading between these culture traditions, and the rationalist third-way middle ground attempt between orthodox magic and superstition. It&#039;s giving Elanith precursors to Mentalism and explaining various disparate threads of lore.&lt;br /&gt;
[460] This is directly inspired by real-world occultism.&lt;br /&gt;
[461] As mentioned previously, this is giving a more self-consciously Neoplatonist dimension to the One creation myths.&lt;br /&gt;
[462] This helps motivate and root the basic cosmology model used in Volume 2, and helps explain the usage of terms &amp;quot;valence&amp;quot; and &amp;quot;planes of existence&amp;quot;, as coming from different cosmological models. This is inspired by the real-world esotericism usage of &amp;quot;planes of existence&amp;quot; with astral projection kind of stuff.&lt;br /&gt;
[463] This is directly based on real-world esotericism and astral projection. There&#039;s a reasonably strong case to be made that these concepts were part of the design of the Broken Land.&lt;br /&gt;
[464] These statements are derived from real-world occultism and esotericism. (Hermeticism, Gnosticism, etc.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states.[465] There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals.[466] This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection.[467] Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination.[468] Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions.[469]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[465] This is directly based on the worldview behind real-world alchemy. This setting up the framework for ascension belief systems.&lt;br /&gt;
[466] This is how the deities actually work as defined in DragonRealms.&lt;br /&gt;
[467] This is providing intellectual foundations for these kinds of doctrines, though there is some empirical fact involved, such as what might be worded instead as the &amp;quot;transcendence&amp;quot; of the disir, or Eorgina herself having said she gains power from her followers when Li&#039;aerion opened.&lt;br /&gt;
[468] This is partly based on Gnosticism, partly based on real-world use of entheogens for religious purposes, partly based on Lovecraft&#039;s Dream Cycle stories.&lt;br /&gt;
[469] This is based on real-world &amp;quot;mystery religions&amp;quot; as well as 19th and early 20th century esotericists/occultists looking to ancient mystery religions in this way. This is setting up motivation for House Elves to be importing some of this &amp;quot;folk&amp;quot; stuff back in more rationalist terms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is mostly thanks to occultists.[470] It was a heterogeneous movement that took different and inconsistent forms.[471] House Illistim tended to draw occultists focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight.[472] The universalism or cosmicism of the Faendryl tended to foster other kinds of occult societies.[473] Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae.[474] They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory.[475] But there were others of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.[476]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[470] This is setting up limited and distorted perspective of something that would otherwise have not been recorded at all.&lt;br /&gt;
[471] This eclecticism is thematic.&lt;br /&gt;
[472.1] There is a long-standing tension in the Lumnis lore, where she is a patroness of fortune tellers and soothsayers (dating back to the ICE Age when she was the patron of Astrologers which were basically what Moon Mages are in DragonRealms), and her Western followers emulate her by acting as oracles and seers in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. While she would also be the goddess of knowledge in the more sciences sense. &amp;quot;History of Lumnis&amp;quot; treats her like a general inspiration goddess of all forms of knowledge, and this wording here is partly based on Gift of Lumnis and RPA messaging. The Illistim patron gods are described in &amp;quot;Elven Dogma and Theology&amp;quot; and their societies along these lines are in the Illistim Society document. In any event, occultism is more of a third way thing, and not what would be seen as Illistim orthodoxy.&lt;br /&gt;
[472.2] With occultism and astrology, this is also tacitly interfacing with the Moon Mage and [https://elanthipedia.play.net/Plane_of_Probability stellar alignment] stuff with the concept realm (&amp;quot;Plane of Probability&amp;quot;) in DragonRealms. Which in turn via our occultism premise is a tacit interface for GemStone&#039;s mentalism with Moon Mage stuff. This is also tacitly rehabilitating via House Illistim the Valris (Lumnis) association with Astrologers, which are Rolemaster&#039;s version of Moon Mages.&lt;br /&gt;
[473] This is leveraging off the worldview bias set up for the Faendryl earlier in this document for the given reasons that motivated it.&lt;br /&gt;
[474] This is generally thematic for the Faendryl overall. But &amp;quot;History of the Faendryl&amp;quot; explicitly talks about how Fash&#039;lo&#039;nae is the closest thing the Faendryl have to a patron Arkati.&lt;br /&gt;
[475] These are categories of real-world occultist research. This is interfacing with Faendryl cryptozoology in other sections, regarding the traditions behind the Enchiridion Valentia.&lt;br /&gt;
[476] This is a Lovecraftian kind of notion, where Lovecraft himself was inspired by the Theosophists, but twisted into his cosmic horror version of it. This whole paragraph is embellishments to make sense of things that probably should have happened in context. The use of the word &amp;quot;jolt&amp;quot; is leaning on the [[Mind Jolt (706)]] messaging. This is also setting up some precedent of Faendryl prejudices on acceptable and unacceptable ways of approaching the demonic and extraplanar studies. This Marluvian occultism is a thread that gets picked up later in the sections about Bandur and Uthex and the Broken Land.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all.[477] That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana.[478] Natural philosophies were ignorant or self-limiting.[479] This may even be why we now define spheres of magic by effect.[480]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[477] This was directly based on the introduction of a real-world book on occultism from about a century ago.&lt;br /&gt;
[478] This is playing into the behavior of the dream world planes with their interaction with minds. This is not actually agreeing that such magic does not involve mana manipulation. But it is playing into how the esoteric mode of it allows understanding of what you&#039;re really doing to be limited, and that such people could believe they&#039;re doing something different from &amp;quot;magic&amp;quot;, which for the orthodoxy framed at that time would be elemental/spiritual thaumaturgy/theurgy.&lt;br /&gt;
[479] This is an anti-orthodox magic position from the rationalist worldview direction. It&#039;s about handling the sympathetic and esoteric magic traditions prior to the view of three spheres of magic rather than two spheres of magic.&lt;br /&gt;
[480] This embellishment is about rationalizing the earlier arguments about Arcane power, with terms like evoking and channeling, and the separatist worldview becoming dominant, and the wording for them like &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; is more effect/phenomenon oriented. But with philosophies likely having been invented trying to interpret them as substantitively correct, such as trying to believe matter is really constituted of handful of pure elements (of fire, air, earth, water.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts.[481] There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories.[482] &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity.[483] Grimoires are notorious for unreliability.[484] They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot;[485] These are, of course, crude over-generalizations of widely diverse indigenous beliefs.[486] &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and human druidism is ancestral to northern reivers.[487]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[481] This is true of real-world grimoires. It&#039;s also building in some unreliable narration in the sources of knowledge.&lt;br /&gt;
[482] This is inspired by real-world grimoires with their posulated hierarchies of demons and angels and so forth. Volume 2 has some made up excerpts from made up Elanthian occult grimoires in this sense, and Volume 3 gives a bunch of names for made up ones.&lt;br /&gt;
[483] It&#039;s important to emphasize things as convention schemes, and the historicism behind words meaning different things or different baggage/connotations/context in different eras. This is an important premise for what Volume 3 tries to do with the unliving.&lt;br /&gt;
[484] This is true of real-world grimoires.&lt;br /&gt;
[485] This is partly based on the hegemony of Elves in the Second Age, and partly because the word &amp;quot;shaman&amp;quot; really has been used for the non-elven races in GemStone, but there have been elven druids. This gives some more breathing space overall.&lt;br /&gt;
[486] This is a nod to controversy over the use of words like &amp;quot;shaman&amp;quot; in real-world anthropology.&lt;br /&gt;
[487] Trance states are a general &amp;quot;shamanism&amp;quot; motif. The last part about the reivers is glancingly trying to address the awkwardness of the multiple retcons of the reivers that have happened over the years. There&#039;s druidic stuff around Luinne Bheinn dating back to 1997, but the reivers have since been retconned to having much more recently migrated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded.[488] The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions.[489] Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot;[490] But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions.[491] They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends.[492] Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone.[493] It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it.[494] Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.[495]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[488] The &amp;quot;knowledge that was discarded&amp;quot; is one aspect of esotericism, and it&#039;s a folklore/mythology and literature thing in general to try to read vestiges of older stuff surviving in later stuff outside its older original context.&lt;br /&gt;
[489] This is a slight embellishment, but should be true.&lt;br /&gt;
[490] Auchand has tended to make his Arkati legend documents dubiously sourced or referred to as apocryphal. &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot; for example is &#039;&#039;&amp;quot;commonly held to be apocryphal&amp;quot;&#039;&#039;, and &amp;quot;[[Origins of Tonis]]&amp;quot; is &#039;&#039;&amp;quot;a translation of an elven text discovered in a cache near the Western Dragonspine.&amp;quot;&#039;&#039; And &amp;quot;[[Origins of Amasalen]]&amp;quot; is only around 150 years old and found in Icemule.&lt;br /&gt;
[491] This is extrapolating off the vague and unreliable nature of communes, and the explicit statement of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; that trying to directly ask Fash&#039;lo&#039;nae about this stuff would not be a useful approach. Likewise Voln refuses to answer theological questions in &amp;quot;[[History of the Order of Voln]].&amp;quot; &lt;br /&gt;
[492] The first part of this refers to such things as the krolvin version of religion in &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; and the Tehir view of Luukos in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; and the different symbols of Imaera in &amp;quot;[[Gods of Elanthia]]&amp;quot; and so on. The second part is an iconoclastic statement, which the IC author might apply to any number of things, such as [[Li&#039;aerion]].&lt;br /&gt;
[493] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; actually states in the analysis section that Fash&#039;lo&#039;nae admitted to making the Grandfather&#039;s Stone, which is supposed to be where he came from in the legend.&lt;br /&gt;
[494] There are lots of contradictions and inconsistencies between the religious legend documents. Xorus ripped through a lot of them in a Mist Harbor library [[Age of Darkness (lecture)|lecture]] once.&lt;br /&gt;
[495] This is treasure hunter and occultist kind of stuff in general, like with lost lands the Theosophists had various notions of Atlantis and Lemuria and so forth. The last part is an oblique reference to situations like [[L&#039;Naere]], whose rumored existence was buried by the Loremasters and House elites.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a backwards flux of methods into the Elven Empire.[496] It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning.[497] The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; had its roots in occult grimoires.[498] It was also this tradition that somewhat softened Elven materialism, making the Faendryl more open to the study of necromancy.[499]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[496] This is setting up part of the motivation for this section. It backdoors some of this other stuff back into urbanized civilization.&lt;br /&gt;
[497] This is an embellishment. But it&#039;s taking the folksy use of summoning circles, and maybe cunning folk apotropaic magic and the [[thanot]] lore with pentagrams being &#039;&#039;&amp;quot;the ancient magical symbol of protection.&amp;quot;&#039;&#039; Pentagrams have been used in demonic summoning contexts in game, such as on top of Bonespear Tower or the cavern of Castle Anwyn. So this embellishment helps mutate the practice into Faendryl summoning methods, where they become stripped of original culture context and made mechanistic.&lt;br /&gt;
[498] Enchiridion literally means &amp;quot;little handbook&amp;quot; in the real-world. This is an embellishment relating the occult grimoire stuff just described and making that a tradition/practice precedent where the subject of them instead became these extraplanar things. In terms of filiation of ideas. This is setting the Enchiridion Valentia in the context of two distinct intellectual traditions mixing in Second Age Faendryl (occultist / cryptozoologist) sorcerers.&lt;br /&gt;
[499] There is an initial rationalist/materialist prejudice set up, so this occultism third-way stuff with its backdoors gives an avenue for softening that up, which then gets motivated and pushed further along later by changing historical conditions. The ideal forms concept tacitly present in the &amp;quot;classical sorcery&amp;quot; definition gives a natural occultist interface into orthodoxy. This is also mildly trying to explain &amp;quot;[[History of the Faendryl]]&amp;quot; referring to Thyrsos Kanigel Faendryl as a &amp;quot;necromancer&amp;quot; in what sounds like was around the time of Patriarch 20, Eidiol Jivanatha Faendryl, who made the law requiring all summoners to report discoveries of new creatures into the Enchiridion Valentia. This would apparently have been in the -30,000s Modern Era. (&amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; implies Thyrsos got 48 people killed, and says initially Eidiol required summoning and valence travel to be scheduled in advance at the Basilica.) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III. The Undead War (-20,000 to -15,000 Modern Era)[500]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;[501]&lt;br /&gt;
&lt;br /&gt;
- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[500] This is using the convention of having a 5,000 year period for when Despana was known to exist. But the actual &amp;quot;Undead War&amp;quot; was much shorter, near the end of this time period. Technically, the Second Age could be brought all the way up to the Battle of ShadowGuard. The &amp;quot;orc wars&amp;quot; is not really defined explicitly, but probably refers to Dharthiir&#039;s orc/troll/etc. alliance, which began a few hundred years earlier. So this would support what this document does, distinguishing a kind of pre-Undead War conflict with Dharthiir in outlying land as like a preparation staging drill for the full scale war, and then the Undead War proper starts with what this document calls &amp;quot;the Surge&amp;quot; with the hordes of undead. This is reconciling the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; going further back into the -15,400s.&lt;br /&gt;
[501] This quote is from &amp;quot;[[History of Elanthia]]&amp;quot;. The last lines of it are an expansion on the original quote, which exists in a museum piece that was in the Wehnimer&#039;s Landing Museum, and is now in the Stormbrow Gallery on Teras Isle. &amp;quot;red elves&amp;quot; refers to the scarlet color Faendryl would wear. This quote uses specific names for different kinds of undead, which subtly creates the implication that these were known concept distinctions. Banshees were the highest level undead in GemStone at the time &amp;quot;History of Elanthia&amp;quot; was written.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals.[502] There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash.[503] This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead.[504] There are many kinds of undead, and many were known to exist in antiquity.[505] Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses.[506]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[502] This is an unfortunate misreading of &amp;quot;[[History of Elanthia]]&amp;quot; that was used in the &amp;quot;[[History of Luukos]]&amp;quot; legend. The Undead is a proper noun referring to Despana&#039;s horde, the document is not saying Despana created the first undead to ever exist. There are many reasons that would not make sense, and &amp;quot;History of Luukos&amp;quot; had to hedge by having Luukos doing it much earlier but not giving it to his followers. This document allows Luukos to have changed behavior after the Undead War, but does not endorse the lack of undead before Despana, which has established contradictions and does not make sense for a lot of reasons.&lt;br /&gt;
[503] This is referring to a legend in &amp;quot;[[History of Luukos]]&amp;quot; about Koar issuing a ruling after the Undead War.&lt;br /&gt;
[504] This obvious problem originates in &amp;quot;[[History of Elanthia]]&amp;quot;, and the Ur-Daemon having books makes little sense when they have since been depicted as behemoths.&lt;br /&gt;
[505] Volume 3 talks a lot about various kinds of undead, and which kinds exist &amp;quot;naturally&amp;quot;, and which would be very ancient beyond the Undead War period. It is also canon in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; that the Dhe&#039;nar learned to control the undead in the -40,000s when they were in Rhoska-Tor.&lt;br /&gt;
[506] This is playing off the Rhak Toram quote, though it is not 100% convincing. Because these terms could have all been coined during the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning.[507] Despana was the first necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields.[508] She innovated methods of hierarchical control, or leverage, as well as for rapidly increasing the size of her forces.[509] What had once been the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.[510]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[507] These are the embellishments introduced forcefully by this document. Incidentally, the term &amp;quot;demon-spawn&amp;quot; is used in &amp;quot;[[Ilynov Journal]]&amp;quot; at an earlier date than the Battle of Maelshyve, and the soldiers journal from Battle of Shadowguard also refers Despana&#039;s horde as &amp;quot;demons&amp;quot; and &amp;quot;fiends.&amp;quot; It also uses the word &amp;quot;ghost&amp;quot; as a notion of previous familiarity. It also uses the word &amp;quot;Lich&amp;quot; for Dharthiir. But it also expresses unfamiliarity with undead. The names Despana and Dharthiir seem to be gradually learned from the soldier&#039;s perspective, but this has to be regarded as the author&#039;s own unfamiliarity. The journal dubiously describes Despana herself being there, without mentioning how this identification is certain, or describing her at all.&lt;br /&gt;
[508] This embellishment need not necessarily be true, but could be a demarcation for explaining why Despana was a Big Deal comparatively, when necromancers of undead had already existed. This turning of the dead and raising corpses on the battlefield is illustrated in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document on 22nd Day of Koaratos. &lt;br /&gt;
[509] It was established explicitly in a Plat storyline called [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] that necromancers can only control something less than twenty undead without the use of artifacts or special artifices (e.g. alchemy, rituals). The Horned Cabal for example relies on using the Sphere of Sorrow to make big hordes, and the Plat storyline actually asserted the [[Fallen from Faith#A Call for Allies|first necromancer]] to make an undead did so with the Sphere of Sorrow, contradicting a commonly held interpretation that it was Despana and the Book of Tormtor. This hierarchy premise is central to the argument made in this section of the document. It motivates and explains why the Faendryl used demons, and why felt using demons (not, say, elementals) was the only option.&lt;br /&gt;
[510] This is referencing the Red Rot as well as the unhealing wounds in the Giantkin history for this period. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] also talks about a festering wound that could make the author turn into one of the undead. This document generalizes this somewhat, having Despana using magical disease curses. This is partly reviving the Rolemaster bestiary information on some of these undead, which were able to infect and turn others into undead. A mechanical example of a disease curse undead would be the [[shambling lurk]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.A Rhoska-Tor [511]&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes.[512] A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers.[513] It is sometimes spoken of as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War.[514] Its history is much older than Despana.[515] &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot;[516] This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles.[517] There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.[518]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[511] There is a lot of scattered Rhoska-Tor lore, and this tries to synthesize it into something coherent that makes sense of everything.&lt;br /&gt;
[512] It was referred to as &amp;quot;blackened&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;. In the original context of &amp;quot;History of Elanthia&amp;quot;, before the continent map was known, it was not obvious where Rhoska-Tor was in relation to the Southron Wastes. It can be regarded as a special region of the Southron Wastes, but often gets tretaed as its own region. Part of the problem is it hasn&#039;t been clear how wide an amount of territory qualifies as &amp;quot;Rhoska-Tor&amp;quot;, if it&#039;s the immediate vicinity of Maelshyve or if that&#039;s one spot in a Rhoska-Tor region. This document relents by letting Rhoska-Tor be a broader region, and defines the specific part of it where Maelshyve was built.&lt;br /&gt;
[513] This follows from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document description of it.&lt;br /&gt;
[514.1] This is historicizing the term, since this document gives it an earlier history than Despana, and explains why it was considered an old place of the Ur-Daemon when Despana was searching. This gives some flexibility for usages where Rhoska-Tor seems to be more narrowly referring to the vicinity of Maelshyve. &lt;br /&gt;
[514.2] The &#039;&#039;&amp;quot;blasted lands around Maelshyve&amp;quot;&#039;&#039; comes from the [[urglaes]] lore. It is described as &amp;quot;plains&amp;quot; by the Rhak Toram quote. &amp;quot;Badlands&amp;quot; is used to reflect the geological formation conditions described later in this section, and allows some hill formation stuff as a hook for fey banshee mythology and the ora lore with the very large ora mine in Rhoska-Tor, along with reconciling the hilly terrain description given for it in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[514.3] The language of &#039;&#039;&amp;quot;a barren and blasted land where life was never easy and nothing grew&amp;quot;&#039;&#039; also describes Rhoska-Tor on the Play.net [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp website page] for Old Ta&#039;Faendryl.&lt;br /&gt;
[515] At a minimum this is true because &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; is canonized, but this document fleshes out other reasons.&lt;br /&gt;
[516] This comes from the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document and taken as factual for at least the modern Dhe&#039;nar-si language. But here we&#039;re attributing it as ancient. &amp;quot;[[History of Elanthia]]&amp;quot; says &#039;&#039;&amp;quot;what is &#039;&#039;&#039;now called&#039;&#039;&#039; Rhoska-Tor&amp;quot;&#039;&#039;, so this term has to actually be more recent than when Despana searched for it, which is part of why we refer to it as a region of the Southron Wastes. And we say &amp;quot;descends from ancient Elven&amp;quot; rather than asserting it was always called that. This document uses generics like &amp;quot;southern wastelands&amp;quot; to not have it being called Rhoska-Tor in the Second Age.&lt;br /&gt;
[517] This is inspired by the &amp;quot;[[Origins of Tonis]]&amp;quot; document and the nature of Ur-Daemon body parts. The dark essence from them being left behind is taken from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[518] This is doubling down on this causative relationship which is being asserted in this document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is geologically bizarre and was drastically transformed in the Age of Darkness.[519] It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults.[520] It is named for the terrible outcroppings known as the Tor.[521] There are, in turn, pseudokarsts formed from this igneous rock, eaten away by caustic black blobs.[522] It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth.[523] These ancient lava fields themselves are artificial.[524]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[519] Taking all the details together makes for weird implications, such as the need for stable cavern systems, but also geological instabilities and some regional volcanism. This description is intended to be highly consistent with the existing room painting for the [[Southron Wastes]], which is the portion adjacent to the Rhoska-Tor region of the wastelands.&lt;br /&gt;
[520] The igneous protrusions are largely meant for the [[urglaes]] lore and the literal geological interpretation of &amp;quot;Tor&amp;quot;, though there are existing [[The Settlement of Eh&#039;lah|premises]] for volcanism in the subcontinent such as Sharath. The vertical faults and badlands are partly meant to explain the steep sloping (valley and hills) that is represented for near Maelshyve in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The limestone plateau is meant to explain the &amp;quot;plains&amp;quot; and presence of extensive underground caverns as karsts, as well as the presence of alabaster and marble and so forth. The mixing of plateaus with mountainous upheavals also already exists in the game, described as &amp;quot;cordillera&amp;quot; in the Southron Wastes room painting around the Ash Barrens section. &lt;br /&gt;
[521] This is a totally made up fact that was mentioned earlier. This document is setting these things up to be related to the Ur-Daemon having slumbered in lava underground, which is literally shown in game with the Beast imprisoned in Teras Isle.&lt;br /&gt;
[522] These &amp;quot;acidic lumps of jelly&amp;quot; and possibly the &amp;quot;plasmatic inky black horrors&amp;quot; were [[Wavedancer]] event creatures in the [[Southron Wastes]] and presumably magru based. So this is making a consistency with the [[magru]] in the Broken Land and our premise of Marluvians in the Southron Wastes. The Broken Land magru were made to imply they created the Dark Grotto tunnels by dissolving away the rock with sulfuric acid.&lt;br /&gt;
[523] This is primarily based on the Beast of Teras Isle, and to some extent on the &amp;quot;[[Origins of Tonis]]&amp;quot; legend.&lt;br /&gt;
[524] This statement is explained in the next paragraph. It rationalizes why this should be happening in the same place as a limestone plateau.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Theorists have long speculated that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith.[525] They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes.[526] They corrupted the resulting earthnodes with their darkness.[527] This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism.[528] There were then eruptions toward the surface, and below the surrounding ocean.[529] The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash.[530] The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment.[531] Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns.[532] Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.[533]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[525] Regional volcanos known to exist include the great mountain at Sharath and [[Mount Ysspethos]] near Tamzyrr. This sentence is tacitly assuming some IC belief in plate tectonic action, though within setting it might be thought of as an artificial collision of the lands due to the scale of the powers unleashed in the Ur-Daemon War. (The I.C.E. Shadow World analog of the First Era war cataclysm had continents sinking.) The premise is based on the Beast of Teras Isle in its volcano. The &amp;quot;theorists have long speculated&amp;quot; line and what follows from it is an embellishment.&lt;br /&gt;
[526] This is meant to explain the unnatural earthnodes of Rhoska-Tor and why they are magically corruptive. It follows naturally from the Ur-Daemon feeding on them. It also reconciles the dark essence or demonic energies explanations for Dark Elves with the unusual mana nodes explanations for Dark Elves. This is leaning on the I.C.E. Shadow World explanation of nodes as convergences of flows of essence.&lt;br /&gt;
[527] The &amp;quot;dark essence&amp;quot; in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; account.&lt;br /&gt;
[528] This is partly based on the definition for [[Energy Maelstrom (710)]], whose spell [https://www.play.net/gs4/info/spells/spelllist.asp?circle=6#710 description] was based on: &#039;&#039;&amp;quot;summon[ing] dark energy to swirl around him or her, creating a fierce storm.&amp;quot;&#039;&#039; Its original wording back to at least February 1994 was more explicitly invoking the &amp;quot;essence storm&amp;quot; concept, which was the I.C.E. version of what are now called &amp;quot;mana storms&amp;quot;: &#039;&#039;&amp;quot;The caster summons dark energy to swirl around him or her, creating an essence storm which will blast through everyone and everything in the room. A most potent spell which can be very dangerous to bystanders.&amp;quot;&#039;&#039; That these storms could trigger volcanic behavior was part of the I.C.E. lore for them, and there was some indication of similar behavior (more moderate) as well as quaking when the Elemental Confluence was approaching Elanthia.&lt;br /&gt;
[529] This explains some ancient lava fields for the [[urglaes]] lore and Rhoska-Tor being &amp;quot;blackened&amp;quot;. It also explains why the previous paragraph referred to the lava as artificial, and the Ur-Daemon wanting it to the surface so they could submerge in it.&lt;br /&gt;
[530] This boiling seas and skies blackening with ash premise is meant to be a de-mythologized explanation for the Orslathain sunstone lore in the &amp;quot;[[Elanthian Gems]]&amp;quot; document, which suggests the sea was boiling and tons of soot was getting thrown into the atmosphere during the Ur-Daemon War. This is tacitly assuming the sea levels were higher in that period (it is established that this is fluctuating over millennia such as in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;, and past [[Opalina&#039;s Diary#Exploration of Moonsedge|warmer climates]] without northern ice such as described by [[Barlan Kane]]), so the ocean would be further inland closer to what are now the wastes, whereas the present day climate has glaciers and ice sheets. This description of the heavy sudden floods and inland swells of dead marine matter is meant to rapid form limestone and set up unstable badlands conditions on top of it or further inland. This is consistent with the Southron Wastes room painting, which depicts very unstable geological formations of shale and limestone which are violent upheavals, as well as slot canyons which are implicitly flash flood hazards. Sinkholes would implicitly be another hazard under these conditions. &lt;br /&gt;
[531] This frames limestone formation, which can happen quickly under ideal conditions. The &amp;quot;[[Elanthian Gems]]&amp;quot; documentation establishes there is a lot of alabaster in southwestern Elanith, and that there was a huge amount of alabaster in Rhoska-Tor, which is made from sulfurous volcanic geothermal water and limestone (though possibly as an evaporite), assuming it is gypsum alabaster (while calcite alabaster is made from stalagmitic limestone, but harder and less of a match for the &amp;quot;Elanthian Gems&amp;quot; description). Though this alabaster has been almost all turned into despanal by sorcerous energies. We are using a model where the limestone plateau is closer to the ocean, and badlands are further inland. The huge amounts of shale of the Southron Wastes could then come from long-run drainage of the Rhoska-Tor badlands. This rapid accumulation of marine skeletal matter is also partly meant to help motivate why later historians believe the Ur-Daemon drained the mana &#039;&#039;&amp;quot;bound around all life.&amp;quot;&#039;&#039; There&#039;s a lot of skeletal matter in the Southron Wastes room painting, but that&#039;s probably more about the absence of water in the environment.&lt;br /&gt;
[532] This explains the extensive underground caverns. The black blobs previously mentioned and the lava could have pseudokarsts in the igneous rock as well. That would be further west in the badlands region, closer to the Southron Wastes region visited from the Wavedancer.&lt;br /&gt;
[533] This is meant to explain why it looks like a valley in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document but plains in &amp;quot;[[History of Elanthia]]&amp;quot;. Strictly speaking, &amp;quot;plains&amp;quot; and &amp;quot;valley&amp;quot; are not a contradiction as the plain can be enclosed on two sides and be a valley, but here we are describing something like a &amp;quot;rift valley&amp;quot; with (limestone) plains toward the east and then badlands of unconsolidated sediment (with sandstone) further west, and with the climate of Rhoska-Tor this would need to be a dry valley with underground drainage in the karst system of a limestone plateau. This would probably be volcanic tuff (e.g. the Easter island heads) and tuffaceous / basaltic sandstone from hydromagmatic explosions, which would help explain Rhoska-Tor being described as &amp;quot;blackened.&amp;quot; This would be consistent with deposition distribution patterns of sandstone and limestone that would come from rising water levels from the east. (The part of the [[Southron Wastes]] southwest of Rhoska-Tor was painted for Wavedancer, and has a lot of limestone and sandstone in parts. But the Southron Wastes has whole mountain formations of shale, as well as &amp;quot;ashen barrens&amp;quot;. That is potentially consistent with our description of Rhoska-Tor geology, assuming the water from Rhoska-Tor had slow / stagnant drainage into the west. There is a constraint of &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot; both implying a battle turned it into a lifeless waste, and &amp;quot;History of Elanthia&amp;quot; has petrified trees there with preserved carvings from that time period.) Though this is secondary and we are emphasizing sulfuric acid cavern formation from geothermal conditions, partly to explain the alabaster (gypsum) presence, and the Patriarchal palace from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; is marble which is metamorphic limestone. This is saying &amp;quot;reminiscent of a valley&amp;quot; mainly to emphasize the artificial and tectonic ways it came to exist, as an embellished premise of this document, and to keep the Tor concept as hilly badlands rather than a single confined valley. In fact, &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also describes the area as hilly, so we need a hill concept: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039; The description of the trees and wildlife perhaps needs to be treated as a Sylvan history cultural distortion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are untold horrors in the darkest depths of Rhoska-Tor.[534] The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns.[535] Though the region is unstable, sometimes suffering cavern collapses from earthquakes.[536] Further below ground are unknown ruins and dangerous races.[537] The violence to the flows of essence in this region have caused rifting in the veil, forming often unstable or temporary gateways to other worlds.[538] There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.[539]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[534] This is made up as a potentiality hook. It would be a waste to not have the deep underground be this way. But it is not totally made up, because there are at least some unfamiliar monsters, generalizing off the loresong of [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]] from Hunt for History.&lt;br /&gt;
[535] It is an embellishment to imply that there&#039;s a lot more further down, possibly areas sealed off by cave-ins. The premise of deeper caverns and those being worse was framed to some extent by &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[536] This was the premise of the Maelshyve archaeological dig event that happened in game, where there was also mana storming that happened. These cave-ins have to be infrequent for the Maelshyve caverns to make sense in the first place. The quaking does not have to be tectonic, necessarily, it could be instabilities from the rapid way we have the geology of the area forming. There could very plausibly be sinkhole hazards in Rhoska-Tor as well.&lt;br /&gt;
[537] This is partly made up. But reasonable and likely what should exist. Especially with this document&#039;s premise that the Faendryl pushed pre-existing forces in the area below ground with the expansion of Faendryl control of the land. The existence of unfamiliar underground monsters below Rhoska-Tor fought by the Faendryl is already canon in the Hunt for History loresong for the item [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]].&lt;br /&gt;
[538] There was mana storming during the Maelshyve archaeological dig event, and rifts can form naturally from this kind of phenomenon. There was an underground rift like this in the Southron Wastes room painting during the Wavedancer event. (That is not meant to imply that particular rift was one of these &amp;quot;hellgates&amp;quot;, and might even only have been originally intended as a poetic description of a wall fissure. However, it very strongly resembles the messaging that was later used for the ebon-swirled primal eyeballs, which spontaneously arrive in the Southron Wastes through crimson rips in reality with bursts of heat.)&lt;br /&gt;
[539] It is an embellishment to imply this is a routine phenomenon in the region. But it is canon from the Eyes of the Dawn storyline that the ebon-swirled primal demons reside natively in the Southron Wastes. While also existing in other valences. The term &amp;quot;hellgates&amp;quot; is made up, but fitting for the concept. This is also providing a hook for Marlu in &amp;quot;[[Gods of Elanthia]]&amp;quot; possibly drawing power by loosening &amp;quot;the portals&amp;quot; between dimensions, which implies there must be portals to demonic realms sitting around somewhere that can be loosened. These could be under Lornon, for example, but it would make sense for them to be in the &amp;quot;old places of the Ur-Daemon&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cavern:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Dark Cavern, Nexus]&lt;br /&gt;
Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth &#039;&#039;&#039;from a scarlet-laced russet rip in space.&#039;&#039;&#039;  Waves of essence buffet the area every so often, &#039;&#039;&#039;gusting with the roaring heat&#039;&#039;&#039; of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primal Demon Eyeball Rifts:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A ripple of heated air begins to waver in midair, &#039;&#039;&#039;emitting waves of heat&#039;&#039;&#039; throughout the area.  Soon, a &#039;&#039;&#039;jagged crimson line begins to form&#039;&#039;&#039; in the center of the disturbance, extending both vertically and horizontally, the line begins to &#039;&#039;&#039;rip a tear in reality.&#039;&#039;&#039;  Within moments, an ichor-soaked floating primal eyeball emerges from the newly formed opening and when it is clear, the tear shuts rapidly behind it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many demented edifices and terrifying monuments in Rhoska-Tor, owing to its long history of dark theocracies and cults.[540] There are dangerous traps that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped.[541] The landscape is as exotic as it is filled with deadly mysteries.[542]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[540] This would follow reasonably if the premise was allowed for this to be the region where the bad stuff was concentrated all the way back to the Age of Darkness, and for being one of old places of the Ur-Daemon. The climate is presumed to be relatively good at preserving things long-term. Strictly speaking this is an embellishment, but Varevice is [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp logged] as having intended eldritch ruins in the region, when she was building New Ta&#039;Faendryl (never released.) Mhorigan had previously [http://www.beaconhall.net/tsoran/forums/history-forum.html stated] that much of (New) Ta&#039;Faendryl was intended to be an underground city, which would help fix the underground period&#039;s definition problem.&lt;br /&gt;
[541] This is made up. But concrete actually used examples of &amp;quot;snares&amp;quot; are given in Volume 3, and this would be an obvious place to have some.&lt;br /&gt;
[542] This is a guiding hook. Because Rhoska-Tor is very thinly defined in existing documentation. It should not be just another desert, there should be something very obviously &amp;quot;wrong&amp;quot; with it just by looking at it. Like the land itself is tortured and unnatural.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to Rhoska-Tor, especially close proximity to the Tor themselves, induces transformations in the living.[543] Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan.[544] Gnomes become feral and were banned by Patriarchal decree.[545] Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows.[546] Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves.[547] Their features become sharper, their bodies physically weaker, with greater capacities for magic.[548] Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language.[549] The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is constructed directly from intonations, through layers of overlapping sounds involving no shared vocabulary of words.[550] In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become quite pale or other complexions.[551]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[543] This is trying to generalize and expand the corrupting influences beyond Maelshyve or even the Battle of Maelshyve, so that the whole region has a lot of bad juju, and some of these spots are that much hotter with badness. The Southron Wastes in general could have a lot of bad juju, but this is trying to be careful to limit the scope to talking about this one area of the southern wastelands, so as to not exhaust the whole thing in a single sweeping definition. Overall these places are better treated with slices of insight like the Wizardwaste in order to not hollow out their menace.&lt;br /&gt;
[544] This is from the &amp;quot;[[Giantkin History]]&amp;quot; documentation.&lt;br /&gt;
[545] The second part of this is canon from the [[Lines of Blood: A History of the Gnomes|Gnome history]] document, though the reason for it is not given, and it is not entirely clear if they are totally banned from the city or only banned from residence. The first part is playing off the feral gnome sickness in the gnome history, and this premise was used for a Dark Elven [[The Dark Mirror (story)|horror story]] from Xorus. The general idea would be gnomes getting too close to those underground ruins of Maelshyve and getting twisted by the dark magical forces. (This is similar in premise to the [[bloody halfling cannibal]]s from the halfling settlement near the Hinterwilds.) But the Faendryl also would not want them snooping around, with all the control they do on the spread of sorcerous knowledge.&lt;br /&gt;
[546] The Collectors are from the Felstorm storyline approaching River&#039;s Rest in 5112. The Disciples of the Shadows have their corruption defined in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, and other shadows corrupted NPCs have been encountered, such as Therendil (nominally Marluvian) having tentacles from his head and Quinshon having shadow tentacles for a mouth.&lt;br /&gt;
[547] This is a term some players used over 20 years ago, referring to how some Dark Elves had acquired darker skin complexion near Maelshyve.&lt;br /&gt;
[548] This is foundational from &amp;quot;[[History of Elanthia]]&amp;quot; and was also in &amp;quot;[[History of the Faendryl]]&amp;quot;, and similar changes happened to the Dhe&#039;nar earlier.&lt;br /&gt;
[549] The &amp;quot;[[Dark Elven languages]]&amp;quot; document describes why there is a universal Dark Elven language.&lt;br /&gt;
[550] This embellishment is reconciling the &amp;quot;[[Dark Elven languages]]&amp;quot; document with statements during an OOC meeting by GM Khshathra, the Dark Elf guru around 2012, trying to treat Dark Elven as a mode of signaling or communication rather than language itself. (i.e. Dark Elven mode of communicating in the Common language and non-Dark Elves not being able to catch all of it). That seemed inadequate and not entirely consistent with the &amp;quot;Dark Elven languages&amp;quot; document, so this premise reconciles both notions and explains its universality and why it cannot be understood by other races and why it does not depend on shared vocabulary and why it has no etymology in common with other languages. Elsewhere in this document refers to &amp;quot;orthographic conventions&amp;quot; of Dark Elven, because there would not be a single version of writing for the language at all times among all fractious and dispersed groups.&lt;br /&gt;
[551] It was already established in &amp;quot;[[History of Elanthia]]&amp;quot; that only the ones closest to the ruins of Maelshyve had skin darkening, and the Dark Elven skin color range mechanically goes all the way to pale. So this is doubling down on the term &amp;quot;Dark Elves&amp;quot; not really, for the most part, referring to skin color. But still having complexion altering effects.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor.[552] Blame is widely attributed to the many unusual mana focii,[553] the dark magic of Despana or the undead,[554] the corruption of the demons summoned by the Faendryl,[555] sorcerous backlashes and explosions,[556] the implosion and unhealed tear in reality at Maelshyve,[557] mana storms,[558] the unholy power of the Ur-Daemon,[559] the valencial tears and instability deep underground,[560] and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.[561]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[552] This is trying to reconcile the many disparate explanations that have been given for the magical effects in the region (e.g. the changes on Dark Elves) across scattered documents. The only solution is to include all of them simultaneously, but point out which ones pre-date Despana.&lt;br /&gt;
[553] This one was in &amp;quot;[[History of Elanthia]]&amp;quot; and the [https://www.play.net/gs4/info/races/darkelf.asp Dark Elf page] on the Play.net website, which omits that it was those closest to the Maelshyve ruins that had the skin darkening while the other changes were more widespread. But that also cannot be about Maelshyve itself, due to the Dhe&#039;nar, but rather whatever it was Maelshyve was built on top. It is not obvious from &amp;quot;History of Elanthia&amp;quot; that it was mana foci that did the skin alteration, which in turn isn&#039;t something that happens to ordinary Elven wizards spending all their time in workshops on nodes, but this document embellishes and explains it in terms of dark essences corrupting the earthnodes.&lt;br /&gt;
[554] There is some of this in &amp;quot;[[Elanthian Gems]]&amp;quot;, such as the despanal lore, and possibly the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[555] This was in &amp;quot;[[History of the Faendryl]]&amp;quot;&lt;br /&gt;
[556] This is in the magically altered insects document, &amp;quot;[[Insects Changed by the Magical Landscape of Elanthia]]&amp;quot;&lt;br /&gt;
[557] This is in &amp;quot;[[History of the Faendryl]]&amp;quot; and the premise reinforced in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;.&lt;br /&gt;
[558] Not in documentation. But this was framed as a phenomenon in the area in the Maelshyve archaeology dig event.&lt;br /&gt;
[559] This was in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and arguably in the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[560] This premise is mostly in this document, but for the reasons motivating them.&lt;br /&gt;
[561] This is necessary because the Dhe&#039;nar are canonized and vastly pre-date the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding.[562] There have been cases of powerful, very old Dark Elves, who must feed on magical energies.[563] Not unlike the Collectors.[564] Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal.[565] There is an unusually high amount of cursed metals, or those associated with the sorcerous elements, especially urglaes which is found in the ancient lava flows.[566] Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons.[567] In the present day the Agrestis often relies on hired Palestra as security for miners.[568] There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &amp;quot;dowsing&amp;quot; methods to seek out troubles.[569]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[562] This was the premise in the player-created Dhe&#039;nar lore, but may not be explicitly present yet in canon documentation. In the canon documentation it is masked in a propaganda sort of way by racial purity rhetoric.&lt;br /&gt;
[563] This comes from the player-created Dhe&#039;nar lore, but magical energy eating is a canon concept in various contexts. Such as the Ithzir and the Ur-Daemon. One of the canon lizards from down there in &amp;quot;[[Creatures of Eh&#039;lah and Sharath]]&amp;quot;, the sha&#039;rom lizard, absorbs magic energy similar to the myklian in the Broken Land. Volume 2 gets into this concept.&lt;br /&gt;
[564] The Collectors are a storyline group who try to escape mortality by feeding off the magical power of relics / artifacts.&lt;br /&gt;
[565] This is from the &amp;quot;[[Elanthian Gems]]&amp;quot; document and the geochemical nature of alabaster.&lt;br /&gt;
[566] This is extrapolating off the [[ora]] mine and [[urglaes]] deposits and so forth in the materials and gems documentation.&lt;br /&gt;
[567] This embellishment is leveraging off the prior hellgates concept, and the geological instability of the badlands. The prehistorical artifacts part is a potentiality hook. It is partly inspired by the veil iron obelisk thought to be an [[Ur-Daemon]] artifact that was in the Wehnimer&#039;s Landing museum and now present in the Stormbrow Gallery, which I&#039;ve been told at one point (circa 2000ish) allowed familiars to pass from the Landing to Teras and/or allowed access to the Teras thought net from the Landing. Though I do not know for certain that is true. But that obelisk was &#039;&#039;&amp;quot;recovered from the ora mines in Rhoska-Tor.&amp;quot;&#039;&#039;&lt;br /&gt;
[568] This is an embellishment leveraging off &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, where the Palestra are used throughout the Pentact branches.&lt;br /&gt;
[569] This is a made up premise, but straight forward from the previous premise of mining under these conditions. Similar mining hazard concept was used in the Shadow Valley story, the &amp;quot;[[Tale of Silver Valley]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.B Despana&lt;br /&gt;
&lt;br /&gt;
No one knows who or what Despana was.[570] There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha.[571] There are cultists who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor.[572] Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover.[573] Her contemporaries believed she was from the jungles beyond the Southron Wastes.[574] There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash.[575] More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption.[576] They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian.[577] The earliest recorded rumors of Despana began shortly after this disaster in -19,864.[578]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[570] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;, the foundational information for Despana.&lt;br /&gt;
[571] This is riffing off &amp;quot;[[History of Elanthia]]&amp;quot; saying of Chesylcha: &#039;&#039;&amp;quot;There are as many stories about her death as there are storytellers.&amp;quot;&#039;&#039; The word &amp;quot;disappearance&amp;quot; is used instead of &amp;quot;death&amp;quot; because she is only presumed dead in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is reinforced in the [[Maeli Gerydd]] museum piece having Maeli Gerydd (in the wedding party) going missing, and the [[forehead gem]] loresong has the gems of Chesylcha&#039;s handmaids ending up in the ocean. There is also inconsistency between documents on what actually happened to Chesylcha. In &amp;quot;[[History of the Faendryl]]&amp;quot; Chesylcha&#039;s throat is slit, while in &amp;quot;[[History of Elanthia]]&amp;quot; it says &#039;&#039;&amp;quot;Whether it was a Nalfein or Human assassin, or whether she simply fell ill, none are certain.&amp;quot;&#039;&#039; Whereas the Faendryl history states: &#039;&#039;&amp;quot;but the Faendryl never had a doubt as to what happened. The evening of her death, Chesylcha&#039;s three sisters all fell to their knees, screaming in pain and holding their heads. When they were again sensible, each reported seeing the same thing: an assassin of House Nalfein, there by grace of a secret alliance between the Nalfein and the Ashrim, slitting their sibling&#039;s throat.&amp;quot;&#039;&#039; This inconsistency would not make sense if there was a body that could be examined.&lt;br /&gt;
[572] This is what Maelshyve is in DragonRealms, she comes back to Elanthia having been banished. This line is letting the deranged demon worshippers be onto something. The consistency hook on Maelshyve and DragonRealms is another motivator for there being either permanent or temporary &amp;quot;hellgates&amp;quot; under the wastes from rifting / instabilities, so that theory of Despana&#039;s origins has some sense of how she got here in the first place, since this document is also committing to the severe impracticality of demons and other extraplanars being able to get into our plane without the way opened on this side for them.&lt;br /&gt;
[573] This is based on the museum artwork that was in Wehnimer&#039;s Landing, now in Stormbrow Gallery.&lt;br /&gt;
[574] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[575] This is from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[576] It is represented as a volcanic eruption in &amp;quot;[[The Settlement of Eh&#039;lah]]&amp;quot;. In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it makes it sound like the mountain was not even there prior to the cataclysm. This line is reflecting that tension.&lt;br /&gt;
[577] Extrapolating off &amp;quot;Obsidian Council&amp;quot; as the name of the new governing body after that cataclysm in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;&lt;br /&gt;
[578] This is cross-referencing the approximate timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; with the exact date used for Despana in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This line is not meant to be implying the disaster was also in the year -19,864. Only that on Elven time scales these were not far off from each other, and giving a little bit of motivation for &amp;quot;[[History of Elanthia]]&amp;quot; saying her contemporaries believed she was from the jungles down there.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics.[579] It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor.[580] In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years.[581] While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization.[582] Despana herself was not regarded as a great threat from the very long precedent of her inaction.[583]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[579] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; and following the implication of &#039;&#039;&amp;quot;her quest succeeded when she found the Book of Tormtor&amp;quot;&#039;&#039; in what is now called Rhoska-Tor. In that time period it would have been considered the nearest part of the Southron Wastes to the Elven Empire. It might even be that Maelshyve was built in that spot looking forward to that reason.&lt;br /&gt;
[580] &amp;quot;[[History of Elanthia]]&amp;quot; establishes that Maelshyve was a keep built in Rhoska-Tor. This sentence refers to it as &amp;quot;haunted lands&amp;quot; due to this document&#039;s arguments about how undead should naturally be present there because of taint / corruption.&lt;br /&gt;
[581] This is the embellishment introduced for this region by this document.&lt;br /&gt;
[582] This is limiting the scale and scope of the practical threat in the Second Age from this region.&lt;br /&gt;
[583] This is explicitly recognizing the very long delay between her construction of Maelshyve and the Undead War, in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, while &amp;quot;[[History of Elanthia]]&amp;quot; had said those undead constructed Maelshyve and that &amp;quot;their numbers grew rapidly.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War.[584] It was founded on an ancient mound of the Old Ones known as the Torm Tor.[585] It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon.[586] There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally.[587] Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through esoteric methods, and thereby knowledge of dark magic more immediately through mental contact.[588] Whether through ruins or some lingering presence below the wastes.[589]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[584] These are the dates from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[585] This is totally made up. The premise was framed earlier in this document that Tor refers to the geological feature. Rhoska-Tor is a name that was coined later, per the wording of &amp;quot;[[History of Elanthia]]&amp;quot;, so the &amp;quot;tor&amp;quot; could have come from Book of Tormtor (where Tormtor is a Drow easter egg from Dungeons &amp;amp; Dragons.) But since we are using &amp;quot;Tor&amp;quot; in the sense of Glastonbury Tor, this line is going the opposite way with it. The supposed &amp;quot;Book of Tormtor&amp;quot; is being called that because Maelshyve is built at the Torm Tor, where the implication here is that there is some &amp;quot;Torm&amp;quot; Ur-Daemon. Perhaps the in-world setting etymology root of the word &amp;quot;torment.&amp;quot; Calling this a mound is partly motivated by banshee mythology and partly by keeps being built on mounds.&lt;br /&gt;
[586] As previously mentioned in these footnotes, the Dark Elven language could not have been called &amp;quot;the voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;[[History of Elanthia]]&amp;quot; implies the placename &amp;quot;Rhoska-Tor&amp;quot; was invented later. And there&#039;s some reason to argue that Dark Elves should not have been considered a racial concept in the Second Age, since the Faendryl were not called Dark Elves until after the Ashrim War. So the premise is that contemporaries are using this wording to refer to the tongue of the demon worshippers posited to be in that region.&lt;br /&gt;
[587] It does not actually make literal sense for there to be a book written in the language of the Ur-Daemon and that mortals with no knowledge of that language would be able to read it. There is the &amp;quot;comprehend languages&amp;quot; kind of magic, of course, but that is Mentalism and Elanith does not have Mentalism magic in that time period. It would have to be more esoteric.&lt;br /&gt;
[588] This is a Lovecraftian notion of somehow learning extinct languages across time or mental contact with dead/sleeping daemons.&lt;br /&gt;
[589] One way would be essentially a kind of Ur-Daemon artifact after all, whereas the other could be one of the Ur-Daemon (or some other malign entity) itself.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then if the book existed, it was from Despana herself writing it.[590] Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier.[591] It was a relatively common interpretation to believe that this was actually written in an orthographic convention of the Dark Elven language.[592] While the Dhe&#039;nar were not the only Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would lead to them being blamed.[593]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[590] This would make a sensible path for an actual book existing while retaining the truth of that Ur-Daemon link.&lt;br /&gt;
[591] These are from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; respectively. Along with &amp;quot;[[History of Elanthia]]&amp;quot;, all three of these documents have Illistim NPC scholars listed on the top, so taking that with &amp;quot;History of Elanthia&amp;quot; saying none can now know what its contents were, the only conclusion available is that scholars do not actually know what the Book of Tormtor was in reality. It&#039;s more of a mythical thing for explaining or rationalizing Despana. This document actually creates an avenue for the Book of Tormtor not needing to have existed for Despana to have done what she did.&lt;br /&gt;
[592] This is explicitly talking about the alternative possible meaning for language of the Daemons. With the stipulation that in that time period Dark Elves probably were not thought of as a race in the way they are now. This also opens the possibility that the written form of Dark Elven is some dominant convention in the region that comes from the Despana period.&lt;br /&gt;
[593] The rumor of her being from those southern jungles, the notion of the Book of Tormtor possibly being left behind by the ancient Dhe&#039;nar, the prophecy of Noi&#039;sho&#039;rah (perhaps mangled by contemporary knowledge of Despana), and maybe whatever undefined involvement of the Dhe&#039;nar in Despana&#039;s agenda. The Dhe&#039;nar might also be perversely leaning into the theory that Despana was Dhe&#039;nar themselves. The point of this is to provide a hook for why Dhe&#039;nar become called &amp;quot;Dark Elves&amp;quot; as a whole lineage when it took Ashrim genocide for the Faendryl to get labeled &amp;quot;Dark Elves&amp;quot; and that term should really originally have been about cultural condemnation. This is a subtlety. But it&#039;s a mistake to just naively take the Dark Elf racial mechanic that simply and literally, when the lore behind the term gives it a political motivation and meaning. But Dark Elves as a whole are not an ethnicity, with radically divergent cultures, and at best are a shared language group.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep.[594] However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105.[595] There have been countless fake Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics.[596] What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they had never been wielded as vast armies by necromancers.[597] Widespread undeath had only been encountered when dealing with extraplanar horrors such as the Vishmiir.[598]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[594] This is going off &amp;quot;[[History of Elanthia]]&amp;quot; saying the book was lost in the events that followed.&lt;br /&gt;
[595] This is from the [[Animate Dead (730)]] release events. Shar had previously been searching for the Book of Tormtor in the late 90s.&lt;br /&gt;
[596] This is an embellishment. But there is no way this would not be true.&lt;br /&gt;
[597] This is the perspective and framing being built by this document.&lt;br /&gt;
[598.1] The [[Vishmiir]] had fought with the Elven Empire according to &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, and the Vishmiir make hordes of undead minions. (This document references the Vishmiir several times just because there are so few ancient things like this that are already defined.) This is just generally acknowledging that these extraplanar threats we deal with typically come with undead hordes, so even if it happened less often in the Second Age, larger scale undead incidents would happen with extraplanar horrors / demons. This document is just leaning on the Vishmiir in particular because there is explicit lore and loresong implying how ancient they are in their relationship to Elanthia. The embellishment that no vast armies by necromancers had been done before was mentioned previously in this document, but that does not necessarily have to be true. It&#039;s just helping distinguish Despana while having necromancy of undead be a known thing for thousands of years prior. Despana might be taken as having innovated rotting corpse kinds of undead, especially communicable diseased undead.&lt;br /&gt;
[598.2] The Faendryl method of countering her strategy also helps explain an apparent absence (or at least lack of effectiveness) of future imitators of Despana. Whatever of these that have happened since then were presumably put down within the region by the Faendryl, along with the Grot&#039;karesh and Dhe&#039;nar and so forth. There seems to be nothing established about clashes with the Horned Cabal, for example, within the subcontinent region [[Story of the Volnath Dai|prior to]] Grandmaster Fineval and invading the Turamzzyrians.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness.[599] With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a hierarchy of command over hordes of lesser undead.[600] The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves.[601] Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches.[602]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[599] This is from the [[urglaes]] lore. It is reviving the Rolemaster lore for the metal, though that was still roughly preserved in the urglaes lore. The term &amp;quot;elemental darkness&amp;quot; is a convention used in this document, being shorthand for &amp;quot;the sorcerous element of darkness.&amp;quot; This is elaborated in Volume 2.&lt;br /&gt;
[600] This premise was framed earlier in the document. There is some existing framing for necromancers in Elanthia needing to leverage off artifacts or minions to control large scales of undead. Some of this is relatively implicit (e.g. the Horned Cabal&#039;s dependence on the Sphere of Sorrow for wielding large hordes; the Tablet of Death, etc.), but it was also explicit in the [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] storyline in Plat. This is setting up a vulnerability in her horde methodology that makes the Faendryl summoning demons a silver bullet for stopping her.&lt;br /&gt;
[601] This is reviving the Rolemaster bestiary lore for these kinds of undead. It was true of skeletons, zombies, and ghouls.&lt;br /&gt;
[602] This was explicitly true in the Rolemaster bestiaries, which was the creature lore at the time &amp;quot;[[History of Elanthia]]&amp;quot; was being written in late 1995.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts.[603] Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland.[604] Methods were made so that the fallen on battlefields would rise together in mass.[605] Most importantly of all, Despana was a plaguelord, fashioning cursed diseases.[606] Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries.[607] These were as the transformation curses of witchcraft, except resulting in the undead.[608] Ghouls would make more of themselves by clawing with their nails.[609] Others were infected through contact with fluids, or through bites, or even through pestilent vapors.[610]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[603] This document is preferring to treat the Rhoska-Tor banshees as corrupted nature spirits (fey) from the taint of the Ur-Daemon, so that Despana is really conjuring / summoning them, rather than the kinds of banshees that come from cursed sorceresses. Being categorically different from the rotting corpse undead, this is giving her a different control method.&lt;br /&gt;
[604] Possession of corpses by spirits is a concept in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, and this notion of burial in tainted lands is a trope that is also present. The Grot&#039;karesh incidentally keep their dead in crypts.&lt;br /&gt;
[605] This was described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot;.&lt;br /&gt;
[606] The most clear and explicit example of this is the Red Rot.&lt;br /&gt;
[607] This is represented in the &amp;quot;[[Giantkin History]]&amp;quot;, and the latter part especially is explicitly described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard]]&amp;quot; soldier&#039;s journal document, which also has the festering wounds.&lt;br /&gt;
[608] This is an embellishment but the framework of this document giving historical continuity between these traditions.&lt;br /&gt;
[609] This is the original ghoul lore from Rolemaster. By 1995 the disease curse from ghoul nails was known as Ghoul Rot.&lt;br /&gt;
[610] The fluids and bites are generic. The pestilent vapors (like the Living Dead movies) raising undead is something Raznel was actually doing in the [[Witchful Thinking]] storyline, but for the notion of infecting, the Red Rot was treated as airborne when it resurfaced in 5103 (though it was not represented as turning Dwarves into undead.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire.[611] The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497.[612] This was about three hundred years before the siege of ShadowGuard.[613] In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action.[614] There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief out of the southern wastes.[615] There was much reason to underestimate the weak undead.[616]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[611] This sentence may sound like a non-sequitur coming off that paragraph, but the point is that the real threat of her horde was from these not obvious directions, which was not understood until later. This line is pointedly interpreting &amp;quot;the Undead&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; as a proper noun for referencing Despana&#039;s horde specifically and not the undead in general.&lt;br /&gt;
[612] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document had the Undead War going back into the -15,400s and that needs to be handwaved as lower scale skirmishes. It implies the Battle of ShadowGuard happened in the -15,400s but all the other documents with dates disagree. It should be reinterpreted as having Sylvan scouts coming across Dharthiir allied mountain forces, but not coming out to the other Elves until a much later date when ShadowGuard happens&lt;br /&gt;
[613] We are using the other documents having ShadowGuard and Maelshyve destruction not that far separated. But we&#039;re not going to use -15,186 because it doesn&#039;t give space for &amp;quot;years&amp;quot; or war or the Battle of Harradahn. So this document says ShadowGuard was really in -15,196 and just commonly gets misdated as -15,186 (maybe because of legibility of the digit in whatever record in the Chronicles, calendar system discrepancies, and maybe a headache of unreliable documents in the period with politically motivated revisionism.)&lt;br /&gt;
[614] This is a mild retcon for reconciling &amp;quot;[[History of the Sylvan Elves]]&amp;quot; with the other Undead War period history documents with dates. It is also giving some sense to Rhak Toram speaking of &amp;quot;the orc wars&amp;quot; as something more distinct than normal dwarf-orc clashing. What we are doing is having the Sylvan scouts coming across Dharthiir forces back into the -15,400s, but then they noticed what we&#039;re calling &amp;quot;the Surge&amp;quot; around the time ShadowGuard gets taken out (and what&#039;s happening to the crops in the provinces and so forth), and only then do they come out and help the Faendryl fight the Undead.&lt;br /&gt;
[615] This is an embellishment. But with the premise of the nature of the southern wastelands in the Second Age, this is a sensible thing the Vaalor would have done.&lt;br /&gt;
[616] GemStone has done some serious level creep since &amp;quot;[[History of Elanthia]]&amp;quot; was written. But the general idea leaned into with this document is that the weak undead can be controlled in greater numbers, and having big numbers becomes the central threat, particularly when these undead can inflict unhealing festering wounds or turn the wounded into more undead. They do not need to defeat the opponent in single combat. They only need to make contact or get too close, then those wounded or dead get made part of the Undead hordes. So Dharthiir goes for the heavy infantry House first.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chronology of the Undead War is muddy and sometimes contradictory.[617] Library Aies was badly damaged in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records.[618] There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals.[619] The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized.[620]&lt;br /&gt;
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[617] This is explicitly framing the fact that the official documentation has a bunch of contradictory dates and time ranges for the Undead War. The grounding for the premise is that you have a surplus of dubiously reliable personal memoirs, and a long period of time of shoddy document preservation and replication. So even though the documents that exist would be using Elven calendar dates, it is unclear how trustworthy the dates are in a surviving copy. Similarly, if the provenance of the document is unclear and the numbers have to be interpreted, the Houses use calendars with similar but different origin years based on their House founding dates. The &amp;quot;[[Ilynov Journal]]&amp;quot; accounting of ShadowGuard (converted out of Vaalorian calendar dates) ranges from April -15,187 through November -15,186, with ShadowGuard besieged as early as January -15,186, while the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard document]] spans only one month, July into the beginning of August -15,186. We also do not know what kind of calendar drift (e.g. Julian vs. Gregorian calendars would be a whole year off on Elven civilization time scales) happened over thousands of years and the corrections that were or were not applied (and how many times between copies) to the dates.&lt;br /&gt;
[618] The first part of this is an extrapolation from details in the [[Ta&#039;Illistim Monarchs]] document. The second part is from the Half-Elven history document.&lt;br /&gt;
[619.1] This is meant to give some wiggle room on the absolute authority and implications of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] and the [[Ilynov Journal]] documents, and to give some motivation for why chronology of that time period would be difficult for much later historians. The analogy with criminal memoirs is that onced freed from the liabilities, criminals will admit to things they did not do for posterity, and misrepresent things to make themselves sound bigger and more significant. The &amp;quot;criminals&amp;quot; dig is also partly coming from the IC author being Faendryl.&lt;br /&gt;
[619.2] This is also throwing some salt into the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|ShadowGuard journal]]&#039;s final entry as fantastic, of the Vaalorian undead soldiers somehow breaking free and turning on Dharthiir (after standing around idly allowing Dharthiir and Taki to duel), allowing Taki to strike at the lich. But this undead turning on Despana&#039;s own forces phenomenon, whatever the cause of it, helps support the hierarchical control disruption premise used in this document.&lt;br /&gt;
[619.3] This is also throwing shade on [[Ilynov Journal]]. It has Taki Rassien gathering the Sabrar with Despana threatening &amp;quot;even the mighty Vaalor&amp;quot; in April -15,187 , and then Taki &#039;&#039;&amp;quot;prepares for a battle at ShadowGuard&amp;quot;&#039;&#039; in January -15,186 (the forces described as already besieging ShadowGuard at this time with &#039;&#039;&amp;quot;a surprise attack on the forces besieging ShadowGuard&amp;quot;&#039;&#039;), then news of Taki&#039;s defeat in the city in November -15,186 (which [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document has happening in early August.) This makes the month vs. one day tension even worse, so as noted in other footnotes here, it can be reconciled by having Dharthiir not seriously trying to take ShadowGuard at first but instead bottling up the pass around the mountains.&lt;br /&gt;
[620.1] This notion of emphasis-on-what-counts is the way to reconcile these contradictory documents. The &amp;quot;[[History of the Faendryl]]&amp;quot; can be using &amp;quot;Undead War&amp;quot; to refer to the entire 5,000 year period Despana was known to exist by the Elven Empire. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is using a few hundred year date range, reinterpreted here to refer to comparatively low level pre-&amp;quot;Surge&amp;quot; skirmishes with Dharthiir and his allied forces (though this requires bending its timing, which has them only starting to deal with it after ShadowGuard falling.) The relatively short war with a stalled battlelines/front is treating the Battle of ShadowGuard as the start of the Undead War and not that long period Dharthiir was up to hijinx leading up to it. Which incidentally gives everyone a few centuries to know who and what Dharthiir was prior to ShadowGuard (which is still haunted with undead in the present day, having been turned into a haunted place with corruption and so forth.) &lt;br /&gt;
[620.2] There might also be some relatively static presence of Undead forces at ShadowGuard for a longer period of time, then a lightning fast surge through the western provinces, with Dharthiir showing up at ShadowGuard (with a sudden increase in hazards / ability) to then lead an eastern offensive toward Ta&#039;Vaalor after catching the Vaalor legions off guard. This would give some flex time for other Houses not cooperating, the year prior time span in the &amp;quot;[[Ilynov Journal]]&amp;quot; document, and some sense to &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot; At last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense&amp;quot;&#039;&#039;, when a one month time window would seem too short / recent for that wording. But this point is trying to reconcile the &amp;quot;Ilynov Journal&amp;quot; and &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document extended time spans for ShadowGuard with the time spans in &amp;quot;History of Elanthia&amp;quot;, which instead made it sound like an advancement into Elven territory toward Ta&#039;Vaalor and then Taki and the Sabrar going to a fortress in the invasion path to &amp;quot;make a stand&amp;quot;, and then immediately getting steamrolled, while there is no geographical reason the Undead horde should have waited around ShadowGuard that long if it&#039;s as far inland and wide open as shown on the current Elanith map.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185.[621] Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year.[622] It is generally accepted that the war lasted for years.[623] There are even some races who conflate the Undead War with the whole Age of Chaos.[624] There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years.[625] The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade.[626] What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard.[627] Despana&#039;s capacity for rapid escalation was contrary to her own precedent.[628] The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.[629]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[621] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Vaalor journal documents use these dates, though the Vaalor ones are converted into the Vaalor calendar equivalent. The [[Ta&#039;Illistim Monarchs]] document also uses -15,185 for the end of Lanenreat&#039;s reign (using Illistim dates), having been (de facto) deposed during the Undead War. It actually treats Laibanniel in -15,185 as overseeing the &#039;&#039;&amp;quot;initial defense of Ta&#039;Illistim&amp;quot;&#039;&#039;, which means implicitly it&#039;s using the -15,186 date for ShadowGuard, and Lanenreat had resigned for failing to contain Despana and her hordes. This implies something happened to Ta&#039;Illistim after ShadowGuard. The Lanenreat section saying &amp;quot;hordes&amp;quot; and Laibanniel section saying &amp;quot;undead hordes&amp;quot; is a seed for a coming paragraph to say it was Dharthiir&#039;s orc/troll/etc. allies in the mountains that hit Ta&#039;Illistim at first. Which geographically makes sense.&lt;br /&gt;
[622] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and &amp;quot;[[Elanthian Gems]]&amp;quot; in the jet section, which uses the sylvan dates, have -15,188 for the Battle of Maelshyve, which by definition has to happen later than the Battle of ShadowGuard.&lt;br /&gt;
[623] &amp;quot;[[History of Elanthia]]&amp;quot; had said it lasted for years: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039;&lt;br /&gt;
[624] The Giantkin history could be read this way. But &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound that way very directly.&lt;br /&gt;
[625] This could be just very loosely referring to the whole period Despana was known about. But &amp;quot;[[History of the Faendryl]]&amp;quot; only gives a couple of Patriarchs for the entire 15,000 year period between the Undead War and the Ashrim War. It was pretty clearly written to imply the Undead War was very long and the underground period up to the Ashrim War was relatively short. These Patriarch numbers need to be retconned in some way, such as state sanctioned history redacting the Patriarchs in the underground period, or re-numbering the earlier Patriarchs.&lt;br /&gt;
[626] Doing it this way just means a digit error is being done, where instances of -15,186 should be saying -15,196. Or the equivalent in the other calendar systems. Then there&#039;s a reasonable length total war phase and the Battle of Harradahn fits.&lt;br /&gt;
[627] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[628] This is extrapolation from the time gap in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[629] This is going off the timing in &amp;quot;[[History of Elanthia]]&amp;quot;. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] twists it somewhat, having a month long siege of the same place (or closer to a year long siege in [[Ilynov Journal]] and over a year of threatening Vaalor), and then Taki Rassien showing up (after over half a year in Ilynov Journal but only a one month reinforcement call delay in ShadowGuard journal) and that part being the 1 day event. Whereas &amp;quot;History of Elanthia&amp;quot; words it as a month long advance, &#039;&#039;&amp;quot;cut[ting] a swathe&amp;quot;&#039;&#039; into Elven territory, up to the point it was threatening Ta&#039;Vaalor itself. (ShadowGuard is also represented as significantly north of Ta&#039;Nalfein on the Elanith map, about the distance from Tamzyrr to Brisker&#039;s Cove, with no apparent reason why Dharthiir should not just ignore it and go around it.) A static siege at one location is nominally inconsistent with &#039;&#039;&amp;quot;progress was lightning fast, easily destroying what little resistance they met in the outlying provinces&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;the battle of ShadowGuard lasted less than one day.&amp;quot;&#039;&#039; The prior dig on war memoirs is taking some of the edge off this point. The premise that this &amp;quot;shocked [the other houses] into cooperating&amp;quot; originates in &amp;quot;History of Elanthia&amp;quot;, where &amp;quot;at last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense.&amp;quot; This document also presses into the point of the Elven empire&#039;s &amp;quot;outlying provinces&amp;quot; away from the East as having been hit especially very badly, which has never really been elaborated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.C The Faendryl Exile [630]&lt;br /&gt;
&lt;br /&gt;
What the Elves had failed to understand was that Despana had united the malign factions of the southern wastelands, and over those many long years there was a merger of the traditions of the black arts.[631] There was a leap in the arts of necromancy because it was felt as an abrupt revelation.[632] In the first month of the invasion, what might be called the Surge, the Undead were regarded as a conventional but mindless force.[633] It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir.[634] They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders.[635] House Vaalor was, bizarrely, the path of the invasion.[636] With the benefit of hindsight, it is now believed Dharthiir intended to make his forces be surrounded as a tumor in the very center of the Empire, which at the time was regarded as illogical and suicidal.[637]&lt;br /&gt;
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[630] This is setting the fusion of black arts traditions on the one hand, and then the conditions for those spilling over into Faendryl sorcery, and vice versa, to help explain the later widespread use of the dark sorcery paradigm.&lt;br /&gt;
[631] This is an embellishment. Since we have heterogeneous smaller scale factions existing in that region, and Despana having come to dominate that region, and Dharthiir having made allies of various races against the Elves, it is a sensible consequence of this that these stipulated &amp;quot;black arts&amp;quot; traditions would be merging in Despana&#039;s long dormancy period in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Then from the point of view of the Elven Empire, there would have been a sudden burst in unfamiliar necromancy. &lt;br /&gt;
[632] More subtly, this document is creating an internal logic for the Book of Tormtor possibly being more myth than fact, because it would have been tempting to erroneously assume some ancient dark magic was discovered and rapidly acquired by way of an artifact. It could instead be that a lot of merging and innovation was done to large scale and only revealed all at once.&lt;br /&gt;
[633] The phrase &amp;quot;the Surge&amp;quot; is totally made up. &amp;quot;The Undead&amp;quot; is being used as a proper noun for Despana&#039;s horde. This is following off the Undead War section of &amp;quot;[[History of Elanthia]]&amp;quot;, and to some extent the early parts of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document. &amp;quot;the Surge&amp;quot; is creating a distinct phase of the Undead War that allows some flex on the timing. There can be some earlier stuff happening, but then a sudden escalation with ShadowGuard getting overrun as they shifted gears and began pushing northeast into the core Elven Empire. &amp;quot;the southeastern outlands&amp;quot; is talking about pressing into and building up toward ShadowGuard.&lt;br /&gt;
[634] This is cross-referencing &amp;quot;[[History of Elanthia]]&amp;quot; wording with the Elanith continent map, which wasn&#039;t really defined yet when &amp;quot;History of Elanthia&amp;quot; was written. This approach is really &#039;&#039;&amp;quot;the heart of the Elven empire&amp;quot;&#039;&#039;, so &#039;&#039;&amp;quot;the outlying provinces&amp;quot;&#039;&#039; should refer instead more to the western territories, where there would be weaker concentration of forces. And the framing we have given of sovereign land claims being in the way of each other and not allowing military border crossings.&lt;br /&gt;
[635.1] The borders line is a slight embellishment from &amp;quot;History of Elanthia&amp;quot; saying &#039;&#039;&amp;quot;no house would commit troops to defend the territories of another.&amp;quot;&#039;&#039; It would not be possible for some of these land locked Houses to get their troops anywhere without going through the main lands of another House, so what we&#039;re doing here is interpreting this line as meaning something more to the effect of &amp;quot;defend the [outlying province claims] of [other Houses].&amp;quot; This is trying to make sense of the line &#039;&#039;&amp;quot;Each house wished the glory of vanquishing the Undead for themselves&amp;quot;&#039;&#039;, because in terms of the continent map, only Houses Vaalor and Nalfein were geographically positioned to be fighting the invasion. So we have to assume this involving those western provinces which are ill-defined.&lt;br /&gt;
[635.2] We are also tacitly committing to a model of forces moving north into the West (in terms of outlying provinces) because Despana&#039;s progress being lightning fast, and within a month threatening the heart of the Elven Empire, because in terms of the actual continent map there is not much distance between Maelshyve and core Elven or even Vaalorian territory. And if the only thing that&#039;s happening is the thrust toward House Vaalor, the stuff about the other Houses wanting the glory for themselves becomes incoherent. It makes more sense for that to be talking about defending their Western provinces.&lt;br /&gt;
[636] This is referring to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Within a month, the Undead had cut a swathe to the heart of the Elven empire, threatening Ta&#039;Vaalor itself.&amp;quot;&#039;&#039; This has to be interpreted delicately to reconcile it with the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document and ShadowGuard&#039;s position relative to the Sylvans in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. Some of the pressure can be taken off by instead reading it as the horde kept moving onward toward Ta&#039;Vaalor after ShadowGuard. The notion here is Dharthiir directly going after Vaalorian fortifications (e.g. ShadowGuard) and moving in an arc toward Ta&#039;Vaalor while skirting the territory of House Nalfein. And then House Nalfein is not defending Vaalor fortifications, the whole not defending each other&#039;s stuff situation. Second Age borders are not defined. But it would be plausible that House Vaalor had its own land access around the southern DragonSpine for moving its legions.&lt;br /&gt;
[637] This is an embellishment. The strategy is based on extrapolating from the threads in the lore that indicate the use of disease magic and the wounded living turning into undead. It changes the logic of what makes sense for deploying armies. Dharthiir is getting into a close up melee fight with the infantry forces House and doing that damage up front before the longer-run fight with the more magic oriented houses. This logic is also motivating the orcish raids on House Illistim at almost the same time postulated later in this document. Also because of Lanenreat lore and the distance from the Undead. However, this wording is partly leaning on the position of ShadowGuard on the current Elanith map, which is probably much too far north given its implied latitude in the Sylvan documentation. If ShadowGuard were instead placed near the pass leading around the DragonSpine Mountains, on the edge of core Elven territory, the Surge would be mostly heading north into the Western provinces in the first month with some build up at ShadowGuard, then it shifts northeast focused and starts steam rolling toward Ta&#039;Vaalor when ShadowGuard falls. This line is also about reconciling why this is largely bypassing House Nalfein, which for a living military would make supply lines vulnerable to being cut off and then surrounded, and has Dharthiir (who doesn&#039;t take to the field until two weeks into it in the soldier journal document) not immediately trying to take ShadowGuard but instead having a temporary false stalemate while the Western provinces fall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces.[638] This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades.[639] This temporarily disrupted the hierarchy of the Undead.[640] There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.[641]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[638] This line is inspired from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]] document.&lt;br /&gt;
[639] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;, but the specific detail of Taki and Dharthiir vanishing in a sword clash comes from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The &amp;quot;[[Ilynov Journal]]&amp;quot; document suggests the details of this were still not known a century later, and this journal is retrieved back in 2014. It is implicitly a sorcerous backlash from the clash of the incompatible essences in the swords, similar in principle to when the Griffin Sword shattered in the duel between Morvule and Ulstram, and this sorcerous backlash must have thrust them out of this reality.&lt;br /&gt;
[640] This is an embellishment. It is reasonable to think this temporarily disrupted things with the Undead, giving breathing space for the Faendryl to take unified command of the situation. Dharthiir probably wasn&#039;t the only lich, though, so the emphasis here is on temporary. This line does two things. It gives a hook for the Faendryl to recognize the hierarchical dependency of Despana&#039;s undead army. And it tacitly acknowledges ShadowGuard is still overrun with Undead in the present day. ShadowGuard has been visited in this way during storyline events. So this document treats it as a place that became haunted.&lt;br /&gt;
[641] The document is being non-commital on whether this was pre-planned, or Despana shifted gears temporarily when Dharthiir went missing. This line is meant to explain the [[Ta&#039;Illistim Monarchs]] document having Lanenreat resign, when the Undead should not have been near House Illistim, and her successor doing the initial defense against the *undead* hordes. It geographically makes sense that Despana&#039;s orc/troll and maybe minotaur allies in the mountains would hit House Illistim first in an eastern campaign. The Mirror Valastiel&#039;s personal diaries were also stored in Library Aies, &#039;&#039;&amp;quot;but were lost during the Undead War with Despana.&amp;quot;&#039;&#039; This creates a strong implication that Library Aies was damaged during a siege or sacking event, while the Undead front lines should not have been anywhere near Ta&#039;Illistim. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command.[642] They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana.[643] However, in what was a supreme irony and reversal of the natural order, time was working against the Elves.[644] The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics.[645] Where there were battle lines held in the southeast, there was widespread chaos and death in the West.[646] Plagues were spreading that had been made through dark sorcery.[647] Blights were killing the fields and wildlife.[648] The living were in very serious danger of widespread famine and mass starvation.[649] It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners hid the desolation of the West to prevent demoralization.[650]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[642.1] Houses Vaalor and Nalfein would have taken the brunt of the Undead invasion for geographical reasons. This line is adding in House Illistim getting hit out of the mountains as an extrapolation from the [[Ta&#039;Illistim Monarchs]] document. That House Faendryl was able to unify command under these conditions is given in &amp;quot;[[History of Elanthia]]&amp;quot;. They grouped forces to the west of ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which does not make much sense unless ShadowGuard is significantly further south than the current [[Elanith]] map depicts and House Nalfein further east is getting hit by Despana&#039;s forces out of ShadowGuard.&lt;br /&gt;
[642.2] The most current map of Elanith places ShadowGuard much too far inland (and would be a more reasonable location for Harradahn), about as far north as Brisker&#039;s Cove while Maelshyve is roughly as far south as Idolone. This is awkward because it means this Undead horde under Dharthiir is passing right through core Nalfein territory, ignoring House Nalfein and apparently not being fought by the Nalfein. This is awkward enough that the map should probably be retconned, and arguably is not consistent with other documentation. &amp;quot;ShadowGuard&amp;quot; in the Second Age would more sensibly have been between the Sylvan settlement of Nevishrim and Ta&#039;Nalfein or what is now Feywrot Mire, which makes much more sense for Sylvan scout and army grouping positioning relative to ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot;The elves, shocked by the loss of ShadowGuard, a site less than 100 miles to the east, welcomed the sylvans and fervently sought their allegiance against the forces of Despana.&amp;quot;&#039;&#039; ShadowGuard would then be sensibly named with the specific Second Age purpose of guarding against bad stuff coming out of those southern wastelands, and effectively analogous to Minas Morgul which was the forward most fortress guarding against Mordor and is now haunted with undead. Then the fortress would be a kind of choke point that Dharthiir can&#039;t just go around, and makes this House Nalfein issue not a problem. The horde can keep heading toward Ta&#039;Vaalor after ShadowGuard at this position and the original wording still makes sense.&lt;br /&gt;
[642.3] Following off note 642.2, with the lightning fast progress happening in the West, the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] depicting a month long (or longer in &amp;quot;[[Ilynov Journal]]&amp;quot;) siege can be reconciled with &amp;quot;[[History of Elanthia]]&amp;quot;. Dharthiir would be bottling up Elven land forces at a choke point while hordes wreaked havoc in the Western provinces, and only then committing to a &amp;quot;Surge&amp;quot; northeast. But this would require changing the Elanith map to put ShadowGuard farther south as the border of the core Elven Empire. The wording in this document about focusing on House Vaalor as the invasion path in contrast is allowing House Nalfein to be temporarily bypassed. Since Dharthiir gets taken out at ShadowGuard, we would read it as his strategy being continued, cutting the swathe toward Ta&#039;Vaalor.&lt;br /&gt;
[643.1] The Battle of Harradahn is mentioned in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, dating it as the following year is the chronology convention explicitly chosen earlier in this document. The stalemate was established in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039; This incidentally contradicts the 1 year timing in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, but the daily heavy casualties does not allow a very long period of war on this scale. That&#039;s why this document uses approximately 10 years. The Undead advance after ShadowGuard into Vaalorian territory can be fast (after initial disruption with Dharthiir gone), then slower, then stalemate after Harradahn. Also, with the existence of these front lines and a lightning strike being done on Maelshyve, this document supposes a bunch of Despana&#039;s forces were not actually at Maelshyve. This bolsters the vulnerable-hierarchy strategy argument for a decapitation attempt and why her forces apparently fell apart fast with Maelshyve. &lt;br /&gt;
[643.2] &amp;quot;[[History of Elanthia]]&amp;quot; does not say who among the Elves made alliances with the non-elven races. [[Ta&#039;Illistim Monarchs]] has Laibanniel &#039;&#039;&amp;quot;formed the first official alliances with non-elves&amp;quot;&#039;&#039;, but this may only be talking about House Illistim. With the way it is framed in this document, it would make sense for this to have been the Dwarven overking of Kalaza, due to the orcs and trolls. That would plug into what Rhak Toram meant about how they were veterans of the &amp;quot;orc wars.&amp;quot; Though &amp;quot;[[History of Dwarves]]&amp;quot; says there was sadness after the Battle of ShadowGuard, and does not specify the details of the &#039;&#039;&amp;quot;Elven request for help.&amp;quot;&#039;&#039; &amp;quot;[[History of the Sylvan Elves]]&amp;quot; has sylvans contacting the elves first, after the Battle of ShadowGuard, though the chronology of this is suspect. It uses a date range of -15,400 to -15,180. It does have the Eranishal legions with &#039;&#039;&amp;quot;a top-notch army of Faendryl elves&amp;quot;&#039;&#039; in -15,195 at the Battle of Harradahn. In &amp;quot;[[History of the Truefolk]]&amp;quot; it is Faendryl emissaries that go to talk to the halflings. It isn&#039;t defined in &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[644] Elves having the advantages of being very long lived and able to outlast things and wait things out. But also being slow-breeding.&lt;br /&gt;
[645] This is a logical consequence of having an undead army, and the trope is seen in other settings, such as the White Walkers of &amp;quot;Game of Thrones&amp;quot; (though they move forward very very slowly, not needing to be in any kind of rush.) The one complication in this is that Despana&#039;s hordes included the living, which do have such constraints, and there were a lot of these at the routing at the Battle of Harradahn which was later than the Battle of ShadowGuard.&lt;br /&gt;
[646] This is cross-referencing the stalemate of front lines in &amp;quot;[[History of Elanthia]]&amp;quot;, while also more explicitly including the detail of the very rapid conquest that had been done in the &amp;quot;outlying provinces&amp;quot; of the Elven Empire, and details such as &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about the crops rotting in the fields. Part of the logic here is that if the elves are holding a front line against the heart of their empire, they&#039;re not logistically in a position to do much to protect outlying provinces in the west.&lt;br /&gt;
[647] This is generalizing from the Red Rot and the festering wound kind of stuff in &amp;quot;[[Giantkin History]]&amp;quot; and the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The Red Rot itself is particular to the Dwarves going up against undead in Maelshyve, but it does not need to be the only disease curse.&lt;br /&gt;
[648] There is some indication of this in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and it is a sensible thing a necromancer enemy would have done. It is partly inspired by Raznel&#039;s blight around Darkstone Bay. Volume 2 talks about desecration witchcraft, and earlier in this document talked about warding charms to protect crops from witchcraft. &amp;quot;Blight&amp;quot; generally refers to plant disease, but I&#039;m having wildlife in turn getting sick from it, much as with Raznel&#039;s blight.&lt;br /&gt;
[649] This logically follows from the premises, combined with the high mobilization levels, and the population disruptions in general. (e.g. humans leaving to join Despana)&lt;br /&gt;
[650] These several lines are inspired by Germany in World War I. The Kaiser himself did not know Germany was on the brink of having to surrender, because his generals hid the direness of their logistic situation under the British naval embargo and so forth. There was just stalemate fighting on the front in France, so to people in Germany, there was no reason to perceive themselves as losing the war. This information asymmetry is setting up some premise for why the other Elven Houses regarded what the Faendryl did at Maelshyve as unjustified and why the Faendryl rulers said there was no other way. The previously framed notion of a long build up of black arts traditions merging is also World War I inspired, based on the long delay since the Franco-Prussian War having masked how much more destructive war technology had become, with the analogy being between the attitudes at the start of World War I and the Elven Houses glibly viewing defeating the Undead for their own glory, followed by war trauma from getting mugged by reality. This is setting up the trauma responses and resentments for the post-war period. The nationalist withdrawing and implicit autarky is reminiscent of post-WW1, but the decolonization is more like post-WW2.&lt;br /&gt;
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The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve.[651] By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed.[652] The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead.[653] What needed to be done was to banish them from this reality entirely, so that it would be impractical or impossible for them to make it back to this world.[654] The other problem was actually reaching them.[655]&lt;br /&gt;
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[651] So these resources and logistical conditions and so forth, a direness situation only fully understood by the centralized war planners, compel a need for a lightning strike. Which is informed by the Undead hierarchy/leverage conditions.&lt;br /&gt;
[652] This is rooted in the earlier premise of large numbers of weak undead, which are comparatively easy / safe to kill when dispersed in small numbers, and the otherwise natural fractiousness of the allies in Despana&#039;s coalition.&lt;br /&gt;
[653] This is a reasonable surmise with Dharthiir being an Arch-Lich, and it should follow that there would be lesser liches. Difficulty keeping permanently dead is foundational to the lich archetype, so there&#039;s some notion here of phylacteries in Maelshyve or whatever.&lt;br /&gt;
[654] This is giving a very specific role to the use of the veil tearing version of Implosion in destroying Maelshyve, and making consistency with &amp;quot;Maelshyve&amp;quot; in DragonRealms having been an extraplanar exile returning to Elanthia, and possibly even tying into how there are liches (who carry their own phylacteries) in the Scatter. The Rift would then be a hook for the threat of Undead War figures returning eventually, though the Rift itself is effectively a prison. Since this document has Vvrael cultists in the southern wastes, it might be this is how at least some of them ended up in the Rift in the first place. This would also help explain the Vvrael quest premise of Daephron Illian studying ancient Vvrael related texts during the early exile in Rhoska-Tor.&lt;br /&gt;
[655] There were front lines between the Elven Houses and Maelshyve. But then there&#039;d also be a mass of forces guarding Maelshyve Keep. So the issue becomes how do you get these lieutenants all concentrated in close quarters to banish them from this reality all at once in an implosion. If you just implode Maelshyve at the outset, you have Undead leaders not inside the fortress for it, and you still have a problem. (Though the ones bound to phylacteries in Maelshyve get destroyed even if they are somewhere else, leaving fragmented or leaderless undead hierarchy in other places; and if there were phylacteries hidden elsewhere or being carried by the liches, the liches themselves are banished off world.) There&#039;s some awkwardness in the basic story premises from &amp;quot;[[History of Elanthia]]&amp;quot; --- how do you go from stalemate frontlines to Despana&#039;s armies &#039;&#039;&amp;quot;said to have been utterly destroyed&amp;quot;&#039;&#039; from a lightning strike on Maelshyve (i.e. why would they all be there), and why not implode Maelshyve at the very beginning. (&amp;quot;[[History of the Minotaurs]]&amp;quot; is an existing canon example of survivors of Despana&#039;s forces.) So this document is going with the Faendryl trying to delay/avoid doing it, until the situation showed it was necessary, for the political cover of how they know everyone is going to react to it. Along with a strategy of making sure her liches are all taken out with her, especially with the uncertainty on whether phylacteries or where they were all located. There might be some more premise to be had of the horde pulling back and concentrating in a mass at Maelshyve since the allied forces were doing a lightning strike toward it, and then it&#039;s a matter of using the demons to get them to all go inside the fortress. But generally a lightning strike in a static front line situation suggests the Elves were leaving their cities wide open to invasion to pull this decapitation attempt.&lt;br /&gt;
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It was decided that the only choice was to summon a great number of powerful demons from the high ground.[656] These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces.[657] These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes.[658] The rotting corpses would then be broken from their command hierarchy, following either the demons, or instinctively turning on the living warriors that were allied with Despana.[659] They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress.[660] The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality.[661] But the Faendryl ruling class was aware that the other Houses would never agree to these actions.[662] Nor would they even see it as necessary from not knowing the true direness of the situation.[663]&lt;br /&gt;
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[656] The allied forces being higher up on slopes with Maelshyve in a &amp;quot;valley&amp;quot; below and the demons spreading through the valley is framed in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The high ground aspect is about relatively uncontrolled demons generally moving in the right direction.&lt;br /&gt;
[657] The Rhak Toram quote calls it &amp;quot;plains&amp;quot; around Maelshyve, though I think the general Rhoska-Tor region should have badlands geology, with tuffaceous sandstone in addition to limestone plateau for the plains, with igneous intrusions and outcroppings. Generally speaking, this reaction of the living to the demons is leveraging off the Breaking from the Third Elven War in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, and the general notion of some demons having chaotic/evil auras analogous to undead sheer fear. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also talks about wildlife scattering and fleeing when the demons were summoned, but that version weirdly describes trees in the vicinity. But it also establishes that the area is hilly: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039;&lt;br /&gt;
[658] This is a critical premise. The Cleric repel spell lists (at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written) used to classify the level of undead relative to &amp;quot;the lesser demonic&amp;quot; and &amp;quot;the greater demonic.&amp;quot; It isn&#039;t obvious in the Rolemaster bestiary context of 1995 that the undead would have any instinct to attack demons, and there&#039;s a strong argument that these mindless undead would instinctually obey dark demonic fiends. So these demons would rip away control from the undead lieutenants, much as combat demons can steal the minor demons that are summoned by Sorcerers in game mechanics. There is indication of control disruption and turning on the leaders in the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document, even if the way it is described sounds implausible (e.g. maybe the thaumaturges stumbled on something that worked as control interference at that moment, similar in  a way to the Order of Voln symbol of submission.)&lt;br /&gt;
[659] This makes the use of demons not about raw brute force, but because the special intrinsic nature of the demons and their relationship with the undead. So using a bunch of elementals, for example, would not work in this same way. The point is to drive everyone (especially the undead) into Maelshyve Keep for the implosion. So if the undead are instinctually turning on Despana&#039;s living forces, they are going to turn around and retreat into the fortress, since they are being flanked on all sides.&lt;br /&gt;
[660] This is the straight forward logic of what would happen if Despana and her lieutenants lost control of the bulk undead in this situation.&lt;br /&gt;
[661] This is a specific means to a specific end, but it causes permanent damage to the veil in an old place of the Ur-Daemon.&lt;br /&gt;
[662] This is set up from the prior framed anathema of the southern wastelands and demonic summoning and all that in this document, as well as the unknowable Ur-Daemon hazard that the Illistim mages talk about in &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[663.1] This embellishment is from the premises established in this document. This helps rationalize why the Faendryl waited for banshees to throw their own side into disarray and retreat before executing the strategy they had already planned. It&#039;s because they know the blowback that will happen from it. This is also about making it clear that their &#039;&#039;&amp;quot;new magic&amp;quot;&#039; was not actually new magic, it was forbidden and condemned magic that the others would not have agreed to using. &lt;br /&gt;
[663.2] Any sort of premise of &amp;quot;well people did not know&amp;quot; in GemStone depends to a significant extent on tamping down on the scope of NPC magic such as portals and scrying methods. But what we&#039;re getting at here is more along the lines of logistical matters of quantity, which is more abstract and centralized control of information over a relatively short span of years. It could be known things are rough in the West (imagined as the Houses having some raw resource economic dependency on as outlying provinces), but at the same time not really known how material resources have been tapped out. That the state of total war would be imminently unsustainable, which is roughly the same thing as a not-obvious but impending sudden collapse.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war.[664] The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts.[665] Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners.[666] Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies.[667] But it was the demons themselves that were the greatest outrage.[668] Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop.[669] It was feared that the Arkati themselves would strike down on the Elves in retribution for this violation.[670] The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.[671]&lt;br /&gt;
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[664] It does not make sense for it to actually be &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; for a lot of reasons, ranging from Marlu and Marlu worshippers to how far back in time Elizhabet Mahkra and the Enchiridion Valentia had to be, due to the timing framed in &amp;quot;[[History of the Faendryl]]&amp;quot;. Some of the other allied races might have perceived it as new magic or taken its newness on face value.&lt;br /&gt;
[665] This is the premise set up by this document. It&#039;s the more consistent and better reading of existing documentation that talks about it as &#039;&#039;&amp;quot;new magic.&amp;quot;&#039;&#039;&lt;br /&gt;
[666] This is represented in various history documents. It is stated explicitly in &amp;quot;[[History of the Truefolk]]&amp;quot; of the Paradis Halfling reaction, and &amp;quot;[[History of Elanthia]]&amp;quot; said: &#039;&#039;&amp;quot;All the Elven houses were appalled at the spells the Faendryl had unleashed. The summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039; There is another thread, represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, where upset comes from demons having gotten loose and attacked allied armies. But the foundational premise was being appalled at demonic summoning in itself. So this document uses that as the central complaint.&lt;br /&gt;
[667] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot; With so many of the sorcerors never having cast the spell before that day, and in such a vast context, it was inevitable that some would falter and lose concentration.&amp;quot;&#039;&#039; It is also helping frame that demonic summoning was not actually common in House Faendryl in this time period, that &amp;quot;[[History of the Faendryl]]&amp;quot; is being misleading on that issue.&lt;br /&gt;
[668] This is referencing &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot;summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039;&lt;br /&gt;
[669] These two lines are based on the Illistim mages complaint about the Ur-Daemon risk in &amp;quot;[[History of Elanthia]]&amp;quot;, and the unhealing tear in the veil at Maelshyve that is mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. They might also have argued that throwing Despana and her high minions offworld in some unpredictable way leaves open the hazard of them returning later, where we cannot be certain they were actually destroyed.&lt;br /&gt;
[670] This is made up. It&#039;s partly playing off the &amp;quot;undemanding liege lord&amp;quot; characterization. It&#039;s plausible in light of the Ur-Daemon risk argument, and the &amp;quot;great chain of being&amp;quot; worldview framed by this document. This kind of thinking may have made more sense in the Second Age to the Elves. (e.g. the [[History of Leya|Leya legend]] is at least quasi-historical, with Kai coming down to watch Elven Empire tournaments and so forth). The Arkati may be more aloof these days. In the I.C.E. setting they would go through phases of being more and less in contact with the world. It also has concrete precedent in the game itself. Charl destroyed / [[Solhaven Cataclysm|flooded Solhaven]] in reaction to the elemental plane accident there while messing with plinite in 5109.&lt;br /&gt;
[671.1] This is the general premise in multiple documents. In &amp;quot;[[History of Elanthia]]&amp;quot; it is: &#039;&#039;&amp;quot;The Faendryl argued that it was necessary, that Despana would have won without these magics. The other houses did not agree. They expressed their outrage by expelling the Faendryl from the empire.&amp;quot;&#039;&#039; Patriarch Unsenis was arguing it in &amp;quot;[[History of the Faendryl]]&amp;quot;. But then he died and his successor Patriarch Cestimir lacked clout in the other courts. &lt;br /&gt;
[671.2] There is no framing on what the imagined alternatives were, but the Illistim plausibly might have argued something like that with a high risk lightning strike being committed to, Despana&#039;s hierarchical control could have been magically interfered with in some more direct way (e.g. anti-magic), and elementals could have been used instead of demons for raw force, and then Maelshyve incinerated with a major flooding into the elemental planes (instead of the interplanar void with implosion.) The Faendryl would argue that is not as effective, not nearly as likely to work as a permanent solution due to the liches, not knowing for certain the phylacteries or analogous anchors are even in Maelshyve, etc. Ironically, this extreme elemental action should instead be used by the Faendryl at Ta&#039;Ashrim, who were burnt up. (Lyredaen confirmed the word roots for Ashrim were ash + grim.) Consistent with the non-canon Sea Elf War ship journal, where it was incinerated. The [[forehead gem]]s loresong also showed smoldering ruins of buildings, which implies heat was used. It would also make more sense for something other than implosion and demon summoning to have been used for destroying the whole of Ta&#039;Ashrim all at once off a relatively small number of Faendryl spellcasters taking extreme methods into their own hands. (There is a mechanics implied limit to how close casters can make implosions to each other, and even what was done at Maelshyve was destroying one fortress building. They could conceivably have done widespread immolation, for example, along with big implosions to create scouring currents of flame throughout the city.)&lt;br /&gt;
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&lt;br /&gt;
There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180.[672] House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim.[673] They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses.[674] The Faendryl monarchy instead became more absolutist.[675] There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms.[676] It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly.[677] The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority.[678] They argue their royal line was always the most stable after the founding era.[679] These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay.[680] The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other.[681] The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot;[682]&lt;br /&gt;
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[672] This is an embellishment extrapolating from Lanenreat resigning during the height of the Undead War in the [[Ta&#039;Illistim Monarchs]] document, which was the councilors and people basically ending dynastic rule in House Illistim. It is giving some more political dimension to how the Faendryl exile happened by having some French Revolution vibes. It&#039;s also setting up divergent views, where the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document talks of this as progress, while the Faendryl commit to their absolutist monarchy.&lt;br /&gt;
[673] This is an embellishment. Lanenreat resigned. But it is framed as her having lost faith and support of her councilors and people, so her abdication is apparently more of a &amp;quot;resign or we&#039;ll fire you&amp;quot; thing. This document interprets some tacit things in the player-accessible version of [[Ta&#039;Illistim Monarchs]] as implying Ta&#039;Illistim got sieged/sacked at some point during the Undead War.&lt;br /&gt;
[674] This is talked about in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document and illustrated in the [[Ta&#039;Illistim Monarchs]] document. The extent to which child of monarch is favored to be made successor may vary by House, as King Eamon was the son of the previous Ardenai king (e.g. &amp;quot;[[Timeline of Elanthian History]]&amp;quot;)&lt;br /&gt;
[675] This is a slight embellishment, with the Faendryl being an absolute monarchy in any case.&lt;br /&gt;
[676.1] The advancement premise with councils taking more power from monarchs is given in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document, which contrasts it with the bloody family politics of the Faendryl, which it says still does hereditary rule. &amp;quot;[[History of the Faendryl]]&amp;quot; says the Patriarchy is by blood. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; vests all power in the Patriarch for designating successors, but also says the Patriarch &#039;&#039;&amp;quot;is raised and trained from birth in the mastership of governance and the duties that fall under its mantle.&amp;quot;&#039;&#039; It says &#039;&#039;&amp;quot;patriarchal succession is not necessarily hereditary&amp;quot;&#039;&#039; and the Patriarch could &#039;&#039;&amp;quot;choose someone not of blood relation&amp;quot;&#039;&#039;, but has that implication of tendency toward blood relation successors. If the &amp;quot;History of the Faendryl&amp;quot; document is to be believed, then cross-referencing it with [[Ta&#039;Illistim Monarchs]] and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, the Faendryl only had one coup incident in the Second Age and the Illistim had worse in the same time period. But &amp;quot;History of the Faendryl&amp;quot; probably has to be treated as whitewashing or omitting things. So these sentences are about reconciling this issue with having contrary views of what is backwards.&lt;br /&gt;
[676.2] The Faendryl counterpart view is already established to some extent in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;: &#039;&#039;&amp;quot;Never again will history speak of the elven empire, because when our house stood resolute in its defense, the lesser houses succumbed to the decay of their ideals and visions. They chose destruction, while we chose preservation. For that choice, they sundered what we had saved and betrayed ten thousand years of brotherhood.&amp;quot;&#039;&#039;&lt;br /&gt;
[677] This is in [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document.&lt;br /&gt;
[678] It has undiluted authority of naming successors in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The way to reconcile these documents is for the Patriarch to often choose a blood relative, family politics stuff, but it does not automatically go the eldest child or first born son or whatever as it might in the Turamzzyrian Empire.&lt;br /&gt;
[679] This is the comparative on &amp;quot;[[History of the Faendryl]]&amp;quot; with [[Ta&#039;Illistim Monarchs]], which are the only defined Second Age monarch lists. It should probably be the case that &amp;quot;History of the Faendryl&amp;quot; is omitting stuff that weakens this argument. It also includes within it that there are occasional coups, even though this is the highest unthinkable crime.&lt;br /&gt;
[680] This is an embellishment. It&#039;s just giving two sides to something [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] set up.&lt;br /&gt;
[681] This is pulling in the explicit premise of popular unrest given in this document, and giving some more motivation for the Faendryl arguments that the other monarchs were scapegoating them out of political opportunism.&lt;br /&gt;
[682] This is likewise inspired by Germany after World War 1, with the front line having been away from the population center, and then one day the leaders surrendered and the Kaiser abdicated. This is setting up wounded pride and jealousies in other Houses, and backstab myth stuff from ordinary population in House Faendryl who would not have known what their elites knew, feeling vilified for something they had nothing to do with. Elves were also getting huge doses of humility relying on the lesser races, and the Faendryl justification in this document&#039;s logic would have included resource arguments that would have involved economic dependence on labor from other resources and so forth, which would have been salt in the wound.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones.[683] The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein.[684] The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility to guard against whatever came or even returned from it.[685]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[683] The Patriarch switch and Cestimir lacking influence in the other courts is in &amp;quot;[[History of the Faendryl]]&amp;quot;. The scapegoating partly to protect their own thrones is based on the embellishment made earlier in this document, about Lanenreat having to abdicate because of public backlash. This is a new variation on the Faendryl view that it was political opportunism.&lt;br /&gt;
[684] This is from &amp;quot;[[History of Elanthia]]&amp;quot;. Houses Vaalor and Nalfein would have taken the most direct brunt of the Undead in terms of their lands, because of geography, and likely the greatest dose of forced humility being bailed out with &amp;quot;lesser races&amp;quot; allies, exacerbating the historical chaffing under Faendryl leadership.&lt;br /&gt;
[685.1] This is an embellishment. The premise of the unhealing tear is in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and it is cross-referencing that with the Illistim mages complaint about the Ur-Daemon hazard in &amp;quot;[[History of Elanthia]]&amp;quot;. There is also the Elven [[The Layman&#039;s Guide to Elven Heraldry|crests document]] where Cestimir has a quote about voluntarily cooperating with the exile: &#039;&#039;&amp;quot;Heraldric records of the era, however, list a quote from Cestimir Xisuthros Faendryl, Patriarch XXXV, as the disgraced Faendryl statement: &amp;quot;Respect our obedience and our power, if neither our leadership nor our intentions, and we will go in peace.&amp;quot;&amp;quot;&#039;&#039;&lt;br /&gt;
[685.2] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; document characterizes the Faendryl spin on cooperating with the exile this way: &#039;&#039;&amp;quot;It is only through madness that one can become an exile in their own lands. However, once confronted with the backs of our sisters and brothers, we deigned to depart from this place called home.&amp;quot;&#039;&#039;&lt;br /&gt;
[685.3] So this premise is extrapolating off that point in 685.1 and reconciled with 685.2, with the other monarchs telling the Faendryl rulers &amp;quot;you broke it you bought it&amp;quot; about Maelshyve, saying it was the Faendryl responsibility to reside there to guard against the hazard they created. This provides a prideful / high road leadership kind of rationale for why the Faendryl rulers did not tell them to go to hell and try to do autarky until everyone chilled out and let it go. (&amp;quot;[[History of the Faendryl]]&amp;quot; characterized it as a flare up of taking control of the Elven Empire just long enough to pull off the exile, so the long-term commitment needs motivation: &#039;&#039;&amp;quot;The other Elven Houses used the Patriarch&#039;s death to take control of the Elven Empire for long enough to exile the Faendryl to Rhoska Tor.&amp;quot;&#039;&#039;) Not 100% pure submission and surrender and humiliation and so forth, but a duty and rehabilitating penance, combined with internal popular unrest. &lt;br /&gt;
[685.4] It also explains why the exile had to be to this exact place and nowhere else in spite of all practical hardships and probably lack of coercive enforcement by the other Elves on that. Though people may have cut loose and left for less hardship, and the Faendryl whitewash over there having been deserters. (Pun? Desert?) With perhaps special contempt for those who took up that &amp;quot;right of return&amp;quot; premise this document makes up. This also relates to how the Armata still guards against the tear at Maelshyve, but for the past few hundred years has let demons wander toward the Turamzzyrian Empire as punishment for the Third Elven War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war.[686] Much of the Faendryl population was upset as well, having felt betrayed by their own rulers.[687] It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines.[688] It was decided that those who refused to renounce House Faendryl would be banished with their rulers to the wastelands.[689] Families both immediate and extended were torn apart.[690] Those who were involved in the two crimes against nature had no such leniency.[691] House Faendryl became disgraced, its crest and emblems no longer recognized.[692] The descendants of the exiled could only return by renouncing their heritage.[693] This right of return no longer exists. It was suspended as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.[694]&lt;br /&gt;
&amp;lt;pre{{log2|marin-right=350px}}&amp;gt;&lt;br /&gt;
[686] The &amp;quot;civil war&amp;quot; part is about the postulated popular unrest and resentment and anger, with the Faendryl rulers having prevented the Elves from winning legitimately, after having already relied on all those non-elves. The Elves would have regarded Despana&#039;s forces as racially inferior.&lt;br /&gt;
[687] This is an embellished premise, but we have generally treated these Houses as too monolithic. Joe six pack Faendryl would not have known anything about these demonic summoning plans, and suddenly is being treated like a Marluvian. This is inspired by the post-war reaction in Germany after World War I, the backstab myth that they were betrayed by their own rulers. There might even be some breakaway expatriates at this point for the opposite reason, being mad at the rulers for letting the other Houses exile them. The Faendryl exile is supposed to have torn families apart, and that should include within House Faendryl. They would just be loath to admit it now.&lt;br /&gt;
[688] These lines about the relationship of Elves to the House royalty is what is true in general. For example, [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] talks about how they all ended up ditching pure dynastic rule, though they still have high noble families that the monarchs are going to come from through councils.&lt;br /&gt;
[689] This is 100% made up. It&#039;s a nuance being invented to break up Elven collective guilt ideology into something more reasonable, and to accommodate the internal disagreements that ought to have existed. This also acts as ideological sorting and self-selection bias, helping push House Faendryl into a contrary direction on various matters.&lt;br /&gt;
[690] Extended family tearing up was always intentional with the Faendryl exile, but this brings in some U.S. Civil War immediate family splitting over politics. Likewise, migrations and marriages between Houses would give a lot of webbing between Houses, and it makes it more politically tractable with the angry public situation if the angry public is not also angry about the involuntary banishment of their own family members. This is also meant to get at why House Faendryl was not in a position to refuse. If you use the historical rule of thumb about thirds --- a third of the population supports, a third opposed, a third is neutral and wants to be left alone --- the exile conditions make House Faendryl lose over half of its population to varying forms of dissent.&lt;br /&gt;
[691] This is like a war crimes kind of clause. The people actually involved in the war planning and doing the demon summoning or implosion (the two crimes) cannot &amp;quot;just following orders, my bad&amp;quot; out of it.&lt;br /&gt;
[692] This is from the Elven crests documentation. &amp;quot;Recognized&amp;quot; in this sense means international political recognition. It amounts to denying the sovereignty of House Faendryl over its ancestral lands and denies its political standing.&lt;br /&gt;
[693] This is another 100% made up premise for making the exile more nuanced and reasonable, and is partly meant to help de-racialize the Dark Elf concept. Descendants are not bound by sin to their ancestors for Maelshyve, but they do need to renounce House Faendryl and its actions to be allowed citizenship and all that in the Elven Nations. This is a deep ideological dispute and mandatory exile, not something individuals can freely wander back from on a whim without conceding anything.&lt;br /&gt;
[694] This explains why it has not been happening in game, and provides a lore hook for softening Dark Elven citizenship in the East, with the five thousand year mark coming up soon by Elven standards. This is framing how relations were worse after the Ashrim War than they were before it, where we have [[Ta&#039;Illistim Monarchs]] framing Chesylcha and Caladsal regarding each other as royal cousins and other House members in Chesylcha&#039;s wedding party, which was thousands of people large in &amp;quot;[[History of Elanthia]]&amp;quot;. So this ban on a right of return for renouncing is in effect for roughly several generations as punishment for recent-ish history.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was in this period that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent.[695] The term &amp;quot;dark elves&amp;quot; comes from the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying.[696] This was the essence of Yshryth&#039;s speech.[697] It was deemed one of the great vices of the Drakes.[698] It was a term used for Elves of dark religions and black arts in the southern wastelands.[699] But it had never been used against a whole lineage.[700] Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the past few thousand years. [701] The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language.[702] The root of the term is in cultural condemnation rather than bloodlines.[703] The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.[704]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[695] This is an embellishment inspired by how Selantha Anodheles was rumored to have only been able to accomplish what she did through elven help. Second Age racial attitudes by the Elves should have them biased toward believing lesser races could not have done what Despana did, along with some wounded pride, especially having been bailed out by them as allies (and quite likely already indications of losing control of those outlying provinces.) So this plugs into the contemporary belief that Despana was from the jungles beyond the Southron Wastes, which is where the Dhe&#039;nar reside. This premise is meant to define why Dhe&#039;nar became known as Dark Elves, as something other than physically resembling Faendryl. Because the Faendryl were declared Dark Elves for political reasons 15,000 years after the exile, it was not a racial designator. It just became racialized.&lt;br /&gt;
[696] The word &amp;quot;Draekeche&amp;quot; and its meaning Darkness comes from the original Illistim House motto, its translation illustrated on the [[shimmering glaesine orb]] objects. The &amp;quot;kinslaying&amp;quot; is threading a few different factors. One is Drake stories of dragons fighting and killing each other, such as in &amp;quot;[[History of Luukos]]&amp;quot; and &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;. One is the Faendryl annihilation of the Ashrim. One is the Dhe&#039;nar Obsidian Council successions working through duels to the death, though this practice might not be canonized in documentation. And the implication here is the Dhe&#039;nar being responsible for Despana would be kinslaying because of the Undead War. The premise that &amp;quot;dark elves&amp;quot; comes from this elven word for darkness is partly tautology, but it&#039;s an embellishment for recontextualizing the meaning of &amp;quot;dark elves&amp;quot; to emphasize it as a cultural condemnation signifier that was used to describe people like demon worshippers in the southern wastelands.&lt;br /&gt;
[697] This isn&#039;t the original intent of Yshryth&#039;s speech in an OOC sense, but the retconned context of it in &amp;quot;[[History of the Faendryl]]&amp;quot; is definitely meant as political rhetoric on things like betrayal and infighting and so forth. This just goes a step further in imputing the &amp;quot;Draekeche&amp;quot; connotations into the translated &amp;quot;darkness&amp;quot; in Yshryth&#039;s speech. This line is building in some historical irony, that Yshryth Faendryl was basically accusing seditionists and traitors of being dark elves. It could also add some context to House Nalfein and the other monarchs using that term post-Ashrim War.&lt;br /&gt;
[698] This is based on the Arkati origin legend stories that depict Drakes killing each other. A reasonable extrapolation into Elven attitudes, given the barbaric way Linsandrych describes dragons.&lt;br /&gt;
[699] This is an embellishment for establishing a Second Age usage in its etymology that fits the cultural condemnation usage later in the Ashrim War than its present treatment as a race category. Though there might be a racialized dimension to it, because those with ancestry in that region would have the visible effects of it. Even if they themselves are not part of whatever bad things hung out down there in their ancestral past.&lt;br /&gt;
[700] This is an embellishment meant to give precedent to it having an increasingly racialized use applied to a whole ethnicity or culture of people, and for explaining why Dhe&#039;nar are considered &amp;quot;dark elves&amp;quot; by Elves who know what that phrase is supposed to mean.&lt;br /&gt;
[701.1] Even if this is a slight exaggeration, we need an explanation for why the term &amp;quot;Dark Elves&amp;quot; was used on the Faendryl only starting 5,000 years ago, when they had been in Rhoska-Tor for 15,000 years at that point. If the concept of Dark Elves referred to the physical effects of those southern wastelands and was an existing concept, there would have been no significance to the House Elves declaring the Faendryl to be Dark Elves. So then after that, with the Faendryl and Dhe&#039;nar both &amp;quot;Dark Elves&amp;quot;, you get it turning into more of a race concept centered on a shared unnatural language, which in previous millennia was associated with Daemons per our embellished history of language. Likewise, the Dhe&#039;nar cultural behavior after the Great Fire is sufficiently barbaric to justify &amp;quot;dark elves&amp;quot; condemnation from House Elves.&lt;br /&gt;
[701.2] This general argument would also apply to the Sylvans. &amp;quot;sylvisterai&amp;quot; from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is a (lighter) cultural condemnation loosely having the figurative meaning of &#039;backwoods rube&#039;, and the Sylvan dialect is far enough removed to be considered its own language, so this lingual and political division of elves is quasi-racial. &amp;quot;Dark Elves&amp;quot; should usually reject that term as a political pejorative and refer to themselves as elves. One subtle quirk is that the Sylvans of Yuriqen are the main lineage, but strictly speaking, there are Wyrdeep elves who are not of that lineage who may plausibly be considered &amp;quot;sylvisterai&amp;quot; by imperial elves. The cultural condemnation of &amp;quot;dark elves&amp;quot; ought to apply to elves who are not mechanically Dark Elves as well, it might just be that its meaning has twisted to focus on the Rhoska-Tor ancestry ones.&lt;br /&gt;
[702] This is emphasizing that calling it &amp;quot;Dark Elven language&amp;quot; is relatively recent historically, and likewise &amp;quot;Rhoska-Tor&amp;quot; itself is a more modern term that was implied to have been used later than Despana by &amp;quot;[[History of Elanthia]]&amp;quot;, so &amp;quot;voice of Rhoska-Tor&amp;quot; from the &amp;quot;[[Dark Elven languages]]&amp;quot; document is also a later description for that language.&lt;br /&gt;
[703] This is the actual usage of it in documentation, as opposed to game mechanics. But here we are explicitly stating it.&lt;br /&gt;
[704.1] This is a convergence of Faendryl behavior toward the things that the term &amp;quot;dark elves&amp;quot; is supposed to actually refer to rather than the racialized component of it. This line is partly based on the &amp;quot;[[Path to Palestra]]&amp;quot; fact that the Palestra academies were founded after the Ashrim War and implicitly ramped up the scale of demon summoning, and more were built under the current Patriarch to keep up with demand. The shift to a paradigm of necromancy and demonology, the great big bad evils from the Undead War period, but in the modern meaning of those words used in this document, is bringing ancient Faendryl sorcery up into the present day game mechanics form of necromancy and demonology lores as the defining paradigm.&lt;br /&gt;
[704.2] This is also tempering the &amp;quot;we haven&#039;t changed this is what we always were and did&amp;quot; rhetoric in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; with something more historically nuanced. That document says of the Second Age: &#039;&#039;&amp;quot;It was an age that allowed for the unhindered pursuit of knowledge and the exploration of worlds within worlds. It was magnificent and worth preserving by any means, even ones the weak-willed found abhorrent and horrifying.&amp;quot;&#039;&#039;&amp;quot; The phrase &amp;quot;worlds within worlds&amp;quot; in the cosmology model used in this necromancy document would refer to the &amp;quot;infernal realms&amp;quot;, what could be called &amp;quot;pales&amp;quot; within this existence of more chaotic essences, as opposed to the outer valences. Which would have been more of an exile period thing with the dark essences of Rhoska-Tor and some merging with the black arts. This should generally reflect present day Faendryl over-stating the precedent of their present practices with what their ancestors did. This document is trying to show an evolution from comparatively innocuous practices to increasingly more rejected by others practices. So there needs to be an IC propaganda element when Faendryl NPC authors are talking about this stuff for everything to make sense.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IV. The Age of Chaos (-15,000 until Modern Era) [705]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Surveyor journal for northwestern Elanith [706]&lt;br /&gt;
Library Aies, Circa -15,180&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[705] Some of the history documents conflate, or at least include, the Undead War with the Age of Chaos. The convention we are using here is for the &amp;quot;Age of Chaos&amp;quot; to be the period of political collapse and disorder &#039;&#039;after&#039;&#039; the Undead War. However, it acknowledges that the &amp;quot;Modern&amp;quot; or &amp;quot;Fourth&amp;quot; age could reasonably be extended back as far as 10,000 years ago in at least some places, per &amp;quot;[[History of Elanthia]]&amp;quot; about it being ambiguous. But it uses the Modern Era calendar convention of the past 5,000 years.&lt;br /&gt;
[706] This is a totally made up quote. It is based in the premise established in this document that the crops in the fields were rotting, and so forth, with the outlying provinces of the Elven Empire having been largely wrecked by Despana&#039;s hordes. It is leaning into the blight and plague aspect of her methods. This quote is directly based on actual records from Vancouver&#039;s expedition into the American northwest in the late 1700s, repeatedly coming across native settlements that had been totally wiped out by smallpox. The description of the scars and blindness is also based on smallpox.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones.[707] This was futile and the Houses tended to withdraw from each other.[708] The Elven armies were mostly destroyed in the Undead War.[709] With the slow replenishing of the elven race, this power vacuum lasted for millennia.[710] It was no longer feasible for the Elves to exert control over the outlying provinces.[711] These declared themselves independent, or turned to outright rebellion.[712] The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded.[713]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[707] The &amp;quot;stabilize their own thrones&amp;quot; part is about the popular unrest premise in this document. The other parts refer to &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;Without the Faendryl to lead, the Elven empire began to decay. The houses began an internal struggle for power, as each thought themselves the natural heir to the Faendryl&#039;s position.&amp;quot;&#039;&#039;&lt;br /&gt;
[708] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;The Empire begins to crumble, each house withdrawing and managing their own affairs. The Elven Houses are no longer an organized community.&amp;quot;&#039;&#039;&lt;br /&gt;
[709] This is explicitly stated in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Elves had won the war, but at great cost. Much of their empire had been sacked by the Undead. Their armies were nearly destroyed.&amp;quot;&#039;&#039;&lt;br /&gt;
[710] This time scaling leans on the [[Ta&#039;Illistim Monarchs]] document. Segeir Illistim worked on rebuilding the Illistim military almost a thousand years after the Undead War, up to near -14,000 Modern Era. However, the Ta&#039;Illistim Monarchs document apparently uses the wrong dates for the Kiramon War, being off by about 2,000 years. Kiramon War should start roughly -11,000 and end a little after -10,000. Per &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (-9,800 end date) and an old statue in Ta&#039;Illistim that is a memorial of Istmaeon Illistim, who presided over the end of it. And consistency with the &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; documentation timing of about 15,000 years ago.&lt;br /&gt;
[711] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;Greater Elanith: Anarchy reigns, as the elves are no longer performing the role of protector to the lesser races. Little is known of this dark period.&amp;quot;&#039;&#039;&lt;br /&gt;
[712] Per &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; However, there is no definition for the structure of provincial governments, what it actually means for those territories to &amp;quot;declare themselves independent.&amp;quot; These could conceivably be (largely) ruled by western Elves to start with, but then without eastern support these rump states end up crumbling relatively quickly, and some elves of the West in the present day may have ancestry in the West back to this period.&lt;br /&gt;
[713] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039; (Note: The wording in History of Elanthia inadvertently defined the Age of Chaos as reaching all the way up to the present day.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years.[714] This precluded regaining lordship over the outlands.[715] In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world.[716] Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed to Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.[717]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[714] The Kiramon war would have started about 3,000 years after Segeir Illistim founding the Sapphire Guard and working to rebuild the Illistim military. Again, the Ta&#039;Illistim Monarchs document dates for Istmaeon Illistim appear to be off by 2,000 years. That document has NPCs living several thousand years and even giving birth past age 3,000. Player character ages for elves are broken in general, the range for setting it used to go up to 3,000 and later the whole thing was cut in half. But there are still 3,000 year old player characters.&lt;br /&gt;
[715] In any case, the kiramon war sets them back again up through -9,800, and human fortresses start getting built in the west in -3,000. This document has framed that the Elven Empire only exerted limited direct control over the outlying provinces at its height (e.g. the Vaalor struggling with the Black Wolves in the northwest) so that helps with the impracticality of reasserting control in a war torn West with faster regenerating populations than the Elves. So you combine this with the divisions and isolationism/insularness of Elven politics after the Undead War, you get inability to regain control of the outlying provinces. It is super vague what this part of the continent was like in those time periods.&lt;br /&gt;
[716] This is in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. The irony refers to the Faendryl having been exiled for their dangerous banishment-off-world strategy at Maelshyve, with House Illistim complaining about the unknown risks in it (including the risk of the enemy unexpectedly returning some day.)&lt;br /&gt;
[717] This is in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. It makes clear that the Aelotoi leaders (e.g. Braedn) were told and are aware that the kiramon of Bre&#039;Naere had been banished there by the Elven Nations. It was historically well known enough that the courtiers at the Illistim Keep were able to surmise the coinciding timing of the kiramon banishment and when the Aelotoi said the kiramon arrived. There&#039;s been some expressions over the years of that being some sort of secret hidden from the Aelotoi, but that isn&#039;t the case, the Elven monarchs / elites may just have some more knowledge / better insight into their role in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.A New Ta&#039;Faendryl&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was the famine she unleashed with her necromancy.[718] It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was the blights poisoning the fields and forests.[719] They were struggled against for centuries as recurring illnesses.[720] It was the cause of insurrections and expansionist wars.[721] There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well.[722]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[718] This premise is an embellishment, based on extrapolating details from the Sylvan and Halfling histories. &lt;br /&gt;
[719.1] The &amp;quot;plagues&amp;quot; premise is partly based on &amp;quot;[[History of Elanthia]]&amp;quot; explicitly referring to the plagues in this period. This line is just generalizing it to plantlife (perhaps including wildlife or livestock who eat those plants, as suggested in the Faendryl documentation) with the notion of &amp;quot;blight.&amp;quot;&lt;br /&gt;
[719.2] &amp;quot;Doom of Kalaza&amp;quot; is a totally made up term for the Red Rot destroying Kalaza. The part about the blights is extrapolating from approximate time period references. This is partly based on &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about crops rotting in the fields, where the sylvans from Nevishrim were geographically closer to the outlying provinces of the Elven Empire. It also draws from the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;. The Horse War was a few centuries after the Undead War, so this is recontextualizing the blight problem into the Undead War context. Long-term leftover problems from Despana&#039;s desecration necromancy, which is a concept elaborated somewhat in Volume 2.&lt;br /&gt;
[720] This is an embellishment. But can help exacerbate the conditions that cause the Elven Houses to lose control over their outlying provinces, and turn autarky oriented with respect to each other, due to economic duress from agricultural conditions. This document also set up a framework of the West&#039;s outlying provinces as having been a breadbasket for the Elven Empire, so the structure of their economies would be totally shaken up and then restructuring to local production for everything with all Elven labor. Whereas they may have had manual labor from &amp;quot;lesser races&amp;quot; during the Elven Empire. This partly relates to how much magic is to be allowed to act in the world setting. It gets fairly ill-defined on the *practicality* of large scale magic.&lt;br /&gt;
[721] This is an embellishment. But it provides internal logic reasons for the separatism and rebellions that are supposed to have happened in this decolonization period. Technically, this premise is also present with the Ardenai in the Horse War case, this is just generalizing that dynamic.&lt;br /&gt;
[722] This is the Horse War from &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl.[723] The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food.[724] Though there were forests near Maelshyve, these were dark and twisted, too dangerous from proximity.[725]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[723] This could be taken in the literal sense of how hard it would be to grow edible food in the vicinity of Maelshyve, which might as well be the magical equivalent of a nuclear test site. But some of this sentence is Faendryl IC author bias.&lt;br /&gt;
[724] It is a desert and possibly badlands, and if you allow remnants of Despana&#039;s forces to be hostile hazards on the surface, the Faendryl would need to grow food in underground caverns for the food security. But people often forget that this location canonically has forms of magical radiation poisoning, and that it twists and makes &amp;quot;hostile&amp;quot; the plants you grow in it. So this sentence is reaffirming that there are also &amp;quot;unnatural&amp;quot; reasons for the problems of food in this location. It&#039;s not just &amp;quot;oh gross who wants to eat bugs&amp;quot;, it&#039;s you should not want to be eating anything from this polluted place.&lt;br /&gt;
[725.1] This is creating a premise to reconcile the closeness of Maelshyve to green parts of the Elanith map and the notion the Faendryl could not grow anything, along with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; saying &#039;&#039;&amp;quot;on wooded slopes surrounding the valley on which Maelshyve Keep stood.&amp;quot;&#039;&#039; The solution here has to be leaning into the kind of thing mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot;, which is that if you make something grow there, it is twisted and hostile and dangerous. &lt;br /&gt;
[725.2] The previously framed premise of being charged with guarding Maelshyve on the one hand, and this task being the penance for future political rehabilitation, which are made up for this document, also provides motivation for why they *had* to be in this specific location and why they were going to all the trouble of agriculture in this near impossible spot instead of some distance away and transporting the food in, which is probably what the Agrestis does modernly. The other framed premise of leftover forces of Despana making the region too hostile and uncontrolled also gives a logic for it being infeasible to do food security at a distance from their caverns. And the premise of the Maelshyve strategy as more of a silver bullet solution that a sheer raw power solution would explain why the Faendryl couldn&#039;t just chase out all such hostiles and make a nice surface nation state from the very beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide.[726] In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam.[727] They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city.[728] It was to spite Laibanniel Illistim for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind.[729] These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.[730]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[726] This is an embellishment in its specific assertion, but it is sensible extrapolation, and consistent with (for example) the spiteful twisting of Elven words in the formation of the Faendryl dialect as described in the &amp;quot;[[Dark Elven languages]]&amp;quot; document. This also sets up the rhetorical basis for this document describing the Faendryl as characterizing the annihilation of the Ashrim Isle as an &amp;quot;exile&amp;quot; rather than a genocide, which is a made up premise of some Faendryl drawing moral equivalency for making Ta&#039;Ashrim unlivable and the Faendryl exile. It is not defined, but a lot of people probably died just from the evacuation and Trail of Tears like moving of the population, though this also runs up into the question of how much NPC magic is allowed to distort the world setting. (e.g. &amp;quot;Well why didn&#039;t they just open portals and everyone just walks through?&amp;quot; or &amp;quot;Why didn&#039;t they just make permanent portals to some other place they could grow food?&amp;quot;)&lt;br /&gt;
[727] The salted earth language comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that they left their creations to roam the city is framed on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Old Ta&#039;Faendryl section] of the Play.net website.&lt;br /&gt;
[728] It is unclear what the original lore intention of the Ithzir was meant to be, it is plausible they were supposed to be experimental mutants like the [[twisted being]]s and [[festering taint]]s. But they have canonically since been treated as extraplanar. The premise that they are world conquerors comes from Kenstrom&#039;s storylines (e.g. [[Return to Sunder]]) and his document &amp;quot;[[Ithzir Genesis]]&amp;quot;. The premise that the Faendryl summoned them to salt the earth comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that it was symbolic over the ingratitude for the Faendryl&#039;s role in guarding against extraplanar threats, which is framed as the roots of their demonic summoning and veil piercing magic they were exiled for, is an embellishment of this document attempting to recontextualize &amp;quot;[[History of the Faendryl]]&amp;quot; regarding the Enchiridion Valentia and Palestra. The premise of having the Ithzir world conquerors symbolically lording over the capital of the Elven Empire is an embellishment that is just synthesizing these other premises. &amp;quot;History of the Faendryl&amp;quot; uses the term &amp;quot;shining city&amp;quot; for Old Ta&#039;Faendryl. That term has since become used for Ta&#039;Illistim in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_1.asp &amp;quot;Illistim Society&amp;quot;] document, but the Faendryl document use of it is almost a decade older than the Illistim document use of it.&lt;br /&gt;
[729.1] This is an embellishment. The design of Old Ta&#039;Faendryl has the entrance characterized as telling the Faendryl they are not welcome here, and the Old Ta&#039;Faendryl background description on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Play.net website] makes it clear that the sentinels and energy barrier were created by the other Elves. So that most Faendryl would not be able to return, only the most powerful would be able to get in, and that this would allow the Elves to study the things the Faendryl left behind: &#039;&#039;&amp;quot;At the entrance to the grounds surrounding Ta&#039;Faendryl, the Elves erected two stone sentinels whose magic would keep all but the most powerful of Elves away. In this manner the bulk of the Faendryl people would never be able to return, however, the most powerful of the other Elven races would be able to enter and investigate the powerful magics developed by the Faendryl sorcerers.&amp;quot;&#039;&#039; &lt;br /&gt;
[729.2] Then it is cross-referencing [[Ta&#039;Illistim Monarchs]] on who the Argent Mirror was at that time, since this energy barrier construction would most plausibly have been made by Illistim mages. Then this document is characterizing summoning the Ithzir as spite over that. &amp;quot;[[Ithzir Genesis]]&amp;quot; has the Glethad NPC saying the Faendryl made the barrier, but that has to be treated as a mistake, because it is not consistent with what exists in-game and the Old Ta&#039;Faendryl background material on the Play.net website. It would also mean the Faendryl putting up a barrier to keep the other Elves out of something they &amp;quot;salted the earth&amp;quot; over anyway.&lt;br /&gt;
[730] Volume 3 especially talks about aberrations and how they are necromancy in the broad sense of the definition used in this document, though teratology might not fall entirely inside the scope of necromancy, for instance elementally corrupted creatures. (This would be consistent with DragonRealms where non-necromancer Arcane users [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 might be] teratologists, using the DragonRealms definition of necromancy of sorcerous crossing/mixing with life mana.) [[Lich qyn&#039;arj]] are just straight up undead. Volume 3 totally makes up some background about them, which makes their presence symbolic for Koar and fallen rulership reasons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun.[731] There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana.[732] Among these latter factions, the Faendryl were the subject of hatred.[733] However, the Faendryl soon discovered entrances to the underground caverns, and were able to erect wards to keep out the banshees and other infernal spirits that are endemic to those lands.[734]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[731] The harsh climactic conditions of Rhoska-Tor near Maelshyve have been seen first hand during the Maelshyve archaeological dig expedition event. The hostile forces refer to the arguments made in this document for leftover Despana alliance/horde constituencies, as well as the &amp;quot;natural&amp;quot; undead and demonic hazards of the region framed earlier in this document.&lt;br /&gt;
[732.1] This embellishment is an extrapolation of what should be true in context. It is also leaning on there being indigenous &amp;quot;sinister&amp;quot; types to the region with backgrounds pre-dating Despana.&lt;br /&gt;
[732.2] While we are having the demons causing the mindless undead to chase the retreating living into the keep, more powerful undead further away like the banshees might not have done that, and the demons running wild ought to have pulled some of the undead away with them. Then there is whatever outlying undead forces Despana had away from Maelshyve itself, which had their command hierarchy decapitated. Which the Elves would have pushed out of the East, so they&#039;d either head toward Rhoska-Tor and the wastes or into the West. The point is that Despana&#039;s forces can be destroyed at Maelshyve without it being a just-so story where *everything* ended up inside the building, and everything in the collapsing building got pulled through the tear in reality, without anything about it being messier than that in the fine details. It isn&#039;t a problem for the region to be a chaotic mess afterwards, even though the demons + implosion strategy was fundamentally successful.&lt;br /&gt;
[732.3] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; does say &#039;&#039;&amp;quot;As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die. The fact that there were no surviving enemies to rout was an empty consolation.&amp;quot;&#039;&#039; But this is excessive since they should not all have even been at the Battle of Maelshyve when it was a lightning strike in a stalemate frontlines situation.&lt;br /&gt;
[733] This is a reasonable extrapolation from the prior premise.&lt;br /&gt;
[734] This is tying back into the premise of the Dhe&#039;nar section of this document. The &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;Life in that place was never easy, for little grew there. Below the surface, however, the Faendryl found extensive networks of caverns. Not only did these provide shelter, but they also contained an unusually large number of mana foci.&amp;quot;&#039;&#039; (Other places like the Old Ta&#039;Faendryl [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp page] on the Play.net website and &amp;quot;[[History of the Faendryl]]&amp;quot; instead say &amp;quot;nothing&amp;quot; grew in Rhoska-Tor, while &amp;quot;[[History of the Sylvan Elves]] has wooded slopes right next to it.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic.[735] But they would emerge twisted, and were most often poisonous, or even rotting.[736] Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves.[737] The instabilities in the flows that were caused by the implosion of Maelshyve made it difficult to keep even crude constructs or golems.[738] The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies.[739] They then instead used reanimated corpses, which had milder but similar issues.[740] In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve.[741] In time they were able to make working artificial constructs from exotic metals.[742] It would not be possible to even begin considering this on the surface until the situation stabilized.[743]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[735] This is partly based on spirit circle spells that make things grow, such as herbs, though also plants in general in Rolemaster spell lists. This is a scaling issue problem of what should be feasible with spell casting. This is hanging a lantern on the issue and mitigating it by setting up reasons for why the problem could not just be magic wanded away.&lt;br /&gt;
[736] The &amp;quot;rotting&amp;quot; is inspired by Rift herbs. But generally this premise is already canon in &amp;quot;[[History of the Faendryl]]&amp;quot;: &#039;&#039;&amp;quot;Life was difficult, as nothing would grow, and what few things did sprung from the ground twisted, warped, and often hostile.&amp;quot;&#039;&#039;&lt;br /&gt;
[737] This is addressing the geographical context problem of &amp;quot;well there&#039;s green stuff right next to there so why can&#039;t they grow stuff right near Maelshyve instead of the wasteland itself&amp;quot;. If those green areas are themselves &amp;quot;bad places&amp;quot; due to proximity to Rhoska-Tor, it takes it off the table to do agriculture there (not that having a minor amount of growing plants is necessarily consistent with land able to support agriculture in the near term), plus the framed premises of hostile surface forces this document introduces and emphasizes. The imported top soil and artificial lighting is addressing how to grow stuff in underground caverns, and Faendryl do not have Drow dark vision. Trying to keep that soil purified would be difficult near Maelshyve, and &amp;quot;[[History of the Faendryl]]&amp;quot; talks about the crops getting corrupted with sorcerous radiations.&lt;br /&gt;
[738] This is an embellishment that extrapolates off there being mana storming during the Maelshyve archaeology expedition event. It is trying to reconcile the weirdness of summoning demons to do agriculture labor when the Faendryl would have been aware of the corrupting influence of the demonic on life, when they left behind all these powerful construct automatons in Old Ta&#039;Faendryl. So synthesizing these premises lets you say it wasn&#039;t feasible to just use golems/constructs at that time, which are totally obedient passively unlike demons which require active management and binding.&lt;br /&gt;
[739] This changes the characterization in &amp;quot;[[History of the Faendryl]]&amp;quot;, making using the demons for this as a desperate measure making the best of a bad situation. This can help nudge along the casual open embrace of demonic summoning with the whole population, especially if the objectors had already left House Faendryl from the more nuanced exile logic this document introduces. But the Faendryl should not just casually be all-in on routine rote demon use yet at the start of the exile, that should be treated as &amp;quot;History of the Faendryl&amp;quot; being present biased and doing some revisionist apologetics.&lt;br /&gt;
[740] There is a premise here for reanimating the livestock that die for whatever reason, though it is dubious that the Faendryl had something as resource intensive as &amp;quot;cows&amp;quot; on such a tenuous plant growing basis in that time period. But they would have *some* livestock for fertilizer purposes. So, there is a premise of using reanimated bodies, because it&#039;s walking long-term fertilizer. But reanimation is still sorcerous magic, and it&#039;s also very temporary and micromanaged. You need something more properly undead to act as labor that is more obedient than demons, and that is going to run into the same corruptive dark energies problems.&lt;br /&gt;
[741.1] This is again extrapolating off the mana storming that has been observed around Maelshyve in the present day. It is setting up a premise that the Faendryl summon low corruption entities for mundane use in the present day, recognizing the toxic pollutive problems of &amp;quot;fiends&amp;quot; and the black arts. This is also setting a difficulty-of-retaining-control over the things premise because of the essence instabilities. &lt;br /&gt;
[741.2] It is also addressing and mitigating the fact that &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; states that valence creatures are still used for manual labor in these ways, even though that corruption property would be a known issue: &#039;&#039;&amp;quot;They bear much of the burden of lesser tasks relegated to them so that Faendryl may use their time to focus on more important matters. They assist in the crop planting and mining for the Agresti and help haul the goods of the Emporion from workshop to store.&amp;quot;&#039;&#039; This is talking about &amp;quot;minor demons&amp;quot; (in some broad Faendryl definition of demon) that are not problems for retaining control over them and basically just extraplanar creatures who will obey as servants: &#039;&#039;&amp;quot;an abundance of minor demons abiding their masters&#039; orders and roaming freely within the walls.&amp;quot;&#039;&#039; The concern here is not letting Faendryl mastery of minor demons, or extraplanar creatures, gut the menace and danger and darkness of the demonic as a category. They might have specialized use as assistants in the Agrestis for tasks that are too fine-grained for construct/golem automatons which would do the heavier labor.&lt;br /&gt;
[742] This is (again) bringing in a retcon to make sense of why they did not use constructs/golems given the obvious problems of using demons, given that they left behind powerful magically resistant [[Greater construct|constructs]] in Old Ta&#039;Faendryl. (It might be that higher corruption &amp;quot;fiend&amp;quot; demons were easier to control with the Rhoska-Tor dark essence in the unstable mana flows period close in time to the Maelshyve implosion, but this was pulled back later, and present day &amp;quot;demon&amp;quot; assistants are low pollution outer valence creatures.) They needed time to figure out how to make ones that would work under those conditions, and get enough of the exotic metals to make them. (&amp;quot;[[Elanthian Gems]]&amp;quot; specifically talks about krodera and mithril veins in particular shielding some of the alabaster deposits in Rhoska-Tor from sorcerous radiation.) And then with the immediacy of their problems, and the surface conditions, they could not even begin thinking about trying to do this stuff on the surface at a remote distance. &lt;br /&gt;
[743] They needed to establish a power base and gain effective control over the surroundings before things would be secure enough to allow for remote/distant food dependency. Eventually there will be population spread out. But in the early times we can have this penance premise where there was not an intent of the exile being a permanent situation, so early on staying near Maelshyve would be a good behavior thing into the political situation improved. But then it goes on long enough that you have generations viewing this region as home, and you can have spreading out and making a port and so on, eventually reaching the state where Chesylcha is engaged to an Ashrim prince and best friends with the Illistim Mirror.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the span of decades. For others it was centuries and there was not much affect on skin tone for those farther away.[744] While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the demon worshippers began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor.[745] Despana transformed more into a myth of she who will one day return.[746]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[744] The time scale of the Dark Elf magical conversion is somewhat ill-defined. The time scale described here would be consistent with how it is described in &amp;quot;[[History of the Faendryl]]&amp;quot;, but that section of &amp;quot;History of the Faendryl&amp;quot; is deeply inconsistent with the chronology of the other history documents. This within-lifespan speed of it is important, because if it takes thousands of years and multiple generations, that greatly restricts the range of possible Dark Elves who are not of Faendryl or Dhe&#039;nar ancestry. But the premise that only those in the deepest caverns closest to Maelshyve had the skin darkening is explicitly established in &amp;quot;History of the Faendryl&amp;quot;. There was a &amp;quot;did you know&amp;quot; section on the Play.net website of dark elven mothers [https://www.play.net/gs4/info/races/darkelf.asp doing experiments] with making light skinned children, but that is cringe and also unnecessary because it was never the case that Dark Elves were supposed to all be darker skinned in the lore premises. That page itself only says &amp;quot;usually&amp;quot; brown or black skin. Those rumor sections also have stuff in them that is not true in general.&lt;br /&gt;
[745] This is following from the embellished premises earlier in this document. &amp;quot;the voice of Rhoska-Tor&amp;quot; is the Dark Elven language in the &amp;quot;[[Dark Elven languages]]&amp;quot; document, and probably what it should have been called before Dark Elves were historically a racial category (i.e. modernly) but after the region started being called Rhoska-Tor post-Despana. This line is playing off the earlier premise that the demonic cultist types regard it as a &amp;quot;divine language&amp;quot;, so being the deranged types that they are with their weird religions, this softening of hostility to the Faendryl can make sense. Especially as Despana and the war recedes further in the past.&lt;br /&gt;
[746] This is playing off the Grot&#039;karesh Hammer Clan&#039;s reincarnation myth beliefs about Despana returning eventually in &amp;quot;[[Giantkin History]]&amp;quot;. In the other Volumes this document has them being influenced by regional beliefs along those lines, with there being bad guys in Rhoska-Tor who want Despana to return and would help make it happen if they knew how to do it. But that is a made up premise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground.[747] The cultists would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary.[748] The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor.[749] For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery.[750] In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot;[751] Sorcery was broadened in such a way that it absorbed some of the more ancient black arts.[752] The dark arts were then studied through the paradigm of Faendryl rationalism.[753]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[747] This is having the Faendryl become the hegemonic power in that region, but the black arts practitioners still being present, especially in illegal kinds of ways. This is related to the earlier framing about the Faendryl only eventually exerting control over the surface lands as their position strengthened and their population size recovered from everything that had happened. Recall earlier we had the other Elven Houses with a big demographic hit, leaving them unable to keep control over the outlying provinces. The Faendryl would have the same problem, even moreso if they lost part of their population to exile politics, whether renouncing the House or splitting off as expatriates for various reasons. That is also recontextualizing &#039;&#039;&amp;quot;not a single elf complained&amp;quot;&#039;&#039; in the Exile section of &amp;quot;[[History of the Faendryl]]&amp;quot;, because the complainers would be the people who already noped out and left House Faendryl. Hardship conditions over this might also have had people leaving at this point to try to live elsewhere further south or to the north in the West, given that the Elven Houses no longer had any effective control over there and there&#039;s no one in a position to stop them from going off on their own. This is part of the general dynamics of present day Faendryl being descendants of people that staunchly loyal House Faendryl and its political positions on all these issues. And the ideological divergence and Overton window shifting that comes from that.&lt;br /&gt;
[748] The Senary comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, treated as a mythical boogey-man of those secretly defying the Patriarchal authority. This premise of cultists infiltrating Faendryl society would make sense if such cultists are taken as existing in the region. There was also an established premise in 5123 of a Faendryl named Enomna impersonating Patriarch Korvath&#039;s recently dead mother to try to kidnap the Patriarch&#039;s son out into the wastes as part of her attempt to find life extension solutions for her human husband. This has not been explained yet, but this would be thematically consistent.&lt;br /&gt;
[749] This is following the same logic as the Dhe&#039;nar section earlier, and the various premises of &amp;quot;dark essences&amp;quot; and demonic energies and undead corruption in the region from the several documents. It is the premise for Faendryl sorcery moving further along to its more modern forms that we are calling &amp;quot;dark sorcery.&amp;quot;&lt;br /&gt;
[750] This is following the logic of the Arcane power section earlier in this document, about how those metaphysical traditions each influenced the development of Faendryl sorcery in the exile period. This is giving more concrete language to how those doctrines were twisted in the new situation of having these energies from other valences or infernal realms.&lt;br /&gt;
[751] This premise is explaining why sorcerer spells are organized on a &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; duality now mechanically, while other documentation has them as a hybrid of elemental and spiritual spheres of magic, with a class description that matches what this document is calling &amp;quot;classical sorcery.&amp;quot; This is all generally about making sense of the issues of defining sorcery and hybrid magic in the world setting.&lt;br /&gt;
[752] Since the Faendryl are using these &amp;quot;dark essence&amp;quot; energies around Rhoska-Tor, and demonic stuff, and there is whatever contact or spillover with the black arts practitioners more indigenous to the region, you have at least some of the &amp;quot;black arts&amp;quot; falling under this broadened definition of &amp;quot;dark sorcery.&amp;quot; But Faendryl sorcery should not include stuff that is highly toxic to the surroundings, debasing to the self, and so forth, it should be &amp;quot;dark grey&amp;quot; magic rather than &amp;quot;black magic.&amp;quot; With a significant amount of focus in how to counteract and prevent the black arts and black magic.&lt;br /&gt;
[753] This is making intellectual tradition continuity with the Second Age Faendryl, and how this form of &amp;quot;dark sorcery&amp;quot; is distinct from the black magic practiced elsewhere in other culture traditions. It is broadening and breaking up the monolithic &amp;quot;sorcery&amp;quot; concept, even if this Faendryl paradigm is what we deal with through Sorcerer Guilds. The Faendryl ties with the Sorcerer Guild institution, only awkwardly IC and distorting as that concept is, finds representation in places such as &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the loresong on the [[forehead gem]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultism provided the back door for these wasteland traditions to become incorporated into the dark arts of sorcery.[754] The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution.[755] It was fashionable to embed the demonic or spirits into weapons or other items.[756] There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through immaterial projections.[757] What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces.[758] The futility of challenging the Faendryl is well known in the Southron Wastes.[759]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[754] This is using the previous established &amp;quot;back door&amp;quot; property of occultism, now for bringing in stuff from the southern wastelands, whereas the Second Age occultists were moreso pulling in stuff from people then living in the West.&lt;br /&gt;
[755] These would be spells similar in nature to [[Cloak of Shadows (712)]] and [[Pestilence (716)]] (though it might be inconsistent for it to be those exact spells), which Second Age Faendryl probably would not have wanted anything to do with, though they might have used magic like the old [[Disease (716)]] which would be more &amp;quot;classical sorcery&amp;quot; compared to Pestilence&#039;s &amp;quot;dark sorcery.&amp;quot; They were bending this way already with having made the festering taints in the Undead War period. Similarly, [[Torment (718)]] is probably out of this wasteland tradition. It isn&#039;t the kind of spell that should have been done by Second Age Faendryl, and most present day Faendryl would probably find it barbarically reckless and dangerous to the caster.&lt;br /&gt;
[756] Stuff like this has been done in game, like the Black Hel slayer demon scimitar from the I.C.E. Age (last possessed by Kree), or the soul eater staffs from Ebon&#039;s Gate. But [[Ensorcell (735)]] is more vanilla than this, just layering necrotic energy on objects. That&#039;d be an example of a &amp;quot;dark arts&amp;quot; spell that is not a &amp;quot;black arts&amp;quot; spell but also not &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[757] This is leveraging off the &amp;quot;dread seer&amp;quot; stuff from the earlier section on warlocks. The Extrachthonic Cartographer&#039;s Guild from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; represents a very &amp;quot;demonology&amp;quot; and materialist approach to valences and summoning demons. But there should also be necromantic methods (i.e. immaterial or possessing or scrying) for this stuff, especially for the outer realms that are unable to support life or even material existence as we know it. Xorus [[Harrowing and Esoteric Archaeology|lectured]] about this once, using the term &amp;quot;occult philology&amp;quot;, generalizing off the Planar Shift spell having runes embedded in flow patterns. Talking about this in more cosmic analogs. This is following a kind of Lovecraftian theme, like what Randolph Carter is doing in [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;].&lt;br /&gt;
[758] With all this bad stuff in the southern wastes (e.g. Horned Cabal), and precedents like the Palestra Blade Aralyte going after Althedeus, and the earlier warding premises for the banshees/etc. for living there, it is sensible that the Faendryl would be majorly invested in controlling dark magic as protection from dark magic. In line with what they did with Despana. This would be a deep ideological dispute with the other Elven Houses, rooting back in disagreement over the Maelshyve strategy.&lt;br /&gt;
[759] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; makes it sound like people down there generally know better than to try to directly take on the Faendryl, but it says: &#039;&#039;&amp;quot;Despite the occasional large-scale external conflicts since the Faendryl defeat of Despana&amp;quot;&#039;&#039;. There are only two in current canon, the Ashrim War and the Third Elven War. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They would come to grow food in their outlying lands, along with relatively minor surface settlements.[760] There was even the eastern port of Gellig after some ten thousand years, as relations between the Faendryl and other Houses had improved.[761] While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age.[762] Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins.[763] Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd.[764] It was a politically controversial royal marriage, which would have shifted the balances of power.[765] (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.)[766] When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle.[767] The Faendryl losses were horrendous.[768] The Houses declared it a genocide, the Faendryl called it an exile.[769] The war had sought to compel a trial and formal restoration of ancestral land claims.[770] But in the end it turned their allies against them and entrenched the opposition.[771]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[760.1] This is getting around the issue of &amp;quot;how do you grow food in a desert wasteland&amp;quot; when Faendryl territory by now extends some distance beyond the desert wasteland. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; has the Agrestis being a triune of ranchers, farmers, and miners. The ranchers and farmers should in the present day be working on the surface away from the desert. This land is defined as all belonging to the Patriarch by default, unless given to someone else, and the Agrestis is in charge of regulating it. It is unclear how old the Pentact divisions are and how far back terms like &amp;quot;Agrestis&amp;quot; should really reach in Faendryl history. &amp;quot;[[Origins of Amasalen]]&amp;quot; attributes Agrestis back to the Second Age, but the document is a translation and not nearly that old. (Though of dubious provenance, it is supposedly over 150 years old, but interestingly describes much more recent events in Kelsha&#039;s paintings.)&lt;br /&gt;
[760.2] The presence of outlying surface settlements in the present age is defined in the Third Elven War period in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[761] Gellig being an eastern port is 100% made up. Gellig is a location that the Turamzzyrian Empire sacked on its march into Faendryl lands, and whatever Gellig was, that was what set off and totally enraged the Faendryl. So this is defining Gellig as a Faendryl sea port, perhaps the location the Faendryl armada launched from in the Ashrim War, to explain why the Faendryl reacted so much worse to Gellig being invaded. The timing of 10,000 years is made up. It&#039;s using that number because &amp;quot;[[History of Elanthia]]&amp;quot; talks about roughly 10,000 years ago being when modern historians often talk about the Age of Chaos starting to end, and &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has human fortresses being built 8,000 years ago. There needs to be some lead up time and interaction with the eastern Elves to reach the point of the Chesylcha-Ashrim marriage so that it is not out of no where, and it is reasonably long after the Undead War for Elven time scales.&lt;br /&gt;
[762] This is the hedge on the 10,000 years ago number, with the Modern Era calendar being defined with a year 0 that was only a bit more than 5,000 years ago.&lt;br /&gt;
[763] This detail comes from the [[Ta&#039;Illistim Monarchs]] document about the Mirror at the time, Caladsal.&lt;br /&gt;
[764] The Loenthran poet detail comes from a display in Museum Alerreth in Ta&#039;Illistim. The wedding party is also described originally in &amp;quot;[[History of Elanthia]]&amp;quot; as quite large. [[Maeli Gerydd]] went missing. &amp;quot;History of Elanthia&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; imply it is known Chesylcha died (though in incompatible ways), but the Maeli Gerydd lore and the [[forehead gem]]s ending up in the ocean make it sound more like a disappearance.&lt;br /&gt;
[765] There is another [[Chesylcha Sukari Faendryl|display]] (of a jade seahorse with ribbon for pinning to the left sleeve) in [[Museum Alerreth]], for example, that talks about the marriage as politically controversial. The &amp;quot;[[History of the Faendryl]]&amp;quot; document blames it on a Nalfein assassin.&lt;br /&gt;
[766] There should be a lot of socioeconomic and great power politics reasons for the Ashrim War that have never been carefully fleshed out. But it isn&#039;t within the scope of this document. The straight forward logic of the situation is that the Ashrim were the dominant naval power and the Illistim were developing air power, and Chesylcha was the glue on what would have been a forming alliance between them with a restored House Faendryl. Which would be very contrary to the maritime and court interests of House Nalfein (especially if there was Loenthran support), and been disliked by House Vaalor for military pre-eminence reasons. And who knows about the Ardenai.&lt;br /&gt;
[767] The story of the divination of the assassination by Chesylcha&#039;s sisters comes from &amp;quot;[[History of the Faendryl]]&amp;quot;. The spiraled out of control notion is an embellishment, this document is trying to give more rational motivations and war objectives, because the original story is a Helen of Troy kind of thing. It does not make sense to conquest regain the ancestral homeland, especially by invading the Ashrim Isle which is not even in the same direction, and especially when it is far beyond living memory to have actually lived in those ancestral lands. It has to be more abstract, about restoration of ancestral land claims, and political standing in the council of monarchs and so forth. The fog of war line is about the situation turning chaotic and escalating in a way that was not planned. (i.e. we are not having the Faendryl sending ships at the Ashrim to then do some genocide on land.)&lt;br /&gt;
[768] This is framed originally in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[769] The Faendryl calling the obliteration of the Ashrim Isle &amp;quot;an exile&amp;quot; is totally made up for this document. It ties back into this document earlier saying the Faendryl came to regard their exile to a land without food as attempted genocide. The gist is that the Faendryl attitude is there were Ashrim who were not on the Ashrim Isle, and the Ashrim Isle becoming uninhabitable is just an exile, and if House Ashrim no longer exists as a culture and royal line and political entity that speaks only to the failure of the Ashrim people. Likewise, the other Houses did not intervene in the war for the Ashrim, and did not cede their coastal lands to any Ashrim survivors. &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; talks about sea elves who will not acknowledge the Elves of this continent, which Scribes intended as a backdoor hook for Ashrim survivor descendants (though he was not Elf guru), and it might be that whatever Ashrim survivors there were had big grievances with other Houses after that war rather than just the Faendryl. In spite of the maudlin memorial stuff the Elven Houses do today about the Ashrim.&lt;br /&gt;
[770] This is inspired by the non-canon Faendryl [[Siege of Ta&#039;Ashrim|captain&#039;s journal]] of the Ashrim War that Mnar had in the [https://web.archive.org/web/20010723220557/http://gemstone.play.net/etimes/et6/ancient.htm Elanthian Times] back in 2000 in [https://web.archive.org/web/20020205003433/http://gemstone.play.net/etimes/et7/ancient.htm multiple parts] into [https://web.archive.org/web/20030212062741/http://gemstone.play.net/etimes/et8/ancient.htm 2002]. The general notion here is the Faendryl put together a naval fleet to meet the Ashrim on their own culture-tradition terms as a matter of honor, rather than a serious expectation of having a full scale naval war with the Sea Elves, as a matter of compelling a trial of traitors in the Ashrim royalty to get justice for Chesylcha and her wedding party. But then the Ashrim are guarding their royals, and ship violence happens, and things start spiraling out of control. Then in that fog of war context with horrendous Faendryl losses, you get a few ships making it to Ta&#039;Ashrim. Like in the non-canon journal, they&#039;re trying to arrest some royals, and end up in a position of blowing everything up.&lt;br /&gt;
[771] Though the Faendryl in some sense won the battle at Ta&#039;Ashrim, they very much lost the war in terms of achieving the war&#039;s political objectives. It catastrophically damaged their political standing with the other Houses for thousands of years. But they also suffered their own horrendous losses, and they completely doubled down on everything after the Ashrim War. The &amp;quot;[[History of the Faendryl]]&amp;quot; document might be interpreted as omitting most of the exile period where New Ta&#039;Faendryl was an underground city, and it could be treated as state policy to refer to this as some &amp;quot;period of appeasement&amp;quot; that state sanctioned history ignores. New Ta&#039;Faendryl is a surface city that is only a few thousand years old, but it should most likely be treated as the surface facade of something that runs much deeper into the ground, that is a lot older.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism.[772] The Patriarch formally dismissed the penance of House Faendryl in guarding the ruins of Maelshyve for the Elven Empire.[773] It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve.[774] The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor.[775] There was then a full embrace of the dark arts, which were regarded as morally neutral.[776] The Palestra academies were founded to support a vast expansion of demon summoning.[777] The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.[778]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[772] The aftermath of the Ashrim War being the moment the Faendryl was declared to be &amp;quot;dark elves&amp;quot; is defined both in &amp;quot;[[History of Elanthia]]&amp;quot; and in &amp;quot;[[History of the Faendryl]]&amp;quot;, which cross-referenced with the chronology of other documents such as &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, means the Faendryl were *not* known as &amp;quot;dark elves&amp;quot; for 15,000 years of residing in Rhoska-Tor. It is given as a cultural condemnation with a racialized aspect. So we should treat Dark Elves as a race as being a relatively modern thing, and have the meaning of &amp;quot;dark elves&amp;quot; be different in earlier time periods.&lt;br /&gt;
[773] This is an embellishment to bring the premises of the exile in this document up into alignment with the more contemporary attitudes illustrated in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Though the Armata still guards the ruins for its own internal security, but allows demons to wander toward the Demonwall.&lt;br /&gt;
[774] This is the state sanctioned revisionist history being framed, where what we might call the &amp;quot;period of appeasement&amp;quot; is treated as a wrong direction.&lt;br /&gt;
[775] This is explicitly stated in &amp;quot;[[History of the Faendryl]]&amp;quot;. It is partly based on &amp;quot;Path to Palestra&amp;quot; saying the Palestra academies were founded after the Ashrim War, and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; being clear that New Ta&#039;Faendryl is only a few thousand years old, and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; distinguishing New Ta&#039;Faendryl from Rhoska-Tor. The city is described in a highly centrally planed way in that document, and so this is introducing a premise that the society structure was centrally planned in this way in the aftermath of the Ashrim War. Earlier time points would plausibly have some different governing structures. This surface city should probably be treated as the surface facade for connecting down into the older underground city.&lt;br /&gt;
[776] This is leveraging off the founding of the Palestra academies implying a big expansion and embrace in demonic summoning in the population, and doubling down in general on the magic that the Faendryl are being condemned for by everyone else.&lt;br /&gt;
[777] Same point as 776. &amp;quot;[[Path to Palestra]]&amp;quot; says: &#039;&#039;&amp;quot;With the rule of Patriarch Rythwier Sukari Faendryl, we see the building of New Ta&#039;Faendryl. It was during this time that the three major academies of Palestra training were founded.&amp;quot;&#039;&#039; The four lesser academies were founded under the current Patriarch, Korvath Dardanus, to make supply for Palestra meet up with demand. All of this suggests an escalation over past levels of Palestra and summoning.&lt;br /&gt;
[778.1] This is cross-referencing &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot; with the &amp;quot;[[Dark Elven languages]]&amp;quot; document about the Faendryl dialect. The [[forehead gem]]s loresong has consistency issues with documentation. It depicts Patriarch Rythwier in a palace prior to the Ashrim War, but other documentation would imply such a building should have only been after the Ashrim War. It depicts the Faendryl crest, but does not specify which one. It would have to be the ancient crest, because the Layman&#039;s Guide says the Faendryl did not recognize the disgraced crest, and they &#039;&#039;&amp;quot;chose a new crest&amp;quot;&#039;&#039; only when they &#039;&#039;&amp;quot;left Rhoska-Tor to found New Ta&#039;Faendryl.&amp;quot;&#039;&#039; The loresong also depicts the tapestries as &amp;quot;crimson&amp;quot; when they should be &amp;quot;scarlet.&amp;quot; It is a reasonable embellishment to time the court language law to the aftermath of the Ashrim War when the new crest was chosen.&lt;br /&gt;
[778.2] &amp;quot;[[History of the Faendryl]]&amp;quot; says: &#039;&#039;&amp;quot;As time passed, the Faendryl began to turn their eyes northward, towards their ancestral home. They were disgusted with life below ground, and wanted their shining city.&amp;quot;&#039;&#039; and then after the war &#039;&#039;&amp;quot;They turned their backs on the elves and the city they had built and moved north of Rhoska-Tor, although not far, to build their new city.&amp;quot;&#039;&#039; &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; says: &#039;&#039;&amp;quot;She is a new city, New Ta&#039;Faendryl. An eternal city, established only a few thousand years ago.&amp;quot;&#039;&#039; At the same time there should be surface settlements in the surroundings by the time of the Ashrim War, and reasonably there should already have been a sea port. So it is possible this [[Forehead gem|loresong]] &amp;quot;palace&amp;quot; / &amp;quot;castle&amp;quot; is underground, or it is possible it is somewhere else that is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.B The Diaspora&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot; [779]&lt;br /&gt;
&lt;br /&gt;
- Children&#039;s rhyme unconsciously chanted in fugue states, in the&amp;lt;br&amp;gt;&lt;br /&gt;
year 5100, due to Banaltra harvesters for the Feithidmor. Last&amp;lt;br&amp;gt;&lt;br /&gt;
hatching survived by sylvans of Yuriqen in the Age of Chaos.[780]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[779] This is an excerpt of the fugue state chanting from the feithidmor/banaltra storyline. It is an exact quote.&lt;br /&gt;
[780.1] There was a sylvan NPC named [[Wicked Times (storyline)|Draman]] who spoke of Yuriqen in this context. The timing was vague, but the premise was the feithidmor are akin to cicadas, except on the scale of thousands of years. The original intent of Yuriqen was to be founded about 8,000 years ago in the later Age of Chaos and then get cut off from the world around 2,400-ish years ago (per Banthis), though the date might not be defined anywhere in documentation. This usage of &amp;quot;Age of Chaos&amp;quot; is going with the 15,000 year definition of Age of Chaos rather than the 10,000 year one. It is an embellishment to put it in the first half of accessible Yuriqen rather than the second half. It vibes more thematic for Age of Chaos.&lt;br /&gt;
[780.2] More precisely, [[Wicked Times (storyline)|Draman]] was an aged Sylvan member of the Council of Elders in the [[Order of Lorekeepers]] in Ta&#039;Illistim, and his sylvan ancestors had left &#039;&#039;&amp;quot;shortly before the closing of Yuriqen.&amp;quot;&#039;&#039; The log of this NPC lecturing is therefore firmly establishing Yuriqen was closed off thousands of years ago. The premise was that they had survived the previous feithidmor event, and wanted to warn the world. The wording could be taken to imply the feithidmor event was not long before Yuriqen was closed. It is important to note that this was before the [[AGE (verb)]] mechanic and before the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. Here we&#039;re bending a little bit on the timing, calling it Age of Chaos (in the up to 5,000 years ago definition of Age of Chaos), because of the word &amp;quot;ancestors&amp;quot; from an old sylvan elf.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War.[781] There were many dark forces who were not inside Maelshyve at the time of its destruction.[782] With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors.[783] This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor.[784] There was a diaspora of necromancers and practitioners of the black arts out of the southern wastelands.[785] In this way witchcraft had returned to the West, where it originated, but it was now a much darker and more dangerous form of magic.[786]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[781.1] The first part is directly based on &amp;quot;[[History of Elanthia]]&amp;quot; describing mountain race hordes: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039;&lt;br /&gt;
[781.2] The malevolent forces in the South surviving the war is an extrapolation from what would be reasonable, since it does not sound realistic that all of Despana&#039;s forces were at Maelshyve at the moment the Elves do a lightning strike on Maelshyve. And it is leaning on the embellished premises about the sorts of factions found in that region made in this document.&lt;br /&gt;
[782] This should be true just by virtue of having been in other places pursuing the war, since the war was happening all over the continent.&lt;br /&gt;
[783] Part of this point is that with the logic of the Western outlying provinces being impractical to defend, and rapid gains by Despana in the outlying provinces where &amp;quot;[[History of Elanthia]]&amp;quot; said there was little resistance, that would suggest these purported dark factions were already up in the West. And this familiarity with moving up that way can help contextualize the minotaurs migrating up to Wehntoph after the Battle of Maelshyve, which is already canon in &amp;quot;[[History of the Minotaurs]]&amp;quot;. (They had their labyrinth area wrecked by some unknown war at some point in the Age of Chaos as well.) &lt;br /&gt;
[784.1] The loss of control by the Elves of the West in the Age of Chaos, and the Faendryl needing time to base themselves, and then the Faendryl presumably pushing out some of these dark forces with the expansion of Faendryl territory, you have clear pressures for population migration of these &amp;quot;black arts&amp;quot; practitioners northward into the West.&lt;br /&gt;
[784.2] The Faendryl have their own &amp;quot;diaspora&amp;quot; in existing documentation, a term that was introduced by Silvean. In canon documentation the word is used in &amp;quot;[[A Ceremony for the Marriage of Faendryl in the Diaspora]]&amp;quot; by Silvean and Lylia through the Wordsmiths program. This paragraph is just generalizing the whole thing.&lt;br /&gt;
[785] This is an extrapolation on the previous premises. These can include whatever races lived down in that southern region, but those of elven descent should largely be Dark Elves. This diaspora could arguably include [[Morvule]], the Luukosian high priest, who was old enough to witness the Great Fire of Sharath (something he told to a player character) and after the Undead War united Luukosian cults into the Luukosian Order, which would have mostly been in the West in the Age of Chaos.&lt;br /&gt;
[786] This document is using very broad generalities of large scale movement tendencies, rather than narrow specificity. There is no reason ordinary witchcraft practitioners could not have been in the wild woods of the West, or what have you, after all that time without having gone into the southern wastelands. It would still be a form of &amp;quot;black magic&amp;quot;, but not what we mean by the &amp;quot;black arts&amp;quot; most likely. It&#039;s the witches influenced by those southern wasteland traditions that give rise to the Raznel kind of stuff, rather than the wind witches kind of stuff or possibly even the [[Elanthian Journal/Edition 28|Sisters of Blight]] kind of stuff. (This is not what happened with Raznel in the literal sense, she grew up as a noble in Chastonia. But she was taught Southron Wastes demonic blood magic by Xorus, canonically in storylines, who is supposed to be an Ur-Daemon cultist who studies the black arts.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power.[787] This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic.[788] The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering.[789] It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.[790]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[787] There is no reason you could not have (dark) elves of distant ancestry to that Rhoska-Tor region who are not themselves malign in any way. And you could have expatriates of the Faendryl or Dhe&#039;nar for all sorts of reasons. But people wanting to be free of the rule of law, especially law on magic, is the Second Age driving force for migrating into the southern wastelands. So the Faendryl and Dhe&#039;nar building up regional strength during the Age of Chaos is sensibly going to drive similar sorts to go north into West (or possibly just the more lawless regions of the Southron Wastes) because in the Age of Chaos that was the widespread chaos / anarchy / lawless haven for dark forces. So here we go with that, partly to set up traditions to exist behind hooks in the Turamzzyrian History documentation.&lt;br /&gt;
[788] The Palestra being a prideful thing for summoners to have and collect is a little bit of good government propaganda, like teaching children the virtues of paying all your taxes and so forth. Because the natural inclination for a lot of Faendryl sorcerers is going to be not wanting to be regulated or restricted in what they do. Up into the anarchic west is an obvious place for a diaspora of power abuses to wander. This also helps set up some of the animosity in the West to Dark Elves for reasons that are less abstract or foreign to humans than Maelshyve and the Ashrim.&lt;br /&gt;
[789] This is an IC author statement, just characterizing what is established about it in a different way.&lt;br /&gt;
[790] The violence of the period is framed by &amp;quot;[[History of Elanthia]]&amp;quot;. The timeline of human fortifications being built comes from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. It is generally undefined what the governing structures and natures of the outlying provinces were, and how fast they fell apart after breaking off into independence, and what sorts of power structures existed in the interregnum. Volume 2 talks about trials by ordeal in the West, for example, as lay authority in the name of the gods, precisely due to the lack of central authority and hierarchy. Witch hunt panics and so forth. Humans obviously needed to live and survive for thousands of years in the Age of Chaos, so it can be bad but only so bad.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years.[791] Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel.[792] The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep.[793] The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts.[794] The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.[795]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[791] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[792] This is cross-referencing with the Disciples of the Shadows section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[793] This is cross-referencing &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; with the Nanrithowan wards defined in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and the Wyrdeep symptoms described in the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[794] This is pulling on the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[795] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is coincidentally around the same time humans &#039;&#039;&amp;quot;begin to form small organized settlements on the western side of the Dragonspine, building fortresses to protect themselves&amp;quot;&#039;&#039; according to &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever.[796] Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent.[797] This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic.[798] It was why Yuriqen was sealed off almost 2,400 years ago.[799]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[796] This seems fair from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, but there is no telling how much omission of bad events there could be.&lt;br /&gt;
[797] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; calls him Faendryl, but here we are leaving it more ambiguous, because Myrdanian was doing a kind of behavior that could be better suited to the malevolent wasteland types. &lt;br /&gt;
[798] This is all straight from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[799] This date is a made up assertion. However, Banthis has given roughly this amount time as the original intent. His own mid-2400s year old character was supposed to be young when the Yuriqen barrier went up. Using this number creates an opportunity to relate Myrdanian&#039;s presence there to the formation of the Kannalan Empire, notwithstanding the gnomes documentation (and things like the Timeline document pulling off the gnomes history) using some placenames in time periods that should most likely be anachronistic. (e.g. Tamzyrr in Selanthia, three thousand years before Selantha Anodheles)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders.[800] With the coronation of the Emperor of Veng in 2,745 there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known as Hendor.[801] While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West.[802] Looser forms of this alliance had existed for a few thousand years.[803] It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north.[804] It is perhaps for this reason that the Sylvans had troubles with Myrdanian.[805] The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.[806]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[800] This is a reasonable dynamic of what would happen if you push out chaos agents, only to concentrate them outside the borders in more confined spaces. Partly plays off &amp;quot;[[History of Elanthia]]&amp;quot; having it difficult to say when the Age of Chaos ended.&lt;br /&gt;
[801.1] These are made up facts that are meant to reconcile things that do not make sense. The year 2,745 Modern Era is based on &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; having 4,045 Modern Era being the year 1,300 Kannalan (which is likely vestigial from I.C.E. setting timeline messaging on the Path of Enlightenment but got retconned later.) The &amp;quot;Emperor of Veng&amp;quot; is a defined office in the &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. It is unclear if the location of Veng has ever been defined for players. Judging by the distribution of the other known Kannalan settlements to the south, west, and north, and Veng falling to humanoids invading out of the mountains, it should most likely have been somewhere in what is now called Hendor.&lt;br /&gt;
[801.2] The term &amp;quot;formal Kannalan Empire&amp;quot; is meant as a retcon to handwave away the [[Lines of Blood: A History of the Gnomes|Gnome history]] and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (referring to the gnome history) using the term &amp;quot;Kannalan Empire&amp;quot; for times over a few thousand years before year 0 of the Kannalan calendar. There can be earlier stuff that isn&#039;t really the Kannalan Empire but has constituent stuff. The gnome document does much the same with Tamzyrr and Selanthia.&lt;br /&gt;
[802] Feudalism in the Turamzzyrian Empire came from feudalism in Hendor. The definition of a loose alliance of humans, halflings, and giantmen comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[803] This is again the retcon mentioned in footnote 801.2&lt;br /&gt;
[804] This is creating a hook for why there were &amp;quot;dark sorcerous forces&amp;quot; up near what is now Vornavis, harassing refugees of the fallen Kannalan city of Ziristal, in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in the early 4000s Modern Era.&lt;br /&gt;
[805] This is a cross-reference and extrapolation. But if we accept the 2,400 year ago timing for the rise and forming of the Kannalan Empire, reaching up into what is not far off from the Sylvan forest, the Myrdanian types would naturally be tending toward being further north. So this is plausible geographical context for why Myrdanian would have been there bothering the Sylvans at just that point in history.&lt;br /&gt;
[806] This is cross-referencing various things. The undeath of the Wolves Den goes back to the Second Age, who were rebels in the Darkstone Bay region, being put down by the Vaalor. There are scattered threads like the darkness of the Kingdom of Anwyn and whoever destroyed the palace in &amp;quot;[[History of the Minotaurs]]&amp;quot;. Melgorehn&#039;s Reach if it were translated into De-ICE&#039;d timeline would have been something in the vicinity of 8,000 years ago. The Graveyard and Broken Land stories would be 6,300 years ago. The Shadow Valley story probably dated back to a bit earlier than the Graveyard story. Though none of these have canon dates at this time in the Elanthia world setting. The obelisk thing that turned Barnom Slim into a lich, Althedeus related, was seemingly very ancient and had a bunch of dead bodies leading up to it. There&#039;s the dark sorcerous forces of the Cairnfang in the early 4000s, and then modernly there&#039;s Foggy Valley with types like Bonespear and Vespertinae. All the various haunted castles in the northwest. The loresong on the [[forehead gem]] for Return to Black Swan Castle depicts sorcerers sieging the castle and turning it black, which a [[Return to Black Swan Castle/saved posts|saved post]] describes as only a century ago (though this is a retcon as that castle dates back to the ICE Age and weirdly suggests it&#039;s from the same time period as Wehnimer&#039;s Landing). Whatever happened with Bir Mahallah and the Sea of Fire more generally. Modernly the Arcane Eyes summoners were out of Mestanir, Raznel was in Talador. The list could go on.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kannalan Empire abruptly collapsed in the year 3,961.[807] It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains.[808] Historians have since speculated this was caused by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen.[809] There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands.[810] Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.[811]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[807] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[808] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and elaborated in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;, and also described some in &amp;quot;[[History of Reim]]&amp;quot;.&lt;br /&gt;
[809] This is an embellishment, that this is an exist premise from historians. This is cross-referencing several things. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; dates the Sunfist Pact to 16 years before the Kannalan Empire collapsed. (&amp;quot;[[History of Elanthia]]&amp;quot; puts it earlier with a vague 2,000 years ago, but the Timeline gives an exact number.) &amp;quot;[[History of Reim]]&amp;quot; talks about the Kingdom of Dunemire in what is now Bourth having been a Highmen kingdom. This is cross-referenced with the tribes named for the Sunfist pact in &amp;quot;[[Giantkin History]]&amp;quot;, which included the Highmen. &lt;br /&gt;
[810] This is a very plausible historical argument, given the two dates and Highmen overlap in both aspects of it. Even if it were a coincidence, historians (especially those who do not live in the mountains) could easily be convinced of it. This usage of &amp;quot;humanoids&amp;quot; is throughout the human documentation, such as &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[811] This is referring the Cairnfang region sorcerous forces in the Wildwood settlement incident, and more modernly with Foggy Valley. The southern part with the &amp;quot;black elven wizardry&amp;quot; is referring to the fall of Gor&#039;nustre and the Kannalan Alliance cities in the late 4200s. Which is pushing closer to the southern wastelands. These both come from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The geographical distribution of such references to the near edges of civilization is reasonably solid in existing premises.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
IV.C Death Religions&lt;br /&gt;
&lt;br /&gt;
It was in the late Age of Chaos that Lorminstra began softening her treatment of departed souls.[812] The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood.[813] It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death.[814] In antiquity it was very rare for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living.[815] Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul.[816] Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead.[817] Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.[818]&lt;br /&gt;
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[812] This is totally made up. There&#039;s a basic undefined issue with the death lore, where adventurers are somehow special with their treatment by Lorminstra, and we do not have explicit scaling on how common that is and how long it has been happening for. The death mechanics also change over time, which means the IC death rules are shifting with time. If it&#039;s more than just a small adventuring population, it disrupts the cohesion of the NPC world setting. So here we&#039;re postulating that one of these shifts happened in the late of Age of Chaos, when the West was emerging with the building of fortified human settlements, where the loophole formed with Lorminstra willing or able to return departed souls under some special conditions. And then this is used as a factor in pushing back the chaos, or as framed here, pushing back on the Life/Death imbalance caused by the malign influence of the Luukosians and so forth, which follows off the black arts diaspora framed in the prior section.&lt;br /&gt;
[813] This is a fair statement of what it is like when we try to interact with the Arkati or get explanations from them. When Death&#039;s sting was introduced with the shadow dragon, there was some vague language about the changing cycle of death.&lt;br /&gt;
[814] This is following off the logic in footnote 812 and a reasonable surmise for an IC worldsetting view by a mortal NPC who cannot directly know what the gods are doing on their end.&lt;br /&gt;
[815] This is an important embellishment. When GemStone implemented the Rolemaster mechanics in 1989 / early 1990, it tweaked the relation between resurrection spells and death. Rolemaster is like Dungeons &amp;amp; Dragons in having roughly 10 rounds of &amp;quot;dying&amp;quot; state where players can be revived with magical healing, and in the case of Rolemaster it is from hit point loss or from critical injury. This requires no &amp;quot;lifegiving&amp;quot;/rezz spell! The resurrection magic is for *after* soul departure, which is the state of actual *death* as opposed to dying. In the I.C.E./Shadow World setting the goddess we call Lorminstra is the only one with the power to let clerics call souls back into bodies like that. In the GemStone implementation this would leave corpses lying around and is a problem for the M.U.D. type setting, so it was replaced with rapid decay and reincarnation on soul departure. And then lifegiving/rezz spells applied to the &amp;quot;dying&amp;quot; phase, and players had no actual dead bodies to target with rezz spells. Move time forward and it&#039;s still not possible for player Clerics to resurrect unkept bodies that have been dead for more than a handful of minutes. But there are rare hooks like the old [[Purgatory]] messaging of what looks like the temple old man / Lord High Cleric pulling the soul out of Purgatory, and very rare story incidents of souls getting pulled out from beyond the Ebon Gate. So we are calling this &amp;quot;true resurrection&amp;quot; and it&#039;s much more rare than what ordinary Clerics do.&lt;br /&gt;
[816] This was explicitly true in the I.C.E. lore, which was the context when the death mechanics (the temple and deeds and all that) were created. The explicit language on this point did not carry through into later documentation, by GM Varevice said in a forum post in 2000 (for example) that only Lorminstra has the power to bring souls back to the living like that, whereas any ordinary god can power the kind of resurrection that player characters are doing. Cursing the soul refers to how undeath works in GemStone in light of the Order of Voln messaging, and ascension is referring to the ascension legends usually involving the lesser god having been dead in some way before being raised higher. The theory of how ascension works is talked about in Volume 2.&lt;br /&gt;
[817] This is the original context of the death lore, and if the true resurrection concept is valid in Elanthia still, this is consistent with the game mechanics. The [[Naidem]] reincarnation [[Purgatory#Naidem|messaging]] is vague, but that voice talking to you presumably isn&#039;t the silent Gosaena, so I will assume that is also just Lorminstra.&lt;br /&gt;
[818] This refers to for example the old man variant messaging on the old [[Purgatory]] death mechanics, and how there used to be different levels of power of resurrection spells. I&#039;m told one time a player with special Gosaena &amp;quot;[[DecayWings|avatar]]&amp;quot; wings (from an auction) in a storyline pulled someone out from beyond the Gate, but we&#039;re talking about resurrection spells and this line seems solid. It keeps the NPC world setting coherent for this to be a rare power, and for it to rarely be granted by Lorminstra. Adventurers are freak abnormality special cases, which is actually [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicitly stated] in DragonRealms with its highly similar form of the [https://elanthipedia.play.net/Death death mechanics].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit.[819] High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals.[820] This was a rare power and Lorminstra most often refused.[821] It was only for those who had died prematurely or in insignificant ways. Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself.[822] The very rarest form of resurrection was if Lorminstra took the departed soul and reincarnated its body. [823]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[819] When the De-I.C.E.&#039;d lore for Gosaena was introduced in &amp;quot;[[Gods of Elanthia]]&amp;quot; in 1999, it introduced the following line: &#039;&#039;&amp;quot;Unlike Lorminstra, when a spirit comes to Gosaena, it will not be returning to the mortal realm.&amp;quot;&#039;&#039; The problem is this is not true, or at the very least, requires some extra nuance of beyond the Ebon Gate to be consistent. One aspect of this is that Lorminstra lets spirits out from the Ebon Gate to visit near the Eve of the Reunion, it&#039;s been happening at Ebon&#039;s Gate festivals for decades and is talked about in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The &amp;quot;[[Giantkin History]]&amp;quot; with the Grot&#039;Karesh Hammer clan talks about an event where spirits of the dead return to visit the living called [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]]. So this sentence saying &amp;quot;on special occasions as a spirit&amp;quot; is more accurate that a simple plain reading of the Gosaena documentation. Another aspect of this is the Purgatory death mechanics messaging having implicitly been the other side of the Gates of Oblivion, before the term &amp;quot;Gates of Oblivion&amp;quot; was replaced with &amp;quot;Ebon Gate&amp;quot;. Lorminstra has the framed power of going through the other side of the Gate and pulling out souls for resurrection or reincarnation. So Gosaena needs to be restricted to a special phase of being beyond the Gate. The Purgatory soul departure messaging pre-dates the Gosaena lore, so there was never any mention of her in it.&lt;br /&gt;
[820] This is reviving the original I.C.E. context on what lifegiving / resurrection spells mean and do, and it is arguably represented in the old man variant of the old [[Purgatory]] messaging. Where different messages happened based on conditions.&lt;br /&gt;
[821] This restricts its scope so that the lack of use we&#039;ve seen with it in game makes sense, and revives the original context of Lorminstra refusing these requests unless certain conditions were met.&lt;br /&gt;
[822] This was explicitly stated in her lore at the time the death mechanics were designed. This line is just reviving the premise explicitly. Aspects of this were encoded in the old man variant of the [[Purgatory]] messaging, which talks about &amp;quot;special children&amp;quot; who have things left undone. The insignificant deaths aspect means, among other things, that Lorminstra is not going to agree to return an assassinated high noble or monarch to life.&lt;br /&gt;
[823] It should obviously be the case that Lorminstra reincarnating souls would be more rare on a whole population level than true resurrection requests being granted. The relative handful of minutes it takes for the soul departs reasonably means the ordinary player character raising spell on the dying would not be useful in most practical situations, because the intervention needs to happen in such a brief window of time. It should be the case that the longer a body is truly dead, the less likely the resurrection will be granted and the more damage to the body / recovery will be needed. This document is taking the explicit step DragonRealms does and has adventurers being a weird special exemption case involving heroics.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) Deeds&lt;br /&gt;
Seven thousand years ago, or so, a loophole had formed in her rules.[824] There was a tiny minority of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces.[825] These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot;[826] They were much more rapidly healed with magical herbs than most people, for whom such remedies usually only increase the rate of healing.[827] Traumatic injuries from violence in particular might quickly vanish.[828] Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it.[829] Lorminstra allowed such heroes to fulfill their unfinished purposes.[830] There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures.[831] For this &amp;quot;deed&amp;quot; they would be owed a favor from Death.[832]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[824] The seven thousand years number is totally made up, meant to be consistent with the prior framing of the late Age of Chaos. This is meant to be some time into the process of Western fortification settlements by humans. It is meant to imply that this practice just wasn&#039;t even a thing in earlier millennia. The timing is also chosen to make it just a bit earlier than the Graveyard and Broken Land stories, which we&#039;re using the same number of years ago as they were in their original timeline.&lt;br /&gt;
[825] This is directly based on the death mechanics messaging that has existed in game. The &amp;quot;special children&amp;quot; who make a difference was in the old man variant of the [[Purgatory]] messaging, which was when characters without deeds below level 2 were reincarnated. The phrase &amp;quot;heroic fighters against chaotic forces&amp;quot; is very slightly an embellishment, but based on the Hall of Sacrifice encoded into the Landing temple, and the making-a-difference premise in the old man variant, and the original death lore context of missions in the world not being complete yet. Which is a Fate like concept.&lt;br /&gt;
[826] This is a direct quote from the old man variant of the [[Purgatory]] messaging, which player characters have seen and experienced themselves in the past.&lt;br /&gt;
[827] This is an embellishment, taking the opportunity to restrict the scope of something that doesn&#039;t make sense for the NPC setting. Much as with the computer game adaptation of the death mechanics so that deaths happen much more routinely and less permanently in a M.U.D. context with its vastly higher encounter rate than a tabletop setting, the herbs and healing system was vastly accelerated for GemStone&#039;s implementation. Rolemaster herbs generally increased healing rates, or would have serious side effects and addiction risks. The world setting does not make much sense if it&#039;s common as dirt for people to just be able to heal everything, undisease everything, having empaths and so on all over the place. So this embellishment is creating an explicit premise of basically: yes, this rapid healing happens on these abnormal adventurers, but it&#039;s directly related to their weird relationship with the Life-Death balance, and the vast majority of people (NPCs) heal much slower.&lt;br /&gt;
[828] This is another scope restriction. Our healing spells and herbs focus on undoing traumatic injuries from adventuring heroics kind of stuff. They are not focused on chronic illnesses, cancer, and so forth.&lt;br /&gt;
[829] This is reviving what used to be explicitly stated in the death lore, and creating a hook for why these people are brought back from soul departure now, even when they have no deeds (because deeds no longer serve this function in the Death cycle.) Likewise, this was so with the old man variant, but now it&#039;s true regardless of level. This is creating a hook for why people are brought back, and likewise that mortals do not know why it is them and not others, and they do not know how long this flexibility with death will last. Each time might be the last time for all anyone knows.&lt;br /&gt;
[830] This is again reviving what used to be explicitly stated, and historicizes it to this late Age of Chaos time period.&lt;br /&gt;
[831] This is quoting and directly based on the Landing temple deed rituals. [[Research:The Graveyard]] and [[Research:The Broken Lands]] construct a theory about the original context of the death mechanics, because deeds do not come from the I.C.E. mechanics or lore setting. It theorizes that the deed ceremony is intentionally based on medieval homage ceremonies, where the death goddess acts as a liege lord and the soul is the fief being granted to the vassal who is sacrificing to her. This line is further based on the Hall of Sacrifice and the original Shadow World context of her not allowing the return of meaningful / significant deaths. So what GemStone appears to have done is allowed heroic acts by adventurers to result in treasure, and sacrificing this treasure is substituting in heroic acts / meaningful deaths, so a credit of meaningful deaths is used instead. And that this is the essence of what &amp;quot;deeds&amp;quot; really are, and setting up a premise of just donating money isn&#039;t enough.&lt;br /&gt;
[832] This is meant to explicitly ground the meaning of the word &amp;quot;deeds&amp;quot;, which at present have no definition in lore, other than the Lorminstra temple messaging.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna.[833] But these were deeds of Death.[834] Their sacrifices would substitute other heroic acts for the significant deaths that would leave Lorminstra unable or unwilling to resurrect.[835] The greater the heroic feats to be spared, the greater the sacrifices to be worthy.[836] There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds.[837] Without accruing deeds, the soul was doomed.[838]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[833] This is what happened and was done in the [[Vishmiir]] event around 2002. This document is using this to explain death mechanics good deeds, per the Hall of Sacrifice, as instead deeds of Death. (The temple figures refer to Death with a capital D.) This allows us to explain why deeds presently serve an unrelated function as of 2004 with [[Death&#039;s Sting]] introduced. This tacitly interfaces with the liquid in [[chrism]]s and their Death&#039;s sting prevention.&lt;br /&gt;
[834] This is made up but reconciles the difference in what deeds did before 2004 with what they do afterwards.&lt;br /&gt;
[835] This is explicitly stating the prior premises, and is directly based on the death mechanics messaging, from the temple deeds messaging to the warnings in the [[Purgatory]] messaging about the limits of power to intercede.&lt;br /&gt;
[836] This is contextualizing why deeds are more expensive for higher level characters.&lt;br /&gt;
[837] This is putting down any seriousness to the old jokes about Lorminstra rolling in gems and cash for the money. The messaging requires it to be sacrifices of treasure, so it isn&#039;t good enough for rich people to just donate some money.&lt;br /&gt;
[838] This is what deeds used to do. Deeds &#039;&#039;&#039;have not&#039;&#039;&#039; done this for 20 years now, and this is explicitly recognizing it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end.[839] If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls.[840] Their bodies would disintegrate upon the departure of their spirit.[841] There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans.[842] For those chosen by the Lady of Winter there is no question.[843] Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.[844]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[839] This is just taking the medieval feudal meaning in the language used in the deeds ceremony and the [[Purgatory]] messaging literally. It is explaining the why Lorminstra and why only Lorminstra of it all.&lt;br /&gt;
[840] This is explaining why people (adventurers) with this homage relationship with Lorminstra, if they had accrued deeds of substitute deaths, were given special exemption and brought back from true death under some conditions.&lt;br /&gt;
[841] This is explicitly acknowledging the weirdness of player character instant decay and reincarnation, when the NPC background all leave corpses. Though it doesn&#039;t get around / explain all the monsters decaying, which is mechanically necessary for the game in practice.&lt;br /&gt;
[842] This refers to the &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; document. Koargard is discussed in &amp;quot;[[Worship in the Turamzzyrian Empire]]&amp;quot; and various Church of Koar contexts. It has its own doctrine of what the afterlife is, but the death mechanics adventurers experience is empirical.&lt;br /&gt;
[843] &amp;quot;Lady of Winter&amp;quot; is an epithet that is used in &amp;quot;[[History of the Order of Voln]]&amp;quot;. This line is about framing that adventurers have empirical experience with the other side of the Gate, with the depart / [[Purgatory]] messaging, which in every instance illustrated an oblivion stated of near unconsciousness.&lt;br /&gt;
[844] This is directly based on the [[Purgatory]] / Abyss of Naidem messaging, and the description of the Pale in the second Griffin Sword War. It is how GemStone interpreted the meaning of &amp;quot;Oblivion&amp;quot;, which at that time was undefined in the I.C.E. setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it.[845] She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls.[846] Reincarnation works around some of the conditions that ordinarily prevent resurrection.[847] In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor.[848] It was only certain kinds of deaths that could be substituted for deaths of like kind.[849] Otherwise the rules of Death held without exemption.[850] It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.[851]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[845] This is directly describing the [[Purgatory]] death messaging. It is slightly condensed now in GemStone IV, but this is using the original full version of the wording in the decay/depart messaging, which was live up through 2003.&lt;br /&gt;
[846] This is referring to the [[spirit death]] variant of the [[Purgatory]] messaging. The currently used form of the decay/depart messaging uses this particular version in all cases. Spirit death is soul destruction in Rolemaster, but in GemStone, Lorminstra was able to fix it if people had the deeds. Otherwise this special case of permadeath set off the &amp;quot;lost to the demonic&amp;quot; messaging.&lt;br /&gt;
[847] If a body is poisoned in such a way that it cannot host the soul, that would sensibly prevent ordinary raising as well as &amp;quot;true resurrections&amp;quot;. But with Lorminstra able to repair at least some souls, and reincarnate the body out of spirit, that makes it harder to fully prevent Lorminstra from bringing someone back. It isn&#039;t obvious that [[Luukosian deathwort]] would actually permadeath one of our player characters.&lt;br /&gt;
[848] This is referring to the original stuff where Lorminstra would not agree to do the resurrection. This is framing how you could have get-out-of-death deeds for heroic action stuff, but this is not allowing people to get out of dying out of old age just because they have deeds. Or whatever their &amp;quot;mission&amp;quot; is, Fate role, whatever, that being fulfilled is going to overrule any owed favor exemption.&lt;br /&gt;
[849] This is an embellishment. But it is consistent with what is implied by the temple and deed ceremony, and explains it in a way that is very adventurer specific and not something relevant to the general NPC population. It wouldn&#039;t even apply to ordinary soldiers in a military. Related to this, empaths and clerics that focus on healing or raising such fortune hunting adventurers, even if they do not go out and slay themselves, would get transferred conferred deeds under this logic. Clerics at one point actually mechanically got a deed for raising those under level 2 before the departure of their soul, where they would otherwise be saved from permadeath by the &amp;quot;old man&amp;quot; Purgatory messaging variant. This point is mentioned about deeds of Death in Volume 2.&lt;br /&gt;
[850] This is setting up Death deeds as having been a very particular loophole, and that Death deeds are not necessary at the present time, but the people for whom they are applicable are the only ones being exempted in this special loophole way.&lt;br /&gt;
[851] This is largely based on the [[Purgatory]] messaging variants that talk about the limits of power in bringing people back. It described deeds (at that time) as very necessary, except for those barely started yet &amp;quot;special children&amp;quot;, where bringing them back without deeds was difficult. And it helps frame that Lorminstra isn&#039;t necessarily really making free choices in this stuff, the exemptions have to be paid for in some kind of Balance logic in weird cosmic stuff. There is limited insight mortals should have into it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries.[852] There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed.[853] Those who return from death are never entirely restored.[854] They lose something of themselves, whether temporarily or permanently.[855] Some of this is damage from the decay of the body.[856] While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead.[857] The extent to which Lorminstra has extended her power in mitigating death has fluctuated.[858] Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are instead the power of Life that goes into softening Death&#039;s sting.[859] The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance.[860] But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery.[861] They are often contrary to her own interests, but have some role to play in the unfolding of Fate. [862]&lt;br /&gt;
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[852] The death mechanics have changed repeatedly in the past few decades, including with IC recognition of changes. This wording is partly leaning on the embellished premise of Death deeds starting 7,000 years ago.&lt;br /&gt;
[853] This is damages to the body and to some extent spirit from dying or being dead. In the ICE Age there was permanent stat penalty damages, then in the late 90s and early 00s there was negative experience point loss, then in 2004 onward our current form of [[Death&#039;s Sting]].&lt;br /&gt;
[854] This is true from Rolemaster up through our present [[Death&#039;s Sting]] mechanics.&lt;br /&gt;
[855] There was permanent stat damage risk from too many deaths per level in the I.C.E. Age. This notion of permanent damage from it would likely refer even moreso to cases of what we&#039;re calling &amp;quot;true resurrection&amp;quot; where the body was dead for a while and the soul brought back to it.&lt;br /&gt;
[856] Oxygen deprivation to the brain, for example, was framed in Rolemaster &amp;quot;Character Law&amp;quot;. Volume 2 gets into this more and talks about how there is also spiritual damage from the animus deteriorating in the &amp;quot;dying&amp;quot; state, which explains Death&#039;s sting for dying characters who get raised.&lt;br /&gt;
[857] They were different spells with different functions in Rolemaster &amp;quot;Spell Law&amp;quot;. Preservation halts body decay. Lifekeep stops the soul from departing. GemStone rolls them up together, partly because it doesn&#039;t keep bodies around after soul departure, but you would want / need preservation magic if a &amp;quot;true resurrection&amp;quot; were to be done, where Lifekeep would be pointless. Chrisms likewise could be interpreted as related to preservation magic but not lifekeep magic.&lt;br /&gt;
[858] This is referring to the shifting around in the death mechanics that have happened. There was no stat loss at all from 1996 through 2003, roughly, but there was experience loss from decays / spirit deaths and so forth. These are empirical IC differences in death recovery. The [[Deed#Modern|shadow dragon]] premise when Death&#039;s sting was introduced talked about Lorminstra extending her power in terms of undoing the physical damages when bringing people back. (She takes wounds but leaves scars.)&lt;br /&gt;
[859] This is an empirical fact that deeds no longer have any role in whether Lorminstra brings people back, since 2004 with the shadow dragon stuff and Death&#039;s sting change, which was framed as some cosmic cycle change. This concept of deeds of Life is based on the &amp;quot;good deeds&amp;quot; as liquid substance in the [[Vishmiir]] event for banishing the Vishmiir, and it is an embellishment to contrast these with the Death deeds, and this power of Life as what is going into ameliorating Death&#039;s sting. Because what deeds presently do is mitigate [[Death&#039;s Sting]], so this is directly addressing why they work that way and what changed.&lt;br /&gt;
[860] The Balance is talked about, for example, in &amp;quot;[[History of the Order of Voln]]&amp;quot;. The concept exists in Rolemaster books, but was not really much in the Shadow World setting, though there was a little such as about the barriers between planes getting weakened by portal magic and so forth. Morvule in the Luukosian Order has their own twisted version of Balance concept in Death, Undeath and Lies. And logs show the Luukosians in [[Ride of the Red Dreamer|rituals]] talking about correcting Fate&#039;s flaws. In any case, the vagueness of the cosmic cycle changes was stated in the Death&#039;s sting release, and the balance of Life and Death was framed earlier in this document when talking about Luukos and his relation to the undead.&lt;br /&gt;
[861] It is an empirical fact that deeds no longer serve the role they did before the in game year 5104. There is no explanation for why the &amp;quot;special children&amp;quot; are special or chosen, and there does not really need to be on the mortal end of things. They just got brought back for reasons they do not know for certain, but they&#039;re generally adventurers, and it&#039;s those kinds of deaths they get out of (at least up until some point.) Arkati generally do not give straight answers about this kind of stuff. There should just be IC theological interpretations of it.&lt;br /&gt;
[862] As mentioned, the Luukosians speak of correcting Fate&#039;s flaws, and there are fate notions such as Koar contemplating the fate of all things (the Rift is implicitly inside the Great Drake and the Rift rooms are mostly Tarot cards and the Vvrael quest was all about prophecy and Book of Revelation kind of stuff), and Gosaena&#039;s prophetic powers of knowing when things will die. This document uses Fate as a cosmic force that is tied up in the Life/Death balance (as an embellished premise based on various factors) and directly related to this concept of unfinished business / purpose / special missions. Volume 3 uses this concept for talking about restless spirit types of undead. Also, this embellishment about it being a Fate and cosmic balances mystery thing that isn&#039;t really about Lorminstra choosing, that gives flex on why she&#039;s bringing back all these people contrary to her own interests.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless, the role of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order.[863] It was also in the Age of Chaos that we see the earliest records of a figure resembling Voln.[864] There was a proliferation of undeath in the westerlands.[865] Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies.[866] It was many years before the founding of the k&#039;Tafali sect.[867] The witch hunters of that age had no use for mercy, or for regarding the undead with compassion.[868] Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.[869]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[863] This is an embellished premise. Since we&#039;re picking a time for this fortune hunter / adventurer special dispensation to begin in the world timeline, having it happen then as civilization is restarting can have some historical significance for the &amp;quot;adventurer&amp;quot; class of people. Because there&#039;s very little in the way of hooks for them impacting historical events farther back than 30 years ago, or the sort of storyline external threats that often dominate over normal nations/politics forces; maybe the only clear example of it is the lore around the Ice Witch Issyldra. In any case, the general notion would be that the aggregate effect of having these tiny minority of heroic fortune hunters surviving longer than they would have is that it cuts down on the monstrous / dark / chaotic populations. And that would have helped push back and tame the Age of Chaos around population centers, especially if those new centers had money economies to incentivize fortune hunting. This does not have to be the purpose / reason for &amp;quot;Death deeds&amp;quot; in itself. But it could be the practical consequence of them. Especially if the Luukosians and necromantic dark forces were causing the Life-Death imbalance that caused the Fate aberration for it.&lt;br /&gt;
[864] There are context reasons to think Voln was not a known entity until after the Undead War. The &amp;quot;[[History of Luukos]]&amp;quot; puts the ascension of Voln at a later time than the Undead War, and says: &#039;&#039;&amp;quot;On the other side, Lorminstra worked with others who believed in the purity of life to put a stop to the flood of corruption that undeath brought. This would eventually lead to the ascendance of the immortal spirit Voln, and the establishment of his Order.&amp;quot;&#039;&#039; It is also a framed in storyline events (e.g. [[Ride of the Red Dreamer]]) that [[Morvule]] was the one who united the Luukosian cults into the Luukosian Order, and the &amp;quot;[[Griffin Sword War]]&amp;quot; document says: &#039;&#039;&amp;quot;Let us begin with Morvule himself – according to Nershuul, Morvule was originally of elven origin, though he does not know of his originating House. During the days after the Undead War, he underwent a transformation initiated by Luukos and appeared forever changed.&amp;quot;&#039;&#039; And the &amp;quot;History of Luukos&amp;quot; commits to Luukos not doing his necromancy thing around mortals until after the Undead War. So then you have &amp;quot;[[Gods of Elanthia]]&amp;quot; saying of Voln: &#039;&#039;&amp;quot;Tales suggest that Voln&#039;s very existence is a result of Lorminstra&#039;s constant entreaties to Koar for some direct action to counter the spreading curse of Luukos&#039; undead. Most tales attribute Voln&#039;s paternal lineage to Koar and a mortal woman. His upbringing, in a land where he witnessed loved ones lost to Luukos&#039; curse, shaped him with an undying hatred of the undead and provided a lifelong mission.&amp;quot;&#039;&#039; Likewise, one of the loresongs on the Stones of Virtue on Mount Aenatumgana shows the ascension of Voln, in front of what is clearly a Luukosian cultist. Similarly, the ascension legend under such conditions would fall apart instantly if Elves had records of Voln dating all the way to prehistory, like the Arkati. So Voln has to begin appearing in historical records at some point. But in the Age of Chaos things are badly recorded. So we go with starting to see something along these lines and be vague on the timing.&lt;br /&gt;
[865] This is an embellishment to the extent that what is firm canon only speaks of orcs, trolls, minotaurs, that kind of thing. In this document we&#039;ve framed some population migrations and leftover Despana forces on some plausible extrapolations, so that there is significantly more undeath in the West after the Undead War than there was before it, which is the essence of what the &amp;quot;[[History of Luukos]]&amp;quot; is saying even if we have to reject some of the stuff about Despana as mythical and distorted.&lt;br /&gt;
[866] This is extrapolating off the conditions that would have existed for the story of Voln&#039;s origins.&lt;br /&gt;
[867] This is the Order of Voln. The volumes of this document treat the &amp;quot;Order of Voln&amp;quot; as a theological tradition stemming from Fasthr k&#039;Tafali, and though it is what is dominant now, the IC author regards a lot of its doctrines as theological constructions of mortals and not Voln himself. The mercy and release of poor cursed souls, for example, is not the mandate. The mandate is to put down the undead. This is reconciling the tension in the lore that exists because the Order of Voln was designed in the context of the I.C.E. lore for Voln (Vult), mercy and release of the suffering and cleansing souls of taint, but then his De-ICE&#039;d [[Gods of Elanthia|version]] makes him the &#039;&#039;&amp;quot;Destroyer of the Undead&amp;quot;&#039;&#039; and having &#039;&#039;&amp;quot;an undying hatred of the undead.&amp;quot;&#039;&#039; Later developments such as &amp;quot;[[History of the Order of Voln]]&amp;quot; are influenced by the in-game messaging, which is actually the ICE lore, so what we&#039;re doing here is setting up a frame for explaining this &amp;quot;undying hatred&amp;quot; and &amp;quot;destroyer&amp;quot; version of Voln. Basically, though the k&#039;Tafali sect is now dominant, especially the past couple of centuries due to the Horned Cabal, this is suggesting their views of Voln were not the norm further in the past, beyond a thousand years ago. &lt;br /&gt;
[868] The very generic term that this document uses for people who hunt down forces of darkness and their minions / monsters is &amp;quot;witch hunter&amp;quot;, which is not meant to be specific to hunting witches. It is used here, but more often in Volume 2.&lt;br /&gt;
[869] This is explicitly framing and quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; entry for Voln, and highlight the inconsistency with the mercy/release rhetoric elsewhere. It&#039;s giving a hook for where that &amp;quot;Gods of Elanthia&amp;quot; description is coming from within the setting. The premise of Luukos becoming the Undeath god, in his practical religious focus with mortals, only after the Undead War is following off the &amp;quot;[[History of Luukos]]&amp;quot; document and various context details, like how it was assumed the Book of Tormtor was in some way Ur-Daemon in origin, rather than assuming this mass undeath artifact was related to Luukos. Near the beginning of this document, it explicitly asserts (as an embellishment) the Luukos was regarded as the Soul Eater god in the Second Age, and that this undeath stuff from him happened later. So here we&#039;re giving some context to the Age of Chaos in the West having Luukos expanding his sphere of influence with the spread of all this necromancy. And it can give some more context to all the weight on Luukos with undeath when most of the undead we actually see in the game have nothing directly to do with Luukos.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(2) The Dark Path&lt;br /&gt;
&lt;br /&gt;
But a little over six thousand years ago, following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north.[870] The Dark Path was a theocracy in homage of Gosaena.[871] It was a heterodox theology, in some ways similar to her Left Hand Path sect, but otherwise highly unusual.[872] It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age.[873] Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway.[874] The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation.[875] Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms.[876]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[870] This is an embellishment but an attempt to keep consistency with pre-existing lore. The Graveyard and Broken Land stories were set approximately 6,300 years ago on the I.C.E. Age timeline, where on the scale of years 1 year is equivalent to 1 year, because in the I.C.E. Age setting (Shadow World) there were 350 days in a year, but Master Atlas 2nd Edition in 1992 established there were 25 hours in a day, which is equivalent to a 365 Earth day calendar for a solar year. There is seemingly no reason to not just keep the 6,300 year ago number and have those stories happening in the late Age of Chaos. The original context was the Wars of Dominion, but nothing directly analogous to the Wars of Dominion happened in the Elanthia setting.&lt;br /&gt;
[871] This is just a straight De-ICE of the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; document, which was the first GemStone unique lore document and a 100% original GemStone story. It does not come from I.C.E., just some of its details were set in it. It is worth noting that Bandur Etrevion himself is post-ICE canon, like one of his books is chained down in Moonsedge Manor.&lt;br /&gt;
[872] The Left Hand Path sect is a Gosaena cult from the second [[Griffin Sword War]]. The gist of it is that its leadership alternates between good leaning and dark leaning, the Right Hand and Left Hand paths. The [[Purgatory#Naidem|shrine]] in Naidem also seemed to represent Gosaena in some bifurcated angel/demon form, like one of the Tarot card Major Arcana rooms in the Rift. So, this is an embellishment, it&#039;s meant to provide a context hook for the Dark Path somehow being consistent with Gosaena, since Gosaena is extremely different from Kadaena, but at the same time what GemStone did with Kadaena was off canon for Shadow World.&lt;br /&gt;
[873.1] This is a made up embellishment to try to square the difference between the off-canon treatment of Empress Kadaena in the Graveyard (and more subtly also in the Broken Land) with the later Gosaena and Eorgina lore, as those two were more changed in the De-ICE than most gods. It&#039;s also mentioning Despana savior myths in this context to tie back into the dark magic diaspora out of the southern wasteland set up earlier in this document, to connect Age of Chaos dark magic to Undead War aftermath.&lt;br /&gt;
[873.2] The motivation behind this is obscure. In the original lore context, Empress Kadaena was not really a goddess, she was a powerful sorceress of demi-god scale power who was decapitated by her cousin. There&#039;s also a version where her headless body fell through the &amp;quot;Gates of the Void&amp;quot; into the demonic realms. Kadaena was also the creator of the gogor (vruul), which were collected by Morgu (Marlu) for some unknown reason, though his original form looked exactly like a vruul. And the Broken Land seems to be insinuating the Kadaena&#039;s race was responsible for the origins of the Dark Gods in their magic experiments.&lt;br /&gt;
[873.3] So this is synthesizing the notion that Despana may have merely been exiled off world by the Maelshyve implosion, the Graveyard&#039;s off-canon representation of Kadaena as a dead goddess who resides beyond the Gates of Oblivion (i.e. a cult belief about Gosaena being like a dead goddess exiled beyond the Ebon Gate), and the Eorgina-Marlu relationship encoded in &amp;quot;[[Origins of Tonis]]&amp;quot; and &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and to a lesser extent the introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot;.&lt;br /&gt;
[873.4] There is also a very esoteric argument for the Graveyard and the Broken Land being influenced by the &amp;quot;Demons of the Burning Night&amp;quot; book, where Empress Kadaena&#039;s daughter was the ruler of Orgiana&#039;s (I.C.E. Eorgina) theocracy, and the Broken Land&#039;s own GemStone unique lore might be conflating Kadaena and Orgiana, who were a little conflated in that theocracy.&lt;br /&gt;
[874] This is blending the details described in the footnotes to 873. This document refer to the doctrine as &amp;quot;syncretic&amp;quot;.&lt;br /&gt;
[875] This is leveraging off the &amp;quot;defying Death itself&amp;quot; frieze in the Graveyard crypt and the grotesque statue of &amp;quot;Empress Gosaena&amp;quot; embedded in the Graveyard gate, along with the timeless void of light and darkness in the [[Purgatory]] messaging, which had exits (paths) of light and darkness. The Graveyard itself underground is arguably a symbolic representation of Purgatory where is only the &amp;quot;dark path&amp;quot; into the darkness and the demonic.&lt;br /&gt;
[876.1] This is involving several things. &amp;quot;Guardian of the Forbidden&amp;quot; is the actual translation of the original invoking phrase in the Graveyard crypt, which was an offering formula of &amp;quot;Kadaena Throk Farok&amp;quot; in the I.C.E. language of Iruaric. This is off canon for Kadaena, it&#039;s representing her as some kind of Lovecraftian forbidden knowledge goddess, and a dead goddess along the lines of Hel or Osiris. This sentence is also explicitly recognizing the symbolic parallels between the Graveyard and the Purgatory and deeds death mechanics, and is pulling on theocracy details in the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;.&lt;br /&gt;
[876.2] The &amp;quot;infernal demonic realms&amp;quot; is a literalization of the phrase &amp;quot;lost to the demonic&amp;quot;, which never involved any first hand demon imagery. It is leaning on the original I.C.E. Lorminstra lore where the Key to the Void was never to be used, and that arguably being the meaning of &amp;quot;Guardian of the Forbidden&amp;quot;, where the Void generally refers to the Unlife / demonic realms. In this document the word &amp;quot;infernal&amp;quot; has a specific cosmological meaning, referring to the &amp;quot;pales&amp;quot; of lower existences of more chaotic essences (&amp;quot;sorcerous elements&amp;quot;) that are part of existence&#039;s chaos-order or dark-light spectrum, not outer valences. Then it is interpreting the light and darkness witnessed in Purgatory in this kind of cosmology of higher and lower planes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void.[877] To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic.[878] Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.[879]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[877] The light as associated with the higher spirit planes is based on the release event information of [[Searing Light (135)]]. The wording of this sentence uses &amp;quot;interpreted&amp;quot;, so it is a theological interpretation of [[Purgatory]] and not necessarily correct. It may more or less reflect the original intent of that messaging, which was off canon for the I.C.E. setting.&lt;br /&gt;
[878] Bandur would have &amp;quot;omens&amp;quot; and nightmares, implicitly Lovecraftian nightmare visions, in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. Kadaena did not have any established prophetic ability, though that kind of magic existed in the setting, such as her cousin Andraax having a vignette of foreseeing the Unlife coming and blotting out the sun. (The Graveyard is symbolically anti-Sun in various ways.) This sentence is trying to thread the needle of an interpretation that can make sense of both the I.C.E. Age version of Kadaena as represented in the Graveyard with the late 1990s Gosaena lore which is plainly inspired by her presence on the Graveyard gate. This document is framing it as a heterodox theology, in line with the earlier assertion about heterodox and apocryphal theologies in the West and southern wastelands. &lt;br /&gt;
[879] These few lines are attempting to reconcile the earlier issue about Gosaena being the final last stop, in seeming contradiction with Lorminstra letting souls out to visit sometimes and Purgatory probably representing the other side of the Gates in its original intent. The Pale is the Gosaena realm in the Griffin Sword War, and its messaging was clearly very heavily based on the [[Purgatory]] messaging. The permadeath messaging made it clear that soul eventually ends up in the light or the dark, but it&#039;s all the same place and all Oblivion (i.e. oblivion state of unconsciousness) regardless of anything. So the reconciliation here is that Gosaena&#039;s realm is where and when Lorminstra does not have power, which explains the antagonistic way the Dark Path / Graveyard represents them, and recontextualizes the Purgatory messaging about the limits of her power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia.[880] He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness.[881] Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession.[882] He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps.[883] It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions.[884] He was a master of the black arts. But the corruption of this power was driving him mad.[885] He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north.[886] Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.[887]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[880] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. [[Library of Biblia|Biblia]] is the De-ICE&#039;d replacement for the Library of Nomikos.&lt;br /&gt;
[881] This is keeping the detail of his being apprehended for stealing a speaking crystal, but recontextualizes it from being a Lord of Essaence artifact (i.e. Empress Kadaena&#039;s people in the First Era) to it being from the analogous Age of Darkness in the Elanthia setting (i.e. back to the time of Drakes / Arkati / Ur-Daemon / whatever.)&lt;br /&gt;
[882] This is directly from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The word &amp;quot;occultist&amp;quot; is tied into the occultism described in this document, and with Bandur meaning a specifically Lovecraftian form of occultism, with &amp;quot;esoteric knowledge&amp;quot; in that way. In other words, &amp;quot;esoteric knowledge&amp;quot; not just meaning obscure or highly technical, but actual esotericism in the occult sense. This nightmare visions premise is also consistent with Gosaena related NPCs (e.g. Volierre) in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[883] The Graveyard has a bunch of explicit spatial warps, but it also has some much more subtle ones in the room painting.&lt;br /&gt;
[884] This is making an explicit statement of some subtext in the Graveyard&#039;s design. Its several original sections are clearly based on a few different real-world mortuary religious architectures, which are related to Underworld mythology with dead gods of the Underworld (especially Hel and Osiris). Along with possibly Orgiana (I.C.E. Eorgina) who was based on Hel. And there is a pretty clearly defensible case for the Graveyard paralleling Dante&#039;s Inferno, where Satan is frozen in the underworld. Volume 3 tries to establish mummies as underworld mythology related out of the Southron Wastes as an embellishment.&lt;br /&gt;
[885] This comes from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The term &amp;quot;Dark Path&amp;quot; in capitals in the Shadow World lore was actually referencing the corruption into madness and service to the Unlife that inevitably results from casting off the Evil spell lists, which in that setting derive their magical power from the Unlife either directly or indirectly (e.g. Dark Gods). The term &amp;quot;black arts&amp;quot; as used in this document is based on the use of the term &amp;quot;black arts&amp;quot; in the Graveyard story.&lt;br /&gt;
[886] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. By keeping the 6,300 years ago chronology, we&#039;re using this to help justify interpreting the West in this period as having a bunch of dark cults, which in the Second Age the document asserts were concentrated in the southern subcontinent. So this is a case of trying to keep things consistent. This is also a thread for a previous assertion in this document that the northwest was always a haven for dark magic because of its geographic remoteness.&lt;br /&gt;
[887] This is an embellishment. The Luukos shrine in the underground stronghold dates back to 1991, and reflects his I.C.E. version. It was expanded about a decade later, I believe Morvule unveiled the expansion as an old place. There is a reasonable case for several reasons to think the Coastal Cliffs area released in 1991, which is related to that stronghold in general, was intended to be related to the Bandur Etrevion story of purging the dark cults in the region when he consolidated his theocracy. So this is just explicitly stating something that was probably the original intent. There is now also an Onar shrine in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra.[888] Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom.[889] Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering.[890] He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design.[891] This commune with intense darkness caused Bandur to be frozen within solid ice.[892] This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.[893]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[888] Most of this is explicitly stated in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The last part about the mocking parallel of the Lorminstra religion is an interpretation. The Graveyard has numerous parallels to the temple in the Landing and the deeds / [[Purgatory]] death mechanics. These were all made at approximately the same time at the beginning of GemStone III.&lt;br /&gt;
[889.1] This is a list of example justifying the last part of the sentence that is footnoted 888. It is based on a direct comparison between the Graveyard rooms and the Temple rooms. The Graveyard also leans on some obscure, archaic vestigial lore within the Shadow World setting, about &amp;quot;servants of the Shadow&amp;quot; who artificially created demons. The phrase &amp;quot;power through thralldom&amp;quot; was appended to that for Bandur&#039;s most famous book. Here we are leaning into our medieval interpretation of deeds.&lt;br /&gt;
[889.2] The Sorceror spelling is an odd spillover from I.C.E. books, where it is sometimes spells Sorcerer and other times Sorceror, at least in Shadow World setting books. It may be based on Necromancers being &amp;quot;Sorcerors&amp;quot; in conversion charts between Rolemaster systems, as a contrast to Lord High Cleric, or could be randomly based on some case of it being spelled that way in one of the books. It is probably the only place in GemStone it is spelled this way, and there used to be a message board topic in the Sorcerer forum solely about &amp;quot;Sorcerer vs. Sorceror&amp;quot;. This spelling has also cropped up in the DragonRealms wiki.&lt;br /&gt;
[890] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; and wording his &amp;quot;omens&amp;quot; to a little more clearly Gosaena in nature, similar to what was seen with NPCs in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[891] This is cross-referencing &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; with interpreting the original parts of the Graveyard, which are on real room ID segment 18. This partly referring to the I.C.E. ghoul lore, and partly to the deep underground part of the Graveyard with the huge pile of bodies. Originally there was no way out from down there, the tunnel up to near the entrance to the burial mound was dug up from below ground, of people trapped down there trying to dig their way out. That is the significance of the body pile, who arguably symbolize the spirits of those who could not choose in the [[Purgatory]] messaging. What happened implicitly is that the Graveyard had traps, and grave robbers would get magically transported down there. It is most likely from trying to take stuff from the crypt&#039;s (unplundered) scroll room, as that would fit the Dark Path meaning.&lt;br /&gt;
[892] This is based on the Graveyard. The sarcophagus in the crypt is a fake, Bandur is actually hidden below ground, frozen in a block of ice. There&#039;s a reasonably good chance Kestrel&#039;s tomb is also fake, he might be the melted skeleton throne.&lt;br /&gt;
[893.1] The Chamber of the Dead is most likely an homage to the Graveyard. There were several things in Vvrael quest related areas that could plausibly have been Graveyard parallels, but Ardo&#039;s &amp;quot;sarcophagus&amp;quot; ice block is one of the most overt. The Vvrael were roughly an Unlife analog for the Elanthia setting, the Unlife in the Shadow World setting is &amp;quot;anti-Essaence&amp;quot;, which is what we would call &amp;quot;anti-mana&amp;quot; in Elanthia. It is the furthest extreme of the chaos-order essence spectrum cosmology. Volume 2 of this document restores that model, and treats &amp;quot;anti-mana&amp;quot; as the purest most corrupt form of &amp;quot;elemental darkness.&amp;quot; The use of the term &amp;quot;elemental darkness&amp;quot; is partly based on the dark vysans, originally called dark wisplings, which were apparently based on the Rolemaster &amp;quot;Elemental Companion&amp;quot; and would have been very weak examples of darkness elementals, which would be associated with cold criticals. There is likewise a case for interpreting the dark vorteces as more powerful darkness elementals. Elanthia does not include light and dark as &amp;quot;elements&amp;quot;, but has substantive light associated with the spirit realm (e.g. Searing Light spell), and here we treat darkness as one of the &amp;quot;sorcerous elements&amp;quot;, related to demons and undead.&lt;br /&gt;
[893.2] The Bandur and Uthex treatments break with the style of the rest of the document. Most of the document is talking about intellectual traditions and cultural propensities, or historiographic reinterpretation of historical events. But here we deal with specific historical people (concretely) instead, where the surrounding context in that time period is very ill-defined. But they tie into the occultist tradition and the Death religions. The very last section on the Modern period in contrast is very sweeping compared to the rest of the document. These are maneuvers being made relative to the gaps in the lore and things too close to the present day.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3) The Broken Land&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was a contemporary of Bandur, whom he had known from his earlier days.[894] When his work had been recognized by the Order of Lorekeepers.[895] Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the terrible wars of that period.[896] While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.[897]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[894] The original copy of &amp;quot;The Broken Land&amp;quot; from the GEnie file library had an exact date for the demise of Uthex: 6521 Second Era. This was in the first century of the Wars of Dominion, which lasted almost four hundred years. The De-ICEd [[A Popular History of the Broken Lands|copies]] that floated around on player websites cut this out completely. But it was very important, because it explicitly puts Bandur and Uthex in the same place at the same time, on top of more subtle relationships between the stories. The hooded figures in the Broken Land were probably meant to be Dark Path cultists who are effectively immortalized by Uthex&#039;s experiments.&lt;br /&gt;
[895] Uthex was a Loremaster of Karilon in the original story, where Bandur had been recognized by the College of Karilon. Uthex was [https://www.play.net/gs4/news.asp?id=615 retconned] to be a Sage of the [[Order of Lorekeepers]] for the [Miracle (350)]] spell release. &amp;quot;Sage&amp;quot; was originally the De-ICE&#039;d replacement term for &amp;quot;Loremaster&amp;quot;, as Sage had often been used in Loremaster contexts in the Shadow World setting.&lt;br /&gt;
[896] This is straight from the Broken Land document. It just removes the term &amp;quot;Wars of Dominion&amp;quot;.&lt;br /&gt;
[897] This is an interpretation meant to explain how Uthex was tricked and seduced by servants of the Unlife, and based on the parallel between the Dark Path and the death religion as encoded in GemStone. The story refers to it as a &amp;quot;natural&amp;quot; gateway to another plane of existence, so we are taking its naturalness and having been discovered on face value. The spinning stone ring around it was implicitly made by the Loremasters later. It is most likely based on a powerful spell from the Warding list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur.[898] It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality.[899] The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region.[900] This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot;[901] It is rumored to be on the surface of the moon Lornon. Or perhaps below it.[902] There may be a grain of truth in this as it is apparently an esoteric dimension.[903] There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration.[904] It is in the same vein as the heterodox theology of the Dark Path.[905] The shrine there includes apocrypha depicting Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;[906]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350}}&amp;gt;&lt;br /&gt;
[898] This was explicitly stated in the Broken Land story, except that did not mention Bandur by name. It was implied context.&lt;br /&gt;
[899] The first part is from the Broken Land story, and the last part is based on the Misty Chamber messaging. The dark mirror and nightmarish analog &amp;quot;parallel dimension&amp;quot; aspect of it is an interpretation. It&#039;s very subtle. But there is actually a clear correspondence between the stuff in the Broken Land with analogous stuff in the Lysierian Hills. There is a strong argument for the Broken Land being based on Lovecraft stories involving dream walking / astral projecting into parallel existences, especially the Dreamland, which has nightmarish analogs of the places that exist in the waking world.&lt;br /&gt;
[900] This is extrapolating off the tapestries in Imaera&#039;s shrine and its release event, along with the Shadow World portals lore where natural gateways can be caused by celestial alignments.&lt;br /&gt;
[901] &amp;quot;Broken Land&amp;quot; was originally singular, it gained an &amp;quot;s&amp;quot; in the De-ICE. &amp;quot;Home of Broken Lore&amp;quot; was the literal meaning of its name out of Iruaric. Iruaric was used in numerous parts of the Broken Land originally. (Empress Kadaena&#039;s language.)&lt;br /&gt;
[902] This is just nodding to the wrong belief that it is the surface of Lornon. The Broken Land is actually deeply inconsistent with the I.C.E. version of Lornon. &amp;quot;Perhaps below it&amp;quot; is playing off the I.C.E. version being a gateworld with underground demons, and then &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; being planar experiments below ground in Lornon. You could make a subtext argument for the Broken Land being underground in Charon under highly artificial conditions. But that is probably not the intent. The Dark Gods came from other planes of existence in the I.C.E. lore, and were largely terrorizing the planet rather than residing on the moon when the Broken Land story was set during the Wars of Dominion. The moon case is really weak. Plus the Broken Land story itself explicitly called it another plane of existence, so that&#039;d have to be an outright lie.&lt;br /&gt;
[903] This is interpretation based on the parallel between it and the Lysierian Hills, as well as the Lovecraftian Dreamland subtext. Shadow Valley is more blatantly and obviously a parallel dimension in this fashion.&lt;br /&gt;
[904] This is based on the original gogor (vruul) lore, which is encoded into the Dark Shrine. There is actually a decent case that our &amp;quot;lesser vruul&amp;quot; were not woken up, but instead made out of the dead cultists. In the canon material the gogor were made by Empress Kadaena, but there was no detail into the methods. The Dark Shrine might be encoding the creation process, and these lesser vruul (&amp;quot;minor gogor&amp;quot;) could be meant to be weak ones made with ancient dark knowledge in a much later Age.&lt;br /&gt;
[905] This is reviving and making explicit the relationship between the Graveyard and Broken Land. Which was Empress Kadaena.&lt;br /&gt;
[906] This is explaining the prior sentence and cross-referencing the now archaic &amp;quot;[[Temple of Darkness Poem]]&amp;quot;, which is used for the Dark Shrine puzzle and had some weird off-canon representation of the Dark Gods, with the Eorgina-Marlu relationship such as in &amp;quot;Origins of Tonis&amp;quot; in the Elanthia setting. Keeping in mind we defined the Dark Path as a Gosaena/Eorgina syncretism. The &amp;quot;spirit born of death&amp;quot; part is the translated meaning of the phrase used in the puzzle to gain access to the Dark Shrine.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a shining trapezohedron, which is a siphon stone that concentrates power.[907] It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power.[908] The cultists were trying to make their own form of soul reincarnation, darkly mirroring the reincarnation of souls by Lorminstra.[909] The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year.[910] Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107.[911] But the later work of Uthex was high necromancy.[912]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[907] The crystal dome was implicitly a Lord of Essaence artifact in its original context. It&#039;s probably inspired by Lovecraft&#039;s quasi-sphere from [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] and possibly the almost sphere Shining Trapezohedron from [https://www.hplovecraft.com/writings/texts/fiction/hd.aspx &amp;quot;Haunter of the Dark&amp;quot;] which gave visions of &amp;quot;hooded figures&amp;quot; and eldritch vistas and so forth. The dome in the Broken Land is vaguely hemispherical, being surrounded by boulders and rubble, but actually faceted with panels. So this is describing it as actually a shining &amp;quot;trapezohedron&amp;quot; as an homage to the Lovecraftian subtext of the Broken Land.&lt;br /&gt;
[908] This is more or less explicitly stated by the Broken Land backstory document. The line about &amp;quot;occult researchers&amp;quot; is tying it back to describing Bandur as an &amp;quot;occultist&amp;quot; and the way occultism was described earlier in this document, which included astral projection notions and ascension concepts. The Broken Land was probably implying the artificial origins of the Dark Gods in experiments by the Lords of Essaence, being servants of Empress Kadaena and possibly even Kadaena as a dead goddess, consistent with the subtext representation of Kadaena in the Graveyard. The &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; leans on a weird typo in the source books that implies Kadaena was one of the moon goddesses. This was before Shadow World created the pantheon we call Lornon, which was first defined in 1990, so the Broken Land uses them but the Graveyard doesn&#039;t.&lt;br /&gt;
[909] This is an interpretation based on the parallels of the Graveyard and Broken Land with GemStone&#039;s death mechanics, and also by cross-referencing the Broken Land story with messaging, such as how the hooded figures spawn.&lt;br /&gt;
[910] This actually happened in game. [[Draezir]] temporarily turned off the runes for accessing the Broken Land. The storyline of [[Shar]] struggling with them was in 1998.&lt;br /&gt;
[911] This was the release event for [[Miracle (350)]].&lt;br /&gt;
[912] High necromancy is defined more in Volume 2 of this document. It was arguably immortality / everlasting existence focused because of the Dark Path tie-in, but Uthex was attempting to fashion entities from energy, possibly even recycling them from departed souls. This may also have tied into the notion of Kadaena&#039;s followers having created demons, which is vestigila from older I.C.E. books. This is the likely meaning of them trying to twist Uthex&#039;s work into more perilous forms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was potential to transmogrify the soul into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood.[913] In this way the Dark Path sought to ensure the reality of their depraved Death theology.[914] They had twisted and perverted the work of Uthex into more dangerous forms.[915] But his fellow Sages discovered that Uthex had gone quite mad, and slew him in -1,264 with a devastating meteor swarm, destroying as many of his experiments and records as they could.[916] There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists.[917] These were astral fights as the portal had been sealed with powerful Runes of Warding.[918] It was a cenobitic monastic order that would come to suffer from isolation and loneliness.[919] The monastery was lost to history, not rediscovered until 5092.[920] The monks had fallen to the very darkness they had struggled against.[921]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[913] The last part of this is rooted in the implications of the artificial origins of the Dark Gods as servants of Kadaena. The first parts of the sentence are based on that &amp;quot;servants of the Shadow&amp;quot; text, as well as the Lovecraftian subtext of the plotline of [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;]. The Graveyard and death mechanics arguably lean on the same Lovecraft stories as the Broken Land.&lt;br /&gt;
[914] This is just synthesizing the prior premises.&lt;br /&gt;
[915] This is from the Broken Land story.&lt;br /&gt;
[916.1] This is the equivalent calendar year to 6521 Second Era in the Shadow World timeline, in the sense of being the same number of years ago from the present. This document is keeping the number of years ago the same, because there is seemingly no reason not to just keep that consistent, putting the events in the late Age of Chaos.&lt;br /&gt;
[916.2] This is from the Broken Land story. It isn&#039;t obvious that the rubble in the Broken Land is all from the meteor swarm, or even the continually falling rocks. While these are &amp;quot;meteors&amp;quot;, it isn&#039;t obvious they&#039;re actually space rocks. The Broken Land might be a collapsed cenote, or ice fracturing on the surrounding mountains may be rolling boulders off the cliff.&lt;br /&gt;
[917] This is cross-referencing the Broken Land story with the imagery depicted in the Monastery. There was an interview with the creator, GM Kygar, in 1994 where he said they struggled in that mountain for centuries before succumbing to darkness.&lt;br /&gt;
[918] The Runes of Warding come from the Broken Land story, and were probably based on a specific spell from the Warding spell list from Shadow World, where there is a stone circle that blocks at half the level of the caster who made it. The reference to &amp;quot;astral fights&amp;quot; is playing off the astral projection subtexts in the Broken Land, including the chakra in the Monastery meditation room and the theosophical subtext of the Lovecraft parallel. The sewer in the Monastery is seemingly connected to a weird cryptic tower with non-Euclidean architecture, and the Broken Land dome maybe used to be connected to the tower as well.&lt;br /&gt;
[919] The isolation and loneliness is talked about in the Kygar interview.&lt;br /&gt;
[920] This is from the Broken Land story. 5092 is referring to the fact that it was discovered in 1992. The portal to the Broken Land was originally dormant. A year later it opened when hooded figures showed up attacking. If there was more detail to the release of it, that is not recorded now.&lt;br /&gt;
[921] This is quoting the Kygar interview.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.D The Modern Age (Last 5,000 Years)&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos.[922] Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood.[923] The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years.[924] In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire.[925] This more human empire pushed the darkness back into the borderlands of the north and south.[926] But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades.[927]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[922] 10,000 or 15,000 years, depending on definition.&lt;br /&gt;
[923] This is from the Xazkruvrixis lore, &amp;quot;[[The Mystique of Xazkruvrixis]]&amp;quot;. The Dark Flood of [[Finnia]] happened several thousand years before the Great Fire of Sharath.&lt;br /&gt;
[924.1] The timing of the Ashrim War has contradictory dates. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; puts it at 157 Modern Era. The [[Ta&#039;Illistim Monarchs]] document has the reign of Caladsal starting a few centuries later than that. The &amp;quot;mostly kept to themselves&amp;quot; is acknowledging that gnomes were allowed in, but there is no indication of involvement with the Kannalan Empire or earlier. It leans on the opening of the trade route in 5101 Modern Era, and slightly earlier with the Ilyan Cloud airship in the late 90s, as having been the beginning of increased cross-cultural trade and contact after the earlier Elven Wars. Banthis has said the original intent of the racial trading penalties was to have them decrease over time with increased contact and mixing of peoples. But this is playing in a very vaguely defined zone, in terms of how recent the opening up of the East has been in general. It was explicitly closed off from other races residing there during the Age of Chaos, up until Ardtin allowed the burghal gnomes to reside in Ta&#039;Illistim about 4,000 years ago. &lt;br /&gt;
[924.2] I&#039;m inclined to say the most consistent thing would be for the past couple of decades to be a recent aberration and very sudden change from the perspective of Elven time scales, rather than there being some long history of mixing of peoples with it being normal to have relatives in farflung parts of the continent. &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; for example frames the year 4845 as there having been smuggling networks that late between the Elven Nations and Turamzzyr, which suggests embargo conditions between the two powers rather than smuggling of goods that are illegal in themselves. The West was essentially always racially mixed going back into the Kannalan Empire and probably further, though Chaston&#039;s Edict made the southern Empire predominantly human, softening in recent centuries such as with the Horned Cabal and Order of Voln in Aldora. The Aelotoi being allowed in was a shock, as framed in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; document, but justified in how the Elves were historically responsible for what happened to them. The 2014 assassination attempt on Myasara was related to racially opening up the city, and Hycinthia had popular supporters on that point. The Vaalor papers system was a reactionary crackdown after bad events in 2009.&lt;br /&gt;
[925] This is from this document&#039;s characterization of the impact the Kannalan Empire had on the geographical distribution of dark magic practitioners. It is an embellishment. This document also never mentions the necromancer Syssanis with his swamp stronghold near River&#039;s Rest on the west coast, but River&#039;s Rest having fallen into post-Kannalan relative lawlessness is generally consistent with the premise we&#039;re using about necromancers versus lawful civilization.&lt;br /&gt;
[926] This refers to the &amp;quot;black elven wizardry&amp;quot; down in Gor&#039;nustre (now Immuron) and the dark sorcerous forces on the Wildwood settlement up in Vornavis (and Foggy Valley and so forth) in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[927] This refers partly to the Horned Cabal and the Scourge / Demonwall, and various storylines in the past few decades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841.[928] The Faendryl assumed it was a minor border expansion at first, with fortifications built along the northern marches, from Tedronne near the Wizardwaste to Harald&#039;s Keep in the east.[929] When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking.[930] Sentinel Happersett went missing and suffered a horrifying fate worse than death.[931]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[928] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[929] This is an interpretation meant to make some sense of the non-reaction of the Faendryl followed by the severe reaction after the invasion of Gellig. The geographical distribution of these places is not defined in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. So here we are defining it as fortifications largely west to east on what would be the northern borderlands, rather than oriented north to south. It may have been intended as north to south, with the sequence of retreat, but that would be more aggressive. What we&#039;re doing here is setting up a pincer movement on the Faendryl that did not get the chance to fully form, rather than a straight line of fortifications with supply lines back to Trauntor. (It is 100% made up that Tedronne is near western Trauntor and the Wizardwaste and that Harald&#039;s Keep is in the east with Creyth in between them.) The idea here is that the Turamzzyrian Empire has bad information on the state of the Faendryl in general, and moving east for setting up to block any possible material assistance from House Nalfein or the Elven Nations. Then we&#039;ve defined Gellig as an eastern port belonging to the Faendryl, which would follow this same cutting-off-from-assistance from the East logic, not really understanding the state of things between the Faendryl and Elven Nations. Because elves are just elves, from the imperial human point of view and understanding, in &amp;quot;History of the Turamzzyrian Empire&amp;quot;. Fortification out west to near the Wizardwaste can be used for an eventual pincer on New Ta&#039;Faendryl, but also to force the Faendryl to go through the Southron Wastes and around the Wizardwaste if it wants to retaliate on Tamzyrr. Then we have Sentinel Happersett stationed in the east moving south to hit Gellig, which we have framed with the assumption it is a port on the eastern coast. The Faendryl then retaliate and send the humans fleeing northwest toward Tedronne and Brantur in Trauntor. Some of the retreat goes to Barrett&#039;s Gorge, and the retreat is largely happening in a westward direction toward Brantur from our assumed position for Gellig. &amp;quot;History of the Turamzzyrian Empire&amp;quot; says: &#039;&#039;&amp;quot;another quarter have fled past Creyth, heading for Tedronne or Barrett&#039;s Gorge.&amp;quot;&#039;&#039; Which suggests Tedronne and Barret&#039;s Gorge are in different directions, or at least slightly different westward directions if Gellig is on the eastern coast, and these fortifications are assumed to be the three &amp;quot;strongholds&amp;quot; built for supply line purposes. The idea would be that Tedronne would be a supply line from Trauntor and Creyth would be a supply line from Barrett&#039;s Gorge, and Harald&#039;s Keep would be a more forward position for cutting off any intervention from the Elves in the East. Though the Faendryl are framed as politically and militarily inactive from the Turamzzyr point of view, this would still be sensible given the relatively recent history of wars with House Nalfein in that Barrett&#039;s Gorge region. So this is so much to say the road to Ta&#039;Faendryl is not being interpreted as a north-south route. It&#039;s instead moving around the Rhoska-Tor wasteland, which is to New Ta&#039;Faendryl&#039;s west, with the road to New Ta&#039;Faendryl really being from the east with Gellig intepreted as being on the east coast.&lt;br /&gt;
[930] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, though Sentinel Happersett was defined as having the name [[Jerram Happersett|Jerram]] during the Witchful Thinking storyline. He appeared as an NPC in a sort of unliving state who had to be released. He was obsessed with trying to purify Dark Elves of darkness, which took the form of trying to smash them with a hammer. It might be the original intent for Sentinel Happersett to have been Harald, to give meaning to Harald&#039;s Keep, because it is implied that those three strongholds were built on the spot to be the supply lines, and they split the army up between them over winter.&lt;br /&gt;
[931] Sentinel Happersett was one of Raznel&#039;s &amp;quot;paragons&amp;quot;. They were in cocoons attached to walls of flesh and filled with a form of [[epochxin|demon blood]] from the Southron Wastes, which she was using as a form of horcrux with these paragons being frozen in time in little pocket dimensions throughout the timeline, having selected historical victims who went missing in known years. Xorus was actually the one who found the cocoon, and the one who did the kill shot on the cocoon, and Xorus was the one who taught Raznel how to do this stuff with the ebon-swirled primal demon&#039;s venom blood when she was his student in her youth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge.[932] The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire.[933] The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes.[934] Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire.[935] There has been a surge of greater dark powers since the failure of the Eye of the Drake.[936] The Vvrael and Vishmiir wielded undead horrors.[937] Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab.[938] There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.[939]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[932] This premise comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The lore hook of demonic hybrids in this sense has never really been fleshed out. We&#039;ve seen some Demonwall invasion creatures that implicitly are these kinds of things. They are listed in Volume 3 of this document.&lt;br /&gt;
[933] This is explicitly stated in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; in the Armata section. The Faendryl do it as punishment to bleed treasure from the Turamzzyrian Empire. The &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document also talks about the Order of the Crimson Fist venturing out from the Demonwall to take the fight to the Faendryl and their fiends. This is remarkable because it frames ongoing, if low level, hostility between them. The Scourge distribution also has implications for the distribution of land use by the Faendryl Agrestis that would have to be carefully considered. The Scourge came from hybridizing with wildlife, but could possibly have been livestock as well. Farmstead in presumably Trauntor were getting massacred by these hybrids.&lt;br /&gt;
[934] This is principally from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but is talked about in various places.&lt;br /&gt;
[935] This pre-history of the Order of Voln fighting with the Horned Cabal, prior to the invasion of the Turamzzyrian Empire, comes from the Volnath Dai history document &amp;quot;[[Story of the Volnath Dai]]&amp;quot;. Grandmaster Fineval killed one of the Horned Cabal liches, and that set off the Horned Cabal invasions northward.&lt;br /&gt;
[936] This is extrapolating off the Eye of the Drake function and premise, which was framed near the beginning of this document. The IC author blames what is presumably a great increase in major extraplanar threats in recent decades to the failure of the Eye. Which is reviving the ICE analog concept.&lt;br /&gt;
[937] These were in 1997/1998 and 2002 storylines.&lt;br /&gt;
[938] This was in 1996 and then again in 2003 onward for a couple of years. The Miscere&#039;Golab is mentioned in the &amp;quot;[[Griffin Sword War]]&amp;quot; document and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Volume 3 of this document talks about it.&lt;br /&gt;
[939] These liches are from various storylines. Vindicto was from [[Ties That Bind]] and was responsible for previous bad things happening to House Vaalor, such as the assassination of King Tyrnian as shown in [[forehead gem]] loresongs. Tseleth was mainly in [[Ride of the Red Dreamer]], and was involved in the [[Sanctum of Scales]] release. The Council of Ten was in the [[Thurfel]] storyline and then a couple of the liches more recently in the Icemule storylines with [[Zeban]] and the [[Hinterwilds]] and [[Moonsedge]] and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows.[940] The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War.[941] The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues.[942] There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.[943]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[940] Althedeus was the big bad behind Kenstrom&#039;s storylines from [[Beyond the Arkati]] in 2010 through [[Cross into shadows|Cross into Shadows]] in 2014. The blood mages were generally members of the Arcane Eyes, a Mestanir group described in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The War of Shadows was in the Cross into Shadows storyline.&lt;br /&gt;
[941] This was the climax of the [[Eyes of the Dawn]] storyline, and this wasteland (the [[Bleaklands]]) has been used in other storylines since, including [[Keeping up with the Kestrels]] and [[Witchful Thinking]]. Xorus actually has a fairly high share of the responsibility and blame for the Bleaklands, because it was done by Raznel largely using the stuff she learned from him.&lt;br /&gt;
[942] This is referring to the [[epochxin]], first established in the [[Eyes of the Dawn]] storyline. Raznel learned about it in her youth because of a time loop paradox due to Melgorehn&#039;s Reach. She largely learned about its uses from Xorus, during the [[Keeping up with the Kestrels]] storyline, and Xorus later cured Larsya of the poison during the Praxopius storyline. It was weaponized into a genocidal disease curse against the krolvin, which led to krolvin invasions later, and is likely involved in the Blight that is presently suppressed around Wehnimer&#039;s Landing.&lt;br /&gt;
[943] This refers to the fact that Grishom Stone has the [[Star of Khar&#039;ta]] artifact and converted it to be oriented to blood and shadows energy. Stone is residing in the Deadfall forest near Wehnimer&#039;s Landing and is going to pull major stuff in a future storyline using that artifact. That forest has a bunch of blood eating demonic trees in it and is magically sealed off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Southron_Wastes&amp;diff=195724</id>
		<title>Southron Wastes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Southron_Wastes&amp;diff=195724"/>
		<updated>2023-04-26T16:17:11Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: terrain geology, dark cavern rip in space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Southron Wastes&#039;&#039;&#039; is in the furthest southern region of the continent [[Elanith]].  This was partly accessible to adventurers during the [[Wavedancer]] events, in its central region to the southwest of [[Rhoska-Tor]].  The Southron Wastes is next to the jungles where the [[Dhe&#039;nar]] cities of [[Eh&#039;lah]] and [[Sharath]] are located.  In addition, the remaining liches of the [[Horned Cabal]] dwell within the wastes, as do parasitic humans known as the Collectors who feed on the magical energy of artifacts to unnaturally extend their lives. The [[Orders of the Turamzzyrian Empire#Disciples of the Shadows|Disciples of the Shadows]], worshippers of the primordial demon [[Althedeus]], have also historically been based in the Southron Wastes, possibly dating back into the Age of Chaos.&lt;br /&gt;
&lt;br /&gt;
The Demonwall is being expanded further west from the Wizardwaste and Aldora, with the intent of eventually walling off the whole Southron Wastes from the Turamzzyrian Empire. The southeastern tip of the Southron Wastes has a port known as [[Behizet]], which is known as the Jewel of the Wastes. Somewhere off the southern coast is [[Bone Island]], where a skeletal &amp;quot;demonic&amp;quot; god called [[Kyr&#039;orvrad]] collects bones and is worshipped by island savages.&lt;br /&gt;
&lt;br /&gt;
== Wavedancer ==&lt;br /&gt;
&lt;br /&gt;
The [[Wavedancer]] visited the south central region of the Southron Wastes in 5105 and 5106. This included geological terrain such as slot canyons, ashen barrens, plateaus, salt basins in former lakes, buttes and tufa towers, and mountains of shale with limestone at higher elevations, as well as sandstone near the coast. These mountains are described as recent geological upheavals, with rumbling and instability with landslides. There may be underground rifts in space, or that may only be poetic wording. The &amp;quot;sugar strand&amp;quot; consists of white sand beaches on the southern coast next to the jungles, which give way to savannah, which descends into the salt basin and the wasteland desert.&lt;br /&gt;
&lt;br /&gt;
While this explored part of the southern jungles, it did not include Sharath which is built next to a volcano. Bone Island off the southern coast appears to be a raised coral atoll and thus essentially made of &amp;quot;bone&amp;quot;, with a not entirely natural mountain of limestone at its center serving as the temple of Kyr&#039;orvrad, who may have once been a volcano god. This is a repository of Ashrim bones. The island&#039;s jungles also have monkeys who speak in broken Common.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
Creatures and races encountered in this region of the Southron Wastes during the Wavedancer include the following, though this may be incomplete and the creature localizations may have inaccuracies:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shipwreck (south)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* raggedy salt-encrusted skeleton&lt;br /&gt;
* squat midnight black construct&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Tangle / Sugar Strand (south)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* red-eyed large ridgeback lizard&lt;br /&gt;
* pillar-like skeletal golem&lt;br /&gt;
* fiery giant scarlet worker-ant&lt;br /&gt;
* salt crystal golem&lt;br /&gt;
* lustrous steel sentinel&lt;br /&gt;
* blue-crested iguanoid warrior&lt;br /&gt;
* black-crested iguanoid soldier&lt;br /&gt;
* rattle-tailed sleek black viper&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Range (eastern)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* plasmatic inky black horror&lt;br /&gt;
* infernal sprite&lt;br /&gt;
* flowing pale wraith&lt;br /&gt;
* hulking black beast&lt;br /&gt;
* spiked dull red reptile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Range (western)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* alabaster sentinel&lt;br /&gt;
* massive gnarled wasteworm&lt;br /&gt;
* smooth dark slavaan&lt;br /&gt;
* scarlet desert griffin&lt;br /&gt;
* pale violet blue griffin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ashen Barrens / Salt Basin (central / north)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* hump-backed twisty horned creature&lt;br /&gt;
* shadowy frazzle-haired banshee&lt;br /&gt;
* six-toed furry black hound&lt;br /&gt;
* wild-maned shadowy steed&lt;br /&gt;
* spiked huge sandworm&lt;br /&gt;
* acidic lump of jelly&lt;br /&gt;
* huge black raptor&lt;br /&gt;
* pitted black statue&lt;br /&gt;
* blazing sand elemental&lt;br /&gt;
* dessicated withered black vine&lt;br /&gt;
* sleek large lizard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brieson&#039;s Expedition ==&lt;br /&gt;
&lt;br /&gt;
On 29 [[Jastatos]] 5116, [[Brieson|Lord Brieson Cassle]] led an expedition into the Southron Wastes to collect samples of [[epochxin]]. The map was also used in the slaying of [[Jerram Happersett]] in 5119, [[Witchful Thinking - 2019-09-21 - Worlds Collide (log)|trapped]] in an unliving state with a variant of epochxin. Happersett had been abducted to the wastes by the witch Raznel during the Third Elven War and suspended in a temporal pocket dimension, where he was constantly reliving the Breaking for the past few centuries.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
Creatures encountered during the expedition included many native inhabitants as well as a breed of demons known as &amp;quot;primals&amp;quot;, who are drawn to a particular place there like a &amp;quot;beacon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*a pale white giant tarantula&lt;br /&gt;
*a massive dune spider&lt;br /&gt;
*a huge sand-hued vulture&lt;br /&gt;
*a scarlet desert griffin&lt;br /&gt;
*a massive gnarled wasteworm&lt;br /&gt;
*a huge chalk white sandworm&lt;br /&gt;
*a blazing sand elemental&lt;br /&gt;
*a slinky black scourgemage&lt;br /&gt;
*a blue-crested iguanoid warrior&lt;br /&gt;
*a black-crested iguanoid shaman&lt;br /&gt;
*a red-crested iguanoid chieftain&lt;br /&gt;
*a six-toed furry black hound (undead)&lt;br /&gt;
*an enormous ebon-swirled primal (demon)&lt;br /&gt;
*an ichor-soaked floating primal eyeball (demon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enormous ebon-swirled primals&#039;&#039;&#039; are primitive relatives of [[oculoth]]s, and are said to also exist in other valences.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Within the darkness of night, which hangs like a wall of shadows above the ashen white sands, amorphous forms begin to appear, resembling enormous floating spheres of obsidian.&lt;br /&gt;
&lt;br /&gt;
Clicking echoes from the floating spheres of darkness.&lt;br /&gt;
&lt;br /&gt;
Specks of white sand float up from the base of the crystalline coffin.&lt;br /&gt;
&lt;br /&gt;
Dotting the surface of the enormous black spheres, hundreds of multi-hued alien eyes appear, misshapen, malformed, some red, some white, yellow, grey.  Ichor drips from the huge fangs of the primal demons, and ebon mist swirls about their nebulous forms.&lt;br /&gt;
&lt;br /&gt;
Like falling black stars, the primals descend.&lt;br /&gt;
&lt;br /&gt;
An enormous ebon-swirled primal floats in, its toothy maw glistening with black ichor.&lt;br /&gt;
&lt;br /&gt;
An enormous ebon-swirled primal hovers in, its central eye rolling back and forth.&lt;br /&gt;
&lt;br /&gt;
A ripple of heated air begins to waver in midair, emitting waves of heat throughout the area.  Soon, a jagged crimson line begins to form in the center of the disturbance, extending both vertically and horizontally, the line begins to rip a tear in reality.  Within moments, an ichor-soaked floating primal eyeball emerges from the newly formed opening and when it is clear, the tear shuts rapidly behind it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Room Painting==&lt;br /&gt;
&lt;br /&gt;
The following are room painting examples of the Ashen Barrens portion of the Southron Wastes map. The wastes are described as inhospitable to civilization, often with no vegetation at all. The source of the ebon-swirled primal demons from the Brieson expedition was not explained explicitly, but included here is a dark cavern near the Sugar Strand with an underground &amp;quot;rip in space&amp;quot; (possibly just a wall fissure) buffeting with waves of essence (possibly just sand.) &lt;br /&gt;
&lt;br /&gt;
=== Rift ===&lt;br /&gt;
However, such a rip in space is consistent with the behavior of the primal demon eyeballs, which emerge from spontaneously forming tears in reality with waves of heat emitting from them. The [[Ur-Daemon]] Ith&#039;can was able to open rifts with its eyes in a similar fashion, and was said to resemble an oculoth. It is worth noting that Despana traveled through the Southron Wastes seeking the old places of the Ur-Daemon, settling in the northeast region now called Rhoska-Tor.&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Dark Cavern, Nexus&lt;br /&gt;
|desc = Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth from a &#039;&#039;&#039;scarlet-laced russet rip in space.&#039;&#039;&#039;  Waves of essence buffet the area every so often, gusting with the roaring heat of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.&lt;br /&gt;
|paths = out&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Ashen Barrens ===&lt;br /&gt;
&lt;br /&gt;
The following describes the Ashen Barrens on western and southeastern trails, relative to this first room where Brieson&#039;s portal was located. This was the spot [[Larsya]]&#039;s bane coffin was opened to attract the primal demons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Westerly Trail&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Nothing but sand, dune upon dune of pale, white sand stretches to the horizon.  The wind whistles through the emptiness, carrying with it squalls and minor sandstorms.  There is no hope of vegetal salvation within the wasteland.&lt;br /&gt;
|paths = southeast, west&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Peak upon peak, knoll upon knoll, there is only sand and bones in the barrens.  The desert northward presents no vegetation and stretches as far as the eye can see, though the view is greatly obscured by darkness. To the southwest, a shale mountain range breaks the visual void of the wasteland.&lt;br /&gt;
|paths = east, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Slicing through the barrens, a high cliff overlooks the vast no-man&#039;s land.  The dry air has parched even the cactus, whose shriveled hull lies toppled in the ashen sand.  Small rodents with large ears scurry through the area, retreating into their burrows at the earliest sign of territorial invasion.  You also see a blazing sand elemental and a red-crested iguanoid chieftain.&lt;br /&gt;
|paths = northeast, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = A massive cliff juts from the wasteland to the west, while eastward nothing beyond sprawling, empty barrens meets the eye.  In the distance, a vast number of birds constantly circle over the bleak wilderness.&lt;br /&gt;
|paths = northeast, southeast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Between the mountain and the barrens, a single stone spire stands apart from the rest.  A trio of spires hide behind the first, none as tall, nor as impressive.  The sandy wasteland encroaches on their bases, slowly slimming the stone down with the passage of wind and time.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Chalk coats everything in a ghostly white layer of dust.  As the wind rises and wanes, the powder kicks up to obscure the surrounding wasteland.  A single rock, shaped like a column, rises from the sandy barrens.  The surface of the natural obelisk is worn smooth, save for a series of deep, vertical gouges.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Sparse clumps of desert verbena dot the bleak landscape, converging near a red shale butte.  A horde of flying insects buzz about the area some distance to the east, amid a heaping pile of bones and refuse.  You also see a blazing sand elemental and a hulking black beast.&lt;br /&gt;
|paths = south, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = The pathway is littered with stray, crumbling rock, split from the shale butte by some unimaginably traumatic force.  Barely visible in the darkness, a tight ring of birds circling low over the barrens occasionally dives down to the sandy floor.  The attack is followed by a torrent of high-pitched baying which dies out long before the flock resumes its course in the sky.&lt;br /&gt;
|paths = north, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Save for the shale butte and the mountains to the west, the area stands bleak, fairly lifeless, and bathed in ashen soil.  A variety of sepia-toned cactus husks rise from the ivory sand in varying slants to create a field of vegetal death in disarray.&lt;br /&gt;
|paths = southeast, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Crumbling rocks tumble down the mountainside, revealing new layers of vanilla amid the typical red shale. The pale sand is intermixed with bittersweet brown.  Each rock that falls from above takes with it additional stone as it crashes into crags and peaks.  The ground is littered with crushed boulders.&lt;br /&gt;
|paths = northeast, south&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Fierce winds stir the sand, rising in occasional columns above the barrens.  The resulting convoluted formations are peaked with red shale soil from the crumbling mountains.  Even the scattered sagebrush is dusted in vanilla-toned powder.&lt;br /&gt;
|paths = north&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southeasterly Path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Skirting around a curiously crooked spire, the barren pathway stops short of entering the vast, pale desert.  Far to the east, the red shale cordillera dies down, as if being slowly devoured into the timeless, sandy wasteland.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Slowly but surely, the sagebrush and cactus give way to a sprawling, desert wasteland in the north.  As the mountain ranges east and west die down, nothing more remains of interest amid the vast wilderness of pale, ashen sand.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = With occasional vanilla layers revealed by years of wear, a striking red shale massif looms above.  The barrens, littered with detritus and bones, contain little in the way of fruitful life.  Like nearly everywhere else in the wasteland, numerous vultures constantly circle above.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Rising in the north, a drastic precipice peers over the barren wasteland.  The plateau&#039;s geologic composition is varied, consisting of alternating layers of umber, red ochre and a pale vanilla.  From this distance, a gnarled, dense patch of cactus is visible at the mountain ledge&#039;s base.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = The pale, sandy soil is littered with contrasting boulders of red shale.  Desert flowers, stunted but bright, speckle the barren wasteland.  Far above the foothills, a pass set between a pair of mountain peaks is barely visible.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = The blown-out landscape is dotted with scraggly sagebrush, some squashed by a scattering of massive, jagged boulders.  In the gradual foothills to the east, a series of stone spires blocks a view of the red cordillera beyond.  As the elevation rises, the sparse floral accompaniment wanes to nothing.&lt;br /&gt;
|paths = south, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Standing nearly fifteen feet tall, a massive cactus with very long needles sprouts from the sandy soil.  The trail passes precariously close to the tall plant and then branches out to either side, looping back on itself to create a dangerous obstacle in the middle of the path.  Occasionally, a high-pitched &amp;quot;kee-kah!&amp;quot; sound followed by a series of low chitters emanate from the cactus.&lt;br /&gt;
|paths = north, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = A series of wavering lines, one after another, cut through the pale soil heading westward beyond a few clumps of sagebrush.  The scant remains of a large, dead raptor are partially buried in the sand.&lt;br /&gt;
|paths = northeast, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Patches of brittle grass give way to ashen soil and desolate cactuses with short, stiff needles.  Occasionally, a scuttling insect is picked off by one of the many small birds perched safely within the plants&#039; thorny barriers.&lt;br /&gt;
|paths = northeast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Climate and terrain]]&lt;br /&gt;
[[Category:Deserts]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Southron_Wastes&amp;diff=195722</id>
		<title>Southron Wastes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Southron_Wastes&amp;diff=195722"/>
		<updated>2023-04-26T08:09:35Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: bone island&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Southron Wastes&#039;&#039;&#039; is in the furthest southern region of the continent [[Elanith]].  This was partly accessible to adventurers during the [[Wavedancer]] events, in its central region to the southwest of [[Rhoska-Tor]].  The Southron Wastes is next to the jungles where the [[Dhe&#039;nar]] city of [[Sharath]] is located.  In addition, the remaining liches of the [[Horned Cabal]] dwell within the wastes, as do parasitic humans known as the Collectors who feed on the magical energy of artifacts. The [[Orders of the Turamzzyrian Empire#Disciples of the Shadows|Disciples of the Shadows]], worshippers of the primordial demon [[Althedeus]], have also historically been based in the Southron Wastes, possibly dating back into the Age of Chaos.&lt;br /&gt;
&lt;br /&gt;
The Demonwall is being expanded further west from the Wizardwaste and Aldora, with the intent of eventually walling off the whole Southron Wastes from the Turamzzyrian Empire. The southeastern tip of the Southron Wastes has a port known as [[Behizet]], which is known as the Jewel of the Wastes. Somewhere off the southern coast is [[Bone Island]], where a skeletal &amp;quot;demonic&amp;quot; god called [[Kyr&#039;orvrad]] collects bones and is worshipped by island savages.&lt;br /&gt;
&lt;br /&gt;
== Wavedancer ==&lt;br /&gt;
&lt;br /&gt;
The [[Wavedancer]] visited the south central region of the Southron Wastes in 5105 and 5106. This included geological terrain such as slot canyons, ashen barrens, plateaus, and mountains of shale, as well as sandstone and limestone in general.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
Creatures and races encountered in this region of the Southron Wastes during the Wavedancer include the following, though the creature localizations may have inaccuracies:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shipwreck (south)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* raggedy salt-encrusted skeleton&lt;br /&gt;
* squat midnight black construct&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Tangle / Sugar Strand (south)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* red-eyed large ridgeback lizard&lt;br /&gt;
* pillar-like skeletal golem&lt;br /&gt;
* fiery giant scarlet worker-ant&lt;br /&gt;
* salt crystal golem&lt;br /&gt;
* lustrous steel sentinel&lt;br /&gt;
* blue-crested iguanoid warrior&lt;br /&gt;
* black-crested iguanoid soldier&lt;br /&gt;
* rattle-tailed sleek black viper&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Range (eastern)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* plasmatic inky black horror&lt;br /&gt;
* infernal sprite&lt;br /&gt;
* flowing pale wraith&lt;br /&gt;
* hulking black beast&lt;br /&gt;
* spiked dull red reptile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Range (western)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* alabaster sentinel&lt;br /&gt;
* massive gnarled wasteworm&lt;br /&gt;
* smooth dark slavaan&lt;br /&gt;
* scarlet desert griffin&lt;br /&gt;
* pale violet blue griffin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ashen Barrens / Salt Basin (central / north)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* hump-backed twisty horned creature&lt;br /&gt;
* shadowy frazzle-haired banshee&lt;br /&gt;
* six-toed furry black hound&lt;br /&gt;
* wild-maned shadowy steed&lt;br /&gt;
* spiked huge sandworm&lt;br /&gt;
* acidic lump of jelly&lt;br /&gt;
* huge black raptor&lt;br /&gt;
* pitted black statue&lt;br /&gt;
* blazing sand elemental&lt;br /&gt;
* dessicated withered black vine&lt;br /&gt;
* sleek large lizard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brieson&#039;s Expedition ==&lt;br /&gt;
&lt;br /&gt;
On 29 [[Jastatos]] 5116, [[Brieson|Lord Brieson Cassle]] led an expedition into the Southron Wastes to collect samples of [[epochxin]]. The map was also used in the slaying of [[Jerram Happersett]] in 5119, trapped in an unliving state with a variant of it.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
Creatures encountered during the expedition included many native inhabitants as well as a breed of demons known as &amp;quot;primals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*a pale white giant tarantula&lt;br /&gt;
*a massive dune spider&lt;br /&gt;
*a huge sand-hued vulture&lt;br /&gt;
*a scarlet desert griffin&lt;br /&gt;
*a massive gnarled wasteworm&lt;br /&gt;
*a huge chalk white sandworm&lt;br /&gt;
*a blazing sand elemental&lt;br /&gt;
*a slinky black scourgemage&lt;br /&gt;
*a blue-crested iguanoid warrior&lt;br /&gt;
*a black-crested iguanoid shaman&lt;br /&gt;
*a red-crested iguanoid chieftain&lt;br /&gt;
*a six-toed furry black hound (undead)&lt;br /&gt;
*an enormous ebon-swirled primal (demon)&lt;br /&gt;
*an ichor-soaked floating primal eyeball (demon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enormous ebon-swirled primals&#039;&#039;&#039; are primitive relatives of [[oculoth]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Within the darkness of night, which hangs like a wall of shadows above the ashen white sands, amorphous forms begin to appear, resembling enormous floating spheres of obsidian.&lt;br /&gt;
&lt;br /&gt;
Clicking echoes from the floating spheres of darkness.&lt;br /&gt;
&lt;br /&gt;
Specks of white sand float up from the base of the crystalline coffin.&lt;br /&gt;
&lt;br /&gt;
Dotting the surface of the enormous black spheres, hundreds of multi-hued alien eyes appear, misshapen, malformed, some red, some white, yellow, grey.  Ichor drips from the huge fangs of the primal demons, and ebon mist swirls about their nebulous forms.&lt;br /&gt;
&lt;br /&gt;
Like falling black stars, the primals descend.&lt;br /&gt;
&lt;br /&gt;
An enormous ebon-swirled primal floats in, its toothy maw glistening with black ichor.&lt;br /&gt;
&lt;br /&gt;
An enormous ebon-swirled primal hovers in, its central eye rolling back and forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Room Painting==&lt;br /&gt;
&lt;br /&gt;
The following are room painting examples of the Ashen Barrens portion of the Southron Waste map, in this case recorded during the Brieson expedition in 5116.&lt;br /&gt;
&lt;br /&gt;
=== Portal ===&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Nothing but sand, dune upon dune of pale, white sand stretches to the horizon.  The wind whistles through the emptiness, carrying with it squalls and minor sandstorms.  There is no hope of vegetal salvation within the wasteland.&lt;br /&gt;
|paths = southeast, west&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Westerly Trail ===&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Peak upon peak, knoll upon knoll, there is only sand and bones in the barrens.  The desert northward presents no vegetation and stretches as far as the eye can see, though the view is greatly obscured by darkness. To the southwest, a shale mountain range breaks the visual void of the wasteland.&lt;br /&gt;
|paths = east, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Slicing through the barrens, a high cliff overlooks the vast no-man&#039;s land.  The dry air has parched even the cactus, whose shriveled hull lies toppled in the ashen sand.  Small rodents with large ears scurry through the area, retreating into their burrows at the earliest sign of territorial invasion.  You also see a blazing sand elemental and a red-crested iguanoid chieftain.&lt;br /&gt;
|paths = northeast, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = A massive cliff juts from the wasteland to the west, while eastward nothing beyond sprawling, empty barrens meets the eye.  In the distance, a vast number of birds constantly circle over the bleak wilderness.&lt;br /&gt;
|paths = northeast, southeast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Between the mountain and the barrens, a single stone spire stands apart from the rest.  A trio of spires hide behind the first, none as tall, nor as impressive.  The sandy wasteland encroaches on their bases, slowly slimming the stone down with the passage of wind and time.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Chalk coats everything in a ghostly white layer of dust.  As the wind rises and wanes, the powder kicks up to obscure the surrounding wasteland.  A single rock, shaped like a column, rises from the sandy barrens.  The surface of the natural obelisk is worn smooth, save for a series of deep, vertical gouges.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Sparse clumps of desert verbena dot the bleak landscape, converging near a red shale butte.  A horde of flying insects buzz about the area some distance to the east, amid a heaping pile of bones and refuse.  You also see a blazing sand elemental and a hulking black beast.&lt;br /&gt;
|paths = south, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = The pathway is littered with stray, crumbling rock, split from the shale butte by some unimaginably traumatic force.  Barely visible in the darkness, a tight ring of birds circling low over the barrens occasionally dives down to the sandy floor.  The attack is followed by a torrent of high-pitched baying which dies out long before the flock resumes its course in the sky.&lt;br /&gt;
|paths = north, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Save for the shale butte and the mountains to the west, the area stands bleak, fairly lifeless, and bathed in ashen soil.  A variety of sepia-toned cactus husks rise from the ivory sand in varying slants to create a field of vegetal death in disarray.&lt;br /&gt;
|paths = southeast, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Crumbling rocks tumble down the mountainside, revealing new layers of vanilla amid the typical red shale. The pale sand is intermixed with bittersweet brown.  Each rock that falls from above takes with it additional stone as it crashes into crags and peaks.  The ground is littered with crushed boulders.&lt;br /&gt;
|paths = northeast, south&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Fierce winds stir the sand, rising in occasional columns above the barrens.  The resulting convoluted formations are peaked with red shale soil from the crumbling mountains.  Even the scattered sagebrush is dusted in vanilla-toned powder.&lt;br /&gt;
|paths = north&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Southeasterly Path ===&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Skirting around a curiously crooked spire, the barren pathway stops short of entering the vast, pale desert.  Far to the east, the red shale cordillera dies down, as if being slowly devoured into the timeless, sandy wasteland.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Slowly but surely, the sagebrush and cactus give way to a sprawling, desert wasteland in the north.  As the mountain ranges east and west die down, nothing more remains of interest amid the vast wilderness of pale, ashen sand.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = With occasional vanilla layers revealed by years of wear, a striking red shale massif looms above.  The barrens, littered with detritus and bones, contain little in the way of fruitful life.  Like nearly everywhere else in the wasteland, numerous vultures constantly circle above.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Rising in the north, a drastic precipice peers over the barren wasteland.  The plateau&#039;s geologic composition is varied, consisting of alternating layers of umber, red ochre and a pale vanilla.  From this distance, a gnarled, dense patch of cactus is visible at the mountain ledge&#039;s base.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = The pale, sandy soil is littered with contrasting boulders of red shale.  Desert flowers, stunted but bright, speckle the barren wasteland.  Far above the foothills, a pass set between a pair of mountain peaks is barely visible.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = The blown-out landscape is dotted with scraggly sagebrush, some squashed by a scattering of massive, jagged boulders.  In the gradual foothills to the east, a series of stone spires blocks a view of the red cordillera beyond.  As the elevation rises, the sparse floral accompaniment wanes to nothing.&lt;br /&gt;
|paths = south, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Standing nearly fifteen feet tall, a massive cactus with very long needles sprouts from the sandy soil.  The trail passes precariously close to the tall plant and then branches out to either side, looping back on itself to create a dangerous obstacle in the middle of the path.  Occasionally, a high-pitched &amp;quot;kee-kah!&amp;quot; sound followed by a series of low chitters emanate from the cactus.&lt;br /&gt;
|paths = north, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = A series of wavering lines, one after another, cut through the pale soil heading westward beyond a few clumps of sagebrush.  The scant remains of a large, dead raptor are partially buried in the sand.&lt;br /&gt;
|paths = northeast, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Patches of brittle grass give way to ashen soil and desolate cactuses with short, stiff needles.  Occasionally, a scuttling insect is picked off by one of the many small birds perched safely within the plants&#039; thorny barriers.&lt;br /&gt;
|paths = northeast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Climate and terrain]]&lt;br /&gt;
[[Category:Deserts]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Southron_Wastes&amp;diff=195715</id>
		<title>Southron Wastes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Southron_Wastes&amp;diff=195715"/>
		<updated>2023-04-26T05:30:18Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: mostly creature list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Southron Wastes&#039;&#039;&#039; is part of the furthest south region of [[Elanith]].  This was partly accessible to players during the [[Wavedancer]] events, in the central region to the southwest of [[Rhoska-Tor]].  The Southron Wastes is next to the jungles where the [[Dhe&#039;nar]] city of [[Sharath]] is located.  In addition, the remaining liches of the [[Horned Cabal]] dwell within the wastes, as do parasitic humans known as the Collectors who feed on the magical energy of artifacts. The [[Orders of the Turamzzyrian Empire#Disciples of the Shadows|Disciples of the Shadows]], worshippers of the primordial demon [[Althedeus]], have also historically been based in the Southron Wastes, possibly dating back into the Age of Chaos.&lt;br /&gt;
&lt;br /&gt;
The Demonwall is being expanded further west from the Wizardwaste and Aldora, with the intent of eventually walling off the whole Southron Wastes from the Turamzzyrian Empire. The southeastern tip of the Southron Wastes has a port known as [[Behizet]], which is known as the Jewel of the Wastes.&lt;br /&gt;
&lt;br /&gt;
== Wavedancer ==&lt;br /&gt;
&lt;br /&gt;
The [[Wavedancer]] visited the south central region of the Southron Wastes in 5105 and 5106. This included geological terrain such as slot canyons, ashen barrens, plateaus, and mountains of shale, as well as sandstone and limestone in general.&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
Creatures and races encountered in this region of the Southron Wastes during the Wavedancer include the following, though the creature localizations may have inaccuracies:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shipwreck (south)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* raggedy salt-encrusted skeleton&lt;br /&gt;
* squat midnight black construct&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thick Tangle / Sugar Strand (south)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* red-eyed large ridgeback lizard&lt;br /&gt;
* pillar-like skeletal golem&lt;br /&gt;
* fiery giant scarlet worker-ant&lt;br /&gt;
* salt crystal golem&lt;br /&gt;
* lustrous steel sentinel&lt;br /&gt;
* blue-crested iguanoid warrior&lt;br /&gt;
* black-crested iguanoid soldier&lt;br /&gt;
* rattle-tailed sleek black viper&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Range (eastern)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* plasmatic inky black horror&lt;br /&gt;
* infernal sprite&lt;br /&gt;
* flowing pale wraith&lt;br /&gt;
* hulking black beast&lt;br /&gt;
* spiked dull red reptile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mountain Range (western)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* alabaster sentinel&lt;br /&gt;
* massive gnarled wasteworm&lt;br /&gt;
* smooth dark slavaan&lt;br /&gt;
* scarlet desert griffin&lt;br /&gt;
* pale violet blue griffin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ashen Barrens / Salt Basin (central / north)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* hump-backed twisty horned creature&lt;br /&gt;
* shadowy frazzle-haired banshee&lt;br /&gt;
* six-toed furry black hound&lt;br /&gt;
* wild-maned shadowy steed&lt;br /&gt;
* spiked huge sandworm&lt;br /&gt;
* acidic lump of jelly&lt;br /&gt;
* huge black raptor&lt;br /&gt;
* pitted black statue&lt;br /&gt;
* blazing sand elemental&lt;br /&gt;
* dessicated withered black vine&lt;br /&gt;
* sleek large lizard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Brieson&#039;s Expedition ==&lt;br /&gt;
&lt;br /&gt;
On 29 [[Jastatos]] 5116, [[Brieson|Lord Brieson Cassle]] led an expedition into the Southron Wastes to collect samples of [[Everblood]].&lt;br /&gt;
&lt;br /&gt;
=== Creatures ===&lt;br /&gt;
&lt;br /&gt;
Creatures encountered during the expedition included many native inhabitants as well as a breed of demons known as &amp;quot;primals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*a pale white giant tarantula&lt;br /&gt;
*a massive dune spider&lt;br /&gt;
*a huge sand-hued vulture&lt;br /&gt;
*a scarlet desert griffin&lt;br /&gt;
*a massive gnarled wasteworm&lt;br /&gt;
*a huge chalk white sandworm&lt;br /&gt;
*a blazing sand elemental&lt;br /&gt;
*a slinky black scourgemage&lt;br /&gt;
*a blue-crested iguanoid warrior&lt;br /&gt;
*a black-crested iguanoid shaman&lt;br /&gt;
*a red-crested iguanoid chieftain&lt;br /&gt;
*a six-toed furry black hound (undead)&lt;br /&gt;
*an enormous ebon-swirled primal (demon)&lt;br /&gt;
*an ichor-soaked floating primal eyeball (demon)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enormous ebon-swirled primals&#039;&#039;&#039; are primitive relatives of [[oculoth]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Within the darkness of night, which hangs like a wall of shadows above the ashen white sands, amorphous forms begin to appear, resembling enormous floating spheres of obsidian.&lt;br /&gt;
&lt;br /&gt;
Clicking echoes from the floating spheres of darkness.&lt;br /&gt;
&lt;br /&gt;
Specks of white sand float up from the base of the crystalline coffin.&lt;br /&gt;
&lt;br /&gt;
Dotting the surface of the enormous black spheres, hundreds of multi-hued alien eyes appear, misshapen, malformed, some red, some white, yellow, grey.  Ichor drips from the huge fangs of the primal demons, and ebon mist swirls about their nebulous forms.&lt;br /&gt;
&lt;br /&gt;
Like falling black stars, the primals descend.&lt;br /&gt;
&lt;br /&gt;
An enormous ebon-swirled primal floats in, its toothy maw glistening with black ichor.&lt;br /&gt;
&lt;br /&gt;
An enormous ebon-swirled primal hovers in, its central eye rolling back and forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Room Painting==&lt;br /&gt;
&lt;br /&gt;
The following are room painting examples of the Ashen Barrens portion of the Southron Waste map during the Brieson expedition in 5116.&lt;br /&gt;
&lt;br /&gt;
=== Portal ===&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Nothing but sand, dune upon dune of pale, white sand stretches to the horizon.  The wind whistles through the emptiness, carrying with it squalls and minor sandstorms.  There is no hope of vegetal salvation within the wasteland.&lt;br /&gt;
|paths = southeast, west&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Westerly Trail ===&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Peak upon peak, knoll upon knoll, there is only sand and bones in the barrens.  The desert northward presents no vegetation and stretches as far as the eye can see, though the view is greatly obscured by darkness. To the southwest, a shale mountain range breaks the visual void of the wasteland.&lt;br /&gt;
|paths = east, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Slicing through the barrens, a high cliff overlooks the vast no-man&#039;s land.  The dry air has parched even the cactus, whose shriveled hull lies toppled in the ashen sand.  Small rodents with large ears scurry through the area, retreating into their burrows at the earliest sign of territorial invasion.  You also see a blazing sand elemental and a red-crested iguanoid chieftain.&lt;br /&gt;
|paths = northeast, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = A massive cliff juts from the wasteland to the west, while eastward nothing beyond sprawling, empty barrens meets the eye.  In the distance, a vast number of birds constantly circle over the bleak wilderness.&lt;br /&gt;
|paths = northeast, southeast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Between the mountain and the barrens, a single stone spire stands apart from the rest.  A trio of spires hide behind the first, none as tall, nor as impressive.  The sandy wasteland encroaches on their bases, slowly slimming the stone down with the passage of wind and time.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Chalk coats everything in a ghostly white layer of dust.  As the wind rises and wanes, the powder kicks up to obscure the surrounding wasteland.  A single rock, shaped like a column, rises from the sandy barrens.  The surface of the natural obelisk is worn smooth, save for a series of deep, vertical gouges.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Sparse clumps of desert verbena dot the bleak landscape, converging near a red shale butte.  A horde of flying insects buzz about the area some distance to the east, amid a heaping pile of bones and refuse.  You also see a blazing sand elemental and a hulking black beast.&lt;br /&gt;
|paths = south, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = The pathway is littered with stray, crumbling rock, split from the shale butte by some unimaginably traumatic force.  Barely visible in the darkness, a tight ring of birds circling low over the barrens occasionally dives down to the sandy floor.  The attack is followed by a torrent of high-pitched baying which dies out long before the flock resumes its course in the sky.&lt;br /&gt;
|paths = north, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Save for the shale butte and the mountains to the west, the area stands bleak, fairly lifeless, and bathed in ashen soil.  A variety of sepia-toned cactus husks rise from the ivory sand in varying slants to create a field of vegetal death in disarray.&lt;br /&gt;
|paths = southeast, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Crumbling rocks tumble down the mountainside, revealing new layers of vanilla amid the typical red shale. The pale sand is intermixed with bittersweet brown.  Each rock that falls from above takes with it additional stone as it crashes into crags and peaks.  The ground is littered with crushed boulders.&lt;br /&gt;
|paths = northeast, south&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Fierce winds stir the sand, rising in occasional columns above the barrens.  The resulting convoluted formations are peaked with red shale soil from the crumbling mountains.  Even the scattered sagebrush is dusted in vanilla-toned powder.&lt;br /&gt;
|paths = north&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Southeasterly Path ===&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Skirting around a curiously crooked spire, the barren pathway stops short of entering the vast, pale desert.  Far to the east, the red shale cordillera dies down, as if being slowly devoured into the timeless, sandy wasteland.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Slowly but surely, the sagebrush and cactus give way to a sprawling, desert wasteland in the north.  As the mountain ranges east and west die down, nothing more remains of interest amid the vast wilderness of pale, ashen sand.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = With occasional vanilla layers revealed by years of wear, a striking red shale massif looms above.  The barrens, littered with detritus and bones, contain little in the way of fruitful life.  Like nearly everywhere else in the wasteland, numerous vultures constantly circle above.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Rising in the north, a drastic precipice peers over the barren wasteland.  The plateau&#039;s geologic composition is varied, consisting of alternating layers of umber, red ochre and a pale vanilla.  From this distance, a gnarled, dense patch of cactus is visible at the mountain ledge&#039;s base.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = The pale, sandy soil is littered with contrasting boulders of red shale.  Desert flowers, stunted but bright, speckle the barren wasteland.  Far above the foothills, a pass set between a pair of mountain peaks is barely visible.&lt;br /&gt;
|paths = southeast, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = The blown-out landscape is dotted with scraggly sagebrush, some squashed by a scattering of massive, jagged boulders.  In the gradual foothills to the east, a series of stone spires blocks a view of the red cordillera beyond.  As the elevation rises, the sparse floral accompaniment wanes to nothing.&lt;br /&gt;
|paths = south, northwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Standing nearly fifteen feet tall, a massive cactus with very long needles sprouts from the sandy soil.  The trail passes precariously close to the tall plant and then branches out to either side, looping back on itself to create a dangerous obstacle in the middle of the path.  Occasionally, a high-pitched &amp;quot;kee-kah!&amp;quot; sound followed by a series of low chitters emanate from the cactus.&lt;br /&gt;
|paths = north, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = A series of wavering lines, one after another, cut through the pale soil heading westward beyond a few clumps of sagebrush.  The scant remains of a large, dead raptor are partially buried in the sand.&lt;br /&gt;
|paths = northeast, southwest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Southron Wastes, Ashen Barrens&lt;br /&gt;
|desc = Patches of brittle grass give way to ashen soil and desolate cactuses with short, stiff needles.  Occasionally, a scuttling insect is picked off by one of the many small birds perched safely within the plants&#039; thorny barriers.&lt;br /&gt;
|paths = northeast&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Climate and terrain]]&lt;br /&gt;
[[Category:Deserts]]&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=195683</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=195683"/>
		<updated>2023-04-25T00:52:00Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: links to GM logs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are footnotes for the unofficial document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|&amp;quot;Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy&amp;quot;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Forbidden Knowledge and the Black Arts===&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist,[1] I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts[2] and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent.[3] What follows here is a brief survey in three volumes.[4] It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order.[5] It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms.[6] There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.[7]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[1] [[Harrowing and Esoteric Archaeology|Occult archaeology]], or &amp;quot;esoteric archaeology&amp;quot; and &amp;quot;occult philology&amp;quot;, are made up disciplines Xorus explained once for a Faendryl symposium.&lt;br /&gt;
[2] &amp;quot;Black arts&amp;quot; is used in this to refer to highly corruptive magic performed by villain types that is worse and more condemned than the sorcery typically used by Faendryl. (e.g. the [[Blood of the Sea: The Krolvin and Their Descendants|blood mages]] of the krolvin) It is used as a distinction from the term &amp;quot;dark arts&amp;quot;, which refers to contemporary sorcery having partly overlapped with historical black arts.&lt;br /&gt;
[3] This document treats magic as arising from intellectual and cultural traditions, with a corresponding history of ideas and influenced by historical forces. It splits apart various aspects under the umbrella &amp;quot;sorcerer&amp;quot; into different origins and kinds.&lt;br /&gt;
[4] Volume 2 fleshes out the meaning of &amp;quot;black arts&amp;quot; (and magical corruption), taking that term from the original [[Legend of the Necropolis of Etrevion (essay)|&amp;quot;Legend of the Necropolis of Etrevion&amp;quot;]] story for the [[The Graveyard|Graveyard]]. Volume 3 is classification schemes for the unliving. Some terminology in Volume 1 is elaborated in the other volumes.&lt;br /&gt;
[5] The document is trying to characterize traditions out of kinds of cultures (e.g. animism -&amp;gt; druidism, shamanism) as tendencies, rather than the messy gritty details of concrete history, where there would be tons of redundancy and reinventions.&lt;br /&gt;
[6] This terminology is explained later in this document. &amp;quot;dark sorcery&amp;quot; is a distinction from &amp;quot;classical sorcery&amp;quot;, and this sentence amounts to saying the document is written with a Faendryl bias.&lt;br /&gt;
[7] Hedge on the scope of its correctness, and allowance for having Faendryl bias but also saying things Faendryl would not like. IC author is contrary on some matters such as the Arkati and Drakes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way.[8] For this I will defer to ethnographers and religious historians.[9] In this compendium the unifying focus is necromancy in a very broad sense.[10] Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions.[11] It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.[12]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[8] This is an &amp;quot;Other&amp;quot;ing framing where categories (e.g. &amp;quot;witch&amp;quot;, &amp;quot;warlock&amp;quot;, &amp;quot;shaman&amp;quot;) are used compared to some orthodoxy (Faendryl sorcery, magical theory), not necessarily the ways the people being described would describe themselves. It also uses specific definitions for those words, which are not necessarily the same ordinary usage meanings by others. (e.g. Dhe&#039;nar warlocks may not directly be what this document means by &amp;quot;warlock&amp;quot;)&lt;br /&gt;
[9] This is glib. It would be a very dangerous thing for an ordinary academic to study.&lt;br /&gt;
[10] The scope of &amp;quot;necromancy&amp;quot; is more defined in Volume 2. Sorcerer profession [[Sorcerous Lore, Necromancy|mechanical &amp;quot;necromancy&amp;quot;]] is generally everything related to flesh, blood, life forces, spirit, effectively filling in for the term &amp;quot;animate matter.&amp;quot; The texts broaden the historical scope of the term, so that 50,000 years ago it would refer to stuff like communing with departed spirits and resurrections. While the contemporary meaning is written in an inherently sorcerous form significantly broader than undeath.&lt;br /&gt;
[11] This is explicitly framing the document as engaging in convention construction.&lt;br /&gt;
[12] The recency bias applies more to Volumes 2 and 3 in terms of examples, but the general point is that interpreting records of past events and practices is warped by expressing it in terms of what exists or is considered important in the present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
Vice Chancellor Emeritus&amp;lt;br&amp;gt;&lt;br /&gt;
Hazalred Thaumaturgical Insitute[13]&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[13] This is a completely made up institution and title within the [[The Theory of Governance and Social Order#Clerisy|Clerisy]]. It is named after the ancient Faendryl NPC [[Abdullahi Hazalred]] (which is an obvious easter egg of Lovecraft&#039;s Abdul Alhazred, the fictional author of the Necronomicon, a grimoire with information on otherworldly daemons in the Lovecraft mythos.) Ranks below the level of &amp;quot;Chancellor&amp;quot; are not defined in present documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volume I: The History of Necromancy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul.[14] In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods.[15] It took its earliest forms in mortuary rituals and the divination of ancestral spirits.[16] Throughout history it has become an ever darker form of magic, splitting from its spiritual roots.[17] It is now the black arts of foul corruption and the utter debasement of life and death.[18] Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood.[19] But necromancy has never been as narrow as the undead, and has taken many other forms in history.[20]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[14] The general idea is that it is not just spiritual magic, or calling on spirits, but coercively or corruptingly using the substances of life and spirit. We are also keeping consistent with DragonRealms on [https://elanthipedia.play.net/Category:Necromancer_spells &amp;quot;necromancy&amp;quot;] being the hybridizing of life mana, or in special cases holy mana.&lt;br /&gt;
[15] This is what the word would have meant in the early Elven Empire, roughly 50,000 years ago, before it went down darker paths. Black arts may have already existed in southern wastelands, but the technical term &amp;quot;necromancy&amp;quot; ought to begin in the Elven Empire to refer to divination practices with spirits of the dead and then shift later.&lt;br /&gt;
[16] Rationalist characterization of spiritual and animist magic.&lt;br /&gt;
[17] Necromancy refers to sorcery practices now, which is hybrid magic.&lt;br /&gt;
[18] This refers to what most non-Faendryl mean by the word &amp;quot;necromancy&amp;quot; in the present day.&lt;br /&gt;
[19] This is what Faendryl and self-identified &amp;quot;sorcerers&amp;quot; (guild member types) often mean by &amp;quot;necromancy&amp;quot;.&lt;br /&gt;
[20] Explicitly stating that we are using a broader definition than undead magic, and that we are historicizing the concept.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds.[21] More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify.[22] Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares.[23] In this way it is difficult to illustrate the whole tapestry of the black arts.[24] Whether a given horror is undead, demonic, or something else, is not always obvious.[25] That is the legacy of necromancers.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[21] This is a thesis statement for defining (contemporary) necromancy as a mode of sorcery, where this definition of it is inclusive of the black arts.&lt;br /&gt;
[22] This is rooted in how &amp;quot;sorcery&amp;quot; is defined in the text as unnatural fusions and contradictions. The distinction between transformation and transmogrification is elaborated in Volumes 2 and 3. Loosely, the convention used here, transmogrification is more irreversible and perverse and foundationally corrupted.&lt;br /&gt;
[23] This is elaborated more in Volumes 2 and 3. It is retaining consistency with the metaphysical category corruptions used in DragonRealms&#039; [https://elanthipedia.play.net/Sorcery magic theory for sorcery].&lt;br /&gt;
[24] Hedge for keeping the definitions and examples open ended rather than exhausted by a normative definition. It is also framing a recognition of the inherent blurriness or ill-definition of a lot of this stuff, or that there is a lack of full understanding of what&#039;s really happening in the darker stuff.&lt;br /&gt;
[25] This is elaborated much more in Volumes 2 and 3. GemStone has always had precedents of artificially made demons and blurring between demons and undead, dating back to early I.C.E. books and all the way through to modern stories. The simplistic formula of &amp;quot;undead are cursed souls of the dead of this world&amp;quot; and &amp;quot;demons are inherently things native to other planes and not this world&amp;quot; does not actually in practice describe what is true in the world setting and never has. It&#039;s much more complicated than that, and this text treats modern &amp;quot;necromancy&amp;quot; as more generally debasement/perversion/etc. of sentient/sapient/etc. beings in general. One straight forward example is [[vathor]]s making [[necleriine]] demons using a necromantic ritual on Elanthian corpses. Another is the existence of extraplanar undead, such as [[murky soul siphon]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I. The Age of Darkness (-130,000? to -50,000 Modern Era)[26]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil.[27] The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth.[28] They fed on the essence and the soul.[29] Where they came from is not known.[30] But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands.[31] Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons[32] -- it is said they can never truly die. Their remnants linger, in sleeping death.[33] Horrible relics of dreadful power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- [[Linsandrych Illistim]], First Master of Lore, House Illistim [34]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[26] The -130,000 number comes from the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document. It is using -50,000 because that is shortly before the Houses were founded (i.e. imperial Elven bias), but strictly speaking there was non-urban civilization prior to that but after the Ur-Daemon War, which is described in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The Age of Darkness can be subdivided (e.g. [[Caylio Javilerre]] referred to the Arkati dominated period.)&lt;br /&gt;
[27] This is supposed to be continuing onward from her writing about the oppression of dragon rule, where Linsandrych apparently interpreted the Drakes as literal dragons, as opposed to draconic manifesting greater spirits above the Arkati. This Drakes vs. dragons issue is addressed later in the document. Using &amp;quot;the veil&amp;quot; metaphor in Linsandrych dates its usage back roughly 55,000 years, before veil piercing magic was invented, and is establishing here early Elven Empire understanding of the Ur-Daemon as extraplanar entities.&lt;br /&gt;
[28] This is based off the Imaera related [[Gods of Elanthia|gods lore]], and playing off a premise that earlier elves interpreted the Ur-Daemon as &amp;quot;darkness&amp;quot;, not knowing or understanding the extraplanar cosmos concepts.&lt;br /&gt;
[29] This is in the original &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[30] This has been the premise with the Ur-Daemon in general, that for all we know they&#039;re still out there somewhere. (e.g. &amp;quot;History of Elanthia&amp;quot; with the Faendryl exile arguments, &#039;&#039;&amp;quot;Illistim mages pointed out the dangers of penetrating the veil. For all any knew, the Ur-Daemon still existed somewhere beyond it.&amp;quot;&#039;&#039;; Daephron Illian supposedly trying to summon them and accidentally getting the Vvrael)&lt;br /&gt;
[31.1] &amp;quot;Demon Lords&amp;quot; is pure invention, it has not been used for them. The Ur-Daemon have precedent of being called &amp;quot;the Dark Ones&amp;quot; and &amp;quot;the Ur&amp;quot; by NPCs, and this text also refers to them as &amp;quot;Old Ones&amp;quot; as a Lovecraftian motif.&lt;br /&gt;
[31.2] The Ur-Daemon have been portrayed in very different physical forms, including actual visualizations, so it is hard baked that the term has to refer to a wide assortment of morphologies. The Beast of Teras Isle seems vaguely vathor-like, though it pre-dates the creation of vathors. Ith&#039;can resembled a huge oculoth. Melgorehn&#039;s Reach time warps have shown them resembling huge floating squids, with Drakes breathing fire on them. The &amp;quot;[[Constellations of the Northern Sky]]&amp;quot; document instead suggests they should have appendages with six taloned claws. These are generally compiled on the [[Ur-Daemon]] page.&lt;br /&gt;
[31.3] The &amp;quot;History of Elanthia&amp;quot; insinuates a logical relationship between the Ur-Daemon and undeath, because of Despana &#039;&#039;searched the land for the old places of the Ur-Daemons&#039;&#039; (Rhoska-Tor) and &#039;&#039;somewhere in what is now called Rhoska-Tor, her quest succeeded when she found the Book of Tormtor.&#039;&#039; The Book of Tormor was &#039;&#039;said to be written in the language of the Daemons&#039;&#039; but &#039;&#039;none can now be sure of its contents.&#039;&#039; &amp;quot;Gods of Elanthia&amp;quot; establishes the twisting of the living, and rebuilding life after the Ur-Daemon war.&lt;br /&gt;
[32] This is interpreting &amp;quot;Ur-Daemon&amp;quot; as just the meaning of the prefix &amp;quot;Ur-&amp;quot; and not necessarily a species name. A Ride of the Red Dreamer NPC also once [https://gswiki.play.net/Category:Ride_of_the_Red_Dreamer implied] they were not always called Ur-Daemon by mortals: &#039;&#039;Beonas says, &amp;quot;...we call them Ur-Daemons, now.&amp;quot;&#039;&#039;&lt;br /&gt;
[33] This premise has been used for Ur-Daemon body parts in storylines by Auchand and Kenstrom. The eye of the Ur-Daemon we call Ith&#039;can was [[Cross into shadows|recharged/revived]] to some extent, for example, with blood from the Beast imprisoned in the glaes caverns on Teras Isle. Other Ur-Daemon body part MacGuffins include the Eye of Goseth (corrupted the [[Sanctum of Scales]]) and the Shroud/Skin (cut off the Red Dreamer from the power of the Arkati).&lt;br /&gt;
&lt;br /&gt;
[34] This whole paragraph is totally made up. Linsandrych is the founder of House Illistim, existing canon quotes are used elsewhere in the document. &amp;quot;First Master of Lore&amp;quot; is an unclearly defined title, because Meachreasim Illistim in recent years is also called &amp;quot;First Master of Lore&amp;quot; (e.g. in later versions of &amp;quot;History of Elanthia&amp;quot;), and it is not defined in later Illistim documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism.[35] With this came the true Age of Darkness.[36] It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other.[37] The dragons who survived were driven mad.[38] It is not known how this happened.[39] The more chaotic or demonic realms beyond the pale are incapable of opening portals into higher realities.[40] Whether it was an accident, or they were brought here on purpose, the way was opened.[41] Once they were here, they ripped apart the veil.[42] It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons.[43] These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers.[44] They fed upon the magical energies of the world, and their very presence stained their surroundings.[45]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[35] The IC author is following the Linsandrych track here of equating Drakes and the dragons the ancient elves hated and feared. He questions this in an iconoclast way in a later section, suggesting draconic manifesting deities that the elves did not distinguish from ordinary dragons. &amp;quot;Utter Darkness&amp;quot; is a pure invention, and trying to plug a meaning into &amp;quot;Age of Darkness.&amp;quot; Later it refers to the Elven word [[Shimmering glaesine orb|&amp;quot;Draekeche&amp;quot;]] from the House Illistim motto as meaning &amp;quot;darkness&amp;quot;, which is an canon translation. The &amp;quot;barbarism&amp;quot; of the dragons plugs in later to interpreting Yshryth Faendryl&#039;s speech.&lt;br /&gt;
[36] Caylio Javilerre split the Age of Darkness up into an Age of the Drakes and an Arkati-dominated era after the Ur-Daemon War. The IC author here is using the Ur-Daemon to say something about the large scale introduction of dark energy corruption from other worlds (including demons and undeath) with the Ur-Daemon War.&lt;br /&gt;
[37] Playing off &amp;quot;Draekeche&amp;quot; meaning &amp;quot;darkness&amp;quot; and the visual fact in time rift manifestations of Drakes breathing fire on Ur-Daemon, and that both are largely dead or gone now.&lt;br /&gt;
[38] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; about dragons being driven mad with fear. The IC author would probably question this as historians trying to rationalize why dragons today are apparently weaker than masters of Arkati.&lt;br /&gt;
[39] The introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot; and other documents such as &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; have a story of Fash&#039;lo&#039;nae bringing the Ur-Daemon to Elanthia, but &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; at the bottom shows how thin the actual evidence of that legend is.&lt;br /&gt;
[40] This is an embellishment to explain why demons do not come into this world on their own (and why we do not get summoned by demons), including various ones from storylines that have tried to come here on purpose, but when they are already here they can open rifts to let in more demons. The abyran&#039;ra did this in the [[Rhythus Veranthe Faendryl|Rhythus Veranthe]] event for the release of [[725|725 Minor Summoning]], the Ur-Daemon Ith&#039;can was able to open portals with its eyes. This cosmology explanation was the reason why in the I.C.E. Age, combined with the Eyes artifacts at the poles, which have a direct analog in the Eye of the Drake artifact from the Vvrael quest. The Vvrael, [[Vishmiir]], Althedeus, and so on, have generally always needed the way opened from this side. Volume 2 makes more explicit use of this basic cosmology premise of more chaotic and higher ordered essences, consistent with the chaotic energy barriers of combat demons. &amp;quot;History of Elanthia&amp;quot; framed it implicitly as weird with the word &#039;somehow&#039; in the line &#039;&#039;&amp;quot;Ur-Daemons somehow opened a portal to Elanthia&amp;quot;&#039;&#039;.&lt;br /&gt;
[41] This is a nod to the legend that Fash&#039;lo&#039;nae brought in the Ur-Daemon, which is mentioned in a few documents now, and &amp;quot;[[Gods of Elanthia]]&amp;quot; attributes to Faendryl &amp;quot;elder historians&amp;quot;.&lt;br /&gt;
[42] This refers to the Ith&#039;can ability to open portals / rifts with its eyes. This was stated in a Kenstrom storyline.&lt;br /&gt;
[43.1] Partly refers to the [[History of Fash&#039;lo&#039;nae|shattering]] of Fash&#039;lo&#039;nae&#039;s library as an &#039;&#039;&amp;quot;amplifier&amp;quot;&#039;&#039; for anchoring &#039;&#039;&amp;quot;the portal to the Ur-Daemon&#039;s home world&amp;quot;&#039;&#039;, and partly refers to the &#039;&#039;&amp;quot;instability between valences during the cosmic battle&amp;quot;&#039;&#039; in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document. The premise of a single major portal though is also hard baked in the setting for the last battle which blasted the landscape for hundreds of miles &#039;&#039;&amp;quot;leaving it a lifeless wasteland&amp;quot;&#039;&#039;, which in context with the Despana lore only makes sense to refer to Rhoska-Tor and the Southron Wastes. In the I.C.E. Shadow World lore it was possible to form wastelands like that from major portal collapses. In DragonRealms there is some [https://elanthipedia.play.net/Heralds implication] that excessive magical use or power in an area can leave it blasted and ruined. Mana storms similarly are of this notion of power backlash in I.C.E. Shadow World and the Elanthia of both GemStone and DragonRealms.&lt;br /&gt;
[43.2] With the &amp;quot;[[Ithzir Genesis]]&amp;quot; premise of valencial instabilities forming gateways to this world, and the Ur-Daemon being able to open their own rifts, and similarly random rifts opening in [[mana storm]]s and magical backlashes and so forth, for many reasons a lot of demons in general should have accessed Elanthia. Not just the main ones categorized as &amp;quot;Ur-Daemon&amp;quot;.&lt;br /&gt;
[44] Another etymological treatment of &amp;quot;Ur-&amp;quot; as its literal prefix meaning. Hedges on how much we actually know about them.&lt;br /&gt;
[45] The premise that Ur-Daemon &#039;&#039;&amp;quot;fed on mana, both that contained in the land&#039;s natural mana foci and that bound around all life&amp;quot;&#039;&#039; stems from the original &amp;quot;[[History of Elanthia]]&amp;quot;. Their bodies are highly corrupting, such as what the Eye of Goseth did to the cultists of the [[Sanctum of Scales]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons.[46] The Great Elementals stormed and the Great Spirits mostly hid or were devoured.[47] It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos.[48] Terrible gods were formed in other worlds from the powers unleashed.[49] There were Arkati who hoarded followers, or attempted to shelter lesser races in other places.[50] Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.[51]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[46] IC author is being non-commital on how much we actually know of that period. In religion the Drakes and some Arkati fought the Ur-Daemon. In time rifts we&#039;ve seen Drakes (meaning apparent dragons) breathing fire on gnarled floating squid monsters, which is ambient messaging for a chamber inside Melgorehn&#039;s Reach. The author uses &amp;quot;Great Spirits&amp;quot; as a catch-all for spirit entities up through Arkati and higher in Volumes 2 and 3 and suspects the Drakes were Koar-like Great Spirits and that actual dragons also fought the Ur-Daemon.&lt;br /&gt;
[47] The [[Great Elemental]]s fighting in this period is asserted by the NPC authors of &amp;quot;[[History of Elementals]]&amp;quot;.&lt;br /&gt;
[48] This is stated explicitly in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document.&lt;br /&gt;
[49] Kenstrom refers to these demonic beings as &amp;quot;primordials&amp;quot; and the only named one we have now is Althedeus. This premise of Althedeus being formed in another realm by the powers unleashed by the Drake/Ur-Daemon War has been used repeatedly in storylines. It is also in the &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Disciples of the Shadows section.&lt;br /&gt;
[50] For example, &amp;quot;[[History of Eorgina]]&amp;quot; and &amp;quot;[[Legend of L&#039;Naere]]&amp;quot;.&lt;br /&gt;
[51] The devouring shadow monsters of the forests are described in the early part of &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The second half of the sentence is partly based on the twisting and deformation of life that Lornon Arkati do in the Imaera description in &amp;quot;[[Gods of Elanthia]]&amp;quot;, and various monstrosities that have been created through dark magic. [[Althedeus]] itself did similar with its own dark corruptive powers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles.[52] With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake.[53] This sealed the interdimensional rift and strengthened the essence barriers separating the worlds.[54] There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being.[55] The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth.[56] With the failure of the Eye in 5098, Elanthia saw more otherworldly threats.[57] The Vvrael hold the world on the edge of a widening abyss.[58] The Vishmiir were driven back into the Void.[59] Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.[60]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[52] This is quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; introduction section. This document interprets the wasteland as the Southron Wastes and especially Rhoska-Tor, where &amp;quot;Southron Wastes&amp;quot; is a historically older term, but Rhoska-Tor we interpret as hvaing old language roots in common with Dhe&#039;nar-si.&lt;br /&gt;
[53] This is from the Vvrael quest. The entrance to the Rift was initially sealed with a gemstone floating over the ornate pedestal.&lt;br /&gt;
[54] The first part of this sentence was the explicit premise, the second part is a minor extrapolation because the &amp;quot;Eye of the Drake&amp;quot; was blatantly based on the &amp;quot;Eyes of Utha&amp;quot; from the I.C.E. setting, which had the same function. The failure of the Eye can also be used to handwave explain why we&#039;re dealing with so many huge extraplanar threats in the past few decades.&lt;br /&gt;
[55] Based on the Drake&#039;s Shrine and the loresong on the teleportation orbs given to the Chosen. The imagery involved is pretty clearly from the Book of Revelation, so this is playing into that with the notion of a living seal, and the use of Grail quest motifs in the Vvrael quest treating Koar as the analog of the wounded Grail king with the Dolorous Stroke. The Rift room descriptions also suggest a kind of illness in Koar, and there are numerous indicators that you are supposed to be inside the Great Drake in some sense (especially literal on Plane 5).&lt;br /&gt;
[56] This is from the &amp;quot;[[Wyvern]]&amp;quot; document. The IC author is speaking loosely calling them &amp;quot;lesser dragons&amp;quot;, they&#039;re more like draconic energy beings created by the Great Drakes, whereas &amp;quot;wyrms&amp;quot; in Elanthia would be an actual literal dragon variety. This is iconoclasm and Faendryl skepticism on religion.&lt;br /&gt;
[57] Same point made in note 54.&lt;br /&gt;
[58] The Rift was threatening to widen (i.e. the nebulous sphere would&#039;ve expanded wider into the Drake&#039;s Shrine) in the [[Rift expansion preview (storyline)|release events]] for the Scatter. Also loosely referring to the Scatter opening up. Vvrael quest ended with Terate stabilizing but not actually closing the Rift.&lt;br /&gt;
[59] [[Vishmiir]] event was in 2002 with the day/night release, and they resided in some kind of extraplanar realm called the Void.&lt;br /&gt;
[60] This was the climax of the [[Cross into shadows|Cross into Shadows]] storyline in late 2014.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world.[61] Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature.[62] There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead.[63] The Lords of Liabo slew the unnatural.[64] Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem.[65] The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint.[66] The most desecrated fallen realms were too far gone and have remained forever haunted.[67] Spirits in those places were twisted with dark power.[68]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[61] For example, the Kuon section of &amp;quot;[[Gods of Elanthia]]&amp;quot;, and the Imaera section about restoring life on the planet as well as the Jaston section.&lt;br /&gt;
[62] This is a straight forward logical consequence of their established nature and properties.&lt;br /&gt;
[63] This is an embellishment that extrapolates from the premise of the [[History of the Turamzzyrian Empire|demonic hybrids]] formed in the [[Third Elven War]], and the previously referenced relationship between the Ur-Daemon and undeath. These concepts of an unliving spectrum are fleshed out a lot more in Volumes 2 and 3, reconciling the scattered creature lore in the game. Because of the shared root of [[Everblood]] in [[Drangell]]&#039;s troll curse and ebon-swirled primal demon blood, it seems likely the case that trolls should have originated anciently in demonic corruption.&lt;br /&gt;
[64] This is reviving the I.C.E. analog of the period, where the various left over demons and so on from the cataclysm were killed or banished, and the ecology was slowly healed with intervention. It does not make sense that the final battle with the Ur-Daemon would have destroyed all the creatures of darkness and random demons.&lt;br /&gt;
[65] This is mostly based on the Imaera lore, as well as the uncursing mechanics. The Council of Light resignation mechanics also show some divine ability of cleansing taint of dark energy from spirit and life.&lt;br /&gt;
[66] This is reviving the I.C.E. analog of the period, where this was stated explicitly. Fey of this kind are still represented as servants of various Arkati. This is just describing their use as scrubbers, and sets up the premise for tainted/corrupted fey spirits, of which there are concrete examples such as Ilvari. This is important because they would be an example of &amp;quot;undead&amp;quot; present in Elanthia in all time periods after the Ur-Daemon War.&lt;br /&gt;
[67] Rhoska-Tor is still a wasteland. Extreme cases like the [[Wizardwaste]] and [[Bleaklands]] seem impossible to be fixed.&lt;br /&gt;
[68] As with number 66, this is important for the deep history of undead in Elanthia, and they logically should have existed this far back. This premise is used to explain corrupted wasteland fey (e.g. &amp;quot;infernal sprites&amp;quot; that were in the [[Southron Wastes]] in the [[Wavedancer]] event) and the premise is used in this text to explain how the Dhe&#039;nar learned to manipulate the undead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War.[69] Extraplanar undead such as the Vishmiir are at least this old as well.[70] Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory.[71] Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War.[72] Some of these monstrosities, such as the vruul, survive to the present day.[73] There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms.[74] But it was the corruption of dark essences from the demons that brought the true unlife.[75] The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them.[76] They are inherently anti-magical, and in some ways, incapable of death.[77]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[69] Volume 3 gets into classification schemes for the undead. The presence of this kind of undeath dating back to the Ur-Daemon War is just being consistent with the logic of dark energy taint / corruption.&lt;br /&gt;
[70] This is made up. There is some reason to think the Vishmiir had very ancient Marluvian origins, such as the Hunt for History [[Urglaes-set pitted silver talisman&lt;br /&gt;
|urglaes talisman]] loresong, so they could have been created any time between the Ur-Daemon War and the founding of the Elven Empire. Possibly even a little later. &lt;br /&gt;
[71] It has essentially always been a premise in GemStone that demons are involved in making the undead (e.g. the Order of Voln induction messaging), and in DragonRealms necromancy is [https://elanthipedia.play.net/Category:Demons framed] as [https://elanthipedia.play.net/Demons_and_the_Profane/Contents ultimately demonic] in nature and origin [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 in some sense.] The demons that should have been left over from the Ur-Daemon War and the demons that should have managed to get into this world for various reasons both can have been responsible for directly or indirectly causing undead to exist at all time points. With the Vvrael, Daephron Illian was studying how to summon Ur-Daemon in the early exile in Rhoska-Tor, but it turned out he was studying the Vvrael. So there should be Vvrael stuff in that specific location from earlier, but probably later than the Dhe&#039;nar.&lt;br /&gt;
[72] There is some indication of this in the &amp;quot;[[History of Luukos]]&amp;quot; legend document.&lt;br /&gt;
[73] This is reviving the I.C.E. setting premise that what we now call vruul (back then they were called gogor) were created artificially ~100,000 years ago and used in the cataclysmic war that ended that age. Vruul are supposed to slumber in foul black fluid in tall stone jars for thousands of years.&lt;br /&gt;
[74] Ghosts should exist regardless of anything. Phantoms in general could be characterized this way, but it&#039;s been directly established repeatedly that firephantoms are caused this way. It is encoded with the arch in Glatoph, and Sir [[Davard]] after the Church of Koar burned him in [[Cross into shadows|Cross into Shadows]] storyline, and the girls that [[Cyph Kestrel]] accidentally burned to death in [[Keeping up with the Kestrels]] storyline. Such undead should have essentially always existed.&lt;br /&gt;
[75] This distinction is used and elaborated in Volumes 2 and 3. Auchand has since used it some in his [[The Thirsting Dead|vampires documentation]]. This document emphasizes the use of &amp;quot;dark energy&amp;quot; from demonic realms as &amp;quot;tainting&amp;quot; and as the distinguishing characteristic of &amp;quot;black arts&amp;quot; from more ordinary sorcery, but allows definitions of sorcery that can include them.&lt;br /&gt;
[76] This was established in the [[Ride of the Red Dreamer]] storyline.&lt;br /&gt;
[77] Same as number 76. The &amp;quot;in some ways&amp;quot; line is referring to the ability to revive their body parts and so on. It&#039;s also insinuating a deep and natural relationship with undeath.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions.[78] Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything.[79] Lornon is rumored to be a gateworld.[80] Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon.[81] It may even be where the Ur-Daemon first entered.[82] There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons.[83] The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that blur the distinction between demons and the undead.[84] Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War.[85] Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.[86]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[78] This is a characterization of the Arkati lore, and suggesting it shook out that way. Since other powers were involved. There were Great Elementals in that period, and there are more local gods, and there&#039;s always been some premise of lesser spirits and Arkati who became less powerful over time and so forth.&lt;br /&gt;
[79] This is quoting &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[80] This is based on the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document, and also reviving that premise which was explicit in the I.C.E. version.&lt;br /&gt;
[81] This comes from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, while the hovering on the boundaries line is reviving the I.C.E. version premise.&lt;br /&gt;
[82] This is referring to the idea that Marlu came first (such as in &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;) or that the Ur-Daemon were interacting with Fash&#039;lo&#039;nae (such as in &amp;quot;[[Gods of Elanthia]]&amp;quot;) before he blasted the door way open somewhere on Elanthia (here assumed to be Rhoska-Tor and the southern wastes.)&lt;br /&gt;
[83] This premise and interpretation of the Lornon gods (that they were darkened by being on Lornon rather than the bad childhood myths or ideological sorting) comes from the introduction section of &amp;quot;[[Gods of Elanthia]]&amp;quot;. Its use is a consistency consideration for Volumes 2 and 3.&lt;br /&gt;
[84] This has been established in various ways over the years. Luukos has the Maw of Luukos, for example, and Eorgina was in some other realm when communed with near the climax of the [[Daukhera Darkflorr]] storyline in Icemule. Ivas has the [[Athletic dark-eyed incubus|incubi]]. The notion of blurring the distinction between demons and undead is an important concept in all three volumes. These are probably mostly the &amp;quot;infernal realms&amp;quot; described in volume 2&#039;s cosmology model rather than &amp;quot;outer&amp;quot; valences.&lt;br /&gt;
[85] The &amp;quot;[[History of Luukos]]&amp;quot; legend frames historical details that mean Luukosians in Elanthia were not making undead until after the Undead War. So these lines are about retaining his other qualities and reasons for the animosity between him and Lorminstra that would have been recognized in the Elven Empire period. (Most of the time &amp;quot;Elven Empire&amp;quot; does not refer to the Age of Chaos and later, where instead the usage is usually &amp;quot;Elven Nations&amp;quot; or &amp;quot;United City-States&amp;quot;. There can be odd present-tense exceptions like the beginning of the [[Ta&#039;Loenthra]] document.)&lt;br /&gt;
[86] This is manifestly true in practice for the undead that actually exist in GemStone. Luukos may have some sphere of influence relationship with the undead, but most undead are not actually Luukosian or made by Luukos. (In DragonRealms it is actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 clarified] that not &#039;&#039;all&#039;&#039; undead are &#039;&#039;demonic&#039;&#039; in origin, and even then it is thought demonic patronage in some way is required. Necromancy is fully broken off from Immortals involvement in that Elanthia.) Life and Death balances have generally been used in the religion lore, such as in the &amp;quot;History of the Order of Voln&amp;quot; document. This concept will be used near the end of this document for explaining and reconciling the death mechanics information.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II. The Second Age (-50,000 to -20,000 Modern Era)[87]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia.[88] There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation.[89] Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[90]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[87.1] -20,000 Modern Era is when the earliest rumors of Despana are heard. This is also the date range for the Second Age used by the &amp;quot;[[History of Elanthia]]&amp;quot; document. A reasonable argument could be made that it should go up to closer to -15,000 Modern Era with the actual Undead War fighting. But this document uses -20,000 to -15,000 as the whole Despana build up period, even though the actual war was much shorter. &lt;br /&gt;
[87.2] &amp;quot;[[History of the Truefolk#Chapter 3 - The Third Age: Halflings and the Undead War|History of the Truefolk]]&amp;quot; even refers to a &amp;quot;Third Age&amp;quot; including the Undead War, and then talks about the &amp;quot;Age of Chaos and Beyond&amp;quot; after that. But we do not use that convention and simply refer to the Undead War, and the Age of Chaos as after the Undead War. &amp;quot;[[History of Elanthia]]&amp;quot; implies &amp;quot;Age of Chaos&amp;quot; equals Third Age, with the &amp;quot;Modern Era&amp;quot; being explicitly the &amp;quot;Fourth Age&amp;quot;.&lt;br /&gt;
[88] Linsandrych Illistim equates dragons and Drakes. Dragon and Drake are used interchangeably in Meachreasim Illistim&#039;s &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[89] These details are directly referenced later in this document when talking about the southern wastelands in this very early period. The premise of no written records that far back is also stated in the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document and referenced to some extent in the &amp;quot;[[Elanthian Moons]]&amp;quot; document.&lt;br /&gt;
[90] This is a canon quote in the &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.A Ancestral Spirits&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age.[91] There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago.[92] Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races.[93] Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati.[94] But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.[95]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[91] The Linsandrych Illistim quote and the characterization of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;.&lt;br /&gt;
[92] Same as 91. The &#039;&#039;&amp;quot;first written history of the growing empire&amp;quot;&#039;&#039; is the Chronicles in -49,238 Modern Era on the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[93] This related to the Chroniclers with Linsandrych Illistim in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Order of Lorekeepers, and to some extent &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot; shows the sylvans did not have writing until the early Second Age. The premise that other races (e.g. dwarves) would have more distorted oral history is partly reasonably and partly IC elven author bias.&lt;br /&gt;
[94] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document and the [[Legacy of the Lorekeepers|retconned version]] of the Order of Lorekeepers document which replaced &amp;quot;Nantu&amp;quot; with &amp;quot;Ta&#039;Illistim&amp;quot;.&lt;br /&gt;
[95] This is IC author interpretation, but a similar statement is made by the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;. It is setting up a class / elites structure bias to orthodox history, which reasonably ought to exist for socioeconomic reasons. The first house was House Illistim, which also began with the construction of a library (Ta&#039;Illistim), where the Chronicle keepers moved. This was -49,107 Modern Era per the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and this date is the [[Ta&#039;Illistim Monarchs|year zero]] of Illistim calendar dates. (Vaalor calendars use their own founding date of -48,897 Modern Era as their year zero.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War.[96] The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods.[97] It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion.[98] Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.[99]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[96] &amp;quot;Time of the Rebuilding&amp;quot; is a phrase used for the Arkati dominated period of the Age of Darkness in the &amp;quot;[[Elanthian Moons]]&amp;quot; document. The premise that not all gods helped rebuild the world is stated in &amp;quot;[[History of Elanthia]]&amp;quot;. Arkati assistance with agriculture, for example, should reasonably overlap with early written language / records. So this much should be considered hard fact from Elven history.&lt;br /&gt;
[97] This is pointing out a commonality between the dominant religion lore and what is written in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and also setting up a premise that this is an ancient elven bias enshrined in mainstream Elanith theology.&lt;br /&gt;
[98] The existence of druidism and shamanism and animism in general should, for the same reason real-world Western scholars do, be arguably more primordially ancient than the polytheism and especially good/evil dualism of the Arkati centered religions. This document is referring to what the Elves would call &amp;quot;primitive&amp;quot; or &amp;quot;barbaric&amp;quot; or &amp;quot;uncivilized&amp;quot; cultures because of their ethnocentrism.&lt;br /&gt;
[99] Suggesting Imaera and [[L&#039;Naere]] are not really separate goddesses is iconoclastic, playing off their high similarity and the similarity of their names and the fact that L&#039;Naere does not exist in the historical records period. The last part is referencing the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, where Fash&#039;lo&#039;nae comes into existence later than an elf, combined with the legends that Fash&#039;lo&#039;nae is the oldest of the Arkati. But the IC author of this text later argues the Grandfather Stone (the premise of this legend) is an admitted forgery by Fash&#039;lo&#039;nae himself, which also comes from the &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism.[100] Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins.[101] It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste.[102] There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites.[103] Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir.[104]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[100] This is a reasonable anthropological characterization or categorization by the IC author writing about them from the outside.&lt;br /&gt;
[101] This is a fact of the world setting that has been demonstrated many times over with both permanent and invasion creatures, and sometimes documentation such as &amp;quot;Life and Being in the Sea of Fire&amp;quot;.&lt;br /&gt;
[102] This is from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Travels in the Wizardwaste]]&amp;quot;, as well as suggestions of ancient pre-Kannalan Tehir ancestors in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.&lt;br /&gt;
[103] This is a combination of implemented creatures and documentation such as the [[Giantkin Clans|Giantkin clans]] and Tehir and gnome documentation.&lt;br /&gt;
[104] These are from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Lines of Blood: A History of the Gnomes]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King.[105] There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world.[106] The sylvankind still worship both the Light and Dark Gods in balance.[107] There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges.[108]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[105.1] The first part of this is from &amp;quot;[[Blood of the Sea: The Krolvin and Their Descendants]]&amp;quot;. The krolvin gods more generally are a very different interpretation of the Arkati, as established in &amp;quot;[[A Short Primer on Half-Krolvin Society and Faith]]&amp;quot;. Khar&#039;ta in particular is a blend of Koar, Eorgina, and Charl, but &amp;quot;Blood of the Sea&amp;quot; goes further. &lt;br /&gt;
[105.2] The second part of this partly plays off the mural under the Abandoned Inn, and the human &amp;quot;God King&amp;quot; concept of making Koar into a kind of supreme god. &lt;br /&gt;
[106] This is slightly an embellishment. Onar was established to be the patron of the kingdom of Anwyn in the Demon Queen of Anwyn storyline in 1998, and Castle Anwyn is related to the Vvrael quest, which arguably used a lot of Grail quest mythological elements. One of these was the Grail king mythos, which has been interpreted by some as coming from &amp;quot;dying and rising god&amp;quot; mythologies, with the wasteland myth and world restoration. This is related to the earlier section of this document where the Great Drake seals the Rift as a wound in his living being.&lt;br /&gt;
[107] This is from the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document.&lt;br /&gt;
[108.1] This refers to the One creation myths in the &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;[[History of Elementals]]&amp;quot; documents. There is no reliable within-world authority who can speak to the factuality of such a thing, since it would pre-date their creation. This notion of the One, Many, and so on, has been reference in game, including by some sort of elemental around Zul Logoth in the [[Nations on the Brink]] storyline.&lt;br /&gt;
[108.2] The second part of this is characterizing it in Neoplatonist / gnosticism terms, which is where this kind of cosmological notion comes from in the real world. Later in this document this is historicized in the same way, being attributed to &amp;quot;occultist&amp;quot; movements in the Second Age trying rationalize more ancient superstitious beliefs. That is an invention of this document for reconciling the undefined within-setting origins of the creation myth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions.[109] It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities.[110] History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past.[111] But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.[112]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[109] This document does not try to sort out what is really true about religious myths and beliefs, and allows them to be either cross-pollinations or convergent evolution to similar notions.&lt;br /&gt;
[110] This document is historiographic rather than historical. It is attempting to explain propensities out of worldviews and culture-traditions for generating the various kinds of necromancy, and the history of collisions is predominantly defined in Faendryl terms because that is where it would be best recorded and now most hegemonic. This is allowing the full history to be a lot messier than the relatively clean and rational-theoretic way it is being characterized.&lt;br /&gt;
[111] This is the IC author acknowledging we are framing things by our present day categories and interests, which to some extent is a distortion from how people in past times or other places would characterize themselves.&lt;br /&gt;
[112] This is the IC author acknowledging that he is describing other people from the outside and limits the scope of our understanding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.[113]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[113] All of this is characterizing the animist worldview, which to some extent is encoded in the spirit spell circles. This paragraph could just as easily be used in the real-world. It is not specific to the Elanthia world setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world.[114] This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.[115]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[114] This is elaborated in Volume 3 and has basis in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Xshitha Raamaani section.&lt;br /&gt;
[115.1] All of this is in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The Tehir relationship to dealing with spirits is also discussed a great deal in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, having been intentionally made into an animist culture rather than an Arkati focused culture.&lt;br /&gt;
[115.2] This hook about the Tehir interpretation of Luukos, and Bir Mahallah&#039;s relationship with dark sorcery and undeath, is used here as a springboard for illustrating how necromancy of undeath can arise spontaneously from animist traditions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic.[116] There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation.[117] With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead.[118] Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals.[119] These sites are often used only up to some limit to prevent ghosts.[120] The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.[121]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[116] This is a thesis statement of the document.&lt;br /&gt;
[117] This is an existing premise in the culture mortuary ritual lore, such as the Sylvan [[History of the Sylvan Elves|documentation]] with the [[Sylvan Mourning|Otherworld]]. It provides a natural hook for what if the spirits get stuck and what if they eventually get corrupted. In &amp;quot;History of the Truefolk&amp;quot; it was a Halfling belief (pre-dating the Undead War) that &#039;&#039;&amp;quot;should one of the Truefolk die in lands far away, they were doomed after death to wander endlessly, searching for those they had loved during their lifetime.&amp;quot;&#039;&#039; Volume 3 talks about this kind of &amp;quot;restless spirit&amp;quot; condition, and also related to the notion of unfinished purpose, which is touched on near the end of this document.&lt;br /&gt;
[118] These two sentences are both right out of the &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; document. The premise of corpses getting possessed by background spirits is also very important for the existence of undead in the deep past, and gets used later in this document for addressing the Dhe&#039;nar learning to control the undead in Rhoska-Tor.&lt;br /&gt;
[119] Sky burials have been used in the game, even by the reivers of the Ember Vale in the [[North by Northwest]] storyline. This is contrasting the previous sentence as essentially the exact opposite belief, where bodies are fed to vultures on purpose, and suggesting skeletal undead (e.g. skeletal giants) come into existence in this way. This is elaborated in Volume 3.&lt;br /&gt;
[120] This is an embellishment. It is a real-world superstition regarding charnel grounds with sky burials.&lt;br /&gt;
[121] This is a reasonable extrapolation and common sense perverse incentive behavior following out of religious beliefs and mortuary rituals for helping spirits depart so they do not become undead. This should be a very common way necromancy evolves out of shaman behaviors.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them.[122] Necromancy was an art of divination concerned with spirits of the dead, and thus it found special importance in mortuary rituals.[123] Ancestor veneration is often a major aspect of these religions.[124] Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way.[125] They are called upon or appeased with offerings.[126] Folk magic is perhaps the very thing Elven materialism was reacting against.[127]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[122] This is the thesis construction of the document again. &amp;quot;Black arts&amp;quot; refers to taint and corruptive energies, and &amp;quot;haunted realms&amp;quot; are described more in Volumes 2 and 3. This document begins by treating &amp;quot;necromancy&amp;quot; as magic involving death rituals, and then in these places with demonic corruption and dark powers, this gets twisted into darker and more twisted forms of magic.&lt;br /&gt;
[123] This is a real-world usage of the literal meaning of &amp;quot;necromancy&amp;quot;, but otherwise an embellishment for Elanthia, where in present modern day conventions this kind of clerical magic is not considered necromancy and necromancy is instead defined in terms of sorcery. So this is talking about very early conventions before that situation existed.&lt;br /&gt;
[124] This is true in the real world. It shows up in parts of the Elanthia lore, and reasonably should be part of the animist skewing cultures.&lt;br /&gt;
[125] Notably, the fey of the Wyrdeep allow the Barons of Bourth to be taken in by them in death, which was seen in the burial of Spensor Caulfield. But this line has been left vague, and Elanthia has a premise of Lorminstra [[Orders of the Turamzzyrian Empire#Keepers of the Golden Key|allowing]] souls to [[Velathae|return]] from beyond the Ebon Gates for the [[Eve of the Reunion]].&lt;br /&gt;
[126] This is generic animist behavior.&lt;br /&gt;
[127] This is an IC author interpretation. Imperial Elven culture in Elanthia seems self-consciously rationalist and rejecting of religious mysticism, but there are others such as elves of the Wyrdeep who are druids. So this document tries to reconcile all this with an Enlightenment style rejection of the more medieval or older kinds of things that would have been pushed into the less civilized provinces in the West. Orthodox religion and theology might also be suppressant of it. Arkati are spirit beings, but the Elves arguably racialized them, for their own dogmatic self-interest. (In DragonRealms they are actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 explicitly] extraplanar beings, and they were extraplanar beings in the I.C.E. Shadow World setting, and as far back as 1996 in GemStone you have Stump posting about the Arkati residing on the spirit plane. It&#039;s really just this religious myth stuff in GemStone that does not generally treat them that way.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot;[128] There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body.[129] While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is not the primary concern of Voln, who is mostly concerned with the release of cursed souls.[130] Little more than any other golem that has a spirit trapped within it.[131] There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention.[132] These are instead forces of darkness which all pose hazards such as involuntary possession.[133] Warding off particular kinds of evil spirits varies by their individual identities and associations.[134] Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces gave rise to very different, more personal traditions.[135]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[128] These lines are directly addressing foundational ambiguities in the definition of &amp;quot;undead&amp;quot; and why some things are considered undead and not others, and why some unliving things are not mechanically undead for the Order of Voln.&lt;br /&gt;
[129] This is the nature of [[730]], the Animate Dead spell.&lt;br /&gt;
[130] This is based on being literal with the Path of Enlightenment messaging. Voln would probably strike down corpse puppets, too, but this is hedged by &amp;quot;primary concern&amp;quot; and not a matter of favor in the Order of Voln.&lt;br /&gt;
[131] Rolemaster golems and constructs are always animated by a captured spirit of some kind. These could also be elementals and demons. Undead golems are only those where the spirit is an undead soul. There have been Elanthia setting golems with souls in them (e.g. the urnon golems from Kenstrom storylines) and that urnon golem also would have hosted the demon primordial Althedeus. Artificial constructs are not targetted for release by the Order of Voln, so this is reconciling these facts.&lt;br /&gt;
[132] Again, it would not have always been understood that there are these extraplanar outworlder entities, so &amp;quot;demons&amp;quot; anciently would have initially been considered wicked spirits or monstrosities of darkness. (DragonRealms also has some framing on [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 historical refinement] of what the word &amp;quot;demon&amp;quot; means, with its own temporary overcorrection of equating them with all extraplanars.) There are also extraplanar undead. Extraplanar origin entities (e.g. the [[water wyrd]]s in River&#039;s Rest) are not always mechanically extraplanar, so it is implicitly possible for such entities to attune to this reality. Some demons (e.g. the spells 712 and 718) are not summoned with summoning circles, apparently being conjured from this world or more passively and immaterially through veil weaknesses. This is explored and reconciled much more in Volumes 2 and 3.&lt;br /&gt;
[133] Various kinds of entities have been demonstrated as having possessing powers, ranging from the [[oculoth]] [[Possessed|possession]] powers to undead with mind control / behavior manipulation abilities to NPCs in storylines such as [[Thadston]] and the [[A Knight To Remember - 2020-10-01 - Re-Rout (log)#Thadston&#039;s Lament|bleakwalker]] or [[Bonespear]] in Bonespear Tower and the [[dybbuk]]s implicitly being possession spirit undead and the [[soul golem]]s with the [[wind wraith]]s.&lt;br /&gt;
[134] This is partly playing off the Xshitha Raamaani lore in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, but just generally how it should be, different kinds of things needing to be handled different kinds of ways by spirit callers.&lt;br /&gt;
[135] This is used to fabricate &amp;quot;black arts&amp;quot; traditions along similar lines in haunted realms, which reconciles and helps explain all the very dark magic that has nothing to do with the Faendryl or Dhe&#039;nar, and does not necessarily come from Lornon. There are little bits of lore about demonic cults and other threats in the Southron Wastes than the Horned Cabal, but for the most part it is very thinly defined. This is bolstering the premise that there should be demon worshippers and so on in the southern wastelands as that is logically where they would have resided given the existing historical framework.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.B The Elven Empire&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. Who among us, then, is more beast than elvenkind?&amp;quot;[136]&lt;br /&gt;
&lt;br /&gt;
- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[136] The paragraph up through &amp;quot;benevolence and aid&amp;quot; is from the &amp;quot;History of Elanthia&amp;quot; document. It was expanded through &amp;quot;need the air to breathe&amp;quot; in the &amp;quot;[[History of the Faendryl]]&amp;quot; document. These parts are already canon. The very last sentence is totally made up for this document. It is there to give support to an interpretation of the speech&#039;s meaning later in this document, emphasizing its more metaphorical quality (which was contextualized as political rhetoric during Yshryth&#039;s coronation by the &amp;quot;History of the Faendryl&amp;quot; document). The time scale used for the first thirteen Patriarchs means that Yshryth Faendryl was coronated after the Houses had been founded but still during the very early Elven Empire.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages.[137] There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization.[138] There was ultimately a concentration of power in urban centers with the construction of cities.[139] These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions.[140] These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny.[141] The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.[142]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[137] The premise that they resided for a long time in these open gaps, while the sylvans were those that stayed nomadic longer, comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It explicitly establishes that these kinds of smaller settlements out in the open were done for a long time before the urban centers were founded. This means the House founder stuff, especially coming out of the forests and building cities, is heavily mythologized. The IC author of this document later calls that examples of the &amp;quot;great man of history&amp;quot; myth.&lt;br /&gt;
[138] This is seeding the socioeconomic reasons for the cultural differentiation, so that it isn&#039;t really ideologies of espoused by single charismatic founders out of thin air.&lt;br /&gt;
[139] This is a general civilization development pattern.&lt;br /&gt;
[140] Lyredaen has said in the past that this was the real intent for how the Houses came into being in that time period.&lt;br /&gt;
[141] This is an IC author interpretation, but reasonably grounded.&lt;br /&gt;
[142] This is an embellishment based on the way the Elves and Arkati relationship has generally been framed. &amp;quot;[[Elven Dogma and Theology]]&amp;quot; analogizes them as treating &#039;&#039;&amp;quot;their chosen Arkati as casual vassals might treat an undemanding liege.&amp;quot;&#039;&#039; The [[ICE gods#Intermediate: Fash&#039;lo&#039;nae|original Fash&#039;lo&#039;nae description]] posited a Drakes to Arkati, Arkati to Elves, Elves to Humans scheme. So this sentence is just taking the spheres of influence view of the Arkati, and having the Elves characterize their distinct spheres of interest and power relative to each other as terrestrial reflections of that higher order of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a great chain of being.[143] What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an ancient Elven word meaning a guide or recruiter of the lost, in the Elven image --- as a race of higher beings who inherited the world from its prior masters.[144] The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the stewards of the world.[145]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[143] The first part of this sentence is based on &amp;quot;[[Time on Their Hands: The Evolution of Elven Art]]&amp;quot;, while the second part is based on that Drakes-Arkati-Elves line of descent, and similar notions (like ascension ideologies) in the lore that are made sense of with the &amp;quot;great chain of being&amp;quot; concept from real-world history. This document later uses it to address alchemy and occultist emanationist doctrines. &amp;quot;secular theology&amp;quot; largely refers to the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document.&lt;br /&gt;
[144.1] This etymology of the word &amp;quot;Arkati&amp;quot; is totally made up, but based on the real-world meaning of the word &amp;quot;arkati.&amp;quot; The extent to which &amp;quot;ancient&amp;quot; or &amp;quot;archaic&amp;quot; Elven is different from modern Elven isn&#039;t clearly defined, there&#039;s a case to be made that it wouldn&#039;t have drifted all that much similar to Greek and Chinese. But that runs up into problems of Sylvan being a separate language on not much different time scales as the founding period, and questions regarding Dhe&#039;nar-si and the Faendryl dialect being separate languages. Though those could be explained as impacted by the Dark Elven language and possibly impact by southern subcontinent inhabitants that the other Elves do not interact with.&lt;br /&gt;
[144.2] The inherited the world doctrine again comes from the elven documentation and their self-justification in lorder over lesser races. It is also the IC author being iconoclastic, suggesting the Elves imagined the Arkati in their own image, and implying that as with the krolvin the Arkati feed into what the Elves want to believe about them.&lt;br /&gt;
[145] The &amp;quot;undemanding liege&amp;quot; line is quoting the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The second part of it about the monarchs being &amp;quot;stewards&amp;quot; of the world is an IC author characterization of their position and role in the &amp;quot;great chain of being&amp;quot; dogma, which serves as a basis of political disagreement with the early Dhe&#039;nar who instead view the elves as needing to rise higher up the chain with ascension. This also implicitly relates the Dhe&#039;nar ideology more closely to the imperial Elves than the Sylvans, who by &amp;quot;[[History of the Sylvan Elves]]&amp;quot; should have branched off from both of them much earlier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots.[146] It was taboo to offer piety rather than fealty.[147] As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals.[148] In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions.[149] This bred the seeds of reactionary movements.[150] But there was no room for dissidents in the building of civilization itself.[151] Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;[152]&lt;br /&gt;
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[146] This is based on a cross of the Elven dogma document and the Elven art document, along with the racial supremacy stuff from Yshryth Silvius (circa -46,000 Modern Era).&lt;br /&gt;
[147] Later in the Second Age, Lilorandrych Illistim cracked down on cultish veneration of preserved hair from Linsandrych Illistim, along this kind of sentiment. This is established by a pendant on display in Museum Alerreth regarding [[Tenesi Illistim]].&lt;br /&gt;
[148] The Elven Empire had outlying provinces, but this has generally been very vaguely defined. This sentence is general civilization development dynamics.&lt;br /&gt;
[149] This is slightly exagerrating in the most absolute literal sense, but this pattern is generally true in the real-world. It&#039;s represented already all the way back in the Epic of Gilgamesh.&lt;br /&gt;
[150] This is a reasonable extrapolation.&lt;br /&gt;
[151] This helps frame and contextualize the Dhe&#039;nar departure from the Elven Empire point of view.&lt;br /&gt;
[152] This comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is generalized here to include &amp;quot;rubes&amp;quot; from the open-air regions rather than just the sylvan nomads in the forest. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has western migration and claims going back to -50,000 which is even earlier than House Illistim, and the founding of written records by the Chroniclers in -49,238 Modern Era. Socioeconomic and class forces are here being used to explain the population migrations, of which the Dhe&#039;nar would only have been one example and possibly later (as in the &amp;quot;Timeline of Elanthian History&amp;quot; document and the timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
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&lt;br /&gt;
There were displacements of the population in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities.[153] Those who were ill-suited to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West.[154] Scholars think these conditions invited the subjugation of other races for slave labor.[155] Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters.[156] To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.[157]&lt;br /&gt;
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[153] This is a minor embellishment, extrapolating off the claiming &amp;quot;large portions of the western continent for their own&amp;quot; around -50,000 in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document, which is set a bit before the founding of the House cities in the east. It makes intuitive sense that a dynamic along these lines would exist, with the Dhe&#039;nar being the prominent surviving example. The Sylvans canonically did not migrate until later around -36,567.&lt;br /&gt;
[154] There are existing seeds of this in the Dhe&#039;nar departure being canonical. It just generalizes it to account for the &amp;quot;western continent&amp;quot; claims in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document.&lt;br /&gt;
[155] This is a thesis statement. It is just the equivalent of the real-world sociological/anthropological arguments about slavery forming with the development of agriculture based civilizations. The time period at which slavery by the Great Houses ended seems undefined, but could plausibly have survived longer in the West into the Age of Chaos.&lt;br /&gt;
[156] This is the IC author providing a socioeconomic dimension and motivator behind the Yshryth Silvius Faendryl rhethoric, which we&#039;ve already linked up with secularized great chain of being theology. This is all part of the &amp;quot;dominant ideology&amp;quot; in question.&lt;br /&gt;
[157] This is how the word &amp;quot;evolved&amp;quot; or evolution is used in the [[History of the Aelotoi|Illistim documentation]], and arguably how they interpret the relationship between gnomes and cave gnomes in the original [[Lines of Blood: A History of the Gnomes|Gnome history]] document (which more [[Inyexat|recent gnome]] documentation disputes.) The three volumes of this document is a lot more focused on artificial manipulation of animate beings and the mutating influence of magical environmental factors, which are more active driving conceptions than random mutation and natural selection, but like those has no concept of evolution as &amp;quot;progress.&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited.[158] It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses.[159] There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.[160]&lt;br /&gt;
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[158] The first part of this is just referencing the -50,000 Modern Era entry in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The second part is playing off the [[Aramur Forean]] / Black Wolves story in northwest Elanith, and the fact that the &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; Also, the &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot; and relatedly &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; has the reiver ancestors in what is now Torre possibly as far back as the Second Age independent of elven rule. (Scribes has said he intended the ancient language shown for that region to be the old form of the Kannalan language. It is lightly mangled Old English.)&lt;br /&gt;
[159] The geographic barrier argument is just common sense. The other part about other sovereign land claims getting in the way is extrapolated off the &amp;quot;[[History of Elanthia]]&amp;quot; document saying the houses would not defend each other&#039;s territories or consent to have their troops led by another when Dharthiir was advancing. This more or less amounts to denying the right of military actions through the lands of other houses.&lt;br /&gt;
[160] &amp;quot;[[History of Elanthia]]&amp;quot; describes Second Age humans as nomadic, residing on comparatively barren lands, and Elves refusing to allow others to settle more fertile areas. But some residing in the shadows of the great elven cities as beggars and thieves and slaves. With the modern period population distribution, it can be surmised there was some long-run population sorting, though it is unclear how much non-elven population there initially was in the east. The IC author is skeptical of treating it as terra nova. Agricultural slavery would implicitly be more of a western provinces thing, and this document uses that premise of western agriculture for eastern cities in the Undead War section. It&#039;s undefined in general to what extent there were elven cities in the west, and how the outlying provinces were administered. &lt;br /&gt;
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Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire never held any mastery over the southern wastelands.[161] The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers.[162] The mountainous borderlands of the Southron Wastes have in all times been an attractive hiding place for brigands and criminals.[163] When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law.[164] The greatest threats to civilization, in turn, have most often come from the southern wastelands.[165] But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.[166]&lt;br /&gt;
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[161.1] This is an embellishment that is extrapolated off contextual details. The Elven Empire cannot have been in there in the Dhe&#039;nar period (up to around -40,000), and it would not make sense for them to have controlled it in the Despana period (-20,000 to -15,000). Similarly, it would not make sense for them to control it and then give it up prior to Despana, so the most sensible thing is for the &amp;quot;old places of the Ur-Daemon&amp;quot; in the southern wastelands to be an area the Elven Empire wants nothing to do with for various reasons. The Elven Empire also generally did not control the mountains, where the dwarves were and various monster races. &lt;br /&gt;
[161.2] [[Jontara]] presently refers to a wider continental definition than Elanith, and was the original De-ICE&#039;d term for the continent. For some reason &amp;quot;Elanith&amp;quot; became used for the continent, when it was originally the replacement term for a region in the northwest corner of the continent.&lt;br /&gt;
[162] This is interpreting the lines in &amp;quot;[[Gods of Elanthia]]&amp;quot; that way, because it is the only part of the Elanith map consistent with it. The second part is a necessary logical consequence of established premises about Ur-Daemon corruption, and this is necessary to explain the Dhe&#039;nar becoming Dark Elves tens of millennia before Despana&#039;s work in Rhoska-Tor.&lt;br /&gt;
[163] The Horned Cabal wiped a lot of this out in the &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; timeline (see years 4953 and 4960), but this embellishment is just generalizing that existing premise, because if that&#039;s the dark and lawless region of the continent during the height of the Elven Empire and the worst stuff is farther in, it makes sense the criminal types would reside in the borderlands. (The year 4832 in &amp;quot;History of the Turamzzyrian Empire&amp;quot; suggests that prior to the Horned Cabal agitation and the Third Elven War, the Southron Wastes were relatively quiescent as threats to the north. The Southern Sentinel at the time of the Third Elven War was Empress Selantha II&#039;s exiled husband, so the war was led by Eastern Sentinel [[Jerram Happersett]].) &amp;quot;[[Traveler&#039;s Guide to the Turamzzyrian Empire#Selanthia|Traveler&#039;s Guide to the Turamzzyrian Empire]]&amp;quot; also mentions &#039;&#039;&amp;quot;other threats from the Southron Wastes&amp;quot;&#039;&#039; than the Horned Cabal in the present day (of 5102 Modern Era.)&lt;br /&gt;
[164] This is an extrapolation but a straightforward logical consequence of the geographic constraints.&lt;br /&gt;
[165] This is a made up premise, but sensible and plausible on existing evidence. It would include Despana. The [[Vishmiir]] are a defined threat for the Second Age, and there&#039;s some [[Urglaes-set pitted silver talisman|indication]] they came from Marluvian worship, which should likely have been concentrated in those Ur-Daemon associated lands. The Horned Cabal in recent history also fits this mold. The Faendryl may have been taming it down in recent millennia, but have let the Turamzzyrian Empire take the hits after the Third Elven War in general. (Explicitly stated in the case of demons from &amp;quot;[[The Theory of Governance and Social Order#Armata|The Theory of Governance and Social Order]]&amp;quot;.)&lt;br /&gt;
[166] Despana as a civilization ending shock, but also having been around for a few thousand years without being considered a big deal, needs to be reconciled. It would make sense if villainous black magic sorts had a history of hiding out down there, but were minor enough in practical consequence to the Elven Empire that it was more a matter of police actions and maybe raids sometimes to put bad guys down. It should generally be where Lornon types were hanging out as well.&lt;br /&gt;
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II.C The Exiles&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[167]&lt;br /&gt;
&lt;br /&gt;
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[167] This is a totally made up quote for the document. It is meant to characterize the view of the southern wastelands held even early on in the Elven Empire. &amp;quot;[[History of Elanthia]]&amp;quot; refers to Rhoska-Tor as &#039;&#039;&amp;quot;barren, blackened land&amp;quot;&#039;&#039; and the [[urglaes]] metals documentation suggests there might be regional ancient lava veins since urglaes is found around Maelshyve. The Night and Dawn stuff is based on the [[Shimmering glaesine orb|original]] Illistim house motto, which is different from the heraldry statement in &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot;. This is also setting up the non-racialized premise of original meaning for the term &amp;quot;dark elves.&amp;quot; The madness and fever dreams stuff is playing off the [[Grot&#039;karesh Hammer Clan]] history, and searching for lost secrets is making Despana only one example of it. The quote is making those lands explicitly defined as cursed.&lt;br /&gt;
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The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization.[168] Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were all drawn to the southern wastelands.[169] This was a haven for the most fanatical cults, and is now a graveyard of forgotten theocracies.[170] Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators.[171]&lt;br /&gt;
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[168] This is following from the previous statement of the borderlands being where the brigands and criminals hide out, which is canonical in the modern Turamzzyrian Empire period. The interior should generally be worse than where those are willing to reside. This is only talking about the wastelands, not the subcontinent jungles, or southern mountains where dwarven clans lived.&lt;br /&gt;
[169] This is an embellished premise, but it is the only place where it makes sense for those to be during the Elven Empire, and makes continuity for Despana doing the same thing.&lt;br /&gt;
[170.1] The forgotten theocracies part is totally made up, but would be plausible behavior if the dark religious zealots are concentrated down in that region. The cult activity down there is only thinly defined, such as the Disciples of the Shadows. There should be nutjobs who worshipped demons or the Ur-Daemon, and it would only make sense for them to be around (what is now called) Rhoska-Tor and the Southron Wastes (a much older term.) The cults would not have been allowed in the Elven Empire.&lt;br /&gt;
[170.2] The general premise of other forces in the Southron Wastes region is also important for being something for the Dhe&#039;nar to push up against, having a warrior caste, where the Hunt for History item [[Shimmering crimson Dhe&#039;nar shield]] has a loresong depicting them fighting some great battle at a later time than the burning of Sharath.&lt;br /&gt;
[171] This is the thesis of the document. It is making more sense of things and contextualizing Despana.&lt;br /&gt;
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It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent.[172] This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.[173]&lt;br /&gt;
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[172] This is fleshed out in the following subsections on the &amp;quot;black arts&amp;quot; practices down there with corruptive energies.&lt;br /&gt;
[173] This is making it clear that this was a problem at all time points, it was just in the margins of civilization during the Second Age. The last part about the [[Bleaklands]] refers to the [[epochxin]] variants of blood magic with demon blood and [[Raznel]]&#039;s witchcraft involving &amp;quot;the shadows&amp;quot; which is corruptive demonic realm energy. The IC author uses the word &amp;quot;witch&amp;quot; solely to refer to &amp;quot;black magic&amp;quot; practitioners, and usually more specifically to &amp;quot;black arts&amp;quot; practitioners like Raznel (black arts referring specifically to the use of demonic / tainting essences while &amp;quot;black magic&amp;quot; in our usage does not necessarily carry that implication), and instead uses &amp;quot;cunning folk&amp;quot; to refer to what some might call &amp;quot;good witches&amp;quot;. It uses &amp;quot;warlock&amp;quot; in the Dungeons &amp;amp; Dragons class archetype way of conduit or bondage with demonic powers, and not in the &amp;quot;oathbreaker&amp;quot; etymological sense out of Old English. Volume 2 actually constructs dark analogs of the major class types, terms such as &amp;quot;dark mage&amp;quot; used here are defined more in Volume 2.&lt;br /&gt;
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(1) The Dhe&#039;nar&lt;br /&gt;
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The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar.[174] Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati.[175] The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot;[176] According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah.[177] They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati.[178] Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.[179]&lt;br /&gt;
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[174] This is recognition of the fact that there is barely any established definition for any others.&lt;br /&gt;
[175] &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; establishes &amp;quot;first born&amp;quot; (of the Arkati) as the definition of the term Dhe&#039;nar. The way this line is worded is the IC author saying &amp;quot;this is what they claim&amp;quot; rather than &amp;quot;this is what we all agree is the truth.&amp;quot;&lt;br /&gt;
[176.1] This is largely referring to the non-canon player documentation explaining what &amp;quot;the way&amp;quot; means, because it is not clearly explained in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document by itself. Though the phrase gets used in that document. That document does say: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah taught them that the elves are the children of the Arkati, and as a child strives to become as its parents, the Dhe&#039;nar strive to become as the Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[176.2] The goal of the Way, and the way it encodes how the Arkati are viewed, is given near the bottom of &amp;quot;History of the Dhe&#039;nar&amp;quot;: &#039;&#039;&amp;quot;Much like the elves, however, the Dhe&#039;nar do not view the Arkati so much as &amp;quot;gods&amp;quot; or &amp;quot;celestial beings&amp;quot; but more as role models for what they themselves can achieve. Unlike the elves of the six noble Houses, however, the Dhe&#039;nar believe they can become as powerful as the Arkati. They do not see the Arkati as different or better, only more powerful, thus Dhe&#039;nar bow to no &amp;quot;god&amp;quot;. Their religion is not one of worship; instead it is one of self-perfection, not so much as an individual, but as a race in whole; the ultimate goal being to achieve power over all things.&amp;quot;&#039;&#039; Here we are taking this &#039;&#039;&amp;quot;not .. different or better, only more powerful&amp;quot;&#039;&#039; as an ascension view of the Arkati and Drakes rather than them as inherently &amp;quot;celestial beings.&amp;quot;&lt;br /&gt;
[177] This is roughly what Tahlad Tsi&#039;shalar translates as in the player created Dhe&#039;nar-si language. The IC author characterizes this as a myth, but Dhe&#039;nar would probably regard it as historically factual.&lt;br /&gt;
[178] This is stated in the canon &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document.&lt;br /&gt;
[179] This is what the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says, and is characterized more dismissively in the &amp;quot;[[History of the Faendryl]]&amp;quot; document.&lt;br /&gt;
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While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths.[180] Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad.[181] That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests.[182] There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.[183]&lt;br /&gt;
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[180] This is referring to the shared details of Korthyr and Tahlad between the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents. The Departure section of the Dhe&#039;nar history is 50,000 years ago, dating that to around -45,000 Modern Era, which in turn means it happened thousands of years after the Houses formed and long after Korthyr was dead. These House founding dates in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; are further solidified in their use in basing Elven calendar dates in various documents. So this document is trying to reconcile that inconsistency.&lt;br /&gt;
[181] Korthyr would have died some time in the -48,000s and Tahlad does not leave until the -45,000s in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This document reconciles that by having the timeline entry referring to an Illistim historiographer theory of the Dhe&#039;nar departure, while the Dhe&#039;nar themselves might claim it happened more around -50,000 Modern Era before the Illistim Chronicles were started.&lt;br /&gt;
[182] It would be inconsistent with that period in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. The sylvans and elves also would have divided much earlier. The &amp;quot;[[History of the Faendryl]]&amp;quot; supports these things, but has a lot of dubious stuff in it.&lt;br /&gt;
[183] This is from the chronicler preface to the canon version of the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and the &amp;quot;[[History of the Faendryl]]&amp;quot; document refers to Tahlad on similar footing as the House founders. But the actual timeline spaces these thousands of years apart, so it has to be treated as myth making. It can&#039;t be treated literally without causing contradictions.&lt;br /&gt;
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&lt;br /&gt;
This is regarded by more serious scholars as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth.[184] The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations.[185] Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses.[186] The Elven Empire was not a meaningful concept in the time of Korthyr.[187] Nor were the Ardenai those who stayed behind.[188] They lived in cities on the forest edges and woodland hamlets, with adjacent croplands, not unlike the Barony of Bourth with its elven settlements in the Wyrdeep Forest.[189] Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years.[190] It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed.[191] It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses.[192] The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.[193]&lt;br /&gt;
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[184] The &amp;quot;more serious scholars&amp;quot; part is an embellishment, but characterizing the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents as fanciful, and not especially tethered to what actually happened. This document sides entirely with the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; approach of being outside the forests for a long time and only eventually urbanizing.&lt;br /&gt;
[185] This is a necessary conclusion of the date ranges used for the House foundings in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and all the documents basing off those founding dates.&lt;br /&gt;
[186] This is cross-referencing Korthyr dying when only the first borough of Ta&#039;Faendryl had been built in &amp;quot;[[History of the Faendryl]]&amp;quot;, along with Ta&#039;Faendryl having been built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;, and Ta&#039;Vaalor and Ta&#039;Faendryl having been founded at the same time in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with only Ta&#039;Illistim pre-dating them. For the Tahlad/Korthyr relationship to be true, it would have to be significantly earlier than the cities and before the Houses were founded and before the Elven Empire was a concept.&lt;br /&gt;
[187] This document treats the Elven Empire as becoming a meaningful concept around the time of Yshryth Silvius.&lt;br /&gt;
[188] &amp;quot;[[History of the Faendryl]]&amp;quot; treats the Ardenai as having stayed behind, but its leaving-the-forests narrative contradicts the more soberly written &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. &amp;quot;[[History of Elanthia]]&amp;quot; said the Ardenai reside in &amp;quot;towns and cities&amp;quot; and only vaguely refers to having stayed closer to roots in the deep forest.&lt;br /&gt;
[189] The forest edges description is an embellishment. The Sylvans resided deeper inside the Darkling Wood and did not have contact with the imperial elves until the -45,000s in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which requires the Ardenai to stay away from the deep woods in that time period. The adjacent croplands are described in the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
[190] This cross-references &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and explicitly rejects the literal reading of Yshryth Silvius&#039; speech that is done in &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[191] This refers to the departure date in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is simply explaining why Illistim chroniclers think the Dhe&#039;nar left well after the Houses founded, while this other dogma exists of it having happened several thousand years earlier prior to the Chronicles.&lt;br /&gt;
[192] This is cross-referencing &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[193] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and insinuates Dhe&#039;nar harassment of the sylvans in this time period before the departure in -45,293. This insinuation is also explaining the &amp;quot;lavender&amp;quot; lore with Dhe&#039;nar and sylvan slaves in &amp;quot;[[Speech Unspoken: The Language of Flowers]]&amp;quot;, because they have much more dubious interaction for geographical reasons at any other time period.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the more dominant interpretations among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood.[194] Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land.[195] In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si.[196] Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records.[197] No one knows for certain if this identification is correct.[198]&lt;br /&gt;
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[194] This is an embellished premise for explaining why the Illistim chroniclers have the Dhe&#039;nar departure happening over two thousand years after the last of the Houses formed. It also characterizes Sharyth Ardenai as a return to nature movement beginning in the open air spaces, so as to be consistent with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; on this period. This can be reconciled by House Ardenai forming out of the open-air population that stayed geographically closest to the Darkling Wood and maybe partly into it. The Sylvans should be the ones who really just stayed inside the forest, and that particular area of the Great Forest is where they ended up concentrating.&lt;br /&gt;
[195] &amp;quot;Sharath&amp;quot; means &amp;quot;promised land&amp;quot; in Dhe&#039;nar-si. This was canonized in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The trial and tribulation line is meant to motivate why the Dhe&#039;nar would reside in (what is now called) Rhoska-Tor for a protracted period. Which is the nearest part of the Southron Wastes to the eastern Elves.&lt;br /&gt;
[196] This is implying &amp;quot;Sharath&amp;quot; comes from the name &amp;quot;Sharyth&amp;quot;, and insinuates the &amp;quot;sho&#039;rah&amp;quot; in Noi&#039;sho&#039;rah is similarly rooted with Sharath and Sharyth. This is an embellishment, but a plausible contrary view for House elves. The feminine gender neutral case of it meaning &amp;quot;First Sister&amp;quot; is true in the player created Dhe&#039;nar-si language (as introduced into it decades ago by Mnar.) Referring to that as &amp;quot;archaic&amp;quot; Dhe&#039;nar-si is how the &amp;quot;[[Dark Elven languages]]&amp;quot; document treats and refers to the old player constructed language.&lt;br /&gt;
[197] &amp;quot;[[History of Elanthia]]&amp;quot; refers to Sharyth Ardenai as a matriarch, while &amp;quot;[[Timeline of Elanthian History]]&amp;quot; uses the &amp;quot;his&amp;quot; pronoun for Sharyth Ardenai. These documents are both decades old, so this document takes that gender indeterminancy at face value, since it is so long standing.&lt;br /&gt;
[198] This is a hedge for allowing this whole interpretation and theory to be wrong, which allows Dhe&#039;nar to still believe their version of history. The actual departure would then have happened before the Chronicles started, when Korthyr was a relatively young man. But some of the details would still need to be regarded as distorted a bit by knowledge of later events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati.[199] In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years.[200] The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses.[201] In the more cynical view of the &amp;quot;Matter of the Elven Empire,&amp;quot; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology.[202] Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization.[203] With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.[204]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[199] This is what &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; says.&lt;br /&gt;
[200] There is a 5,000 year gap between the Noi&#039;sho&#039;rah section and the Departure section of &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, so this line is trying to reconcile something that doesn&#039;t even make sense within the Dhe&#039;nar document itself.&lt;br /&gt;
[201] This is partly referring to &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and partly referring to &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.&lt;br /&gt;
[202] &amp;quot;Matter of the Elven Empire&amp;quot; is totally made up, and plays off the real-world historical terms such as the &amp;quot;Matter of Britain&amp;quot;, which is distorted with Arthurian legend and so forth. This is the IC author characterizing this early period as in historical dispute among the elves, with the founding of the royal lines and their pedigree from powers such as Arkati and Wyverns. Treating the contrary view as &amp;quot;peasant ideology&amp;quot; is the sensible counterpart to the Houses royal ideology.&lt;br /&gt;
[203] This is recontextualizing it in terms of the characterization given earlier in this document of monarchs as stewards in a static great chain of being. (The Dhe&#039;nar history document says the other Houses do not believe the Elves &#039;&#039;&amp;quot;can become as powerful as the Arkati&amp;quot;&#039;&#039;, though there has to be some nuance in this because of ascension theologies like Amasalen, it should probably mean this is not a plausible whole race goal and that generally &amp;quot;ascension&amp;quot; however it concretely exists comes from intervention by Great Spirits such as Arkati using their own power.) The Dhe&#039;nar view in contrast would be characterized as the low rising up the chain, and perhaps the high falling off. The IC author is giving that a socioeconomic dimension.&lt;br /&gt;
[204] This is setting up the contrary view of the Noi&#039;sho&#039;rah prophecy as a historical distortion, reading Despana and the Undead War into &amp;quot;Matter&amp;quot; politics as an anachronism after the fact. The Dhe&#039;nar in contrast would maintain it was the original prophecy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated.[205] This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578.[206] House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son.[207] This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire.[208] Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness.[209] There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl began to truly assume its central role over the Empire.[210]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[205] This is the Patriarch timing given in &amp;quot;[[History of the Faendryl]]&amp;quot;. In &amp;quot;[[History of Elanthia]]&amp;quot; it was Korthyr&#039;s line that built Ta&#039;Faendryl, which this explained.&lt;br /&gt;
[206] This is cross-referencing the timing given in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. However, &amp;quot;History of the Faendryl&amp;quot; has a major timeline contradiction around the Undead War up to the Ashrim War, being fundamentally inconsistent with the other history documents. Here we are treating the timing in the earlier part of the document as still reliable.&lt;br /&gt;
[207] This is all from &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[208] Yshryth was already defined as Patriarch 14 in &amp;quot;[[History of Elanthia]]&amp;quot;, the &amp;quot;[[History of the Faendryl]]&amp;quot; document established his speech was from his coronation. The IC author here is asserting this is the proper birth of the Elven Empire, because of the imperial vision it sets out and its early time period relatively not long after the Houses finished forming.&lt;br /&gt;
[209] The political context was already in &amp;quot;[[History of the Faendryl]]&amp;quot;, but this is more explicitly asserting that what Yshryth was saying about leaving the forests was a metaphor. Later there is argument about connotations of kinslaying in the word &amp;quot;Draekeche&amp;quot; which is the (ancient?) elven for &amp;quot;darkness.&amp;quot; This is also setting up hostile / exile conditions for the Dhe&#039;nar, if the Illistim chronicler timing for their departure is the correct view.&lt;br /&gt;
[210] This is cross-referencing the &amp;quot;[[History of the Faendryl]]&amp;quot; timing for this period with the Ta&#039;Illistim Monarchs document &amp;quot;[[Ta&#039;Illistim Monarchs|Linsandrych&#039;s Legacy: A Detailed Examination of the Dynastic Argent Mirrors and Their Contributions to Illistimi Society With Notes On Selected Post-Lanenreat Figures]]&amp;quot;, once you convert out of the Illistim calendar into the Modern Era calendar. Then it&#039;s using these power vacuums and schisms and purges and so forth to say this is how and when House Faendryl came to lead the Empire (premise dating back to &amp;quot;[[History of Elanthia]]&amp;quot;), as Linsandrych Illistim had founded the first House and was present until -45,895.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven.[211] Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law.[212] There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind.[213]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[211] This is IC author interpretation. It is suggesting the chaos and disunity motifs, and Korthyr as Tahlad&#039;s nephew, is all a distortion of Korthyr being succeeded by his great-nephew Khalar Andiris and then a bunch of assassinations and coups happen, and that Yshryth&#039;s famous speech is being distorted with a Dhe&#039;nar departure that happens in -45,293 during the reign of Patriarch 14.&lt;br /&gt;
[212] This is insinuating Despana and the rising dead motifs are distortions of Geniselle Anaya overthrowing the Faendryl throne and being executed by her son.&lt;br /&gt;
[213] This is a straight foward incompatibility between the Dhe&#039;nar and Sylvan lores. The &amp;quot;great chain of being&amp;quot; construction in this document gives much closer filiation of ideas relationship with the House Elves than the Sylvans.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes.[214] Archaeologists have found relics in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks.[215] One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath.[216] Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness.[217]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[214] The Dhe&#039;nar spent time in Rhoska-Tor becoming Dark Elves in the racial mechanical sense. They have since resided in the jungles beyond the Southron Wastes.&lt;br /&gt;
[215] This makes up having relics found which prove the Dhe&#039;nar warlocks were in (what is now called) Rhoska-Tor way back then, but the premise of the spidery runes and having left stuff behind in Rhoska-Tor is in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[216] In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it says they learned &#039;&#039;&amp;quot;control of the undead&amp;quot;&#039;&#039; in Rhoska-Tor, which this document will take literally as controlling undead that already existed. The document also suggests the Book of Tormtor was something the Dhe&#039;nar left behind, but there are multiple inconsistent proposed explanations of the Book of Tormtor across documents.&lt;br /&gt;
[217] This is making use &#039;&#039;&amp;quot;old places of the Ur-Daemon&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot; for Rhoska-Tor, and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers to &#039;&#039;&amp;quot;the dark magic of the region&amp;quot;&#039;&#039; as distinct from &amp;quot;spells taught by the Arkati themselves.&amp;quot; The Dhe&#039;nar history document notably is most explicit on blaming Ur-Daemon dark essence for tainting the bodies and minds and turning elves into dark elves: &#039;&#039;&amp;quot;The dark essence that had been left behind by the Ur-Daemon War not only tainted the appearance and psyche of the Dhe&#039;nar, but it also had a powerful effect on the flows of magic in the region.&amp;quot;&#039;&#039; This document (in all three volumes) is using that view of the region heavily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records.[218] But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation.[219] It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a need to ward off malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands.[220] The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living.[221] In this way they were able to not only prevent the possession of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands.[222] This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars.[223]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[218] The absence of written records, other than &amp;quot;spidery runes&amp;quot;, in this period is explicitly stated in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The way that section is written makes it sound like the Book of Tormtor had to be written in those runes, and only Dhe&#039;nar warlocks can read them, therefore Despana being able to read it and being from the southern jungles would mean Despana was Dhe&#039;nar. The IC author of this document is relatively dismissive of that as twisting things to fit the Noi&#039;sho&#039;rah prophecy.&lt;br /&gt;
[219] Similar situation leading to similar methods can help them understand the nature of these runes even though only the Dhe&#039;nar warlocks are supposed to be able to read the script.&lt;br /&gt;
[220] Such undead of twisted nature spirits should &amp;quot;naturally&amp;quot; exist in Rhoska-Tor, given the dark essence tainting described in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This treats banshees as referring to the fey variety, and &amp;quot;infernal sprites&amp;quot; were a [[Southron Wastes]] creature during the [[Wavedancer]] event.&lt;br /&gt;
[221] Using dark essence in this way to control the undead is a premise used throughout these three volumes. It&#039;s unholy magic analog of similar things done through Order of Voln symbols (e.g. Symbol of Submission) and so on.&lt;br /&gt;
[222] Pale wraiths were another Southron Wastes creature from the Wavedancer event. This is playing off the ability of [[wind wraith]]s to possess [[soul golem]]s, as well as the Tehir [[Life and Being in the Sea of Fire|beliefs]] about spirits inhabiting corpses in the Sea of Fire. This &amp;quot;do the opposite&amp;quot; method echoes back to the animism section with mortuary rituals twisting into necromancy of the undead methods.&lt;br /&gt;
[223.1] This relates back to the animist section talking about the spiritual magic roots of necromancy, where in the case of the Dhe&#039;nar it would be spirit magic they attributed to the Arkati. But then in Rhoska-Tor they learn elemental magic, but they&#039;re manipulating a dark energy. It becomes a form of sorcery, as defined in this document. (Sorcerers are grouped with the Temple caste with the spiritual casters in the Dhe&#039;nar caste system, rather than the warlocks / magi caste which are the elementalists.) &lt;br /&gt;
[223.2] The original premise with the Dhe&#039;nar was that the ones around the Landing had begun experimenting with raising the dead clerical magic, but generally in Dhe&#039;nar culture those who do not survive do not deserve to be resurrected. There might be attempts to define Temple caste clerical magic as siphoning power from around Arkati without directly borrowing powers, but that cuts against the grain of how Cleric magic in particular has always been defined in GemStone, and in Volume 2 of this document that is instead described as &amp;quot;ur-priest&amp;quot; methods which can mimic non-denomination Cleric magic but fundamentally isn&#039;t and has corruptive &amp;quot;leeching&amp;quot; dependency effects on the caster. (Analogous to the Dhe&#039;nar warlocks who become dependent on feeding on magical energies in the still non-canon Dhe&#039;nar documentation.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was facilitated, however paradoxically, by their study of the elements.[224] Blazing sand elementals are yet another threat found in the Southron Wastes.[225] With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well.[226] But there are other pure forces beyond the veil than those of the elemental planes.[227] There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or elemental darkness.[228] It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes.[229] With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.[230]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[224] The &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says they learned &#039;&#039;&amp;quot;summoning of the elements into a physical manifestation&amp;quot;&#039;&#039; while in Rhoska-Tor.&lt;br /&gt;
[225] These were creatures in the [[Southron Wastes]] during the [[Wavedancer]] event. There are [[Small sand elemental|sand elemental]] companion pets.&lt;br /&gt;
[226] This further sets up what was implied by comparing the similarity of summoning familiars with their manipulation of the undead.&lt;br /&gt;
[227] In Volume 2 these are called &amp;quot;sorcerous elements&amp;quot; and include various terms used in spells and messaging and storylines, including [[713|balefire]] and [[mawfire]]. This is an embellishment to the extent that it is set in a basic cosmological model of more chaotic vs. more ordered essences.&lt;br /&gt;
[228] &amp;quot;the shadows&amp;quot; is a demonic energy used in Kenstrom storylines related to [[Althedeus]] and its realm. Volume 2 of this document treats that as a mixture of elemental chaos and elemental darkness. There are solid roots on treating these as essence substances, but it is still an embellishment.&lt;br /&gt;
[229] The Althedeus lore is cited in documents such as &amp;quot;[[Ithzir Genesis]]&amp;quot; and &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. This is basically the same thing as &amp;quot;unholy power&amp;quot;, and in Volume 2 it is defined as related to &amp;quot;anti-mana&amp;quot;, which is an embellishment but consistent with I.C.E. roots. This is all equivalent to what is called &amp;quot;dark essence&amp;quot; in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[230] This is what was being implied in the previous paragraph, and this concept is used in Volumes 2 and 3. For example, Volume 3 talks about some necromancers suffusing themselves in dark essences to mask their life forces, to make the undead not attack them and instinctually obey them. (This would probably be illegal in Faendryl sorcery because of the corruptive effects on the mind and body.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor.[231] Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath.[232] It might well be that the journey actually began with the death of the cult leader.[233] Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes.[234] While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath.[235] Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed.[236] Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years.[237] The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were quite probably corrupted by knowledge of events after the fact.[238]&lt;br /&gt;
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[231] The hedging on this is about the lack of written records framed for it in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[232] This is playing off Tahlad being a Dhe&#039;nar-si word that means student.&lt;br /&gt;
[233] This is the IC author being iconoclastic, but also pointing at how old Tahlad would had to have been to make historical sense of him.&lt;br /&gt;
[234] The wording &#039;&#039;&amp;quot;the jungles &#039;&#039;&#039;said to&#039;&#039;&#039; lie beyond the Southron Wastes&amp;quot;&#039;&#039; for Despana in &amp;quot;History of Elanthia&amp;quot; suggest the Southron Wastes region was generally anathema to the Elven Empire and not something they ordinarily traveled through and interacted with in that time period. In other words Elven Empire records of the Dhe&#039;nar would implicitly have been sketchy.&lt;br /&gt;
[235] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and is using that provenance issue to cast doubt on the veracity of written records that might have survived the Great Fire.&lt;br /&gt;
[236] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[237] The use of oral tradition in the Dhe&#039;nar lore in general serves the function of introducing unreliable narration on the distant past. &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers outright to hardship &#039;&#039;&amp;quot;twisting their ancient beliefs&amp;quot;&#039;&#039;.&lt;br /&gt;
[238] This is IC author view from Faendryl bias, the Dhe&#039;nar would disagree with this statement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(2) Witchcraft&lt;br /&gt;
&lt;br /&gt;
In the outlying regions of the Elven Empire, far from the great cities, there were survivals of folk religion.[239] These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority.[240] Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms.[241] They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead.[242] They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living.[243] Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.[244]&lt;br /&gt;
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[239] This is an embellishment. It does not really make sense that the more rural populations would not have folk religion and folk magic. Arguably some of the instincts for this still exist in the Elven Nations, and civilizations in general, in the &amp;quot;[[Divination: A Comprehensive Guide]]&amp;quot; lore. &lt;br /&gt;
[240] The framework of this document characterized the Elven forest tradition as &amp;quot;druidism&amp;quot;, so this is more or less a tautological statement.&lt;br /&gt;
[241.1] This document uses this as the historical root for Empath magic. It uses the term &amp;quot;cunning folk&amp;quot; to cover &amp;quot;good witches&amp;quot;, so the word &amp;quot;witch&amp;quot; is only being used in the dark and negative connotations. There is a lot of scattered superstition lore, such as [[thanot]] as warding charms because of the pentagram pattern of its berries. &lt;br /&gt;
[241.2] The term was not used in this document, but this is known as &amp;quot;apotropaic&amp;quot; magic.&lt;br /&gt;
[242] This is generic folk religion stuff. It is providing the hook for death rituals and magic to get twisted into darker magic with corruptive energies. Volume 2 also gets into this with witchcraft.&lt;br /&gt;
[243] This hedges the animist vs. Lorminstra [[Eve of the Reunion]] issue. Something similar to this is in the [[Grot&#039;karesh Hammer Clan]] giantkin lore with the [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]] at Kilanirij. This is another hook for twisting into wicked spirit calling and commanding undead spirits.&lt;br /&gt;
[244] The Ilvari are an example of fey changeling kidnappers. &amp;quot;Ilvari luck charms&amp;quot; are sold and do not really do anything.&lt;br /&gt;
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But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others.[245] They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated.[246] This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets.[247] Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations.[248] The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.[249]&lt;br /&gt;
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[245] This document is using &amp;quot;witches&amp;quot; exclusively for wicked magic practices as a convention, even though the IC author would acknowledge the existence of sympathetic magic practitioners calling themselves &amp;quot;witches&amp;quot; doing good/light practices. Similarly with &amp;quot;blood magic&amp;quot;, that term is being reserved for the sorcerous form of it, not the more empathic form of it (e.g. [[Akhash]] the Tehir spirit caller) which would not be corruptive and debasing.&lt;br /&gt;
[246] This is rooting the more (wicked) spiritual magics of the Sorcerer Base list in this culture tradition. Especially 715 Curse. But these are not &amp;quot;black arts&amp;quot; as will be described later.&lt;br /&gt;
[247] This is the IC author hedge and acknowledgement that he&#039;s set up a false dichotomy regarding the term &amp;quot;witches.&amp;quot; Curse tablets refers to the ancient Roman practice.&lt;br /&gt;
[248] This is a reasonable anthropological supposition about the filiation of ideas and superstitions, given the initial premise of earlier animist religious traditions partly surviving into later ages.&lt;br /&gt;
[249] Witch hunt panics are not defined in current lore, but this is the general dynamic of how witch panics work in the real-world.&lt;br /&gt;
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There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression.[250] It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil.[251] In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits.[252]&lt;br /&gt;
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[250] This tension with orthodoxy is setting up the driving of witches into the wilds, while the medicine man types with healing or clerical powers get to stay. Also seeding the bias of humans against magic because of elves.&lt;br /&gt;
[251] In other words, this is everyday life stuff, superstition suffused throughout cultures.&lt;br /&gt;
[252] This is characteristic of animism in general, and very clearly the case with the Tehir lore. &amp;quot;Great Spirits&amp;quot; is the generic term this document uses for deity scale powers of spiritual mana orientation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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What is particularly important is that this tradition more broadly is what might be called sympathetic magic.[253] It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions.[254] It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up.[255] It is what remains of more ancient traditions of spiritualism.[256] From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies.[257] It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real.[258] In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;[259]&lt;br /&gt;
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[253] While there is some pure superstition stuff, such as in the divination lore, in the Elanthia setting there is also real sympathetic magic (e.g. Raznel&#039;s voodoo dolls and blood magic.) This document treats this as Elanith&#039;s non-Erithian precursors to what is now called Mentalism.&lt;br /&gt;
[254] This tacitly falls under the notion of NPC &amp;quot;[[Overview of Elanthian Magic|flow magic]]&amp;quot; in current canon, but later in this document that is going to be classified as &amp;quot;thaumaturgical&amp;quot; and &amp;quot;exoteric&amp;quot; magic, while what we are talking about here is &amp;quot;esoteric&amp;quot; magic as an informal cousin of &amp;quot;ritual theurgy.&amp;quot; It is elaborating and deepening the magic theory.&lt;br /&gt;
[255] This is essentially a new premise for making sense out of having this storyline sympathetic magic stuff that does not relate to the spell circles and stuff invoked off scrolls. In IC terms it could be disputed how separate orthodox religion with its clerical magic really is from the rest of spiritual magic in the &amp;quot;vernacular&amp;quot; populations, and sympathetic magic which may now in the present age be considered spiritual-mentalist hybrid. Later in the document is a nod to the DragonRealms division between &amp;quot;life&amp;quot; and &amp;quot;divine&amp;quot; mana when talking about mana conventions. DragonRealms also has &amp;quot;Lay Necromancy&amp;quot;, which is [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 Low Sorcery], where Low Sorcery in general is relatively informal evil magic.&lt;br /&gt;
[256] This is a thesis statement, set up by the prior sections on animism.&lt;br /&gt;
[257] This is establishing the important distinction against pure superstition (e.g. divination without spellcraft of any kind), which is that magical energy (essences) must be manipulated into magical effects to qualify as &amp;quot;magic.&amp;quot;&lt;br /&gt;
[258] Rote superstitious practices acting like de facto rote magic.&lt;br /&gt;
[259] This is explaining why the use of say troll blood in an alchemy recipe, or blood in a religious ceremony, or even what empaths do, does not qualify as &amp;quot;blood magic.&amp;quot; It is only magic involving blood. &amp;quot;Blood magic&amp;quot; here is strictly being used to refer to these sympathetic magic practices, though the other volumes allow an occultist form of blood alchemy for making homunculi. At this point it is tacitly acknowledging &amp;quot;good&amp;quot; practitioners (cunning folk, some shamans), but most of this document the term &amp;quot;blood magic&amp;quot; is reserved for the highly corruptive sorcerous form.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation.[260] Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood.[261] There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.[262]&lt;br /&gt;
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[260] This is just defining the meaning of the term &amp;quot;sympathetic magic&amp;quot;, which is imitative magic or correspondence of forms.&lt;br /&gt;
[261] This has been done in storylines, such as those involving the witch Raznel.&lt;br /&gt;
[262] All of this is framed as animist roots, but now running up against orthodox religion with its good vs. evil values duality, which in Elanthia in the Second Age is Liabo vs. Lornon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Within the modern conventions of magic, this sort of correspondence of forms is related to what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot;[263] In the mind oriented near planes of existence, such as the Endless Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world.[264] This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames.[265] There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession.[266] Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.[267]&lt;br /&gt;
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[263] This is establishing the premise of treating this as the Elanith non-Erithian precursor to Mentalism in the contemporary conventions. The notion of &amp;quot;dark empathy&amp;quot; and confounds and hybrid magic are elaborated later in this document.&lt;br /&gt;
[264] This was true in [[Ride of the Red Dreamer]]. Nightmare steeds and unicorns in the mount system as of summer 2022 had physically manifesting object from dream world interactions. Ebon&#039;s Gate 2022 with [[Naidem]] also had some mind/form distortion premise in it.&lt;br /&gt;
[265] This is generic voodoo doll kind of stuff.&lt;br /&gt;
[266] Dream walkers were present in [[Griffin Sword War]] 2 and [[Ride of the Red Dreamer]] storylines, and other times where minds have been entered, and are mentioned in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. There is a subtextual argument for the decay/spirit-death mechanics messaging having been based on astral projection. The truffles in Lower Dragonsclaw do some sort of astral projection. &lt;br /&gt;
[267] This is part of the thesis and framed previously in the animism section. It&#039;s malignant spellcasters using that propensity to twist mortuary magic into more malicious uses, and then that gets still darker later when dark essences are involved in haunted realms. This sets that up for the next paragraph.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, witches were exiled into the wild woods or darker hiding places.[268] This led to a rising number of witches in the Southron Wastes, where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them.[269] Blood magic began using demon blood.[270] Curses began using more corruptive essences, facilitating rituals for causing the undead.[271] Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood.[272] There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others.[273] One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.[274]&lt;br /&gt;
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[268] This sets up a fragmenting of witchcraft into split traditions. Volume 2 says more about the different kinds of witches. There are elemental themed ones, [[Life and Being in the Sea of Fire|spider witches]] in the Sea of Fire, the Sisters of Blight, and so forth. Raznel was influenced by black arts out of the Southron Wastes and Wizardwaste.&lt;br /&gt;
[269] With the &amp;quot;dark essence&amp;quot; explicitly framed in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and corruptive effects on various peoples in current canon, this is extrapolated here to imply there is a general issue of this for historical wasteland residents. Very little is defined for indigenous populations. Iguanoids were there in the Wavedancer, as well as scourgemages. This region probably had its own animism (e.g. black shamanism), but presumably also earlier demonic and Marluvian cults, and Volume 3 makes up something about mummies and underworld themed death religions influenced by underground rifts. The general point of this line is cross-pollinating the folk magic into the wastes and in turn incorporating the dark essence of that region.&lt;br /&gt;
[270] This document leans into various arguments for the presence of &amp;quot;indigenous&amp;quot; demons in the region. The ebon-swirled primal demon in the Southron Wastes is a primitive cousin of the oculoth, and its venom blood is a major storyline factor behind dark magic in Kenstrom&#039;s events. This line is taking the &amp;quot;blood magic&amp;quot; from the witchcraft tradition and now using demon blood in it which is far worse. This is reasonably what would have happened if this population migration happened even in broad outlines.&lt;br /&gt;
[271] This is leveraging off &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; referring to the dark essence of the region, left behind from the Ur-Daemon War.&lt;br /&gt;
[272] Raznel turned a [[Drangell|giantman]] into a troll and a [[Thrayzar|human]] into an orc. This is framing and explaining the generic &amp;quot;witch turns prince into a frog&amp;quot; or werebears and selkies kinds of curses. This &amp;quot;witchcraft&amp;quot; is implicitly partly Mentalist in contemporary magic theory, so the dark transformation of bodies stuff is in it here, and not necessarily present in the prior inhabitants of the southern wastelands (e.g. cultists, black shamans.)&lt;br /&gt;
[273] Stuff like werewolves and [[Gaunt feral selkie|selkies]]. This is setting up the seed for Despana later having cursed diseases such as Red Rot.&lt;br /&gt;
[274] [[Werebear]]s being mechanically undead is some weird game history anomaly. I think every cursed thing that was flagged as &amp;quot;Unlife&amp;quot; and targettable by Cleric repel spells was treated as undead when the Order of Vult (Voln) was created in 1994. Volume 3 does a lot of differentiation on the various forms of &amp;quot;unliving.&amp;quot; Selkies are much more modern creatures in a game mechanics sense and actually undergo transformation cycles.&lt;br /&gt;
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Witches of the South would enter pacts with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons.[275] There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits.[276] They might have mediating vermin such as maggots or ichor worms inside themselves.[277] Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves.[278] There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them.[279] It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself.[280] Conjuring in this way was in stark contrast to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.[281]&lt;br /&gt;
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[275] This is the general Satan worshipping witch archetype. Raznel would make blood bonds with people.&lt;br /&gt;
[276] This is leaning on the channeling aspect of the framed hybridism of their magic.&lt;br /&gt;
[277] This is directly based on Raznel. She had stuff like this as well as scarabs inside her own body, forming or emerging spontaneously when she was cut. Though Raznel learned how to implant such things into bodies from Quinshon, who is a black shaman.&lt;br /&gt;
[278] This is the general &amp;quot;corrupted by dark power&amp;quot; archetype. It has been used to show characters being driven mad with taint/corruption in GemStone since the I.C.E. Age.&lt;br /&gt;
[279] Raznel would control others sometimes with implanting her scarabs into them. She was also prone to using anti-magic, and stripping magical powers from people.&lt;br /&gt;
[280] This is a characterization of the mode of magic, it does not have to always involve subservience to something else.&lt;br /&gt;
[281] This is setting up distinctions between Faendryl sorcery in the Second Age with the &amp;quot;black arts&amp;quot; and forms of magic that would have repulsed the imperial elves. They are reflecting different cultural value systems and ideologies.&lt;br /&gt;
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(3) Cultists&lt;br /&gt;
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In the Age of Darkness there was always a minority of demon worshippers.[282] Whether the demonic of the wastelands, or the dead gods themselves.[283] There are buried crypts in the Southron Wastes belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul.[284] Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason.[285] Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation.[286] But the reliefs and frescoes of the interregnum are far more hideous in their depictions.[287] They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices.[288] Cave paintings from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are often found with trepanated skulls.[289]&lt;br /&gt;
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[282] There is only thin already established evidence for this. The timing on the loresong of the Marluvian [[Urglaes-set pitted silver talisman|urglaes talismans]] from [[Hunt for History]] is unclear, but using an ancient language that was sometimes used in game in the early 2000s. &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; shows archaeological evidence for knowledge of Marlu dating back to before the Elven Empire. There ought to be Marlu worshippers, and Ur-Daemon or demon worshippers more generally, and it would make sense for them to live in the old places of the Ur-Daemon (Rhoska-Tor) rather than in the great forest with the sylvans and imperial elves.&lt;br /&gt;
[283] This is allowing a distinction between animists who are akin to rangers of the demonic, which are left-over from the Age of Darkness or arriving through underground tears in the veil (there was an example of this in the room painting of the Southron Wastes during Wavedancer), and actual cultists worshipping the Ur-Daemon.&lt;br /&gt;
[284] This is reviving and De-I.C.E.ing the vruul lore, which is hard coded into the area design of the Broken Land. It is making sense of the Marlu description in &amp;quot;[[Gods of Elanthia]]&amp;quot; about being seen delving into ancient crypts, which is vestigial from I.C.E. lore about him searching prehistorical crypts for vruul, and then the notion of Marlu loosening portals to draw power is made sense of by assuming there are actually portals to demonic realms present that can be loosened: &#039;&#039;&amp;quot;Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown.&amp;quot;&#039;&#039; This seems to be hedging on whether Marlu is Arkati or has extraplanar power sourcing like the Ur-Daemon portal described earlier in that document.&lt;br /&gt;
[285] This is explaining the &amp;quot;[[Gods of Elanthia]]&amp;quot; description with the original context.&lt;br /&gt;
[286] This is based on the Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot;. This only clearly referred to glyphs being found in the Southron Wastes, where presumably they survive from climactic conditions. But here we interpret the line instead to include the petrified trees as also being in the Southron Wastes. This is meant to explain and reconcile &amp;quot;[[Gods of Elanthia]]&amp;quot; saying the final battle in the Ur-Daemon War blasted the landscape for hundreds of miles and turning it into a lifeless wasteland. Which implies it wasn&#039;t a wasteland previously, which is where the carvings on the petrified trees would come from (perhaps artificially fast in cataclysmic conditions, though petrification itself usually only takes several thousand years).&lt;br /&gt;
[287] This is referring to the cave paintings from Linsandrych Illistim&#039;s quote, and embellishing it in cross-reference to the frescoes in the Dark Shrine of the Broken Land.&lt;br /&gt;
[288] This is also leveraging off the Broken Land design. This line is trying to establish that region as having dark worshippers dating back into prehistorical times, so that there were effectively always bad guys with dark magic there at all time points.&lt;br /&gt;
[289] This is an embellishment. It is leveraging off the Linsandrych Illistim quote about representing fear, and the &amp;quot;madness&amp;quot; motif in demonic themed places like below the Graveyard and the Broken Land. The trance states are about animism. These volumes treat black shamans and scourgemages as dark magic archetypes of shamanistic nature in that region. The skulls is based off the the Broken Land and Graveyard, and there&#039;s also a skull pile in the burial mound in the [[vourkha]] area outside Ta&#039;Illistim. Trepanation is getting at the notion of &amp;quot;nightmare visions&amp;quot; and &amp;quot;fever dreams&amp;quot; that the made-up Linsandrych quote in this document references.&lt;br /&gt;
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Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent.[290] There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled.[291] Dark mages who would not abide by the laws of civilization would find freedom in these lands, while fanatics who sought a world ruled by Lornon would found short-lived, sinister theocracies.[292] Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions.[293] In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.[294]&lt;br /&gt;
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[290] This is leveraging off the previous embellishment about the Elven Empire not claiming and occupying the southern wastelands based on consistency considerations.&lt;br /&gt;
[291] Despana is the existing defined example, but something like that should have happened many times over thousands of years. This line is also using the previous view that the southern wastelands are where the Ur-Daemon portal was destroyed.&lt;br /&gt;
[292] The theocracies is totally made up, but follows naturally and logically from the framed lawless condition of the region and inhabitation by dark religions. Dark mages is an archetype that is defined later but also more fully in Volume 2. This is more generally talking about magic practitioners who refused to be bound by regulations and laws. It seeds having pre-exile Faendryl sometimes exiling out there and bringing illegal knowledge with them.&lt;br /&gt;
[293] There isn&#039;t really any established framing for the Elven Empire allowing Lornon worshipper chaos and machinations within its territories. But they should also have existed. So this is making a hook for explaining where they tended to be concentrated in the Second Age.&lt;br /&gt;
[294] In the Vvrael quest the ghost of Malaphor claimed the Vvrael witches and warlocks were wizards and sorcerers of this world who were corrupted by the Vvrael and eventually made their way into the Rift, and likewise Daephron Illian was working in Rhoska-Tor when he broke open the rift and sealed it in a puzzlebox. It&#039;s basically a Hellraiser concept. Vvrael witches also were in the Demon Queen of Anwyn storyline after the Rift was released and Terate was dead. So having the Vvrael cultists reside in that general region is making consistency of things. It is canon from &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; that the Disciples of the Shadows (Althedeus worshippers) were residing in the Southron Wastes. The last part of this sentence is open-ended for all the other bad things that might exist.&lt;br /&gt;
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Warlocks were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds.[295] Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic.[296] This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices.[297] There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out.[298] There were even cults believing Elves were cursed by the Arkati.[299] That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.[300]&lt;br /&gt;
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[295.1] The convention for &amp;quot;warlock&amp;quot; in this document is the Dungeons &amp;amp; Dragons kind of class archetype of powers from binding with demons and so forth. This is keeping consistency with the nature of &amp;quot;Vvrael warlocks&amp;quot; and possibly the Dhe&#039;nar magi being called warlocks. This is more akin to the etymology out of Scots than the &amp;quot;oathbreaker&amp;quot; or &amp;quot;pact breaker&amp;quot; etymology out of Old English, where instead it is pact making with demonic powers in betrayal of good gods.&lt;br /&gt;
[295.2] This is setting up &amp;quot;warlock&amp;quot; as the archetype for teratology and monster making, which in volumes 2 and 3 are related to Arcane or more general definitions of &amp;quot;necromancy.&amp;quot; But they are more demonology focused, so their necromancy is what volume 2 defines as &amp;quot;demonic necromancy.&amp;quot;&lt;br /&gt;
[295.3] Warlocks and witches in the black arts usage here is also staying consistent with demons using [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 &amp;quot;conduits&amp;quot;] to influence this plane in DragonRealms, especially the more powerful demonic entities which would have issues directly manifesting in this reality. (This concept is explicitly present in GemStone with Althedeus.) Volume 2 of this document talks about places where demonic power is infiltrating this plane, or similarly with Dark Gods (or demonic &amp;quot;gods&amp;quot; in other planes), where the soul can get pulled into the demonic realms if someone dies in that place. Which is consistent with the Temple of Luukos on Teras Isle, and that concept exists in DragonRealms as well. It is meant in this document to help explain the origin of some extraplanar undead.&lt;br /&gt;
[296] More framing for teratology. The last part about the demonic hybrids is leveraging off the unnatural offspring of demons and animals from the Third Elven War, and extraplanar hybrids from storylines such as [[Rodnay]]. It is providing threads for other forms of the &amp;quot;blood magic&amp;quot; we have seen from Grishom Stone and Elithain Cross.&lt;br /&gt;
[297] This is an embellishment but using the framed premise of the region being a haven for dark religions. The Dhe&#039;nar supposedly did not practice slavery until after the Great Fire, but the practice may have existed in the neighbors.&lt;br /&gt;
[298] This is made up but helps illustrate the kinds of black arts that would exist that would not be Faendryl sorcery.&lt;br /&gt;
[299] This is an homage to the Drow.&lt;br /&gt;
[300] This slyly plays off the Dhe&#039;nar referring to themselves as the first born of the Arkati, but having the hunger of the Ur-Daemon. This document characterizes the more indigenous parts of the wastelands as prone to ancestor veneration and the Ur-Daemon as dead gods who are still present.&lt;br /&gt;
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&lt;br /&gt;
In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to subvert the separation of the living from the demonic.[301] The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a divine language in some cults.[302] Demon worshippers sometimes call it the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists.[303] Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.[304]&lt;br /&gt;
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[301] This is using the broader definition of necromancy from the beginning of this document. The existence of demonic/living hybrids in Elanthia is long-established canon.&lt;br /&gt;
[302] This is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Its being regarded as a divine language by demon worshipping cults is an embellishment, but something that would probably be true if those cults were present. It would be a manifestation of the influence and presence of their gods in their view.&lt;br /&gt;
[303] This is a retcon to recontextualize the meaning of the Daemon&#039;s language when &amp;quot;[[History of Elanthia]]&amp;quot; talks about the Book of Tormtor. What is in the present age called the Dark Elven language would in the Second Age have been associated with the Ur-Daemon, because of this framing of who was involved with that region in that time period. The part about its source having never been found by extrachthonic linguists is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Another subtle point is that it cannot have been known as the &amp;quot;voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;History of Elanthia&amp;quot; implies it was not known as &amp;quot;Rhoska-Tor&amp;quot; yet when Despana was searching it. It has to be considered part of the Southron Wastes in the Second Age.&lt;br /&gt;
[304] This is an embellishment but would sensibly follow from the premise in the line noted by footnote 302.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions known as Tor.[305] These outcroppings or mounds are mythologically named for each of the &amp;quot;dead gods,&amp;quot; which is how the Ur-Daemon are regarded.[306] While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults grow around these haunted ruins.[307] Cults might at times become extinct, only to arise again, centuries or millennia later.[308] There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them.[309] They often believe &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world.[310] Consecrating us with their unholy black blood.[311]&lt;br /&gt;
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[305.1] The first part of this is stemming off the Grot&#039;karesh Hammer Clan exposure to the Battle of Maelshyve. &amp;quot;[[Giantkin History]]&amp;quot; translates Grot&#039;karesh as &amp;quot;magically cursed&amp;quot; or &amp;quot;magically haunted&amp;quot;, but &amp;quot;elder elven scholars&amp;quot; translate it as &amp;quot;Daemon-tainted&amp;quot;.&lt;br /&gt;
[305.2] This interpretation of &amp;quot;Tor&amp;quot; is totally made up. There are several reasons for it. Tor are geological formations that are basically rock outcroppings with hill formations, such as the hill Glastonbury Tor, which is mythologically associated with Arthurian legend and Otherworlds. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; describes hills in the region of Maelshyve. Banshees in turn are fey of the mounds/hills in real-world mythology. Likewise, keeps are generally built on mounds, and Maelshyve is a &amp;quot;great keep&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;Keep&amp;quot; in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The [[ora]] lore from the materials documentation also has a very large ora mine in Rhoska-Tor, but otherwise describes ora as being found in mountains and hilly regions. Tor are typically granite, an intrusive igneous rock, and the [[urglaes]] around Maelshyve ought to implicitly be in igneous rock (with &amp;quot;[[History of Elanthia]]&amp;quot; calling Rhoska-Tor &amp;quot;blackened&amp;quot;), but the underground caverns are suggestive of limestone. So all of this together is the logic of treating the word part &amp;quot;Tor&amp;quot; in the geological meaning.&lt;br /&gt;
[306] This is a Lovecraftian twist on the Ur-Daemon based on established Ur-Daemon facts, combined with the fey mythology usage of Tor. It is an embellishment to say there are other Tor and that they are named after specific Ur-Daemon, but this retcon is meant to motivate why we supposedly know the names of individual Ur-Daemon (e.g. Ith&#039;can, Goseth) and why this region was considered an old place of the Ur-Daemon. These Ur-Daemon names are represented as used in occultist grimoires in Volume 2 to help explain that point.&lt;br /&gt;
[307] This is a made up embellishment. It serves to motivate the existence of the cults, even if they die out and come back later. It provides the seed for alternate possible origins of the Book of Tormtor, because the literal explanation of a book written in the Ur-Daemon language from &amp;quot;[[History of Elanthia]]&amp;quot; does not make sense without additional premises. That the Ur-Daemon would have a book at all, and then someone tens of thousands of years later can read it, without some weird magic artifice explaining it.&lt;br /&gt;
[308] This premise allows some long-run behaviors without having to posit specific organizations (i.e. cults) or whole cultures continuously existing for tens of millennia.&lt;br /&gt;
[309] This is made up, but based on the storyline instances of using Ur-Daemon body parts, such as rejuvenating them with Ur-Daemon blood. As well as the Beast imprisoned in Teras Isle having ambients of almost waking up.&lt;br /&gt;
[310] This is meant to relate the cultists to the &amp;quot;warlock&amp;quot; dark magic archetype described earlier, and based on the canon ability of demons and other extraplanars to hybridize with the living. Then they are just exercising religious beliefs about the demonic, doing some confirmation bias conflating them into their ancestor veneration. It isn&#039;t necessary for it to be true that a lot of these demons originated in hybridization of the living with the Ur-Daemon and then banished in the Ur-Daemon War. But it need not be quite obvious that this is wrong, either. Even the abyran might plausibly be made by a more powerful demon out of the missing Faendryl sorcerers.&lt;br /&gt;
[311] The blood of the Beast of Teras Isle is black. It was used to charge up the eye of Ith&#039;can for the climax of [[Cross into shadows|Cross into Shadows]].&lt;br /&gt;
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&lt;br /&gt;
These kinds of sentiments lent themselves to still other forms of necromancy.[312] There were those who sought to induce demonic possession, such as the riders of the wasteworms.[313] Others were &amp;quot;dread seers,&amp;quot; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination.[314] This is a necromantic form of astral projection for harrowing the outer valences.[315] Some sought to master the power of fashioning the demonic from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed.[316]&lt;br /&gt;
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[312] Specifically, this is following off the parapsychic imputing of forbidden knowledge, so it&#039;s about the sorcerous version of mind and spirit stuff with the demonic and other planes.&lt;br /&gt;
[313] Wasteworms are a creature of the [[Southron Wastes]] from the [[Wavedancer]] event. The idea of there being wasteworm riders is shamelessly ripped off from Dune. The premise here is black arts practitioners acquiring demonic powers for themselves through their bonds or usage of demons.&lt;br /&gt;
[314] This is a made up premise that Xorus [[Harrowing and Esoteric Archaeology|lectured]] about at a Faendryl symposium and has used in vignettes, and to some extent did during the Witchful Thinking storyline when probing the memory past of Thrayzar and Pylasar using Melgorehn&#039;s Reach. &amp;quot;dread seer&amp;quot; is inspired off an attempted translation of the inscription of the Dark Shrine in the Broken Land, where the theory (though I think it&#039;s likely coincidental and the composite word was just trying to mean &amp;quot;cruel&amp;quot;) is that its multiple meanings included referring to the vruul as &amp;quot;dread seers.&amp;quot; There were I.C.E. motivations for that interpretation. Regardless, the premise is sorcerers doing &amp;quot;demonic possession&amp;quot; on demons or unliving monstrosities like the vruul, as conduits for immaterially exploring eldritch vistas and incomprehensible cosmic horror.&lt;br /&gt;
[315] The general idea is it would be the sorcerous analog of dream walking and spirit possession and so forth. It would be necromancy for immaterially exploring the sorcerous valences and infernal realms and so forth. As opposed to the Faendryl sorcery methods of material summoning and materially passing through rifts into other valences like the Extrachthonic Cartographer&#039;s Guild does. This is generally about removing the oversimplification of the domains of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot;, which is significantly done in Volume 2.&lt;br /&gt;
[316] This is totally made up, but inspired by the premise of what the Broken Land story was about, with Uthex attempting to fashion entities out of energy. This is using that concept specifically for entities of darkness and the demonic, and makes a consistency hook for why Marluvians and so forth would try to twist Uthex&#039;s work in that direction.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Warlocks were especially responsible for the innovations of demonic necromancy.[317] These would sometimes be abominations that would not, in the narrow sense, be thought of as undead.[318] They were often in reincarnation cults, seeking unnatural forms of immortality.[319] It was noticed very early on that sometimes the curse of the undead was bound to other objects.[320] Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves.[321] It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be developed into more elaborate ways of preventing destruction from violence.[322] These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons.[323] Warlocks often seek to transform their own blood with that of dark powers.[324]&lt;br /&gt;
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[317] Demonic necromancy is defined in more detail in Volume 2. It is contrasted with low necromancy (roughly, reanimate dead and mindless corpse undead, with rote magic) and high necromancy (roughly flow magic with dark essence). High necromancy is also a [https://elanthipedia.play.net/Category:Necromancer_spells distinction] in DragonRealms, which includes what we are calling transmogrification. Demonic necromancy includes such things as some forms of teratology, making infernal undead (corrupted with &amp;quot;sorcerous elements&amp;quot;), attempting to refashion the demonic into new forms of monstrosity, and mixing the demonic into the undead in various ways. It might be regarded as overlapping with high necromancy, or possibly even being a special subset of it.&lt;br /&gt;
[318] The varied forms of unliving, and undeath as a demonic spectrum, is elaborated in Volume 2. It is somewhat similar to the distinction between [https://elanthipedia.play.net/Corruption_(2.0) &amp;quot;corruption&amp;quot;] and [https://elanthipedia.play.net/Perverse &amp;quot;perversion&amp;quot;] in DragonRealms [https://elanthipedia.play.net/Category:Corruption_spellbook necromancy]. In DragonRealms the [https://elanthipedia.play.net/Category:Necromancer_spells distinction] between corruption and perversion necromancy is whether life mana is being mixed with elemental or lunar mana. For our purposes we have distinctions between the &amp;quot;transmogrified&amp;quot; and the living undead or mutant aberrations, but we&#039;re not trying to map simply to DragonRealms, for instance because we&#039;re including various explicit forms of demonic / sorcerous essences instead of just this life mana hybridization distinction.&lt;br /&gt;
[319] This is related to the animism roots postulated earlier as a debasement. This is used especially in Volume 3 to motivate the development of phylactery and other preservation methods.&lt;br /&gt;
[320] This is just generally something that can happen.&lt;br /&gt;
[321] This phenomenon is then recognized for its potential in preventing destruction from violence.&lt;br /&gt;
[322] Some of these are elaborated in Volume 3 in the &amp;quot;Preservatives&amp;quot; category of undeath.&lt;br /&gt;
[323] These examples generally have precedent from storylines that have happened.&lt;br /&gt;
[324] This is extrapolating off the caustic black blood of the [[Vvrael warlock]]s, and to some extent what Raznel did to her own blood and with her paragons. These were essentially a form of demonic hybridization, because they were made with a processed variant of [[epochxin]], the venom blood of the ebon-swirled primal demon which transforms the blood of the victim into epochxin (or the epochxin variant.) These demons reside natively in the Southron Wastes as well as other valences.&lt;br /&gt;
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These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration.[325] While these were originally only those demons that descended from the Age of Darkness, or had arrived through unstable rifting, it would not remain limited to demons which had become trapped in this world.[326] There would sometimes be Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret.[327] These summoners might be converted to dark religions, or make pacts for safe haven.[328] Knowledge of demonic summoning from the outer valences spread in this way.[329] It was also the birth of other forms of undeath, caused by the various kinds of demons.[330]&lt;br /&gt;
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[325] This is helping motivate the term &amp;quot;Old Ones&amp;quot; and getting into how very differently these black arts practitioners approach and regard the demonic from how the Faendryl do, and why the Faendryl do not view things that way.&lt;br /&gt;
[326] Such demonic are being presumed to exist, but they should have existed from world logic consistency considerations.&lt;br /&gt;
[327] This is not explicitly stated anywhere, but essentially has to be true out of realism. Given the previously supposed framework of the nature of the southern wastes in the Second Age.&lt;br /&gt;
[328] This reasonably follows from the previous premise.&lt;br /&gt;
[329] &amp;quot;[[History of the Faendryl]]&amp;quot; has Faendryl demonic summoning beginning before -40,000 Modern Era, based on the Patriarch numbers and the timing leading up to Patriarch 14. This document is treating that as very specific form or style of demonic summoning, involving veil piercing and materially pulling through an entity. In practice it would not make sense for this knowledge to not spill out to some extent over the next 25,000 years from rogue sorcerers. So we have some stuff spilling back to the Faendryl through occultists, and some stuff from the Faendryl spilling over into cultists through criminals and traitors. Cross-pollination of methods. The House Elves likewise needed to already know what demonic summoning is and the nature of the Ur-Daemon for the Faendryl exile to make sense. The scope of Faendryl summoning in the Second Age has to be very restricted, more restricted than implied by the &amp;quot;History of the Faendryl&amp;quot; document. It might also be focused on outer valences, or even just similarly material valences and their entities (as opposed to &amp;quot;infernal realms&amp;quot; as defined in Volume 2 or more dangerous outer realms), which might include extraplanar races or creatures like Ithzir but not necessarily &amp;quot;fiends&amp;quot; like vathors and oculoths.&lt;br /&gt;
[330] This is leveraging off GemStone&#039;s long but ill-defined history of relating the demonic to the origins of undead. It is incoherent to have demonic summoning without corresponding exposure to undeath. It is one of numerous reasons it makes no sense for undead to have not existed in Elanthia before Despana.&lt;br /&gt;
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&lt;br /&gt;
II.D House Faendryl&lt;br /&gt;
&lt;br /&gt;
In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood.[331] But the ancient elves had long since turned from worshipping the Great Spirits.[332] In the Elven dogma or &amp;quot;Matter&amp;quot; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods.[333] The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants.[334] Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness.[335]&lt;br /&gt;
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[331] This was cited already in previous sections. The term Rebuilding for the Arkati dominated period comes from &amp;quot;[[Elanthian Moons]]&amp;quot;.&lt;br /&gt;
[332] This is established in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and Great Spirits in this document is a generic for all powerful spirit deity entities, avoiding the baggage of the word &amp;quot;Arkati&amp;quot; which is tied up in Drake servant legends.&lt;br /&gt;
[333] &amp;quot;[[Elven Dogma and Theology]]&amp;quot; can be read as the Drakes being regarded as dark gods, but the plain reading of that document has the Elves not believing the Arkati were servants of the Drakes at the time it actually happened, instead turning to that idea after the fact to rationalize the Ur-Daemon War. It frames the Arkai as gods who kept the Drakes (or perhaps really dragons if these is a distinction) from harming the Elves. The part about Yadzari and Amas is characterizing that part of the legend as merely a &amp;quot;Matter&amp;quot; foundation myth along the lines of the steward / great chain of being conception postulated earlier.&lt;br /&gt;
[334] It is unclear how early exactly the sylvan hierophant [[History of the Sylvan Elves|memory transfer]] method actually goes back. But the Rebuilding goes all the way up to the founding of the Elven Empire, and it certainly dates at least roughly that far back. But the bestial view of dragons, consistent with the Linsandrych Illistim characterization, is represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[335] This plays off &amp;quot;Draekeche&amp;quot; being the (ancient?) Elven word for &amp;quot;Darkness&amp;quot;, and echoes off the beginning of the document saying the darknesses destroyed each other.&lt;br /&gt;
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Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms.[336] It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences.[337] Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.[338]&lt;br /&gt;
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[336] This is an iconoclastic IC author view. This notion of the Drakes really being higher spirits than the Arkati was floated, for example, by Auchand on Milax&#039;s podcast. The point of this line is dealing with the contradictory way this has been handled. &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; are used interchangeably in &amp;quot;[[History of Elanthia]]&amp;quot;, but other times there&#039;s been a notion of them being different, but there are also draconic lineages (e.g. wyrms) that are certainly much less powerful than Arkati, and so forth. So the IC author is questioning whether ancient Elves may have confused actual dragons with draconic-manifesting or incarnating spirits that were more powerful than the humanoid-manifesting or incarnating spirits, and it might well be that both &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; so defined fought the Ur-Daemon.&lt;br /&gt;
[337] Same point as note 336.&lt;br /&gt;
[338] This is reconciling the polar opposite ways the dragon attitude is treated in documentation. Between say the Linsandrych Illistim quote in &amp;quot;[[History of Elanthia]]&amp;quot; and the pro-Wyvern attitudes by Vaalor elves in the &amp;quot;[[Wyvern]]&amp;quot; documentation, and such things as the &amp;quot;Imperial Drakes&amp;quot; and the religious mythos of Koar possibly being the last Great Drake.&lt;br /&gt;
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In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters.[339] From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races.[340] In this way there was a secular movement to wield magic as the Arkati did, rather than borrowing their powers as from master to servant.[341] This was an especially difficult mode of spellcraft known as Arcane magic.[342]&lt;br /&gt;
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[339.1] This is a fair reading of &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. Similarly, the proof of Arkati mortality in it is unconvincing, because they are spirit beings who may take on incarnations, but a struck down incarnation isn&#039;t the same thing as killing the spirit. The IC author view here is characterizing the view of the Arkati in the Second Age as fitting and justifying the ideology of the Elven Empire, and then later religion takes this elven atheist revisionism more credulously as theology.&lt;br /&gt;
[339.2] This is also reconciling the treatment of parents/siblings relationships in &amp;quot;[[Gods of Elanthia]]&amp;quot;, which is arguably vestigial from I.C.E., with the origin legends related to Drakes where it makes no literal sense. It&#039;s treating this as Elven racial ideologies being read into the Arkati.&lt;br /&gt;
[340] This formula used to be part of Fash&#039;lo&#039;nae&#039;s gods description.&lt;br /&gt;
[341] This is suggesting that the Arkati were providing forms of spiritual magic to the Elves, and that the other forms were learned by the Elves on their own. This is sensible given the nature of the Arkati and the nature of spiritual (especially clerical) magic. The idea that there was a secularizing movement in magic is an embellishment, but basically consistent with how the House Elves were developing.&lt;br /&gt;
[342] This is reviving the I.C.E. concept of Arcane magic from Rolemaster and Shadow World, which is already present but not explained in lore with the mechanical Arcane spell circle, and is historically encoding the notion that initially there was not division into separate spheres of magic. But that there was a natural fissure already present for the elemental and spirit spheres to split apart into separate (and easier) categories of magic. Hybrid magic is closer to Arcane magic. The following section is reconciling the magic theory lore from I.C.E., DragonRealms, and what exists all the way throughout all time points of GemStone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(1) Arcane Power [343]&lt;br /&gt;
&lt;br /&gt;
Arcane magic is the wielding of the raw, undifferentiated forces into magical effects.[344] It is what would later be called &amp;quot;flow magic,&amp;quot; as opposed to the finished spells of &amp;quot;rote magic.&amp;quot;[345] The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects.[346] Esoteric magic is an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions.[347] Wielders of Arcane power are able, in principle, to cast spells of any of the spheres of magic.[348]&lt;br /&gt;
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[343] This section is generally fixing the defects and deficits of the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. It is intentionally trying to keep consistency with I.C.E. (Rolemaster and Shadow World) because those are the conceptual foundation and framework the game was built on, as well as consistency with DragonRealms, because Elanthia is supposed to be &#039;&#039;&#039;the same world setting&#039;&#039;&#039; so it should have &#039;&#039;&#039;approximately consistent cosmology and &amp;quot;magic physics&amp;quot;&#039;&#039;&#039; in both GemStone and DragonRealms (and ideally at all time points for GemStone back to 1989.) DragonRealms has magic theory due to GM posts and so forth, and there&#039;s some magic theory out of I.C.E., so it is a matter of making those consistent with what exists in GemStone mechanically and lore documents and in storyline premises.&lt;br /&gt;
[344] This is partly inspired by the [[Arcane Blast (1700)]] messaging, but also emphasizing the non-specialization into spheres of magic.&lt;br /&gt;
[345.1] These terms are from the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. This section is generalizing the magic theory, so that document is representing a particular set of positions on theory of magic. This document is speaking of broad historiographic and metaphysical categories, so that it leaves the particular schools of thought in actual history to be complicated and messy and open-ended in definition. &lt;br /&gt;
[345.2] The equation of &amp;quot;Arcane magic&amp;quot; and &amp;quot;flow magic&amp;quot; will be made more nuanced later in this section, since the view that separate spheres of magic are metaphysically fundamental would maintain that each sphere has its own flow magic. The IC author is more sympathetic to the view that undifferentiated magic is more fundamental.&lt;br /&gt;
[346.1] This sentence is dense in terminology. &amp;quot;Exoteric&amp;quot; refers to what we normally think of as casting spells in a game mechanics sense. What prior sections were calling occultism or sympathetic magic are &amp;quot;esoteric&amp;quot; magic, but when they are actual magic they are still magic just informal in the way they work. Within the category of &amp;quot;exoteric&amp;quot; there are two primary modes of magical manipulation, &amp;quot;thaumaturgic&amp;quot; spells and &amp;quot;theurgic&amp;quot; spells. This becomes the underlying reason for the split into separate spheres of magic, where the esoteric stuff is the roots of what later was conventionalized as Mentalism. These terms are about magical method, not category of behavior or effect such as a word like &amp;quot;apotropaic&amp;quot; magic which would refer to things like wards against dark magic and protection spells.&lt;br /&gt;
[346.2] &amp;quot;Essence&amp;quot; is the I.C.E. terminology and &amp;quot;mana&amp;quot; is Elanthia terminology, but GemStone still uses &amp;quot;essence&amp;quot; and &amp;quot;flows of essence&amp;quot;, and even the notion of background magical energy. In this document we are using &amp;quot;essence&amp;quot; as a generic for magical energy, including darker or more chaotic forms from infernal demonic realms and other valences and so forth, and restricting the word &amp;quot;mana&amp;quot; to the kinds of essence that are used in our ordinary &amp;quot;pure&amp;quot; magic spell circles. In the basic cosmology model Volume 2 uses, these are found in pure form in higher (but still accessible and partly intersecting) &amp;quot;near planes&amp;quot; like the Elemental planes, and other stuff like balefire and necrotic energy and so forth is essence but not &amp;quot;mana&amp;quot; by that definition.&lt;br /&gt;
[347.1] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies Erithians introduced &amp;quot;Mentalism&amp;quot; as a separate sphere of magic starting in 3,786 Modern Era, and people in Elanthia were not regarding Empaths (for example) as mentalist hybrids up through 5103. So we&#039;re here historicizing things by calling that a convention shift, and that Elanith had its own precursors to what is now called Mentalism through these esoteric traditions. The key to being esoteric magic is manipulation of magical energy and an effect that actually concretely works, whereas other more purely superstitious stuff doesn&#039;t count as occultism and so forth.&lt;br /&gt;
[347.2] Esoteric spells in DragonRealms refers to the highest difficulty level of spell casting. This notion is more or less encoded here in the premise that Arcane is magic on hard mode, and Arcane magic in actual development as rational orthodox magic (i.e. the way House Elves tried to do Arcane as opposed to how Arcane is inherently across all cultures) attempts to be thaumaturgical instead, which creates the roots of the split between elemental and spiritual magic. (The Dhe&#039;nar in contrast are described here as arriving at the elemental-spiritual split for different historical reasons.) Incidentally, trying to do sorcery with esoteric magic in DragonRealms is highly prone to backlash.&lt;br /&gt;
[348] This is the original premise in Rolemaster for the Arcane realm of power, as well as in the Shadow World setting. Equal ability in each realm, but with trade-offs for that flexibility. Similarly, hybrids had more spell list choice flexibility, and the [https://www.play.net/gs4/info/magic-guide.asp Magic Guide] on Play.net still has language originating in Rolemaster Spell Law that wrongly states hybrids in GemStone have access to both Minor and Major spell circles: &#039;&#039;&amp;quot;Major Spell circles are the deepest and most powerful concepts common to each sphere of magic, and may be mastered only by pure &#039;&#039;&#039;or hybrid users&#039;&#039;&#039; from their respective spheres.&amp;quot;&#039;&#039; What we call Major spell circles could be accessed, but with restrictions such as spell level and so forth, meaning the Hybrid and Arcane caster didn&#039;t have access to some of the most powerful single realm Pure spells. (Though they had their own base lists.) This is effectively the same situation in GemStone because of the limitations on [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles.[349] Most with a talent for magic have at least a minor capacity for Arcane.[350] It is mostly a thaumaturgical mode of spellcraft, only able to imitate the effects of purely theurgical magic.[351]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[349.1] This is framing why we can&#039;t just train up the Arcane spell circle natively, but are able to use all these spells of other spheres through our magic item use and arcane symbols training. This document is leaning on the DragonRealms concept of magic items effectively acting as the confound instead of depending on what we would call the attunement of the spellcaster.&lt;br /&gt;
[349.2] The discussion of &amp;quot;confounds&amp;quot; further down will explain in an IC way why there is native spell circle limitation for these spellcasting professions. Because our character classes are implicitly using what are more explicitly called confounds in DragonRealms, and essentially attunement to forms of mana, it creates specialization limitations on the ability to manipulate magic in other ways. Similar to what tacitly exists within professions with not being able to max out all the lores (e.g. tradeoff between necromancy and demonology). In Rolemaster there were just hard limitations, but DragonRealms rationalizes it.&lt;br /&gt;
[349.3] Furthermore, in DragonRealms the lack of attunement to particular forms of mana is the natural state for spellcasters, and it must be actively gained. Through tutelage of another spellcaster, guilds and so forth. This means the lack of attunement (except for relatively rare [https://elanthipedia.play.net/Magical_theory spontaneous attunement]) is the natural state of magic, and that specialization is an artifice that historically would have developed later. This would be consistent with Shadow World and would be consistent with GemStone&#039;s arcane blast spell being natively known by full spellcasters of all realms even when they have no spell research training yet. In DragonRealms these mana type attunements involve a physiological relationship of the body. Volume 1 does not go into that. But there is some of that in GemStone in relation of mana to nerves.&lt;br /&gt;
[350] This is playing off all the full magic casting professions having self-knowledge of [[Arcane Blast (1700)]] (which costs no mana to cast, it is effectively just shoving the raw essence at something). In DragonRealms spellcasters are naturally unattuned and usually only become attuned with training in magic traditions. So we are keeping the premise that Arcane is the natural state of magic casting. But historically the Arkati skewed it with teaching magic involving themselves as confounds. Then the Elves we posit do a rationalist/materialist backlash, going back to constructing magic for themselves starting with Arcane, which then leads to the elemental and spiritual split, and eventually mentalism. It becomes academic whether spiritual magic or Arcane magic should be considered historically prior. Technically Arcane is always prior. And related to this document, the animist spiritual magic traditions do not necessarily begin in Arkati, and you can have dark magic traditions out of Arcane roots and not related to Elven orthodox magic, without having come from Arkati. (And after all, Althedeus would teach blood magic to his minion in any give period, and similar demonic powers can go to the warlocks.)&lt;br /&gt;
[351.1] This is setting up the symmetry breaking of being unified magic but splitting up into separate spheres. Arcane magic is tapping the flows of essence, not channeling spells from a deity. It&#039;s replicating the spell effects, but not doing it theurgically. This leads to the split between what in Rolemaster is &amp;quot;essence&amp;quot; and &amp;quot;channeling&amp;quot;, and what by effect is called &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; in the Elanthia setting. Classical sorcery gets defined here later in a way that shows why it is methodically inbetween and therefore &amp;quot;hybrid&amp;quot;. Esotericism could also be considered an informal cousin to thaumaturgy as well, maybe more generally what is left out of the thaumaturgy and theurgy division, with sorcery having natural tendency into it.&lt;br /&gt;
[352.2] This sentence is also slightly misleading. Strictly speaking, Arcane magic is natively esoteric magic, and is classified that way in DragonRealms. Esoteric magic is a modality related here to informal lay magic, and lack of attunement is the natural initial state of magic users, unless they weirdly got attuned without training for some reason (e.g. [[Cyph Kestrel]], [[Brieson Cassle]]). The esotericism is in the lack of rational understanding of the flow magic, and the dark magic traditions are similarly rooted in Arcane. What this sentence is really saying is that the orthodox magic tradition developed thaumaturgically, constructing rote magic or within-spheres-only flow magic, with exoteric spell casting in reaction to theurgical magic, where Arkati taught magic involved attunement toward themselves. This attempt to construct rational magic by tapping the flows of essence themselves becomes thaumaturgy, which is a modality that naturally splits the elemental and spiritual spheres and tries to tame it into rote spell patterns, and as a consequence of that leaves out the esoteric traditions. Likewise, in DragonRealms sorcery is considered esoteric magic, also rooted in irrationalism and emotion, which is a Dungeons &amp;amp; Dragons sorcerer versus wizard kind of distinction. Here we are saying the Faendryl primarily tried to construct sorcery as thaumaturgical, exoteric magic, such as the Mahkra asylum being a &amp;quot;thaumaturgical asylum.&amp;quot; But sorcery very naturally turns to esoteric forms, which is part of why it naturally merges with the black arts traditions (and has some mentalist-seeming aspects), which are approaching sorcerous magic that way from the beginning.&lt;br /&gt;
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While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that dates back to the early Elven Empire.[352] It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which together influenced the merger of sorcery with the black arts.[353] Loosely speaking, there were the &amp;quot;monists&amp;quot; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &amp;quot;dualists&amp;quot; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot;[354] In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens.[355]&lt;br /&gt;
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[352] The motivation for this is realism. It does not make sense that there would not be conflicting magical philosophies, especially on metaphysical and methodological questions. Academic disciplines always have philosophical disputes on their foundations. So this section illustrates how contrary metaphysical views of magic can exist without an empirical difference between them.&lt;br /&gt;
[353] This is the tie-in with the historicism of the document. There is not an empirical difference in the magic, but the philosophies themselves guide development in different directions. Especially relevant for merging foreign traditions. Doing two broad categories leaves the whole thing open-ended in specific historical details.&lt;br /&gt;
[354] This tension is present in the I.C.E./Rolemaster basis of our whole magic system. The Arcane concept was invented later for Rolemaster Companion, and the Shadow World setting adopted it and made it historically prior to hybrid magic which was historically prior to the three single realms. But then you have a conflict over which is the more natural and fundamental state of magical power. Later Shadow World books include a paragraph to the effect of &amp;quot;I don&#039;t know what we were thinking when we came up with hybrid magic, because mixing these completely different things together doesn&#039;t make sense.&amp;quot;&lt;br /&gt;
[355] This is historicizing why there is an Arcane circle, why the spells in it are often spells that could belong to other spell circles, and why there are these spheres of magic in spite of having Arcane magic. This sentence is not including Mentalism, because of the framing that a third coequal sphere of magic is comparatively recent history with the Erithians, and the earlier framing that esoteric magic traditions were informal rather than orthodox magic theory. This section is mostly talking about organized magic in civilization, especially the Elven Empire, but its motivation is for explaining Faendryl magic.&lt;br /&gt;
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It was dangerous to try to wield elemental magic with the powers from spiritual sources.[356] The inanimate world was made of the elements and the animate world was made of the spirit.[357] When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic.[358] This subsumed our various antecedents of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist.[359] The spiritual planes of existence that had been characterized as dream worlds now tend to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; corresponding to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.[360]&lt;br /&gt;
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[356.1] This is inherently sorcerous with corruption and backlash risks in DragonRealms, which categorizes different kinds of sorcery depending on which kinds of mana/magic are being improperly crossed. In GemStone we have some explicit chaotic backlash framing for doing this kind of crossing in the combination of Elemental/Spiritual/Mentalism dispels.&lt;br /&gt;
[356.2] This is helping motivate the split into separate spheres of magic. You cannot use power from deities to cast mage spells, and so on, because bad things will happen. But if you want the bad things to happen, you&#039;re doing forms of sorcery.&lt;br /&gt;
[357] This is an oversimplification, the body is not made of spirit. It&#039;s just characterizing the split in spheres of magic in terms of the metaphysical dualism of materialism and immaterialism, with the Elven Empire having been previously characterized in this document as largely materialist in its metaphysical prejudices. &lt;br /&gt;
[358] The IC author bias is that Mentalism is more of a fashionable convention on the elemental-spiritual interface than an actual coequal sphere of power.&lt;br /&gt;
[359] This precursor framework is necessary for the world setting to make sense. It&#039;s not like there were no empaths before Erithian Mentalism was introduced to Elanith.&lt;br /&gt;
[360] This is an embellishment. It follows on the existence of the Elemental Planes in &amp;quot;[[History of Elementals]]&amp;quot; and the existence of spirit planes such as in &amp;quot;[[Giantkin History]]&amp;quot;. But we have the dream realm of Ronan/Sheru from &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;, and now souls of the dead taking on different forms in [[Naidem]], and so forth. Volume 2 uses a simplistic cosmology of these three pure realm &amp;quot;higher&amp;quot; near planes, the higher planes that can actually be accessed from this world, and &amp;quot;lower&amp;quot; near planes of the &amp;quot;sorcerous elements.&amp;quot; All of which are distinct from &amp;quot;outer valences&amp;quot;, where the &amp;quot;near planes&amp;quot; vs &amp;quot;sorcerous valences&amp;quot; is a distinction Auchand introduced on the valences Wiki page.&lt;br /&gt;
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Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways.[361] Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance of one&#039;s own &amp;quot;aura&amp;quot; or essence personally.[362] One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation.[363] It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos.[364] Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory.[365] These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes.[366]&lt;br /&gt;
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[361.1] &amp;quot;Elemental&amp;quot; and &amp;quot;Spiritual&amp;quot; are De-I.C.E.&#039;d replacements of &amp;quot;Essence&amp;quot; and &amp;quot;Channeling&amp;quot;, which were more causal in their magical meaning, whereas elemental and spiritual are more about the kinds of spell effects most dominant in each. So the past few decades have been increasingly elemental-izing what was from the Rolemaster &amp;quot;Essence&amp;quot; lists, because it was just the Mage Base list that was elemental and not Essence realm in general. This line is getting at cause vs. effect disputes.&lt;br /&gt;
[361.2] In the Arcanist point if view, the effects can be generated without theurgy, if the essence is manipulated in the right way. But then the separatists are just doing theurgy, channeling from the spirit sources. So they end up disagreeing on what is fundamental or even what is historically prior due to the Arkati, and what the nature of magic is when done by deities.&lt;br /&gt;
[362] This is making use of the terms &amp;quot;evoke&amp;quot; and &amp;quot;channel&amp;quot;, which get used for game mechanics, but it&#039;s not really trying to read magic theory into those mechanics. &amp;quot;channel&amp;quot; stems from Rolemaster, and &amp;quot;evoke&amp;quot; is just the word we are using, because it&#039;s generally evocation magic in the Dungeons &amp;amp; Dragons sense. &amp;quot;aura&amp;quot; is post-I.C.E. category for GemStone. Savants do not seem to have defined prime requisites, but following the pattern of other professions it would be Influence. So the &amp;quot;resonance&amp;quot; or internal channeling of aura here is what mechanically would be called Influence. The real point is that Mentalism is an inwardly and largely self focused mode of magical energy manipulation, rather than drawing on outside sources of power.&lt;br /&gt;
[363] This is explaining why given kinds of effects tend to dominate out of these separate forms of underlying causation.&lt;br /&gt;
[364] Orthodox magic theory being rationalist in its metaphysical biases. This statement is partly coming from the view point of physiological limitations with mana / confound attunement, and to what extent this represents fundamental magical reality as opposed to conventions getting hard baked.&lt;br /&gt;
[365] This logically follows from the previous premises.&lt;br /&gt;
[366] Since mana is already suffused through this world, but is also in those other pure planes and those planes bleed through into ours (e.g. &amp;quot;[[History of Elementals]]&amp;quot; document), this question cannot be settled. Which means both views should exist. The [[Alusius]] NPC once claimed elemental magic here is due to the Confluence and that Bre&#039;Naere had different elements than Elanthia.&lt;br /&gt;
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There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws.[367] Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot;[368] Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental.[369] This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns.[370] Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists.[371] They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.[372]&lt;br /&gt;
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[367.1] In the Shadow World setting the essence originated in other dimensions and this world was ordinarily just physical and magic did not work if you got too far away from this planet which was near an interdimensional rift. In DragonRealms magical properties [https://elanthipedia.play.net/Category:Demons are altered] by other planes intersecting and basically changing the magic physics of Elanthia.&lt;br /&gt;
[367.2] So, basically the question is whether magic is will and wish fulfillment, or the intersection of natural laws between planes (and so forth) defines what is magically possible. Invention versus Discovery. This would be philosophically irresolvable much as it cannot be agreed upon in mathematics.&lt;br /&gt;
[368.1] This line is getting at the point in footnote 367.2. The pattern forming from rote spell use interpretation is given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. The carving nature at the joints line instead is based on Plato discussing the reality of ideal forms, and that what works best will happen to correspond to the structure of the true underlying reality. In other words, we&#039;re really discovering rote magic, by finding the things that are easier or even possible to make happen.&lt;br /&gt;
[368.2] The contrary perspective rejecting this view would maintain it is very difficult for mortals to affect the flows of essence so hugely and permanently, much as that view is [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_12:36 rejected] in DragonRealms below godlike power. Though there have been spell pattern release events in GemStone, which could be rationalized in some way, such as metastabilities and spontaneous symmetry breaking and so forth.&lt;br /&gt;
[369.1] This is following the previously framed premise that it is more difficult to make Arcane spells. The pure realms became like separation of variables, restricting equations to single coordinate axes instead of having mixed-term dependencies, and less prone to chaos. If it was a literal sphere, it&#039;d be like only theta angle directions or only phi angles, or only radial changes, changing one variable and holding the other two constant.&lt;br /&gt;
[369.2] Part of this tractability issue is physiological limitations, since the ability to manipulate magic is related to the nervous system of beings of flesh, as evidenced by what happens to nerves when overextended on mana. In principle it would be possible for a physical being [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 to exist] (DragonRealms link) without the same limitations, much as one may embed different varieties of magic into a wand and have the wand used by anyone not of that spell casting realm. The monist view would be that these physiological limits are not cosmologically fundamental.&lt;br /&gt;
[370] This is the view given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document.&lt;br /&gt;
[371.1] In the view of magic as making discoveries, there are easier and harder discoveries. The easier ones are plucked first. And for the Arcanists, the pure realms are about doing magic on easy mode, going for low hanging fruit and simplifying things for wielding more mana/power in spells. &lt;br /&gt;
[371.2] This is restoring the Rolemaster definition of &amp;quot;pures&amp;quot; as referring to single realm of power specialists. In GemStone the terminology has drifted so that hybrids are spoken of as another kind of &amp;quot;pure&amp;quot;, when the terminology should have been &amp;quot;full spellcaster&amp;quot; (pures and hybrids) as opposed to &amp;quot;semi spellcaster.&amp;quot;&lt;br /&gt;
[371.3] This is setting up a duality of being a stronger monist is a weaker specialist, and a stronger specialist is a weaker monist. Crudely, it&#039;d be like someone who casts magic through the use of [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which gets mana expensive and limited in the power and spell level of rote magic it can access. Speaking just in terms of rote spell access. Whereas those specialists have native access all the way up in their base lists, but have no native access to most of the Arcane.&lt;br /&gt;
[372.1] This is making things consistent with what is explicitly true in I.C.E. and DragonRealms, but more implicit in the GemStone implementation. Though DragonRealms treats the Arcane view (what necromancers there do) as really delusional in actuality, but the unified field mana view is a philosophy in that setting. In the I.C.E. Shadow World setting the flexibility of Arcane power is sought after by the mighty, being the way the Lords of Essaence had done magic in antiquity.&lt;br /&gt;
[372.2] This is also subtly setting up a premise that the single realm specializations, and their confounds / attunements and rote magic spells, are short-cuts to power in the sense of raw spell level and mana involved. It is relatively speaking magic on easy mode, similar to the appeal of &amp;quot;black arts&amp;quot; magic as described in Volume 2. This is to help address the nominal paradox players find in &amp;quot;well why should a 35 year old human be as powerful as a 500 year old elf&amp;quot; or &amp;quot;why would elves take so much longer.&amp;quot; That can more generally be addressed with logarithmic curves for NPC population norms, but there would also be this higher standard expectation of not short-cutting the fundamentals and full roundedness. (e.g. similar to a warrior skilled in a weapon class, but the elves would be required to train all the varieties of weapon in that class instead of just the one.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos.[373] Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot;[374] The separatist philosophies became dominant, though mostly out of practicality bias.[375] The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic.[376] These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.[377]&lt;br /&gt;
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[373] The irony of this is that &amp;quot;carving nature at its joints&amp;quot; can be regarded by the separatists as the monists reading their own limitations into the cosmos. But this is going of &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; talking about spheres of magic having their own forms of flow magic. For monists there is just flow magic and it is inherently Arcane flow magic, and there would be relatively little in the way of rote Arcane magic.&lt;br /&gt;
[374] The sorcerous backlashes are drawing off DragonRealms, to some extent combinations of dispel magics in GemStone, and to some extent magical failures such as when failed enchants resulted in cursed items. Here &amp;quot;clash of incompatible powers&amp;quot; is the separate spheres of magic worldview, while &amp;quot;cutting against the grain&amp;quot; is the monist view of nature is easiest cut at its joints. The very last part is about the distinction between the sorcerous backlash of something like dispel combinations versus an actual sorcerer spell.&lt;br /&gt;
[375] The practicality bias zing is the IC author bias. The three spheres are reasonably natural divisions in this framework. But there would be some truth in development going into directions were gains are easier.&lt;br /&gt;
[376] This is from &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the comparative absence of Arcane spells in the game and the framed premises from this document. &lt;br /&gt;
[377] This contextualized meaning of &amp;quot;spell circle&amp;quot; is an embellishment, but related to the monistic single sphere analogy in footnote 369.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect.[378] In the separatist view, these are the divisions of nature, with metaphysical verisimilitude.[379] For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions.[380] One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits.[381] Mentalism giving proof to the lie.[382]&lt;br /&gt;
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[378] Realms of power is the Rolemaster terminology. This is just stating explicitly that the spheres of magic in the Elanthia setting are effect / phenomena oriented in what they are called, and then you have metaphysical philosophies disputing whether that is substantively correct or just characteristic phenomena from underlying causes.&lt;br /&gt;
[379] Ironically, nature cut at its joints, at the realm of power level rather than the spell pattern level.&lt;br /&gt;
[380] Somewhat natural because they come from distinct modalities of essence manipulation.&lt;br /&gt;
[381] These are the four divisions of mana in DragonRealms, whereas GemStone presently uses three. There&#039;s some precedent of moon oriented magic in GemStone (e.g. Melgorehn&#039;s Reach, the Red Forest release, Imaera&#039;s shrine release, Lornon&#039;s Eve in &amp;quot;[[Elanthian Moons]]&amp;quot;, etc.), and it would be plausible for ranger/druid animist kind of magic to be considered distinct from mana from deities, so those could split apart elemental and spiritual. Mentalism would actually go with lunar, or possibly lunar and life, because of the plane of probability and so forth in DragonRealms. Moon Mages there are roughly the same thing as Astrologers in Rolemaster, which are Mentalist-Channeling hybrids. Necromancy in DragonRealms are the subsets of sorcery that cross other mana types with life mana. For this document we are more explicitly including in demonic energy forms for &amp;quot;black arts&amp;quot; necromancy, which is seemingly a much more implicit and ill-understood aspect in DragonRealms.&lt;br /&gt;
[382] This is referencing off the introduction of &amp;quot;Mentalism&amp;quot; as a third sphere of magic as a convention reorganization, which &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies should be because of the Erithians, and this document&#039;s framing of esoteric magic precursors now redefined as Mentalism.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hybrid magicks are those forms of spellcraft that fall in between the spheres.[383] In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies.[384] The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power.[385] Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition.[386] Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed.[387] In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power.[388] Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way.[389] In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption.[390]&lt;br /&gt;
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[383] This is true by definition, such as in the [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;], which is carried over from Rolemaster Spell Law.&lt;br /&gt;
[384] This could reasonably characterize empaths and bards after the GemStone IV conversion. In the Rolemaster Spell Law version, it&#039;s seemingly meant to be a combination, and the caster&#039;s warding resistance goes by the single realms. Hybrid casting is such a calculation mess that the Shadow World Master Atlas started recommending having the player pick one realm or the other as the source of their power to just simplify everything. &lt;br /&gt;
[385] This is what &amp;quot;sorcery&amp;quot; means in DragonRealms and the fusion concept exists in GemStone. The premise of hybrid magic being closer to Arcane power, including historically, and that Arcane is the raw primal form of essaence (mana), is established in the Shadow World setting. So in this document we are using this notion of what hybrid means in the context of sorcery.&lt;br /&gt;
[386] DragonRealms defines different kinds of sorcery, with different kinds of corruption, depending on which kinds of mana are being unnaturally combined. This document (especially Volume 2) invokes various terms used in creature and spell messaging as &amp;quot;sorcerous elements&amp;quot; and allows quite a few variations of sorcery to exist. This document is also generalizing beyond the elemental-spiritual dichotomy for sorcery, which refers to what will be defined as &amp;quot;classical sorcery.&amp;quot; Which is what the &amp;quot;much narrower definition&amp;quot; is referencing. The Sorcerer profession definition is straight from Rolemaster Spell Law, and the base list as implemented in GemStone has never matched it, including a lot of stuff that didn&#039;t come from Rolemaster Sorcerer lists.&lt;br /&gt;
[387] This is partly referencing the mangling that has happened to meaning of &amp;quot;pure&amp;quot;, and partly referring to this issue of whether Arcane is the raw primal form of magical energy or if it is just fusionism.&lt;br /&gt;
[388] This view is framed in this document, and also reviving that premise from the Shadow World setting.&lt;br /&gt;
[389.1] The next section will limit the scope of what the word &amp;quot;sorcery&amp;quot; means. It&#039;s not Arcane magic in general. But the next section also yanks some Faendryl focus away from sorcery. The original premise was: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not the same thing as sorcery, it just explains why as a subset, the Faendryl would have been poised to be relatively strong in sorcery. And by that same reasoning, Arcane, so we are pushing for the Faendryl to have pressed for a universality scope to magic and it bent increasingly to sorcery over time. &lt;br /&gt;
[389.2] In DragonRealms sorcery in general, of which necromancy is a subset, is considered [https://elanthipedia.play.net/Post:Thought_crossed_my_mind._-_2/19/2009_-_17:17:54 part of] Arcane magic. There is some language used about sorcery in DragonRealms being emotional, irrational and &amp;quot;esoteric&amp;quot; magic, that is understood by few and that there is significant amounts of use in spite of lack of understanding of what is really happening, which is supposed to be true of what necromancers are doing and how that is likely really ultimately demonic in nature but not being understood. That is similar to the fundamentally alien way Evil spell lists are described in Shadow World. In this document this kind of dark esotericism is represented in the black arts traditions, which is related to Arcane coming from the non-orthodox direction of the practices and cultures in places with dark essences / sorcerous elements like Rhoska-Tor. Faendryl sorcery in its orthodox rationalism is largely fusionist philosophy, but there are also monists believing there is some fundamental unified form of Arcane mana / essence that transcends the differentiation of planes and their magical properties.&lt;br /&gt;
[390] This is the nature of sorcery in DragonRealms. There is similar messaging in GemStone, such as the word &amp;quot;unnatural&amp;quot; in [[Ensorcell (735)]] flares.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations.[391] Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness.[392] Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence.[393] Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms.[394] But it takes Arcanist talent to be so flexible.[395]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[391] This is partly based on the Arcane spell circle in GemStone IV, partly based on the Rolemaster Companion and Shadow World Arcane spell lists, and partly based on the description of Arcane magic in DragonRealms.&lt;br /&gt;
[392] This is based on Arcane spell manipulation and engineering in Rolemaster&lt;br /&gt;
[393] This is based on the Shadow World spell lists which are Arcane in nature, such as the Warding list, the Rolemaster Companion Earthnodes list, to some extent the elemental lists in GemStone, and the Arcane magic description in DragonRealms.&lt;br /&gt;
[394] This is partly based on the spells in the Arcane circle in GemStone IV that cast with either Sorcerer or realm specific CS, that were once spells in other spell lists, and it is partly based on the high redundancy of spells in Rolemaster across spell lists.&lt;br /&gt;
[395] This is the Shadow World concept of Arcane power talent, to some extent justified in GemStone IV by spells like [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], and to some extent the Rolemaster Companion nature of Arcane magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Arcanist pays a price for this fluidity.[396] The more specialist wielders of magic make use of confounds.[397] These are external forces for leveraging the power of magical effects.[398] Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic.[399] Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms.[400] However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling.[401] This is from their lack of reliance on confounds.[402]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[396] In Rolemaster the Arcanist spell casters have the same kind of trade-offs that Hybrids, just with all three realms of power (essence, channeling, mentalism) instead of just two realms for hybrids. There are also many blends of Arcane mana in DragonRealms, it&#039;s just that there it&#039;s [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:46:58 only] the Necromancer variety that is being dealt with, and spellcasters in DragonRealms naturally begin as unattuned. They attune because of guilds / traditions that use confounds to augment magical effects.&lt;br /&gt;
[397] This is pulling in the concept which is used explicitly (though not in its [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_11:39_AM fullest nuance] mechanically) in DragonRealms. This document uses the position that confounds exist in GemStone&#039;s Elanthian magic as well, it&#039;s just swept under the rug and implicit compared to the game mechanical ways they are used in DragonRealms. GemStone has the analogous concepts and attunements. Making use of the confound concept helps us explain how stuff like &amp;quot;blood magic&amp;quot; is different from just, say, using troll blood as an alchemy ingredient. The Arcane mana usage in DragonRealms that is not necromancy does have this confound absence property.&lt;br /&gt;
[398] This is the definition of the word. Its being a &amp;quot;confounding&amp;quot; element in the spell casting for augmenting the spell power is why it is called a confound.&lt;br /&gt;
[399] This is implicitly present in the profession classes of magic users in GemStone, and then in some cases further narrowed, such as elemental attunement. The trade offs between &amp;quot;lore&amp;quot; training should also be interpreted this way, lore skills should be treated as differential potencies or attunements to the class confounds. Similarly, &amp;quot;convert&amp;quot; status for clerical and paladin magic should be interpreted as a mana source, as well as the class confound being narrowed to a single deity. This would be specific to the way those classes do their magic, and not about worship. (i.e. It would make no magical sense for a Cleric to have polytheistic conversion, just because that is not how Cleric magic works. That dates back Rolemaster and Shadow World.)&lt;br /&gt;
[400.1] This is a limitation built into Rolemaster spell research training, and the language from Rolemaster Spell Law on this for hybrids is still present in the Play.net &amp;quot;Magic Guide&amp;quot;. Hybrids such as a Sorcerer in Rolemaster have the flexibility of choosing Open and Closed spell lists (what we call Minor and Major circles) from two realms instead of only one, but Hybrids are restricted in how high in spell level they can learn from the Closed (Major) lists. Their Base lists go as high as a pure base list, and could have redundant spells with pure base lists, but it&#039;d be from an assortment of other classes and so not as thorough and often not as high in any given kind of spell effect as the pures (limited number of spell slots and a wider variety of kinds of spell with multiple power level versions of the same spell) which are more focused in that kind of spell to the exclusion of other kinds of spells. The [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;] still says hybrids can learn Major lists, but this has never been mechanically true in GemStone. &lt;br /&gt;
[400.2] More informally, this &amp;quot;difficulty with the more powerful spells&amp;quot; is encoded into [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which only gives access to common scroll system spells. Magical items such as scrolls get around the confound issue, which is about the physiological limitations and attunement of the caster. In principle there are &amp;quot;spell patterns&amp;quot; not neatly in the spheres of magic that might only be workable off scrolls, not being patterns that can be permanently remembered (i.e. spell self-knowledge) by our mechanical magic classes, much as we cannot with rote spells of other spheres without the aid of an object. But examples of such non-learnable spells are the magic item spells in our treasure system not accessible by 1750.&lt;br /&gt;
[401] This is largely based on the defensive spells in GemStone&#039;s Arcane spell circle, such as [[Arcane Decoy (1701)]] and [[Arcane Barrier (1720)]].&lt;br /&gt;
[402] This is an embellishment but a sensible reason for it within this magic theoretic framework. Sorcery and necromancy are considered (hybrid) [https://elanthipedia.play.net/Sorcery subsets] of Arcane in DragonRealms and do have confounds. But what we are going for here is the notion that introducing confounds when doing Arcane is how you end up with splitting into narrower specializations and ultimately leading to non-fusionist &amp;quot;pure&amp;quot; magic. Monism vs. separatism in the history of sorcery would be about confounds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood.[403] Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter.[404] Witchcraft, blood magic, and black shamanism use mediating substances.[405] Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers.[406] Thus this trade off exists in fluidity with dark magic.[407] Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization.[408] However, it has that natural tendency, for much the same reasons as sorcery.[409]&lt;br /&gt;
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[403] All of the confound examples in these three sentences come from [https://elanthipedia.play.net/Magical_theory#Confounds the confounds] for character classes in DragonRealms.&lt;br /&gt;
[404.1] This is based on the Rolemaster definition for the Sorcerer class, which is still the language used for the Sorcerer profession on the Play.net website. Sorcerer base lists in Rolemaster fit this definition much better and more literally than the GemStone implementation of Sorcerers, which has since reoriented to necromancy and demonology, which for the most part are not Sorcerer magic in Rolemaster. (Though professions like necromancer and witch and so forth in Rolemaster Companion are treated as Sorcerers for training purposes, and sorcerers are often included when talking about evil magic stuff.) In Shadow World the Sorcerer class is not &amp;quot;evil&amp;quot; for system purposes, because it is the &amp;quot;Evil&amp;quot; professions that use dark essences / the power of Unlife. However, Shadow World also treats the Evil &amp;quot;pure&amp;quot; professions as hybrids, so they&#039;re effectively &amp;quot;dark sorcerers&amp;quot; which is the terminology distinction used in this document versus Rolemaster style &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[404.2] DragonRealms also talks about a [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 &amp;quot;sorcerous focus&amp;quot;] as a mediating device between two incompatible forms of mana, allowing the efficient manipulation of the other form of mana by proxy. This is a rationalizing approach evading &amp;quot;the emotional terror of pure sorcery&amp;quot; and tunes narrowly into specified realms. So &amp;quot;classical sorcery&amp;quot; with its constitutive matter confound, as described here in this document, is about the Faendryl doing a rationalized orthodox magic approach to sorcery in the Second Age.&lt;br /&gt;
[405] This is based on things that have happened with NPCs in storylines, especially Raznel and Quinshon, and to some extent Grishom Stone and Elithain Cross. &amp;quot;Witch&amp;quot; in this document is a convention for the black magic users, not the &amp;quot;good witches&amp;quot;, and this mediating substance / confound point is part of how we are defining the word for this document. The mediating substances such as blood and vermin like maggots, worm, and scarabs, and sorcerously debasing the mediating substances.&lt;br /&gt;
[406] The &amp;quot;thanatology&amp;quot; confound for necromancers comes from DragonRealms. The first part of the sentence about life forces is based on GemStone&#039;s Sorcerer abilities such as Sacrifice and its in-game explanation. The last part about &amp;quot;sorcerous elements&amp;quot; involves the Sorcerer profession use of [[Balefire (713)]], which is defined as a sorcerous element in Volume 2, and the demonology lore skill. Attunement to demonic powers is invoking the Dungeons &amp;amp; Dragons warlock kind of class archetype. This is specifying &amp;quot;dark sorcery&amp;quot; because we are using &amp;quot;classical sorcery&amp;quot; to refer to the Rolemaster kind of spells which mostly do not have anything to do with demons or the undead and are about the immediate destruction of specific forms of matter.&lt;br /&gt;
[407] This is meant to establish that magical manipulation with these other energies follows the same modalities and physical limitations as the rest of magic. But in Volume 2 it is argued that &amp;quot;dark essence&amp;quot; magic is basically easier flow magic for creating malevolent / bad effects and so effectively provides a short-cut to power for malicious uses.&lt;br /&gt;
[408] This is partly based on Rolemaster&#039;s Arcane spells, and partly based on how [https://elanthipedia.play.net/Category:Arcane_magic Arcane magic] is [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:52:11 described] in DragonRealms. For example, a [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 saved post] by Armifer on the subject, from 2010. This post also builds in its natural strong tendency leading toward sorcery. Similar logic in it also informs what this document says about teratology and cryptozoology. Likewise, in the I.C.E. Shadow World setting, the Lords of Essaence (ruled at the end by Empress Kadaena) were largely responsible for mutating and creating the race/monster varieties, and they were generally Arcane spell casters. Later Rolemaster books also have monster races (e.g. orcs) being created by demon magi (Rhodintor).&lt;br /&gt;
[409] This document talks about the reasons for sorcery having corruptive tendencies, and why it is prone to destruction, which is explicitly true in DragonRealms. Arcane magic is not inherently prone to destruction, but as we&#039;ve defined it, it&#039;s harder to manipulate without failures and so forth. And this is tacitly acknowledging the corruption of the Lords of Essaence, and the framing that sorcerous magic comes out of Arcane magic historically because the destructive effects of handling mana this way are easier to accomplish. This section is setting up the rationale for why Faendryl universalism with magic gave way to increasingly sorcerous magic, and then the nature of sorcery will show why sorcery was inclined and able to merge with some of the black arts, becoming &amp;quot;dark sorcery&amp;quot; and a darker more corruptive form of magic. (Mostly in later time periods, but a rogue sorcerer in the Second Age going out to live with the wasteland warlocks would probably be doing &amp;quot;dark sorcery&amp;quot;.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(2) Sorcery&lt;br /&gt;
&lt;br /&gt;
In the early years of the Elven Empire, the black arts were deemed religious magic and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were not sorcery.[410] Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined.[411] It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter.[412] That is, it was an effect without mediation, assaulting the matter itself.[413] This involved channeling toward a target and turning its own essence against it.[414] The destruction is specific to the essence of the exact form being targeted.[415] There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.[416]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[410.1] This was already framed more or less by the previous sections. This is using the Rolemaster Spell Law type of sorcery, which is still the Sorcerer [https://www.play.net/gs4/info/professions/sorcerers.asp definition] on the Play.net website, to define what &amp;quot;sorcery&amp;quot; would have meant in the early Elven Empire before Faendryl summoning. It would not have included demonic summoning and undeath in that period, unless someone were [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 loosely using] (DragonRealms link on this same ordinary use of language issue) the word &amp;quot;sorcery&amp;quot; as equivalent for these black arts. We&#039;ve set up the &amp;quot;black arts&amp;quot; as arising out of the debasement of spiritual magic with dark energy sources, and the sort of thing demon worshippers were doing. It uses the term &amp;quot;theurgical conjuration&amp;quot; for that kind of demon summoning, which would be like the demons of [[Cloak of Shadows (712)]] and [[Torment (718)]] rather than the demons of [[Minor Summoning (725)]] which are pulled materially through a rift. The &amp;quot;highly forbidden&amp;quot; is making sense of the condemnation in the Faendryl exile dating back to &amp;quot;[[History of Elanthia]]&amp;quot;. &lt;br /&gt;
[410.2] In Rolemaster the demonic summoning is more of an Evil Mage type of magic and necromancy in the sense of creating undead is Evil Cleric magic. (Though Rolemaster Companions may have demon summoning classes that are essence-channeling hybrid and these get effectively treated as Sorcerers.) These classes (along with many others) were not implemented in GemStone. Various spells from the Evil spell professions were incorporated into the Sorcerer profession, so the Sorcerer profession in GemStone has never matched its class definition, which came from Rolemaster. Because only some of the Sorcerer spells in GemStone are actually Rolemaster Sorcerer spells. Others are from Evil lists. Manny&#039;s guide from the I.C.E. Age argued for this reason Sorcerers in GemStone are evil.&lt;br /&gt;
[411] This is explicitly historicizing the word. It doesn&#039;t make sense for Faendryl to be doing &amp;quot;sorcery&amp;quot; but for sorcery to be defined in terms of necromancy and demonology that early. This is easy to make sense of by looking at earlier versions of the Sorcerer profession in GemStone and in Rolemaster.&lt;br /&gt;
[412] This is the Sorcerer class definition from Rolemaster and on the Play.net website. It refers to spells like [[Mana Disruption (702)]] and [[Limb Disruption (708)]] and [[Pain (711)]]. This document&#039;s modern definition of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; as generalizations of the animate and inanimate matter distinction to generalize beyond elemental-spiritual duality to analogs of that with sorcerous elements is meant to reconcile all this.&lt;br /&gt;
[413] Rolemaster Sorcerer spells were all clearly of this nature, it&#039;s not like throwing a ball of fire at something. Limb disruption only works on limbs. Etc.&lt;br /&gt;
[414] This is illustrating a &amp;quot;hybrid&amp;quot; modality of spellcasting, compared to what was described in the prior section about &amp;quot;channeling.&amp;quot; This is reiterating the prior section&#039;s description of classical sorcery using the constitutive matter of the target as its confound, which reconciles the Rolemaster and DragonRealms concepts of sorcery. This description explains how [[Dark Catalyst (719)]] (targeting mana), for example, is very much a sorcerer spell and not a wizard spell. Due to the way it works.&lt;br /&gt;
[415] Limb disruption only works on limbs. Dark Catalyst does not work on something without mana. Etc. One subtlety about this specificity of ideal forms is that it is a backdoor into sorcery for occultism, which here we are leaning into its real-world ties to Neoplatonism. Since we treat this occultism as part of Elanith&#039;s precursors to mentalism, this is in a subtle way speaking to the seeming overlap of sorcery with destructive mentalism, and explaining why that is the case. As such the next line is actually a logical continuation of this line.&lt;br /&gt;
[416] One third of the Rolemaster Sorcerer spells were &amp;quot;mind&amp;quot; type attacks, with redundancy in mentalist spell lists. This is related to Rolemaster&#039;s categories being cause oriented rather than effect oriented. You could have a Channeling profession in Rolemaster that is all elemental effect spells by using elemental spirits. So, this is explaining the mind effects of sorcery in GemStone, though Dev has been gradually de-mentalizing sorcery for a couple of decades. By our definitions, when the target is the brain or mind, you get a mind type effect. And since mentalism is defined as the self-manipulation of essences, sorcerers manipulating the essence of the target has a natural similarity to mentalism, but only in destructive ways. This logic combined with sorcery being relatively closely related to Arcane power explains the semblance of mentalism in classical sorcery. Dark sorcery does things in a different way. (e.g. nightmare is a curse, mind jolt is exposure to another valence)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power.[417] In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot;[418] The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis.[419] These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power.[420] The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic.[421] There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.[422]&lt;br /&gt;
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[417] This is the definition of how sorcery works in DragonRealms. This rationale is not present in the I.C.E. materials. The separatists would also reject the unified mana perspective as it is rejected by [https://elanthipedia.play.net/Sorcery &amp;quot;mana spectrum&amp;quot;] theorists in DragonRealms, that so-called &amp;quot;Arcane mana&amp;quot; is really an unnatural aggregate of distinct forms of mana. Monists would be like DragonRealms &amp;quot;mana field&amp;quot; theorists.&lt;br /&gt;
[418] This implicitly follows from the premise of the previous sentence. Monists are just interpreting it differently. But this sentence helps frame why there is a natural tendency toward sorcery without it being driven by cultural malice. The Faendryl disproportionately develop sorcery out of practicality bias, much as humans later do with single realm specialization magic (and their anti-sorcery biases.) It is faster paths to wielding higher power or crafting spells of higher power.&lt;br /&gt;
[419] This is the Rolemaster lore for essence and sorcery, combined with the metaphysical language from DragonRealms.&lt;br /&gt;
[420.1] This is giving better meaning to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not saying Faendryl focused on sorcery. People assumed that initially because of the demonic summoning and implosion at Maelshyve, and the sorcerer profession being elemental-spiritual hybrid. But we are establishing why sorcery fell out of this approach over the long run. &lt;br /&gt;
[420.2] More specifically, the separatist approach leads to a lot of different kinds of sorcery by combining different forms of essence, while the universalist approach helps bring in and incorporate the black arts in the Faendryl exile period. It converges on the same thing.&lt;br /&gt;
[421] Other Houses have had and still have sorcerers. There has to be differentiation between more and less acceptable sorcery. There is nothing all the objectionable about [[Mana Disruption (702)]], for example, unless someone was especially aggrieving at the chaotic disruption of mana and the corruptive pollution that might cause long run. Classical sorcery has been here defined in an inherently destructive way in its meaning. It does not include the malevolent stuff in the black arts.&lt;br /&gt;
[422] This is analogous to the notion that any tool can be used as a weapon, but things that are designed to be used as weapons can have much more limited range of non-weapon uses. Limb disruption is really only useful for breaking or exploding limbs. It can only be practiced by blasting limbs with it. Its reason for existence is to smash the limbs of its targets. This is all sensible as war magic, and so forth, but it is not the high minded &amp;quot;research&amp;quot; that Faendryl are framed as doing. Though some of this, such as Phase, would plausibly come out of trying to research the essence foundations of matter, and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together.[423] This is rooted in the nature of corruption.[424] While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly.[425] Similarly, when dark forces are brought in from what are now called the sorcerous valences, they must be used or even fused with the forces of this world.[426] In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects.[427] Sorcery is especially cruel when inflicted on the living.[428]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[423] This paragraph is about to explain that dark essences have to be used in an inherently sorcerous / hybrid way because of their unnaturalness in this plane, which is reviving the Shadow World treatment of the Evil &amp;quot;pure&amp;quot; spell classes as hybrids. The historical forces mentioned here are the population migrations described earlier and later the Faendryl exile. Etc.&lt;br /&gt;
[424] Corruption is defined more thoroughly in Volume 2.&lt;br /&gt;
[425] This is partly referring to failed Wizard enchants cursing the items, partly to stuff like [[History of Reim|Kingdom of Reim]] being cursed into undeath because of sorcerous backlash from its magic users of different kinds trying to stream mana together, partly how this document defines the word &amp;quot;curse&amp;quot;. Rolemaster sorcery also had &amp;quot;black channels&amp;quot; curse spells. Sorcery as disrupting the essence foundation of matter directly plays into the definitions of &amp;quot;curse&amp;quot; and &amp;quot;corruption&amp;quot; in this document.&lt;br /&gt;
[426] This is the concept in footnote 423.&lt;br /&gt;
[427.1] This logically follows from all the preceding premises, and helps explain how the Faendryl transition into using darker forms of their own magic, then being in Rhoska-Tor where there is a lot of &amp;quot;dark essence&amp;quot; per &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This sentence is also playing off the high redundancy between the Rolemaster Sorcerer base lists and the Evil pure lists, while in the Shadow World setting only the Evil lists were evil for system purposes because of the kind of energy it was using. The difference here is that we are also including the DragonRealms notion of ordinary sorcerous magic being corruptive. It treats stuff like necromancy and the undead as ultimately demonic in origin, but that it is happening in a way that is largely beyond the capacity of the necromancer/sorcerer to understand. That in turn is similar to alien nature of Evil spells in Shadow World, which are an entirely separate source of power for spell users, and cannot be used without corrupting the caster.&lt;br /&gt;
[427.2] The ability to do the same kinds of sorcerous spell effects in the different ways, with ordinary mana and dark essences such as &amp;quot;anti-mana&amp;quot;, also works the other way. It helps explain why [[Vvrael warlock]]s and [[Vvrael witch|witches]] cast seemingly ordinary spells. Volume 2 defines &amp;quot;anti-mana&amp;quot; as the purest most corruptive extreme of what this document calls &amp;quot;the sorcerous element of darkness.&amp;quot;&lt;br /&gt;
[428] This is due to the inherent nature of what classical sorcery is and does to targets. But this is framing how a sorcerer could exist who doesn&#039;t use any of the animate matter targetting spells.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra.[429] While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, plaguing the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities.[430] They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds.[431] The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities.[432] When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world.[433]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[429] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The Patriarch numbers combined with the timing for Patriachs 1 through 13 require this to have happened before roughly -40,000 Modern Era, which is roughly twenty thousand years before Despana and twenty-five thousand years before the Faendryl were exiled for demon summoning. The phrase &amp;quot;new magic&amp;quot; in &amp;quot;History of Elanthia&amp;quot; for demonic summoning was a lie, and &amp;quot;History of the Faendryl&amp;quot; requires it to be a lie. (Elizhabet Mahkra is an obvious anagram of Elizabeth Arkham, the insane asylum from Batman. Arkham itself in turn comes from Lovecraft.)&lt;br /&gt;
[430] The Elves would have known about the Ur-Daemon and demons long before they understood anything of cosmology. This is also based on &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Now believed to be extra-dimensional intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately 100,000 years ago.&amp;quot;&#039;&#039;&lt;br /&gt;
[431] This is just consistency with existing world setting premises and phenomena. It does not make sense for demons to have not been &amp;quot;naturally&amp;quot; / accidentally present in the world, so the Elves would have always known what &amp;quot;demons&amp;quot; were, it was not some new and out of no where revelation at the Battle of Maelshyve. This is talking about full manifestations or incarnations, demons fully materially in this world, directly analogous to being summoned in the Faendryl manner. What this document describes as theurgical conjuration is either calling upon or hijacking these already present demons, or summoning immaterial demons through weaknesses in the veil, meaning thinness rather than holes. This notion of thinner veils in some places has multiple established precedents, including Sorcerer Guild summoning chambers and the Sorcerer sense verb. This is also partly why this document talks about the distinction of demons from other wicked spirits being a convention.&lt;br /&gt;
[432] &amp;quot;Otherworlds&amp;quot; is a term used in the Sylvan documentation, and in the real-world is also part of fey mythology. &amp;quot;Essence barriers&amp;quot; is from the Shadow World setting terminology, and refers to things like the energy force barriers in the Order of Voln or misdirection wardings. Referring to the veils between planes as &amp;quot;essence barriers&amp;quot; is essentially correct, but the use of that terminology for it is a reasonable embellishment. That is effectively what the veil or &amp;quot;fabric of reality&amp;quot; is.&lt;br /&gt;
[433] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The term &amp;quot;pierce the veil&amp;quot; stems at least as far back as Arthurian legend, and was used in the Vvrael quest, but the term &amp;quot;penetrating the veil&amp;quot; was used earlier in &amp;quot;[[History of Elanthia]]&amp;quot;. This concept of &amp;quot;turn the essence of the veil against itself&amp;quot; is contextualizing it with the definition of classical sorcery given in this document and thereby explains how and why Faendryl demonic summoning is different from what the &amp;quot;black arts&amp;quot; were doing. The last part about her mind shattering is both from &amp;quot;History of the Faendryl&amp;quot; and the current messaging on [[Mind Jolt (706)]]. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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In this way it would become possible to summon beings not of the &amp;quot;near planes,&amp;quot; such as the elementals or spirit servants, but highly alien or malevolent beings from the &amp;quot;outer&amp;quot; dimensions.[434] This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them.[435] While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history.[436]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[434.1] This is partly based on in-game messaging and the &amp;quot;[[History of Elementals]]&amp;quot; document. Volume 2 of this document uses &amp;quot;near planes&amp;quot; as part of a basic higher and lower planes cosmology for this existence, as opposed to the outer/sorcerous valences, which is partly based on the Shadow World cosmology and partly Auchand&#039;s update to the valence Wiki page. Basically, the notion here is Lornon gods like to slum it in the lower &amp;quot;infernal&amp;quot; planes, and the &amp;quot;black arts&amp;quot; practitioners were largely dealing in infernal realm demons or things left over from the Ur-Daemon War. To the extent the Dhe&#039;nar did demonic summoning, it would have been more along these lines. It is the Faendryl who start messing with outer dimensions stuff, but not really infernal realms stuff in the Second Age.&lt;br /&gt;
[434.2] Volume 2 also posits parallel material valences (as distinct form parallel material worlds of this existence which are other Elanthia versions) to describe comparatively habitable valences with extraplanar creatures (and races) that could plausibly be regarded in cryptozoology terms rather than &amp;quot;fiends.&amp;quot; These could often be alien but not particularly chaotic or malevolent, and the subject of cataloguing for the Enchiridion Valentia. This is making some structural bias for Faendryl mapping out too dangerous things to be avoided, and the sorts of comparatively innocuous things that let them downplay &amp;quot;demonic&amp;quot; summoning. Aside from their major summoning war magic and for training Palestra and Armata, the highly corruptive and malevolent &amp;quot;fiends&amp;quot; would be more the province of the black arts or apotropaic countermeasures studies by mainstream Faendryl.&lt;br /&gt;
[435] This environmental corruption by demons and forces/entities of darkness is a very long standing premise. It is explicitly present, for example, in &amp;quot;[[History of the Faendryl]]&amp;quot;. The dangerousness of this kind of magic is framed in &amp;quot;[[Gods of Elanthia]]&amp;quot; with Marlu, and was a large part of the I.C.E. premise for the dangerousness of Fash&#039;lo&#039;nae followers. The &amp;quot;taboo&amp;quot; is keeping consistency with the Faendryl exile.&lt;br /&gt;
[436.1] This framing is necessary for recontextualizing stuff in &amp;quot;[[History of the Faendryl]]&amp;quot; that does not make sense in combination with the rest of the documentation on these issues. Its timeline in particular for the Undead War to Ashrim War is deeply inconsistent with the rest of the history documentation and needs to be treated as some form of revisionism or redaction.&lt;br /&gt;
[436.2] &amp;quot;[[History of the Faendryl]]&amp;quot; has Palestra existing to handle Faendryl demonic summoning 10ish Patriarchs before Despana. The Palestra academies were not founded until after the Ashrim War in the later &amp;quot;Path to Palestra&amp;quot; document. The Palestra reasonably had to have been quite different in purpose and function in the Second Age, so this document is doing that retcon to make sense of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by dark cults in the Southron Wastes.[437] The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets.[438] The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales.[439] These academies were not founded until after the Sea Elf War.[440] In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered.[441] It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution.[442] To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it was not controversial.[443] It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.[444]&lt;br /&gt;
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[437] This premise of wasteland demon worshippers doing this is an extrapolation and embellishment created in this document. The accidental release of demons is something that should exist naturally in the world setting logic. So emphasizing these directions helps establish how the Palestra could exist in the capital of the Elven Empire when the other Houses were not supposed to know the Faendryl were doing a bunch of demon summoning stuff.&lt;br /&gt;
[438] The commonality of minor demons is shown in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and demonic summoning is portrayed as presently common in &amp;quot;[[History of the Faendryl]]&amp;quot;. This framing is reconciling the factual grains of truth in &amp;quot;History of the Faendryl&amp;quot; with the reaction to the Battle of Maelshyve and Faendryl exile. In &amp;quot;[[&lt;br /&gt;
Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; all summoners under Patriarch XX Eidiol Jivanatha Faendryl had to schedule summoning and inter-valence travel attempts at the Basilica in advance for the first several hundred years. It then talks about this scheduling rule being ditched to allow more freedom, but that brings us back into the problem of widespread and free practices, so we have to treat that as revisionist history as well in terms of emphases, with the important thing being capital crime to not report summoning discoveries.&lt;br /&gt;
[439] There is a tension between earlier Faendryl documentation and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; on the Basilica versus the Clerisy when it comes to the Enchiridion Valentia. The Palestra academies are defined in &amp;quot;[[Path to Palestra]]&amp;quot;. This line is implying it&#039;s much more large scale and public than it was originally.&lt;br /&gt;
[440] This is established in the &amp;quot;[[Path to Palestra]]&amp;quot; document. It becomes unclear what &amp;quot;graduates&amp;quot; and instructors for Palestra could mean for the time of Ondreian Shamsiel Patriarch 17, or how &amp;quot;magicians could come and hire them directly from the Palestra for a small fee&amp;quot; when this is supposed to be secret forbidden magic. &amp;quot;[[History of the Faendryl]]&amp;quot; probably has to be interpreted as some revisionist propaganda over-reading present day practices into past precursors to exaggerate precedents.&lt;br /&gt;
[441] This explains the role of the Basilica, and how and why this was being done in the Second Age, in a much more restricted fashion. The Basilica makes it more of a state secret and regulation kind of thing. Palestra might be hired by the Basilican sorcerers in this context, but it would have been a much more internal thing than &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound. While the Basilica plainly exists back into the Second Age, the other Pentact divisions are much more dubious, and should probably be given some historical evolution rather than being dragged all the way back to the founding of House Faendryl.&lt;br /&gt;
[442] The severe punishments for violating summoning laws is part of the &amp;quot;[[History of the Faendryl]]&amp;quot; documentation and the &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; documentation.&lt;br /&gt;
[443] This is an embellishment but not wildly implausible, and gives a sensible Second Age seed for how the Faendryl started more innocuously on this path, and got worse with it later. &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound like they were openly all in on it from the beginning, which would maximize the view of the Faendryl exile as pure cynicism by other jealous Houses.&lt;br /&gt;
[444] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; establishes that the Vishmiir &#039;&#039;&amp;quot;had plagued the world prior during the Elven Empire&amp;quot;&#039;&#039;, which is wording and terminology that requires it to have happened during the Second Age. This document&#039;s framing would allow extraplanar threats like that to have been a lot less common back then due to the Eye of the Drake.&lt;br /&gt;
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But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks.[445] The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms.[446] For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void.[447]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[445] This is leveraging off the prior definition of &amp;quot;piercing the veil&amp;quot; in terms of Faendryl sorcery, as well as the Illistim stated risks regarding the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;. This is also glancingly recognizing that other kinds of portals (e.g. elemental) are usually not stigmatized, even though they can have high destructive potential. The [[Solhaven Cataclysm]] in 5109 would be one example, [[The Amber Flame]] of House Illistim almost burning down the city is another. Similarly &amp;quot;[[History of Elementals]]&amp;quot; implies the dangers of elemental plane bleedthrough with veil weaknesses. Volume 2 addresses this double standard on portals and summoning elementals, and why demons and sorcerous veil piercing are regarded as worse.&lt;br /&gt;
[446] Demons still come through the unhealed tear in reality at Maelshyve, per &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Corruptive radiation from it is cited in &amp;quot;[[History of the Faendryl]]&amp;quot;. This is also playing off the Illistim complaint about the Ur-Daemon risk due to the Maelshyve implosion in &amp;quot;[[History of Elanthia]]&amp;quot;. Related to note 445, essences from the elemental and spiritual planes could rightly be conceived as magical corruption, but this is regarded as innocuous or possibly even good by biased magic practitioners, where those forms of mana are regarded as natural to this reality.&lt;br /&gt;
[447] This is based on the difference between what [Implosion (720)]] does in GemStone and what it does in the Rolemaster Sorcerer Air Destruction list, which would be the more conventional &amp;quot;classical sorcery&amp;quot; method. The &amp;quot;interplanar void&amp;quot; is something that is defined in DragonRealms. There is vague stuff in documentation about the currents of planar motions, such as &amp;quot;[[History of Elementals]]&amp;quot; and &amp;quot;[[Griffin Sword War]]&amp;quot;. DragonRealms talks about planar intersections changing magical properties, and we&#039;ve seen planar bleedthrough like that in storylines such as &amp;quot;[[Return to Sunder]]&amp;quot;, and &amp;quot;[[History of Elementals]]&amp;quot; defines elemental nexus sties in terms of plane intersections. Which in turn we see with the [[Elemental Confluence]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those fiends of darkness which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead.[448] Indeed. There are kinds of demons which can hardly be distinguished from undead.[449] Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts.[450] The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.[451]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[448.1] There has been a push and pull for years on how &amp;quot;evil&amp;quot; demons are inherently. They are described as having an &amp;quot;intense hatred of life&amp;quot; in &amp;quot;[[History of Elementals]]&amp;quot;, which distinguishes elementals from demons, and that document pre-dates the [[The Enchiridion Valentia|Common language]] Enchiridion Valentia and spell [[Minor Summoning (725)]]. The minor demons in the Common language abridgement of the Enchiridion Valentia should be treated as a Faendryl propaganda move by Patriarch Korvath in 5103. Which makes sense in the context of that storyline. The combat demons Voraviel constructed ([[vathor]], [[oculoth]], [[necleriine]]) should be much more in line with what everyone means when they refer to &amp;quot;demons&amp;quot;, which he said in a [https://gswiki.play.net/Lesser_demon/saved_posts saved post]: &#039;&#039;&amp;quot;Something that&#039;d justify the nearly worldwide anathema towards demon summoning.&amp;quot;&#039;&#039; Incidentally, the demons in spells [[Cloak of Shadows (712)]] and [[Torment (718)]] do not set off town justice mechanics.&lt;br /&gt;
[448.2] Volume 2 of this document gets into the difference between &amp;quot;fiends&amp;quot; and merely extraplanar species. The basic cosmology it uses allows all &amp;quot;infernal&amp;quot; demons to be inherently evil, while some outer planes entities are merely alien but possibly destructively insane or dangerous, which is roughly consistent with the Shadow World cosmology and demons. (Volume 2 also stipulates that such outer entities most usually will need to manifest out of the darker and more chaotic &amp;quot;sorcerous elements&amp;quot;, their intrinsic alienation to this existence naturally tending toward cursed matter.) Mechanically, elementals and Ithzir and astrals like ki-lin and so on are &amp;quot;extraplanar&amp;quot;, but not mechanically &amp;quot;demons.&amp;quot; So the view some people pushed for with &amp;quot;extraplanar = demons&amp;quot; is long defunct in practice. But the Enchiridion lore makes it sound that way, so here we call that Faendryl propaganda. As pointed out in footnote 434, there may be a Faendryl bias toward studying and summoning &amp;quot;valence creatures&amp;quot; that are low in corruption, especially for minor summoning, while fiends and eldritch horrors are war magic or countermeasure studies (such as Aralyte the Palestra Blade studying how to vanquish the primordial Althedeus.)&lt;br /&gt;
[448.3] DragonRealms also splits [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 the demonic] apart from other extraplanars in this way. It talks about the greater extraplanar entities acting through &amp;quot;conduits&amp;quot; in this plane, which here we relate to &amp;quot;warlocks&amp;quot; and &amp;quot;witches&amp;quot; in the black arts. It talks about the lesser things that can be regarded as &amp;quot;creatures&amp;quot;, much as we see in the Enchiridion Valentia. But it talks about the violence to reality of such greater entities directly manifesting in this reality and that it shatters sanity to so much as look at them.&lt;br /&gt;
[449] This premise has pretty much always been present in GemStone, going all the way back to ambiguities in the Rolemaster bestiaries. [[Necleriine]]s are very concrete example of this ambiguity in the Elanthia setting. This ambiguity is also stated in that DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 post] about extraplanars. It talks about &amp;quot;concept&amp;quot; entities which here we would call occult entities of the &amp;quot;dream worlds&amp;quot;, which can manifest in grotesque and undead seeming forms. These include &amp;quot;shadow&amp;quot; entities formed of concepts of darkness. These things are easily confused with demons. This is possibly an important parallel to draw with Althedeus being formed by the fear/chaos/power of Ur-Daemon War. But there is also a Plane of Shadows, with unclear relationship to the Plane of Probability.&lt;br /&gt;
[450] This is the demonic relationship to creating undead, which is framed in the Order of Voln messaging, and the Ur-Daemon aspects of the Despana lore. There should have been demons present for all the previously stated reasons.&lt;br /&gt;
[451] This is a sensible extrapolation from established world setting premises. This document bolsters it with the made up Lindsandrych Illistim quote about the southern wastelands. We&#039;ve seen NPCs cursed because of demons, such as the paralysis of Praxopius.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But it was mostly the southern wastelands in that period that had what is usually considered &amp;quot;the undead.&amp;quot;[452] The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning.[453] Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces.[454] One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot;[455] The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck.[456] It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents.[457] In this way it was very unlike the necromancy and conjuration of the southern wastelands, and those traditions would mostly not merge until the Faendryl were exiled to Rhoska-Tor.[458]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[452] This should probably be true given the way everything is framed and argued in this document. It does not have to be totally true. There are so many ways for undead to come into existence that do not require necromancers. There should be ghosts, phantoms, restless spirits most everywhere.&lt;br /&gt;
[453] This should follow as a logical consequence of studying demons, and the Faendryl left behind [[lich qyn&#039;arj]] in Old Ta&#039;Faendryl. Volume 3 treats the &amp;quot;[[festering taint]]&amp;quot; kind of mutants in Old Ta&#039;Faendryl as the Faendryl studying Despana&#039;s disease magic, which is necromancy in our broader definition of that word. So this is part of the transitioning of Faendryl sorcery broadening into the more modern necromancy/demonology framework. This also fits into teratology and cryptozoology being described example of Arcane magical research in DragonRealms that is not necessarily necromancy, as defined over there, which is sorcery involving the combining of life mana with other mana (which our modern definition pays lip service to.) And those in turn fit into the occultist tradition for the Faendryl described below in the next section.&lt;br /&gt;
[454] This is the rationalist / materialist worldview framework that has been given earlier for the House Elves.&lt;br /&gt;
[455] This was the cosmology model Banthis [http://www.virilneus.com/demons.php originally] intended when work was being done on demonic summoning the late 1990s. This model was presented at Simucon. It is where the term &amp;quot;valence&amp;quot; came from with this stuff.&lt;br /&gt;
[456] This is nodding to the word &amp;quot;valences&amp;quot; now being out of context. Demons hungering for our magical energy is a premise that goes back to at least the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;, and has earlier antecedents in Unlife concepts from the I.C.E. Age. This concept of feeding upon this plane is also present in the DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conception] of demons, where they are by definition malevolent as a class of extraplanar beings, associated with &amp;quot;anti-life&amp;quot; and necromancy.&lt;br /&gt;
[457] This is how the Faendryl represent it modernly, such as in &amp;quot;[[History of Elanthia]]&amp;quot; and the Enchiridion Valentia documentation.&lt;br /&gt;
[458] This is an embellishment made for this document. It&#039;s establishing collisions and mergers of magic traditions over historical time. It would make sense for that spilling to happen because of geographical proximity, especially with that region being treated as &amp;quot;anathema&amp;quot; in the Second Age. These population migrations could be used to define sorcerous practices in other cultures/regions, but things have been set up already for the Faendryl paradigm to be dominating what the Sorcerer Guilds do with magic (i.e. the Sorcerer profession mechanically.) So there&#039;s only so much that can be diversified. This document is focused on necromancy and the black arts, not so much trying to define sorcery in all race cultures at all times, though it provides the backbone for doing that later.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(3) Occultism&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot;[459] Occultists would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot;[460] These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges.[461] In contrast to the &amp;quot;valences&amp;quot; model, there are higher and lower &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously.[462] What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes.[463] There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.[464]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[459] This is based on real-world occultism, and such things as the Theosophical Society. This section is creating backdoors for knowledge spreading between these culture traditions, and the rationalist third-way middle ground attempt between orthodox magic and superstition. It&#039;s giving Elanith precursors to Mentalism and explaining various disparate threads of lore.&lt;br /&gt;
[460] This is directly inspired by real-world occultism.&lt;br /&gt;
[461] As mentioned previously, this is giving a more self-consciously Neoplatonist dimension to the One creation myths.&lt;br /&gt;
[462] This helps motivate and root the basic cosmology model used in Volume 2, and helps explain the usage of terms &amp;quot;valence&amp;quot; and &amp;quot;planes of existence&amp;quot;, as coming from different cosmological models. This is inspired by the real-world esotericism usage of &amp;quot;planes of existence&amp;quot; with astral projection kind of stuff.&lt;br /&gt;
[463] This is directly based on real-world esotericism and astral projection. There&#039;s a reasonably strong case to be made that these concepts were part of the design of the Broken Land.&lt;br /&gt;
[464] These statements are derived from real-world occultism and esotericism. (Hermeticism, Gnosticism, etc.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states.[465] There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals.[466] This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection.[467] Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination.[468] Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions.[469]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[465] This is directly based on the worldview behind real-world alchemy. This setting up the framework for ascension belief systems.&lt;br /&gt;
[466] This is how the deities actually work as defined in DragonRealms.&lt;br /&gt;
[467] This is providing intellectual foundations for these kinds of doctrines, though there is some empirical fact involved, such as what might be worded instead as the &amp;quot;transcendence&amp;quot; of the disir, or Eorgina herself having said she gains power from her followers when Li&#039;aerion opened.&lt;br /&gt;
[468] This is partly based on Gnosticism, partly based on real-world use of entheogens for religious purposes, partly based on Lovecraft&#039;s Dream Cycle stories.&lt;br /&gt;
[469] This is based on real-world &amp;quot;mystery religions&amp;quot; as well as 19th and early 20th century esotericists/occultists looking to ancient mystery religions in this way. This is setting up motivation for House Elves to be importing some of this &amp;quot;folk&amp;quot; stuff back in more rationalist terms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is mostly thanks to occultists.[470] It was a heterogeneous movement that took different and inconsistent forms.[471] House Illistim tended to draw occultists focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight.[472] The universalism or cosmicism of the Faendryl tended to foster other kinds of occult societies.[473] Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae.[474] They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory.[475] But there were others of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.[476]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[470] This is setting up limited and distorted perspective of something that would otherwise have not been recorded at all.&lt;br /&gt;
[471] This eclecticism is thematic.&lt;br /&gt;
[472.1] There is a long-standing tension in the Lumnis lore, where she is a patroness of fortune tellers and soothsayers (dating back to the ICE Age when she was the patron of Astrologers which were basically what Moon Mages are in DragonRealms), and her Western followers emulate her by acting as oracles and seers in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. While she would also be the goddess of knowledge in the more sciences sense. &amp;quot;History of Lumnis&amp;quot; treats her like a general inspiration goddess of all forms of knowledge, and this wording here is partly based on Gift of Lumnis and RPA messaging. The Illistim patron gods are described in &amp;quot;Elven Dogma and Theology&amp;quot; and their societies along these lines are in the Illistim Society document. In any event, occultism is more of a third way thing, and not what would be seen as Illistim orthodoxy.&lt;br /&gt;
[472.2] With occultism and astrology, this is also tacitly interfacing with the Moon Mage and [https://elanthipedia.play.net/Plane_of_Probability stellar alignment] stuff with the concept realm (&amp;quot;Plane of Probability&amp;quot;) in DragonRealms. Which in turn via our occultism premise is a tacit interface for GemStone&#039;s mentalism with Moon Mage stuff. This is also tacitly rehabilitating via House Illistim the Valris (Lumnis) association with Astrologers, which are Rolemaster&#039;s version of Moon Mages.&lt;br /&gt;
[473] This is leveraging off the worldview bias set up for the Faendryl earlier in this document for the given reasons that motivated it.&lt;br /&gt;
[474] This is generally thematic for the Faendryl overall. But &amp;quot;History of the Faendryl&amp;quot; explicitly talks about how Fash&#039;lo&#039;nae is the closest thing the Faendryl have to a patron Arkati.&lt;br /&gt;
[475] These are categories of real-world occultist research. This is interfacing with Faendryl cryptozoology in other sections, regarding the traditions behind the Enchiridion Valentia.&lt;br /&gt;
[476] This is a Lovecraftian kind of notion, where Lovecraft himself was inspired by the Theosophists, but twisted into his cosmic horror version of it. This whole paragraph is embellishments to make sense of things that probably should have happened in context. The use of the word &amp;quot;jolt&amp;quot; is leaning on the [[Mind Jolt (706)]] messaging. This is also setting up some precedent of Faendryl prejudices on acceptable and unacceptable ways of approaching the demonic and extraplanar studies. This Marluvian occultism is a thread that gets picked up later in the sections about Bandur and Uthex and the Broken Land.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all.[477] That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana.[478] Natural philosophies were ignorant or self-limiting.[479] This may even be why we now define spheres of magic by effect.[480]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[477] This was directly based on the introduction of a real-world book on occultism from about a century ago.&lt;br /&gt;
[478] This is playing into the behavior of the dream world planes with their interaction with minds. This is not actually agreeing that such magic does not involve mana manipulation. But it is playing into how the esoteric mode of it allows understanding of what you&#039;re really doing to be limited, and that such people could believe they&#039;re doing something different from &amp;quot;magic&amp;quot;, which for the orthodoxy framed at that time would be elemental/spiritual thaumaturgy/theurgy.&lt;br /&gt;
[479] This is an anti-orthodox magic position from the rationalist worldview direction. It&#039;s about handling the sympathetic and esoteric magic traditions prior to the view of three spheres of magic rather than two spheres of magic.&lt;br /&gt;
[480] This embellishment is about rationalizing the earlier arguments about Arcane power, with terms like evoking and channeling, and the separatist worldview becoming dominant, and the wording for them like &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; is more effect/phenomenon oriented. But with philosophies likely having been invented trying to interpret them as substantitively correct, such as trying to believe matter is really constituted of handful of pure elements (of fire, air, earth, water.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts.[481] There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories.[482] &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity.[483] Grimoires are notorious for unreliability.[484] They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot;[485] These are, of course, crude over-generalizations of widely diverse indigenous beliefs.[486] &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and human druidism is ancestral to northern reivers.[487]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[481] This is true of real-world grimoires. It&#039;s also building in some unreliable narration in the sources of knowledge.&lt;br /&gt;
[482] This is inspired by real-world grimoires with their posulated hierarchies of demons and angels and so forth. Volume 2 has some made up excerpts from made up Elanthian occult grimoires in this sense, and Volume 3 gives a bunch of names for made up ones.&lt;br /&gt;
[483] It&#039;s important to emphasize things as convention schemes, and the historicism behind words meaning different things or different baggage/connotations/context in different eras. This is an important premise for what Volume 3 tries to do with the unliving.&lt;br /&gt;
[484] This is true of real-world grimoires.&lt;br /&gt;
[485] This is partly based on the hegemony of Elves in the Second Age, and partly because the word &amp;quot;shaman&amp;quot; really has been used for the non-elven races in GemStone, but there have been elven druids. This gives some more breathing space overall.&lt;br /&gt;
[486] This is a nod to controversy over the use of words like &amp;quot;shaman&amp;quot; in real-world anthropology.&lt;br /&gt;
[487] Trance states are a general &amp;quot;shamanism&amp;quot; motif. The last part about the reivers is glancingly trying to address the awkwardness of the multiple retcons of the reivers that have happened over the years. There&#039;s druidic stuff around Luinne Bheinn dating back to 1997, but the reivers have since been retconned to having much more recently migrated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded.[488] The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions.[489] Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot;[490] But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions.[491] They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends.[492] Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone.[493] It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it.[494] Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.[495]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[488] The &amp;quot;knowledge that was discarded&amp;quot; is one aspect of esotericism, and it&#039;s a folklore/mythology and literature thing in general to try to read vestiges of older stuff surviving in later stuff outside its older original context.&lt;br /&gt;
[489] This is a slight embellishment, but should be true.&lt;br /&gt;
[490] Auchand has tended to make his Arkati legend documents dubiously sourced or referred to as apocryphal. &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot; for example is &#039;&#039;&amp;quot;commonly held to be apocryphal&amp;quot;&#039;&#039;, and &amp;quot;[[Origins of Tonis]]&amp;quot; is &#039;&#039;&amp;quot;a translation of an elven text discovered in a cache near the Western Dragonspine.&amp;quot;&#039;&#039; And &amp;quot;[[Origins of Amasalen]]&amp;quot; is only around 150 years old and found in Icemule.&lt;br /&gt;
[491] This is extrapolating off the vague and unreliable nature of communes, and the explicit statement of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; that trying to directly ask Fash&#039;lo&#039;nae about this stuff would not be a useful approach. Likewise Voln refuses to answer theological questions in &amp;quot;[[History of the Order of Voln]].&amp;quot; &lt;br /&gt;
[492] The first part of this refers to such things as the krolvin version of religion in &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; and the Tehir view of Luukos in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; and the different symbols of Imaera in &amp;quot;[[Gods of Elanthia]]&amp;quot; and so on. The second part is an iconoclastic statement, which the IC author might apply to any number of things, such as [[Li&#039;aerion]].&lt;br /&gt;
[493] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; actually states in the analysis section that Fash&#039;lo&#039;nae admitted to making the Grandfather&#039;s Stone, which is supposed to be where he came from in the legend.&lt;br /&gt;
[494] There are lots of contradictions and inconsistencies between the religious legend documents. Xorus ripped through a lot of them in a Mist Harbor library [[Age of Darkness (lecture)|lecture]] once.&lt;br /&gt;
[495] This is treasure hunter and occultist kind of stuff in general, like with lost lands the Theosophists had various notions of Atlantis and Lemuria and so forth. The last part is an oblique reference to situations like [[L&#039;Naere]], whose rumored existence was buried by the Loremasters and House elites.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a backwards flux of methods into the Elven Empire.[496] It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning.[497] The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; had its roots in occult grimoires.[498] It was also this tradition that somewhat softened Elven materialism, making the Faendryl more open to the study of necromancy.[499]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[496] This is setting up part of the motivation for this section. It backdoors some of this other stuff back into urbanized civilization.&lt;br /&gt;
[497] This is an embellishment. But it&#039;s taking the folksy use of summoning circles, and maybe cunning folk apotropaic magic and the [[thanot]] lore with pentagrams being &#039;&#039;&amp;quot;the ancient magical symbol of protection.&amp;quot;&#039;&#039; Pentagrams have been used in demonic summoning contexts in game, such as on top of Bonespear Tower or the cavern of Castle Anwyn. So this embellishment helps mutate the practice into Faendryl summoning methods, where they become stripped of original culture context and made mechanistic.&lt;br /&gt;
[498] Enchiridion literally means &amp;quot;little handbook&amp;quot; in the real-world. This is an embellishment relating the occult grimoire stuff just described and making that a tradition/practice precedent where the subject of them instead became these extraplanar things. In terms of filiation of ideas. This is setting the Enchiridion Valentia in the context of two distinct intellectual traditions mixing in Second Age Faendryl (occultist / cryptozoologist) sorcerers.&lt;br /&gt;
[499] There is an initial rationalist/materialist prejudice set up, so this occultism third-way stuff with its backdoors gives an avenue for softening that up, which then gets motivated and pushed further along later by changing historical conditions. The ideal forms concept tacitly present in the &amp;quot;classical sorcery&amp;quot; definition gives a natural occultist interface into orthodoxy. This is also mildly trying to explain &amp;quot;[[History of the Faendryl]]&amp;quot; referring to Thyrsos Kanigel Faendryl as a &amp;quot;necromancer&amp;quot; in what sounds like was around the time of Patriarch 20, Eidiol Jivanatha Faendryl, who made the law requiring all summoners to report discoveries of new creatures into the Enchiridion Valentia. This would apparently have been in the -30,000s Modern Era. (&amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; implies Thyrsos got 48 people killed, and says initially Eidiol required summoning and valence travel to be scheduled in advance at the Basilica.) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III. The Undead War (-20,000 to -15,000 Modern Era)[500]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;[501]&lt;br /&gt;
&lt;br /&gt;
- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[500] This is using the convention of having a 5,000 year period for when Despana was known to exist. But the actual &amp;quot;Undead War&amp;quot; was much shorter, near the end of this time period. Technically, the Second Age could be brought all the way up to the Battle of ShadowGuard. The &amp;quot;orc wars&amp;quot; is not really defined explicitly, but probably refers to Dharthiir&#039;s orc/troll/etc. alliance, which began a few hundred years earlier. So this would support what this document does, distinguishing a kind of pre-Undead War conflict with Dharthiir in outlying land as like a preparation staging drill for the full scale war, and then the Undead War proper starts with what this document calls &amp;quot;the Surge&amp;quot; with the hordes of undead. This is reconciling the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; going further back into the -15,400s.&lt;br /&gt;
[501] This quote is from &amp;quot;[[History of Elanthia]]&amp;quot;. The last lines of it are an expansion on the original quote, which exists in a museum piece that was in the Wehnimer&#039;s Landing Museum, and is now in the Stormbrow Gallery on Teras Isle. &amp;quot;red elves&amp;quot; refers to the scarlet color Faendryl would wear. This quote uses specific names for different kinds of undead, which subtly creates the implication that these were known concept distinctions. Banshees were the highest level undead in GemStone at the time &amp;quot;History of Elanthia&amp;quot; was written.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals.[502] There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash.[503] This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead.[504] There are many kinds of undead, and many were known to exist in antiquity.[505] Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses.[506]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[502] This is an unfortunate misreading of &amp;quot;[[History of Elanthia]]&amp;quot; that was used in the &amp;quot;[[History of Luukos]]&amp;quot; legend. The Undead is a proper noun referring to Despana&#039;s horde, the document is not saying Despana created the first undead to ever exist. There are many reasons that would not make sense, and &amp;quot;History of Luukos&amp;quot; had to hedge by having Luukos doing it much earlier but not giving it to his followers. This document allows Luukos to have changed behavior after the Undead War, but does not endorse the lack of undead before Despana, which has established contradictions and does not make sense for a lot of reasons.&lt;br /&gt;
[503] This is referring to a legend in &amp;quot;[[History of Luukos]]&amp;quot; about Koar issuing a ruling after the Undead War.&lt;br /&gt;
[504] This obvious problem originates in &amp;quot;[[History of Elanthia]]&amp;quot;, and the Ur-Daemon having books makes little sense when they have since been depicted as behemoths.&lt;br /&gt;
[505] Volume 3 talks a lot about various kinds of undead, and which kinds exist &amp;quot;naturally&amp;quot;, and which would be very ancient beyond the Undead War period. It is also canon in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; that the Dhe&#039;nar learned to control the undead in the -40,000s when they were in Rhoska-Tor.&lt;br /&gt;
[506] This is playing off the Rhak Toram quote, though it is not 100% convincing. Because these terms could have all been coined during the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning.[507] Despana was the first necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields.[508] She innovated methods of hierarchical control, or leverage, as well as for rapidly increasing the size of her forces.[509] What had once been the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.[510]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[507] These are the embellishments introduced forcefully by this document. Incidentally, the term &amp;quot;demon-spawn&amp;quot; is used in &amp;quot;[[Ilynov Journal]]&amp;quot; at an earlier date than the Battle of Maelshyve, and the soldiers journal from Battle of Shadowguard also refers Despana&#039;s horde as &amp;quot;demons&amp;quot; and &amp;quot;fiends.&amp;quot; It also uses the word &amp;quot;ghost&amp;quot; as a notion of previous familiarity. It also uses the word &amp;quot;Lich&amp;quot; for Dharthiir. But it also expresses unfamiliarity with undead. The names Despana and Dharthiir seem to be gradually learned from the soldier&#039;s perspective, but this has to be regarded as the author&#039;s own unfamiliarity. The journal dubiously describes Despana herself being there, without mentioning how this identification is certain, or describing her at all.&lt;br /&gt;
[508] This embellishment need not necessarily be true, but could be a demarcation for explaining why Despana was a Big Deal comparatively, when necromancers of undead had already existed. This turning of the dead and raising corpses on the battlefield is illustrated in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document on 22nd Day of Koaratos. &lt;br /&gt;
[509] It was established explicitly in a Plat storyline called [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] that necromancers can only control something less than twenty undead without the use of artifacts or special artifices (e.g. alchemy, rituals). The Horned Cabal for example relies on using the Sphere of Sorrow to make big hordes, and the Plat storyline actually asserted the [[Fallen from Faith#A Call for Allies|first necromancer]] to make an undead did so with the Sphere of Sorrow, contradicting a commonly held interpretation that it was Despana and the Book of Tormtor. This hierarchy premise is central to the argument made in this section of the document. It motivates and explains why the Faendryl used demons, and why felt using demons (not, say, elementals) was the only option.&lt;br /&gt;
[510] This is referencing the Red Rot as well as the unhealing wounds in the Giantkin history for this period. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] also talks about a festering wound that could make the author turn into one of the undead. This document generalizes this somewhat, having Despana using magical disease curses. This is partly reviving the Rolemaster bestiary information on some of these undead, which were able to infect and turn others into undead. A mechanical example of a disease curse undead would be the [[shambling lurk]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.A Rhoska-Tor [511]&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes.[512] A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers.[513] It is sometimes spoken of as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War.[514] Its history is much older than Despana.[515] &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot;[516] This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles.[517] There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.[518]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[511] There is a lot of scattered Rhoska-Tor lore, and this tries to synthesize it into something coherent that makes sense of everything.&lt;br /&gt;
[512] It was referred to as &amp;quot;blackened&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;. In the original context of &amp;quot;History of Elanthia&amp;quot;, before the continent map was known, it was not obvious where Rhoska-Tor was in relation to the Southron Wastes. It can be regarded as a special region of the Southron Wastes, but often gets tretaed as its own region. Part of the problem is it hasn&#039;t been clear how wide an amount of territory qualifies as &amp;quot;Rhoska-Tor&amp;quot;, if it&#039;s the immediate vicinity of Maelshyve or if that&#039;s one spot in a Rhoska-Tor region. This document relents by letting Rhoska-Tor be a broader region, and defines the specific part of it where Maelshyve was built.&lt;br /&gt;
[513] This follows from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document description of it.&lt;br /&gt;
[514.1] This is historicizing the term, since this document gives it an earlier history than Despana, and explains why it was considered an old place of the Ur-Daemon when Despana was searching. This gives some flexibility for usages where Rhoska-Tor seems to be more narrowly referring to the vicinity of Maelshyve. &lt;br /&gt;
[514.2] The &#039;&#039;&amp;quot;blasted lands around Maelshyve&amp;quot;&#039;&#039; comes from the [[urglaes]] lore. It is described as &amp;quot;plains&amp;quot; by the Rhak Toram quote. &amp;quot;Badlands&amp;quot; is used to reflect the geological formation conditions described later in this section, and allows some hill formation stuff as a hook for fey banshee mythology and the ora lore with the very large ora mine in Rhoska-Tor, along with reconciling the hilly terrain description given for it in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[514.3] The language of &#039;&#039;&amp;quot;a barren and blasted land where life was never easy and nothing grew&amp;quot;&#039;&#039; also describes Rhoska-Tor on the Play.net [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp website page] for Old Ta&#039;Faendryl.&lt;br /&gt;
[515] At a minimum this is true because &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; is canonized, but this document fleshes out other reasons.&lt;br /&gt;
[516] This comes from the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document and taken as factual for at least the modern Dhe&#039;nar-si language. But here we&#039;re attributing it as ancient. &amp;quot;[[History of Elanthia]]&amp;quot; says &#039;&#039;&amp;quot;what is &#039;&#039;&#039;now called&#039;&#039;&#039; Rhoska-Tor&amp;quot;&#039;&#039;, so this term has to actually be more recent than when Despana searched for it, which is part of why we refer to it as a region of the Southron Wastes. And we say &amp;quot;descends from ancient Elven&amp;quot; rather than asserting it was always called that. This document uses generics like &amp;quot;southern wastelands&amp;quot; to not have it being called Rhoska-Tor in the Second Age.&lt;br /&gt;
[517] This is inspired by the &amp;quot;[[Origins of Tonis]]&amp;quot; document and the nature of Ur-Daemon body parts. The dark essence from them being left behind is taken from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[518] This is doubling down on this causative relationship which is being asserted in this document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is geologically bizarre and was drastically transformed in the Age of Darkness.[519] It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults.[520] It is named for the terrible outcroppings known as the Tor.[521] There are, in turn, pseudokarsts formed from this igneous rock, eaten away by caustic black blobs.[522] It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth.[523] These ancient lava fields themselves are artificial.[524]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[519] Taking all the details together makes for weird implications, such as the need for stable cavern systems, but also geological instabilities and some regional volcanism.&lt;br /&gt;
[520] The igneous protrusions are largely meant for the urglaes lore and the literal geological interpretation of &amp;quot;Tor&amp;quot;. The vertical faults and badlands are meant to explain the steep sloping (valley and hills) that is represented for near Maelshyve in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The limestone plateau is meant to explain the &amp;quot;plains&amp;quot; and presence of extensive underground caverns as karsts, as well as the presence of alabaster and marble and so forth.&lt;br /&gt;
[521] This is a totally made up fact that was mentioned earlier. This document is setting these things up to be related to the Ur-Daemon having slumbered in lava underground, which is literally shown in game with the Beast imprisoned in Teras Isle.&lt;br /&gt;
[522] These black blobs were [[Wavedancer]] event creatures in the [[Southron Wastes]] and presumably magru based. So this is making a consistency with the [[magru]] in the Broken Land and our premise of Marluvians in the Southron Wastes. The Broken Land magru were made to imply they created the Dark Grotto tunnels by dissolving away the rock with sulfuric acid.&lt;br /&gt;
[523] This is primarily based on the Beast of Teras Isle, and to some extent on the &amp;quot;[[Origins of Tonis]]&amp;quot; legend.&lt;br /&gt;
[524] This statement is explained in the next paragraph. It rationalizes why this should be happening in the same place as a limestone plateau.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Theorists have long speculated that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith.[525] They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes.[526] They corrupted the resulting earthnodes with their darkness.[527] This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism.[528] There were then eruptions toward the surface, and below the surrounding ocean.[529] The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash.[530] The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment.[531] Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns.[532] Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.[533]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[525] Regional volcanos known to exist include the great mountain at Sharath and [[Mount Ysspethos]] near Tamzyrr. This sentence is tacitly assuming some IC belief in plate tectonic action, though within setting it might be thought of as an artificial collision of the lands due to the scale of the powers unleashed in the Ur-Daemon War. (The I.C.E. Shadow World analog of the First Era war cataclysm had continents sinking.) The premise is based on the Beast of Teras Isle in its volcano. The &amp;quot;theorists have long speculated&amp;quot; line and what follows from it is an embellishment.&lt;br /&gt;
[526] This is meant to explain the unnatural earthnodes of Rhoska-Tor and why they are magically corruptive. It follows naturally from the Ur-Daemon feeding on them. It also reconciles the dark essence or demonic energies explanations for Dark Elves with the unusual mana nodes explanations for Dark Elves. This is leaning on the I.C.E. Shadow World explanation of nodes as convergences of flows of essence.&lt;br /&gt;
[527] The &amp;quot;dark essence&amp;quot; in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; account.&lt;br /&gt;
[528] This is partly based on the definition for [[Energy Maelstrom (710)]], whose spell [https://www.play.net/gs4/info/spells/spelllist.asp?circle=6#710 description] was based on: &#039;&#039;&amp;quot;summon[ing] dark energy to swirl around him or her, creating a fierce storm.&amp;quot;&#039;&#039; Its original wording back to at least February 1994 was more explicitly invoking the &amp;quot;essence storm&amp;quot; concept, which was the I.C.E. version of what are now called &amp;quot;mana storms&amp;quot;: &#039;&#039;&amp;quot;The caster summons dark energy to swirl around him or her, creating an essence storm which will blast through everyone and everything in the room. A most potent spell which can be very dangerous to bystanders.&amp;quot;&#039;&#039; That these storms could trigger volcanic behavior was part of the I.C.E. lore for them, and there was some indication of similar behavior (more moderate) as well as quaking when the Elemental Confluence was approaching Elanthia.&lt;br /&gt;
[529] This explains some ancient lava fields for the [[urglaes]] lore and Rhoska-Tor being &amp;quot;blackened&amp;quot;. It also explains why the previous paragraph referred to the lava as artificial, and the Ur-Daemon wanting it to the surface so they could submerge in it.&lt;br /&gt;
[530] This boiling seas and skies blackening with ash premise is meant to be a de-mythologized explanation for the Orslathain sunstone lore in the &amp;quot;[[Elanthian Gems]]&amp;quot; document, which suggests the sea was boiling and tons of soot was getting thrown into the atmosphere during the Ur-Daemon War. This description of the heavy sudden floods and inland swells of dead marine matter is meant to rapid form limestone and set up unstable badlands conditions on top of it or further inland.&lt;br /&gt;
[531] This frames limestone formation, which can happen quickly under ideal conditions. The &amp;quot;[[Elanthian Gems]]&amp;quot; documentation establishes there is a lot of alabaster in southwestern Elanith, and that there was a huge amount of alabaster in Rhoska-Tor, which is made from sulfurous volcanic geothermal water and limestone (though possibly as an evaporite), assuming it is gypsum alabaster (while calcite alabaster is made from stalagmitic limestone, but harder and less of a match for the &amp;quot;Elanthian Gems&amp;quot; description). Though this alabaster has been almost all turned into despanal by sorcerous energies. We are using a model where the limestone plateau is closer to the ocean, and badlands are further inland. The huge amounts of shale of the Southron Wastes could then come from long-run drainage of the Rhoska-Tor badlands. This rapid accumulation of marine skeletal matter is also partly meant to help motivate why later historians believe the Ur-Daemon drained the mana &#039;&#039;&amp;quot;bound around all life.&amp;quot;&#039;&#039; There&#039;s a lot of skeletal matter in the Southron Wastes room painting, but that&#039;s probably more about the absence of water in the environment.&lt;br /&gt;
[532] This explains the extensive underground caverns. The black blobs previously mentioned and the lava could have pseudokarsts in the igneous rock as well. That would be further west in the badlands region, closer to the Southron Wastes region visited from the Wavedancer.&lt;br /&gt;
[533] This is meant to explain why it looks like a valley in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document but plains in &amp;quot;[[History of Elanthia]]&amp;quot;. Strictly speaking, &amp;quot;plains&amp;quot; and &amp;quot;valley&amp;quot; are not a contradiction as the plain can be enclosed on two sides and be a valley, but here we are describing something like a &amp;quot;rift valley&amp;quot; with (limestone) plains toward the east and then badlands of unconsolidated sediment (with sandstone) further west, and with the climate of Rhoska-Tor this would need to be a dry valley with underground drainage in the karst system of a limestone plateau. This would probably be volcanic tuff (e.g. the Easter island heads) and tuffaceous / basaltic sandstone from hydromagmatic explosions, which would help explain Rhoska-Tor being described as &amp;quot;blackened.&amp;quot; This would be consistent with deposition distribution patterns of sandstone and limestone that would come from rising water levels from the east. (The part of the [[Southron Wastes]] southwest of Rhoska-Tor was painted for Wavedancer, and has a lot of limestone and sandstone in parts. But the Southron Wastes has whole mountain formations of shale, as well as &amp;quot;ash barrens&amp;quot;. That is potentially consistent with our description of Rhoska-Tor geology, assuming the water from Rhoska-Tor had slow / stagnant drainage into the west. There is a constraint of &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot; both implying a battle turned it into a lifeless waste, and &amp;quot;History of Elanthia&amp;quot; has petrified trees there with preserved carvings from that time period.) Though this is secondary and we are emphasizing sulfuric acid cavern formation from geothermal conditions, partly to explain the alabaster (gypsum) presence, and the Patriarchal palace from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; is marble which is metamorphic limestone. This is saying &amp;quot;reminiscent of a valley&amp;quot; mainly to emphasize the artificial and tectonic ways it came to exist, as an embellished premise of this document, and to keep the Tor concept as hilly badlands rather than a single confined valley. In fact, &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also describes the area as hilly, so we need a hill concept: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039; The description of the trees and wildlife perhaps needs to be treated as a Sylvan history cultural distortion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are untold horrors in the darkest depths of Rhoska-Tor.[534] The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns.[535] Though the region is unstable, sometimes suffering cavern collapses from earthquakes.[536] Further below ground are unknown ruins and dangerous races.[537] The violence to the flows of essence in this region have caused rifting in the veil, forming often unstable or temporary gateways to other worlds.[538] There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.[539]&lt;br /&gt;
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[534] This is made up as a potentiality hook. It would be a waste to not have the deep underground be this way. But it is not totally made up, because there are at least some unfamiliar monsters, generalizing off the loresong of [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]] from Hunt for History.&lt;br /&gt;
[535] It is an embellishment to imply that there&#039;s a lot more further down, possibly areas sealed off by cave-ins. The premise of deeper caverns and those being worse was framed to some extent by &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[536] This was the premise of the Maelshyve archaeological dig event that happened in game, where there was also mana storming that happened. These cave-ins have to be infrequent for the Maelshyve caverns to make sense in the first place. The quaking does not have to be tectonic, necessarily, it could be instabilities from the rapid way we have the geology of the area forming. There could very plausibly be sinkhole hazards in Rhoska-Tor as well.&lt;br /&gt;
[537] This is partly made up. But reasonable and likely what should exist. Especially with this document&#039;s premise that the Faendryl pushed pre-existing forces in the area below ground with the expansion of Faendryl control of the land. The existence of unfamiliar underground monsters below Rhoska-Tor fought by the Faendryl is already canon in the Hunt for History loresong for the item [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]].&lt;br /&gt;
[538] There was mana storming during the Maelshyve archaeological dig event, and rifts can form naturally from this kind of phenomenon. There was an underground rift like this in the Southron Wastes room painting during the Wavedancer event. (That is not meant to imply that particular rift was one of these &amp;quot;hellgates&amp;quot;, but simply the concrete phenomenon of underground rifts in the southern wastelands.)&lt;br /&gt;
[539] It is an embellishment to imply this is a routine phenomenon in the region. But it is canon from the Eyes of the Dawn storyline that the ebon-swirled primal demons reside natively in the Southron Wastes. While also existing in other valences. The term &amp;quot;hellgates&amp;quot; is made up, but fitting for the concept. This is also providing a hook for Marlu in &amp;quot;[[Gods of Elanthia]]&amp;quot; possibly drawing power by loosening &amp;quot;the portals&amp;quot; between dimensions, which implies there must be portals to demonic realms sitting around somewhere that can be loosened. These could be under Lornon, for example, but it would make sense for them to be in the &amp;quot;old places of the Ur-Daemon&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
[Dark Cavern, Nexus]&lt;br /&gt;
Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth &#039;&#039;&#039;from a scarlet-laced russet rip in space.&#039;&#039;&#039;  Waves of essence buffet the area every so often, gusting with the roaring heat of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many demented edifices and terrifying monuments in Rhoska-Tor, owing to its long history of dark theocracies and cults.[540] There are dangerous traps that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped.[541] The landscape is as exotic as it is filled with deadly mysteries.[542]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[540] This would follow reasonably if the premise was allowed for this to be the region where the bad stuff was concentrated all the way back to the Age of Darkness, and for being one of old places of the Ur-Daemon. The climate is presumed to be relatively good at preserving things long-term. Strictly speaking this is an embellishment, but Varevice is [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp logged] as having intended eldritch ruins in the region, when she was building New Ta&#039;Faendryl (never released.) Mhorigan had previously [http://www.beaconhall.net/tsoran/forums/history-forum.html stated] that much of (New) Ta&#039;Faendryl was intended to be an underground city, which would help fix the underground period&#039;s definition problem.&lt;br /&gt;
[541] This is made up. But concrete actually used examples of &amp;quot;snares&amp;quot; are given in Volume 3, and this would be an obvious place to have some.&lt;br /&gt;
[542] This is a guiding hook. Because Rhoska-Tor is very thinly defined in existing documentation. It should not be just another desert, there should be something very obviously &amp;quot;wrong&amp;quot; with it just by looking at it. Like the land itself is tortured and unnatural.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to Rhoska-Tor, especially close proximity to the Tor themselves, induces transformations in the living.[543] Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan.[544] Gnomes become feral and were banned by Patriarchal decree.[545] Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows.[546] Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves.[547] Their features become sharper, their bodies physically weaker, with greater capacities for magic.[548] Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language.[549] The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is constructed directly from intonations, through layers of overlapping sounds involving no shared vocabulary of words.[550] In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become quite pale or other complexions.[551]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[543] This is trying to generalize and expand the corrupting influences beyond Maelshyve or even the Battle of Maelshyve, so that the whole region has a lot of bad juju, and some of these spots are that much hotter with badness. The Southron Wastes in general could have a lot of bad juju, but this is trying to be careful to limit the scope to talking about this one area of the southern wastelands, so as to not exhaust the whole thing in a single sweeping definition. Overall these places are better treated with slices of insight like the Wizardwaste in order to not hollow out their menace.&lt;br /&gt;
[544] This is from the &amp;quot;[[Giantkin History]]&amp;quot; documentation.&lt;br /&gt;
[545] The second part of this is canon from the [[Lines of Blood: A History of the Gnomes|Gnome history]] document, though the reason for it is not given, and it is not entirely clear if they are totally banned from the city or only banned from residence. The first part is playing off the feral gnome sickness in the gnome history, and this premise was used for a Dark Elven [[The Dark Mirror (story)|horror story]] from Xorus. The general idea would be gnomes getting too close to those underground ruins of Maelshyve and getting twisted by the dark magical forces. (This is similar in premise to the [[bloody halfling cannibal]]s from the halfling settlement near the Hinterwilds.) But the Faendryl also would not want them snooping around, with all the control they do on the spread of sorcerous knowledge.&lt;br /&gt;
[546] The Collectors are from the Felstorm storyline approaching River&#039;s Rest in 5112. The Disciples of the Shadows have their corruption defined in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, and other shadows corrupted NPCs have been encountered, such as Therendil (nominally Marluvian) having tentacles from his head and Quinshon having shadow tentacles for a mouth.&lt;br /&gt;
[547] This is a term some players used over 20 years ago, referring to how some Dark Elves had acquired darker skin complexion near Maelshyve.&lt;br /&gt;
[548] This is foundational from &amp;quot;[[History of Elanthia]]&amp;quot; and was also in &amp;quot;[[History of the Faendryl]]&amp;quot;, and similar changes happened to the Dhe&#039;nar earlier.&lt;br /&gt;
[549] The &amp;quot;[[Dark Elven languages]]&amp;quot; document describes why there is a universal Dark Elven language.&lt;br /&gt;
[550] This embellishment is reconciling the &amp;quot;[[Dark Elven languages]]&amp;quot; document with statements during an OOC meeting by GM Khshathra, the Dark Elf guru around 2012, trying to treat Dark Elven as a mode of signaling or communication rather than language itself. (i.e. Dark Elven mode of communicating in the Common language and non-Dark Elves not being able to catch all of it). That seemed inadequate and not entirely consistent with the &amp;quot;Dark Elven languages&amp;quot; document, so this premise reconciles both notions and explains its universality and why it cannot be understood by other races and why it does not depend on shared vocabulary and why it has no etymology in common with other languages. Elsewhere in this document refers to &amp;quot;orthographic conventions&amp;quot; of Dark Elven, because there would not be a single version of writing for the language at all times among all fractious and dispersed groups.&lt;br /&gt;
[551] It was already established in &amp;quot;[[History of Elanthia]]&amp;quot; that only the ones closest to the ruins of Maelshyve had skin darkening, and the Dark Elven skin color range mechanically goes all the way to pale. So this is doubling down on the term &amp;quot;Dark Elves&amp;quot; not really, for the most part, referring to skin color. But still having complexion altering effects.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor.[552] Blame is widely attributed to the many unusual mana focii,[553] the dark magic of Despana or the undead,[554] the corruption of the demons summoned by the Faendryl,[555] sorcerous backlashes and explosions,[556] the implosion and unhealed tear in reality at Maelshyve,[557] mana storms,[558] the unholy power of the Ur-Daemon,[559] the valencial tears and instability deep underground,[560] and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.[561]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[552] This is trying to reconcile the many disparate explanations that have been given for the magical effects in the region (e.g. the changes on Dark Elves) across scattered documents. The only solution is to include all of them simultaneously, but point out which ones pre-date Despana.&lt;br /&gt;
[553] This one was in &amp;quot;[[History of Elanthia]]&amp;quot; and the [https://www.play.net/gs4/info/races/darkelf.asp Dark Elf page] on the Play.net website, which omits that it was those closest to the Maelshyve ruins that had the skin darkening while the other changes were more widespread. But that also cannot be about Maelshyve itself, due to the Dhe&#039;nar, but rather whatever it was Maelshyve was built on top. It is not obvious from &amp;quot;History of Elanthia&amp;quot; that it was mana foci that did the skin alteration, which in turn isn&#039;t something that happens to ordinary Elven wizards spending all their time in workshops on nodes, but this document embellishes and explains it in terms of dark essences corrupting the earthnodes.&lt;br /&gt;
[554] There is some of this in &amp;quot;[[Elanthian Gems]]&amp;quot;, such as the despanal lore, and possibly the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[555] This was in &amp;quot;[[History of the Faendryl]]&amp;quot;&lt;br /&gt;
[556] This is in the magically altered insects document, &amp;quot;[[Insects Changed by the Magical Landscape of Elanthia]]&amp;quot;&lt;br /&gt;
[557] This is in &amp;quot;[[History of the Faendryl]]&amp;quot; and the premise reinforced in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;.&lt;br /&gt;
[558] Not in documentation. But this was framed as a phenomenon in the area in the Maelshyve archaeology dig event.&lt;br /&gt;
[559] This was in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and arguably in the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[560] This premise is mostly in this document, but for the reasons motivating them.&lt;br /&gt;
[561] This is necessary because the Dhe&#039;nar are canonized and vastly pre-date the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding.[562] There have been cases of powerful, very old Dark Elves, who must feed on magical energies.[563] Not unlike the Collectors.[564] Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal.[565] There is an unusually high amount of cursed metals, or those associated with the sorcerous elements, especially urglaes which is found in the ancient lava flows.[566] Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons.[567] In the present day the Agrestis often relies on hired Palestra as security for miners.[568] There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &amp;quot;dowsing&amp;quot; methods to seek out troubles.[569]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[562] This was the premise in the player-created Dhe&#039;nar lore, but may not be explicitly present yet in canon documentation. In the canon documentation it is masked in a propaganda sort of way by racial purity rhetoric.&lt;br /&gt;
[563] This comes from the player-created Dhe&#039;nar lore, but magical energy eating is a canon concept in various contexts. Such as the Ithzir and the Ur-Daemon. One of the canon lizards from down there in &amp;quot;[[Creatures of Eh&#039;lah and Sharath]]&amp;quot;, the sha&#039;rom lizard, absorbs magic energy similar to the myklian in the Broken Land. Volume 2 gets into this concept.&lt;br /&gt;
[564] The Collectors are a storyline group who try to escape mortality by feeding off the magical power of relics / artifacts.&lt;br /&gt;
[565] This is from the &amp;quot;[[Elanthian Gems]]&amp;quot; document and the geochemical nature of alabaster.&lt;br /&gt;
[566] This is extrapolating off the [[ora]] mine and [[urglaes]] deposits and so forth in the materials and gems documentation.&lt;br /&gt;
[567] This embellishment is leveraging off the prior hellgates concept, and the geological instability of the badlands. The prehistorical artifacts part is a potentiality hook. It is partly inspired by the veil iron obelisk thought to be an [[Ur-Daemon]] artifact that was in the Wehnimer&#039;s Landing museum and now present in the Stormbrow Gallery, which I&#039;ve been told at one point (circa 2000ish) allowed familiars to pass from the Landing to Teras and/or allowed access to the Teras thought net from the Landing. Though I do not know for certain that is true. But that obelisk was &#039;&#039;&amp;quot;recovered from the ora mines in Rhoska-Tor.&amp;quot;&#039;&#039;&lt;br /&gt;
[568] This is an embellishment leveraging off &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, where the Palestra are used throughout the Pentact branches.&lt;br /&gt;
[569] This is a made up premise, but straight forward from the previous premise of mining under these conditions. Similar mining hazard concept was used in the Shadow Valley story, the &amp;quot;[[Tale of Silver Valley]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.B Despana&lt;br /&gt;
&lt;br /&gt;
No one knows who or what Despana was.[570] There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha.[571] There are cultists who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor.[572] Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover.[573] Her contemporaries believed she was from the jungles beyond the Southron Wastes.[574] There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash.[575] More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption.[576] They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian.[577] The earliest recorded rumors of Despana began shortly after this disaster in -19,864.[578]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[570] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;, the foundational information for Despana.&lt;br /&gt;
[571] This is riffing off &amp;quot;[[History of Elanthia]]&amp;quot; saying of Chesylcha: &#039;&#039;&amp;quot;There are as many stories about her death as there are storytellers.&amp;quot;&#039;&#039; The word &amp;quot;disappearance&amp;quot; is used instead of &amp;quot;death&amp;quot; because she is only presumed dead in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is reinforced in the [[Maeli Gerydd]] museum piece having Maeli Gerydd (in the wedding party) going missing, and the [[forehead gem]] loresong has the gems of Chesylcha&#039;s handmaids ending up in the ocean. There is also inconsistency between documents on what actually happened to Chesylcha. In &amp;quot;[[History of the Faendryl]]&amp;quot; Chesylcha&#039;s throat is slit, while in &amp;quot;[[History of Elanthia]]&amp;quot; it says &#039;&#039;&amp;quot;Whether it was a Nalfein or Human assassin, or whether she simply fell ill, none are certain.&amp;quot;&#039;&#039; Whereas the Faendryl history states: &#039;&#039;&amp;quot;but the Faendryl never had a doubt as to what happened. The evening of her death, Chesylcha&#039;s three sisters all fell to their knees, screaming in pain and holding their heads. When they were again sensible, each reported seeing the same thing: an assassin of House Nalfein, there by grace of a secret alliance between the Nalfein and the Ashrim, slitting their sibling&#039;s throat.&amp;quot;&#039;&#039; This inconsistency would not make sense if there was a body that could be examined.&lt;br /&gt;
[572] This is what Maelshyve is in DragonRealms, she comes back to Elanthia having been banished. This line is letting the deranged demon worshippers be onto something. The consistency hook on Maelshyve and DragonRealms is another motivator for there being either permanent or temporary &amp;quot;hellgates&amp;quot; under the wastes from rifting / instabilities, so that theory of Despana&#039;s origins has some sense of how she got here in the first place, since this document is also committing to the severe impracticality of demons and other extraplanars being able to get into our plane without the way opened on this side for them.&lt;br /&gt;
[573] This is based on the museum artwork that was in Wehnimer&#039;s Landing, now in Stormbrow Gallery.&lt;br /&gt;
[574] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[575] This is from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[576] It is represented as a volcanic eruption in &amp;quot;[[The Settlement of Eh&#039;lah]]&amp;quot;. In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it makes it sound like the mountain was not even there prior to the cataclysm. This line is reflecting that tension.&lt;br /&gt;
[577] Extrapolating off &amp;quot;Obsidian Council&amp;quot; as the name of the new governing body after that cataclysm in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;&lt;br /&gt;
[578] This is cross-referencing the approximate timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; with the exact date used for Despana in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This line is not meant to be implying the disaster was also in the year -19,864. Only that on Elven time scales these were not far off from each other, and giving a little bit of motivation for &amp;quot;[[History of Elanthia]]&amp;quot; saying her contemporaries believed she was from the jungles down there.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics.[579] It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor.[580] In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years.[581] While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization.[582] Despana herself was not regarded as a great threat from the very long precedent of her inaction.[583]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[579] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; and following the implication of &#039;&#039;&amp;quot;her quest succeeded when she found the Book of Tormtor&amp;quot;&#039;&#039; in what is now called Rhoska-Tor. In that time period it would have been considered the nearest part of the Southron Wastes to the Elven Empire. It might even be that Maelshyve was built in that spot looking forward to that reason.&lt;br /&gt;
[580] &amp;quot;[[History of Elanthia]]&amp;quot; establishes that Maelshyve was a keep built in Rhoska-Tor. This sentence refers to it as &amp;quot;haunted lands&amp;quot; due to this document&#039;s arguments about how undead should naturally be present there because of taint / corruption.&lt;br /&gt;
[581] This is the embellishment introduced for this region by this document.&lt;br /&gt;
[582] This is limiting the scale and scope of the practical threat in the Second Age from this region.&lt;br /&gt;
[583] This is explicitly recognizing the very long delay between her construction of Maelshyve and the Undead War, in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, while &amp;quot;[[History of Elanthia]]&amp;quot; had said those undead constructed Maelshyve and that &amp;quot;their numbers grew rapidly.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War.[584] It was founded on an ancient mound of the Old Ones known as the Torm Tor.[585] It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon.[586] There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally.[587] Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through esoteric methods, and thereby knowledge of dark magic more immediately through mental contact.[588] Whether through ruins or some lingering presence below the wastes.[589]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[584] These are the dates from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[585] This is totally made up. The premise was framed earlier in this document that Tor refers to the geological feature. Rhoska-Tor is a name that was coined later, per the wording of &amp;quot;[[History of Elanthia]]&amp;quot;, so the &amp;quot;tor&amp;quot; could have come from Book of Tormtor (where Tormtor is a Drow easter egg from Dungeons &amp;amp; Dragons.) But since we are using &amp;quot;Tor&amp;quot; in the sense of Glastonbury Tor, this line is going the opposite way with it. The supposed &amp;quot;Book of Tormtor&amp;quot; is being called that because Maelshyve is built at the Torm Tor, where the implication here is that there is some &amp;quot;Torm&amp;quot; Ur-Daemon. Perhaps the in-world setting etymology root of the word &amp;quot;torment.&amp;quot; Calling this a mound is partly motivated by banshee mythology and partly by keeps being built on mounds.&lt;br /&gt;
[586] As previously mentioned in these footnotes, the Dark Elven language could not have been called &amp;quot;the voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;[[History of Elanthia]]&amp;quot; implies the placename &amp;quot;Rhoska-Tor&amp;quot; was invented later. And there&#039;s some reason to argue that Dark Elves should not have been considered a racial concept in the Second Age, since the Faendryl were not called Dark Elves until after the Ashrim War. So the premise is that contemporaries are using this wording to refer to the tongue of the demon worshippers posited to be in that region.&lt;br /&gt;
[587] It does not actually make literal sense for there to be a book written in the language of the Ur-Daemon and that mortals with no knowledge of that language would be able to read it. There is the &amp;quot;comprehend languages&amp;quot; kind of magic, of course, but that is Mentalism and Elanith does not have Mentalism magic in that time period. It would have to be more esoteric.&lt;br /&gt;
[588] This is a Lovecraftian notion of somehow learning extinct languages across time or mental contact with dead/sleeping daemons.&lt;br /&gt;
[589] One way would be essentially a kind of Ur-Daemon artifact after all, whereas the other could be one of the Ur-Daemon (or some other malign entity) itself.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then if the book existed, it was from Despana herself writing it.[590] Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier.[591] It was a relatively common interpretation to believe that this was actually written in an orthographic convention of the Dark Elven language.[592] While the Dhe&#039;nar were not the only Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would lead to them being blamed.[593]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[590] This would make a sensible path for an actual book existing while retaining the truth of that Ur-Daemon link.&lt;br /&gt;
[591] These are from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; respectively. Along with &amp;quot;[[History of Elanthia]]&amp;quot;, all three of these documents have Illistim NPC scholars listed on the top, so taking that with &amp;quot;History of Elanthia&amp;quot; saying none can now know what its contents were, the only conclusion available is that scholars do not actually know what the Book of Tormtor was in reality. It&#039;s more of a mythical thing for explaining or rationalizing Despana. This document actually creates an avenue for the Book of Tormtor not needing to have existed for Despana to have done what she did.&lt;br /&gt;
[592] This is explicitly talking about the alternative possible meaning for language of the Daemons. With the stipulation that in that time period Dark Elves probably were not thought of as a race in the way they are now. This also opens the possibility that the written form of Dark Elven is some dominant convention in the region that comes from the Despana period.&lt;br /&gt;
[593] The rumor of her being from those southern jungles, the notion of the Book of Tormtor possibly being left behind by the ancient Dhe&#039;nar, the prophecy of Noi&#039;sho&#039;rah (perhaps mangled by contemporary knowledge of Despana), and maybe whatever undefined involvement of the Dhe&#039;nar in Despana&#039;s agenda. The Dhe&#039;nar might also be perversely leaning into the theory that Despana was Dhe&#039;nar themselves. The point of this is to provide a hook for why Dhe&#039;nar become called &amp;quot;Dark Elves&amp;quot; as a whole lineage when it took Ashrim genocide for the Faendryl to get labeled &amp;quot;Dark Elves&amp;quot; and that term should really originally have been about cultural condemnation. This is a subtlety. But it&#039;s a mistake to just naively take the Dark Elf racial mechanic that simply and literally, when the lore behind the term gives it a political motivation and meaning. But Dark Elves as a whole are not an ethnicity, with radically divergent cultures, and at best are a shared language group.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep.[594] However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105.[595] There have been countless fake Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics.[596] What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they had never been wielded as vast armies by necromancers.[597] Widespread undeath had only been encountered when dealing with extraplanar horrors such as the Vishmiir.[598]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[594] This is going off &amp;quot;[[History of Elanthia]]&amp;quot; saying the book was lost in the events that followed.&lt;br /&gt;
[595] This is from the [[Animate Dead (730)]] release events. Shar had previously been searching for the Book of Tormtor in the late 90s.&lt;br /&gt;
[596] This is an embellishment. But there is no way this would not be true.&lt;br /&gt;
[597] This is the perspective and framing being built by this document.&lt;br /&gt;
[598.1] The [[Vishmiir]] had fought with the Elven Empire according to &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, and the Vishmiir make hordes of undead minions. (This document references the Vishmiir several times just because there are so few ancient things like this that are already defined.) This is just generally acknowledging that these extraplanar threats we deal with typically come with undead hordes, so even if it happened less often in the Second Age, larger scale undead incidents would happen with extraplanar horrors / demons. This document is just leaning on the Vishmiir in particular because there is explicit lore and loresong implying how ancient they are in their relationship to Elanthia. The embellishment that no vast armies by necromancers had been done before was mentioned previously in this document, but that does not necessarily have to be true. It&#039;s just helping distinguish Despana while having necromancy of undead be a known thing for thousands of years prior. Despana might be taken as having innovated rotting corpse kinds of undead, especially communicable diseased undead.&lt;br /&gt;
[598.2] The Faendryl method of countering her strategy also helps explain an apparent absence (or at least lack of effectiveness) of future imitators of Despana. Whatever of these that have happened since then were presumably put down within the region by the Faendryl, along with the Grot&#039;karesh and Dhe&#039;nar and so forth. There seems to be nothing established about clashes with the Horned Cabal, for example, within the subcontinent region [[Story of the Volnath Dai|prior to]] Grandmaster Fineval and invading the Turamzzyrians.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness.[599] With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a hierarchy of command over hordes of lesser undead.[600] The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves.[601] Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches.[602]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[599] This is from the [[urglaes]] lore. It is reviving the Rolemaster lore for the metal, though that was still roughly preserved in the urglaes lore. The term &amp;quot;elemental darkness&amp;quot; is a convention used in this document, being shorthand for &amp;quot;the sorcerous element of darkness.&amp;quot; This is elaborated in Volume 2.&lt;br /&gt;
[600] This premise was framed earlier in the document. There is some existing framing for necromancers in Elanthia needing to leverage off artifacts or minions to control large scales of undead. Some of this is relatively implicit (e.g. the Horned Cabal&#039;s dependence on the Sphere of Sorrow for wielding large hordes; the Tablet of Death, etc.), but it was also explicit in the [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] storyline in Plat. This is setting up a vulnerability in her horde methodology that makes the Faendryl summoning demons a silver bullet for stopping her.&lt;br /&gt;
[601] This is reviving the Rolemaster bestiary lore for these kinds of undead. It was true of skeletons, zombies, and ghouls.&lt;br /&gt;
[602] This was explicitly true in the Rolemaster bestiaries, which was the creature lore at the time &amp;quot;[[History of Elanthia]]&amp;quot; was being written in late 1995.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts.[603] Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland.[604] Methods were made so that the fallen on battlefields would rise together in mass.[605] Most importantly of all, Despana was a plaguelord, fashioning cursed diseases.[606] Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries.[607] These were as the transformation curses of witchcraft, except resulting in the undead.[608] Ghouls would make more of themselves by clawing with their nails.[609] Others were infected through contact with fluids, or through bites, or even through pestilent vapors.[610]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[603] This document is preferring to treat the Rhoska-Tor banshees as corrupted nature spirits (fey) from the taint of the Ur-Daemon, so that Despana is really conjuring / summoning them, rather than the kinds of banshees that come from cursed sorceresses. Being categorically different from the rotting corpse undead, this is giving her a different control method.&lt;br /&gt;
[604] Possession of corpses by spirits is a concept in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, and this notion of burial in tainted lands is a trope that is also present. The Grot&#039;karesh incidentally keep their dead in crypts.&lt;br /&gt;
[605] This was described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot;.&lt;br /&gt;
[606] The most clear and explicit example of this is the Red Rot.&lt;br /&gt;
[607] This is represented in the &amp;quot;[[Giantkin History]]&amp;quot;, and the latter part especially is explicitly described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard]]&amp;quot; soldier&#039;s journal document, which also has the festering wounds.&lt;br /&gt;
[608] This is an embellishment but the framework of this document giving historical continuity between these traditions.&lt;br /&gt;
[609] This is the original ghoul lore from Rolemaster. By 1995 the disease curse from ghoul nails was known as Ghoul Rot.&lt;br /&gt;
[610] The fluids and bites are generic. The pestilent vapors (like the Living Dead movies) raising undead is something Raznel was actually doing in the [[Witchful Thinking]] storyline, but for the notion of infecting, the Red Rot was treated as airborne when it resurfaced in 5103 (though it was not represented as turning Dwarves into undead.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire.[611] The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497.[612] This was about three hundred years before the siege of ShadowGuard.[613] In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action.[614] There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief out of the southern wastes.[615] There was much reason to underestimate the weak undead.[616]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[611] This sentence may sound like a non-sequitur coming off that paragraph, but the point is that the real threat of her horde was from these not obvious directions, which was not understood until later. This line is pointedly interpreting &amp;quot;the Undead&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; as a proper noun for referencing Despana&#039;s horde specifically and not the undead in general.&lt;br /&gt;
[612] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document had the Undead War going back into the -15,400s and that needs to be handwaved as lower scale skirmishes. It implies the Battle of ShadowGuard happened in the -15,400s but all the other documents with dates disagree. It should be reinterpreted as having Sylvan scouts coming across Dharthiir allied mountain forces, but not coming out to the other Elves until a much later date when ShadowGuard happens&lt;br /&gt;
[613] We are using the other documents having ShadowGuard and Maelshyve destruction not that far separated. But we&#039;re not going to use -15,186 because it doesn&#039;t give space for &amp;quot;years&amp;quot; or war or the Battle of Harradahn. So this document says ShadowGuard was really in -15,196 and just commonly gets misdated as -15,186 (maybe because of legibility of the digit in whatever record in the Chronicles, calendar system discrepancies, and maybe a headache of unreliable documents in the period with politically motivated revisionism.)&lt;br /&gt;
[614] This is a mild retcon for reconciling &amp;quot;[[History of the Sylvan Elves]]&amp;quot; with the other Undead War period history documents with dates. It is also giving some sense to Rhak Toram speaking of &amp;quot;the orc wars&amp;quot; as something more distinct than normal dwarf-orc clashing. What we are doing is having the Sylvan scouts coming across Dharthiir forces back into the -15,400s, but then they noticed what we&#039;re calling &amp;quot;the Surge&amp;quot; around the time ShadowGuard gets taken out (and what&#039;s happening to the crops in the provinces and so forth), and only then do they come out and help the Faendryl fight the Undead.&lt;br /&gt;
[615] This is an embellishment. But with the premise of the nature of the southern wastelands in the Second Age, this is a sensible thing the Vaalor would have done.&lt;br /&gt;
[616] GemStone has done some serious level creep since &amp;quot;[[History of Elanthia]]&amp;quot; was written. But the general idea leaned into with this document is that the weak undead can be controlled in greater numbers, and having big numbers becomes the central threat, particularly when these undead can inflict unhealing festering wounds or turn the wounded into more undead. They do not need to defeat the opponent in single combat. They only need to make contact or get too close, then those wounded or dead get made part of the Undead hordes. So Dharthiir goes for the heavy infantry House first.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chronology of the Undead War is muddy and sometimes contradictory.[617] Library Aies was badly damaged in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records.[618] There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals.[619] The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized.[620]&lt;br /&gt;
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[617] This is explicitly framing the fact that the official documentation has a bunch of contradictory dates and time ranges for the Undead War. The grounding for the premise is that you have a surplus of dubiously reliable personal memoirs, and a long period of time of shoddy document preservation and replication. So even though the documents that exist would be using Elven calendar dates, it is unclear how trustworthy the dates are in a surviving copy. Similarly, if the provenance of the document is unclear and the numbers have to be interpreted, the Houses use calendars with similar but different origin years based on their House founding dates. The &amp;quot;[[Ilynov Journal]]&amp;quot; accounting of ShadowGuard (converted out of Vaalorian calendar dates) ranges from April -15,187 through November -15,186, with ShadowGuard besieged as early as January -15,186, while the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard document]] spans only one month, July into the beginning of August -15,186. We also do not know what kind of calendar drift (e.g. Julian vs. Gregorian calendars would be a whole year off on Elven civilization time scales) happened over thousands of years and the corrections that were or were not applied (and how many times between copies) to the dates.&lt;br /&gt;
[618] The first part of this is an extrapolation from details in the [[Ta&#039;Illistim Monarchs]] document. The second part is from the Half-Elven history document.&lt;br /&gt;
[619.1] This is meant to give some wiggle room on the absolute authority and implications of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] and the [[Ilynov Journal]] documents, and to give some motivation for why chronology of that time period would be difficult for much later historians. The analogy with criminal memoirs is that onced freed from the liabilities, criminals will admit to things they did not do for posterity, and misrepresent things to make themselves sound bigger and more significant. The &amp;quot;criminals&amp;quot; dig is also partly coming from the IC author being Faendryl.&lt;br /&gt;
[619.2] This is also throwing some salt into the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|ShadowGuard journal]]&#039;s final entry as fantastic, of the Vaalorian undead soldiers somehow breaking free and turning on Dharthiir (after standing around idly allowing Dharthiir and Taki to duel), allowing Taki to strike at the lich. But this undead turning on Despana&#039;s own forces phenomenon, whatever the cause of it, helps support the hierarchical control disruption premise used in this document.&lt;br /&gt;
[619.3] This is also throwing shade on [[Ilynov Journal]]. It has Taki Rassien gathering the Sabrar with Despana threatening &amp;quot;even the mighty Vaalor&amp;quot; in April -15,187 , and then Taki &#039;&#039;&amp;quot;prepares for a battle at ShadowGuard&amp;quot;&#039;&#039; in January -15,186 (the forces described as already besieging ShadowGuard at this time with &#039;&#039;&amp;quot;a surprise attack on the forces besieging ShadowGuard&amp;quot;&#039;&#039;), then news of Taki&#039;s defeat in the city in November -15,186 (which [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document has happening in early August.) This makes the month vs. one day tension even worse, so as noted in other footnotes here, it can be reconciled by having Dharthiir not seriously trying to take ShadowGuard at first but instead bottling up the pass around the mountains.&lt;br /&gt;
[620.1] This notion of emphasis-on-what-counts is the way to reconcile these contradictory documents. The &amp;quot;[[History of the Faendryl]]&amp;quot; can be using &amp;quot;Undead War&amp;quot; to refer to the entire 5,000 year period Despana was known to exist by the Elven Empire. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is using a few hundred year date range, reinterpreted here to refer to comparatively low level pre-&amp;quot;Surge&amp;quot; skirmishes with Dharthiir and his allied forces (though this requires bending its timing, which has them only starting to deal with it after ShadowGuard falling.) The relatively short war with a stalled battlelines/front is treating the Battle of ShadowGuard as the start of the Undead War and not that long period Dharthiir was up to hijinx leading up to it. Which incidentally gives everyone a few centuries to know who and what Dharthiir was prior to ShadowGuard (which is still haunted with undead in the present day, having been turned into a haunted place with corruption and so forth.) &lt;br /&gt;
[620.2] There might also be some relatively static presence of Undead forces at ShadowGuard for a longer period of time, then a lightning fast surge through the western provinces, with Dharthiir showing up at ShadowGuard (with a sudden increase in hazards / ability) to then lead an eastern offensive toward Ta&#039;Vaalor after catching the Vaalor legions off guard. This would give some flex time for other Houses not cooperating, the year prior time span in the &amp;quot;[[Ilynov Journal]]&amp;quot; document, and some sense to &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot; At last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense&amp;quot;&#039;&#039;, when a one month time window would seem too short / recent for that wording. But this point is trying to reconcile the &amp;quot;Ilynov Journal&amp;quot; and &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document extended time spans for ShadowGuard with the time spans in &amp;quot;History of Elanthia&amp;quot;, which instead made it sound like an advancement into Elven territory toward Ta&#039;Vaalor and then Taki and the Sabrar going to a fortress in the invasion path to &amp;quot;make a stand&amp;quot;, and then immediately getting steamrolled, while there is no geographical reason the Undead horde should have waited around ShadowGuard that long if it&#039;s as far inland and wide open as shown on the current Elanith map.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185.[621] Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year.[622] It is generally accepted that the war lasted for years.[623] There are even some races who conflate the Undead War with the whole Age of Chaos.[624] There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years.[625] The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade.[626] What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard.[627] Despana&#039;s capacity for rapid escalation was contrary to her own precedent.[628] The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.[629]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[621] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Vaalor journal documents use these dates, though the Vaalor ones are converted into the Vaalor calendar equivalent. The [[Ta&#039;Illistim Monarchs]] document also uses -15,185 for the end of Lanenreat&#039;s reign (using Illistim dates), having been (de facto) deposed during the Undead War. It actually treats Laibanniel in -15,185 as overseeing the &#039;&#039;&amp;quot;initial defense of Ta&#039;Illistim&amp;quot;&#039;&#039;, which means implicitly it&#039;s using the -15,186 date for ShadowGuard, and Lanenreat had resigned for failing to contain Despana and her hordes. This implies something happened to Ta&#039;Illistim after ShadowGuard. The Lanenreat section saying &amp;quot;hordes&amp;quot; and Laibanniel section saying &amp;quot;undead hordes&amp;quot; is a seed for a coming paragraph to say it was Dharthiir&#039;s orc/troll/etc. allies in the mountains that hit Ta&#039;Illistim at first. Which geographically makes sense.&lt;br /&gt;
[622] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and &amp;quot;[[Elanthian Gems]]&amp;quot; in the jet section, which uses the sylvan dates, have -15,188 for the Battle of Maelshyve, which by definition has to happen later than the Battle of ShadowGuard.&lt;br /&gt;
[623] &amp;quot;[[History of Elanthia]]&amp;quot; had said it lasted for years: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039;&lt;br /&gt;
[624] The Giantkin history could be read this way. But &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound that way very directly.&lt;br /&gt;
[625] This could be just very loosely referring to the whole period Despana was known about. But &amp;quot;[[History of the Faendryl]]&amp;quot; only gives a couple of Patriarchs for the entire 15,000 year period between the Undead War and the Ashrim War. It was pretty clearly written to imply the Undead War was very long and the underground period up to the Ashrim War was relatively short. These Patriarch numbers need to be retconned in some way, such as state sanctioned history redacting the Patriarchs in the underground period, or re-numbering the earlier Patriarchs.&lt;br /&gt;
[626] Doing it this way just means a digit error is being done, where instances of -15,186 should be saying -15,196. Or the equivalent in the other calendar systems. Then there&#039;s a reasonable length total war phase and the Battle of Harradahn fits.&lt;br /&gt;
[627] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[628] This is extrapolation from the time gap in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[629] This is going off the timing in &amp;quot;[[History of Elanthia]]&amp;quot;. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] twists it somewhat, having a month long siege of the same place (or closer to a year long siege in [[Ilynov Journal]] and over a year of threatening Vaalor), and then Taki Rassien showing up (after over half a year in Ilynov Journal but only a one month reinforcement call delay in ShadowGuard journal) and that part being the 1 day event. Whereas &amp;quot;History of Elanthia&amp;quot; words it as a month long advance, &#039;&#039;&amp;quot;cut[ting] a swathe&amp;quot;&#039;&#039; into Elven territory, up to the point it was threatening Ta&#039;Vaalor itself. (ShadowGuard is also represented as significantly north of Ta&#039;Nalfein on the Elanith map, about the distance from Tamzyrr to Brisker&#039;s Cove, with no apparent reason why Dharthiir should not just ignore it and go around it.) A static siege at one location is nominally inconsistent with &#039;&#039;&amp;quot;progress was lightning fast, easily destroying what little resistance they met in the outlying provinces&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;the battle of ShadowGuard lasted less than one day.&amp;quot;&#039;&#039; The prior dig on war memoirs is taking some of the edge off this point. The premise that this &amp;quot;shocked [the other houses] into cooperating&amp;quot; originates in &amp;quot;History of Elanthia&amp;quot;, where &amp;quot;at last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense.&amp;quot; This document also presses into the point of the Elven empire&#039;s &amp;quot;outlying provinces&amp;quot; away from the East as having been hit especially very badly, which has never really been elaborated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.C The Faendryl Exile [630]&lt;br /&gt;
&lt;br /&gt;
What the Elves had failed to understand was that Despana had united the malign factions of the southern wastelands, and over those many long years there was a merger of the traditions of the black arts.[631] There was a leap in the arts of necromancy because it was felt as an abrupt revelation.[632] In the first month of the invasion, what might be called the Surge, the Undead were regarded as a conventional but mindless force.[633] It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir.[634] They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders.[635] House Vaalor was, bizarrely, the path of the invasion.[636] With the benefit of hindsight, it is now believed Dharthiir intended to make his forces be surrounded as a tumor in the very center of the Empire, which at the time was regarded as illogical and suicidal.[637]&lt;br /&gt;
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[630] This is setting the fusion of black arts traditions on the one hand, and then the conditions for those spilling over into Faendryl sorcery, and vice versa, to help explain the later widespread use of the dark sorcery paradigm.&lt;br /&gt;
[631] This is an embellishment. Since we have heterogeneous smaller scale factions existing in that region, and Despana having come to dominate that region, and Dharthiir having made allies of various races against the Elves, it is a sensible consequence of this that these stipulated &amp;quot;black arts&amp;quot; traditions would be merging in Despana&#039;s long dormancy period in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Then from the point of view of the Elven Empire, there would have been a sudden burst in unfamiliar necromancy. &lt;br /&gt;
[632] More subtly, this document is creating an internal logic for the Book of Tormtor possibly being more myth than fact, because it would have been tempting to erroneously assume some ancient dark magic was discovered and rapidly acquired by way of an artifact. It could instead be that a lot of merging and innovation was done to large scale and only revealed all at once.&lt;br /&gt;
[633] The phrase &amp;quot;the Surge&amp;quot; is totally made up. &amp;quot;The Undead&amp;quot; is being used as a proper noun for Despana&#039;s horde. This is following off the Undead War section of &amp;quot;[[History of Elanthia]]&amp;quot;, and to some extent the early parts of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document. &amp;quot;the Surge&amp;quot; is creating a distinct phase of the Undead War that allows some flex on the timing. There can be some earlier stuff happening, but then a sudden escalation with ShadowGuard getting overrun as they shifted gears and began pushing northeast into the core Elven Empire. &amp;quot;the southeastern outlands&amp;quot; is talking about pressing into and building up toward ShadowGuard.&lt;br /&gt;
[634] This is cross-referencing &amp;quot;[[History of Elanthia]]&amp;quot; wording with the Elanith continent map, which wasn&#039;t really defined yet when &amp;quot;History of Elanthia&amp;quot; was written. This approach is really &#039;&#039;&amp;quot;the heart of the Elven empire&amp;quot;&#039;&#039;, so &#039;&#039;&amp;quot;the outlying provinces&amp;quot;&#039;&#039; should refer instead more to the western territories, where there would be weaker concentration of forces. And the framing we have given of sovereign land claims being in the way of each other and not allowing military border crossings.&lt;br /&gt;
[635.1] The borders line is a slight embellishment from &amp;quot;History of Elanthia&amp;quot; saying &#039;&#039;&amp;quot;no house would commit troops to defend the territories of another.&amp;quot;&#039;&#039; It would not be possible for some of these land locked Houses to get their troops anywhere without going through the main lands of another House, so what we&#039;re doing here is interpreting this line as meaning something more to the effect of &amp;quot;defend the [outlying province claims] of [other Houses].&amp;quot; This is trying to make sense of the line &#039;&#039;&amp;quot;Each house wished the glory of vanquishing the Undead for themselves&amp;quot;&#039;&#039;, because in terms of the continent map, only Houses Vaalor and Nalfein were geographically positioned to be fighting the invasion. So we have to assume this involving those western provinces which are ill-defined.&lt;br /&gt;
[635.2] We are also tacitly committing to a model of forces moving north into the West (in terms of outlying provinces) because Despana&#039;s progress being lightning fast, and within a month threatening the heart of the Elven Empire, because in terms of the actual continent map there is not much distance between Maelshyve and core Elven or even Vaalorian territory. And if the only thing that&#039;s happening is the thrust toward House Vaalor, the stuff about the other Houses wanting the glory for themselves becomes incoherent. It makes more sense for that to be talking about defending their Western provinces.&lt;br /&gt;
[636] This is referring to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Within a month, the Undead had cut a swathe to the heart of the Elven empire, threatening Ta&#039;Vaalor itself.&amp;quot;&#039;&#039; This has to be interpreted delicately to reconcile it with the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document and ShadowGuard&#039;s position relative to the Sylvans in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. Some of the pressure can be taken off by instead reading it as the horde kept moving onward toward Ta&#039;Vaalor after ShadowGuard. The notion here is Dharthiir directly going after Vaalorian fortifications (e.g. ShadowGuard) and moving in an arc toward Ta&#039;Vaalor while skirting the territory of House Nalfein. And then House Nalfein is not defending Vaalor fortifications, the whole not defending each other&#039;s stuff situation. Second Age borders are not defined. But it would be plausible that House Vaalor had its own land access around the southern DragonSpine for moving its legions.&lt;br /&gt;
[637] This is an embellishment. The strategy is based on extrapolating from the threads in the lore that indicate the use of disease magic and the wounded living turning into undead. It changes the logic of what makes sense for deploying armies. Dharthiir is getting into a close up melee fight with the infantry forces House and doing that damage up front before the longer-run fight with the more magic oriented houses. This logic is also motivating the orcish raids on House Illistim at almost the same time postulated later in this document. Also because of Lanenreat lore and the distance from the Undead. However, this wording is partly leaning on the position of ShadowGuard on the current Elanith map, which is probably much too far north given its implied latitude in the Sylvan documentation. If ShadowGuard were instead placed near the pass leading around the DragonSpine Mountains, on the edge of core Elven territory, the Surge would be mostly heading north into the Western provinces in the first month with some build up at ShadowGuard, then it shifts northeast focused and starts steam rolling toward Ta&#039;Vaalor when ShadowGuard falls. This line is also about reconciling why this is largely bypassing House Nalfein, which for a living military would make supply lines vulnerable to being cut off and then surrounded, and has Dharthiir (who doesn&#039;t take to the field until two weeks into it in the soldier journal document) not immediately trying to take ShadowGuard but instead having a temporary false stalemate while the Western provinces fall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces.[638] This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades.[639] This temporarily disrupted the hierarchy of the Undead.[640] There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.[641]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[638] This line is inspired from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]] document.&lt;br /&gt;
[639] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;, but the specific detail of Taki and Dharthiir vanishing in a sword clash comes from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The &amp;quot;[[Ilynov Journal]]&amp;quot; document suggests the details of this were still not known a century later, and this journal is retrieved back in 2014. It is implicitly a sorcerous backlash from the clash of the incompatible essences in the swords, similar in principle to when the Griffin Sword shattered in the duel between Morvule and Ulstram, and this sorcerous backlash must have thrust them out of this reality.&lt;br /&gt;
[640] This is an embellishment. It is reasonable to think this temporarily disrupted things with the Undead, giving breathing space for the Faendryl to take unified command of the situation. Dharthiir probably wasn&#039;t the only lich, though, so the emphasis here is on temporary. This line does two things. It gives a hook for the Faendryl to recognize the hierarchical dependency of Despana&#039;s undead army. And it tacitly acknowledges ShadowGuard is still overrun with Undead in the present day. ShadowGuard has been visited in this way during storyline events. So this document treats it as a place that became haunted.&lt;br /&gt;
[641] The document is being non-commital on whether this was pre-planned, or Despana shifted gears temporarily when Dharthiir went missing. This line is meant to explain the [[Ta&#039;Illistim Monarchs]] document having Lanenreat resign, when the Undead should not have been near House Illistim, and her successor doing the initial defense against the *undead* hordes. It geographically makes sense that Despana&#039;s orc/troll and maybe minotaur allies in the mountains would hit House Illistim first in an eastern campaign. The Mirror Valastiel&#039;s personal diaries were also stored in Library Aies, &#039;&#039;&amp;quot;but were lost during the Undead War with Despana.&amp;quot;&#039;&#039; This creates a strong implication that Library Aies was damaged during a siege or sacking event, while the Undead front lines should not have been anywhere near Ta&#039;Illistim. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command.[642] They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana.[643] However, in what was a supreme irony and reversal of the natural order, time was working against the Elves.[644] The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics.[645] Where there were battle lines held in the southeast, there was widespread chaos and death in the West.[646] Plagues were spreading that had been made through dark sorcery.[647] Blights were killing the fields and wildlife.[648] The living were in very serious danger of widespread famine and mass starvation.[649] It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners hid the desolation of the West to prevent demoralization.[650]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[642.1] Houses Vaalor and Nalfein would have taken the brunt of the Undead invasion for geographical reasons. This line is adding in House Illistim getting hit out of the mountains as an extrapolation from the [[Ta&#039;Illistim Monarchs]] document. That House Faendryl was able to unify command under these conditions is given in &amp;quot;[[History of Elanthia]]&amp;quot;. They grouped forces to the west of ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which does not make much sense unless ShadowGuard is significantly further south than the current [[Elanith]] map depicts and House Nalfein further east is getting hit by Despana&#039;s forces out of ShadowGuard.&lt;br /&gt;
[642.2] The most current map of Elanith places ShadowGuard much too far inland (and would be a more reasonable location for Harradahn), about as far north as Brisker&#039;s Cove while Maelshyve is roughly as far south as Idolone. This is awkward because it means this Undead horde under Dharthiir is passing right through core Nalfein territory, ignoring House Nalfein and apparently not being fought by the Nalfein. This is awkward enough that the map should probably be retconned, and arguably is not consistent with other documentation. &amp;quot;ShadowGuard&amp;quot; in the Second Age would more sensibly have been between the Sylvan settlement of Nevishrim and Ta&#039;Nalfein or what is now Feywrot Mire, which makes much more sense for Sylvan scout and army grouping positioning relative to ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot;The elves, shocked by the loss of ShadowGuard, a site less than 100 miles to the east, welcomed the sylvans and fervently sought their allegiance against the forces of Despana.&amp;quot;&#039;&#039; ShadowGuard would then be sensibly named with the specific Second Age purpose of guarding against bad stuff coming out of those southern wastelands, and effectively analogous to Minas Morgul which was the forward most fortress guarding against Mordor and is now haunted with undead. Then the fortress would be a kind of choke point that Dharthiir can&#039;t just go around, and makes this House Nalfein issue not a problem. The horde can keep heading toward Ta&#039;Vaalor after ShadowGuard at this position and the original wording still makes sense.&lt;br /&gt;
[642.3] Following off note 642.2, with the lightning fast progress happening in the West, the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] depicting a month long (or longer in &amp;quot;[[Ilynov Journal]]&amp;quot;) siege can be reconciled with &amp;quot;[[History of Elanthia]]&amp;quot;. Dharthiir would be bottling up Elven land forces at a choke point while hordes wreaked havoc in the Western provinces, and only then committing to a &amp;quot;Surge&amp;quot; northeast. But this would require changing the Elanith map to put ShadowGuard farther south as the border of the core Elven Empire. The wording in this document about focusing on House Vaalor as the invasion path in contrast is allowing House Nalfein to be temporarily bypassed. Since Dharthiir gets taken out at ShadowGuard, we would read it as his strategy being continued, cutting the swathe toward Ta&#039;Vaalor.&lt;br /&gt;
[643.1] The Battle of Harradahn is mentioned in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, dating it as the following year is the chronology convention explicitly chosen earlier in this document. The stalemate was established in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039; This incidentally contradicts the 1 year timing in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, but the daily heavy casualties does not allow a very long period of war on this scale. That&#039;s why this document uses approximately 10 years. The Undead advance after ShadowGuard into Vaalorian territory can be fast (after initial disruption with Dharthiir gone), then slower, then stalemate after Harradahn. Also, with the existence of these front lines and a lightning strike being done on Maelshyve, this document supposes a bunch of Despana&#039;s forces were not actually at Maelshyve. This bolsters the vulnerable-hierarchy strategy argument for a decapitation attempt and why her forces apparently fell apart fast with Maelshyve. &lt;br /&gt;
[643.2] &amp;quot;[[History of Elanthia]]&amp;quot; does not say who among the Elves made alliances with the non-elven races. [[Ta&#039;Illistim Monarchs]] has Laibanniel &#039;&#039;&amp;quot;formed the first official alliances with non-elves&amp;quot;&#039;&#039;, but this may only be talking about House Illistim. With the way it is framed in this document, it would make sense for this to have been the Dwarven overking of Kalaza, due to the orcs and trolls. That would plug into what Rhak Toram meant about how they were veterans of the &amp;quot;orc wars.&amp;quot; Though &amp;quot;[[History of Dwarves]]&amp;quot; says there was sadness after the Battle of ShadowGuard, and does not specify the details of the &#039;&#039;&amp;quot;Elven request for help.&amp;quot;&#039;&#039; &amp;quot;[[History of the Sylvan Elves]]&amp;quot; has sylvans contacting the elves first, after the Battle of ShadowGuard, though the chronology of this is suspect. It uses a date range of -15,400 to -15,180. It does have the Eranishal legions with &#039;&#039;&amp;quot;a top-notch army of Faendryl elves&amp;quot;&#039;&#039; in -15,195 at the Battle of Harradahn. In &amp;quot;[[History of the Truefolk]]&amp;quot; it is Faendryl emissaries that go to talk to the halflings. It isn&#039;t defined in &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[644] Elves having the advantages of being very long lived and able to outlast things and wait things out. But also being slow-breeding.&lt;br /&gt;
[645] This is a logical consequence of having an undead army, and the trope is seen in other settings, such as the White Walkers of &amp;quot;Game of Thrones&amp;quot; (though they move forward very very slowly, not needing to be in any kind of rush.) The one complication in this is that Despana&#039;s hordes included the living, which do have such constraints, and there were a lot of these at the routing at the Battle of Harradahn which was later than the Battle of ShadowGuard.&lt;br /&gt;
[646] This is cross-referencing the stalemate of front lines in &amp;quot;[[History of Elanthia]]&amp;quot;, while also more explicitly including the detail of the very rapid conquest that had been done in the &amp;quot;outlying provinces&amp;quot; of the Elven Empire, and details such as &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about the crops rotting in the fields. Part of the logic here is that if the elves are holding a front line against the heart of their empire, they&#039;re not logistically in a position to do much to protect outlying provinces in the west.&lt;br /&gt;
[647] This is generalizing from the Red Rot and the festering wound kind of stuff in &amp;quot;[[Giantkin History]]&amp;quot; and the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The Red Rot itself is particular to the Dwarves going up against undead in Maelshyve, but it does not need to be the only disease curse.&lt;br /&gt;
[648] There is some indication of this in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and it is a sensible thing a necromancer enemy would have done. It is partly inspired by Raznel&#039;s blight around Darkstone Bay. Volume 2 talks about desecration witchcraft, and earlier in this document talked about warding charms to protect crops from witchcraft. &amp;quot;Blight&amp;quot; generally refers to plant disease, but I&#039;m having wildlife in turn getting sick from it, much as with Raznel&#039;s blight.&lt;br /&gt;
[649] This logically follows from the premises, combined with the high mobilization levels, and the population disruptions in general. (e.g. humans leaving to join Despana)&lt;br /&gt;
[650] These several lines are inspired by Germany in World War I. The Kaiser himself did not know Germany was on the brink of having to surrender, because his generals hid the direness of their logistic situation under the British naval embargo and so forth. There was just stalemate fighting on the front in France, so to people in Germany, there was no reason to perceive themselves as losing the war. This information asymmetry is setting up some premise for why the other Elven Houses regarded what the Faendryl did at Maelshyve as unjustified and why the Faendryl rulers said there was no other way. The previously framed notion of a long build up of black arts traditions merging is also World War I inspired, based on the long delay since the Franco-Prussian War having masked how much more destructive war technology had become, with the analogy being between the attitudes at the start of World War I and the Elven Houses glibly viewing defeating the Undead for their own glory, followed by war trauma from getting mugged by reality. This is setting up the trauma responses and resentments for the post-war period. The nationalist withdrawing and implicit autarky is reminiscent of post-WW1, but the decolonization is more like post-WW2.&lt;br /&gt;
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The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve.[651] By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed.[652] The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead.[653] What needed to be done was to banish them from this reality entirely, so that it would be impractical or impossible for them to make it back to this world.[654] The other problem was actually reaching them.[655]&lt;br /&gt;
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[651] So these resources and logistical conditions and so forth, a direness situation only fully understood by the centralized war planners, compel a need for a lightning strike. Which is informed by the Undead hierarchy/leverage conditions.&lt;br /&gt;
[652] This is rooted in the earlier premise of large numbers of weak undead, which are comparatively easy / safe to kill when dispersed in small numbers, and the otherwise natural fractiousness of the allies in Despana&#039;s coalition.&lt;br /&gt;
[653] This is a reasonable surmise with Dharthiir being an Arch-Lich, and it should follow that there would be lesser liches. Difficulty keeping permanently dead is foundational to the lich archetype, so there&#039;s some notion here of phylacteries in Maelshyve or whatever.&lt;br /&gt;
[654] This is giving a very specific role to the use of the veil tearing version of Implosion in destroying Maelshyve, and making consistency with &amp;quot;Maelshyve&amp;quot; in DragonRealms having been an extraplanar exile returning to Elanthia, and possibly even tying into how there are liches (who carry their own phylacteries) in the Scatter. The Rift would then be a hook for the threat of Undead War figures returning eventually, though the Rift itself is effectively a prison. Since this document has Vvrael cultists in the southern wastes, it might be this is how at least some of them ended up in the Rift in the first place. This would also help explain the Vvrael quest premise of Daephron Illian studying ancient Vvrael related texts during the early exile in Rhoska-Tor.&lt;br /&gt;
[655] There were front lines between the Elven Houses and Maelshyve. But then there&#039;d also be a mass of forces guarding Maelshyve Keep. So the issue becomes how do you get these lieutenants all concentrated in close quarters to banish them from this reality all at once in an implosion. If you just implode Maelshyve at the outset, you have Undead leaders not inside the fortress for it, and you still have a problem. (Though the ones bound to phylacteries in Maelshyve get destroyed even if they are somewhere else, leaving fragmented or leaderless undead hierarchy in other places; and if there were phylacteries hidden elsewhere or being carried by the liches, the liches themselves are banished off world.) There&#039;s some awkwardness in the basic story premises from &amp;quot;[[History of Elanthia]]&amp;quot; --- how do you go from stalemate frontlines to Despana&#039;s armies &#039;&#039;&amp;quot;said to have been utterly destroyed&amp;quot;&#039;&#039; from a lightning strike on Maelshyve (i.e. why would they all be there), and why not implode Maelshyve at the very beginning. (&amp;quot;[[History of the Minotaurs]]&amp;quot; is an existing canon example of survivors of Despana&#039;s forces.) So this document is going with the Faendryl trying to delay/avoid doing it, until the situation showed it was necessary, for the political cover of how they know everyone is going to react to it. Along with a strategy of making sure her liches are all taken out with her, especially with the uncertainty on whether phylacteries or where they were all located. There might be some more premise to be had of the horde pulling back and concentrating in a mass at Maelshyve since the allied forces were doing a lightning strike toward it, and then it&#039;s a matter of using the demons to get them to all go inside the fortress. But generally a lightning strike in a static front line situation suggests the Elves were leaving their cities wide open to invasion to pull this decapitation attempt.&lt;br /&gt;
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It was decided that the only choice was to summon a great number of powerful demons from the high ground.[656] These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces.[657] These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes.[658] The rotting corpses would then be broken from their command hierarchy, following either the demons, or instinctively turning on the living warriors that were allied with Despana.[659] They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress.[660] The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality.[661] But the Faendryl ruling class was aware that the other Houses would never agree to these actions.[662] Nor would they even see it as necessary from not knowing the true direness of the situation.[663]&lt;br /&gt;
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[656] The allied forces being higher up on slopes with Maelshyve in a &amp;quot;valley&amp;quot; below and the demons spreading through the valley is framed in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The high ground aspect is about relatively uncontrolled demons generally moving in the right direction.&lt;br /&gt;
[657] The Rhak Toram quote calls it &amp;quot;plains&amp;quot; around Maelshyve, though I think the general Rhoska-Tor region should have badlands geology, with tuffaceous sandstone in addition to limestone plateau for the plains, with igneous intrusions and outcroppings. Generally speaking, this reaction of the living to the demons is leveraging off the Breaking from the Third Elven War in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, and the general notion of some demons having chaotic/evil auras analogous to undead sheer fear. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also talks about wildlife scattering and fleeing when the demons were summoned, but that version weirdly describes trees in the vicinity. But it also establishes that the area is hilly: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039;&lt;br /&gt;
[658] This is a critical premise. The Cleric repel spell lists (at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written) used to classify the level of undead relative to &amp;quot;the lesser demonic&amp;quot; and &amp;quot;the greater demonic.&amp;quot; It isn&#039;t obvious in the Rolemaster bestiary context of 1995 that the undead would have any instinct to attack demons, and there&#039;s a strong argument that these mindless undead would instinctually obey dark demonic fiends. So these demons would rip away control from the undead lieutenants, much as combat demons can steal the minor demons that are summoned by Sorcerers in game mechanics. There is indication of control disruption and turning on the leaders in the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document, even if the way it is described sounds implausible (e.g. maybe the thaumaturges stumbled on something that worked as control interference at that moment, similar in  a way to the Order of Voln symbol of submission.)&lt;br /&gt;
[659] This makes the use of demons not about raw brute force, but because the special intrinsic nature of the demons and their relationship with the undead. So using a bunch of elementals, for example, would not work in this same way. The point is to drive everyone (especially the undead) into Maelshyve Keep for the implosion. So if the undead are instinctually turning on Despana&#039;s living forces, they are going to turn around and retreat into the fortress, since they are being flanked on all sides.&lt;br /&gt;
[660] This is the straight forward logic of what would happen if Despana and her lieutenants lost control of the bulk undead in this situation.&lt;br /&gt;
[661] This is a specific means to a specific end, but it causes permanent damage to the veil in an old place of the Ur-Daemon.&lt;br /&gt;
[662] This is set up from the prior framed anathema of the southern wastelands and demonic summoning and all that in this document, as well as the unknowable Ur-Daemon hazard that the Illistim mages talk about in &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[663.1] This embellishment is from the premises established in this document. This helps rationalize why the Faendryl waited for banshees to throw their own side into disarray and retreat before executing the strategy they had already planned. It&#039;s because they know the blowback that will happen from it. This is also about making it clear that their &#039;&#039;&amp;quot;new magic&amp;quot;&#039; was not actually new magic, it was forbidden and condemned magic that the others would not have agreed to using. &lt;br /&gt;
[663.2] Any sort of premise of &amp;quot;well people did not know&amp;quot; in GemStone depends to a significant extent on tamping down on the scope of NPC magic such as portals and scrying methods. But what we&#039;re getting at here is more along the lines of logistical matters of quantity, which is more abstract and centralized control of information over a relatively short span of years. It could be known things are rough in the West (imagined as the Houses having some raw resource economic dependency on as outlying provinces), but at the same time not really known how material resources have been tapped out. That the state of total war would be imminently unsustainable, which is roughly the same thing as a not-obvious but impending sudden collapse.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war.[664] The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts.[665] Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners.[666] Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies.[667] But it was the demons themselves that were the greatest outrage.[668] Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop.[669] It was feared that the Arkati themselves would strike down on the Elves in retribution for this violation.[670] The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.[671]&lt;br /&gt;
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[664] It does not make sense for it to actually be &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; for a lot of reasons, ranging from Marlu and Marlu worshippers to how far back in time Elizhabet Mahkra and the Enchiridion Valentia had to be, due to the timing framed in &amp;quot;[[History of the Faendryl]]&amp;quot;. Some of the other allied races might have perceived it as new magic or taken its newness on face value.&lt;br /&gt;
[665] This is the premise set up by this document. It&#039;s the more consistent and better reading of existing documentation that talks about it as &#039;&#039;&amp;quot;new magic.&amp;quot;&#039;&#039;&lt;br /&gt;
[666] This is represented in various history documents. It is stated explicitly in &amp;quot;[[History of the Truefolk]]&amp;quot; of the Paradis Halfling reaction, and &amp;quot;[[History of Elanthia]]&amp;quot; said: &#039;&#039;&amp;quot;All the Elven houses were appalled at the spells the Faendryl had unleashed. The summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039; There is another thread, represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, where upset comes from demons having gotten loose and attacked allied armies. But the foundational premise was being appalled at demonic summoning in itself. So this document uses that as the central complaint.&lt;br /&gt;
[667] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot; With so many of the sorcerors never having cast the spell before that day, and in such a vast context, it was inevitable that some would falter and lose concentration.&amp;quot;&#039;&#039; It is also helping frame that demonic summoning was not actually common in House Faendryl in this time period, that &amp;quot;[[History of the Faendryl]]&amp;quot; is being misleading on that issue.&lt;br /&gt;
[668] This is referencing &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot;summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039;&lt;br /&gt;
[669] These two lines are based on the Illistim mages complaint about the Ur-Daemon risk in &amp;quot;[[History of Elanthia]]&amp;quot;, and the unhealing tear in the veil at Maelshyve that is mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. They might also have argued that throwing Despana and her high minions offworld in some unpredictable way leaves open the hazard of them returning later, where we cannot be certain they were actually destroyed.&lt;br /&gt;
[670] This is made up. It&#039;s partly playing off the &amp;quot;undemanding liege lord&amp;quot; characterization. It&#039;s plausible in light of the Ur-Daemon risk argument, and the &amp;quot;great chain of being&amp;quot; worldview framed by this document. This kind of thinking may have made more sense in the Second Age to the Elves. (e.g. the [[History of Leya|Leya legend]] is at least quasi-historical, with Kai coming down to watch Elven Empire tournaments and so forth). The Arkati may be more aloof these days. In the I.C.E. setting they would go through phases of being more and less in contact with the world. It also has concrete precedent in the game itself. Charl destroyed / [[Solhaven Cataclysm|flooded Solhaven]] in reaction to the elemental plane accident there while messing with plinite in 5109.&lt;br /&gt;
[671.1] This is the general premise in multiple documents. In &amp;quot;[[History of Elanthia]]&amp;quot; it is: &#039;&#039;&amp;quot;The Faendryl argued that it was necessary, that Despana would have won without these magics. The other houses did not agree. They expressed their outrage by expelling the Faendryl from the empire.&amp;quot;&#039;&#039; Patriarch Unsenis was arguing it in &amp;quot;[[History of the Faendryl]]&amp;quot;. But then he died and his successor Patriarch Cestimir lacked clout in the other courts. &lt;br /&gt;
[671.2] There is no framing on what the imagined alternatives were, but the Illistim plausibly might have argued something like that with a high risk lightning strike being committed to, Despana&#039;s hierarchical control could have been magically interfered with in some more direct way (e.g. anti-magic), and elementals could have been used instead of demons for raw force, and then Maelshyve incinerated with a major flooding into the elemental planes (instead of the interplanar void with implosion.) The Faendryl would argue that is not as effective, not nearly as likely to work as a permanent solution due to the liches, not knowing for certain the phylacteries or analogous anchors are even in Maelshyve, etc. Ironically, this extreme elemental action should instead be used by the Faendryl at Ta&#039;Ashrim, who were burnt up. (Lyredaen confirmed the word roots for Ashrim were ash + grim.) Consistent with the non-canon Sea Elf War ship journal, where it was incinerated. The [[forehead gem]]s loresong also showed smoldering ruins of buildings, which implies heat was used. It would also make more sense for something other than implosion and demon summoning to have been used for destroying the whole of Ta&#039;Ashrim all at once off a relatively small number of Faendryl spellcasters taking extreme methods into their own hands. (There is a mechanics implied limit to how close casters can make implosions to each other, and even what was done at Maelshyve was destroying one fortress building. They could conceivably have done widespread immolation, for example, along with big implosions to create scouring currents of flame throughout the city.)&lt;br /&gt;
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&lt;br /&gt;
There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180.[672] House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim.[673] They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses.[674] The Faendryl monarchy instead became more absolutist.[675] There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms.[676] It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly.[677] The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority.[678] They argue their royal line was always the most stable after the founding era.[679] These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay.[680] The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other.[681] The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot;[682]&lt;br /&gt;
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[672] This is an embellishment extrapolating from Lanenreat resigning during the height of the Undead War in the [[Ta&#039;Illistim Monarchs]] document, which was the councilors and people basically ending dynastic rule in House Illistim. It is giving some more political dimension to how the Faendryl exile happened by having some French Revolution vibes. It&#039;s also setting up divergent views, where the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document talks of this as progress, while the Faendryl commit to their absolutist monarchy.&lt;br /&gt;
[673] This is an embellishment. Lanenreat resigned. But it is framed as her having lost faith and support of her councilors and people, so her abdication is apparently more of a &amp;quot;resign or we&#039;ll fire you&amp;quot; thing. This document interprets some tacit things in the player-accessible version of [[Ta&#039;Illistim Monarchs]] as implying Ta&#039;Illistim got sieged/sacked at some point during the Undead War.&lt;br /&gt;
[674] This is talked about in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document and illustrated in the [[Ta&#039;Illistim Monarchs]] document. The extent to which child of monarch is favored to be made successor may vary by House, as King Eamon was the son of the previous Ardenai king (e.g. &amp;quot;[[Timeline of Elanthian History]]&amp;quot;)&lt;br /&gt;
[675] This is a slight embellishment, with the Faendryl being an absolute monarchy in any case.&lt;br /&gt;
[676.1] The advancement premise with councils taking more power from monarchs is given in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document, which contrasts it with the bloody family politics of the Faendryl, which it says still does hereditary rule. &amp;quot;[[History of the Faendryl]]&amp;quot; says the Patriarchy is by blood. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; vests all power in the Patriarch for designating successors, but also says the Patriarch &#039;&#039;&amp;quot;is raised and trained from birth in the mastership of governance and the duties that fall under its mantle.&amp;quot;&#039;&#039; It says &#039;&#039;&amp;quot;patriarchal succession is not necessarily hereditary&amp;quot;&#039;&#039; and the Patriarch could &#039;&#039;&amp;quot;choose someone not of blood relation&amp;quot;&#039;&#039;, but has that implication of tendency toward blood relation successors. If the &amp;quot;History of the Faendryl&amp;quot; document is to be believed, then cross-referencing it with [[Ta&#039;Illistim Monarchs]] and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, the Faendryl only had one coup incident in the Second Age and the Illistim had worse in the same time period. But &amp;quot;History of the Faendryl&amp;quot; probably has to be treated as whitewashing or omitting things. So these sentences are about reconciling this issue with having contrary views of what is backwards.&lt;br /&gt;
[676.2] The Faendryl counterpart view is already established to some extent in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;: &#039;&#039;&amp;quot;Never again will history speak of the elven empire, because when our house stood resolute in its defense, the lesser houses succumbed to the decay of their ideals and visions. They chose destruction, while we chose preservation. For that choice, they sundered what we had saved and betrayed ten thousand years of brotherhood.&amp;quot;&#039;&#039;&lt;br /&gt;
[677] This is in [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document.&lt;br /&gt;
[678] It has undiluted authority of naming successors in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The way to reconcile these documents is for the Patriarch to often choose a blood relative, family politics stuff, but it does not automatically go the eldest child or first born son or whatever as it might in the Turamzzyrian Empire.&lt;br /&gt;
[679] This is the comparative on &amp;quot;[[History of the Faendryl]]&amp;quot; with [[Ta&#039;Illistim Monarchs]], which are the only defined Second Age monarch lists. It should probably be the case that &amp;quot;History of the Faendryl&amp;quot; is omitting stuff that weakens this argument. It also includes within it that there are occasional coups, even though this is the highest unthinkable crime.&lt;br /&gt;
[680] This is an embellishment. It&#039;s just giving two sides to something [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] set up.&lt;br /&gt;
[681] This is pulling in the explicit premise of popular unrest given in this document, and giving some more motivation for the Faendryl arguments that the other monarchs were scapegoating them out of political opportunism.&lt;br /&gt;
[682] This is likewise inspired by Germany after World War 1, with the front line having been away from the population center, and then one day the leaders surrendered and the Kaiser abdicated. This is setting up wounded pride and jealousies in other Houses, and backstab myth stuff from ordinary population in House Faendryl who would not have known what their elites knew, feeling vilified for something they had nothing to do with. Elves were also getting huge doses of humility relying on the lesser races, and the Faendryl justification in this document&#039;s logic would have included resource arguments that would have involved economic dependence on labor from other resources and so forth, which would have been salt in the wound.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones.[683] The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein.[684] The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility to guard against whatever came or even returned from it.[685]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[683] The Patriarch switch and Cestimir lacking influence in the other courts is in &amp;quot;[[History of the Faendryl]]&amp;quot;. The scapegoating partly to protect their own thrones is based on the embellishment made earlier in this document, about Lanenreat having to abdicate because of public backlash. This is a new variation on the Faendryl view that it was political opportunism.&lt;br /&gt;
[684] This is from &amp;quot;[[History of Elanthia]]&amp;quot;. Houses Vaalor and Nalfein would have taken the most direct brunt of the Undead in terms of their lands, because of geography, and likely the greatest dose of forced humility being bailed out with &amp;quot;lesser races&amp;quot; allies, exacerbating the historical chaffing under Faendryl leadership.&lt;br /&gt;
[685.1] This is an embellishment. The premise of the unhealing tear is in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and it is cross-referencing that with the Illistim mages complaint about the Ur-Daemon hazard in &amp;quot;[[History of Elanthia]]&amp;quot;. There is also the Elven [[The Layman&#039;s Guide to Elven Heraldry|crests document]] where Cestimir has a quote about voluntarily cooperating with the exile: &#039;&#039;&amp;quot;Heraldric records of the era, however, list a quote from Cestimir Xisuthros Faendryl, Patriarch XXXV, as the disgraced Faendryl statement: &amp;quot;Respect our obedience and our power, if neither our leadership nor our intentions, and we will go in peace.&amp;quot;&amp;quot;&#039;&#039;&lt;br /&gt;
[685.2] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; document characterizes the Faendryl spin on cooperating with the exile this way: &#039;&#039;&amp;quot;It is only through madness that one can become an exile in their own lands. However, once confronted with the backs of our sisters and brothers, we deigned to depart from this place called home.&amp;quot;&#039;&#039;&lt;br /&gt;
[685.3] So this premise is extrapolating off that point in 685.1 and reconciled with 685.2, with the other monarchs telling the Faendryl rulers &amp;quot;you broke it you bought it&amp;quot; about Maelshyve, saying it was the Faendryl responsibility to reside there to guard against the hazard they created. This provides a prideful / high road leadership kind of rationale for why the Faendryl rulers did not tell them to go to hell and try to do autarky until everyone chilled out and let it go. (&amp;quot;[[History of the Faendryl]]&amp;quot; characterized it as a flare up of taking control of the Elven Empire just long enough to pull off the exile, so the long-term commitment needs motivation: &#039;&#039;&amp;quot;The other Elven Houses used the Patriarch&#039;s death to take control of the Elven Empire for long enough to exile the Faendryl to Rhoska Tor.&amp;quot;&#039;&#039;) Not 100% pure submission and surrender and humiliation and so forth, but a duty and rehabilitating penance, combined with internal popular unrest. &lt;br /&gt;
[685.4] It also explains why the exile had to be to this exact place and nowhere else in spite of all practical hardships and probably lack of coercive enforcement by the other Elves on that. Though people may have cut loose and left for less hardship, and the Faendryl whitewash over there having been deserters. (Pun? Desert?) With perhaps special contempt for those who took up that &amp;quot;right of return&amp;quot; premise this document makes up. This also relates to how the Armata still guards against the tear at Maelshyve, but for the past few hundred years has let demons wander toward the Turamzzyrian Empire as punishment for the Third Elven War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war.[686] Much of the Faendryl population was upset as well, having felt betrayed by their own rulers.[687] It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines.[688] It was decided that those who refused to renounce House Faendryl would be banished with their rulers to the wastelands.[689] Families both immediate and extended were torn apart.[690] Those who were involved in the two crimes against nature had no such leniency.[691] House Faendryl became disgraced, its crest and emblems no longer recognized.[692] The descendants of the exiled could only return by renouncing their heritage.[693] This right of return no longer exists. It was suspended as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.[694]&lt;br /&gt;
&amp;lt;pre{{log2|marin-right=350px}}&amp;gt;&lt;br /&gt;
[686] The &amp;quot;civil war&amp;quot; part is about the postulated popular unrest and resentment and anger, with the Faendryl rulers having prevented the Elves from winning legitimately, after having already relied on all those non-elves. The Elves would have regarded Despana&#039;s forces as racially inferior.&lt;br /&gt;
[687] This is an embellished premise, but we have generally treated these Houses as too monolithic. Joe six pack Faendryl would not have known anything about these demonic summoning plans, and suddenly is being treated like a Marluvian. This is inspired by the post-war reaction in Germany after World War I, the backstab myth that they were betrayed by their own rulers. There might even be some breakaway expatriates at this point for the opposite reason, being mad at the rulers for letting the other Houses exile them. The Faendryl exile is supposed to have torn families apart, and that should include within House Faendryl. They would just be loath to admit it now.&lt;br /&gt;
[688] These lines about the relationship of Elves to the House royalty is what is true in general. For example, [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] talks about how they all ended up ditching pure dynastic rule, though they still have high noble families that the monarchs are going to come from through councils.&lt;br /&gt;
[689] This is 100% made up. It&#039;s a nuance being invented to break up Elven collective guilt ideology into something more reasonable, and to accommodate the internal disagreements that ought to have existed. This also acts as ideological sorting and self-selection bias, helping push House Faendryl into a contrary direction on various matters.&lt;br /&gt;
[690] Extended family tearing up was always intentional with the Faendryl exile, but this brings in some U.S. Civil War immediate family splitting over politics. Likewise, migrations and marriages between Houses would give a lot of webbing between Houses, and it makes it more politically tractable with the angry public situation if the angry public is not also angry about the involuntary banishment of their own family members. This is also meant to get at why House Faendryl was not in a position to refuse. If you use the historical rule of thumb about thirds --- a third of the population supports, a third opposed, a third is neutral and wants to be left alone --- the exile conditions make House Faendryl lose over half of its population to varying forms of dissent.&lt;br /&gt;
[691] This is like a war crimes kind of clause. The people actually involved in the war planning and doing the demon summoning or implosion (the two crimes) cannot &amp;quot;just following orders, my bad&amp;quot; out of it.&lt;br /&gt;
[692] This is from the Elven crests documentation. &amp;quot;Recognized&amp;quot; in this sense means international political recognition. It amounts to denying the sovereignty of House Faendryl over its ancestral lands and denies its political standing.&lt;br /&gt;
[693] This is another 100% made up premise for making the exile more nuanced and reasonable, and is partly meant to help de-racialize the Dark Elf concept. Descendants are not bound by sin to their ancestors for Maelshyve, but they do need to renounce House Faendryl and its actions to be allowed citizenship and all that in the Elven Nations. This is a deep ideological dispute and mandatory exile, not something individuals can freely wander back from on a whim without conceding anything.&lt;br /&gt;
[694] This explains why it has not been happening in game, and provides a lore hook for softening Dark Elven citizenship in the East, with the five thousand year mark coming up soon by Elven standards. This is framing how relations were worse after the Ashrim War than they were before it, where we have [[Ta&#039;Illistim Monarchs]] framing Chesylcha and Caladsal regarding each other as royal cousins and other House members in Chesylcha&#039;s wedding party, which was thousands of people large in &amp;quot;[[History of Elanthia]]&amp;quot;. So this ban on a right of return for renouncing is in effect for roughly several generations as punishment for recent-ish history.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was in this period that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent.[695] The term &amp;quot;dark elves&amp;quot; comes from the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying.[696] This was the essence of Yshryth&#039;s speech.[697] It was deemed one of the great vices of the Drakes.[698] It was a term used for Elves of dark religions and black arts in the southern wastelands.[699] But it had never been used against a whole lineage.[700] Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the past few thousand years. [701] The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language.[702] The root of the term is in cultural condemnation rather than bloodlines.[703] The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.[704]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[695] This is an embellishment inspired by how Selantha Anodheles was rumored to have only been able to accomplish what she did through elven help. Second Age racial attitudes by the Elves should have them biased toward believing lesser races could not have done what Despana did, along with some wounded pride, especially having been bailed out by them as allies (and quite likely already indications of losing control of those outlying provinces.) So this plugs into the contemporary belief that Despana was from the jungles beyond the Southron Wastes, which is where the Dhe&#039;nar reside. This premise is meant to define why Dhe&#039;nar became known as Dark Elves, as something other than physically resembling Faendryl. Because the Faendryl were declared Dark Elves for political reasons 15,000 years after the exile, it was not a racial designator. It just became racialized.&lt;br /&gt;
[696] The word &amp;quot;Draekeche&amp;quot; and its meaning Darkness comes from the original Illistim House motto, its translation illustrated on the [[shimmering glaesine orb]] objects. The &amp;quot;kinslaying&amp;quot; is threading a few different factors. One is Drake stories of dragons fighting and killing each other, such as in &amp;quot;[[History of Luukos]]&amp;quot; and &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;. One is the Faendryl annihilation of the Ashrim. One is the Dhe&#039;nar Obsidian Council successions working through duels to the death, though this practice might not be canonized in documentation. And the implication here is the Dhe&#039;nar being responsible for Despana would be kinslaying because of the Undead War. The premise that &amp;quot;dark elves&amp;quot; comes from this elven word for darkness is partly tautology, but it&#039;s an embellishment for recontextualizing the meaning of &amp;quot;dark elves&amp;quot; to emphasize it as a cultural condemnation signifier that was used to describe people like demon worshippers in the southern wastelands.&lt;br /&gt;
[697] This isn&#039;t the original intent of Yshryth&#039;s speech in an OOC sense, but the retconned context of it in &amp;quot;[[History of the Faendryl]]&amp;quot; is definitely meant as political rhetoric on things like betrayal and infighting and so forth. This just goes a step further in imputing the &amp;quot;Draekeche&amp;quot; connotations into the translated &amp;quot;darkness&amp;quot; in Yshryth&#039;s speech. This line is building in some historical irony, that Yshryth Faendryl was basically accusing seditionists and traitors of being dark elves. It could also add some context to House Nalfein and the other monarchs using that term post-Ashrim War.&lt;br /&gt;
[698] This is based on the Arkati origin legend stories that depict Drakes killing each other. A reasonable extrapolation into Elven attitudes, given the barbaric way Linsandrych describes dragons.&lt;br /&gt;
[699] This is an embellishment for establishing a Second Age usage in its etymology that fits the cultural condemnation usage later in the Ashrim War than its present treatment as a race category. Though there might be a racialized dimension to it, because those with ancestry in that region would have the visible effects of it. Even if they themselves are not part of whatever bad things hung out down there in their ancestral past.&lt;br /&gt;
[700] This is an embellishment meant to give precedent to it having an increasingly racialized use applied to a whole ethnicity or culture of people, and for explaining why Dhe&#039;nar are considered &amp;quot;dark elves&amp;quot; by Elves who know what that phrase is supposed to mean.&lt;br /&gt;
[701.1] Even if this is a slight exaggeration, we need an explanation for why the term &amp;quot;Dark Elves&amp;quot; was used on the Faendryl only starting 5,000 years ago, when they had been in Rhoska-Tor for 15,000 years at that point. If the concept of Dark Elves referred to the physical effects of those southern wastelands and was an existing concept, there would have been no significance to the House Elves declaring the Faendryl to be Dark Elves. So then after that, with the Faendryl and Dhe&#039;nar both &amp;quot;Dark Elves&amp;quot;, you get it turning into more of a race concept centered on a shared unnatural language, which in previous millennia was associated with Daemons per our embellished history of language. Likewise, the Dhe&#039;nar cultural behavior after the Great Fire is sufficiently barbaric to justify &amp;quot;dark elves&amp;quot; condemnation from House Elves.&lt;br /&gt;
[701.2] This general argument would also apply to the Sylvans. &amp;quot;sylvisterai&amp;quot; from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is a (lighter) cultural condemnation loosely having the figurative meaning of &#039;backwoods rube&#039;, and the Sylvan dialect is far enough removed to be considered its own language, so this lingual and political division of elves is quasi-racial. &amp;quot;Dark Elves&amp;quot; should usually reject that term as a political pejorative and refer to themselves as elves. One subtle quirk is that the Sylvans of Yuriqen are the main lineage, but strictly speaking, there are Wyrdeep elves who are not of that lineage who may plausibly be considered &amp;quot;sylvisterai&amp;quot; by imperial elves. The cultural condemnation of &amp;quot;dark elves&amp;quot; ought to apply to elves who are not mechanically Dark Elves as well, it might just be that its meaning has twisted to focus on the Rhoska-Tor ancestry ones.&lt;br /&gt;
[702] This is emphasizing that calling it &amp;quot;Dark Elven language&amp;quot; is relatively recent historically, and likewise &amp;quot;Rhoska-Tor&amp;quot; itself is a more modern term that was implied to have been used later than Despana by &amp;quot;[[History of Elanthia]]&amp;quot;, so &amp;quot;voice of Rhoska-Tor&amp;quot; from the &amp;quot;[[Dark Elven languages]]&amp;quot; document is also a later description for that language.&lt;br /&gt;
[703] This is the actual usage of it in documentation, as opposed to game mechanics. But here we are explicitly stating it.&lt;br /&gt;
[704.1] This is a convergence of Faendryl behavior toward the things that the term &amp;quot;dark elves&amp;quot; is supposed to actually refer to rather than the racialized component of it. This line is partly based on the &amp;quot;[[Path to Palestra]]&amp;quot; fact that the Palestra academies were founded after the Ashrim War and implicitly ramped up the scale of demon summoning, and more were built under the current Patriarch to keep up with demand. The shift to a paradigm of necromancy and demonology, the great big bad evils from the Undead War period, but in the modern meaning of those words used in this document, is bringing ancient Faendryl sorcery up into the present day game mechanics form of necromancy and demonology lores as the defining paradigm.&lt;br /&gt;
[704.2] This is also tempering the &amp;quot;we haven&#039;t changed this is what we always were and did&amp;quot; rhetoric in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; with something more historically nuanced. That document says of the Second Age: &#039;&#039;&amp;quot;It was an age that allowed for the unhindered pursuit of knowledge and the exploration of worlds within worlds. It was magnificent and worth preserving by any means, even ones the weak-willed found abhorrent and horrifying.&amp;quot;&#039;&#039;&amp;quot; The phrase &amp;quot;worlds within worlds&amp;quot; in the cosmology model used in this necromancy document would refer to the &amp;quot;infernal realms&amp;quot;, what could be called &amp;quot;pales&amp;quot; within this existence of more chaotic essences, as opposed to the outer valences. Which would have been more of an exile period thing with the dark essences of Rhoska-Tor and some merging with the black arts. This should generally reflect present day Faendryl over-stating the precedent of their present practices with what their ancestors did. This document is trying to show an evolution from comparatively innocuous practices to increasingly more rejected by others practices. So there needs to be an IC propaganda element when Faendryl NPC authors are talking about this stuff for everything to make sense.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IV. The Age of Chaos (-15,000 until Modern Era) [705]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Surveyor journal for northwestern Elanith [706]&lt;br /&gt;
Library Aies, Circa -15,180&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[705] Some of the history documents conflate, or at least include, the Undead War with the Age of Chaos. The convention we are using here is for the &amp;quot;Age of Chaos&amp;quot; to be the period of political collapse and disorder &#039;&#039;after&#039;&#039; the Undead War. However, it acknowledges that the &amp;quot;Modern&amp;quot; or &amp;quot;Fourth&amp;quot; age could reasonably be extended back as far as 10,000 years ago in at least some places, per &amp;quot;[[History of Elanthia]]&amp;quot; about it being ambiguous. But it uses the Modern Era calendar convention of the past 5,000 years.&lt;br /&gt;
[706] This is a totally made up quote. It is based in the premise established in this document that the crops in the fields were rotting, and so forth, with the outlying provinces of the Elven Empire having been largely wrecked by Despana&#039;s hordes. It is leaning into the blight and plague aspect of her methods. This quote is directly based on actual records from Vancouver&#039;s expedition into the American northwest in the late 1700s, repeatedly coming across native settlements that had been totally wiped out by smallpox. The description of the scars and blindness is also based on smallpox.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones.[707] This was futile and the Houses tended to withdraw from each other.[708] The Elven armies were mostly destroyed in the Undead War.[709] With the slow replenishing of the elven race, this power vacuum lasted for millennia.[710] It was no longer feasible for the Elves to exert control over the outlying provinces.[711] These declared themselves independent, or turned to outright rebellion.[712] The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded.[713]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[707] The &amp;quot;stabilize their own thrones&amp;quot; part is about the popular unrest premise in this document. The other parts refer to &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;Without the Faendryl to lead, the Elven empire began to decay. The houses began an internal struggle for power, as each thought themselves the natural heir to the Faendryl&#039;s position.&amp;quot;&#039;&#039;&lt;br /&gt;
[708] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;The Empire begins to crumble, each house withdrawing and managing their own affairs. The Elven Houses are no longer an organized community.&amp;quot;&#039;&#039;&lt;br /&gt;
[709] This is explicitly stated in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Elves had won the war, but at great cost. Much of their empire had been sacked by the Undead. Their armies were nearly destroyed.&amp;quot;&#039;&#039;&lt;br /&gt;
[710] This time scaling leans on the [[Ta&#039;Illistim Monarchs]] document. Segeir Illistim worked on rebuilding the Illistim military almost a thousand years after the Undead War, up to near -14,000 Modern Era. However, the Ta&#039;Illistim Monarchs document apparently uses the wrong dates for the Kiramon War, being off by about 2,000 years. Kiramon War should start roughly -11,000 and end a little after -10,000. Per &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (-9,800 end date) and an old statue in Ta&#039;Illistim that is a memorial of Istmaeon Illistim, who presided over the end of it. And consistency with the &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; documentation timing of about 15,000 years ago.&lt;br /&gt;
[711] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;Greater Elanith: Anarchy reigns, as the elves are no longer performing the role of protector to the lesser races. Little is known of this dark period.&amp;quot;&#039;&#039;&lt;br /&gt;
[712] Per &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; However, there is no definition for the structure of provincial governments, what it actually means for those territories to &amp;quot;declare themselves independent.&amp;quot; These could conceivably be (largely) ruled by western Elves to start with, but then without eastern support these rump states end up crumbling relatively quickly, and some elves of the West in the present day may have ancestry in the West back to this period.&lt;br /&gt;
[713] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039; (Note: The wording in History of Elanthia inadvertently defined the Age of Chaos as reaching all the way up to the present day.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years.[714] This precluded regaining lordship over the outlands.[715] In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world.[716] Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed to Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.[717]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[714] The Kiramon war would have started about 3,000 years after Segeir Illistim founding the Sapphire Guard and working to rebuild the Illistim military. Again, the Ta&#039;Illistim Monarchs document dates for Istmaeon Illistim appear to be off by 2,000 years. That document has NPCs living several thousand years and even giving birth past age 3,000. Player character ages for elves are broken in general, the range for setting it used to go up to 3,000 and later the whole thing was cut in half. But there are still 3,000 year old player characters.&lt;br /&gt;
[715] In any case, the kiramon war sets them back again up through -9,800, and human fortresses start getting built in the west in -3,000. This document has framed that the Elven Empire only exerted limited direct control over the outlying provinces at its height (e.g. the Vaalor struggling with the Black Wolves in the northwest) so that helps with the impracticality of reasserting control in a war torn West with faster regenerating populations than the Elves. So you combine this with the divisions and isolationism/insularness of Elven politics after the Undead War, you get inability to regain control of the outlying provinces. It is super vague what this part of the continent was like in those time periods.&lt;br /&gt;
[716] This is in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. The irony refers to the Faendryl having been exiled for their dangerous banishment-off-world strategy at Maelshyve, with House Illistim complaining about the unknown risks in it (including the risk of the enemy unexpectedly returning some day.)&lt;br /&gt;
[717] This is in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. It makes clear that the Aelotoi leaders (e.g. Braedn) were told and are aware that the kiramon of Bre&#039;Naere had been banished there by the Elven Nations. It was historically well known enough that the courtiers at the Illistim Keep were able to surmise the coinciding timing of the kiramon banishment and when the Aelotoi said the kiramon arrived. There&#039;s been some expressions over the years of that being some sort of secret hidden from the Aelotoi, but that isn&#039;t the case, the Elven monarchs / elites may just have some more knowledge / better insight into their role in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.A New Ta&#039;Faendryl&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was the famine she unleashed with her necromancy.[718] It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was the blights poisoning the fields and forests.[719] They were struggled against for centuries as recurring illnesses.[720] It was the cause of insurrections and expansionist wars.[721] There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well.[722]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[718] This premise is an embellishment, based on extrapolating details from the Sylvan and Halfling histories. &lt;br /&gt;
[719.1] The &amp;quot;plagues&amp;quot; premise is partly based on &amp;quot;[[History of Elanthia]]&amp;quot; explicitly referring to the plagues in this period. This line is just generalizing it to plantlife (perhaps including wildlife or livestock who eat those plants, as suggested in the Faendryl documentation) with the notion of &amp;quot;blight.&amp;quot;&lt;br /&gt;
[719.2] &amp;quot;Doom of Kalaza&amp;quot; is a totally made up term for the Red Rot destroying Kalaza. The part about the blights is extrapolating from approximate time period references. This is partly based on &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about crops rotting in the fields, where the sylvans from Nevishrim were geographically closer to the outlying provinces of the Elven Empire. It also draws from the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;. The Horse War was a few centuries after the Undead War, so this is recontextualizing the blight problem into the Undead War context. Long-term leftover problems from Despana&#039;s desecration necromancy, which is a concept elaborated somewhat in Volume 2.&lt;br /&gt;
[720] This is an embellishment. But can help exacerbate the conditions that cause the Elven Houses to lose control over their outlying provinces, and turn autarky oriented with respect to each other, due to economic duress from agricultural conditions. This document also set up a framework of the West&#039;s outlying provinces as having been a breadbasket for the Elven Empire, so the structure of their economies would be totally shaken up and then restructuring to local production for everything with all Elven labor. Whereas they may have had manual labor from &amp;quot;lesser races&amp;quot; during the Elven Empire. This partly relates to how much magic is to be allowed to act in the world setting. It gets fairly ill-defined on the *practicality* of large scale magic.&lt;br /&gt;
[721] This is an embellishment. But it provides internal logic reasons for the separatism and rebellions that are supposed to have happened in this decolonization period. Technically, this premise is also present with the Ardenai in the Horse War case, this is just generalizing that dynamic.&lt;br /&gt;
[722] This is the Horse War from &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl.[723] The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food.[724] Though there were forests near Maelshyve, these were dark and twisted, too dangerous from proximity.[725]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[723] This could be taken in the literal sense of how hard it would be to grow edible food in the vicinity of Maelshyve, which might as well be the magical equivalent of a nuclear test site. But some of this sentence is Faendryl IC author bias.&lt;br /&gt;
[724] It is a desert and possibly badlands, and if you allow remnants of Despana&#039;s forces to be hostile hazards on the surface, the Faendryl would need to grow food in underground caverns for the food security. But people often forget that this location canonically has forms of magical radiation poisoning, and that it twists and makes &amp;quot;hostile&amp;quot; the plants you grow in it. So this sentence is reaffirming that there are also &amp;quot;unnatural&amp;quot; reasons for the problems of food in this location. It&#039;s not just &amp;quot;oh gross who wants to eat bugs&amp;quot;, it&#039;s you should not want to be eating anything from this polluted place.&lt;br /&gt;
[725.1] This is creating a premise to reconcile the closeness of Maelshyve to green parts of the Elanith map and the notion the Faendryl could not grow anything, along with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; saying &#039;&#039;&amp;quot;on wooded slopes surrounding the valley on which Maelshyve Keep stood.&amp;quot;&#039;&#039; The solution here has to be leaning into the kind of thing mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot;, which is that if you make something grow there, it is twisted and hostile and dangerous. &lt;br /&gt;
[725.2] The previously framed premise of being charged with guarding Maelshyve on the one hand, and this task being the penance for future political rehabilitation, which are made up for this document, also provides motivation for why they *had* to be in this specific location and why they were going to all the trouble of agriculture in this near impossible spot instead of some distance away and transporting the food in, which is probably what the Agrestis does modernly. The other framed premise of leftover forces of Despana making the region too hostile and uncontrolled also gives a logic for it being infeasible to do food security at a distance from their caverns. And the premise of the Maelshyve strategy as more of a silver bullet solution that a sheer raw power solution would explain why the Faendryl couldn&#039;t just chase out all such hostiles and make a nice surface nation state from the very beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide.[726] In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam.[727] They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city.[728] It was to spite Laibanniel Illistim for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind.[729] These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.[730]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[726] This is an embellishment in its specific assertion, but it is sensible extrapolation, and consistent with (for example) the spiteful twisting of Elven words in the formation of the Faendryl dialect as described in the &amp;quot;[[Dark Elven languages]]&amp;quot; document. This also sets up the rhetorical basis for this document describing the Faendryl as characterizing the annihilation of the Ashrim Isle as an &amp;quot;exile&amp;quot; rather than a genocide, which is a made up premise of some Faendryl drawing moral equivalency for making Ta&#039;Ashrim unlivable and the Faendryl exile. It is not defined, but a lot of people probably died just from the evacuation and Trail of Tears like moving of the population, though this also runs up into the question of how much NPC magic is allowed to distort the world setting. (e.g. &amp;quot;Well why didn&#039;t they just open portals and everyone just walks through?&amp;quot; or &amp;quot;Why didn&#039;t they just make permanent portals to some other place they could grow food?&amp;quot;)&lt;br /&gt;
[727] The salted earth language comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that they left their creations to roam the city is framed on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Old Ta&#039;Faendryl section] of the Play.net website.&lt;br /&gt;
[728] It is unclear what the original lore intention of the Ithzir was meant to be, it is plausible they were supposed to be experimental mutants like the [[twisted being]]s and [[festering taint]]s. But they have canonically since been treated as extraplanar. The premise that they are world conquerors comes from Kenstrom&#039;s storylines (e.g. [[Return to Sunder]]) and his document &amp;quot;[[Ithzir Genesis]]&amp;quot;. The premise that the Faendryl summoned them to salt the earth comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that it was symbolic over the ingratitude for the Faendryl&#039;s role in guarding against extraplanar threats, which is framed as the roots of their demonic summoning and veil piercing magic they were exiled for, is an embellishment of this document attempting to recontextualize &amp;quot;[[History of the Faendryl]]&amp;quot; regarding the Enchiridion Valentia and Palestra. The premise of having the Ithzir world conquerors symbolically lording over the capital of the Elven Empire is an embellishment that is just synthesizing these other premises. &amp;quot;History of the Faendryl&amp;quot; uses the term &amp;quot;shining city&amp;quot; for Old Ta&#039;Faendryl. That term has since become used for Ta&#039;Illistim in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_1.asp &amp;quot;Illistim Society&amp;quot;] document, but the Faendryl document use of it is almost a decade older than the Illistim document use of it.&lt;br /&gt;
[729.1] This is an embellishment. The design of Old Ta&#039;Faendryl has the entrance characterized as telling the Faendryl they are not welcome here, and the Old Ta&#039;Faendryl background description on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Play.net website] makes it clear that the sentinels and energy barrier were created by the other Elves. So that most Faendryl would not be able to return, only the most powerful would be able to get in, and that this would allow the Elves to study the things the Faendryl left behind: &#039;&#039;&amp;quot;At the entrance to the grounds surrounding Ta&#039;Faendryl, the Elves erected two stone sentinels whose magic would keep all but the most powerful of Elves away. In this manner the bulk of the Faendryl people would never be able to return, however, the most powerful of the other Elven races would be able to enter and investigate the powerful magics developed by the Faendryl sorcerers.&amp;quot;&#039;&#039; &lt;br /&gt;
[729.2] Then it is cross-referencing [[Ta&#039;Illistim Monarchs]] on who the Argent Mirror was at that time, since this energy barrier construction would most plausibly have been made by Illistim mages. Then this document is characterizing summoning the Ithzir as spite over that. &amp;quot;[[Ithzir Genesis]]&amp;quot; has the Glethad NPC saying the Faendryl made the barrier, but that has to be treated as a mistake, because it is not consistent with what exists in-game and the Old Ta&#039;Faendryl background material on the Play.net website. It would also mean the Faendryl putting up a barrier to keep the other Elves out of something they &amp;quot;salted the earth&amp;quot; over anyway.&lt;br /&gt;
[730] Volume 3 especially talks about aberrations and how they are necromancy in the broad sense of the definition used in this document, though teratology might not fall entirely inside the scope of necromancy, for instance elementally corrupted creatures. (This would be consistent with DragonRealms where non-necromancer Arcane users [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 might be] teratologists, using the DragonRealms definition of necromancy of sorcerous crossing/mixing with life mana.) [[Lich qyn&#039;arj]] are just straight up undead. Volume 3 totally makes up some background about them, which makes their presence symbolic for Koar and fallen rulership reasons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun.[731] There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana.[732] Among these latter factions, the Faendryl were the subject of hatred.[733] However, the Faendryl soon discovered entrances to the underground caverns, and were able to erect wards to keep out the banshees and other infernal spirits that are endemic to those lands.[734]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[731] The harsh climactic conditions of Rhoska-Tor near Maelshyve have been seen first hand during the Maelshyve archaeological dig expedition event. The hostile forces refer to the arguments made in this document for leftover Despana alliance/horde constituencies, as well as the &amp;quot;natural&amp;quot; undead and demonic hazards of the region framed earlier in this document.&lt;br /&gt;
[732.1] This embellishment is an extrapolation of what should be true in context. It is also leaning on there being indigenous &amp;quot;sinister&amp;quot; types to the region with backgrounds pre-dating Despana.&lt;br /&gt;
[732.2] While we are having the demons causing the mindless undead to chase the retreating living into the keep, more powerful undead further away like the banshees might not have done that, and the demons running wild ought to have pulled some of the undead away with them. Then there is whatever outlying undead forces Despana had away from Maelshyve itself, which had their command hierarchy decapitated. Which the Elves would have pushed out of the East, so they&#039;d either head toward Rhoska-Tor and the wastes or into the West. The point is that Despana&#039;s forces can be destroyed at Maelshyve without it being a just-so story where *everything* ended up inside the building, and everything in the collapsing building got pulled through the tear in reality, without anything about it being messier than that in the fine details. It isn&#039;t a problem for the region to be a chaotic mess afterwards, even though the demons + implosion strategy was fundamentally successful.&lt;br /&gt;
[732.3] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; does say &#039;&#039;&amp;quot;As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die. The fact that there were no surviving enemies to rout was an empty consolation.&amp;quot;&#039;&#039; But this is excessive since they should not all have even been at the Battle of Maelshyve when it was a lightning strike in a stalemate frontlines situation.&lt;br /&gt;
[733] This is a reasonable extrapolation from the prior premise.&lt;br /&gt;
[734] This is tying back into the premise of the Dhe&#039;nar section of this document. The &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;Life in that place was never easy, for little grew there. Below the surface, however, the Faendryl found extensive networks of caverns. Not only did these provide shelter, but they also contained an unusually large number of mana foci.&amp;quot;&#039;&#039; (Other places like the Old Ta&#039;Faendryl [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp page] on the Play.net website and &amp;quot;[[History of the Faendryl]]&amp;quot; instead say &amp;quot;nothing&amp;quot; grew in Rhoska-Tor, while &amp;quot;[[History of the Sylvan Elves]] has wooded slopes right next to it.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic.[735] But they would emerge twisted, and were most often poisonous, or even rotting.[736] Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves.[737] The instabilities in the flows that were caused by the implosion of Maelshyve made it difficult to keep even crude constructs or golems.[738] The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies.[739] They then instead used reanimated corpses, which had milder but similar issues.[740] In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve.[741] In time they were able to make working artificial constructs from exotic metals.[742] It would not be possible to even begin considering this on the surface until the situation stabilized.[743]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[735] This is partly based on spirit circle spells that make things grow, such as herbs, though also plants in general in Rolemaster spell lists. This is a scaling issue problem of what should be feasible with spell casting. This is hanging a lantern on the issue and mitigating it by setting up reasons for why the problem could not just be magic wanded away.&lt;br /&gt;
[736] The &amp;quot;rotting&amp;quot; is inspired by Rift herbs. But generally this premise is already canon in &amp;quot;[[History of the Faendryl]]&amp;quot;: &#039;&#039;&amp;quot;Life was difficult, as nothing would grow, and what few things did sprung from the ground twisted, warped, and often hostile.&amp;quot;&#039;&#039;&lt;br /&gt;
[737] This is addressing the geographical context problem of &amp;quot;well there&#039;s green stuff right next to there so why can&#039;t they grow stuff right near Maelshyve instead of the wasteland itself&amp;quot;. If those green areas are themselves &amp;quot;bad places&amp;quot; due to proximity to Rhoska-Tor, it takes it off the table to do agriculture there (not that having a minor amount of growing plants is necessarily consistent with land able to support agriculture in the near term), plus the framed premises of hostile surface forces this document introduces and emphasizes. The imported top soil and artificial lighting is addressing how to grow stuff in underground caverns, and Faendryl do not have Drow dark vision. Trying to keep that soil purified would be difficult near Maelshyve, and &amp;quot;[[History of the Faendryl]]&amp;quot; talks about the crops getting corrupted with sorcerous radiations.&lt;br /&gt;
[738] This is an embellishment that extrapolates off there being mana storming during the Maelshyve archaeology expedition event. It is trying to reconcile the weirdness of summoning demons to do agriculture labor when the Faendryl would have been aware of the corrupting influence of the demonic on life, when they left behind all these powerful construct automatons in Old Ta&#039;Faendryl. So synthesizing these premises lets you say it wasn&#039;t feasible to just use golems/constructs at that time, which are totally obedient passively unlike demons which require active management and binding.&lt;br /&gt;
[739] This changes the characterization in &amp;quot;[[History of the Faendryl]]&amp;quot;, making using the demons for this as a desperate measure making the best of a bad situation. This can help nudge along the casual open embrace of demonic summoning with the whole population, especially if the objectors had already left House Faendryl from the more nuanced exile logic this document introduces. But the Faendryl should not just casually be all-in on routine rote demon use yet at the start of the exile, that should be treated as &amp;quot;History of the Faendryl&amp;quot; being present biased and doing some revisionist apologetics.&lt;br /&gt;
[740] There is a premise here for reanimating the livestock that die for whatever reason, though it is dubious that the Faendryl had something as resource intensive as &amp;quot;cows&amp;quot; on such a tenuous plant growing basis in that time period. But they would have *some* livestock for fertilizer purposes. So, there is a premise of using reanimated bodies, because it&#039;s walking long-term fertilizer. But reanimation is still sorcerous magic, and it&#039;s also very temporary and micromanaged. You need something more properly undead to act as labor that is more obedient than demons, and that is going to run into the same corruptive dark energies problems.&lt;br /&gt;
[741.1] This is again extrapolating off the mana storming that has been observed around Maelshyve in the present day. It is setting up a premise that the Faendryl summon low corruption entities for mundane use in the present day, recognizing the toxic pollutive problems of &amp;quot;fiends&amp;quot; and the black arts. This is also setting a difficulty-of-retaining-control over the things premise because of the essence instabilities. &lt;br /&gt;
[741.2] It is also addressing and mitigating the fact that &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; states that valence creatures are still used for manual labor in these ways, even though that corruption property would be a known issue: &#039;&#039;&amp;quot;They bear much of the burden of lesser tasks relegated to them so that Faendryl may use their time to focus on more important matters. They assist in the crop planting and mining for the Agresti and help haul the goods of the Emporion from workshop to store.&amp;quot;&#039;&#039; This is talking about &amp;quot;minor demons&amp;quot; (in some broad Faendryl definition of demon) that are not problems for retaining control over them and basically just extraplanar creatures who will obey as servants: &#039;&#039;&amp;quot;an abundance of minor demons abiding their masters&#039; orders and roaming freely within the walls.&amp;quot;&#039;&#039; The concern here is not letting Faendryl mastery of minor demons, or extraplanar creatures, gut the menace and danger and darkness of the demonic as a category. They might have specialized use as assistants in the Agrestis for tasks that are too fine-grained for construct/golem automatons which would do the heavier labor.&lt;br /&gt;
[742] This is (again) bringing in a retcon to make sense of why they did not use constructs/golems given the obvious problems of using demons, given that they left behind powerful magically resistant [[Greater construct|constructs]] in Old Ta&#039;Faendryl. (It might be that higher corruption &amp;quot;fiend&amp;quot; demons were easier to control with the Rhoska-Tor dark essence in the unstable mana flows period close in time to the Maelshyve implosion, but this was pulled back later, and present day &amp;quot;demon&amp;quot; assistants are low pollution outer valence creatures.) They needed time to figure out how to make ones that would work under those conditions, and get enough of the exotic metals to make them. (&amp;quot;[[Elanthian Gems]]&amp;quot; specifically talks about krodera and mithril veins in particular shielding some of the alabaster deposits in Rhoska-Tor from sorcerous radiation.) And then with the immediacy of their problems, and the surface conditions, they could not even begin thinking about trying to do this stuff on the surface at a remote distance. &lt;br /&gt;
[743] They needed to establish a power base and gain effective control over the surroundings before things would be secure enough to allow for remote/distant food dependency. Eventually there will be population spread out. But in the early times we can have this penance premise where there was not an intent of the exile being a permanent situation, so early on staying near Maelshyve would be a good behavior thing into the political situation improved. But then it goes on long enough that you have generations viewing this region as home, and you can have spreading out and making a port and so on, eventually reaching the state where Chesylcha is engaged to an Ashrim prince and best friends with the Illistim Mirror.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the span of decades. For others it was centuries and there was not much affect on skin tone for those farther away.[744] While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the demon worshippers began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor.[745] Despana transformed more into a myth of she who will one day return.[746]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[744] The time scale of the Dark Elf magical conversion is somewhat ill-defined. The time scale described here would be consistent with how it is described in &amp;quot;[[History of the Faendryl]]&amp;quot;, but that section of &amp;quot;History of the Faendryl&amp;quot; is deeply inconsistent with the chronology of the other history documents. This within-lifespan speed of it is important, because if it takes thousands of years and multiple generations, that greatly restricts the range of possible Dark Elves who are not of Faendryl or Dhe&#039;nar ancestry. But the premise that only those in the deepest caverns closest to Maelshyve had the skin darkening is explicitly established in &amp;quot;History of the Faendryl&amp;quot;. There was a &amp;quot;did you know&amp;quot; section on the Play.net website of dark elven mothers [https://www.play.net/gs4/info/races/darkelf.asp doing experiments] with making light skinned children, but that is cringe and also unnecessary because it was never the case that Dark Elves were supposed to all be darker skinned in the lore premises. That page itself only says &amp;quot;usually&amp;quot; brown or black skin. Those rumor sections also have stuff in them that is not true in general.&lt;br /&gt;
[745] This is following from the embellished premises earlier in this document. &amp;quot;the voice of Rhoska-Tor&amp;quot; is the Dark Elven language in the &amp;quot;[[Dark Elven languages]]&amp;quot; document, and probably what it should have been called before Dark Elves were historically a racial category (i.e. modernly) but after the region started being called Rhoska-Tor post-Despana. This line is playing off the earlier premise that the demonic cultist types regard it as a &amp;quot;divine language&amp;quot;, so being the deranged types that they are with their weird religions, this softening of hostility to the Faendryl can make sense. Especially as Despana and the war recedes further in the past.&lt;br /&gt;
[746] This is playing off the Grot&#039;karesh Hammer Clan&#039;s reincarnation myth beliefs about Despana returning eventually in &amp;quot;[[Giantkin History]]&amp;quot;. In the other Volumes this document has them being influenced by regional beliefs along those lines, with there being bad guys in Rhoska-Tor who want Despana to return and would help make it happen if they knew how to do it. But that is a made up premise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground.[747] The cultists would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary.[748] The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor.[749] For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery.[750] In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot;[751] Sorcery was broadened in such a way that it absorbed some of the more ancient black arts.[752] The dark arts were then studied through the paradigm of Faendryl rationalism.[753]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[747] This is having the Faendryl become the hegemonic power in that region, but the black arts practitioners still being present, especially in illegal kinds of ways. This is related to the earlier framing about the Faendryl only eventually exerting control over the surface lands as their position strengthened and their population size recovered from everything that had happened. Recall earlier we had the other Elven Houses with a big demographic hit, leaving them unable to keep control over the outlying provinces. The Faendryl would have the same problem, even moreso if they lost part of their population to exile politics, whether renouncing the House or splitting off as expatriates for various reasons. That is also recontextualizing &#039;&#039;&amp;quot;not a single elf complained&amp;quot;&#039;&#039; in the Exile section of &amp;quot;[[History of the Faendryl]]&amp;quot;, because the complainers would be the people who already noped out and left House Faendryl. Hardship conditions over this might also have had people leaving at this point to try to live elsewhere further south or to the north in the West, given that the Elven Houses no longer had any effective control over there and there&#039;s no one in a position to stop them from going off on their own. This is part of the general dynamics of present day Faendryl being descendants of people that staunchly loyal House Faendryl and its political positions on all these issues. And the ideological divergence and Overton window shifting that comes from that.&lt;br /&gt;
[748] The Senary comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, treated as a mythical boogey-man of those secretly defying the Patriarchal authority. This premise of cultists infiltrating Faendryl society would make sense if such cultists are taken as existing in the region. There was also an established premise in 5123 of a Faendryl named Enomna impersonating Patriarch Korvath&#039;s recently dead mother to try to kidnap the Patriarch&#039;s son out into the wastes as part of her attempt to find life extension solutions for her human husband. This has not been explained yet, but this would be thematically consistent.&lt;br /&gt;
[749] This is following the same logic as the Dhe&#039;nar section earlier, and the various premises of &amp;quot;dark essences&amp;quot; and demonic energies and undead corruption in the region from the several documents. It is the premise for Faendryl sorcery moving further along to its more modern forms that we are calling &amp;quot;dark sorcery.&amp;quot;&lt;br /&gt;
[750] This is following the logic of the Arcane power section earlier in this document, about how those metaphysical traditions each influenced the development of Faendryl sorcery in the exile period. This is giving more concrete language to how those doctrines were twisted in the new situation of having these energies from other valences or infernal realms.&lt;br /&gt;
[751] This premise is explaining why sorcerer spells are organized on a &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; duality now mechanically, while other documentation has them as a hybrid of elemental and spiritual spheres of magic, with a class description that matches what this document is calling &amp;quot;classical sorcery.&amp;quot; This is all generally about making sense of the issues of defining sorcery and hybrid magic in the world setting.&lt;br /&gt;
[752] Since the Faendryl are using these &amp;quot;dark essence&amp;quot; energies around Rhoska-Tor, and demonic stuff, and there is whatever contact or spillover with the black arts practitioners more indigenous to the region, you have at least some of the &amp;quot;black arts&amp;quot; falling under this broadened definition of &amp;quot;dark sorcery.&amp;quot; But Faendryl sorcery should not include stuff that is highly toxic to the surroundings, debasing to the self, and so forth, it should be &amp;quot;dark grey&amp;quot; magic rather than &amp;quot;black magic.&amp;quot; With a significant amount of focus in how to counteract and prevent the black arts and black magic.&lt;br /&gt;
[753] This is making intellectual tradition continuity with the Second Age Faendryl, and how this form of &amp;quot;dark sorcery&amp;quot; is distinct from the black magic practiced elsewhere in other culture traditions. It is broadening and breaking up the monolithic &amp;quot;sorcery&amp;quot; concept, even if this Faendryl paradigm is what we deal with through Sorcerer Guilds. The Faendryl ties with the Sorcerer Guild institution, only awkwardly IC and distorting as that concept is, finds representation in places such as &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the loresong on the [[forehead gem]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultism provided the back door for these wasteland traditions to become incorporated into the dark arts of sorcery.[754] The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution.[755] It was fashionable to embed the demonic or spirits into weapons or other items.[756] There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through immaterial projections.[757] What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces.[758] The futility of challenging the Faendryl is well known in the Southron Wastes.[759]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[754] This is using the previous established &amp;quot;back door&amp;quot; property of occultism, now for bringing in stuff from the southern wastelands, whereas the Second Age occultists were moreso pulling in stuff from people then living in the West.&lt;br /&gt;
[755] These would be spells similar in nature to [[Cloak of Shadows (712)]] and [[Pestilence (716)]] (though it might be inconsistent for it to be those exact spells), which Second Age Faendryl probably would not have wanted anything to do with, though they might have used magic like the old [[Disease (716)]] which would be more &amp;quot;classical sorcery&amp;quot; compared to Pestilence&#039;s &amp;quot;dark sorcery.&amp;quot; They were bending this way already with having made the festering taints in the Undead War period. Similarly, [[Torment (718)]] is probably out of this wasteland tradition. It isn&#039;t the kind of spell that should have been done by Second Age Faendryl, and most present day Faendryl would probably find it barbarically reckless and dangerous to the caster.&lt;br /&gt;
[756] Stuff like this has been done in game, like the Black Hel slayer demon scimitar from the I.C.E. Age (last possessed by Kree), or the soul eater staffs from Ebon&#039;s Gate. But [[Ensorcell (735)]] is more vanilla than this, just layering necrotic energy on objects. That&#039;d be an example of a &amp;quot;dark arts&amp;quot; spell that is not a &amp;quot;black arts&amp;quot; spell but also not &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[757] This is leveraging off the &amp;quot;dread seer&amp;quot; stuff from the earlier section on warlocks. The Extrachthonic Cartographer&#039;s Guild from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; represents a very &amp;quot;demonology&amp;quot; and materialist approach to valences and summoning demons. But there should also be necromantic methods (i.e. immaterial or possessing or scrying) for this stuff, especially for the outer realms that are unable to support life or even material existence as we know it. Xorus [[Harrowing and Esoteric Archaeology|lectured]] about this once, using the term &amp;quot;occult philology&amp;quot;, generalizing off the Planar Shift spell having runes embedded in flow patterns. Talking about this in more cosmic analogs. This is following a kind of Lovecraftian theme, like what Randolph Carter is doing in [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;].&lt;br /&gt;
[758] With all this bad stuff in the southern wastes (e.g. Horned Cabal), and precedents like the Palestra Blade Aralyte going after Althedeus, and the earlier warding premises for the banshees/etc. for living there, it is sensible that the Faendryl would be majorly invested in controlling dark magic as protection from dark magic. In line with what they did with Despana. This would be a deep ideological dispute with the other Elven Houses, rooting back in disagreement over the Maelshyve strategy.&lt;br /&gt;
[759] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; makes it sound like people down there generally know better than to try to directly take on the Faendryl, but it says: &#039;&#039;&amp;quot;Despite the occasional large-scale external conflicts since the Faendryl defeat of Despana&amp;quot;&#039;&#039;. There are only two in current canon, the Ashrim War and the Third Elven War. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They would come to grow food in their outlying lands, along with relatively minor surface settlements.[760] There was even the eastern port of Gellig after some ten thousand years, as relations between the Faendryl and other Houses had improved.[761] While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age.[762] Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins.[763] Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd.[764] It was a politically controversial royal marriage, which would have shifted the balances of power.[765] (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.)[766] When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle.[767] The Faendryl losses were horrendous.[768] The Houses declared it a genocide, the Faendryl called it an exile.[769] The war had sought to compel a trial and formal restoration of ancestral land claims.[770] But in the end it turned their allies against them and entrenched the opposition.[771]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[760.1] This is getting around the issue of &amp;quot;how do you grow food in a desert wasteland&amp;quot; when Faendryl territory by now extends some distance beyond the desert wasteland. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; has the Agrestis being a triune of ranchers, farmers, and miners. The ranchers and farmers should in the present day be working on the surface away from the desert. This land is defined as all belonging to the Patriarch by default, unless given to someone else, and the Agrestis is in charge of regulating it. It is unclear how old the Pentact divisions are and how far back terms like &amp;quot;Agrestis&amp;quot; should really reach in Faendryl history. &amp;quot;[[Origins of Amasalen]]&amp;quot; attributes Agrestis back to the Second Age, but the document is a translation and not nearly that old. (Though of dubious provenance, it is supposedly over 150 years old, but interestingly describes much more recent events in Kelsha&#039;s paintings.)&lt;br /&gt;
[760.2] The presence of outlying surface settlements in the present age is defined in the Third Elven War period in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[761] Gellig being an eastern port is 100% made up. Gellig is a location that the Turamzzyrian Empire sacked on its march into Faendryl lands, and whatever Gellig was, that was what set off and totally enraged the Faendryl. So this is defining Gellig as a Faendryl sea port, perhaps the location the Faendryl armada launched from in the Ashrim War, to explain why the Faendryl reacted so much worse to Gellig being invaded. The timing of 10,000 years is made up. It&#039;s using that number because &amp;quot;[[History of Elanthia]]&amp;quot; talks about roughly 10,000 years ago being when modern historians often talk about the Age of Chaos starting to end, and &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has human fortresses being built 8,000 years ago. There needs to be some lead up time and interaction with the eastern Elves to reach the point of the Chesylcha-Ashrim marriage so that it is not out of no where, and it is reasonably long after the Undead War for Elven time scales.&lt;br /&gt;
[762] This is the hedge on the 10,000 years ago number, with the Modern Era calendar being defined with a year 0 that was only a bit more than 5,000 years ago.&lt;br /&gt;
[763] This detail comes from the [[Ta&#039;Illistim Monarchs]] document about the Mirror at the time, Caladsal.&lt;br /&gt;
[764] The Loenthran poet detail comes from a display in Museum Alerreth in Ta&#039;Illistim. The wedding party is also described originally in &amp;quot;[[History of Elanthia]]&amp;quot; as quite large. [[Maeli Gerydd]] went missing. &amp;quot;History of Elanthia&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; imply it is known Chesylcha died (though in incompatible ways), but the Maeli Gerydd lore and the [[forehead gem]]s ending up in the ocean make it sound more like a disappearance.&lt;br /&gt;
[765] There is another [[Chesylcha Sukari Faendryl|display]] (of a jade seahorse with ribbon for pinning to the left sleeve) in [[Museum Alerreth]], for example, that talks about the marriage as politically controversial. The &amp;quot;[[History of the Faendryl]]&amp;quot; document blames it on a Nalfein assassin.&lt;br /&gt;
[766] There should be a lot of socioeconomic and great power politics reasons for the Ashrim War that have never been carefully fleshed out. But it isn&#039;t within the scope of this document. The straight forward logic of the situation is that the Ashrim were the dominant naval power and the Illistim were developing air power, and Chesylcha was the glue on what would have been a forming alliance between them with a restored House Faendryl. Which would be very contrary to the maritime and court interests of House Nalfein (especially if there was Loenthran support), and been disliked by House Vaalor for military pre-eminence reasons. And who knows about the Ardenai.&lt;br /&gt;
[767] The story of the divination of the assassination by Chesylcha&#039;s sisters comes from &amp;quot;[[History of the Faendryl]]&amp;quot;. The spiraled out of control notion is an embellishment, this document is trying to give more rational motivations and war objectives, because the original story is a Helen of Troy kind of thing. It does not make sense to conquest regain the ancestral homeland, especially by invading the Ashrim Isle which is not even in the same direction, and especially when it is far beyond living memory to have actually lived in those ancestral lands. It has to be more abstract, about restoration of ancestral land claims, and political standing in the council of monarchs and so forth. The fog of war line is about the situation turning chaotic and escalating in a way that was not planned. (i.e. we are not having the Faendryl sending ships at the Ashrim to then do some genocide on land.)&lt;br /&gt;
[768] This is framed originally in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[769] The Faendryl calling the obliteration of the Ashrim Isle &amp;quot;an exile&amp;quot; is totally made up for this document. It ties back into this document earlier saying the Faendryl came to regard their exile to a land without food as attempted genocide. The gist is that the Faendryl attitude is there were Ashrim who were not on the Ashrim Isle, and the Ashrim Isle becoming uninhabitable is just an exile, and if House Ashrim no longer exists as a culture and royal line and political entity that speaks only to the failure of the Ashrim people. Likewise, the other Houses did not intervene in the war for the Ashrim, and did not cede their coastal lands to any Ashrim survivors. &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; talks about sea elves who will not acknowledge the Elves of this continent, which Scribes intended as a backdoor hook for Ashrim survivor descendants (though he was not Elf guru), and it might be that whatever Ashrim survivors there were had big grievances with other Houses after that war rather than just the Faendryl. In spite of the maudlin memorial stuff the Elven Houses do today about the Ashrim.&lt;br /&gt;
[770] This is inspired by the non-canon Faendryl [[Siege of Ta&#039;Ashrim|captain&#039;s journal]] of the Ashrim War that Mnar had in the [https://web.archive.org/web/20010723220557/http://gemstone.play.net/etimes/et6/ancient.htm Elanthian Times] back in 2000 in [https://web.archive.org/web/20020205003433/http://gemstone.play.net/etimes/et7/ancient.htm multiple parts] into [https://web.archive.org/web/20030212062741/http://gemstone.play.net/etimes/et8/ancient.htm 2002]. The general notion here is the Faendryl put together a naval fleet to meet the Ashrim on their own culture-tradition terms as a matter of honor, rather than a serious expectation of having a full scale naval war with the Sea Elves, as a matter of compelling a trial of traitors in the Ashrim royalty to get justice for Chesylcha and her wedding party. But then the Ashrim are guarding their royals, and ship violence happens, and things start spiraling out of control. Then in that fog of war context with horrendous Faendryl losses, you get a few ships making it to Ta&#039;Ashrim. Like in the non-canon journal, they&#039;re trying to arrest some royals, and end up in a position of blowing everything up.&lt;br /&gt;
[771] Though the Faendryl in some sense won the battle at Ta&#039;Ashrim, they very much lost the war in terms of achieving the war&#039;s political objectives. It catastrophically damaged their political standing with the other Houses for thousands of years. But they also suffered their own horrendous losses, and they completely doubled down on everything after the Ashrim War. The &amp;quot;[[History of the Faendryl]]&amp;quot; document might be interpreted as omitting most of the exile period where New Ta&#039;Faendryl was an underground city, and it could be treated as state policy to refer to this as some &amp;quot;period of appeasement&amp;quot; that state sanctioned history ignores. New Ta&#039;Faendryl is a surface city that is only a few thousand years old, but it should most likely be treated as the surface facade of something that runs much deeper into the ground, that is a lot older.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism.[772] The Patriarch formally dismissed the penance of House Faendryl in guarding the ruins of Maelshyve for the Elven Empire.[773] It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve.[774] The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor.[775] There was then a full embrace of the dark arts, which were regarded as morally neutral.[776] The Palestra academies were founded to support a vast expansion of demon summoning.[777] The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.[778]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[772] The aftermath of the Ashrim War being the moment the Faendryl was declared to be &amp;quot;dark elves&amp;quot; is defined both in &amp;quot;[[History of Elanthia]]&amp;quot; and in &amp;quot;[[History of the Faendryl]]&amp;quot;, which cross-referenced with the chronology of other documents such as &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, means the Faendryl were *not* known as &amp;quot;dark elves&amp;quot; for 15,000 years of residing in Rhoska-Tor. It is given as a cultural condemnation with a racialized aspect. So we should treat Dark Elves as a race as being a relatively modern thing, and have the meaning of &amp;quot;dark elves&amp;quot; be different in earlier time periods.&lt;br /&gt;
[773] This is an embellishment to bring the premises of the exile in this document up into alignment with the more contemporary attitudes illustrated in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Though the Armata still guards the ruins for its own internal security, but allows demons to wander toward the Demonwall.&lt;br /&gt;
[774] This is the state sanctioned revisionist history being framed, where what we might call the &amp;quot;period of appeasement&amp;quot; is treated as a wrong direction.&lt;br /&gt;
[775] This is explicitly stated in &amp;quot;[[History of the Faendryl]]&amp;quot;. It is partly based on &amp;quot;Path to Palestra&amp;quot; saying the Palestra academies were founded after the Ashrim War, and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; being clear that New Ta&#039;Faendryl is only a few thousand years old, and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; distinguishing New Ta&#039;Faendryl from Rhoska-Tor. The city is described in a highly centrally planed way in that document, and so this is introducing a premise that the society structure was centrally planned in this way in the aftermath of the Ashrim War. Earlier time points would plausibly have some different governing structures. This surface city should probably be treated as the surface facade for connecting down into the older underground city.&lt;br /&gt;
[776] This is leveraging off the founding of the Palestra academies implying a big expansion and embrace in demonic summoning in the population, and doubling down in general on the magic that the Faendryl are being condemned for by everyone else.&lt;br /&gt;
[777] Same point as 776. &amp;quot;[[Path to Palestra]]&amp;quot; says: &#039;&#039;&amp;quot;With the rule of Patriarch Rythwier Sukari Faendryl, we see the building of New Ta&#039;Faendryl. It was during this time that the three major academies of Palestra training were founded.&amp;quot;&#039;&#039; The four lesser academies were founded under the current Patriarch, Korvath Dardanus, to make supply for Palestra meet up with demand. All of this suggests an escalation over past levels of Palestra and summoning.&lt;br /&gt;
[778.1] This is cross-referencing &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot; with the &amp;quot;[[Dark Elven languages]]&amp;quot; document about the Faendryl dialect. The [[forehead gem]]s loresong has consistency issues with documentation. It depicts Patriarch Rythwier in a palace prior to the Ashrim War, but other documentation would imply such a building should have only been after the Ashrim War. It depicts the Faendryl crest, but does not specify which one. It would have to be the ancient crest, because the Layman&#039;s Guide says the Faendryl did not recognize the disgraced crest, and they &#039;&#039;&amp;quot;chose a new crest&amp;quot;&#039;&#039; only when they &#039;&#039;&amp;quot;left Rhoska-Tor to found New Ta&#039;Faendryl.&amp;quot;&#039;&#039; The loresong also depicts the tapestries as &amp;quot;crimson&amp;quot; when they should be &amp;quot;scarlet.&amp;quot; It is a reasonable embellishment to time the court language law to the aftermath of the Ashrim War when the new crest was chosen.&lt;br /&gt;
[778.2] &amp;quot;[[History of the Faendryl]]&amp;quot; says: &#039;&#039;&amp;quot;As time passed, the Faendryl began to turn their eyes northward, towards their ancestral home. They were disgusted with life below ground, and wanted their shining city.&amp;quot;&#039;&#039; and then after the war &#039;&#039;&amp;quot;They turned their backs on the elves and the city they had built and moved north of Rhoska-Tor, although not far, to build their new city.&amp;quot;&#039;&#039; &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; says: &#039;&#039;&amp;quot;She is a new city, New Ta&#039;Faendryl. An eternal city, established only a few thousand years ago.&amp;quot;&#039;&#039; At the same time there should be surface settlements in the surroundings by the time of the Ashrim War, and reasonably there should already have been a sea port. So it is possible this [[Forehead gem|loresong]] &amp;quot;palace&amp;quot; / &amp;quot;castle&amp;quot; is underground, or it is possible it is somewhere else that is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.B The Diaspora&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot; [779]&lt;br /&gt;
&lt;br /&gt;
- Children&#039;s rhyme unconsciously chanted in fugue states, in the&amp;lt;br&amp;gt;&lt;br /&gt;
year 5100, due to Banaltra harvesters for the Feithidmor. Last&amp;lt;br&amp;gt;&lt;br /&gt;
hatching survived by sylvans of Yuriqen in the Age of Chaos.[780]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[779] This is an excerpt of the fugue state chanting from the feithidmor/banaltra storyline. It is an exact quote.&lt;br /&gt;
[780.1] There was a sylvan NPC named [[Wicked Times (storyline)|Draman]] who spoke of Yuriqen in this context. The timing was vague, but the premise was the feithidmor are akin to cicadas, except on the scale of thousands of years. The original intent of Yuriqen was to be founded about 8,000 years ago in the later Age of Chaos and then get cut off from the world around 2,400-ish years ago (per Banthis), though the date might not be defined anywhere in documentation. This usage of &amp;quot;Age of Chaos&amp;quot; is going with the 15,000 year definition of Age of Chaos rather than the 10,000 year one. It is an embellishment to put it in the first half of accessible Yuriqen rather than the second half. It vibes more thematic for Age of Chaos.&lt;br /&gt;
[780.2] More precisely, [[Wicked Times (storyline)|Draman]] was an aged Sylvan member of the Council of Elders in the [[Order of Lorekeepers]] in Ta&#039;Illistim, and his sylvan ancestors had left &#039;&#039;&amp;quot;shortly before the closing of Yuriqen.&amp;quot;&#039;&#039; The log of this NPC lecturing is therefore firmly establishing Yuriqen was closed off thousands of years ago. The premise was that they had survived the previous feithidmor event, and wanted to warn the world. The wording could be taken to imply the feithidmor event was not long before Yuriqen was closed. It is important to note that this was before the [[AGE (verb)]] mechanic and before the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. Here we&#039;re bending a little bit on the timing, calling it Age of Chaos (in the up to 5,000 years ago definition of Age of Chaos), because of the word &amp;quot;ancestors&amp;quot; from an old sylvan elf.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War.[781] There were many dark forces who were not inside Maelshyve at the time of its destruction.[782] With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors.[783] This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor.[784] There was a diaspora of necromancers and practitioners of the black arts out of the southern wastelands.[785] In this way witchcraft had returned to the West, where it originated, but it was now a much darker and more dangerous form of magic.[786]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[781.1] The first part is directly based on &amp;quot;[[History of Elanthia]]&amp;quot; describing mountain race hordes: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039;&lt;br /&gt;
[781.2] The malevolent forces in the South surviving the war is an extrapolation from what would be reasonable, since it does not sound realistic that all of Despana&#039;s forces were at Maelshyve at the moment the Elves do a lightning strike on Maelshyve. And it is leaning on the embellished premises about the sorts of factions found in that region made in this document.&lt;br /&gt;
[782] This should be true just by virtue of having been in other places pursuing the war, since the war was happening all over the continent.&lt;br /&gt;
[783] Part of this point is that with the logic of the Western outlying provinces being impractical to defend, and rapid gains by Despana in the outlying provinces where &amp;quot;[[History of Elanthia]]&amp;quot; said there was little resistance, that would suggest these purported dark factions were already up in the West. And this familiarity with moving up that way can help contextualize the minotaurs migrating up to Wehntoph after the Battle of Maelshyve, which is already canon in &amp;quot;[[History of the Minotaurs]]&amp;quot;. (They had their labyrinth area wrecked by some unknown war at some point in the Age of Chaos as well.) &lt;br /&gt;
[784.1] The loss of control by the Elves of the West in the Age of Chaos, and the Faendryl needing time to base themselves, and then the Faendryl presumably pushing out some of these dark forces with the expansion of Faendryl territory, you have clear pressures for population migration of these &amp;quot;black arts&amp;quot; practitioners northward into the West.&lt;br /&gt;
[784.2] The Faendryl have their own &amp;quot;diaspora&amp;quot; in existing documentation, a term that was introduced by Silvean. In canon documentation the word is used in &amp;quot;[[A Ceremony for the Marriage of Faendryl in the Diaspora]]&amp;quot; by Silvean and Lylia through the Wordsmiths program. This paragraph is just generalizing the whole thing.&lt;br /&gt;
[785] This is an extrapolation on the previous premises. These can include whatever races lived down in that southern region, but those of elven descent should largely be Dark Elves. This diaspora could arguably include [[Morvule]], the Luukosian high priest, who was old enough to witness the Great Fire of Sharath (something he told to a player character) and after the Undead War united Luukosian cults into the Luukosian Order, which would have mostly been in the West in the Age of Chaos.&lt;br /&gt;
[786] This document is using very broad generalities of large scale movement tendencies, rather than narrow specificity. There is no reason ordinary witchcraft practitioners could not have been in the wild woods of the West, or what have you, after all that time without having gone into the southern wastelands. It would still be a form of &amp;quot;black magic&amp;quot;, but not what we mean by the &amp;quot;black arts&amp;quot; most likely. It&#039;s the witches influenced by those southern wasteland traditions that give rise to the Raznel kind of stuff, rather than the wind witches kind of stuff or possibly even the [[Elanthian Journal/Edition 28|Sisters of Blight]] kind of stuff. (This is not what happened with Raznel in the literal sense, she grew up as a noble in Chastonia. But she was taught Southron Wastes demonic blood magic by Xorus, canonically in storylines, who is supposed to be an Ur-Daemon cultist who studies the black arts.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power.[787] This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic.[788] The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering.[789] It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.[790]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[787] There is no reason you could not have (dark) elves of distant ancestry to that Rhoska-Tor region who are not themselves malign in any way. And you could have expatriates of the Faendryl or Dhe&#039;nar for all sorts of reasons. But people wanting to be free of the rule of law, especially law on magic, is the Second Age driving force for migrating into the southern wastelands. So the Faendryl and Dhe&#039;nar building up regional strength during the Age of Chaos is sensibly going to drive similar sorts to go north into West (or possibly just the more lawless regions of the Southron Wastes) because in the Age of Chaos that was the widespread chaos / anarchy / lawless haven for dark forces. So here we go with that, partly to set up traditions to exist behind hooks in the Turamzzyrian History documentation.&lt;br /&gt;
[788] The Palestra being a prideful thing for summoners to have and collect is a little bit of good government propaganda, like teaching children the virtues of paying all your taxes and so forth. Because the natural inclination for a lot of Faendryl sorcerers is going to be not wanting to be regulated or restricted in what they do. Up into the anarchic west is an obvious place for a diaspora of power abuses to wander. This also helps set up some of the animosity in the West to Dark Elves for reasons that are less abstract or foreign to humans than Maelshyve and the Ashrim.&lt;br /&gt;
[789] This is an IC author statement, just characterizing what is established about it in a different way.&lt;br /&gt;
[790] The violence of the period is framed by &amp;quot;[[History of Elanthia]]&amp;quot;. The timeline of human fortifications being built comes from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. It is generally undefined what the governing structures and natures of the outlying provinces were, and how fast they fell apart after breaking off into independence, and what sorts of power structures existed in the interregnum. Volume 2 talks about trials by ordeal in the West, for example, as lay authority in the name of the gods, precisely due to the lack of central authority and hierarchy. Witch hunt panics and so forth. Humans obviously needed to live and survive for thousands of years in the Age of Chaos, so it can be bad but only so bad.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years.[791] Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel.[792] The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep.[793] The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts.[794] The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.[795]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[791] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[792] This is cross-referencing with the Disciples of the Shadows section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[793] This is cross-referencing &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; with the Nanrithowan wards defined in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and the Wyrdeep symptoms described in the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[794] This is pulling on the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[795] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is coincidentally around the same time humans &#039;&#039;&amp;quot;begin to form small organized settlements on the western side of the Dragonspine, building fortresses to protect themselves&amp;quot;&#039;&#039; according to &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever.[796] Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent.[797] This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic.[798] It was why Yuriqen was sealed off almost 2,400 years ago.[799]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[796] This seems fair from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, but there is no telling how much omission of bad events there could be.&lt;br /&gt;
[797] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; calls him Faendryl, but here we are leaving it more ambiguous, because Myrdanian was doing a kind of behavior that could be better suited to the malevolent wasteland types. &lt;br /&gt;
[798] This is all straight from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[799] This date is a made up assertion. However, Banthis has given roughly this amount time as the original intent. His own mid-2400s year old character was supposed to be young when the Yuriqen barrier went up. Using this number creates an opportunity to relate Myrdanian&#039;s presence there to the formation of the Kannalan Empire, notwithstanding the gnomes documentation (and things like the Timeline document pulling off the gnomes history) using some placenames in time periods that should most likely be anachronistic. (e.g. Tamzyrr in Selanthia, three thousand years before Selantha Anodheles)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders.[800] With the coronation of the Emperor of Veng in 2,745 there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known as Hendor.[801] While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West.[802] Looser forms of this alliance had existed for a few thousand years.[803] It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north.[804] It is perhaps for this reason that the Sylvans had troubles with Myrdanian.[805] The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.[806]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[800] This is a reasonable dynamic of what would happen if you push out chaos agents, only to concentrate them outside the borders in more confined spaces. Partly plays off &amp;quot;[[History of Elanthia]]&amp;quot; having it difficult to say when the Age of Chaos ended.&lt;br /&gt;
[801.1] These are made up facts that are meant to reconcile things that do not make sense. The year 2,745 Modern Era is based on &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; having 4,045 Modern Era being the year 1,300 Kannalan (which is likely vestigial from I.C.E. setting timeline messaging on the Path of Enlightenment but got retconned later.) The &amp;quot;Emperor of Veng&amp;quot; is a defined office in the &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. It is unclear if the location of Veng has ever been defined for players. Judging by the distribution of the other known Kannalan settlements to the south, west, and north, and Veng falling to humanoids invading out of the mountains, it should most likely have been somewhere in what is now called Hendor.&lt;br /&gt;
[801.2] The term &amp;quot;formal Kannalan Empire&amp;quot; is meant as a retcon to handwave away the [[Lines of Blood: A History of the Gnomes|Gnome history]] and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (referring to the gnome history) using the term &amp;quot;Kannalan Empire&amp;quot; for times over a few thousand years before year 0 of the Kannalan calendar. There can be earlier stuff that isn&#039;t really the Kannalan Empire but has constituent stuff. The gnome document does much the same with Tamzyrr and Selanthia.&lt;br /&gt;
[802] Feudalism in the Turamzzyrian Empire came from feudalism in Hendor. The definition of a loose alliance of humans, halflings, and giantmen comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[803] This is again the retcon mentioned in footnote 801.2&lt;br /&gt;
[804] This is creating a hook for why there were &amp;quot;dark sorcerous forces&amp;quot; up near what is now Vornavis, harassing refugees of the fallen Kannalan city of Ziristal, in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in the early 4000s Modern Era.&lt;br /&gt;
[805] This is a cross-reference and extrapolation. But if we accept the 2,400 year ago timing for the rise and forming of the Kannalan Empire, reaching up into what is not far off from the Sylvan forest, the Myrdanian types would naturally be tending toward being further north. So this is plausible geographical context for why Myrdanian would have been there bothering the Sylvans at just that point in history.&lt;br /&gt;
[806] This is cross-referencing various things. The undeath of the Wolves Den goes back to the Second Age, who were rebels in the Darkstone Bay region, being put down by the Vaalor. There are scattered threads like the darkness of the Kingdom of Anwyn and whoever destroyed the palace in &amp;quot;[[History of the Minotaurs]]&amp;quot;. Melgorehn&#039;s Reach if it were translated into De-ICE&#039;d timeline would have been something in the vicinity of 8,000 years ago. The Graveyard and Broken Land stories would be 6,300 years ago. The Shadow Valley story probably dated back to a bit earlier than the Graveyard story. Though none of these have canon dates at this time in the Elanthia world setting. The obelisk thing that turned Barnom Slim into a lich, Althedeus related, was seemingly very ancient and had a bunch of dead bodies leading up to it. There&#039;s the dark sorcerous forces of the Cairnfang in the early 4000s, and then modernly there&#039;s Foggy Valley with types like Bonespear and Vespertinae. All the various haunted castles in the northwest. The loresong on the [[forehead gem]] for Return to Black Swan Castle depicts sorcerers sieging the castle and turning it black, which a [[Return to Black Swan Castle/saved posts|saved post]] describes as only a century ago (though this is a retcon as that castle dates back to the ICE Age and weirdly suggests it&#039;s from the same time period as Wehnimer&#039;s Landing). Whatever happened with Bir Mahallah and the Sea of Fire more generally. Modernly the Arcane Eyes summoners were out of Mestanir, Raznel was in Talador. The list could go on.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kannalan Empire abruptly collapsed in the year 3,961.[807] It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains.[808] Historians have since speculated this was caused by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen.[809] There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands.[810] Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.[811]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[807] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[808] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and elaborated in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;, and also described some in &amp;quot;[[History of Reim]]&amp;quot;.&lt;br /&gt;
[809] This is an embellishment, that this is an exist premise from historians. This is cross-referencing several things. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; dates the Sunfist Pact to 16 years before the Kannalan Empire collapsed. (&amp;quot;[[History of Elanthia]]&amp;quot; puts it earlier with a vague 2,000 years ago, but the Timeline gives an exact number.) &amp;quot;[[History of Reim]]&amp;quot; talks about the Kingdom of Dunemire in what is now Bourth having been a Highmen kingdom. This is cross-referenced with the tribes named for the Sunfist pact in &amp;quot;[[Giantkin History]]&amp;quot;, which included the Highmen. &lt;br /&gt;
[810] This is a very plausible historical argument, given the two dates and Highmen overlap in both aspects of it. Even if it were a coincidence, historians (especially those who do not live in the mountains) could easily be convinced of it. This usage of &amp;quot;humanoids&amp;quot; is throughout the human documentation, such as &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[811] This is referring the Cairnfang region sorcerous forces in the Wildwood settlement incident, and more modernly with Foggy Valley. The southern part with the &amp;quot;black elven wizardry&amp;quot; is referring to the fall of Gor&#039;nustre and the Kannalan Alliance cities in the late 4200s. Which is pushing closer to the southern wastelands. These both come from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The geographical distribution of such references to the near edges of civilization is reasonably solid in existing premises.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
IV.C Death Religions&lt;br /&gt;
&lt;br /&gt;
It was in the late Age of Chaos that Lorminstra began softening her treatment of departed souls.[812] The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood.[813] It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death.[814] In antiquity it was very rare for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living.[815] Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul.[816] Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead.[817] Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.[818]&lt;br /&gt;
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[812] This is totally made up. There&#039;s a basic undefined issue with the death lore, where adventurers are somehow special with their treatment by Lorminstra, and we do not have explicit scaling on how common that is and how long it has been happening for. The death mechanics also change over time, which means the IC death rules are shifting with time. If it&#039;s more than just a small adventuring population, it disrupts the cohesion of the NPC world setting. So here we&#039;re postulating that one of these shifts happened in the late of Age of Chaos, when the West was emerging with the building of fortified human settlements, where the loophole formed with Lorminstra willing or able to return departed souls under some special conditions. And then this is used as a factor in pushing back the chaos, or as framed here, pushing back on the Life/Death imbalance caused by the malign influence of the Luukosians and so forth, which follows off the black arts diaspora framed in the prior section.&lt;br /&gt;
[813] This is a fair statement of what it is like when we try to interact with the Arkati or get explanations from them. When Death&#039;s sting was introduced with the shadow dragon, there was some vague language about the changing cycle of death.&lt;br /&gt;
[814] This is following off the logic in footnote 812 and a reasonable surmise for an IC worldsetting view by a mortal NPC who cannot directly know what the gods are doing on their end.&lt;br /&gt;
[815] This is an important embellishment. When GemStone implemented the Rolemaster mechanics in 1989 / early 1990, it tweaked the relation between resurrection spells and death. Rolemaster is like Dungeons &amp;amp; Dragons in having roughly 10 rounds of &amp;quot;dying&amp;quot; state where players can be revived with magical healing, and in the case of Rolemaster it is from hit point loss or from critical injury. This requires no &amp;quot;lifegiving&amp;quot;/rezz spell! The resurrection magic is for *after* soul departure, which is the state of actual *death* as opposed to dying. In the I.C.E./Shadow World setting the goddess we call Lorminstra is the only one with the power to let clerics call souls back into bodies like that. In the GemStone implementation this would leave corpses lying around and is a problem for the M.U.D. type setting, so it was replaced with rapid decay and reincarnation on soul departure. And then lifegiving/rezz spells applied to the &amp;quot;dying&amp;quot; phase, and players had no actual dead bodies to target with rezz spells. Move time forward and it&#039;s still not possible for player Clerics to resurrect unkept bodies that have been dead for more than a handful of minutes. But there are rare hooks like the old [[Purgatory]] messaging of what looks like the temple old man / Lord High Cleric pulling the soul out of Purgatory, and very rare story incidents of souls getting pulled out from beyond the Ebon Gate. So we are calling this &amp;quot;true resurrection&amp;quot; and it&#039;s much more rare than what ordinary Clerics do.&lt;br /&gt;
[816] This was explicitly true in the I.C.E. lore, which was the context when the death mechanics (the temple and deeds and all that) were created. The explicit language on this point did not carry through into later documentation, by GM Varevice said in a forum post in 2000 (for example) that only Lorminstra has the power to bring souls back to the living like that, whereas any ordinary god can power the kind of resurrection that player characters are doing. Cursing the soul refers to how undeath works in GemStone in light of the Order of Voln messaging, and ascension is referring to the ascension legends usually involving the lesser god having been dead in some way before being raised higher. The theory of how ascension works is talked about in Volume 2.&lt;br /&gt;
[817] This is the original context of the death lore, and if the true resurrection concept is valid in Elanthia still, this is consistent with the game mechanics. The [[Naidem]] reincarnation [[Purgatory#Naidem|messaging]] is vague, but that voice talking to you presumably isn&#039;t the silent Gosaena, so I will assume that is also just Lorminstra.&lt;br /&gt;
[818] This refers to for example the old man variant messaging on the old [[Purgatory]] death mechanics, and how there used to be different levels of power of resurrection spells. I&#039;m told one time a player with special Gosaena &amp;quot;[[DecayWings|avatar]]&amp;quot; wings (from an auction) in a storyline pulled someone out from beyond the Gate, but we&#039;re talking about resurrection spells and this line seems solid. It keeps the NPC world setting coherent for this to be a rare power, and for it to rarely be granted by Lorminstra. Adventurers are freak abnormality special cases, which is actually [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicitly stated] in DragonRealms with its highly similar form of the [https://elanthipedia.play.net/Death death mechanics].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit.[819] High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals.[820] This was a rare power and Lorminstra most often refused.[821] It was only for those who had died prematurely or in insignificant ways. Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself.[822] The very rarest form of resurrection was if Lorminstra took the departed soul and reincarnated its body. [823]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[819] When the De-I.C.E.&#039;d lore for Gosaena was introduced in &amp;quot;[[Gods of Elanthia]]&amp;quot; in 1999, it introduced the following line: &#039;&#039;&amp;quot;Unlike Lorminstra, when a spirit comes to Gosaena, it will not be returning to the mortal realm.&amp;quot;&#039;&#039; The problem is this is not true, or at the very least, requires some extra nuance of beyond the Ebon Gate to be consistent. One aspect of this is that Lorminstra lets spirits out from the Ebon Gate to visit near the Eve of the Reunion, it&#039;s been happening at Ebon&#039;s Gate festivals for decades and is talked about in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The &amp;quot;[[Giantkin History]]&amp;quot; with the Grot&#039;Karesh Hammer clan talks about an event where spirits of the dead return to visit the living called [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]]. So this sentence saying &amp;quot;on special occasions as a spirit&amp;quot; is more accurate that a simple plain reading of the Gosaena documentation. Another aspect of this is the Purgatory death mechanics messaging having implicitly been the other side of the Gates of Oblivion, before the term &amp;quot;Gates of Oblivion&amp;quot; was replaced with &amp;quot;Ebon Gate&amp;quot;. Lorminstra has the framed power of going through the other side of the Gate and pulling out souls for resurrection or reincarnation. So Gosaena needs to be restricted to a special phase of being beyond the Gate. The Purgatory soul departure messaging pre-dates the Gosaena lore, so there was never any mention of her in it.&lt;br /&gt;
[820] This is reviving the original I.C.E. context on what lifegiving / resurrection spells mean and do, and it is arguably represented in the old man variant of the old [[Purgatory]] messaging. Where different messages happened based on conditions.&lt;br /&gt;
[821] This restricts its scope so that the lack of use we&#039;ve seen with it in game makes sense, and revives the original context of Lorminstra refusing these requests unless certain conditions were met.&lt;br /&gt;
[822] This was explicitly stated in her lore at the time the death mechanics were designed. This line is just reviving the premise explicitly. Aspects of this were encoded in the old man variant of the [[Purgatory]] messaging, which talks about &amp;quot;special children&amp;quot; who have things left undone. The insignificant deaths aspect means, among other things, that Lorminstra is not going to agree to return an assassinated high noble or monarch to life.&lt;br /&gt;
[823] It should obviously be the case that Lorminstra reincarnating souls would be more rare on a whole population level than true resurrection requests being granted. The relative handful of minutes it takes for the soul departs reasonably means the ordinary player character raising spell on the dying would not be useful in most practical situations, because the intervention needs to happen in such a brief window of time. It should be the case that the longer a body is truly dead, the less likely the resurrection will be granted and the more damage to the body / recovery will be needed. This document is taking the explicit step DragonRealms does and has adventurers being a weird special exemption case involving heroics.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) Deeds&lt;br /&gt;
Seven thousand years ago, or so, a loophole had formed in her rules.[824] There was a tiny minority of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces.[825] These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot;[826] They were much more rapidly healed with magical herbs than most people, for whom such remedies usually only increase the rate of healing.[827] Traumatic injuries from violence in particular might quickly vanish.[828] Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it.[829] Lorminstra allowed such heroes to fulfill their unfinished purposes.[830] There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures.[831] For this &amp;quot;deed&amp;quot; they would be owed a favor from Death.[832]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[824] The seven thousand years number is totally made up, meant to be consistent with the prior framing of the late Age of Chaos. This is meant to be some time into the process of Western fortification settlements by humans. It is meant to imply that this practice just wasn&#039;t even a thing in earlier millennia. The timing is also chosen to make it just a bit earlier than the Graveyard and Broken Land stories, which we&#039;re using the same number of years ago as they were in their original timeline.&lt;br /&gt;
[825] This is directly based on the death mechanics messaging that has existed in game. The &amp;quot;special children&amp;quot; who make a difference was in the old man variant of the [[Purgatory]] messaging, which was when characters without deeds below level 2 were reincarnated. The phrase &amp;quot;heroic fighters against chaotic forces&amp;quot; is very slightly an embellishment, but based on the Hall of Sacrifice encoded into the Landing temple, and the making-a-difference premise in the old man variant, and the original death lore context of missions in the world not being complete yet. Which is a Fate like concept.&lt;br /&gt;
[826] This is a direct quote from the old man variant of the [[Purgatory]] messaging, which player characters have seen and experienced themselves in the past.&lt;br /&gt;
[827] This is an embellishment, taking the opportunity to restrict the scope of something that doesn&#039;t make sense for the NPC setting. Much as with the computer game adaptation of the death mechanics so that deaths happen much more routinely and less permanently in a M.U.D. context with its vastly higher encounter rate than a tabletop setting, the herbs and healing system was vastly accelerated for GemStone&#039;s implementation. Rolemaster herbs generally increased healing rates, or would have serious side effects and addiction risks. The world setting does not make much sense if it&#039;s common as dirt for people to just be able to heal everything, undisease everything, having empaths and so on all over the place. So this embellishment is creating an explicit premise of basically: yes, this rapid healing happens on these abnormal adventurers, but it&#039;s directly related to their weird relationship with the Life-Death balance, and the vast majority of people (NPCs) heal much slower.&lt;br /&gt;
[828] This is another scope restriction. Our healing spells and herbs focus on undoing traumatic injuries from adventuring heroics kind of stuff. They are not focused on chronic illnesses, cancer, and so forth.&lt;br /&gt;
[829] This is reviving what used to be explicitly stated in the death lore, and creating a hook for why these people are brought back from soul departure now, even when they have no deeds (because deeds no longer serve this function in the Death cycle.) Likewise, this was so with the old man variant, but now it&#039;s true regardless of level. This is creating a hook for why people are brought back, and likewise that mortals do not know why it is them and not others, and they do not know how long this flexibility with death will last. Each time might be the last time for all anyone knows.&lt;br /&gt;
[830] This is again reviving what used to be explicitly stated, and historicizes it to this late Age of Chaos time period.&lt;br /&gt;
[831] This is quoting and directly based on the Landing temple deed rituals. [[Research:The Graveyard]] and [[Research:The Broken Lands]] construct a theory about the original context of the death mechanics, because deeds do not come from the I.C.E. mechanics or lore setting. It theorizes that the deed ceremony is intentionally based on medieval homage ceremonies, where the death goddess acts as a liege lord and the soul is the fief being granted to the vassal who is sacrificing to her. This line is further based on the Hall of Sacrifice and the original Shadow World context of her not allowing the return of meaningful / significant deaths. So what GemStone appears to have done is allowed heroic acts by adventurers to result in treasure, and sacrificing this treasure is substituting in heroic acts / meaningful deaths, so a credit of meaningful deaths is used instead. And that this is the essence of what &amp;quot;deeds&amp;quot; really are, and setting up a premise of just donating money isn&#039;t enough.&lt;br /&gt;
[832] This is meant to explicitly ground the meaning of the word &amp;quot;deeds&amp;quot;, which at present have no definition in lore, other than the Lorminstra temple messaging.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna.[833] But these were deeds of Death.[834] Their sacrifices would substitute other heroic acts for the significant deaths that would leave Lorminstra unable or unwilling to resurrect.[835] The greater the heroic feats to be spared, the greater the sacrifices to be worthy.[836] There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds.[837] Without accruing deeds, the soul was doomed.[838]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[833] This is what happened and was done in the [[Vishmiir]] event around 2002. This document is using this to explain death mechanics good deeds, per the Hall of Sacrifice, as instead deeds of Death. (The temple figures refer to Death with a capital D.) This allows us to explain why deeds presently serve an unrelated function as of 2004 with [[Death&#039;s Sting]] introduced. This tacitly interfaces with the liquid in [[chrism]]s and their Death&#039;s sting prevention.&lt;br /&gt;
[834] This is made up but reconciles the difference in what deeds did before 2004 with what they do afterwards.&lt;br /&gt;
[835] This is explicitly stating the prior premises, and is directly based on the death mechanics messaging, from the temple deeds messaging to the warnings in the [[Purgatory]] messaging about the limits of power to intercede.&lt;br /&gt;
[836] This is contextualizing why deeds are more expensive for higher level characters.&lt;br /&gt;
[837] This is putting down any seriousness to the old jokes about Lorminstra rolling in gems and cash for the money. The messaging requires it to be sacrifices of treasure, so it isn&#039;t good enough for rich people to just donate some money.&lt;br /&gt;
[838] This is what deeds used to do. Deeds &#039;&#039;&#039;have not&#039;&#039;&#039; done this for 20 years now, and this is explicitly recognizing it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end.[839] If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls.[840] Their bodies would disintegrate upon the departure of their spirit.[841] There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans.[842] For those chosen by the Lady of Winter there is no question.[843] Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.[844]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[839] This is just taking the medieval feudal meaning in the language used in the deeds ceremony and the [[Purgatory]] messaging literally. It is explaining the why Lorminstra and why only Lorminstra of it all.&lt;br /&gt;
[840] This is explaining why people (adventurers) with this homage relationship with Lorminstra, if they had accrued deeds of substitute deaths, were given special exemption and brought back from true death under some conditions.&lt;br /&gt;
[841] This is explicitly acknowledging the weirdness of player character instant decay and reincarnation, when the NPC background all leave corpses. Though it doesn&#039;t get around / explain all the monsters decaying, which is mechanically necessary for the game in practice.&lt;br /&gt;
[842] This refers to the &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; document. Koargard is discussed in &amp;quot;[[Worship in the Turamzzyrian Empire]]&amp;quot; and various Church of Koar contexts. It has its own doctrine of what the afterlife is, but the death mechanics adventurers experience is empirical.&lt;br /&gt;
[843] &amp;quot;Lady of Winter&amp;quot; is an epithet that is used in &amp;quot;[[History of the Order of Voln]]&amp;quot;. This line is about framing that adventurers have empirical experience with the other side of the Gate, with the depart / [[Purgatory]] messaging, which in every instance illustrated an oblivion stated of near unconsciousness.&lt;br /&gt;
[844] This is directly based on the [[Purgatory]] / Abyss of Naidem messaging, and the description of the Pale in the second Griffin Sword War. It is how GemStone interpreted the meaning of &amp;quot;Oblivion&amp;quot;, which at that time was undefined in the I.C.E. setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it.[845] She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls.[846] Reincarnation works around some of the conditions that ordinarily prevent resurrection.[847] In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor.[848] It was only certain kinds of deaths that could be substituted for deaths of like kind.[849] Otherwise the rules of Death held without exemption.[850] It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.[851]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[845] This is directly describing the [[Purgatory]] death messaging. It is slightly condensed now in GemStone IV, but this is using the original full version of the wording in the decay/depart messaging, which was live up through 2003.&lt;br /&gt;
[846] This is referring to the [[spirit death]] variant of the [[Purgatory]] messaging. The currently used form of the decay/depart messaging uses this particular version in all cases. Spirit death is soul destruction in Rolemaster, but in GemStone, Lorminstra was able to fix it if people had the deeds. Otherwise this special case of permadeath set off the &amp;quot;lost to the demonic&amp;quot; messaging.&lt;br /&gt;
[847] If a body is poisoned in such a way that it cannot host the soul, that would sensibly prevent ordinary raising as well as &amp;quot;true resurrections&amp;quot;. But with Lorminstra able to repair at least some souls, and reincarnate the body out of spirit, that makes it harder to fully prevent Lorminstra from bringing someone back. It isn&#039;t obvious that [[Luukosian deathwort]] would actually permadeath one of our player characters.&lt;br /&gt;
[848] This is referring to the original stuff where Lorminstra would not agree to do the resurrection. This is framing how you could have get-out-of-death deeds for heroic action stuff, but this is not allowing people to get out of dying out of old age just because they have deeds. Or whatever their &amp;quot;mission&amp;quot; is, Fate role, whatever, that being fulfilled is going to overrule any owed favor exemption.&lt;br /&gt;
[849] This is an embellishment. But it is consistent with what is implied by the temple and deed ceremony, and explains it in a way that is very adventurer specific and not something relevant to the general NPC population. It wouldn&#039;t even apply to ordinary soldiers in a military. Related to this, empaths and clerics that focus on healing or raising such fortune hunting adventurers, even if they do not go out and slay themselves, would get transferred conferred deeds under this logic. Clerics at one point actually mechanically got a deed for raising those under level 2 before the departure of their soul, where they would otherwise be saved from permadeath by the &amp;quot;old man&amp;quot; Purgatory messaging variant. This point is mentioned about deeds of Death in Volume 2.&lt;br /&gt;
[850] This is setting up Death deeds as having been a very particular loophole, and that Death deeds are not necessary at the present time, but the people for whom they are applicable are the only ones being exempted in this special loophole way.&lt;br /&gt;
[851] This is largely based on the [[Purgatory]] messaging variants that talk about the limits of power in bringing people back. It described deeds (at that time) as very necessary, except for those barely started yet &amp;quot;special children&amp;quot;, where bringing them back without deeds was difficult. And it helps frame that Lorminstra isn&#039;t necessarily really making free choices in this stuff, the exemptions have to be paid for in some kind of Balance logic in weird cosmic stuff. There is limited insight mortals should have into it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries.[852] There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed.[853] Those who return from death are never entirely restored.[854] They lose something of themselves, whether temporarily or permanently.[855] Some of this is damage from the decay of the body.[856] While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead.[857] The extent to which Lorminstra has extended her power in mitigating death has fluctuated.[858] Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are instead the power of Life that goes into softening Death&#039;s sting.[859] The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance.[860] But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery.[861] They are often contrary to her own interests, but have some role to play in the unfolding of Fate. [862]&lt;br /&gt;
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[852] The death mechanics have changed repeatedly in the past few decades, including with IC recognition of changes. This wording is partly leaning on the embellished premise of Death deeds starting 7,000 years ago.&lt;br /&gt;
[853] This is damages to the body and to some extent spirit from dying or being dead. In the ICE Age there was permanent stat penalty damages, then in the late 90s and early 00s there was negative experience point loss, then in 2004 onward our current form of [[Death&#039;s Sting]].&lt;br /&gt;
[854] This is true from Rolemaster up through our present [[Death&#039;s Sting]] mechanics.&lt;br /&gt;
[855] There was permanent stat damage risk from too many deaths per level in the I.C.E. Age. This notion of permanent damage from it would likely refer even moreso to cases of what we&#039;re calling &amp;quot;true resurrection&amp;quot; where the body was dead for a while and the soul brought back to it.&lt;br /&gt;
[856] Oxygen deprivation to the brain, for example, was framed in Rolemaster &amp;quot;Character Law&amp;quot;. Volume 2 gets into this more and talks about how there is also spiritual damage from the animus deteriorating in the &amp;quot;dying&amp;quot; state, which explains Death&#039;s sting for dying characters who get raised.&lt;br /&gt;
[857] They were different spells with different functions in Rolemaster &amp;quot;Spell Law&amp;quot;. Preservation halts body decay. Lifekeep stops the soul from departing. GemStone rolls them up together, partly because it doesn&#039;t keep bodies around after soul departure, but you would want / need preservation magic if a &amp;quot;true resurrection&amp;quot; were to be done, where Lifekeep would be pointless. Chrisms likewise could be interpreted as related to preservation magic but not lifekeep magic.&lt;br /&gt;
[858] This is referring to the shifting around in the death mechanics that have happened. There was no stat loss at all from 1996 through 2003, roughly, but there was experience loss from decays / spirit deaths and so forth. These are empirical IC differences in death recovery. The [[Deed#Modern|shadow dragon]] premise when Death&#039;s sting was introduced talked about Lorminstra extending her power in terms of undoing the physical damages when bringing people back. (She takes wounds but leaves scars.)&lt;br /&gt;
[859] This is an empirical fact that deeds no longer have any role in whether Lorminstra brings people back, since 2004 with the shadow dragon stuff and Death&#039;s sting change, which was framed as some cosmic cycle change. This concept of deeds of Life is based on the &amp;quot;good deeds&amp;quot; as liquid substance in the [[Vishmiir]] event for banishing the Vishmiir, and it is an embellishment to contrast these with the Death deeds, and this power of Life as what is going into ameliorating Death&#039;s sting. Because what deeds presently do is mitigate [[Death&#039;s Sting]], so this is directly addressing why they work that way and what changed.&lt;br /&gt;
[860] The Balance is talked about, for example, in &amp;quot;[[History of the Order of Voln]]&amp;quot;. The concept exists in Rolemaster books, but was not really much in the Shadow World setting, though there was a little such as about the barriers between planes getting weakened by portal magic and so forth. Morvule in the Luukosian Order has their own twisted version of Balance concept in Death, Undeath and Lies. And logs show the Luukosians in [[Ride of the Red Dreamer|rituals]] talking about correcting Fate&#039;s flaws. In any case, the vagueness of the cosmic cycle changes was stated in the Death&#039;s sting release, and the balance of Life and Death was framed earlier in this document when talking about Luukos and his relation to the undead.&lt;br /&gt;
[861] It is an empirical fact that deeds no longer serve the role they did before the in game year 5104. There is no explanation for why the &amp;quot;special children&amp;quot; are special or chosen, and there does not really need to be on the mortal end of things. They just got brought back for reasons they do not know for certain, but they&#039;re generally adventurers, and it&#039;s those kinds of deaths they get out of (at least up until some point.) Arkati generally do not give straight answers about this kind of stuff. There should just be IC theological interpretations of it.&lt;br /&gt;
[862] As mentioned, the Luukosians speak of correcting Fate&#039;s flaws, and there are fate notions such as Koar contemplating the fate of all things (the Rift is implicitly inside the Great Drake and the Rift rooms are mostly Tarot cards and the Vvrael quest was all about prophecy and Book of Revelation kind of stuff), and Gosaena&#039;s prophetic powers of knowing when things will die. This document uses Fate as a cosmic force that is tied up in the Life/Death balance (as an embellished premise based on various factors) and directly related to this concept of unfinished business / purpose / special missions. Volume 3 uses this concept for talking about restless spirit types of undead. Also, this embellishment about it being a Fate and cosmic balances mystery thing that isn&#039;t really about Lorminstra choosing, that gives flex on why she&#039;s bringing back all these people contrary to her own interests.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless, the role of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order.[863] It was also in the Age of Chaos that we see the earliest records of a figure resembling Voln.[864] There was a proliferation of undeath in the westerlands.[865] Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies.[866] It was many years before the founding of the k&#039;Tafali sect.[867] The witch hunters of that age had no use for mercy, or for regarding the undead with compassion.[868] Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.[869]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[863] This is an embellished premise. Since we&#039;re picking a time for this fortune hunter / adventurer special dispensation to begin in the world timeline, having it happen then as civilization is restarting can have some historical significance for the &amp;quot;adventurer&amp;quot; class of people. Because there&#039;s very little in the way of hooks for them impacting historical events farther back than 30 years ago, or the sort of storyline external threats that often dominate over normal nations/politics forces; maybe the only clear example of it is the lore around the Ice Witch Issyldra. In any case, the general notion would be that the aggregate effect of having these tiny minority of heroic fortune hunters surviving longer than they would have is that it cuts down on the monstrous / dark / chaotic populations. And that would have helped push back and tame the Age of Chaos around population centers, especially if those new centers had money economies to incentivize fortune hunting. This does not have to be the purpose / reason for &amp;quot;Death deeds&amp;quot; in itself. But it could be the practical consequence of them. Especially if the Luukosians and necromantic dark forces were causing the Life-Death imbalance that caused the Fate aberration for it.&lt;br /&gt;
[864] There are context reasons to think Voln was not a known entity until after the Undead War. The &amp;quot;[[History of Luukos]]&amp;quot; puts the ascension of Voln at a later time than the Undead War, and says: &#039;&#039;&amp;quot;On the other side, Lorminstra worked with others who believed in the purity of life to put a stop to the flood of corruption that undeath brought. This would eventually lead to the ascendance of the immortal spirit Voln, and the establishment of his Order.&amp;quot;&#039;&#039; It is also a framed in storyline events (e.g. [[Ride of the Red Dreamer]]) that [[Morvule]] was the one who united the Luukosian cults into the Luukosian Order, and the &amp;quot;[[Griffin Sword War]]&amp;quot; document says: &#039;&#039;&amp;quot;Let us begin with Morvule himself – according to Nershuul, Morvule was originally of elven origin, though he does not know of his originating House. During the days after the Undead War, he underwent a transformation initiated by Luukos and appeared forever changed.&amp;quot;&#039;&#039; And the &amp;quot;History of Luukos&amp;quot; commits to Luukos not doing his necromancy thing around mortals until after the Undead War. So then you have &amp;quot;[[Gods of Elanthia]]&amp;quot; saying of Voln: &#039;&#039;&amp;quot;Tales suggest that Voln&#039;s very existence is a result of Lorminstra&#039;s constant entreaties to Koar for some direct action to counter the spreading curse of Luukos&#039; undead. Most tales attribute Voln&#039;s paternal lineage to Koar and a mortal woman. His upbringing, in a land where he witnessed loved ones lost to Luukos&#039; curse, shaped him with an undying hatred of the undead and provided a lifelong mission.&amp;quot;&#039;&#039; Likewise, one of the loresongs on the Stones of Virtue on Mount Aenatumgana shows the ascension of Voln, in front of what is clearly a Luukosian cultist. Similarly, the ascension legend under such conditions would fall apart instantly if Elves had records of Voln dating all the way to prehistory, like the Arkati. So Voln has to begin appearing in historical records at some point. But in the Age of Chaos things are badly recorded. So we go with starting to see something along these lines and be vague on the timing.&lt;br /&gt;
[865] This is an embellishment to the extent that what is firm canon only speaks of orcs, trolls, minotaurs, that kind of thing. In this document we&#039;ve framed some population migrations and leftover Despana forces on some plausible extrapolations, so that there is significantly more undeath in the West after the Undead War than there was before it, which is the essence of what the &amp;quot;[[History of Luukos]]&amp;quot; is saying even if we have to reject some of the stuff about Despana as mythical and distorted.&lt;br /&gt;
[866] This is extrapolating off the conditions that would have existed for the story of Voln&#039;s origins.&lt;br /&gt;
[867] This is the Order of Voln. The volumes of this document treat the &amp;quot;Order of Voln&amp;quot; as a theological tradition stemming from Fasthr k&#039;Tafali, and though it is what is dominant now, the IC author regards a lot of its doctrines as theological constructions of mortals and not Voln himself. The mercy and release of poor cursed souls, for example, is not the mandate. The mandate is to put down the undead. This is reconciling the tension in the lore that exists because the Order of Voln was designed in the context of the I.C.E. lore for Voln (Vult), mercy and release of the suffering and cleansing souls of taint, but then his De-ICE&#039;d [[Gods of Elanthia|version]] makes him the &#039;&#039;&amp;quot;Destroyer of the Undead&amp;quot;&#039;&#039; and having &#039;&#039;&amp;quot;an undying hatred of the undead.&amp;quot;&#039;&#039; Later developments such as &amp;quot;[[History of the Order of Voln]]&amp;quot; are influenced by the in-game messaging, which is actually the ICE lore, so what we&#039;re doing here is setting up a frame for explaining this &amp;quot;undying hatred&amp;quot; and &amp;quot;destroyer&amp;quot; version of Voln. Basically, though the k&#039;Tafali sect is now dominant, especially the past couple of centuries due to the Horned Cabal, this is suggesting their views of Voln were not the norm further in the past, beyond a thousand years ago. &lt;br /&gt;
[868] The very generic term that this document uses for people who hunt down forces of darkness and their minions / monsters is &amp;quot;witch hunter&amp;quot;, which is not meant to be specific to hunting witches. It is used here, but more often in Volume 2.&lt;br /&gt;
[869] This is explicitly framing and quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; entry for Voln, and highlight the inconsistency with the mercy/release rhetoric elsewhere. It&#039;s giving a hook for where that &amp;quot;Gods of Elanthia&amp;quot; description is coming from within the setting. The premise of Luukos becoming the Undeath god, in his practical religious focus with mortals, only after the Undead War is following off the &amp;quot;[[History of Luukos]]&amp;quot; document and various context details, like how it was assumed the Book of Tormtor was in some way Ur-Daemon in origin, rather than assuming this mass undeath artifact was related to Luukos. Near the beginning of this document, it explicitly asserts (as an embellishment) the Luukos was regarded as the Soul Eater god in the Second Age, and that this undeath stuff from him happened later. So here we&#039;re giving some context to the Age of Chaos in the West having Luukos expanding his sphere of influence with the spread of all this necromancy. And it can give some more context to all the weight on Luukos with undeath when most of the undead we actually see in the game have nothing directly to do with Luukos.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(2) The Dark Path&lt;br /&gt;
&lt;br /&gt;
But a little over six thousand years ago, following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north.[870] The Dark Path was a theocracy in homage of Gosaena.[871] It was a heterodox theology, in some ways similar to her Left Hand Path sect, but otherwise highly unusual.[872] It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age.[873] Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway.[874] The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation.[875] Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms.[876]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[870] This is an embellishment but an attempt to keep consistency with pre-existing lore. The Graveyard and Broken Land stories were set approximately 6,300 years ago on the I.C.E. Age timeline, where on the scale of years 1 year is equivalent to 1 year, because in the I.C.E. Age setting (Shadow World) there were 350 days in a year, but Master Atlas 2nd Edition in 1992 established there were 25 hours in a day, which is equivalent to a 365 Earth day calendar for a solar year. There is seemingly no reason to not just keep the 6,300 year ago number and have those stories happening in the late Age of Chaos. The original context was the Wars of Dominion, but nothing directly analogous to the Wars of Dominion happened in the Elanthia setting.&lt;br /&gt;
[871] This is just a straight De-ICE of the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; document, which was the first GemStone unique lore document and a 100% original GemStone story. It does not come from I.C.E., just some of its details were set in it. It is worth noting that Bandur Etrevion himself is post-ICE canon, like one of his books is chained down in Moonsedge Manor.&lt;br /&gt;
[872] The Left Hand Path sect is a Gosaena cult from the second [[Griffin Sword War]]. The gist of it is that its leadership alternates between good leaning and dark leaning, the Right Hand and Left Hand paths. The [[Purgatory#Naidem|shrine]] in Naidem also seemed to represent Gosaena in some bifurcated angel/demon form, like one of the Tarot card Major Arcana rooms in the Rift. So, this is an embellishment, it&#039;s meant to provide a context hook for the Dark Path somehow being consistent with Gosaena, since Gosaena is extremely different from Kadaena, but at the same time what GemStone did with Kadaena was off canon for Shadow World.&lt;br /&gt;
[873.1] This is a made up embellishment to try to square the difference between the off-canon treatment of Empress Kadaena in the Graveyard (and more subtly also in the Broken Land) with the later Gosaena and Eorgina lore, as those two were more changed in the De-ICE than most gods. It&#039;s also mentioning Despana savior myths in this context to tie back into the dark magic diaspora out of the southern wasteland set up earlier in this document, to connect Age of Chaos dark magic to Undead War aftermath.&lt;br /&gt;
[873.2] The motivation behind this is obscure. In the original lore context, Empress Kadaena was not really a goddess, she was a powerful sorceress of demi-god scale power who was decapitated by her cousin. There&#039;s also a version where her headless body fell through the &amp;quot;Gates of the Void&amp;quot; into the demonic realms. Kadaena was also the creator of the gogor (vruul), which were collected by Morgu (Marlu) for some unknown reason, though his original form looked exactly like a vruul. And the Broken Land seems to be insinuating the Kadaena&#039;s race was responsible for the origins of the Dark Gods in their magic experiments.&lt;br /&gt;
[873.3] So this is synthesizing the notion that Despana may have merely been exiled off world by the Maelshyve implosion, the Graveyard&#039;s off-canon representation of Kadaena as a dead goddess who resides beyond the Gates of Oblivion (i.e. a cult belief about Gosaena being like a dead goddess exiled beyond the Ebon Gate), and the Eorgina-Marlu relationship encoded in &amp;quot;[[Origins of Tonis]]&amp;quot; and &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and to a lesser extent the introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot;.&lt;br /&gt;
[873.4] There is also a very esoteric argument for the Graveyard and the Broken Land being influenced by the &amp;quot;Demons of the Burning Night&amp;quot; book, where Empress Kadaena&#039;s daughter was the ruler of Orgiana&#039;s (I.C.E. Eorgina) theocracy, and the Broken Land&#039;s own GemStone unique lore might be conflating Kadaena and Orgiana, who were a little conflated in that theocracy.&lt;br /&gt;
[874] This is blending the details described in the footnotes to 873. This document refer to the doctrine as &amp;quot;syncretic&amp;quot;.&lt;br /&gt;
[875] This is leveraging off the &amp;quot;defying Death itself&amp;quot; frieze in the Graveyard crypt and the grotesque statue of &amp;quot;Empress Gosaena&amp;quot; embedded in the Graveyard gate, along with the timeless void of light and darkness in the [[Purgatory]] messaging, which had exits (paths) of light and darkness. The Graveyard itself underground is arguably a symbolic representation of Purgatory where is only the &amp;quot;dark path&amp;quot; into the darkness and the demonic.&lt;br /&gt;
[876.1] This is involving several things. &amp;quot;Guardian of the Forbidden&amp;quot; is the actual translation of the original invoking phrase in the Graveyard crypt, which was an offering formula of &amp;quot;Kadaena Throk Farok&amp;quot; in the I.C.E. language of Iruaric. This is off canon for Kadaena, it&#039;s representing her as some kind of Lovecraftian forbidden knowledge goddess, and a dead goddess along the lines of Hel or Osiris. This sentence is also explicitly recognizing the symbolic parallels between the Graveyard and the Purgatory and deeds death mechanics, and is pulling on theocracy details in the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;.&lt;br /&gt;
[876.2] The &amp;quot;infernal demonic realms&amp;quot; is a literalization of the phrase &amp;quot;lost to the demonic&amp;quot;, which never involved any first hand demon imagery. It is leaning on the original I.C.E. Lorminstra lore where the Key to the Void was never to be used, and that arguably being the meaning of &amp;quot;Guardian of the Forbidden&amp;quot;, where the Void generally refers to the Unlife / demonic realms. In this document the word &amp;quot;infernal&amp;quot; has a specific cosmological meaning, referring to the &amp;quot;pales&amp;quot; of lower existences of more chaotic essences (&amp;quot;sorcerous elements&amp;quot;) that are part of existence&#039;s chaos-order or dark-light spectrum, not outer valences. Then it is interpreting the light and darkness witnessed in Purgatory in this kind of cosmology of higher and lower planes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void.[877] To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic.[878] Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.[879]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[877] The light as associated with the higher spirit planes is based on the release event information of [[Searing Light (135)]]. The wording of this sentence uses &amp;quot;interpreted&amp;quot;, so it is a theological interpretation of [[Purgatory]] and not necessarily correct. It may more or less reflect the original intent of that messaging, which was off canon for the I.C.E. setting.&lt;br /&gt;
[878] Bandur would have &amp;quot;omens&amp;quot; and nightmares, implicitly Lovecraftian nightmare visions, in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. Kadaena did not have any established prophetic ability, though that kind of magic existed in the setting, such as her cousin Andraax having a vignette of foreseeing the Unlife coming and blotting out the sun. (The Graveyard is symbolically anti-Sun in various ways.) This sentence is trying to thread the needle of an interpretation that can make sense of both the I.C.E. Age version of Kadaena as represented in the Graveyard with the late 1990s Gosaena lore which is plainly inspired by her presence on the Graveyard gate. This document is framing it as a heterodox theology, in line with the earlier assertion about heterodox and apocryphal theologies in the West and southern wastelands. &lt;br /&gt;
[879] These few lines are attempting to reconcile the earlier issue about Gosaena being the final last stop, in seeming contradiction with Lorminstra letting souls out to visit sometimes and Purgatory probably representing the other side of the Gates in its original intent. The Pale is the Gosaena realm in the Griffin Sword War, and its messaging was clearly very heavily based on the [[Purgatory]] messaging. The permadeath messaging made it clear that soul eventually ends up in the light or the dark, but it&#039;s all the same place and all Oblivion (i.e. oblivion state of unconsciousness) regardless of anything. So the reconciliation here is that Gosaena&#039;s realm is where and when Lorminstra does not have power, which explains the antagonistic way the Dark Path / Graveyard represents them, and recontextualizes the Purgatory messaging about the limits of her power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia.[880] He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness.[881] Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession.[882] He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps.[883] It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions.[884] He was a master of the black arts. But the corruption of this power was driving him mad.[885] He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north.[886] Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.[887]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[880] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. [[Library of Biblia|Biblia]] is the De-ICE&#039;d replacement for the Library of Nomikos.&lt;br /&gt;
[881] This is keeping the detail of his being apprehended for stealing a speaking crystal, but recontextualizes it from being a Lord of Essaence artifact (i.e. Empress Kadaena&#039;s people in the First Era) to it being from the analogous Age of Darkness in the Elanthia setting (i.e. back to the time of Drakes / Arkati / Ur-Daemon / whatever.)&lt;br /&gt;
[882] This is directly from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The word &amp;quot;occultist&amp;quot; is tied into the occultism described in this document, and with Bandur meaning a specifically Lovecraftian form of occultism, with &amp;quot;esoteric knowledge&amp;quot; in that way. In other words, &amp;quot;esoteric knowledge&amp;quot; not just meaning obscure or highly technical, but actual esotericism in the occult sense. This nightmare visions premise is also consistent with Gosaena related NPCs (e.g. Volierre) in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[883] The Graveyard has a bunch of explicit spatial warps, but it also has some much more subtle ones in the room painting.&lt;br /&gt;
[884] This is making an explicit statement of some subtext in the Graveyard&#039;s design. Its several original sections are clearly based on a few different real-world mortuary religious architectures, which are related to Underworld mythology with dead gods of the Underworld (especially Hel and Osiris). Along with possibly Orgiana (I.C.E. Eorgina) who was based on Hel. And there is a pretty clearly defensible case for the Graveyard paralleling Dante&#039;s Inferno, where Satan is frozen in the underworld. Volume 3 tries to establish mummies as underworld mythology related out of the Southron Wastes as an embellishment.&lt;br /&gt;
[885] This comes from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The term &amp;quot;Dark Path&amp;quot; in capitals in the Shadow World lore was actually referencing the corruption into madness and service to the Unlife that inevitably results from casting off the Evil spell lists, which in that setting derive their magical power from the Unlife either directly or indirectly (e.g. Dark Gods). The term &amp;quot;black arts&amp;quot; as used in this document is based on the use of the term &amp;quot;black arts&amp;quot; in the Graveyard story.&lt;br /&gt;
[886] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. By keeping the 6,300 years ago chronology, we&#039;re using this to help justify interpreting the West in this period as having a bunch of dark cults, which in the Second Age the document asserts were concentrated in the southern subcontinent. So this is a case of trying to keep things consistent. This is also a thread for a previous assertion in this document that the northwest was always a haven for dark magic because of its geographic remoteness.&lt;br /&gt;
[887] This is an embellishment. The Luukos shrine in the underground stronghold dates back to 1991, and reflects his I.C.E. version. It was expanded about a decade later, I believe Morvule unveiled the expansion as an old place. There is a reasonable case for several reasons to think the Coastal Cliffs area released in 1991, which is related to that stronghold in general, was intended to be related to the Bandur Etrevion story of purging the dark cults in the region when he consolidated his theocracy. So this is just explicitly stating something that was probably the original intent. There is now also an Onar shrine in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra.[888] Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom.[889] Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering.[890] He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design.[891] This commune with intense darkness caused Bandur to be frozen within solid ice.[892] This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.[893]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[888] Most of this is explicitly stated in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The last part about the mocking parallel of the Lorminstra religion is an interpretation. The Graveyard has numerous parallels to the temple in the Landing and the deeds / [[Purgatory]] death mechanics. These were all made at approximately the same time at the beginning of GemStone III.&lt;br /&gt;
[889.1] This is a list of example justifying the last part of the sentence that is footnoted 888. It is based on a direct comparison between the Graveyard rooms and the Temple rooms. The Graveyard also leans on some obscure, archaic vestigial lore within the Shadow World setting, about &amp;quot;servants of the Shadow&amp;quot; who artificially created demons. The phrase &amp;quot;power through thralldom&amp;quot; was appended to that for Bandur&#039;s most famous book. Here we are leaning into our medieval interpretation of deeds.&lt;br /&gt;
[889.2] The Sorceror spelling is an odd spillover from I.C.E. books, where it is sometimes spells Sorcerer and other times Sorceror, at least in Shadow World setting books. It may be based on Necromancers being &amp;quot;Sorcerors&amp;quot; in conversion charts between Rolemaster systems, as a contrast to Lord High Cleric, or could be randomly based on some case of it being spelled that way in one of the books. It is probably the only place in GemStone it is spelled this way, and there used to be a message board topic in the Sorcerer forum solely about &amp;quot;Sorcerer vs. Sorceror&amp;quot;. This spelling has also cropped up in the DragonRealms wiki.&lt;br /&gt;
[890] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; and wording his &amp;quot;omens&amp;quot; to a little more clearly Gosaena in nature, similar to what was seen with NPCs in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[891] This is cross-referencing &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; with interpreting the original parts of the Graveyard, which are on real room ID segment 18. This partly referring to the I.C.E. ghoul lore, and partly to the deep underground part of the Graveyard with the huge pile of bodies. Originally there was no way out from down there, the tunnel up to near the entrance to the burial mound was dug up from below ground, of people trapped down there trying to dig their way out. That is the significance of the body pile, who arguably symbolize the spirits of those who could not choose in the [[Purgatory]] messaging. What happened implicitly is that the Graveyard had traps, and grave robbers would get magically transported down there. It is most likely from trying to take stuff from the crypt&#039;s (unplundered) scroll room, as that would fit the Dark Path meaning.&lt;br /&gt;
[892] This is based on the Graveyard. The sarcophagus in the crypt is a fake, Bandur is actually hidden below ground, frozen in a block of ice. There&#039;s a reasonably good chance Kestrel&#039;s tomb is also fake, he might be the melted skeleton throne.&lt;br /&gt;
[893.1] The Chamber of the Dead is most likely an homage to the Graveyard. There were several things in Vvrael quest related areas that could plausibly have been Graveyard parallels, but Ardo&#039;s &amp;quot;sarcophagus&amp;quot; ice block is one of the most overt. The Vvrael were roughly an Unlife analog for the Elanthia setting, the Unlife in the Shadow World setting is &amp;quot;anti-Essaence&amp;quot;, which is what we would call &amp;quot;anti-mana&amp;quot; in Elanthia. It is the furthest extreme of the chaos-order essence spectrum cosmology. Volume 2 of this document restores that model, and treats &amp;quot;anti-mana&amp;quot; as the purest most corrupt form of &amp;quot;elemental darkness.&amp;quot; The use of the term &amp;quot;elemental darkness&amp;quot; is partly based on the dark vysans, originally called dark wisplings, which were apparently based on the Rolemaster &amp;quot;Elemental Companion&amp;quot; and would have been very weak examples of darkness elementals, which would be associated with cold criticals. There is likewise a case for interpreting the dark vorteces as more powerful darkness elementals. Elanthia does not include light and dark as &amp;quot;elements&amp;quot;, but has substantive light associated with the spirit realm (e.g. Searing Light spell), and here we treat darkness as one of the &amp;quot;sorcerous elements&amp;quot;, related to demons and undead.&lt;br /&gt;
[893.2] The Bandur and Uthex treatments break with the style of the rest of the document. Most of the document is talking about intellectual traditions and cultural propensities, or historiographic reinterpretation of historical events. But here we deal with specific historical people (concretely) instead, where the surrounding context in that time period is very ill-defined. But they tie into the occultist tradition and the Death religions. The very last section on the Modern period in contrast is very sweeping compared to the rest of the document. These are maneuvers being made relative to the gaps in the lore and things too close to the present day.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3) The Broken Land&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was a contemporary of Bandur, whom he had known from his earlier days.[894] When his work had been recognized by the Order of Lorekeepers.[895] Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the terrible wars of that period.[896] While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.[897]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[894] The original copy of &amp;quot;The Broken Land&amp;quot; from the GEnie file library had an exact date for the demise of Uthex: 6521 Second Era. This was in the first century of the Wars of Dominion, which lasted almost four hundred years. The De-ICEd [[A Popular History of the Broken Lands|copies]] that floated around on player websites cut this out completely. But it was very important, because it explicitly puts Bandur and Uthex in the same place at the same time, on top of more subtle relationships between the stories. The hooded figures in the Broken Land were probably meant to be Dark Path cultists who are effectively immortalized by Uthex&#039;s experiments.&lt;br /&gt;
[895] Uthex was a Loremaster of Karilon in the original story, where Bandur had been recognized by the College of Karilon. Uthex was [https://www.play.net/gs4/news.asp?id=615 retconned] to be a Sage of the [[Order of Lorekeepers]] for the [Miracle (350)]] spell release. &amp;quot;Sage&amp;quot; was originally the De-ICE&#039;d replacement term for &amp;quot;Loremaster&amp;quot;, as Sage had often been used in Loremaster contexts in the Shadow World setting.&lt;br /&gt;
[896] This is straight from the Broken Land document. It just removes the term &amp;quot;Wars of Dominion&amp;quot;.&lt;br /&gt;
[897] This is an interpretation meant to explain how Uthex was tricked and seduced by servants of the Unlife, and based on the parallel between the Dark Path and the death religion as encoded in GemStone. The story refers to it as a &amp;quot;natural&amp;quot; gateway to another plane of existence, so we are taking its naturalness and having been discovered on face value. The spinning stone ring around it was implicitly made by the Loremasters later. It is most likely based on a powerful spell from the Warding list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur.[898] It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality.[899] The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region.[900] This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot;[901] It is rumored to be on the surface of the moon Lornon. Or perhaps below it.[902] There may be a grain of truth in this as it is apparently an esoteric dimension.[903] There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration.[904] It is in the same vein as the heterodox theology of the Dark Path.[905] The shrine there includes apocrypha depicting Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;[906]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350}}&amp;gt;&lt;br /&gt;
[898] This was explicitly stated in the Broken Land story, except that did not mention Bandur by name. It was implied context.&lt;br /&gt;
[899] The first part is from the Broken Land story, and the last part is based on the Misty Chamber messaging. The dark mirror and nightmarish analog &amp;quot;parallel dimension&amp;quot; aspect of it is an interpretation. It&#039;s very subtle. But there is actually a clear correspondence between the stuff in the Broken Land with analogous stuff in the Lysierian Hills. There is a strong argument for the Broken Land being based on Lovecraft stories involving dream walking / astral projecting into parallel existences, especially the Dreamland, which has nightmarish analogs of the places that exist in the waking world.&lt;br /&gt;
[900] This is extrapolating off the tapestries in Imaera&#039;s shrine and its release event, along with the Shadow World portals lore where natural gateways can be caused by celestial alignments.&lt;br /&gt;
[901] &amp;quot;Broken Land&amp;quot; was originally singular, it gained an &amp;quot;s&amp;quot; in the De-ICE. &amp;quot;Home of Broken Lore&amp;quot; was the literal meaning of its name out of Iruaric. Iruaric was used in numerous parts of the Broken Land originally. (Empress Kadaena&#039;s language.)&lt;br /&gt;
[902] This is just nodding to the wrong belief that it is the surface of Lornon. The Broken Land is actually deeply inconsistent with the I.C.E. version of Lornon. &amp;quot;Perhaps below it&amp;quot; is playing off the I.C.E. version being a gateworld with underground demons, and then &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; being planar experiments below ground in Lornon. You could make a subtext argument for the Broken Land being underground in Charon under highly artificial conditions. But that is probably not the intent. The Dark Gods came from other planes of existence in the I.C.E. lore, and were largely terrorizing the planet rather than residing on the moon when the Broken Land story was set during the Wars of Dominion. The moon case is really weak. Plus the Broken Land story itself explicitly called it another plane of existence, so that&#039;d have to be an outright lie.&lt;br /&gt;
[903] This is interpretation based on the parallel between it and the Lysierian Hills, as well as the Lovecraftian Dreamland subtext. Shadow Valley is more blatantly and obviously a parallel dimension in this fashion.&lt;br /&gt;
[904] This is based on the original gogor (vruul) lore, which is encoded into the Dark Shrine. There is actually a decent case that our &amp;quot;lesser vruul&amp;quot; were not woken up, but instead made out of the dead cultists. In the canon material the gogor were made by Empress Kadaena, but there was no detail into the methods. The Dark Shrine might be encoding the creation process, and these lesser vruul (&amp;quot;minor gogor&amp;quot;) could be meant to be weak ones made with ancient dark knowledge in a much later Age.&lt;br /&gt;
[905] This is reviving and making explicit the relationship between the Graveyard and Broken Land. Which was Empress Kadaena.&lt;br /&gt;
[906] This is explaining the prior sentence and cross-referencing the now archaic &amp;quot;[[Temple of Darkness Poem]]&amp;quot;, which is used for the Dark Shrine puzzle and had some weird off-canon representation of the Dark Gods, with the Eorgina-Marlu relationship such as in &amp;quot;Origins of Tonis&amp;quot; in the Elanthia setting. Keeping in mind we defined the Dark Path as a Gosaena/Eorgina syncretism. The &amp;quot;spirit born of death&amp;quot; part is the translated meaning of the phrase used in the puzzle to gain access to the Dark Shrine.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a shining trapezohedron, which is a siphon stone that concentrates power.[907] It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power.[908] The cultists were trying to make their own form of soul reincarnation, darkly mirroring the reincarnation of souls by Lorminstra.[909] The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year.[910] Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107.[911] But the later work of Uthex was high necromancy.[912]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[907] The crystal dome was implicitly a Lord of Essaence artifact in its original context. It&#039;s probably inspired by Lovecraft&#039;s quasi-sphere from [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] and possibly the almost sphere Shining Trapezohedron from [https://www.hplovecraft.com/writings/texts/fiction/hd.aspx &amp;quot;Haunter of the Dark&amp;quot;] which gave visions of &amp;quot;hooded figures&amp;quot; and eldritch vistas and so forth. The dome in the Broken Land is vaguely hemispherical, being surrounded by boulders and rubble, but actually faceted with panels. So this is describing it as actually a shining &amp;quot;trapezohedron&amp;quot; as an homage to the Lovecraftian subtext of the Broken Land.&lt;br /&gt;
[908] This is more or less explicitly stated by the Broken Land backstory document. The line about &amp;quot;occult researchers&amp;quot; is tying it back to describing Bandur as an &amp;quot;occultist&amp;quot; and the way occultism was described earlier in this document, which included astral projection notions and ascension concepts. The Broken Land was probably implying the artificial origins of the Dark Gods in experiments by the Lords of Essaence, being servants of Empress Kadaena and possibly even Kadaena as a dead goddess, consistent with the subtext representation of Kadaena in the Graveyard. The &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; leans on a weird typo in the source books that implies Kadaena was one of the moon goddesses. This was before Shadow World created the pantheon we call Lornon, which was first defined in 1990, so the Broken Land uses them but the Graveyard doesn&#039;t.&lt;br /&gt;
[909] This is an interpretation based on the parallels of the Graveyard and Broken Land with GemStone&#039;s death mechanics, and also by cross-referencing the Broken Land story with messaging, such as how the hooded figures spawn.&lt;br /&gt;
[910] This actually happened in game. [[Draezir]] temporarily turned off the runes for accessing the Broken Land. The storyline of [[Shar]] struggling with them was in 1998.&lt;br /&gt;
[911] This was the release event for [[Miracle (350)]].&lt;br /&gt;
[912] High necromancy is defined more in Volume 2 of this document. It was arguably immortality / everlasting existence focused because of the Dark Path tie-in, but Uthex was attempting to fashion entities from energy, possibly even recycling them from departed souls. This may also have tied into the notion of Kadaena&#039;s followers having created demons, which is vestigila from older I.C.E. books. This is the likely meaning of them trying to twist Uthex&#039;s work into more perilous forms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was potential to transmogrify the soul into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood.[913] In this way the Dark Path sought to ensure the reality of their depraved Death theology.[914] They had twisted and perverted the work of Uthex into more dangerous forms.[915] But his fellow Sages discovered that Uthex had gone quite mad, and slew him in -1,264 with a devastating meteor swarm, destroying as many of his experiments and records as they could.[916] There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists.[917] These were astral fights as the portal had been sealed with powerful Runes of Warding.[918] It was a cenobitic monastic order that would come to suffer from isolation and loneliness.[919] The monastery was lost to history, not rediscovered until 5092.[920] The monks had fallen to the very darkness they had struggled against.[921]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[913] The last part of this is rooted in the implications of the artificial origins of the Dark Gods as servants of Kadaena. The first parts of the sentence are based on that &amp;quot;servants of the Shadow&amp;quot; text, as well as the Lovecraftian subtext of the plotline of [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;]. The Graveyard and death mechanics arguably lean on the same Lovecraft stories as the Broken Land.&lt;br /&gt;
[914] This is just synthesizing the prior premises.&lt;br /&gt;
[915] This is from the Broken Land story.&lt;br /&gt;
[916.1] This is the equivalent calendar year to 6521 Second Era in the Shadow World timeline, in the sense of being the same number of years ago from the present. This document is keeping the number of years ago the same, because there is seemingly no reason not to just keep that consistent, putting the events in the late Age of Chaos.&lt;br /&gt;
[916.2] This is from the Broken Land story. It isn&#039;t obvious that the rubble in the Broken Land is all from the meteor swarm, or even the continually falling rocks. While these are &amp;quot;meteors&amp;quot;, it isn&#039;t obvious they&#039;re actually space rocks. The Broken Land might be a collapsed cenote, or ice fracturing on the surrounding mountains may be rolling boulders off the cliff.&lt;br /&gt;
[917] This is cross-referencing the Broken Land story with the imagery depicted in the Monastery. There was an interview with the creator, GM Kygar, in 1994 where he said they struggled in that mountain for centuries before succumbing to darkness.&lt;br /&gt;
[918] The Runes of Warding come from the Broken Land story, and were probably based on a specific spell from the Warding spell list from Shadow World, where there is a stone circle that blocks at half the level of the caster who made it. The reference to &amp;quot;astral fights&amp;quot; is playing off the astral projection subtexts in the Broken Land, including the chakra in the Monastery meditation room and the theosophical subtext of the Lovecraft parallel. The sewer in the Monastery is seemingly connected to a weird cryptic tower with non-Euclidean architecture, and the Broken Land dome maybe used to be connected to the tower as well.&lt;br /&gt;
[919] The isolation and loneliness is talked about in the Kygar interview.&lt;br /&gt;
[920] This is from the Broken Land story. 5092 is referring to the fact that it was discovered in 1992. The portal to the Broken Land was originally dormant. A year later it opened when hooded figures showed up attacking. If there was more detail to the release of it, that is not recorded now.&lt;br /&gt;
[921] This is quoting the Kygar interview.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.D The Modern Age (Last 5,000 Years)&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos.[922] Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood.[923] The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years.[924] In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire.[925] This more human empire pushed the darkness back into the borderlands of the north and south.[926] But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades.[927]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[922] 10,000 or 15,000 years, depending on definition.&lt;br /&gt;
[923] This is from the Xazkruvrixis lore, &amp;quot;[[The Mystique of Xazkruvrixis]]&amp;quot;. The Dark Flood of [[Finnia]] happened several thousand years before the Great Fire of Sharath.&lt;br /&gt;
[924.1] The timing of the Ashrim War has contradictory dates. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; puts it at 157 Modern Era. The [[Ta&#039;Illistim Monarchs]] document has the reign of Caladsal starting a few centuries later than that. The &amp;quot;mostly kept to themselves&amp;quot; is acknowledging that gnomes were allowed in, but there is no indication of involvement with the Kannalan Empire or earlier. It leans on the opening of the trade route in 5101 Modern Era, and slightly earlier with the Ilyan Cloud airship in the late 90s, as having been the beginning of increased cross-cultural trade and contact after the earlier Elven Wars. Banthis has said the original intent of the racial trading penalties was to have them decrease over time with increased contact and mixing of peoples. But this is playing in a very vaguely defined zone, in terms of how recent the opening up of the East has been in general. It was explicitly closed off from other races residing there during the Age of Chaos, up until Ardtin allowed the burghal gnomes to reside in Ta&#039;Illistim about 4,000 years ago. &lt;br /&gt;
[924.2] I&#039;m inclined to say the most consistent thing would be for the past couple of decades to be a recent aberration and very sudden change from the perspective of Elven time scales, rather than there being some long history of mixing of peoples with it being normal to have relatives in farflung parts of the continent. &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; for example frames the year 4845 as there having been smuggling networks that late between the Elven Nations and Turamzzyr, which suggests embargo conditions between the two powers rather than smuggling of goods that are illegal in themselves. The West was essentially always racially mixed going back into the Kannalan Empire and probably further, though Chaston&#039;s Edict made the southern Empire predominantly human, softening in recent centuries such as with the Horned Cabal and Order of Voln in Aldora. The Aelotoi being allowed in was a shock, as framed in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; document, but justified in how the Elves were historically responsible for what happened to them. The 2014 assassination attempt on Myasara was related to racially opening up the city, and Hycinthia had popular supporters on that point. The Vaalor papers system was a reactionary crackdown after bad events in 2009.&lt;br /&gt;
[925] This is from this document&#039;s characterization of the impact the Kannalan Empire had on the geographical distribution of dark magic practitioners. It is an embellishment. This document also never mentions the necromancer Syssanis with his swamp stronghold near River&#039;s Rest on the west coast, but River&#039;s Rest having fallen into post-Kannalan relative lawlessness is generally consistent with the premise we&#039;re using about necromancers versus lawful civilization.&lt;br /&gt;
[926] This refers to the &amp;quot;black elven wizardry&amp;quot; down in Gor&#039;nustre (now Immuron) and the dark sorcerous forces on the Wildwood settlement up in Vornavis (and Foggy Valley and so forth) in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[927] This refers partly to the Horned Cabal and the Scourge / Demonwall, and various storylines in the past few decades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841.[928] The Faendryl assumed it was a minor border expansion at first, with fortifications built along the northern marches, from Tedronne near the Wizardwaste to Harald&#039;s Keep in the east.[929] When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking.[930] Sentinel Happersett went missing and suffered a horrifying fate worse than death.[931]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[928] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[929] This is an interpretation meant to make some sense of the non-reaction of the Faendryl followed by the severe reaction after the invasion of Gellig. The geographical distribution of these places is not defined in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. So here we are defining it as fortifications largely west to east on what would be the northern borderlands, rather than oriented north to south. It may have been intended as north to south, with the sequence of retreat, but that would be more aggressive. What we&#039;re doing here is setting up a pincer movement on the Faendryl that did not get the chance to fully form, rather than a straight line of fortifications with supply lines back to Trauntor. (It is 100% made up that Tedronne is near western Trauntor and the Wizardwaste and that Harald&#039;s Keep is in the east with Creyth in between them.) The idea here is that the Turamzzyrian Empire has bad information on the state of the Faendryl in general, and moving east for setting up to block any possible material assistance from House Nalfein or the Elven Nations. Then we&#039;ve defined Gellig as an eastern port belonging to the Faendryl, which would follow this same cutting-off-from-assistance from the East logic, not really understanding the state of things between the Faendryl and Elven Nations. Because elves are just elves, from the imperial human point of view and understanding, in &amp;quot;History of the Turamzzyrian Empire&amp;quot;. Fortification out west to near the Wizardwaste can be used for an eventual pincer on New Ta&#039;Faendryl, but also to force the Faendryl to go through the Southron Wastes and around the Wizardwaste if it wants to retaliate on Tamzyrr. Then we have Sentinel Happersett stationed in the east moving south to hit Gellig, which we have framed with the assumption it is a port on the eastern coast. The Faendryl then retaliate and send the humans fleeing northwest toward Tedronne and Brantur in Trauntor. Some of the retreat goes to Barrett&#039;s Gorge, and the retreat is largely happening in a westward direction toward Brantur from our assumed position for Gellig. &amp;quot;History of the Turamzzyrian Empire&amp;quot; says: &#039;&#039;&amp;quot;another quarter have fled past Creyth, heading for Tedronne or Barrett&#039;s Gorge.&amp;quot;&#039;&#039; Which suggests Tedronne and Barret&#039;s Gorge are in different directions, or at least slightly different westward directions if Gellig is on the eastern coast, and these fortifications are assumed to be the three &amp;quot;strongholds&amp;quot; built for supply line purposes. The idea would be that Tedronne would be a supply line from Trauntor and Creyth would be a supply line from Barrett&#039;s Gorge, and Harald&#039;s Keep would be a more forward position for cutting off any intervention from the Elves in the East. Though the Faendryl are framed as politically and militarily inactive from the Turamzzyr point of view, this would still be sensible given the relatively recent history of wars with House Nalfein in that Barrett&#039;s Gorge region. So this is so much to say the road to Ta&#039;Faendryl is not being interpreted as a north-south route. It&#039;s instead moving around the Rhoska-Tor wasteland, which is to New Ta&#039;Faendryl&#039;s west, with the road to New Ta&#039;Faendryl really being from the east with Gellig intepreted as being on the east coast.&lt;br /&gt;
[930] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, though Sentinel Happersett was defined as having the name [[Jerram Happersett|Jerram]] during the Witchful Thinking storyline. He appeared as an NPC in a sort of unliving state who had to be released. He was obsessed with trying to purify Dark Elves of darkness, which took the form of trying to smash them with a hammer. It might be the original intent for Sentinel Happersett to have been Harald, to give meaning to Harald&#039;s Keep, because it is implied that those three strongholds were built on the spot to be the supply lines, and they split the army up between them over winter.&lt;br /&gt;
[931] Sentinel Happersett was one of Raznel&#039;s &amp;quot;paragons&amp;quot;. They were in cocoons attached to walls of flesh and filled with a form of [[epochxin|demon blood]] from the Southron Wastes, which she was using as a form of horcrux with these paragons being frozen in time in little pocket dimensions throughout the timeline, having selected historical victims who went missing in known years. Xorus was actually the one who found the cocoon, and the one who did the kill shot on the cocoon, and Xorus was the one who taught Raznel how to do this stuff with the ebon-swirled primal demon&#039;s venom blood when she was his student in her youth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge.[932] The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire.[933] The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes.[934] Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire.[935] There has been a surge of greater dark powers since the failure of the Eye of the Drake.[936] The Vvrael and Vishmiir wielded undead horrors.[937] Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab.[938] There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.[939]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[932] This premise comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The lore hook of demonic hybrids in this sense has never really been fleshed out. We&#039;ve seen some Demonwall invasion creatures that implicitly are these kinds of things. They are listed in Volume 3 of this document.&lt;br /&gt;
[933] This is explicitly stated in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; in the Armata section. The Faendryl do it as punishment to bleed treasure from the Turamzzyrian Empire. The &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document also talks about the Order of the Crimson Fist venturing out from the Demonwall to take the fight to the Faendryl and their fiends. This is remarkable because it frames ongoing, if low level, hostility between them. The Scourge distribution also has implications for the distribution of land use by the Faendryl Agrestis that would have to be carefully considered. The Scourge came from hybridizing with wildlife, but could possibly have been livestock as well. Farmstead in presumably Trauntor were getting massacred by these hybrids.&lt;br /&gt;
[934] This is principally from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but is talked about in various places.&lt;br /&gt;
[935] This pre-history of the Order of Voln fighting with the Horned Cabal, prior to the invasion of the Turamzzyrian Empire, comes from the Volnath Dai history document &amp;quot;[[Story of the Volnath Dai]]&amp;quot;. Grandmaster Fineval killed one of the Horned Cabal liches, and that set off the Horned Cabal invasions northward.&lt;br /&gt;
[936] This is extrapolating off the Eye of the Drake function and premise, which was framed near the beginning of this document. The IC author blames what is presumably a great increase in major extraplanar threats in recent decades to the failure of the Eye. Which is reviving the ICE analog concept.&lt;br /&gt;
[937] These were in 1997/1998 and 2002 storylines.&lt;br /&gt;
[938] This was in 1996 and then again in 2003 onward for a couple of years. The Miscere&#039;Golab is mentioned in the &amp;quot;[[Griffin Sword War]]&amp;quot; document and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Volume 3 of this document talks about it.&lt;br /&gt;
[939] These liches are from various storylines. Vindicto was from [[Ties That Bind]] and was responsible for previous bad things happening to House Vaalor, such as the assassination of King Tyrnian as shown in [[forehead gem]] loresongs. Tseleth was mainly in [[Ride of the Red Dreamer]], and was involved in the [[Sanctum of Scales]] release. The Council of Ten was in the [[Thurfel]] storyline and then a couple of the liches more recently in the Icemule storylines with [[Zeban]] and the [[Hinterwilds]] and [[Moonsedge]] and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows.[940] The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War.[941] The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues.[942] There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.[943]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[940] Althedeus was the big bad behind Kenstrom&#039;s storylines from [[Beyond the Arkati]] in 2010 through [[Cross into shadows|Cross into Shadows]] in 2014. The blood mages were generally members of the Arcane Eyes, a Mestanir group described in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The War of Shadows was in the Cross into Shadows storyline.&lt;br /&gt;
[941] This was the climax of the [[Eyes of the Dawn]] storyline, and this wasteland (the [[Bleaklands]]) has been used in other storylines since, including [[Keeping up with the Kestrels]] and [[Witchful Thinking]]. Xorus actually has a fairly high share of the responsibility and blame for the Bleaklands, because it was done by Raznel largely using the stuff she learned from him.&lt;br /&gt;
[942] This is referring to the [[epochxin]], first established in the [[Eyes of the Dawn]] storyline. Raznel learned about it in her youth because of a time loop paradox due to Melgorehn&#039;s Reach. She largely learned about its uses from Xorus, during the [[Keeping up with the Kestrels]] storyline, and Xorus later cured Larsya of the poison during the Praxopius storyline. It was weaponized into a genocidal disease curse against the krolvin, which led to krolvin invasions later, and is likely involved in the Blight that is presently suppressed around Wehnimer&#039;s Landing.&lt;br /&gt;
[943] This refers to the fact that Grishom Stone has the [[Star of Khar&#039;ta]] artifact and converted it to be oriented to blood and shadows energy. Stone is residing in the Deadfall forest near Wehnimer&#039;s Landing and is going to pull major stuff in a future storyline using that artifact. That forest has a bunch of blood eating demonic trees in it and is magically sealed off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=195682</id>
		<title>Talk:Announcement: New Unofficial History Timeline Page</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Announcement:_New_Unofficial_History_Timeline_Page&amp;diff=195682"/>
		<updated>2023-04-25T00:29:32Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: dark elf document inconsistencies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are a lot of subtle inconsistencies or unexplained cross-relationships between historical documents. This now idle [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes|Wordsmiths project]] on the history of necromancy was built as my model for reconciling tons of them. This copy of it has a thousand footnotes. [[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Undead War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::The Undead War in particular has a lot of contradictory dates and time spans and inconsistent fine details across documents. The most serious of these is &amp;quot;[[History of the Faendryl#The Undead War|History of the Faendryl]]&amp;quot;. It has &#039;&#039;&amp;quot;Eight Patriarchs watched over the conflict&amp;quot;&#039;&#039; before the Battle of Maelshyve, which most ([[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|but]] [[Elanthian Gems#Jet|not all]]) documents date as [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|-15,185]] Modern Era based off &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (sometimes converted into Illistim or Vaalor calendar systems with their House founding dates as year 0), during the reign of Patriarch Unsenis who is number 34. Patriarch Rythwier is number 37 at the time of the Ashrim War in [[Timeline of Elanthian History#1999-1000|+157]] Modern Era (which is itself a few centuries earlier than the reign of Caladsal implies for it in [[Ta&#039;Illistim Monarchs]], and Istmaeon&#039;s reign is two thousand years too early in it for the Kiramon war.) The current Patriarch [[Korvath Dardanus]] refers to himself in letters as Patriarch 39.&lt;br /&gt;
&lt;br /&gt;
::The eight Patriarchs could maybe be handwaved as referring to the entire [[Timeline of Elanthian History#The Age of Chaos -5000 to -20,000|five thousand year]] period Despana was known to exist, since most (but [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|not all]]) documents have the Undead War being short on the scale of a few years. But then there are just two Patriarchs covering almost 15,000 years up to Rythwier Faendryl and the Ashrim War. &lt;br /&gt;
&lt;br /&gt;
::(The timing descriptions of the advance to ShadowGuard and its duration are also pretty deeply inconsistent between &amp;quot;[[History of Elanthia#III. A. The Undead War|History of Elanthia]]&amp;quot; and the Vaalor [[Ilynov Journal|journal]] [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|documents]] which have that one battle lasting months using Vaalorian calendar dates, while its present northern position on the [[Elanith]] map makes it seem like there is no reason the undead army should have even bothered stopping in that location. If ShadowGuard were instead further south between [https://gswiki.play.net/File:Sylvan_map_sm.jpg Nevishrim] and Ta&#039;Nalfein, it would be more consistent with [[History of the Sylvan Elves#Chapter Seven - Despana War and Chaos, ca. -15,400 to -15,180|History of the Sylvan Elves]], and would be the Undead blocking in that relatively narrow pass around the mountains while they wreaked havoc in the &amp;quot;outlying provinces&amp;quot; west of the DragonSpine. In that position ShadowGuard&#039;s purpose could then be defined as a guardian position on the edge of the Elven Empire&#039;s core territory for dark stuff coming out of the southern wastelands, and you could have an extended period of stagnation in the forests around ShadowGuard before Dharthiir suddenly shifts gears and tries to surge northeast into the Elven Empire itself.)&lt;br /&gt;
&lt;br /&gt;
::The entire underground period for the Faendryl has almost no definition. The [http://www.beaconhall.net/tsoran/forums/history-forum.html original intent] was for much of (New) Ta&#039;Faendryl to be an underground city, and then &amp;quot;built on a hill overlooking Rhoska-Tor&amp;quot; with [https://web.archive.org/web/19990907215459/http://www.mtsweb.com/eweek/volume2/Varevice.asp regional sinister and eldritch ruins/relics], and then [[History of the Faendryl#New Ta&#039;Faendryl|later]] documentation had NTF as a [[The Theory of Governance and Social Order#New Ta&#039;Faendryl|brand new]] surface city built after moving out of Rhoska-Tor to a nearby spot only after the Ashrim War. Except there had to have been other surface constructions prior to that point, such as the port where they launched their war ships and maybe Chesylcha&#039;s wedding party. (Which I think should be defined to be Gellig so that Gellig is something major enough to explain why the Faendryl reacted so much more severely to the Turamzzyrian Empire [[History of the Turamzzyrian Empire|invading]] it in the [[Incomplete History of River&#039;s Rest#The River&#039;s Rest Irregulars of the Third Elven War|Third Elven War]]. Tedronne, Creyth, and Harald&#039;s Keep would then be oriented west to east on the Faendryl northern borderlands, with Barrett&#039;s Gorge and Brantur to the west and Gellig on the east coast, and those three fortresses meant to cut off potential intervention from the Elven Nations and possibly to eventually pincer New Ta&#039;Faendryl. Then there is a road from Gellig toward New Ta&#039;Faendryl with the army going around the wastes and the Breaking happening southwest of Gellig and Harald&#039;s Keep, with northwest fleeing and Tedronne more in the direction of Brantur and the Wizardwaste, and Creyth more in the direction of Barrett&#039;s Gorge.) I think the sensible thing to do here is for there to be an old underground city and for what&#039;s now called New Ta&#039;Faendryl to connect down into it, and this surface facade and its five boroughs were centrally planned for organizing the whole society governance structure from the top down. I also think the [[The Theory of Governance and Social Order|&amp;quot;Patriarchal Palace&amp;quot;]] should be part of a center city within NTF where the Enchiridion Valentia is kept underground, something akin to [https://www.nationsonline.org/maps/Vatican-City-map_1200px.jpg Vatican City], so that the Basilica is architecturally a basilica like it is in OTF and the Palace is its own building. Analogous to St. Peter&#039;s Basilica versus the Apostolic Palace. This would reconcile some tensions between Faendryl documents about the roles of the Basilica and the Clerisy and the Patriarchal residence and the Enchiridion archives.&lt;br /&gt;
&lt;br /&gt;
::So, either Unsenis and Cestimir should be pushed back to something like Patriarchs 27/28 and those eight unnamed monarchs can be between Cestimir and Rythwier, or a premise can be framed that state sanctioned history by the Faendryl is somewhat revisionist / propaganda in nature and the Faendryl basically redacted that 15,000 year underground period and renumbered the Patriarchs after the Ashrim War to make the underground period sound relatively brief (allowing only one then living memory predecessor for Rythwier.) Rythwier is officially Patriarch 37, for example, but might &amp;quot;in reality&amp;quot; be something like the 53rd Patriarch. I would add an NPC note by an Illistim scholar to the top of &amp;quot;History of the Faendryl&amp;quot; saying the Faendryl have revised their Patriarch numbers to omit things, and generally exaggerate and distort historical precedent or continuity for their current practices with dark magic. That would also take pressure off &amp;quot;[[History of the Faendryl#The Growth of Faendryl Magic|History of the Faendryl]]&amp;quot; and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; making it sound like demonic summoning was widespread and public in the capital of the Elven Empire for roughly 20,000 years leading up to the Battle of Maelshyve, while &amp;quot;[[Path to Palestra]]&amp;quot; has the Palestra academies not being founded until after the Ashrim War (and the lesser academies founded under the current Patriarch.)&lt;br /&gt;
&lt;br /&gt;
::[[User:INIQUITY|INIQUITY]] ([[User talk:INIQUITY|talk]]) 19:29, 24 April 2023 (CDT)&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=195630</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=195630"/>
		<updated>2023-04-24T01:42:23Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: geology tweak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are footnotes for the unofficial document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|&amp;quot;Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy&amp;quot;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Forbidden Knowledge and the Black Arts===&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist,[1] I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts[2] and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent.[3] What follows here is a brief survey in three volumes.[4] It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order.[5] It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms.[6] There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.[7]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[1] [[Harrowing and Esoteric Archaeology|Occult archaeology]], or &amp;quot;esoteric archaeology&amp;quot; and &amp;quot;occult philology&amp;quot;, are made up disciplines Xorus explained once for a Faendryl symposium.&lt;br /&gt;
[2] &amp;quot;Black arts&amp;quot; is used in this to refer to highly corruptive magic performed by villain types that is worse and more condemned than the sorcery typically used by Faendryl. (e.g. the [[Blood of the Sea: The Krolvin and Their Descendants|blood mages]] of the krolvin) It is used as a distinction from the term &amp;quot;dark arts&amp;quot;, which refers to contemporary sorcery having partly overlapped with historical black arts.&lt;br /&gt;
[3] This document treats magic as arising from intellectual and cultural traditions, with a corresponding history of ideas and influenced by historical forces. It splits apart various aspects under the umbrella &amp;quot;sorcerer&amp;quot; into different origins and kinds.&lt;br /&gt;
[4] Volume 2 fleshes out the meaning of &amp;quot;black arts&amp;quot; (and magical corruption), taking that term from the original [[Legend of the Necropolis of Etrevion (essay)|&amp;quot;Legend of the Necropolis of Etrevion&amp;quot;]] story for the [[The Graveyard|Graveyard]]. Volume 3 is classification schemes for the unliving. Some terminology in Volume 1 is elaborated in the other volumes.&lt;br /&gt;
[5] The document is trying to characterize traditions out of kinds of cultures (e.g. animism -&amp;gt; druidism, shamanism) as tendencies, rather than the messy gritty details of concrete history, where there would be tons of redundancy and reinventions.&lt;br /&gt;
[6] This terminology is explained later in this document. &amp;quot;dark sorcery&amp;quot; is a distinction from &amp;quot;classical sorcery&amp;quot;, and this sentence amounts to saying the document is written with a Faendryl bias.&lt;br /&gt;
[7] Hedge on the scope of its correctness, and allowance for having Faendryl bias but also saying things Faendryl would not like. IC author is contrary on some matters such as the Arkati and Drakes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way.[8] For this I will defer to ethnographers and religious historians.[9] In this compendium the unifying focus is necromancy in a very broad sense.[10] Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions.[11] It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.[12]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[8] This is an &amp;quot;Other&amp;quot;ing framing where categories (e.g. &amp;quot;witch&amp;quot;, &amp;quot;warlock&amp;quot;, &amp;quot;shaman&amp;quot;) are used compared to some orthodoxy (Faendryl sorcery, magical theory), not necessarily the ways the people being described would describe themselves. It also uses specific definitions for those words, which are not necessarily the same ordinary usage meanings by others. (e.g. Dhe&#039;nar warlocks may not directly be what this document means by &amp;quot;warlock&amp;quot;)&lt;br /&gt;
[9] This is glib. It would be a very dangerous thing for an ordinary academic to study.&lt;br /&gt;
[10] The scope of &amp;quot;necromancy&amp;quot; is more defined in Volume 2. Sorcerer profession [[Sorcerous Lore, Necromancy|mechanical &amp;quot;necromancy&amp;quot;]] is generally everything related to flesh, blood, life forces, spirit, effectively filling in for the term &amp;quot;animate matter.&amp;quot; The texts broaden the historical scope of the term, so that 50,000 years ago it would refer to stuff like communing with departed spirits and resurrections. While the contemporary meaning is written in an inherently sorcerous form significantly broader than undeath.&lt;br /&gt;
[11] This is explicitly framing the document as engaging in convention construction.&lt;br /&gt;
[12] The recency bias applies more to Volumes 2 and 3 in terms of examples, but the general point is that interpreting records of past events and practices is warped by expressing it in terms of what exists or is considered important in the present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
Vice Chancellor Emeritus&amp;lt;br&amp;gt;&lt;br /&gt;
Hazalred Thaumaturgical Insitute[13]&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[13] This is a completely made up institution and title within the [[The Theory of Governance and Social Order#Clerisy|Clerisy]]. It is named after the ancient Faendryl NPC [[Abdullahi Hazalred]] (which is an obvious easter egg of Lovecraft&#039;s Abdul Alhazred, the fictional author of the Necronomicon, a grimoire with information on otherworldly daemons in the Lovecraft mythos.) Ranks below the level of &amp;quot;Chancellor&amp;quot; are not defined in present documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volume I: The History of Necromancy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul.[14] In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods.[15] It took its earliest forms in mortuary rituals and the divination of ancestral spirits.[16] Throughout history it has become an ever darker form of magic, splitting from its spiritual roots.[17] It is now the black arts of foul corruption and the utter debasement of life and death.[18] Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood.[19] But necromancy has never been as narrow as the undead, and has taken many other forms in history.[20]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[14] The general idea is that it is not just spiritual magic, or calling on spirits, but coercively or corruptingly using the substances of life and spirit. We are also keeping consistent with DragonRealms on [https://elanthipedia.play.net/Category:Necromancer_spells &amp;quot;necromancy&amp;quot;] being the hybridizing of life mana, or in special cases holy mana.&lt;br /&gt;
[15] This is what the word would have meant in the early Elven Empire, roughly 50,000 years ago, before it went down darker paths. Black arts may have already existed in southern wastelands, but the technical term &amp;quot;necromancy&amp;quot; ought to begin in the Elven Empire to refer to divination practices with spirits of the dead and then shift later.&lt;br /&gt;
[16] Rationalist characterization of spiritual and animist magic.&lt;br /&gt;
[17] Necromancy refers to sorcery practices now, which is hybrid magic.&lt;br /&gt;
[18] This refers to what most non-Faendryl mean by the word &amp;quot;necromancy&amp;quot; in the present day.&lt;br /&gt;
[19] This is what Faendryl and self-identified &amp;quot;sorcerers&amp;quot; (guild member types) often mean by &amp;quot;necromancy&amp;quot;.&lt;br /&gt;
[20] Explicitly stating that we are using a broader definition than undead magic, and that we are historicizing the concept.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds.[21] More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify.[22] Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares.[23] In this way it is difficult to illustrate the whole tapestry of the black arts.[24] Whether a given horror is undead, demonic, or something else, is not always obvious.[25] That is the legacy of necromancers.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[21] This is a thesis statement for defining (contemporary) necromancy as a mode of sorcery, where this definition of it is inclusive of the black arts.&lt;br /&gt;
[22] This is rooted in how &amp;quot;sorcery&amp;quot; is defined in the text as unnatural fusions and contradictions. The distinction between transformation and transmogrification is elaborated in Volumes 2 and 3. Loosely, the convention used here, transmogrification is more irreversible and perverse and foundationally corrupted.&lt;br /&gt;
[23] This is elaborated more in Volumes 2 and 3. It is retaining consistency with the metaphysical category corruptions used in DragonRealms&#039; [https://elanthipedia.play.net/Sorcery magic theory for sorcery].&lt;br /&gt;
[24] Hedge for keeping the definitions and examples open ended rather than exhausted by a normative definition. It is also framing a recognition of the inherent blurriness or ill-definition of a lot of this stuff, or that there is a lack of full understanding of what&#039;s really happening in the darker stuff.&lt;br /&gt;
[25] This is elaborated much more in Volumes 2 and 3. GemStone has always had precedents of artificially made demons and blurring between demons and undead, dating back to early I.C.E. books and all the way through to modern stories. The simplistic formula of &amp;quot;undead are cursed souls of the dead of this world&amp;quot; and &amp;quot;demons are inherently things native to other planes and not this world&amp;quot; does not actually in practice describe what is true in the world setting and never has. It&#039;s much more complicated than that, and this text treats modern &amp;quot;necromancy&amp;quot; as more generally debasement/perversion/etc. of sentient/sapient/etc. beings in general. One straight forward example is [[vathor]]s making [[necleriine]] demons using a necromantic ritual on Elanthian corpses. Another is the existence of extraplanar undead, such as [[murky soul siphon]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I. The Age of Darkness (-130,000? to -50,000 Modern Era)[26]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil.[27] The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth.[28] They fed on the essence and the soul.[29] Where they came from is not known.[30] But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands.[31] Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons[32] -- it is said they can never truly die. Their remnants linger, in sleeping death.[33] Horrible relics of dreadful power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- [[Linsandrych Illistim]], First Master of Lore, House Illistim [34]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[26] The -130,000 number comes from the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document. It is using -50,000 because that is shortly before the Houses were founded (i.e. imperial Elven bias), but strictly speaking there was non-urban civilization prior to that but after the Ur-Daemon War, which is described in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The Age of Darkness can be subdivided (e.g. [[Caylio Javilerre]] referred to the Arkati dominated period.)&lt;br /&gt;
[27] This is supposed to be continuing onward from her writing about the oppression of dragon rule, where Linsandrych apparently interpreted the Drakes as literal dragons, as opposed to draconic manifesting greater spirits above the Arkati. This Drakes vs. dragons issue is addressed later in the document. Using &amp;quot;the veil&amp;quot; metaphor in Linsandrych dates its usage back roughly 55,000 years, before veil piercing magic was invented, and is establishing here early Elven Empire understanding of the Ur-Daemon as extraplanar entities.&lt;br /&gt;
[28] This is based off the Imaera related [[Gods of Elanthia|gods lore]], and playing off a premise that earlier elves interpreted the Ur-Daemon as &amp;quot;darkness&amp;quot;, not knowing or understanding the extraplanar cosmos concepts.&lt;br /&gt;
[29] This is in the original &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[30] This has been the premise with the Ur-Daemon in general, that for all we know they&#039;re still out there somewhere. (e.g. &amp;quot;History of Elanthia&amp;quot; with the Faendryl exile arguments, &#039;&#039;&amp;quot;Illistim mages pointed out the dangers of penetrating the veil. For all any knew, the Ur-Daemon still existed somewhere beyond it.&amp;quot;&#039;&#039;; Daephron Illian supposedly trying to summon them and accidentally getting the Vvrael)&lt;br /&gt;
[31.1] &amp;quot;Demon Lords&amp;quot; is pure invention, it has not been used for them. The Ur-Daemon have precedent of being called &amp;quot;the Dark Ones&amp;quot; and &amp;quot;the Ur&amp;quot; by NPCs, and this text also refers to them as &amp;quot;Old Ones&amp;quot; as a Lovecraftian motif.&lt;br /&gt;
[31.2] The Ur-Daemon have been portrayed in very different physical forms, including actual visualizations, so it is hard baked that the term has to refer to a wide assortment of morphologies. The Beast of Teras Isle seems vaguely vathor-like, though it pre-dates the creation of vathors. Ith&#039;can resembled a huge oculoth. Melgorehn&#039;s Reach time warps have shown them resembling huge floating squids, with Drakes breathing fire on them. The &amp;quot;[[Constellations of the Northern Sky]]&amp;quot; document instead suggests they should have appendages with six taloned claws. These are generally compiled on the [[Ur-Daemon]] page.&lt;br /&gt;
[31.3] The &amp;quot;History of Elanthia&amp;quot; insinuates a logical relationship between the Ur-Daemon and undeath, because of Despana &#039;&#039;searched the land for the old places of the Ur-Daemons&#039;&#039; (Rhoska-Tor) and &#039;&#039;somewhere in what is now called Rhoska-Tor, her quest succeeded when she found the Book of Tormtor.&#039;&#039; The Book of Tormor was &#039;&#039;said to be written in the language of the Daemons&#039;&#039; but &#039;&#039;none can now be sure of its contents.&#039;&#039; &amp;quot;Gods of Elanthia&amp;quot; establishes the twisting of the living, and rebuilding life after the Ur-Daemon war.&lt;br /&gt;
[32] This is interpreting &amp;quot;Ur-Daemon&amp;quot; as just the meaning of the prefix &amp;quot;Ur-&amp;quot; and not necessarily a species name. A Ride of the Red Dreamer NPC also once [https://gswiki.play.net/Category:Ride_of_the_Red_Dreamer implied] they were not always called Ur-Daemon by mortals: &#039;&#039;Beonas says, &amp;quot;...we call them Ur-Daemons, now.&amp;quot;&#039;&#039;&lt;br /&gt;
[33] This premise has been used for Ur-Daemon body parts in storylines by Auchand and Kenstrom. The eye of the Ur-Daemon we call Ith&#039;can was [[Cross into shadows|recharged/revived]] to some extent, for example, with blood from the Beast imprisoned in the glaes caverns on Teras Isle. Other Ur-Daemon body part MacGuffins include the Eye of Goseth (corrupted the [[Sanctum of Scales]]) and the Shroud/Skin (cut off the Red Dreamer from the power of the Arkati).&lt;br /&gt;
&lt;br /&gt;
[34] This whole paragraph is totally made up. Linsandrych is the founder of House Illistim, existing canon quotes are used elsewhere in the document. &amp;quot;First Master of Lore&amp;quot; is an unclearly defined title, because Meachreasim Illistim in recent years is also called &amp;quot;First Master of Lore&amp;quot; (e.g. in later versions of &amp;quot;History of Elanthia&amp;quot;), and it is not defined in later Illistim documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism.[35] With this came the true Age of Darkness.[36] It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other.[37] The dragons who survived were driven mad.[38] It is not known how this happened.[39] The more chaotic or demonic realms beyond the pale are incapable of opening portals into higher realities.[40] Whether it was an accident, or they were brought here on purpose, the way was opened.[41] Once they were here, they ripped apart the veil.[42] It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons.[43] These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers.[44] They fed upon the magical energies of the world, and their very presence stained their surroundings.[45]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[35] The IC author is following the Linsandrych track here of equating Drakes and the dragons the ancient elves hated and feared. He questions this in an iconoclast way in a later section, suggesting draconic manifesting deities that the elves did not distinguish from ordinary dragons. &amp;quot;Utter Darkness&amp;quot; is a pure invention, and trying to plug a meaning into &amp;quot;Age of Darkness.&amp;quot; Later it refers to the Elven word [[Shimmering glaesine orb|&amp;quot;Draekeche&amp;quot;]] from the House Illistim motto as meaning &amp;quot;darkness&amp;quot;, which is an canon translation. The &amp;quot;barbarism&amp;quot; of the dragons plugs in later to interpreting Yshryth Faendryl&#039;s speech.&lt;br /&gt;
[36] Caylio Javilerre split the Age of Darkness up into an Age of the Drakes and an Arkati-dominated era after the Ur-Daemon War. The IC author here is using the Ur-Daemon to say something about the large scale introduction of dark energy corruption from other worlds (including demons and undeath) with the Ur-Daemon War.&lt;br /&gt;
[37] Playing off &amp;quot;Draekeche&amp;quot; meaning &amp;quot;darkness&amp;quot; and the visual fact in time rift manifestations of Drakes breathing fire on Ur-Daemon, and that both are largely dead or gone now.&lt;br /&gt;
[38] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; about dragons being driven mad with fear. The IC author would probably question this as historians trying to rationalize why dragons today are apparently weaker than masters of Arkati.&lt;br /&gt;
[39] The introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot; and other documents such as &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; have a story of Fash&#039;lo&#039;nae bringing the Ur-Daemon to Elanthia, but &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; at the bottom shows how thin the actual evidence of that legend is.&lt;br /&gt;
[40] This is an embellishment to explain why demons do not come into this world on their own (and why we do not get summoned by demons), including various ones from storylines that have tried to come here on purpose, but when they are already here they can open rifts to let in more demons. The abyran&#039;ra did this in the [[Rhythus Veranthe Faendryl|Rhythus Veranthe]] event for the release of [[725|725 Minor Summoning]], the Ur-Daemon Ith&#039;can was able to open portals with its eyes. This cosmology explanation was the reason why in the I.C.E. Age, combined with the Eyes artifacts at the poles, which have a direct analog in the Eye of the Drake artifact from the Vvrael quest. The Vvrael, [[Vishmiir]], Althedeus, and so on, have generally always needed the way opened from this side. Volume 2 makes more explicit use of this basic cosmology premise of more chaotic and higher ordered essences, consistent with the chaotic energy barriers of combat demons. &amp;quot;History of Elanthia&amp;quot; framed it implicitly as weird with the word &#039;somehow&#039; in the line &#039;&#039;&amp;quot;Ur-Daemons somehow opened a portal to Elanthia&amp;quot;&#039;&#039;.&lt;br /&gt;
[41] This is a nod to the legend that Fash&#039;lo&#039;nae brought in the Ur-Daemon, which is mentioned in a few documents now, and &amp;quot;[[Gods of Elanthia]]&amp;quot; attributes to Faendryl &amp;quot;elder historians&amp;quot;.&lt;br /&gt;
[42] This refers to the Ith&#039;can ability to open portals / rifts with its eyes. This was stated in a Kenstrom storyline.&lt;br /&gt;
[43.1] Partly refers to the [[History of Fash&#039;lo&#039;nae|shattering]] of Fash&#039;lo&#039;nae&#039;s library as an &#039;&#039;&amp;quot;amplifier&amp;quot;&#039;&#039; for anchoring &#039;&#039;&amp;quot;the portal to the Ur-Daemon&#039;s home world&amp;quot;&#039;&#039;, and partly refers to the &#039;&#039;&amp;quot;instability between valences during the cosmic battle&amp;quot;&#039;&#039; in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document. The premise of a single major portal though is also hard baked in the setting for the last battle which blasted the landscape for hundreds of miles &#039;&#039;&amp;quot;leaving it a lifeless wasteland&amp;quot;&#039;&#039;, which in context with the Despana lore only makes sense to refer to Rhoska-Tor and the Southron Wastes. In the I.C.E. Shadow World lore it was possible to form wastelands like that from major portal collapses. In DragonRealms there is some [https://elanthipedia.play.net/Heralds implication] that excessive magical use or power in an area can leave it blasted and ruined. Mana storms similarly are of this notion of power backlash in I.C.E. Shadow World and the Elanthia of both GemStone and DragonRealms.&lt;br /&gt;
[43.2] With the &amp;quot;[[Ithzir Genesis]]&amp;quot; premise of valencial instabilities forming gateways to this world, and the Ur-Daemon being able to open their own rifts, and similarly random rifts opening in [[mana storm]]s and magical backlashes and so forth, for many reasons a lot of demons in general should have accessed Elanthia. Not just the main ones categorized as &amp;quot;Ur-Daemon&amp;quot;.&lt;br /&gt;
[44] Another etymological treatment of &amp;quot;Ur-&amp;quot; as its literal prefix meaning. Hedges on how much we actually know about them.&lt;br /&gt;
[45] The premise that Ur-Daemon &#039;&#039;&amp;quot;fed on mana, both that contained in the land&#039;s natural mana foci and that bound around all life&amp;quot;&#039;&#039; stems from the original &amp;quot;[[History of Elanthia]]&amp;quot;. Their bodies are highly corrupting, such as what the Eye of Goseth did to the cultists of the [[Sanctum of Scales]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons.[46] The Great Elementals stormed and the Great Spirits mostly hid or were devoured.[47] It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos.[48] Terrible gods were formed in other worlds from the powers unleashed.[49] There were Arkati who hoarded followers, or attempted to shelter lesser races in other places.[50] Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.[51]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[46] IC author is being non-commital on how much we actually know of that period. In religion the Drakes and some Arkati fought the Ur-Daemon. In time rifts we&#039;ve seen Drakes (meaning apparent dragons) breathing fire on gnarled floating squid monsters, which is ambient messaging for a chamber inside Melgorehn&#039;s Reach. The author uses &amp;quot;Great Spirits&amp;quot; as a catch-all for spirit entities up through Arkati and higher in Volumes 2 and 3 and suspects the Drakes were Koar-like Great Spirits and that actual dragons also fought the Ur-Daemon.&lt;br /&gt;
[47] The [[Great Elemental]]s fighting in this period is asserted by the NPC authors of &amp;quot;[[History of Elementals]]&amp;quot;.&lt;br /&gt;
[48] This is stated explicitly in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document.&lt;br /&gt;
[49] Kenstrom refers to these demonic beings as &amp;quot;primordials&amp;quot; and the only named one we have now is Althedeus. This premise of Althedeus being formed in another realm by the powers unleashed by the Drake/Ur-Daemon War has been used repeatedly in storylines. It is also in the &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Disciples of the Shadows section.&lt;br /&gt;
[50] For example, &amp;quot;[[History of Eorgina]]&amp;quot; and &amp;quot;[[Legend of L&#039;Naere]]&amp;quot;.&lt;br /&gt;
[51] The devouring shadow monsters of the forests are described in the early part of &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The second half of the sentence is partly based on the twisting and deformation of life that Lornon Arkati do in the Imaera description in &amp;quot;[[Gods of Elanthia]]&amp;quot;, and various monstrosities that have been created through dark magic. [[Althedeus]] itself did similar with its own dark corruptive powers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles.[52] With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake.[53] This sealed the interdimensional rift and strengthened the essence barriers separating the worlds.[54] There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being.[55] The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth.[56] With the failure of the Eye in 5098, Elanthia saw more otherworldly threats.[57] The Vvrael hold the world on the edge of a widening abyss.[58] The Vishmiir were driven back into the Void.[59] Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.[60]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[52] This is quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; introduction section. This document interprets the wasteland as the Southron Wastes and especially Rhoska-Tor, where &amp;quot;Southron Wastes&amp;quot; is a historically older term, but Rhoska-Tor we interpret as hvaing old language roots in common with Dhe&#039;nar-si.&lt;br /&gt;
[53] This is from the Vvrael quest. The entrance to the Rift was initially sealed with a gemstone floating over the ornate pedestal.&lt;br /&gt;
[54] The first part of this sentence was the explicit premise, the second part is a minor extrapolation because the &amp;quot;Eye of the Drake&amp;quot; was blatantly based on the &amp;quot;Eyes of Utha&amp;quot; from the I.C.E. setting, which had the same function. The failure of the Eye can also be used to handwave explain why we&#039;re dealing with so many huge extraplanar threats in the past few decades.&lt;br /&gt;
[55] Based on the Drake&#039;s Shrine and the loresong on the teleportation orbs given to the Chosen. The imagery involved is pretty clearly from the Book of Revelation, so this is playing into that with the notion of a living seal, and the use of Grail quest motifs in the Vvrael quest treating Koar as the analog of the wounded Grail king with the Dolorous Stroke. The Rift room descriptions also suggest a kind of illness in Koar, and there are numerous indicators that you are supposed to be inside the Great Drake in some sense (especially literal on Plane 5).&lt;br /&gt;
[56] This is from the &amp;quot;[[Wyvern]]&amp;quot; document. The IC author is speaking loosely calling them &amp;quot;lesser dragons&amp;quot;, they&#039;re more like draconic energy beings created by the Great Drakes, whereas &amp;quot;wyrms&amp;quot; in Elanthia would be an actual literal dragon variety. This is iconoclasm and Faendryl skepticism on religion.&lt;br /&gt;
[57] Same point made in note 54.&lt;br /&gt;
[58] The Rift was threatening to widen (i.e. the nebulous sphere would&#039;ve expanded wider into the Drake&#039;s Shrine) in the [[Rift expansion preview (storyline)|release events]] for the Scatter. Also loosely referring to the Scatter opening up. Vvrael quest ended with Terate stabilizing but not actually closing the Rift.&lt;br /&gt;
[59] [[Vishmiir]] event was in 2002 with the day/night release, and they resided in some kind of extraplanar realm called the Void.&lt;br /&gt;
[60] This was the climax of the [[Cross into shadows|Cross into Shadows]] storyline in late 2014.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world.[61] Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature.[62] There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead.[63] The Lords of Liabo slew the unnatural.[64] Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem.[65] The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint.[66] The most desecrated fallen realms were too far gone and have remained forever haunted.[67] Spirits in those places were twisted with dark power.[68]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[61] For example, the Kuon section of &amp;quot;[[Gods of Elanthia]]&amp;quot;, and the Imaera section about restoring life on the planet as well as the Jaston section.&lt;br /&gt;
[62] This is a straight forward logical consequence of their established nature and properties.&lt;br /&gt;
[63] This is an embellishment that extrapolates from the premise of the [[History of the Turamzzyrian Empire|demonic hybrids]] formed in the [[Third Elven War]], and the previously referenced relationship between the Ur-Daemon and undeath. These concepts of an unliving spectrum are fleshed out a lot more in Volumes 2 and 3, reconciling the scattered creature lore in the game. Because of the shared root of [[Everblood]] in [[Drangell]]&#039;s troll curse and ebon-swirled primal demon blood, it seems likely the case that trolls should have originated anciently in demonic corruption.&lt;br /&gt;
[64] This is reviving the I.C.E. analog of the period, where the various left over demons and so on from the cataclysm were killed or banished, and the ecology was slowly healed with intervention. It does not make sense that the final battle with the Ur-Daemon would have destroyed all the creatures of darkness and random demons.&lt;br /&gt;
[65] This is mostly based on the Imaera lore, as well as the uncursing mechanics. The Council of Light resignation mechanics also show some divine ability of cleansing taint of dark energy from spirit and life.&lt;br /&gt;
[66] This is reviving the I.C.E. analog of the period, where this was stated explicitly. Fey of this kind are still represented as servants of various Arkati. This is just describing their use as scrubbers, and sets up the premise for tainted/corrupted fey spirits, of which there are concrete examples such as Ilvari. This is important because they would be an example of &amp;quot;undead&amp;quot; present in Elanthia in all time periods after the Ur-Daemon War.&lt;br /&gt;
[67] Rhoska-Tor is still a wasteland. Extreme cases like the [[Wizardwaste]] and [[Bleaklands]] seem impossible to be fixed.&lt;br /&gt;
[68] As with number 66, this is important for the deep history of undead in Elanthia, and they logically should have existed this far back. This premise is used to explain corrupted wasteland fey (e.g. &amp;quot;infernal sprites&amp;quot; that were in the [[Southron Wastes]] in the [[Wavedancer]] event) and the premise is used in this text to explain how the Dhe&#039;nar learned to manipulate the undead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War.[69] Extraplanar undead such as the Vishmiir are at least this old as well.[70] Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory.[71] Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War.[72] Some of these monstrosities, such as the vruul, survive to the present day.[73] There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms.[74] But it was the corruption of dark essences from the demons that brought the true unlife.[75] The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them.[76] They are inherently anti-magical, and in some ways, incapable of death.[77]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[69] Volume 3 gets into classification schemes for the undead. The presence of this kind of undeath dating back to the Ur-Daemon War is just being consistent with the logic of dark energy taint / corruption.&lt;br /&gt;
[70] This is made up. There is some reason to think the Vishmiir had very ancient Marluvian origins, such as the Hunt for History [[Urglaes-set pitted silver talisman&lt;br /&gt;
|urglaes talisman]] loresong, so they could have been created any time between the Ur-Daemon War and the founding of the Elven Empire. Possibly even a little later. &lt;br /&gt;
[71] It has essentially always been a premise in GemStone that demons are involved in making the undead (e.g. the Order of Voln induction messaging), and in DragonRealms necromancy is [https://elanthipedia.play.net/Category:Demons framed] as [https://elanthipedia.play.net/Demons_and_the_Profane/Contents ultimately demonic] in nature and origin [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 in some sense.] The demons that should have been left over from the Ur-Daemon War and the demons that should have managed to get into this world for various reasons both can have been responsible for directly or indirectly causing undead to exist at all time points. With the Vvrael, Daephron Illian was studying how to summon Ur-Daemon in the early exile in Rhoska-Tor, but it turned out he was studying the Vvrael. So there should be Vvrael stuff in that specific location from earlier, but probably later than the Dhe&#039;nar.&lt;br /&gt;
[72] There is some indication of this in the &amp;quot;[[History of Luukos]]&amp;quot; legend document.&lt;br /&gt;
[73] This is reviving the I.C.E. setting premise that what we now call vruul (back then they were called gogor) were created artificially ~100,000 years ago and used in the cataclysmic war that ended that age. Vruul are supposed to slumber in foul black fluid in tall stone jars for thousands of years.&lt;br /&gt;
[74] Ghosts should exist regardless of anything. Phantoms in general could be characterized this way, but it&#039;s been directly established repeatedly that firephantoms are caused this way. It is encoded with the arch in Glatoph, and Sir [[Davard]] after the Church of Koar burned him in [[Cross into shadows|Cross into Shadows]] storyline, and the girls that [[Cyph Kestrel]] accidentally burned to death in [[Keeping up with the Kestrels]] storyline. Such undead should have essentially always existed.&lt;br /&gt;
[75] This distinction is used and elaborated in Volumes 2 and 3. Auchand has since used it some in his [[The Thirsting Dead|vampires documentation]]. This document emphasizes the use of &amp;quot;dark energy&amp;quot; from demonic realms as &amp;quot;tainting&amp;quot; and as the distinguishing characteristic of &amp;quot;black arts&amp;quot; from more ordinary sorcery, but allows definitions of sorcery that can include them.&lt;br /&gt;
[76] This was established in the [[Ride of the Red Dreamer]] storyline.&lt;br /&gt;
[77] Same as number 76. The &amp;quot;in some ways&amp;quot; line is referring to the ability to revive their body parts and so on. It&#039;s also insinuating a deep and natural relationship with undeath.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions.[78] Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything.[79] Lornon is rumored to be a gateworld.[80] Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon.[81] It may even be where the Ur-Daemon first entered.[82] There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons.[83] The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that blur the distinction between demons and the undead.[84] Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War.[85] Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.[86]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[78] This is a characterization of the Arkati lore, and suggesting it shook out that way. Since other powers were involved. There were Great Elementals in that period, and there are more local gods, and there&#039;s always been some premise of lesser spirits and Arkati who became less powerful over time and so forth.&lt;br /&gt;
[79] This is quoting &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[80] This is based on the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document, and also reviving that premise which was explicit in the I.C.E. version.&lt;br /&gt;
[81] This comes from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, while the hovering on the boundaries line is reviving the I.C.E. version premise.&lt;br /&gt;
[82] This is referring to the idea that Marlu came first (such as in &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;) or that the Ur-Daemon were interacting with Fash&#039;lo&#039;nae (such as in &amp;quot;[[Gods of Elanthia]]&amp;quot;) before he blasted the door way open somewhere on Elanthia (here assumed to be Rhoska-Tor and the southern wastes.)&lt;br /&gt;
[83] This premise and interpretation of the Lornon gods (that they were darkened by being on Lornon rather than the bad childhood myths or ideological sorting) comes from the introduction section of &amp;quot;[[Gods of Elanthia]]&amp;quot;. Its use is a consistency consideration for Volumes 2 and 3.&lt;br /&gt;
[84] This has been established in various ways over the years. Luukos has the Maw of Luukos, for example, and Eorgina was in some other realm when communed with near the climax of the [[Daukhera Darkflorr]] storyline in Icemule. Ivas has the [[Athletic dark-eyed incubus|incubi]]. The notion of blurring the distinction between demons and undead is an important concept in all three volumes. These are probably mostly the &amp;quot;infernal realms&amp;quot; described in volume 2&#039;s cosmology model rather than &amp;quot;outer&amp;quot; valences.&lt;br /&gt;
[85] The &amp;quot;[[History of Luukos]]&amp;quot; legend frames historical details that mean Luukosians in Elanthia were not making undead until after the Undead War. So these lines are about retaining his other qualities and reasons for the animosity between him and Lorminstra that would have been recognized in the Elven Empire period. (Most of the time &amp;quot;Elven Empire&amp;quot; does not refer to the Age of Chaos and later, where instead the usage is usually &amp;quot;Elven Nations&amp;quot; or &amp;quot;United City-States&amp;quot;. There can be odd present-tense exceptions like the beginning of the [[Ta&#039;Loenthra]] document.)&lt;br /&gt;
[86] This is manifestly true in practice for the undead that actually exist in GemStone. Luukos may have some sphere of influence relationship with the undead, but most undead are not actually Luukosian or made by Luukos. (In DragonRealms it is actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 clarified] that not &#039;&#039;all&#039;&#039; undead are &#039;&#039;demonic&#039;&#039; in origin, and even then it is thought demonic patronage in some way is required. Necromancy is fully broken off from Immortals involvement in that Elanthia.) Life and Death balances have generally been used in the religion lore, such as in the &amp;quot;History of the Order of Voln&amp;quot; document. This concept will be used near the end of this document for explaining and reconciling the death mechanics information.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II. The Second Age (-50,000 to -20,000 Modern Era)[87]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia.[88] There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation.[89] Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[90]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[87.1] -20,000 Modern Era is when the earliest rumors of Despana are heard. This is also the date range for the Second Age used by the &amp;quot;[[History of Elanthia]]&amp;quot; document. A reasonable argument could be made that it should go up to closer to -15,000 Modern Era with the actual Undead War fighting. But this document uses -20,000 to -15,000 as the whole Despana build up period, even though the actual war was much shorter. &lt;br /&gt;
[87.2] &amp;quot;[[History of the Truefolk#Chapter 3 - The Third Age: Halflings and the Undead War|History of the Truefolk]]&amp;quot; even refers to a &amp;quot;Third Age&amp;quot; including the Undead War, and then talks about the &amp;quot;Age of Chaos and Beyond&amp;quot; after that. But we do not use that convention and simply refer to the Undead War, and the Age of Chaos as after the Undead War. &amp;quot;[[History of Elanthia]]&amp;quot; implies &amp;quot;Age of Chaos&amp;quot; equals Third Age, with the &amp;quot;Modern Era&amp;quot; being explicitly the &amp;quot;Fourth Age&amp;quot;.&lt;br /&gt;
[88] Linsandrych Illistim equates dragons and Drakes. Dragon and Drake are used interchangeably in Meachreasim Illistim&#039;s &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[89] These details are directly referenced later in this document when talking about the southern wastelands in this very early period. The premise of no written records that far back is also stated in the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document and referenced to some extent in the &amp;quot;[[Elanthian Moons]]&amp;quot; document.&lt;br /&gt;
[90] This is a canon quote in the &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.A Ancestral Spirits&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age.[91] There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago.[92] Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races.[93] Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati.[94] But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.[95]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[91] The Linsandrych Illistim quote and the characterization of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;.&lt;br /&gt;
[92] Same as 91. The &#039;&#039;&amp;quot;first written history of the growing empire&amp;quot;&#039;&#039; is the Chronicles in -49,238 Modern Era on the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[93] This related to the Chroniclers with Linsandrych Illistim in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Order of Lorekeepers, and to some extent &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot; shows the sylvans did not have writing until the early Second Age. The premise that other races (e.g. dwarves) would have more distorted oral history is partly reasonably and partly IC elven author bias.&lt;br /&gt;
[94] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document and the [[Legacy of the Lorekeepers|retconned version]] of the Order of Lorekeepers document which replaced &amp;quot;Nantu&amp;quot; with &amp;quot;Ta&#039;Illistim&amp;quot;.&lt;br /&gt;
[95] This is IC author interpretation, but a similar statement is made by the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;. It is setting up a class / elites structure bias to orthodox history, which reasonably ought to exist for socioeconomic reasons. The first house was House Illistim, which also began with the construction of a library (Ta&#039;Illistim), where the Chronicle keepers moved. This was -49,107 Modern Era per the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and this date is the [[Ta&#039;Illistim Monarchs|year zero]] of Illistim calendar dates. (Vaalor calendars use their own founding date of -48,897 Modern Era as their year zero.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War.[96] The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods.[97] It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion.[98] Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.[99]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[96] &amp;quot;Time of the Rebuilding&amp;quot; is a phrase used for the Arkati dominated period of the Age of Darkness in the &amp;quot;[[Elanthian Moons]]&amp;quot; document. The premise that not all gods helped rebuild the world is stated in &amp;quot;[[History of Elanthia]]&amp;quot;. Arkati assistance with agriculture, for example, should reasonably overlap with early written language / records. So this much should be considered hard fact from Elven history.&lt;br /&gt;
[97] This is pointing out a commonality between the dominant religion lore and what is written in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and also setting up a premise that this is an ancient elven bias enshrined in mainstream Elanith theology.&lt;br /&gt;
[98] The existence of druidism and shamanism and animism in general should, for the same reason real-world Western scholars do, be arguably more primordially ancient than the polytheism and especially good/evil dualism of the Arkati centered religions. This document is referring to what the Elves would call &amp;quot;primitive&amp;quot; or &amp;quot;barbaric&amp;quot; or &amp;quot;uncivilized&amp;quot; cultures because of their ethnocentrism.&lt;br /&gt;
[99] Suggesting Imaera and [[L&#039;Naere]] are not really separate goddesses is iconoclastic, playing off their high similarity and the similarity of their names and the fact that L&#039;Naere does not exist in the historical records period. The last part is referencing the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, where Fash&#039;lo&#039;nae comes into existence later than an elf, combined with the legends that Fash&#039;lo&#039;nae is the oldest of the Arkati. But the IC author of this text later argues the Grandfather Stone (the premise of this legend) is an admitted forgery by Fash&#039;lo&#039;nae himself, which also comes from the &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism.[100] Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins.[101] It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste.[102] There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites.[103] Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir.[104]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[100] This is a reasonable anthropological characterization or categorization by the IC author writing about them from the outside.&lt;br /&gt;
[101] This is a fact of the world setting that has been demonstrated many times over with both permanent and invasion creatures, and sometimes documentation such as &amp;quot;Life and Being in the Sea of Fire&amp;quot;.&lt;br /&gt;
[102] This is from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Travels in the Wizardwaste]]&amp;quot;, as well as suggestions of ancient pre-Kannalan Tehir ancestors in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.&lt;br /&gt;
[103] This is a combination of implemented creatures and documentation such as the [[Giantkin Clans|Giantkin clans]] and Tehir and gnome documentation.&lt;br /&gt;
[104] These are from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Lines of Blood: A History of the Gnomes]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King.[105] There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world.[106] The sylvankind still worship both the Light and Dark Gods in balance.[107] There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges.[108]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[105.1] The first part of this is from &amp;quot;[[Blood of the Sea: The Krolvin and Their Descendants]]&amp;quot;. The krolvin gods more generally are a very different interpretation of the Arkati, as established in &amp;quot;[[A Short Primer on Half-Krolvin Society and Faith]]&amp;quot;. Khar&#039;ta in particular is a blend of Koar, Eorgina, and Charl, but &amp;quot;Blood of the Sea&amp;quot; goes further. &lt;br /&gt;
[105.2] The second part of this partly plays off the mural under the Abandoned Inn, and the human &amp;quot;God King&amp;quot; concept of making Koar into a kind of supreme god. &lt;br /&gt;
[106] This is slightly an embellishment. Onar was established to be the patron of the kingdom of Anwyn in the Demon Queen of Anwyn storyline in 1998, and Castle Anwyn is related to the Vvrael quest, which arguably used a lot of Grail quest mythological elements. One of these was the Grail king mythos, which has been interpreted by some as coming from &amp;quot;dying and rising god&amp;quot; mythologies, with the wasteland myth and world restoration. This is related to the earlier section of this document where the Great Drake seals the Rift as a wound in his living being.&lt;br /&gt;
[107] This is from the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document.&lt;br /&gt;
[108.1] This refers to the One creation myths in the &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;[[History of Elementals]]&amp;quot; documents. There is no reliable within-world authority who can speak to the factuality of such a thing, since it would pre-date their creation. This notion of the One, Many, and so on, has been reference in game, including by some sort of elemental around Zul Logoth in the [[Nations on the Brink]] storyline.&lt;br /&gt;
[108.2] The second part of this is characterizing it in Neoplatonist / gnosticism terms, which is where this kind of cosmological notion comes from in the real world. Later in this document this is historicized in the same way, being attributed to &amp;quot;occultist&amp;quot; movements in the Second Age trying rationalize more ancient superstitious beliefs. That is an invention of this document for reconciling the undefined within-setting origins of the creation myth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions.[109] It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities.[110] History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past.[111] But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.[112]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[109] This document does not try to sort out what is really true about religious myths and beliefs, and allows them to be either cross-pollinations or convergent evolution to similar notions.&lt;br /&gt;
[110] This document is historiographic rather than historical. It is attempting to explain propensities out of worldviews and culture-traditions for generating the various kinds of necromancy, and the history of collisions is predominantly defined in Faendryl terms because that is where it would be best recorded and now most hegemonic. This is allowing the full history to be a lot messier than the relatively clean and rational-theoretic way it is being characterized.&lt;br /&gt;
[111] This is the IC author acknowledging we are framing things by our present day categories and interests, which to some extent is a distortion from how people in past times or other places would characterize themselves.&lt;br /&gt;
[112] This is the IC author acknowledging that he is describing other people from the outside and limits the scope of our understanding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.[113]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[113] All of this is characterizing the animist worldview, which to some extent is encoded in the spirit spell circles. This paragraph could just as easily be used in the real-world. It is not specific to the Elanthia world setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world.[114] This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.[115]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[114] This is elaborated in Volume 3 and has basis in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Xshitha Raamaani section.&lt;br /&gt;
[115.1] All of this is in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The Tehir relationship to dealing with spirits is also discussed a great deal in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, having been intentionally made into an animist culture rather than an Arkati focused culture.&lt;br /&gt;
[115.2] This hook about the Tehir interpretation of Luukos, and Bir Mahallah&#039;s relationship with dark sorcery and undeath, is used here as a springboard for illustrating how necromancy of undeath can arise spontaneously from animist traditions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic.[116] There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation.[117] With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead.[118] Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals.[119] These sites are often used only up to some limit to prevent ghosts.[120] The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.[121]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[116] This is a thesis statement of the document.&lt;br /&gt;
[117] This is an existing premise in the culture mortuary ritual lore, such as the Sylvan [[History of the Sylvan Elves|documentation]] with the [[Sylvan Mourning|Otherworld]]. It provides a natural hook for what if the spirits get stuck and what if they eventually get corrupted. In &amp;quot;History of the Truefolk&amp;quot; it was a Halfling belief (pre-dating the Undead War) that &#039;&#039;&amp;quot;should one of the Truefolk die in lands far away, they were doomed after death to wander endlessly, searching for those they had loved during their lifetime.&amp;quot;&#039;&#039; Volume 3 talks about this kind of &amp;quot;restless spirit&amp;quot; condition, and also related to the notion of unfinished purpose, which is touched on near the end of this document.&lt;br /&gt;
[118] These two sentences are both right out of the &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; document. The premise of corpses getting possessed by background spirits is also very important for the existence of undead in the deep past, and gets used later in this document for addressing the Dhe&#039;nar learning to control the undead in Rhoska-Tor.&lt;br /&gt;
[119] Sky burials have been used in the game, even by the reivers of the Ember Vale in the [[North by Northwest]] storyline. This is contrasting the previous sentence as essentially the exact opposite belief, where bodies are fed to vultures on purpose, and suggesting skeletal undead (e.g. skeletal giants) come into existence in this way. This is elaborated in Volume 3.&lt;br /&gt;
[120] This is an embellishment. It is a real-world superstition regarding charnel grounds with sky burials.&lt;br /&gt;
[121] This is a reasonable extrapolation and common sense perverse incentive behavior following out of religious beliefs and mortuary rituals for helping spirits depart so they do not become undead. This should be a very common way necromancy evolves out of shaman behaviors.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them.[122] Necromancy was an art of divination concerned with spirits of the dead, and thus it found special importance in mortuary rituals.[123] Ancestor veneration is often a major aspect of these religions.[124] Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way.[125] They are called upon or appeased with offerings.[126] Folk magic is perhaps the very thing Elven materialism was reacting against.[127]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[122] This is the thesis construction of the document again. &amp;quot;Black arts&amp;quot; refers to taint and corruptive energies, and &amp;quot;haunted realms&amp;quot; are described more in Volumes 2 and 3. This document begins by treating &amp;quot;necromancy&amp;quot; as magic involving death rituals, and then in these places with demonic corruption and dark powers, this gets twisted into darker and more twisted forms of magic.&lt;br /&gt;
[123] This is a real-world usage of the literal meaning of &amp;quot;necromancy&amp;quot;, but otherwise an embellishment for Elanthia, where in present modern day conventions this kind of clerical magic is not considered necromancy and necromancy is instead defined in terms of sorcery. So this is talking about very early conventions before that situation existed.&lt;br /&gt;
[124] This is true in the real world. It shows up in parts of the Elanthia lore, and reasonably should be part of the animist skewing cultures.&lt;br /&gt;
[125] Notably, the fey of the Wyrdeep allow the Barons of Bourth to be taken in by them in death, which was seen in the burial of Spensor Caulfield. But this line has been left vague, and Elanthia has a premise of Lorminstra [[Orders of the Turamzzyrian Empire#Keepers of the Golden Key|allowing]] souls to [[Velathae|return]] from beyond the Ebon Gates for the [[Eve of the Reunion]].&lt;br /&gt;
[126] This is generic animist behavior.&lt;br /&gt;
[127] This is an IC author interpretation. Imperial Elven culture in Elanthia seems self-consciously rationalist and rejecting of religious mysticism, but there are others such as elves of the Wyrdeep who are druids. So this document tries to reconcile all this with an Enlightenment style rejection of the more medieval or older kinds of things that would have been pushed into the less civilized provinces in the West. Orthodox religion and theology might also be suppressant of it. Arkati are spirit beings, but the Elves arguably racialized them, for their own dogmatic self-interest. (In DragonRealms they are actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 explicitly] extraplanar beings, and they were extraplanar beings in the I.C.E. Shadow World setting, and as far back as 1996 in GemStone you have Stump posting about the Arkati residing on the spirit plane. It&#039;s really just this religious myth stuff in GemStone that does not generally treat them that way.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot;[128] There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body.[129] While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is not the primary concern of Voln, who is mostly concerned with the release of cursed souls.[130] Little more than any other golem that has a spirit trapped within it.[131] There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention.[132] These are instead forces of darkness which all pose hazards such as involuntary possession.[133] Warding off particular kinds of evil spirits varies by their individual identities and associations.[134] Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces gave rise to very different, more personal traditions.[135]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[128] These lines are directly addressing foundational ambiguities in the definition of &amp;quot;undead&amp;quot; and why some things are considered undead and not others, and why some unliving things are not mechanically undead for the Order of Voln.&lt;br /&gt;
[129] This is the nature of [[730]], the Animate Dead spell.&lt;br /&gt;
[130] This is based on being literal with the Path of Enlightenment messaging. Voln would probably strike down corpse puppets, too, but this is hedged by &amp;quot;primary concern&amp;quot; and not a matter of favor in the Order of Voln.&lt;br /&gt;
[131] Rolemaster golems and constructs are always animated by a captured spirit of some kind. These could also be elementals and demons. Undead golems are only those where the spirit is an undead soul. There have been Elanthia setting golems with souls in them (e.g. the urnon golems from Kenstrom storylines) and that urnon golem also would have hosted the demon primordial Althedeus. Artificial constructs are not targetted for release by the Order of Voln, so this is reconciling these facts.&lt;br /&gt;
[132] Again, it would not have always been understood that there are these extraplanar outworlder entities, so &amp;quot;demons&amp;quot; anciently would have initially been considered wicked spirits or monstrosities of darkness. (DragonRealms also has some framing on [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 historical refinement] of what the word &amp;quot;demon&amp;quot; means, with its own temporary overcorrection of equating them with all extraplanars.) There are also extraplanar undead. Extraplanar origin entities (e.g. the [[water wyrd]]s in River&#039;s Rest) are not always mechanically extraplanar, so it is implicitly possible for such entities to attune to this reality. Some demons (e.g. the spells 712 and 718) are not summoned with summoning circles, apparently being conjured from this world or more passively and immaterially through veil weaknesses. This is explored and reconciled much more in Volumes 2 and 3.&lt;br /&gt;
[133] Various kinds of entities have been demonstrated as having possessing powers, ranging from the [[oculoth]] [[Possessed|possession]] powers to undead with mind control / behavior manipulation abilities to NPCs in storylines such as [[Thadston]] and the [[A Knight To Remember - 2020-10-01 - Re-Rout (log)#Thadston&#039;s Lament|bleakwalker]] or [[Bonespear]] in Bonespear Tower and the [[dybbuk]]s implicitly being possession spirit undead and the [[soul golem]]s with the [[wind wraith]]s.&lt;br /&gt;
[134] This is partly playing off the Xshitha Raamaani lore in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, but just generally how it should be, different kinds of things needing to be handled different kinds of ways by spirit callers.&lt;br /&gt;
[135] This is used to fabricate &amp;quot;black arts&amp;quot; traditions along similar lines in haunted realms, which reconciles and helps explain all the very dark magic that has nothing to do with the Faendryl or Dhe&#039;nar, and does not necessarily come from Lornon. There are little bits of lore about demonic cults and other threats in the Southron Wastes than the Horned Cabal, but for the most part it is very thinly defined. This is bolstering the premise that there should be demon worshippers and so on in the southern wastelands as that is logically where they would have resided given the existing historical framework.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.B The Elven Empire&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. Who among us, then, is more beast than elvenkind?&amp;quot;[136]&lt;br /&gt;
&lt;br /&gt;
- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[136] The paragraph up through &amp;quot;benevolence and aid&amp;quot; is from the &amp;quot;History of Elanthia&amp;quot; document. It was expanded through &amp;quot;need the air to breathe&amp;quot; in the &amp;quot;[[History of the Faendryl]]&amp;quot; document. These parts are already canon. The very last sentence is totally made up for this document. It is there to give support to an interpretation of the speech&#039;s meaning later in this document, emphasizing its more metaphorical quality (which was contextualized as political rhetoric during Yshryth&#039;s coronation by the &amp;quot;History of the Faendryl&amp;quot; document). The time scale used for the first thirteen Patriarchs means that Yshryth Faendryl was coronated after the Houses had been founded but still during the very early Elven Empire.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages.[137] There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization.[138] There was ultimately a concentration of power in urban centers with the construction of cities.[139] These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions.[140] These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny.[141] The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.[142]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[137] The premise that they resided for a long time in these open gaps, while the sylvans were those that stayed nomadic longer, comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It explicitly establishes that these kinds of smaller settlements out in the open were done for a long time before the urban centers were founded. This means the House founder stuff, especially coming out of the forests and building cities, is heavily mythologized. The IC author of this document later calls that examples of the &amp;quot;great man of history&amp;quot; myth.&lt;br /&gt;
[138] This is seeding the socioeconomic reasons for the cultural differentiation, so that it isn&#039;t really ideologies of espoused by single charismatic founders out of thin air.&lt;br /&gt;
[139] This is a general civilization development pattern.&lt;br /&gt;
[140] Lyredaen has said in the past that this was the real intent for how the Houses came into being in that time period.&lt;br /&gt;
[141] This is an IC author interpretation, but reasonably grounded.&lt;br /&gt;
[142] This is an embellishment based on the way the Elves and Arkati relationship has generally been framed. &amp;quot;[[Elven Dogma and Theology]]&amp;quot; analogizes them as treating &#039;&#039;&amp;quot;their chosen Arkati as casual vassals might treat an undemanding liege.&amp;quot;&#039;&#039; The [[ICE gods#Intermediate: Fash&#039;lo&#039;nae|original Fash&#039;lo&#039;nae description]] posited a Drakes to Arkati, Arkati to Elves, Elves to Humans scheme. So this sentence is just taking the spheres of influence view of the Arkati, and having the Elves characterize their distinct spheres of interest and power relative to each other as terrestrial reflections of that higher order of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a great chain of being.[143] What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an ancient Elven word meaning a guide or recruiter of the lost, in the Elven image --- as a race of higher beings who inherited the world from its prior masters.[144] The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the stewards of the world.[145]&lt;br /&gt;
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[143] The first part of this sentence is based on &amp;quot;[[Time on Their Hands: The Evolution of Elven Art]]&amp;quot;, while the second part is based on that Drakes-Arkati-Elves line of descent, and similar notions (like ascension ideologies) in the lore that are made sense of with the &amp;quot;great chain of being&amp;quot; concept from real-world history. This document later uses it to address alchemy and occultist emanationist doctrines. &amp;quot;secular theology&amp;quot; largely refers to the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document.&lt;br /&gt;
[144.1] This etymology of the word &amp;quot;Arkati&amp;quot; is totally made up, but based on the real-world meaning of the word &amp;quot;arkati.&amp;quot; The extent to which &amp;quot;ancient&amp;quot; or &amp;quot;archaic&amp;quot; Elven is different from modern Elven isn&#039;t clearly defined, there&#039;s a case to be made that it wouldn&#039;t have drifted all that much similar to Greek and Chinese. But that runs up into problems of Sylvan being a separate language on not much different time scales as the founding period, and questions regarding Dhe&#039;nar-si and the Faendryl dialect being separate languages. Though those could be explained as impacted by the Dark Elven language and possibly impact by southern subcontinent inhabitants that the other Elves do not interact with.&lt;br /&gt;
[144.2] The inherited the world doctrine again comes from the elven documentation and their self-justification in lorder over lesser races. It is also the IC author being iconoclastic, suggesting the Elves imagined the Arkati in their own image, and implying that as with the krolvin the Arkati feed into what the Elves want to believe about them.&lt;br /&gt;
[145] The &amp;quot;undemanding liege&amp;quot; line is quoting the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The second part of it about the monarchs being &amp;quot;stewards&amp;quot; of the world is an IC author characterization of their position and role in the &amp;quot;great chain of being&amp;quot; dogma, which serves as a basis of political disagreement with the early Dhe&#039;nar who instead view the elves as needing to rise higher up the chain with ascension. This also implicitly relates the Dhe&#039;nar ideology more closely to the imperial Elves than the Sylvans, who by &amp;quot;[[History of the Sylvan Elves]]&amp;quot; should have branched off from both of them much earlier.&lt;br /&gt;
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As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots.[146] It was taboo to offer piety rather than fealty.[147] As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals.[148] In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions.[149] This bred the seeds of reactionary movements.[150] But there was no room for dissidents in the building of civilization itself.[151] Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;[152]&lt;br /&gt;
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[146] This is based on a cross of the Elven dogma document and the Elven art document, along with the racial supremacy stuff from Yshryth Silvius (circa -46,000 Modern Era).&lt;br /&gt;
[147] Later in the Second Age, Lilorandrych Illistim cracked down on cultish veneration of preserved hair from Linsandrych Illistim, along this kind of sentiment. This is established by a pendant on display in Museum Alerreth regarding [[Tenesi Illistim]].&lt;br /&gt;
[148] The Elven Empire had outlying provinces, but this has generally been very vaguely defined. This sentence is general civilization development dynamics.&lt;br /&gt;
[149] This is slightly exagerrating in the most absolute literal sense, but this pattern is generally true in the real-world. It&#039;s represented already all the way back in the Epic of Gilgamesh.&lt;br /&gt;
[150] This is a reasonable extrapolation.&lt;br /&gt;
[151] This helps frame and contextualize the Dhe&#039;nar departure from the Elven Empire point of view.&lt;br /&gt;
[152] This comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is generalized here to include &amp;quot;rubes&amp;quot; from the open-air regions rather than just the sylvan nomads in the forest. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has western migration and claims going back to -50,000 which is even earlier than House Illistim, and the founding of written records by the Chroniclers in -49,238 Modern Era. Socioeconomic and class forces are here being used to explain the population migrations, of which the Dhe&#039;nar would only have been one example and possibly later (as in the &amp;quot;Timeline of Elanthian History&amp;quot; document and the timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
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There were displacements of the population in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities.[153] Those who were ill-suited to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West.[154] Scholars think these conditions invited the subjugation of other races for slave labor.[155] Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters.[156] To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.[157]&lt;br /&gt;
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[153] This is a minor embellishment, extrapolating off the claiming &amp;quot;large portions of the western continent for their own&amp;quot; around -50,000 in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document, which is set a bit before the founding of the House cities in the east. It makes intuitive sense that a dynamic along these lines would exist, with the Dhe&#039;nar being the prominent surviving example. The Sylvans canonically did not migrate until later around -36,567.&lt;br /&gt;
[154] There are existing seeds of this in the Dhe&#039;nar departure being canonical. It just generalizes it to account for the &amp;quot;western continent&amp;quot; claims in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document.&lt;br /&gt;
[155] This is a thesis statement. It is just the equivalent of the real-world sociological/anthropological arguments about slavery forming with the development of agriculture based civilizations. The time period at which slavery by the Great Houses ended seems undefined, but could plausibly have survived longer in the West into the Age of Chaos.&lt;br /&gt;
[156] This is the IC author providing a socioeconomic dimension and motivator behind the Yshryth Silvius Faendryl rhethoric, which we&#039;ve already linked up with secularized great chain of being theology. This is all part of the &amp;quot;dominant ideology&amp;quot; in question.&lt;br /&gt;
[157] This is how the word &amp;quot;evolved&amp;quot; or evolution is used in the [[History of the Aelotoi|Illistim documentation]], and arguably how they interpret the relationship between gnomes and cave gnomes in the original [[Lines of Blood: A History of the Gnomes|Gnome history]] document (which more [[Inyexat|recent gnome]] documentation disputes.) The three volumes of this document is a lot more focused on artificial manipulation of animate beings and the mutating influence of magical environmental factors, which are more active driving conceptions than random mutation and natural selection, but like those has no concept of evolution as &amp;quot;progress.&amp;quot;&lt;br /&gt;
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The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited.[158] It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses.[159] There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.[160]&lt;br /&gt;
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[158] The first part of this is just referencing the -50,000 Modern Era entry in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The second part is playing off the [[Aramur Forean]] / Black Wolves story in northwest Elanith, and the fact that the &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; Also, the &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot; and relatedly &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; has the reiver ancestors in what is now Torre possibly as far back as the Second Age independent of elven rule. (Scribes has said he intended the ancient language shown for that region to be the old form of the Kannalan language. It is lightly mangled Old English.)&lt;br /&gt;
[159] The geographic barrier argument is just common sense. The other part about other sovereign land claims getting in the way is extrapolated off the &amp;quot;[[History of Elanthia]]&amp;quot; document saying the houses would not defend each other&#039;s territories or consent to have their troops led by another when Dharthiir was advancing. This more or less amounts to denying the right of military actions through the lands of other houses.&lt;br /&gt;
[160] &amp;quot;[[History of Elanthia]]&amp;quot; describes Second Age humans as nomadic, residing on comparatively barren lands, and Elves refusing to allow others to settle more fertile areas. But some residing in the shadows of the great elven cities as beggars and thieves and slaves. With the modern period population distribution, it can be surmised there was some long-run population sorting, though it is unclear how much non-elven population there initially was in the east. The IC author is skeptical of treating it as terra nova. Agricultural slavery would implicitly be more of a western provinces thing, and this document uses that premise of western agriculture for eastern cities in the Undead War section. It&#039;s undefined in general to what extent there were elven cities in the west, and how the outlying provinces were administered. &lt;br /&gt;
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Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire never held any mastery over the southern wastelands.[161] The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers.[162] The mountainous borderlands of the Southron Wastes have in all times been an attractive hiding place for brigands and criminals.[163] When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law.[164] The greatest threats to civilization, in turn, have most often come from the southern wastelands.[165] But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.[166]&lt;br /&gt;
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[161.1] This is an embellishment that is extrapolated off contextual details. The Elven Empire cannot have been in there in the Dhe&#039;nar period (up to around -40,000), and it would not make sense for them to have controlled it in the Despana period (-20,000 to -15,000). Similarly, it would not make sense for them to control it and then give it up prior to Despana, so the most sensible thing is for the &amp;quot;old places of the Ur-Daemon&amp;quot; in the southern wastelands to be an area the Elven Empire wants nothing to do with for various reasons. The Elven Empire also generally did not control the mountains, where the dwarves were and various monster races. &lt;br /&gt;
[161.2] [[Jontara]] presently refers to a wider continental definition than Elanith, and was the original De-ICE&#039;d term for the continent. For some reason &amp;quot;Elanith&amp;quot; became used for the continent, when it was originally the replacement term for a region in the northwest corner of the continent.&lt;br /&gt;
[162] This is interpreting the lines in &amp;quot;[[Gods of Elanthia]]&amp;quot; that way, because it is the only part of the Elanith map consistent with it. The second part is a necessary logical consequence of established premises about Ur-Daemon corruption, and this is necessary to explain the Dhe&#039;nar becoming Dark Elves tens of millennia before Despana&#039;s work in Rhoska-Tor.&lt;br /&gt;
[163] The Horned Cabal wiped a lot of this out in the &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; timeline (see years 4953 and 4960), but this embellishment is just generalizing that existing premise, because if that&#039;s the dark and lawless region of the continent during the height of the Elven Empire and the worst stuff is farther in, it makes sense the criminal types would reside in the borderlands. (The year 4832 in &amp;quot;History of the Turamzzyrian Empire&amp;quot; suggests that prior to the Horned Cabal agitation and the Third Elven War, the Southron Wastes were relatively quiescent as threats to the north. The Southern Sentinel at the time of the Third Elven War was Empress Selantha II&#039;s exiled husband, so the war was led by Eastern Sentinel [[Jerram Happersett]].) &amp;quot;[[Traveler&#039;s Guide to the Turamzzyrian Empire#Selanthia|Traveler&#039;s Guide to the Turamzzyrian Empire]]&amp;quot; also mentions &#039;&#039;&amp;quot;other threats from the Southron Wastes&amp;quot;&#039;&#039; than the Horned Cabal in the present day (of 5102 Modern Era.)&lt;br /&gt;
[164] This is an extrapolation but a straightforward logical consequence of the geographic constraints.&lt;br /&gt;
[165] This is a made up premise, but sensible and plausible on existing evidence. It would include Despana. The [[Vishmiir]] are a defined threat for the Second Age, and there&#039;s some [[Urglaes-set pitted silver talisman|indication]] they came from Marluvian worship, which should likely have been concentrated in those Ur-Daemon associated lands. The Horned Cabal in recent history also fits this mold. The Faendryl may have been taming it down in recent millennia, but have let the Turamzzyrian Empire take the hits after the Third Elven War in general. (Explicitly stated in the case of demons from &amp;quot;[[The Theory of Governance and Social Order#Armata|The Theory of Governance and Social Order]]&amp;quot;.)&lt;br /&gt;
[166] Despana as a civilization ending shock, but also having been around for a few thousand years without being considered a big deal, needs to be reconciled. It would make sense if villainous black magic sorts had a history of hiding out down there, but were minor enough in practical consequence to the Elven Empire that it was more a matter of police actions and maybe raids sometimes to put bad guys down. It should generally be where Lornon types were hanging out as well.&lt;br /&gt;
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II.C The Exiles&lt;br /&gt;
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&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&lt;br /&gt;
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- Linsandrych Illistim, First Master of Lore, House Illistim[167]&lt;br /&gt;
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[167] This is a totally made up quote for the document. It is meant to characterize the view of the southern wastelands held even early on in the Elven Empire. &amp;quot;[[History of Elanthia]]&amp;quot; refers to Rhoska-Tor as &#039;&#039;&amp;quot;barren, blackened land&amp;quot;&#039;&#039; and the [[urglaes]] metals documentation suggests there might be regional ancient lava veins since urglaes is found around Maelshyve. The Night and Dawn stuff is based on the [[Shimmering glaesine orb|original]] Illistim house motto, which is different from the heraldry statement in &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot;. This is also setting up the non-racialized premise of original meaning for the term &amp;quot;dark elves.&amp;quot; The madness and fever dreams stuff is playing off the [[Grot&#039;karesh Hammer Clan]] history, and searching for lost secrets is making Despana only one example of it. The quote is making those lands explicitly defined as cursed.&lt;br /&gt;
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The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization.[168] Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were all drawn to the southern wastelands.[169] This was a haven for the most fanatical cults, and is now a graveyard of forgotten theocracies.[170] Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators.[171]&lt;br /&gt;
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[168] This is following from the previous statement of the borderlands being where the brigands and criminals hide out, which is canonical in the modern Turamzzyrian Empire period. The interior should generally be worse than where those are willing to reside. This is only talking about the wastelands, not the subcontinent jungles, or southern mountains where dwarven clans lived.&lt;br /&gt;
[169] This is an embellished premise, but it is the only place where it makes sense for those to be during the Elven Empire, and makes continuity for Despana doing the same thing.&lt;br /&gt;
[170.1] The forgotten theocracies part is totally made up, but would be plausible behavior if the dark religious zealots are concentrated down in that region. The cult activity down there is only thinly defined, such as the Disciples of the Shadows. There should be nutjobs who worshipped demons or the Ur-Daemon, and it would only make sense for them to be around (what is now called) Rhoska-Tor and the Southron Wastes (a much older term.) The cults would not have been allowed in the Elven Empire.&lt;br /&gt;
[170.2] The general premise of other forces in the Southron Wastes region is also important for being something for the Dhe&#039;nar to push up against, having a warrior caste, where the Hunt for History item [[Shimmering crimson Dhe&#039;nar shield]] has a loresong depicting them fighting some great battle at a later time than the burning of Sharath.&lt;br /&gt;
[171] This is the thesis of the document. It is making more sense of things and contextualizing Despana.&lt;br /&gt;
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It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent.[172] This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.[173]&lt;br /&gt;
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[172] This is fleshed out in the following subsections on the &amp;quot;black arts&amp;quot; practices down there with corruptive energies.&lt;br /&gt;
[173] This is making it clear that this was a problem at all time points, it was just in the margins of civilization during the Second Age. The last part about the [[Bleaklands]] refers to the [[epochxin]] variants of blood magic with demon blood and [[Raznel]]&#039;s witchcraft involving &amp;quot;the shadows&amp;quot; which is corruptive demonic realm energy. The IC author uses the word &amp;quot;witch&amp;quot; solely to refer to &amp;quot;black magic&amp;quot; practitioners, and usually more specifically to &amp;quot;black arts&amp;quot; practitioners like Raznel (black arts referring specifically to the use of demonic / tainting essences while &amp;quot;black magic&amp;quot; in our usage does not necessarily carry that implication), and instead uses &amp;quot;cunning folk&amp;quot; to refer to what some might call &amp;quot;good witches&amp;quot;. It uses &amp;quot;warlock&amp;quot; in the Dungeons &amp;amp; Dragons class archetype way of conduit or bondage with demonic powers, and not in the &amp;quot;oathbreaker&amp;quot; etymological sense out of Old English. Volume 2 actually constructs dark analogs of the major class types, terms such as &amp;quot;dark mage&amp;quot; used here are defined more in Volume 2.&lt;br /&gt;
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(1) The Dhe&#039;nar&lt;br /&gt;
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The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar.[174] Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati.[175] The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot;[176] According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah.[177] They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati.[178] Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.[179]&lt;br /&gt;
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[174] This is recognition of the fact that there is barely any established definition for any others.&lt;br /&gt;
[175] &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; establishes &amp;quot;first born&amp;quot; (of the Arkati) as the definition of the term Dhe&#039;nar. The way this line is worded is the IC author saying &amp;quot;this is what they claim&amp;quot; rather than &amp;quot;this is what we all agree is the truth.&amp;quot;&lt;br /&gt;
[176.1] This is largely referring to the non-canon player documentation explaining what &amp;quot;the way&amp;quot; means, because it is not clearly explained in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document by itself. Though the phrase gets used in that document. That document does say: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah taught them that the elves are the children of the Arkati, and as a child strives to become as its parents, the Dhe&#039;nar strive to become as the Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[176.2] The goal of the Way, and the way it encodes how the Arkati are viewed, is given near the bottom of &amp;quot;History of the Dhe&#039;nar&amp;quot;: &#039;&#039;&amp;quot;Much like the elves, however, the Dhe&#039;nar do not view the Arkati so much as &amp;quot;gods&amp;quot; or &amp;quot;celestial beings&amp;quot; but more as role models for what they themselves can achieve. Unlike the elves of the six noble Houses, however, the Dhe&#039;nar believe they can become as powerful as the Arkati. They do not see the Arkati as different or better, only more powerful, thus Dhe&#039;nar bow to no &amp;quot;god&amp;quot;. Their religion is not one of worship; instead it is one of self-perfection, not so much as an individual, but as a race in whole; the ultimate goal being to achieve power over all things.&amp;quot;&#039;&#039; Here we are taking this &#039;&#039;&amp;quot;not .. different or better, only more powerful&amp;quot;&#039;&#039; as an ascension view of the Arkati and Drakes rather than them as inherently &amp;quot;celestial beings.&amp;quot;&lt;br /&gt;
[177] This is roughly what Tahlad Tsi&#039;shalar translates as in the player created Dhe&#039;nar-si language. The IC author characterizes this as a myth, but Dhe&#039;nar would probably regard it as historically factual.&lt;br /&gt;
[178] This is stated in the canon &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document.&lt;br /&gt;
[179] This is what the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says, and is characterized more dismissively in the &amp;quot;[[History of the Faendryl]]&amp;quot; document.&lt;br /&gt;
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While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths.[180] Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad.[181] That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests.[182] There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.[183]&lt;br /&gt;
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[180] This is referring to the shared details of Korthyr and Tahlad between the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents. The Departure section of the Dhe&#039;nar history is 50,000 years ago, dating that to around -45,000 Modern Era, which in turn means it happened thousands of years after the Houses formed and long after Korthyr was dead. These House founding dates in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; are further solidified in their use in basing Elven calendar dates in various documents. So this document is trying to reconcile that inconsistency.&lt;br /&gt;
[181] Korthyr would have died some time in the -48,000s and Tahlad does not leave until the -45,000s in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This document reconciles that by having the timeline entry referring to an Illistim historiographer theory of the Dhe&#039;nar departure, while the Dhe&#039;nar themselves might claim it happened more around -50,000 Modern Era before the Illistim Chronicles were started.&lt;br /&gt;
[182] It would be inconsistent with that period in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. The sylvans and elves also would have divided much earlier. The &amp;quot;[[History of the Faendryl]]&amp;quot; supports these things, but has a lot of dubious stuff in it.&lt;br /&gt;
[183] This is from the chronicler preface to the canon version of the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and the &amp;quot;[[History of the Faendryl]]&amp;quot; document refers to Tahlad on similar footing as the House founders. But the actual timeline spaces these thousands of years apart, so it has to be treated as myth making. It can&#039;t be treated literally without causing contradictions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is regarded by more serious scholars as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth.[184] The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations.[185] Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses.[186] The Elven Empire was not a meaningful concept in the time of Korthyr.[187] Nor were the Ardenai those who stayed behind.[188] They lived in cities on the forest edges and woodland hamlets, with adjacent croplands, not unlike the Barony of Bourth with its elven settlements in the Wyrdeep Forest.[189] Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years.[190] It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed.[191] It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses.[192] The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.[193]&lt;br /&gt;
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[184] The &amp;quot;more serious scholars&amp;quot; part is an embellishment, but characterizing the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents as fanciful, and not especially tethered to what actually happened. This document sides entirely with the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; approach of being outside the forests for a long time and only eventually urbanizing.&lt;br /&gt;
[185] This is a necessary conclusion of the date ranges used for the House foundings in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and all the documents basing off those founding dates.&lt;br /&gt;
[186] This is cross-referencing Korthyr dying when only the first borough of Ta&#039;Faendryl had been built in &amp;quot;[[History of the Faendryl]]&amp;quot;, along with Ta&#039;Faendryl having been built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;, and Ta&#039;Vaalor and Ta&#039;Faendryl having been founded at the same time in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with only Ta&#039;Illistim pre-dating them. For the Tahlad/Korthyr relationship to be true, it would have to be significantly earlier than the cities and before the Houses were founded and before the Elven Empire was a concept.&lt;br /&gt;
[187] This document treats the Elven Empire as becoming a meaningful concept around the time of Yshryth Silvius.&lt;br /&gt;
[188] &amp;quot;[[History of the Faendryl]]&amp;quot; treats the Ardenai as having stayed behind, but its leaving-the-forests narrative contradicts the more soberly written &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. &amp;quot;[[History of Elanthia]]&amp;quot; said the Ardenai reside in &amp;quot;towns and cities&amp;quot; and only vaguely refers to having stayed closer to roots in the deep forest.&lt;br /&gt;
[189] The forest edges description is an embellishment. The Sylvans resided deeper inside the Darkling Wood and did not have contact with the imperial elves until the -45,000s in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which requires the Ardenai to stay away from the deep woods in that time period. The adjacent croplands are described in the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
[190] This cross-references &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and explicitly rejects the literal reading of Yshryth Silvius&#039; speech that is done in &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[191] This refers to the departure date in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is simply explaining why Illistim chroniclers think the Dhe&#039;nar left well after the Houses founded, while this other dogma exists of it having happened several thousand years earlier prior to the Chronicles.&lt;br /&gt;
[192] This is cross-referencing &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[193] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and insinuates Dhe&#039;nar harassment of the sylvans in this time period before the departure in -45,293. This insinuation is also explaining the &amp;quot;lavender&amp;quot; lore with Dhe&#039;nar and sylvan slaves in &amp;quot;[[Speech Unspoken: The Language of Flowers]]&amp;quot;, because they have much more dubious interaction for geographical reasons at any other time period.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the more dominant interpretations among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood.[194] Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land.[195] In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si.[196] Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records.[197] No one knows for certain if this identification is correct.[198]&lt;br /&gt;
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[194] This is an embellished premise for explaining why the Illistim chroniclers have the Dhe&#039;nar departure happening over two thousand years after the last of the Houses formed. It also characterizes Sharyth Ardenai as a return to nature movement beginning in the open air spaces, so as to be consistent with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; on this period. This can be reconciled by House Ardenai forming out of the open-air population that stayed geographically closest to the Darkling Wood and maybe partly into it. The Sylvans should be the ones who really just stayed inside the forest, and that particular area of the Great Forest is where they ended up concentrating.&lt;br /&gt;
[195] &amp;quot;Sharath&amp;quot; means &amp;quot;promised land&amp;quot; in Dhe&#039;nar-si. This was canonized in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The trial and tribulation line is meant to motivate why the Dhe&#039;nar would reside in (what is now called) Rhoska-Tor for a protracted period. Which is the nearest part of the Southron Wastes to the eastern Elves.&lt;br /&gt;
[196] This is implying &amp;quot;Sharath&amp;quot; comes from the name &amp;quot;Sharyth&amp;quot;, and insinuates the &amp;quot;sho&#039;rah&amp;quot; in Noi&#039;sho&#039;rah is similarly rooted with Sharath and Sharyth. This is an embellishment, but a plausible contrary view for House elves. The feminine gender neutral case of it meaning &amp;quot;First Sister&amp;quot; is true in the player created Dhe&#039;nar-si language (as introduced into it decades ago by Mnar.) Referring to that as &amp;quot;archaic&amp;quot; Dhe&#039;nar-si is how the &amp;quot;[[Dark Elven languages]]&amp;quot; document treats and refers to the old player constructed language.&lt;br /&gt;
[197] &amp;quot;[[History of Elanthia]]&amp;quot; refers to Sharyth Ardenai as a matriarch, while &amp;quot;[[Timeline of Elanthian History]]&amp;quot; uses the &amp;quot;his&amp;quot; pronoun for Sharyth Ardenai. These documents are both decades old, so this document takes that gender indeterminancy at face value, since it is so long standing.&lt;br /&gt;
[198] This is a hedge for allowing this whole interpretation and theory to be wrong, which allows Dhe&#039;nar to still believe their version of history. The actual departure would then have happened before the Chronicles started, when Korthyr was a relatively young man. But some of the details would still need to be regarded as distorted a bit by knowledge of later events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati.[199] In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years.[200] The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses.[201] In the more cynical view of the &amp;quot;Matter of the Elven Empire,&amp;quot; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology.[202] Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization.[203] With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.[204]&lt;br /&gt;
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[199] This is what &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; says.&lt;br /&gt;
[200] There is a 5,000 year gap between the Noi&#039;sho&#039;rah section and the Departure section of &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, so this line is trying to reconcile something that doesn&#039;t even make sense within the Dhe&#039;nar document itself.&lt;br /&gt;
[201] This is partly referring to &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and partly referring to &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.&lt;br /&gt;
[202] &amp;quot;Matter of the Elven Empire&amp;quot; is totally made up, and plays off the real-world historical terms such as the &amp;quot;Matter of Britain&amp;quot;, which is distorted with Arthurian legend and so forth. This is the IC author characterizing this early period as in historical dispute among the elves, with the founding of the royal lines and their pedigree from powers such as Arkati and Wyverns. Treating the contrary view as &amp;quot;peasant ideology&amp;quot; is the sensible counterpart to the Houses royal ideology.&lt;br /&gt;
[203] This is recontextualizing it in terms of the characterization given earlier in this document of monarchs as stewards in a static great chain of being. (The Dhe&#039;nar history document says the other Houses do not believe the Elves &#039;&#039;&amp;quot;can become as powerful as the Arkati&amp;quot;&#039;&#039;, though there has to be some nuance in this because of ascension theologies like Amasalen, it should probably mean this is not a plausible whole race goal and that generally &amp;quot;ascension&amp;quot; however it concretely exists comes from intervention by Great Spirits such as Arkati using their own power.) The Dhe&#039;nar view in contrast would be characterized as the low rising up the chain, and perhaps the high falling off. The IC author is giving that a socioeconomic dimension.&lt;br /&gt;
[204] This is setting up the contrary view of the Noi&#039;sho&#039;rah prophecy as a historical distortion, reading Despana and the Undead War into &amp;quot;Matter&amp;quot; politics as an anachronism after the fact. The Dhe&#039;nar in contrast would maintain it was the original prophecy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated.[205] This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578.[206] House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son.[207] This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire.[208] Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness.[209] There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl began to truly assume its central role over the Empire.[210]&lt;br /&gt;
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[205] This is the Patriarch timing given in &amp;quot;[[History of the Faendryl]]&amp;quot;. In &amp;quot;[[History of Elanthia]]&amp;quot; it was Korthyr&#039;s line that built Ta&#039;Faendryl, which this explained.&lt;br /&gt;
[206] This is cross-referencing the timing given in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. However, &amp;quot;History of the Faendryl&amp;quot; has a major timeline contradiction around the Undead War up to the Ashrim War, being fundamentally inconsistent with the other history documents. Here we are treating the timing in the earlier part of the document as still reliable.&lt;br /&gt;
[207] This is all from &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[208] Yshryth was already defined as Patriarch 14 in &amp;quot;[[History of Elanthia]]&amp;quot;, the &amp;quot;[[History of the Faendryl]]&amp;quot; document established his speech was from his coronation. The IC author here is asserting this is the proper birth of the Elven Empire, because of the imperial vision it sets out and its early time period relatively not long after the Houses finished forming.&lt;br /&gt;
[209] The political context was already in &amp;quot;[[History of the Faendryl]]&amp;quot;, but this is more explicitly asserting that what Yshryth was saying about leaving the forests was a metaphor. Later there is argument about connotations of kinslaying in the word &amp;quot;Draekeche&amp;quot; which is the (ancient?) elven for &amp;quot;darkness.&amp;quot; This is also setting up hostile / exile conditions for the Dhe&#039;nar, if the Illistim chronicler timing for their departure is the correct view.&lt;br /&gt;
[210] This is cross-referencing the &amp;quot;[[History of the Faendryl]]&amp;quot; timing for this period with the Ta&#039;Illistim Monarchs document &amp;quot;[[Ta&#039;Illistim Monarchs|Linsandrych&#039;s Legacy: A Detailed Examination of the Dynastic Argent Mirrors and Their Contributions to Illistimi Society With Notes On Selected Post-Lanenreat Figures]]&amp;quot;, once you convert out of the Illistim calendar into the Modern Era calendar. Then it&#039;s using these power vacuums and schisms and purges and so forth to say this is how and when House Faendryl came to lead the Empire (premise dating back to &amp;quot;[[History of Elanthia]]&amp;quot;), as Linsandrych Illistim had founded the first House and was present until -45,895.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven.[211] Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law.[212] There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind.[213]&lt;br /&gt;
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[211] This is IC author interpretation. It is suggesting the chaos and disunity motifs, and Korthyr as Tahlad&#039;s nephew, is all a distortion of Korthyr being succeeded by his great-nephew Khalar Andiris and then a bunch of assassinations and coups happen, and that Yshryth&#039;s famous speech is being distorted with a Dhe&#039;nar departure that happens in -45,293 during the reign of Patriarch 14.&lt;br /&gt;
[212] This is insinuating Despana and the rising dead motifs are distortions of Geniselle Anaya overthrowing the Faendryl throne and being executed by her son.&lt;br /&gt;
[213] This is a straight foward incompatibility between the Dhe&#039;nar and Sylvan lores. The &amp;quot;great chain of being&amp;quot; construction in this document gives much closer filiation of ideas relationship with the House Elves than the Sylvans.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes.[214] Archaeologists have found relics in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks.[215] One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath.[216] Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness.[217]&lt;br /&gt;
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[214] The Dhe&#039;nar spent time in Rhoska-Tor becoming Dark Elves in the racial mechanical sense. They have since resided in the jungles beyond the Southron Wastes.&lt;br /&gt;
[215] This makes up having relics found which prove the Dhe&#039;nar warlocks were in (what is now called) Rhoska-Tor way back then, but the premise of the spidery runes and having left stuff behind in Rhoska-Tor is in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[216] In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it says they learned &#039;&#039;&amp;quot;control of the undead&amp;quot;&#039;&#039; in Rhoska-Tor, which this document will take literally as controlling undead that already existed. The document also suggests the Book of Tormtor was something the Dhe&#039;nar left behind, but there are multiple inconsistent proposed explanations of the Book of Tormtor across documents.&lt;br /&gt;
[217] This is making use &#039;&#039;&amp;quot;old places of the Ur-Daemon&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot; for Rhoska-Tor, and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers to &#039;&#039;&amp;quot;the dark magic of the region&amp;quot;&#039;&#039; as distinct from &amp;quot;spells taught by the Arkati themselves.&amp;quot; The Dhe&#039;nar history document notably is most explicit on blaming Ur-Daemon dark essence for tainting the bodies and minds and turning elves into dark elves: &#039;&#039;&amp;quot;The dark essence that had been left behind by the Ur-Daemon War not only tainted the appearance and psyche of the Dhe&#039;nar, but it also had a powerful effect on the flows of magic in the region.&amp;quot;&#039;&#039; This document (in all three volumes) is using that view of the region heavily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records.[218] But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation.[219] It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a need to ward off malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands.[220] The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living.[221] In this way they were able to not only prevent the possession of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands.[222] This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars.[223]&lt;br /&gt;
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[218] The absence of written records, other than &amp;quot;spidery runes&amp;quot;, in this period is explicitly stated in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The way that section is written makes it sound like the Book of Tormtor had to be written in those runes, and only Dhe&#039;nar warlocks can read them, therefore Despana being able to read it and being from the southern jungles would mean Despana was Dhe&#039;nar. The IC author of this document is relatively dismissive of that as twisting things to fit the Noi&#039;sho&#039;rah prophecy.&lt;br /&gt;
[219] Similar situation leading to similar methods can help them understand the nature of these runes even though only the Dhe&#039;nar warlocks are supposed to be able to read the script.&lt;br /&gt;
[220] Such undead of twisted nature spirits should &amp;quot;naturally&amp;quot; exist in Rhoska-Tor, given the dark essence tainting described in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This treats banshees as referring to the fey variety, and &amp;quot;infernal sprites&amp;quot; were a [[Southron Wastes]] creature during the [[Wavedancer]] event.&lt;br /&gt;
[221] Using dark essence in this way to control the undead is a premise used throughout these three volumes. It&#039;s unholy magic analog of similar things done through Order of Voln symbols (e.g. Symbol of Submission) and so on.&lt;br /&gt;
[222] Pale wraiths were another Southron Wastes creature from the Wavedancer event. This is playing off the ability of [[wind wraith]]s to possess [[soul golem]]s, as well as the Tehir [[Life and Being in the Sea of Fire|beliefs]] about spirits inhabiting corpses in the Sea of Fire. This &amp;quot;do the opposite&amp;quot; method echoes back to the animism section with mortuary rituals twisting into necromancy of the undead methods.&lt;br /&gt;
[223.1] This relates back to the animist section talking about the spiritual magic roots of necromancy, where in the case of the Dhe&#039;nar it would be spirit magic they attributed to the Arkati. But then in Rhoska-Tor they learn elemental magic, but they&#039;re manipulating a dark energy. It becomes a form of sorcery, as defined in this document. (Sorcerers are grouped with the Temple caste with the spiritual casters in the Dhe&#039;nar caste system, rather than the warlocks / magi caste which are the elementalists.) &lt;br /&gt;
[223.2] The original premise with the Dhe&#039;nar was that the ones around the Landing had begun experimenting with raising the dead clerical magic, but generally in Dhe&#039;nar culture those who do not survive do not deserve to be resurrected. There might be attempts to define Temple caste clerical magic as siphoning power from around Arkati without directly borrowing powers, but that cuts against the grain of how Cleric magic in particular has always been defined in GemStone, and in Volume 2 of this document that is instead described as &amp;quot;ur-priest&amp;quot; methods which can mimic non-denomination Cleric magic but fundamentally isn&#039;t and has corruptive &amp;quot;leeching&amp;quot; dependency effects on the caster. (Analogous to the Dhe&#039;nar warlocks who become dependent on feeding on magical energies in the still non-canon Dhe&#039;nar documentation.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was facilitated, however paradoxically, by their study of the elements.[224] Blazing sand elementals are yet another threat found in the Southron Wastes.[225] With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well.[226] But there are other pure forces beyond the veil than those of the elemental planes.[227] There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or elemental darkness.[228] It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes.[229] With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.[230]&lt;br /&gt;
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[224] The &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says they learned &#039;&#039;&amp;quot;summoning of the elements into a physical manifestation&amp;quot;&#039;&#039; while in Rhoska-Tor.&lt;br /&gt;
[225] These were creatures in the [[Southron Wastes]] during the [[Wavedancer]] event. There are [[Small sand elemental|sand elemental]] companion pets.&lt;br /&gt;
[226] This further sets up what was implied by comparing the similarity of summoning familiars with their manipulation of the undead.&lt;br /&gt;
[227] In Volume 2 these are called &amp;quot;sorcerous elements&amp;quot; and include various terms used in spells and messaging and storylines, including [[713|balefire]] and [[mawfire]]. This is an embellishment to the extent that it is set in a basic cosmological model of more chaotic vs. more ordered essences.&lt;br /&gt;
[228] &amp;quot;the shadows&amp;quot; is a demonic energy used in Kenstrom storylines related to [[Althedeus]] and its realm. Volume 2 of this document treats that as a mixture of elemental chaos and elemental darkness. There are solid roots on treating these as essence substances, but it is still an embellishment.&lt;br /&gt;
[229] The Althedeus lore is cited in documents such as &amp;quot;[[Ithzir Genesis]]&amp;quot; and &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. This is basically the same thing as &amp;quot;unholy power&amp;quot;, and in Volume 2 it is defined as related to &amp;quot;anti-mana&amp;quot;, which is an embellishment but consistent with I.C.E. roots. This is all equivalent to what is called &amp;quot;dark essence&amp;quot; in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[230] This is what was being implied in the previous paragraph, and this concept is used in Volumes 2 and 3. For example, Volume 3 talks about some necromancers suffusing themselves in dark essences to mask their life forces, to make the undead not attack them and instinctually obey them. (This would probably be illegal in Faendryl sorcery because of the corruptive effects on the mind and body.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor.[231] Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath.[232] It might well be that the journey actually began with the death of the cult leader.[233] Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes.[234] While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath.[235] Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed.[236] Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years.[237] The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were quite probably corrupted by knowledge of events after the fact.[238]&lt;br /&gt;
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[231] The hedging on this is about the lack of written records framed for it in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[232] This is playing off Tahlad being a Dhe&#039;nar-si word that means student.&lt;br /&gt;
[233] This is the IC author being iconoclastic, but also pointing at how old Tahlad would had to have been to make historical sense of him.&lt;br /&gt;
[234] The wording &#039;&#039;&amp;quot;the jungles &#039;&#039;&#039;said to&#039;&#039;&#039; lie beyond the Southron Wastes&amp;quot;&#039;&#039; for Despana in &amp;quot;History of Elanthia&amp;quot; suggest the Southron Wastes region was generally anathema to the Elven Empire and not something they ordinarily traveled through and interacted with in that time period. In other words Elven Empire records of the Dhe&#039;nar would implicitly have been sketchy.&lt;br /&gt;
[235] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and is using that provenance issue to cast doubt on the veracity of written records that might have survived the Great Fire.&lt;br /&gt;
[236] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[237] The use of oral tradition in the Dhe&#039;nar lore in general serves the function of introducing unreliable narration on the distant past. &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers outright to hardship &#039;&#039;&amp;quot;twisting their ancient beliefs&amp;quot;&#039;&#039;.&lt;br /&gt;
[238] This is IC author view from Faendryl bias, the Dhe&#039;nar would disagree with this statement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(2) Witchcraft&lt;br /&gt;
&lt;br /&gt;
In the outlying regions of the Elven Empire, far from the great cities, there were survivals of folk religion.[239] These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority.[240] Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms.[241] They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead.[242] They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living.[243] Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.[244]&lt;br /&gt;
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[239] This is an embellishment. It does not really make sense that the more rural populations would not have folk religion and folk magic. Arguably some of the instincts for this still exist in the Elven Nations, and civilizations in general, in the &amp;quot;[[Divination: A Comprehensive Guide]]&amp;quot; lore. &lt;br /&gt;
[240] The framework of this document characterized the Elven forest tradition as &amp;quot;druidism&amp;quot;, so this is more or less a tautological statement.&lt;br /&gt;
[241.1] This document uses this as the historical root for Empath magic. It uses the term &amp;quot;cunning folk&amp;quot; to cover &amp;quot;good witches&amp;quot;, so the word &amp;quot;witch&amp;quot; is only being used in the dark and negative connotations. There is a lot of scattered superstition lore, such as [[thanot]] as warding charms because of the pentagram pattern of its berries. &lt;br /&gt;
[241.2] The term was not used in this document, but this is known as &amp;quot;apotropaic&amp;quot; magic.&lt;br /&gt;
[242] This is generic folk religion stuff. It is providing the hook for death rituals and magic to get twisted into darker magic with corruptive energies. Volume 2 also gets into this with witchcraft.&lt;br /&gt;
[243] This hedges the animist vs. Lorminstra [[Eve of the Reunion]] issue. Something similar to this is in the [[Grot&#039;karesh Hammer Clan]] giantkin lore with the [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]] at Kilanirij. This is another hook for twisting into wicked spirit calling and commanding undead spirits.&lt;br /&gt;
[244] The Ilvari are an example of fey changeling kidnappers. &amp;quot;Ilvari luck charms&amp;quot; are sold and do not really do anything.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others.[245] They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated.[246] This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets.[247] Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations.[248] The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.[249]&lt;br /&gt;
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[245] This document is using &amp;quot;witches&amp;quot; exclusively for wicked magic practices as a convention, even though the IC author would acknowledge the existence of sympathetic magic practitioners calling themselves &amp;quot;witches&amp;quot; doing good/light practices. Similarly with &amp;quot;blood magic&amp;quot;, that term is being reserved for the sorcerous form of it, not the more empathic form of it (e.g. [[Akhash]] the Tehir spirit caller) which would not be corruptive and debasing.&lt;br /&gt;
[246] This is rooting the more (wicked) spiritual magics of the Sorcerer Base list in this culture tradition. Especially 715 Curse. But these are not &amp;quot;black arts&amp;quot; as will be described later.&lt;br /&gt;
[247] This is the IC author hedge and acknowledgement that he&#039;s set up a false dichotomy regarding the term &amp;quot;witches.&amp;quot; Curse tablets refers to the ancient Roman practice.&lt;br /&gt;
[248] This is a reasonable anthropological supposition about the filiation of ideas and superstitions, given the initial premise of earlier animist religious traditions partly surviving into later ages.&lt;br /&gt;
[249] Witch hunt panics are not defined in current lore, but this is the general dynamic of how witch panics work in the real-world.&lt;br /&gt;
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There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression.[250] It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil.[251] In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits.[252]&lt;br /&gt;
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[250] This tension with orthodoxy is setting up the driving of witches into the wilds, while the medicine man types with healing or clerical powers get to stay. Also seeding the bias of humans against magic because of elves.&lt;br /&gt;
[251] In other words, this is everyday life stuff, superstition suffused throughout cultures.&lt;br /&gt;
[252] This is characteristic of animism in general, and very clearly the case with the Tehir lore. &amp;quot;Great Spirits&amp;quot; is the generic term this document uses for deity scale powers of spiritual mana orientation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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What is particularly important is that this tradition more broadly is what might be called sympathetic magic.[253] It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions.[254] It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up.[255] It is what remains of more ancient traditions of spiritualism.[256] From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies.[257] It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real.[258] In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;[259]&lt;br /&gt;
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[253] While there is some pure superstition stuff, such as in the divination lore, in the Elanthia setting there is also real sympathetic magic (e.g. Raznel&#039;s voodoo dolls and blood magic.) This document treats this as Elanith&#039;s non-Erithian precursors to what is now called Mentalism.&lt;br /&gt;
[254] This tacitly falls under the notion of NPC &amp;quot;[[Overview of Elanthian Magic|flow magic]]&amp;quot; in current canon, but later in this document that is going to be classified as &amp;quot;thaumaturgical&amp;quot; and &amp;quot;exoteric&amp;quot; magic, while what we are talking about here is &amp;quot;esoteric&amp;quot; magic as an informal cousin of &amp;quot;ritual theurgy.&amp;quot; It is elaborating and deepening the magic theory.&lt;br /&gt;
[255] This is essentially a new premise for making sense out of having this storyline sympathetic magic stuff that does not relate to the spell circles and stuff invoked off scrolls. In IC terms it could be disputed how separate orthodox religion with its clerical magic really is from the rest of spiritual magic in the &amp;quot;vernacular&amp;quot; populations, and sympathetic magic which may now in the present age be considered spiritual-mentalist hybrid. Later in the document is a nod to the DragonRealms division between &amp;quot;life&amp;quot; and &amp;quot;divine&amp;quot; mana when talking about mana conventions. DragonRealms also has &amp;quot;Lay Necromancy&amp;quot;, which is [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 Low Sorcery], where Low Sorcery in general is relatively informal evil magic.&lt;br /&gt;
[256] This is a thesis statement, set up by the prior sections on animism.&lt;br /&gt;
[257] This is establishing the important distinction against pure superstition (e.g. divination without spellcraft of any kind), which is that magical energy (essences) must be manipulated into magical effects to qualify as &amp;quot;magic.&amp;quot;&lt;br /&gt;
[258] Rote superstitious practices acting like de facto rote magic.&lt;br /&gt;
[259] This is explaining why the use of say troll blood in an alchemy recipe, or blood in a religious ceremony, or even what empaths do, does not qualify as &amp;quot;blood magic.&amp;quot; It is only magic involving blood. &amp;quot;Blood magic&amp;quot; here is strictly being used to refer to these sympathetic magic practices, though the other volumes allow an occultist form of blood alchemy for making homunculi. At this point it is tacitly acknowledging &amp;quot;good&amp;quot; practitioners (cunning folk, some shamans), but most of this document the term &amp;quot;blood magic&amp;quot; is reserved for the highly corruptive sorcerous form.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation.[260] Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood.[261] There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.[262]&lt;br /&gt;
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[260] This is just defining the meaning of the term &amp;quot;sympathetic magic&amp;quot;, which is imitative magic or correspondence of forms.&lt;br /&gt;
[261] This has been done in storylines, such as those involving the witch Raznel.&lt;br /&gt;
[262] All of this is framed as animist roots, but now running up against orthodox religion with its good vs. evil values duality, which in Elanthia in the Second Age is Liabo vs. Lornon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Within the modern conventions of magic, this sort of correspondence of forms is related to what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot;[263] In the mind oriented near planes of existence, such as the Endless Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world.[264] This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames.[265] There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession.[266] Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.[267]&lt;br /&gt;
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[263] This is establishing the premise of treating this as the Elanith non-Erithian precursor to Mentalism in the contemporary conventions. The notion of &amp;quot;dark empathy&amp;quot; and confounds and hybrid magic are elaborated later in this document.&lt;br /&gt;
[264] This was true in [[Ride of the Red Dreamer]]. Nightmare steeds and unicorns in the mount system as of summer 2022 had physically manifesting object from dream world interactions. Ebon&#039;s Gate 2022 with [[Naidem]] also had some mind/form distortion premise in it.&lt;br /&gt;
[265] This is generic voodoo doll kind of stuff.&lt;br /&gt;
[266] Dream walkers were present in [[Griffin Sword War]] 2 and [[Ride of the Red Dreamer]] storylines, and other times where minds have been entered, and are mentioned in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. There is a subtextual argument for the decay/spirit-death mechanics messaging having been based on astral projection. The truffles in Lower Dragonsclaw do some sort of astral projection. &lt;br /&gt;
[267] This is part of the thesis and framed previously in the animism section. It&#039;s malignant spellcasters using that propensity to twist mortuary magic into more malicious uses, and then that gets still darker later when dark essences are involved in haunted realms. This sets that up for the next paragraph.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, witches were exiled into the wild woods or darker hiding places.[268] This led to a rising number of witches in the Southron Wastes, where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them.[269] Blood magic began using demon blood.[270] Curses began using more corruptive essences, facilitating rituals for causing the undead.[271] Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood.[272] There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others.[273] One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.[274]&lt;br /&gt;
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[268] This sets up a fragmenting of witchcraft into split traditions. Volume 2 says more about the different kinds of witches. There are elemental themed ones, [[Life and Being in the Sea of Fire|spider witches]] in the Sea of Fire, the Sisters of Blight, and so forth. Raznel was influenced by black arts out of the Southron Wastes and Wizardwaste.&lt;br /&gt;
[269] With the &amp;quot;dark essence&amp;quot; explicitly framed in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and corruptive effects on various peoples in current canon, this is extrapolated here to imply there is a general issue of this for historical wasteland residents. Very little is defined for indigenous populations. Iguanoids were there in the Wavedancer, as well as scourgemages. This region probably had its own animism (e.g. black shamanism), but presumably also earlier demonic and Marluvian cults, and Volume 3 makes up something about mummies and underworld themed death religions influenced by underground rifts. The general point of this line is cross-pollinating the folk magic into the wastes and in turn incorporating the dark essence of that region.&lt;br /&gt;
[270] This document leans into various arguments for the presence of &amp;quot;indigenous&amp;quot; demons in the region. The ebon-swirled primal demon in the Southron Wastes is a primitive cousin of the oculoth, and its venom blood is a major storyline factor behind dark magic in Kenstrom&#039;s events. This line is taking the &amp;quot;blood magic&amp;quot; from the witchcraft tradition and now using demon blood in it which is far worse. This is reasonably what would have happened if this population migration happened even in broad outlines.&lt;br /&gt;
[271] This is leveraging off &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; referring to the dark essence of the region, left behind from the Ur-Daemon War.&lt;br /&gt;
[272] Raznel turned a [[Drangell|giantman]] into a troll and a [[Thrayzar|human]] into an orc. This is framing and explaining the generic &amp;quot;witch turns prince into a frog&amp;quot; or werebears and selkies kinds of curses. This &amp;quot;witchcraft&amp;quot; is implicitly partly Mentalist in contemporary magic theory, so the dark transformation of bodies stuff is in it here, and not necessarily present in the prior inhabitants of the southern wastelands (e.g. cultists, black shamans.)&lt;br /&gt;
[273] Stuff like werewolves and [[Gaunt feral selkie|selkies]]. This is setting up the seed for Despana later having cursed diseases such as Red Rot.&lt;br /&gt;
[274] [[Werebear]]s being mechanically undead is some weird game history anomaly. I think every cursed thing that was flagged as &amp;quot;Unlife&amp;quot; and targettable by Cleric repel spells was treated as undead when the Order of Vult (Voln) was created in 1994. Volume 3 does a lot of differentiation on the various forms of &amp;quot;unliving.&amp;quot; Selkies are much more modern creatures in a game mechanics sense and actually undergo transformation cycles.&lt;br /&gt;
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Witches of the South would enter pacts with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons.[275] There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits.[276] They might have mediating vermin such as maggots or ichor worms inside themselves.[277] Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves.[278] There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them.[279] It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself.[280] Conjuring in this way was in stark contrast to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.[281]&lt;br /&gt;
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[275] This is the general Satan worshipping witch archetype. Raznel would make blood bonds with people.&lt;br /&gt;
[276] This is leaning on the channeling aspect of the framed hybridism of their magic.&lt;br /&gt;
[277] This is directly based on Raznel. She had stuff like this as well as scarabs inside her own body, forming or emerging spontaneously when she was cut. Though Raznel learned how to implant such things into bodies from Quinshon, who is a black shaman.&lt;br /&gt;
[278] This is the general &amp;quot;corrupted by dark power&amp;quot; archetype. It has been used to show characters being driven mad with taint/corruption in GemStone since the I.C.E. Age.&lt;br /&gt;
[279] Raznel would control others sometimes with implanting her scarabs into them. She was also prone to using anti-magic, and stripping magical powers from people.&lt;br /&gt;
[280] This is a characterization of the mode of magic, it does not have to always involve subservience to something else.&lt;br /&gt;
[281] This is setting up distinctions between Faendryl sorcery in the Second Age with the &amp;quot;black arts&amp;quot; and forms of magic that would have repulsed the imperial elves. They are reflecting different cultural value systems and ideologies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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(3) Cultists&lt;br /&gt;
&lt;br /&gt;
In the Age of Darkness there was always a minority of demon worshippers.[282] Whether the demonic of the wastelands, or the dead gods themselves.[283] There are buried crypts in the Southron Wastes belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul.[284] Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason.[285] Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation.[286] But the reliefs and frescoes of the interregnum are far more hideous in their depictions.[287] They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices.[288] Cave paintings from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are often found with trepanated skulls.[289]&lt;br /&gt;
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[282] There is only thin already established evidence for this. The timing on the loresong of the Marluvian [[Urglaes-set pitted silver talisman|urglaes talismans]] from [[Hunt for History]] is unclear, but using an ancient language that was sometimes used in game in the early 2000s. &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; shows archaeological evidence for knowledge of Marlu dating back to before the Elven Empire. There ought to be Marlu worshippers, and Ur-Daemon or demon worshippers more generally, and it would make sense for them to live in the old places of the Ur-Daemon (Rhoska-Tor) rather than in the great forest with the sylvans and imperial elves.&lt;br /&gt;
[283] This is allowing a distinction between animists who are akin to rangers of the demonic, which are left-over from the Age of Darkness or arriving through underground tears in the veil (there was an example of this in the room painting of the Southron Wastes during Wavedancer), and actual cultists worshipping the Ur-Daemon.&lt;br /&gt;
[284] This is reviving and De-I.C.E.ing the vruul lore, which is hard coded into the area design of the Broken Land. It is making sense of the Marlu description in &amp;quot;[[Gods of Elanthia]]&amp;quot; about being seen delving into ancient crypts, which is vestigial from I.C.E. lore about him searching prehistorical crypts for vruul, and then the notion of Marlu loosening portals to draw power is made sense of by assuming there are actually portals to demonic realms present that can be loosened: &#039;&#039;&amp;quot;Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown.&amp;quot;&#039;&#039; This seems to be hedging on whether Marlu is Arkati or has extraplanar power sourcing like the Ur-Daemon portal described earlier in that document.&lt;br /&gt;
[285] This is explaining the &amp;quot;[[Gods of Elanthia]]&amp;quot; description with the original context.&lt;br /&gt;
[286] This is based on the Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot;. This only clearly referred to glyphs being found in the Southron Wastes, where presumably they survive from climactic conditions. But here we interpret the line instead to include the petrified trees as also being in the Southron Wastes. This is meant to explain and reconcile &amp;quot;[[Gods of Elanthia]]&amp;quot; saying the final battle in the Ur-Daemon War blasted the landscape for hundreds of miles and turning it into a lifeless wasteland. Which implies it wasn&#039;t a wasteland previously, which is where the carvings on the petrified trees would come from (perhaps artificially fast in cataclysmic conditions, though petrification itself usually only takes several thousand years).&lt;br /&gt;
[287] This is referring to the cave paintings from Linsandrych Illistim&#039;s quote, and embellishing it in cross-reference to the frescoes in the Dark Shrine of the Broken Land.&lt;br /&gt;
[288] This is also leveraging off the Broken Land design. This line is trying to establish that region as having dark worshippers dating back into prehistorical times, so that there were effectively always bad guys with dark magic there at all time points.&lt;br /&gt;
[289] This is an embellishment. It is leveraging off the Linsandrych Illistim quote about representing fear, and the &amp;quot;madness&amp;quot; motif in demonic themed places like below the Graveyard and the Broken Land. The trance states are about animism. These volumes treat black shamans and scourgemages as dark magic archetypes of shamanistic nature in that region. The skulls is based off the the Broken Land and Graveyard, and there&#039;s also a skull pile in the burial mound in the [[vourkha]] area outside Ta&#039;Illistim. Trepanation is getting at the notion of &amp;quot;nightmare visions&amp;quot; and &amp;quot;fever dreams&amp;quot; that the made-up Linsandrych quote in this document references.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent.[290] There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled.[291] Dark mages who would not abide by the laws of civilization would find freedom in these lands, while fanatics who sought a world ruled by Lornon would found short-lived, sinister theocracies.[292] Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions.[293] In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.[294]&lt;br /&gt;
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[290] This is leveraging off the previous embellishment about the Elven Empire not claiming and occupying the southern wastelands based on consistency considerations.&lt;br /&gt;
[291] Despana is the existing defined example, but something like that should have happened many times over thousands of years. This line is also using the previous view that the southern wastelands are where the Ur-Daemon portal was destroyed.&lt;br /&gt;
[292] The theocracies is totally made up, but follows naturally and logically from the framed lawless condition of the region and inhabitation by dark religions. Dark mages is an archetype that is defined later but also more fully in Volume 2. This is more generally talking about magic practitioners who refused to be bound by regulations and laws. It seeds having pre-exile Faendryl sometimes exiling out there and bringing illegal knowledge with them.&lt;br /&gt;
[293] There isn&#039;t really any established framing for the Elven Empire allowing Lornon worshipper chaos and machinations within its territories. But they should also have existed. So this is making a hook for explaining where they tended to be concentrated in the Second Age.&lt;br /&gt;
[294] In the Vvrael quest the ghost of Malaphor claimed the Vvrael witches and warlocks were wizards and sorcerers of this world who were corrupted by the Vvrael and eventually made their way into the Rift, and likewise Daephron Illian was working in Rhoska-Tor when he broke open the rift and sealed it in a puzzlebox. It&#039;s basically a Hellraiser concept. Vvrael witches also were in the Demon Queen of Anwyn storyline after the Rift was released and Terate was dead. So having the Vvrael cultists reside in that general region is making consistency of things. It is canon from &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; that the Disciples of the Shadows (Althedeus worshippers) were residing in the Southron Wastes. The last part of this sentence is open-ended for all the other bad things that might exist.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds.[295] Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic.[296] This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices.[297] There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out.[298] There were even cults believing Elves were cursed by the Arkati.[299] That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.[300]&lt;br /&gt;
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[295.1] The convention for &amp;quot;warlock&amp;quot; in this document is the Dungeons &amp;amp; Dragons kind of class archetype of powers from binding with demons and so forth. This is keeping consistency with the nature of &amp;quot;Vvrael warlocks&amp;quot; and possibly the Dhe&#039;nar magi being called warlocks. This is more akin to the etymology out of Scots than the &amp;quot;oathbreaker&amp;quot; or &amp;quot;pact breaker&amp;quot; etymology out of Old English, where instead it is pact making with demonic powers in betrayal of good gods.&lt;br /&gt;
[295.2] This is setting up &amp;quot;warlock&amp;quot; as the archetype for teratology and monster making, which in volumes 2 and 3 are related to Arcane or more general definitions of &amp;quot;necromancy.&amp;quot; But they are more demonology focused, so their necromancy is what volume 2 defines as &amp;quot;demonic necromancy.&amp;quot;&lt;br /&gt;
[295.3] Warlocks and witches in the black arts usage here is also staying consistent with demons using [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 &amp;quot;conduits&amp;quot;] to influence this plane in DragonRealms, especially the more powerful demonic entities which would have issues directly manifesting in this reality. (This concept is explicitly present in GemStone with Althedeus.) Volume 2 of this document talks about places where demonic power is infiltrating this plane, or similarly with Dark Gods (or demonic &amp;quot;gods&amp;quot; in other planes), where the soul can get pulled into the demonic realms if someone dies in that place. Which is consistent with the Temple of Luukos on Teras Isle, and that concept exists in DragonRealms as well. It is meant in this document to help explain the origin of some extraplanar undead.&lt;br /&gt;
[296] More framing for teratology. The last part about the demonic hybrids is leveraging off the unnatural offspring of demons and animals from the Third Elven War, and extraplanar hybrids from storylines such as [[Rodnay]]. It is providing threads for other forms of the &amp;quot;blood magic&amp;quot; we have seen from Grishom Stone and Elithain Cross.&lt;br /&gt;
[297] This is an embellishment but using the framed premise of the region being a haven for dark religions. The Dhe&#039;nar supposedly did not practice slavery until after the Great Fire, but the practice may have existed in the neighbors.&lt;br /&gt;
[298] This is made up but helps illustrate the kinds of black arts that would exist that would not be Faendryl sorcery.&lt;br /&gt;
[299] This is an homage to the Drow.&lt;br /&gt;
[300] This slyly plays off the Dhe&#039;nar referring to themselves as the first born of the Arkati, but having the hunger of the Ur-Daemon. This document characterizes the more indigenous parts of the wastelands as prone to ancestor veneration and the Ur-Daemon as dead gods who are still present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to subvert the separation of the living from the demonic.[301] The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a divine language in some cults.[302] Demon worshippers sometimes call it the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists.[303] Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.[304]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[301] This is using the broader definition of necromancy from the beginning of this document. The existence of demonic/living hybrids in Elanthia is long-established canon.&lt;br /&gt;
[302] This is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Its being regarded as a divine language by demon worshipping cults is an embellishment, but something that would probably be true if those cults were present. It would be a manifestation of the influence and presence of their gods in their view.&lt;br /&gt;
[303] This is a retcon to recontextualize the meaning of the Daemon&#039;s language when &amp;quot;[[History of Elanthia]]&amp;quot; talks about the Book of Tormtor. What is in the present age called the Dark Elven language would in the Second Age have been associated with the Ur-Daemon, because of this framing of who was involved with that region in that time period. The part about its source having never been found by extrachthonic linguists is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Another subtle point is that it cannot have been known as the &amp;quot;voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;History of Elanthia&amp;quot; implies it was not known as &amp;quot;Rhoska-Tor&amp;quot; yet when Despana was searching it. It has to be considered part of the Southron Wastes in the Second Age.&lt;br /&gt;
[304] This is an embellishment but would sensibly follow from the premise in the line noted by footnote 302.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions known as Tor.[305] These outcroppings or mounds are mythologically named for each of the &amp;quot;dead gods,&amp;quot; which is how the Ur-Daemon are regarded.[306] While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults grow around these haunted ruins.[307] Cults might at times become extinct, only to arise again, centuries or millennia later.[308] There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them.[309] They often believe &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world.[310] Consecrating us with their unholy black blood.[311]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[305.1] The first part of this is stemming off the Grot&#039;karesh Hammer Clan exposure to the Battle of Maelshyve. &amp;quot;[[Giantkin History]]&amp;quot; translates Grot&#039;karesh as &amp;quot;magically cursed&amp;quot; or &amp;quot;magically haunted&amp;quot;, but &amp;quot;elder elven scholars&amp;quot; translate it as &amp;quot;Daemon-tainted&amp;quot;.&lt;br /&gt;
[305.2] This interpretation of &amp;quot;Tor&amp;quot; is totally made up. There are several reasons for it. Tor are geological formations that are basically rock outcroppings with hill formations, such as the hill Glastonbury Tor, which is mythologically associated with Arthurian legend and Otherworlds. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; describes hills in the region of Maelshyve. Banshees in turn are fey of the mounds/hills in real-world mythology. Likewise, keeps are generally built on mounds, and Maelshyve is a &amp;quot;great keep&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;Keep&amp;quot; in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The [[ora]] lore from the materials documentation also has a very large ora mine in Rhoska-Tor, but otherwise describes ora as being found in mountains and hilly regions. Tor are typically granite, an intrusive igneous rock, and the [[urglaes]] around Maelshyve ought to implicitly be in igneous rock (with &amp;quot;[[History of Elanthia]]&amp;quot; calling Rhoska-Tor &amp;quot;blackened&amp;quot;), but the underground caverns are suggestive of limestone. So all of this together is the logic of treating the word part &amp;quot;Tor&amp;quot; in the geological meaning.&lt;br /&gt;
[306] This is a Lovecraftian twist on the Ur-Daemon based on established Ur-Daemon facts, combined with the fey mythology usage of Tor. It is an embellishment to say there are other Tor and that they are named after specific Ur-Daemon, but this retcon is meant to motivate why we supposedly know the names of individual Ur-Daemon (e.g. Ith&#039;can, Goseth) and why this region was considered an old place of the Ur-Daemon. These Ur-Daemon names are represented as used in occultist grimoires in Volume 2 to help explain that point.&lt;br /&gt;
[307] This is a made up embellishment. It serves to motivate the existence of the cults, even if they die out and come back later. It provides the seed for alternate possible origins of the Book of Tormtor, because the literal explanation of a book written in the Ur-Daemon language from &amp;quot;[[History of Elanthia]]&amp;quot; does not make sense without additional premises. That the Ur-Daemon would have a book at all, and then someone tens of thousands of years later can read it, without some weird magic artifice explaining it.&lt;br /&gt;
[308] This premise allows some long-run behaviors without having to posit specific organizations (i.e. cults) or whole cultures continuously existing for tens of millennia.&lt;br /&gt;
[309] This is made up, but based on the storyline instances of using Ur-Daemon body parts, such as rejuvenating them with Ur-Daemon blood. As well as the Beast imprisoned in Teras Isle having ambients of almost waking up.&lt;br /&gt;
[310] This is meant to relate the cultists to the &amp;quot;warlock&amp;quot; dark magic archetype described earlier, and based on the canon ability of demons and other extraplanars to hybridize with the living. Then they are just exercising religious beliefs about the demonic, doing some confirmation bias conflating them into their ancestor veneration. It isn&#039;t necessary for it to be true that a lot of these demons originated in hybridization of the living with the Ur-Daemon and then banished in the Ur-Daemon War. But it need not be quite obvious that this is wrong, either. Even the abyran might plausibly be made by a more powerful demon out of the missing Faendryl sorcerers.&lt;br /&gt;
[311] The blood of the Beast of Teras Isle is black. It was used to charge up the eye of Ith&#039;can for the climax of [[Cross into shadows|Cross into Shadows]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These kinds of sentiments lent themselves to still other forms of necromancy.[312] There were those who sought to induce demonic possession, such as the riders of the wasteworms.[313] Others were &amp;quot;dread seers,&amp;quot; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination.[314] This is a necromantic form of astral projection for harrowing the outer valences.[315] Some sought to master the power of fashioning the demonic from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed.[316]&lt;br /&gt;
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[312] Specifically, this is following off the parapsychic imputing of forbidden knowledge, so it&#039;s about the sorcerous version of mind and spirit stuff with the demonic and other planes.&lt;br /&gt;
[313] Wasteworms are a creature of the [[Southron Wastes]] from the [[Wavedancer]] event. The idea of there being wasteworm riders is shamelessly ripped off from Dune. The premise here is black arts practitioners acquiring demonic powers for themselves through their bonds or usage of demons.&lt;br /&gt;
[314] This is a made up premise that Xorus [[Harrowing and Esoteric Archaeology|lectured]] about at a Faendryl symposium and has used in vignettes, and to some extent did during the Witchful Thinking storyline when probing the memory past of Thrayzar and Pylasar using Melgorehn&#039;s Reach. &amp;quot;dread seer&amp;quot; is inspired off an attempted translation of the inscription of the Dark Shrine in the Broken Land, where the theory (though I think it&#039;s likely coincidental and the composite word was just trying to mean &amp;quot;cruel&amp;quot;) is that its multiple meanings included referring to the vruul as &amp;quot;dread seers.&amp;quot; There were I.C.E. motivations for that interpretation. Regardless, the premise is sorcerers doing &amp;quot;demonic possession&amp;quot; on demons or unliving monstrosities like the vruul, as conduits for immaterially exploring eldritch vistas and incomprehensible cosmic horror.&lt;br /&gt;
[315] The general idea is it would be the sorcerous analog of dream walking and spirit possession and so forth. It would be necromancy for immaterially exploring the sorcerous valences and infernal realms and so forth. As opposed to the Faendryl sorcery methods of material summoning and materially passing through rifts into other valences like the Extrachthonic Cartographer&#039;s Guild does. This is generally about removing the oversimplification of the domains of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot;, which is significantly done in Volume 2.&lt;br /&gt;
[316] This is totally made up, but inspired by the premise of what the Broken Land story was about, with Uthex attempting to fashion entities out of energy. This is using that concept specifically for entities of darkness and the demonic, and makes a consistency hook for why Marluvians and so forth would try to twist Uthex&#039;s work in that direction.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were especially responsible for the innovations of demonic necromancy.[317] These would sometimes be abominations that would not, in the narrow sense, be thought of as undead.[318] They were often in reincarnation cults, seeking unnatural forms of immortality.[319] It was noticed very early on that sometimes the curse of the undead was bound to other objects.[320] Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves.[321] It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be developed into more elaborate ways of preventing destruction from violence.[322] These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons.[323] Warlocks often seek to transform their own blood with that of dark powers.[324]&lt;br /&gt;
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[317] Demonic necromancy is defined in more detail in Volume 2. It is contrasted with low necromancy (roughly, reanimate dead and mindless corpse undead, with rote magic) and high necromancy (roughly flow magic with dark essence). High necromancy is also a [https://elanthipedia.play.net/Category:Necromancer_spells distinction] in DragonRealms, which includes what we are calling transmogrification. Demonic necromancy includes such things as some forms of teratology, making infernal undead (corrupted with &amp;quot;sorcerous elements&amp;quot;), attempting to refashion the demonic into new forms of monstrosity, and mixing the demonic into the undead in various ways. It might be regarded as overlapping with high necromancy, or possibly even being a special subset of it.&lt;br /&gt;
[318] The varied forms of unliving, and undeath as a demonic spectrum, is elaborated in Volume 2. It is somewhat similar to the distinction between [https://elanthipedia.play.net/Corruption_(2.0) &amp;quot;corruption&amp;quot;] and [https://elanthipedia.play.net/Perverse &amp;quot;perversion&amp;quot;] in DragonRealms [https://elanthipedia.play.net/Category:Corruption_spellbook necromancy]. In DragonRealms the [https://elanthipedia.play.net/Category:Necromancer_spells distinction] between corruption and perversion necromancy is whether life mana is being mixed with elemental or lunar mana. For our purposes we have distinctions between the &amp;quot;transmogrified&amp;quot; and the living undead or mutant aberrations, but we&#039;re not trying to map simply to DragonRealms, for instance because we&#039;re including various explicit forms of demonic / sorcerous essences instead of just this life mana hybridization distinction.&lt;br /&gt;
[319] This is related to the animism roots postulated earlier as a debasement. This is used especially in Volume 3 to motivate the development of phylactery and other preservation methods.&lt;br /&gt;
[320] This is just generally something that can happen.&lt;br /&gt;
[321] This phenomenon is then recognized for its potential in preventing destruction from violence.&lt;br /&gt;
[322] Some of these are elaborated in Volume 3 in the &amp;quot;Preservatives&amp;quot; category of undeath.&lt;br /&gt;
[323] These examples generally have precedent from storylines that have happened.&lt;br /&gt;
[324] This is extrapolating off the caustic black blood of the [[Vvrael warlock]]s, and to some extent what Raznel did to her own blood and with her paragons. These were essentially a form of demonic hybridization, because they were made with a processed variant of [[epochxin]], the venom blood of the ebon-swirled primal demon which transforms the blood of the victim into epochxin (or the epochxin variant.) These demons reside natively in the Southron Wastes as well as other valences.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration.[325] While these were originally only those demons that descended from the Age of Darkness, or had arrived through unstable rifting, it would not remain limited to demons which had become trapped in this world.[326] There would sometimes be Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret.[327] These summoners might be converted to dark religions, or make pacts for safe haven.[328] Knowledge of demonic summoning from the outer valences spread in this way.[329] It was also the birth of other forms of undeath, caused by the various kinds of demons.[330]&lt;br /&gt;
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[325] This is helping motivate the term &amp;quot;Old Ones&amp;quot; and getting into how very differently these black arts practitioners approach and regard the demonic from how the Faendryl do, and why the Faendryl do not view things that way.&lt;br /&gt;
[326] Such demonic are being presumed to exist, but they should have existed from world logic consistency considerations.&lt;br /&gt;
[327] This is not explicitly stated anywhere, but essentially has to be true out of realism. Given the previously supposed framework of the nature of the southern wastes in the Second Age.&lt;br /&gt;
[328] This reasonably follows from the previous premise.&lt;br /&gt;
[329] &amp;quot;[[History of the Faendryl]]&amp;quot; has Faendryl demonic summoning beginning before -40,000 Modern Era, based on the Patriarch numbers and the timing leading up to Patriarch 14. This document is treating that as very specific form or style of demonic summoning, involving veil piercing and materially pulling through an entity. In practice it would not make sense for this knowledge to not spill out to some extent over the next 25,000 years from rogue sorcerers. So we have some stuff spilling back to the Faendryl through occultists, and some stuff from the Faendryl spilling over into cultists through criminals and traitors. Cross-pollination of methods. The House Elves likewise needed to already know what demonic summoning is and the nature of the Ur-Daemon for the Faendryl exile to make sense. The scope of Faendryl summoning in the Second Age has to be very restricted, more restricted than implied by the &amp;quot;History of the Faendryl&amp;quot; document. It might also be focused on outer valences, or even just similarly material valences and their entities (as opposed to &amp;quot;infernal realms&amp;quot; as defined in Volume 2 or more dangerous outer realms), which might include extraplanar races or creatures like Ithzir but not necessarily &amp;quot;fiends&amp;quot; like vathors and oculoths.&lt;br /&gt;
[330] This is leveraging off GemStone&#039;s long but ill-defined history of relating the demonic to the origins of undead. It is incoherent to have demonic summoning without corresponding exposure to undeath. It is one of numerous reasons it makes no sense for undead to have not existed in Elanthia before Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
II.D House Faendryl&lt;br /&gt;
&lt;br /&gt;
In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood.[331] But the ancient elves had long since turned from worshipping the Great Spirits.[332] In the Elven dogma or &amp;quot;Matter&amp;quot; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods.[333] The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants.[334] Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness.[335]&lt;br /&gt;
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[331] This was cited already in previous sections. The term Rebuilding for the Arkati dominated period comes from &amp;quot;[[Elanthian Moons]]&amp;quot;.&lt;br /&gt;
[332] This is established in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and Great Spirits in this document is a generic for all powerful spirit deity entities, avoiding the baggage of the word &amp;quot;Arkati&amp;quot; which is tied up in Drake servant legends.&lt;br /&gt;
[333] &amp;quot;[[Elven Dogma and Theology]]&amp;quot; can be read as the Drakes being regarded as dark gods, but the plain reading of that document has the Elves not believing the Arkati were servants of the Drakes at the time it actually happened, instead turning to that idea after the fact to rationalize the Ur-Daemon War. It frames the Arkai as gods who kept the Drakes (or perhaps really dragons if these is a distinction) from harming the Elves. The part about Yadzari and Amas is characterizing that part of the legend as merely a &amp;quot;Matter&amp;quot; foundation myth along the lines of the steward / great chain of being conception postulated earlier.&lt;br /&gt;
[334] It is unclear how early exactly the sylvan hierophant [[History of the Sylvan Elves|memory transfer]] method actually goes back. But the Rebuilding goes all the way up to the founding of the Elven Empire, and it certainly dates at least roughly that far back. But the bestial view of dragons, consistent with the Linsandrych Illistim characterization, is represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[335] This plays off &amp;quot;Draekeche&amp;quot; being the (ancient?) Elven word for &amp;quot;Darkness&amp;quot;, and echoes off the beginning of the document saying the darknesses destroyed each other.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms.[336] It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences.[337] Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.[338]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[336] This is an iconoclastic IC author view. This notion of the Drakes really being higher spirits than the Arkati was floated, for example, by Auchand on Milax&#039;s podcast. The point of this line is dealing with the contradictory way this has been handled. &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; are used interchangeably in &amp;quot;[[History of Elanthia]]&amp;quot;, but other times there&#039;s been a notion of them being different, but there are also draconic lineages (e.g. wyrms) that are certainly much less powerful than Arkati, and so forth. So the IC author is questioning whether ancient Elves may have confused actual dragons with draconic-manifesting or incarnating spirits that were more powerful than the humanoid-manifesting or incarnating spirits, and it might well be that both &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; so defined fought the Ur-Daemon.&lt;br /&gt;
[337] Same point as note 336.&lt;br /&gt;
[338] This is reconciling the polar opposite ways the dragon attitude is treated in documentation. Between say the Linsandrych Illistim quote in &amp;quot;[[History of Elanthia]]&amp;quot; and the pro-Wyvern attitudes by Vaalor elves in the &amp;quot;[[Wyvern]]&amp;quot; documentation, and such things as the &amp;quot;Imperial Drakes&amp;quot; and the religious mythos of Koar possibly being the last Great Drake.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters.[339] From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races.[340] In this way there was a secular movement to wield magic as the Arkati did, rather than borrowing their powers as from master to servant.[341] This was an especially difficult mode of spellcraft known as Arcane magic.[342]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[339.1] This is a fair reading of &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. Similarly, the proof of Arkati mortality in it is unconvincing, because they are spirit beings who may take on incarnations, but a struck down incarnation isn&#039;t the same thing as killing the spirit. The IC author view here is characterizing the view of the Arkati in the Second Age as fitting and justifying the ideology of the Elven Empire, and then later religion takes this elven atheist revisionism more credulously as theology.&lt;br /&gt;
[339.2] This is also reconciling the treatment of parents/siblings relationships in &amp;quot;[[Gods of Elanthia]]&amp;quot;, which is arguably vestigial from I.C.E., with the origin legends related to Drakes where it makes no literal sense. It&#039;s treating this as Elven racial ideologies being read into the Arkati.&lt;br /&gt;
[340] This formula used to be part of Fash&#039;lo&#039;nae&#039;s gods description.&lt;br /&gt;
[341] This is suggesting that the Arkati were providing forms of spiritual magic to the Elves, and that the other forms were learned by the Elves on their own. This is sensible given the nature of the Arkati and the nature of spiritual (especially clerical) magic. The idea that there was a secularizing movement in magic is an embellishment, but basically consistent with how the House Elves were developing.&lt;br /&gt;
[342] This is reviving the I.C.E. concept of Arcane magic from Rolemaster and Shadow World, which is already present but not explained in lore with the mechanical Arcane spell circle, and is historically encoding the notion that initially there was not division into separate spheres of magic. But that there was a natural fissure already present for the elemental and spirit spheres to split apart into separate (and easier) categories of magic. Hybrid magic is closer to Arcane magic. The following section is reconciling the magic theory lore from I.C.E., DragonRealms, and what exists all the way throughout all time points of GemStone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(1) Arcane Power [343]&lt;br /&gt;
&lt;br /&gt;
Arcane magic is the wielding of the raw, undifferentiated forces into magical effects.[344] It is what would later be called &amp;quot;flow magic,&amp;quot; as opposed to the finished spells of &amp;quot;rote magic.&amp;quot;[345] The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects.[346] Esoteric magic is an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions.[347] Wielders of Arcane power are able, in principle, to cast spells of any of the spheres of magic.[348]&lt;br /&gt;
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[343] This section is generally fixing the defects and deficits of the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. It is intentionally trying to keep consistency with I.C.E. (Rolemaster and Shadow World) because those are the conceptual foundation and framework the game was built on, as well as consistency with DragonRealms, because Elanthia is supposed to be &#039;&#039;&#039;the same world setting&#039;&#039;&#039; so it should have &#039;&#039;&#039;approximately consistent cosmology and &amp;quot;magic physics&amp;quot;&#039;&#039;&#039; in both GemStone and DragonRealms (and ideally at all time points for GemStone back to 1989.) DragonRealms has magic theory due to GM posts and so forth, and there&#039;s some magic theory out of I.C.E., so it is a matter of making those consistent with what exists in GemStone mechanically and lore documents and in storyline premises.&lt;br /&gt;
[344] This is partly inspired by the [[Arcane Blast (1700)]] messaging, but also emphasizing the non-specialization into spheres of magic.&lt;br /&gt;
[345.1] These terms are from the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. This section is generalizing the magic theory, so that document is representing a particular set of positions on theory of magic. This document is speaking of broad historiographic and metaphysical categories, so that it leaves the particular schools of thought in actual history to be complicated and messy and open-ended in definition. &lt;br /&gt;
[345.2] The equation of &amp;quot;Arcane magic&amp;quot; and &amp;quot;flow magic&amp;quot; will be made more nuanced later in this section, since the view that separate spheres of magic are metaphysically fundamental would maintain that each sphere has its own flow magic. The IC author is more sympathetic to the view that undifferentiated magic is more fundamental.&lt;br /&gt;
[346.1] This sentence is dense in terminology. &amp;quot;Exoteric&amp;quot; refers to what we normally think of as casting spells in a game mechanics sense. What prior sections were calling occultism or sympathetic magic are &amp;quot;esoteric&amp;quot; magic, but when they are actual magic they are still magic just informal in the way they work. Within the category of &amp;quot;exoteric&amp;quot; there are two primary modes of magical manipulation, &amp;quot;thaumaturgic&amp;quot; spells and &amp;quot;theurgic&amp;quot; spells. This becomes the underlying reason for the split into separate spheres of magic, where the esoteric stuff is the roots of what later was conventionalized as Mentalism. These terms are about magical method, not category of behavior or effect such as a word like &amp;quot;apotropaic&amp;quot; magic which would refer to things like wards against dark magic and protection spells.&lt;br /&gt;
[346.2] &amp;quot;Essence&amp;quot; is the I.C.E. terminology and &amp;quot;mana&amp;quot; is Elanthia terminology, but GemStone still uses &amp;quot;essence&amp;quot; and &amp;quot;flows of essence&amp;quot;, and even the notion of background magical energy. In this document we are using &amp;quot;essence&amp;quot; as a generic for magical energy, including darker or more chaotic forms from infernal demonic realms and other valences and so forth, and restricting the word &amp;quot;mana&amp;quot; to the kinds of essence that are used in our ordinary &amp;quot;pure&amp;quot; magic spell circles. In the basic cosmology model Volume 2 uses, these are found in pure form in higher (but still accessible and partly intersecting) &amp;quot;near planes&amp;quot; like the Elemental planes, and other stuff like balefire and necrotic energy and so forth is essence but not &amp;quot;mana&amp;quot; by that definition.&lt;br /&gt;
[347.1] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies Erithians introduced &amp;quot;Mentalism&amp;quot; as a separate sphere of magic starting in 3,786 Modern Era, and people in Elanthia were not regarding Empaths (for example) as mentalist hybrids up through 5103. So we&#039;re here historicizing things by calling that a convention shift, and that Elanith had its own precursors to what is now called Mentalism through these esoteric traditions. The key to being esoteric magic is manipulation of magical energy and an effect that actually concretely works, whereas other more purely superstitious stuff doesn&#039;t count as occultism and so forth.&lt;br /&gt;
[347.2] Esoteric spells in DragonRealms refers to the highest difficulty level of spell casting. This notion is more or less encoded here in the premise that Arcane is magic on hard mode, and Arcane magic in actual development as rational orthodox magic (i.e. the way House Elves tried to do Arcane as opposed to how Arcane is inherently across all cultures) attempts to be thaumaturgical instead, which creates the roots of the split between elemental and spiritual magic. (The Dhe&#039;nar in contrast are described here as arriving at the elemental-spiritual split for different historical reasons.) Incidentally, trying to do sorcery with esoteric magic in DragonRealms is highly prone to backlash.&lt;br /&gt;
[348] This is the original premise in Rolemaster for the Arcane realm of power, as well as in the Shadow World setting. Equal ability in each realm, but with trade-offs for that flexibility. Similarly, hybrids had more spell list choice flexibility, and the [https://www.play.net/gs4/info/magic-guide.asp Magic Guide] on Play.net still has language originating in Rolemaster Spell Law that wrongly states hybrids in GemStone have access to both Minor and Major spell circles: &#039;&#039;&amp;quot;Major Spell circles are the deepest and most powerful concepts common to each sphere of magic, and may be mastered only by pure &#039;&#039;&#039;or hybrid users&#039;&#039;&#039; from their respective spheres.&amp;quot;&#039;&#039; What we call Major spell circles could be accessed, but with restrictions such as spell level and so forth, meaning the Hybrid and Arcane caster didn&#039;t have access to some of the most powerful single realm Pure spells. (Though they had their own base lists.) This is effectively the same situation in GemStone because of the limitations on [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles.[349] Most with a talent for magic have at least a minor capacity for Arcane.[350] It is mostly a thaumaturgical mode of spellcraft, only able to imitate the effects of purely theurgical magic.[351]&lt;br /&gt;
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[349.1] This is framing why we can&#039;t just train up the Arcane spell circle natively, but are able to use all these spells of other spheres through our magic item use and arcane symbols training. This document is leaning on the DragonRealms concept of magic items effectively acting as the confound instead of depending on what we would call the attunement of the spellcaster.&lt;br /&gt;
[349.2] The discussion of &amp;quot;confounds&amp;quot; further down will explain in an IC way why there is native spell circle limitation for these spellcasting professions. Because our character classes are implicitly using what are more explicitly called confounds in DragonRealms, and essentially attunement to forms of mana, it creates specialization limitations on the ability to manipulate magic in other ways. Similar to what tacitly exists within professions with not being able to max out all the lores (e.g. tradeoff between necromancy and demonology). In Rolemaster there were just hard limitations, but DragonRealms rationalizes it.&lt;br /&gt;
[349.3] Furthermore, in DragonRealms the lack of attunement to particular forms of mana is the natural state for spellcasters, and it must be actively gained. Through tutelage of another spellcaster, guilds and so forth. This means the lack of attunement (except for relatively rare [https://elanthipedia.play.net/Magical_theory spontaneous attunement]) is the natural state of magic, and that specialization is an artifice that historically would have developed later. This would be consistent with Shadow World and would be consistent with GemStone&#039;s arcane blast spell being natively known by full spellcasters of all realms even when they have no spell research training yet. In DragonRealms these mana type attunements involve a physiological relationship of the body. Volume 1 does not go into that. But there is some of that in GemStone in relation of mana to nerves.&lt;br /&gt;
[350] This is playing off all the full magic casting professions having self-knowledge of [[Arcane Blast (1700)]] (which costs no mana to cast, it is effectively just shoving the raw essence at something). In DragonRealms spellcasters are naturally unattuned and usually only become attuned with training in magic traditions. So we are keeping the premise that Arcane is the natural state of magic casting. But historically the Arkati skewed it with teaching magic involving themselves as confounds. Then the Elves we posit do a rationalist/materialist backlash, going back to constructing magic for themselves starting with Arcane, which then leads to the elemental and spiritual split, and eventually mentalism. It becomes academic whether spiritual magic or Arcane magic should be considered historically prior. Technically Arcane is always prior. And related to this document, the animist spiritual magic traditions do not necessarily begin in Arkati, and you can have dark magic traditions out of Arcane roots and not related to Elven orthodox magic, without having come from Arkati. (And after all, Althedeus would teach blood magic to his minion in any give period, and similar demonic powers can go to the warlocks.)&lt;br /&gt;
[351.1] This is setting up the symmetry breaking of being unified magic but splitting up into separate spheres. Arcane magic is tapping the flows of essence, not channeling spells from a deity. It&#039;s replicating the spell effects, but not doing it theurgically. This leads to the split between what in Rolemaster is &amp;quot;essence&amp;quot; and &amp;quot;channeling&amp;quot;, and what by effect is called &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; in the Elanthia setting. Classical sorcery gets defined here later in a way that shows why it is methodically inbetween and therefore &amp;quot;hybrid&amp;quot;. Esotericism could also be considered an informal cousin to thaumaturgy as well, maybe more generally what is left out of the thaumaturgy and theurgy division, with sorcery having natural tendency into it.&lt;br /&gt;
[352.2] This sentence is also slightly misleading. Strictly speaking, Arcane magic is natively esoteric magic, and is classified that way in DragonRealms. Esoteric magic is a modality related here to informal lay magic, and lack of attunement is the natural initial state of magic users, unless they weirdly got attuned without training for some reason (e.g. [[Cyph Kestrel]], [[Brieson Cassle]]). The esotericism is in the lack of rational understanding of the flow magic, and the dark magic traditions are similarly rooted in Arcane. What this sentence is really saying is that the orthodox magic tradition developed thaumaturgically, constructing rote magic or within-spheres-only flow magic, with exoteric spell casting in reaction to theurgical magic, where Arkati taught magic involved attunement toward themselves. This attempt to construct rational magic by tapping the flows of essence themselves becomes thaumaturgy, which is a modality that naturally splits the elemental and spiritual spheres and tries to tame it into rote spell patterns, and as a consequence of that leaves out the esoteric traditions. Likewise, in DragonRealms sorcery is considered esoteric magic, also rooted in irrationalism and emotion, which is a Dungeons &amp;amp; Dragons sorcerer versus wizard kind of distinction. Here we are saying the Faendryl primarily tried to construct sorcery as thaumaturgical, exoteric magic, such as the Mahkra asylum being a &amp;quot;thaumaturgical asylum.&amp;quot; But sorcery very naturally turns to esoteric forms, which is part of why it naturally merges with the black arts traditions (and has some mentalist-seeming aspects), which are approaching sorcerous magic that way from the beginning.&lt;br /&gt;
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While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that dates back to the early Elven Empire.[352] It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which together influenced the merger of sorcery with the black arts.[353] Loosely speaking, there were the &amp;quot;monists&amp;quot; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &amp;quot;dualists&amp;quot; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot;[354] In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens.[355]&lt;br /&gt;
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[352] The motivation for this is realism. It does not make sense that there would not be conflicting magical philosophies, especially on metaphysical and methodological questions. Academic disciplines always have philosophical disputes on their foundations. So this section illustrates how contrary metaphysical views of magic can exist without an empirical difference between them.&lt;br /&gt;
[353] This is the tie-in with the historicism of the document. There is not an empirical difference in the magic, but the philosophies themselves guide development in different directions. Especially relevant for merging foreign traditions. Doing two broad categories leaves the whole thing open-ended in specific historical details.&lt;br /&gt;
[354] This tension is present in the I.C.E./Rolemaster basis of our whole magic system. The Arcane concept was invented later for Rolemaster Companion, and the Shadow World setting adopted it and made it historically prior to hybrid magic which was historically prior to the three single realms. But then you have a conflict over which is the more natural and fundamental state of magical power. Later Shadow World books include a paragraph to the effect of &amp;quot;I don&#039;t know what we were thinking when we came up with hybrid magic, because mixing these completely different things together doesn&#039;t make sense.&amp;quot;&lt;br /&gt;
[355] This is historicizing why there is an Arcane circle, why the spells in it are often spells that could belong to other spell circles, and why there are these spheres of magic in spite of having Arcane magic. This sentence is not including Mentalism, because of the framing that a third coequal sphere of magic is comparatively recent history with the Erithians, and the earlier framing that esoteric magic traditions were informal rather than orthodox magic theory. This section is mostly talking about organized magic in civilization, especially the Elven Empire, but its motivation is for explaining Faendryl magic.&lt;br /&gt;
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It was dangerous to try to wield elemental magic with the powers from spiritual sources.[356] The inanimate world was made of the elements and the animate world was made of the spirit.[357] When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic.[358] This subsumed our various antecedents of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist.[359] The spiritual planes of existence that had been characterized as dream worlds now tend to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; corresponding to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.[360]&lt;br /&gt;
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[356.1] This is inherently sorcerous with corruption and backlash risks in DragonRealms, which categorizes different kinds of sorcery depending on which kinds of mana/magic are being improperly crossed. In GemStone we have some explicit chaotic backlash framing for doing this kind of crossing in the combination of Elemental/Spiritual/Mentalism dispels.&lt;br /&gt;
[356.2] This is helping motivate the split into separate spheres of magic. You cannot use power from deities to cast mage spells, and so on, because bad things will happen. But if you want the bad things to happen, you&#039;re doing forms of sorcery.&lt;br /&gt;
[357] This is an oversimplification, the body is not made of spirit. It&#039;s just characterizing the split in spheres of magic in terms of the metaphysical dualism of materialism and immaterialism, with the Elven Empire having been previously characterized in this document as largely materialist in its metaphysical prejudices. &lt;br /&gt;
[358] The IC author bias is that Mentalism is more of a fashionable convention on the elemental-spiritual interface than an actual coequal sphere of power.&lt;br /&gt;
[359] This precursor framework is necessary for the world setting to make sense. It&#039;s not like there were no empaths before Erithian Mentalism was introduced to Elanith.&lt;br /&gt;
[360] This is an embellishment. It follows on the existence of the Elemental Planes in &amp;quot;[[History of Elementals]]&amp;quot; and the existence of spirit planes such as in &amp;quot;[[Giantkin History]]&amp;quot;. But we have the dream realm of Ronan/Sheru from &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;, and now souls of the dead taking on different forms in [[Naidem]], and so forth. Volume 2 uses a simplistic cosmology of these three pure realm &amp;quot;higher&amp;quot; near planes, the higher planes that can actually be accessed from this world, and &amp;quot;lower&amp;quot; near planes of the &amp;quot;sorcerous elements.&amp;quot; All of which are distinct from &amp;quot;outer valences&amp;quot;, where the &amp;quot;near planes&amp;quot; vs &amp;quot;sorcerous valences&amp;quot; is a distinction Auchand introduced on the valences Wiki page.&lt;br /&gt;
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Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways.[361] Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance of one&#039;s own &amp;quot;aura&amp;quot; or essence personally.[362] One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation.[363] It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos.[364] Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory.[365] These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes.[366]&lt;br /&gt;
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[361.1] &amp;quot;Elemental&amp;quot; and &amp;quot;Spiritual&amp;quot; are De-I.C.E.&#039;d replacements of &amp;quot;Essence&amp;quot; and &amp;quot;Channeling&amp;quot;, which were more causal in their magical meaning, whereas elemental and spiritual are more about the kinds of spell effects most dominant in each. So the past few decades have been increasingly elemental-izing what was from the Rolemaster &amp;quot;Essence&amp;quot; lists, because it was just the Mage Base list that was elemental and not Essence realm in general. This line is getting at cause vs. effect disputes.&lt;br /&gt;
[361.2] In the Arcanist point if view, the effects can be generated without theurgy, if the essence is manipulated in the right way. But then the separatists are just doing theurgy, channeling from the spirit sources. So they end up disagreeing on what is fundamental or even what is historically prior due to the Arkati, and what the nature of magic is when done by deities.&lt;br /&gt;
[362] This is making use of the terms &amp;quot;evoke&amp;quot; and &amp;quot;channel&amp;quot;, which get used for game mechanics, but it&#039;s not really trying to read magic theory into those mechanics. &amp;quot;channel&amp;quot; stems from Rolemaster, and &amp;quot;evoke&amp;quot; is just the word we are using, because it&#039;s generally evocation magic in the Dungeons &amp;amp; Dragons sense. &amp;quot;aura&amp;quot; is post-I.C.E. category for GemStone. Savants do not seem to have defined prime requisites, but following the pattern of other professions it would be Influence. So the &amp;quot;resonance&amp;quot; or internal channeling of aura here is what mechanically would be called Influence. The real point is that Mentalism is an inwardly and largely self focused mode of magical energy manipulation, rather than drawing on outside sources of power.&lt;br /&gt;
[363] This is explaining why given kinds of effects tend to dominate out of these separate forms of underlying causation.&lt;br /&gt;
[364] Orthodox magic theory being rationalist in its metaphysical biases. This statement is partly coming from the view point of physiological limitations with mana / confound attunement, and to what extent this represents fundamental magical reality as opposed to conventions getting hard baked.&lt;br /&gt;
[365] This logically follows from the previous premises.&lt;br /&gt;
[366] Since mana is already suffused through this world, but is also in those other pure planes and those planes bleed through into ours (e.g. &amp;quot;[[History of Elementals]]&amp;quot; document), this question cannot be settled. Which means both views should exist. The [[Alusius]] NPC once claimed elemental magic here is due to the Confluence and that Bre&#039;Naere had different elements than Elanthia.&lt;br /&gt;
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There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws.[367] Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot;[368] Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental.[369] This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns.[370] Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists.[371] They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.[372]&lt;br /&gt;
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[367.1] In the Shadow World setting the essence originated in other dimensions and this world was ordinarily just physical and magic did not work if you got too far away from this planet which was near an interdimensional rift. In DragonRealms magical properties [https://elanthipedia.play.net/Category:Demons are altered] by other planes intersecting and basically changing the magic physics of Elanthia.&lt;br /&gt;
[367.2] So, basically the question is whether magic is will and wish fulfillment, or the intersection of natural laws between planes (and so forth) defines what is magically possible. Invention versus Discovery. This would be philosophically irresolvable much as it cannot be agreed upon in mathematics.&lt;br /&gt;
[368.1] This line is getting at the point in footnote 367.2. The pattern forming from rote spell use interpretation is given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. The carving nature at the joints line instead is based on Plato discussing the reality of ideal forms, and that what works best will happen to correspond to the structure of the true underlying reality. In other words, we&#039;re really discovering rote magic, by finding the things that are easier or even possible to make happen.&lt;br /&gt;
[368.2] The contrary perspective rejecting this view would maintain it is very difficult for mortals to affect the flows of essence so hugely and permanently, much as that view is [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_12:36 rejected] in DragonRealms below godlike power. Though there have been spell pattern release events in GemStone, which could be rationalized in some way, such as metastabilities and spontaneous symmetry breaking and so forth.&lt;br /&gt;
[369.1] This is following the previously framed premise that it is more difficult to make Arcane spells. The pure realms became like separation of variables, restricting equations to single coordinate axes instead of having mixed-term dependencies, and less prone to chaos. If it was a literal sphere, it&#039;d be like only theta angle directions or only phi angles, or only radial changes, changing one variable and holding the other two constant.&lt;br /&gt;
[369.2] Part of this tractability issue is physiological limitations, since the ability to manipulate magic is related to the nervous system of beings of flesh, as evidenced by what happens to nerves when overextended on mana. In principle it would be possible for a physical being [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 to exist] (DragonRealms link) without the same limitations, much as one may embed different varieties of magic into a wand and have the wand used by anyone not of that spell casting realm. The monist view would be that these physiological limits are not cosmologically fundamental.&lt;br /&gt;
[370] This is the view given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document.&lt;br /&gt;
[371.1] In the view of magic as making discoveries, there are easier and harder discoveries. The easier ones are plucked first. And for the Arcanists, the pure realms are about doing magic on easy mode, going for low hanging fruit and simplifying things for wielding more mana/power in spells. &lt;br /&gt;
[371.2] This is restoring the Rolemaster definition of &amp;quot;pures&amp;quot; as referring to single realm of power specialists. In GemStone the terminology has drifted so that hybrids are spoken of as another kind of &amp;quot;pure&amp;quot;, when the terminology should have been &amp;quot;full spellcaster&amp;quot; (pures and hybrids) as opposed to &amp;quot;semi spellcaster.&amp;quot;&lt;br /&gt;
[371.3] This is setting up a duality of being a stronger monist is a weaker specialist, and a stronger specialist is a weaker monist. Crudely, it&#039;d be like someone who casts magic through the use of [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which gets mana expensive and limited in the power and spell level of rote magic it can access. Speaking just in terms of rote spell access. Whereas those specialists have native access all the way up in their base lists, but have no native access to most of the Arcane.&lt;br /&gt;
[372.1] This is making things consistent with what is explicitly true in I.C.E. and DragonRealms, but more implicit in the GemStone implementation. Though DragonRealms treats the Arcane view (what necromancers there do) as really delusional in actuality, but the unified field mana view is a philosophy in that setting. In the I.C.E. Shadow World setting the flexibility of Arcane power is sought after by the mighty, being the way the Lords of Essaence had done magic in antiquity.&lt;br /&gt;
[372.2] This is also subtly setting up a premise that the single realm specializations, and their confounds / attunements and rote magic spells, are short-cuts to power in the sense of raw spell level and mana involved. It is relatively speaking magic on easy mode, similar to the appeal of &amp;quot;black arts&amp;quot; magic as described in Volume 2. This is to help address the nominal paradox players find in &amp;quot;well why should a 35 year old human be as powerful as a 500 year old elf&amp;quot; or &amp;quot;why would elves take so much longer.&amp;quot; That can more generally be addressed with logarithmic curves for NPC population norms, but there would also be this higher standard expectation of not short-cutting the fundamentals and full roundedness. (e.g. similar to a warrior skilled in a weapon class, but the elves would be required to train all the varieties of weapon in that class instead of just the one.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos.[373] Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot;[374] The separatist philosophies became dominant, though mostly out of practicality bias.[375] The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic.[376] These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.[377]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[373] The irony of this is that &amp;quot;carving nature at its joints&amp;quot; can be regarded by the separatists as the monists reading their own limitations into the cosmos. But this is going of &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; talking about spheres of magic having their own forms of flow magic. For monists there is just flow magic and it is inherently Arcane flow magic, and there would be relatively little in the way of rote Arcane magic.&lt;br /&gt;
[374] The sorcerous backlashes are drawing off DragonRealms, to some extent combinations of dispel magics in GemStone, and to some extent magical failures such as when failed enchants resulted in cursed items. Here &amp;quot;clash of incompatible powers&amp;quot; is the separate spheres of magic worldview, while &amp;quot;cutting against the grain&amp;quot; is the monist view of nature is easiest cut at its joints. The very last part is about the distinction between the sorcerous backlash of something like dispel combinations versus an actual sorcerer spell.&lt;br /&gt;
[375] The practicality bias zing is the IC author bias. The three spheres are reasonably natural divisions in this framework. But there would be some truth in development going into directions were gains are easier.&lt;br /&gt;
[376] This is from &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the comparative absence of Arcane spells in the game and the framed premises from this document. &lt;br /&gt;
[377] This contextualized meaning of &amp;quot;spell circle&amp;quot; is an embellishment, but related to the monistic single sphere analogy in footnote 369.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect.[378] In the separatist view, these are the divisions of nature, with metaphysical verisimilitude.[379] For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions.[380] One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits.[381] Mentalism giving proof to the lie.[382]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[378] Realms of power is the Rolemaster terminology. This is just stating explicitly that the spheres of magic in the Elanthia setting are effect / phenomena oriented in what they are called, and then you have metaphysical philosophies disputing whether that is substantively correct or just characteristic phenomena from underlying causes.&lt;br /&gt;
[379] Ironically, nature cut at its joints, at the realm of power level rather than the spell pattern level.&lt;br /&gt;
[380] Somewhat natural because they come from distinct modalities of essence manipulation.&lt;br /&gt;
[381] These are the four divisions of mana in DragonRealms, whereas GemStone presently uses three. There&#039;s some precedent of moon oriented magic in GemStone (e.g. Melgorehn&#039;s Reach, the Red Forest release, Imaera&#039;s shrine release, Lornon&#039;s Eve in &amp;quot;[[Elanthian Moons]]&amp;quot;, etc.), and it would be plausible for ranger/druid animist kind of magic to be considered distinct from mana from deities, so those could split apart elemental and spiritual. Mentalism would actually go with lunar, or possibly lunar and life, because of the plane of probability and so forth in DragonRealms. Moon Mages there are roughly the same thing as Astrologers in Rolemaster, which are Mentalist-Channeling hybrids. Necromancy in DragonRealms are the subsets of sorcery that cross other mana types with life mana. For this document we are more explicitly including in demonic energy forms for &amp;quot;black arts&amp;quot; necromancy, which is seemingly a much more implicit and ill-understood aspect in DragonRealms.&lt;br /&gt;
[382] This is referencing off the introduction of &amp;quot;Mentalism&amp;quot; as a third sphere of magic as a convention reorganization, which &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies should be because of the Erithians, and this document&#039;s framing of esoteric magic precursors now redefined as Mentalism.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hybrid magicks are those forms of spellcraft that fall in between the spheres.[383] In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies.[384] The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power.[385] Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition.[386] Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed.[387] In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power.[388] Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way.[389] In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption.[390]&lt;br /&gt;
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[383] This is true by definition, such as in the [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;], which is carried over from Rolemaster Spell Law.&lt;br /&gt;
[384] This could reasonably characterize empaths and bards after the GemStone IV conversion. In the Rolemaster Spell Law version, it&#039;s seemingly meant to be a combination, and the caster&#039;s warding resistance goes by the single realms. Hybrid casting is such a calculation mess that the Shadow World Master Atlas started recommending having the player pick one realm or the other as the source of their power to just simplify everything. &lt;br /&gt;
[385] This is what &amp;quot;sorcery&amp;quot; means in DragonRealms and the fusion concept exists in GemStone. The premise of hybrid magic being closer to Arcane power, including historically, and that Arcane is the raw primal form of essaence (mana), is established in the Shadow World setting. So in this document we are using this notion of what hybrid means in the context of sorcery.&lt;br /&gt;
[386] DragonRealms defines different kinds of sorcery, with different kinds of corruption, depending on which kinds of mana are being unnaturally combined. This document (especially Volume 2) invokes various terms used in creature and spell messaging as &amp;quot;sorcerous elements&amp;quot; and allows quite a few variations of sorcery to exist. This document is also generalizing beyond the elemental-spiritual dichotomy for sorcery, which refers to what will be defined as &amp;quot;classical sorcery.&amp;quot; Which is what the &amp;quot;much narrower definition&amp;quot; is referencing. The Sorcerer profession definition is straight from Rolemaster Spell Law, and the base list as implemented in GemStone has never matched it, including a lot of stuff that didn&#039;t come from Rolemaster Sorcerer lists.&lt;br /&gt;
[387] This is partly referencing the mangling that has happened to meaning of &amp;quot;pure&amp;quot;, and partly referring to this issue of whether Arcane is the raw primal form of magical energy or if it is just fusionism.&lt;br /&gt;
[388] This view is framed in this document, and also reviving that premise from the Shadow World setting.&lt;br /&gt;
[389.1] The next section will limit the scope of what the word &amp;quot;sorcery&amp;quot; means. It&#039;s not Arcane magic in general. But the next section also yanks some Faendryl focus away from sorcery. The original premise was: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not the same thing as sorcery, it just explains why as a subset, the Faendryl would have been poised to be relatively strong in sorcery. And by that same reasoning, Arcane, so we are pushing for the Faendryl to have pressed for a universality scope to magic and it bent increasingly to sorcery over time. &lt;br /&gt;
[389.2] In DragonRealms sorcery in general, of which necromancy is a subset, is considered [https://elanthipedia.play.net/Post:Thought_crossed_my_mind._-_2/19/2009_-_17:17:54 part of] Arcane magic. There is some language used about sorcery in DragonRealms being emotional, irrational and &amp;quot;esoteric&amp;quot; magic, that is understood by few and that there is significant amounts of use in spite of lack of understanding of what is really happening, which is supposed to be true of what necromancers are doing and how that is likely really ultimately demonic in nature but not being understood. That is similar to the fundamentally alien way Evil spell lists are described in Shadow World. In this document this kind of dark esotericism is represented in the black arts traditions, which is related to Arcane coming from the non-orthodox direction of the practices and cultures in places with dark essences / sorcerous elements like Rhoska-Tor. Faendryl sorcery in its orthodox rationalism is largely fusionist philosophy, but there are also monists believing there is some fundamental unified form of Arcane mana / essence that transcends the differentiation of planes and their magical properties.&lt;br /&gt;
[390] This is the nature of sorcery in DragonRealms. There is similar messaging in GemStone, such as the word &amp;quot;unnatural&amp;quot; in [[Ensorcell (735)]] flares.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations.[391] Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness.[392] Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence.[393] Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms.[394] But it takes Arcanist talent to be so flexible.[395]&lt;br /&gt;
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[391] This is partly based on the Arcane spell circle in GemStone IV, partly based on the Rolemaster Companion and Shadow World Arcane spell lists, and partly based on the description of Arcane magic in DragonRealms.&lt;br /&gt;
[392] This is based on Arcane spell manipulation and engineering in Rolemaster&lt;br /&gt;
[393] This is based on the Shadow World spell lists which are Arcane in nature, such as the Warding list, the Rolemaster Companion Earthnodes list, to some extent the elemental lists in GemStone, and the Arcane magic description in DragonRealms.&lt;br /&gt;
[394] This is partly based on the spells in the Arcane circle in GemStone IV that cast with either Sorcerer or realm specific CS, that were once spells in other spell lists, and it is partly based on the high redundancy of spells in Rolemaster across spell lists.&lt;br /&gt;
[395] This is the Shadow World concept of Arcane power talent, to some extent justified in GemStone IV by spells like [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], and to some extent the Rolemaster Companion nature of Arcane magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Arcanist pays a price for this fluidity.[396] The more specialist wielders of magic make use of confounds.[397] These are external forces for leveraging the power of magical effects.[398] Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic.[399] Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms.[400] However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling.[401] This is from their lack of reliance on confounds.[402]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[396] In Rolemaster the Arcanist spell casters have the same kind of trade-offs that Hybrids, just with all three realms of power (essence, channeling, mentalism) instead of just two realms for hybrids. There are also many blends of Arcane mana in DragonRealms, it&#039;s just that there it&#039;s [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:46:58 only] the Necromancer variety that is being dealt with, and spellcasters in DragonRealms naturally begin as unattuned. They attune because of guilds / traditions that use confounds to augment magical effects.&lt;br /&gt;
[397] This is pulling in the concept which is used explicitly (though not in its [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_11:39_AM fullest nuance] mechanically) in DragonRealms. This document uses the position that confounds exist in GemStone&#039;s Elanthian magic as well, it&#039;s just swept under the rug and implicit compared to the game mechanical ways they are used in DragonRealms. GemStone has the analogous concepts and attunements. Making use of the confound concept helps us explain how stuff like &amp;quot;blood magic&amp;quot; is different from just, say, using troll blood as an alchemy ingredient. The Arcane mana usage in DragonRealms that is not necromancy does have this confound absence property.&lt;br /&gt;
[398] This is the definition of the word. Its being a &amp;quot;confounding&amp;quot; element in the spell casting for augmenting the spell power is why it is called a confound.&lt;br /&gt;
[399] This is implicitly present in the profession classes of magic users in GemStone, and then in some cases further narrowed, such as elemental attunement. The trade offs between &amp;quot;lore&amp;quot; training should also be interpreted this way, lore skills should be treated as differential potencies or attunements to the class confounds. Similarly, &amp;quot;convert&amp;quot; status for clerical and paladin magic should be interpreted as a mana source, as well as the class confound being narrowed to a single deity. This would be specific to the way those classes do their magic, and not about worship. (i.e. It would make no magical sense for a Cleric to have polytheistic conversion, just because that is not how Cleric magic works. That dates back Rolemaster and Shadow World.)&lt;br /&gt;
[400.1] This is a limitation built into Rolemaster spell research training, and the language from Rolemaster Spell Law on this for hybrids is still present in the Play.net &amp;quot;Magic Guide&amp;quot;. Hybrids such as a Sorcerer in Rolemaster have the flexibility of choosing Open and Closed spell lists (what we call Minor and Major circles) from two realms instead of only one, but Hybrids are restricted in how high in spell level they can learn from the Closed (Major) lists. Their Base lists go as high as a pure base list, and could have redundant spells with pure base lists, but it&#039;d be from an assortment of other classes and so not as thorough and often not as high in any given kind of spell effect as the pures (limited number of spell slots and a wider variety of kinds of spell with multiple power level versions of the same spell) which are more focused in that kind of spell to the exclusion of other kinds of spells. The [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;] still says hybrids can learn Major lists, but this has never been mechanically true in GemStone. &lt;br /&gt;
[400.2] More informally, this &amp;quot;difficulty with the more powerful spells&amp;quot; is encoded into [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which only gives access to common scroll system spells. Magical items such as scrolls get around the confound issue, which is about the physiological limitations and attunement of the caster. In principle there are &amp;quot;spell patterns&amp;quot; not neatly in the spheres of magic that might only be workable off scrolls, not being patterns that can be permanently remembered (i.e. spell self-knowledge) by our mechanical magic classes, much as we cannot with rote spells of other spheres without the aid of an object. But examples of such non-learnable spells are the magic item spells in our treasure system not accessible by 1750.&lt;br /&gt;
[401] This is largely based on the defensive spells in GemStone&#039;s Arcane spell circle, such as [[Arcane Decoy (1701)]] and [[Arcane Barrier (1720)]].&lt;br /&gt;
[402] This is an embellishment but a sensible reason for it within this magic theoretic framework. Sorcery and necromancy are considered (hybrid) [https://elanthipedia.play.net/Sorcery subsets] of Arcane in DragonRealms and do have confounds. But what we are going for here is the notion that introducing confounds when doing Arcane is how you end up with splitting into narrower specializations and ultimately leading to non-fusionist &amp;quot;pure&amp;quot; magic. Monism vs. separatism in the history of sorcery would be about confounds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood.[403] Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter.[404] Witchcraft, blood magic, and black shamanism use mediating substances.[405] Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers.[406] Thus this trade off exists in fluidity with dark magic.[407] Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization.[408] However, it has that natural tendency, for much the same reasons as sorcery.[409]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[403] All of the confound examples in these three sentences come from [https://elanthipedia.play.net/Magical_theory#Confounds the confounds] for character classes in DragonRealms.&lt;br /&gt;
[404.1] This is based on the Rolemaster definition for the Sorcerer class, which is still the language used for the Sorcerer profession on the Play.net website. Sorcerer base lists in Rolemaster fit this definition much better and more literally than the GemStone implementation of Sorcerers, which has since reoriented to necromancy and demonology, which for the most part are not Sorcerer magic in Rolemaster. (Though professions like necromancer and witch and so forth in Rolemaster Companion are treated as Sorcerers for training purposes, and sorcerers are often included when talking about evil magic stuff.) In Shadow World the Sorcerer class is not &amp;quot;evil&amp;quot; for system purposes, because it is the &amp;quot;Evil&amp;quot; professions that use dark essences / the power of Unlife. However, Shadow World also treats the Evil &amp;quot;pure&amp;quot; professions as hybrids, so they&#039;re effectively &amp;quot;dark sorcerers&amp;quot; which is the terminology distinction used in this document versus Rolemaster style &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[404.2] DragonRealms also talks about a [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 &amp;quot;sorcerous focus&amp;quot;] as a mediating device between two incompatible forms of mana, allowing the efficient manipulation of the other form of mana by proxy. This is a rationalizing approach evading &amp;quot;the emotional terror of pure sorcery&amp;quot; and tunes narrowly into specified realms. So &amp;quot;classical sorcery&amp;quot; with its constitutive matter confound, as described here in this document, is about the Faendryl doing a rationalized orthodox magic approach to sorcery in the Second Age.&lt;br /&gt;
[405] This is based on things that have happened with NPCs in storylines, especially Raznel and Quinshon, and to some extent Grishom Stone and Elithain Cross. &amp;quot;Witch&amp;quot; in this document is a convention for the black magic users, not the &amp;quot;good witches&amp;quot;, and this mediating substance / confound point is part of how we are defining the word for this document. The mediating substances such as blood and vermin like maggots, worm, and scarabs, and sorcerously debasing the mediating substances.&lt;br /&gt;
[406] The &amp;quot;thanatology&amp;quot; confound for necromancers comes from DragonRealms. The first part of the sentence about life forces is based on GemStone&#039;s Sorcerer abilities such as Sacrifice and its in-game explanation. The last part about &amp;quot;sorcerous elements&amp;quot; involves the Sorcerer profession use of [[Balefire (713)]], which is defined as a sorcerous element in Volume 2, and the demonology lore skill. Attunement to demonic powers is invoking the Dungeons &amp;amp; Dragons warlock kind of class archetype. This is specifying &amp;quot;dark sorcery&amp;quot; because we are using &amp;quot;classical sorcery&amp;quot; to refer to the Rolemaster kind of spells which mostly do not have anything to do with demons or the undead and are about the immediate destruction of specific forms of matter.&lt;br /&gt;
[407] This is meant to establish that magical manipulation with these other energies follows the same modalities and physical limitations as the rest of magic. But in Volume 2 it is argued that &amp;quot;dark essence&amp;quot; magic is basically easier flow magic for creating malevolent / bad effects and so effectively provides a short-cut to power for malicious uses.&lt;br /&gt;
[408] This is partly based on Rolemaster&#039;s Arcane spells, and partly based on how [https://elanthipedia.play.net/Category:Arcane_magic Arcane magic] is [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:52:11 described] in DragonRealms. For example, a [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 saved post] by Armifer on the subject, from 2010. This post also builds in its natural strong tendency leading toward sorcery. Similar logic in it also informs what this document says about teratology and cryptozoology. Likewise, in the I.C.E. Shadow World setting, the Lords of Essaence (ruled at the end by Empress Kadaena) were largely responsible for mutating and creating the race/monster varieties, and they were generally Arcane spell casters. Later Rolemaster books also have monster races (e.g. orcs) being created by demon magi (Rhodintor).&lt;br /&gt;
[409] This document talks about the reasons for sorcery having corruptive tendencies, and why it is prone to destruction, which is explicitly true in DragonRealms. Arcane magic is not inherently prone to destruction, but as we&#039;ve defined it, it&#039;s harder to manipulate without failures and so forth. And this is tacitly acknowledging the corruption of the Lords of Essaence, and the framing that sorcerous magic comes out of Arcane magic historically because the destructive effects of handling mana this way are easier to accomplish. This section is setting up the rationale for why Faendryl universalism with magic gave way to increasingly sorcerous magic, and then the nature of sorcery will show why sorcery was inclined and able to merge with some of the black arts, becoming &amp;quot;dark sorcery&amp;quot; and a darker more corruptive form of magic. (Mostly in later time periods, but a rogue sorcerer in the Second Age going out to live with the wasteland warlocks would probably be doing &amp;quot;dark sorcery&amp;quot;.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(2) Sorcery&lt;br /&gt;
&lt;br /&gt;
In the early years of the Elven Empire, the black arts were deemed religious magic and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were not sorcery.[410] Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined.[411] It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter.[412] That is, it was an effect without mediation, assaulting the matter itself.[413] This involved channeling toward a target and turning its own essence against it.[414] The destruction is specific to the essence of the exact form being targeted.[415] There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.[416]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[410.1] This was already framed more or less by the previous sections. This is using the Rolemaster Spell Law type of sorcery, which is still the Sorcerer [https://www.play.net/gs4/info/professions/sorcerers.asp definition] on the Play.net website, to define what &amp;quot;sorcery&amp;quot; would have meant in the early Elven Empire before Faendryl summoning. It would not have included demonic summoning and undeath in that period, unless someone were [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 loosely using] (DragonRealms link on this same ordinary use of language issue) the word &amp;quot;sorcery&amp;quot; as equivalent for these black arts. We&#039;ve set up the &amp;quot;black arts&amp;quot; as arising out of the debasement of spiritual magic with dark energy sources, and the sort of thing demon worshippers were doing. It uses the term &amp;quot;theurgical conjuration&amp;quot; for that kind of demon summoning, which would be like the demons of [[Cloak of Shadows (712)]] and [[Torment (718)]] rather than the demons of [[Minor Summoning (725)]] which are pulled materially through a rift. The &amp;quot;highly forbidden&amp;quot; is making sense of the condemnation in the Faendryl exile dating back to &amp;quot;[[History of Elanthia]]&amp;quot;. &lt;br /&gt;
[410.2] In Rolemaster the demonic summoning is more of an Evil Mage type of magic and necromancy in the sense of creating undead is Evil Cleric magic. (Though Rolemaster Companions may have demon summoning classes that are essence-channeling hybrid and these get effectively treated as Sorcerers.) These classes (along with many others) were not implemented in GemStone. Various spells from the Evil spell professions were incorporated into the Sorcerer profession, so the Sorcerer profession in GemStone has never matched its class definition, which came from Rolemaster. Because only some of the Sorcerer spells in GemStone are actually Rolemaster Sorcerer spells. Others are from Evil lists. Manny&#039;s guide from the I.C.E. Age argued for this reason Sorcerers in GemStone are evil.&lt;br /&gt;
[411] This is explicitly historicizing the word. It doesn&#039;t make sense for Faendryl to be doing &amp;quot;sorcery&amp;quot; but for sorcery to be defined in terms of necromancy and demonology that early. This is easy to make sense of by looking at earlier versions of the Sorcerer profession in GemStone and in Rolemaster.&lt;br /&gt;
[412] This is the Sorcerer class definition from Rolemaster and on the Play.net website. It refers to spells like [[Mana Disruption (702)]] and [[Limb Disruption (708)]] and [[Pain (711)]]. This document&#039;s modern definition of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; as generalizations of the animate and inanimate matter distinction to generalize beyond elemental-spiritual duality to analogs of that with sorcerous elements is meant to reconcile all this.&lt;br /&gt;
[413] Rolemaster Sorcerer spells were all clearly of this nature, it&#039;s not like throwing a ball of fire at something. Limb disruption only works on limbs. Etc.&lt;br /&gt;
[414] This is illustrating a &amp;quot;hybrid&amp;quot; modality of spellcasting, compared to what was described in the prior section about &amp;quot;channeling.&amp;quot; This is reiterating the prior section&#039;s description of classical sorcery using the constitutive matter of the target as its confound, which reconciles the Rolemaster and DragonRealms concepts of sorcery. This description explains how [[Dark Catalyst (719)]] (targeting mana), for example, is very much a sorcerer spell and not a wizard spell. Due to the way it works.&lt;br /&gt;
[415] Limb disruption only works on limbs. Dark Catalyst does not work on something without mana. Etc. One subtlety about this specificity of ideal forms is that it is a backdoor into sorcery for occultism, which here we are leaning into its real-world ties to Neoplatonism. Since we treat this occultism as part of Elanith&#039;s precursors to mentalism, this is in a subtle way speaking to the seeming overlap of sorcery with destructive mentalism, and explaining why that is the case. As such the next line is actually a logical continuation of this line.&lt;br /&gt;
[416] One third of the Rolemaster Sorcerer spells were &amp;quot;mind&amp;quot; type attacks, with redundancy in mentalist spell lists. This is related to Rolemaster&#039;s categories being cause oriented rather than effect oriented. You could have a Channeling profession in Rolemaster that is all elemental effect spells by using elemental spirits. So, this is explaining the mind effects of sorcery in GemStone, though Dev has been gradually de-mentalizing sorcery for a couple of decades. By our definitions, when the target is the brain or mind, you get a mind type effect. And since mentalism is defined as the self-manipulation of essences, sorcerers manipulating the essence of the target has a natural similarity to mentalism, but only in destructive ways. This logic combined with sorcery being relatively closely related to Arcane power explains the semblance of mentalism in classical sorcery. Dark sorcery does things in a different way. (e.g. nightmare is a curse, mind jolt is exposure to another valence)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power.[417] In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot;[418] The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis.[419] These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power.[420] The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic.[421] There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.[422]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[417] This is the definition of how sorcery works in DragonRealms. This rationale is not present in the I.C.E. materials. The separatists would also reject the unified mana perspective as it is rejected by [https://elanthipedia.play.net/Sorcery &amp;quot;mana spectrum&amp;quot;] theorists in DragonRealms, that so-called &amp;quot;Arcane mana&amp;quot; is really an unnatural aggregate of distinct forms of mana. Monists would be like DragonRealms &amp;quot;mana field&amp;quot; theorists.&lt;br /&gt;
[418] This implicitly follows from the premise of the previous sentence. Monists are just interpreting it differently. But this sentence helps frame why there is a natural tendency toward sorcery without it being driven by cultural malice. The Faendryl disproportionately develop sorcery out of practicality bias, much as humans later do with single realm specialization magic (and their anti-sorcery biases.) It is faster paths to wielding higher power or crafting spells of higher power.&lt;br /&gt;
[419] This is the Rolemaster lore for essence and sorcery, combined with the metaphysical language from DragonRealms.&lt;br /&gt;
[420.1] This is giving better meaning to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not saying Faendryl focused on sorcery. People assumed that initially because of the demonic summoning and implosion at Maelshyve, and the sorcerer profession being elemental-spiritual hybrid. But we are establishing why sorcery fell out of this approach over the long run. &lt;br /&gt;
[420.2] More specifically, the separatist approach leads to a lot of different kinds of sorcery by combining different forms of essence, while the universalist approach helps bring in and incorporate the black arts in the Faendryl exile period. It converges on the same thing.&lt;br /&gt;
[421] Other Houses have had and still have sorcerers. There has to be differentiation between more and less acceptable sorcery. There is nothing all the objectionable about [[Mana Disruption (702)]], for example, unless someone was especially aggrieving at the chaotic disruption of mana and the corruptive pollution that might cause long run. Classical sorcery has been here defined in an inherently destructive way in its meaning. It does not include the malevolent stuff in the black arts.&lt;br /&gt;
[422] This is analogous to the notion that any tool can be used as a weapon, but things that are designed to be used as weapons can have much more limited range of non-weapon uses. Limb disruption is really only useful for breaking or exploding limbs. It can only be practiced by blasting limbs with it. Its reason for existence is to smash the limbs of its targets. This is all sensible as war magic, and so forth, but it is not the high minded &amp;quot;research&amp;quot; that Faendryl are framed as doing. Though some of this, such as Phase, would plausibly come out of trying to research the essence foundations of matter, and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together.[423] This is rooted in the nature of corruption.[424] While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly.[425] Similarly, when dark forces are brought in from what are now called the sorcerous valences, they must be used or even fused with the forces of this world.[426] In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects.[427] Sorcery is especially cruel when inflicted on the living.[428]&lt;br /&gt;
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[423] This paragraph is about to explain that dark essences have to be used in an inherently sorcerous / hybrid way because of their unnaturalness in this plane, which is reviving the Shadow World treatment of the Evil &amp;quot;pure&amp;quot; spell classes as hybrids. The historical forces mentioned here are the population migrations described earlier and later the Faendryl exile. Etc.&lt;br /&gt;
[424] Corruption is defined more thoroughly in Volume 2.&lt;br /&gt;
[425] This is partly referring to failed Wizard enchants cursing the items, partly to stuff like [[History of Reim|Kingdom of Reim]] being cursed into undeath because of sorcerous backlash from its magic users of different kinds trying to stream mana together, partly how this document defines the word &amp;quot;curse&amp;quot;. Rolemaster sorcery also had &amp;quot;black channels&amp;quot; curse spells. Sorcery as disrupting the essence foundation of matter directly plays into the definitions of &amp;quot;curse&amp;quot; and &amp;quot;corruption&amp;quot; in this document.&lt;br /&gt;
[426] This is the concept in footnote 423.&lt;br /&gt;
[427.1] This logically follows from all the preceding premises, and helps explain how the Faendryl transition into using darker forms of their own magic, then being in Rhoska-Tor where there is a lot of &amp;quot;dark essence&amp;quot; per &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This sentence is also playing off the high redundancy between the Rolemaster Sorcerer base lists and the Evil pure lists, while in the Shadow World setting only the Evil lists were evil for system purposes because of the kind of energy it was using. The difference here is that we are also including the DragonRealms notion of ordinary sorcerous magic being corruptive. It treats stuff like necromancy and the undead as ultimately demonic in origin, but that it is happening in a way that is largely beyond the capacity of the necromancer/sorcerer to understand. That in turn is similar to alien nature of Evil spells in Shadow World, which are an entirely separate source of power for spell users, and cannot be used without corrupting the caster.&lt;br /&gt;
[427.2] The ability to do the same kinds of sorcerous spell effects in the different ways, with ordinary mana and dark essences such as &amp;quot;anti-mana&amp;quot;, also works the other way. It helps explain why [[Vvrael warlock]]s and [[Vvrael witch|witches]] cast seemingly ordinary spells. Volume 2 defines &amp;quot;anti-mana&amp;quot; as the purest most corruptive extreme of what this document calls &amp;quot;the sorcerous element of darkness.&amp;quot;&lt;br /&gt;
[428] This is due to the inherent nature of what classical sorcery is and does to targets. But this is framing how a sorcerer could exist who doesn&#039;t use any of the animate matter targetting spells.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra.[429] While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, plaguing the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities.[430] They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds.[431] The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities.[432] When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world.[433]&lt;br /&gt;
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[429] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The Patriarch numbers combined with the timing for Patriachs 1 through 13 require this to have happened before roughly -40,000 Modern Era, which is roughly twenty thousand years before Despana and twenty-five thousand years before the Faendryl were exiled for demon summoning. The phrase &amp;quot;new magic&amp;quot; in &amp;quot;History of Elanthia&amp;quot; for demonic summoning was a lie, and &amp;quot;History of the Faendryl&amp;quot; requires it to be a lie. (Elizhabet Mahkra is an obvious anagram of Elizabeth Arkham, the insane asylum from Batman. Arkham itself in turn comes from Lovecraft.)&lt;br /&gt;
[430] The Elves would have known about the Ur-Daemon and demons long before they understood anything of cosmology. This is also based on &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Now believed to be extra-dimensional intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately 100,000 years ago.&amp;quot;&#039;&#039;&lt;br /&gt;
[431] This is just consistency with existing world setting premises and phenomena. It does not make sense for demons to have not been &amp;quot;naturally&amp;quot; / accidentally present in the world, so the Elves would have always known what &amp;quot;demons&amp;quot; were, it was not some new and out of no where revelation at the Battle of Maelshyve. This is talking about full manifestations or incarnations, demons fully materially in this world, directly analogous to being summoned in the Faendryl manner. What this document describes as theurgical conjuration is either calling upon or hijacking these already present demons, or summoning immaterial demons through weaknesses in the veil, meaning thinness rather than holes. This notion of thinner veils in some places has multiple established precedents, including Sorcerer Guild summoning chambers and the Sorcerer sense verb. This is also partly why this document talks about the distinction of demons from other wicked spirits being a convention.&lt;br /&gt;
[432] &amp;quot;Otherworlds&amp;quot; is a term used in the Sylvan documentation, and in the real-world is also part of fey mythology. &amp;quot;Essence barriers&amp;quot; is from the Shadow World setting terminology, and refers to things like the energy force barriers in the Order of Voln or misdirection wardings. Referring to the veils between planes as &amp;quot;essence barriers&amp;quot; is essentially correct, but the use of that terminology for it is a reasonable embellishment. That is effectively what the veil or &amp;quot;fabric of reality&amp;quot; is.&lt;br /&gt;
[433] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The term &amp;quot;pierce the veil&amp;quot; stems at least as far back as Arthurian legend, and was used in the Vvrael quest, but the term &amp;quot;penetrating the veil&amp;quot; was used earlier in &amp;quot;[[History of Elanthia]]&amp;quot;. This concept of &amp;quot;turn the essence of the veil against itself&amp;quot; is contextualizing it with the definition of classical sorcery given in this document and thereby explains how and why Faendryl demonic summoning is different from what the &amp;quot;black arts&amp;quot; were doing. The last part about her mind shattering is both from &amp;quot;History of the Faendryl&amp;quot; and the current messaging on [[Mind Jolt (706)]]. &lt;br /&gt;
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In this way it would become possible to summon beings not of the &amp;quot;near planes,&amp;quot; such as the elementals or spirit servants, but highly alien or malevolent beings from the &amp;quot;outer&amp;quot; dimensions.[434] This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them.[435] While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history.[436]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[434.1] This is partly based on in-game messaging and the &amp;quot;[[History of Elementals]]&amp;quot; document. Volume 2 of this document uses &amp;quot;near planes&amp;quot; as part of a basic higher and lower planes cosmology for this existence, as opposed to the outer/sorcerous valences, which is partly based on the Shadow World cosmology and partly Auchand&#039;s update to the valence Wiki page. Basically, the notion here is Lornon gods like to slum it in the lower &amp;quot;infernal&amp;quot; planes, and the &amp;quot;black arts&amp;quot; practitioners were largely dealing in infernal realm demons or things left over from the Ur-Daemon War. To the extent the Dhe&#039;nar did demonic summoning, it would have been more along these lines. It is the Faendryl who start messing with outer dimensions stuff, but not really infernal realms stuff in the Second Age.&lt;br /&gt;
[434.2] Volume 2 also posits parallel material valences (as distinct form parallel material worlds of this existence which are other Elanthia versions) to describe comparatively habitable valences with extraplanar creatures (and races) that could plausibly be regarded in cryptozoology terms rather than &amp;quot;fiends.&amp;quot; These could often be alien but not particularly chaotic or malevolent, and the subject of cataloguing for the Enchiridion Valentia. This is making some structural bias for Faendryl mapping out too dangerous things to be avoided, and the sorts of comparatively innocuous things that let them downplay &amp;quot;demonic&amp;quot; summoning. Aside from their major summoning war magic and for training Palestra and Armata, the highly corruptive and malevolent &amp;quot;fiends&amp;quot; would be more the province of the black arts or apotropaic countermeasures studies by mainstream Faendryl.&lt;br /&gt;
[435] This environmental corruption by demons and forces/entities of darkness is a very long standing premise. It is explicitly present, for example, in &amp;quot;[[History of the Faendryl]]&amp;quot;. The dangerousness of this kind of magic is framed in &amp;quot;[[Gods of Elanthia]]&amp;quot; with Marlu, and was a large part of the I.C.E. premise for the dangerousness of Fash&#039;lo&#039;nae followers. The &amp;quot;taboo&amp;quot; is keeping consistency with the Faendryl exile.&lt;br /&gt;
[436.1] This framing is necessary for recontextualizing stuff in &amp;quot;[[History of the Faendryl]]&amp;quot; that does not make sense in combination with the rest of the documentation on these issues. Its timeline in particular for the Undead War to Ashrim War is deeply inconsistent with the rest of the history documentation and needs to be treated as some form of revisionism or redaction.&lt;br /&gt;
[436.2] &amp;quot;[[History of the Faendryl]]&amp;quot; has Palestra existing to handle Faendryl demonic summoning 10ish Patriarchs before Despana. The Palestra academies were not founded until after the Ashrim War in the later &amp;quot;Path to Palestra&amp;quot; document. The Palestra reasonably had to have been quite different in purpose and function in the Second Age, so this document is doing that retcon to make sense of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by dark cults in the Southron Wastes.[437] The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets.[438] The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales.[439] These academies were not founded until after the Sea Elf War.[440] In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered.[441] It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution.[442] To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it was not controversial.[443] It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.[444]&lt;br /&gt;
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[437] This premise of wasteland demon worshippers doing this is an extrapolation and embellishment created in this document. The accidental release of demons is something that should exist naturally in the world setting logic. So emphasizing these directions helps establish how the Palestra could exist in the capital of the Elven Empire when the other Houses were not supposed to know the Faendryl were doing a bunch of demon summoning stuff.&lt;br /&gt;
[438] The commonality of minor demons is shown in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and demonic summoning is portrayed as presently common in &amp;quot;[[History of the Faendryl]]&amp;quot;. This framing is reconciling the factual grains of truth in &amp;quot;History of the Faendryl&amp;quot; with the reaction to the Battle of Maelshyve and Faendryl exile. In &amp;quot;[[&lt;br /&gt;
Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; all summoners under Patriarch XX Eidiol Jivanatha Faendryl had to schedule summoning and inter-valence travel attempts at the Basilica in advance for the first several hundred years. It then talks about this scheduling rule being ditched to allow more freedom, but that brings us back into the problem of widespread and free practices, so we have to treat that as revisionist history as well in terms of emphases, with the important thing being capital crime to not report summoning discoveries.&lt;br /&gt;
[439] There is a tension between earlier Faendryl documentation and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; on the Basilica versus the Clerisy when it comes to the Enchiridion Valentia. The Palestra academies are defined in &amp;quot;[[Path to Palestra]]&amp;quot;. This line is implying it&#039;s much more large scale and public than it was originally.&lt;br /&gt;
[440] This is established in the &amp;quot;[[Path to Palestra]]&amp;quot; document. It becomes unclear what &amp;quot;graduates&amp;quot; and instructors for Palestra could mean for the time of Ondreian Shamsiel Patriarch 17, or how &amp;quot;magicians could come and hire them directly from the Palestra for a small fee&amp;quot; when this is supposed to be secret forbidden magic. &amp;quot;[[History of the Faendryl]]&amp;quot; probably has to be interpreted as some revisionist propaganda over-reading present day practices into past precursors to exaggerate precedents.&lt;br /&gt;
[441] This explains the role of the Basilica, and how and why this was being done in the Second Age, in a much more restricted fashion. The Basilica makes it more of a state secret and regulation kind of thing. Palestra might be hired by the Basilican sorcerers in this context, but it would have been a much more internal thing than &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound. While the Basilica plainly exists back into the Second Age, the other Pentact divisions are much more dubious, and should probably be given some historical evolution rather than being dragged all the way back to the founding of House Faendryl.&lt;br /&gt;
[442] The severe punishments for violating summoning laws is part of the &amp;quot;[[History of the Faendryl]]&amp;quot; documentation and the &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; documentation.&lt;br /&gt;
[443] This is an embellishment but not wildly implausible, and gives a sensible Second Age seed for how the Faendryl started more innocuously on this path, and got worse with it later. &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound like they were openly all in on it from the beginning, which would maximize the view of the Faendryl exile as pure cynicism by other jealous Houses.&lt;br /&gt;
[444] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; establishes that the Vishmiir &#039;&#039;&amp;quot;had plagued the world prior during the Elven Empire&amp;quot;&#039;&#039;, which is wording and terminology that requires it to have happened during the Second Age. This document&#039;s framing would allow extraplanar threats like that to have been a lot less common back then due to the Eye of the Drake.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks.[445] The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms.[446] For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void.[447]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[445] This is leveraging off the prior definition of &amp;quot;piercing the veil&amp;quot; in terms of Faendryl sorcery, as well as the Illistim stated risks regarding the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;. This is also glancingly recognizing that other kinds of portals (e.g. elemental) are usually not stigmatized, even though they can have high destructive potential. The [[Solhaven Cataclysm]] in 5109 would be one example, [[The Amber Flame]] of House Illistim almost burning down the city is another. Similarly &amp;quot;[[History of Elementals]]&amp;quot; implies the dangers of elemental plane bleedthrough with veil weaknesses. Volume 2 addresses this double standard on portals and summoning elementals, and why demons and sorcerous veil piercing are regarded as worse.&lt;br /&gt;
[446] Demons still come through the unhealed tear in reality at Maelshyve, per &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Corruptive radiation from it is cited in &amp;quot;[[History of the Faendryl]]&amp;quot;. This is also playing off the Illistim complaint about the Ur-Daemon risk due to the Maelshyve implosion in &amp;quot;[[History of Elanthia]]&amp;quot;. Related to note 445, essences from the elemental and spiritual planes could rightly be conceived as magical corruption, but this is regarded as innocuous or possibly even good by biased magic practitioners, where those forms of mana are regarded as natural to this reality.&lt;br /&gt;
[447] This is based on the difference between what [Implosion (720)]] does in GemStone and what it does in the Rolemaster Sorcerer Air Destruction list, which would be the more conventional &amp;quot;classical sorcery&amp;quot; method. The &amp;quot;interplanar void&amp;quot; is something that is defined in DragonRealms. There is vague stuff in documentation about the currents of planar motions, such as &amp;quot;[[History of Elementals]]&amp;quot; and &amp;quot;[[Griffin Sword War]]&amp;quot;. DragonRealms talks about planar intersections changing magical properties, and we&#039;ve seen planar bleedthrough like that in storylines such as &amp;quot;[[Return to Sunder]]&amp;quot;, and &amp;quot;[[History of Elementals]]&amp;quot; defines elemental nexus sties in terms of plane intersections. Which in turn we see with the [[Elemental Confluence]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those fiends of darkness which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead.[448] Indeed. There are kinds of demons which can hardly be distinguished from undead.[449] Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts.[450] The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.[451]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[448.1] There has been a push and pull for years on how &amp;quot;evil&amp;quot; demons are inherently. They are described as having an &amp;quot;intense hatred of life&amp;quot; in &amp;quot;[[History of Elementals]]&amp;quot;, which distinguishes elementals from demons, and that document pre-dates the [[The Enchiridion Valentia|Common language]] Enchiridion Valentia and spell [[Minor Summoning (725)]]. The minor demons in the Common language abridgement of the Enchiridion Valentia should be treated as a Faendryl propaganda move by Patriarch Korvath in 5103. Which makes sense in the context of that storyline. The combat demons Voraviel constructed ([[vathor]], [[oculoth]], [[necleriine]]) should be much more in line with what everyone means when they refer to &amp;quot;demons&amp;quot;, which he said in a [https://gswiki.play.net/Lesser_demon/saved_posts saved post]: &#039;&#039;&amp;quot;Something that&#039;d justify the nearly worldwide anathema towards demon summoning.&amp;quot;&#039;&#039; Incidentally, the demons in spells [[Cloak of Shadows (712)]] and [[Torment (718)]] do not set off town justice mechanics.&lt;br /&gt;
[448.2] Volume 2 of this document gets into the difference between &amp;quot;fiends&amp;quot; and merely extraplanar species. The basic cosmology it uses allows all &amp;quot;infernal&amp;quot; demons to be inherently evil, while some outer planes entities are merely alien but possibly destructively insane or dangerous, which is roughly consistent with the Shadow World cosmology and demons. (Volume 2 also stipulates that such outer entities most usually will need to manifest out of the darker and more chaotic &amp;quot;sorcerous elements&amp;quot;, their intrinsic alienation to this existence naturally tending toward cursed matter.) Mechanically, elementals and Ithzir and astrals like ki-lin and so on are &amp;quot;extraplanar&amp;quot;, but not mechanically &amp;quot;demons.&amp;quot; So the view some people pushed for with &amp;quot;extraplanar = demons&amp;quot; is long defunct in practice. But the Enchiridion lore makes it sound that way, so here we call that Faendryl propaganda. As pointed out in footnote 434, there may be a Faendryl bias toward studying and summoning &amp;quot;valence creatures&amp;quot; that are low in corruption, especially for minor summoning, while fiends and eldritch horrors are war magic or countermeasure studies (such as Aralyte the Palestra Blade studying how to vanquish the primordial Althedeus.)&lt;br /&gt;
[448.3] DragonRealms also splits [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 the demonic] apart from other extraplanars in this way. It talks about the greater extraplanar entities acting through &amp;quot;conduits&amp;quot; in this plane, which here we relate to &amp;quot;warlocks&amp;quot; and &amp;quot;witches&amp;quot; in the black arts. It talks about the lesser things that can be regarded as &amp;quot;creatures&amp;quot;, much as we see in the Enchiridion Valentia. But it talks about the violence to reality of such greater entities directly manifesting in this reality and that it shatters sanity to so much as look at them.&lt;br /&gt;
[449] This premise has pretty much always been present in GemStone, going all the way back to ambiguities in the Rolemaster bestiaries. [[Necleriine]]s are very concrete example of this ambiguity in the Elanthia setting. This ambiguity is also stated in that DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 post] about extraplanars. It talks about &amp;quot;concept&amp;quot; entities which here we would call occult entities of the &amp;quot;dream worlds&amp;quot;, which can manifest in grotesque and undead seeming forms. These include &amp;quot;shadow&amp;quot; entities formed of concepts of darkness. These things are easily confused with demons. This is possibly an important parallel to draw with Althedeus being formed by the fear/chaos/power of Ur-Daemon War. But there is also a Plane of Shadows, with unclear relationship to the Plane of Probability.&lt;br /&gt;
[450] This is the demonic relationship to creating undead, which is framed in the Order of Voln messaging, and the Ur-Daemon aspects of the Despana lore. There should have been demons present for all the previously stated reasons.&lt;br /&gt;
[451] This is a sensible extrapolation from established world setting premises. This document bolsters it with the made up Lindsandrych Illistim quote about the southern wastelands. We&#039;ve seen NPCs cursed because of demons, such as the paralysis of Praxopius.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But it was mostly the southern wastelands in that period that had what is usually considered &amp;quot;the undead.&amp;quot;[452] The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning.[453] Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces.[454] One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot;[455] The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck.[456] It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents.[457] In this way it was very unlike the necromancy and conjuration of the southern wastelands, and those traditions would mostly not merge until the Faendryl were exiled to Rhoska-Tor.[458]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[452] This should probably be true given the way everything is framed and argued in this document. It does not have to be totally true. There are so many ways for undead to come into existence that do not require necromancers. There should be ghosts, phantoms, restless spirits most everywhere.&lt;br /&gt;
[453] This should follow as a logical consequence of studying demons, and the Faendryl left behind [[lich qyn&#039;arj]] in Old Ta&#039;Faendryl. Volume 3 treats the &amp;quot;[[festering taint]]&amp;quot; kind of mutants in Old Ta&#039;Faendryl as the Faendryl studying Despana&#039;s disease magic, which is necromancy in our broader definition of that word. So this is part of the transitioning of Faendryl sorcery broadening into the more modern necromancy/demonology framework. This also fits into teratology and cryptozoology being described example of Arcane magical research in DragonRealms that is not necessarily necromancy, as defined over there, which is sorcery involving the combining of life mana with other mana (which our modern definition pays lip service to.) And those in turn fit into the occultist tradition for the Faendryl described below in the next section.&lt;br /&gt;
[454] This is the rationalist / materialist worldview framework that has been given earlier for the House Elves.&lt;br /&gt;
[455] This was the cosmology model Banthis [http://www.virilneus.com/demons.php originally] intended when work was being done on demonic summoning the late 1990s. This model was presented at Simucon. It is where the term &amp;quot;valence&amp;quot; came from with this stuff.&lt;br /&gt;
[456] This is nodding to the word &amp;quot;valences&amp;quot; now being out of context. Demons hungering for our magical energy is a premise that goes back to at least the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;, and has earlier antecedents in Unlife concepts from the I.C.E. Age. This concept of feeding upon this plane is also present in the DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conception] of demons, where they are by definition malevolent as a class of extraplanar beings, associated with &amp;quot;anti-life&amp;quot; and necromancy.&lt;br /&gt;
[457] This is how the Faendryl represent it modernly, such as in &amp;quot;[[History of Elanthia]]&amp;quot; and the Enchiridion Valentia documentation.&lt;br /&gt;
[458] This is an embellishment made for this document. It&#039;s establishing collisions and mergers of magic traditions over historical time. It would make sense for that spilling to happen because of geographical proximity, especially with that region being treated as &amp;quot;anathema&amp;quot; in the Second Age. These population migrations could be used to define sorcerous practices in other cultures/regions, but things have been set up already for the Faendryl paradigm to be dominating what the Sorcerer Guilds do with magic (i.e. the Sorcerer profession mechanically.) So there&#039;s only so much that can be diversified. This document is focused on necromancy and the black arts, not so much trying to define sorcery in all race cultures at all times, though it provides the backbone for doing that later.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(3) Occultism&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot;[459] Occultists would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot;[460] These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges.[461] In contrast to the &amp;quot;valences&amp;quot; model, there are higher and lower &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously.[462] What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes.[463] There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.[464]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[459] This is based on real-world occultism, and such things as the Theosophical Society. This section is creating backdoors for knowledge spreading between these culture traditions, and the rationalist third-way middle ground attempt between orthodox magic and superstition. It&#039;s giving Elanith precursors to Mentalism and explaining various disparate threads of lore.&lt;br /&gt;
[460] This is directly inspired by real-world occultism.&lt;br /&gt;
[461] As mentioned previously, this is giving a more self-consciously Neoplatonist dimension to the One creation myths.&lt;br /&gt;
[462] This helps motivate and root the basic cosmology model used in Volume 2, and helps explain the usage of terms &amp;quot;valence&amp;quot; and &amp;quot;planes of existence&amp;quot;, as coming from different cosmological models. This is inspired by the real-world esotericism usage of &amp;quot;planes of existence&amp;quot; with astral projection kind of stuff.&lt;br /&gt;
[463] This is directly based on real-world esotericism and astral projection. There&#039;s a reasonably strong case to be made that these concepts were part of the design of the Broken Land.&lt;br /&gt;
[464] These statements are derived from real-world occultism and esotericism. (Hermeticism, Gnosticism, etc.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states.[465] There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals.[466] This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection.[467] Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination.[468] Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions.[469]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[465] This is directly based on the worldview behind real-world alchemy. This setting up the framework for ascension belief systems.&lt;br /&gt;
[466] This is how the deities actually work as defined in DragonRealms.&lt;br /&gt;
[467] This is providing intellectual foundations for these kinds of doctrines, though there is some empirical fact involved, such as what might be worded instead as the &amp;quot;transcendence&amp;quot; of the disir, or Eorgina herself having said she gains power from her followers when Li&#039;aerion opened.&lt;br /&gt;
[468] This is partly based on Gnosticism, partly based on real-world use of entheogens for religious purposes, partly based on Lovecraft&#039;s Dream Cycle stories.&lt;br /&gt;
[469] This is based on real-world &amp;quot;mystery religions&amp;quot; as well as 19th and early 20th century esotericists/occultists looking to ancient mystery religions in this way. This is setting up motivation for House Elves to be importing some of this &amp;quot;folk&amp;quot; stuff back in more rationalist terms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is mostly thanks to occultists.[470] It was a heterogeneous movement that took different and inconsistent forms.[471] House Illistim tended to draw occultists focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight.[472] The universalism or cosmicism of the Faendryl tended to foster other kinds of occult societies.[473] Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae.[474] They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory.[475] But there were others of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.[476]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[470] This is setting up limited and distorted perspective of something that would otherwise have not been recorded at all.&lt;br /&gt;
[471] This eclecticism is thematic.&lt;br /&gt;
[472.1] There is a long-standing tension in the Lumnis lore, where she is a patroness of fortune tellers and soothsayers (dating back to the ICE Age when she was the patron of Astrologers which were basically what Moon Mages are in DragonRealms), and her Western followers emulate her by acting as oracles and seers in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. While she would also be the goddess of knowledge in the more sciences sense. &amp;quot;History of Lumnis&amp;quot; treats her like a general inspiration goddess of all forms of knowledge, and this wording here is partly based on Gift of Lumnis and RPA messaging. The Illistim patron gods are described in &amp;quot;Elven Dogma and Theology&amp;quot; and their societies along these lines are in the Illistim Society document. In any event, occultism is more of a third way thing, and not what would be seen as Illistim orthodoxy.&lt;br /&gt;
[472.2] With occultism and astrology, this is also tacitly interfacing with the Moon Mage and [https://elanthipedia.play.net/Plane_of_Probability stellar alignment] stuff with the concept realm (&amp;quot;Plane of Probability&amp;quot;) in DragonRealms. Which in turn via our occultism premise is a tacit interface for GemStone&#039;s mentalism with Moon Mage stuff. This is also tacitly rehabilitating via House Illistim the Valris (Lumnis) association with Astrologers, which are Rolemaster&#039;s version of Moon Mages.&lt;br /&gt;
[473] This is leveraging off the worldview bias set up for the Faendryl earlier in this document for the given reasons that motivated it.&lt;br /&gt;
[474] This is generally thematic for the Faendryl overall. But &amp;quot;History of the Faendryl&amp;quot; explicitly talks about how Fash&#039;lo&#039;nae is the closest thing the Faendryl have to a patron Arkati.&lt;br /&gt;
[475] These are categories of real-world occultist research. This is interfacing with Faendryl cryptozoology in other sections, regarding the traditions behind the Enchiridion Valentia.&lt;br /&gt;
[476] This is a Lovecraftian kind of notion, where Lovecraft himself was inspired by the Theosophists, but twisted into his cosmic horror version of it. This whole paragraph is embellishments to make sense of things that probably should have happened in context. The use of the word &amp;quot;jolt&amp;quot; is leaning on the [[Mind Jolt (706)]] messaging. This is also setting up some precedent of Faendryl prejudices on acceptable and unacceptable ways of approaching the demonic and extraplanar studies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all.[477] That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana.[478] Natural philosophies were ignorant or self-limiting.[479] This may even be why we now define spheres of magic by effect.[480]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[477] This was directly based on the introduction of a real-world book on occultism from about a century ago.&lt;br /&gt;
[478] This is playing into the behavior of the dream world planes with their interaction with minds. This is not actually agreeing that such magic does not involve mana manipulation. But it is playing into how the esoteric mode of it allows understanding of what you&#039;re really doing to be limited, and that such people could believe they&#039;re doing something different from &amp;quot;magic&amp;quot;, which for the orthodoxy framed at that time would be elemental/spiritual thaumaturgy/theurgy.&lt;br /&gt;
[479] This is an anti-orthodox magic position from the rationalist worldview direction. It&#039;s about handling the sympathetic and esoteric magic traditions prior to the view of three spheres of magic rather than two spheres of magic.&lt;br /&gt;
[480] This embellishment is about rationalizing the earlier arguments about Arcane power, with terms like evoking and channeling, and the separatist worldview becoming dominant, and the wording for them like &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; is more effect/phenomenon oriented. But with philosophies likely having been invented trying to interpret them as substantitively correct, such as trying to believe matter is really constituted of handful of pure elements (of fire, air, earth, water.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts.[481] There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories.[482] &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity.[483] Grimoires are notorious for unreliability.[484] They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot;[485] These are, of course, crude over-generalizations of widely diverse indigenous beliefs.[486] &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and human druidism is ancestral to northern reivers.[487]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[481] This is true of real-world grimoires. It&#039;s also building in some unreliable narration in the sources of knowledge.&lt;br /&gt;
[482] This is inspired by real-world grimoires with their posulated hierarchies of demons and angels and so forth. Volume 2 has some made up excerpts from made up Elanthian occult grimoires in this sense, and Volume 3 gives a bunch of names for made up ones.&lt;br /&gt;
[483] It&#039;s important to emphasize things as convention schemes, and the historicism behind words meaning different things or different baggage/connotations/context in different eras. This is an important premise for what Volume 3 tries to do with the unliving.&lt;br /&gt;
[484] This is true of real-world grimoires.&lt;br /&gt;
[485] This is partly based on the hegemony of Elves in the Second Age, and partly because the word &amp;quot;shaman&amp;quot; really has been used for the non-elven races in GemStone, but there have been elven druids. This gives some more breathing space overall.&lt;br /&gt;
[486] This is a nod to controversy over the use of words like &amp;quot;shaman&amp;quot; in real-world anthropology.&lt;br /&gt;
[487] Trance states are a general &amp;quot;shamanism&amp;quot; motif. The last part about the reivers is glancingly trying to address the awkwardness of the multiple retcons of the reivers that have happened over the years. There&#039;s druidic stuff around Luinne Bheinn dating back to 1997, but the reivers have since been retconned to having much more recently migrated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded.[488] The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions.[489] Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot;[490] But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions.[491] They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends.[492] Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone.[493] It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it.[494] Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.[495]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[488] The &amp;quot;knowledge that was discarded&amp;quot; is one aspect of esotericism, and it&#039;s a folklore/mythology and literature thing in general to try to read vestiges of older stuff surviving in later stuff outside its older original context.&lt;br /&gt;
[489] This is a slight embellishment, but should be true.&lt;br /&gt;
[490] Auchand has tended to make his Arkati legend documents dubiously sourced or referred to as apocryphal. &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot; for example is &#039;&#039;&amp;quot;commonly held to be apocryphal&amp;quot;&#039;&#039;, and &amp;quot;[[Origins of Tonis]]&amp;quot; is &#039;&#039;&amp;quot;a translation of an elven text discovered in a cache near the Western Dragonspine.&amp;quot;&#039;&#039; And &amp;quot;[[Origins of Amasalen]]&amp;quot; is only around 150 years old and found in Icemule.&lt;br /&gt;
[491] This is extrapolating off the vague and unreliable nature of communes, and the explicit statement of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; that trying to directly ask Fash&#039;lo&#039;nae about this stuff would not be a useful approach. Likewise Voln refuses to answer theological questions in &amp;quot;[[History of the Order of Voln]].&amp;quot; &lt;br /&gt;
[492] The first part of this refers to such things as the krolvin version of religion in &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; and the Tehir view of Luukos in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; and the different symbols of Imaera in &amp;quot;[[Gods of Elanthia]]&amp;quot; and so on. The second part is an iconoclastic statement, which the IC author might apply to any number of things, such as [[Li&#039;aerion]].&lt;br /&gt;
[493] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; actually states in the analysis section that Fash&#039;lo&#039;nae admitted to making the Grandfather&#039;s Stone, which is supposed to be where he came from in the legend.&lt;br /&gt;
[494] There are lots of contradictions and inconsistencies between the religious legend documents. Xorus ripped through a lot of them in a Mist Harbor library [[Age of Darkness (lecture)|lecture]] once.&lt;br /&gt;
[495] This is treasure hunter and occultist kind of stuff in general, like with lost lands the Theosophists had various notions of Atlantis and Lemuria and so forth. The last part is an oblique reference to situations like [[L&#039;Naere]], whose rumored existence was buried by the Loremasters and House elites.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a backwards flux of methods into the Elven Empire.[496] It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning.[497] The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; had its roots in occult grimoires.[498] It was also this tradition that somewhat softened Elven materialism, making the Faendryl more open to the study of necromancy.[499]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[496] This is setting up part of the motivation for this section. It backdoors some of this other stuff back into urbanized civilization.&lt;br /&gt;
[497] This is an embellishment. But it&#039;s taking the folksy use of summoning circles, and maybe cunning folk apotropaic magic and the [[thanot]] lore with pentagrams being &#039;&#039;&amp;quot;the ancient magical symbol of protection.&amp;quot;&#039;&#039; Pentagrams have been used in demonic summoning contexts in game, such as on top of Bonespear Tower or the cavern of Castle Anwyn. So this embellishment helps mutate the practice into Faendryl summoning methods, where they become stripped of original culture context and made mechanistic.&lt;br /&gt;
[498] Enchiridion literally means &amp;quot;little handbook&amp;quot; in the real-world. This is an embellishment relating the occult grimoire stuff just described and making that a tradition/practice precedent where the subject of them instead became these extraplanar things. In terms of filiation of ideas. This is setting the Enchiridion Valentia in the context of two distinct intellectual traditions mixing in Second Age Faendryl (occultist / cryptozoologist) sorcerers.&lt;br /&gt;
[499] There is an initial rationalist/materialist prejudice set up, so this occultism third-way stuff with its backdoors gives an avenue for softening that up, which then gets motivated and pushed further along later by changing historical conditions. The ideal forms concept tacitly present in the &amp;quot;classical sorcery&amp;quot; definition gives a natural occultist interface into orthodoxy. This is also mildly trying to explain &amp;quot;[[History of the Faendryl]]&amp;quot; referring to Thyrsos Kanigel Faendryl as a &amp;quot;necromancer&amp;quot; in what sounds like was around the time of Patriarch 20, Eidiol Jivanatha Faendryl, who made the law requiring all summoners to report discoveries of new creatures into the Enchiridion Valentia. This would apparently have been in the -30,000s Modern Era. (&amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; implies Thyrsos got 48 people killed, and says initially Eidiol required summoning and valence travel to be scheduled in advance at the Basilica.) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III. The Undead War (-20,000 to -15,000 Modern Era)[500]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;[501]&lt;br /&gt;
&lt;br /&gt;
- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[500] This is using the convention of having a 5,000 year period for when Despana was known to exist. But the actual &amp;quot;Undead War&amp;quot; was much shorter, near the end of this time period. Technically, the Second Age could be brought all the way up to the Battle of ShadowGuard. The &amp;quot;orc wars&amp;quot; is not really defined explicitly, but probably refers to Dharthiir&#039;s orc/troll/etc. alliance, which began a few hundred years earlier. So this would support what this document does, distinguishing a kind of pre-Undead War conflict with Dharthiir in outlying land as like a preparation staging drill for the full scale war, and then the Undead War proper starts with what this document calls &amp;quot;the Surge&amp;quot; with the hordes of undead. This is reconciling the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; going further back into the -15,400s.&lt;br /&gt;
[501] This quote is from &amp;quot;[[History of Elanthia]]&amp;quot;. The last lines of it are an expansion on the original quote, which exists in a museum piece that was in the Wehnimer&#039;s Landing Museum, and is now in the Stormbrow Gallery on Teras Isle. &amp;quot;red elves&amp;quot; refers to the scarlet color Faendryl would wear. This quote uses specific names for different kinds of undead, which subtly creates the implication that these were known concept distinctions. Banshees were the highest level undead in GemStone at the time &amp;quot;History of Elanthia&amp;quot; was written.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals.[502] There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash.[503] This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead.[504] There are many kinds of undead, and many were known to exist in antiquity.[505] Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses.[506]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[502] This is an unfortunate misreading of &amp;quot;[[History of Elanthia]]&amp;quot; that was used in the &amp;quot;[[History of Luukos]]&amp;quot; legend. The Undead is a proper noun referring to Despana&#039;s horde, the document is not saying Despana created the first undead to ever exist. There are many reasons that would not make sense, and &amp;quot;History of Luukos&amp;quot; had to hedge by having Luukos doing it much earlier but not giving it to his followers. This document allows Luukos to have changed behavior after the Undead War, but does not endorse the lack of undead before Despana, which has established contradictions and does not make sense for a lot of reasons.&lt;br /&gt;
[503] This is referring to a legend in &amp;quot;[[History of Luukos]]&amp;quot; about Koar issuing a ruling after the Undead War.&lt;br /&gt;
[504] This obvious problem originates in &amp;quot;[[History of Elanthia]]&amp;quot;, and the Ur-Daemon having books makes little sense when they have since been depicted as behemoths.&lt;br /&gt;
[505] Volume 3 talks a lot about various kinds of undead, and which kinds exist &amp;quot;naturally&amp;quot;, and which would be very ancient beyond the Undead War period. It is also canon in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; that the Dhe&#039;nar learned to control the undead in the -40,000s when they were in Rhoska-Tor.&lt;br /&gt;
[506] This is playing off the Rhak Toram quote, though it is not 100% convincing. Because these terms could have all been coined during the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning.[507] Despana was the first necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields.[508] She innovated methods of hierarchical control, or leverage, as well as for rapidly increasing the size of her forces.[509] What had once been the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.[510]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[507] These are the embellishments introduced forcefully by this document. Incidentally, the term &amp;quot;demon-spawn&amp;quot; is used in &amp;quot;[[Ilynov Journal]]&amp;quot; at an earlier date than the Battle of Maelshyve, and the soldiers journal from Battle of Shadowguard also refers Despana&#039;s horde as &amp;quot;demons&amp;quot; and &amp;quot;fiends.&amp;quot; It also uses the word &amp;quot;ghost&amp;quot; as a notion of previous familiarity. It also uses the word &amp;quot;Lich&amp;quot; for Dharthiir. But it also expresses unfamiliarity with undead. The names Despana and Dharthiir seem to be gradually learned from the soldier&#039;s perspective, but this has to be regarded as the author&#039;s own unfamiliarity. The journal dubiously describes Despana herself being there, without mentioning how this identification is certain, or describing her at all.&lt;br /&gt;
[508] This embellishment need not necessarily be true, but could be a demarcation for explaining why Despana was a Big Deal comparatively, when necromancers of undead had already existed. This turning of the dead and raising corpses on the battlefield is illustrated in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document on 22nd Day of Koaratos. &lt;br /&gt;
[509] It was established explicitly in a Plat storyline called [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] that necromancers can only control something less than twenty undead without the use of artifacts or special artifices (e.g. alchemy, rituals). The Horned Cabal for example relies on using the Sphere of Sorrow to make big hordes, and the Plat storyline actually asserted the [[Fallen from Faith#A Call for Allies|first necromancer]] to make an undead did so with the Sphere of Sorrow, contradicting a commonly held interpretation that it was Despana and the Book of Tormtor. This hierarchy premise is central to the argument made in this section of the document. It motivates and explains why the Faendryl used demons, and why felt using demons (not, say, elementals) was the only option.&lt;br /&gt;
[510] This is referencing the Red Rot as well as the unhealing wounds in the Giantkin history for this period. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] also talks about a festering wound that could make the author turn into one of the undead. This document generalizes this somewhat, having Despana using magical disease curses. This is partly reviving the Rolemaster bestiary information on some of these undead, which were able to infect and turn others into undead. A mechanical example of a disease curse undead would be the [[shambling lurk]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.A Rhoska-Tor [511]&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes.[512] A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers.[513] It is sometimes spoken of as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War.[514] Its history is much older than Despana.[515] &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot;[516] This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles.[517] There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.[518]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[511] There is a lot of scattered Rhoska-Tor lore, and this tries to synthesize it into something coherent that makes sense of everything.&lt;br /&gt;
[512] It was referred to as &amp;quot;blackened&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;. In the original context of &amp;quot;History of Elanthia&amp;quot;, before the continent map was known, it was not obvious where Rhoska-Tor was in relation to the Southron Wastes. It can be regarded as a special region of the Southron Wastes, but often gets tretaed as its own region. Part of the problem is it hasn&#039;t been clear how wide an amount of territory qualifies as &amp;quot;Rhoska-Tor&amp;quot;, if it&#039;s the immediate vicinity of Maelshyve or if that&#039;s one spot in a Rhoska-Tor region. This document relents by letting Rhoska-Tor be a broader region, and defines the specific part of it where Maelshyve was built.&lt;br /&gt;
[513] This follows from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document description of it.&lt;br /&gt;
[514.1] This is historicizing the term, since this document gives it an earlier history than Despana, and explains why it was considered an old place of the Ur-Daemon when Despana was searching. This gives some flexibility for usages where Rhoska-Tor seems to be more narrowly referring to the vicinity of Maelshyve. &lt;br /&gt;
[514.2] The &#039;&#039;&amp;quot;blasted lands around Maelshyve&amp;quot;&#039;&#039; comes from the [[urglaes]] lore. It is described as &amp;quot;plains&amp;quot; by the Rhak Toram quote. &amp;quot;Badlands&amp;quot; is used to reflect the geological formation conditions described later in this section, and allows some hill formation stuff as a hook for fey banshee mythology and the ora lore with the very large ora mine in Rhoska-Tor, along with reconciling the hilly terrain description given for it in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[514.3] The language of &#039;&#039;&amp;quot;a barren and blasted land where life was never easy and nothing grew&amp;quot;&#039;&#039; also describes Rhoska-Tor on the Play.net [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp website page] for Old Ta&#039;Faendryl.&lt;br /&gt;
[515] At a minimum this is true because &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; is canonized, but this document fleshes out other reasons.&lt;br /&gt;
[516] This comes from the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document and taken as factual for at least the modern Dhe&#039;nar-si language. But here we&#039;re attributing it as ancient. &amp;quot;[[History of Elanthia]]&amp;quot; says &#039;&#039;&amp;quot;what is &#039;&#039;&#039;now called&#039;&#039;&#039; Rhoska-Tor&amp;quot;&#039;&#039;, so this term has to actually be more recent than when Despana searched for it, which is part of why we refer to it as a region of the Southron Wastes. And we say &amp;quot;descends from ancient Elven&amp;quot; rather than asserting it was always called that. This document uses generics like &amp;quot;southern wastelands&amp;quot; to not have it being called Rhoska-Tor in the Second Age.&lt;br /&gt;
[517] This is inspired by the &amp;quot;[[Origins of Tonis]]&amp;quot; document and the nature of Ur-Daemon body parts. The dark essence from them being left behind is taken from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[518] This is doubling down on this causative relationship which is being asserted in this document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is geologically bizarre and was drastically transformed in the Age of Darkness.[519] It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults.[520] It is named for the terrible outcroppings known as the Tor.[521] There are, in turn, pseudokarsts formed from this igneous rock, eaten away by caustic black blobs.[522] It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth.[523] These ancient lava fields themselves are artificial.[524]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[519] Taking all the details together makes for weird implications, such as the need for stable cavern systems, but also geological instabilities and some regional volcanism.&lt;br /&gt;
[520] The igneous protrusions are largely meant for the urglaes lore and the literal geological interpretation of &amp;quot;Tor&amp;quot;. The vertical faults and badlands are meant to explain the steep sloping (valley and hills) that is represented for near Maelshyve in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The limestone plateau is meant to explain the &amp;quot;plains&amp;quot; and presence of extensive underground caverns as karsts, as well as the presence of alabaster and marble and so forth.&lt;br /&gt;
[521] This is a totally made up fact that was mentioned earlier. This document is setting these things up to be related to the Ur-Daemon having slumbered in lava underground, which is literally shown in game with the Beast imprisoned in Teras Isle.&lt;br /&gt;
[522] These black blobs were [[Wavedancer]] event creatures in the [[Southron Wastes]] and presumably magru based. So this is making a consistency with the [[magru]] in the Broken Land and our premise of Marluvians in the Southron Wastes. The Broken Land magru were made to imply they created the Dark Grotto tunnels by dissolving away the rock with sulfuric acid.&lt;br /&gt;
[523] This is primarily based on the Beast of Teras Isle, and to some extent on the &amp;quot;[[Origins of Tonis]]&amp;quot; legend.&lt;br /&gt;
[524] This statement is explained in the next paragraph. It rationalizes why this should be happening in the same place as a limestone plateau.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Theorists have long speculated that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith.[525] They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes.[526] They corrupted the resulting earthnodes with their darkness.[527] This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism.[528] There were then eruptions toward the surface, and below the surrounding ocean.[529] The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash.[530] The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment.[531] Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns.[532] Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.[533]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[525] Regional volcanos known to exist include the great mountain at Sharath and [[Mount Ysspethos]] near Tamzyrr. This sentence is tacitly assuming some IC belief in plate tectonic action, though within setting it might be thought of as an artificial collision of the lands due to the scale of the powers unleashed in the Ur-Daemon War. (The I.C.E. Shadow World analog of the First Era war cataclysm had continents sinking.) The premise is based on the Beast of Teras Isle in its volcano. The &amp;quot;theorists have long speculated&amp;quot; line and what follows from it is an embellishment.&lt;br /&gt;
[526] This is meant to explain the unnatural earthnodes of Rhoska-Tor and why they are magically corruptive. It follows naturally from the Ur-Daemon feeding on them. It also reconciles the dark essence or demonic energies explanations for Dark Elves with the unusual mana nodes explanations for Dark Elves. This is leaning on the I.C.E. Shadow World explanation of nodes as convergences of flows of essence.&lt;br /&gt;
[527] The &amp;quot;dark essence&amp;quot; in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; account.&lt;br /&gt;
[528] This is partly based on the definition for [[Energy Maelstrom (710)]], whose spell [https://www.play.net/gs4/info/spells/spelllist.asp?circle=6#710 description] was based on: &#039;&#039;&amp;quot;summon[ing] dark energy to swirl around him or her, creating a fierce storm.&amp;quot;&#039;&#039; Its original wording back to at least February 1994 was more explicitly invoking the &amp;quot;essence storm&amp;quot; concept, which was the I.C.E. version of what are now called &amp;quot;mana storms&amp;quot;: &#039;&#039;&amp;quot;The caster summons dark energy to swirl around him or her, creating an essence storm which will blast through everyone and everything in the room. A most potent spell which can be very dangerous to bystanders.&amp;quot;&#039;&#039; That these storms could trigger volcanic behavior was part of the I.C.E. lore for them, and there was some indication of similar behavior (more moderate) as well as quaking when the Elemental Confluence was approaching Elanthia.&lt;br /&gt;
[529] This explains some ancient lava fields for the [[urglaes]] lore and Rhoska-Tor being &amp;quot;blackened&amp;quot;. It also explains why the previous paragraph referred to the lava as artificial, and the Ur-Daemon wanting it to the surface so they could submerge in it.&lt;br /&gt;
[530] This boiling seas and skies blackening with ash premise is meant to be a de-mythologized explanation for the Orslathain sunstone lore in the &amp;quot;[[Elanthian Gems]]&amp;quot; document, which suggests the sea was boiling and tons of soot was getting thrown into the atmosphere during the Ur-Daemon War. This description of the heavy sudden floods and inland swells of dead marine matter is meant to rapid form limestone and set up unstable badlands conditions on top of it or further inland.&lt;br /&gt;
[531] This frames limestone formation, which can happen quickly under ideal conditions. The &amp;quot;[[Elanthian Gems]]&amp;quot; documentation establishes there is a lot of alabaster in southwestern Elanith, and that there was a huge amount of alabaster in Rhoska-Tor, which is made from sulfurous volcanic geothermal water and limestone (though possibly as an evaporite), assuming it is gypsum alabaster (while calcite alabaster is made from stalagmitic limestone, but harder and less of a match for the &amp;quot;Elanthian Gems&amp;quot; description). Though this alabaster has been almost all turned into despanal by sorcerous energies. We are using a model where the limestone plateau is closer to the ocean, and badlands are further inland. The huge amounts of shale of the Southron Wastes could then come from long-run drainage of the Rhoska-Tor badlands. This rapid accumulation of marine skeletal matter is also partly meant to help motivate why later historians believe the Ur-Daemon drained the mana &#039;&#039;&amp;quot;bound around all life.&amp;quot;&#039;&#039; There&#039;s a lot of skeletal matter in the Southron Wastes room painting, but that&#039;s probably more about the absence of water in the environment.&lt;br /&gt;
[532] This explains the extensive underground caverns. The black blobs previously mentioned and the lava could have pseudokarsts in the igneous rock as well. That would be further west in the badlands region, closer to the Southron Wastes region visited from the Wavedancer.&lt;br /&gt;
[533] This is meant to explain why it looks like a valley in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document but plains in &amp;quot;[[History of Elanthia]]&amp;quot;. Strictly speaking, &amp;quot;plains&amp;quot; and &amp;quot;valley&amp;quot; are not a contradiction as the plain can be enclosed on two sides and be a valley, but here we are describing something like a &amp;quot;rift valley&amp;quot; with (limestone) plains toward the east and then badlands of unconsolidated sediment (with sandstone) further west, and with the climate of Rhoska-Tor this would need to be a dry valley with underground drainage in the karst system of a limestone plateau. This would probably be volcanic tuff (e.g. the Easter island heads) and tuffaceous / basaltic sandstone from hydromagmatic explosions, which would help explain Rhoska-Tor being described as &amp;quot;blackened.&amp;quot; This would be consistent with deposition distribution patterns of sandstone and limestone that would come from rising water levels from the east. (The part of the [[Southron Wastes]] southwest of Rhoska-Tor was painted for Wavedancer, and has a lot of limestone and sandstone in parts. But the Southron Wastes has whole mountain formations of shale, as well as &amp;quot;ash barrens&amp;quot;. That is potentially consistent with our description of Rhoska-Tor geology, assuming the water from Rhoska-Tor had slow / stagnant drainage into the west. There is a constraint of &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot; both implying a battle turned it into a lifeless waste, and &amp;quot;History of Elanthia&amp;quot; has petrified trees there with preserved carvings from that time period.) Though this is secondary and we are emphasizing sulfuric acid cavern formation from geothermal conditions, partly to explain the alabaster (gypsum) presence, and the Patriarchal palace from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; is marble which is metamorphic limestone. This is saying &amp;quot;reminiscent of a valley&amp;quot; mainly to emphasize the artificial and tectonic ways it came to exist, as an embellished premise of this document, and to keep the Tor concept as hilly badlands rather than a single confined valley. In fact, &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also describes the area as hilly, so we need a hill concept: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039; The description of the trees and wildlife perhaps needs to be treated as a Sylvan history cultural distortion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are untold horrors in the darkest depths of Rhoska-Tor.[534] The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns.[535] Though the region is unstable, sometimes suffering cavern collapses from earthquakes.[536] Further below ground are unknown ruins and dangerous races.[537] The violence to the flows of essence in this region have caused rifting in the veil, forming often unstable or temporary gateways to other worlds.[538] There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.[539]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[534] This is made up as a potentiality hook. It would be a waste to not have the deep underground be this way. But it is not totally made up, because there are at least some unfamiliar monsters, generalizing off the loresong of [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]] from Hunt for History.&lt;br /&gt;
[535] It is an embellishment to imply that there&#039;s a lot more further down, possibly areas sealed off by cave-ins. The premise of deeper caverns and those being worse was framed to some extent by &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[536] This was the premise of the Maelshyve archaeological dig event that happened in game, where there was also mana storming that happened. These cave-ins have to be infrequent for the Maelshyve caverns to make sense in the first place. The quaking does not have to be tectonic, necessarily, it could be instabilities from the rapid way we have the geology of the area forming. There could very plausibly be sinkhole hazards in Rhoska-Tor as well.&lt;br /&gt;
[537] This is partly made up. But reasonable and likely what should exist. Especially with this document&#039;s premise that the Faendryl pushed pre-existing forces in the area below ground with the expansion of Faendryl control of the land. The existence of unfamiliar underground monsters below Rhoska-Tor fought by the Faendryl is already canon in the Hunt for History loresong for the item [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]].&lt;br /&gt;
[538] There was mana storming during the Maelshyve archaeological dig event, and rifts can form naturally from this kind of phenomenon. There was an underground rift like this in the Southron Wastes room painting during the Wavedancer event. (That is not meant to imply that particular rift was one of these &amp;quot;hellgates&amp;quot;, but simply the concrete phenomenon of underground rifts in the southern wastelands.)&lt;br /&gt;
[539] It is an embellishment to imply this is a routine phenomenon in the region. But it is canon from the Eyes of the Dawn storyline that the ebon-swirled primal demons reside natively in the Southron Wastes. While also existing in other valences. The term &amp;quot;hellgates&amp;quot; is made up, but fitting for the concept. This is also providing a hook for Marlu in &amp;quot;[[Gods of Elanthia]]&amp;quot; possibly drawing power by loosening &amp;quot;the portals&amp;quot; between dimensions, which implies there must be portals to demonic realms sitting around somewhere that can be loosened. These could be under Lornon, for example, but it would make sense for them to be in the &amp;quot;old places of the Ur-Daemon&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
[Dark Cavern, Nexus]&lt;br /&gt;
Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth &#039;&#039;&#039;from a scarlet-laced russet rip in space.&#039;&#039;&#039;  Waves of essence buffet the area every so often, gusting with the roaring heat of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are many demented edifices and terrifying monuments in Rhoska-Tor, owing to its long history of dark theocracies and cults.[540] There are dangerous traps that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped.[541] The landscape is as exotic as it is filled with deadly mysteries.[542]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[540] This would follow reasonably if the premise was allowed for this to be the region where the bad stuff was concentrated all the way back to the Age of Darkness, and for being one of old places of the Ur-Daemon. The climate is presumed to be relatively good at preserving things long-term. Strictly speaking this is an embellishment, but Varevice is logged as having intended eldritch ruins in the region, when she was building New Ta&#039;Faendryl (never released.)&lt;br /&gt;
[541] This is made up. But concrete actually used examples of &amp;quot;snares&amp;quot; are given in Volume 3, and this would be an obvious place to have some.&lt;br /&gt;
[542] This is a guiding hook. Because Rhoska-Tor is very thinly defined in existing documentation. It should not be just another desert, there should be something very obviously &amp;quot;wrong&amp;quot; with it just by looking at it. Like the land itself is tortured and unnatural.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to Rhoska-Tor, especially close proximity to the Tor themselves, induces transformations in the living.[543] Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan.[544] Gnomes become feral and were banned by Patriarchal decree.[545] Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows.[546] Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves.[547] Their features become sharper, their bodies physically weaker, with greater capacities for magic.[548] Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language.[549] The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is constructed directly from intonations, through layers of overlapping sounds involving no shared vocabulary of words.[550] In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become quite pale or other complexions.[551]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[543] This is trying to generalize and expand the corrupting influences beyond Maelshyve or even the Battle of Maelshyve, so that the whole region has a lot of bad juju, and some of these spots are that much hotter with badness. The Southron Wastes in general could have a lot of bad juju, but this is trying to be careful to limit the scope to talking about this one area of the southern wastelands, so as to not exhaust the whole thing in a single sweeping definition. Overall these places are better treated with slices of insight like the Wizardwaste in order to not hollow out their menace.&lt;br /&gt;
[544] This is from the &amp;quot;[[Giantkin History]]&amp;quot; documentation.&lt;br /&gt;
[545] The second part of this is canon from the [[Lines of Blood: A History of the Gnomes|Gnome history]] document, though the reason for it is not given, and it is not entirely clear if they are totally banned from the city or only banned from residence. The first part is playing off the feral gnome sickness in the gnome history, and this premise was used for a Dark Elven [[The Dark Mirror (story)|horror story]] from Xorus. The general idea would be gnomes getting too close to those underground ruins of Maelshyve and getting twisted by the dark magical forces. (This is similar in premise to the [[bloody halfling cannibal]]s from the halfling settlement near the Hinterwilds.) But the Faendryl also would not want them snooping around, with all the control they do on the spread of sorcerous knowledge.&lt;br /&gt;
[546] The Collectors are from the Felstorm storyline approaching River&#039;s Rest in 5112. The Disciples of the Shadows have their corruption defined in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, and other shadows corrupted NPCs have been encountered, such as Therendil (nominally Marluvian) having tentacles from his head and Quinshon having shadow tentacles for a mouth.&lt;br /&gt;
[547] This is a term some players used over 20 years ago, referring to how some Dark Elves had acquired darker skin complexion near Maelshyve.&lt;br /&gt;
[548] This is foundational from &amp;quot;[[History of Elanthia]]&amp;quot; and was also in &amp;quot;[[History of the Faendryl]]&amp;quot;, and similar changes happened to the Dhe&#039;nar earlier.&lt;br /&gt;
[549] The &amp;quot;[[Dark Elven languages]]&amp;quot; document describes why there is a universal Dark Elven language.&lt;br /&gt;
[550] This embellishment is reconciling the &amp;quot;[[Dark Elven languages]]&amp;quot; document with statements during an OOC meeting by GM Khshathra, the Dark Elf guru around 2012, trying to treat Dark Elven as a mode of signaling or communication rather than language itself. (i.e. Dark Elven mode of communicating in the Common language and non-Dark Elves not being able to catch all of it). That seemed inadequate and not entirely consistent with the &amp;quot;Dark Elven languages&amp;quot; document, so this premise reconciles both notions and explains its universality and why it cannot be understood by other races and why it does not depend on shared vocabulary and why it has no etymology in common with other languages. Elsewhere in this document refers to &amp;quot;orthographic conventions&amp;quot; of Dark Elven, because there would not be a single version of writing for the language at all times among all fractious and dispersed groups.&lt;br /&gt;
[551] It was already established in &amp;quot;[[History of Elanthia]]&amp;quot; that only the ones closest to the ruins of Maelshyve had skin darkening, and the Dark Elven skin color range mechanically goes all the way to pale. So this is doubling down on the term &amp;quot;Dark Elves&amp;quot; not really, for the most part, referring to skin color. But still having complexion altering effects.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor.[552] Blame is widely attributed to the many unusual mana focii,[553] the dark magic of Despana or the undead,[554] the corruption of the demons summoned by the Faendryl,[555] sorcerous backlashes and explosions,[556] the implosion and unhealed tear in reality at Maelshyve,[557] mana storms,[558] the unholy power of the Ur-Daemon,[559] the valencial tears and instability deep underground,[560] and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.[561]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[552] This is trying to reconcile the many disparate explanations that have been given for the magical effects in the region (e.g. the changes on Dark Elves) across scattered documents. The only solution is to include all of them simultaneously, but point out which ones pre-date Despana.&lt;br /&gt;
[553] This one was in &amp;quot;[[History of Elanthia]]&amp;quot; and the [https://www.play.net/gs4/info/races/darkelf.asp Dark Elf page] on the Play.net website, which omits that it was those closest to the Maelshyve ruins that had the skin darkening while the other changes were more widespread. But that also cannot be about Maelshyve itself, due to the Dhe&#039;nar, but rather whatever it was Maelshyve was built on top. It is not obvious from &amp;quot;History of Elanthia&amp;quot; that it was mana foci that did the skin alteration, which in turn isn&#039;t something that happens to ordinary Elven wizards spending all their time in workshops on nodes, but this document embellishes and explains it in terms of dark essences corrupting the earthnodes.&lt;br /&gt;
[554] There is some of this in &amp;quot;[[Elanthian Gems]]&amp;quot;, such as the despanal lore, and possibly the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[555] This was in &amp;quot;[[History of the Faendryl]]&amp;quot;&lt;br /&gt;
[556] This is in the magically altered insects document, &amp;quot;[[Insects Changed by the Magical Landscape of Elanthia]]&amp;quot;&lt;br /&gt;
[557] This is in &amp;quot;[[History of the Faendryl]]&amp;quot; and the premise reinforced in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;.&lt;br /&gt;
[558] Not in documentation. But this was framed as a phenomenon in the area in the Maelshyve archaeology dig event.&lt;br /&gt;
[559] This was in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and arguably in the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[560] This premise is mostly in this document, but for the reasons motivating them.&lt;br /&gt;
[561] This is necessary because the Dhe&#039;nar are canonized and vastly pre-date the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding.[562] There have been cases of powerful, very old Dark Elves, who must feed on magical energies.[563] Not unlike the Collectors.[564] Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal.[565] There is an unusually high amount of cursed metals, or those associated with the sorcerous elements, especially urglaes which is found in the ancient lava flows.[566] Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons.[567] In the present day the Agrestis often relies on hired Palestra as security for miners.[568] There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &amp;quot;dowsing&amp;quot; methods to seek out troubles.[569]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[562] This was the premise in the player-created Dhe&#039;nar lore, but may not be explicitly present yet in canon documentation. In the canon documentation it is masked in a propaganda sort of way by racial purity rhetoric.&lt;br /&gt;
[563] This comes from the player-created Dhe&#039;nar lore, but magical energy eating is a canon concept in various contexts. Such as the Ithzir and the Ur-Daemon. One of the canon lizards from down there in &amp;quot;[[Creatures of Eh&#039;lah and Sharath]]&amp;quot;, the sha&#039;rom lizard, absorbs magic energy similar to the myklian in the Broken Land. Volume 2 gets into this concept.&lt;br /&gt;
[564] The Collectors are a storyline group who try to escape mortality by feeding off the magical power of relics / artifacts.&lt;br /&gt;
[565] This is from the &amp;quot;[[Elanthian Gems]]&amp;quot; document and the geochemical nature of alabaster.&lt;br /&gt;
[566] This is extrapolating off the [[ora]] mine and [[urglaes]] deposits and so forth in the materials and gems documentation.&lt;br /&gt;
[567] This embellishment is leveraging off the prior hellgates concept, and the geological instability of the badlands. The prehistorical artifacts part is a potentiality hook. It is partly inspired by the veil iron obelisk thought to be an [[Ur-Daemon]] artifact that was in the Wehnimer&#039;s Landing museum and now present in the Stormbrow Gallery, which I&#039;ve been told at one point (circa 2000ish) allowed familiars to pass from the Landing to Teras and/or allowed access to the Teras thought net from the Landing. Though I do not know for certain that is true. But that obelisk was &#039;&#039;&amp;quot;recovered from the ora mines in Rhoska-Tor.&amp;quot;&#039;&#039;&lt;br /&gt;
[568] This is an embellishment leveraging off &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, where the Palestra are used throughout the Pentact branches.&lt;br /&gt;
[569] This is a made up premise, but straight forward from the previous premise of mining under these conditions. Similar mining hazard concept was used in the Shadow Valley story, the &amp;quot;[[Tale of Silver Valley]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.B Despana&lt;br /&gt;
&lt;br /&gt;
No one knows who or what Despana was.[570] There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha.[571] There are cultists who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor.[572] Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover.[573] Her contemporaries believed she was from the jungles beyond the Southron Wastes.[574] There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash.[575] More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption.[576] They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian.[577] The earliest recorded rumors of Despana began shortly after this disaster in -19,864.[578]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[570] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;, the foundational information for Despana.&lt;br /&gt;
[571] This is riffing off &amp;quot;[[History of Elanthia]]&amp;quot; saying of Chesylcha: &#039;&#039;&amp;quot;There are as many stories about her death as there are storytellers.&amp;quot; The word &amp;quot;disappearance&amp;quot; might need to be replaced with &amp;quot;death.&amp;quot; The problem is that the [[Maeli Gerydd]] museum piece has Maeli Gerydd (in the wedding party) going missing, and the [[forehead gem]] loresong has the gems of Chesylcha&#039;s handmaids ending up in the ocean. There is also inconsistency between documents on what actually happened to Chesylcha. In &amp;quot;[[History of the Faendryl]]&amp;quot; Chesylcha&#039;s throat is slit, while in &amp;quot;[[History of Elanthia]]&amp;quot; it says &#039;&#039;&amp;quot;Whether it was a Nalfein or Human assassin, or whether she simply fell ill, none are certain.&amp;quot;&#039;&#039; Whereas the Faendryl history states: &#039;&#039;&amp;quot;but the Faendryl never had a doubt as to what happened. The evening of her death, Chesylcha&#039;s three sisters all fell to their knees, screaming in pain and holding their heads. When they were again sensible, each reported seeing the same thing: an assassin of House Nalfein, there by grace of a secret alliance between the Nalfein and the Ashrim, slitting their sibling&#039;s throat.&amp;quot;&#039;&#039; This inconsistency would not make sense if there was a body that could be examined.&lt;br /&gt;
[572] This is what Maelshyve is in DragonRealms, she comes back to Elanthia having been banished. This line is letting the deranged demon worshippers be onto something. The consistency hook on Maelshyve and DragonRealms is another motivator for there being either permanent or temporary &amp;quot;hellgates&amp;quot; under the wastes from rifting / instabilities, so that theory of Despana&#039;s origins has some sense of how she got here in the first place, since this document is also committing to the severe impracticality of demons and other extraplanars being able to get into our plane without the way opened on this side for them.&lt;br /&gt;
[573] This is based on the museum artwork that was in Wehnimer&#039;s Landing, now in Stormbrow Gallery.&lt;br /&gt;
[574] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[575] This is from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[576] It is represented as a volcanic eruption in &amp;quot;[[The Settlement of Eh&#039;lah]]&amp;quot;. In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it makes it sound like the mountain was not even there prior to the cataclysm. This line is reflecting that tension.&lt;br /&gt;
[577] Extrapolating off &amp;quot;Obsidian Council&amp;quot; as the name of the new governing body after that cataclysm in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;&lt;br /&gt;
[578] This is cross-referencing the approximate timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; with the exact date used for Despana in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This line is not meant to be implying the disaster was also in the year -19,864. Only that on Elven time scales these were not far off from each other, and giving a little bit of motivation for &amp;quot;[[History of Elanthia]]&amp;quot; saying her contemporaries believed she was from the jungles down there.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics.[579] It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor.[580] In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years.[581] While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization.[582] Despana herself was not regarded as a great threat from the very long precedent of her inaction.[583]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[579] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; and following the implication of &#039;&#039;&amp;quot;her quest succeeded when she found the Book of Tormtor&amp;quot;&#039;&#039; in what is now called Rhoska-Tor. In that time period it would have been considered the nearest part of the Southron Wastes to the Elven Empire. It might even be that Maelshyve was built in that spot looking forward to that reason.&lt;br /&gt;
[580] &amp;quot;[[History of Elanthia]]&amp;quot; establishes that Maelshyve was a keep built in Rhoska-Tor. This sentence refers to it as &amp;quot;haunted lands&amp;quot; due to this document&#039;s arguments about how undead should naturally be present there because of taint / corruption.&lt;br /&gt;
[581] This is the embellishment introduced for this region by this document.&lt;br /&gt;
[582] This is limiting the scale and scope of the practical threat in the Second Age from this region.&lt;br /&gt;
[583] This is explicitly recognizing the very long delay between her construction of Maelshyve and the Undead War, in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, while &amp;quot;[[History of Elanthia]]&amp;quot; had said those undead constructed Maelshyve and that &amp;quot;their numbers grew rapidly.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War.[584] It was founded on an ancient mound of the Old Ones known as the Torm Tor.[585] It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon.[586] There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally.[587] Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through esoteric methods, and thereby knowledge of dark magic more immediately through mental contact.[588] Whether through ruins or some lingering presence below the wastes.[589]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[584] These are the dates from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[585] This is totally made up. The premise was framed earlier in this document that Tor refers to the geological feature. Rhoska-Tor is a name that was coined later, per the wording of &amp;quot;[[History of Elanthia]]&amp;quot;, so the &amp;quot;tor&amp;quot; could have come from Book of Tormtor (where Tormtor is a Drow easter egg from Dungeons &amp;amp; Dragons.) But since we are using &amp;quot;Tor&amp;quot; in the sense of Glastonbury Tor, this line is going the opposite way with it. The supposed &amp;quot;Book of Tormtor&amp;quot; is being called that because Maelshyve is built at the Torm Tor, where the implication here is that there is some &amp;quot;Torm&amp;quot; Ur-Daemon. Perhaps the in-world setting etymology root of the word &amp;quot;torment.&amp;quot; Calling this a mound is partly motivated by banshee mythology and partly by keeps being built on mounds.&lt;br /&gt;
[586] As previously mentioned in these footnotes, the Dark Elven language could not have been called &amp;quot;the voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;[[History of Elanthia]]&amp;quot; implies the placename &amp;quot;Rhoska-Tor&amp;quot; was invented later. And there&#039;s some reason to argue that Dark Elves should not have been considered a racial concept in the Second Age, since the Faendryl were not called Dark Elves until after the Ashrim War. So the premise is that contemporaries are using this wording to refer to the tongue of the demon worshippers posited to be in that region.&lt;br /&gt;
[587] It does not actually make literal sense for there to be a book written in the language of the Ur-Daemon and that mortals with no knowledge of that language would be able to read it. There is the &amp;quot;comprehend languages&amp;quot; kind of magic, of course, but that is Mentalism and Elanith does not have Mentalism magic in that time period. It would have to be more esoteric.&lt;br /&gt;
[588] This is a Lovecraftian notion of somehow learning extinct languages across time or mental contact with dead/sleeping daemons.&lt;br /&gt;
[589] One way would be essentially a kind of Ur-Daemon artifact after all, whereas the other could be one of the Ur-Daemon (or some other malign entity) itself.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then if the book existed, it was from Despana herself writing it.[590] Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier.[591] It was a relatively common interpretation to believe that this was actually written in an orthographic convention of the Dark Elven language.[592] While the Dhe&#039;nar were not the only Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would lead to them being blamed.[593]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[590] This would make a sensible path for an actual book existing while retaining the truth of that Ur-Daemon link.&lt;br /&gt;
[591] These are from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; respectively. Along with &amp;quot;[[History of Elanthia]]&amp;quot;, all three of these documents have Illistim NPC scholars listed on the top, so taking that with &amp;quot;History of Elanthia&amp;quot; saying none can now know what its contents were, the only conclusion available is that scholars do not actually know what the Book of Tormtor was in reality. It&#039;s more of a mythical thing for explaining or rationalizing Despana. This document actually creates an avenue for the Book of Tormtor not needing to have existed for Despana to have done what she did.&lt;br /&gt;
[592] This is explicitly talking about the alternative possible meaning for language of the Daemons. With the stipulation that in that time period Dark Elves probably were not thought of as a race in the way they are now. This also opens the possibility that the written form of Dark Elven is some dominant convention in the region that comes from the Despana period.&lt;br /&gt;
[593] The rumor of her being from those southern jungles, the notion of the Book of Tormtor possibly being left behind by the ancient Dhe&#039;nar, the prophecy of Noi&#039;sho&#039;rah (perhaps mangled by contemporary knowledge of Despana), and maybe whatever undefined involvement of the Dhe&#039;nar in Despana&#039;s agenda. The Dhe&#039;nar might also be perversely leaning into the theory that Despana was Dhe&#039;nar themselves. The point of this is to provide a hook for why Dhe&#039;nar become called &amp;quot;Dark Elves&amp;quot; as a whole lineage when it took Ashrim genocide for the Faendryl to get labeled &amp;quot;Dark Elves&amp;quot; and that term should really originally have been about cultural condemnation. This is a subtlety. But it&#039;s a mistake to just naively take the Dark Elf racial mechanic that simply and literally, when the lore behind the term gives it a political motivation and meaning. But Dark Elves as a whole are not an ethnicity, with radically divergent cultures, and at best are a shared language group.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep.[594] However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105.[595] There have been countless fake Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics.[596] What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they had never been wielded as vast armies by necromancers.[597] Widespread undeath had only been encountered when dealing with extraplanar horrors such as the Vishmiir.[598]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[594] This is going off &amp;quot;[[History of Elanthia]]&amp;quot; saying the book was lost in the events that followed.&lt;br /&gt;
[595] This is from the [[Animate Dead (730)]] release events. Shar had previously been searching for the Book of Tormtor in the late 90s.&lt;br /&gt;
[596] This is an embellishment. But there is no way this would not be true.&lt;br /&gt;
[597] This is the perspective and framing being built by this document.&lt;br /&gt;
[598.1] The [[Vishmiir]] had fought with the Elven Empire according to &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, and the Vishmiir make hordes of undead minions. (This document references the Vishmiir several times just because there are so few ancient things like this that are already defined.) This is just generally acknowledging that these extraplanar threats we deal with typically come with undead hordes, so even if it happened less often in the Second Age, larger scale undead incidents would happen with extraplanar horrors / demons. This document is just leaning on the Vishmiir in particular because there is explicit lore and loresong implying how ancient they are in their relationship to Elanthia. The embellishment that no vast armies by necromancers had been done before was mentioned previously in this document, but that does not necessarily have to be true. It&#039;s just helping distinguish Despana while having necromancy of undead be a known thing for thousands of years prior. Despana might be taken as having innovated rotting corpse kinds of undead, especially communicable diseased undead.&lt;br /&gt;
[598.2] The Faendryl method of countering her strategy also helps explain an apparent absence (or at least lack of effectiveness) of future imitators of Despana. Whatever of these that have happened since then were presumably put down within the region by the Faendryl, along with the Grot&#039;karesh and Dhe&#039;nar and so forth. There seems to be nothing established about clashes with the Horned Cabal, for example, within the subcontinent region [[Story of the Volnath Dai|prior to]] Grandmaster Fineval and invading the Turamzzyrians.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness.[599] With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a hierarchy of command over hordes of lesser undead.[600] The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves.[601] Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches.[602]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[599] This is from the [[urglaes]] lore. It is reviving the Rolemaster lore for the metal, though that was still roughly preserved in the urglaes lore. The term &amp;quot;elemental darkness&amp;quot; is a convention used in this document, being shorthand for &amp;quot;the sorcerous element of darkness.&amp;quot; This is elaborated in Volume 2.&lt;br /&gt;
[600] This premise was framed earlier in the document. There is some existing framing for necromancers in Elanthia needing to leverage off artifacts or minions to control large scales of undead. Some of this is relatively implicit (e.g. the Horned Cabal&#039;s dependence on the Sphere of Sorrow for wielding large hordes; the Tablet of Death, etc.), but it was also explicit in the [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] storyline in Plat. This is setting up a vulnerability in her horde methodology that makes the Faendryl summoning demons a silver bullet for stopping her.&lt;br /&gt;
[601] This is reviving the Rolemaster bestiary lore for these kinds of undead. It was true of skeletons, zombies, and ghouls.&lt;br /&gt;
[602] This was explicitly true in the Rolemaster bestiaries, which was the creature lore at the time &amp;quot;[[History of Elanthia]]&amp;quot; was being written in late 1995.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts.[603] Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland.[604] Methods were made so that the fallen on battlefields would rise together in mass.[605] Most importantly of all, Despana was a plaguelord, fashioning cursed diseases.[606] Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries.[607] These were as the transformation curses of witchcraft, except resulting in the undead.[608] Ghouls would make more of themselves by clawing with their nails.[609] Others were infected through contact with fluids, or through bites, or even through pestilent vapors.[610]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[603] This document is preferring to treat the Rhoska-Tor banshees as corrupted nature spirits (fey) from the taint of the Ur-Daemon, so that Despana is really conjuring / summoning them, rather than the kinds of banshees that come from cursed sorceresses. Being categorically different from the rotting corpse undead, this is giving her a different control method.&lt;br /&gt;
[604] Possession of corpses by spirits is a concept in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, and this notion of burial in tainted lands is a trope that is also present. The Grot&#039;karesh incidentally keep their dead in crypts.&lt;br /&gt;
[605] This was described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot;.&lt;br /&gt;
[606] The most clear and explicit example of this is the Red Rot.&lt;br /&gt;
[607] This is represented in the &amp;quot;[[Giantkin History]]&amp;quot;, and the latter part especially is explicitly described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard]]&amp;quot; soldier&#039;s journal document, which also has the festering wounds.&lt;br /&gt;
[608] This is an embellishment but the framework of this document giving historical continuity between these traditions.&lt;br /&gt;
[609] This is the original ghoul lore from Rolemaster. By 1995 the disease curse from ghoul nails was known as Ghoul Rot.&lt;br /&gt;
[610] The fluids and bites are generic. The pestilent vapors (like the Living Dead movies) raising undead is something Raznel was actually doing in the [[Witchful Thinking]] storyline, but for the notion of infecting, the Red Rot was treated as airborne when it resurfaced in 5103 (though it was not represented as turning Dwarves into undead.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire.[611] The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497.[612] This was about three hundred years before the siege of ShadowGuard.[613] In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action.[614] There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief out of the southern wastes.[615] There was much reason to underestimate the weak undead.[616]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[611] This sentence may sound like a non-sequitur coming off that paragraph, but the point is that the real threat of her horde was from these not obvious directions, which was not understood until later. This line is pointedly interpreting &amp;quot;the Undead&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; as a proper noun for referencing Despana&#039;s horde specifically and not the undead in general.&lt;br /&gt;
[612] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document had the Undead War going back into the -15,400s and that needs to be handwaved as lower scale skirmishes. It implies the Battle of ShadowGuard happened in the -15,400s but all the other documents with dates disagree. It should be reinterpreted as having Sylvan scouts coming across Dharthiir allied mountain forces, but not coming out to the other Elves until a much later date when ShadowGuard happens&lt;br /&gt;
[613] We are using the other documents having ShadowGuard and Maelshyve destruction not that far separated. But we&#039;re not going to use -15,186 because it doesn&#039;t give space for &amp;quot;years&amp;quot; or war or the Battle of Harradahn. So this document says ShadowGuard was really in -15,196 and just commonly gets misdated as -15,186 (maybe because of legibility of the digit in whatever record in the Chronicles, calendar system discrepancies, and maybe a headache of unreliable documents in the period with politically motivated revisionism.)&lt;br /&gt;
[614] This is a mild retcon for reconciling &amp;quot;[[History of the Sylvan Elves]]&amp;quot; with the other Undead War period history documents with dates. It is also giving some sense to Rhak Toram speaking of &amp;quot;the orc wars&amp;quot; as something more distinct than normal dwarf-orc clashing. What we are doing is having the Sylvan scouts coming across Dharthiir forces back into the -15,400s, but then they noticed what we&#039;re calling &amp;quot;the Surge&amp;quot; around the time ShadowGuard gets taken out (and what&#039;s happening to the crops in the provinces and so forth), and only then do they come out and help the Faendryl fight the Undead.&lt;br /&gt;
[615] This is an embellishment. But with the premise of the nature of the southern wastelands in the Second Age, this is a sensible thing the Vaalor would have done.&lt;br /&gt;
[616] GemStone has done some serious level creep since &amp;quot;[[History of Elanthia]]&amp;quot; was written. But the general idea leaned into with this document is that the weak undead can be controlled in greater numbers, and having big numbers becomes the central threat, particularly when these undead can inflict unhealing festering wounds or turn the wounded into more undead. They do not need to defeat the opponent in single combat. They only need to make contact or get too close, then those wounded or dead get made part of the Undead hordes. So Dharthiir goes for the heavy infantry House first.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chronology of the Undead War is muddy and sometimes contradictory.[617] Library Aies was badly damaged in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records.[618] There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals.[619] The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized.[620]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[617] This is explicitly framing the fact that the official documentation has a bunch of contradictory dates and time ranges for the Undead War. The grounding for the premise is that you have a surplus of dubiously reliable personal memoirs, and a long period of time of shoddy document preservation and replication. So even though the documents that exist would be using Elven calendar dates, it is unclear how trustworthy the dates are in a surviving copy. Similarly, if the provenance of the document is unclear and the numbers have to be interpreted, the Houses use calendars with similar but different origin years based on their House founding dates. The &amp;quot;[[Ilynov Journal]]&amp;quot; accounting of ShadowGuard (converted out of Vaalorian calendar dates) ranges from April -15,187 through November -15,186, with ShadowGuard besieged as early as January -15,186, while the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard document]] spans only one month, July into the beginning of August -15,186. We also do not know what kind of calendar drift (e.g. Julian vs. Gregorian calendars would be a whole year off on Elven civilization time scales) happened over thousands of years and the corrections that were or were not applied (and how many times between copies) to the dates.&lt;br /&gt;
[618] The first part of this is an extrapolation from details in the [[Ta&#039;Illistim Monarchs]] document. The second part is from the Half-Elven history document.&lt;br /&gt;
[619.1] This is meant to give some wiggle room on the absolute authority and implications of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] and the [[Ilynov Journal]] documents, and to give some motivation for why chronology of that time period would be difficult for much later historians. The analogy with criminal memoirs is that onced freed from the liabilities, criminals will admit to things they did not do for posterity, and misrepresent things to make themselves sound bigger and more significant. The &amp;quot;criminals&amp;quot; dig is also partly coming from the IC author being Faendryl.&lt;br /&gt;
[619.2] This is also throwing some salt into the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|ShadowGuard journal]]&#039;s final entry as fantastic, of the Vaalorian undead soldiers somehow breaking free and turning on Dharthiir (after standing around idly allowing Dharthiir and Taki to duel), allowing Taki to strike at the lich. But this undead turning on Despana&#039;s own forces phenomenon, whatever the cause of it, helps support the hierarchical control disruption premise used in this document.&lt;br /&gt;
[619.3] This is also throwing shade on [[Ilynov Journal]]. It has Taki Rassien gathering the Sabrar with Despana threatening &amp;quot;even the mighty Vaalor&amp;quot; in April -15,187 , and then Taki &#039;&#039;&amp;quot;prepares for a battle at ShadowGuard&amp;quot;&#039;&#039; in January -15,186 (the forces described as already besieging ShadowGuard at this time with &#039;&#039;&amp;quot;a surprise attack on the forces besieging ShadowGuard&amp;quot;&#039;&#039;), then news of Taki&#039;s defeat in the city in November -15,186 (which [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document has happening in early August.) This makes the month vs. one day tension even worse, so as noted in other footnotes here, it can be reconciled by having Dharthiir not seriously trying to take ShadowGuard at first but instead bottling up the pass around the mountains.&lt;br /&gt;
[620.1] This notion of emphasis-on-what-counts is the way to reconcile these contradictory documents. The &amp;quot;[[History of the Faendryl]]&amp;quot; can be using &amp;quot;Undead War&amp;quot; to refer to the entire 5,000 year period Despana was known to exist by the Elven Empire. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is using a few hundred year date range, reinterpreted here to refer to comparatively low level pre-&amp;quot;Surge&amp;quot; skirmishes with Dharthiir and his allied forces (though this requires bending its timing, which has them only starting to deal with it after ShadowGuard falling.) The relatively short war with a stalled battlelines/front is treating the Battle of ShadowGuard as the start of the Undead War and not that long period Dharthiir was up to hijinx leading up to it. Which incidentally gives everyone a few centuries to know who and what Dharthiir was prior to ShadowGuard (which is still haunted with undead in the present day, having been turned into a haunted place with corruption and so forth.) &lt;br /&gt;
[620.2] There might also be some relatively static presence of Undead forces at ShadowGuard for a longer period of time, then a lightning fast surge through the western provinces, with Dharthiir showing up at ShadowGuard (with a sudden increase in hazards / ability) to then lead an eastern offensive toward Ta&#039;Vaalor after catching the Vaalor legions off guard. This would give some flex time for other Houses not cooperating, the year prior time span in the &amp;quot;[[Ilynov Journal]]&amp;quot; document, and some sense to &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot; At last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense&amp;quot;&#039;&#039;, when a one month time window would seem too short / recent for that wording. But this point is trying to reconcile the &amp;quot;Ilynov Journal&amp;quot; and &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document extended time spans for ShadowGuard with the time spans in &amp;quot;History of Elanthia&amp;quot;, which instead made it sound like an advancement into Elven territory toward Ta&#039;Vaalor and then Taki and the Sabrar going to a fortress in the invasion path to &amp;quot;make a stand&amp;quot;, and then immediately getting steamrolled, while there is no geographical reason the Undead horde should have waited around ShadowGuard that long if it&#039;s as far inland and wide open as shown on the current Elanith map.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185.[621] Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year.[622] It is generally accepted that the war lasted for years.[623] There are even some races who conflate the Undead War with the whole Age of Chaos.[624] There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years.[625] The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade.[626] What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard.[627] Despana&#039;s capacity for rapid escalation was contrary to her own precedent.[628] The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.[629]&lt;br /&gt;
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[621] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Vaalor journal documents use these dates, though the Vaalor ones are converted into the Vaalor calendar equivalent. The [[Ta&#039;Illistim Monarchs]] document also uses -15,185 for the end of Lanenreat&#039;s reign (using Illistim dates), having been (de facto) deposed during the Undead War. It actually treats Laibanniel in -15,185 as overseeing the &#039;&#039;&amp;quot;initial defense of Ta&#039;Illistim&amp;quot;&#039;&#039;, which means implicitly it&#039;s using the -15,186 date for ShadowGuard, and Lanenreat had resigned for failing to contain Despana and her hordes. This implies something happened to Ta&#039;Illistim after ShadowGuard. The Lanenreat section saying &amp;quot;hordes&amp;quot; and Laibanniel section saying &amp;quot;undead hordes&amp;quot; is a seed for a coming paragraph to say it was Dharthiir&#039;s orc/troll/etc. allies in the mountains that hit Ta&#039;Illistim at first. Which geographically makes sense.&lt;br /&gt;
[622] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and &amp;quot;[[Elanthian Gems]]&amp;quot; in the jet section, which uses the sylvan dates, have -15,188 for the Battle of Maelshyve, which by definition has to happen later than the Battle of ShadowGuard.&lt;br /&gt;
[623] &amp;quot;[[History of Elanthia]]&amp;quot; had said it lasted for years: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039;&lt;br /&gt;
[624] The Giantkin history could be read this way. But &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound that way very directly.&lt;br /&gt;
[625] This could be just very loosely referring to the whole period Despana was known about. But &amp;quot;[[History of the Faendryl]]&amp;quot; only gives a couple of Patriarchs for the entire 15,000 year period between the Undead War and the Ashrim War. It was pretty clearly written to imply the Undead War was very long and the underground period up to the Ashrim War was relatively short. These Patriarch numbers need to be retconned in some way, such as state sanctioned history redacting the Patriarchs in the underground period, or re-numbering the earlier Patriarchs.&lt;br /&gt;
[626] Doing it this way just means a digit error is being done, where instances of -15,186 should be saying -15,196. Or the equivalent in the other calendar systems. Then there&#039;s a reasonable length total war phase and the Battle of Harradahn fits.&lt;br /&gt;
[627] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[628] This is extrapolation from the time gap in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[629] This is going off the timing in &amp;quot;[[History of Elanthia]]&amp;quot;. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] twists it somewhat, having a month long siege of the same place (or closer to a year long siege in [[Ilynov Journal]] and over a year of threatening Vaalor), and then Taki Rassien showing up (after over half a year in Ilynov Journal but only a one month reinforcement call delay in ShadowGuard journal) and that part being the 1 day event. Whereas &amp;quot;History of Elanthia&amp;quot; words it as a month long advance, &#039;&#039;&amp;quot;cut[ting] a swathe&amp;quot;&#039;&#039; into Elven territory, up to the point it was threatening Ta&#039;Vaalor itself. (ShadowGuard is also represented as significantly north of Ta&#039;Nalfein on the Elanith map, about the distance from Tamzyrr to Brisker&#039;s Cove, with no apparent reason why Dharthiir should not just ignore it and go around it.) A static siege at one location is nominally inconsistent with &#039;&#039;&amp;quot;progress was lightning fast, easily destroying what little resistance they met in the outlying provinces&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;the battle of ShadowGuard lasted less than one day.&amp;quot;&#039;&#039; The prior dig on war memoirs is taking some of the edge off this point. The premise that this &amp;quot;shocked [the other houses] into cooperating&amp;quot; originates in &amp;quot;History of Elanthia&amp;quot;, where &amp;quot;at last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense.&amp;quot; This document also presses into the point of the Elven empire&#039;s &amp;quot;outlying provinces&amp;quot; away from the East as having been hit especially very badly, which has never really been elaborated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.C The Faendryl Exile [630]&lt;br /&gt;
&lt;br /&gt;
What the Elves had failed to understand was that Despana had united the malign factions of the southern wastelands, and over those many long years there was a merger of the traditions of the black arts.[631] There was a leap in the arts of necromancy because it was felt as an abrupt revelation.[632] In the first month of the invasion, what might be called the Surge, the Undead were regarded as a conventional but mindless force.[633] It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir.[634] They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders.[635] House Vaalor was, bizarrely, the path of the invasion.[636] With the benefit of hindsight, it is now believed Dharthiir intended to make his forces be surrounded as a tumor in the very center of the Empire, which at the time was regarded as illogical and suicidal.[637]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[630] This is setting the fusion of black arts traditions on the one hand, and then the conditions for those spilling over into Faendryl sorcery, and vice versa, to help explain the later widespread use of the dark sorcery paradigm.&lt;br /&gt;
[631] This is an embellishment. Since we have heterogeneous smaller scale factions existing in that region, and Despana having come to dominate that region, and Dharthiir having made allies of various races against the Elves, it is a sensible consequence of this that these stipulated &amp;quot;black arts&amp;quot; traditions would be merging in Despana&#039;s long dormancy period in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Then from the point of view of the Elven Empire, there would have been a sudden burst in unfamiliar necromancy. &lt;br /&gt;
[632] More subtly, this document is creating an internal logic for the Book of Tormtor possibly being more myth than fact, because it would have been tempting to erroneously assume some ancient dark magic was discovered and rapidly acquired by way of an artifact. It could instead be that a lot of merging and innovation was done to large scale and only revealed all at once.&lt;br /&gt;
[633] The phrase &amp;quot;the Surge&amp;quot; is totally made up. &amp;quot;The Undead&amp;quot; is being used as a proper noun for Despana&#039;s horde. This is following off the Undead War section of &amp;quot;[[History of Elanthia]]&amp;quot;, and to some extent the early parts of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document. &amp;quot;the Surge&amp;quot; is creating a distinct phase of the Undead War that allows some flex on the timing. There can be some earlier stuff happening, but then a sudden escalation with ShadowGuard getting overrun as they shifted gears and began pushing northeast into the core Elven Empire. &amp;quot;the southeastern outlands&amp;quot; is talking about pressing into and building up toward ShadowGuard.&lt;br /&gt;
[634] This is cross-referencing &amp;quot;[[History of Elanthia]]&amp;quot; wording with the Elanith continent map, which wasn&#039;t really defined yet when &amp;quot;History of Elanthia&amp;quot; was written. This approach is really &#039;&#039;&amp;quot;the heart of the Elven empire&amp;quot;&#039;&#039;, so &#039;&#039;&amp;quot;the outlying provinces&amp;quot;&#039;&#039; should refer instead more to the western territories, where there would be weaker concentration of forces. And the framing we have given of sovereign land claims being in the way of each other and not allowing military border crossings.&lt;br /&gt;
[635.1] The borders line is a slight embellishment from &amp;quot;History of Elanthia&amp;quot; saying &#039;&#039;&amp;quot;no house would commit troops to defend the territories of another.&amp;quot;&#039;&#039; It would not be possible for some of these land locked Houses to get their troops anywhere without going through the main lands of another House, so what we&#039;re doing here is interpreting this line as meaning something more to the effect of &amp;quot;defend the [outlying province claims] of [other Houses].&amp;quot; This is trying to make sense of the line &#039;&#039;&amp;quot;Each house wished the glory of vanquishing the Undead for themselves&amp;quot;&#039;&#039;, because in terms of the continent map, only Houses Vaalor and Nalfein were geographically positioned to be fighting the invasion. So we have to assume this involving those western provinces which are ill-defined.&lt;br /&gt;
[635.2] We are also tacitly committing to a model of forces moving north into the West (in terms of outlying provinces) because Despana&#039;s progress being lightning fast, and within a month threatening the heart of the Elven Empire, because in terms of the actual continent map there is not much distance between Maelshyve and core Elven or even Vaalorian territory. And if the only thing that&#039;s happening is the thrust toward House Vaalor, the stuff about the other Houses wanting the glory for themselves becomes incoherent. It makes more sense for that to be talking about defending their Western provinces.&lt;br /&gt;
[636] This is referring to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Within a month, the Undead had cut a swathe to the heart of the Elven empire, threatening Ta&#039;Vaalor itself.&amp;quot;&#039;&#039; This has to be interpreted delicately to reconcile it with the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document and ShadowGuard&#039;s position relative to the Sylvans in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. Some of the pressure can be taken off by instead reading it as the horde kept moving onward toward Ta&#039;Vaalor after ShadowGuard. The notion here is Dharthiir directly going after Vaalorian fortifications (e.g. ShadowGuard) and moving in an arc toward Ta&#039;Vaalor while skirting the territory of House Nalfein. And then House Nalfein is not defending Vaalor fortifications, the whole not defending each other&#039;s stuff situation. Second Age borders are not defined. But it would be plausible that House Vaalor had its own land access around the southern DragonSpine for moving its legions.&lt;br /&gt;
[637] This is an embellishment. The strategy is based on extrapolating from the threads in the lore that indicate the use of disease magic and the wounded living turning into undead. It changes the logic of what makes sense for deploying armies. Dharthiir is getting into a close up melee fight with the infantry forces House and doing that damage up front before the longer-run fight with the more magic oriented houses. This logic is also motivating the orcish raids on House Illistim at almost the same time postulated later in this document. Also because of Lanenreat lore and the distance from the Undead. However, this wording is partly leaning on the position of ShadowGuard on the current Elanith map, which is probably much too far north given its implied latitude in the Sylvan documentation. If ShadowGuard were instead placed near the pass leading around the DragonSpine Mountains, on the edge of core Elven territory, the Surge would be mostly heading north into the Western provinces in the first month with some build up at ShadowGuard, then it shifts northeast focused and starts steam rolling toward Ta&#039;Vaalor when ShadowGuard falls. This line is also about reconciling why this is largely bypassing House Nalfein, which for a living military would make supply lines vulnerable to being cut off and then surrounded, and has Dharthiir (who doesn&#039;t take to the field until two weeks into it in the soldier journal document) not immediately trying to take ShadowGuard but instead having a temporary false stalemate while the Western provinces fall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces.[638] This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades.[639] This temporarily disrupted the hierarchy of the Undead.[640] There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.[641]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[638] This line is inspired from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]] document.&lt;br /&gt;
[639] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;, but the specific detail of Taki and Dharthiir vanishing in a sword clash comes from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The &amp;quot;[[Ilynov Journal]]&amp;quot; document suggests the details of this were still not known a century later, and this journal is retrieved back in 2014. It is implicitly a sorcerous backlash from the clash of the incompatible essences in the swords, similar in principle to when the Griffin Sword shattered in the duel between Morvule and Ulstram, and this sorcerous backlash must have thrust them out of this reality.&lt;br /&gt;
[640] This is an embellishment. It is reasonable to think this temporarily disrupted things with the Undead, giving breathing space for the Faendryl to take unified command of the situation. Dharthiir probably wasn&#039;t the only lich, though, so the emphasis here is on temporary. This line does two things. It gives a hook for the Faendryl to recognize the hierarchical dependency of Despana&#039;s undead army. And it tacitly acknowledges ShadowGuard is still overrun with Undead in the present day. ShadowGuard has been visited in this way during storyline events. So this document treats it as a place that became haunted.&lt;br /&gt;
[641] The document is being non-commital on whether this was pre-planned, or Despana shifted gears temporarily when Dharthiir went missing. This line is meant to explain the [[Ta&#039;Illistim Monarchs]] document having Lanenreat resign, when the Undead should not have been near House Illistim, and her successor doing the initial defense against the *undead* hordes. It geographically makes sense that Despana&#039;s orc/troll and maybe minotaur allies in the mountains would hit House Illistim first in an eastern campaign. The Mirror Valastiel&#039;s personal diaries were also stored in Library Aies, &#039;&#039;&amp;quot;but were lost during the Undead War with Despana.&amp;quot;&#039;&#039; This creates a strong implication that Library Aies was damaged during a siege or sacking event, while the Undead front lines should not have been anywhere near Ta&#039;Illistim. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command.[642] They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana.[643] However, in what was a supreme irony and reversal of the natural order, time was working against the Elves.[644] The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics.[645] Where there were battle lines held in the southeast, there was widespread chaos and death in the West.[646] Plagues were spreading that had been made through dark sorcery.[647] Blights were killing the fields and wildlife.[648] The living were in very serious danger of widespread famine and mass starvation.[649] It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners hid the desolation of the West to prevent demoralization.[650]&lt;br /&gt;
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[642.1] Houses Vaalor and Nalfein would have taken the brunt of the Undead invasion for geographical reasons. This line is adding in House Illistim getting hit out of the mountains as an extrapolation from the [[Ta&#039;Illistim Monarchs]] document. That House Faendryl was able to unify command under these conditions is given in &amp;quot;[[History of Elanthia]]&amp;quot;. They grouped forces to the west of ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which does not make much sense unless ShadowGuard is significantly further south than the current [[Elanith]] map depicts and House Nalfein further east is getting hit by Despana&#039;s forces out of ShadowGuard.&lt;br /&gt;
[642.2] The most current map of Elanith places ShadowGuard much too far inland (and would be a more reasonable location for Harradahn), about as far north as Brisker&#039;s Cove while Maelshyve is roughly as far south as Idolone. This is awkward because it means this Undead horde under Dharthiir is passing right through core Nalfein territory, ignoring House Nalfein and apparently not being fought by the Nalfein. This is awkward enough that the map should probably be retconned, and arguably is not consistent with other documentation. &amp;quot;ShadowGuard&amp;quot; in the Second Age would more sensibly have been between the Sylvan settlement of Nevishrim and Ta&#039;Nalfein or what is now Feywrot Mire, which makes much more sense for Sylvan scout and army grouping positioning relative to ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot;The elves, shocked by the loss of ShadowGuard, a site less than 100 miles to the east, welcomed the sylvans and fervently sought their allegiance against the forces of Despana.&amp;quot;&#039;&#039; ShadowGuard would then be sensibly named with the specific Second Age purpose of guarding against bad stuff coming out of those southern wastelands, and effectively analogous to Minas Morgul which was the forward most fortress guarding against Mordor and is now haunted with undead. Then the fortress would be a kind of choke point that Dharthiir can&#039;t just go around, and makes this House Nalfein issue not a problem. The horde can keep heading toward Ta&#039;Vaalor after ShadowGuard at this position and the original wording still makes sense.&lt;br /&gt;
[642.3] Following off note 642.2, with the lightning fast progress happening in the West, the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] depicting a month long (or longer in &amp;quot;[[Ilynov Journal]]&amp;quot;) siege can be reconciled with &amp;quot;[[History of Elanthia]]&amp;quot;. Dharthiir would be bottling up Elven land forces at a choke point while hordes wreaked havoc in the Western provinces, and only then committing to a &amp;quot;Surge&amp;quot; northeast. But this would require changing the Elanith map to put ShadowGuard farther south as the border of the core Elven Empire. The wording in this document about focusing on House Vaalor as the invasion path in contrast is allowing House Nalfein to be temporarily bypassed. Since Dharthiir gets taken out at ShadowGuard, we would read it as his strategy being continued, cutting the swathe toward Ta&#039;Vaalor.&lt;br /&gt;
[643.1] The Battle of Harradahn is mentioned in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, dating it as the following year is the chronology convention explicitly chosen earlier in this document. The stalemate was established in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039; This incidentally contradicts the 1 year timing in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, but the daily heavy casualties does not allow a very long period of war on this scale. That&#039;s why this document uses approximately 10 years. The Undead advance after ShadowGuard into Vaalorian territory can be fast (after initial disruption with Dharthiir gone), then slower, then stalemate after Harradahn. Also, with the existence of these front lines and a lightning strike being done on Maelshyve, this document supposes a bunch of Despana&#039;s forces were not actually at Maelshyve. This bolsters the vulnerable-hierarchy strategy argument for a decapitation attempt and why her forces apparently fell apart fast with Maelshyve. &lt;br /&gt;
[643.2] &amp;quot;[[History of Elanthia]]&amp;quot; does not say who among the Elves made alliances with the non-elven races. [[Ta&#039;Illistim Monarchs]] has Laibanniel &#039;&#039;&amp;quot;formed the first official alliances with non-elves&amp;quot;&#039;&#039;, but this may only be talking about House Illistim. With the way it is framed in this document, it would make sense for this to have been the Dwarven overking of Kalaza, due to the orcs and trolls. That would plug into what Rhak Toram meant about how they were veterans of the &amp;quot;orc wars.&amp;quot; Though &amp;quot;[[History of Dwarves]]&amp;quot; says there was sadness after the Battle of ShadowGuard, and does not specify the details of the &#039;&#039;&amp;quot;Elven request for help.&amp;quot;&#039;&#039; &amp;quot;[[History of the Sylvan Elves]]&amp;quot; has sylvans contacting the elves first, after the Battle of ShadowGuard, though the chronology of this is suspect. It uses a date range of -15,400 to -15,180. It does have the Eranishal legions with &#039;&#039;&amp;quot;a top-notch army of Faendryl elves&amp;quot;&#039;&#039; in -15,195 at the Battle of Harradahn. In &amp;quot;[[History of the Truefolk]]&amp;quot; it is Faendryl emissaries that go to talk to the halflings. It isn&#039;t defined in &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[644] Elves having the advantages of being very long lived and able to outlast things and wait things out. But also being slow-breeding.&lt;br /&gt;
[645] This is a logical consequence of having an undead army, and the trope is seen in other settings, such as the White Walkers of &amp;quot;Game of Thrones&amp;quot; (though they move forward very very slowly, not needing to be in any kind of rush.) The one complication in this is that Despana&#039;s hordes included the living, which do have such constraints, and there were a lot of these at the routing at the Battle of Harradahn which was later than the Battle of ShadowGuard.&lt;br /&gt;
[646] This is cross-referencing the stalemate of front lines in &amp;quot;[[History of Elanthia]]&amp;quot;, while also more explicitly including the detail of the very rapid conquest that had been done in the &amp;quot;outlying provinces&amp;quot; of the Elven Empire, and details such as &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about the crops rotting in the fields. Part of the logic here is that if the elves are holding a front line against the heart of their empire, they&#039;re not logistically in a position to do much to protect outlying provinces in the west.&lt;br /&gt;
[647] This is generalizing from the Red Rot and the festering wound kind of stuff in &amp;quot;[[Giantkin History]]&amp;quot; and the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The Red Rot itself is particular to the Dwarves going up against undead in Maelshyve, but it does not need to be the only disease curse.&lt;br /&gt;
[648] There is some indication of this in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and it is a sensible thing a necromancer enemy would have done. It is partly inspired by Raznel&#039;s blight around Darkstone Bay. Volume 2 talks about desecration witchcraft, and earlier in this document talked about warding charms to protect crops from witchcraft. &amp;quot;Blight&amp;quot; generally refers to plant disease, but I&#039;m having wildlife in turn getting sick from it, much as with Raznel&#039;s blight.&lt;br /&gt;
[649] This logically follows from the premises, combined with the high mobilization levels, and the population disruptions in general. (e.g. humans leaving to join Despana)&lt;br /&gt;
[650] These several lines are inspired by Germany in World War I. The Kaiser himself did not know Germany was on the brink of having to surrender, because his generals hid the direness of their logistic situation under the British naval embargo and so forth. There was just stalemate fighting on the front in France, so to people in Germany, there was no reason to perceive themselves as losing the war. This information asymmetry is setting up some premise for why the other Elven Houses regarded what the Faendryl did at Maelshyve as unjustified and why the Faendryl rulers said there was no other way. The previously framed notion of a long build up of black arts traditions merging is also World War I inspired, based on the long delay since the Franco-Prussian War having masked how much more destructive war technology had become, with the analogy being between the attitudes at the start of World War I and the Elven Houses glibly viewing defeating the Undead for their own glory, followed by war trauma from getting mugged by reality. This is setting up the trauma responses and resentments for the post-war period. The nationalist withdrawing and implicit autarky is reminiscent of post-WW1, but the decolonization is more like post-WW2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve.[651] By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed.[652] The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead.[653] What needed to be done was to banish them from this reality entirely, so that it would be impractical or impossible for them to make it back to this world.[654] The other problem was actually reaching them.[655]&lt;br /&gt;
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[651] So these resources and logistical conditions and so forth, a direness situation only fully understood by the centralized war planners, compel a need for a lightning strike. Which is informed by the Undead hierarchy/leverage conditions.&lt;br /&gt;
[652] This is rooted in the earlier premise of large numbers of weak undead, which are comparatively easy / safe to kill when dispersed in small numbers, and the otherwise natural fractiousness of the allies in Despana&#039;s coalition.&lt;br /&gt;
[653] This is a reasonable surmise with Dharthiir being an Arch-Lich, and it should follow that there would be lesser liches. Difficulty keeping permanently dead is foundational to the lich archetype, so there&#039;s some notion here of phylacteries in Maelshyve or whatever.&lt;br /&gt;
[654] This is giving a very specific role to the use of the veil tearing version of Implosion in destroying Maelshyve, and making consistency with &amp;quot;Maelshyve&amp;quot; in DragonRealms having been an extraplanar exile returning to Elanthia, and possibly even tying into how there are liches (who carry their own phylacteries) in the Scatter. The Rift would then be a hook for the threat of Undead War figures returning eventually, though the Rift itself is effectively a prison. Since this document has Vvrael cultists in the southern wastes, it might be this is how at least some of them ended up in the Rift in the first place. This would also help explain the Vvrael quest premise of Daephron Illian studying ancient Vvrael related texts during the early exile in Rhoska-Tor.&lt;br /&gt;
[655] There were front lines between the Elven Houses and Maelshyve. But then there&#039;d also be a mass of forces guarding Maelshyve Keep. So the issue becomes how do you get these lieutenants all concentrated in close quarters to banish them from this reality all at once in an implosion. If you just implode Maelshyve at the outset, you have Undead leaders not inside the fortress for it, and you still have a problem. (Though the ones bound to phylacteries in Maelshyve get destroyed even if they are somewhere else, leaving fragmented or leaderless undead hierarchy in other places; and if there were phylacteries hidden elsewhere or being carried by the liches, the liches themselves are banished off world.) There&#039;s some awkwardness in the basic story premises from &amp;quot;[[History of Elanthia]]&amp;quot; --- how do you go from stalemate frontlines to Despana&#039;s armies &#039;&#039;&amp;quot;said to have been utterly destroyed&amp;quot;&#039;&#039; from a lightning strike on Maelshyve (i.e. why would they all be there), and why not implode Maelshyve at the very beginning. (&amp;quot;[[History of the Minotaurs]]&amp;quot; is an existing canon example of survivors of Despana&#039;s forces.) So this document is going with the Faendryl trying to delay/avoid doing it, until the situation showed it was necessary, for the political cover of how they know everyone is going to react to it. Along with a strategy of making sure her liches are all taken out with her, especially with the uncertainty on whether phylacteries or where they were all located. There might be some more premise to be had of the horde pulling back and concentrating in a mass at Maelshyve since the allied forces were doing a lightning strike toward it, and then it&#039;s a matter of using the demons to get them to all go inside the fortress. But generally a lightning strike in a static front line situation suggests the Elves were leaving their cities wide open to invasion to pull this decapitation attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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It was decided that the only choice was to summon a great number of powerful demons from the high ground.[656] These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces.[657] These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes.[658] The rotting corpses would then be broken from their command hierarchy, following either the demons, or instinctively turning on the living warriors that were allied with Despana.[659] They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress.[660] The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality.[661] But the Faendryl ruling class was aware that the other Houses would never agree to these actions.[662] Nor would they even see it as necessary from not knowing the true direness of the situation.[663]&lt;br /&gt;
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[656] The allied forces being higher up on slopes with Maelshyve in a &amp;quot;valley&amp;quot; below and the demons spreading through the valley is framed in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The high ground aspect is about relatively uncontrolled demons generally moving in the right direction.&lt;br /&gt;
[657] The Rhak Toram quote calls it &amp;quot;plains&amp;quot; around Maelshyve, though I think the general Rhoska-Tor region should have badlands geology, with tuffaceous sandstone in addition to limestone plateau for the plains, with igneous intrusions and outcroppings. Generally speaking, this reaction of the living to the demons is leveraging off the Breaking from the Third Elven War in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, and the general notion of some demons having chaotic/evil auras analogous to undead sheer fear. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also talks about wildlife scattering and fleeing when the demons were summoned, but that version weirdly describes trees in the vicinity. But it also establishes that the area is hilly: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039;&lt;br /&gt;
[658] This is a critical premise. The Cleric repel spell lists (at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written) used to classify the level of undead relative to &amp;quot;the lesser demonic&amp;quot; and &amp;quot;the greater demonic.&amp;quot; It isn&#039;t obvious in the Rolemaster bestiary context of 1995 that the undead would have any instinct to attack demons, and there&#039;s a strong argument that these mindless undead would instinctually obey dark demonic fiends. So these demons would rip away control from the undead lieutenants, much as combat demons can steal the minor demons that are summoned by Sorcerers in game mechanics. There is indication of control disruption and turning on the leaders in the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document, even if the way it is described sounds implausible (e.g. maybe the thaumaturges stumbled on something that worked as control interference at that moment, similar in  a way to the Order of Voln symbol of submission.)&lt;br /&gt;
[659] This makes the use of demons not about raw brute force, but because the special intrinsic nature of the demons and their relationship with the undead. So using a bunch of elementals, for example, would not work in this same way. The point is to drive everyone (especially the undead) into Maelshyve Keep for the implosion. So if the undead are instinctually turning on Despana&#039;s living forces, they are going to turn around and retreat into the fortress, since they are being flanked on all sides.&lt;br /&gt;
[660] This is the straight forward logic of what would happen if Despana and her lieutenants lost control of the bulk undead in this situation.&lt;br /&gt;
[661] This is a specific means to a specific end, but it causes permanent damage to the veil in an old place of the Ur-Daemon.&lt;br /&gt;
[662] This is set up from the prior framed anathema of the southern wastelands and demonic summoning and all that in this document, as well as the unknowable Ur-Daemon hazard that the Illistim mages talk about in &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[663.1] This embellishment is from the premises established in this document. This helps rationalize why the Faendryl waited for banshees to throw their own side into disarray and retreat before executing the strategy they had already planned. It&#039;s because they know the blowback that will happen from it. This is also about making it clear that their &#039;&#039;&amp;quot;new magic&amp;quot;&#039; was not actually new magic, it was forbidden and condemned magic that the others would not have agreed to using. &lt;br /&gt;
[663.2] Any sort of premise of &amp;quot;well people did not know&amp;quot; in GemStone depends to a significant extent on tamping down on the scope of NPC magic such as portals and scrying methods. But what we&#039;re getting at here is more along the lines of logistical matters of quantity, which is more abstract and centralized control of information over a relatively short span of years. It could be known things are rough in the West (imagined as the Houses having some raw resource economic dependency on as outlying provinces), but at the same time not really known how material resources have been tapped out. That the state of total war would be imminently unsustainable, which is roughly the same thing as a not-obvious but impending sudden collapse.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war.[664] The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts.[665] Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners.[666] Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies.[667] But it was the demons themselves that were the greatest outrage.[668] Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop.[669] It was feared that the Arkati themselves would strike down on the Elves in retribution for this violation.[670] The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.[671]&lt;br /&gt;
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[664] It does not make sense for it to actually be &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; for a lot of reasons, ranging from Marlu and Marlu worshippers to how far back in time Elizhabet Mahkra and the Enchiridion Valentia had to be, due to the timing framed in &amp;quot;[[History of the Faendryl]]&amp;quot;. Some of the other allied races might have perceived it as new magic or taken its newness on face value.&lt;br /&gt;
[665] This is the premise set up by this document. It&#039;s the more consistent and better reading of existing documentation that talks about it as &#039;&#039;&amp;quot;new magic.&amp;quot;&#039;&#039;&lt;br /&gt;
[666] This is represented in various history documents. It is stated explicitly in &amp;quot;[[History of the Truefolk]]&amp;quot; of the Paradis Halfling reaction, and &amp;quot;[[History of Elanthia]]&amp;quot; said: &#039;&#039;&amp;quot;All the Elven houses were appalled at the spells the Faendryl had unleashed. The summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039; There is another thread, represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, where upset comes from demons having gotten loose and attacked allied armies. But the foundational premise was being appalled at demonic summoning in itself. So this document uses that as the central complaint.&lt;br /&gt;
[667] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot; With so many of the sorcerors never having cast the spell before that day, and in such a vast context, it was inevitable that some would falter and lose concentration.&amp;quot;&#039;&#039; It is also helping frame that demonic summoning was not actually common in House Faendryl in this time period, that &amp;quot;[[History of the Faendryl]]&amp;quot; is being misleading on that issue.&lt;br /&gt;
[668] This is referencing &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot;summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039;&lt;br /&gt;
[669] These two lines are based on the Illistim mages complaint about the Ur-Daemon risk in &amp;quot;[[History of Elanthia]]&amp;quot;, and the unhealing tear in the veil at Maelshyve that is mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. They might also have argued that throwing Despana and her high minions offworld in some unpredictable way leaves open the hazard of them returning later, where we cannot be certain they were actually destroyed.&lt;br /&gt;
[670] This is made up. It&#039;s partly playing off the &amp;quot;undemanding liege lord&amp;quot; characterization. It&#039;s plausible in light of the Ur-Daemon risk argument, and the &amp;quot;great chain of being&amp;quot; worldview framed by this document. This kind of thinking may have made more sense in the Second Age to the Elves. (e.g. the [[History of Leya|Leya legend]] is at least quasi-historical, with Kai coming down to watch Elven Empire tournaments and so forth). The Arkati may be more aloof these days. In the I.C.E. setting they would go through phases of being more and less in contact with the world. It also has concrete precedent in the game itself. Charl destroyed / [[Solhaven Cataclysm|flooded Solhaven]] in reaction to the elemental plane accident there while messing with plinite in 5109.&lt;br /&gt;
[671.1] This is the general premise in multiple documents. In &amp;quot;[[History of Elanthia]]&amp;quot; it is: &#039;&#039;&amp;quot;The Faendryl argued that it was necessary, that Despana would have won without these magics. The other houses did not agree. They expressed their outrage by expelling the Faendryl from the empire.&amp;quot;&#039;&#039; Patriarch Unsenis was arguing it in &amp;quot;[[History of the Faendryl]]&amp;quot;. But then he died and his successor Patriarch Cestimir lacked clout in the other courts. &lt;br /&gt;
[671.2] There is no framing on what the imagined alternatives were, but the Illistim plausibly might have argued something like that with a high risk lightning strike being committed to, Despana&#039;s hierarchical control could have been magically interfered with in some more direct way (e.g. anti-magic), and elementals could have been used instead of demons for raw force, and then Maelshyve incinerated with a major flooding into the elemental planes (instead of the interplanar void with implosion.) The Faendryl would argue that is not as effective, not nearly as likely to work as a permanent solution due to the liches, not knowing for certain the phylacteries or analogous anchors are even in Maelshyve, etc. Ironically, this extreme elemental action should instead be used by the Faendryl at Ta&#039;Ashrim, who were burnt up. (Lyredaen confirmed the word roots for Ashrim were ash + grim.) Consistent with the non-canon Sea Elf War ship journal, where it was incinerated. The [[forehead gem]]s loresong also showed smoldering ruins of buildings, which implies heat was used. It would also make more sense for something other than implosion and demon summoning to have been used for destroying the whole of Ta&#039;Ashrim all at once off a relatively small number of Faendryl spellcasters taking extreme methods into their own hands. (There is a mechanics implied limit to how close casters can make implosions to each other, and even what was done at Maelshyve was destroying one fortress building. They could conceivably have done widespread immolation, for example, along with big implosions to create scouring currents of flame throughout the city.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180.[672] House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim.[673] They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses.[674] The Faendryl monarchy instead became more absolutist.[675] There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms.[676] It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly.[677] The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority.[678] They argue their royal line was always the most stable after the founding era.[679] These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay.[680] The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other.[681] The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot;[682]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[672] This is an embellishment extrapolating from Lanenreat resigning during the height of the Undead War in the [[Ta&#039;Illistim Monarchs]] document, which was the councilors and people basically ending dynastic rule in House Illistim. It is giving some more political dimension to how the Faendryl exile happened by having some French Revolution vibes. It&#039;s also setting up divergent views, where the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document talks of this as progress, while the Faendryl commit to their absolutist monarchy.&lt;br /&gt;
[673] This is an embellishment. Lanenreat resigned. But it is framed as her having lost faith and support of her councilors and people, so her abdication is apparently more of a &amp;quot;resign or we&#039;ll fire you&amp;quot; thing. This document interprets some tacit things in the player-accessible version of [[Ta&#039;Illistim Monarchs]] as implying Ta&#039;Illistim got sieged/sacked at some point during the Undead War.&lt;br /&gt;
[674] This is talked about in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document and illustrated in the [[Ta&#039;Illistim Monarchs]] document. The extent to which child of monarch is favored to be made successor may vary by House, as King Eamon was the son of the previous Ardenai king (e.g. &amp;quot;[[Timeline of Elanthian History]]&amp;quot;)&lt;br /&gt;
[675] This is a slight embellishment, with the Faendryl being an absolute monarchy in any case.&lt;br /&gt;
[676.1] The advancement premise with councils taking more power from monarchs is given in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document, which contrasts it with the bloody family politics of the Faendryl, which it says still does hereditary rule. &amp;quot;[[History of the Faendryl]]&amp;quot; says the Patriarchy is by blood. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; vests all power in the Patriarch for designating successors, but also says the Patriarch &#039;&#039;&amp;quot;is raised and trained from birth in the mastership of governance and the duties that fall under its mantle.&amp;quot;&#039;&#039; It says &#039;&#039;&amp;quot;patriarchal succession is not necessarily hereditary&amp;quot;&#039;&#039; and the Patriarch could &#039;&#039;&amp;quot;choose someone not of blood relation&amp;quot;&#039;&#039;, but has that implication of tendency toward blood relation successors. If the &amp;quot;History of the Faendryl&amp;quot; document is to be believed, then cross-referencing it with [[Ta&#039;Illistim Monarchs]] and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, the Faendryl only had one coup incident in the Second Age and the Illistim had worse in the same time period. But &amp;quot;History of the Faendryl&amp;quot; probably has to be treated as whitewashing or omitting things. So these sentences are about reconciling this issue with having contrary views of what is backwards.&lt;br /&gt;
[676.2] The Faendryl counterpart view is already established to some extent in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;: &#039;&#039;&amp;quot;Never again will history speak of the elven empire, because when our house stood resolute in its defense, the lesser houses succumbed to the decay of their ideals and visions. They chose destruction, while we chose preservation. For that choice, they sundered what we had saved and betrayed ten thousand years of brotherhood.&amp;quot;&#039;&#039;&lt;br /&gt;
[677] This is in [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document.&lt;br /&gt;
[678] It has undiluted authority of naming successors in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The way to reconcile these documents is for the Patriarch to often choose a blood relative, family politics stuff, but it does not automatically go the eldest child or first born son or whatever as it might in the Turamzzyrian Empire.&lt;br /&gt;
[679] This is the comparative on &amp;quot;[[History of the Faendryl]]&amp;quot; with [[Ta&#039;Illistim Monarchs]], which are the only defined Second Age monarch lists. It should probably be the case that &amp;quot;History of the Faendryl&amp;quot; is omitting stuff that weakens this argument. It also includes within it that there are occasional coups, even though this is the highest unthinkable crime.&lt;br /&gt;
[680] This is an embellishment. It&#039;s just giving two sides to something [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] set up.&lt;br /&gt;
[681] This is pulling in the explicit premise of popular unrest given in this document, and giving some more motivation for the Faendryl arguments that the other monarchs were scapegoating them out of political opportunism.&lt;br /&gt;
[682] This is likewise inspired by Germany after World War 1, with the front line having been away from the population center, and then one day the leaders surrendered and the Kaiser abdicated. This is setting up wounded pride and jealousies in other Houses, and backstab myth stuff from ordinary population in House Faendryl who would not have known what their elites knew, feeling vilified for something they had nothing to do with. Elves were also getting huge doses of humility relying on the lesser races, and the Faendryl justification in this document&#039;s logic would have included resource arguments that would have involved economic dependence on labor from other resources and so forth, which would have been salt in the wound.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones.[683] The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein.[684] The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility to guard against whatever came or even returned from it.[685]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[683] The Patriarch switch and Cestimir lacking influence in the other courts is in &amp;quot;[[History of the Faendryl]]&amp;quot;. The scapegoating partly to protect their own thrones is based on the embellishment made earlier in this document, about Lanenreat having to abdicate because of public backlash. This is a new variation on the Faendryl view that it was political opportunism.&lt;br /&gt;
[684] This is from &amp;quot;[[History of Elanthia]]&amp;quot;. Houses Vaalor and Nalfein would have taken the most direct brunt of the Undead in terms of their lands, because of geography, and likely the greatest dose of forced humility being bailed out with &amp;quot;lesser races&amp;quot; allies, exacerbating the historical chaffing under Faendryl leadership.&lt;br /&gt;
[685.1] This is an embellishment. The premise of the unhealing tear is in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and it is cross-referencing that with the Illistim mages complaint about the Ur-Daemon hazard in &amp;quot;[[History of Elanthia]]&amp;quot;. There is also the Elven [[The Layman&#039;s Guide to Elven Heraldry|crests document]] where Cestimir has a quote about voluntarily cooperating with the exile: &#039;&#039;&amp;quot;Heraldric records of the era, however, list a quote from Cestimir Xisuthros Faendryl, Patriarch XXXV, as the disgraced Faendryl statement: &amp;quot;Respect our obedience and our power, if neither our leadership nor our intentions, and we will go in peace.&amp;quot;&amp;quot;&#039;&#039;&lt;br /&gt;
[685.2] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; document characterizes the Faendryl spin on cooperating with the exile this way: &#039;&#039;&amp;quot;It is only through madness that one can become an exile in their own lands. However, once confronted with the backs of our sisters and brothers, we deigned to depart from this place called home.&amp;quot;&#039;&#039;&lt;br /&gt;
[685.3] So this premise is extrapolating off that point in 685.1 and reconciled with 685.2, with the other monarchs telling the Faendryl rulers &amp;quot;you broke it you bought it&amp;quot; about Maelshyve, saying it was the Faendryl responsibility to reside there to guard against the hazard they created. This provides a prideful / high road leadership kind of rationale for why the Faendryl rulers did not tell them to go to hell and try to do autarky until everyone chilled out and let it go. (&amp;quot;[[History of the Faendryl]]&amp;quot; characterized it as a flare up of taking control of the Elven Empire just long enough to pull off the exile, so the long-term commitment needs motivation: &#039;&#039;&amp;quot;The other Elven Houses used the Patriarch&#039;s death to take control of the Elven Empire for long enough to exile the Faendryl to Rhoska Tor.&amp;quot;&#039;&#039;) Not 100% pure submission and surrender and humiliation and so forth, but a duty and rehabilitating penance, combined with internal popular unrest. &lt;br /&gt;
[685.4] It also explains why the exile had to be to this exact place and nowhere else in spite of all practical hardships and probably lack of coercive enforcement by the other Elves on that. Though people may have cut loose and left for less hardship, and the Faendryl whitewash over there having been deserters. (Pun? Desert?) With perhaps special contempt for those who took up that &amp;quot;right of return&amp;quot; premise this document makes up. This also relates to how the Armata still guards against the tear at Maelshyve, but for the past few hundred years has let demons wander toward the Turamzzyrian Empire as punishment for the Third Elven War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war.[686] Much of the Faendryl population was upset as well, having felt betrayed by their own rulers.[687] It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines.[688] It was decided that those who refused to renounce House Faendryl would be banished with their rulers to the wastelands.[689] Families both immediate and extended were torn apart.[690] Those who were involved in the two crimes against nature had no such leniency.[691] House Faendryl became disgraced, its crest and emblems no longer recognized.[692] The descendants of the exiled could only return by renouncing their heritage.[693] This right of return no longer exists. It was suspended as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.[694]&lt;br /&gt;
&amp;lt;pre{{log2|marin-right=350px}}&amp;gt;&lt;br /&gt;
[686] The &amp;quot;civil war&amp;quot; part is about the postulated popular unrest and resentment and anger, with the Faendryl rulers having prevented the Elves from winning legitimately, after having already relied on all those non-elves. The Elves would have regarded Despana&#039;s forces as racially inferior.&lt;br /&gt;
[687] This is an embellished premise, but we have generally treated these Houses as too monolithic. Joe six pack Faendryl would not have known anything about these demonic summoning plans, and suddenly is being treated like a Marluvian. This is inspired by the post-war reaction in Germany after World War I, the backstab myth that they were betrayed by their own rulers. There might even be some breakaway expatriates at this point for the opposite reason, being mad at the rulers for letting the other Houses exile them. The Faendryl exile is supposed to have torn families apart, and that should include within House Faendryl. They would just be loath to admit it now.&lt;br /&gt;
[688] These lines about the relationship of Elves to the House royalty is what is true in general. For example, [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] talks about how they all ended up ditching pure dynastic rule, though they still have high noble families that the monarchs are going to come from through councils.&lt;br /&gt;
[689] This is 100% made up. It&#039;s a nuance being invented to break up Elven collective guilt ideology into something more reasonable, and to accommodate the internal disagreements that ought to have existed. This also acts as ideological sorting and self-selection bias, helping push House Faendryl into a contrary direction on various matters.&lt;br /&gt;
[690] Extended family tearing up was always intentional with the Faendryl exile, but this brings in some U.S. Civil War immediate family splitting over politics. Likewise, migrations and marriages between Houses would give a lot of webbing between Houses, and it makes it more politically tractable with the angry public situation if the angry public is not also angry about the involuntary banishment of their own family members. This is also meant to get at why House Faendryl was not in a position to refuse. If you use the historical rule of thumb about thirds --- a third of the population supports, a third opposed, a third is neutral and wants to be left alone --- the exile conditions make House Faendryl lose over half of its population to varying forms of dissent.&lt;br /&gt;
[691] This is like a war crimes kind of clause. The people actually involved in the war planning and doing the demon summoning or implosion (the two crimes) cannot &amp;quot;just following orders, my bad&amp;quot; out of it.&lt;br /&gt;
[692] This is from the Elven crests documentation. &amp;quot;Recognized&amp;quot; in this sense means international political recognition. It amounts to denying the sovereignty of House Faendryl over its ancestral lands and denies its political standing.&lt;br /&gt;
[693] This is another 100% made up premise for making the exile more nuanced and reasonable, and is partly meant to help de-racialize the Dark Elf concept. Descendants are not bound by sin to their ancestors for Maelshyve, but they do need to renounce House Faendryl and its actions to be allowed citizenship and all that in the Elven Nations. This is a deep ideological dispute and mandatory exile, not something individuals can freely wander back from on a whim without conceding anything.&lt;br /&gt;
[694] This explains why it has not been happening in game, and provides a lore hook for softening Dark Elven citizenship in the East, with the five thousand year mark coming up soon by Elven standards. This is framing how relations were worse after the Ashrim War than they were before it, where we have [[Ta&#039;Illistim Monarchs]] framing Chesylcha and Caladsal regarding each other as royal cousins and other House members in Chesylcha&#039;s wedding party, which was thousands of people large in &amp;quot;[[History of Elanthia]]&amp;quot;. So this ban on a right of return for renouncing is in effect for roughly several generations as punishment for recent-ish history.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was in this period that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent.[695] The term &amp;quot;dark elves&amp;quot; comes from the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying.[696] This was the essence of Yshryth&#039;s speech.[697] It was deemed one of the great vices of the Drakes.[698] It was a term used for Elves of dark religions and black arts in the southern wastelands.[699] But it had never been used against a whole lineage.[700] Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the past few thousand years. [701] The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language.[702] The root of the term is in cultural condemnation rather than bloodlines.[703] The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.[704]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[695] This is an embellishment inspired by how Selantha Anodheles was rumored to have only been able to accomplish what she did through elven help. Second Age racial attitudes by the Elves should have them biased toward believing lesser races could not have done what Despana did, along with some wounded pride, especially having been bailed out by them as allies (and quite likely already indications of losing control of those outlying provinces.) So this plugs into the contemporary belief that Despana was from the jungles beyond the Southron Wastes, which is where the Dhe&#039;nar reside. This premise is meant to define why Dhe&#039;nar became known as Dark Elves, as something other than physically resembling Faendryl. Because the Faendryl were declared Dark Elves for political reasons 15,000 years after the exile, it was not a racial designator. It just became racialized.&lt;br /&gt;
[696] The word &amp;quot;Draekeche&amp;quot; and its meaning Darkness comes from the original Illistim House motto, its translation illustrated on the [[shimmering glaesine orb]] objects. The &amp;quot;kinslaying&amp;quot; is threading a few different factors. One is Drake stories of dragons fighting and killing each other, such as in &amp;quot;[[History of Luukos]]&amp;quot; and &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;. One is the Faendryl annihilation of the Ashrim. One is the Dhe&#039;nar Obsidian Council successions working through duels to the death, though this practice might not be canonized in documentation. And the implication here is the Dhe&#039;nar being responsible for Despana would be kinslaying because of the Undead War. The premise that &amp;quot;dark elves&amp;quot; comes from this elven word for darkness is partly tautology, but it&#039;s an embellishment for recontextualizing the meaning of &amp;quot;dark elves&amp;quot; to emphasize it as a cultural condemnation signifier that was used to describe people like demon worshippers in the southern wastelands.&lt;br /&gt;
[697] This isn&#039;t the original intent of Yshryth&#039;s speech in an OOC sense, but the retconned context of it in &amp;quot;[[History of the Faendryl]]&amp;quot; is definitely meant as political rhetoric on things like betrayal and infighting and so forth. This just goes a step further in imputing the &amp;quot;Draekeche&amp;quot; connotations into the translated &amp;quot;darkness&amp;quot; in Yshryth&#039;s speech. This line is building in some historical irony, that Yshryth Faendryl was basically accusing seditionists and traitors of being dark elves. It could also add some context to House Nalfein and the other monarchs using that term post-Ashrim War.&lt;br /&gt;
[698] This is based on the Arkati origin legend stories that depict Drakes killing each other. A reasonable extrapolation into Elven attitudes, given the barbaric way Linsandrych describes dragons.&lt;br /&gt;
[699] This is an embellishment for establishing a Second Age usage in its etymology that fits the cultural condemnation usage later in the Ashrim War than its present treatment as a race category. Though there might be a racialized dimension to it, because those with ancestry in that region would have the visible effects of it. Even if they themselves are not part of whatever bad things hung out down there in their ancestral past.&lt;br /&gt;
[700] This is an embellishment meant to give precedent to it having an increasingly racialized use applied to a whole ethnicity or culture of people, and for explaining why Dhe&#039;nar are considered &amp;quot;dark elves&amp;quot; by Elves who know what that phrase is supposed to mean.&lt;br /&gt;
[701.1] Even if this is a slight exaggeration, we need an explanation for why the term &amp;quot;Dark Elves&amp;quot; was used on the Faendryl only starting 5,000 years ago, when they had been in Rhoska-Tor for 15,000 years at that point. If the concept of Dark Elves referred to the physical effects of those southern wastelands and was an existing concept, there would have been no significance to the House Elves declaring the Faendryl to be Dark Elves. So then after that, with the Faendryl and Dhe&#039;nar both &amp;quot;Dark Elves&amp;quot;, you get it turning into more of a race concept centered on a shared unnatural language, which in previous millennia was associated with Daemons per our embellished history of language. Likewise, the Dhe&#039;nar cultural behavior after the Great Fire is sufficiently barbaric to justify &amp;quot;dark elves&amp;quot; condemnation from House Elves.&lt;br /&gt;
[701.2] This general argument would also apply to the Sylvans. &amp;quot;sylvisterai&amp;quot; from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is a (lighter) cultural condemnation loosely having the figurative meaning of &#039;backwoods rube&#039;, and the Sylvan dialect is far enough removed to be considered its own language, so this lingual and political division of elves is quasi-racial. &amp;quot;Dark Elves&amp;quot; should usually reject that term as a political pejorative and refer to themselves as elves. One subtle quirk is that the Sylvans of Yuriqen are the main lineage, but strictly speaking, there are Wyrdeep elves who are not of that lineage who may plausibly be considered &amp;quot;sylvisterai&amp;quot; by imperial elves. The cultural condemnation of &amp;quot;dark elves&amp;quot; ought to apply to elves who are not mechanically Dark Elves as well, it might just be that its meaning has twisted to focus on the Rhoska-Tor ancestry ones.&lt;br /&gt;
[702] This is emphasizing that calling it &amp;quot;Dark Elven language&amp;quot; is relatively recent historically, and likewise &amp;quot;Rhoska-Tor&amp;quot; itself is a more modern term that was implied to have been used later than Despana by &amp;quot;[[History of Elanthia]]&amp;quot;, so &amp;quot;voice of Rhoska-Tor&amp;quot; from the &amp;quot;[[Dark Elven languages]]&amp;quot; document is also a later description for that language.&lt;br /&gt;
[703] This is the actual usage of it in documentation, as opposed to game mechanics. But here we are explicitly stating it.&lt;br /&gt;
[704.1] This is a convergence of Faendryl behavior toward the things that the term &amp;quot;dark elves&amp;quot; is supposed to actually refer to rather than the racialized component of it. This line is partly based on the &amp;quot;[[Path to Palestra]]&amp;quot; fact that the Palestra academies were founded after the Ashrim War and implicitly ramped up the scale of demon summoning, and more were built under the current Patriarch to keep up with demand. The shift to a paradigm of necromancy and demonology, the great big bad evils from the Undead War period, but in the modern meaning of those words used in this document, is bringing ancient Faendryl sorcery up into the present day game mechanics form of necromancy and demonology lores as the defining paradigm.&lt;br /&gt;
[704.2] This is also tempering the &amp;quot;we haven&#039;t changed this is what we always were and did&amp;quot; rhetoric in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; with something more historically nuanced. That document says of the Second Age: &#039;&#039;&amp;quot;It was an age that allowed for the unhindered pursuit of knowledge and the exploration of worlds within worlds. It was magnificent and worth preserving by any means, even ones the weak-willed found abhorrent and horrifying.&amp;quot;&#039;&#039;&amp;quot; The phrase &amp;quot;worlds within worlds&amp;quot; in the cosmology model used in this necromancy document would refer to the &amp;quot;infernal realms&amp;quot;, what could be called &amp;quot;pales&amp;quot; within this existence of more chaotic essences, as opposed to the outer valences. Which would have been more of an exile period thing with the dark essences of Rhoska-Tor and some merging with the black arts. This should generally reflect present day Faendryl over-stating the precedent of their present practices with what their ancestors did. This document is trying to show an evolution from comparatively innocuous practices to increasingly more rejected by others practices. So there needs to be an IC propaganda element when Faendryl NPC authors are talking about this stuff for everything to make sense.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IV. The Age of Chaos (-15,000 until Modern Era) [705]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Surveyor journal for northwestern Elanith [706]&lt;br /&gt;
Library Aies, Circa -15,180&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[705] Some of the history documents conflate, or at least include, the Undead War with the Age of Chaos. The convention we are using here is for the &amp;quot;Age of Chaos&amp;quot; to be the period of political collapse and disorder &#039;&#039;after&#039;&#039; the Undead War. However, it acknowledges that the &amp;quot;Modern&amp;quot; or &amp;quot;Fourth&amp;quot; age could reasonably be extended back as far as 10,000 years ago in at least some places, per &amp;quot;[[History of Elanthia]]&amp;quot; about it being ambiguous. But it uses the Modern Era calendar convention of the past 5,000 years.&lt;br /&gt;
[706] This is a totally made up quote. It is based in the premise established in this document that the crops in the fields were rotting, and so forth, with the outlying provinces of the Elven Empire having been largely wrecked by Despana&#039;s hordes. It is leaning into the blight and plague aspect of her methods. This quote is directly based on actual records from Vancouver&#039;s expedition into the American northwest in the late 1700s, repeatedly coming across native settlements that had been totally wiped out by smallpox. The description of the scars and blindness is also based on smallpox.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones.[707] This was futile and the Houses tended to withdraw from each other.[708] The Elven armies were mostly destroyed in the Undead War.[709] With the slow replenishing of the elven race, this power vacuum lasted for millennia.[710] It was no longer feasible for the Elves to exert control over the outlying provinces.[711] These declared themselves independent, or turned to outright rebellion.[712] The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded.[713]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[707] The &amp;quot;stabilize their own thrones&amp;quot; part is about the popular unrest premise in this document. The other parts refer to &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;Without the Faendryl to lead, the Elven empire began to decay. The houses began an internal struggle for power, as each thought themselves the natural heir to the Faendryl&#039;s position.&amp;quot;&#039;&#039;&lt;br /&gt;
[708] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;The Empire begins to crumble, each house withdrawing and managing their own affairs. The Elven Houses are no longer an organized community.&amp;quot;&#039;&#039;&lt;br /&gt;
[709] This is explicitly stated in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Elves had won the war, but at great cost. Much of their empire had been sacked by the Undead. Their armies were nearly destroyed.&amp;quot;&#039;&#039;&lt;br /&gt;
[710] This time scaling leans on the [[Ta&#039;Illistim Monarchs]] document. Segeir Illistim worked on rebuilding the Illistim military almost a thousand years after the Undead War, up to near -14,000 Modern Era. However, the Ta&#039;Illistim Monarchs document apparently uses the wrong dates for the Kiramon War, being off by about 2,000 years. Kiramon War should start roughly -11,000 and end a little after -10,000. Per &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (-9,800 end date) and an old statue in Ta&#039;Illistim that is a memorial of Istmaeon Illistim, who presided over the end of it. And consistency with the &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; documentation timing of about 15,000 years ago.&lt;br /&gt;
[711] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;Greater Elanith: Anarchy reigns, as the elves are no longer performing the role of protector to the lesser races. Little is known of this dark period.&amp;quot;&#039;&#039;&lt;br /&gt;
[712] Per &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; However, there is no definition for the structure of provincial governments, what it actually means for those territories to &amp;quot;declare themselves independent.&amp;quot; These could conceivably be (largely) ruled by western Elves to start with, but then without eastern support these rump states end up crumbling relatively quickly, and some elves of the West in the present day may have ancestry in the West back to this period.&lt;br /&gt;
[713] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039; (Note: The wording in History of Elanthia inadvertently defined the Age of Chaos as reaching all the way up to the present day.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years.[714] This precluded regaining lordship over the outlands.[715] In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world.[716] Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed to Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.[717]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[714] The Kiramon war would have started about 3,000 years after Segeir Illistim founding the Sapphire Guard and working to rebuild the Illistim military. Again, the Ta&#039;Illistim Monarchs document dates for Istmaeon Illistim appear to be off by 2,000 years. That document has NPCs living several thousand years and even giving birth past age 3,000. Player character ages for elves are broken in general, the range for setting it used to go up to 3,000 and later the whole thing was cut in half. But there are still 3,000 year old player characters.&lt;br /&gt;
[715] In any case, the kiramon war sets them back again up through -9,800, and human fortresses start getting built in the west in -3,000. This document has framed that the Elven Empire only exerted limited direct control over the outlying provinces at its height (e.g. the Vaalor struggling with the Black Wolves in the northwest) so that helps with the impracticality of reasserting control in a war torn West with faster regenerating populations than the Elves. So you combine this with the divisions and isolationism/insularness of Elven politics after the Undead War, you get inability to regain control of the outlying provinces. It is super vague what this part of the continent was like in those time periods.&lt;br /&gt;
[716] This is in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. The irony refers to the Faendryl having been exiled for their dangerous banishment-off-world strategy at Maelshyve, with House Illistim complaining about the unknown risks in it (including the risk of the enemy unexpectedly returning some day.)&lt;br /&gt;
[717] This is in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. It makes clear that the Aelotoi leaders (e.g. Braedn) were told and are aware that the kiramon of Bre&#039;Naere had been banished there by the Elven Nations. It was historically well known enough that the courtiers at the Illistim Keep were able to surmise the coinciding timing of the kiramon banishment and when the Aelotoi said the kiramon arrived. There&#039;s been some expressions over the years of that being some sort of secret hidden from the Aelotoi, but that isn&#039;t the case, the Elven monarchs / elites may just have some more knowledge / better insight into their role in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.A New Ta&#039;Faendryl&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was the famine she unleashed with her necromancy.[718] It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was the blights poisoning the fields and forests.[719] They were struggled against for centuries as recurring illnesses.[720] It was the cause of insurrections and expansionist wars.[721] There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well.[722]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[718] This premise is an embellishment, based on extrapolating details from the Sylvan and Halfling histories. &lt;br /&gt;
[719.1] The &amp;quot;plagues&amp;quot; premise is partly based on &amp;quot;[[History of Elanthia]]&amp;quot; explicitly referring to the plagues in this period. This line is just generalizing it to plantlife (perhaps including wildlife or livestock who eat those plants, as suggested in the Faendryl documentation) with the notion of &amp;quot;blight.&amp;quot;&lt;br /&gt;
[719.2] &amp;quot;Doom of Kalaza&amp;quot; is a totally made up term for the Red Rot destroying Kalaza. The part about the blights is extrapolating from approximate time period references. This is partly based on &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about crops rotting in the fields, where the sylvans from Nevishrim were geographically closer to the outlying provinces of the Elven Empire. It also draws from the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;. The Horse War was a few centuries after the Undead War, so this is recontextualizing the blight problem into the Undead War context. Long-term leftover problems from Despana&#039;s desecration necromancy, which is a concept elaborated somewhat in Volume 2.&lt;br /&gt;
[720] This is an embellishment. But can help exacerbate the conditions that cause the Elven Houses to lose control over their outlying provinces, and turn autarky oriented with respect to each other, due to economic duress from agricultural conditions. This document also set up a framework of the West&#039;s outlying provinces as having been a breadbasket for the Elven Empire, so the structure of their economies would be totally shaken up and then restructuring to local production for everything with all Elven labor. Whereas they may have had manual labor from &amp;quot;lesser races&amp;quot; during the Elven Empire. This partly relates to how much magic is to be allowed to act in the world setting. It gets fairly ill-defined on the *practicality* of large scale magic.&lt;br /&gt;
[721] This is an embellishment. But it provides internal logic reasons for the separatism and rebellions that are supposed to have happened in this decolonization period. Technically, this premise is also present with the Ardenai in the Horse War case, this is just generalizing that dynamic.&lt;br /&gt;
[722] This is the Horse War from &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl.[723] The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food.[724] Though there were forests near Maelshyve, these were dark and twisted, too dangerous from proximity.[725]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[723] This could be taken in the literal sense of how hard it would be to grow edible food in the vicinity of Maelshyve, which might as well be the magical equivalent of a nuclear test site. But some of this sentence is Faendryl IC author bias.&lt;br /&gt;
[724] It is a desert and possibly badlands, and if you allow remnants of Despana&#039;s forces to be hostile hazards on the surface, the Faendryl would need to grow food in underground caverns for the food security. But people often forget that this location canonically has forms of magical radiation poisoning, and that it twists and makes &amp;quot;hostile&amp;quot; the plants you grow in it. So this sentence is reaffirming that there are also &amp;quot;unnatural&amp;quot; reasons for the problems of food in this location. It&#039;s not just &amp;quot;oh gross who wants to eat bugs&amp;quot;, it&#039;s you should not want to be eating anything from this polluted place.&lt;br /&gt;
[725.1] This is creating a premise to reconcile the closeness of Maelshyve to green parts of the Elanith map and the notion the Faendryl could not grow anything, along with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; saying &#039;&#039;&amp;quot;on wooded slopes surrounding the valley on which Maelshyve Keep stood.&amp;quot;&#039;&#039; The solution here has to be leaning into the kind of thing mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot;, which is that if you make something grow there, it is twisted and hostile and dangerous. &lt;br /&gt;
[725.2] The previously framed premise of being charged with guarding Maelshyve on the one hand, and this task being the penance for future political rehabilitation, which are made up for this document, also provides motivation for why they *had* to be in this specific location and why they were going to all the trouble of agriculture in this near impossible spot instead of some distance away and transporting the food in, which is probably what the Agrestis does modernly. The other framed premise of leftover forces of Despana making the region too hostile and uncontrolled also gives a logic for it being infeasible to do food security at a distance from their caverns. And the premise of the Maelshyve strategy as more of a silver bullet solution that a sheer raw power solution would explain why the Faendryl couldn&#039;t just chase out all such hostiles and make a nice surface nation state from the very beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide.[726] In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam.[727] They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city.[728] It was to spite Laibanniel Illistim for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind.[729] These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.[730]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[726] This is an embellishment in its specific assertion, but it is sensible extrapolation, and consistent with (for example) the spiteful twisting of Elven words in the formation of the Faendryl dialect as described in the &amp;quot;[[Dark Elven languages]]&amp;quot; document. This also sets up the rhetorical basis for this document describing the Faendryl as characterizing the annihilation of the Ashrim Isle as an &amp;quot;exile&amp;quot; rather than a genocide, which is a made up premise of some Faendryl drawing moral equivalency for making Ta&#039;Ashrim unlivable and the Faendryl exile. It is not defined, but a lot of people probably died just from the evacuation and Trail of Tears like moving of the population, though this also runs up into the question of how much NPC magic is allowed to distort the world setting. (e.g. &amp;quot;Well why didn&#039;t they just open portals and everyone just walks through?&amp;quot; or &amp;quot;Why didn&#039;t they just make permanent portals to some other place they could grow food?&amp;quot;)&lt;br /&gt;
[727] The salted earth language comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that they left their creations to roam the city is framed on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Old Ta&#039;Faendryl section] of the Play.net website.&lt;br /&gt;
[728] It is unclear what the original lore intention of the Ithzir was meant to be, it is plausible they were supposed to be experimental mutants like the [[twisted being]]s and [[festering taint]]s. But they have canonically since been treated as extraplanar. The premise that they are world conquerors comes from Kenstrom&#039;s storylines (e.g. [[Return to Sunder]]) and his document &amp;quot;[[Ithzir Genesis]]&amp;quot;. The premise that the Faendryl summoned them to salt the earth comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that it was symbolic over the ingratitude for the Faendryl&#039;s role in guarding against extraplanar threats, which is framed as the roots of their demonic summoning and veil piercing magic they were exiled for, is an embellishment of this document attempting to recontextualize &amp;quot;[[History of the Faendryl]]&amp;quot; regarding the Enchiridion Valentia and Palestra. The premise of having the Ithzir world conquerors symbolically lording over the capital of the Elven Empire is an embellishment that is just synthesizing these other premises. &amp;quot;History of the Faendryl&amp;quot; uses the term &amp;quot;shining city&amp;quot; for Old Ta&#039;Faendryl. That term has since become used for Ta&#039;Illistim in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_1.asp &amp;quot;Illistim Society&amp;quot;] document, but the Faendryl document use of it is almost a decade older than the Illistim document use of it.&lt;br /&gt;
[729.1] This is an embellishment. The design of Old Ta&#039;Faendryl has the entrance characterized as telling the Faendryl they are not welcome here, and the Old Ta&#039;Faendryl background description on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Play.net website] makes it clear that the sentinels and energy barrier were created by the other Elves. So that most Faendryl would not be able to return, only the most powerful would be able to get in, and that this would allow the Elves to study the things the Faendryl left behind: &#039;&#039;&amp;quot;At the entrance to the grounds surrounding Ta&#039;Faendryl, the Elves erected two stone sentinels whose magic would keep all but the most powerful of Elves away. In this manner the bulk of the Faendryl people would never be able to return, however, the most powerful of the other Elven races would be able to enter and investigate the powerful magics developed by the Faendryl sorcerers.&amp;quot;&#039;&#039; &lt;br /&gt;
[729.2] Then it is cross-referencing [[Ta&#039;Illistim Monarchs]] on who the Argent Mirror was at that time, since this energy barrier construction would most plausibly have been made by Illistim mages. Then this document is characterizing summoning the Ithzir as spite over that. &amp;quot;[[Ithzir Genesis]]&amp;quot; has the Glethad NPC saying the Faendryl made the barrier, but that has to be treated as a mistake, because it is not consistent with what exists in-game and the Old Ta&#039;Faendryl background material on the Play.net website. It would also mean the Faendryl putting up a barrier to keep the other Elves out of something they &amp;quot;salted the earth&amp;quot; over anyway.&lt;br /&gt;
[730] Volume 3 especially talks about aberrations and how they are necromancy in the broad sense of the definition used in this document, though teratology might not fall entirely inside the scope of necromancy, for instance elementally corrupted creatures. (This would be consistent with DragonRealms where non-necromancer Arcane users [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 might be] teratologists, using the DragonRealms definition of necromancy of sorcerous crossing/mixing with life mana.) [[Lich qyn&#039;arj]] are just straight up undead. Volume 3 totally makes up some background about them, which makes their presence symbolic for Koar and fallen rulership reasons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun.[731] There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana.[732] Among these latter factions, the Faendryl were the subject of hatred.[733] However, the Faendryl soon discovered entrances to the underground caverns, and were able to erect wards to keep out the banshees and other infernal spirits that are endemic to those lands.[734]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[731] The harsh climactic conditions of Rhoska-Tor near Maelshyve have been seen first hand during the Maelshyve archaeological dig expedition event. The hostile forces refer to the arguments made in this document for leftover Despana alliance/horde constituencies, as well as the &amp;quot;natural&amp;quot; undead and demonic hazards of the region framed earlier in this document.&lt;br /&gt;
[732.1] This embellishment is an extrapolation of what should be true in context. It is also leaning on there being indigenous &amp;quot;sinister&amp;quot; types to the region with backgrounds pre-dating Despana.&lt;br /&gt;
[732.2] While we are having the demons causing the mindless undead to chase the retreating living into the keep, more powerful undead further away like the banshees might not have done that, and the demons running wild ought to have pulled some of the undead away with them. Then there is whatever outlying undead forces Despana had away from Maelshyve itself, which had their command hierarchy decapitated. Which the Elves would have pushed out of the East, so they&#039;d either head toward Rhoska-Tor and the wastes or into the West. The point is that Despana&#039;s forces can be destroyed at Maelshyve without it being a just-so story where *everything* ended up inside the building, and everything in the collapsing building got pulled through the tear in reality, without anything about it being messier than that in the fine details. It isn&#039;t a problem for the region to be a chaotic mess afterwards, even though the demons + implosion strategy was fundamentally successful.&lt;br /&gt;
[732.3] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; does say &#039;&#039;&amp;quot;As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die. The fact that there were no surviving enemies to rout was an empty consolation.&amp;quot;&#039;&#039; But this is excessive since they should not all have even been at the Battle of Maelshyve when it was a lightning strike in a stalemate frontlines situation.&lt;br /&gt;
[733] This is a reasonable extrapolation from the prior premise.&lt;br /&gt;
[734] This is tying back into the premise of the Dhe&#039;nar section of this document. The &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;Life in that place was never easy, for little grew there. Below the surface, however, the Faendryl found extensive networks of caverns. Not only did these provide shelter, but they also contained an unusually large number of mana foci.&amp;quot;&#039;&#039; (Other places like the Old Ta&#039;Faendryl [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp page] on the Play.net website and &amp;quot;[[History of the Faendryl]]&amp;quot; instead say &amp;quot;nothing&amp;quot; grew in Rhoska-Tor, while &amp;quot;[[History of the Sylvan Elves]] has wooded slopes right next to it.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic.[735] But they would emerge twisted, and were most often poisonous, or even rotting.[736] Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves.[737] The instabilities in the flows that were caused by the implosion of Maelshyve made it difficult to keep even crude constructs or golems.[738] The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies.[739] They then instead used reanimated corpses, which had milder but similar issues.[740] In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve.[741] In time they were able to make working artificial constructs from exotic metals.[742] It would not be possible to even begin considering this on the surface until the situation stabilized.[743]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[735] This is partly based on spirit circle spells that make things grow, such as herbs, though also plants in general in Rolemaster spell lists. This is a scaling issue problem of what should be feasible with spell casting. This is hanging a lantern on the issue and mitigating it by setting up reasons for why the problem could not just be magic wanded away.&lt;br /&gt;
[736] The &amp;quot;rotting&amp;quot; is inspired by Rift herbs. But generally this premise is already canon in &amp;quot;[[History of the Faendryl]]&amp;quot;: &#039;&#039;&amp;quot;Life was difficult, as nothing would grow, and what few things did sprung from the ground twisted, warped, and often hostile.&amp;quot;&#039;&#039;&lt;br /&gt;
[737] This is addressing the geographical context problem of &amp;quot;well there&#039;s green stuff right next to there so why can&#039;t they grow stuff right near Maelshyve instead of the wasteland itself&amp;quot;. If those green areas are themselves &amp;quot;bad places&amp;quot; due to proximity to Rhoska-Tor, it takes it off the table to do agriculture there (not that having a minor amount of growing plants is necessarily consistent with land able to support agriculture in the near term), plus the framed premises of hostile surface forces this document introduces and emphasizes. The imported top soil and artificial lighting is addressing how to grow stuff in underground caverns, and Faendryl do not have Drow dark vision. Trying to keep that soil purified would be difficult near Maelshyve, and &amp;quot;[[History of the Faendryl]]&amp;quot; talks about the crops getting corrupted with sorcerous radiations.&lt;br /&gt;
[738] This is an embellishment that extrapolates off there being mana storming during the Maelshyve archaeology expedition event. It is trying to reconcile the weirdness of summoning demons to do agriculture labor when the Faendryl would have been aware of the corrupting influence of the demonic on life, when they left behind all these powerful construct automatons in Old Ta&#039;Faendryl. So synthesizing these premises lets you say it wasn&#039;t feasible to just use golems/constructs at that time, which are totally obedient passively unlike demons which require active management and binding.&lt;br /&gt;
[739] This changes the characterization in &amp;quot;[[History of the Faendryl]]&amp;quot;, making using the demons for this as a desperate measure making the best of a bad situation. This can help nudge along the casual open embrace of demonic summoning with the whole population, especially if the objectors had already left House Faendryl from the more nuanced exile logic this document introduces. But the Faendryl should not just casually be all-in on routine rote demon use yet at the start of the exile, that should be treated as &amp;quot;History of the Faendryl&amp;quot; being present biased and doing some revisionist apologetics.&lt;br /&gt;
[740] There is a premise here for reanimating the livestock that die for whatever reason, though it is dubious that the Faendryl had something as resource intensive as &amp;quot;cows&amp;quot; on such a tenuous plant growing basis in that time period. But they would have *some* livestock for fertilizer purposes. So, there is a premise of using reanimated bodies, because it&#039;s walking long-term fertilizer. But reanimation is still sorcerous magic, and it&#039;s also very temporary and micromanaged. You need something more properly undead to act as labor that is more obedient than demons, and that is going to run into the same corruptive dark energies problems.&lt;br /&gt;
[741.1] This is again extrapolating off the mana storming that has been observed around Maelshyve in the present day. It is setting up a premise that the Faendryl summon low corruption entities for mundane use in the present day, recognizing the toxic pollutive problems of &amp;quot;fiends&amp;quot; and the black arts. This is also setting a difficulty-of-retaining-control over the things premise because of the essence instabilities. &lt;br /&gt;
[741.2] It is also addressing and mitigating the fact that &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; states that valence creatures are still used for manual labor in these ways, even though that corruption property would be a known issue: &#039;&#039;&amp;quot;They bear much of the burden of lesser tasks relegated to them so that Faendryl may use their time to focus on more important matters. They assist in the crop planting and mining for the Agresti and help haul the goods of the Emporion from workshop to store.&amp;quot;&#039;&#039; This is talking about &amp;quot;minor demons&amp;quot; (in some broad Faendryl definition of demon) that are not problems for retaining control over them and basically just extraplanar creatures who will obey as servants: &#039;&#039;&amp;quot;an abundance of minor demons abiding their masters&#039; orders and roaming freely within the walls.&amp;quot;&#039;&#039; The concern here is not letting Faendryl mastery of minor demons, or extraplanar creatures, gut the menace and danger and darkness of the demonic as a category. They might have specialized use as assistants in the Agrestis for tasks that are too fine-grained for construct/golem automatons which would do the heavier labor.&lt;br /&gt;
[742] This is (again) bringing in a retcon to make sense of why they did not use constructs/golems given the obvious problems of using demons, given that they left behind powerful magically resistant [[Greater construct|constructs]] in Old Ta&#039;Faendryl. (It might be that higher corruption &amp;quot;fiend&amp;quot; demons were easier to control with the Rhoska-Tor dark essence in the unstable mana flows period close in time to the Maelshyve implosion, but this was pulled back later, and present day &amp;quot;demon&amp;quot; assistants are low pollution outer valence creatures.) They needed time to figure out how to make ones that would work under those conditions, and get enough of the exotic metals to make them. (&amp;quot;[[Elanthian Gems]]&amp;quot; specifically talks about krodera and mithril veins in particular shielding some of the alabaster deposits in Rhoska-Tor from sorcerous radiation.) And then with the immediacy of their problems, and the surface conditions, they could not even begin thinking about trying to do this stuff on the surface at a remote distance. &lt;br /&gt;
[743] They needed to establish a power base and gain effective control over the surroundings before things would be secure enough to allow for remote/distant food dependency. Eventually there will be population spread out. But in the early times we can have this penance premise where there was not an intent of the exile being a permanent situation, so early on staying near Maelshyve would be a good behavior thing into the political situation improved. But then it goes on long enough that you have generations viewing this region as home, and you can have spreading out and making a port and so on, eventually reaching the state where Chesylcha is engaged to an Ashrim prince and best friends with the Illistim Mirror.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the span of decades. For others it was centuries and there was not much affect on skin tone for those farther away.[744] While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the demon worshippers began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor.[745] Despana transformed more into a myth of she who will one day return.[746]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[744] The time scale of the Dark Elf magical conversion is somewhat ill-defined. The time scale described here would be consistent with how it is described in &amp;quot;[[History of the Faendryl]]&amp;quot;, but that section of &amp;quot;History of the Faendryl&amp;quot; is deeply inconsistent with the chronology of the other history documents. This within-lifespan speed of it is important, because if it takes thousands of years and multiple generations, that greatly restricts the range of possible Dark Elves who are not of Faendryl or Dhe&#039;nar ancestry. But the premise that only those in the deepest caverns closest to Maelshyve had the skin darkening is explicitly established in &amp;quot;History of the Faendryl&amp;quot;. There was a &amp;quot;did you know&amp;quot; section on the Play.net website of dark elven mothers [https://www.play.net/gs4/info/races/darkelf.asp doing experiments] with making light skinned children, but that is cringe and also unnecessary because it was never the case that Dark Elves were supposed to all be darker skinned in the lore premises. That page itself only says &amp;quot;usually&amp;quot; brown or black skin. Those rumor sections also have stuff in them that is not true in general.&lt;br /&gt;
[745] This is following from the embellished premises earlier in this document. &amp;quot;the voice of Rhoska-Tor&amp;quot; is the Dark Elven language in the &amp;quot;[[Dark Elven languages]]&amp;quot; document, and probably what it should have been called before Dark Elves were historically a racial category (i.e. modernly) but after the region started being called Rhoska-Tor post-Despana. This line is playing off the earlier premise that the demonic cultist types regard it as a &amp;quot;divine language&amp;quot;, so being the deranged types that they are with their weird religions, this softening of hostility to the Faendryl can make sense. Especially as Despana and the war recedes further in the past.&lt;br /&gt;
[746] This is playing off the Grot&#039;karesh Hammer Clan&#039;s reincarnation myth beliefs about Despana returning eventually in &amp;quot;[[Giantkin History]]&amp;quot;. In the other Volumes this document has them being influenced by regional beliefs along those lines, with there being bad guys in Rhoska-Tor who want Despana to return and would help make it happen if they knew how to do it. But that is a made up premise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground.[747] The cultists would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary.[748] The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor.[749] For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery.[750] In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot;[751] Sorcery was broadened in such a way that it absorbed some of the more ancient black arts.[752] The dark arts were then studied through the paradigm of Faendryl rationalism.[753]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[747] This is having the Faendryl become the hegemonic power in that region, but the black arts practitioners still being present, especially in illegal kinds of ways. This is related to the earlier framing about the Faendryl only eventually exerting control over the surface lands as their position strengthened and their population size recovered from everything that had happened. Recall earlier we had the other Elven Houses with a big demographic hit, leaving them unable to keep control over the outlying provinces. The Faendryl would have the same problem, even moreso if they lost part of their population to exile politics, whether renouncing the House or splitting off as expatriates for various reasons. That is also recontextualizing &#039;&#039;&amp;quot;not a single elf complained&amp;quot;&#039;&#039; in the Exile section of &amp;quot;[[History of the Faendryl]]&amp;quot;, because the complainers would be the people who already noped out and left House Faendryl. Hardship conditions over this might also have had people leaving at this point to try to live elsewhere further south or to the north in the West, given that the Elven Houses no longer had any effective control over there and there&#039;s no one in a position to stop them from going off on their own. This is part of the general dynamics of present day Faendryl being descendants of people that staunchly loyal House Faendryl and its political positions on all these issues. And the ideological divergence and Overton window shifting that comes from that.&lt;br /&gt;
[748] The Senary comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, treated as a mythical boogey-man of those secretly defying the Patriarchal authority. This premise of cultists infiltrating Faendryl society would make sense if such cultists are taken as existing in the region. There was also an established premise in 5123 of a Faendryl named Enomna impersonating Patriarch Korvath&#039;s recently dead mother to try to kidnap the Patriarch&#039;s son out into the wastes as part of her attempt to find life extension solutions for her human husband. This has not been explained yet, but this would be thematically consistent.&lt;br /&gt;
[749] This is following the same logic as the Dhe&#039;nar section earlier, and the various premises of &amp;quot;dark essences&amp;quot; and demonic energies and undead corruption in the region from the several documents. It is the premise for Faendryl sorcery moving further along to its more modern forms that we are calling &amp;quot;dark sorcery.&amp;quot;&lt;br /&gt;
[750] This is following the logic of the Arcane power section earlier in this document, about how those metaphysical traditions each influenced the development of Faendryl sorcery in the exile period. This is giving more concrete language to how those doctrines were twisted in the new situation of having these energies from other valences or infernal realms.&lt;br /&gt;
[751] This premise is explaining why sorcerer spells are organized on a &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; duality now mechanically, while other documentation has them as a hybrid of elemental and spiritual spheres of magic, with a class description that matches what this document is calling &amp;quot;classical sorcery.&amp;quot; This is all generally about making sense of the issues of defining sorcery and hybrid magic in the world setting.&lt;br /&gt;
[752] Since the Faendryl are using these &amp;quot;dark essence&amp;quot; energies around Rhoska-Tor, and demonic stuff, and there is whatever contact or spillover with the black arts practitioners more indigenous to the region, you have at least some of the &amp;quot;black arts&amp;quot; falling under this broadened definition of &amp;quot;dark sorcery.&amp;quot; But Faendryl sorcery should not include stuff that is highly toxic to the surroundings, debasing to the self, and so forth, it should be &amp;quot;dark grey&amp;quot; magic rather than &amp;quot;black magic.&amp;quot; With a significant amount of focus in how to counteract and prevent the black arts and black magic.&lt;br /&gt;
[753] This is making intellectual tradition continuity with the Second Age Faendryl, and how this form of &amp;quot;dark sorcery&amp;quot; is distinct from the black magic practiced elsewhere in other culture traditions. It is broadening and breaking up the monolithic &amp;quot;sorcery&amp;quot; concept, even if this Faendryl paradigm is what we deal with through Sorcerer Guilds. The Faendryl ties with the Sorcerer Guild institution, only awkwardly IC and distorting as that concept is, finds representation in places such as &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the loresong on the [[forehead gem]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultism provided the back door for these wasteland traditions to become incorporated into the dark arts of sorcery.[754] The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution.[755] It was fashionable to embed the demonic or spirits into weapons or other items.[756] There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through immaterial projections.[757] What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces.[758] The futility of challenging the Faendryl is well known in the Southron Wastes.[759]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[754] This is using the previous established &amp;quot;back door&amp;quot; property of occultism, now for bringing in stuff from the southern wastelands, whereas the Second Age occultists were moreso pulling in stuff from people then living in the West.&lt;br /&gt;
[755] These would be spells similar in nature to [[Cloak of Shadows (712)]] and [[Pestilence (716)]] (though it might be inconsistent for it to be those exact spells), which Second Age Faendryl probably would not have wanted anything to do with, though they might have used magic like the old [[Disease (716)]] which would be more &amp;quot;classical sorcery&amp;quot; compared to Pestilence&#039;s &amp;quot;dark sorcery.&amp;quot; They were bending this way already with having made the festering taints in the Undead War period. Similarly, [[Torment (718)]] is probably out of this wasteland tradition. It isn&#039;t the kind of spell that should have been done by Second Age Faendryl, and most present day Faendryl would probably find it barbarically reckless and dangerous to the caster.&lt;br /&gt;
[756] Stuff like this has been done in game, like the Black Hel slayer demon scimitar from the I.C.E. Age (last possessed by Kree), or the soul eater staffs from Ebon&#039;s Gate. But [[Ensorcell (735)]] is more vanilla than this, just layering necrotic energy on objects. That&#039;d be an example of a &amp;quot;dark arts&amp;quot; spell that is not a &amp;quot;black arts&amp;quot; spell but also not &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[757] This is leveraging off the &amp;quot;dread seer&amp;quot; stuff from the earlier section on warlocks. The Extrachthonic Cartographer&#039;s Guild from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; represents a very &amp;quot;demonology&amp;quot; and materialist approach to valences and summoning demons. But there should also be necromantic methods (i.e. immaterial or possessing or scrying) for this stuff, especially for the outer realms that are unable to support life or even material existence as we know it. Xorus [[Harrowing and Esoteric Archaeology|lectured]] about this once, using the term &amp;quot;occult philology&amp;quot;, generalizing off the Planar Shift spell having runes embedded in flow patterns. Talking about this in more cosmic analogs. This is following a kind of Lovecraftian theme, like what Randolph Carter is doing in [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;].&lt;br /&gt;
[758] With all this bad stuff in the southern wastes (e.g. Horned Cabal), and precedents like the Palestra Blade Aralyte going after Althedeus, and the earlier warding premises for the banshees/etc. for living there, it is sensible that the Faendryl would be majorly invested in controlling dark magic as protection from dark magic. In line with what they did with Despana. This would be a deep ideological dispute with the other Elven Houses, rooting back in disagreement over the Maelshyve strategy.&lt;br /&gt;
[759] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; makes it sound like people down there generally know better than to try to directly take on the Faendryl, but it says: &#039;&#039;&amp;quot;Despite the occasional large-scale external conflicts since the Faendryl defeat of Despana&amp;quot;&#039;&#039;. There are only two in current canon, the Ashrim War and the Third Elven War. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They would come to grow food in their outlying lands, along with relatively minor surface settlements.[760] There was even the eastern port of Gellig after some ten thousand years, as relations between the Faendryl and other Houses had improved.[761] While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age.[762] Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins.[763] Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd.[764] It was a politically controversial royal marriage, which would have shifted the balances of power.[765] (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.)[766] When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle.[767] The Faendryl losses were horrendous.[768] The Houses declared it a genocide, the Faendryl called it an exile.[769] The war had sought to compel a trial and formal restoration of ancestral land claims.[770] But in the end it turned their allies against them and entrenched the opposition.[771]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[760.1] This is getting around the issue of &amp;quot;how do you grow food in a desert wasteland&amp;quot; when Faendryl territory by now extends some distance beyond the desert wasteland. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; has the Agrestis being a triune of ranchers, farmers, and miners. The ranchers and farmers should in the present day be working on the surface away from the desert. This land is defined as all belonging to the Patriarch by default, unless given to someone else, and the Agrestis is in charge of regulating it. It is unclear how old the Pentact divisions are and how far back terms like &amp;quot;Agrestis&amp;quot; should really reach in Faendryl history. &amp;quot;[[Origins of Amasalen]]&amp;quot; attributes Agrestis back to the Second Age, but the document is a translation and not nearly that old. (Though of dubious provenance, it is supposedly over 150 years old, but interestingly describes much more recent events in Kelsha&#039;s paintings.)&lt;br /&gt;
[760.2] The presence of outlying surface settlements in the present age is defined in the Third Elven War period in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[761] Gellig being an eastern port is 100% made up. Gellig is a location that the Turamzzyrian Empire sacked on its march into Faendryl lands, and whatever Gellig was, that was what set off and totally enraged the Faendryl. So this is defining Gellig as a Faendryl sea port, perhaps the location the Faendryl armada launched from in the Ashrim War, to explain why the Faendryl reacted so much worse to Gellig being invaded. The timing of 10,000 years is made up. It&#039;s using that number because &amp;quot;[[History of Elanthia]]&amp;quot; talks about roughly 10,000 years ago being when modern historians often talk about the Age of Chaos starting to end, and &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has human fortresses being built 8,000 years ago. There needs to be some lead up time and interaction with the eastern Elves to reach the point of the Chesylcha-Ashrim marriage so that it is not out of no where, and it is reasonably long after the Undead War for Elven time scales.&lt;br /&gt;
[762] This is the hedge on the 10,000 years ago number, with the Modern Era calendar being defined with a year 0 that was only a bit more than 5,000 years ago.&lt;br /&gt;
[763] This detail comes from the [[Ta&#039;Illistim Monarchs]] document about the Mirror at the time, Caladsal.&lt;br /&gt;
[764] The Loenthran poet detail comes from a display in Museum Alerreth in Ta&#039;Illistim. The wedding party is also described originally in &amp;quot;[[History of Elanthia]]&amp;quot; as quite large. [[Maeli Gerydd]] went missing. &amp;quot;History of Elanthia&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; imply it is known Chesylcha died (though in incompatible ways), but the Maeli Gerydd lore and the [[forehead gem]]s ending up in the ocean make it sound more like a disappearance.&lt;br /&gt;
[765] There is another [[Chesylcha Sukari Faendryl|display]] (of a jade seahorse with ribbon for pinning to the left sleeve) in [[Museum Alerreth]], for example, that talks about the marriage as politically controversial. The &amp;quot;[[History of the Faendryl]]&amp;quot; document blames it on a Nalfein assassin.&lt;br /&gt;
[766] There should be a lot of socioeconomic and great power politics reasons for the Ashrim War that have never been carefully fleshed out. But it isn&#039;t within the scope of this document. The straight forward logic of the situation is that the Ashrim were the dominant naval power and the Illistim were developing air power, and Chesylcha was the glue on what would have been a forming alliance between them with a restored House Faendryl. Which would be very contrary to the maritime and court interests of House Nalfein (especially if there was Loenthran support), and been disliked by House Vaalor for military pre-eminence reasons. And who knows about the Ardenai.&lt;br /&gt;
[767] The story of the divination of the assassination by Chesylcha&#039;s sisters comes from &amp;quot;[[History of the Faendryl]]&amp;quot;. The spiraled out of control notion is an embellishment, this document is trying to give more rational motivations and war objectives, because the original story is a Helen of Troy kind of thing. It does not make sense to conquest regain the ancestral homeland, especially by invading the Ashrim Isle which is not even in the same direction, and especially when it is far beyond living memory to have actually lived in those ancestral lands. It has to be more abstract, about restoration of ancestral land claims, and political standing in the council of monarchs and so forth. The fog of war line is about the situation turning chaotic and escalating in a way that was not planned. (i.e. we are not having the Faendryl sending ships at the Ashrim to then do some genocide on land.)&lt;br /&gt;
[768] This is framed originally in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[769] The Faendryl calling the obliteration of the Ashrim Isle &amp;quot;an exile&amp;quot; is totally made up for this document. It ties back into this document earlier saying the Faendryl came to regard their exile to a land without food as attempted genocide. The gist is that the Faendryl attitude is there were Ashrim who were not on the Ashrim Isle, and the Ashrim Isle becoming uninhabitable is just an exile, and if House Ashrim no longer exists as a culture and royal line and political entity that speaks only to the failure of the Ashrim people. Likewise, the other Houses did not intervene in the war for the Ashrim, and did not cede their coastal lands to any Ashrim survivors. &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; talks about sea elves who will not acknowledge the Elves of this continent, which Scribes intended as a backdoor hook for Ashrim survivor descendants (though he was not Elf guru), and it might be that whatever Ashrim survivors there were had big grievances with other Houses after that war rather than just the Faendryl. In spite of the maudlin memorial stuff the Elven Houses do today about the Ashrim.&lt;br /&gt;
[770] This is inspired by the non-canon Faendryl [[Siege of Ta&#039;Ashrim|captain&#039;s journal]] of the Ashrim War that Mnar had in the [https://web.archive.org/web/20010723220557/http://gemstone.play.net/etimes/et6/ancient.htm Elanthian Times] back in 2000 in [https://web.archive.org/web/20020205003433/http://gemstone.play.net/etimes/et7/ancient.htm multiple parts] into [https://web.archive.org/web/20030212062741/http://gemstone.play.net/etimes/et8/ancient.htm 2002]. The general notion here is the Faendryl put together a naval fleet to meet the Ashrim on their own culture-tradition terms as a matter of honor, rather than a serious expectation of having a full scale naval war with the Sea Elves, as a matter of compelling a trial of traitors in the Ashrim royalty to get justice for Chesylcha and her wedding party. But then the Ashrim are guarding their royals, and ship violence happens, and things start spiraling out of control. Then in that fog of war context with horrendous Faendryl losses, you get a few ships making it to Ta&#039;Ashrim. Like in the non-canon journal, they&#039;re trying to arrest some royals, and end up in a position of blowing everything up.&lt;br /&gt;
[771] Though the Faendryl in some sense won the battle at Ta&#039;Ashrim, they very much lost the war in terms of achieving the war&#039;s political objectives. It catastrophically damaged their political standing with the other Houses for thousands of years. But they also suffered their own horrendous losses, and they completely doubled down on everything after the Ashrim War. The &amp;quot;[[History of the Faendryl]]&amp;quot; document might be interpreted as omitting most of the exile period where New Ta&#039;Faendryl was an underground city, and it could be treated as state policy to refer to this as some &amp;quot;period of appeasement&amp;quot; that state sanctioned history ignores. New Ta&#039;Faendryl is a surface city that is only a few thousand years old, but it should most likely be treated as the surface facade of something that runs much deeper into the ground, that is a lot older.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism.[772] The Patriarch formally dismissed the penance of House Faendryl in guarding the ruins of Maelshyve for the Elven Empire.[773] It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve.[774] The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor.[775] There was then a full embrace of the dark arts, which were regarded as morally neutral.[776] The Palestra academies were founded to support a vast expansion of demon summoning.[777] The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.[778]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[772] The aftermath of the Ashrim War being the moment the Faendryl was declared to be &amp;quot;dark elves&amp;quot; is defined both in &amp;quot;[[History of Elanthia]]&amp;quot; and in &amp;quot;[[History of the Faendryl]]&amp;quot;, which cross-referenced with the chronology of other documents such as &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, means the Faendryl were *not* known as &amp;quot;dark elves&amp;quot; for 15,000 years of residing in Rhoska-Tor. It is given as a cultural condemnation with a racialized aspect. So we should treat Dark Elves as a race as being a relatively modern thing, and have the meaning of &amp;quot;dark elves&amp;quot; be different in earlier time periods.&lt;br /&gt;
[773] This is an embellishment to bring the premises of the exile in this document up into alignment with the more contemporary attitudes illustrated in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Though the Armata still guards the ruins for its own internal security, but allows demons to wander toward the Demonwall.&lt;br /&gt;
[774] This is the state sanctioned revisionist history being framed, where what we might call the &amp;quot;period of appeasement&amp;quot; is treated as a wrong direction.&lt;br /&gt;
[775] This is explicitly stated in &amp;quot;[[History of the Faendryl]]&amp;quot;. It is partly based on &amp;quot;Path to Palestra&amp;quot; saying the Palestra academies were founded after the Ashrim War, and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; being clear that New Ta&#039;Faendryl is only a few thousand years old, and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; distinguishing New Ta&#039;Faendryl from Rhoska-Tor. The city is described in a highly centrally planed way in that document, and so this is introducing a premise that the society structure was centrally planned in this way in the aftermath of the Ashrim War. Earlier time points would plausibly have some different governing structures. This surface city should probably be treated as the surface facade for connecting down into the older underground city.&lt;br /&gt;
[776] This is leveraging off the founding of the Palestra academies implying a big expansion and embrace in demonic summoning in the population, and doubling down in general on the magic that the Faendryl are being condemned for by everyone else.&lt;br /&gt;
[777] Same point as 776. &amp;quot;[[Path to Palestra]]&amp;quot; says: &#039;&#039;&amp;quot;With the rule of Patriarch Rythwier Sukari Faendryl, we see the building of New Ta&#039;Faendryl. It was during this time that the three major academies of Palestra training were founded.&amp;quot;&#039;&#039; The four lesser academies were founded under the current Patriarch, Korvath Dardanus, to make supply for Palestra meet up with demand. All of this suggests an escalation over past levels of Palestra and summoning.&lt;br /&gt;
[778.1] This is cross-referencing &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot; with the &amp;quot;[[Dark Elven languages]]&amp;quot; document about the Faendryl dialect. The [[forehead gem]]s loresong has consistency issues with documentation. It depicts Patriarch Rythwier in a palace prior to the Ashrim War, but other documentation would imply such a building should have only been after the Ashrim War. It depicts the Faendryl crest, but does not specify which one. It would have to be the ancient crest, because the Layman&#039;s Guide says the Faendryl did not recognize the disgraced crest, and they &#039;&#039;&amp;quot;chose a new crest&amp;quot;&#039;&#039; only when they &#039;&#039;&amp;quot;left Rhoska-Tor to found New Ta&#039;Faendryl.&amp;quot;&#039;&#039; The loresong also depicts the tapestries as &amp;quot;crimson&amp;quot; when they should be &amp;quot;scarlet.&amp;quot; It is a reasonable embellishment to time the court language law to the aftermath of the Ashrim War when the new crest was chosen.&lt;br /&gt;
[778.2] &amp;quot;[[History of the Faendryl]]&amp;quot; says: &#039;&#039;&amp;quot;As time passed, the Faendryl began to turn their eyes northward, towards their ancestral home. They were disgusted with life below ground, and wanted their shining city.&amp;quot;&#039;&#039; and then after the war &#039;&#039;&amp;quot;They turned their backs on the elves and the city they had built and moved north of Rhoska-Tor, although not far, to build their new city.&amp;quot;&#039;&#039; &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; says: &#039;&#039;&amp;quot;She is a new city, New Ta&#039;Faendryl. An eternal city, established only a few thousand years ago.&amp;quot;&#039;&#039; At the same time there should be surface settlements in the surroundings by the time of the Ashrim War, and reasonably there should already have been a sea port. So it is possible this [[Forehead gem|loresong]] &amp;quot;palace&amp;quot; / &amp;quot;castle&amp;quot; is underground, or it is possible it is somewhere else that is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.B The Diaspora&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot; [779]&lt;br /&gt;
&lt;br /&gt;
- Children&#039;s rhyme unconsciously chanted in fugue states, in the&amp;lt;br&amp;gt;&lt;br /&gt;
year 5100, due to Banaltra harvesters for the Feithidmor. Last&amp;lt;br&amp;gt;&lt;br /&gt;
hatching survived by sylvans of Yuriqen in the Age of Chaos.[780]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[779] This is an excerpt of the fugue state chanting from the feithidmor/banaltra storyline. It is an exact quote.&lt;br /&gt;
[780.1] There was a sylvan NPC named [[Wicked Times (storyline)|Draman]] who spoke of Yuriqen in this context. The timing was vague, but the premise was the feithidmor are akin to cicadas, except on the scale of thousands of years. The original intent of Yuriqen was to be founded about 8,000 years ago in the later Age of Chaos and then get cut off from the world around 2,400-ish years ago (per Banthis), though the date might not be defined anywhere in documentation. This usage of &amp;quot;Age of Chaos&amp;quot; is going with the 15,000 year definition of Age of Chaos rather than the 10,000 year one. It is an embellishment to put it in the first half of accessible Yuriqen rather than the second half. It vibes more thematic for Age of Chaos.&lt;br /&gt;
[780.2] More precisely, [[Wicked Times (storyline)|Draman]] was an aged Sylvan member of the Council of Elders in the [[Order of Lorekeepers]] in Ta&#039;Illistim, and his sylvan ancestors had left &#039;&#039;&amp;quot;shortly before the closing of Yuriqen.&amp;quot;&#039;&#039; The log of this NPC lecturing is therefore firmly establishing Yuriqen was closed off thousands of years ago. The premise was that they had survived the previous feithidmor event, and wanted to warn the world. The wording could be taken to imply the feithidmor event was not long before Yuriqen was closed. It is important to note that this was before the [[AGE (verb)]] mechanic and before the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. Here we&#039;re bending a little bit on the timing, calling it Age of Chaos (in the up to 5,000 years ago definition of Age of Chaos), because of the word &amp;quot;ancestors&amp;quot; from an old sylvan elf.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War.[781] There were many dark forces who were not inside Maelshyve at the time of its destruction.[782] With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors.[783] This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor.[784] There was a diaspora of necromancers and practitioners of the black arts out of the southern wastelands.[785] In this way witchcraft had returned to the West, where it originated, but it was now a much darker and more dangerous form of magic.[786]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[781.1] The first part is directly based on &amp;quot;[[History of Elanthia]]&amp;quot; describing mountain race hordes: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039;&lt;br /&gt;
[781.2] The malevolent forces in the South surviving the war is an extrapolation from what would be reasonable, since it does not sound realistic that all of Despana&#039;s forces were at Maelshyve at the moment the Elves do a lightning strike on Maelshyve. And it is leaning on the embellished premises about the sorts of factions found in that region made in this document.&lt;br /&gt;
[782] This should be true just by virtue of having been in other places pursuing the war, since the war was happening all over the continent.&lt;br /&gt;
[783] Part of this point is that with the logic of the Western outlying provinces being impractical to defend, and rapid gains by Despana in the outlying provinces where &amp;quot;[[History of Elanthia]]&amp;quot; said there was little resistance, that would suggest these purported dark factions were already up in the West. And this familiarity with moving up that way can help contextualize the minotaurs migrating up to Wehntoph after the Battle of Maelshyve, which is already canon in &amp;quot;[[History of the Minotaurs]]&amp;quot;. (They had their labyrinth area wrecked by some unknown war at some point in the Age of Chaos as well.) &lt;br /&gt;
[784.1] The loss of control by the Elves of the West in the Age of Chaos, and the Faendryl needing time to base themselves, and then the Faendryl presumably pushing out some of these dark forces with the expansion of Faendryl territory, you have clear pressures for population migration of these &amp;quot;black arts&amp;quot; practitioners northward into the West.&lt;br /&gt;
[784.2] The Faendryl have their own &amp;quot;diaspora&amp;quot; in existing documentation, a term that was introduced by Silvean. In canon documentation the word is used in &amp;quot;[[A Ceremony for the Marriage of Faendryl in the Diaspora]]&amp;quot; by Silvean and Lylia through the Wordsmiths program. This paragraph is just generalizing the whole thing.&lt;br /&gt;
[785] This is an extrapolation on the previous premises. These can include whatever races lived down in that southern region, but those of elven descent should largely be Dark Elves. This diaspora could arguably include [[Morvule]], the Luukosian high priest, who was old enough to witness the Great Fire of Sharath (something he told to a player character) and after the Undead War united Luukosian cults into the Luukosian Order, which would have mostly been in the West in the Age of Chaos.&lt;br /&gt;
[786] This document is using very broad generalities of large scale movement tendencies, rather than narrow specificity. There is no reason ordinary witchcraft practitioners could not have been in the wild woods of the West, or what have you, after all that time without having gone into the southern wastelands. It would still be a form of &amp;quot;black magic&amp;quot;, but not what we mean by the &amp;quot;black arts&amp;quot; most likely. It&#039;s the witches influenced by those southern wasteland traditions that give rise to the Raznel kind of stuff, rather than the wind witches kind of stuff or possibly even the [[Elanthian Journal/Edition 28|Sisters of Blight]] kind of stuff. (This is not what happened with Raznel in the literal sense, she grew up as a noble in Chastonia. But she was taught Southron Wastes demonic blood magic by Xorus, canonically in storylines, who is supposed to be an Ur-Daemon cultist who studies the black arts.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power.[787] This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic.[788] The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering.[789] It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.[790]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[787] There is no reason you could not have (dark) elves of distant ancestry to that Rhoska-Tor region who are not themselves malign in any way. And you could have expatriates of the Faendryl or Dhe&#039;nar for all sorts of reasons. But people wanting to be free of the rule of law, especially law on magic, is the Second Age driving force for migrating into the southern wastelands. So the Faendryl and Dhe&#039;nar building up regional strength during the Age of Chaos is sensibly going to drive similar sorts to go north into West (or possibly just the more lawless regions of the Southron Wastes) because in the Age of Chaos that was the widespread chaos / anarchy / lawless haven for dark forces. So here we go with that, partly to set up traditions to exist behind hooks in the Turamzzyrian History documentation.&lt;br /&gt;
[788] The Palestra being a prideful thing for summoners to have and collect is a little bit of good government propaganda, like teaching children the virtues of paying all your taxes and so forth. Because the natural inclination for a lot of Faendryl sorcerers is going to be not wanting to be regulated or restricted in what they do. Up into the anarchic west is an obvious place for a diaspora of power abuses to wander. This also helps set up some of the animosity in the West to Dark Elves for reasons that are less abstract or foreign to humans than Maelshyve and the Ashrim.&lt;br /&gt;
[789] This is an IC author statement, just characterizing what is established about it in a different way.&lt;br /&gt;
[790] The violence of the period is framed by &amp;quot;[[History of Elanthia]]&amp;quot;. The timeline of human fortifications being built comes from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. It is generally undefined what the governing structures and natures of the outlying provinces were, and how fast they fell apart after breaking off into independence, and what sorts of power structures existed in the interregnum. Volume 2 talks about trials by ordeal in the West, for example, as lay authority in the name of the gods, precisely due to the lack of central authority and hierarchy. Witch hunt panics and so forth. Humans obviously needed to live and survive for thousands of years in the Age of Chaos, so it can be bad but only so bad.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years.[791] Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel.[792] The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep.[793] The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts.[794] The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.[795]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[791] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[792] This is cross-referencing with the Disciples of the Shadows section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[793] This is cross-referencing &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; with the Nanrithowan wards defined in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and the Wyrdeep symptoms described in the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[794] This is pulling on the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[795] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is coincidentally around the same time humans &#039;&#039;&amp;quot;begin to form small organized settlements on the western side of the Dragonspine, building fortresses to protect themselves&amp;quot;&#039;&#039; according to &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever.[796] Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent.[797] This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic.[798] It was why Yuriqen was sealed off almost 2,400 years ago.[799]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[796] This seems fair from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, but there is no telling how much omission of bad events there could be.&lt;br /&gt;
[797] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; calls him Faendryl, but here we are leaving it more ambiguous, because Myrdanian was doing a kind of behavior that could be better suited to the malevolent wasteland types. &lt;br /&gt;
[798] This is all straight from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[799] This date is a made up assertion. However, Banthis has given roughly this amount time as the original intent. His own mid-2400s year old character was supposed to be young when the Yuriqen barrier went up. Using this number creates an opportunity to relate Myrdanian&#039;s presence there to the formation of the Kannalan Empire, notwithstanding the gnomes documentation (and things like the Timeline document pulling off the gnomes history) using some placenames in time periods that should most likely be anachronistic. (e.g. Tamzyrr in Selanthia, three thousand years before Selantha Anodheles)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders.[800] With the coronation of the Emperor of Veng in 2,745 there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known as Hendor.[801] While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West.[802] Looser forms of this alliance had existed for a few thousand years.[803] It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north.[804] It is perhaps for this reason that the Sylvans had troubles with Myrdanian.[805] The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.[806]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[800] This is a reasonable dynamic of what would happen if you push out chaos agents, only to concentrate them outside the borders in more confined spaces. Partly plays off &amp;quot;[[History of Elanthia]]&amp;quot; having it difficult to say when the Age of Chaos ended.&lt;br /&gt;
[801.1] These are made up facts that are meant to reconcile things that do not make sense. The year 2,745 Modern Era is based on &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; having 4,045 Modern Era being the year 1,300 Kannalan (which is likely vestigial from I.C.E. setting timeline messaging on the Path of Enlightenment but got retconned later.) The &amp;quot;Emperor of Veng&amp;quot; is a defined office in the &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. It is unclear if the location of Veng has ever been defined for players. Judging by the distribution of the other known Kannalan settlements to the south, west, and north, and Veng falling to humanoids invading out of the mountains, it should most likely have been somewhere in what is now called Hendor.&lt;br /&gt;
[801.2] The term &amp;quot;formal Kannalan Empire&amp;quot; is meant as a retcon to handwave away the [[Lines of Blood: A History of the Gnomes|Gnome history]] and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (referring to the gnome history) using the term &amp;quot;Kannalan Empire&amp;quot; for times over a few thousand years before year 0 of the Kannalan calendar. There can be earlier stuff that isn&#039;t really the Kannalan Empire but has constituent stuff. The gnome document does much the same with Tamzyrr and Selanthia.&lt;br /&gt;
[802] Feudalism in the Turamzzyrian Empire came from feudalism in Hendor. The definition of a loose alliance of humans, halflings, and giantmen comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[803] This is again the retcon mentioned in footnote 801.2&lt;br /&gt;
[804] This is creating a hook for why there were &amp;quot;dark sorcerous forces&amp;quot; up near what is now Vornavis, harassing refugees of the fallen Kannalan city of Ziristal, in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in the early 4000s Modern Era.&lt;br /&gt;
[805] This is a cross-reference and extrapolation. But if we accept the 2,400 year ago timing for the rise and forming of the Kannalan Empire, reaching up into what is not far off from the Sylvan forest, the Myrdanian types would naturally be tending toward being further north. So this is plausible geographical context for why Myrdanian would have been there bothering the Sylvans at just that point in history.&lt;br /&gt;
[806] This is cross-referencing various things. The undeath of the Wolves Den goes back to the Second Age, who were rebels in the Darkstone Bay region, being put down by the Vaalor. There are scattered threads like the darkness of the Kingdom of Anwyn and whoever destroyed the palace in &amp;quot;[[History of the Minotaurs]]&amp;quot;. Melgorehn&#039;s Reach if it were translated into De-ICE&#039;d timeline would have been something in the vicinity of 8,000 years ago. The Graveyard and Broken Land stories would be 6,300 years ago. The Shadow Valley story probably dated back to a bit earlier than the Graveyard story. Though none of these have canon dates at this time in the Elanthia world setting. The obelisk thing that turned Barnom Slim into a lich, Althedeus related, was seemingly very ancient and had a bunch of dead bodies leading up to it. There&#039;s the dark sorcerous forces of the Cairnfang in the early 4000s, and then modernly there&#039;s Foggy Valley with types like Bonespear and Vespertinae. All the various haunted castles in the northwest. The loresong on the [[forehead gem]] for Return to Black Swan Castle depicts sorcerers sieging the castle and turning it black, which a [[Return to Black Swan Castle/saved posts|saved post]] describes as only a century ago (though this is a retcon as that castle dates back to the ICE Age and weirdly suggests it&#039;s from the same time period as Wehnimer&#039;s Landing). Whatever happened with Bir Mahallah and the Sea of Fire more generally. Modernly the Arcane Eyes summoners were out of Mestanir, Raznel was in Talador. The list could go on.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kannalan Empire abruptly collapsed in the year 3,961.[807] It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains.[808] Historians have since speculated this was caused by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen.[809] There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands.[810] Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.[811]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[807] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[808] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and elaborated in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;, and also described some in &amp;quot;[[History of Reim]]&amp;quot;.&lt;br /&gt;
[809] This is an embellishment, that this is an exist premise from historians. This is cross-referencing several things. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; dates the Sunfist Pact to 16 years before the Kannalan Empire collapsed. (&amp;quot;[[History of Elanthia]]&amp;quot; puts it earlier with a vague 2,000 years ago, but the Timeline gives an exact number.) &amp;quot;[[History of Reim]]&amp;quot; talks about the Kingdom of Dunemire in what is now Bourth having been a Highmen kingdom. This is cross-referenced with the tribes named for the Sunfist pact in &amp;quot;[[Giantkin History]]&amp;quot;, which included the Highmen. &lt;br /&gt;
[810] This is a very plausible historical argument, given the two dates and Highmen overlap in both aspects of it. Even if it were a coincidence, historians (especially those who do not live in the mountains) could easily be convinced of it. This usage of &amp;quot;humanoids&amp;quot; is throughout the human documentation, such as &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[811] This is referring the Cairnfang region sorcerous forces in the Wildwood settlement incident, and more modernly with Foggy Valley. The southern part with the &amp;quot;black elven wizardry&amp;quot; is referring to the fall of Gor&#039;nustre and the Kannalan Alliance cities in the late 4200s. Which is pushing closer to the southern wastelands. These both come from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The geographical distribution of such references to the near edges of civilization is reasonably solid in existing premises.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.C Death Religions&lt;br /&gt;
&lt;br /&gt;
It was in the late Age of Chaos that Lorminstra began softening her treatment of departed souls.[812] The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood.[813] It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death.[814] In antiquity it was very rare for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living.[815] Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul.[816] Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead.[817] Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.[818]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[812] This is totally made up. There&#039;s a basic undefined issue with the death lore, where adventurers are somehow special with their treatment by Lorminstra, and we do not have explicit scaling on how common that is and how long it has been happening for. The death mechanics also change over time, which means the IC death rules are shifting with time. If it&#039;s more than just a small adventuring population, it disrupts the cohesion of the NPC world setting. So here we&#039;re postulating that one of these shifts happened in the late of Age of Chaos, when the West was emerging with the building of fortified human settlements, where the loophole formed with Lorminstra willing or able to return departed souls under some special conditions. And then this is used as a factor in pushing back the chaos, or as framed here, pushing back on the Life/Death imbalance caused by the malign influence of the Luukosians and so forth, which follows off the black arts diaspora framed in the prior section.&lt;br /&gt;
[813] This is a fair statement of what it is like when we try to interact with the Arkati or get explanations from them. When Death&#039;s sting was introduced with the shadow dragon, there was some vague language about the changing cycle of death.&lt;br /&gt;
[814] This is following off the logic in footnote 812 and a reasonable surmise for an IC worldsetting view by a mortal NPC who cannot directly know what the gods are doing on their end.&lt;br /&gt;
[815] This is an important embellishment. When GemStone implemented the Rolemaster mechanics in 1989 / early 1990, it tweaked the relation between resurrection spells and death. Rolemaster is like Dungeons &amp;amp; Dragons in having roughly 10 rounds of &amp;quot;dying&amp;quot; state where players can be revived with magical healing, and in the case of Rolemaster it is from hit point loss or from critical injury. This requires no &amp;quot;lifegiving&amp;quot;/rezz spell! The resurrection magic is for *after* soul departure, which is the state of actual *death* as opposed to dying. In the I.C.E./Shadow World setting the goddess we call Lorminstra is the only one with the power to let clerics call souls back into bodies like that. In the GemStone implementation this would leave corpses lying around and is a problem for the M.U.D. type setting, so it was replaced with rapid decay and reincarnation on soul departure. And then lifegiving/rezz spells applied to the &amp;quot;dying&amp;quot; phase, and players had no actual dead bodies to target with rezz spells. Move time forward and it&#039;s still not possible for player Clerics to resurrect unkept bodies that have been dead for more than a handful of minutes. But there are rare hooks like the old [[Purgatory]] messaging of what looks like the temple old man / Lord High Cleric pulling the soul out of Purgatory, and very rare story incidents of souls getting pulled out from beyond the Ebon Gate. So we are calling this &amp;quot;true resurrection&amp;quot; and it&#039;s much more rare than what ordinary Clerics do.&lt;br /&gt;
[816] This was explicitly true in the I.C.E. lore, which was the context when the death mechanics (the temple and deeds and all that) were created. The explicit language on this point did not carry through into later documentation, by GM Varevice said in a forum post in 2000 (for example) that only Lorminstra has the power to bring souls back to the living like that, whereas any ordinary god can power the kind of resurrection that player characters are doing. Cursing the soul refers to how undeath works in GemStone in light of the Order of Voln messaging, and ascension is referring to the ascension legends usually involving the lesser god having been dead in some way before being raised higher. The theory of how ascension works is talked about in Volume 2.&lt;br /&gt;
[817] This is the original context of the death lore, and if the true resurrection concept is valid in Elanthia still, this is consistent with the game mechanics. The [[Naidem]] reincarnation [[Purgatory#Naidem|messaging]] is vague, but that voice talking to you presumably isn&#039;t the silent Gosaena, so I will assume that is also just Lorminstra.&lt;br /&gt;
[818] This refers to for example the old man variant messaging on the old [[Purgatory]] death mechanics, and how there used to be different levels of power of resurrection spells. I&#039;m told one time a player with special Gosaena &amp;quot;[[DecayWings|avatar]]&amp;quot; wings (from an auction) in a storyline pulled someone out from beyond the Gate, but we&#039;re talking about resurrection spells and this line seems solid. It keeps the NPC world setting coherent for this to be a rare power, and for it to rarely be granted by Lorminstra. Adventurers are freak abnormality special cases, which is actually [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicitly stated] in DragonRealms with its highly similar form of the [https://elanthipedia.play.net/Death death mechanics].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit.[819] High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals.[820] This was a rare power and Lorminstra most often refused.[821] It was only for those who had died prematurely or in insignificant ways. Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself.[822] The very rarest form of resurrection was if Lorminstra took the departed soul and reincarnated its body. [823]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[819] When the De-I.C.E.&#039;d lore for Gosaena was introduced in &amp;quot;[[Gods of Elanthia]]&amp;quot; in 1999, it introduced the following line: &#039;&#039;&amp;quot;Unlike Lorminstra, when a spirit comes to Gosaena, it will not be returning to the mortal realm.&amp;quot;&#039;&#039; The problem is this is not true, or at the very least, requires some extra nuance of beyond the Ebon Gate to be consistent. One aspect of this is that Lorminstra lets spirits out from the Ebon Gate to visit near the Eve of the Reunion, it&#039;s been happening at Ebon&#039;s Gate festivals for decades and is talked about in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The &amp;quot;[[Giantkin History]]&amp;quot; with the Grot&#039;Karesh Hammer clan talks about an event where spirits of the dead return to visit the living called [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]]. So this sentence saying &amp;quot;on special occasions as a spirit&amp;quot; is more accurate that a simple plain reading of the Gosaena documentation. Another aspect of this is the Purgatory death mechanics messaging having implicitly been the other side of the Gates of Oblivion, before the term &amp;quot;Gates of Oblivion&amp;quot; was replaced with &amp;quot;Ebon Gate&amp;quot;. Lorminstra has the framed power of going through the other side of the Gate and pulling out souls for resurrection or reincarnation. So Gosaena needs to be restricted to a special phase of being beyond the Gate. The Purgatory soul departure messaging pre-dates the Gosaena lore, so there was never any mention of her in it.&lt;br /&gt;
[820] This is reviving the original I.C.E. context on what lifegiving / resurrection spells mean and do, and it is arguably represented in the old man variant of the old [[Purgatory]] messaging. Where different messages happened based on conditions.&lt;br /&gt;
[821] This restricts its scope so that the lack of use we&#039;ve seen with it in game makes sense, and revives the original context of Lorminstra refusing these requests unless certain conditions were met.&lt;br /&gt;
[822] This was explicitly stated in her lore at the time the death mechanics were designed. This line is just reviving the premise explicitly. Aspects of this were encoded in the old man variant of the [[Purgatory]] messaging, which talks about &amp;quot;special children&amp;quot; who have things left undone. The insignificant deaths aspect means, among other things, that Lorminstra is not going to agree to return an assassinated high noble or monarch to life.&lt;br /&gt;
[823] It should obviously be the case that Lorminstra reincarnating souls would be more rare on a whole population level than true resurrection requests being granted. The relative handful of minutes it takes for the soul departs reasonably means the ordinary player character raising spell on the dying would not be useful in most practical situations, because the intervention needs to happen in such a brief window of time. It should be the case that the longer a body is truly dead, the less likely the resurrection will be granted and the more damage to the body / recovery will be needed. This document is taking the explicit step DragonRealms does and has adventurers being a weird special exemption case involving heroics.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) Deeds&lt;br /&gt;
Seven thousand years ago, or so, a loophole had formed in her rules.[824] There was a tiny minority of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces.[825] These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot;[826] They were much more rapidly healed with magical herbs than most people, for whom such remedies usually only increase the rate of healing.[827] Traumatic injuries from violence in particular might quickly vanish.[828] Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it.[829] Lorminstra allowed such heroes to fulfill their unfinished purposes.[830] There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures.[831] For this &amp;quot;deed&amp;quot; they would be owed a favor from Death.[832]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[824] The seven thousand years number is totally made up, meant to be consistent with the prior framing of the late Age of Chaos. This is meant to be some time into the process of Western fortification settlements by humans. It is meant to imply that this practice just wasn&#039;t even a thing in earlier millennia. The timing is also chosen to make it just a bit earlier than the Graveyard and Broken Land stories, which we&#039;re using the same number of years ago as they were in their original timeline.&lt;br /&gt;
[825] This is directly based on the death mechanics messaging that has existed in game. The &amp;quot;special children&amp;quot; who make a difference was in the old man variant of the [[Purgatory]] messaging, which was when characters without deeds below level 2 were reincarnated. The phrase &amp;quot;heroic fighters against chaotic forces&amp;quot; is very slightly an embellishment, but based on the Hall of Sacrifice encoded into the Landing temple, and the making-a-difference premise in the old man variant, and the original death lore context of missions in the world not being complete yet. Which is a Fate like concept.&lt;br /&gt;
[826] This is a direct quote from the old man variant of the [[Purgatory]] messaging, which player characters have seen and experienced themselves in the past.&lt;br /&gt;
[827] This is an embellishment, taking the opportunity to restrict the scope of something that doesn&#039;t make sense for the NPC setting. Much as with the computer game adaptation of the death mechanics so that deaths happen much more routinely and less permanently in a M.U.D. context with its vastly higher encounter rate than a tabletop setting, the herbs and healing system was vastly accelerated for GemStone&#039;s implementation. Rolemaster herbs generally increased healing rates, or would have serious side effects and addiction risks. The world setting does not make much sense if it&#039;s common as dirt for people to just be able to heal everything, undisease everything, having empaths and so on all over the place. So this embellishment is creating an explicit premise of basically: yes, this rapid healing happens on these abnormal adventurers, but it&#039;s directly related to their weird relationship with the Life-Death balance, and the vast majority of people (NPCs) heal much slower.&lt;br /&gt;
[828] This is another scope restriction. Our healing spells and herbs focus on undoing traumatic injuries from adventuring heroics kind of stuff. They are not focused on chronic illnesses, cancer, and so forth.&lt;br /&gt;
[829] This is reviving what used to be explicitly stated in the death lore, and creating a hook for why these people are brought back from soul departure now, even when they have no deeds (because deeds no longer serve this function in the Death cycle.) Likewise, this was so with the old man variant, but now it&#039;s true regardless of level. This is creating a hook for why people are brought back, and likewise that mortals do not know why it is them and not others, and they do not know how long this flexibility with death will last. Each time might be the last time for all anyone knows.&lt;br /&gt;
[830] This is again reviving what used to be explicitly stated, and historicizes it to this late Age of Chaos time period.&lt;br /&gt;
[831] This is quoting and directly based on the Landing temple deed rituals. [[Research:The Graveyard]] and [[Research:The Broken Lands]] construct a theory about the original context of the death mechanics, because deeds do not come from the I.C.E. mechanics or lore setting. It theorizes that the deed ceremony is intentionally based on medieval homage ceremonies, where the death goddess acts as a liege lord and the soul is the fief being granted to the vassal who is sacrificing to her. This line is further based on the Hall of Sacrifice and the original Shadow World context of her not allowing the return of meaningful / significant deaths. So what GemStone appears to have done is allowed heroic acts by adventurers to result in treasure, and sacrificing this treasure is substituting in heroic acts / meaningful deaths, so a credit of meaningful deaths is used instead. And that this is the essence of what &amp;quot;deeds&amp;quot; really are, and setting up a premise of just donating money isn&#039;t enough.&lt;br /&gt;
[832] This is meant to explicitly ground the meaning of the word &amp;quot;deeds&amp;quot;, which at present have no definition in lore, other than the Lorminstra temple messaging.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna.[833] But these were deeds of Death.[834] Their sacrifices would substitute other heroic acts for the significant deaths that would leave Lorminstra unable or unwilling to resurrect.[835] The greater the heroic feats to be spared, the greater the sacrifices to be worthy.[836] There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds.[837] Without accruing deeds, the soul was doomed.[838]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[833] This is what happened and was done in the [[Vishmiir]] event around 2002. This document is using this to explain death mechanics good deeds, per the Hall of Sacrifice, as instead deeds of Death. (The temple figures refer to Death with a capital D.) This allows us to explain why deeds presently serve an unrelated function as of 2004 with [[Death&#039;s Sting]] introduced. This tacitly interfaces with the liquid in [[chrism]]s and their Death&#039;s sting prevention.&lt;br /&gt;
[834] This is made up but reconciles the difference in what deeds did before 2004 with what they do afterwards.&lt;br /&gt;
[835] This is explicitly stating the prior premises, and is directly based on the death mechanics messaging, from the temple deeds messaging to the warnings in the [[Purgatory]] messaging about the limits of power to intercede.&lt;br /&gt;
[836] This is contextualizing why deeds are more expensive for higher level characters.&lt;br /&gt;
[837] This is putting down any seriousness to the old jokes about Lorminstra rolling in gems and cash for the money. The messaging requires it to be sacrifices of treasure, so it isn&#039;t good enough for rich people to just donate some money.&lt;br /&gt;
[838] This is what deeds used to do. Deeds &#039;&#039;&#039;have not&#039;&#039;&#039; done this for 20 years now, and this is explicitly recognizing it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end.[839] If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls.[840] Their bodies would disintegrate upon the departure of their spirit.[841] There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans.[842] For those chosen by the Lady of Winter there is no question.[843] Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.[844]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[839] This is just taking the medieval feudal meaning in the language used in the deeds ceremony and the [[Purgatory]] messaging literally. It is explaining the why Lorminstra and why only Lorminstra of it all.&lt;br /&gt;
[840] This is explaining why people (adventurers) with this homage relationship with Lorminstra, if they had accrued deeds of substitute deaths, were given special exemption and brought back from true death under some conditions.&lt;br /&gt;
[841] This is explicitly acknowledging the weirdness of player character instant decay and reincarnation, when the NPC background all leave corpses. Though it doesn&#039;t get around / explain all the monsters decaying, which is mechanically necessary for the game in practice.&lt;br /&gt;
[842] This refers to the &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; document. Koargard is discussed in &amp;quot;[[Worship in the Turamzzyrian Empire]]&amp;quot; and various Church of Koar contexts. It has its own doctrine of what the afterlife is, but the death mechanics adventurers experience is empirical.&lt;br /&gt;
[843] &amp;quot;Lady of Winter&amp;quot; is an epithet that is used in &amp;quot;[[History of the Order of Voln]]&amp;quot;. This line is about framing that adventurers have empirical experience with the other side of the Gate, with the depart / [[Purgatory]] messaging, which in every instance illustrated an oblivion stated of near unconsciousness.&lt;br /&gt;
[844] This is directly based on the [[Purgatory]] / Abyss of Naidem messaging, and the description of the Pale in the second Griffin Sword War. It is how GemStone interpreted the meaning of &amp;quot;Oblivion&amp;quot;, which at that time was undefined in the I.C.E. setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it.[845] She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls.[846] Reincarnation works around some of the conditions that ordinarily prevent resurrection.[847] In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor.[848] It was only certain kinds of deaths that could be substituted for deaths of like kind.[849] Otherwise the rules of Death held without exemption.[850] It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.[851]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[845] This is directly describing the [[Purgatory]] death messaging. It is slightly condensed now in GemStone IV, but this is using the original full version of the wording in the decay/depart messaging, which was live up through 2003.&lt;br /&gt;
[846] This is referring to the [[spirit death]] variant of the [[Purgatory]] messaging. The currently used form of the decay/depart messaging uses this particular version in all cases. Spirit death is soul destruction in Rolemaster, but in GemStone, Lorminstra was able to fix it if people had the deeds. Otherwise this special case of permadeath set off the &amp;quot;lost to the demonic&amp;quot; messaging.&lt;br /&gt;
[847] If a body is poisoned in such a way that it cannot host the soul, that would sensibly prevent ordinary raising as well as &amp;quot;true resurrections&amp;quot;. But with Lorminstra able to repair at least some souls, and reincarnate the body out of spirit, that makes it harder to fully prevent Lorminstra from bringing someone back. It isn&#039;t obvious that [[Luukosian deathwort]] would actually permadeath one of our player characters.&lt;br /&gt;
[848] This is referring to the original stuff where Lorminstra would not agree to do the resurrection. This is framing how you could have get-out-of-death deeds for heroic action stuff, but this is not allowing people to get out of dying out of old age just because they have deeds. Or whatever their &amp;quot;mission&amp;quot; is, Fate role, whatever, that being fulfilled is going to overrule any owed favor exemption.&lt;br /&gt;
[849] This is an embellishment. But it is consistent with what is implied by the temple and deed ceremony, and explains it in a way that is very adventurer specific and not something relevant to the general NPC population. It wouldn&#039;t even apply to ordinary soldiers in a military. Related to this, empaths and clerics that focus on healing or raising such fortune hunting adventurers, even if they do not go out and slay themselves, would get transferred conferred deeds under this logic. Clerics at one point actually mechanically got a deed for raising those under level 2 before the departure of their soul, where they would otherwise be saved from permadeath by the &amp;quot;old man&amp;quot; Purgatory messaging variant. This point is mentioned about deeds of Death in Volume 2.&lt;br /&gt;
[850] This is setting up Death deeds as having been a very particular loophole, and that Death deeds are not necessary at the present time, but the people for whom they are applicable are the only ones being exempted in this special loophole way.&lt;br /&gt;
[851] This is largely based on the [[Purgatory]] messaging variants that talk about the limits of power in bringing people back. It described deeds (at that time) as very necessary, except for those barely started yet &amp;quot;special children&amp;quot;, where bringing them back without deeds was difficult. And it helps frame that Lorminstra isn&#039;t necessarily really making free choices in this stuff, the exemptions have to be paid for in some kind of Balance logic in weird cosmic stuff. There is limited insight mortals should have into it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries.[852] There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed.[853] Those who return from death are never entirely restored.[854] They lose something of themselves, whether temporarily or permanently.[855] Some of this is damage from the decay of the body.[856] While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead.[857] The extent to which Lorminstra has extended her power in mitigating death has fluctuated.[858] Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are instead the power of Life that goes into softening Death&#039;s sting.[859] The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance.[860] But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery.[861] They are often contrary to her own interests, but have some role to play in the unfolding of Fate. [862]&lt;br /&gt;
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[852] The death mechanics have changed repeatedly in the past few decades, including with IC recognition of changes. This wording is partly leaning on the embellished premise of Death deeds starting 7,000 years ago.&lt;br /&gt;
[853] This is damages to the body and to some extent spirit from dying or being dead. In the ICE Age there was permanent stat penalty damages, then in the late 90s and early 00s there was negative experience point loss, then in 2004 onward our current form of [[Death&#039;s Sting]].&lt;br /&gt;
[854] This is true from Rolemaster up through our present [[Death&#039;s Sting]] mechanics.&lt;br /&gt;
[855] There was permanent stat damage risk from too many deaths per level in the I.C.E. Age. This notion of permanent damage from it would likely refer even moreso to cases of what we&#039;re calling &amp;quot;true resurrection&amp;quot; where the body was dead for a while and the soul brought back to it.&lt;br /&gt;
[856] Oxygen deprivation to the brain, for example, was framed in Rolemaster &amp;quot;Character Law&amp;quot;. Volume 2 gets into this more and talks about how there is also spiritual damage from the animus deteriorating in the &amp;quot;dying&amp;quot; state, which explains Death&#039;s sting for dying characters who get raised.&lt;br /&gt;
[857] They were different spells with different functions in Rolemaster &amp;quot;Spell Law&amp;quot;. Preservation halts body decay. Lifekeep stops the soul from departing. GemStone rolls them up together, partly because it doesn&#039;t keep bodies around after soul departure, but you would want / need preservation magic if a &amp;quot;true resurrection&amp;quot; were to be done, where Lifekeep would be pointless. Chrisms likewise could be interpreted as related to preservation magic but not lifekeep magic.&lt;br /&gt;
[858] This is referring to the shifting around in the death mechanics that have happened. There was no stat loss at all from 1996 through 2003, roughly, but there was experience loss from decays / spirit deaths and so forth. These are empirical IC differences in death recovery. The [[Deed#Modern|shadow dragon]] premise when Death&#039;s sting was introduced talked about Lorminstra extending her power in terms of undoing the physical damages when bringing people back. (She takes wounds but leaves scars.)&lt;br /&gt;
[859] This is an empirical fact that deeds no longer have any role in whether Lorminstra brings people back, since 2004 with the shadow dragon stuff and Death&#039;s sting change, which was framed as some cosmic cycle change. This concept of deeds of Life is based on the &amp;quot;good deeds&amp;quot; as liquid substance in the [[Vishmiir]] event for banishing the Vishmiir, and it is an embellishment to contrast these with the Death deeds, and this power of Life as what is going into ameliorating Death&#039;s sting. Because what deeds presently do is mitigate [[Death&#039;s Sting]], so this is directly addressing why they work that way and what changed.&lt;br /&gt;
[860] The Balance is talked about, for example, in &amp;quot;[[History of the Order of Voln]]&amp;quot;. The concept exists in Rolemaster books, but was not really much in the Shadow World setting, though there was a little such as about the barriers between planes getting weakened by portal magic and so forth. Morvule in the Luukosian Order has their own twisted version of Balance concept in Death, Undeath and Lies. And logs show the Luukosians in [[Ride of the Red Dreamer|rituals]] talking about correcting Fate&#039;s flaws. In any case, the vagueness of the cosmic cycle changes was stated in the Death&#039;s sting release, and the balance of Life and Death was framed earlier in this document when talking about Luukos and his relation to the undead.&lt;br /&gt;
[861] It is an empirical fact that deeds no longer serve the role they did before the in game year 5104. There is no explanation for why the &amp;quot;special children&amp;quot; are special or chosen, and there does not really need to be on the mortal end of things. They just got brought back for reasons they do not know for certain, but they&#039;re generally adventurers, and it&#039;s those kinds of deaths they get out of (at least up until some point.) Arkati generally do not give straight answers about this kind of stuff. There should just be IC theological interpretations of it.&lt;br /&gt;
[862] As mentioned, the Luukosians speak of correcting Fate&#039;s flaws, and there are fate notions such as Koar contemplating the fate of all things (the Rift is implicitly inside the Great Drake and the Rift rooms are mostly Tarot cards and the Vvrael quest was all about prophecy and Book of Revelation kind of stuff), and Gosaena&#039;s prophetic powers of knowing when things will die. This document uses Fate as a cosmic force that is tied up in the Life/Death balance (as an embellished premise based on various factors) and directly related to this concept of unfinished business / purpose / special missions. Volume 3 uses this concept for talking about restless spirit types of undead. Also, this embellishment about it being a Fate and cosmic balances mystery thing that isn&#039;t really about Lorminstra choosing, that gives flex on why she&#039;s bringing back all these people contrary to her own interests.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless, the role of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order.[863] It was also in the Age of Chaos that we see the earliest records of a figure resembling Voln.[864] There was a proliferation of undeath in the westerlands.[865] Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies.[866] It was many years before the founding of the k&#039;Tafali sect.[867] The witch hunters of that age had no use for mercy, or for regarding the undead with compassion.[868] Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.[869]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[863] This is an embellished premise. Since we&#039;re picking a time for this fortune hunter / adventurer special dispensation to begin in the world timeline, having it happen then as civilization is restarting can have some historical significance for the &amp;quot;adventurer&amp;quot; class of people. Because there&#039;s very little in the way of hooks for them impacting historical events farther back than 30 years ago, or the sort of storyline external threats that often dominate over normal nations/politics forces; maybe the only clear example of it is the lore around the Ice Witch Issyldra. In any case, the general notion would be that the aggregate effect of having these tiny minority of heroic fortune hunters surviving longer than they would have is that it cuts down on the monstrous / dark / chaotic populations. And that would have helped push back and tame the Age of Chaos around population centers, especially if those new centers had money economies to incentivize fortune hunting. This does not have to be the purpose / reason for &amp;quot;Death deeds&amp;quot; in itself. But it could be the practical consequence of them. Especially if the Luukosians and necromantic dark forces were causing the Life-Death imbalance that caused the Fate aberration for it.&lt;br /&gt;
[864] There are context reasons to think Voln was not a known entity until after the Undead War. The &amp;quot;[[History of Luukos]]&amp;quot; puts the ascension of Voln at a later time than the Undead War, and says: &#039;&#039;&amp;quot;On the other side, Lorminstra worked with others who believed in the purity of life to put a stop to the flood of corruption that undeath brought. This would eventually lead to the ascendance of the immortal spirit Voln, and the establishment of his Order.&amp;quot;&#039;&#039; It is also a framed in storyline events (e.g. [[Ride of the Red Dreamer]]) that [[Morvule]] was the one who united the Luukosian cults into the Luukosian Order, and the &amp;quot;[[Griffin Sword War]]&amp;quot; document says: &#039;&#039;&amp;quot;Let us begin with Morvule himself – according to Nershuul, Morvule was originally of elven origin, though he does not know of his originating House. During the days after the Undead War, he underwent a transformation initiated by Luukos and appeared forever changed.&amp;quot;&#039;&#039; And the &amp;quot;History of Luukos&amp;quot; commits to Luukos not doing his necromancy thing around mortals until after the Undead War. So then you have &amp;quot;[[Gods of Elanthia]]&amp;quot; saying of Voln: &#039;&#039;&amp;quot;Tales suggest that Voln&#039;s very existence is a result of Lorminstra&#039;s constant entreaties to Koar for some direct action to counter the spreading curse of Luukos&#039; undead. Most tales attribute Voln&#039;s paternal lineage to Koar and a mortal woman. His upbringing, in a land where he witnessed loved ones lost to Luukos&#039; curse, shaped him with an undying hatred of the undead and provided a lifelong mission.&amp;quot;&#039;&#039; Likewise, one of the loresongs on the Stones of Virtue on Mount Aenatumgana shows the ascension of Voln, in front of what is clearly a Luukosian cultist. Similarly, the ascension legend under such conditions would fall apart instantly if Elves had records of Voln dating all the way to prehistory, like the Arkati. So Voln has to begin appearing in historical records at some point. But in the Age of Chaos things are badly recorded. So we go with starting to see something along these lines and be vague on the timing.&lt;br /&gt;
[865] This is an embellishment to the extent that what is firm canon only speaks of orcs, trolls, minotaurs, that kind of thing. In this document we&#039;ve framed some population migrations and leftover Despana forces on some plausible extrapolations, so that there is significantly more undeath in the West after the Undead War than there was before it, which is the essence of what the &amp;quot;[[History of Luukos]]&amp;quot; is saying even if we have to reject some of the stuff about Despana as mythical and distorted.&lt;br /&gt;
[866] This is extrapolating off the conditions that would have existed for the story of Voln&#039;s origins.&lt;br /&gt;
[867] This is the Order of Voln. The volumes of this document treat the &amp;quot;Order of Voln&amp;quot; as a theological tradition stemming from Fasthr k&#039;Tafali, and though it is what is dominant now, the IC author regards a lot of its doctrines as theological constructions of mortals and not Voln himself. The mercy and release of poor cursed souls, for example, is not the mandate. The mandate is to put down the undead. This is reconciling the tension in the lore that exists because the Order of Voln was designed in the context of the I.C.E. lore for Voln (Vult), mercy and release of the suffering and cleansing souls of taint, but then his De-ICE&#039;d [[Gods of Elanthia|version]] makes him the &#039;&#039;&amp;quot;Destroyer of the Undead&amp;quot;&#039;&#039; and having &#039;&#039;&amp;quot;an undying hatred of the undead.&amp;quot;&#039;&#039; Later developments such as &amp;quot;[[History of the Order of Voln]]&amp;quot; are influenced by the in-game messaging, which is actually the ICE lore, so what we&#039;re doing here is setting up a frame for explaining this &amp;quot;undying hatred&amp;quot; and &amp;quot;destroyer&amp;quot; version of Voln. Basically, though the k&#039;Tafali sect is now dominant, especially the past couple of centuries due to the Horned Cabal, this is suggesting their views of Voln were not the norm further in the past, beyond a thousand years ago. &lt;br /&gt;
[868] The very generic term that this document uses for people who hunt down forces of darkness and their minions / monsters is &amp;quot;witch hunter&amp;quot;, which is not meant to be specific to hunting witches. It is used here, but more often in Volume 2.&lt;br /&gt;
[869] This is explicitly framing and quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; entry for Voln, and highlight the inconsistency with the mercy/release rhetoric elsewhere. It&#039;s giving a hook for where that &amp;quot;Gods of Elanthia&amp;quot; description is coming from within the setting. The premise of Luukos becoming the Undeath god, in his practical religious focus with mortals, only after the Undead War is following off the &amp;quot;[[History of Luukos]]&amp;quot; document and various context details, like how it was assumed the Book of Tormtor was in some way Ur-Daemon in origin, rather than assuming this mass undeath artifact was related to Luukos. Near the beginning of this document, it explicitly asserts (as an embellishment) the Luukos was regarded as the Soul Eater god in the Second Age, and that this undeath stuff from him happened later. So here we&#039;re giving some context to the Age of Chaos in the West having Luukos expanding his sphere of influence with the spread of all this necromancy. And it can give some more context to all the weight on Luukos with undeath when most of the undead we actually see in the game have nothing directly to do with Luukos.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(2) The Dark Path&lt;br /&gt;
&lt;br /&gt;
But a little over six thousand years ago, following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north.[870] The Dark Path was a theocracy in homage of Gosaena.[871] It was a heterodox theology, in some ways similar to her Left Hand Path sect, but otherwise highly unusual.[872] It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age.[873] Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway.[874] The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation.[875] Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms.[876]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[870] This is an embellishment but an attempt to keep consistency with pre-existing lore. The Graveyard and Broken Land stories were set approximately 6,300 years ago on the I.C.E. Age timeline, where on the scale of years 1 year is equivalent to 1 year, because in the I.C.E. Age setting (Shadow World) there were 350 days in a year, but Master Atlas 2nd Edition in 1992 established there were 25 hours in a day, which is equivalent to a 365 Earth day calendar for a solar year. There is seemingly no reason to not just keep the 6,300 year ago number and have those stories happening in the late Age of Chaos. The original context was the Wars of Dominion, but nothing directly analogous to the Wars of Dominion happened in the Elanthia setting.&lt;br /&gt;
[871] This is just a straight De-ICE of the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; document, which was the first GemStone unique lore document and a 100% original GemStone story. It does not come from I.C.E., just some of its details were set in it. It is worth noting that Bandur Etrevion himself is post-ICE canon, like one of his books is chained down in Moonsedge Manor.&lt;br /&gt;
[872] The Left Hand Path sect is a Gosaena cult from the second [[Griffin Sword War]]. The gist of it is that its leadership alternates between good leaning and dark leaning, the Right Hand and Left Hand paths. The [[Purgatory#Naidem|shrine]] in Naidem also seemed to represent Gosaena in some bifurcated angel/demon form, like one of the Tarot card Major Arcana rooms in the Rift. So, this is an embellishment, it&#039;s meant to provide a context hook for the Dark Path somehow being consistent with Gosaena, since Gosaena is extremely different from Kadaena, but at the same time what GemStone did with Kadaena was off canon for Shadow World.&lt;br /&gt;
[873.1] This is a made up embellishment to try to square the difference between the off-canon treatment of Empress Kadaena in the Graveyard (and more subtly also in the Broken Land) with the later Gosaena and Eorgina lore, as those two were more changed in the De-ICE than most gods. It&#039;s also mentioning Despana savior myths in this context to tie back into the dark magic diaspora out of the southern wasteland set up earlier in this document, to connect Age of Chaos dark magic to Undead War aftermath.&lt;br /&gt;
[873.2] The motivation behind this is obscure. In the original lore context, Empress Kadaena was not really a goddess, she was a powerful sorceress of demi-god scale power who was decapitated by her cousin. There&#039;s also a version where her headless body fell through the &amp;quot;Gates of the Void&amp;quot; into the demonic realms. Kadaena was also the creator of the gogor (vruul), which were collected by Morgu (Marlu) for some unknown reason, though his original form looked exactly like a vruul. And the Broken Land seems to be insinuating the Kadaena&#039;s race was responsible for the origins of the Dark Gods in their magic experiments.&lt;br /&gt;
[873.3] So this is synthesizing the notion that Despana may have merely been exiled off world by the Maelshyve implosion, the Graveyard&#039;s off-canon representation of Kadaena as a dead goddess who resides beyond the Gates of Oblivion (i.e. a cult belief about Gosaena being like a dead goddess exiled beyond the Ebon Gate), and the Eorgina-Marlu relationship encoded in &amp;quot;[[Origins of Tonis]]&amp;quot; and &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and to a lesser extent the introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot;.&lt;br /&gt;
[873.4] There is also a very esoteric argument for the Graveyard and the Broken Land being influenced by the &amp;quot;Demons of the Burning Night&amp;quot; book, where Empress Kadaena&#039;s daughter was the ruler of Orgiana&#039;s (I.C.E. Eorgina) theocracy, and the Broken Land&#039;s own GemStone unique lore might be conflating Kadaena and Orgiana, who were a little conflated in that theocracy.&lt;br /&gt;
[874] This is blending the details described in the footnotes to 873. This document refer to the doctrine as &amp;quot;syncretic&amp;quot;.&lt;br /&gt;
[875] This is leveraging off the &amp;quot;defying Death itself&amp;quot; frieze in the Graveyard crypt and the grotesque statue of &amp;quot;Empress Gosaena&amp;quot; embedded in the Graveyard gate, along with the timeless void of light and darkness in the [[Purgatory]] messaging, which had exits (paths) of light and darkness. The Graveyard itself underground is arguably a symbolic representation of Purgatory where is only the &amp;quot;dark path&amp;quot; into the darkness and the demonic.&lt;br /&gt;
[876.1] This is involving several things. &amp;quot;Guardian of the Forbidden&amp;quot; is the actual translation of the original invoking phrase in the Graveyard crypt, which was an offering formula of &amp;quot;Kadaena Throk Farok&amp;quot; in the I.C.E. language of Iruaric. This is off canon for Kadaena, it&#039;s representing her as some kind of Lovecraftian forbidden knowledge goddess, and a dead goddess along the lines of Hel or Osiris. This sentence is also explicitly recognizing the symbolic parallels between the Graveyard and the Purgatory and deeds death mechanics, and is pulling on theocracy details in the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;.&lt;br /&gt;
[876.2] The &amp;quot;infernal demonic realms&amp;quot; is a literalization of the phrase &amp;quot;lost to the demonic&amp;quot;, which never involved any first hand demon imagery. It is leaning on the original I.C.E. Lorminstra lore where the Key to the Void was never to be used, and that arguably being the meaning of &amp;quot;Guardian of the Forbidden&amp;quot;, where the Void generally refers to the Unlife / demonic realms. In this document the word &amp;quot;infernal&amp;quot; has a specific cosmological meaning, referring to the &amp;quot;pales&amp;quot; of lower existences of more chaotic essences (&amp;quot;sorcerous elements&amp;quot;) that are part of existence&#039;s chaos-order or dark-light spectrum, not outer valences. Then it is interpreting the light and darkness witnessed in Purgatory in this kind of cosmology of higher and lower planes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void.[877] To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic.[878] Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.[879]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[877] The light as associated with the higher spirit planes is based on the release event information of [[Searing Light (135)]]. The wording of this sentence uses &amp;quot;interpreted&amp;quot;, so it is a theological interpretation of [[Purgatory]] and not necessarily correct. It may more or less reflect the original intent of that messaging, which was off canon for the I.C.E. setting.&lt;br /&gt;
[878] Bandur would have &amp;quot;omens&amp;quot; and nightmares, implicitly Lovecraftian nightmare visions, in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. Kadaena did not have any established prophetic ability, though that kind of magic existed in the setting, such as her cousin Andraax having a vignette of foreseeing the Unlife coming and blotting out the sun. (The Graveyard is symbolically anti-Sun in various ways.) This sentence is trying to thread the needle of an interpretation that can make sense of both the I.C.E. Age version of Kadaena as represented in the Graveyard with the late 1990s Gosaena lore which is plainly inspired by her presence on the Graveyard gate. This document is framing it as a heterodox theology, in line with the earlier assertion about heterodox and apocryphal theologies in the West and southern wastelands. &lt;br /&gt;
[879] These few lines are attempting to reconcile the earlier issue about Gosaena being the final last stop, in seeming contradiction with Lorminstra letting souls out to visit sometimes and Purgatory probably representing the other side of the Gates in its original intent. The Pale is the Gosaena realm in the Griffin Sword War, and its messaging was clearly very heavily based on the [[Purgatory]] messaging. The permadeath messaging made it clear that soul eventually ends up in the light or the dark, but it&#039;s all the same place and all Oblivion (i.e. oblivion state of unconsciousness) regardless of anything. So the reconciliation here is that Gosaena&#039;s realm is where and when Lorminstra does not have power, which explains the antagonistic way the Dark Path / Graveyard represents them, and recontextualizes the Purgatory messaging about the limits of her power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia.[880] He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness.[881] Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession.[882] He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps.[883] It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions.[884] He was a master of the black arts. But the corruption of this power was driving him mad.[885] He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north.[886] Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.[887]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[880] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. [[Library of Biblia|Biblia]] is the De-ICE&#039;d replacement for the Library of Nomikos.&lt;br /&gt;
[881] This is keeping the detail of his being apprehended for stealing a speaking crystal, but recontextualizes it from being a Lord of Essaence artifact (i.e. Empress Kadaena&#039;s people in the First Era) to it being from the analogous Age of Darkness in the Elanthia setting (i.e. back to the time of Drakes / Arkati / Ur-Daemon / whatever.)&lt;br /&gt;
[882] This is directly from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The word &amp;quot;occultist&amp;quot; is tied into the occultism described in this document, and with Bandur meaning a specifically Lovecraftian form of occultism, with &amp;quot;esoteric knowledge&amp;quot; in that way. In other words, &amp;quot;esoteric knowledge&amp;quot; not just meaning obscure or highly technical, but actual esotericism in the occult sense. This nightmare visions premise is also consistent with Gosaena related NPCs (e.g. Volierre) in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[883] The Graveyard has a bunch of explicit spatial warps, but it also has some much more subtle ones in the room painting.&lt;br /&gt;
[884] This is making an explicit statement of some subtext in the Graveyard&#039;s design. Its several original sections are clearly based on a few different real-world mortuary religious architectures, which are related to Underworld mythology with dead gods of the Underworld (especially Hel and Osiris). Along with possibly Orgiana (I.C.E. Eorgina) who was based on Hel. And there is a pretty clearly defensible case for the Graveyard paralleling Dante&#039;s Inferno, where Satan is frozen in the underworld. Volume 3 tries to establish mummies as underworld mythology related out of the Southron Wastes as an embellishment.&lt;br /&gt;
[885] This comes from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The term &amp;quot;Dark Path&amp;quot; in capitals in the Shadow World lore was actually referencing the corruption into madness and service to the Unlife that inevitably results from casting off the Evil spell lists, which in that setting derive their magical power from the Unlife either directly or indirectly (e.g. Dark Gods). The term &amp;quot;black arts&amp;quot; as used in this document is based on the use of the term &amp;quot;black arts&amp;quot; in the Graveyard story.&lt;br /&gt;
[886] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. By keeping the 6,300 years ago chronology, we&#039;re using this to help justify interpreting the West in this period as having a bunch of dark cults, which in the Second Age the document asserts were concentrated in the southern subcontinent. So this is a case of trying to keep things consistent. This is also a thread for a previous assertion in this document that the northwest was always a haven for dark magic because of its geographic remoteness.&lt;br /&gt;
[887] This is an embellishment. The Luukos shrine in the underground stronghold dates back to 1991, and reflects his I.C.E. version. It was expanded about a decade later, I believe Morvule unveiled the expansion as an old place. There is a reasonable case for several reasons to think the Coastal Cliffs area released in 1991, which is related to that stronghold in general, was intended to be related to the Bandur Etrevion story of purging the dark cults in the region when he consolidated his theocracy. So this is just explicitly stating something that was probably the original intent. There is now also an Onar shrine in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra.[888] Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom.[889] Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering.[890] He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design.[891] This commune with intense darkness caused Bandur to be frozen within solid ice.[892] This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.[893]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[888] Most of this is explicitly stated in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The last part about the mocking parallel of the Lorminstra religion is an interpretation. The Graveyard has numerous parallels to the temple in the Landing and the deeds / [[Purgatory]] death mechanics. These were all made at approximately the same time at the beginning of GemStone III.&lt;br /&gt;
[889.1] This is a list of example justifying the last part of the sentence that is footnoted 888. It is based on a direct comparison between the Graveyard rooms and the Temple rooms. The Graveyard also leans on some obscure, archaic vestigial lore within the Shadow World setting, about &amp;quot;servants of the Shadow&amp;quot; who artificially created demons. The phrase &amp;quot;power through thralldom&amp;quot; was appended to that for Bandur&#039;s most famous book. Here we are leaning into our medieval interpretation of deeds.&lt;br /&gt;
[889.2] The Sorceror spelling is an odd spillover from I.C.E. books, where it is sometimes spells Sorcerer and other times Sorceror, at least in Shadow World setting books. It may be based on Necromancers being &amp;quot;Sorcerors&amp;quot; in conversion charts between Rolemaster systems, as a contrast to Lord High Cleric, or could be randomly based on some case of it being spelled that way in one of the books. It is probably the only place in GemStone it is spelled this way, and there used to be a message board topic in the Sorcerer forum solely about &amp;quot;Sorcerer vs. Sorceror&amp;quot;. This spelling has also cropped up in the DragonRealms wiki.&lt;br /&gt;
[890] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; and wording his &amp;quot;omens&amp;quot; to a little more clearly Gosaena in nature, similar to what was seen with NPCs in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[891] This is cross-referencing &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; with interpreting the original parts of the Graveyard, which are on real room ID segment 18. This partly referring to the I.C.E. ghoul lore, and partly to the deep underground part of the Graveyard with the huge pile of bodies. Originally there was no way out from down there, the tunnel up to near the entrance to the burial mound was dug up from below ground, of people trapped down there trying to dig their way out. That is the significance of the body pile, who arguably symbolize the spirits of those who could not choose in the [[Purgatory]] messaging. What happened implicitly is that the Graveyard had traps, and grave robbers would get magically transported down there. It is most likely from trying to take stuff from the crypt&#039;s (unplundered) scroll room, as that would fit the Dark Path meaning.&lt;br /&gt;
[892] This is based on the Graveyard. The sarcophagus in the crypt is a fake, Bandur is actually hidden below ground, frozen in a block of ice. There&#039;s a reasonably good chance Kestrel&#039;s tomb is also fake, he might be the melted skeleton throne.&lt;br /&gt;
[893.1] The Chamber of the Dead is most likely an homage to the Graveyard. There were several things in Vvrael quest related areas that could plausibly have been Graveyard parallels, but Ardo&#039;s &amp;quot;sarcophagus&amp;quot; ice block is one of the most overt. The Vvrael were roughly an Unlife analog for the Elanthia setting, the Unlife in the Shadow World setting is &amp;quot;anti-Essaence&amp;quot;, which is what we would call &amp;quot;anti-mana&amp;quot; in Elanthia. It is the furthest extreme of the chaos-order essence spectrum cosmology. Volume 2 of this document restores that model, and treats &amp;quot;anti-mana&amp;quot; as the purest most corrupt form of &amp;quot;elemental darkness.&amp;quot; The use of the term &amp;quot;elemental darkness&amp;quot; is partly based on the dark vysans, originally called dark wisplings, which were apparently based on the Rolemaster &amp;quot;Elemental Companion&amp;quot; and would have been very weak examples of darkness elementals, which would be associated with cold criticals. There is likewise a case for interpreting the dark vorteces as more powerful darkness elementals. Elanthia does not include light and dark as &amp;quot;elements&amp;quot;, but has substantive light associated with the spirit realm (e.g. Searing Light spell), and here we treat darkness as one of the &amp;quot;sorcerous elements&amp;quot;, related to demons and undead.&lt;br /&gt;
[893.2] The Bandur and Uthex treatments break with the style of the rest of the document. Most of the document is talking about intellectual traditions and cultural propensities, or historiographic reinterpretation of historical events. But here we deal with specific historical people (concretely) instead, where the surrounding context in that time period is very ill-defined. But they tie into the occultist tradition and the Death religions. The very last section on the Modern period in contrast is very sweeping compared to the rest of the document. These are maneuvers being made relative to the gaps in the lore and things too close to the present day.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3) The Broken Land&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was a contemporary of Bandur, whom he had known from his earlier days.[894] When his work had been recognized by the Order of Lorekeepers.[895] Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the terrible wars of that period.[896] While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.[897]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[894] The original copy of &amp;quot;The Broken Land&amp;quot; from the GEnie file library had an exact date for the demise of Uthex: 6521 Second Era. This was in the first century of the Wars of Dominion, which lasted almost four hundred years. The De-ICEd [[A Popular History of the Broken Lands|copies]] that floated around on player websites cut this out completely. But it was very important, because it explicitly puts Bandur and Uthex in the same place at the same time, on top of more subtle relationships between the stories. The hooded figures in the Broken Land were probably meant to be Dark Path cultists who are effectively immortalized by Uthex&#039;s experiments.&lt;br /&gt;
[895] Uthex was a Loremaster of Karilon in the original story, where Bandur had been recognized by the College of Karilon. Uthex was [https://www.play.net/gs4/news.asp?id=615 retconned] to be a Sage of the [[Order of Lorekeepers]] for the [Miracle (350)]] spell release. &amp;quot;Sage&amp;quot; was originally the De-ICE&#039;d replacement term for &amp;quot;Loremaster&amp;quot;, as Sage had often been used in Loremaster contexts in the Shadow World setting.&lt;br /&gt;
[896] This is straight from the Broken Land document. It just removes the term &amp;quot;Wars of Dominion&amp;quot;.&lt;br /&gt;
[897] This is an interpretation meant to explain how Uthex was tricked and seduced by servants of the Unlife, and based on the parallel between the Dark Path and the death religion as encoded in GemStone. The story refers to it as a &amp;quot;natural&amp;quot; gateway to another plane of existence, so we are taking its naturalness and having been discovered on face value. The spinning stone ring around it was implicitly made by the Loremasters later. It is most likely based on a powerful spell from the Warding list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur.[898] It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality.[899] The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region.[900] This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot;[901] It is rumored to be on the surface of the moon Lornon. Or perhaps below it.[902] There may be a grain of truth in this as it is apparently an esoteric dimension.[903] There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration.[904] It is in the same vein as the heterodox theology of the Dark Path.[905] The shrine there includes apocrypha depicting Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;[906]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350}}&amp;gt;&lt;br /&gt;
[898] This was explicitly stated in the Broken Land story, except that did not mention Bandur by name. It was implied context.&lt;br /&gt;
[899] The first part is from the Broken Land story, and the last part is based on the Misty Chamber messaging. The dark mirror and nightmarish analog &amp;quot;parallel dimension&amp;quot; aspect of it is an interpretation. It&#039;s very subtle. But there is actually a clear correspondence between the stuff in the Broken Land with analogous stuff in the Lysierian Hills. There is a strong argument for the Broken Land being based on Lovecraft stories involving dream walking / astral projecting into parallel existences, especially the Dreamland, which has nightmarish analogs of the places that exist in the waking world.&lt;br /&gt;
[900] This is extrapolating off the tapestries in Imaera&#039;s shrine and its release event, along with the Shadow World portals lore where natural gateways can be caused by celestial alignments.&lt;br /&gt;
[901] &amp;quot;Broken Land&amp;quot; was originally singular, it gained an &amp;quot;s&amp;quot; in the De-ICE. &amp;quot;Home of Broken Lore&amp;quot; was the literal meaning of its name out of Iruaric. Iruaric was used in numerous parts of the Broken Land originally. (Empress Kadaena&#039;s language.)&lt;br /&gt;
[902] This is just nodding to the wrong belief that it is the surface of Lornon. The Broken Land is actually deeply inconsistent with the I.C.E. version of Lornon. &amp;quot;Perhaps below it&amp;quot; is playing off the I.C.E. version being a gateworld with underground demons, and then &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; being planar experiments below ground in Lornon. You could make a subtext argument for the Broken Land being underground in Charon under highly artificial conditions. But that is probably not the intent. The Dark Gods came from other planes of existence in the I.C.E. lore, and were largely terrorizing the planet rather than residing on the moon when the Broken Land story was set during the Wars of Dominion. The moon case is really weak. Plus the Broken Land story itself explicitly called it another plane of existence, so that&#039;d have to be an outright lie.&lt;br /&gt;
[903] This is interpretation based on the parallel between it and the Lysierian Hills, as well as the Lovecraftian Dreamland subtext. Shadow Valley is more blatantly and obviously a parallel dimension in this fashion.&lt;br /&gt;
[904] This is based on the original gogor (vruul) lore, which is encoded into the Dark Shrine. There is actually a decent case that our &amp;quot;lesser vruul&amp;quot; were not woken up, but instead made out of the dead cultists. In the canon material the gogor were made by Empress Kadaena, but there was no detail into the methods. The Dark Shrine might be encoding the creation process, and these lesser vruul (&amp;quot;minor gogor&amp;quot;) could be meant to be weak ones made with ancient dark knowledge in a much later Age.&lt;br /&gt;
[905] This is reviving and making explicit the relationship between the Graveyard and Broken Land. Which was Empress Kadaena.&lt;br /&gt;
[906] This is explaining the prior sentence and cross-referencing the now archaic &amp;quot;[[Temple of Darkness Poem]]&amp;quot;, which is used for the Dark Shrine puzzle and had some weird off-canon representation of the Dark Gods, with the Eorgina-Marlu relationship such as in &amp;quot;Origins of Tonis&amp;quot; in the Elanthia setting. Keeping in mind we defined the Dark Path as a Gosaena/Eorgina syncretism. The &amp;quot;spirit born of death&amp;quot; part is the translated meaning of the phrase used in the puzzle to gain access to the Dark Shrine.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a shining trapezohedron, which is a siphon stone that concentrates power.[907] It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power.[908] The cultists were trying to make their own form of soul reincarnation, darkly mirroring the reincarnation of souls by Lorminstra.[909] The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year.[910] Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107.[911] But the later work of Uthex was high necromancy.[912]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[907] The crystal dome was implicitly a Lord of Essaence artifact in its original context. It&#039;s probably inspired by Lovecraft&#039;s quasi-sphere from [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] and possibly the almost sphere Shining Trapezohedron from [https://www.hplovecraft.com/writings/texts/fiction/hd.aspx &amp;quot;Haunter of the Dark&amp;quot;] which gave visions of &amp;quot;hooded figures&amp;quot; and eldritch vistas and so forth. The dome in the Broken Land is vaguely hemispherical, being surrounded by boulders and rubble, but actually faceted with panels. So this is describing it as actually a shining &amp;quot;trapezohedron&amp;quot; as an homage to the Lovecraftian subtext of the Broken Land.&lt;br /&gt;
[908] This is more or less explicitly stated by the Broken Land backstory document. The line about &amp;quot;occult researchers&amp;quot; is tying it back to describing Bandur as an &amp;quot;occultist&amp;quot; and the way occultism was described earlier in this document, which included astral projection notions and ascension concepts. The Broken Land was probably implying the artificial origins of the Dark Gods in experiments by the Lords of Essaence, being servants of Empress Kadaena and possibly even Kadaena as a dead goddess, consistent with the subtext representation of Kadaena in the Graveyard. The &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; leans on a weird typo in the source books that implies Kadaena was one of the moon goddesses. This was before Shadow World created the pantheon we call Lornon, which was first defined in 1990, so the Broken Land uses them but the Graveyard doesn&#039;t.&lt;br /&gt;
[909] This is an interpretation based on the parallels of the Graveyard and Broken Land with GemStone&#039;s death mechanics, and also by cross-referencing the Broken Land story with messaging, such as how the hooded figures spawn.&lt;br /&gt;
[910] This actually happened in game. [[Draezir]] temporarily turned off the runes for accessing the Broken Land. The storyline of [[Shar]] struggling with them was in 1998.&lt;br /&gt;
[911] This was the release event for [[Miracle (350)]].&lt;br /&gt;
[912] High necromancy is defined more in Volume 2 of this document. It was arguably immortality / everlasting existence focused because of the Dark Path tie-in, but Uthex was attempting to fashion entities from energy, possibly even recycling them from departed souls. This may also have tied into the notion of Kadaena&#039;s followers having created demons, which is vestigila from older I.C.E. books. This is the likely meaning of them trying to twist Uthex&#039;s work into more perilous forms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was potential to transmogrify the soul into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood.[913] In this way the Dark Path sought to ensure the reality of their depraved Death theology.[914] They had twisted and perverted the work of Uthex into more dangerous forms.[915] But his fellow Sages discovered that Uthex had gone quite mad, and slew him in -1,264 with a devastating meteor swarm, destroying as many of his experiments and records as they could.[916] There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists.[917] These were astral fights as the portal had been sealed with powerful Runes of Warding.[918] It was a cenobitic monastic order that would come to suffer from isolation and loneliness.[919] The monastery was lost to history, not rediscovered until 5092.[920] The monks had fallen to the very darkness they had struggled against.[921]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[913] The last part of this is rooted in the implications of the artificial origins of the Dark Gods as servants of Kadaena. The first parts of the sentence are based on that &amp;quot;servants of the Shadow&amp;quot; text, as well as the Lovecraftian subtext of the plotline of [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;]. The Graveyard and death mechanics arguably lean on the same Lovecraft stories as the Broken Land.&lt;br /&gt;
[914] This is just synthesizing the prior premises.&lt;br /&gt;
[915] This is from the Broken Land story.&lt;br /&gt;
[916.1] This is the equivalent calendar year to 6521 Second Era in the Shadow World timeline, in the sense of being the same number of years ago from the present. This document is keeping the number of years ago the same, because there is seemingly no reason not to just keep that consistent, putting the events in the late Age of Chaos.&lt;br /&gt;
[916.2] This is from the Broken Land story. It isn&#039;t obvious that the rubble in the Broken Land is all from the meteor swarm, or even the continually falling rocks. While these are &amp;quot;meteors&amp;quot;, it isn&#039;t obvious they&#039;re actually space rocks. The Broken Land might be a collapsed cenote, or ice fracturing on the surrounding mountains may be rolling boulders off the cliff.&lt;br /&gt;
[917] This is cross-referencing the Broken Land story with the imagery depicted in the Monastery. There was an interview with the creator, GM Kygar, in 1994 where he said they struggled in that mountain for centuries before succumbing to darkness.&lt;br /&gt;
[918] The Runes of Warding come from the Broken Land story, and were probably based on a specific spell from the Warding spell list from Shadow World, where there is a stone circle that blocks at half the level of the caster who made it. The reference to &amp;quot;astral fights&amp;quot; is playing off the astral projection subtexts in the Broken Land, including the chakra in the Monastery meditation room and the theosophical subtext of the Lovecraft parallel. The sewer in the Monastery is seemingly connected to a weird cryptic tower with non-Euclidean architecture, and the Broken Land dome maybe used to be connected to the tower as well.&lt;br /&gt;
[919] The isolation and loneliness is talked about in the Kygar interview.&lt;br /&gt;
[920] This is from the Broken Land story. 5092 is referring to the fact that it was discovered in 1992. The portal to the Broken Land was originally dormant. A year later it opened when hooded figures showed up attacking. If there was more detail to the release of it, that is not recorded now.&lt;br /&gt;
[921] This is quoting the Kygar interview.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.D The Modern Age (Last 5,000 Years)&lt;br /&gt;
&lt;br /&gt;
The world was slow to recover from the Age of Chaos.[922] Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood.[923] The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years.[924] In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire.[925] This more human empire pushed the darkness back into the borderlands of the north and south.[926] But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades.[927]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[922] 10,000 or 15,000 years, depending on definition.&lt;br /&gt;
[923] This is from the Xazkruvrixis lore, &amp;quot;[[The Mystique of Xazkruvrixis]]&amp;quot;. The Dark Flood of [[Finnia]] happened several thousand years before the Great Fire of Sharath.&lt;br /&gt;
[924.1] The timing of the Ashrim War has contradictory dates. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; puts it at 157 Modern Era. The [[Ta&#039;Illistim Monarchs]] document has the reign of Caladsal starting a few centuries later than that. The &amp;quot;mostly kept to themselves&amp;quot; is acknowledging that gnomes were allowed in, but there is no indication of involvement with the Kannalan Empire or earlier. It leans on the opening of the trade route in 5101 Modern Era, and slightly earlier with the Ilyan Cloud airship in the late 90s, as having been the beginning of increased cross-cultural trade and contact after the earlier Elven Wars. Banthis has said the original intent of the racial trading penalties was to have them decrease over time with increased contact and mixing of peoples. But this is playing in a very vaguely defined zone, in terms of how recent the opening up of the East has been in general. It was explicitly closed off from other races residing there during the Age of Chaos, up until Ardtin allowed the burghal gnomes to reside in Ta&#039;Illistim about 4,000 years ago. &lt;br /&gt;
[924.2] I&#039;m inclined to say the most consistent thing would be for the past couple of decades to be a recent aberration and very sudden change from the perspective of Elven time scales, rather than there being some long history of mixing of peoples with it being normal to have relatives in farflung parts of the continent. &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; for example frames the year 4845 as there having been smuggling networks that late between the Elven Nations and Turamzzyr, which suggests embargo conditions between the two powers rather than smuggling of goods that are illegal in themselves. The West was essentially always racially mixed going back into the Kannalan Empire and probably further, though Chaston&#039;s Edict made the southern Empire predominantly human, softening in recent centuries such as with the Horned Cabal and Order of Voln in Aldora. The Aelotoi being allowed in was a shock, as framed in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; document, but justified in how the Elves were historically responsible for what happened to them. The 2014 assassination attempt on Myasara was related to racially opening up the city, and Hycinthia had popular supporters on that point. The Vaalor papers system was a reactionary crackdown after bad events in 2009.&lt;br /&gt;
[925] This is from this document&#039;s characterization of the impact the Kannalan Empire had on the geographical distribution of dark magic practitioners. It is an embellishment. This document also never mentions the necromancer Syssanis with his swamp stronghold near River&#039;s Rest on the west coast, but River&#039;s Rest having fallen into post-Kannalan relative lawlessness is generally consistent with the premise we&#039;re using about necromancers versus lawful civilization.&lt;br /&gt;
[926] This refers to the &amp;quot;black elven wizardry&amp;quot; down in Gor&#039;nustre (now Immuron) and the dark sorcerous forces on the Wildwood settlement up in Vornavis (and Foggy Valley and so forth) in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[927] This refers partly to the Horned Cabal and the Scourge / Demonwall, and various storylines in the past few decades.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841.[928] The Faendryl assumed it was a minor border expansion at first, with fortifications built along the northern marches, from Tedronne near the Wizardwaste to Harald&#039;s Keep in the east.[929] When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking.[930] Sentinel Happersett went missing and suffered a horrifying fate worse than death.[931]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[928] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[929] This is an interpretation meant to make some sense of the non-reaction of the Faendryl followed by the severe reaction after the invasion of Gellig. The geographical distribution of these places is not defined in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. So here we are defining it as fortifications largely west to east on what would be the northern borderlands, rather than oriented north to south. It may have been intended as north to south, with the sequence of retreat, but that would be more aggressive. What we&#039;re doing here is setting up a pincer movement on the Faendryl that did not get the chance to fully form, rather than a straight line of fortifications with supply lines back to Trauntor. (It is 100% made up that Tedronne is near western Trauntor and the Wizardwaste and that Harald&#039;s Keep is in the east with Creyth in between them.) The idea here is that the Turamzzyrian Empire has bad information on the state of the Faendryl in general, and moving east for setting up to block any possible material assistance from House Nalfein or the Elven Nations. Then we&#039;ve defined Gellig as an eastern port belonging to the Faendryl, which would follow this same cutting-off-from-assistance from the East logic, not really understanding the state of things between the Faendryl and Elven Nations. Because elves are just elves, from the imperial human point of view and understanding, in &amp;quot;History of the Turamzzyrian Empire&amp;quot;. Fortification out west to near the Wizardwaste can be used for an eventual pincer on New Ta&#039;Faendryl, but also to force the Faendryl to go through the Southron Wastes and around the Wizardwaste if it wants to retaliate on Tamzyrr. Then we have Sentinel Happersett stationed in the east moving south to hit Gellig, which we have framed with the assumption it is a port on the eastern coast. The Faendryl then retaliate and send the humans fleeing northwest toward Tedronne and Brantur in Trauntor. Some of the retreat goes to Barrett&#039;s Gorge, and the retreat is largely happening in a westward direction toward Brantur from our assumed position for Gellig. &amp;quot;History of the Turamzzyrian Empire&amp;quot; says: &#039;&#039;&amp;quot;another quarter have fled past Creyth, heading for Tedronne or Barrett&#039;s Gorge.&amp;quot;&#039;&#039; Which suggests Tedronne and Barret&#039;s Gorge are in different directions, or at least slightly different westward directions if Gellig is on the eastern coast, and these fortifications are assumed to be the three &amp;quot;strongholds&amp;quot; built for supply line purposes. The idea would be that Tedronne would be a supply line from Trauntor and Creyth would be a supply line from Barrett&#039;s Gorge, and Harald&#039;s Keep would be a more forward position for cutting off any intervention from the Elves in the East. Though the Faendryl are framed as politically and militarily inactive from the Turamzzyr point of view, this would still be sensible given the relatively recent history of wars with House Nalfein in that Barrett&#039;s Gorge region. So this is so much to say the road to Ta&#039;Faendryl is not being interpreted as a north-south route. It&#039;s instead moving around the Rhoska-Tor wasteland, which is to New Ta&#039;Faendryl&#039;s west, with the road to New Ta&#039;Faendryl really being from the east with Gellig intepreted as being on the east coast.&lt;br /&gt;
[930] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, though Sentinel Happersett was defined as having the name [[Jerram Happersett|Jerram]] during the Witchful Thinking storyline. He appeared as an NPC in a sort of unliving state who had to be released. He was obsessed with trying to purify Dark Elves of darkness, which took the form of trying to smash them with a hammer. It might be the original intent for Sentinel Happersett to have been Harald, to give meaning to Harald&#039;s Keep, because it is implied that those three strongholds were built on the spot to be the supply lines, and they split the army up between them over winter.&lt;br /&gt;
[931] Sentinel Happersett was one of Raznel&#039;s &amp;quot;paragons&amp;quot;. They were in cocoons attached to walls of flesh and filled with a form of [[epochxin|demon blood]] from the Southron Wastes, which she was using as a form of horcrux with these paragons being frozen in time in little pocket dimensions throughout the timeline, having selected historical victims who went missing in known years. Xorus was actually the one who found the cocoon, and the one who did the kill shot on the cocoon, and Xorus was the one who taught Raznel how to do this stuff with the ebon-swirled primal demon&#039;s venom blood when she was his student in her youth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge.[932] The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire.[933] The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes.[934] Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire.[935] There has been a surge of greater dark powers since the failure of the Eye of the Drake.[936] The Vvrael and Vishmiir wielded undead horrors.[937] Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab.[938] There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.[939]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[932] This premise comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The lore hook of demonic hybrids in this sense has never really been fleshed out. We&#039;ve seen some Demonwall invasion creatures that implicitly are these kinds of things. They are listed in Volume 3 of this document.&lt;br /&gt;
[933] This is explicitly stated in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; in the Armata section. The Faendryl do it as punishment to bleed treasure from the Turamzzyrian Empire. The &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document also talks about the Order of the Crimson Fist venturing out from the Demonwall to take the fight to the Faendryl and their fiends. This is remarkable because it frames ongoing, if low level, hostility between them. The Scourge distribution also has implications for the distribution of land use by the Faendryl Agrestis that would have to be carefully considered. The Scourge came from hybridizing with wildlife, but could possibly have been livestock as well. Farmstead in presumably Trauntor were getting massacred by these hybrids.&lt;br /&gt;
[934] This is principally from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but is talked about in various places.&lt;br /&gt;
[935] This pre-history of the Order of Voln fighting with the Horned Cabal, prior to the invasion of the Turamzzyrian Empire, comes from the Volnath Dai history document &amp;quot;[[Story of the Volnath Dai]]&amp;quot;. Grandmaster Fineval killed one of the Horned Cabal liches, and that set off the Horned Cabal invasions northward.&lt;br /&gt;
[936] This is extrapolating off the Eye of the Drake function and premise, which was framed near the beginning of this document. The IC author blames what is presumably a great increase in major extraplanar threats in recent decades to the failure of the Eye. Which is reviving the ICE analog concept.&lt;br /&gt;
[937] These were in 1997/1998 and 2002 storylines.&lt;br /&gt;
[938] This was in 1996 and then again in 2003 onward for a couple of years. The Miscere&#039;Golab is mentioned in the &amp;quot;[[Griffin Sword War]]&amp;quot; document and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Volume 3 of this document talks about it.&lt;br /&gt;
[939] These liches are from various storylines. Vindicto was from [[Ties That Bind]] and was responsible for previous bad things happening to House Vaalor, such as the assassination of King Tyrnian as shown in [[forehead gem]] loresongs. Tseleth was mainly in [[Ride of the Red Dreamer]], and was involved in the [[Sanctum of Scales]] release. The Council of Ten was in the [[Thurfel]] storyline and then a couple of the liches more recently in the Icemule storylines with [[Zeban]] and the [[Hinterwilds]] and [[Moonsedge]] and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows.[940] The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War.[941] The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues.[942] There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.[943]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[940] Althedeus was the big bad behind Kenstrom&#039;s storylines from [[Beyond the Arkati]] in 2010 through [[Cross into shadows|Cross into Shadows]] in 2014. The blood mages were generally members of the Arcane Eyes, a Mestanir group described in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The War of Shadows was in the Cross into Shadows storyline.&lt;br /&gt;
[941] This was the climax of the [[Eyes of the Dawn]] storyline, and this wasteland (the [[Bleaklands]]) has been used in other storylines since, including [[Keeping up with the Kestrels]] and [[Witchful Thinking]]. Xorus actually has a fairly high share of the responsibility and blame for the Bleaklands, because it was done by Raznel largely using the stuff she learned from him.&lt;br /&gt;
[942] This is referring to the [[epochxin]], first established in the [[Eyes of the Dawn]] storyline. Raznel learned about it in her youth because of a time loop paradox due to Melgorehn&#039;s Reach. She largely learned about its uses from Xorus, during the [[Keeping up with the Kestrels]] storyline, and Xorus later cured Larsya of the poison during the Praxopius storyline. It was weaponized into a genocidal disease curse against the krolvin, which led to krolvin invasions later, and is likely involved in the Blight that is presently suppressed around Wehnimer&#039;s Landing.&lt;br /&gt;
[943] This refers to the fact that Grishom Stone has the [[Star of Khar&#039;ta]] artifact and converted it to be oriented to blood and shadows energy. Stone is residing in the Deadfall forest near Wehnimer&#039;s Landing and is going to pull major stuff in a future storyline using that artifact. That forest has a bunch of blood eating demonic trees in it and is magically sealed off.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>INIQUITY</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=195405</id>
		<title>Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I/Footnotes</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xorus_(prime)/Scholarship/Forbidden_Knowledge_and_the_Black_Arts:_Volume_I/Footnotes&amp;diff=195405"/>
		<updated>2023-04-22T08:37:57Z</updated>

		<summary type="html">&lt;p&gt;INIQUITY: draman and yuriqen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are footnotes for the unofficial document: [[Xorus (prime)/Scholarship/Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy (essay)|&amp;quot;Forbidden Knowledge and the Black Arts: Volume I - The History of Necromancy&amp;quot;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Forbidden Knowledge and the Black Arts===&lt;br /&gt;
&lt;br /&gt;
Through my long years of study and field work as an occult archaeologist,[1] I have had much occasion to treat with the dangerous factions and malign forces of this world. There are many black arts[2] and traditions of forbidden knowledge that are ill-known in the more civilized realms of this continent.[3] What follows here is a brief survey in three volumes.[4] It establishes the ways of dark magic in their historical provenance and ancestral propensities, attempting to set these matters into a modicrum of order.[5] It is the bias of this work to frame the evolution of dark sorcery in thaumaturgical and rationalist terms.[6] There may be points which are most reflective of my own opinion, and its iconoclasm will find ways of displeasing even the Faendryl.[7]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[1] [[Harrowing and Esoteric Archaeology|Occult archaeology]], or &amp;quot;esoteric archaeology&amp;quot; and &amp;quot;occult philology&amp;quot;, are made up disciplines Xorus explained once for a Faendryl symposium.&lt;br /&gt;
[2] &amp;quot;Black arts&amp;quot; is used in this to refer to highly corruptive magic performed by villain types that is worse and more condemned than the sorcery typically used by Faendryl. (e.g. the [[Blood of the Sea: The Krolvin and Their Descendants|blood mages]] of the krolvin) It is used as a distinction from the term &amp;quot;dark arts&amp;quot;, which refers to contemporary sorcery having partly overlapped with historical black arts.&lt;br /&gt;
[3] This document treats magic as arising from intellectual and cultural traditions, with a corresponding history of ideas and influenced by historical forces. It splits apart various aspects under the umbrella &amp;quot;sorcerer&amp;quot; into different origins and kinds.&lt;br /&gt;
[4] Volume 2 fleshes out the meaning of &amp;quot;black arts&amp;quot; (and magical corruption), taking that term from the original [[Legend of the Necropolis of Etrevion (essay)|&amp;quot;Legend of the Necropolis of Etrevion&amp;quot;]] story for the [[The Graveyard|Graveyard]]. Volume 3 is classification schemes for the unliving. Some terminology in Volume 1 is elaborated in the other volumes.&lt;br /&gt;
[5] The document is trying to characterize traditions out of kinds of cultures (e.g. animism -&amp;gt; druidism, shamanism) as tendencies, rather than the messy gritty details of concrete history, where there would be tons of redundancy and reinventions.&lt;br /&gt;
[6] This terminology is explained later in this document. &amp;quot;dark sorcery&amp;quot; is a distinction from &amp;quot;classical sorcery&amp;quot;, and this sentence amounts to saying the document is written with a Faendryl bias.&lt;br /&gt;
[7] Hedge on the scope of its correctness, and allowance for having Faendryl bias but also saying things Faendryl would not like. IC author is contrary on some matters such as the Arkati and Drakes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The indigenous cultures and dark cults of the lawless regions of Jontara, who engage in what we will call the &amp;quot;black arts,&amp;quot; would not characterize their own practices in this way.[8] For this I will defer to ethnographers and religious historians.[9] In this compendium the unifying focus is necromancy in a very broad sense.[10] Various categories and conventions are introduced to make a semblance of coherence from these sinister traditions.[11] It is written with some bias toward more recent history, in its illustrations, to aid in relevancy and practical context.[12]&lt;br /&gt;
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[8] This is an &amp;quot;Other&amp;quot;ing framing where categories (e.g. &amp;quot;witch&amp;quot;, &amp;quot;warlock&amp;quot;, &amp;quot;shaman&amp;quot;) are used compared to some orthodoxy (Faendryl sorcery, magical theory), not necessarily the ways the people being described would describe themselves. It also uses specific definitions for those words, which are not necessarily the same ordinary usage meanings by others. (e.g. Dhe&#039;nar warlocks may not directly be what this document means by &amp;quot;warlock&amp;quot;)&lt;br /&gt;
[9] This is glib. It would be a very dangerous thing for an ordinary academic to study.&lt;br /&gt;
[10] The scope of &amp;quot;necromancy&amp;quot; is more defined in Volume 2. Sorcerer profession [[Sorcerous Lore, Necromancy|mechanical &amp;quot;necromancy&amp;quot;]] is generally everything related to flesh, blood, life forces, spirit, effectively filling in for the term &amp;quot;animate matter.&amp;quot; The texts broaden the historical scope of the term, so that 50,000 years ago it would refer to stuff like communing with departed spirits and resurrections. While the contemporary meaning is written in an inherently sorcerous form significantly broader than undeath.&lt;br /&gt;
[11] This is explicitly framing the document as engaging in convention construction.&lt;br /&gt;
[12] The recency bias applies more to Volumes 2 and 3 in terms of examples, but the general point is that interpreting records of past events and practices is warped by expressing it in terms of what exists or is considered important in the present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord Xorus Kul&#039;shin&amp;lt;br&amp;gt;&lt;br /&gt;
Vice Chancellor Emeritus&amp;lt;br&amp;gt;&lt;br /&gt;
Hazalred Thaumaturgical Insitute[13]&amp;lt;br&amp;gt;&lt;br /&gt;
30 Koaratos, 5122 Modern Era&lt;br /&gt;
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[13] This is a completely made up institution and title within the [[The Theory of Governance and Social Order#Clerisy|Clerisy]]. It is named after the ancient Faendryl NPC [[Abdullahi Hazalred]] (which is an obvious easter egg of Lovecraft&#039;s Abdul Alhazred, the fictional author of the Necronomicon, a grimoire with information on otherworldly daemons in the Lovecraft mythos.) Ranks below the level of &amp;quot;Chancellor&amp;quot; are not defined in present documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Volume I: The History of Necromancy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necromancy is the art of death and power over the living. It is the manipulation of spirit and the soul.[14] In its oldest definition it would include the religious magic of resurrection, the refashioning of flesh, and the ascension of mortals by the Light and Dark Gods.[15] It took its earliest forms in mortuary rituals and the divination of ancestral spirits.[16] Throughout history it has become an ever darker form of magic, splitting from its spiritual roots.[17] It is now the black arts of foul corruption and the utter debasement of life and death.[18] Necromancy is now one of the foundations of sorcery, as the sorcerous arts are presently understood.[19] But necromancy has never been as narrow as the undead, and has taken many other forms in history.[20]&lt;br /&gt;
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[14] The general idea is that it is not just spiritual magic, or calling on spirits, but coercively or corruptingly using the substances of life and spirit. We are also keeping consistent with DragonRealms on [https://elanthipedia.play.net/Category:Necromancer_spells &amp;quot;necromancy&amp;quot;] being the hybridizing of life mana, or in special cases holy mana.&lt;br /&gt;
[15] This is what the word would have meant in the early Elven Empire, roughly 50,000 years ago, before it went down darker paths. Black arts may have already existed in southern wastelands, but the technical term &amp;quot;necromancy&amp;quot; ought to begin in the Elven Empire to refer to divination practices with spirits of the dead and then shift later.&lt;br /&gt;
[16] Rationalist characterization of spiritual and animist magic.&lt;br /&gt;
[17] Necromancy refers to sorcery practices now, which is hybrid magic.&lt;br /&gt;
[18] This refers to what most non-Faendryl mean by the word &amp;quot;necromancy&amp;quot; in the present day.&lt;br /&gt;
[19] This is what Faendryl and self-identified &amp;quot;sorcerers&amp;quot; (guild member types) often mean by &amp;quot;necromancy&amp;quot;.&lt;br /&gt;
[20] Explicitly stating that we are using a broader definition than undead magic, and that we are historicizing the concept.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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It would be more accurate to say that the core of necromancy is the total disregard for the sanctity of kinds.[21] More broadly than even life and death, it is the willingness to pervert and debase, to transform and transgress and transmogrify.[22] Necromancers violate the categories of what exists in nature, inventing ever newer and more horrible nightmares.[23] In this way it is difficult to illustrate the whole tapestry of the black arts.[24] Whether a given horror is undead, demonic, or something else, is not always obvious.[25] That is the legacy of necromancers.&lt;br /&gt;
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[21] This is a thesis statement for defining (contemporary) necromancy as a mode of sorcery, where this definition of it is inclusive of the black arts.&lt;br /&gt;
[22] This is rooted in how &amp;quot;sorcery&amp;quot; is defined in the text as unnatural fusions and contradictions. The distinction between transformation and transmogrification is elaborated in Volumes 2 and 3. Loosely, the convention used here, transmogrification is more irreversible and perverse and foundationally corrupted.&lt;br /&gt;
[23] This is elaborated more in Volumes 2 and 3. It is retaining consistency with the metaphysical category corruptions used in DragonRealms&#039; [https://elanthipedia.play.net/Sorcery magic theory for sorcery].&lt;br /&gt;
[24] Hedge for keeping the definitions and examples open ended rather than exhausted by a normative definition. It is also framing a recognition of the inherent blurriness or ill-definition of a lot of this stuff, or that there is a lack of full understanding of what&#039;s really happening in the darker stuff.&lt;br /&gt;
[25] This is elaborated much more in Volumes 2 and 3. GemStone has always had precedents of artificially made demons and blurring between demons and undead, dating back to early I.C.E. books and all the way through to modern stories. The simplistic formula of &amp;quot;undead are cursed souls of the dead of this world&amp;quot; and &amp;quot;demons are inherently things native to other planes and not this world&amp;quot; does not actually in practice describe what is true in the world setting and never has. It&#039;s much more complicated than that, and this text treats modern &amp;quot;necromancy&amp;quot; as more generally debasement/perversion/etc. of sentient/sapient/etc. beings in general. One straight forward example is [[vathor]]s making [[necleriine]] demons using a necromantic ritual on Elanthian corpses. Another is the existence of extraplanar undead, such as [[murky soul siphon]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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I. The Age of Darkness (-130,000? to -50,000 Modern Era)[26]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For all the privation suffered under the bloodied wings of dragon rule, there was a still more terrible power waiting beyond the veil.[27] The darkness was a blight that cast its fell shadow upon the world, twisting life itself and staining the very earth.[28] They fed on the essence and the soul.[29] Where they came from is not known.[30] But they were legion; and with them, all was sundered. The Demon Lords were of many hideous forms and gave birth to vile perversions, unliving nightmares which haunted the lands.[31] Cruel beyond hatred. So inherent was their primordial corruption -- what we call the Ur-Daemon, the first demons[32] -- it is said they can never truly die. Their remnants linger, in sleeping death.[33] Horrible relics of dreadful power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- [[Linsandrych Illistim]], First Master of Lore, House Illistim [34]&lt;br /&gt;
&lt;br /&gt;
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[26] The -130,000 number comes from the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document. It is using -50,000 because that is shortly before the Houses were founded (i.e. imperial Elven bias), but strictly speaking there was non-urban civilization prior to that but after the Ur-Daemon War, which is described in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The Age of Darkness can be subdivided (e.g. [[Caylio Javilerre]] referred to the Arkati dominated period.)&lt;br /&gt;
[27] This is supposed to be continuing onward from her writing about the oppression of dragon rule, where Linsandrych apparently interpreted the Drakes as literal dragons, as opposed to draconic manifesting greater spirits above the Arkati. This Drakes vs. dragons issue is addressed later in the document. Using &amp;quot;the veil&amp;quot; metaphor in Linsandrych dates its usage back roughly 55,000 years, before veil piercing magic was invented, and is establishing here early Elven Empire understanding of the Ur-Daemon as extraplanar entities.&lt;br /&gt;
[28] This is based off the Imaera related [[Gods of Elanthia|gods lore]], and playing off a premise that earlier elves interpreted the Ur-Daemon as &amp;quot;darkness&amp;quot;, not knowing or understanding the extraplanar cosmos concepts.&lt;br /&gt;
[29] This is in the original &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[30] This has been the premise with the Ur-Daemon in general, that for all we know they&#039;re still out there somewhere. (e.g. &amp;quot;History of Elanthia&amp;quot; with the Faendryl exile arguments, &#039;&#039;&amp;quot;Illistim mages pointed out the dangers of penetrating the veil. For all any knew, the Ur-Daemon still existed somewhere beyond it.&amp;quot;&#039;&#039;; Daephron Illian supposedly trying to summon them and accidentally getting the Vvrael)&lt;br /&gt;
[31.1] &amp;quot;Demon Lords&amp;quot; is pure invention, it has not been used for them. The Ur-Daemon have precedent of being called &amp;quot;the Dark Ones&amp;quot; and &amp;quot;the Ur&amp;quot; by NPCs, and this text also refers to them as &amp;quot;Old Ones&amp;quot; as a Lovecraftian motif.&lt;br /&gt;
[31.2] The Ur-Daemon have been portrayed in very different physical forms, including actual visualizations, so it is hard baked that the term has to refer to a wide assortment of morphologies. The Beast of Teras Isle seems vaguely vathor-like, though it pre-dates the creation of vathors. Ith&#039;can resembled a huge oculoth. Melgorehn&#039;s Reach time warps have shown them resembling huge floating squids, with Drakes breathing fire on them. The &amp;quot;[[Constellations of the Northern Sky]]&amp;quot; document instead suggests they should have appendages with six taloned claws. These are generally compiled on the [[Ur-Daemon]] page.&lt;br /&gt;
[31.3] The &amp;quot;History of Elanthia&amp;quot; insinuates a logical relationship between the Ur-Daemon and undeath, because of Despana &#039;&#039;searched the land for the old places of the Ur-Daemons&#039;&#039; (Rhoska-Tor) and &#039;&#039;somewhere in what is now called Rhoska-Tor, her quest succeeded when she found the Book of Tormtor.&#039;&#039; The Book of Tormor was &#039;&#039;said to be written in the language of the Daemons&#039;&#039; but &#039;&#039;none can now be sure of its contents.&#039;&#039; &amp;quot;Gods of Elanthia&amp;quot; establishes the twisting of the living, and rebuilding life after the Ur-Daemon war.&lt;br /&gt;
[32] This is interpreting &amp;quot;Ur-Daemon&amp;quot; as just the meaning of the prefix &amp;quot;Ur-&amp;quot; and not necessarily a species name. A Ride of the Red Dreamer NPC also once [https://gswiki.play.net/Category:Ride_of_the_Red_Dreamer implied] they were not always called Ur-Daemon by mortals: &#039;&#039;Beonas says, &amp;quot;...we call them Ur-Daemons, now.&amp;quot;&#039;&#039;&lt;br /&gt;
[33] This premise has been used for Ur-Daemon body parts in storylines by Auchand and Kenstrom. The eye of the Ur-Daemon we call Ith&#039;can was [[Cross into shadows|recharged/revived]] to some extent, for example, with blood from the Beast imprisoned in the glaes caverns on Teras Isle. Other Ur-Daemon body part MacGuffins include the Eye of Goseth (corrupted the [[Sanctum of Scales]]) and the Shroud/Skin (cut off the Red Dreamer from the power of the Arkati).&lt;br /&gt;
&lt;br /&gt;
[34] This whole paragraph is totally made up. Linsandrych is the founder of House Illistim, existing canon quotes are used elsewhere in the document. &amp;quot;First Master of Lore&amp;quot; is an unclearly defined title, because Meachreasim Illistim in recent years is also called &amp;quot;First Master of Lore&amp;quot; (e.g. in later versions of &amp;quot;History of Elanthia&amp;quot;), and it is not defined in later Illistim documentation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Age of Darkness began and ended with the dragons. There came a force from beyond this world, the Utter Darkness, which shadowed over them and their barbarism.[35] With this came the true Age of Darkness.[36] It saw the dragons miscast in the light as saviors, and ultimately, the darknesses destroyed each other.[37] The dragons who survived were driven mad.[38] It is not known how this happened.[39] The more chaotic or demonic realms beyond the pale are incapable of opening portals into higher realities.[40] Whether it was an accident, or they were brought here on purpose, the way was opened.[41] Once they were here, they ripped apart the veil.[42] It was not only a single gateway to some other dimension, but many, and the world was flooded with horrible demons.[43] These primordial demons, thus named the Ur-Daemon, were tremendous and terrible powers.[44] They fed upon the magical energies of the world, and their very presence stained their surroundings.[45]&lt;br /&gt;
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[35] The IC author is following the Linsandrych track here of equating Drakes and the dragons the ancient elves hated and feared. He questions this in an iconoclast way in a later section, suggesting draconic manifesting deities that the elves did not distinguish from ordinary dragons. &amp;quot;Utter Darkness&amp;quot; is a pure invention, and trying to plug a meaning into &amp;quot;Age of Darkness.&amp;quot; Later it refers to the Elven word [[Shimmering glaesine orb|&amp;quot;Draekeche&amp;quot;]] from the House Illistim motto as meaning &amp;quot;darkness&amp;quot;, which is an canon translation. The &amp;quot;barbarism&amp;quot; of the dragons plugs in later to interpreting Yshryth Faendryl&#039;s speech.&lt;br /&gt;
[36] Caylio Javilerre split the Age of Darkness up into an Age of the Drakes and an Arkati-dominated era after the Ur-Daemon War. The IC author here is using the Ur-Daemon to say something about the large scale introduction of dark energy corruption from other worlds (including demons and undeath) with the Ur-Daemon War.&lt;br /&gt;
[37] Playing off &amp;quot;Draekeche&amp;quot; meaning &amp;quot;darkness&amp;quot; and the visual fact in time rift manifestations of Drakes breathing fire on Ur-Daemon, and that both are largely dead or gone now.&lt;br /&gt;
[38] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; about dragons being driven mad with fear. The IC author would probably question this as historians trying to rationalize why dragons today are apparently weaker than masters of Arkati.&lt;br /&gt;
[39] The introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot; and other documents such as &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; have a story of Fash&#039;lo&#039;nae bringing the Ur-Daemon to Elanthia, but &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; at the bottom shows how thin the actual evidence of that legend is.&lt;br /&gt;
[40] This is an embellishment to explain why demons do not come into this world on their own (and why we do not get summoned by demons), including various ones from storylines that have tried to come here on purpose, but when they are already here they can open rifts to let in more demons. The abyran&#039;ra did this in the [[Rhythus Veranthe Faendryl|Rhythus Veranthe]] event for the release of [[725|725 Minor Summoning]], the Ur-Daemon Ith&#039;can was able to open portals with its eyes. This cosmology explanation was the reason why in the I.C.E. Age, combined with the Eyes artifacts at the poles, which have a direct analog in the Eye of the Drake artifact from the Vvrael quest. The Vvrael, [[Vishmiir]], Althedeus, and so on, have generally always needed the way opened from this side. Volume 2 makes more explicit use of this basic cosmology premise of more chaotic and higher ordered essences, consistent with the chaotic energy barriers of combat demons. &amp;quot;History of Elanthia&amp;quot; framed it implicitly as weird with the word &#039;somehow&#039; in the line &#039;&#039;&amp;quot;Ur-Daemons somehow opened a portal to Elanthia&amp;quot;&#039;&#039;.&lt;br /&gt;
[41] This is a nod to the legend that Fash&#039;lo&#039;nae brought in the Ur-Daemon, which is mentioned in a few documents now, and &amp;quot;[[Gods of Elanthia]]&amp;quot; attributes to Faendryl &amp;quot;elder historians&amp;quot;.&lt;br /&gt;
[42] This refers to the Ith&#039;can ability to open portals / rifts with its eyes. This was stated in a Kenstrom storyline.&lt;br /&gt;
[43.1] Partly refers to the [[History of Fash&#039;lo&#039;nae|shattering]] of Fash&#039;lo&#039;nae&#039;s library as an &#039;&#039;&amp;quot;amplifier&amp;quot;&#039;&#039; for anchoring &#039;&#039;&amp;quot;the portal to the Ur-Daemon&#039;s home world&amp;quot;&#039;&#039;, and partly refers to the &#039;&#039;&amp;quot;instability between valences during the cosmic battle&amp;quot;&#039;&#039; in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document. The premise of a single major portal though is also hard baked in the setting for the last battle which blasted the landscape for hundreds of miles &#039;&#039;&amp;quot;leaving it a lifeless wasteland&amp;quot;&#039;&#039;, which in context with the Despana lore only makes sense to refer to Rhoska-Tor and the Southron Wastes. In the I.C.E. Shadow World lore it was possible to form wastelands like that from major portal collapses. In DragonRealms there is some [https://elanthipedia.play.net/Heralds implication] that excessive magical use or power in an area can leave it blasted and ruined. Mana storms similarly are of this notion of power backlash in I.C.E. Shadow World and the Elanthia of both GemStone and DragonRealms.&lt;br /&gt;
[43.2] With the &amp;quot;[[Ithzir Genesis]]&amp;quot; premise of valencial instabilities forming gateways to this world, and the Ur-Daemon being able to open their own rifts, and similarly random rifts opening in [[mana storm]]s and magical backlashes and so forth, for many reasons a lot of demons in general should have accessed Elanthia. Not just the main ones categorized as &amp;quot;Ur-Daemon&amp;quot;.&lt;br /&gt;
[44] Another etymological treatment of &amp;quot;Ur-&amp;quot; as its literal prefix meaning. Hedges on how much we actually know about them.&lt;br /&gt;
[45] The premise that Ur-Daemon &#039;&#039;&amp;quot;fed on mana, both that contained in the land&#039;s natural mana foci and that bound around all life&amp;quot;&#039;&#039; stems from the original &amp;quot;[[History of Elanthia]]&amp;quot;. Their bodies are highly corrupting, such as what the Eye of Goseth did to the cultists of the [[Sanctum of Scales]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
There was a cataclysmic war between the dragons and other greater powers of this world with the demons.[46] The Great Elementals stormed and the Great Spirits mostly hid or were devoured.[47] It is thought that the war was so profoundly violent to reality that it impacted the surrounding cosmos.[48] Terrible gods were formed in other worlds from the powers unleashed.[49] There were Arkati who hoarded followers, or attempted to shelter lesser races in other places.[50] Those who remained in the forests were consumed by shadows, and the living were warped into grotesque mutants.[51]&lt;br /&gt;
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[46] IC author is being non-commital on how much we actually know of that period. In religion the Drakes and some Arkati fought the Ur-Daemon. In time rifts we&#039;ve seen Drakes (meaning apparent dragons) breathing fire on gnarled floating squid monsters, which is ambient messaging for a chamber inside Melgorehn&#039;s Reach. The author uses &amp;quot;Great Spirits&amp;quot; as a catch-all for spirit entities up through Arkati and higher in Volumes 2 and 3 and suspects the Drakes were Koar-like Great Spirits and that actual dragons also fought the Ur-Daemon.&lt;br /&gt;
[47] The [[Great Elemental]]s fighting in this period is asserted by the NPC authors of &amp;quot;[[History of Elementals]]&amp;quot;.&lt;br /&gt;
[48] This is stated explicitly in the &amp;quot;[[Ithzir Genesis]]&amp;quot; document.&lt;br /&gt;
[49] Kenstrom refers to these demonic beings as &amp;quot;primordials&amp;quot; and the only named one we have now is Althedeus. This premise of Althedeus being formed in another realm by the powers unleashed by the Drake/Ur-Daemon War has been used repeatedly in storylines. It is also in the &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Disciples of the Shadows section.&lt;br /&gt;
[50] For example, &amp;quot;[[History of Eorgina]]&amp;quot; and &amp;quot;[[Legend of L&#039;Naere]]&amp;quot;.&lt;br /&gt;
[51] The devouring shadow monsters of the forests are described in the early part of &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The second half of the sentence is partly based on the twisting and deformation of life that Lornon Arkati do in the Imaera description in &amp;quot;[[Gods of Elanthia]]&amp;quot;, and various monstrosities that have been created through dark magic. [[Althedeus]] itself did similar with its own dark corruptive powers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ur-Daemon were slain or banished from this world in a great battle that blasted the landscape for hundreds of miles.[52] With this accomplished there was a powerful gemstone set near the pole of our world known as the Eye of the Drake.[53] This sealed the interdimensional rift and strengthened the essence barriers separating the worlds.[54] There are legends of &amp;quot;the Great Drake,&amp;quot; sometimes thought to be Koar, sealing it as a wound in his very being.[55] The lesser dragons, known as the Wyverns, were tasked with guarding over the more mortal races. But without the Great Drakes lording over them, the Wyverns ignored their charge, and have all but receded into myth.[56] With the failure of the Eye in 5098, Elanthia saw more otherworldly threats.[57] The Vvrael hold the world on the edge of a widening abyss.[58] The Vishmiir were driven back into the Void.[59] Althedeus was destroyed attempting to possess a vessel to bear its chaotic power of shadows.[60]&lt;br /&gt;
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[52] This is quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; introduction section. This document interprets the wasteland as the Southron Wastes and especially Rhoska-Tor, where &amp;quot;Southron Wastes&amp;quot; is a historically older term, but Rhoska-Tor we interpret as hvaing old language roots in common with Dhe&#039;nar-si.&lt;br /&gt;
[53] This is from the Vvrael quest. The entrance to the Rift was initially sealed with a gemstone floating over the ornate pedestal.&lt;br /&gt;
[54] The first part of this sentence was the explicit premise, the second part is a minor extrapolation because the &amp;quot;Eye of the Drake&amp;quot; was blatantly based on the &amp;quot;Eyes of Utha&amp;quot; from the I.C.E. setting, which had the same function. The failure of the Eye can also be used to handwave explain why we&#039;re dealing with so many huge extraplanar threats in the past few decades.&lt;br /&gt;
[55] Based on the Drake&#039;s Shrine and the loresong on the teleportation orbs given to the Chosen. The imagery involved is pretty clearly from the Book of Revelation, so this is playing into that with the notion of a living seal, and the use of Grail quest motifs in the Vvrael quest treating Koar as the analog of the wounded Grail king with the Dolorous Stroke. The Rift room descriptions also suggest a kind of illness in Koar, and there are numerous indicators that you are supposed to be inside the Great Drake in some sense (especially literal on Plane 5).&lt;br /&gt;
[56] This is from the &amp;quot;[[Wyvern]]&amp;quot; document. The IC author is speaking loosely calling them &amp;quot;lesser dragons&amp;quot;, they&#039;re more like draconic energy beings created by the Great Drakes, whereas &amp;quot;wyrms&amp;quot; in Elanthia would be an actual literal dragon variety. This is iconoclasm and Faendryl skepticism on religion.&lt;br /&gt;
[57] Same point made in note 54.&lt;br /&gt;
[58] The Rift was threatening to widen (i.e. the nebulous sphere would&#039;ve expanded wider into the Drake&#039;s Shrine) in the [[Rift expansion preview (storyline)|release events]] for the Scatter. Also loosely referring to the Scatter opening up. Vvrael quest ended with Terate stabilizing but not actually closing the Rift.&lt;br /&gt;
[59] [[Vishmiir]] event was in 2002 with the day/night release, and they resided in some kind of extraplanar realm called the Void.&lt;br /&gt;
[60] This was the climax of the [[Cross into shadows|Cross into Shadows]] storyline in late 2014.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the demise of the Ur-Daemon came the opportunity for rebirth, but also the need to heal the world.[61] Their unholy power had perverted the forms of life and corrupted the spiritual forces of nature.[62] There were depraved monstrosities, demonic hybrids, amalgamations that were neither living nor dead.[63] The Lords of Liabo slew the unnatural.[64] Through long years the goddess Imaera worked to cleanse the land of dark essences, much as one might neutralize or remove curses from a gem.[65] The lesser spirits known as the fey, such as the nymphs and sprites and dryads, helped heal the flora and fauna of this taint.[66] The most desecrated fallen realms were too far gone and have remained forever haunted.[67] Spirits in those places were twisted with dark power.[68]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[61] For example, the Kuon section of &amp;quot;[[Gods of Elanthia]]&amp;quot;, and the Imaera section about restoring life on the planet as well as the Jaston section.&lt;br /&gt;
[62] This is a straight forward logical consequence of their established nature and properties.&lt;br /&gt;
[63] This is an embellishment that extrapolates from the premise of the [[History of the Turamzzyrian Empire|demonic hybrids]] formed in the [[Third Elven War]], and the previously referenced relationship between the Ur-Daemon and undeath. These concepts of an unliving spectrum are fleshed out a lot more in Volumes 2 and 3, reconciling the scattered creature lore in the game. Because of the shared root of [[Everblood]] in [[Drangell]]&#039;s troll curse and ebon-swirled primal demon blood, it seems likely the case that trolls should have originated anciently in demonic corruption.&lt;br /&gt;
[64] This is reviving the I.C.E. analog of the period, where the various left over demons and so on from the cataclysm were killed or banished, and the ecology was slowly healed with intervention. It does not make sense that the final battle with the Ur-Daemon would have destroyed all the creatures of darkness and random demons.&lt;br /&gt;
[65] This is mostly based on the Imaera lore, as well as the uncursing mechanics. The Council of Light resignation mechanics also show some divine ability of cleansing taint of dark energy from spirit and life.&lt;br /&gt;
[66] This is reviving the I.C.E. analog of the period, where this was stated explicitly. Fey of this kind are still represented as servants of various Arkati. This is just describing their use as scrubbers, and sets up the premise for tainted/corrupted fey spirits, of which there are concrete examples such as Ilvari. This is important because they would be an example of &amp;quot;undead&amp;quot; present in Elanthia in all time periods after the Ur-Daemon War.&lt;br /&gt;
[67] Rhoska-Tor is still a wasteland. Extreme cases like the [[Wizardwaste]] and [[Bleaklands]] seem impossible to be fixed.&lt;br /&gt;
[68] As with number 66, this is important for the deep history of undead in Elanthia, and they logically should have existed this far back. This premise is used to explain corrupted wasteland fey (e.g. &amp;quot;infernal sprites&amp;quot; that were in the [[Southron Wastes]] in the [[Wavedancer]] event) and the premise is used in this text to explain how the Dhe&#039;nar learned to manipulate the undead.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These warped and tormented spirits are sometimes considered undead, and have plagued the world since at least the time of the Ur-Daemon War.[69] Extraplanar undead such as the Vishmiir are at least this old as well.[70] Even the lesser demons, or malevolent powers such as the Vvrael, have made undead minions since prehistory.[71] Unliving abominations were made in the Age of Darkness and were a horror for the survivors of the War.[72] Some of these monstrosities, such as the vruul, survive to the present day.[73] There were perhaps always certain kinds of naturally occurring undeath, such as ghosts, or those who become bound by traumatic deaths such as firephantoms.[74] But it was the corruption of dark essences from the demons that brought the true unlife.[75] The physical forms of the Ur-Daemon are so profoundly unholy, the power of the Arkati is sealed off from them.[76] They are inherently anti-magical, and in some ways, incapable of death.[77]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[69] Volume 3 gets into classification schemes for the undead. The presence of this kind of undeath dating back to the Ur-Daemon War is just being consistent with the logic of dark energy taint / corruption.&lt;br /&gt;
[70] This is made up. There is some reason to think the Vishmiir had very ancient Marluvian origins, such as the Hunt for History [[Urglaes-set pitted silver talisman&lt;br /&gt;
|urglaes talisman]] loresong, so they could have been created any time between the Ur-Daemon War and the founding of the Elven Empire. Possibly even a little later. &lt;br /&gt;
[71] It has essentially always been a premise in GemStone that demons are involved in making the undead (e.g. the Order of Voln induction messaging), and in DragonRealms necromancy is [https://elanthipedia.play.net/Category:Demons framed] as [https://elanthipedia.play.net/Demons_and_the_Profane/Contents ultimately demonic] in nature and origin [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 in some sense.] The demons that should have been left over from the Ur-Daemon War and the demons that should have managed to get into this world for various reasons both can have been responsible for directly or indirectly causing undead to exist at all time points. With the Vvrael, Daephron Illian was studying how to summon Ur-Daemon in the early exile in Rhoska-Tor, but it turned out he was studying the Vvrael. So there should be Vvrael stuff in that specific location from earlier, but probably later than the Dhe&#039;nar.&lt;br /&gt;
[72] There is some indication of this in the &amp;quot;[[History of Luukos]]&amp;quot; legend document.&lt;br /&gt;
[73] This is reviving the I.C.E. setting premise that what we now call vruul (back then they were called gogor) were created artificially ~100,000 years ago and used in the cataclysmic war that ended that age. Vruul are supposed to slumber in foul black fluid in tall stone jars for thousands of years.&lt;br /&gt;
[74] Ghosts should exist regardless of anything. Phantoms in general could be characterized this way, but it&#039;s been directly established repeatedly that firephantoms are caused this way. It is encoded with the arch in Glatoph, and Sir [[Davard]] after the Church of Koar burned him in [[Cross into shadows|Cross into Shadows]] storyline, and the girls that [[Cyph Kestrel]] accidentally burned to death in [[Keeping up with the Kestrels]] storyline. Such undead should have essentially always existed.&lt;br /&gt;
[75] This distinction is used and elaborated in Volumes 2 and 3. Auchand has since used it some in his [[The Thirsting Dead|vampires documentation]]. This document emphasizes the use of &amp;quot;dark energy&amp;quot; from demonic realms as &amp;quot;tainting&amp;quot; and as the distinguishing characteristic of &amp;quot;black arts&amp;quot; from more ordinary sorcery, but allows definitions of sorcery that can include them.&lt;br /&gt;
[76] This was established in the [[Ride of the Red Dreamer]] storyline.&lt;br /&gt;
[77] Same as number 76. The &amp;quot;in some ways&amp;quot; line is referring to the ability to revive their body parts and so on. It&#039;s also insinuating a deep and natural relationship with undeath.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wake of the Ur-Daemon War, those gods we call the Arkati were on top of the hierarchy of powers, and formed a cold war between their factions.[78] Those who &amp;quot;once dwelled upon Lornon&amp;quot; saw the world as their plaything.[79] Lornon is rumored to be a gateworld.[80] Hovering on the boundaries between planes of existence, legend holds its underground caverns were once the workshops of Fash&#039;lo&#039;nae, and early myths held Marlu was imprisoned in the cold moon.[81] It may even be where the Ur-Daemon first entered.[82] There are Faendryl elder historians who believe the spirits of Lornon were corrupted with demonic power, and in this way became darker, thus becoming prone to working with the powers of undeath and demons.[83] The Dark Gods often spend their time residing in other, more hellish planes of existence, fashioning servants that blur the distinction between demons and the undead.[84] Luukos was regarded as the Soul Eater in the Second Age. But he was not singled out as &amp;quot;God of Undeath&amp;quot; until after the Undead War.[85] Most undead are not Luukosian, except maybe in some very religious sense, with the cosmic balances of Life and Death.[86]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[78] This is a characterization of the Arkati lore, and suggesting it shook out that way. Since other powers were involved. There were Great Elementals in that period, and there are more local gods, and there&#039;s always been some premise of lesser spirits and Arkati who became less powerful over time and so forth.&lt;br /&gt;
[79] This is quoting &amp;quot;[[Gods of Elanthia]]&amp;quot; and &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[80] This is based on the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document, and also reviving that premise which was explicit in the I.C.E. version.&lt;br /&gt;
[81] This comes from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, while the hovering on the boundaries line is reviving the I.C.E. version premise.&lt;br /&gt;
[82] This is referring to the idea that Marlu came first (such as in &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;) or that the Ur-Daemon were interacting with Fash&#039;lo&#039;nae (such as in &amp;quot;[[Gods of Elanthia]]&amp;quot;) before he blasted the door way open somewhere on Elanthia (here assumed to be Rhoska-Tor and the southern wastes.)&lt;br /&gt;
[83] This premise and interpretation of the Lornon gods (that they were darkened by being on Lornon rather than the bad childhood myths or ideological sorting) comes from the introduction section of &amp;quot;[[Gods of Elanthia]]&amp;quot;. Its use is a consistency consideration for Volumes 2 and 3.&lt;br /&gt;
[84] This has been established in various ways over the years. Luukos has the Maw of Luukos, for example, and Eorgina was in some other realm when communed with near the climax of the [[Daukhera Darkflorr]] storyline in Icemule. Ivas has the [[Athletic dark-eyed incubus|incubi]]. The notion of blurring the distinction between demons and undead is an important concept in all three volumes. These are probably mostly the &amp;quot;infernal realms&amp;quot; described in volume 2&#039;s cosmology model rather than &amp;quot;outer&amp;quot; valences.&lt;br /&gt;
[85] The &amp;quot;[[History of Luukos]]&amp;quot; legend frames historical details that mean Luukosians in Elanthia were not making undead until after the Undead War. So these lines are about retaining his other qualities and reasons for the animosity between him and Lorminstra that would have been recognized in the Elven Empire period. (Most of the time &amp;quot;Elven Empire&amp;quot; does not refer to the Age of Chaos and later, where instead the usage is usually &amp;quot;Elven Nations&amp;quot; or &amp;quot;United City-States&amp;quot;. There can be odd present-tense exceptions like the beginning of the [[Ta&#039;Loenthra]] document.)&lt;br /&gt;
[86] This is manifestly true in practice for the undead that actually exist in GemStone. Luukos may have some sphere of influence relationship with the undead, but most undead are not actually Luukosian or made by Luukos. (In DragonRealms it is actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 clarified] that not &#039;&#039;all&#039;&#039; undead are &#039;&#039;demonic&#039;&#039; in origin, and even then it is thought demonic patronage in some way is required. Necromancy is fully broken off from Immortals involvement in that Elanthia.) Life and Death balances have generally been used in the religion lore, such as in the &amp;quot;History of the Order of Voln&amp;quot; document. This concept will be used near the end of this document for explaining and reconciling the death mechanics information.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II. The Second Age (-50,000 to -20,000 Modern Era)[87]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of the first age, little is known, save for one thing -- the dragons ruled all Elanthia.[88] There are no written records of this time, but paintings on the walls of caves, carvings on petrified trees and glyphs found in the Southron Wastes all convey the same desperate messages, of flight, fear, and starvation.[89] Above all, the mighty wings and claws of dragonkind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[90]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[87.1] -20,000 Modern Era is when the earliest rumors of Despana are heard. This is also the date range for the Second Age used by the &amp;quot;[[History of Elanthia]]&amp;quot; document. A reasonable argument could be made that it should go up to closer to -15,000 Modern Era with the actual Undead War fighting. But this document uses -20,000 to -15,000 as the whole Despana build up period, even though the actual war was much shorter. &lt;br /&gt;
[87.2] &amp;quot;[[History of the Truefolk#Chapter 3 - The Third Age: Halflings and the Undead War|History of the Truefolk]]&amp;quot; even refers to a &amp;quot;Third Age&amp;quot; including the Undead War, and then talks about the &amp;quot;Age of Chaos and Beyond&amp;quot; after that. But we do not use that convention and simply refer to the Undead War, and the Age of Chaos as after the Undead War. &amp;quot;[[History of Elanthia]]&amp;quot; implies &amp;quot;Age of Chaos&amp;quot; equals Third Age, with the &amp;quot;Modern Era&amp;quot; being explicitly the &amp;quot;Fourth Age&amp;quot;.&lt;br /&gt;
[88] Linsandrych Illistim equates dragons and Drakes. Dragon and Drake are used interchangeably in Meachreasim Illistim&#039;s &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
[89] These details are directly referenced later in this document when talking about the southern wastelands in this very early period. The premise of no written records that far back is also stated in the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; document and referenced to some extent in the &amp;quot;[[Elanthian Moons]]&amp;quot; document.&lt;br /&gt;
[90] This is a canon quote in the &amp;quot;[[History of Elanthia]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.A Ancestral Spirits&lt;br /&gt;
&lt;br /&gt;
The history of the world begins with the written language of the Elves, which was shortly before the founding of the Elven Empire at the dawn of the Second Age.[91] There are only prehistorical relics and proto-writing, cave paintings and petroglyphs, for the times beyond sixty thousand years ago.[92] Knowledge of the Age of Darkness for the most part is limited to the oral traditions of the elves, as the issues of distortion are that much more severe in the more mortal races.[93] Linsandrych Illistim founded her city alongside the Order of Lorekeepers, religious chroniclers of the ancient wisdom of the Arkati.[94] But while the Elves indulge themselves in imagining the accuracy of their own culture tradition, much of the elven dogma may only reflect the beliefs that were widely held at the time of the founding by privileged parts of the society, when the first great libraries were built and books were made and preserved with much labor.[95]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[91] The Linsandrych Illistim quote and the characterization of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;.&lt;br /&gt;
[92] Same as 91. The &#039;&#039;&amp;quot;first written history of the growing empire&amp;quot;&#039;&#039; is the Chronicles in -49,238 Modern Era on the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[93] This related to the Chroniclers with Linsandrych Illistim in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Order of Lorekeepers, and to some extent &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and &amp;quot;[[History of the Sylvan Elves]]&amp;quot; shows the sylvans did not have writing until the early Second Age. The premise that other races (e.g. dwarves) would have more distorted oral history is partly reasonably and partly IC elven author bias.&lt;br /&gt;
[94] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document and the [[Legacy of the Lorekeepers|retconned version]] of the Order of Lorekeepers document which replaced &amp;quot;Nantu&amp;quot; with &amp;quot;Ta&#039;Illistim&amp;quot;.&lt;br /&gt;
[95] This is IC author interpretation, but a similar statement is made by the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;. It is setting up a class / elites structure bias to orthodox history, which reasonably ought to exist for socioeconomic reasons. The first house was House Illistim, which also began with the construction of a library (Ta&#039;Illistim), where the Chronicle keepers moved. This was -49,107 Modern Era per the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and this date is the [[Ta&#039;Illistim Monarchs|year zero]] of Illistim calendar dates. (Vaalor calendars use their own founding date of -48,897 Modern Era as their year zero.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is without dispute that some of the Arkati guided the elves and other races in the Rebuilding after the Ur-Daemon War.[96] The sylvan and imperial elves in this way both have views of the spirit world centered on the Light and Dark Gods.[97] It is not at all obvious, however, that this truly represents --- even among the elves --- the very earliest forms of religion.[98] Though the goddesses Imaera and L&#039;naere, if indeed those are truly different goddesses, are believed to have manipulated the forms of life, in some legends the elves existed before the Arkati.[99]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[96] &amp;quot;Time of the Rebuilding&amp;quot; is a phrase used for the Arkati dominated period of the Age of Darkness in the &amp;quot;[[Elanthian Moons]]&amp;quot; document. The premise that not all gods helped rebuild the world is stated in &amp;quot;[[History of Elanthia]]&amp;quot;. Arkati assistance with agriculture, for example, should reasonably overlap with early written language / records. So this much should be considered hard fact from Elven history.&lt;br /&gt;
[97] This is pointing out a commonality between the dominant religion lore and what is written in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and also setting up a premise that this is an ancient elven bias enshrined in mainstream Elanith theology.&lt;br /&gt;
[98] The existence of druidism and shamanism and animism in general should, for the same reason real-world Western scholars do, be arguably more primordially ancient than the polytheism and especially good/evil dualism of the Arkati centered religions. This document is referring to what the Elves would call &amp;quot;primitive&amp;quot; or &amp;quot;barbaric&amp;quot; or &amp;quot;uncivilized&amp;quot; cultures because of their ethnocentrism.&lt;br /&gt;
[99] Suggesting Imaera and [[L&#039;Naere]] are not really separate goddesses is iconoclastic, playing off their high similarity and the similarity of their names and the fact that L&#039;Naere does not exist in the historical records period. The last part is referencing the &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, where Fash&#039;lo&#039;nae comes into existence later than an elf, combined with the legends that Fash&#039;lo&#039;nae is the oldest of the Arkati. But the IC author of this text later argues the Grandfather Stone (the premise of this legend) is an admitted forgery by Fash&#039;lo&#039;nae himself, which also comes from the &amp;quot;History of Fash&#039;lo&#039;nae&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout the world there are relatively insulated cultures that might be called &amp;quot;animist,&amp;quot; or &amp;quot;druidic,&amp;quot; or who hold some flavor of pantheism.[100] Shamans are widely found among many of the more &amp;quot;barbaric&amp;quot; races, whether we are speaking of giants and giantmen, or the orcs and trolls and hobgoblins.[101] It is similarly found among the surviving pre-Kannalan human tribes, such as the Tehir in the Sea of Fire, along with superstitious fears of black shamanism, such as with the Quladdim of the Wizardwaste.[102] There are those who venerate the spirits of nature, and those who worship the elements. There are Illoke shamans and cultists, such as wind witches or fire mages, who are often found with elemental fey spirits like fire sprites.[103] Elemental worship is not always ancient. Sometimes the Arkati are eschewed following cataclysms. Such is apparently the case with the Angstholm gnomes, who survived a great flood, and possibly the Tehir.[104]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[100] This is a reasonable anthropological characterization or categorization by the IC author writing about them from the outside.&lt;br /&gt;
[101] This is a fact of the world setting that has been demonstrated many times over with both permanent and invasion creatures, and sometimes documentation such as &amp;quot;Life and Being in the Sea of Fire&amp;quot;.&lt;br /&gt;
[102] This is from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Travels in the Wizardwaste]]&amp;quot;, as well as suggestions of ancient pre-Kannalan Tehir ancestors in &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot;.&lt;br /&gt;
[103] This is a combination of implemented creatures and documentation such as the [[Giantkin Clans|Giantkin clans]] and Tehir and gnome documentation.&lt;br /&gt;
[104] These are from &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; and &amp;quot;[[Lines of Blood: A History of the Gnomes]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The krolvin view other gods as lesser emanations of the supreme god Khar&#039;ta, which is essentially a kind of pantheism similar in vein to some who imagine Koar as the God King.[105] There are dead traditions around the fallen Onarian kingdom of Anwyn, for example, which imagined Koar as a dying and rising god whose revival restores the world.[106] The sylvankind still worship both the Light and Dark Gods in balance.[107] There are even those who adhere to a kind of &amp;quot;One&amp;quot; monism, supporting creation myths where all the greater powers come from intermediary demiurges.[108]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[105.1] The first part of this is from &amp;quot;[[Blood of the Sea: The Krolvin and Their Descendants]]&amp;quot;. The krolvin gods more generally are a very different interpretation of the Arkati, as established in &amp;quot;[[A Short Primer on Half-Krolvin Society and Faith]]&amp;quot;. Khar&#039;ta in particular is a blend of Koar, Eorgina, and Charl, but &amp;quot;Blood of the Sea&amp;quot; goes further. &lt;br /&gt;
[105.2] The second part of this partly plays off the mural under the Abandoned Inn, and the human &amp;quot;God King&amp;quot; concept of making Koar into a kind of supreme god. &lt;br /&gt;
[106] This is slightly an embellishment. Onar was established to be the patron of the kingdom of Anwyn in the Demon Queen of Anwyn storyline in 1998, and Castle Anwyn is related to the Vvrael quest, which arguably used a lot of Grail quest mythological elements. One of these was the Grail king mythos, which has been interpreted by some as coming from &amp;quot;dying and rising god&amp;quot; mythologies, with the wasteland myth and world restoration. This is related to the earlier section of this document where the Great Drake seals the Rift as a wound in his living being.&lt;br /&gt;
[107] This is from the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document.&lt;br /&gt;
[108.1] This refers to the One creation myths in the &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;[[History of Elementals]]&amp;quot; documents. There is no reliable within-world authority who can speak to the factuality of such a thing, since it would pre-date their creation. This notion of the One, Many, and so on, has been reference in game, including by some sort of elemental around Zul Logoth in the [[Nations on the Brink]] storyline.&lt;br /&gt;
[108.2] The second part of this is characterizing it in Neoplatonist / gnosticism terms, which is where this kind of cosmological notion comes from in the real world. Later in this document this is historicized in the same way, being attributed to &amp;quot;occultist&amp;quot; movements in the Second Age trying rationalize more ancient superstitious beliefs. That is an invention of this document for reconciling the undefined within-setting origins of the creation myth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The question is whether such commonalities are the result of convergence, or whether they are syncretism and the vestigial mutations of far more ancient religions.[109] It is beyond the scope of this work to study all of world religion. It is limited to making a crude approximation of the history of the filiation of ideas, so that the development of necromancy from its historical roots may be understood as propensities.[110] History by its nature is the warping of the past through the lenses of contemporary interests. Narrative risks making a fiction of the past.[111] But the history of necromancy is largely one of traditions which were ignored or shunned, twisting and evolving out of the rituals and superstitions of those living outside of civilization.[112]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[109] This document does not try to sort out what is really true about religious myths and beliefs, and allows them to be either cross-pollinations or convergent evolution to similar notions.&lt;br /&gt;
[110] This document is historiographic rather than historical. It is attempting to explain propensities out of worldviews and culture-traditions for generating the various kinds of necromancy, and the history of collisions is predominantly defined in Faendryl terms because that is where it would be best recorded and now most hegemonic. This is allowing the full history to be a lot messier than the relatively clean and rational-theoretic way it is being characterized.&lt;br /&gt;
[111] This is the IC author acknowledging we are framing things by our present day categories and interests, which to some extent is a distortion from how people in past times or other places would characterize themselves.&lt;br /&gt;
[112] This is the IC author acknowledging that he is describing other people from the outside and limits the scope of our understanding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Very loosely speaking, we refer here to spiritual beliefs that regard all kinds of things as being in some sense &amp;quot;alive,&amp;quot; having agency or powers or even sentience and self-awareness. This may involve fetishes, such as totems, or focus on fey spirits such as nymphs and sprites. Often abstract concepts or words, especially names, are seen as holding power. There is ultimately no distinction between spirits and the material world. Illnesses are perceived as spiritual afflictions, and shamans rely on rituals and herbs to drive out the malicious spirits.[113]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[113] All of this is characterizing the animist worldview, which to some extent is encoded in the spirit spell circles. This paragraph could just as easily be used in the real-world. It is not specific to the Elanthia world setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is not necessarily a difference between a wicked spirit and the non-corporeal undead in this view of the world.[114] This is seen with the Tehir, who refer to all such spirits as raamaani. The Sea of Fire has a very high density of spirits, and knowing how to deal with them is an ordinary part of life. Those few who deal with them to a great extent, the Xshitha Raamaani, do so by bargaining with other spirits. Many of the Tehir tribesmen, in fact, regard the Voln mission with disdain. There is a hierarchy of spirits and much nuance in what we call undeath, and unless the tribe is personally threatened, tormented spirits are often regarded as deserving their suffering. In the same fashion the Arkati are often viewed very differently among shaman religions. The Tehir associate the spirit Luukos with a legendary huge snake that surrounds Bir Mahallah, which acts as an instrument of vengeance against those who wrong Creation.[115]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[114] This is elaborated in Volume 3 and has basis in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document in the Xshitha Raamaani section.&lt;br /&gt;
[115.1] All of this is in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The Tehir relationship to dealing with spirits is also discussed a great deal in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, having been intentionally made into an animist culture rather than an Arkati focused culture.&lt;br /&gt;
[115.2] This hook about the Tehir interpretation of Luukos, and Bir Mahallah&#039;s relationship with dark sorcery and undeath, is used here as a springboard for illustrating how necromancy of undeath can arise spontaneously from animist traditions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is important in understanding how it is that necromancy involving the undead arises historically from spiritual magic.[116] There are many rituals involved in making sure the souls of the dead are able to depart, whatever the belief in what happens next, whether that afterlife is in another world or some kind of reincarnation.[117] With the Tehir the custom is to bury the dead as soon as possible, in order to avoid the body becoming possessed by spirits. Vultures are seen as imprisoning the spirits of the dead.[118] Excarnation practices such as sky burials, in contrast, where the flesh of the dead is cut away or fed to wild birds on charnel grounds, form their own basis of perversion for making the undead in necromantic rituals.[119] These sites are often used only up to some limit to prevent ghosts.[120] The very simplest and most primitive way for a shaman to cause undeath is to do the exact opposite of the local traditions for preventing it.[121]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[116] This is a thesis statement of the document.&lt;br /&gt;
[117] This is an existing premise in the culture mortuary ritual lore, such as the Sylvan [[History of the Sylvan Elves|documentation]] with the [[Sylvan Mourning|Otherworld]]. It provides a natural hook for what if the spirits get stuck and what if they eventually get corrupted. In &amp;quot;History of the Truefolk&amp;quot; it was a Halfling belief (pre-dating the Undead War) that &#039;&#039;&amp;quot;should one of the Truefolk die in lands far away, they were doomed after death to wander endlessly, searching for those they had loved during their lifetime.&amp;quot;&#039;&#039; Volume 3 talks about this kind of &amp;quot;restless spirit&amp;quot; condition, and also related to the notion of unfinished purpose, which is touched on near the end of this document.&lt;br /&gt;
[118] These two sentences are both right out of the &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot; document. The premise of corpses getting possessed by background spirits is also very important for the existence of undead in the deep past, and gets used later in this document for addressing the Dhe&#039;nar learning to control the undead in Rhoska-Tor.&lt;br /&gt;
[119] Sky burials have been used in the game, even by the reivers of the Ember Vale in the [[North by Northwest]] storyline. This is contrasting the previous sentence as essentially the exact opposite belief, where bodies are fed to vultures on purpose, and suggesting skeletal undead (e.g. skeletal giants) come into existence in this way. This is elaborated in Volume 3.&lt;br /&gt;
[120] This is an embellishment. It is a real-world superstition regarding charnel grounds with sky burials.&lt;br /&gt;
[121] This is a reasonable extrapolation and common sense perverse incentive behavior following out of religious beliefs and mortuary rituals for helping spirits depart so they do not become undead. This should be a very common way necromancy evolves out of shaman behaviors.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, while the black arts of undeath arose in the haunted realms from necromancy, it is historical prejudice to conflate them.[122] Necromancy was an art of divination concerned with spirits of the dead, and thus it found special importance in mortuary rituals.[123] Ancestor veneration is often a major aspect of these religions.[124] Those who believe in a transmigration of souls within this world expect ancestral spirits to remain in some way.[125] They are called upon or appeased with offerings.[126] Folk magic is perhaps the very thing Elven materialism was reacting against.[127]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[122] This is the thesis construction of the document again. &amp;quot;Black arts&amp;quot; refers to taint and corruptive energies, and &amp;quot;haunted realms&amp;quot; are described more in Volumes 2 and 3. This document begins by treating &amp;quot;necromancy&amp;quot; as magic involving death rituals, and then in these places with demonic corruption and dark powers, this gets twisted into darker and more twisted forms of magic.&lt;br /&gt;
[123] This is a real-world usage of the literal meaning of &amp;quot;necromancy&amp;quot;, but otherwise an embellishment for Elanthia, where in present modern day conventions this kind of clerical magic is not considered necromancy and necromancy is instead defined in terms of sorcery. So this is talking about very early conventions before that situation existed.&lt;br /&gt;
[124] This is true in the real world. It shows up in parts of the Elanthia lore, and reasonably should be part of the animist skewing cultures.&lt;br /&gt;
[125] Notably, the fey of the Wyrdeep allow the Barons of Bourth to be taken in by them in death, which was seen in the burial of Spensor Caulfield. But this line has been left vague, and Elanthia has a premise of Lorminstra [[Orders of the Turamzzyrian Empire#Keepers of the Golden Key|allowing]] souls to [[Velathae|return]] from beyond the Ebon Gates for the [[Eve of the Reunion]].&lt;br /&gt;
[126] This is generic animist behavior.&lt;br /&gt;
[127] This is an IC author interpretation. Imperial Elven culture in Elanthia seems self-consciously rationalist and rejecting of religious mysticism, but there are others such as elves of the Wyrdeep who are druids. So this document tries to reconcile all this with an Enlightenment style rejection of the more medieval or older kinds of things that would have been pushed into the less civilized provinces in the West. Orthodox religion and theology might also be suppressant of it. Arkati are spirit beings, but the Elves arguably racialized them, for their own dogmatic self-interest. (In DragonRealms they are actually [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 explicitly] extraplanar beings, and they were extraplanar beings in the I.C.E. Shadow World setting, and as far back as 1996 in GemStone you have Stump posting about the Arkati residing on the spirit plane. It&#039;s really just this religious myth stuff in GemStone that does not generally treat them that way.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ambiguity in what qualifies as undeath is rooted in this question of what qualifies as living. When all spirits whatsoever are life forces, corruption makes them malicious. But a spirit that was never anything other than a spirit is not a &amp;quot;cursed soul&amp;quot; to be &amp;quot;released.&amp;quot;[128] There are in turn rotting corpses that are animated through some incantation, such as one might with any other kind of spirit servant, which are not eternally bound with a soul that is cursed to the body.[129] While this is unquestionably &amp;quot;undead,&amp;quot; such a flesh golem is not the primary concern of Voln, who is mostly concerned with the release of cursed souls.[130] Little more than any other golem that has a spirit trapped within it.[131] There are ambiguities in this as well with &amp;quot;demons,&amp;quot; as the separation of demons from wicked spirits is a convention.[132] These are instead forces of darkness which all pose hazards such as involuntary possession.[133] Warding off particular kinds of evil spirits varies by their individual identities and associations.[134] Thus, this &amp;quot;deal making&amp;quot; and localized view of dark forces gave rise to very different, more personal traditions.[135]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[128] These lines are directly addressing foundational ambiguities in the definition of &amp;quot;undead&amp;quot; and why some things are considered undead and not others, and why some unliving things are not mechanically undead for the Order of Voln.&lt;br /&gt;
[129] This is the nature of [[730]], the Animate Dead spell.&lt;br /&gt;
[130] This is based on being literal with the Path of Enlightenment messaging. Voln would probably strike down corpse puppets, too, but this is hedged by &amp;quot;primary concern&amp;quot; and not a matter of favor in the Order of Voln.&lt;br /&gt;
[131] Rolemaster golems and constructs are always animated by a captured spirit of some kind. These could also be elementals and demons. Undead golems are only those where the spirit is an undead soul. There have been Elanthia setting golems with souls in them (e.g. the urnon golems from Kenstrom storylines) and that urnon golem also would have hosted the demon primordial Althedeus. Artificial constructs are not targetted for release by the Order of Voln, so this is reconciling these facts.&lt;br /&gt;
[132] Again, it would not have always been understood that there are these extraplanar outworlder entities, so &amp;quot;demons&amp;quot; anciently would have initially been considered wicked spirits or monstrosities of darkness. (DragonRealms also has some framing on [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 historical refinement] of what the word &amp;quot;demon&amp;quot; means, with its own temporary overcorrection of equating them with all extraplanars.) There are also extraplanar undead. Extraplanar origin entities (e.g. the [[water wyrd]]s in River&#039;s Rest) are not always mechanically extraplanar, so it is implicitly possible for such entities to attune to this reality. Some demons (e.g. the spells 712 and 718) are not summoned with summoning circles, apparently being conjured from this world or more passively and immaterially through veil weaknesses. This is explored and reconciled much more in Volumes 2 and 3.&lt;br /&gt;
[133] Various kinds of entities have been demonstrated as having possessing powers, ranging from the [[oculoth]] [[Possessed|possession]] powers to undead with mind control / behavior manipulation abilities to NPCs in storylines such as [[Thadston]] and the [[A Knight To Remember - 2020-10-01 - Re-Rout (log)#Thadston&#039;s Lament|bleakwalker]] or [[Bonespear]] in Bonespear Tower and the [[dybbuk]]s implicitly being possession spirit undead and the [[soul golem]]s with the [[wind wraith]]s.&lt;br /&gt;
[134] This is partly playing off the Xshitha Raamaani lore in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, but just generally how it should be, different kinds of things needing to be handled different kinds of ways by spirit callers.&lt;br /&gt;
[135] This is used to fabricate &amp;quot;black arts&amp;quot; traditions along similar lines in haunted realms, which reconciles and helps explain all the very dark magic that has nothing to do with the Faendryl or Dhe&#039;nar, and does not necessarily come from Lornon. There are little bits of lore about demonic cults and other threats in the Southron Wastes than the Horned Cabal, but for the most part it is very thinly defined. This is bolstering the premise that there should be demon worshippers and so on in the southern wastelands as that is logically where they would have resided given the existing historical framework.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
II.B The Elven Empire&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The lesser races live in savagery. It is only with the guidance of our own eternal empire that they shall ever rise from barbarism to enjoy the benefits of civilization. Incapable of ruling themselves, they are rightfully grateful for our benevolence and aid. How can we lead them from this darkness if we live in its shadow? We have forgotten ourselves. It was in unity that we strode forth from the forests, out from under the bloodied wings of dragonkind. It is in unity that we shall reign in peerless supremacy over the troglodytic barbarians who need our leadership as they need the air to breathe. Who among us, then, is more beast than elvenkind?&amp;quot;[136]&lt;br /&gt;
&lt;br /&gt;
- Yshryth Silvius Faendryl, Patriarch XIV, House Faendryl&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[136] The paragraph up through &amp;quot;benevolence and aid&amp;quot; is from the &amp;quot;History of Elanthia&amp;quot; document. It was expanded through &amp;quot;need the air to breathe&amp;quot; in the &amp;quot;[[History of the Faendryl]]&amp;quot; document. These parts are already canon. The very last sentence is totally made up for this document. It is there to give support to an interpretation of the speech&#039;s meaning later in this document, emphasizing its more metaphorical quality (which was contextualized as political rhetoric during Yshryth&#039;s coronation by the &amp;quot;History of the Faendryl&amp;quot; document). The time scale used for the first thirteen Patriarchs means that Yshryth Faendryl was coronated after the Houses had been founded but still during the very early Elven Empire.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Elves had for thousands of years lived in the great gaps the Ur-Daemon War had rent into the forest, developing agriculture with the aid especially of the goddesses Oleani and Imaera, these early settlements were dispersed and only the size of hamlets and villages.[137] There was cultural differentiation as the Elves migrated to the various kinds of terrain, forming the wicks of what would become the seven candles of civilization.[138] There was ultimately a concentration of power in urban centers with the construction of cities.[139] These early cities came to be named after the prominent leaders of movements, and solidified into monarchies which each ruled over distinct regions.[140] These &amp;quot;Houses&amp;quot; were imagined as great families of bloodlines bound in kinship and mutual destiny.[141] The House personified a sphere of power over the terrestrial world, as the gods of old were each the very manifestation of spheres of cosmic forces.[142]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[137] The premise that they resided for a long time in these open gaps, while the sylvans were those that stayed nomadic longer, comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It explicitly establishes that these kinds of smaller settlements out in the open were done for a long time before the urban centers were founded. This means the House founder stuff, especially coming out of the forests and building cities, is heavily mythologized. The IC author of this document later calls that examples of the &amp;quot;great man of history&amp;quot; myth.&lt;br /&gt;
[138] This is seeding the socioeconomic reasons for the cultural differentiation, so that it isn&#039;t really ideologies of espoused by single charismatic founders out of thin air.&lt;br /&gt;
[139] This is a general civilization development pattern.&lt;br /&gt;
[140] Lyredaen has said in the past that this was the real intent for how the Houses came into being in that time period.&lt;br /&gt;
[141] This is an IC author interpretation, but reasonably grounded.&lt;br /&gt;
[142] This is an embellishment based on the way the Elves and Arkati relationship has generally been framed. &amp;quot;[[Elven Dogma and Theology]]&amp;quot; analogizes them as treating &#039;&#039;&amp;quot;their chosen Arkati as casual vassals might treat an undemanding liege.&amp;quot;&#039;&#039; The [[ICE gods#Intermediate: Fash&#039;lo&#039;nae|original Fash&#039;lo&#039;nae description]] posited a Drakes to Arkati, Arkati to Elves, Elves to Humans scheme. So this sentence is just taking the spheres of influence view of the Arkati, and having the Elves characterize their distinct spheres of interest and power relative to each other as terrestrial reflections of that higher order of things.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early Elven Empire was religious in comparison to the modern city-states, but it was a secular theology that placed elvenkind in a great chain of being.[143] What oral traditions had survived from the Age of Darkness framed the &amp;quot;Arkati,&amp;quot; an ancient Elven word meaning a guide or recruiter of the lost, in the Elven image --- as a race of higher beings who inherited the world from its prior masters.[144] The Arkati were regarded as undemanding liege lords, and the monarchs of the Great Houses were the stewards of the world.[145]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[143] The first part of this sentence is based on &amp;quot;[[Time on Their Hands: The Evolution of Elven Art]]&amp;quot;, while the second part is based on that Drakes-Arkati-Elves line of descent, and similar notions (like ascension ideologies) in the lore that are made sense of with the &amp;quot;great chain of being&amp;quot; concept from real-world history. This document later uses it to address alchemy and occultist emanationist doctrines. &amp;quot;secular theology&amp;quot; largely refers to the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document.&lt;br /&gt;
[144.1] This etymology of the word &amp;quot;Arkati&amp;quot; is totally made up, but based on the real-world meaning of the word &amp;quot;arkati.&amp;quot; The extent to which &amp;quot;ancient&amp;quot; or &amp;quot;archaic&amp;quot; Elven is different from modern Elven isn&#039;t clearly defined, there&#039;s a case to be made that it wouldn&#039;t have drifted all that much similar to Greek and Chinese. But that runs up into problems of Sylvan being a separate language on not much different time scales as the founding period, and questions regarding Dhe&#039;nar-si and the Faendryl dialect being separate languages. Though those could be explained as impacted by the Dark Elven language and possibly impact by southern subcontinent inhabitants that the other Elves do not interact with.&lt;br /&gt;
[144.2] The inherited the world doctrine again comes from the elven documentation and their self-justification in lorder over lesser races. It is also the IC author being iconoclastic, suggesting the Elves imagined the Arkati in their own image, and implying that as with the krolvin the Arkati feed into what the Elves want to believe about them.&lt;br /&gt;
[145] The &amp;quot;undemanding liege&amp;quot; line is quoting the &amp;quot;[[Elven Dogma and Theology]]&amp;quot; document. The second part of it about the monarchs being &amp;quot;stewards&amp;quot; of the world is an IC author characterization of their position and role in the &amp;quot;great chain of being&amp;quot; dogma, which serves as a basis of political disagreement with the early Dhe&#039;nar who instead view the elves as needing to rise higher up the chain with ascension. This also implicitly relates the Dhe&#039;nar ideology more closely to the imperial Elves than the Sylvans, who by &amp;quot;[[History of the Sylvan Elves]]&amp;quot; should have branched off from both of them much earlier.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the high born elves were vassals to those who were offered veneration, rather than worship, so too those under them were to be vassals of their enlightened despots.[146] It was taboo to offer piety rather than fealty.[147] As the Elven Empire consolidated its power in the East, the rural surroundings became dependent territories, subject to the rule of the urban capitals.[148] In all times and places throughout history, rural regions are more culturally and religiously conservative, which then tend to lose those of their children with more worldly dispositions.[149] This bred the seeds of reactionary movements.[150] But there was no room for dissidents in the building of civilization itself.[151] Those who were more devoutly religious to the gods and ancestral spirits were backwards, dismissed as regressive throwbacks to a more primitive time of ignorance and suffering. Much as their &amp;quot;sylvisterai&amp;quot; cousins who &amp;quot;married the forests.&amp;quot;[152]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[146] This is based on a cross of the Elven dogma document and the Elven art document, along with the racial supremacy stuff from Yshryth Silvius (circa -46,000 Modern Era).&lt;br /&gt;
[147] Later in the Second Age, Lilorandrych Illistim cracked down on cultish veneration of preserved hair from Linsandrych Illistim, along this kind of sentiment. This is established by a pendant on display in Museum Alerreth regarding [[Tenesi Illistim]].&lt;br /&gt;
[148] The Elven Empire had outlying provinces, but this has generally been very vaguely defined. This sentence is general civilization development dynamics.&lt;br /&gt;
[149] This is slightly exagerrating in the most absolute literal sense, but this pattern is generally true in the real-world. It&#039;s represented already all the way back in the Epic of Gilgamesh.&lt;br /&gt;
[150] This is a reasonable extrapolation.&lt;br /&gt;
[151] This helps frame and contextualize the Dhe&#039;nar departure from the Elven Empire point of view.&lt;br /&gt;
[152] This comes from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is generalized here to include &amp;quot;rubes&amp;quot; from the open-air regions rather than just the sylvan nomads in the forest. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has western migration and claims going back to -50,000 which is even earlier than House Illistim, and the founding of written records by the Chroniclers in -49,238 Modern Era. Socioeconomic and class forces are here being used to explain the population migrations, of which the Dhe&#039;nar would only have been one example and possibly later (as in the &amp;quot;Timeline of Elanthian History&amp;quot; document and the timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were displacements of the population in this period that are not well recorded, in no small part because the migrants in question were not regarded as important by the elites in the great cities.[153] Those who were ill-suited to the dominant ideologies of the Elven Empire were pushed toward the untamed wilderness in the West.[154] Scholars think these conditions invited the subjugation of other races for slave labor.[155] Thus according to the ruling ideology of the day these were &amp;quot;lesser races,&amp;quot; who were incapable of ruling themselves, and so rightly grateful for the benevolent aid and protection of their more civilized masters.[156] To this day even the Illistim notion of &amp;quot;evolution&amp;quot; of races is one of progress toward Elven customs of civility.[157]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[153] This is a minor embellishment, extrapolating off the claiming &amp;quot;large portions of the western continent for their own&amp;quot; around -50,000 in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document, which is set a bit before the founding of the House cities in the east. It makes intuitive sense that a dynamic along these lines would exist, with the Dhe&#039;nar being the prominent surviving example. The Sylvans canonically did not migrate until later around -36,567.&lt;br /&gt;
[154] There are existing seeds of this in the Dhe&#039;nar departure being canonical. It just generalizes it to account for the &amp;quot;western continent&amp;quot; claims in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; document.&lt;br /&gt;
[155] This is a thesis statement. It is just the equivalent of the real-world sociological/anthropological arguments about slavery forming with the development of agriculture based civilizations. The time period at which slavery by the Great Houses ended seems undefined, but could plausibly have survived longer in the West into the Age of Chaos.&lt;br /&gt;
[156] This is the IC author providing a socioeconomic dimension and motivator behind the Yshryth Silvius Faendryl rhethoric, which we&#039;ve already linked up with secularized great chain of being theology. This is all part of the &amp;quot;dominant ideology&amp;quot; in question.&lt;br /&gt;
[157] This is how the word &amp;quot;evolved&amp;quot; or evolution is used in the [[History of the Aelotoi|Illistim documentation]], and arguably how they interpret the relationship between gnomes and cave gnomes in the original [[Lines of Blood: A History of the Gnomes|Gnome history]] document (which more [[Inyexat|recent gnome]] documentation disputes.) The three volumes of this document is a lot more focused on artificial manipulation of animate beings and the mutating influence of magical environmental factors, which are more active driving conceptions than random mutation and natural selection, but like those has no concept of evolution as &amp;quot;progress.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Houses asserted power and claims over the western regions of the continent even before they were formally established, but the control of the Elven Empire in the West was always somewhat limited.[158] It was impractical for the forces of most Houses to directly impose themselves on western territories, due to the geographical barrier of the DragonSpine Mountains and the sovereign lands of other Houses.[159] There was a long tendency for the &amp;quot;lesser races&amp;quot; to settle in the West.[160]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[158] The first part of this is just referencing the -50,000 Modern Era entry in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The second part is playing off the [[Aramur Forean]] / Black Wolves story in northwest Elanith, and the fact that the &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; Also, the &amp;quot;[[Unfinished Smuggler&#039;s History of River&#039;s Rest]]&amp;quot; and relatedly &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; has the reiver ancestors in what is now Torre possibly as far back as the Second Age independent of elven rule. (Scribes has said he intended the ancient language shown for that region to be the old form of the Kannalan language. It is lightly mangled Old English.)&lt;br /&gt;
[159] The geographic barrier argument is just common sense. The other part about other sovereign land claims getting in the way is extrapolated off the &amp;quot;[[History of Elanthia]]&amp;quot; document saying the houses would not defend each other&#039;s territories or consent to have their troops led by another when Dharthiir was advancing. This more or less amounts to denying the right of military actions through the lands of other houses.&lt;br /&gt;
[160] &amp;quot;[[History of Elanthia]]&amp;quot; describes Second Age humans as nomadic, residing on comparatively barren lands, and Elves refusing to allow others to settle more fertile areas. But some residing in the shadows of the great elven cities as beggars and thieves and slaves. With the modern period population distribution, it can be surmised there was some long-run population sorting, though it is unclear how much non-elven population there initially was in the east. The IC author is skeptical of treating it as terra nova. Agricultural slavery would implicitly be more of a western provinces thing, and this document uses that premise of western agriculture for eastern cities in the Undead War section. It&#039;s undefined in general to what extent there were elven cities in the west, and how the outlying provinces were administered. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Nevertheless, to the extent that civilization did take hold over the lowlands of the whole continent of Elanith, or Jontara in general, the Elven Empire never held any mastery over the southern wastelands.[161] The Southron Wastes were thought to be where the last great battle between the dragons and primordial demons had taken place, and it was a barren wasteland that was poisoned with dark magic and malevolent powers.[162] The mountainous borderlands of the Southron Wastes have in all times been an attractive hiding place for brigands and criminals.[163] When the Elven Empire was at its zenith, it was one of the only places exiles could go, or those fleeing from the rule of law.[164] The greatest threats to civilization, in turn, have most often come from the southern wastelands.[165] But in the Second Age this threat was still in its infancy. It would not be fully understood until Despana, whose hordes ushered forth the Age of Chaos.[166]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[161.1] This is an embellishment that is extrapolated off contextual details. The Elven Empire cannot have been in there in the Dhe&#039;nar period (up to around -40,000), and it would not make sense for them to have controlled it in the Despana period (-20,000 to -15,000). Similarly, it would not make sense for them to control it and then give it up prior to Despana, so the most sensible thing is for the &amp;quot;old places of the Ur-Daemon&amp;quot; in the southern wastelands to be an area the Elven Empire wants nothing to do with for various reasons. The Elven Empire also generally did not control the mountains, where the dwarves were and various monster races. &lt;br /&gt;
[161.2] [[Jontara]] presently refers to a wider continental definition than Elanith, and was the original De-ICE&#039;d term for the continent. For some reason &amp;quot;Elanith&amp;quot; became used for the continent, when it was originally the replacement term for a region in the northwest corner of the continent.&lt;br /&gt;
[162] This is interpreting the lines in &amp;quot;[[Gods of Elanthia]]&amp;quot; that way, because it is the only part of the Elanith map consistent with it. The second part is a necessary logical consequence of established premises about Ur-Daemon corruption, and this is necessary to explain the Dhe&#039;nar becoming Dark Elves tens of millennia before Despana&#039;s work in Rhoska-Tor.&lt;br /&gt;
[163] The Horned Cabal wiped a lot of this out in the &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; timeline (see years 4953 and 4960), but this embellishment is just generalizing that existing premise, because if that&#039;s the dark and lawless region of the continent during the height of the Elven Empire and the worst stuff is farther in, it makes sense the criminal types would reside in the borderlands. (The year 4832 in &amp;quot;History of the Turamzzyrian Empire&amp;quot; suggests that prior to the Horned Cabal agitation and the Third Elven War, the Southron Wastes were relatively quiescent as threats to the north. The Southern Sentinel at the time of the Third Elven War was Empress Selantha II&#039;s exiled husband, so the war was led by Eastern Sentinel [[Jerram Happersett]].) &amp;quot;[[Traveler&#039;s Guide to the Turamzzyrian Empire#Selanthia|Traveler&#039;s Guide to the Turamzzyrian Empire]]&amp;quot; also mentions &#039;&#039;&amp;quot;other threats from the Southron Wastes&amp;quot;&#039;&#039; than the Horned Cabal in the present day (of 5102 Modern Era.)&lt;br /&gt;
[164] This is an extrapolation but a straightforward logical consequence of the geographic constraints.&lt;br /&gt;
[165] This is a made up premise, but sensible and plausible on existing evidence. It would include Despana. The [[Vishmiir]] are a defined threat for the Second Age, and there&#039;s some [[Urglaes-set pitted silver talisman|indication]] they came from Marluvian worship, which should likely have been concentrated in those Ur-Daemon associated lands. The Horned Cabal in recent history also fits this mold. The Faendryl may have been taming it down in recent millennia, but have let the Turamzzyrian Empire take the hits after the Third Elven War in general. (Explicitly stated in the case of demons from &amp;quot;[[The Theory of Governance and Social Order#Armata|The Theory of Governance and Social Order]]&amp;quot;.)&lt;br /&gt;
[166] Despana as a civilization ending shock, but also having been around for a few thousand years without being considered a big deal, needs to be reconciled. It would make sense if villainous black magic sorts had a history of hiding out down there, but were minor enough in practical consequence to the Elven Empire that it was more a matter of police actions and maybe raids sometimes to put bad guys down. It should generally be where Lornon types were hanging out as well.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
II.C The Exiles&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In those forbidden and blackened wastelands, the ill forgotten places where the dragons and demons of old were slain, many have been the fools who sought their doom. Wanderers in search of the lost secrets of dark powers, they became accursed: sufferers of nightmare visions and the madness born of fever dreams, through them the Night claws its way back from the Dawn. Those who dwell where the demons fell are the anathema. Cursed as the lands are cursed. Cast off from the light of civilization. Of the southern wastes there can only ever be a darkness worse than death. What was once buried there must remain buried. Forever.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Linsandrych Illistim, First Master of Lore, House Illistim[167]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[167] This is a totally made up quote for the document. It is meant to characterize the view of the southern wastelands held even early on in the Elven Empire. &amp;quot;[[History of Elanthia]]&amp;quot; refers to Rhoska-Tor as &#039;&#039;&amp;quot;barren, blackened land&amp;quot;&#039;&#039; and the [[urglaes]] metals documentation suggests there might be regional ancient lava veins since urglaes is found around Maelshyve. The Night and Dawn stuff is based on the [[Shimmering glaesine orb|original]] Illistim house motto, which is different from the heraldry statement in &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot;. This is also setting up the non-racialized premise of original meaning for the term &amp;quot;dark elves.&amp;quot; The madness and fever dreams stuff is playing off the [[Grot&#039;karesh Hammer Clan]] history, and searching for lost secrets is making Despana only one example of it. The quote is making those lands explicitly defined as cursed.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The interior of the wastelands were far more deadly than the northern marches, and thus became the realm of the worst exiles from civilization.[168] Those who were prone to the worship of dark gods, practitioners of black arts and dangerous magic, and seekers of forbidden knowledge were all drawn to the southern wastelands.[169] This was a haven for the most fanatical cults, and is now a graveyard of forgotten theocracies.[170] Necromancy was twisted there into ever darker forms of magic. Despana was only the most infamous of these innovators.[171]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[168] This is following from the previous statement of the borderlands being where the brigands and criminals hide out, which is canonical in the modern Turamzzyrian Empire period. The interior should generally be worse than where those are willing to reside. This is only talking about the wastelands, not the subcontinent jungles, or southern mountains where dwarven clans lived.&lt;br /&gt;
[169] This is an embellished premise, but it is the only place where it makes sense for those to be during the Elven Empire, and makes continuity for Despana doing the same thing.&lt;br /&gt;
[170.1] The forgotten theocracies part is totally made up, but would be plausible behavior if the dark religious zealots are concentrated down in that region. The cult activity down there is only thinly defined, such as the Disciples of the Shadows. There should be nutjobs who worshipped demons or the Ur-Daemon, and it would only make sense for them to be around (what is now called) Rhoska-Tor and the Southron Wastes (a much older term.) The cults would not have been allowed in the Elven Empire.&lt;br /&gt;
[170.2] The general premise of other forces in the Southron Wastes region is also important for being something for the Dhe&#039;nar to push up against, having a warrior caste, where the Hunt for History item [[Shimmering crimson Dhe&#039;nar shield]] has a loresong depicting them fighting some great battle at a later time than the burning of Sharath.&lt;br /&gt;
[171] This is the thesis of the document. It is making more sense of things and contextualizing Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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It was more fundamentally a tradition of malevolent rituals, the utter debasement of life and death, which most often had its roots in the southern subcontinent.[172] This unholy legacy reaches all the way back into the abyss of the Age of Darkness, continuing onward throughout the bloody annals of history, through to the present day with the birth of the Bleaklands.[173]&lt;br /&gt;
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[172] This is fleshed out in the following subsections on the &amp;quot;black arts&amp;quot; practices down there with corruptive energies.&lt;br /&gt;
[173] This is making it clear that this was a problem at all time points, it was just in the margins of civilization during the Second Age. The last part about the [[Bleaklands]] refers to the [[epochxin]] variants of blood magic with demon blood and [[Raznel]]&#039;s witchcraft involving &amp;quot;the shadows&amp;quot; which is corruptive demonic realm energy. The IC author uses the word &amp;quot;witch&amp;quot; solely to refer to &amp;quot;black magic&amp;quot; practitioners, and usually more specifically to &amp;quot;black arts&amp;quot; practitioners like Raznel (black arts referring specifically to the use of demonic / tainting essences while &amp;quot;black magic&amp;quot; in our usage does not necessarily carry that implication), and instead uses &amp;quot;cunning folk&amp;quot; to refer to what some might call &amp;quot;good witches&amp;quot;. It uses &amp;quot;warlock&amp;quot; in the Dungeons &amp;amp; Dragons class archetype way of conduit or bondage with demonic powers, and not in the &amp;quot;oathbreaker&amp;quot; etymological sense out of Old English. Volume 2 actually constructs dark analogs of the major class types, terms such as &amp;quot;dark mage&amp;quot; used here are defined more in Volume 2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(1) The Dhe&#039;nar&lt;br /&gt;
&lt;br /&gt;
The most prominent of the exiles to now survive are those elves who became the Dhe&#039;nar.[174] Known to themselves as the &amp;quot;First Born,&amp;quot; the Dhe&#039;nar hold an ascension ideology they call &amp;quot;The Way,&amp;quot; which they attribute to the Arkati.[175] The Arkati and the Drakes in their view were once races of flesh and blood who had ascended, and so the Elves may ascend with them, provided they follow the true path of &amp;quot;walking with power.&amp;quot;[176] According to myth, their founder was the &amp;quot;Best Student&amp;quot; Tahlad Tsi&#039;shalar, disciple of the prophet Noi&#039;sho&#039;rah.[177] They were opponents of the fracturing of elven civilization into Great Houses, and for no longer following the true way as taught by the Arkati.[178] Noi&#039;sho&#039;rah is said to have shrouded his surroundings in darkness, prophesying the fall of the Elven Empire to a woman who would raise the dead against them. He promised fire from the heavens for those who lost the way. With that he vanished, said to have ascended.[179]&lt;br /&gt;
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[174] This is recognition of the fact that there is barely any established definition for any others.&lt;br /&gt;
[175] &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; establishes &amp;quot;first born&amp;quot; (of the Arkati) as the definition of the term Dhe&#039;nar. The way this line is worded is the IC author saying &amp;quot;this is what they claim&amp;quot; rather than &amp;quot;this is what we all agree is the truth.&amp;quot;&lt;br /&gt;
[176.1] This is largely referring to the non-canon player documentation explaining what &amp;quot;the way&amp;quot; means, because it is not clearly explained in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document by itself. Though the phrase gets used in that document. That document does say: &#039;&#039;&amp;quot;Noi&#039;sho&#039;rah taught them that the elves are the children of the Arkati, and as a child strives to become as its parents, the Dhe&#039;nar strive to become as the Arkati.&amp;quot;&#039;&#039;&lt;br /&gt;
[176.2] The goal of the Way, and the way it encodes how the Arkati are viewed, is given near the bottom of &amp;quot;History of the Dhe&#039;nar&amp;quot;: &#039;&#039;&amp;quot;Much like the elves, however, the Dhe&#039;nar do not view the Arkati so much as &amp;quot;gods&amp;quot; or &amp;quot;celestial beings&amp;quot; but more as role models for what they themselves can achieve. Unlike the elves of the six noble Houses, however, the Dhe&#039;nar believe they can become as powerful as the Arkati. They do not see the Arkati as different or better, only more powerful, thus Dhe&#039;nar bow to no &amp;quot;god&amp;quot;. Their religion is not one of worship; instead it is one of self-perfection, not so much as an individual, but as a race in whole; the ultimate goal being to achieve power over all things.&amp;quot;&#039;&#039; Here we are taking this &#039;&#039;&amp;quot;not .. different or better, only more powerful&amp;quot;&#039;&#039; as an ascension view of the Arkati and Drakes rather than them as inherently &amp;quot;celestial beings.&amp;quot;&lt;br /&gt;
[177] This is roughly what Tahlad Tsi&#039;shalar translates as in the player created Dhe&#039;nar-si language. The IC author characterizes this as a myth, but Dhe&#039;nar would probably regard it as historically factual.&lt;br /&gt;
[178] This is stated in the canon &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document.&lt;br /&gt;
[179] This is what the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says, and is characterized more dismissively in the &amp;quot;[[History of the Faendryl]]&amp;quot; document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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While there are profound differences between the Faendryl and the Dhe&#039;nar, they have since formed an unspoken collusion of playing into each other&#039;s national founding myths.[180] Their myth makers will agree to basic dubious facts, such as Korthyr as nephew to Tahlad.[181] That there was a single unified elven civilization prior to the &amp;quot;great divide&amp;quot; when the elves left the forests.[182] There might have been an eighth Great House, according to some advocates of this legend, had Tahlad not refused and left the just forming empire with his followers.[183]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[180] This is referring to the shared details of Korthyr and Tahlad between the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents. The Departure section of the Dhe&#039;nar history is 50,000 years ago, dating that to around -45,000 Modern Era, which in turn means it happened thousands of years after the Houses formed and long after Korthyr was dead. These House founding dates in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; are further solidified in their use in basing Elven calendar dates in various documents. So this document is trying to reconcile that inconsistency.&lt;br /&gt;
[181] Korthyr would have died some time in the -48,000s and Tahlad does not leave until the -45,000s in the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This document reconciles that by having the timeline entry referring to an Illistim historiographer theory of the Dhe&#039;nar departure, while the Dhe&#039;nar themselves might claim it happened more around -50,000 Modern Era before the Illistim Chronicles were started.&lt;br /&gt;
[182] It would be inconsistent with that period in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. The sylvans and elves also would have divided much earlier. The &amp;quot;[[History of the Faendryl]]&amp;quot; supports these things, but has a lot of dubious stuff in it.&lt;br /&gt;
[183] This is from the chronicler preface to the canon version of the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and the &amp;quot;[[History of the Faendryl]]&amp;quot; document refers to Tahlad on similar footing as the House founders. But the actual timeline spaces these thousands of years apart, so it has to be treated as myth making. It can&#039;t be treated literally without causing contradictions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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This is regarded by more serious scholars as ahistorical in several respects, and a credulous embrace of the &amp;quot;great man of history&amp;quot; myth.[184] The founding of the Great Houses took place over several thousand years, and their namesakes were of entirely different generations.[185] Korthyr Faendryl was quite old. He died not long after construction began on the capital of what became House Faendryl, one of the very earliest of the Great Houses.[186] The Elven Empire was not a meaningful concept in the time of Korthyr.[187] Nor were the Ardenai those who stayed behind.[188] They lived in cities on the forest edges and woodland hamlets, with adjacent croplands, not unlike the Barony of Bourth with its elven settlements in the Wyrdeep Forest.[189] Not only had the elves of the founding period never &amp;quot;left the forest&amp;quot; itself in anything resembling living memory, their distant sylvan cousins continued to live in the middle of the Empire, in the Darkling Wood, for another nine thousand years.[190] It was not until -45,293, several thousand years after the death of Korthyr, and two thousand years after the formation of the last House, that the faction who became the Dhe&#039;nar are believed to have departed.[191] It was, in all irony, around the time the first sylvan city --- Ithnishmyn, first built in -45,400 --- was discovered by the elven city-states, rather than the time of the founding of the Great Houses.[192] The sylvans soon found themselves subjected to religious cults trying to convert them as well as imprisonment by slavers.[193]&lt;br /&gt;
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[184] The &amp;quot;more serious scholars&amp;quot; part is an embellishment, but characterizing the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; documents as fanciful, and not especially tethered to what actually happened. This document sides entirely with the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; approach of being outside the forests for a long time and only eventually urbanizing.&lt;br /&gt;
[185] This is a necessary conclusion of the date ranges used for the House foundings in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and all the documents basing off those founding dates.&lt;br /&gt;
[186] This is cross-referencing Korthyr dying when only the first borough of Ta&#039;Faendryl had been built in &amp;quot;[[History of the Faendryl]]&amp;quot;, along with Ta&#039;Faendryl having been built by Korthyr&#039;s &amp;quot;line&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;, and Ta&#039;Vaalor and Ta&#039;Faendryl having been founded at the same time in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with only Ta&#039;Illistim pre-dating them. For the Tahlad/Korthyr relationship to be true, it would have to be significantly earlier than the cities and before the Houses were founded and before the Elven Empire was a concept.&lt;br /&gt;
[187] This document treats the Elven Empire as becoming a meaningful concept around the time of Yshryth Silvius.&lt;br /&gt;
[188] &amp;quot;[[History of the Faendryl]]&amp;quot; treats the Ardenai as having stayed behind, but its leaving-the-forests narrative contradicts the more soberly written &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. &amp;quot;[[History of Elanthia]]&amp;quot; said the Ardenai reside in &amp;quot;towns and cities&amp;quot; and only vaguely refers to having stayed closer to roots in the deep forest.&lt;br /&gt;
[189] The forest edges description is an embellishment. The Sylvans resided deeper inside the Darkling Wood and did not have contact with the imperial elves until the -45,000s in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which requires the Ardenai to stay away from the deep woods in that time period. The adjacent croplands are described in the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
[190] This cross-references &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, and explicitly rejects the literal reading of Yshryth Silvius&#039; speech that is done in &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[191] This refers to the departure date in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This is simply explaining why Illistim chroniclers think the Dhe&#039;nar left well after the Houses founded, while this other dogma exists of it having happened several thousand years earlier prior to the Chronicles.&lt;br /&gt;
[192] This is cross-referencing &amp;quot;[[Timeline of Elanthian History]]&amp;quot; with &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[193] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and insinuates Dhe&#039;nar harassment of the sylvans in this time period before the departure in -45,293. This insinuation is also explaining the &amp;quot;lavender&amp;quot; lore with Dhe&#039;nar and sylvan slaves in &amp;quot;[[Speech Unspoken: The Language of Flowers]]&amp;quot;, because they have much more dubious interaction for geographical reasons at any other time period.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the more dominant interpretations among Illistim historiographers is that the Dhe&#039;nar began as a religious, reactionary offshoot of Sharyth Ardenai&#039;s return to nature movement in the Darkling Wood.[194] Those who had lost the true way of Sharyth were to be left behind, and after a time of trial and tribulation would reach the promised land.[195] In support of this interpretation of &amp;quot;Sharath,&amp;quot; the argument goes that Noi&#039;sho&#039;rah or &amp;quot;First Brother&amp;quot; is actually a title and more literally translated as &amp;quot;First Sister,&amp;quot; as the feminine is the gender neutral case in archaic Dhe&#039;nar-si.[196] Sharyth Ardenai herself is inconsistently regarded as either male or female in historical records.[197] No one knows for certain if this identification is correct.[198]&lt;br /&gt;
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[194] This is an embellished premise for explaining why the Illistim chroniclers have the Dhe&#039;nar departure happening over two thousand years after the last of the Houses formed. It also characterizes Sharyth Ardenai as a return to nature movement beginning in the open air spaces, so as to be consistent with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; on this period. This can be reconciled by House Ardenai forming out of the open-air population that stayed geographically closest to the Darkling Wood and maybe partly into it. The Sylvans should be the ones who really just stayed inside the forest, and that particular area of the Great Forest is where they ended up concentrating.&lt;br /&gt;
[195] &amp;quot;Sharath&amp;quot; means &amp;quot;promised land&amp;quot; in Dhe&#039;nar-si. This was canonized in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The trial and tribulation line is meant to motivate why the Dhe&#039;nar would reside in (what is now called) Rhoska-Tor for a protracted period. Which is the nearest part of the Southron Wastes to the eastern Elves.&lt;br /&gt;
[196] This is implying &amp;quot;Sharath&amp;quot; comes from the name &amp;quot;Sharyth&amp;quot;, and insinuates the &amp;quot;sho&#039;rah&amp;quot; in Noi&#039;sho&#039;rah is similarly rooted with Sharath and Sharyth. This is an embellishment, but a plausible contrary view for House elves. The feminine gender neutral case of it meaning &amp;quot;First Sister&amp;quot; is true in the player created Dhe&#039;nar-si language (as introduced into it decades ago by Mnar.) Referring to that as &amp;quot;archaic&amp;quot; Dhe&#039;nar-si is how the &amp;quot;[[Dark Elven languages]]&amp;quot; document treats and refers to the old player constructed language.&lt;br /&gt;
[197] &amp;quot;[[History of Elanthia]]&amp;quot; refers to Sharyth Ardenai as a matriarch, while &amp;quot;[[Timeline of Elanthian History]]&amp;quot; uses the &amp;quot;his&amp;quot; pronoun for Sharyth Ardenai. These documents are both decades old, so this document takes that gender indeterminancy at face value, since it is so long standing.&lt;br /&gt;
[198] This is a hedge for allowing this whole interpretation and theory to be wrong, which allows Dhe&#039;nar to still believe their version of history. The actual departure would then have happened before the Chronicles started, when Korthyr was a relatively young man. But some of the details would still need to be regarded as distorted a bit by knowledge of later events.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar believe Noi&#039;sho&#039;rah is historical, a true prophet, who ascended as their representative to the Arkati.[199] In some legends Tahlad leads the Dhe&#039;nar away soon before the Houses form, while in others he proselytized for a few thousand years.[200] The ideological disunity between the Elven lineages is thought by Loremasters to be far older than the formation of Houses.[201] In the more cynical view of the &amp;quot;Matter of the Elven Empire,&amp;quot; as it is called, devout adherence to &amp;quot;old ways&amp;quot; was a peasant ideology.[202] Where all Elves would rise together as the Arkati had, until their disunity, rather than monarchs as the stewards of eternal civilization.[203] With the fall of the Drakes, and the rise of the Arkati, so too there would be the fall of the Houses.[204]&lt;br /&gt;
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[199] This is what &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; says.&lt;br /&gt;
[200] There is a 5,000 year gap between the Noi&#039;sho&#039;rah section and the Departure section of &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, so this line is trying to reconcile something that doesn&#039;t even make sense within the Dhe&#039;nar document itself.&lt;br /&gt;
[201] This is partly referring to &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and partly referring to &amp;quot;[[Elven Dogma and Theology]]&amp;quot;.&lt;br /&gt;
[202] &amp;quot;Matter of the Elven Empire&amp;quot; is totally made up, and plays off the real-world historical terms such as the &amp;quot;Matter of Britain&amp;quot;, which is distorted with Arthurian legend and so forth. This is the IC author characterizing this early period as in historical dispute among the elves, with the founding of the royal lines and their pedigree from powers such as Arkati and Wyverns. Treating the contrary view as &amp;quot;peasant ideology&amp;quot; is the sensible counterpart to the Houses royal ideology.&lt;br /&gt;
[203] This is recontextualizing it in terms of the characterization given earlier in this document of monarchs as stewards in a static great chain of being. (The Dhe&#039;nar history document says the other Houses do not believe the Elves &#039;&#039;&amp;quot;can become as powerful as the Arkati&amp;quot;&#039;&#039;, though there has to be some nuance in this because of ascension theologies like Amasalen, it should probably mean this is not a plausible whole race goal and that generally &amp;quot;ascension&amp;quot; however it concretely exists comes from intervention by Great Spirits such as Arkati using their own power.) The Dhe&#039;nar view in contrast would be characterized as the low rising up the chain, and perhaps the high falling off. The IC author is giving that a socioeconomic dimension.&lt;br /&gt;
[204] This is setting up the contrary view of the Noi&#039;sho&#039;rah prophecy as a historical distortion, reading Despana and the Undead War into &amp;quot;Matter&amp;quot; politics as an anachronism after the fact. The Dhe&#039;nar in contrast would maintain it was the original prophecy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to this theory, it was following the time of the death of Korthyr&#039;s great nephew Khalar Andiris, who had ruled for six hundred years. His successor Zarish Aeglyn only survived two hundred and fifty years before he was assassinated.[205] This set off a period of violent usurpations for over a thousand years, which began at roughly the same time Zishra Nalfein split the court of Ta&#039;Vaalor, founding the last House in -47,578.[206] House Faendryl went through ten rulers, each of whom was murdered by his successor. This was ended with the usurpation by Geniselle Anaya, the first Matriarch, who held the court stable until the ascension of her son.[207] This was the coronation of the fourteenth Patriarch, Yshryth Silvius, which is regarded as the proper birth of the Elven Empire.[208] Yshryth gave a famous speech speaking of elves having left the forest together in unity --- as an extended metaphor on darkness, sedition, and the hierarchy of races --- for which the traitors to enlightened rule were to submit or be expelled into the darkness.[209] There was then a purge of treason. It was only at this point in the early history of the empire, coinciding roughly with the disappearance of the first founder Linsandrych Illistim in -45,895, that House Faendryl began to truly assume its central role over the Empire.[210]&lt;br /&gt;
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[205] This is the Patriarch timing given in &amp;quot;[[History of the Faendryl]]&amp;quot;. In &amp;quot;[[History of Elanthia]]&amp;quot; it was Korthyr&#039;s line that built Ta&#039;Faendryl, which this explained.&lt;br /&gt;
[206] This is cross-referencing the timing given in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. However, &amp;quot;History of the Faendryl&amp;quot; has a major timeline contradiction around the Undead War up to the Ashrim War, being fundamentally inconsistent with the other history documents. Here we are treating the timing in the earlier part of the document as still reliable.&lt;br /&gt;
[207] This is all from &amp;quot;[[History of the Faendryl]]&amp;quot;.&lt;br /&gt;
[208] Yshryth was already defined as Patriarch 14 in &amp;quot;[[History of Elanthia]]&amp;quot;, the &amp;quot;[[History of the Faendryl]]&amp;quot; document established his speech was from his coronation. The IC author here is asserting this is the proper birth of the Elven Empire, because of the imperial vision it sets out and its early time period relatively not long after the Houses finished forming.&lt;br /&gt;
[209] The political context was already in &amp;quot;[[History of the Faendryl]]&amp;quot;, but this is more explicitly asserting that what Yshryth was saying about leaving the forests was a metaphor. Later there is argument about connotations of kinslaying in the word &amp;quot;Draekeche&amp;quot; which is the (ancient?) elven for &amp;quot;darkness.&amp;quot; This is also setting up hostile / exile conditions for the Dhe&#039;nar, if the Illistim chronicler timing for their departure is the correct view.&lt;br /&gt;
[210] This is cross-referencing the &amp;quot;[[History of the Faendryl]]&amp;quot; timing for this period with the Ta&#039;Illistim Monarchs document &amp;quot;[[Ta&#039;Illistim Monarchs|Linsandrych&#039;s Legacy: A Detailed Examination of the Dynastic Argent Mirrors and Their Contributions to Illistimi Society With Notes On Selected Post-Lanenreat Figures]]&amp;quot;, once you convert out of the Illistim calendar into the Modern Era calendar. Then it&#039;s using these power vacuums and schisms and purges and so forth to say this is how and when House Faendryl came to lead the Empire (premise dating back to &amp;quot;[[History of Elanthia]]&amp;quot;), as Linsandrych Illistim had founded the first House and was present until -45,895.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the proponents of this interpretation, it is not difficult to see in this the roots of the Faendryl and Dhe&#039;nar accounts of the Tahlad legend --- owing to twisting distortions through oral traditions of the chaos falling from Korthyr&#039;s line, on the one hand, and on the other excessively literal translations of Yshryth Faendryl&#039;s coronation out of archaic Elven.[211] Where Yshryth infamously executed his own mother for bringing ruin and disunity to the Elven Empire from violating its eternal law.[212] There is no question the Dhe&#039;nar did not assimilate themselves with the sylvans in the Darkling Wood, and that their Way bears far stronger resemblance to the elven worldview in the time of slavery than the Imaera-centered polytheism of the sylvankind.[213]&lt;br /&gt;
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[211] This is IC author interpretation. It is suggesting the chaos and disunity motifs, and Korthyr as Tahlad&#039;s nephew, is all a distortion of Korthyr being succeeded by his great-nephew Khalar Andiris and then a bunch of assassinations and coups happen, and that Yshryth&#039;s famous speech is being distorted with a Dhe&#039;nar departure that happens in -45,293 during the reign of Patriarch 14.&lt;br /&gt;
[212] This is insinuating Despana and the rising dead motifs are distortions of Geniselle Anaya overthrowing the Faendryl throne and being executed by her son.&lt;br /&gt;
[213] This is a straight foward incompatibility between the Dhe&#039;nar and Sylvan lores. The &amp;quot;great chain of being&amp;quot; construction in this document gives much closer filiation of ideas relationship with the House Elves than the Sylvans.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless of their exact origins, however, it is historical fact that the Dhe&#039;nar came to reside in the Southron Wastes.[214] Archaeologists have found relics in Rhoska-Tor of their spidery runes, which are distinctly in the style of the Dhe&#039;nar warlocks.[215] One cannot speak of the history of necromancy without including the Dhe&#039;nar. Not only for the prophecy of Noi&#039;sho&#039;rah, but for what they did before reaching Sharath.[216] Thousands of years before Despana, the Dhe&#039;nar sheltered in the caverns under Rhoska-Tor, one of the haunted realms from the Age of Darkness.[217]&lt;br /&gt;
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[214] The Dhe&#039;nar spent time in Rhoska-Tor becoming Dark Elves in the racial mechanical sense. They have since resided in the jungles beyond the Southron Wastes.&lt;br /&gt;
[215] This makes up having relics found which prove the Dhe&#039;nar warlocks were in (what is now called) Rhoska-Tor way back then, but the premise of the spidery runes and having left stuff behind in Rhoska-Tor is in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[216] In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it says they learned &#039;&#039;&amp;quot;control of the undead&amp;quot;&#039;&#039; in Rhoska-Tor, which this document will take literally as controlling undead that already existed. The document also suggests the Book of Tormtor was something the Dhe&#039;nar left behind, but there are multiple inconsistent proposed explanations of the Book of Tormtor across documents.&lt;br /&gt;
[217] This is making use &#039;&#039;&amp;quot;old places of the Ur-Daemon&amp;quot;&#039;&#039; in &amp;quot;[[History of Elanthia]]&amp;quot; for Rhoska-Tor, and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers to &#039;&#039;&amp;quot;the dark magic of the region&amp;quot;&#039;&#039; as distinct from &amp;quot;spells taught by the Arkati themselves.&amp;quot; The Dhe&#039;nar history document notably is most explicit on blaming Ur-Daemon dark essence for tainting the bodies and minds and turning elves into dark elves: &#039;&#039;&amp;quot;The dark essence that had been left behind by the Ur-Daemon War not only tainted the appearance and psyche of the Dhe&#039;nar, but it also had a powerful effect on the flows of magic in the region.&amp;quot;&#039;&#039; This document (in all three volumes) is using that view of the region heavily.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our understanding of the Dhe&#039;nar in this period is unavoidably limited by the lack of written records.[218] But much is made clear from the nature of the runes that were left behind, especially as compared with the methods the Faendryl were forced to invent when they found themselves in the same situation.[219] It was necessary because of the hostile environment of Rhoska-Tor to live below ground in the caverns. But there was also a need to ward off malevolent spirits, the banshees and infernal sprites, those twisted and cursed by the dark essence of the lands.[220] The Dhe&#039;nar eventually learned how to intercede on the corruption of the wasteland spirits, allowing them to exert control over the will to seek and destroy the living.[221] In this way they were able to not only prevent the possession of their dead by the pale wraiths that haunt those lands, but discovered they were also able to compel the cursed spirits of the region to possess those same corpses and obey their commands.[222] This was in some respects similar to the spirit calling of animist religions, and in other ways not unlike the summoning of familiars.[223]&lt;br /&gt;
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[218] The absence of written records, other than &amp;quot;spidery runes&amp;quot;, in this period is explicitly stated in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. The way that section is written makes it sound like the Book of Tormtor had to be written in those runes, and only Dhe&#039;nar warlocks can read them, therefore Despana being able to read it and being from the southern jungles would mean Despana was Dhe&#039;nar. The IC author of this document is relatively dismissive of that as twisting things to fit the Noi&#039;sho&#039;rah prophecy.&lt;br /&gt;
[219] Similar situation leading to similar methods can help them understand the nature of these runes even though only the Dhe&#039;nar warlocks are supposed to be able to read the script.&lt;br /&gt;
[220] Such undead of twisted nature spirits should &amp;quot;naturally&amp;quot; exist in Rhoska-Tor, given the dark essence tainting described in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This treats banshees as referring to the fey variety, and &amp;quot;infernal sprites&amp;quot; were a [[Southron Wastes]] creature during the [[Wavedancer]] event.&lt;br /&gt;
[221] Using dark essence in this way to control the undead is a premise used throughout these three volumes. It&#039;s unholy magic analog of similar things done through Order of Voln symbols (e.g. Symbol of Submission) and so on.&lt;br /&gt;
[222] Pale wraiths were another Southron Wastes creature from the Wavedancer event. This is playing off the ability of [[wind wraith]]s to possess [[soul golem]]s, as well as the Tehir [[Life and Being in the Sea of Fire|beliefs]] about spirits inhabiting corpses in the Sea of Fire. This &amp;quot;do the opposite&amp;quot; method echoes back to the animism section with mortuary rituals twisting into necromancy of the undead methods.&lt;br /&gt;
[223.1] This relates back to the animist section talking about the spiritual magic roots of necromancy, where in the case of the Dhe&#039;nar it would be spirit magic they attributed to the Arkati. But then in Rhoska-Tor they learn elemental magic, but they&#039;re manipulating a dark energy. It becomes a form of sorcery, as defined in this document. (Sorcerers are grouped with the Temple caste with the spiritual casters in the Dhe&#039;nar caste system, rather than the warlocks / magi caste which are the elementalists.) &lt;br /&gt;
[223.2] The original premise with the Dhe&#039;nar was that the ones around the Landing had begun experimenting with raising the dead clerical magic, but generally in Dhe&#039;nar culture those who do not survive do not deserve to be resurrected. There might be attempts to define Temple caste clerical magic as siphoning power from around Arkati without directly borrowing powers, but that cuts against the grain of how Cleric magic in particular has always been defined in GemStone, and in Volume 2 of this document that is instead described as &amp;quot;ur-priest&amp;quot; methods which can mimic non-denomination Cleric magic but fundamentally isn&#039;t and has corruptive &amp;quot;leeching&amp;quot; dependency effects on the caster. (Analogous to the Dhe&#039;nar warlocks who become dependent on feeding on magical energies in the still non-canon Dhe&#039;nar documentation.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was facilitated, however paradoxically, by their study of the elements.[224] Blazing sand elementals are yet another threat found in the Southron Wastes.[225] With the study of summoning and controlling elementals, the ancestors of the Dhe&#039;nar were able to mitigate that hazard as well.[226] But there are other pure forces beyond the veil than those of the elemental planes.[227] There is a force of corruption in those lands, known as the &amp;quot;shadows&amp;quot; or elemental darkness.[228] It is a power inherent in the Ur-Daemon and a source of the primordials, such as Althedeus, those great demons born of the fear and chaos unleashed in the war with the Drakes.[229] With a mastery over the elemental darkness of Rhoska-Tor comes a key for wielding mastery over the undead.[230]&lt;br /&gt;
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[224] The &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document says they learned &#039;&#039;&amp;quot;summoning of the elements into a physical manifestation&amp;quot;&#039;&#039; while in Rhoska-Tor.&lt;br /&gt;
[225] These were creatures in the [[Southron Wastes]] during the [[Wavedancer]] event. There are [[Small sand elemental|sand elemental]] companion pets.&lt;br /&gt;
[226] This further sets up what was implied by comparing the similarity of summoning familiars with their manipulation of the undead.&lt;br /&gt;
[227] In Volume 2 these are called &amp;quot;sorcerous elements&amp;quot; and include various terms used in spells and messaging and storylines, including [[713|balefire]] and [[mawfire]]. This is an embellishment to the extent that it is set in a basic cosmological model of more chaotic vs. more ordered essences.&lt;br /&gt;
[228] &amp;quot;the shadows&amp;quot; is a demonic energy used in Kenstrom storylines related to [[Althedeus]] and its realm. Volume 2 of this document treats that as a mixture of elemental chaos and elemental darkness. There are solid roots on treating these as essence substances, but it is still an embellishment.&lt;br /&gt;
[229] The Althedeus lore is cited in documents such as &amp;quot;[[Ithzir Genesis]]&amp;quot; and &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. This is basically the same thing as &amp;quot;unholy power&amp;quot;, and in Volume 2 it is defined as related to &amp;quot;anti-mana&amp;quot;, which is an embellishment but consistent with I.C.E. roots. This is all equivalent to what is called &amp;quot;dark essence&amp;quot; in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[230] This is what was being implied in the previous paragraph, and this concept is used in Volumes 2 and 3. For example, Volume 3 talks about some necromancers suffusing themselves in dark essences to mask their life forces, to make the undead not attack them and instinctually obey them. (This would probably be illegal in Faendryl sorcery because of the corruptive effects on the mind and body.)&lt;br /&gt;
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&lt;br /&gt;
The Dhe&#039;nar spent as much as several thousand years in Rhoska-Tor.[231] Legend holds that their leader Tahlad, whatever his actual name was, died on the journey to Sharath.[232] It might well be that the journey actually began with the death of the cult leader.[233] Knowledge of the Dhe&#039;nar in the Second Age is very sparse, as they resided in the jungles beyond the Southron Wastes.[234] While the Dhe&#039;nar are thought to have built a &amp;quot;Library of the Way,&amp;quot; the Shialos du S&#039;karli, their revisionist Temple caste is said to have seized control of it. It was sealed off from others for up to thousands of years, until the Great Fire destroyed Sharath.[235] Those few of the Dhe&#039;nar who survived from being in the jungles were not part of the elite who were killed.[236] Though they claim to have found the ruined entrance to the library and committed those potentially distorted texts to memory, these oral traditions have likely warped greatly over tens of thousands of years.[237] The prophecy of Noi&#039;sho&#039;rah resembling the Undead War, and the rumors of having left the Book of Tormtor behind, were quite probably corrupted by knowledge of events after the fact.[238]&lt;br /&gt;
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[231] The hedging on this is about the lack of written records framed for it in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[232] This is playing off Tahlad being a Dhe&#039;nar-si word that means student.&lt;br /&gt;
[233] This is the IC author being iconoclastic, but also pointing at how old Tahlad would had to have been to make historical sense of him.&lt;br /&gt;
[234] The wording &#039;&#039;&amp;quot;the jungles &#039;&#039;&#039;said to&#039;&#039;&#039; lie beyond the Southron Wastes&amp;quot;&#039;&#039; for Despana in &amp;quot;History of Elanthia&amp;quot; suggest the Southron Wastes region was generally anathema to the Elven Empire and not something they ordinarily traveled through and interacted with in that time period. In other words Elven Empire records of the Dhe&#039;nar would implicitly have been sketchy.&lt;br /&gt;
[235] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document, and is using that provenance issue to cast doubt on the veracity of written records that might have survived the Great Fire.&lt;br /&gt;
[236] This is from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[237] The use of oral tradition in the Dhe&#039;nar lore in general serves the function of introducing unreliable narration on the distant past. &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; refers outright to hardship &#039;&#039;&amp;quot;twisting their ancient beliefs&amp;quot;&#039;&#039;.&lt;br /&gt;
[238] This is IC author view from Faendryl bias, the Dhe&#039;nar would disagree with this statement.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(2) Witchcraft&lt;br /&gt;
&lt;br /&gt;
In the outlying regions of the Elven Empire, far from the great cities, there were survivals of folk religion.[239] These were superstitious beliefs and practices that were descendant from more ancient druidism, however blended with the more orthodox doctrines held in high authority.[240] Often these would be regional or ethnic customs. Cunning folk would use rituals and herbs to treat illnesses, the &amp;quot;folk healers&amp;quot; of traditional medicines, and perform divination or purportedly helpful wards and charms.[241] They were concerned with arts like astrology, prophecy or signs and omens, and often had religious ceremonial roles related to the seasons or mortuary rituals with the dead.[242] They might be asked to act as a medium for communing with ancestor spirits, such as during the fall, when Lorminstra allows the souls of the dead to visit the living.[243] Charms might be made to protect crops from locusts, or infants from fey changeling kidnappers.[244]&lt;br /&gt;
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[239] This is an embellishment. It does not really make sense that the more rural populations would not have folk religion and folk magic. Arguably some of the instincts for this still exist in the Elven Nations, and civilizations in general, in the &amp;quot;[[Divination: A Comprehensive Guide]]&amp;quot; lore. &lt;br /&gt;
[240] The framework of this document characterized the Elven forest tradition as &amp;quot;druidism&amp;quot;, so this is more or less a tautological statement.&lt;br /&gt;
[241.1] This document uses this as the historical root for Empath magic. It uses the term &amp;quot;cunning folk&amp;quot; to cover &amp;quot;good witches&amp;quot;, so the word &amp;quot;witch&amp;quot; is only being used in the dark and negative connotations. There is a lot of scattered superstition lore, such as [[thanot]] as warding charms because of the pentagram pattern of its berries. &lt;br /&gt;
[241.2] The term was not used in this document, but this is known as &amp;quot;apotropaic&amp;quot; magic.&lt;br /&gt;
[242] This is generic folk religion stuff. It is providing the hook for death rituals and magic to get twisted into darker magic with corruptive energies. Volume 2 also gets into this with witchcraft.&lt;br /&gt;
[243] This hedges the animist vs. Lorminstra [[Eve of the Reunion]] issue. Something similar to this is in the [[Grot&#039;karesh Hammer Clan]] giantkin lore with the [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]] at Kilanirij. This is another hook for twisting into wicked spirit calling and commanding undead spirits.&lt;br /&gt;
[244] The Ilvari are an example of fey changeling kidnappers. &amp;quot;Ilvari luck charms&amp;quot; are sold and do not really do anything.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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But where there were those of good will, there were also those of ill intent. Witches were those who would use similar methods and traditions to harm others.[245] They would inflict &amp;quot;evil eyes&amp;quot; to impose their ire and scorn, perform ritual hexes and star curses upon others in retribution, and conjure evil spirits to plague or injure those they hated.[246] This was not truly an absolute dichotomy in all times. Jealous former or unrequited lovers, parents of dead children and other sufferers of misfortune, might take their revenge by making hex bags or curse tablets.[247] Such fetishes almost certainly descend from the totems of more primeval religions, ideally made of potent substances, which might range from menstrual blood to baby teeth or amputations.[248] The fear or paranoia of witches led to waves of deaths for the wrongly accused. Witch hunts were most common in places without other forces to blame, such as fey, undead, and demons.[249]&lt;br /&gt;
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[245] This document is using &amp;quot;witches&amp;quot; exclusively for wicked magic practices as a convention, even though the IC author would acknowledge the existence of sympathetic magic practitioners calling themselves &amp;quot;witches&amp;quot; doing good/light practices. Similarly with &amp;quot;blood magic&amp;quot;, that term is being reserved for the sorcerous form of it, not the more empathic form of it (e.g. [[Akhash]] the Tehir spirit caller) which would not be corruptive and debasing.&lt;br /&gt;
[246] This is rooting the more (wicked) spiritual magics of the Sorcerer Base list in this culture tradition. Especially 715 Curse. But these are not &amp;quot;black arts&amp;quot; as will be described later.&lt;br /&gt;
[247] This is the IC author hedge and acknowledgement that he&#039;s set up a false dichotomy regarding the term &amp;quot;witches.&amp;quot; Curse tablets refers to the ancient Roman practice.&lt;br /&gt;
[248] This is a reasonable anthropological supposition about the filiation of ideas and superstitions, given the initial premise of earlier animist religious traditions partly surviving into later ages.&lt;br /&gt;
[249] Witch hunt panics are not defined in current lore, but this is the general dynamic of how witch panics work in the real-world.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was then a reliance on religious figures to ward and protect against witchcraft, or with the more mortal races, shunning or persecuting magic in its entirety as the wicked weapons of elven oppression.[250] It would not be right to assume a universal division of the sacred and the profane, much less to conflate that with notions of good and evil.[251] In this realm of traditional magic are the older sensibilities of animism, where the mundane is spiritual, and local spirits may be more important or relevant to everyday life than the more distant Great Spirits.[252]&lt;br /&gt;
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[250] This tension with orthodoxy is setting up the driving of witches into the wilds, while the medicine man types with healing or clerical powers get to stay. Also seeding the bias of humans against magic because of elves.&lt;br /&gt;
[251] In other words, this is everyday life stuff, superstition suffused throughout cultures.&lt;br /&gt;
[252] This is characteristic of animism in general, and very clearly the case with the Tehir lore. &amp;quot;Great Spirits&amp;quot; is the generic term this document uses for deity scale powers of spiritual mana orientation.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is particularly important is that this tradition more broadly is what might be called sympathetic magic.[253] It is not predicated on rational systems of spell laws, magical theory, but is instead rooted in superstitions.[254] It is not the orthodoxy or orthopraxis of formal religion, or at least not in general, but instead informal lay magic from the bottom up.[255] It is what remains of more ancient traditions of spiritualism.[256] From the perspective of orthodox theory, these are still acts of magic, meaning they depend on manipulating magical energies.[257] It is less a matter of witches or cunning folk exploiting the reality of superstitions than it is in causing them to become real.[258] In this way something like blood is only a reagent in the alchemy of realms of power in orthodox magic, while in the descendants of animism there is instead &amp;quot;blood magic,&amp;quot; with rules for balances of exchange and potency differences such as blood &amp;quot;freely given.&amp;quot;[259]&lt;br /&gt;
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[253] While there is some pure superstition stuff, such as in the divination lore, in the Elanthia setting there is also real sympathetic magic (e.g. Raznel&#039;s voodoo dolls and blood magic.) This document treats this as Elanith&#039;s non-Erithian precursors to what is now called Mentalism.&lt;br /&gt;
[254] This tacitly falls under the notion of NPC &amp;quot;[[Overview of Elanthian Magic|flow magic]]&amp;quot; in current canon, but later in this document that is going to be classified as &amp;quot;thaumaturgical&amp;quot; and &amp;quot;exoteric&amp;quot; magic, while what we are talking about here is &amp;quot;esoteric&amp;quot; magic as an informal cousin of &amp;quot;ritual theurgy.&amp;quot; It is elaborating and deepening the magic theory.&lt;br /&gt;
[255] This is essentially a new premise for making sense out of having this storyline sympathetic magic stuff that does not relate to the spell circles and stuff invoked off scrolls. In IC terms it could be disputed how separate orthodox religion with its clerical magic really is from the rest of spiritual magic in the &amp;quot;vernacular&amp;quot; populations, and sympathetic magic which may now in the present age be considered spiritual-mentalist hybrid. Later in the document is a nod to the DragonRealms division between &amp;quot;life&amp;quot; and &amp;quot;divine&amp;quot; mana when talking about mana conventions. DragonRealms also has &amp;quot;Lay Necromancy&amp;quot;, which is [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 Low Sorcery], where Low Sorcery in general is relatively informal evil magic.&lt;br /&gt;
[256] This is a thesis statement, set up by the prior sections on animism.&lt;br /&gt;
[257] This is establishing the important distinction against pure superstition (e.g. divination without spellcraft of any kind), which is that magical energy (essences) must be manipulated into magical effects to qualify as &amp;quot;magic.&amp;quot;&lt;br /&gt;
[258] Rote superstitious practices acting like de facto rote magic.&lt;br /&gt;
[259] This is explaining why the use of say troll blood in an alchemy recipe, or blood in a religious ceremony, or even what empaths do, does not qualify as &amp;quot;blood magic.&amp;quot; It is only magic involving blood. &amp;quot;Blood magic&amp;quot; here is strictly being used to refer to these sympathetic magic practices, though the other volumes allow an occultist form of blood alchemy for making homunculi. At this point it is tacitly acknowledging &amp;quot;good&amp;quot; practitioners (cunning folk, some shamans), but most of this document the term &amp;quot;blood magic&amp;quot; is reserved for the highly corruptive sorcerous form.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In sympathetic magic there are esoteric correspondences between similar forms. Similar qualities such as color or shape would impute power over like kinds, and causal links would be formed in contact, remaining bound together however great the physical separation.[260] Voodoo dolls were made in the image of others, for example, which would act as fetishes for giving power over the victims. It would involve using items from the victim to bind them to the poppet. The most powerful way would be using something of their bodies, such as their hair, or especially their blood.[261] There are all manners of superstitious beliefs involved. Such as using the blood of innocents, whether children or virgins, and knowing the &amp;quot;true name&amp;quot; of the person targeted.[262]&lt;br /&gt;
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[260] This is just defining the meaning of the term &amp;quot;sympathetic magic&amp;quot;, which is imitative magic or correspondence of forms.&lt;br /&gt;
[261] This has been done in storylines, such as those involving the witch Raznel.&lt;br /&gt;
[262] All of this is framed as animist roots, but now running up against orthodox religion with its good vs. evil values duality, which in Elanthia in the Second Age is Liabo vs. Lornon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within the modern conventions of magic, this sort of correspondence of forms is related to what is now called mentalism, and witchcraft may even be thought of as a hybrid magic closely related to sorcery or &amp;quot;dark empathy.&amp;quot;[263] In the mind oriented near planes of existence, such as the Endless Dream, there is no absolute distinction between thoughts and forms. Nightmares will physically manifest from the mind interacting with the dream world.[264] This making of realities would be made manifest through actual magic. Burning an effigy would then not merely wish bad luck on descendants, but instead cause victims to burst into flames.[265] There are esoteric practices such as dream walking or astral projection which are closely related to spirit possession.[266] Divination in the form of necromancy, through the malignancy of witchcraft, was twisted into rituals for conjuring malevolent forces to empower the witch or wielding wicked spirits.[267]&lt;br /&gt;
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[263] This is establishing the premise of treating this as the Elanith non-Erithian precursor to Mentalism in the contemporary conventions. The notion of &amp;quot;dark empathy&amp;quot; and confounds and hybrid magic are elaborated later in this document.&lt;br /&gt;
[264] This was true in [[Ride of the Red Dreamer]]. Nightmare steeds and unicorns in the mount system as of summer 2022 had physically manifesting object from dream world interactions. Ebon&#039;s Gate 2022 with [[Naidem]] also had some mind/form distortion premise in it.&lt;br /&gt;
[265] This is generic voodoo doll kind of stuff.&lt;br /&gt;
[266] Dream walkers were present in [[Griffin Sword War]] 2 and [[Ride of the Red Dreamer]] storylines, and other times where minds have been entered, and are mentioned in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. There is a subtextual argument for the decay/spirit-death mechanics messaging having been based on astral projection. The truffles in Lower Dragonsclaw do some sort of astral projection. &lt;br /&gt;
[267] This is part of the thesis and framed previously in the animism section. It&#039;s malignant spellcasters using that propensity to twist mortuary magic into more malicious uses, and then that gets still darker later when dark essences are involved in haunted realms. This sets that up for the next paragraph.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the expansion of the Elven Empire in the Second Age as a civilizing force, along with the backlash against witchcraft or even magic entirely by other races, witches were exiled into the wild woods or darker hiding places.[268] This led to a rising number of witches in the Southron Wastes, where the folk religion blended with the savage tribes of those lands, and witchcraft incorporated the dark forces found in them.[269] Blood magic began using demon blood.[270] Curses began using more corruptive essences, facilitating rituals for causing the undead.[271] Among these would include transformation curses. The body of a victim might be turned into that of an animal, or it might incite an atavism, causing the victim to turn into some monstrous race or that of some impurity in their blood.[272] There was also the development of contagions. Such cursed conditions could spread, like illnesses, the victims inflicting their own curses on others.[273] One of the more familiar examples of this extant are werebears. Lycans are usually humans cursed to the moon cycles, sometimes treated as &amp;quot;unliving,&amp;quot; even though they are not actually dead.[274]&lt;br /&gt;
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[268] This sets up a fragmenting of witchcraft into split traditions. Volume 2 says more about the different kinds of witches. There are elemental themed ones, [[Life and Being in the Sea of Fire|spider witches]] in the Sea of Fire, the Sisters of Blight, and so forth. Raznel was influenced by black arts out of the Southron Wastes and Wizardwaste.&lt;br /&gt;
[269] With the &amp;quot;dark essence&amp;quot; explicitly framed in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;, and corruptive effects on various peoples in current canon, this is extrapolated here to imply there is a general issue of this for historical wasteland residents. Very little is defined for indigenous populations. Iguanoids were there in the Wavedancer, as well as scourgemages. This region probably had its own animism (e.g. black shamanism), but presumably also earlier demonic and Marluvian cults, and Volume 3 makes up something about mummies and underworld themed death religions influenced by underground rifts. The general point of this line is cross-pollinating the folk magic into the wastes and in turn incorporating the dark essence of that region.&lt;br /&gt;
[270] This document leans into various arguments for the presence of &amp;quot;indigenous&amp;quot; demons in the region. The ebon-swirled primal demon in the Southron Wastes is a primitive cousin of the oculoth, and its venom blood is a major storyline factor behind dark magic in Kenstrom&#039;s events. This line is taking the &amp;quot;blood magic&amp;quot; from the witchcraft tradition and now using demon blood in it which is far worse. This is reasonably what would have happened if this population migration happened even in broad outlines.&lt;br /&gt;
[271] This is leveraging off &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; referring to the dark essence of the region, left behind from the Ur-Daemon War.&lt;br /&gt;
[272] Raznel turned a [[Drangell|giantman]] into a troll and a [[Thrayzar|human]] into an orc. This is framing and explaining the generic &amp;quot;witch turns prince into a frog&amp;quot; or werebears and selkies kinds of curses. This &amp;quot;witchcraft&amp;quot; is implicitly partly Mentalist in contemporary magic theory, so the dark transformation of bodies stuff is in it here, and not necessarily present in the prior inhabitants of the southern wastelands (e.g. cultists, black shamans.)&lt;br /&gt;
[273] Stuff like werewolves and [[Gaunt feral selkie|selkies]]. This is setting up the seed for Despana later having cursed diseases such as Red Rot.&lt;br /&gt;
[274] [[Werebear]]s being mechanically undead is some weird game history anomaly. I think every cursed thing that was flagged as &amp;quot;Unlife&amp;quot; and targettable by Cleric repel spells was treated as undead when the Order of Vult (Voln) was created in 1994. Volume 3 does a lot of differentiation on the various forms of &amp;quot;unliving.&amp;quot; Selkies are much more modern creatures in a game mechanics sense and actually undergo transformation cycles.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Witches of the South would enter pacts with malevolent forces in exchange for borrowing their powers. Whether dark gods or powerful demons.[275] There was often little sanctity in a witch for their own body. They would embrace having themselves perverted, violated against nature, with such forces working through them as conduits.[276] They might have mediating vermin such as maggots or ichor worms inside themselves.[277] Sometimes this would lead to the witch becoming undead, or otherwise accursed, becoming some shadow of their former selves.[278] There was not necessarily any separation between the witch and a dark power, or even their victims, who might be enthralled to them.[279] It was a personal form of magic often placing the powers of undeath and the demonic equally or higher than oneself.[280] Conjuring in this way was in stark contrast to the Elven Empire, where orthodox magic was imposing control over nature, with elves atop the hierarchy.[281]&lt;br /&gt;
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[275] This is the general Satan worshipping witch archetype. Raznel would make blood bonds with people.&lt;br /&gt;
[276] This is leaning on the channeling aspect of the framed hybridism of their magic.&lt;br /&gt;
[277] This is directly based on Raznel. She had stuff like this as well as scarabs inside her own body, forming or emerging spontaneously when she was cut. Though Raznel learned how to implant such things into bodies from Quinshon, who is a black shaman.&lt;br /&gt;
[278] This is the general &amp;quot;corrupted by dark power&amp;quot; archetype. It has been used to show characters being driven mad with taint/corruption in GemStone since the I.C.E. Age.&lt;br /&gt;
[279] Raznel would control others sometimes with implanting her scarabs into them. She was also prone to using anti-magic, and stripping magical powers from people.&lt;br /&gt;
[280] This is a characterization of the mode of magic, it does not have to always involve subservience to something else.&lt;br /&gt;
[281] This is setting up distinctions between Faendryl sorcery in the Second Age with the &amp;quot;black arts&amp;quot; and forms of magic that would have repulsed the imperial elves. They are reflecting different cultural value systems and ideologies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(3) Cultists&lt;br /&gt;
&lt;br /&gt;
In the Age of Darkness there was always a minority of demon worshippers.[282] Whether the demonic of the wastelands, or the dead gods themselves.[283] There are buried crypts in the Southron Wastes belonging to prehistorical Marluvian cults, which often contain a very ancient kind of undead known as the vruul.[284] Rumors and legends speak of Marlu himself searching ancient crypts, and it is partly for this reason.[285] Petrified trees from when the wasteland was all forest, before the land was forever destroyed in the cataclysmic war, bear markings of terror and depredation.[286] But the reliefs and frescoes of the interregnum are far more hideous in their depictions.[287] They were made as a rule by worshippers of the darkest powers, illustrating gruesome ritual sacrifices.[288] Cave paintings from the Southron Wastes are portrayals of utter madness. Thought to have been made in the delirium of trance states, such murals are often found with trepanated skulls.[289]&lt;br /&gt;
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[282] There is only thin already established evidence for this. The timing on the loresong of the Marluvian [[Urglaes-set pitted silver talisman|urglaes talismans]] from [[Hunt for History]] is unclear, but using an ancient language that was sometimes used in game in the early 2000s. &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; shows archaeological evidence for knowledge of Marlu dating back to before the Elven Empire. There ought to be Marlu worshippers, and Ur-Daemon or demon worshippers more generally, and it would make sense for them to live in the old places of the Ur-Daemon (Rhoska-Tor) rather than in the great forest with the sylvans and imperial elves.&lt;br /&gt;
[283] This is allowing a distinction between animists who are akin to rangers of the demonic, which are left-over from the Age of Darkness or arriving through underground tears in the veil (there was an example of this in the room painting of the Southron Wastes during Wavedancer), and actual cultists worshipping the Ur-Daemon.&lt;br /&gt;
[284] This is reviving and De-I.C.E.ing the vruul lore, which is hard coded into the area design of the Broken Land. It is making sense of the Marlu description in &amp;quot;[[Gods of Elanthia]]&amp;quot; about being seen delving into ancient crypts, which is vestigial from I.C.E. lore about him searching prehistorical crypts for vruul, and then the notion of Marlu loosening portals to draw power is made sense of by assuming there are actually portals to demonic realms present that can be loosened: &#039;&#039;&amp;quot;Whether his power comes in the same manner as other Arkati, or from the loosening of the portals between dimensions, is unknown.&amp;quot;&#039;&#039; This seems to be hedging on whether Marlu is Arkati or has extraplanar power sourcing like the Ur-Daemon portal described earlier in that document.&lt;br /&gt;
[285] This is explaining the &amp;quot;[[Gods of Elanthia]]&amp;quot; description with the original context.&lt;br /&gt;
[286] This is based on the Linsandrych Illistim quote from &amp;quot;[[History of Elanthia]]&amp;quot;. This only clearly referred to glyphs being found in the Southron Wastes, where presumably they survive from climactic conditions. But here we interpret the line instead to include the petrified trees as also being in the Southron Wastes. This is meant to explain and reconcile &amp;quot;[[Gods of Elanthia]]&amp;quot; saying the final battle in the Ur-Daemon War blasted the landscape for hundreds of miles and turning it into a lifeless wasteland. Which implies it wasn&#039;t a wasteland previously, which is where the carvings on the petrified trees would come from (perhaps artificially fast in cataclysmic conditions, though petrification itself usually only takes several thousand years).&lt;br /&gt;
[287] This is referring to the cave paintings from Linsandrych Illistim&#039;s quote, and embellishing it in cross-reference to the frescoes in the Dark Shrine of the Broken Land.&lt;br /&gt;
[288] This is also leveraging off the Broken Land design. This line is trying to establish that region as having dark worshippers dating back into prehistorical times, so that there were effectively always bad guys with dark magic there at all time points.&lt;br /&gt;
[289] This is an embellishment. It is leveraging off the Linsandrych Illistim quote about representing fear, and the &amp;quot;madness&amp;quot; motif in demonic themed places like below the Graveyard and the Broken Land. The trance states are about animism. These volumes treat black shamans and scourgemages as dark magic archetypes of shamanistic nature in that region. The skulls is based off the the Broken Land and Graveyard, and there&#039;s also a skull pile in the burial mound in the [[vourkha]] area outside Ta&#039;Illistim. Trepanation is getting at the notion of &amp;quot;nightmare visions&amp;quot; and &amp;quot;fever dreams&amp;quot; that the made-up Linsandrych quote in this document references.&lt;br /&gt;
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Thus, while the Second Age settled over the east and west of the continent with the Elven Empire, the darkness never lightened in the southern subcontinent.[290] There were those who sought the old places of the Ur-Daemon, and worshipped those desolate sepulchers of earth where their blood was spilled.[291] Dark mages who would not abide by the laws of civilization would find freedom in these lands, while fanatics who sought a world ruled by Lornon would found short-lived, sinister theocracies.[292] Mostly unable to oppress and rule over the world themselves, the Lords of Lornon would act through their minions.[293] In time there would be Vvrael cultists, disciples of the primordials, and worshippers of all sorts of other malevolent otherworldly powers.[294]&lt;br /&gt;
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[290] This is leveraging off the previous embellishment about the Elven Empire not claiming and occupying the southern wastelands based on consistency considerations.&lt;br /&gt;
[291] Despana is the existing defined example, but something like that should have happened many times over thousands of years. This line is also using the previous view that the southern wastelands are where the Ur-Daemon portal was destroyed.&lt;br /&gt;
[292] The theocracies is totally made up, but follows naturally and logically from the framed lawless condition of the region and inhabitation by dark religions. Dark mages is an archetype that is defined later but also more fully in Volume 2. This is more generally talking about magic practitioners who refused to be bound by regulations and laws. It seeds having pre-exile Faendryl sometimes exiling out there and bringing illegal knowledge with them.&lt;br /&gt;
[293] There isn&#039;t really any established framing for the Elven Empire allowing Lornon worshipper chaos and machinations within its territories. But they should also have existed. So this is making a hook for explaining where they tended to be concentrated in the Second Age.&lt;br /&gt;
[294] In the Vvrael quest the ghost of Malaphor claimed the Vvrael witches and warlocks were wizards and sorcerers of this world who were corrupted by the Vvrael and eventually made their way into the Rift, and likewise Daephron Illian was working in Rhoska-Tor when he broke open the rift and sealed it in a puzzlebox. It&#039;s basically a Hellraiser concept. Vvrael witches also were in the Demon Queen of Anwyn storyline after the Rift was released and Terate was dead. So having the Vvrael cultists reside in that general region is making consistency of things. It is canon from &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; that the Disciples of the Shadows (Althedeus worshippers) were residing in the Southron Wastes. The last part of this sentence is open-ended for all the other bad things that might exist.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were dark sorcerers who sought to master the corruptive powers of those lands, inventing ways of desecrating the sanctity of boundaries between kinds.[295] Where witches might inflict a transformation curse, it was the warlocks who made aberrations and travesties. They would attempt to fashion chimera monsters with vivisection, or re-mold the forms and qualities of races, and breed unnatural hybrids of the demonic.[296] This would sometimes be done with livestock, or wildlife, but it was without limit. It would be forced upon the imprisoned, slaves, even willing sacrifices.[297] There were those who wished to host demons within their bodies, whether as demonic possession, or serving as a birthing vessel until being devoured from the inside out.[298] There were even cults believing Elves were cursed by the Arkati.[299] That what are now called Dark Elves were the original form of the race, first born as the earthly conduits of the Ur-Daemon.[300]&lt;br /&gt;
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[295.1] The convention for &amp;quot;warlock&amp;quot; in this document is the Dungeons &amp;amp; Dragons kind of class archetype of powers from binding with demons and so forth. This is keeping consistency with the nature of &amp;quot;Vvrael warlocks&amp;quot; and possibly the Dhe&#039;nar magi being called warlocks. This is more akin to the etymology out of Scots than the &amp;quot;oathbreaker&amp;quot; or &amp;quot;pact breaker&amp;quot; etymology out of Old English, where instead it is pact making with demonic powers in betrayal of good gods.&lt;br /&gt;
[295.2] This is setting up &amp;quot;warlock&amp;quot; as the archetype for teratology and monster making, which in volumes 2 and 3 are related to Arcane or more general definitions of &amp;quot;necromancy.&amp;quot; But they are more demonology focused, so their necromancy is what volume 2 defines as &amp;quot;demonic necromancy.&amp;quot;&lt;br /&gt;
[295.3] Warlocks and witches in the black arts usage here is also staying consistent with demons using [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 &amp;quot;conduits&amp;quot;] to influence this plane in DragonRealms, especially the more powerful demonic entities which would have issues directly manifesting in this reality. (This concept is explicitly present in GemStone with Althedeus.) Volume 2 of this document talks about places where demonic power is infiltrating this plane, or similarly with Dark Gods (or demonic &amp;quot;gods&amp;quot; in other planes), where the soul can get pulled into the demonic realms if someone dies in that place. Which is consistent with the Temple of Luukos on Teras Isle, and that concept exists in DragonRealms as well. It is meant in this document to help explain the origin of some extraplanar undead.&lt;br /&gt;
[296] More framing for teratology. The last part about the demonic hybrids is leveraging off the unnatural offspring of demons and animals from the Third Elven War, and extraplanar hybrids from storylines such as [[Rodnay]]. It is providing threads for other forms of the &amp;quot;blood magic&amp;quot; we have seen from Grishom Stone and Elithain Cross.&lt;br /&gt;
[297] This is an embellishment but using the framed premise of the region being a haven for dark religions. The Dhe&#039;nar supposedly did not practice slavery until after the Great Fire, but the practice may have existed in the neighbors.&lt;br /&gt;
[298] This is made up but helps illustrate the kinds of black arts that would exist that would not be Faendryl sorcery.&lt;br /&gt;
[299] This is an homage to the Drow.&lt;br /&gt;
[300] This slyly plays off the Dhe&#039;nar referring to themselves as the first born of the Arkati, but having the hunger of the Ur-Daemon. This document characterizes the more indigenous parts of the wastelands as prone to ancestor veneration and the Ur-Daemon as dead gods who are still present.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this way there was not only ambiguity between some kinds of demons and the undead. There were necromancers who sought to subvert the separation of the living from the demonic.[301] The &amp;quot;voice of Rhoska-Tor,&amp;quot; as the Dark Elven tongue is called, is considered a divine language in some cults.[302] Demon worshippers sometimes call it the language of the Ur-Daemon, though its source has never been found by extrachthonic linguists.[303] Cultists of elven descent would use this language to call upon demons, much as a Tehir spiritcaller might for the lesser spirits.[304]&lt;br /&gt;
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[301] This is using the broader definition of necromancy from the beginning of this document. The existence of demonic/living hybrids in Elanthia is long-established canon.&lt;br /&gt;
[302] This is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Its being regarded as a divine language by demon worshipping cults is an embellishment, but something that would probably be true if those cults were present. It would be a manifestation of the influence and presence of their gods in their view.&lt;br /&gt;
[303] This is a retcon to recontextualize the meaning of the Daemon&#039;s language when &amp;quot;[[History of Elanthia]]&amp;quot; talks about the Book of Tormtor. What is in the present age called the Dark Elven language would in the Second Age have been associated with the Ur-Daemon, because of this framing of who was involved with that region in that time period. The part about its source having never been found by extrachthonic linguists is from the &amp;quot;[[Dark Elven languages]]&amp;quot; document. Another subtle point is that it cannot have been known as the &amp;quot;voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;History of Elanthia&amp;quot; implies it was not known as &amp;quot;Rhoska-Tor&amp;quot; yet when Despana was searching it. It has to be considered part of the Southron Wastes in the Second Age.&lt;br /&gt;
[304] This is an embellishment but would sensibly follow from the premise in the line noted by footnote 302.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland of Rhoska-Tor most of all, there were nightmare visions in prolonged exposure, especially near the protrusions known as Tor.[305] These outcroppings or mounds are mythologically named for each of the &amp;quot;dead gods,&amp;quot; which is how the Ur-Daemon are regarded.[306] While such names ought to be the pure fictions of legend, rituals are performed, attempting to commune with the dead Old Ones. Whether it is purely a fabrication of fever dreams, or parapsychic imputing of forbidden knowledge, dark cults grow around these haunted ruins.[307] Cults might at times become extinct, only to arise again, centuries or millennia later.[308] There are many apocalyptic eschatologies among these religions. Those who worship the Old Ones, the dead gods, seek to awaken them.[309] They often believe &amp;quot;lesser demons&amp;quot; are hybrid offspring of the Ur-Daemon, transmogrifications made from the living of this world.[310] Consecrating us with their unholy black blood.[311]&lt;br /&gt;
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[305.1] The first part of this is stemming off the Grot&#039;karesh Hammer Clan exposure to the Battle of Maelshyve. &amp;quot;[[Giantkin History]]&amp;quot; translates Grot&#039;karesh as &amp;quot;magically cursed&amp;quot; or &amp;quot;magically haunted&amp;quot;, but &amp;quot;elder elven scholars&amp;quot; translate it as &amp;quot;Daemon-tainted&amp;quot;.&lt;br /&gt;
[305.2] This interpretation of &amp;quot;Tor&amp;quot; is totally made up. There are several reasons for it. Tor are geological formations that are basically rock outcroppings with hill formations, such as the hill Glastonbury Tor, which is mythologically associated with Arthurian legend and Otherworlds. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; describes hills in the region of Maelshyve. Banshees in turn are fey of the mounds/hills in real-world mythology. Likewise, keeps are generally built on mounds, and Maelshyve is a &amp;quot;great keep&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; and &amp;quot;Keep&amp;quot; in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The [[ora]] lore from the materials documentation also has a very large ora mine in Rhoska-Tor, but otherwise describes ora as being found in mountains and hilly regions. Tor are typically granite, an intrusive igneous rock, and the [[urglaes]] around Maelshyve ought to implicitly be in igneous rock (with &amp;quot;[[History of Elanthia]]&amp;quot; calling Rhoska-Tor &amp;quot;blackened&amp;quot;), but the underground caverns are suggestive of limestone. So all of this together is the logic of treating the word part &amp;quot;Tor&amp;quot; in the geological meaning.&lt;br /&gt;
[306] This is a Lovecraftian twist on the Ur-Daemon based on established Ur-Daemon facts, combined with the fey mythology usage of Tor. It is an embellishment to say there are other Tor and that they are named after specific Ur-Daemon, but this retcon is meant to motivate why we supposedly know the names of individual Ur-Daemon (e.g. Ith&#039;can, Goseth) and why this region was considered an old place of the Ur-Daemon. These Ur-Daemon names are represented as used in occultist grimoires in Volume 2 to help explain that point.&lt;br /&gt;
[307] This is a made up embellishment. It serves to motivate the existence of the cults, even if they die out and come back later. It provides the seed for alternate possible origins of the Book of Tormtor, because the literal explanation of a book written in the Ur-Daemon language from &amp;quot;[[History of Elanthia]]&amp;quot; does not make sense without additional premises. That the Ur-Daemon would have a book at all, and then someone tens of thousands of years later can read it, without some weird magic artifice explaining it.&lt;br /&gt;
[308] This premise allows some long-run behaviors without having to posit specific organizations (i.e. cults) or whole cultures continuously existing for tens of millennia.&lt;br /&gt;
[309] This is made up, but based on the storyline instances of using Ur-Daemon body parts, such as rejuvenating them with Ur-Daemon blood. As well as the Beast imprisoned in Teras Isle having ambients of almost waking up.&lt;br /&gt;
[310] This is meant to relate the cultists to the &amp;quot;warlock&amp;quot; dark magic archetype described earlier, and based on the canon ability of demons and other extraplanars to hybridize with the living. Then they are just exercising religious beliefs about the demonic, doing some confirmation bias conflating them into their ancestor veneration. It isn&#039;t necessary for it to be true that a lot of these demons originated in hybridization of the living with the Ur-Daemon and then banished in the Ur-Daemon War. But it need not be quite obvious that this is wrong, either. Even the abyran might plausibly be made by a more powerful demon out of the missing Faendryl sorcerers.&lt;br /&gt;
[311] The blood of the Beast of Teras Isle is black. It was used to charge up the eye of Ith&#039;can for the climax of [[Cross into shadows|Cross into Shadows]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These kinds of sentiments lent themselves to still other forms of necromancy.[312] There were those who sought to induce demonic possession, such as the riders of the wasteworms.[313] Others were &amp;quot;dread seers,&amp;quot; attempting to &amp;quot;possess&amp;quot; demons, or using conduits such as the vruul for divination.[314] This is a necromantic form of astral projection for harrowing the outer valences.[315] Some sought to master the power of fashioning the demonic from elemental darkness, or the other sorcerous elements, much as an elemental or dream world manifestation might be willed.[316]&lt;br /&gt;
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[312] Specifically, this is following off the parapsychic imputing of forbidden knowledge, so it&#039;s about the sorcerous version of mind and spirit stuff with the demonic and other planes.&lt;br /&gt;
[313] Wasteworms are a creature of the [[Southron Wastes]] from the [[Wavedancer]] event. The idea of there being wasteworm riders is shamelessly ripped off from Dune. The premise here is black arts practitioners acquiring demonic powers for themselves through their bonds or usage of demons.&lt;br /&gt;
[314] This is a made up premise that Xorus [[Harrowing and Esoteric Archaeology|lectured]] about at a Faendryl symposium and has used in vignettes, and to some extent did during the Witchful Thinking storyline when probing the memory past of Thrayzar and Pylasar using Melgorehn&#039;s Reach. &amp;quot;dread seer&amp;quot; is inspired off an attempted translation of the inscription of the Dark Shrine in the Broken Land, where the theory (though I think it&#039;s likely coincidental and the composite word was just trying to mean &amp;quot;cruel&amp;quot;) is that its multiple meanings included referring to the vruul as &amp;quot;dread seers.&amp;quot; There were I.C.E. motivations for that interpretation. Regardless, the premise is sorcerers doing &amp;quot;demonic possession&amp;quot; on demons or unliving monstrosities like the vruul, as conduits for immaterially exploring eldritch vistas and incomprehensible cosmic horror.&lt;br /&gt;
[315] The general idea is it would be the sorcerous analog of dream walking and spirit possession and so forth. It would be necromancy for immaterially exploring the sorcerous valences and infernal realms and so forth. As opposed to the Faendryl sorcery methods of material summoning and materially passing through rifts into other valences like the Extrachthonic Cartographer&#039;s Guild does. This is generally about removing the oversimplification of the domains of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot;, which is significantly done in Volume 2.&lt;br /&gt;
[316] This is totally made up, but inspired by the premise of what the Broken Land story was about, with Uthex attempting to fashion entities out of energy. This is using that concept specifically for entities of darkness and the demonic, and makes a consistency hook for why Marluvians and so forth would try to twist Uthex&#039;s work in that direction.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks were especially responsible for the innovations of demonic necromancy.[317] These would sometimes be abominations that would not, in the narrow sense, be thought of as undead.[318] They were often in reincarnation cults, seeking unnatural forms of immortality.[319] It was noticed very early on that sometimes the curse of the undead was bound to other objects.[320] Tormented spirits might be stuck to the cursed blade that killed them, and if struck down, would eventually reconstitute themselves.[321] It was only with the destruction of the cursed item that they were &amp;quot;released.&amp;quot; In time this insight would be developed into more elaborate ways of preventing destruction from violence.[322] These have ranged from the phylacteries of some kinds of liches, soul fragmentation into unwilling vessels, soul transference, and support hosts of various kinds through the blood of demons.[323] Warlocks often seek to transform their own blood with that of dark powers.[324]&lt;br /&gt;
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[317] Demonic necromancy is defined in more detail in Volume 2. It is contrasted with low necromancy (roughly, reanimate dead and mindless corpse undead, with rote magic) and high necromancy (roughly flow magic with dark essence). High necromancy is also a [https://elanthipedia.play.net/Category:Necromancer_spells distinction] in DragonRealms, which includes what we are calling transmogrification. Demonic necromancy includes such things as some forms of teratology, making infernal undead (corrupted with &amp;quot;sorcerous elements&amp;quot;), attempting to refashion the demonic into new forms of monstrosity, and mixing the demonic into the undead in various ways. It might be regarded as overlapping with high necromancy, or possibly even being a special subset of it.&lt;br /&gt;
[318] The varied forms of unliving, and undeath as a demonic spectrum, is elaborated in Volume 2. It is somewhat similar to the distinction between [https://elanthipedia.play.net/Corruption_(2.0) &amp;quot;corruption&amp;quot;] and [https://elanthipedia.play.net/Perverse &amp;quot;perversion&amp;quot;] in DragonRealms [https://elanthipedia.play.net/Category:Corruption_spellbook necromancy]. In DragonRealms the [https://elanthipedia.play.net/Category:Necromancer_spells distinction] between corruption and perversion necromancy is whether life mana is being mixed with elemental or lunar mana. For our purposes we have distinctions between the &amp;quot;transmogrified&amp;quot; and the living undead or mutant aberrations, but we&#039;re not trying to map simply to DragonRealms, for instance because we&#039;re including various explicit forms of demonic / sorcerous essences instead of just this life mana hybridization distinction.&lt;br /&gt;
[319] This is related to the animism roots postulated earlier as a debasement. This is used especially in Volume 3 to motivate the development of phylactery and other preservation methods.&lt;br /&gt;
[320] This is just generally something that can happen.&lt;br /&gt;
[321] This phenomenon is then recognized for its potential in preventing destruction from violence.&lt;br /&gt;
[322] Some of these are elaborated in Volume 3 in the &amp;quot;Preservatives&amp;quot; category of undeath.&lt;br /&gt;
[323] These examples generally have precedent from storylines that have happened.&lt;br /&gt;
[324] This is extrapolating off the caustic black blood of the [[Vvrael warlock]]s, and to some extent what Raznel did to her own blood and with her paragons. These were essentially a form of demonic hybridization, because they were made with a processed variant of [[epochxin]], the venom blood of the ebon-swirled primal demon which transforms the blood of the victim into epochxin (or the epochxin variant.) These demons reside natively in the Southron Wastes as well as other valences.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These depraved theologies concerning the demonic, especially the Ur-Daemon, are twisted from their roots in ancestor veneration.[325] While these were originally only those demons that descended from the Age of Darkness, or had arrived through unstable rifting, it would not remain limited to demons which had become trapped in this world.[326] There would sometimes be Faendryl who would escape execution, or the limitations of laws, by hiding in the southern wastes or conducting their work there in secret.[327] These summoners might be converted to dark religions, or make pacts for safe haven.[328] Knowledge of demonic summoning from the outer valences spread in this way.[329] It was also the birth of other forms of undeath, caused by the various kinds of demons.[330]&lt;br /&gt;
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[325] This is helping motivate the term &amp;quot;Old Ones&amp;quot; and getting into how very differently these black arts practitioners approach and regard the demonic from how the Faendryl do, and why the Faendryl do not view things that way.&lt;br /&gt;
[326] Such demonic are being presumed to exist, but they should have existed from world logic consistency considerations.&lt;br /&gt;
[327] This is not explicitly stated anywhere, but essentially has to be true out of realism. Given the previously supposed framework of the nature of the southern wastes in the Second Age.&lt;br /&gt;
[328] This reasonably follows from the previous premise.&lt;br /&gt;
[329] &amp;quot;[[History of the Faendryl]]&amp;quot; has Faendryl demonic summoning beginning before -40,000 Modern Era, based on the Patriarch numbers and the timing leading up to Patriarch 14. This document is treating that as very specific form or style of demonic summoning, involving veil piercing and materially pulling through an entity. In practice it would not make sense for this knowledge to not spill out to some extent over the next 25,000 years from rogue sorcerers. So we have some stuff spilling back to the Faendryl through occultists, and some stuff from the Faendryl spilling over into cultists through criminals and traitors. Cross-pollination of methods. The House Elves likewise needed to already know what demonic summoning is and the nature of the Ur-Daemon for the Faendryl exile to make sense. The scope of Faendryl summoning in the Second Age has to be very restricted, more restricted than implied by the &amp;quot;History of the Faendryl&amp;quot; document. It might also be focused on outer valences, or even just similarly material valences and their entities (as opposed to &amp;quot;infernal realms&amp;quot; as defined in Volume 2 or more dangerous outer realms), which might include extraplanar races or creatures like Ithzir but not necessarily &amp;quot;fiends&amp;quot; like vathors and oculoths.&lt;br /&gt;
[330] This is leveraging off GemStone&#039;s long but ill-defined history of relating the demonic to the origins of undead. It is incoherent to have demonic summoning without corresponding exposure to undeath. It is one of numerous reasons it makes no sense for undead to have not existed in Elanthia before Despana.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
II.D House Faendryl&lt;br /&gt;
&lt;br /&gt;
In the time of the Rebuilding the Arkati had been credited with providing spiritual powers to the more mortal races of flesh and blood.[331] But the ancient elves had long since turned from worshipping the Great Spirits.[332] In the Elven dogma or &amp;quot;Matter&amp;quot; such as with the myth of Yadzari and Amas, imagined as the ancestors of the Illistim and Faendryl royalties, the dragons were regarded as forces of darkness --- sky monsters, not divine powers, and certainly not bastions of civilization --- which their ancestors had believed were warded off by their gods.[333] The Sylvan tradition is much the same, and has the virtue of memory, bridging to the Rebuilding through the hierophants.[334] Dragons were &amp;quot;the darkness&amp;quot; first, demons became the darkness.[335]&lt;br /&gt;
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[331] This was cited already in previous sections. The term Rebuilding for the Arkati dominated period comes from &amp;quot;[[Elanthian Moons]]&amp;quot;.&lt;br /&gt;
[332] This is established in &amp;quot;[[Elven Dogma and Theology]]&amp;quot;, and Great Spirits in this document is a generic for all powerful spirit deity entities, avoiding the baggage of the word &amp;quot;Arkati&amp;quot; which is tied up in Drake servant legends.&lt;br /&gt;
[333] &amp;quot;[[Elven Dogma and Theology]]&amp;quot; can be read as the Drakes being regarded as dark gods, but the plain reading of that document has the Elves not believing the Arkati were servants of the Drakes at the time it actually happened, instead turning to that idea after the fact to rationalize the Ur-Daemon War. It frames the Arkai as gods who kept the Drakes (or perhaps really dragons if these is a distinction) from harming the Elves. The part about Yadzari and Amas is characterizing that part of the legend as merely a &amp;quot;Matter&amp;quot; foundation myth along the lines of the steward / great chain of being conception postulated earlier.&lt;br /&gt;
[334] It is unclear how early exactly the sylvan hierophant [[History of the Sylvan Elves|memory transfer]] method actually goes back. But the Rebuilding goes all the way up to the founding of the Elven Empire, and it certainly dates at least roughly that far back. But the bestial view of dragons, consistent with the Linsandrych Illistim characterization, is represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[335] This plays off &amp;quot;Draekeche&amp;quot; being the (ancient?) Elven word for &amp;quot;Darkness&amp;quot;, and echoes off the beginning of the document saying the darknesses destroyed each other.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Our elven ancestors may well have been confused on this point --- conflating the dragons with more powerful Great Spirits, such as Koar, who had manifested as dragons --- much as the Arkati mostly take humanoid forms.[336] It may even be that those spirits, the Great Drakes and Wyverns, were shaped by draconic influences.[337] Whichever is the truth, elves hated and feared dragons. In spite of the romanticism of later ages.[338]&lt;br /&gt;
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[336] This is an iconoclastic IC author view. This notion of the Drakes really being higher spirits than the Arkati was floated, for example, by Auchand on Milax&#039;s podcast. The point of this line is dealing with the contradictory way this has been handled. &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; are used interchangeably in &amp;quot;[[History of Elanthia]]&amp;quot;, but other times there&#039;s been a notion of them being different, but there are also draconic lineages (e.g. wyrms) that are certainly much less powerful than Arkati, and so forth. So the IC author is questioning whether ancient Elves may have confused actual dragons with draconic-manifesting or incarnating spirits that were more powerful than the humanoid-manifesting or incarnating spirits, and it might well be that both &amp;quot;dragons&amp;quot; and &amp;quot;Drakes&amp;quot; so defined fought the Ur-Daemon.&lt;br /&gt;
[337] Same point as note 336.&lt;br /&gt;
[338] This is reconciling the polar opposite ways the dragon attitude is treated in documentation. Between say the Linsandrych Illistim quote in &amp;quot;[[History of Elanthia]]&amp;quot; and the pro-Wyvern attitudes by Vaalor elves in the &amp;quot;[[Wyvern]]&amp;quot; documentation, and such things as the &amp;quot;Imperial Drakes&amp;quot; and the religious mythos of Koar possibly being the last Great Drake.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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In the wake of the Ur-Daemon War where the dragons and demons fought, those gods were reimagined as having been mere servants of the dragons, themselves a mortal race which inherited the world from its former masters.[339] From the Drakes to the Arkati, so it was from the Arkati to the Elves, as it would be from the Elves to the lesser races.[340] In this way there was a secular movement to wield magic as the Arkati did, rather than borrowing their powers as from master to servant.[341] This was an especially difficult mode of spellcraft known as Arcane magic.[342]&lt;br /&gt;
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[339.1] This is a fair reading of &amp;quot;[[Elven Dogma and Theology]]&amp;quot;. Similarly, the proof of Arkati mortality in it is unconvincing, because they are spirit beings who may take on incarnations, but a struck down incarnation isn&#039;t the same thing as killing the spirit. The IC author view here is characterizing the view of the Arkati in the Second Age as fitting and justifying the ideology of the Elven Empire, and then later religion takes this elven atheist revisionism more credulously as theology.&lt;br /&gt;
[339.2] This is also reconciling the treatment of parents/siblings relationships in &amp;quot;[[Gods of Elanthia]]&amp;quot;, which is arguably vestigial from I.C.E., with the origin legends related to Drakes where it makes no literal sense. It&#039;s treating this as Elven racial ideologies being read into the Arkati.&lt;br /&gt;
[340] This formula used to be part of Fash&#039;lo&#039;nae&#039;s gods description.&lt;br /&gt;
[341] This is suggesting that the Arkati were providing forms of spiritual magic to the Elves, and that the other forms were learned by the Elves on their own. This is sensible given the nature of the Arkati and the nature of spiritual (especially clerical) magic. The idea that there was a secularizing movement in magic is an embellishment, but basically consistent with how the House Elves were developing.&lt;br /&gt;
[342] This is reviving the I.C.E. concept of Arcane magic from Rolemaster and Shadow World, which is already present but not explained in lore with the mechanical Arcane spell circle, and is historically encoding the notion that initially there was not division into separate spheres of magic. But that there was a natural fissure already present for the elemental and spirit spheres to split apart into separate (and easier) categories of magic. Hybrid magic is closer to Arcane magic. The following section is reconciling the magic theory lore from I.C.E., DragonRealms, and what exists all the way throughout all time points of GemStone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(1) Arcane Power [343]&lt;br /&gt;
&lt;br /&gt;
Arcane magic is the wielding of the raw, undifferentiated forces into magical effects.[344] It is what would later be called &amp;quot;flow magic,&amp;quot; as opposed to the finished spells of &amp;quot;rote magic.&amp;quot;[345] The direct wielding of essence in exoteric spellcraft is known as thaumaturgy, while exoteric conjuration or channeling is theurgy, whether or not these are &amp;quot;rote&amp;quot; spell effects.[346] Esoteric magic is an informal cousin of ritual theurgy, with various sympathetic or mimetic traditions.[347] Wielders of Arcane power are able, in principle, to cast spells of any of the spheres of magic.[348]&lt;br /&gt;
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[343] This section is generally fixing the defects and deficits of the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. It is intentionally trying to keep consistency with I.C.E. (Rolemaster and Shadow World) because those are the conceptual foundation and framework the game was built on, as well as consistency with DragonRealms, because Elanthia is supposed to be &#039;&#039;&#039;the same world setting&#039;&#039;&#039; so it should have &#039;&#039;&#039;approximately consistent cosmology and &amp;quot;magic physics&amp;quot;&#039;&#039;&#039; in both GemStone and DragonRealms (and ideally at all time points for GemStone back to 1989.) DragonRealms has magic theory due to GM posts and so forth, and there&#039;s some magic theory out of I.C.E., so it is a matter of making those consistent with what exists in GemStone mechanically and lore documents and in storyline premises.&lt;br /&gt;
[344] This is partly inspired by the [[Arcane Blast (1700)]] messaging, but also emphasizing the non-specialization into spheres of magic.&lt;br /&gt;
[345.1] These terms are from the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. This section is generalizing the magic theory, so that document is representing a particular set of positions on theory of magic. This document is speaking of broad historiographic and metaphysical categories, so that it leaves the particular schools of thought in actual history to be complicated and messy and open-ended in definition. &lt;br /&gt;
[345.2] The equation of &amp;quot;Arcane magic&amp;quot; and &amp;quot;flow magic&amp;quot; will be made more nuanced later in this section, since the view that separate spheres of magic are metaphysically fundamental would maintain that each sphere has its own flow magic. The IC author is more sympathetic to the view that undifferentiated magic is more fundamental.&lt;br /&gt;
[346.1] This sentence is dense in terminology. &amp;quot;Exoteric&amp;quot; refers to what we normally think of as casting spells in a game mechanics sense. What prior sections were calling occultism or sympathetic magic are &amp;quot;esoteric&amp;quot; magic, but when they are actual magic they are still magic just informal in the way they work. Within the category of &amp;quot;exoteric&amp;quot; there are two primary modes of magical manipulation, &amp;quot;thaumaturgic&amp;quot; spells and &amp;quot;theurgic&amp;quot; spells. This becomes the underlying reason for the split into separate spheres of magic, where the esoteric stuff is the roots of what later was conventionalized as Mentalism. These terms are about magical method, not category of behavior or effect such as a word like &amp;quot;apotropaic&amp;quot; magic which would refer to things like wards against dark magic and protection spells.&lt;br /&gt;
[346.2] &amp;quot;Essence&amp;quot; is the I.C.E. terminology and &amp;quot;mana&amp;quot; is Elanthia terminology, but GemStone still uses &amp;quot;essence&amp;quot; and &amp;quot;flows of essence&amp;quot;, and even the notion of background magical energy. In this document we are using &amp;quot;essence&amp;quot; as a generic for magical energy, including darker or more chaotic forms from infernal demonic realms and other valences and so forth, and restricting the word &amp;quot;mana&amp;quot; to the kinds of essence that are used in our ordinary &amp;quot;pure&amp;quot; magic spell circles. In the basic cosmology model Volume 2 uses, these are found in pure form in higher (but still accessible and partly intersecting) &amp;quot;near planes&amp;quot; like the Elemental planes, and other stuff like balefire and necrotic energy and so forth is essence but not &amp;quot;mana&amp;quot; by that definition.&lt;br /&gt;
[347.1] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies Erithians introduced &amp;quot;Mentalism&amp;quot; as a separate sphere of magic starting in 3,786 Modern Era, and people in Elanthia were not regarding Empaths (for example) as mentalist hybrids up through 5103. So we&#039;re here historicizing things by calling that a convention shift, and that Elanith had its own precursors to what is now called Mentalism through these esoteric traditions. The key to being esoteric magic is manipulation of magical energy and an effect that actually concretely works, whereas other more purely superstitious stuff doesn&#039;t count as occultism and so forth.&lt;br /&gt;
[347.2] Esoteric spells in DragonRealms refers to the highest difficulty level of spell casting. This notion is more or less encoded here in the premise that Arcane is magic on hard mode, and Arcane magic in actual development as rational orthodox magic (i.e. the way House Elves tried to do Arcane as opposed to how Arcane is inherently across all cultures) attempts to be thaumaturgical instead, which creates the roots of the split between elemental and spiritual magic. (The Dhe&#039;nar in contrast are described here as arriving at the elemental-spiritual split for different historical reasons.) Incidentally, trying to do sorcery with esoteric magic in DragonRealms is highly prone to backlash.&lt;br /&gt;
[348] This is the original premise in Rolemaster for the Arcane realm of power, as well as in the Shadow World setting. Equal ability in each realm, but with trade-offs for that flexibility. Similarly, hybrids had more spell list choice flexibility, and the [https://www.play.net/gs4/info/magic-guide.asp Magic Guide] on Play.net still has language originating in Rolemaster Spell Law that wrongly states hybrids in GemStone have access to both Minor and Major spell circles: &#039;&#039;&amp;quot;Major Spell circles are the deepest and most powerful concepts common to each sphere of magic, and may be mastered only by pure &#039;&#039;&#039;or hybrid users&#039;&#039;&#039; from their respective spheres.&amp;quot;&#039;&#039; What we call Major spell circles could be accessed, but with restrictions such as spell level and so forth, meaning the Hybrid and Arcane caster didn&#039;t have access to some of the most powerful single realm Pure spells. (Though they had their own base lists.) This is effectively the same situation in GemStone because of the limitations on [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In practice this is very difficult without imparting pre-formed spells into magic items or scrolls, or mastering the spheres of magic separately from each other with &amp;quot;rote&amp;quot; spell circles.[349] Most with a talent for magic have at least a minor capacity for Arcane.[350] It is mostly a thaumaturgical mode of spellcraft, only able to imitate the effects of purely theurgical magic.[351]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[349.1] This is framing why we can&#039;t just train up the Arcane spell circle natively, but are able to use all these spells of other spheres through our magic item use and arcane symbols training. This document is leaning on the DragonRealms concept of magic items effectively acting as the confound instead of depending on what we would call the attunement of the spellcaster.&lt;br /&gt;
[349.2] The discussion of &amp;quot;confounds&amp;quot; further down will explain in an IC way why there is native spell circle limitation for these spellcasting professions. Because our character classes are implicitly using what are more explicitly called confounds in DragonRealms, and essentially attunement to forms of mana, it creates specialization limitations on the ability to manipulate magic in other ways. Similar to what tacitly exists within professions with not being able to max out all the lores (e.g. tradeoff between necromancy and demonology). In Rolemaster there were just hard limitations, but DragonRealms rationalizes it.&lt;br /&gt;
[349.3] Furthermore, in DragonRealms the lack of attunement to particular forms of mana is the natural state for spellcasters, and it must be actively gained. Through tutelage of another spellcaster, guilds and so forth. This means the lack of attunement (except for relatively rare [https://elanthipedia.play.net/Magical_theory spontaneous attunement]) is the natural state of magic, and that specialization is an artifice that historically would have developed later. This would be consistent with Shadow World and would be consistent with GemStone&#039;s arcane blast spell being natively known by full spellcasters of all realms even when they have no spell research training yet. In DragonRealms these mana type attunements involve a physiological relationship of the body. Volume 1 does not go into that. But there is some of that in GemStone in relation of mana to nerves.&lt;br /&gt;
[350] This is playing off all the full magic casting professions having self-knowledge of [[Arcane Blast (1700)]] (which costs no mana to cast, it is effectively just shoving the raw essence at something). In DragonRealms spellcasters are naturally unattuned and usually only become attuned with training in magic traditions. So we are keeping the premise that Arcane is the natural state of magic casting. But historically the Arkati skewed it with teaching magic involving themselves as confounds. Then the Elves we posit do a rationalist/materialist backlash, going back to constructing magic for themselves starting with Arcane, which then leads to the elemental and spiritual split, and eventually mentalism. It becomes academic whether spiritual magic or Arcane magic should be considered historically prior. Technically Arcane is always prior. And related to this document, the animist spiritual magic traditions do not necessarily begin in Arkati, and you can have dark magic traditions out of Arcane roots and not related to Elven orthodox magic, without having come from Arkati. (And after all, Althedeus would teach blood magic to his minion in any give period, and similar demonic powers can go to the warlocks.)&lt;br /&gt;
[351.1] This is setting up the symmetry breaking of being unified magic but splitting up into separate spheres. Arcane magic is tapping the flows of essence, not channeling spells from a deity. It&#039;s replicating the spell effects, but not doing it theurgically. This leads to the split between what in Rolemaster is &amp;quot;essence&amp;quot; and &amp;quot;channeling&amp;quot;, and what by effect is called &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; in the Elanthia setting. Classical sorcery gets defined here later in a way that shows why it is methodically inbetween and therefore &amp;quot;hybrid&amp;quot;. Esotericism could also be considered an informal cousin to thaumaturgy as well, maybe more generally what is left out of the thaumaturgy and theurgy division, with sorcery having natural tendency into it.&lt;br /&gt;
[352.2] This sentence is also slightly misleading. Strictly speaking, Arcane magic is natively esoteric magic, and is classified that way in DragonRealms. Esoteric magic is a modality related here to informal lay magic, and lack of attunement is the natural initial state of magic users, unless they weirdly got attuned without training for some reason (e.g. [[Cyph Kestrel]], [[Brieson Cassle]]). The esotericism is in the lack of rational understanding of the flow magic, and the dark magic traditions are similarly rooted in Arcane. What this sentence is really saying is that the orthodox magic tradition developed thaumaturgically, constructing rote magic or within-spheres-only flow magic, with exoteric spell casting in reaction to theurgical magic, where Arkati taught magic involved attunement toward themselves. This attempt to construct rational magic by tapping the flows of essence themselves becomes thaumaturgy, which is a modality that naturally splits the elemental and spiritual spheres and tries to tame it into rote spell patterns, and as a consequence of that leaves out the esoteric traditions. Likewise, in DragonRealms sorcery is considered esoteric magic, also rooted in irrationalism and emotion, which is a Dungeons &amp;amp; Dragons sorcerer versus wizard kind of distinction. Here we are saying the Faendryl primarily tried to construct sorcery as thaumaturgical, exoteric magic, such as the Mahkra asylum being a &amp;quot;thaumaturgical asylum.&amp;quot; But sorcery very naturally turns to esoteric forms, which is part of why it naturally merges with the black arts traditions (and has some mentalist-seeming aspects), which are approaching sorcerous magic that way from the beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the history of magical theory is mostly beyond the scope of this text, it suffices to note there are many schools of thought that fundamentally disagree about the foundations of magic, and this is a philosophical dispute that dates back to the early Elven Empire.[352] It is better to illustrate two very broad categories of metaphysical theory, which have no practical difference, which together influenced the merger of sorcery with the black arts.[353] Loosely speaking, there were the &amp;quot;monists&amp;quot; who believed that &amp;quot;the essence&amp;quot; was undifferentiated in its most primal form, while the &amp;quot;dualists&amp;quot; (or in the present age the &amp;quot;trinitarians&amp;quot;) believed magic is naturally divided into separate coequal &amp;quot;realms of power&amp;quot; with their own distinct forms of &amp;quot;mana.&amp;quot;[354] In this world view of the &amp;quot;spheres of magic,&amp;quot; there were the &amp;quot;elements&amp;quot; wielded directly by mages, and the &amp;quot;spiritual&amp;quot; powers that were &amp;quot;gifted as manna&amp;quot; from the heavens.[355]&lt;br /&gt;
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[352] The motivation for this is realism. It does not make sense that there would not be conflicting magical philosophies, especially on metaphysical and methodological questions. Academic disciplines always have philosophical disputes on their foundations. So this section illustrates how contrary metaphysical views of magic can exist without an empirical difference between them.&lt;br /&gt;
[353] This is the tie-in with the historicism of the document. There is not an empirical difference in the magic, but the philosophies themselves guide development in different directions. Especially relevant for merging foreign traditions. Doing two broad categories leaves the whole thing open-ended in specific historical details.&lt;br /&gt;
[354] This tension is present in the I.C.E./Rolemaster basis of our whole magic system. The Arcane concept was invented later for Rolemaster Companion, and the Shadow World setting adopted it and made it historically prior to hybrid magic which was historically prior to the three single realms. But then you have a conflict over which is the more natural and fundamental state of magical power. Later Shadow World books include a paragraph to the effect of &amp;quot;I don&#039;t know what we were thinking when we came up with hybrid magic, because mixing these completely different things together doesn&#039;t make sense.&amp;quot;&lt;br /&gt;
[355] This is historicizing why there is an Arcane circle, why the spells in it are often spells that could belong to other spell circles, and why there are these spheres of magic in spite of having Arcane magic. This sentence is not including Mentalism, because of the framing that a third coequal sphere of magic is comparatively recent history with the Erithians, and the earlier framing that esoteric magic traditions were informal rather than orthodox magic theory. This section is mostly talking about organized magic in civilization, especially the Elven Empire, but its motivation is for explaining Faendryl magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was dangerous to try to wield elemental magic with the powers from spiritual sources.[356] The inanimate world was made of the elements and the animate world was made of the spirit.[357] When the Erithians began making themselves known in Elanith, it became fashionable to regard &amp;quot;mentalism&amp;quot; as its own sphere of magic.[358] This subsumed our various antecedents of sympathetic and astral magic, as practiced by occultists and esotericists, such that some long standing magicks are now regarded as partly mentalist.[359] The spiritual planes of existence that had been characterized as dream worlds now tend to be regarded as mental realms, and so there are three kinds of &amp;quot;near planes&amp;quot; corresponding to purest forms of the three kinds of &amp;quot;mana&amp;quot; or magical energy.[360]&lt;br /&gt;
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[356.1] This is inherently sorcerous with corruption and backlash risks in DragonRealms, which categorizes different kinds of sorcery depending on which kinds of mana/magic are being improperly crossed. In GemStone we have some explicit chaotic backlash framing for doing this kind of crossing in the combination of Elemental/Spiritual/Mentalism dispels.&lt;br /&gt;
[356.2] This is helping motivate the split into separate spheres of magic. You cannot use power from deities to cast mage spells, and so on, because bad things will happen. But if you want the bad things to happen, you&#039;re doing forms of sorcery.&lt;br /&gt;
[357] This is an oversimplification, the body is not made of spirit. It&#039;s just characterizing the split in spheres of magic in terms of the metaphysical dualism of materialism and immaterialism, with the Elven Empire having been previously characterized in this document as largely materialist in its metaphysical prejudices. &lt;br /&gt;
[358] The IC author bias is that Mentalism is more of a fashionable convention on the elemental-spiritual interface than an actual coequal sphere of power.&lt;br /&gt;
[359] This precursor framework is necessary for the world setting to make sense. It&#039;s not like there were no empaths before Erithian Mentalism was introduced to Elanith.&lt;br /&gt;
[360] This is an embellishment. It follows on the existence of the Elemental Planes in &amp;quot;[[History of Elementals]]&amp;quot; and the existence of spirit planes such as in &amp;quot;[[Giantkin History]]&amp;quot;. But we have the dream realm of Ronan/Sheru from &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;, and now souls of the dead taking on different forms in [[Naidem]], and so forth. Volume 2 uses a simplistic cosmology of these three pure realm &amp;quot;higher&amp;quot; near planes, the higher planes that can actually be accessed from this world, and &amp;quot;lower&amp;quot; near planes of the &amp;quot;sorcerous elements.&amp;quot; All of which are distinct from &amp;quot;outer valences&amp;quot;, where the &amp;quot;near planes&amp;quot; vs &amp;quot;sorcerous valences&amp;quot; is a distinction Auchand introduced on the valences Wiki page.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those of the monist schools of thought dismissed this as sophistry, or impolitely with less charitable words. There were merely tendencies toward elemental and spiritual &amp;quot;phenomena&amp;quot; from wielding the essence in distinct ways.[361] Those who manipulated the flows of essence around themselves were &amp;quot;evoking&amp;quot; the background essence, those who drew their magical powers from other sources were like a fluid &amp;quot;channel&amp;quot; or focal lens, and what we now call &amp;quot;mentalism&amp;quot; is a resonance of one&#039;s own &amp;quot;aura&amp;quot; or essence personally.[362] One was often prone to &amp;quot;elemental&amp;quot; effects, the other to &amp;quot;spiritual,&amp;quot; and the last to forms of self-transformation.[363] It was reading mystical nonsense into magic to think that using ineffective methods spoke to the fundamental structure of the cosmos.[364] Where the separatists hold the material world is made of the elements, that the elements and spirits are themselves wielded directly, monists assert that is only confusing cause and effect. The separatist schools in turn regard preternatural monism as the mystical nonsense, as it was essentially the immanent worldview of druidism, with the words changed and dressed up as theory.[365] These philosophies do not even agree on basic matters of cosmology. Some believe &amp;quot;mana&amp;quot; is inherent to this world, others believe it originates in the other planes.[366]&lt;br /&gt;
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[361.1] &amp;quot;Elemental&amp;quot; and &amp;quot;Spiritual&amp;quot; are De-I.C.E.&#039;d replacements of &amp;quot;Essence&amp;quot; and &amp;quot;Channeling&amp;quot;, which were more causal in their magical meaning, whereas elemental and spiritual are more about the kinds of spell effects most dominant in each. So the past few decades have been increasingly elemental-izing what was from the Rolemaster &amp;quot;Essence&amp;quot; lists, because it was just the Mage Base list that was elemental and not Essence realm in general. This line is getting at cause vs. effect disputes.&lt;br /&gt;
[361.2] In the Arcanist point if view, the effects can be generated without theurgy, if the essence is manipulated in the right way. But then the separatists are just doing theurgy, channeling from the spirit sources. So they end up disagreeing on what is fundamental or even what is historically prior due to the Arkati, and what the nature of magic is when done by deities.&lt;br /&gt;
[362] This is making use of the terms &amp;quot;evoke&amp;quot; and &amp;quot;channel&amp;quot;, which get used for game mechanics, but it&#039;s not really trying to read magic theory into those mechanics. &amp;quot;channel&amp;quot; stems from Rolemaster, and &amp;quot;evoke&amp;quot; is just the word we are using, because it&#039;s generally evocation magic in the Dungeons &amp;amp; Dragons sense. &amp;quot;aura&amp;quot; is post-I.C.E. category for GemStone. Savants do not seem to have defined prime requisites, but following the pattern of other professions it would be Influence. So the &amp;quot;resonance&amp;quot; or internal channeling of aura here is what mechanically would be called Influence. The real point is that Mentalism is an inwardly and largely self focused mode of magical energy manipulation, rather than drawing on outside sources of power.&lt;br /&gt;
[363] This is explaining why given kinds of effects tend to dominate out of these separate forms of underlying causation.&lt;br /&gt;
[364] Orthodox magic theory being rationalist in its metaphysical biases. This statement is partly coming from the view point of physiological limitations with mana / confound attunement, and to what extent this represents fundamental magical reality as opposed to conventions getting hard baked.&lt;br /&gt;
[365] This logically follows from the previous premises.&lt;br /&gt;
[366] Since mana is already suffused through this world, but is also in those other pure planes and those planes bleed through into ours (e.g. &amp;quot;[[History of Elementals]]&amp;quot; document), this question cannot be settled. Which means both views should exist. The [[Alusius]] NPC once claimed elemental magic here is due to the Confluence and that Bre&#039;Naere had different elements than Elanthia.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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There is a basic dispute on whether the forces of magic may be freely willed from nature, or if the world is inherently unmagical, with &amp;quot;spells&amp;quot; only briefly altering the properties of this world with otherworldly energies in ways limited by their immutable laws.[367] Some believe the unified fabric of magic remembers the spell patterns weaved into it, others say that &amp;quot;rote magic&amp;quot; is widely found in the wilds simply because it is &amp;quot;cutting nature at its joints.&amp;quot;[368] Regardless, it was much easier to develop what is now called &amp;quot;rote magic&amp;quot; within the split realms of power, which in the monist view only had the significance of making spellcraft &amp;quot;more tractable&amp;quot; rather than fundamental.[369] This, too, is a subject of disagreement. Separatists often say flow magic was easier in the distant past, and the forces are less flexible now, crowded as they are with spell patterns.[370] Monists dismiss this entirely, saying the low hanging fruit were plucked, and that single realm specialists or &amp;quot;pures&amp;quot; make for weak Arcanists.[371] They hobble themselves by developing their magical ability in narrow ways that are ill-suited to the Arcane power.[372]&lt;br /&gt;
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[367.1] In the Shadow World setting the essence originated in other dimensions and this world was ordinarily just physical and magic did not work if you got too far away from this planet which was near an interdimensional rift. In DragonRealms magical properties [https://elanthipedia.play.net/Category:Demons are altered] by other planes intersecting and basically changing the magic physics of Elanthia.&lt;br /&gt;
[367.2] So, basically the question is whether magic is will and wish fulfillment, or the intersection of natural laws between planes (and so forth) defines what is magically possible. Invention versus Discovery. This would be philosophically irresolvable much as it cannot be agreed upon in mathematics.&lt;br /&gt;
[368.1] This line is getting at the point in footnote 367.2. The pattern forming from rote spell use interpretation is given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document. The carving nature at the joints line instead is based on Plato discussing the reality of ideal forms, and that what works best will happen to correspond to the structure of the true underlying reality. In other words, we&#039;re really discovering rote magic, by finding the things that are easier or even possible to make happen.&lt;br /&gt;
[368.2] The contrary perspective rejecting this view would maintain it is very difficult for mortals to affect the flows of essence so hugely and permanently, much as that view is [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_12:36 rejected] in DragonRealms below godlike power. Though there have been spell pattern release events in GemStone, which could be rationalized in some way, such as metastabilities and spontaneous symmetry breaking and so forth.&lt;br /&gt;
[369.1] This is following the previously framed premise that it is more difficult to make Arcane spells. The pure realms became like separation of variables, restricting equations to single coordinate axes instead of having mixed-term dependencies, and less prone to chaos. If it was a literal sphere, it&#039;d be like only theta angle directions or only phi angles, or only radial changes, changing one variable and holding the other two constant.&lt;br /&gt;
[369.2] Part of this tractability issue is physiological limitations, since the ability to manipulate magic is related to the nervous system of beings of flesh, as evidenced by what happens to nerves when overextended on mana. In principle it would be possible for a physical being [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 to exist] (DragonRealms link) without the same limitations, much as one may embed different varieties of magic into a wand and have the wand used by anyone not of that spell casting realm. The monist view would be that these physiological limits are not cosmologically fundamental.&lt;br /&gt;
[370] This is the view given in the &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; document.&lt;br /&gt;
[371.1] In the view of magic as making discoveries, there are easier and harder discoveries. The easier ones are plucked first. And for the Arcanists, the pure realms are about doing magic on easy mode, going for low hanging fruit and simplifying things for wielding more mana/power in spells. &lt;br /&gt;
[371.2] This is restoring the Rolemaster definition of &amp;quot;pures&amp;quot; as referring to single realm of power specialists. In GemStone the terminology has drifted so that hybrids are spoken of as another kind of &amp;quot;pure&amp;quot;, when the terminology should have been &amp;quot;full spellcaster&amp;quot; (pures and hybrids) as opposed to &amp;quot;semi spellcaster.&amp;quot;&lt;br /&gt;
[371.3] This is setting up a duality of being a stronger monist is a weaker specialist, and a stronger specialist is a weaker monist. Crudely, it&#039;d be like someone who casts magic through the use of [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which gets mana expensive and limited in the power and spell level of rote magic it can access. Speaking just in terms of rote spell access. Whereas those specialists have native access all the way up in their base lists, but have no native access to most of the Arcane.&lt;br /&gt;
[372.1] This is making things consistent with what is explicitly true in I.C.E. and DragonRealms, but more implicit in the GemStone implementation. Though DragonRealms treats the Arcane view (what necromancers there do) as really delusional in actuality, but the unified field mana view is a philosophy in that setting. In the I.C.E. Shadow World setting the flexibility of Arcane power is sought after by the mighty, being the way the Lords of Essaence had done magic in antiquity.&lt;br /&gt;
[372.2] This is also subtly setting up a premise that the single realm specializations, and their confounds / attunements and rote magic spells, are short-cuts to power in the sense of raw spell level and mana involved. It is relatively speaking magic on easy mode, similar to the appeal of &amp;quot;black arts&amp;quot; magic as described in Volume 2. This is to help address the nominal paradox players find in &amp;quot;well why should a 35 year old human be as powerful as a 500 year old elf&amp;quot; or &amp;quot;why would elves take so much longer.&amp;quot; That can more generally be addressed with logarithmic curves for NPC population norms, but there would also be this higher standard expectation of not short-cutting the fundamentals and full roundedness. (e.g. similar to a warrior skilled in a weapon class, but the elves would be required to train all the varieties of weapon in that class instead of just the one.)&lt;br /&gt;
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Separatists regard each sphere of magic as having its own mode of &amp;quot;flow magic,&amp;quot; while monists hold there is only the pure essence, and that the separatist philosophers are reading their own limitations into the cosmos.[373] Sorcerous backlashes occur from spells using the wrong kind of power, interpreted as either the &amp;quot;clash of incompatible powers&amp;quot; or &amp;quot;cutting against the grain,&amp;quot; whether or not it is &amp;quot;sorcery.&amp;quot;[374] The separatist philosophies became dominant, though mostly out of practicality bias.[375] The work of inventing new spells is done in the mode of &amp;quot;flow magic,&amp;quot; and the &amp;quot;rote&amp;quot; patterns that become spells are usually made within these &amp;quot;pure&amp;quot; spheres of magic.[376] These are often codified into &amp;quot;spell circles,&amp;quot; the slices making up those spheres.[377]&lt;br /&gt;
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[373] The irony of this is that &amp;quot;carving nature at its joints&amp;quot; can be regarded by the separatists as the monists reading their own limitations into the cosmos. But this is going of &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; talking about spheres of magic having their own forms of flow magic. For monists there is just flow magic and it is inherently Arcane flow magic, and there would be relatively little in the way of rote Arcane magic.&lt;br /&gt;
[374] The sorcerous backlashes are drawing off DragonRealms, to some extent combinations of dispel magics in GemStone, and to some extent magical failures such as when failed enchants resulted in cursed items. Here &amp;quot;clash of incompatible powers&amp;quot; is the separate spheres of magic worldview, while &amp;quot;cutting against the grain&amp;quot; is the monist view of nature is easiest cut at its joints. The very last part is about the distinction between the sorcerous backlash of something like dispel combinations versus an actual sorcerer spell.&lt;br /&gt;
[375] The practicality bias zing is the IC author bias. The three spheres are reasonably natural divisions in this framework. But there would be some truth in development going into directions were gains are easier.&lt;br /&gt;
[376] This is from &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the comparative absence of Arcane spells in the game and the framed premises from this document. &lt;br /&gt;
[377] This contextualized meaning of &amp;quot;spell circle&amp;quot; is an embellishment, but related to the monistic single sphere analogy in footnote 369.&lt;br /&gt;
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The terms &amp;quot;realms of power&amp;quot; and &amp;quot;spheres of magic&amp;quot; are almost interchangeable. The former is preferred by those emphasizing cause, while the latter is used by those emphasizing effect.[378] In the separatist view, these are the divisions of nature, with metaphysical verisimilitude.[379] For monists these are &amp;quot;somewhat natural&amp;quot; ways of dividing up the realms of power, but ultimately they are arbitrary conventions.[380] One might distinguish between elemental and lunar mana, or split life and divine mana, or any number of conceits.[381] Mentalism giving proof to the lie.[382]&lt;br /&gt;
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[378] Realms of power is the Rolemaster terminology. This is just stating explicitly that the spheres of magic in the Elanthia setting are effect / phenomena oriented in what they are called, and then you have metaphysical philosophies disputing whether that is substantively correct or just characteristic phenomena from underlying causes.&lt;br /&gt;
[379] Ironically, nature cut at its joints, at the realm of power level rather than the spell pattern level.&lt;br /&gt;
[380] Somewhat natural because they come from distinct modalities of essence manipulation.&lt;br /&gt;
[381] These are the four divisions of mana in DragonRealms, whereas GemStone presently uses three. There&#039;s some precedent of moon oriented magic in GemStone (e.g. Melgorehn&#039;s Reach, the Red Forest release, Imaera&#039;s shrine release, Lornon&#039;s Eve in &amp;quot;[[Elanthian Moons]]&amp;quot;, etc.), and it would be plausible for ranger/druid animist kind of magic to be considered distinct from mana from deities, so those could split apart elemental and spiritual. Mentalism would actually go with lunar, or possibly lunar and life, because of the plane of probability and so forth in DragonRealms. Moon Mages there are roughly the same thing as Astrologers in Rolemaster, which are Mentalist-Channeling hybrids. Necromancy in DragonRealms are the subsets of sorcery that cross other mana types with life mana. For this document we are more explicitly including in demonic energy forms for &amp;quot;black arts&amp;quot; necromancy, which is seemingly a much more implicit and ill-understood aspect in DragonRealms.&lt;br /&gt;
[382] This is referencing off the introduction of &amp;quot;Mentalism&amp;quot; as a third sphere of magic as a convention reorganization, which &amp;quot;[[Timeline of Elanthian History]]&amp;quot; implies should be because of the Erithians, and this document&#039;s framing of esoteric magic precursors now redefined as Mentalism.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Hybrid magicks are those forms of spellcraft that fall in between the spheres.[383] In the separatist schools of thought, most &amp;quot;hybrid&amp;quot; arts are usually &amp;quot;a little bit of this and a little bit of that,&amp;quot; separately using fundamentally incompatible energies.[384] The exception to this are &amp;quot;fusionist&amp;quot; forms of hybrid magic, such as sorcery, which are interpreted as the unnatural fusion of separate kinds of power.[385] Sorcery is sometimes considered the whole category of fusionist magic, with different kinds of sorcery depending on the forms of power involved, while others use a much narrower definition.[386] Whether sorcery is &amp;quot;pure&amp;quot; is deeply disputed.[387] In the view of the monist philosophies these hybrid forms of magic are historical remnants of when mortal magic was not yet split into separate realms of power.[388] Hybrid magic that might be characterized as &amp;quot;fusionist&amp;quot; is really just &amp;quot;rote magic&amp;quot; that is more or less &amp;quot;Arcane&amp;quot; in some limited way.[389] In the separatist philosophies, it is not a more pure or primal form of unified mana, but instead a violent contradiction that unnaturally reacts in ways prone to metaphysical corruption.[390]&lt;br /&gt;
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[383] This is true by definition, such as in the [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;], which is carried over from Rolemaster Spell Law.&lt;br /&gt;
[384] This could reasonably characterize empaths and bards after the GemStone IV conversion. In the Rolemaster Spell Law version, it&#039;s seemingly meant to be a combination, and the caster&#039;s warding resistance goes by the single realms. Hybrid casting is such a calculation mess that the Shadow World Master Atlas started recommending having the player pick one realm or the other as the source of their power to just simplify everything. &lt;br /&gt;
[385] This is what &amp;quot;sorcery&amp;quot; means in DragonRealms and the fusion concept exists in GemStone. The premise of hybrid magic being closer to Arcane power, including historically, and that Arcane is the raw primal form of essaence (mana), is established in the Shadow World setting. So in this document we are using this notion of what hybrid means in the context of sorcery.&lt;br /&gt;
[386] DragonRealms defines different kinds of sorcery, with different kinds of corruption, depending on which kinds of mana are being unnaturally combined. This document (especially Volume 2) invokes various terms used in creature and spell messaging as &amp;quot;sorcerous elements&amp;quot; and allows quite a few variations of sorcery to exist. This document is also generalizing beyond the elemental-spiritual dichotomy for sorcery, which refers to what will be defined as &amp;quot;classical sorcery.&amp;quot; Which is what the &amp;quot;much narrower definition&amp;quot; is referencing. The Sorcerer profession definition is straight from Rolemaster Spell Law, and the base list as implemented in GemStone has never matched it, including a lot of stuff that didn&#039;t come from Rolemaster Sorcerer lists.&lt;br /&gt;
[387] This is partly referencing the mangling that has happened to meaning of &amp;quot;pure&amp;quot;, and partly referring to this issue of whether Arcane is the raw primal form of magical energy or if it is just fusionism.&lt;br /&gt;
[388] This view is framed in this document, and also reviving that premise from the Shadow World setting.&lt;br /&gt;
[389.1] The next section will limit the scope of what the word &amp;quot;sorcery&amp;quot; means. It&#039;s not Arcane magic in general. But the next section also yanks some Faendryl focus away from sorcery. The original premise was: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not the same thing as sorcery, it just explains why as a subset, the Faendryl would have been poised to be relatively strong in sorcery. And by that same reasoning, Arcane, so we are pushing for the Faendryl to have pressed for a universality scope to magic and it bent increasingly to sorcery over time. &lt;br /&gt;
[389.2] In DragonRealms sorcery in general, of which necromancy is a subset, is considered [https://elanthipedia.play.net/Post:Thought_crossed_my_mind._-_2/19/2009_-_17:17:54 part of] Arcane magic. There is some language used about sorcery in DragonRealms being emotional, irrational and &amp;quot;esoteric&amp;quot; magic, that is understood by few and that there is significant amounts of use in spite of lack of understanding of what is really happening, which is supposed to be true of what necromancers are doing and how that is likely really ultimately demonic in nature but not being understood. That is similar to the fundamentally alien way Evil spell lists are described in Shadow World. In this document this kind of dark esotericism is represented in the black arts traditions, which is related to Arcane coming from the non-orthodox direction of the practices and cultures in places with dark essences / sorcerous elements like Rhoska-Tor. Faendryl sorcery in its orthodox rationalism is largely fusionist philosophy, but there are also monists believing there is some fundamental unified form of Arcane mana / essence that transcends the differentiation of planes and their magical properties.&lt;br /&gt;
[390] This is the nature of sorcery in DragonRealms. There is similar messaging in GemStone, such as the word &amp;quot;unnatural&amp;quot; in [[Ensorcell (735)]] flares.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the extent there is such a thing as &amp;quot;rote Arcane&amp;quot; magic, it is often a transmutability into other spells, universal augments, or reforging magic at its very foundations.[391] Arcanists might take a sorcerous &amp;quot;nightmare&amp;quot; spell, which is a curse --- inflicted on an individual through failing to ward it off --- and transform it into a &amp;quot;nightmare fog&amp;quot; that sweeps through the land inducing madness.[392] Powerful runes or wards might be Arcane in nature, or making more major gateways, remotely sensing things by their essences, or direct manipulation of nodes and flows of essence.[393] Often an Arcane circle, if one were to construct such a thing, has many spells that could be cast within single realms.[394] But it takes Arcanist talent to be so flexible.[395]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[391] This is partly based on the Arcane spell circle in GemStone IV, partly based on the Rolemaster Companion and Shadow World Arcane spell lists, and partly based on the description of Arcane magic in DragonRealms.&lt;br /&gt;
[392] This is based on Arcane spell manipulation and engineering in Rolemaster&lt;br /&gt;
[393] This is based on the Shadow World spell lists which are Arcane in nature, such as the Warding list, the Rolemaster Companion Earthnodes list, to some extent the elemental lists in GemStone, and the Arcane magic description in DragonRealms.&lt;br /&gt;
[394] This is partly based on the spells in the Arcane circle in GemStone IV that cast with either Sorcerer or realm specific CS, that were once spells in other spell lists, and it is partly based on the high redundancy of spells in Rolemaster across spell lists.&lt;br /&gt;
[395] This is the Shadow World concept of Arcane power talent, to some extent justified in GemStone IV by spells like [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], and to some extent the Rolemaster Companion nature of Arcane magic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Arcanist pays a price for this fluidity.[396] The more specialist wielders of magic make use of confounds.[397] These are external forces for leveraging the power of magical effects.[398] Often this is an &amp;quot;attunement&amp;quot; to some source of power, which becomes limiting for other forms of magic.[399] Hybrid and Arcane wielders may have difficulty with the more powerful spells of the pure realms.[400] However, when spells on others come from the more versatile mode of wielding the Arcane power, they become more robust against dispelling.[401] This is from their lack of reliance on confounds.[402]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[396] In Rolemaster the Arcanist spell casters have the same kind of trade-offs that Hybrids, just with all three realms of power (essence, channeling, mentalism) instead of just two realms for hybrids. There are also many blends of Arcane mana in DragonRealms, it&#039;s just that there it&#039;s [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:46:58 only] the Necromancer variety that is being dealt with, and spellcasters in DragonRealms naturally begin as unattuned. They attune because of guilds / traditions that use confounds to augment magical effects.&lt;br /&gt;
[397] This is pulling in the concept which is used explicitly (though not in its [https://elanthipedia.play.net/Post:Confounds,_Necromancers_and_the_value_of_sharing_pt_1.1a_-_12/12/2014_-_11:39_AM fullest nuance] mechanically) in DragonRealms. This document uses the position that confounds exist in GemStone&#039;s Elanthian magic as well, it&#039;s just swept under the rug and implicit compared to the game mechanical ways they are used in DragonRealms. GemStone has the analogous concepts and attunements. Making use of the confound concept helps us explain how stuff like &amp;quot;blood magic&amp;quot; is different from just, say, using troll blood as an alchemy ingredient. The Arcane mana usage in DragonRealms that is not necromancy does have this confound absence property.&lt;br /&gt;
[398] This is the definition of the word. Its being a &amp;quot;confounding&amp;quot; element in the spell casting for augmenting the spell power is why it is called a confound.&lt;br /&gt;
[399] This is implicitly present in the profession classes of magic users in GemStone, and then in some cases further narrowed, such as elemental attunement. The trade offs between &amp;quot;lore&amp;quot; training should also be interpreted this way, lore skills should be treated as differential potencies or attunements to the class confounds. Similarly, &amp;quot;convert&amp;quot; status for clerical and paladin magic should be interpreted as a mana source, as well as the class confound being narrowed to a single deity. This would be specific to the way those classes do their magic, and not about worship. (i.e. It would make no magical sense for a Cleric to have polytheistic conversion, just because that is not how Cleric magic works. That dates back Rolemaster and Shadow World.)&lt;br /&gt;
[400.1] This is a limitation built into Rolemaster spell research training, and the language from Rolemaster Spell Law on this for hybrids is still present in the Play.net &amp;quot;Magic Guide&amp;quot;. Hybrids such as a Sorcerer in Rolemaster have the flexibility of choosing Open and Closed spell lists (what we call Minor and Major circles) from two realms instead of only one, but Hybrids are restricted in how high in spell level they can learn from the Closed (Major) lists. Their Base lists go as high as a pure base list, and could have redundant spells with pure base lists, but it&#039;d be from an assortment of other classes and so not as thorough and often not as high in any given kind of spell effect as the pures (limited number of spell slots and a wider variety of kinds of spell with multiple power level versions of the same spell) which are more focused in that kind of spell to the exclusion of other kinds of spells. The [https://www.play.net/gs4/info/magic-guide.asp &amp;quot;Magic Guide&amp;quot;] still says hybrids can learn Major lists, but this has never been mechanically true in GemStone. &lt;br /&gt;
[400.2] More informally, this &amp;quot;difficulty with the more powerful spells&amp;quot; is encoded into [[Fash&#039;lo&#039;nae&#039;s Gift (1750)]], which only gives access to common scroll system spells. Magical items such as scrolls get around the confound issue, which is about the physiological limitations and attunement of the caster. In principle there are &amp;quot;spell patterns&amp;quot; not neatly in the spheres of magic that might only be workable off scrolls, not being patterns that can be permanently remembered (i.e. spell self-knowledge) by our mechanical magic classes, much as we cannot with rote spells of other spheres without the aid of an object. But examples of such non-learnable spells are the magic item spells in our treasure system not accessible by 1750.&lt;br /&gt;
[401] This is largely based on the defensive spells in GemStone&#039;s Arcane spell circle, such as [[Arcane Decoy (1701)]] and [[Arcane Barrier (1720)]].&lt;br /&gt;
[402] This is an embellishment but a sensible reason for it within this magic theoretic framework. Sorcery and necromancy are considered (hybrid) [https://elanthipedia.play.net/Sorcery subsets] of Arcane in DragonRealms and do have confounds. But what we are going for here is the notion that introducing confounds when doing Arcane is how you end up with splitting into narrower specializations and ultimately leading to non-fusionist &amp;quot;pure&amp;quot; magic. Monism vs. separatism in the history of sorcery would be about confounds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With mages these are the elemental planes, with clerics it is to a divine power and the spiritual planes, with druids it is to the forces of nature. Empathy is an unusual hybrid magic which is historically rooted in traditions of sympathetic magic. Empathy itself is a mentalist confound, with magical effects focused on flesh and blood.[403] Sorcery in the old sense would anchor on the constitutive essence of specific kinds of matter.[404] Witchcraft, blood magic, and black shamanism use mediating substances.[405] Necromancy in the modern sense uses life forces such as animus and spirit, matters of thanatology, and dark sorcery or warlocks attune to realms of sorcerous elements and demonic powers.[406] Thus this trade off exists in fluidity with dark magic.[407] Arcane magic is not inherently dark, or corruptive, but instead is often metamagical or defies categorization.[408] However, it has that natural tendency, for much the same reasons as sorcery.[409]&lt;br /&gt;
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[403] All of the confound examples in these three sentences come from [https://elanthipedia.play.net/Magical_theory#Confounds the confounds] for character classes in DragonRealms.&lt;br /&gt;
[404.1] This is based on the Rolemaster definition for the Sorcerer class, which is still the language used for the Sorcerer profession on the Play.net website. Sorcerer base lists in Rolemaster fit this definition much better and more literally than the GemStone implementation of Sorcerers, which has since reoriented to necromancy and demonology, which for the most part are not Sorcerer magic in Rolemaster. (Though professions like necromancer and witch and so forth in Rolemaster Companion are treated as Sorcerers for training purposes, and sorcerers are often included when talking about evil magic stuff.) In Shadow World the Sorcerer class is not &amp;quot;evil&amp;quot; for system purposes, because it is the &amp;quot;Evil&amp;quot; professions that use dark essences / the power of Unlife. However, Shadow World also treats the Evil &amp;quot;pure&amp;quot; professions as hybrids, so they&#039;re effectively &amp;quot;dark sorcerers&amp;quot; which is the terminology distinction used in this document versus Rolemaster style &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[404.2] DragonRealms also talks about a [https://elanthipedia.play.net/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22 &amp;quot;sorcerous focus&amp;quot;] as a mediating device between two incompatible forms of mana, allowing the efficient manipulation of the other form of mana by proxy. This is a rationalizing approach evading &amp;quot;the emotional terror of pure sorcery&amp;quot; and tunes narrowly into specified realms. So &amp;quot;classical sorcery&amp;quot; with its constitutive matter confound, as described here in this document, is about the Faendryl doing a rationalized orthodox magic approach to sorcery in the Second Age.&lt;br /&gt;
[405] This is based on things that have happened with NPCs in storylines, especially Raznel and Quinshon, and to some extent Grishom Stone and Elithain Cross. &amp;quot;Witch&amp;quot; in this document is a convention for the black magic users, not the &amp;quot;good witches&amp;quot;, and this mediating substance / confound point is part of how we are defining the word for this document. The mediating substances such as blood and vermin like maggots, worm, and scarabs, and sorcerously debasing the mediating substances.&lt;br /&gt;
[406] The &amp;quot;thanatology&amp;quot; confound for necromancers comes from DragonRealms. The first part of the sentence about life forces is based on GemStone&#039;s Sorcerer abilities such as Sacrifice and its in-game explanation. The last part about &amp;quot;sorcerous elements&amp;quot; involves the Sorcerer profession use of [[Balefire (713)]], which is defined as a sorcerous element in Volume 2, and the demonology lore skill. Attunement to demonic powers is invoking the Dungeons &amp;amp; Dragons warlock kind of class archetype. This is specifying &amp;quot;dark sorcery&amp;quot; because we are using &amp;quot;classical sorcery&amp;quot; to refer to the Rolemaster kind of spells which mostly do not have anything to do with demons or the undead and are about the immediate destruction of specific forms of matter.&lt;br /&gt;
[407] This is meant to establish that magical manipulation with these other energies follows the same modalities and physical limitations as the rest of magic. But in Volume 2 it is argued that &amp;quot;dark essence&amp;quot; magic is basically easier flow magic for creating malevolent / bad effects and so effectively provides a short-cut to power for malicious uses.&lt;br /&gt;
[408] This is partly based on Rolemaster&#039;s Arcane spells, and partly based on how [https://elanthipedia.play.net/Category:Arcane_magic Arcane magic] is [https://elanthipedia.play.net/Post:Arcane_Magic_Philosophy_-_7/12/2010_-_17:52:11 described] in DragonRealms. For example, a [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 saved post] by Armifer on the subject, from 2010. This post also builds in its natural strong tendency leading toward sorcery. Similar logic in it also informs what this document says about teratology and cryptozoology. Likewise, in the I.C.E. Shadow World setting, the Lords of Essaence (ruled at the end by Empress Kadaena) were largely responsible for mutating and creating the race/monster varieties, and they were generally Arcane spell casters. Later Rolemaster books also have monster races (e.g. orcs) being created by demon magi (Rhodintor).&lt;br /&gt;
[409] This document talks about the reasons for sorcery having corruptive tendencies, and why it is prone to destruction, which is explicitly true in DragonRealms. Arcane magic is not inherently prone to destruction, but as we&#039;ve defined it, it&#039;s harder to manipulate without failures and so forth. And this is tacitly acknowledging the corruption of the Lords of Essaence, and the framing that sorcerous magic comes out of Arcane magic historically because the destructive effects of handling mana this way are easier to accomplish. This section is setting up the rationale for why Faendryl universalism with magic gave way to increasingly sorcerous magic, and then the nature of sorcery will show why sorcery was inclined and able to merge with some of the black arts, becoming &amp;quot;dark sorcery&amp;quot; and a darker more corruptive form of magic. (Mostly in later time periods, but a rogue sorcerer in the Second Age going out to live with the wasteland warlocks would probably be doing &amp;quot;dark sorcery&amp;quot;.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
(2) Sorcery&lt;br /&gt;
&lt;br /&gt;
In the early years of the Elven Empire, the black arts were deemed religious magic and highly forbidden, necromancy and theurgical conjuration of wicked spirits or demons were not sorcery.[410] Sorcery &amp;quot;as Korthyr knew it,&amp;quot; what might be called &amp;quot;classical sorcery,&amp;quot; was much more narrowly defined.[411] It was a hybrid form of magic that was concerned with the immediate destruction of animate and inanimate matter.[412] That is, it was an effect without mediation, assaulting the matter itself.[413] This involved channeling toward a target and turning its own essence against it.[414] The destruction is specific to the essence of the exact form being targeted.[415] There is even a superficial resemblance to &amp;quot;mentalism&amp;quot; in this when the target is the mind or body.[416]&lt;br /&gt;
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[410.1] This was already framed more or less by the previous sections. This is using the Rolemaster Spell Law type of sorcery, which is still the Sorcerer [https://www.play.net/gs4/info/professions/sorcerers.asp definition] on the Play.net website, to define what &amp;quot;sorcery&amp;quot; would have meant in the early Elven Empire before Faendryl summoning. It would not have included demonic summoning and undeath in that period, unless someone were [https://elanthipedia.play.net/Post:Questions_about_mixing_mana_types._-_11/10/2009_-_20:07:32 loosely using] (DragonRealms link on this same ordinary use of language issue) the word &amp;quot;sorcery&amp;quot; as equivalent for these black arts. We&#039;ve set up the &amp;quot;black arts&amp;quot; as arising out of the debasement of spiritual magic with dark energy sources, and the sort of thing demon worshippers were doing. It uses the term &amp;quot;theurgical conjuration&amp;quot; for that kind of demon summoning, which would be like the demons of [[Cloak of Shadows (712)]] and [[Torment (718)]] rather than the demons of [[Minor Summoning (725)]] which are pulled materially through a rift. The &amp;quot;highly forbidden&amp;quot; is making sense of the condemnation in the Faendryl exile dating back to &amp;quot;[[History of Elanthia]]&amp;quot;. &lt;br /&gt;
[410.2] In Rolemaster the demonic summoning is more of an Evil Mage type of magic and necromancy in the sense of creating undead is Evil Cleric magic. (Though Rolemaster Companions may have demon summoning classes that are essence-channeling hybrid and these get effectively treated as Sorcerers.) These classes (along with many others) were not implemented in GemStone. Various spells from the Evil spell professions were incorporated into the Sorcerer profession, so the Sorcerer profession in GemStone has never matched its class definition, which came from Rolemaster. Because only some of the Sorcerer spells in GemStone are actually Rolemaster Sorcerer spells. Others are from Evil lists. Manny&#039;s guide from the I.C.E. Age argued for this reason Sorcerers in GemStone are evil.&lt;br /&gt;
[411] This is explicitly historicizing the word. It doesn&#039;t make sense for Faendryl to be doing &amp;quot;sorcery&amp;quot; but for sorcery to be defined in terms of necromancy and demonology that early. This is easy to make sense of by looking at earlier versions of the Sorcerer profession in GemStone and in Rolemaster.&lt;br /&gt;
[412] This is the Sorcerer class definition from Rolemaster and on the Play.net website. It refers to spells like [[Mana Disruption (702)]] and [[Limb Disruption (708)]] and [[Pain (711)]]. This document&#039;s modern definition of &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; as generalizations of the animate and inanimate matter distinction to generalize beyond elemental-spiritual duality to analogs of that with sorcerous elements is meant to reconcile all this.&lt;br /&gt;
[413] Rolemaster Sorcerer spells were all clearly of this nature, it&#039;s not like throwing a ball of fire at something. Limb disruption only works on limbs. Etc.&lt;br /&gt;
[414] This is illustrating a &amp;quot;hybrid&amp;quot; modality of spellcasting, compared to what was described in the prior section about &amp;quot;channeling.&amp;quot; This is reiterating the prior section&#039;s description of classical sorcery using the constitutive matter of the target as its confound, which reconciles the Rolemaster and DragonRealms concepts of sorcery. This description explains how [[Dark Catalyst (719)]] (targeting mana), for example, is very much a sorcerer spell and not a wizard spell. Due to the way it works.&lt;br /&gt;
[415] Limb disruption only works on limbs. Dark Catalyst does not work on something without mana. Etc. One subtlety about this specificity of ideal forms is that it is a backdoor into sorcery for occultism, which here we are leaning into its real-world ties to Neoplatonism. Since we treat this occultism as part of Elanith&#039;s precursors to mentalism, this is in a subtle way speaking to the seeming overlap of sorcery with destructive mentalism, and explaining why that is the case. As such the next line is actually a logical continuation of this line.&lt;br /&gt;
[416] One third of the Rolemaster Sorcerer spells were &amp;quot;mind&amp;quot; type attacks, with redundancy in mentalist spell lists. This is related to Rolemaster&#039;s categories being cause oriented rather than effect oriented. You could have a Channeling profession in Rolemaster that is all elemental effect spells by using elemental spirits. So, this is explaining the mind effects of sorcery in GemStone, though Dev has been gradually de-mentalizing sorcery for a couple of decades. By our definitions, when the target is the brain or mind, you get a mind type effect. And since mentalism is defined as the self-manipulation of essences, sorcerers manipulating the essence of the target has a natural similarity to mentalism, but only in destructive ways. This logic combined with sorcery being relatively closely related to Arcane power explains the semblance of mentalism in classical sorcery. Dark sorcery does things in a different way. (e.g. nightmare is a curse, mind jolt is exposure to another valence)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the separatist view of sorcery it is inherently destructive because of the chaotic and violent reaction of incompatible forms of power.[417] In the monist view this &amp;quot;destruction&amp;quot; --- which will, or should, come as little surprise --- is merely less difficult than &amp;quot;creation.&amp;quot;[418] The essence is inherent in all matter and sorcery is the immediate disruption or annihilation of that matter at its metaphysical basis.[419] These philosophies would both shape the development of Faendryl magic, which attempted to retain a universalist scope, while the other Houses tended toward focusing on specific realms of power.[420] The Faendryl for this reason were always pre-eminent in sorcery --- which was regarded as a highly destructive, but not malevolent, form of magic.[421] There was no stigma to sorcery. It was inherently a weapon in a way other forms of magic were not, but it was not &amp;quot;evil,&amp;quot; and one could reasonably speak of it as one would a sword.[422]&lt;br /&gt;
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[417] This is the definition of how sorcery works in DragonRealms. This rationale is not present in the I.C.E. materials. The separatists would also reject the unified mana perspective as it is rejected by [https://elanthipedia.play.net/Sorcery &amp;quot;mana spectrum&amp;quot;] theorists in DragonRealms, that so-called &amp;quot;Arcane mana&amp;quot; is really an unnatural aggregate of distinct forms of mana. Monists would be like DragonRealms &amp;quot;mana field&amp;quot; theorists.&lt;br /&gt;
[418] This implicitly follows from the premise of the previous sentence. Monists are just interpreting it differently. But this sentence helps frame why there is a natural tendency toward sorcery without it being driven by cultural malice. The Faendryl disproportionately develop sorcery out of practicality bias, much as humans later do with single realm specialization magic (and their anti-sorcery biases.) It is faster paths to wielding higher power or crafting spells of higher power.&lt;br /&gt;
[419] This is the Rolemaster lore for essence and sorcery, combined with the metaphysical language from DragonRealms.&lt;br /&gt;
[420.1] This is giving better meaning to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;No other house had mastered both spirit and elemental magic as well as had the Faendryl Elves.&amp;quot;&#039;&#039; This is not saying Faendryl focused on sorcery. People assumed that initially because of the demonic summoning and implosion at Maelshyve, and the sorcerer profession being elemental-spiritual hybrid. But we are establishing why sorcery fell out of this approach over the long run. &lt;br /&gt;
[420.2] More specifically, the separatist approach leads to a lot of different kinds of sorcery by combining different forms of essence, while the universalist approach helps bring in and incorporate the black arts in the Faendryl exile period. It converges on the same thing.&lt;br /&gt;
[421] Other Houses have had and still have sorcerers. There has to be differentiation between more and less acceptable sorcery. There is nothing all the objectionable about [[Mana Disruption (702)]], for example, unless someone was especially aggrieving at the chaotic disruption of mana and the corruptive pollution that might cause long run. Classical sorcery has been here defined in an inherently destructive way in its meaning. It does not include the malevolent stuff in the black arts.&lt;br /&gt;
[422] This is analogous to the notion that any tool can be used as a weapon, but things that are designed to be used as weapons can have much more limited range of non-weapon uses. Limb disruption is really only useful for breaking or exploding limbs. It can only be practiced by blasting limbs with it. Its reason for existence is to smash the limbs of its targets. This is all sensible as war magic, and so forth, but it is not the high minded &amp;quot;research&amp;quot; that Faendryl are framed as doing. Though some of this, such as Phase, would plausibly come out of trying to research the essence foundations of matter, and so forth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nevertheless, there were fundamental reasons for sorcery and the black arts to eventually merge, in addition to the historical forces driving them together.[423] This is rooted in the nature of corruption.[424] While magical accidents of &amp;quot;pure&amp;quot; spheres of magic can result in corruption, where the essence of a thing is broken and made chaotic, sorcery lends itself to this &amp;quot;cursing&amp;quot; much more directly.[425] Similarly, when dark forces are brought in from what are now called the sorcerous valences, they must be used or even fused with the forces of this world.[426] In this way &amp;quot;dark sorcery&amp;quot; is inevitably and unavoidably corruptive, but &amp;quot;classical sorcery&amp;quot; itself is often able to cause similar effects.[427] Sorcery is especially cruel when inflicted on the living.[428]&lt;br /&gt;
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[423] This paragraph is about to explain that dark essences have to be used in an inherently sorcerous / hybrid way because of their unnaturalness in this plane, which is reviving the Shadow World treatment of the Evil &amp;quot;pure&amp;quot; spell classes as hybrids. The historical forces mentioned here are the population migrations described earlier and later the Faendryl exile. Etc.&lt;br /&gt;
[424] Corruption is defined more thoroughly in Volume 2.&lt;br /&gt;
[425] This is partly referring to failed Wizard enchants cursing the items, partly to stuff like [[History of Reim|Kingdom of Reim]] being cursed into undeath because of sorcerous backlash from its magic users of different kinds trying to stream mana together, partly how this document defines the word &amp;quot;curse&amp;quot;. Rolemaster sorcery also had &amp;quot;black channels&amp;quot; curse spells. Sorcery as disrupting the essence foundation of matter directly plays into the definitions of &amp;quot;curse&amp;quot; and &amp;quot;corruption&amp;quot; in this document.&lt;br /&gt;
[426] This is the concept in footnote 423.&lt;br /&gt;
[427.1] This logically follows from all the preceding premises, and helps explain how the Faendryl transition into using darker forms of their own magic, then being in Rhoska-Tor where there is a lot of &amp;quot;dark essence&amp;quot; per &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;. This sentence is also playing off the high redundancy between the Rolemaster Sorcerer base lists and the Evil pure lists, while in the Shadow World setting only the Evil lists were evil for system purposes because of the kind of energy it was using. The difference here is that we are also including the DragonRealms notion of ordinary sorcerous magic being corruptive. It treats stuff like necromancy and the undead as ultimately demonic in origin, but that it is happening in a way that is largely beyond the capacity of the necromancer/sorcerer to understand. That in turn is similar to alien nature of Evil spells in Shadow World, which are an entirely separate source of power for spell users, and cannot be used without corrupting the caster.&lt;br /&gt;
[427.2] The ability to do the same kinds of sorcerous spell effects in the different ways, with ordinary mana and dark essences such as &amp;quot;anti-mana&amp;quot;, also works the other way. It helps explain why [[Vvrael warlock]]s and [[Vvrael witch|witches]] cast seemingly ordinary spells. Volume 2 defines &amp;quot;anti-mana&amp;quot; as the purest most corruptive extreme of what this document calls &amp;quot;the sorcerous element of darkness.&amp;quot;&lt;br /&gt;
[428] This is due to the inherent nature of what classical sorcery is and does to targets. But this is framing how a sorcerer could exist who doesn&#039;t use any of the animate matter targetting spells.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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During the reign of Yshryth Faendryl&#039;s grandson Thanris Akelyn, Patriarch XVI, a thaumaturgical asylum was established and named for his sister Elizhabet Mahkra.[429] While in the Age of Darkness the demonic were seen as evil manifestations of darkness itself, plaguing the old places of the Ur-Daemon, it was understood by the early Elven Empire that &amp;quot;demons&amp;quot; were originally extraplanar entities.[430] They were able to arrive in this world through unstable or unhealing rifts, as a result of backlashes of magical energy or unusual celestial alignments, or powerful mana storms opening portals to other worlds.[431] The ancient metaphor of a &amp;quot;veil&amp;quot; between worlds, referring to such things as the &amp;quot;Otherworlds of the fey&amp;quot; or even &amp;quot;the veil between life and death,&amp;quot; was adapted to instead refer to the essence barriers that separated us from other realities.[432] When Elizhabet Mahkra studied the use of sorcery to turn the essence of the veil against itself, or what became called &amp;quot;piercing the veil,&amp;quot; she tore the fabric of reality in a way that flooded and shattered her mind with immediate exposure to a very highly alien world.[433]&lt;br /&gt;
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[429] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The Patriarch numbers combined with the timing for Patriachs 1 through 13 require this to have happened before roughly -40,000 Modern Era, which is roughly twenty thousand years before Despana and twenty-five thousand years before the Faendryl were exiled for demon summoning. The phrase &amp;quot;new magic&amp;quot; in &amp;quot;History of Elanthia&amp;quot; for demonic summoning was a lie, and &amp;quot;History of the Faendryl&amp;quot; requires it to be a lie. (Elizhabet Mahkra is an obvious anagram of Elizabeth Arkham, the insane asylum from Batman. Arkham itself in turn comes from Lovecraft.)&lt;br /&gt;
[430] The Elves would have known about the Ur-Daemon and demons long before they understood anything of cosmology. This is also based on &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Now believed to be extra-dimensional intelligent creatures, the Ur-Daemons somehow opened a portal to Elanthia approximately 100,000 years ago.&amp;quot;&#039;&#039;&lt;br /&gt;
[431] This is just consistency with existing world setting premises and phenomena. It does not make sense for demons to have not been &amp;quot;naturally&amp;quot; / accidentally present in the world, so the Elves would have always known what &amp;quot;demons&amp;quot; were, it was not some new and out of no where revelation at the Battle of Maelshyve. This is talking about full manifestations or incarnations, demons fully materially in this world, directly analogous to being summoned in the Faendryl manner. What this document describes as theurgical conjuration is either calling upon or hijacking these already present demons, or summoning immaterial demons through weaknesses in the veil, meaning thinness rather than holes. This notion of thinner veils in some places has multiple established precedents, including Sorcerer Guild summoning chambers and the Sorcerer sense verb. This is also partly why this document talks about the distinction of demons from other wicked spirits being a convention.&lt;br /&gt;
[432] &amp;quot;Otherworlds&amp;quot; is a term used in the Sylvan documentation, and in the real-world is also part of fey mythology. &amp;quot;Essence barriers&amp;quot; is from the Shadow World setting terminology, and refers to things like the energy force barriers in the Order of Voln or misdirection wardings. Referring to the veils between planes as &amp;quot;essence barriers&amp;quot; is essentially correct, but the use of that terminology for it is a reasonable embellishment. That is effectively what the veil or &amp;quot;fabric of reality&amp;quot; is.&lt;br /&gt;
[433] This is from &amp;quot;[[History of the Faendryl]]&amp;quot;. The term &amp;quot;pierce the veil&amp;quot; stems at least as far back as Arthurian legend, and was used in the Vvrael quest, but the term &amp;quot;penetrating the veil&amp;quot; was used earlier in &amp;quot;[[History of Elanthia]]&amp;quot;. This concept of &amp;quot;turn the essence of the veil against itself&amp;quot; is contextualizing it with the definition of classical sorcery given in this document and thereby explains how and why Faendryl demonic summoning is different from what the &amp;quot;black arts&amp;quot; were doing. The last part about her mind shattering is both from &amp;quot;History of the Faendryl&amp;quot; and the current messaging on [[Mind Jolt (706)]]. &lt;br /&gt;
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In this way it would become possible to summon beings not of the &amp;quot;near planes,&amp;quot; such as the elementals or spirit servants, but highly alien or malevolent beings from the &amp;quot;outer&amp;quot; dimensions.[434] This was regarded as dangerous, and was one of the taboos to survive into less religious times, not least of which because of how these entities corrupt and taint the world around them.[435] While it is true the Palestra were founded by Thanris&#039; successor --- Ondreian Shamsiel, Patriarch XVII --- nearly twenty thousand years before the Undead War, contemporary propagandists tend to distort this into revisionist history.[436]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[434.1] This is partly based on in-game messaging and the &amp;quot;[[History of Elementals]]&amp;quot; document. Volume 2 of this document uses &amp;quot;near planes&amp;quot; as part of a basic higher and lower planes cosmology for this existence, as opposed to the outer/sorcerous valences, which is partly based on the Shadow World cosmology and partly Auchand&#039;s update to the valence Wiki page. Basically, the notion here is Lornon gods like to slum it in the lower &amp;quot;infernal&amp;quot; planes, and the &amp;quot;black arts&amp;quot; practitioners were largely dealing in infernal realm demons or things left over from the Ur-Daemon War. To the extent the Dhe&#039;nar did demonic summoning, it would have been more along these lines. It is the Faendryl who start messing with outer dimensions stuff, but not really infernal realms stuff in the Second Age.&lt;br /&gt;
[434.2] Volume 2 also posits parallel material valences (as distinct form parallel material worlds of this existence which are other Elanthia versions) to describe comparatively habitable valences with extraplanar creatures (and races) that could plausibly be regarded in cryptozoology terms rather than &amp;quot;fiends.&amp;quot; These could often be alien but not particularly chaotic or malevolent, and the subject of cataloguing for the Enchiridion Valentia. This is making some structural bias for Faendryl mapping out too dangerous things to be avoided, and the sorts of comparatively innocuous things that let them downplay &amp;quot;demonic&amp;quot; summoning. Aside from their major summoning war magic and for training Palestra and Armata, the highly corruptive and malevolent &amp;quot;fiends&amp;quot; would be more the province of the black arts or apotropaic countermeasures studies by mainstream Faendryl.&lt;br /&gt;
[435] This environmental corruption by demons and forces/entities of darkness is a very long standing premise. It is explicitly present, for example, in &amp;quot;[[History of the Faendryl]]&amp;quot;. The dangerousness of this kind of magic is framed in &amp;quot;[[Gods of Elanthia]]&amp;quot; with Marlu, and was a large part of the I.C.E. premise for the dangerousness of Fash&#039;lo&#039;nae followers. The &amp;quot;taboo&amp;quot; is keeping consistency with the Faendryl exile.&lt;br /&gt;
[436.1] This framing is necessary for recontextualizing stuff in &amp;quot;[[History of the Faendryl]]&amp;quot; that does not make sense in combination with the rest of the documentation on these issues. Its timeline in particular for the Undead War to Ashrim War is deeply inconsistent with the rest of the history documentation and needs to be treated as some form of revisionism or redaction.&lt;br /&gt;
[436.2] &amp;quot;[[History of the Faendryl]]&amp;quot; has Palestra existing to handle Faendryl demonic summoning 10ish Patriarchs before Despana. The Palestra academies were not founded until after the Ashrim War in the later &amp;quot;Path to Palestra&amp;quot; document. The Palestra reasonably had to have been quite different in purpose and function in the Second Age, so this document is doing that retcon to make sense of things.&lt;br /&gt;
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The Palestra were specialists in countering the hazards of the demonic, whether accidentally released, or brought forth on purpose by dark cults in the Southron Wastes.[437] The Faendryl of the Second Age did not openly embrace the demonic, unlike today, where minor demons are indistinguishable from house pets.[438] The Enchiridion Valentia is now a semi-public archive of the Clerisy, with whole Palestra academies for handling demonic summoning on wide scales.[439] These academies were not founded until after the Sea Elf War.[440] In those early years the Basilican sorcerers would carefully probe and classify extraplanar threats, so that they could be more effectively countered if those threats were encountered.[441] It was a highly restricted practice and failing to abide by the strict letter of the law would be punished with execution.[442] To the extent that it was a highly cautious and purely defensive study, secrets kept under the strict control of the state, it was not controversial.[443] It was understood that otherworldly forces --- such as the Vismi&#039;irkha, or Vishmiir, a very powerful kind of extraplanar undead --- were serious threats.[444]&lt;br /&gt;
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[437] This premise of wasteland demon worshippers doing this is an extrapolation and embellishment created in this document. The accidental release of demons is something that should exist naturally in the world setting logic. So emphasizing these directions helps establish how the Palestra could exist in the capital of the Elven Empire when the other Houses were not supposed to know the Faendryl were doing a bunch of demon summoning stuff.&lt;br /&gt;
[438] The commonality of minor demons is shown in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and demonic summoning is portrayed as presently common in &amp;quot;[[History of the Faendryl]]&amp;quot;. This framing is reconciling the factual grains of truth in &amp;quot;History of the Faendryl&amp;quot; with the reaction to the Battle of Maelshyve and Faendryl exile. In &amp;quot;[[&lt;br /&gt;
Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; all summoners under Patriarch XX Eidiol Jivanatha Faendryl had to schedule summoning and inter-valence travel attempts at the Basilica in advance for the first several hundred years. It then talks about this scheduling rule being ditched to allow more freedom, but that brings us back into the problem of widespread and free practices, so we have to treat that as revisionist history as well in terms of emphases, with the important thing being capital crime to not report summoning discoveries.&lt;br /&gt;
[439] There is a tension between earlier Faendryl documentation and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; on the Basilica versus the Clerisy when it comes to the Enchiridion Valentia. The Palestra academies are defined in &amp;quot;[[Path to Palestra]]&amp;quot;. This line is implying it&#039;s much more large scale and public than it was originally.&lt;br /&gt;
[440] This is established in the &amp;quot;[[Path to Palestra]]&amp;quot; document. It becomes unclear what &amp;quot;graduates&amp;quot; and instructors for Palestra could mean for the time of Ondreian Shamsiel Patriarch 17, or how &amp;quot;magicians could come and hire them directly from the Palestra for a small fee&amp;quot; when this is supposed to be secret forbidden magic. &amp;quot;[[History of the Faendryl]]&amp;quot; probably has to be interpreted as some revisionist propaganda over-reading present day practices into past precursors to exaggerate precedents.&lt;br /&gt;
[441] This explains the role of the Basilica, and how and why this was being done in the Second Age, in a much more restricted fashion. The Basilica makes it more of a state secret and regulation kind of thing. Palestra might be hired by the Basilican sorcerers in this context, but it would have been a much more internal thing than &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound. While the Basilica plainly exists back into the Second Age, the other Pentact divisions are much more dubious, and should probably be given some historical evolution rather than being dragged all the way back to the founding of House Faendryl.&lt;br /&gt;
[442] The severe punishments for violating summoning laws is part of the &amp;quot;[[History of the Faendryl]]&amp;quot; documentation and the &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; documentation.&lt;br /&gt;
[443] This is an embellishment but not wildly implausible, and gives a sensible Second Age seed for how the Faendryl started more innocuously on this path, and got worse with it later. &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound like they were openly all in on it from the beginning, which would maximize the view of the Faendryl exile as pure cynicism by other jealous Houses.&lt;br /&gt;
[444] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; establishes that the Vishmiir &#039;&#039;&amp;quot;had plagued the world prior during the Elven Empire&amp;quot;&#039;&#039;, which is wording and terminology that requires it to have happened during the Second Age. This document&#039;s framing would allow extraplanar threats like that to have been a lot less common back then due to the Eye of the Drake.&lt;br /&gt;
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But the violence to the veil, with the sorcerous methods of forming gateways, posed inherent risks.[445] The more powerful the tear in the fabric of reality, the greater the likelihood of allowing access to hazardous powers, such as unbound demons or corruptive energies from the outer realms.[446] For this reason an &amp;quot;implosion&amp;quot; that immediately annihilates the air is far more acceptable, even though the destruction is permanent, than an &amp;quot;implosion&amp;quot; that only temporarily vacuates an enclosed space by tearing an unstable hole into the interplanar void.[447]&lt;br /&gt;
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[445] This is leveraging off the prior definition of &amp;quot;piercing the veil&amp;quot; in terms of Faendryl sorcery, as well as the Illistim stated risks regarding the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;. This is also glancingly recognizing that other kinds of portals (e.g. elemental) are usually not stigmatized, even though they can have high destructive potential. The [[Solhaven Cataclysm]] in 5109 would be one example, [[The Amber Flame]] of House Illistim almost burning down the city is another. Similarly &amp;quot;[[History of Elementals]]&amp;quot; implies the dangers of elemental plane bleedthrough with veil weaknesses. Volume 2 addresses this double standard on portals and summoning elementals, and why demons and sorcerous veil piercing are regarded as worse.&lt;br /&gt;
[446] Demons still come through the unhealed tear in reality at Maelshyve, per &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Corruptive radiation from it is cited in &amp;quot;[[History of the Faendryl]]&amp;quot;. This is also playing off the Illistim complaint about the Ur-Daemon risk due to the Maelshyve implosion in &amp;quot;[[History of Elanthia]]&amp;quot;. Related to note 445, essences from the elemental and spiritual planes could rightly be conceived as magical corruption, but this is regarded as innocuous or possibly even good by biased magic practitioners, where those forms of mana are regarded as natural to this reality.&lt;br /&gt;
[447] This is based on the difference between what [Implosion (720)]] does in GemStone and what it does in the Rolemaster Sorcerer Air Destruction list, which would be the more conventional &amp;quot;classical sorcery&amp;quot; method. The &amp;quot;interplanar void&amp;quot; is something that is defined in DragonRealms. There is vague stuff in documentation about the currents of planar motions, such as &amp;quot;[[History of Elementals]]&amp;quot; and &amp;quot;[[Griffin Sword War]]&amp;quot;. DragonRealms talks about planar intersections changing magical properties, and we&#039;ve seen planar bleedthrough like that in storylines such as &amp;quot;[[Return to Sunder]]&amp;quot;, and &amp;quot;[[History of Elementals]]&amp;quot; defines elemental nexus sties in terms of plane intersections. Which in turn we see with the [[Elemental Confluence]].&lt;br /&gt;
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Moreover, though &amp;quot;the demonic&amp;quot; can be defined any number of ways --- and Faendryl propagandists today often try to characterize all extraplanar beings whatsoever as &amp;quot;demons&amp;quot; --- those &amp;quot;unholy&amp;quot; demons, those fiends of darkness which are profoundly corruptive and whom no one denies are malevolent with an intense hatred of life, are deeply related to the undead.[448] Indeed. There are kinds of demons which can hardly be distinguished from undead.[449] Undead were present since the Age of Darkness because of demons, whether left over from the primordial cataclysms, or more recently arrived through uncontrolled rifts.[450] The role of the demonic in inflicting curses, including undeath, is one of the reasons they were anathema in the Elven Empire.[451]&lt;br /&gt;
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[448.1] There has been a push and pull for years on how &amp;quot;evil&amp;quot; demons are inherently. They are described as having an &amp;quot;intense hatred of life&amp;quot; in &amp;quot;[[History of Elementals]]&amp;quot;, which distinguishes elementals from demons, and that document pre-dates the [[The Enchiridion Valentia|Common language]] Enchiridion Valentia and spell [[Minor Summoning (725)]]. The minor demons in the Common language abridgement of the Enchiridion Valentia should be treated as a Faendryl propaganda move by Patriarch Korvath in 5103. Which makes sense in the context of that storyline. The combat demons Voraviel constructed ([[vathor]], [[oculoth]], [[necleriine]]) should be much more in line with what everyone means when they refer to &amp;quot;demons&amp;quot;, which he said in a [https://gswiki.play.net/Lesser_demon/saved_posts saved post]: &#039;&#039;&amp;quot;Something that&#039;d justify the nearly worldwide anathema towards demon summoning.&amp;quot;&#039;&#039; Incidentally, the demons in spells [[Cloak of Shadows (712)]] and [[Torment (718)]] do not set off town justice mechanics.&lt;br /&gt;
[448.2] Volume 2 of this document gets into the difference between &amp;quot;fiends&amp;quot; and merely extraplanar species. The basic cosmology it uses allows all &amp;quot;infernal&amp;quot; demons to be inherently evil, while some outer planes entities are merely alien but possibly destructively insane or dangerous, which is roughly consistent with the Shadow World cosmology and demons. (Volume 2 also stipulates that such outer entities most usually will need to manifest out of the darker and more chaotic &amp;quot;sorcerous elements&amp;quot;, their intrinsic alienation to this existence naturally tending toward cursed matter.) Mechanically, elementals and Ithzir and astrals like ki-lin and so on are &amp;quot;extraplanar&amp;quot;, but not mechanically &amp;quot;demons.&amp;quot; So the view some people pushed for with &amp;quot;extraplanar = demons&amp;quot; is long defunct in practice. But the Enchiridion lore makes it sound that way, so here we call that Faendryl propaganda. As pointed out in footnote 434, there may be a Faendryl bias toward studying and summoning &amp;quot;valence creatures&amp;quot; that are low in corruption, especially for minor summoning, while fiends and eldritch horrors are war magic or countermeasure studies (such as Aralyte the Palestra Blade studying how to vanquish the primordial Althedeus.)&lt;br /&gt;
[448.3] DragonRealms also splits [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 the demonic] apart from other extraplanars in this way. It talks about the greater extraplanar entities acting through &amp;quot;conduits&amp;quot; in this plane, which here we relate to &amp;quot;warlocks&amp;quot; and &amp;quot;witches&amp;quot; in the black arts. It talks about the lesser things that can be regarded as &amp;quot;creatures&amp;quot;, much as we see in the Enchiridion Valentia. But it talks about the violence to reality of such greater entities directly manifesting in this reality and that it shatters sanity to so much as look at them.&lt;br /&gt;
[449] This premise has pretty much always been present in GemStone, going all the way back to ambiguities in the Rolemaster bestiaries. [[Necleriine]]s are very concrete example of this ambiguity in the Elanthia setting. This ambiguity is also stated in that DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 post] about extraplanars. It talks about &amp;quot;concept&amp;quot; entities which here we would call occult entities of the &amp;quot;dream worlds&amp;quot;, which can manifest in grotesque and undead seeming forms. These include &amp;quot;shadow&amp;quot; entities formed of concepts of darkness. These things are easily confused with demons. This is possibly an important parallel to draw with Althedeus being formed by the fear/chaos/power of Ur-Daemon War. But there is also a Plane of Shadows, with unclear relationship to the Plane of Probability.&lt;br /&gt;
[450] This is the demonic relationship to creating undead, which is framed in the Order of Voln messaging, and the Ur-Daemon aspects of the Despana lore. There should have been demons present for all the previously stated reasons.&lt;br /&gt;
[451] This is a sensible extrapolation from established world setting premises. This document bolsters it with the made up Lindsandrych Illistim quote about the southern wastelands. We&#039;ve seen NPCs cursed because of demons, such as the paralysis of Praxopius.&lt;br /&gt;
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But it was mostly the southern wastelands in that period that had what is usually considered &amp;quot;the undead.&amp;quot;[452] The Faendryl had acquired some knowledge of undeath by the time of Despana. But necromancy in that sense of the word was only an incidental aspect of their approach to demonic summoning.[453] Which was the construction of rational models of the cosmos and systems of rules for the handling of otherworldly forces.[454] One of the earliest models held Elanthia as the center of the cosmos, with mystical shells surrounding it formed by the tensions of cosmic forces, and these outer layers were called &amp;quot;valences.&amp;quot;[455] The demonic were imagined as formed by those forces and they hungered for the magical energies of this world. While this &amp;quot;onion shell&amp;quot; model is old fashioned, the word &amp;quot;valences&amp;quot; stuck.[456] It was approached as a matter of scientific inquiry, as though summoners were naturalists, classifying unfamiliar life forms on new continents.[457] In this way it was very unlike the necromancy and conjuration of the southern wastelands, and those traditions would mostly not merge until the Faendryl were exiled to Rhoska-Tor.[458]&lt;br /&gt;
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[452] This should probably be true given the way everything is framed and argued in this document. It does not have to be totally true. There are so many ways for undead to come into existence that do not require necromancers. There should be ghosts, phantoms, restless spirits most everywhere.&lt;br /&gt;
[453] This should follow as a logical consequence of studying demons, and the Faendryl left behind [[lich qyn&#039;arj]] in Old Ta&#039;Faendryl. Volume 3 treats the &amp;quot;[[festering taint]]&amp;quot; kind of mutants in Old Ta&#039;Faendryl as the Faendryl studying Despana&#039;s disease magic, which is necromancy in our broader definition of that word. So this is part of the transitioning of Faendryl sorcery broadening into the more modern necromancy/demonology framework. This also fits into teratology and cryptozoology being described example of Arcane magical research in DragonRealms that is not necessarily necromancy, as defined over there, which is sorcery involving the combining of life mana with other mana (which our modern definition pays lip service to.) And those in turn fit into the occultist tradition for the Faendryl described below in the next section.&lt;br /&gt;
[454] This is the rationalist / materialist worldview framework that has been given earlier for the House Elves.&lt;br /&gt;
[455] This was the cosmology model Banthis [http://www.virilneus.com/demons.php originally] intended when work was being done on demonic summoning the late 1990s. This model was presented at Simucon. It is where the term &amp;quot;valence&amp;quot; came from with this stuff.&lt;br /&gt;
[456] This is nodding to the word &amp;quot;valences&amp;quot; now being out of context. Demons hungering for our magical energy is a premise that goes back to at least the Ur-Daemon in &amp;quot;[[History of Elanthia]]&amp;quot;, and has earlier antecedents in Unlife concepts from the I.C.E. Age. This concept of feeding upon this plane is also present in the DragonRealms [https://elanthipedia.play.net/Post:Extraplanar_Life_-_on_2/6/2010_-_00:52:55 conception] of demons, where they are by definition malevolent as a class of extraplanar beings, associated with &amp;quot;anti-life&amp;quot; and necromancy.&lt;br /&gt;
[457] This is how the Faendryl represent it modernly, such as in &amp;quot;[[History of Elanthia]]&amp;quot; and the Enchiridion Valentia documentation.&lt;br /&gt;
[458] This is an embellishment made for this document. It&#039;s establishing collisions and mergers of magic traditions over historical time. It would make sense for that spilling to happen because of geographical proximity, especially with that region being treated as &amp;quot;anathema&amp;quot; in the Second Age. These population migrations could be used to define sorcerous practices in other cultures/regions, but things have been set up already for the Faendryl paradigm to be dominating what the Sorcerer Guilds do with magic (i.e. the Sorcerer profession mechanically.) So there&#039;s only so much that can be diversified. This document is focused on necromancy and the black arts, not so much trying to define sorcery in all race cultures at all times, though it provides the backbone for doing that later.&lt;br /&gt;
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(3) Occultism&lt;br /&gt;
&lt;br /&gt;
There were those in the Elven Empire who were sympathetic to the old ways, and sought to rehabilitate &amp;quot;lost knowledge&amp;quot; to the &amp;quot;disenchanted world.&amp;quot;[459] Occultists would seek out the surviving remnants of folk magic, or even druidism, and attempt to credulously explain its superstitions within rational world-views in the pursuit of &amp;quot;higher knowledge.&amp;quot;[460] These traditions would lead to emanationist doctrines, which describe physical beings as projections of ideal forms, ultimately from &amp;quot;the One&amp;quot; through primeval demiurges.[461] In contrast to the &amp;quot;valences&amp;quot; model, there are higher and lower &amp;quot;planes of existence,&amp;quot; where beings exist in these planes simultaneously.[462] What we call the dream worlds supported this, our &amp;quot;subtle bodies&amp;quot; existing across planes.[463] There were mystical ideas, such as microcosm and macrocosm, where what was &amp;quot;above&amp;quot; was reflected &amp;quot;below.&amp;quot; The individual was an echo of the world soul and bound within vast cosmic cycles.[464]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[459] This is based on real-world occultism, and such things as the Theosophical Society. This section is creating backdoors for knowledge spreading between these culture traditions, and the rationalist third-way middle ground attempt between orthodox magic and superstition. It&#039;s giving Elanith precursors to Mentalism and explaining various disparate threads of lore.&lt;br /&gt;
[460] This is directly inspired by real-world occultism.&lt;br /&gt;
[461] As mentioned previously, this is giving a more self-consciously Neoplatonist dimension to the One creation myths.&lt;br /&gt;
[462] This helps motivate and root the basic cosmology model used in Volume 2, and helps explain the usage of terms &amp;quot;valence&amp;quot; and &amp;quot;planes of existence&amp;quot;, as coming from different cosmological models. This is inspired by the real-world esotericism usage of &amp;quot;planes of existence&amp;quot; with astral projection kind of stuff.&lt;br /&gt;
[463] This is directly based on real-world esotericism and astral projection. There&#039;s a reasonably strong case to be made that these concepts were part of the design of the Broken Land.&lt;br /&gt;
[464] These statements are derived from real-world occultism and esotericism. (Hermeticism, Gnosticism, etc.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was deeply related to the &amp;quot;great chain of being&amp;quot; worldview, which descends from the divine to inanimate matter, which in turn led to alchemy seeking to transmute matter to higher states.[465] There were attempts to understand the Arkati, and perhaps spirits in general, as manifestations formed in other planes because of mortals.[466] This was used to &amp;quot;explain&amp;quot; notions of the Arkati becoming more powerful by gaining followers, or individuals &amp;quot;ascending&amp;quot; from their physical bodies into non-corporeal forms of existence by striving for perfection.[467] Esotericists would seek immediate apprehension of the cosmos, or &amp;quot;gnosis,&amp;quot; through soporific potions and methods of divination.[468] Ancient wisdom was sought as &amp;quot;hidden&amp;quot; in the initiation rites of more &amp;quot;primitive&amp;quot; mystery religions.[469]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[465] This is directly based on the worldview behind real-world alchemy. This setting up the framework for ascension belief systems.&lt;br /&gt;
[466] This is how the deities actually work as defined in DragonRealms.&lt;br /&gt;
[467] This is providing intellectual foundations for these kinds of doctrines, though there is some empirical fact involved, such as what might be worded instead as the &amp;quot;transcendence&amp;quot; of the disir, or Eorgina herself having said she gains power from her followers when Li&#039;aerion opened.&lt;br /&gt;
[468] This is partly based on Gnosticism, partly based on real-world use of entheogens for religious purposes, partly based on Lovecraft&#039;s Dream Cycle stories.&lt;br /&gt;
[469] This is based on real-world &amp;quot;mystery religions&amp;quot; as well as 19th and early 20th century esotericists/occultists looking to ancient mystery religions in this way. This is setting up motivation for House Elves to be importing some of this &amp;quot;folk&amp;quot; stuff back in more rationalist terms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What is preserved of folk magic from the Second Age is mostly thanks to occultists.[470] It was a heterogeneous movement that took different and inconsistent forms.[471] House Illistim tended to draw occultists focused on divination and astrology, because of their patronage of &amp;quot;seer&amp;quot; gods, and the style of Lumnis to favor inspiration and flashes of insight.[472] The universalism or cosmicism of the Faendryl tended to foster other kinds of occult societies.[473] Those were more of the flavor of forbidden knowledge and the lack of restraint in its pursuit, sought after through more rational methods. Which was more in the style of Fash&#039;lo&#039;nae.[474] They would look for the &amp;quot;cryptids&amp;quot; of folk religion, and seek out paranormal phenomena not understood by existing theory.[475] But there were others of a more gnostic, even Marluvian bent, who would use sorcerous methods like those of Elizhabet Mahkra to try to &amp;quot;jolt&amp;quot; their minds into the higher cosmic horror.[476]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[470] This is setting up limited and distorted perspective of something that would otherwise have not been recorded at all.&lt;br /&gt;
[471] This eclecticism is thematic.&lt;br /&gt;
[472.1] There is a long-standing tension in the Lumnis lore, where she is a patroness of fortune tellers and soothsayers (dating back to the ICE Age when she was the patron of Astrologers which were basically what Moon Mages are in DragonRealms), and her Western followers emulate her by acting as oracles and seers in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. While she would also be the goddess of knowledge in the more sciences sense. &amp;quot;History of Lumnis&amp;quot; treats her like a general inspiration goddess of all forms of knowledge, and this wording here is partly based on Gift of Lumnis and RPA messaging. The Illistim patron gods are described in &amp;quot;Elven Dogma and Theology&amp;quot; and their societies along these lines are in the Illistim Society document. In any event, occultism is more of a third way thing, and not what would be seen as Illistim orthodoxy.&lt;br /&gt;
[472.2] With occultism and astrology, this is also tacitly interfacing with the Moon Mage and [https://elanthipedia.play.net/Plane_of_Probability stellar alignment] stuff with the concept realm (&amp;quot;Plane of Probability&amp;quot;) in DragonRealms. Which in turn via our occultism premise is a tacit interface for GemStone&#039;s mentalism with Moon Mage stuff. This is also tacitly rehabilitating via House Illistim the Valris (Lumnis) association with Astrologers, which are Rolemaster&#039;s version of Moon Mages.&lt;br /&gt;
[473] This is leveraging off the worldview bias set up for the Faendryl earlier in this document for the given reasons that motivated it.&lt;br /&gt;
[474] This is generally thematic for the Faendryl overall. But &amp;quot;History of the Faendryl&amp;quot; explicitly talks about how Fash&#039;lo&#039;nae is the closest thing the Faendryl have to a patron Arkati.&lt;br /&gt;
[475] These are categories of real-world occultist research. This is interfacing with Faendryl cryptozoology in other sections, regarding the traditions behind the Enchiridion Valentia.&lt;br /&gt;
[476] This is a Lovecraftian kind of notion, where Lovecraft himself was inspired by the Theosophists, but twisted into his cosmic horror version of it. This whole paragraph is embellishments to make sense of things that probably should have happened in context. The use of the word &amp;quot;jolt&amp;quot; is leaning on the [[Mind Jolt (706)]] messaging. This is also setting up some precedent of Faendryl prejudices on acceptable and unacceptable ways of approaching the demonic and extraplanar studies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is one of the hallmarks of occultism to favor &amp;quot;psychological&amp;quot; evidence over the material world. With its willingness to reverse effect and cause with magic, or indeed even accept the truth of superstitious beliefs, occultists regarded &amp;quot;sympathetic&amp;quot; or &amp;quot;mimetic&amp;quot; magic as not magic at all.[477] That is, these were immediate phenomena in the interaction of mind and action with whatever was beyond the material world, not the manipulation of mana.[478] Natural philosophies were ignorant or self-limiting.[479] This may even be why we now define spheres of magic by effect.[480]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[477] This was directly based on the introduction of a real-world book on occultism from about a century ago.&lt;br /&gt;
[478] This is playing into the behavior of the dream world planes with their interaction with minds. This is not actually agreeing that such magic does not involve mana manipulation. But it is playing into how the esoteric mode of it allows understanding of what you&#039;re really doing to be limited, and that such people could believe they&#039;re doing something different from &amp;quot;magic&amp;quot;, which for the orthodoxy framed at that time would be elemental/spiritual thaumaturgy/theurgy.&lt;br /&gt;
[479] This is an anti-orthodox magic position from the rationalist worldview direction. It&#039;s about handling the sympathetic and esoteric magic traditions prior to the view of three spheres of magic rather than two spheres of magic.&lt;br /&gt;
[480] This embellishment is about rationalizing the earlier arguments about Arcane power, with terms like evoking and channeling, and the separatist worldview becoming dominant, and the wording for them like &amp;quot;elemental&amp;quot; and &amp;quot;spiritual&amp;quot; is more effect/phenomenon oriented. But with philosophies likely having been invented trying to interpret them as substantitively correct, such as trying to believe matter is really constituted of handful of pure elements (of fire, air, earth, water.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultists would collect &amp;quot;lost&amp;quot; or &amp;quot;forgotten&amp;quot; knowledge in grimoires, which were often elaborate forgeries, or shameless plagiarisms and reformulations of much older texts.[481] There would be hierarchies of otherworldly or spirit entities, much as one might find informally with shamans, and these do not necessarily correspond in a straight forward way to the modern categories.[482] &amp;quot;Earth-monsters&amp;quot; in archaic Elven might be some breed of elemental, or some earth spirit, possibly servitors of an earth oriented deity.[483] Grimoires are notorious for unreliability.[484] They were also biased toward the elven traditions of spiritualism, often synonymous with &amp;quot;druidism,&amp;quot; rather than the animism of more mortal races which tend to instead be called &amp;quot;shamanism.&amp;quot;[485] These are, of course, crude over-generalizations of widely diverse indigenous beliefs.[486] &amp;quot;Shamanism&amp;quot; has altered states of consciousness, and human druidism is ancestral to northern reivers.[487]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[481] This is true of real-world grimoires. It&#039;s also building in some unreliable narration in the sources of knowledge.&lt;br /&gt;
[482] This is inspired by real-world grimoires with their posulated hierarchies of demons and angels and so forth. Volume 2 has some made up excerpts from made up Elanthian occult grimoires in this sense, and Volume 3 gives a bunch of names for made up ones.&lt;br /&gt;
[483] It&#039;s important to emphasize things as convention schemes, and the historicism behind words meaning different things or different baggage/connotations/context in different eras. This is an important premise for what Volume 3 tries to do with the unliving.&lt;br /&gt;
[484] This is true of real-world grimoires.&lt;br /&gt;
[485] This is partly based on the hegemony of Elves in the Second Age, and partly because the word &amp;quot;shaman&amp;quot; really has been used for the non-elven races in GemStone, but there have been elven druids. This gives some more breathing space overall.&lt;br /&gt;
[486] This is a nod to controversy over the use of words like &amp;quot;shaman&amp;quot; in real-world anthropology.&lt;br /&gt;
[487] Trance states are a general &amp;quot;shamanism&amp;quot; motif. The last part about the reivers is glancingly trying to address the awkwardness of the multiple retcons of the reivers that have happened over the years. There&#039;s druidic stuff around Luinne Bheinn dating back to 1997, but the reivers have since been retconned to having much more recently migrated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, the esoteric works of the occultists would indirectly capture some dim or far more ancient survivals, and often represent the knowledge that was discarded.[488] The western lands and the mountains, to say nothing of the Southron Wastes, often held heterodox religions.[489] Theological texts found in these regions are often disputed as &amp;quot;apocryphal.&amp;quot;[490] But the Arkati have never been reliable sources of truth, which is why serious scholars dismiss the value of asking them questions.[491] They are notorious for allowing cultures to interpret them differently, and for &amp;quot;proving&amp;quot; their legends.[492] Occasionally they even admit it, such as Fash&#039;lo&#039;nae having made the Grandfather Stone.[493] It is very difficult to say one religious legend is more &amp;quot;true&amp;quot; than another that wildly contradicts it.[494] Those who sought the &amp;quot;hidden secrets&amp;quot; of the past would search through such texts, seeking proof of lost lands, relics and gods whose existence were denied.[495]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[488] The &amp;quot;knowledge that was discarded&amp;quot; is one aspect of esotericism, and it&#039;s a folklore/mythology and literature thing in general to try to read vestiges of older stuff surviving in later stuff outside its older original context.&lt;br /&gt;
[489] This is a slight embellishment, but should be true.&lt;br /&gt;
[490] Auchand has tended to make his Arkati legend documents dubiously sourced or referred to as apocryphal. &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot; for example is &#039;&#039;&amp;quot;commonly held to be apocryphal&amp;quot;&#039;&#039;, and &amp;quot;[[Origins of Tonis]]&amp;quot; is &#039;&#039;&amp;quot;a translation of an elven text discovered in a cache near the Western Dragonspine.&amp;quot;&#039;&#039; And &amp;quot;[[Origins of Amasalen]]&amp;quot; is only around 150 years old and found in Icemule.&lt;br /&gt;
[491] This is extrapolating off the vague and unreliable nature of communes, and the explicit statement of the NPC author of &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; that trying to directly ask Fash&#039;lo&#039;nae about this stuff would not be a useful approach. Likewise Voln refuses to answer theological questions in &amp;quot;[[History of the Order of Voln]].&amp;quot; &lt;br /&gt;
[492] The first part of this refers to such things as the krolvin version of religion in &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; and the Tehir view of Luukos in the Xshitha Raamaani section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; and the different symbols of Imaera in &amp;quot;[[Gods of Elanthia]]&amp;quot; and so on. The second part is an iconoclastic statement, which the IC author might apply to any number of things, such as [[Li&#039;aerion]].&lt;br /&gt;
[493] &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; actually states in the analysis section that Fash&#039;lo&#039;nae admitted to making the Grandfather&#039;s Stone, which is supposed to be where he came from in the legend.&lt;br /&gt;
[494] There are lots of contradictions and inconsistencies between the religious legend documents. Xorus ripped through a lot of them in a Mist Harbor library [[Age of Darkness (lecture)|lecture]] once.&lt;br /&gt;
[495] This is treasure hunter and occultist kind of stuff in general, like with lost lands the Theosophists had various notions of Atlantis and Lemuria and so forth. The last part is an oblique reference to situations like [[L&#039;Naere]], whose rumored existence was buried by the Loremasters and House elites.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because of this cosmopolitan attitude toward knowledge, there was also a backwards flux of methods into the Elven Empire.[496] It was because of the occultists that the summoning circles of folk magic and witchcraft, which were about spheres of protective warding from spirits, were adapted by the Faendryl into methodical systems of extraplanar summoning.[497] The Enchiridion Valentia as a &amp;quot;little handbook&amp;quot; had its roots in occult grimoires.[498] It was also this tradition that somewhat softened Elven materialism, making the Faendryl more open to the study of necromancy.[499]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[496] This is setting up part of the motivation for this section. It backdoors some of this other stuff back into urbanized civilization.&lt;br /&gt;
[497] This is an embellishment. But it&#039;s taking the folksy use of summoning circles, and maybe cunning folk apotropaic magic and the [[thanot]] lore with pentagrams being &#039;&#039;&amp;quot;the ancient magical symbol of protection.&amp;quot;&#039;&#039; Pentagrams have been used in demonic summoning contexts in game, such as on top of Bonespear Tower or the cavern of Castle Anwyn. So this embellishment helps mutate the practice into Faendryl summoning methods, where they become stripped of original culture context and made mechanistic.&lt;br /&gt;
[498] Enchiridion literally means &amp;quot;little handbook&amp;quot; in the real-world. This is an embellishment relating the occult grimoire stuff just described and making that a tradition/practice precedent where the subject of them instead became these extraplanar things. In terms of filiation of ideas. This is setting the Enchiridion Valentia in the context of two distinct intellectual traditions mixing in Second Age Faendryl (occultist / cryptozoologist) sorcerers.&lt;br /&gt;
[499] There is an initial rationalist/materialist prejudice set up, so this occultism third-way stuff with its backdoors gives an avenue for softening that up, which then gets motivated and pushed further along later by changing historical conditions. The ideal forms concept tacitly present in the &amp;quot;classical sorcery&amp;quot; definition gives a natural occultist interface into orthodoxy. This is also mildly trying to explain &amp;quot;[[History of the Faendryl]]&amp;quot; referring to Thyrsos Kanigel Faendryl as a &amp;quot;necromancer&amp;quot; in what sounds like was around the time of Patriarch 20, Eidiol Jivanatha Faendryl, who made the law requiring all summoners to report discoveries of new creatures into the Enchiridion Valentia. This would apparently have been in the -30,000s Modern Era. (&amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; implies Thyrsos got 48 people killed, and says initially Eidiol required summoning and valence travel to be scheduled in advance at the Basilica.) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III. The Undead War (-20,000 to -15,000 Modern Era)[500]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thousands of them! Ghouls, zombies and worse, all blackened and half-rotten. They poured onto the plains like a dam-bust of screaming and stink. Now, we were all veterans of the orc wars, and there&#039;s not much what could shake us...But nothing could ready a dwarf for the banshee. Horrible! I don&#039;t care what them other folks thought. I thank Eonak for them red elves and their demons!&amp;quot;[501]&lt;br /&gt;
&lt;br /&gt;
- The Journal of Rhak Toram, warrior of the Dusk Mountain Clan, survivor of foul Maelshyve.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[500] This is using the convention of having a 5,000 year period for when Despana was known to exist. But the actual &amp;quot;Undead War&amp;quot; was much shorter, near the end of this time period. Technically, the Second Age could be brought all the way up to the Battle of ShadowGuard. The &amp;quot;orc wars&amp;quot; is not really defined explicitly, but probably refers to Dharthiir&#039;s orc/troll/etc. alliance, which began a few hundred years earlier. So this would support what this document does, distinguishing a kind of pre-Undead War conflict with Dharthiir in outlying land as like a preparation staging drill for the full scale war, and then the Undead War proper starts with what this document calls &amp;quot;the Surge&amp;quot; with the hordes of undead. This is reconciling the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; going further back into the -15,400s.&lt;br /&gt;
[501] This quote is from &amp;quot;[[History of Elanthia]]&amp;quot;. The last lines of it are an expansion on the original quote, which exists in a museum piece that was in the Wehnimer&#039;s Landing Museum, and is now in the Stormbrow Gallery on Teras Isle. &amp;quot;red elves&amp;quot; refers to the scarlet color Faendryl would wear. This quote uses specific names for different kinds of undead, which subtly creates the implication that these were known concept distinctions. Banshees were the highest level undead in GemStone at the time &amp;quot;History of Elanthia&amp;quot; was written.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There have at times been myths that the undead did not exist before Despana, or that it was not knowledge that was in the possession of mortals.[502] There are religious legends about the Arkati in Conclaves and Koar issuing divine rulings, which make far too much of Luukos having once been on a shorter leash.[503] This is as much nonsense as believing Despana made the first undead by reading a book someone else wrote on how to make the undead.[504] There are many kinds of undead, and many were known to exist in antiquity.[505] Those who wrote at the time speak of ghouls and zombies, having known the differences between those kinds of corpses.[506]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[502] This is an unfortunate misreading of &amp;quot;[[History of Elanthia]]&amp;quot; that was used in the &amp;quot;[[History of Luukos]]&amp;quot; legend. The Undead is a proper noun referring to Despana&#039;s horde, the document is not saying Despana created the first undead to ever exist. There are many reasons that would not make sense, and &amp;quot;History of Luukos&amp;quot; had to hedge by having Luukos doing it much earlier but not giving it to his followers. This document allows Luukos to have changed behavior after the Undead War, but does not endorse the lack of undead before Despana, which has established contradictions and does not make sense for a lot of reasons.&lt;br /&gt;
[503] This is referring to a legend in &amp;quot;[[History of Luukos]]&amp;quot; about Koar issuing a ruling after the Undead War.&lt;br /&gt;
[504] This obvious problem originates in &amp;quot;[[History of Elanthia]]&amp;quot;, and the Ur-Daemon having books makes little sense when they have since been depicted as behemoths.&lt;br /&gt;
[505] Volume 3 talks a lot about various kinds of undead, and which kinds exist &amp;quot;naturally&amp;quot;, and which would be very ancient beyond the Undead War period. It is also canon in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; that the Dhe&#039;nar learned to control the undead in the -40,000s when they were in Rhoska-Tor.&lt;br /&gt;
[506] This is playing off the Rhak Toram quote, though it is not 100% convincing. Because these terms could have all been coined during the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Necromancy was not unheard of, neither was demonic summoning.[507] Despana was the first necromancer to make hordes of undead as a vast army, incorporating the dead of her enemies from the battlefields.[508] She innovated methods of hierarchical control, or leverage, as well as for rapidly increasing the size of her forces.[509] What had once been the slow artisan work of individual craftsmen, or the hazards of the demonic, was suddenly sweeping through the land as literal plagues.[510]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[507] These are the embellishments introduced forcefully by this document. Incidentally, the term &amp;quot;demon-spawn&amp;quot; is used in &amp;quot;[[Ilynov Journal]]&amp;quot; at an earlier date than the Battle of Maelshyve, and the soldiers journal from Battle of Shadowguard also refers Despana&#039;s horde as &amp;quot;demons&amp;quot; and &amp;quot;fiends.&amp;quot; It also uses the word &amp;quot;ghost&amp;quot; as a notion of previous familiarity. It also uses the word &amp;quot;Lich&amp;quot; for Dharthiir. But it also expresses unfamiliarity with undead. The names Despana and Dharthiir seem to be gradually learned from the soldier&#039;s perspective, but this has to be regarded as the author&#039;s own unfamiliarity. The journal dubiously describes Despana herself being there, without mentioning how this identification is certain, or describing her at all.&lt;br /&gt;
[508] This embellishment need not necessarily be true, but could be a demarcation for explaining why Despana was a Big Deal comparatively, when necromancers of undead had already existed. This turning of the dead and raising corpses on the battlefield is illustrated in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document on 22nd Day of Koaratos. &lt;br /&gt;
[509] It was established explicitly in a Plat storyline called [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] that necromancers can only control something less than twenty undead without the use of artifacts or special artifices (e.g. alchemy, rituals). The Horned Cabal for example relies on using the Sphere of Sorrow to make big hordes, and the Plat storyline actually asserted the [[Fallen from Faith#A Call for Allies|first necromancer]] to make an undead did so with the Sphere of Sorrow, contradicting a commonly held interpretation that it was Despana and the Book of Tormtor. This hierarchy premise is central to the argument made in this section of the document. It motivates and explains why the Faendryl used demons, and why felt using demons (not, say, elementals) was the only option.&lt;br /&gt;
[510] This is referencing the Red Rot as well as the unhealing wounds in the Giantkin history for this period. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] also talks about a festering wound that could make the author turn into one of the undead. This document generalizes this somewhat, having Despana using magical disease curses. This is partly reviving the Rolemaster bestiary information on some of these undead, which were able to infect and turn others into undead. A mechanical example of a disease curse undead would be the [[shambling lurk]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.A Rhoska-Tor [511]&lt;br /&gt;
&lt;br /&gt;
The blackened wasteland of Rhoska-Tor is historically a region of the Southron Wastes.[512] A haunted realm of the Ur-Daemon, it is highly corrupted with dark powers.[513] It is sometimes spoken of as a separate place from the Southron Wastes, or more narrowly is referring only to the blasted plains and badlands surrounding the ruins of Maelshyve, as it has since become more strongly tied to the Undead War.[514] Its history is much older than Despana.[515] &amp;quot;Rhoska-Tor&amp;quot; descends from ancient Elven, or &amp;quot;rha&#039;sha&#039;tor&amp;quot; in archaic Dhe&#039;nar-si, meaning &amp;quot;the giver and taker of life.&amp;quot;[516] This land is thought to have been a nursery or breeding warren of the Ur-Daemon, as well as their graveyard, perverting their surroundings with their unnatural cycles.[517] There are profound powers of undeath in Rhoska-Tor because of this foul heritage, as the great demons of old twisted and warped the living, much as they fed upon the life essences of all that was around them.[518]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[511] There is a lot of scattered Rhoska-Tor lore, and this tries to synthesize it into something coherent that makes sense of everything.&lt;br /&gt;
[512] It was referred to as &amp;quot;blackened&amp;quot; in &amp;quot;[[History of Elanthia]]&amp;quot;. In the original context of &amp;quot;History of Elanthia&amp;quot;, before the continent map was known, it was not obvious where Rhoska-Tor was in relation to the Southron Wastes. It can be regarded as a special region of the Southron Wastes, but often gets tretaed as its own region. Part of the problem is it hasn&#039;t been clear how wide an amount of territory qualifies as &amp;quot;Rhoska-Tor&amp;quot;, if it&#039;s the immediate vicinity of Maelshyve or if that&#039;s one spot in a Rhoska-Tor region. This document relents by letting Rhoska-Tor be a broader region, and defines the specific part of it where Maelshyve was built.&lt;br /&gt;
[513] This follows from the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; document description of it.&lt;br /&gt;
[514.1] This is historicizing the term, since this document gives it an earlier history than Despana, and explains why it was considered an old place of the Ur-Daemon when Despana was searching. This gives some flexibility for usages where Rhoska-Tor seems to be more narrowly referring to the vicinity of Maelshyve. &lt;br /&gt;
[514.2] The &#039;&#039;&amp;quot;blasted lands around Maelshyve&amp;quot;&#039;&#039; comes from the [[urglaes]] lore. It is described as &amp;quot;plains&amp;quot; by the Rhak Toram quote. &amp;quot;Badlands&amp;quot; is used to reflect the geological formation conditions described later in this section, and allows some hill formation stuff as a hook for fey banshee mythology and the ora lore with the very large ora mine in Rhoska-Tor, along with reconciling the hilly terrain description given for it in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;.&lt;br /&gt;
[514.3] The language of &#039;&#039;&amp;quot;a barren and blasted land where life was never easy and nothing grew&amp;quot;&#039;&#039; also describes Rhoska-Tor on the Play.net [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp website page] for Old Ta&#039;Faendryl.&lt;br /&gt;
[515] At a minimum this is true because &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; is canonized, but this document fleshes out other reasons.&lt;br /&gt;
[516] This comes from the &amp;quot;[[Dark Elven Horror Stories]]&amp;quot; document and taken as factual for at least the modern Dhe&#039;nar-si language. But here we&#039;re attributing it as ancient. &amp;quot;[[History of Elanthia]]&amp;quot; says &#039;&#039;&amp;quot;what is &#039;&#039;&#039;now called&#039;&#039;&#039; Rhoska-Tor&amp;quot;&#039;&#039;, so this term has to actually be more recent than when Despana searched for it, which is part of why we refer to it as a region of the Southron Wastes. And we say &amp;quot;descends from ancient Elven&amp;quot; rather than asserting it was always called that. This document uses generics like &amp;quot;southern wastelands&amp;quot; to not have it being called Rhoska-Tor in the Second Age.&lt;br /&gt;
[517] This is inspired by the &amp;quot;[[Origins of Tonis]]&amp;quot; document and the nature of Ur-Daemon body parts. The dark essence from them being left behind is taken from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[518] This is doubling down on this causative relationship which is being asserted in this document.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is geologically bizarre and was drastically transformed in the Age of Darkness.[519] It is a vast limestone plateau with extensive subterranean caverns, but protruded with volcanic rock and vertical faults.[520] It is named for the terrible outcroppings known as the Tor.[521] There are, in turn, pseudokarsts formed from this igneous rock, eaten away by caustic black blobs.[522] It is thought the demons would slumber, or gestate or metamorphose, in the molten rock below oozing black wounds in the earth.[523] These ancient lava fields themselves are artificial.[524]&lt;br /&gt;
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[519] Taking all the details together makes for weird implications, such as the need for stable cavern systems, but also geological instabilities and some regional volcanism.&lt;br /&gt;
[520] The igneous protrusions are largely meant for the urglaes lore and the literal geological interpretation of &amp;quot;Tor&amp;quot;. The vertical faults and badlands are meant to explain the steep sloping (valley and hills) that is represented for near Maelshyve in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The limestone plateau is meant to explain the &amp;quot;plains&amp;quot; and presence of extensive underground caverns as karsts, as well as the presence of alabaster and marble and so forth.&lt;br /&gt;
[521] This is a totally made up fact that was mentioned earlier. This document is setting these things up to be related to the Ur-Daemon having slumbered in lava underground, which is literally shown in game with the Beast imprisoned in Teras Isle.&lt;br /&gt;
[522] These black blobs were [[Wavedancer]] event creatures in the [[Southron Wastes]] and presumably magru based. So this is making a consistency with the [[magru]] in the Broken Land and our premise of Marluvians in the Southron Wastes. The Broken Land magru were made to imply they created the Dark Grotto tunnels by dissolving away the rock with sulfuric acid.&lt;br /&gt;
[523] This is primarily based on the Beast of Teras Isle, and to some extent on the &amp;quot;[[Origins of Tonis]]&amp;quot; legend.&lt;br /&gt;
[524] This statement is explained in the next paragraph. It rationalizes why this should be happening in the same place as a limestone plateau.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Theorists have long speculated that the Ur-Daemon were drawn to the volcanic region where the southern subcontinent collides with Elanith.[525] They are thought to have ripped the major flows of essence toward themselves, which they would then feed upon for their own foul purposes.[526] They corrupted the resulting earthnodes with their darkness.[527] This caused essence storms and fluxes below ground, exacerbating the region&#039;s underlying volcanism.[528] There were then eruptions toward the surface, and below the surrounding ocean.[529] The boiling sea caused the sea and steam to expand inland, slaughtering vast swathes of marine life, as well as severe floods from unnatural weather. The skies were blackened with ash.[530] The Ur-Daemon would drain the life&#039;s essence out of the seas, causing rapid accumulation of marine sediment.[531] Over tens of thousands of years, this limestone was carved away with acidic erosion, forming vast underground caverns.[532] Though it is a high plateau relative to modern sea levels, it is low lying compared to the upthrusted lands next to it, making it into plains with scarps and highlands reminiscent of a valley.[533]&lt;br /&gt;
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[525] Regional volcanos known to exist include the great mountain at Sharath and [[Mount Ysspethos]] near Tamzyrr. This sentence is tacitly assuming some IC belief in plate tectonic action, though within setting it might be thought of as an artificial collision of the lands due to the scale of the powers unleashed in the Ur-Daemon War. (The I.C.E. Shadow World analog of the First Era war cataclysm had continents sinking.) The premise is based on the Beast of Teras Isle in its volcano. The &amp;quot;theorists have long speculated&amp;quot; line and what follows from it is an embellishment.&lt;br /&gt;
[526] This is meant to explain the unnatural earthnodes of Rhoska-Tor and why they are magically corruptive. It follows naturally from the Ur-Daemon feeding on them. It also reconciles the dark essence or demonic energies explanations for Dark Elves with the unusual mana nodes explanations for Dark Elves. This is leaning on the I.C.E. Shadow World explanation of nodes as convergences of flows of essence.&lt;br /&gt;
[527] The &amp;quot;dark essence&amp;quot; in the &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; account.&lt;br /&gt;
[528] This is partly based on the spell description for [[Energy Maelstrom (710)]], which was originally more explicitly invoking the essence storm concept, which was the I.C.E. version of what are now called &amp;quot;mana storms.&amp;quot; That these storms could trigger volcanic behavior was part of the I.C.E. lore for them, and there was some indication of similar behavior (more moderate) as well as quaking when the Elemental Confluence was approaching Elanthia.&lt;br /&gt;
[529] This explains some ancient lava fields for the [[urglaes]] lore and Rhoska-Tor being &amp;quot;blackened&amp;quot;. It also explains why the previous paragraph referred to the lava as artificial, and the Ur-Daemon wanting it to the surface so they could submerge in it.&lt;br /&gt;
[530] This boiling seas and skies blackening with ash premise is meant to be a de-mythologized explanation for the Orslathain sunstone lore in the &amp;quot;[[Elanthian Gems]]&amp;quot; document, which suggests the sea was boiling and tons of soot was getting thrown into the atmosphere during the Ur-Daemon War. This description of the heavy sudden floods and inland swells of dead marine matter is meant to rapid form limestone and set up unstable badlands conditions on top of it or further inland.&lt;br /&gt;
[531] This frames limestone formation, which can happen quickly under ideal conditions. The &amp;quot;[[Elanthian Gems]]&amp;quot; documentation establishes there is a lot of alabaster in southwestern Elanith, and that there was a huge amount of alabaster in Rhoska-Tor, which is made from sulfurous volcanic geothermal water and limestone (though possibly as an evaporite), assuming it is gypsum alabaster (while calcite alabaster is made from stalagmitic limestone, but harder and less of a match for the &amp;quot;Elanthian Gems&amp;quot; description). Though this alabaster has been almost all turned into despanal by sorcerous energies. We are using a model where the limestone plateau is closer to the ocean, and badlands are further inland.&lt;br /&gt;
[532] This explains the extensive underground caverns. The black blobs previously mentioned and the lava could have pseudokarsts in the igneous rock as well. That would be further west in the badlands region, closer to the Southron Wastes region visited from the Wavedancer.&lt;br /&gt;
[533] This is meant to explain why it looks like a valley in the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document but plains in &amp;quot;[[History of Elanthia]]&amp;quot;. Strictly speaking, &amp;quot;plains&amp;quot; and &amp;quot;valley&amp;quot; are not a contradiction as the plain can be enclosed on two sides and be a valley, but here we are describing something like a &amp;quot;rift valley&amp;quot; with (limestone) plains toward the east and then badlands of unconsolidated sediment (with sandstone) further west, and with the climate of Rhoska-Tor this would need to be a dry valley with underground drainage in the karst system of a limestone plateau. (The part of the [[Southron Wastes]] southwest of Rhoska-Tor was painted for Wavedancer, and has a lot of limestone and sandstone. That is potentially consistent with our description of Rhoska-Tor geology, but there is a constraint of &amp;quot;[[Gods of Elanthia]]&amp;quot; implying a battle turned it into a lifeless waste and that there are petrified trees there with preserved carvings from that time period.) Though this is secondary and we are emphasizing sulfuric acid cavern formation from geothermal conditions, partly to explain the alabaster (gypsum) presence, and the Patriarchal palace from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; is marble which is metamorphic limestone. This is saying &amp;quot;reminiscent of a valley&amp;quot; mainly to emphasize the artificial and tectonic ways it came to exist, as an embellished premise of this document, and to keep the Tor concept as hilly badlands rather than a single confined valley. In fact, &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also describes the area as hilly, so we need a hill concept: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039; The description of the trees and wildlife perhaps needs to be treated as a Sylvan history cultural distortion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are untold horrors in the darkest depths of Rhoska-Tor.[534] The Dhe&#039;nar and Faendryl sheltered in the upper limestone caverns.[535] Though the region is unstable, sometimes suffering cavern collapses from earthquakes.[536] Further below ground are unknown ruins and dangerous races.[537] The violence to the flows of essence in this region have caused rifting in the veil, forming often unstable or temporary gateways to other worlds.[538] There are wasteland demons, such as the ebon-swirled primal, which are now all but indigenous to this world because of these hellgates.[539]&lt;br /&gt;
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[534] This is made up as a potentiality hook. It would be a waste to not have the deep underground be this way. But it is not totally made up, because there are at least some unfamiliar monsters, generalizing off the loresong of [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]] from Hunt for History.&lt;br /&gt;
[535] It is an embellishment to imply that there&#039;s a lot more further down, possibly areas sealed off by cave-ins. The premise of deeper caverns and those being worse was framed to some extent by &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[536] This was the premise of the Maelshyve archaeological dig event that happened in game, where there was also mana storming that happened. These cave-ins have to be infrequent for the Maelshyve caverns to make sense in the first place. The quaking does not have to be tectonic, necessarily, it could be instabilities from the rapid way we have the geology of the area forming. There could very plausibly be sinkhole hazards in Rhoska-Tor as well.&lt;br /&gt;
[537] This is partly made up. But reasonable and likely what should exist. Especially with this document&#039;s premise that the Faendryl pushed pre-existing forces in the area below ground with the expansion of Faendryl control of the land. The existence of unfamiliar underground monsters below Rhoska-Tor fought by the Faendryl is already canon in the Hunt for History loresong for the item [[Diamond-edged slender eahnor longsword etched along the blade with ancient Faendryl runes]].&lt;br /&gt;
[538] There was mana storming during the Maelshyve archaeological dig event, and rifts can form naturally from this kind of phenomenon. There was an underground rift like this in the Southron Wastes room painting during the Wavedancer event. (That is not meant to imply that particular rift was one of these &amp;quot;hellgates&amp;quot;, but simply the concrete phenomenon of underground rifts in the southern wastelands.)&lt;br /&gt;
[539] It is an embellishment to imply this is a routine phenomenon in the region. But it is canon from the Eyes of the Dawn storyline that the ebon-swirled primal demons reside natively in the Southron Wastes. While also existing in other valences. The term &amp;quot;hellgates&amp;quot; is made up, but fitting for the concept. This is also providing a hook for Marlu in &amp;quot;[[Gods of Elanthia]]&amp;quot; possibly drawing power by loosening &amp;quot;the portals&amp;quot; between dimensions, which implies there must be portals to demonic realms sitting around somewhere that can be loosened. These could be under Lornon, for example, but it would make sense for them to be in the &amp;quot;old places of the Ur-Daemon&amp;quot; as well.&lt;br /&gt;
&lt;br /&gt;
[Dark Cavern, Nexus]&lt;br /&gt;
Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth &#039;&#039;&#039;from a scarlet-laced russet rip in space.&#039;&#039;&#039;  Waves of essence buffet the area every so often, gusting with the roaring heat of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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There are many demented edifices and terrifying monuments in Rhoska-Tor, owing to its long history of dark theocracies and cults.[540] There are dangerous traps that are long since forgotten, intentional snares for collecting sacrifices, or even for feeding monstrosities that were at one time worshipped.[541] The landscape is as exotic as it is filled with deadly mysteries.[542]&lt;br /&gt;
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[540] This would follow reasonably if the premise was allowed for this to be the region where the bad stuff was concentrated all the way back to the Age of Darkness, and for being one of old places of the Ur-Daemon. The climate is presumed to be relatively good at preserving things long-term. Strictly speaking this is an embellishment, but Varevice is logged as having intended eldritch ruins in the region, when she was building New Ta&#039;Faendryl (never released.)&lt;br /&gt;
[541] This is made up. But concrete actually used examples of &amp;quot;snares&amp;quot; are given in Volume 3, and this would be an obvious place to have some.&lt;br /&gt;
[542] This is a guiding hook. Because Rhoska-Tor is very thinly defined in existing documentation. It should not be just another desert, there should be something very obviously &amp;quot;wrong&amp;quot; with it just by looking at it. Like the land itself is tortured and unnatural.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prolonged exposure to Rhoska-Tor, especially close proximity to the Tor themselves, induces transformations in the living.[543] Giantmen famously went mad with bloodlust when in the vicinity of Maelshyve, and those who survived their madness became more magically adept, founding the Grot&#039;Karesh Hammer Clan.[544] Gnomes become feral and were banned by Patriarchal decree.[545] Humans will be corrupted by the darkness, like the parasitic Collectors, or the Disciples of the Shadows.[546] Most infamously, Elves are subject to &amp;quot;the scorch,&amp;quot; becoming Dark Elves.[547] Their features become sharper, their bodies physically weaker, with greater capacities for magic.[548] Their ears and tongues change, producing sounds outside the ordinary range, acquiring an inborn language.[549] The &amp;quot;voice of Rhoska-Tor&amp;quot; is a mode of signaling where meaning is constructed directly from intonations, through layers of overlapping sounds involving no shared vocabulary of words.[550] In spite of the term &amp;quot;scorch,&amp;quot; it was only the Faendryl who dwelled especially close to the ruins of Maelshyve whose skin was darkened, while others had become quite pale or other complexions.[551]&lt;br /&gt;
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[543] This is trying to generalize and expand the corrupting influences beyond Maelshyve or even the Battle of Maelshyve, so that the whole region has a lot of bad juju, and some of these spots are that much hotter with badness. The Southron Wastes in general could have a lot of bad juju, but this is trying to be careful to limit the scope to talking about this one area of the southern wastelands, so as to not exhaust the whole thing in a single sweeping definition. Overall these places are better treated with slices of insight like the Wizardwaste in order to not hollow out their menace.&lt;br /&gt;
[544] This is from the &amp;quot;[[Giantkin History]]&amp;quot; documentation.&lt;br /&gt;
[545] The second part of this is canon from the [[Lines of Blood: A History of the Gnomes|Gnome history]] document, though the reason for it is not given, and it is not entirely clear if they are totally banned from the city or only banned from residence. The first part is playing off the feral gnome sickness in the gnome history, and this premise was used for a Dark Elven [[The Dark Mirror (story)|horror story]] from Xorus. The general idea would be gnomes getting too close to those underground ruins of Maelshyve and getting twisted by the dark magical forces. (This is similar in premise to the [[bloody halfling cannibal]]s from the halfling settlement near the Hinterwilds.) But the Faendryl also would not want them snooping around, with all the control they do on the spread of sorcerous knowledge.&lt;br /&gt;
[546] The Collectors are from the Felstorm storyline approaching River&#039;s Rest in 5112. The Disciples of the Shadows have their corruption defined in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;, and other shadows corrupted NPCs have been encountered, such as Therendil (nominally Marluvian) having tentacles from his head and Quinshon having shadow tentacles for a mouth.&lt;br /&gt;
[547] This is a term some players used over 20 years ago, referring to how some Dark Elves had acquired darker skin complexion near Maelshyve.&lt;br /&gt;
[548] This is foundational from &amp;quot;[[History of Elanthia]]&amp;quot; and was also in &amp;quot;[[History of the Faendryl]]&amp;quot;, and similar changes happened to the Dhe&#039;nar earlier.&lt;br /&gt;
[549] The &amp;quot;[[Dark Elven languages]]&amp;quot; document describes why there is a universal Dark Elven language.&lt;br /&gt;
[550] This embellishment is reconciling the &amp;quot;[[Dark Elven languages]]&amp;quot; document with statements during an OOC meeting by GM Khshathra, the Dark Elf guru around 2012, trying to treat Dark Elven as a mode of signaling or communication rather than language itself. (i.e. Dark Elven mode of communicating in the Common language and non-Dark Elves not being able to catch all of it). That seemed inadequate and not entirely consistent with the &amp;quot;Dark Elven languages&amp;quot; document, so this premise reconciles both notions and explains its universality and why it cannot be understood by other races and why it does not depend on shared vocabulary and why it has no etymology in common with other languages. Elsewhere in this document refers to &amp;quot;orthographic conventions&amp;quot; of Dark Elven, because there would not be a single version of writing for the language at all times among all fractious and dispersed groups.&lt;br /&gt;
[551] It was already established in &amp;quot;[[History of Elanthia]]&amp;quot; that only the ones closest to the ruins of Maelshyve had skin darkening, and the Dark Elven skin color range mechanically goes all the way to pale. So this is doubling down on the term &amp;quot;Dark Elves&amp;quot; not really, for the most part, referring to skin color. But still having complexion altering effects.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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The causes of these effects are impossible to isolate because of the profound abnormality of Rhoska-Tor.[552] Blame is widely attributed to the many unusual mana focii,[553] the dark magic of Despana or the undead,[554] the corruption of the demons summoned by the Faendryl,[555] sorcerous backlashes and explosions,[556] the implosion and unhealed tear in reality at Maelshyve,[557] mana storms,[558] the unholy power of the Ur-Daemon,[559] the valencial tears and instability deep underground,[560] and any number of factors. These are all valid, as they are all present. But the scorch is ancient and vastly pre-dates the Undead War.[561]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[552] This is trying to reconcile the many disparate explanations that have been given for the magical effects in the region (e.g. the changes on Dark Elves) across scattered documents. The only solution is to include all of them simultaneously, but point out which ones pre-date Despana.&lt;br /&gt;
[553] This one was in &amp;quot;[[History of Elanthia]]&amp;quot; and the [https://www.play.net/gs4/info/races/darkelf.asp Dark Elf page] on the Play.net website, which omits that it was those closest to the Maelshyve ruins that had the skin darkening while the other changes were more widespread. But that also cannot be about Maelshyve itself, due to the Dhe&#039;nar, but rather whatever it was Maelshyve was built on top. It is not obvious from &amp;quot;History of Elanthia&amp;quot; that it was mana foci that did the skin alteration, which in turn isn&#039;t something that happens to ordinary Elven wizards spending all their time in workshops on nodes, but this document embellishes and explains it in terms of dark essences corrupting the earthnodes.&lt;br /&gt;
[554] There is some of this in &amp;quot;[[Elanthian Gems]]&amp;quot;, such as the despanal lore, and possibly the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[555] This was in &amp;quot;[[History of the Faendryl]]&amp;quot;&lt;br /&gt;
[556] This is in the magically altered insects document, &amp;quot;[[Insects Changed by the Magical Landscape of Elanthia]]&amp;quot;&lt;br /&gt;
[557] This is in &amp;quot;[[History of the Faendryl]]&amp;quot; and the premise reinforced in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;.&lt;br /&gt;
[558] Not in documentation. But this was framed as a phenomenon in the area in the Maelshyve archaeology dig event.&lt;br /&gt;
[559] This was in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; and arguably in the &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[560] This premise is mostly in this document, but for the reasons motivating them.&lt;br /&gt;
[561] This is necessary because the Dhe&#039;nar are canonized and vastly pre-date the Undead War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dhe&#039;nar suffer from infertility issues because of it, requiring a great deal of planning by their Temple caste for breeding.[562] There have been cases of powerful, very old Dark Elves, who must feed on magical energies.[563] Not unlike the Collectors.[564] Alabaster from the sulfur-laden limestone of Rhoska-Tor has been almost all transformed by sorcerous energies into despanal.[565] There is an unusually high amount of cursed metals, or those associated with the sorcerous elements, especially urglaes which is found in the ancient lava flows.[566] Deep mines in Rhoska-Tor will sometimes unearth prehistorical artifacts, and mining is very dangerous for multiple reasons.[567] In the present day the Agrestis often relies on hired Palestra as security for miners.[568] There are specialists in sensing and avoiding interplanar instabilities in these excavations, while others who live more dangerously use those same &amp;quot;dowsing&amp;quot; methods to seek out troubles.[569]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[562] This was the premise in the player-created Dhe&#039;nar lore, but may not be explicitly present yet in canon documentation. In the canon documentation it is masked in a propaganda sort of way by racial purity rhetoric.&lt;br /&gt;
[563] This comes from the player-created Dhe&#039;nar lore, but magical energy eating is a canon concept in various contexts. Such as the Ithzir and the Ur-Daemon. One of the canon lizards from down there in &amp;quot;[[Creatures of Eh&#039;lah and Sharath]]&amp;quot;, the sha&#039;rom lizard, absorbs magic energy similar to the myklian in the Broken Land. Volume 2 gets into this concept.&lt;br /&gt;
[564] The Collectors are a storyline group who try to escape mortality by feeding off the magical power of relics / artifacts.&lt;br /&gt;
[565] This is from the &amp;quot;[[Elanthian Gems]]&amp;quot; document and the geochemical nature of alabaster.&lt;br /&gt;
[566] This is extrapolating off the [[ora]] mine and [[urglaes]] deposits and so forth in the materials and gems documentation.&lt;br /&gt;
[567] This embellishment is leveraging off the prior hellgates concept, and the geological instability of the badlands. The prehistorical artifacts part is a potentiality hook. It is partly inspired by the veil iron obelisk thought to be an [[Ur-Daemon]] artifact that was in the Wehnimer&#039;s Landing museum and now present in the Stormbrow Gallery, which I&#039;ve been told at one point (circa 2000ish) allowed familiars to pass from the Landing to Teras and/or allowed access to the Teras thought net from the Landing. Though I do not know for certain that is true. But that obelisk was &#039;&#039;&amp;quot;recovered from the ora mines in Rhoska-Tor.&amp;quot;&#039;&#039;&lt;br /&gt;
[568] This is an embellishment leveraging off &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, where the Palestra are used throughout the Pentact branches.&lt;br /&gt;
[569] This is a made up premise, but straight forward from the previous premise of mining under these conditions. Similar mining hazard concept was used in the Shadow Valley story, the &amp;quot;[[Tale of Silver Valley]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.B Despana&lt;br /&gt;
&lt;br /&gt;
No one knows who or what Despana was.[570] There are as many tavern tales for her origins as there are for the disappearance of Princess Chesylcha.[571] There are cultists who hold she was a demonic demi-goddess, having first called herself Maelshyve, and arrived in this world through the instabilities in the veil below Rhoska-Tor.[572] Others imagine her as having been a human liberator from Elven oppression, achieving some form of undeath. There are works of art where she is imagined as bathing in blood or feeding on it, such as sculptures depicting her as a human woman with fangs, while the Arch-Lich Dharthiir poses as her lover.[573] Her contemporaries believed she was from the jungles beyond the Southron Wastes.[574] There was a known elemental cataclysm there 25,000 years ago, with a rain of fire from the skies turning the forest to ash.[575] More incredulous scholars dismiss this explanation of the Great Fire and say it was only an eruption.[576] They argue Sharath was founded next to an explosive volcano, noting the high prevalence of obsidian.[577] The earliest recorded rumors of Despana began shortly after this disaster in -19,864.[578]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[570] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;, the foundational information for Despana.&lt;br /&gt;
[571] This is riffing off &amp;quot;[[History of Elanthia]]&amp;quot; saying of Chesylcha: &#039;&#039;&amp;quot;There are as many stories about her death as there are storytellers.&amp;quot; The word &amp;quot;disappearance&amp;quot; might need to be replaced with &amp;quot;death.&amp;quot; The problem is that the [[Maeli Gerydd]] museum piece has Maeli Gerydd (in the wedding party) going missing, and the [[forehead gem]] loresong has the gems of Chesylcha&#039;s handmaids ending up in the ocean. There is also inconsistency between documents on what actually happened to Chesylcha. In &amp;quot;[[History of the Faendryl]]&amp;quot; Chesylcha&#039;s throat is slit, while in &amp;quot;[[History of Elanthia]]&amp;quot; it says &#039;&#039;&amp;quot;Whether it was a Nalfein or Human assassin, or whether she simply fell ill, none are certain.&amp;quot;&#039;&#039; Whereas the Faendryl history states: &#039;&#039;&amp;quot;but the Faendryl never had a doubt as to what happened. The evening of her death, Chesylcha&#039;s three sisters all fell to their knees, screaming in pain and holding their heads. When they were again sensible, each reported seeing the same thing: an assassin of House Nalfein, there by grace of a secret alliance between the Nalfein and the Ashrim, slitting their sibling&#039;s throat.&amp;quot;&#039;&#039; This inconsistency would not make sense if there was a body that could be examined.&lt;br /&gt;
[572] This is what Maelshyve is in DragonRealms, she comes back to Elanthia having been banished. This line is letting the deranged demon worshippers be onto something. The consistency hook on Maelshyve and DragonRealms is another motivator for there being either permanent or temporary &amp;quot;hellgates&amp;quot; under the wastes from rifting / instabilities, so that theory of Despana&#039;s origins has some sense of how she got here in the first place, since this document is also committing to the severe impracticality of demons and other extraplanars being able to get into our plane without the way opened on this side for them.&lt;br /&gt;
[573] This is based on the museum artwork that was in Wehnimer&#039;s Landing, now in Stormbrow Gallery.&lt;br /&gt;
[574] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[575] This is from &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;.&lt;br /&gt;
[576] It is represented as a volcanic eruption in &amp;quot;[[The Settlement of Eh&#039;lah]]&amp;quot;. In &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; it makes it sound like the mountain was not even there prior to the cataclysm. This line is reflecting that tension.&lt;br /&gt;
[577] Extrapolating off &amp;quot;Obsidian Council&amp;quot; as the name of the new governing body after that cataclysm in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot;&lt;br /&gt;
[578] This is cross-referencing the approximate timing in &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; with the exact date used for Despana in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. This line is not meant to be implying the disaster was also in the year -19,864. Only that on Elven time scales these were not far off from each other, and giving a little bit of motivation for &amp;quot;[[History of Elanthia]]&amp;quot; saying her contemporaries believed she was from the jungles down there.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was said that Despana was searching the old places of the Ur-Daemon for forbidden knowledge and dangerous relics.[579] It is for this reason that she established her base of power in the haunted lands of Rhoska-Tor.[580] In this respect she was part of an established tradition, which had been contained by the Elven Empire for thousands of years.[581] While there were always threats from the black arts of the wastelands, they were never mortal threats to civilization.[582] Despana herself was not regarded as a great threat from the very long precedent of her inaction.[583]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[579] This is quoting &amp;quot;[[History of Elanthia]]&amp;quot; and following the implication of &#039;&#039;&amp;quot;her quest succeeded when she found the Book of Tormtor&amp;quot;&#039;&#039; in what is now called Rhoska-Tor. In that time period it would have been considered the nearest part of the Southron Wastes to the Elven Empire. It might even be that Maelshyve was built in that spot looking forward to that reason.&lt;br /&gt;
[580] &amp;quot;[[History of Elanthia]]&amp;quot; establishes that Maelshyve was a keep built in Rhoska-Tor. This sentence refers to it as &amp;quot;haunted lands&amp;quot; due to this document&#039;s arguments about how undead should naturally be present there because of taint / corruption.&lt;br /&gt;
[581] This is the embellishment introduced for this region by this document.&lt;br /&gt;
[582] This is limiting the scale and scope of the practical threat in the Second Age from this region.&lt;br /&gt;
[583] This is explicitly recognizing the very long delay between her construction of Maelshyve and the Undead War, in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, while &amp;quot;[[History of Elanthia]]&amp;quot; had said those undead constructed Maelshyve and that &amp;quot;their numbers grew rapidly.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The construction of Maelshyve Keep was finished in -18,756, which was over three thousand years before the Undead War.[584] It was founded on an ancient mound of the Old Ones known as the Torm Tor.[585] It was rumored Despana had acquired a powerful book on undeath, thus named the Book of Tormtor, that was said to have been written in the language of the Ur-Daemon.[586] There is a great deal of ambiguity in what this actually means. In some interpretations it is taken entirely literally.[587] Others interpret it to mean Despana acquired knowledge of the dead language of the Ur-Daemon through esoteric methods, and thereby knowledge of dark magic more immediately through mental contact.[588] Whether through ruins or some lingering presence below the wastes.[589]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[584] These are the dates from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
[585] This is totally made up. The premise was framed earlier in this document that Tor refers to the geological feature. Rhoska-Tor is a name that was coined later, per the wording of &amp;quot;[[History of Elanthia]]&amp;quot;, so the &amp;quot;tor&amp;quot; could have come from Book of Tormtor (where Tormtor is a Drow easter egg from Dungeons &amp;amp; Dragons.) But since we are using &amp;quot;Tor&amp;quot; in the sense of Glastonbury Tor, this line is going the opposite way with it. The supposed &amp;quot;Book of Tormtor&amp;quot; is being called that because Maelshyve is built at the Torm Tor, where the implication here is that there is some &amp;quot;Torm&amp;quot; Ur-Daemon. Perhaps the in-world setting etymology root of the word &amp;quot;torment.&amp;quot; Calling this a mound is partly motivated by banshee mythology and partly by keeps being built on mounds.&lt;br /&gt;
[586] As previously mentioned in these footnotes, the Dark Elven language could not have been called &amp;quot;the voice of Rhoska-Tor&amp;quot; in the Second Age, because &amp;quot;[[History of Elanthia]]&amp;quot; implies the placename &amp;quot;Rhoska-Tor&amp;quot; was invented later. And there&#039;s some reason to argue that Dark Elves should not have been considered a racial concept in the Second Age, since the Faendryl were not called Dark Elves until after the Ashrim War. So the premise is that contemporaries are using this wording to refer to the tongue of the demon worshippers posited to be in that region.&lt;br /&gt;
[587] It does not actually make literal sense for there to be a book written in the language of the Ur-Daemon and that mortals with no knowledge of that language would be able to read it. There is the &amp;quot;comprehend languages&amp;quot; kind of magic, of course, but that is Mentalism and Elanith does not have Mentalism magic in that time period. It would have to be more esoteric.&lt;br /&gt;
[588] This is a Lovecraftian notion of somehow learning extinct languages across time or mental contact with dead/sleeping daemons.&lt;br /&gt;
[589] One way would be essentially a kind of Ur-Daemon artifact after all, whereas the other could be one of the Ur-Daemon (or some other malign entity) itself.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then if the book existed, it was from Despana herself writing it.[590] Still others believe she found her way into the ghostly library of Fash&#039;lo&#039;nae, or that the Book of Tormtor was left behind by the Dhe&#039;nar warlocks 20,000 years earlier.[591] It was a relatively common interpretation to believe that this was actually written in an orthographic convention of the Dark Elven language.[592] While the Dhe&#039;nar were not the only Dark Elves to have come into being in the southern wastelands, these points along with the prophecy of Noi&#039;sho&#039;rah would lead to them being blamed.[593]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[590] This would make a sensible path for an actual book existing while retaining the truth of that Ur-Daemon link.&lt;br /&gt;
[591] These are from &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and &amp;quot;[[History of the Dhe&#039;nar]]&amp;quot; respectively. Along with &amp;quot;[[History of Elanthia]]&amp;quot;, all three of these documents have Illistim NPC scholars listed on the top, so taking that with &amp;quot;History of Elanthia&amp;quot; saying none can now know what its contents were, the only conclusion available is that scholars do not actually know what the Book of Tormtor was in reality. It&#039;s more of a mythical thing for explaining or rationalizing Despana. This document actually creates an avenue for the Book of Tormtor not needing to have existed for Despana to have done what she did.&lt;br /&gt;
[592] This is explicitly talking about the alternative possible meaning for language of the Daemons. With the stipulation that in that time period Dark Elves probably were not thought of as a race in the way they are now. This also opens the possibility that the written form of Dark Elven is some dominant convention in the region that comes from the Despana period.&lt;br /&gt;
[593] The rumor of her being from those southern jungles, the notion of the Book of Tormtor possibly being left behind by the ancient Dhe&#039;nar, the prophecy of Noi&#039;sho&#039;rah (perhaps mangled by contemporary knowledge of Despana), and maybe whatever undefined involvement of the Dhe&#039;nar in Despana&#039;s agenda. The Dhe&#039;nar might also be perversely leaning into the theory that Despana was Dhe&#039;nar themselves. The point of this is to provide a hook for why Dhe&#039;nar become called &amp;quot;Dark Elves&amp;quot; as a whole lineage when it took Ashrim genocide for the Faendryl to get labeled &amp;quot;Dark Elves&amp;quot; and that term should really originally have been about cultural condemnation. This is a subtlety. But it&#039;s a mistake to just naively take the Dark Elf racial mechanic that simply and literally, when the lore behind the term gives it a political motivation and meaning. But Dark Elves as a whole are not an ethnicity, with radically divergent cultures, and at best are a shared language group.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no sorting this out. The Book of Tormtor was presumed to have been destroyed in the implosion of Maelshyve Keep.[594] However, it has sometimes been claimed to be held by others, most recently by Shar. Her general Nyvelise was responsible for spreading a commonly used spell of animating the dead in the year 5105.[595] There have been countless fake Books of Tormtor over the millennia, ranging from student hoaxes to elaborate forgeries, such as the kind found in the black market of fraudulent holy relics.[596] What is important are the innovations in undeath that were accomplished by Despana, whatever the sources were she built upon. While the undead were nothing new to the world, they had never been wielded as vast armies by necromancers.[597] Widespread undeath had only been encountered when dealing with extraplanar horrors such as the Vishmiir.[598]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[594] This is going off &amp;quot;[[History of Elanthia]]&amp;quot; saying the book was lost in the events that followed.&lt;br /&gt;
[595] This is from the [[Animate Dead (730)]] release events. Shar had previously been searching for the Book of Tormtor in the late 90s.&lt;br /&gt;
[596] This is an embellishment. But there is no way this would not be true.&lt;br /&gt;
[597] This is the perspective and framing being built by this document.&lt;br /&gt;
[598.1] The [[Vishmiir]] had fought with the Elven Empire according to &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot;, and the Vishmiir make hordes of undead minions. (This document references the Vishmiir several times just because there are so few ancient things like this that are already defined.) This is just generally acknowledging that these extraplanar threats we deal with typically come with undead hordes, so even if it happened less often in the Second Age, larger scale undead incidents would happen with extraplanar horrors / demons. This document is just leaning on the Vishmiir in particular because there is explicit lore and loresong implying how ancient they are in their relationship to Elanthia. The embellishment that no vast armies by necromancers had been done before was mentioned previously in this document, but that does not necessarily have to be true. It&#039;s just helping distinguish Despana while having necromancy of undead be a known thing for thousands of years prior. Despana might be taken as having innovated rotting corpse kinds of undead, especially communicable diseased undead.&lt;br /&gt;
[598.2] The Faendryl method of countering her strategy also helps explain an apparent absence (or at least lack of effectiveness) of future imitators of Despana. Whatever of these that have happened since then were presumably put down within the region by the Faendryl, along with the Grot&#039;karesh and Dhe&#039;nar and so forth. There seems to be nothing established about clashes with the Horned Cabal, for example, within the subcontinent region [[Story of the Volnath Dai|prior to]] Grandmaster Fineval and invading the Turamzzyrians.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despana was a master artificer of urglaes, harnessing its powers as the metal of elemental darkness.[599] With her creation of powerful lieutenants, along with terrible artifacts for projecting her control, she was able to make a hierarchy of command over hordes of lesser undead.[600] The vast bulk of her horde were mindless rotting corpses that would instinctively obey or follow more powerful forces of darkness than themselves.[601] Ghouls would obey ghoul masters, skeletons would obey skeletal lords, and so on, which would in turn obey greater undead such as liches.[602]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[599] This is from the [[urglaes]] lore. It is reviving the Rolemaster lore for the metal, though that was still roughly preserved in the urglaes lore. The term &amp;quot;elemental darkness&amp;quot; is a convention used in this document, being shorthand for &amp;quot;the sorcerous element of darkness.&amp;quot; This is elaborated in Volume 2.&lt;br /&gt;
[600] This premise was framed earlier in the document. There is some existing framing for necromancers in Elanthia needing to leverage off artifacts or minions to control large scales of undead. Some of this is relatively implicit (e.g. the Horned Cabal&#039;s dependence on the Sphere of Sorrow for wielding large hordes; the Tablet of Death, etc.), but it was also explicit in the [[Fallen from Faith#Knowledge is Power|Fallen from Faith]] storyline in Plat. This is setting up a vulnerability in her horde methodology that makes the Faendryl summoning demons a silver bullet for stopping her.&lt;br /&gt;
[601] This is reviving the Rolemaster bestiary lore for these kinds of undead. It was true of skeletons, zombies, and ghouls.&lt;br /&gt;
[602] This was explicitly true in the Rolemaster bestiaries, which was the creature lore at the time &amp;quot;[[History of Elanthia]]&amp;quot; was being written in late 1995.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other kinds of undead such as the cursed fey spirits of those lands, most infamously the banshees, were most likely conjured and compelled with great concentrations of power using urglaes artifacts.[603] Those of the living who died in those lands might be possessed by spirits, or become trapped into undeath by burial in the tainted corruption of the wasteland.[604] Methods were made so that the fallen on battlefields would rise together in mass.[605] Most importantly of all, Despana was a plaguelord, fashioning cursed diseases.[606] Warriors would find themselves afflicted with rotting wounds that would not heal, or the soldiers in infirmaries would transform into zombies from their injuries.[607] These were as the transformation curses of witchcraft, except resulting in the undead.[608] Ghouls would make more of themselves by clawing with their nails.[609] Others were infected through contact with fluids, or through bites, or even through pestilent vapors.[610]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[603] This document is preferring to treat the Rhoska-Tor banshees as corrupted nature spirits (fey) from the taint of the Ur-Daemon, so that Despana is really conjuring / summoning them, rather than the kinds of banshees that come from cursed sorceresses. Being categorically different from the rotting corpse undead, this is giving her a different control method.&lt;br /&gt;
[604] Possession of corpses by spirits is a concept in &amp;quot;[[Life and Being in the Sea of Fire]]&amp;quot;, and this notion of burial in tainted lands is a trope that is also present. The Grot&#039;karesh incidentally keep their dead in crypts.&lt;br /&gt;
[605] This was described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot;.&lt;br /&gt;
[606] The most clear and explicit example of this is the Red Rot.&lt;br /&gt;
[607] This is represented in the &amp;quot;[[Giantkin History]]&amp;quot;, and the latter part especially is explicitly described in the &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard]]&amp;quot; soldier&#039;s journal document, which also has the festering wounds.&lt;br /&gt;
[608] This is an embellishment but the framework of this document giving historical continuity between these traditions.&lt;br /&gt;
[609] This is the original ghoul lore from Rolemaster. By 1995 the disease curse from ghoul nails was known as Ghoul Rot.&lt;br /&gt;
[610] The fluids and bites are generic. The pestilent vapors (like the Living Dead movies) raising undead is something Raznel was actually doing in the [[Witchful Thinking]] storyline, but for the notion of infecting, the Red Rot was treated as airborne when it resurfaced in 5103 (though it was not represented as turning Dwarves into undead.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was for this reason that Despana and her horde, which came to be called &amp;quot;the Undead,&amp;quot; had not been taken seriously by the Elven Empire.[611] The rulers of the Houses were aware Dharthiir, the Arch-Lich who was her chief minion, had begun recruiting the barbaric races in the mountains and outlands in -15,497.[612] This was about three hundred years before the siege of ShadowGuard.[613] In those years there were relatively minor clashes with her allied forces, including by the Sylvankind, which then lent precedence to the belief that it was just another police action.[614] There was nothing unfamiliar to the Vaalor in cutting down orcs, or slaying rogue dark mages raising mischief out of the southern wastes.[615] There was much reason to underestimate the weak undead.[616]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[611] This sentence may sound like a non-sequitur coming off that paragraph, but the point is that the real threat of her horde was from these not obvious directions, which was not understood until later. This line is pointedly interpreting &amp;quot;the Undead&amp;quot; from &amp;quot;[[History of Elanthia]]&amp;quot; as a proper noun for referencing Despana&#039;s horde specifically and not the undead in general.&lt;br /&gt;
[612] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document had the Undead War going back into the -15,400s and that needs to be handwaved as lower scale skirmishes. It implies the Battle of ShadowGuard happened in the -15,400s but all the other documents with dates disagree. It should be reinterpreted as having Sylvan scouts coming across Dharthiir allied mountain forces, but not coming out to the other Elves until a much later date when ShadowGuard happens&lt;br /&gt;
[613] We are using the other documents having ShadowGuard and Maelshyve destruction not that far separated. But we&#039;re not going to use -15,186 because it doesn&#039;t give space for &amp;quot;years&amp;quot; or war or the Battle of Harradahn. So this document says ShadowGuard was really in -15,196 and just commonly gets misdated as -15,186 (maybe because of legibility of the digit in whatever record in the Chronicles, calendar system discrepancies, and maybe a headache of unreliable documents in the period with politically motivated revisionism.)&lt;br /&gt;
[614] This is a mild retcon for reconciling &amp;quot;[[History of the Sylvan Elves]]&amp;quot; with the other Undead War period history documents with dates. It is also giving some sense to Rhak Toram speaking of &amp;quot;the orc wars&amp;quot; as something more distinct than normal dwarf-orc clashing. What we are doing is having the Sylvan scouts coming across Dharthiir forces back into the -15,400s, but then they noticed what we&#039;re calling &amp;quot;the Surge&amp;quot; around the time ShadowGuard gets taken out (and what&#039;s happening to the crops in the provinces and so forth), and only then do they come out and help the Faendryl fight the Undead.&lt;br /&gt;
[615] This is an embellishment. But with the premise of the nature of the southern wastelands in the Second Age, this is a sensible thing the Vaalor would have done.&lt;br /&gt;
[616] GemStone has done some serious level creep since &amp;quot;[[History of Elanthia]]&amp;quot; was written. But the general idea leaned into with this document is that the weak undead can be controlled in greater numbers, and having big numbers becomes the central threat, particularly when these undead can inflict unhealing festering wounds or turn the wounded into more undead. They do not need to defeat the opponent in single combat. They only need to make contact or get too close, then those wounded or dead get made part of the Undead hordes. So Dharthiir goes for the heavy infantry House first.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chronology of the Undead War is muddy and sometimes contradictory.[617] Library Aies was badly damaged in the siege of Ta&#039;Illistim by orcish hordes out of the mountains at the height of the war, followed by many years of disarray in terms of the preservation of written records.[618] There was also a surplus of self-aggrandizing accounts by various elven families, which have about the same credibility as the memoirs of criminals.[619] The war is characterized as having lasted a few hundred years, or as little as one year, depending on how the details are emphasized.[620]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[617] This is explicitly framing the fact that the official documentation has a bunch of contradictory dates and time ranges for the Undead War. The grounding for the premise is that you have a surplus of dubiously reliable personal memoirs, and a long period of time of shoddy document preservation and replication. So even though the documents that exist would be using Elven calendar dates, it is unclear how trustworthy the dates are in a surviving copy. Similarly, if the provenance of the document is unclear and the numbers have to be interpreted, the Houses use calendars with similar but different origin years based on their House founding dates. The &amp;quot;[[Ilynov Journal]]&amp;quot; accounting of ShadowGuard (converted out of Vaalorian calendar dates) ranges from April -15,187 through November -15,186, with ShadowGuard besieged as early as January -15,186, while the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard document]] spans only one month, July into the beginning of August -15,186. We also do not know what kind of calendar drift (e.g. Julian vs. Gregorian calendars would be a whole year off on Elven civilization time scales) happened over thousands of years and the corrections that were or were not applied (and how many times between copies) to the dates.&lt;br /&gt;
[618] The first part of this is an extrapolation from details in the [[Ta&#039;Illistim Monarchs]] document. The second part is from the Half-Elven history document.&lt;br /&gt;
[619.1] This is meant to give some wiggle room on the absolute authority and implications of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] and the [[Ilynov Journal]] documents, and to give some motivation for why chronology of that time period would be difficult for much later historians. The analogy with criminal memoirs is that onced freed from the liabilities, criminals will admit to things they did not do for posterity, and misrepresent things to make themselves sound bigger and more significant. The &amp;quot;criminals&amp;quot; dig is also partly coming from the IC author being Faendryl.&lt;br /&gt;
[619.2] This is also throwing some salt into the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|ShadowGuard journal]]&#039;s final entry as fantastic, of the Vaalorian undead soldiers somehow breaking free and turning on Dharthiir (after standing around idly allowing Dharthiir and Taki to duel), allowing Taki to strike at the lich. But this undead turning on Despana&#039;s own forces phenomenon, whatever the cause of it, helps support the hierarchical control disruption premise used in this document.&lt;br /&gt;
[619.3] This is also throwing shade on [[Ilynov Journal]]. It has Taki Rassien gathering the Sabrar with Despana threatening &amp;quot;even the mighty Vaalor&amp;quot; in April -15,187 , and then Taki &#039;&#039;&amp;quot;prepares for a battle at ShadowGuard&amp;quot;&#039;&#039; in January -15,186 (the forces described as already besieging ShadowGuard at this time with &#039;&#039;&amp;quot;a surprise attack on the forces besieging ShadowGuard&amp;quot;&#039;&#039;), then news of Taki&#039;s defeat in the city in November -15,186 (which [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document has happening in early August.) This makes the month vs. one day tension even worse, so as noted in other footnotes here, it can be reconciled by having Dharthiir not seriously trying to take ShadowGuard at first but instead bottling up the pass around the mountains.&lt;br /&gt;
[620.1] This notion of emphasis-on-what-counts is the way to reconcile these contradictory documents. The &amp;quot;[[History of the Faendryl]]&amp;quot; can be using &amp;quot;Undead War&amp;quot; to refer to the entire 5,000 year period Despana was known to exist by the Elven Empire. The &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is using a few hundred year date range, reinterpreted here to refer to comparatively low level pre-&amp;quot;Surge&amp;quot; skirmishes with Dharthiir and his allied forces (though this requires bending its timing, which has them only starting to deal with it after ShadowGuard falling.) The relatively short war with a stalled battlelines/front is treating the Battle of ShadowGuard as the start of the Undead War and not that long period Dharthiir was up to hijinx leading up to it. Which incidentally gives everyone a few centuries to know who and what Dharthiir was prior to ShadowGuard (which is still haunted with undead in the present day, having been turned into a haunted place with corruption and so forth.) &lt;br /&gt;
[620.2] There might also be some relatively static presence of Undead forces at ShadowGuard for a longer period of time, then a lightning fast surge through the western provinces, with Dharthiir showing up at ShadowGuard (with a sudden increase in hazards / ability) to then lead an eastern offensive toward Ta&#039;Vaalor after catching the Vaalor legions off guard. This would give some flex time for other Houses not cooperating, the year prior time span in the &amp;quot;[[Ilynov Journal]]&amp;quot; document, and some sense to &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot; At last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense&amp;quot;&#039;&#039;, when a one month time window would seem too short / recent for that wording. But this point is trying to reconcile the &amp;quot;Ilynov Journal&amp;quot; and &amp;quot;[[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)]]&amp;quot; document extended time spans for ShadowGuard with the time spans in &amp;quot;History of Elanthia&amp;quot;, which instead made it sound like an advancement into Elven territory toward Ta&#039;Vaalor and then Taki and the Sabrar going to a fortress in the invasion path to &amp;quot;make a stand&amp;quot;, and then immediately getting steamrolled, while there is no geographical reason the Undead horde should have waited around ShadowGuard that long if it&#039;s as far inland and wide open as shown on the current Elanith map.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Battle of ShadowGuard is sometimes given as the summer of -15,186, with the destruction of Maelshyve in the late autumn -15,185.[621] Others place the Battle of Maelshyve at -15,188 and then ShadowGuard in some earlier year.[622] It is generally accepted that the war lasted for years.[623] There are even some races who conflate the Undead War with the whole Age of Chaos.[624] There are warped Faendryl pseudo-histories making it sound as if the war lasted for thousands of years.[625] The most consistent chronology is arguably the Battle of ShadowGuard at -15,196 and followed by the Battle of Harradahn in -15,195, where Despana&#039;s horde was routed, and a stalemate was reached under Faendryl leadership that held for roughly a decade.[626] What matters is that the Elven Empire did not understand the severity of the threat until the defeat of the elite Vaalorian legions at ShadowGuard.[627] Despana&#039;s capacity for rapid escalation was contrary to her own precedent.[628] The Elves were shocked to discover that the Undead, what had been a mere nuisance to be vanquished for vain glory, had within a single day become a mortal danger to civilization itself.[629]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[621] &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and the Vaalor journal documents use these dates, though the Vaalor ones are converted into the Vaalor calendar equivalent. The [[Ta&#039;Illistim Monarchs]] document also uses -15,185 for the end of Lanenreat&#039;s reign (using Illistim dates), having been (de facto) deposed during the Undead War. It actually treats Laibanniel in -15,185 as overseeing the &#039;&#039;&amp;quot;initial defense of Ta&#039;Illistim&amp;quot;&#039;&#039;, which means implicitly it&#039;s using the -15,186 date for ShadowGuard, and Lanenreat had resigned for failing to contain Despana and her hordes. This implies something happened to Ta&#039;Illistim after ShadowGuard. The Lanenreat section saying &amp;quot;hordes&amp;quot; and Laibanniel section saying &amp;quot;undead hordes&amp;quot; is a seed for a coming paragraph to say it was Dharthiir&#039;s orc/troll/etc. allies in the mountains that hit Ta&#039;Illistim at first. Which geographically makes sense.&lt;br /&gt;
[622] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and &amp;quot;[[Elanthian Gems]]&amp;quot; in the jet section, which uses the sylvan dates, have -15,188 for the Battle of Maelshyve, which by definition has to happen later than the Battle of ShadowGuard.&lt;br /&gt;
[623] &amp;quot;[[History of Elanthia]]&amp;quot; had said it lasted for years: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039;&lt;br /&gt;
[624] The Giantkin history could be read this way. But &amp;quot;[[History of the Faendryl]]&amp;quot; makes it sound that way very directly.&lt;br /&gt;
[625] This could be just very loosely referring to the whole period Despana was known about. But &amp;quot;[[History of the Faendryl]]&amp;quot; only gives a couple of Patriarchs for the entire 15,000 year period between the Undead War and the Ashrim War. It was pretty clearly written to imply the Undead War was very long and the underground period up to the Ashrim War was relatively short. These Patriarch numbers need to be retconned in some way, such as state sanctioned history redacting the Patriarchs in the underground period, or re-numbering the earlier Patriarchs.&lt;br /&gt;
[626] Doing it this way just means a digit error is being done, where instances of -15,186 should be saying -15,196. Or the equivalent in the other calendar systems. Then there&#039;s a reasonable length total war phase and the Battle of Harradahn fits.&lt;br /&gt;
[627] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[628] This is extrapolation from the time gap in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[629] This is going off the timing in &amp;quot;[[History of Elanthia]]&amp;quot;. The [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] twists it somewhat, having a month long siege of the same place (or closer to a year long siege in [[Ilynov Journal]] and over a year of threatening Vaalor), and then Taki Rassien showing up (after over half a year in Ilynov Journal but only a one month reinforcement call delay in ShadowGuard journal) and that part being the 1 day event. Whereas &amp;quot;History of Elanthia&amp;quot; words it as a month long advance, &#039;&#039;&amp;quot;cut[ting] a swathe&amp;quot;&#039;&#039; into Elven territory, up to the point it was threatening Ta&#039;Vaalor itself. (ShadowGuard is also represented as significantly north of Ta&#039;Nalfein on the Elanith map, about the distance from Tamzyrr to Brisker&#039;s Cove, with no apparent reason why Dharthiir should not just ignore it and go around it.) A static siege at one location is nominally inconsistent with &#039;&#039;&amp;quot;progress was lightning fast, easily destroying what little resistance they met in the outlying provinces&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;the battle of ShadowGuard lasted less than one day.&amp;quot;&#039;&#039; The prior dig on war memoirs is taking some of the edge off this point. The premise that this &amp;quot;shocked [the other houses] into cooperating&amp;quot; originates in &amp;quot;History of Elanthia&amp;quot;, where &amp;quot;at last, the Faendryl were able to unify the command of all the Elven armies and mount an organized defense.&amp;quot; This document also presses into the point of the Elven empire&#039;s &amp;quot;outlying provinces&amp;quot; away from the East as having been hit especially very badly, which has never really been elaborated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
III.C The Faendryl Exile [630]&lt;br /&gt;
&lt;br /&gt;
What the Elves had failed to understand was that Despana had united the malign factions of the southern wastelands, and over those many long years there was a merger of the traditions of the black arts.[631] There was a leap in the arts of necromancy because it was felt as an abrupt revelation.[632] In the first month of the invasion, what might be called the Surge, the Undead were regarded as a conventional but mindless force.[633] It was pressing its way through the southeastern outlands, and the Houses wished to single handedly defeat Dharthiir.[634] They would not consent to lend their forces to the glory of another House, nor would they allow the legions of other Houses to cross their borders.[635] House Vaalor was, bizarrely, the path of the invasion.[636] With the benefit of hindsight, it is now believed Dharthiir intended to make his forces be surrounded as a tumor in the very center of the Empire, which at the time was regarded as illogical and suicidal.[637]&lt;br /&gt;
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[630] This is setting the fusion of black arts traditions on the one hand, and then the conditions for those spilling over into Faendryl sorcery, and vice versa, to help explain the later widespread use of the dark sorcery paradigm.&lt;br /&gt;
[631] This is an embellishment. Since we have heterogeneous smaller scale factions existing in that region, and Despana having come to dominate that region, and Dharthiir having made allies of various races against the Elves, it is a sensible consequence of this that these stipulated &amp;quot;black arts&amp;quot; traditions would be merging in Despana&#039;s long dormancy period in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Then from the point of view of the Elven Empire, there would have been a sudden burst in unfamiliar necromancy. &lt;br /&gt;
[632] More subtly, this document is creating an internal logic for the Book of Tormtor possibly being more myth than fact, because it would have been tempting to erroneously assume some ancient dark magic was discovered and rapidly acquired by way of an artifact. It could instead be that a lot of merging and innovation was done to large scale and only revealed all at once.&lt;br /&gt;
[633] The phrase &amp;quot;the Surge&amp;quot; is totally made up. &amp;quot;The Undead&amp;quot; is being used as a proper noun for Despana&#039;s horde. This is following off the Undead War section of &amp;quot;[[History of Elanthia]]&amp;quot;, and to some extent the early parts of the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document. &amp;quot;the Surge&amp;quot; is creating a distinct phase of the Undead War that allows some flex on the timing. There can be some earlier stuff happening, but then a sudden escalation with ShadowGuard getting overrun as they shifted gears and began pushing northeast into the core Elven Empire. &amp;quot;the southeastern outlands&amp;quot; is talking about pressing into and building up toward ShadowGuard.&lt;br /&gt;
[634] This is cross-referencing &amp;quot;[[History of Elanthia]]&amp;quot; wording with the Elanith continent map, which wasn&#039;t really defined yet when &amp;quot;History of Elanthia&amp;quot; was written. This approach is really &#039;&#039;&amp;quot;the heart of the Elven empire&amp;quot;&#039;&#039;, so &#039;&#039;&amp;quot;the outlying provinces&amp;quot;&#039;&#039; should refer instead more to the western territories, where there would be weaker concentration of forces. And the framing we have given of sovereign land claims being in the way of each other and not allowing military border crossings.&lt;br /&gt;
[635.1] The borders line is a slight embellishment from &amp;quot;History of Elanthia&amp;quot; saying &#039;&#039;&amp;quot;no house would commit troops to defend the territories of another.&amp;quot;&#039;&#039; It would not be possible for some of these land locked Houses to get their troops anywhere without going through the main lands of another House, so what we&#039;re doing here is interpreting this line as meaning something more to the effect of &amp;quot;defend the [outlying province claims] of [other Houses].&amp;quot; This is trying to make sense of the line &#039;&#039;&amp;quot;Each house wished the glory of vanquishing the Undead for themselves&amp;quot;&#039;&#039;, because in terms of the continent map, only Houses Vaalor and Nalfein were geographically positioned to be fighting the invasion. So we have to assume this involving those western provinces which are ill-defined.&lt;br /&gt;
[635.2] We are also tacitly committing to a model of forces moving north into the West (in terms of outlying provinces) because Despana&#039;s progress being lightning fast, and within a month threatening the heart of the Elven Empire, because in terms of the actual continent map there is not much distance between Maelshyve and core Elven or even Vaalorian territory. And if the only thing that&#039;s happening is the thrust toward House Vaalor, the stuff about the other Houses wanting the glory for themselves becomes incoherent. It makes more sense for that to be talking about defending their Western provinces.&lt;br /&gt;
[636] This is referring to &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Within a month, the Undead had cut a swathe to the heart of the Elven empire, threatening Ta&#039;Vaalor itself.&amp;quot;&#039;&#039; This has to be interpreted delicately to reconcile it with the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document and ShadowGuard&#039;s position relative to the Sylvans in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. Some of the pressure can be taken off by instead reading it as the horde kept moving onward toward Ta&#039;Vaalor after ShadowGuard. The notion here is Dharthiir directly going after Vaalorian fortifications (e.g. ShadowGuard) and moving in an arc toward Ta&#039;Vaalor while skirting the territory of House Nalfein. And then House Nalfein is not defending Vaalor fortifications, the whole not defending each other&#039;s stuff situation. Second Age borders are not defined. But it would be plausible that House Vaalor had its own land access around the southern DragonSpine for moving its legions.&lt;br /&gt;
[637] This is an embellishment. The strategy is based on extrapolating from the threads in the lore that indicate the use of disease magic and the wounded living turning into undead. It changes the logic of what makes sense for deploying armies. Dharthiir is getting into a close up melee fight with the infantry forces House and doing that damage up front before the longer-run fight with the more magic oriented houses. This logic is also motivating the orcish raids on House Illistim at almost the same time postulated later in this document. Also because of Lanenreat lore and the distance from the Undead. However, this wording is partly leaning on the position of ShadowGuard on the current Elanith map, which is probably much too far north given its implied latitude in the Sylvan documentation. If ShadowGuard were instead placed near the pass leading around the DragonSpine Mountains, on the edge of core Elven territory, the Surge would be mostly heading north into the Western provinces in the first month with some build up at ShadowGuard, then it shifts northeast focused and starts steam rolling toward Ta&#039;Vaalor when ShadowGuard falls. This line is also about reconciling why this is largely bypassing House Nalfein, which for a living military would make supply lines vulnerable to being cut off and then surrounded, and has Dharthiir (who doesn&#039;t take to the field until two weeks into it in the soldier journal document) not immediately trying to take ShadowGuard but instead having a temporary false stalemate while the Western provinces fall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Vaalor soon discovered the Undead were organized under more intelligent leaders, were able to act strategically, and that their own wounded or dead were rapidly being incorporated into the enemy forces.[638] This alarming situation led the Sabrar to make a suicidal strike into the heart of the invasion, with Taki Rassien and Dharthiir said to have vanished from this reality in the clash of their powerful blades.[639] This temporarily disrupted the hierarchy of the Undead.[640] There were then berserker invasions of orcs and trolls out of the DragonSpine Mountains.[641]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[638] This line is inspired from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]] document.&lt;br /&gt;
[639] This was framed in &amp;quot;[[History of Elanthia]]&amp;quot;, but the specific detail of Taki and Dharthiir vanishing in a sword clash comes from the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The &amp;quot;[[Ilynov Journal]]&amp;quot; document suggests the details of this were still not known a century later, and this journal is retrieved back in 2014. It is implicitly a sorcerous backlash from the clash of the incompatible essences in the swords, similar in principle to when the Griffin Sword shattered in the duel between Morvule and Ulstram, and this sorcerous backlash must have thrust them out of this reality.&lt;br /&gt;
[640] This is an embellishment. It is reasonable to think this temporarily disrupted things with the Undead, giving breathing space for the Faendryl to take unified command of the situation. Dharthiir probably wasn&#039;t the only lich, though, so the emphasis here is on temporary. This line does two things. It gives a hook for the Faendryl to recognize the hierarchical dependency of Despana&#039;s undead army. And it tacitly acknowledges ShadowGuard is still overrun with Undead in the present day. ShadowGuard has been visited in this way during storyline events. So this document treats it as a place that became haunted.&lt;br /&gt;
[641] The document is being non-commital on whether this was pre-planned, or Despana shifted gears temporarily when Dharthiir went missing. This line is meant to explain the [[Ta&#039;Illistim Monarchs]] document having Lanenreat resign, when the Undead should not have been near House Illistim, and her successor doing the initial defense against the *undead* hordes. It geographically makes sense that Despana&#039;s orc/troll and maybe minotaur allies in the mountains would hit House Illistim first in an eastern campaign. The Mirror Valastiel&#039;s personal diaries were also stored in Library Aies, &#039;&#039;&amp;quot;but were lost during the Undead War with Despana.&amp;quot;&#039;&#039; This creates a strong implication that Library Aies was damaged during a siege or sacking event, while the Undead front lines should not have been anywhere near Ta&#039;Illistim. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the severe blows to Houses Vaalor and Illistim, and House Nalfein in immediate peril, House Faendryl was able to unify the Elves under their own command.[642] They were able to establish a stalemate the following year at the Battle of Harradahn, having been forced to call for aid from all the peoples who had not been recruited for Despana.[643] However, in what was a supreme irony and reversal of the natural order, time was working against the Elves.[644] The undead had no need for rest, or supply lines, or the ordinary constraints of war. They lacked any instinct of self preservation, confounding the logic of military tactics.[645] Where there were battle lines held in the southeast, there was widespread chaos and death in the West.[646] Plagues were spreading that had been made through dark sorcery.[647] Blights were killing the fields and wildlife.[648] The living were in very serious danger of widespread famine and mass starvation.[649] It was understood by those in charge of the war, which is to say the Faendryl rulers, that the war was almost lost as civilization was unavoidably on the brink of collapse. This was not obvious to the other Houses. To those fighting on the lines, there was only stalemate, and those in the cities were far from the fields. The war planners hid the desolation of the West to prevent demoralization.[650]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[642.1] Houses Vaalor and Nalfein would have taken the brunt of the Undead invasion for geographical reasons. This line is adding in House Illistim getting hit out of the mountains as an extrapolation from the [[Ta&#039;Illistim Monarchs]] document. That House Faendryl was able to unify command under these conditions is given in &amp;quot;[[History of Elanthia]]&amp;quot;. They grouped forces to the west of ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, which does not make much sense unless ShadowGuard is significantly further south than the current [[Elanith]] map depicts and House Nalfein further east is getting hit by Despana&#039;s forces out of ShadowGuard.&lt;br /&gt;
[642.2] The most current map of Elanith places ShadowGuard much too far inland (and would be a more reasonable location for Harradahn), about as far north as Brisker&#039;s Cove while Maelshyve is roughly as far south as Idolone. This is awkward because it means this Undead horde under Dharthiir is passing right through core Nalfein territory, ignoring House Nalfein and apparently not being fought by the Nalfein. This is awkward enough that the map should probably be retconned, and arguably is not consistent with other documentation. &amp;quot;ShadowGuard&amp;quot; in the Second Age would more sensibly have been between the Sylvan settlement of Nevishrim and Ta&#039;Nalfein or what is now Feywrot Mire, which makes much more sense for Sylvan scout and army grouping positioning relative to ShadowGuard in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot;The elves, shocked by the loss of ShadowGuard, a site less than 100 miles to the east, welcomed the sylvans and fervently sought their allegiance against the forces of Despana.&amp;quot;&#039;&#039; ShadowGuard would then be sensibly named with the specific Second Age purpose of guarding against bad stuff coming out of those southern wastelands, and effectively analogous to Minas Morgul which was the forward most fortress guarding against Mordor and is now haunted with undead. Then the fortress would be a kind of choke point that Dharthiir can&#039;t just go around, and makes this House Nalfein issue not a problem. The horde can keep heading toward Ta&#039;Vaalor after ShadowGuard at this position and the original wording still makes sense.&lt;br /&gt;
[642.3] Following off note 642.2, with the lightning fast progress happening in the West, the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] depicting a month long (or longer in &amp;quot;[[Ilynov Journal]]&amp;quot;) siege can be reconciled with &amp;quot;[[History of Elanthia]]&amp;quot;. Dharthiir would be bottling up Elven land forces at a choke point while hordes wreaked havoc in the Western provinces, and only then committing to a &amp;quot;Surge&amp;quot; northeast. But this would require changing the Elanith map to put ShadowGuard farther south as the border of the core Elven Empire. The wording in this document about focusing on House Vaalor as the invasion path in contrast is allowing House Nalfein to be temporarily bypassed. Since Dharthiir gets taken out at ShadowGuard, we would read it as his strategy being continued, cutting the swathe toward Ta&#039;Vaalor.&lt;br /&gt;
[643.1] The Battle of Harradahn is mentioned in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, dating it as the following year is the chronology convention explicitly chosen earlier in this document. The stalemate was established in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Undead advance slowed, then stopped. A stalemate was reached, with neither side able to push the other back. Daily charges across the lines of battle brought heavy casualties, but little progress. This state of affairs lasted for years.&amp;quot;&#039;&#039; This incidentally contradicts the 1 year timing in &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, but the daily heavy casualties does not allow a very long period of war on this scale. That&#039;s why this document uses approximately 10 years. The Undead advance after ShadowGuard into Vaalorian territory can be fast (after initial disruption with Dharthiir gone), then slower, then stalemate after Harradahn. Also, with the existence of these front lines and a lightning strike being done on Maelshyve, this document supposes a bunch of Despana&#039;s forces were not actually at Maelshyve. This bolsters the vulnerable-hierarchy strategy argument for a decapitation attempt and why her forces apparently fell apart fast with Maelshyve. &lt;br /&gt;
[643.2] &amp;quot;[[History of Elanthia]]&amp;quot; does not say who among the Elves made alliances with the non-elven races. [[Ta&#039;Illistim Monarchs]] has Laibanniel &#039;&#039;&amp;quot;formed the first official alliances with non-elves&amp;quot;&#039;&#039;, but this may only be talking about House Illistim. With the way it is framed in this document, it would make sense for this to have been the Dwarven overking of Kalaza, due to the orcs and trolls. That would plug into what Rhak Toram meant about how they were veterans of the &amp;quot;orc wars.&amp;quot; Though &amp;quot;[[History of Dwarves]]&amp;quot; says there was sadness after the Battle of ShadowGuard, and does not specify the details of the &#039;&#039;&amp;quot;Elven request for help.&amp;quot;&#039;&#039; &amp;quot;[[History of the Sylvan Elves]]&amp;quot; has sylvans contacting the elves first, after the Battle of ShadowGuard, though the chronology of this is suspect. It uses a date range of -15,400 to -15,180. It does have the Eranishal legions with &#039;&#039;&amp;quot;a top-notch army of Faendryl elves&amp;quot;&#039;&#039; in -15,195 at the Battle of Harradahn. In &amp;quot;[[History of the Truefolk]]&amp;quot; it is Faendryl emissaries that go to talk to the halflings. It isn&#039;t defined in &amp;quot;[[Giantkin History]]&amp;quot;.&lt;br /&gt;
[644] Elves having the advantages of being very long lived and able to outlast things and wait things out. But also being slow-breeding.&lt;br /&gt;
[645] This is a logical consequence of having an undead army, and the trope is seen in other settings, such as the White Walkers of &amp;quot;Game of Thrones&amp;quot; (though they move forward very very slowly, not needing to be in any kind of rush.) The one complication in this is that Despana&#039;s hordes included the living, which do have such constraints, and there were a lot of these at the routing at the Battle of Harradahn which was later than the Battle of ShadowGuard.&lt;br /&gt;
[646] This is cross-referencing the stalemate of front lines in &amp;quot;[[History of Elanthia]]&amp;quot;, while also more explicitly including the detail of the very rapid conquest that had been done in the &amp;quot;outlying provinces&amp;quot; of the Elven Empire, and details such as &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about the crops rotting in the fields. Part of the logic here is that if the elves are holding a front line against the heart of their empire, they&#039;re not logistically in a position to do much to protect outlying provinces in the west.&lt;br /&gt;
[647] This is generalizing from the Red Rot and the festering wound kind of stuff in &amp;quot;[[Giantkin History]]&amp;quot; and the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|&amp;quot;Battle of ShadowGuard&amp;quot; journal]]. The Red Rot itself is particular to the Dwarves going up against undead in Maelshyve, but it does not need to be the only disease curse.&lt;br /&gt;
[648] There is some indication of this in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and it is a sensible thing a necromancer enemy would have done. It is partly inspired by Raznel&#039;s blight around Darkstone Bay. Volume 2 talks about desecration witchcraft, and earlier in this document talked about warding charms to protect crops from witchcraft. &amp;quot;Blight&amp;quot; generally refers to plant disease, but I&#039;m having wildlife in turn getting sick from it, much as with Raznel&#039;s blight.&lt;br /&gt;
[649] This logically follows from the premises, combined with the high mobilization levels, and the population disruptions in general. (e.g. humans leaving to join Despana)&lt;br /&gt;
[650] These several lines are inspired by Germany in World War I. The Kaiser himself did not know Germany was on the brink of having to surrender, because his generals hid the direness of their logistic situation under the British naval embargo and so forth. There was just stalemate fighting on the front in France, so to people in Germany, there was no reason to perceive themselves as losing the war. This information asymmetry is setting up some premise for why the other Elven Houses regarded what the Faendryl did at Maelshyve as unjustified and why the Faendryl rulers said there was no other way. The previously framed notion of a long build up of black arts traditions merging is also World War I inspired, based on the long delay since the Franco-Prussian War having masked how much more destructive war technology had become, with the analogy being between the attitudes at the start of World War I and the Elven Houses glibly viewing defeating the Undead for their own glory, followed by war trauma from getting mugged by reality. This is setting up the trauma responses and resentments for the post-war period. The nationalist withdrawing and implicit autarky is reminiscent of post-WW1, but the decolonization is more like post-WW2.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The military strategists of the Faendryl came to the decision that the only way to survive the war was to execute a lightning strike on Maelshyve.[651] By decapitating the hierarchy of the Undead, whatever remained would be far more easily destroyed.[652] The fundamental problem was that these greater undead, such as the liches, were very difficult to keep dead.[653] What needed to be done was to banish them from this reality entirely, so that it would be impractical or impossible for them to make it back to this world.[654] The other problem was actually reaching them.[655]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[651] So these resources and logistical conditions and so forth, a direness situation only fully understood by the centralized war planners, compel a need for a lightning strike. Which is informed by the Undead hierarchy/leverage conditions.&lt;br /&gt;
[652] This is rooted in the earlier premise of large numbers of weak undead, which are comparatively easy / safe to kill when dispersed in small numbers, and the otherwise natural fractiousness of the allies in Despana&#039;s coalition.&lt;br /&gt;
[653] This is a reasonable surmise with Dharthiir being an Arch-Lich, and it should follow that there would be lesser liches. Difficulty keeping permanently dead is foundational to the lich archetype, so there&#039;s some notion here of phylacteries in Maelshyve or whatever.&lt;br /&gt;
[654] This is giving a very specific role to the use of the veil tearing version of Implosion in destroying Maelshyve, and making consistency with &amp;quot;Maelshyve&amp;quot; in DragonRealms having been an extraplanar exile returning to Elanthia, and possibly even tying into how there are liches (who carry their own phylacteries) in the Scatter. The Rift would then be a hook for the threat of Undead War figures returning eventually, though the Rift itself is effectively a prison. Since this document has Vvrael cultists in the southern wastes, it might be this is how at least some of them ended up in the Rift in the first place. This would also help explain the Vvrael quest premise of Daephron Illian studying ancient Vvrael related texts during the early exile in Rhoska-Tor.&lt;br /&gt;
[655] There were front lines between the Elven Houses and Maelshyve. But then there&#039;d also be a mass of forces guarding Maelshyve Keep. So the issue becomes how do you get these lieutenants all concentrated in close quarters to banish them from this reality all at once in an implosion. If you just implode Maelshyve at the outset, you have Undead leaders not inside the fortress for it, and you still have a problem. (Though the ones bound to phylacteries in Maelshyve get destroyed even if they are somewhere else, leaving fragmented or leaderless undead hierarchy in other places; and if there were phylacteries hidden elsewhere or being carried by the liches, the liches themselves are banished off world.) There&#039;s some awkwardness in the basic story premises from &amp;quot;[[History of Elanthia]]&amp;quot; --- how do you go from stalemate frontlines to Despana&#039;s armies &#039;&#039;&amp;quot;said to have been utterly destroyed&amp;quot;&#039;&#039; from a lightning strike on Maelshyve (i.e. why would they all be there), and why not implode Maelshyve at the very beginning. (&amp;quot;[[History of the Minotaurs]]&amp;quot; is an existing canon example of survivors of Despana&#039;s forces.) So this document is going with the Faendryl trying to delay/avoid doing it, until the situation showed it was necessary, for the political cover of how they know everyone is going to react to it. Along with a strategy of making sure her liches are all taken out with her, especially with the uncertainty on whether phylacteries or where they were all located. There might be some more premise to be had of the horde pulling back and concentrating in a mass at Maelshyve since the allied forces were doing a lightning strike toward it, and then it&#039;s a matter of using the demons to get them to all go inside the fortress. But generally a lightning strike in a static front line situation suggests the Elves were leaving their cities wide open to invasion to pull this decapitation attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was decided that the only choice was to summon a great number of powerful demons from the high ground.[656] These would swarm into the plains below toward Maelshyve, shocking and overwhelming the living forces.[657] These demons would be more powerful forces of darkness than the undead lieutenants that were controlling the bulk of her mindless hordes.[658] The rotting corpses would then be broken from their command hierarchy, following either the demons, or instinctively turning on the living warriors that were allied with Despana.[659] They would then retreat inside Maelshyve Keep, and the undead hordes would chase them into the fortress.[660] The Faendryl would then implode Maelshyve and banish all within it with a tremendous tear in the fabric of reality.[661] But the Faendryl ruling class was aware that the other Houses would never agree to these actions.[662] Nor would they even see it as necessary from not knowing the true direness of the situation.[663]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[656] The allied forces being higher up on slopes with Maelshyve in a &amp;quot;valley&amp;quot; below and the demons spreading through the valley is framed in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. The high ground aspect is about relatively uncontrolled demons generally moving in the right direction.&lt;br /&gt;
[657] The Rhak Toram quote calls it &amp;quot;plains&amp;quot; around Maelshyve, though I think the general Rhoska-Tor region should have badlands geology, with sandstone in addition to limestone plateau for the plains. Generally speaking, this reaction of the living to the demons is leveraging off the Breaking from the Third Elven War in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, and the general notion of some demons having chaotic/evil auras analogous to undead sheer fear. &amp;quot;[[History of the Sylvan Elves]]&amp;quot; also talks about wildlife scattering and fleeing when the demons were summoned, but that version weirdly describes trees in the vicinity. But it also establishes that the area is hilly: &#039;&#039;&amp;quot; As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die.&amp;quot;&#039;&#039;&lt;br /&gt;
[658] This is a critical premise. The Cleric repel spell lists (at the time &amp;quot;[[History of Elanthia]]&amp;quot; was written) used to classify the level of undead relative to &amp;quot;the lesser demonic&amp;quot; and &amp;quot;the greater demonic.&amp;quot; It isn&#039;t obvious in the Rolemaster bestiary context of 1995 that the undead would have any instinct to attack demons, and there&#039;s a strong argument that these mindless undead would instinctually obey dark demonic fiends. So these demons would rip away control from the undead lieutenants, much as combat demons can steal the minor demons that are summoned by Sorcerers in game mechanics. There is indication of control disruption and turning on the leaders in the [[The Battle of ShadowGuard, A soldier&#039;s journal (An eyewitness account)|Battle of ShadowGuard journal]] document, even if the way it is described sounds implausible (e.g. maybe the thaumaturges stumbled on something that worked as control interference at that moment, similar in  a way to the Order of Voln symbol of submission.)&lt;br /&gt;
[659] This makes the use of demons not about raw brute force, but because the special intrinsic nature of the demons and their relationship with the undead. So using a bunch of elementals, for example, would not work in this same way. The point is to drive everyone (especially the undead) into Maelshyve Keep for the implosion. So if the undead are instinctually turning on Despana&#039;s living forces, they are going to turn around and retreat into the fortress, since they are being flanked on all sides.&lt;br /&gt;
[660] This is the straight forward logic of what would happen if Despana and her lieutenants lost control of the bulk undead in this situation.&lt;br /&gt;
[661] This is a specific means to a specific end, but it causes permanent damage to the veil in an old place of the Ur-Daemon.&lt;br /&gt;
[662] This is set up from the prior framed anathema of the southern wastelands and demonic summoning and all that in this document, as well as the unknowable Ur-Daemon hazard that the Illistim mages talk about in &amp;quot;[[History of Elanthia]]&amp;quot;.&lt;br /&gt;
[663.1] This embellishment is from the premises established in this document. This helps rationalize why the Faendryl waited for banshees to throw their own side into disarray and retreat before executing the strategy they had already planned. It&#039;s because they know the blowback that will happen from it. This is also about making it clear that their &#039;&#039;&amp;quot;new magic&amp;quot;&#039; was not actually new magic, it was forbidden and condemned magic that the others would not have agreed to using. &lt;br /&gt;
[663.2] Any sort of premise of &amp;quot;well people did not know&amp;quot; in GemStone depends to a significant extent on tamping down on the scope of NPC magic such as portals and scrying methods. But what we&#039;re getting at here is more along the lines of logistical matters of quantity, which is more abstract and centralized control of information over a relatively short span of years. It could be known things are rough in the West (imagined as the Houses having some raw resource economic dependency on as outlying provinces), but at the same time not really known how material resources have been tapped out. That the state of total war would be imminently unsustainable, which is roughly the same thing as a not-obvious but impending sudden collapse.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And so it was that the Faendryl lied to their cousins, claiming to have discovered a new form of magic that would end the war.[664] The Faendryl had waited for conventional battle to fail, with the release of the banshees, hoping this would justify the necessity of what was widely condemned as forbidden black arts.[665] Most of the allied forces and other Houses were horrified to find themselves in league with demon summoners.[666] Many of the Faendryl had never cast such magic before, and some of the demons had broken loose, inflicting carnage on their allies.[667] But it was the demons themselves that were the greatest outrage.[668] Tearing the veil so violently in Rhoska-Tor, especially where Maelshyve was built, was regarded as unconscionably dangerous. For all anyone knew this could have caused the Ur-Daemon to return, or some other malevolent power that would be far beyond their ability to stop.[669] It was feared that the Arkati themselves would strike down on the Elves in retribution for this violation.[670] The rulers of House Faendryl tried to argue that there had been no other way, but were unable to convince the other Houses of it.[671]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[664] It does not make sense for it to actually be &#039;&#039;&amp;quot;new magic&amp;quot;&#039;&#039; for a lot of reasons, ranging from Marlu and Marlu worshippers to how far back in time Elizhabet Mahkra and the Enchiridion Valentia had to be, due to the timing framed in &amp;quot;[[History of the Faendryl]]&amp;quot;. Some of the other allied races might have perceived it as new magic or taken its newness on face value.&lt;br /&gt;
[665] This is the premise set up by this document. It&#039;s the more consistent and better reading of existing documentation that talks about it as &#039;&#039;&amp;quot;new magic.&amp;quot;&#039;&#039;&lt;br /&gt;
[666] This is represented in various history documents. It is stated explicitly in &amp;quot;[[History of the Truefolk]]&amp;quot; of the Paradis Halfling reaction, and &amp;quot;[[History of Elanthia]]&amp;quot; said: &#039;&#039;&amp;quot;All the Elven houses were appalled at the spells the Faendryl had unleashed. The summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039; There is another thread, represented in &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, where upset comes from demons having gotten loose and attacked allied armies. But the foundational premise was being appalled at demonic summoning in itself. So this document uses that as the central complaint.&lt;br /&gt;
[667] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;: &#039;&#039;&amp;quot; With so many of the sorcerors never having cast the spell before that day, and in such a vast context, it was inevitable that some would falter and lose concentration.&amp;quot;&#039;&#039; It is also helping frame that demonic summoning was not actually common in House Faendryl in this time period, that &amp;quot;[[History of the Faendryl]]&amp;quot; is being misleading on that issue.&lt;br /&gt;
[668] This is referencing &amp;quot;[[History of Elanthia]]&amp;quot; saying &#039;&#039;&amp;quot;summoning demons was thought to be a particularly heinous act.&amp;quot;&#039;&#039;&lt;br /&gt;
[669] These two lines are based on the Illistim mages complaint about the Ur-Daemon risk in &amp;quot;[[History of Elanthia]]&amp;quot;, and the unhealing tear in the veil at Maelshyve that is mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. They might also have argued that throwing Despana and her high minions offworld in some unpredictable way leaves open the hazard of them returning later, where we cannot be certain they were actually destroyed.&lt;br /&gt;
[670] This is made up. It&#039;s partly playing off the &amp;quot;undemanding liege lord&amp;quot; characterization. It&#039;s plausible in light of the Ur-Daemon risk argument, and the &amp;quot;great chain of being&amp;quot; worldview framed by this document. This kind of thinking may have made more sense in the Second Age to the Elves. (e.g. the [[History of Leya|Leya legend]] is at least quasi-historical, with Kai coming down to watch Elven Empire tournaments and so forth). The Arkati may be more aloof these days. In the I.C.E. setting they would go through phases of being more and less in contact with the world. It also has concrete precedent in the game itself. Charl destroyed / [[Solhaven Cataclysm|flooded Solhaven]] in reaction to the elemental plane accident there while messing with plinite in 5109.&lt;br /&gt;
[671.1] This is the general premise in multiple documents. In &amp;quot;[[History of Elanthia]]&amp;quot; it is: &#039;&#039;&amp;quot;The Faendryl argued that it was necessary, that Despana would have won without these magics. The other houses did not agree. They expressed their outrage by expelling the Faendryl from the empire.&amp;quot;&#039;&#039; Patriarch Unsenis was arguing it in &amp;quot;[[History of the Faendryl]]&amp;quot;. But then he died and his successor Patriarch Cestimir lacked clout in the other courts. &lt;br /&gt;
[671.2] There is no framing on what the imagined alternatives were, but the Illistim plausibly might have argued something like that with a high risk lightning strike being committed to, Despana&#039;s hierarchical control could have been magically interfered with in some more direct way (e.g. anti-magic), and elementals could have been used instead of demons for raw force, and then Maelshyve incinerated with a major flooding into the elemental planes (instead of the interplanar void with implosion.) The Faendryl would argue that is not as effective, not nearly as likely to work as a permanent solution due to the liches, not knowing for certain the phylacteries or analogous anchors are even in Maelshyve, etc. Ironically, this extreme elemental action should instead be used by the Faendryl at Ta&#039;Ashrim, who were burnt up. (Lyredaen confirmed the word roots for Ashrim were ash + grim.) Consistent with the non-canon Sea Elf War ship journal, where it was incinerated. The [[forehead gem]]s loresong also showed smoldering ruins of buildings, which implies heat was used. It would also make more sense for something other than implosion and demon summoning to have been used for destroying the whole of Ta&#039;Ashrim all at once off a relatively small number of Faendryl spellcasters taking extreme methods into their own hands. (There is a mechanics implied limit to how close casters can make implosions to each other, and even what was done at Maelshyve was destroying one fortress building. They could conceivably have done widespread immolation, for example, along with big implosions to create scouring currents of flame throughout the city.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a revolutionary furor in the Elven Empire in the years between the Battle of Maelshyve and the exile of House Faendryl in -15,180.[672] House Illistim had deposed their Argent Mirror, Lanenreat, following the sack of Ta&#039;Illistim.[673] They ended the hereditary rule of the monarchy, shifting to much shorter reigns, and gave much more power to the Council of Thrones. The same trend would happen in the other Houses.[674] The Faendryl monarchy instead became more absolutist.[675] There are now fundamentally contradictory views of this period. Faendryl historians call it a time of fall and regress. Their cousins call it a time of advancement, and discarding outmoded cultural norms.[676] It is fashionable among Illistim scholars to blame the caprice and instability of hereditary rule for ancestral folly.[677] The Faendryl in turn regard this as totally backwards. Patriarchal succession is less incestuous and more meritocratic, they say, precisely due to its undiluted authority.[678] They argue their royal line was always the most stable after the founding era.[679] These cultural factions regard themselves as paragons of progress and enlightenment, and each other as regressions, blind to their own symptoms of decadence and decay.[680] The roots of this are the deep disagreements on whether the forbidden magic at Maelshyve was justified. Monarchs were the core of failure in one view, while it was sedition and chaos in the other.[681] The population was humiliated, enraged, and had a sense of betrayal or &amp;quot;back stabbing.&amp;quot;[682]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[672] This is an embellishment extrapolating from Lanenreat resigning during the height of the Undead War in the [[Ta&#039;Illistim Monarchs]] document, which was the councilors and people basically ending dynastic rule in House Illistim. It is giving some more political dimension to how the Faendryl exile happened by having some French Revolution vibes. It&#039;s also setting up divergent views, where the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document talks of this as progress, while the Faendryl commit to their absolutist monarchy.&lt;br /&gt;
[673] This is an embellishment. Lanenreat resigned. But it is framed as her having lost faith and support of her councilors and people, so her abdication is apparently more of a &amp;quot;resign or we&#039;ll fire you&amp;quot; thing. This document interprets some tacit things in the player-accessible version of [[Ta&#039;Illistim Monarchs]] as implying Ta&#039;Illistim got sieged/sacked at some point during the Undead War.&lt;br /&gt;
[674] This is talked about in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document and illustrated in the [[Ta&#039;Illistim Monarchs]] document. The extent to which child of monarch is favored to be made successor may vary by House, as King Eamon was the son of the previous Ardenai king (e.g. &amp;quot;[[Timeline of Elanthian History]]&amp;quot;)&lt;br /&gt;
[675] This is a slight embellishment, with the Faendryl being an absolute monarchy in any case.&lt;br /&gt;
[676.1] The advancement premise with councils taking more power from monarchs is given in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document, which contrasts it with the bloody family politics of the Faendryl, which it says still does hereditary rule. &amp;quot;[[History of the Faendryl]]&amp;quot; says the Patriarchy is by blood. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; vests all power in the Patriarch for designating successors, but also says the Patriarch &#039;&#039;&amp;quot;is raised and trained from birth in the mastership of governance and the duties that fall under its mantle.&amp;quot;&#039;&#039; It says &#039;&#039;&amp;quot;patriarchal succession is not necessarily hereditary&amp;quot;&#039;&#039; and the Patriarch could &#039;&#039;&amp;quot;choose someone not of blood relation&amp;quot;&#039;&#039;, but has that implication of tendency toward blood relation successors. If the &amp;quot;History of the Faendryl&amp;quot; document is to be believed, then cross-referencing it with [[Ta&#039;Illistim Monarchs]] and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, the Faendryl only had one coup incident in the Second Age and the Illistim had worse in the same time period. But &amp;quot;History of the Faendryl&amp;quot; probably has to be treated as whitewashing or omitting things. So these sentences are about reconciling this issue with having contrary views of what is backwards.&lt;br /&gt;
[676.2] The Faendryl counterpart view is already established to some extent in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;: &#039;&#039;&amp;quot;Never again will history speak of the elven empire, because when our house stood resolute in its defense, the lesser houses succumbed to the decay of their ideals and visions. They chose destruction, while we chose preservation. For that choice, they sundered what we had saved and betrayed ten thousand years of brotherhood.&amp;quot;&#039;&#039;&lt;br /&gt;
[677] This is in [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] document.&lt;br /&gt;
[678] It has undiluted authority of naming successors in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The way to reconcile these documents is for the Patriarch to often choose a blood relative, family politics stuff, but it does not automatically go the eldest child or first born son or whatever as it might in the Turamzzyrian Empire.&lt;br /&gt;
[679] This is the comparative on &amp;quot;[[History of the Faendryl]]&amp;quot; with [[Ta&#039;Illistim Monarchs]], which are the only defined Second Age monarch lists. It should probably be the case that &amp;quot;History of the Faendryl&amp;quot; is omitting stuff that weakens this argument. It also includes within it that there are occasional coups, even though this is the highest unthinkable crime.&lt;br /&gt;
[680] This is an embellishment. It&#039;s just giving two sides to something [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] set up.&lt;br /&gt;
[681] This is pulling in the explicit premise of popular unrest given in this document, and giving some more motivation for the Faendryl arguments that the other monarchs were scapegoating them out of political opportunism.&lt;br /&gt;
[682] This is likewise inspired by Germany after World War 1, with the front line having been away from the population center, and then one day the leaders surrendered and the Kaiser abdicated. This is setting up wounded pride and jealousies in other Houses, and backstab myth stuff from ordinary population in House Faendryl who would not have known what their elites knew, feeling vilified for something they had nothing to do with. Elves were also getting huge doses of humility relying on the lesser races, and the Faendryl justification in this document&#039;s logic would have included resource arguments that would have involved economic dependence on labor from other resources and so forth, which would have been salt in the wound.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the Patriarch Unsenis Ignaas Faendryl unexpectedly died, his replacement Cestimir Xisuthros Faendryl had little clout in the other courts, which were scapegoating House Faendryl partly to protect their own thrones.[683] The Faendryl more cynically believed it was an opportunistic power grab, especially by the more imperial Houses Vaalor and Nalfein.[684] The other monarchs ruled that the Faendryl had caused a massive unhealing tear in the veil at the ruins of Maelshyve, and that it was their responsibility to guard against whatever came or even returned from it.[685]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[683] The Patriarch switch and Cestimir lacking influence in the other courts is in &amp;quot;[[History of the Faendryl]]&amp;quot;. The scapegoating partly to protect their own thrones is based on the embellishment made earlier in this document, about Lanenreat having to abdicate because of public backlash. This is a new variation on the Faendryl view that it was political opportunism.&lt;br /&gt;
[684] This is from &amp;quot;[[History of Elanthia]]&amp;quot;. Houses Vaalor and Nalfein would have taken the most direct brunt of the Undead in terms of their lands, because of geography, and likely the greatest dose of forced humility being bailed out with &amp;quot;lesser races&amp;quot; allies, exacerbating the historical chaffing under Faendryl leadership.&lt;br /&gt;
[685.1] This is an embellishment. The premise of the unhealing tear is in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, and it is cross-referencing that with the Illistim mages complaint about the Ur-Daemon hazard in &amp;quot;[[History of Elanthia]]&amp;quot;. There is also the Elven [[The Layman&#039;s Guide to Elven Heraldry|crests document]] where Cestimir has a quote about voluntarily cooperating with the exile: &#039;&#039;&amp;quot;Heraldric records of the era, however, list a quote from Cestimir Xisuthros Faendryl, Patriarch XXXV, as the disgraced Faendryl statement: &amp;quot;Respect our obedience and our power, if neither our leadership nor our intentions, and we will go in peace.&amp;quot;&amp;quot;&#039;&#039;&lt;br /&gt;
[685.2] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; document characterizes the Faendryl spin on cooperating with the exile this way: &#039;&#039;&amp;quot;It is only through madness that one can become an exile in their own lands. However, once confronted with the backs of our sisters and brothers, we deigned to depart from this place called home.&amp;quot;&#039;&#039;&lt;br /&gt;
[685.3] So this premise is extrapolating off that point in 685.1 and reconciled with 685.2, with the other monarchs telling the Faendryl rulers &amp;quot;you broke it you bought it&amp;quot; about Maelshyve, saying it was the Faendryl responsibility to reside there to guard against the hazard they created. This provides a prideful / high road leadership kind of rationale for why the Faendryl rulers did not tell them to go to hell and try to do autarky until everyone chilled out and let it go. (&amp;quot;[[History of the Faendryl]]&amp;quot; characterized it as a flare up of taking control of the Elven Empire just long enough to pull off the exile, so the long-term commitment needs motivation: &#039;&#039;&amp;quot;The other Elven Houses used the Patriarch&#039;s death to take control of the Elven Empire for long enough to exile the Faendryl to Rhoska Tor.&amp;quot;&#039;&#039;) Not 100% pure submission and surrender and humiliation and so forth, but a duty and rehabilitating penance, combined with internal popular unrest. &lt;br /&gt;
[685.4] It also explains why the exile had to be to this exact place and nowhere else in spite of all practical hardships and probably lack of coercive enforcement by the other Elves on that. Though people may have cut loose and left for less hardship, and the Faendryl whitewash over there having been deserters. (Pun? Desert?) With perhaps special contempt for those who took up that &amp;quot;right of return&amp;quot; premise this document makes up. This also relates to how the Armata still guards against the tear at Maelshyve, but for the past few hundred years has let demons wander toward the Turamzzyrian Empire as punishment for the Third Elven War.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In this way House Faendryl was exiled to Rhoska-Tor under threat of civil war.[686] Much of the Faendryl population was upset as well, having felt betrayed by their own rulers.[687] It is important to remember Houses were not truly bloodlines, and most Elves were not related to their royals. Elves settle under the banner of ruling Houses, and marry into families of other Houses. It is only a nationalistic short-hand to identify the members of a Great House with its ruling family. These rulers in the present day are not in general the original royal lines.[688] It was decided that those who refused to renounce House Faendryl would be banished with their rulers to the wastelands.[689] Families both immediate and extended were torn apart.[690] Those who were involved in the two crimes against nature had no such leniency.[691] House Faendryl became disgraced, its crest and emblems no longer recognized.[692] The descendants of the exiled could only return by renouncing their heritage.[693] This right of return no longer exists. It was suspended as a result of the annihilation of the Ashrim Isle, and has not been in effect for the past five thousand years.[694]&lt;br /&gt;
&amp;lt;pre{{log2|marin-right=350px}}&amp;gt;&lt;br /&gt;
[686] The &amp;quot;civil war&amp;quot; part is about the postulated popular unrest and resentment and anger, with the Faendryl rulers having prevented the Elves from winning legitimately, after having already relied on all those non-elves. The Elves would have regarded Despana&#039;s forces as racially inferior.&lt;br /&gt;
[687] This is an embellished premise, but we have generally treated these Houses as too monolithic. Joe six pack Faendryl would not have known anything about these demonic summoning plans, and suddenly is being treated like a Marluvian. This is inspired by the post-war reaction in Germany after World War I, the backstab myth that they were betrayed by their own rulers. There might even be some breakaway expatriates at this point for the opposite reason, being mad at the rulers for letting the other Houses exile them. The Faendryl exile is supposed to have torn families apart, and that should include within House Faendryl. They would just be loath to admit it now.&lt;br /&gt;
[688] These lines about the relationship of Elves to the House royalty is what is true in general. For example, [https://www.play.net/gs4/info/races/cultures/elf/illistim_2.asp &amp;quot;Illistim Society&amp;quot;] talks about how they all ended up ditching pure dynastic rule, though they still have high noble families that the monarchs are going to come from through councils.&lt;br /&gt;
[689] This is 100% made up. It&#039;s a nuance being invented to break up Elven collective guilt ideology into something more reasonable, and to accommodate the internal disagreements that ought to have existed. This also acts as ideological sorting and self-selection bias, helping push House Faendryl into a contrary direction on various matters.&lt;br /&gt;
[690] Extended family tearing up was always intentional with the Faendryl exile, but this brings in some U.S. Civil War immediate family splitting over politics. Likewise, migrations and marriages between Houses would give a lot of webbing between Houses, and it makes it more politically tractable with the angry public situation if the angry public is not also angry about the involuntary banishment of their own family members. This is also meant to get at why House Faendryl was not in a position to refuse. If you use the historical rule of thumb about thirds --- a third of the population supports, a third opposed, a third is neutral and wants to be left alone --- the exile conditions make House Faendryl lose over half of its population to varying forms of dissent.&lt;br /&gt;
[691] This is like a war crimes kind of clause. The people actually involved in the war planning and doing the demon summoning or implosion (the two crimes) cannot &amp;quot;just following orders, my bad&amp;quot; out of it.&lt;br /&gt;
[692] This is from the Elven crests documentation. &amp;quot;Recognized&amp;quot; in this sense means international political recognition. It amounts to denying the sovereignty of House Faendryl over its ancestral lands and denies its political standing.&lt;br /&gt;
[693] This is another 100% made up premise for making the exile more nuanced and reasonable, and is partly meant to help de-racialize the Dark Elf concept. Descendants are not bound by sin to their ancestors for Maelshyve, but they do need to renounce House Faendryl and its actions to be allowed citizenship and all that in the Elven Nations. This is a deep ideological dispute and mandatory exile, not something individuals can freely wander back from on a whim without conceding anything.&lt;br /&gt;
[694] This explains why it has not been happening in game, and provides a lore hook for softening Dark Elven citizenship in the East, with the five thousand year mark coming up soon by Elven standards. This is framing how relations were worse after the Ashrim War than they were before it, where we have [[Ta&#039;Illistim Monarchs]] framing Chesylcha and Caladsal regarding each other as royal cousins and other House members in Chesylcha&#039;s wedding party, which was thousands of people large in &amp;quot;[[History of Elanthia]]&amp;quot;. So this ban on a right of return for renouncing is in effect for roughly several generations as punishment for recent-ish history.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
It was in this period that the Dhe&#039;nar were condemned as Dark Elves, as the Houses decided Despana could only have been Elven in descent.[695] The term &amp;quot;dark elves&amp;quot; comes from the archaic Elven word &amp;quot;Draekeche,&amp;quot; which means &amp;quot;Darkness,&amp;quot; but the word carries connotations of kinslaying.[696] This was the essence of Yshryth&#039;s speech.[697] It was deemed one of the great vices of the Drakes.[698] It was a term used for Elves of dark religions and black arts in the southern wastelands.[699] But it had never been used against a whole lineage.[700] Though &amp;quot;Dark Elves&amp;quot; are now thought of as a race in some sense, that is something that has only emerged in the past few thousand years. [701] The Faendryl were not declared to be &amp;quot;dark elves&amp;quot; until after the Ashrim War, while they had resided in Rhoska-Tor for the past 15,000 years, and had long since acquired what is now called the Dark Elven language.[702] The root of the term is in cultural condemnation rather than bloodlines.[703] The Faendryl have since openly embraced the dark arts, merging them with sorcery, and now &amp;quot;sorcery&amp;quot; is so committed to this paradigm that its foundations are necromancy and demonology.[704]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[695] This is an embellishment inspired by how Selantha Anodheles was rumored to have only been able to accomplish what she did through elven help. Second Age racial attitudes by the Elves should have them biased toward believing lesser races could not have done what Despana did, along with some wounded pride, especially having been bailed out by them as allies (and quite likely already indications of losing control of those outlying provinces.) So this plugs into the contemporary belief that Despana was from the jungles beyond the Southron Wastes, which is where the Dhe&#039;nar reside. This premise is meant to define why Dhe&#039;nar became known as Dark Elves, as something other than physically resembling Faendryl. Because the Faendryl were declared Dark Elves for political reasons 15,000 years after the exile, it was not a racial designator. It just became racialized.&lt;br /&gt;
[696] The word &amp;quot;Draekeche&amp;quot; and its meaning Darkness comes from the original Illistim House motto, its translation illustrated on the [[shimmering glaesine orb]] objects. The &amp;quot;kinslaying&amp;quot; is threading a few different factors. One is Drake stories of dragons fighting and killing each other, such as in &amp;quot;[[History of Luukos]]&amp;quot; and &amp;quot;[[Origins of Ronan and Sheru]]&amp;quot;. One is the Faendryl annihilation of the Ashrim. One is the Dhe&#039;nar Obsidian Council successions working through duels to the death, though this practice might not be canonized in documentation. And the implication here is the Dhe&#039;nar being responsible for Despana would be kinslaying because of the Undead War. The premise that &amp;quot;dark elves&amp;quot; comes from this elven word for darkness is partly tautology, but it&#039;s an embellishment for recontextualizing the meaning of &amp;quot;dark elves&amp;quot; to emphasize it as a cultural condemnation signifier that was used to describe people like demon worshippers in the southern wastelands.&lt;br /&gt;
[697] This isn&#039;t the original intent of Yshryth&#039;s speech in an OOC sense, but the retconned context of it in &amp;quot;[[History of the Faendryl]]&amp;quot; is definitely meant as political rhetoric on things like betrayal and infighting and so forth. This just goes a step further in imputing the &amp;quot;Draekeche&amp;quot; connotations into the translated &amp;quot;darkness&amp;quot; in Yshryth&#039;s speech. This line is building in some historical irony, that Yshryth Faendryl was basically accusing seditionists and traitors of being dark elves. It could also add some context to House Nalfein and the other monarchs using that term post-Ashrim War.&lt;br /&gt;
[698] This is based on the Arkati origin legend stories that depict Drakes killing each other. A reasonable extrapolation into Elven attitudes, given the barbaric way Linsandrych describes dragons.&lt;br /&gt;
[699] This is an embellishment for establishing a Second Age usage in its etymology that fits the cultural condemnation usage later in the Ashrim War than its present treatment as a race category. Though there might be a racialized dimension to it, because those with ancestry in that region would have the visible effects of it. Even if they themselves are not part of whatever bad things hung out down there in their ancestral past.&lt;br /&gt;
[700] This is an embellishment meant to give precedent to it having an increasingly racialized use applied to a whole ethnicity or culture of people, and for explaining why Dhe&#039;nar are considered &amp;quot;dark elves&amp;quot; by Elves who know what that phrase is supposed to mean.&lt;br /&gt;
[701.1] Even if this is a slight exaggeration, we need an explanation for why the term &amp;quot;Dark Elves&amp;quot; was used on the Faendryl only starting 5,000 years ago, when they had been in Rhoska-Tor for 15,000 years at that point. If the concept of Dark Elves referred to the physical effects of those southern wastelands and was an existing concept, there would have been no significance to the House Elves declaring the Faendryl to be Dark Elves. So then after that, with the Faendryl and Dhe&#039;nar both &amp;quot;Dark Elves&amp;quot;, you get it turning into more of a race concept centered on a shared unnatural language, which in previous millennia was associated with Daemons per our embellished history of language. Likewise, the Dhe&#039;nar cultural behavior after the Great Fire is sufficiently barbaric to justify &amp;quot;dark elves&amp;quot; condemnation from House Elves.&lt;br /&gt;
[701.2] This general argument would also apply to the Sylvans. &amp;quot;sylvisterai&amp;quot; from &amp;quot;[[History of the Sylvan Elves]]&amp;quot; is a (lighter) cultural condemnation loosely having the figurative meaning of &#039;backwoods rube&#039;, and the Sylvan dialect is far enough removed to be considered its own language, so this lingual and political division of elves is quasi-racial. &amp;quot;Dark Elves&amp;quot; should usually reject that term as a political pejorative and refer to themselves as elves. One subtle quirk is that the Sylvans of Yuriqen are the main lineage, but strictly speaking, there are Wyrdeep elves who are not of that lineage who may plausibly be considered &amp;quot;sylvisterai&amp;quot; by imperial elves. The cultural condemnation of &amp;quot;dark elves&amp;quot; ought to apply to elves who are not mechanically Dark Elves as well, it might just be that its meaning has twisted to focus on the Rhoska-Tor ancestry ones.&lt;br /&gt;
[702] This is emphasizing that calling it &amp;quot;Dark Elven language&amp;quot; is relatively recent historically, and likewise &amp;quot;Rhoska-Tor&amp;quot; itself is a more modern term that was implied to have been used later than Despana by &amp;quot;[[History of Elanthia]]&amp;quot;, so &amp;quot;voice of Rhoska-Tor&amp;quot; from the &amp;quot;[[Dark Elven languages]]&amp;quot; document is also a later description for that language.&lt;br /&gt;
[703] This is the actual usage of it in documentation, as opposed to game mechanics. But here we are explicitly stating it.&lt;br /&gt;
[704.1] This is a convergence of Faendryl behavior toward the things that the term &amp;quot;dark elves&amp;quot; is supposed to actually refer to rather than the racialized component of it. This line is partly based on the &amp;quot;[[Path to Palestra]]&amp;quot; fact that the Palestra academies were founded after the Ashrim War and implicitly ramped up the scale of demon summoning, and more were built under the current Patriarch to keep up with demand. The shift to a paradigm of necromancy and demonology, the great big bad evils from the Undead War period, but in the modern meaning of those words used in this document, is bringing ancient Faendryl sorcery up into the present day game mechanics form of necromancy and demonology lores as the defining paradigm.&lt;br /&gt;
[704.2] This is also tempering the &amp;quot;we haven&#039;t changed this is what we always were and did&amp;quot; rhetoric in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; with something more historically nuanced. That document says of the Second Age: &#039;&#039;&amp;quot;It was an age that allowed for the unhindered pursuit of knowledge and the exploration of worlds within worlds. It was magnificent and worth preserving by any means, even ones the weak-willed found abhorrent and horrifying.&amp;quot;&#039;&#039;&amp;quot; The phrase &amp;quot;worlds within worlds&amp;quot; in the cosmology model used in this necromancy document would refer to the &amp;quot;infernal realms&amp;quot;, what could be called &amp;quot;pales&amp;quot; within this existence of more chaotic essences, as opposed to the outer valences. Which would have been more of an exile period thing with the dark essences of Rhoska-Tor and some merging with the black arts. This should generally reflect present day Faendryl over-stating the precedent of their present practices with what their ancestors did. This document is trying to show an evolution from comparatively innocuous practices to increasingly more rejected by others practices. So there needs to be an IC propaganda element when Faendryl NPC authors are talking about this stuff for everything to make sense.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
IV. The Age of Chaos (-15,000 until Modern Era) [705]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Another deserted village, much in the same state of decay. Any one of these could host the sum of all we have encountered. Skulls, ribs, and limbs litter the ground, discarded human vestiges grown over with weeds. There is no sign of violence, only sudden depopulation. The settlements are graveyards for the whole countryside. The few we have met are deeply pitted, scarred, blinded in one eye. They will not speak of what became of those blinded in both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- Surveyor journal for northwestern Elanith [706]&lt;br /&gt;
Library Aies, Circa -15,180&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[705] Some of the history documents conflate, or at least include, the Undead War with the Age of Chaos. The convention we are using here is for the &amp;quot;Age of Chaos&amp;quot; to be the period of political collapse and disorder &#039;&#039;after&#039;&#039; the Undead War. However, it acknowledges that the &amp;quot;Modern&amp;quot; or &amp;quot;Fourth&amp;quot; age could reasonably be extended back as far as 10,000 years ago in at least some places, per &amp;quot;[[History of Elanthia]]&amp;quot; about it being ambiguous. But it uses the Modern Era calendar convention of the past 5,000 years.&lt;br /&gt;
[706] This is a totally made up quote. It is based in the premise established in this document that the crops in the fields were rotting, and so forth, with the outlying provinces of the Elven Empire having been largely wrecked by Despana&#039;s hordes. It is leaning into the blight and plague aspect of her methods. This quote is directly based on actual records from Vancouver&#039;s expedition into the American northwest in the late 1700s, repeatedly coming across native settlements that had been totally wiped out by smallpox. The description of the scars and blindness is also based on smallpox.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the exile of House Faendryl to Rhoska-Tor, the other Great Houses fell into a struggle for power, seeking to assume leadership over the Empire to stabilize their own thrones.[707] This was futile and the Houses tended to withdraw from each other.[708] The Elven armies were mostly destroyed in the Undead War.[709] With the slow replenishing of the elven race, this power vacuum lasted for millennia.[710] It was no longer feasible for the Elves to exert control over the outlying provinces.[711] These declared themselves independent, or turned to outright rebellion.[712] The Houses all but ceded their claims to the lands of the West, which were now at the mercy of warlords and barbaric hordes, and there were many wars in these dark ages that are poorly recorded.[713]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[707] The &amp;quot;stabilize their own thrones&amp;quot; part is about the popular unrest premise in this document. The other parts refer to &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;Without the Faendryl to lead, the Elven empire began to decay. The houses began an internal struggle for power, as each thought themselves the natural heir to the Faendryl&#039;s position.&amp;quot;&#039;&#039;&lt;br /&gt;
[708] This is from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;The Empire begins to crumble, each house withdrawing and managing their own affairs. The Elven Houses are no longer an organized community.&amp;quot;&#039;&#039;&lt;br /&gt;
[709] This is explicitly stated in &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;The Elves had won the war, but at great cost. Much of their empire had been sacked by the Undead. Their armies were nearly destroyed.&amp;quot;&#039;&#039;&lt;br /&gt;
[710] This time scaling leans on the [[Ta&#039;Illistim Monarchs]] document. Segeir Illistim worked on rebuilding the Illistim military almost a thousand years after the Undead War, up to near -14,000 Modern Era. However, the Ta&#039;Illistim Monarchs document apparently uses the wrong dates for the Kiramon War, being off by about 2,000 years. Kiramon War should start roughly -11,000 and end a little after -10,000. Per &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (-9,800 end date) and an old statue in Ta&#039;Illistim that is a memorial of Istmaeon Illistim, who presided over the end of it. And consistency with the &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; documentation timing of about 15,000 years ago.&lt;br /&gt;
[711] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;: &#039;&#039;&amp;quot;Greater Elanith: Anarchy reigns, as the elves are no longer performing the role of protector to the lesser races. Little is known of this dark period.&amp;quot;&#039;&#039;&lt;br /&gt;
[712] Per &amp;quot;[[History of Elanthia]]&amp;quot;: &#039;&#039;&amp;quot;As they bickered, their empire slowly disappeared. The outlying territories declared themselves independent, or rebelled outright. To this day, the Elves have not resolved their internal politics.&amp;quot;&#039;&#039; However, there is no definition for the structure of provincial governments, what it actually means for those territories to &amp;quot;declare themselves independent.&amp;quot; These could conceivably be (largely) ruled by western Elves to start with, but then without eastern support these rump states end up crumbling relatively quickly, and some elves of the West in the present day may have ancestry in the West back to this period.&lt;br /&gt;
[713] Based on &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, and &amp;quot;[[History of Elanthia]]&amp;quot; saying: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039; (Note: The wording in History of Elanthia inadvertently defined the Age of Chaos as reaching all the way up to the present day.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The Elves suffered other setbacks in seeking to restore their power. When enough time had passed that they could once again field full armies, they were forced to fight the kiramon for a thousand years.[714] This precluded regaining lordship over the outlands.[715] In the end the Elves decided there was only one option, and with some irony, most of the kiramon were banished off this world.[716] Fifteen thousand years later, it was discovered beyond any plausible doubt this had doomed to Aelotoi to mutation and slavery, as that was when the kiramon arrived on Bre&#039;Naere.[717]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[714] The Kiramon war would have started about 3,000 years after Segeir Illistim founding the Sapphire Guard and working to rebuild the Illistim military. Again, the Ta&#039;Illistim Monarchs document dates for Istmaeon Illistim appear to be off by 2,000 years. That document has NPCs living several thousand years and even giving birth past age 3,000. Player character ages for elves are broken in general, the range for setting it used to go up to 3,000 and later the whole thing was cut in half. But there are still 3,000 year old player characters.&lt;br /&gt;
[715] In any case, the kiramon war sets them back again up through -9,800, and human fortresses start getting built in the west in -3,000. This document has framed that the Elven Empire only exerted limited direct control over the outlying provinces at its height (e.g. the Vaalor struggling with the Black Wolves in the northwest) so that helps with the impracticality of reasserting control in a war torn West with faster regenerating populations than the Elves. So you combine this with the divisions and isolationism/insularness of Elven politics after the Undead War, you get inability to regain control of the outlying provinces. It is super vague what this part of the continent was like in those time periods.&lt;br /&gt;
[716] This is in &amp;quot;[[Timeline of Elanthian History]]&amp;quot; and &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. The irony refers to the Faendryl having been exiled for their dangerous banishment-off-world strategy at Maelshyve, with House Illistim complaining about the unknown risks in it (including the risk of the enemy unexpectedly returning some day.)&lt;br /&gt;
[717] This is in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot;. It makes clear that the Aelotoi leaders (e.g. Braedn) were told and are aware that the kiramon of Bre&#039;Naere had been banished there by the Elven Nations. It was historically well known enough that the courtiers at the Illistim Keep were able to surmise the coinciding timing of the kiramon banishment and when the Aelotoi said the kiramon arrived. There&#039;s been some expressions over the years of that being some sort of secret hidden from the Aelotoi, but that isn&#039;t the case, the Elven monarchs / elites may just have some more knowledge / better insight into their role in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.A New Ta&#039;Faendryl&lt;br /&gt;
&lt;br /&gt;
One of the darkest legacies of Despana was the famine she unleashed with her necromancy.[718] It was not only the sorcerous plagues such as the Red Rot, also known as the Doom of Kalaza, it was the blights poisoning the fields and forests.[719] They were struggled against for centuries as recurring illnesses.[720] It was the cause of insurrections and expansionist wars.[721] There was even one infamous case around -14,800 of the Ardenai king, now descending into madness, ordering his sorcerers to release their own disease curse to wipe out the ponies of the Brughan halflings. The warding against it failed, and the Ardenai saw their own horses die and rot as well.[722]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[718] This premise is an embellishment, based on extrapolating details from the Sylvan and Halfling histories. &lt;br /&gt;
[719.1] The &amp;quot;plagues&amp;quot; premise is partly based on &amp;quot;[[History of Elanthia]]&amp;quot; explicitly referring to the plagues in this period. This line is just generalizing it to plantlife (perhaps including wildlife or livestock who eat those plants, as suggested in the Faendryl documentation) with the notion of &amp;quot;blight.&amp;quot;&lt;br /&gt;
[719.2] &amp;quot;Doom of Kalaza&amp;quot; is a totally made up term for the Red Rot destroying Kalaza. The part about the blights is extrapolating from approximate time period references. This is partly based on &amp;quot;[[History of the Sylvan Elves]]&amp;quot; talking about crops rotting in the fields, where the sylvans from Nevishrim were geographically closer to the outlying provinces of the Elven Empire. It also draws from the Horse War section of &amp;quot;[[History of the Truefolk]]&amp;quot;. The Horse War was a few centuries after the Undead War, so this is recontextualizing the blight problem into the Undead War context. Long-term leftover problems from Despana&#039;s desecration necromancy, which is a concept elaborated somewhat in Volume 2.&lt;br /&gt;
[720] This is an embellishment. But can help exacerbate the conditions that cause the Elven Houses to lose control over their outlying provinces, and turn autarky oriented with respect to each other, due to economic duress from agricultural conditions. This document also set up a framework of the West&#039;s outlying provinces as having been a breadbasket for the Elven Empire, so the structure of their economies would be totally shaken up and then restructuring to local production for everything with all Elven labor. Whereas they may have had manual labor from &amp;quot;lesser races&amp;quot; during the Elven Empire. This partly relates to how much magic is to be allowed to act in the world setting. It gets fairly ill-defined on the *practicality* of large scale magic.&lt;br /&gt;
[721] This is an embellishment. But it provides internal logic reasons for the separatism and rebellions that are supposed to have happened in this decolonization period. Technically, this premise is also present with the Ardenai in the Horse War case, this is just generalizing that dynamic.&lt;br /&gt;
[722] This is the Horse War from &amp;quot;[[History of the Truefolk]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still worse was the plight of the Faendryl.[723] The Houses had banished their cousins to a barren wasteland, where for reasons both natural and unnatural, it was very difficult to grow food.[724] Though there were forests near Maelshyve, these were dark and twisted, too dangerous from proximity.[725]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[723] This could be taken in the literal sense of how hard it would be to grow edible food in the vicinity of Maelshyve, which might as well be the magical equivalent of a nuclear test site. But some of this sentence is Faendryl IC author bias.&lt;br /&gt;
[724] It is a desert and possibly badlands, and if you allow remnants of Despana&#039;s forces to be hostile hazards on the surface, the Faendryl would need to grow food in underground caverns for the food security. But people often forget that this location canonically has forms of magical radiation poisoning, and that it twists and makes &amp;quot;hostile&amp;quot; the plants you grow in it. So this sentence is reaffirming that there are also &amp;quot;unnatural&amp;quot; reasons for the problems of food in this location. It&#039;s not just &amp;quot;oh gross who wants to eat bugs&amp;quot;, it&#039;s you should not want to be eating anything from this polluted place.&lt;br /&gt;
[725.1] This is creating a premise to reconcile the closeness of Maelshyve to green parts of the Elanith map and the notion the Faendryl could not grow anything, along with &amp;quot;[[History of the Sylvan Elves]]&amp;quot; saying &#039;&#039;&amp;quot;on wooded slopes surrounding the valley on which Maelshyve Keep stood.&amp;quot;&#039;&#039; The solution here has to be leaning into the kind of thing mentioned in &amp;quot;[[History of the Faendryl]]&amp;quot;, which is that if you make something grow there, it is twisted and hostile and dangerous. &lt;br /&gt;
[725.2] The previously framed premise of being charged with guarding Maelshyve on the one hand, and this task being the penance for future political rehabilitation, which are made up for this document, also provides motivation for why they *had* to be in this specific location and why they were going to all the trouble of agriculture in this near impossible spot instead of some distance away and transporting the food in, which is probably what the Agrestis does modernly. The other framed premise of leftover forces of Despana making the region too hostile and uncontrolled also gives a logic for it being infeasible to do food security at a distance from their caverns. And the premise of the Maelshyve strategy as more of a silver bullet solution that a sheer raw power solution would explain why the Faendryl couldn&#039;t just chase out all such hostiles and make a nice surface nation state from the very beginning.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a whole population of refugees in need of immediate support, and without existing resources to fall back upon, the Faendryl came to regard the exile as attempted genocide.[726] In departing their ancestral city of Ta&#039;Faendryl, they salted the earth, leaving behind various of their powerful magical creations to freely roam.[727] They also summoned Ithzir world conquerors, one of the extraplanar threats they had guarded against, to symbolically lord over what would become the ruins of their shining city.[728] It was to spite Laibanniel Illistim for ordering an energy barrier so only the powerful could return or study what the Faendryl had left behind.[729] These included works of necromancy, such as aberrant mutants, and an undead of legend known as lich qyn&#039;arj.[730]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[726] This is an embellishment in its specific assertion, but it is sensible extrapolation, and consistent with (for example) the spiteful twisting of Elven words in the formation of the Faendryl dialect as described in the &amp;quot;[[Dark Elven languages]]&amp;quot; document. This also sets up the rhetorical basis for this document describing the Faendryl as characterizing the annihilation of the Ashrim Isle as an &amp;quot;exile&amp;quot; rather than a genocide, which is a made up premise of some Faendryl drawing moral equivalency for making Ta&#039;Ashrim unlivable and the Faendryl exile. It is not defined, but a lot of people probably died just from the evacuation and Trail of Tears like moving of the population, though this also runs up into the question of how much NPC magic is allowed to distort the world setting. (e.g. &amp;quot;Well why didn&#039;t they just open portals and everyone just walks through?&amp;quot; or &amp;quot;Why didn&#039;t they just make permanent portals to some other place they could grow food?&amp;quot;)&lt;br /&gt;
[727] The salted earth language comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that they left their creations to roam the city is framed on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Old Ta&#039;Faendryl section] of the Play.net website.&lt;br /&gt;
[728] It is unclear what the original lore intention of the Ithzir was meant to be, it is plausible they were supposed to be experimental mutants like the [[twisted being]]s and [[festering taint]]s. But they have canonically since been treated as extraplanar. The premise that they are world conquerors comes from Kenstrom&#039;s storylines (e.g. [[Return to Sunder]]) and his document &amp;quot;[[Ithzir Genesis]]&amp;quot;. The premise that the Faendryl summoned them to salt the earth comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. The premise that it was symbolic over the ingratitude for the Faendryl&#039;s role in guarding against extraplanar threats, which is framed as the roots of their demonic summoning and veil piercing magic they were exiled for, is an embellishment of this document attempting to recontextualize &amp;quot;[[History of the Faendryl]]&amp;quot; regarding the Enchiridion Valentia and Palestra. The premise of having the Ithzir world conquerors symbolically lording over the capital of the Elven Empire is an embellishment that is just synthesizing these other premises. &amp;quot;History of the Faendryl&amp;quot; uses the term &amp;quot;shining city&amp;quot; for Old Ta&#039;Faendryl. That term has since become used for Ta&#039;Illistim in the [https://www.play.net/gs4/info/races/cultures/elf/illistim_1.asp &amp;quot;Illistim Society&amp;quot;] document, but the Faendryl document use of it is almost a decade older than the Illistim document use of it.&lt;br /&gt;
[729.1] This is an embellishment. The design of Old Ta&#039;Faendryl has the entrance characterized as telling the Faendryl they are not welcome here, and the Old Ta&#039;Faendryl background description on the [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp Play.net website] makes it clear that the sentinels and energy barrier were created by the other Elves. So that most Faendryl would not be able to return, only the most powerful would be able to get in, and that this would allow the Elves to study the things the Faendryl left behind: &#039;&#039;&amp;quot;At the entrance to the grounds surrounding Ta&#039;Faendryl, the Elves erected two stone sentinels whose magic would keep all but the most powerful of Elves away. In this manner the bulk of the Faendryl people would never be able to return, however, the most powerful of the other Elven races would be able to enter and investigate the powerful magics developed by the Faendryl sorcerers.&amp;quot;&#039;&#039; &lt;br /&gt;
[729.2] Then it is cross-referencing [[Ta&#039;Illistim Monarchs]] on who the Argent Mirror was at that time, since this energy barrier construction would most plausibly have been made by Illistim mages. Then this document is characterizing summoning the Ithzir as spite over that. &amp;quot;[[Ithzir Genesis]]&amp;quot; has the Glethad NPC saying the Faendryl made the barrier, but that has to be treated as a mistake, because it is not consistent with what exists in-game and the Old Ta&#039;Faendryl background material on the Play.net website. It would also mean the Faendryl putting up a barrier to keep the other Elves out of something they &amp;quot;salted the earth&amp;quot; over anyway.&lt;br /&gt;
[730] Volume 3 especially talks about aberrations and how they are necromancy in the broad sense of the definition used in this document, though teratology might not fall entirely inside the scope of necromancy, for instance elementally corrupted creatures. (This would be consistent with DragonRealms where non-necromancer Arcane users [https://elanthipedia.play.net/Post:Is_Arcane_a_bad_thing%3F_-_9/14/2010_-_16:57:51 might be] teratologists, using the DragonRealms definition of necromancy of sorcerous crossing/mixing with life mana.) [[Lich qyn&#039;arj]] are just straight up undead. Volume 3 totally makes up some background about them, which makes their presence symbolic for Koar and fallen rulership reasons.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the wasteland there were hostile forces on the surface, with uninhabitable heat and drought, and no shelter from the harsh desert sun.[731] There were wild demons and leaderless undead left over from the Battle of Maelshyve, as well as other more sinister survivors of the dark alliance of Despana.[732] Among these latter factions, the Faendryl were the subject of hatred.[733] However, the Faendryl soon discovered entrances to the underground caverns, and were able to erect wards to keep out the banshees and other infernal spirits that are endemic to those lands.[734]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[731] The harsh climactic conditions of Rhoska-Tor near Maelshyve have been seen first hand during the Maelshyve archaeological dig expedition event. The hostile forces refer to the arguments made in this document for leftover Despana alliance/horde constituencies, as well as the &amp;quot;natural&amp;quot; undead and demonic hazards of the region framed earlier in this document.&lt;br /&gt;
[732.1] This embellishment is an extrapolation of what should be true in context. It is also leaning on there being indigenous &amp;quot;sinister&amp;quot; types to the region with backgrounds pre-dating Despana.&lt;br /&gt;
[732.2] While we are having the demons causing the mindless undead to chase the retreating living into the keep, more powerful undead further away like the banshees might not have done that, and the demons running wild ought to have pulled some of the undead away with them. Then there is whatever outlying undead forces Despana had away from Maelshyve itself, which had their command hierarchy decapitated. Which the Elves would have pushed out of the East, so they&#039;d either head toward Rhoska-Tor and the wastes or into the West. The point is that Despana&#039;s forces can be destroyed at Maelshyve without it being a just-so story where *everything* ended up inside the building, and everything in the collapsing building got pulled through the tear in reality, without anything about it being messier than that in the fine details. It isn&#039;t a problem for the region to be a chaotic mess afterwards, even though the demons + implosion strategy was fundamentally successful.&lt;br /&gt;
[732.3] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; does say &#039;&#039;&amp;quot;As the demons flew on across the hills, incinerating stands of trees as well as animals and fleeing horses, Oriahn could do naught but witness his men scream and die. The fact that there were no surviving enemies to rout was an empty consolation.&amp;quot;&#039;&#039; But this is excessive since they should not all have even been at the Battle of Maelshyve when it was a lightning strike in a stalemate frontlines situation.&lt;br /&gt;
[733] This is a reasonable extrapolation from the prior premise.&lt;br /&gt;
[734] This is tying back into the premise of the Dhe&#039;nar section of this document. The &amp;quot;[[History of Elanthia]]&amp;quot; document says: &#039;&#039;&amp;quot;Life in that place was never easy, for little grew there. Below the surface, however, the Faendryl found extensive networks of caverns. Not only did these provide shelter, but they also contained an unusually large number of mana foci.&amp;quot;&#039;&#039; (Other places like the Old Ta&#039;Faendryl [https://www.play.net/gs4/news/elvennations/en_tafaendryl.asp page] on the Play.net website and &amp;quot;[[History of the Faendryl]]&amp;quot; instead say &amp;quot;nothing&amp;quot; grew in Rhoska-Tor, while &amp;quot;[[History of the Sylvan Elves]] has wooded slopes right next to it.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There were attempts to spontaneously grow plants with spiritual magic.[735] But they would emerge twisted, and were most often poisonous, or even rotting.[736] Wide range scavenging and hunting was done in the more distant eastern forests, and the Faendryl mages struggled, attempting to keep imported top soil purified to grow plants in artificial lighting in underground caves.[737] The instabilities in the flows that were caused by the implosion of Maelshyve made it difficult to keep even crude constructs or golems.[738] The Faendryl were forced to resort to summoning minor demons, which would perform the manual labor, lacing the crops and livestock with their corruptive energies.[739] They then instead used reanimated corpses, which had milder but similar issues.[740] In the present age they summon minor demons of the outer planes that manifest lowly in corruption, but in the early exile the flows were unstable and more prone to storming near Maelshyve.[741] In time they were able to make working artificial constructs from exotic metals.[742] It would not be possible to even begin considering this on the surface until the situation stabilized.[743]&lt;br /&gt;
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[735] This is partly based on spirit circle spells that make things grow, such as herbs, though also plants in general in Rolemaster spell lists. This is a scaling issue problem of what should be feasible with spell casting. This is hanging a lantern on the issue and mitigating it by setting up reasons for why the problem could not just be magic wanded away.&lt;br /&gt;
[736] The &amp;quot;rotting&amp;quot; is inspired by Rift herbs. But generally this premise is already canon in &amp;quot;[[History of the Faendryl]]&amp;quot;: &#039;&#039;&amp;quot;Life was difficult, as nothing would grow, and what few things did sprung from the ground twisted, warped, and often hostile.&amp;quot;&#039;&#039;&lt;br /&gt;
[737] This is addressing the geographical context problem of &amp;quot;well there&#039;s green stuff right next to there so why can&#039;t they grow stuff right near Maelshyve instead of the wasteland itself&amp;quot;. If those green areas are themselves &amp;quot;bad places&amp;quot; due to proximity to Rhoska-Tor, it takes it off the table to do agriculture there (not that having a minor amount of growing plants is necessarily consistent with land able to support agriculture in the near term), plus the framed premises of hostile surface forces this document introduces and emphasizes. The imported top soil and artificial lighting is addressing how to grow stuff in underground caverns, and Faendryl do not have Drow dark vision. Trying to keep that soil purified would be difficult near Maelshyve, and &amp;quot;[[History of the Faendryl]]&amp;quot; talks about the crops getting corrupted with sorcerous radiations.&lt;br /&gt;
[738] This is an embellishment that extrapolates off there being mana storming during the Maelshyve archaeology expedition event. It is trying to reconcile the weirdness of summoning demons to do agriculture labor when the Faendryl would have been aware of the corrupting influence of the demonic on life, when they left behind all these powerful construct automatons in Old Ta&#039;Faendryl. So synthesizing these premises lets you say it wasn&#039;t feasible to just use golems/constructs at that time, which are totally obedient passively unlike demons which require active management and binding.&lt;br /&gt;
[739] This changes the characterization in &amp;quot;[[History of the Faendryl]]&amp;quot;, making using the demons for this as a desperate measure making the best of a bad situation. This can help nudge along the casual open embrace of demonic summoning with the whole population, especially if the objectors had already left House Faendryl from the more nuanced exile logic this document introduces. But the Faendryl should not just casually be all-in on routine rote demon use yet at the start of the exile, that should be treated as &amp;quot;History of the Faendryl&amp;quot; being present biased and doing some revisionist apologetics.&lt;br /&gt;
[740] There is a premise here for reanimating the livestock that die for whatever reason, though it is dubious that the Faendryl had something as resource intensive as &amp;quot;cows&amp;quot; on such a tenuous plant growing basis in that time period. But they would have *some* livestock for fertilizer purposes. So, there is a premise of using reanimated bodies, because it&#039;s walking long-term fertilizer. But reanimation is still sorcerous magic, and it&#039;s also very temporary and micromanaged. You need something more properly undead to act as labor that is more obedient than demons, and that is going to run into the same corruptive dark energies problems.&lt;br /&gt;
[741.1] This is again extrapolating off the mana storming that has been observed around Maelshyve in the present day. It is setting up a premise that the Faendryl summon low corruption entities for mundane use in the present day, recognizing the toxic pollutive problems of &amp;quot;fiends&amp;quot; and the black arts. This is also setting a difficulty-of-retaining-control over the things premise because of the essence instabilities. &lt;br /&gt;
[741.2] It is also addressing and mitigating the fact that &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; states that valence creatures are still used for manual labor in these ways, even though that corruption property would be a known issue: &#039;&#039;&amp;quot;They bear much of the burden of lesser tasks relegated to them so that Faendryl may use their time to focus on more important matters. They assist in the crop planting and mining for the Agresti and help haul the goods of the Emporion from workshop to store.&amp;quot;&#039;&#039; This is talking about &amp;quot;minor demons&amp;quot; (in some broad Faendryl definition of demon) that are not problems for retaining control over them and basically just extraplanar creatures who will obey as servants: &#039;&#039;&amp;quot;an abundance of minor demons abiding their masters&#039; orders and roaming freely within the walls.&amp;quot;&#039;&#039; The concern here is not letting Faendryl mastery of minor demons, or extraplanar creatures, gut the menace and danger and darkness of the demonic as a category. They might have specialized use as assistants in the Agrestis for tasks that are too fine-grained for construct/golem automatons which would do the heavier labor.&lt;br /&gt;
[742] This is (again) bringing in a retcon to make sense of why they did not use constructs/golems given the obvious problems of using demons, given that they left behind powerful magically resistant [[Greater construct|constructs]] in Old Ta&#039;Faendryl. (It might be that higher corruption &amp;quot;fiend&amp;quot; demons were easier to control with the Rhoska-Tor dark essence in the unstable mana flows period close in time to the Maelshyve implosion, but this was pulled back later, and present day &amp;quot;demon&amp;quot; assistants are low pollution outer valence creatures.) They needed time to figure out how to make ones that would work under those conditions, and get enough of the exotic metals to make them. (&amp;quot;[[Elanthian Gems]]&amp;quot; specifically talks about krodera and mithril veins in particular shielding some of the alabaster deposits in Rhoska-Tor from sorcerous radiation.) And then with the immediacy of their problems, and the surface conditions, they could not even begin thinking about trying to do this stuff on the surface at a remote distance. &lt;br /&gt;
[743] They needed to establish a power base and gain effective control over the surroundings before things would be secure enough to allow for remote/distant food dependency. Eventually there will be population spread out. But in the early times we can have this penance premise where there was not an intent of the exile being a permanent situation, so early on staying near Maelshyve would be a good behavior thing into the political situation improved. But then it goes on long enough that you have generations viewing this region as home, and you can have spreading out and making a port and so on, eventually reaching the state where Chesylcha is engaged to an Ashrim prince and best friends with the Illistim Mirror.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
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Those who dwelled in the deeper caverns, those closer to the collapsed ruins of Maelshyve, were affected by the scorch over the span of decades. For others it was centuries and there was not much affect on skin tone for those farther away.[744] While they had to fight off the dark cults and other surviving wasteland allies of Despana in those early years, the demon worshippers began losing their hostility toward the Faendryl as they gained the ability to speak the voice of Rhoska-Tor.[745] Despana transformed more into a myth of she who will one day return.[746]&lt;br /&gt;
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[744] The time scale of the Dark Elf magical conversion is somewhat ill-defined. The time scale described here would be consistent with how it is described in &amp;quot;[[History of the Faendryl]]&amp;quot;, but that section of &amp;quot;History of the Faendryl&amp;quot; is deeply inconsistent with the chronology of the other history documents. This within-lifespan speed of it is important, because if it takes thousands of years and multiple generations, that greatly restricts the range of possible Dark Elves who are not of Faendryl or Dhe&#039;nar ancestry. But the premise that only those in the deepest caverns closest to Maelshyve had the skin darkening is explicitly established in &amp;quot;History of the Faendryl&amp;quot;. There was a &amp;quot;did you know&amp;quot; section on the Play.net website of dark elven mothers [https://www.play.net/gs4/info/races/darkelf.asp doing experiments] with making light skinned children, but that is cringe and also unnecessary because it was never the case that Dark Elves were supposed to all be darker skinned in the lore premises. That page itself only says &amp;quot;usually&amp;quot; brown or black skin. Those rumor sections also have stuff in them that is not true in general.&lt;br /&gt;
[745] This is following from the embellished premises earlier in this document. &amp;quot;the voice of Rhoska-Tor&amp;quot; is the Dark Elven language in the &amp;quot;[[Dark Elven languages]]&amp;quot; document, and probably what it should have been called before Dark Elves were historically a racial category (i.e. modernly) but after the region started being called Rhoska-Tor post-Despana. This line is playing off the earlier premise that the demonic cultist types regard it as a &amp;quot;divine language&amp;quot;, so being the deranged types that they are with their weird religions, this softening of hostility to the Faendryl can make sense. Especially as Despana and the war recedes further in the past.&lt;br /&gt;
[746] This is playing off the Grot&#039;karesh Hammer Clan&#039;s reincarnation myth beliefs about Despana returning eventually in &amp;quot;[[Giantkin History]]&amp;quot;. In the other Volumes this document has them being influenced by regional beliefs along those lines, with there being bad guys in Rhoska-Tor who want Despana to return and would help make it happen if they knew how to do it. But that is a made up premise.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over thousands of years the Faendryl expanded their sphere of power over much of Rhoska-Tor, pushing many of the practitioners of the black arts literally underground.[747] The cultists would sometimes infiltrate Faendryl society. This would later foster all sorts of conspiracy theories regarding the Senary.[748] The Faendryl found it useful for many reasons to learn to wield the darker or otherworldly essences in Rhoska-Tor.[749] For those following the monistic traditions, there were philosophies of a cosmic primal power, where the truest form of magic transcended the planes. The separatists instead fashioned many other kinds of &amp;quot;sorcery,&amp;quot; where the energies subjected to fusion would define their own categories of sorcery.[750] In this way the Faendryl form of sorcery was expanded, so that the word no longer was limited to the elemental-spiritual dichotomy, but instead those terms were generalized to the material and immaterial as &amp;quot;demonology&amp;quot; and &amp;quot;necromancy.&amp;quot;[751] Sorcery was broadened in such a way that it absorbed some of the more ancient black arts.[752] The dark arts were then studied through the paradigm of Faendryl rationalism.[753]&lt;br /&gt;
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[747] This is having the Faendryl become the hegemonic power in that region, but the black arts practitioners still being present, especially in illegal kinds of ways. This is related to the earlier framing about the Faendryl only eventually exerting control over the surface lands as their position strengthened and their population size recovered from everything that had happened. Recall earlier we had the other Elven Houses with a big demographic hit, leaving them unable to keep control over the outlying provinces. The Faendryl would have the same problem, even moreso if they lost part of their population to exile politics, whether renouncing the House or splitting off as expatriates for various reasons. That is also recontextualizing &#039;&#039;&amp;quot;not a single elf complained&amp;quot;&#039;&#039; in the Exile section of &amp;quot;[[History of the Faendryl]]&amp;quot;, because the complainers would be the people who already noped out and left House Faendryl. Hardship conditions over this might also have had people leaving at this point to try to live elsewhere further south or to the north in the West, given that the Elven Houses no longer had any effective control over there and there&#039;s no one in a position to stop them from going off on their own. This is part of the general dynamics of present day Faendryl being descendants of people that staunchly loyal House Faendryl and its political positions on all these issues. And the ideological divergence and Overton window shifting that comes from that.&lt;br /&gt;
[748] The Senary comes from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;, treated as a mythical boogey-man of those secretly defying the Patriarchal authority. This premise of cultists infiltrating Faendryl society would make sense if such cultists are taken as existing in the region. There was also an established premise in 5123 of a Faendryl named Enomna impersonating Patriarch Korvath&#039;s recently dead mother to try to kidnap the Patriarch&#039;s son out into the wastes as part of her attempt to find life extension solutions for her human husband. This has not been explained yet, but this would be thematically consistent.&lt;br /&gt;
[749] This is following the same logic as the Dhe&#039;nar section earlier, and the various premises of &amp;quot;dark essences&amp;quot; and demonic energies and undead corruption in the region from the several documents. It is the premise for Faendryl sorcery moving further along to its more modern forms that we are calling &amp;quot;dark sorcery.&amp;quot;&lt;br /&gt;
[750] This is following the logic of the Arcane power section earlier in this document, about how those metaphysical traditions each influenced the development of Faendryl sorcery in the exile period. This is giving more concrete language to how those doctrines were twisted in the new situation of having these energies from other valences or infernal realms.&lt;br /&gt;
[751] This premise is explaining why sorcerer spells are organized on a &amp;quot;necromancy&amp;quot; and &amp;quot;demonology&amp;quot; duality now mechanically, while other documentation has them as a hybrid of elemental and spiritual spheres of magic, with a class description that matches what this document is calling &amp;quot;classical sorcery.&amp;quot; This is all generally about making sense of the issues of defining sorcery and hybrid magic in the world setting.&lt;br /&gt;
[752] Since the Faendryl are using these &amp;quot;dark essence&amp;quot; energies around Rhoska-Tor, and demonic stuff, and there is whatever contact or spillover with the black arts practitioners more indigenous to the region, you have at least some of the &amp;quot;black arts&amp;quot; falling under this broadened definition of &amp;quot;dark sorcery.&amp;quot; But Faendryl sorcery should not include stuff that is highly toxic to the surroundings, debasing to the self, and so forth, it should be &amp;quot;dark grey&amp;quot; magic rather than &amp;quot;black magic.&amp;quot; With a significant amount of focus in how to counteract and prevent the black arts and black magic.&lt;br /&gt;
[753] This is making intellectual tradition continuity with the Second Age Faendryl, and how this form of &amp;quot;dark sorcery&amp;quot; is distinct from the black magic practiced elsewhere in other culture traditions. It is broadening and breaking up the monolithic &amp;quot;sorcery&amp;quot; concept, even if this Faendryl paradigm is what we deal with through Sorcerer Guilds. The Faendryl ties with the Sorcerer Guild institution, only awkwardly IC and distorting as that concept is, finds representation in places such as &amp;quot;[[Overview of Elanthian Magic]]&amp;quot; and the loresong on the [[forehead gem]]s.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Occultism provided the back door for these wasteland traditions to become incorporated into the dark arts of sorcery.[754] The Faendryl became more comfortable with the casual and personal use of dark forces, such as wearing demons of shadow, or housing necromantic powers of pestilence in oneself as defense in retribution.[755] It was fashionable to embed the demonic or spirits into weapons or other items.[756] There were those who took to a more esoteric or immanent view of the cosmos, harrowing the more dangerous or alien realms through immaterial projections.[757] What the study of dark energies, and the black arts of old, had most to offer was defense against dark forces.[758] The futility of challenging the Faendryl is well known in the Southron Wastes.[759]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[754] This is using the previous established &amp;quot;back door&amp;quot; property of occultism, now for bringing in stuff from the southern wastelands, whereas the Second Age occultists were moreso pulling in stuff from people then living in the West.&lt;br /&gt;
[755] These would be spells similar in nature to [[Cloak of Shadows (712)]] and [[Pestilence (716)]] (though it might be inconsistent for it to be those exact spells), which Second Age Faendryl probably would not have wanted anything to do with, though they might have used magic like the old [[Disease (716)]] which would be more &amp;quot;classical sorcery&amp;quot; compared to Pestilence&#039;s &amp;quot;dark sorcery.&amp;quot; They were bending this way already with having made the festering taints in the Undead War period. Similarly, [[Torment (718)]] is probably out of this wasteland tradition. It isn&#039;t the kind of spell that should have been done by Second Age Faendryl, and most present day Faendryl would probably find it barbarically reckless and dangerous to the caster.&lt;br /&gt;
[756] Stuff like this has been done in game, like the Black Hel slayer demon scimitar from the I.C.E. Age (last possessed by Kree), or the soul eater staffs from Ebon&#039;s Gate. But [[Ensorcell (735)]] is more vanilla than this, just layering necrotic energy on objects. That&#039;d be an example of a &amp;quot;dark arts&amp;quot; spell that is not a &amp;quot;black arts&amp;quot; spell but also not &amp;quot;classical sorcery.&amp;quot;&lt;br /&gt;
[757] This is leveraging off the &amp;quot;dread seer&amp;quot; stuff from the earlier section on warlocks. The Extrachthonic Cartographer&#039;s Guild from &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; represents a very &amp;quot;demonology&amp;quot; and materialist approach to valences and summoning demons. But there should also be necromantic methods (i.e. immaterial or possessing or scrying) for this stuff, especially for the outer realms that are unable to support life or even material existence as we know it. Xorus [[Harrowing and Esoteric Archaeology|lectured]] about this once, using the term &amp;quot;occult philology&amp;quot;, generalizing off the Planar Shift spell having runes embedded in flow patterns. Talking about this in more cosmic analogs. This is following a kind of Lovecraftian theme, like what Randolph Carter is doing in [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;].&lt;br /&gt;
[758] With all this bad stuff in the southern wastes (e.g. Horned Cabal), and precedents like the Palestra Blade Aralyte going after Althedeus, and the earlier warding premises for the banshees/etc. for living there, it is sensible that the Faendryl would be majorly invested in controlling dark magic as protection from dark magic. In line with what they did with Despana. This would be a deep ideological dispute with the other Elven Houses, rooting back in disagreement over the Maelshyve strategy.&lt;br /&gt;
[759] &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; makes it sound like people down there generally know better than to try to directly take on the Faendryl, but it says: &#039;&#039;&amp;quot;Despite the occasional large-scale external conflicts since the Faendryl defeat of Despana&amp;quot;&#039;&#039;. There are only two in current canon, the Ashrim War and the Third Elven War. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They would come to grow food in their outlying lands, along with relatively minor surface settlements.[760] There was even the eastern port of Gellig after some ten thousand years, as relations between the Faendryl and other Houses had improved.[761] While the Age of Chaos is ill-defined in when it ended, as the situation was not even in all places, by five thousand years ago the Elves were firmly in the Modern Age.[762] Princess Chesylcha Sukari Faendryl was best friends with the Illistim Mirror, Caladsal Nellereune, who regarded each other as royal cousins.[763] Chesylcha was to marry a prince of the Ashrim royal family, and her wedding party included the famous Loenthran poet Maeli Gerydd.[764] It was a politically controversial royal marriage, which would have shifted the balances of power.[765] (For reasons beyond the scope of this work, ranging from sea trade, to the nascent airship industry.)[766] When Chesylcha vanished her sisters divined her assassination, which led to the fog of war, spiraling out of control until the obliteration of the Ashrim Isle.[767] The Faendryl losses were horrendous.[768] The Houses declared it a genocide, the Faendryl called it an exile.[769] The war had sought to compel a trial and formal restoration of ancestral land claims.[770] But in the end it turned their allies against them and entrenched the opposition.[771]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[760.1] This is getting around the issue of &amp;quot;how do you grow food in a desert wasteland&amp;quot; when Faendryl territory by now extends some distance beyond the desert wasteland. &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; has the Agrestis being a triune of ranchers, farmers, and miners. The ranchers and farmers should in the present day be working on the surface away from the desert. This land is defined as all belonging to the Patriarch by default, unless given to someone else, and the Agrestis is in charge of regulating it. It is unclear how old the Pentact divisions are and how far back terms like &amp;quot;Agrestis&amp;quot; should really reach in Faendryl history. &amp;quot;[[Origins of Amasalen]]&amp;quot; attributes Agrestis back to the Second Age, but the document is a translation and not nearly that old. (Though of dubious provenance, it is supposedly over 150 years old, but interestingly describes much more recent events in Kelsha&#039;s paintings.)&lt;br /&gt;
[760.2] The presence of outlying surface settlements in the present age is defined in the Third Elven War period in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[761] Gellig being an eastern port is 100% made up. Gellig is a location that the Turamzzyrian Empire sacked on its march into Faendryl lands, and whatever Gellig was, that was what set off and totally enraged the Faendryl. So this is defining Gellig as a Faendryl sea port, perhaps the location the Faendryl armada launched from in the Ashrim War, to explain why the Faendryl reacted so much worse to Gellig being invaded. The timing of 10,000 years is made up. It&#039;s using that number because &amp;quot;[[History of Elanthia]]&amp;quot; talks about roughly 10,000 years ago being when modern historians often talk about the Age of Chaos starting to end, and &amp;quot;[[Timeline of Elanthian History]]&amp;quot; has human fortresses being built 8,000 years ago. There needs to be some lead up time and interaction with the eastern Elves to reach the point of the Chesylcha-Ashrim marriage so that it is not out of no where, and it is reasonably long after the Undead War for Elven time scales.&lt;br /&gt;
[762] This is the hedge on the 10,000 years ago number, with the Modern Era calendar being defined with a year 0 that was only a bit more than 5,000 years ago.&lt;br /&gt;
[763] This detail comes from the [[Ta&#039;Illistim Monarchs]] document about the Mirror at the time, Caladsal.&lt;br /&gt;
[764] The Loenthran poet detail comes from a display in Museum Alerreth in Ta&#039;Illistim. The wedding party is also described originally in &amp;quot;[[History of Elanthia]]&amp;quot; as quite large. [[Maeli Gerydd]] went missing. &amp;quot;History of Elanthia&amp;quot; and &amp;quot;[[History of the Faendryl]]&amp;quot; imply it is known Chesylcha died (though in incompatible ways), but the Maeli Gerydd lore and the [[forehead gem]]s ending up in the ocean make it sound more like a disappearance.&lt;br /&gt;
[765] There is another [[Chesylcha Sukari Faendryl|display]] (of a jade seahorse with ribbon for pinning to the left sleeve) in [[Museum Alerreth]], for example, that talks about the marriage as politically controversial. The &amp;quot;[[History of the Faendryl]]&amp;quot; document blames it on a Nalfein assassin.&lt;br /&gt;
[766] There should be a lot of socioeconomic and great power politics reasons for the Ashrim War that have never been carefully fleshed out. But it isn&#039;t within the scope of this document. The straight forward logic of the situation is that the Ashrim were the dominant naval power and the Illistim were developing air power, and Chesylcha was the glue on what would have been a forming alliance between them with a restored House Faendryl. Which would be very contrary to the maritime and court interests of House Nalfein (especially if there was Loenthran support), and been disliked by House Vaalor for military pre-eminence reasons. And who knows about the Ardenai.&lt;br /&gt;
[767] The story of the divination of the assassination by Chesylcha&#039;s sisters comes from &amp;quot;[[History of the Faendryl]]&amp;quot;. The spiraled out of control notion is an embellishment, this document is trying to give more rational motivations and war objectives, because the original story is a Helen of Troy kind of thing. It does not make sense to conquest regain the ancestral homeland, especially by invading the Ashrim Isle which is not even in the same direction, and especially when it is far beyond living memory to have actually lived in those ancestral lands. It has to be more abstract, about restoration of ancestral land claims, and political standing in the council of monarchs and so forth. The fog of war line is about the situation turning chaotic and escalating in a way that was not planned. (i.e. we are not having the Faendryl sending ships at the Ashrim to then do some genocide on land.)&lt;br /&gt;
[768] This is framed originally in &amp;quot;[[History of Elanthia]]&amp;quot;&lt;br /&gt;
[769] The Faendryl calling the obliteration of the Ashrim Isle &amp;quot;an exile&amp;quot; is totally made up for this document. It ties back into this document earlier saying the Faendryl came to regard their exile to a land without food as attempted genocide. The gist is that the Faendryl attitude is there were Ashrim who were not on the Ashrim Isle, and the Ashrim Isle becoming uninhabitable is just an exile, and if House Ashrim no longer exists as a culture and royal line and political entity that speaks only to the failure of the Ashrim people. Likewise, the other Houses did not intervene in the war for the Ashrim, and did not cede their coastal lands to any Ashrim survivors. &amp;quot;[[Of Krolvin and Reivers]]&amp;quot; talks about sea elves who will not acknowledge the Elves of this continent, which Scribes intended as a backdoor hook for Ashrim survivor descendants (though he was not Elf guru), and it might be that whatever Ashrim survivors there were had big grievances with other Houses after that war rather than just the Faendryl. In spite of the maudlin memorial stuff the Elven Houses do today about the Ashrim.&lt;br /&gt;
[770] This is inspired by the non-canon Faendryl [[Siege of Ta&#039;Ashrim|captain&#039;s journal]] of the Ashrim War that Mnar had in the [https://web.archive.org/web/20010723220557/http://gemstone.play.net/etimes/et6/ancient.htm Elanthian Times] back in 2000 in [https://web.archive.org/web/20020205003433/http://gemstone.play.net/etimes/et7/ancient.htm multiple parts] into [https://web.archive.org/web/20030212062741/http://gemstone.play.net/etimes/et8/ancient.htm 2002]. The general notion here is the Faendryl put together a naval fleet to meet the Ashrim on their own culture-tradition terms as a matter of honor, rather than a serious expectation of having a full scale naval war with the Sea Elves, as a matter of compelling a trial of traitors in the Ashrim royalty to get justice for Chesylcha and her wedding party. But then the Ashrim are guarding their royals, and ship violence happens, and things start spiraling out of control. Then in that fog of war context with horrendous Faendryl losses, you get a few ships making it to Ta&#039;Ashrim. Like in the non-canon journal, they&#039;re trying to arrest some royals, and end up in a position of blowing everything up.&lt;br /&gt;
[771] Though the Faendryl in some sense won the battle at Ta&#039;Ashrim, they very much lost the war in terms of achieving the war&#039;s political objectives. It catastrophically damaged their political standing with the other Houses for thousands of years. But they also suffered their own horrendous losses, and they completely doubled down on everything after the Ashrim War. The &amp;quot;[[History of the Faendryl]]&amp;quot; document might be interpreted as omitting most of the exile period where New Ta&#039;Faendryl was an underground city, and it could be treated as state policy to refer to this as some &amp;quot;period of appeasement&amp;quot; that state sanctioned history ignores. New Ta&#039;Faendryl is a surface city that is only a few thousand years old, but it should most likely be treated as the surface facade of something that runs much deeper into the ground, that is a lot older.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this point that the Faendryl were declared &amp;quot;dark elves,&amp;quot; and the Faendryl threw off the last of their Old World romanticism.[772] The Patriarch formally dismissed the penance of House Faendryl in guarding the ruins of Maelshyve for the Elven Empire.[773] It was ruled that the exile was illegitimate in its entirety, and that the Faendryl would no longer reside in the shadow of Maelshyve.[774] The Faendryl society was planned and structured from the top down, with a new permanent city to be built on the surface to the northeast of Maelshyve at the edge of Rhoska-Tor.[775] There was then a full embrace of the dark arts, which were regarded as morally neutral.[776] The Palestra academies were founded to support a vast expansion of demon summoning.[777] The &amp;quot;disgraced&amp;quot; House crest was denounced, while a new crest and motto were adopted that are not formally recognized by the other Houses, and the Faendryl dialect by law became the court language.[778]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[772] The aftermath of the Ashrim War being the moment the Faendryl was declared to be &amp;quot;dark elves&amp;quot; is defined both in &amp;quot;[[History of Elanthia]]&amp;quot; and in &amp;quot;[[History of the Faendryl]]&amp;quot;, which cross-referenced with the chronology of other documents such as &amp;quot;[[Timeline of Elanthian History]]&amp;quot;, means the Faendryl were *not* known as &amp;quot;dark elves&amp;quot; for 15,000 years of residing in Rhoska-Tor. It is given as a cultural condemnation with a racialized aspect. So we should treat Dark Elves as a race as being a relatively modern thing, and have the meaning of &amp;quot;dark elves&amp;quot; be different in earlier time periods.&lt;br /&gt;
[773] This is an embellishment to bring the premises of the exile in this document up into alignment with the more contemporary attitudes illustrated in &amp;quot;[[History of the Faendryl]]&amp;quot; and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot;. Though the Armata still guards the ruins for its own internal security, but allows demons to wander toward the Demonwall.&lt;br /&gt;
[774] This is the state sanctioned revisionist history being framed, where what we might call the &amp;quot;period of appeasement&amp;quot; is treated as a wrong direction.&lt;br /&gt;
[775] This is explicitly stated in &amp;quot;[[History of the Faendryl]]&amp;quot;. It is partly based on &amp;quot;Path to Palestra&amp;quot; saying the Palestra academies were founded after the Ashrim War, and &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; being clear that New Ta&#039;Faendryl is only a few thousand years old, and &amp;quot;[[Introduction to the Enchiridion Valentia and Summoning]]&amp;quot; distinguishing New Ta&#039;Faendryl from Rhoska-Tor. The city is described in a highly centrally planed way in that document, and so this is introducing a premise that the society structure was centrally planned in this way in the aftermath of the Ashrim War. Earlier time points would plausibly have some different governing structures. This surface city should probably be treated as the surface facade for connecting down into the older underground city.&lt;br /&gt;
[776] This is leveraging off the founding of the Palestra academies implying a big expansion and embrace in demonic summoning in the population, and doubling down in general on the magic that the Faendryl are being condemned for by everyone else.&lt;br /&gt;
[777] Same point as 776. &amp;quot;[[Path to Palestra]]&amp;quot; says: &#039;&#039;&amp;quot;With the rule of Patriarch Rythwier Sukari Faendryl, we see the building of New Ta&#039;Faendryl. It was during this time that the three major academies of Palestra training were founded.&amp;quot;&#039;&#039; The four lesser academies were founded under the current Patriarch, Korvath Dardanus, to make supply for Palestra meet up with demand. All of this suggests an escalation over past levels of Palestra and summoning.&lt;br /&gt;
[778.1] This is cross-referencing &amp;quot;[[The Layman&#039;s Guide to Elven Heraldry]]&amp;quot; with the &amp;quot;[[Dark Elven languages]]&amp;quot; document about the Faendryl dialect. The [[forehead gem]]s loresong has consistency issues with documentation. It depicts Patriarch Rythwier in a palace prior to the Ashrim War, but other documentation would imply such a building should have only been after the Ashrim War. It depicts the Faendryl crest, but does not specify which one. It would have to be the ancient crest, because the Layman&#039;s Guide says the Faendryl did not recognize the disgraced crest, and they &#039;&#039;&amp;quot;chose a new crest&amp;quot;&#039;&#039; only when they &#039;&#039;&amp;quot;left Rhoska-Tor to found New Ta&#039;Faendryl.&amp;quot;&#039;&#039; The loresong also depicts the tapestries as &amp;quot;crimson&amp;quot; when they should be &amp;quot;scarlet.&amp;quot; It is a reasonable embellishment to time the court language law to the aftermath of the Ashrim War when the new crest was chosen.&lt;br /&gt;
[778.2] &amp;quot;[[History of the Faendryl]]&amp;quot; says: &#039;&#039;&amp;quot;As time passed, the Faendryl began to turn their eyes northward, towards their ancestral home. They were disgusted with life below ground, and wanted their shining city.&amp;quot;&#039;&#039; and then after the war &#039;&#039;&amp;quot;They turned their backs on the elves and the city they had built and moved north of Rhoska-Tor, although not far, to build their new city.&amp;quot;&#039;&#039; &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; says: &#039;&#039;&amp;quot;She is a new city, New Ta&#039;Faendryl. An eternal city, established only a few thousand years ago.&amp;quot;&#039;&#039; At the same time there should be surface settlements in the surroundings by the time of the Ashrim War, and reasonably there should already have been a sea port. So it is possible this [[Forehead gem|loresong]] &amp;quot;palace&amp;quot; / &amp;quot;castle&amp;quot; is underground, or it is possible it is somewhere else that is undefined.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.B The Diaspora&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s wrong with baby? She looks so still.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and eats its fill.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with grandad? Screams and moans.&amp;lt;br&amp;gt;&lt;br /&gt;
The white one comes and cracks his bones.&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s wrong with momma, what&#039;s wrong with son?&amp;lt;br&amp;gt;&lt;br /&gt;
The black one comes, eats everyone.&amp;quot; [779]&lt;br /&gt;
&lt;br /&gt;
- Children&#039;s rhyme unconsciously chanted in fugue states, in the&amp;lt;br&amp;gt;&lt;br /&gt;
year 5100, due to Banaltra harvesters for the Feithidmor. Last&amp;lt;br&amp;gt;&lt;br /&gt;
hatching survived by sylvans of Yuriqen in the Age of Chaos.[780]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[779] This is an excerpt of the fugue state chanting from the feithidmor/banaltra storyline. It is an exact quote.&lt;br /&gt;
[780.1] There was a sylvan NPC named [[Wicked Times (storyline)|Draman]] who spoke of Yuriqen in this context. The timing was vague, but the premise was the feithidmor are akin to cicadas, except on the scale of thousands of years. The original intent of Yuriqen was to be founded about 8,000 years ago in the later Age of Chaos and then get cut off from the world around 2,400-ish years ago (per Banthis), though the date might not be defined anywhere in documentation. This usage of &amp;quot;Age of Chaos&amp;quot; is going with the 15,000 year definition of Age of Chaos rather than the 10,000 year one. It is an embellishment to put it in the first half of accessible Yuriqen rather than the second half. It vibes more thematic for Age of Chaos.&lt;br /&gt;
[780.2] More precisely, [[Wicked Times (storyline)|Draman]] was an aged Sylvan member of the Council of Elders in the [[Order of Lorekeepers]] in Ta&#039;Illistim, and his sylvan ancestors had left &#039;&#039;&amp;quot;shortly before the closing of Yuriqen.&amp;quot;&#039;&#039; The log of this NPC lecturing is therefore firmly establishing Yuriqen was closed off thousands of years ago. The premise was that they had survived the previous feithidmor event, and wanted to warn the world. The wording could be taken to imply the feithidmor event was not long before Yuriqen was closed. It is important to note that this was before the [[AGE (verb)]] mechanic and before the &amp;quot;[[History of the Sylvan Elves]]&amp;quot; document. Here we&#039;re bending a little bit on the timing, calling it Age of Chaos (in the up to 5,000 years ago definition of Age of Chaos), because of the word &amp;quot;ancestors&amp;quot; from an old sylvan elf.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the collapse of the Elven Empire, the westerlands were opened not only to brigands and barbaric hordes out of the mountains, but to the malevolent factors in the South who had survived the Undead War.[781] There were many dark forces who were not inside Maelshyve at the time of its destruction.[782] With the power vacuum in the West, there was freedom for dark cults and cabals to spread north, as well as undead and other malefactors.[783] This was exacerbated as the Faendryl strengthened their hold on Rhoska-Tor.[784] There was a diaspora of necromancers and practitioners of the black arts out of the southern wastelands.[785] In this way witchcraft had returned to the West, where it originated, but it was now a much darker and more dangerous form of magic.[786]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[781.1] The first part is directly based on &amp;quot;[[History of Elanthia]]&amp;quot; describing mountain race hordes: &#039;&#039;&amp;quot;Without the Elven armies to keep order, the land fell into anarchy. The next 20,000 years were known as the Age of Chaos. Orcs, trolls and worse raided at will. Travel to many areas was dangerous, if not impossible. Of the various wars, plagues and other disasters of the era, little is known. The fragments of song and story which survive tell of a very dark time, full of hunger, fear and little else.&amp;quot;&#039;&#039;&lt;br /&gt;
[781.2] The malevolent forces in the South surviving the war is an extrapolation from what would be reasonable, since it does not sound realistic that all of Despana&#039;s forces were at Maelshyve at the moment the Elves do a lightning strike on Maelshyve. And it is leaning on the embellished premises about the sorts of factions found in that region made in this document.&lt;br /&gt;
[782] This should be true just by virtue of having been in other places pursuing the war, since the war was happening all over the continent.&lt;br /&gt;
[783] Part of this point is that with the logic of the Western outlying provinces being impractical to defend, and rapid gains by Despana in the outlying provinces where &amp;quot;[[History of Elanthia]]&amp;quot; said there was little resistance, that would suggest these purported dark factions were already up in the West. And this familiarity with moving up that way can help contextualize the minotaurs migrating up to Wehntoph after the Battle of Maelshyve, which is already canon in &amp;quot;[[History of the Minotaurs]]&amp;quot;. (They had their labyrinth area wrecked by some unknown war at some point in the Age of Chaos as well.) &lt;br /&gt;
[784.1] The loss of control by the Elves of the West in the Age of Chaos, and the Faendryl needing time to base themselves, and then the Faendryl presumably pushing out some of these dark forces with the expansion of Faendryl territory, you have clear pressures for population migration of these &amp;quot;black arts&amp;quot; practitioners northward into the West.&lt;br /&gt;
[784.2] The Faendryl have their own &amp;quot;diaspora&amp;quot; in existing documentation, a term that was introduced by Silvean. In canon documentation the word is used in &amp;quot;[[A Ceremony for the Marriage of Faendryl in the Diaspora]]&amp;quot; by Silvean and Lylia through the Wordsmiths program. This paragraph is just generalizing the whole thing.&lt;br /&gt;
[785] This is an extrapolation on the previous premises. These can include whatever races lived down in that southern region, but those of elven descent should largely be Dark Elves. This diaspora could arguably include [[Morvule]], the Luukosian high priest, who was old enough to witness the Great Fire of Sharath (something he told to a player character) and after the Undead War united Luukosian cults into the Luukosian Order, which would have mostly been in the West in the Age of Chaos.&lt;br /&gt;
[786] This document is using very broad generalities of large scale movement tendencies, rather than narrow specificity. There is no reason ordinary witchcraft practitioners could not have been in the wild woods of the West, or what have you, after all that time without having gone into the southern wastelands. It would still be a form of &amp;quot;black magic&amp;quot;, but not what we mean by the &amp;quot;black arts&amp;quot; most likely. It&#039;s the witches influenced by those southern wasteland traditions that give rise to the Raznel kind of stuff, rather than the wind witches kind of stuff or possibly even the [[Elanthian Journal/Edition 28|Sisters of Blight]] kind of stuff. (This is not what happened with Raznel in the literal sense, she grew up as a noble in Chastonia. But she was taught Southron Wastes demonic blood magic by Xorus, canonically in storylines, who is supposed to be an Ur-Daemon cultist who studies the black arts.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was also a tendency of Dark Elves in general, regardless of their heritage, to treat the western lands as a backyard for engaging in abuses of power.[787] This was especially true of the parts of Faendryl society that chaffed under its severe laws and rules governing magic.[788] The Age of Chaos was in some ways the high point for those who wished a certain kind of freedom on the world. One of tyranny, despair, and suffering.[789] It was a profoundly violent time and humans only began building fortified settlements to fight back against the evil 8,000 years ago.[790]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[787] There is no reason you could not have (dark) elves of distant ancestry to that Rhoska-Tor region who are not themselves malign in any way. And you could have expatriates of the Faendryl or Dhe&#039;nar for all sorts of reasons. But people wanting to be free of the rule of law, especially law on magic, is the Second Age driving force for migrating into the southern wastelands. So the Faendryl and Dhe&#039;nar building up regional strength during the Age of Chaos is sensibly going to drive similar sorts to go north into West (or possibly just the more lawless regions of the Southron Wastes) because in the Age of Chaos that was the widespread chaos / anarchy / lawless haven for dark forces. So here we go with that, partly to set up traditions to exist behind hooks in the Turamzzyrian History documentation.&lt;br /&gt;
[788] The Palestra being a prideful thing for summoners to have and collect is a little bit of good government propaganda, like teaching children the virtues of paying all your taxes and so forth. Because the natural inclination for a lot of Faendryl sorcerers is going to be not wanting to be regulated or restricted in what they do. Up into the anarchic west is an obvious place for a diaspora of power abuses to wander. This also helps set up some of the animosity in the West to Dark Elves for reasons that are less abstract or foreign to humans than Maelshyve and the Ashrim.&lt;br /&gt;
[789] This is an IC author statement, just characterizing what is established about it in a different way.&lt;br /&gt;
[790] The violence of the period is framed by &amp;quot;[[History of Elanthia]]&amp;quot;. The timeline of human fortifications being built comes from &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. It is generally undefined what the governing structures and natures of the outlying provinces were, and how fast they fell apart after breaking off into independence, and what sorts of power structures existed in the interregnum. Volume 2 talks about trials by ordeal in the West, for example, as lay authority in the name of the gods, precisely due to the lack of central authority and hierarchy. Witch hunt panics and so forth. Humans obviously needed to live and survive for thousands of years in the Age of Chaos, so it can be bad but only so bad.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the destruction of Maelshyve, the Sylvankind dismantled their city of Nevishrim in the southeast of the DragonSpine Mountains, and migrated to the West. They trended northward up the forests along the western side of the mountains over a period of 12,000 years.[791] Much of this time was in the Wyrdeep forest. It was in this period that the sylvans encountered the primordial demon of Shadows, Althedeus, in one of its attempts to pass through into this world in an earthly vessel.[792] The sylvans used powerful Nanrithowan wards and preservation magic to seal in and imprison this dark power in what is now called the Heart of the Wyrdeep.[793] The Wyrdeep forest is uninhabited by mortals in its depths. It is a dangerous realm of fey and direbeasts.[794] The Sylvans would eventually find their way north to the Silver Veil, their &amp;quot;Final Forest,&amp;quot; and so established their final city of Yuriqen in -2,985 around eight thousand years ago.[795]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[791] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[792] This is cross-referencing with the Disciples of the Shadows section of &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[793] This is cross-referencing &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; with the Nanrithowan wards defined in &amp;quot;[[History of the Sylvan Elves]]&amp;quot; and the Wyrdeep symptoms described in the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[794] This is pulling on the &amp;quot;[[Elves of Wyrdeep]]&amp;quot; document.&lt;br /&gt;
[795] This is from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;. It is coincidentally around the same time humans &#039;&#039;&amp;quot;begin to form small organized settlements on the western side of the Dragonspine, building fortresses to protect themselves&amp;quot;&#039;&#039; according to &amp;quot;[[Timeline of Elanthian History]]&amp;quot;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Age of Chaos had largely spared the sylvans, as they hid in the woods by themselves, this was not to last forever.[796] Legend holds that a usurping Faendryl sorcerer, or at least one of the Dark Elves of the diaspora, resided with the sylvans with secret malign intent.[797] This Myrdanian was discovered to be harboring darkness within him. The Sylvans had attempted to cast him out. But he built a tower on the south of their forest, and laid siege on them by sending foul beasts and dark magic.[798] It was why Yuriqen was sealed off almost 2,400 years ago.[799]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[796] This seems fair from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;, but there is no telling how much omission of bad events there could be.&lt;br /&gt;
[797] &amp;quot;[[History of the Sylvan Elves]]&amp;quot; calls him Faendryl, but here we are leaving it more ambiguous, because Myrdanian was doing a kind of behavior that could be better suited to the malevolent wasteland types. &lt;br /&gt;
[798] This is all straight from &amp;quot;[[History of the Sylvan Elves]]&amp;quot;&lt;br /&gt;
[799] This date is a made up assertion. However, Banthis has given roughly this amount time as the original intent. His own mid-2400s year old character was supposed to be young when the Yuriqen barrier went up. Using this number creates an opportunity to relate Myrdanian&#039;s presence there to the formation of the Kannalan Empire, notwithstanding the gnomes documentation (and things like the Timeline document pulling off the gnomes history) using some placenames in time periods that should most likely be anachronistic. (e.g. Tamzyrr in Selanthia, three thousand years before Selantha Anodheles)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the nature of the Age of Chaos to end in some regions and then survive more strongly outside those borders.[800] With the coronation of the Emperor of Veng in 2,745 there was the birth of the formal Kannalan Empire, whose center of power was concentrated in what later came to be known as Hendor.[801] While the Kannalan Empire was only ever a loose alliance of halflings with human and giantman kingdoms, it was a stabilizing force, which allowed the precursors of feudalism to be dominant in the West.[802] Looser forms of this alliance had existed for a few thousand years.[803] It is because of the solidification of the Kannalan Empire that the forces of dark sorcery had been pressed to the north.[804] It is perhaps for this reason that the Sylvans had troubles with Myrdanian.[805] The most northern reaches of the westerlands were always a haven of dark magic and rebels, dating all the way back to the Second Age with the undeath of the Black Wolves.[806]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[800] This is a reasonable dynamic of what would happen if you push out chaos agents, only to concentrate them outside the borders in more confined spaces. Partly plays off &amp;quot;[[History of Elanthia]]&amp;quot; having it difficult to say when the Age of Chaos ended.&lt;br /&gt;
[801.1] These are made up facts that are meant to reconcile things that do not make sense. The year 2,745 Modern Era is based on &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; having 4,045 Modern Era being the year 1,300 Kannalan (which is likely vestigial from I.C.E. setting timeline messaging on the Path of Enlightenment but got retconned later.) The &amp;quot;Emperor of Veng&amp;quot; is a defined office in the &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;. It is unclear if the location of Veng has ever been defined for players. Judging by the distribution of the other known Kannalan settlements to the south, west, and north, and Veng falling to humanoids invading out of the mountains, it should most likely have been somewhere in what is now called Hendor.&lt;br /&gt;
[801.2] The term &amp;quot;formal Kannalan Empire&amp;quot; is meant as a retcon to handwave away the [[Lines of Blood: A History of the Gnomes|Gnome history]] and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot; (referring to the gnome history) using the term &amp;quot;Kannalan Empire&amp;quot; for times over a few thousand years before year 0 of the Kannalan calendar. There can be earlier stuff that isn&#039;t really the Kannalan Empire but has constituent stuff. The gnome document does much the same with Tamzyrr and Selanthia.&lt;br /&gt;
[802] Feudalism in the Turamzzyrian Empire came from feudalism in Hendor. The definition of a loose alliance of humans, halflings, and giantmen comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[803] This is again the retcon mentioned in footnote 801.2&lt;br /&gt;
[804] This is creating a hook for why there were &amp;quot;dark sorcerous forces&amp;quot; up near what is now Vornavis, harassing refugees of the fallen Kannalan city of Ziristal, in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; in the early 4000s Modern Era.&lt;br /&gt;
[805] This is a cross-reference and extrapolation. But if we accept the 2,400 year ago timing for the rise and forming of the Kannalan Empire, reaching up into what is not far off from the Sylvan forest, the Myrdanian types would naturally be tending toward being further north. So this is plausible geographical context for why Myrdanian would have been there bothering the Sylvans at just that point in history.&lt;br /&gt;
[806] This is cross-referencing various things. The undeath of the Wolves Den goes back to the Second Age, who were rebels in the Darkstone Bay region, being put down by the Vaalor. There are scattered threads like the darkness of the Kingdom of Anwyn and whoever destroyed the palace in &amp;quot;[[History of the Minotaurs]]&amp;quot;. Melgorehn&#039;s Reach if it were translated into De-ICE&#039;d timeline would have been something in the vicinity of 8,000 years ago. The Graveyard and Broken Land stories would be 6,300 years ago. The Shadow Valley story probably dated back to a bit earlier than the Graveyard story. Though none of these have canon dates at this time in the Elanthia world setting. The obelisk thing that turned Barnom Slim into a lich, Althedeus related, was seemingly very ancient and had a bunch of dead bodies leading up to it. There&#039;s the dark sorcerous forces of the Cairnfang in the early 4000s, and then modernly there&#039;s Foggy Valley with types like Bonespear and Vespertinae. All the various haunted castles in the northwest. The loresong on the [[forehead gem]] for Return to Black Swan Castle depicts sorcerers sieging the castle and turning it black, which a [[Return to Black Swan Castle/saved posts|saved post]] describes as only a century ago (though this is a retcon as that castle dates back to the ICE Age and weirdly suggests it&#039;s from the same time period as Wehnimer&#039;s Landing). Whatever happened with Bir Mahallah and the Sea of Fire more generally. Modernly the Arcane Eyes summoners were out of Mestanir, Raznel was in Talador. The list could go on.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Kannalan Empire abruptly collapsed in the year 3,961.[807] It was the result of internal strife and a surge of humanoid and barbarian assaults out of the mountains.[808] Historians have since speculated this was caused by the Sunfist Pact of 3,945 between the Highmen and Blackfang giantmen tribes with several dwarven clans, as the Kingdom of Dunemire in what is now Bourth was a kingdom of the Highmen.[809] There was perhaps some ill-recorded shift of the balances of power in the mountains that caused &amp;quot;humanoid&amp;quot; races like hobgoblins and orcs to surge into the lowlands.[810] Whatever the case may be, this saw a resurgence of &amp;quot;black elven wizardry&amp;quot; in the south, and a thousand year legacy of dark sorcerous forces in what are now the northern baronies.[811]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[807] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and &amp;quot;[[Timeline of Elanthian History]]&amp;quot;&lt;br /&gt;
[808] This is in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; and elaborated in &amp;quot;[[Incomplete History of River&#039;s Rest]]&amp;quot;, and also described some in &amp;quot;[[History of Reim]]&amp;quot;.&lt;br /&gt;
[809] This is an embellishment, that this is an exist premise from historians. This is cross-referencing several things. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; dates the Sunfist Pact to 16 years before the Kannalan Empire collapsed. (&amp;quot;[[History of Elanthia]]&amp;quot; puts it earlier with a vague 2,000 years ago, but the Timeline gives an exact number.) &amp;quot;[[History of Reim]]&amp;quot; talks about the Kingdom of Dunemire in what is now Bourth having been a Highmen kingdom. This is cross-referenced with the tribes named for the Sunfist pact in &amp;quot;[[Giantkin History]]&amp;quot;, which included the Highmen. &lt;br /&gt;
[810] This is a very plausible historical argument, given the two dates and Highmen overlap in both aspects of it. Even if it were a coincidence, historians (especially those who do not live in the mountains) could easily be convinced of it. This usage of &amp;quot;humanoids&amp;quot; is throughout the human documentation, such as &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[811] This is referring the Cairnfang region sorcerous forces in the Wildwood settlement incident, and more modernly with Foggy Valley. The southern part with the &amp;quot;black elven wizardry&amp;quot; is referring to the fall of Gor&#039;nustre and the Kannalan Alliance cities in the late 4200s. Which is pushing closer to the southern wastelands. These both come from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The geographical distribution of such references to the near edges of civilization is reasonably solid in existing premises.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.C Death Religions&lt;br /&gt;
&lt;br /&gt;
It was in the late Age of Chaos that Lorminstra began softening her treatment of departed souls.[812] The reasons for shifts in the ways of the Arkati are most always opaque, having to do with their internal struggles, or vague considerations of cosmic cycles that make little sense to races of flesh and blood.[813] It is often thought to have been a rebuke or push back on the rise of Luukosian forces and the imbalance of Life and Death fostered by her rival God of Death.[814] In antiquity it was very rare for a true resurrection to happen, by which we mean the return of a departed soul to its body, which was then rebound and actually living.[815] Lorminstra is the only power known to be able to do this to mortals without ascension or cursing the soul.[816] Though the clerics of other gods can revive dying bodies, they cannot resurrect the truly dead.[817] Only a rare few of the high priests of Lorminstra are able to beseech the return of departed souls.[818]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[812] This is totally made up. There&#039;s a basic undefined issue with the death lore, where adventurers are somehow special with their treatment by Lorminstra, and we do not have explicit scaling on how common that is and how long it has been happening for. The death mechanics also change over time, which means the IC death rules are shifting with time. If it&#039;s more than just a small adventuring population, it disrupts the cohesion of the NPC world setting. So here we&#039;re postulating that one of these shifts happened in the late of Age of Chaos, when the West was emerging with the building of fortified human settlements, where the loophole formed with Lorminstra willing or able to return departed souls under some special conditions. And then this is used as a factor in pushing back the chaos, or as framed here, pushing back on the Life/Death imbalance caused by the malign influence of the Luukosians and so forth, which follows off the black arts diaspora framed in the prior section.&lt;br /&gt;
[813] This is a fair statement of what it is like when we try to interact with the Arkati or get explanations from them. When Death&#039;s sting was introduced with the shadow dragon, there was some vague language about the changing cycle of death.&lt;br /&gt;
[814] This is following off the logic in footnote 812 and a reasonable surmise for an IC worldsetting view by a mortal NPC who cannot directly know what the gods are doing on their end.&lt;br /&gt;
[815] This is an important embellishment. When GemStone implemented the Rolemaster mechanics in 1989 / early 1990, it tweaked the relation between resurrection spells and death. Rolemaster is like Dungeons &amp;amp; Dragons in having roughly 10 rounds of &amp;quot;dying&amp;quot; state where players can be revived with magical healing, and in the case of Rolemaster it is from hit point loss or from critical injury. This requires no &amp;quot;lifegiving&amp;quot;/rezz spell! The resurrection magic is for *after* soul departure, which is the state of actual *death* as opposed to dying. In the I.C.E./Shadow World setting the goddess we call Lorminstra is the only one with the power to let clerics call souls back into bodies like that. In the GemStone implementation this would leave corpses lying around and is a problem for the M.U.D. type setting, so it was replaced with rapid decay and reincarnation on soul departure. And then lifegiving/rezz spells applied to the &amp;quot;dying&amp;quot; phase, and players had no actual dead bodies to target with rezz spells. Move time forward and it&#039;s still not possible for player Clerics to resurrect unkept bodies that have been dead for more than a handful of minutes. But there are rare hooks like the old [[Purgatory]] messaging of what looks like the temple old man / Lord High Cleric pulling the soul out of Purgatory, and very rare story incidents of souls getting pulled out from beyond the Ebon Gate. So we are calling this &amp;quot;true resurrection&amp;quot; and it&#039;s much more rare than what ordinary Clerics do.&lt;br /&gt;
[816] This was explicitly true in the I.C.E. lore, which was the context when the death mechanics (the temple and deeds and all that) were created. The explicit language on this point did not carry through into later documentation, by GM Varevice said in a forum post in 2000 (for example) that only Lorminstra has the power to bring souls back to the living like that, whereas any ordinary god can power the kind of resurrection that player characters are doing. Cursing the soul refers to how undeath works in GemStone in light of the Order of Voln messaging, and ascension is referring to the ascension legends usually involving the lesser god having been dead in some way before being raised higher. The theory of how ascension works is talked about in Volume 2.&lt;br /&gt;
[817] This is the original context of the death lore, and if the true resurrection concept is valid in Elanthia still, this is consistent with the game mechanics. The [[Naidem]] reincarnation [[Purgatory#Naidem|messaging]] is vague, but that voice talking to you presumably isn&#039;t the silent Gosaena, so I will assume that is also just Lorminstra.&lt;br /&gt;
[818] This refers to for example the old man variant messaging on the old [[Purgatory]] death mechanics, and how there used to be different levels of power of resurrection spells. I&#039;m told one time a player with special Gosaena &amp;quot;[[DecayWings|avatar]]&amp;quot; wings (from an auction) in a storyline pulled someone out from beyond the Gate, but we&#039;re talking about resurrection spells and this line seems solid. It keeps the NPC world setting coherent for this to be a rare power, and for it to rarely be granted by Lorminstra. Adventurers are freak abnormality special cases, which is actually [https://elanthipedia.play.net/Favors#Favors_and_the_General_Populace explicitly stated] in DragonRealms with its highly similar form of the [https://elanthipedia.play.net/Death death mechanics].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the theology of Lorminstra that those who died were to depart through the Ebon Gate and only return on special occasions as a spirit.[819] High priests of Lorminstra could beseech her for resurrection in &amp;quot;lifegiving&amp;quot; rituals.[820] This was a rare power and Lorminstra most often refused.[821] It was only for those who had died prematurely or in insignificant ways. Those whose missions in the world were not yet complete, however conceived of by Lorminstra herself.[822] The very rarest form of resurrection was if Lorminstra took the departed soul and reincarnated its body. [823]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[819] When the De-I.C.E.&#039;d lore for Gosaena was introduced in &amp;quot;[[Gods of Elanthia]]&amp;quot; in 1999, it introduced the following line: &#039;&#039;&amp;quot;Unlike Lorminstra, when a spirit comes to Gosaena, it will not be returning to the mortal realm.&amp;quot;&#039;&#039; The problem is this is not true, or at the very least, requires some extra nuance of beyond the Ebon Gate to be consistent. One aspect of this is that Lorminstra lets spirits out from the Ebon Gate to visit near the Eve of the Reunion, it&#039;s been happening at Ebon&#039;s Gate festivals for decades and is talked about in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The &amp;quot;[[Giantkin History]]&amp;quot; with the Grot&#039;Karesh Hammer clan talks about an event where spirits of the dead return to visit the living called [[Giantkin History#Festival of the Dead at Kilanirij|Festival of the Dead]]. So this sentence saying &amp;quot;on special occasions as a spirit&amp;quot; is more accurate that a simple plain reading of the Gosaena documentation. Another aspect of this is the Purgatory death mechanics messaging having implicitly been the other side of the Gates of Oblivion, before the term &amp;quot;Gates of Oblivion&amp;quot; was replaced with &amp;quot;Ebon Gate&amp;quot;. Lorminstra has the framed power of going through the other side of the Gate and pulling out souls for resurrection or reincarnation. So Gosaena needs to be restricted to a special phase of being beyond the Gate. The Purgatory soul departure messaging pre-dates the Gosaena lore, so there was never any mention of her in it.&lt;br /&gt;
[820] This is reviving the original I.C.E. context on what lifegiving / resurrection spells mean and do, and it is arguably represented in the old man variant of the old [[Purgatory]] messaging. Where different messages happened based on conditions.&lt;br /&gt;
[821] This restricts its scope so that the lack of use we&#039;ve seen with it in game makes sense, and revives the original context of Lorminstra refusing these requests unless certain conditions were met.&lt;br /&gt;
[822] This was explicitly stated in her lore at the time the death mechanics were designed. This line is just reviving the premise explicitly. Aspects of this were encoded in the old man variant of the [[Purgatory]] messaging, which talks about &amp;quot;special children&amp;quot; who have things left undone. The insignificant deaths aspect means, among other things, that Lorminstra is not going to agree to return an assassinated high noble or monarch to life.&lt;br /&gt;
[823] It should obviously be the case that Lorminstra reincarnating souls would be more rare on a whole population level than true resurrection requests being granted. The relative handful of minutes it takes for the soul departs reasonably means the ordinary player character raising spell on the dying would not be useful in most practical situations, because the intervention needs to happen in such a brief window of time. It should be the case that the longer a body is truly dead, the less likely the resurrection will be granted and the more damage to the body / recovery will be needed. This document is taking the explicit step DragonRealms does and has adventurers being a weird special exemption case involving heroics.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1) Deeds&lt;br /&gt;
Seven thousand years ago, or so, a loophole had formed in her rules.[824] There was a tiny minority of the population, who her priests called the &amp;quot;special children,&amp;quot; who had importance in their roles as heroic fighters against chaotic forces.[825] These adventurers were prone to highly risking their lives &amp;quot;making a difference.&amp;quot;[826] They were much more rapidly healed with magical herbs than most people, for whom such remedies usually only increase the rate of healing.[827] Traumatic injuries from violence in particular might quickly vanish.[828] Somehow chosen with higher purpose, they had a mission in the world, whether or not they knew it.[829] Lorminstra allowed such heroes to fulfill their unfinished purposes.[830] There were kneeling rituals resembling feudal homage where they would have to sacrifice the spoils of their adventures, proving they valued their lives more than their baubles and treasures.[831] For this &amp;quot;deed&amp;quot; they would be owed a favor from Death.[832]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[824] The seven thousand years number is totally made up, meant to be consistent with the prior framing of the late Age of Chaos. This is meant to be some time into the process of Western fortification settlements by humans. It is meant to imply that this practice just wasn&#039;t even a thing in earlier millennia. The timing is also chosen to make it just a bit earlier than the Graveyard and Broken Land stories, which we&#039;re using the same number of years ago as they were in their original timeline.&lt;br /&gt;
[825] This is directly based on the death mechanics messaging that has existed in game. The &amp;quot;special children&amp;quot; who make a difference was in the old man variant of the [[Purgatory]] messaging, which was when characters without deeds below level 2 were reincarnated. The phrase &amp;quot;heroic fighters against chaotic forces&amp;quot; is very slightly an embellishment, but based on the Hall of Sacrifice encoded into the Landing temple, and the making-a-difference premise in the old man variant, and the original death lore context of missions in the world not being complete yet. Which is a Fate like concept.&lt;br /&gt;
[826] This is a direct quote from the old man variant of the [[Purgatory]] messaging, which player characters have seen and experienced themselves in the past.&lt;br /&gt;
[827] This is an embellishment, taking the opportunity to restrict the scope of something that doesn&#039;t make sense for the NPC setting. Much as with the computer game adaptation of the death mechanics so that deaths happen much more routinely and less permanently in a M.U.D. context with its vastly higher encounter rate than a tabletop setting, the herbs and healing system was vastly accelerated for GemStone&#039;s implementation. Rolemaster herbs generally increased healing rates, or would have serious side effects and addiction risks. The world setting does not make much sense if it&#039;s common as dirt for people to just be able to heal everything, undisease everything, having empaths and so on all over the place. So this embellishment is creating an explicit premise of basically: yes, this rapid healing happens on these abnormal adventurers, but it&#039;s directly related to their weird relationship with the Life-Death balance, and the vast majority of people (NPCs) heal much slower.&lt;br /&gt;
[828] This is another scope restriction. Our healing spells and herbs focus on undoing traumatic injuries from adventuring heroics kind of stuff. They are not focused on chronic illnesses, cancer, and so forth.&lt;br /&gt;
[829] This is reviving what used to be explicitly stated in the death lore, and creating a hook for why these people are brought back from soul departure now, even when they have no deeds (because deeds no longer serve this function in the Death cycle.) Likewise, this was so with the old man variant, but now it&#039;s true regardless of level. This is creating a hook for why people are brought back, and likewise that mortals do not know why it is them and not others, and they do not know how long this flexibility with death will last. Each time might be the last time for all anyone knows.&lt;br /&gt;
[830] This is again reviving what used to be explicitly stated, and historicizes it to this late Age of Chaos time period.&lt;br /&gt;
[831] This is quoting and directly based on the Landing temple deed rituals. [[Research:The Graveyard]] and [[Research:The Broken Lands]] construct a theory about the original context of the death mechanics, because deeds do not come from the I.C.E. mechanics or lore setting. It theorizes that the deed ceremony is intentionally based on medieval homage ceremonies, where the death goddess acts as a liege lord and the soul is the fief being granted to the vassal who is sacrificing to her. This line is further based on the Hall of Sacrifice and the original Shadow World context of her not allowing the return of meaningful / significant deaths. So what GemStone appears to have done is allowed heroic acts by adventurers to result in treasure, and sacrificing this treasure is substituting in heroic acts / meaningful deaths, so a credit of meaningful deaths is used instead. And that this is the essence of what &amp;quot;deeds&amp;quot; really are, and setting up a premise of just donating money isn&#039;t enough.&lt;br /&gt;
[832] This is meant to explicitly ground the meaning of the word &amp;quot;deeds&amp;quot;, which at present have no definition in lore, other than the Lorminstra temple messaging.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good deeds&amp;quot; had long held special value in the power of Life, and could even transubstantiate into golden liquid in the legendary chalice of Faelyna.[833] But these were deeds of Death.[834] Their sacrifices would substitute other heroic acts for the significant deaths that would leave Lorminstra unable or unwilling to resurrect.[835] The greater the heroic feats to be spared, the greater the sacrifices to be worthy.[836] There is no deceiving Death. Tithing by the merely wealthy to temples of Lorminstra were not worthy deeds.[837] Without accruing deeds, the soul was doomed.[838]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[833] This is what happened and was done in the [[Vishmiir]] event around 2002. This document is using this to explain death mechanics good deeds, per the Hall of Sacrifice, as instead deeds of Death. (The temple figures refer to Death with a capital D.) This allows us to explain why deeds presently serve an unrelated function as of 2004 with [[Death&#039;s Sting]] introduced. This tacitly interfaces with the liquid in [[chrism]]s and their Death&#039;s sting prevention.&lt;br /&gt;
[834] This is made up but reconciles the difference in what deeds did before 2004 with what they do afterwards.&lt;br /&gt;
[835] This is explicitly stating the prior premises, and is directly based on the death mechanics messaging, from the temple deeds messaging to the warnings in the [[Purgatory]] messaging about the limits of power to intercede.&lt;br /&gt;
[836] This is contextualizing why deeds are more expensive for higher level characters.&lt;br /&gt;
[837] This is putting down any seriousness to the old jokes about Lorminstra rolling in gems and cash for the money. The messaging requires it to be sacrifices of treasure, so it isn&#039;t good enough for rich people to just donate some money.&lt;br /&gt;
[838] This is what deeds used to do. Deeds &#039;&#039;&#039;have not&#039;&#039;&#039; done this for 20 years now, and this is explicitly recognizing it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lorminstra was as a liege lord owing protection and intercession to her vassals, where the fief was the immortal soul of the vassal, which by all rights truly belonged to her in the end.[839] If sufficient fealty were shown in this homage, Lorminstra would aid in the resurrection of departed souls.[840] Their bodies would disintegrate upon the departure of their spirit.[841] There are many religious beliefs in this world for what comes after death, from the Krefkra of the krolvin to the Koargard of humans.[842] For those chosen by the Lady of Winter there is no question.[843] Those who have passed beyond the Ebon Gate describe it as Oblivion, a timeless void of darkness with endless streams of light, where all memory and sense of identity wash away in hopelessness.[844]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[839] This is just taking the medieval feudal meaning in the language used in the deeds ceremony and the [[Purgatory]] messaging literally. It is explaining the why Lorminstra and why only Lorminstra of it all.&lt;br /&gt;
[840] This is explaining why people (adventurers) with this homage relationship with Lorminstra, if they had accrued deeds of substitute deaths, were given special exemption and brought back from true death under some conditions.&lt;br /&gt;
[841] This is explicitly acknowledging the weirdness of player character instant decay and reincarnation, when the NPC background all leave corpses. Though it doesn&#039;t get around / explain all the monsters decaying, which is mechanically necessary for the game in practice.&lt;br /&gt;
[842] This refers to the &amp;quot;[[Half-Krolvin Society and Faith]]&amp;quot; document. Koargard is discussed in &amp;quot;[[Worship in the Turamzzyrian Empire]]&amp;quot; and various Church of Koar contexts. It has its own doctrine of what the afterlife is, but the death mechanics adventurers experience is empirical.&lt;br /&gt;
[843] &amp;quot;Lady of Winter&amp;quot; is an epithet that is used in &amp;quot;[[History of the Order of Voln]]&amp;quot;. This line is about framing that adventurers have empirical experience with the other side of the Gate, with the depart / [[Purgatory]] messaging, which in every instance illustrated an oblivion stated of near unconsciousness.&lt;br /&gt;
[844] This is directly based on the [[Purgatory]] / Abyss of Naidem messaging, and the description of the Pale in the second Griffin Sword War. It is how GemStone interpreted the meaning of &amp;quot;Oblivion&amp;quot;, which at that time was undefined in the I.C.E. setting.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In time the goddess Lorminstra will find the soul in this purgatory between the light and darkness, and bring it back to the world of the living at the moment of its death, reincarnating its body with scorching pain as its memories rush back to it.[845] She even has a minor capacity for repairing torn apart or &amp;quot;destroyed&amp;quot; souls.[846] Reincarnation works around some of the conditions that ordinarily prevent resurrection.[847] In the end Lorminstra would discern whether the life is too full, or its mission too completed, or the death too natural to warrant returning the soul even if it was owed favor.[848] It was only certain kinds of deaths that could be substituted for deaths of like kind.[849] Otherwise the rules of Death held without exemption.[850] It is not clear to what extent these matters are choices of Lorminstra, and to what extent she is only the Guardian enacting them. Some claim Lorminstra is &amp;quot;powerless&amp;quot; to aid most souls without deeds.[851]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[845] This is directly describing the [[Purgatory]] death messaging. It is slightly condensed now in GemStone IV, but this is using the original full version of the wording in the decay/depart messaging, which was live up through 2003.&lt;br /&gt;
[846] This is referring to the [[spirit death]] variant of the [[Purgatory]] messaging. The currently used form of the decay/depart messaging uses this particular version in all cases. Spirit death is soul destruction in Rolemaster, but in GemStone, Lorminstra was able to fix it if people had the deeds. Otherwise this special case of permadeath set off the &amp;quot;lost to the demonic&amp;quot; messaging.&lt;br /&gt;
[847] If a body is poisoned in such a way that it cannot host the soul, that would sensibly prevent ordinary raising as well as &amp;quot;true resurrections&amp;quot;. But with Lorminstra able to repair at least some souls, and reincarnate the body out of spirit, that makes it harder to fully prevent Lorminstra from bringing someone back. It isn&#039;t obvious that [[Luukosian deathwort]] would actually permadeath one of our player characters.&lt;br /&gt;
[848] This is referring to the original stuff where Lorminstra would not agree to do the resurrection. This is framing how you could have get-out-of-death deeds for heroic action stuff, but this is not allowing people to get out of dying out of old age just because they have deeds. Or whatever their &amp;quot;mission&amp;quot; is, Fate role, whatever, that being fulfilled is going to overrule any owed favor exemption.&lt;br /&gt;
[849] This is an embellishment. But it is consistent with what is implied by the temple and deed ceremony, and explains it in a way that is very adventurer specific and not something relevant to the general NPC population. It wouldn&#039;t even apply to ordinary soldiers in a military. Related to this, empaths and clerics that focus on healing or raising such fortune hunting adventurers, even if they do not go out and slay themselves, would get transferred conferred deeds under this logic. Clerics at one point actually mechanically got a deed for raising those under level 2 before the departure of their soul, where they would otherwise be saved from permadeath by the &amp;quot;old man&amp;quot; Purgatory messaging variant. This point is mentioned about deeds of Death in Volume 2.&lt;br /&gt;
[850] This is setting up Death deeds as having been a very particular loophole, and that Death deeds are not necessary at the present time, but the people for whom they are applicable are the only ones being exempted in this special loophole way.&lt;br /&gt;
[851] This is largely based on the [[Purgatory]] messaging variants that talk about the limits of power in bringing people back. It described deeds (at that time) as very necessary, except for those barely started yet &amp;quot;special children&amp;quot;, where bringing them back without deeds was difficult. And it helps frame that Lorminstra isn&#039;t necessarily really making free choices in this stuff, the exemptions have to be paid for in some kind of Balance logic in weird cosmic stuff. There is limited insight mortals should have into it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The precise rules of resurrection have fluctuated over the centuries.[852] There has always been some severity of &amp;quot;Death&#039;s sting&amp;quot; in the departed.[853] Those who return from death are never entirely restored.[854] They lose something of themselves, whether temporarily or permanently.[855] Some of this is damage from the decay of the body.[856] While &amp;quot;preservation&amp;quot; and &amp;quot;lifekeep&amp;quot; are often done at the same time, they are actually distinct. Lifekeep binds the soul in the dying. Preservation halts decay of the dead.[857] The extent to which Lorminstra has extended her power in mitigating death has fluctuated.[858] Since the waking of the shadow dragon Kor&#039;Thriss in 5104, &amp;quot;deeds&amp;quot; have had no role in whether Lorminstra brings back a departed soul, they are instead the power of Life that goes into softening Death&#039;s sting.[859] The reason for this change in the cycles of Death remains unclear. It may have something to do with the Balance.[860] But the &amp;quot;special children&amp;quot; no longer must perform homage to Lorminstra, and how or why they were chosen remains a mystery.[861] They are often contrary to her own interests, but have some role to play in the unfolding of Fate. [862]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[852] The death mechanics have changed repeatedly in the past few decades, including with IC recognition of changes. This wording is partly leaning on the embellished premise of Death deeds starting 7,000 years ago.&lt;br /&gt;
[853] This is damages to the body and to some extent spirit from dying or being dead. In the ICE Age there was permanent stat penalty damages, then in the late 90s and early 00s there was negative experience point loss, then in 2004 onward our current form of [[Death&#039;s Sting]].&lt;br /&gt;
[854] This is true from Rolemaster up through our present [[Death&#039;s Sting]] mechanics.&lt;br /&gt;
[855] There was permanent stat damage risk from too many deaths per level in the I.C.E. Age. This notion of permanent damage from it would likely refer even moreso to cases of what we&#039;re calling &amp;quot;true resurrection&amp;quot; where the body was dead for a while and the soul brought back to it.&lt;br /&gt;
[856] Oxygen deprivation to the brain, for example, was framed in Rolemaster &amp;quot;Character Law&amp;quot;. Volume 2 gets into this more and talks about how there is also spiritual damage from the animus deteriorating in the &amp;quot;dying&amp;quot; state, which explains Death&#039;s sting for dying characters who get raised.&lt;br /&gt;
[857] They were different spells with different functions in Rolemaster &amp;quot;Spell Law&amp;quot;. Preservation halts body decay. Lifekeep stops the soul from departing. GemStone rolls them up together, partly because it doesn&#039;t keep bodies around after soul departure, but you would want / need preservation magic if a &amp;quot;true resurrection&amp;quot; were to be done, where Lifekeep would be pointless. Chrisms likewise could be interpreted as related to preservation magic but not lifekeep magic.&lt;br /&gt;
[858] This is referring to the shifting around in the death mechanics that have happened. There was no stat loss at all from 1996 through 2003, roughly, but there was experience loss from decays / spirit deaths and so forth. These are empirical IC differences in death recovery. The [[Deed#Modern|shadow dragon]] premise when Death&#039;s sting was introduced talked about Lorminstra extending her power in terms of undoing the physical damages when bringing people back. (She takes wounds but leaves scars.)&lt;br /&gt;
[859] This is an empirical fact that deeds no longer have any role in whether Lorminstra brings people back, since 2004 with the shadow dragon stuff and Death&#039;s sting change, which was framed as some cosmic cycle change. This concept of deeds of Life is based on the &amp;quot;good deeds&amp;quot; as liquid substance in the [[Vishmiir]] event for banishing the Vishmiir, and it is an embellishment to contrast these with the Death deeds, and this power of Life as what is going into ameliorating Death&#039;s sting. Because what deeds presently do is mitigate [[Death&#039;s Sting]], so this is directly addressing why they work that way and what changed.&lt;br /&gt;
[860] The Balance is talked about, for example, in &amp;quot;[[History of the Order of Voln]]&amp;quot;. The concept exists in Rolemaster books, but was not really much in the Shadow World setting, though there was a little such as about the barriers between planes getting weakened by portal magic and so forth. Morvule in the Luukosian Order has their own twisted version of Balance concept in Death, Undeath and Lies. And logs show the Luukosians in [[Ride of the Red Dreamer|rituals]] talking about correcting Fate&#039;s flaws. In any case, the vagueness of the cosmic cycle changes was stated in the Death&#039;s sting release, and the balance of Life and Death was framed earlier in this document when talking about Luukos and his relation to the undead.&lt;br /&gt;
[861] It is an empirical fact that deeds no longer serve the role they did before the in game year 5104. There is no explanation for why the &amp;quot;special children&amp;quot; are special or chosen, and there does not really need to be on the mortal end of things. They just got brought back for reasons they do not know for certain, but they&#039;re generally adventurers, and it&#039;s those kinds of deaths they get out of (at least up until some point.) Arkati generally do not give straight answers about this kind of stuff. There should just be IC theological interpretations of it.&lt;br /&gt;
[862] As mentioned, the Luukosians speak of correcting Fate&#039;s flaws, and there are fate notions such as Koar contemplating the fate of all things (the Rift is implicitly inside the Great Drake and the Rift rooms are mostly Tarot cards and the Vvrael quest was all about prophecy and Book of Revelation kind of stuff), and Gosaena&#039;s prophetic powers of knowing when things will die. This document uses Fate as a cosmic force that is tied up in the Life/Death balance (as an embellished premise based on various factors) and directly related to this concept of unfinished business / purpose / special missions. Volume 3 uses this concept for talking about restless spirit types of undead. Also, this embellishment about it being a Fate and cosmic balances mystery thing that isn&#039;t really about Lorminstra choosing, that gives flex on why she&#039;s bringing back all these people contrary to her own interests.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Regardless, the role of these special children in the late Age of Chaos was to be a countervailing force on the darkness, and they may well have been a crucial factor in restoring order.[863] It was also in the Age of Chaos that we see the earliest records of a figure resembling Voln.[864] There was a proliferation of undeath in the westerlands.[865] Often this was at the hands of Luukosian cultists, or those wishing to establish theocracies.[866] It was many years before the founding of the k&#039;Tafali sect.[867] The witch hunters of that age had no use for mercy, or for regarding the undead with compassion.[868] Voln was interpreted as having an undying hatred of the undead, and was the immortal enemy of Luukos, who increasingly came to personify the forces of Undeath.[869]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[863] This is an embellished premise. Since we&#039;re picking a time for this fortune hunter / adventurer special dispensation to begin in the world timeline, having it happen then as civilization is restarting can have some historical significance for the &amp;quot;adventurer&amp;quot; class of people. Because there&#039;s very little in the way of hooks for them impacting historical events farther back than 30 years ago, or the sort of storyline external threats that often dominate over normal nations/politics forces; maybe the only clear example of it is the lore around the Ice Witch Issyldra. In any case, the general notion would be that the aggregate effect of having these tiny minority of heroic fortune hunters surviving longer than they would have is that it cuts down on the monstrous / dark / chaotic populations. And that would have helped push back and tame the Age of Chaos around population centers, especially if those new centers had money economies to incentivize fortune hunting. This does not have to be the purpose / reason for &amp;quot;Death deeds&amp;quot; in itself. But it could be the practical consequence of them. Especially if the Luukosians and necromantic dark forces were causing the Life-Death imbalance that caused the Fate aberration for it.&lt;br /&gt;
[864] There are context reasons to think Voln was not a known entity until after the Undead War. The &amp;quot;[[History of Luukos]]&amp;quot; puts the ascension of Voln at a later time than the Undead War, and says: &#039;&#039;&amp;quot;On the other side, Lorminstra worked with others who believed in the purity of life to put a stop to the flood of corruption that undeath brought. This would eventually lead to the ascendance of the immortal spirit Voln, and the establishment of his Order.&amp;quot;&#039;&#039; It is also a framed in storyline events (e.g. [[Ride of the Red Dreamer]]) that [[Morvule]] was the one who united the Luukosian cults into the Luukosian Order, and the &amp;quot;[[Griffin Sword War]]&amp;quot; document says: &#039;&#039;&amp;quot;Let us begin with Morvule himself – according to Nershuul, Morvule was originally of elven origin, though he does not know of his originating House. During the days after the Undead War, he underwent a transformation initiated by Luukos and appeared forever changed.&amp;quot;&#039;&#039; And the &amp;quot;History of Luukos&amp;quot; commits to Luukos not doing his necromancy thing around mortals until after the Undead War. So then you have &amp;quot;[[Gods of Elanthia]]&amp;quot; saying of Voln: &#039;&#039;&amp;quot;Tales suggest that Voln&#039;s very existence is a result of Lorminstra&#039;s constant entreaties to Koar for some direct action to counter the spreading curse of Luukos&#039; undead. Most tales attribute Voln&#039;s paternal lineage to Koar and a mortal woman. His upbringing, in a land where he witnessed loved ones lost to Luukos&#039; curse, shaped him with an undying hatred of the undead and provided a lifelong mission.&amp;quot;&#039;&#039; Likewise, one of the loresongs on the Stones of Virtue on Mount Aenatumgana shows the ascension of Voln, in front of what is clearly a Luukosian cultist. Similarly, the ascension legend under such conditions would fall apart instantly if Elves had records of Voln dating all the way to prehistory, like the Arkati. So Voln has to begin appearing in historical records at some point. But in the Age of Chaos things are badly recorded. So we go with starting to see something along these lines and be vague on the timing.&lt;br /&gt;
[865] This is an embellishment to the extent that what is firm canon only speaks of orcs, trolls, minotaurs, that kind of thing. In this document we&#039;ve framed some population migrations and leftover Despana forces on some plausible extrapolations, so that there is significantly more undeath in the West after the Undead War than there was before it, which is the essence of what the &amp;quot;[[History of Luukos]]&amp;quot; is saying even if we have to reject some of the stuff about Despana as mythical and distorted.&lt;br /&gt;
[866] This is extrapolating off the conditions that would have existed for the story of Voln&#039;s origins.&lt;br /&gt;
[867] This is the Order of Voln. The volumes of this document treat the &amp;quot;Order of Voln&amp;quot; as a theological tradition stemming from Fasthr k&#039;Tafali, and though it is what is dominant now, the IC author regards a lot of its doctrines as theological constructions of mortals and not Voln himself. The mercy and release of poor cursed souls, for example, is not the mandate. The mandate is to put down the undead. This is reconciling the tension in the lore that exists because the Order of Voln was designed in the context of the I.C.E. lore for Voln (Vult), mercy and release of the suffering and cleansing souls of taint, but then his De-ICE&#039;d [[Gods of Elanthia|version]] makes him the &#039;&#039;&amp;quot;Destroyer of the Undead&amp;quot;&#039;&#039; and having &#039;&#039;&amp;quot;an undying hatred of the undead.&amp;quot;&#039;&#039; Later developments such as &amp;quot;[[History of the Order of Voln]]&amp;quot; are influenced by the in-game messaging, which is actually the ICE lore, so what we&#039;re doing here is setting up a frame for explaining this &amp;quot;undying hatred&amp;quot; and &amp;quot;destroyer&amp;quot; version of Voln. Basically, though the k&#039;Tafali sect is now dominant, especially the past couple of centuries due to the Horned Cabal, this is suggesting their views of Voln were not the norm further in the past, beyond a thousand years ago. &lt;br /&gt;
[868] The very generic term that this document uses for people who hunt down forces of darkness and their minions / monsters is &amp;quot;witch hunter&amp;quot;, which is not meant to be specific to hunting witches. It is used here, but more often in Volume 2.&lt;br /&gt;
[869] This is explicitly framing and quoting the &amp;quot;[[Gods of Elanthia]]&amp;quot; entry for Voln, and highlight the inconsistency with the mercy/release rhetoric elsewhere. It&#039;s giving a hook for where that &amp;quot;Gods of Elanthia&amp;quot; description is coming from within the setting. The premise of Luukos becoming the Undeath god, in his practical religious focus with mortals, only after the Undead War is following off the &amp;quot;[[History of Luukos]]&amp;quot; document and various context details, like how it was assumed the Book of Tormtor was in some way Ur-Daemon in origin, rather than assuming this mass undeath artifact was related to Luukos. Near the beginning of this document, it explicitly asserts (as an embellishment) the Luukos was regarded as the Soul Eater god in the Second Age, and that this undeath stuff from him happened later. So here we&#039;re giving some context to the Age of Chaos in the West having Luukos expanding his sphere of influence with the spread of all this necromancy. And it can give some more context to all the weight on Luukos with undeath when most of the undead we actually see in the game have nothing directly to do with Luukos.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(2) The Dark Path&lt;br /&gt;
&lt;br /&gt;
But a little over six thousand years ago, following the shift in the cycles of Death, a dark mirror of the Death religion arose in the far north.[870] The Dark Path was a theocracy in homage of Gosaena.[871] It was a heterodox theology, in some ways similar to her Left Hand Path sect, but otherwise highly unusual.[872] It was a syncretic doctrine blending Gosaena and Eorgina, and perhaps to some extent with the savior myths of Despana, as she who ushered forth the darkness that ended the First Age.[873] Imagining this Empress as a dead goddess who had been decapitated, her body was said to have fallen through the black gateway.[874] The dead goddess waited on the other side, outside of time and defying Death, guarding the way to the darkness as a goddess of transformation.[875] Gosaena so imagined was the Guardian of the Forbidden, the &amp;quot;dark path&amp;quot; in purgatory beyond the Gate, promising everlasting existence of undeath or eternity in the infernal demonic realms.[876]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[870] This is an embellishment but an attempt to keep consistency with pre-existing lore. The Graveyard and Broken Land stories were set approximately 6,300 years ago on the I.C.E. Age timeline, where on the scale of years 1 year is equivalent to 1 year, because in the I.C.E. Age setting (Shadow World) there were 350 days in a year, but Master Atlas 2nd Edition in 1992 established there were 25 hours in a day, which is equivalent to a 365 Earth day calendar for a solar year. There is seemingly no reason to not just keep the 6,300 year ago number and have those stories happening in the late Age of Chaos. The original context was the Wars of Dominion, but nothing directly analogous to the Wars of Dominion happened in the Elanthia setting.&lt;br /&gt;
[871] This is just a straight De-ICE of the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; document, which was the first GemStone unique lore document and a 100% original GemStone story. It does not come from I.C.E., just some of its details were set in it. It is worth noting that Bandur Etrevion himself is post-ICE canon, like one of his books is chained down in Moonsedge Manor.&lt;br /&gt;
[872] The Left Hand Path sect is a Gosaena cult from the second [[Griffin Sword War]]. The gist of it is that its leadership alternates between good leaning and dark leaning, the Right Hand and Left Hand paths. The [[Purgatory#Naidem|shrine]] in Naidem also seemed to represent Gosaena in some bifurcated angel/demon form, like one of the Tarot card Major Arcana rooms in the Rift. So, this is an embellishment, it&#039;s meant to provide a context hook for the Dark Path somehow being consistent with Gosaena, since Gosaena is extremely different from Kadaena, but at the same time what GemStone did with Kadaena was off canon for Shadow World.&lt;br /&gt;
[873.1] This is a made up embellishment to try to square the difference between the off-canon treatment of Empress Kadaena in the Graveyard (and more subtly also in the Broken Land) with the later Gosaena and Eorgina lore, as those two were more changed in the De-ICE than most gods. It&#039;s also mentioning Despana savior myths in this context to tie back into the dark magic diaspora out of the southern wasteland set up earlier in this document, to connect Age of Chaos dark magic to Undead War aftermath.&lt;br /&gt;
[873.2] The motivation behind this is obscure. In the original lore context, Empress Kadaena was not really a goddess, she was a powerful sorceress of demi-god scale power who was decapitated by her cousin. There&#039;s also a version where her headless body fell through the &amp;quot;Gates of the Void&amp;quot; into the demonic realms. Kadaena was also the creator of the gogor (vruul), which were collected by Morgu (Marlu) for some unknown reason, though his original form looked exactly like a vruul. And the Broken Land seems to be insinuating the Kadaena&#039;s race was responsible for the origins of the Dark Gods in their magic experiments.&lt;br /&gt;
[873.3] So this is synthesizing the notion that Despana may have merely been exiled off world by the Maelshyve implosion, the Graveyard&#039;s off-canon representation of Kadaena as a dead goddess who resides beyond the Gates of Oblivion (i.e. a cult belief about Gosaena being like a dead goddess exiled beyond the Ebon Gate), and the Eorgina-Marlu relationship encoded in &amp;quot;[[Origins of Tonis]]&amp;quot; and &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; and to a lesser extent the introduction section to &amp;quot;[[Gods of Elanthia]]&amp;quot;.&lt;br /&gt;
[873.4] There is also a very esoteric argument for the Graveyard and the Broken Land being influenced by the &amp;quot;Demons of the Burning Night&amp;quot; book, where Empress Kadaena&#039;s daughter was the ruler of Orgiana&#039;s (I.C.E. Eorgina) theocracy, and the Broken Land&#039;s own GemStone unique lore might be conflating Kadaena and Orgiana, who were a little conflated in that theocracy.&lt;br /&gt;
[874] This is blending the details described in the footnotes to 873. This document refer to the doctrine as &amp;quot;syncretic&amp;quot;.&lt;br /&gt;
[875] This is leveraging off the &amp;quot;defying Death itself&amp;quot; frieze in the Graveyard crypt and the grotesque statue of &amp;quot;Empress Gosaena&amp;quot; embedded in the Graveyard gate, along with the timeless void of light and darkness in the [[Purgatory]] messaging, which had exits (paths) of light and darkness. The Graveyard itself underground is arguably a symbolic representation of Purgatory where is only the &amp;quot;dark path&amp;quot; into the darkness and the demonic.&lt;br /&gt;
[876.1] This is involving several things. &amp;quot;Guardian of the Forbidden&amp;quot; is the actual translation of the original invoking phrase in the Graveyard crypt, which was an offering formula of &amp;quot;Kadaena Throk Farok&amp;quot; in the I.C.E. language of Iruaric. This is off canon for Kadaena, it&#039;s representing her as some kind of Lovecraftian forbidden knowledge goddess, and a dead goddess along the lines of Hel or Osiris. This sentence is also explicitly recognizing the symbolic parallels between the Graveyard and the Purgatory and deeds death mechanics, and is pulling on theocracy details in the &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;.&lt;br /&gt;
[876.2] The &amp;quot;infernal demonic realms&amp;quot; is a literalization of the phrase &amp;quot;lost to the demonic&amp;quot;, which never involved any first hand demon imagery. It is leaning on the original I.C.E. Lorminstra lore where the Key to the Void was never to be used, and that arguably being the meaning of &amp;quot;Guardian of the Forbidden&amp;quot;, where the Void generally refers to the Unlife / demonic realms. In this document the word &amp;quot;infernal&amp;quot; has a specific cosmological meaning, referring to the &amp;quot;pales&amp;quot; of lower existences of more chaotic essences (&amp;quot;sorcerous elements&amp;quot;) that are part of existence&#039;s chaos-order or dark-light spectrum, not outer valences. Then it is interpreting the light and darkness witnessed in Purgatory in this kind of cosmology of higher and lower planes.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the cosmology of higher and lower planes of existence, the light was interpreted as a higher spirit realm, and the dark was damnation in the realm of demons and terrible powers of Void.[877] To the extent this bears any resemblance to orthodox theologies of Gosaena, it is one of visions of the death of all things, and the inevitable doom in being lost to the demonic.[878] Gosaena was understood to reign over the end of Lorminstra&#039;s powers. Where Lorminstra was powerless to intercede, there would be only Gosaena. This stage of Oblivion was known as the Pale.[879]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[877] The light as associated with the higher spirit planes is based on the release event information of [[Searing Light (135)]]. The wording of this sentence uses &amp;quot;interpreted&amp;quot;, so it is a theological interpretation of [[Purgatory]] and not necessarily correct. It may more or less reflect the original intent of that messaging, which was off canon for the I.C.E. setting.&lt;br /&gt;
[878] Bandur would have &amp;quot;omens&amp;quot; and nightmares, implicitly Lovecraftian nightmare visions, in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. Kadaena did not have any established prophetic ability, though that kind of magic existed in the setting, such as her cousin Andraax having a vignette of foreseeing the Unlife coming and blotting out the sun. (The Graveyard is symbolically anti-Sun in various ways.) This sentence is trying to thread the needle of an interpretation that can make sense of both the I.C.E. Age version of Kadaena as represented in the Graveyard with the late 1990s Gosaena lore which is plainly inspired by her presence on the Graveyard gate. This document is framing it as a heterodox theology, in line with the earlier assertion about heterodox and apocryphal theologies in the West and southern wastelands. &lt;br /&gt;
[879] These few lines are attempting to reconcile the earlier issue about Gosaena being the final last stop, in seeming contradiction with Lorminstra letting souls out to visit sometimes and Purgatory probably representing the other side of the Gates in its original intent. The Pale is the Gosaena realm in the Griffin Sword War, and its messaging was clearly very heavily based on the [[Purgatory]] messaging. The permadeath messaging made it clear that soul eventually ends up in the light or the dark, but it&#039;s all the same place and all Oblivion (i.e. oblivion state of unconsciousness) regardless of anything. So the reconciliation here is that Gosaena&#039;s realm is where and when Lorminstra does not have power, which explains the antagonistic way the Dark Path / Graveyard represents them, and recontextualizes the Purgatory messaging about the limits of her power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This theocracy was founded by a human scholar named Bandur Etrevion, who at one time was a resident of the Library of Biblia.[880] He was caught attempting to steal a rare speaking crystal with words from the Age of Darkness.[881] Bandur was an occultist. He was obsessed with esoteric and forbidden knowledge, which he often acquired in nightmare visions, suffering fits of possession.[882] He was a formidable necromancer, having built a bizarre necropolis for himself, with extensive spatial warps.[883] It was designed with mortuary symbolism from diverse &amp;quot;underworld&amp;quot; religions.[884] He was a master of the black arts. But the corruption of this power was driving him mad.[885] He usurped the throne of his brother Kestrel and slaughtered many of the dark cults in the power vacuum of the north.[886] Among these was a cult of Luukos, possibly led by one of his own nephews, which had an underground stronghold on the coastal cliffs of what is now called Darkstone Bay.[887]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[880] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. [[Library of Biblia|Biblia]] is the De-ICE&#039;d replacement for the Library of Nomikos.&lt;br /&gt;
[881] This is keeping the detail of his being apprehended for stealing a speaking crystal, but recontextualizes it from being a Lord of Essaence artifact (i.e. Empress Kadaena&#039;s people in the First Era) to it being from the analogous Age of Darkness in the Elanthia setting (i.e. back to the time of Drakes / Arkati / Ur-Daemon / whatever.)&lt;br /&gt;
[882] This is directly from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The word &amp;quot;occultist&amp;quot; is tied into the occultism described in this document, and with Bandur meaning a specifically Lovecraftian form of occultism, with &amp;quot;esoteric knowledge&amp;quot; in that way. In other words, &amp;quot;esoteric knowledge&amp;quot; not just meaning obscure or highly technical, but actual esotericism in the occult sense. This nightmare visions premise is also consistent with Gosaena related NPCs (e.g. Volierre) in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[883] The Graveyard has a bunch of explicit spatial warps, but it also has some much more subtle ones in the room painting.&lt;br /&gt;
[884] This is making an explicit statement of some subtext in the Graveyard&#039;s design. Its several original sections are clearly based on a few different real-world mortuary religious architectures, which are related to Underworld mythology with dead gods of the Underworld (especially Hel and Osiris). Along with possibly Orgiana (I.C.E. Eorgina) who was based on Hel. And there is a pretty clearly defensible case for the Graveyard paralleling Dante&#039;s Inferno, where Satan is frozen in the underworld. Volume 3 tries to establish mummies as underworld mythology related out of the Southron Wastes as an embellishment.&lt;br /&gt;
[885] This comes from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The term &amp;quot;Dark Path&amp;quot; in capitals in the Shadow World lore was actually referencing the corruption into madness and service to the Unlife that inevitably results from casting off the Evil spell lists, which in that setting derive their magical power from the Unlife either directly or indirectly (e.g. Dark Gods). The term &amp;quot;black arts&amp;quot; as used in this document is based on the use of the term &amp;quot;black arts&amp;quot; in the Graveyard story.&lt;br /&gt;
[886] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. By keeping the 6,300 years ago chronology, we&#039;re using this to help justify interpreting the West in this period as having a bunch of dark cults, which in the Second Age the document asserts were concentrated in the southern subcontinent. So this is a case of trying to keep things consistent. This is also a thread for a previous assertion in this document that the northwest was always a haven for dark magic because of its geographic remoteness.&lt;br /&gt;
[887] This is an embellishment. The Luukos shrine in the underground stronghold dates back to 1991, and reflects his I.C.E. version. It was expanded about a decade later, I believe Morvule unveiled the expansion as an old place. There is a reasonable case for several reasons to think the Coastal Cliffs area released in 1991, which is related to that stronghold in general, was intended to be related to the Bandur Etrevion story of purging the dark cults in the region when he consolidated his theocracy. So this is just explicitly stating something that was probably the original intent. There is now also an Onar shrine in it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This was only to consolidate power under his own sinister theocracy. The Dark Path engaged in ostentatious rituals under a genteel facade of prayer, making a mockery of the parallel rites in the rival religion of Lorminstra.[888] Where the high priest of a temple of Lorminstra would be titled the Lord High Cleric, the ruler of the Dark Path was fashioned the Lord High Sorceror. Instead of promising resurrection to the pious for their deeds, those who devoutly swore themselves to Gosaena were promised undeath. Instead of sacrificing worldly treasures for continued life, human sacrifices were made in offering to Bandur. Instead of homage freely given, there was thralldom.[889] Utterly mad from having slain his beloved brother, and haunted with prophetic visions, Bandur was unable to drown his suffering.[890] He engulfed himself in darkness below his necropolis, under false tombs, incorporating his future grave robbers in its grand design.[891] This commune with intense darkness caused Bandur to be frozen within solid ice.[892] This was seen later with the Vvrael in 5098 when the halfling Ardo Olbin was frozen in the Chamber of the Dead.[893]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[888] Most of this is explicitly stated in &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot;. The last part about the mocking parallel of the Lorminstra religion is an interpretation. The Graveyard has numerous parallels to the temple in the Landing and the deeds / [[Purgatory]] death mechanics. These were all made at approximately the same time at the beginning of GemStone III.&lt;br /&gt;
[889.1] This is a list of example justifying the last part of the sentence that is footnoted 888. It is based on a direct comparison between the Graveyard rooms and the Temple rooms. The Graveyard also leans on some obscure, archaic vestigial lore within the Shadow World setting, about &amp;quot;servants of the Shadow&amp;quot; who artificially created demons. The phrase &amp;quot;power through thralldom&amp;quot; was appended to that for Bandur&#039;s most famous book. Here we are leaning into our medieval interpretation of deeds.&lt;br /&gt;
[889.2] The Sorceror spelling is an odd spillover from I.C.E. books, where it is sometimes spells Sorcerer and other times Sorceror, at least in Shadow World setting books. It may be based on Necromancers being &amp;quot;Sorcerors&amp;quot; in conversion charts between Rolemaster systems, as a contrast to Lord High Cleric, or could be randomly based on some case of it being spelled that way in one of the books. It is probably the only place in GemStone it is spelled this way, and there used to be a message board topic in the Sorcerer forum solely about &amp;quot;Sorcerer vs. Sorceror&amp;quot;. This spelling has also cropped up in the DragonRealms wiki.&lt;br /&gt;
[890] This is from &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; and wording his &amp;quot;omens&amp;quot; to a little more clearly Gosaena in nature, similar to what was seen with NPCs in &amp;quot;[[Griffin Sword War]]&amp;quot;.&lt;br /&gt;
[891] This is cross-referencing &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; with interpreting the original parts of the Graveyard, which are on real room ID segment 18. This partly referring to the I.C.E. ghoul lore, and partly to the deep underground part of the Graveyard with the huge pile of bodies. Originally there was no way out from down there, the tunnel up to near the entrance to the burial mound was dug up from below ground, of people trapped down there trying to dig their way out. That is the significance of the body pile, who arguably symbolize the spirits of those who could not choose in the [[Purgatory]] messaging. What happened implicitly is that the Graveyard had traps, and grave robbers would get magically transported down there. It is most likely from trying to take stuff from the crypt&#039;s (unplundered) scroll room, as that would fit the Dark Path meaning.&lt;br /&gt;
[892] This is based on the Graveyard. The sarcophagus in the crypt is a fake, Bandur is actually hidden below ground, frozen in a block of ice. There&#039;s a reasonably good chance Kestrel&#039;s tomb is also fake, he might be the melted skeleton throne.&lt;br /&gt;
[893.1] The Chamber of the Dead is most likely an homage to the Graveyard. There were several things in Vvrael quest related areas that could plausibly have been Graveyard parallels, but Ardo&#039;s &amp;quot;sarcophagus&amp;quot; ice block is one of the most overt. The Vvrael were roughly an Unlife analog for the Elanthia setting, the Unlife in the Shadow World setting is &amp;quot;anti-Essaence&amp;quot;, which is what we would call &amp;quot;anti-mana&amp;quot; in Elanthia. It is the furthest extreme of the chaos-order essence spectrum cosmology. Volume 2 of this document restores that model, and treats &amp;quot;anti-mana&amp;quot; as the purest most corrupt form of &amp;quot;elemental darkness.&amp;quot; The use of the term &amp;quot;elemental darkness&amp;quot; is partly based on the dark vysans, originally called dark wisplings, which were apparently based on the Rolemaster &amp;quot;Elemental Companion&amp;quot; and would have been very weak examples of darkness elementals, which would be associated with cold criticals. There is likewise a case for interpreting the dark vorteces as more powerful darkness elementals. Elanthia does not include light and dark as &amp;quot;elements&amp;quot;, but has substantive light associated with the spirit realm (e.g. Searing Light spell), and here we treat darkness as one of the &amp;quot;sorcerous elements&amp;quot;, related to demons and undead.&lt;br /&gt;
[893.2] The Bandur and Uthex treatments break with the style of the rest of the document. Most of the document is talking about intellectual traditions and cultural propensities, or historiographic reinterpretation of historical events. But here we deal with specific historical people (concretely) instead, where the surrounding context in that time period is very ill-defined. But they tie into the occultist tradition and the Death religions. The very last section on the Modern period in contrast is very sweeping compared to the rest of the document. These are maneuvers being made relative to the gaps in the lore and things too close to the present day.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(3) The Broken Land&lt;br /&gt;
&lt;br /&gt;
However, there was an elven scholar in the region who was a contemporary of Bandur, whom he had known from his earlier days.[894] When his work had been recognized by the Order of Lorekeepers.[895] Sage Uthex Kathiasas was one of the greatest researchers of his time, and was seeking ways to aid the forces of civilization in the terrible wars of that period.[896] While Uthex was not aware of the nature of the Dark Path theocracy, which outwardly resembled the worship of Lorminstra, they had discovered a portal underground in what is now called the Lysierian Hills.[897]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[894] The original copy of &amp;quot;The Broken Land&amp;quot; from the GEnie file library had an exact date for the demise of Uthex: 6521 Second Era. This was in the first century of the Wars of Dominion, which lasted almost four hundred years. The De-ICEd [[A Popular History of the Broken Lands|copies]] that floated around on player websites cut this out completely. But it was very important, because it explicitly puts Bandur and Uthex in the same place at the same time, on top of more subtle relationships between the stories. The hooded figures in the Broken Land were probably meant to be Dark Path cultists who are effectively immortalized by Uthex&#039;s experiments.&lt;br /&gt;
[895] Uthex was a Loremaster of Karilon in the original story, where Bandur had been recognized by the College of Karilon. Uthex was [https://www.play.net/gs4/news.asp?id=615 retconned] to be a Sage of the [[Order of Lorekeepers]] for the [Miracle (350)]] spell release. &amp;quot;Sage&amp;quot; was originally the De-ICE&#039;d replacement term for &amp;quot;Loremaster&amp;quot;, as Sage had often been used in Loremaster contexts in the Shadow World setting.&lt;br /&gt;
[896] This is straight from the Broken Land document. It just removes the term &amp;quot;Wars of Dominion&amp;quot;.&lt;br /&gt;
[897] This is an interpretation meant to explain how Uthex was tricked and seduced by servants of the Unlife, and based on the parallel between the Dark Path and the death religion as encoded in GemStone. The story refers to it as a &amp;quot;natural&amp;quot; gateway to another plane of existence, so we are taking its naturalness and having been discovered on face value. The spinning stone ring around it was implicitly made by the Loremasters later. It is most likely based on a powerful spell from the Warding list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uthex used his great influence to secure access to this portal from Bandur.[898] It was a natural gateway to a parallel dimension of this world, a nightmarish analog or dark mirror of the same places, which causes the body to dematerialize and vanish from this reality.[899] The portal was likely formed by a rare eclipse of Lornon by Liabo that happens over that region.[900] This is known as the &amp;quot;Broken Land&amp;quot; or the &amp;quot;Home of Broken Lore.&amp;quot;[901] It is rumored to be on the surface of the moon Lornon. Or perhaps below it.[902] There may be a grain of truth in this as it is apparently an esoteric dimension.[903] There are very ancient Marluvian ruins in the Broken Land, where the Dark Path cultists woke up long sleeping vruul, using foul rituals of desecration.[904] It is in the same vein as the heterodox theology of the Dark Path.[905] The shrine there includes apocrypha depicting Eorgina as a dead goddess, the mother of Marlu, who is called a &amp;quot;spirit born of death.&amp;quot;[906]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350}}&amp;gt;&lt;br /&gt;
[898] This was explicitly stated in the Broken Land story, except that did not mention Bandur by name. It was implied context.&lt;br /&gt;
[899] The first part is from the Broken Land story, and the last part is based on the Misty Chamber messaging. The dark mirror and nightmarish analog &amp;quot;parallel dimension&amp;quot; aspect of it is an interpretation. It&#039;s very subtle. But there is actually a clear correspondence between the stuff in the Broken Land with analogous stuff in the Lysierian Hills. There is a strong argument for the Broken Land being based on Lovecraft stories involving dream walking / astral projecting into parallel existences, especially the Dreamland, which has nightmarish analogs of the places that exist in the waking world.&lt;br /&gt;
[900] This is extrapolating off the tapestries in Imaera&#039;s shrine and its release event, along with the Shadow World portals lore where natural gateways can be caused by celestial alignments.&lt;br /&gt;
[901] &amp;quot;Broken Land&amp;quot; was originally singular, it gained an &amp;quot;s&amp;quot; in the De-ICE. &amp;quot;Home of Broken Lore&amp;quot; was the literal meaning of its name out of Iruaric. Iruaric was used in numerous parts of the Broken Land originally. (Empress Kadaena&#039;s language.)&lt;br /&gt;
[902] This is just nodding to the wrong belief that it is the surface of Lornon. The Broken Land is actually deeply inconsistent with the I.C.E. version of Lornon. &amp;quot;Perhaps below it&amp;quot; is playing off the I.C.E. version being a gateworld with underground demons, and then &amp;quot;[[History of Fash&#039;lo&#039;nae]]&amp;quot; being planar experiments below ground in Lornon. You could make a subtext argument for the Broken Land being underground in Charon under highly artificial conditions. But that is probably not the intent. The Dark Gods came from other planes of existence in the I.C.E. lore, and were largely terrorizing the planet rather than residing on the moon when the Broken Land story was set during the Wars of Dominion. The moon case is really weak. Plus the Broken Land story itself explicitly called it another plane of existence, so that&#039;d have to be an outright lie.&lt;br /&gt;
[903] This is interpretation based on the parallel between it and the Lysierian Hills, as well as the Lovecraftian Dreamland subtext. Shadow Valley is more blatantly and obviously a parallel dimension in this fashion.&lt;br /&gt;
[904] This is based on the original gogor (vruul) lore, which is encoded into the Dark Shrine. There is actually a decent case that our &amp;quot;lesser vruul&amp;quot; were not woken up, but instead made out of the dead cultists. In the canon material the gogor were made by Empress Kadaena, but there was no detail into the methods. The Dark Shrine might be encoding the creation process, and these lesser vruul (&amp;quot;minor gogor&amp;quot;) could be meant to be weak ones made with ancient dark knowledge in a much later Age.&lt;br /&gt;
[905] This is reviving and making explicit the relationship between the Graveyard and Broken Land. Which was Empress Kadaena.&lt;br /&gt;
[906] This is explaining the prior sentence and cross-referencing the now archaic &amp;quot;[[Temple of Darkness Poem]]&amp;quot;, which is used for the Dark Shrine puzzle and had some weird off-canon representation of the Dark Gods, with the Eorgina-Marlu relationship such as in &amp;quot;Origins of Tonis&amp;quot; in the Elanthia setting. Keeping in mind we defined the Dark Path as a Gosaena/Eorgina syncretism. The &amp;quot;spirit born of death&amp;quot; part is the translated meaning of the phrase used in the puzzle to gain access to the Dark Shrine.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a prehistorical crystal dome in the Broken Land, a shining trapezohedron, which is a siphon stone that concentrates power.[907] It is thought the occult researchers were attempting to fashion physical entities from raw energy, or &amp;quot;power given physical form,&amp;quot; and Uthex ultimately went mad with the corruption of dark power.[908] The cultists were trying to make their own form of soul reincarnation, darkly mirroring the reincarnation of souls by Lorminstra.[909] The Sheruvian Order under Draezir seized control of Uthex&#039;s old workshop in 5097, and struggled with Shar the following year.[910] Self-resurrection magic for the undeparted spirit was discovered there by Sages of the Order of Lorekeepers in 5107.[911] But the later work of Uthex was high necromancy.[912]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[907] The crystal dome was implicitly a Lord of Essaence artifact in its original context. It&#039;s probably inspired by Lovecraft&#039;s quasi-sphere from [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] and possibly the almost sphere Shining Trapezohedron from [https://www.hplovecraft.com/writings/texts/fiction/hd.aspx &amp;quot;Haunter of the Dark&amp;quot;] which gave visions of &amp;quot;hooded figures&amp;quot; and eldritch vistas and so forth. The dome in the Broken Land is vaguely hemispherical, being surrounded by boulders and rubble, but actually faceted with panels. So this is describing it as actually a shining &amp;quot;trapezohedron&amp;quot; as an homage to the Lovecraftian subtext of the Broken Land.&lt;br /&gt;
[908] This is more or less explicitly stated by the Broken Land backstory document. The line about &amp;quot;occult researchers&amp;quot; is tying it back to describing Bandur as an &amp;quot;occultist&amp;quot; and the way occultism was described earlier in this document, which included astral projection notions and ascension concepts. The Broken Land was probably implying the artificial origins of the Dark Gods in experiments by the Lords of Essaence, being servants of Empress Kadaena and possibly even Kadaena as a dead goddess, consistent with the subtext representation of Kadaena in the Graveyard. The &amp;quot;[[Legend of the Necropolis of Etrevion (essay)|Legend of the Necropolis of Etrevion]]&amp;quot; leans on a weird typo in the source books that implies Kadaena was one of the moon goddesses. This was before Shadow World created the pantheon we call Lornon, which was first defined in 1990, so the Broken Land uses them but the Graveyard doesn&#039;t.&lt;br /&gt;
[909] This is an interpretation based on the parallels of the Graveyard and Broken Land with GemStone&#039;s death mechanics, and also by cross-referencing the Broken Land story with messaging, such as how the hooded figures spawn.&lt;br /&gt;
[910] This actually happened in game. [[Draezir]] temporarily turned off the runes for accessing the Broken Land. The storyline of [[Shar]] struggling with them was in 1998.&lt;br /&gt;
[911] This was the release event for [[Miracle (350)]].&lt;br /&gt;
[912] High necromancy is defined more in Volume 2 of this document. It was arguably immortality / everlasting existence focused because of the Dark Path tie-in, but Uthex was attempting to fashion entities from energy, possibly even recycling them from departed souls. This may also have tied into the notion of Kadaena&#039;s followers having created demons, which is vestigila from older I.C.E. books. This is the likely meaning of them trying to twist Uthex&#039;s work into more perilous forms.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was potential to transmogrify the soul into extraplanar entities, especially demons, or even &amp;quot;ascend&amp;quot; the souls into godhood.[913] In this way the Dark Path sought to ensure the reality of their depraved Death theology.[914] They had twisted and perverted the work of Uthex into more dangerous forms.[915] But his fellow Sages discovered that Uthex had gone quite mad, and slew him in -1,264 with a devastating meteor swarm, destroying as many of his experiments and records as they could.[916] There was a hidden monastery established to guard the portal, where monks of Kai struggled for centuries with the immortalized cultists.[917] These were astral fights as the portal had been sealed with powerful Runes of Warding.[918] It was a cenobitic monastic order that would come to suffer from isolation and loneliness.[919] The monastery was lost to history, not rediscovered until 5092.[920] The monks had fallen to the very darkness they had struggled against.[921]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[913] The last part of this is rooted in the implications of the artificial origins of the Dark Gods as servants of Kadaena. The first parts of the sentence are based on that &amp;quot;servants of the Shadow&amp;quot; text, as well as the Lovecraftian subtext of the plotline of [https://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;]. The Graveyard and death mechanics arguably lean on the same Lovecraft stories as the Broken Land.&lt;br /&gt;
[914] This is just synthesizing the prior premises.&lt;br /&gt;
[915] This is from the Broken Land story.&lt;br /&gt;
[916.1] This is the equivalent calendar year to 6521 Second Era in the Shadow World timeline, in the sense of being the same number of years ago from the present. This document is keeping the number of years ago the same, because there is seemingly no reason not to just keep that consistent, putting the events in the late Age of Chaos.&lt;br /&gt;
[916.2] This is from the Broken Land story. It isn&#039;t obvious that the rubble in the Broken Land is all from the meteor swarm, or even the continually falling rocks. While these are &amp;quot;meteors&amp;quot;, it isn&#039;t obvious they&#039;re actually space rocks. The Broken Land might be a collapsed cenote, or ice fracturing on the surrounding mountains may be rolling boulders off the cliff.&lt;br /&gt;
[917] This is cross-referencing the Broken Land story with the imagery depicted in the Monastery. There was an interview with the creator, GM Kygar, in 1994 where he said they struggled in that mountain for centuries before succumbing to darkness.&lt;br /&gt;
[918] The Runes of Warding come from the Broken Land story, and were probably based on a specific spell from the Warding spell list from Shadow World, where there is a stone circle that blocks at half the level of the caster who made it. The reference to &amp;quot;astral fights&amp;quot; is playing off the astral projection subtexts in the Broken Land, including the chakra in the Monastery meditation room and the theosophical subtext of the Lovecraft parallel. The sewer in the Monastery is seemingly connected to a weird cryptic tower with non-Euclidean architecture, and the Broken Land dome maybe used to be connected to the tower as well.&lt;br /&gt;
[919] The isolation and loneliness is talked about in the Kygar interview.&lt;br /&gt;
[920] This is from the Broken Land story. 5092 is referring to the fact that it was discovered in 1992. The portal to the Broken Land was originally dormant. A year later it opened when hooded figures showed up attacking. If there was more detail to the release of it, that is not recorded now.&lt;br /&gt;
[921] This is quoting the Kygar interview.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IV.D The Modern Age (Last 5,000 Years)&lt;br /&gt;
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The world was slow to recover from the Age of Chaos.[922] Even in far off lands it was a time of darkness. The continent of Finnia had been devastated by a cataclysm known as the Dark Flood.[923] The Elven Nations were set back with the destruction of House Ashrim and mostly kept to themselves in the East for several thousand years.[924] In time the Kannalan Empire would form in the West and pushed back the foul legacy of necromancers, until it collapsed under the forces of chaos itself, eventually to be replaced by the Turamzzyrian Empire.[925] This more human empire pushed the darkness back into the borderlands of the north and south.[926] But there has been a resurgence of dark forces of necromancy in the past few centuries, and especially the past few decades.[927]&lt;br /&gt;
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[922] 10,000 or 15,000 years, depending on definition.&lt;br /&gt;
[923] This is from the Xazkruvrixis lore, &amp;quot;[[The Mystique of Xazkruvrixis]]&amp;quot;. The Dark Flood of [[Finnia]] happened several thousand years before the Great Fire of Sharath.&lt;br /&gt;
[924.1] The timing of the Ashrim War has contradictory dates. &amp;quot;[[Timeline of Elanthian History]]&amp;quot; puts it at 157 Modern Era. The [[Ta&#039;Illistim Monarchs]] document has the reign of Caladsal starting a few centuries later than that. The &amp;quot;mostly kept to themselves&amp;quot; is acknowledging that gnomes were allowed in, but there is no indication of involvement with the Kannalan Empire or earlier. It leans on the opening of the trade route in 5101 Modern Era, and slightly earlier with the Ilyan Cloud airship in the late 90s, as having been the beginning of increased cross-cultural trade and contact after the earlier Elven Wars. Banthis has said the original intent of the racial trading penalties was to have them decrease over time with increased contact and mixing of peoples. But this is playing in a very vaguely defined zone, in terms of how recent the opening up of the East has been in general. It was explicitly closed off from other races residing there during the Age of Chaos, up until Ardtin allowed the burghal gnomes to reside in Ta&#039;Illistim about 4,000 years ago. &lt;br /&gt;
[924.2] I&#039;m inclined to say the most consistent thing would be for the past couple of decades to be a recent aberration and very sudden change from the perspective of Elven time scales, rather than there being some long history of mixing of peoples with it being normal to have relatives in farflung parts of the continent. &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot; for example frames the year 4845 as there having been smuggling networks that late between the Elven Nations and Turamzzyr, which suggests embargo conditions between the two powers rather than smuggling of goods that are illegal in themselves. The West was essentially always racially mixed going back into the Kannalan Empire and probably further, though Chaston&#039;s Edict made the southern Empire predominantly human, softening in recent centuries such as with the Horned Cabal and Order of Voln in Aldora. The Aelotoi being allowed in was a shock, as framed in &amp;quot;[[A Brief History of the Aelotoi]]&amp;quot; document, but justified in how the Elves were historically responsible for what happened to them. The 2014 assassination attempt on Myasara was related to racially opening up the city, and Hycinthia had popular supporters on that point. The Vaalor papers system was a reactionary crackdown after bad events in 2009.&lt;br /&gt;
[925] This is from this document&#039;s characterization of the impact the Kannalan Empire had on the geographical distribution of dark magic practitioners. It is an embellishment. This document also never mentions the necromancer Syssanis with his swamp stronghold near River&#039;s Rest on the west coast, but River&#039;s Rest having fallen into post-Kannalan relative lawlessness is generally consistent with the premise we&#039;re using about necromancers versus lawful civilization.&lt;br /&gt;
[926] This refers to the &amp;quot;black elven wizardry&amp;quot; down in Gor&#039;nustre (now Immuron) and the dark sorcerous forces on the Wildwood settlement up in Vornavis (and Foggy Valley and so forth) in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[927] This refers partly to the Horned Cabal and the Scourge / Demonwall, and various storylines in the past few decades.&lt;br /&gt;
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Empress Selantha Anodheles II ordered an ill-conceived invasion of the Faendryl Empire, seeking to cleanse the lands of their darkness in the year 4841.[928] The Faendryl assumed it was a minor border expansion at first, with fortifications built along the northern marches, from Tedronne near the Wizardwaste to Harald&#039;s Keep in the east.[929] When Sentinel Jerram Happersett then sacked Gellig, they were infuriated, and eight score demonmasters routed the imperial armies in The Breaking.[930] Sentinel Happersett went missing and suffered a horrifying fate worse than death.[931]&lt;br /&gt;
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[928] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;.&lt;br /&gt;
[929] This is an interpretation meant to make some sense of the non-reaction of the Faendryl followed by the severe reaction after the invasion of Gellig. The geographical distribution of these places is not defined in &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. So here we are defining it as fortifications largely west to east on what would be the northern borderlands, rather than oriented north to south. It may have been intended as north to south, with the sequence of retreat, but that would be more aggressive. What we&#039;re doing here is setting up a pincer movement on the Faendryl that did not get the chance to fully form, rather than a straight line of fortifications with supply lines back to Trauntor. (It is 100% made up that Tedronne is near western Trauntor and the Wizardwaste and that Harald&#039;s Keep is in the east with Creyth in between them.) The idea here is that the Turamzzyrian Empire has bad information on the state of the Faendryl in general, and moving east for setting up to block any possible material assistance from House Nalfein or the Elven Nations. Then we&#039;ve defined Gellig as an eastern port belonging to the Faendryl, which would follow this same cutting-off-from-assistance from the East logic, not really understanding the state of things between the Faendryl and Elven Nations. Because elves are just elves, from the imperial human point of view and understanding, in &amp;quot;History of the Turamzzyrian Empire&amp;quot;. Fortification out west to near the Wizardwaste can be used for an eventual pincer on New Ta&#039;Faendryl, but also to force the Faendryl to go through the Southron Wastes and around the Wizardwaste if it wants to retaliate on Tamzyrr. Then we have Sentinel Happersett stationed in the east moving south to hit Gellig, which we have framed with the assumption it is a port on the eastern coast. The Faendryl then retaliate and send the humans fleeing northwest toward Tedronne and Brantur in Trauntor. Some of the retreat goes to Barrett&#039;s Gorge, and the retreat is largely happening in a westward direction toward Brantur from our assumed position for Gellig. &amp;quot;History of the Turamzzyrian Empire&amp;quot; says: &#039;&#039;&amp;quot;another quarter have fled past Creyth, heading for Tedronne or Barrett&#039;s Gorge.&amp;quot;&#039;&#039; Which suggests Tedronne and Barret&#039;s Gorge are in different directions, or at least slightly different westward directions if Gellig is on the eastern coast, and these fortifications are assumed to be the three &amp;quot;strongholds&amp;quot; built for supply line purposes. The idea would be that Tedronne would be a supply line from Trauntor and Creyth would be a supply line from Barrett&#039;s Gorge, and Harald&#039;s Keep would be a more forward position for cutting off any intervention from the Elves in the East. Though the Faendryl are framed as politically and militarily inactive from the Turamzzyr point of view, this would still be sensible given the relatively recent history of wars with House Nalfein in that Barrett&#039;s Gorge region. So this is so much to say the road to Ta&#039;Faendryl is not being interpreted as a north-south route. It&#039;s instead moving around the Rhoska-Tor wasteland, which is to New Ta&#039;Faendryl&#039;s west, with the road to New Ta&#039;Faendryl really being from the east with Gellig intepreted as being on the east coast.&lt;br /&gt;
[930] This is from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, though Sentinel Happersett was defined as having the name [[Jerram Happersett|Jerram]] during the Witchful Thinking storyline. He appeared as an NPC in a sort of unliving state who had to be released. He was obsessed with trying to purify Dark Elves of darkness, which took the form of trying to smash them with a hammer. It might be the original intent for Sentinel Happersett to have been Harald, to give meaning to Harald&#039;s Keep, because it is implied that those three strongholds were built on the spot to be the supply lines, and they split the army up between them over winter.&lt;br /&gt;
[931] Sentinel Happersett was one of Raznel&#039;s &amp;quot;paragons&amp;quot;. They were in cocoons attached to walls of flesh and filled with a form of [[epochxin|demon blood]] from the Southron Wastes, which she was using as a form of horcrux with these paragons being frozen in time in little pocket dimensions throughout the timeline, having selected historical victims who went missing in known years. Xorus was actually the one who found the cocoon, and the one who did the kill shot on the cocoon, and Xorus was the one who taught Raznel how to do this stuff with the ebon-swirled primal demon&#039;s venom blood when she was his student in her youth.&lt;br /&gt;
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The unnatural hybrid offspring of &amp;quot;the fiends&amp;quot; with the indigenous wildlife became the Scourge.[932] The Faendryl Armata stopped cutting down the demonic emerging from Maelshyve, allowing them to instead wander west and north into the Empire.[933] The Turamzzyrians were forced to build a huge Demonwall intended to cut off Rhoska-Tor, and eventually all of the Southron Wastes.[934] Meddling by the Order of Voln in the Southron Wastes incited the Horned Cabal to begin invading the southern Empire.[935] There has been a surge of greater dark powers since the failure of the Eye of the Drake.[936] The Vvrael and Vishmiir wielded undead horrors.[937] Several of the Lornon Gods supported the Griffin Sword Wars, resulting in the mass slaughter of Elven armies, whose corpses were used to grow a tremendous undead construct known as the Miscere&#039;Golab.[938] There have been conflicts with liches such as Vindicto, Tseleth, and the Council of Ten with their forces of undeath.[939]&lt;br /&gt;
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[932] This premise comes from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;. The lore hook of demonic hybrids in this sense has never really been fleshed out. We&#039;ve seen some Demonwall invasion creatures that implicitly are these kinds of things. They are listed in Volume 3 of this document.&lt;br /&gt;
[933] This is explicitly stated in &amp;quot;[[The Theory of Governance and Social Order]]&amp;quot; in the Armata section. The Faendryl do it as punishment to bleed treasure from the Turamzzyrian Empire. The &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot; document also talks about the Order of the Crimson Fist venturing out from the Demonwall to take the fight to the Faendryl and their fiends. This is remarkable because it frames ongoing, if low level, hostility between them. The Scourge distribution also has implications for the distribution of land use by the Faendryl Agrestis that would have to be carefully considered. The Scourge came from hybridizing with wildlife, but could possibly have been livestock as well. Farmstead in presumably Trauntor were getting massacred by these hybrids.&lt;br /&gt;
[934] This is principally from &amp;quot;[[History of the Turamzzyrian Empire]]&amp;quot;, but is talked about in various places.&lt;br /&gt;
[935] This pre-history of the Order of Voln fighting with the Horned Cabal, prior to the invasion of the Turamzzyrian Empire, comes from the Volnath Dai history document &amp;quot;[[Story of the Volnath Dai]]&amp;quot;. Grandmaster Fineval killed one of the Horned Cabal liches, and that set off the Horned Cabal invasions northward.&lt;br /&gt;
[936] This is extrapolating off the Eye of the Drake function and premise, which was framed near the beginning of this document. The IC author blames what is presumably a great increase in major extraplanar threats in recent decades to the failure of the Eye. Which is reviving the ICE analog concept.&lt;br /&gt;
[937] These were in 1997/1998 and 2002 storylines.&lt;br /&gt;
[938] This was in 1996 and then again in 2003 onward for a couple of years. The Miscere&#039;Golab is mentioned in the &amp;quot;[[Griffin Sword War]]&amp;quot; document and the &amp;quot;[[Timeline of Elanthian History]]&amp;quot;. Volume 3 of this document talks about it.&lt;br /&gt;
[939] These liches are from various storylines. Vindicto was from [[Ties That Bind]] and was responsible for previous bad things happening to House Vaalor, such as the assassination of King Tyrnian as shown in [[forehead gem]] loresongs. Tseleth was mainly in [[Ride of the Red Dreamer]], and was involved in the [[Sanctum of Scales]] release. The Council of Ten was in the [[Thurfel]] storyline and then a couple of the liches more recently in the Icemule storylines with [[Zeban]] and the [[Hinterwilds]] and [[Moonsedge]] and so forth.&lt;br /&gt;
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The primordial demon of Shadows, Althedeus, had acted through various blood mages, causing the devastating War of Shadows.[940] The Barony of Talador was then obliterated and transformed into a cursed wasteland, similar to the Wizardwaste, in what was perhaps the greatest and most terrible act of necromancy since the Undead War.[941] The roots of this dark magic in the necromancy of demon blood from the Southron Wastes continues to bear fruit in blights and genocidal plagues.[942] There is more yet to come as the Star of Khar&#039;ta is now an artifact of blood and shadow.[943]&lt;br /&gt;
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[940] Althedeus was the big bad behind Kenstrom&#039;s storylines from [[Beyond the Arkati]] in 2010 through [[Cross into shadows|Cross into Shadows]] in 2014. The blood mages were generally members of the Arcane Eyes, a Mestanir group described in &amp;quot;[[Orders of the Turamzzyrian Empire]]&amp;quot;. The War of Shadows was in the Cross into Shadows storyline.&lt;br /&gt;
[941] This was the climax of the [[Eyes of the Dawn]] storyline, and this wasteland (the [[Bleaklands]]) has been used in other storylines since, including [[Keeping up with the Kestrels]] and [[Witchful Thinking]]. Xorus actually has a fairly high share of the responsibility and blame for the Bleaklands, because it was done by Raznel largely using the stuff she learned from him.&lt;br /&gt;
[942] This is referring to the [[epochxin]], first established in the [[Eyes of the Dawn]] storyline. Raznel learned about it in her youth because of a time loop paradox due to Melgorehn&#039;s Reach. She largely learned about its uses from Xorus, during the [[Keeping up with the Kestrels]] storyline, and Xorus later cured Larsya of the poison during the Praxopius storyline. It was weaponized into a genocidal disease curse against the krolvin, which led to krolvin invasions later, and is likely involved in the Blight that is presently suppressed around Wehnimer&#039;s Landing.&lt;br /&gt;
[943] This refers to the fact that Grishom Stone has the [[Star of Khar&#039;ta]] artifact and converted it to be oriented to blood and shadows energy. Stone is residing in the Deadfall forest near Wehnimer&#039;s Landing and is going to pull major stuff in a future storyline using that artifact. That forest has a bunch of blood eating demonic trees in it and is magically sealed off.&lt;br /&gt;
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		<author><name>INIQUITY</name></author>
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